diff --git a/3D&T_ALPHA/3D&T_ALPHA.html b/3D&T_ALPHA/3D&T_ALPHA.html index e5caf7737f..b2a7935111 100644 --- a/3D&T_ALPHA/3D&T_ALPHA.html +++ b/3D&T_ALPHA/3D&T_ALPHA.html @@ -17,11 +17,11 @@

Atributos

-
-
-
-
-
+
+
+
+
+



diff --git a/5eShaped/translations/de.json b/5eShaped/translations/de.json index f661ee9afe..4f428dcf21 100644 --- a/5eShaped/translations/de.json +++ b/5eShaped/translations/de.json @@ -93,19 +93,19 @@ "AS": "als", "ATHLETICS": "Athletik", "ATK": "ATT", - "ATTACHERS": "Attachers", + "ATTACHERS": "Anhänge", "ATTACK": "Angriff", "ATTACKS": "Angriffe", "ATTACK_MODIFIER": "Angriffsmodifikator", "AT_WILL": "nach Belieben", "AUTO": "Auto", - "AUTOMATICALLY_EXPEND_SPELL_RESOURCES": "Automatically expend spell resources", - "AUTOMATICALLY_ROLL_DAMAGE_FOR_ATTACKS": "Automatically roll damage for attacks", - "AUTOMATICALLY_ROLL_DAMAGE_FOR_SAVING_THROWS": "Automatically roll damage for saving throws", + "AUTOMATICALLY_EXPEND_SPELL_RESOURCES": "Automatische Ausgabe von Zauberspruch-Ressourcen", + "AUTOMATICALLY_ROLL_DAMAGE_FOR_ATTACKS": "Automatischer Schadenswurf bei Angriffen", + "AUTOMATICALLY_ROLL_DAMAGE_FOR_SAVING_THROWS": "Automatischer Schadenswurf bei Rettungswürfen", "AUTOMATIC_HIGHER_LEVEL_QUERIES": "Automatic higher level queries", - "AUTO_REVERT_ADV": "Automatically revert (dis)advantage", - "AVERAGE_OF_ABILITIES": "Average of the highest 1 or 2 abilities", - "AVG": "avg", + "AUTO_REVERT_ADV": "Automatisch den Vor\/-Nachteil umkehren", + "AVERAGE_OF_ABILITIES": "Durchschnittswert der höchsten 1 oder 2 Attribute", + "AVG": "i.D.", "BACKGROUND": "Hintergrund", "BACKSTORY": "Char-Geschichte", "BARBARIAN": "Barbar", @@ -117,16 +117,16 @@ "BLINDED_1": "Eine blinde Kreatur kann nicht sehen und scheitert automatisch bei allen Attributswürfen, die Sicht erfordern.", "BLINDED_2": "Angriffswürfe gegen die Kreatur sind im Vorteil, die Kreatur ist bei ihren Angriffswürfen hingegen im Nachteil.", "BLINDSIGHT": "Blindsicht", - "BLIND_BEYOND": "Blind ausserhalb", + "BLIND_BEYOND": "Blind ausserhalb dieses Radius", "BLUDGEONING": "Wucht", "BONDS": "Verpflichtungen", "BONUS": "Bonus", "BORDER": "Grenze", "BONUSES": "Boni", "BONUSES_AND_PENALTIES": "Boni & Mali", - "BONUSES_AND_PENALTIES_TOOLTIP": "Auto add a bonus\/penalty to rolls made using the sheet macros.
Usage: you acquire a magic item that gives +1 to your spell save DC, enter 1 in the spell save DC field. You are under the effects of the Bless spell, enter “d4cs0cf0” in both attack roll fields, and the saving throw one", + "BONUSES_AND_PENALTIES_TOOLTIP": "Automatisches Hinzufügen eines Bonus\/Malus zu Würfeln, die mit den Charakterbogen Makros gemacht werden.
Verwendung: Sie erwerben einen magischen Gegenstand, der Ihrem Zauber +1 auf den SG gg. RW verleiht. Sie stehen unter der Wirkung des Segens-Zaubers, geben Sie \"d4cs0cf0\" in beide Angriffswurffelder ein, und der RW", "BRAWN": "Brawn", - "BREAK_TIES": "Break ties", + "BREAK_TIES": "Bindungen brechen", "BURROW": "Graben", "CANCEL": "Abbrechen", "CANTRIP": "Zaubertrick", @@ -134,7 +134,7 @@ "CAN_HAVE": "Kann haben", "CARRIED": "Getragen", "CARRYING_CAPACITY": "Traglast", - "CARRYING_CAPACITY_1": "This is the weight that you can carry", + "CARRYING_CAPACITY_1": "Dies ist die Last, die Sie tragen können", "CARRYING_PUSH_DRAG_LIFT": "Ziehen\/Schieben\/
Heben", "CARRYING_PUSH_DRAG_LIFT_FEET": "Wenn du ein Gewicht, das höher als deine Traglast ist, schiebst oder ziehst, sinkt deine Bewegungsrate auf 5 Fuß.", "CARRYING_PUSH_DRAG_LIFT_METERS": "Wenn du ein Gewicht, das höher als deine Traglast ist, schiebst oder ziehst, sinkt deine Bewegungsrate auf 1.5 m.", @@ -159,19 +159,19 @@ "CLASS_AND_LEVEL": "Klasse & Stufe", "CLASS_AND_LEVEL_PLACEHOLDER": "Generiert nach Hinzufügen einer Klasse im “Charakter”-Tab", "CLASS_FEATURES": "Klassenfähigkeiten", - "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC": "Infuse Magic", - "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT": "You gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell’s effects occur. Instead, the spell transfers into that item for later use if the item doesn’t already contain a spell from this feature.\nAny creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell’s range is self, it targets the creature that activates the item.\nWhen you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted.\nYou can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.", - "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS": "Magic Item Analysis", - "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT": "Your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don’t need to provide a material component when casting identify with this class feature.", - "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT": "Mechanical Servant", + "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC": "Magie einströmen lassen", + "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT": "Sie erhalten die Fähigkeit, Ihre Arkanisten-Zauber in Objekte zur späteren Verwendung einzubetten. Wenn Sie einen Arkanisten-Zauber mit einem Zeitaufwand von 1 Aktion wirken, können Sie seinen Zeitaufwand auf 1 Minute erhöhen. Wenn Sie dies tun und während des Wirkens einen nicht-magischen Gegenstand halten, verbrauchen Sie zwar einen Zauberplatz, aber es treten keine Effekte des Zaubers auf. Stattdessen wird der Zauberspruch in diesen Gegenstand übertragen und kann später verwendet werden, falls der Gegenstand nicht bereits einen Zauber aus diesem Merkmal enthält.\nJede Kreatur, die den Gegenstand danach hält, kann den Zauber durch eine Aktion aktivieren, wenn die Kreatur einen Intelligenz-Wert von mindestens 6 hat. Der Zauber wird mit Ihrer Zauberfähigkeit gewirkt und zielt auf die Kreatur, die den Gegenstand aktiviert. Wenn der Zauber auf mehr als eine Kreatur zielt, wählt die Kreatur, die den Gegenstand aktiviert, die zusätzlichen Ziele aus. Wenn der Zauberspruch einen Wirkungsbereich hat, wird er auf den Gegenstand zentriert. Hat der Zauberspruch einen eigenen Wirkungsbereich, zielt er auf die Kreatur, die den Gegenstand aktiviert.\nWenn Sie einen Zauberspruch auf diese Weise wirken, muss er innerhalb von 8 Stunden angewendet werden. Nach dieser Zeit verblasst seine Magie und wird verschwendet.\nSie können eine begrenzte Anzahl von Zaubern gleichzeitig in Gegenstände einbetten. Die Anzahl entspricht Ihrem Intelligenzmodifikator.", + "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS": "Analyse magischer Gegenstände", + "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT": "Ihr Verständnis von magischen Gegenständen ermöglicht es Ihnen, ihre Geheimnisse zu analysieren und zu verstehen. Sie wissen, dass die Arkanisten-Zauber Magie erkennen und identifizieren, und Sie können sie als Rituale durchführen. Sie brauchen keine Materialkomponente bereitzustellen, wenn Sie Gegenstände mit diesem Klassenmerkmal identifizieren.", + "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT": "Mechanischer Diener", "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT": "Your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.\nSelect a Large beast with a challenge rating of 2 or less. The servant uses that beast’s game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:\n•It is a construct instead of a beast.\n•It can’tbe charmed.\n•It is immune to poison damage and the poisoned condition.\n•It gains darkvision with a range of 60 feet if it doesn’t have it already.\n•It understands the languages you can speak when you create it, but it can’t speak.\n•If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.\nThe servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.\nIf the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.", - "CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE": "Soul of Artifice", - "CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE_TEXT": "Your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. You can attune to up to six magic items at once. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to.", - "CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT": "Superior Attunement", - "CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT_TEXT": "Your superior understanding of magic items allows you to master their use. You can now attune to up to four, rather than three, magic items at a time.\nAt 15th level, this limit increases to five magic items.", - "CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE": "Tool Expertise", - "CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE_TEXT": "Your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class.", - "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION": "Wondrous Invention", + "CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE": "Seele des Arkanisten", + "CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE_TEXT": "Ihr Verständnis von magischen Gegenständen ist unübertroffen und erlaubt Ihnen, Ihre Seele mit Gegenständen zu vereinen, die mit Ihnen verbunden sind. Sie können sich auf bis zu sechs magische Gegenstände gleichzeitig einstellen. Darüber hinaus erhalten Sie einen Bonus von +1 auf alle Rettungswürfe pro magischen Gegenstand, auf den Sie sich gerade einstellen.", + "CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT": "Überlegene Einstimmung", + "CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT_TEXT": "Ihr überlegenes Verständnis von magischen Gegenständen ermöglicht es Ihnen, ihre Verwendung zu beherrschen. Sie können sich jetzt auf bis zu vier (statt drei) magische Gegenstände gleichzeitig einstellen.\nAuf der 15. Stufe erhöht sich dieses Limit auf fünf magische Gegenstände.", + "CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE": "Werkzeug-Expertise", + "CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE_TEXT": "Ihr Übungsbonus wird für jeden Wurf auf ihre Fertigkeiten verdoppelt, bei der Sie eine der Werkzeugkenntnisse, die Sie durch ihre Klasse erworben haben, verwenden.", + "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION": "Wundersame Erfindung", "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT": "You gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.\nCrafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up.\nYou complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. These magic items are detailed in the Dungeon Master’s Guide.\n2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones\n5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets\n10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward’s handy haversack\n15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing\n20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying", "CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL": "Brutal Critical", "CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT": "You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.", diff --git a/7th Sea 2e/translations/de.json b/7th Sea 2e/translations/de.json index 3ea39a7002..e167598c53 100644 --- a/7th Sea 2e/translations/de.json +++ b/7th Sea 2e/translations/de.json @@ -1,100 +1,100 @@ { "name-u": "NAME", "nation-u": "NATION", - "player-u": "PLAYER", + "player-u": "SPIELER", "religion-u": "RELIGION", - "wounds": "Wounds", - "dramatic-wounds": "Dramatic Wounds", - "traits-skills": "Traits and Skills", - "prime": "Prime", + "wounds": "Wunden", + "dramatic-wounds": "Dramatische Wunden", + "traits-skills": "Eigenschaften und Fertigkeiten", + "prime": "Haupt", "details": "Details", - "story": "Story", - "ship": "Ship", - "all": "All", - "traits": "Traits", - "brawn": "Brawn", - "finesse": "Finesse", - "resolve": "Resolve", - "wits": "Wits", - "panache": "Panache", - "advantages": "Advantages", - "show": "Show", - "dice": "Dice", + "story": "Geschichte", + "ship": "Schiff", + "all": "Alles", + "traits": "Eigenschaften", + "brawn": "Muskeln", + "finesse": "Gewandheit", + "resolve": "Entschlossenheit", + "wits": "Verstand", + "panache": "Stil", + "advantages": "Vorteile", + "show": "Anzeigen", + "dice": "Würfel", "normal": " Normal    ", - "exploding": " Exploding   ", - "reroll": "Reroll", - "plus-2-dice": "Plus 2 Dice", - "plus-3-dice": "Plus 3 Dice", - "plus-4-dice": "Plus 4 Dice", - "skills": "Skills", - "trait-u": "TRAIT", - "rank-u": "RANK", - "aim": "Aim", - "none": "None", - "athletics": "Athletics", - "brawl": "Brawl", - "convince": "Convince", - "empathy": "Empathy", - "hide": "Hide", - "intimidate": "Intimidate", - "notice": "Notice", - "perform": "Perform", - "ride": "Ride", - "sailing": "Sailing", - "scholarship": "Scholarship", - "tempt": "Tempt", - "theft": "Theft", - "warfare": "Warfare", - "weaponry": "Weaponry", - "backgrounds": "Backgrounds", - "background": "Background", + "exploding": " Explodieren   ", + "reroll": "Wiederholen", + "plus-2-dice": "Plus 2 Würfel", + "plus-3-dice": "Plus 3 Würfel", + "plus-4-dice": "Plus 4 Würfel", + "skills": "Fertigkeiten", + "trait-u": "Eigenschaften", + "rank-u": "Rang", + "aim": "Zielen", + "none": "Keine", + "athletics": "Athletik", + "brawl": "Raufen", + "convince": "Überzeugen", + "empathy": "Empathie", + "hide": "Verbergen", + "intimidate": "Einschüchtern", + "notice": "Warnehmen", + "perform": "Darstellen", + "ride": "Reiten", + "sailing": "Segeln", + "scholarship": "Gelehrsamkeit", + "tempt": "Beeinflussen", + "theft": "Stehlen", + "warfare": "Kriegsführung", + "weaponry": "Waffen", + "backgrounds": "Hintergründe", + "background": "Hintergrund", "arcana": "Arcana", - "virtue": "Virtue", - "hubris": "Hubris", + "virtue": "Tugend", + "hubris": "Untugend", "reputation": "Reputation", - "reputation-rating": "Reputation Rating", - "cost": "Cost", - "wealth": "Wealth", + "reputation-rating": "Reputation Wert", + "cost": "Kosten", + "wealth": "Wohlstand", "profession": "Profession", - "sorcery": "Sorcery", - "rank": "Rank", - "dueling-style-bonus": "Dueling Style Bonus", - "dueling": "Dueling", - "secret-society": "Secret Society", - "society": "Society", - "favor": "Favor", - "languages": "Languages", - "corruption": "Corruption", - "connections": "Connections", - "contact-name": "Contact Name", - "relation": "Relation", - "country-city": "Country, City", - "stories": "Stories", - "steps": "Steps", - "reward": "Reward", - "ship-name-u": "SHIP'S NAME", - "class-u": "CLASS", - "captain-u": "CAPTAIN", - "origin-u": "ORIGIN", - "hits-u": "HITS", - "critical-hits-u": "CRITICAL HITS", - "ship-details": "  Expanded Ship Details", - "class": "Class", - "crew": "Crew", - "cargo": "Cargo", - "guns": "Guns", - "treasury": "Treasury", - "special-features": "Special Features", + "sorcery": "Zauberei", + "rank": "Rang", + "dueling-style-bonus": "Stilbonus", + "dueling": "Duellieren", + "secret-society": "Geheimgesellschaft", + "society": "Gesellschaft", + "favor": "Gefallen", + "languages": "Sprachen", + "corruption": "Korruption", + "connections": "Verbindungen", + "contact-name": "Kontakt Name", + "relation": "Beziehung", + "country-city": "Land, Stadt", + "stories": "Geschichten", + "steps": "Stufen", + "reward": "Belohnung", + "ship-name-u": "Name des Schiffes", + "class-u": "Klasse", + "captain-u": "Kapitän", + "origin-u": "Herkunft", + "hits-u": "Treffer", + "critical-hits-u": "Kritische Treffer", + "ship-details": "  Schiffdetails ausklappen", + "class": "Klasse", + "crew": "Besatzung", + "cargo": "Fracht", + "guns": "Kanonen", + "treasury": "Schätze", + "special-features": "Besonderheiten", "feature": "Feature", - "adventures": "Adventures", - "adventure": "Adventure", + "adventures": "Abenteuer", + "adventure": "Abenteuer", "position": "Position", "name": "Name", - "lieutenant-first-mate": "Lieutenant/First Mate", - "master-of-sail": "Master of Sail", - "sail": "Sail", - "boatswan": "Boatswan", - "master-gunner": "Master Gunner", - "surgeon-doctor": "Surgeon/Doctor", - "out-of": "out of" + "lieutenant-first-mate": "Erster Offizier/Erster Maat", + "master-of-sail": "Steuermann", + "sail": "Segel", + "boatswan": "Bootsmann", + "master-gunner": "Geschützmeister", + "surgeon-doctor": "Schiffsarzt", + "out-of": "von" } diff --git a/7th Sea 2e/translations/es.json b/7th Sea 2e/translations/es.json index d0309ca929..4f15d6ebb7 100644 --- a/7th Sea 2e/translations/es.json +++ b/7th Sea 2e/translations/es.json @@ -10,7 +10,7 @@ "details": "Detalles", "story": "Historia", "ship": "Barco", - "all": "All", + "all": "Todo", "traits": "Características", "brawn": "Músculo", "finesse": "Maña", @@ -78,7 +78,7 @@ "origin-u": "ORIGEN", "hits-u": "IMPACTOS", "critical-hits-u": "IMPACTOS CRÍTICOS", - "ship-details": "  Expandir los detalles de nave", + "ship-details": "  Ampliar los detalles del barco", "class": "Clase", "crew": "Tripulación", "cargo": "Carga", @@ -91,7 +91,7 @@ "position": "Posición", "name": "Nombre", "lieutenant-first-mate": "Teniente/Primer oficial", - "master-of-sail": "Master of Sail", + "master-of-sail": "Maestro velero", "sail": "Velas", "boatswan": "Contramaestre", "master-gunner": "Maestro artillero", diff --git a/7th Sea 2e/translations/pt.json b/7th Sea 2e/translations/pt.json index 3ea39a7002..668af718b2 100644 --- a/7th Sea 2e/translations/pt.json +++ b/7th Sea 2e/translations/pt.json @@ -1,100 +1,100 @@ { - "name-u": "NAME", - "nation-u": "NATION", - "player-u": "PLAYER", - "religion-u": "RELIGION", - "wounds": "Wounds", - "dramatic-wounds": "Dramatic Wounds", - "traits-skills": "Traits and Skills", - "prime": "Prime", - "details": "Details", - "story": "Story", - "ship": "Ship", - "all": "All", - "traits": "Traits", - "brawn": "Brawn", + "name-u": "NOME", + "nation-u": "NAÇÃO", + "player-u": "JOGADOR", + "religion-u": "RELIGIÃO", + "wounds": "Ferimentos", + "dramatic-wounds": "Ferimentos Dramáticos", + "traits-skills": "Atributos e Perícias", + "prime": "Principal", + "details": "Detalhes", + "story": "História", + "ship": "Embarcação", + "all": "Tudo", + "traits": "Atributos", + "brawn": "Vigor", "finesse": "Finesse", - "resolve": "Resolve", - "wits": "Wits", + "resolve": "Determinação", + "wits": "Argúcia", "panache": "Panache", - "advantages": "Advantages", - "show": "Show", - "dice": "Dice", + "advantages": "Vantagens", + "show": "Mostrar", + "dice": "Dado", "normal": " Normal    ", - "exploding": " Exploding   ", - "reroll": "Reroll", - "plus-2-dice": "Plus 2 Dice", - "plus-3-dice": "Plus 3 Dice", - "plus-4-dice": "Plus 4 Dice", - "skills": "Skills", - "trait-u": "TRAIT", - "rank-u": "RANK", - "aim": "Aim", - "none": "None", - "athletics": "Athletics", - "brawl": "Brawl", - "convince": "Convince", - "empathy": "Empathy", - "hide": "Hide", - "intimidate": "Intimidate", - "notice": "Notice", - "perform": "Perform", - "ride": "Ride", - "sailing": "Sailing", - "scholarship": "Scholarship", - "tempt": "Tempt", - "theft": "Theft", - "warfare": "Warfare", - "weaponry": "Weaponry", - "backgrounds": "Backgrounds", - "background": "Background", - "arcana": "Arcana", - "virtue": "Virtue", - "hubris": "Hubris", - "reputation": "Reputation", - "reputation-rating": "Reputation Rating", - "cost": "Cost", - "wealth": "Wealth", - "profession": "Profession", - "sorcery": "Sorcery", - "rank": "Rank", - "dueling-style-bonus": "Dueling Style Bonus", - "dueling": "Dueling", - "secret-society": "Secret Society", - "society": "Society", + "exploding": " Explodindo   ", + "reroll": "Rerrolar", + "plus-2-dice": "+ 2 Dados", + "plus-3-dice": "+ 3 Dados", + "plus-4-dice": "+ 4 Dados", + "skills": "Perícias", + "trait-u": "ATRIBUTO", + "rank-u": "GRAU", + "aim": "Mirar", + "none": "Nenhum", + "athletics": "Atletismo", + "brawl": "Briga", + "convince": "Convencer", + "empathy": "Empatia", + "hide": "Esconder", + "intimidate": "Intimidar", + "notice": "Observar", + "perform": "Atuar", + "ride": "Cavalgar", + "sailing": "Navegar", + "scholarship": "Erudição", + "tempt": "Seduzir", + "theft": "Furto", + "warfare": "Arte da Guerra", + "weaponry": "Armas", + "backgrounds": "Formações", + "background": "Formação", + "arcana": "Arcanos", + "virtue": "Virtude", + "hubris": "Húbris", + "reputation": "Reputação", + "reputation-rating": "Valor de Reputação", + "cost": "Custo", + "wealth": "Fortuna", + "profession": "Profissão", + "sorcery": "Feitiçaria", + "rank": "Grau", + "dueling-style-bonus": "Bônus de Estilo de Duelo", + "dueling": "Duelando", + "secret-society": "Sociedades Secretas", + "society": "Sociedade", "favor": "Favor", - "languages": "Languages", - "corruption": "Corruption", - "connections": "Connections", - "contact-name": "Contact Name", - "relation": "Relation", - "country-city": "Country, City", - "stories": "Stories", - "steps": "Steps", - "reward": "Reward", - "ship-name-u": "SHIP'S NAME", - "class-u": "CLASS", - "captain-u": "CAPTAIN", - "origin-u": "ORIGIN", - "hits-u": "HITS", - "critical-hits-u": "CRITICAL HITS", - "ship-details": "  Expanded Ship Details", - "class": "Class", - "crew": "Crew", - "cargo": "Cargo", - "guns": "Guns", - "treasury": "Treasury", - "special-features": "Special Features", - "feature": "Feature", - "adventures": "Adventures", - "adventure": "Adventure", - "position": "Position", - "name": "Name", - "lieutenant-first-mate": "Lieutenant/First Mate", - "master-of-sail": "Master of Sail", - "sail": "Sail", - "boatswan": "Boatswan", - "master-gunner": "Master Gunner", - "surgeon-doctor": "Surgeon/Doctor", - "out-of": "out of" + "languages": "Línguas", + "corruption": "Corrupção", + "connections": "Conexões", + "contact-name": "Nome do Contato", + "relation": "Relação", + "country-city": "Nação, Cidade", + "stories": "Histórias", + "steps": "Passos", + "reward": "Recompensa", + "ship-name-u": "NOME DA NAU", + "class-u": "CLASSE", + "captain-u": "CAPITÃO", + "origin-u": "ORIGEM", + "hits-u": "AVARIAS", + "critical-hits-u": "AVARIAS CRÍTICAS", + "ship-details": "  Expandandir Detalhes da Nau", + "class": "Classe", + "crew": "Tripulação", + "cargo": "Carga", + "guns": "Canhões", + "treasury": "Tesuro", + "special-features": "Características Especiais", + "feature": "Característica", + "adventures": "Aventuras", + "adventure": "Aventura", + "position": "Posição", + "name": "Nome", + "lieutenant-first-mate": "Mestre do Navio/Imediato", + "master-of-sail": "Mestre de Vela", + "sail": "Vela", + "boatswan": "Contramestre", + "master-gunner": "Mestre Bombardeiro", + "surgeon-doctor": "Cirurgião/Médico", + "out-of": "de" } diff --git a/A Fistful of Darkness/README.md b/A Fistful of Darkness/README.md index 93cbfc4716..6249fde09f 100644 --- a/A Fistful of Darkness/README.md +++ b/A Fistful of Darkness/README.md @@ -4,6 +4,14 @@ This is the source code for the A Fistful of Darkness character sheet on Roll20. ## Changelog +### 1.1 + +* Improved colors for Location Cards (black / red) +* Improved colors for Achievements (better contrast) +* Bugfix to Outlaw Achievements (wrong category) +* Typos fixed +* Add credits for Jacob and Tim + ### 1.0 * Initial release diff --git a/A Fistful of Darkness/aFoD.css b/A Fistful of Darkness/aFoD.css index d7e25ff8e0..2b81b6bda2 100644 --- a/A Fistful of Darkness/aFoD.css +++ b/A Fistful of Darkness/aFoD.css @@ -2257,7 +2257,6 @@ input.sheet-checkbox.sheet-squarebox-small, .sheet-checkbox.sheet-squarebox-smal .sheet-claimbox-neutral textarea, .sheet-claimbox-light textarea, .sheet-claimbox-darkness textarea { - color: #b4b4b4; text-align: center; font-size: 9px; resize: none; @@ -2272,7 +2271,7 @@ input.sheet-checkbox.sheet-squarebox-small, .sheet-checkbox.sheet-squarebox-smal .sheet-claimbox-neutral label, .sheet-claimbox-light label, .sheet-claimbox-darkness label { - color: #b4b4b4; + color: #fff6f6; position: absolute; bottom: 1px; left: 1px; @@ -2281,14 +2280,23 @@ input.sheet-checkbox.sheet-squarebox-small, .sheet-checkbox.sheet-squarebox-smal background-image: url("https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/A%20Fistful%20of%20Darkness/Assets/box_neutral.png"); background-repeat: round; } +.sheet-claimbox-neutral textarea { + color: #555; +} .sheet-claimbox-light { background-image: url("https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/A%20Fistful%20of%20Darkness/Assets/box_light.png"); background-repeat: round; } +.sheet-claimbox-light textarea { + color: #555; +} .sheet-claimbox-darkness { background-image: url("https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/A%20Fistful%20of%20Darkness/Assets/box_darkness.png"); background-repeat: round; } +.sheet-claimbox-darkness textarea { + color: #fff6f6; +} input[value="1"] + .sheet-claimbox-light { border: 1px solid #be1515; box-shadow: 0px 0px 4px #0e0c0c; @@ -2495,7 +2503,7 @@ input.sheet-expand, .sheet-expand + span { } .sheet-locationcard { border-radius: 5px; - background: #0e0c0c; + background: rgba(5, 5, 5, 0.5); padding: 1px; margin-top: 5px; } @@ -2504,13 +2512,15 @@ input.sheet-expand, .sheet-expand + span { text-transform: uppercase; padding-left: 5px; padding-right: 5px; - color: dd-darkred; + color: #fff6f6; } .sheet-locationcard textarea { - background: rgba(255, 255, 255, 0.75); + background: rgba(255, 255, 255, 0.5); font-size: 11px; line-height: 1.5; + padding: 3px; height: 51px; + color: #0e0c0c; } .sheet-locationcard label { font-size: 10px; @@ -2519,8 +2529,8 @@ input.sheet-expand, .sheet-expand + span { padding: 3px; text-align: right; vertical-align: middle; - color: #fff6f6; font-style: italic; + color: #fff6f6; } .sheet-locationcard input[type=number] { border: none; @@ -2529,6 +2539,7 @@ input.sheet-expand, .sheet-expand + span { font-size: 12px; width: 30px; text-align: center; + color: #fff6f6; } .sheet-locationcard .sheet-location-stats-row { display: flex; diff --git a/A Fistful of Darkness/aFoD.html b/A Fistful of Darkness/aFoD.html index 76bf15149f..de1fd26b94 100644 --- a/A Fistful of Darkness/aFoD.html +++ b/A Fistful of Darkness/aFoD.html @@ -2298,7 +2298,7 @@ const data = { "claim_5_desc": "The Throne of Skulls", "claim_5_name": "Light", "claim_6_desc": "The Beast", - "claim_6_name": "Darkness", + "claim_6_name": "Dark", "claim_7_desc": "Hellstone Claim", "claim_7_name": "Dark", "claim_9_desc": "Last Deals of Dead Men", @@ -2312,7 +2312,7 @@ const data = { "claim_13_desc": "Rail Connection", "claim_13_name": "Neutral", "claim_14_desc": "Hellstone Claim", - "claim_14_name": "Light", + "claim_14_name": "Neutral", "claim_15_desc": "Hanging Tree", "claim_15_name": "Light", "claim_bridge_1_2": "0", @@ -3241,7 +3241,7 @@ const data = { "gatherinfo1", "gatherinfo2", "gatherinfo3", "gatherinfo4", "gatherinfo5", "gatherinfo6"] }; /* global data, getTranslationByKey, getAttrs, setAttrs, on, getSectionIDs, generateRowID, removeRepeatingRow */ -const sheetVersion = "1.0"; +const sheetVersion = "1.1"; const sheetName = "A Fistful of Darkness"; const getTranslation = (key) => (getTranslationByKey(key) || "NO_TRANSLATION_FOUND"); /* It's necessary to include the base data at the start of the file */ diff --git a/A Fistful of Darkness/sheet.json b/A Fistful of Darkness/sheet.json index faddab94b1..7a00b7c9a2 100644 --- a/A Fistful of Darkness/sheet.json +++ b/A Fistful of Darkness/sheet.json @@ -1,8 +1,8 @@ { "html": "aFoD.html", "css": "aFoD.css", - "authors": "Stefan Struck", - "roll20userid": "1458712", + "authors": "Stefan Struck, based on work by Tim Denee and Jakob Oesinghaus", + "roll20userid": "1458712, 782723, 726129", "preview": "aFoD.png", "instructions": "This sheet for A Fistful of Darkness includes a sheet for both characters and the posse, as well as a faction status and location tracker.\nFor questions or bug reports, feel free to contact me via mail (in (at) monkeyecho.de) or the Blades in the Dark community (https://community.bladesinthedark.com/u/monkeyEcho)." } diff --git a/A Fistful of Darkness/translation.json b/A Fistful of Darkness/translation.json index f8c8802847..32c44e9ae6 100644 --- a/A Fistful of Darkness/translation.json +++ b/A Fistful of Darkness/translation.json @@ -906,7 +906,7 @@ "upgrade_personal_description": "Earn 2 xp when training playbook during downtime.", "upgrade_prowess_description": "Earn 2 xp when training Prowess during downtime.", "upgrade_guts_description": "Earn 2 xp when training Guts during downtime.", - "upon_crew_advance": "Upon posse advance, each PC gets Indulgence = Tier+2", + "upon_crew_advance": "Upon posse advance, each PC gets Ablass = Tier+2", "use_kirsty": "Use Kirsty font if installed (only check if you have Kirsty)", "vaults": "Vaults", "version": "Version", diff --git a/A Fistful of Darkness/translations/zu.json b/A Fistful of Darkness/translations/zu.json index 0e4cb25881..0921807ca9 100644 --- a/A Fistful of Darkness/translations/zu.json +++ b/A Fistful of Darkness/translations/zu.json @@ -876,7 +876,7 @@ "upgrade_personal_description": "crwdns146216:0crwdne146216:0", "upgrade_prowess_description": "crwdns146218:0crwdne146218:0", "upgrade_guts_description": "crwdns146220:0crwdne146220:0", - "upon_crew_advance": "crwdns146222:0crwdne146222:0", + "upon_crew_advance": "crwdns147940:0crwdne147940:0", "use_kirsty": "crwdns146224:0crwdne146224:0", "vaults": "crwdns146226:0crwdne146226:0", "version": "crwdns146228:0crwdne146228:0", diff --git a/A Song of Ice and Fire/SIFRPNew.css b/A Song of Ice and Fire/SIFRPNew.css index f4161ea11e..4faf3f8c07 100644 --- a/A Song of Ice and Fire/SIFRPNew.css +++ b/A Song of Ice and Fire/SIFRPNew.css @@ -1,5 +1,5 @@ /*----------- Tabs Setup -------------*/ - +/* Update 10-05-2020 for [Trone de Fer] Character Sheet*/ /*this hides the contents of each tab by default*/ .charsheet div[class^="sheet-section"] { display: none; @@ -10,7 +10,8 @@ .charsheet input.sheet-tab2:checked ~ div.sheet-section-gear, .charsheet input.sheet-tab3:checked ~ div.sheet-section-advancements, .charsheet input.sheet-tab4:checked ~ div.sheet-section-npcsandminions, -.charsheet input.sheet-tab5:checked ~ div.sheet-section-journal +.charsheet input.sheet-tab5:checked ~ div.sheet-section-journal, +.charsheet input.sheet-tab6:checked ~ div.sheet-section-armies { display: block; } diff --git a/A Song of Ice and Fire/SIFRPNew.html b/A Song of Ice and Fire/SIFRPNew.html index 641f501e24..c18eaa4fe4 100644 --- a/A Song of Ice and Fire/SIFRPNew.html +++ b/A Song of Ice and Fire/SIFRPNew.html @@ -1,19 +1,21 @@ - -Info & Abilities + +Info & Abilities -Intrigue & Combat +Intrigue & Combat -Character Details +Character Details -NPCs +NPCs + + +Armies -Journal +Journal

@@ -28,20 +30,20 @@
-
+
-
+
-
+
-
+
@@ -52,23 +54,23 @@
-
+
-
+
-
+
-
+
-
+
-
+
@@ -96,7 +98,7 @@
+ style="vertical-align: middle;" data-i18n="custom-roll">Custom Roll
@@ -163,7 +165,7 @@
+ style="vertical-align: middle;" data-i18n="agility">Agility
@@ -181,7 +183,7 @@ value='0' />
+ value="&{template:sofai} {{input=**@{character_name} tests Agility (Acrobatics)!** \n\n [[ ( [[ @{agility} + @{agilityAcrobatics} + ?{Bonus Dice|0} ]] )d6dl[[ @{agilityAcrobatics} + ?{Bonus Dice|0} + @{wounds} + ?{Penalty Dice|0} ]] - @{injuries} - @{fatigue} ]] }}" data-i18n="acrobatics">Acrobatics
@@ -190,7 +192,7 @@ value='0' />
+ value="&{template:sofai} {{input=**@{character_name} tests Agility (Balance)!** \n\n [[ ( [[ @{agility} + @{agilityBalance} + ?{Bonus Dice|0} ]] )d6dl[[ @{agilityBalance} + ?{Bonus Dice|0} + @{wounds} + ?{Penalty Dice|0} ]] }}" data-i18n="balance">Balance
@@ -199,7 +201,7 @@ value='0' />
+ value="&{template:sofai} {{input=**@{character_name} tests Agility (Contortions)!** \n\n [[ ( [[ @{agility} + @{agilityContortions} + ?{Bonus Dice|0} ]] )d6dl[[ @{agilityContortions} + ?{Bonus Dice|0} + @{wounds} + ?{Penalty Dice|0} ]] - @{injuries} - @{fatigue} ]] }}" data-i18n="contortions">Contortions
@@ -208,7 +210,7 @@ value='0' />
+ value="&{template:sofai} {{input=**@{character_name} tests Agility (Dodge)!** \n\n [[ ( [[ @{agility} + @{agilityDodge} + ?{Bonus Dice|0} ]] )d6dl[[ @{agilityDodge} + ?{Bonus Dice|0} + @{wounds} + ?{Penalty Dice|0} ]] - @{injuries} - @{fatigue} ]] }}" data-i18n="dodge">Dodge
@@ -217,7 +219,7 @@ value='0' />
+ value="&{template:sofai} {{input=**@{character_name} tests Agility (Quickness)!** \n\n [[ ( [[ @{agility} + @{agilityQuickness} + ?{Bonus Dice|0} ]] )d6dl[[ @{agilityQuickness} + ?{Bonus Dice|0} + @{wounds} + ?{Penalty Dice|0} ]] - @{injuries} - @{fatigue} ]] }}" data-i18n="quickness">Quickness
@@ -241,7 +243,7 @@
+ style="vertical-align: middle;" data-i18n="animal-handling">Animal Handling
@@ -259,7 +261,7 @@ value='0' />
+ value="&{template:sofai} {{input=**@{character_name} tests Animal Handling (Charm)!** \n\n [[ ( [[ @{animalhandling} + @{animalhandlingCharm} + ?{Bonus Dice|0} ]] )d6dl[[ @{animalhandlingCharm} + ?{Bonus Dice|0} + @{wounds} + ?{Penalty Dice|0} ]] - @{injuries} - @{fatigue} ]] }}" data-i18n="charm">Charm
@@ -268,7 +270,7 @@ value='0' />
+ value="&{template:sofai} {{input=**@{character_name} tests Animal Handling (Drive)!** \n\n [[ ( [[ @{animalhandling} + @{animalhandlingDrive} + ?{Bonus Dice|0} ]] )d6dl[[ @{animalhandlingDrive} + ?{Bonus Dice|0} + @{wounds} + ?{Penalty Dice|0} ]] - @{injuries} - @{fatigue} ]] }}" data-i18n="drive">Drive
@@ -277,7 +279,7 @@ value='0' />
+ value="&{template:sofai} {{input=**@{character_name} tests Animal Handling (Ride)!** \n\n [[ ( [[ @{animalhandling} + @{animalhandlingRide} + ?{Bonus Dice|0} ]] )d6dl[[ @{animalhandlingRide} + ?{Bonus Dice|0} + @{wounds} + ?{Penalty Dice|0} ]] - @{injuries} - @{fatigue} ]] }}" data-i18n="ride">Ride
@@ -286,7 +288,7 @@ value='0' />
+ value="&{template:sofai} {{input=**@{character_name} tests Animal Handling (Train)!** \n\n [[ ( [[ @{animalhandling} + @{animalhandlingTrain} + ?{Bonus Dice|0} ]] )d6dl[[ @{animalhandlingTrain} + ?{Bonus Dice|0} + @{wounds} + ?{Penalty Dice|0} ]] - @{injuries} - @{fatigue} ]] }}" data-i18n="train">Train
@@ -310,7 +312,7 @@
+ style="vertical-align: middle;" data-i18n="athletics">Athletics
@@ -328,7 +330,7 @@ value='0' />
+ value="&{template:sofai} {{input=**@{character_name} tests Athletics (Climb)!** \n\n [[ ( [[ @{athletics} + @{athleticsClimb} + ?{Bonus Dice|0} ]] )d6dl[[ @{athleticsClimb} + ?{Bonus Dice|0} + @{wounds} + ?{Penalty Dice|0} ]] - @{injuries} - @{fatigue} ]] }}" data-i18n="climb">Climb
@@ -337,7 +339,7 @@ value='0' />
+ value="&{template:sofai} {{input=**@{character_name} tests Athletics (Jump)!** \n\n [[ ( [[ @{athletics} + @{athleticsJump} + ?{Bonus Dice|0} ]] )d6dl[[ @{athleticsJump} + ?{Bonus Dice|0} + @{wounds} + ?{Penalty Dice|0} ]] - @{injuries} - @{fatigue} ]] }}" data-i18n="jump">Jump
@@ -346,7 +348,7 @@ value='0' />
+ value="&{template:sofai} {{input=**@{character_name} tests Athletics (Run)!** \n\n [[ ( [[ @{athletics} + @{athleticsRun} + ?{Bonus Dice|0} ]] )d6dl[[ @{athleticsRun} + ?{Bonus Dice|0} + @{wounds} + ?{Penalty Dice|0} ]] - @{injuries} - @{fatigue} ]] }}" data-i18n="run">Run
@@ -355,7 +357,7 @@ value='0' />
+ value="&{template:sofai} {{input=**@{character_name} tests Athletics (Strength)!** \n\n [[ ( [[ @{athletics} + @{athleticsStrength} + ?{Bonus Dice|0} ]] )d6dl[[ @{athleticsStrength} + ?{Bonus Dice|0} + @{wounds} + ?{Penalty Dice|0} ]] - @{injuries} - @{fatigue} ]] }}" data-i18n="strength">Strength
@@ -364,7 +366,7 @@ value='0' />
+ value="&{template:sofai} {{input=**@{character_name} tests Athletics (Swim)!** \n\n [[ ( [[ @{athletics} + @{athleticsSwim} + ?{Bonus Dice|0} ]] )d6dl[[ @{athleticsSwim} + ?{Bonus Dice|0} + @{wounds} + ?{Penalty Dice|0} ]] - @{injuries} - @{fatigue} ]] }}" data-i18n="swim">Swim
@@ -373,7 +375,7 @@ value='0' />
+ value="&{template:sofai} {{input=**@{character_name} tests Athletics (Throw)!** \n\n [[ ( [[ @{athletics} + @{athleticsThrow} + ?{Bonus Dice|0} ]] )d6dl[[ @{athleticsThrow} + ?{Bonus Dice|0} + @{wounds} + ?{Penalty Dice|0} ]] - @{injuries} - @{fatigue} ]] }}" data-i18n="Throw">Throw
@@ -398,7 +400,7 @@
+ style="vertical-align: middle;" data-i18n="awareness">Awareness
@@ -416,7 +418,7 @@ value='0' />
+ value="&{template:sofai} {{input=**@{character_name} tests Awareness (Empathy)!** \n\n [[ ( [[ @{awareness} + @{awarenessEmpathy} + ?{Bonus Dice|0} ]] )d6dl[[ @{awarenessEmpathy} + ?{Bonus Dice|0} + @{wounds} + ?{Penalty Dice|0} ]] - @{injuries} - @{fatigue} ]] }}" data-i18n="empathy">Empathy
@@ -425,7 +427,7 @@ value='0' />
+ value="&{template:sofai} {{input=**@{character_name} tests Awareness (Notice)!** \n\n [[ ( [[ @{awareness} + @{awarenessNotice} + ?{Bonus Dice|0} ]] )d6dl[[ @{awarenessNotice} + ?{Bonus Dice|0} + @{wounds} + ?{Penalty Dice|0} ]] - @{injuries} - @{fatigue} ]] }}" data-i18n="notice">Notice
@@ -449,7 +451,7 @@
+ style="vertical-align: middle;" data-i18n="cunning">Cunning
@@ -467,7 +469,7 @@ value='0' />
+ value="&{template:sofai} {{input=**@{character_name} tests Cunning (Decipher)!** \n\n [[ ( [[ @{cunning} + @{cunningDecipher} + ?{Bonus Dice|0} ]] )d6dl[[ @{cunningDecipher} + ?{Bonus Dice|0} + @{wounds} + ?{Penalty Dice|0} ]] - @{injuries} - @{fatigue} ]] }}" data-i18n="decipher">Decipher
@@ -476,7 +478,7 @@ value='0' />
+ value="&{template:sofai} {{input=**@{character_name} tests Cunning (Logic)!** \n\n [[ ( [[ @{cunning} + @{cunningLogic} + ?{Bonus Dice|0} ]] )d6dl[[ @{cunningLogic} + ?{Bonus Dice|0} + @{wounds} + ?{Penalty Dice|0} ]] - @{injuries} - @{fatigue} ]] }}" data-i18n="logic">Logic
@@ -485,7 +487,7 @@ value='0' />
+ value="&{template:sofai} {{input=**@{character_name} tests Cunning (Memory)!** \n\n [[ ( [[ @{cunning} + @{cunningMemory} + ?{Bonus Dice|0} ]] )d6dl[[ @{cunningMemory} + ?{Bonus Dice|0} + @{wounds} + ?{Penalty Dice|0} ]] - @{injuries} - @{fatigue} ]] }}" data-i18n="memory">Memory
@@ -509,7 +511,7 @@
+ style="vertical-align: middle;" data-i18n="deception">Deception
@@ -527,7 +529,7 @@ value='0' />
+ value="&{template:sofai} {{input=**@{character_name} tests Deception (Act)!** \n\n [[ ( [[ @{deception} + @{deceptionAct} + ?{Bonus Dice|0} ]] )d6dl[[ @{deceptionAct} + ?{Bonus Dice|0} + @{wounds} + ?{Penalty Dice|0} ]] - @{injuries} - @{fatigue} ]] }}" data-i18n="act">Act
@@ -536,7 +538,7 @@ value='0' />
+ value="&{template:sofai} {{input=**@{character_name} tests Deception (Bluff)!** \n\n [[ ( [[ @{deception} + @{deceptionBluff} + ?{Bonus Dice|0} ]] )d6dl[[ @{deceptionBluff} + ?{Bonus Dice|0} + @{wounds} + ?{Penalty Dice|0} ]] - @{injuries} - @{fatigue} ]] }}" data-i18n="bluff">Bluff
@@ -545,7 +547,7 @@ value='0' />
+ value="&{template:sofai} {{input=**@{character_name} tests Deception (Cheat)!** \n\n [[ ( [[ @{deception} + @{deceptionCheat} + ?{Bonus Dice|0} ]] )d6dl[[ @{deceptionCheat} + ?{Bonus Dice|0} + @{wounds} + ?{Penalty Dice|0} ]] - @{injuries} - @{fatigue} ]] }}" data-i18n="cheat">Cheat
@@ -554,7 +556,7 @@ value='0' />
+ value="&{template:sofai} {{input=**@{character_name} tests Deception (Disguise)!** \n\n [[ ( [[ @{deception} + @{deceptionDisguise} + ?{Bonus Dice|0} ]] )d6dl[[ @{deceptionDisguise} + ?{Bonus Dice|0} + @{wounds} + ?{Penalty Dice|0} ]] - @{injuries} - @{fatigue} ]] }}" data-i18n="disguise">Disguise
@@ -578,7 +580,7 @@
+ style="vertical-align: middle;" data-i18n="endurance">Endurance
@@ -596,7 +598,7 @@ value='0' />
+ value="&{template:sofai} {{input=**@{character_name} tests Endurance (Resilience)!** \n\n [[ ( [[ @{endurance} + @{enduranceResilience} + ?{Bonus Dice|0} ]] )d6dl[[ @{enduranceResilience} + ?{Bonus Dice|0} + @{wounds} + ?{Penalty Dice|0} ]] - @{injuries} - @{fatigue} ]] }}" data-i18n="resilience">Resilience
@@ -605,7 +607,7 @@ value='0' />
+ value="&{template:sofai} {{input=**@{character_name} tests Endurance (Stamina)!** \n\n [[ ( [[ @{endurance} + @{enduranceStamina} + ?{Bonus Dice|0} ]] )d6dl[[ @{enduranceStamina} + ?{Bonus Dice|0} + @{wounds} + ?{Penalty Dice|0} ]] - @{injuries} - @{fatigue} ]] }}" data-i18n="stamina">Stamina
@@ -629,7 +631,7 @@
+ style="vertical-align: middle;" data-i18n="fighting">Fighting
@@ -647,7 +649,7 @@ value='0' />
+ value="&{template:sofai} {{input=**@{character_name} tests Fighting (Axes)!** \n\n [[ ( [[ @{fighting} + @{fightingAxes} + ?{Bonus Dice|0} ]] )d6dl[[ @{fightingAxes} + ?{Bonus Dice|0} + @{wounds} + ?{Penalty Dice|0} ]] - @{injuries} - @{fatigue} ]] }}" data-i18n="axes">Axes
@@ -656,7 +658,7 @@ value='0' />
+ value="&{template:sofai} {{input=**@{character_name} tests Fighting (Bludgeons)!** \n\n [[ ( [[ @{fighting} + @{fightingBludgeons} + ?{Bonus Dice|0} ]] )d6dl[[ @{fightingBludgeons} + ?{Bonus Dice|0} + @{wounds} + ?{Penalty Dice|0} ]] - @{injuries} - @{fatigue} ]] }}" data-i18n="bluggeons">Bludgeons
@@ -665,7 +667,7 @@ value='0' />
+ value="&{template:sofai} {{input=**@{character_name} tests Fighting (Brawling)!** \n\n [[ ( [[ @{fighting} + @{fightingBrawling} + ?{Bonus Dice|0} ]] )d6dl[[ @{fightingBrawling} + ?{Bonus Dice|0} + @{wounds} + ?{Penalty Dice|0} ]] - @{injuries} - @{fatigue} ]] }}" data-i18n="brawling">Brawling
@@ -674,7 +676,7 @@ value='0' />
+ value="&{template:sofai} {{input=**@{character_name} tests Fighting (Fencing)!** \n\n [[ ( [[ @{fighting} + @{fightingFencing} + ?{Bonus Dice|0} ]] )d6dl[[ @{fightingFencing} + ?{Bonus Dice|0} + @{wounds} + ?{Penalty Dice|0} ]] - @{injuries} - @{fatigue} ]] }}" data-i18n="fencing">Fencing
@@ -683,8 +685,7 @@ value='0' />
+ value="&{template:sofai} {{input=**@{character_name} tests Fighting (Long Blades)!** \n\n [[ ( [[ @{fighting} + @{fightingLongBlades} + ?{Bonus Dice|0} ]] )d6dl[[ @{fightingLongBlades} + ?{Bonus Dice|0} + @{wounds} + ?{Penalty Dice|0} ]] - @{injuries} - @{fatigue} ]] }}" data-i18n="long-blade">Long Blades
@@ -693,7 +694,7 @@ value='0' />
+ value="&{template:sofai} {{input=**@{character_name} tests Fighting (Polearms)!** \n\n [[ ( [[ @{fighting} + @{fightingPolearms} + ?{Bonus Dice|0} ]] )d6dl[[ @{fightingPolearms} + ?{Bonus Dice|0} + @{wounds} + ?{Penalty Dice|0} ]] - @{injuries} - @{fatigue} ]] }}" data-i18n="polearms">Polearms
@@ -702,7 +703,7 @@ value='0' />
+ value="&{template:sofai} {{input=**@{character_name} tests Fighting (Shields)!** \n\n [[ ( [[ @{fighting} + @{fightingShields} + ?{Bonus Dice|0} ]] )d6dl[[ @{fightingShields} + ?{Bonus Dice|0} + @{wounds} + ?{Penalty Dice|0} ]] - @{injuries} - @{fatigue} ]] }}" data-i18n="shields">Shields
@@ -711,8 +712,7 @@ value='0' />
+ value="&{template:sofai} {{input=**@{character_name} tests Fighting (Short Blades)!** \n\n [[ ( [[ @{fighting} + @{fightingShortBlades} + ?{Bonus Dice|0} ]] )d6dl[[ @{fightingShortBlades} + ?{Bonus Dice|0} + @{wounds} + ?{Penalty Dice|0} ]] - @{injuries} - @{fatigue} ]] }}" data-i18n="short-blade">Short Blades
@@ -721,7 +721,7 @@ value='0' />
+ value="&{template:sofai} {{input=**@{character_name} tests Fighting (Spears)!** \n\n [[ ( [[ @{fighting} + @{fightingSpears} + ?{Bonus Dice|0} ]] )d6dl[[ @{fightingSpears} + ?{Bonus Dice|0} + @{wounds} + ?{Penalty Dice|0} ]] - @{injuries} - @{fatigue} ]] }}" data-i18n="spears">Spears
@@ -745,7 +745,7 @@
+ style="vertical-align: middle;" data-i18n="healing">Healing
@@ -763,7 +763,7 @@ value='0' />
+ value="&{template:sofai} {{input=**@{character_name} tests Healing (Diagnose)!** \n\n [[ ( [[ @{healing} + @{healingDiagnose} + ?{Bonus Dice|0} ]] )d6dl[[ @{healingDiagnose} + ?{Bonus Dice|0} + @{wounds} + ?{Penalty Dice|0} ]] - @{injuries} - @{fatigue} ]] }}" data-i18n="diagnose">Diagnose
@@ -772,8 +772,7 @@ value='0' />
+ value="&{template:sofai} {{input=**@{character_name} tests Healing(Treat Ailment)!** \n\n [[ ( [[ @{healing} + @{healingTreatAilment} + ?{Bonus Dice|0} ]] )d6dl[[ @{healingTreatAilment} + ?{Bonus Dice|0} + @{wounds} + ?{Penalty Dice|0} ]] - @{injuries} - @{fatigue} ]] }}" data-i18n="treat-ailment">Treat Ailment
@@ -782,8 +781,7 @@ value='0' />
+ value="&{template:sofai} {{input=**@{character_name} tests Healing (Treat Injury)!** \n\n [[ ( [[ @{healing} + @{healingTreatInjury} + ?{Bonus Dice|0} ]] )d6dl[[ @{healingTreatInjury} + ?{Bonus Dice|0} + @{wounds} + ?{Penalty Dice|0} ]] - @{injuries} - @{fatigue} ]] }}" data-i18n="treat-injury">Treat Injury
@@ -814,7 +812,7 @@
+ style="vertical-align: middle;" data-i18n="laguage">Language
@@ -837,7 +835,7 @@
+ style="vertical-align: middle;" data-i18n="roll">Roll
@@ -862,7 +860,7 @@
+ style="vertical-align: middle;" data-i18n="knowledge">Knowledge
@@ -880,7 +878,7 @@ value='0' />
+ value="&{template:sofai} {{input=**@{character_name} tests Knowledge (Education)!** \n\n [[ ( [[ @{knowledge} + @{knowledgeEducation} + ?{Bonus Dice|0} ]] )d6dl[[ @{knowledgeEducation} + ?{Bonus Dice|0} + @{wounds} + ?{Penalty Dice|0} ]] - @{injuries} - @{fatigue} ]] }}" data-i18n="education">Education
@@ -889,7 +887,7 @@ value='0' />
+ value="&{template:sofai} {{input=**@{character_name} tests Knowledge (Research)!** \n\n [[ ( [[ @{knowledge} + @{knowledgeResearch} + ?{Bonus Dice|0} ]] )d6dl[[ @{knowledgeResearch} + ?{Bonus Dice|0} + @{wounds} + ?{Penalty Dice|0} ]] - @{injuries} - @{fatigue} ]] }}" data-i18n="research">Research
@@ -898,7 +896,7 @@ value='0' />
+ value="&{template:sofai} {{input=**@{character_name} tests Knowledge (Streetwise)!** \n\n [[ ( [[ @{knowledge} + @{knowledgeStreetwise} + ?{Bonus Dice|0} ]] )d6dl[[ @{knowledgeStreetwise} + ?{Bonus Dice|0} + @{wounds} + ?{Penalty Dice|0} ]] - @{injuries} - @{fatigue} ]] }}" data-i18n="streetwise">Streetwise
@@ -922,7 +920,7 @@
+ style="vertical-align: middle;" data-i18n="marksmanship">Marksman- ship
@@ -940,7 +938,7 @@ value='0' />
+ value="&{template:sofai} {{input=**@{character_name} tests Marksmanship (Bows)!** \n\n [[ ( [[ @{marksmanship} + @{marksmanshipBows} + ?{Bonus Dice|0} ]] )d6dl[[ @{marksmanshipBows} + ?{Bonus Dice|0} + @{wounds} + ?{Penalty Dice|0} ]] - @{injuries} - @{fatigue} ]] }}" data-i18n="bows">Bows
@@ -949,7 +947,7 @@ value='0' />
+ value="&{template:sofai} {{input=**@{character_name} tests Marksmanship (Crossbows)!** \n\n [[ ( [[ @{marksmanship} + @{marksmanshipCrossbows} + ?{Bonus Dice|0} ]] )d6dl[[ @{marksmanshipCrossbows} + ?{Bonus Dice|0} + @{wounds} + ?{Penalty Dice|0} ]] - @{injuries} - @{fatigue} ]] }}" data-i18n="crossbows">Crossbows
@@ -958,7 +956,7 @@ value='0' />
+ value="&{template:sofai} {{input=**@{character_name} tests Marksmanship (Siege)!** \n\n [[ ( [[ @{marksmanship} + @{marksmanshipSiege} + ?{Bonus Dice|0} ]] )d6dl[[ @{marksmanshipSiege} + ?{Bonus Dice|0} + @{wounds} + ?{Penalty Dice|0} ]] - @{injuries} - @{fatigue} ]] }}" data-i18n="siege">Siege
@@ -967,7 +965,7 @@ value='0' />
+ value="&{template:sofai} {{input=**@{character_name} tests Marksmanship (Thrown)!** \n\n [[ ( [[ @{marksmanship} + @{marksmanshipThrown} + ?{Bonus Dice|0} ]] )d6dl[[ @{marksmanshipThrown} + ?{Bonus Dice|0} + @{wounds} + ?{Penalty Dice|0} ]] - @{injuries} - @{fatigue} ]] }}" data-i18n="thrown">Thrown
@@ -991,7 +989,7 @@
+ style="vertical-align: middle;" data-i18n="persuasuion">Persuasion
@@ -1009,7 +1007,7 @@ value='0' />
+ value="&{template:sofai} {{input=**@{character_name} tests Persuasion (Bargain)!** \n\n [[ ( [[ @{persuasion} + @{persuasionBargain} + ?{Bonus Dice|0} ]] )d6dl[[ @{persuasionBargain} + ?{Bonus Dice|0} + @{wounds} + ?{Penalty Dice|0} ]] - @{injuries} - @{fatigue} ]] }}" data-i18n="bargain">Bargain
@@ -1018,7 +1016,7 @@ value='0' />
+ value="&{template:sofai} {{input=**@{character_name} tests Persuasion (Charm)!** \n\n [[ ( [[ @{persuasion} + @{persuasionCharm} + ?{Bonus Dice|0} ]] )d6dl[[ @{persuasionCharm} + ?{Bonus Dice|0} + @{wounds} + ?{Penalty Dice|0} ]] - @{injuries} - @{fatigue} ]] }}" data-i18n="charm">Charm
@@ -1027,7 +1025,7 @@ value='0' />
+ value="&{template:sofai} {{input=**@{character_name} tests Persuasion (Convince)!** \n\n [[ ( [[ @{persuasion} + @{persuasionConvince} + ?{Bonus Dice|0} ]] )d6dl[[ @{persuasionConvince} + ?{Bonus Dice|0} + @{wounds} + ?{Penalty Dice|0} ]] - @{injuries} - @{fatigue} ]] }}" data-i18n="convince">Convince
@@ -1036,7 +1034,7 @@ value='0' />
+ value="&{template:sofai} {{input=**@{character_name} tests Persuasion (Incite)!** \n\n [[ ( [[ @{persuasion} + @{persuasionIncite} + ?{Bonus Dice|0} ]] )d6dl[[ @{persuasionIncite} + ?{Bonus Dice|0} + @{wounds} + ?{Penalty Dice|0} ]] - @{injuries} - @{fatigue} ]] }}" data-i18n="incite">Incite
@@ -1045,7 +1043,7 @@ value='0' />
+ value="&{template:sofai} {{input=**@{character_name} tests Persuasion (Intimidate)!** \n\n [[ ( [[ @{persuasion} + @{persuasionIntimidate} + ?{Bonus Dice|0} ]] )d6dl[[ @{persuasionIntimidate} + ?{Bonus Dice|0} + @{wounds} + ?{Penalty Dice|0} ]] - @{injuries} - @{fatigue} ]] }}" data-i18n="intimidate">Intimidate
@@ -1054,7 +1052,7 @@ value='0' />
+ value="&{template:sofai} {{input=**@{character_name} tests Persuasion (Seduce)!** \n\n [[ ( [[ @{persuasion} + @{persuasionSeduce} + ?{Bonus Dice|0} ]] )d6dl[[ @{persuasionSeduce} + ?{Bonus Dice|0} + @{wounds} + ?{Penalty Dice|0} ]] - @{injuries} - @{fatigue} ]] }}" data-i18n="seduce">Seduce
@@ -1063,7 +1061,7 @@ value='0' />
+ value="&{template:sofai} {{input=**@{character_name} tests Persuasion (Taunt)!** \n\n [[ ( [[ @{persuasion} + @{persuasionTaunt} + ?{Bonus Dice|0} ]] )d6dl[[ @{persuasionTaunt} + ?{Bonus Dice|0} + @{wounds} + ?{Penalty Dice|0} ]] - @{injuries} - @{fatigue} ]] }}" data-i18n="taunt">Taunt
@@ -1088,7 +1086,7 @@
+ class="sheet-statusRoll" data-i18n="status">Status
@@ -1106,7 +1104,7 @@ value='0' />
+ value="&{template:sofai} {{input=**@{character_name} tests Status (Breeding)!** \n\n [[ ( [[ @{status} + @{statusBreeding} + ?{Bonus Dice|0} ]] )d6dl[[ @{statusBreeding} + ?{Bonus Dice|0} + @{wounds} + ?{Penalty Dice|0} ]] - @{injuries} - @{fatigue} ]] }}" data-i18n="breeding">Breeding
@@ -1115,7 +1113,7 @@ value='0' />
+ value="&{template:sofai} {{input=**@{character_name} tests Status (Reputation)!** \n\n [[ ( [[ @{status} + @{statusReputation} + ?{Bonus Dice|0} ]] )d6dl[[ @{statusReputation} + ?{Bonus Dice|0} + @{wounds} + ?{Penalty Dice|0} ]] - @{injuries} - @{fatigue} ]] }}" data-i18n="reputation">Reputation
@@ -1124,7 +1122,7 @@ value='0' />
+ value="&{template:sofai} {{input=**@{character_name} tests Status (Stewardship)!** \n\n [[ ( [[ @{status} + @{statusStewardship} + ?{Bonus Dice|0} ]] )d6dl[[ @{statusStewardship} + ?{Bonus Dice|0} + @{wounds} + ?{Penalty Dice|0} ]] - @{injuries} - @{fatigue} ]] }}" data-i18n="stewardship">Stewardship
@@ -1133,7 +1131,7 @@ value='0' />
+ value="&{template:sofai} {{input=**@{character_name} tests Status (Tournaments)!** \n\n [[ ( [[ @{status} + @{statusTournaments} + ?{Bonus Dice|0} ]] )d6dl[[ @{statusTournaments} + ?{Bonus Dice|0} + @{wounds} + ?{Penalty Dice|0} ]] - @{injuries} - @{fatigue} ]] }}" data-i18n="tournaments">Tournaments
@@ -1157,7 +1155,7 @@
+ style="vertical-align: middle;" data-i18n="stealth">Stealth
@@ -1175,8 +1173,7 @@ value='0' />
+ value="&{template:sofai} {{input=**@{character_name} tests Stealth (Blend In)!** \n\n [[ ( [[ @{stealth} + @{stealthBlendIn} + ?{Bonus Dice|0} ]] )d6dl[[ @{stealthBlendIn} + ?{Bonus Dice|0} + @{wounds} + ?{Penalty Dice|0} ]] - @{injuries} - @{fatigue} ]] }}" data-i18n="blend-in">Blend In
@@ -1185,7 +1182,7 @@ value='0' />
+ value="&{template:sofai} {{input=**@{character_name} tests Stealth (Sneak)!** \n\n [[ ( [[ @{stealth} + @{stealthSneak} + ?{Bonus Dice|0} ]] )d6dl[[ @{stealthSneak} + ?{Bonus Dice|0} + @{wounds} + ?{Penalty Dice|0} ]] - @{injuries} - @{fatigue} ]] }}" data-i18n="sneak">Sneak
@@ -1209,7 +1206,7 @@
+ style="vertical-align: middle;" data-i18n="survival">Survival
@@ -1227,7 +1224,7 @@ value='0' />
+ value="&{template:sofai} {{input=**@{character_name} tests Survival (Forage)!** \n\n [[ ( [[ @{survival} + @{survivalForage} + ?{Bonus Dice|0} ]] )d6dl[[ @{survivalForage} + ?{Bonus Dice|0} + @{wounds} + ?{Penalty Dice|0} ]] - @{injuries} - @{fatigue} ]] }}" data-i18n="forage">Forage
@@ -1236,7 +1233,7 @@ value='0' />
+ value="&{template:sofai} {{input=**@{character_name} tests Survival (Hunt)!** \n\n [[ ( [[ @{survival} + @{survivalHunt} + ?{Bonus Dice|0} ]] )d6dl[[ @{survivalHunt} + ?{Bonus Dice|0} + @{wounds} + ?{Penalty Dice|0} ]] - @{injuries} - @{fatigue} ]] }}" data-i18n="hunt">Hunt
@@ -1245,7 +1242,7 @@ value='0' />
+ value="&{template:sofai} {{input=**@{character_name} tests Survival (Orientation)!** \n\n [[ ( [[ @{survival} + @{survivalOrientation} + ?{Bonus Dice|0} ]] )d6dl[[ @{survivalOrientation} + ?{Bonus Dice|0} + @{wounds} + ?{Penalty Dice|0} ]] - @{injuries} - @{fatigue} ]] }}" data-i18n="orientation">Orientation
@@ -1254,7 +1251,7 @@ value='0' />
+ value="&{template:sofai} {{input=**@{character_name} tests Survival (Track)!** \n\n [[ ( [[ @{survival} + @{survivalTrack} + ?{Bonus Dice|0} ]] )d6dl[[ @{survivalTrack} + ?{Bonus Dice|0} + @{wounds} + ?{Penalty Dice|0} ]] - @{injuries} - @{fatigue} ]] }}" data-i18n="track">Track
@@ -1278,7 +1275,7 @@
+ style="vertical-align: middle;" data-i18n="thievery">Thievery
@@ -1296,8 +1293,7 @@ value='0' />
+ value="&{template:sofai} {{input=**@{character_name} tests Thievery (Pick Lock)!** \n\n [[ ( [[ @{thievery} + @{thieveryPickLock} + ?{Bonus Dice|0} ]] )d6dl[[ @{thieveryPickLock} + ?{Bonus Dice|0} + @{wounds} + ?{Penalty Dice|0} ]] - @{injuries} - @{fatigue} ]] }}" data-i18n="pick-lock">Pick Lock
@@ -1306,8 +1302,7 @@ value='0' />
+ value="&{template:sofai} {{input=**@{character_name} tests Thievery (Sleight of Hand)!** \n\n [[ ( [[ @{thievery} + @{thieverySleightOfHand} + ?{Bonus Dice|0} ]] )d6dl[[ @{thieverySleightOfHand} + ?{Bonus Dice|0} + @{wounds} + ?{Penalty Dice|0} ]] - @{injuries} - @{fatigue} ]] }}" data-i18n="sleight-of-hand">Sleight of Hand
@@ -1316,7 +1311,7 @@ value='0' />
+ value="&{template:sofai} {{input=**@{character_name} tests Thievery (Steal)!** \n\n [[ ( [[ @{thievery} + @{thieverySteal} + ?{Bonus Dice|0} ]] )d6dl[[ @{thieverySteal} + ?{Bonus Dice|0} + @{wounds} + ?{Penalty Dice|0} ]] - @{injuries} - @{fatigue} ]] }}" data-i18n="steal">Steal
@@ -1340,7 +1335,7 @@
+ style="vertical-align: middle;" data-i18n="warfare">Warfare
@@ -1358,7 +1353,7 @@ value='0' />
+ value="&{template:sofai} {{input=**@{character_name} tests Warfare (Command)!** \n\n [[ ( [[ @{warfare} + @{warfareCommand} + ?{Bonus Dice|0} ]] )d6dl[[ @{warfareCommand} + ?{Bonus Dice|0} + @{wounds} + ?{Penalty Dice|0} ]] - @{injuries} - @{fatigue} ]] }}" data-i18n="command">Command
@@ -1367,7 +1362,7 @@ value='0' />
+ value="&{template:sofai} {{input=**@{character_name} tests Warfare (Strategy)!** \n\n [[ ( [[ @{warfare} + @{warfareStrategy} + ?{Bonus Dice|0} ]] )d6dl[[ @{warfareStrategy} + ?{Bonus Dice|0} + @{wounds} + ?{Penalty Dice|0} ]] - @{injuries} - @{fatigue} ]] }}" data-i18n="strategy">Strategy
@@ -1376,7 +1371,7 @@ value='0' />
+ value="&{template:sofai} {{input=**@{character_name} tests Warfare (Tactics)!** \n\n [[ ( [[ @{warfare} + @{warfareTactics} + ?{Bonus Dice|0} ]] )d6dl[[ @{warfareTactics} + ?{Bonus Dice|0} + @{wounds} + ?{Penalty Dice|0} ]] - @{injuries} - @{fatigue} ]] }}" data-i18n="tactics">Tactics
@@ -1400,7 +1395,7 @@
+ style="vertical-align: middle;" data-i18n="will">Will
@@ -1418,7 +1413,7 @@ value='0' />
+ value="&{template:sofai} {{input=**@{character_name} tests Will (Courage)!** \n\n [[ ( [[ @{will} + @{willCourage} + ?{Bonus Dice|0} ]] )d6dl[[ @{willCourage} + ?{Bonus Dice|0} + @{wounds} + ?{Penalty Dice|0} ]] - @{injuries} - @{fatigue} ]] }}" data-i18n="courage">Courage
@@ -1427,7 +1422,7 @@ value='0' />
+ value="&{template:sofai} {{input=**@{character_name} tests Will (Coordinate)!** \n\n [[ ( [[ @{will} + @{willCoordinate} + ?{Bonus Dice|0} ]] )d6dl[[ @{willCoordinate} + ?{Bonus Dice|0} + @{wounds} + ?{Penalty Dice|0} ]] - @{injuries} - @{fatigue} ]] }}" data-i18n="coordonate">Coordinate
@@ -1436,7 +1431,7 @@ value='0' />
+ value="&{template:sofai} {{input=**@{character_name} tests Will (Dedication)!** \n\n [[ ( [[ @{will} + @{willDedication} + ?{Bonus Dice|0} ]] )d6[[ @{willDedication} + ?{Bonus Dice|0} + @{wounds} + ?{Penalty Dice|0} ]] - @{injuries} - @{fatigue} ]] }}" data-i18n="dedication">Dedication
@@ -1467,24 +1462,24 @@
-

Intrigue

+

Intrigue

+

-
+
-
+
@@ -1492,23 +1487,22 @@
-
+
-
+
-
+
-
+
@@ -1517,21 +1511,21 @@



-
+
-
+
-
+
- –1D on Deception and Persuasion + –1D on Deception and Persuasion
@@ -1540,24 +1534,24 @@
-

Combat

+

Combat

+

-
+
-
+
@@ -1565,15 +1559,15 @@
-
+
-
+
-
+
@@ -1581,8 +1575,7 @@
-
+
@@ -1592,21 +1585,21 @@



-
+
-
+
-
+
- –1 on all tests + –1 on all tests
@@ -1620,7 +1613,7 @@
-

Armor

+

Armor

@@ -1628,18 +1621,18 @@ value="Clothing" style="font-weight: bold;">
-
+
-
+
-
+
@@ -1649,27 +1642,27 @@
-

Injuries & Wounds

+

Injuries & Wounds

-
+
-
+
-
+
- Injuries impose -1 to all tests. + Injuries impose -1 to all tests.
@@ -1680,21 +1673,21 @@
-
+
-
+
-
+
- Wounds impose -1D to all tests. + Wounds impose -1D to all tests.
@@ -1721,17 +1714,17 @@
-

Destiny Points

+

-
+
-
+
-
+
-
+
-
+
@@ -1761,19 +1754,19 @@
-

Movement

+

Movement

-
+
-
yds
+
yds
-
+
-
yds
+
yds
-
+
@@ -1793,7 +1786,7 @@
×
-
+
-
yds
+
yds
-
+
@@ -1819,7 +1812,7 @@
-

Equipped Weapons

+

Equipped Weapons

@@ -1827,54 +1820,54 @@
-
Name:
+
Name:
-
Type:
+
Type:
-
Specialty:
+
Specialty:
-
Training:
+
Training:
B
-
Bulk:
+
Bulk:
-
Damage:
+
Damage:
-
Damage Mod:
+
Damage Mod:
-
Qualities: +
Qualities:
@@ -1882,10 +1875,10 @@
+ Hit
+ Damage
@@ -1895,15 +1888,15 @@
-

Possessions

+

Possessions

- +
- Item Name + Item Name
- Value + Value
@@ -1918,13 +1911,13 @@
- +
- Animal + Animal
- Value + Value
@@ -1939,34 +1932,32 @@
- +
-
Copper Pennies:
-
+
Copper Pennies:
+
-
Silver Stags:
+
Silver Stags:
-
Gold Dragons:
+
Gold Dragons:
- Silver Stag = 56 Pennies + Silver Stag = 56 Pennies
- Gold Dragon = 210 Stags (11,760 - Pennies) + Gold Dragon = 210 Stags (11,760 Pennies)
@@ -1978,30 +1969,30 @@
-

Character Information

+

Character Information

-

Experience

+

Experience

- Total: + Total:
- Spent: + Spent:
- Available: + Available:
@@ -2010,7 +2001,7 @@
- +
@@ -2029,26 +2020,26 @@
-

Glory

+

Glory

- Total: + Total:
- Spent: + Spent:
- Available: + Available:
@@ -2057,7 +2048,7 @@
- +
@@ -2078,16 +2069,16 @@
-

Qualities

+

Qualities

- +
- Name + Name
- Effect + Effect
@@ -2100,13 +2091,13 @@
- +
- Name + Name
- Effect + Effect
@@ -2125,7 +2116,7 @@
-
+
@@ -2137,7 +2128,7 @@
-
+
@@ -2154,7 +2145,7 @@
-
+
@@ -2166,7 +2157,7 @@
-
+
@@ -2183,7 +2174,7 @@
-
+
@@ -2195,7 +2186,7 @@
-
+
@@ -2207,7 +2198,7 @@
-
+
@@ -2223,7 +2214,7 @@
-
+
@@ -2235,7 +2226,7 @@
-
+
@@ -2247,7 +2238,7 @@
-
+
@@ -2262,7 +2253,7 @@
-

Personal History

+

Personal History

@@ -2286,10 +2277,10 @@
-

Notable NPCs

+

Notable NPCs

-
+
@@ -2301,18 +2292,18 @@
-
+
-
+
-
+
@@ -2321,46 +2312,46 @@
-
+
-
+
-
+
-
+
-
+
@@ -2373,11 +2364,480 @@
+
+ + +
+

Armies

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

Abilities

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

COMBAT

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

Journal

+

Journal

@@ -2390,606 +2850,669 @@
diff --git a/A Song of Ice and Fire/translation.json b/A Song of Ice and Fire/translation.json new file mode 100644 index 0000000000..d0f5062d5a --- /dev/null +++ b/A Song of Ice and Fire/translation.json @@ -0,0 +1,241 @@ +{ + "info-ability":"Info & Abilities", + "intrigue-combat":"Intrigue & Combat", + "character-details":"Character Details", + "npcs":"NPCs", + "armies":"Armies", + "journal":"Journal", + "name":"Name :", + "player-name":"Player Name", + "house":"House:", + "motto":"Motto", + "age":"Age", + "gender":"Gender", + "height":"Height", + "weight":"Weight", + "hair-color":"Hair Color", + "eye-color":"Eye Color", + "custom-roll":"Custom Roll", + "agility":"Agility", + "acrobatics":"Acrobatics", + "balance":"Balance", + "contortions":"Contortions", + "dodge":"Dodge", + "quickness":"Quickness", + "animal-handling":"Animal Handling", + "charm":"Charm", + "drive":"Drive", + "ride":"Ride", + "train":"Train", + "athletics":"Athletics", + "climb":"Climb", + "jump":"Jump", + "run":"Run", + "strength":"Strength", + "swim":"Swim", + "Throw":"Throw", + "awareness":"Awareness", + "empathy":"Empathy", + "notice":"Notice", + "cunning":"Cunning", + "decipher":"Decipher", + "logic":"Logic", + "memory":"Memory", + "deception":"Deception", + "act":"Act", + "bluff":"Bluff", + "cheat":"Cheat", + "disguise":"Disguise", + "endurance":"Endurance", + "resilience":"Resilience", + "stamina":"Stamina", + "fighting":"Fighting", + "axes":"Axes", + "bluggeons":"Bludgeons", + "brawling":"Brawling", + "fencing":"Fencing", + "long-blade":"Long Blades", + "polearms":"Polearms", + "shields":"Shields", + "short-blade":"Short Blades", + "spears":"Spears", + "healing":"Healing", + "diagnose":"Diagnose", + "treat-ailment":"Treat Ailment", + "treat-injury":"Treat Injury", + "laguage":"Language", + "roll":"Roll", + "knowledge":"Knowledge", + "education":"Education", + "research":"Research", + "streetwise":"Streetwise", + "marksmanship":"Marksmanship", + "bows":"Bows", + "crossbows":"Crossbows", + "siege":"Siege", + "thrown":"Thrown", + "persuasuion":"Persuasion", + "bargain":"Bargain", + "convince":"Convince", + "incite":"Incite", + "intimidate":"Intimidate", + "seduce":"Seduce", + "taunt":"Taunt", + "status":"Status", + "breeding":"Breeding", + "reputation":"Reputation", + "stewardship":"Stewardship", + "tournaments":"Tournaments", + "stealth":"Stealth", + "blend-in":"Blend In", + "sneak":"Sneak", + "survival":"Survival", + "forage":"Forage", + "hunt":"Hunt", + "orientation":"Orientation", + "track":"Track", + "thievery":"Thievery", + "pick-lock":"Pick Lock", + "sleight-of-hand":"Sleight of Hand", + "steal":"Steal", + "warfare":"Warfare", + "command":"Command", + "strategy":"Strategy", + "tactics":"Tactics", + "will":"Will", + "courage":"Courage", + "coordonate":"Coordinate", + "dedication":"Dedication", + "initiative":"Initiative", + "defense":"Defense", + "defense-bonus":"Defense Bonus", + "composure":"Composure Bonus", + "current":"Current", + "max":"Max", + "frustration":"Frustration:", + "d-malus-deception-persuation":"–1D on Deception and Persuasion", + "health":"Health", + "1-on-all-tests":"–1 on all tests", + "armor":"Armor", + "armor-rating":"Armor Rating", + "armor-penalty":"Armor Penalty", + "armor-bulk":"Armor Bulk", + "injuries-wounds":"Injuries & Wounds", + "injuries":"Injuries", + "injuries-impose":"Injuries impose -1 to all tests.", + "wounds":"Wounds:", + "wounds-impose":"Wounds impose -1D to all tests.", + "destiny-point":"Destiny Points", + "avaible":"Available:", + "maximum":"Maximum", + "base":"Base", + "invested":"Invested", + "bonus":"Bonus", + "yds":"yds", + "move-speed":"Move Speed", + "sprint-multi":"Sprint Multi", + "sprint-speed":"Sprint Speed", + "bulk":"Bulk", + "equiped-weapons":"Equipped Weapons", + "type":"Type: ", + "intrigue":"Intrigue", + "combat":"Combat", + "fatigue":"Fatigue:", + "movement":"Movement", + "melee":"Melee", + "ranged":"Ranged", + "specialty":"Specialty:", + "axe":"Axes", + "bludgeons":"Bludgeons", + "long-blades":"Long Blades", + "short-blades":"Short Blades", + "training":"Training :", + "damage":"Damage", + "agility":"Agility", + "damage-mod":"Damage Mod:", + "qualities":"Qualities", + "hit":"Hit", + "possessions":"Possessions", + "equipment-gear":"Equipment & Gear", + "item-name":"Item Name", + "value":"Value", + "mount-livestock":"Mounts & Livestock", + "animal":"Animal", + "currency":"Currency", + "copper-pennies":"Copper Pennies:", + "silver-stags":"Silver Stags:", + "gold-dragons":"Gold Dragons:", + "silver-stags-to-pennies":"Silver Stag = 56 Pennies", + "gold-dragon-to-stags":"Gold Dragon = 210 Stags (11,760 Pennies)", + "character-information":"Character Information", + "experience":"Experience", + "total":"Total:", + "spent":"Spent:", + "expenditures":"Expenditures", + "glory":"Glory", + "benefits":"Benefits", + "effect":"Effect", + "drawbacks":"Drawbacks", + "virtues":"Virtues", + "vices":"Vices", + "goals":"Goals", + "motivations":"Motivations", + "mannerisms":"Mannerisms", + "distinguishing-features":"Distinguishing Features", + "retainers":"Retainers", + "allies":"Allies", + "enemies":"Enemies", + "Oaths":"Oaths", + "personnal-history":"Personal History", + "notable-npc":"Notable NPCs", + "realm":"Realm:", + "liege":"Liege:", + "appearance":"Appearance:", + "disposition":"Disposition (Deceive/Persuade):", + "mine":"Mine:", + "affectionate":"Affectionate (-2/+5)", + "friendly":"Friendly (-1/+3)", + "amiable":"Amiable (0/+1)", + "indifferent":"Indifferent (0/0)", + "dislike":"Dislike (+1/-2)", + "unfriendly":"Unfriendly (+2/-4)", + "malicious":"Malicious (+3/-6)", + "theirs":"Theirs:", + "notes":"Notes:", + "unit-type":"Unit Type:", + "archers":"Archers", + "cavalery":"Cavalery", + "criminals":"Criminals", + "crusaders":"Crusaders", + "engineers":"Engineers", + "garrison":"Garrison", + "guerillas":"Guerillas", + "infantry":"Infantry", + "mercenaries":"Mercenaries", + "peasant-levies":"Peasant Levies", + "personal-guards":"Personal Guards", + "raiders":"Raiders", + "sailors":"Sailors", + "scouts":"Scouts", + "special":"Special", + "support":"Support", + "warship":"Warship", + "green":"Green", + "trained":"Trained", + "veteran":"Veteran", + "elite":"Elite", + "armystatus":"Status :", + "organize":"Organize", + "disorganize":"Disorganize", + "rally":"Rally", + "routed":"Routed", + "abilities":"Abilities", + "discipline":"Discipline", + "fight-damage":"Fight Damage", + "marksmanship-damage":"Marksman Damage", + "mvt":"Mvt", + "fight-dam-mod":"Fight Dam. Mod.", + "marksmanship-dam-mod":"Marksman Dam. Mod.", + "defense-mod":"Defense Mod.", + "available":"Available:" +} \ No newline at end of file diff --git a/A Song of Ice and Fire/translations/af.json b/A Song of Ice and Fire/translations/af.json new file mode 100644 index 0000000000..bd8d143720 --- /dev/null +++ b/A Song of Ice and Fire/translations/af.json @@ -0,0 +1,240 @@ +{ + "info-ability": "Info & Abilities", + "intrigue-combat": "Intrigue & Combat", + "character-details": "Character Details", + "npcs": "NPCs", + "armies": "Armies", + "journal": "Journal", + "name": "Name :", + "player-name": "Player Name", + "house": "House:", + "motto": "Motto", + "age": "Age", + "gender": "Gender", + "height": "Height", + "weight": "Weight", + "hair-color": "Hair Color", + "eye-color": "Eye Color", + "custom-roll": "Custom Roll", + "agility": "Agility", + "acrobatics": "Acrobatics", + "balance": "Balance", + "contortions": "Contortions", + "dodge": "Dodge", + "quickness": "Quickness", + "animal-handling": "Animal Handling", + "charm": "Charm", + "drive": "Drive", + "ride": "Ride", + "train": "Train", + "athletics": "Athletics", + "climb": "Climb", + "jump": "Jump", + "run": "Run", + "strength": "Strength", + "swim": "Swim", + "Throw": "Throw", + "awareness": "Awareness", + "empathy": "Empathy", + "notice": "Notice", + "cunning": "Cunning", + "decipher": "Decipher", + "logic": "Logic", + "memory": "Memory", + "deception": "Deception", + "act": "Act", + "bluff": "Bluff", + "cheat": "Cheat", + "disguise": "Disguise", + "endurance": "Endurance", + "resilience": "Resilience", + "stamina": "Stamina", + "fighting": "Fighting", + "axes": "Axes", + "bluggeons": "Bludgeons", + "brawling": "Brawling", + "fencing": "Fencing", + "long-blade": "Long Blades", + "polearms": "Polearms", + "shields": "Shields", + "short-blade": "Short Blades", + "spears": "Spears", + "healing": "Healing", + "diagnose": "Diagnose", + "treat-ailment": "Treat Ailment", + "treat-injury": "Treat Injury", + "laguage": "Language", + "roll": "Roll", + "knowledge": "Knowledge", + "education": "Education", + "research": "Research", + "streetwise": "Streetwise", + "marksmanship": "Marksmanship", + "bows": "Bows", + "crossbows": "Crossbows", + "siege": "Siege", + "thrown": "Thrown", + "persuasuion": "Persuasion", + "bargain": "Bargain", + "convince": "Convince", + "incite": "Incite", + "intimidate": "Intimidate", + "seduce": "Seduce", + "taunt": "Taunt", + "status": "Status", + "breeding": "Breeding", + "reputation": "Reputation", + "stewardship": "Stewardship", + "tournaments": "Tournaments", + "stealth": "Stealth", + "blend-in": "Blend In", + "sneak": "Sneak", + "survival": "Survival", + "forage": "Forage", + "hunt": "Hunt", + "orientation": "Orientation", + "track": "Track", + "thievery": "Thievery", + "pick-lock": "Pick Lock", + "sleight-of-hand": "Sleight of Hand", + "steal": "Steal", + "warfare": "Warfare", + "command": "Command", + "strategy": "Strategy", + "tactics": "Tactics", + "will": "Will", + "courage": "Courage", + "coordonate": "Coordinate", + "dedication": "Dedication", + "initiative": "Initiative", + "defense": "Defense", + "defense-bonus": "Defense Bonus", + "composure": "Composure Bonus", + "current": "Current", + "max": "Max", + "frustration": "Frustration:", + "d-malus-deception-persuation": "–1D on Deception and Persuasion", + "health": "Health", + "1-on-all-tests": "–1 on all tests", + "armor": "Armor", + "armor-rating": "Armor Rating", + "armor-penalty": "Armor Penalty", + "armor-bulk": "Armor Bulk", + "injuries-wounds": "Injuries & Wounds", + "injuries": "Injuries", + "injuries-impose": "Injuries impose -1 to all tests.", + "wounds": "Wounds:", + "wounds-impose": "Wounds impose -1D to all tests.", + "destiny-point": "Destiny Points", + "avaible": "Available:", + "maximum": "Maximum", + "base": "Base", + "invested": "Invested", + "bonus": "Bonus", + "yds": "yds", + "move-speed": "Move Speed", + "sprint-multi": "Sprint Multi", + "sprint-speed": "Sprint Speed", + "bulk": "Bulk", + "equiped-weapons": "Equipped Weapons", + "type": "Type: ", + "intrigue": "Intrigue", + "combat": "Combat", + "fatigue": "Fatigue:", + "movement": "Movement", + "melee": "Melee", + "ranged": "Ranged", + "specialty": "Specialty:", + "axe": "Axes", + "bludgeons": "Bludgeons", + "long-blades": "Long Blades", + "short-blades": "Short Blades", + "training": "Training :", + "damage": "Damage", + "damage-mod": "Damage Mod:", + "qualities": "Qualities", + "hit": "Hit", + "possessions": "Possessions", + "equipment-gear": "Equipment & Gear", + "item-name": "Item Name", + "value": "Value", + "mount-livestock": "Mounts & Livestock", + "animal": "Animal", + "currency": "Currency", + "copper-pennies": "Copper Pennies:", + "silver-stags": "Silver Stags:", + "gold-dragons": "Gold Dragons:", + "silver-stags-to-pennies": "Silver Stag = 56 Pennies", + "gold-dragon-to-stags": "Gold Dragon = 210 Stags (11,760 Pennies)", + "character-information": "Character Information", + "experience": "Experience", + "total": "Total:", + "spent": "Spent:", + "expenditures": "Expenditures", + "glory": "Glory", + "benefits": "Benefits", + "effect": "Effect", + "drawbacks": "Drawbacks", + "virtues": "Virtues", + "vices": "Vices", + "goals": "Goals", + "motivations": "Motivations", + "mannerisms": "Mannerisms", + "distinguishing-features": "Distinguishing Features", + "retainers": "Retainers", + "allies": "Allies", + "enemies": "Enemies", + "Oaths": "Oaths", + "personnal-history": "Personal History", + "notable-npc": "Notable NPCs", + "realm": "Realm:", + "liege": "Liege:", + "appearance": "Appearance:", + "disposition": "Disposition (Deceive/Persuade):", + "mine": "Mine:", + "affectionate": "Affectionate (-2/+5)", + "friendly": "Friendly (-1/+3)", + "amiable": "Amiable (0/+1)", + "indifferent": "Indifferent (0/0)", + "dislike": "Dislike (+1/-2)", + "unfriendly": "Unfriendly (+2/-4)", + "malicious": "Malicious (+3/-6)", + "theirs": "Theirs:", + "notes": "Notes:", + "unit-type": "Unit Type:", + "archers": "Archers", + "cavalery": "Cavalery", + "criminals": "Criminals", + "crusaders": "Crusaders", + "engineers": "Engineers", + "garrison": "Garrison", + "guerillas": "Guerillas", + "infantry": "Infantry", + "mercenaries": "Mercenaries", + "peasant-levies": "Peasant Levies", + "personal-guards": "Personal Guards", + "raiders": "Raiders", + "sailors": "Sailors", + "scouts": "Scouts", + "special": "Special", + "support": "Support", + "warship": "Warship", + "green": "Green", + "trained": "Trained", + "veteran": "Veteran", + "elite": "Elite", + "armystatus": "Status :", + "organize": "Organize", + "disorganize": "Disorganize", + "rally": "Rally", + "routed": "Routed", + "abilities": "Abilities", + "discipline": "Discipline", + "fight-damage": "Fight Damage", + "marksmanship-damage": "Marksman Dam.", + "mvt": "Mvt", + "fight-dam-mod": "Fight Dam. Mod.", + "marksmanship-dam-mod": "Marksman Dam. Mod.", + "defense-mod": "Defense Mod.", + "available": "Available:" +} \ No newline at end of file diff --git a/A Song of Ice and Fire/translations/cs.json b/A Song of Ice and Fire/translations/cs.json new file mode 100644 index 0000000000..bd8d143720 --- /dev/null +++ b/A Song of Ice and Fire/translations/cs.json @@ -0,0 +1,240 @@ +{ + "info-ability": "Info & Abilities", + "intrigue-combat": "Intrigue & Combat", + "character-details": "Character Details", + "npcs": "NPCs", + "armies": "Armies", + "journal": "Journal", + "name": "Name :", + "player-name": "Player Name", + "house": "House:", + "motto": "Motto", + "age": "Age", + "gender": "Gender", + "height": "Height", + "weight": "Weight", + "hair-color": "Hair Color", + "eye-color": "Eye Color", + "custom-roll": "Custom Roll", + "agility": "Agility", + "acrobatics": "Acrobatics", + "balance": "Balance", + "contortions": "Contortions", + "dodge": "Dodge", + "quickness": "Quickness", + "animal-handling": "Animal Handling", + "charm": "Charm", + "drive": "Drive", + "ride": "Ride", + "train": "Train", + "athletics": "Athletics", + "climb": "Climb", + "jump": "Jump", + "run": "Run", + "strength": "Strength", + "swim": "Swim", + "Throw": "Throw", + "awareness": "Awareness", + "empathy": "Empathy", + "notice": "Notice", + "cunning": "Cunning", + "decipher": "Decipher", + "logic": "Logic", + "memory": "Memory", + "deception": "Deception", + "act": "Act", + "bluff": "Bluff", + "cheat": "Cheat", + "disguise": "Disguise", + "endurance": "Endurance", + "resilience": "Resilience", + "stamina": "Stamina", + "fighting": "Fighting", + "axes": "Axes", + "bluggeons": "Bludgeons", + "brawling": "Brawling", + "fencing": "Fencing", + "long-blade": "Long Blades", + "polearms": "Polearms", + "shields": "Shields", + "short-blade": "Short Blades", + "spears": "Spears", + "healing": "Healing", + "diagnose": "Diagnose", + "treat-ailment": "Treat Ailment", + "treat-injury": "Treat Injury", + "laguage": "Language", + "roll": "Roll", + "knowledge": "Knowledge", + "education": "Education", + "research": "Research", + "streetwise": "Streetwise", + "marksmanship": "Marksmanship", + "bows": "Bows", + "crossbows": "Crossbows", + "siege": "Siege", + "thrown": "Thrown", + "persuasuion": "Persuasion", + "bargain": "Bargain", + "convince": "Convince", + "incite": "Incite", + "intimidate": "Intimidate", + "seduce": "Seduce", + "taunt": "Taunt", + "status": "Status", + "breeding": "Breeding", + "reputation": "Reputation", + "stewardship": "Stewardship", + "tournaments": "Tournaments", + "stealth": "Stealth", + "blend-in": "Blend In", + "sneak": "Sneak", + "survival": "Survival", + "forage": "Forage", + "hunt": "Hunt", + "orientation": "Orientation", + "track": "Track", + "thievery": "Thievery", + "pick-lock": "Pick Lock", + "sleight-of-hand": "Sleight of Hand", + "steal": "Steal", + "warfare": "Warfare", + "command": "Command", + "strategy": "Strategy", + "tactics": "Tactics", + "will": "Will", + "courage": "Courage", + "coordonate": "Coordinate", + "dedication": "Dedication", + "initiative": "Initiative", + "defense": "Defense", + "defense-bonus": "Defense Bonus", + "composure": "Composure Bonus", + "current": "Current", + "max": "Max", + "frustration": "Frustration:", + "d-malus-deception-persuation": "–1D on Deception and Persuasion", + "health": "Health", + "1-on-all-tests": "–1 on all tests", + "armor": "Armor", + "armor-rating": "Armor Rating", + "armor-penalty": "Armor Penalty", + "armor-bulk": "Armor Bulk", + "injuries-wounds": "Injuries & Wounds", + "injuries": "Injuries", + "injuries-impose": "Injuries impose -1 to all tests.", + "wounds": "Wounds:", + "wounds-impose": "Wounds impose -1D to all tests.", + "destiny-point": "Destiny Points", + "avaible": "Available:", + "maximum": "Maximum", + "base": "Base", + "invested": "Invested", + "bonus": "Bonus", + "yds": "yds", + "move-speed": "Move Speed", + "sprint-multi": "Sprint Multi", + "sprint-speed": "Sprint Speed", + "bulk": "Bulk", + "equiped-weapons": "Equipped Weapons", + "type": "Type: ", + "intrigue": "Intrigue", + "combat": "Combat", + "fatigue": "Fatigue:", + "movement": "Movement", + "melee": "Melee", + "ranged": "Ranged", + "specialty": "Specialty:", + "axe": "Axes", + "bludgeons": "Bludgeons", + "long-blades": "Long Blades", + "short-blades": "Short Blades", + "training": "Training :", + "damage": "Damage", + "damage-mod": "Damage Mod:", + "qualities": "Qualities", + "hit": "Hit", + "possessions": "Possessions", + "equipment-gear": "Equipment & Gear", + "item-name": "Item Name", + "value": "Value", + "mount-livestock": "Mounts & Livestock", + "animal": "Animal", + "currency": "Currency", + "copper-pennies": "Copper Pennies:", + "silver-stags": "Silver Stags:", + "gold-dragons": "Gold Dragons:", + "silver-stags-to-pennies": "Silver Stag = 56 Pennies", + "gold-dragon-to-stags": "Gold Dragon = 210 Stags (11,760 Pennies)", + "character-information": "Character Information", + "experience": "Experience", + "total": "Total:", + "spent": "Spent:", + "expenditures": "Expenditures", + "glory": "Glory", + "benefits": "Benefits", + "effect": "Effect", + "drawbacks": "Drawbacks", + "virtues": "Virtues", + "vices": "Vices", + "goals": "Goals", + "motivations": "Motivations", + "mannerisms": "Mannerisms", + "distinguishing-features": "Distinguishing Features", + "retainers": "Retainers", + "allies": "Allies", + "enemies": "Enemies", + "Oaths": "Oaths", + "personnal-history": "Personal History", + "notable-npc": "Notable NPCs", + "realm": "Realm:", + "liege": "Liege:", + "appearance": "Appearance:", + "disposition": "Disposition (Deceive/Persuade):", + "mine": "Mine:", + "affectionate": "Affectionate (-2/+5)", + "friendly": "Friendly (-1/+3)", + "amiable": "Amiable (0/+1)", + "indifferent": "Indifferent (0/0)", + "dislike": "Dislike (+1/-2)", + "unfriendly": "Unfriendly (+2/-4)", + "malicious": "Malicious (+3/-6)", + "theirs": "Theirs:", + "notes": "Notes:", + "unit-type": "Unit Type:", + "archers": "Archers", + "cavalery": "Cavalery", + "criminals": "Criminals", + "crusaders": "Crusaders", + "engineers": "Engineers", + "garrison": "Garrison", + "guerillas": "Guerillas", + "infantry": "Infantry", + "mercenaries": "Mercenaries", + "peasant-levies": "Peasant Levies", + "personal-guards": "Personal Guards", + "raiders": "Raiders", + "sailors": "Sailors", + "scouts": "Scouts", + "special": "Special", + "support": "Support", + "warship": "Warship", + "green": "Green", + "trained": "Trained", + "veteran": "Veteran", + "elite": "Elite", + "armystatus": "Status :", + "organize": "Organize", + "disorganize": "Disorganize", + "rally": "Rally", + "routed": "Routed", + "abilities": "Abilities", + "discipline": "Discipline", + "fight-damage": "Fight Damage", + "marksmanship-damage": "Marksman Dam.", + "mvt": "Mvt", + "fight-dam-mod": "Fight Dam. Mod.", + "marksmanship-dam-mod": "Marksman Dam. Mod.", + "defense-mod": "Defense Mod.", + "available": "Available:" +} \ No newline at end of file diff --git a/A Song of Ice and Fire/translations/da.json b/A Song of Ice and Fire/translations/da.json new file mode 100644 index 0000000000..bd8d143720 --- /dev/null +++ b/A Song of Ice and Fire/translations/da.json @@ -0,0 +1,240 @@ +{ + "info-ability": "Info & Abilities", + "intrigue-combat": "Intrigue & Combat", + "character-details": "Character Details", + "npcs": "NPCs", + "armies": "Armies", + "journal": "Journal", + "name": "Name :", + "player-name": "Player Name", + "house": "House:", + "motto": "Motto", + "age": "Age", + "gender": "Gender", + "height": "Height", + "weight": "Weight", + "hair-color": "Hair Color", + "eye-color": "Eye Color", + "custom-roll": "Custom Roll", + "agility": "Agility", + "acrobatics": "Acrobatics", + "balance": "Balance", + "contortions": "Contortions", + "dodge": "Dodge", + "quickness": "Quickness", + "animal-handling": "Animal Handling", + "charm": "Charm", + "drive": "Drive", + "ride": "Ride", + "train": "Train", + "athletics": "Athletics", + "climb": "Climb", + "jump": "Jump", + "run": "Run", + "strength": "Strength", + "swim": "Swim", + "Throw": "Throw", + "awareness": "Awareness", + "empathy": "Empathy", + "notice": "Notice", + "cunning": "Cunning", + "decipher": "Decipher", + "logic": "Logic", + "memory": "Memory", + "deception": "Deception", + "act": "Act", + "bluff": "Bluff", + "cheat": "Cheat", + "disguise": "Disguise", + "endurance": "Endurance", + "resilience": "Resilience", + "stamina": "Stamina", + "fighting": "Fighting", + "axes": "Axes", + "bluggeons": "Bludgeons", + "brawling": "Brawling", + "fencing": "Fencing", + "long-blade": "Long Blades", + "polearms": "Polearms", + "shields": "Shields", + "short-blade": "Short Blades", + "spears": "Spears", + "healing": "Healing", + "diagnose": "Diagnose", + "treat-ailment": "Treat Ailment", + "treat-injury": "Treat Injury", + "laguage": "Language", + "roll": "Roll", + "knowledge": "Knowledge", + "education": "Education", + "research": "Research", + "streetwise": "Streetwise", + "marksmanship": "Marksmanship", + "bows": "Bows", + "crossbows": "Crossbows", + "siege": "Siege", + "thrown": "Thrown", + "persuasuion": "Persuasion", + "bargain": "Bargain", + "convince": "Convince", + "incite": "Incite", + "intimidate": "Intimidate", + "seduce": "Seduce", + "taunt": "Taunt", + "status": "Status", + "breeding": "Breeding", + "reputation": "Reputation", + "stewardship": "Stewardship", + "tournaments": "Tournaments", + "stealth": "Stealth", + "blend-in": "Blend In", + "sneak": "Sneak", + "survival": "Survival", + "forage": "Forage", + "hunt": "Hunt", + "orientation": "Orientation", + "track": "Track", + "thievery": "Thievery", + "pick-lock": "Pick Lock", + "sleight-of-hand": "Sleight of Hand", + "steal": "Steal", + "warfare": "Warfare", + "command": "Command", + "strategy": "Strategy", + "tactics": "Tactics", + "will": "Will", + "courage": "Courage", + "coordonate": "Coordinate", + "dedication": "Dedication", + "initiative": "Initiative", + "defense": "Defense", + "defense-bonus": "Defense Bonus", + "composure": "Composure Bonus", + "current": "Current", + "max": "Max", + "frustration": "Frustration:", + "d-malus-deception-persuation": "–1D on Deception and Persuasion", + "health": "Health", + "1-on-all-tests": "–1 on all tests", + "armor": "Armor", + "armor-rating": "Armor Rating", + "armor-penalty": "Armor Penalty", + "armor-bulk": "Armor Bulk", + "injuries-wounds": "Injuries & Wounds", + "injuries": "Injuries", + "injuries-impose": "Injuries impose -1 to all tests.", + "wounds": "Wounds:", + "wounds-impose": "Wounds impose -1D to all tests.", + "destiny-point": "Destiny Points", + "avaible": "Available:", + "maximum": "Maximum", + "base": "Base", + "invested": "Invested", + "bonus": "Bonus", + "yds": "yds", + "move-speed": "Move Speed", + "sprint-multi": "Sprint Multi", + "sprint-speed": "Sprint Speed", + "bulk": "Bulk", + "equiped-weapons": "Equipped Weapons", + "type": "Type: ", + "intrigue": "Intrigue", + "combat": "Combat", + "fatigue": "Fatigue:", + "movement": "Movement", + "melee": "Melee", + "ranged": "Ranged", + "specialty": "Specialty:", + "axe": "Axes", + "bludgeons": "Bludgeons", + "long-blades": "Long Blades", + "short-blades": "Short Blades", + "training": "Training :", + "damage": "Damage", + "damage-mod": "Damage Mod:", + "qualities": "Qualities", + "hit": "Hit", + "possessions": "Possessions", + "equipment-gear": "Equipment & Gear", + "item-name": "Item Name", + "value": "Value", + "mount-livestock": "Mounts & Livestock", + "animal": "Animal", + "currency": "Currency", + "copper-pennies": "Copper Pennies:", + "silver-stags": "Silver Stags:", + "gold-dragons": "Gold Dragons:", + "silver-stags-to-pennies": "Silver Stag = 56 Pennies", + "gold-dragon-to-stags": "Gold Dragon = 210 Stags (11,760 Pennies)", + "character-information": "Character Information", + "experience": "Experience", + "total": "Total:", + "spent": "Spent:", + "expenditures": "Expenditures", + "glory": "Glory", + "benefits": "Benefits", + "effect": "Effect", + "drawbacks": "Drawbacks", + "virtues": "Virtues", + "vices": "Vices", + "goals": "Goals", + "motivations": "Motivations", + "mannerisms": "Mannerisms", + "distinguishing-features": "Distinguishing Features", + "retainers": "Retainers", + "allies": "Allies", + "enemies": "Enemies", + "Oaths": "Oaths", + "personnal-history": "Personal History", + "notable-npc": "Notable NPCs", + "realm": "Realm:", + "liege": "Liege:", + "appearance": "Appearance:", + "disposition": "Disposition (Deceive/Persuade):", + "mine": "Mine:", + "affectionate": "Affectionate (-2/+5)", + "friendly": "Friendly (-1/+3)", + "amiable": "Amiable (0/+1)", + "indifferent": "Indifferent (0/0)", + "dislike": "Dislike (+1/-2)", + "unfriendly": "Unfriendly (+2/-4)", + "malicious": "Malicious (+3/-6)", + "theirs": "Theirs:", + "notes": "Notes:", + "unit-type": "Unit Type:", + "archers": "Archers", + "cavalery": "Cavalery", + "criminals": "Criminals", + "crusaders": "Crusaders", + "engineers": "Engineers", + "garrison": "Garrison", + "guerillas": "Guerillas", + "infantry": "Infantry", + "mercenaries": "Mercenaries", + "peasant-levies": "Peasant Levies", + "personal-guards": "Personal Guards", + "raiders": "Raiders", + "sailors": "Sailors", + "scouts": "Scouts", + "special": "Special", + "support": "Support", + "warship": "Warship", + "green": "Green", + "trained": "Trained", + "veteran": "Veteran", + "elite": "Elite", + "armystatus": "Status :", + "organize": "Organize", + "disorganize": "Disorganize", + "rally": "Rally", + "routed": "Routed", + "abilities": "Abilities", + "discipline": "Discipline", + "fight-damage": "Fight Damage", + "marksmanship-damage": "Marksman Dam.", + "mvt": "Mvt", + "fight-dam-mod": "Fight Dam. Mod.", + "marksmanship-dam-mod": "Marksman Dam. Mod.", + "defense-mod": "Defense Mod.", + "available": "Available:" +} \ No newline at end of file diff --git a/A Song of Ice and Fire/translations/de.json b/A Song of Ice and Fire/translations/de.json new file mode 100644 index 0000000000..bd8d143720 --- /dev/null +++ b/A Song of Ice and Fire/translations/de.json @@ -0,0 +1,240 @@ +{ + "info-ability": "Info & Abilities", + "intrigue-combat": "Intrigue & Combat", + "character-details": "Character Details", + "npcs": "NPCs", + "armies": "Armies", + "journal": "Journal", + "name": "Name :", + "player-name": "Player Name", + "house": "House:", + "motto": "Motto", + "age": "Age", + "gender": "Gender", + "height": "Height", + "weight": "Weight", + "hair-color": "Hair Color", + "eye-color": "Eye Color", + "custom-roll": "Custom Roll", + "agility": "Agility", + "acrobatics": "Acrobatics", + "balance": "Balance", + "contortions": "Contortions", + "dodge": "Dodge", + "quickness": "Quickness", + "animal-handling": "Animal Handling", + "charm": "Charm", + "drive": "Drive", + "ride": "Ride", + "train": "Train", + "athletics": "Athletics", + "climb": "Climb", + "jump": "Jump", + "run": "Run", + "strength": "Strength", + "swim": "Swim", + "Throw": "Throw", + "awareness": "Awareness", + "empathy": "Empathy", + "notice": "Notice", + "cunning": "Cunning", + "decipher": "Decipher", + "logic": "Logic", + "memory": "Memory", + "deception": "Deception", + "act": "Act", + "bluff": "Bluff", + "cheat": "Cheat", + "disguise": "Disguise", + "endurance": "Endurance", + "resilience": "Resilience", + "stamina": "Stamina", + "fighting": "Fighting", + "axes": "Axes", + "bluggeons": "Bludgeons", + "brawling": "Brawling", + "fencing": "Fencing", + "long-blade": "Long Blades", + "polearms": "Polearms", + "shields": "Shields", + "short-blade": "Short Blades", + "spears": "Spears", + "healing": "Healing", + "diagnose": "Diagnose", + "treat-ailment": "Treat Ailment", + "treat-injury": "Treat Injury", + "laguage": "Language", + "roll": "Roll", + "knowledge": "Knowledge", + "education": "Education", + "research": "Research", + "streetwise": "Streetwise", + "marksmanship": "Marksmanship", + "bows": "Bows", + "crossbows": "Crossbows", + "siege": "Siege", + "thrown": "Thrown", + "persuasuion": "Persuasion", + "bargain": "Bargain", + "convince": "Convince", + "incite": "Incite", + "intimidate": "Intimidate", + "seduce": "Seduce", + "taunt": "Taunt", + "status": "Status", + "breeding": "Breeding", + "reputation": "Reputation", + "stewardship": "Stewardship", + "tournaments": "Tournaments", + "stealth": "Stealth", + "blend-in": "Blend In", + "sneak": "Sneak", + "survival": "Survival", + "forage": "Forage", + "hunt": "Hunt", + "orientation": "Orientation", + "track": "Track", + "thievery": "Thievery", + "pick-lock": "Pick Lock", + "sleight-of-hand": "Sleight of Hand", + "steal": "Steal", + "warfare": "Warfare", + "command": "Command", + "strategy": "Strategy", + "tactics": "Tactics", + "will": "Will", + "courage": "Courage", + "coordonate": "Coordinate", + "dedication": "Dedication", + "initiative": "Initiative", + "defense": "Defense", + "defense-bonus": "Defense Bonus", + "composure": "Composure Bonus", + "current": "Current", + "max": "Max", + "frustration": "Frustration:", + "d-malus-deception-persuation": "–1D on Deception and Persuasion", + "health": "Health", + "1-on-all-tests": "–1 on all tests", + "armor": "Armor", + "armor-rating": "Armor Rating", + "armor-penalty": "Armor Penalty", + "armor-bulk": "Armor Bulk", + "injuries-wounds": "Injuries & Wounds", + "injuries": "Injuries", + "injuries-impose": "Injuries impose -1 to all tests.", + "wounds": "Wounds:", + "wounds-impose": "Wounds impose -1D to all tests.", + "destiny-point": "Destiny Points", + "avaible": "Available:", + "maximum": "Maximum", + "base": "Base", + "invested": "Invested", + "bonus": "Bonus", + "yds": "yds", + "move-speed": "Move Speed", + "sprint-multi": "Sprint Multi", + "sprint-speed": "Sprint Speed", + "bulk": "Bulk", + "equiped-weapons": "Equipped Weapons", + "type": "Type: ", + "intrigue": "Intrigue", + "combat": "Combat", + "fatigue": "Fatigue:", + "movement": "Movement", + "melee": "Melee", + "ranged": "Ranged", + "specialty": "Specialty:", + "axe": "Axes", + "bludgeons": "Bludgeons", + "long-blades": "Long Blades", + "short-blades": "Short Blades", + "training": "Training :", + "damage": "Damage", + "damage-mod": "Damage Mod:", + "qualities": "Qualities", + "hit": "Hit", + "possessions": "Possessions", + "equipment-gear": "Equipment & Gear", + "item-name": "Item Name", + "value": "Value", + "mount-livestock": "Mounts & Livestock", + "animal": "Animal", + "currency": "Currency", + "copper-pennies": "Copper Pennies:", + "silver-stags": "Silver Stags:", + "gold-dragons": "Gold Dragons:", + "silver-stags-to-pennies": "Silver Stag = 56 Pennies", + "gold-dragon-to-stags": "Gold Dragon = 210 Stags (11,760 Pennies)", + "character-information": "Character Information", + "experience": "Experience", + "total": "Total:", + "spent": "Spent:", + "expenditures": "Expenditures", + "glory": "Glory", + "benefits": "Benefits", + "effect": "Effect", + "drawbacks": "Drawbacks", + "virtues": "Virtues", + "vices": "Vices", + "goals": "Goals", + "motivations": "Motivations", + "mannerisms": "Mannerisms", + "distinguishing-features": "Distinguishing Features", + "retainers": "Retainers", + "allies": "Allies", + "enemies": "Enemies", + "Oaths": "Oaths", + "personnal-history": "Personal History", + "notable-npc": "Notable NPCs", + "realm": "Realm:", + "liege": "Liege:", + "appearance": "Appearance:", + "disposition": "Disposition (Deceive/Persuade):", + "mine": "Mine:", + "affectionate": "Affectionate (-2/+5)", + "friendly": "Friendly (-1/+3)", + "amiable": "Amiable (0/+1)", + "indifferent": "Indifferent (0/0)", + "dislike": "Dislike (+1/-2)", + "unfriendly": "Unfriendly (+2/-4)", + "malicious": "Malicious (+3/-6)", + "theirs": "Theirs:", + "notes": "Notes:", + "unit-type": "Unit Type:", + "archers": "Archers", + "cavalery": "Cavalery", + "criminals": "Criminals", + "crusaders": "Crusaders", + "engineers": "Engineers", + "garrison": "Garrison", + "guerillas": "Guerillas", + "infantry": "Infantry", + "mercenaries": "Mercenaries", + "peasant-levies": "Peasant Levies", + "personal-guards": "Personal Guards", + "raiders": "Raiders", + "sailors": "Sailors", + "scouts": "Scouts", + "special": "Special", + "support": "Support", + "warship": "Warship", + "green": "Green", + "trained": "Trained", + "veteran": "Veteran", + "elite": "Elite", + "armystatus": "Status :", + "organize": "Organize", + "disorganize": "Disorganize", + "rally": "Rally", + "routed": "Routed", + "abilities": "Abilities", + "discipline": "Discipline", + "fight-damage": "Fight Damage", + "marksmanship-damage": "Marksman Dam.", + "mvt": "Mvt", + "fight-dam-mod": "Fight Dam. Mod.", + "marksmanship-dam-mod": "Marksman Dam. Mod.", + "defense-mod": "Defense Mod.", + "available": "Available:" +} \ No newline at end of file diff --git a/A Song of Ice and Fire/translations/el.json b/A Song of Ice and Fire/translations/el.json new file mode 100644 index 0000000000..bd8d143720 --- /dev/null +++ b/A Song of Ice and Fire/translations/el.json @@ -0,0 +1,240 @@ +{ + "info-ability": "Info & Abilities", + "intrigue-combat": "Intrigue & Combat", + "character-details": "Character Details", + "npcs": "NPCs", + "armies": "Armies", + "journal": "Journal", + "name": "Name :", + "player-name": "Player Name", + "house": "House:", + "motto": "Motto", + "age": "Age", + "gender": "Gender", + "height": "Height", + "weight": "Weight", + "hair-color": "Hair Color", + "eye-color": "Eye Color", + "custom-roll": "Custom Roll", + "agility": "Agility", + "acrobatics": "Acrobatics", + "balance": "Balance", + "contortions": "Contortions", + "dodge": "Dodge", + "quickness": "Quickness", + "animal-handling": "Animal Handling", + "charm": "Charm", + "drive": "Drive", + "ride": "Ride", + "train": "Train", + "athletics": "Athletics", + "climb": "Climb", + "jump": "Jump", + "run": "Run", + "strength": "Strength", + "swim": "Swim", + "Throw": "Throw", + "awareness": "Awareness", + "empathy": "Empathy", + "notice": "Notice", + "cunning": "Cunning", + "decipher": "Decipher", + "logic": "Logic", + "memory": "Memory", + "deception": "Deception", + "act": "Act", + "bluff": "Bluff", + "cheat": "Cheat", + "disguise": "Disguise", + "endurance": "Endurance", + "resilience": "Resilience", + "stamina": "Stamina", + "fighting": "Fighting", + "axes": "Axes", + "bluggeons": "Bludgeons", + "brawling": "Brawling", + "fencing": "Fencing", + "long-blade": "Long Blades", + "polearms": "Polearms", + "shields": "Shields", + "short-blade": "Short Blades", + "spears": "Spears", + "healing": "Healing", + "diagnose": "Diagnose", + "treat-ailment": "Treat Ailment", + "treat-injury": "Treat Injury", + "laguage": "Language", + "roll": "Roll", + "knowledge": "Knowledge", + "education": "Education", + "research": "Research", + "streetwise": "Streetwise", + "marksmanship": "Marksmanship", + "bows": "Bows", + "crossbows": "Crossbows", + "siege": "Siege", + "thrown": "Thrown", + "persuasuion": "Persuasion", + "bargain": "Bargain", + "convince": "Convince", + "incite": "Incite", + "intimidate": "Intimidate", + "seduce": "Seduce", + "taunt": "Taunt", + "status": "Status", + "breeding": "Breeding", + "reputation": "Reputation", + "stewardship": "Stewardship", + "tournaments": "Tournaments", + "stealth": "Stealth", + "blend-in": "Blend In", + "sneak": "Sneak", + "survival": "Survival", + "forage": "Forage", + "hunt": "Hunt", + "orientation": "Orientation", + "track": "Track", + "thievery": "Thievery", + "pick-lock": "Pick Lock", + "sleight-of-hand": "Sleight of Hand", + "steal": "Steal", + "warfare": "Warfare", + "command": "Command", + "strategy": "Strategy", + "tactics": "Tactics", + "will": "Will", + "courage": "Courage", + "coordonate": "Coordinate", + "dedication": "Dedication", + "initiative": "Initiative", + "defense": "Defense", + "defense-bonus": "Defense Bonus", + "composure": "Composure Bonus", + "current": "Current", + "max": "Max", + "frustration": "Frustration:", + "d-malus-deception-persuation": "–1D on Deception and Persuasion", + "health": "Health", + "1-on-all-tests": "–1 on all tests", + "armor": "Armor", + "armor-rating": "Armor Rating", + "armor-penalty": "Armor Penalty", + "armor-bulk": "Armor Bulk", + "injuries-wounds": "Injuries & Wounds", + "injuries": "Injuries", + "injuries-impose": "Injuries impose -1 to all tests.", + "wounds": "Wounds:", + "wounds-impose": "Wounds impose -1D to all tests.", + "destiny-point": "Destiny Points", + "avaible": "Available:", + "maximum": "Maximum", + "base": "Base", + "invested": "Invested", + "bonus": "Bonus", + "yds": "yds", + "move-speed": "Move Speed", + "sprint-multi": "Sprint Multi", + "sprint-speed": "Sprint Speed", + "bulk": "Bulk", + "equiped-weapons": "Equipped Weapons", + "type": "Type: ", + "intrigue": "Intrigue", + "combat": "Combat", + "fatigue": "Fatigue:", + "movement": "Movement", + "melee": "Melee", + "ranged": "Ranged", + "specialty": "Specialty:", + "axe": "Axes", + "bludgeons": "Bludgeons", + "long-blades": "Long Blades", + "short-blades": "Short Blades", + "training": "Training :", + "damage": "Damage", + "damage-mod": "Damage Mod:", + "qualities": "Qualities", + "hit": "Hit", + "possessions": "Possessions", + "equipment-gear": "Equipment & Gear", + "item-name": "Item Name", + "value": "Value", + "mount-livestock": "Mounts & Livestock", + "animal": "Animal", + "currency": "Currency", + "copper-pennies": "Copper Pennies:", + "silver-stags": "Silver Stags:", + "gold-dragons": "Gold Dragons:", + "silver-stags-to-pennies": "Silver Stag = 56 Pennies", + "gold-dragon-to-stags": "Gold Dragon = 210 Stags (11,760 Pennies)", + "character-information": "Character Information", + "experience": "Experience", + "total": "Total:", + "spent": "Spent:", + "expenditures": "Expenditures", + "glory": "Glory", + "benefits": "Benefits", + "effect": "Effect", + "drawbacks": "Drawbacks", + "virtues": "Virtues", + "vices": "Vices", + "goals": "Goals", + "motivations": "Motivations", + "mannerisms": "Mannerisms", + "distinguishing-features": "Distinguishing Features", + "retainers": "Retainers", + "allies": "Allies", + "enemies": "Enemies", + "Oaths": "Oaths", + "personnal-history": "Personal History", + "notable-npc": "Notable NPCs", + "realm": "Realm:", + "liege": "Liege:", + "appearance": "Appearance:", + "disposition": "Disposition (Deceive/Persuade):", + "mine": "Mine:", + "affectionate": "Affectionate (-2/+5)", + "friendly": "Friendly (-1/+3)", + "amiable": "Amiable (0/+1)", + "indifferent": "Indifferent (0/0)", + "dislike": "Dislike (+1/-2)", + "unfriendly": "Unfriendly (+2/-4)", + "malicious": "Malicious (+3/-6)", + "theirs": "Theirs:", + "notes": "Notes:", + "unit-type": "Unit Type:", + "archers": "Archers", + "cavalery": "Cavalery", + "criminals": "Criminals", + "crusaders": "Crusaders", + "engineers": "Engineers", + "garrison": "Garrison", + "guerillas": "Guerillas", + "infantry": "Infantry", + "mercenaries": "Mercenaries", + "peasant-levies": "Peasant Levies", + "personal-guards": "Personal Guards", + "raiders": "Raiders", + "sailors": "Sailors", + "scouts": "Scouts", + "special": "Special", + "support": "Support", + "warship": "Warship", + "green": "Green", + "trained": "Trained", + "veteran": "Veteran", + "elite": "Elite", + "armystatus": "Status :", + "organize": "Organize", + "disorganize": "Disorganize", + "rally": "Rally", + "routed": "Routed", + "abilities": "Abilities", + "discipline": "Discipline", + "fight-damage": "Fight Damage", + "marksmanship-damage": "Marksman Dam.", + "mvt": "Mvt", + "fight-dam-mod": "Fight Dam. Mod.", + "marksmanship-dam-mod": "Marksman Dam. Mod.", + "defense-mod": "Defense Mod.", + "available": "Available:" +} \ No newline at end of file diff --git a/A Song of Ice and Fire/translations/en.json b/A Song of Ice and Fire/translations/en.json new file mode 100644 index 0000000000..bd8d143720 --- /dev/null +++ b/A Song of Ice and Fire/translations/en.json @@ -0,0 +1,240 @@ +{ + "info-ability": "Info & Abilities", + "intrigue-combat": "Intrigue & Combat", + "character-details": "Character Details", + "npcs": "NPCs", + "armies": "Armies", + "journal": "Journal", + "name": "Name :", + "player-name": "Player Name", + "house": "House:", + "motto": "Motto", + "age": "Age", + "gender": "Gender", + "height": "Height", + "weight": "Weight", + "hair-color": "Hair Color", + "eye-color": "Eye Color", + "custom-roll": "Custom Roll", + "agility": "Agility", + "acrobatics": "Acrobatics", + "balance": "Balance", + "contortions": "Contortions", + "dodge": "Dodge", + "quickness": "Quickness", + "animal-handling": "Animal Handling", + "charm": "Charm", + "drive": "Drive", + "ride": "Ride", + "train": "Train", + "athletics": "Athletics", + "climb": "Climb", + "jump": "Jump", + "run": "Run", + "strength": "Strength", + "swim": "Swim", + "Throw": "Throw", + "awareness": "Awareness", + "empathy": "Empathy", + "notice": "Notice", + "cunning": "Cunning", + "decipher": "Decipher", + "logic": "Logic", + "memory": "Memory", + "deception": "Deception", + "act": "Act", + "bluff": "Bluff", + "cheat": "Cheat", + "disguise": "Disguise", + "endurance": "Endurance", + "resilience": "Resilience", + "stamina": "Stamina", + "fighting": "Fighting", + "axes": "Axes", + "bluggeons": "Bludgeons", + "brawling": "Brawling", + "fencing": "Fencing", + "long-blade": "Long Blades", + "polearms": "Polearms", + "shields": "Shields", + "short-blade": "Short Blades", + "spears": "Spears", + "healing": "Healing", + "diagnose": "Diagnose", + "treat-ailment": "Treat Ailment", + "treat-injury": "Treat Injury", + "laguage": "Language", + "roll": "Roll", + "knowledge": "Knowledge", + "education": "Education", + "research": "Research", + "streetwise": "Streetwise", + "marksmanship": "Marksmanship", + "bows": "Bows", + "crossbows": "Crossbows", + "siege": "Siege", + "thrown": "Thrown", + "persuasuion": "Persuasion", + "bargain": "Bargain", + "convince": "Convince", + "incite": "Incite", + "intimidate": "Intimidate", + "seduce": "Seduce", + "taunt": "Taunt", + "status": "Status", + "breeding": "Breeding", + "reputation": "Reputation", + "stewardship": "Stewardship", + "tournaments": "Tournaments", + "stealth": "Stealth", + "blend-in": "Blend In", + "sneak": "Sneak", + "survival": "Survival", + "forage": "Forage", + "hunt": "Hunt", + "orientation": "Orientation", + "track": "Track", + "thievery": "Thievery", + "pick-lock": "Pick Lock", + "sleight-of-hand": "Sleight of Hand", + "steal": "Steal", + "warfare": "Warfare", + "command": "Command", + "strategy": "Strategy", + "tactics": "Tactics", + "will": "Will", + "courage": "Courage", + "coordonate": "Coordinate", + "dedication": "Dedication", + "initiative": "Initiative", + "defense": "Defense", + "defense-bonus": "Defense Bonus", + "composure": "Composure Bonus", + "current": "Current", + "max": "Max", + "frustration": "Frustration:", + "d-malus-deception-persuation": "–1D on Deception and Persuasion", + "health": "Health", + "1-on-all-tests": "–1 on all tests", + "armor": "Armor", + "armor-rating": "Armor Rating", + "armor-penalty": "Armor Penalty", + "armor-bulk": "Armor Bulk", + "injuries-wounds": "Injuries & Wounds", + "injuries": "Injuries", + "injuries-impose": "Injuries impose -1 to all tests.", + "wounds": "Wounds:", + "wounds-impose": "Wounds impose -1D to all tests.", + "destiny-point": "Destiny Points", + "avaible": "Available:", + "maximum": "Maximum", + "base": "Base", + "invested": "Invested", + "bonus": "Bonus", + "yds": "yds", + "move-speed": "Move Speed", + "sprint-multi": "Sprint Multi", + "sprint-speed": "Sprint Speed", + "bulk": "Bulk", + "equiped-weapons": "Equipped Weapons", + "type": "Type: ", + "intrigue": "Intrigue", + "combat": "Combat", + "fatigue": "Fatigue:", + "movement": "Movement", + "melee": "Melee", + "ranged": "Ranged", + "specialty": "Specialty:", + "axe": "Axes", + "bludgeons": "Bludgeons", + "long-blades": "Long Blades", + "short-blades": "Short Blades", + "training": "Training :", + "damage": "Damage", + "damage-mod": "Damage Mod:", + "qualities": "Qualities", + "hit": "Hit", + "possessions": "Possessions", + "equipment-gear": "Equipment & Gear", + "item-name": "Item Name", + "value": "Value", + "mount-livestock": "Mounts & Livestock", + "animal": "Animal", + "currency": "Currency", + "copper-pennies": "Copper Pennies:", + "silver-stags": "Silver Stags:", + "gold-dragons": "Gold Dragons:", + "silver-stags-to-pennies": "Silver Stag = 56 Pennies", + "gold-dragon-to-stags": "Gold Dragon = 210 Stags (11,760 Pennies)", + "character-information": "Character Information", + "experience": "Experience", + "total": "Total:", + "spent": "Spent:", + "expenditures": "Expenditures", + "glory": "Glory", + "benefits": "Benefits", + "effect": "Effect", + "drawbacks": "Drawbacks", + "virtues": "Virtues", + "vices": "Vices", + "goals": "Goals", + "motivations": "Motivations", + "mannerisms": "Mannerisms", + "distinguishing-features": "Distinguishing Features", + "retainers": "Retainers", + "allies": "Allies", + "enemies": "Enemies", + "Oaths": "Oaths", + "personnal-history": "Personal History", + "notable-npc": "Notable NPCs", + "realm": "Realm:", + "liege": "Liege:", + "appearance": "Appearance:", + "disposition": "Disposition (Deceive/Persuade):", + "mine": "Mine:", + "affectionate": "Affectionate (-2/+5)", + "friendly": "Friendly (-1/+3)", + "amiable": "Amiable (0/+1)", + "indifferent": "Indifferent (0/0)", + "dislike": "Dislike (+1/-2)", + "unfriendly": "Unfriendly (+2/-4)", + "malicious": "Malicious (+3/-6)", + "theirs": "Theirs:", + "notes": "Notes:", + "unit-type": "Unit Type:", + "archers": "Archers", + "cavalery": "Cavalery", + "criminals": "Criminals", + "crusaders": "Crusaders", + "engineers": "Engineers", + "garrison": "Garrison", + "guerillas": "Guerillas", + "infantry": "Infantry", + "mercenaries": "Mercenaries", + "peasant-levies": "Peasant Levies", + "personal-guards": "Personal Guards", + "raiders": "Raiders", + "sailors": "Sailors", + "scouts": "Scouts", + "special": "Special", + "support": "Support", + "warship": "Warship", + "green": "Green", + "trained": "Trained", + "veteran": "Veteran", + "elite": "Elite", + "armystatus": "Status :", + "organize": "Organize", + "disorganize": "Disorganize", + "rally": "Rally", + "routed": "Routed", + "abilities": "Abilities", + "discipline": "Discipline", + "fight-damage": "Fight Damage", + "marksmanship-damage": "Marksman Dam.", + "mvt": "Mvt", + "fight-dam-mod": "Fight Dam. Mod.", + "marksmanship-dam-mod": "Marksman Dam. Mod.", + "defense-mod": "Defense Mod.", + "available": "Available:" +} \ No newline at end of file diff --git a/A Song of Ice and Fire/translations/es.json b/A Song of Ice and Fire/translations/es.json new file mode 100644 index 0000000000..dc54c4cac8 --- /dev/null +++ b/A Song of Ice and Fire/translations/es.json @@ -0,0 +1,240 @@ +{ + "info-ability": "Información y habilidades", + "intrigue-combat": "Intriga y combate", + "character-details": "Información del personaje", + "npcs": "PNJs", + "armies": "Ejércitos", + "journal": "Diario", + "name": "Nombre:", + "player-name": "Nombre del jugador", + "house": "Casa:", + "motto": "Lema", + "age": "Edad", + "gender": "Género", + "height": "Altura", + "weight": "Peso", + "hair-color": "Color de pelo", + "eye-color": "Color de ojos", + "custom-roll": "Tirada a medida", + "agility": "Agilidad", + "acrobatics": "Acrobacia", + "balance": "Equilibrio", + "contortions": "Contorsionismo", + "dodge": "Esquivar", + "quickness": "Rapidez", + "animal-handling": "Trato animal", + "charm": "Cautivar", + "drive": "Conducir", + "ride": "Montar", + "train": "Entrenar", + "athletics": "Brío", + "climb": "Trepar", + "jump": "Saltar", + "run": "Correr", + "strength": "Fuerza", + "swim": "Nadar", + "Throw": "Arrojar", + "awareness": "Percepción", + "empathy": "Empatía", + "notice": "Observación", + "cunning": "Ingenio", + "decipher": "Descifrar", + "logic": "Lógica", + "memory": "Memoria", + "deception": "Engaño", + "act": "Actuar", + "bluff": "Mentir", + "cheat": "Fullería", + "disguise": "Disfrazarse", + "endurance": "Constitución", + "resilience": "Recuperación", + "stamina": "Resistencia", + "fighting": "Combate C/C", + "axes": "Hachas", + "bluggeons": "Armas contundentes", + "brawling": "Pelea", + "fencing": "Esgrima", + "long-blade": "Armas de hoja larga", + "polearms": "Armas de asta", + "shields": "Escudos", + "short-blade": "Armas de hoja corta", + "spears": "Lanzas", + "healing": "Curación", + "diagnose": "Diagnosticar", + "treat-ailment": "Tratar dolencia", + "treat-injury": "Tratar herida", + "laguage": "Idioma", + "roll": "Tirada", + "knowledge": "Conocimiento", + "education": "Educación", + "research": "Investigación", + "streetwise": "Callejeo", + "marksmanship": "Puntería", + "bows": "Arcos", + "crossbows": "Ballestas", + "siege": "Asedio", + "thrown": "Armas arrojadizas", + "persuasuion": "Persuasión", + "bargain": "Negociar", + "convince": "Convencer", + "incite": "Incitar", + "intimidate": "Intimidate", + "seduce": "Seducir", + "taunt": "Provocar", + "status": "Estatus", + "breeding": "Etiqueta", + "reputation": "Reputación", + "stewardship": "Administración", + "tournaments": "Torneos", + "stealth": "Discrección", + "blend-in": "Pasar inadvertido", + "sneak": "Sigilo", + "survival": "Supervivencia", + "forage": "Forrajear", + "hunt": "Cazar", + "orientation": "Orientarse", + "track": "Rastrear", + "thievery": "Picaresca", + "pick-lock": "Forzar cerraduras", + "sleight-of-hand": "Juego de manos", + "steal": "Robar", + "warfare": "Guerra", + "command": "Mando", + "strategy": "Estrategia", + "tactics": "Táctica", + "will": "Voluntad", + "courage": "Coraje", + "coordonate": "Coordinación", + "dedication": "Dedicación", + "initiative": "Iniciativa", + "defense": "Defensa", + "defense-bonus": "Bonificación de defensa", + "composure": "Bonificación de compostura", + "current": "Actual", + "max": "Total", + "frustration": "Frustración:", + "d-malus-deception-persuation": "–1D en Engaño y Persuasión", + "health": "Salud", + "1-on-all-tests": "–1 en todas las tiradas", + "armor": "Armadura", + "armor-rating": "Protección", + "armor-penalty": "Penalización", + "armor-bulk": "Impedimento", + "injuries-wounds": "Heridas leves y graves", + "injuries": "Heridas leves", + "injuries-impose": "Las heridas leves restan -1 a todas las tiradas.", + "wounds": "Heridas graves:", + "wounds-impose": "Las heridas graves restan -1D a todas las tiradas.", + "destiny-point": "Puntos de destino", + "avaible": "Disponibles:", + "maximum": "Total", + "base": "Base", + "invested": "Invertidos", + "bonus": "Bonificación", + "yds": "yds", + "move-speed": "Velocidad de movimiento", + "sprint-multi": "Sprint Multi", + "sprint-speed": "Sprint Speed", + "bulk": "Bulk", + "equiped-weapons": "Armas equipadas", + "type": "Tipo: ", + "intrigue": "Intriga", + "combat": "Combate", + "fatigue": "Cansancio:", + "movement": "Movimiento", + "melee": "C/C", + "ranged": "A distancia", + "specialty": "Especialidad:", + "axe": "Hachas", + "bludgeons": "Armas contundentes", + "long-blades": "Armas de hoja larga", + "short-blades": "Armas de hoja corta", + "training": "Entrenamiento :", + "damage": "Daño", + "damage-mod": "Modificador de daño:", + "qualities": "Qualities", + "hit": "Hit", + "possessions": "Posesiones", + "equipment-gear": "Equipo y herramientas", + "item-name": "Objeto", + "value": "Valor", + "mount-livestock": "Monturas y animales", + "animal": "Animal", + "currency": "Dinero", + "copper-pennies": "Peniques de cobre:", + "silver-stags": "Venados de plata:", + "gold-dragons": "Dragones de oro:", + "silver-stags-to-pennies": "Venados de plata = 56 peniques", + "gold-dragon-to-stags": "Gold Dragon = 210 venados (11,760 peniques)", + "character-information": "Información del personaje", + "experience": "Experiencia", + "total": "Total:", + "spent": "Invertida:", + "expenditures": "Gastos", + "glory": "Gloria", + "benefits": "Beneficios", + "effect": "Efecto", + "drawbacks": "Desventajas", + "virtues": "Virtudes", + "vices": "Vicios", + "goals": "Metas", + "motivations": "Motivaciones", + "mannerisms": "Personalidad", + "distinguishing-features": "Características distintivas", + "retainers": "Sirvientes", + "allies": "Aliados", + "enemies": "Enemigos", + "Oaths": "Juramentos", + "personnal-history": "Historia personal", + "notable-npc": "PNJs destacados", + "realm": "Reino:", + "liege": "Señor feudal:", + "appearance": "Apariencia:", + "disposition": "Actitud (Engaño/Persuasión):", + "mine": "Mía:", + "affectionate": "Afecto (-2/+5)", + "friendly": "Amistad (-1/+3)", + "amiable": "Cordialidad (0/+1)", + "indifferent": "Indiferencia (0/0)", + "dislike": "Rechazo (+1/-2)", + "unfriendly": "Aversión (+2/-4)", + "malicious": "Hostilidad (+3/-6)", + "theirs": "Suya:", + "notes": "Notas:", + "unit-type": "Tipo de unidad:", + "archers": "Arqueros", + "cavalery": "Caballería", + "criminals": "Criminales", + "crusaders": "Cruzados", + "engineers": "Ingenieros", + "garrison": "Guarnición", + "guerillas": "Guerrilleros", + "infantry": "Infantería", + "mercenaries": "Mercenarios", + "peasant-levies": "Leva de campesinos", + "personal-guards": "Guardia personal", + "raiders": "Incursores", + "sailors": "Marineros", + "scouts": "Batidores", + "special": "Especial", + "support": "Apoyo", + "warship": "Barcos de guerra", + "green": "Inexperta", + "trained": "Competente", + "veteran": "Veterana", + "elite": "Élite", + "armystatus": "Estado del ejército :", + "organize": "Organize", + "disorganize": "Disorganize", + "rally": "Reagrupar", + "routed": "Desbandada", + "abilities": "Abilities", + "discipline": "Disciplina", + "fight-damage": "Daño C/C", + "marksmanship-damage": "Daño a distancia", + "mvt": "Mvt", + "fight-dam-mod": "Mod. daño C/C", + "marksmanship-dam-mod": "Mod. daño a distancia", + "defense-mod": "Mod. Defensa", + "available": "Disponible:" +} \ No newline at end of file diff --git a/A Song of Ice and Fire/translations/fr.json b/A Song of Ice and Fire/translations/fr.json new file mode 100644 index 0000000000..260e9154c2 --- /dev/null +++ b/A Song of Ice and Fire/translations/fr.json @@ -0,0 +1,240 @@ +{ + "info-ability": "Info & Caractéristiques", + "intrigue-combat": "Intrigue & Combat", + "character-details": "Infos du perso", + "npcs": "NPCs", + "armies": "Armée", + "journal": "Journal", + "name": "Nom :", + "player-name": "Nom du joueur", + "house": "Maison:", + "motto": "Devise", + "age": "Age", + "gender": "Genre", + "height": "Taille", + "weight": "Poids", + "hair-color": "Cheveux", + "eye-color": "Yeux", + "custom-roll": "Jet Perso", + "agility": "Agilité", + "acrobatics": "Acrobaties", + "balance": "Equilibre", + "contortions": "Contortions", + "dodge": "Esquive", + "quickness": "Vivavité", + "animal-handling": "Dressage", + "charm": "Charme", + "drive": "Conduite", + "ride": "Equitation", + "train": "Exercices", + "athletics": "Athlétisme", + "climb": "Escalade", + "jump": "Saut", + "run": "Course", + "strength": "Force", + "swim": "Natation", + "Throw": "Jet", + "awareness": "Vigilance", + "empathy": "Empathie", + "notice": "Observation", + "cunning": "Ingéniosité", + "decipher": "Décryptage", + "logic": "Logique", + "memory": "Memoire", + "deception": "Duperie", + "act": "Comédie", + "bluff": "Bluff", + "cheat": "Triche", + "disguise": "Déguisement", + "endurance": "Endurance", + "resilience": "Résilience", + "stamina": "Vigueur", + "fighting": "Corps à Corps", + "axes": "Haches", + "bluggeons": "Casse-Tête", + "brawling": "Rixe", + "fencing": "Escrime", + "long-blade": "Lames Longues", + "polearms": "Arme d'Hast", + "shields": "Boucliers", + "short-blade": "Lames Courtes", + "spears": "Lance", + "healing": "Soins", + "diagnose": "Diagnostic", + "treat-ailment": "Infections", + "treat-injury": "Blessures", + "laguage": "Langue", + "roll": "lancer", + "knowledge": "Connaissance", + "education": "Education", + "research": "Recherches", + "streetwise": "Connaisse de la rue", + "marksmanship": "Tir", + "bows": "Arcs", + "crossbows": "Arbalètes", + "siege": "Siège", + "thrown": "Jet", + "persuasuion": "Persuasion", + "bargain": "Marchander", + "convince": "Convaincre", + "incite": "Inciter", + "intimidate": "Intimider", + "seduce": "Seduire", + "taunt": "Persifler", + "status": "Statut", + "breeding": "Bienséance", + "reputation": "Reputation", + "stewardship": "Intendance", + "tournaments": "Tournois", + "stealth": "Discretion", + "blend-in": "Caméléon", + "sneak": "Furtivité", + "survival": "Survie", + "forage": "Fourrageur", + "hunt": "Chasse", + "orientation": "Orientation", + "track": "Pistage", + "thievery": "Larcin", + "pick-lock": "Crochetage", + "sleight-of-hand": "Passe-Passe", + "steal": "Vol", + "warfare": "Art Militaire", + "command": "Commandement", + "strategy": "Strategie", + "tactics": "Tactique", + "will": "Volonté", + "courage": "Courage", + "coordonate": "Coordination", + "dedication": "Dévouement", + "initiative": "Initiative", + "defense": "Defense", + "defense-bonus": "Bonus de Défense", + "composure": "Bonus de Sang-Froid", + "current": "Actuel", + "max": "Max", + "frustration": "Frustration:", + "d-malus-deception-persuation": "–1D à Duperie et Persuasion", + "health": "Santé", + "1-on-all-tests": "–1 tous les tests", + "armor": "Armure", + "armor-rating": "Valeur d'Armure", + "armor-penalty": "Malus d'Armure", + "armor-bulk": "Emcombrement", + "injuries-wounds": "Lésions & Blessures", + "injuries": "Lésions", + "injuries-impose": "Lésions impose -1 à tous les tests.", + "wounds": "Blessures:", + "wounds-impose": "Blessures impose -1D à tous les tests.", + "destiny-point": "Points de Destinée", + "avaible": "Disponible:", + "maximum": "Maximum", + "base": "Base", + "invested": "Investi", + "bonus": "Bonus", + "yds": "yds", + "move-speed": "vitesse de mouvement", + "sprint-multi": "coef Sprint", + "sprint-speed": "Vitesse Sprint", + "bulk": "Encombré", + "equiped-weapons": "Armes", + "type": "Type: ", + "intrigue": "Intrigue", + "combat": "Combat", + "fatigue": "Fatigue:", + "movement": "Movement", + "melee": "Mêlée", + "ranged": "A distnace", + "specialty": "Specialté:", + "axe": "Haches", + "bludgeons": "Casse-Tête", + "long-blades": "Lames Longues", + "short-blades": "Lames Courtes", + "training": "Entrainé :", + "damage": "Dégats", + "damage-mod": "Mod Dégat:", + "qualities": "Qualités", + "hit": "Touché", + "possessions": "Possessions", + "equipment-gear": "Equipements & Possessions", + "item-name": "Nom de l'objet", + "value": "Valeur", + "mount-livestock": "Montures & Bétails", + "animal": "Animal", + "currency": "Monnaie", + "copper-pennies": "Pennies de cuivre:", + "silver-stags": "Cerfs d'argent:", + "gold-dragons": "Dragons d'or:", + "silver-stags-to-pennies": "Cerfs d'argent = 56 Pennies", + "gold-dragon-to-stags": "Dragon d'or = 210 Cerfs (11,760 Pennies)", + "character-information": "Information du personnage", + "experience": "Experience", + "total": "Total:", + "spent": "dépensé:", + "expenditures": "Dépenses", + "glory": "Gloire", + "benefits": "Avantages", + "effect": "Effet", + "drawbacks": "Désavantages", + "virtues": "Vertus", + "vices": "Vices", + "goals": "Objectifs", + "motivations": "Motivations", + "mannerisms": "particularité", + "distinguishing-features": "Carac. distintives", + "retainers": "Serviteurs", + "allies": "Alliés", + "enemies": "Ennemies", + "Oaths": "Serments", + "personnal-history": "Histoire Personelle", + "notable-npc": "NPC Notable", + "realm": "Domaine:", + "liege": "Vassal:", + "appearance": "Apparence:", + "disposition": "Disposition (Tromper/Persuader):", + "mine": "Les Miens:", + "affectionate": "Affectueux (-2/+5)", + "friendly": "Amical (-1/+3)", + "amiable": "Aimable (0/+1)", + "indifferent": "Indifférent (0/0)", + "dislike": "Antipathique (+1/-2)", + "unfriendly": "Hostile (+2/-4)", + "malicious": "Malveillant (+3/-6)", + "theirs": "Les Leurs:", + "notes": "Notes:", + "unit-type": "Type d'unité:", + "archers": "Archers", + "cavalery": "Cavalerie", + "criminals": "Criminels", + "crusaders": "Champion", + "engineers": "Ingénieurs", + "garrison": "Garnison", + "guerillas": "Guerillas", + "infantry": "Infanterie", + "mercenaries": "Mercenaires", + "peasant-levies": "Conscrits paysan", + "personal-guards": "Gardes Personnels", + "raiders": "Pillards", + "sailors": "Marins", + "scouts": "Eclaireurs", + "special": "Spécial", + "support": "Soutien", + "warship": "Navire de guerre", + "green": "Bleu", + "trained": "Entrainé", + "veteran": "Veteran", + "elite": "Elite", + "armystatus": "Statut :", + "organize": "Organisé", + "disorganize": "Désorganisé", + "rally": "Rallié", + "routed": "En Déroute", + "abilities": "Caractéristique", + "discipline": "Discipline", + "fight-damage": "Dégat CàC", + "marksmanship-damage": "Dégat Tir", + "mvt": "Mouvement", + "fight-dam-mod": "Mod. Dégat CàC", + "marksmanship-dam-mod": "Mod. Dégat Tir", + "defense-mod": "Mod. Défense", + "available": "Disponible:" +} \ No newline at end of file diff --git a/A Song of Ice and Fire/translations/he.json b/A Song of Ice and Fire/translations/he.json new file mode 100644 index 0000000000..bd8d143720 --- /dev/null +++ b/A Song of Ice and Fire/translations/he.json @@ -0,0 +1,240 @@ +{ + "info-ability": "Info & Abilities", + "intrigue-combat": "Intrigue & Combat", + "character-details": "Character Details", + "npcs": "NPCs", + "armies": "Armies", + "journal": "Journal", + "name": "Name :", + "player-name": "Player Name", + "house": "House:", + "motto": "Motto", + "age": "Age", + "gender": "Gender", + "height": "Height", + "weight": "Weight", + "hair-color": "Hair Color", + "eye-color": "Eye Color", + "custom-roll": "Custom Roll", + "agility": "Agility", + "acrobatics": "Acrobatics", + "balance": "Balance", + "contortions": "Contortions", + "dodge": "Dodge", + "quickness": "Quickness", + "animal-handling": "Animal Handling", + "charm": "Charm", + "drive": "Drive", + "ride": "Ride", + "train": "Train", + "athletics": "Athletics", + "climb": "Climb", + "jump": "Jump", + "run": "Run", + "strength": "Strength", + "swim": "Swim", + "Throw": "Throw", + "awareness": "Awareness", + "empathy": "Empathy", + "notice": "Notice", + "cunning": "Cunning", + "decipher": "Decipher", + "logic": "Logic", + "memory": "Memory", + "deception": "Deception", + "act": "Act", + "bluff": "Bluff", + "cheat": "Cheat", + "disguise": "Disguise", + "endurance": "Endurance", + "resilience": "Resilience", + "stamina": "Stamina", + "fighting": "Fighting", + "axes": "Axes", + "bluggeons": "Bludgeons", + "brawling": "Brawling", + "fencing": "Fencing", + "long-blade": "Long Blades", + "polearms": "Polearms", + "shields": "Shields", + "short-blade": "Short Blades", + "spears": "Spears", + "healing": "Healing", + "diagnose": "Diagnose", + "treat-ailment": "Treat Ailment", + "treat-injury": "Treat Injury", + "laguage": "Language", + "roll": "Roll", + "knowledge": "Knowledge", + "education": "Education", + "research": "Research", + "streetwise": "Streetwise", + "marksmanship": "Marksmanship", + "bows": "Bows", + "crossbows": "Crossbows", + "siege": "Siege", + "thrown": "Thrown", + "persuasuion": "Persuasion", + "bargain": "Bargain", + "convince": "Convince", + "incite": "Incite", + "intimidate": "Intimidate", + "seduce": "Seduce", + "taunt": "Taunt", + "status": "Status", + "breeding": "Breeding", + "reputation": "Reputation", + "stewardship": "Stewardship", + "tournaments": "Tournaments", + "stealth": "Stealth", + "blend-in": "Blend In", + "sneak": "Sneak", + "survival": "Survival", + "forage": "Forage", + "hunt": "Hunt", + "orientation": "Orientation", + "track": "Track", + "thievery": "Thievery", + "pick-lock": "Pick Lock", + "sleight-of-hand": "Sleight of Hand", + "steal": "Steal", + "warfare": "Warfare", + "command": "Command", + "strategy": "Strategy", + "tactics": "Tactics", + "will": "Will", + "courage": "Courage", + "coordonate": "Coordinate", + "dedication": "Dedication", + "initiative": "Initiative", + "defense": "Defense", + "defense-bonus": "Defense Bonus", + "composure": "Composure Bonus", + "current": "Current", + "max": "Max", + "frustration": "Frustration:", + "d-malus-deception-persuation": "–1D on Deception and Persuasion", + "health": "Health", + "1-on-all-tests": "–1 on all tests", + "armor": "Armor", + "armor-rating": "Armor Rating", + "armor-penalty": "Armor Penalty", + "armor-bulk": "Armor Bulk", + "injuries-wounds": "Injuries & Wounds", + "injuries": "Injuries", + "injuries-impose": "Injuries impose -1 to all tests.", + "wounds": "Wounds:", + "wounds-impose": "Wounds impose -1D to all tests.", + "destiny-point": "Destiny Points", + "avaible": "Available:", + "maximum": "Maximum", + "base": "Base", + "invested": "Invested", + "bonus": "Bonus", + "yds": "yds", + "move-speed": "Move Speed", + "sprint-multi": "Sprint Multi", + "sprint-speed": "Sprint Speed", + "bulk": "Bulk", + "equiped-weapons": "Equipped Weapons", + "type": "Type: ", + "intrigue": "Intrigue", + "combat": "Combat", + "fatigue": "Fatigue:", + "movement": "Movement", + "melee": "Melee", + "ranged": "Ranged", + "specialty": "Specialty:", + "axe": "Axes", + "bludgeons": "Bludgeons", + "long-blades": "Long Blades", + "short-blades": "Short Blades", + "training": "Training :", + "damage": "Damage", + "damage-mod": "Damage Mod:", + "qualities": "Qualities", + "hit": "Hit", + "possessions": "Possessions", + "equipment-gear": "Equipment & Gear", + "item-name": "Item Name", + "value": "Value", + "mount-livestock": "Mounts & Livestock", + "animal": "Animal", + "currency": "Currency", + "copper-pennies": "Copper Pennies:", + "silver-stags": "Silver Stags:", + "gold-dragons": "Gold Dragons:", + "silver-stags-to-pennies": "Silver Stag = 56 Pennies", + "gold-dragon-to-stags": "Gold Dragon = 210 Stags (11,760 Pennies)", + "character-information": "Character Information", + "experience": "Experience", + "total": "Total:", + "spent": "Spent:", + "expenditures": "Expenditures", + "glory": "Glory", + "benefits": "Benefits", + "effect": "Effect", + "drawbacks": "Drawbacks", + "virtues": "Virtues", + "vices": "Vices", + "goals": "Goals", + "motivations": "Motivations", + "mannerisms": "Mannerisms", + "distinguishing-features": "Distinguishing Features", + "retainers": "Retainers", + "allies": "Allies", + "enemies": "Enemies", + "Oaths": "Oaths", + "personnal-history": "Personal History", + "notable-npc": "Notable NPCs", + "realm": "Realm:", + "liege": "Liege:", + "appearance": "Appearance:", + "disposition": "Disposition (Deceive/Persuade):", + "mine": "Mine:", + "affectionate": "Affectionate (-2/+5)", + "friendly": "Friendly (-1/+3)", + "amiable": "Amiable (0/+1)", + "indifferent": "Indifferent (0/0)", + "dislike": "Dislike (+1/-2)", + "unfriendly": "Unfriendly (+2/-4)", + "malicious": "Malicious (+3/-6)", + "theirs": "Theirs:", + "notes": "Notes:", + "unit-type": "Unit Type:", + "archers": "Archers", + "cavalery": "Cavalery", + "criminals": "Criminals", + "crusaders": "Crusaders", + "engineers": "Engineers", + "garrison": "Garrison", + "guerillas": "Guerillas", + "infantry": "Infantry", + "mercenaries": "Mercenaries", + "peasant-levies": "Peasant Levies", + "personal-guards": "Personal Guards", + "raiders": "Raiders", + "sailors": "Sailors", + "scouts": "Scouts", + "special": "Special", + "support": "Support", + "warship": "Warship", + "green": "Green", + "trained": "Trained", + "veteran": "Veteran", + "elite": "Elite", + "armystatus": "Status :", + "organize": "Organize", + "disorganize": "Disorganize", + "rally": "Rally", + "routed": "Routed", + "abilities": "Abilities", + "discipline": "Discipline", + "fight-damage": "Fight Damage", + "marksmanship-damage": "Marksman Dam.", + "mvt": "Mvt", + "fight-dam-mod": "Fight Dam. Mod.", + "marksmanship-dam-mod": "Marksman Dam. Mod.", + "defense-mod": "Defense Mod.", + "available": "Available:" +} \ No newline at end of file diff --git a/A Song of Ice and Fire/translations/it.json b/A Song of Ice and Fire/translations/it.json new file mode 100644 index 0000000000..bd8d143720 --- /dev/null +++ b/A Song of Ice and Fire/translations/it.json @@ -0,0 +1,240 @@ +{ + "info-ability": "Info & Abilities", + "intrigue-combat": "Intrigue & Combat", + "character-details": "Character Details", + "npcs": "NPCs", + "armies": "Armies", + "journal": "Journal", + "name": "Name :", + "player-name": "Player Name", + "house": "House:", + "motto": "Motto", + "age": "Age", + "gender": "Gender", + "height": "Height", + "weight": "Weight", + "hair-color": "Hair Color", + "eye-color": "Eye Color", + "custom-roll": "Custom Roll", + "agility": "Agility", + "acrobatics": "Acrobatics", + "balance": "Balance", + "contortions": "Contortions", + "dodge": "Dodge", + "quickness": "Quickness", + "animal-handling": "Animal Handling", + "charm": "Charm", + "drive": "Drive", + "ride": "Ride", + "train": "Train", + "athletics": "Athletics", + "climb": "Climb", + "jump": "Jump", + "run": "Run", + "strength": "Strength", + "swim": "Swim", + "Throw": "Throw", + "awareness": "Awareness", + "empathy": "Empathy", + "notice": "Notice", + "cunning": "Cunning", + "decipher": "Decipher", + "logic": "Logic", + "memory": "Memory", + "deception": "Deception", + "act": "Act", + "bluff": "Bluff", + "cheat": "Cheat", + "disguise": "Disguise", + "endurance": "Endurance", + "resilience": "Resilience", + "stamina": "Stamina", + "fighting": "Fighting", + "axes": "Axes", + "bluggeons": "Bludgeons", + "brawling": "Brawling", + "fencing": "Fencing", + "long-blade": "Long Blades", + "polearms": "Polearms", + "shields": "Shields", + "short-blade": "Short Blades", + "spears": "Spears", + "healing": "Healing", + "diagnose": "Diagnose", + "treat-ailment": "Treat Ailment", + "treat-injury": "Treat Injury", + "laguage": "Language", + "roll": "Roll", + "knowledge": "Knowledge", + "education": "Education", + "research": "Research", + "streetwise": "Streetwise", + "marksmanship": "Marksmanship", + "bows": "Bows", + "crossbows": "Crossbows", + "siege": "Siege", + "thrown": "Thrown", + "persuasuion": "Persuasion", + "bargain": "Bargain", + "convince": "Convince", + "incite": "Incite", + "intimidate": "Intimidate", + "seduce": "Seduce", + "taunt": "Taunt", + "status": "Status", + "breeding": "Breeding", + "reputation": "Reputation", + "stewardship": "Stewardship", + "tournaments": "Tournaments", + "stealth": "Stealth", + "blend-in": "Blend In", + "sneak": "Sneak", + "survival": "Survival", + "forage": "Forage", + "hunt": "Hunt", + "orientation": "Orientation", + "track": "Track", + "thievery": "Thievery", + "pick-lock": "Pick Lock", + "sleight-of-hand": "Sleight of Hand", + "steal": "Steal", + "warfare": "Warfare", + "command": "Command", + "strategy": "Strategy", + "tactics": "Tactics", + "will": "Will", + "courage": "Courage", + "coordonate": "Coordinate", + "dedication": "Dedication", + "initiative": "Initiative", + "defense": "Defense", + "defense-bonus": "Defense Bonus", + "composure": "Composure Bonus", + "current": "Current", + "max": "Max", + "frustration": "Frustration:", + "d-malus-deception-persuation": "–1D on Deception and Persuasion", + "health": "Health", + "1-on-all-tests": "–1 on all tests", + "armor": "Armor", + "armor-rating": "Armor Rating", + "armor-penalty": "Armor Penalty", + "armor-bulk": "Armor Bulk", + "injuries-wounds": "Injuries & Wounds", + "injuries": "Injuries", + "injuries-impose": "Injuries impose -1 to all tests.", + "wounds": "Wounds:", + "wounds-impose": "Wounds impose -1D to all tests.", + "destiny-point": "Destiny Points", + "avaible": "Available:", + "maximum": "Maximum", + "base": "Base", + "invested": "Invested", + "bonus": "Bonus", + "yds": "yds", + "move-speed": "Move Speed", + "sprint-multi": "Sprint Multi", + "sprint-speed": "Sprint Speed", + "bulk": "Bulk", + "equiped-weapons": "Equipped Weapons", + "type": "Type: ", + "intrigue": "Intrigue", + "combat": "Combat", + "fatigue": "Fatigue:", + "movement": "Movement", + "melee": "Melee", + "ranged": "Ranged", + "specialty": "Specialty:", + "axe": "Axes", + "bludgeons": "Bludgeons", + "long-blades": "Long Blades", + "short-blades": "Short Blades", + "training": "Training :", + "damage": "Damage", + "damage-mod": "Damage Mod:", + "qualities": "Qualities", + "hit": "Hit", + "possessions": "Possessions", + "equipment-gear": "Equipment & Gear", + "item-name": "Item Name", + "value": "Value", + "mount-livestock": "Mounts & Livestock", + "animal": "Animal", + "currency": "Currency", + "copper-pennies": "Copper Pennies:", + "silver-stags": "Silver Stags:", + "gold-dragons": "Gold Dragons:", + "silver-stags-to-pennies": "Silver Stag = 56 Pennies", + "gold-dragon-to-stags": "Gold Dragon = 210 Stags (11,760 Pennies)", + "character-information": "Character Information", + "experience": "Experience", + "total": "Total:", + "spent": "Spent:", + "expenditures": "Expenditures", + "glory": "Glory", + "benefits": "Benefits", + "effect": "Effect", + "drawbacks": "Drawbacks", + "virtues": "Virtues", + "vices": "Vices", + "goals": "Goals", + "motivations": "Motivations", + "mannerisms": "Mannerisms", + "distinguishing-features": "Distinguishing Features", + "retainers": "Retainers", + "allies": "Allies", + "enemies": "Enemies", + "Oaths": "Oaths", + "personnal-history": "Personal History", + "notable-npc": "Notable NPCs", + "realm": "Realm:", + "liege": "Liege:", + "appearance": "Appearance:", + "disposition": "Disposition (Deceive/Persuade):", + "mine": "Mine:", + "affectionate": "Affectionate (-2/+5)", + "friendly": "Friendly (-1/+3)", + "amiable": "Amiable (0/+1)", + "indifferent": "Indifferent (0/0)", + "dislike": "Dislike (+1/-2)", + "unfriendly": "Unfriendly (+2/-4)", + "malicious": "Malicious (+3/-6)", + "theirs": "Theirs:", + "notes": "Notes:", + "unit-type": "Unit Type:", + "archers": "Archers", + "cavalery": "Cavalery", + "criminals": "Criminals", + "crusaders": "Crusaders", + "engineers": "Engineers", + "garrison": "Garrison", + "guerillas": "Guerillas", + "infantry": "Infantry", + "mercenaries": "Mercenaries", + "peasant-levies": "Peasant Levies", + "personal-guards": "Personal Guards", + "raiders": "Raiders", + "sailors": "Sailors", + "scouts": "Scouts", + "special": "Special", + "support": "Support", + "warship": "Warship", + "green": "Green", + "trained": "Trained", + "veteran": "Veteran", + "elite": "Elite", + "armystatus": "Status :", + "organize": "Organize", + "disorganize": "Disorganize", + "rally": "Rally", + "routed": "Routed", + "abilities": "Abilities", + "discipline": "Discipline", + "fight-damage": "Fight Damage", + "marksmanship-damage": "Marksman Dam.", + "mvt": "Mvt", + "fight-dam-mod": "Fight Dam. Mod.", + "marksmanship-dam-mod": "Marksman Dam. Mod.", + "defense-mod": "Defense Mod.", + "available": "Available:" +} \ No newline at end of file diff --git a/A Song of Ice and Fire/translations/ja.json b/A Song of Ice and Fire/translations/ja.json new file mode 100644 index 0000000000..bd8d143720 --- /dev/null +++ b/A Song of Ice and Fire/translations/ja.json @@ -0,0 +1,240 @@ +{ + "info-ability": "Info & Abilities", + "intrigue-combat": "Intrigue & Combat", + "character-details": "Character Details", + "npcs": "NPCs", + "armies": "Armies", + "journal": "Journal", + "name": "Name :", + "player-name": "Player Name", + "house": "House:", + "motto": "Motto", + "age": "Age", + "gender": "Gender", + "height": "Height", + "weight": "Weight", + "hair-color": "Hair Color", + "eye-color": "Eye Color", + "custom-roll": "Custom Roll", + "agility": "Agility", + "acrobatics": "Acrobatics", + "balance": "Balance", + "contortions": "Contortions", + "dodge": "Dodge", + "quickness": "Quickness", + "animal-handling": "Animal Handling", + "charm": "Charm", + "drive": "Drive", + "ride": "Ride", + "train": "Train", + "athletics": "Athletics", + "climb": "Climb", + "jump": "Jump", + "run": "Run", + "strength": "Strength", + "swim": "Swim", + "Throw": "Throw", + "awareness": "Awareness", + "empathy": "Empathy", + "notice": "Notice", + "cunning": "Cunning", + "decipher": "Decipher", + "logic": "Logic", + "memory": "Memory", + "deception": "Deception", + "act": "Act", + "bluff": "Bluff", + "cheat": "Cheat", + "disguise": "Disguise", + "endurance": "Endurance", + "resilience": "Resilience", + "stamina": "Stamina", + "fighting": "Fighting", + "axes": "Axes", + "bluggeons": "Bludgeons", + "brawling": "Brawling", + "fencing": "Fencing", + "long-blade": "Long Blades", + "polearms": "Polearms", + "shields": "Shields", + "short-blade": "Short Blades", + "spears": "Spears", + "healing": "Healing", + "diagnose": "Diagnose", + "treat-ailment": "Treat Ailment", + "treat-injury": "Treat Injury", + "laguage": "Language", + "roll": "Roll", + "knowledge": "Knowledge", + "education": "Education", + "research": "Research", + "streetwise": "Streetwise", + "marksmanship": "Marksmanship", + "bows": "Bows", + "crossbows": "Crossbows", + "siege": "Siege", + "thrown": "Thrown", + "persuasuion": "Persuasion", + "bargain": "Bargain", + "convince": "Convince", + "incite": "Incite", + "intimidate": "Intimidate", + "seduce": "Seduce", + "taunt": "Taunt", + "status": "Status", + "breeding": "Breeding", + "reputation": "Reputation", + "stewardship": "Stewardship", + "tournaments": "Tournaments", + "stealth": "Stealth", + "blend-in": "Blend In", + "sneak": "Sneak", + "survival": "Survival", + "forage": "Forage", + "hunt": "Hunt", + "orientation": "Orientation", + "track": "Track", + "thievery": "Thievery", + "pick-lock": "Pick Lock", + "sleight-of-hand": "Sleight of Hand", + "steal": "Steal", + "warfare": "Warfare", + "command": "Command", + "strategy": "Strategy", + "tactics": "Tactics", + "will": "Will", + "courage": "Courage", + "coordonate": "Coordinate", + "dedication": "Dedication", + "initiative": "Initiative", + "defense": "Defense", + "defense-bonus": "Defense Bonus", + "composure": "Composure Bonus", + "current": "Current", + "max": "Max", + "frustration": "Frustration:", + "d-malus-deception-persuation": "–1D on Deception and Persuasion", + "health": "Health", + "1-on-all-tests": "–1 on all tests", + "armor": "Armor", + "armor-rating": "Armor Rating", + "armor-penalty": "Armor Penalty", + "armor-bulk": "Armor Bulk", + "injuries-wounds": "Injuries & Wounds", + "injuries": "Injuries", + "injuries-impose": "Injuries impose -1 to all tests.", + "wounds": "Wounds:", + "wounds-impose": "Wounds impose -1D to all tests.", + "destiny-point": "Destiny Points", + "avaible": "Available:", + "maximum": "Maximum", + "base": "Base", + "invested": "Invested", + "bonus": "Bonus", + "yds": "yds", + "move-speed": "Move Speed", + "sprint-multi": "Sprint Multi", + "sprint-speed": "Sprint Speed", + "bulk": "Bulk", + "equiped-weapons": "Equipped Weapons", + "type": "Type: ", + "intrigue": "Intrigue", + "combat": "Combat", + "fatigue": "Fatigue:", + "movement": "Movement", + "melee": "Melee", + "ranged": "Ranged", + "specialty": "Specialty:", + "axe": "Axes", + "bludgeons": "Bludgeons", + "long-blades": "Long Blades", + "short-blades": "Short Blades", + "training": "Training :", + "damage": "Damage", + "damage-mod": "Damage Mod:", + "qualities": "Qualities", + "hit": "Hit", + "possessions": "Possessions", + "equipment-gear": "Equipment & Gear", + "item-name": "Item Name", + "value": "Value", + "mount-livestock": "Mounts & Livestock", + "animal": "Animal", + "currency": "Currency", + "copper-pennies": "Copper Pennies:", + "silver-stags": "Silver Stags:", + "gold-dragons": "Gold Dragons:", + "silver-stags-to-pennies": "Silver Stag = 56 Pennies", + "gold-dragon-to-stags": "Gold Dragon = 210 Stags (11,760 Pennies)", + "character-information": "Character Information", + "experience": "Experience", + "total": "Total:", + "spent": "Spent:", + "expenditures": "Expenditures", + "glory": "Glory", + "benefits": "Benefits", + "effect": "Effect", + "drawbacks": "Drawbacks", + "virtues": "Virtues", + "vices": "Vices", + "goals": "Goals", + "motivations": "Motivations", + "mannerisms": "Mannerisms", + "distinguishing-features": "Distinguishing Features", + "retainers": "Retainers", + "allies": "Allies", + "enemies": "Enemies", + "Oaths": "Oaths", + "personnal-history": "Personal History", + "notable-npc": "Notable NPCs", + "realm": "Realm:", + "liege": "Liege:", + "appearance": "Appearance:", + "disposition": "Disposition (Deceive/Persuade):", + "mine": "Mine:", + "affectionate": "Affectionate (-2/+5)", + "friendly": "Friendly (-1/+3)", + "amiable": "Amiable (0/+1)", + "indifferent": "Indifferent (0/0)", + "dislike": "Dislike (+1/-2)", + "unfriendly": "Unfriendly (+2/-4)", + "malicious": "Malicious (+3/-6)", + "theirs": "Theirs:", + "notes": "Notes:", + "unit-type": "Unit Type:", + "archers": "Archers", + "cavalery": "Cavalery", + "criminals": "Criminals", + "crusaders": "Crusaders", + "engineers": "Engineers", + "garrison": "Garrison", + "guerillas": "Guerillas", + "infantry": "Infantry", + "mercenaries": "Mercenaries", + "peasant-levies": "Peasant Levies", + "personal-guards": "Personal Guards", + "raiders": "Raiders", + "sailors": "Sailors", + "scouts": "Scouts", + "special": "Special", + "support": "Support", + "warship": "Warship", + "green": "Green", + "trained": "Trained", + "veteran": "Veteran", + "elite": "Elite", + "armystatus": "Status :", + "organize": "Organize", + "disorganize": "Disorganize", + "rally": "Rally", + "routed": "Routed", + "abilities": "Abilities", + "discipline": "Discipline", + "fight-damage": "Fight Damage", + "marksmanship-damage": "Marksman Dam.", + "mvt": "Mvt", + "fight-dam-mod": "Fight Dam. Mod.", + "marksmanship-dam-mod": "Marksman Dam. Mod.", + "defense-mod": "Defense Mod.", + "available": "Available:" +} \ No newline at end of file diff --git a/A Song of Ice and Fire/translations/ko.json b/A Song of Ice and Fire/translations/ko.json new file mode 100644 index 0000000000..bd8d143720 --- /dev/null +++ b/A Song of Ice and Fire/translations/ko.json @@ -0,0 +1,240 @@ +{ + "info-ability": "Info & Abilities", + "intrigue-combat": "Intrigue & Combat", + "character-details": "Character Details", + "npcs": "NPCs", + "armies": "Armies", + "journal": "Journal", + "name": "Name :", + "player-name": "Player Name", + "house": "House:", + "motto": "Motto", + "age": "Age", + "gender": "Gender", + "height": "Height", + "weight": "Weight", + "hair-color": "Hair Color", + "eye-color": "Eye Color", + "custom-roll": "Custom Roll", + "agility": "Agility", + "acrobatics": "Acrobatics", + "balance": "Balance", + "contortions": "Contortions", + "dodge": "Dodge", + "quickness": "Quickness", + "animal-handling": "Animal Handling", + "charm": "Charm", + "drive": "Drive", + "ride": "Ride", + "train": "Train", + "athletics": "Athletics", + "climb": "Climb", + "jump": "Jump", + "run": "Run", + "strength": "Strength", + "swim": "Swim", + "Throw": "Throw", + "awareness": "Awareness", + "empathy": "Empathy", + "notice": "Notice", + "cunning": "Cunning", + "decipher": "Decipher", + "logic": "Logic", + "memory": "Memory", + "deception": "Deception", + "act": "Act", + "bluff": "Bluff", + "cheat": "Cheat", + "disguise": "Disguise", + "endurance": "Endurance", + "resilience": "Resilience", + "stamina": "Stamina", + "fighting": "Fighting", + "axes": "Axes", + "bluggeons": "Bludgeons", + "brawling": "Brawling", + "fencing": "Fencing", + "long-blade": "Long Blades", + "polearms": "Polearms", + "shields": "Shields", + "short-blade": "Short Blades", + "spears": "Spears", + "healing": "Healing", + "diagnose": "Diagnose", + "treat-ailment": "Treat Ailment", + "treat-injury": "Treat Injury", + "laguage": "Language", + "roll": "Roll", + "knowledge": "Knowledge", + "education": "Education", + "research": "Research", + "streetwise": "Streetwise", + "marksmanship": "Marksmanship", + "bows": "Bows", + "crossbows": "Crossbows", + "siege": "Siege", + "thrown": "Thrown", + "persuasuion": "Persuasion", + "bargain": "Bargain", + "convince": "Convince", + "incite": "Incite", + "intimidate": "Intimidate", + "seduce": "Seduce", + "taunt": "Taunt", + "status": "Status", + "breeding": "Breeding", + "reputation": "Reputation", + "stewardship": "Stewardship", + "tournaments": "Tournaments", + "stealth": "Stealth", + "blend-in": "Blend In", + "sneak": "Sneak", + "survival": "Survival", + "forage": "Forage", + "hunt": "Hunt", + "orientation": "Orientation", + "track": "Track", + "thievery": "Thievery", + "pick-lock": "Pick Lock", + "sleight-of-hand": "Sleight of Hand", + "steal": "Steal", + "warfare": "Warfare", + "command": "Command", + "strategy": "Strategy", + "tactics": "Tactics", + "will": "Will", + "courage": "Courage", + "coordonate": "Coordinate", + "dedication": "Dedication", + "initiative": "Initiative", + "defense": "Defense", + "defense-bonus": "Defense Bonus", + "composure": "Composure Bonus", + "current": "Current", + "max": "Max", + "frustration": "Frustration:", + "d-malus-deception-persuation": "–1D on Deception and Persuasion", + "health": "Health", + "1-on-all-tests": "–1 on all tests", + "armor": "Armor", + "armor-rating": "Armor Rating", + "armor-penalty": "Armor Penalty", + "armor-bulk": "Armor Bulk", + "injuries-wounds": "Injuries & Wounds", + "injuries": "Injuries", + "injuries-impose": "Injuries impose -1 to all tests.", + "wounds": "Wounds:", + "wounds-impose": "Wounds impose -1D to all tests.", + "destiny-point": "Destiny Points", + "avaible": "Available:", + "maximum": "Maximum", + "base": "Base", + "invested": "Invested", + "bonus": "Bonus", + "yds": "yds", + "move-speed": "Move Speed", + "sprint-multi": "Sprint Multi", + "sprint-speed": "Sprint Speed", + "bulk": "Bulk", + "equiped-weapons": "Equipped Weapons", + "type": "Type: ", + "intrigue": "Intrigue", + "combat": "Combat", + "fatigue": "Fatigue:", + "movement": "Movement", + "melee": "Melee", + "ranged": "Ranged", + "specialty": "Specialty:", + "axe": "Axes", + "bludgeons": "Bludgeons", + "long-blades": "Long Blades", + "short-blades": "Short Blades", + "training": "Training :", + "damage": "Damage", + "damage-mod": "Damage Mod:", + "qualities": "Qualities", + "hit": "Hit", + "possessions": "Possessions", + "equipment-gear": "Equipment & Gear", + "item-name": "Item Name", + "value": "Value", + "mount-livestock": "Mounts & Livestock", + "animal": "Animal", + "currency": "Currency", + "copper-pennies": "Copper Pennies:", + "silver-stags": "Silver Stags:", + "gold-dragons": "Gold Dragons:", + "silver-stags-to-pennies": "Silver Stag = 56 Pennies", + "gold-dragon-to-stags": "Gold Dragon = 210 Stags (11,760 Pennies)", + "character-information": "Character Information", + "experience": "Experience", + "total": "Total:", + "spent": "Spent:", + "expenditures": "Expenditures", + "glory": "Glory", + "benefits": "Benefits", + "effect": "Effect", + "drawbacks": "Drawbacks", + "virtues": "Virtues", + "vices": "Vices", + "goals": "Goals", + "motivations": "Motivations", + "mannerisms": "Mannerisms", + "distinguishing-features": "Distinguishing Features", + "retainers": "Retainers", + "allies": "Allies", + "enemies": "Enemies", + "Oaths": "Oaths", + "personnal-history": "Personal History", + "notable-npc": "Notable NPCs", + "realm": "Realm:", + "liege": "Liege:", + "appearance": "Appearance:", + "disposition": "Disposition (Deceive/Persuade):", + "mine": "Mine:", + "affectionate": "Affectionate (-2/+5)", + "friendly": "Friendly (-1/+3)", + "amiable": "Amiable (0/+1)", + "indifferent": "Indifferent (0/0)", + "dislike": "Dislike (+1/-2)", + "unfriendly": "Unfriendly (+2/-4)", + "malicious": "Malicious (+3/-6)", + "theirs": "Theirs:", + "notes": "Notes:", + "unit-type": "Unit Type:", + "archers": "Archers", + "cavalery": "Cavalery", + "criminals": "Criminals", + "crusaders": "Crusaders", + "engineers": "Engineers", + "garrison": "Garrison", + "guerillas": "Guerillas", + "infantry": "Infantry", + "mercenaries": "Mercenaries", + "peasant-levies": "Peasant Levies", + "personal-guards": "Personal Guards", + "raiders": "Raiders", + "sailors": "Sailors", + "scouts": "Scouts", + "special": "Special", + "support": "Support", + "warship": "Warship", + "green": "Green", + "trained": "Trained", + "veteran": "Veteran", + "elite": "Elite", + "armystatus": "Status :", + "organize": "Organize", + "disorganize": "Disorganize", + "rally": "Rally", + "routed": "Routed", + "abilities": "Abilities", + "discipline": "Discipline", + "fight-damage": "Fight Damage", + "marksmanship-damage": "Marksman Dam.", + "mvt": "Mvt", + "fight-dam-mod": "Fight Dam. Mod.", + "marksmanship-dam-mod": "Marksman Dam. Mod.", + "defense-mod": "Defense Mod.", + "available": "Available:" +} \ No newline at end of file diff --git a/A Song of Ice and Fire/translations/nl.json b/A Song of Ice and Fire/translations/nl.json new file mode 100644 index 0000000000..bd8d143720 --- /dev/null +++ b/A Song of Ice and Fire/translations/nl.json @@ -0,0 +1,240 @@ +{ + "info-ability": "Info & Abilities", + "intrigue-combat": "Intrigue & Combat", + "character-details": "Character Details", + "npcs": "NPCs", + "armies": "Armies", + "journal": "Journal", + "name": "Name :", + "player-name": "Player Name", + "house": "House:", + "motto": "Motto", + "age": "Age", + "gender": "Gender", + "height": "Height", + "weight": "Weight", + "hair-color": "Hair Color", + "eye-color": "Eye Color", + "custom-roll": "Custom Roll", + "agility": "Agility", + "acrobatics": "Acrobatics", + "balance": "Balance", + "contortions": "Contortions", + "dodge": "Dodge", + "quickness": "Quickness", + "animal-handling": "Animal Handling", + "charm": "Charm", + "drive": "Drive", + "ride": "Ride", + "train": "Train", + "athletics": "Athletics", + "climb": "Climb", + "jump": "Jump", + "run": "Run", + "strength": "Strength", + "swim": "Swim", + "Throw": "Throw", + "awareness": "Awareness", + "empathy": "Empathy", + "notice": "Notice", + "cunning": "Cunning", + "decipher": "Decipher", + "logic": "Logic", + "memory": "Memory", + "deception": "Deception", + "act": "Act", + "bluff": "Bluff", + "cheat": "Cheat", + "disguise": "Disguise", + "endurance": "Endurance", + "resilience": "Resilience", + "stamina": "Stamina", + "fighting": "Fighting", + "axes": "Axes", + "bluggeons": "Bludgeons", + "brawling": "Brawling", + "fencing": "Fencing", + "long-blade": "Long Blades", + "polearms": "Polearms", + "shields": "Shields", + "short-blade": "Short Blades", + "spears": "Spears", + "healing": "Healing", + "diagnose": "Diagnose", + "treat-ailment": "Treat Ailment", + "treat-injury": "Treat Injury", + "laguage": "Language", + "roll": "Roll", + "knowledge": "Knowledge", + "education": "Education", + "research": "Research", + "streetwise": "Streetwise", + "marksmanship": "Marksmanship", + "bows": "Bows", + "crossbows": "Crossbows", + "siege": "Siege", + "thrown": "Thrown", + "persuasuion": "Persuasion", + "bargain": "Bargain", + "convince": "Convince", + "incite": "Incite", + "intimidate": "Intimidate", + "seduce": "Seduce", + "taunt": "Taunt", + "status": "Status", + "breeding": "Breeding", + "reputation": "Reputation", + "stewardship": "Stewardship", + "tournaments": "Tournaments", + "stealth": "Stealth", + "blend-in": "Blend In", + "sneak": "Sneak", + "survival": "Survival", + "forage": "Forage", + "hunt": "Hunt", + "orientation": "Orientation", + "track": "Track", + "thievery": "Thievery", + "pick-lock": "Pick Lock", + "sleight-of-hand": "Sleight of Hand", + "steal": "Steal", + "warfare": "Warfare", + "command": "Command", + "strategy": "Strategy", + "tactics": "Tactics", + "will": "Will", + "courage": "Courage", + "coordonate": "Coordinate", + "dedication": "Dedication", + "initiative": "Initiative", + "defense": "Defense", + "defense-bonus": "Defense Bonus", + "composure": "Composure Bonus", + "current": "Current", + "max": "Max", + "frustration": "Frustration:", + "d-malus-deception-persuation": "–1D on Deception and Persuasion", + "health": "Health", + "1-on-all-tests": "–1 on all tests", + "armor": "Armor", + "armor-rating": "Armor Rating", + "armor-penalty": "Armor Penalty", + "armor-bulk": "Armor Bulk", + "injuries-wounds": "Injuries & Wounds", + "injuries": "Injuries", + "injuries-impose": "Injuries impose -1 to all tests.", + "wounds": "Wounds:", + "wounds-impose": "Wounds impose -1D to all tests.", + "destiny-point": "Destiny Points", + "avaible": "Available:", + "maximum": "Maximum", + "base": "Base", + "invested": "Invested", + "bonus": "Bonus", + "yds": "yds", + "move-speed": "Move Speed", + "sprint-multi": "Sprint Multi", + "sprint-speed": "Sprint Speed", + "bulk": "Bulk", + "equiped-weapons": "Equipped Weapons", + "type": "Type: ", + "intrigue": "Intrigue", + "combat": "Combat", + "fatigue": "Fatigue:", + "movement": "Movement", + "melee": "Melee", + "ranged": "Ranged", + "specialty": "Specialty:", + "axe": "Axes", + "bludgeons": "Bludgeons", + "long-blades": "Long Blades", + "short-blades": "Short Blades", + "training": "Training :", + "damage": "Damage", + "damage-mod": "Damage Mod:", + "qualities": "Qualities", + "hit": "Hit", + "possessions": "Possessions", + "equipment-gear": "Equipment & Gear", + "item-name": "Item Name", + "value": "Value", + "mount-livestock": "Mounts & Livestock", + "animal": "Animal", + "currency": "Currency", + "copper-pennies": "Copper Pennies:", + "silver-stags": "Silver Stags:", + "gold-dragons": "Gold Dragons:", + "silver-stags-to-pennies": "Silver Stag = 56 Pennies", + "gold-dragon-to-stags": "Gold Dragon = 210 Stags (11,760 Pennies)", + "character-information": "Character Information", + "experience": "Experience", + "total": "Total:", + "spent": "Spent:", + "expenditures": "Expenditures", + "glory": "Glory", + "benefits": "Benefits", + "effect": "Effect", + "drawbacks": "Drawbacks", + "virtues": "Virtues", + "vices": "Vices", + "goals": "Goals", + "motivations": "Motivations", + "mannerisms": "Mannerisms", + "distinguishing-features": "Distinguishing Features", + "retainers": "Retainers", + "allies": "Allies", + "enemies": "Enemies", + "Oaths": "Oaths", + "personnal-history": "Personal History", + "notable-npc": "Notable NPCs", + "realm": "Realm:", + "liege": "Liege:", + "appearance": "Appearance:", + "disposition": "Disposition (Deceive/Persuade):", + "mine": "Mine:", + "affectionate": "Affectionate (-2/+5)", + "friendly": "Friendly (-1/+3)", + "amiable": "Amiable (0/+1)", + "indifferent": "Indifferent (0/0)", + "dislike": "Dislike (+1/-2)", + "unfriendly": "Unfriendly (+2/-4)", + "malicious": "Malicious (+3/-6)", + "theirs": "Theirs:", + "notes": "Notes:", + "unit-type": "Unit Type:", + "archers": "Archers", + "cavalery": "Cavalery", + "criminals": "Criminals", + "crusaders": "Crusaders", + "engineers": "Engineers", + "garrison": "Garrison", + "guerillas": "Guerillas", + "infantry": "Infantry", + "mercenaries": "Mercenaries", + "peasant-levies": "Peasant Levies", + "personal-guards": "Personal Guards", + "raiders": "Raiders", + "sailors": "Sailors", + "scouts": "Scouts", + "special": "Special", + "support": "Support", + "warship": "Warship", + "green": "Green", + "trained": "Trained", + "veteran": "Veteran", + "elite": "Elite", + "armystatus": "Status :", + "organize": "Organize", + "disorganize": "Disorganize", + "rally": "Rally", + "routed": "Routed", + "abilities": "Abilities", + "discipline": "Discipline", + "fight-damage": "Fight Damage", + "marksmanship-damage": "Marksman Dam.", + "mvt": "Mvt", + "fight-dam-mod": "Fight Dam. Mod.", + "marksmanship-dam-mod": "Marksman Dam. Mod.", + "defense-mod": "Defense Mod.", + "available": "Available:" +} \ No newline at end of file diff --git a/A Song of Ice and Fire/translations/pl.json b/A Song of Ice and Fire/translations/pl.json new file mode 100644 index 0000000000..bd8d143720 --- /dev/null +++ b/A Song of Ice and Fire/translations/pl.json @@ -0,0 +1,240 @@ +{ + "info-ability": "Info & Abilities", + "intrigue-combat": "Intrigue & Combat", + "character-details": "Character Details", + "npcs": "NPCs", + "armies": "Armies", + "journal": "Journal", + "name": "Name :", + "player-name": "Player Name", + "house": "House:", + "motto": "Motto", + "age": "Age", + "gender": "Gender", + "height": "Height", + "weight": "Weight", + "hair-color": "Hair Color", + "eye-color": "Eye Color", + "custom-roll": "Custom Roll", + "agility": "Agility", + "acrobatics": "Acrobatics", + "balance": "Balance", + "contortions": "Contortions", + "dodge": "Dodge", + "quickness": "Quickness", + "animal-handling": "Animal Handling", + "charm": "Charm", + "drive": "Drive", + "ride": "Ride", + "train": "Train", + "athletics": "Athletics", + "climb": "Climb", + "jump": "Jump", + "run": "Run", + "strength": "Strength", + "swim": "Swim", + "Throw": "Throw", + "awareness": "Awareness", + "empathy": "Empathy", + "notice": "Notice", + "cunning": "Cunning", + "decipher": "Decipher", + "logic": "Logic", + "memory": "Memory", + "deception": "Deception", + "act": "Act", + "bluff": "Bluff", + "cheat": "Cheat", + "disguise": "Disguise", + "endurance": "Endurance", + "resilience": "Resilience", + "stamina": "Stamina", + "fighting": "Fighting", + "axes": "Axes", + "bluggeons": "Bludgeons", + "brawling": "Brawling", + "fencing": "Fencing", + "long-blade": "Long Blades", + "polearms": "Polearms", + "shields": "Shields", + "short-blade": "Short Blades", + "spears": "Spears", + "healing": "Healing", + "diagnose": "Diagnose", + "treat-ailment": "Treat Ailment", + "treat-injury": "Treat Injury", + "laguage": "Language", + "roll": "Roll", + "knowledge": "Knowledge", + "education": "Education", + "research": "Research", + "streetwise": "Streetwise", + "marksmanship": "Marksmanship", + "bows": "Bows", + "crossbows": "Crossbows", + "siege": "Siege", + "thrown": "Thrown", + "persuasuion": "Persuasion", + "bargain": "Bargain", + "convince": "Convince", + "incite": "Incite", + "intimidate": "Intimidate", + "seduce": "Seduce", + "taunt": "Taunt", + "status": "Status", + "breeding": "Breeding", + "reputation": "Reputation", + "stewardship": "Stewardship", + "tournaments": "Tournaments", + "stealth": "Stealth", + "blend-in": "Blend In", + "sneak": "Sneak", + "survival": "Survival", + "forage": "Forage", + "hunt": "Hunt", + "orientation": "Orientation", + "track": "Track", + "thievery": "Thievery", + "pick-lock": "Pick Lock", + "sleight-of-hand": "Sleight of Hand", + "steal": "Steal", + "warfare": "Warfare", + "command": "Command", + "strategy": "Strategy", + "tactics": "Tactics", + "will": "Will", + "courage": "Courage", + "coordonate": "Coordinate", + "dedication": "Dedication", + "initiative": "Initiative", + "defense": "Defense", + "defense-bonus": "Defense Bonus", + "composure": "Composure Bonus", + "current": "Current", + "max": "Max", + "frustration": "Frustration:", + "d-malus-deception-persuation": "–1D on Deception and Persuasion", + "health": "Health", + "1-on-all-tests": "–1 on all tests", + "armor": "Armor", + "armor-rating": "Armor Rating", + "armor-penalty": "Armor Penalty", + "armor-bulk": "Armor Bulk", + "injuries-wounds": "Injuries & Wounds", + "injuries": "Injuries", + "injuries-impose": "Injuries impose -1 to all tests.", + "wounds": "Wounds:", + "wounds-impose": "Wounds impose -1D to all tests.", + "destiny-point": "Destiny Points", + "avaible": "Available:", + "maximum": "Maximum", + "base": "Base", + "invested": "Invested", + "bonus": "Bonus", + "yds": "yds", + "move-speed": "Move Speed", + "sprint-multi": "Sprint Multi", + "sprint-speed": "Sprint Speed", + "bulk": "Bulk", + "equiped-weapons": "Equipped Weapons", + "type": "Type: ", + "intrigue": "Intrigue", + "combat": "Combat", + "fatigue": "Fatigue:", + "movement": "Movement", + "melee": "Melee", + "ranged": "Ranged", + "specialty": "Specialty:", + "axe": "Axes", + "bludgeons": "Bludgeons", + "long-blades": "Long Blades", + "short-blades": "Short Blades", + "training": "Training :", + "damage": "Damage", + "damage-mod": "Damage Mod:", + "qualities": "Qualities", + "hit": "Hit", + "possessions": "Possessions", + "equipment-gear": "Equipment & Gear", + "item-name": "Item Name", + "value": "Value", + "mount-livestock": "Mounts & Livestock", + "animal": "Animal", + "currency": "Currency", + "copper-pennies": "Copper Pennies:", + "silver-stags": "Silver Stags:", + "gold-dragons": "Gold Dragons:", + "silver-stags-to-pennies": "Silver Stag = 56 Pennies", + "gold-dragon-to-stags": "Gold Dragon = 210 Stags (11,760 Pennies)", + "character-information": "Character Information", + "experience": "Experience", + "total": "Total:", + "spent": "Spent:", + "expenditures": "Expenditures", + "glory": "Glory", + "benefits": "Benefits", + "effect": "Effect", + "drawbacks": "Drawbacks", + "virtues": "Virtues", + "vices": "Vices", + "goals": "Goals", + "motivations": "Motivations", + "mannerisms": "Mannerisms", + "distinguishing-features": "Distinguishing Features", + "retainers": "Retainers", + "allies": "Allies", + "enemies": "Enemies", + "Oaths": "Oaths", + "personnal-history": "Personal History", + "notable-npc": "Notable NPCs", + "realm": "Realm:", + "liege": "Liege:", + "appearance": "Appearance:", + "disposition": "Disposition (Deceive/Persuade):", + "mine": "Mine:", + "affectionate": "Affectionate (-2/+5)", + "friendly": "Friendly (-1/+3)", + "amiable": "Amiable (0/+1)", + "indifferent": "Indifferent (0/0)", + "dislike": "Dislike (+1/-2)", + "unfriendly": "Unfriendly (+2/-4)", + "malicious": "Malicious (+3/-6)", + "theirs": "Theirs:", + "notes": "Notes:", + "unit-type": "Unit Type:", + "archers": "Archers", + "cavalery": "Cavalery", + "criminals": "Criminals", + "crusaders": "Crusaders", + "engineers": "Engineers", + "garrison": "Garrison", + "guerillas": "Guerillas", + "infantry": "Infantry", + "mercenaries": "Mercenaries", + "peasant-levies": "Peasant Levies", + "personal-guards": "Personal Guards", + "raiders": "Raiders", + "sailors": "Sailors", + "scouts": "Scouts", + "special": "Special", + "support": "Support", + "warship": "Warship", + "green": "Green", + "trained": "Trained", + "veteran": "Veteran", + "elite": "Elite", + "armystatus": "Status :", + "organize": "Organize", + "disorganize": "Disorganize", + "rally": "Rally", + "routed": "Routed", + "abilities": "Abilities", + "discipline": "Discipline", + "fight-damage": "Fight Damage", + "marksmanship-damage": "Marksman Dam.", + "mvt": "Mvt", + "fight-dam-mod": "Fight Dam. Mod.", + "marksmanship-dam-mod": "Marksman Dam. Mod.", + "defense-mod": "Defense Mod.", + "available": "Available:" +} \ No newline at end of file diff --git a/A Song of Ice and Fire/translations/pt.json b/A Song of Ice and Fire/translations/pt.json new file mode 100644 index 0000000000..bd8d143720 --- /dev/null +++ b/A Song of Ice and Fire/translations/pt.json @@ -0,0 +1,240 @@ +{ + "info-ability": "Info & Abilities", + "intrigue-combat": "Intrigue & Combat", + "character-details": "Character Details", + "npcs": "NPCs", + "armies": "Armies", + "journal": "Journal", + "name": "Name :", + "player-name": "Player Name", + "house": "House:", + "motto": "Motto", + "age": "Age", + "gender": "Gender", + "height": "Height", + "weight": "Weight", + "hair-color": "Hair Color", + "eye-color": "Eye Color", + "custom-roll": "Custom Roll", + "agility": "Agility", + "acrobatics": "Acrobatics", + "balance": "Balance", + "contortions": "Contortions", + "dodge": "Dodge", + "quickness": "Quickness", + "animal-handling": "Animal Handling", + "charm": "Charm", + "drive": "Drive", + "ride": "Ride", + "train": "Train", + "athletics": "Athletics", + "climb": "Climb", + "jump": "Jump", + "run": "Run", + "strength": "Strength", + "swim": "Swim", + "Throw": "Throw", + "awareness": "Awareness", + "empathy": "Empathy", + "notice": "Notice", + "cunning": "Cunning", + "decipher": "Decipher", + "logic": "Logic", + "memory": "Memory", + "deception": "Deception", + "act": "Act", + "bluff": "Bluff", + "cheat": "Cheat", + "disguise": "Disguise", + "endurance": "Endurance", + "resilience": "Resilience", + "stamina": "Stamina", + "fighting": "Fighting", + "axes": "Axes", + "bluggeons": "Bludgeons", + "brawling": "Brawling", + "fencing": "Fencing", + "long-blade": "Long Blades", + "polearms": "Polearms", + "shields": "Shields", + "short-blade": "Short Blades", + "spears": "Spears", + "healing": "Healing", + "diagnose": "Diagnose", + "treat-ailment": "Treat Ailment", + "treat-injury": "Treat Injury", + "laguage": "Language", + "roll": "Roll", + "knowledge": "Knowledge", + "education": "Education", + "research": "Research", + "streetwise": "Streetwise", + "marksmanship": "Marksmanship", + "bows": "Bows", + "crossbows": "Crossbows", + "siege": "Siege", + "thrown": "Thrown", + "persuasuion": "Persuasion", + "bargain": "Bargain", + "convince": "Convince", + "incite": "Incite", + "intimidate": "Intimidate", + "seduce": "Seduce", + "taunt": "Taunt", + "status": "Status", + "breeding": "Breeding", + "reputation": "Reputation", + "stewardship": "Stewardship", + "tournaments": "Tournaments", + "stealth": "Stealth", + "blend-in": "Blend In", + "sneak": "Sneak", + "survival": "Survival", + "forage": "Forage", + "hunt": "Hunt", + "orientation": "Orientation", + "track": "Track", + "thievery": "Thievery", + "pick-lock": "Pick Lock", + "sleight-of-hand": "Sleight of Hand", + "steal": "Steal", + "warfare": "Warfare", + "command": "Command", + "strategy": "Strategy", + "tactics": "Tactics", + "will": "Will", + "courage": "Courage", + "coordonate": "Coordinate", + "dedication": "Dedication", + "initiative": "Initiative", + "defense": "Defense", + "defense-bonus": "Defense Bonus", + "composure": "Composure Bonus", + "current": "Current", + "max": "Max", + "frustration": "Frustration:", + "d-malus-deception-persuation": "–1D on Deception and Persuasion", + "health": "Health", + "1-on-all-tests": "–1 on all tests", + "armor": "Armor", + "armor-rating": "Armor Rating", + "armor-penalty": "Armor Penalty", + "armor-bulk": "Armor Bulk", + "injuries-wounds": "Injuries & Wounds", + "injuries": "Injuries", + "injuries-impose": "Injuries impose -1 to all tests.", + "wounds": "Wounds:", + "wounds-impose": "Wounds impose -1D to all tests.", + "destiny-point": "Destiny Points", + "avaible": "Available:", + "maximum": "Maximum", + "base": "Base", + "invested": "Invested", + "bonus": "Bonus", + "yds": "yds", + "move-speed": "Move Speed", + "sprint-multi": "Sprint Multi", + "sprint-speed": "Sprint Speed", + "bulk": "Bulk", + "equiped-weapons": "Equipped Weapons", + "type": "Type: ", + "intrigue": "Intrigue", + "combat": "Combat", + "fatigue": "Fatigue:", + "movement": "Movement", + "melee": "Melee", + "ranged": "Ranged", + "specialty": "Specialty:", + "axe": "Axes", + "bludgeons": "Bludgeons", + "long-blades": "Long Blades", + "short-blades": "Short Blades", + "training": "Training :", + "damage": "Damage", + "damage-mod": "Damage Mod:", + "qualities": "Qualities", + "hit": "Hit", + "possessions": "Possessions", + "equipment-gear": "Equipment & Gear", + "item-name": "Item Name", + "value": "Value", + "mount-livestock": "Mounts & Livestock", + "animal": "Animal", + "currency": "Currency", + "copper-pennies": "Copper Pennies:", + "silver-stags": "Silver Stags:", + "gold-dragons": "Gold Dragons:", + "silver-stags-to-pennies": "Silver Stag = 56 Pennies", + "gold-dragon-to-stags": "Gold Dragon = 210 Stags (11,760 Pennies)", + "character-information": "Character Information", + "experience": "Experience", + "total": "Total:", + "spent": "Spent:", + "expenditures": "Expenditures", + "glory": "Glory", + "benefits": "Benefits", + "effect": "Effect", + "drawbacks": "Drawbacks", + "virtues": "Virtues", + "vices": "Vices", + "goals": "Goals", + "motivations": "Motivations", + "mannerisms": "Mannerisms", + "distinguishing-features": "Distinguishing Features", + "retainers": "Retainers", + "allies": "Allies", + "enemies": "Enemies", + "Oaths": "Oaths", + "personnal-history": "Personal History", + "notable-npc": "Notable NPCs", + "realm": "Realm:", + "liege": "Liege:", + "appearance": "Appearance:", + "disposition": "Disposition (Deceive/Persuade):", + "mine": "Mine:", + "affectionate": "Affectionate (-2/+5)", + "friendly": "Friendly (-1/+3)", + "amiable": "Amiable (0/+1)", + "indifferent": "Indifferent (0/0)", + "dislike": "Dislike (+1/-2)", + "unfriendly": "Unfriendly (+2/-4)", + "malicious": "Malicious (+3/-6)", + "theirs": "Theirs:", + "notes": "Notes:", + "unit-type": "Unit Type:", + "archers": "Archers", + "cavalery": "Cavalery", + "criminals": "Criminals", + "crusaders": "Crusaders", + "engineers": "Engineers", + "garrison": "Garrison", + "guerillas": "Guerillas", + "infantry": "Infantry", + "mercenaries": "Mercenaries", + "peasant-levies": "Peasant Levies", + "personal-guards": "Personal Guards", + "raiders": "Raiders", + "sailors": "Sailors", + "scouts": "Scouts", + "special": "Special", + "support": "Support", + "warship": "Warship", + "green": "Green", + "trained": "Trained", + "veteran": "Veteran", + "elite": "Elite", + "armystatus": "Status :", + "organize": "Organize", + "disorganize": "Disorganize", + "rally": "Rally", + "routed": "Routed", + "abilities": "Abilities", + "discipline": "Discipline", + "fight-damage": "Fight Damage", + "marksmanship-damage": "Marksman Dam.", + "mvt": "Mvt", + "fight-dam-mod": "Fight Dam. Mod.", + "marksmanship-dam-mod": "Marksman Dam. Mod.", + "defense-mod": "Defense Mod.", + "available": "Available:" +} \ No newline at end of file diff --git a/A Song of Ice and Fire/translations/ru.json b/A Song of Ice and Fire/translations/ru.json new file mode 100644 index 0000000000..bd8d143720 --- /dev/null +++ b/A Song of Ice and Fire/translations/ru.json @@ -0,0 +1,240 @@ +{ + "info-ability": "Info & Abilities", + "intrigue-combat": "Intrigue & Combat", + "character-details": "Character Details", + "npcs": "NPCs", + "armies": "Armies", + "journal": "Journal", + "name": "Name :", + "player-name": "Player Name", + "house": "House:", + "motto": "Motto", + "age": "Age", + "gender": "Gender", + "height": "Height", + "weight": "Weight", + "hair-color": "Hair Color", + "eye-color": "Eye Color", + "custom-roll": "Custom Roll", + "agility": "Agility", + "acrobatics": "Acrobatics", + "balance": "Balance", + "contortions": "Contortions", + "dodge": "Dodge", + "quickness": "Quickness", + "animal-handling": "Animal Handling", + "charm": "Charm", + "drive": "Drive", + "ride": "Ride", + "train": "Train", + "athletics": "Athletics", + "climb": "Climb", + "jump": "Jump", + "run": "Run", + "strength": "Strength", + "swim": "Swim", + "Throw": "Throw", + "awareness": "Awareness", + "empathy": "Empathy", + "notice": "Notice", + "cunning": "Cunning", + "decipher": "Decipher", + "logic": "Logic", + "memory": "Memory", + "deception": "Deception", + "act": "Act", + "bluff": "Bluff", + "cheat": "Cheat", + "disguise": "Disguise", + "endurance": "Endurance", + "resilience": "Resilience", + "stamina": "Stamina", + "fighting": "Fighting", + "axes": "Axes", + "bluggeons": "Bludgeons", + "brawling": "Brawling", + "fencing": "Fencing", + "long-blade": "Long Blades", + "polearms": "Polearms", + "shields": "Shields", + "short-blade": "Short Blades", + "spears": "Spears", + "healing": "Healing", + "diagnose": "Diagnose", + "treat-ailment": "Treat Ailment", + "treat-injury": "Treat Injury", + "laguage": "Language", + "roll": "Roll", + "knowledge": "Knowledge", + "education": "Education", + "research": "Research", + "streetwise": "Streetwise", + "marksmanship": "Marksmanship", + "bows": "Bows", + "crossbows": "Crossbows", + "siege": "Siege", + "thrown": "Thrown", + "persuasuion": "Persuasion", + "bargain": "Bargain", + "convince": "Convince", + "incite": "Incite", + "intimidate": "Intimidate", + "seduce": "Seduce", + "taunt": "Taunt", + "status": "Status", + "breeding": "Breeding", + "reputation": "Reputation", + "stewardship": "Stewardship", + "tournaments": "Tournaments", + "stealth": "Stealth", + "blend-in": "Blend In", + "sneak": "Sneak", + "survival": "Survival", + "forage": "Forage", + "hunt": "Hunt", + "orientation": "Orientation", + "track": "Track", + "thievery": "Thievery", + "pick-lock": "Pick Lock", + "sleight-of-hand": "Sleight of Hand", + "steal": "Steal", + "warfare": "Warfare", + "command": "Command", + "strategy": "Strategy", + "tactics": "Tactics", + "will": "Will", + "courage": "Courage", + "coordonate": "Coordinate", + "dedication": "Dedication", + "initiative": "Initiative", + "defense": "Defense", + "defense-bonus": "Defense Bonus", + "composure": "Composure Bonus", + "current": "Current", + "max": "Max", + "frustration": "Frustration:", + "d-malus-deception-persuation": "–1D on Deception and Persuasion", + "health": "Health", + "1-on-all-tests": "–1 on all tests", + "armor": "Armor", + "armor-rating": "Armor Rating", + "armor-penalty": "Armor Penalty", + "armor-bulk": "Armor Bulk", + "injuries-wounds": "Injuries & Wounds", + "injuries": "Injuries", + "injuries-impose": "Injuries impose -1 to all tests.", + "wounds": "Wounds:", + "wounds-impose": "Wounds impose -1D to all tests.", + "destiny-point": "Destiny Points", + "avaible": "Available:", + "maximum": "Maximum", + "base": "Base", + "invested": "Invested", + "bonus": "Bonus", + "yds": "yds", + "move-speed": "Move Speed", + "sprint-multi": "Sprint Multi", + "sprint-speed": "Sprint Speed", + "bulk": "Bulk", + "equiped-weapons": "Equipped Weapons", + "type": "Type: ", + "intrigue": "Intrigue", + "combat": "Combat", + "fatigue": "Fatigue:", + "movement": "Movement", + "melee": "Melee", + "ranged": "Ranged", + "specialty": "Specialty:", + "axe": "Axes", + "bludgeons": "Bludgeons", + "long-blades": "Long Blades", + "short-blades": "Short Blades", + "training": "Training :", + "damage": "Damage", + "damage-mod": "Damage Mod:", + "qualities": "Qualities", + "hit": "Hit", + "possessions": "Possessions", + "equipment-gear": "Equipment & Gear", + "item-name": "Item Name", + "value": "Value", + "mount-livestock": "Mounts & Livestock", + "animal": "Animal", + "currency": "Currency", + "copper-pennies": "Copper Pennies:", + "silver-stags": "Silver Stags:", + "gold-dragons": "Gold Dragons:", + "silver-stags-to-pennies": "Silver Stag = 56 Pennies", + "gold-dragon-to-stags": "Gold Dragon = 210 Stags (11,760 Pennies)", + "character-information": "Character Information", + "experience": "Experience", + "total": "Total:", + "spent": "Spent:", + "expenditures": "Expenditures", + "glory": "Glory", + "benefits": "Benefits", + "effect": "Effect", + "drawbacks": "Drawbacks", + "virtues": "Virtues", + "vices": "Vices", + "goals": "Goals", + "motivations": "Motivations", + "mannerisms": "Mannerisms", + "distinguishing-features": "Distinguishing Features", + "retainers": "Retainers", + "allies": "Allies", + "enemies": "Enemies", + "Oaths": "Oaths", + "personnal-history": "Personal History", + "notable-npc": "Notable NPCs", + "realm": "Realm:", + "liege": "Liege:", + "appearance": "Appearance:", + "disposition": "Disposition (Deceive/Persuade):", + "mine": "Mine:", + "affectionate": "Affectionate (-2/+5)", + "friendly": "Friendly (-1/+3)", + "amiable": "Amiable (0/+1)", + "indifferent": "Indifferent (0/0)", + "dislike": "Dislike (+1/-2)", + "unfriendly": "Unfriendly (+2/-4)", + "malicious": "Malicious (+3/-6)", + "theirs": "Theirs:", + "notes": "Notes:", + "unit-type": "Unit Type:", + "archers": "Archers", + "cavalery": "Cavalery", + "criminals": "Criminals", + "crusaders": "Crusaders", + "engineers": "Engineers", + "garrison": "Garrison", + "guerillas": "Guerillas", + "infantry": "Infantry", + "mercenaries": "Mercenaries", + "peasant-levies": "Peasant Levies", + "personal-guards": "Personal Guards", + "raiders": "Raiders", + "sailors": "Sailors", + "scouts": "Scouts", + "special": "Special", + "support": "Support", + "warship": "Warship", + "green": "Green", + "trained": "Trained", + "veteran": "Veteran", + "elite": "Elite", + "armystatus": "Status :", + "organize": "Organize", + "disorganize": "Disorganize", + "rally": "Rally", + "routed": "Routed", + "abilities": "Abilities", + "discipline": "Discipline", + "fight-damage": "Fight Damage", + "marksmanship-damage": "Marksman Dam.", + "mvt": "Mvt", + "fight-dam-mod": "Fight Dam. Mod.", + "marksmanship-dam-mod": "Marksman Dam. Mod.", + "defense-mod": "Defense Mod.", + "available": "Available:" +} \ No newline at end of file diff --git a/A Song of Ice and Fire/translations/sv.json b/A Song of Ice and Fire/translations/sv.json new file mode 100644 index 0000000000..bd8d143720 --- /dev/null +++ b/A Song of Ice and Fire/translations/sv.json @@ -0,0 +1,240 @@ +{ + "info-ability": "Info & Abilities", + "intrigue-combat": "Intrigue & Combat", + "character-details": "Character Details", + "npcs": "NPCs", + "armies": "Armies", + "journal": "Journal", + "name": "Name :", + "player-name": "Player Name", + "house": "House:", + "motto": "Motto", + "age": "Age", + "gender": "Gender", + "height": "Height", + "weight": "Weight", + "hair-color": "Hair Color", + "eye-color": "Eye Color", + "custom-roll": "Custom Roll", + "agility": "Agility", + "acrobatics": "Acrobatics", + "balance": "Balance", + "contortions": "Contortions", + "dodge": "Dodge", + "quickness": "Quickness", + "animal-handling": "Animal Handling", + "charm": "Charm", + "drive": "Drive", + "ride": "Ride", + "train": "Train", + "athletics": "Athletics", + "climb": "Climb", + "jump": "Jump", + "run": "Run", + "strength": "Strength", + "swim": "Swim", + "Throw": "Throw", + "awareness": "Awareness", + "empathy": "Empathy", + "notice": "Notice", + "cunning": "Cunning", + "decipher": "Decipher", + "logic": "Logic", + "memory": "Memory", + "deception": "Deception", + "act": "Act", + "bluff": "Bluff", + "cheat": "Cheat", + "disguise": "Disguise", + "endurance": "Endurance", + "resilience": "Resilience", + "stamina": "Stamina", + "fighting": "Fighting", + "axes": "Axes", + "bluggeons": "Bludgeons", + "brawling": "Brawling", + "fencing": "Fencing", + "long-blade": "Long Blades", + "polearms": "Polearms", + "shields": "Shields", + "short-blade": "Short Blades", + "spears": "Spears", + "healing": "Healing", + "diagnose": "Diagnose", + "treat-ailment": "Treat Ailment", + "treat-injury": "Treat Injury", + "laguage": "Language", + "roll": "Roll", + "knowledge": "Knowledge", + "education": "Education", + "research": "Research", + "streetwise": "Streetwise", + "marksmanship": "Marksmanship", + "bows": "Bows", + "crossbows": "Crossbows", + "siege": "Siege", + "thrown": "Thrown", + "persuasuion": "Persuasion", + "bargain": "Bargain", + "convince": "Convince", + "incite": "Incite", + "intimidate": "Intimidate", + "seduce": "Seduce", + "taunt": "Taunt", + "status": "Status", + "breeding": "Breeding", + "reputation": "Reputation", + "stewardship": "Stewardship", + "tournaments": "Tournaments", + "stealth": "Stealth", + "blend-in": "Blend In", + "sneak": "Sneak", + "survival": "Survival", + "forage": "Forage", + "hunt": "Hunt", + "orientation": "Orientation", + "track": "Track", + "thievery": "Thievery", + "pick-lock": "Pick Lock", + "sleight-of-hand": "Sleight of Hand", + "steal": "Steal", + "warfare": "Warfare", + "command": "Command", + "strategy": "Strategy", + "tactics": "Tactics", + "will": "Will", + "courage": "Courage", + "coordonate": "Coordinate", + "dedication": "Dedication", + "initiative": "Initiative", + "defense": "Defense", + "defense-bonus": "Defense Bonus", + "composure": "Composure Bonus", + "current": "Current", + "max": "Max", + "frustration": "Frustration:", + "d-malus-deception-persuation": "–1D on Deception and Persuasion", + "health": "Health", + "1-on-all-tests": "–1 on all tests", + "armor": "Armor", + "armor-rating": "Armor Rating", + "armor-penalty": "Armor Penalty", + "armor-bulk": "Armor Bulk", + "injuries-wounds": "Injuries & Wounds", + "injuries": "Injuries", + "injuries-impose": "Injuries impose -1 to all tests.", + "wounds": "Wounds:", + "wounds-impose": "Wounds impose -1D to all tests.", + "destiny-point": "Destiny Points", + "avaible": "Available:", + "maximum": "Maximum", + "base": "Base", + "invested": "Invested", + "bonus": "Bonus", + "yds": "yds", + "move-speed": "Move Speed", + "sprint-multi": "Sprint Multi", + "sprint-speed": "Sprint Speed", + "bulk": "Bulk", + "equiped-weapons": "Equipped Weapons", + "type": "Type: ", + "intrigue": "Intrigue", + "combat": "Combat", + "fatigue": "Fatigue:", + "movement": "Movement", + "melee": "Melee", + "ranged": "Ranged", + "specialty": "Specialty:", + "axe": "Axes", + "bludgeons": "Bludgeons", + "long-blades": "Long Blades", + "short-blades": "Short Blades", + "training": "Training :", + "damage": "Damage", + "damage-mod": "Damage Mod:", + "qualities": "Qualities", + "hit": "Hit", + "possessions": "Possessions", + "equipment-gear": "Equipment & Gear", + "item-name": "Item Name", + "value": "Value", + "mount-livestock": "Mounts & Livestock", + "animal": "Animal", + "currency": "Currency", + "copper-pennies": "Copper Pennies:", + "silver-stags": "Silver Stags:", + "gold-dragons": "Gold Dragons:", + "silver-stags-to-pennies": "Silver Stag = 56 Pennies", + "gold-dragon-to-stags": "Gold Dragon = 210 Stags (11,760 Pennies)", + "character-information": "Character Information", + "experience": "Experience", + "total": "Total:", + "spent": "Spent:", + "expenditures": "Expenditures", + "glory": "Glory", + "benefits": "Benefits", + "effect": "Effect", + "drawbacks": "Drawbacks", + "virtues": "Virtues", + "vices": "Vices", + "goals": "Goals", + "motivations": "Motivations", + "mannerisms": "Mannerisms", + "distinguishing-features": "Distinguishing Features", + "retainers": "Retainers", + "allies": "Allies", + "enemies": "Enemies", + "Oaths": "Oaths", + "personnal-history": "Personal History", + "notable-npc": "Notable NPCs", + "realm": "Realm:", + "liege": "Liege:", + "appearance": "Appearance:", + "disposition": "Disposition (Deceive/Persuade):", + "mine": "Mine:", + "affectionate": "Affectionate (-2/+5)", + "friendly": "Friendly (-1/+3)", + "amiable": "Amiable (0/+1)", + "indifferent": "Indifferent (0/0)", + "dislike": "Dislike (+1/-2)", + "unfriendly": "Unfriendly (+2/-4)", + "malicious": "Malicious (+3/-6)", + "theirs": "Theirs:", + "notes": "Notes:", + "unit-type": "Unit Type:", + "archers": "Archers", + "cavalery": "Cavalery", + "criminals": "Criminals", + "crusaders": "Crusaders", + "engineers": "Engineers", + "garrison": "Garrison", + "guerillas": "Guerillas", + "infantry": "Infantry", + "mercenaries": "Mercenaries", + "peasant-levies": "Peasant Levies", + "personal-guards": "Personal Guards", + "raiders": "Raiders", + "sailors": "Sailors", + "scouts": "Scouts", + "special": "Special", + "support": "Support", + "warship": "Warship", + "green": "Green", + "trained": "Trained", + "veteran": "Veteran", + "elite": "Elite", + "armystatus": "Status :", + "organize": "Organize", + "disorganize": "Disorganize", + "rally": "Rally", + "routed": "Routed", + "abilities": "Abilities", + "discipline": "Discipline", + "fight-damage": "Fight Damage", + "marksmanship-damage": "Marksman Dam.", + "mvt": "Mvt", + "fight-dam-mod": "Fight Dam. Mod.", + "marksmanship-dam-mod": "Marksman Dam. Mod.", + "defense-mod": "Defense Mod.", + "available": "Available:" +} \ No newline at end of file diff --git a/A Song of Ice and Fire/translations/tr.json b/A Song of Ice and Fire/translations/tr.json new file mode 100644 index 0000000000..bd8d143720 --- /dev/null +++ b/A Song of Ice and Fire/translations/tr.json @@ -0,0 +1,240 @@ +{ + "info-ability": "Info & Abilities", + "intrigue-combat": "Intrigue & Combat", + "character-details": "Character Details", + "npcs": "NPCs", + "armies": "Armies", + "journal": "Journal", + "name": "Name :", + "player-name": "Player Name", + "house": "House:", + "motto": "Motto", + "age": "Age", + "gender": "Gender", + "height": "Height", + "weight": "Weight", + "hair-color": "Hair Color", + "eye-color": "Eye Color", + "custom-roll": "Custom Roll", + "agility": "Agility", + "acrobatics": "Acrobatics", + "balance": "Balance", + "contortions": "Contortions", + "dodge": "Dodge", + "quickness": "Quickness", + "animal-handling": "Animal Handling", + "charm": "Charm", + "drive": "Drive", + "ride": "Ride", + "train": "Train", + "athletics": "Athletics", + "climb": "Climb", + "jump": "Jump", + "run": "Run", + "strength": "Strength", + "swim": "Swim", + "Throw": "Throw", + "awareness": "Awareness", + "empathy": "Empathy", + "notice": "Notice", + "cunning": "Cunning", + "decipher": "Decipher", + "logic": "Logic", + "memory": "Memory", + "deception": "Deception", + "act": "Act", + "bluff": "Bluff", + "cheat": "Cheat", + "disguise": "Disguise", + "endurance": "Endurance", + "resilience": "Resilience", + "stamina": "Stamina", + "fighting": "Fighting", + "axes": "Axes", + "bluggeons": "Bludgeons", + "brawling": "Brawling", + "fencing": "Fencing", + "long-blade": "Long Blades", + "polearms": "Polearms", + "shields": "Shields", + "short-blade": "Short Blades", + "spears": "Spears", + "healing": "Healing", + "diagnose": "Diagnose", + "treat-ailment": "Treat Ailment", + "treat-injury": "Treat Injury", + "laguage": "Language", + "roll": "Roll", + "knowledge": "Knowledge", + "education": "Education", + "research": "Research", + "streetwise": "Streetwise", + "marksmanship": "Marksmanship", + "bows": "Bows", + "crossbows": "Crossbows", + "siege": "Siege", + "thrown": "Thrown", + "persuasuion": "Persuasion", + "bargain": "Bargain", + "convince": "Convince", + "incite": "Incite", + "intimidate": "Intimidate", + "seduce": "Seduce", + "taunt": "Taunt", + "status": "Status", + "breeding": "Breeding", + "reputation": "Reputation", + "stewardship": "Stewardship", + "tournaments": "Tournaments", + "stealth": "Stealth", + "blend-in": "Blend In", + "sneak": "Sneak", + "survival": "Survival", + "forage": "Forage", + "hunt": "Hunt", + "orientation": "Orientation", + "track": "Track", + "thievery": "Thievery", + "pick-lock": "Pick Lock", + "sleight-of-hand": "Sleight of Hand", + "steal": "Steal", + "warfare": "Warfare", + "command": "Command", + "strategy": "Strategy", + "tactics": "Tactics", + "will": "Will", + "courage": "Courage", + "coordonate": "Coordinate", + "dedication": "Dedication", + "initiative": "Initiative", + "defense": "Defense", + "defense-bonus": "Defense Bonus", + "composure": "Composure Bonus", + "current": "Current", + "max": "Max", + "frustration": "Frustration:", + "d-malus-deception-persuation": "–1D on Deception and Persuasion", + "health": "Health", + "1-on-all-tests": "–1 on all tests", + "armor": "Armor", + "armor-rating": "Armor Rating", + "armor-penalty": "Armor Penalty", + "armor-bulk": "Armor Bulk", + "injuries-wounds": "Injuries & Wounds", + "injuries": "Injuries", + "injuries-impose": "Injuries impose -1 to all tests.", + "wounds": "Wounds:", + "wounds-impose": "Wounds impose -1D to all tests.", + "destiny-point": "Destiny Points", + "avaible": "Available:", + "maximum": "Maximum", + "base": "Base", + "invested": "Invested", + "bonus": "Bonus", + "yds": "yds", + "move-speed": "Move Speed", + "sprint-multi": "Sprint Multi", + "sprint-speed": "Sprint Speed", + "bulk": "Bulk", + "equiped-weapons": "Equipped Weapons", + "type": "Type: ", + "intrigue": "Intrigue", + "combat": "Combat", + "fatigue": "Fatigue:", + "movement": "Movement", + "melee": "Melee", + "ranged": "Ranged", + "specialty": "Specialty:", + "axe": "Axes", + "bludgeons": "Bludgeons", + "long-blades": "Long Blades", + "short-blades": "Short Blades", + "training": "Training :", + "damage": "Damage", + "damage-mod": "Damage Mod:", + "qualities": "Qualities", + "hit": "Hit", + "possessions": "Possessions", + "equipment-gear": "Equipment & Gear", + "item-name": "Item Name", + "value": "Value", + "mount-livestock": "Mounts & Livestock", + "animal": "Animal", + "currency": "Currency", + "copper-pennies": "Copper Pennies:", + "silver-stags": "Silver Stags:", + "gold-dragons": "Gold Dragons:", + "silver-stags-to-pennies": "Silver Stag = 56 Pennies", + "gold-dragon-to-stags": "Gold Dragon = 210 Stags (11,760 Pennies)", + "character-information": "Character Information", + "experience": "Experience", + "total": "Total:", + "spent": "Spent:", + "expenditures": "Expenditures", + "glory": "Glory", + "benefits": "Benefits", + "effect": "Effect", + "drawbacks": "Drawbacks", + "virtues": "Virtues", + "vices": "Vices", + "goals": "Goals", + "motivations": "Motivations", + "mannerisms": "Mannerisms", + "distinguishing-features": "Distinguishing Features", + "retainers": "Retainers", + "allies": "Allies", + "enemies": "Enemies", + "Oaths": "Oaths", + "personnal-history": "Personal History", + "notable-npc": "Notable NPCs", + "realm": "Realm:", + "liege": "Liege:", + "appearance": "Appearance:", + "disposition": "Disposition (Deceive/Persuade):", + "mine": "Mine:", + "affectionate": "Affectionate (-2/+5)", + "friendly": "Friendly (-1/+3)", + "amiable": "Amiable (0/+1)", + "indifferent": "Indifferent (0/0)", + "dislike": "Dislike (+1/-2)", + "unfriendly": "Unfriendly (+2/-4)", + "malicious": "Malicious (+3/-6)", + "theirs": "Theirs:", + "notes": "Notes:", + "unit-type": "Unit Type:", + "archers": "Archers", + "cavalery": "Cavalery", + "criminals": "Criminals", + "crusaders": "Crusaders", + "engineers": "Engineers", + "garrison": "Garrison", + "guerillas": "Guerillas", + "infantry": "Infantry", + "mercenaries": "Mercenaries", + "peasant-levies": "Peasant Levies", + "personal-guards": "Personal Guards", + "raiders": "Raiders", + "sailors": "Sailors", + "scouts": "Scouts", + "special": "Special", + "support": "Support", + "warship": "Warship", + "green": "Green", + "trained": "Trained", + "veteran": "Veteran", + "elite": "Elite", + "armystatus": "Status :", + "organize": "Organize", + "disorganize": "Disorganize", + "rally": "Rally", + "routed": "Routed", + "abilities": "Abilities", + "discipline": "Discipline", + "fight-damage": "Fight Damage", + "marksmanship-damage": "Marksman Dam.", + "mvt": "Mvt", + "fight-dam-mod": "Fight Dam. Mod.", + "marksmanship-dam-mod": "Marksman Dam. Mod.", + "defense-mod": "Defense Mod.", + "available": "Available:" +} \ No newline at end of file diff --git a/A Song of Ice and Fire/translations/zh.json b/A Song of Ice and Fire/translations/zh.json new file mode 100644 index 0000000000..bd8d143720 --- /dev/null +++ b/A Song of Ice and Fire/translations/zh.json @@ -0,0 +1,240 @@ +{ + "info-ability": "Info & Abilities", + "intrigue-combat": "Intrigue & Combat", + "character-details": "Character Details", + "npcs": "NPCs", + "armies": "Armies", + "journal": "Journal", + "name": "Name :", + "player-name": "Player Name", + "house": "House:", + "motto": "Motto", + "age": "Age", + "gender": "Gender", + "height": "Height", + "weight": "Weight", + "hair-color": "Hair Color", + "eye-color": "Eye Color", + "custom-roll": "Custom Roll", + "agility": "Agility", + "acrobatics": "Acrobatics", + "balance": "Balance", + "contortions": "Contortions", + "dodge": "Dodge", + "quickness": "Quickness", + "animal-handling": "Animal Handling", + "charm": "Charm", + "drive": "Drive", + "ride": "Ride", + "train": "Train", + "athletics": "Athletics", + "climb": "Climb", + "jump": "Jump", + "run": "Run", + "strength": "Strength", + "swim": "Swim", + "Throw": "Throw", + "awareness": "Awareness", + "empathy": "Empathy", + "notice": "Notice", + "cunning": "Cunning", + "decipher": "Decipher", + "logic": "Logic", + "memory": "Memory", + "deception": "Deception", + "act": "Act", + "bluff": "Bluff", + "cheat": "Cheat", + "disguise": "Disguise", + "endurance": "Endurance", + "resilience": "Resilience", + "stamina": "Stamina", + "fighting": "Fighting", + "axes": "Axes", + "bluggeons": "Bludgeons", + "brawling": "Brawling", + "fencing": "Fencing", + "long-blade": "Long Blades", + "polearms": "Polearms", + "shields": "Shields", + "short-blade": "Short Blades", + "spears": "Spears", + "healing": "Healing", + "diagnose": "Diagnose", + "treat-ailment": "Treat Ailment", + "treat-injury": "Treat Injury", + "laguage": "Language", + "roll": "Roll", + "knowledge": "Knowledge", + "education": "Education", + "research": "Research", + "streetwise": "Streetwise", + "marksmanship": "Marksmanship", + "bows": "Bows", + "crossbows": "Crossbows", + "siege": "Siege", + "thrown": "Thrown", + "persuasuion": "Persuasion", + "bargain": "Bargain", + "convince": "Convince", + "incite": "Incite", + "intimidate": "Intimidate", + "seduce": "Seduce", + "taunt": "Taunt", + "status": "Status", + "breeding": "Breeding", + "reputation": "Reputation", + "stewardship": "Stewardship", + "tournaments": "Tournaments", + "stealth": "Stealth", + "blend-in": "Blend In", + "sneak": "Sneak", + "survival": "Survival", + "forage": "Forage", + "hunt": "Hunt", + "orientation": "Orientation", + "track": "Track", + "thievery": "Thievery", + "pick-lock": "Pick Lock", + "sleight-of-hand": "Sleight of Hand", + "steal": "Steal", + "warfare": "Warfare", + "command": "Command", + "strategy": "Strategy", + "tactics": "Tactics", + "will": "Will", + "courage": "Courage", + "coordonate": "Coordinate", + "dedication": "Dedication", + "initiative": "Initiative", + "defense": "Defense", + "defense-bonus": "Defense Bonus", + "composure": "Composure Bonus", + "current": "Current", + "max": "Max", + "frustration": "Frustration:", + "d-malus-deception-persuation": "–1D on Deception and Persuasion", + "health": "Health", + "1-on-all-tests": "–1 on all tests", + "armor": "Armor", + "armor-rating": "Armor Rating", + "armor-penalty": "Armor Penalty", + "armor-bulk": "Armor Bulk", + "injuries-wounds": "Injuries & Wounds", + "injuries": "Injuries", + "injuries-impose": "Injuries impose -1 to all tests.", + "wounds": "Wounds:", + "wounds-impose": "Wounds impose -1D to all tests.", + "destiny-point": "Destiny Points", + "avaible": "Available:", + "maximum": "Maximum", + "base": "Base", + "invested": "Invested", + "bonus": "Bonus", + "yds": "yds", + "move-speed": "Move Speed", + "sprint-multi": "Sprint Multi", + "sprint-speed": "Sprint Speed", + "bulk": "Bulk", + "equiped-weapons": "Equipped Weapons", + "type": "Type: ", + "intrigue": "Intrigue", + "combat": "Combat", + "fatigue": "Fatigue:", + "movement": "Movement", + "melee": "Melee", + "ranged": "Ranged", + "specialty": "Specialty:", + "axe": "Axes", + "bludgeons": "Bludgeons", + "long-blades": "Long Blades", + "short-blades": "Short Blades", + "training": "Training :", + "damage": "Damage", + "damage-mod": "Damage Mod:", + "qualities": "Qualities", + "hit": "Hit", + "possessions": "Possessions", + "equipment-gear": "Equipment & Gear", + "item-name": "Item Name", + "value": "Value", + "mount-livestock": "Mounts & Livestock", + "animal": "Animal", + "currency": "Currency", + "copper-pennies": "Copper Pennies:", + "silver-stags": "Silver Stags:", + "gold-dragons": "Gold Dragons:", + "silver-stags-to-pennies": "Silver Stag = 56 Pennies", + "gold-dragon-to-stags": "Gold Dragon = 210 Stags (11,760 Pennies)", + "character-information": "Character Information", + "experience": "Experience", + "total": "Total:", + "spent": "Spent:", + "expenditures": "Expenditures", + "glory": "Glory", + "benefits": "Benefits", + "effect": "Effect", + "drawbacks": "Drawbacks", + "virtues": "Virtues", + "vices": "Vices", + "goals": "Goals", + "motivations": "Motivations", + "mannerisms": "Mannerisms", + "distinguishing-features": "Distinguishing Features", + "retainers": "Retainers", + "allies": "Allies", + "enemies": "Enemies", + "Oaths": "Oaths", + "personnal-history": "Personal History", + "notable-npc": "Notable NPCs", + "realm": "Realm:", + "liege": "Liege:", + "appearance": "Appearance:", + "disposition": "Disposition (Deceive/Persuade):", + "mine": "Mine:", + "affectionate": "Affectionate (-2/+5)", + "friendly": "Friendly (-1/+3)", + "amiable": "Amiable (0/+1)", + "indifferent": "Indifferent (0/0)", + "dislike": "Dislike (+1/-2)", + "unfriendly": "Unfriendly (+2/-4)", + "malicious": "Malicious (+3/-6)", + "theirs": "Theirs:", + "notes": "Notes:", + "unit-type": "Unit Type:", + "archers": "Archers", + "cavalery": "Cavalery", + "criminals": "Criminals", + "crusaders": "Crusaders", + "engineers": "Engineers", + "garrison": "Garrison", + "guerillas": "Guerillas", + "infantry": "Infantry", + "mercenaries": "Mercenaries", + "peasant-levies": "Peasant Levies", + "personal-guards": "Personal Guards", + "raiders": "Raiders", + "sailors": "Sailors", + "scouts": "Scouts", + "special": "Special", + "support": "Support", + "warship": "Warship", + "green": "Green", + "trained": "Trained", + "veteran": "Veteran", + "elite": "Elite", + "armystatus": "Status :", + "organize": "Organize", + "disorganize": "Disorganize", + "rally": "Rally", + "routed": "Routed", + "abilities": "Abilities", + "discipline": "Discipline", + "fight-damage": "Fight Damage", + "marksmanship-damage": "Marksman Dam.", + "mvt": "Mvt", + "fight-dam-mod": "Fight Dam. Mod.", + "marksmanship-dam-mod": "Marksman Dam. Mod.", + "defense-mod": "Defense Mod.", + "available": "Available:" +} \ No newline at end of file diff --git a/A Song of Ice and Fire/translations/zu.json b/A Song of Ice and Fire/translations/zu.json new file mode 100644 index 0000000000..55f98f5ebd --- /dev/null +++ b/A Song of Ice and Fire/translations/zu.json @@ -0,0 +1,240 @@ +{ + "info-ability": "crwdns153360:0crwdne153360:0", + "intrigue-combat": "crwdns153362:0crwdne153362:0", + "character-details": "crwdns153364:0crwdne153364:0", + "npcs": "crwdns153366:0crwdne153366:0", + "armies": "crwdns153368:0crwdne153368:0", + "journal": "crwdns153370:0crwdne153370:0", + "name": "crwdns153372:0crwdne153372:0", + "player-name": "crwdns153374:0crwdne153374:0", + "house": "crwdns153376:0crwdne153376:0", + "motto": "crwdns153378:0crwdne153378:0", + "age": "crwdns153380:0crwdne153380:0", + "gender": "crwdns153382:0crwdne153382:0", + "height": "crwdns153384:0crwdne153384:0", + "weight": "crwdns153386:0crwdne153386:0", + "hair-color": "crwdns153388:0crwdne153388:0", + "eye-color": "crwdns153390:0crwdne153390:0", + "custom-roll": "crwdns153392:0crwdne153392:0", + "agility": "crwdns153664:0crwdne153664:0", + "acrobatics": "crwdns153396:0crwdne153396:0", + "balance": "crwdns153398:0crwdne153398:0", + "contortions": "crwdns153400:0crwdne153400:0", + "dodge": "crwdns153402:0crwdne153402:0", + "quickness": "crwdns153404:0crwdne153404:0", + "animal-handling": "crwdns153406:0crwdne153406:0", + "charm": "crwdns153408:0crwdne153408:0", + "drive": "crwdns153410:0crwdne153410:0", + "ride": "crwdns153412:0crwdne153412:0", + "train": "crwdns153414:0crwdne153414:0", + "athletics": "crwdns153416:0crwdne153416:0", + "climb": "crwdns153418:0crwdne153418:0", + "jump": "crwdns153420:0crwdne153420:0", + "run": "crwdns153422:0crwdne153422:0", + "strength": "crwdns153424:0crwdne153424:0", + "swim": "crwdns153426:0crwdne153426:0", + "Throw": "crwdns153428:0crwdne153428:0", + "awareness": "crwdns153430:0crwdne153430:0", + "empathy": "crwdns153432:0crwdne153432:0", + "notice": "crwdns153434:0crwdne153434:0", + "cunning": "crwdns153436:0crwdne153436:0", + "decipher": "crwdns153438:0crwdne153438:0", + "logic": "crwdns153440:0crwdne153440:0", + "memory": "crwdns153442:0crwdne153442:0", + "deception": "crwdns153444:0crwdne153444:0", + "act": "crwdns153446:0crwdne153446:0", + "bluff": "crwdns153448:0crwdne153448:0", + "cheat": "crwdns153450:0crwdne153450:0", + "disguise": "crwdns153452:0crwdne153452:0", + "endurance": "crwdns153454:0crwdne153454:0", + "resilience": "crwdns153456:0crwdne153456:0", + "stamina": "crwdns153458:0crwdne153458:0", + "fighting": "crwdns153460:0crwdne153460:0", + "axes": "crwdns153462:0crwdne153462:0", + "bluggeons": "crwdns153464:0crwdne153464:0", + "brawling": "crwdns153466:0crwdne153466:0", + "fencing": "crwdns153468:0crwdne153468:0", + "long-blade": "crwdns153470:0crwdne153470:0", + "polearms": "crwdns153472:0crwdne153472:0", + "shields": "crwdns153474:0crwdne153474:0", + "short-blade": "crwdns153476:0crwdne153476:0", + "spears": "crwdns153478:0crwdne153478:0", + "healing": "crwdns153480:0crwdne153480:0", + "diagnose": "crwdns153482:0crwdne153482:0", + "treat-ailment": "crwdns153484:0crwdne153484:0", + "treat-injury": "crwdns153486:0crwdne153486:0", + "laguage": "crwdns153488:0crwdne153488:0", + "roll": "crwdns153490:0crwdne153490:0", + "knowledge": "crwdns153492:0crwdne153492:0", + "education": "crwdns153494:0crwdne153494:0", + "research": "crwdns153496:0crwdne153496:0", + "streetwise": "crwdns153498:0crwdne153498:0", + "marksmanship": "crwdns153500:0crwdne153500:0", + "bows": "crwdns153502:0crwdne153502:0", + "crossbows": "crwdns153504:0crwdne153504:0", + "siege": "crwdns153506:0crwdne153506:0", + "thrown": "crwdns153508:0crwdne153508:0", + "persuasuion": "crwdns153510:0crwdne153510:0", + "bargain": "crwdns153512:0crwdne153512:0", + "convince": "crwdns153514:0crwdne153514:0", + "incite": "crwdns153516:0crwdne153516:0", + "intimidate": "crwdns156680:0crwdne156680:0", + "seduce": "crwdns153520:0crwdne153520:0", + "taunt": "crwdns153522:0crwdne153522:0", + "status": "crwdns153524:0crwdne153524:0", + "breeding": "crwdns153526:0crwdne153526:0", + "reputation": "crwdns153528:0crwdne153528:0", + "stewardship": "crwdns153530:0crwdne153530:0", + "tournaments": "crwdns153532:0crwdne153532:0", + "stealth": "crwdns153534:0crwdne153534:0", + "blend-in": "crwdns153536:0crwdne153536:0", + "sneak": "crwdns153538:0crwdne153538:0", + "survival": "crwdns153540:0crwdne153540:0", + "forage": "crwdns153542:0crwdne153542:0", + "hunt": "crwdns153544:0crwdne153544:0", + "orientation": "crwdns153546:0crwdne153546:0", + "track": "crwdns153548:0crwdne153548:0", + "thievery": "crwdns153550:0crwdne153550:0", + "pick-lock": "crwdns153552:0crwdne153552:0", + "sleight-of-hand": "crwdns153554:0crwdne153554:0", + "steal": "crwdns153556:0crwdne153556:0", + "warfare": "crwdns153558:0crwdne153558:0", + "command": "crwdns153560:0crwdne153560:0", + "strategy": "crwdns153562:0crwdne153562:0", + "tactics": "crwdns153564:0crwdne153564:0", + "will": "crwdns153566:0crwdne153566:0", + "courage": "crwdns153568:0crwdne153568:0", + "coordonate": "crwdns153570:0crwdne153570:0", + "dedication": "crwdns153572:0crwdne153572:0", + "initiative": "crwdns153574:0crwdne153574:0", + "defense": "crwdns153576:0crwdne153576:0", + "defense-bonus": "crwdns153578:0crwdne153578:0", + "composure": "crwdns153580:0crwdne153580:0", + "current": "crwdns153582:0crwdne153582:0", + "max": "crwdns153584:0crwdne153584:0", + "frustration": "crwdns153586:0crwdne153586:0", + "d-malus-deception-persuation": "crwdns153588:0crwdne153588:0", + "health": "crwdns153590:0crwdne153590:0", + "1-on-all-tests": "crwdns153592:0crwdne153592:0", + "armor": "crwdns153594:0crwdne153594:0", + "armor-rating": "crwdns153596:0crwdne153596:0", + "armor-penalty": "crwdns153598:0crwdne153598:0", + "armor-bulk": "crwdns153600:0crwdne153600:0", + "injuries-wounds": "crwdns153602:0crwdne153602:0", + "injuries": "crwdns153604:0crwdne153604:0", + "injuries-impose": "crwdns153606:0crwdne153606:0", + "wounds": "crwdns153608:0crwdne153608:0", + "wounds-impose": "crwdns153610:0crwdne153610:0", + "destiny-point": "crwdns153612:0crwdne153612:0", + "avaible": "crwdns153614:0crwdne153614:0", + "maximum": "crwdns153616:0crwdne153616:0", + "base": "crwdns153618:0crwdne153618:0", + "invested": "crwdns153620:0crwdne153620:0", + "bonus": "crwdns153622:0crwdne153622:0", + "yds": "crwdns153624:0crwdne153624:0", + "move-speed": "crwdns153626:0crwdne153626:0", + "sprint-multi": "crwdns153628:0crwdne153628:0", + "sprint-speed": "crwdns153630:0crwdne153630:0", + "bulk": "crwdns153632:0crwdne153632:0", + "equiped-weapons": "crwdns153634:0crwdne153634:0", + "type": "crwdns153636:0crwdne153636:0", + "intrigue": "crwdns153638:0crwdne153638:0", + "combat": "crwdns153640:0crwdne153640:0", + "fatigue": "crwdns153642:0crwdne153642:0", + "movement": "crwdns153644:0crwdne153644:0", + "melee": "crwdns153646:0crwdne153646:0", + "ranged": "crwdns153648:0crwdne153648:0", + "specialty": "crwdns153650:0crwdne153650:0", + "axe": "crwdns153652:0crwdne153652:0", + "bludgeons": "crwdns153654:0crwdne153654:0", + "long-blades": "crwdns153656:0crwdne153656:0", + "short-blades": "crwdns153658:0crwdne153658:0", + "training": "crwdns153660:0crwdne153660:0", + "damage": "crwdns153662:0crwdne153662:0", + "damage-mod": "crwdns153666:0crwdne153666:0", + "qualities": "crwdns153668:0crwdne153668:0", + "hit": "crwdns153670:0crwdne153670:0", + "possessions": "crwdns153672:0crwdne153672:0", + "equipment-gear": "crwdns153674:0crwdne153674:0", + "item-name": "crwdns153676:0crwdne153676:0", + "value": "crwdns153678:0crwdne153678:0", + "mount-livestock": "crwdns153680:0crwdne153680:0", + "animal": "crwdns153682:0crwdne153682:0", + "currency": "crwdns153684:0crwdne153684:0", + "copper-pennies": "crwdns153686:0crwdne153686:0", + "silver-stags": "crwdns153688:0crwdne153688:0", + "gold-dragons": "crwdns153690:0crwdne153690:0", + "silver-stags-to-pennies": "crwdns153692:0crwdne153692:0", + "gold-dragon-to-stags": "crwdns153694:0crwdne153694:0", + "character-information": "crwdns153696:0crwdne153696:0", + "experience": "crwdns153698:0crwdne153698:0", + "total": "crwdns153700:0crwdne153700:0", + "spent": "crwdns153702:0crwdne153702:0", + "expenditures": "crwdns153704:0crwdne153704:0", + "glory": "crwdns153706:0crwdne153706:0", + "benefits": "crwdns153708:0crwdne153708:0", + "effect": "crwdns153710:0crwdne153710:0", + "drawbacks": "crwdns153712:0crwdne153712:0", + "virtues": "crwdns153714:0crwdne153714:0", + "vices": "crwdns153716:0crwdne153716:0", + "goals": "crwdns153718:0crwdne153718:0", + "motivations": "crwdns153720:0crwdne153720:0", + "mannerisms": "crwdns153722:0crwdne153722:0", + "distinguishing-features": "crwdns153724:0crwdne153724:0", + "retainers": "crwdns153726:0crwdne153726:0", + "allies": "crwdns153728:0crwdne153728:0", + "enemies": "crwdns153730:0crwdne153730:0", + "Oaths": "crwdns153732:0crwdne153732:0", + "personnal-history": "crwdns153734:0crwdne153734:0", + "notable-npc": "crwdns153736:0crwdne153736:0", + "realm": "crwdns153738:0crwdne153738:0", + "liege": "crwdns153740:0crwdne153740:0", + "appearance": "crwdns153742:0crwdne153742:0", + "disposition": "crwdns153744:0crwdne153744:0", + "mine": "crwdns153746:0crwdne153746:0", + "affectionate": "crwdns153748:0crwdne153748:0", + "friendly": "crwdns153750:0crwdne153750:0", + "amiable": "crwdns153752:0crwdne153752:0", + "indifferent": "crwdns153754:0crwdne153754:0", + "dislike": "crwdns153756:0crwdne153756:0", + "unfriendly": "crwdns153758:0crwdne153758:0", + "malicious": "crwdns153760:0crwdne153760:0", + "theirs": "crwdns153762:0crwdne153762:0", + "notes": "crwdns153764:0crwdne153764:0", + "unit-type": "crwdns153766:0crwdne153766:0", + "archers": "crwdns153768:0crwdne153768:0", + "cavalery": "crwdns153770:0crwdne153770:0", + "criminals": "crwdns153772:0crwdne153772:0", + "crusaders": "crwdns153774:0crwdne153774:0", + "engineers": "crwdns153776:0crwdne153776:0", + "garrison": "crwdns153778:0crwdne153778:0", + "guerillas": "crwdns153780:0crwdne153780:0", + "infantry": "crwdns153782:0crwdne153782:0", + "mercenaries": "crwdns153784:0crwdne153784:0", + "peasant-levies": "crwdns153786:0crwdne153786:0", + "personal-guards": "crwdns153788:0crwdne153788:0", + "raiders": "crwdns153790:0crwdne153790:0", + "sailors": "crwdns153792:0crwdne153792:0", + "scouts": "crwdns153794:0crwdne153794:0", + "special": "crwdns153796:0crwdne153796:0", + "support": "crwdns153798:0crwdne153798:0", + "warship": "crwdns153800:0crwdne153800:0", + "green": "crwdns153802:0crwdne153802:0", + "trained": "crwdns153804:0crwdne153804:0", + "veteran": "crwdns153806:0crwdne153806:0", + "elite": "crwdns153808:0crwdne153808:0", + "armystatus": "crwdns153810:0crwdne153810:0", + "organize": "crwdns153812:0crwdne153812:0", + "disorganize": "crwdns153814:0crwdne153814:0", + "rally": "crwdns153816:0crwdne153816:0", + "routed": "crwdns153818:0crwdne153818:0", + "abilities": "crwdns156682:0crwdne156682:0", + "discipline": "crwdns153820:0crwdne153820:0", + "fight-damage": "crwdns153822:0crwdne153822:0", + "marksmanship-damage": "crwdns156684:0crwdne156684:0", + "mvt": "crwdns153826:0crwdne153826:0", + "fight-dam-mod": "crwdns153828:0crwdne153828:0", + "marksmanship-dam-mod": "crwdns156686:0crwdne156686:0", + "defense-mod": "crwdns153832:0crwdne153832:0", + "available": "crwdns153836:0crwdne153836:0" +} \ No newline at end of file diff --git a/AD&D 2E Revised/2ESheet.html b/AD&D 2E Revised/2ESheet.html index 434cf46372..67690f76fe 100644 --- a/AD&D 2E Revised/2ESheet.html +++ b/AD&D 2E Revised/2ESheet.html @@ -1,6 +1,8 @@
- + AD&D Logo +

v3.0.06

+
Character Sheet  Monster Sheet @@ -13,10 +15,10 @@ Weapons  Rogue  Turning  - Proficiencies

- Spells  - Psionics  - Equipment  + Proficiencies

+ Spells  + Psionics  + Equipment  Currency  Followers  Journal

@@ -34,32 +36,39 @@

Player and Character


- - - - - - - -
-
Roll20 Name:
Player Name:
Character Name:
Title:
Class:
Level:
||||
Kit:
Alignment:
-

Character Details


- - - - - - - - - -
-
Race:
Gender:
Hair Color:
Eye Color:
Complexion:
Features:
Homeland:
Deity:
Vision:
Secondary Skill:
- - - - -
Height:
Weight:
Age:
Max Age:
 Handedness:
+ + + + + + + + + +
Roll20 Name:
Player Name:
Character Name:
Title:
Class:
Level:
||||
Kit:
Alignment:
+
+ +

Character Details


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

Racial Notes:



Class Notes:



@@ -77,8 +86,8 @@

Gained Exp:


-

New Exp Total:


-

Prime Req Exp Total:


+

New Exp Total:


+

Prime Req Exp Total:


Prime Requisite Bonus:


%

@@ -99,8 +108,8 @@

Gained Exp:


-

New Exp Total:


-

Prime Req Exp Total:


+

New Exp Total:


+

Prime Req Exp Total:


Prime Requisite Bonus:


%

@@ -122,56 +131,56 @@


- +
+ + + + + - - - - - - + - + - + - + - + - + - + - + - + - + - + @@ -180,11 +189,11 @@

ValueCurrent/Maximum
ValueCurrent/Maximum
HP:HP: //
Temp HP:Temp HP: //
AC:AC: //
AC Touch:AC Touch:
AC Surprised:AC Surprised:
AC Shieldless:AC Shieldless:
AC Back:AC Back:
AC Head:AC Head:
- - - - - + + + + + @@ -194,7 +203,7 @@
RacialClassMiscSurprise
RacialClassMiscSurprise

-

Armor Type & Special Defenses:


+

Armor Type & Special Defenses:




Movement


Basic  @@ -206,59 +215,59 @@
- +
- - - - - - + + + + + + - + - - - + + + - - - - - - + + + + + + - - - - - + + + + + - - - - - + + + + + - - - - - + + + + + - + @@ -269,59 +278,59 @@
-
SpeedOver
Land
Run
Speed
WeightPenalty SpeedOver
Land
Run
Speed
WeightPenalty
BaseBase
LightLight
ModerateModerate
HeavyHeavy
SevereSevere

Current
Weight:

+
- - - - - - + + + + + + - + - - - + + + - - - - - - + + + + + + - - - - - + + + + + - - - - - + + + + + - - - - - + + + + + - + @@ -332,88 +341,88 @@
-
SpeedOver
Land
Run
Speed
WeightPenalty SpeedOver
Land
Run
Speed
WeightPenalty
BaseBase
LightLight
ModerateModerate
HeavyHeavy
SevereSevere

Current
Weight:

+
- - - - + + + + - + - + - + - + - + - + - + - + - + - + - + - + - + - + - + @@ -423,51 +432,51 @@
-
Movement Rate|Weight|Penalty|NotesMovement Rate|Weight|Penalty|Notes
12/612/6
11/511/5
10/510/5
9/49/4
8/48/4
7/37/3
6/36/3
5/25/2
4/24/2
3/13/1
2/12/1
1/11/1

Current
Weight:

+
- - - - - - + + + + + + - + - - + + - - - - - + + + + + - - - - - + + + + + - - - - - + + + + + - + @@ -477,59 +486,59 @@
-
SpeedDouble
Speed
Triple
Speed
Base
Weight
Notes SpeedDouble
Speed
Triple
Speed
Base
Weight
Notes
BaseBase
2/32/3
1/31/3
11

Current
Weight:

+
- - - - - - + + + + + + - - - - - + + + + + - - - - - + + + + + - - - - - + + + + + - - - - - + + + + + - - - - - + + + + + - + @@ -540,59 +549,59 @@
-
SpeedDouble
Speed
Triple
Speed
WeightPenalty SpeedDouble
Speed
Triple
Speed
WeightPenalty
BaseBase
LightLight
ModerateModerate
HeavyHeavy
SevereSevere

Current
Weight:

+
- - - - - - + + + + + + - + - - - + + + - - - - - + + + + + - - - - - + + + + + - - - - - + + + + + - - - - - + + + + + - + @@ -609,75 +618,75 @@
-
SpeedHalf
Speed
AnglePassesPenalty SpeedHalf
Speed
AnglePassesPenalty
Class AClass A
Class BClass B
Class CClass C
Class DClass D
Class EClass E

Current
Weight:

+
- - - - + + + + - + - + - + - + - + - + - + - + - + - + - + @@ -687,93 +696,93 @@
-
TargetModifierNotes TargetModifierNotes
ParalyzationParalyzation
PoisonPoison
DeathDeath
RodRod
StaffStaff
WandWand
PetrificationPetrification
PolymorphPolymorph
BreathBreath
SpellSpell
Magic ResistMagic Resist
+
- - - - + + + + - + - + - + - + - + - + - + - + - + - + - + - + - + - + @@ -782,64 +791,64 @@

Save Details:




Character Points:


TargetModifierNotes TargetModifierNotes
ParalyzationParalyzation
PoisonPoison
DeathDeath
RodRod
StaffStaff
WandWand
PetrificationPetrification
PolymorphPolymorph
BreathBreath
SpellSpell
Magic ResistMagic Resist
FearFear
HorrorHorror
MadnessMadness
- - - - + + + + - + - + - + - + - + - + - + - + - + - + - + - + - - + + - + - + - - + + - - - - + + + +
GainedSpentLeftGainedSpentLeft
RaceRace
ClassClass
N.W.P.N.W.P.
WeaponWeapon
BonusBonus
LevelLevel
TraitsTraits
DisadvantageDisadvantage
TotalsTotals
@@ -848,17 +857,17 @@

- +
- - - - - - - - + + + + + + + + @@ -871,16 +880,16 @@
Domain
Power
Maint.
Cost
TreasuryCourt
Maint.
Bloodline
Strength
Bloodline
Derivation
Curr Regency
Points
Diplomacy
Effects
Domain
Power
Maint.
Cost
TreasuryCourt
Maint.
Bloodline
Strength
Bloodline
Derivation
Curr Regency
Points
Diplomacy
Effects
-
+
- - - - - - - - + + + + + + + + @@ -894,18 +903,18 @@
Domain
Power
Maint.
Cost
TreasuryCourt
Maint.
Bloodline
Strength
Bloodline
Derivation
Curr Regency
Points
Diplomacy
Effects
Domain
Power
Maint.
Cost
TreasuryCourt
Maint.
Bloodline
Strength
Bloodline
Derivation
Curr Regency
Points
Diplomacy
Effects


Domain (Birthright):




- +
- - - - - - - - - + + + + + + + + + @@ -918,19 +927,19 @@
Name of
Domain
Name of
Province
Province
Rating
Magic
Rating
Castle
Court
Taxes
Level
Taxes
Collected
LoyaltyRegency
Collected
Name of
Domain
Name of
Province
Province
Rating
Magic
Rating
Castle
Court
Taxes
Level
Taxes
Collected
LoyaltyRegency
Collected
- +
- - - - - - - - - - - + + + + + + + + + + + @@ -944,17 +953,17 @@
LawCollectedFortificationTemplesCollectedFortificationGuildsCollectedFortificationSourcesLawCollectedFortificationTemplesCollectedFortificationGuildsCollectedFortificationSources

Province Information:




-
+
- - - - - - - - - + + + + + + + + + @@ -967,19 +976,19 @@
Name of
Domain
Name of
Province
Province
Rating
Magic
Rating
Castle
Court
Taxes
Level
Taxes
Collected
LoyaltyRegency
Collected
Name of
Domain
Name of
Province
Province
Rating
Magic
Rating
Castle
Court
Taxes
Level
Taxes
Collected
LoyaltyRegency
Collected
- +
- - - - - - - - - - - + + + + + + + + + + + @@ -1001,416 +1010,396 @@
Standard  - Players Option

+ Player's Option

Ability Scores

-
LawCollectedFortificationTemplesCollectedFortificationGuildsCollectedFortificationSourcesLawCollectedFortificationTemplesCollectedFortificationGuildsCollectedFortificationSources
+
- + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Ability
Score
Hit
Probability
Damage
Adjustment
Weight
Allowance
Maximum
Press
Open
Door
Bend Bars
Lift Gate
Notes
Ability
Score
Reaction
Adjustment
Missile Attack
Adjustment
Defensive
Adjustment
Notes
Ability
Score
Hit Point
Adjustment
System
Shock
Resurrection
Survival
Poison
Save
RegenerationNotes
Ability
Score
Number of
Languages
Maximum
Spell Level
Change to
Learn Spell
Max. # of
Spells/Level
Illusion
Immunity
Notes
Ability
Score
Magical Def
Adjustment
Bonus
Priest Spells
Clerical
Spell Failure
Spell
Immunity
Notes
Ability
Score
Maximum Number
of Henchmen
Loyalty
Base
Reaction
Adjustment
Notes
Ability
Score
Reaction
Adjustment Bonus
Notes
**Optional**
Comeliness
- +
+
- - - - - - - - - + + + + + + + - - - - - - - - - - -
ScoreHit BonusDamage Adj.Weight Allow.Max. PressOpen DoorBend Bars/
Lift Gate
NotesAbility
Score
Notes
Strength
- - - - - - - - - - - - - - - - - -
ScoreReaction Adj.Missile Atk. Adj.Defense Adj.Notes
Dexterity
- - - - - - - - - - - - - - - - - - - - - -
ScoreHP Adj.System ShockResurrection
Survival
Poison
Save
RegenerationNotes
Constitution
- - - - - - - - - - - - - - - - - - - - - -
ScoreNumber of LanguagesMax Spell LevelChance to Learn SpellMax # of SpellsImmunityNotes
Intelligence
- - - - - - - - - - - - - - - - - - - -
ScoreMagical Def
Bonus
Bonus SpellsClerical Spell
Failure
Spell ImmunityNotes
Wisdom
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
ScoreMax # of HenchBase LoyaltyReaction AdjustmentNotes
Charisma
ScoreReaction Adjustment BonusNotes
**Optional**
Comeliness
-
- - - - - - - - - - - + - + - + -
ScoreNotes
+ +
- +
- - + + + + + + + + + + - - + + + + + + + - - + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Hit
Probability
Damage
Adjustment
Weight
Allowance
Maximum
Press
Open
Door
Bend Bars
Lift Gate
Notes
Reaction
Adjustment
Missile Attack
Adjustment
Defensive
Adjustment
Notes
Hit Point
Adjustment
System
Shock
Resurrection
Survival
Poison
Save
RegenerationNotes
Number of
Languages
Maximum
Spell Level
Change to
Learn Spell
Max. # of
Spells/Level
Illusion
Immunity
Notes
Magical Def
Adjustment
Bonus
Priest Spells
Clerical
Spell Failure
Spell
Immunity
Notes
Maximum Number
of Henchmen
Loyalty
Base
Reaction
Adjustment
Notes
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
StrengthHit BonusDamage Adj.Weight Allow.Max. PressOpen DoorBend Bars/
Lift Gate
Notes
  Stamina
  Muscle
- - - - - - - - - - - - - - - - - - - - - - - - - -
DexterityReaction Adj.Missile Atk. Adj.Defense Adj.Notes
  Aim
  Balance
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
ConstitutionHP Adj.System ShockResurrection
Survival
Poison
Save
RegenerationNotes
  Health
  Fitness
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
IntelligenceNumber of
Languages
Max Spell
Level
Chance to
Learn Spell
Max # of
Spells
ImmunityNotes
  Reason
  Knowledge
- - - - - - - - - - - - - - - - - - - - - - - - - - - - -
WisdomMagical Def
Bonus
Bonus SpellsClerical Spell
Failure
Spell ImmunityNotes
  Intuition
  Willpower
- - - - - - - - - - - - - - - - - - - - - - - - - -
CharismaMax # of HenchBase LoyaltyReaction AdjustmentNotes
  Leadership
  Appearance
+

Notes




-

Attacks

+

Rule set

-

+
+
+ Standard  + Player's Option

+ +
+

Attacks

+
+

Nonproficient weapon penalty:

+

*Value should be negative, starting with a -

+
+ +
+

Related weapons penalty:

+
+ Melee  - Ranged

+ Ranged +
+ -
+
-

Melee Weapons


+

Melee Weapons

+

Select armor opponent is wearing for bonuses/penalties



- - - - - - - - - - - - - - - - - - - - - - - - +
Banded
Mail
 | Brigan
dine
 | Chain Bronze
Mail    Plate
 | Field
Plate
 | Full
Plate
 | Leather
Hide Pad
 | Plate
Mail
 | Ring
Mail
 | Scale
Mail
 | Splint
Mail
 | Studded
Leather
+ + + + + + + + + + + + + + + + + + + + + + + + + - + @@ -1429,78 +1418,103 @@ -
Banded
Mail
 | Brigan
dine
 | Chain Bronze
Mail    Plate
 | Field
Plate
 | Full
Plate
 | Leather
Hide Pad
 | Plate
Mail
 | Ring
Mail
 | Scale
Mail
 | Splint
Mail
 | Studded
Leather
                                  

-

You can use + to denote different sources for bonuses.



+ + +
+

You can use + to denote different sources for bonuses.

+
+
- +
+ - - - - - - - - - - - + + + + + + + + + + + - - - - + + + + - - + + + - - - + + + - + - - - - + + + + -
StrWeaponSpec# of
Attack
Attack
Adj.
THAC0CritRangeSizeTypeSpeedStrWeaponProficiency# of
Attack
Attack
Adj.
THAC0CritRangeSizeTypeSpeed
SPB
SPB
+ +
+
- +
- - - - - - - - - - - - - - - + - + + + + + + + + + + + + + + + + + + + + - - - + + + - + - - - - + + + + @@ -1512,49 +1526,51 @@

You can use + to denote different sources for bonuses.



-
StrWeaponSpec# of
Attack
Attack
Adj.
THAC0CritRangeSizeSPBSpeed
StrWeaponProficiency# of
Attack
Attack
Adj.
THAC0CritRangeSizeTypeSpeed
SPB
+ +
- - - - - - - +
StrWeaponSpecDamage
Adj.
Dam SMDam L
+ + + + + + + - - + + - - + + - + - +
StrWeaponSpecDamage
Adj.
Dam SMDam L
- +
- - - - - - - + + + + + + + - - + + - - + + - + - +
StrWeaponSpecDamage
Adj.
Dam SMDam L
StrWeaponSpecDamage
Adj.
Dam SMDam L
+
+

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


Special Abilities and Attacks


@@ -1563,40 +1579,40 @@

Weapon Notes



-
+

Ranged Weapons


Select armor opponent is wearing for bonuses/penalties



- +
- - - - - - - - - - - - - - - - - - - - - - + + + + + + + + + + + + + + + + + + + + + + - + @@ -1619,92 +1635,116 @@
Banded
Mail
 | Brigan
dine
 | Chain Bronze
Mail    Plate
 | Field
Plate
 | Full
Plate
 | Leather
Hide Pad
 | Plate
Mail
 | Ring
Mail
 | Scale
Mail
 | Splint
Mail
 | Studded
Leather
Banded
Mail
 | Brigan
dine
 | Chain Bronze
Mail    Plate
 | Field
Plate
 | Full
Plate
 | Leather
Hide Pad
 | Plate
Mail
 | Ring
Mail
 | Scale
Mail
 | Splint
Mail
 | Studded
Leather
                        

You can use + to denote different sources for bonuses.



- - - - - - - - - - - - - - - - - - - - - - - - - - - +
DexStrWeaponRange Mod.# of
Attacks
Attack
Adj.
THAC0CritRangeSizeTypeSpeed
PBSRMRLRSPB
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + - - - - - - + + + + + + + - + - - - - + + + + -
StrDexWeaponProficiencyRange Mod.# of
Attacks
Attack
Adj.
THAC0CritRangeSizeTypeSpeed
PBSRMRLRSPB
+ +
+
- +
- - - - - - - - - - - - - - - - - - - + - - + + + + + + + + + + + + + + + + + + + + + + + + + + + - - - - - - + + + + + + + - + - - - - + + + + @@ -1715,52 +1755,536 @@

Ammunition


You can use + to denote different sources for bonuses.



-
DexStrWeaponPBSRMRLR# of
Attacks
Attack
Adj.
THAC0CritRangeSizeSPBSpeed
StrDexWeaponProficiencyRange Mod.# of
Attacks
Attack
Adj.
THAC0CritRangeSizeTypeSpeed
PBSRMRLRSPB
+ +
- - - - - - - +
StrAmmoDamage
Adj.
Dam SMDam LAmount
+ + + + + + + - - + + - + - + - - + +
StrAmmoDamage
Adj.
Dam SMDam LAmount
- +
- - - - - - - + + + + + + + - - + + - + - + - - + +
StrAmmoDamage
Adj.
Dam SMDam LAmount
StrAmmoDamage
Adj.
Dam SMDam LAmount
-

Special Abilities and Attacks



+
+

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

+
+

Special Abilities and Attacks



Weapon Notes



-
+
+
+
+

Familiarity weapon penalty:

+
+ Melee  + Ranged +
+ +
+

Melee Weapons

+
+

Select armor opponent is wearing for bonuses/penalties



+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Banded
Mail
 | Brigan
dine
 | Chain Bronze
Mail    Plate
 | Field
Plate
 | Full
Plate
 | Leather
Hide Pad
 | Plate
Mail
 | Ring
Mail
 | Scale
Mail
 | Splint
Mail
 | Studded
Leather
                                                
+
+

You can use + to denote different sources for bonuses.



+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
StrDexWeaponProficiency# of
Attack
Attack
Adj.
THAC0CritRangeSizeTypeSpeed
SPB
+ +
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
StrDexWeaponProficiency# of
Attack
Attack
Adj.
THAC0CritRangeSizeTypeSpeed
SPB
+ +
+
+
+

Melee Damage

+
+

You can use + to denote different sources for bonuses.

+
+
+ + + + + + + + + + + + + + + + + + + + + + + +
StrDexWeaponSpecMastDamage
Adj.
Dam SMDam L
+
+ + + + + + + + + + + + + + + + + + + + + + + + +
StrDexWeaponSpecMastDamage
Adj.
Dam SMDam L
+
+
+

Special Abilities and Attacks

+
+ +
+

Weapon Notes



+
+
+ +

Ranged Weapons


+

Select armor opponent is wearing for bonuses/penalties



+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Banded
Mail
 | Brigan
dine
 | Chain Bronze
Mail    Plate
 | Field
Plate
 | Full
Plate
 | Leather
Hide Pad
 | Plate
Mail
 | Ring
Mail
 | Scale
Mail
 | Splint
Mail
 | Studded
Leather
                                                
+
+

You can use + to denote different sources for bonuses.



+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
StrDexWeaponProficiencyRange Mod.# of
Attacks
Attack
Adj.
THAC0CritRangeSizeTypeSpeed
PBMSRMRLRERSPB
+ + +
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
StrDexWeaponProficiencyRange Mod.# of
Attacks
Attack
Adj.
THAC0CritRangeSizeTypeSpeed
PBMSRMRLRERSPB
+ + +
+
+
+ +

Ammunition


You can use + to denote different sources for bonuses.

+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
StrDexAmmoPoint BlankDamage
Adj.
Dam SMDam LAmount
SpecMast
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
StrDexAmmoPoint BlankDamage
Adj.
Dam SMDam LAmount
SpecMast
+
+

Special Abilities and Attacks



+

Weapon Notes



+
+
+

Rogue Skills



@@ -1770,204 +2294,232 @@ S.P./D.S.

Standard


-

Backstab Multiplier:

  

Please input a similar macro (see below) here:

+

Backstab Multiplier:

  

Please input a similar macro (see below) here:

+
+

Rogue: 30+(30*@{level-class#}) Bard: 5+(15*@{level-class#}) etc



- +
+ - - - - - + + + + + - - - - - - - - - - - - - - + + + + + + + + + + + + + + - - - - - - - - - - + + + + + + + + + + - - + + - - - - - - - - - - + + + + + + + + + + - - + + - - - - - - - - - - + + + + + + + + + + - - + + - - - - - - - - - - + + + + + + + + + + - - + + - - - - - - - - - - + + + + + + + + + + - - + + - - - - - - - - - - + + + + + + + + + + - - + + - - - - - - - - - - + + + + + + + + + + - - + + - - - - - - - - - - + + + + + + + + + + - - + + - - - - - - - - - - + + + + + + + + + + - - + +
No ArmorHeavy ArmorLeather ArmorNo ArmorHeavy Armor
SkillBaseRaceDexKitMagicLevelTotalLeather ArmorBonusTotalPeneltyTotalSkillBaseRaceDexKitMagicLevelTotalBonusTotalPenaltyTotal
Pick Pockets%%%%%%%%%%%%%%%%%% %%%%
Open Locks%%%%%%%%%%%%%%%%%% %%%%
Find/Remove Traps%%%%%%%%%%%%%%%%%% %%%%
Move Silently%%%%%%%%%%%%%%%%%% %%%%
Hide in Shadows%%%%%%%%%%%%%%%%%% %%%%
Detect Noise%%%%%%%%%%%%%%%%%% %%%%
Climb Walls%%%%%%%%%%%%%%%%%% %%%%
Read Languages%%%%%%%%%%%%%%%%%% %%%%
Legend Lore%%%%%%%%%%%%%%%%%% %%%%
- +
+ + - - - - - - - - - - - + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + - - + +
%%%%%%%%%Leather ArmorNo ArmorHeavy Armor
Find/Remove TrapsBaseRaceDexKitMagicLevelTotalBonusTotalPenaltyTotal
%%%%%%%%% %%%%
@@ -1975,15 +2527,15 @@
-

A theif can wear Leather Armor (AC 8), Padded Leather (AC 8), Studded Leather (AC 7), or Elven Chain Mail (AC 5)

+

A theif can wear Leather Armor (AC 8), Padded Armor (AC 8), Studded Leather (AC 7), or Elven Chain Mail (AC 5)


Thieving Skill Armor Adjustments

- - - + + + @@ -2044,10 +2596,10 @@
SkillNo ArmorPadded or
Studded Leather
Elven Chain MailNo ArmorPadded Armor or Studded LeatherElven Chain Mail
Pick Pocket
- - - - + + + + @@ -2131,10 +2683,10 @@
Type of
Armor
Pick
Pockets
Detect
Noise
Climb
Walls
Read
Languages
Pick
Pockets
Detect
Noise
Climb
Walls
Read
Languages
None
- - - - + + + + @@ -2185,8 +2737,8 @@

Skill and Powers
Dark Sun


-

Backstab Multiplier:

  

Please input a similar macro (see below) here:


Rogue: 30+(30*@{level-class#}) Bard: 5+(15*@{level-class#}) etc


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


-
Armor
Type
Pick
Pockets
Detect
Noise
Climb
Walls
Read
Languages
Pick
Pockets
Detect
Noise
Climb
Walls
Read
Languages
Splint Mail
+

Backstab Multiplier:

  

Please input a similar macro (see below) here:


Rogue: 30+(30*@{level-class#}) Bard: 5+(15*@{level-class#}) etc


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


+
@@ -2195,114 +2747,110 @@ - + - - - - - - - - - + + + + + + + + + - - - - - - - - - + + + + + + + + + - - - - - - - - - + + + + + + + + + - - - - - - - - - + + + + + + + + + - - - - - - - - - + + + + + + + + + - - - - - - - - - + + + + + + + + + - - - - - - - - - + + + + + + + + + - - - - - - - - - + + + + + + + + +
SkillBaseRaceDexKitMagicArmor**LevelTotalSkillBaseRaceDexKitMagicArmor**LevelTotal
Detect Magic*%%%%%%%%Detect Magic*%%%%%%%%
Detect Illusion*%%%%%%%%Detect Illusion*%%%%%%%%
Bribe*%%%%%%%%Bribe*%%%%%%%%
Tunneling*%%%%%%%%Tunneling*%%%%%%%%
Escape Bonds*%%%%%%%%Escape Bonds*%%%%%%%%
Forge Documents*%%%%%%%%Forge Documents*%%%%%%%%
Appraise*%%%%%%%%Appraise*%%%%%%%%

-

Turning Tables

- +
+

Turning Tables

- - - - - - - - + +

LVL or HD
Affected

Level

of

Class

+ + + -   @@ -2315,9 +2863,9 @@ -

+ -   + @@ -2332,7 +2880,7 @@ -   + @@ -2347,7 +2895,7 @@ -   + @@ -2362,7 +2910,7 @@ -   + @@ -2377,7 +2925,7 @@ -   + @@ -2392,7 +2940,7 @@ -   + @@ -2407,7 +2955,7 @@ -   + @@ -2422,7 +2970,7 @@ -   + @@ -2437,7 +2985,7 @@ -   + @@ -2452,10 +3000,10 @@ -   + - + @@ -2467,7 +3015,7 @@ -   + @@ -2482,7 +3030,7 @@ -   + @@ -2497,7 +3045,7 @@ -   + @@ -2527,21 +3075,18 @@
Hit Dice or Type
of Undead
Level of Priest †
-

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

LVL or HD
Affected

Level

of

Class

+ + + -   @@ -2554,9 +3099,9 @@ -

+ -   + @@ -2571,7 +3116,7 @@ -   + @@ -2586,7 +3131,7 @@ -   + @@ -2601,7 +3146,7 @@ -   + @@ -2616,7 +3161,7 @@ -   + @@ -2631,7 +3176,7 @@ -   + @@ -2646,7 +3191,7 @@ -   + @@ -2661,7 +3206,7 @@ -   + @@ -2676,7 +3221,7 @@ -   + @@ -2691,10 +3236,10 @@ -   + - + @@ -2706,7 +3251,7 @@ -   + @@ -2721,7 +3266,7 @@ -   + @@ -2736,7 +3281,7 @@ -   + @@ -2766,8 +3311,25 @@
Hit Dice or Type
of Undead
Level of Priest †
-

- +
+
+
+
+ + + + + + + + + + + + + +
*An additional 2d4 creates of this type are turned.
**Special creates include unique undead, free-willed undead of the Negative Material Plane, certain Greater and Lesser Powers, and those undead thatdwell in the Outer Planes.
†Paladins turn undead as priests who are two levels lower.
+
@@ -2778,47 +3340,49 @@

Proficiencies and Languages


Weapon Proficiencies


- - - - - - - - - - +
WeaponSlotsExSpMHMGMCW
+ + + + + + + + + - - - - - - + + + + + +
WeaponSlotsExSpMHMGMCW
      
-
+
+
- - - - - - + + + + + + -
      
+ +

Traits


-
± + ±
@@ -2828,7 +3392,7 @@ - ± + ±
@@ -2840,7 +3404,7 @@ - ± + ±
@@ -2882,8 +3446,8 @@
-

Spells Available:

  +  

  +  

  =  

-

| Spells Selected:

  

Spells Remaining:

+

Spells Available:

  +  

  +  

  =  

+

| Spells Selected:

  

Spells Remaining:



Spell Points: Base

@@ -2893,14 +3457,14 @@

Spell Points: Int

Spell Points: (Remaining)

- +

Total Arc:

Total Arc Remaining:

- +

@@ -2930,7 +3494,7 @@
-
+



    @@ -2955,7 +3519,7 @@

    -
+



    @@ -2980,7 +3544,7 @@

    -
+

Spell Book

@@ -2991,8 +3555,8 @@
-

Spells Available:

  +  

  +  

  =  

-

| Spells Selected:

  

Spells Remaining:

+

Spells Available:

  +  

  +  

  =  

+

| Spells Selected:

  

Spells Remaining:



Spell Points: Base

@@ -3002,14 +3566,14 @@

Spell Points: Int

Spell Points: (Remaining)

- +

Total Arc:

Total Arc Remaining:

- +

@@ -3039,7 +3603,7 @@
-
+



    @@ -3064,7 +3628,7 @@

    -
+



    @@ -3089,7 +3653,7 @@

    -
+

Spell Book

@@ -3099,8 +3663,8 @@
-

Spells Available:

  +  

  +  

  =  

-

| Spells Selected:

  

Spells Remaining:

+

Spells Available:

  +  

  +  

  =  

+

| Spells Selected:

  

Spells Remaining:



Spell Points: Base

@@ -3110,14 +3674,14 @@

Spell Points: Int

Spell Points: (Remaining)

- +

Total Arc:

Total Arc Remaining:

- +

@@ -3147,7 +3711,7 @@
-
+



    @@ -3172,7 +3736,7 @@

    -
+



    @@ -3197,7 +3761,7 @@

    -
+

Spell Book

@@ -3207,8 +3771,8 @@
-

Spells Available:

  +  

  +  

  =  

-

| Spells Selected:

  

Spells Remaining:

+

Spells Available:

  +  

  +  

  =  

+

| Spells Selected:

  

Spells Remaining:



Spell Points: Base

@@ -3218,14 +3782,14 @@

Spell Points: Int

Spell Points: (Remaining)

- +

Total Arc:

Total Arc Remaining:

- +

@@ -3255,7 +3819,7 @@
-
+



    @@ -3280,7 +3844,7 @@

    -
+



    @@ -3305,7 +3869,7 @@
    /td>

    -
+

Spell Book

@@ -3315,8 +3879,8 @@
-

Spells Available:

  +  

  +  

  =  

-

| Spells Selected:

  

Spells Remaining:

+

Spells Available:

  +  

  +  

  =  

+

| Spells Selected:

  

Spells Remaining:



Spell Points: Base

@@ -3326,14 +3890,14 @@

Spell Points: Int

Spell Points: (Remaining)

- +

Total Arc:

Total Arc Remaining:

- +

@@ -3363,7 +3927,7 @@
-
+



    @@ -3388,7 +3952,7 @@

    -
+



    @@ -3413,7 +3977,7 @@

    -
+

Spell Book

@@ -3423,8 +3987,8 @@
-

Spells Available:

  +  

  +  

  =  

-

| Spells Selected:

  

Spells Remaining:

+

Spells Available:

  +  

  +  

  =  

+

| Spells Selected:

  

Spells Remaining:



Spell Points: Base

@@ -3434,14 +3998,14 @@

Spell Points: Int

Spell Points: (Remaining)

- +

Total Arc:

Total Arc Remaining:

- +

@@ -3471,7 +4035,7 @@
-
+



    @@ -3496,7 +4060,7 @@

    -
+



    @@ -3521,7 +4085,7 @@

    -
+

Spell Book

@@ -3531,8 +4095,8 @@
-

Spells Available:

  +  

  +  

  =  

-

| Spells Selected:

  

Spells Remaining:

+

Spells Available:

  +  

  +  

  =  

+

| Spells Selected:

  

Spells Remaining:



Spell Points: Base

@@ -3542,14 +4106,14 @@

Spell Points: Int

Spell Points: (Remaining)

- +

Total Arc:

Total Arc Remaining:

- +

@@ -3579,7 +4143,7 @@
-
+



    @@ -3604,7 +4168,7 @@

    -
+



    @@ -3629,7 +4193,7 @@

    -
+

Spell Book

@@ -3639,8 +4203,8 @@
-

Spells Available:

  +  

  +  

  =  

-

| Spells Selected:

  

Spells Remaining:

+

Spells Available:

  +  

  +  

  =  

+

| Spells Selected:

  

Spells Remaining:



Spell Points: Base

@@ -3650,14 +4214,14 @@

Spell Points: Int

Spell Points: (Remaining)

- +

Total Arc:

Total Arc Remaining:

- +

@@ -3687,7 +4251,7 @@
-
+


+


+

Spell Book

@@ -3747,8 +4311,8 @@
-

Spells Available:

  +  

  +  

  =  

-

| Spells Selected:

  

Spells Remaining:

+

Spells Available:

  +  

  +  

  =  

+

| Spells Selected:

  

Spells Remaining:



Spell Points: Base

@@ -3758,14 +4322,14 @@

Spell Points: Int

Spell Points: (Remaining)

- +

Total Arc:

Total Arc Remaining:

- +

@@ -3795,7 +4359,7 @@
-
+


+


+

Spell Book

@@ -3855,8 +4419,8 @@
-

Spells Available:

  +  

  +  

  =  

-

| Spells Selected:

  

Spells Remaining:

+

Spells Available:

  +  

  +  

  =  

+

| Spells Selected:

  

Spells Remaining:



Spell Points: Base

@@ -3866,14 +4430,14 @@

Spell Points: Int

Spell Points: (Remaining)

- +

Total Arc:

Total Arc Remaining:

- +

@@ -3903,7 +4467,7 @@
-
+


+


+

Spell Book

@@ -3963,8 +4527,8 @@
-

Spells Available:

  +  

  +  

  =  

-

| Spells Selected:

  

Spells Remaining:

+

Spells Available:

  +  

  +  

  =  

+

| Spells Selected:

  

Spells Remaining:



Spell Points: Base

@@ -3974,14 +4538,14 @@

Spell Points: Int

Spell Points: (Remaining)

- +

Total Arc:

Total Arc Remaining:

- +

@@ -4011,7 +4575,7 @@
-
+


+


+

Spell Book

@@ -4070,8 +4634,8 @@
-

Spells Available:

  +  

  +  

  =  

-

| Spells Selected:

  

Spells Remaining:

+

Spells Available:

  +  

  +  

  =  

+

| Spells Selected:

  

Spells Remaining:



Spell Points: Base

@@ -4081,14 +4645,14 @@

Spell Points: Int

Spell Points: (Remaining)

- +

Total Arc:

Total Arc Remaining:

- +

@@ -4118,7 +4682,7 @@
-
+


+


+

Spell Book

@@ -4177,8 +4741,8 @@
-

Spells Available:

  +  

  +  

  =  

-

| Spells Selected:

  

Spells Remaining:

+

Spells Available:

  +  

  +  

  =  

+

| Spells Selected:

  

Spells Remaining:



Spell Points: Base

@@ -4188,14 +4752,14 @@

Spell Points: Int

Spell Points: (Remaining)

- +

Total Arc:

Total Arc Remaining:

- +

@@ -4225,7 +4789,7 @@
-
+


+


+

Spell Book

@@ -4284,8 +4848,8 @@
-

Spells Available:

  +  

  +  

  =  

-

| Spells Selected:

  

Spells Remaining:

+

Spells Available:

  +  

  +  

  =  

+

| Spells Selected:

  

Spells Remaining:



Spell Points: Base

@@ -4295,14 +4859,14 @@

Spell Points: Int

Spell Points: (Remaining)

- +

Total Arc:

Total Arc Remaining:

- +

@@ -4332,7 +4896,7 @@
-
+


+


+

Spell Book

@@ -4391,8 +4955,8 @@
-

Spells Available:

  +  

  +  

  =  

-

| Spells Selected:

  

Spells Remaining:

+

Spells Available:

  +  

  +  

  =  

+

| Spells Selected:

  

Spells Remaining:



Spell Points: Base

@@ -4402,14 +4966,14 @@

Spell Points: Int

Spell Points: (Remaining)

- +

Total Arc:

Total Arc Remaining:

- +

@@ -4439,7 +5003,7 @@
-
+


+


+

Spell Book

@@ -4510,8 +5074,8 @@
-

Spells Available:

  +  

  +  

  =  

-

| Spells Selected:

  

Spells Remaining:

+

Spells Available:

  +  

  +  

  =  

+

| Spells Selected:

  

Spells Remaining:



Spell Points: Base

@@ -4519,14 +5083,14 @@

Spell Points: Wis

Spell Points: (Remaining)

- +

Total Wind:

Total Wind Remaining:

- +

@@ -4556,7 +5120,7 @@
-
+


+


+

Spell Book

@@ -4616,8 +5180,8 @@
-

Spells Available:

  +  

  +  

  =  

-

| Spells Selected:

  

Spells Remaining:

+

Spells Available:

  +  

  +  

  =  

+

| Spells Selected:

  

Spells Remaining:



Spell Points: Base

@@ -4625,13 +5189,13 @@

Spell Points: Wis

Spell Points: (Remaining)

- +

Total Wind:

Total Wind Remaining:

- +

@@ -4661,7 +5225,7 @@
-
+


+


+

Spell Book

@@ -4721,8 +5285,8 @@
-

Spells Available:

  +  

  +  

  =  

-

| Spells Selected:

  

Spells Remaining:

+

Spells Available:

  +  

  +  

  =  

+

| Spells Selected:

  

Spells Remaining:



Spell Points: Base

@@ -4730,14 +5294,14 @@

Spell Points: Wis

Spell Points: (Remaining)

- +

Total Wind:

Total Wind Remaining:

- +

@@ -4767,7 +5331,7 @@
-
+


+


+

Spell Book

@@ -4827,8 +5391,8 @@
-

Spells Available:

  +  

  +  

  =  

-

| Spells Selected:

  

Spells Remaining:

+

Spells Available:

  +  

  +  

  =  

+

| Spells Selected:

  

Spells Remaining:



Spell Points: Base

@@ -4836,14 +5400,14 @@

Spell Points: Wis

Spell Points: (Remaining)

- +

Total Wind:

Total Wind Remaining:

- +

@@ -4873,7 +5437,7 @@
-
+


+


+

Spell Book

@@ -4933,8 +5497,8 @@
-

Spells Available:

  +  

  +  

  =  

-

| Spells Selected:

  

Spells Remaining:

+

Spells Available:

  +  

  +  

  =  

+

| Spells Selected:

  

Spells Remaining:



Spell Points: Base

@@ -4942,14 +5506,14 @@

Spell Points: Wis

Spell Points: (Remaining)

- +

Total Wind:

Total Wind Remaining:

- +

@@ -4979,7 +5543,7 @@
-
+


+


+

Spell Book

@@ -5039,8 +5603,8 @@
-

Spells Available:

  +  

  +  

  =  

-

| Spells Selected:

  

Spells Remaining:

+

Spells Available:

  +  

  +  

  =  

+

| Spells Selected:

  

Spells Remaining:



Spell Points: Base

@@ -5048,14 +5612,14 @@

Spell Points: Wis

Spell Points: (Remaining)

- +

Total Wind:

Total Wind Remaining:

- +

@@ -5085,7 +5649,7 @@
-
+


+


+

Spell Book

@@ -5145,8 +5709,8 @@
-

Spells Available:

  +  

  +  

  =  

-

| Spells Selected:

  

Spells Remaining:

+

Spells Available:

  +  

  +  

  =  

+

| Spells Selected:

  

Spells Remaining:



Spell Points: Base

@@ -5154,14 +5718,14 @@

Spell Points: Wis

Spell Points: (Remaining)

- +

Total Wind:

Total Wind Remaining:

- +

@@ -5191,7 +5755,7 @@
-
+


+


+

Spell Book

@@ -5251,8 +5815,8 @@
-

Spells Available:

  +  

  +  

  =  

-

| Spells Selected:

  

Spells Remaining:

+

Spells Available:

  +  

  +  

  =  

+

| Spells Selected:

  

Spells Remaining:



Spell Points: Base

@@ -5260,14 +5824,14 @@

Spell Points: Wis

Spell Points: (Remaining)

- +

Total Wind:

Total Wind Remaining:

- +

@@ -5297,7 +5861,7 @@
-
+


+


+

Spell Book

@@ -5358,7 +5922,7 @@
-

Powers Available:

  

Powers Remaining:

+

Powers Available:

  

Powers Remaining:



@@ -5385,7 +5949,7 @@
-
+


+


+

Powers List

@@ -5455,13 +6019,13 @@ - ± + ± - +

Telepathy Sciences



+

Psychokinesis Devotions


+

Psychokinesis Sciences



+

Psychoportive Devotions


+

Psychoportive Sciences



+

Psychometabolism Devotions


+

Psychometabolism Sciences



+

Clairsentient Devotions


+

Clairsentient Sciences



+

Metapsionic Devotions


+

Metapsionic Sciences



+

Attack Modes


+

Defense Modes


+ +

Psionic Strength Points

-
+ - - - - - + + + + + - + - + - + - + - + - + - + -
ValueCurrent/MaximumSpeedValueCurrent/MaximumSpeed
PSP:PSP: //
Temp PSP:Temp PSP: //
Stored PSP:Stored PSP: //
SpeedSpeed
+
-

Psionic Proficiencies


+

Psionics Storage


@@ -5714,15 +6278,15 @@
-

Telepathy Devotions


+

Telepathy Devotions


- - - - - - + + + + + + @@ -5733,7 +6297,7 @@
Ability NameMThAC0
Adj.
MACMThAC0MacroPSP
Cost
Ability NameMThAC0
Adj.
MACMThAC0MacroPSP
Cost
-
+
@@ -5745,15 +6309,15 @@
 
-

Telepathy Sciences


+

Telepathy Sciences


- - - - - - + + + + + + @@ -5764,7 +6328,7 @@
Ability NameMThAC0
Adj.
MACMThAC0MacroPSP
Cost
Ability NameMThAC0
Adj.
MACMThAC0MacroPSP
Cost
-
+
@@ -5777,15 +6341,15 @@
-

Psychokinesis Devotions


 
+

Psychokinesis Devotions


- - - - - - + + + + + + @@ -5796,7 +6360,7 @@
Ability NameMThAC0
Adj.
MACMThAC0MacroPSP
Cost
Ability NameMThAC0
Adj.
MACMThAC0MacroPSP
Cost
-
+
@@ -5808,15 +6372,15 @@
 
-

Psychokinesis Sciences


+

Psychokinesis Sciences


- - - - - - + + + + + + @@ -5827,7 +6391,7 @@
Ability NameMThAC0
Adj.
MACMThAC0MacroPSP
Cost
Ability NameMThAC0
Adj.
MACMThAC0MacroPSP
Cost
-
+
@@ -5840,15 +6404,15 @@
-

Psychoportive Devotions


 
+

Psychoportive Devotions


- - - - - - + + + + + + @@ -5859,7 +6423,7 @@
Ability NameMThAC0
Adj.
MACMThAC0MacroPSP
Cost
Ability NameMThAC0
Adj.
MACMThAC0MacroPSP
Cost
-
+
@@ -5871,15 +6435,15 @@
 
-

Psychoportive Sciences


+

Psychoportive Sciences


- - - - - - + + + + + + @@ -5890,7 +6454,7 @@
Ability NameMThAC0
Adj.
MACMThAC0MacroPSP
Cost
Ability NameMThAC0
Adj.
MACMThAC0MacroPSP
Cost
-
+
@@ -5903,15 +6467,15 @@
-

Psychometabolism Devotions


 
+

Psychometabolism Devotions


- - - - - - + + + + + + @@ -5922,7 +6486,7 @@
Ability NameMThAC0
Adj.
MACMThAC0MacroPSP
Cost
Ability NameMThAC0
Adj.
MACMThAC0MacroPSP
Cost
-
+
@@ -5934,15 +6498,15 @@
 
-

Psychometabolism Sciences


+

Psychometabolism Sciences


- - - - - - + + + + + + @@ -5953,7 +6517,7 @@
Ability NameMThAC0
Adj.
MACMThAC0MacroPSP
Cost
Ability NameMThAC0
Adj.
MACMThAC0MacroPSP
Cost
-
+
@@ -5966,15 +6530,15 @@
-

Clairsentient Devotions


 
+

Clairsentient Devotions


- - - - - - + + + + + + @@ -5985,7 +6549,7 @@
Ability NameMThAC0
Adj.
MACMThAC0MacroPSP
Cost
Ability NameMThAC0
Adj.
MACMThAC0MacroPSP
Cost
-
+
@@ -5997,15 +6561,15 @@
 
-

Clairsentient Sciences


+

Clairsentient Sciences


- - - - - - + + + + + + @@ -6016,7 +6580,7 @@
Ability NameMThAC0
Adj.
MACMThAC0MacroPSP
Cost
Ability NameMThAC0
Adj.
MACMThAC0MacroPSP
Cost
-
+
@@ -6027,16 +6591,16 @@
 

-

Psionic Attack Modes


+

Psionic Attack Modes


- - - - - - - + + + + + + + @@ -6048,7 +6612,7 @@
Attack NameAttack
Speed
MThAC0
Adj.
MThAC0DamageMacroPSP
Cost
Attack NameAttack
Speed
MThAC0
Adj.
MThAC0DamageMacroPSP
Cost
-
+
@@ -6061,12 +6625,12 @@
   

-

Psionic Defense Modes


+

Psionic Defense Modes


- - - + + + @@ -6074,7 +6638,7 @@
Attack NameMacroPSP
Cost
Attack NameMacroPSP
Cost
-
+
@@ -6083,40 +6647,40 @@

Psionic Strength Points

-
+ - - - - - + + + + + - + - + - + - + - + - + - + - + -
ValueCurrent/MaximumSpeedValueCurrent/MaximumSpeed
PSP:PSP: //
Temp PSP:Temp PSP: //
Stored PSP:Stored PSP: //
M.A.C.M.A.C. //
+

Psionic Proficiencies

@@ -6124,7 +6688,7 @@ - ± + ± @@ -6141,388 +6705,444 @@

Gear

-

Worn Equipment

+

Worn Equipment

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

lbs.


- -

Gear Carried

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

-

Current weight:


+ +
+
+

Gear Carried

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

Current weight:

+
+
+
+

Gear Stored

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

    Potions, Philters, Elixirs, and Poisons

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

    Dusts, Powders, and Solvents

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

    Scrolls

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

Notes

+ +
+
-
-

    Potions, Philters, Elixirs, and Poisons


    -
    - -   -
    -
-

    Dusts, Powders, and Solvents


    -
    - -   -
    -
-

    Scrolls


    -
    - -   -
    -
-
-

Gear Stored

- - - - - - - - - - - - - -
  On    Description
Mount
Weight# HeldLocation
      
-
- - - - - - -
      
-

Notes


-

Currency



@@ -6537,7 +7157,7 @@
- +

PP:

 

GP:

  @@ -6546,90 +7166,93 @@

CP:

 

-

Total Currency Weight:

  
+

Total Currency Weight:

  

Currency Conversion Calculator

- +
- - - - - - - + + + + + + + - - - - - - - + + + + + + + - - - - - - - + + + + + + + - - - - - - - + + + + + + + - - - - - - - + + + + + + + - - - - - - - + + + + + + +
Currency|Quantity|Copper|Silver|Electrum|Gold|PlatinumCurrency|Quantity|Copper|Silver|Electrum|Gold|Platinum
CopperCopper
SilverSilver
ElectrumElectrum
GoldGold
PlatinumPlatinum

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


-

Gem Pouch


- +
+

Gem Pouch

+
+
- - - - + + + + - +
DescriptionValue# HeldCut/SizeDescriptionValue# HeldCut/Size
-
+
- + -
-

Total GP value from gems:



+ + +

Total GP value from gems:



Other Items Of Value



Total GP value from other items:


@@ -6638,7 +7261,7 @@
- +

PP:

 

St:

  @@ -6649,124 +7272,124 @@

CP:

 

-

Total Currency Weight:

  
+

Total Currency Weight:

  

Currency Conversion Calculator

- +
- - - - - - - - - + + + + + + + + + - - - - - - - - - + + + + + + + + + - - - - - - - - - + + + + + + + + + - - - - - - - - - + + + + + + + + + - - - - - - - - - + + + + + + + + + - - - - - - - - - + + + + + + + + + - - - - - - - - - + + + + + + + + + - - - - - - - - - + + + + + + + + +
Currency|Quantity|Copper|Gold|Silver|Iron|Bronze|Steel|PlatinumCurrency|Quantity|Copper|Gold|Silver|Iron|Bronze|Steel|Platinum
CopperCopper
GoldGold
SilverSilver
IronIron
BronzeBronze
SteelSteel
PlatinumPlatinum

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



Gem Pouch


- +
- - - - + + + + - +
DescriptionValue# HeldCut/SizeDescriptionValue# HeldCut/Size
-
+
- +
-

Total GP value from gems:



+

Total GP value from gems:



Other Items Of Value



Total GP value from other items:



@@ -6775,7 +7398,7 @@
- +

PP:

 

GP:

  @@ -6786,124 +7409,124 @@

Bit:

 

-

Total Currency Weight:

  
+

Total Currency Weight:

  

Currency Conversion Calculator

- +
- - - - - - - - - + + + + + + + + + - - - - - - - - - + + + + + + + + + - - - - - - - - - + + + + + + + + + - - - - - - - - - + + + + + + + + + - - - - - - - - - + + + + + + + + + - - - - - - - - - + + + + + + + + + - - - - - - - - - + + + + + + + + + - - - - - - - - - + + + + + + + + +
Currency|Quantity|Bits|Ceramic|Copper|Silver|Electrum|Gold|PlatinumCurrency|Quantity|Bits|Ceramic|Copper|Silver|Electrum|Gold|Platinum
BitsBits
CeramicCeramic
CopperCopper
SilverSilver
ElectrumElectrum
GoldGold
PlatinumPlatinum

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



Gem Pouch


- +
- - - - + + + + - +
DescriptionValue# HeldCut/SizeDescriptionValue# HeldCut/Size
-
+
- +
-

Total GP value from gems:



+

Total GP value from gems:



Other Items Of Value



Total GP value from other items:



@@ -6912,7 +7535,7 @@
- +

PP:

 

GP:

  @@ -6922,106 +7545,106 @@

CP:

 

-

Total Currency Weight:

  
+

Total Currency Weight:

  

Currency Conversion Calculator

- +
- - - - - - - - + + + + + + + + - - - - - - - - + + + + + + + + - - - - - - - - + + + + + + + + - - - - - - - - + + + + + + + + - - - - - - - - + + + + + + + + - - - - - - - - + + + + + + + + - - - - - - - - + + + + + + + +
Currency|Quantity|Copper|Silver|Electrum|Kroner|Gold|PlatinumCurrency|Quantity|Copper|Silver|Electrum|Kroner|Gold|Platinum
CopperCopper
SilverSilver
ElectrumElectrum
KronerKroner
GoldGold
PlatinumPlatinum

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



Gem Pouch


- +
- - - - + + + + - +
DescriptionValue# HeldCut/SizeDescriptionValue# HeldCut/Size
-
+
- +
-

Total GP value from gems:



+

Total GP value from gems:



Other Items Of Value



Total GP value from other items:



@@ -7030,7 +7653,7 @@
- +

Tq:

 

Gq:

  @@ -7041,124 +7664,124 @@

Cb:

 

-

Total Currency Weight:

  
+

Total Currency Weight:

  

Currency Conversion Calculator

- +
- - - - - - - - - + + + + + + + + + - - - - - - - - - + + + + + + + + + - - - - - - - - - + + + + + + + + + - - - - - - - - - + + + + + + + + + - - - - - - - - - + + + + + + + + + - - - - - - - - - + + + + + + + + + - - - - - - - - - + + + + + + + + + - - - - - - - - - + + + + + + + + +
Currency|Quantity|Cocoa|Maize|Blade|Coral|Jade|Quill|TurquoiseCurrency|Quantity|Cocoa|Maize|Blade|Coral|Jade|Quill|Turquoise
Cocoa BeanCocoa Bean
Maize EarMaize Ear
C. BladeC. Blade
Coral BudCoral Bud
JadeJade
QuillQuill
TurquoiseTurquoise

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



Gem Pouch


- +
- - - - + + + + - +
DescriptionValue# HeldCut/SizeDescriptionValue# HeldCut/Size
-
+
- +
-

Total GP value from gems:



+

Total GP value from gems:



Other Items Of Value



Total GP value from other items:



@@ -7167,7 +7790,7 @@
- +

PP:

 

GP:

  @@ -7176,90 +7799,90 @@

CP:

 

-

Total Currency Weight:

  
+

Total Currency Weight:

  

Currency Conversion Calculator

- +
- - - - - - - + + + + + + + - - - - - - - + + + + + + + - - - - - - - + + + + + + + - - - - - - - + + + + + + + - - - - - - - + + + + + + + - - - - - - - + + + + + + +
Currency|Quantity|Copper|Silver|Gold Bar|Gold|PlatinumCurrency|Quantity|Copper|Silver|Gold Bar|Gold|Platinum
CopperCopper
SilverSilver
Gold BarGold Bar
GoldGold
PlatinumPlatinum

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



Gem Pouch


- +
- - - - + + + + - +
DescriptionValue# HeldCut/SizeDescriptionValue# HeldCut/Size
-
+
- +
-

Total GP value from gems:



+

Total GP value from gems:



Other Items Of Value



Total GP value from other items:


@@ -7279,48 +7902,48 @@ Animals

-

Warrior Followers

+

Warrior Followers

- - - - - - - - - - + + + + + + + + + + - + - + - - + +
NameACRaceLevelClassHit DiceHP/MaxUnitsEnemy AC / Base DmgSkirmishNameACRaceLevelClassHit DiceHP/MaxUnitsEnemy AC / Base DmgSkirmish
 

/




Weapons


- +
- - - - - - - - - - - + + + + + + + + + + + @@ -7389,13 +8012,13 @@
Weapon Name# of
Strikes
Attack
Adj.
Dam
Adj.
THAC0CritDam SMDam LRangeTypeSpeedWeapon Name# of
Strikes
Attack
Adj.
Dam
Adj.
THAC0CritDam SMDam LRangeTypeSpeed
   



Gear


- +
- - - - - + + + + + @@ -7469,47 +8092,47 @@
DescriptionWeight# HeldValueLocationDescriptionWeight# HeldValueLocation

Notes



-
+
- - - - - - - - - - + + + + + + + + + + - + - - + +
NameACRaceLevelClassHit DiceHP/MaxUnitsEnemy AC / Base DmgSkirmishNameACRaceLevelClassHit DiceHP/MaxUnitsEnemy AC / Base DmgSkirmish
 

/




Weapons


- +
- - - - - - - - - - - + + + + + + + + + + + @@ -7577,13 +8200,13 @@
Weapon Name# of
Strikes
Attack
Adj.
Dam
Adj.
THAC0CritDam SMDam LRangeTypeSpeedWeapon Name# of
Strikes
Attack
Adj.
Dam
Adj.
THAC0CritDam SMDam LRangeTypeSpeed
   




Gear


- +
- - - - - + + + + + @@ -7661,21 +8284,21 @@

-

Wizard Followers

DescriptionWeight# HeldValueLocationDescriptionWeight# HeldValueLocation
+

Wizard Followers

- - - - - - - + + + + + + + - + @@ -7683,24 +8306,24 @@
NameACRaceLevelClassHP/MaxUnitsNameACRaceLevelClassHP/MaxUnits
 

/




Weapons


- +
- - - - - - - - - - - + + + + + + + + + + + - + @@ -7713,7 +8336,7 @@ - + @@ -7726,7 +8349,7 @@ - + @@ -7887,13 +8510,13 @@
Weapon Name# of
Strikes
Attack
Adj.
Dam
Adj.
THAC0CritDam SMDam LRangeTypeSpeedWeapon Name# of
Strikes
Attack
Adj.
Dam
Adj.
THAC0CritDam SMDam LRangeTypeSpeed



Gear


- +
- - - - - + + + + + @@ -7967,41 +8590,41 @@
DescriptionWeight# HeldValueLocationDescriptionWeight# HeldValueLocation

Notes



-
+
- - - - - - - + + + + + + + - +
NameACRaceLevelClassHP/MaxUnitsNameACRaceLevelClassHP/MaxUnits
 

/



Weapons


- +
- - - - - - - - - - - + + + + + + + + + + + @@ -8192,13 +8815,13 @@
Weapon Name# of
Strikes
Attack
Adj.
Dam
Adj.
THAC0CritDam SMDam LRangeTypeSpeedWeapon Name# of
Strikes
Attack
Adj.
Dam
Adj.
THAC0CritDam SMDam LRangeTypeSpeed



Gear


- +
- - - - - + + + + + @@ -8276,21 +8899,21 @@

-

Priest Followers

DescriptionWeight# HeldValueLocationDescriptionWeight# HeldValueLocation
+

Priest Followers

- - - - - - - + + + + + + + - + @@ -8298,24 +8921,24 @@
NameACRaceLevelClassHP/MaxUnitsNameACRaceLevelClassHP/MaxUnits
 

/




Weapons


- +
- - - - - - - - - - - + + + + + + + + + + + - + @@ -8328,7 +8951,7 @@ - + @@ -8341,7 +8964,7 @@ - + @@ -8503,13 +9126,13 @@


Gear


-
Weapon Name# of
Strikes
Attack
Adj.
Dam
Adj.
THAC0CritDam SMDam LRangeTypeSpeedWeapon Name# of
Strikes
Attack
Adj.
Dam
Adj.
THAC0CritDam SMDam LRangeTypeSpeed
+
- - - - - + + + + + @@ -8583,41 +9206,41 @@
DescriptionWeight# HeldValueLocationDescriptionWeight# HeldValueLocation

Notes



-
+
- - - - - - - + + + + + + + - +
NameACRaceLevelClassHP/MaxUnitsNameACRaceLevelClassHP/MaxUnits
 

/



Weapons


- +
- - - - - - - - - - - + + + + + + + + + + + @@ -8808,13 +9431,13 @@
Weapon Name# of
Strikes
Attack
Adj.
Dam
Adj.
THAC0CritDam SMDam LRangeTypeSpeedWeapon Name# of
Strikes
Attack
Adj.
Dam
Adj.
THAC0CritDam SMDam LRangeTypeSpeed



Gear


- +
- - - - - + + + + + @@ -8892,21 +9515,21 @@

-

Rogue Followers

DescriptionWeight# HeldValueLocationDescriptionWeight# HeldValueLocation
+

Rogue Followers

- - - - - - - + + + + + + + - + @@ -8914,24 +9537,24 @@
NameACRaceLevelClassHP/MaxUnitsNameACRaceLevelClassHP/MaxUnits
 

/




Weapons


- +
- - - - - - - - - - - + + + + + + + + + + + - + @@ -8944,7 +9567,7 @@ - + @@ -8957,7 +9580,7 @@ - + @@ -9002,218 +9625,218 @@

Backstab Multiplier: X


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


-
Weapon Name# of
Strikes
Attack
Adj.
Dam
Adj.
THAC0CritDam SMDam LRangeTypeSpeedWeapon Name# of
Strikes
Attack
Adj.
Dam
Adj.
THAC0CritDam SMDam LRangeTypeSpeed
+
- - - - - - - - - + + + + + + + + + - - - - - - - - - + + + + + + + + + - - - - - - - - - + + + + + + + + + - - - - - - - - - + + + + + + + + + - - - - - - - - - + + + + + + + + + - - - - - - - - - + + + + + + + + + - - - - - - - - - + + + + + + + + + - - - - - - - - - + + + + + + + + + - - - - - - - - - + + + + + + + + + - - - - - - - - - + + + + + + + + +
SkillBaseRaceDexKitMagicArmor**LevelTotalSkillBaseRaceDexKitMagicArmor**LevelTotal
Pick Pockets%%%%%%%%Pick Pockets%%%%%%%%
Open Locks%%%%%%%%Open Locks%%%%%%%%
Find/Remove Traps%%%%%%%%Find/Remove Traps%%%%%%%%
Move Silently%%%%%%%%Move Silently%%%%%%%%
Hide in Shadows%%%%%%%%Hide in Shadows%%%%%%%%
Detect Noise%%%%%%%%Detect Noise%%%%%%%%
Climb Walls%%%%%%%%Climb Walls%%%%%%%%
Read Languages%%%%%%%%Read Languages%%%%%%%%
Legend Lore%%%%%%%%Legend Lore%%%%%%%%

Backstab Multiplier: X


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


- +
- - - - - - - - - + + + + + + + + + - - - - - - - - - + + + + + + + + + - - - - - - - - - + + + + + + + + + - - - - - - - - - + + + + + + + + + - - - - - - - - - + + + + + + + + + - - - - - - - - - + + + + + + + + + - - - - - - - - - + + + + + + + + + - - - - - - - - - + + + + + + + + +
SkillBaseRaceDexKitMagicArmor**LevelTotalSkillBaseRaceDexKitMagicArmor**LevelTotal
Detect Magic*%%%%%%%%Detect Magic*%%%%%%%%
Detect Illusion*%%%%%%%%Detect Illusion*%%%%%%%%
Bribery*%%%%%%%%Bribery*%%%%%%%%
Tunneling*%%%%%%%%Tunneling*%%%%%%%%
Escape Bonds*%%%%%%%%Escape Bonds*%%%%%%%%
Forge Documents*%%%%%%%%Forge Documents*%%%%%%%%
Appraise*%%%%%%%%Appraise*%%%%%%%%



Gear


- +
- - - - - + + + + + @@ -9287,41 +9910,41 @@
DescriptionWeight# HeldValueLocationDescriptionWeight# HeldValueLocation

Notes



-
+
- - - - - - - + + + + + + + - +
NameACRaceLevelClassHP/MaxUnitsNameACRaceLevelClassHP/MaxUnits
 

/



Weapons


- +
- - - - - - - - - - - + + + + + + + + + + + @@ -9396,217 +10019,217 @@

Backstab Multiplier: X


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


-
Weapon Name# of
Strikes
Attack
Adj.
Dam
Adj.
THAC0CritDam SMDam LRangeTypeSpeedWeapon Name# of
Strikes
Attack
Adj.
Dam
Adj.
THAC0CritDam SMDam LRangeTypeSpeed
+
- - - - - - - - - + + + + + + + + + - - - - - - - - - + + + + + + + + + - - - - - - - - - + + + + + + + + + - - - - - - - - - + + + + + + + + + - - - - - - - - - + + + + + + + + + - - - - - - - - - + + + + + + + + + - - - - - - - - - + + + + + + + + + - - - - - - - - - + + + + + + + + + - - - - - - - - - + + + + + + + + + - - - - - - - - - + + + + + + + + +
SkillBaseRaceDexKitMagicArmor**LevelTotalSkillBaseRaceDexKitMagicArmor**LevelTotal
Pick Pockets%%%%%%%%Pick Pockets%%%%%%%%
Open Locks%%%%%%%%Open Locks%%%%%%%%
Find/Remove Traps%%%%%%%%Find/Remove Traps%%%%%%%%
Move Silently%%%%%%%%Move Silently%%%%%%%%
Hide in Shadows%%%%%%%%Hide in Shadows%%%%%%%%
Detect Noise%%%%%%%%Detect Noise%%%%%%%%
Climb Walls%%%%%%%%Climb Walls%%%%%%%%
Read Languages%%%%%%%%Read Languages%%%%%%%%
Legend Lore%%%%%%%%Legend Lore%%%%%%%%

Backstab Multiplier: X


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


- +
- - - - - - - - - + + + + + + + + + - - - - - - - - - + + + + + + + + + - - - - - - - - - + + + + + + + + + - - - - - - - - - + + + + + + + + + - - - - - - - - - + + + + + + + + + - - - - - - - - - + + + + + + + + + - - - - - - - - + + + + + + + + - - - - - - - - - + + + + + + + + +
SkillBaseRaceDexKitMagicArmor**LevelTotalSkillBaseRaceDexKitMagicArmor**LevelTotal
Detect Magic*%%%%%%%%Detect Magic*%%%%%%%%
Detect Illusion*%%%%%%%%Detect Illusion*%%%%%%%%
Bribery*%%%%%%%%Bribery*%%%%%%%%
Tunneling*%%%%%%%%Tunneling*%%%%%%%%
Escape Bonds*%%%%%%%%Escape Bonds*%%%%%%%%
Forge Documents*%%%%%%%Forge Documents*%%%%%%%
Appraise*%%%%%%%%Appraise*%%%%%%%%



Gear


- +
- - - - - + + + + + @@ -9684,21 +10307,21 @@

-

Psionic Followers

DescriptionWeight# HeldValueLocationDescriptionWeight# HeldValueLocation
+

Psionic Followers

- - - - - - - + + + + + + + - + @@ -9706,24 +10329,24 @@
NameACRaceLevelClassHP/MaxUnitsNameACRaceLevelClassHP/MaxUnits
 

/




Weapons


- +
- - - - - - - - - - - + + + + + + + + + + + - + @@ -9736,7 +10359,7 @@ - + @@ -9749,7 +10372,7 @@ - + @@ -9801,7 +10424,7 @@ - @@ -9810,7 +10433,7 @@ - @@ -9819,12 +10442,12 @@ - -
Weapon Name# of
Strikes
Attack
Adj.
Dam
Adj.
THAC0CritDam SMDam LRangeTypeSpeedWeapon Name# of
Strikes
Attack
Adj.
Dam
Adj.
THAC0CritDam SMDam LRangeTypeSpeed
± + ± ± + ± ± + ±
+

Telepathy Sciences


    @@ -9832,7 +10455,7 @@ - @@ -9841,7 +10464,7 @@ - @@ -9850,12 +10473,13 @@ - -
    ± + ± ± + ± ± + ±

+
+

Psychokinesis Devotions


+

Psychokinesis Sciences



+

Psychoportive Devotions


+

Psychoportive Sciences



+

Psychometabolism Devotions


+

Psychometabolism Sciences



+

Clairsentient Devotions


+

Clairsentient Sciences



+

Metapsionic Devotions


+

Metapsionic Sciences



+

Attack Modes


+

Defense Modes



+

Psionic Strength Points

-
+ - - - - - + + + + + - + - + - + - + - + - + - + -
ValueCurrent/MaximumSpeedValueCurrent/MaximumSpeed
PSP:PSP: //
Temp PSP:Temp PSP: //
Stored PSP:Stored PSP: //
SpeedSpeed
+
-

+

Psionic Proficiencies


+

Psionics Storage


@@ -10322,15 +10945,15 @@

You can use + to denote different sources of bonuses.


-

Telepathy Devotions


+

Telepathy Devotions


- - - - - - + + + + + + @@ -10358,15 +10981,15 @@
Ability NameMThAC0
Adj.
MACMThAC0MacroPSP
Cost
Ability NameMThAC0
Adj.
MACMThAC0MacroPSP
Cost
-

Telepathy Sciences


+

Telepathy Sciences


- - - - - - + + + + + + @@ -10395,15 +11018,15 @@
Ability NameMThAC0
Adj.
MACMThAC0MacroPSP
Cost
Ability NameMThAC0
Adj.
MACMThAC0MacroPSP
Cost
-

Psychokinesis Devotions


+

Psychokinesis Devotions


- - - - - - + + + + + + @@ -10431,15 +11054,15 @@
Ability NameMThAC0
Adj.
MACMThAC0MacroPSP
Cost
Ability NameMThAC0
Adj.
MACMThAC0MacroPSP
Cost
-

Psychokinesis Sciences


+

Psychokinesis Sciences


- - - - - - + + + + + + @@ -10468,15 +11091,15 @@
Ability NameMThAC0
Adj.
MACMThAC0MacroPSP
Cost
Ability NameMThAC0
Adj.
MACMThAC0MacroPSP
Cost
-

Psychoportive Devotions


+

Psychoportive Devotions


- - - - - - + + + + + + @@ -10504,15 +11127,15 @@
Ability NameMThAC0
Adj.
MACMThAC0MacroPSP
Cost
Ability NameMThAC0
Adj.
MACMThAC0MacroPSP
Cost
-

Psychoportive Sciences


+

Psychoportive Sciences


- - - - - - + + + + + + @@ -10541,15 +11164,15 @@
Ability NameMThAC0
Adj.
MACMThAC0MacroPSP
Cost
Ability NameMThAC0
Adj.
MACMThAC0MacroPSP
Cost
-

Psychometabolism Devotions


+

Psychometabolism Devotions


- - - - - - + + + + + + @@ -10577,15 +11200,15 @@
Ability NameMThAC0
Adj.
MACMThAC0MacroPSP
Cost
Ability NameMThAC0
Adj.
MACMThAC0MacroPSP
Cost
-

Psychometabolism Sciences


+

Psychometabolism Sciences


- - - - - - + + + + + + @@ -10614,15 +11237,15 @@
Ability NameMThAC0
Adj.
MACMThAC0MacroPSP
Cost
Ability NameMThAC0
Adj.
MACMThAC0MacroPSP
Cost
-

Clairsentient Devotions


+

Clairsentient Devotions


- - - - - - + + + + + + @@ -10650,15 +11273,15 @@
Ability NameMThAC0
Adj.
MACMThAC0MacroPSP
Cost
Ability NameMThAC0
Adj.
MACMThAC0MacroPSP
Cost
-

Clairsentient Sciences


+

Clairsentient Sciences


- - - - - - + + + + + + @@ -10685,16 +11308,16 @@
Ability NameMThAC0
Adj.
MACMThAC0MacroPSP
Cost
Ability NameMThAC0
Adj.
MACMThAC0MacroPSP
Cost

-

Psionic Attack Modes


+

Psionic Attack Modes


- - - - - - - + + + + + + + @@ -10726,12 +11349,12 @@
Attack NameAttack
Speed
MThAC0
Adj.
MThAC0DamageMacroPSP
Cost
Attack NameAttack
Speed
MThAC0
Adj.
MThAC0DamageMacroPSP
Cost

-

Psionic Defense Modes


+

Psionic Defense Modes


- - - + + + @@ -10751,72 +11374,72 @@
Defense NameMacroPSP
Cost
Defense NameMacroPSP
Cost

Psionic Strength Points

-
+ - - - - - + + + + + - + - + - - + - + - + - + - + - + -
ValueCurrent/MaximumSpeedValueCurrent/MaximumSpeed
PSP:PSP: //
Temp PSP:Temp PSP: //
Stored PSP:Stored PSP: //
MACMAC //
+

Psionic NWP's

- +
- - - - -
± + ±
± + ±
± + ±
± + ±
± + ±
@@ -10824,13 +11447,13 @@


Gear


- +
- - - - - + + + + + @@ -10904,41 +11527,41 @@
DescriptionWeight# HeldValueLocationDescriptionWeight# HeldValueLocation

Notes



-
+
- - - - - - - + + + + + + + - +
NameACRaceLevelClassHP/MaxUnitsNameACRaceLevelClassHP/MaxUnits
 

/




Weapons


- +
- - - - - - - - - - - + + + + + + + + + + + @@ -11019,7 +11642,7 @@ - @@ -11028,7 +11651,7 @@ - @@ -11037,12 +11660,12 @@ - -
Weapon Name# of
Strikes
Attack
Adj.
Dam
Adj.
THAC0CritDam SMDam LRangeTypeSpeedWeapon Name# of
Strikes
Attack
Adj.
Dam
Adj.
THAC0CritDam SMDam LRangeTypeSpeed
± + ± ± + ± ± + ±
+

Telepathy Sciences



+

Psychokinesis Devotions


    @@ -11082,7 +11705,7 @@ - ± + ± @@ -11091,7 +11714,7 @@ - ± + ± @@ -11100,12 +11723,12 @@ - ± + ± -
+

Psychokinesis Sciences



+

Psychoportive Devotions


    @@ -11145,7 +11768,7 @@ - ± + ± @@ -11154,7 +11777,7 @@ - ± + ± @@ -11163,12 +11786,12 @@ - ± + ± -
+

Psychoportive Sciences



+

Psychometabolism Devotions


    @@ -11208,7 +11831,7 @@ - ± + ± @@ -11217,7 +11840,7 @@ - ± + ± @@ -11226,12 +11849,12 @@ - ± + ± -
+

Psychometabolism Sciences



+

Clairsentient Devotions


    @@ -11271,7 +11894,7 @@ - ± + ± @@ -11280,7 +11903,7 @@ - ± + ± @@ -11289,12 +11912,12 @@ - ± + ± -
+

Clairsentient Sciences



+

Metapsionic Devotions


    @@ -11334,7 +11957,7 @@ - ± + ± @@ -11343,7 +11966,7 @@ - ± + ± @@ -11352,12 +11975,12 @@ - ± + ± -
+

Metapsionic Sciences



+

Attack Modes


    @@ -11397,7 +12020,7 @@ - ± + ± @@ -11406,7 +12029,7 @@ - ± + ± @@ -11415,13 +12038,12 @@ - ± + ± - -
+

Defense Modes



+

Psionic Strength Points

-
+ - - - - - + + + + + - + - + - + - + - + - + - + -
ValueCurrent/MaximumSpeedValueCurrent/MaximumSpeed
PSP:PSP: //
Temp PSP:Temp PSP: //
Stored PSP:Stored PSP: //
SpeedSpeed
+
-

+

Psionic Proficiencies


    - - - - - -
    ± + ±
    ± + ±
    ± + ±
    ± + ±
    ± + ±
+

Psionics Storage


@@ -11538,15 +12160,15 @@

Advanced Psionics

-

Telepathy Devotions


+

Telepathy Devotions


- - - - - - + + + + + + @@ -11574,15 +12196,15 @@
Ability NameMThAC0
Adj.
MACMThAC0MacroPSP
Cost
Ability NameMThAC0
Adj.
MACMThAC0MacroPSP
Cost
-

Telepathy Sciences


+

Telepathy Sciences


- - - - - - + + + + + + @@ -11611,15 +12233,15 @@
Ability NameMThAC0
Adj.
MACMThAC0MacroPSP
Cost
Ability NameMThAC0
Adj.
MACMThAC0MacroPSP
Cost
-

Psychokinesis Devotions


+

Psychokinesis Devotions


- - - - - - + + + + + + @@ -11647,15 +12269,15 @@
Ability NameMThAC0
Adj.
MACMThAC0MacroPSP
Cost
Ability NameMThAC0
Adj.
MACMThAC0MacroPSP
Cost
-

Psychokinesis Sciences


+

Psychokinesis Sciences


- - - - - - + + + + + + @@ -11684,15 +12306,15 @@
Ability NameMThAC0
Adj.
MACMThAC0MacroPSP
Cost
Ability NameMThAC0
Adj.
MACMThAC0MacroPSP
Cost
-

Psychoportive Devotions


+

Psychoportive Devotions


- - - - - - + + + + + + @@ -11720,15 +12342,15 @@
Ability NameMThAC0
Adj.
MACMThAC0MacroPSP
Cost
Ability NameMThAC0
Adj.
MACMThAC0MacroPSP
Cost
-

Psychoportive Sciences


+

Psychoportive Sciences


- - - - - - + + + + + + @@ -11757,15 +12379,15 @@
Ability NameMThAC0
Adj.
MACMThAC0MacroPSP
Cost
Ability NameMThAC0
Adj.
MACMThAC0MacroPSP
Cost
-

Psychometabolism Devotions


+

Psychometabolism Devotions


- - - - - - + + + + + + @@ -11793,15 +12415,15 @@
Ability NameMThAC0
Adj.
MACMThAC0MacroPSP
Cost
Ability NameMThAC0
Adj.
MACMThAC0MacroPSP
Cost
-

Psychometabolism Sciences


+

Psychometabolism Sciences


- - - - - - + + + + + + @@ -11830,15 +12452,15 @@
Ability NameMThAC0
Adj.
MACMThAC0MacroPSP
Cost
Ability NameMThAC0
Adj.
MACMThAC0MacroPSP
Cost
-

Clairsentient Devotions


+

Clairsentient Devotions


- - - - - - + + + + + + @@ -11866,15 +12488,15 @@
Ability NameMThAC0
Adj.
MACMThAC0MacroPSP
Cost
Ability NameMThAC0
Adj.
MACMThAC0MacroPSP
Cost
-

Clairsentient Sciences


+

Clairsentient Sciences


- - - - - - + + + + + + @@ -11901,16 +12523,16 @@
Ability NameMThAC0
Adj.
MACMThAC0MacroPSP
Cost
Ability NameMThAC0
Adj.
MACMThAC0MacroPSP
Cost

-

Psionic Attack Modes


+

Psionic Attack Modes


- - - - - - - + + + + + + + @@ -11942,12 +12564,12 @@
Attack NameAttack
Speed
MThAC0
Adj.
MThAC0DamageMacroPSP
Cost
Attack NameAttack
Speed
MThAC0
Adj.
MThAC0DamageMacroPSP
Cost

-

Psionic Defense Modes


+

Psionic Defense Modes


- - - + + + @@ -11967,72 +12589,72 @@
Defense NameMacroPSP
Cost
Defense NameMacroPSP
Cost

Psionic Strength Points

-
+ - - - - - + + + + + - + - + - - + - + - + - + - + - + -
ValueCurrent/MaximumSpeedValueCurrent/MaximumSpeed
PSP:PSP: //
Temp PSP:Temp PSP: //
Stored PSP:Stored PSP: //
MACMAC //
+

Psionic NWP's

- +
- - - - -
± + ±
± + ±
± + ±
± + ±
± + ±
@@ -12040,13 +12662,13 @@


Gear


- +
- - - - - + + + + + @@ -12125,42 +12747,42 @@

-

Animal Familiars, Followers and Beasts of Burden



Familiar


DescriptionWeight# HeldValueLocationDescriptionWeight# HeldValueLocation
+

Animal Familiars, Followers and Beasts of Burden



Familiar


- - - - - + + + + + - +
NameACRaceLevelHP/MaxNameACRaceLevelHP/Max
 

/




Weapons


- +
- - - - - - - - - - - + + + + + + + + + + + - + @@ -12173,7 +12795,7 @@ - + @@ -12186,7 +12808,7 @@ - + @@ -12525,13 +13147,13 @@

Gear


-
Weapon Name# of
Strikes
Attack
Adj.
Dam
Adj.
THAC0CritDam SMDam LRangeTypeSpeedWeapon Name# of
Strikes
Attack
Adj.
Dam
Adj.
THAC0CritDam SMDam LRangeTypeSpeed
+
- - - - - + + + + + @@ -12605,38 +13227,38 @@
DescriptionWeight# HeldValueLocationDescriptionWeight# HeldValueLocation

Notes


-
+
- - - - - - + + + + + + - +
NameACRaceLevelHP/MaxUnitsNameACRaceLevelHP/MaxUnits
 

/



-

Weapons


+

Weapons


- - - - - - - - - - - + + + + + + + + + + + @@ -12763,13 +13385,13 @@
Weapon Name# of
Strikes
Attack
Adj.
Dam
Adj.
THAC0CritDam SMDam LRangeTypeSpeedWeapon Name# of
Strikes
Attack
Adj.
Dam
Adj.
THAC0CritDam SMDam LRangeTypeSpeed


-

Gear


+

Gear


- - - - - + + + + + @@ -12856,13 +13478,13 @@
-
DescriptionWeight# HeldValueLocationDescriptionWeight# HeldValueLocation
+




- +




@@ -12874,9 +13496,9 @@

Monster Info


Name:                

       - -
+
+
@@ -12902,10 +13524,10 @@

Climate/Terrain:

- - +

No. Appearing:

+ - + @@ -12952,12 +13574,13 @@

Combat


Habitat/Society


Ecology



- +

Variants

-
+
+
@@ -12990,7 +13613,7 @@

No. Appearing:

Special Attacks:

Special Defenses:

Special Defenses:

Magic Resistance:

%

Size:

Morale:

- + @@ -13004,7 +13627,7 @@       - +

No. Appearing:

Special Attacks:

Special Defenses:

Special Defenses:

Magic Resistance:

%

Size:

Morale:

  
@@ -13037,7 +13660,8 @@

Combat


Habitat/Society


Ecology



- + + @@ -15816,7 +16440,7 @@ on('change:repeating_gem6 remove:repeating_gem6', function(){ .execute(); }); var sheetName = 'AD&D 2E Revised'; -var sheetVersion = '2.8.53'; +var sheetVersion = '3.0.06'; on('sheet:opened', function(){ getAttrs(['character_sheet'],function(attrs){ diff --git a/AD&D 2E Revised/2EStyle.css b/AD&D 2E Revised/2EStyle.css index 651ec16334..3525755f8e 100644 --- a/AD&D 2E Revised/2EStyle.css +++ b/AD&D 2E Revised/2EStyle.css @@ -22,33 +22,17 @@ display: inline-block; width: 72px; } -.charsheet input.sheet-attr { +.charsheet input.sheet-mintext { display: inline-block; - width: 80px; -} -.charsheet input.sheet-short { - display: inline-block; - width: 3.5em; -} -.charsheet input.sheet-shortish { - display: inline-block; - width: 4.1em; -} -.charsheet input.sheet-min { - display: inline-block; - width: 2.7em; + width: 74px; } .charsheet input.sheet-madtext { display: inline-block; width: 79px; } -.charsheet input.sheet-fill { +.charsheet input.sheet-attr { display: inline-block; - width: 106px; -} -.charsheet input.sheet-mintext { - display: inline-block; - width: 74px; + width: 80px; } .charsheet input.sheet-midtext { display: inline-block; @@ -58,14 +42,22 @@ display: inline-block; width: 100px; } +.charsheet input.sheet-fill { + display: inline-block; + width: 106px; +} +.charsheet input.sheet-medium { + display: inline-block; + width: 115px; +} +.charsheet input.sheet-rogue { + display: inline-block; + width: 120px; +} .charsheet input.sheet-middle { display: inline-block; width: 138px; } -.charsheet input.sheet-medium { - display: inline-block; - width: 115px; -} .charsheet input.sheet-display { display: inline-block; width: 150px; @@ -78,10 +70,6 @@ display: inline-block; width: 200px; } -.charsheet input.sheet-rogue { - display: inline-block; - width: 120px; -} .charsheet input.sheet-spell { display: inline-block; width: 215px; @@ -90,6 +78,31 @@ display: inline-block; width: 400px; } +.charsheet input.sheet-min { + display: inline-block; + width: 2.5em; +} +.charsheet input.sheet-short { + display: inline-block; + width: 3.5em; +} +.charsheet input.sheet-shortish { + display: inline-block; + width: 4.1em; +} + +.charsheet select.sheet-table-dynamic, +.charsheet input.sheet-table-dynamic { + display: inline-block; + width: 0; + min-width: 100%; + box-sizing: border-box; +} + +.charsheet select.sheet-table-dynamic { + margin: 0; +} + .charsheet input[type="number"].sheet-tiny { display: inline-block; width: 23px; @@ -100,24 +113,25 @@ input[type="number"].sheet-nobut::-webkit-inner-spin-button { -webkit-appearance: none; } -.charsheet input.sheet-tiny { - display: inline-block; - width: 20px; -} + .charsheet select.sheet-small { display: inline-block; - width: 29px; + margin: 0 0; + width: 30px; } .charsheet select.sheet-short { display: inline-block; - margin: 0px 0px; - width: 4em; + margin: 0 0; + width: 3.5em; } .charsheet select.sheet-mintext { display: inline-block; - margin: 0px 0px; + margin: 0 0; width: 74px; } + + + input.sheet-arrow { float: left; @@ -130,7 +144,7 @@ input.sheet-arrow:checked ~ div.sheet-body .charsheet input[type="checkbox"].left { float: left; - margin: 5px 0px; + margin: 5px 0; width: 2px; } @@ -140,13 +154,15 @@ input.sheet-tab:not(:first-child)::before } .charsheet textarea { - text-overflow: scroll; + overflow: auto; } /* Fake checkbox */ +label input[type="radio"] + span::before, input[type="checkbox"] + span::before { content: ""; + cursor: pointer; width: 14px; height: 14px; font-size: 12px; @@ -155,14 +171,18 @@ input[type="checkbox"] + span::before -webkit-border-radius: 3px; border-radius: 3px; } + +input[type="radio"] + span::before, input[type="checkbox"] + span::before { margin-right: 4px; + margin-left: 4px; border: solid 1px #a8a8a8; line-height: 14px; text-align: center; display: inline-block; vertical-align: middle; + font-weight: normal; -moz-box-shadow: 0 0 2px #ccc; -webkit-box-shadow: 0 0 2px #ccc; @@ -176,32 +196,12 @@ input[type="checkbox"] + span::before background: radial-gradient(#f6f6f6, #dfdfdf); } +label input[type="radio"]:checked + span::before, input[type="checkbox"]:checked + span::before { content: "✓"; } -input[type="radio"] + span::before -{ - margin-right: 4px; - border: solid 1px #a8a8a8; - line-height: 14px; - text-align: center; - display: inline-block; - vertical-align: middle; - - -moz-box-shadow: 0 0 2px #ccc; - -webkit-box-shadow: 0 0 2px #ccc; - box-shadow: 0 0 2px #ccc; - - background: #f6f6f6; - background: -moz-radial-gradient(#f6f6f6, #dfdfdf); - background: -webkit-radial-gradient(#f6f6f6, #dfdfdf); - background: -ms-radial-gradient(#f6f6f6, #dfdfdf); - background: -o-radial-gradient(#f6f6f6, #dfdfdf); - background: radial-gradient(#f6f6f6, #dfdfdf); -} - div[class^="sheet-section"] { display: block; } @@ -275,8 +275,8 @@ div[class^="sheet-section"] { .charsheet input.sheet-tab67:checked ~ div.sheet-section-psionics-standard-repeat, .charsheet input.sheet-tab68:checked ~ div.sheet-section-psionics-advanced-repeat, .charsheet input.sheet-tab69:checked ~ div.sheet-section-granted-powers, -.charsheet input.sheet-tab70:checked ~ div.sheet-section-weapon-melee, -.charsheet input.sheet-tab71:checked ~ div.sheet-section-weapon-ranged, +.charsheet input.sheet-tab70:checked ~ div.sheet-section-weapon-standard-melee, +.charsheet input.sheet-tab71:checked ~ div.sheet-section-weapon-standard-ranged, .charsheet input.sheet-tab72:checked ~ div.sheet-section-movement-mount, .charsheet input.sheet-tab73:checked ~ div.sheet-section-character-info-details, .charsheet input.sheet-tab74:checked ~ div.sheet-section-character-info-tracker, @@ -285,7 +285,11 @@ div[class^="sheet-section"] { .charsheet input.sheet-tab77:checked ~ div.sheet-section-movement-barbarian, .charsheet input.sheet-tab78:checked ~ div.sheet-section-attributes-dream, .charsheet input.sheet-tab79:checked ~ div.sheet-section-movement-swimming, -.charsheet input.sheet-tab80:checked ~ div.sheet-section-movement-flying { +.charsheet input.sheet-tab80:checked ~ div.sheet-section-movement-flying, +.charsheet input.sheet-tab81:checked ~ div.sheet-section-weapon-standard, +.charsheet input.sheet-tab82:checked ~ div.sheet-section-weapon-player-option, +.charsheet input.sheet-tab83:checked ~ div.sheet-section-weapon-player-option-melee, +.charsheet input.sheet-tab84:checked ~ div.sheet-section-weapon-player-option-ranged { display: block; } @@ -398,7 +402,11 @@ div[class^="sheet-section"] { .charsheet input.sheet-tab77:checked + span.sheet-tab77, .charsheet input.sheet-tab78:checked + span.sheet-tab78, .charsheet input.sheet-tab79:checked + span.sheet-tab79, -.charsheet input.sheet-tab80:checked + span.sheet-tab80 { +.charsheet input.sheet-tab80:checked + span.sheet-tab80, +.charsheet input.sheet-tab81:checked + span.sheet-tab81, +.charsheet input.sheet-tab82:checked + span.sheet-tab82, +.charsheet input.sheet-tab83:checked + span.sheet-tab83, +.charsheet input.sheet-tab84:checked + span.sheet-tab84 { display: inline-table; background: #ab8b57; color: white; @@ -408,7 +416,7 @@ div[class^="sheet-section"] { input[type="radio"] { opacity: 0; - width: 120; + width: 120px; height: 30px; position: absolute; cursor: pointer; @@ -448,18 +456,19 @@ input.sheet-tab + span::before } label { + position: relative; display:inline; - font-size:.8125rem; + font-size: 12px; line-height:1em; - margin:0px 0px 0px 0px; - padding:0px 0px 0px 0px; + margin: 0 0 0 0; + padding: 0 0 0 0; } -h2,h3,h4,h5,h6,h7,h8,h9 { +h2,h3,h4,h5,h6 { line-height:1em; margin:inherit; display:inline; - font-family: Arial; + font-family: Arial, sans-serif; font-size:.8125rem; color: #000; } @@ -469,9 +478,9 @@ h1 { width: 100%; background-color: #FFF; color: #000; - padding:.2em 0em 0em 0em; + padding:.2em 0 0 0; min-height: 1em; - margin:0px 0px .5em 0px; + margin: 0 0 .5em 0; font-size:.8125rem; line-height:1.4em; display:block; @@ -480,7 +489,7 @@ h1 { .sheet-small-label1 { display: inline-block; - padding: .5em .07em 0em .07em; + padding: .5em .07em 0 .07em; margin: .75rem .4em 1.125rem .4em; height: 1.85em; width: 72px; @@ -495,7 +504,7 @@ h1 { } .sheet-small-label1 span { - padding: .5em .07em 0em .07em; + padding: .5em .07em 0 .07em; text-align:center; font-size: .85em; font-style: italic; @@ -506,7 +515,7 @@ h1 { -moz-margin-end:-2px; } .sheet-small-label1 input::-moz-focus-inner { - padding:0px; + padding: 0; } .sheet-small-label1 select { margin-top:-2px; @@ -515,7 +524,7 @@ h1 { } .sheet-small-label2 { display: inline-block; - padding: .5em .07em 0em .07em; + padding: .5em .07em 0 .07em; margin: .75rem .4em 1.125rem .4em; height: 1.85em; width: 63px; @@ -530,7 +539,7 @@ h1 { } .sheet-small-label2 span { - padding: .5em .07em 0em .07em; + padding: .5em .07em 0 .07em; text-align:center; font-size: .85em; font-style: italic; @@ -541,7 +550,7 @@ h1 { -moz-margin-end:-2px; } .sheet-small-label2 input::-moz-focus-inner { - padding:0px; + padding: 0; } .sheet-small-label2 select { margin-top:-2px; @@ -550,7 +559,7 @@ h1 { } .sheet-small-label3 { display: inline-block; - padding: .5em .07em 0em .07em; + padding: .5em .07em 0 .07em; margin: .75rem .4em 1.125rem .4em; height: 1.85em; width: 85px; @@ -565,7 +574,7 @@ h1 { } .sheet-small-label3 span { - padding: .5em .07em 0em .07em; + padding: .5em .07em 0 .07em; text-align:center; font-size: .85em; font-style: italic; @@ -576,7 +585,7 @@ h1 { -moz-margin-end:-2px; } .sheet-small-label3 input::-moz-focus-inner { - padding:0px; + padding: 0; } .sheet-small-label3 select { margin-top:-2px; @@ -585,7 +594,7 @@ h1 { } .sheet-small-label4 { display: inline-block; - padding: .5em .07em 0em .07em; + padding: .5em .07em 0 .07em; margin: .75rem .4em 1.125rem .4em; height: 1.85em; width: 67px; @@ -600,7 +609,7 @@ h1 { } .sheet-small-label4 span { - padding: .5em .07em 0em .07em; + padding: .5em .07em 0 .07em; text-align:center; font-size: .85em; font-style: italic; @@ -611,7 +620,7 @@ h1 { -moz-margin-end:-2px; } .sheet-small-label4 input::-moz-focus-inner { - padding:0px; + padding: 0; } .sheet-small-label4 select { margin-top:-2px; @@ -620,7 +629,7 @@ h1 { } .sheet-small-label5 { display: inline-block; - padding: .5em .07em 0em .07em; + padding: .5em .07em 0 .07em; margin: .75rem .4em 1.125rem .4em; height: 1.85em; width: 105px; @@ -635,7 +644,7 @@ h1 { } .sheet-small-label5 span { - padding: .5em .07em 0em .07em; + padding: .5em .07em 0 .07em; text-align:center; font-size: .85em; font-style: italic; @@ -646,7 +655,7 @@ h1 { -moz-margin-end:-2px; } .sheet-small-label5 input::-moz-focus-inner { - padding:0px; + padding: 0; } .sheet-small-label5 select { margin-top:-2px; @@ -655,7 +664,7 @@ h1 { } .sheet-small-label6 { display: inline-block; - padding: .5em .07em 0em .07em; + padding: .5em .07em 0 .07em; margin: .75rem .4em 1.125rem .4em; height: 1.85em; width: 75px; @@ -670,7 +679,7 @@ h1 { } .sheet-small-label6 span { - padding: .5em .07em 0em .07em; + padding: .5em .07em 0 .07em; text-align:center; font-size: .85em; font-style: italic; @@ -681,7 +690,7 @@ h1 { -moz-margin-end:-2px; } .sheet-small-label6 input::-moz-focus-inner { - padding:0px; + padding: 0; } .sheet-small-label6 select { margin-top:-2px; @@ -690,7 +699,7 @@ h1 { } .sheet-small-label7 { display: inline-block; - padding: .5em .07em 0em .07em; + padding: .5em .07em 0 .07em; margin: .75rem .4em 1.125rem .4em; height: 1.85em; width: 125px; @@ -705,7 +714,7 @@ h1 { } .sheet-small-label7 span { - padding: .5em .07em 0em .07em; + padding: .5em .07em 0 .07em; text-align:center; font-size: .85em; font-style: italic; @@ -716,7 +725,7 @@ h1 { -moz-margin-end:-2px; } .sheet-small-label7 input::-moz-focus-inner { - padding:0px; + padding: 0; } .sheet-small-label7 select { margin-top:-2px; @@ -727,10 +736,11 @@ h1 { button { background-color: #7C0303; } -button:hover, { + +.charsheet, +.charsheet button:hover { background-image: url("http://www.commentnation.com/backgrounds/images/parchment_paper_seamless_pattern.jpg"); } -button:active /*/ Styles for 2ESheet rolltemplates /*/ @@ -751,13 +761,13 @@ button:active .sheet-rolltemplate-2Esave th.sheet-template-title1 { font-size: 12pt; font-weight: bold; - font-family: "verdana", "tahoma", "ariel"; + font-family: "verdana", "tahoma", "ariel", sans-serif; text-align: center; color: white; border: none; padding: 2px; - margin: 0px; - background-color: none; + margin: 0; + background-color: transparent; } .sheet-rolltemplate-2Edefault th.sheet-template-title2, @@ -767,13 +777,13 @@ button:active .sheet-rolltemplate-2Esave th.sheet-template-title2 { font-size: 12pt; font-weight: bold; - font-family: "verdana", "tahoma", "ariel"; + font-family: "verdana", "tahoma", "ariel", sans-serif; text-align: center; color: black; border: none; padding: 2px; - margin: 0px; - background-color: none; + margin: 0; + background-color: transparent; } .sheet-rolltemplate-2Edefault th.sheet-template-subtitle1, @@ -784,13 +794,13 @@ button:active font-size: 8pt; font-weight: normal; font-style: italic; - font-family: "verdana", "tahoma", "ariel"; + font-family: "verdana", "tahoma", "ariel", sans-serif; text-align: center; color: white; border: none; padding: 1px; - margin: 0px; - background-color: none; + margin: 0; + background-color: transparent; } .sheet-rolltemplate-2Edefault th.sheet-template-subtitle2, @@ -801,13 +811,13 @@ button:active font-size: 8pt; font-style: italic; font-weight: normal; - font-family: "verdana", "tahoma", "ariel"; + font-family: "verdana", "tahoma", "ariel", sans-serif; text-align: center; color: black; border: none; padding: 1px; - margin: 0px; - background-color: none; + margin: 0; + background-color: transparent; } .sheet-rolltemplate-2Edefault table, @@ -852,9 +862,8 @@ button:active border: 1px solid #000000; border-top-right-radius: 8px; border-top-left-radius: 8px; - padding: 3px; - padding-top: 5px; - margin-bottom: 0px; + padding: 5px 3px 3px; + margin-bottom: 0; } /*/ Styles for the 2Edefault Template /*/ @@ -868,32 +877,32 @@ button:active text-transform: capitalize; color: #000000; text-align: center; - font-family: "verdana"; + font-family: "verdana", sans-serif; border: 1px solid black; border-right: none; padding: 4px; - margin: 0px; + margin: 0; } .sheet-rolltemplate-2Edefault td.sheet-default-c2 { font-size: 10pt; color: #000000; text-align: center; - font-family: "verdana"; + font-family: "verdana", sans-serif; border: 1px solid black; border-left: none; padding: 4px; - margin: 0px; + margin: 0; } .sheet-rolltemplate-2Edefault td.sheet-default-c3 { font-size: 9pt; color: #000000; text-align: left; - font-family: "verdana"; + font-family: "verdana", sans-serif; border: 1px solid black; padding: 4px; - margin: 0px; + margin: 0; } @@ -948,7 +957,7 @@ button:active font-size: 12pt; font-weight: bold; font-style: italic; - font-family: "verdana", "tahoma", "ariel"; + font-family: "verdana", "tahoma", "ariel", sans-serif; color: #ffffff; } @@ -963,7 +972,7 @@ button:active font-size: 12pt; font-weight: bold; font-style: italic; - font-family: "verdana", "tahoma", "ariel"; + font-family: "verdana", "tahoma", "ariel", sans-serif; color: #ffffff; } @@ -1006,10 +1015,10 @@ button:active font-size: 10pt; color: #000000; text-align: center; - font-family: "verdana"; + font-family: "verdana", sans-serif; border: 1px solid black; padding: 4px; - margin: 0px; + margin: 0; width: 50%; } @@ -1018,17 +1027,17 @@ button:active font-weight: bold; color: #000000; text-align: center; - font-family: "verdana"; + font-family: "verdana", sans-serif; } .sheet-rolltemplate-2Espell td.sheet-spell-c2 { font-size: 9pt; color: #000000; text-align: left; - font-family: "verdana"; + font-family: "verdana", sans-serif; border: 1px solid black; padding: 3px; - margin: 0px; + margin: 0; } /*/ Styles for the 2Esave Template /*/ @@ -1042,10 +1051,10 @@ button:active text-transform: capitalize; color: #000000; text-align: center; - font-family: "verdana"; + font-family: "verdana", sans-serif; border: none; padding: 4px; - margin: 0px; + margin: 0; } .sheet-rolltemplate-2Esave td.sheet-save-c2 { @@ -1053,10 +1062,10 @@ button:active font-weight: bold; text-transform: capitalize; text-align: center; - font-family: "verdana"; + font-family: "verdana", sans-serif; border: none; padding: 4px; - margin: 0px; + margin: 0; } .sheet-rolltemplate-2Esave td.sheet-save-c3 { @@ -1065,11 +1074,11 @@ button:active font-size: 12pt; font-weight: bold; font-style: italic; - font-family: "verdana"; + font-family: "verdana", sans-serif; text-align: center; color: #ffffff; padding: 4px; - margin: 0px; + margin: 0; } .sheet-rolltemplate-2Esave td.sheet-save-c4 { @@ -1078,11 +1087,11 @@ button:active font-size: 12pt; font-weight: bold; font-style: italic; - font-family: "verdana"; + font-family: "verdana", sans-serif; text-align: center; color: #ffffff; padding: 4px; - margin: 0px; + margin: 0; } .sheet-rolltemplate-2Echeck div.sheet-check-head { @@ -1095,10 +1104,10 @@ button:active text-transform: capitalize; color: #000000; text-align: center; - font-family: "verdana"; + font-family: "verdana", sans-serif; border: none; padding: 4px; - margin: 0px; + margin: 0; } .sheet-rolltemplate-2Echeck td.sheet-check-c2 { @@ -1106,10 +1115,10 @@ button:active font-weight: bold; text-transform: capitalize; text-align: center; - font-family: "verdana"; + font-family: "verdana", sans-serif; border: none; padding: 4px; - margin: 0px; + margin: 0; } .sheet-rolltemplate-2Echeck td.sheet-check-c3 { @@ -1118,11 +1127,11 @@ button:active font-size: 12pt; font-weight: bold; font-style: italic; - font-family: "verdana"; + font-family: "verdana", sans-serif; text-align: center; color: #ffffff; padding: 4px; - margin: 0px; + margin: 0; } .sheet-rolltemplate-2Echeck td.sheet-check-c4 { @@ -1131,27 +1140,60 @@ button:active font-size: 12pt; font-weight: bold; font-style: italic; - font-family: "verdana"; + font-family: "verdana", sans-serif; text-align: center; color: #ffffff; padding: 4px; - margin: 0px; + margin: 0; } -th.sheet-default-header { +table.sheet-default-header-even-row tr:nth-child(even), +table.sheet-default-header-odd-row tr:nth-child(odd), +table.sheet-default-header-every-third-row tr:nth-child(3n+1), +table.sheet-default-header-first-column td:first-child, +table.sheet-default-header-first-column th:first-child, +.sheet-default-header { background-color: #7C0303; color: #FFF; font-family: Arial, sans-serif; font-weight: bold; - vertical-align: middle; } .sheet-centering, -.sheet-centering-padding-left { +.sheet-centering-padding { text-align: center; vertical-align: middle; } -.sheet-centering-padding-left { - padding-left: 5px; +.sheet-centering-padding { + padding-left: 2px; + padding-right: 2px; +} + +.sheet-table-rogue { + color: #FFF; + font-family: Arial, + sans-serif; font-weight: bold; +} + +label input[type="radio"], +label input[type="checkbox"] { + position: absolute; + width: 100%; + height: 100%; + opacity: 0; + left: 0; + top: 0; + margin: 0; +} + +table { + border-collapse: collapse; + border-spacing: 0; +} + +td, +th { + text-align: inherit; + padding-left: inherit; } \ No newline at end of file diff --git a/AD&D 2E Revised/readme.md b/AD&D 2E Revised/readme.md index 26b6d16b8c..7e0df659e5 100644 --- a/AD&D 2E Revised/readme.md +++ b/AD&D 2E Revised/readme.md @@ -1,10 +1,16 @@ +# Message from Peter B. (2020): +I have continued work on this sheet and the below mention HTML and CSS is therefore invalid as progress has continued without its usage. +My work has been based on the last stable version, v. 2.8.53, which was live on Roll20. I have started my versioning from v. 3.0.00 + +Follow my development here: https://app.roll20.net/forum/permalink/8602806/ + +# Message from Seth (08/09/2017): Ok guys, it's going to be along time before I push another update to Roll20. That being said, if you absolutely must have the latest copy of this sheet: -You can find it here HTML > https://gist.github.com/Project462/87b342d835a25dfbe88ce2dd775822cf < -And here CSS > https://gist.github.com/Project462/76da3d8a4c31af75aaefe73ef68c6c8a < +You can find it here HTML > ~~https://gist.github.com/Project462/87b342d835a25dfbe88ce2dd775822cf~~ < + +And here CSS > ~~https://gist.github.com/Project462/76da3d8a4c31af75aaefe73ef68c6c8a~~ < These will be updated about once a week, so keep checking back. I'll update the versioning too to reflect differences. -**NOTE** This HTMl is unstable and not considered functional at this time. It does have a bunch of cool features, but it should not be used without serious modification. If you don't know how to do that, be patient is all I can ask. - -This readme was last updated on 08/09/2017. +**NOTE** This HTMl is unstable and not considered functional at this time. It does have a bunch of cool features, but it should not be used without serious modification. If you don't know how to do that, be patient is all I can ask. \ No newline at end of file diff --git a/AD&D 2E Revised/sheet.json b/AD&D 2E Revised/sheet.json index 52c66d35fc..b1cc3d81c9 100644 --- a/AD&D 2E Revised/sheet.json +++ b/AD&D 2E Revised/sheet.json @@ -1,8 +1,8 @@ { "html": "2ESheet.html", "css": "2EStyle.css", - "authors": "Seth", + "authors": "Seth, Peter B.", "preview": "2EPreview.png", - "roll20userid": "2569950", - "instructions": "This sheet supports Advanced Dungeons and Dragons 2nd Edition Revised for both Player Characters and Monsters. This sheet has full integration for macro support within many fields of the sheet. Many fields are now auto-calculating fields. Please update these trackers by changing a quantity value and then changing it back. If in need of assistance or to report a bug, please send a message to https://app.roll20.net/users/2569950/Seth and I will be happy to assist you. Current Sheet Version 2.8.53" + "roll20userid": "2569950, 5062881", + "instructions": "#Message from current Author Peter B.(2020)\rThe sheet has been updated with more options for players to choose between rule sets such as the standard rule set from the Player's Handbook and the additional material from the Player's Option.\rFor any future development request please send a message to https://app.roll20.net/users/5062881/peter-b.\rCurrent follow development here: https://app.roll20.net/forum/permalink/8602806/\r\r#Message from Original Author Seth (2017)\rThis sheet supports Advanced Dungeons and Dragons 2nd Edition Revised for both Player Characters and Monsters. This sheet has full integration for macro support within many fields of the sheet. Many fields are now auto-calculating fields. Please update these trackers by changing a quantity value and then changing it back." } diff --git a/ADnD_1E/1ESheet.css b/ADnD_1E/1ESheet.css index 71d457414c..b38ad41b88 100644 --- a/ADnD_1E/1ESheet.css +++ b/ADnD_1E/1ESheet.css @@ -8,14 +8,123 @@ div.sheet-abilities tr td:nth-child(2) input.sheet-input-small {width: 50%;} .sheet-useBackground input[value="1"]:checked ~ .sheet-background { background-image:none; background-color:white;} .sheet-useBackground input[value="2"]:checked ~ .sheet-background { background-image:url("https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/ADnD_1E/images/back.jpg"); background-size: cover; background-position: center top;} -.sheet-table {display:table; width:100%;} -.sheet-table-row {display: table-row; width:100%;} +/* converting from tables */ +.sheet-table { + justify-content: center; + width: 100%; +} + +.sheet-table-row { + display: flex; + width: 100%; + line-height: 1em; +} + +.sheet-table-row span { + margin: 0 2px 0 2px; +} + .sheet-data {display:table-cell; vertical-align:bottom;} .sheet-left {text-align:left;} .sheet-right {text-align:right;} .sheet-center {text-align:center;} .sheet-border {border:1px solid gray; border-radius:10px; border-collapse:separate; margin: 2px 0 2px 0; padding: 2px;} +div span.sheet-input textarea.sheet-macro-text-short { + width: 100%; + height: 1em; + margin: 0 0 0 2px; +} +span.sheet-input-sm { + width: 6em; +} + +span.sheet-input-sm1 { + width: 10em; +} + +span.sheet-input-med { + width: 12em; +} + +span.sheet-input-med1 { + width: 16em; +} + +span.sheet-input-long { + width: 30em; +} + +.sheet-input-select { + width: 100%; + margin: 0; + padding: 3px 0 0 9px; + height: 1.85em; +} + +/* Spell tabs */ +div.sheet-spell-display { + display:none; +} +input.sheet-toggle-show[value="1"] ~ div.sheet-spell-display { + display: inherit; +} + +.sheet-spell-tabs { + display: flex; + justify-content: space-around; + width: 99%; + padding: 0 0px 0 3px; + margin: -1px 0 5px 0; + border-bottom: 1px solid #767471; +} + +span.sheet-tab { + width: 9%; + height: 1.75em; + display: inline-block; + border: 1px solid #5a5957; + border-top-left-radius: 10px; + border-top-right-radius: 10px; + text-align: center; + background-color: rgba(148, 148, 148, 0.5); + color: #ffffff; +} + +input[type="radio"].sheet-tab-hidden + span.sheet-tab::before { + display: none; +} + +input[type="radio"].sheet-tab-hidden:not(:checked) + span.sheet-tab { + color: #ffffff; + background-color: #1f1f1f; +} + +input[type="radio"].sheet-tab-hidden:not(:checked):hover + span.sheet-tab { + background-color: #333333; + height: 2em; + margin: -3px 0 0 0; +} + +input[type="radio"].sheet-tab-hidden:checked + span.sheet-tab { + background-color: white; + color: #000; + font-weight: bold; + height: 2em; + margin: -4px 0 0 0; + box-shadow: 2px 1px 5px #000; + z-index: 1; +} + +div.sheet-spell-tabs > input.sheet-tab-hidden { + opacity: 0; + position: relative; + margin: 0 -5em 0 0em; + width: 8%; + height: 1.2em; + z-index: 1; +} + table, tr {width:100%;} table, tr, td {font-size:12px; font-weight:bold;} @@ -26,7 +135,7 @@ input {border:1px transparent; border-bottom:1px solid; background-color:transpa input[disabled], select[disabled], textarea[disabled], input[readonly] {cursor:not-allowed; background-color:rgba(245, 245, 245, 0.85);} select {background-color:transparent;} - + button[type=roll].sheet-button {font-size:1em; line-height:1.5em; white-space:nowrap;} .sheet-header {display:inline-block; font-size:16px; font-weight:bold; margin:0 -5px 0 0;} @@ -191,6 +300,13 @@ textarea.sheet-macro-text {width:5.5em; resize:vertical; height:1.3em; overflow: text-shadow: -1px -1px 0 #000, 1px -1px 0 #000, -1px 1px 0 #000, 1px 1px 0 #000; } +.sheet-rolltemplate-general .sheet-text { + padding:2px; + line-height:1em; + vertical-align:top; + text-align:left; +} + .sheet-rolltemplate-attacks.sheet-color-white th, .sheet-rolltemplate-attacks.sheet-color-white .sheet-subheader, .sheet-rolltemplate-general.sheet-color-white th, diff --git a/ADnD_1E/1ESheet.html b/ADnD_1E/1ESheet.html index 9841f2cad7..aef3aa1606 100644 --- a/ADnD_1E/1ESheet.html +++ b/ADnD_1E/1ESheet.html @@ -1,6 +1,6 @@
- - + +
@@ -105,6 +105,11 @@
+ + Languages: + + +
@@ -121,9 +126,9 @@ Encumbrance: - + - + @@ -132,7 +137,7 @@ () Add. Lang: - + Min Spells: @@ -145,11 +150,11 @@ WIS () - + Spell Bonus: - + @@ -160,13 +165,13 @@ DEX () - + Missile Hit: AC Bonus: - + @@ -177,9 +182,9 @@ () HP Bonus: - + - + @@ -192,9 +197,9 @@ () Max Hench: - + - + @@ -252,11 +257,11 @@ - - - - - + + + + +
Paralysis, Poison, and Death
Petrification, Polymorph
Rods, Staves, and Wands
Breath Weapon
Spells
Paralysis, Poison, and Death
Petrification, Polymorph
Rods, Staves, and Wands
Breath Weapon
Spells

@@ -274,14 +279,15 @@
To-Hit Bonus
Magic Bonus
DMG Bonus - /w gm?
- + + - +
+ /w gm? -
Macro-Text +
Macro-Text
DMG vs S/M @@ -373,32 +379,32 @@ - + - + - + - + - + - + - + - + @@ -499,6 +505,12 @@ + + +
Pick Pockets Move Silently Climb Walls
Open Locks Hide In Shadows Read Languages
Find/Remove Traps Hear Noise +
Max 
+ Strength Encumbrance Bonus: +   hint: increases carrying capacity limits. +
Equipment: @@ -517,7 +529,7 @@ Coins: - +  - - -  @@ -545,7 +557,7 @@
Max -
Macro-Text +
Macro-Text Ability Description @@ -586,14 +598,17 @@ - - + + + +
Short Description +
Slots + /
/ +
Modifier + + +
Macro-Text -
Short Description -
Slots - /
/ -
Modifier -
Macro-Text Non Weapon Proficiency Description @@ -607,7 +622,7 @@

- +
SPELLS
@@ -623,8 +638,11 @@ Cur / Max Cur / Max Cur / Max + Cur / Max + + @@ -645,6 +663,7 @@ + Cantrips 1st 2nd 3rd @@ -657,39 +676,71 @@
+
+ Cantrips + 1st + 2nd + 3rd + 4th + 5th + 6th + 7th + 8th + 9th + All +
-
- - - - - - - - - - - - - - -

Lvl

Name

School

Range

Duration

Area

Comp

CT

Save

Macro-Text
- Spell Description - -
-
- + +
+
+
+ +
#Mem
+ + +
Lvl +
+
Name
+
School
+
Range
+
Duration
+
Area
+
Comp
+
CT
+
Save
+
Macro-Text
+
+
+ Spell Description + +
+
+ +
-
-
+
Spells Notes - -
- + +
+
+ +
@@ -707,27 +758,51 @@

- @@ -757,22 +832,27 @@ {{#ToHitAC-10to0}}-10|-9|-8|-7|-6|-5|-4|-3|-2|-1| **0**
{{ToHitAC-10to0}}{{/ToHitAC-10to0}} {{#ToHitAC1to10}} **0**| 1| 2| 3| 4| 5| 6| 7| 8| 9|10
{{ToHitAC1to10}}{{/ToHitAC1to10}} - {{#allprops() name subtag color attack1 attack2 attack3 attack4 damage1vsSM damage2vsSM damage3vsSM damage4vsSM damage1vsL damage2vsL damage3vsL damage4vsL ToHitAC-10to0 ToHitAC1to10 WeaponNotes}} + {{#allprops() name subtag color attack1 attack2 attack3 attack4 damage1vsSM damage2vsSM damage3vsSM damage4vsSM damage1vsL damage2vsL damage3vsL damage4vsL ToHitAC-10to0 ToHitAC1to10 WeaponNotes freetext}} {{key}} = {{value}} - {{/allprops() name subtag color attack1 attack2 attack3 attack4 damage1vsSM damage2vsSM damage3vsSM damage4vsSM damage1vsL damage2vsL damage3vsL damage4vsL ToHitAC-10to0 ToHitAC1to10 WeaponNotes}} + {{/allprops() name subtag color attack1 attack2 attack3 attack4 damage1vsSM damage2vsSM damage3vsSM damage4vsSM damage1vsL damage2vsL damage3vsL damage4vsL ToHitAC-10to0 ToHitAC1to10 WeaponNotes freetext}} {{#WeaponNotes}}**Notes:** {{WeaponNotes}}{{/WeaponNotes}} + {{#freetext}}{{freetext}}{{/freetext}} + {{#name}}{{/name}} - {{#subtag}}{{/subtag}} + {{#subtag}}{{/subtag}} - {{#allprops() name subtag color}} + {{#allprops() name subtag freetext color}} - {{/allprops() name subtag color}} + {{/allprops() name subtag freetext color}} + + {{#freetext}}{{/freetext}} +
{{name}}
{{subtag}}
{{subtag}}
{{key}}{{value}}
{{freetext}}
@@ -1481,27 +1561,27 @@ .execute(); }); - on('change:pp change:gp change:ep change:sp change:cp change:armor_weight change:armor_cost', function(){ + on('sheet:opened change:pp change:gp change:ep change:sp change:cp change:armor_weight change:armor_cost', function(){ getAttrs(['pp','gp','ep','sp','cp','armor_weight','armor_cost'], function(values){ setAttrs({ - total_coin_weight: Math.round(((parseFloat(values.pp) + parseFloat(values.gp) + parseFloat(values.ep) + parseFloat(values.sp) + parseFloat(values.cp)))/10), + total_coin_weight: Math.round(((parseFloat(values.pp) + parseFloat(values.gp) + parseFloat(values.ep) + parseFloat(values.sp) + parseFloat(values.cp)))), total_armor_weight: (parseFloat(values.armor_weight)), total_armor_cost: (parseFloat(values["armor_cost"],10)).toFixed(2) }); }); }); - on('change:total_armor_weight change:total_weapon_weight change:total_coin_weight change:total_equipment_weight change:repeating_equipment remove:repeating_equipment change:repeating_weapon remove:repeating_weapon change:pp change:gp change:ep change:sp change:cp change:armor_weight change:armor_cost change:total_armor_cost change:total_weapon_cost change:total_equipment_cost', function(){ + on('sheet:opened change:total_armor_weight change:total_weapon_weight change:total_coin_weight change:total_equipment_weight change:repeating_equipment remove:repeating_equipment change:repeating_weapon remove:repeating_weapon change:pp change:gp change:ep change:sp change:cp change:armor_weight change:armor_cost change:total_armor_cost change:total_weapon_cost change:total_equipment_cost', function(){ getAttrs(['total_armor_weight','total_weapon_weight','total_coin_weight','total_equipment_weight','total_armor_cost','total_weapon_cost','total_equipment_cost'], function(values){ setAttrs({ - total_weight: (parseFloat(values.total_armor_weight) + parseFloat(values.total_weapon_weight) + parseFloat(values.total_coin_weight) + parseFloat(values.total_equipment_weight)), + total_weight: Math.round(parseFloat(values.total_armor_weight) + parseFloat(values.total_weapon_weight) + parseFloat(values.total_coin_weight) + parseFloat(values.total_equipment_weight)), total_cost: (parseFloat(values["total_armor_cost"],10) + parseFloat(values["total_weapon_cost"],10) + parseFloat(values["total_equipment_cost"],10)).toFixed(2) }); }); }); /* check and set encumbrance */ - on('change:normal_load change:heavy_load change:very_heavy_load change:max_load change:total_weight', function(){ + on('sheet:opened change:normal_load change:heavy_load change:very_heavy_load change:max_load change:total_weight', function(){ getAttrs(['normal_load','heavy_load','very_heavy_load','max_load','total_weight'], function(values){ if(values.total_weight <= values.normal_load) {setAttrs({current_encumbrance:0}); console.log("===== Encumbrance is Normal =====");} else if(values.total_weight > values.normal_load && values.total_weight <= values.heavy_load) {setAttrs({current_encumbrance:1}); console.log("===== Encumbrance is Heavy =====");} @@ -1510,9 +1590,28 @@ }); }); +// Spell Tabs + on('change:spell_tabs', () => { + getSectionIDs('repeating_spells', idarray => { + const fieldnames = []; + idarray.forEach(id => { + fieldnames.push(`repeating_spells_${id}_level`); + }); + getAttrs(['spell_tabs', ...fieldnames], v => { + const output = {}; + const level = +v.spell_tabs||0; + idarray.forEach(id => { + const thislevel = +v[`repeating_spells_${id}_level`] || 0; + output[`repeating_spells_${id}_spell_show`] = (level === -1 || level === thislevel) ? 1 : 0; + }); + setAttrs(output); + }); + }); + }); + var Sheet = Sheet || (function() { - var version = 1.4, + var version = 1.51, Debug = false, // copy DmgBonus value to AttackDmgBonus @@ -1552,6 +1651,73 @@ }); }); }, + +//replace default macro-text of non weapon proficiencies ONLY IF they haven't been edited + nwpMacroUpdate = function() { + var update = {}, attrs = []; + getSectionIDs("repeating_nonweaponproficiencies", function(idarray) { + _.each(idarray, function(itemid) { + attrs.push("repeating_nonweaponproficiencies_" + itemid + "_macro-text"); + }); + getAttrs(attrs, function(v) { + _.each(idarray, function(id) { + update["repeating_nonweaponproficiencies_" + id + "_macro-text"] = v["repeating_nonweaponproficiencies_" + id + "_macro-text"].replace('&{template:general} {{name=@{character_name}}} {{subtag=Non Weapon Proficiency: @{name}}} {{=@{short_description}}}{{Success Amount=[[((@{rAttribute})+(@{rSlots}-1)-1d20)cs>1cf<-1]]}}', + '&{template:general} {{color=@{color_option}}} {{name=@{character_name}}} {{subtag=Non Weapon Proficiency: @{name}}} {{Proficiency Check=[[ 1d20 + [[@{rmodifier}]][MOD] + [[?{Additional modifier?|0}]][MOD] ]] vs [[ @{rAttribute}[ATTR] ]]}}{{freetext=@{short_description}}}'); + }); + console.log("nwpMacroUpdate check completed on: " +attrs); + setAttrs(update,{silent:true}); + }); + }); + }, +//add {{color=@{color}}} to repeating section macro-text + colorUpdate = function() { + //update repeating_weapon_ + var updateWeapon = {}, attrsWeapon = []; + getSectionIDs("repeating_weapon", function(idarray) { + _.each(idarray, function(itemid) { + attrsWeapon.push("repeating_weapon_" + itemid + "_macro-text"); + }); + getAttrs(attrsWeapon, function(v) { + _.each(idarray, function(id) { + updateWeapon["repeating_weapon_" + id + "_macro-text"] = v["repeating_weapon_" + id + "_macro-text"].replace('&{template:attacks} {{name=@{character_name}}}', + '&{template:attacks} {{color=@{color_option}}} {{name=@{character_name}}}'); + }); + console.log("colorUpdate check completed on: " +attrsWeapon); + setAttrs(updateWeapon,{silent:true}); + }); + }); + //update repeating_ability_ + var updateAbility = {}, attrsAbility = []; + getSectionIDs("repeating_ability", function(idarray) { + _.each(idarray, function(itemid) { + attrsAbility.push("repeating_ability_" + itemid + "_macro-text"); + }); + getAttrs(attrsAbility, function(v) { + _.each(idarray, function(id) { + updateAbility["repeating_ability_" + id + "_macro-text"] = v["repeating_ability_" + id + "_macro-text"].replace('&{template:general} {{name=@{character_name}}}', + '&{template:general} {{color=@{color_option}}} {{name=@{character_name}}}'); + }); + console.log("colorUpdate check completed on: " +attrsAbility); + setAttrs(updateAbility,{silent:true}); + }); + }); + + //update repeating_spells_ + var updateSpells = {}, attrsSpells = []; + getSectionIDs("repeating_spells", function(idarray) { + _.each(idarray, function(itemid) { + attrsSpells.push("repeating_spells_" + itemid + "_macro-text"); + }); + getAttrs(attrsSpells, function(v) { + _.each(idarray, function(id) { + updateSpells["repeating_spells_" + id + "_macro-text"] = v["repeating_spells_" + id + "_macro-text"].replace('&{template:general} {{name=@{character_name}}}', + '&{template:general} {{color=@{color_option}}} {{name=@{character_name}}}'); + }); + console.log("colorUpdate check completed on: " +attrsSpells); + setAttrs(updateSpells,{silent:true}); + }); + }); + }, /* recalculateSheet */ recalculateSheet = function(oldversion) { @@ -1562,6 +1728,10 @@ if (oldversion < 1.2) { maxSwap(); } + if (oldversion < 1.5) { + nwpMacroUpdate(); + colorUpdate(); + } }, /* checkForUpdate looks at current version of page in @@ -1592,7 +1762,7 @@ setAny=1; } if (setAny) { - setAttrs( setter); + setAttrs( setter); } if (recalc) { recalculateSheet(currVer); @@ -1603,7 +1773,9 @@ version:version, checkForUpdate:checkForUpdate, dmgSwap:dmgSwap, - maxSwap:maxSwap + maxSwap:maxSwap, + nwpMacroUpdate:nwpMacroUpdate, + colorUpdate:colorUpdate }; }()); diff --git a/Aborea_new/aborea.css b/Aborea_new/aborea.css new file mode 100644 index 0000000000..c51697943b --- /dev/null +++ b/Aborea_new/aborea.css @@ -0,0 +1 @@ +.sheet-container{width:870px}.sheet-container input{background:transparent;width:100%;border:1px solid #ddd;border-radius:3px;}.sheet-container select{background:transparent;width:100%;border:1px solid #ddd;border-radius:3px;}.sheet-container input[type=number]{text-align:center;-moz-appearance:textfield;-webkit-appearance:textfield;}.sheet-container input[type=checkbox]{width:auto;}.sheet-container textarea{margin:0;width:100%;height:65px;resize:vertical;box-sizing:border-box;border:1px solid #ddd;border-radius:3px;}.sheet-container select{margin:0;}.sheet-container span{text-transform:uppercase;}.sheet-container label{width:auto;display:block;margin-top:-19px;margin-bottom:0;font-weight:normal;padding:0;font-size:15px;}.sheet-container .sheet-input_label{cursor:pointer;}.sheet-container .sheet-redbg{background-color:red;color:white;border:1px solid red;border-bottom:1px solid white;font-weight:bold;padding-left:5px;}.sheet-container strong{font-weight:900;}.sheet-container .sheet-textcenter{text-align:center;}.sheet-container .sheet-float{float:left;box-sizing:border-box;width:99%;margin:10px 5px 10px 0;}.sheet-container .sheet-noborder{border:none;}.sheet-container .sheet-half{max-width:49%;}.sheet-container .sheet-twice{float:left;width:49.4%;}.sheet-container .sheet-twice:first-child{margin-right:5px;}.sheet-container .sheet-clear{clear:both;overflow:auto;}.sheet-container .sheet-row{padding-top:30px;}.sheet-container .sheet-row.sheet-small{padding-top:10px;}.sheet-container .sheet-row:first-child{padding-top:0;}.sheet-container .sheet-grid,.sheet-container .sheet-gridplace .repcontainer .repitem,.sheet-container .sheet-gridplace .sheet-repcontainer .sheet-repitem{display:grid;grid-gap:5px;}.sheet-container .sheet-gridplace .repcontainer .repitem,.sheet-container .sheet-gridplace .sheet-repcontainer .sheet-repitem{margin-top:5px;}.sheet-container .sheet-grid>div{background-color:#f00;color:#FFF;font-weight:bold;text-align:center;}.sheet-container .sheet-gridplace .repcontainer .repitem input,.sheet-container .sheet-gridplace .repcontainer .repitem select,.sheet-container .sheet-gridplace .repcontainer .repitem button,.sheet-container .sheet-gridplace .sheet-repcontainer .sheet-repitem input,.sheet-container .sheet-gridplace .sheet-repcontainer .sheet-repitem select,.sheet-container .sheet-gridplace .sheet-repcontainer .sheet-repitem button{width:-webkit-fill-available;width:-moz-available;}.sheet-container .sheet-gridplace .repcontainer .repitem button.repcontrol_del{width:auto;}.sheet-container .sheet-gridplace .repcontainer .repitem div,.sheet-container .sheet-gridplace .sheet-repcontainer .sheet-repitem div{margin:auto 0;text-align:center;}.sheet-container .sheet-switch{position:relative;display:inline-block;width:40px;height:24px;}.sheet-container .sheet-switch input{opacity:0;width:0;height:0;}.sheet-container .sheet-slider{position:absolute;cursor:pointer;top:0;left:0;right:0;bottom:0;background-color:#ccc;-webkit-transition:.4s;transition:.4s;}.sheet-container .sheet-slider:before{position:absolute;content:"";height:16px;width:16px;left:4px;bottom:4px;background-color:white;-webkit-transition:.4s;transition:.4s;}.sheet-container input:checked + .sheet-slider{background-color:#f00;}.sheet-container input:focus + .sheet-slider{box-shadow:0 0 1px #f00;}.sheet-container input:checked + .sheet-slider:before{-webkit-transform:translateX(16px);-ms-transform:translateX(16px);transform:translateX(16px);}.sheet-container .sheet-main .sheet-ep{width:190px;float:left;}.sheet-container .sheet-main .sheet-ep input,.sheet-container .sheet-main .sheet-ep label{float:left;margin-right:5px;}.sheet-container .sheet-main .sheet-ep input:last-child,.sheet-container .sheet-main .sheet-ep label:last-child{margin-right:0;}.sheet-container .sheet-main .sheet-ep input{width:50px;height:40px;}.sheet-container .sheet-main .sheet-ep label[for="sheet-Stufe"],.sheet-container .sheet-main .sheet-ep label[for="sheet-AP"]{width:50px;text-align:center;}.sheet-container .sheet-main .sheet-ep input[name="attr_ep"],.sheet-container .sheet-main .sheet-ep label[for="attr_ep"]{width:80px;text-align:center;}.sheet-container .sheet-main .sheet-vermoegen{width:210px;float:right;padding-top:0;}.sheet-container .sheet-main .sheet-vermoegen div{width:100%;}.sheet-container .sheet-main .sheet-vermoegen input,.sheet-container .sheet-main .sheet-vermoegen label{float:left;margin-left:5px;}.sheet-container .sheet-main .sheet-vermoegen input:first-child,.sheet-container .sheet-main .sheet-vermoegen label:first-child{margin-left:0;}.sheet-container .sheet-main .sheet-vermoegen input{width:40px;height:40px;}.sheet-container .sheet-main .sheet-vermoegen label[for="attr_tt"],.sheet-container .sheet-main .sheet-vermoegen label[for="attr_kl"],.sheet-container .sheet-main .sheet-vermoegen label[for="attr_mu"]{width:40px;text-align:center;}.sheet-container .sheet-main .sheet-vermoegen input[name="attr_gf"],.sheet-container .sheet-main .sheet-vermoegen label[for="attr_gf"]{width:70px;text-align:center;}.sheet-container .sheet-main .sheet-stats{width:210px;float:left;}.sheet-container .sheet-main .sheet-stats>input,.sheet-container .sheet-main .sheet-stats>label,.sheet-container .sheet-main .sheet-stats>div{float:left;margin-right:5px;}.sheet-container .sheet-main .sheet-stats input:last-child,.sheet-container .sheet-main .sheet-stats label:last-child,.sheet-container .sheet-main .sheet-stats div:last-child{margin-right:0;}.sheet-container .sheet-main .sheet-stats label[for="attr_leben"]{text-align:center;float:none;width:110px;}.sheet-container .sheet-main .sheet-stats input{width:50px;height:40px;}.sheet-container .sheet-main .sheet-gmroll{width:210px;float:right;}.sheet-container .sheet-main .sheet-gmroll select{float:right;width:175px;}.sheet-container .sheet-main .sheet-beruf select[name=attr_beruf]{display:none;}.sheet-container .sheet-main .sheet-beruf .sheet-switch{float:right;position:relative;height:17px;border:1px solid #ccc;}.sheet-container .sheet-main .sheet-beruf .sheet-switch .sheet-slider{box-shadow:none;}.sheet-container .sheet-main .sheet-beruf .sheet-switch .sheet-slider:before{height:13px;bottom:2px;}.sheet-container .sheet-main .sheet-beruf input[name=attr_toggle_beruf]:checked ~ input{display:none;}.sheet-container .sheet-main .sheet-beruf input[name=attr_toggle_beruf]:checked ~ select{display:inherit;}.sheet-container .sheet-main .sheet-settings{padding-top:10px;}.sheet-container .sheet-main .sheet-gott{width:180px;float:left;}.sheet-container .sheet-main .sheet-gott div{width:auto;margin-left:20px;}.sheet-container .sheet-main .sheet-gott input{width:auto;margin-left:10px;}.sheet-container .sheet-main .sheet-gott input[name="attr_1"]{margin-left:35px;}.sheet-container .sheet-main .sheet-mana{width:135px;float:right;margin-top:10px;}.sheet-container .sheet-main .sheet-mana label{text-align:center;}.sheet-container .sheet-main .sheet-mana input{width:60px;height:40px;}.sheet-container .sheet-main .sheet-magie .sheet-grid,.sheet-container .sheet-main .sheet-magie .sheet-gridplace .repcontainer .repitem,.sheet-container .sheet-main .sheet-magie .sheet-gridplace .sheet-repcontainer .sheet-repitem{grid-template-columns:220px 70px 70px 50px;}.sheet-container .sheet-main .sheet-attribut .sheet-grid,.sheet-container .sheet-main .sheet-attribut .sheet-gridplace .repcontainer .repitem,.sheet-container .sheet-main .sheet-attribut .sheet-gridplace .sheet-repcontainer .sheet-repitem{grid-template-columns:220px 70px 22px 42px 50px;}.sheet-container .sheet-main .sheet-attribut .sheet-arrow{border-top:10px solid transparent;border-bottom:10px solid transparent;border-left:20px solid #f00;width:auto;height:auto;margin:6px 0;margin-right:60px;}.sheet-container .sheet-main .sheet-attribut label{position:relative;left:-95px;top:7px;}.sheet-container .sheet-main .sheet-fertigkeiten .sheet-grid,.sheet-container .sheet-main .sheet-fertigkeiten .sheet-gridplace .repcontainer .repitem,.sheet-container .sheet-main .sheet-fertigkeiten .sheet-gridplace .sheet-repcontainer .sheet-repitem{grid-template-columns:220px 70px 70px 50px;}.sheet-container .sheet-main .sheet-kampf .sheet-grid,.sheet-container .sheet-main .sheet-kampf .sheet-gridplace .repcontainer .repitem,.sheet-container .sheet-main .sheet-kampf .sheet-gridplace .sheet-repcontainer .sheet-repitem{grid-template-columns:229px 70px 140px 70px 70px 70px 70px 50px 50px;}.sheet-container .sheet-main .sheet-inventar{display:inherit;}.sheet-container .sheet-main .sheet-inventar .sheet-rustung{padding-bottom:4px;}.sheet-container .sheet-main .sheet-inventar input:first-child{width:250px;}.sheet-container .sheet-main .sheet-inventar input{width:84px;}.sheet-container .sheet-main .sheet-inventar .sheet-switch{float:right;position:relative;top:19px;height:17px;border:1px solid #ccc;}.sheet-container .sheet-main .sheet-inventar .sheet-switch .sheet-slider{box-shadow:none;}.sheet-container .sheet-main .sheet-inventar .sheet-switch .sheet-slider:before{height:13px;bottom:2px;}.sheet-container .sheet-main .sheet-inventar input[name=attr_show_textbox] ~ div textarea{display:none;}.sheet-container .sheet-main .sheet-inventar input[name=attr_show_textbox]:checked ~ div textarea{display:inline-block;} \ No newline at end of file diff --git a/Aborea_new/aborea.html b/Aborea_new/aborea.html new file mode 100644 index 0000000000..53787536b9 --- /dev/null +++ b/Aborea_new/aborea.html @@ -0,0 +1,780 @@ +
+
+
+
+ +
+
+
+ + + +
+
+ + + + +
+
+
+
+ +
+ / +
+ +
+
+ + +
+
+
+
+
+ +
+
+
+
+
+ + + + + +
+
+
+
+ + Geldberechnung +
+
+ + Lebensberechnung +
+
+
+ +
+ +
+
+
+
+
Attribut
+
Wert
+
+
Bonus
+
Roll
+
+
+ +
+
+
Stärke
+ +
+ + + +
Geschicklichkeit
+ +
+ + + +
Konstitution
+ +
+ + + +
Intelligenz
+ +
+ + + +
Charisma
+ +
+ + +
+
+
+
+
+
+
+
Göttliche Chance / Punkte
+ + + + + +
+
+ +
+ / +
+
+
+ +
+
+
Magie
+
Attr.
+
Wert
+
Roll
+
+
+
+
+
Magie entwickeln
+
+ +
+
+
+
+
+
Gezielte Sprüche
+
+ +
+
+
+
+
+
+
+
+
+ +
+ +
+
+
Fertigkeit
+
Attr.
+
Wert
+
Roll
+
+
+ +
+
+
Athletik
+
+ +
+
+
+
+
+
+
Einflussnahme
+
+ +
+
+
+
+
+
+
List
+
+ +
+
+
+
+
+
+
Natur
+
+ +
+
+
+
+
+
+
Reiten
+
+ +
+
+
+
+
+
+
Schwimmen
+
+ +
+
+
+
+
+
+
Wahrnehmung
+
+ +
+
+
+
+
+
+ +
+
+
+
+
Fertigkeit
+
Attr.
+
Wert
+
Roll
+
+
+
+
+
+ +
+
+
+
+
+
+
+ +
+ +
+
+
Waffe
+
Attribut
+
Fertigkeit
+
KB
+
OB
+
Schaden
+
Ini-Bonus
+
Init.
+
Angr.
+
+
+
+
+ +
+
+
+
+
+
+
+
+
+
+
+
+ +
+ +
+ + +
Inventar
+
+
+ + + + +
+
+
+ +
+
Notizen
+
+
+ + +
+ +
+
+ +
+
+ + + \ No newline at end of file diff --git a/Aborea_new/aborea.less b/Aborea_new/aborea.less new file mode 100644 index 0000000000..b6a415e5ce --- /dev/null +++ b/Aborea_new/aborea.less @@ -0,0 +1,500 @@ +/* Global */ +.sheet-container { + width: 870px; + + input { + background : transparent; + width : 100%; + border : 1px solid #ddd; + border-radius: 3px; + } + + select { + background : transparent; + width : 100%; + border : 1px solid #ddd; + border-radius: 3px; + } + + input[type=number] { + text-align : center; + -moz-appearance : textfield; + -webkit-appearance: textfield; + } + + input[type=checkbox] { + width: auto; + } + + textarea { + margin : 0; + width : 100%; + height : 65px; + resize : vertical; + box-sizing : border-box; + border : 1px solid #ddd; + border-radius: 3px; + } + + select { + margin: 0; + } + + span { + text-transform: uppercase; + } + + label { + width : auto; + display : block; + margin-top : -19px; + margin-bottom: 0px; + font-weight : normal; + padding : 0px; + font-size : 15px; + } + + .sheet-input_label { + cursor: pointer; + } + + .sheet-redbg { + background-color: red; + color : white; + border : 1px solid red; + border-bottom : 1px solid white; + font-weight : bold; + padding-left : 5px; + } + + strong { + font-weight: 900; + } + + .sheet-textcenter { + text-align: center; + } + + .sheet-float { + float : left; + box-sizing: border-box; + width : 99%; + margin : 10px 5px 10px 0; + } + + .sheet-noborder { + border: none; + } + + .sheet-half { + max-width: 49%; + } + + .sheet-twice { + float: left; + width: 49.4%; + + &:first-child { + margin-right: 5px; + } + } + + .sheet-clear { + clear : both; + overflow: auto; + } + + .sheet-row { + padding-top: 30px; + + &.sheet-small { + padding-top: 10px; + } + + &:first-child { + padding-top: 0px; + } + } + + /* Tabelle */ + .sheet-grid, + .sheet-gridplace .repcontainer .repitem, + .sheet-gridplace .sheet-repcontainer .sheet-repitem { + display : grid; + grid-gap: 5px; + } + + .sheet-gridplace .repcontainer .repitem, + .sheet-gridplace .sheet-repcontainer .sheet-repitem { + margin-top: 5px; + } + + .sheet-grid>div { + background-color: #f00; + color : #FFF; + font-weight : bold; + text-align : center; + } + + .sheet-gridplace .repcontainer .repitem input, + .sheet-gridplace .repcontainer .repitem select, + .sheet-gridplace .repcontainer .repitem button, + .sheet-gridplace .sheet-repcontainer .sheet-repitem input, + .sheet-gridplace .sheet-repcontainer .sheet-repitem select, + .sheet-gridplace .sheet-repcontainer .sheet-repitem button { + width: -webkit-fill-available; + width: -moz-available; + } + + .sheet-gridplace .repcontainer .repitem button.repcontrol_del { + width: auto; + } + + .sheet-gridplace .repcontainer .repitem div, + .sheet-gridplace .sheet-repcontainer .sheet-repitem div { + margin : auto 0; + text-align: center; + } + + .sheet-switch { + position: relative; + display : inline-block; + width : 40px; + height : 24px; + } + + .sheet-switch input { + opacity: 0; + width : 0; + height : 0; + } + + .sheet-slider { + position : absolute; + cursor : pointer; + top : 0; + left : 0; + right : 0; + bottom : 0; + background-color : #ccc; + -webkit-transition: .4s; + transition : .4s; + } + + .sheet-slider:before { + position : absolute; + content : ""; + height : 16px; + width : 16px; + left : 4px; + bottom : 4px; + background-color : white; + -webkit-transition: .4s; + transition : .4s; + } + + input:checked+.sheet-slider { + background-color: #f00; + } + + input:focus+.sheet-slider { + box-shadow: 0 0 1px #f00; + } + + input:checked+.sheet-slider:before { + -webkit-transform: translateX(16px); + -ms-transform : translateX(16px); + transform : translateX(16px); + } + + .sheet-main { + + .sheet-ep { + width: 190px; + float: left; + + input, + label { + float : left; + margin-right: 5px; + } + + input:last-child, + label:last-child { + margin-right: 0px; + } + + input { + width : 50px; + height: 40px; + } + + label[for="sheet-Stufe"], + label[for="sheet-AP"] { + width : 50px; + text-align: center; + } + + input[name="attr_ep"], + label[for="attr_ep"] { + width : 80px; + text-align: center; + } + } + + .sheet-vermoegen { + width : 210px; + float : right; + padding-top: 0; + + div { + width: 100%; + } + + input, + label { + float : left; + margin-left: 5px; + } + + input:first-child, + label:first-child { + margin-left: 0px; + } + + input { + width : 40px; + height: 40px; + } + + label[for="attr_tt"], + label[for="attr_kl"], + label[for="attr_mu"] { + width : 40px; + text-align: center; + } + + input[name="attr_gf"], + label[for="attr_gf"] { + width : 70px; + text-align: center; + } + } + + .sheet-stats { + width: 210px; + float: left; + + >input, + >label, + >div { + float : left; + margin-right: 5px; + } + + input:last-child, + label:last-child, + div:last-child { + margin-right: 0px; + } + + label[for="attr_leben"] { + text-align: center; + float : none; + width : 110px; + } + + input { + width : 50px; + height: 40px; + } + } + + .sheet-gmroll { + width: 210px; + float: right; + + select { + float: right; + width: 175px; + } + } + + .sheet-beruf { + + select[name=attr_beruf] { + display: none; + } + + .sheet-switch { + float : right; + position: relative; + height : 17px; + border : 1px solid #ccc; + + & .sheet-slider { + box-shadow: none; + } + + & .sheet-slider:before { + height: 13px; + bottom: 2px; + } + } + + input[name=attr_toggle_beruf] { + + &:checked { + + ~input { + display: none; + } + + ~select { + display: inherit; + } + } + } + } + + .sheet-settings { + padding-top: 10px; + } + + .sheet-gott { + width: 180px; + float: left; + + div { + width : auto; + margin-left: 20px; + } + + input { + width : auto; + margin-left: 10px; + } + + input[name="attr_1"] { + margin-left: 35px; + } + } + + .sheet-mana { + width : 135px; + float : right; + margin-top: 10px; + + label { + text-align: center; + } + + input { + width : 60px; + height: 40px; + } + } + + .sheet-magie { + + .sheet-grid, + .sheet-gridplace .repcontainer .repitem, + .sheet-gridplace .sheet-repcontainer .sheet-repitem { + grid-template-columns: 220px 70px 70px 50px; + } + } + + .sheet-attribut { + + .sheet-grid, + .sheet-gridplace .repcontainer .repitem, + .sheet-gridplace .sheet-repcontainer .sheet-repitem { + grid-template-columns: 220px 70px 22px 42px 50px; + } + + .sheet-arrow { + border-top : 10px solid transparent; + border-bottom: 10px solid transparent; + border-left : 20px solid #f00; + width : auto; + height : auto; + margin : 6px 0; + margin-right : 60px; + } + + label { + position: relative; + left : -95px; + top : 7px; + } + } + + .sheet-fertigkeiten { + + .sheet-grid, + .sheet-gridplace .repcontainer .repitem, + .sheet-gridplace .sheet-repcontainer .sheet-repitem { + grid-template-columns: 220px 70px 70px 50px; + } + } + + .sheet-kampf { + + .sheet-grid, + .sheet-gridplace .repcontainer .repitem, + .sheet-gridplace .sheet-repcontainer .sheet-repitem { + grid-template-columns: 229px 70px 140px 70px 70px 70px 70px 50px 50px; + } + } + + .sheet-inventar { + display: inherit; + + .sheet-rustung { + padding-bottom: 4px; + } + + input:first-child { + width: 250px; + } + + input { + width: 84px; + } + + .sheet-switch { + float : right; + position: relative; + top : 19px; + height : 17px; + border : 1px solid #ccc; + + & .sheet-slider { + box-shadow: none; + } + + & .sheet-slider:before { + height: 13px; + bottom: 2px; + } + } + + input[name=attr_show_textbox] { + + ~div { + textarea { + display: none; + } + } + + &:checked { + ~div { + textarea { + display: inline-block; + } + } + } + } + } + } +} \ No newline at end of file diff --git a/Aborea_new/aborea.png b/Aborea_new/aborea.png new file mode 100644 index 0000000000..cbadbf25ef Binary files /dev/null and b/Aborea_new/aborea.png differ diff --git a/Aborea_new/sheet.json b/Aborea_new/sheet.json new file mode 100644 index 0000000000..db92394894 --- /dev/null +++ b/Aborea_new/sheet.json @@ -0,0 +1,26 @@ +{ + "html": "aborea.html", + "css": "aborea.css", + "authors": "Daniel (Tealk) Buck - Herzog von Meranien", + "roll20userid": "207181", + "preview": "aborea.png", + "instructions": "## General\r Check the [official website](https://aborea.de/) to get the latest rulebooks and helpful tools. \r\r## Handling\r * With the button \"Fuer alle wuerfeln\" or \"Fuer GM wuerfeln\" it is possible to switch the visible no for all dice that are rolled over the character sheet.\r * The button by profession allows you to deactivate the drop down menu and enter your own professions.\r * The automatic money calculation and the life calculation can be switched off and on with the corresponding buttons.\r * With the button at Inventory you can hide the description box. \r\r## Contact\r If you find bugs or have suggestions, please use the [Github issue tracker](https://github.com/Tealk/roll20-character-sheets/issues) for this sheet. \r\r## Contribute\r If you want to support me, here is my [Roll20 wish list](https://app.roll20.net/wishlist/53252).", + "useroptions": [ + { + "attribute": "calcmoney", + "displayname": "Geld automatisch umwandeln?", + "type": "checkbox", + "checked": "checked", + "value": "1", + "description": "Aktivieren falls ihr möchtet das eure Währung automatisch in das nächst Höhere umgewandelt werden soll." + }, + { + "attribute": "calcleben", + "displayname": "Leben automatisch berechnen?", + "type": "checkbox", + "checked": "checked", + "value": "1", + "description": "Aktivieren falls ihr möchtet das euer Leben automatisch Berechnet wird. Achtung!! Der Beruf muss richtig geshrieben sein." + } + ] +} \ No newline at end of file diff --git a/Adventurers Revised Edition (hbCyber)/preview.png b/Adventurers Revised Edition (hbCyber)/preview.png index 1c9fccb8a4..21e8b2ac31 100644 Binary files a/Adventurers Revised Edition (hbCyber)/preview.png and b/Adventurers Revised Edition (hbCyber)/preview.png differ diff --git a/Adventurers Revised Edition (hbCyber)/sheet.css b/Adventurers Revised Edition (hbCyber)/sheet.css index 81a82c0d03..34336a6899 100644 --- a/Adventurers Revised Edition (hbCyber)/sheet.css +++ b/Adventurers Revised Edition (hbCyber)/sheet.css @@ -1 +1,663 @@ -.sheet-flex{display:flex!important}.sheet-flex-row{flex-direction:row!important}.sheet-flex-no-wrap{flex-wrap:nowrap!important}.sheet-items-end{align-items:flex-end!important}.sheet-items-center{align-items:center!important}.sheet-items-baseline{align-items:baseline!important}.sheet-self-start{align-self:flex-start!important}.sheet-flex-1{flex:1 1 0%!important}.sheet-flex-none{flex:none!important}.sheet-font-mono{font-family:Menlo,Monaco,Consolas,Liberation Mono,Courier New,monospace!important}.sheet-font-bold{font-weight:700!important}.sheet-mb-0{margin-bottom:0!important}.sheet-mt-2{margin-top:.5rem!important}.sheet-mb-2{margin-bottom:.5rem!important}.sheet-ml-2{margin-left:.5rem!important}.sheet-mt-4{margin-top:1rem!important}.sheet-mt-6{margin-top:1.5rem!important}.sheet-mb-6{margin-bottom:1.5rem!important}.sheet-ml-8{margin-left:2rem!important}.sheet-pr-px{padding-right:1px!important}.sheet-relative{position:relative!important}.sheet-text-center{text-align:center!important}.sheet-text-right{text-align:right!important}.sheet-text-red-700{color:#c53030!important}.sheet-text-purple-600{color:#805ad5!important}.sheet-text-sm{font-size:1.125rem!important}.sheet-text-xl{font-size:1.9rem!important}.sheet-italic{font-style:italic!important}.sheet-w-3\/4{width:75%!important}.sheet-w-full{width:100%!important}.sheet-col-span-1{grid-column:span 1/span 1!important}.sheet-col-span-2{grid-column:span 2/span 2!important}.sheet-col-span-3{grid-column:span 3/span 3!important}.sheet-col-span-4{grid-column:span 4/span 4!important}.sheet-col-span-5{grid-column:span 5/span 5!important}.sheet-col-span-8{grid-column:span 8/span 8!important}.sheet-col-span-9{grid-column:span 9/span 9!important}.sheet-col-span-12{grid-column:span 12/span 12!important}.sheet-self-y-start{align-self:start!important}.sheet-wrapper{width:100%;box-sizing:border-box;padding-right:2.5rem}.sheet-tab{border-style:solid;border-width:1px;border-top-left-radius:.375rem;border-top-right-radius:.375rem;padding:.7rem 1.25rem!important;background:transparent;border-color:transparent transparent #ddd}.sheet-tab:focus{outline:0}.sheet-tab:hover{background:#eee}.sheet-tab-spacer{border-style:solid;border-width:0 0 1px;min-width:.15rem;border-bottom-color:#ddd}.sheet-button{border-width:1px!important;margin-left:0!important;margin-right:0!important;width:1.9rem;height:2.1rem;padding:2px 3px;font-size:1.3em}.sheet-button.sheet-button--hidden{visibility:hidden!important;height:0!important}.sheet-button.sheet-button--advantage{color:#38a169;background:#f0fff4}.sheet-button.sheet-button--advantage:hover{background:#c6f6d5}.sheet-button.sheet-button--disadvantage{color:#9b2c2c;background:#fff5f5}.sheet-button.sheet-button--disadvantage:hover{background:#fed7d7}.sheet-button.sheet-button--chat:before{font-family:Pictos!important;content:"w"!important}.sheet-textarea{height:8rem}.sheet-checkbox{width:2rem!important;height:2rem!important}.sheet-wrapper{min-width:780px}.sheet-id-attr-curr-view:not([value=view_gm])~.sheet-id-view-gm,.sheet-id-attr-curr-view:not([value=view_player])~.sheet-id-view-player{visibility:hidden;z-index:-1}.sheet-id-view-player{position:absolute;width:100%}.sheet-id-view-player .sheet-container-stats{display:grid;grid-gap:.5rem;gap:.5rem;align-items:center;grid-template-columns:4rem 6rem 6rem auto auto auto 4rem 4rem 6rem 4rem 6rem 1fr;grid-template-rows:auto auto auto auto .5rem auto}.sheet-id-view-player .sheet-container-stats .sheet-id-attr-enc-status[value=""]~.sheet-id-enc-label-encumbered,.sheet-id-view-player .sheet-container-stats .sheet-id-attr-enc-status[value=""]~.sheet-id-enc-label-max-capacity,.sheet-id-view-player .sheet-container-stats .sheet-id-attr-enc-status[value=""]~.sheet-id-enc-label-over-capacity,.sheet-id-view-player .sheet-container-stats .sheet-id-attr-enc-status[value=encumbered]~.sheet-id-enc-label-max-capacity,.sheet-id-view-player .sheet-container-stats .sheet-id-attr-enc-status[value=encumbered]~.sheet-id-enc-label-over-capacity,.sheet-id-view-player .sheet-container-stats .sheet-id-attr-enc-status[value=max_capacity]~.sheet-id-enc-label-encumbered,.sheet-id-view-player .sheet-container-stats .sheet-id-attr-enc-status[value=max_capacity]~.sheet-id-enc-label-over-capacity,.sheet-id-view-player .sheet-container-stats .sheet-id-attr-enc-status[value=over_capacity]~.sheet-id-enc-label-encumbered,.sheet-id-view-player .sheet-container-stats .sheet-id-attr-enc-status[value=over_capacity]~.sheet-id-enc-label-max-capacity{display:none}.sheet-id-view-player .sheet-id-attr-curr-tab[value=tab_armor]~.sheet-id-tab-button-armor,.sheet-id-view-player .sheet-id-attr-curr-tab[value=tab_concept]~.sheet-id-tab-button-concept,.sheet-id-view-player .sheet-id-attr-curr-tab[value=tab_items]~.sheet-id-tab-button-items,.sheet-id-view-player .sheet-id-attr-curr-tab[value=tab_skills]~.sheet-id-tab-button-skills,.sheet-id-view-player .sheet-id-attr-curr-tab[value=tab_weapons]~.sheet-id-tab-button-weapons{cursor:default;border-color:#ddd #ddd transparent}.sheet-id-view-player .sheet-id-attr-curr-tab[value=tab_armor]~.sheet-id-tab-button-armor:hover,.sheet-id-view-player .sheet-id-attr-curr-tab[value=tab_concept]~.sheet-id-tab-button-concept:hover,.sheet-id-view-player .sheet-id-attr-curr-tab[value=tab_items]~.sheet-id-tab-button-items:hover,.sheet-id-view-player .sheet-id-attr-curr-tab[value=tab_skills]~.sheet-id-tab-button-skills:hover,.sheet-id-view-player .sheet-id-attr-curr-tab[value=tab_weapons]~.sheet-id-tab-button-weapons:hover{background:transparent}.sheet-id-view-player .sheet-id-attr-curr-tab:not([value=tab_armor])~.sheet-id-tab-armor,.sheet-id-view-player .sheet-id-attr-curr-tab:not([value=tab_concept])~.sheet-id-tab-concept,.sheet-id-view-player .sheet-id-attr-curr-tab:not([value=tab_items])~.sheet-id-tab-items,.sheet-id-view-player .sheet-id-attr-curr-tab:not([value=tab_skills])~.sheet-id-tab-skills,.sheet-id-view-player .sheet-id-attr-curr-tab:not([value=tab_weapons])~.sheet-id-tab-weapons{visibility:hidden;z-index:-1}.sheet-id-view-player .sheet-id-tab-concept{position:absolute;display:grid;grid-gap:.5rem;gap:.5rem;align-items:center;width:100%;grid-template-columns:8rem 1fr auto 4rem 8rem 1fr auto}.sheet-id-view-player .sheet-id-tab-skills{position:absolute;width:100%}.sheet-id-view-player .sheet-id-tab-skills .sheet-container-skill{display:grid;grid-gap:.5rem;gap:.5rem;align-items:center;background-color:#f7fafc;padding:1rem;grid-template-columns:8rem 1fr 4rem 4rem 1fr 4rem 4rem 1fr auto}.sheet-id-view-player .sheet-id-tab-skills .sheet-container-skill .sheet-id-attr-skill-is-power-computed:not([value=true])+.sheet-id-attr-skill-is-power-computed-textarea{display:none!important}.sheet-id-view-player .sheet-id-tab-weapons{position:absolute;width:100%}.sheet-id-view-player .sheet-id-tab-weapons .sheet-container-headers,.sheet-id-view-player .sheet-id-tab-weapons .sheet-container-weapon{display:grid;grid-template-columns:1fr 1fr 6rem 6rem 6rem 6rem auto auto 8rem 2fr 6rem auto}.sheet-id-view-player .sheet-id-tab-weapons .sheet-container-headers{grid-column-gap:.5rem;-moz-column-gap:.5rem;column-gap:.5rem;padding-left:1rem;padding-right:1rem}.sheet-id-view-player .sheet-id-tab-weapons .sheet-container-weapon{grid-gap:.5rem;gap:.5rem;background-color:#f7fafc;padding:1rem}.sheet-id-view-player .sheet-id-tab-armor{position:absolute;width:100%}.sheet-id-view-player .sheet-id-tab-armor .sheet-container-armor,.sheet-id-view-player .sheet-id-tab-armor .sheet-container-headers{display:grid;grid-template-columns:3fr 6rem 6rem 6rem 6rem auto auto 8rem 6rem auto 4fr 6rem auto}.sheet-id-view-player .sheet-id-tab-armor .sheet-container-headers{grid-column-gap:.5rem;-moz-column-gap:.5rem;column-gap:.5rem;padding-left:1rem;padding-right:1rem}.sheet-id-view-player .sheet-id-tab-armor .sheet-container-armor{grid-gap:.5rem;gap:.5rem;background-color:#f7fafc;padding:1rem}.sheet-id-view-player .sheet-id-tab-items{position:absolute;width:100%}.sheet-id-view-player .sheet-id-tab-items .sheet-container-headers,.sheet-id-view-player .sheet-id-tab-items .sheet-container-item{display:grid;grid-template-columns:1fr 8rem 2fr 6rem auto}.sheet-id-view-player .sheet-id-tab-items .sheet-container-headers{grid-column-gap:.5rem;-moz-column-gap:.5rem;column-gap:.5rem;padding-left:1rem;padding-right:1rem}.sheet-id-view-player .sheet-id-tab-items .sheet-container-item{grid-gap:.5rem;gap:.5rem;background-color:#f7fafc;padding:1rem}.sheet-id-view-gm{position:absolute;width:100%}.sheet-id-view-gm .sheet-container-npc{display:grid;grid-gap:.5rem;gap:.5rem;align-items:center;background-color:#f7fafc;padding:1rem;grid-template-columns:4rem 6rem auto auto auto 1fr 4rem 6rem auto auto auto 1fr 4rem 6rem auto auto auto 1fr 4rem 6rem}.sheet-rolltemplate-armor,.sheet-rolltemplate-item,.sheet-rolltemplate-skill,.sheet-rolltemplate-text,.sheet-rolltemplate-weapon{display:flex;flex-direction:column;flex-wrap:nowrap;align-items:stretch;background-color:#fff}.sheet-rolltemplate-armor .sheet-flex,.sheet-rolltemplate-item .sheet-flex,.sheet-rolltemplate-skill .sheet-flex,.sheet-rolltemplate-text .sheet-flex,.sheet-rolltemplate-weapon .sheet-flex{display:flex!important}.sheet-rolltemplate-armor .sheet-flex-row,.sheet-rolltemplate-item .sheet-flex-row,.sheet-rolltemplate-skill .sheet-flex-row,.sheet-rolltemplate-text .sheet-flex-row,.sheet-rolltemplate-weapon .sheet-flex-row{flex-direction:row!important}.sheet-rolltemplate-armor .sheet-flex-no-wrap,.sheet-rolltemplate-item .sheet-flex-no-wrap,.sheet-rolltemplate-skill .sheet-flex-no-wrap,.sheet-rolltemplate-text .sheet-flex-no-wrap,.sheet-rolltemplate-weapon .sheet-flex-no-wrap{flex-wrap:nowrap!important}.sheet-rolltemplate-armor .sheet-items-end,.sheet-rolltemplate-item .sheet-items-end,.sheet-rolltemplate-skill .sheet-items-end,.sheet-rolltemplate-text .sheet-items-end,.sheet-rolltemplate-weapon .sheet-items-end{align-items:flex-end!important}.sheet-rolltemplate-armor .sheet-items-center,.sheet-rolltemplate-item .sheet-items-center,.sheet-rolltemplate-skill .sheet-items-center,.sheet-rolltemplate-text .sheet-items-center,.sheet-rolltemplate-weapon .sheet-items-center{align-items:center!important}.sheet-rolltemplate-armor .sheet-items-baseline,.sheet-rolltemplate-item .sheet-items-baseline,.sheet-rolltemplate-skill .sheet-items-baseline,.sheet-rolltemplate-text .sheet-items-baseline,.sheet-rolltemplate-weapon .sheet-items-baseline{align-items:baseline!important}.sheet-rolltemplate-armor .sheet-self-start,.sheet-rolltemplate-item .sheet-self-start,.sheet-rolltemplate-skill .sheet-self-start,.sheet-rolltemplate-text .sheet-self-start,.sheet-rolltemplate-weapon .sheet-self-start{align-self:flex-start!important}.sheet-rolltemplate-armor .sheet-flex-1,.sheet-rolltemplate-item .sheet-flex-1,.sheet-rolltemplate-skill .sheet-flex-1,.sheet-rolltemplate-text .sheet-flex-1,.sheet-rolltemplate-weapon .sheet-flex-1{flex:1 1 0%!important}.sheet-rolltemplate-armor .sheet-flex-none,.sheet-rolltemplate-item .sheet-flex-none,.sheet-rolltemplate-skill .sheet-flex-none,.sheet-rolltemplate-text .sheet-flex-none,.sheet-rolltemplate-weapon .sheet-flex-none{flex:none!important}.sheet-rolltemplate-armor .sheet-font-mono,.sheet-rolltemplate-item .sheet-font-mono,.sheet-rolltemplate-skill .sheet-font-mono,.sheet-rolltemplate-text .sheet-font-mono,.sheet-rolltemplate-weapon .sheet-font-mono{font-family:Menlo,Monaco,Consolas,Liberation Mono,Courier New,monospace!important}.sheet-rolltemplate-armor .sheet-font-bold,.sheet-rolltemplate-item .sheet-font-bold,.sheet-rolltemplate-skill .sheet-font-bold,.sheet-rolltemplate-text .sheet-font-bold,.sheet-rolltemplate-weapon .sheet-font-bold{font-weight:700!important}.sheet-rolltemplate-armor .sheet-mb-0,.sheet-rolltemplate-item .sheet-mb-0,.sheet-rolltemplate-skill .sheet-mb-0,.sheet-rolltemplate-text .sheet-mb-0,.sheet-rolltemplate-weapon .sheet-mb-0{margin-bottom:0!important}.sheet-rolltemplate-armor .sheet-mt-2,.sheet-rolltemplate-item .sheet-mt-2,.sheet-rolltemplate-skill .sheet-mt-2,.sheet-rolltemplate-text .sheet-mt-2,.sheet-rolltemplate-weapon .sheet-mt-2{margin-top:.5rem!important}.sheet-rolltemplate-armor .sheet-mb-2,.sheet-rolltemplate-item .sheet-mb-2,.sheet-rolltemplate-skill .sheet-mb-2,.sheet-rolltemplate-text .sheet-mb-2,.sheet-rolltemplate-weapon .sheet-mb-2{margin-bottom:.5rem!important}.sheet-rolltemplate-armor .sheet-ml-2,.sheet-rolltemplate-item .sheet-ml-2,.sheet-rolltemplate-skill .sheet-ml-2,.sheet-rolltemplate-text .sheet-ml-2,.sheet-rolltemplate-weapon .sheet-ml-2{margin-left:.5rem!important}.sheet-rolltemplate-armor .sheet-mt-4,.sheet-rolltemplate-item .sheet-mt-4,.sheet-rolltemplate-skill .sheet-mt-4,.sheet-rolltemplate-text .sheet-mt-4,.sheet-rolltemplate-weapon .sheet-mt-4{margin-top:1rem!important}.sheet-rolltemplate-armor .sheet-mt-6,.sheet-rolltemplate-item .sheet-mt-6,.sheet-rolltemplate-skill .sheet-mt-6,.sheet-rolltemplate-text .sheet-mt-6,.sheet-rolltemplate-weapon .sheet-mt-6{margin-top:1.5rem!important}.sheet-rolltemplate-armor .sheet-mb-6,.sheet-rolltemplate-item .sheet-mb-6,.sheet-rolltemplate-skill .sheet-mb-6,.sheet-rolltemplate-text .sheet-mb-6,.sheet-rolltemplate-weapon .sheet-mb-6{margin-bottom:1.5rem!important}.sheet-rolltemplate-armor .sheet-ml-8,.sheet-rolltemplate-item .sheet-ml-8,.sheet-rolltemplate-skill .sheet-ml-8,.sheet-rolltemplate-text .sheet-ml-8,.sheet-rolltemplate-weapon .sheet-ml-8{margin-left:2rem!important}.sheet-rolltemplate-armor .sheet-pr-px,.sheet-rolltemplate-item .sheet-pr-px,.sheet-rolltemplate-skill .sheet-pr-px,.sheet-rolltemplate-text .sheet-pr-px,.sheet-rolltemplate-weapon .sheet-pr-px{padding-right:1px!important}.sheet-rolltemplate-armor .sheet-relative,.sheet-rolltemplate-item .sheet-relative,.sheet-rolltemplate-skill .sheet-relative,.sheet-rolltemplate-text .sheet-relative,.sheet-rolltemplate-weapon .sheet-relative{position:relative!important}.sheet-rolltemplate-armor .sheet-text-center,.sheet-rolltemplate-item .sheet-text-center,.sheet-rolltemplate-skill .sheet-text-center,.sheet-rolltemplate-text .sheet-text-center,.sheet-rolltemplate-weapon .sheet-text-center{text-align:center!important}.sheet-rolltemplate-armor .sheet-text-right,.sheet-rolltemplate-item .sheet-text-right,.sheet-rolltemplate-skill .sheet-text-right,.sheet-rolltemplate-text .sheet-text-right,.sheet-rolltemplate-weapon .sheet-text-right{text-align:right!important}.sheet-rolltemplate-armor .sheet-text-red-700,.sheet-rolltemplate-item .sheet-text-red-700,.sheet-rolltemplate-skill .sheet-text-red-700,.sheet-rolltemplate-text .sheet-text-red-700,.sheet-rolltemplate-weapon .sheet-text-red-700{color:#c53030!important}.sheet-rolltemplate-armor .sheet-text-purple-600,.sheet-rolltemplate-item .sheet-text-purple-600,.sheet-rolltemplate-skill .sheet-text-purple-600,.sheet-rolltemplate-text .sheet-text-purple-600,.sheet-rolltemplate-weapon .sheet-text-purple-600{color:#805ad5!important}.sheet-rolltemplate-armor .sheet-text-sm,.sheet-rolltemplate-item .sheet-text-sm,.sheet-rolltemplate-skill .sheet-text-sm,.sheet-rolltemplate-text .sheet-text-sm,.sheet-rolltemplate-weapon .sheet-text-sm{font-size:1.125rem!important}.sheet-rolltemplate-armor .sheet-text-xl,.sheet-rolltemplate-item .sheet-text-xl,.sheet-rolltemplate-skill .sheet-text-xl,.sheet-rolltemplate-text .sheet-text-xl,.sheet-rolltemplate-weapon .sheet-text-xl{font-size:1.9rem!important}.sheet-rolltemplate-armor .sheet-italic,.sheet-rolltemplate-item .sheet-italic,.sheet-rolltemplate-skill .sheet-italic,.sheet-rolltemplate-text .sheet-italic,.sheet-rolltemplate-weapon .sheet-italic{font-style:italic!important}.sheet-rolltemplate-armor .sheet-w-3\/4,.sheet-rolltemplate-item .sheet-w-3\/4,.sheet-rolltemplate-skill .sheet-w-3\/4,.sheet-rolltemplate-text .sheet-w-3\/4,.sheet-rolltemplate-weapon .sheet-w-3\/4{width:75%!important}.sheet-rolltemplate-armor .sheet-w-full,.sheet-rolltemplate-item .sheet-w-full,.sheet-rolltemplate-skill .sheet-w-full,.sheet-rolltemplate-text .sheet-w-full,.sheet-rolltemplate-weapon .sheet-w-full{width:100%!important}.sheet-rolltemplate-armor .sheet-col-span-1,.sheet-rolltemplate-item .sheet-col-span-1,.sheet-rolltemplate-skill .sheet-col-span-1,.sheet-rolltemplate-text .sheet-col-span-1,.sheet-rolltemplate-weapon .sheet-col-span-1{grid-column:span 1/span 1!important}.sheet-rolltemplate-armor .sheet-col-span-2,.sheet-rolltemplate-item .sheet-col-span-2,.sheet-rolltemplate-skill .sheet-col-span-2,.sheet-rolltemplate-text .sheet-col-span-2,.sheet-rolltemplate-weapon .sheet-col-span-2{grid-column:span 2/span 2!important}.sheet-rolltemplate-armor .sheet-col-span-3,.sheet-rolltemplate-item .sheet-col-span-3,.sheet-rolltemplate-skill .sheet-col-span-3,.sheet-rolltemplate-text .sheet-col-span-3,.sheet-rolltemplate-weapon .sheet-col-span-3{grid-column:span 3/span 3!important}.sheet-rolltemplate-armor .sheet-col-span-4,.sheet-rolltemplate-item .sheet-col-span-4,.sheet-rolltemplate-skill .sheet-col-span-4,.sheet-rolltemplate-text .sheet-col-span-4,.sheet-rolltemplate-weapon .sheet-col-span-4{grid-column:span 4/span 4!important}.sheet-rolltemplate-armor .sheet-col-span-5,.sheet-rolltemplate-item .sheet-col-span-5,.sheet-rolltemplate-skill .sheet-col-span-5,.sheet-rolltemplate-text .sheet-col-span-5,.sheet-rolltemplate-weapon .sheet-col-span-5{grid-column:span 5/span 5!important}.sheet-rolltemplate-armor .sheet-col-span-8,.sheet-rolltemplate-item .sheet-col-span-8,.sheet-rolltemplate-skill .sheet-col-span-8,.sheet-rolltemplate-text .sheet-col-span-8,.sheet-rolltemplate-weapon .sheet-col-span-8{grid-column:span 8/span 8!important}.sheet-rolltemplate-armor .sheet-col-span-9,.sheet-rolltemplate-item .sheet-col-span-9,.sheet-rolltemplate-skill .sheet-col-span-9,.sheet-rolltemplate-text .sheet-col-span-9,.sheet-rolltemplate-weapon .sheet-col-span-9{grid-column:span 9/span 9!important}.sheet-rolltemplate-armor .sheet-col-span-12,.sheet-rolltemplate-item .sheet-col-span-12,.sheet-rolltemplate-skill .sheet-col-span-12,.sheet-rolltemplate-text .sheet-col-span-12,.sheet-rolltemplate-weapon .sheet-col-span-12{grid-column:span 12/span 12!important}.sheet-rolltemplate-armor .sheet-self-y-start,.sheet-rolltemplate-item .sheet-self-y-start,.sheet-rolltemplate-skill .sheet-self-y-start,.sheet-rolltemplate-text .sheet-self-y-start,.sheet-rolltemplate-weapon .sheet-self-y-start{align-self:start!important}.sheet-rolltemplate-armor .sheet-rt-header,.sheet-rolltemplate-item .sheet-rt-header,.sheet-rolltemplate-skill .sheet-rt-header,.sheet-rolltemplate-text .sheet-rt-header,.sheet-rolltemplate-weapon .sheet-rt-header{flex:none;display:flex;flex-direction:row;flex-wrap:nowrap;padding:.5rem 1rem;background-color:#000}.sheet-rolltemplate-armor .sheet-rt-header .sheet-rt-header__title,.sheet-rolltemplate-item .sheet-rt-header .sheet-rt-header__title,.sheet-rolltemplate-skill .sheet-rt-header .sheet-rt-header__title,.sheet-rolltemplate-text .sheet-rt-header .sheet-rt-header__title,.sheet-rolltemplate-weapon .sheet-rt-header .sheet-rt-header__title{flex:1 1 0%;font-size:1.125rem;color:#fff;font-weight:700}.sheet-rolltemplate-armor .sheet-rt-header .sheet-rt-header__subtitle,.sheet-rolltemplate-item .sheet-rt-header .sheet-rt-header__subtitle,.sheet-rolltemplate-skill .sheet-rt-header .sheet-rt-header__subtitle,.sheet-rolltemplate-text .sheet-rt-header .sheet-rt-header__subtitle,.sheet-rolltemplate-weapon .sheet-rt-header .sheet-rt-header__subtitle{flex:none;font-size:1.125rem;color:#e2e8f0;font-style:italic;margin-left:1rem}.sheet-rolltemplate-armor .sheet-rt-grid,.sheet-rolltemplate-item .sheet-rt-grid,.sheet-rolltemplate-skill .sheet-rt-grid,.sheet-rolltemplate-text .sheet-rt-grid,.sheet-rolltemplate-weapon .sheet-rt-grid{display:grid;grid-template-columns:repeat(4,minmax(0,1fr));grid-column-gap:1rem;-moz-column-gap:1rem;column-gap:1rem;padding-left:1rem;padding-right:1rem}.sheet-rolltemplate-armor .sheet-rt-grid .sheet-rt-grid__item,.sheet-rolltemplate-item .sheet-rt-grid .sheet-rt-grid__item,.sheet-rolltemplate-skill .sheet-rt-grid .sheet-rt-grid__item,.sheet-rolltemplate-text .sheet-rt-grid .sheet-rt-grid__item,.sheet-rolltemplate-weapon .sheet-rt-grid .sheet-rt-grid__item{grid-column:span 1/span 1;font-size:1.125rem;overflow:hidden;text-overflow:ellipsis;white-space:nowrap;padding-top:.5rem;padding-bottom:.5rem}.sheet-rolltemplate-armor .sheet-rt-grid .sheet-rt-grid__item.sheet-rt-grid__item--bold,.sheet-rolltemplate-item .sheet-rt-grid .sheet-rt-grid__item.sheet-rt-grid__item--bold,.sheet-rolltemplate-skill .sheet-rt-grid .sheet-rt-grid__item.sheet-rt-grid__item--bold,.sheet-rolltemplate-text .sheet-rt-grid .sheet-rt-grid__item.sheet-rt-grid__item--bold,.sheet-rolltemplate-weapon .sheet-rt-grid .sheet-rt-grid__item.sheet-rt-grid__item--bold{font-weight:700}.sheet-rolltemplate-armor .sheet-rt-grid .sheet-rt-grid__item.sheet-rt-grid__item--3\/4,.sheet-rolltemplate-item .sheet-rt-grid .sheet-rt-grid__item.sheet-rt-grid__item--3\/4,.sheet-rolltemplate-skill .sheet-rt-grid .sheet-rt-grid__item.sheet-rt-grid__item--3\/4,.sheet-rolltemplate-text .sheet-rt-grid .sheet-rt-grid__item.sheet-rt-grid__item--3\/4,.sheet-rolltemplate-weapon .sheet-rt-grid .sheet-rt-grid__item.sheet-rt-grid__item--3\/4{grid-column:span 3/span 3}.sheet-rolltemplate-armor .sheet-rt-separator,.sheet-rolltemplate-item .sheet-rt-separator,.sheet-rolltemplate-skill .sheet-rt-separator,.sheet-rolltemplate-text .sheet-rt-separator,.sheet-rolltemplate-weapon .sheet-rt-separator{flex:none;border:solid #cbd5e0;border-width:0 0 1px}.sheet-rolltemplate-armor .sheet-rt-subheader,.sheet-rolltemplate-item .sheet-rt-subheader,.sheet-rolltemplate-skill .sheet-rt-subheader,.sheet-rolltemplate-text .sheet-rt-subheader,.sheet-rolltemplate-weapon .sheet-rt-subheader{flex:none;font-size:1.125rem;font-weight:700;background-color:#cbd5e0;padding:.5rem 1rem}.sheet-rolltemplate-armor .sheet-rt-text,.sheet-rolltemplate-item .sheet-rt-text,.sheet-rolltemplate-skill .sheet-rt-text,.sheet-rolltemplate-text .sheet-rt-text,.sheet-rolltemplate-weapon .sheet-rt-text{flex:none;font-size:1.125rem;padding:.5rem 1rem} \ No newline at end of file +/* -- tailwind utilities ---------------------------------------------------- */ + +.sheet-flex { + display: flex !important; +} + +.sheet-flex-row { + flex-direction: row !important; +} + +.sheet-flex-no-wrap { + flex-wrap: nowrap !important; +} + +.sheet-items-end { + align-items: flex-end !important; +} + +.sheet-items-center { + align-items: center !important; +} + +.sheet-items-baseline { + align-items: baseline !important; +} + +.sheet-self-start { + align-self: flex-start !important; +} + +.sheet-justify-between { + justify-content: space-between !important; +} + +.sheet-flex-1 { + flex: 1 1 0% !important; +} + +.sheet-flex-initial { + flex: 0 1 auto !important; +} + +.sheet-flex-none { + flex: none !important; +} + +.sheet-font-mono { + font-family: Menlo, Monaco, Consolas, "Liberation Mono", "Courier New", monospace !important; +} + +.sheet-font-bold { + font-weight: 700 !important; +} + +.sheet-h-20 { + height: 5rem !important; +} + +.sheet-mb-0 { + margin-bottom: 0 !important; +} + +.sheet-mt-2 { + margin-top: 0.5rem !important; +} + +.sheet-mb-2 { + margin-bottom: 0.5rem !important; +} + +.sheet-ml-2 { + margin-left: 0.5rem !important; +} + +.sheet-mt-4 { + margin-top: 1rem !important; +} + +.sheet-mt-6 { + margin-top: 1.5rem !important; +} + +.sheet-mt-8 { + margin-top: 2rem !important; +} + +.sheet-ml-8 { + margin-left: 2rem !important; +} + +.sheet-pr-px { + padding-right: 1px !important; +} + +.sheet-text-center { + text-align: center !important; +} + +.sheet-text-right { + text-align: right !important; +} + +.sheet-text-red-700 { + color: #c53030 !important; +} + +.sheet-text-purple-600 { + color: #805ad5 !important; +} + +.sheet-text-sm { + font-size: 1.125rem !important; +} + +.sheet-italic { + font-style: italic !important; +} + +.sheet-w-3\/4 { + width: 75% !important; +} + +.sheet-w-full { + width: 100% !important; +} + +.sheet-col-span-1 { + grid-column: span 1 / span 1 !important; +} + +.sheet-col-span-2 { + grid-column: span 2 / span 2 !important; +} + +.sheet-col-span-3 { + grid-column: span 3 / span 3 !important; +} + +.sheet-col-span-4 { + grid-column: span 4 / span 4 !important; +} + +.sheet-col-span-5 { + grid-column: span 5 / span 5 !important; +} + +.sheet-col-span-8 { + grid-column: span 8 / span 8 !important; +} + +.sheet-col-span-9 { + grid-column: span 9 / span 9 !important; +} + +.sheet-col-span-12 { + grid-column: span 12 / span 12 !important; +} + +.sheet-self-y-start { + align-self: start !important; +} + +/* -- styling --------------------------------------------------------------- */ + +/* -- sheet wrapper --------------------------------------------------------- */ + +.sheet-wrapper { width: 100%; box-sizing: border-box; padding-right: 2.5rem; +} + +/* -- tab ------------------------------------------------------------------- */ + +.sheet-tab { + border-style: solid; + border-width: 1px; + border-top-left-radius: 0.375rem; + border-top-right-radius: 0.375rem; + padding: 0.7rem 1.25rem !important; + background: transparent; + border-top-color: transparent; + border-left-color: transparent; + border-right-color: transparent; + border-bottom-color: #ddd; +} + +.sheet-tab:focus { outline: 0; + } + +.sheet-tab:hover { background: #eee; + } + +.sheet-tab-spacer { + border-style: solid; + border-width: 0; + border-bottom-width: 1px; + min-width: 0.15rem; + border-bottom-color: #ddd; +} + +/* -- button ---------------------------------------------------------------- */ + +.sheet-button { + border-width: 1px !important; + margin-left: 0 !important; + margin-right: 0 !important; + width: 1.9rem; + height: 2.1rem; + padding: 2px 3px; + font-size: 1.3em; +} + +/* When the button is hidden for purposes of spacing, we set its height to 0 + to avoid increasing the container's height. */ + +.sheet-button.sheet-button--hidden { + visibility: hidden !important; + height: 0 !important; + } + +.sheet-button.sheet-button--advantage { + color: #38a169; + background: #f0fff4; + } + +.sheet-button.sheet-button--advantage:hover { background: #c6f6d5; + } + +.sheet-button.sheet-button--disadvantage { + color: #9b2c2c; + background: #fff5f5; + } + +.sheet-button.sheet-button--disadvantage:hover { background: #fed7d7; + } + +/* Icons */ + +.sheet-button.sheet-button--chat::before { + font-family: 'Pictos' !important; + content: "w" !important; + } + +/* -- textarea -------------------------------------------------------------- */ + +.sheet-textarea { height: 8rem; box-sizing: border-box; +} + +/* -- checkbox -------------------------------------------------------------- */ + +.sheet-checkbox { width: 2rem !important; height: 2rem !important; +} + +/* -- radio ----------------------------------------------------------------- */ + +/* -- label ----------------------------------------------------------------- */ + +/* Sheet wrapper */ + +.sheet-wrapper { + min-width: 780px; + max-width: 1280px; +} + +/* Panel classes */ + +.sheet-panel-container { + display: grid; + grid-template-columns: repeat(1, minmax(0, 1fr)); +} + +.sheet-panel-container.sheet-panel-container--center { align-items: center; + } + +.sheet-panel { + width: 100%; + grid-column: 1 / 1; + grid-row: 1 / 1; +} + +/* View navigation */ + +.sheet-id-attr-curr-view:not([value="view_player"]) ~ .sheet-id-header-player, + .sheet-id-attr-curr-view:not([value="view_player"]) ~ .sheet-id-view-player, + .sheet-id-attr-curr-view:not([value="view_gm"]) ~ .sheet-id-header-gm, + .sheet-id-attr-curr-view:not([value="view_gm"]) ~ .sheet-id-view-gm { + visibility: hidden; + z-index: -1; + } + +/* View: player */ + +/* Stats grid */ + +.sheet-id-view-player .sheet-container-stats { + display: grid; + grid-gap: 0.5rem; + grid-gap: 0.5rem; + gap: 0.5rem; + align-items: center; + grid-template-columns: 4rem 6rem 6rem auto auto auto 4rem 4rem 6rem 4rem 6rem 1fr; + grid-template-rows: auto auto auto auto 0.5rem auto; + } + +/* Encumbrance labels */ + +.sheet-id-view-player .sheet-container-stats .sheet-id-attr-enc-status[value=""] ~ .sheet-id-enc-label-encumbered, + .sheet-id-view-player .sheet-container-stats .sheet-id-attr-enc-status[value=""] ~ .sheet-id-enc-label-max-capacity, + .sheet-id-view-player .sheet-container-stats .sheet-id-attr-enc-status[value=""] ~ .sheet-id-enc-label-over-capacity { display: none; + } + +.sheet-id-view-player .sheet-container-stats .sheet-id-attr-enc-status[value="encumbered"] ~ .sheet-id-enc-label-max-capacity, + .sheet-id-view-player .sheet-container-stats .sheet-id-attr-enc-status[value="encumbered"] ~ .sheet-id-enc-label-over-capacity { display: none; + } + +.sheet-id-view-player .sheet-container-stats .sheet-id-attr-enc-status[value="max_capacity"] ~ .sheet-id-enc-label-encumbered, + .sheet-id-view-player .sheet-container-stats .sheet-id-attr-enc-status[value="max_capacity"] ~ .sheet-id-enc-label-over-capacity { display: none; + } + +.sheet-id-view-player .sheet-container-stats .sheet-id-attr-enc-status[value="over_capacity"] ~ .sheet-id-enc-label-encumbered, + .sheet-id-view-player .sheet-container-stats .sheet-id-attr-enc-status[value="over_capacity"] ~ .sheet-id-enc-label-max-capacity { display: none; + } + +/* Tab navigation */ + +.sheet-id-view-player .sheet-id-attr-curr-tab[value="tab_concept"] ~ .sheet-id-tab-button-concept, + .sheet-id-view-player .sheet-id-attr-curr-tab[value="tab_skills"] ~ .sheet-id-tab-button-skills, + .sheet-id-view-player .sheet-id-attr-curr-tab[value="tab_weapons"] ~ .sheet-id-tab-button-weapons, + .sheet-id-view-player .sheet-id-attr-curr-tab[value="tab_armor"] ~ .sheet-id-tab-button-armor, + .sheet-id-view-player .sheet-id-attr-curr-tab[value="tab_items"] ~ .sheet-id-tab-button-items { + cursor: default; + border-top-color: #ddd; + border-left-color: #ddd; + border-right-color: #ddd; + border-bottom-color: transparent; + } + +.sheet-id-view-player .sheet-id-attr-curr-tab[value="tab_concept"] ~ .sheet-id-tab-button-concept:hover, .sheet-id-view-player .sheet-id-attr-curr-tab[value="tab_skills"] ~ .sheet-id-tab-button-skills:hover, .sheet-id-view-player .sheet-id-attr-curr-tab[value="tab_weapons"] ~ .sheet-id-tab-button-weapons:hover, .sheet-id-view-player .sheet-id-attr-curr-tab[value="tab_armor"] ~ .sheet-id-tab-button-armor:hover, .sheet-id-view-player .sheet-id-attr-curr-tab[value="tab_items"] ~ .sheet-id-tab-button-items:hover { background: transparent; + } + +/* Tab panel display */ + +.sheet-id-view-player .sheet-id-attr-curr-tab:not([value="tab_concept"]) ~ .sheet-id-tab-concept, + .sheet-id-view-player .sheet-id-attr-curr-tab:not([value="tab_skills"]) ~ .sheet-id-tab-skills, + .sheet-id-view-player .sheet-id-attr-curr-tab:not([value="tab_weapons"]) ~ .sheet-id-tab-weapons, + .sheet-id-view-player .sheet-id-attr-curr-tab:not([value="tab_armor"]) ~ .sheet-id-tab-armor, + .sheet-id-view-player .sheet-id-attr-curr-tab:not([value="tab_items"]) ~ .sheet-id-tab-items { + visibility: hidden; + z-index: -1; + } + +/* Panel: concept */ + +.sheet-id-view-player .sheet-id-tab-concept .sheet-container-concept { + display: grid; + grid-gap: 0.5rem; + grid-gap: 0.5rem; + gap: 0.5rem; + align-items: center; + grid-template-columns: 8rem 1fr auto 4rem 8rem 1fr auto; + } + +/* Panel: skills */ + +.sheet-id-view-player .sheet-id-tab-skills .sheet-container-skill { + display: grid; + grid-gap: 0.5rem; + grid-gap: 0.5rem; + gap: 0.5rem; + align-items: center; + background-color: #f7fafc; + padding: 1rem; + grid-template-columns: 8rem 1fr 4rem 4rem 1fr 4rem 4rem 1fr auto; + } + +/* Make Power textarea visible when the checkbox is checked */ + +.sheet-id-view-player .sheet-id-tab-skills .sheet-container-skill .sheet-id-attr-skill-is-power-computed:not([value="true"]) + + .sheet-id-attr-skill-is-power-computed-textarea { display: none !important; + } + +/* Panel: weapons */ + +.sheet-id-view-player .sheet-id-tab-weapons .sheet-container-headers, + .sheet-id-view-player .sheet-id-tab-weapons .sheet-container-weapon { + display: grid; + grid-template-columns: 1fr 1fr 6rem 6rem 6rem 6rem auto auto 8rem 2fr 6rem auto; + } + +.sheet-id-view-player .sheet-id-tab-weapons .sheet-container-headers { grid-column-gap: 0.5rem; grid-column-gap: 0.5rem; -moz-column-gap: 0.5rem; column-gap: 0.5rem; padding-left: 1rem; padding-right: 1rem; + } + +.sheet-id-view-player .sheet-id-tab-weapons .sheet-container-weapon { grid-gap: 0.5rem; grid-gap: 0.5rem; gap: 0.5rem; background-color: #f7fafc; padding: 1rem; + } + +/* Panel: armor */ + +.sheet-id-view-player .sheet-id-tab-armor .sheet-container-headers, + .sheet-id-view-player .sheet-id-tab-armor .sheet-container-armor { + display: grid; + grid-template-columns: 3fr 6rem 6rem 6rem 6rem auto auto 8rem 6rem auto 4fr 6rem auto; + } + +.sheet-id-view-player .sheet-id-tab-armor .sheet-container-headers { grid-column-gap: 0.5rem; grid-column-gap: 0.5rem; -moz-column-gap: 0.5rem; column-gap: 0.5rem; padding-left: 1rem; padding-right: 1rem; + } + +.sheet-id-view-player .sheet-id-tab-armor .sheet-container-armor { grid-gap: 0.5rem; grid-gap: 0.5rem; gap: 0.5rem; background-color: #f7fafc; padding: 1rem; + } + +/* Panel: items */ + +.sheet-id-view-player .sheet-id-tab-items .sheet-container-headers, + .sheet-id-view-player .sheet-id-tab-items .sheet-container-item { + display: grid; + grid-template-columns: 1fr 8rem 2fr 6rem auto; + } + +.sheet-id-view-player .sheet-id-tab-items .sheet-container-headers { grid-column-gap: 0.5rem; grid-column-gap: 0.5rem; -moz-column-gap: 0.5rem; column-gap: 0.5rem; padding-left: 1rem; padding-right: 1rem; + } + +.sheet-id-view-player .sheet-id-tab-items .sheet-container-item { grid-gap: 0.5rem; grid-gap: 0.5rem; gap: 0.5rem; background-color: #f7fafc; padding: 1rem; + } + +/* View: GM */ + +.sheet-id-view-gm .sheet-container-npc { + display: grid; + grid-gap: 0.5rem; + grid-gap: 0.5rem; + gap: 0.5rem; + align-items: center; + background-color: #f7fafc; + padding: 1rem; + grid-template-columns: 4rem 6rem auto auto auto 1fr 4rem 6rem auto auto auto 1fr 4rem 6rem auto auto auto 1fr 4rem 6rem; + } +/* Roll templates */ + +.sheet-rolltemplate-text, +.sheet-rolltemplate-skill, +.sheet-rolltemplate-weapon, +.sheet-rolltemplate-armor, +.sheet-rolltemplate-item { + /* -- styling ----------------------------------------------------------- */ + display: flex; + flex-direction: column; + flex-wrap: nowrap; + align-items: stretch; + background-color: #fff; +} + +/* -- tailwind utilities ------------------------------------------------ */ + +.sheet-rolltemplate-text .sheet-flex, .sheet-rolltemplate-skill .sheet-flex, .sheet-rolltemplate-weapon .sheet-flex, .sheet-rolltemplate-armor .sheet-flex, .sheet-rolltemplate-item .sheet-flex { + display: flex !important; + } + +.sheet-rolltemplate-text .sheet-flex-row, .sheet-rolltemplate-skill .sheet-flex-row, .sheet-rolltemplate-weapon .sheet-flex-row, .sheet-rolltemplate-armor .sheet-flex-row, .sheet-rolltemplate-item .sheet-flex-row { + flex-direction: row !important; + } + +.sheet-rolltemplate-text .sheet-flex-no-wrap, .sheet-rolltemplate-skill .sheet-flex-no-wrap, .sheet-rolltemplate-weapon .sheet-flex-no-wrap, .sheet-rolltemplate-armor .sheet-flex-no-wrap, .sheet-rolltemplate-item .sheet-flex-no-wrap { + flex-wrap: nowrap !important; + } + +.sheet-rolltemplate-text .sheet-items-end, .sheet-rolltemplate-skill .sheet-items-end, .sheet-rolltemplate-weapon .sheet-items-end, .sheet-rolltemplate-armor .sheet-items-end, .sheet-rolltemplate-item .sheet-items-end { + align-items: flex-end !important; + } + +.sheet-rolltemplate-text .sheet-items-center, .sheet-rolltemplate-skill .sheet-items-center, .sheet-rolltemplate-weapon .sheet-items-center, .sheet-rolltemplate-armor .sheet-items-center, .sheet-rolltemplate-item .sheet-items-center { + align-items: center !important; + } + +.sheet-rolltemplate-text .sheet-items-baseline, .sheet-rolltemplate-skill .sheet-items-baseline, .sheet-rolltemplate-weapon .sheet-items-baseline, .sheet-rolltemplate-armor .sheet-items-baseline, .sheet-rolltemplate-item .sheet-items-baseline { + align-items: baseline !important; + } + +.sheet-rolltemplate-text .sheet-self-start, .sheet-rolltemplate-skill .sheet-self-start, .sheet-rolltemplate-weapon .sheet-self-start, .sheet-rolltemplate-armor .sheet-self-start, .sheet-rolltemplate-item .sheet-self-start { + align-self: flex-start !important; + } + +.sheet-rolltemplate-text .sheet-justify-between, .sheet-rolltemplate-skill .sheet-justify-between, .sheet-rolltemplate-weapon .sheet-justify-between, .sheet-rolltemplate-armor .sheet-justify-between, .sheet-rolltemplate-item .sheet-justify-between { + justify-content: space-between !important; + } + +.sheet-rolltemplate-text .sheet-flex-1, .sheet-rolltemplate-skill .sheet-flex-1, .sheet-rolltemplate-weapon .sheet-flex-1, .sheet-rolltemplate-armor .sheet-flex-1, .sheet-rolltemplate-item .sheet-flex-1 { + flex: 1 1 0% !important; + } + +.sheet-rolltemplate-text .sheet-flex-initial, .sheet-rolltemplate-skill .sheet-flex-initial, .sheet-rolltemplate-weapon .sheet-flex-initial, .sheet-rolltemplate-armor .sheet-flex-initial, .sheet-rolltemplate-item .sheet-flex-initial { + flex: 0 1 auto !important; + } + +.sheet-rolltemplate-text .sheet-flex-none, .sheet-rolltemplate-skill .sheet-flex-none, .sheet-rolltemplate-weapon .sheet-flex-none, .sheet-rolltemplate-armor .sheet-flex-none, .sheet-rolltemplate-item .sheet-flex-none { + flex: none !important; + } + +.sheet-rolltemplate-text .sheet-font-mono, .sheet-rolltemplate-skill .sheet-font-mono, .sheet-rolltemplate-weapon .sheet-font-mono, .sheet-rolltemplate-armor .sheet-font-mono, .sheet-rolltemplate-item .sheet-font-mono { + font-family: Menlo, Monaco, Consolas, "Liberation Mono", "Courier New", monospace !important; + } + +.sheet-rolltemplate-text .sheet-font-bold, .sheet-rolltemplate-skill .sheet-font-bold, .sheet-rolltemplate-weapon .sheet-font-bold, .sheet-rolltemplate-armor .sheet-font-bold, .sheet-rolltemplate-item .sheet-font-bold { + font-weight: 700 !important; + } + +.sheet-rolltemplate-text .sheet-h-20, .sheet-rolltemplate-skill .sheet-h-20, .sheet-rolltemplate-weapon .sheet-h-20, .sheet-rolltemplate-armor .sheet-h-20, .sheet-rolltemplate-item .sheet-h-20 { + height: 5rem !important; + } + +.sheet-rolltemplate-text .sheet-mb-0, .sheet-rolltemplate-skill .sheet-mb-0, .sheet-rolltemplate-weapon .sheet-mb-0, .sheet-rolltemplate-armor .sheet-mb-0, .sheet-rolltemplate-item .sheet-mb-0 { + margin-bottom: 0 !important; + } + +.sheet-rolltemplate-text .sheet-mt-2, .sheet-rolltemplate-skill .sheet-mt-2, .sheet-rolltemplate-weapon .sheet-mt-2, .sheet-rolltemplate-armor .sheet-mt-2, .sheet-rolltemplate-item .sheet-mt-2 { + margin-top: 0.5rem !important; + } + +.sheet-rolltemplate-text .sheet-mb-2, .sheet-rolltemplate-skill .sheet-mb-2, .sheet-rolltemplate-weapon .sheet-mb-2, .sheet-rolltemplate-armor .sheet-mb-2, .sheet-rolltemplate-item .sheet-mb-2 { + margin-bottom: 0.5rem !important; + } + +.sheet-rolltemplate-text .sheet-ml-2, .sheet-rolltemplate-skill .sheet-ml-2, .sheet-rolltemplate-weapon .sheet-ml-2, .sheet-rolltemplate-armor .sheet-ml-2, .sheet-rolltemplate-item .sheet-ml-2 { + margin-left: 0.5rem !important; + } + +.sheet-rolltemplate-text .sheet-mt-4, .sheet-rolltemplate-skill .sheet-mt-4, .sheet-rolltemplate-weapon .sheet-mt-4, .sheet-rolltemplate-armor .sheet-mt-4, .sheet-rolltemplate-item .sheet-mt-4 { + margin-top: 1rem !important; + } + +.sheet-rolltemplate-text .sheet-mt-6, .sheet-rolltemplate-skill .sheet-mt-6, .sheet-rolltemplate-weapon .sheet-mt-6, .sheet-rolltemplate-armor .sheet-mt-6, .sheet-rolltemplate-item .sheet-mt-6 { + margin-top: 1.5rem !important; + } + +.sheet-rolltemplate-text .sheet-mt-8, .sheet-rolltemplate-skill .sheet-mt-8, .sheet-rolltemplate-weapon .sheet-mt-8, .sheet-rolltemplate-armor .sheet-mt-8, .sheet-rolltemplate-item .sheet-mt-8 { + margin-top: 2rem !important; + } + +.sheet-rolltemplate-text .sheet-ml-8, .sheet-rolltemplate-skill .sheet-ml-8, .sheet-rolltemplate-weapon .sheet-ml-8, .sheet-rolltemplate-armor .sheet-ml-8, .sheet-rolltemplate-item .sheet-ml-8 { + margin-left: 2rem !important; + } + +.sheet-rolltemplate-text .sheet-pr-px, .sheet-rolltemplate-skill .sheet-pr-px, .sheet-rolltemplate-weapon .sheet-pr-px, .sheet-rolltemplate-armor .sheet-pr-px, .sheet-rolltemplate-item .sheet-pr-px { + padding-right: 1px !important; + } + +.sheet-rolltemplate-text .sheet-text-center, .sheet-rolltemplate-skill .sheet-text-center, .sheet-rolltemplate-weapon .sheet-text-center, .sheet-rolltemplate-armor .sheet-text-center, .sheet-rolltemplate-item .sheet-text-center { + text-align: center !important; + } + +.sheet-rolltemplate-text .sheet-text-right, .sheet-rolltemplate-skill .sheet-text-right, .sheet-rolltemplate-weapon .sheet-text-right, .sheet-rolltemplate-armor .sheet-text-right, .sheet-rolltemplate-item .sheet-text-right { + text-align: right !important; + } + +.sheet-rolltemplate-text .sheet-text-red-700, .sheet-rolltemplate-skill .sheet-text-red-700, .sheet-rolltemplate-weapon .sheet-text-red-700, .sheet-rolltemplate-armor .sheet-text-red-700, .sheet-rolltemplate-item .sheet-text-red-700 { + color: #c53030 !important; + } + +.sheet-rolltemplate-text .sheet-text-purple-600, .sheet-rolltemplate-skill .sheet-text-purple-600, .sheet-rolltemplate-weapon .sheet-text-purple-600, .sheet-rolltemplate-armor .sheet-text-purple-600, .sheet-rolltemplate-item .sheet-text-purple-600 { + color: #805ad5 !important; + } + +.sheet-rolltemplate-text .sheet-text-sm, .sheet-rolltemplate-skill .sheet-text-sm, .sheet-rolltemplate-weapon .sheet-text-sm, .sheet-rolltemplate-armor .sheet-text-sm, .sheet-rolltemplate-item .sheet-text-sm { + font-size: 1.125rem !important; + } + +.sheet-rolltemplate-text .sheet-italic, .sheet-rolltemplate-skill .sheet-italic, .sheet-rolltemplate-weapon .sheet-italic, .sheet-rolltemplate-armor .sheet-italic, .sheet-rolltemplate-item .sheet-italic { + font-style: italic !important; + } + +.sheet-rolltemplate-text .sheet-w-3\/4, .sheet-rolltemplate-skill .sheet-w-3\/4, .sheet-rolltemplate-weapon .sheet-w-3\/4, .sheet-rolltemplate-armor .sheet-w-3\/4, .sheet-rolltemplate-item .sheet-w-3\/4 { + width: 75% !important; + } + +.sheet-rolltemplate-text .sheet-w-full, .sheet-rolltemplate-skill .sheet-w-full, .sheet-rolltemplate-weapon .sheet-w-full, .sheet-rolltemplate-armor .sheet-w-full, .sheet-rolltemplate-item .sheet-w-full { + width: 100% !important; + } + +.sheet-rolltemplate-text .sheet-col-span-1, .sheet-rolltemplate-skill .sheet-col-span-1, .sheet-rolltemplate-weapon .sheet-col-span-1, .sheet-rolltemplate-armor .sheet-col-span-1, .sheet-rolltemplate-item .sheet-col-span-1 { + grid-column: span 1 / span 1 !important; + } + +.sheet-rolltemplate-text .sheet-col-span-2, .sheet-rolltemplate-skill .sheet-col-span-2, .sheet-rolltemplate-weapon .sheet-col-span-2, .sheet-rolltemplate-armor .sheet-col-span-2, .sheet-rolltemplate-item .sheet-col-span-2 { + grid-column: span 2 / span 2 !important; + } + +.sheet-rolltemplate-text .sheet-col-span-3, .sheet-rolltemplate-skill .sheet-col-span-3, .sheet-rolltemplate-weapon .sheet-col-span-3, .sheet-rolltemplate-armor .sheet-col-span-3, .sheet-rolltemplate-item .sheet-col-span-3 { + grid-column: span 3 / span 3 !important; + } + +.sheet-rolltemplate-text .sheet-col-span-4, .sheet-rolltemplate-skill .sheet-col-span-4, .sheet-rolltemplate-weapon .sheet-col-span-4, .sheet-rolltemplate-armor .sheet-col-span-4, .sheet-rolltemplate-item .sheet-col-span-4 { + grid-column: span 4 / span 4 !important; + } + +.sheet-rolltemplate-text .sheet-col-span-5, .sheet-rolltemplate-skill .sheet-col-span-5, .sheet-rolltemplate-weapon .sheet-col-span-5, .sheet-rolltemplate-armor .sheet-col-span-5, .sheet-rolltemplate-item .sheet-col-span-5 { + grid-column: span 5 / span 5 !important; + } + +.sheet-rolltemplate-text .sheet-col-span-8, .sheet-rolltemplate-skill .sheet-col-span-8, .sheet-rolltemplate-weapon .sheet-col-span-8, .sheet-rolltemplate-armor .sheet-col-span-8, .sheet-rolltemplate-item .sheet-col-span-8 { + grid-column: span 8 / span 8 !important; + } + +.sheet-rolltemplate-text .sheet-col-span-9, .sheet-rolltemplate-skill .sheet-col-span-9, .sheet-rolltemplate-weapon .sheet-col-span-9, .sheet-rolltemplate-armor .sheet-col-span-9, .sheet-rolltemplate-item .sheet-col-span-9 { + grid-column: span 9 / span 9 !important; + } + +.sheet-rolltemplate-text .sheet-col-span-12, .sheet-rolltemplate-skill .sheet-col-span-12, .sheet-rolltemplate-weapon .sheet-col-span-12, .sheet-rolltemplate-armor .sheet-col-span-12, .sheet-rolltemplate-item .sheet-col-span-12 { + grid-column: span 12 / span 12 !important; + } + +.sheet-rolltemplate-text .sheet-self-y-start, .sheet-rolltemplate-skill .sheet-self-y-start, .sheet-rolltemplate-weapon .sheet-self-y-start, .sheet-rolltemplate-armor .sheet-self-y-start, .sheet-rolltemplate-item .sheet-self-y-start { + align-self: start !important; + } + +.sheet-rolltemplate-text .sheet-rt-header, .sheet-rolltemplate-skill .sheet-rt-header, .sheet-rolltemplate-weapon .sheet-rt-header, .sheet-rolltemplate-armor .sheet-rt-header, .sheet-rolltemplate-item .sheet-rt-header { + flex: none; + display: flex; + flex-direction: row; + flex-wrap: nowrap; + padding-left: 1rem; + padding-right: 1rem; + padding-top: 0.5rem; + padding-bottom: 0.5rem; + background-color: #000; + } + +.sheet-rolltemplate-text .sheet-rt-header .sheet-rt-header__title, .sheet-rolltemplate-skill .sheet-rt-header .sheet-rt-header__title, .sheet-rolltemplate-weapon .sheet-rt-header .sheet-rt-header__title, .sheet-rolltemplate-armor .sheet-rt-header .sheet-rt-header__title, .sheet-rolltemplate-item .sheet-rt-header .sheet-rt-header__title { flex: 1 1 0%; font-size: 1.125rem; color: #fff; font-weight: 700; + } + +.sheet-rolltemplate-text .sheet-rt-header .sheet-rt-header__subtitle, .sheet-rolltemplate-skill .sheet-rt-header .sheet-rt-header__subtitle, .sheet-rolltemplate-weapon .sheet-rt-header .sheet-rt-header__subtitle, .sheet-rolltemplate-armor .sheet-rt-header .sheet-rt-header__subtitle, .sheet-rolltemplate-item .sheet-rt-header .sheet-rt-header__subtitle { flex: none; font-size: 1.125rem; color: #e2e8f0; font-style: italic; margin-left: 1rem; + } + +.sheet-rolltemplate-text .sheet-rt-grid, .sheet-rolltemplate-skill .sheet-rt-grid, .sheet-rolltemplate-weapon .sheet-rt-grid, .sheet-rolltemplate-armor .sheet-rt-grid, .sheet-rolltemplate-item .sheet-rt-grid { + display: grid; + grid-template-columns: repeat(4, minmax(0, 1fr)); + grid-column-gap: 1rem; + grid-column-gap: 1rem; + -moz-column-gap: 1rem; + column-gap: 1rem; + padding-left: 1rem; + padding-right: 1rem; + } + +.sheet-rolltemplate-text .sheet-rt-grid .sheet-rt-grid__item, .sheet-rolltemplate-skill .sheet-rt-grid .sheet-rt-grid__item, .sheet-rolltemplate-weapon .sheet-rt-grid .sheet-rt-grid__item, .sheet-rolltemplate-armor .sheet-rt-grid .sheet-rt-grid__item, .sheet-rolltemplate-item .sheet-rt-grid .sheet-rt-grid__item { + grid-column: span 1 / span 1; + font-size: 1.125rem; + overflow: hidden; + text-overflow: ellipsis; + white-space: nowrap; + padding-top: 0.5rem; + padding-bottom: 0.5rem; + } + +.sheet-rolltemplate-text .sheet-rt-grid .sheet-rt-grid__item.sheet-rt-grid__item--bold, .sheet-rolltemplate-skill .sheet-rt-grid .sheet-rt-grid__item.sheet-rt-grid__item--bold, .sheet-rolltemplate-weapon .sheet-rt-grid .sheet-rt-grid__item.sheet-rt-grid__item--bold, .sheet-rolltemplate-armor .sheet-rt-grid .sheet-rt-grid__item.sheet-rt-grid__item--bold, .sheet-rolltemplate-item .sheet-rt-grid .sheet-rt-grid__item.sheet-rt-grid__item--bold { font-weight: 700; + } + +.sheet-rolltemplate-text .sheet-rt-grid .sheet-rt-grid__item.sheet-rt-grid__item--3\/4, .sheet-rolltemplate-skill .sheet-rt-grid .sheet-rt-grid__item.sheet-rt-grid__item--3\/4, .sheet-rolltemplate-weapon .sheet-rt-grid .sheet-rt-grid__item.sheet-rt-grid__item--3\/4, .sheet-rolltemplate-armor .sheet-rt-grid .sheet-rt-grid__item.sheet-rt-grid__item--3\/4, .sheet-rolltemplate-item .sheet-rt-grid .sheet-rt-grid__item.sheet-rt-grid__item--3\/4 { grid-column: span 3 / span 3; + } + +.sheet-rolltemplate-text .sheet-rt-separator, .sheet-rolltemplate-skill .sheet-rt-separator, .sheet-rolltemplate-weapon .sheet-rt-separator, .sheet-rolltemplate-armor .sheet-rt-separator, .sheet-rolltemplate-item .sheet-rt-separator { flex: none; border-style: solid; border-width: 0; border-bottom-width: 1px; border-color: #cbd5e0; + } + +.sheet-rolltemplate-text .sheet-rt-subheader, .sheet-rolltemplate-skill .sheet-rt-subheader, .sheet-rolltemplate-weapon .sheet-rt-subheader, .sheet-rolltemplate-armor .sheet-rt-subheader, .sheet-rolltemplate-item .sheet-rt-subheader { flex: none; font-size: 1.125rem; font-weight: 700; background-color: #cbd5e0; padding-left: 1rem; padding-right: 1rem; padding-top: 0.5rem; padding-bottom: 0.5rem; + } + +.sheet-rolltemplate-text .sheet-rt-text, .sheet-rolltemplate-skill .sheet-rt-text, .sheet-rolltemplate-weapon .sheet-rt-text, .sheet-rolltemplate-armor .sheet-rt-text, .sheet-rolltemplate-item .sheet-rt-text { flex: none; font-size: 1.125rem; padding-left: 1rem; padding-right: 1rem; padding-top: 0.5rem; padding-bottom: 0.5rem; + } diff --git a/Adventurers Revised Edition (hbCyber)/sheet.html b/Adventurers Revised Edition (hbCyber)/sheet.html index aa07579d36..377f5e7c7a 100644 --- a/Adventurers Revised Edition (hbCyber)/sheet.html +++ b/Adventurers Revised Edition (hbCyber)/sheet.html @@ -1,6 +1,43 @@
+ +
+ + + + +
+ + + + + +
+ + +
+ + + + + Use this mode to set up NPCs. + +
+
+ -
+
-
- -
- - Adventurers! Revised Edition - - - - -
- +
-
+
@@ -446,7 +468,7 @@
-
+
-
- - - Archetype - - - +
+
+ + + Archetype - - - - -
- - - Definition #1 - - - + + + + + - - - - - - Definition #2 - - - + +
- - - - -
- - - Definition #3 - - - + + Definition #1 - - + + + + + + + + + Definition #2 + + + + + + + + +
+ + + Definition #3 + + + + + + +
-
+
+
@@ -779,8 +800,7 @@
-
+
@@ -926,8 +946,7 @@
-
+
@@ -986,21 +1005,7 @@
-
- -
- - - - - Use this mode to set up NPCs. - -
- +
+ + {{subtitle}} +
+ {{/subtitle}} + {{/title}} {{#text}} @@ -1922,4 +1937,4 @@ }); }); }); - \ No newline at end of file + diff --git a/Adventurers Revised Edition (hbCyber)/sheet.json b/Adventurers Revised Edition (hbCyber)/sheet.json index 9166cc4fe0..6e36f4e4f3 100644 --- a/Adventurers Revised Edition (hbCyber)/sheet.json +++ b/Adventurers Revised Edition (hbCyber)/sheet.json @@ -4,5 +4,5 @@ "authors": "hbCyber", "roll20userid": "227581", "preview": "preview.png", - "instructions": "# Adventurers Revised Edition - [GRAmel Books](https://www.wydawnictwogramel.pl)\n## Roll20 character sheet by [hbCyber](https://hbcyber.site)\n\n**Features:**\n* Convenient buttons to roll normally, with advantage or with disadvantage.\n* Derived stats, movement rate and Str-based encumbrance are automatically calculated for you.\n* Easily apply modifiers to stats to automatically affect the rolls (including Att and Def rolls) when needed.\n* Organize skills (including powers), weapons, armor and items with their Att and Def values automatically calculated for you.\n* Chat buttons to output all important components of your character sheet to the chat.\n* GM mode to input and roll NPCs stats in a condensed manner." + "instructions": "# [Adventurers Revised Edition](https://www.drivethrurpg.com/product/120987/Adventurers-Revised-2Pages-Edition)\r* by [GRAmel Books](https://www.wydawnictwogramel.pl)\r* Roll20 character sheet by [hbCyber](https://hbcyber.site)\r\r**Features:**\r* Convenient buttons to roll normally, with advantage or with disadvantage.\r* Derived stats, movement rate and Str-based encumbrance are automatically calculated for you.\r* Easily apply modifiers to stats to automatically affect the rolls (including Att and Def rolls) when needed.\r* Organize skills (including powers), weapons, armor and items with their Att and Def values automatically calculated for you.\r* Chat buttons to output all important components of your character sheet to the chat.\r* GM mode to input and roll NPCs stats in a condensed manner." } \ No newline at end of file diff --git a/Adventures in Middle Earth/translations/it.json b/Adventures in Middle Earth/translations/it.json index f623d02f94..1ff292c53d 100644 --- a/Adventures in Middle Earth/translations/it.json +++ b/Adventures in Middle Earth/translations/it.json @@ -357,7 +357,7 @@ "patrons-sanctuaries-u": "ALLEATI & PATRONI", "char-backstory-u": "STORIA DEL PERSONAGGIO", "tale-of-years-u": "STORIA PERSONALE", - "add-feats-traits-u": "ADDITIONAL FEATURES & TRAITS", + "add-feats-traits-u": "TRATTI, VIRTÙ E PRIVILEGI AGGIUNTIVI", "feat-u": "VIRTÙ", "treasure-u": "TESORO", "spell-save-dc-u": "CD TS INCANTESIMI", @@ -518,10 +518,10 @@ "global-damage-info": "Creates a custom global damage modifier field, underneath the ATTACKS AND SPELL CASTING section of the character sheet. Anything put there will be applied to any attack damage roll. Perfect for regular but not permanent bonuses to damage like the Sneak Attack ability.", "auto-level-calc-info": "By default changing character levels will automatically set spell slots and hit dice. Changing this setting to off prevents this behavior.", "simple-traits-info": "La sezione dei PRIVILEGI E TRATTI del personaggio è impostata inizialmente per funzionare con il Compendio di Roll20 5E. L'opzione Semplice fornisce invece un campo di testo per quei giocatori che vogliono un controllo più manuale sulla scheda.", - "simple-proficiencies-info": "Character OTHER PROFICIENCIES & LANGUAGES section defaults to the complex style that is compatible with the Roll20 5E Compendium. The Simple option provides a text field for players who want more manual control over the sheet.", - "init-tiebreaker-info": "Adds the character's dexterity score as a decimal to the end of the initiative bonus for purposes of breaking ties.", + "simple-proficiencies-info": "La sezione ALTRE COMPETENZE E LINGUAGGI del personaggio è impostata inizialmente per funzionare con il Compendio di Roll20 5E. L'opzione Semplice fornisce invece un campo di testo per quei giocatori che vogliono un controllo più diretto sulla scheda.", + "init-tiebreaker-info": "Aggiungi il punteggio di Destrezza del personaggio alla fine del bonus di iniziativa come se fosse un decimale per evitare pareggi.", "b-custom-info": "When the Proficiency Bonus type is set to Custom, the character sheet will use this value for the character's Proficiency Bonus.", - "footer-wiki-link": "For more information about this character sheet, its functionality, or uses, please check out the Roll20 Wiki for official documentation. https://wiki.roll20.net/5th_Edition_OGL_by_Roll20", + "footer-wiki-link": "Per ulteriori informazioni su questa scheda del personaggio, le sue funzionalità o il suo utilizzo, si prega di visitare la Wiki di Roll20 per la documentazione ufficiale: https://wiki.roll20.net/5th_Edition_OGL_by_Roll20", "accepting-drop-u": "ACCEPTING DROP FROM COMPENDIUM", "are_you_sure": "Si è sicuri di voler trasformare questo personaggio in ", "yes": "Sì", diff --git a/Agon Official/Assets/vault_of_heaven.png b/Agon Official/Assets/vault_of_heaven.png index d6bc35c312..e78f127efb 100644 Binary files a/Agon Official/Assets/vault_of_heaven.png and b/Agon Official/Assets/vault_of_heaven.png differ diff --git a/Agon Official/agon.css b/Agon Official/agon.css index 11d97fe7b1..4f5f8610f0 100644 --- a/Agon Official/agon.css +++ b/Agon Official/agon.css @@ -41,7 +41,8 @@ select { margin-bottom: 10px; } -button[type="roll"] { +button[type="roll"], +button[type="action"] { display: flex; border: none; margin: 0; @@ -57,11 +58,13 @@ button[type="roll"] { z-index: 3; } -button[type="roll"].btn::before { +button[type="roll"].btn::before, +button[type="action"].btn::before { content: ""; } -button[type="roll"]:hover { +button[type="roll"]:hover, +button[type="action"]:hover { color: #669999; } @@ -131,7 +134,7 @@ input[type="radio"] + span { } .sheet-logo { - background: url("https://raw.githubusercontent.com/joesinghaus/Agon-sheet/master/Assets/logo_large.png"); + background: url("https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Agon%20Official/Assets/logo_large.png"); background-size: auto 100%; background-repeat: no-repeat; margin-bottom: 5px; @@ -357,6 +360,51 @@ input[type="checkbox"].sheet-circlebox + span { border-radius: 50%; } +input[type="checkbox"].sheet-trianglebox { + flex: 0 0 auto; + width: 12px; + height: 12px; + margin-right: -12px; +} + +input[type="checkbox"].sheet-trianglebox + span { + flex: 0 0 auto; + width: 12px; + height: 12px; + border: 1px solid black; +} + +input[type="checkbox"].sheet-trianglebox:hover + span { + opacity: 0.7; +} + +input[type="checkbox"].sheet-trianglebox:last-child + span { + margin-right: 0 !important; +} + +input[type="checkbox"].sheet-trianglebox.sheet-large { + height: 14px; + width: 14px; + margin-right: -14px; +} + +input[type="checkbox"].sheet-trianglebox.sheet-large + span { + height: 14px; + width: 14px; +} + +input[type="checkbox"].sheet-trianglebox + span { + height: 0; + width: 0; + border-color: transparent; + border-top-color: white; + border-width: 12px 6px 0; +} + +input[type="checkbox"].sheet-trianglebox:checked + span { + border-top-color: red; +} + input[type="checkbox"].sheet-diamondbox { flex: 0 0 auto; width: 12px; @@ -407,7 +455,8 @@ input[type="checkbox"].sheet-diamondbox + span::before { height: 19px; } -input[type="checkbox"].sheet-diamondbox:checked + span::before, input[type="checkbox"].sheet-diamondbox:hover + span { +input[type="checkbox"].sheet-diamondbox:checked + span::before, +input[type="checkbox"].sheet-diamondbox:hover + span { opacity: 1; } @@ -427,7 +476,9 @@ input[type="checkbox"].sheet-circlebox.sheet-fakeradio + span { background: #669999; } -.sheet-fakeradio:checked ~ input[type="checkbox"].sheet-circlebox.sheet-fakeradio + span { +.sheet-fakeradio:checked +~ input[type="checkbox"].sheet-circlebox.sheet-fakeradio ++ span { background: white; } @@ -435,7 +486,9 @@ input[type="checkbox"].sheet-squarebox.sheet-fakeradio + span { background: #669999; } -.sheet-fakeradio:checked ~ input[type="checkbox"].sheet-squarebox.sheet-fakeradio + span { +.sheet-fakeradio:checked +~ input[type="checkbox"].sheet-squarebox.sheet-fakeradio ++ span { background: white; } @@ -443,11 +496,13 @@ input[type="checkbox"].sheet-squarebox.sheet-fakeradio2 + span { background: #669999; } -.sheet-fakeradio2:checked ~ input[type="checkbox"].sheet-squarebox.sheet-fakeradio2 + span { +.sheet-fakeradio2:checked +~ input[type="checkbox"].sheet-squarebox.sheet-fakeradio2 ++ span { background: white; } -input[type=checkbox].sheet-dot + span::before { +input[type="checkbox"].sheet-dot + span::before { content: ""; height: 7px; width: 7px; @@ -582,6 +637,41 @@ input.sheet-zero:checked + span { text-align: inherit; } +.sheet-type:not([value=""]) ~ .sheet-type-selector, +.sheet-type:not([value="character"]) ~ .sheet-type-character, +.sheet-type:not([value="strife"]) ~ .sheet-type-strife { + display: none; +} + +.sheet-type-selector { + border: 2px solid black; + padding: 15px; + margin: 20px auto; + width: 240px; + text-align: center; +} + +.sheet-type-selector .sheet-title { + text-transform: uppercase; + font-size: 12px; + font-family: "Della Respira", serif; + font-size: 16px; + margin-bottom: 8px; +} + +.sheet-type-selector .sheet-content { + display: grid; + text-transform: uppercase; + font-size: 12px; + font-family: "Della Respira", serif; + grid-template: auto / 1fr 1fr; +} + +.sheet-type-selector button[type="action"] { + font-size: 14px; + justify-content: center; +} + .sheet-type-character { display: grid; align-items: start; @@ -605,7 +695,7 @@ input.sheet-zero:checked + span { .sheet-title-vertical > .sheet-title { text-transform: uppercase; font-size: 12px; - font-family: 'Della Respira', serif; + font-family: "Della Respira", serif; font-size: 14px; line-height: 1; text-align: center; @@ -690,7 +780,7 @@ input.sheet-zero:checked + span { .sheet-info .sheet-infobox .sheet-title .sheet-auto-expand { text-transform: uppercase; font-size: 12px; - font-family: 'Della Respira', serif; + font-family: "Della Respira", serif; background-color: #cad8dc; padding: 3px; padding: 3px 5px; @@ -699,10 +789,11 @@ input.sheet-zero:checked + span { min-height: 14px; } -.sheet-info .sheet-infobox .sheet-title .sheet-auto-expand input[type=text], .sheet-info .sheet-infobox .sheet-title .sheet-auto-expand .sheet-auto-expand { +.sheet-info .sheet-infobox .sheet-title .sheet-auto-expand input[type="text"], +.sheet-info .sheet-infobox .sheet-title .sheet-auto-expand .sheet-auto-expand { text-transform: uppercase; font-size: 12px; - font-family: 'Della Respira', serif; + font-family: "Della Respira", serif; } .sheet-info .sheet-infobox .sheet-content { @@ -711,12 +802,12 @@ input.sheet-zero:checked + span { border: 2px solid black; } -.sheet-info .sheet-infobox .sheet-content input[type=text], +.sheet-info .sheet-infobox .sheet-content input[type="text"], .sheet-info .sheet-infobox .sheet-content .sheet-auto-expand { padding: 2px 4px; } -.sheet-info .sheet-infobox .sheet-content input[type=text], +.sheet-info .sheet-infobox .sheet-content input[type="text"], .sheet-info .sheet-infobox .sheet-content .sheet-auto-expand { flex: 1 1 auto; width: 0; @@ -753,20 +844,20 @@ input.sheet-zero:checked + span { bottom: calc(25% - 6px); } -button[type=roll].sheet-domain-button-arts_oration { - background-image: url("https://raw.githubusercontent.com/joesinghaus/Agon-sheet/master/Assets/arts_oration.png"); +button[type="roll"].sheet-domain-button-arts_oration { + background-image: url("https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Agon%20Official/Assets/arts_oration.png"); } -button[type=roll].sheet-domain-button-blood_valor { - background-image: url("https://raw.githubusercontent.com/joesinghaus/Agon-sheet/master/Assets/blood_valor.png"); +button[type="roll"].sheet-domain-button-blood_valor { + background-image: url("https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Agon%20Official/Assets/blood_valor.png"); } -button[type=roll].sheet-domain-button-craft_reason { - background-image: url("https://raw.githubusercontent.com/joesinghaus/Agon-sheet/master/Assets/craft_reason.png"); +button[type="roll"].sheet-domain-button-craft_reason { + background-image: url("https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Agon%20Official/Assets/craft_reason.png"); } -button[type=roll].sheet-domain-button-resolve_spirit { - background-image: url("https://raw.githubusercontent.com/joesinghaus/Agon-sheet/master/Assets/resolve_spirit.png"); +button[type="roll"].sheet-domain-button-resolve_spirit { + background-image: url("https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Agon%20Official/Assets/resolve_spirit.png"); } .charsheet .sheet-domains { @@ -784,15 +875,15 @@ button[type=roll].sheet-domain-button-resolve_spirit { .charsheet .sheet-domains .sheet-title { text-transform: uppercase; font-size: 12px; - font-family: 'Della Respira', serif; + font-family: "Della Respira", serif; height: 12px; padding-left: 2px; } -.charsheet .sheet-domains button[type=roll].btn { +.charsheet .sheet-domains button[type="roll"].btn { text-transform: uppercase; font-size: 12px; - font-family: 'Della Respira', serif; + font-family: "Della Respira", serif; background-color: #cad8dc; padding: 3px; display: block; @@ -809,18 +900,19 @@ button[type=roll].sheet-domain-button-resolve_spirit { background-repeat: no-repeat; } -.charsheet .sheet-domains button[type=roll].btn input[type=text], .charsheet .sheet-domains button[type=roll].btn .sheet-auto-expand { +.charsheet .sheet-domains button[type="roll"].btn input[type="text"], +.charsheet .sheet-domains button[type="roll"].btn .sheet-auto-expand { text-transform: uppercase; font-size: 12px; - font-family: 'Della Respira', serif; + font-family: "Della Respira", serif; } -.charsheet .sheet-domains button[type=roll].btn.btn::before { +.charsheet .sheet-domains button[type="roll"].btn.btn::before { content: ""; } .charsheet .sheet-domains select { - width: 39px; + width: 49px; border-width: 2px 2px 2px 0; height: 100%; border: 2px solid black; @@ -831,7 +923,7 @@ button[type=roll].sheet-domain-button-resolve_spirit { height: 39px; } -.charsheet .sheet-domains .sheet-domain:last-child button[type=roll] { +.charsheet .sheet-domains .sheet-domain:last-child button[type="roll"] { background-position: 8px center; } @@ -856,7 +948,7 @@ button[type=roll].sheet-domain-button-resolve_spirit { .sheet-favorbox { text-transform: uppercase; font-size: 12px; - font-family: 'Della Respira', serif; + font-family: "Della Respira", serif; background-color: #cad8dc; padding: 3px; position: relative; @@ -864,10 +956,11 @@ button[type=roll].sheet-domain-button-resolve_spirit { border-right: 2px solid black; } -.sheet-favorbox input[type=text], .sheet-favorbox .sheet-auto-expand { +.sheet-favorbox input[type="text"], +.sheet-favorbox .sheet-auto-expand { text-transform: uppercase; font-size: 12px; - font-family: 'Della Respira', serif; + font-family: "Della Respira", serif; } .sheet-favorbox label { @@ -944,7 +1037,7 @@ button[type=roll].sheet-domain-button-resolve_spirit { .sheet-recite .sheet-content .sheet-title { text-transform: uppercase; font-size: 12px; - font-family: 'Della Respira', serif; + font-family: "Della Respira", serif; font-weight: bold; } @@ -979,7 +1072,7 @@ button[type=roll].sheet-domain-button-resolve_spirit { padding-bottom: 8px; } -.sheet-pathos-bonds .sheet-pathos-fate input[type=checkbox].sheet-circlebox, .sheet-pathos-bonds .sheet-pathos-fate input[type=checkbox].sheet-squarebox { +.sheet-pathos-bonds .sheet-pathos-fate input[type="checkbox"].sheet-circlebox, .sheet-pathos-bonds .sheet-pathos-fate input[type="checkbox"].sheet-squarebox { margin-right: 0; margin-bottom: -12px; } @@ -987,7 +1080,7 @@ button[type=roll].sheet-domain-button-resolve_spirit { .sheet-pathos-bonds .sheet-pathos-fate .sheet-title { text-transform: uppercase; font-size: 12px; - font-family: 'Della Respira', serif; + font-family: "Della Respira", serif; padding: 0 1px; margin-bottom: 5px; } @@ -995,7 +1088,7 @@ button[type=roll].sheet-domain-button-resolve_spirit { .sheet-pathos-bonds .sheet-agony { text-transform: uppercase; font-size: 12px; - font-family: 'Della Respira', serif; + font-family: "Della Respira", serif; width: 100%; background: #bbb; text-align: center; @@ -1005,7 +1098,7 @@ button[type=roll].sheet-domain-button-resolve_spirit { .sheet-pathos-bonds .sheet-fate { text-transform: uppercase; font-size: 12px; - font-family: 'Della Respira', serif; + font-family: "Della Respira", serif; width: 100%; text-align: center; background: black; @@ -1015,7 +1108,7 @@ button[type=roll].sheet-domain-button-resolve_spirit { .sheet-pathos-bonds .sheet-bonds .sheet-title { text-transform: uppercase; font-size: 12px; - font-family: 'Della Respira', serif; + font-family: "Della Respira", serif; padding-left: 2px; margin-bottom: 5px; } @@ -1028,12 +1121,12 @@ button[type=roll].sheet-domain-button-resolve_spirit { margin-bottom: 4px; } -.sheet-pathos-bonds .sheet-bonds input[type=number] { +.sheet-pathos-bonds .sheet-bonds input[type="number"] { font-size: 12px; width: 100%; } -.sheet-pathos-bonds .sheet-bonds .repitem input[type=text] { +.sheet-pathos-bonds .sheet-bonds .repitem input[type="text"] { font-size: 12px; width: 100%; } @@ -1056,7 +1149,7 @@ button[type=roll].sheet-domain-button-resolve_spirit { .sheet-pathos-bonds .sheet-bond-uses .sheet-bond-use { text-transform: uppercase; font-size: 12px; - font-family: 'Della Respira', serif; + font-family: "Della Respira", serif; min-height: 14px; margin-top: 5px; padding: 3px; @@ -1072,7 +1165,7 @@ button[type=roll].sheet-domain-button-resolve_spirit { .sheet-great-deeds-boons .sheet-title { text-transform: uppercase; font-size: 12px; - font-family: 'Della Respira', serif; + font-family: "Della Respira", serif; padding-left: 2px; margin-bottom: 5px; } @@ -1133,7 +1226,7 @@ button[type=roll].sheet-domain-button-resolve_spirit { .sheet-virtues .sheet-title { text-transform: uppercase; font-size: 12px; - font-family: 'Della Respira', serif; + font-family: "Della Respira", serif; } .sheet-virtues .sheet-virtue { @@ -1145,13 +1238,14 @@ button[type=roll].sheet-domain-button-resolve_spirit { padding: 3px; } -.sheet-virtues input[type=number].sheet-value { +.sheet-virtues input[type="number"].sheet-value { width: 100%; font-weight: bold; font-size: 13px; } -.sheet-rolltemplate-agon-hero .sheet-holder { +.sheet-rolltemplate-agon-hero .sheet-holder, +.sheet-rolltemplate-agon-strife .sheet-holder { color: white; position: relative; font-size: 14px; @@ -1173,53 +1267,79 @@ button[type=roll].sheet-domain-button-resolve_spirit { background-size: 299px auto; } -.sheet-rolltemplate-agon-hero div { +.sheet-rolltemplate-agon-hero div, +.sheet-rolltemplate-agon-strife div { box-sizing: border-box; } -.withoutavatars .sheet-rolltemplate-agon-hero { +.withoutavatars .sheet-rolltemplate-agon-hero, .withoutavatars +.sheet-rolltemplate-agon-strife { margin-left: -15px; } -.sheet-rolltemplate-agon-hero .sheet-suffers ~ .sheet-holder { - background-image: url("https://raw.githubusercontent.com/joesinghaus/Agon-sheet/master/Assets/rolltemplate/bg_suffers.png"); - grid-template: 33px 42px 42px 69px/ 120px 1fr; - height: 260px; -} - -.sheet-rolltemplate-agon-hero .sheet-prevails ~ .sheet-holder { - background-image: url("https://raw.githubusercontent.com/joesinghaus/Agon-sheet/master/Assets/rolltemplate/bg_prevails.png"); - grid-template: 33px 42px 42px 200px/ 120px 1fr; - height: 407px; -} - -.sheet-rolltemplate-agon-hero .sheet-target, .sheet-rolltemplate-agon-hero .sheet-result, .sheet-rolltemplate-agon-hero .sheet-name, .sheet-rolltemplate-agon-hero .sheet-description { - z-index: 1; -} - -.sheet-rolltemplate-agon-hero .sheet-type { - background-image: url("https://raw.githubusercontent.com/joesinghaus/Agon-sheet/master/Assets/rolltemplate/type_any.png"); +.sheet-rolltemplate-agon-hero .sheet-type, +.sheet-rolltemplate-agon-strife .sheet-type { + background-image: url("https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Agon%20Official/Assets/rolltemplate/type_any.png"); width: 93px; - grid-column: span 2; height: 33px; background-size: 100% 100%; z-index: 1; } -.sheet-rolltemplate-agon-hero .sheet-type.sheet-type-arts_oration { - background-image: url("https://raw.githubusercontent.com/joesinghaus/Agon-sheet/master/Assets/rolltemplate/type_arts_oration.png"); +.sheet-rolltemplate-agon-hero .sheet-type.sheet-type-arts_oration, +.sheet-rolltemplate-agon-strife .sheet-type.sheet-type-arts_oration { + background-image: url("https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Agon%20Official/Assets/rolltemplate/type_arts_oration.png"); } -.sheet-rolltemplate-agon-hero .sheet-type.sheet-type-blood_valor { - background-image: url("https://raw.githubusercontent.com/joesinghaus/Agon-sheet/master/Assets/rolltemplate/type_blood_valor.png"); +.sheet-rolltemplate-agon-hero .sheet-type.sheet-type-blood_valor, +.sheet-rolltemplate-agon-strife .sheet-type.sheet-type-blood_valor { + background-image: url("https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Agon%20Official/Assets/rolltemplate/type_blood_valor.png"); } -.sheet-rolltemplate-agon-hero .sheet-type.sheet-type-craft_reason { - background-image: url("https://raw.githubusercontent.com/joesinghaus/Agon-sheet/master/Assets/rolltemplate/type_craft_reason.png"); +.sheet-rolltemplate-agon-hero .sheet-type.sheet-type-craft_reason, +.sheet-rolltemplate-agon-strife .sheet-type.sheet-type-craft_reason { + background-image: url("https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Agon%20Official/Assets/rolltemplate/type_craft_reason.png"); } -.sheet-rolltemplate-agon-hero .sheet-type.sheet-type-resolve_spirit { - background-image: url("https://raw.githubusercontent.com/joesinghaus/Agon-sheet/master/Assets/rolltemplate/type_resolve_spirit.png"); +.sheet-rolltemplate-agon-hero .sheet-type.sheet-type-resolve_spirit, +.sheet-rolltemplate-agon-strife .sheet-type.sheet-type-resolve_spirit { + background-image: url("https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Agon%20Official/Assets/rolltemplate/type_resolve_spirit.png"); +} + +.sheet-rolltemplate-agon-hero .inlinerollresult, +.sheet-rolltemplate-agon-strife .inlinerollresult { + border: none !important; + background-color: transparent; + font-weight: bold; + padding: 0 3px 0 0; + font-size: 20px; +} + +.sheet-rolltemplate-agon-hero .sheet-holder { + padding: 51px 20px 29px 33px; +} + +.sheet-rolltemplate-agon-hero .sheet-suffers ~ .sheet-holder { + background-image: url("https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Agon%20Official/Assets/rolltemplate/bg_suffers.png"); + grid-template: 33px 42px 42px 69px/ 120px 1fr; + height: 260px; +} + +.sheet-rolltemplate-agon-hero .sheet-prevails ~ .sheet-holder { + background-image: url("https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Agon%20Official/Assets/rolltemplate/bg_prevails.png"); + grid-template: 33px 42px 42px 200px/ 120px 1fr; + height: 407px; +} + +.sheet-rolltemplate-agon-hero .sheet-type { + grid-column: span 2; +} + +.sheet-rolltemplate-agon-hero .sheet-target, +.sheet-rolltemplate-agon-hero .sheet-result, +.sheet-rolltemplate-agon-hero .sheet-name, +.sheet-rolltemplate-agon-hero .sheet-description { + z-index: 1; } .sheet-rolltemplate-agon-hero .sheet-target { @@ -1244,10 +1364,511 @@ button[type=roll].sheet-domain-button-resolve_spirit { padding-right: 20px; } -.sheet-rolltemplate-agon-hero .inlinerollresult { - border: none !important; - background-color: transparent; +.sheet-rolltemplate-agon-strife .sheet-holder { + background-image: url("https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Agon%20Official/Assets/rolltemplate/bg_strife.png"); + padding: 84px 20px 29px 21px; + grid-template: 39px 32px 47px / auto; + height: 252px; +} + +.sheet-rolltemplate-agon-strife .sheet-type { + width: 124px; + height: 44px; +} + +.sheet-rolltemplate-agon-strife .sheet-roll { + color: black; + padding-left: 127px; +} + +.sheet-rolltemplate-agon-strife .sheet-harm { + text-transform: uppercase; + font-size: 12px; + font-family: "Della Respira", serif; +} + +.sheet-type-strife { + display: grid; + grid-template: 483px auto / 550px 1fr; + grid-gap: 5px; + align-items: start; +} + +.sheet-vault-of-heaven { + border-left: 2px solid black; +} + +.sheet-vault-of-heaven .sheet-title { + text-transform: uppercase; + font-size: 12px; + font-family: "Della Respira", serif; +} + +.sheet-vault-of-heaven > .sheet-title { + padding-left: 3px; + font-size: 14px; + line-height: 1.6; +} + +.sheet-vault-of-heaven .sheet-wrath { + background-color: #8ab1b9; + display: grid; + padding: 0 0 10px; + grid-gap: 5px; + grid-template: auto/repeat(6, 1fr); +} + +.sheet-vault-of-heaven .sheet-wrath .sheet-box .sheet-title { font-weight: bold; - padding: 0 3px 0 0; - font-size: 20px; + text-align: center; +} + +.sheet-vault-of-heaven .sheet-wrath .sheet-box .sheet-checks { + display: flex; + align-items: center; + justify-content: center; + margin-top: 2px; +} + +.sheet-vault-of-heaven .sheet-wrath .sheet-box .sheet-floatingbar { + width: 8px; + margin: 0 -2px; + background-color: black; +} + +.sheet-vault-stars { + background-image: url("https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Agon%20Official/Assets/vault_of_heaven.png"); + height: 382px; + background-size: 100% auto; + position: relative; +} + +.sheet-vault-stars label { + width: 12px; + position: absolute; +} + +.sheet-vault-stars label input[type="checkbox"] + span { + border-width: 2px; +} + +.sheet-vault-stars .sheet-favor-aphrodite-1, .sheet-vault-stars .sheet-favor-aphrodite-2, .sheet-vault-stars .sheet-favor-aphrodite-3 { + left: 40px; +} + +.sheet-vault-stars .sheet-favor-aphrodite-1 { + top: 95px; +} + +.sheet-vault-stars .sheet-favor-aphrodite-2 { + top: 129px; +} + +.sheet-vault-stars .sheet-favor-aphrodite-3 { + top: 161px; +} + +.sheet-vault-stars .sheet-favor-apollo-1, .sheet-vault-stars .sheet-favor-apollo-2, .sheet-vault-stars .sheet-favor-apollo-3 { + top: 229px; +} + +.sheet-vault-stars .sheet-favor-apollo-1 { + left: 9px; +} + +.sheet-vault-stars .sheet-favor-apollo-2 { + left: 39px; +} + +.sheet-vault-stars .sheet-favor-apollo-3 { + left: 71px; +} + +.sheet-vault-stars .sheet-favor-ares-1 { + top: 82px; + left: 109px; +} + +.sheet-vault-stars .sheet-favor-ares-2 { + top: 60px; + left: 132px; +} + +.sheet-vault-stars .sheet-favor-ares-3 { + top: 38px; + left: 155px; +} + +.sheet-vault-stars .sheet-favor-artemis-1, .sheet-vault-stars .sheet-favor-artemis-2, .sheet-vault-stars .sheet-favor-artemis-3 { + top: 183px; +} + +.sheet-vault-stars .sheet-favor-artemis-1 { + left: 102px; +} + +.sheet-vault-stars .sheet-favor-artemis-2 { + left: 131px; +} + +.sheet-vault-stars .sheet-favor-artemis-3 { + left: 158px; +} + +.sheet-vault-stars .sheet-favor-athena-1, .sheet-vault-stars .sheet-favor-athena-2, .sheet-vault-stars .sheet-favor-athena-3 { + top: 100px; +} + +.sheet-vault-stars .sheet-favor-athena-1 { + left: 185px; +} + +.sheet-vault-stars .sheet-favor-athena-2 { + left: 220px; +} + +.sheet-vault-stars .sheet-favor-athena-3 { + left: 256px; +} + +.sheet-vault-stars .sheet-favor-demeter-1 { + top: 193px; + left: 204px; +} + +.sheet-vault-stars .sheet-favor-demeter-2 { + top: 254px; + left: 238px; +} + +.sheet-vault-stars .sheet-favor-demeter-3 { + top: 270px; + left: 254px; +} + +.sheet-vault-stars .sheet-favor-hekate-1, .sheet-vault-stars .sheet-favor-hekate-2, .sheet-vault-stars .sheet-favor-hekate-3 { + left: 313px; +} + +.sheet-vault-stars .sheet-favor-hekate-1 { + top: 13px; +} + +.sheet-vault-stars .sheet-favor-hekate-2 { + top: 57px; +} + +.sheet-vault-stars .sheet-favor-hekate-3 { + top: 95px; +} + +.sheet-vault-stars .sheet-favor-hephaistos-1, .sheet-vault-stars .sheet-favor-hephaistos-2, .sheet-vault-stars .sheet-favor-hephaistos-3 { + left: 312px; +} + +.sheet-vault-stars .sheet-favor-hephaistos-1 { + top: 153px; +} + +.sheet-vault-stars .sheet-favor-hephaistos-2 { + top: 181px; +} + +.sheet-vault-stars .sheet-favor-hephaistos-3 { + top: 220px; +} + +.sheet-vault-stars .sheet-favor-hera-1 { + top: 144px; + left: 370px; +} + +.sheet-vault-stars .sheet-favor-hera-2 { + top: 120px; + left: 394px; +} + +.sheet-vault-stars .sheet-favor-hera-3 { + top: 99px; + left: 416px; +} + +.sheet-vault-stars .sheet-favor-hermes-1 { + top: 230px; + left: 370px; +} + +.sheet-vault-stars .sheet-favor-hermes-2 { + top: 194px; + left: 403px; +} + +.sheet-vault-stars .sheet-favor-hermes-3 { + top: 230px; + left: 433px; +} + +.sheet-vault-stars .sheet-favor-poseidon-1, .sheet-vault-stars .sheet-favor-poseidon-2, .sheet-vault-stars .sheet-favor-poseidon-3 { + left: 480px; +} + +.sheet-vault-stars .sheet-favor-poseidon-1 { + top: 13px; +} + +.sheet-vault-stars .sheet-favor-poseidon-2 { + top: 66px; +} + +.sheet-vault-stars .sheet-favor-poseidon-3 { + top: 108px; +} + +.sheet-vault-stars .sheet-favor-zeus-1, .sheet-vault-stars .sheet-favor-zeus-2, .sheet-vault-stars .sheet-favor-zeus-3 { + top: 191px; +} + +.sheet-vault-stars .sheet-favor-zeus-1 { + left: 467px; +} + +.sheet-vault-stars .sheet-favor-zeus-2 { + left: 495px; +} + +.sheet-vault-stars .sheet-favor-zeus-3 { + left: 521px; +} + +.sheet-vault-stars .sheet-godname { + text-transform: uppercase; + font-size: 12px; + font-family: "Della Respira", serif; + font-size: 10px; + color: #666; + text-align: center; + position: absolute; + width: 80px; +} + +.sheet-vault-stars .sheet-name-aphrodite { + left: 6px; + top: 177px; +} + +.sheet-vault-stars .sheet-name-ares { + left: 100px; + top: 104px; +} + +.sheet-vault-stars .sheet-name-athena { + left: 186px; + top: 174px; +} + +.sheet-vault-stars .sheet-name-hekate { + left: 280px; + top: 124px; +} + +.sheet-vault-stars .sheet-name-hera { + left: 363px; + top: 162px; +} + +.sheet-vault-stars .sheet-name-poseidon { + left: 447px; + top: 125px; +} + +.sheet-vault-stars .sheet-name-apollo { + left: 6px; + top: 275px; +} + +.sheet-vault-stars .sheet-name-artemis { + left: 100px; + top: 227px; +} + +.sheet-vault-stars .sheet-name-demeter { + left: 186px; + top: 277px; +} + +.sheet-vault-stars .sheet-name-hephaistos { + left: 280px; + top: 236px; +} + +.sheet-vault-stars .sheet-name-hermes { + left: 370px; + top: 300px; +} + +.sheet-vault-stars .sheet-name-zeus { + left: 461px; + top: 257px; +} + +.sheet-roller { + grid-row: 2; + display: grid; + grid-gap: 5px; + grid-template: auto / auto 140px auto 1fr; + border-left: 2px solid black; +} + +.sheet-roller .sheet-harm { + display: grid; + grid-template: auto/ 1fr 1fr; + grid-gap: 3px; +} + +.sheet-roller .sheet-harmbox { + display: flex; + align-items: center; + background: #ddd; + padding: 2px; +} + +.sheet-roller .sheet-harmbox input[type="text"].sheet-title { + text-transform: uppercase; + font-size: 12px; + font-family: "Della Respira", serif; + width: 68px; + margin-right: auto; + padding-left: 2px; +} + +.sheet-roller .sheet-divine-wrath .sheet-title { + text-transform: uppercase; + font-size: 12px; + font-family: "Della Respira", serif; + background: #ddd; + text-align: center; + padding: 2px 4px; +} + +.sheet-roller .sheet-divine-wrath input[type="checkbox"] + span { + border-width: 16px 8px 0; +} + +.sheet-roller .sheet-divine-wrath input[type="checkbox"]:not(:checked) + span { + border-top-color: #999; +} + +.sheet-roller .sheet-divine-wrath .sheet-checks { + display: flex; + align-items: center; + justify-content: center; + margin-top: 2px; + font-size: 10px; + font-weight: bold; +} + +.sheet-roller .sheet-divine-wrath .sheet-checks label { + display: block; + margin-right: 5px; +} + +.sheet-roller .sheet-strife-level .sheet-title { + text-transform: uppercase; + font-size: 12px; + font-family: "Della Respira", serif; + background: #ddd; + text-align: center; + padding: 2px 4px; +} + +.sheet-roller .sheet-strife-level .sheet-checks { + display: grid; + font-size: 16px; + grid-template: auto/repeat(4, 1fr); + line-height: 1.4; + font-weight: bold; +} + +.sheet-roller .sheet-strife-level .sheet-checks label { + justify-content: center; +} + +.sheet-roller .sheet-strife-level .sheet-checks input:checked + span { + color: #669999; +} + +.sheet-roller button[type="roll"].sheet-strife-button { + text-transform: uppercase; + font-size: 12px; + font-family: "Della Respira", serif; + font-size: 16px; + line-height: 1.2; + white-space: normal; + margin: 0; + border: 2px solid; +} + +.sheet-roller .sheet-dice { + grid-column: span 4; +} + +.sheet-roller .sheet-dice .repcontainer { + display: grid; + grid-gap: 4px; + grid-template: auto/repeat(2, calc(50% - 1px)); +} + +.sheet-roller .sheet-dice .repitem { + display: grid; + grid-template: auto / 1fr 50px; +} + +.sheet-roller .sheet-dice select { + width: 100%; + border: 2px solid black; +} + +.sheet-roller .sheet-dice input[type="text"] { + text-transform: uppercase; + font-size: 12px; + font-family: "Della Respira", serif; + padding-left: 4px; + background: #ddd; +} + +.sheet-roller .sheet-dice .repcontrol { + padding-left: 3px; +} + +.sheet-destinies { + grid-row: span 2; +} + +.sheet-destinies .sheet-title { + text-transform: uppercase; + font-size: 12px; + font-family: "Della Respira", serif; + padding-left: 3px; + font-size: 14px; + line-height: 1.6; +} + +.sheet-destinies .sheet-name { + text-transform: uppercase; + font-size: 12px; + font-family: "Della Respira", serif; + background: #cad8dc; + padding: 2px 8px; + width: 150px; + margin-left: 10px; + font-weight: bold; +} + +.sheet-destinies .sheet-notes { + border-top: 2px solid black; + min-height: 53px; +} + +.sheet-destinies .repitem { + margin-top: 5px; } diff --git a/Agon Official/agon.html b/Agon Official/agon.html index 1821660535..f0223c345d 100644 --- a/Agon Official/agon.html +++ b/Agon Official/agon.html @@ -13,8 +13,18 @@ + +
+ +
+
+
+ + +
+
@@ -567,6 +577,327 @@
+
+
+ +
+
+ + + +
+ + + +
+ + + +
+ + + +
+ + + +
+ + + +
+ + + +
+ + + +
+ + + +
+ + + +
+ + + +
+ + + +
+
+
+ +
+ +
+ +
+ +
+
+
+ +
+ +
+ +
+ +
+
+
+ +
+ +
+ +
+ +
+
+
+ +
+ +
+ +
+ +
+
+
+ +
+ +
+ +
+ +
+
+
+ +
+ +
+ +
+ +
+
+
+ +
+ +
+ +
+ +
+
+
+ +
+ +
+ +
+ +
+
+
+ +
+ +
+ +
+ +
+
+
+ +
+ +
+ +
+ +
+
+
+ +
+ +
+ +
+ +
+
+
+ +
+ +
+ +
+ +
+
+
+
+
+
+
+ + +
+
+ + +
+
+ + +
+
+ + +
+
+
+ +
+ + + +
+
+
+ +
+ + + + +
+
+ +
+
+ + +
+
+
+
+ +
+ +
+ +
+
+
+
{{#rollGreater() obstacle roll}}
{{/rollGreater() obstacle roll}} {{#^rollGreater() obstacle roll}} @@ -580,76 +911,44 @@
{{/^rollGreater() obstacle roll}}
+ +
+
+
{{harm}}
+
{{roll}}
+
+
diff --git a/Agon Official/translation.json b/Agon Official/translation.json index f07c78dc22..66d8267545 100644 --- a/Agon Official/translation.json +++ b/Agon Official/translation.json @@ -4,6 +4,7 @@ "advantage_bond_support": "Advantage/Bond/Support", "agony": "Agony", "and": "and", + "any_domain": "Any domain", "aphrodite": "Aphrodite", "apollo": "Apollo", "ares": "Ares", @@ -27,16 +28,22 @@ "boons_5": "When you support or bolster, the die you give counts as one size larger.", "boons_6": "When you mark Pathos for an extra domain, take two extra dice instead of one.", "boons_7": "When you spend Divine Favor, roll +2d4 and keep the highest.", + "character": "Character", + "choose_sheet_type": "Choose sheet type", "conviction": "Conviction", "courage": "Courage", "craft_reason": "Craft & Reason", "cunning": "Cunning", "daring": "Daring", "demeter": "Demeter", + "die_placeholder": "Name, Epithet, Bonus Die, ...", "divine_favor": "Divine Favor", + "divine_wrath": "Divine Wrath", + "domain": "Domain", "domains": "Domains", + "epic": "Epic", "epithet": "Epithet", - "epithet_dice_query": "Epithet die", + "epithet_die": "Epithet die", "fate": "Fate", "ferocity": "Ferocity", "fortitude": "Fortitude", @@ -51,14 +58,18 @@ "honored_god": "Honored God", "ingenuity": "Ingenuity", "insight": "Insight", + "island_destinies": "Island Destinies", "knowledge": "Knowledge", "lineage_pronouns": "Lineage / Pronouns", + "mythic": "Mythic", "name": "Name", "no": "No", "none": "None", "passion": "Passion", "pathos": "Pathos", + "plus_strife_level": "Plus Strife Level", "poseidon": "Poseidon", + "perilous": "Perilous", "precision": "Precision", "recite_arts_oration": "What honeyed words did you use?\nHow did beauty manifest?\nHow were passions stirred or truths attested?", "recite_blood_valor": "How was blood spilled?\nHow was your strength, agility, or courage shown?\nHow did you take our breath away?", @@ -69,12 +80,18 @@ "recite_your_deeds": "Recite your deeds", "resolve_spirit": "Resolve & Spirit", "roll_prevails": "Your action goes well and you overcome the challenge. The best hero earns Glory equal to the target number. Heroes who prevail earn half that amount (round up).", + "roll_strife": "Roll Strife", "roll_suffers": "Heroes who suffer each earn 1 Glory.", + "sacred": "Sacred", "scion_of": "Scion Of", "spend_divine_favor": "Spend Divine Favor", "strength": "Strength", + "strife": "Strife", + "strife_level": "Strife Level", + "strife_player_roll": "Strife Player Roll", "style_notes": "Style & Notes", "target_number": "Target Number", + "the_vault_of_heaven": "The Vault of Heaven", "virtues": "Virtues", "wisdom": "Wisdom", "yes": "Yes", diff --git a/Agon Official/translations/af.json b/Agon Official/translations/af.json index f07c78dc22..66d8267545 100644 --- a/Agon Official/translations/af.json +++ b/Agon Official/translations/af.json @@ -4,6 +4,7 @@ "advantage_bond_support": "Advantage/Bond/Support", "agony": "Agony", "and": "and", + "any_domain": "Any domain", "aphrodite": "Aphrodite", "apollo": "Apollo", "ares": "Ares", @@ -27,16 +28,22 @@ "boons_5": "When you support or bolster, the die you give counts as one size larger.", "boons_6": "When you mark Pathos for an extra domain, take two extra dice instead of one.", "boons_7": "When you spend Divine Favor, roll +2d4 and keep the highest.", + "character": "Character", + "choose_sheet_type": "Choose sheet type", "conviction": "Conviction", "courage": "Courage", "craft_reason": "Craft & Reason", "cunning": "Cunning", "daring": "Daring", "demeter": "Demeter", + "die_placeholder": "Name, Epithet, Bonus Die, ...", "divine_favor": "Divine Favor", + "divine_wrath": "Divine Wrath", + "domain": "Domain", "domains": "Domains", + "epic": "Epic", "epithet": "Epithet", - "epithet_dice_query": "Epithet die", + "epithet_die": "Epithet die", "fate": "Fate", "ferocity": "Ferocity", "fortitude": "Fortitude", @@ -51,14 +58,18 @@ "honored_god": "Honored God", "ingenuity": "Ingenuity", "insight": "Insight", + "island_destinies": "Island Destinies", "knowledge": "Knowledge", "lineage_pronouns": "Lineage / Pronouns", + "mythic": "Mythic", "name": "Name", "no": "No", "none": "None", "passion": "Passion", "pathos": "Pathos", + "plus_strife_level": "Plus Strife Level", "poseidon": "Poseidon", + "perilous": "Perilous", "precision": "Precision", "recite_arts_oration": "What honeyed words did you use?\nHow did beauty manifest?\nHow were passions stirred or truths attested?", "recite_blood_valor": "How was blood spilled?\nHow was your strength, agility, or courage shown?\nHow did you take our breath away?", @@ -69,12 +80,18 @@ "recite_your_deeds": "Recite your deeds", "resolve_spirit": "Resolve & Spirit", "roll_prevails": "Your action goes well and you overcome the challenge. The best hero earns Glory equal to the target number. Heroes who prevail earn half that amount (round up).", + "roll_strife": "Roll Strife", "roll_suffers": "Heroes who suffer each earn 1 Glory.", + "sacred": "Sacred", "scion_of": "Scion Of", "spend_divine_favor": "Spend Divine Favor", "strength": "Strength", + "strife": "Strife", + "strife_level": "Strife Level", + "strife_player_roll": "Strife Player Roll", "style_notes": "Style & Notes", "target_number": "Target Number", + "the_vault_of_heaven": "The Vault of Heaven", "virtues": "Virtues", "wisdom": "Wisdom", "yes": "Yes", diff --git a/Agon Official/translations/cs.json b/Agon Official/translations/cs.json index f07c78dc22..66d8267545 100644 --- a/Agon Official/translations/cs.json +++ b/Agon Official/translations/cs.json @@ -4,6 +4,7 @@ "advantage_bond_support": "Advantage/Bond/Support", "agony": "Agony", "and": "and", + "any_domain": "Any domain", "aphrodite": "Aphrodite", "apollo": "Apollo", "ares": "Ares", @@ -27,16 +28,22 @@ "boons_5": "When you support or bolster, the die you give counts as one size larger.", "boons_6": "When you mark Pathos for an extra domain, take two extra dice instead of one.", "boons_7": "When you spend Divine Favor, roll +2d4 and keep the highest.", + "character": "Character", + "choose_sheet_type": "Choose sheet type", "conviction": "Conviction", "courage": "Courage", "craft_reason": "Craft & Reason", "cunning": "Cunning", "daring": "Daring", "demeter": "Demeter", + "die_placeholder": "Name, Epithet, Bonus Die, ...", "divine_favor": "Divine Favor", + "divine_wrath": "Divine Wrath", + "domain": "Domain", "domains": "Domains", + "epic": "Epic", "epithet": "Epithet", - "epithet_dice_query": "Epithet die", + "epithet_die": "Epithet die", "fate": "Fate", "ferocity": "Ferocity", "fortitude": "Fortitude", @@ -51,14 +58,18 @@ "honored_god": "Honored God", "ingenuity": "Ingenuity", "insight": "Insight", + "island_destinies": "Island Destinies", "knowledge": "Knowledge", "lineage_pronouns": "Lineage / Pronouns", + "mythic": "Mythic", "name": "Name", "no": "No", "none": "None", "passion": "Passion", "pathos": "Pathos", + "plus_strife_level": "Plus Strife Level", "poseidon": "Poseidon", + "perilous": "Perilous", "precision": "Precision", "recite_arts_oration": "What honeyed words did you use?\nHow did beauty manifest?\nHow were passions stirred or truths attested?", "recite_blood_valor": "How was blood spilled?\nHow was your strength, agility, or courage shown?\nHow did you take our breath away?", @@ -69,12 +80,18 @@ "recite_your_deeds": "Recite your deeds", "resolve_spirit": "Resolve & Spirit", "roll_prevails": "Your action goes well and you overcome the challenge. The best hero earns Glory equal to the target number. Heroes who prevail earn half that amount (round up).", + "roll_strife": "Roll Strife", "roll_suffers": "Heroes who suffer each earn 1 Glory.", + "sacred": "Sacred", "scion_of": "Scion Of", "spend_divine_favor": "Spend Divine Favor", "strength": "Strength", + "strife": "Strife", + "strife_level": "Strife Level", + "strife_player_roll": "Strife Player Roll", "style_notes": "Style & Notes", "target_number": "Target Number", + "the_vault_of_heaven": "The Vault of Heaven", "virtues": "Virtues", "wisdom": "Wisdom", "yes": "Yes", diff --git a/Agon Official/translations/da.json b/Agon Official/translations/da.json index f07c78dc22..66d8267545 100644 --- a/Agon Official/translations/da.json +++ b/Agon Official/translations/da.json @@ -4,6 +4,7 @@ "advantage_bond_support": "Advantage/Bond/Support", "agony": "Agony", "and": "and", + "any_domain": "Any domain", "aphrodite": "Aphrodite", "apollo": "Apollo", "ares": "Ares", @@ -27,16 +28,22 @@ "boons_5": "When you support or bolster, the die you give counts as one size larger.", "boons_6": "When you mark Pathos for an extra domain, take two extra dice instead of one.", "boons_7": "When you spend Divine Favor, roll +2d4 and keep the highest.", + "character": "Character", + "choose_sheet_type": "Choose sheet type", "conviction": "Conviction", "courage": "Courage", "craft_reason": "Craft & Reason", "cunning": "Cunning", "daring": "Daring", "demeter": "Demeter", + "die_placeholder": "Name, Epithet, Bonus Die, ...", "divine_favor": "Divine Favor", + "divine_wrath": "Divine Wrath", + "domain": "Domain", "domains": "Domains", + "epic": "Epic", "epithet": "Epithet", - "epithet_dice_query": "Epithet die", + "epithet_die": "Epithet die", "fate": "Fate", "ferocity": "Ferocity", "fortitude": "Fortitude", @@ -51,14 +58,18 @@ "honored_god": "Honored God", "ingenuity": "Ingenuity", "insight": "Insight", + "island_destinies": "Island Destinies", "knowledge": "Knowledge", "lineage_pronouns": "Lineage / Pronouns", + "mythic": "Mythic", "name": "Name", "no": "No", "none": "None", "passion": "Passion", "pathos": "Pathos", + "plus_strife_level": "Plus Strife Level", "poseidon": "Poseidon", + "perilous": "Perilous", "precision": "Precision", "recite_arts_oration": "What honeyed words did you use?\nHow did beauty manifest?\nHow were passions stirred or truths attested?", "recite_blood_valor": "How was blood spilled?\nHow was your strength, agility, or courage shown?\nHow did you take our breath away?", @@ -69,12 +80,18 @@ "recite_your_deeds": "Recite your deeds", "resolve_spirit": "Resolve & Spirit", "roll_prevails": "Your action goes well and you overcome the challenge. The best hero earns Glory equal to the target number. Heroes who prevail earn half that amount (round up).", + "roll_strife": "Roll Strife", "roll_suffers": "Heroes who suffer each earn 1 Glory.", + "sacred": "Sacred", "scion_of": "Scion Of", "spend_divine_favor": "Spend Divine Favor", "strength": "Strength", + "strife": "Strife", + "strife_level": "Strife Level", + "strife_player_roll": "Strife Player Roll", "style_notes": "Style & Notes", "target_number": "Target Number", + "the_vault_of_heaven": "The Vault of Heaven", "virtues": "Virtues", "wisdom": "Wisdom", "yes": "Yes", diff --git a/Agon Official/translations/de.json b/Agon Official/translations/de.json index f07c78dc22..66d8267545 100644 --- a/Agon Official/translations/de.json +++ b/Agon Official/translations/de.json @@ -4,6 +4,7 @@ "advantage_bond_support": "Advantage/Bond/Support", "agony": "Agony", "and": "and", + "any_domain": "Any domain", "aphrodite": "Aphrodite", "apollo": "Apollo", "ares": "Ares", @@ -27,16 +28,22 @@ "boons_5": "When you support or bolster, the die you give counts as one size larger.", "boons_6": "When you mark Pathos for an extra domain, take two extra dice instead of one.", "boons_7": "When you spend Divine Favor, roll +2d4 and keep the highest.", + "character": "Character", + "choose_sheet_type": "Choose sheet type", "conviction": "Conviction", "courage": "Courage", "craft_reason": "Craft & Reason", "cunning": "Cunning", "daring": "Daring", "demeter": "Demeter", + "die_placeholder": "Name, Epithet, Bonus Die, ...", "divine_favor": "Divine Favor", + "divine_wrath": "Divine Wrath", + "domain": "Domain", "domains": "Domains", + "epic": "Epic", "epithet": "Epithet", - "epithet_dice_query": "Epithet die", + "epithet_die": "Epithet die", "fate": "Fate", "ferocity": "Ferocity", "fortitude": "Fortitude", @@ -51,14 +58,18 @@ "honored_god": "Honored God", "ingenuity": "Ingenuity", "insight": "Insight", + "island_destinies": "Island Destinies", "knowledge": "Knowledge", "lineage_pronouns": "Lineage / Pronouns", + "mythic": "Mythic", "name": "Name", "no": "No", "none": "None", "passion": "Passion", "pathos": "Pathos", + "plus_strife_level": "Plus Strife Level", "poseidon": "Poseidon", + "perilous": "Perilous", "precision": "Precision", "recite_arts_oration": "What honeyed words did you use?\nHow did beauty manifest?\nHow were passions stirred or truths attested?", "recite_blood_valor": "How was blood spilled?\nHow was your strength, agility, or courage shown?\nHow did you take our breath away?", @@ -69,12 +80,18 @@ "recite_your_deeds": "Recite your deeds", "resolve_spirit": "Resolve & Spirit", "roll_prevails": "Your action goes well and you overcome the challenge. The best hero earns Glory equal to the target number. Heroes who prevail earn half that amount (round up).", + "roll_strife": "Roll Strife", "roll_suffers": "Heroes who suffer each earn 1 Glory.", + "sacred": "Sacred", "scion_of": "Scion Of", "spend_divine_favor": "Spend Divine Favor", "strength": "Strength", + "strife": "Strife", + "strife_level": "Strife Level", + "strife_player_roll": "Strife Player Roll", "style_notes": "Style & Notes", "target_number": "Target Number", + "the_vault_of_heaven": "The Vault of Heaven", "virtues": "Virtues", "wisdom": "Wisdom", "yes": "Yes", diff --git a/Agon Official/translations/el.json b/Agon Official/translations/el.json index f07c78dc22..66d8267545 100644 --- a/Agon Official/translations/el.json +++ b/Agon Official/translations/el.json @@ -4,6 +4,7 @@ "advantage_bond_support": "Advantage/Bond/Support", "agony": "Agony", "and": "and", + "any_domain": "Any domain", "aphrodite": "Aphrodite", "apollo": "Apollo", "ares": "Ares", @@ -27,16 +28,22 @@ "boons_5": "When you support or bolster, the die you give counts as one size larger.", "boons_6": "When you mark Pathos for an extra domain, take two extra dice instead of one.", "boons_7": "When you spend Divine Favor, roll +2d4 and keep the highest.", + "character": "Character", + "choose_sheet_type": "Choose sheet type", "conviction": "Conviction", "courage": "Courage", "craft_reason": "Craft & Reason", "cunning": "Cunning", "daring": "Daring", "demeter": "Demeter", + "die_placeholder": "Name, Epithet, Bonus Die, ...", "divine_favor": "Divine Favor", + "divine_wrath": "Divine Wrath", + "domain": "Domain", "domains": "Domains", + "epic": "Epic", "epithet": "Epithet", - "epithet_dice_query": "Epithet die", + "epithet_die": "Epithet die", "fate": "Fate", "ferocity": "Ferocity", "fortitude": "Fortitude", @@ -51,14 +58,18 @@ "honored_god": "Honored God", "ingenuity": "Ingenuity", "insight": "Insight", + "island_destinies": "Island Destinies", "knowledge": "Knowledge", "lineage_pronouns": "Lineage / Pronouns", + "mythic": "Mythic", "name": "Name", "no": "No", "none": "None", "passion": "Passion", "pathos": "Pathos", + "plus_strife_level": "Plus Strife Level", "poseidon": "Poseidon", + "perilous": "Perilous", "precision": "Precision", "recite_arts_oration": "What honeyed words did you use?\nHow did beauty manifest?\nHow were passions stirred or truths attested?", "recite_blood_valor": "How was blood spilled?\nHow was your strength, agility, or courage shown?\nHow did you take our breath away?", @@ -69,12 +80,18 @@ "recite_your_deeds": "Recite your deeds", "resolve_spirit": "Resolve & Spirit", "roll_prevails": "Your action goes well and you overcome the challenge. The best hero earns Glory equal to the target number. Heroes who prevail earn half that amount (round up).", + "roll_strife": "Roll Strife", "roll_suffers": "Heroes who suffer each earn 1 Glory.", + "sacred": "Sacred", "scion_of": "Scion Of", "spend_divine_favor": "Spend Divine Favor", "strength": "Strength", + "strife": "Strife", + "strife_level": "Strife Level", + "strife_player_roll": "Strife Player Roll", "style_notes": "Style & Notes", "target_number": "Target Number", + "the_vault_of_heaven": "The Vault of Heaven", "virtues": "Virtues", "wisdom": "Wisdom", "yes": "Yes", diff --git a/Agon Official/translations/en.json b/Agon Official/translations/en.json index f07c78dc22..66d8267545 100644 --- a/Agon Official/translations/en.json +++ b/Agon Official/translations/en.json @@ -4,6 +4,7 @@ "advantage_bond_support": "Advantage/Bond/Support", "agony": "Agony", "and": "and", + "any_domain": "Any domain", "aphrodite": "Aphrodite", "apollo": "Apollo", "ares": "Ares", @@ -27,16 +28,22 @@ "boons_5": "When you support or bolster, the die you give counts as one size larger.", "boons_6": "When you mark Pathos for an extra domain, take two extra dice instead of one.", "boons_7": "When you spend Divine Favor, roll +2d4 and keep the highest.", + "character": "Character", + "choose_sheet_type": "Choose sheet type", "conviction": "Conviction", "courage": "Courage", "craft_reason": "Craft & Reason", "cunning": "Cunning", "daring": "Daring", "demeter": "Demeter", + "die_placeholder": "Name, Epithet, Bonus Die, ...", "divine_favor": "Divine Favor", + "divine_wrath": "Divine Wrath", + "domain": "Domain", "domains": "Domains", + "epic": "Epic", "epithet": "Epithet", - "epithet_dice_query": "Epithet die", + "epithet_die": "Epithet die", "fate": "Fate", "ferocity": "Ferocity", "fortitude": "Fortitude", @@ -51,14 +58,18 @@ "honored_god": "Honored God", "ingenuity": "Ingenuity", "insight": "Insight", + "island_destinies": "Island Destinies", "knowledge": "Knowledge", "lineage_pronouns": "Lineage / Pronouns", + "mythic": "Mythic", "name": "Name", "no": "No", "none": "None", "passion": "Passion", "pathos": "Pathos", + "plus_strife_level": "Plus Strife Level", "poseidon": "Poseidon", + "perilous": "Perilous", "precision": "Precision", "recite_arts_oration": "What honeyed words did you use?\nHow did beauty manifest?\nHow were passions stirred or truths attested?", "recite_blood_valor": "How was blood spilled?\nHow was your strength, agility, or courage shown?\nHow did you take our breath away?", @@ -69,12 +80,18 @@ "recite_your_deeds": "Recite your deeds", "resolve_spirit": "Resolve & Spirit", "roll_prevails": "Your action goes well and you overcome the challenge. The best hero earns Glory equal to the target number. Heroes who prevail earn half that amount (round up).", + "roll_strife": "Roll Strife", "roll_suffers": "Heroes who suffer each earn 1 Glory.", + "sacred": "Sacred", "scion_of": "Scion Of", "spend_divine_favor": "Spend Divine Favor", "strength": "Strength", + "strife": "Strife", + "strife_level": "Strife Level", + "strife_player_roll": "Strife Player Roll", "style_notes": "Style & Notes", "target_number": "Target Number", + "the_vault_of_heaven": "The Vault of Heaven", "virtues": "Virtues", "wisdom": "Wisdom", "yes": "Yes", diff --git a/Agon Official/translations/es.json b/Agon Official/translations/es.json index f07c78dc22..cbb1360f6f 100644 --- a/Agon Official/translations/es.json +++ b/Agon Official/translations/es.json @@ -1,82 +1,99 @@ { - "acumen": "Acumen", - "add_domain_spend_pathos": "Add another Domain (spend Pathos)", - "advantage_bond_support": "Advantage/Bond/Support", - "agony": "Agony", - "and": "and", - "aphrodite": "Aphrodite", - "apollo": "Apollo", + "acumen": "Agudeza", + "add_domain_spend_pathos": "Añadir otro Dominio (gastar Pathos)", + "advantage_bond_support": "Ventaja/Lazo/Apoyo", + "agony": "Agonía", + "and": "y", + "any_domain": "Any domain", + "aphrodite": "Afrodita", + "apollo": "Apolo", "ares": "Ares", - "artemis": "Artemis", - "arts_oration": "Arts & Oration", - "athena": "Athena", - "authority": "Authority", - "beauty": "Beauty", - "blood_valor": "Blood & Valor", - "bond_use_1": "Bolster you", - "bond_use_2": "Block Harm or Fate for you", - "bond_use_3": "Follow your lead", - "bond_use_top": "When you use a Bond, ask them to:", - "bonds": "Bonds", - "bonusdice_query": "Other dice (Advantage, Bond Dice, or Support), e.g. 1d8 + 1d8 + 1d6", - "boons": "Boons", - "boons_1": "Advance a d8 Domain die to d10", - "boons_2": "Advance a d6 Domain die to d8", - "boons_3": "Advance your Epithet die to d8", - "boons_4": "Add another Epithet", - "boons_5": "When you support or bolster, the die you give counts as one size larger.", - "boons_6": "When you mark Pathos for an extra domain, take two extra dice instead of one.", - "boons_7": "When you spend Divine Favor, roll +2d4 and keep the highest.", - "conviction": "Conviction", - "courage": "Courage", - "craft_reason": "Craft & Reason", - "cunning": "Cunning", - "daring": "Daring", - "demeter": "Demeter", - "divine_favor": "Divine Favor", - "domains": "Domains", - "epithet": "Epithet", - "epithet_dice_query": "Epithet die", - "fate": "Fate", - "ferocity": "Ferocity", - "fortitude": "Fortitude", - "glory": "Glory", - "grace": "Grace", - "great_deed": "Great Deed", - "great_deeds_and_trophies": "Great Deeds & Trophies", - "hekate": "Hekate", - "hephaistos": "Hephaistos", + "artemis": "Artemisa", + "arts_oration": "Artes y Oración", + "athena": "Atenea", + "authority": "Autoridad", + "beauty": "Belleza", + "blood_valor": "Sangre y Valor", + "bond_use_1": "Te refuerce", + "bond_use_2": "Bloquee Daño o Destino por ti", + "bond_use_3": "Siga tus indicaciones", + "bond_use_top": "Cuando usas un Lazo, pídele que:", + "bonds": "Lazo", + "bonusdice_query": "Otro dado (Ventaja, Dado de Lazo o Apoyo), p.e. 1d8 + 1d8 + 1d6", + "boons": "Hazañas", + "boons_1": "Aumenta un d8 de Dominio a un d10", + "boons_2": "Aumenta un d6 de Dominio a un d8", + "boons_3": "Aumenta tu dado de Epíteto a un d8", + "boons_4": "Añade otro Epíteto", + "boons_5": "Cuando refuerzas o apoyas, el dado que otorgas cuenta como un tamaño más grande.", + "boons_6": "Cuando marcas Pathos para un Dominio adicional, coge dos dados extra en lugar de uno.", + "boons_7": "Cuando gastas Favor divino, tira +2d4 y quédate con el mayor.", + "character": "Character", + "choose_sheet_type": "Choose sheet type", + "conviction": "Convicción", + "courage": "Coraje", + "craft_reason": "Artesanía y Razón", + "cunning": "Astucia", + "daring": "Audacia", + "demeter": "Deméter", + "die_placeholder": "Name, Epithet, Bonus Die, ...", + "divine_favor": "Favor Divino", + "divine_wrath": "Divine Wrath", + "domain": "Domain", + "domains": "Dominios", + "epic": "Epic", + "epithet": "Epíteto", + "epithet_die": "Epithet die", + "fate": "Destino", + "ferocity": "Ferocidad", + "fortitude": "Fortaleza", + "glory": "Gloria", + "grace": "Gracias", + "great_deed": "Grandes Hazañas", + "great_deeds_and_trophies": "Grandes Hazañas y Trofeos", + "hekate": "Hécate", + "hephaistos": "Hefesto", "hera": "Hera", "hermes": "Hermes", - "honored_god": "Honored God", - "ingenuity": "Ingenuity", - "insight": "Insight", - "knowledge": "Knowledge", - "lineage_pronouns": "Lineage / Pronouns", - "name": "Name", + "honored_god": "Dios Venerado", + "ingenuity": "Ingenuidad", + "insight": "Persipcacia", + "island_destinies": "Island Destinies", + "knowledge": "Conocimiento", + "lineage_pronouns": "Linaje / Pronombres", + "mythic": "Mythic", + "name": "Nombre", "no": "No", - "none": "None", - "passion": "Passion", + "none": "Ninguno", + "passion": "Pasión", "pathos": "Pathos", - "poseidon": "Poseidon", - "precision": "Precision", - "recite_arts_oration": "What honeyed words did you use?\nHow did beauty manifest?\nHow were passions stirred or truths attested?", - "recite_blood_valor": "How was blood spilled?\nHow was your strength, agility, or courage shown?\nHow did you take our breath away?", - "recite_bottom": "SUFFER—How did you fall short? Did you overreach yourself? Was the opponent too great? Was it cruel fortune?", - "recite_craft_reason": "How was your knowledge or creativity shown?\nHow was trickery or intrigue displayed?\nHow did you figure it out?", - "recite_resolve_spirit": "How did we see your willpower in action?\nHow did you endure it?\nHow did the arcane or occult manifest?", - "recite_top": "How does your EPITHET, PATHOS (an added Domain), or DIVINE FAVOR manifest in the contest?", - "recite_your_deeds": "Recite your deeds", - "resolve_spirit": "Resolve & Spirit", - "roll_prevails": "Your action goes well and you overcome the challenge. The best hero earns Glory equal to the target number. Heroes who prevail earn half that amount (round up).", - "roll_suffers": "Heroes who suffer each earn 1 Glory.", - "scion_of": "Scion Of", - "spend_divine_favor": "Spend Divine Favor", - "strength": "Strength", - "style_notes": "Style & Notes", - "target_number": "Target Number", - "virtues": "Virtues", - "wisdom": "Wisdom", - "yes": "Yes", + "plus_strife_level": "Plus Strife Level", + "poseidon": "Poseidón", + "perilous": "Perilous", + "precision": "Precisión", + "recite_arts_oration": "¿Qué dulces palabras utilizaste?\n¿Cómo se manifestó la belleza?\n¿Cómo se avivaron las pasiones y se atestiguaron las verdades?", + "recite_blood_valor": "¿Cómo fue derramada la sangre?\n¿Cómo se demostró tu fuerza, agilidad o coraje?\n¿Cómo nos dejaste sin aliento?", + "recite_bottom": "SUFRIR—¿Cómo te quedas corto? ¿Te extralimitaste? ¿Era tu oponente demasiado bueno? ¿Fue la cruel fortuna?", + "recite_craft_reason": "¿Cómo se demostraron tus conocimientos o tu creatividad?\n¿Cómo fue exhibida la intriga y el engaño?\n¿Cómo lo averiguaste?", + "recite_resolve_spirit": "¿Cómo vemos tu fuerza de voluntad en acción?\n¿Cómo lo soportaste?\n¿Cómo se manifestó lo oscuro o arcano?", + "recite_top": "¿Cómo se manifiestan tu EPÍTETO, PATHOS (y Dominio añadido), o FAVOR DIVINO en el enfrentamiento?", + "recite_your_deeds": "Recita tus acciones", + "resolve_spirit": "Determinación y Espíritu", + "roll_prevails": "Tu acción tiene éxito y superas el desafío. El mejor héroe gana tanta Gloria como el número objetivo. Los héroes que prevalecen ganan la mitad de esa cantidad (redondeando hacia arriba).", + "roll_strife": "Roll Strife", + "roll_suffers": "Los héroes que sufren ganan 1 de Gloria cada uno.", + "sacred": "Sacred", + "scion_of": "Descendiente De", + "spend_divine_favor": "Gastar Favor divino", + "strength": "Fuerza", + "strife": "Strife", + "strife_level": "Strife Level", + "strife_player_roll": "Strife Player Roll", + "style_notes": "Estilo y Notas", + "target_number": "Número objetivo", + "the_vault_of_heaven": "The Vault of Heaven", + "virtues": "Virtudes", + "wisdom": "Sabiduría", + "yes": "Sí", "zeus": "Zeus" } \ No newline at end of file diff --git a/Agon Official/translations/fr.json b/Agon Official/translations/fr.json index f07c78dc22..66d8267545 100644 --- a/Agon Official/translations/fr.json +++ b/Agon Official/translations/fr.json @@ -4,6 +4,7 @@ "advantage_bond_support": "Advantage/Bond/Support", "agony": "Agony", "and": "and", + "any_domain": "Any domain", "aphrodite": "Aphrodite", "apollo": "Apollo", "ares": "Ares", @@ -27,16 +28,22 @@ "boons_5": "When you support or bolster, the die you give counts as one size larger.", "boons_6": "When you mark Pathos for an extra domain, take two extra dice instead of one.", "boons_7": "When you spend Divine Favor, roll +2d4 and keep the highest.", + "character": "Character", + "choose_sheet_type": "Choose sheet type", "conviction": "Conviction", "courage": "Courage", "craft_reason": "Craft & Reason", "cunning": "Cunning", "daring": "Daring", "demeter": "Demeter", + "die_placeholder": "Name, Epithet, Bonus Die, ...", "divine_favor": "Divine Favor", + "divine_wrath": "Divine Wrath", + "domain": "Domain", "domains": "Domains", + "epic": "Epic", "epithet": "Epithet", - "epithet_dice_query": "Epithet die", + "epithet_die": "Epithet die", "fate": "Fate", "ferocity": "Ferocity", "fortitude": "Fortitude", @@ -51,14 +58,18 @@ "honored_god": "Honored God", "ingenuity": "Ingenuity", "insight": "Insight", + "island_destinies": "Island Destinies", "knowledge": "Knowledge", "lineage_pronouns": "Lineage / Pronouns", + "mythic": "Mythic", "name": "Name", "no": "No", "none": "None", "passion": "Passion", "pathos": "Pathos", + "plus_strife_level": "Plus Strife Level", "poseidon": "Poseidon", + "perilous": "Perilous", "precision": "Precision", "recite_arts_oration": "What honeyed words did you use?\nHow did beauty manifest?\nHow were passions stirred or truths attested?", "recite_blood_valor": "How was blood spilled?\nHow was your strength, agility, or courage shown?\nHow did you take our breath away?", @@ -69,12 +80,18 @@ "recite_your_deeds": "Recite your deeds", "resolve_spirit": "Resolve & Spirit", "roll_prevails": "Your action goes well and you overcome the challenge. The best hero earns Glory equal to the target number. Heroes who prevail earn half that amount (round up).", + "roll_strife": "Roll Strife", "roll_suffers": "Heroes who suffer each earn 1 Glory.", + "sacred": "Sacred", "scion_of": "Scion Of", "spend_divine_favor": "Spend Divine Favor", "strength": "Strength", + "strife": "Strife", + "strife_level": "Strife Level", + "strife_player_roll": "Strife Player Roll", "style_notes": "Style & Notes", "target_number": "Target Number", + "the_vault_of_heaven": "The Vault of Heaven", "virtues": "Virtues", "wisdom": "Wisdom", "yes": "Yes", diff --git a/Agon Official/translations/he.json b/Agon Official/translations/he.json index f07c78dc22..66d8267545 100644 --- a/Agon Official/translations/he.json +++ b/Agon Official/translations/he.json @@ -4,6 +4,7 @@ "advantage_bond_support": "Advantage/Bond/Support", "agony": "Agony", "and": "and", + "any_domain": "Any domain", "aphrodite": "Aphrodite", "apollo": "Apollo", "ares": "Ares", @@ -27,16 +28,22 @@ "boons_5": "When you support or bolster, the die you give counts as one size larger.", "boons_6": "When you mark Pathos for an extra domain, take two extra dice instead of one.", "boons_7": "When you spend Divine Favor, roll +2d4 and keep the highest.", + "character": "Character", + "choose_sheet_type": "Choose sheet type", "conviction": "Conviction", "courage": "Courage", "craft_reason": "Craft & Reason", "cunning": "Cunning", "daring": "Daring", "demeter": "Demeter", + "die_placeholder": "Name, Epithet, Bonus Die, ...", "divine_favor": "Divine Favor", + "divine_wrath": "Divine Wrath", + "domain": "Domain", "domains": "Domains", + "epic": "Epic", "epithet": "Epithet", - "epithet_dice_query": "Epithet die", + "epithet_die": "Epithet die", "fate": "Fate", "ferocity": "Ferocity", "fortitude": "Fortitude", @@ -51,14 +58,18 @@ "honored_god": "Honored God", "ingenuity": "Ingenuity", "insight": "Insight", + "island_destinies": "Island Destinies", "knowledge": "Knowledge", "lineage_pronouns": "Lineage / Pronouns", + "mythic": "Mythic", "name": "Name", "no": "No", "none": "None", "passion": "Passion", "pathos": "Pathos", + "plus_strife_level": "Plus Strife Level", "poseidon": "Poseidon", + "perilous": "Perilous", "precision": "Precision", "recite_arts_oration": "What honeyed words did you use?\nHow did beauty manifest?\nHow were passions stirred or truths attested?", "recite_blood_valor": "How was blood spilled?\nHow was your strength, agility, or courage shown?\nHow did you take our breath away?", @@ -69,12 +80,18 @@ "recite_your_deeds": "Recite your deeds", "resolve_spirit": "Resolve & Spirit", "roll_prevails": "Your action goes well and you overcome the challenge. The best hero earns Glory equal to the target number. Heroes who prevail earn half that amount (round up).", + "roll_strife": "Roll Strife", "roll_suffers": "Heroes who suffer each earn 1 Glory.", + "sacred": "Sacred", "scion_of": "Scion Of", "spend_divine_favor": "Spend Divine Favor", "strength": "Strength", + "strife": "Strife", + "strife_level": "Strife Level", + "strife_player_roll": "Strife Player Roll", "style_notes": "Style & Notes", "target_number": "Target Number", + "the_vault_of_heaven": "The Vault of Heaven", "virtues": "Virtues", "wisdom": "Wisdom", "yes": "Yes", diff --git a/Agon Official/translations/it.json b/Agon Official/translations/it.json index f07c78dc22..66d8267545 100644 --- a/Agon Official/translations/it.json +++ b/Agon Official/translations/it.json @@ -4,6 +4,7 @@ "advantage_bond_support": "Advantage/Bond/Support", "agony": "Agony", "and": "and", + "any_domain": "Any domain", "aphrodite": "Aphrodite", "apollo": "Apollo", "ares": "Ares", @@ -27,16 +28,22 @@ "boons_5": "When you support or bolster, the die you give counts as one size larger.", "boons_6": "When you mark Pathos for an extra domain, take two extra dice instead of one.", "boons_7": "When you spend Divine Favor, roll +2d4 and keep the highest.", + "character": "Character", + "choose_sheet_type": "Choose sheet type", "conviction": "Conviction", "courage": "Courage", "craft_reason": "Craft & Reason", "cunning": "Cunning", "daring": "Daring", "demeter": "Demeter", + "die_placeholder": "Name, Epithet, Bonus Die, ...", "divine_favor": "Divine Favor", + "divine_wrath": "Divine Wrath", + "domain": "Domain", "domains": "Domains", + "epic": "Epic", "epithet": "Epithet", - "epithet_dice_query": "Epithet die", + "epithet_die": "Epithet die", "fate": "Fate", "ferocity": "Ferocity", "fortitude": "Fortitude", @@ -51,14 +58,18 @@ "honored_god": "Honored God", "ingenuity": "Ingenuity", "insight": "Insight", + "island_destinies": "Island Destinies", "knowledge": "Knowledge", "lineage_pronouns": "Lineage / Pronouns", + "mythic": "Mythic", "name": "Name", "no": "No", "none": "None", "passion": "Passion", "pathos": "Pathos", + "plus_strife_level": "Plus Strife Level", "poseidon": "Poseidon", + "perilous": "Perilous", "precision": "Precision", "recite_arts_oration": "What honeyed words did you use?\nHow did beauty manifest?\nHow were passions stirred or truths attested?", "recite_blood_valor": "How was blood spilled?\nHow was your strength, agility, or courage shown?\nHow did you take our breath away?", @@ -69,12 +80,18 @@ "recite_your_deeds": "Recite your deeds", "resolve_spirit": "Resolve & Spirit", "roll_prevails": "Your action goes well and you overcome the challenge. The best hero earns Glory equal to the target number. Heroes who prevail earn half that amount (round up).", + "roll_strife": "Roll Strife", "roll_suffers": "Heroes who suffer each earn 1 Glory.", + "sacred": "Sacred", "scion_of": "Scion Of", "spend_divine_favor": "Spend Divine Favor", "strength": "Strength", + "strife": "Strife", + "strife_level": "Strife Level", + "strife_player_roll": "Strife Player Roll", "style_notes": "Style & Notes", "target_number": "Target Number", + "the_vault_of_heaven": "The Vault of Heaven", "virtues": "Virtues", "wisdom": "Wisdom", "yes": "Yes", diff --git a/Agon Official/translations/ja.json b/Agon Official/translations/ja.json index f07c78dc22..66d8267545 100644 --- a/Agon Official/translations/ja.json +++ b/Agon Official/translations/ja.json @@ -4,6 +4,7 @@ "advantage_bond_support": "Advantage/Bond/Support", "agony": "Agony", "and": "and", + "any_domain": "Any domain", "aphrodite": "Aphrodite", "apollo": "Apollo", "ares": "Ares", @@ -27,16 +28,22 @@ "boons_5": "When you support or bolster, the die you give counts as one size larger.", "boons_6": "When you mark Pathos for an extra domain, take two extra dice instead of one.", "boons_7": "When you spend Divine Favor, roll +2d4 and keep the highest.", + "character": "Character", + "choose_sheet_type": "Choose sheet type", "conviction": "Conviction", "courage": "Courage", "craft_reason": "Craft & Reason", "cunning": "Cunning", "daring": "Daring", "demeter": "Demeter", + "die_placeholder": "Name, Epithet, Bonus Die, ...", "divine_favor": "Divine Favor", + "divine_wrath": "Divine Wrath", + "domain": "Domain", "domains": "Domains", + "epic": "Epic", "epithet": "Epithet", - "epithet_dice_query": "Epithet die", + "epithet_die": "Epithet die", "fate": "Fate", "ferocity": "Ferocity", "fortitude": "Fortitude", @@ -51,14 +58,18 @@ "honored_god": "Honored God", "ingenuity": "Ingenuity", "insight": "Insight", + "island_destinies": "Island Destinies", "knowledge": "Knowledge", "lineage_pronouns": "Lineage / Pronouns", + "mythic": "Mythic", "name": "Name", "no": "No", "none": "None", "passion": "Passion", "pathos": "Pathos", + "plus_strife_level": "Plus Strife Level", "poseidon": "Poseidon", + "perilous": "Perilous", "precision": "Precision", "recite_arts_oration": "What honeyed words did you use?\nHow did beauty manifest?\nHow were passions stirred or truths attested?", "recite_blood_valor": "How was blood spilled?\nHow was your strength, agility, or courage shown?\nHow did you take our breath away?", @@ -69,12 +80,18 @@ "recite_your_deeds": "Recite your deeds", "resolve_spirit": "Resolve & Spirit", "roll_prevails": "Your action goes well and you overcome the challenge. The best hero earns Glory equal to the target number. Heroes who prevail earn half that amount (round up).", + "roll_strife": "Roll Strife", "roll_suffers": "Heroes who suffer each earn 1 Glory.", + "sacred": "Sacred", "scion_of": "Scion Of", "spend_divine_favor": "Spend Divine Favor", "strength": "Strength", + "strife": "Strife", + "strife_level": "Strife Level", + "strife_player_roll": "Strife Player Roll", "style_notes": "Style & Notes", "target_number": "Target Number", + "the_vault_of_heaven": "The Vault of Heaven", "virtues": "Virtues", "wisdom": "Wisdom", "yes": "Yes", diff --git a/Agon Official/translations/ko.json b/Agon Official/translations/ko.json index f07c78dc22..66d8267545 100644 --- a/Agon Official/translations/ko.json +++ b/Agon Official/translations/ko.json @@ -4,6 +4,7 @@ "advantage_bond_support": "Advantage/Bond/Support", "agony": "Agony", "and": "and", + "any_domain": "Any domain", "aphrodite": "Aphrodite", "apollo": "Apollo", "ares": "Ares", @@ -27,16 +28,22 @@ "boons_5": "When you support or bolster, the die you give counts as one size larger.", "boons_6": "When you mark Pathos for an extra domain, take two extra dice instead of one.", "boons_7": "When you spend Divine Favor, roll +2d4 and keep the highest.", + "character": "Character", + "choose_sheet_type": "Choose sheet type", "conviction": "Conviction", "courage": "Courage", "craft_reason": "Craft & Reason", "cunning": "Cunning", "daring": "Daring", "demeter": "Demeter", + "die_placeholder": "Name, Epithet, Bonus Die, ...", "divine_favor": "Divine Favor", + "divine_wrath": "Divine Wrath", + "domain": "Domain", "domains": "Domains", + "epic": "Epic", "epithet": "Epithet", - "epithet_dice_query": "Epithet die", + "epithet_die": "Epithet die", "fate": "Fate", "ferocity": "Ferocity", "fortitude": "Fortitude", @@ -51,14 +58,18 @@ "honored_god": "Honored God", "ingenuity": "Ingenuity", "insight": "Insight", + "island_destinies": "Island Destinies", "knowledge": "Knowledge", "lineage_pronouns": "Lineage / Pronouns", + "mythic": "Mythic", "name": "Name", "no": "No", "none": "None", "passion": "Passion", "pathos": "Pathos", + "plus_strife_level": "Plus Strife Level", "poseidon": "Poseidon", + "perilous": "Perilous", "precision": "Precision", "recite_arts_oration": "What honeyed words did you use?\nHow did beauty manifest?\nHow were passions stirred or truths attested?", "recite_blood_valor": "How was blood spilled?\nHow was your strength, agility, or courage shown?\nHow did you take our breath away?", @@ -69,12 +80,18 @@ "recite_your_deeds": "Recite your deeds", "resolve_spirit": "Resolve & Spirit", "roll_prevails": "Your action goes well and you overcome the challenge. The best hero earns Glory equal to the target number. Heroes who prevail earn half that amount (round up).", + "roll_strife": "Roll Strife", "roll_suffers": "Heroes who suffer each earn 1 Glory.", + "sacred": "Sacred", "scion_of": "Scion Of", "spend_divine_favor": "Spend Divine Favor", "strength": "Strength", + "strife": "Strife", + "strife_level": "Strife Level", + "strife_player_roll": "Strife Player Roll", "style_notes": "Style & Notes", "target_number": "Target Number", + "the_vault_of_heaven": "The Vault of Heaven", "virtues": "Virtues", "wisdom": "Wisdom", "yes": "Yes", diff --git a/Agon Official/translations/nl.json b/Agon Official/translations/nl.json index f07c78dc22..66d8267545 100644 --- a/Agon Official/translations/nl.json +++ b/Agon Official/translations/nl.json @@ -4,6 +4,7 @@ "advantage_bond_support": "Advantage/Bond/Support", "agony": "Agony", "and": "and", + "any_domain": "Any domain", "aphrodite": "Aphrodite", "apollo": "Apollo", "ares": "Ares", @@ -27,16 +28,22 @@ "boons_5": "When you support or bolster, the die you give counts as one size larger.", "boons_6": "When you mark Pathos for an extra domain, take two extra dice instead of one.", "boons_7": "When you spend Divine Favor, roll +2d4 and keep the highest.", + "character": "Character", + "choose_sheet_type": "Choose sheet type", "conviction": "Conviction", "courage": "Courage", "craft_reason": "Craft & Reason", "cunning": "Cunning", "daring": "Daring", "demeter": "Demeter", + "die_placeholder": "Name, Epithet, Bonus Die, ...", "divine_favor": "Divine Favor", + "divine_wrath": "Divine Wrath", + "domain": "Domain", "domains": "Domains", + "epic": "Epic", "epithet": "Epithet", - "epithet_dice_query": "Epithet die", + "epithet_die": "Epithet die", "fate": "Fate", "ferocity": "Ferocity", "fortitude": "Fortitude", @@ -51,14 +58,18 @@ "honored_god": "Honored God", "ingenuity": "Ingenuity", "insight": "Insight", + "island_destinies": "Island Destinies", "knowledge": "Knowledge", "lineage_pronouns": "Lineage / Pronouns", + "mythic": "Mythic", "name": "Name", "no": "No", "none": "None", "passion": "Passion", "pathos": "Pathos", + "plus_strife_level": "Plus Strife Level", "poseidon": "Poseidon", + "perilous": "Perilous", "precision": "Precision", "recite_arts_oration": "What honeyed words did you use?\nHow did beauty manifest?\nHow were passions stirred or truths attested?", "recite_blood_valor": "How was blood spilled?\nHow was your strength, agility, or courage shown?\nHow did you take our breath away?", @@ -69,12 +80,18 @@ "recite_your_deeds": "Recite your deeds", "resolve_spirit": "Resolve & Spirit", "roll_prevails": "Your action goes well and you overcome the challenge. The best hero earns Glory equal to the target number. Heroes who prevail earn half that amount (round up).", + "roll_strife": "Roll Strife", "roll_suffers": "Heroes who suffer each earn 1 Glory.", + "sacred": "Sacred", "scion_of": "Scion Of", "spend_divine_favor": "Spend Divine Favor", "strength": "Strength", + "strife": "Strife", + "strife_level": "Strife Level", + "strife_player_roll": "Strife Player Roll", "style_notes": "Style & Notes", "target_number": "Target Number", + "the_vault_of_heaven": "The Vault of Heaven", "virtues": "Virtues", "wisdom": "Wisdom", "yes": "Yes", diff --git a/Agon Official/translations/pl.json b/Agon Official/translations/pl.json index f07c78dc22..66d8267545 100644 --- a/Agon Official/translations/pl.json +++ b/Agon Official/translations/pl.json @@ -4,6 +4,7 @@ "advantage_bond_support": "Advantage/Bond/Support", "agony": "Agony", "and": "and", + "any_domain": "Any domain", "aphrodite": "Aphrodite", "apollo": "Apollo", "ares": "Ares", @@ -27,16 +28,22 @@ "boons_5": "When you support or bolster, the die you give counts as one size larger.", "boons_6": "When you mark Pathos for an extra domain, take two extra dice instead of one.", "boons_7": "When you spend Divine Favor, roll +2d4 and keep the highest.", + "character": "Character", + "choose_sheet_type": "Choose sheet type", "conviction": "Conviction", "courage": "Courage", "craft_reason": "Craft & Reason", "cunning": "Cunning", "daring": "Daring", "demeter": "Demeter", + "die_placeholder": "Name, Epithet, Bonus Die, ...", "divine_favor": "Divine Favor", + "divine_wrath": "Divine Wrath", + "domain": "Domain", "domains": "Domains", + "epic": "Epic", "epithet": "Epithet", - "epithet_dice_query": "Epithet die", + "epithet_die": "Epithet die", "fate": "Fate", "ferocity": "Ferocity", "fortitude": "Fortitude", @@ -51,14 +58,18 @@ "honored_god": "Honored God", "ingenuity": "Ingenuity", "insight": "Insight", + "island_destinies": "Island Destinies", "knowledge": "Knowledge", "lineage_pronouns": "Lineage / Pronouns", + "mythic": "Mythic", "name": "Name", "no": "No", "none": "None", "passion": "Passion", "pathos": "Pathos", + "plus_strife_level": "Plus Strife Level", "poseidon": "Poseidon", + "perilous": "Perilous", "precision": "Precision", "recite_arts_oration": "What honeyed words did you use?\nHow did beauty manifest?\nHow were passions stirred or truths attested?", "recite_blood_valor": "How was blood spilled?\nHow was your strength, agility, or courage shown?\nHow did you take our breath away?", @@ -69,12 +80,18 @@ "recite_your_deeds": "Recite your deeds", "resolve_spirit": "Resolve & Spirit", "roll_prevails": "Your action goes well and you overcome the challenge. The best hero earns Glory equal to the target number. Heroes who prevail earn half that amount (round up).", + "roll_strife": "Roll Strife", "roll_suffers": "Heroes who suffer each earn 1 Glory.", + "sacred": "Sacred", "scion_of": "Scion Of", "spend_divine_favor": "Spend Divine Favor", "strength": "Strength", + "strife": "Strife", + "strife_level": "Strife Level", + "strife_player_roll": "Strife Player Roll", "style_notes": "Style & Notes", "target_number": "Target Number", + "the_vault_of_heaven": "The Vault of Heaven", "virtues": "Virtues", "wisdom": "Wisdom", "yes": "Yes", diff --git a/Agon Official/translations/pt.json b/Agon Official/translations/pt.json index f07c78dc22..66d8267545 100644 --- a/Agon Official/translations/pt.json +++ b/Agon Official/translations/pt.json @@ -4,6 +4,7 @@ "advantage_bond_support": "Advantage/Bond/Support", "agony": "Agony", "and": "and", + "any_domain": "Any domain", "aphrodite": "Aphrodite", "apollo": "Apollo", "ares": "Ares", @@ -27,16 +28,22 @@ "boons_5": "When you support or bolster, the die you give counts as one size larger.", "boons_6": "When you mark Pathos for an extra domain, take two extra dice instead of one.", "boons_7": "When you spend Divine Favor, roll +2d4 and keep the highest.", + "character": "Character", + "choose_sheet_type": "Choose sheet type", "conviction": "Conviction", "courage": "Courage", "craft_reason": "Craft & Reason", "cunning": "Cunning", "daring": "Daring", "demeter": "Demeter", + "die_placeholder": "Name, Epithet, Bonus Die, ...", "divine_favor": "Divine Favor", + "divine_wrath": "Divine Wrath", + "domain": "Domain", "domains": "Domains", + "epic": "Epic", "epithet": "Epithet", - "epithet_dice_query": "Epithet die", + "epithet_die": "Epithet die", "fate": "Fate", "ferocity": "Ferocity", "fortitude": "Fortitude", @@ -51,14 +58,18 @@ "honored_god": "Honored God", "ingenuity": "Ingenuity", "insight": "Insight", + "island_destinies": "Island Destinies", "knowledge": "Knowledge", "lineage_pronouns": "Lineage / Pronouns", + "mythic": "Mythic", "name": "Name", "no": "No", "none": "None", "passion": "Passion", "pathos": "Pathos", + "plus_strife_level": "Plus Strife Level", "poseidon": "Poseidon", + "perilous": "Perilous", "precision": "Precision", "recite_arts_oration": "What honeyed words did you use?\nHow did beauty manifest?\nHow were passions stirred or truths attested?", "recite_blood_valor": "How was blood spilled?\nHow was your strength, agility, or courage shown?\nHow did you take our breath away?", @@ -69,12 +80,18 @@ "recite_your_deeds": "Recite your deeds", "resolve_spirit": "Resolve & Spirit", "roll_prevails": "Your action goes well and you overcome the challenge. The best hero earns Glory equal to the target number. Heroes who prevail earn half that amount (round up).", + "roll_strife": "Roll Strife", "roll_suffers": "Heroes who suffer each earn 1 Glory.", + "sacred": "Sacred", "scion_of": "Scion Of", "spend_divine_favor": "Spend Divine Favor", "strength": "Strength", + "strife": "Strife", + "strife_level": "Strife Level", + "strife_player_roll": "Strife Player Roll", "style_notes": "Style & Notes", "target_number": "Target Number", + "the_vault_of_heaven": "The Vault of Heaven", "virtues": "Virtues", "wisdom": "Wisdom", "yes": "Yes", diff --git a/Agon Official/translations/ru.json b/Agon Official/translations/ru.json index f07c78dc22..66d8267545 100644 --- a/Agon Official/translations/ru.json +++ b/Agon Official/translations/ru.json @@ -4,6 +4,7 @@ "advantage_bond_support": "Advantage/Bond/Support", "agony": "Agony", "and": "and", + "any_domain": "Any domain", "aphrodite": "Aphrodite", "apollo": "Apollo", "ares": "Ares", @@ -27,16 +28,22 @@ "boons_5": "When you support or bolster, the die you give counts as one size larger.", "boons_6": "When you mark Pathos for an extra domain, take two extra dice instead of one.", "boons_7": "When you spend Divine Favor, roll +2d4 and keep the highest.", + "character": "Character", + "choose_sheet_type": "Choose sheet type", "conviction": "Conviction", "courage": "Courage", "craft_reason": "Craft & Reason", "cunning": "Cunning", "daring": "Daring", "demeter": "Demeter", + "die_placeholder": "Name, Epithet, Bonus Die, ...", "divine_favor": "Divine Favor", + "divine_wrath": "Divine Wrath", + "domain": "Domain", "domains": "Domains", + "epic": "Epic", "epithet": "Epithet", - "epithet_dice_query": "Epithet die", + "epithet_die": "Epithet die", "fate": "Fate", "ferocity": "Ferocity", "fortitude": "Fortitude", @@ -51,14 +58,18 @@ "honored_god": "Honored God", "ingenuity": "Ingenuity", "insight": "Insight", + "island_destinies": "Island Destinies", "knowledge": "Knowledge", "lineage_pronouns": "Lineage / Pronouns", + "mythic": "Mythic", "name": "Name", "no": "No", "none": "None", "passion": "Passion", "pathos": "Pathos", + "plus_strife_level": "Plus Strife Level", "poseidon": "Poseidon", + "perilous": "Perilous", "precision": "Precision", "recite_arts_oration": "What honeyed words did you use?\nHow did beauty manifest?\nHow were passions stirred or truths attested?", "recite_blood_valor": "How was blood spilled?\nHow was your strength, agility, or courage shown?\nHow did you take our breath away?", @@ -69,12 +80,18 @@ "recite_your_deeds": "Recite your deeds", "resolve_spirit": "Resolve & Spirit", "roll_prevails": "Your action goes well and you overcome the challenge. The best hero earns Glory equal to the target number. Heroes who prevail earn half that amount (round up).", + "roll_strife": "Roll Strife", "roll_suffers": "Heroes who suffer each earn 1 Glory.", + "sacred": "Sacred", "scion_of": "Scion Of", "spend_divine_favor": "Spend Divine Favor", "strength": "Strength", + "strife": "Strife", + "strife_level": "Strife Level", + "strife_player_roll": "Strife Player Roll", "style_notes": "Style & Notes", "target_number": "Target Number", + "the_vault_of_heaven": "The Vault of Heaven", "virtues": "Virtues", "wisdom": "Wisdom", "yes": "Yes", diff --git a/Agon Official/translations/sv.json b/Agon Official/translations/sv.json index f07c78dc22..66d8267545 100644 --- a/Agon Official/translations/sv.json +++ b/Agon Official/translations/sv.json @@ -4,6 +4,7 @@ "advantage_bond_support": "Advantage/Bond/Support", "agony": "Agony", "and": "and", + "any_domain": "Any domain", "aphrodite": "Aphrodite", "apollo": "Apollo", "ares": "Ares", @@ -27,16 +28,22 @@ "boons_5": "When you support or bolster, the die you give counts as one size larger.", "boons_6": "When you mark Pathos for an extra domain, take two extra dice instead of one.", "boons_7": "When you spend Divine Favor, roll +2d4 and keep the highest.", + "character": "Character", + "choose_sheet_type": "Choose sheet type", "conviction": "Conviction", "courage": "Courage", "craft_reason": "Craft & Reason", "cunning": "Cunning", "daring": "Daring", "demeter": "Demeter", + "die_placeholder": "Name, Epithet, Bonus Die, ...", "divine_favor": "Divine Favor", + "divine_wrath": "Divine Wrath", + "domain": "Domain", "domains": "Domains", + "epic": "Epic", "epithet": "Epithet", - "epithet_dice_query": "Epithet die", + "epithet_die": "Epithet die", "fate": "Fate", "ferocity": "Ferocity", "fortitude": "Fortitude", @@ -51,14 +58,18 @@ "honored_god": "Honored God", "ingenuity": "Ingenuity", "insight": "Insight", + "island_destinies": "Island Destinies", "knowledge": "Knowledge", "lineage_pronouns": "Lineage / Pronouns", + "mythic": "Mythic", "name": "Name", "no": "No", "none": "None", "passion": "Passion", "pathos": "Pathos", + "plus_strife_level": "Plus Strife Level", "poseidon": "Poseidon", + "perilous": "Perilous", "precision": "Precision", "recite_arts_oration": "What honeyed words did you use?\nHow did beauty manifest?\nHow were passions stirred or truths attested?", "recite_blood_valor": "How was blood spilled?\nHow was your strength, agility, or courage shown?\nHow did you take our breath away?", @@ -69,12 +80,18 @@ "recite_your_deeds": "Recite your deeds", "resolve_spirit": "Resolve & Spirit", "roll_prevails": "Your action goes well and you overcome the challenge. The best hero earns Glory equal to the target number. Heroes who prevail earn half that amount (round up).", + "roll_strife": "Roll Strife", "roll_suffers": "Heroes who suffer each earn 1 Glory.", + "sacred": "Sacred", "scion_of": "Scion Of", "spend_divine_favor": "Spend Divine Favor", "strength": "Strength", + "strife": "Strife", + "strife_level": "Strife Level", + "strife_player_roll": "Strife Player Roll", "style_notes": "Style & Notes", "target_number": "Target Number", + "the_vault_of_heaven": "The Vault of Heaven", "virtues": "Virtues", "wisdom": "Wisdom", "yes": "Yes", diff --git a/Agon Official/translations/tr.json b/Agon Official/translations/tr.json index f07c78dc22..66d8267545 100644 --- a/Agon Official/translations/tr.json +++ b/Agon Official/translations/tr.json @@ -4,6 +4,7 @@ "advantage_bond_support": "Advantage/Bond/Support", "agony": "Agony", "and": "and", + "any_domain": "Any domain", "aphrodite": "Aphrodite", "apollo": "Apollo", "ares": "Ares", @@ -27,16 +28,22 @@ "boons_5": "When you support or bolster, the die you give counts as one size larger.", "boons_6": "When you mark Pathos for an extra domain, take two extra dice instead of one.", "boons_7": "When you spend Divine Favor, roll +2d4 and keep the highest.", + "character": "Character", + "choose_sheet_type": "Choose sheet type", "conviction": "Conviction", "courage": "Courage", "craft_reason": "Craft & Reason", "cunning": "Cunning", "daring": "Daring", "demeter": "Demeter", + "die_placeholder": "Name, Epithet, Bonus Die, ...", "divine_favor": "Divine Favor", + "divine_wrath": "Divine Wrath", + "domain": "Domain", "domains": "Domains", + "epic": "Epic", "epithet": "Epithet", - "epithet_dice_query": "Epithet die", + "epithet_die": "Epithet die", "fate": "Fate", "ferocity": "Ferocity", "fortitude": "Fortitude", @@ -51,14 +58,18 @@ "honored_god": "Honored God", "ingenuity": "Ingenuity", "insight": "Insight", + "island_destinies": "Island Destinies", "knowledge": "Knowledge", "lineage_pronouns": "Lineage / Pronouns", + "mythic": "Mythic", "name": "Name", "no": "No", "none": "None", "passion": "Passion", "pathos": "Pathos", + "plus_strife_level": "Plus Strife Level", "poseidon": "Poseidon", + "perilous": "Perilous", "precision": "Precision", "recite_arts_oration": "What honeyed words did you use?\nHow did beauty manifest?\nHow were passions stirred or truths attested?", "recite_blood_valor": "How was blood spilled?\nHow was your strength, agility, or courage shown?\nHow did you take our breath away?", @@ -69,12 +80,18 @@ "recite_your_deeds": "Recite your deeds", "resolve_spirit": "Resolve & Spirit", "roll_prevails": "Your action goes well and you overcome the challenge. The best hero earns Glory equal to the target number. Heroes who prevail earn half that amount (round up).", + "roll_strife": "Roll Strife", "roll_suffers": "Heroes who suffer each earn 1 Glory.", + "sacred": "Sacred", "scion_of": "Scion Of", "spend_divine_favor": "Spend Divine Favor", "strength": "Strength", + "strife": "Strife", + "strife_level": "Strife Level", + "strife_player_roll": "Strife Player Roll", "style_notes": "Style & Notes", "target_number": "Target Number", + "the_vault_of_heaven": "The Vault of Heaven", "virtues": "Virtues", "wisdom": "Wisdom", "yes": "Yes", diff --git a/Agon Official/translations/zh.json b/Agon Official/translations/zh.json index f07c78dc22..66d8267545 100644 --- a/Agon Official/translations/zh.json +++ b/Agon Official/translations/zh.json @@ -4,6 +4,7 @@ "advantage_bond_support": "Advantage/Bond/Support", "agony": "Agony", "and": "and", + "any_domain": "Any domain", "aphrodite": "Aphrodite", "apollo": "Apollo", "ares": "Ares", @@ -27,16 +28,22 @@ "boons_5": "When you support or bolster, the die you give counts as one size larger.", "boons_6": "When you mark Pathos for an extra domain, take two extra dice instead of one.", "boons_7": "When you spend Divine Favor, roll +2d4 and keep the highest.", + "character": "Character", + "choose_sheet_type": "Choose sheet type", "conviction": "Conviction", "courage": "Courage", "craft_reason": "Craft & Reason", "cunning": "Cunning", "daring": "Daring", "demeter": "Demeter", + "die_placeholder": "Name, Epithet, Bonus Die, ...", "divine_favor": "Divine Favor", + "divine_wrath": "Divine Wrath", + "domain": "Domain", "domains": "Domains", + "epic": "Epic", "epithet": "Epithet", - "epithet_dice_query": "Epithet die", + "epithet_die": "Epithet die", "fate": "Fate", "ferocity": "Ferocity", "fortitude": "Fortitude", @@ -51,14 +58,18 @@ "honored_god": "Honored God", "ingenuity": "Ingenuity", "insight": "Insight", + "island_destinies": "Island Destinies", "knowledge": "Knowledge", "lineage_pronouns": "Lineage / Pronouns", + "mythic": "Mythic", "name": "Name", "no": "No", "none": "None", "passion": "Passion", "pathos": "Pathos", + "plus_strife_level": "Plus Strife Level", "poseidon": "Poseidon", + "perilous": "Perilous", "precision": "Precision", "recite_arts_oration": "What honeyed words did you use?\nHow did beauty manifest?\nHow were passions stirred or truths attested?", "recite_blood_valor": "How was blood spilled?\nHow was your strength, agility, or courage shown?\nHow did you take our breath away?", @@ -69,12 +80,18 @@ "recite_your_deeds": "Recite your deeds", "resolve_spirit": "Resolve & Spirit", "roll_prevails": "Your action goes well and you overcome the challenge. The best hero earns Glory equal to the target number. Heroes who prevail earn half that amount (round up).", + "roll_strife": "Roll Strife", "roll_suffers": "Heroes who suffer each earn 1 Glory.", + "sacred": "Sacred", "scion_of": "Scion Of", "spend_divine_favor": "Spend Divine Favor", "strength": "Strength", + "strife": "Strife", + "strife_level": "Strife Level", + "strife_player_roll": "Strife Player Roll", "style_notes": "Style & Notes", "target_number": "Target Number", + "the_vault_of_heaven": "The Vault of Heaven", "virtues": "Virtues", "wisdom": "Wisdom", "yes": "Yes", diff --git a/Agon Official/translations/zu.json b/Agon Official/translations/zu.json index 87187f0f57..33167d0e95 100644 --- a/Agon Official/translations/zu.json +++ b/Agon Official/translations/zu.json @@ -4,6 +4,7 @@ "advantage_bond_support": "crwdns143102:0crwdne143102:0", "agony": "crwdns143104:0crwdne143104:0", "and": "crwdns143106:0crwdne143106:0", + "any_domain": "crwdns149234:0crwdne149234:0", "aphrodite": "crwdns143108:0crwdne143108:0", "apollo": "crwdns143110:0crwdne143110:0", "ares": "crwdns143112:0crwdne143112:0", @@ -27,16 +28,22 @@ "boons_5": "crwdns143148:0crwdne143148:0", "boons_6": "crwdns143150:0crwdne143150:0", "boons_7": "crwdns143152:0crwdne143152:0", + "character": "crwdns149236:0crwdne149236:0", + "choose_sheet_type": "crwdns149238:0crwdne149238:0", "conviction": "crwdns143154:0crwdne143154:0", "courage": "crwdns143156:0crwdne143156:0", "craft_reason": "crwdns143158:0crwdne143158:0", "cunning": "crwdns143160:0crwdne143160:0", "daring": "crwdns143162:0crwdne143162:0", "demeter": "crwdns143164:0crwdne143164:0", + "die_placeholder": "crwdns149240:0crwdne149240:0", "divine_favor": "crwdns143166:0crwdne143166:0", + "divine_wrath": "crwdns149242:0crwdne149242:0", + "domain": "crwdns149244:0crwdne149244:0", "domains": "crwdns143168:0crwdne143168:0", + "epic": "crwdns149246:0crwdne149246:0", "epithet": "crwdns143170:0crwdne143170:0", - "epithet_dice_query": "crwdns143172:0crwdne143172:0", + "epithet_die": "crwdns149248:0crwdne149248:0", "fate": "crwdns143174:0crwdne143174:0", "ferocity": "crwdns143176:0crwdne143176:0", "fortitude": "crwdns143178:0crwdne143178:0", @@ -51,14 +58,18 @@ "honored_god": "crwdns143196:0crwdne143196:0", "ingenuity": "crwdns143198:0crwdne143198:0", "insight": "crwdns143200:0crwdne143200:0", + "island_destinies": "crwdns149250:0crwdne149250:0", "knowledge": "crwdns143202:0crwdne143202:0", "lineage_pronouns": "crwdns143204:0crwdne143204:0", + "mythic": "crwdns149252:0crwdne149252:0", "name": "crwdns143206:0crwdne143206:0", "no": "crwdns143208:0crwdne143208:0", "none": "crwdns143210:0crwdne143210:0", "passion": "crwdns143212:0crwdne143212:0", "pathos": "crwdns143214:0crwdne143214:0", + "plus_strife_level": "crwdns149254:0crwdne149254:0", "poseidon": "crwdns143216:0crwdne143216:0", + "perilous": "crwdns149256:0crwdne149256:0", "precision": "crwdns143218:0crwdne143218:0", "recite_arts_oration": "crwdns143220:0crwdne143220:0", "recite_blood_valor": "crwdns143222:0crwdne143222:0", @@ -69,12 +80,18 @@ "recite_your_deeds": "crwdns143232:0crwdne143232:0", "resolve_spirit": "crwdns143234:0crwdne143234:0", "roll_prevails": "crwdns143236:0crwdne143236:0", + "roll_strife": "crwdns149258:0crwdne149258:0", "roll_suffers": "crwdns143238:0crwdne143238:0", + "sacred": "crwdns149260:0crwdne149260:0", "scion_of": "crwdns143240:0crwdne143240:0", "spend_divine_favor": "crwdns143242:0crwdne143242:0", "strength": "crwdns143244:0crwdne143244:0", + "strife": "crwdns149262:0crwdne149262:0", + "strife_level": "crwdns149264:0crwdne149264:0", + "strife_player_roll": "crwdns149266:0crwdne149266:0", "style_notes": "crwdns143246:0crwdne143246:0", "target_number": "crwdns143248:0crwdne143248:0", + "the_vault_of_heaven": "crwdns149268:0crwdne149268:0", "virtues": "crwdns143250:0crwdne143250:0", "wisdom": "crwdns143252:0crwdne143252:0", "yes": "crwdns143254:0crwdne143254:0", diff --git a/Agone-(french)/agone-sheet.css b/Agone-(french)/agone-sheet.css index 282ed3793b..634eda24f2 100644 --- a/Agone-(french)/agone-sheet.css +++ b/Agone-(french)/agone-sheet.css @@ -1,5 +1,7 @@ /* General */ -* { font-family: Tahoma, Geneva, sans-serif; } +@import url('https://fonts.googleapis.com/css?family=Merienda+One&display=swap'); +.charsheet { font-family: 'Merienda One', sans-serif; } + .sheet-grid { display: grid; grid-auto-rows: minmax(30px, auto); @@ -9,12 +11,15 @@ } .sheet-section { margin-top: 1px; - background-color: #f0f0f0; - border: 1px solid black; + background: url('http://legdf.free.fr/src/img/roll20/background.png'); + background-repeat: repeat; width: 850px; font-size: 13px; + box-shadow: 0px 0px 4px 0px black; +} +input[type=text] { + height: 25px; } -input[type=text] { height: 25px; } input[type=number] { width: 50px; height: 25px; @@ -29,15 +34,19 @@ input[type=number]::-webkit-outer-spin-button } input, select, textarea { border: none; - box-shadow: 1px 1px 1px; + box-shadow: 1px 1px 1px black; border-radius: 5px; margin: 0; + background-color: rgba(255, 255, 255, 0.5); } input[type=checkbox] { box-shadow: none; border-radius: none; } -input[disabled], input[readonly] { background-color: lightgrey; } +input[disabled], input[readonly] { + background-color: rgba(125, 125, 125, 0.4); + color: white; +} select { height: 25px; } textarea { height: 20px; @@ -50,12 +59,10 @@ input.sheet-ninety, select.sheet-ninety { width: 90%; } input.sheet-three-quarter { width: 75%; } input.sheet-half { width: 50%; } input[type=number].sheet-half-number { width: 25px; } -.sheet-title { - font-weight: bold; - text-align: center; -} + button[type="roll"].sheet-dice:before { font-family: 'dicefontd10'; + font-weight: bold; content: '0'; } button[type="roll"].sheet-dice { @@ -73,13 +80,39 @@ input.sheet-item-right, button.sheet-item-right { justify-self: end; } input.sheet-item-left, button.sheet-item-left { justify-self: start; } input.sheet-item-center, button.sheet-item-center { justify-self: center; } -hr.sheet-separator { - border: 0; - height: 1px; - background-image: -webkit-linear-gradient(left, #f0f0f0, #8c8b8b, #f0f0f0); - background-image: -moz-linear-gradient(left, #f0f0f0, #8c8b8b, #f0f0f0); - background-image: -ms-linear-gradient(left, #f0f0f0, #8c8b8b, #f0f0f0); - background-image: -o-linear-gradient(left, #f0f0f0, #8c8b8b, #f0f0f0); +.sheet-title { + font-weight: bold; + text-align: center; +} +.sheet-title input { + color: white; +} + +.sheet-wood1, +.sheet-wood2, +.sheet-wood3 { + height: 45px; + color: white; + border-radius: 5px; + box-shadow: 0px 0px 4px 0px black; +} +.sheet-wood1 { background-image: url('http://legdf.free.fr/src/img/roll20/title.png'); } +.sheet-wood2 { background-image: url('http://legdf.free.fr/src/img/roll20/title2.png'); } +.sheet-wood3 { background-image: url('http://legdf.free.fr/src/img/roll20/title3.png'); } +.sheet-wood1 span, +.sheet-wood2 span, +.sheet-wood3 span { + top: 12px; + position: relative; +} +.sheet-wood1 button, +.sheet-wood1 input, +.sheet-wood2 button, +.sheet-wood2 input, +.sheet-wood3 button, +.sheet-wood3 input { + top: 11px; + position: relative; } /* Repeating buttons */ @@ -145,15 +178,16 @@ hr.sheet-separator { input[type=radio] { opacity: 0; position: absolute; - height: 23px; - margin-top: -2px; - margin-left: -2px; + height: 29px; + margin-top: -7px; + margin-left: -1px; + z-index: 3; } -input[type=radio]:hover + span { background-color: grey; } -input[type=radio]:checked + span { - background-color: lightgrey; - color: black; +input[type=radio]:checked + span, +.sheet-help-menu:checked ~ .sheet-help-menu-lbl { + box-shadow: inset 0 0 0 1000px rgba(255, 255, 255, 0.2); } + .sheet-pc-menu { width: 98.7px; } .sheet-companion-menu { width: 99.89px; } .sheet-demon-menu { width: 61px; } @@ -174,10 +208,17 @@ input[type=radio]:checked + span { .sheet-pc-menu-lbl, .sheet-companion-menu-lbl, .sheet-demon-menu-lbl, +.sheet-npc-menu-lbl { + position: relative; + top: -3px; +} +.sheet-pc-menu-lbl, +.sheet-companion-menu-lbl, +.sheet-demon-menu-lbl, .sheet-npc-menu-lbl, .sheet-help-menu-lbl { font-size: 16px; - background-color: black; + background: url('http://legdf.free.fr/src/img/roll20/title2.png'); border-top-right-radius: 5px; border-top-left-radius: 5px; color: white; @@ -191,11 +232,6 @@ input[type=radio]:checked + span { .sheet-help-menu:not(:checked) ~ .sheet-help { display: none; } -.sheet-help-menu:checked ~ .sheet-help-menu-lbl { - background-color: lightgrey; - color: black; -} -.sheet-help-menu-lbl:hover, .sheet-help-menu:hover ~ .sheet-help-menu-lbl { background-color: grey; } /* Help */ .sheet-help { @@ -222,9 +258,30 @@ input[type=radio]:checked + span { .sheet-pc-spells-menu, .sheet-pc-invoking-menu { height: 35px; - border-top: 1px solid black; padding-top: 10px; - background-color: #e6e6e6; + color: white; + border-radius: 5px; + box-shadow: 0px 0px 4px 0px black; +} + +.sheet-pc-secondary-chars-menu, +.sheet-pc-flame-season-currency-menu, +.sheet-pc-combat-menu, +.sheet-pc-ascendancy-menu { + background-image: url('http://legdf.free.fr/src/img/roll20/title.png'); +} +.sheet-pc-assets-faults-menu, +.sheet-pc-stuff-menu, +.sheet-pc-art-menu, +.sheet-pc-invoking-menu { + background-image: url('http://legdf.free.fr/src/img/roll20/title2.png'); +} +.sheet-pc-chars-menu, +.sheet-pc-skills-menu, +.sheet-pc-darkness-perfidy-menu, +.sheet-pc-weapons-menu, +.sheet-pc-spells-menu { + background-image: url('http://legdf.free.fr/src/img/roll20/title3.png'); } /* PC Sheet - Infos section */ @@ -268,29 +325,26 @@ input[type=radio]:checked + span { .sheet-pc-logo { grid-area: pc-logo; } .sheet-pc-infos { - grid-template-areas: "pc-name-lbl pc-name pc-name pc-origin-lbl pc-origin pc-origin pc-origin pc-occupation-lbl pc-occupation pc-occupation pc-occupation pc-occupation" - "pc-sex-lbl pc-sex pc-age-lbl pc-age pc-size-lbl pc-size pc-siz-lbl pc-siz pc-exp-title pc-exp-title pc-hpfp-title pc-hpfp-title" - "pc-weight-lbl pc-weight pc-race-lbl pc-race pc-godfather-lbl pc-godfather pc-move-lbl pc-move pc-cexp-lbl pc-cexp pc-hp-lbl pc-hp" - "pc-desc-lbl pc-desc-lbl pc-desc-lbl pc-desc-lbl pc-desc-lbl pc-desc-lbl pc-desc-lbl pc-desc-lbl pc-exp-lbl pc-exp pc-fp-lbl pc-fp" - "pc-desc pc-desc pc-desc pc-desc pc-desc pc-desc pc-desc pc-desc pc-logo pc-logo pc-logo pc-logo" - "pc-desc pc-desc pc-desc pc-desc pc-desc pc-desc pc-desc pc-desc pc-logo pc-logo pc-logo pc-logo" - "pc-desc pc-desc pc-desc pc-desc pc-desc pc-desc pc-desc pc-desc pc-logo pc-logo pc-logo pc-logo" - "pc-desc pc-desc pc-desc pc-desc pc-desc pc-desc pc-desc pc-desc pc-logo pc-logo pc-logo pc-logo"; + grid-template-areas: "pc-name-lbl pc-name pc-name pc-origin-lbl pc-origin pc-origin pc-origin pc-origin pc-occupation-lbl pc-occupation pc-occupation pc-occupation pc-occupation" + "pc-sex-lbl pc-sex pc-age-lbl pc-age pc-age pc-size-lbl pc-size pc-siz-lbl pc-siz pc-exp-title pc-exp-title pc-hpfp-title pc-hpfp-title" + "pc-weight-lbl pc-weight pc-race-lbl pc-race pc-race pc-godfather-lbl pc-godfather pc-move-lbl pc-move pc-cexp-lbl pc-cexp pc-hp-lbl pc-hp" + "pc-desc-lbl pc-desc-lbl pc-desc-lbl pc-desc-lbl pc-desc-lbl pc-desc-lbl pc-desc-lbl pc-desc-lbl pc-desc-lbl pc-exp-lbl pc-exp pc-fp-lbl pc-fp" + "pc-desc pc-desc pc-desc pc-desc pc-desc pc-desc pc-desc pc-desc pc-desc pc-logo pc-logo pc-logo pc-logo" + "pc-desc pc-desc pc-desc pc-desc pc-desc pc-desc pc-desc pc-desc pc-desc pc-logo pc-logo pc-logo pc-logo" + "pc-desc pc-desc pc-desc pc-desc pc-desc pc-desc pc-desc pc-desc pc-desc pc-logo pc-logo pc-logo pc-logo" + "pc-desc pc-desc pc-desc pc-desc pc-desc pc-desc pc-desc pc-desc pc-desc pc-logo pc-logo pc-logo pc-logo"; } /* PC Sheet - Chars section */ .sheet-pc-body-title { grid-area: pc-body-title; - background-color: lightgray; width: 100%; } .sheet-pc-spirit-title { grid-area: pc-spirit-title; - background-color: lightgray; width: 100%; } .sheet-pc-soul-title { grid-area: pc-soul-title; - background-color: lightgray; width: 100%; } .sheet-pc-body-lbl { grid-area: pc-body-lbl; } @@ -472,7 +526,7 @@ input[type=radio]:checked + span { /* PC Sheet - Stuff */ .sheet-pc-stuff { justify-items: center; - grid-template-columns: 9fr 1fr 1fr; + grid-template-columns: 8fr 1fr 1fr 1fr; } .repcontrol[data-groupname=repeating_pc-stuff] { grid-row: 3; @@ -486,7 +540,7 @@ input[type=radio]:checked + span { } .sheet-pc-stuff-rows { justify-items: center; - grid-template-columns: 9fr 1fr 1fr; + grid-template-columns: 8fr 1fr 1fr 1fr; } /* PC Sheet - Maneuvers & armor */ .sheet-pc-combat { @@ -650,6 +704,10 @@ input[type=radio]:checked + span { .repcontainer[data-groupname=repeating_companion-skills] { margin: 5px 0 0 5px; } .repcontainer[data-groupname=repeating_companion-skills] .repitem { margin-bottom: 5px; } .repcontainer[data-groupname=repeating_companion-skills] input[type=text], .repcontainer[data-groupname=repeating_companion-skills] select { width: 27.5%; } +.repcontainer[data-groupname=repeating_companion-skills] select { + position: relative; + top: 4px; +} /* Companion Sheet - Weapons section */ .sheet-companion-weapons { justify-items: center; @@ -675,6 +733,10 @@ input[type=radio]:checked + span { .repcontainer[data-groupname=repeating_demon-skills] { margin: 5px 0 0 5px; } .repcontainer[data-groupname=repeating_demon-skills] .repitem { margin-bottom: 5px; } .repcontainer[data-groupname=repeating_demon-skills] input[type=text], .repcontainer[data-groupname=repeating_demon-skills] select { width: 29.8%; } +.repcontainer[data-groupname=repeating_demon-skills] select { + position: relative; + top: 4px; +} /* Demon Sheet - Weapons section */ .sheet-demon-weapons { justify-items: center; @@ -696,16 +758,9 @@ input[type=radio]:checked + span { margin-left: 5px; } /* NPC Sheet - Chars section */ -.sheet-npc-flame-lbl { grid-area: npc-flame-lbl; } -.sheet-npc-flame { grid-area: npc-flame; } -.sheet-npc-dark-flame-lbl { grid-area: npc-dark-flame-lbl; } -.sheet-npc-dark-flame { grid-area: npc-dark-flame; } -.sheet-npc-darkness-lbl { grid-area: npc-darkness-lbl; } -.sheet-npc-darkness { grid-area: npc-darkness; } -.sheet-npc-blackness-lbl { grid-area: npc-blackness-lbl; } -.sheet-npc-blackness { grid-area: npc-blackness; } -.sheet-npc-perfidy-lbl { grid-area: npc-perfidy-lbl; } -.sheet-npc-perfidy { grid-area: npc-perfidy; } +.sheet-npc-body-title { grid-area: npc-body-title; } +.sheet-npc-spirit-title { grid-area: npc-spirit-title; } +.sheet-npc-soul-title { grid-area: npc-soul-title; } .sheet-npc-body-lbl { grid-area: npc-body-lbl; } .sheet-npc-body { grid-area: npc-body; } .sheet-npc-dark-body-lbl { grid-area: npc-dark-body-lbl; } @@ -751,11 +806,11 @@ input[type=radio]:checked + span { .sheet-npc-chars { justify-items: center; - grid-template-areas: "npc-flame-lbl npc-flame-lbl npc-flame-lbl npc-flame npc-dark-flame-lbl npc-dark-flame-lbl npc-dark-flame npc-darkness-lbl npc-darkness npc-blackness-lbl npc-blackness npc-perfidy-lbl npc-perfidy" - "npc-body-lbl npc-body void2 npc-dark-body-lbl npc-dark-body npc-spirit-lbl npc-spirit npc-dark-spirit-lbl npc-dark-spirit npc-soul-lbl npc-soul npc-dark-soul-lbl npc-dark-soul" - "void1 npc-body-bonus-lbl npc-body-bonus-lbl npc-body-bonus void3 void4 npc-spirit-bonus-lbl npc-spirit-bonus void5 void6 npc-soul-bonus-lbl npc-soul-bonus void7" - "npc-agility-lbl npc-agility npc-agility-dice npc-strength-lbl npc-strength npc-strength-dice npc-intelligence-lbl npc-intelligence npc-intelligence-dice void8 npc-charisma-lbl npc-charisma npc-charisma-dice" - "npc-perception-lbl npc-perception npc-perception-dice npc-stamina-lbl npc-stamina npc-stamina-dice npc-will-lbl npc-will npc-will-dice void9 npc-creativity-lbl npc-creativity npc-creativity-dice"; + grid-template-areas: "npc-body-title npc-body-title npc-body-title npc-body-title npc-body-title npc-body-title npc-spirit-title npc-spirit-title npc-spirit-title npc-soul-title npc-soul-title npc-soul-title npc-soul-title" + "npc-body-lbl npc-body void2 npc-dark-body-lbl npc-dark-body npc-spirit-lbl npc-spirit npc-dark-spirit-lbl npc-dark-spirit npc-soul-lbl npc-soul npc-dark-soul-lbl npc-dark-soul" + "void1 npc-body-bonus-lbl npc-body-bonus-lbl npc-body-bonus void3 void4 npc-spirit-bonus-lbl npc-spirit-bonus void5 void6 npc-soul-bonus-lbl npc-soul-bonus void7" + "npc-agility-lbl npc-agility npc-agility-dice npc-strength-lbl npc-strength npc-strength-dice npc-intelligence-lbl npc-intelligence npc-intelligence-dice void8 npc-charisma-lbl npc-charisma npc-charisma-dice" + "npc-perception-lbl npc-perception npc-perception-dice npc-stamina-lbl npc-stamina npc-stamina-dice npc-will-lbl npc-will npc-will-dice void9 npc-creativity-lbl npc-creativity npc-creativity-dice"; } /* NPC Sheet - Secondary chars section */ .sheet-npc-secondary-chars { @@ -767,7 +822,11 @@ input[type=radio]:checked + span { /* NPC Sheet - Skills section */ .repcontainer[data-groupname=repeating_npc-skills] { margin: 5px 0 0 5px; } .repcontainer[data-groupname=repeating_npc-skills] .repitem { margin-bottom: 5px; } -.repcontainer[data-groupname=repeating_npc-skills] input[type=text], .repcontainer[data-groupname=repeating_npc-skills] select { width: 29.8%; } +.repcontainer[data-groupname=repeating_npc-skills] input[type=text], .repcontainer[data-groupname=repeating_npc-skills] select { width: 29.7%; } +.repcontainer[data-groupname=repeating_npc-skills] select { + position: relative; + top: 4px; +} /* NPC Sheet - Weapons section */ .sheet-npc-weapons { justify-items: center; @@ -788,22 +847,6 @@ input[type=radio]:checked + span { margin-left: 16px; position: absolute; } -.sheet-pc-chars-switch:checked ~ .sheet-pc-chars-menu, -.sheet-pc-secondary-chars-switch:checked ~ .sheet-pc-secondary-chars-menu, -.sheet-pc-skills-switch:checked ~ .sheet-pc-skills-menu, -.sheet-pc-assets-faults-switch:checked ~ .sheet-pc-assets-faults-menu, -.sheet-pc-darkness-perfidy-switch:checked ~ .sheet-pc-darkness-perfidy-menu, -.sheet-pc-flame-season-currency-switch:checked ~ .sheet-pc-flame-season-currency-menu, -.sheet-pc-stuff-switch:checked ~ .sheet-pc-stuff-menu, -.sheet-pc-combat-switch:checked ~ .sheet-pc-combat-menu, -.sheet-pc-weapons-switch:checked ~ .sheet-pc-weapons-menu, -.sheet-pc-ascendancy-switch:checked ~ .sheet-pc-ascendancy-menu, -.sheet-pc-art-switch:checked ~ .sheet-pc-art-menu, -.sheet-pc-spells-switch:checked ~ .sheet-pc-spells-menu, -.sheet-pc-invoking-switch:checked ~ .sheet-pc-invoking-menu { - background-color: gray; - color: white; -} .sheet-pc-chars-switch:not(:checked) ~ .sheet-pc-chars, .sheet-pc-secondary-chars-switch:not(:checked) ~ .sheet-pc-secondary-chars, .sheet-pc-skills-switch:not(:checked) ~ .sheet-pc-skills, @@ -835,7 +878,7 @@ input[type=radio]:checked + span { .sheet-rolltemplate-agone-art-impro .sheet-template-container, .sheet-rolltemplate-agone-invoking .sheet-template-container { width: 235px; - border: 1px solid black; + font-family: 'Merienda One', sans-serif; } .sheet-rolltemplate-agone-chars .sheet-template-header, .sheet-rolltemplate-agone-fumble .sheet-template-header, @@ -850,10 +893,13 @@ input[type=radio]:checked + span { .sheet-rolltemplate-agone-art .sheet-template-header, .sheet-rolltemplate-agone-art-impro .sheet-template-header, .sheet-rolltemplate-agone-invoking .sheet-template-header { - background-color: black; + background: url('http://legdf.free.fr/src/img/roll20/title.png'); color: white; font-weight: bold; padding: 2px 2px 2px 2px; + border-radius: 5px; + box-shadow: 0px 0px 4px 0px black; + text-align: center; } .sheet-rolltemplate-agone-chars .sheet-template-row, .sheet-rolltemplate-agone-fumble .sheet-template-row, @@ -868,8 +914,9 @@ input[type=radio]:checked + span { .sheet-rolltemplate-agone-art .sheet-template-row, .sheet-rolltemplate-agone-art-impro .sheet-template-row, .sheet-rolltemplate-agone-invoking .sheet-template-row { - background-color: lightgrey; + background: url('http://legdf.free.fr/src/img/roll20/background.png'); padding: 5px 5px 2px 2px; + box-shadow: 0px 0px 4px 0px black; } .sheet-rolltemplate-agone-chars .inlinerollresult, .sheet-rolltemplate-agone-fumble .inlinerollresult, diff --git a/Agone-(french)/agone-sheet.html b/Agone-(french)/agone-sheet.html index 1e6d37f975..940a6fbd42 100644 --- a/Agone-(french)/agone-sheet.html +++ b/Agone-(french)/agone-sheet.html @@ -1,6 +1,6 @@ - + @@ -13,16 +13,16 @@

Aide à l'utilisation de la fiche de personnage

- Nouvelle version + Nouvelle version

  • Tous les attributs ayant changé, vous pouvez cliquer sur ce bouton pour les récupérer .
  • - Pour les armes, il faut rafraîchir les calculs en modifiant Style et Compétence. + Pour les armes, il faut rafraîchir les calculs en modifiant Style et Compétence.
  • - Pour les compagnons, les démons et les PNJs, le nom de la compétence ayant changé, ce sera Acrobatie (Maraude) pour toutes les compétences mais vous retrouverez le nom d'origine soit dans le domaine, soit dans la spécialité. + Pour les compagnons, les démons et les PNJs, le nom de la compétence ayant changé, ce sera Acrobatie (Maraude) pour toutes les compétences mais vous retrouverez le nom d'origine soit dans le domaine, soit dans la spécialité.
  • Pour les démons et les PNJs, les armes apparaissent vides. Ne les supprimez surtout pas avant d'avoir lancé la conversion ! Vous pourrez les supprimer ensuite. @@ -33,7 +33,7 @@

- Utilisation générale
+ Utilisation générale

  • Le menu noir au début de la feuille permet de créer des personnages, des compagnons (et montures), des démons et des PNJs. Un seul menu doit être utilisé par personnage. @@ -51,7 +51,7 @@ Certains calculs nécessitent de fermer et de rouvrir la feuille.
  • - Les boutons contenant la représentation d'un dé permettent d'effectuer un jet en relation à ce qui se trouvent à leur gauche (Exemple : le bouton situé à droite de Fumble permet d'effectuer un jet correspondant à un fumble). + Les boutons contenant la représentation d'un dé permettent d'effectuer un jet en relation à ce qui se trouvent à leur gauche (Exemple : le bouton situé à droite de Fumble permet d'effectuer un jet correspondant à un fumble).
  • On peut glisser-déposer les boutons dans la barre de macros rapides. @@ -60,7 +60,7 @@ Tous les jets demanderont le cumul d'éventuels bonus et malus via l'interface du jeu, comme les malus dus aux blessures graves par exemple.
  • - Le bouton à droite de Fumble permet de relancer un 1 sur 1d10 et soustraire le résultat. + Le bouton à droite de Fumble permet de relancer un 1 sur 1d10 et soustraire le résultat.
  • Dans certaines sections, on peut rajouter des éléments (Exemple : ajouter des armes). Le bouton & permet d'ajouter. Le bouton y permet de passer en mode édition. Deux boutons apparaissent alors, celui de droite en rouge permet de supprimer, celui de gauche (hamburger) permet de déplacer. Enfin le bouton 3 permet de valider les changements du mode édition. @@ -68,7 +68,7 @@

- Caractéristiques principales + Caractéristiques principales

  • Le bouton dans la barre de titre regroupe tous les jets de caractéristique en un. @@ -79,7 +79,7 @@

- Compétences + Compétences

  • Le bouton dans la barre de titre regroupe tous les jets de compétence en un. @@ -93,18 +93,18 @@

- Armure & État + Armure & État

  • Le malus dû aux Blessures Graves est automatiquement calculé mais n'est pas inclu dans les jets. Il faut alors le cumuler avec les autres bonus et malus liés au jet.
  • - Le malus dû à l'armure est inclus dans les jets d'Esquive et de Défense Naturelle. + Le malus dû à l'armure est inclus dans les jets d'Esquive et de Défense Naturelle, ainsi que tous les jets incluant l'AGIlité ou l'AGIlité et une compétence.

- Emprise & Arts Magiques + Emprise & Arts Magiques

  • Le bouton dans la barre de titre regroupe tous les jets de magie en un. @@ -162,17 +162,17 @@ PH - +
- +
CARACTÉRISTIQUES PRIMAIRES - + Flamme - + Flamme Noire - +
CORPS @@ -194,15 +194,15 @@ Âme Noire Bonus de Corps - + Bonus d'Esprit - + Bonus d'Âme - + AGIlité - + FORce @@ -234,41 +234,41 @@
- +
CARACTÉRISTIQUES SECONDAIRES       - Fumble + Fumble
MÊLée - + TIR - + BD Héroïsme - + Points de Vie Bl. Grave - + Bl. Critique - + Charge max. Demi charge - + Charge quot. - + ART - + EMP - +
- +
COMPÉTENCES @@ -343,13 +343,13 @@ - +
- +
AVANTAGES & DÉFAUTS
@@ -373,7 +373,7 @@
- +
PEINES & TÉNÈBRES, BIENFAITS, @@ -383,7 +383,7 @@ Ténèbre Noirceur - + Perfidie 10 @@ -458,7 +458,7 @@
- +
FLAMME & SAISONINS, MONNAIE @@ -501,25 +501,29 @@
- +
ÉQUIPEMENT + +
Nom Quantité Masse + Total
- + +
- +
MANŒUVRES & BOTTES, ARMURE & ÉTAT @@ -543,17 +547,19 @@
- +
ARMES       + Initiative + Esquive - + Défense naturelle - + Distance - +
Nom @@ -571,16 +577,16 @@ - + - + - + - + +
EMPRISE Initiative - +
@@ -646,11 +652,11 @@
- +
ARTS MAGIQUES - Initiative + Initiative
@@ -669,7 +675,7 @@
- +
SORTS, ŒUVRES & MAGIES DIVERSES
@@ -696,7 +702,7 @@
- +
CONNIVENCES, ADVOCATUS DIABOLI & ENCRES @@ -738,11 +744,10 @@
-
-
+
CARACTÉRISTIQUES - - Fumble + + Fumble
@@ -759,9 +764,9 @@ MÊL - + TIR - + INT @@ -777,7 +782,7 @@ EMP ART - + TAI MV @@ -787,15 +792,15 @@ PdV SBG - + SBC - + CM DC - + CQ - + Actuels BG @@ -803,8 +808,7 @@ Malus
-
-
+
COMPÉTENCES
@@ -870,29 +874,31 @@ - + -
-
+
ARMES       Initiative - + Esquive - - + + Défense naturelle - + Distance - + + Armure + +
Armes Compétence Initiative Attaque - Déf./Portée + Défense Dom.+BD Type Style @@ -913,18 +919,18 @@ - + - + - + - + - +
-
-
+
CARACTÉRISTIQUES - - Fumble + + Fumble
@@ -982,17 +987,17 @@ DIF MÊL - + TIR - + AGI FOR PER - Opacité - + RÉS + Densité Actuelle @@ -1006,23 +1011,24 @@ CRÉ SBG - + SBC - + CM DC - + CQ - + BG Malus + Opacité +
-
-
- COMPÉTENCES +
+ COMPÉTENCES
@@ -1086,32 +1092,31 @@ - +
-
-
- ARMES       - Initiative - +
+ ARMES       + Initiative + - Armure - - - Esquive - + Esquive + - Défense naturelle - - + Défense naturelle + + Distance - + + Armure + +
Armes Compétence Initiative Attaque - Déf./Portée + Défense Dom.+BD Type Style @@ -1134,16 +1139,16 @@ - + - + - + - + - Âge + Âge - Taille + Taille - Masse + Masse - TAI + TAI - MV + MV
-
-
+
CARACTÉRISTIQUES - - Fumble - + + Flamme + + Flamme Noire +
- Flamme - - Flamme Noire - - Ténèbre - - Noirceur - - Perfidie - + CORPS + ESPRIT + ÂME Corps Corps Noir @@ -1206,156 +1205,164 @@ Âme Noire Bonus de Corps - + Bonus d'Esprit - + Bonus d'Âme - + AGIlité - + FORce - + INTelligence - + CHArisme - + PERception - + RÉSistance - + VOLonté - + CRÉativité - + +
+
+ CARACTÉRISTIQUES SECONDAIRES     + Fumble +
-
PdV PH - + SBG - + SBC - + BD EMPrise MÊLée - + TIR - + CM DC - + CQ - + ART - + BG Malus + Ténèbre + + Noirceur + + Perfidie +
-
-
+
COMPÉTENCES
- - + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + - +
-
-
- ARMES       +
+ ARMES       Initiative - + Esquive - + Défense naturelle - - + + Distance - + Armure - +
Nom @@ -1385,16 +1392,16 @@ - + - + - + - +
-
-
+
ÉQUIPEMENT +
+
-
-
+
MAGIES       + Init. + Pot. d'EMPrise @@ -1429,6 +1438,8 @@ Impro d'ART +
+
@@ -1473,8 +1484,11 @@
{{name}} {{weapon}}
-
Attaque : {{Attack}}
-
Type : {{Type}}
+
+ Attaque : {{Attack}} +
+ Type : {{Type}} +
@@ -1515,48 +1529,303 @@ diff --git a/Beacon/beacon.png b/Beacon/beacon.png index 260e912ca5..628924529c 100644 Binary files a/Beacon/beacon.png and b/Beacon/beacon.png differ diff --git a/Beacon/readme.md b/Beacon/readme.md index 5ad151fe59..07f8cf9af4 100644 --- a/Beacon/readme.md +++ b/Beacon/readme.md @@ -8,4 +8,19 @@ You can find more information about Beacon at its homepage: http://beacond20.blo ### Changelog ### **Initial release - April 7, 2015** -- First release. \ No newline at end of file +- First release. + +Interm updates 2020-03-30: + -Rebaseline sheet on new html and css (based on DCC tabbed sheet) + -change Fabrication to Crafting + -remove most of the die rollers and automation + -redirect image links +Interm updates 2020-04-16: + - reformat stylesheet + - add new worker scripts to calculate weapon stats and armor class + - add update mode to 'lock' core stats during play +Interm updates 2020-04-22: + - add in some levelup info to update tab + - Fix speed and dex calculations for worn armor +Updates 2020-05-13: + - additional fixes for armor dex calculations, streamline weapon row dropdowns and fix ranged weapon calcs. Add support for rogues using light weapons. \ No newline at end of file diff --git a/Beacon/retired/beacon.css b/Beacon/retired/beacon.css new file mode 100644 index 0000000000..9345d8e617 --- /dev/null +++ b/Beacon/retired/beacon.css @@ -0,0 +1,188 @@ +.charsheet label { +display: inline-block; +} +.charsheet input { +display: inline-block; +width: 165px; +} +.sheet-col strong.sheet-dee { +font-size: 1.4em; +font-weight: bold; +padding-right: 4px; +} +.charsheet input.sheet-short { +width: 3.5em; +} +.charsheet { + +} + +select.sheet-dtype { +width: 60px; +vertical-align: top; +} + +.sheet-table{ + width:100%; +} +.sheet-table td, .sheet-table th{ + font-size: 1.2em; + font-weight: bold; + text-align: center; + padding: 5px; +} +input[type="number"] { + -moz-appearance: textfield; +} +input[type="number"]:hover, +input[type="number"]:focus { + -moz-appearance: number-input; +} + +.sheet-desc-show:not(:checked)~.sheet-desc, +.sheet-macro-text-show:not(:checked)~.sheet-macro-text, +.sheet-sect-show:not(:checked)~.sheet-sect { + display:none; +} + +div[class^="sheet-section"] { + visibility: hidden; + opacity: 0; + max-height:0; + overflow: hidden; +} + +div[class^="sheet-npc"] { + visibility: hidden; + opacity: 0; + max-height:0; + overflow: hidden; +} + +input.sheet-tab99:checked ~ div[class^="sheet-section"] { + max-height: 999999px; + visibility: visible; + opacity: 1; + transition: opacity 0.5s linear 0s; + overflow: auto; +} + +input.sheet-tab { + width: 70px; + height: 20px; + cursor: pointer; + position: relative; + opacity: 0; + z-index: 9999; +} + +span.sheet-tab { + text-align: center; + display: inline-block; + font-size: 13px; + background: black; + color: white; + font-weight: bold; + + width: 70px; + height: 20px; + cursor: pointer; + position: relative; + margin-left: -75px; +} + +input.sheet-tab::before { + content: attr(title); + text-align: center; + display: inline-block; + width: 100%; + height: 100%; + + background: black; + color: white; + font-weight: bold; +} + +input.sheet-tab:checked::before { + background:gray; + color:white; +} + +input.sheet-tab1:checked ~ div.sheet-section-roleplay, +input.sheet-tab2:checked ~ div.sheet-section-combat, +input.sheet-tab3:checked ~ div.sheet-section-spells +{ + max-height: 999999px; + visibility: visible; + opacity: 1; + transition: opacity 0.5s linear 0s; + overflow: hidden; +} + +input.sheet-tab1:checked + span.sheet-tab1, +input.sheet-tab2:checked + span.sheet-tab2, +input.sheet-tab3:checked + span.sheet-tab3, +input.sheet-tab99:checked + span.sheet-tab99 { + background: gray; + color: white; +} + +.sheet-text-button { + font-size:100%; + color:white; + background-color:black; + border:0px; +} + +button, +button:hover, +button:active +{ + background-image: none; +} + +input[type="checkbox"] + span::before +{ + margin-right: 4px; + line-height: 14px; + text-align: center; + display: inline-block; + vertical-align: middle; + + content: "[show]"; + width: 14px; + height: 14px; + font-size: 12px; +} +input[type="checkbox"]:checked + span::before +{ + content: "[hide]"; +} + +.sheet-spellsTable{ +border-collapse:collapse; +border-spacing:0; +border-color:#ccc; +width: 100%; +} +.sheet-spellsTable td{ +padding:2px 1px; +border-style:solid; +border-width:1px; +overflow:hidden; +word-break:normal; +border-color:#ccc; +color:#333; +background-color:#F0F0F0; +} +.sheet-spellsTable th{ + font-weight:normal; + padding:2px 1px; + border-style:solid; + border-width:1px; + overflow:hidden; + word-break:normal; + border-color:#ccc; + color:#333; + background-color:#D0D0D0; +} \ No newline at end of file diff --git a/Beacon/retired/beacon.html b/Beacon/retired/beacon.html new file mode 100644 index 0000000000..2439fd0f17 --- /dev/null +++ b/Beacon/retired/beacon.html @@ -0,0 +1,601 @@ +

+ +Roleplay Combat SpellsShow All
+
+
+
+ + + + + + + + + + + + + + + + + +
+ +
+ +
+ +
+ +
+
+
+ + + + + + + + + +
+ +
+ +
+
+
+ + + + + + + + + + + + + +
+ +
+ +
+ +
+
+
+
+
+
+

Stats/Attributes

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

Skills

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

Armor

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

Shield

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

Weapons

+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + +
+ +
+ +
+ +
+ +
+ +
+ +
+
+
+ + + + + + + + + + + +
Melee RollMissile/Dex Roll
+ + + +
+
+ + + + + + + +
  + +
+
+
+
+
+
+
+
+

Wealth

+ + + + + + + + + + + + + + + + + + + + + + + + + +
CoinageAmount
Platinum
Gold
Silver
Copper
+
+
+

Inventory

+ +
+
+
+ + +
+

Spells

+
+
+ + + + + + + + + + + + + + + + + + +
+ +
+ +
+ +
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Spell LevelHP CostCast at Level
01-
131
253
375
497
5119
61311
+
+
+ + +
+ +
+ +
\ No newline at end of file diff --git a/Beacon/retired/beacon.png b/Beacon/retired/beacon.png new file mode 100644 index 0000000000..260e912ca5 Binary files /dev/null and b/Beacon/retired/beacon.png differ diff --git a/Beacon/retired/readme.md b/Beacon/retired/readme.md new file mode 100644 index 0000000000..7f88586441 --- /dev/null +++ b/Beacon/retired/readme.md @@ -0,0 +1,16 @@ +# Beacon Character Sheet + +This is a character sheet for Beacon. It is designed for +use with Roll20.net and released open source under the MIT License. +Beacon is a Microlite20 variant, and as such should be packaged under Microlite20. +You can find more information about Beacon at its homepage: http://beacond20.blogspot.com/ + +### Changelog ### + +**Initial release - April 7, 2015** +- First release. +- Interm updates 2020-03-20 + -change Fabrication to Crafting + -remove most of the die rollers + -remove bad backgraoung image link + -change some number toggle boxes to type in (xp,coins) \ No newline at end of file diff --git a/Beacon/retired/sheet.json b/Beacon/retired/sheet.json new file mode 100644 index 0000000000..b90f28d914 --- /dev/null +++ b/Beacon/retired/sheet.json @@ -0,0 +1,8 @@ +{ + "html": "beacon.html", + "css": "beacon.css", + "authors": "Hylianux", + "roll20userid": "576055", + "preview": "beacon.png", + "instructions": "This sheet is designed for use with Beacon. [Homepage](http://beacond20.blogspot.com/)" +} diff --git a/Beacon/sheet.json b/Beacon/sheet.json index b90f28d914..f1cc34fec9 100644 --- a/Beacon/sheet.json +++ b/Beacon/sheet.json @@ -1,8 +1,8 @@ { "html": "beacon.html", "css": "beacon.css", - "authors": "Hylianux", - "roll20userid": "576055", + "authors": "Todd", + "roll20userid": "837129", "preview": "beacon.png", - "instructions": "This sheet is designed for use with Beacon. [Homepage](http://beacond20.blogspot.com/)" + "instructions": "This sheet is designed for use with Beacon. [Homepage](http://beacond20.blogspot.com/) This is a total redo of the old Beacon character sheet. Based on the DCC Tabbed Sheet by Amanda the Amazon. The sheet has a game mode and a level update mode." } diff --git a/Bite-Marks/bitemarks.html b/Bite-Marks/bitemarks.html new file mode 100644 index 0000000000..dcdb4dbb53 --- /dev/null +++ b/Bite-Marks/bitemarks.html @@ -0,0 +1,713 @@ + +
+ + {{#move}} + + + + {{/move}} + {{#skill}} + + + + {{/skill}} + + + +
+ {{move}} + {{#skillname}} +

{{skillname}}

+ {{/skillname}} +
+ {{skill}} + +
+ {{result}} + {{#rollGreater() result 9}} +

SUCCESS

+ {{/rollGreater() result 9}} + {{#rollBetween() result 7 9}} +

HIT

+ {{/rollBetween() result 7 9}} + {{#rollLess() result 7}} +

FAILURE

+ {{/rollLess() result 7}} +
+
+
+ PLAYER + BASIC MOVES + PACK + NPC + MC +
+

NPC

+ Name:
+ Gender:
+ Look:
+ Age: +
+

Relationships

+
+ + + Ties: +
+
+ +

Additional Notes

+ + + +
+
+

MASTER OF CEREMONIES

+

+
+
+

PRINCIPLES

+
    +
  • Drive wedges between the Packmates
  • +
  • Threaten the Pack into unity +
  • Make the world smell real +
  • Make space for the Packmates to express themselves +
  • Make the PCs feel badass +
  • Reinforce Pack culture and traditions +
  • Offer situations, not plot +
  • Make it hurt! +
+
+
+

MC MOVES

+ Soft Moves +
    +
  • Sow discord in the Pack
  • +
  • Offer an opportunity with or without a cost
  • +
  • Foreshadow a threat
  • +
  • Tempt Packmates to break Traditions/Disobey orders
  • +
  • Highlight a Threat or an untenable situation
  • +
+ + Hard Moves +
    +
  • If the Alpha is an NPC – have them do something terrible +
  • If the Alpha is a PC – give them a horrible choice +
  • Separate the Pack +
  • Inflict Harm +
  • Threaten them with discovery +
  • Threaten them with their nature +
  • Explode an untenable situation +
  • Shove a Threat in their face +
+
+ +
+ +

Custom Moves

+
+ + Notes: +
+ +
+ + +
+

THE PACK

+

+
+ +

PACK CULTURE

+

Circle at least three items from the below list in addition to Shared slang which you must take. These are the + bits of shared culture which bind the Pack together, small but powerful. Each time you demonstrate them in play cross + off a circle on either the Wolf Path or the Human Path (depending on the form you are in when you display the culture).

+ +
    +
  • Shared slang: agree five words of shared slang. (You can use the slang as much as you like but can only cross off one circle per session)
    +
  • +
  • Run and hunt together as wolves – any chance you get!
  • +
  • Wait for the Alpha to eat first.
  • +
  • Physical closeness – you are always hugging, falling asleep on each other, ruffling
  • +
  • hair, fighting and jumping on each other.
  • +
  • Look at the floor when admonished by the Alpha.
  • +
  • Dress code, is there something in the way you all look? Sharp suits, lumberjack chic, dolly kei, biker or 1950s housewives. You don’t look identical but there is a shared style.
  • +
  • Taboos – unacceptable behaviour, something you don’t talk about.
  • +
  • Food rituals – food is important, you have rituals around it and enjoyment of it binds you together.
  • +
  • + +
+ +
+
+ +

TRADITIONS

+ +

Write down three Pack Traditions in this space: e.g. Secrecy – not a single soul must know about the existence of the werewolves + and you must kill any who discover your secret.

+ +

Which NPC was banished from the Pack for violating a Tradition and what happened?

+ +

Which player character has secretly violated a Tradition? What happened?

+ +

These aren’t cultural expressions as above but more like oral laws. You don’t necessarily know why they are in place but everyone + knows they are important and abides by them… well apart from that one Wolf whose name is only spoken of whispers.

+ +
+ + +
+ +

PACK MOVES

+
+ PACK POOL
+ Keep a tally of the Pack Pool Points here. + +
+

Any Pack member can choose to make one of these moves when the Pack is acting as a Pack. That means at least two Packmates + standing together and acting on the order of the Alpha and in accordance with the Traditions.

+ +

Overwhelm Them. Pay [12] Pack Pool and no matter the odds, no matter your differences, the Pack comes together and fights + as one. Nothing can withstand you, and this battle is yours. Everyone describes one awesome thing they did; and the Packmate who + chose to make this move describes the overall, glorious victory.

+ +

Defend Territory. Pay [8] Pack Pool. This place is yours, your sanctuary, your stronghold, your home. When the Pack defends its + home territory, each Packmate can improve their next roll on one of Dominate, Maul or Give in to the Wolf by one category + (i.e. turn a miss into a weak hit or a weak hit into a strong hit) during the scene.

+ +

In Your Nature. Pay [10] Pack Pool. You knew the enemy would make that move, and you had a contingency planned. What is it?

+
+
+ + + +
+
+ Alpha + Cub + Enforcer + Fixer + Greypelt + Howl + Prodigal + Custom +

+

THE ALPHA + The Pack is nothing without the Alpha and the Alpha is nothing without the Pack. You are their centre, their heart and they give you status and purpose. How do you dominate your Pack? Do you rule with fear, viciously punishing the disobedient? Or are you respected and loved by all? Maybe it is just complicated. Are the Pack waiting to depose you or run into danger and die for you? There are many ways to be Alpha and the Pack always reflects your inner self. +

+

THE CUB + You are the newest member of the Pack, a freshly bitten werewolf with only a few Changes to your name. You are learning the rules and making relationships with your new Packmates but you are fucking up a lot. They love you anyway. You’re the younger sibling, indulged and frustrating. Are you desperate to prove yourself, enjoying being the baby of the family or both? +

+

THE ENFORCER + Every Pack has someone willing to cross a line to protect their family, to do what is necessary to ensure their survival. Someone the Alpha can use as the ultimate threat. That is you. Your loyalty to Pack and Alpha is strong and unshakeable but do you embrace your role, or carry it as a burden for those you love? Do you have any limits when pushed to the brink and what do your nearest and dearest think when you go beyond the line? +

+

THE FIXER + Well, someone has to deal with the mortal world: luckily, you just love it. The Pack is your home and your family, but mortals hold a fascination for you, and you know their world just as well as your own. You love the way they smell, feel, and taste; and they love you back. Which is handy when the Pack needs money, information, or something disappearing. But, you exist between two worlds, more so than anyone else: and it pulls you apart. +

+

THE GREYPELT + The oldest and wisest among us. The Greypelt remembers the earliest days of the Pack, the battles and rivalries of the long past, the wolves who died before we came to this life of teeth and rending. The Greypelt is an esteemed elder, a former Alpha, Mother and Father to us all. +

+

THE HOWL + The Alpha may lead the Pack in this life but you shepherd them in spirit. The Pack respect you, they need your guidance just as much as the Alpha’s but in a different way. You can be the Alpha’s best friend and ally or you can be biding your time to rid the Pack of an Alpha who threatens you all to damnation. Or worse... you can be both. +

+

THE PRODIGAL + You used to be in the Pack and you left. Circumstance has reluctantly pulled you back – you’re here and you’re committed for now. But it is hard finding your place again. Some have welcomed you back with an embrace, some resent you and one in particular you are probably avoiding. +

+

+

+
+

Stats

+
+
+ + + + + + + + + +
+ TEETH
+ +
+ HEART
+ +
+ GUTS
+ +
+ FERAL
+ +
+
+
+

Wolf Path:

+

Human Path:

+

Harm Phases:

+
+
+

+

+

+
+ + +
+
+ Player:
+ Name:
+ Look:
+ Heartbeats:
+ Age: + Pronoun: + + + + +
+
+
+ +

Relationships

+
+

Who did you banish from the Pack and what reason did you give? Which Packmate resents you for it? They take a +1 Tie on you.

+

When you complete a scene resolving this tension, take +1 Pack Pool and write a new question.

+
+ + + Ties: +
+

You may spend ties 1-for-1 on rolls against that PC

+
+
+

Which Packmate do you hero-worship? What could they do to break that trust? They take a +1 Tie on you.

+

When you complete a scene resolving this tension, take +1 Pack Pool and write a new question.

+
+ + + Ties: +
+

You may spend ties 1-for-1 on rolls against that PC

+
+
+

What is the most shameful thing you ever did to protect the pack? Which Packmate knows about it? They take a +1 Tie on you.

+

When you complete a scene resolving this tension, take +1 Pack Pool and write a new question.

+
+ + + Ties: +
+

You may spend ties 1-for-1 on rolls against that PC

+
+
+

Why do you feel you want to leave the Pack? Which Packmate could get you to stay, and why? They take a +1 Tie on you.

+

When you complete a scene resolving this tension, take +1 Pack Pool and write a new question.

+
+ + + Ties: +
+

You may spend ties 1-for-1 on rolls against that PC

+
+
+

You have lived for many years and have done many things over your life. You have made many enemies. Which Packmate did you betray, and how? They take a +1 Tie on you.

+

When you complete a scene resolving this tension, take +1 Pack Pool and write a new question.

+
+ + + Ties: +
+

You may spend ties 1-for-1 on rolls against that PC

+
+
+

You predicted someone would die… and they did. Who were they, how did they die, and which Packmate cannot forgive you for not saving them? They take a +1 Tie on you.

+

When you complete a scene resolving this tension, take +1 Pack Pool and write a new question.

+
+ + + Ties: +
+

You may spend ties 1-for-1 on rolls against that PC

+
+
+

Which Packmate did it hurt you the most to leave behind? How do they feel about your return? They take a +1 Tie on you.

+

When you complete a scene resolving this tension, take +1 Pack Pool and write a new question.

+
+ + + Ties: +
+

You may spend ties 1-for-1 on rolls against that PC

+
+
+

When you complete a scene resolving a tension, take +1 Pack Pool and write a new question.

+
+ + + Ties: +
+

You may spend ties 1-for-1 on rolls against that PC

+
+
+

Moves

+
+
+ SEX MOVE
+ If you and another Player Character have sex, then they gain the Alpha Move ‘Hearts and Minds’ + but can only use it on you. They are under your skin now… what you do about that is up to you. +
+

You start with State of the Pack:
+

  • State of the Pack
+
Also pick two more moves:
+ We Are Pack
+ Who's a Good Wolf
+ Hearts and Minds
+ Time for a New Tradition

+ +
+
+
+ SEX MOVE
+ If you and another Player Character have sex, then the next time they are threatened, + if you put yourself in harm's way for them add +1 to all rolls until you are both safe again. +
+

Choose two starting moves

+ Free Pass
+ Over Protected
+ Heartstring
+ Scrapping
+ We Are Family
+
+
+
+ SEX MOVE
+ If you and another Player Character have sex, you tell them about your guilty heart. If they reject you afterwards, + take +2 to your next action to defend them; if they don't reject you, take +1 to your next action to defend them. +
+

Choose two starting moves:

+ Borrow Trouble
+ Cross the Line
+ Lone Wolf
+ Heart of Stone
+ Born in Blood
+
+
+
+ SEX MOVE
+ If you and another Player Character have sex, then you owe them a big, romantic gesture. You just want do something awesome for them. +
+

Choose two starting moves:

+ Make it go Away
+ Gone to Ground
+ Resources
+ Sniff it Out
+ A Cool Head
+
+
+
+ SEX MOVE
+ When you have sex with another Player Character, they remind you of an old mistake you do not want to make again. + State some new information about the current situation/threat facing the Pack from the insights you have gained. +
+

Choose two starting moves

+ Lorekeeping
+ Draw on the Pack
+ Wise Counsel
+ I Remember When You were Knee High
+ Close to the Wild
+
+
+
+ SEX MOVE
+ you have an immediate and overwhelming sense that something terrible will happen to them. The idea of losing them + is suddenly and surprisingly painful to you. Gain a +1 to all actions that put them in danger when it is for the good of the Pack. + This lasts until you have sex with another Packmate. +
+

Choose two starting moves:

+ Geas
+ Prophecy
+ Speak witht he Pack
+ Silver Tongue
+ Speak with the Dead
+
+
+
+ SEX MOVE
+ If you and another Player Character have sex, then the overwhelming sense of being at the heart of the Pack again damages + your control of the wolf. The next time you feel under threat you must make the move Give In To The Wolf. +
+

Choose two starting moves:

+ Heart Grows Fonder
+ One for the Team
+ Call in a Favour
+ Set Apart
+ Healing
+
+
+
+ SEX MOVE
+ +
+

Choose two starting moves

+
+
+ + + + +
+
+
+
+

Posessions

+ +
+
+

Advancements

+ +
+
+

Notes

+ +
+
+
+ + +
+

BASIC MOVES

+

+
+
+

DOMINATE [TEETH] + +

+

When you order someone (or several people) to do something they object to doing, roll to Dominate. + You can make this move against NPCs and PCs alike, but against not the Pack Alpha or anyone with a Move + who prevents them being dominated. [NB: If you seek (consciously or unconsciously, permanently or temporarily) + to take control of the Pack and you do not have the Alpha playbook then you make the move “Make a Challenge” instead.] + For more information on how Dominate and Disobey work together please see page 112.

+ +

10+ You take full control of the situation. NPCs will do as they are told even if it becomes dangerous + or they have been away from you for a long period of time. PCs cannot Disobey your current order, but forcing them to do it + comes at a cost. They will take a +1 Tie on you; because some decisions come back to Bite.

+ +

7-9 The situation is mostly under your control. NPCs will do as you ask but half-heartedly and may abandon an order if it becomes dangerous / they have been away from you for too long. Packmates get a –1 Forward to Disobey your current order, if they wish to attempt it. Packmates who don’t attempt to Disobey can fill in a circle on the Wolf/Human track as appropriate.

+ +

0-6 Things are sliding further out of your control. If what you sought control over was a Packmate, then they describe the consequences and additionally the Packmate gets a +1 Tie on you. If it was not a Packmate then the MC makes a hard move.

+ +

For matters of suicide and sexual consent Dominate will not work.

+
+ + +
+

DISOBEY [GUTS] + +

+

When you try to resist the following: Alpha’s orders, an attempt to Dominate you, or the Traditions of the Pack. Roll +Guts.

+ +

10+ You Disobey, and it empowers you. Take +1 forward.

+ +

7-9 You Disobey, but it troubles you greatly. Take –1 from the Pack Pool.

+ +

0-6 You want to Disobey, but your instinct to obey overwhelms you. You acquiesce, + and the MC chooses a Packmate who will take a +1 Tie on you.

+ +
+ +
+

MAKE A CHALLENGE [GUTS] + +

+

When you attempt to Dominate the Alpha, Dominate a Packmate into disobeying a direct order of the Alpha’s, or take + control of the Pack (temporarily or permanently) then use this move. +
Alphas may not make this move.

+ +

10+ You are now the Pack Leader. Take the Alpha Skin and discard your previous Skin, keep your original + Stats and your Moves. Take one Move from the Alpha list.
+ If the losing Alpha is a player then they can choose to retain their character and have them take a new Skin, or retire the + character and choose a new character with a new Skin. If the losing Alpha keeps their character they may keep their Stats but + discard all their Alpha moves and choose the same number of new Moves from the new Skin. If they choose a completely new + character then they may choose new Stats and the same number of new Moves they had previously accumulated on the Alpha Skin. + They must also answer the new Packmate question on the sheet.

+ +

7-9 You succeed, but only just: you are in control of the Pack for now but it could change at any moment. + Don’t take the Alpha Skin yet – you’ll need to make this Move again at a 10+ to gain permanent control. Take –1 to the Pack Pool.

+ +

0-6 You fail and take a permanent scar (mental or physical) and –1 to one stat, your choice.

+ +
+ +
+

MAULING [TEETH] + +

+

When you use physical violence in a situation. This includes attacking, defending, causing damage or injury temporary or permanent, + killing, knocking an opponent unconscious, etc.

+ +

10+ choose two, 7-9 choose one:

+ +
    +
  • you take –1 Harm
  • +
  • you deal +1 Harm
  • +
  • you discern your opponent’s next move
  • +
  • you impress or intimidate someone
  • +
  • Do not take –1 Forward on your next
  • +
  • ‘Give In To The Wolf’ Move
  • +
+ +

0-6 MC makes a hard move and a PC takes a +1 Tie on you.

+ +
+ +
+

GIVE IN TO THE WOLF [FERAL] + +

+

When you give yourself to the wolf, roll +Feral.

+ +

10+ choose two, 7-9 choose one:

+ +
    +
  • Reduce Heart and Guts by +2 total and increase Teeth and Feral by +2 total (split these modifiers however you wish but no + stat can go above +3 in total)
  • +
  • +1 Harm from your bite and claws
  • +
  • +2 Armour
  • +
  • +2 to the Pack Pool
  • +
  • Heal +1 additional Harm when you return from Wolf Form
  • +
+ +

0-6 MC Takes over your character for the next scene. You are no longer in control of yourself – the wolf + takes over.

+ +

Regardless of the result, when you return from Wolf Form, as usual, you heal 3 Harm.
+ + When in Wolf Form your ability to communicate is limited to what can be +reasonably be conveyed using the mouth and body of a wolf.
+ + When characters Give in to the Wolf, they are deliberately running the risk of their human intelligence losing control of their + body for the scene. If the risk pays off they will get lots of mechanical benefits and become even more powerful.
+ + You can take the form of a wolf at any time without affecting your stats or your health. If you want to get mechanical benefits + from changing to Wolf Form (in addition to the healing benefit when changing forms on page 59) then you must either Harness the Wolf + (see below) or Give in to the Wolf.

+
+ +
+

HARNESS THE WOLF [HEART] + +

+

When you use your wolf senses and instincts (in either Human or Wolf Form) e.g. heightened sense of smell, hearing, hunting, etc. + to find something, someone or find out information. Roll +Feral. On a hit you ask the MC questions at any time during this scene. + Get +1 Forward per question if you immediately act on the answer.

+ +

10+ ask three questions; 7-9 ask one.

+ +
    +
  • Who is the weakest here?
  • +
  • Where is the trail / where is my prey?
  • +
  • What is the strongest emotion in this location?
  • +
  • What do they really want?
  • +
  • What is the biggest threat to the Pack?
  • +
  • What smells wrong here?
  • +
  • Who/what is dominant in this situation?
  • +
  • Where is the escape route / route through?
  • +
  • Where does the Pack need to be?
  • +
+ +

0-6 MC makes a Hard Move.

+ +
+ +
+

ACT ON INSTINCT [FERAL] + +

+

When you use your superhuman abilities or act under a threat.

+ +

10+ you do it: describe how you succeed, give it a little flourish, and take +1 Pack Pool

+ +

7-9 you do it, but the MC describes how the situation is not under your control

+ +

0-6 MC makes a hard Move

+ +
+ +
+

PROVOKE SPILL [HEART] + +

+

When you do something to provoke a Packmate to reveal how they really feel, roll +Heart.

+ +

10+ they have to make the Spill Move

+ +

7-9 they Spill and you choose one: +

    +
  • their response provokes you to Spill as if they’d rolled a 10+; or
  • +
  • they can opt to omit an aspect of the truth in their Spill response but you don’t get the Pack Pool element of + the Spill Move.
  • +
+

+ +

0-6 MC gets a hard move.

+ +
+ +
+

SPILL

+

Werewolves’ feelings and emotions are much closer to the surface than humans, and the close nature of the Pack means that you express them more readily. +
When you openly and truthfully express one of the following:

+ +
    +
  • your desire for a Packmate
  • +
  • why you are hurting
  • +
  • what you are angry about
  • +
  • what you are afraid of
  • +
+ +

add +1 Pack Pool, and give your Packmate +1 Tie on you – as they've seen you raw and vulnerable.

+ +

This move can be used on NPC Packmates – in which case do not give them a Tie.

+ +
+ + + +
+
\ No newline at end of file diff --git a/Bite-Marks/bm_roll_bg.png b/Bite-Marks/bm_roll_bg.png new file mode 100644 index 0000000000..9645d1fdc5 Binary files /dev/null and b/Bite-Marks/bm_roll_bg.png differ diff --git a/Bite-Marks/sheet.css b/Bite-Marks/sheet.css new file mode 100644 index 0000000000..a454301ee0 --- /dev/null +++ b/Bite-Marks/sheet.css @@ -0,0 +1,269 @@ + + +/* Hide actual dot/checkbox */ +.sheet-player .sheet-2colrow input[type="radio"] +{ + position: absolute; + opacity: 0; + width:15px; + cursor: pointer; + z-index: 1; + margin-top: 6px; +} + +/* Styles common to fake dot and checkbox */ +.sheet-player .sheet-2colrow input[type="radio"] + span::before +{ + border: solid 1px #a8a8a8; + line-height: 14px; + text-align: middle; + display: inline-block; + vertical-align: middle; + + -moz-box-shadow: 0 0 2px #ccc; + -webkit-box-shadow: 0 0 2px #ccc; + box-shadow: 0 0 2px #ccc; + + background: #f6f6f6; + background: -moz-radial-gradient(#f6f6f6, #dfdfdf); + background: -webkit-radial-gradient(#f6f6f6, #dfdfdf); + background: -ms-radial-gradient(#f6f6f6, #dfdfdf); + background: -o-radial-gradient(#f6f6f6, #dfdfdf); + background: radial-gradient(#f6f6f6, #dfdfdf); +} + +/* Styles unique to fake dot (checked or left of checked) */ +.sheet-player .sheet-2colrow input[type="radio"] + span::before +{ + content: "•"; + width: 12px; + height: 12px; + font-size: 36px; + + -moz-border-radius: 50%; + -webkit-border-radius: 50%; + border-radius: 50%; +} + + +/* Remove dot from all radios _after_ selected one */ +.sheet-player .sheet-2colrow input[type="radio"]:checked ~ input[type="radio"] + span::before +{ + content: ""; +} + +.sheet-player .sheet-2colrow input.sheet-used+span::before +{ + content: "✖"; + width: 12px; + height: 12px; + font-size: 12px; + + -moz-border-radius: 0%; + -webkit-border-radius: 0%; + border-radius: 0%; +} + +.sheet-player .sheet-2colrow input.sheet-zero:checked + span::before +{ + opacity: 0; +} + +.sheet-player .sheet-2colrow input.sheet-zero:hover + span::before +{ + opacity: 1; +} + +.sheet-player .sheet-2colrow input.sheet-zero+ span::before +{ + font-size: 12px; + content: "✖"; + opacity: 0.25; +} + + + + + +/* ORIGINAL STYLE */ + +.charsheet { + background-color: #FFF; +} +.charsheet input { + outline: none; + background: transparent; + border: none; + border-bottom: 1px solid #000; + height: 0.9em; +} +.charsheet h1, .charsheet h1 input, .charsheet h2,.charsheet h3 { + background-color: #333; + color: #FF0000; + padding: 0.25em; +} + +.charsheet h1 input { + width: 100%; + font-size: 30px; + font-weight: bold; +} + +.charsheet h1 span { + display: block; + font-size: 10px; + color: #FFF; + line-height: 14px; +} + +.charsheet .sheet-narrow { + height: 4em; +} +.charsheet h4,.charsheet h5,.charsheet h6 { + color: #000; + margin: 0.25em; + padding: 0.25em; + border: 0.1em solid #000; +} +.charsheet h3,.charsheet h4,.charsheet h5,.charsheet h6 { + text-align: center; +} +.charsheet input.sheet-short { + width: 5em; +} + +.charsheet input.sheet-med { + width: 15em; +} + +.charsheet input.sheet-long { + width: 25em; +} + +.charsheet .sheet-path { + display: inline-block; +} + +.charsheet .sheet-sexmove { + + width:200px; + padding:5px; + float:right; + border:1px black solid; + margin:10px; +} + +.charsheet .sheet-sexmove textarea { + width:190px; +} + +.charsheet .sheet-custdesc { + width: 40em; + margin-bottom: 10px; +} + +.charsheet .sheet-pack_points { + + display: block; + text-align: center; + font-size: 30px; + margin: auto; +} + +.charsheet table td { + font-weight: bold; + text-align: center; + width: 9em; +} +.charsheet hr.style-iceland { + border: 0; + height: 0.25em; + background-image: linear-gradient(to right, rgba(0, 0, 0, 0), rgba(0, 0, 0, 0.75), rgba(0, 0, 0, 0)); +} + + +.charsheet .sheet-custom,.charsheet .sheet-alpha,.charsheet .sheet-cub,.charsheet .sheet-enforcer,.charsheet .sheet-fixer,.charsheet .sheet-greypelt,.charsheet .sheet-howl,.charsheet .sheet-prodigal,.charsheet .sheet-shield-maiden,.charsheet .sheet-huscarl,.charsheet .sheet-thrall,.charsheet .sheet-monster,.charsheet .sheet-mc,.charsheet .sheet-npc { + display: none; +} +.charsheet .sheet-custom-activator:checked ~ .sheet-custom,.charsheet .sheet-alpha-activator:checked ~ .sheet-alpha,.charsheet .sheet-cub-activator:checked ~ .sheet-cub,.charsheet .sheet-enforcer-activator:checked ~ .sheet-enforcer,.charsheet .sheet-fixer-activator:checked ~ .sheet-fixer,.charsheet .sheet-greypelt-activator:checked ~ .sheet-greypelt,.charsheet .sheet-howl-activator:checked ~ .sheet-howl,.charsheet .sheet-prodigal-activator:checked ~ .sheet-prodigal,.charsheet .sheet-shield-maiden-activator:checked ~ .sheet-shield-maiden,.charsheet .sheet-huscarl-activator:checked ~ .sheet-huscarl,.charsheet .sheet-thrall-activator:checked ~ .sheet-thrall,.charsheet .sheet-monster-activator:checked ~ .sheet-monster { + display: block; +} + + +.charsheet .sheet-mc-activator:checked ~ .sheet-mc,.charsheet .sheet-npc-activator:checked ~ .sheet-npc, .charsheet .sheet-player-activator:checked ~ .sheet-player, .charsheet .sheet-basicmoves-activator:checked ~ .sheet-basicmoves, .charsheet .sheet-pack-activator:checked ~ .sheet-pack { + display: block; +} +.charsheet .sheet-player-activator:not(:checked) ~ .sheet-player, .charsheet .sheet-mc-activator:not(:checked) ~ .sheet-mc,.charsheet .sheet-npc-activator:not(:checked) ~ .sheet-npc, .charsheet .sheet-basicmoves-activator:not(:checked) ~ .sheet-basicmoves, .charsheet .sheet-pack-activator:not(:checked) ~ .sheet-pack{ + display: none; +} +.charsheet .sheet-player,.charsheet .sheet-mc,.charsheet .sheet-npc { + border: 1px solid; + padding: 1em; +} + +.sheet-rolltemplate-bitemarksDefault .sheet-move-roll-header { + font-size: 1.3em; + background-color: #000; + color: #FF0000; + padding: 0.5em; +} +.sheet-rolltemplate-bitemarksDefault .sheet-skill-roll-header { + font-size: 1.5em; + background-color: #000; + color: #FF0000; + padding: 0.5em; +} +.sheet-rolltemplate-bitemarksDefault .sheet-skill { + font-size: 0.5em; + font-weight: initial; + background-color: transparent; + margin-bottom: 0; + padding-bottom: 0; + color: #FFF; +} +.sheet-rolltemplate-bitemarksDefault .sheet-roll-result { + font-size: 0.75em; + font-weight: bold; + color: #555; +} +.sheet-rolltemplate-bitemarksDefault table { + text-align: center; + width: 100%; +} + +.sheet-rolltemplate-bitemarksDefault td { + padding: 5px; + border: 1px solid black; + background-color: #FFF; + padding-top: 0.75em; + padding-bottom: 0; +} + +.sheet-rolltemplate-bitemarksDefault .inlinerollresult { + background-color: transparent; + color: #555; + border: none; + font-size: 1.5em; + padding-top: 0.25em; +} + +.sheet-rolltemplate-bitemarksDefault .inlinerollresult.fullcrit { + border: none; + font-size: 1.5em; +} + +.sheet-rolltemplate-bitemarksDefault .inlinerollresult.fullfail { + border: none; + font-size: 1.5em; +} + +.sheet-rolltemplate-bitemarksDefault .inlinerollresult.importantroll { + border: none; + font-size: 1.5em; +} +.sheet-rolltemplate-bitemarksDefault .sheet-rt-background { + background: url('https://raw.githubusercontent.com/Roll20/roll20-character-sheets/Bite-Marks/bm_roll_bg.png') top left; + background-size: 100% 100%; + text-align: center; + padding: 10%; +} \ No newline at end of file diff --git a/Bite-Marks/sheet.json b/Bite-Marks/sheet.json new file mode 100644 index 0000000000..214606f2d5 --- /dev/null +++ b/Bite-Marks/sheet.json @@ -0,0 +1,8 @@ +{ +"html":"bitemarks.html", +"css":"sheet.css", +"authors":"Chris Czerniak", +"roll20userid":"107277", +"preview":"sheet.png", +"instructions":"**Roll template:** &{template:bitemarksDefault} {{move}} {{skillname}} {{result}}\n\nBite Marks is an Apocalypse World game created by Becky Annison. [You can purchase Sagas of The Icelanders by following this link](https://blackarmada.com/product/bite-marks-hardcover-pdf/)." +} diff --git a/Bite-Marks/sheet.png b/Bite-Marks/sheet.png new file mode 100644 index 0000000000..45b4924365 Binary files /dev/null and b/Bite-Marks/sheet.png differ diff --git a/Black-Seven/Black-Seven.css b/Black-Seven/Black-Seven.css new file mode 100644 index 0000000000..81fb2ba4b1 --- /dev/null +++ b/Black-Seven/Black-Seven.css @@ -0,0 +1,504 @@ + +.charsheet { + background:black; + width:840px; +} + +div.sheet-top, +div.sheet-middle, +div.sheet-bottom { + background:#F5F5DC; + width:830px; + border-radius: 15px; + padding:5px; +} +div.sheet-box { + border:1px solid black; + width:100%; +} +/* 3colrow */ + +.charsheet .sheet-3colrow .sheet-col { + width: calc(33% - 9px) !important; + margin-right: 5px !important; +} + +.charsheet .sheet-3colrow .sheet-col:last-child { + margin-right: 0 !important; +} +/* Grid */ +div.sheet-grid { + display: grid; + grid-template-columns: 300px 300px 200px; + grid-column-gap: 5px; +} +div.sheet-grid2 { + display: grid; + grid-template-columns: 360px 200px 200px; + grid-column-gap: 10px; +} +div.sheet-grid3 { + display: grid; + grid-template-columns: 90px 90px 90px 90px; + grid-column-gap: 1px; + grid-row-gap: 1px; + text-align:right; +} +div.sheet-grid4 { + display: grid; + grid-template-columns: 33% 34% 33%; + grid-column-gap: 0px; +} +div.sheet-grid5 { + display: grid; + grid-template-columns: 200px; + grid-row-gap: 0px; + grid-template-rows:30px 80px 80px 80px 60px; +} +div.sheet-grid_box { + border:1px solid black; +} +div.sheet-grid_box_2 { + border:1px solid black; + height:80px; + width:100%; +} +div.sheet-grid_box_2.sheet-wound_2 { + border:1px dotted black;} + +div.sheet-grid_box_3 { + height:24px; + width:195px; +} +div.align_middle { + margin-top:auto; + margin-bottom:auto; + vertical-align:middle; + +} +div.sheet-spacer { + height:20px; + width:66px; +} +/* text */ +input.sheet-name { + width:100%; + height:40px; + background: transparent; + font-variant: small-caps; + font-size: 35px; + font-family: 'Copperplate'; + border:none; +} +input.sheet-data { + width:100%; + height:20px; + background: transparent; + font-family: 'Copperplate'; + border-top:none; + border-left:none; + border-right:none; + border-bottom:1px solid black; +} +div.sheet-label { + font-family: 'Courier New'; + text-align:right; + font-size: 35px; + font-weight:bold; + +} +div.sheet-label_2 { + font-family: 'Courier New'; + text-align:center; + font-size: 1.2em; + font-weight:bold; +} +.sheet-underline { + border-top:1px solid black; + border-bottom:1px solid black; +} +.sheet-center { + text-align:center; + margin: auto; +} +/* number */ +input.sheet-number_1 { + width:79px; + height:35px; + font-size:30px; + background: transparent; + font-family: 'Copperplate'; + text-align:center; + border:none; + +} +/* Rows and Items */ +.charsheet .sheet-row { + height: 24px; + margin: 2px 0px 2px; +} +.charsheet .sheet-doublerow { + height: 48px; + margin: 2px 0px 2px; +} +.charsheet .sheet-item { + display: inline-block; + width: 100%; + height: 28px; + vertical-align: middle; + margin: 0 -2px; + text-align: left; + padding: 3px 2px; +} +.charsheet .sheet-trait { + position: relative; +} +.charsheet .sheet-item.sheet-5 { + width: 5px; +} +.charsheet .sheet-item.sheet-14 { + width: 14px; +} +.charsheet .sheet-item.sheet-20 { + width: 20px; +} +.charsheet .sheet-item.sheet-30 { + width: 30px; +} +.charsheet .sheet-item.sheet-40 { + width: 40px; +} +.charsheet .sheet-item.sheet-50 { + width: 50px; +} +.charsheet .sheet-item.sheet-60 { + width: 60px; +} +.charsheet .sheet-item.sheet-65 { + width: 65px; +} +.charsheet .sheet-item.sheet-70 { + width: 70px; +} +.charsheet .sheet-item.sheet-80 { + width: 80px; +} +.charsheet .sheet-item.sheet-85 { + width: 85px; +} +.charsheet .sheet-item.sheet-90 { + width: 90px; +} +.charsheet .sheet-item.sheet-100 { + width: 100px; +} +.charsheet .sheet-item.sheet-110 { + width: 110px; +} +.charsheet .sheet-item.sheet-120 { + width: 120px; +} +.charsheet .sheet-item.sheet-140 { + width: 140px; +} +.charsheet .sheet-item.sheet-150 { + width: 150px; +} +.charsheet .sheet-item.sheet-160 { + width: 160px; +} +.charsheet .sheet-item.sheet-180 { + width: 180px; +} +.charsheet .sheet-item.sheet-195 { + width: 195px; +} +.charsheet .sheet-item.sheet-200 { + width: 200px; +} +.charsheet .sheet-item.sheet-210 { + width: 210px; +} +.charsheet .sheet-item.sheet-230 { + width: 230px; +} +.charsheet .sheet-item.sheet-395 { + width: 395px; +} +.charsheet .sheet-item.sheet-400 { + width: 400px; +} +.sheet-real { + width: auto; +} +.charsheet .sheet-long { + width: 300px; +} +.charsheet .sheet-row label { + font-size:13px; + font-weight:900; + text-align:left; +} +/* =====Buttons ===== */ +button[type=roll].sheet-btn:before { + content: ""; +} +button[type=roll].sheet-btn { + margin:0px; + padding:0px; + background:transparent; + font-size:13px; + font-weight:bold; + box-shadow:none; + height:16px; + width:100%; + color:#333; + border:none; + text-align:center; +} +button[type=roll].sheet-btn:hover { + color:#8b0000; +} +button[type=roll].sheet-btn:active { + color: #000000; +} +/* Yes No */ +div.sheet-condition { + position: relative; + left: 0px; + top: 0px; + width: 200px; + height: 20px; + line-height:18px; + margin-left: 0px; +} +input.sheet-condition { + width: 200px; + height: 20px; + position: absolute; + left:0px; + top:0px; + z-index: 1; + opacity: 0; +} +span.sheet-condition { + margin: 0px 0 0 0px; + display: none; + position: absolute; + left:0px; + top:0px; + width:30px; +} +input.sheet-no { + z-index: 2; +} +span.sheet-no { + width: 200px; + font-weight:bold; + color:gray; + text-decoration: line-through; + line-height:18px; +} +span.sheet-yes { + width: 200px; + font-weight:bold; + color:red; + line-height:18px; + text-shadow:0px 0px 5px white, 0px 0px 15px red, 0px 0px 20px red, 0px 0px 25px red; +} +input.sheet-no:checked + input.sheet-yes, +input.sheet-yes:checked + input.sheet-no { + z-index: 3; +} +input.sheet-no:checked ~ span.sheet-no, +input.sheet-yes:checked ~ span.sheet-yes { + display: inline-block; +} +/* Hit Points */ + +/* Yes No */ +div.sheet-wounds { + position: relative; + left: 0px; + top: 0px; + width: 100%; + height: 80px; + margin-left: 0px; +} +input.sheet-wounds { + width: 100%; + height: 80px; + position: absolute; + left:0px; + top:0px; + z-index: 1; + opacity: 0; +} +span.sheet-wounds { + margin: 0px 0 0 0px; + display: none; + position: absolute; + left:0px; + top:0px; + width:66px; +} +input.sheet-no_wound { + z-index: 2; +} +span.sheet-no_wound { + width: 100%; + height: 80px; + box-shadow:inset 0px 0px 5px black; + background:none; +} +span.sheet-no_wound.sheet-wound_2 { + opacity: 0.5; + box-shadow:inset 0px 0px 5px white; +} +span.sheet-yes_wound { + width: 100%; + height: 80px; + box-shadow:inset 0px 0px 5px black; + background: url("https://66.media.tumblr.com/6742ac9ca18749792bc01f54a2dbc243/45a49b82204df087-d3/s400x600/4482fcdc67cd2bc2887f94069cf6e156fe763538.png") no-repeat 0 0; + background-size: contain; +} +span.sheet-yes_wound.sheet-wound_2 { + opacity: 0.5; + box-shadow:inset 0px 0px 5px white; +} +input.sheet-no_wound:checked + input.sheet-yes_wound, +input.sheet-yes_wound:checked + input.sheet-no_wound { + z-index: 3; +} +input.sheet-no_wound:checked ~ span.sheet-no_wound, +input.sheet-yes_wound:checked ~ span.sheet-yes_wound { + display: inline-block; +} + +/* Hide actual radio/checkbox */ +input.sheet-fancy_1[type="checkbox"] { + opacity: 0; + width: 24px; + height: 24px; + position: relative; + top: 5px; + left: 6px; + margin: -10px; + cursor: pointer; +} +/* Fake checkbox */ +input.sheet-fancy_1[type="checkbox"] + span::before { + margin-right: 4px; + line-height: 14px; + text-align: center; + display: inline-block; + vertical-align: middle; + font-family: 'Pictos'; + content: "E"; + width: 24px; + height: 24px; + font-size: 24px; + color:black; +} + +input.sheet-fancy_1[type="checkbox"]:checked + span::before { + font-family: 'Pictos'; + content: "E"; + color:red; + text-shadow:0px 0px 5px black, 0px 0px 15px red, 0px 0px 20px red, 0px 0px 25px red; +} +/* Hide actual radio/checkbox */ +input.sheet-fancy_2[type="checkbox"] { + opacity: 0; + width: 24px; + height: 24px; + position: relative; + top: 5px; + left: 6px; + margin: -10px; + cursor: pointer; +} +/* Fake checkbox */ +input.sheet-fancy_2[type="checkbox"] + span::before { + margin-right: 4px; + line-height: 14px; + text-align: center; + display: inline-block; + vertical-align: middle; + font-family: 'Pictos'; + content: "!"; + width: 24px; + height: 24px; + font-size: 24px; + color:black; +} + +input.sheet-fancy_2[type="checkbox"]:checked + span::before { + font-family: 'Pictos'; + content: "!"; + color:red; + text-shadow:0px 0px 5px black, 0px 0px 15px red, 0px 0px 20px red, 0px 0px 25px red; +} +/* %%%%% %%%%% %%%%% */ +/* b7 */ +/* %%%%% %%%%% %%%%% */ +.sheet-rolltemplate-b7 { + width: 190px; + padding: 2px; + background: white; + border-radius:8px; + border-width:1px; + border-style:solid; + color:black; + font-family: 'Courier New'; +} +.sheet-rolltemplate-b7 b.sheet-1 { + color:red; + font-size:1em; +} +.sheet-rolltemplate-b7 b.sheet-2 { + color:darkred; + font-size:1.4em; + font-variant:small-caps; +} +.sheet-rolltemplate-b7 span { + color:red; + font-size:1.2em; + background:transparent; + border:none; +} +.sheet-rolltemplate-b7 span.sheet-success { + font-family: 'Lucida Sans Typewriter'; + color:green; + font-size:1.1em; + font-weight:bold; +} +.sheet-rolltemplate-b7 span.sheet-failure { + font-family: 'Lucida Sans Typewriter'; + color:red; + font-size:1.1em; + font-weight:bold; +} +.sheet-rolltemplate-b7 .sheet-result { + font-size: 1.2em; + text-align: center; + color: rgb(112, 0, 0); + padding-bottom: 20px; +} +.sheet-rolltemplate-b7 .inlinerollresult { + background-color: transparent; + color: #000000; + border: none; +} +.sheet-rolltemplate-b7 .inlinerollresult.fullcrit { + color: #3FB315; + border: none; +} +.sheet-rolltemplate-b7 .inlinerollresult.fullfail { + color: #000000; + border: none; +} +.sheet-rolltemplate-b7 .inlinerollresult.importantroll { + color: #3FB315; + border: none; +} \ No newline at end of file diff --git a/Black-Seven/Black-Seven.html b/Black-Seven/Black-Seven.html new file mode 100644 index 0000000000..64850190c8 --- /dev/null +++ b/Black-Seven/Black-Seven.html @@ -0,0 +1,440 @@ +
+
+
+
+
Agent Record
+
+ +
+ +
+
+
+
+
Player
+
+
+
+
+
Service History
+
+
+
+
+
Equipment
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Weapons
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Noticed
+
+
+
+
+
+
Exposed
+
+
+
+
+ +
+ +
+
Traits
+
Hits
+
Conditions
+
+
+
+
+
Infiltrate
+
Force
+
Mob
+ +
Body
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ +
Speed
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ +
Mind
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ +
Comminication
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ +
+
+ + + + +
+
+
+
+ + + + +
+
+
+
+ + + + +
+
+ +
+
+ + + + +
+
+
+
+ + + + +
+
+
+
+ + + + +
+
+ +
+
+ + + + +
+
+
+
+ + + + +
+
+
+
+ + + + +
+
+ +
+
+ + + + +
+
+
+
+ + + + +
+
+
+
+ + + + +
+
+
+
+
+
+
+ + + Battered + Battered +
+
+
+
+ + + Wrenched + Wrenched +
+
+
+
+ + + Dazed + Dazed +
+
+
+
+ + + Scarred + Scarred +
+
+
+ + + + +
+
+
+ +
+
+
+ +
+
+ {{skill}} +
+
+
+
+ {{character}} +
+
+
+
+ Roll + {{roll}} + {{#rollGreater() roll 10}}Success!{{/rollGreater() roll 10}} + {{#rollLess() roll 11}}Failure!{{/rollLess() roll 11}} +
+
+
+ {{#battered}} {{battered}}
{{/battered}} + {{#wrenched}} {{wrenched}}
{{/wrenched}} + {{#dazed}} {{dazed}}
{{/dazed}} + {{#scarred}} {{scarred}} {{/scarred}} +
+
+
+ + + \ No newline at end of file diff --git a/Black-Seven/Black-Seven.png b/Black-Seven/Black-Seven.png new file mode 100644 index 0000000000..88bd7c662f Binary files /dev/null and b/Black-Seven/Black-Seven.png differ diff --git a/Black-Seven/sheet.json b/Black-Seven/sheet.json new file mode 100644 index 0000000000..6d8dd4ec89 --- /dev/null +++ b/Black-Seven/sheet.json @@ -0,0 +1,8 @@ +{ + "html": "Black-Seven.html", + "css": "Black-Seven.css", + "authors": "Coal Powered Puppet", + "roll20userid": "492849", + "preview": "Black-Seven.png", + "instructions": "For the espionage rpg '[Black Seven](https://www.drivethrurpg.com/product/93976/Black-Seven)' by 'Zero Point Information'. " +} \ No newline at end of file diff --git a/Black-Seven/translation.json b/Black-Seven/translation.json new file mode 100644 index 0000000000..a7048c7fc4 --- /dev/null +++ b/Black-Seven/translation.json @@ -0,0 +1,35 @@ +{ + "agent_record": "Agent Record", + "player": "Player", + "service_history": "Service History", + "equipment": "Equipment", + "weapons": "Weapons", + "noticed": "Noticed", + "exposed": "Exposed", + "infiltrate": "Infiltrate", + "sneak": "Sneak", + "fight": "Fight", + "ambush": "Ambush", + "crack": "Crack", + "shoot": "Shoot", + "snipe": "Snipe", + "retrieve": "Retrieve", + "throw": "Throw", + "trap": "Trap", + "manipulation": "Manipulation", + "shout": "Shout", + "scare": "Scare", + "body": "Body", + "traits": "Traits", + "hits": "Hits", + "conditions": "Conditions", + "force": "Force", + "mob": "Mob", + "speed": "Speed", + "mind": "Mind", + "comminication": "Comminication", + "battered": "Battered", + "wrenched": "Wrenched", + "dazed": "Dazed", + "scarred": "Scarred" +} \ No newline at end of file diff --git a/Black-Seven/translations/af.json b/Black-Seven/translations/af.json new file mode 100644 index 0000000000..a7048c7fc4 --- /dev/null +++ b/Black-Seven/translations/af.json @@ -0,0 +1,35 @@ +{ + "agent_record": "Agent Record", + "player": "Player", + "service_history": "Service History", + "equipment": "Equipment", + "weapons": "Weapons", + "noticed": "Noticed", + "exposed": "Exposed", + "infiltrate": "Infiltrate", + "sneak": "Sneak", + "fight": "Fight", + "ambush": "Ambush", + "crack": "Crack", + "shoot": "Shoot", + "snipe": "Snipe", + "retrieve": "Retrieve", + "throw": "Throw", + "trap": "Trap", + "manipulation": "Manipulation", + "shout": "Shout", + "scare": "Scare", + "body": "Body", + "traits": "Traits", + "hits": "Hits", + "conditions": "Conditions", + "force": "Force", + "mob": "Mob", + "speed": "Speed", + "mind": "Mind", + "comminication": "Comminication", + "battered": "Battered", + "wrenched": "Wrenched", + "dazed": "Dazed", + "scarred": "Scarred" +} \ No newline at end of file diff --git a/Black-Seven/translations/cs.json b/Black-Seven/translations/cs.json new file mode 100644 index 0000000000..a7048c7fc4 --- /dev/null +++ b/Black-Seven/translations/cs.json @@ -0,0 +1,35 @@ +{ + "agent_record": "Agent Record", + "player": "Player", + "service_history": "Service History", + "equipment": "Equipment", + "weapons": "Weapons", + "noticed": "Noticed", + "exposed": "Exposed", + "infiltrate": "Infiltrate", + "sneak": "Sneak", + "fight": "Fight", + "ambush": "Ambush", + "crack": "Crack", + "shoot": "Shoot", + "snipe": "Snipe", + "retrieve": "Retrieve", + "throw": "Throw", + "trap": "Trap", + "manipulation": "Manipulation", + "shout": "Shout", + "scare": "Scare", + "body": "Body", + "traits": "Traits", + "hits": "Hits", + "conditions": "Conditions", + "force": "Force", + "mob": "Mob", + "speed": "Speed", + "mind": "Mind", + "comminication": "Comminication", + "battered": "Battered", + "wrenched": "Wrenched", + "dazed": "Dazed", + "scarred": "Scarred" +} \ No newline at end of file diff --git a/Black-Seven/translations/da.json b/Black-Seven/translations/da.json new file mode 100644 index 0000000000..a7048c7fc4 --- /dev/null +++ b/Black-Seven/translations/da.json @@ -0,0 +1,35 @@ +{ + "agent_record": "Agent Record", + "player": "Player", + "service_history": "Service History", + "equipment": "Equipment", + "weapons": "Weapons", + "noticed": "Noticed", + "exposed": "Exposed", + "infiltrate": "Infiltrate", + "sneak": "Sneak", + "fight": "Fight", + "ambush": "Ambush", + "crack": "Crack", + "shoot": "Shoot", + "snipe": "Snipe", + "retrieve": "Retrieve", + "throw": "Throw", + "trap": "Trap", + "manipulation": "Manipulation", + "shout": "Shout", + "scare": "Scare", + "body": "Body", + "traits": "Traits", + "hits": "Hits", + "conditions": "Conditions", + "force": "Force", + "mob": "Mob", + "speed": "Speed", + "mind": "Mind", + "comminication": "Comminication", + "battered": "Battered", + "wrenched": "Wrenched", + "dazed": "Dazed", + "scarred": "Scarred" +} \ No newline at end of file diff --git a/Black-Seven/translations/de.json b/Black-Seven/translations/de.json new file mode 100644 index 0000000000..a7048c7fc4 --- /dev/null +++ b/Black-Seven/translations/de.json @@ -0,0 +1,35 @@ +{ + "agent_record": "Agent Record", + "player": "Player", + "service_history": "Service History", + "equipment": "Equipment", + "weapons": "Weapons", + "noticed": "Noticed", + "exposed": "Exposed", + "infiltrate": "Infiltrate", + "sneak": "Sneak", + "fight": "Fight", + "ambush": "Ambush", + "crack": "Crack", + "shoot": "Shoot", + "snipe": "Snipe", + "retrieve": "Retrieve", + "throw": "Throw", + "trap": "Trap", + "manipulation": "Manipulation", + "shout": "Shout", + "scare": "Scare", + "body": "Body", + "traits": "Traits", + "hits": "Hits", + "conditions": "Conditions", + "force": "Force", + "mob": "Mob", + "speed": "Speed", + "mind": "Mind", + "comminication": "Comminication", + "battered": "Battered", + "wrenched": "Wrenched", + "dazed": "Dazed", + "scarred": "Scarred" +} \ No newline at end of file diff --git a/Black-Seven/translations/el.json b/Black-Seven/translations/el.json new file mode 100644 index 0000000000..a7048c7fc4 --- /dev/null +++ b/Black-Seven/translations/el.json @@ -0,0 +1,35 @@ +{ + "agent_record": "Agent Record", + "player": "Player", + "service_history": "Service History", + "equipment": "Equipment", + "weapons": "Weapons", + "noticed": "Noticed", + "exposed": "Exposed", + "infiltrate": "Infiltrate", + "sneak": "Sneak", + "fight": "Fight", + "ambush": "Ambush", + "crack": "Crack", + "shoot": "Shoot", + "snipe": "Snipe", + "retrieve": "Retrieve", + "throw": "Throw", + "trap": "Trap", + "manipulation": "Manipulation", + "shout": "Shout", + "scare": "Scare", + "body": "Body", + "traits": "Traits", + "hits": "Hits", + "conditions": "Conditions", + "force": "Force", + "mob": "Mob", + "speed": "Speed", + "mind": "Mind", + "comminication": "Comminication", + "battered": "Battered", + "wrenched": "Wrenched", + "dazed": "Dazed", + "scarred": "Scarred" +} \ No newline at end of file diff --git a/Black-Seven/translations/en.json b/Black-Seven/translations/en.json new file mode 100644 index 0000000000..a7048c7fc4 --- /dev/null +++ b/Black-Seven/translations/en.json @@ -0,0 +1,35 @@ +{ + "agent_record": "Agent Record", + "player": "Player", + "service_history": "Service History", + "equipment": "Equipment", + "weapons": "Weapons", + "noticed": "Noticed", + "exposed": "Exposed", + "infiltrate": "Infiltrate", + "sneak": "Sneak", + "fight": "Fight", + "ambush": "Ambush", + "crack": "Crack", + "shoot": "Shoot", + "snipe": "Snipe", + "retrieve": "Retrieve", + "throw": "Throw", + "trap": "Trap", + "manipulation": "Manipulation", + "shout": "Shout", + "scare": "Scare", + "body": "Body", + "traits": "Traits", + "hits": "Hits", + "conditions": "Conditions", + "force": "Force", + "mob": "Mob", + "speed": "Speed", + "mind": "Mind", + "comminication": "Comminication", + "battered": "Battered", + "wrenched": "Wrenched", + "dazed": "Dazed", + "scarred": "Scarred" +} \ No newline at end of file diff --git a/Black-Seven/translations/es.json b/Black-Seven/translations/es.json new file mode 100644 index 0000000000..a7048c7fc4 --- /dev/null +++ b/Black-Seven/translations/es.json @@ -0,0 +1,35 @@ +{ + "agent_record": "Agent Record", + "player": "Player", + "service_history": "Service History", + "equipment": "Equipment", + "weapons": "Weapons", + "noticed": "Noticed", + "exposed": "Exposed", + "infiltrate": "Infiltrate", + "sneak": "Sneak", + "fight": "Fight", + "ambush": "Ambush", + "crack": "Crack", + "shoot": "Shoot", + "snipe": "Snipe", + "retrieve": "Retrieve", + "throw": "Throw", + "trap": "Trap", + "manipulation": "Manipulation", + "shout": "Shout", + "scare": "Scare", + "body": "Body", + "traits": "Traits", + "hits": "Hits", + "conditions": "Conditions", + "force": "Force", + "mob": "Mob", + "speed": "Speed", + "mind": "Mind", + "comminication": "Comminication", + "battered": "Battered", + "wrenched": "Wrenched", + "dazed": "Dazed", + "scarred": "Scarred" +} \ No newline at end of file diff --git a/Black-Seven/translations/fr.json b/Black-Seven/translations/fr.json new file mode 100644 index 0000000000..a7048c7fc4 --- /dev/null +++ b/Black-Seven/translations/fr.json @@ -0,0 +1,35 @@ +{ + "agent_record": "Agent Record", + "player": "Player", + "service_history": "Service History", + "equipment": "Equipment", + "weapons": "Weapons", + "noticed": "Noticed", + "exposed": "Exposed", + "infiltrate": "Infiltrate", + "sneak": "Sneak", + "fight": "Fight", + "ambush": "Ambush", + "crack": "Crack", + "shoot": "Shoot", + "snipe": "Snipe", + "retrieve": "Retrieve", + "throw": "Throw", + "trap": "Trap", + "manipulation": "Manipulation", + "shout": "Shout", + "scare": "Scare", + "body": "Body", + "traits": "Traits", + "hits": "Hits", + "conditions": "Conditions", + "force": "Force", + "mob": "Mob", + "speed": "Speed", + "mind": "Mind", + "comminication": "Comminication", + "battered": "Battered", + "wrenched": "Wrenched", + "dazed": "Dazed", + "scarred": "Scarred" +} \ No newline at end of file diff --git a/Black-Seven/translations/he.json b/Black-Seven/translations/he.json new file mode 100644 index 0000000000..a7048c7fc4 --- /dev/null +++ b/Black-Seven/translations/he.json @@ -0,0 +1,35 @@ +{ + "agent_record": "Agent Record", + "player": "Player", + "service_history": "Service History", + "equipment": "Equipment", + "weapons": "Weapons", + "noticed": "Noticed", + "exposed": "Exposed", + "infiltrate": "Infiltrate", + "sneak": "Sneak", + "fight": "Fight", + "ambush": "Ambush", + "crack": "Crack", + "shoot": "Shoot", + "snipe": "Snipe", + "retrieve": "Retrieve", + "throw": "Throw", + "trap": "Trap", + "manipulation": "Manipulation", + "shout": "Shout", + "scare": "Scare", + "body": "Body", + "traits": "Traits", + "hits": "Hits", + "conditions": "Conditions", + "force": "Force", + "mob": "Mob", + "speed": "Speed", + "mind": "Mind", + "comminication": "Comminication", + "battered": "Battered", + "wrenched": "Wrenched", + "dazed": "Dazed", + "scarred": "Scarred" +} \ No newline at end of file diff --git a/Black-Seven/translations/it.json b/Black-Seven/translations/it.json new file mode 100644 index 0000000000..a7048c7fc4 --- /dev/null +++ b/Black-Seven/translations/it.json @@ -0,0 +1,35 @@ +{ + "agent_record": "Agent Record", + "player": "Player", + "service_history": "Service History", + "equipment": "Equipment", + "weapons": "Weapons", + "noticed": "Noticed", + "exposed": "Exposed", + "infiltrate": "Infiltrate", + "sneak": "Sneak", + "fight": "Fight", + "ambush": "Ambush", + "crack": "Crack", + "shoot": "Shoot", + "snipe": "Snipe", + "retrieve": "Retrieve", + "throw": "Throw", + "trap": "Trap", + "manipulation": "Manipulation", + "shout": "Shout", + "scare": "Scare", + "body": "Body", + "traits": "Traits", + "hits": "Hits", + "conditions": "Conditions", + "force": "Force", + "mob": "Mob", + "speed": "Speed", + "mind": "Mind", + "comminication": "Comminication", + "battered": "Battered", + "wrenched": "Wrenched", + "dazed": "Dazed", + "scarred": "Scarred" +} \ No newline at end of file diff --git a/Black-Seven/translations/ja.json b/Black-Seven/translations/ja.json new file mode 100644 index 0000000000..a7048c7fc4 --- /dev/null +++ b/Black-Seven/translations/ja.json @@ -0,0 +1,35 @@ +{ + "agent_record": "Agent Record", + "player": "Player", + "service_history": "Service History", + "equipment": "Equipment", + "weapons": "Weapons", + "noticed": "Noticed", + "exposed": "Exposed", + "infiltrate": "Infiltrate", + "sneak": "Sneak", + "fight": "Fight", + "ambush": "Ambush", + "crack": "Crack", + "shoot": "Shoot", + "snipe": "Snipe", + "retrieve": "Retrieve", + "throw": "Throw", + "trap": "Trap", + "manipulation": "Manipulation", + "shout": "Shout", + "scare": "Scare", + "body": "Body", + "traits": "Traits", + "hits": "Hits", + "conditions": "Conditions", + "force": "Force", + "mob": "Mob", + "speed": "Speed", + "mind": "Mind", + "comminication": "Comminication", + "battered": "Battered", + "wrenched": "Wrenched", + "dazed": "Dazed", + "scarred": "Scarred" +} \ No newline at end of file diff --git a/Black-Seven/translations/ko.json b/Black-Seven/translations/ko.json new file mode 100644 index 0000000000..a7048c7fc4 --- /dev/null +++ b/Black-Seven/translations/ko.json @@ -0,0 +1,35 @@ +{ + "agent_record": "Agent Record", + "player": "Player", + "service_history": "Service History", + "equipment": "Equipment", + "weapons": "Weapons", + "noticed": "Noticed", + "exposed": "Exposed", + "infiltrate": "Infiltrate", + "sneak": "Sneak", + "fight": "Fight", + "ambush": "Ambush", + "crack": "Crack", + "shoot": "Shoot", + "snipe": "Snipe", + "retrieve": "Retrieve", + "throw": "Throw", + "trap": "Trap", + "manipulation": "Manipulation", + "shout": "Shout", + "scare": "Scare", + "body": "Body", + "traits": "Traits", + "hits": "Hits", + "conditions": "Conditions", + "force": "Force", + "mob": "Mob", + "speed": "Speed", + "mind": "Mind", + "comminication": "Comminication", + "battered": "Battered", + "wrenched": "Wrenched", + "dazed": "Dazed", + "scarred": "Scarred" +} \ No newline at end of file diff --git a/Black-Seven/translations/nl.json b/Black-Seven/translations/nl.json new file mode 100644 index 0000000000..a7048c7fc4 --- /dev/null +++ b/Black-Seven/translations/nl.json @@ -0,0 +1,35 @@ +{ + "agent_record": "Agent Record", + "player": "Player", + "service_history": "Service History", + "equipment": "Equipment", + "weapons": "Weapons", + "noticed": "Noticed", + "exposed": "Exposed", + "infiltrate": "Infiltrate", + "sneak": "Sneak", + "fight": "Fight", + "ambush": "Ambush", + "crack": "Crack", + "shoot": "Shoot", + "snipe": "Snipe", + "retrieve": "Retrieve", + "throw": "Throw", + "trap": "Trap", + "manipulation": "Manipulation", + "shout": "Shout", + "scare": "Scare", + "body": "Body", + "traits": "Traits", + "hits": "Hits", + "conditions": "Conditions", + "force": "Force", + "mob": "Mob", + "speed": "Speed", + "mind": "Mind", + "comminication": "Comminication", + "battered": "Battered", + "wrenched": "Wrenched", + "dazed": "Dazed", + "scarred": "Scarred" +} \ No newline at end of file diff --git a/Black-Seven/translations/pl.json b/Black-Seven/translations/pl.json new file mode 100644 index 0000000000..a7048c7fc4 --- /dev/null +++ b/Black-Seven/translations/pl.json @@ -0,0 +1,35 @@ +{ + "agent_record": "Agent Record", + "player": "Player", + "service_history": "Service History", + "equipment": "Equipment", + "weapons": "Weapons", + "noticed": "Noticed", + "exposed": "Exposed", + "infiltrate": "Infiltrate", + "sneak": "Sneak", + "fight": "Fight", + "ambush": "Ambush", + "crack": "Crack", + "shoot": "Shoot", + "snipe": "Snipe", + "retrieve": "Retrieve", + "throw": "Throw", + "trap": "Trap", + "manipulation": "Manipulation", + "shout": "Shout", + "scare": "Scare", + "body": "Body", + "traits": "Traits", + "hits": "Hits", + "conditions": "Conditions", + "force": "Force", + "mob": "Mob", + "speed": "Speed", + "mind": "Mind", + "comminication": "Comminication", + "battered": "Battered", + "wrenched": "Wrenched", + "dazed": "Dazed", + "scarred": "Scarred" +} \ No newline at end of file diff --git a/Black-Seven/translations/pt.json b/Black-Seven/translations/pt.json new file mode 100644 index 0000000000..a7048c7fc4 --- /dev/null +++ b/Black-Seven/translations/pt.json @@ -0,0 +1,35 @@ +{ + "agent_record": "Agent Record", + "player": "Player", + "service_history": "Service History", + "equipment": "Equipment", + "weapons": "Weapons", + "noticed": "Noticed", + "exposed": "Exposed", + "infiltrate": "Infiltrate", + "sneak": "Sneak", + "fight": "Fight", + "ambush": "Ambush", + "crack": "Crack", + "shoot": "Shoot", + "snipe": "Snipe", + "retrieve": "Retrieve", + "throw": "Throw", + "trap": "Trap", + "manipulation": "Manipulation", + "shout": "Shout", + "scare": "Scare", + "body": "Body", + "traits": "Traits", + "hits": "Hits", + "conditions": "Conditions", + "force": "Force", + "mob": "Mob", + "speed": "Speed", + "mind": "Mind", + "comminication": "Comminication", + "battered": "Battered", + "wrenched": "Wrenched", + "dazed": "Dazed", + "scarred": "Scarred" +} \ No newline at end of file diff --git a/Black-Seven/translations/ru.json b/Black-Seven/translations/ru.json new file mode 100644 index 0000000000..a7048c7fc4 --- /dev/null +++ b/Black-Seven/translations/ru.json @@ -0,0 +1,35 @@ +{ + "agent_record": "Agent Record", + "player": "Player", + "service_history": "Service History", + "equipment": "Equipment", + "weapons": "Weapons", + "noticed": "Noticed", + "exposed": "Exposed", + "infiltrate": "Infiltrate", + "sneak": "Sneak", + "fight": "Fight", + "ambush": "Ambush", + "crack": "Crack", + "shoot": "Shoot", + "snipe": "Snipe", + "retrieve": "Retrieve", + "throw": "Throw", + "trap": "Trap", + "manipulation": "Manipulation", + "shout": "Shout", + "scare": "Scare", + "body": "Body", + "traits": "Traits", + "hits": "Hits", + "conditions": "Conditions", + "force": "Force", + "mob": "Mob", + "speed": "Speed", + "mind": "Mind", + "comminication": "Comminication", + "battered": "Battered", + "wrenched": "Wrenched", + "dazed": "Dazed", + "scarred": "Scarred" +} \ No newline at end of file diff --git a/Black-Seven/translations/sv.json b/Black-Seven/translations/sv.json new file mode 100644 index 0000000000..a7048c7fc4 --- /dev/null +++ b/Black-Seven/translations/sv.json @@ -0,0 +1,35 @@ +{ + "agent_record": "Agent Record", + "player": "Player", + "service_history": "Service History", + "equipment": "Equipment", + "weapons": "Weapons", + "noticed": "Noticed", + "exposed": "Exposed", + "infiltrate": "Infiltrate", + "sneak": "Sneak", + "fight": "Fight", + "ambush": "Ambush", + "crack": "Crack", + "shoot": "Shoot", + "snipe": "Snipe", + "retrieve": "Retrieve", + "throw": "Throw", + "trap": "Trap", + "manipulation": "Manipulation", + "shout": "Shout", + "scare": "Scare", + "body": "Body", + "traits": "Traits", + "hits": "Hits", + "conditions": "Conditions", + "force": "Force", + "mob": "Mob", + "speed": "Speed", + "mind": "Mind", + "comminication": "Comminication", + "battered": "Battered", + "wrenched": "Wrenched", + "dazed": "Dazed", + "scarred": "Scarred" +} \ No newline at end of file diff --git a/Black-Seven/translations/tr.json b/Black-Seven/translations/tr.json new file mode 100644 index 0000000000..a7048c7fc4 --- /dev/null +++ b/Black-Seven/translations/tr.json @@ -0,0 +1,35 @@ +{ + "agent_record": "Agent Record", + "player": "Player", + "service_history": "Service History", + "equipment": "Equipment", + "weapons": "Weapons", + "noticed": "Noticed", + "exposed": "Exposed", + "infiltrate": "Infiltrate", + "sneak": "Sneak", + "fight": "Fight", + "ambush": "Ambush", + "crack": "Crack", + "shoot": "Shoot", + "snipe": "Snipe", + "retrieve": "Retrieve", + "throw": "Throw", + "trap": "Trap", + "manipulation": "Manipulation", + "shout": "Shout", + "scare": "Scare", + "body": "Body", + "traits": "Traits", + "hits": "Hits", + "conditions": "Conditions", + "force": "Force", + "mob": "Mob", + "speed": "Speed", + "mind": "Mind", + "comminication": "Comminication", + "battered": "Battered", + "wrenched": "Wrenched", + "dazed": "Dazed", + "scarred": "Scarred" +} \ No newline at end of file diff --git a/Black-Seven/translations/zh.json b/Black-Seven/translations/zh.json new file mode 100644 index 0000000000..a7048c7fc4 --- /dev/null +++ b/Black-Seven/translations/zh.json @@ -0,0 +1,35 @@ +{ + "agent_record": "Agent Record", + "player": "Player", + "service_history": "Service History", + "equipment": "Equipment", + "weapons": "Weapons", + "noticed": "Noticed", + "exposed": "Exposed", + "infiltrate": "Infiltrate", + "sneak": "Sneak", + "fight": "Fight", + "ambush": "Ambush", + "crack": "Crack", + "shoot": "Shoot", + "snipe": "Snipe", + "retrieve": "Retrieve", + "throw": "Throw", + "trap": "Trap", + "manipulation": "Manipulation", + "shout": "Shout", + "scare": "Scare", + "body": "Body", + "traits": "Traits", + "hits": "Hits", + "conditions": "Conditions", + "force": "Force", + "mob": "Mob", + "speed": "Speed", + "mind": "Mind", + "comminication": "Comminication", + "battered": "Battered", + "wrenched": "Wrenched", + "dazed": "Dazed", + "scarred": "Scarred" +} \ No newline at end of file diff --git a/Black-Seven/translations/zu.json b/Black-Seven/translations/zu.json new file mode 100644 index 0000000000..7237d393d6 --- /dev/null +++ b/Black-Seven/translations/zu.json @@ -0,0 +1,35 @@ +{ + "agent_record": "crwdns153868:0crwdne153868:0", + "player": "crwdns153870:0crwdne153870:0", + "service_history": "crwdns153872:0crwdne153872:0", + "equipment": "crwdns153874:0crwdne153874:0", + "weapons": "crwdns153876:0crwdne153876:0", + "noticed": "crwdns153878:0crwdne153878:0", + "exposed": "crwdns153880:0crwdne153880:0", + "infiltrate": "crwdns153882:0crwdne153882:0", + "sneak": "crwdns153884:0crwdne153884:0", + "fight": "crwdns153886:0crwdne153886:0", + "ambush": "crwdns153888:0crwdne153888:0", + "crack": "crwdns153890:0crwdne153890:0", + "shoot": "crwdns153892:0crwdne153892:0", + "snipe": "crwdns153894:0crwdne153894:0", + "retrieve": "crwdns153896:0crwdne153896:0", + "throw": "crwdns153898:0crwdne153898:0", + "trap": "crwdns153900:0crwdne153900:0", + "manipulation": "crwdns153902:0crwdne153902:0", + "shout": "crwdns153904:0crwdne153904:0", + "scare": "crwdns153906:0crwdne153906:0", + "body": "crwdns153908:0crwdne153908:0", + "traits": "crwdns153910:0crwdne153910:0", + "hits": "crwdns153912:0crwdne153912:0", + "conditions": "crwdns153914:0crwdne153914:0", + "force": "crwdns153916:0crwdne153916:0", + "mob": "crwdns153918:0crwdne153918:0", + "speed": "crwdns153920:0crwdne153920:0", + "mind": "crwdns153922:0crwdne153922:0", + "comminication": "crwdns153924:0crwdne153924:0", + "battered": "crwdns153926:0crwdne153926:0", + "wrenched": "crwdns153928:0crwdne153928:0", + "dazed": "crwdns153930:0crwdne153930:0", + "scarred": "crwdns153932:0crwdne153932:0" +} \ No newline at end of file diff --git a/Blades in the Dark/translations/fr.json b/Blades in the Dark/translations/fr.json index a2df68e06d..11c3570ff1 100644 --- a/Blades in the Dark/translations/fr.json +++ b/Blades in the Dark/translations/fr.json @@ -730,10 +730,10 @@ "playbook_ability_mastermind_description": "Vous pouvez dépenser votre armure spéciale pour protéger un coéquipier, ou pour vous dépasser quand vous recueillez des informations ou travaillez sur un projet à long terme.", "playbook_ability_mesmerism": "Mesmérisme", "playbook_ability_mesmerism_description": "Quand vous influencez quelqu’un, vous pouvez lui faire oublier ce qui s’est passé jusqu’à sa prochaine interaction avec vous.", - "playbook_ability_misdirection": "Misdirection", - "playbook_ability_misdirection_description": "When you create a distraction, you get +1d.", + "playbook_ability_misdirection": "Détourner l’attention", + "playbook_ability_misdirection_description": "Quand vous créez une distraction, vous avez +1d.", "playbook_ability_monstrous": "Monstrueux", - "playbook_ability_monstrous_description": "You can push yourself to do one of the following: perform a feat of athletics that verges on the superhuman—take on the appearance of a frightening monster.", + "playbook_ability_monstrous_description": "Vous pouvez vous dépasser pour accomplir l’un des exploits suivants: accomplir un tour de force physique proche du surhumain ou prendre l'apparence d'un monstre effrayant.", "playbook_ability_mule": "Bourrique", "playbook_ability_mule_description": "Vos limites maximales de charge sont augmentées. Légère: 5. Normale: 7. Lourde: 8.", "playbook_ability_not_to_be_trifled_with": "A ne pas prendre à la légère", @@ -755,11 +755,11 @@ "playbook_ability_pyromancer": "Pyromancien", "playbook_ability_pyromancer_description": "You can push yourself to do one of the following: produce a cloud of smoke or unleash a gout of flame as a weapon—drastically raise or lower the temperature of your immediate vicinity.", "playbook_ability_red_right_hand": "Red Right Hand", - "playbook_ability_red_right_hand_description": "When you assist a teammate, you can choose to take 2 stress instead of only 1, and they get +1 effect, as well as +1d.", + "playbook_ability_red_right_hand_description": "Quand vous aidez un coéquipier, vous pouvez choisir de prendre 2 stress au lieu de 1 et ils obtiennent +1 effet et +1d.", "playbook_ability_reflexes": "Réflexes", "playbook_ability_reflexes_description": "Vous agissez toujours en premier.", "playbook_ability_revolutionary": "Révolutionnaire", - "playbook_ability_revolutionary_description": "You gain an additional xp trigger: You attacked the government or the nobility. If your crew attacked them too, also mark crew xp.", + "playbook_ability_revolutionary_description": "Vous gagnez une possibilité supplémentaire pour gagner de l’XP : vous avez attaqué le gouvernement ou la noblesse. Si votre bande les a attaqué aussi, marquez aussi de l’XP de bande.", "playbook_ability_ritual": "Rituel", "playbook_ability_ritual_description": "Vous connaissez les secrets ésotériques permettant d’accomplir un rituel de sorcellerie. Vous pouvez étudier un rituel occulte (ou en créer un nouveau) pour invoquer un effet ou un être surnaturel. Vous débutez avec un rituel déjà connu.", "playbook_ability_rook's_gambit": "Gambit de la Tour", @@ -822,7 +822,7 @@ "playbook_ability_vigorous_description": "Vous guérissez plus rapidement. Cochez de manière permanente un segment de votre compteur de guérison. Gagnez +1 dé aux jets de récupération.", "playbook_ability_warded": "Conjureur", "playbook_ability_warded_description": "Vous pouvez dépenser votre armure spéciale pour résister à une conséquence en rapport avec le surnaturel, ou pour vous dépasser quand vous affrontez ou recourez à une force ésotérique.", - "playbook_ability_weaving_the_web": "Weaving the Web", + "playbook_ability_weaving_the_web": "Tisser la toile", "playbook_ability_weaving_the_web_description": "Vous obtenez +1 dé pour côtoyer quand vous recueillez des informations au sujet d’une cible pour un coup. Vous obtenez +1 dé au jet d’engagement pour cette opération.", "playbook_advancement": "Avancement de livret", "playbook_cutter_description": "Dangereux &\nIntimidant\nCombattant", @@ -834,7 +834,7 @@ "playbook_cutter_friends_title": "Amis Dangereux", "playbook_cutter_xp_condition": "Vous avez relevé un défi en utilisant la force ou la violence.", "playbook_description": "Une petite description du livret", - "playbook_faris_description": "A fearsome warlord, a sultan of the streets", + "playbook_faris_description": "Un chef de guerre redoutable, un sultan des rues", "playbook_faris_friend_0": "Bilal Maat, un avocat corrompu", "playbook_faris_friend_1": "Imran Pasha, un chef de gang", "playbook_faris_friend_2": "Lenora Drakewell, une diplomate", @@ -854,7 +854,7 @@ "playbook_ghost_friends_title": "Ennemis & Rivaux", "playbook_ghost_xp_condition": "You exacted vengeance upon those whom you deem deserving.", "playbook_ghost_xp_condition2": "You expressed your your outrage or anger, or settled scores from your heritage or background.", - "playbook_ghost_xp_condition3": "You struggled with issues from your need or glooms during the session.", + "playbook_ghost_xp_condition3": "Vous avez dû faire face à des problèmes issus de vos besoins ou de vos ténèbres pendant la session.", "playbook_hound_description": "Un Traqueur et Tireur d’Elite meurtrier", "playbook_hound_friend_0": "Steiner, un assassin", "playbook_hound_friend_1": "Celene, une sentinelle", @@ -866,7 +866,7 @@ "playbook_hull_description": "A spirit animating a clockwork frame", "playbook_hull_xp_condition": "You fulfilled your functions despite difficulty or danger.", "playbook_hull_xp_condition2": "You suppressed or ignored your former human beliefs, drives, heritage, or background.", - "playbook_hull_xp_condition3": "You struggled with issues from your wear during the session.", + "playbook_hull_xp_condition3": "Vous avez dû faire face à des problèmes liés à votre tenue vestimentaire pendant la session.", "playbook_item_a_cane-sword": "une canne épée", "playbook_item_a_special_friend": "Un ami spécial", "playbook_item_a_trained_hunting_pet": "un animal de chasse entraîné", @@ -986,7 +986,7 @@ "playbook_vampire_friends_title": "Noirs serviteurs", "playbook_vampire_xp_condition": "You displayed your dominance or slayed without mercy.", "playbook_vampire_xp_condition2": "You expressed your beliefs, drives, heritage, or background.", - "playbook_vampire_xp_condition3": "You struggled with issues from your vice, traumas, or strictures during the session.", + "playbook_vampire_xp_condition3": "Vous avez dû faire face à des problèmes issus de vos vices, de vos traumatismes ou de vos restrictions pendant la session.", "playbook_vizier_description": "The figure\nbehind the\nthrone", "playbook_vizier_friend_0": "Bilal Maat, an infernalist", "playbook_vizier_friend_1": "Gulrukh, un bibliothécaire", @@ -1045,10 +1045,10 @@ "roll-inf": "jet", "roll": "jet", "roll_engagement": "Jet d’Engagement", - "roll_for": "roll for", + "roll_for": "jet de", "roll_fortune": "Jet de chance", "roll_their": "roll their", - "rolls": "rolls", + "rolls": "jets", "rolls_for": "rolls for", "rolls_their": "rolls their", "ruthless": "Sans scrupule", @@ -1070,7 +1070,7 @@ "show_item_description": "Descriptions d’items et d’augmentation", "show_origin": "Afficher les informations sur les Origines", "show_outline": "Afficher le contour pour les champs d’informations actifs", - "show_vampire_strictures": "Show vampire strictures", + "show_vampire_strictures": "Afficher les restrictions de vampire", "skirmish": "Escarmouche", "skirmish_description": "Escarmouche avec un adversaire en combat rapproché, assaut ou qui tient une position; baston ou lutte.", "skullfire_poison": "Skullfire Poison", @@ -1094,13 +1094,13 @@ "stealth": "Discrétion", "stress": "Stress", "stress_label": "Étiquette à utiliser pour le stress", - "strictures": "Strictures", + "strictures": "Restrictions", "strictures_bestial": "When you suffer physical harm or overindulge your vice, your body twists into a horrific bestial form until you next feed without overindulging.", - "strictures_bound": "Your spirit must remain in this body, or be destroyed.", + "strictures_bound": "Votre esprit doit rester dans ce corps ou être détruit.", "strictures_forbidden": "You cannot enter a private residence without permission from the owner.", "strictures_repelled": "Spiritbane charms can hold you at bay. (Take 2 stress to resist the repulsion.)", "strictures_slumber": "In downtime, you must spend one activity resting in a dark, silent place (or else suffer 3 stress).", - "stricturesblurb": "When you gain a new vampire trait (except veteran), add a stricture.", + "stricturesblurb": "Quand vous gagnez un nouveau trait de vampire (sauf vétéran), gagnez une restriction.", "strong": "Fort", "study": "Etudier", "study_description": "Etudier une personne, un document ou un objet. vous inspectez les moindres détails et interprétez les preuves.", @@ -1168,11 +1168,11 @@ "viceroll2": ") cède", "vicious": "Vicieux", "vigilantes": "Vigilantes", - "vizier": "Vizier", + "vizier": "Vizir", "wanted": "Recherché", "wanted_label": "Label à utiliser pour Recherché", "wantedroll1": "(qui ont actuellement ", - "wantedroll2": ") roll for", + "wantedroll2": ") jet de", "war": "Guerre", "warblurb1": "Quand la bande est en guerre contre d’autres factions, peu importe leur nombre, elle subit les modifications suivantes:", "warblurb2": "perd temporairement un niveau d’assise.", @@ -1197,7 +1197,7 @@ "xp_specific": "Entrez une condition spécifique pour gagner de l’XP à chaque livret de personnage", "xp_specific_extra": "Entrez une autre condition spécifique pour gagner de l’XP.", "xp_top": "Pour chacune, il gagne 1 px si la condition s’est produite, voire 2 px si cela s’est produit plusieurs fois durant la session.", - "xp_vice": "Vous vous avez débattré avec les problèmes de vos vice ou de vos traumatismes.", + "xp_vice": "Vous avez dû faire face à des problèmes issus de vos vices ou de vos traumatismes pendant la session.", "zerodice": "Zero Dé — Prenez le plus petit résultat", "zindiq": "Zindiq" } diff --git a/Blades in the Dark/translations/it.json b/Blades in the Dark/translations/it.json index 669687d72b..3f5f4a3a37 100644 --- a/Blades in the Dark/translations/it.json +++ b/Blades in the Dark/translations/it.json @@ -1,16 +1,16 @@ { - "+heavy": "+Heavy", + "+heavy": "+Pesante", "+heavy_description": "The addition of chain mail, metal plates, a metal helm", - "a_2nd_pistol": "A 2nd Pistol", - "a_blade_or_two": "A Blade or Two", + "a_2nd_pistol": "Una 2da Pistola", + "a_blade_or_two": "Una lama o due", "a_blade_or_two_description": "Perhaps you carry a simple fighting knife. Or two curved swords. Or a rapier and stiletto. Or a heavy butcher’s cleaver.", "a_consequence": "a consequence", "a_large_weapon": "A Large Weapon", "a_large_weapon_description": "A weapon meant for two hands. A battle-axe, greatsword, warhammer, or pole-arm. A hunting rifle. A blunderbuss. A bow or crossbow.", - "a_pistol": "A Pistol", + "a_pistol": "Una Pistola", "a_pistol_description": "A heavy, single-shot, breech-loading firearm. Devastating at 20 paces, slow to reload.", - "ability_description": "Ability description", - "ability_name": "Ability Name", + "ability_description": "descrizione abilità", + "ability_name": "nome abilità", "add_abilities": "Add abilities", "add_contacts": "Add contacts", "add_friends": "Add friends", @@ -26,17 +26,17 @@ "an_unusual_weapon": "An Unusual weapon", "an_unusual_weapon_description": "A curiosity or tool turned into a weapon. A whip, a flail, a hatchet, a shovel, a length of chain, a razor-edged fan, steel-toed boots.", "an_upgrade": "An upgrade", - "arcane_implements": "Arcane Implements", + "arcane_implements": "Reagenti Arcani", "arcane_implements_description": "A vial of quicksilver. A pouch of black salt. A spirit anchor in the form of a small stone. A spirit bottle. A vial of electroplasm, designed to break and splatter on impact.", "armor": "Armor", "armor_description": "A thick leather tunic plus reinforced gloves and boots.", "armor_uses": "Armor uses", - "assassins": "Assassins", + "assassins": "Assassini", "assault": "Assault", "assist_a_teammate": "Assist a teammate", - "attune": "Attune", + "attune": "Armonizzare", "attune_description": "Attune to spirits and the ghost field; channel electroplasmic energy; perceive and communicate with ghosts; understand spectrology.", - "autofill_reminder_crew": "To generate crew abilities, upgrades, contacts, and claims, enter the name of the crew type above:", + "autofill_reminder_crew": "Scrivi la tipologia della Banda qui sopra per generare le Abilità Speciali della Banda, i Potenziamenti, i Contatti e le Rivendicazioni.", "autofill_reminder_playbook": "To generate playbook abilities, items, and friends, enter the name of the playbook above:", "background": "Background", "background_info": "Academic — Labor — Law — Trade — Military — Noble — Underworld", @@ -50,7 +50,7 @@ "bonus_die": "Bonus Die", "bonusdice": "Bonus dice", "bound": "Bound", - "bravos": "Bravos", + "bravos": "Bravi", "broken": "Broken", "burglary_gear": "Burglary Gear", "burglary_gear_description": "A set of lockpicks. A small pry-bar. Vials of oil to silence squeaky hinges. A coil of wire and fishing hooks. A small pouch of fine sand.", @@ -184,15 +184,15 @@ "cohorts": "Cohorts", "coin": "Coin", "cold": "Cold", - "command": "Command", + "command": "Comandare", "command_description": "Command obedience with your force of personality; intimidate or threaten; lead an action with one of the crew's gangs.", "consequence": "Consequence", - "consort": "Consort", + "consort": "Socializzare", "consort_description": "Consort with connections from your heritage, background, friends, or rivals to gain access to resources, information, people, or places.", "contact_name": "Contact name", "contacts": "Contacts", "controlled": "Controlled", - "crew": "Crew", + "crew": "Banda", "crew_ability_accord": "Accord", "crew_ability_accord_description": "Sometimes friends are as good as territory. You may count up to three +3 faction statuses you hold as if they are turf.", "crew_ability_all_hands": "All Hands", @@ -320,7 +320,7 @@ "crew_cult_hunting_grounds_description": "Acquisition — Augury — Consecration — Sacrifice", "crew_cult_hunting_grounds_type": "Sacred Sites", "crew_cult_xp_condition": "Advance the agenda of your deity or embody its precepts in action.", - "crew_description": "A short crew description", + "crew_description": "Una breve descrizione della banda", "crew_hawkers_contact_0": "Rolan Wott, a magistrate", "crew_hawkers_contact_1": "Laroze, a bluecoat", "crew_hawkers_contact_2": "Lydra, a deal broker", @@ -379,7 +379,7 @@ "crew_upgrade_underground_maps_&_passkeys": "Underground maps & passkeys", "crew_upgrade_vigilantes_attire": "Vigilantes attire (2 free load of weapons or supplies)", "crew_upgrade_willing_to_fight": "Willing to Fight (Experts are braves)", - "crew_upgrades": "Crew Upgrades", + "crew_upgrades": "Potenziamenti della Banda", "crew_vigilantes_contact_0": "Mara, a chief inspector", "crew_vigilantes_contact_1": "Twelves, a Leviathan Hunter", "crew_vigilantes_contact_2": "Soren, a restless ghost", @@ -390,9 +390,9 @@ "crew_vigilantes_hunting_grounds_description": "Uniting — Interference — Resistance — Terror", "crew_vigilantes_hunting_grounds_type": "Protected Grounds", "crew_vigilantes_xp_condition": "Interfere with criminal scores, protect citizens, or antagonize the law.", - "cult": "Cult", + "cult": "Cultisti", "custom_action_labels": "Use custom action labels", - "cutter": "Cutter", + "cutter": "Tagliagole", "dark_talent": "Vampire's Dark Talent:", "deception": "Deception", "deity": "Deity", @@ -409,7 +409,7 @@ "detail_social": "Connection", "detail_stealth": "Entry point", "detail_transport": "Route", - "devils_bargain": "Devil's Bargain", + "devils_bargain": "Patto col Diavolo", "documents": "Documents", "documents_description": "A collection of slim volumes on a variety of topics, including a registry of the nobility, City Watch commanders, and other notable citizens. Blank pages, a vial of ink, a pen. A number of interesting maps.", "drain": "Drain", @@ -445,7 +445,7 @@ "faction_ironhook_prison": "Ironhook Prison", "faction_iruvian_consulate": "Iruvian Consulate", "faction_laborers": "Laborers", - "faction_leviathan_hunters": "Leviathan Hunters", + "faction_leviathan_hunters": "Cacciatori di Leviatani", "faction_lord_scurlock": "Lord Scurlock", "faction_ministry_of_preservation": "Ministry of Preservation", "faction_mode": "Faction Mode", @@ -456,18 +456,18 @@ "faction_servants": "Servants", "faction_severosi_consulate": "Severosi Consulate", "faction_silkshore": "Silkshore", - "faction_six_towers": "Six Towers", - "faction_skovlan_consulate": "Skovlan Consulate", + "faction_six_towers": "Le Sei Torri", + "faction_skovlan_consulate": "Consolato di Skovlan", "faction_skovlander_refugees": "Skovlander Refugees", "faction_sparkwrights": "Sparkwrights", - "faction_spirit_wardens": "Spirit Wardens", - "faction_the_billhooks": "The Billhooks", - "faction_the_brigade": "The Brigade", + "faction_spirit_wardens": "Guardiani di Spiriti", + "faction_the_billhooks": "Le Roncole", + "faction_the_brigade": "La Brigata", "faction_the_church_of_ecstasy": "The Church of Ecstasy", "faction_the_circle_of_flame": "The Circle of Flame", "faction_the_crows": "The Crows", "faction_the_dimmer_sisters": "The Dimmer Sisters", - "faction_the_docks": "The Docks", + "faction_the_docks": "Il Porto", "faction_the_foghounds": "The Foghounds", "faction_the_forgotten_gods": "The Forgotten Gods", "faction_the_foundation": "The Foundation", @@ -491,11 +491,11 @@ "factions3": "Labor & Trade", "factions4": "The Fringe", "factions5": "Citizenry", - "factions_title": "Factions of Doskvol", + "factions_title": "Fazioni di Doskvol", "faris": "Faris", "features": "Features", "fill_fields": "Fill in sheet fields automatically upon entering or changing playbook or crew type", - "finesse": "Finesse", + "finesse": "Destreggiarsi", "finesse_description": "Finesse an item from someone's pocket; employ subtle misdirection or sleight-of-hand; handle a vehicle or a mount.", "fire_oil": "Fire Oil", "fixated": "Fixated", @@ -514,8 +514,8 @@ "functions_info": "to guard — to destroy — to discover — to acquire — to labor at ... that which my master commands.", "furious": "Furious", "gang": "Gang", - "gang_type": "Thugs", - "gather_information": "Gather Information", + "gang_type": "Teppisti", + "gather_information": "Raccogliere Informazioni", "gatherinfo_are_they_telling": "Are they telling the truth?", "gatherinfo_how_can_I_blend": "How can I blend in here?", "gatherinfo_how_can_I_discover": "How can I discover [X]?", @@ -545,29 +545,29 @@ "gatherinfo_whos_most_dangerous": "Who's most dangerous here?", "gear": "Gear", "generate_factions": "Generate Factions", - "ghost": "Ghost", + "ghost": "Fantasma", "ghost_traits": "Ghost traits", "ghost_viceblurb": "You have an intense need: life essence. To satisfy this need, possess a living victim and consume their spirit energy (this may be a downtime action). When you do so, clear half your drain (round down).", "gloom": "Gloom", "grenade": "Grenade", - "harm": "Harm", + "harm": "Danno", "haunted": "Haunted", - "hawkers": "Hawkers", + "hawkers": "Avvoltoi", "healing": "Healing", - "heat": "Heat", + "heat": "SOSP.", "heat_label": "Label to use for Heat", "heavy": "Heavy", - "heritage": "Heritage", + "heritage": "Retaggio", "heritage_info": "Akoros — The Dagger Isles — Iruvia — Severos — Skovlan — Tycheros", "hidden": "Hidden", - "hold": "Hold", - "hound": "Hound", + "hold": "Dominio", + "hound": "Segugio", "how_many_boxes": "How many boxes?", "how_much_load": "How much load?", - "hull": "Hull", + "hull": "Costrutto", "hull_traits": "Hull traits", "hull_viceblurb": "Your clockwork body runs on electroplasm. Recharge your capacitors by connecting to an industrial-grade generator (downtime action). When you do this, clear 5 drain.", - "hunt": "Hunt", + "hunt": "Cacciare", "hunt_description": "Hunt a target; gather information about its location and movements; attack with precision shooting from a distance.", "hunter": "Hunter", "hunting_grounds": "Hunting Grounds", @@ -576,32 +576,32 @@ "impaired": "Impaired", "implements": "Implements", "indulge_vice": "Indulge Vice", - "insight": "Insight", + "insight": "Intuito", "insight_description": "Resist consequences from deception or understanding.", "italics_dont_count": "(italics don't count for load)", "item_name": "A useful item", "items": "Items", "janissary": "Janissary", - "lair": "Lair", + "lair": "Covo", "lantern": "Lantern", "lantern_description": "A simple oil lantern, a fancy electroplasmic lamp, or other light source.", "lead_a_group_action": "Lead a group action", "leaking": "Leaking", - "leech": "Leech", + "leech": "Sanguisuga", "less_effect": "Less Effect", "lifestyle": "Lifestyle", "light": "Light", - "list_crews": "Assassins, Bravos, Cult, Hawkers, Shadows, Smugglers, or Vigilantes.", - "list_playbooks": "Cutter, Hound, Leech, Lurk, Slide, Spider, Whisper, Ghost, Hull, or Vampire.", + "list_crews": "Assassini, Avvoltoi, Bravi, Cultisti, Ombre, Trafficanti o Vigilantes", + "list_playbooks": "Guanto, Nebbia, Ragno, Sanguisuga, Segugio, Ragno, Tagliagole, Fantasma o Vampiro", "load": "load", "load:": "Load:", - "look": "Look", - "lurk": "Lurk", + "look": "Aspetto", + "lurk": "Nebbia", "mark_xp:": "Mark XP:", "mastery": "Mastery", "minus1d": "-1D", "mirage": "Mirage", - "name": "Name", + "name": "Nome", "need_help": "Need Help", "new_cohort": "New Cohort: 2", "normal": "Normal", @@ -762,7 +762,7 @@ "playbook_ability_revolutionary_description": "You gain an additional xp trigger: You attacked the government or the nobility. If your crew attacked them too, also mark crew xp.", "playbook_ability_ritual": "Ritual", "playbook_ability_ritual_description": "You can Study an occult ritual (or create a new one) to summon a supernatural effect or being. You know the arcane methods to perform ritual sorcery. You begin with one ritual already learned.", - "playbook_ability_rook's_gambit": "Rook's Gambit", + "playbook_ability_rook's_gambit": "Gambetto di Torre", "playbook_ability_rook's_gambit_description": "Take 2 stress to roll your best action rating while performing a different action. Say how you adapt your skill to this use.", "playbook_ability_saboteur": "Saboteur", "playbook_ability_saboteur_description": "When you Wreck, the work is much quieter than it should be and the damage is hidden from casual inspection.", @@ -825,7 +825,7 @@ "playbook_ability_weaving_the_web": "Weaving the Web", "playbook_ability_weaving_the_web_description": "You gain +1d to Consort when you gather information on a target for a score. You get +1d to the engagement roll for that operation.", "playbook_advancement": "Playbook Advancement", - "playbook_cutter_description": "A Dangerous &\nIntimidating\nFighter", + "playbook_cutter_description": "Un combattente pericoloso e intimidatorio", "playbook_cutter_friend_0": "Marlane, a pugilist", "playbook_cutter_friend_1": "Chael, a vicious thug", "playbook_cutter_friend_2": "Mercy, a cold killer", @@ -855,7 +855,7 @@ "playbook_ghost_xp_condition": "You exacted vengeance upon those whom you deem deserving.", "playbook_ghost_xp_condition2": "You expressed your your outrage or anger, or settled scores from your heritage or background.", "playbook_ghost_xp_condition3": "You struggled with issues from your need or glooms during the session.", - "playbook_hound_description": "A Deadly\nSharpshooter\nand Tracker", + "playbook_hound_description": "Un inseguitore e un cecchino letale", "playbook_hound_friend_0": "Steiner, an assassin", "playbook_hound_friend_1": "Celene, a sentinel", "playbook_hound_friend_2": "Melvir, a physicker", @@ -921,7 +921,7 @@ "playbook_janissary_friend_4": "Vishka, a driver", "playbook_janissary_friends_title": "Ordinary Friends", "playbook_janissary_xp_condition": "You addressed a challenge with courage or attention to detail.", - "playbook_leech_description": "A Saboteur and\nTechnician", + "playbook_leech_description": "Un tecnico e guastatore", "playbook_leech_friend_0": "Stazia, an apothecary", "playbook_leech_friend_1": "Veldren, a psychonaut", "playbook_leech_friend_2": "Eckerd, a corpse thief", @@ -929,7 +929,7 @@ "playbook_leech_friend_4": "Malista, a priestess", "playbook_leech_friends_title": "Clever Friends", "playbook_leech_xp_condition": "You addressed a challenge with technical skill or mayhem.", - "playbook_lurk_description": "A Stealthy\nInfiltrator\nand Burglar", + "playbook_lurk_description": "Un furtivo infiltratore e scassinatore", "playbook_lurk_friend_0": "Telda, a beggar", "playbook_lurk_friend_1": "Darmot, a bluecoat", "playbook_lurk_friend_2": "Frake, a locksmith", @@ -961,15 +961,15 @@ "playbook_rakshasa_friend_4": "Raban, a gravedigger", "playbook_rakshasa_friends_title": "Dirty Friends", "playbook_rakshasa_xp_condition": "You addressed a challenge with stealth or violence.", - "playbook_slide_description": "A Subtle\nManipulator\nand Spy", - "playbook_slide_friend_0": "Bryl, a drug dealer", - "playbook_slide_friend_1": "Bazso Baz, a gang leader", - "playbook_slide_friend_2": "Klyra, a tavern owner", - "playbook_slide_friend_3": "Nyryx, a prostitute", - "playbook_slide_friend_4": "Harker, a jail-bird", + "playbook_slide_description": "Una spia e subdolo manipolatore", + "playbook_slide_friend_0": "Bryl, uno spacciatore", + "playbook_slide_friend_1": "Bazso Baz, un capo banda", + "playbook_slide_friend_2": "Klyra, la proprietaria di una taverna", + "playbook_slide_friend_3": "Nyryx, una prostituta", + "playbook_slide_friend_4": "Harker, un carcerato", "playbook_slide_friends_title": "Sly Friends", "playbook_slide_xp_condition": "You addressed a challenge with deception or in influence.", - "playbook_spider_description": "A Devious\nMastermind", + "playbook_spider_description": "Un subdolo pianificatore", "playbook_spider_friend_0": "Salia, an information broker", "playbook_spider_friend_1": "Augus, a master architect", "playbook_spider_friend_2": "Jennah, a servant", @@ -995,7 +995,7 @@ "playbook_vizier_friend_4": "Tamadur Faran, the explorer", "playbook_vizier_friends_title": "Learned Friends", "playbook_vizier_xp_condition": "You addressed a challenge with planning or teamwork.", - "playbook_whisper_description": "An Arcane\nAdept and\nChanneler", + "playbook_whisper_description": "Un adepto e tramite arcano", "playbook_whisper_friend_0": "Nyryx, a possessor ghost", "playbook_whisper_friend_1": "Scurlock, a vampire", "playbook_whisper_friend_2": "Setarra, a demon", @@ -1015,9 +1015,9 @@ "position": "Position", "progress_clock": "progress clock", "protect_a_teammate": "Protect a teammate", - "prowess": "Prowess", + "prowess": "Prestanza", "prowess_description": "Resist consequences from physical strain or injury.", - "prowl": "Prowl", + "prowl": "Sgattaiolare", "prowl_description": "Prowl about unseen and traverse obstacles; climb, swim, run, jump, and tumble. Ambush with close violence — a backstab, throat cutting, black-jack, etc.", "push_yourself": "Push yourself", "push_yourself_desc1": " (take 2 ", @@ -1039,7 +1039,7 @@ "resist_instructions": "Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.", "resistance_bonus": "Resistance bonus:", "resists": "resists", - "resolve": "Resolve", + "resolve": "Risolutezza", "resolve_description": "Resist consequences from mental strain or willpower.", "risky": "Risky", "roll-inf": "roll", @@ -1057,7 +1057,7 @@ "secure": "Secure", "send_details_to_chat": "Send details to chat", "set_up_a_teammate": "Set up a teammate", - "shadows": "Shadows", + "shadows": "Ombre", "short": "short", "show_bandolier_slots": "Show bandolier slots", "show_broadcast": "Show broadcast buttons for sending information to chat", @@ -1071,22 +1071,22 @@ "show_origin": "Show origin field", "show_outline": "Show outline for active input fields", "show_vampire_strictures": "Show vampire strictures", - "skirmish": "Skirmish", + "skirmish": "Schermire", "skirmish_description": "Skirmish with an opponent in close combat; assault or hold a position; brawl and wrestle.", "skullfire_poison": "Skullfire Poison", - "slide": "Slide", + "slide": "Guanto", "slumber": "Slumber", "smoke_bomb": "Smoke Bomb", "smoking": "Smoking", - "smugglers": "Smugglers", + "smugglers": "Trafficanti", "social": "Social", "soft": "Soft", "spark_drug": "Spark (drug)", "sparking": "Sparking", "special": "Special", - "special_abilities": "Special Abilities", + "special_abilities": "Abilità Speciali", "special_ability": "Special Ability", - "spider": "Spider", + "spider": "Ragno", "spirit_playbooks": "Spirit playbooks", "standstill_poison": "Standstill Poison", "stash": "Stash", @@ -1102,22 +1102,22 @@ "strictures_slumber": "In downtime, you must spend one activity resting in a dark, silent place (or else suffer 3 stress).", "stricturesblurb": "When you gain a new vampire trait (except veteran), add a stricture.", "strong": "Strong", - "study": "Study", + "study": "Studiare", "study_description": "Study a person, document, or item with close scrutiny to gather information and apply knowledge; gain a deeper understanding; do research.", "subterfuge_supplies": "Subterfuge Supplies", "subterfuge_supplies_description": "A theatrical make-up kit. A selection of blank documents, ready for the forger's hand. Costume jewelry. A reversible cloak and distinctive hat. A forged badge of office.", "supplies": "Supplies", - "survey": "Survey", + "survey": "Sondare", "survey_description": "Survey a location or situation to understand what's going on; sense trouble before it happens; gather information about opportunities or exploits.", - "sway": "Sway", + "sway": "Manipolare", "sway_description": "Sway someone with charm, logic, deception, disguise, or bluff; change attitudes or behavior with manipulation or seduction.", "teamwork": "Teamwork", "territorial": "Territorial", "throwing_knives": "Throwing Knives", "throwing_knives_description": "Six small, light blades.", "thugs": "Thugs", - "tier": "Tier", - "tinker": "Tinker", + "tier": "RANGO", + "tinker": "Armeggiare", "tinker_description": "Tinker with mechanisms to create, modify, disable, or repair; disable a trap, pick a lock, or crack a safe. Use the ubiquitous clockwork and electroplasmic devices around the city to your advantage.", "tinkering_tools": "Tinkering Tools", "tinkering_tools_description": "An assortment for detailed mechanist work: jeweler’s loupe, tweezers, a small hammer, pliers, screwdriver, etc.", @@ -1152,7 +1152,7 @@ "upgrade_workshop_description": "Your lair has a workshop appointed with tools for tinkering and alchemy, as well as a small library of books, documents, and maps. You may accomplish long-term projects with these assets without leaving your lair.", "upon_crew_advance": "Upon crew advance, each PC gets Stash = Tier+2", "use_kirsty": "Use Kirsty font if installed (only check if you have Kirsty)", - "vampire": "Vampire", + "vampire": "Vampiro", "vampire_traits": "Vampire traits", "vampire_viceblurb": "Your vice is life essence, consumed from a living human. Use 1 downtime activity to hunt prey and indulge your vice. Also, when you feed, erase all level 1 harm and mark 4 ticks on your healing clock. This is is the only way you can heal. How do you feed? What telltale sign do you leave on your victims?", "vault": "Vault", @@ -1183,10 +1183,10 @@ "weapons": "Weapons", "wear": "Wear", "when_you_use_bandolier": "When you use a bandolier slot, choose an alchemical:", - "whisper": "Whisper", + "whisper": "Sussurro", "with": "with", "workshop": "Workshop", - "wreck": "Wreck", + "wreck": "Distruggere", "wreck_description": "Wreck a place, item, or obstacle with savage force or carefully applied sabotage; breach defenses with force; create distractions and chaos.", "xp_beliefs": "You expressed your beliefs, drives, heritage, or background.", "xp_bolster": "Bolster your crew's reputation or develop a new one.", diff --git a/Blades in the Dark/translations/ru.json b/Blades in the Dark/translations/ru.json index 669687d72b..e2fbb27971 100644 --- a/Blades in the Dark/translations/ru.json +++ b/Blades in the Dark/translations/ru.json @@ -1,54 +1,54 @@ { - "+heavy": "+Heavy", - "+heavy_description": "The addition of chain mail, metal plates, a metal helm", - "a_2nd_pistol": "A 2nd Pistol", - "a_blade_or_two": "A Blade or Two", - "a_blade_or_two_description": "Perhaps you carry a simple fighting knife. Or two curved swords. Or a rapier and stiletto. Or a heavy butcher’s cleaver.", - "a_consequence": "a consequence", - "a_large_weapon": "A Large Weapon", - "a_large_weapon_description": "A weapon meant for two hands. A battle-axe, greatsword, warhammer, or pole-arm. A hunting rifle. A blunderbuss. A bow or crossbow.", - "a_pistol": "A Pistol", - "a_pistol_description": "A heavy, single-shot, breech-loading firearm. Devastating at 20 paces, slow to reload.", - "ability_description": "Ability description", - "ability_name": "Ability Name", - "add_abilities": "Add abilities", - "add_contacts": "Add contacts", - "add_friends": "Add friends", - "add_items": "Add items", + "+heavy": "+Тяжёлый", + "+heavy_description": "Дополнение в виде кольчуги, металлических пластин и шлема. ", + "a_2nd_pistol": "2й пистолет", + "a_blade_or_two": "Клинок или два", + "a_blade_or_two_description": "Возможно, ты носишь с собой простой боевой нож. Или пару сабель. Или шпагу и стилет. Или тяжёлый мясницкий тесак", + "a_consequence": "последствие", + "a_large_weapon": "Большое оружие", + "a_large_weapon_description": "Оружие для двух рук. Топор, молот, меч, древковое. Охотничья винтовка. Мушкетон. Лук или арбалет.", + "a_pistol": "Пистолет", + "a_pistol_description": "Тяжёл, однозаряден, медленно перезаряжается. Смертоносен на расстоянии 20 шагов. ", + "ability_description": "Описание таланта", + "ability_name": "Название таланта", + "add_abilities": "Добавить таланты", + "add_contacts": "Добавить контакты", + "add_friends": "Добавить друзей", + "add_items": "Добавить предмет", "add_type": "Add Type: 2", - "add_upgrades": "Add upgrades", - "adepts": "Adepts", - "alcahest": "Alcahest", - "alchemicals": "Alchemicals", - "alchemicals_label": "Label for alchemicals section", - "alias": "Alias", - "alternate_iruvian_playbooks": "Unoffical alternate Iruvian playbooks", - "an_unusual_weapon": "An Unusual weapon", - "an_unusual_weapon_description": "A curiosity or tool turned into a weapon. A whip, a flail, a hatchet, a shovel, a length of chain, a razor-edged fan, steel-toed boots.", - "an_upgrade": "An upgrade", - "arcane_implements": "Arcane Implements", - "arcane_implements_description": "A vial of quicksilver. A pouch of black salt. A spirit anchor in the form of a small stone. A spirit bottle. A vial of electroplasm, designed to break and splatter on impact.", - "armor": "Armor", - "armor_description": "A thick leather tunic plus reinforced gloves and boots.", + "add_upgrades": "Добавить улучшения", + "adepts": "Адепты", + "alcahest": "Алкагест", + "alchemicals": "Алхимия", + "alchemicals_label": "Метка секции алхимии", + "alias": "Кличка", + "alternate_iruvian_playbooks": "Неофициальные альтернативные ирувийские буклеты", + "an_unusual_weapon": "Необычное оружие", + "an_unusual_weapon_description": "Инструмент или какая‑то диковина, которую превратили в оружие. Плеть, цеп, топорик, лопата, кусок цепи, стальной заточенный веер, ботинки со стальными носами.", + "an_upgrade": "Улучшение", + "arcane_implements": "Магические приспособления", + "arcane_implements_description": "Флакон с ртутью. Мешочек с чёрной солью. Якорь для духов в виде камешка. Духоловная бутылка. Флакон с электроплазмой, разбивающийся и расплёскивающий её при ударе.", + "armor": "Доспех", + "armor_description": "Толстая кожаная куртка, укреплённые сапоги и перчатки.", "armor_uses": "Armor uses", - "assassins": "Assassins", - "assault": "Assault", - "assist_a_teammate": "Assist a teammate", - "attune": "Attune", - "attune_description": "Attune to spirits and the ghost field; channel electroplasmic energy; perceive and communicate with ghosts; understand spectrology.", - "autofill_reminder_crew": "To generate crew abilities, upgrades, contacts, and claims, enter the name of the crew type above:", - "autofill_reminder_playbook": "To generate playbook abilities, items, and friends, enter the name of the playbook above:", - "background": "Background", - "background_info": "Academic — Labor — Law — Trade — Military — Noble — Underworld", - "bandoliers": "Bandoliers", - "bestial": "Bestial", - "binding_oil": "Binding Oil", - "boat": "Boat", - "boat_carriage_other": "Boat — Carriage — Other", + "assassins": "Душегубы", + "assault": "Нападение", + "assist_a_teammate": "Содействуй товарищу", + "attune": "Резонанс", + "attune_description": "В резонансе ты открываешь свой разум призрачному полю или направляешь через своё тело разлитую вокруг электроплазменную энергию.", + "autofill_reminder_crew": "Чтобы сгенерировать таланты, улучшения и знакомых введите тип команды:", + "autofill_reminder_playbook": "Чтобы сгенерировать таланты, предметы и друзей введите название буклета:", + "background": "Происхождение", + "background_info": "Аристократ - Военный - Законник - Рабочий - Торговец - Учёный - Шпана", + "bandoliers": "Перевязи", + "bestial": "Чудовище", + "binding_oil": "Связующее масло", + "boat": "Лодка", + "boat_carriage_other": "Лодка - Экипаж - Другое", "bold": "bold", - "bolster": "Bolster your crew's reputation or develop a new one.", - "bonus_die": "Bonus Die", - "bonusdice": "Bonus dice", + "bolster": "Поддерживали реноме или создали новое.", + "bonus_die": "Дополнительный кубик", + "bonusdice": "Дополнительный кубик", "bound": "Bound", "bravos": "Bravos", "broken": "Broken", @@ -96,8 +96,8 @@ "claim_doskvol's_most_wanted_description": "+2 rep on scores\nagainst the law", "claim_drug_den": "Drug Den", "claim_drug_den_description": "(Tier roll) - Heat =\ncoin in downtime", - "claim_envoy": "Envoy", - "claim_envoy_description": "+2 coin for high-\nclass targets", + "claim_envoy": "Представитель", + "claim_envoy_description": "+2 монеты за дело (клиенты из высшего класса)", "claim_fierce_allies": "\nFierce Allies", "claim_fierce_allies_description": "All your experts\nare loyal", "claim_fighting_pits": "Fighting Pits", diff --git a/Bluebeard's Bride/translations/es.json b/Bluebeard's Bride/translations/es.json index 317fa15616..07fb7dbcde 100644 --- a/Bluebeard's Bride/translations/es.json +++ b/Bluebeard's Bride/translations/es.json @@ -20,9 +20,9 @@ "shattered-desc": "\n Cuando una Hermana falle una tirada, la Guardesa puede pedirte que describas lo\n que le ocurre a la Novia.
\n Usa las siguientes indicaciones para ayudarte a describir lo que sucede:\n \n", "shattered-options": "\n
  • Responde con lo que a ti te resulte aterrador.
  • \n
  • Ilustra el horror que hay tanto en la belleza como en la violencia.
  • \n
  • Describe los detalles interesantes usando los cinco sentidos.
  • \n ", "stats": "Atributos", - "blood": "sangre", - "carnality": "carne", - "resilience": "entereza", + "blood": "Sangre", + "carnality": "Carne", + "resilience": "Entereza", "face": "Cara", "the-brute": "La Bruta", "the-brute-desc": "Cuando examines un objeto misterioso rompiéndolo, haz una pregunta adicional sobre este. Su esencia permanece en la habitación, pero ya no podrá ser examinado por ninguna Hermana.", @@ -56,7 +56,7 @@ "the-reaper-desc": "\n Cuando una Hermana se desgarre, aliméntate de un trozo del\n alma de la Novia y cúrate dos traumas.\n ", "the-viper": "La Víbora", "the-viper-desc": "\n Cuando cuides a un sirviente envenenándolo con tus\n mentiras, se ahoga con tus palabras y muere.\n ", - "reset-trauma": "curar Trauma", + "reset-trauma": "Curar Trauma", "trauma": "Trauma", "sisterly-bonds-desc": "Confías en tus hermanas para casi todo, pero…", "weddinganimus-1": "¿Cómo son las manos de la Novia?", @@ -119,9 +119,9 @@ "propose-a-truth-desc2": "\n Si es una prenda de Fidelidad, \n estás más cerca de demostrar que hiciste bien en depositar tu confianza en tu esposo;\n cúrate un trauma.\n ", "propose-a-truth-desc3": "\n Si es unaprenda de deslealtad, estás más\n cerca de demostrar que tus terribles sospechas sobre tu esposo son ciertas;\n márcate un trauma.\n ", "the-bride": "La Novia", - "the-bride-desc": "\n Utiliza esta página para registrar el progreso de la Novia a lo largo de la mansión.\n Cuando la Novia obtenga Prendas de Fidelidad>/em> y\n Deslealtad, pincha en el icono correspondiente e introduce la información\n sobre la Prenda en las cajas de texto.\n ", - "faithfulness": "fidelidad", - "disloyalty": "deslealtad", + "the-bride-desc": "\n Utiliza esta página para registrar el progreso de la Novia a lo largo de la mansión.\n Cuando la Novia obtenga Prendas de Fidelidad y\n Deslealtad, pincha en el icono correspondiente e introduce la información\n sobre la Prenda en las cajas de texto.\n ", + "faithfulness": "Fidelidad", + "disloyalty": "Deslealtad", "help": "Ayuda", "help-desc": "\n Selecciona las distintas secciones de la ficha utilizando las pestañas superiores \n de la página. La sección seleccionada tendrá un borde blanco \n y texto.\n ", "the-sisters-desc": "\n Esta página contiene la información de cada hermana, visualizándose\n todas en una sola página. Utiliza las pestañas de arriba para alternar entre\n las secciones de Lazos entre Hermanas y Preparativos de Boda.\n Añade una nueva hermana con el botón \"Add\" en la parte inferior de la página. \n Utiliza el botón \"Modify\" para cambiar el orden de las hermanas o quitar\n una hermana.\n ", diff --git a/ButterflyAspect/ButterflyAspect-min.css b/ButterflyAspect/ButterflyAspect-min.css deleted file mode 100644 index 9a5476029e..0000000000 --- a/ButterflyAspect/ButterflyAspect-min.css +++ /dev/null @@ -1 +0,0 @@ -input{background:transparent;width:100%;border:1px solid #ddd;border-radius:3px;}input[type=number]{text-align:center;-moz-appearance:textfield;-webkit-appearance:textfield;}textarea{margin:0;width:100%;height:65px;resize:vertical;box-sizing:border-box;border:1px solid #ddd;border-radius:3px;}span{text-transform:uppercase;}label{width:min-content;}.sheet-api-toggle[value="1"] ~ .sheet-no-api{display:none;}.sheet-api-toggle[value="0"] ~ .sheet-api{display:none;}.sheet-container button[type="roll"]{width:100%;height:24px;padding:0;margin:0;border-top-left-radius:10px;border-bottom-right-radius:10px;border-radius:unset;background-image:none;background-color:transparent;box-sizing:border-box;-moz-box-sizing:border-box;-webkit-box-sizing:border-box;}.sheet-container button[type="roll"]:hover{background:black;color:white;}.sheet-container button[type="roll"] label,.sheet-container button[type="roll"] input{line-height:24px;font-size:13px;text-align:center;font-weight:700;}.sheet-container .sheet-skills .sheet-grid,.sheet-container .sheet-skills .sheet-gridplace .repcontainer .repitem,.sheet-container .sheet-skills .sheet-gridplace .sheet-repcontainer .sheet-repitem{display:grid;grid-template-columns:405px 155px 75px 75px 55px 55px;grid-gap:5px;height:40px;}.sheet-container .sheet-skills .sheet-grid{height:inherit;}.sheet-container .sheet-skills .sheet-grid>div{background-color:#EEE;font-weight:bold;text-align:center;}.sheet-container .sheet-skills .sheet-gridplace .repcontainer .repitem input,.sheet-container .sheet-skills .sheet-gridplace .repcontainer .repitem select,.sheet-container .sheet-skills .sheet-gridplace .repcontainer .repitem button,.sheet-container .sheet-skills .sheet-gridplace .sheet-repcontainer .sheet-repitem input,.sheet-container .sheet-skills .sheet-gridplace .sheet-repcontainer .sheet-repitem select,.sheet-container .sheet-skills .sheet-gridplace .sheet-repcontainer .sheet-repitem button{width:-webkit-fill-available;width:-moz-available;}.sheet-container .sheet-skills .sheet-gridplace .repcontainer .repitem button.repcontrol_del{width:auto;}.sheet-container .sheet-skills .sheet-gridplace .repcontainer .repitem div,.sheet-container .sheet-skills .sheet-gridplace .sheet-repcontainer .sheet-repitem div{margin:auto 0;text-align:center;}.sheet-container{width:850px;}.sheet-container .sheet-number-20{font-size:20px;}.sheet-container .sheet-float{float:left;box-sizing:border-box;width:100%;margin:4px 0;padding-right:5px;}.sheet-container .sheet-full{min-width:100%;}.sheet-container .sheet-threequarters{max-width:75%;}.sheet-container .sheet-half{max-width:50%;}.sheet-container .sheet-quarter{max-width:25%;}.sheet-container .sheet-textcenter{text-align:center;}.sheet-container .sheet-bottomspace{margin-bottom:5px;}.sheet-container .sheet-formular{padding:9px;margin-top:15px;border:1px solid #ddd;border-radius:3px;}.sheet-container .sheet-formular label{display:block;float:left;height:20px;margin-top:-19px;margin-bottom:0;background:#fff;padding:2px 5px 2px 5px;color:#b9b9b9;font-weight:normal;}.sheet-container .sheet-formular input{box-sizing:border-box;border:0;}.sheet-container .sheet-header{margin-bottom:4px;padding:2px 8px;background:black;color:white;font-weight:bold;border-top-left-radius:10px;border-bottom-right-radius:10px;}.sheet-container .sheet-head-logo{width:200px;vertical-align:middle;}.sheet-container .sheet-logo{height:200px;}.sheet-container .sheet-gmroll{text-align:center;}.sheet-container .sheet-gmroll select{width:-webkit-fill-available;width:-moz-available;}.sheet-container .sheet-schicksal{text-align:center;}.sheet-container .sheet-schicksal .sheet-bspace{padding-bottom:2px;}.sheet-container .sheet-schicksal .sheet-input{height:100%;margin:0;padding:0;-webkit-appearance:none;-moz-appearance:none;appearance:none;}.sheet-container .sheet-schicksal .sheet-button{height:25px;width:25px;}.sheet-container .sheet-schicksal .sheet-button::before{display:none;}.sheet-container .sheet-schicksal .sheet-input{border:none;margin:0;height:100%;}.sheet-container .sheet-schicksal .sheet-input::after{display:block;width:100%;height:100%;text-align:center;font-size:16px;line-height:normal;}.sheet-container .sheet-schicksal .sheet-input.sheet-s0::after{content:"0";}.sheet-container .sheet-schicksal .sheet-input.sheet-s1::after{content:"1";}.sheet-container .sheet-schicksal .sheet-input.sheet-s2::after{content:"2";}.sheet-container .sheet-schicksal .sheet-input.sheet-s3::after{content:"3";}.sheet-container .sheet-schicksal .sheet-input.sheet-s4::after{content:"4";}.sheet-container .sheet-schicksal .sheet-input.sheet-s5::after{content:"5";}.sheet-container .sheet-schicksal .sheet-input.sheet-s6::after{content:"6";}.sheet-container .sheet-schicksal .sheet-input.sheet-s7::after{content:"7";}.sheet-container .sheet-schicksal .sheet-input.sheet-s8::after{content:"8";}.sheet-container .sheet-schicksal .sheet-input.sheet-s9::after{content:"9";}.sheet-container .sheet-schicksal .sheet-input.sheet-s10::after{content:"10";}.sheet-container .sheet-schicksal input:checked{background-color:black;color:white;}.sheet-container .sheet-head-info{width:calc(100% - 200px);}.sheet-container .sheet-head-info-boxes{width:100%;max-width:calc(100% - 100px);}.sheet-container .sheet-head-info-boxes>div:first-child{height:36px;}.sheet-container .sheet-head-info-boxes input{width:100%;box-sizing:border-box;}.sheet-container .sheet-head-info-boxes textarea{height:64px;border:none;}.sheet-container .sheet-head-info-sideboxes{width:100px;float:right;}.sheet-container .sheet-head-info-sideboxes>div{height:36px;}.sheet-container .sheet-head-info-sideboxes button,.sheet-container .sheet-attribut-stats button{display:block;float:left;margin-top:-21px;background:#fff;padding:2px 5px 2px 5px;color:#b9b9b9;border:none;}.sheet-container .sheet-head-info-sideboxes input{width:-webkit-fill-available;width:-moz-available;text-align:center;}.sheet-container .sheet-head-info-sideboxes button[type="roll"]:before,.sheet-container .sheet-attribut-stats button[type="roll"]:before{content:"";display:none;}.sheet-container .sheet-head-stats{display:flex;width:100%;justify-content:space-between;}.sheet-container .sheet-head-stats>div{width:min-content;height:36px;}.sheet-container .sheet-head-stats input{max-width:100px;float:right;text-align:center;}.sheet-container .sheet-head-stats-health,.sheet-container .sheet-head-stats-bewegung{display:flex;width:max-content;}.sheet-container .sheet-head-stats-health input{max-width:80px;}.sheet-container .sheet-head-stats .sheet-formular>input{width:-webkit-fill-available;width:-moz-available;}.sheet-container .sheet-attribut{display:inherit;}.sheet-container .sheet-attribut-stats{display:flex;width:100%;justify-content:space-evenly;flex-flow:row wrap;}.sheet-container .sheet-attribut-stats .sheet-formular{width:26%;height:56px;}.sheet-container .sheet-attribut-stats input{width:-webkit-fill-available;width:-moz-available;text-align:center;}.sheet-container .sheet-aspects{display:inherit;}.sheet-container .sheet-skills{display:inherit;}.sheet-container .sheet-skills input,.sheet-container .sheet-skills select,.sheet-container .sheet-skills button[type="roll"]{border:none;}.sheet-container .sheet-stunts{display:inherit;}.sheet-container .sheet-inventar{display:inherit;}.sheet-container .sheet-inventar .sheet-rustung{padding-bottom:4px;}.sheet-container .sheet-inventar input:first-child{width:250px;}.sheet-container .sheet-inventar input{width:81px;} \ No newline at end of file diff --git a/ButterflyAspect/ButterflyAspect.css b/ButterflyAspect/ButterflyAspect.css index 197b46c514..f7fa9eb8a2 100644 --- a/ButterflyAspect/ButterflyAspect.css +++ b/ButterflyAspect/ButterflyAspect.css @@ -1,418 +1 @@ -/* Allgemein */ -input { - background: transparent; - width: 100%; - border: 1px solid #ddd; - border-radius: 3px; -} - -input[type=number] { - text-align: center; - -moz-appearance: textfield; - -webkit-appearance: textfield; -} - -textarea { - margin: 0; - width: 100%; - height: 65px; - resize: vertical; - box-sizing: border-box; - border: 1px solid #ddd; - border-radius: 3px; -} - -span { - text-transform: uppercase; -} - -label { - width: min-content; -} - -/* Global Config */ -.sheet-api-toggle[value="1"] ~ .sheet-no-api { - display: none; -} - -.sheet-api-toggle[value="0"] ~ .sheet-api { - display: none; -} - - -/* Button Roll */ -.sheet-container button[type="roll"] { - width: 100%; - height:24px; - padding: 0; - margin: 0; - border-top-left-radius: 10px; - border-bottom-right-radius: 10px; - border-radius: unset; - background-image: none; - background-color: transparent; - box-sizing: border-box; - -moz-box-sizing: border-box; - -webkit-box-sizing: border-box; -} - -.sheet-container button[type="roll"]:hover { - background: black; - color: white; -} - -.sheet-container button[type="roll"] label, -.sheet-container button[type="roll"] input { - line-height: 24px; - font-size: 13px; - text-align:center; - font-weight:700; -} - - -/* Tabelle */ -.sheet-container .sheet-skills .sheet-grid, -.sheet-container .sheet-skills .sheet-gridplace .repcontainer .repitem, -.sheet-container .sheet-skills .sheet-gridplace .sheet-repcontainer .sheet-repitem { - display: grid; - grid-template-columns: 405px 155px 75px 75px 55px 55px; - grid-gap: 5px; - height: 40px; -} - -.sheet-container .sheet-skills .sheet-grid { - height: inherit; -} - -.sheet-container .sheet-skills .sheet-grid > div { - background-color: #EEE; - font-weight: bold; - text-align: center; -} - -.sheet-container .sheet-skills .sheet-gridplace .repcontainer .repitem input, -.sheet-container .sheet-skills .sheet-gridplace .repcontainer .repitem select, -.sheet-container .sheet-skills .sheet-gridplace .repcontainer .repitem button, -.sheet-container .sheet-skills .sheet-gridplace .sheet-repcontainer .sheet-repitem input, -.sheet-container .sheet-skills .sheet-gridplace .sheet-repcontainer .sheet-repitem select, -.sheet-container .sheet-skills .sheet-gridplace .sheet-repcontainer .sheet-repitem button { - width: -webkit-fill-available; - width: -moz-available; -} - -.sheet-container .sheet-skills .sheet-gridplace .repcontainer .repitem button.repcontrol_del { - width: auto; -} - -.sheet-container .sheet-skills .sheet-gridplace .repcontainer .repitem div, -.sheet-container .sheet-skills .sheet-gridplace .sheet-repcontainer .sheet-repitem div { - margin: auto 0; - text-align: center; -} - -/*.sheet-container .sheet-skills .sheet-gridplace .repcontainer .repitem div input[type="number"] { - width: 50px; -}*/ - - -/* Global */ -.sheet-container { - width: 850px; -} - -.sheet-container .sheet-number-20 { - font-size: 20px; -} - -.sheet-container .sheet-float { - float: left; - box-sizing: border-box; - width: 100%; - margin: 4px 0; - padding-right: 5px; -} - -.sheet-container .sheet-full { - min-width: 100%; -} - -.sheet-container .sheet-threequarters { - max-width: 75%; -} - -.sheet-container .sheet-half { - max-width: 50%; -} - -.sheet-container .sheet-quarter { - max-width: 25%; -} - -.sheet-container .sheet-textcenter { - text-align: center; -} - -.sheet-container .sheet-bottomspace { - margin-bottom: 5px; -} - -.sheet-container .sheet-formular { - padding: 9px; - margin-top: 15px; - border: 1px solid #ddd; - border-radius: 3px; -} -.sheet-container .sheet-formular label { - display: block; - float: left; - height: 20px; - margin-top: -19px; - margin-bottom: 0px; - background: #fff; - padding: 2px 5px 2px 5px; - color: #b9b9b9; - font-weight: normal; -} - -.sheet-container .sheet-formular input { - box-sizing: border-box; - border: 0; -} - -.sheet-container .sheet-header { - margin-bottom: 4px; - padding: 2px 8px; - background: black; - color: white; - font-weight: bold; - border-top-left-radius: 10px; - border-bottom-right-radius: 10px; -} - - -/* Head */ -.sheet-container .sheet-head-logo { - width: 200px; - vertical-align: middle; -} - -.sheet-container .sheet-logo { - height: 200px; -} - -.sheet-container .sheet-gmroll { - text-align: center; -} - -.sheet-container .sheet-gmroll select{ - width: -webkit-fill-available; - width: -moz-available; -} - -.sheet-container .sheet-schicksal { - text-align: center; -} - -.sheet-container .sheet-schicksal .sheet-bspace { - padding-bottom: 2px; -} - -.sheet-container .sheet-schicksal .sheet-input { - height: 100%; - margin:0; - padding:0; - -webkit-appearance:none; - -moz-appearance:none; - appearance:none; -} - -.sheet-container .sheet-schicksal .sheet-button { - height: 25px; - width: 25px; -} - -.sheet-container .sheet-schicksal .sheet-button::before { - display: none; -} - -.sheet-container .sheet-schicksal .sheet-input { - border: none; - margin: 0; - height: 100%; -} - -.sheet-container .sheet-schicksal .sheet-input::after { - display: block; - width: 100%; - height: 100%; - text-align: center; - font-size: 16px; - line-height: normal; -} - -.sheet-container .sheet-schicksal .sheet-input.sheet-s0::after {content:"0";} -.sheet-container .sheet-schicksal .sheet-input.sheet-s1::after {content:"1";} -.sheet-container .sheet-schicksal .sheet-input.sheet-s2::after {content:"2";} -.sheet-container .sheet-schicksal .sheet-input.sheet-s3::after {content:"3";} -.sheet-container .sheet-schicksal .sheet-input.sheet-s4::after {content:"4";} -.sheet-container .sheet-schicksal .sheet-input.sheet-s5::after {content:"5";} -.sheet-container .sheet-schicksal .sheet-input.sheet-s6::after {content:"6";} -.sheet-container .sheet-schicksal .sheet-input.sheet-s7::after {content:"7";} -.sheet-container .sheet-schicksal .sheet-input.sheet-s8::after {content:"8";} -.sheet-container .sheet-schicksal .sheet-input.sheet-s9::after {content:"9";} -.sheet-container .sheet-schicksal .sheet-input.sheet-s10::after {content:"10";} - -.sheet-container .sheet-schicksal input:checked { - background-color: black; - color: white; -} - -.sheet-container .sheet-head-info { - width: calc(100% - 200px); -} - -.sheet-container .sheet-head-info-boxes { - width: 100%; - max-width: calc(100% - 100px); -} - -.sheet-container .sheet-head-info-boxes > div:first-child { - height: 36px; -} - -.sheet-container .sheet-head-info-boxes input { - width: 100%; - box-sizing: border-box; -} - -.sheet-container .sheet-head-info-boxes textarea { - height: 64px; - border: none; -} - -.sheet-container .sheet-head-info-sideboxes { - width: 100px; - float: right; -} -.sheet-container .sheet-head-info-sideboxes > div { - height: 36px; -} - -.sheet-container .sheet-head-info-sideboxes button, -.sheet-container .sheet-attribut-stats button { - display: block; - float: left; - margin-top: -21px; - background: #fff; - padding: 2px 5px 2px 5px; - color: #b9b9b9; - border: none; -} - -.sheet-container .sheet-head-info-sideboxes input { - width: -webkit-fill-available; - width: -moz-available; - text-align: center; -} - -.sheet-container .sheet-head-info-sideboxes button[type="roll"]:before, -.sheet-container .sheet-attribut-stats button[type="roll"]:before { - content: ""; - display: none; -} - -.sheet-container .sheet-head-stats { - display: flex; - width: 100%; - justify-content: space-between; -} - -.sheet-container .sheet-head-stats > div { - width: min-content; - height: 36px; -} - -.sheet-container .sheet-head-stats input { - max-width: 100px; - float: right; - text-align: center; -} - -.sheet-container .sheet-head-stats-health, -.sheet-container .sheet-head-stats-bewegung{ - display: flex; - width: max-content; -} - -.sheet-container .sheet-head-stats-health input{ - max-width: 80px; -} - -.sheet-container .sheet-head-stats .sheet-formular > input { - width: -webkit-fill-available; - width: -moz-available; -} - - -/* First Row */ -.sheet-container .sheet-attribut { - display: inherit; -} - -.sheet-container .sheet-attribut-stats { - display: flex; - width: 100%; - justify-content: space-evenly; - flex-flow: row wrap; -} - -.sheet-container .sheet-attribut-stats .sheet-formular { - width: 26%; - height: 56px; -} - -.sheet-container .sheet-attribut-stats input { - width: -webkit-fill-available; - width: -moz-available; - text-align: center; -} - -.sheet-container .sheet-aspects { - display: inherit; -} - - - -/* Second Row */ -.sheet-container .sheet-skills { - display: inherit; -} - -.sheet-container .sheet-skills input, -.sheet-container .sheet-skills select, -.sheet-container .sheet-skills button[type="roll"] { - border: none; -} - - - -/* Third Row */ -.sheet-container .sheet-stunts { - display: inherit; -} - -.sheet-container .sheet-inventar { - display: inherit; -} - -.sheet-container .sheet-inventar .sheet-rustung { - padding-bottom: 4px; -} - -.sheet-container .sheet-inventar input:first-child{ - width: 250px; -} - -.sheet-container .sheet-inventar input{ - width: 81px; -} +input{background:transparent;width:100%;border:1px solid #ddd;border-radius:3px;}input[type=number]{text-align:center;-moz-appearance:textfield;-webkit-appearance:textfield;}textarea{margin:0;width:100%;height:65px;resize:vertical;box-sizing:border-box;border:1px solid #ddd;border-radius:3px;}span{text-transform:uppercase;}label{width:min-content;}.sheet-container{width:850px;}.sheet-container button[type="roll"]{width:100%;height:24px;padding:0;margin:0;border-top-left-radius:10px;border-bottom-right-radius:10px;border-radius:unset;background-image:none;background-color:transparent;box-sizing:border-box;-moz-box-sizing:border-box;-webkit-box-sizing:border-box;}.sheet-container button[type="roll"]:hover{background:black;color:white;}.sheet-container button[type="roll"] label{line-height:24px;font-size:13px;text-align:center;font-weight:700;}.sheet-container button[type="roll"] input{line-height:24px;font-size:13px;text-align:center;font-weight:700;}.sheet-container .sheet-skills{display:inherit;}.sheet-container .sheet-skills input{border:none;}.sheet-container .sheet-skills select{border:none;}.sheet-container .sheet-skills button[type="roll"]{border:none;}.sheet-container .sheet-skills .sheet-grid{display:grid;grid-template-columns:405px 155px 75px 75px 55px 55px;grid-gap:5px;height:40px;height:inherit;}.sheet-container .sheet-skills .sheet-grid>div{background-color:#EEE;font-weight:bold;text-align:center;}.sheet-container .sheet-skills .sheet-gridplace .repcontainer .repitem{display:grid;grid-template-columns:405px 155px 75px 75px 55px 55px;grid-gap:5px;height:40px;}.sheet-container .sheet-skills .sheet-gridplace .repcontainer .repitem input{width:-webkit-fill-available;width:-moz-available;}.sheet-container .sheet-skills .sheet-gridplace .repcontainer .repitem select{width:-webkit-fill-available;width:-moz-available;}.sheet-container .sheet-skills .sheet-gridplace .repcontainer .repitem button{width:-webkit-fill-available;width:-moz-available;}.sheet-container .sheet-skills .sheet-gridplace .repcontainer .repitem button.repcontrol_del{width:auto;}.sheet-container .sheet-skills .sheet-gridplace .repcontainer .repitem div{margin:auto 0;text-align:center;}.sheet-container .sheet-skills .sheet-gridplace .sheet-repcontainer .sheet-repitem{display:grid;grid-template-columns:405px 155px 75px 75px 55px 55px;grid-gap:5px;height:40px;}.sheet-container .sheet-skills .sheet-gridplace .sheet-repcontainer .sheet-repitem input{width:-webkit-fill-available;width:-moz-available;}.sheet-container .sheet-skills .sheet-gridplace .sheet-repcontainer .sheet-repitem select{width:-webkit-fill-available;width:-moz-available;}.sheet-container .sheet-skills .sheet-gridplace .sheet-repcontainer .sheet-repitem button{width:-webkit-fill-available;width:-moz-available;}.sheet-container .sheet-skills .sheet-gridplace .sheet-repcontainer .sheet-repitem div{margin:auto 0;text-align:center;}.sheet-container .sheet-number-20{font-size:20px;}.sheet-container .sheet-float{float:left;box-sizing:border-box;width:100%;margin:4px 0;padding-right:5px;}.sheet-container .sheet-full{min-width:100%;}.sheet-container .sheet-threequarters{max-width:75%;}.sheet-container .sheet-half{max-width:50%;}.sheet-container .sheet-quarter{max-width:25%;}.sheet-container .sheet-textcenter{text-align:center;}.sheet-container .sheet-bottomspace{margin-bottom:5px;}.sheet-container .sheet-formular{padding:9px;margin-top:15px;border:1px solid #ddd;border-radius:3px;}.sheet-container .sheet-formular label{display:block;float:left;height:20px;margin-top:-19px;margin-bottom:0;background:#fff;padding:2px 5px 2px 5px;color:#b9b9b9;font-weight:normal;}.sheet-container .sheet-formular input{box-sizing:border-box;border:0;}.sheet-container .sheet-header{margin-bottom:4px;padding:2px 8px;background:black;color:white;font-weight:bold;border-top-left-radius:10px;border-bottom-right-radius:10px;}.sheet-container .sheet-head-logo{width:200px;vertical-align:middle;}.sheet-container .sheet-logo{height:200px;}.sheet-container .sheet-gmroll{text-align:center;}.sheet-container .sheet-gmroll select{width:-webkit-fill-available;width:-moz-available;}.sheet-container .sheet-schicksal{text-align:center;}.sheet-container .sheet-schicksal .sheet-bspace{padding-bottom:2px;}.sheet-container .sheet-schicksal .sheet-input{padding:0;-webkit-appearance:none;-moz-appearance:none;appearance:none;border:none;margin:0;height:100%;}.sheet-container .sheet-schicksal .sheet-input::after{display:block;width:100%;height:100%;text-align:center;font-size:16px;line-height:normal;}.sheet-container .sheet-schicksal .sheet-button{height:25px;width:25px;}.sheet-container .sheet-schicksal .sheet-button::before{display:none;}.sheet-container .sheet-schicksal input:checked{background-color:black;color:white;}.sheet-container .sheet-head-info{width:calc(100% - 200px);}.sheet-container .sheet-head-info-boxes{width:100%;max-width:calc(100% - 100px);}.sheet-container .sheet-head-info-boxes>div:first-child{height:36px;}.sheet-container .sheet-head-info-boxes input{width:100%;box-sizing:border-box;}.sheet-container .sheet-head-info-boxes textarea{height:64px;border:none;}.sheet-container .sheet-head-info-sideboxes{width:100px;float:right;}.sheet-container .sheet-head-info-sideboxes>div{height:36px;}.sheet-container .sheet-head-info-sideboxes button{display:block;float:left;margin-top:-21px;background:#fff;padding:2px 5px 2px 5px;color:#b9b9b9;border:none;}.sheet-container .sheet-head-info-sideboxes input{width:-webkit-fill-available;width:-moz-available;text-align:center;}.sheet-container .sheet-head-info-sideboxes button[type="roll"]:before{content:"";display:none;}.sheet-container .sheet-attribut-stats{display:flex;width:100%;justify-content:space-evenly;flex-flow:row wrap;}.sheet-container .sheet-attribut-stats .sheet-formular{width:26%;height:56px;}.sheet-container .sheet-attribut-stats input{width:-webkit-fill-available;width:-moz-available;text-align:center;}.sheet-container .sheet-attribut-stats button{display:block;float:left;margin-top:-21px;background:#fff;padding:2px 5px 2px 5px;color:#b9b9b9;border:none;}.sheet-container .sheet-attribut-stats button[type="roll"]:before{content:"";display:none;}.sheet-container .sheet-head-stats{display:flex;width:100%;justify-content:space-between;}.sheet-container .sheet-head-stats>div{width:min-content;height:36px;}.sheet-container .sheet-head-stats input{max-width:100px;float:right;text-align:center;}.sheet-container .sheet-head-stats .sheet-formular>input{width:-webkit-fill-available;width:-moz-available;}.sheet-container .sheet-head-stats-health{display:flex;width:max-content;}.sheet-container .sheet-head-stats-health input{max-width:80px;}.sheet-container .sheet-head-stats-bewegung{display:flex;width:max-content;}.sheet-container .sheet-attribut{display:inherit;}.sheet-container .sheet-aspects{display:inherit;}.sheet-container .sheet-stunts{display:inherit;}.sheet-container .sheet-inventar{display:inherit;}.sheet-container .sheet-inventar .sheet-rustung{padding-bottom:4px;}.sheet-container .sheet-inventar input{width:81px;}.sheet-container .sheet-inventar input:first-child{width:250px;} \ No newline at end of file diff --git a/ButterflyAspect/ButterflyAspect.html b/ButterflyAspect/ButterflyAspect.html index d88f75c0cf..35d52f98de 100644 --- a/ButterflyAspect/ButterflyAspect.html +++ b/ButterflyAspect/ButterflyAspect.html @@ -4,8 +4,8 @@
    @@ -29,8 +29,10 @@
    - - + +
    @@ -38,7 +40,8 @@
    - +
    @@ -46,19 +49,24 @@
    - / + /
    - +
    - - - + + +
    @@ -73,35 +81,43 @@
    - +
    - +
    - +
    - +
    - +
    - +
    - +
    - +
    @@ -138,30 +154,36 @@
    -
    +
    +
    -
    -
    -
    +
    -
    +
    +
    -
    -
    -
    +
    - @@ -170,12 +192,14 @@ - +
    -
    +
    +
    @@ -200,14 +224,14 @@
    - - + +
    - +
    @@ -216,17 +240,17 @@
    -
    - Notitzen -
    -
    -
    - - -
    +
    + Notizen +
    +
    +
    + + +
    -
    -
    + +
    @@ -250,19 +274,36 @@ on("change:gmroll", function(f) { on("change:ko", function() { getAttrs(["ko"], function(values) { setAttrs({ - leben: Math.floor(10 + values.ko * 5) + leben: Math.floor(10 + parseInt(values.ko) * 5) }); setAttrs({ - leben_max: Math.floor(10 + values.ko * 5) + leben_max: Math.floor(10 + parseInt(values.ko) * 5) }); }); }); -on("change:ge change:ruestung", function() { - getAttrs(["ge", "ruestung"], function(values) { +on("change:in", function() { + getAttrs(["in"], function(values) { setAttrs({ - verteidigung: Math.floor((parseInt(values.ge) + parseInt(values.ruestung)) * 5) + mana: Math.floor(10 + parseInt(values.in) * 10) + }); + setAttrs({ + mana_max: Math.floor(10 + parseInt(values.in) * 10) }); }); }); + +on("change:ge change:ruestung change:ruestungGeschick", function() { + getAttrs(["ge", "ruestung", "ruestungGeschick"], function(values) { + if (values.ge < values.ruestungGeschick) { + setAttrs({ + verteidigung: Math.floor(parseInt(values.ge) * 3 + parseInt(values.ruestung)) + }); + } else { + setAttrs({ + verteidigung: Math.floor(parseInt(values.ruestungGeschick) * 3 + parseInt(values.ruestung)) + }); + } + }); +}); \ No newline at end of file diff --git a/ButterflyAspect/ButterflyAspect.less b/ButterflyAspect/ButterflyAspect.less new file mode 100644 index 0000000000..d400d70574 --- /dev/null +++ b/ButterflyAspect/ButterflyAspect.less @@ -0,0 +1,460 @@ +input { + background: transparent; + width: 100%; + border: 1px solid #ddd; + border-radius: 3px; +} + +input[type=number] { + text-align: center; + -moz-appearance: textfield; + -webkit-appearance: textfield; +} + +textarea { + margin: 0; + width: 100%; + height: 65px; + resize: vertical; + box-sizing: border-box; + border: 1px solid #ddd; + border-radius: 3px; +} + +span { + text-transform: uppercase; +} + +label { + width: min-content; +} + +.sheet-container { + width: 850px; + + button[type="roll"] { + width: 100%; + height: 24px; + padding: 0; + margin: 0; + border-top-left-radius: 10px; + border-bottom-right-radius: 10px; + border-radius: unset; + background-image: none; + background-color: transparent; + box-sizing: border-box; + -moz-box-sizing: border-box; + -webkit-box-sizing: border-box; + + &:hover { + background: black; + color: white; + } + + label { + line-height: 24px; + font-size: 13px; + text-align: center; + font-weight: 700; + } + + input { + line-height: 24px; + font-size: 13px; + text-align: center; + font-weight: 700; + } + } + + .sheet-skills { + display: inherit; + + input { + border: none; + } + + select { + border: none; + } + + button[type="roll"] { + border: none; + } + + .sheet-grid { + display: grid; + grid-template-columns: 405px 155px 75px 75px 55px 55px; + grid-gap: 5px; + height: 40px; + height: inherit; + + > div { + background-color: #EEE; + font-weight: bold; + text-align: center; + } + } + + .sheet-gridplace { + + .repcontainer { + + .repitem { + display: grid; + grid-template-columns: 405px 155px 75px 75px 55px 55px; + grid-gap: 5px; + height: 40px; + + input { + width: -webkit-fill-available; + width: -moz-available; + } + + select { + width: -webkit-fill-available; + width: -moz-available; + } + + button { + width: -webkit-fill-available; + width: -moz-available; + } + + button.repcontrol_del { + width: auto; + } + + div { + margin: auto 0; + text-align: center; + } + } + } + + .sheet-repcontainer { + + .sheet-repitem { + display: grid; + grid-template-columns: 405px 155px 75px 75px 55px 55px; + grid-gap: 5px; + height: 40px; + + input { + width: -webkit-fill-available; + width: -moz-available; + } + + select { + width: -webkit-fill-available; + width: -moz-available; + } + + button { + width: -webkit-fill-available; + width: -moz-available; + } + + div { + margin: auto 0; + text-align: center; + } + } + } + } + } + + .sheet-number-20 { + font-size: 20px; + } + + .sheet-float { + float: left; + box-sizing: border-box; + width: 100%; + margin: 4px 0; + padding-right: 5px; + } + + .sheet-full { + min-width: 100%; + } + + .sheet-threequarters { + max-width: 75%; + } + + .sheet-half { + max-width: 50%; + } + + .sheet-quarter { + max-width: 25%; + } + + .sheet-textcenter { + text-align: center; + } + + .sheet-bottomspace { + margin-bottom: 5px; + } + + .sheet-formular { + padding: 9px; + margin-top: 15px; + border: 1px solid #ddd; + border-radius: 3px; + + label { + display: block; + float: left; + height: 20px; + margin-top: -19px; + margin-bottom: 0px; + background: #fff; + padding: 2px 5px 2px 5px; + color: #b9b9b9; + font-weight: normal; + } + + input { + box-sizing: border-box; + border: 0; + } + } + + .sheet-header { + margin-bottom: 4px; + padding: 2px 8px; + background: black; + color: white; + font-weight: bold; + border-top-left-radius: 10px; + border-bottom-right-radius: 10px; + } + + .sheet-head-logo { + width: 200px; + vertical-align: middle; + } + + .sheet-logo { + height: 200px; + } + + .sheet-gmroll { + text-align: center; + + select { + width: -webkit-fill-available; + width: -moz-available; + } + } + + .sheet-schicksal { + text-align: center; + + .sheet-bspace { + padding-bottom: 2px; + } + + .sheet-input { + height: 100%; + margin: 0; + padding: 0; + -webkit-appearance: none; + -moz-appearance: none; + appearance: none; + border: none; + margin: 0; + height: 100%; + + &::after { + display: block; + width: 100%; + height: 100%; + text-align: center; + font-size: 16px; + line-height: normal; + } + } + + .sheet-button { + height: 25px; + width: 25px; + + &::before { + display: none; + } + } + + input { + + &:checked { + background-color: black; + color: white; + } + } + } + + .sheet-head-info { + width: calc(100% - 200px); + } + + .sheet-head-info-boxes { + width: 100%; + max-width: calc(100% - 100px); + + > div { + + &:first-child { + height: 36px; + } + } + + input { + width: 100%; + box-sizing: border-box; + } + + textarea { + height: 64px; + border: none; + } + } + + .sheet-head-info-sideboxes { + width: 100px; + float: right; + + > div { + height: 36px; + } + + button { + display: block; + float: left; + margin-top: -21px; + background: #fff; + padding: 2px 5px 2px 5px; + color: #b9b9b9; + border: none; + } + + input { + width: -webkit-fill-available; + width: -moz-available; + text-align: center; + } + + button[type="roll"] { + + &:before { + content: ""; + display: none; + } + } + } + + .sheet-attribut-stats { + display: flex; + width: 100%; + justify-content: space-evenly; + flex-flow: row wrap; + + .sheet-formular { + width: 26%; + height: 56px; + } + + input { + width: -webkit-fill-available; + width: -moz-available; + text-align: center; + } + + button { + display: block; + float: left; + margin-top: -21px; + background: #fff; + padding: 2px 5px 2px 5px; + color: #b9b9b9; + border: none; + } + + button[type="roll"] { + + &:before { + content: ""; + display: none; + } + } + } + .sheet-head-stats { + display: flex; + width: 100%; + justify-content: space-between; + + > div { + width: min-content; + height: 36px; + } + + input { + max-width: 100px; + float: right; + text-align: center; + } + + .sheet-formular { + + > input { + width: -webkit-fill-available; + width: -moz-available; + } + } + } + + .sheet-head-stats-health { + display: flex; + width: max-content; + + input { + max-width: 80px; + } + } + + .sheet-head-stats-bewegung { + display: flex; + width: max-content; + } + + .sheet-attribut { + display: inherit; + } + + .sheet-aspects { + display: inherit; + } + + .sheet-stunts { + display: inherit; + } + + .sheet-inventar { + display: inherit; + + .sheet-rustung { + padding-bottom: 4px; + } + + input { + width: 81px; + + &:first-child { + width: 250px; + } + } + } +} diff --git a/ButterflyAspect/sheet.json b/ButterflyAspect/sheet.json index caaaa97623..27e7aa9a87 100644 --- a/ButterflyAspect/sheet.json +++ b/ButterflyAspect/sheet.json @@ -1,17 +1,8 @@ { "html": "ButterflyAspect.html", - "css": "ButterflyAspect-min.css", - "authors": "Daniel B. aka Tealk", + "css": "ButterflyAspect.css", + "authors": "Daniel (Tealk) Buck - Herzog von Meranien", "roll20userid": "207181", "preview": "ButterflyAspect.png", - "instructions": "", - "useroptions": [ - { - "attribute": "api_toggle", - "displayname": "Enable API: ", - "type": "checkbox", - "value": "0", - "description": "This setting enables the API usage in the character sheet. It requires the Ammo Count Api Script written by Aaron C. Meadow at https://github.com/shdwjk/Roll20API/blob/master/Ammo/Ammo.js." - } - ] + "instructions": "## General\r Check out our [official website](https://butterfly-aspect.de/) to get the latest rulebooks and helpful tools. \r\r## Handling\r * With the button \"Fuer alle wuerfeln\" or \"Fuer GM wuerfeln\" it is possible to switch the visible no for all dice that are rolled over the character sheet.\r * Lives are calculated automatically if the attribute \"Konstitution\" is changed. **Attention: any change also exaggerates the current value of life.**\r * Defense is automatically calculated if \"Skill\" \"Max.Skill\" of the armor or \"Armor Bonus\" is changed. \r\r## Contact\r If you find bugs or have suggestions, please use the [Github issue tracker](https://github.com/Tealk/roll20-character-sheets/issues) for this sheet. \r\r## Contribute\r If you want to support me, here is my [Roll20 wish list](https://app.roll20.net/wishlist/53252)." } \ No newline at end of file diff --git a/CWOD-C20/C20.css b/CWOD-C20/C20.css index 234ffa4f62..617fa9484c 100644 --- a/CWOD-C20/C20.css +++ b/CWOD-C20/C20.css @@ -1,5 +1,5 @@ .charsheet .sheet-version::after { - content: 'Sheet Version 0.6'; + content: 'Sheet Version 0.7'; } @font-face { @@ -18,6 +18,14 @@ h1, h2, h3, h4, .sheet-font{ font-family: 'Nocker'; } +h4{ + line-height: 19px; +} + +div.sheet-skills{ + height:19px; +} + .sheet-health { line-height:28px; font-weight: bold; diff --git a/CWOD-C20/C20.html b/CWOD-C20/C20.html index 65a32afb1a..ed74f0aaa6 100644 --- a/CWOD-C20/C20.html +++ b/CWOD-C20/C20.html @@ -109,36 +109,38 @@

    Subterfuge

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

    Animal Ken

    Craft

    Drive

    @@ -151,32 +153,34 @@

    Survival

    - -
    +
    + +
    +
    -
    +
    -
    +
    -
    +
    -
    +
    -
    +
    -
    +
    -
    +
    -
    +
    @@ -195,34 +199,34 @@

    Technology

    -
    +
    -
    +
    -
    +
    -
    +
    -
    +
    -
    +
    -
    +
    -
    +
    -
    +
    -
    +
    diff --git a/CWOD-C20/README.md b/CWOD-C20/README.md index 18c223dfdc..cab72363d2 100644 --- a/CWOD-C20/README.md +++ b/CWOD-C20/README.md @@ -10,6 +10,12 @@ Any help improving the sheet are welcome. # Version History + +## Version 0.7(2020-05-05) + +- fix"skills"-section to align text better with their dots +- fix "skills"-section fix spanish skill names better + ## Version 0.6(2018-09-04) - fix Nightmare Imbalance attribute diff --git a/CWOD-C20/sheet.json b/CWOD-C20/sheet.json index 63dad83a8a..18633676d8 100644 --- a/CWOD-C20/sheet.json +++ b/CWOD-C20/sheet.json @@ -4,5 +4,5 @@ "authors": "Andreas J.", "roll20userid":"1223200", "preview":"C20-Preview.png", - "instructions": "Changeling: 20th Character Sheet, based on the CWOD V20 sheet by Matt Zaldivar \n\n Very basic sheet with only the most essential for play. \n* [Readme](https://github.com/Roll20/roll20-character-sheets/blob/master/CWOD-C20/README.md) for summary \n* [Sheet sourcecode](https://github.com/Roll20/roll20-character-sheets/tree/master/CWOD-C20)" + "instructions": "Changeling: 20th Character Sheet, based on the CWOD V20 sheet by Matt Zaldivar \n\n Very basic sheet with only the most essential for play. \n* See [Readme](https://github.com/Roll20/roll20-character-sheets/blob/master/CWOD-C20/README.md) for changelog \n* [Sheet sourcecode](https://github.com/Roll20/roll20-character-sheets/tree/master/CWOD-C20)" } diff --git a/CWOD-C20/translations/es.json b/CWOD-C20/translations/es.json index cf5bfd2c33..9d78fb50b2 100644 --- a/CWOD-C20/translations/es.json +++ b/CWOD-C20/translations/es.json @@ -1,109 +1,109 @@ { - "name-u": "Name:", - "player-u": "Player:", - "chronicle-u": "Chronicle:", - "nature-u": "Nature:", - "demeanor-u": "Demeanor:", - "concept-u": "Concept:", + "name-u": "Nombre:", + "player-u": "Jugador:", + "chronicle-u": "Cronica:", + "nature-u": "Naturaleza:", + "demeanor-u": "Conducta:", + "concept-u": "Concepto:", "clan-u": "Clan:", - "generation-u": "Generation:", + "generation-u": "Generacion:", "sire-u": "Sire:", - "attributes-u": "Attributes", - "physical-u": "Physical", - "social-u": "Social", - "mental-u": "Mental", - "strength-u": "Strength", - "dexterity-u": "Dexterity", - "stamina-u": "Stamina", - "charisma-u": "Charisma", - "manipulation-u": "Manipulation", - "appearance-u": "Appearance", - "intelligence-u": "Intelligence", - "wits-u": "Wits", - "perception-u": "Perception", - "abilities-u": "Abilities", - "talents-u": "Talents", - "skills-u": "Skills", - "knowledges-u": "Knowledges", - "alertness-u": "Alertness", - "athletics-u": "Athletics", - "awareness-u": "Awareness", - "brawl-u": "Brawl", - "empathy-u": "Empathy", - "expression-u": "Expression", - "intimidation-u": "Intimidation", - "leadership-u": "Leadership", - "subterfuge-u": "Subterfuge", - "streetwise-u": "Subterfuge", - "animalken-u": "Animal Ken", - "craft-u": "Craft", - "drive-u": "Drive", - "etiquette-u": "Etiquette", - "firearms-u": "Firearms", - "larceny-u": "Larceny", - "melee-u": "Melee", - "performance-u": "Performance", - "stealth-u": "Stealth", - "survival-u": "Survival", - "academics-u": "Academics", - "computer-u": "Computer", - "finance-u": "Finance", - "investigation-u": "Investigation", - "law-u": "Law", - "medicine-u": "Medicine", - "occult-u": "Occult", - "politics-u": "Politics", - "science-u": "Science", - "technology-u": "Technology", - "advantages-u": "Advantages", - "disciplines-u": "Disciplines", - "backgrounds-u": "Backgrounds", - "virtues-u": "Virtues", - "conscience-u": "Conscience", - "convinction-u": "Convinction", - "selfcontrol-u": "Self-Control", - "instinct-u": "Instinct", - "courage-u": "Courage", - "othertraits-u": "Other Traits", - "paths-u": "Paths", - "merits-u": "Merits", - "flaws-u": "Flaws", + "attributes-u": "Atributos", + "physical-u": "Fisicos", + "social-u": "Sociales", + "mental-u": "Mentales", + "strength-u": "Fuerza", + "dexterity-u": "Destreza", + "stamina-u": "Resistencia", + "charisma-u": "Carisma", + "manipulation-u": "Manipulacion", + "appearance-u": "Apariencia", + "intelligence-u": "Inteligencia", + "wits-u": "Astucia", + "perception-u": "Percepcion", + "abilities-u": "Habilidades", + "talents-u": "Talentos", + "skills-u": "Tecnicas", + "knowledges-u": "Conocimientos", + "alertness-u": "Alerta", + "athletics-u": "Atletismo", + "awareness-u": "Consciencia", + "brawl-u": "Pelea", + "empathy-u": "Empatía", + "expression-u": "Expresion", + "intimidation-u": "Intimidacion", + "leadership-u": "Liderazgo", + "subterfuge-u": "Subterfugio", + "streetwise-u": "Callejeo", + "animalken-u": "Trato con animales", + "craft-u": "Artesania", + "drive-u": "Conducir", + "etiquette-u": "Etiqueta", + "firearms-u": "Armas de fuego", + "larceny-u": "Latrocinio", + "melee-u": "Pelea con arma", + "performance-u": "Interpretacion", + "stealth-u": "Sigilo", + "survival-u": "Supervivencia", + "academics-u": "Academicismo", + "computer-u": "Informatica", + "finance-u": "Economia", + "investigation-u": "Investigacion", + "law-u": "Leyes", + "medicine-u": "Medicina", + "occult-u": "Ocultismo", + "politics-u": "Politica", + "science-u": "Ciencias", + "technology-u": "Tecnologia", + "advantages-u": "Ventajas", + "disciplines-u": "Disciplinas", + "backgrounds-u": "Trasfondos", + "virtues-u": "Virtudes", + "conscience-u": "Consciencia", + "convinction-u": "Conviccion", + "selfcontrol-u": "Autocontrol", + "instinct-u": "Instinto", + "courage-u": "Coraje", + "othertraits-u": "Otros rasgos", + "paths-u": "Senderos", + "merits-u": "Meritos", + "flaws-u": "Defectos", "humanitypath-u": "Humanity/path", "bearing-u": "Bearing:", - "willpower-u": "Willpower", + "willpower-u": "Fuerza de Voluntad", "bloodpool-u": "Blood Pool", "pointsperturn-u": "Points Per Turn", "dicepools-u": "Dice Pools", - "attributeability-u": "Attribute            Ability", - "health-u": "Health", + "attributeability-u": "Atributo            Habilidad", + "health-u": "Salud", "healthreal-u": "Real", - "healthchim-u": "Chimerical", - "bruised-u": "Bruised", - "bruised2-u": "Bruised(2)", - "hurt-u": "Hurt", - "injured-u": "Injured", - "wounded-u": "Wounded", - "mauled-u": "Mauled", - "crippled-u": "Crippled", - "incapacitated-u": "Incapacitated", - "weakness-u": "Weakness", - "experience-u": "Experience", - "notes-u": "Notes", - "court-u": "Court", - "legacies-u": "Legacies", - "house-u": "House", - "seeming-u": "Seeming", - "kith-u": "Kith", - "motley-u": "Motley", - "kenning-u": "Kenning", + "healthchim-u": "Quimerico", + "bruised-u": "Magullado", + "bruised2-u": "Magullado", + "hurt-u": "Lastimado", + "injured-u": "Lesionado", + "wounded-u": "Herido", + "mauled-u": "Malherido", + "crippled-u": "Tullido", + "incapacitated-u": "Incapacitado", + "weakness-u": "Devilidad", + "experience-u": "Experiencia", + "notes-u": "Notas", + "court-u": "Corte", + "legacies-u": "Legados", + "house-u": "Casa", + "seeming-u": "Aspecto", + "kith-u": "Linaje", + "motley-u": "Cuadrilla", + "kenning-u": "Sagacidad", "enigmas-u": "Enigmas", "gremayre-u": "Gremayre", - "arts-u": "Arts", - "realms-u": "Realms", - "birthright-u": "Birthright/ Frailty", + "arts-u": "Artes", + "realms-u": "Reinos", + "birthright-u": "Privilegios/Flaquezas", "glamour-u": "Glamour", - "nightmare-u": "Nightmare", - "nightmareimbalance-u": "Nightmare/Imbalance", - "banality-u": "Banality", - "antithesis-u": "Antithesis" + "nightmare-u": "Pesadilla", + "nightmareimbalance-u": "Pesadilla/Desequilibrio", + "banality-u": "Banalidad", + "antithesis-u": "Antitesis" } \ No newline at end of file diff --git a/CWOD-V20/translations/es.json b/CWOD-V20/translations/es.json index c5aecbecd4..1a104bbcbd 100644 --- a/CWOD-V20/translations/es.json +++ b/CWOD-V20/translations/es.json @@ -1,139 +1,139 @@ { - "Primary": "Primary", - "MeritsFlaws": "Merits & Flaws", - "Powers": "Powers", - "OtherTraits": "Other Traits", - "Notes": "Notes", - "BondBoon": "Bond & Boon", - "BloodSorcery": "Blood Sorcery", - "Information": "Information", - "Dice": "Dice", - "Combat": "Combat", - "maxblood-u": "Max Blood", - "maxtrait-u": "Max Trait", - "extrabruised-u": "Extra Bruised", - "movement-u": "Movement", - "dexspeed-u": "Dex Speed", - "dexboostspeed-u": "Dex Boost Speed", - "celerityspeed-u": "Celerity Speed", + "Primary": "Primario", + "MeritsFlaws": "Méritos y Defectos", + "Powers": "Poderes", + "OtherTraits": "Otros Rasgos", + "Notes": "Notas", + "BondBoon": "Vínculos y Prestación", + "BloodSorcery": "Magia de Sangre", + "Information": "Información", + "Dice": "Dado", + "Combat": "Combate", + "maxblood-u": "Reserva máx.", + "maxtrait-u": "Máx. de Rasgos", + "extrabruised-u": "Magullado extra", + "movement-u": "Movimiento", + "dexspeed-u": "Veloc. de Destreza", + "dexboostspeed-u": "Bonus Veloc. por Destreza", + "celerityspeed-u": "Veloc. Celeridad", "miscspeed-u": "Misc Speed", - "walkspeed-u": "Walk Speed", - "jogspeed-u": "Jog Speed", - "runspeed-u": "Run Speed", - "yardsmeters-u": "Yards/Meters", - "meleeweapons-u": "Melee Weapons", - "name2-u": "Name", - "type-u": "Type", - "minstr-u": "Min Str.", - "damage-u": "Damage", - "lethality-u": "Lethality", - "conceal-u": "Conceal", - "bashing-u": "Bashing", - "lethal-u": "Lethal", - "aggravated-u": "Aggravated", - "rangedweapons-u": "Ranged Weapons", - "range-u": "Range", - "rate-u": "Rate", - "clip-u": "Clip", - "armorshields-u": "Armor & Shields", - "onq-u": "On?", - "class-u": "Class", - "rating-u": "Rating", - "penalty-u": "Penalty", - "aggravatedq-u": "Aggravated?", - "armor-u": "Armor", - "shield-u": "Shield", - "bodymod-u": "Body Mod.", - "other-u": "Other", + "walkspeed-u": "Veloc. caminando", + "jogspeed-u": "Veloc. trotando", + "runspeed-u": "Veloc. corriendo", + "yardsmeters-u": "Metros/Yardas", + "meleeweapons-u": "Armas cuerpo a cuerpo", + "name2-u": "Nombre", + "type-u": "Tipo", + "minstr-u": "Fue mín.", + "damage-u": "Daño", + "lethality-u": "Tipo daño", + "conceal-u": "Ocult.", + "bashing-u": "Contundente", + "lethal-u": "Letal", + "aggravated-u": "Agravado", + "rangedweapons-u": "Armas a distancia", + "range-u": "Alcance", + "rate-u": "Cadencia", + "clip-u": "Cargador", + "armorshields-u": "Armaduras", + "onq-u": "¿Puesta?", + "class-u": "Clase", + "rating-u": "Puntuac.", + "penalty-u": "Penaliz.", + "aggravatedq-u": "¿Agravado?", + "armor-u": "Armadura", + "shield-u": "Escudo", + "bodymod-u": "Mod. corporal", + "other-u": "Otro", "no-u": "No", - "yes-u": "Yes", - "gear-u": "Gear", - "name-u": "Name:", - "player-u": "Player:", - "chronicle-u": "Chronicle:", - "nature-u": "Nature:", - "demeanor-u": "Demeanor:", - "concept-u": "Concept:", + "yes-u": "Sí", + "gear-u": "Equipo", + "name-u": "Nombre:", + "player-u": "Jugador:", + "chronicle-u": "Crónica:", + "nature-u": "Naturaleza:", + "demeanor-u": "Conducta:", + "concept-u": "Concepto:", "clan-u": "Clan:", - "generation-u": "Generation:", + "generation-u": "Generación:", "sire-u": "Sire:", - "attributes-u": "Attributes", - "physical-u": "Physical", - "social-u": "Social", - "mental-u": "Mental", - "strength-u": "Strength", - "dexterity-u": "Dexterity", - "stamina-u": "Stamina", - "charisma-u": "Charisma", - "manipulation-u": "Manipulation", - "appearance-u": "Appearance", - "intelligence-u": "Intelligence", - "wits-u": "Wits", - "perception-u": "Perception", - "abilities-u": "Abilities", - "talents-u": "Talents", - "skills-u": "Skills", - "knowledges-u": "Knowledges", - "alertness-u": "Alertness", - "athletics-u": "Athletics", - "awareness-u": "Awareness", - "brawl-u": "Brawl", - "empathy-u": "Empathy", - "expression-u": "Expression", - "intimidation-u": "Intimidation", - "leadership-u": "Leadership", - "subterfuge-u": "Subterfuge", - "streetwise-u": "Subterfuge", - "animalken-u": "Animal Ken", - "crafts-u": "Craft", - "drive-u": "Drive", - "etiquette-u": "Etiquette", - "firearms-u": "Firearms", - "larceny-u": "Larceny", - "melee-u": "Melee", - "performance-u": "Performance", - "stealth-u": "Stealth", - "survival-u": "Survival", - "academics-u": "Academics", - "computer-u": "Computer", - "finance-u": "Finance", - "investigation-u": "Investigation", - "law-u": "Law", - "medicine-u": "Medicine", - "occult-u": "Occult", - "politics-u": "Politics", - "science-u": "Science", - "technology-u": "Technology", + "attributes-u": "Atributos", + "physical-u": "Físicos", + "social-u": "Sociales", + "mental-u": "Mentales", + "strength-u": "Fuerza", + "dexterity-u": "Destreza", + "stamina-u": "Resistencia", + "charisma-u": "Carisma", + "manipulation-u": "Manipulación", + "appearance-u": "Apariencia", + "intelligence-u": "Inteligencia", + "wits-u": "Astucia", + "perception-u": "Percepción", + "abilities-u": "Habilidades", + "talents-u": "Talentos", + "skills-u": "Técnicas", + "knowledges-u": "Conocimientos", + "alertness-u": "Alerta", + "athletics-u": "Atletismo", + "awareness-u": "Consciencia", + "brawl-u": "Pelea", + "empathy-u": "Empatía", + "expression-u": "Expresión", + "intimidation-u": "Intimidación", + "leadership-u": "Liderazgo", + "subterfuge-u": "Subterfugio", + "streetwise-u": "Callejeo", + "animalken-u": "Trato con Animales", + "crafts-u": "Artesanía", + "drive-u": "Conducir", + "etiquette-u": "Etiqueta", + "firearms-u": "Armas de Fuego", + "larceny-u": "Latrocinio", + "melee-u": "Pelea con Armas", + "performance-u": "Interpretación", + "stealth-u": "Sigilo", + "survival-u": "Supervivencia", + "academics-u": "Academicismo", + "computer-u": "Informática", + "finance-u": "Finanzas", + "investigation-u": "Investigación", + "law-u": "Leyes", + "medicine-u": "Medicina", + "occult-u": "Ocultismo", + "politics-u": "Política", + "science-u": "Ciencia", + "technology-u": "Tecnología", "advantages-u": "Advantages", - "disciplines-u": "Disciplines", - "backgrounds-u": "Backgrounds", - "virtues-u": "Virtues", - "conscience-u": "Conscience", - "convinction-u": "Convinction", - "selfcontrol-u": "Self-Control", - "instinct-u": "Instinct", - "courage-u": "Courage", - "othertraits-u": "Other Traits", - "paths-u": "Paths", - "merits-u": "Merits", - "flaws-u": "Flaws", - "humanitypath-u": "Humanity/path", - "bearing-u": "Bearing:", - "willpower-u": "Willpower", - "bloodpool-u": "Blood Pool", - "pointsperturn-u": "Points Per Turn", - "dicepools-u": "Dice Pools", - "attributeability-u": "Attribute            Ability", - "health-u": "Health", - "bruised-u": "Bruised", - "hurt-u": "Hurt", - "injured-u": "Injured", - "wounded-u": "Wounded", - "mauled-u": "Mauled", - "crippled-u": "Crippled", - "incapacitated-u": "Incapacitated", - "weakness-u": "Weakness", - "experience-u": "Experience", - "notes-u": "Notes", - "pathsins-u": "Path Sins" + "disciplines-u": "Disciplinas", + "backgrounds-u": "Trasfondos", + "virtues-u": "Virtudes", + "conscience-u": "Conciencia", + "convinction-u": "Convicción", + "selfcontrol-u": "Autocontrol", + "instinct-u": "Instinto", + "courage-u": "Coraje", + "othertraits-u": "Otros Rasgos", + "paths-u": "Sendas", + "merits-u": "Méritos", + "flaws-u": "Defectos", + "humanitypath-u": "Humanidad/Senda", + "bearing-u": "Porte:", + "willpower-u": "Fuerza de Voluntad", + "bloodpool-u": "Reserva de Sangre", + "pointsperturn-u": "Puntos por turno", + "dicepools-u": "Reservas de Dados", + "attributeability-u": "Atributo            Habilidad", + "health-u": "Salud", + "bruised-u": "Magullado", + "hurt-u": "Lastimado", + "injured-u": "Lesionado", + "wounded-u": "Herido", + "mauled-u": "Malherido", + "crippled-u": "Tullido", + "incapacitated-u": "Incapacitado", + "weakness-u": "Debilidad", + "experience-u": "Experiencia", + "notes-u": "Notas", + "pathsins-u": "Pecados de Senda" } diff --git a/CWOD-V20/translations/it.json b/CWOD-V20/translations/it.json index de6b373d98..df249565e8 100644 --- a/CWOD-V20/translations/it.json +++ b/CWOD-V20/translations/it.json @@ -1,53 +1,53 @@ { - "Primary": "Primary", - "MeritsFlaws": "Merits & Flaws", - "Powers": "Powers", - "OtherTraits": "Other Traits", - "Notes": "Notes", - "BondBoon": "Bond & Boon", - "BloodSorcery": "Blood Sorcery", - "Information": "Information", - "Dice": "Dice", - "Combat": "Combat", - "maxblood-u": "Max Blood", - "maxtrait-u": "Max Trait", - "extrabruised-u": "Extra Bruised", - "movement-u": "Movement", - "dexspeed-u": "Dex Speed", - "dexboostspeed-u": "Dex Boost Speed", - "celerityspeed-u": "Celerity Speed", - "miscspeed-u": "Misc Speed", - "walkspeed-u": "Walk Speed", - "jogspeed-u": "Jog Speed", - "runspeed-u": "Run Speed", - "yardsmeters-u": "Yards/Meters", - "meleeweapons-u": "Melee Weapons", - "name2-u": "Name", - "type-u": "Type", - "minstr-u": "Min Str.", - "damage-u": "Damage", - "lethality-u": "Lethality", - "conceal-u": "Conceal", - "bashing-u": "Bashing", - "lethal-u": "Lethal", - "aggravated-u": "Aggravated", - "rangedweapons-u": "Ranged Weapons", - "range-u": "Range", - "rate-u": "Rate", - "clip-u": "Clip", - "armorshields-u": "Armor & Shields", - "onq-u": "On?", - "class-u": "Class", - "rating-u": "Rating", - "penalty-u": "Penalty", - "aggravatedq-u": "Aggravated?", - "armor-u": "Armor", - "shield-u": "Shield", - "bodymod-u": "Body Mod.", - "other-u": "Other", + "Primary": "Principale", + "MeritsFlaws": "Pregi e Difetti", + "Powers": "Poteri", + "OtherTraits": "Altri tratti", + "Notes": "Note", + "BondBoon": "Legami e Favori", + "BloodSorcery": "Magia del sangue", + "Information": "Informazioni", + "Dice": "Dadi", + "Combat": "Combattimento", + "maxblood-u": "Sangue massimo", + "maxtrait-u": "Attributi massimi", + "extrabruised-u": "Contusioni extra", + "movement-u": "Movimento", + "dexspeed-u": "Velocità DES", + "dexboostspeed-u": "Incr. velocità DES", + "celerityspeed-u": "Velocità (disc.)", + "miscspeed-u": "Velocità varie", + "walkspeed-u": "Camminata", + "jogspeed-u": "Corsetta", + "runspeed-u": "Corsa", + "yardsmeters-u": "Iarde / Metri", + "meleeweapons-u": "Armi da mischia", + "name2-u": "Nome", + "type-u": "Tipo", + "minstr-u": "Forza min.", + "damage-u": "Danno", + "lethality-u": "Tipo di danno", + "conceal-u": "Occultabilità", + "bashing-u": "Urto", + "lethal-u": "Letali", + "aggravated-u": "Aggravati", + "rangedweapons-u": "Armi a distanza", + "range-u": "Gittata", + "rate-u": "Cadenza", + "clip-u": "Caricatore", + "armorshields-u": "Armature / Scudi", + "onq-u": "Attivo?", + "class-u": "Classe diff.", + "rating-u": "Valore", + "penalty-u": "Penalità", + "aggravatedq-u": "Aggravati?", + "armor-u": "Armatura", + "shield-u": "Scudo", + "bodymod-u": "Mod. taglia", + "other-u": "Altro", "no-u": "No", - "yes-u": "Yes", - "gear-u": "Gear", + "yes-u": "Sì", + "gear-u": "Equipaggiamento", "name-u": "Nome:", "player-u": "Giocatore:", "chronicle-u": "Cronaca:", @@ -84,14 +84,14 @@ "leadership-u": "Autorità", "subterfuge-u": "Sotterfugio", "streetwise-u": "Bassifondi", - "animalken-u": "Affin.Animale", - "crafts-u": "Craft", + "animalken-u": "Affin. animale", + "crafts-u": "Manualità", "drive-u": "Guidare", "etiquette-u": "Galateo", - "firearms-u": "Armi da Fuoco", + "firearms-u": "Armi da fuoco", "larceny-u": "Criminalità", - "melee-u": "A. da Mischia", - "performance-u": "Esp.Artistica", + "melee-u": "Mischia", + "performance-u": "Esp. artistica", "stealth-u": "Furtività", "survival-u": "Sopravvivenza", "academics-u": "Accademiche", @@ -117,11 +117,11 @@ "paths-u": "Sentieri", "merits-u": "Pregi", "flaws-u": "Difetti", - "humanitypath-u": "Umanità/sentiero", + "humanitypath-u": "Umanità/Sentiero", "bearing-u": "Atteggiamento:", "willpower-u": "Volontà", "bloodpool-u": "Punti Sangue", - "pointsperturn-u": "Sangue per Turno", + "pointsperturn-u": "Sangue / turno", "dicepools-u": "Riserve di Dadi", "attributeability-u": "Attributo            Abilità", "health-u": "Salute", @@ -135,5 +135,5 @@ "weakness-u": "Debolezza", "experience-u": "Esperienza", "notes-u": "Annotazioni", - "pathsins-u": "Path Sins" + "pathsins-u": "Peccati del Sentiero" } diff --git a/Call_of_Cthulhu_7th_Ed/translations/it.json b/Call_of_Cthulhu_7th_Ed/translations/it.json index b52ddf6538..ac3994bca9 100644 --- a/Call_of_Cthulhu_7th_Ed/translations/it.json +++ b/Call_of_Cthulhu_7th_Ed/translations/it.json @@ -15,49 +15,49 @@ "DEX-u": "DES", "DEX-r-txt": "Tiro DES", "POW-u": "POT", - "POW-r-txt": "POW Roll", + "POW-r-txt": "Tiro di Potere", "CON-u": "COS", - "CON-r-txt": "CON Roll", + "CON-r-txt": "Tiro di Conosc.", "APP-u": "FAS", "APP-r-txt": "APP Roll", "EDU-u": "EDU", - "EDU-r-txt": "EDU Roll", + "EDU-r-txt": "Tiro di Educ.", "SIZ-u": "TAG", - "SIZ-r-txt": "SIZ Roll", + "SIZ-r-txt": "Tiro di Taglia", "INT-u": "INT", "INT-r-txt": "Tiro INT", "Move rate-u": "Movimento", - "Move rate-r-txt": "Move rate Roll", + "Move rate-r-txt": "Tiro di Movim.", "HP-u": "Punti Ferita", - "HP-r-txt": "Hit Points Roll", + "HP-r-txt": "Tiro su Punti Vita", "current": "correnti", - "majorwound-u": "Major Wound", + "majorwound-u": "Ferita grave", "pulphp-u": "Pulp HP", "luck-u": "Fortuna", - "luck-r-txt": "Luck Roll", + "luck-r-txt": "Tiro di Fortuna", "damagebonus-u": "Bonus al Danno", "None": "Nessuno", "build-u": "Struttura", "sanity-u": "Sanità", "4/5-u": "4/5", "pulp-z": "Pulp", - "sanity-r-txt": "Sanity Roll", + "sanity-r-txt": "Tiro di Sanità", "start": "inizia", - "current-u": "current", + "current-u": "attuali", "max-u": "max", - "tempinsane-u": "Temp. Insane", - "indefinsane-u": "Indef. Insane", - "bouts-of-madness-u": "Bouts of Madness", - "pulp-bouts-of-madness-u": "Pulp Bouts of Madness", - "bom-real-time": "Real-Time", - "bom-summary": "Summary", - "stable": "Stable", + "tempinsane-u": "Follia temp.", + "indefinsane-u": "Follia perman.", + "bouts-of-madness-u": "Attacchi di follia", + "pulp-bouts-of-madness-u": "Forti attacchi di follia", + "bom-real-time": "Tempo reale", + "bom-summary": "Sommario", + "stable": "Stabile", "magicpoints-u": "Punti Magia", - "dicerolls-u": "Dice Rolls", - "custom-u": "Custom", + "dicerolls-u": "Tiri di dadi", + "custom-u": "Personalizzato", "investigatorskills-u": "Abilità dell'investigatore", - "accounting_da-u": "Accounting(10%)", - "animalhandling_da-u": "Animal Handling(15%)", + "accounting_da-u": "Contabilità", + "animalhandling_da-u": "Gestire animali", "accounting-u": "Contabilità(05%)", "accounting-r-txt": "Accounting Roll", "anthropology-u": "Antropologia(01%)", diff --git a/Call_of_Cthulhu_7th_Ed/translations/pt.json b/Call_of_Cthulhu_7th_Ed/translations/pt.json index bbf8cb5162..8943058a85 100644 --- a/Call_of_Cthulhu_7th_Ed/translations/pt.json +++ b/Call_of_Cthulhu_7th_Ed/translations/pt.json @@ -105,7 +105,7 @@ "firearms(hg)-u": "Armas de fogo(portáteis)(20%)", "firearms_hg-r-txt": "Armas de Fogo(Pistola/Revolver) Roll", "firearms(r/s)-u": "Armas de Fogo(Rifle/Shotgun)(25%)", - "firearms_rs-r-txt": "Armas de Fogo(Pistola/Revolver) Roll", + "firearms_rs-r-txt": "Armas de Fogo(Rifle/Shotgun) Roll", "firearms_s_m_g-u": "Armas de fogo(SMG)(15%)", "firearms_other-u": "Armas de Fogo(outros)", "firearms_electr-u": "Armas de Fogo(Eletrônicas)(25%)", diff --git a/Call_of_Cthulhu_DA/Call_of_Cthulhu_Dark_Ages.html b/Call_of_Cthulhu_DA/Call_of_Cthulhu_Dark_Ages.html index e799f5e2e2..0a36c25e9e 100644 --- a/Call_of_Cthulhu_DA/Call_of_Cthulhu_Dark_Ages.html +++ b/Call_of_Cthulhu_DA/Call_of_Cthulhu_Dark_Ages.html @@ -209,7 +209,7 @@
    - +
    diff --git a/Celerity Lite/charsheet_celerity_lite.css b/Celerity Lite/charsheet_celerity_lite.css index de7d67d07a..91873952c3 100644 --- a/Celerity Lite/charsheet_celerity_lite.css +++ b/Celerity Lite/charsheet_celerity_lite.css @@ -12,6 +12,9 @@ grid-row-gap: 1%; } +::placeholder {text-align: center;} +:-ms-input-placeholder {text-align: center;} + .sheet-picturebox { grid-column-start: 2; grid-column-end: 4; grid-row-start: 2; grid-row-end: 15; place-self: center; margin:10px;} .sheet-attributenamebox { grid-column: 1; grid-row: 2;} @@ -40,32 +43,41 @@ .sheet-magicgridlabel {grid-column: 1; grid-row: 2; text-align: center;} .sheet-magicscore {grid-column: 2; grid-row: 2; text-align: center;} .sheet-magictemp {grid-column: 3; grid-row: 2; text-align: center;} +.sheet-vitbox { grid-column: 1; grid-row: 8;} +.sheet-vitgrid{ display: grid; grid-template-columns: 28% 34% 34%; grid-column-gap: 2%;} +.sheet-vitgridlabel {grid-column: 1; grid-row: 2; text-align: center;} +.sheet-vitscore {grid-column: 2; grid-row: 2; text-align: center;} +.sheet-vittemp {grid-column: 3; grid-row: 2; text-align: center;} -.sheet-expertisenamebox { grid-column: 1; grid-row: 8;} -.sheet-exp1box { grid-column: 1; grid-row: 9;} +.sheet-expertisenamebox { grid-column: 1; grid-row: 9;} +.sheet-exp1box { grid-column: 1; grid-row: 10;} .sheet-exp1grid{ display: grid; grid-template-columns: 80% 18%; grid-column-gap: 2%;} .sheet-exp1 {grid-column: 1; grid-row: 1; text-align: center;} .sheet-exp1a {grid-column: 2; grid-row: 1; text-align: center;} -.sheet-exp2box { grid-column: 1; grid-row: 10;} +.sheet-exp2box { grid-column: 1; grid-row: 11;} .sheet-exp2grid{ display: grid; grid-template-columns: 80% 18%; grid-column-gap: 2%;} .sheet-exp2 {grid-column: 1; grid-row: 1; text-align: center;} .sheet-exp2a {grid-column: 2; grid-row: 1; text-align: center;} -.sheet-exp3box { grid-column: 1; grid-row: 11;} +.sheet-exp3box { grid-column: 1; grid-row: 12;} .sheet-exp3grid{ display: grid; grid-template-columns: 80% 18%; grid-column-gap: 2%;} .sheet-exp3 {grid-column: 1; grid-row: 1; text-align: center;} .sheet-exp3a {grid-column: 2; grid-row: 1; text-align: center;} -.sheet-exp4box { grid-column: 1; grid-row: 12;} +.sheet-exp4box { grid-column: 1; grid-row: 13;} .sheet-exp4grid{ display: grid; grid-template-columns: 80% 18%; grid-column-gap: 2%;} .sheet-exp4 {grid-column: 1; grid-row: 1; text-align: center;} .sheet-exp4a {grid-column: 2; grid-row: 1; text-align: center;} -.sheet-exp5box { grid-column: 1; grid-row: 13;} +.sheet-exp5box { grid-column: 1; grid-row: 14;} .sheet-exp5grid{ display: grid; grid-template-columns: 80% 18%; grid-column-gap: 2%;} .sheet-exp5 {grid-column: 1; grid-row: 1; text-align: center;} .sheet-exp5a {grid-column: 2; grid-row: 1; text-align: center;} -.sheet-exp6box { grid-column: 1; grid-row: 14;} +.sheet-exp6box { grid-column: 1; grid-row: 15;} .sheet-exp6grid{ display: grid; grid-template-columns: 80% 18%; grid-column-gap: 2%;} .sheet-exp6 {grid-column: 1; grid-row: 1; text-align: center;} .sheet-exp6a {grid-column: 2; grid-row: 1; text-align: center;} +.sheet-exp7box { grid-column: 1; grid-row: 16;} +.sheet-exp7grid{ display: grid; grid-template-columns: 80% 18%; grid-column-gap: 2%;} +.sheet-exp7 {grid-column: 1; grid-row: 1; text-align: center;} +.sheet-exp7a {grid-column: 2; grid-row: 1; text-align: center;} .sheet-itemslotnamebox { grid-column: 4; grid-row: 2;} .sheet-itemslot1 { grid-column: 4; grid-row: 3;} @@ -73,23 +85,25 @@ .sheet-itemslot3 { grid-column: 4; grid-row: 5;} .sheet-itemslot4 { grid-column: 4; grid-row: 6;} .sheet-itemslot5 { grid-column: 4; grid-row: 7;} -.sheet-itemslot6 { grid-column: 4; grid-row: 8;} -.sheet-itemslot7 { grid-column: 4; grid-row: 9;} -.sheet-itemslot8 { grid-column: 4; grid-row: 10;} -.sheet-specialabilitynamebox { grid-column: 4; grid-row: 11;} -.sheet-sa1 { grid-column: 4; grid-row: 12;} -.sheet-sa2 { grid-column: 4; grid-row: 13;} -.sheet-sa3 { grid-column: 4; grid-row: 14;} +.sheet-specialabilitynamebox { grid-column: 4; grid-row: 8;} +.sheet-sa1 { grid-column: 4; grid-row: 9;} +.sheet-sa2 { grid-column: 4; grid-row: 10;} +.sheet-sa3 { grid-column: 4; grid-row: 11;} +.sheet-sa4 { grid-column: 4; grid-row: 12;} +.sheet-sa5 { grid-column: 4; grid-row: 13;} +.sheet-sa6 { grid-column: 4; grid-row: 14;} +.sheet-sa7 { grid-column: 4; grid-row: 15;} +.sheet-sa8 { grid-column: 4; grid-row: 16;} -.sheet-weaponbox1 { grid-column-start: 1; grid-column-end: 3; grid-row: 15;} -.sheet-weaponbox2 { grid-column-start: 3; grid-column-end: 5; grid-row: 15;} -.sheet-weaponbox3 { grid-column-start: 1; grid-column-end: 3; grid-row: 16;} -.sheet-weaponbox4 { grid-column-start: 3; grid-column-end: 5; grid-row: 16;} -.sheet-weaponbox5 { grid-column-start: 1; grid-column-end: 3; grid-row: 17;} -.sheet-weaponbox6 { grid-column-start: 3; grid-column-end: 5; grid-row: 17;} -.sheet-weaponbox7 { grid-column-start: 1; grid-column-end: 3; grid-row: 18;} -.sheet-weaponbox8 { grid-column-start: 3; grid-column-end: 5; grid-row: 18;} +.sheet-weaponbox1 { grid-column-start: 1; grid-column-end: 3; grid-row: 17;} +.sheet-weaponbox2 { grid-column-start: 3; grid-column-end: 5; grid-row: 17;} +.sheet-weaponbox3 { grid-column-start: 1; grid-column-end: 3; grid-row: 18;} +.sheet-weaponbox4 { grid-column-start: 3; grid-column-end: 5; grid-row: 18;} +.sheet-weaponbox5 { grid-column-start: 1; grid-column-end: 3; grid-row: 19;} +.sheet-weaponbox6 { grid-column-start: 3; grid-column-end: 5; grid-row: 19;} +.sheet-weaponbox7 { grid-column-start: 1; grid-column-end: 3; grid-row: 20;} +.sheet-weaponbox8 { grid-column-start: 3; grid-column-end: 5; grid-row: 20;} .sheet-weapongrid1 { display: grid; grid-template-columns: 39% 60%; grid-column-gap: 1%;} .sheet-weapongrid2 { display: grid; grid-template-columns: 24% 24% 24% 24%; grid-column-gap: 1.33%;} .sheet-weapon_namebox { grid-column: 1; grid-row: 1; text-align: center;} @@ -99,25 +113,25 @@ .sheet-weapon_rngbox { grid-column: 3; grid-row: 1; text-align: center;} .sheet-weapon_rng { grid-column: 4; grid-row: 1; text-align: center;} -.sheet-inventorynamebox { grid-column-start: 1; grid-column-end: 3; grid-row: 19;} -.sheet-inventory1 { grid-column-start: 1; grid-column-end: 3; grid-row: 20;} -.sheet-inventory2 { grid-column-start: 1; grid-column-end: 3; grid-row: 21;} -.sheet-inventory3 { grid-column-start: 1; grid-column-end: 3; grid-row: 22;} -.sheet-inventory4 { grid-column-start: 1; grid-column-end: 3; grid-row: 23;} -.sheet-inventory5 { grid-column-start: 1; grid-column-end: 3; grid-row: 24;} -.sheet-inventory6 { grid-column-start: 1; grid-column-end: 3; grid-row: 25;} -.sheet-inventory7 { grid-column-start: 1; grid-column-end: 3; grid-row: 26;} -.sheet-inventory8 { grid-column-start: 1; grid-column-end: 3; grid-row: 27;} +.sheet-inventorynamebox { grid-column-start: 1; grid-column-end: 3; grid-row: 21;} +.sheet-inventory1 { grid-column-start: 1; grid-column-end: 3; grid-row: 22;} +.sheet-inventory2 { grid-column-start: 1; grid-column-end: 3; grid-row: 23;} +.sheet-inventory3 { grid-column-start: 1; grid-column-end: 3; grid-row: 24;} +.sheet-inventory4 { grid-column-start: 1; grid-column-end: 3; grid-row: 25;} +.sheet-inventory5 { grid-column-start: 1; grid-column-end: 3; grid-row: 26;} +.sheet-inventory6 { grid-column-start: 1; grid-column-end: 3; grid-row: 27;} +.sheet-inventory7 { grid-column-start: 1; grid-column-end: 3; grid-row: 28;} +.sheet-inventory8 { grid-column-start: 1; grid-column-end: 3; grid-row: 29;} -.sheet-spellsnamebox { grid-column-start: 3; grid-column-end: 5; grid-row: 19;} -.sheet-spell1 { grid-column-start: 3; grid-column-end: 5; grid-row: 20;} -.sheet-spell2 { grid-column-start: 3; grid-column-end: 5; grid-row: 21;} -.sheet-spell3 { grid-column-start: 3; grid-column-end: 5; grid-row: 22;} -.sheet-spell4 { grid-column-start: 3; grid-column-end: 5; grid-row: 23;} -.sheet-spell5 { grid-column-start: 3; grid-column-end: 5; grid-row: 24;} -.sheet-spell6 { grid-column-start: 3; grid-column-end: 5; grid-row: 25;} -.sheet-spell7 { grid-column-start: 3; grid-column-end: 5; grid-row: 26;} -.sheet-spell8 { grid-column-start: 3; grid-column-end: 5; grid-row: 27;} +.sheet-spellsnamebox { grid-column-start: 3; grid-column-end: 5; grid-row: 21;} +.sheet-spell1 { grid-column-start: 3; grid-column-end: 5; grid-row: 22;} +.sheet-spell2 { grid-column-start: 3; grid-column-end: 5; grid-row: 23;} +.sheet-spell3 { grid-column-start: 3; grid-column-end: 5; grid-row: 24;} +.sheet-spell4 { grid-column-start: 3; grid-column-end: 5; grid-row: 25;} +.sheet-spell5 { grid-column-start: 3; grid-column-end: 5; grid-row: 26;} +.sheet-spell6 { grid-column-start: 3; grid-column-end: 5; grid-row: 27;} +.sheet-spell7 { grid-column-start: 3; grid-column-end: 5; grid-row: 28;} +.sheet-spell8 { grid-column-start: 3; grid-column-end: 5; grid-row: 29;} .sheet-identitybox { grid-column-start: 1; diff --git a/Celerity Lite/charsheet_celerity_lite.html b/Celerity Lite/charsheet_celerity_lite.html index 482c3fedab..f2074b773f 100644 --- a/Celerity Lite/charsheet_celerity_lite.html +++ b/Celerity Lite/charsheet_celerity_lite.html @@ -72,9 +72,9 @@ Affinity
    - +
    - Effect Range + Evasion Action Cost
    @@ -158,6 +158,21 @@
    +
    +
    +
    +
    + Vit +
    +
    +
    + +
    +
    + +
    +
    +
    Expertise @@ -223,6 +238,16 @@
    +
    +
    +
    + +
    +
    + +
    +
    +
    Item Slots @@ -250,27 +275,12 @@
    - -
    -
    -
    -
    - -
    -
    -
    -
    - -
    -
    -
    -
    - +
    - Skill + Inventory
    @@ -288,6 +298,31 @@
    +
    +
    + +
    +
    +
    +
    + +
    +
    +
    +
    + +
    +
    +
    +
    + +
    +
    +
    +
    + +
    +
    diff --git a/ChroniquesGalactiques/ReadMe.md b/ChroniquesGalactiques/ReadMe.md index ed329a9b81..a6e952acd8 100644 --- a/ChroniquesGalactiques/ReadMe.md +++ b/ChroniquesGalactiques/ReadMe.md @@ -9,9 +9,14 @@ Cette feuilles de personnage inclue quelques jets et règles optionnelles. Le jeu complet est paru dans le magazine [Casus Belli](http://www.black-book-editions.fr/catalogue.php?id=207) #17,18 et 19. # Version courante -3.8 [Screenshot](cog_v3.png) +2020.0525 [Screenshot](cog_v3.png) # Notes de version +## V2020.0525 +* Reprise des dernières modifications de la fiche COC +* Nouveau fichier .html pour la fiche +* Nouveau schema de versionning : AAAA.MMJJ + ## V3.8 (2019-10-10) * Ajout buff et calcul auto des PV * Modification du sheetworker pour éviter erreurs dans la console API diff --git a/ChroniquesGalactiques/cog.css b/ChroniquesGalactiques/cog.css index d04e17e15e..ccde2c2bd1 100644 --- a/ChroniquesGalactiques/cog.css +++ b/ChroniquesGalactiques/cog.css @@ -12,189 +12,223 @@ select, table, tr, td, -th{ - box-sizing: border-box; - font-family: Verdana; - font-size: 12px; +th { + box-sizing: border-box; + font-family: Verdana; + font-size: 12px; } -div.sheet-mainBg{ - width: 850px; - background: linear-gradient(#9B9E99, #CECBC4, #DDDAD2, #ECEDE8, #FDFEFD); - border: 2px solid #2F5860; - border-radius: 10px; - padding: 6px 0px 6px 0px; +div.sheet-mainBg { + width: 832px; /* 850px; */ + background: linear-gradient(#9b9e99, #cecbc4, #dddad2, #ecede8, #fdfefd); + border: 2px solid #2f5860; + border-radius: 10px; + padding: 6px 0px 6px 0px; } -table{ - width:100%; - border-collapse: collapse; + +table { + width: 100%; + border-collapse: collapse; } -tr,td,th { - vertical-align:top !important; + +tr, +td, +th { + vertical-align: top !important; } -table.sheet-tabsep{ - border-collapse: separate; - border-spacing: 4px 2px; + +table.sheet-tabsep { + border-collapse: separate; + border-spacing: 4px 2px; } -.sheet-imghr{ - width: 820px; - height: 5px; - padding: 0px; - /* box-shadow: 1px 1px 8px #555; */ + +.sheet-imghr { + width: 820px; + height: 5px; + padding: 0px; + /* box-shadow: 1px 1px 8px #555; */ } -.sheet-imghr-up{ - width: 820px; - height: 5px; - padding: 0px; - text-align: center; - margin-top: -24px; - /* box-shadow: 1px 1px 8px #555; */ + +.sheet-imghr-up { + width: 820px; + height: 5px; + padding: 0px; + text-align: center; + margin-top: -24px; + /* box-shadow: 1px 1px 8px #555; */ } -.sheet-boxtitre{ - font-family: 'Contrail One'; - font-size: 15px; - background-color: #2F5860; - text-align: center; - font-style: normal; - /* font-weight: bold; */ - text-transform: capitalize; - color: white; - border:none; - white-space: nowrap; - padding: 2px 4px 2px 4px; + +.sheet-boxtitre { + font-family: "Contrail One"; + font-size: 15px; + background-color: #2f5860; + text-align: center; + font-style: normal; + /* font-weight: bold; */ + text-transform: capitalize; + color: white; + border: none; + white-space: nowrap; + padding: 2px 4px 2px 4px; } -.sheet-boxtitresmall{ - font-family: 'Contrail One'; - font-size: 13px; - background-color: #2F5860; - text-align: center; - font-style: normal; - font-weight: normal; - color: white; - border:none; - white-space: nowrap; - padding: 1px 2px 1px 2px; - vertical-align: top; + +.sheet-boxtitresmall { + font-family: "Contrail One"; + font-size: 13px; + background-color: #2f5860; + text-align: center; + font-style: normal; + font-weight: normal; + color: white; + border: none; + white-space: nowrap; + padding: 1px 2px 1px 2px; + vertical-align: top; } -.sheet-boxinput{ - background-color: white; - text-align: center; - font-style: normal; - font-weight: normal; - color: black; - border: 1px solid #2F5860; - white-space: nowrap; + +.sheet-boxinput { + background-color: white; + text-align: center; + font-style: normal; + font-weight: normal; + color: black; + border: 1px solid #2f5860; + white-space: nowrap; } -.sheet-boxinputleft{ - background-color: white; - text-align: left; - font-style: normal; - font-weight: normal; - color: black; - border: 1px solid #2F5860; - white-space: nowrap; + +.sheet-boxinputleft { + background-color: white; + text-align: left; + font-style: normal; + font-weight: normal; + color: black; + border: 1px solid #2f5860; + white-space: nowrap; } -.sheet-boxinputlight{ - background-color: white; - text-align: center; - font-style: normal; - font-weight: normal; - color: black; - border: 1px solid #7F989D; - white-space: nowrap; + +.sheet-boxinputlight { + background-color: white; + text-align: center; + font-style: normal; + font-weight: normal; + color: black; + border: 1px solid #7f989d; + white-space: nowrap; } -.sheet-boxvoie{ - background-color: white; - text-align: left; - font-style: normal; - font-weight: normal; - color: black; - border-top: none; - border-bottom: 1px dotted #2F5860; - border-left: 1px solid #2F5860; - border-right: 1px solid #2F5860; - white-space: nowrap; + +.sheet-boxvoie { + background-color: white; + text-align: left; + font-style: normal; + font-weight: normal; + color: black; + border-top: none; + border-bottom: 1px dotted #2f5860; + border-left: 1px solid #2f5860; + border-right: 1px solid #2f5860; + white-space: nowrap; } -.sheet-textfat{ - font-family: 'Contrail One'; - font-size: 15px; - font-weight: bold; - color: #2F5860; - border: none; - text-align: center; + +textarea.sheet-boxability { + width: 92%; } -.sheet-textfatleft{ - font-family: 'Contrail One'; - font-size: 15px; - font-weight: bold; - color: #2F5860; - border: none; - text-align: left; - padding-left: 4px; - padding-right: 4px; + +.sheet-textfat { + font-family: "Contrail One"; + /* 'Contrail One'; */ + font-size: 15px; + font-weight: bold; + color: #2f5860; + border: none; + text-align: center; } -.sheet-textbase{ - font-family: 'Contrail One'; - font-size: 14px; - color: #2F5860; - border: none; - text-align: center; + +.sheet-textfatleft { + font-family: "Contrail One"; + /* 'Contrail One'; */ + font-size: 15px; + font-weight: bold; + color: #2f5860; + border: none; + text-align: left; + padding-left: 4px; + padding-right: 4px; } -.sheet-textbasesmall{ - color: #2F5860; - border: none; - font-size:11px; + +.sheet-textbase { + font-family: "Contrail One"; + /* 'Contrail One'; */ + font-size: 14px; + color: #2f5860; + border: none; + text-align: center; } -.sheet-texttitresmall{ - color: white; - font-size: 8px; - font-weight: normal; + +.sheet-textbasesmall { + color: #2f5860; + border: none; + font-size: 11px; } -button[type="roll"].sheet-boxtitre{ - height:20px; - font-family: 'Contrail One'; - font-size: 15px; - font-weight: normal; - text-decoration:none; - background:none; - background-image:none; - border: none; - box-shadow: none; - text-shadow: none; + +.sheet-texttitresmall { + color: white; + font-size: 8px; + font-weight: normal; } -button[type="roll"].sheet-boxtitre:hover{ - font-weight: bold; - background-color:#7F989D; - border: 1px none white; + +button[type="roll"].sheet-boxtitre { + height: 20px; + font-family: "Contrail One"; + /* 'Contrail One'; */ + font-size: 15px; + font-weight: normal; + text-decoration: none; + background: none; + background-image: none; + border: none; + box-shadow: none; + text-shadow: none; } + +button[type="roll"].sheet-boxtitre:hover { + font-weight: bold; + background-color: #7f989d; + border: 1px solid white; +} + button[type="roll"].sheet-neutre, -button[type="roll"].sheet-output{ - color: #2F5860; - font-weight: normal; - font-size: 20px; - text-decoration:none; - background:none; - background-image:none; - border: none; - box-shadow: none; - text-shadow: none; - padding: 0px; - margin: 0px; +button[type="roll"].sheet-output { + color: #2f5860; + font-weight: normal; + font-size: 20px; + text-decoration: none; + background: none; + background-image: none; + border: none; + box-shadow: none; + text-shadow: none; + padding: 0px; + margin: 0px; } + button[type="roll"].sheet-neutre:hover, -button[type="roll"].sheet-output:hover{ - font-weight: bold; +button[type="roll"].sheet-output:hover { + font-weight: bold; } -button[type="roll"].sheet-output{ - font-family: pictos; + +button[type="roll"].sheet-output { + font-family: pictos; } + button[type="roll"].sheet-output:before { - content: ""; + content: ""; } + button[type="action"].sheet-boxtitre:hover { - border-radius: 2px; - background-color:#7F989D; + border-radius: 2px; + background-color: #7f989d; } + button[type="action"].sheet-iconbtn { border: 0px; background-color: transparent; @@ -202,130 +236,158 @@ button[type="action"].sheet-iconbtn { font-size: large; } - img.sheet-iconimg { +img.sheet-iconimg { width: 16px; } - img.sheet-iconimg:hover { +img.sheet-iconimg:hover { width: 32px; } -input, select{ - border: none; - box-shadow: none; - max-height: 22px; - padding: 0px; - margin: 0px; + +input, +select { + border: none; + box-shadow: none; + max-height: 22px; + padding: 0px; + margin: 0px; } -select.sheet-carac{ - width: 62px; + +select.sheet-carac { + width: 62px; } -select.sheet-pjstatus{ - width: 75px; + +select.sheet-pjstatus { + width: 75px; } -select.sheet-selectmin{ - width: 18px; - -webkit-appearance: none; - -moz-appearance: none; - appearance: none; + +select.sheet-selectmin { + width: 18px; + -webkit-appearance: none; + -moz-appearance: none; + appearance: none; } -input[type="number"]{ - width: 60px; - text-align: right; + +input[type="number"] { + width: 60px; + text-align: right; } -input[type="text"]{ - width: 100%; - text-align: left; - padding-left: 4px; + +input[type="text"] { + width: 100%; + text-align: left; + padding-left: 4px; } -input[disabled]{ - background-color: white; - font-style: italic; + +input[disabled] { + background-color: white; + font-style: italic; } -input:not([disabled]):hover{ - background-color: #7F989D; + +input:not([disabled]):hover { + background-color: #7f989d; } -select:not([disabled]):hover{ - background-color: #7F989D; + +select:not([disabled]):hover { + background-color: #7f989d; } -input.sheet-nobox{ - border-bottom: 2px dotted #2F5860; + +input.sheet-nobox { + border-bottom: 2px dotted #2f5860; } -input.sheet-buff{ - border-bottom: 1px dotted #000000; + +input.sheet-buff { + border-bottom: 1px dotted #000000; } -textarea{ - border: none; - box-shadow: none; - padding: 1px; - margin: 0px; - height: 1.5em; - resize: vertical; - vertical-align:top; + +textarea { + border: none; + box-shadow: none; + padding: 1px; + margin: 0px; + height: 1.5em; + resize: vertical; + vertical-align: top; } -textarea.sheet-voixdesc{ - resize: none; - height: 100%; - overflow-y: auto; + +textarea.sheet-voixdesc { + resize: none; + height: 100%; + overflow-y: auto; } -.sheet-container{ - display:flex; + +.sheet-container { + display: flex; } + td.sheet-buff { - padding: 2px; + padding: 2px; } + td.sheet-buff-text { - width: 12%; + width: 12%; } -/* TABS */ +/* TABS */ + +div.sheet-tab-content { + display: none; +} -div.sheet-tab-content { display: none; } input.sheet-fp1:checked ~ div.sheet-fp1, input.sheet-fp2:checked ~ div.sheet-fp2, input.sheet-fp3:checked ~ div.sheet-fp3, input.sheet-tab1:checked ~ div.sheet-tab1, input.sheet-tab2:checked ~ div.sheet-tab2, input.sheet-tab3:checked ~ div.sheet-tab3, -input.sheet-tab4:checked ~ div.sheet-tab4 { display: block; } +input.sheet-tab4:checked ~ div.sheet-tab4 { + display: block; +} + input.sheet-tab { - width: 110px; - height: 18px; - position: relative; - color: #5C2E05; - vertical-align: middle; - left: 50px; - margin: -52px; - cursor: pointer; - z-index: 2; - opacity: 0; + width: 110px; + height: 18px; + position: relative; + color: #5c2e05; + vertical-align: middle; + left: 50px; + margin: -52px; + cursor: pointer; + z-index: 2; + opacity: 0; } + input.sheet-tab + span::before { - content: attr(title); - border: solid 1px #c8c8c8; - border-bottom-color: black; - border-bottom-width: thin; - text-align: center; - display: inline-block; - background: #fff; - width: 108px; - height: 18px; - z-index: 1; + content: attr(title); + border: solid 1px #c8c8c8; + border-bottom-color: black; + border-bottom-width: thin; + text-align: center; + display: inline-block; + background: #fff; + width: 108px; + height: 18px; + z-index: 1; } + input.sheet-tab:checked + span::before { - background: #dcdcdc; - border-bottom-color: #fff; - border-bottom-width: 5px + background: #dcdcdc; + border-bottom-color: #fff; + border-bottom-width: 5px; } + input.sheet-hidden-tab { display: none; height: 0px; position: relative; top: -10px; } + .sheet-block-hidden, .sheet-block-switch:checked ~ .sheet-block-show { display: block; } + .sheet-block-show, .sheet-block-switch:checked ~ .sheet-block-hidden { display: none; @@ -334,173 +396,201 @@ input.sheet-hidden-tab { /* Switch -- styled checkboxes */ input[type="checkbox"].sheet-block-switch { - opacity: 0; - width: 16px; - height: 16px; - position: relative; - top: 5px; - left: 6px; - margin: -10px; - cursor: pointer; - z-index: 1; + opacity: 0; + width: 16px; + height: 16px; + position: relative; + top: 5px; + left: 6px; + margin: -10px; + cursor: pointer; + z-index: 1; } + input[type="checkbox"].sheet-block-switch + span::before { - margin-right: 4px; - line-height: 14px; - text-align: center; - display: inline-block; - vertical-align: middle; - content: "►"; - width: 16px; - height: 16px; - font-size: 12px; + margin-right: 4px; + line-height: 14px; + text-align: center; + display: inline-block; + vertical-align: middle; + content: "►"; + width: 16px; + height: 16px; + font-size: 12px; } + input[type="checkbox"].sheet-block-switch:checked + span::before { - content: "▼"; + content: "▼"; } + .sheet-block-hidden, .sheet-block-switch:checked ~ .sheet-block-show { display: block; } + .sheet-block-show, .sheet-block-switch:checked ~ .sheet-block-hidden { display: none; } -/* Option display : Gears */ +/* Option display : Gears */ .sheet-options-flag { -opacity: 0; -top: -8px; -right: 0px; -position: absolute; -width: 16px; -min-height: 16px; -z-index: 2; + opacity: 0; + top: -8px; + right: 0px; + position: absolute; + width: 16px; + min-height: 16px; + z-index: 2; } + .sheet-options-flag + span { -top: -8px; -right: 0px; -position: absolute; -white-space: nowrap; -width: 16px; -height: 16px; -font-size: 16px; -font-family: pictos; -color: #BBBBBB; -cursor: pointer; -margin-top: 0px; -display: none; + top: -8px; + right: 0px; + position: absolute; + white-space: nowrap; + width: 16px; + height: 16px; + font-size: 16px; + font-family: pictos; + color: #bbbbbb; + cursor: pointer; + margin-top: 0px; + display: none; } -.sheet-options-flag:hover + span,.sheet-options-flag:checked + span { -color: #C3996B; -display: block; + +.sheet-options-flag:hover + span, +.sheet-options-flag:checked + span { + color: #c3996b; + display: block; +} + +.sheet-attack:hover .sheet-options-flag + span { + display: block; +} + +.sheet-options { + display: none; +} + +.sheet-options-flag:checked ~ .sheet-options { + display: block; } -.sheet-attack:hover .sheet-options-flag + span {display: block;} -.sheet-options {display: none;} -.sheet-options-flag:checked ~ .sheet-options {display: block;} /* TEMPLATES */ -.sheet-rolltemplate-co1 .sheet-imghr{ - width: 100%; - height: 4px; - padding: 0px; - margin: 0px; +.sheet-rolltemplate-co1 .sheet-imghr { + width: 100%; + height: 4px; + padding: 0px; + margin: 0px; } + .sheet-rolltemplate-co1 table { - width: 100%; - padding: 2px; - /* border: 1px solid #2F5860; */ - /* border-radius: 6px; */ - background-color: #ffffff; - border-collapse: collapse; + width: 100%; + padding: 2px; + /* border: 1px solid #2F5860; */ + /* border-radius: 6px; */ + background-color: #ffffff; + border-collapse: collapse; } + .sheet-rolltemplate-co1 .sheet-roundtable { - border: 1px solid #2F5860; + border: 1px solid #2f5860; border-radius: 6px; overflow: auto; } + .sheet-rolltemplate-co1 th { - color: #2F5860; - margin: 0px; - padding: 0px 5px 0px 5px; - font-size: 16px; - text-align: left; - font-family: 'Contrail One'; - font-variant: small-caps; - font-weight: bold; - white-space: nowrap; + color: #2f5860; + margin: 0px; + padding: 0px 5px 0px 5px; + font-size: 16px; + text-align: left; + font-family: "Contrail One"; + font-variant: small-caps; + font-weight: bold; + white-space: nowrap; } + .sheet-rolltemplate-co1 .sheet-subheader { - color: #000; - font-size: 12px; - font-style: italic; - font-family: 'Verdana'; - font-variant: small-caps; - text-align: right; - white-space: nowrap; + color: #000; + font-size: 12px; + font-style: italic; + font-family: "Verdana"; + font-variant: small-caps; + text-align: right; + white-space: nowrap; } + .sheet-rolltemplate-co1 .sheet-tcat { - font-family: 'Verdana'; - font-size: 12px; - font-weight: normal; - text-align: right; - padding-right: 2px; + font-family: "Verdana"; + font-size: 12px; + font-weight: normal; + text-align: right; + padding-right: 2px; } + .sheet-rolltemplate-co1 td { - margin: 0px; - padding: 0px 5px 0px 5px; - font-family: 'Verdana'; - font-size: 12px; - font-weight: normal; - white-space: nowrap; + margin: 0px; + padding: 0px 5px 0px 5px; + font-family: "Verdana"; + font-size: 12px; + font-weight: normal; + white-space: nowrap; } -.sheet-rolltemplate-co1 div.sheet-desc{ - padding-top: 6px; - min-height: 25px; - max-height: 250px; - overflow-y: auto; + +.sheet-rolltemplate-co1 div.sheet-desc { + padding-top: 6px; + min-height: 25px; + max-height: 250px; + overflow-y: auto; } + .sheet-rolltemplate-co1 div.sheet-text { - font-size: 90%; - font-style: italic; - text-align: justify; - text-justify: inter-word; - margin: 2px; + font-size: 90%; + font-style: italic; + text-align: justify; + text-justify: inter-word; + margin: 2px; } -.sheet-rolltemplate-co1 .inlinerollresult { - background-color: rgba(255,255,255,0.9); - border-width: 1px; - border-color: #7F989D; - border-style: solid; - border-radius: 25%; - font-family: 'Contrail One'; - font-size: 16px; + +.sheet-rolltemplate-co1 .inlinerollresult { + background-color: rgba(255, 255, 255, 0.9); + border-width: 1px; + border-color: #7f989d; + border-style: solid; + border-radius: 25%; + font-family: "Contrail One"; + font-size: 16px; } + .sheet-rolltemplate-co1 .inlinerollresult.fullcrit { - color: #3FB315; - border-width: 2px; - border-color: #3FB315; - border-style: solid; - border-radius: 25%; - font-family: 'Contrail One'; - font-size: 16px; + color: #3fb315; + border-width: 2px; + border-color: #3fb315; + border-style: solid; + border-radius: 25%; + font-family: "Contrail One"; + font-size: 16px; } + .sheet-rolltemplate-co1 .inlinerollresult.fullfail { - color: #B31515; - border-width: 2px; - border-color: #B31515; - border-style: solid; - border-radius: 25%; - font-family: 'Contrail One'; - font-size: 16px; + color: #b31515; + border-width: 2px; + border-color: #b31515; + border-style: solid; + border-radius: 25%; + font-family: "Contrail One"; + font-size: 16px; } + .sheet-rolltemplate-co1 .inlinerollresult.importantroll { - color: #2F5860; - border-width: 2px; - border-color: #2F5860; - border-style: solid; - border-radius: 25%; - font-family: 'Contrail One'; - font-size: 16px; + color: #2f5860; + border-width: 2px; + border-color: #2f5860; + border-style: solid; + border-radius: 25%; + font-family: "Contrail One"; + font-size: 16px; } diff --git a/ChroniquesGalactiques/cog.html b/ChroniquesGalactiques/cog.html new file mode 100644 index 0000000000..1d6f90efcc --- /dev/null +++ b/ChroniquesGalactiques/cog.html @@ -0,0 +1,5159 @@ +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    +
    +
    + +
    + +
    +
    + + + + + + + + + + + + + + + + + + + +
    Nom +
    Race
    Profil
    NiveauType + +
    +
    +
    + + + + + + + + + + + + + + + + + +
    Sexe
    Âge
    Taille
    Poids
    +
    +
    + + + +
    + + + + + +
    +
    + + + + + + +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    CARAC.ValeurMod.BonusTest
    + +
    + +
    + +
    + +
    + +
    + +
    ÉTATS PRÉJUDICIABLES
    +   +  Normal +   +  Affaibli +   +  Poisse +
    + + + + + + + + +
    +
    + + + + + + + + + + + + + + +
    + /++=
    +
    + + + + + + + + + +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    COMBATBaseMod.Div.Total
    + +
    + +
    + +
    + +
      + + +
     
    +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    VITALITÉ
    + + + +
    + PV restants  + +
    + DM temp.  + +
    +   + Blessure grave  + +
    RD + +
     
    +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    DÉFENSES + Armure + + + Bouclier + + Mod.Div.Action défensiveTotal
    DEF10+ + + + + +
    Malus 
    DEP10+   
    +
    +
    +
    + +
    + + + + + + + + + + +
    ARMES / ATTAQUESATTAQUECRIT.DMPORTÉESPÉCIAL
    +
    +
    + y +
    + + + + + + + + + + +
    + + + + + + + + + + + + + ++ + + + + + + +
    +
    +
    + + + + + + + + +
      + + + + + + + + + + + + + + +
    +
    +
    +
    +
    + +
    + + + + + + + + + + + + + +
    Modificateurs d'AttaqueModificateurs de Dommages
    + + + + + +  Tir à haute puissance (L) +
    +
    + + + + + + +
    + + + + + +
    +
    +
    +
    + + + + + + +
    + + + + + +
    +
    +
    +
    + +
    +
    +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    CAPACITÉS DU PERSONNAGE
     Voie 1Voie 2Voie 3
    R + + + + + +
    1 + + + + + + + + +
    2 + + + + + + + + +
    3 + + + + + + + + +
    4 + + + + + + + + +
    5 + + + + + + + + +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
     Voie 4Voie 5Voie 6
    R + + + + + +
    1 + + + + + + + + +
    2 + + + + + + + + +
    3 + + + + + + + + +
    4 + + + + + + + + +
    5 + + + + + + + + +
    +
    + Plus de voies +
    +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
     Voie 7Voie 8Voie 9
    R + + + + + +
    1 + + + + + + + + +
    2 + + + + + + + + +
    3 + + + + + + + + +
    4 + + + + + + + + +
    5 + + + + + + + + +
    +
    +
    + + + + + + +
    Jets de Capacités 
    +
    + + + + + + + + + + + + +
    + + + + + + + + () + ++ ( +  x  + ) + + + + + +
      + + + +
    +
    +
    + +
    + Traits +
    + + + + + + + +
    + +
    +
    +
    + +
    + +
    BUFFS
    +
    + + + + + +
    + + + + +
    +
    + Détail par attribut +
    +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    FOR: +
    DEX: +
    CON: +
    INT: +
    PER: +
    CHA: +
    ATC:
    ATD:
    PSYInf.:
    PSYInt.:
    INIT:
    DEF: +
    DEFPsy: +
    PV: + + + +
    +
    +
    + +
    +
    +
    + +
    +
    +
    ÉQUIPEMENT
    +
    + Crédits :  + + Enc. Total :  + + + / +
    +
    +
    + + Enc. + + Nbre + + +
    + +
    + + + A une attaque + +
    +
    +
    +
    +
    Autres ressources
    +
    +
    +   + Valeur : + +
    +
    +
    +
    + +
    +
    + + + + + + + +
    ÉQUIPEMENT : Divers
    +
    +
    + + + + + + + +
    Notes
    +
    +
    + +
    +
    +
    +
    + + + +
    PARAMETRES
    +
      +
    • Jets : + +
    • +
    • Initiative variable : + +
    • +
    • Compteur PC : + +
    • +
    • Encombrement : + +
    • +
    • Progression PV : + +
    • +
    +
    + +
    +
    +
    + + + +
    +
    + + + + + + +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    CARAC.ValeurMod.BonusTest
    + + + + + + + + + + + + + + +
    PE/++=
    +
    + + + + + + + + + +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    COMBATBaseMod.Div.Total
    + +
    Pilotage + + +
    Machines + + +
    Senseurs + + +
    Ordinateurs + + +
     
    +
    + + + + + + + + + + + + + + + + + + + + + + + + + + +
    STRUCTURE
    DV + +
    PV
    + PV restants  + +
    + DM temp.  + +
    RD
     
    +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    DÉFENSES Mod. DEX/CONPiloteMod. PERScantechTotal
    DEF (rapidité)10+
    DEF (solidité)10+   
    +
    +
    +
    + +
    + + + + + + + + + +
    ARMES / ATTAQUESATTAQUECRIT.DMSPÉCIAL
    +
    +
    + y +
    + + + + + + + + + + +
    + + + + + + + + + + + + ++ + + +
    +
    +
    + + + + + + + + +
      + + + + + + + +  
    +
    +
    +
    +
    + +
    +
    +
    + + + + + + + + + +
    + Jets  + + + Initiative variable  +
    +
    + +
    + +
    BUFFS
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    FOR: + + + + + + + + + +
    DEX: + + + + + + + + + +
    CON: + + + + + + + + + +
    INT: + + + + + + + + + +
    PER: + + + + + + + + + +
    CHA: + + + + + + + + + +
    ATD: + + + + + + + + + +
    INIT: + + + + + + + + + +
    PIL: + + + + + + + + + +
    SEN: + + + + + + + + + +
    PE: + + + + + + + + + +
    +
    +
    +
    +
    + + + +
    +
    +
    +
    +
    + Attributs +
    +
    +
    +
    +
    + + +
    +
    +
    +
    +
    + + +
    +
    +
    +
    +
    + + +
    +
    +
    +
     
    +
    +
    +
    +
    + + +
    +
    +
    +
    +
    + + +
    +
    +
    +
    +
    + + +
    +
    +
    +
     
    +
    +
    +
    +
    + +
    +
    +
    +
    DEF / DEP
    +
    +  / + +
    +
    +
    +
    PV
    +
    + / +
    +
    +
    +
    +
    +
    + Divers +
    +
    + +
    +
    +
    +
     
    + +
    +
    + + + + + + + + + +
    AttaquesToucherCrit.DMPortéeSpécial
    +
    +
    + + + + + + + + + +
    + + + + + + + + + + + + + + + + + + +
    +
    +
    +
     
    + +
    +
    + Capacités +
    +
    + + + + + + +
    + + + + +
    +
    +
    +
     
    + +
    + Importer statblock +
    +
    +
    +
    + +
    +
    + +
    +
    +
    +
    +
    +
    +
    +
    +
    + Jets  + +
    +
    + Initiative variable  +
    +
    +
    +
    +
    +
    + + +
    + + + + + + + + + {{#portee}} + + + + {{/portee}} + + + + {{#desc}} + + + + {{/desc}} + {{#DV}} + + + + + {{/DV}} + {{#RECUP}} + + + + + {{/RECUP}} + {{#carac}} + + {{#jet}} + + {{/jet}} + {{^jet}} + + {{/jet}} + + + {{/carac}} + {{#test}} + + + + {{#rollWasCrit() test}} + + + + {{/rollWasCrit() test}} + {{#rollWasFumble() test}} + + + + {{/rollWasFumble() test}} + {{/test}} + {{#attaque}} + {{#rollWasCrit() attaque}} + + + + {{/rollWasCrit() attaque}} + {{#rollWasFumble() attaque}} + + + + {{/rollWasFumble() attaque}} + + + + + {{#degats}} + + + + + + + + {{#degats2}} + + + + + {{/degats2}} + {{/degats}} + {{/attaque}} + {{^attaque}} + {{#degats}} + + + + + {{#degats2}} + + + + + {{/degats2}} + {{/degats}} + {{/attaque}} + {{#special}} + + + + {{/special}} + {{#text}} + + + + {{/text}} + + + +
    {{perso}}
    {{subtags}}{{name}}
    Portée : {{portee}}
    + +
    +
    {{desc}}
    +
    PV gagnés{{DV}}
    PV récupérés{{RECUP}}
    {{jet}} Jet {{carac}}
    {{test}}
    +
    {{test_crit}}
    +
    +
    {{test_fumble}}
    +
    Critique !
    + Fumble ! [Incident de tir](~target|incident_tir) +
    Jet {{attaque}}
     
    Dégâts + {{degats}} + {{#rollWasCrit() attaque}} + + {{degats}} + {{/rollWasCrit() attaque}} + {{dmtype}} +
    +{{degats2}} {{dm2type}}
    Dégâts {{degats}} {{dmtype}}
    +{{degats2}} {{dm2type}}
    +
    {{special}}
    +
    +
    {{text}}
    +
    + +
    +
    +
    + + + + + diff --git a/ChroniquesGalactiques/sheet.json b/ChroniquesGalactiques/sheet.json index 72854ef44d..f11f2c2507 100644 --- a/ChroniquesGalactiques/sheet.json +++ b/ChroniquesGalactiques/sheet.json @@ -1,5 +1,5 @@ { - "html": "cog.htm", + "html": "cog.html", "css": "cog.css", "authors": "Natha, Stéphane D and Ulti", "roll20userid": ["75857","84776","1794854"], diff --git a/ChroniquesOubliees/ReadMe.md b/ChroniquesOubliees/ReadMe.md index d6b1ae6467..a291df749e 100644 --- a/ChroniquesOubliees/ReadMe.md +++ b/ChroniquesOubliees/ReadMe.md @@ -9,9 +9,16 @@ Cette feuilles de personnage inclue quelques jets et règles optionnelles. Le jeu complet, des suppléments et des téléchargements gratuits sont disponibles sur le site de l'éditeur [Black Book Editions](http://www.black-book-editions.fr/catalogue.php?id=13). # Version courante -3.1 [Screenshot](co_v3.jpg) +3.2 [Screenshot](co_v3.jpg) # Notes de version +## v3.2 (2020-05-07) +* Ajout de l'armure et du bouclier chez les PNJs +* Suivi des PVs vers les pnj_pv pour les cas de mauvais lien d'attribut d'un PNJ +* Ajout du casque sur la fiche PJ +* Labelisation automatique des attaques +* Copie des attaques de PJ vers PNJ quand on change le type de personnage. + ## v3.1 (2020-04-16) * Ajout des couleurs introduites avec les boîtes Chroniques Oubliées * Ajout d'un champ `degat2` dans le roll template (pour rajouter des dégâts non multipliés en cas de critique) diff --git a/ChroniquesOubliees/co.htm b/ChroniquesOubliees/co.html similarity index 77% rename from ChroniquesOubliees/co.htm rename to ChroniquesOubliees/co.html index 08ea8c7e16..72ec3e8501 100644 --- a/ChroniquesOubliees/co.htm +++ b/ChroniquesOubliees/co.html @@ -1,10 +1,11 @@
    - + +
    @@ -17,7 +18,7 @@ Profil Niveau - + Type + + + @@ -312,11 +313,11 @@ DÉFENSE Armure - + Bouclier - + DEX Div. @@ -334,10 +335,16 @@ Malus + + Casque + + RD - + + + @@ -420,7 +427,8 @@ @@ -822,7 +830,15 @@ - +
    + + +
    + Armure +
    + Bouclier +
    +
    PV restants  @@ -836,6 +852,7 @@
    +    Jets  + + + @@ -992,6 +1010,7 @@ diff --git a/ChroniquesOubliees/sheet.json b/ChroniquesOubliees/sheet.json index 7f2290c43d..1c717c6e52 100644 --- a/ChroniquesOubliees/sheet.json +++ b/ChroniquesOubliees/sheet.json @@ -1,10 +1,10 @@ { - "html": "co.htm", + "html": "co.html", "css": "co.css", "authors": "Natha, Ulti", "roll20userid": "75857, 1794854", "preview": "co_v3.jpg", - "instructions": "Feuille de Personnage (avec jets) pour [Chroniques Oubliées Fantasy](http://www.black-book-editions.fr/catalogue.php?id=13). Chroniques Oubliées Fantasy est un jeu de rôle médiéval-fantastique complet basé sur le système d20/OGL 3.5. Feuille version 3.1 (16/04/2020). [Lisez-moi](https://github.com/Roll20/roll20-character-sheets/blob/master/ChroniquesOubliees/ReadMe.md).", + "instructions": "Feuille de Personnage (avec jets) pour [Chroniques Oubliées Fantasy](http://www.black-book-editions.fr/catalogue.php?id=13). Chroniques Oubliées Fantasy est un jeu de rôle médiéval-fantastique complet basé sur le système d20/OGL 3.5. Feuille version 3.2 (07/05/2020). [Lisez-moi](https://github.com/Roll20/roll20-character-sheets/blob/master/ChroniquesOubliees/ReadMe.md).", "useroptions": [ { "attribute": "option_pc", diff --git a/ChroniquesOublieesContemporain/README.md b/ChroniquesOublieesContemporain/README.md index c0d9186198..6ae192631a 100644 --- a/ChroniquesOublieesContemporain/README.md +++ b/ChroniquesOublieesContemporain/README.md @@ -9,10 +9,51 @@ Cette feuilles de personnage inclut quelques jets et règles optionnelles. Le jeu complet est disponible sur le site de l'éditeur [Black Book Editions](http://www.black-book-editions.fr/produit.php?id=4349). # Version courante -2.9 [Screenshot](coc_v2.png) +3.2 [Screenshot](coc_v2.png) # Notes de version +## v3.2 (2020-04-28) +* Modifications internes sur les champs INIT et DEF pour permettre la liaison de ces attributs avec un token (contourne un bug de Roll20 sur la liaison avec des champs auto-calculés) +* Ajout de cases à cocher pour chaque capacité (permet de remplir les voies à l'avance) +* Modifications cosmétiques (alignement des attributs sur le premier onglet de la fiche) + +## v3.1 (2020-04-23) +* Déplacement des buffs généraux vers l'onglet **Capacités** +* Nouvelle présentation des buffs généraux : + - Il s'agit à présent d'une liste répétable d'éléments + - On indique le nom du buff, et la liste des attributs auxquels il s'applique, sous la forme _nom attribut : valeur de buff_, séparés par des virgules si le buff s'applique à plusieurs attributs. + - Une case à cocher permet d'activer ou désactiver le buff + - A chaque modification, les buffs par attributs sont recalculés et ré-assignés à la case **Divers** de chaque attribut. + - On peut afficher le détail des buffs par attributs en cliquant sur la flèche appropriée. +* Remplacement des deux champs de modificateurs circonstanciels à l'attaque et aux dommages par deux listes répétables similaires à celles des buffs généraux + - On indique le nom du modificateur et sa valeur. + - Une case à cocher permet d'activer ou désactiver le modificateur. + - Tant qu'une case est cochée, le modificateur correspondant est appliqué à chaque jet d'attaque et/ou de dommages. + - Lorsqu'un modificateur d'attaque est activé ou désactivé, un buff général du même nom est recherché sur l'onglet **Capacités**, et s'il existe, celui-ci est synchronisé avec le modificateur d'attaque. +* Rappel sur les valeurs de buffs ou de modificateurs d'attaque : + - Elles peuvent être une valeur fixe, _ex : Malingre : -1_ + - Elles peuvent être une référence à un attribut, _ex : Vue perçante : +[PER]_ pour utiliser le mod. de PERception + - Elles peuvent être une référence à un rang dans une voie + - Soit en utilisant les attributs RANG_VOIEx _ex : Pilote émérite : +[RANG_VOIE1]_ + - Soit en utilisant le nom de la voie tel qu'il a été entré dans l'onglet **Capacités**, _ex : Pilote émérite : [rang Pilotage]_ pour un bonus de +1 par rang dans la voie, ou _ex : Discrétion : 2[rang Furtivité]_ pour un bonus de +2 par rang + - Elles peuvent être une formule mathématique mettant en oeuvre plusieurs attributs, _ex Tenue de combat : +[RANG_VOIE1*DEFARMUREON]_ +* Sur l'onglet **Equipement**, les deux listes d'équipements sont maintenant regroupées en une seule, permettant de : + - Gérer l'encombrement (reprise des règles du Compagnon COF) en indiquant pour chaque équipement, une valeur d'encombrement, un nombre en inventaire, et si ce nombre est possédé ou porté (et compte donc dans l'encombrement). + - Saisir une description détaillée de l'équipement en plus de son nom + - Ajouter une ligne d'attaque sur l'onglet **Caractéristiques** ou la supprimer, en cochant ou décochant la case appropriée. + - Indiquer une liste de propriétés (séparées par des virgules) pour l'équipement, avec modification des données correspondantes sur l'onglet **Caractéristiques**. Les propriétés reconnues sont : + - **DEF : _bonus_** pour le bonus de DEFense d'une armure + - **RD : _valeur_** pour la valeur de Réduction des DM d'une armure + - **DM : _(nb)d(faces)_** pour les dés de DM d'une arme + - **ATD : _portée_** pour la portée d'une arme à distance (sinon c'est une attaque au contact) + - _Exemples_ + - _DEF : 2, RD : 5_ (pour un gilet pare-balles) + - _DM : 1d6, ATD : 10m_ (pour un pistolet léger) +* Sur l'onglet **Capacités**, les jets de capacités ont été modifiés pour permettre d'ajouter à un jet un bonus lié à une voie possédée par le personnage. Il suffit pour cela de : + - sélectionner la voie dont la possession procure un bonus au jet + - sélectionner le type de bonus obtenu pour chaque rang possédé (+1 ou +2 par rang dans la voie) + ## v2.9 (2020-02-12) * Déplacement des parties règles optionnelles vers le tab caractéristiques * Utilisation de coc_settings pour précharger les options de règles par défaut diff --git a/ChroniquesOublieesContemporain/coc.css b/ChroniquesOublieesContemporain/coc.css index c5291f037b..bfe527cc1d 100644 --- a/ChroniquesOublieesContemporain/coc.css +++ b/ChroniquesOublieesContemporain/coc.css @@ -126,6 +126,10 @@ table.sheet-tabsep { white-space: nowrap; } +textarea.sheet-boxability { + width: 92%; +} + .sheet-textfat { font-weight: bold; color: #000000; diff --git a/ChroniquesOublieesContemporain/coc.html b/ChroniquesOublieesContemporain/coc.html index c9a1ce473a..ab27ec008c 100644 --- a/ChroniquesOublieesContemporain/coc.html +++ b/ChroniquesOublieesContemporain/coc.html @@ -1,8 +1,8 @@
    - - + + @@ -358,19 +358,6 @@ -
    +
    + +
    - + + - + - - + - - -
     Modificateurs d'AttaqueModificateurs de Dommages
    Att. : - + + +  
    DM : - + +
    + + + + + + +
    + + + + + +
    +
    +
    +
    + + + + + + +
    + + + + + +
    +
    @@ -1057,61 +1120,76 @@ 1 - + + - + + - + + 2 - + + - + + - + + 3 - + + - + + - + + 4 - + + - + + - + + 5 - + + - + + - + + @@ -1140,61 +1218,76 @@ 1 - + + - + + - + + 2 - + + - + + - + + 3 - + + - + + - + + 4 - + + - + + - + + 5 - + + - + + - + + @@ -1227,61 +1320,76 @@ 1 - + + - + + - + + 2 - + + - + + - + + 3 - + + - + + - + + 4 - + + - + + - + + 5 - + + - + + - + + @@ -1300,7 +1408,7 @@
    +
    + +
    BUFFS
    +
    + + + + + +
    + + + + +
    +
    + Détail par attribut +
    +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    FOR: + + + + +
    DEX: + + + + +
    CON: + + + + +
    INT: + + + + +
    PER: + + + + +
    CHA: + + + + +
    ATC: + + + + +
    ATD: + + + + +
    MEN: + + + + +
    PIL: + + + + +
    MAG: + + + + +
    INIT: + + + + +
    DEF: + + + + +
    PV: + + + + +
    +
    +
    + +
    -
    ÉQUIPEMENT
    -
    Consommables
    +
    Equipement
    - Argent :  -  Argent : + - + Enc. Total :  + + /
    -   + + Enc. - Qté - + Nbre + + +
    + +
    + + + A une attaque +
    -
    AUTRES RESSOURCES
    Autres ressources
    @@ -1444,16 +1751,6 @@
    -
    -
    -
    Divers
    -
    -
    - -
    -
    -
    -
    @@ -1477,7 +1774,7 @@
    + title="Re-calculer attributs (rangs, encombrement)">r
    PARAMETRES
      @@ -1535,9 +1832,10 @@
      • Intitulé : - +
      • -
      • Valeur de bonus : +
      • Valeur de bonus :
      @@ -1548,166 +1846,18 @@ -
    • Points de Récupération : +
    • Points de Récupération :
    • Gérer l'encombrement : - +
    -
    - -
    BUFFS
    -
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    FOR: - - - -
    DEX: - - - -
    CON: - - - -
    INT: - - - -
    PER: - - - -
    CHA: - - - -
    ATC: - - - -
    ATD: - - - -
    MEN: - - - -
    PIL: - - - -
    MAG: - - - -
    INIT: - - - -
    DEF: - - - -
    PV: - - - -
    -
    - -
    @@ -2264,29 +2414,92 @@ \ No newline at end of file diff --git a/DangerousJourneys-Mythus/mythus_sheet.png b/DangerousJourneys-Mythus/mythus_sheet.png new file mode 100644 index 0000000000..8b2745323a Binary files /dev/null and b/DangerousJourneys-Mythus/mythus_sheet.png differ diff --git a/DangerousJourneys-Mythus/sheet.json b/DangerousJourneys-Mythus/sheet.json new file mode 100644 index 0000000000..1b6c441b5e --- /dev/null +++ b/DangerousJourneys-Mythus/sheet.json @@ -0,0 +1,8 @@ +{ + "html": "mythus.html", + "css": "mythus.css", + "authors": "Aaron Brezenski", + "roll20userid": "3919472", + "preview": "mythus_sheet.png", + "instructions": "This sheet is an early revision, emphasizing functionality over beauty.\n On Add of new character, please wait about 20-30 seconds for initialization.\n Do not neglect the Config tab, specifially the K/S Areas possessed, which is where Knowledge/Skills areas are chosen for display on the main K/S tab. The first checkbox next to each K/S is whether your HP possesess the K/S Area, and the second checkbox is whether the K/S area generates Heka. You can keep the Heka generation checkboxes at their default settings, but some (Ecology/Nature Science for Wisemen/Wisewomen) vary by Vocation or by GM fiat, so the options exist. \n Ignore ShadowAttrs, as they are a debug tool which will enentually not be visible.\n For now you need to type all armor and weapons in manually; eventually there will be an importer, as there will be for Castings.\n The K/S area for Foreign Language is initially invisible but a button exists on the K/S tab which allows you to add multiple Foreign Languages as needed.\n" +} diff --git a/Dark Heresy Advanced 2nd Edition/translations/ru.json b/Dark Heresy Advanced 2nd Edition/translations/ru.json index 717763a06d..9eb4b0fb7a 100644 --- a/Dark Heresy Advanced 2nd Edition/translations/ru.json +++ b/Dark Heresy Advanced 2nd Edition/translations/ru.json @@ -1,14 +1,14 @@ { - "player-sheet-u": "Player Sheet", - "gear-u": "Gear", - "advancements-u": "Advancements", - "npcs-u": "NPCS", - "journal-u": "Journal", - "vehicles-u": "Vehicles", - "psykana-u": "Psykana", + "player-sheet-u": "Лист персонажа", + "gear-u": "Экипировка", + "advancements-u": "Шкала развития", + "npcs-u": "НИП", + "journal-u": "Журнал", + "vehicles-u": "Транспорт", + "psykana-u": "Психосилы", "social-u": "Social", - "character-name-u": "Character Name:", - "home-world-u": "Home World:", + "character-name-u": "Имя персонажа:", + "home-world-u": "Родной мир:", "homeworlds-u": "Homeworlds", "adeptus-astartes-homeworld-u": "Adeptus Astartes Homeworld", "agri-world-u": "Agri-World", @@ -47,16 +47,16 @@ "tomb-world-u": "Tomb World", "voidborn-u": "Voidborn", "xenos-world-u": "Xenos World", - "background-u": "Background:", - "backgrounds-u": "Backgrounds", - "adepta-sororitas-u": "Adepta Sororitas", - "adeptus-administratum-u": "Adeptus Administratum", - "adeptus-arbites-u": "Adeptus Arbites", + "background-u": "Происхождение:", + "backgrounds-u": "Происхождение", + "adepta-sororitas-u": "Сороритас", + "adeptus-administratum-u": "Адепт", + "adeptus-arbites-u": "Арбитр", "adeptus-astra-telepathica-u": "Adeptus Astra Telepathica", - "adeptus-mechanicus-u": "Adeptus Mechanicus", + "adeptus-mechanicus-u": "Техножрец", "adeptus-ministorum-u": "Adeptus Ministorum", "exorcised-u": "Exorcised", - "heretek-u": "Heretek", + "heretek-u": "Еретик", "imperial-guard-u": "Imperial Guard", "imperial-navy-u": "Imperial Navy", "mutant-u": "Mutant", @@ -75,60 +75,60 @@ "sage-u": "Sage", "seeker-u": "Seeker", "warrior-u": "Warrior", - "divination-u": "Divination:", - "divinations-u": "Divinations", - "mutations-without-corruption-within-u": "Mutation without, corruption within.", - "trust-in-your-fear-u": "Trust in your fear.", - "humans-must-die-so-that-humanity-can-endure-u": "Humans must die so that humanity can endure.", - "the-pain-of-the-bullet-is-ecstasy-compared-to-damnation-u": "The pain of the bullet is ecstasy compared to damnation.", - "be-a-boon-to-your-allies-and-the-bane-of-your-enemies-u": "Be a boon to your allies and the bane of your enemies.", - "the-wise-learn-from-the-deaths-of-others-u": "The wise learn from the deaths of others.", - "kill-the-alien-before-it-can-speak-its-lies-u": "Kill the alien before it can speak its lies.", - "truth-is-subjective-u": "Truth is subjective.", - "thought-begets-heresy-u": "Thought begets Heresy.", - "heresy-begets-retribution-u": "Heresy begets Retribution.", - "a-mind-without-purpose-wanders-in-dark-places-u": "A mind without purpose wanders in dark places.", - "if-a-job-is-worth-doing-it-is-worth-dying-for-u": "If a job is worth doing, it is worth dying for.", - "dark-dreams-lie-upon-the-heart-u": "Dark dreams lie upon the heart.", - "violence-solves-everything-u": "Violence solves everything.", + "divination-u": "Пророчество:", + "divinations-u": "Пророчества", + "mutations-without-corruption-within-u": "Мутация снаружи, порча внутри.", + "trust-in-your-fear-u": "Верь страху своему.", + "humans-must-die-so-that-humanity-can-endure-u": "Люди должны умирать, чтобы Человек выжил.", + "the-pain-of-the-bullet-is-ecstasy-compared-to-damnation-u": "Поцелуй пули – экстаз в сравнении с проклятьем.", + "be-a-boon-to-your-allies-and-the-bane-of-your-enemies-u": "Будь благодетелем для братьев своих и бичом для врагов своих.", + "the-wise-learn-from-the-deaths-of-others-u": "Мудрец учится на смертях других.", + "kill-the-alien-before-it-can-speak-its-lies-u": "Убей ксеноса до того, как он успеет изречь свою ложь.", + "truth-is-subjective-u": "Истина субъективна.", + "thought-begets-heresy-u": "Размышления порождают Ересь.", + "heresy-begets-retribution-u": "Ересь порождает Возмездие.", + "a-mind-without-purpose-wanders-in-dark-places-u": "Разум без предназначения блуждает по тьме.", + "if-a-job-is-worth-doing-it-is-worth-dying-for-u": "Если дело стоит того, чтобы за него браться, оно стоит того, чтобы за него умереть.", + "dark-dreams-lie-upon-the-heart-u": "Темные сны отбрасывают тень на сердце.", + "violence-solves-everything-u": "Насилие решает все.", "ignorance-is-a-wisdom-of-its-own-u": "Ignorance is a wisdom of its own.", - "only-the-insane-have-strength-enough-to-prosper-u": "Only the insane have strength enough to prosper.", - "a-suspicious-mind-is-a-healthy-mind-u": "A suspicious mind is a healthy mind.", + "only-the-insane-have-strength-enough-to-prosper-u": "Лишь безумец имеет силу процветать.", + "a-suspicious-mind-is-a-healthy-mind-u": "Подозрительный разум – здоровый разум.", "suffering-is-an-unrelenting-instructor-u": "Suffering is an unrelenting instructor", - "the-only-true-fear-is-dying-without-your-duty-done-u": "The only true fear is dying without your duty done.", - "only-in-death-does-duty-end-u": "Only in death does duty end.", - "innocence-is-an-illusion-u": "Innocence is an illusion.", - "to-war-is-human-u": "To war is human.", - "there-is-no-substitute-for-zeal-u": "There is no substitute for zeal.", - "even-one-who-has-nothing-can-still-offer-his-life-u": "Even one who has nothing can still offer his life.", - "do-not-ask-why-you-serve-only-ask-how-u": "Do not ask why you serve. Only ask how.", - "player-name-u": "Player Name:", - "gender-u": "Gender:", - "eyes-u": "Eyes", - "feral-world-eyes-u": "Feral World Eyes", - "blue-u": "Blue", - "grey-u": "Grey", - "brown-u": "Brown", - "green-u": "Green", - "yellow-u": "Yellow", - "lenses-(any)-u": "Lenses (Any)", - "amber-u": "Amber", - "emerald-u": "Emerald", - "forge-world-eyes-u": "Forge World Eyes", - "hive-world-eyes-u": "Hive World Eyes", - "void-born--u": "Void Born Eyes", + "the-only-true-fear-is-dying-without-your-duty-done-u": "Единственный достойный страх – страх погибнуть, не выполнив долг.", + "only-in-death-does-duty-end-u": "Лишь смерть окончит служение.", + "innocence-is-an-illusion-u": "Невиновность есть иллюзия.", + "to-war-is-human-u": "Война в природе человека.", + "there-is-no-substitute-for-zeal-u": "Нет замены рвению.", + "even-one-who-has-nothing-can-still-offer-his-life-u": "Даже человек, у которого нет ничего, способен отдать свою жизнь.", + "do-not-ask-why-you-serve-only-ask-how-u": "Не спрашивай, почему ты должен служить. Спрашивай как.", + "player-name-u": "Имя игрока:", + "gender-u": "Пол:", + "eyes-u": "Глаза", + "feral-world-eyes-u": "Глаза уроженца Дикого мира", + "blue-u": "Голубые", + "grey-u": "Серые", + "brown-u": "Карие", + "green-u": "Зелёные", + "yellow-u": "Жёлтые", + "lenses-(any)-u": "Линзы (любого цвета)", + "amber-u": "Янтарные", + "emerald-u": "Изумрудные", + "forge-world-eyes-u": "Глаза уроженца Мира-Кузницы", + "hive-world-eyes-u": "Глаза уроженца Мира-Улья", + "void-born--u": "Глаза рождённого в Пустоте", "water-blueu": "Watery Blue", - "black-u": "Black", - "violet-u": "Violet", - "death-world-eyes-u": "Death World Eyes", - "cobalt-u": "Cobalt", + "black-u": "Чёрные", + "violet-u": "Фиолетовые", + "death-world-eyes-u": "Глаза уроженца Мёртвого мира", + "cobalt-u": "Кобальтого", "garden-world-eyes-u": "Garden World Eyes", - "olive-u": "Olive", - "sapphire-u": "Sapphire", - "gold-u": "Gold", - "teal-u": "Teal", - "research-station-eyes-u": "Research Station Eyes", - "red-u": "Red", + "olive-u": "Оливковые", + "sapphire-u": "Сапфировые", + "gold-u": "Золотистые", + "teal-u": "Бирюзовые", + "research-station-eyes-u": "Глаза уроженца Исследовательской станции", + "red-u": "Красные", "hazel-u": "Hazel", "daemon-u": "Daemon World Eyes", "purple-u": "Purple", @@ -140,7 +140,7 @@ "agri-world-eyes-u": "Agri-World Eyes", "feudal-world-eyes-u": "Feudal World Eyes", "frontier-world-eyes-u": "Frontier World Eyes", - "age-u": "Age", + "age-u": "Возраст", "feral-world-age-u": "Feral World Age", "old-one-u": "Old One", "highborn-age-u": "Highborn Age", diff --git a/Das_Schwarze_Auge_5/dsa5_character_sheet_roll20.html b/Das_Schwarze_Auge_5/dsa5_character_sheet_roll20.html index 6202a1241b..58e0e6dc5d 100644 --- a/Das_Schwarze_Auge_5/dsa5_character_sheet_roll20.html +++ b/Das_Schwarze_Auge_5/dsa5_character_sheet_roll20.html @@ -6769,7 +6769,7 @@ LE - WS + WS Schips @@ -9062,12 +9062,12 @@
    Distanz:
    - -
    + +
    Größe:
    ", + "beritten": "mounted", + "Reittier-GS": " Mount MOV", "Nahkampfwaffen": "Close Combat Weapons", "Waffe": "Weapon", "KT": "CT", @@ -998,7 +998,7 @@ "Trefferpunkte": "Damage Points", "AT-PA-Mod": "AT/PA Mod", "Reichweite": "Reach", - "Verschleiß": "Verschleiß", + "Verschleiß": "Wear and Tear", "Dolche": "Daggers", "Fechtwaffen": "Fencing Weapons", "Hiebwaffen": "Impact Weapons", @@ -1011,33 +1011,33 @@ "Zweihandschwerter": "Two-handed Swords", "W6-Plus": "D6+", "kurz": "short", - "mittel": "mittel", + "mittel": "medium", "lang": "long", "IV": "IV", "Angriff": "Attack", "AT-PA": "AT/PA", "Schilde": "Shields", "Schild": "Shield", - "Strukturpunkte": "Strukturp.", - "Schadensberechnung": "Schadensb.", - "klein": "klein", - "groß": "groß", - "Waffen-in-der-Nebenhand": "Waffen in der Nebenhand", + "Strukturpunkte": "Structure points", + "Schadensberechnung": "Damage calc.", + "klein": "small", + "groß": "large", + "Waffen-in-der-Nebenhand": "Weapon in off-hand", "Fernkampfwafen": "Ranged Weapons", "Kampftechnik": "Combat Technique", - "Ladezeit": "Ladezeit", - "Munition": "Munition", - "Armbrüste": "Armbrüste", - "Blasrohre": "Blasrohre", + "Ladezeit": "Reloading Time", + "Munition": "Ammunition", + "Armbrüste": "Crossbows", + "Blasrohre": "Blowguns", "Bögen": "Bows", - "Feuerspeien": "Feuerspeien", - "Schleudern": "Schleudern", - "Wurfwaffen": "Wurfwaffen", + "Feuerspeien": "Spitting Fire", + "Schleudern": "Slings", + "Wurfwaffen": "Thrown Weapons", "FK": "RC", "Rüstung": "Armor", - "Art": "Art", - "Zusätzliche-Abzüge": "Zus. Abz.", - "Reise-Schlacht": "Reise, Schlacht,...", + "Art": "Type", + "Zusätzliche-Abzüge": "Additional Penalties", + "Reise-Schlacht": "Travel, Combat, ...", "Aktiv": "Active", "Normale-Kleidung": "Normal Clothing", "Schwere-Kleidung": "Heavy Clothing", @@ -1049,116 +1049,116 @@ "Attacke": "Attack", "Attacke:": "Attack:", "AT-Patzer": "AT-Botch", - "Nebenhand-AT:": "Nebenhand-AT:", - "Beidhändiger-Kampf": "Beidhändiger Kampf", + "Nebenhand-AT:": "Off-hand-AT:", + "Beidhändiger-Kampf": "Two-Weapon Combat", "Passierschlag:": "Attack of opportunity:", - "Pikenwall": "Pikenwall", + "Pikenwall": "Pikewall", "Schild-AT:": "Shield-AT:", "Trefferpunkte:": "Damage Points:", "W-Plus": "D+", "x2": "x2", - "Nebenhand-TP:": "Nebenhand-TP:", - "Schild-TP:": "Schild-TP:", + "Nebenhand-TP:": "Off-hand-DP:", + "Schild-TP:": "Shield-DP:", "Waffenparade:": "Weapon Parry:", "2.": "2.", "3.": "3.", "1/2": "1/2", "Patzer": "Botch", "Schildparade:": "Shield Parry:", - "PA-Patzer": "PA-Patzer", + "PA-Patzer": "PA-Botch", "Ausweichen:": "Dodge:", "Verteidigung:": "Defense:", "+/-": "+/-", "Basismanöver": "Basic Maneuver", - "TP-Plus": "TP+", + "TP-Plus": "DP+", "Finte:": "Feint:", "-": "-", "Präziser-Stich:": "Precise Thrust:", - "Unterlaufen:": "Unterlaufen:", - "Wuchtschlag:": "Heavy Blow:", + "Unterlaufen:": "Circumvent:", + "Wuchtschlag:": "Forceful Blow:", "Passiv": "Passive", "AT": "AT", "PA": "PA", "TP": "DP", - "Drachentöter:": "Drachentöter:", - "Einhändiger-Kampf:": "Einhändiger Kampf:", + "Drachentöter:": "Dragon Slayer:", + "Einhändiger-Kampf:": "One-handed Combat:", "Hass-auf:": "Hatred of...:", - "Mächtiger-Schlag:": "Mächtiger Schlag:", - "Schilddeckung:": "Schilddeckung:", - "Verkürzte-Waffenführung:": "Verkürz. Waffenführ.:", - "Verteidigungshaltung:": "Verteidigungshaltung:", - "ZH-Reiterkampf:": "ZH Reiterkampf:", - "Spezialmanöver": "Spezialmanöver", + "Mächtiger-Schlag:": "Powerful Blow:", + "Schilddeckung:": "Shield Cover:", + "Verkürzte-Waffenführung:": "Shortened Grip", + "Verteidigungshaltung:": "Defensive Posture:", + "ZH-Reiterkampf:": "Two-Handed Mounted Combat:", + "Spezialmanöver": "Special Maneuver", "AT-auf-ungeschütze-Stellen-Regel-Pub": "\n \t\t\t\t\t\t\t\t\tRule: If the creature’s AT succeeds and the target’s defense fails, the attack ignores PRO from clothes and armor. This attack suffers a penalty of 2, and cannot circumvent magical, karmic, and natural PRO.
    \n\t\t\t\t\t\t\t\t\tPenalty: -2
    \n\t\t\t\t\t\t\t\t\tPublication: VS01 - Aventurian Bestiary I p. 7", "AT-auf-ungeschütze-Stellen": "Attack Weak Spot", "Anspringen-Regel-Pub": "\n \t\t\t\t\t\t\t\t\tRegel: Pounce attacks suffer a penalty of 4. The target may defend in the usual ways. If the defense check fails, the target falls down and suffers the state of prone. The attack does 1D3 DP instead of the normal damage, but the creature winds up sitting on the target, which grants an advantageous position (see Core Rules, page 238). To get out from under the creature, spend an action and make a competitive Feat of Strength (Lifting) check with a penalty of 1 per full 100 pounds of the creature’s weight (to escape and stand up at the same time, apply an additional penalty of 3 to the check). A failed pounce attack grants the target an attack of opportunity.
    \n\t\t\t\t\t\t\t\t\tPenalty: -4
    \n\t\t\t\t\t\t\t\t\tPublication: VS01 - Aventurian Bestiary I p. 8", "Anspringen": "Pounce:", "Betäubungsschlag-Regel-Pub": "\n \t\t\t\t\t\t\t\t\tRegel: Make an AT with a penalty of -2. If it succeeds and the target’s defense fails, the attack causes 1D3 DP and the target must make a check on Self-Control (Stay Conscious) with a penalty equal to the DP inflicted (regardless of whether the target actually suffered any damage). If the Self-Control (Stay Conscious) check fails, the target suffers one level of Stupor as well. This maneuver can be used only against Intelligent creatures and animals of the character’s size category or smaller. Note that this means Stunning Blows have no effect on certain monsters.
    \n\t\t\t\t\t\t\t\t\tPenalty: -2
    \n\t\t\t\t\t\t\t\t\tCombat techniques: Impact Weapons, Polearms, Swords
    \n\t\t\t\t\t\t\t\t\tPublication: VR02 - Aventuria Compendium I p. 155", "Betäubungsschlag": "Stunning Blow", - "Entwaffnen-Regel-Pub": "\n \t\t\t\t\t\t\t\t\tRegel: Um dem Gegner mit diesem Manöver eine Waffe (ausgenommen Schilde) aus der Hand zu schlagen, ist eine um 4, gegen Zweihandwaffen sogar um 6 erschwerte Attacke nötig. Gegen diesen Angriff kann eine reguläre Verteidigung durchgeführt werden. Misslingt diese, wird die Waffe fallen gelassen. Der Angriff verursacht 1W3 TP. Um eine Waffe wieder aufzuheben, muss der Held die Regeln für Aufheben von Gegenständen im Kampf befolgen.
    \n\t\t\t\t\t\t\t\t\tErschwernis: –4/–6
    \n\t\t\t\t\t\t\t\t\tKampftechnik: Fechtwaffen, Hiebwaffen, Raufen, Schwerter, Stangenwaffen, Zweihandhiebwaffen, Zweihandschwerter
    \n\t\t\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 247", + "Entwaffnen-Regel-Pub": " \t\t\t\t\t\t\t\t\tRule: To knock a weapon from your opponent’s hand, make an attack with a penalty of 4 (6 against twohanded weapons). The target can defend normally against this attack. If the defense fails, the target drops the weapon, and the attack does 1D3 DP. To recover the weapon, the target must use the rules for picking up items in combat (see Core Rules page 239). This special ability cannot affect shields.
    \n\t\t\t\t\t\t\t\t\tPenalty: –4/–6
    \n\t\t\t\t\t\t\t\t\t Combat Techniques: Brawling, Fencing Weapons, Impact Weapons, Polearms, Swords, Two-Handed Impact Weapons, Two-Handed Swords, Whips
    \n\t\t\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 247", "Entwaffnen:": "Disarm:", - "EH": "EH", - "ZH": "ZH", - "Festnageln-Regel-Pub": "\n \t\t\t\t\t\t\t\t\tRegel: Ein Festnageln-Manöver kann nur gegen Gegner durchgeführt werden, die den Status Liegend aufweisen. Gelingt die um 4 erschwerte AT und misslingt die Verteidigung, so ist das Opfer festgenagelt. Die Heldin kann mit der verwendeten Waffe nicht mehr parieren, sie kann nur noch ausweichen. In den nachfolgenden KR gelingt die AT automatisch, ohne dass die Spielerin würfeln muss. Jede KR richtet der Angriff +1 TP an (in der 1. KR noch keinen zusätzlichen TP, in der 2. KR +1 TP, in der 3. KR +2 TP usw.). Die TP werden wie üblich ausgewürfelt. Der Gegner erhält den Status Fixiert und behält den Status Liegend. Solange das Opfer festgenagelt ist, kann es sich nicht verteidigen. Die Angreiferin kann am Ende einer KR entscheiden loszulassen. Um sich zu befreien, muss das Opfer eine Vergleichsprobe auf Kraftakt (Drücken & Verbiegen) gegen die Heldin gewinnen. Jede Probe kostet 1 Aktion. Das Festnageln-Manöver kann nur gegen Ziele der Größenkategorie klein oder mittel angewandt werden.
    \n\t\t\t\t\t\t\t\t\tErschwernis: –4
    \n\t\t\t\t\t\t\t\t\tKampftechnik: Stangenwaffen
    \n\t\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 152", - "Festnageln": "Festnageln", - "Flugangriff-Regel-Pub": "\n \t\t\t\t\t\t\t\t\tRegel: Ist der Flugangriff erfolgreich, steigen die TP um 2. Das Manöver Flugangriff kann nur durchgeführt werden, wenn der Angreifer eine Anflugstrecke von mindestens 8 Schritt hat und über eine GS von mindestens 4 verfügt. Gegen diesen Angriff kann man sich normal verteidigen. Misslingt der Flugangriff, darf der Verteidiger einen Passierschlag ausführen. Sollte der Flugangriff gelungen sein, so ist eine Attacke gegen das Flugwesen durch den Angegriffenen in dieser KR um 6 erschwert, da das Wesen am Gegner vorbeifliegt. Am Ende der KR hat sich das Flugwesen, wenn es dies will, bis zu GS/2 Schritt von seinem Opfer entfernt, unabhängig davon, ob es mit dem Flugangriff getroffen hat oder nicht. Dieses Spezialmanöver kann nicht mit dem Basismanöver Finte kombiniert werden. Die Attacke ist um 2 erschwert.
    \n\t\t\t\t\t\t\t\t\tErschwernis: -2
    \n\t\t\t\t\t\t\t\t\tPublikation: VS01 - Aventurisches Bestiarium I S. 9", - "Flugangriff": "Flugangriff:", + "EH": "1H", + "ZH": "2H", + "Festnageln-Regel-Pub": "\n\t\t\t\t\t\t\t\t\tRule: To use this maneuver, the target must already have the state Prone. Make an AT with a penalty of −4. If successful, and the defense fails, the maneuver takes effect. You can no longer parry with the weapon being used, but you can still try to dodge. Your AT with that weapon succeeds automatically during subsequent CR. These attacks cause +1 DP, cumulative, in every CR after the first (i.e., no additional DP in the first CR, +1 DP in the second CR, +2 DP in the third CR, and so on). Roll DP as usual.
    \nWhile Nail Down remains in effect, the target suffers the states Prone and Bound and cannot defend. You may free the target at the end of any CR. To escape, the target must win a competitive check on Feat of Strength (Pushing & Bending) against you. Each attempt costs 1 action. The maneuver Nail Down can be used only against targets of size categories small or medium.
    \n\t\t\t\t\t\t\t\t\tPenalty: –4
    \n\t\t\t\t\t\t\t\t\tCombat Techniques: Polearms
    \n\t\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 152", + "Festnageln": "Nail Down", + "Flugangriff-Regel-Pub": " \t\t\t\t\t\t\t\t\tRule: Flying attacks suffer a penalty of –2, but successful \nflying attacks increase DP by 2. This maneuver is only \npossible if the attacker has a Flying Movement of at least \n4 and moves at least 24 feet before making the attack. \nTargets can defend against flying attacks in the usual \nways. If a flying attack fails, the defender can make an \nattack of opportunity. The target of a successful flying \nattack may try to counterattack, if possible, but suffers a \npenalty of 6 for the combat round because the attacker \nhas flown past. After a flying attack, the flying creature \nfinishes the CR at a distance of (Movement/2) yards away \nfrom the target, whether the Flying Attack hit or not. \nYou cannot combine this special maneuver with the basic \nmaneuver Feint.
    \n\t\t\t\t\t\t\t\t\tPenalty: -2
    \n\t\t\t\t\t\t\t\t\tPublikation: VS01 - Aventuria Bestiary I p. 7", + "Flugangriff": "Flying Attack:", "Gezielter-Angriff-Regel": "\n \t\t\t\t\t\t\t\t\tRule: Target a specific hit zone, applying the AT penalty for the chosen zone.
    \n\t\t\t\t\t\t\t\t\tPenalty: Depends on zone
    \n\t\t\t\t\t\t\t\t\tCombat techniques: All Close Combat Techniques
    \n\t\t\t\t\t\t\t\t\tPublication: VR02 - Aventuria Compendium I p. 156", "Gezielter-Angriff": "Targeted Attack", - "Humanoid-klein-groß": "Humanoid, klein bis groß", + "Humanoid-klein-groß": "Humanoid, small to large", "Kopf": "Head", - "Torsp": "Torso", + "Torsp": "Body", "Arme": "Arm", "Beine": "Leg", "Ins-Auge-und-durch-die-Hand": "Ins Auge und durch die Hand", "Auge-": "Eye", "Fuss": "Foot", - "Hals": "Hals", + "Hals": "Throat", "Hand": "Hand", "Drachen": "Dragon", - "Bauch": "Bauch", + "Bauch": "Belly", "Flügel": "Wings", "Halsansatz": "Halsansatz", "Schwanz": "Tail", - "Krakonier": "Krakonier", - "Nervenzentrum": "Nervenzentrum", - "Riesenhirschkäfer": "Riesenhirschkäfer", - "Gelenkansätze": "Gelenkansätze", + "Krakonier": "Krakonian", + "Nervenzentrum": "Nerve center", + "Riesenhirschkäfer": "Giant Stag Beetle", + "Gelenkansätze": "Joints", "Haltegriff-Regel": "\n \t\t\t\t\t\t\t\t\tRegel: You can only grapple opponents of an equal or smaller size category. Grappling requires a successful Brawling check. An opponent who can’t defend is pinned down. A grappled opponent gains the states of cramped and bound. To escape, the opponent must make a successful check using Feat of Strength (Dragging & Pulling). You cannot defend as long as you hold your opponent. You need both hands free to grapple an enemy.
    \n\t\t\t\t\t\t\t\t\tKampftechnik: Brawling
    \n\t\t\t\t\t\t\t\t\tPublication: VR01 - Core Rules p. 248", "Haltegriff": "Grapple", "Hammerschlag-Regel": "\n \t\t\t\t\t\t\t\t\tRule: This attack suffers a penalty of 2, but you add an additional 1D6 to the damage inflicted. If this maneuver fails, the target can make an attack of opportunity against you.
    \n\t\t\t\t\t\t\t\t\tPenalty: -2
    \n\t\t\t\t\t\t\t\t\tCombat techniques: Chain Weapons, Impact Weapons, Swords, Two-Handed Impact Weapons, Two-Handed Swords
    \n\t\t\t\t\t\t\t\t\tPublication: VR01 - Core Rules p. 248", "Hammerschlag": "Hammer Blow", - "Herunterstoßen-Regel": "\n \t\t\t\t\t\t\t\t\tRegel: Gelingt dem Helden eine um 4 erschwerte Attacke und misslingt die Verteidigung des Gegners, erleidet dieser minimalen Waffenschaden (wie gewürfelt 1 bei den TP, Bonus durch Schadensschwelle zählt mit) und droht vom Reittier zu stürzen. Er muss sofort eine Probe auf Reiten (Kampfmanöver) erschwert um 2 ablegen, bei Misslingen stürzt der Reiter von seinem Reittier und erleidet Sturzschaden (siehe Regelwerk Seite 340).
    \n\t\t\t\t\t\t\t\t\tErschwernis: -4
    \n\t\t\t\t\t\t\t\t\tKampftechnik: Stangenwaffen
    \n\t\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 153", - "Herunterstoßen": "Herunterstoßen", + "Herunterstoßen-Regel": " \t\t\t\t\t\t\t\t\tRule: Make an AT with a penalty of −4. A target who fails to defend takes minimal damage (like rolling a 1 for DP, but note that the bonus arising from damage threshold still applies) and must immediately make a check on Riding (Combat Maneuvers) with a penalty of −2 to remain mounted. If this check fails, the rider falls off the mount and suffers falling damage (see Core Rules Page 340).
    \n\t\t\t\t\t\t\t\t\tPenalty: -4
    \n\t\t\t\t\t\t\t\t\tCombat Techniques: Polearms
    \n\t\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 153", + "Herunterstoßen": "Knock Down", "Klammergriff-Regel": "\n \t\t\t\t\t\t\t\t\tRule: The clutch attack suffers a penalty of 4. If the creature’s AT succeeds and the target’s Defense fails, the target is seized and suffers the states of immobilized and bound. Roll DP as usual. Starting with the next CR, the creature’s AT succeeds automatically and inflicts DP (ignoring PRO) equal to the initial DP roll (due to squeezing). Instead of squeezing, the creature can use one action to lift the victim to its maw. The creature can then bite the target (if it has a bite attack) on the following CR. Bite attacks succeed automatically against seized opponents. After biting, the creature’s Defense drops to 0 for the remainder of that CR. Creatures can only seize opponents with a smaller size category. To escape from a clutch maneuver, the target must make a competitive Feat of Strength (Dragging & Pulling) check. The creature can release its target with a free action. If the creature releases a target it has lifted into the air, the target drops to the ground and must make a Body Control (Combat Maneuvers) check or suffer the state prone.
    \n\t\t\t\t\t\t\t\t\tPenalty: -4
    \n\t\t\t\t\t\t\t\t\tPublication: VS01 - Aventurian Bestiary I p. 7", - "Klammerangriff": "Klammerangriff", - "Klingensturm-Regel": "\n \t\t\t\t\t\t\t\t\tRegel: Die Abenteurerin vermag in 1 Aktion zwei einzelne Attacken zu schlagen. Beide Attacken sind um jeweils 2 erschwert. Der zweite Angriff bekommt einen Malus von –2 TP. Das ausgewürfelte Minimum beträgt aber immer mindestens 1 TP. Die Angriffe können sich gegen verschiedene Ziele innerhalb der Angriffsdistanz richten. Wird ein Klingensturm mit einem Basismanöver kombiniert, muss dieses für beide Attacken identisch sein. Sollte der Heldin während der ersten AT ein Patzer unterlaufen, verfällt die zweite AT. Das Klingensturm-Manöver kann nicht zusammen mit einem Schild, einer Parierwaffe oder einer weiteren Einhandwaffe kombiniert werden. Der Bonus durch die SF Einhändiger Kampf kann beim Einsatz des Klingensturm benutzt werden.
    \n\t\t\t\t\t\t\t\t\tErschwernis: -2
    \n\t\t\t\t\t\t\t\t\tKampftechnik: Dolche, Fechtwaffen, Hiebwaffen, Schwerter
    \n\t\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 154", - "Klingensturm": "Klingensturm", - "1-Angriff": "1. Angriff", - "2-Angriff": "2. Angriff", + "Klammerangriff": "Clutch Attack", + "Klingensturm-Regel": "\n \t\t\t\t\t\t\t\t\tRule: Your hero is able to make two attacks in the same action. Both attacks receive a penalty of −2. The second attack receives a penalty of −2 DP. However, the minimum result is always 1 DP. These attacks may be directed against different targets within attack distance.\nIf a Bladestorm is combined with a basic maneuver, it must apply to both attacks. If the first AT results in a botch, the second AT is cancelled.\nThe Bladestorm maneuver cannot be combined with a shield, a parrying weapon, or another one-handed weapon. The bonus from the SA One-Handed Combat can be used with Bladestorm.
    \n\t\t\t\t\t\t\t\t\tPenalty: -2
    \n\t\t\t\t\t\t\t\t\t Combat Techniques: Daggers, Fencing Weapons, Impact Weapons, Swords
    \n\t\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 154", + "Klingensturm": "Bladestorm", + "1-Angriff": "1st Attack", + "2-Angriff": "2nd Attack", "Lanzenangriff-Regel": "\n \t\t\t\t\t\t\t\t\tRegel: Möchte der Reiter einen Gegner mit einer Lanze angreifen, muss dazu der Befehl Lanzenangriff erteilt werden. Der Lanzenangriff kann nur im Galopp ausgeführt werden. Nach der Probe auf Reiten wird eine Attacke auf Lanzen ausgeführt (dies kostet keine zusätzliche Aktion, sondern ist Teil des Befehls). Pferd und Reiter verringern ihre Geschwindigkeit nach erfolgtem Angriff nicht automatisch. Außerdem kann ein solcher Angriff nicht mit einer Waffe pariert werden, nur eine Parade mit einem Schild oder Ausweichen sind möglich. Bei einer gelungenen Attacke und einer gelungenen Parade mit dem Schild oder einem unverteidigten Treffer lässt der Angreifer die Lanze los, um nicht vom Aufprall aus dem Sattel gehoben zu werden. Ist der Lanzenangriff erfolgreich, steigen die TP um 2 + GS/2 des Reittiers.
    \n\t\t\t\t\t\t\t\t\tKampftechnik: Lanzen
    \n\t\t\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 248", - "Lanzenangriff": "Lanzenangriff", - "Riposte-Regel": "\n \t\t\t\t\t\t\t\t\tRegel: Nach einer erfolgreichen Parade, die für den Kämpfer um 2 erschwert ist, kann er sofort einen Passierschlag gegen seinen Angreifer ausführen. Das Manöver Riposte muss vor dem Attackewurf des Angreifers angesagt werden. Nach der Riposte kann der Kämpfer keine weiteren Verteidigungen in dieser KR mehr durchführen. Eine Riposte kann nicht mit einem Basismanöver kombiniert werden.
    \n\t\t\t\t\t\t\t\t\tErschwernis: –2 (für die Parade)
    \n\t\t\t\t\t\t\t\t\tKampftechnik: Dolche, Fechtwaffen
    \n\t\t\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 249", + "Lanzenangriff": "Tilt", + "Riposte-Regel": "\n \t\t\t\t\t\t\t\t\tRule: Make a parry with a penalty of 2, and if successful, make an attack of opportunity against your attacker (see Core Rules page 237). You must announce that you intend to use this maneuver before the attacker rolls. Once you make a riposte, you cannot make any further defenses during this combat round. You cannot combine a riposte with a basic maneuver.
    \n\t\t\t\t\t\t\t\t\tPenalty: -2 (for the parry)
    \n\t\t\t\t\t\t\t\t\t Combat Techniques: Daggers, Fencing Weapons
    \n\t\t\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 249", "Riposte": "Riposte", - "Rundumschlag": "\n \t\t\t\t\t\t\t\t\tRegel: Die angegriffenen Gegner dürfen auf den Angriff getrennt reagieren. Die erste Attacke ist um 2, die zweite um 6 und die dritte um 10 erschwert. Wenn die Verteidigung der Gegner misslingt, wird für jeden Gegner einzeln Schaden ausgewürfelt. Rundumschlag I erlaubt den Angriff auf zwei Gegner, Rundumschlag II den Angriff auf drei Gegner. Ein Patzer bei einem der Angriffe bedeutet, dass keine weiteren Attacken des Rundumschlags in dieser KR ausgeführt werden können.
    \n\t\t\t\t\t\t\t\t\tErschwernis: –2 (erste Attacke); –6 (zweite Attacke); –10 (dritte Attacke)
    \n\t\t\t\t\t\t\t\t\tKampftechnik: Hiebwaffen, Kettenwaffen, Schilde, Schwerter, Stangenwaffen, Zweihandhiebwaffen, Zweihandschwerter
    \n\t\t\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 249", - "Rundumschlag-gegen": "Rundumschlag gg.", - "1-Gegner": "1. Gegner", - "2-Gegner": "2. Gegner", - "3-Gegner": "3. Gegner", - "Schildspalter-Regel": "\n \t\t\t\t\t\t\t\t\tRegel: Hierzu wird eine Attacke gegen den Schild durchgeführt, gegen die der Gegner mit einer Parade mit dem Schild oder Ausweichen verteidigen darf. Für eine Parade mit dem Schild kann der Parade-Bonus des Schildes nicht genutzt werden. Misslingt die Parade oder das Ausweichen, wird der Schaden von den Strukturpunkten des Schildes abgezogen. Fallen diese auf 0, ist der Schild zerstört. Dieses Spezialmanöver kann nur gegen Schildkämpfer eingesetzt werden.
    \n\t\t\t\t\t\t\t\t\tKampftechnik: Hiebwaffen, Kettenwaffen, Zweihandhiebwaffen, Zweihandschwerter
    \n\t\t\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 249", - "Schildspalter": "Schildspalter", - "Schwanz-Tentakelschwung-Regel": "\n\t\t\t\t\t\t\t\tRegel: Ist das angreifende Wesen mindestens eine Größenkategorie größer als seine Ziele, kann es mit einem Schwanz- oder Tentakelschwung mehrere Gegner zu Fall bringen. Diesem Angriff kann man nur ausweichen. Ist die Verteidigung misslungen, stürzt der Gegner und erleidet den Status Liegend. Durch den Fall erleidet man 1W3 SP. Ein solcher Angriff kann nur gegen Ziele neben oder hinter (Schwanz) bzw. vor (Tentakel) dem angreifenden Wesen ausgeführt werden. Die Attacke ist um 2 pro Ziel erschwert.
    \n\t\t\t\t\t\t\t\t\tErschwernis: –2 pro Ziel
    \n\t\t\t\t\t\t\t\t\tPublikation: VS01 - Aventurisches Bestiarium I S. 10", - "Schwanz-Tentakelschwung": "Schwanz- oder Tentakelschwung:", + "Rundumschlag": "\n \t\t\t\t\t\t\t\t\tRule: Sweep I allows you to attack two enemies at once, while Sweep II allows you to attack three enemies.\nOpponents can react to this attack individually. Your first attack suffers a penalty of 2, the second attack suffers a penalty of 6, and the third attack suffers a penalty of 10. Make separate damage rolls against each enemy who fails to defend. If you botch an attack, all remaining Sweep attacks for this combat round are lost.
    \n\t\t\t\t\t\t\t\t\tPenalty: –2 (first Attack); –6 (second Attack); –10 (third Attack)
    \n\t\t\t\t\t\t\t\t\t Combat Techniques: Hiebwaffen, Kettenwaffen, Schilde, Schwerter, Stangenwaffen, Zweihandhiebwaffen, Zweihandschwerter
    \n\t\t\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 249", + "Rundumschlag-gegen": "Sweep targeting", + "1-Gegner": "1. Enemy", + "2-Gegner": "2. Enemy", + "3-Gegner": "3. Enemy", + "Schildspalter-Regel": "\n\t\t\t\t\t\t\t\t\tRule: Attack your opponent’s shield directly. The opponent can try to dodge the attack or parry using the shield, but cannot use the shield’s parry bonus for parrying this attack. If the parry or dodge fails, subtract your weapon’s damage from the shield’s structure points. When the shield’s points drop to 0, the shield is destroyed. This special maneuver can be used only against opponents who are using shields. More about structure points appears on page 349.
    \n\t\t\t\t\t\t\t\t\t Combat Techniques: Chain Weapons, Impact Weapons, Two-Handed Impact Weapons, Two-Handed Swords
    \n\t\t\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 249", + "Schildspalter": "Shield-Splitter", + "Schwanz-Tentakelschwung-Regel": "\n\t\t\t\t\t\t\t\tRule: If the attacking creature is at least one size \ncategory larger than its target(s), it can take down more \nthan one opponent at the same time by using a Tail or \nTentacle Sweep. Dodge is the only permitted defense \nagainst a Sweep. Opponents that fail to Dodge fall down, \ngain the state of prone, and suffer 1D3 damage (ignoring \nPRO). The sweep attack is only possible against targets \nnext to or behind (tail), or in front of (tentacle), the \nattacker. This attack suffers a penalty of 2 per target.
    \n\t\t\t\t\t\t\t\t\tPenalty: –2 per Target
    \n\t\t\t\t\t\t\t\t\tPublikation: VS01 - Aventurisches Bestiarium I S. 10", + "Schwanz-Tentakelschwung": "Tail or Tentacle Sweep:", "1-Ziel": "1 Target", "2-Ziele": "2 Targets", "3-Ziele": "3 Targets", "4-Ziele": "4 Targets", - "Schwitzkasten-Regel": "\n\t\t\t\t\t\t\t\t\tRegel: Um einen Feind in den Schwitzkasten zu nehmen, muss die Heldin ihren Widersacher zuvor im Haltegriff haben. In der nächsten KR würfelt die Spielerin eine Raufen-AT. Gelingt sie und es wird nicht erfolgreich verteidigt, ist der Gegner im Schwitzkasten. Misslingt sie, endet der Haltegriff. Ist der Widersacher im Schwitzkasten, erleidet er jede KR 1 SP. Der Gegner muss jede KR eine Probe auf Selbstbeherrschung (Handlungsfähigkeit bewahren) ablegen, die erschwert ist um die SP, die in dieser KR verursacht wurden. Bei Misslingen erleidet er 1 Stufe Betäubung. Während der Gegner im Schwitzkasten ist, stehen ihm zwei Optionen offen: \n\t\t\t\t\t\t\t\t\t
    • Schwitzkasten aufsprengen: Er kann versuchen, den Schwitzkasten zu sprengen. Dazu muss ihm eine Vergleichsprobe auf Kraftakt (Ziehen & Zerren) gelingen. War der Widersacher erfolgreich, enden der Schwitzkasten und der Haltegriff. \n\t\t\t\t\t\t\t\t\t
    • Angreifen: Er kann die Heldin angreifen. \n\t\t\t\t\t\t\t\t\t
    Solange der Schwitzkasten aufrechterhalten wird, leidet der Feind unter den Status Fixiert und Eingeengt.
    \n\t\t\t\t\t\t\t\t\tKampftechnik: Raufen
    \n\t\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 154", + "Schwitzkasten-Regel": "\n\t\t\t\t\t\t\t\t\tRule: Placing an opponent in a headlock first requires grappling. In the next CR, make a Brawling AT. If successful, and the enemy fails to defend, the headlock takes effect. If the Brawling AT fails, the grappling ends.
    \n\nAn opponent in a headlock receives 1 DP every CR and must make a check on Self-Control (Stay Conscious) every CR. This check receives a penalty equal to the DP inflicted upon the target this CR. If the check fails, the target receives 1 level of Stupor.
    \n\nAn opponent in a headlock has two options, as follows:
    \n\t\t\t\t\t\t\t\t\t
    • Break out of the Headlock: the opponent makes a competitive check using Feat of Strength (Dragging & Pulling). If successful, the headlock and the grapple end. \n\t\t\t\t\t\t\t\t\t
    • Attack: the target of the headlock tries to counterattack.\nWhile stuck in a headlock, the target receives the states Bound and Cramped.
    \n\t\t\t\t\t\t\t\t\tCombat Techniques: Brawling
    \n\t\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 154", "Schwitzkasten": "Headlock", - "Sturmangriff-Regel": "\n \t\t\t\t\t\t\t\t\tRegel: Das Manöver Sturmangriff kann nur durchgeführt werden, wenn der Angreifer eine Anlaufstrecke von mindestens 4 Schritt hat und über eine GS von mindestens 4 verfügt. Die Bewegung ist Teil der Aktion, mit der man angreift. Ist der Sturmangriff erfolgreich, steigen die TP um 2 und die halbe GS des Angreifers. Dieser Angriff kann regulär abgewehrt werden. Sollte der Sturmangriff misslingen, erhält der Verteidiger die Gelegenheit für einen Passierschlag. Dieses Spezialmanöver kann nicht mit dem Basismanöver Finte kombiniert werden.
    \n\t\t\t\t\t\t\t\t\tErschwernis: –2
    \n\t\t\t\t\t\t\t\t\tKampftechnik: Hiebwaffen, Schwerter, Stangenwaffen, Zweihandhiebwaffen, Zweihandschwerter
    \n\t\t\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 249", - "Sturmangriff": "Sturmangriff", - "Todesstoß-Regel": "\n \t\t\t\t\t\t\t\t\tRegel: Die Attacke für den Todesstoß ist um 2 erschwert. Dafür wird zur Bestimmung des Schadens ein weiterer W6 zu den Trefferpunkten hinzuaddiert. Wenn das Manöver misslingt, steht dem Verteidiger ein Passierschlag zu.
    \n\t\t\t\t\t\t\t\t\tErschwernis: –2
    \n\t\t\t\t\t\t\t\t\tKampftechnik: Dolche, Fechtwaffen
    \n\t\t\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 250", - "Todesstoß": "Todesstoß", + "Sturmangriff-Regel": "\n\t\t\t\t\t\t\t\t\tRule: Your attack suffers a penalty of 2 using this special ability. Charge can only be used when the attacker has a running distance of at least 4 yards and a MOV of at least 4. This movement is considered part of the action you use to attack. The defender can make a normal defense. If your charge is successful, add a bonus of 2 + (half your MOV stat) to the attack's damage. If the charge fails, the opponent can make an attack of opportunity against the attacker. You cannot combine this special maneuver with the basic maneuver Feint.
    \n\t\t\t\t\t\t\t\t\tPenalty: –2
    \n\t\t\t\t\t\t\t\t\tCombat Techniques: Impact Weapons, Polearms, Swords, Two-Handed Impact Weapons, Two-Handed Swords
    \n\t\t\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 249", + "Sturmangriff": "Charge", + "Todesstoß-Regel": "\n\t\t\t\t\t\t\t\t\tRule: The attack check for Deadly Thrust suffers a penalty of 2, but you add an additional 1D6 to the damage roll for the attack. If this maneuver fails, the target can make an attack of opportunity against you.
    \n\t\t\t\t\t\t\t\t\tPenalty: –2
    \n\t\t\t\t\t\t\t\t\t Combat Techniques: Daggers, Fencing Weapons
    \n\t\t\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 250", + "Todesstoß": "Deadly Thrust", "Trampeln-Regel": "\n\t\t\t\t\t\t\t\tRegel: Nur Wesen, die im Vergleich zum Gegner eine höhere Größenkategorie aufweisen, können einen Trampel-Angriff durchführen. Ausschließlich Gegner mit dem Status Liegend oder Wesen, deren Größenkategorie kleiner ist als die des angreifenden Wesens, können zertrampelt werden. Der Angreifer kann eine Trampel-Attacke durchführen. Hierdurch erleidet er jedoch einen zusätzlichen Abzug von 2 Punkten auf seine Verteidigung in der laufenden KR.
    \n\t\t\t\t\t\t\t\t\tPublikation: VS01 - Aventurisches Bestiarium I S. 10", "Trampeln": "Stomp:", "Überrennen-Regel": "\n\t\t\t\t\t\t\t\tRegel: Das Manöver Überrennen kann nur durchgeführt werden, wenn der Angreifer eine Anlaufstrecke von mindestens 8 Schritt hat und über eine GS von mindestens 4 verfügt. Dieser Angriff kann regulär abgewehrt werden. Sollte das Überrennen misslingen, erhält der Verteidiger Gelegenheit für einen Passierschlag, dieser ist aber zusätzlich um 4 erschwert. Ist das Überrennen-Manöver erfolgreich, so ist eine Attacke gegen das Wesen durch den Angegriffenen in dieser KR um 2 erschwert. Am Ende der KR ist das Wesen, wenn es dies will, bis zu GS/2 Schritt von seinem Opfer entfernt, unabhängig davon es mit dem Angriff getroffen hat oder nicht. Dieses Spezialmanöver kann nicht mit dem Basismanöver Finte kombiniert werden.
    \n\t\t\t\t\t\t\t\t\tPublikation: VS01 - Aventurisches Bestiarium I S. 10", @@ -1169,8 +1169,8 @@ "Vorstoß": "Onslaught", "Wurf-Regel": "\n \t\t\t\t\t\t\t\t\tRegel: First you must grapple your opponent (see the special ability Grapple, page 248). A grappled opponent gains the states of bound and cramped. To throw the enemy, make a new Brawling attack with a penalty of 2. If you are successful and the enemy doesn’t defend, the enemy winds up on the ground and gains the state of prone. The throw does only 1D3 DP (ignoring PRO), but if the opponent you threw then falls into a fire or off of a cliff as a result, well, that might do a lot more damage.
    \n\t\t\t\t\t\t\t\t\tErschwernis: –2
    \n\t\t\t\t\t\t\t\t\tKampftechnik: Brawling
    \n\t\t\t\t\t\t\t\t\tPublikation: VR01 - Core Rules p. 250", "Wurf": "Throw", - "Zu-Fall-Bringen-Regel": "\n \t\t\t\t\t\t\t\t\tRegel: Die Attacke ist um 4 erschwert. Gegen diesen Angriff kann verteidigt werden. Ist die Verteidigung misslungen, stürzt der Gegner und erleidet den Status Liegend. Der Angriff verursacht 1W3 TP.
    \n\t\t\t\t\t\t\t\t\tErschwernis: –4
    \n\t\t\t\t\t\t\t\t\tKampftechnik: Stangenwaffen
    \n\t\t\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 250", - "Zu-Fall-Bringen": "Zu Fall bringen", + "Zu-Fall-Bringen-Regel": " \t\t\t\t\t\t\t\t\tRule: Your attack suffers a penalty of 4, and your opponent may defend. If your attack succeeds and the opponent’s defense fails, the opponent falls down and gains the state of prone. This attack does 1D3 DP (ignoring PRO).
    \n\t\t\t\t\t\t\t\t\tPenalty: –4
    \n\t\t\t\t\t\t\t\t\tCombat Techniques: Polearms, Whips
    \n\t\t\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 250", + "Zu-Fall-Bringen": "Takedown", "Kampfstile": "Combat Style", "Adersin-Stil-Regel": "\n \t\t\t\t\t\t\t\tRegel: Der Gegner des Schwertgesellen ist durch den ständigen Wechsel zwischen Ein- und Zweihandnutzung der Waffe so überrascht, dass seine Verteidigung um 1 gesenkt wird. Obwohl der Anderthalbhänder bei diesem Stil gelegentlich in nur einer Hand geführt wird, kann er nicht zusammen mit einem Schild, einer Parierwaffe oder einer Einhandwaffe kombiniert werden. Selbst wenn der Anderthalbhänder teilweise einhändig geführt wird, kann die SF Einhändiger Kampf nicht genutzt werden.
    \n\t\t\t\t\t\t\t\tKampftechnik: Zweihandschwerter (nur Anderthalbhänder)
    \n\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 156", "Adersin-Stil": "Adersin Style", @@ -1179,47 +1179,47 @@ "Baliho-Stil-Regel": "\n \t\t\t\t\t\t\t\tRegel: Kämpft der Held beritten gegen Fußkämpfer, erhöht sich die aus der vorteilhaften Position resultierende Erleichterung auf AT und Verteidigung um jeweils 1 (siehe Regelwerk Seite 238/240). Außerdem bekommt der Abenteurer noch einen Bonus von +1 TP bei Nahkampfangriffen, wenn er sich auf dem Rücken eines Reittiers befindet.
    \n\t\t\t\t\t\t\t\tKampftechnik: alle Nahkampftechniken
    \n\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 156", "Baliho-Stil": "Baliho Style:", "Bornländisches-Raufen-Regel": "\n \t\t\t\t\t\t\t\tRegel: Kennerinnen der SF Bornländisches Raufen erhöhen ihren Schaden bei allen waffenlosen Angriffen um +1 TP.
    \n\t\t\t\t\t\t\t\tKampftechnik: Raufen
    \n\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 157", - "Bornländisches-Raufen": "Bornländisches Raufen:", + "Bornländisches-Raufen": "Bornlandish Brawling", "Cendrasch-Stil-Regel": "\n \t\t\t\t\t\t\t\tRegel: Gegen Gegner der Größenkategorie groß und riesig erhalten Krieger des Cendrasch-Stils einen Bonus von +1 auf ihre Verteidigung.
    \n\t\t\t\t\t\t\t\tKampftechnik: Hiebwaffen, Zweihandhiebwaffen
    \n\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 157", - "Cendrasch-Stil": "Cendrasch-Stil:", + "Cendrasch-Stil": "Cendrasch-Style:", "Dajin-Buskur-Regel": "\n \t\t\t\t\t\t\t\tRegel: Sollte der Dajin-Buskur auf seiner Position verharren (sprich: er hat keine Aktion oder freie Aktion in dieser KR für Bewegung aufgewendet) und greift er den Feind an, der ihn in dieser KR zuerst angegriffen hat, so erhält er gegen diesen einen Bonus von +1 AT und +1 TP.
    \n\t\t\t\t\t\t\t\tKampftechnik: Zweihandschwerter
    \n\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 157", - "Dajin-Stil": "Dajin-Stil:", + "Dajin-Stil": "Dajin-Style:", "Elenvina-Stil-Regel": "\n \t\t\t\t\t\t\t\tRegel: Bei der SF Anführer muss die Elenviner Kriegerin nur 1 freie Aktion statt einer regulären Aktion aufwenden.
    \n\t\t\t\t\t\t\t\tKampftechnik: alle
    \n\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 157", - "Elenvina-Stil": "Elenvina-Stil:", + "Elenvina-Stil": "Elenvina-Style:", "Fedorino-Stil-Regel": "\n \t\t\t\t\t\t\t\tRegel: In KR, in denen der Held keine Spezialmanöver einsetzt, verfügt er über eine um 2 erhöhte Verteidigung. Will der Abenteurer von dem Bonus auf seine Verteidigung profitieren und eine Verteidigung einsetzen, so darf er in dieser KR auch weiterhin keine Spezialmanöver einsetzen. Der Bonus ist mit dem der Verteidigungshaltung kumulativ.
    \n\t\t\t\t\t\t\t\tKampftechnik: Dolche, Fechtwaffen
    \n\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 158", - "Fedorino-Stil": "Fedorino-Stil:", + "Fedorino-Stil": "Fedorino-Style:", "Gladiatoren-Stil-Regel": "\n \t\t\t\t\t\t\t\tRegel: Wer den Gladiatoren-Stil beherrscht, kann immer, wenn er mittels Raufen-AT Trefferpunkte verursacht, versuchen, die Zuschauer für sich zu gewinnen. Die Spielerin legt dazu eine Probe auf Überreden (Manipulieren) ab. Gelingt die Probe, so erhält ihre Heldin einen Bonus von +2 AT für die laufende und die folgende KR. Die Wirkung der gelungenen Probe ist nicht kumulativ, die Abenteurerin bekommt also nicht einen Bonus von +4, wenn sie die Probe nochmals ablegt, und auch der Zeitraum der Wirkung verlängert sich nicht. Die Heldin bekommt den Bonus nur, wenn eine ausreichende Menge an Zuschauern vorhanden ist. Zuschauer dürfen nicht selbst in den Kampf involviert sein. Was eine ausreichende Menge an Zuschauern ist, entscheidet der Meister. Dies kann je nach Situation unterschiedlich sein und reicht von 2 Zuschauern in einer Gasse bis hin zu hunderten Menschen in einer Arena. Wer den Gladiatoren-Stil einsetzt, richtet allerdings –2 TP bei Raufen-AT an. Das ausgewürfelte Minimum beträgt aber immer mindestens 1 TP.
    \n\t\t\t\t\t\t\t\tKampftechnik: Raufen
    \n\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 158", - "Gladiatoren-Stil": "Gladiatoren-Stil:", + "Gladiatoren-Stil": "Gladiator Style", "Hammerfaust-Stil-Regel": "\n \t\t\t\t\t\t\t\tRegel: Der Held, der diesen Stil beherrscht, richtet bei Lebewesen +1 TP an. Waffenlose Angriffe verdoppeln ihre TP gegen Objekte. Sollte ein Kenner dieser SF also 7 TP Strukturschaden auswürfeln, so richtet er stattdessen 14 TP Strukturschaden an.
    \n\t\t\t\t\t\t\t\tKampftechnik: Raufen
    \n\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 158", - "Hammerfaust-Stil": "Hammerfaust-Stil:", - "Hruruzat-Regel": "\n \t\t\t\t\t\t\t\tRegel: Bei einem erfolgreichen Angriff mit Raufen würfelt die Spielerin für die Trefferpunkte statt 1W6 mit 2W6. Das höhere Ergebnis der einzelnen Würfel wird gewertet. Sollte der Spieler einen Pasch gewürfelt haben, so werden die Ergebnisse der beiden Würfel addiert und bilden zusammen die TP.
    \n\t\t\t\t\t\t\t\tKampftechnik: Raufen
    \n\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 158", + "Hammerfaust-Stil": "Hammerfist Style:", + "Hruruzat-Regel": "\n\t\t\t\t\t\t\t\t\tRule: When determining DP after a successful attack with Brawling, roll 2D6 instead of 1D6 and keep the best single die result. If you roll doubles, add both dice together to determine DP for that attack.
    \n\t\t\t\t\t\t\t\t\tCombat Techniques: Brawling
    \n\t\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 158", "Hruruzat": "Hruruzat:", "Hylailos-Stil-Regel": "\n \t\t\t\t\t\t\t\tRegel: Ein Krieger von Hylailos vermag selbst wuchtige Waffen schnell und präzise zu führen. Dadurch verbessern sich PA-Abzüge von AT/PA-Modifikatoren bei Waffen der Kampftechnik Stangenwaffen um 1. Maximal ist dadurch ein Abzug von 0 erreichbar.
    \n\t\t\t\t\t\t\t\tKampftechnik: Stangenwaffen
    \n\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 159", - "Hylailos-Stil": "Hylailos-Stil:", + "Hylailos-Stil": "Hylailos-Style:", "Marwan-Sahib-Stil-Regel": "\n \t\t\t\t\t\t\t\tRegel: Marwan Sahib-Balayanim können es ihren Feinden in enger Umgebung noch schwerer machen: Gegner mit dem Status Eingeengt die gegen einen Balayan kämpfen, erleiden jeweils eine Erschwernis von 2 auf AT und PA zusätzlich zu den übrigen Erschwernissen durch Eingeengt. Dies gilt auch für Schilde. Widersacher, die den Marwan Sahib-Stil verwenden, erleiden die Erschwernis nicht. Ein Kämpfer mit kurzer Waffe würde gegen den Balayan also eine Erschwernis von –2 auf AT/PA erleiden, ein Kämpfer mit mittlerer Waffe –6 auf AT/PA, vorausgesetzt, er hat den Status Eingeengt erlitten.
    \n\t\t\t\t\t\t\t\tKampftechnik: Dolche, Raufen, Schwerter
    \n\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 159", - "Marwan-Sahib-Stil": "Marwan Sahib-Stil:", + "Marwan-Sahib-Stil": "Marwan Sahib-Style:", "Mengbilla-Stil-Regel": "\n \t\t\t\t\t\t\t\tRegel: Diese SF sorgt dafür, dass die Heldin die Auswirkungen der höchsten Stufe des Zustands Furcht ignorieren darf. Sie erleidet lediglich die Auswirkungen der nächstniedrigeren Stufe. Wenn die Abenteurerin also beispielsweise drei Stufen Furcht erlitten hat, gelten für sie nur die Auswirkungen von Stufe II. Bei Furcht Stufe IV wird die Heldin dennoch Handlungsunfähig.
    \n\t\t\t\t\t\t\t\tKampftechnik: Hiebwaffen, Schwerter
    \n\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 159", - "Mengbilla-Stil": "Mengbilla-Stil:", + "Mengbilla-Stil": "Mengbilla-Style:", "Mercenario-Stil-Regel": "\n \t\t\t\t\t\t\t\tRegel: Anwender des Mercenario-Stils können einen Schwertknauf, eine Dolchscheide oder einen anderen vergleichbaren Gegenstand im waffenlosen Kampf nutzen und diesen mit ihren Angriffen und ihrer Abwehr kombinieren. Der Feind erleidet bei jeder gelungenen Raufen-PA 1 SP, egal ob er selbst oder der Mercenario-Anwender erfolgreich pariert hat. Beim Ausweichen entsteht dieser Schaden nicht.
    \n\t\t\t\t\t\t\t\tKampftechnik: Raufen
    \n\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 159", - "Mercenario-Stil": "Mercenario-Stil:", + "Mercenario-Stil": "Mercenario-Style:", "Prem-Stil-Regel": "\n \t\t\t\t\t\t\t\tRegel: Für eine Kriegerin aus Prem sinken die Erschwernisse beim Kampf im Wasser (siehe Regelwerk Seite 239) um bis zu 4. Bei bestätigten Patzern im Nahkampf erleidet sie nur 1W6 SP. \n \t\t\t\t\t\t\t\t
    • Spielst du mit der Optionalregel der Patzertabelle, dann können Krieger mit diesem Stil stattdessen das Ergebnis des Wurfs auf die Tabelle um eine Auswirkungskategorie nach oben oder unten verändern (bis hin zum Tabellenergebnis 2 bzw. 12).
    \n\t\t\t\t\t\t\t\tKampftechnik: alle
    \n\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 159", - "Prem-Stil": "Prem-Stil:", + "Prem-Stil": "Prem-Style:", "Ritter-des-Alten-Wegs-Regel": "\n \t\t\t\t\t\t\t\tRegel: Kämpft der Held beritten gegen Fußkämpfer, erhöht sich die aus der vorteilhaften Position resultierende Erleichterung auf AT um 2 (siehe Regelwerk Seite 238/240). Außerdem bekommt der Abenteurer noch einen Bonus von +1 TP bei Nahkampfangriffen, wenn er sich auf dem Rücken eines Reittiers befindet.
    \n\t\t\t\t\t\t\t\tKampftechnik: alle Nahkampftechniken
    \n\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 160", "Ritter-des-Alten-Wegs": "Ritter des Alten Wegs-Stil:", - "Rondras-Trutz-Stil-Regel": "Rondras Trutz", + "Rondras-Trutz-Stil-Regel": "Rondra's Defiance Style", "Unauer-Schule-Regel": "\n \t\t\t\t\t\t\t\tRegel: Ein Kämpfer der Unauer Schule erhält einen Bonus von +2 auf seine Verteidigung. Allerdings muss er an Ort und Stelle verharren und darf sich nicht von seiner Position wegbewegen (sprich: Er hat keine Aktion oder freie Aktion in dieser KR für Bewegung aufgewendet). Wer Unauer Schule mit Verteidigungshaltung kombiniert, kann seinen Verteidigungswert um insgesamt +6 erhöhen, aber er darf sich nicht bewegen.
    \n\t\t\t\t\t\t\t\tKampftechnik: Raufen
    \n\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 160", - "Unauer-Schule": "Unauer Schule:", + "Unauer-Schule": "Unau School:", "Zyklopäisches-Ringen-Regel": "\n \t\t\t\t\t\t\t\tRegel: Wendet die Heldin das Manöver Haltegriff an, ist eine Verteidigung des Gegners gegen diesen Angriff um 2 erschwert.
    \n\t\t\t\t\t\t\t\tKampftechnik: Raufen
    \n\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 160", - "Zyklopäisches-Ringen": "Zyklopäisches Ringen:", - "erweiterte-Kampf-Sonderfertigkeiten": "erw. Kampf-SF", + "Zyklopäisches-Ringen": "Cyclopean Wrestling:", + "erweiterte-Kampf-Sonderfertigkeiten": "Extended Combat SA", "Aufspießen-Regel": "\n \t\t\t\t\t\t\tRegel: Gelingt die um 6 erschwerte AT und misslingt die Verteidigung, so ist das Opfer zu Boden geworfen worden und wurde festgenagelt. Der übliche Schaden von 1W3 TP durch die SF Zu Fall bringen kommt beim Aufspießen nicht zu tragen. In den nachfolgenden KR gelingt die AT automatisch, ohne dass der Spieler würfeln muss. Jede KR richtet der Angriff +1 TP mehr an (in der ersten KR noch keinen zusätzlichen TP, in der 2. KR +1 TP, in der 3. KR +2 TP usw.). Die TP werden wie üblich ausgewürfelt. Der Feind erhält den Status Fixiert und Liegend. Der Angreifer kann am Ende einer KR entscheiden loszulassen. Um sich zu befreien, muss das Opfer eine Vergleichsprobe auf Kraftakt (Drücken & Verbiegen) gegen den Angreifer gewinnen. Jede Probe kostet 1 Aktion. Das Festnageln- Manöver kann nur gegen gleichgroße oder die nächstkleinere Größenkategorie angewandt werden. Misslingt die AT, so steht dem Gegner ein Passierschlag zu.
    \n\t\t\t\t\t\t\tErschwernis: –6
    \n\t\t\t\t\t\t\tKampftechnik: Stangenwaffen
    \n\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 160", "Aufspießen": "Nail to the ground", "Binden-Regel": "\n \t\t\t\t\t\t\tRule: Make a PA check with a penalty of -2. If successful, your next AT against the target of the Bind maneuver receives a +4 AT bonus. This attack must made with your next action, meaning during this or the next CR. This action may not be delayed. The bonus expires if you attack another opponent or attempt to parry, or if the enemy attacks with a weapon other than the bound weapon. Attempts to Bind a two-handed weapon receive a penalty of -4, not -2. After performing a Bind, your hero may conduct no further defenses this CR
    \n\t\t\t\t\t\t\tPenalty: 2 (one-handed weapon); -4 (two-handed weapon)
    \n\t\t\t\t\t\t\tCombat techniques: Daggers, Fencing Weapons, Polearms, Swords
    \n\t\t\t\t\t\t\tPublication: VR02 - Aventuria Compendium I p. 160", "Binden": "Bind", "Breschenangriff-Regel": "\n\t \t\t\t\t\t\t\tRegel: Durch diese SF ist der Held in der Lage, den Befehl Breschenangriff mit seinem Reittier durchzuführen. Dabei werden bis zu drei Ziele getroffen, solange diese maximal einen halben Schritt auseinander stehen. Die Attacken sind für jedes Ziel um 2 erschwert (für den ersten Gegner also um 2, für den zweiten Gegner um 4 und für den dritten Gegner um 6). Die Trefferpunkte werden für jeden Feind einzeln ausgewürfelt und jeder Angegriffene kann sich einzeln gegen den Breschenangriff verteidigen. Sollte während der ersten oder zweiten AT ein Patzer unterlaufen, verfallen die restlichen Attacken.
    \n\t\t\t\t\t\t\t\tErschwernis: –2 (erste Attacke); –4 (zweite Attacke); –6 (dritte Attacke)
    \n\t\t\t\t\t\t\t\tKampftechnik: –
    \n\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 161", - "Breschenangriff": "Breschenangriff", + "Breschenangriff": "Breach Attack", "Frontalangriff-Regel": "\n\t \t\t\t\t\t\t\tRegel: Der Frontalangriff ist ein eigener Befehl, der den Befehl Niederreiten mit einem normalen Lanzenangriff kombiniert. Der ausgewählte Gegner muss sich sowohl gegen die Attacke durch das Niederreiten des Pferds als auch anschließend mit der Attacke durch den Lanzenangriff des Reiters auseinandersetzen. Beide AT sind um 4 erschwert. Dieser Angriff lässt sich nur gegen Gegner mit der Größenkategorie des Reiters oder kleiner einsetzen.
    \n\t\t\t\t\t\t\t\tErschwernis: -4
    \n\t\t\t\t\t\t\t\tKampftechnik: Lanzen
    \n\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 161", - "Frontalangriff": "Frontalangriff:", + "Frontalangriff": "Frontal Assault:", "Fussfeger-Regel": "\n \t\t\t\t\t\t\tRegel: Make an AT with a penalty of -4. A target who fails to defend receives the state prone. This attack causes no damage.
    \n\t\t\t\t\t\t\tErschwernis: –4
    \n\t\t\t\t\t\t\tKampftechnik: Brawling
    \n\t\t\t\t\t\t\tPublikation: VR02 - Aventurian Compendium I p. 162", "Fussfeger": "Foot Sweep", "Haltegriff-brechen-Regel": "\n \t\t\t\t\t\t\tRegel: With the special ability Break Grapple, you can more easily break free of Grapples and all related maneuvers such as Headlock or Chokehold. Competitive checks on Feat of Strength (Dragging & Pulling) to free yourself from a Grapple gain a bonus of +2.
    \n\t\t\t\t\t\t\tKampftechnik: Brawling
    \n\t\t\t\t\t\t\tPublication: VR02 - Aventurian Compendium I p. 160", @@ -1231,7 +1231,7 @@ "Kopfstoß-Regel": "\n \t\t\t\t\t\t\tRule: If your AT succeeds and your opponent fails to defend, subtract 1 life point from your total. The opponent then makes a check on Self Control (Stay Conscious) with a penalty of -1. On a failure, the opponent receives one level of Stupor and suffers one-half the rolled DP of the attack. This maneuver can be performed only against Intelligent creatures of size category medium.
    \n\t\t\t\t\t\t\tCombat techniques: Brawling
    \n\t\t\t\t\t\t\tPublication: VR02 - Aventurian Compendium I p. 162", "Kopfstoß": "Head Butt", "Mächtiger-Lanzenangriff-Regel": "\n\t \t\t\t\t\t\t\tRegel: Mit dem Mächtigen Lanzenangriff kann die Heldin +2 TP gegen Wesen erzielen, die als Ungeheuer klassifiziert sind, sofern sie die Größenkategorie groß oder riesig aufweisen. Ansonsten funktioniert dieses Manöver wie der normale Lanzenangriff.
    \n\t\t\t\t\t\t\t\tKampftechnik: Lanzen
    \n\t\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 162", - "Mächtiger-Lanzenangriff": " Mäch. Lanzenangriff", + "Mächtiger-Lanzenangriff": " Mighty Tilt", "Mächtiger-Rundumschlag-Regel": "\n \t\t\t\t\t\t\tRule: Mighty Sweep grants the following bonuses when performing a normal Sweep: +1 DP for the first attack; penalty of only -4 for the second attack; penalty of only -8 for the third attack. The Sweep (and Mighty Sweep) may also be performed with polearms.
    \n\t\t\t\t\t\t\tPenalty: 0 (first attack), -4 (2nd attack), -8 (third attack)
    \n\t\t\t\t\t\t\tCombat techniques: Chain Weapons, Impact Weapons, Polearms, Two-Handed Impact Weapons, Two-Handed Swords
    \n\t\t\t\t\t\t\tPublication: VR02 - Aventuria Compendium I p. 163", "Mächtiger-Rundumschlag": " Mighty Sweep ", "Meisterlicher-Wurf-Regel": "\n \t\t\t\t\t\t\tRule: Masterful Throw counters a Brawling AT. To use this SA, you cannot have any weapons in-hand. Make a Brawling PA with a penalty of -4. If successful, the target receives the state prone. This maneuver causes no damage and may be performed only against targets who are the same size category or smaller than the character.
    \n\t\t\t\t\t\t\tPenalty: –4 (for the Brawling PA)
    \n\t\t\t\t\t\t\tCombat technique: Brawling
    \n\t\t\t\t\t\t\tPublication: VR02 - Aventuria Compendium I p. 163", @@ -1241,7 +1241,7 @@ "Schwinger-Regel": "\n \t\t\t\t\t\t\tRule: The AT suffers a penalty of -2. A successful hit inflicts +1 DP. If the attack causes 4 or more DP, the target must make a check on Self-Control (Stay Conscious) with a penalty of -1 or else receive one level of Stupor. The character receives a penalty of -2 to defense until the end of the next CR.
    \n\t\t\t\t\t\t\tPenalty: –2
    \n\t\t\t\t\t\t\tCombat technique: Brawling
    \n\t\t\t\t\t\t\tPublication: VR02 - Aventuria Compendium I p. 162", "Schwinger": "Haymaker", "Sprungangriff-Regel": "\n \t\t\t\t\t\t\tRegel: Mit 1 freien Aktion kann ein Spieler vor einer AT eine Probe auf Körperbeherrschung (Springen) ablegen. Der Abenteurer braucht für das Manöver einen Abstand zum Gegner von Mindestens 2 Schritt und kann bis zu GS/2 Schritt auf ihn zuspringen. Jede QS, die der Spieler dabei erzielt, kann er auf AT und TP verteilen. Dabei darf kein Bonus mehr als +3 betragen. Ein weiterer Sprungangriff kann erst zwei KR später wieder ausgeführt werden. Der Held muss also eine KR auf dieses Manöver verzichten. Sollte die AT misslingen, steht dem Verteidiger ein Passierschlag zu.
    \n\t\t\t\t\t\t\tKampftechnik: Schwerter, Stangenwaffen
    \n\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 164", - "Sprungangriff": "Sprungangriff", + "Sprungangriff": "Jump Attack", "Sprungtritt-Regel": "\n \t\t\t\t\t\t\tRegel: Die AT für einen Sprungtritt ist für die Heldin um 2 erschwert, dafür erhöhen sich die TP um 1W6. Wenn das Manöver misslingt, steht dem Verteidiger ein Passierschlag zu.
    \n\t\t\t\t\t\t\tErschwernis: –2
    \n\t\t\t\t\t\t\tKampftechnik: Raufen
    \n\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 164", "Sprungtritt": "Drop Kick", "Tiefschlag-Regel": "\n \t\t\t\t\t\t\tRule: Make an AT with a penalty of -4. If successful, and the target fails to defend, the attack gains a bonus of +2 DP. A target that sustains at least 5 points of damage must make a check on Self-Control (Stay Conscious) with a penalty of -2 or else receive one level of Stupor.
    \n\t\t\t\t\t\t\tPenalty: –4
    \n\t\t\t\t\t\t\tCombat technique: Brawling
    \n\t\t\t\t\t\t\tPublication: VR02 - Aventuria Compendium I p. 163", @@ -1251,11 +1251,11 @@ "Vorbeiziehen-Regel": "\n \t\t\t\t\t\t\tRule: Make an AT with a penalty of -4. Whether your opponent defends against it is irrelevant. If the check succeeds, you gain an advantageous position against that opponent (see Core Rules, page 238) until the end of the next CR. Successful AT cause damage as usual. Moreover, an opponent who cannot (or chooses not to) defend against this AT may not perform maneuvers until the end of the next CR. This maneuver can be performed only against Intelligent creatures of size categories small and medium. If this AT fails, the opponent may make an attack\nof opportunity.
    \n\t\t\t\t\t\t\tPenalty: –4
    \n\t\t\t\t\t\t\tCombat techniques: Daggers, Fencing Weapons, Impact Weapons, Swords
    \n\t\t\t\t\t\t\tPublication: VR02 - Aventuria Compendium I p. 161", "Vorbeiziehen": "En passant", "Waffenwurf-Regel": "\n \t\t\t\t\t\t\tRegel: Mit dieser SF kann eine Abenteurerin eine Nahkampfwaffe, die sich eigentlich nicht als Wurfwaffe eignet, auf einen Gegner werfen und ihn erheblich verletzen. Der Angriff wird wie ein regulärer Fernkampfangriff ausgeführt. Als Kampftechnik kommt dabei Wurfwaffen zum Einsatz. Neben allen üblichen Modifikatoren eines solchen Angriffs gilt für die geworfene Nahkampfwaffe eine zusätzliche Erschwernis von 4. Die geworfene Waffe muss einer der folgenden Kampftechniken angehören: Dolche, Fechtwaffen, Hiebwaffen, Schwerter, Stangenwaffen. Der Schaden entspricht dem regulären Schaden der Waffe. Ein Bonus durch die Schadensschwelle kommt aber nicht hinzu.
    \n\t\t\t\t\t\t\tErschwernis: –4
    \n\t\t\t\t\t\t\tKampftechnik: Wurfwaffen
    \n\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 165", - "Waffenwurf": "Waffenwurf:", + "Waffenwurf": "Weapon Throw", "Weiter-Schwung-Regel": "\n \t\t\t\t\t\t\tRule: Make an AT with a penalty of -2 to increase your weapon’s reach category by one level and inflict +1 DP until the end of the CR.
    \n\t\t\t\t\t\t\tPenalty: –2
    \n\t\t\t\t\t\t\tCombat techniques: Two-Handed Impact Weapons, Two-Handed Swords
    \n\t\t\t\t\t\t\tPublication: VR02 - Aventuria Compendium I p. 164", "Weiter-Schwung": "Wide Swing", "Wundmühle-Regel": "\n \t\t\t\t\t\t\tRegel: Die Spielerin sagt vor der Reaktion ihrer Heldin an, dass sie ein Windmühlen-Manöver durchführen will. Die PA ist dabei um 2 erschwert. Die Abenteurerin muss in dieser KR noch 1 Aktion zur Verfügung haben, die im Anschluss an das Manöver direkt für eine AT eingesetzt wird. Es macht also bei diesem Manöver Sinn, bei hoher Initiative abzuwarten, bis der Gegner angreift. Gelingt der Heldin die PA, so führt sie sofort eine AT gegen den gleichen Gegner mit einem Bonus von +4 TP aus. Alle weiteren Verteidigungen in dieser KR entfallen für die Abenteurerin. Die nach der PA folgende AT kann nicht mit einem Spezialmanöver, wohl aber mit einem Basismanöver kombiniert werden. Das Windmühlen-Manöver kann nur gegen Angriffe mit Kampftechniken ausgeführt werden, mit denen man das Manöver auch ausführen kann (also beispielsweise nicht gegen Dolche oder Fechtwaffen).
    \n\t\t\t\t\t\t\tErschwernis: –2 (für die Parade)
    \n\t\t\t\t\t\t\tKampftechnik: Hiebwaffen, Schwerter, Stangenwaffen, Zweihandhiebwaffen, Zweihandschwerter
    \n\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 165", - "Wundmühle": "Windmühle", + "Wundmühle": "Windmill", "Würgegriff-Regel": "\n \t\t\t\t\t\t\tRegel: Um einen Gegner in den Würgegriff zu nehmen, muss die Heldin ihren Widersacher zuvor im Haltegriff haben. In der nächsten KR würfelt die Spielerin eine Raufen-AT. Gelingt sie und es wird nicht erfolgreich verteidigt, ist der Gegner im Würgegriff. Misslingt sie, endet der Haltegriff. Ist der Widersacher im Würgegriff, erleidet er jede KR 1W6 SP. Der Gegner muss jede KR eine Probe auf Selbstbeherrschung (Handlungsfähigkeit bewahren) ablegen, erschwert um die halben SP, die in dieser KR verursacht wurden. Bei Misslingen erleidet er 1 Stufe Betäubung. Während der Gegner im Würgegriff ist, stehen ihm zwei Optionen offen:
    \n \t\t\t\t\t\t\t• Würgegriff aufsprengen: Er kann versuchen, den Würgegriff zu sprengen. Dazu muss ihm eine Vergleichsprobe auf Kraftakt (Ziehen & Zerren) gelingen. Ist der Gegner erfolgreich enden der Würgegriff und der Haltegriff.
    \n \t\t\t\t\t\t\t• Angreifen: Er kann die Heldin angreifen. Solange der Würgegriff aufrechterhalten wird, leidet der Feind unter den Status Fixiert und Eingeengt.
    \n\t\t\t\t\t\t\tKampftechnik: Raufen
    \n\t\t\t\t\t\t\tPublikation: VR02 - Aventurisches Kompendium I S. 166", "Würgegriff": "Chokehold", "SP": "DP", @@ -1277,18 +1277,18 @@ "Kampf-im-Wasser:": "Combat in water:", "Wasser-bis-zur-Hüfte": "Hip deep", "Wasser-bis-zur-Achsel": "Shoulder deep", - "Kampf-im-bodenlosen-Wasser": "Kampf im bodenlosen Wasser", - "Kampf-unter-Wasser": "Kampf unter Wasser:", + "Kampf-im-bodenlosen-Wasser": "Bottomless water", + "Kampf-unter-Wasser": "Combat under water:", "Hauptwaffe": "Main Weapon", - "Als-ZH": "Als ZH", + "Als-ZH": "As Off-hand", "Schild-Angelegt": "Shield (Equipped: ", "Nebenhand-Angelegt": "Off hand (Equipped: ", "Patzer:": "Botch:", "Reichweite:": "Range:", "Fernwaffe": "Ranged Weapon", "Fernkampfmodifikatoren": "Ranged Combat Modifiers", - "FK-Mod": "FK-Mod", - "TP-Mod": "TP-Mod", + "FK-Mod": "RC-Mod", + "TP-Mod": "DP-Mod", "Distanz:": "Range:", "Nah": "Close", "Weit": "Far", @@ -1305,19 +1305,19 @@ "Schuss-ins-Kampfgetümmel:": "Shooting into melee:", "Kampf-vom-Pferderücken:": "Mounted combat:", "Tier-steht": "Animal standing", - "Tier-im-Schritt": "Tier im Schritt", - "Tier-im-Trab": "Tier im Trab (Glückstreffer bei 1)", - "Tier-im-Galopp": "Tier im Galopp", - "Modifikatoren-vom-Streitwagen:": "Modifikatoren vom Streitwagen:", - "Streitwagen-steht": "Streitwagen steht", + "Tier-im-Schritt": "Mount moving at a walk", + "Tier-im-Trab": "Mount moving at a trot (Lucky hit on a 1 only)", + "Tier-im-Galopp": "Mount is moving at gallop", + "Modifikatoren-vom-Streitwagen:": "Chariot Modifications", + "Streitwagen-steht": "Chariot standing", "Tiere-im-Schritt": "Tier/e im Schritt", "Tiere-im-Trab": "Tier/e im Trab (Glückstreffer bei 1)", "Tiere-im-Galopp": "Tier/e im Galopp", - "Armbrust-überdrehen:": "Armbrust überdrehen:", + "Armbrust-überdrehen:": "Overwind Crossbow", "Berechnung-NurTP-Patzer1W3": "Berechnung: Nur TP
    Bei Patzer: +1W3 SP", - "Ballistischer-Schuss:": "Ballistischer Schuss:", + "Ballistischer-Schuss:": "Ballistic Shot", "Berechnung-nurErschwernis-weit-plus-50": "Berechnung: nur Erschwernis
    Manuell: Reichweite 'weit' bei Bögen: +50%", - "Eisenhagel:": "Eisenhagel:", + "Eisenhagel:": "Rain of Iron:", "Gezielter-Schuss:": "Targeted Shot:", "Torso": "Torso", "Auge": "Eye", @@ -1325,85 +1325,85 @@ "Wuchtiger-Wurf:": "Powerful Throw:", "Gesamt:": "Total:", "Leiteigenschaft": "Leiteigenschaft", - "Steigerungsfaktor": "Steigerungsfaktor", + "Steigerungsfaktor": "Improvement Cost", "Kampftechnikwert": "Combat Technique Value", "AT-FK": "AT/RC", - "Kampfsonderfertigkeiten": "Kampfsonderfertigkeiten", + "Kampfsonderfertigkeiten": "Combat Special Abilities", "Allgemeine-Kampf-SF": "General Combat SA", - "Armbrust-überdrehen": "Armbrust überdrehen", + "Armbrust-überdrehen": "Overwind Crossbow", "Auf-Distanz-halten-1": "Keep at Distance I", "Keine-Automatische-Berechnung": "No automatic calculation", "Auf-Distanz-halten-2": "Keep at Distance II", - "Aufmerksamkeit": "Aufmerksamkeit", - "Ballistischer-Schuss": "Ballistischer Schuss", - "Belastungsgewöhnung1": "Belastungsgewöhnung I", - "Berechnung-Belastung": "Berechnung: Nur BE
    Sollten zusätzliche Abzüge ignoriert werden, muss bei der Rüstung dafür der Haken entfernt werden", - "Belastungsgewöhnung2": "Belastungsgewöhnung II", - "Beidhändiger-Kampf1": "Beidhändiger Kampf I", - "Mit-Berechnungen-implementiert": "Mit Berechnungen implementiert", - "Beidhändiger-Kampf2": "Beidhändiger Kampf II", + "Aufmerksamkeit": "Alertness", + "Ballistischer-Schuss": "Ballistic Shot", + "Belastungsgewöhnung1": "Inured to Encumbrance I", + "Berechnung-Belastung": "Calculation: Only ENC
    If additional penalties (MOV/INI) are to be ignored, the box needs to be unchecked manually", + "Belastungsgewöhnung2": "Inured to Encumbrance II", + "Beidhändiger-Kampf1": "Two-Weapon Combat I", + "Mit-Berechnungen-implementiert": "Implemented with calculations", + "Beidhändiger-Kampf2": "Two-Weapon Combat II", "Berittener-Kampf": "Mounted Combat", - "Berittener-Flugkampf": "Berittener Flugkampf", - "Berittener-Schütze": "Berittener Schütze", - "Beschützer": "Beschützer", + "Berittener-Flugkampf": "Mounted Flying Combat", + "Berittener-Schütze": "Mounted Archer", + "Beschützer": "Protector", "Blindkampf1": "Blind Fighting I", "Blindkampf2": "Blind Fighting II", - "Einhändiger-Kampf": "Einhändiger Kampf", - "Eisenhagel1": "Eisenhagel I", - "Eisenhagel2": "Eisenhagel II", - "Entwaffnen": "Entwaffnen", - "Feindgespür": "Feindgespür", - "Finte1": "Finte I", - "Finte2": "Finte II", - "Finte3": "Finte III", + "Einhändiger-Kampf": "One-handed Combat", + "Eisenhagel1": "Rain of Iron I", + "Eisenhagel2": "Rain of Iron II", + "Entwaffnen": "Disarm", + "Feindgespür": "Enemy Sense", + "Finte1": "Feint I", + "Finte2": "Feint II", + "Finte3": "Feint III", "Gezielter-Schuss": "Targeted Shot", - "Kampf-im-Wasser": "Kampf im Wasser", - "Kampfstil-Kombination": "Kampfstil-Kombination", - "Kampfreflexe1": "Kampfreflexe I", - "Kampfreflexe2": "Kampfreflexe II", - "Kampfreflexe3": "Kampfreflexe III", - "Klingenfänger": "Klingenfänger", - "Kreuzblock": "Kreuzblock", - "Meister-der-improvisierten-Waffen": "Meister der improvisierten Waffen", + "Kampf-im-Wasser": "Combat in Water", + "Kampfstil-Kombination": "Fighting Style Combination", + "Kampfreflexe1": "Combat Reflexes I", + "Kampfreflexe2": "Combat Reflexes II", + "Kampfreflexe3": "Combat Reflexes III", + "Klingenfänger": "Catch Blade", + "Kreuzblock": "Cross-block", + "Meister-der-improvisierten-Waffen": "Master of Improvised Weapons", "Berechnung-Impro-Waffen": "Keine Berechnung möglich. Aktuell gibt es keine Möglichkeit Waffen als improvisiert zu makieren.", - "Meisterliches-Ausweichen": "Meisterliches Ausweichen", - "Meisterparade": "Meisterparade", - "Präziser-Schuss-Wurf1": "Präziser Schuss/Wurf I", - "Präziser-Schuss-Wurf2": "Präziser Schuss/Wurf II", - "Präziser-Schuss-Wurf3": "Präziser Schuss/Wurf III", - "Präziser-Stich1": "Präziser Stich I", - "Präziser-Stich2": "Präziser Stich II", - "Präziser-Stich3": "Präziser Stich III", - "Rundumschlag1": "Rundumschlag I", - "Rundumschlag2": "Rundumschlag II", - "Scharfschütze1": "Scharfschütze I", - "Scharfschütze2": "Scharfschütze II", - "Schnellladen-Armbrust": "Schnellladen (Armbrust)", - "Schnellladen-Bogen": "Schnellladen (Bogen)", - "Schnellladen-Schleudern": "Schnellladen (Schleudern)", - "Schnellladen-Wurfwaffen": "Schnellladen (Wurfwaffen)", - "Schnellziehen": "Schnellziehen", - "Unterlaufen1": "Unterlaufen I", - "Unterlaufen2": "Unterlaufen II", - "Verbessertes-Ausweichen1": "Verbessertes Ausweichen I", - "Verbessertes-Ausweichen2": "Verbessertes Ausweichen II", - "Verbessertes-Ausweichen3": "Verbessertes Ausweichen III", - "Verbessertes-Unterlaufen": "Verbessertes Unterlaufen", - "Verteidigungshaltung": "Verteidigungshaltung", - "Verteilter-Eisenhagel": "Verteilter Eisenhagel", - "Wuchtschlag1": "Wuchtschlag I", - "Wuchtschlag2": "Wuchtschlag II", - "Wuchtschlag3": "Wuchtschlag III", - "Zweihändiger-Reiterkampf": "Zweihändiger Reiterkampf", - "Kampfstile-Erweiterte-Kampfsonderfertigkeiten": "Kampfstile / erw. Kampf-SF", + "Meisterliches-Ausweichen": "Masterful Dodge", + "Meisterparade": "Master Parry", + "Präziser-Schuss-Wurf1": "Precise Shot/Throw I", + "Präziser-Schuss-Wurf2": "Precise Shot/Throw II", + "Präziser-Schuss-Wurf3": "Precise Shot/Throw III", + "Präziser-Stich1": "Precise Thrust I", + "Präziser-Stich2": "Precise Thrust II", + "Präziser-Stich3": "Precise Thrust II", + "Rundumschlag1": "Sweep I", + "Rundumschlag2": "Sweep II", + "Scharfschütze1": "Sharpshooter I", + "Scharfschütze2": "Sharpshooter II", + "Schnellladen-Armbrust": "Quick Load (Crossbow)", + "Schnellladen-Bogen": "Quick Load (Bow)", + "Schnellladen-Schleudern": "Quick Load (Slings)", + "Schnellladen-Wurfwaffen": "Quick Load (Thrown Weapons)", + "Schnellziehen": "Quick draw", + "Unterlaufen1": "Circumvent I", + "Unterlaufen2": "Circumvent II", + "Verbessertes-Ausweichen1": "Improved Dodge I", + "Verbessertes-Ausweichen2": "Improved Dodge II", + "Verbessertes-Ausweichen3": "Improved Dodge III", + "Verbessertes-Unterlaufen": "Improved Circumvent", + "Verteidigungshaltung": "Defensive Posture", + "Verteilter-Eisenhagel": "Spread Rain of Iron", + "Wuchtschlag1": "Heavy Blow I", + "Wuchtschlag2": "Heavy Blow II", + "Wuchtschlag3": "Heavy Blow III", + "Zweihändiger-Reiterkampf": "Two-Handed Mounted Combat", + "Kampfstile-Erweiterte-Kampfsonderfertigkeiten": "Combat Styles / ext. Combat-SA", "Berechnung-Adersin-Stil": "Berechnung: SF Einhändiger Kampf ist nicht möglich
    Manuell: Gegner erhält -1 VT", "-Binden": "   - Bind", - "-Verkürzte-Waffenführung": "   - Verkürzte Waffenführung", - "-Windmühle": "   - Windmühle", + "-Verkürzte-Waffenführung": "   - Shortened Grip", + "-Windmühle": "   - Windmill", "-Aufspießen": "   - Nail to the ground", "-Fahrender-Schütze": "   - Driving Archer", "-Wuchtiger-Wurf": "   - Powerful Throw", - "-Breschenangriff": "   - Breschenangriff", + "-Breschenangriff": "   - Breach Attack", "-Schildstoß": "   - Shield Slam", "-Haltegriff-brechen": "   - Break Grapple", "-Kopfstoß": "   - Head Butt", @@ -1413,8 +1413,8 @@ "-Weiter-Schwung": "   - Wide Swing", "-Zertrümmern": "   - Shatter", "-Hohe-Klinge": "   - High Blade", - "-Schilddeckung": "   - Schilddeckung", - "-Waffenwurf": "   - Waffenwurf", + "-Schilddeckung": "   - Shield Cover", + "-Waffenwurf": "   - Weapon Throw", "-Tod-von-links": "   - Death from the Left", "-Vorbeiziehen": "   - En passant", "-Sprungtritt": "   - Drop Kick", @@ -1424,23 +1424,23 @@ "Berechnung-Hruruzat": "Berechnung: kleinerer der beiden wird automatisch abgezogen
    Manuell: Bei einem Pasch muss der abgezogene Wert draufgerechnet werden", "-Fußfeger": "   - Foot Sweep", "-Handkantenschlag": "   - Chop", - "-Sprungangriff": "   - Sprungangriff", + "-Sprungangriff": "   - Jump Attack", "Berechnung-Marwan-Sahib-Stil": "Berechnung: Malus für den Gegner
    keine Automatische Berechnung", - "-Keine-Automatische-Berechnung": "Keine Automatische Berechnung", + "-Keine-Automatische-Berechnung": "No automatic calculation", ".Zertrümmern": "   - Shatter", "Berechnung-Marcenario-Stil": "Malus für den Gegner, keine automatische Berechnung möglich", "Berechnung-Prem-Stil": "Mit Berechnungen implementiert
    Patzer-Änderungen müssen manuell abgehandelt werden", - "Ritter-des-Alten-Wegs-stil": "Ritter des Alten Wegs-Stil:", - "-Frontalangriff": "   - Frontalangriff", + "Ritter-des-Alten-Wegs-stil": "Knight of the Old Path Style", + "-Frontalangriff": "   - Frontal Assault", "-Mächtiger-Lanzenangriff": "   - Mächtiger Lanzenangriff", "Rondras-Trutz-Stil": "Rondras Trutz-Stil:", "-Würgegriff": "   - Chokehold", "Berechnung-Zyklopäisches-Ringen": "Malus für den Gegner
    Keine Automatische Berechnung", - "Tier-SF": "Tier-SF", - "Angriff-auf-ungeschützte-Stellen": "Angriff auf ungeschützte Stellen:", + "Tier-SF": "Animal-SA", + "Angriff-auf-ungeschützte-Stellen": "Attack Weak Spot:", "Klammergriff": "Clutch:", - "Mächtiger-Schlag": "Mächtiger Schlag:", - "Unterwasserkampf": "Unterwasserkampf:", + "Mächtiger-Schlag": "Powerful Blow:", + "Unterwasserkampf": "Underwater Combat:", "Zaubertricks": "Cantrips", "Zauber": "Spells", "Rituale": "Rituals", @@ -1448,7 +1448,7 @@ "Flüche": "Curses", "Elfenlieder": "Elf songs", "Zauberzeichen": "Magical Signs", - "AsP": "AsP", + "AsP": "AE", "Tradition": "Tradition: ", "Gildenmagier": "Guild Mage", "Hexe": "Witch", @@ -1459,12 +1459,12 @@ "Wirkungsdauer": "Duration", "ZK": "TOU", "Merkmal": "Property", - "Abkühlung": "Abkühlung", - "Berührung": "Berührung", + "Abkühlung": "Cool down", + "Berührung": "Touch", "sofort": "instant", "Objekt": "Object", - "Aranische-Rasur": "Aranische Rasur", - "Kulturschaffende": "Kulturschaffende", + "Aranische-Rasur": "Aranian Close Shave", + "Kulturschaffende": "Intelligent Creatures", "Verwandlung": "Transformation", "8-Schritt": "8 Yard", "1-Aktion": "1 Action", @@ -1473,56 +1473,56 @@ "Beruhigung": "Pacify", "1-Stunde": "1 Hour", "Heilung": "Healing", - "Blütenduft": "Blütenduft", + "Blütenduft": "Floral Fragrance", "selbst": "self", "1-Minute": "1 Minute", - "Duft": "Duft", + "Duft": "Fragrance", "5-Minuten": "5 Minutes", "Ehrfürchtiges-Verhalten": "Reverent Attitude", "30-Sekunden": "30 seconds", "Einfluss": "Influence", - "Feenfüße": "Feenfüße", + "Feenfüße": "Fairy Feet", "16-Schritt": "16 yards", "Objekte": "Objects", "Telekinese": "Telekinesis", "Feuerfinger": "Firefinger", - "Glücksgriff": "Glücksgriff", + "Glücksgriff": "Lucky Fingers", "Hellsicht": "Clairvoyance", "Grußworte": " Words of Welcome", "Guten-Morgen": "Good morning", "4-Schritt": "4 yards", "Haarpracht": "Magnificent Head of Hair", - "Handwärmer": "Handwärmer", + "Handwärmer": "Hand warmer", "Heller-Stern": "Shining Star", "5-Sekunden": "5 seconds", - "Hintergrundmusik": "Hintergrundmusik", - "Insektenbann": "Insektenbann", + "Hintergrundmusik": "Background Music", + "Insektenbann": "Banish Insects", "6-Stunden": "6 hours", - "Lockruf": "Lockruf", + "Lockruf": "Siren Call", "Tiere": "Animals", "Luftstoß": "Air Blast", "Nagellack": "Nail Polish", "Ordentlich": "Neat", - "Regenbogenaugen": "Regenbogenaugen", + "Regenbogenaugen": "Rainbow Eyes", "Rohrstock": "Cane", - "Sandfigur": "Sandfigur", + "Sandfigur": "Sand Figure", "1-Schritt": "1 yard", - "Schlangenhände": "Schlangenhände", + "Schlangenhände": "Serpent Hands", "Schminken": "Makeup", - "Schnipsen": "Schnipsen", - "Objekt-und-Wesen": "Objekt und Wesen", + "Schnipsen": "Snap", + "Objekt-und-Wesen": "Objects and Creatures", "Selbstarchivierung": "Self-archiving", "Signatur": "Signature", - "Tätowierung": "Tätowierung", - "Trocken": "Trocken", - "Objekt-und-Kulturschaffende": "Objekt und Kulturschaffende", + "Tätowierung": "Tattoo", + "Trocken": "Stay Dry", + "Objekt-und-Kulturschaffende": "Object and Intelligent Creatures", "Unheimliches-Lachen": "Eerie Laughter", "Wasserhöhe": "Water Level", "Weisheit-des-Leytfadens": "Wisdom of the Primer", - "max-10-Sekunden": "max. 10 Sekunden", + "max-10-Sekunden": "max. 10 Seconds", "Zauberfeder": "Magic Quill", "10-Minuten": "10 Minutes", - "Zaubermodifikationen-1-je-4": "Spell modifications (1 per 4 SP)", + "Zaubermodifikationen-1-je-4": "Spell modifications (1 per 4 SR in spell)", "+": "+", "Zauberdauer-in-Aktionen": "Casting time in combat rounds", "Reichweite-in-Schritt": "Range in yards", @@ -1542,13 +1542,13 @@ "Ablativum-Regel": "\n \t\t\t\t\t\t\tCheck: MU/KL/CH
    \n \t\t\t\t\t\t\tEffect: Der Spruch erschafft eine unsichtbare Kuppel um den Magier herum, die sich mit ihm bewegt und darin Befindliches vor Zaubern schützt. Die Kuppel ist eigentlich eine Kugel, da jedoch der Magier meistens auf dem Boden steht, ist die Kugelform nur selten relevant. Die Kuppel verfügt über einen Radius von 3 Schritt und eine Schildstärke in Höhe von QS x 3. Wird ein freundlicher oder feindlicher Zauber gegen ein unter der Kuppel befindliches Ziel gerichtet, vermindert die Schildstärke dessen QS. Sinkt diese dadurch auf 0, tritt kein Effekt ein. Die Schildstärke wird jedoch im Rahmen dieses Prozesses verbraucht (–1 QS je aufgehaltener QS), und der Ablativum endet vorzeitig, sobald seine QS unter 1 fällt.
    \n \t\t\t\t\t\t\tSollte ein Flächenzauber, beispielsweise der Ignisphaero, teilweise den Schild des Ablativum berühren, wird die Schildstärke um die QS des Flächenzaubers vermindert. Wirkt ein Zauber über mehrere KR, so wird die Schildstärke jede KR um die QS vermindert. Sollte ein Zauber mehr QS aufweisen als der Ablativum, dringt der Zauber mit den überzähligen QS durch den Schild. Die gesamten QS des Zaubers werden aber wie üblich von der Schildstärke abgezogen.
    \n \t\t\t\t\t\t\tCasting time: 1 Action
    \n\t\t\t\t\t\t\tAE-Cost: 8 AsP (Kosten sind nicht modifizierbar)
    \n\t\t\t\t\t\t\tRange: self
    \n\t\t\t\t\t\t\tDuration: 5 Minuten
    \n\t\t\t\t\t\t\tTarget category: Zone
    \n\t\t\t\t\t\t\tProperty: Anti-Magic
    \n\t\t\t\t\t\t\tTraditions: Gildenmagier
    \n\t\t\t\t\t\t\tImprovement Cost: D
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 114", "Abvenenum": "Abvenenum", "Abvenenum-Regel": "\n \t\t\t\t\t\t\tCheck: KL/IN/FF
    \n \t\t\t\t\t\t\tEffect: Bis zu 5 Stein an Getränken und Speisen werden von allen Giften und Krankheitskeimen befreit, deren Stufe die QS nicht übersteigt. Ist bereits jemand durch die Speisen oder Getränke vergiftet worden, wirkt der Abvenenum bei ihm nicht mehr.
    \n \t\t\t\t\t\t\tCasting time: 8 Aktion
    \n\t\t\t\t\t\t\tAE-Cost: 4 AE
    \n\t\t\t\t\t\t\tRange: 1 Schritt
    \n\t\t\t\t\t\t\tDuration: sofort
    \n\t\t\t\t\t\t\tTarget category: Objekte
    \n\t\t\t\t\t\t\tProperty: Object
    \n\t\t\t\t\t\t\tTraditions: Druiden, Elfen, Gildenmagier
    \n\t\t\t\t\t\t\tImprovement Cost: A
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 114", - "Adlerauge": "Adlerauge", + "Adlerauge": "Eagle Eye", "Adlerauge-Regel": "\n \t\t\t\t\t\t\tCheck: SAG/IN/DEX
    \n \t\t\t\t\t\t\tEffect: Das Talent Sinnesschärfe wird während der Wirkungsdauer um QS +3 des Zaubers erhöht.
    \n \t\t\t\t\t\t\tCasting time: 2 Actions
    \n\t\t\t\t\t\t\tAE-Cost: 4 AsP (Aktivierung des Zaubers) + 2 AsP pro 5 Minuten
    \n\t\t\t\t\t\t\tRange: self
    \n\t\t\t\t\t\t\tDuration: sustained
    \n\t\t\t\t\t\t\tTarget category: Wesen
    \n\t\t\t\t\t\t\tProperty: Healing
    \n\t\t\t\t\t\t\tTraditions: Druiden, Elfen
    \n\t\t\t\t\t\t\tImprovement Cost: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 287", - "Adlerschwinge": "Adlerschwinge", + "Adlerschwinge": "Eagle Wings", "Adlerschwinge-Regel": "\n \t\t\t\t\t\t\tCheck: MU/IN/GE
    \n \t\t\t\t\t\t\tEffect: Der Zauberer verwandelt sich in ein Fluglebewesen seiner Wahl, das jedoch maximal die Größenkategorie klein aufweisen darf. Während der Wirkungsdauer verwendet der Zauberer die körperlichen Werte des Tieres, einschließlich seiner Eigenschaften, Talente und Kampfwerte. Eine niedrige LE wird bei der Verwandlung anteilsmäßig angerechnet, gleiches geschieht bei der Rückverwandlung. Die geistigen Werte des Zauberers bleiben ebenso wie sein Bewusstsein erhalten. Die Verwandlung betrifft nur den Zauberer selbst, nicht seine Kleidung oder Ausrüstung. Es ist keine Verwandlung in ein kulturschaffendes Wesen möglich.
    \n \t\t\t\t\t\t\tCasting time: 8 Actions
    \n\t\t\t\t\t\t\tAE-Cost: 8 AsP (Aktivierung des Zaubers) + 4 AsP pro Stunde
    \n\t\t\t\t\t\t\tRange: self
    \n\t\t\t\t\t\t\tDuration: sustained
    \n\t\t\t\t\t\t\tTarget category: Kulturschaffende
    \n\t\t\t\t\t\t\tProperty: Transformation
    \n\t\t\t\t\t\t\tTraditions: allgemein
    \n\t\t\t\t\t\t\tImprovement Cost: C
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 115", "Aeolito": "Aeolito", "Aeolito-Regel": "\n \t\t\t\t\t\t\tCheck: KL/CH/KO (modifiziert um ZK)
    \n \t\t\t\t\t\t\tEffect: Der Aeolito erschafft einen stürmischen Wind, der beim Ziel je nach QS Schaden und den Status Liegend verursacht.
    \n \t\t\t\t\t\t\tQS 1: 1W6 TP
    \n\t\t\t\t\t\t\tQS 2: 1W6+2 TP
    \n\t\t\t\t\t\t\tQS 3: 1W6+2 TP, Liegend
    \n\t\t\t\t\t\t\tQS 4: 1W6+4 TP, Liegend, 1 Schritt zurückgeworfen
    \n\t\t\t\t\t\t\tQS 5: 1W6+6 TP, Liegend, 2 Schritt zurückgeworfen
    \n\t\t\t\t\t\t\tQS 6: 1W6+6 TP, Liegend, 3 Schritt zurückgeworfen
    \n\t\t\t\t\t\t\tRüstungen schützen nicht vor diesem Zauber. Der Zauberspruch trifft sein Ziel automatisch. Der Gegner kann weder ausweichen noch parieren.
    \n \t\t\t\t\t\t\tCasting time: 1 Action
    \n\t\t\t\t\t\t\tAE-Cost: 8 AsP (Kosten sind nicht modifizierbar)
    \n\t\t\t\t\t\t\tRange: 16 Yard
    \n\t\t\t\t\t\t\tDuration: sofort
    \n\t\t\t\t\t\t\tTarget category: Lebewesen
    \n\t\t\t\t\t\t\tProperty: Elemental
    \n\t\t\t\t\t\t\tTraditions: allgemein
    \n\t\t\t\t\t\t\tImprovement Cost: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 115", - "Affenarme": "Affenarme", + "Affenarme": "Monkey Arms", "Affenarme-Regel": "\n \t\t\t\t\t\t\tCheck: COU/SAG/CH
    \n \t\t\t\t\t\t\tEffect: Die Hände und Füße der Hexe bekommen einen sehr guten Halt und so viel Kraft, um damit besser Klettern zu können. Die Hexe erhält QS/2 Erleichterung für Proben auf Klettern (Baumklettern, Bergsteigen oder Fassadenklettern) und Körperbeherrschung (Balance). Um die Erleichterung nutzen zu können, muss die Hexe barfuß sein, darf keine Handschuhe tragen und auch sonst nichts in den Händen halten (wohl aber weiterhin so etwas wie einen Ring am Finger tragen), ansonsten kommt keine Erleichterung zum Tragen.
    \n \t\t\t\t\t\t\tCasting time: 2 Actions
    \n\t\t\t\t\t\t\tAE-Cost: 4 AsP (Kosten sind nicht modifizierbar)
    \n\t\t\t\t\t\t\tRange: self
    \n\t\t\t\t\t\t\tDuration: 10 Minuten
    \n\t\t\t\t\t\t\tTarget category: Kulturschaffende
    \n\t\t\t\t\t\t\tProperty: Transformation
    \n\t\t\t\t\t\t\tTraditions: Hexen
    \n\t\t\t\t\t\t\tImprovement Cost: A
    \n\t\t\t\t\t\t\tPublikation: VR05 - Aventurische Magie II S. 97", "Affenruf": "Affenruf", "Affenruf-Regel": "\n \t\t\t\t\t\t\tCheck: MU/CH/CH
    \n \t\t\t\t\t\t\tEffect: Die Hexe ruft mit diesem Zauberspruch bis zu QS x 2 Äffchen herbei, die für sie kämpfen. Es erscheinen maximal so viele Äffchen, wie die Anzahl der Gegner der Hexe beträgt. Die Hexe muss einen Punkt am Boden innerhalb der Reichweite bestimmen, an dem die Tiere dann in einem Radius von QS/2 Schritt erscheinen. Die Hexe kann gezielt Gegner benennen, welche von den Äffchen angegriffen werden. Sie kann jedoch nicht mehrere Tiere auf einen Gegner hetzen. Nach ihrem Erscheinen können die Äffchen sich beliebig weit vom Ort ihrer Herbeirufung wegbewegen. Wenn ein Gegner stirbt, verschwinden die Äffchen nicht, sondern die Hexe kann sie einzeln einem anderen Ziel zuordnen (aber nur ein Äffchen pro Gegner). Die Äffchen sind magische Wesen, die aus Magie erschaffen wurden. Endet die Wirkungsdauer, verschwinden die Äffchen wieder im Nichts.
    \n \t\t\t\t\t\t\tCasting time: 4 Actions
    \n\t\t\t\t\t\t\tAE-Cost: 16 AE
    \n\t\t\t\t\t\t\tRange: 8 Yard
    \n\t\t\t\t\t\t\tDuration: bis zum Tod der Tiere, maximal jedoch 20 KR
    \n\t\t\t\t\t\t\tTarget category: Zone
    \n\t\t\t\t\t\t\tProperty: Demonic
    \n\t\t\t\t\t\t\tTraditions: Hexen
    \n\t\t\t\t\t\t\tImprovement Cost: C
    \n\t\t\t\t\t\t\tPublikation: VR5 - Aventurische Magie II S. 97", @@ -1558,9 +1558,9 @@ "Altisonus-Regel": "\n \t\t\t\t\t\t\tCheck: MU/CH/KO
    \n \t\t\t\t\t\t\tEffect: Die Stimme des Zauberers wird deutlich lauter und beeindruckender und vermag jede andere in einem Raum zu übertönen. Die Reichweite seiner Stimme verdoppelt sich.
    \n \t\t\t\t\t\t\tCasting time: 4 Actions
    \n\t\t\t\t\t\t\tAE-Cost: 4 AE
    \n\t\t\t\t\t\t\tRange: self
    \n\t\t\t\t\t\t\tDuration: QS x 5 Minuten
    \n\t\t\t\t\t\t\tTarget category: Wesen
    \n\t\t\t\t\t\t\tProperty: Healing
    \n\t\t\t\t\t\t\tTraditions: Scharlatane
    \n\t\t\t\t\t\t\tImprovement Cost: A
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 116", "Analys-Arkanstruktur": "Analyse Arcane Structure", "Analys-Arkanstruktur-Regel": "\n \t\t\t\t\t\t\tCheck: KL/KL/IN
    \n \t\t\t\t\t\t\tEffect: Der Zauberer erhält detaillierte Hinweise, ob das Objekt magisch ist und falls ja, wie seine magische Struktur beschaffen ist. Durch die so gesammelten Informationen kann der Zauberer bei einer Magischen Analyse mehr QS ansammeln als üblich. Jede QS des Analys entspricht der Höhe der maximal ansammelbaren QS der Probe auf Magiekunde (unterschiedliche Anwendungsgebiete) für die Magische Analyse. Hat der Zauberer z. B. 3 QS im Analys erzielt, kann er maximal 3 QS bei der Magischen Analyse erzielen, hat er eine QS von 4, so sind maximal 4 QS bei der Analyse möglich usw. Mehr zur Magischen Analyse siehe VR01 - Regelwerk S. 269.
    \n \t\t\t\t\t\t\tCasting time: 32 Aktionen
    \n\t\t\t\t\t\t\tAE-Cost: 16 AE
    \n\t\t\t\t\t\t\tRange: Berührung
    \n\t\t\t\t\t\t\tDuration: sofort
    \n\t\t\t\t\t\t\tTarget category: Wesen, Objekte
    \n\t\t\t\t\t\t\tProperty: Clairvoyance
    \n\t\t\t\t\t\t\tTraditions: allgemein
    \n\t\t\t\t\t\t\tImprovement Cost: C
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 287", - "Angst-auslösen": "Angst auslösen", + "Angst-auslösen": "Trigger Fear", "Angst-auslösen-Regel": "\n \t\t\t\t\t\t\tCheck: MU/CH/GE
    \n \t\t\t\t\t\t\tEffect: Alle Kulturschaffenden in einem Radius von QS x 2 Schritt um den Zauberer werden von panischer Angst vor ihm erfüllt. Solange sie sich im Wirkungsradius aufhalten, erleiden sie 2 Stufen des Zustands Furcht. Die Opfer müssen den Zauberer nicht sehen, damit der Spruch seine Wirkung entfaltet. Ist ihre SK aber höher als die QS des Zaubers, sind sie von den Auswirkungen nicht betroffen.
    \n \t\t\t\t\t\t\tCasting time: 4 Actions
    \n\t\t\t\t\t\t\tAE-Cost: 16 AsP (Kosten sind nicht modifizierbar)
    \n\t\t\t\t\t\t\tRange: self
    \n\t\t\t\t\t\t\tDuration: QS x 2 KR
    \n\t\t\t\t\t\t\tTarget category: Kulturschaffende
    \n\t\t\t\t\t\t\tProperty: Demonic
    \n\t\t\t\t\t\t\tTraditions: Gildenmagier
    \n\t\t\t\t\t\t\tImprovement Cost: C
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 116", - "Ängste-lindern": "Ängste lindern", + "Ängste-lindern": "Ease Fears", "Ängste-lindern-Regel": "\n \t\t\t\t\t\t\tCheck: COU/IN/CH
    \n \t\t\t\t\t\t\tEffect: je nach QS können mit diesem Zauberspruch Stufen von Furcht augenblicklich abgebaut werden. Die Wirkung ist nicht kumulativ, es gelten die Auswirkungen der höchsten QS.
    \n \t\t\t\t\t\t\tQS 1: 1 Stufe Furcht
    \n\t\t\t\t\t\t\tQS 2: 1 Stufe Furcht, +1 MU für 1 Minute
    \n\t\t\t\t\t\t\tQS 3: 2 Stufen Furcht, +1 MU für 1 Minute
    \n\t\t\t\t\t\t\tQS 4: 3 Stufen Furcht, +1 MU für 1 Minute
    \n\t\t\t\t\t\t\tQS 5: 4 Stufen Furcht, +1 MU für 1 Minute
    \n\t\t\t\t\t\t\tQS 6: 4 Stufen Furcht, +2 MU für 1 Minute
    \n \t\t\t\t\t\t\tCasting time: 4 Actions
    \n\t\t\t\t\t\t\tAE-Cost: 8 AE
    \n\t\t\t\t\t\t\tRange: Berührung
    \n\t\t\t\t\t\t\tDuration: sofort
    \n\t\t\t\t\t\t\tTarget category: Kulturschaffende
    \n\t\t\t\t\t\t\tProperty: Influence
    \n\t\t\t\t\t\t\tTraditions: Hexen
    \n\t\t\t\t\t\t\tImprovement Cost: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 116", "Arachnea": "Arachnea", "Arachnea-Regel": "\n \t\t\t\t\t\t\tCheck: COU/IN/CH
    \n \t\t\t\t\t\t\tEffect: Alle innerhalb von 1 Meile befindlichen Insekten, Käfer und Spinnen der Größenkategorie winzig werden vom Zauberer angezogen und bewegen sich in seine Richtung. Betroffen sind davon nur solche Wesen, die KL (t) statt KL verwenden und deren SK die QS/2 nicht überschreitet. Zudem verlieren die Wesen nicht ihren Selbsterhaltungstrieb, werden sich also beispielsweise nicht durch Feuer bewegen, das den Pfad zum Zauberer versperrt. Sobald sie beim Zauberer angekommen sind, verbleiben sie in seiner unmittelbaren Nähe und folgen ihm, falls er sich fortbewegt. Der Zauber erlaubt dabei keinerlei Kontrolle über die herbeigeeilten Wesen, es ist also gut möglich, dass sie ihn oder auch die anderen eingetroffenen Wesen angreifen.
    \n \t\t\t\t\t\t\tCasting time: 8 Actions
    \n\t\t\t\t\t\t\tAE-Cost: 16 AE
    \n\t\t\t\t\t\t\tRange: self
    \n\t\t\t\t\t\t\tDuration: QS x 3 Stunden
    \n\t\t\t\t\t\t\tTarget category: Zone (50 Schritt mit dem Zauberer als beweglichem Mittelpunkt)
    \n\t\t\t\t\t\t\tProperty: Influence
    \n\t\t\t\t\t\t\tTraditions: Hexen
    \n\t\t\t\t\t\t\tImprovement Cost: C
    \n\t\t\t\t\t\t\tPublikation: VR05 - Aventurische Magie II S. 98", @@ -1574,47 +1574,47 @@ "Aromatis-Illusionis-Regel": "\n \t\t\t\t\t\t\tCheck: SAG/IN/CH
    \n \t\t\t\t\t\t\tEffect: Mit diesem Illusionszauber lassen sich beliebige Gerüche und Geschmäcker erzeugen, die jedoch niemals so intensiv sein können, dass sie bei betroffenen Personen Übelkeit hervorrufen könnten. Details zum Thema Illusionen finden sich im VR01 - Regelwerk S. 259.
    \n \t\t\t\t\t\t\tCasting time: 4 Actions
    \n\t\t\t\t\t\t\tAE-Cost: 4 AsP (Aktivierung des Zaubers) + 2 AsP pro 5 Minuten
    \n\t\t\t\t\t\t\tRange: 8 Yard
    \n\t\t\t\t\t\t\tDuration: sustained
    \n\t\t\t\t\t\t\tTarget category: Zone (Radius 3 x 3 Schritt)
    \n\t\t\t\t\t\t\tProperty: Illusion
    \n\t\t\t\t\t\t\tTraditions: Scharlatane
    \n\t\t\t\t\t\t\tImprovement Cost: A
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 118", "Attributo-CH": "Attributo (CH)", "Attributo-CH-Regel": "\n \t\t\t\t\t\t\tCheck: SAG/IN/CH
    \n \t\t\t\t\t\t\tEffect: Durch den Zauber wird das Ziel charismatischer und ansprechender. Für jede erreichte QS bekommt der Verzauberte einen Bonus. Die Boni sind kumulativ, das heißt, bei QS 3 hat der Träger insgesamt CH +2 und SK +1.
    \n\t\t\t\t\t\t\tQS 1:b> +1 CH
    \n\t\t\t\t\t\t\tQS 2:b> +1 SK
    \n\t\t\t\t\t\t\tQS 3:b> +1 CH
    \n\t\t\t\t\t\t\tQS 4:b> +1 SK
    \n\t\t\t\t\t\t\tQS 5:b> +1 CH
    \n\t\t\t\t\t\t\tQS 6:b> +1 SK
    \n \t\t\t\t\t\t\tCasting time: 8 Actions
    \n\t\t\t\t\t\t\tAE-Cost: 8 AsP (Aktivierung des Zaubers) + 4 AsP pro 10 Minuten
    \n\t\t\t\t\t\t\tRange: Berührung
    \n\t\t\t\t\t\t\tDuration: sustained
    \n\t\t\t\t\t\t\tTarget category: Kulturschaffende
    \n\t\t\t\t\t\t\tProperty: Healing
    \n\t\t\t\t\t\t\tTraditions: Scharlatane
    \n\t\t\t\t\t\t\tImprovement Cost: B
    \n\t\t\t\t\t\t\tAnmerkung: Die Verbesserung der CH und SK verändern keine abgeleiteten Werte.
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 118", - "Attributo-FF": "Attributo (FF)", + "Attributo-FF": "Attributo (DEX)", "Attributo-FF-Regel": "\n \t\t\t\t\t\t\tCheck: KL/IN/FF
    \n \t\t\t\t\t\t\tEffect: Durch den Zauber wird das Ziel flinker und geschickter. Für jede erreichte QS bekommt der Verzauberte einen Bonus. Die Boni sind kumulativ, das heißt bei QS 3 hat der Träger insgesamt FF +2 und FK +1.
    \n \t\t\t\t\t\t\tQS 1: +1 FF
    \n\t\t\t\t\t\t\tQS 2: +1 FK
    \n\t\t\t\t\t\t\tQS 3: +1 FF
    \n\t\t\t\t\t\t\tQS 4: +1 FK
    \n\t\t\t\t\t\t\tQS 5: +1 FF
    \n\t\t\t\t\t\t\tQS 6: +1 FK
    \n \t\t\t\t\t\t\tCasting time: 8 Actions
    \n\t\t\t\t\t\t\tAE-Cost: 8 AsP (Aktivierung des Zaubers) + 4 AsP pro 10 Minuten
    \n\t\t\t\t\t\t\tRange: Berührung
    \n\t\t\t\t\t\t\tDuration: sustained
    \n\t\t\t\t\t\t\tTarget category: Kulturschaffende
    \n\t\t\t\t\t\t\tProperty: Healing
    \n\t\t\t\t\t\t\tTraditions: Scharlatane
    \n\t\t\t\t\t\t\tImprovement Cost: B
    \n\t\t\t\t\t\t\tAnmerkung: Die Verbesserungen der FF und des FK verändern keine abgeleiteten Werte. Eine Verbesserung der FF erhöht dementsprechend nicht zusätzlich den FW.
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 118", - "Attributo-KL": "Attributo (KL)", + "Attributo-KL": "Attributo (SGC)", "Attributo-KL-Regel": "\n \t\t\t\t\t\t\tCheck: KL/KL/IN
    \n \t\t\t\t\t\t\tEffect: Durch den Zauber wird das Ziel klüger und vernünftiger. Für jede erreichte QS bekommt der Verzauberte einen Bonus. Die Boni sind kumulativ, das heißt bei QS 3 hat der Träger insgesamt KL +2 und SK +1.
    \n \t\t\t\t\t\t\tQS 1: +1 KL
    \n\t\t\t\t\t\t\tQS 2: +1 SK
    \n\t\t\t\t\t\t\tQS 3: +1 KL
    \n\t\t\t\t\t\t\tQS 4: +1 SK
    \n\t\t\t\t\t\t\tQS 5: +1 KL
    \n\t\t\t\t\t\t\tQS 6: +1 SK
    \n \t\t\t\t\t\t\tCasting time: 8 Actions
    \n\t\t\t\t\t\t\tAE-Cost: 8 AsP (Aktivierung des Zaubers) + 4 AsP pro 10 Minuten
    \n\t\t\t\t\t\t\tRange: Berührung
    \n\t\t\t\t\t\t\tDuration: sustained
    \n\t\t\t\t\t\t\tTarget category: Kulturschaffende
    \n\t\t\t\t\t\t\tProperty: Healing
    \n\t\t\t\t\t\t\tTraditions: Druiden, Gildenmagier
    \n\t\t\t\t\t\t\tImprovement Cost: B
    \n\t\t\t\t\t\t\tAnmerkung: Die Verbesserungen der KL und SK verändern keine abgeleiteten Werte. Eine Verbesserung der KL erhöht dementsprechend auch nicht zusätzlich die SK.
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 119", - "Attributo-KK": "Attributo (KK)", + "Attributo-KK": "Attributo (STR)", "Attributo-KK-Regel": "\n \t\t\t\t\t\t\tCheck: KL/IN/KK
    \n \t\t\t\t\t\t\tEffect: Durch den Attributo (Körperkraft) kann der Zauberer ein Ziel stärker und zäher machen. Für jede QS bekommt der Verzauberte einen Bonus. Die Boni sind kumulativ, das heißt bei QS 3 hat der Träger insgesamt KK +2 und ZK +1.
    \n \t\t\t\t\t\t\tQS 1: +1 KK
    \n\t\t\t\t\t\t\tQS 2: +1 ZK
    \n\t\t\t\t\t\t\tQS 3: +1 KK
    \n\t\t\t\t\t\t\tQS 4: +1 ZK
    \n\t\t\t\t\t\t\tQS 5: +1 KK
    \n\t\t\t\t\t\t\tQS 6: +1 ZK
    \n \t\t\t\t\t\t\tCasting time: 8 Actions
    \n\t\t\t\t\t\t\tAE-Cost: 8 AsP (Aktivierung des Zaubers) + 4 AsP pro 10 Minuten
    \n\t\t\t\t\t\t\tRange: Berührung
    \n\t\t\t\t\t\t\tDuration: sustained
    \n\t\t\t\t\t\t\tTarget category: Kulturschaffende
    \n\t\t\t\t\t\t\tProperty: Healing
    \n\t\t\t\t\t\t\tTraditions: Druiden, Gildenmagier
    \n\t\t\t\t\t\t\tImprovement Cost: B
    \n\t\t\t\t\t\t\tAnmerkung: Die Verbesserungen der KK und ZK verändern keine abgeleiteten Werte. Eine Verbesserung der KK erhöht dementsprechend auch nicht zusätzlich die ZK. Eine verbesserte KK kann allerdings z.B. zu mehr TP durch das Überschreiten der Schadensschwelle führen (siehe VR01 - Regelwerk S. 235).
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 119", - "Aufwecken": "Aufwecken", + "Aufwecken": "Awaken", "Aufwecken-Regel": "\n \t\t\t\t\t\t\tCheck: COU/IN/CH
    \n \t\t\t\t\t\t\tEffect: Ein schlafendes Ziel erwacht sofort aus seinen Träumen, und auch der Status Bewusstlos wird durch diesen Zauber aufgehoben. Das Ziel leidet aber danach für 6 – QS KR an 1 Stufe Verwirrung.
    \n \t\t\t\t\t\t\tCasting time: 2 Actions
    \n\t\t\t\t\t\t\tAE-Cost: 4 AE
    \n\t\t\t\t\t\t\tRange: 16 Yard
    \n\t\t\t\t\t\t\tDuration: sofort
    \n\t\t\t\t\t\t\tTarget category: Lebewesen
    \n\t\t\t\t\t\t\tProperty: Healing
    \n\t\t\t\t\t\t\tTraditions: Elfen, Gildenmagier, Hexen
    \n\t\t\t\t\t\t\tImprovement Cost: A
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 119", - "Auge-des-Limbus": "Auge des Limbus", + "Auge-des-Limbus": "Eye of Limbo", "Auge-des-Limbus-Regel": "\n \t\t\t\t\t\t\tCheck: MU/IN/KK
    \n \t\t\t\t\t\t\tEffect: Der Spruch erschafft einen Strudel in den angrenzenden Limbus. Der Zauberer muss einen Mittelpunkt innerhalb der Reichweite des Zauberspruchs benennen, um den herum sich die Zone mit einem Radius von QS Schritt ausbreitet. Alle darin befindlichen Wesen werden in den Limbus gezogen, und auch unbefestigte Objekte sind betroffen. Jede KR muss eine Probe auf Kraftakt (Ziehen & Zerren) gelingen, ansonsten wird man 2 Schritt näher zum Zentrum gesogen. Sucht man Halt an einem befestigten Gegenstand, ist die Kraftakt-Probe um 1 erleichtert. Wer bei der Öffnung des Strudels direkt im Zentrum steht, kann eine Probe auf Sinnesschärfe (Wahrnehmen) erschwert um 3 ablegen. Bei Gelingen hat man sich intuitiv vom Sog wegbewegt und befindet sich 2 Schritt vom Zentrum entfernt. Wer sich im Radius des Sogs befindet, kann sich nicht normal von dem Zentrum wegbewegen.
    \n \t\t\t\t\t\t\tCasting time: 16 Actions
    \n\t\t\t\t\t\t\tAE-Cost: 32 AsP (Kosten sind nicht modifizierbar)
    \n\t\t\t\t\t\t\tRange: 32 Schritt
    \n\t\t\t\t\t\t\tDuration: QS Kampfrunden
    \n\t\t\t\t\t\t\tTarget category: Zone
    \n\t\t\t\t\t\t\tProperty: Spheres
    \n\t\t\t\t\t\t\tTraditions: Gildenmagier, Kristallomanten
    \n\t\t\t\t\t\t\tImprovement Cost: D
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 120", "Aureolus": "Aureolus", "Aureolus-Regel": "\n \t\t\t\t\t\t\tCheck: IN/CH/FF
    \n \t\t\t\t\t\t\tEffect: Das Objekt wird von einem Glanz überzogen, der es wertvoller und prachtvoller erscheinen lässt. Der Glanz stellt jedoch keine Lichtquelle dar. Maximal kann eine Fläche von einem Rechtschritt überzogen werden. Proben auf Handel (Feilschen), um das verzauberte Objekt zu verkaufen, sind um QS/2 Punkte erleichtert. Dem Käufer steht nach dem Ende der Wirkungsdauer eine Probe auf Willenskraft zu. Gelingt die Probe, erkennt er, dass er betrogen wurde. Bei Misslingen empfindet er den Handel vielleicht als schlechtes Geschäft, aber nicht als Betrug. Details zum Thema Illusionen finden sich im VR01 Regelwerk auf S. 259.
    \n \t\t\t\t\t\t\tCasting time: 4 Actions
    \n\t\t\t\t\t\t\tAE-Cost: 2 AsP (Kosten nicht modifizierbar)
    \n\t\t\t\t\t\t\tRange: Berührung
    \n\t\t\t\t\t\t\tDuration: QS Stunden
    \n\t\t\t\t\t\t\tTarget category: Objekte
    \n\t\t\t\t\t\t\tProperty: Illusion
    \n\t\t\t\t\t\t\tTraditions: Scharlatane
    \n\t\t\t\t\t\t\tImprovement Cost: A
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 121", "Auris-Illusionis": "Auris Illusionis", "Auris-Illusionis-Regel": "\n \t\t\t\t\t\t\tCheck: SAG/IN/CH
    \n \t\t\t\t\t\t\tEffect: Mit diesem Illusionszauber ist die Täuschung des Gehörsinnes möglich. Es lassen sich Geräusche beliebiger Art erzeugen, die von allen Wesen in Hörreichweite wahrgenommen werden können.
    \n \t\t\t\t\t\t\t
    \n \t\t\t\t\t\t\tDie Lautstärke kann frei gewählt werden, vermag jedoch niemals ein Maß anzunehmen, das Schmerzen oder gar Schaden verursacht. Details zum Thema Illusionen finden sich im VR01 - Regelwerk auf Seite 259.
    \n \t\t\t\t\t\t\tCasting time: 4 Actions
    \n\t\t\t\t\t\t\tAE-Cost: 4 AsP (Aktivierung des Zaubers) + 2 AsP pro 5 Minuten
    \n\t\t\t\t\t\t\tRange: 8 Yard
    \n\t\t\t\t\t\t\tDuration: sustained
    \n\t\t\t\t\t\t\tTarget category: Zone (Radius von 5 x 5 Schritt)
    \n\t\t\t\t\t\t\tProperty: Illusion
    \n\t\t\t\t\t\t\tTraditions: Gildenmagier, Scharlatane
    \n\t\t\t\t\t\t\tImprovement Cost: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 121", "Axxeleratus": " Axxeleratus", - "Axxeleratus-Regel": "\n \t\t\t\t\t\t\tCheck: SAG/IN/DEX
    \n \t\t\t\t\t\t\tEffect: Die Bewegungen des Verzauberten werden übernatürlich beschleunigt. Dies bringt folgende Erleichterungen: +1 Verteidigung, GS x 2, INI-Basiswert x 2. Gegner können Attacken und Fernkampfangriffe des Beschleunigten schlechter abwehren und erhalten auf Verteidigung eine Erschwernis von 2.
    \n \t\t\t\t\t\t\tCasting time: 1 Aktion
    \n\t\t\t\t\t\t\tAE-Cost: 8 AE
    \n\t\t\t\t\t\t\tRange: Berührung
    \n\t\t\t\t\t\t\tDuration: QS x 5 Kampfrunden
    \n\t\t\t\t\t\t\tTarget category: Lebewesen
    \n\t\t\t\t\t\t\tProperty: Healing
    \n\t\t\t\t\t\t\tTraditions: Elfen
    \n\t\t\t\t\t\t\tImprovement Cost: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 288", - "Band-und-Fessel": " Band und Fessel", + "Axxeleratus-Regel": "\n \t\t\t\t\t\t\tCheck: SAG/IN/DEX
    \n \t\t\t\t\t\t\tEffect: Accelerates the target’s movements supernaturally, granting +1 Defense, Movement x 2, and Initiative base stat x 2.
    \nAlso, in combat, the target’s opponents suffer a penalty of 2 to their defenses.
    \n \t\t\t\t\t\t\tCasting time: 1 Aktion
    \n\t\t\t\t\t\t\tAE-Cost: 8 AE
    \n\t\t\t\t\t\t\tRange: Berührung
    \n\t\t\t\t\t\t\tDuration: QL x 5 Combat rounds
    \n\t\t\t\t\t\t\tTarget category: Living Creatures
    \n\t\t\t\t\t\t\tProperty: Healing
    \n\t\t\t\t\t\t\tTraditions: Elves
    \n\t\t\t\t\t\t\tImprovement Cost: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 288", + "Band-und-Fessel": " Chains and Shackles", "Band-und-Fessel-Regel": "\n \t\t\t\t\t\t\tCheck: KL/CH/KK (modifiziert um SK)
    \n \t\t\t\t\t\t\tEffect: Das Ziel ist während der Wirkungsdauer nicht dazu in der Lage, sich weiter als 7 Schritt von dem Ort zu entfernen, an dem es sich am Ende der Zauberdauer aufhält. Wird es mit Gewalt herausgedrängt, erhält es solange 1 Stufe des Zustands Schmerz pro KR, bis es wieder in den Wirkungsbereich zurückkehrt.
    \n \t\t\t\t\t\t\tCasting time: 16 Actions
    \n\t\t\t\t\t\t\tAE-Cost: 8 AsP
    \n\t\t\t\t\t\t\tRange: 8 Yard
    \n\t\t\t\t\t\t\tDuration: QS x 2 Stunden
    \n\t\t\t\t\t\t\tTarget category: Lebewesen
    \n\t\t\t\t\t\t\tProperty: Influence
    \n\t\t\t\t\t\t\tTraditions: Druiden, Elfen, Hexen
    \n\t\t\t\t\t\t\tImprovement Cost: V
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 121", "Balsam-Salabunde": " Balsam Salabunde", - "Balsam-Salabunde-Regel": "\n \t\t\t\t\t\t\tCheck: SAG/IN/DEX
    \n \t\t\t\t\t\t\tEffect: Der Verzauberte erhält innerhalb von 6 Minuten nach dem Wirken des Zaubers verlorene LeP in Höhe der verwendeten AsP zurück. Der Zauberer kann maximal so viele AsP einsetzen, wie er FW hat. Für jede QS sinkt die Zeit um 1 Minute. Wird der Zauber vor dem Ablauf der durch den Konstitutionswert angegebenen Frist für den Tod eines Helden begonnen, kann er gerettet werden. Wird der Zauber jedoch unterbrochen, überlebt der Patient danach nur noch die verbliebenen Kampfrunden.
    \n \t\t\t\t\t\tallgemein\tZauberdauer: 16 Aktionen
    \n\t\t\t\t\t\t\tAE-Cost: 1 AsP pro LeP, mindestens jedoch 4 AsP (Kosten sind nicht modifizierbar)
    \n\t\t\t\t\t\t\tRange: Berührung
    \n\t\t\t\t\t\t\tDuration: sofort
    \n\t\t\t\t\t\t\tTarget category: Kulturschaffende
    \n\t\t\t\t\t\t\tProperty: Healing
    \n\t\t\t\t\t\t\tTraditions: allgemein
    \n\t\t\t\t\t\t\tImprovement Cost: V
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 287", + "Balsam-Salabunde-Regel": "\n \t\t\t\t\t\t\tCheck: SAG/IN/DEX
    \n \t\t\t\t\t\t\tEffect: The target recovers a number of LP equal to the AE spent on the spell. You can spend as much AE as you have SR in the spell. The healing occurs in six minutes, but each QL reduces the healing time by 1 minute.
    \nIf you start casting the spell during the time period defined by a mortally wounded character’s Constitution, you can save that character’s life (see Life-Saving Measures and Death in Chapter 12: Detailed Rules, on Core Rules page 340). If the spell is interrupted, the patient survives only for the number of combat rounds that remain, as described there.
    \n \t\t\t\t\t\t Casting Time: 16 Actions
    \n\t\t\t\t\t\t\tAE-Cost: 1 AE per LP, minimum of 4 AE (you cannot use a modification on this spell’s cost)
    \n\t\t\t\t\t\t\tRange: Touch
    \n\t\t\t\t\t\t\tDuration: Immediate
    \n\t\t\t\t\t\t\tTarget category: Intelligent Creatures
    \n\t\t\t\t\t\t\tProperty: Healing
    \n\t\t\t\t\t\t\tTraditions: General
    \n\t\t\t\t\t\t\tImprovement Cost: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 287", "Bannbaladin": " Bannbaladin", - "Bannbaladin-Regel": "\n \t\t\t\t\t\t\tCheck: MU/IN/CH (modifiziert um SK)
    \n \t\t\t\t\t\t\tEffect: Dieser ursprünglich elfische Freundschaftszauber weckt in seinem Ziel Sympathien und Freundschaft für den Zaubernden. Die genaue Wirkung ist davon abhängig, wie das Ziel zu dem Zaubernden steht. Pro QS verbessert sich die Verbindung zwischen den beiden um eine Stufe. Ist der Zaubernde dem Ziel vorher unbekannt, bewegt sich die Einstellung des Ziels meist zwischen Stufe 4 (Abneigung) und Stufe 6 (Zuneigung). Vorteile wie Gutaussehend oder Nachteile wie Vorurteile gegenüber dem Zaubernden können diesen ersten Eindruck je nach Situation um eine oder mehr Stufen modifizieren.
    \n\t\t\t\t\t\t\tStufe 1: Das Ziel steht dem Zaubernden voller unstillbarem Hass gegenüber.
    \n\t\t\t\t\t\t\tStufe 2: Das Ziel ist der erklärte Feind des Zaubernden.
    \n\t\t\t\t\t\t\tStufe 3: Das Ziel verspürt dem Zaubernden gegenüber Abscheu und Ablehnung.
    \n\t\t\t\t\t\t\tStufe 4: Das Ziel verspürt eine gewisse Abneigung für den Zaubernden.
    \n\t\t\t\t\t\t\tStufe 5: Das Ziel ist dem Zaubernden gegenüber neutral.
    \n\t\t\t\t\t\t\tStufe 6: Das Ziel verspürt eine gewisse Zuneigung für den Zaubernden.
    \n\t\t\t\t\t\t\tStufe 7: Das Ziel empfindet Vertrauen und Freundschaft zum Zaubernden.
    \n\t\t\t\t\t\t\tStufe 8: Das Ziel ist dem Zaubernden eng und loyal verbunden.
    \n\t\t\t\t\t\t\tStufe 9: Das Ziel ist dem Zaubernden verfallen (geht für ihn jedoch nicht in den Tod).
    \n\t\t\t\t\t\t\tDer Zauberspruch verändert nicht das Erinnerungsvermögen. Dem Verzauberten ist nach Ende des Zaubers bewusst, was er empfunden und getan hat. Während der Zauberwirkung mag er sich des Zaubers bewusst sein, das beeinflusst aber seine neue Einstellung nicht. Handlungen des Zauberers hingegen können während der Wirkung das Verhältnis zum Verzauberten positiv oder negativ beeinflussen.
    \n \t\t\t\t\t\t\tCasting time: 4 Actions
    \n\t\t\t\t\t\t\tAE-Cost: 8 AE
    \n\t\t\t\t\t\t\tRange: 4 Schritt
    \n\t\t\t\t\t\t\tDuration: QL x 3 Minutes
    \n\t\t\t\t\t\t\tTarget category: Kulturschaffende, übernatürliche Wesen
    \n\t\t\t\t\t\t\tProperty: Influence
    \n\t\t\t\t\t\t\tTraditions: allgemein
    \n\t\t\t\t\t\t\tImprovement Cost: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 288", + "Bannbaladin-Regel": "\n\t\t\t\t\t\t\t\t\tCheck: COU/IN/CH (- SPI)
    \n\t\t\t\t\t\t\t\t\tEffect: This friendship spell, which was developed by the elves, creates feelings of sympathy and friendship toward the caster. The exact effects depend on the target’s feelings for the caster beforehand, but basically the connection between target and caster improves by one level per QL (minimum of one level). If the target and caster don’t already know each other, the starting level is usually somewhere between 4 (Dislike) and 6 (Sympathy), though advantages like Good Looks and disadvantages like Prejudice can also affect this first impression.
    \n\t\t\t\t\t\t\t\t\tLevel 1: The target hates the spellcaster.
    \n\t\t\t\t\t\t\t\t\tLevel 2: The target is the spellcaster’s enemy.
    \n\t\t\t\t\t\t\t\t\tLevel 3: The target despises the spellcaster.
    \n\t\t\t\t\t\t\t\t\tLevel 4: The target has some mild dislike for the spellcaster.
    \n\t\t\t\t\t\t\t\t\tLevel 5: The target feels neutral about the spellcaster.
    \n\t\t\t\t\t\t\t\t\tLevel 6: The target feels some sympathy towards the spellcaster.
    \n\t\t\t\t\t\t\t\t\tLevel 7: The target feels trust and friendship for the spellcaster.
    \n\t\t\t\t\t\t\t\t\tLevel 8: The target feels strong loyalty towards the spellcaster.
    \n\t\t\t\t\t\t\t\t\tLevel 9: The target is smitten with the spellcaster (but won’t die for the relationship).
    \n\t\t\t\t\t\t\t\t\tThe spell has no effect on the target’s memory. When the spells ends, the target remembers feelings and actions. The target might even notice the spell while it’s in use, but this has no effect on the target’s new attitude. Your actions can affect the target’s attitude towards you.
    \n\t\t\t\t\t\t\t\t\tCasting time: 4 Actions
    \n\t\t\t\t\t\t\t\t\tAE-Cost: 8 AE
    \n\t\t\t\t\t\t\t\t\tRange: 4 Yard
    \n\t\t\t\t\t\t\t\t\tDuration: QL x 3 Minutes
    \n\t\t\t\t\t\t\t\t\tTarget category: Intelligent Creatures, Supernatural Creatures
    \n\t\t\t\t\t\t\t\t\tProperty: Influence
    \n\t\t\t\t\t\t\t\t\tTraditions: allgemein
    \n\t\t\t\t\t\t\t\t\tImprovement Cost: B
    \n\t\t\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 288", "Blick-aufs-Wesen": " Blick aufs Wesen", "Blick-aufs-Wesen-Regel": "\n \t\t\t\t\t\t\tCheck: KL/IN/CH (modifiziert um SK)
    \n \t\t\t\t\t\t\tEffect: Dem Zauberer werden die Werte des Ziels offenbart. Er kann pro erreichter QS eine Kategorie auswählen, die für ihn offengelegt wird: Körperliche Eigenschaften, LE und ZK, Kampftechniken, Körperliche Vor- und Nachteile, Körperliche Sonderfertigkeiten, Kampfsonderfertigkeiten, aktuell vorhandene Zustände und Status, Körpertalente.
    \n \t\t\t\t\t\t\tCasting time: 4 Actions
    \n\t\t\t\t\t\t\tAE-Cost: 4 AE
    \n\t\t\t\t\t\t\tRange: 8 Yard
    \n\t\t\t\t\t\t\tDuration: sofort
    \n\t\t\t\t\t\t\tTarget category: Wesen
    \n\t\t\t\t\t\t\tProperty: Clairvoyance
    \n\t\t\t\t\t\t\tTraditions: Elfen, Scharlatane
    \n\t\t\t\t\t\t\tImprovement Cost: A
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 121", "Blick-in-die-Gedanken": " Gaze into the Mind", - "Blick-in-die-Gedanken-Regel": "\n \t\t\t\t\t\t\tCheck: MU/KL/IN (modifiziert um SK)
    \n \t\t\t\t\t\t\tEffect: Der Zaubernde kann die Gedanken des Verzauberten lesen. Er kann nur erkennen, was der Verzauberte gerade denkt, nicht jedoch gezielt in seinen Erinnerungen forschen. Der Verzauberte kann mit einer Erfolgsprobe auf Sinnesschärfe erschwert um QS des Zaubers entdecken, dass etwas Fremdes in seine Gedanken blickt. Mit einer um QS der Zauberprobe erschwerte Probe auf Willenskraft kann er gezielt Gedanken mit irreführenden Informationen aussenden oder seine Gedanken mit nutzlosem Durcheinander, inneren Monologen oder Gesang füllen.
    \n \t\t\t\t\t\t\tCasting time: 4 Actions
    \n\t\t\t\t\t\t\tAE-Cost: 8 AsP (Aktivierung des Zaubers), 4 AsP pro 30 Sekunden
    \n\t\t\t\t\t\t\tRange: 4 Schritt
    \n\t\t\t\t\t\t\tDuration: sustained
    \n\t\t\t\t\t\t\tTarget category: Kulturschaffende, übernatürliche Wesen
    \n\t\t\t\t\t\t\tProperty: Clairvoyance
    \n\t\t\t\t\t\t\tTraditions: allgemein
    \n\t\t\t\t\t\t\tImprovement Cost: C
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 289", - "Blindheit": " Blindheit", + "Blick-in-die-Gedanken-Regel": "\n \t\t\t\t\t\t\tCheck: COU/SGC/IN (- TOU)
    \n \t\t\t\t\t\t\tEffect: You can read the target’s mind. You can see what the target is thinking at the moment, but cannot search through memories. The target can notice that something is amiss by making a Perception check with a penalty equal to the spell’s QL. If successful, the target can then make a Willpower check (with a penalty equal to the spell’s QL) to send out thoughts filled with misleading information, useless trivia, inner monologues, or song.
    \n \t\t\t\t\t\t\tCasting time: 4 Actions
    \n\t\t\t\t\t\t\tAE-Cost: 8 AE (Spell activation), 4 AE per 30 seconds
    \n\t\t\t\t\t\t\tRange: 4 Yard
    \n\t\t\t\t\t\t\tDuration: sustained
    \n\t\t\t\t\t\t\tTarget category: Intelligent Creatures, Supernatural Creatures
    \n\t\t\t\t\t\t\tProperty: Clairvoyance
    \n\t\t\t\t\t\t\tTraditions: general
    \n\t\t\t\t\t\t\tImprovement Cost: C
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 289", + "Blindheit": " Blindness", "Blindheit-Regel": "\n \t\t\t\t\t\t\tCheck: KL/IN/CH (modifiziert um SK)
    \n \t\t\t\t\t\t\tEffect: Das Ziel verliert schlagartig die Fähigkeit, seine Umgebung optisch wahrzunehmen, und es erhält dadurch den Status Blind.
    \n \t\t\t\t\t\t\tCasting time: 16 Actions
    \n\t\t\t\t\t\t\tAE-Cost: 16 AE
    \n\t\t\t\t\t\t\tRange: 8 Yard
    \n\t\t\t\t\t\t\tDuration: QS x 5 Minuten
    \n\t\t\t\t\t\t\tTarget category: Kulturschaffende
    \n\t\t\t\t\t\t\tProperty: Influence
    \n\t\t\t\t\t\t\tTraditions: Hexen, Scharlatane
    \n\t\t\t\t\t\t\tImprovement Cost: C
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 122", - "Blitz-dich-find": " Blitz dich find", + "Blitz-dich-find": "Blinding Flash", "Blitz-dich-find-Regel": "\n \t\t\t\t\t\t\tCheck: MU/IN/CH (modifiziert um SK)
    \n \t\t\t\t\t\t\tEffect: Der Verzauberte wird geblendet. Er erhält eine Stufe des Zustands Verwirrung.
    \n \t\t\t\t\t\t\tCasting time: 1 Aktion
    \n\t\t\t\t\t\t\tAE-Cost: 4 AE
    \n\t\t\t\t\t\t\tRange: 8 Yard
    \n\t\t\t\t\t\t\tDuration: QS in Kampfrunden
    \n\t\t\t\t\t\t\tTarget category: Lebewesen
    \n\t\t\t\t\t\t\tProperty: Influence
    \n\t\t\t\t\t\t\tTraditions: allgemein
    \n\t\t\t\t\t\t\tImprovement Cost: A
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 287", "Chamaelioni": " Chamaelioni", "Chamaelioni-Regel": "\n \t\t\t\t\t\t\tCheck: IN/CH/AG
    \n \t\t\t\t\t\t\tEffect: Steht der Zauberer still, verschmelzen Körper und Kleidung optisch mit der Umgebung (jedoch nicht Rüstungen , Waffen oder andere Ausrüstung). Eine Entdeckung ist nur dann möglich, wenn eine Vergleichsprobe zwischen Sinnesschärfe (Hinterhalte entdecken, Suchen oder Wahrnehmen) erschwert um QS gegen Verbergen gelingt. Sobald er sich bewegt, verfällt die Tarnung.
    \n \t\t\t\t\t\t\tCasting time: 2 Actions
    \n\t\t\t\t\t\t\tAE-Cost: 8 AE
    \n\t\t\t\t\t\t\tRange: self
    \n\t\t\t\t\t\t\tDuration: QS Minuten
    \n\t\t\t\t\t\t\tTarget category: Lebewesen
    \n\t\t\t\t\t\t\tProperty: Illusion
    \n\t\t\t\t\t\t\tTraditions: Nachtalben u. a.
    \n\t\t\t\t\t\t\tImprovement Cost: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 122", "Claudibus": " Claudibus", "Claudibus-Regel": "\n \t\t\t\t\t\t\tCheck: SAG/IN/DEX
    \n \t\t\t\t\t\t\tEffect: Durch diesen Zauberspruch verschließen sich Schlösser automatisch und es wird schwerer, sie wieder zu öffnen oder zu knacken. Pro QS werden Proben auf Schlösserknacken (Bartschlösser oder Kombinationsschlösser) und Kraftakt (Eintreten & Zertrümmern) gegen das Schloss um 1 erschwert.
    \n \t\t\t\t\t\t\tCasting time: 2 Actions
    \n\t\t\t\t\t\t\tAE-Cost: 4 AE
    \n\t\t\t\t\t\t\tRange: Berührung
    \n\t\t\t\t\t\t\tDuration: 30 Minuten
    \n\t\t\t\t\t\t\tTarget category: Objekte (Schlösser)
    \n\t\t\t\t\t\t\tProperty: Object
    \n\t\t\t\t\t\t\tTraditions: Gildenmagier, Hexen
    \n\t\t\t\t\t\t\tImprovement Cost: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 122", "Corpofesso": " Corpofesso", - "Corpofesso-Regel": "\n \t\t\t\t\t\t\tCheck: KL/IN/KO (modifiziert um ZK)
    \n \t\t\t\t\t\t\tEffect: Der Verzauberte erleidet schmerzhafte Muskelschwäche. Während der Wirkungsdauer erleidet er den Zustand Schmerz.\n\t\t\t\t\t\t\tQS 1: 1 Stufe Schmerz, aber nur für 1 KR
    \n\t\t\t\t\t\t\tQS 2: 1 Stufe Schmerz
    \n\t\t\t\t\t\t\tQS 3: 2 Stufen Schmerz
    \n\t\t\t\t\t\t\tQS 4: 3 Stufen Schmerz
    \n\t\t\t\t\t\t\tQS 5: 4 Stufen Schmerz
    \n\t\t\t\t\t\t\tQS 6: 4 Stufen Schmerz, aber für die doppelte Wirkungsdauer
    \n \t\t\t\t\t\t\tCasting time: 2 Actions
    \n\t\t\t\t\t\t\tAE-Cost: 16 AE
    \n\t\t\t\t\t\t\tRange: 8 Yard
    \n\t\t\t\t\t\t\tDuration: QS x 2 in Kampfrunden
    \n\t\t\t\t\t\t\tTarget category: Lebewesen
    \n\t\t\t\t\t\t\tProperty: Transformation
    \n\t\t\t\t\t\t\tTraditions: Druiden, Gildenmagier
    \n\t\t\t\t\t\t\tImprovement Cost: C
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 289", + "Corpofesso-Regel": "\n\t\t\t\t\t\t\t\t\tCheck: SGC/IN/CON (- TOU)
    \n\t\t\t\t\t\t\t\t\tEffect: The target suffers painful muscle weakness, receiving the condition Pain for the duration of the spell.\n\t\t\t\t\t\t\t\t\tQL 1: 1 level of Pain, for one combat round
    \n\t\t\t\t\t\t\t\t\tQL 2: 1 level of Pain
    \n\t\t\t\t\t\t\t\t\tQL 3: 2 levels of Pain
    \n\t\t\t\t\t\t\t\t\tQL 4: 3 levels of Pain
    \n\t\t\t\t\t\t\t\t\tQL 5: 4 levels of Pain
    \n\t\t\t\t\t\t\t\t\tQL 6: 4 levels of Pain for twice the normal duration
    \n\t\t\t\t\t\t\t\t\tCasting time: 2 Actions
    \n\t\t\t\t\t\t\t\t\tAE-Cost: 16 AE
    \n\t\t\t\t\t\t\t\t\tRange: 8 Yard
    \n\t\t\t\t\t\t\t\t\tDuration: QL x 2 in combat rounds
    \n\t\t\t\t\t\t\t\t\tTarget category: Living Creatures
    \n\t\t\t\t\t\t\t\t\tProperty: Transformation
    \n\t\t\t\t\t\t\t\t\tTraditions: Druids, Guild Mages
    \n\t\t\t\t\t\t\t\t\tImprovement Cost: C
    \n\t\t\t\t\t\t\t\t\tPublikation: VR01 - Core Rules 289", "Corpofrigo": " Corpofrigo", "Corpofrigo-Regel": "\n \t\t\t\t\t\t\tCheck: KL/CH/KO (erschwert um ZK)
    \n \t\t\t\t\t\t\tEffect: Der Corpofrigo erzeugt je nach QS Schaden und Stufen von Paralyse.\n\t\t\t\t\t\t\tQS 1: 1W6 TP
    \n\t\t\t\t\t\t\tQS 2: 1W6+2 TP
    \n\t\t\t\t\t\t\tQS 3: 1W6+2 TP, 1 Stufe Paralyse
    \n\t\t\t\t\t\t\tQS 4: 1W6+4 TP, 1 Stufe Paralyse
    \n\t\t\t\t\t\t\tQS 5: 1W6+6 TP, 1 Stufe Paralyse
    \n\t\t\t\t\t\t\tQS 6: 1W6+6 TP, 2 Stufen Paralyse
    \n\t\t\t\t\t\t\tRüstungen schützen nicht vor diesem Zauber. Der Zauberspruch trifft sein Ziel automatisch und der Gegner kann weder ausweichen noch parieren.
    \n \t\t\t\t\t\t\tCasting time: 1 Action
    \n\t\t\t\t\t\t\tAE-Cost: 8 AsP (Kosten sind nicht modifizierbar)
    \n\t\t\t\t\t\t\tRange: 16 Yard
    \n\t\t\t\t\t\t\tDuration: sofort
    \n\t\t\t\t\t\t\tTarget category: Lebewesen
    \n\t\t\t\t\t\t\tProperty: Elemental
    \n\t\t\t\t\t\t\tTraditions: Gildenmagier
    \n\t\t\t\t\t\t\tImprovement Cost: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 123", - "Dämonenbann": " Dämonenbann", + "Dämonenbann": " Banish Demons", "Dämonenbann-Regel": "\n \t\t\t\t\t\t\tCheck: MU/CH/KO
    \n \t\t\t\t\t\t\tEffect: Ein Zauber des Merkmals Dämonisch wird aufgehoben, solange dessen QS nicht höher ist als die QS des Dämonenbanns. Der Bann entfaltet keine Wirkung gegen Zauber, deren Wirkung sofort eintritt (z. B. einmaliger Schaden). Auch gegen Zauber, deren Wirkung bereits vollendet ist, oder permanent wirkende Sprüche hilft er nicht. Wird der Dämonenbann gegen einen Zauber der Zielkategorie Zone eingesetzt, genügt es, wenn sich ein Teil von dieser innerhalb der Reichweite befindet.
    \n \t\t\t\t\t\t\tCasting time: 4 Actions
    \n\t\t\t\t\t\t\tAE-Cost: 8 AsP bzw. 16 AsP für Zauber mit Zielkategorie Zone
    \n\t\t\t\t\t\t\tRange: 8 Yard
    \n\t\t\t\t\t\t\tDuration: sofort
    \n\t\t\t\t\t\t\tTarget category: alle
    \n\t\t\t\t\t\t\tProperty: Anti-Magic
    \n\t\t\t\t\t\t\tTraditions: Gildenmagier, Hexen
    \n\t\t\t\t\t\t\tImprovement Cost: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 287", - "Dämonenschild": " Dämonenschild", + "Dämonenschild": " Demon Shield", "Dämonenschild-Regel": "\n \t\t\t\t\t\t\tCheck: COU/SAG/CH
    \n \t\t\t\t\t\t\tEffect: Der Spruch erschafft eine unsichtbare, 3 Schritt im Radius messende Kuppel um den Magier herum. Die Kuppel ist eigentlich eine Kugel, da jedoch der Magier meistens auf dem Boden steht, ist die Kugelform nur selten relevant. Dämonen können in sie eindringen, aber alle ihre Angriffe (und somit die TP) werden innerhalb des Radius von der Magie der Kuppel absorbiert. Dämonen werden teilweise halbmateriell und schlagen durch ihre Gegner hindurch oder ihre Angriffe werden von der Kuppel aufgesaugt wie Wasser von einem Schwamm. Zu diesem Zweck verfügt die Kuppel über eine Schildstärke in Höhe von AsP + (QS x 3), die TP in gleicher Höhe zu absorbieren vermag. Fällt die Schildstärke unter 1, bricht die Kuppel zusammen und der Zauber endet.
    \n \t\t\t\t\t\t\tCasting time: 1 Action
    \n\t\t\t\t\t\t\tAE-Cost: mindestens 4 AsP (Kosten sind nicht modifizierbar)
    \n\t\t\t\t\t\t\tRange: self
    \n\t\t\t\t\t\t\tDuration: 5 Minuten
    \n\t\t\t\t\t\t\tTarget category: Zone
    \n\t\t\t\t\t\t\tProperty: Anti-Magic
    \n\t\t\t\t\t\t\tTraditions: Gildenmagier
    \n\t\t\t\t\t\t\tImprovement Cost: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 123", "Debilitatio": " Debilitatio", "Debilitatio-Regel": "\n \t\t\t\t\t\t\tCheck: COU/SAG/CH
    \n \t\t\t\t\t\t\tEffect: Der Spruch erschafft eine unbewegliche kugelförmige Zone, die darin befindlichen Dämonen und Elementaren eine Erschwernis in Höhe der QS/2 auf alle Proben einbringt. Der Zauberer muss einen Mittelpunkt innerhalb der Reichweite des Zauberspruchs benennen, um den herum sich die Zone mit einem Radius von QS x 2 Schritt ausbreitet.
    \n \t\t\t\t\t\t\tCasting time: 2 Actions
    \n\t\t\t\t\t\t\tAE-Cost: 16 AE
    \n\t\t\t\t\t\t\tRange: self
    \n\t\t\t\t\t\t\tDuration: QS x 3 Kampfrunden
    \n\t\t\t\t\t\t\tTarget category: Zone
    \n\t\t\t\t\t\t\tProperty: Spheres
    \n\t\t\t\t\t\t\tTraditions: Gildenmagier
    \n\t\t\t\t\t\t\tImprovement Cost: V
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 124", @@ -1622,32 +1622,32 @@ "Desintegratus-Regel": "\n \t\t\t\t\t\t\tCheck: KL/CH/KK
    \n \t\t\t\t\t\t\tEffect: Das verzauberte Objekt verliert QS x 10 Strukturpunkte. Sinken die Strukturpunkte dadurch unter 1, zerfällt das Objekt zu Staub. Um Rüstungen zu zerstören, benötigt der Zauberer so viele QS, wie die Rüstung Rüstungsschutz hat. Bei Waffen der Kampftechniken Dolche und Raufen muss 1 QS erzielt werden, bei andere Waffen mindestens 2 QS. Zweihandwaffe können nur mit mindestens 3 QS zerstört werden. Erzielte QS gegen Waffen summieren sich auf.
    \n \t\t\t\t\t\t\tCasting time: 8 Actions
    \n\t\t\t\t\t\t\tAE-Cost: 16 AE
    \n\t\t\t\t\t\t\tRange: 8 Yard
    \n\t\t\t\t\t\t\tDuration: sofort
    \n\t\t\t\t\t\t\tTarget category: Profane Objekte
    \n\t\t\t\t\t\t\tProperty: Object
    \n\t\t\t\t\t\t\tTraditions: Gildenmagier
    \n\t\t\t\t\t\t\tImprovement Cost: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 124", "Disruptivo": " Disruptivo", "Disruptivo-Regel": "\n \t\t\t\t\t\t\tCheck: COU/SAG/CH
    \n \t\t\t\t\t\t\tEffect: Dieser Grundzauber der Antimagie beeinträchtigt alle Arten von Zauberei in QS x 2 Schritt Radius um den Zaubernden herum, indem störende Schwingungen in die umgebenden astralen Muster gesendet werden. Alle Proben auf Zaubersprüche, die in dieser Zone gewirkt werden oder dort ihre Wirkung entfalten sollen, sind erschwert. Dies gilt ebenso für Zauber, die der Zaubernde selbst wirkt. Der Zaubernde muss vor dem Wirken festlegen, ob die Zone sich mit ihm mit bewegen oder an Ort und Stelle bleiben soll.\n\t\t\t\t\t\t\tQS 1: Probenerschwernis –1
    \n\t\t\t\t\t\t\tQS 2: Probenerschwernis –2
    \n\t\t\t\t\t\t\tQS 3: Probenerschwernis –3
    \n\t\t\t\t\t\t\tQS 4: Probenerschwernis –4
    \n\t\t\t\t\t\t\tQS 5: Probenerschwernis –5
    \n\t\t\t\t\t\t\tQS 6: Probenerschwernis –6
    \n \t\t\t\t\t\t\tCasting time: 8 Actions
    \n\t\t\t\t\t\t\tAE-Cost: 8 AsP (Aktivierung des Zaubers) + 4 AsP pro 5 Minuten
    \n\t\t\t\t\t\t\tRange: self
    \n\t\t\t\t\t\t\tDuration: sustained
    \n\t\t\t\t\t\t\tTarget category: Zone
    \n\t\t\t\t\t\t\tProperty: Anti-Magic
    \n\t\t\t\t\t\t\tTraditions: allgemein
    \n\t\t\t\t\t\t\tImprovement Cost: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 289", - "Dunkelheit": " Dunkelheit", + "Dunkelheit": " Darkness", "Dunkelheit-Regel": "\n \t\t\t\t\t\t\tCheck: COU/SAG/CH
    \n \t\t\t\t\t\t\tEffect: Um den Zaubernden herum bildet sich eine Kugel aus Dunkelheit mit einem Durchmesser von QS x 2 in Schritt. Pro QS erschweren sich die Sichtverhältnisse um eine Stufe. Weder natürliche noch übernatürliche Lichtquellen können diese Dunkelheit erhellen. Für den Zaubernden werden die Sichtverhältnisse durch den Zauber nicht erschwert, bestehende Sichtmodifikatoren gelten allerdings weiterhin. Der Zaubernde muss vor dem Wirken des Zaubers entscheiden, ob die Zone der Dunkelheit an Ort und Stelle verbleiben oder sich mit ihm als Zentrum bewegen soll.
    \n \t\t\t\t\t\t\tCasting time: 8 Actions
    \n\t\t\t\t\t\t\tAE-Cost: 16 AsP (Aktivierung des Zaubers) + 8 AsP pro 5 Minuten
    \n\t\t\t\t\t\t\tRange: self
    \n\t\t\t\t\t\t\tDuration: sustained
    \n\t\t\t\t\t\t\tTarget category: Zone
    \n\t\t\t\t\t\t\tProperty: Elemental
    \n\t\t\t\t\t\t\tTraditions: Druiden, Gildenmagier
    \n\t\t\t\t\t\t\tImprovement Cost: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 125", "Duplicatus": " Duplicatus", "Duplicatus-Regel": "\n \t\t\t\t\t\t\tCheck: SAG/IN/CH
    \n \t\t\t\t\t\t\tEffect: Der Zaubernde erzeugt einen oder mehrere illusionäre Doppelgänger des Ziels, die sich synchron zu ihm bewegen und ständig mit ihm verschmelzen und sich wieder von ihm trennen. Je nach QS erscheinen mehrere Doppelgänger. Der Zaubernde kann sich entscheiden, weniger Doppelgänger als maximal möglich erscheinen zu lassen:\n\t\t\t\t\t\t\tQS 1: 1 Doppelgänger, aber nur 2 Kampfrunden
    \n\t\t\t\t\t\t\tQS 2: 1 Doppelgänger
    \n\t\t\t\t\t\t\tQS 3: 2 Doppelgänger
    \n\t\t\t\t\t\t\tQS 4: 3 Doppelgänger
    \n\t\t\t\t\t\t\tQS 5: 4 Doppelgänger
    \n\t\t\t\t\t\t\tQS 6: 4 Doppelgänger, aber doppelte Wirkungsdauer
    \n\t\t\t\t\t\t\tDa die Doppelgänger nicht vom Zaubernden zu unterscheiden sind, haben Angreifer mit Nah- und Fernkampfangriffen oder Zaubern eine entsprechende Chance, einen der Doppelgänger statt des Zaubernden zu treffen. Sollte der Zaubernde statt eines Doppelgängers getroffen werden, muss er den Angriff parieren oder ihm ausweichen. Flächenangriffe sind hiervon nicht betroffen. Mehr zu den Illusionen und wie man sie durchschaut siehe Seite 259.
    \n\t\t\t\t\t\t\t1 Doppelgänger 50 % (1-10 auf W20)
    \n\t\t\t\t\t\t\t2 Doppelgänger 33 % (1-7 auf W20)
    \n\t\t\t\t\t\t\t3 Doppelgänger 25 % (1-5 auf W20)
    \n\t\t\t\t\t\t\t4 Doppelgänger 20 % (1-4 auf W20)
    \n \t\t\t\t\t\t\tCasting time: 2 Actions
    \n\t\t\t\t\t\t\tAE-Cost: 4 AsP pro Doppelgänger (bei Misslingen entsprechend 2 AsP)
    \n\t\t\t\t\t\t\tRange: Berührung
    \n\t\t\t\t\t\t\tDuration: QS x 3 Kampfrunden
    \n\t\t\t\t\t\t\tTarget category: Lebewesen
    \n\t\t\t\t\t\t\tProperty: Illusion
    \n\t\t\t\t\t\t\tTraditions: Gildenmagier, Scharlatane
    \n\t\t\t\t\t\t\tImprovement Cost: C
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 290", "Ecliptifactus": " Ecliptifactus", "Ecliptifactus-Regel": "\n \t\t\t\t\t\t\tCheck: COU/IN/CH
    \n \t\t\t\t\t\t\tEffect: Der Schatten des Zauberers wird durch diesen Zauberspruch belebt und kämpft für ihn. Mit dem Ecliptifactus kann der Magier immer nur einen Schatten heraufbeschwören. Erst nach Ablauf der Wirkungsdauer kann er den Zauber erneut wirken. Der Schatten besitzt die unten aufgeführten Werte. Zusätzlich erhält der Schatten folgende Boni:\n\t\t\t\t\t\t\tQS 1: keine Änderungen
    \n\t\t\t\t\t\t\tQS 2: +1 AT, +5 LeP, +1 SK
    \n\t\t\t\t\t\t\tQS 3: +1 AT, +1 PA, +1 AW, +1 TP, +5 LeP, +1 SK, Finte I
    \n\t\t\t\t\t\t\tQS 4: +2 AT, +1 PA, +1 AW, +1 TP, +1 RS, +10 LeP, +1 SK, Finte I
    \n\t\t\t\t\t\t\tQS 5: +2 AT, +2 PA, +2 AW, +1 TP, +1 RS, +10 LeP, +2 SK, Finte I
    \n\t\t\t\t\t\t\tQS 6: +3 AT, +2 PA, +2 AW, +2 TP, +1 RS, +15 LeP, +2 SK, Finte I+II
    \n\t\t\t\t\t\t\tDer Schatten ist außer durch Zauber mit dem Merkmal Antimagie nicht durch Magie beeinflussbar und erleidet keine Zustände. Sinken seine LeP auf 0, so verliert der Zaubernde schlagartig seine gesamte Astralenergie, davon 2 AsP permanent. Es dauert 7 Wochen, bis der Schatten sich regeneriert hat. Bis dahin besitzt der Zaubernde keinen Schatten und kann den Zauberspruch entsprechend auch nicht anwenden. Der fehlende Schatten wird in vielen Kulturen, besonders in den Ländern der Zwölfgöttergläubigen, als ein Stigma betrachtet. Ein fehlender Schatten wird schnell als ein Anzeichen gesehen, dass man es mit einem Dämonenbündler oder gar einem Geweihten des Namenlosen zu tun hat. Der Held bekommt für die Zeit ohne Schatten den Nachteil Stigma (siehe Regelwerk Seite 178).
    \n \t\t\t\t\t\t\tCasting time: 2 Actions
    \n\t\t\t\t\t\t\tAE-Cost: 4 AsP (Aktivierung des Zaubers) + 2 AsP pro Kampfrunde
    \n\t\t\t\t\t\t\tRange: self
    \n\t\t\t\t\t\t\tDuration: sustained
    \n\t\t\t\t\t\t\tTarget category: Lebewesen
    \n\t\t\t\t\t\t\tProperty: Demonic
    \n\t\t\t\t\t\t\tTraditions: Gildenmagier
    \n\t\t\t\t\t\t\tImprovement Cost: C
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 125", - "Einflussbann": " Einflussbann", + "Einflussbann": "Banish Property (Influence)", "Einflussbann-Regel": "\n \t\t\t\t\t\t\tCheck: SAG/IN/CH
    \n \t\t\t\t\t\t\tEffect: Ein Zauber des Merkmals Einfluss wird aufgehoben, solange dessen QS nicht höher ist als die QS des Einflussbanns. Es ist nicht möglich, den Bann auf die Auswirkungen eines Zaubers anzuwenden, dessen Wirkungsdauer bereits abgelaufen ist oder sofortiger Natur war. Ebenso können keine Zauber mit der Wirkungsdauer permanent gebannt werden. Handelt es sich um einen Zauber der Zielkategorie Zone, genügt es, wenn sich ein Teil von dieser innerhalb der Reichweite befindet.
    \n \t\t\t\t\t\t\tCasting time: 4 Actions
    \n\t\t\t\t\t\t\tAE-Cost: 8 AsP bzw. 16 AsP für Zauber mit Zielkategorie Zone
    \n\t\t\t\t\t\t\tRange: 8 Yard
    \n\t\t\t\t\t\t\tDuration: sofort
    \n\t\t\t\t\t\t\tTarget category: alle
    \n\t\t\t\t\t\t\tProperty: Anti-Magic
    \n\t\t\t\t\t\t\tTraditions: Druiden, Gildenmagier, Hexen, Scharlatane
    \n\t\t\t\t\t\t\tImprovement Cost: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 287", - "Eisenrost": " Eisenrost", + "Eisenrost": " Iron Rust", "Eisenrost-Regel": "\n \t\t\t\t\t\t\tCheck: KL/CH/GE
    \n \t\t\t\t\t\t\tEffect: Metallene Gegenstände verlieren 20 Strukturpunkte. Sinken die Strukturpunkte dadurch unter 1, zerfrisst der Rost das Objekt so stark, dass es nicht mehr verwendbar ist. Um metallene Rüstungen zu zerstören, benötigt der Zauberer so viele QS, wie die Rüstung Rüstungsschutz hat. Bei metallenen Waffen der Kampftechniken Dolche und Raufen muss 1 QS erzielt werden, bei andere Waffen mindestens 2 QS. Zweihandwaffen können nur mit mindestens 3 QS zerstört werden. Erzielte QS gegen Waffen summieren sich auf.
    \n \t\t\t\t\t\t\tCasting time: 4 Aktionen (kann nicht modifiziert werden)
    \n\t\t\t\t\t\t\tAE-Cost: 8 AE
    \n\t\t\t\t\t\t\tRange: 4 Schritt
    \n\t\t\t\t\t\t\tDuration: sofort
    \n\t\t\t\t\t\t\tTarget category: Profane Objekte
    \n\t\t\t\t\t\t\tProperty: Object
    \n\t\t\t\t\t\t\tTraditions: Gildenmagier, Hexen
    \n\t\t\t\t\t\t\tImprovement Cost: C
    \n\t\t\t\t\t\t\tPublikation: VR03 - Regelwerk S. 126", - "Elementarbann": " Elementarbann", + "Elementarbann": "Banish Property (Elemental)", "Elementarbann-Regel": "\n \t\t\t\t\t\t\tCheck: IN/CH/KO
    \n \t\t\t\t\t\t\tEffect: Ein Zauber des Merkmals Elementar wird aufgehoben, wenn dessen QS nicht höher als die QS des Elementarbanns ist. Der Bann entfaltet keine Wirkung gegen Zauber, deren Wirkung sofort eintritt (z. B. einmaliger Schaden). Auch gegen Zauber, deren Wirkung bereits vollendet ist, oder permanent wirkende Sprüche hilft er nicht. Wird der Elementarbann gegen einen Zauber der Zielkategorie Zone eingesetzt, genügt es, wenn sich ein Teil von dieser innerhalb der Reichweite befindet.
    \n \t\t\t\t\t\t\tCasting time: 4 Actions
    \n\t\t\t\t\t\t\tAE-Cost: 8 AsP bzw. 16 AsP für Zauber mit Zielkategorie Zone
    \n\t\t\t\t\t\t\tRange: 8 Yard
    \n\t\t\t\t\t\t\tDuration: sofort
    \n\t\t\t\t\t\t\tTarget category: alle
    \n\t\t\t\t\t\t\tProperty: Anti-Magic
    \n\t\t\t\t\t\t\tTraditions: Druiden
    \n\t\t\t\t\t\t\tImprovement Cost: V
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 126", - "Elfenstimme": " Elfenstimme", + "Elfenstimme": " Elven Voice", "Elfenstimme-Regel": "\n \t\t\t\t\t\t\tCheck: IN/CH/KO
    \n \t\t\t\t\t\t\tEffect: Das Ziel vernimmt in seinem Geist vom Zauberer gewählte akustische Signale, beispielsweise gesprochene Worte oder eine Melodie. Dem Empfänger ist bewusst, dass es sich nicht um natürliche Geräusche handelt. Zudem kann er auf diesem Wege nicht unfreiwillig abgelenkt werden. Das Ziel des Zaubers und der Zaubernde können sich nach Ende der Zauberdauer auch beliebig weit voneinander fortbewegen. Wichtig ist nur, dass der Zaubernde weiterhin Sichtkontakt zur Zielperson halten kann.
    \n \t\t\t\t\t\t\tCasting time: 2 Actions
    \n\t\t\t\t\t\t\tAE-Cost: 4 AE
    \n\t\t\t\t\t\t\tRange: 4 Schritt
    \n\t\t\t\t\t\t\tDuration: QS x 3 Kampfrunden
    \n\t\t\t\t\t\t\tTarget category: Lebewesen
    \n\t\t\t\t\t\t\tProperty: Influence
    \n\t\t\t\t\t\t\tTraditions: Elfen
    \n\t\t\t\t\t\t\tImprovement Cost: A
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 127", - "Erinnerung-verlasse-dich": " Erinnerung verlasse dich", + "Erinnerung-verlasse-dich": " Memory Begone", "Erinnerung-verlasse-dich-Regel": "\n \t\t\t\t\t\t\tCheck: MU/IN/CH (modifiziert um die SK)
    \n \t\t\t\t\t\t\tEffect: Der Zauber unterdrückt alle persönlichen Erinnerungen des Opfers an die letzten QS Minuten. Für die Wirkungsdauer kann es sich an diesen Zeitraum weder erinnern noch Proben auf entsprechend erlangtes Wissen ablegen. Seine Reflexe sind davon jedoch ebenso wenig betroffen wie zuvor erlangtes Wissen und Fähigkeiten, weshalb auf diese uneingeschränkt geprobt werden darf. Allerdings ist das Ziel in den ersten 5 KR etwas desorientiert und erleidet bis zum Ende der 5. KR eine Stufe Verwirrung.
    \n \t\t\t\t\t\t\tCasting time: 4 Actions
    \n\t\t\t\t\t\t\tAE-Cost: 8 AE
    \n\t\t\t\t\t\t\tRange: Berührung
    \n\t\t\t\t\t\t\tDuration: QS x 5 Minuten
    \n\t\t\t\t\t\t\tTarget category: Kulturschaffende
    \n\t\t\t\t\t\t\tProperty: Influence
    \n\t\t\t\t\t\t\tTraditions: Druiden, Gildenmagier
    \n\t\t\t\t\t\t\tImprovement Cost: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 127", "Exposami": " Exposami", "Exposami-Regel": "\n \t\t\t\t\t\t\tCheck: SAG/IN/CH
    \n \t\t\t\t\t\t\tEffect: Der Zauberer kann alle Lebewesen innerhalb der Reichweite des Zauberspruchs spüren, sofern sie mindestens so groß sind wie eine Ratte. Die Auren nimmt der Zauberer als grün-leuchtende Flecken wahr. Er ist jedoch nicht darauf angewiesen diese zu sehen, um Lebewesen zu spüren. Pflanzen, Pilze und Lebewesen, die kleiner als eine Ratte sind, können durch den Zauberspruch nicht erkannt werden. Bauwerke aus den Elementen Erz oder Eis stören die Wirkung des Spruches. Hinter einer Mauer aus Stein oder in einem Iglu kann der Zauberer also keine Lebewesen orten. Der Zauberer kann erkennen, um was für einen Typus von Lebewesen es sich handelt (siehe Regelwerk Seite 355).
    \n \t\t\t\t\t\t\tCasting time: 2 Actions
    \n\t\t\t\t\t\t\tAE-Cost: 4 AE
    \n\t\t\t\t\t\t\tRange: QS x 20 Schritt
    \n\t\t\t\t\t\t\tDuration: 10 Kampfrunden
    \n\t\t\t\t\t\t\tTarget category: Lebewesen (außer Pflanzen, Pilze und Wesen, die kleiner als eine Ratte sind)
    \n\t\t\t\t\t\t\tProperty: Clairvoyance
    \n\t\t\t\t\t\t\tTraditions: Druiden, Elfen
    \n\t\t\t\t\t\t\tImprovement Cost: A
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 127", - "Falkenauge": " Falkenauge", + "Falkenauge": " Hawk Eye", "Falkenauge-Regel": "\n \t\t\t\t\t\t\tCheck: MU/KL/IN
    \n \t\t\t\t\t\t\tEffect: Der Verzauberte baut eine geistige Verbindung zu seinem Ziel auf. Hierdurch wird für den Verzauberten der nächste Fernkampfangriff auf dieses Ziel um QS des Zaubers erleichtert.
    \n \t\t\t\t\t\t\tCasting time: 2 Actions
    \n\t\t\t\t\t\t\tAE-Cost: 4 AE
    \n\t\t\t\t\t\t\tRange: Berührung
    \n\t\t\t\t\t\t\tDuration: Bis zum nächsten Schuss, maximal QS x 2 Kampfrunden
    \n\t\t\t\t\t\t\tTarget category: Lebewesen
    \n\t\t\t\t\t\t\tProperty: Clairvoyance
    \n\t\t\t\t\t\t\tTraditions: Elfen
    \n\t\t\t\t\t\t\tImprovement Cost: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 291", "Favilludo": " Favilludo", "Favilludo-Regel": "\n \t\t\t\t\t\t\tCheck: IN/FF/CH
    \n \t\t\t\t\t\t\tEffect: Das Ziel des Zaubers wird von einem Schwarm tanzender Funken umgeben. Ihre Farbe kann dabei beliebig gewählt werden. Alle Angriffe gegen den Zauberer sind um 1 erschwert.
    \n \t\t\t\t\t\t\tCasting time: 1 Action
    \n\t\t\t\t\t\t\tAE-Cost: 4 AE
    \n\t\t\t\t\t\t\tRange: self
    \n\t\t\t\t\t\t\tDuration: QS Kampfrunden
    \n\t\t\t\t\t\t\tTarget category: Kulturschaffende
    \n\t\t\t\t\t\t\tProperty: Elemental
    \n\t\t\t\t\t\t\tTraditions: Scharlatane
    \n\t\t\t\t\t\t\tImprovement Cost: A
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 287", - "Fischflosse": " Fischflosse", + "Fischflosse": " Fish Fin", "Fischflosse-Regel": "\n \t\t\t\t\t\t\tCheck: MU/IN/GE
    \n \t\t\t\t\t\t\tEffect: Der Zauberer verwandelt sich in ein Wasserlebewesen seiner Wahl, das jedoch maximal die Größenkategorie klein aufweisen darf. Während der Wirkungsdauer verwendet der Zauberer die körperlichen Werte des Tieres, einschließlich seiner Eigenschaften, Talente und Kampfwerte. Eine niedrige LE wird bei der Verwandlung anteilsmäßig angerechnet, gleiches geschieht bei der Rückverwandlung. Die geistigen Werte des Zauberers bleiben ebenso wie sein Bewusstsein erhalten. Die Verwandlung betrifft nur den Zauberer selbst, nicht seine Kleidung oder Ausrüstung. Es ist keine Verwandlung in ein kulturschaffendes Wesen möglich.
    \n \t\t\t\t\t\t\tCasting time: 8 Actions
    \n\t\t\t\t\t\t\tAE-Cost: 8 AsP (Aktivierung des Zaubers) + 4 AsP pro Stunde
    \n\t\t\t\t\t\t\tRange: self
    \n\t\t\t\t\t\t\tDuration: sustained
    \n\t\t\t\t\t\t\tTarget category: Kulturschaffende
    \n\t\t\t\t\t\t\tProperty: Transformation
    \n\t\t\t\t\t\t\tTraditions: allgemein
    \n\t\t\t\t\t\t\tImprovement Cost: C
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 128", "Flim-Flam": " Glow Sphere", - "Flim-Flam-Regel": "\n \t\t\t\t\t\t\tCheck: COU/SAG/CH
    \n \t\t\t\t\t\t\tEffect: Der Zaubernde erzeugt eine kleine, schwebende Kugel aus Licht. Sie ist entweder stationär oder folgt dem Zaubernden. Dies muss er vor dem Zaubern festlegen, ebenso wie die Farbe des Lichtes. Die maximal erzeugbare Helligkeit variiert je nach QS. Der Zaubernde kann die Helligkeit jedoch nach Wunsch einmalig verringern. Die Zone des Lichts variiert je nach Helligkeit.\n\t\t\t\t\t\t\tQS 1: Das Licht hat die Helligkeit einer Kerze.
    \n\t\t\t\t\t\t\tQS 2: Das Licht hat die Helligkeit einer Fackel.
    \n\t\t\t\t\t\t\tQS 3: Das Licht hat die Helligkeit eines Lagerfeuers.
    \n\t\t\t\t\t\t\tQS 4: Die Helligkeit des Lichts reicht aus, um einen Raum von 5 mal 5 Schritt auszuleuchten.
    \n\t\t\t\t\t\t\tQS 5: Die Helligkeit des Lichts reicht aus, um einen großen Saal auszuleuchten.
    \n\t\t\t\t\t\t\tQS 6: Das Licht ist blendend hell. Es ist kaum möglich, direkt hineinzusehen.
    \n \t\t\t\t\t\t\tCasting time: 1 Action
    \n\t\t\t\t\t\t\tAE-Cost: 2 AsP (Aktivierung des Zaubers) + 1 AsP pro Stunde
    \n\t\t\t\t\t\t\tRange: 8 Yard
    \n\t\t\t\t\t\t\tDuration: sustained
    \n\t\t\t\t\t\t\tTarget category: Zone
    \n\t\t\t\t\t\t\tProperty: Elemental
    \n\t\t\t\t\t\t\tTraditions: allgemein
    \n\t\t\t\t\t\t\tImprovement Cost: A
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 291", + "Flim-Flam-Regel": "\n \t\t\t\t\t\t\tCheck: COU/SAG/CH
    \n \t\t\t\t\t\t\tEffect: The spell creates a small, floating ball of light. You must declare in advance whether the light will remain stationary or follow you around. You also must choose the light’s color. The light’s brightness depends on QL. You can reduce the brightness, but only by one level. The light’s radius varies depending on its brightness.\n\t\t\t\t\t\t\t\t\tQL 1: The light is as bright as a candle.
    \n\t\t\t\t\t\t\t\t\tQL 2: The light is as bright as a torch.
    \n\t\t\t\t\t\t\t\t\tQL 3: The light is as bright as a campfire.
    \n\t\t\t\t\t\t\t\t\tQL 4: The light is bright enough to illuminate a 15'x15' room.
    \n\t\t\t\t\t\t\t\t\tQL 5: The light is bright enough to illuminate a large hall.
    \n\t\t\t\t\t\t\t\t\tQL 6: The light is blindingly bright. People find it almost impossible to look at directly.
    \n \t\t\t\t\t\t\tCasting time: 1 Action
    \n\t\t\t\t\t\t\tAE-Cost: 2 AE (Spell activation) + 1 AE per hour
    \n\t\t\t\t\t\t\tRange: 8 Yard
    \n\t\t\t\t\t\t\tDuration: sustained
    \n\t\t\t\t\t\t\tTarget category: Zone
    \n\t\t\t\t\t\t\tProperty: Elemental
    \n\t\t\t\t\t\t\tTraditions: allgemein
    \n\t\t\t\t\t\t\tImprovement Cost: A
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 291", "Foramen": " Foramen", "Foramen-Regel": "\n \t\t\t\t\t\t\tCheck: SAG/IN/DEX
    \n \t\t\t\t\t\t\tEffect: Durch diesen Zauberspruch öffnen sich einfache Schlösser automatisch, bei komplizierten Schlössern wird es leichter, sie zu öffnen. Pro QS werden Proben auf Schlösserknacken (Bartschlösser oder Kombinationsschlösser) und Kraftakt (Eintreten & Zertrümmern) gegen das Schloss um 1 erleichtert. Sollte der Gesamtmodifikator zum Knacken eines Schlosses dadurch zu einer Erleichterung werden, springt das Schloss augenblicklich auf. Die Erleichterung gilt binnen der Wirkungsdauer sowohl für den Zauberer als auch für andere Personen.
    \n \t\t\t\t\t\t\tCasting time: 2 Actions
    \n\t\t\t\t\t\t\tAE-Cost: 8 AE
    \n\t\t\t\t\t\t\tRange: Berührung
    \n\t\t\t\t\t\t\tDuration: 5 Minuten
    \n\t\t\t\t\t\t\tTarget category: Objekte (Schlösser)
    \n\t\t\t\t\t\t\tProperty: Object
    \n\t\t\t\t\t\t\tTraditions: Gildenmagier, Hexen
    \n\t\t\t\t\t\t\tImprovement Cost: C
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 128", "Fortifex": " Fortifex", @@ -1656,43 +1656,43 @@ "Fulminictus-Regel": "\n \t\t\t\t\t\t\tCheck: KL/IN/KO (modifiziert um ZK)
    \n \t\t\t\t\t\t\tEffect: Der Verzauberte erleidet Schaden, der auf seine Aura einwirkt und eine Reihe kleiner innerer Verletzungen erzeugt. Er erleidet 2W6+(QS x 2) Trefferpunkte. Rüstungen schützen nicht vor diesem Zauber. Der Zauberspruch trifft sein Ziel automatisch. Der Gegner kann weder ausweichen noch parieren.
    \n \t\t\t\t\t\t\tCasting time: 1 Action
    \n\t\t\t\t\t\t\tAE-Cost: 8 AsP (Kosten sind nicht modifizierbar)
    \n\t\t\t\t\t\t\tRange: 8 Yard
    \n\t\t\t\t\t\t\tDuration: sofort
    \n\t\t\t\t\t\t\tTarget category: Lebewesen
    \n\t\t\t\t\t\t\tProperty: Transformation
    \n\t\t\t\t\t\t\tTraditions: Elfen
    \n\t\t\t\t\t\t\tImprovement Cost: C
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 291", "Gardianum": " Gardianum", "Gardianum-Regel": "\n \t\t\t\t\t\t\tCheck: COU/SAG/CH
    \n \t\t\t\t\t\t\tEffect: Der Zauberspruch erschafft eine unsichtbare Kuppel um den Magier herum, die von außen kommende magische Angriffe absorbiert. Die Kuppel ist eigentlich eine Kugel, da jedoch der Magier meistens auf dem Boden steht, ist die Kugelform nicht so wichtig. Der Radius der Kuppel beträgt 3 Schritt, ihre Schildstärke die investierten AsP + QS x 3. Sie kann ihre Schildstärke in Trefferpunkten an Schaden absorbieren, die von Schaden verursachenden Zaubern erzeugt werden, hält jedoch weder magische Wesen noch magische Waffen ab. Fällt die Schildstärke unter 1, bricht die Kuppel zusammen. Schaden, der nicht mehr absorbiert werden kann, richtet Schaden an. Die Kuppel bewegt sich stets mit dem Zaubernden. Geschützt durch die Wirkung sind auch alle, die innerhalb der Kuppel stehen.
    \n \t\t\t\t\t\t\tCasting time: 1 Action
    \n\t\t\t\t\t\t\tAE-Cost: mindestens 4 AsP (Kosten sind nicht modifizierbar)
    \n\t\t\t\t\t\t\tRange: self
    \n\t\t\t\t\t\t\tDuration: 5 Minuten
    \n\t\t\t\t\t\t\tTarget category: Zone
    \n\t\t\t\t\t\t\tProperty: Anti-Magic
    \n\t\t\t\t\t\t\tTraditions: Druiden, Gildenmagier
    \n\t\t\t\t\t\t\tImprovement Cost: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 291", - "Gedankenbilder": " Gedankenbilder", + "Gedankenbilder": "Mental Images", "Gedankenbilder-Regel": "\n \t\t\t\t\t\t\tCheck: IN/CH/KO
    \n \t\t\t\t\t\t\tEffect: Das Ziel vernimmt in seinem Geist vom Zauberer gewählte Bilder, beispielsweise dessen Sinneseindrücke, eine Warnung vor drohender Gefahr oder den Plan für ein gemeinsames Vorgehen. Dem Empfänger ist bewusst, dass ihm diese Bilder eingegeben werden. Zudem kann er auf diesem Wege nicht unfreiwillig abgelenkt werden. Das Ziel des Zaubers und der Zaubernde können sich nach Ende der Zauberdauer auch beliebig weit voneinander fortbewegen. Wichtig ist nur, dass der Zaubernde weiterhin Sichtkontakt zur Zielperson halten kann.
    \n \t\t\t\t\t\t\tCasting time: 2 Actions
    \n\t\t\t\t\t\t\tAE-Cost: 4 AE
    \n\t\t\t\t\t\t\tRange: 4 Schritt
    \n\t\t\t\t\t\t\tDuration: QS x 3 Kampfrunden
    \n\t\t\t\t\t\t\tTarget category: Lebewesen
    \n\t\t\t\t\t\t\tProperty: Influence
    \n\t\t\t\t\t\t\tTraditions: Elfen
    \n\t\t\t\t\t\t\tImprovement Cost: A
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 129", - "Gefunden": " Gefunden", + "Gefunden": " Found It", "Gefunden-Regel": "\n \t\t\t\t\t\t\tCheck: KL/IN/GE
    \n \t\t\t\t\t\t\tEffect: Der Zauberer kann die Richtung bestimmen, in der sich ein Objekt befindet. Er muss dieses insgesamt mindestens einen Monat lang bei sich getragen haben oder über eine magische Verbindung zu ihm verfügen. Ist das Objekt weiter als QS x 3 Schritt von ihm entfernt, scheitert der Zauber.
    \n \t\t\t\t\t\t\tCasting time: 8 Actions
    \n\t\t\t\t\t\t\tAE-Cost: 2 AE
    \n\t\t\t\t\t\t\tRange: self
    \n\t\t\t\t\t\t\tDuration: sofort
    \n\t\t\t\t\t\t\tTarget category: Objekte
    \n\t\t\t\t\t\t\tProperty: Clairvoyance
    \n\t\t\t\t\t\t\tTraditions: Hexen, Scharlatane
    \n\t\t\t\t\t\t\tImprovement Cost: A
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 129", - "Große-Gier": " Große Gier", + "Große-Gier": "Powerful Greed", "Große-Gier-Regel": "\n \t\t\t\t\t\t\tCheck: MU/IN/CH (modifiziert um SK)
    \n \t\t\t\t\t\t\tEffect: Der Verzauberte verspürt eine unbändige Gier nach einem Objekt oder einer Handlung, die der Zaubernde ihm nennt. Er wird alles ihm Mögliche tun, um dieses Ziel zu erreichen, solange er Leib und Leben damit nicht gefährdet. Er erhält eine Schlechte Eigenschaft Gier nach … für die Wirkungsdauer des Zauberspruchs.
    \n \t\t\t\t\t\t\tCasting time: 2 Actions
    \n\t\t\t\t\t\t\tAE-Cost: 8 AE
    \n\t\t\t\t\t\t\tRange: Berührung (Reichweite ist nicht modifizierbar)
    \n\t\t\t\t\t\t\tDuration: QS x 15 Minuten
    \n\t\t\t\t\t\t\tTarget category: Lebewesen
    \n\t\t\t\t\t\t\tProperty: Influence
    \n\t\t\t\t\t\t\tTraditions: Druiden, Hexen
    \n\t\t\t\t\t\t\tImprovement Cost: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 291", "Große-Verwirrung": " Great confusion", "Große-Verwirrung-Regel": "\n \t\t\t\t\t\t\tCheck: MU/KL/CH (modifiziert um SK)
    \n \t\t\t\t\t\t\tEffect: Das Opfer dieses Druidenzaubers erleidet je nach QS unterschiedliche Stufen Verwirrung:\n\t\t\t\t\t\t\tQS 1: 1 Stufe Verwirrung, aber nur für 2 KR
    \n\t\t\t\t\t\t\tQS 2: 1 Stufe Verwirrung
    \n\t\t\t\t\t\t\tQS 3: 2 Stufen Verwirrung
    \n\t\t\t\t\t\t\tQS 4: 3 Stufen Verwirrung
    \n\t\t\t\t\t\t\tQS 5: 4 Stufen Verwirrung
    \n\t\t\t\t\t\t\tQS 6: 4 Stufen Verwirrung, aber für die doppelte Wirkungsdauer
    \n \t\t\t\t\t\t\tCasting time: 2 Actions
    \n\t\t\t\t\t\t\tAE-Cost: 16 AE
    \n\t\t\t\t\t\t\tRange: 8 Yard
    \n\t\t\t\t\t\t\tDuration: QS x 3 KR
    \n\t\t\t\t\t\t\tTarget category: Lebewesen
    \n\t\t\t\t\t\t\tProperty: Influence
    \n\t\t\t\t\t\t\tTraditions: Druiden
    \n\t\t\t\t\t\t\tImprovement Cost: C
    \n\t\t\t\t\t\t\tPublikation: VG02 - Die Streitenden Königreiche S. 164", - "Harmlose-Gestalt": " Harmlose Gestalt", + "Harmlose-Gestalt": " Harmless Shape", "Harmlose-Gestalt-Regel": "\n \t\t\t\t\t\t\tCheck: SAG/IN/CH
    \n \t\t\t\t\t\t\tEffect: Der Zaubernde nimmt die Gestalt einer unauffälligen Person wie eines Dieners oder eines Bettlers an, die an dem entsprechenden Ort nicht auffällt. Dies umfasst sowohl das Aussehen als auch die passende Stimme, jedoch nicht Kenntnisse wie Sprachen oder angemessenes Verhalten. Größere Gegenstände und Vertrautentiere werden nicht mit dem Zauberspruch verborgen. Der Zauberspruch wirkt intuitiv, daher kann die Hexe nicht explizit festlegen, welches Aussehen sie annimmt. Mehr zu Illusionen und wie man sie durchschaut siehe Regelwerk Seite 259.
    \n \t\t\t\t\t\t\tCasting time: 4 Actions
    \n\t\t\t\t\t\t\tAE-Cost: 8 AsP (Aktivierung) + 4 AsP pro 5 Minuten
    \n\t\t\t\t\t\t\tRange: self
    \n\t\t\t\t\t\t\tDuration: sustained
    \n\t\t\t\t\t\t\tTarget category: Wesen
    \n\t\t\t\t\t\t\tProperty: Illusion
    \n\t\t\t\t\t\t\tTraditions: Hexen
    \n\t\t\t\t\t\t\tImprovement Cost: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 292", - "Haselbusch": " Haselbusch", + "Haselbusch": " Hazelbush", "Haselbusch-Regel": "\n \t\t\t\t\t\t\tCheck: IN/CH/FF
    \n \t\t\t\t\t\t\tEffect: Der Zauber regt das Wachstum von Pflanzen an. Der Zauberer muss eine Pflanze oder Pflanzensamen an dem Objekt, das er erklettern will, ablegen und warten. Am Ende der Zauberdauer wächst die Pflanze pro KR 1 Schritt (bis maximal QS x 3 Schritt) hoch und erleichtert Klettern-Proben an der ausgewählten Stelle um QS/2 Punkte.
    \n \t\t\t\t\t\t\tCasting time: 16 Actions
    \n\t\t\t\t\t\t\tAE-Cost: 4 AE
    \n\t\t\t\t\t\t\tRange: 2 Schritt
    \n\t\t\t\t\t\t\tDuration: 1 Tag
    \n\t\t\t\t\t\t\tTarget category: Pflanze
    \n\t\t\t\t\t\t\tProperty: Elemental
    \n\t\t\t\t\t\t\tTraditions: Elfen
    \n\t\t\t\t\t\t\tImprovement Cost: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 130", - "Heilungsbann": " Heilungsbann", + "Heilungsbann": "Banish Property (Healing)", "Heilungsbann-Regel": "\n \t\t\t\t\t\t\tCheck: KL/CH/FF
    \n \t\t\t\t\t\t\tEffect: Ein Zauber mit dem Merkmal Heilung wird aufgehoben, wenn dessen QS nicht höher ist als die QS des Heilungsbanns. Der Bann entfaltet keine Wirkung gegen Zauber, deren Wirkung sofort eintritt (z. B. einmalige Heilung). Auch gegen Zauber, deren Wirkung bereits vollendet ist, oder permanent wirkende Sprüche wirkt er nicht. Wird der Heilungsbann gegen einen Zauber der Zielkategorie Zone eingesetzt, genügt es, wenn sich ein Teil von dieser innerhalb der Reichweite befindet.
    \n \t\t\t\t\t\t\tCasting time: 4 Actions
    \n\t\t\t\t\t\t\tAE-Cost: 8 AsP bzw. 16 AsP für Zauber mit Zielkategorie Zone
    \n\t\t\t\t\t\t\tRange: 8 Yard
    \n\t\t\t\t\t\t\tDuration: sofort
    \n\t\t\t\t\t\t\tTarget category: alle
    \n\t\t\t\t\t\t\tProperty: Anti-Magic
    \n\t\t\t\t\t\t\tTraditions: Gildenmagier, Hexen
    \n\t\t\t\t\t\t\tImprovement Cost: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 130", - "Hellsichtbann": " Hellsichtbann", + "Hellsichtbann": " Banish Property (Clairvoyance)", "Hellsichtbann-Regel": "\n \t\t\t\t\t\t\tCheck: SAG/IN/CH
    \n \t\t\t\t\t\t\tEffect: Ein Zauber des Merkmals Hellsicht wird aufgehoben, wenn dessen QS nicht höher ist als die QS des Hellsichtbanns. Der Bann entfaltet keine Wirkung gegen Zauber, deren Wirkung sofort eintritt. Auch gegen Zauber, deren Wirkung bereits vollendet ist, oder permanent wirkende Sprüche hilft er nicht. Wird der Hellsichtbann gegen einen Zauber der Zielkategorie Zone eingesetzt, genügt es, wenn sich ein Teil von dieser innerhalb der Reichweite befindet.
    \n \t\t\t\t\t\t\tCasting time: 4 Actions
    \n\t\t\t\t\t\t\tAE-Cost: 8 AsP bzw. 16 AsP für Zauber mit Zielkategorie Zone
    \n\t\t\t\t\t\t\tRange: 8 Yard
    \n\t\t\t\t\t\t\tDuration: sofort
    \n\t\t\t\t\t\t\tTarget category: alle
    \n\t\t\t\t\t\t\tProperty: Anti-Magic
    \n\t\t\t\t\t\t\tTraditions: Druiden, Gildenmagier, Hexen, Scharlatane
    \n\t\t\t\t\t\t\tImprovement Cost: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 130", "Heptagramma": " Heptagramma", "Heptagramma-Regel": "\n \t\t\t\t\t\t\tCheck: COU/SAG/CH
    \n \t\t\t\t\t\t\tEffect: Ein niederer Geist wird gebannt, wenn der Zauberer mehr QS erzielt, als die Anrufungsschwierigkeit beträgt (Anrufungsschwierigkeiten von 0 oder höher zählen als 0). Es kann sich dabei sowohl um einen beschworenes als auch um ein freies Geisterwesen handeln. Ebenso ist es möglich, Geister zu bannen, die an Objekte oder Wesen gebunden bzw. in diese eingefahren sind. Bei der Bannung wird der Geist in das Heptagramm gezogen und wechselt in eines der Totenreiche über. Anschließend kann er nicht mehr eigenständig in der Dritten Sphäre in Erscheinung treten, jedoch weiterhin beschworen werden.
    \n \t\t\t\t\t\t\tCasting time: 8 Aktionen (Zauberdauer ist nicht modifizierbar)
    \n\t\t\t\t\t\t\tAE-Cost: 8 AE
    \n\t\t\t\t\t\t\tRange: 8 Yard
    \n\t\t\t\t\t\t\tDuration: sofort
    \n\t\t\t\t\t\t\tTarget category: Beseelte, Geister
    \n\t\t\t\t\t\t\tProperty: Anti-Magic
    \n\t\t\t\t\t\t\tTraditions: allgemein
    \n\t\t\t\t\t\t\tImprovement Cost: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 131", - "Herzschlag-ruhe": " Herzschlag ruhe", + "Herzschlag-ruhe": " Stop Heartbeat", "Herzschlag-ruhe-Regel": "\n \t\t\t\t\t\t\tCheck: MU/CH/KK (modifiziert um ZK)
    \n \t\t\t\t\t\t\tEffect: Der Herzschlag des Ziels wird ausgesetzt, wodurch es jede Kampfrunde 1W3 LeP verliert. Mit Hilfe einer Probe auf Selbstbeherrschung erschwert um die QS oder auf Heilkunde Wunden (Stabilisieren) erschwert um QS/2 kann die Wirkung des Zaubers gestoppt werden. Eine Probe zählt als Aktion. Die Heilkunde Wunden- Probe kann sowohl das Opfer des Zaubers selbst als auch eine dritte Person einsetzen.
    \n \t\t\t\t\t\t\tCasting time: 4 Actions
    \n\t\t\t\t\t\t\tAE-Cost: 16 AE
    \n\t\t\t\t\t\t\tRange: Berührung
    \n\t\t\t\t\t\t\tDuration: QS x 3 Kampfrunden
    \n\t\t\t\t\t\t\tTarget category: Lebewesen
    \n\t\t\t\t\t\t\tProperty: Demonic
    \n\t\t\t\t\t\t\tTraditions: Gildenmagier, Hexen
    \n\t\t\t\t\t\t\tImprovement Cost: C
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 131", "Hexagramma": " Hexagramma", "Hexagramma-Regel": "\n \t\t\t\t\t\t\tCheck: COU/SAG/CH
    \n \t\t\t\t\t\t\tEffect: Ein Elementargeist wird gebannt, wenn der Zauberer mehr QS erzielt, als die Anrufungsschwierigkeit beträgt (Anrufungsschwierigkeiten von 0 oder höher zählen als 0).
    \n \t\t\t\t\t\t\t
    \n\t\t\t\t\t\t\tEs kann sich dabei sowohl um einen beschworenen als auch um einen freien Elementargeist handeln. Ebenso ist es möglich, Elementargeister zu bannen, die an Objekte oder Wesen gebunden bzw. in diese eingefahren sind. Bei der Bannung wird er in das Hexagramm gezogen und wechselt in die Sphäre der Elemente über. Er kann jedoch nach Ablauf von 24 Stunden in die Dritte Sphäre zurückkehren.
    \n \t\t\t\t\t\t\tCasting time: 8 Aktionen (Zauberdauer ist nicht modifizierbar)
    \n\t\t\t\t\t\t\tAE-Cost: 16 AE
    \n\t\t\t\t\t\t\tRange: 8 Yard
    \n\t\t\t\t\t\t\tDuration: sofort
    \n\t\t\t\t\t\t\tTarget category: Elementare
    \n\t\t\t\t\t\t\tProperty: Anti-Magic
    \n\t\t\t\t\t\t\tTraditions: Druiden
    \n\t\t\t\t\t\t\tImprovement Cost: C
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 131", - "Hexengalle": " Hexengalle", + "Hexengalle": " Witch's Bile", "Hexengalle-Regel": "\n \t\t\t\t\t\t\tCheck: SAG/IN/CON
    \n \t\t\t\t\t\t\tEffect: Der Speichel der Hexe verwandelt sich augenblicklich in ätzende Säure, die für die Hexe selbst jedoch harmlos ist. Der Speichel verursacht 1W6+(QS) Trefferpunkte an dem nächsten Ziel, das die Hexe anspuckt. Die Spuckreichweite beträgt 3 Schritt. Die Hexe muss keine zusätzliche Aktion aufwenden, um nach dem Wirken des Zaubers zu spucken. Das Spucken ist in der Zauberdauer inbegriffen. Die Spucke trifft automatisch, wenn der Gegner sich nicht verteidigt. Der Spuckangriff zählt als Fernkampfangriff mit einer Schusswaffe und kann entsprechend geblockt werden, und auch ein Ausweichen ist möglich. An Schilden erzeugt er Strukturschaden, wenn er auf sie trifft. Trifft die Spucke ihr Ziel, werden die TP durch den RS des Ziels vermindert.
    \n \t\t\t\t\t\t\tCasting time: 1 Action
    \n\t\t\t\t\t\t\tAE-Cost: 4 AsP (Kosten sind nicht modifizierbar)
    \n\t\t\t\t\t\t\tRange: self
    \n\t\t\t\t\t\t\tDuration: sofort
    \n\t\t\t\t\t\t\tTarget category: Wesen
    \n\t\t\t\t\t\t\tProperty: Transformation
    \n\t\t\t\t\t\t\tTraditions: Hexen
    \n\t\t\t\t\t\t\tImprovement Cost: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 292", - "Hexenkrallen": " Hexenkrallen", + "Hexenkrallen": " Witch's Claws", "Hexenkrallen-Regel": "\n \t\t\t\t\t\t\tCheck: SAG/IN/CON
    \n \t\t\t\t\t\t\tEffect: Der Hexe wachsen an beiden Händen scharfe Krallen. Sie verursacht damit 1W6+3 TP im Nahkampf und verwendet dafür die Kampftechnik Raufen. Die Hexe gilt damit weiterhin als unbewaffnet. Hexenkrallen gelten als magische Waffen.
    \n \t\t\t\t\t\t\tCasting time: 1 Action
    \n\t\t\t\t\t\t\tAE-Cost: 4 AE
    \n\t\t\t\t\t\t\tRange: self
    \n\t\t\t\t\t\t\tDuration: QS x 3 in Minuten
    \n\t\t\t\t\t\t\tTarget category: Wesen
    \n\t\t\t\t\t\t\tProperty: Transformation
    \n\t\t\t\t\t\t\tTraditions: Hexen
    \n\t\t\t\t\t\t\tImprovement Cost: A
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 292", - "Höllenpein": " Höllenpein", + "Höllenpein": " Agony", "Höllenpein-Regel": "\n \t\t\t\t\t\t\tCheck: MU/IN/CH (modifiziert um SK)
    \n \t\t\t\t\t\t\tEffect: Der Verzauberte erleidet Schmerzen, die sich oft in Krämpfen manifestieren. Der Höllenpein ersetz bei Folterungen das Talent Einschüchtern (Folter). Das Opfer muss eine Vergleichsprobe mit Selbstbeherrschung (Folter widerstehen) gegen den Höllenpein bestehen, die um die Schmerzstufe des Zauberspruchs erschwert ist (zusätzlich zu allen sonstigen Modifikatoren). Der Zaubernde hat nach dem Wirken des Zaubers QS Kampfrunden Zeit, um sein Ziel zu berühren, damit der Spruch seine Wirkung entfalten kann. Ansonsten verpufft der Zauber wirkungslos. Will ein Ziel nicht berührt werden, ist eine gelungene, nicht verteidigte Raufen-AT notwendig.
    \n\t\t\t\t\t\t\tQS 1: keine zusätzliche Wirkung
    \n\t\t\t\t\t\t\tQS 2: 1 Stufe Schmerz, 0 SP
    \n\t\t\t\t\t\t\tQS 3: 1 Stufe Schmerz, 1 SP
    \n\t\t\t\t\t\t\tQS 4: 2 Stufen Schmerz, 1 SP
    \n\t\t\t\t\t\t\tQS 5: 2 Stufen Schmerz, 2 SP
    \n\t\t\t\t\t\t\tQS 6: 3 Stufen Schmerz, 2 SP
    \n \t\t\t\t\t\t\tCasting time: 4 Actions
    \n\t\t\t\t\t\t\tAE-Cost: 8 AsP
    \n\t\t\t\t\t\t\tRange: Berührung
    \n\t\t\t\t\t\t\tDuration: 5 Minuten
    \n\t\t\t\t\t\t\tTarget category: Lebewesen
    \n\t\t\t\t\t\t\tProperty: Influence
    \n\t\t\t\t\t\t\tTraditions: Gildenmagier
    \n\t\t\t\t\t\t\tImprovement Cost: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie S. 132", "Horriphobus": " Horriphobus", "Horriphobus-Regel": "\n \t\t\t\t\t\t\tCheck: MU/IN/CH (modifiziert um SK)
    \n \t\t\t\t\t\t\tEffect: Dem Verzauberten gegenüber wirkt der Zaubernde wie eine Angst einflößende Gestalt aus seinen Alpträumen. Die Stärke dieses Eindrucks variiert mit der QS:
    \n\t\t\t\t\t\t\tQS 1: 1 Stufe Furcht, aber nur für 2 KR
    \n\t\t\t\t\t\t\tQS 2: 1 Stufe Furcht
    \n\t\t\t\t\t\t\tQS 3: 2 Stufen Furcht
    \n\t\t\t\t\t\t\tQS 4: 3 Stufen Furcht
    \n\t\t\t\t\t\t\tQS 5: 4 Stufen Furcht
    \n\t\t\t\t\t\t\tQS 6: 4 Stufen Furcht, aber für die doppelte Wirkungsdauer
    \n \t\t\t\t\t\t\tCasting time: 2 Actions
    \n\t\t\t\t\t\t\tAE-Cost: 8 AE
    \n\t\t\t\t\t\t\tRange: 8 Yard
    \n\t\t\t\t\t\t\tDuration: QL x 3 Minutes
    \n\t\t\t\t\t\t\tTarget category: Lebewesen
    \n\t\t\t\t\t\t\tProperty: Influence
    \n\t\t\t\t\t\t\tTraditions: Gildenmagier
    \n\t\t\t\t\t\t\tImprovement Cost: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 293", "Ignifaxius": " Ignifaxius", - "Ignifaxius-Regel": "\n \t\t\t\t\t\t\tCheck: COU/SAG/CH
    \n \t\t\t\t\t\t\tEffect: Aus den Fingern des Zaubernden schießt einen Flammenstrahl, der in gerader Linie sein Ziel trifft. Der Magier muss keine zusätzliche Aktion aufwenden, um nach dem Wirken des Zaubers zu treffen. Das Treffen ist in der Zauberdauer inbegriffen. Das getroffene Ziel erleidet 2W6+(QS x 2) Trefferpunkte Schaden. Der Flammenstrahl zählt als Fernkampfangriff mit einer Schusswaffe und kann entsprechend geblockt werden, und auch ein Ausweichen ist möglich. An Schilden erzeugt er Strukturschaden, wenn er auf sie trifft. Der Strahl trifft automatisch, wenn man sich nicht verteidigt. Trifft der Flammenstrahl sein Ziel, werden die TP durch den RS des Ziels vermindert. Entflammbare Ziele erhalten bei 1-3 auf 1W6 den Status Brennend.
    \n \t\t\t\t\t\t\tCasting time: 2 Actions
    \n\t\t\t\t\t\t\tAE-Cost: 8 AsP (Kosten sind nicht modifizierbar)
    \n\t\t\t\t\t\t\tRange: 16 Yard
    \n\t\t\t\t\t\t\tDuration: sofort
    \n\t\t\t\t\t\t\tTarget category: alle
    \n\t\t\t\t\t\t\tProperty: Elemental
    \n\t\t\t\t\t\t\tTraditions: Druiden, Gildenmagier
    \n\t\t\t\t\t\t\tImprovement Cost: C
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 293", + "Ignifaxius-Regel": "\n\t\t\t\t\t\t\t\t\tCheck: COU/SGC/CH
    \n\t\t\t\t\t\t\t\t\tEffect: The flame flies in a straight line towards the target. You don’t have to use another action to aim once you cast the spell—aiming is included in the casting time. The target suffers 2D6 + (QL x 2) damage points, applying the target’s PRO as usual. This spell counts as a ranged attack from a missile weapon and can be blocked or dodged. Shields struck by Ignifaxius suffer structure damage. If the opponent doesn’t defend, the lance of flame hits automatically. Flammable targets are set ablaze on a roll of 1-3 on 1D6.
    \n\t\t\t\t\t\t\t\t\tCasting time: 2 Actions
    \n\t\t\t\t\t\t\t\t\tAE-Cost: 8 AE (Cost cannot be modified)
    \n\t\t\t\t\t\t\t\t\tRange: 16 Yard
    \n\t\t\t\t\t\t\t\t\tDuration: instant
    \n\t\t\t\t\t\t\t\t\tTarget category: any
    \n\t\t\t\t\t\t\t\t\tProperty: Elemental
    \n\t\t\t\t\t\t\t\t\tTraditions: Druiden, Gildenmagier
    \n\t\t\t\t\t\t\t\t\tImprovement Cost: C
    \n\t\t\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 293", "Ignisphaero": " Ignisphaero", "Ignisphaero-Regel": "\n \t\t\t\t\t\t\tCheck: COU/SAG/CON
    \n \t\t\t\t\t\t\tEffect: Aus den Händen des Zaubernden schießt ein Feuerball, der in gerader Linie sein Ziel trifft. Der Treffer des Feuerballs erfolgt am Ende der Zauberdauer, der Magier muss keine zusätzliche Aktion dafür aufwenden. Der Feuerball explodiert, wenn er sein Ziel oder auf ein großes, festes Hindernis trifft (z. B. eine Wand oder einen Schild). Verlässt der Feuerball die Reichweite, ohne ein Ziel zu treffen, so löst er sich auf. Auch die Gefährten des Zauberers können von dem Feuerball getroffen werden, wenn er explodiert. Der Radius der Explosion beträgt 5 Schritt. Der Schaden beträgt bis zu einem Schritt vom Zentrum entfernt 2W6+(QS x 3) Trefferpunkte (auch gegen leblose Objekte als Strukturschaden).
    \n\t\t\t\t\t\t\tPro Schritt Entfernung von diesem Bereich verringert sich der Schaden um jeweils 3 TP. Der Feuerball trifft automatisch, wenn man ihm nicht aktiv zu entgehen versucht. Dazu muss eine Verteidigung eingesetzt und eine Probe auf Körperbeherrschung (Kampfmanöver) abgelegt werden. Pro QS hat der Held sich 1 Schritt vom Zentrum der Explosion entfernt. Trifft der Feuerball sein Ziel, werden die TP durch den RS des Ziels vermindert. Entflammbare Ziele fangen bei 1-3 auf 1W6 Feuer.
    \n \t\t\t\t\t\t\tCasting time: 4 Actions
    \n\t\t\t\t\t\t\tAE-Cost: 32 AsP (Kosten sind nicht modifizierbar)
    \n\t\t\t\t\t\t\tRange: 32 Schritt
    \n\t\t\t\t\t\t\tDuration: sofort
    \n\t\t\t\t\t\t\tTarget category: Zone
    \n\t\t\t\t\t\t\tProperty: Elemental
    \n\t\t\t\t\t\t\tTraditions: Gildenmagier
    \n\t\t\t\t\t\t\tImprovement Cost: D
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie S. 132", "Ignorantia": " Ignorantia", "Ignorantia-Regel": "\n \t\t\t\t\t\t\tCheck: IN/CH/GE (modifiziert um SK)
    \n \t\t\t\t\t\t\tEffect: Das Ziel ignoriert den Zauberer und seine Handlungen. Dadurch kann dieser unbemerkt an seinem Opfer vorbeilaufen oder vor seinen Augen einen Diebstahl begehen. Interagiert der Zaubernde während der Wirkungsdauer mit dem Opfer oder greift er dieses an, endet der Zauber sofort. Achtet das Ziel explizit auf eine Sache, etwa eine Tür oder einen Gegenstand, bemerkt es alle diesbezüglichen Veränderungen, jedoch ohne die Quelle der Veränderung ausmachen zu können. So bemerkt es z. B. das Öffnen oder Schließen einer bewachten Tür, vermag aber nicht zu sagen, wer genau dafür verantwortlich war.
    \n \t\t\t\t\t\t\tCasting time: 4 Actions
    \n\t\t\t\t\t\t\tAE-Cost: 8 AE
    \n\t\t\t\t\t\t\tRange: 16 Yard
    \n\t\t\t\t\t\t\tDuration: QS Minuten
    \n\t\t\t\t\t\t\tTarget category: Kulturschaffende
    \n\t\t\t\t\t\t\tProperty: Influence
    \n\t\t\t\t\t\t\tTraditions: Scharlatane
    \n\t\t\t\t\t\t\tImprovement Cost: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie S. 133", - "Illusionsbann": " Illusionsbann", + "Illusionsbann": "Banish Illusions", "Illusionsbann-Regel": "\n \t\t\t\t\t\t\tCheck: SAG/IN/CH
    \n \t\t\t\t\t\t\tEffect: Ein Zauber des Merkmals Illusion wird aufgehoben, wenn dessen QS nicht höher ist als die QS des Illusionsbanns. Der Bann entfaltet keine Wirkung gegen Zauber, deren Wirkung sofort eintritt. Auch gegen Zauber, deren Wirkung bereits vollendet ist oder permanent wirkende Sprüche hilft er nicht. Wird der Illusionsbann gegen einen Zauber der Zielkategorie Zone eingesetzt, genügt es, wenn sich ein Teil von dieser innerhalb der Reichweite befindet.
    \n \t\t\t\t\t\t\tCasting time: 4 Actions
    \n\t\t\t\t\t\t\tAE-Cost: 8 AsP bzw. 16 AsP für Zauber mit Zielkategorie Zone
    \n\t\t\t\t\t\t\tRange: 8 Yard
    \n\t\t\t\t\t\t\tDuration: sofort
    \n\t\t\t\t\t\t\tTarget category: alle
    \n\t\t\t\t\t\t\tProperty: Anti-Magic
    \n\t\t\t\t\t\t\tTraditions: Gildenmagier, Scharlatane
    \n\t\t\t\t\t\t\tImprovement Cost: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 133", "Imperavi": " Imperavi", "Imperavi-Regel": "\n \t\t\t\t\t\t\tCheck: MU/KL/CH (modifiziert um SK)
    \n \t\t\t\t\t\t\tEffect: Das Ziel befolgt einen einzigen Befehl des Zauberers, der seinem Selbsterhaltungstrieb nicht offensichtlich zuwiderläuft. Es wird also einen Diebstahl begehen,eine einzige Frage beantworten oder dem Zauberer in einem Kampf beistehen, nicht aber von einer Klippe springen oder seine eigenen Hände verspeisen.
    \n \t\t\t\t\t\t\t
    Der Zauber kann nicht dazu eingesetzt werden, dass das Opfer während der kompletten Wirkungsdauer Befehle entgegennimmt („Ich befehle dir, allen meinen Befehlen zu gehorchen.“) oder mehrere Fragen wahrheitsgemäß zu beantworten. Auch lange Befehlsketten sind nicht erlaubt („Öffne die Tür, gehe hinein, mache das Licht an und zerschlage die Kiste.“), sondern nur einzelne, knappe Befehle. Der Meister hat hierbei das letzte Wort, ob ein Befehl möglich ist oder nicht.
    \n \t\t\t\t\t\t\tCasting time: 16 Actions
    \n\t\t\t\t\t\t\tAE-Cost: 16 AE
    \n\t\t\t\t\t\t\tRange: Berührung
    \n\t\t\t\t\t\t\tDuration: QL x 3 Minutes
    \n\t\t\t\t\t\t\tTarget category: Kulturschaffende
    \n\t\t\t\t\t\t\tProperty: Influence
    \n\t\t\t\t\t\t\tTraditions: Druiden, Gildenmagier
    \n\t\t\t\t\t\t\tImprovement Cost: C
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 133", @@ -1706,20 +1706,20 @@ "Invocatio-Minima-Regel": "\n \t\t\t\t\t\t\tCheck: MU/CH/KO
    \n \t\t\t\t\t\t\tEffect: Es manifestiert sich eine Handvoll Substanz aus den Niederhöllen. Meist handelt es sich um Schleim, Säure, schweflige Dämpfe oder flüssiges Feuer. Das genaue Ergebnis der Beschwörung lässt sich nicht beeinflussen. Der Zauberspruch gilt als einfacher und risikoarmer Übungszauber für Beschwörer (Insgesamt erscheint etwa eine Menge von 0,05 l pro QS).
    \n \t\t\t\t\t\t\tCasting time: 4 Actions
    \n\t\t\t\t\t\t\tAE-Cost: 4 AE
    \n\t\t\t\t\t\t\tRange: 1 Schritt
    \n\t\t\t\t\t\t\tDuration: sofort
    \n\t\t\t\t\t\t\tTarget category: Objekt
    \n\t\t\t\t\t\t\tProperty: Spheres
    \n\t\t\t\t\t\t\tTraditions: Gildenmagier, Hexen
    \n\t\t\t\t\t\t\tImprovement Cost: A
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 293", "Karnifilo": " Karnifilo", "Karnifilo-Regel": "\n \t\t\t\t\t\t\tCheck: MU/IN/CH (modifiziert um SK)
    \n \t\t\t\t\t\t\tEffect: Das Ziel erhält den Status Blutrausch.
    \n \t\t\t\t\t\t\tCasting time: 4 Actions
    \n\t\t\t\t\t\t\tAE-Cost: 16 AE
    \n\t\t\t\t\t\t\tRange: 8 Yard
    \n\t\t\t\t\t\t\tDuration: QS x 2 KR (statt der üblichen Zeit von 2W20 KR des Status’ Blutrausch)
    \n\t\t\t\t\t\t\tTarget category: Kulturschaffende
    \n\t\t\t\t\t\t\tProperty: Influence
    \n\t\t\t\t\t\t\tTraditions: Nachtalben u. a.
    \n\t\t\t\t\t\t\tImprovement Cost: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 135", - "Katzenaugen": " Katzenaugen", + "Katzenaugen": " Cat Eyes", "Katzenaugen-Regel": "\n \t\t\t\t\t\t\tCheck: SAG/IN/CON
    \n \t\t\t\t\t\t\tEffect: Die Lichtempfindlichkeit der Augen des Zieles erhöht sich ungemein. So kann es auch in fast völliger Dunkelheit deutlich besser sehen. Pro QS sinkt die Stufe der Sichterschwernis um 1. In völliger Dunkelheit nützt dieser Zauberspruch nichts.
    \n \t\t\t\t\t\t\tCasting time: 4 Actions
    \n\t\t\t\t\t\t\tAE-Cost: 2 AsP (Aktivierung) + 1 AsP pro 10 Minuten
    \n\t\t\t\t\t\t\tRange: self
    \n\t\t\t\t\t\t\tDuration: sustained
    \n\t\t\t\t\t\t\tTarget category: Wesen
    \n\t\t\t\t\t\t\tProperty: Transformation
    \n\t\t\t\t\t\t\tTraditions: Hexen
    \n\t\t\t\t\t\t\tImprovement Cost: A
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 294", "Klarum-Purum": " Klarum Purum", "Klarum-Purum-Regel": "\n \t\t\t\t\t\t\tCheck: SAG/IN/CH
    \n \t\t\t\t\t\t\tEffect: Der Zauberspruch hebt die Wirkung eines Giftes auf. Die Giftstufe darf die QS nicht übersteigen, sonst wirkt der Zauber nicht und gilt als misslungen.
    \n \t\t\t\t\t\t\tCasting time: 4 Actions
    \n\t\t\t\t\t\t\tAE-Cost: 3 AsP pro Giftstufe (Kosten nicht modifizierbar)
    \n\t\t\t\t\t\t\tRange: 4 Schritt
    \n\t\t\t\t\t\t\tDuration: sofort
    \n\t\t\t\t\t\t\tTarget category: Lebewesen
    \n\t\t\t\t\t\t\tProperty: Healing
    \n\t\t\t\t\t\t\tTraditions: allgemein
    \n\t\t\t\t\t\t\tImprovement Cost: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 135", - "Krötensprung": " Krötensprung", + "Krötensprung": " Toad Jump", "Krötensprung-Regel": "\n \t\t\t\t\t\t\tCheck: SAG/IN/CON
    \n \t\t\t\t\t\t\tEffect: Der Verzauberte kann einmalig unnatürlich weit und hoch springen. Die Weite des Sprungs wird um QS + 3 in Schritt erhöht, die Höhe um QS. Mehr zu den Regeln des Springens siehe Regelwerk Seite 349.
    \n \t\t\t\t\t\t\tCasting time: 2 Actions
    \n\t\t\t\t\t\t\tAE-Cost: 2 AE
    \n\t\t\t\t\t\t\tRange: Berührung
    \n\t\t\t\t\t\t\tDuration: sofort
    \n\t\t\t\t\t\t\tTarget category: Lebewesen
    \n\t\t\t\t\t\t\tProperty: Transformation
    \n\t\t\t\t\t\t\tTraditions: Hexen
    \n\t\t\t\t\t\t\tImprovement Cost: A
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 294", "Kusch": " Kusch", "Kusch-Regel": "\n \t\t\t\t\t\t\tCheck: MU/IN/CH (modifiziert um SK)
    \n \t\t\t\t\t\t\tEffect: Das verzauberte Tier wird von Angst vor dem Zauberer erfüllt. Die genauen Auswirkungen hängen von der QS ab:
    \n\t\t\t\t\t\t\tQS 1: 1 Stufe Furcht, aber nur für 2 KR
    \n\t\t\t\t\t\t\tQS 2: 1 Stufe Furcht
    \n\t\t\t\t\t\t\tQS 3: 2 Stufen Furcht
    \n\t\t\t\t\t\t\tQS 4: 3 Stufen Furcht
    \n\t\t\t\t\t\t\tQS 5: 4 Stufen Furcht
    \n\t\t\t\t\t\t\tQS 6: 4 Stufen Furcht, aber für die doppelte Wirkungsdauer
    \n \t\t\t\t\t\t\tCasting time: 1 Action
    \n\t\t\t\t\t\t\tAE-Cost: 4 AE
    \n\t\t\t\t\t\t\tRange: 8 Yard
    \n\t\t\t\t\t\t\tDuration: QL x 3 Minutes
    \n\t\t\t\t\t\t\tTarget category: Tiere
    \n\t\t\t\t\t\t\tProperty: Influence
    \n\t\t\t\t\t\t\tTraditions: Druiden, Scharlatane
    \n\t\t\t\t\t\t\tImprovement Cost: A
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 136", - "Last-des-Alters": " Last des Alters", + "Last-des-Alters": "Burden of Old-Age", "Last-des-Alters-Regel": "\n \t\t\t\t\t\t\tCheck: IN/CH/KO (modifiziert um ZK)
    \n \t\t\t\t\t\t\tEffect: Das Ziel altert körperlich stark und wird zu einem Greis. Es wird jedoch nicht an Altersschwäche sterben und erhält am Ende der Wirkungsdauer sein ursprüngliches Alter zurück. Alle körperlichen Handlungen des Opfers sind aufgrund akuter Altersschwäche um QS/2 erschwert (z. B. Körpertalente, Handwerkstalente). Dies umfasst auch Kampfhandlungen und somit AT, PA, AW und FK. Der Zaubernde hat nach dem Wirken des Zaubers QS Kampfrunden Zeit, um sein Ziel zu berühren, damit der Spruch seine Wirkung entfalten kann. Ansonsten verpufft der Zauberspruch wirkungslos. Will ein Ziel nicht berührt werden, ist eine gelungene, nicht verteidigte Raufen-AT +2 oder eine AT +2 mit dem Traditionsartefakt notwendig.
    \n \t\t\t\t\t\t\tCasting time: 4 Actions
    \n\t\t\t\t\t\t\tAE-Cost: 8 AsP (Kosten nicht modifizierbar)
    \n\t\t\t\t\t\t\tRange: Berührung
    \n\t\t\t\t\t\t\tDuration: QL x 3 Minutes
    \n\t\t\t\t\t\t\tTarget category: Kulturschaffende
    \n\t\t\t\t\t\t\tProperty: Demonic
    \n\t\t\t\t\t\t\tTraditions: Gildenmagier, Hexen
    \n\t\t\t\t\t\t\tImprovement Cost: V
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 136", - "Lunge-des-Leviatan": " Lunge des Leviatan", + "Lunge-des-Leviatan": " Leviathan Lung", "Lunge-des-Leviatan-Regel": "\n \t\t\t\t\t\t\tCheck: COU/IN/CON
    \n \t\t\t\t\t\t\tEffect: Während der Wirkungsdauer kann der Zauberer sprinten, ohne dass ihn dies erschöpft. Sein FW in Körperbeherrschung (Laufen) wird für die Wirkungsdauer verdoppelt. Bei Verfolgungsjagden gilt diese Verdopplung jedoch vor der Einberechnung der effektiven GS.
    \n \t\t\t\t\t\t\tCasting time: 2 Actions
    \n\t\t\t\t\t\t\tAE-Cost: 4 AE
    \n\t\t\t\t\t\t\tRange: self
    \n\t\t\t\t\t\t\tDuration: QS Kampfrunden
    \n\t\t\t\t\t\t\tTarget category: Lebewesen
    \n\t\t\t\t\t\t\tProperty: Healing
    \n\t\t\t\t\t\t\tTraditions: Elfen, Gildenmagier
    \n\t\t\t\t\t\t\tImprovement Cost: A
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 136", "Manifesto": " Manifesto", - "Manifesto-Regel": "\n \t\t\t\t\t\t\tCheck: COU/SAG/CH
    \n \t\t\t\t\t\t\tEffect: Es manifestiert sich eine Handvoll eines bestimmten Elements nach Wahl des Zaubernden. Es handelt sich um einfache Manifestationen wie eine kleine Flamme, einen Kieselstein oder ein Stück Eis. Elementaristen erlernen diesen Zauberspruch früh in ihrer Ausbildung, um die Grundzüge der Herbeirufung zu erlernen, ohne Elementare zu belästigen (Insgesamt erscheint etwa eine Menge bvon 0,05 l pro QS).
    \n \t\t\t\t\t\t\tCasting time: 4 Actions
    \n\t\t\t\t\t\t\tAE-Cost: 4 AE
    \n\t\t\t\t\t\t\tRange: 1 Schritt
    \n\t\t\t\t\t\t\tDuration: sofort
    \n\t\t\t\t\t\t\tTarget category: Objekt
    \n\t\t\t\t\t\t\tProperty: Elemental
    \n\t\t\t\t\t\t\tTraditions: allgemein
    \n\t\t\t\t\t\t\tImprovement Cost: A
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 294", + "Manifesto-Regel": "\n\t\t\t\t\t\t\t\t\tCheck: COU/SGC/CH
    \n\t\t\t\t\t\t\t\t\tEffect: The spell manifests a handful of the desired element (2 ounces of substance per QL—simple manifestations, such as a small flame, a pebble, or a hunk of ice). Elementalists learn this spell early in their education, in order to master the basics of calling without having to bother actual elementals.
    \n\t\t\t\t\t\t\t\t\tCasting time: 4 Actions
    \n\t\t\t\t\t\t\t\t\tAE-Cost: 4 AE
    \n\t\t\t\t\t\t\t\t\tRange: 1 Yard
    \n\t\t\t\t\t\t\t\t\tDuration: instant
    \n\t\t\t\t\t\t\t\t\tTarget category: Objekt
    \n\t\t\t\t\t\t\t\t\tProperty: Elemental
    \n\t\t\t\t\t\t\t\t\tTraditions: General
    \n\t\t\t\t\t\t\t\t\tImprovement Cost: A
    \n\t\t\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 294\n\t\t\t\t\t\t\t\t\tSpell Modifications:
    \n\t\t\t\t\t\t\t\t\t Greater Amount: (SR 8, 1 AP): The amount of the element increases to three ounces per QL.
    \n\t\t\t\t\t\t\t\t\t Tremendous Amount: (SR 12, 2 AP): The amount of the element increases to seven ounces per QL. Prerequisite: Spell enhancement Greater Amount.
    \n\t\t\t\t\t\t\t\t\t Vast Amount: (SR 16, 3 AP): The amount of the element increases to 13 ounces per QL. Prerequisite: Spell enhancement Tremendous Amount.
    ", "Manus-Illusionis": " Manus Illusionis", "Manus-Illusionis-Regel": "\n \t\t\t\t\t\t\tCheck: SAG/IN/CH
    \n \t\t\t\t\t\t\tEffect: Mit diesem Illusionszauber ist die Täuschung des Tastsinnes möglich. Die Illusion muss dabei auf eine bereits vorhandene Oberfläche gelegt werden, da sie lediglich die Art des Fühlens ändert, jedoch nicht etwas Fassbares aus dem Nichts zu erschaffen vermag. Nur die Oberfläche fühlt sich anders an, nicht jedoch das gesamte Objekt. Details zum Thema Illusionen finden sich im Regelwerk auf Seite 259.
    \n \t\t\t\t\t\t\tCasting time: 4 Actions
    \n\t\t\t\t\t\t\tAE-Cost: 4 AsP (Aktivierung des Zaubers) + 2 AsP pro 5 Minuten
    \n\t\t\t\t\t\t\tRange: 8 Yard
    \n\t\t\t\t\t\t\tDuration: sustained
    \n\t\t\t\t\t\t\tTarget category: Zone (max. 3 x 3 Schritt)
    \n\t\t\t\t\t\t\tProperty: Illusion
    \n\t\t\t\t\t\t\tTraditions: Gildenmagier, Scharlatane
    \n\t\t\t\t\t\t\tImprovement Cost: A
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 137", "Manus-Miracula": " Manus Miracula", @@ -1730,7 +1730,7 @@ "Menetekel-Regel": "\n \t\t\t\t\t\t\tCheck: KL/CH/FF
    \n \t\t\t\t\t\t\tEffect: Der Zauber ermöglicht es, illusionäre Schriftzüge erscheinen zu lassen. Alles, was der Zauberer sagt, erscheint an einer imaginären Wand von bis zu 10 Rechtschritt Fläche, die sich beliebig in Breite und Länge ausformen kann. Die Buchstaben können in beliebiger Größe und Anzahl dargestellt werden, gelten aber nicht als Sichthindernis. Details zum Thema Illusionen finden sich im Regelwerk auf Seite 259.
    \n \t\t\t\t\t\t\tCasting time: 4 Actions
    \n\t\t\t\t\t\t\tAE-Cost: 2 AE
    \n\t\t\t\t\t\t\tRange: 8 Yard
    \n\t\t\t\t\t\t\tDuration: QS x 30 Minuten
    \n\t\t\t\t\t\t\tTarget category: Zone
    \n\t\t\t\t\t\t\tProperty: Illusion
    \n\t\t\t\t\t\t\tTraditions: Gildenmagier, Scharlatane
    \n\t\t\t\t\t\t\tImprovement Cost: A
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 137", "Motoricus": " Motoricus", "Motoricus-Regel": "\n \t\t\t\t\t\t\tCheck: KL/FF/KK
    \n \t\t\t\t\t\t\tEffect: Der Zaubernde kann unbelebte Gegenstände telekinetisch anheben und bewegen. Sie bewegen sich mit einer Geschwindigkeit von maximal QS + 2 Schritt pro Aktion und dürfen maximal QS x 20 Stein wiegen. Pro 5 Stein Gewicht muss der Zaubernde dafür 1 AsP aufbringen. Befinden sich andere Objekte auf dem zu bewegenden Gegenstand, zählt deren Gewicht mit hinzu. Die Bewegungen des Objekts sind träge, weshalb sie für Angriffe oder Paraden ungeeignet sind. Um ein so bewegtes Objekt durch Festhalten oder Drücken aufzuhalten, ist eine um QS erschwerte Probe auf Kraftakt (Ziehen & Zerren) nötig.
    \n \t\t\t\t\t\t\tCasting time: 2 Actions
    \n\t\t\t\t\t\t\tAE-Cost: mindestens 4 AsP (Aktivierung) + Hälfte der notwendigen AsP pro 5 Minuten (Kosten sind nicht modifizierbar)
    \n\t\t\t\t\t\t\tRange: 8 Yard
    \n\t\t\t\t\t\t\tDuration: sustained
    \n\t\t\t\t\t\t\tTarget category: Objekt
    \n\t\t\t\t\t\t\tProperty: Telekinesis
    \n\t\t\t\t\t\t\tTraditions: allgemein
    \n\t\t\t\t\t\t\tImprovement Cost: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 294", - "Nebelwand": " Nebelwand", + "Nebelwand": " Wall of Fog", "Nebelwand-Regel": "\n \t\t\t\t\t\t\tCheck: COU/SAG/CH
    \n \t\t\t\t\t\t\tEffect: Der Zaubernde erschafft eine Zone aus dichtem Nebel, der sich von Wind nicht fortwehen lässt. Je investiertem AsP kann er 200 Kubikmeter Nebel erschaffen (was etwa einer kleineren Hütte entspricht). Die Nebelwolke kann nach Belieben geformt werden, ob als kompakte Kugel, als lang gezogenes Band oder gar in Form eines Drachen. Der Nebel erzeugt einen Sichtmodifikator der Stufe 2.
    \n \t\t\t\t\t\t\tCasting time: 2 Actions
    \n\t\t\t\t\t\t\tAE-Cost: mindestens 4 AsP (Kosten sind nicht modifizierbar)
    \n\t\t\t\t\t\t\tRange: 16 Yard
    \n\t\t\t\t\t\t\tDuration: QS x 15 Minuten, danach verweht der Nebel
    \n\t\t\t\t\t\t\tTarget category: Zone
    \n\t\t\t\t\t\t\tProperty: Elemental
    \n\t\t\t\t\t\t\tTraditions: Druiden, Elfen
    \n\t\t\t\t\t\t\tImprovement Cost: C
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 295", "Nuntiovolo": " Nuntiovolo", "Nuntiovolo-Regel": "\n \t\t\t\t\t\t\tCheck: COU/SAG/CH
    \n \t\t\t\t\t\t\tEffect: Der Zauberer beschwört eine Rauchgestalt in Form eines Vogels oder einer Fledermaus herauf, die ein maximal 250 Gramm wiegendes Objekt an einen vom Zauberer bestimmten Ort bringen kann. Die Entfernung zum Zielort darf höchstens 20 Meilen + 10 Meilen pro 1 AsP betragen. Sobald die Maximalentfernung überschritten wird, löst sich die Gestalt auf und lässt den Gegenstand fallen. Die Kreatur bewegt sich mit einer GS von 10 fort, ohne dabei vom Wetter beeinflusst zu werden. Sie besitzt eine LE in Höhe der QS und verfügt über keinen Verteidigungswert, allerdings ist sie von profanen Waffen nicht zu verletzen.
    \n \t\t\t\t\t\t\tCasting time: 8 Actions
    \n\t\t\t\t\t\t\tAE-Cost: 8 AE
    \n\t\t\t\t\t\t\tRange: 4 Schritt
    \n\t\t\t\t\t\t\tDuration: sofort
    \n\t\t\t\t\t\t\tTarget category: Dämonen
    \n\t\t\t\t\t\t\tProperty: Spheres
    \n\t\t\t\t\t\t\tTraditions: Gildenmagier, Hexen
    \n\t\t\t\t\t\t\tImprovement Cost: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 138", @@ -1745,7 +1745,7 @@ "Oculus-Illusionis": " Oculus Illusionis", "Oculus-Illusionis-Regel": "\n \t\t\t\t\t\t\tCheck: SAG/IN/CH
    \n \t\t\t\t\t\t\tEffect: Die normale Sicht des Zauberers wird um eine astrale Wahrnehmung ergänzt. Sie ist nicht detailreich genug, um magische Analysen vorzunehmen, der Zauberer kann jedoch mittels magischer Unsichtbarkeit verborgene Dinge oder Personen erkennen. Auch die Orientierung an magisch durchdrungenen Orten, beispielsweise dem Limbus, ist dank dieser Astralsicht erleichtert oder überhaupt erst möglich. Während er diese Sicht einsetzt, erleidet der Zauberer einen Modifikator von –2 auf alle Talentproben.
    \n \t\t\t\t\t\t\tCasting time: 2 Actions
    \n\t\t\t\t\t\t\tAE-Cost: 8 AE
    \n\t\t\t\t\t\t\tRange: self
    \n\t\t\t\t\t\t\tDuration: QL x 3 Minutes
    \n\t\t\t\t\t\t\tTarget category: Wesen
    \n\t\t\t\t\t\t\tProperty: Clairvoyance
    \n\t\t\t\t\t\t\tTraditions: allgemein
    \n\t\t\t\t\t\t\tImprovement Cost: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 139", "Odem-Arcanum": " Odem Arcanum", - "Odem-Arcanum-Regel": "\n \t\t\t\t\t\t\tCheck: SAG/IN/IN
    \n \t\t\t\t\t\t\tEffect: Mit diesem Zauberspruch lässt sich aktives magisches Wirken auf Gegenständen und Personen erkennen. Je nach Stärke der astralen Kräfte im Objekt kann die Probe erleichtert oder erschwert werden. Je nach QS können dabei nachfolgende Analysen mittels des Zaubers Analys beeinflusst werden. Der Zauberer kann nur ein ausgewähltes Wesen oder Objekt in Reichweite untersuchen. Er hat keine Rundumsicht.
    \n\t\t\t\t\t\t\tQS 1: Ist Magie vorhanden oder nicht?
    \n\t\t\t\t\t\t\tQS 2: Die maximale QS bei der Magischen Analyse steigt um 1.
    \n\t\t\t\t\t\t\tQS 3: Die Fertigkeitsprobe eines Analys auf das gleiche Objekt ist um 1 erleichtert.
    \n\t\t\t\t\t\t\tQS 4: Die Fertigkeitsprobe eines Analys auf das gleiche Objekt ist um 2 erleichtert.
    \n\t\t\t\t\t\t\tQS 5: Die maximale QS bei der Magischen Analyse steigt um 2.
    \n\t\t\t\t\t\t\tQS 6: Die Fertigkeitsprobe eines Analys auf das gleiche Objekt ist um 3 erleichtert.
    \n\t\t\t\t\t\t\tDie Boni für die maximale QS bei der Magischen Analyse sind nicht kumulativ bzw. auch nicht die Erleichterungen beim Analys. Wer also QS 4 beim Odem erzielt hat, bekommt keine Erleichterung von 3 (1 durch QS 3 + 2 durch QS 4), sondern nur eine von 2. Allerdings erhält der Held die höchsten Boni der beiden Verbesserungsmöglichkeiten. Ein Held mit QS 6 bekommt also eine Erleichterung von 3 auf den nachfolgenden Analys (durch QS 6) und die maximale QS bei der Magischen Analyse ist um 2 erhöht (durch QS 5). Mehr zur Magischen Analyse siehe Regelwerk Seite 269.
    \n \t\t\t\t\t\t\tCasting time: 2 Actions
    \n\t\t\t\t\t\t\tAE-Cost: 4 AE
    \n\t\t\t\t\t\t\tRange: 8 Yard
    \n\t\t\t\t\t\t\tDuration: 1 Minute
    \n\t\t\t\t\t\t\tTarget category: Wesen, Objekt
    \n\t\t\t\t\t\t\tProperty: Clairvoyance
    \n\t\t\t\t\t\t\tTraditions: allgemein
    \n\t\t\t\t\t\t\tImprovement Cost: A
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 295", + "Odem-Arcanum-Regel": " \t\t\t\t\t\t\tCheck: SGC/IN/IN
    \n \t\t\t\t\t\t\tEffect: Finds active magic on items or people. Enchanted objects and other sources of magic give off a red shimmer when examined with Odem. It can also increase the effectiveness of an Analyze spell or a magical analysis (see pages 268 and 299). Depending on the AE of the target, the check can suffer a penalty or receive a bonus. The spellcaster can examine only one creature or object within range, not everything that happens to be in view. The spellcaster receives information or bonuses based on QL.
    \n\t\t\t\t\t\t\tQL 1: Is there magic present?
    \n\t\t\t\t\t\t\tQL 2: The maximum QL you can achieve with the magical analysis check rises by 1.
    \n\t\t\t\t\t\t\tQL 3: Receive a bonus of 1 on the check for the Analyze spell cast subsequently on the same target.
    \n\t\t\t\t\t\t\tQL 4: Receive a bonus of 2 on the check for the Analyze spell cast subsequently on the same target.
    \n\t\t\t\t\t\t\tQL 5: The maximum QL you can achieve with the magical analysis check rises by 2.
    \n\t\t\t\t\t\t\tQL 6: Receive a bonus of 3 on the check for the Analyze spell cast subsequently on the same \ntarget.
    \n\t\t\t\t\t\t\tBonuses to maximum QL or Analyze are not cumulative. Also, the hero receives only the highest bonus of each type. For example, a result of QL 4 for Odem grants an Analyze bonus of 2 (not 3) and the maximum QL for magical analysis rises by 1. Similarly, a result of QL 6 for Odem grants an Analyze bonus of 3 (not 6), and the maximum QL for the magical analysis rises by 2 (not 3). For more on Magical Analysis check Core Rulebook Page 268.
    \n\t\t\t\t\t\t\tCasting time: 2 Actions
    \n\t\t\t\t\t\t\tAE-Cost: 4 AE
    \n\t\t\t\t\t\t\tRange: 8 Yard
    \n\t\t\t\t\t\t\tDuration: 1 Minute
    \n\t\t\t\t\t\t\tTarget category: Creatures, Objects
    \n\t\t\t\t\t\t\tProperty: Clairvoyance
    \n\t\t\t\t\t\t\tTraditions: general
    \n\t\t\t\t\t\t\tImprovement Cost: A
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 295
    \n\t\t\t\t\t\t\tSpell Modifications:
    \n\t\t\t\t\t\t\tTwo Items: (SR 8, 1 AP): Cast Odem Arcanum on two items at the same time.
    \n\t\t\t\t\t\t\tLinear Sight: (SR 12, 2 AP): See all magical objects and creatures in one direction - up to 8 yards away - for 1 CR. You cannot change your facing and may only look in one general direction. Since you cannot concentrate on specific objects, halve your QL before consulting the table. This type of magical perception is called undirected perception.
    \n\t\t\t\t\t\t\tAll-Around Vision : (SR 16, 3 AP): Receive all-around vision within 8 yards for 1 CR. You can rotate in place but may not move away from that spot. If the spell succeeds, you automatically receive only 1 QL but can see all magical objects and creatures within range. This type of magical perception is called undirected perception.", "Orcanofaxius": " Orcanofaxius", "Orcanofaxius-Regel": "\n \t\t\t\t\t\t\tCheck: COU/SAG/CH
    \n \t\t\t\t\t\t\tEffect: Aus den Fingern des Zaubernden schießt ein Luftstrahl, der in gerader Linie sein Ziel trifft. Der Magier muss keine zusätzliche Aktion aufwenden, um nach dem Wirken des Zaubers zu treffen. Das Treffen ist in der Zauberdauer inbegriffen. Das getroffene Ziel erleidet 2W6 + (QS x 2) Trefferpunkte Schaden. Der Luftstrahl zählt als Fernkampfangriff mit einer Schusswaffe und kann entsprechend geblockt werden, und auch ein Ausweichen ist möglich. An Schilden erzeugt er Strukturschaden, wenn er auf sie trifft. Der Strahl trifft automatisch, wenn man sich nicht verteidigt. Trifft der Luftstrahl sein Ziel, werden die TP durch den RS des Ziels vermindert. Das Ziel wird zudem bei 1-3 auf 1W6 umgestoßen und erhält den Status Liegend.
    \n \t\t\t\t\t\t\tCasting time: 2 Actions
    \n\t\t\t\t\t\t\tAE-Cost: 8 AsP (Kosten sind nicht modifizierbar)
    \n\t\t\t\t\t\t\tRange: 16 Yard
    \n\t\t\t\t\t\t\tDuration: sofort
    \n\t\t\t\t\t\t\tTarget category: alle
    \n\t\t\t\t\t\t\tProperty: Elemental
    \n\t\t\t\t\t\t\tTraditions: Druiden, Gildenmagier
    \n\t\t\t\t\t\t\tImprovement Cost: C
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 139", "Orcanosphaero": " Orcanosphaero", @@ -1753,9 +1753,9 @@ "Pentagramma": " Pentagramma", "Pentagramma-Regel": "\n \t\t\t\t\t\t\tCheck: COU/SAG/CH
    \n \t\t\t\t\t\t\tEffect: Ein niederer Dämon wird gebannt, wenn der Zauberer mehr QS erzielt, als die Anrufungsschwierigkeit beträgt (Anrufungsschwierigkeiten von 0 oder höher zählen als 0). Es kann sich dabei sowohl um einen beschworenen als auch um einen freien Dämon handeln. Ebenso ist es möglich, Dämonen zu bannen, die an Objekte oder Wesen gebunden bzw. in diese eingefahren sind. Bei der Bannung wird der Dämon in das Pentagramm gezogen und wird zurück in die Siebte Sphäre gezwungen.
    \n \t\t\t\t\t\t\tCasting time: 8 Aktionen (Zauberdauer ist nicht modifizierbar)
    \n\t\t\t\t\t\t\tAE-Cost: 16 AE
    \n\t\t\t\t\t\t\tRange: 8 Yard
    \n\t\t\t\t\t\t\tDuration: sofort
    \n\t\t\t\t\t\t\tTarget category: Dämonen
    \n\t\t\t\t\t\t\tProperty: Anti-Magic
    \n\t\t\t\t\t\t\tTraditions: Gildenmagier, Hexen
    \n\t\t\t\t\t\t\tImprovement Cost: C
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 140", "Paralysis": " Paralysis", - "Paralysis-Regel": "\n \t\t\t\t\t\t\tCheck: KL/IN/KO (modifiziert um ZK)
    \n \t\t\t\t\t\t\tEffect: Der Körper des Verzauberten versteift und verhärtet sich. Wird er vollständig paralysiert (Stufe IV), verwandelt sich sein Körper in eine unzerstörbare Substanz, ohne sein Gewicht zu verändern. Ein so versteinerter Körper ist durch gewöhnliche Waffen, Feuer oder Stürze nicht zu verletzen. Das Opfer kann sich nicht bewegen, fühlen oder hören, aber innerhalb seines Sichtfeldes sehen. Die Wirkung von Giften und Krankheiten kommt zum Stillstand.
    \n\t\t\t\t\t\t\tQS 1: 1 Stufe Paralyse, aber nur für 2 KR
    \n\t\t\t\t\t\t\tQS 2: 1 Stufe Paralyse
    \n\t\t\t\t\t\t\tQS 3: 2 Stufen Paralyse
    \n\t\t\t\t\t\t\tQS 4: 3 Stufen Paralyse
    \n\t\t\t\t\t\t\tQS 5: 4 Stufen Paralyse
    \n\t\t\t\t\t\t\tQS 6: 4 Stufen Paralyse, aber für die doppelte Wirkungsdauer
    \n \t\t\t\t\t\t\tCasting time: 2 Actions
    \n\t\t\t\t\t\t\tAE-Cost: 8 AE
    \n\t\t\t\t\t\t\tRange: 8 Yard
    \n\t\t\t\t\t\t\tDuration: QS x 2 in Minuten
    \n\t\t\t\t\t\t\tTarget category: Lebewesen
    \n\t\t\t\t\t\t\tProperty: Transformation
    \n\t\t\t\t\t\t\tTraditions: Druiden, Gildenmagier
    \n\t\t\t\t\t\t\tImprovement Cost: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 296", + "Paralysis-Regel": "\n\t\t\t\t\t\t\t\t\tCheck: SGC/IN/CON (- TOU)
    \n\t\t\t\t\t\t\t\t\tEffect: The target’s body stiffens and hardens. If the paralysis is complete (Level IV), the body transforms into a nearly indestructible substance without changing weight. A body transformed this way cannot be injured by non-magical weapons, fire, or falls. Those affected cannot move, feel, or hear anything, but can see within their field of vision. This spell delays the effects of poisons and diseases, granting more time to obtain treatment.
    \n\t\t\t\t\t\t\t\t\tQL 1: 1 level of Paralysis, for 2 combat rounds
    \n\t\t\t\t\t\t\t\t\tQL 2: 1 level of Paralysis
    \n\t\t\t\t\t\t\t\t\tQL 3: 2 levels of Paralysis
    \n\t\t\t\t\t\t\t\t\tQL 4: 3 levels of Paralysis
    \n\t\t\t\t\t\t\t\t\tQL 5: 4 levels of Paralysis
    \n\t\t\t\t\t\t\t\t\tQL 6: 4 levels of Paralysis, for twice the normal duration
    \n\t\t\t\t\t\t\t\t\tCasting time: 2 Actions
    \n\t\t\t\t\t\t\t\t\tAE-Cost: 8 AE
    \n\t\t\t\t\t\t\t\t\tRange: 8 Yard
    \n\t\t\t\t\t\t\t\t\tDuration: QL x 2 in Minutes
    \n\t\t\t\t\t\t\t\t\tTarget category: Living Creatures
    \n\t\t\t\t\t\t\t\t\tProperty: Transformation
    \n\t\t\t\t\t\t\t\t\tTraditions: Druids, Guild Mages
    \n\t\t\t\t\t\t\t\t\tImprovement Cost: B
    \n\t\t\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 296 \n\t\t\t\t\t\t\t\t\tSpell Modifications:
    \n\t\t\t\t\t\t\t\t\t Spread Effects: (SR 8, 2 AP): Spread the spell's effects among multiple targets. You must specify the targets before you cast the spell. For instance, if you cause 3 levels of Paralysis, you may add 1 level to each of three targets or decide to add 2 levels to one target and 1 level to another.
    \n\t\t\t\t\t\t\t\t\t Longer Effects: (SR 12, 4 AP): The duration increases to QL x 3 minutes.
    \n\t\t\t\t\t\t\t\t\t Two Targets: (SR 16, 6 AP): Cast Paralysis on two targets at the same time. The second target costs you an additional 4 AE.
    ", "Penetrizzel": " Penetrizzel", - "Penetrizzel-Regel": "\n \t\t\t\t\t\t\tCheck: MU/KL/IN
    \n \t\t\t\t\t\t\tEffect: Der Zaubernde kann durch feste Materie blicken. Pro QS kann der Zaubernde 20 Halbfinger durchblicken. Magiestörendes Material kann die Probe erschweren (z. B. Eisen –1, Koschbasalt –4). Magische Objekte können nicht durchblickt werden. Herrscht auf der anderen Seite des Hindernisses Dunkelheit oder Nebel, wirkt sich dies ganz normal auf die Sicht des Zaubernden aus.
    \n \t\t\t\t\t\t\tCasting time: 2 Actions
    \n\t\t\t\t\t\t\tAE-Cost: 4 AsP (Aktivierung des Zaubers) + 2 AsP pro Minute
    \n\t\t\t\t\t\t\tRange: self
    \n\t\t\t\t\t\t\tDuration: sustained
    \n\t\t\t\t\t\t\tTarget category: alle
    \n\t\t\t\t\t\t\tProperty: Clairvoyance
    \n\t\t\t\t\t\t\tTraditions: Gildenmagier
    \n\t\t\t\t\t\t\tImprovement Cost: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 296", + "Penetrizzel-Regel": "\n \t\t\t\t\t\t\tCheck: COU/SGC/IN
    \n \t\t\t\t\t\t\tEffect: You can see through 10 inches (25cm) of solid matter per QL. Materials that interrupt \nmagic can impose a penalty on the spell check (iron imposes a penalty of -1, Kosh basalt imposes a penalty of -4). Penetrizzel cannot see through magical objects. Darkness or fog has its normal effect on your vision.
    \n \t\t\t\t\t\t\tCasting time: 2 Actions
    \n\t\t\t\t\t\t\tAE-Cost: 4 AE (Spell activation) + 2 AE per Minute
    \n\t\t\t\t\t\t\tRange: self
    \n\t\t\t\t\t\t\tDuration: sustained
    \n\t\t\t\t\t\t\tTarget category: All
    \n\t\t\t\t\t\t\tProperty: Clairvoyance
    \n\t\t\t\t\t\t\tTraditions: Guild Mages
    \n\t\t\t\t\t\t\tImprovement Cost: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 296", "Physiostabilis": " Physiostabilis", "Physiostabilis-Regel": "\n \t\t\t\t\t\t\tCheck: SAG/IN/DEX
    \n \t\t\t\t\t\t\tEffect: Mittels dieses Zauberspruchs wird kurzfristig die Widerstandskraft gegen körperliche Beeinflussungen gestärkt. Die Zähigkeit des Verzauberten verbessert sich um QS/2.
    \n \t\t\t\t\t\t\tCasting time: 8 Actions
    \n\t\t\t\t\t\t\tAE-Cost: 4 AsP (Aktivierung des Zaubers) + 2 AsP pro 10 Minuten
    \n\t\t\t\t\t\t\tRange: Berührung
    \n\t\t\t\t\t\t\tDuration: sustained
    \n\t\t\t\t\t\t\tTarget category: Lebewesen
    \n\t\t\t\t\t\t\tProperty: Healing
    \n\t\t\t\t\t\t\tTraditions: Gildenmagier
    \n\t\t\t\t\t\t\tImprovement Cost: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 141 ", "Plumbumbarum": " Plumbumbarum", @@ -1764,8 +1764,8 @@ "Projectimago-Regel": "\n \t\t\t\t\t\t\tCheck: COU/IN/CH
    \n \t\t\t\t\t\t\tEffect: Der Zauberer projiziert ein optisches Ebenbild seiner selbst an einen gewünschten Ort (inklusive Kleidung und Gegenständen, die er am Körper trägt). Für die dortigen Beobachter sieht es so aus, als stünde eine reale Person vor ihnen, die alle Handlungen vollzieht, die der Zauberer durch Bewegung vorgibt. Dreht er sich also im Kreis und springt in die Luft, wird die Projektion das Gleiche tun. Der Ort der Erscheinung darf maximal 5 Meilen + 1 Meile pro vom Zauberer zusätzlich freiwillig investierten AsP entfernt sein, und dieser muss ihn schon einmal aufgesucht haben oder ihn sehen können. Eine Übertragung der Sinne findet nicht statt, der Zauberer kann also im Normalfall nur vermuten, wie die Reaktionen am Zielort ausfallen. Details zum Thema Illusionen finden sich im Regelwerk auf Seite 259.
    \n \t\t\t\t\t\t\tCasting time: 8 Actions
    \n\t\t\t\t\t\t\tAE-Cost: 8 AsP + 1 AsP pro zusätzlicher Meile
    \n\t\t\t\t\t\t\tRange: self
    \n\t\t\t\t\t\t\tDuration: QL x 3 Minutes
    \n\t\t\t\t\t\t\tTarget category: Kulturschaffende
    \n\t\t\t\t\t\t\tProperty: Illusion
    \n\t\t\t\t\t\t\tTraditions: Scharlatane
    \n\t\t\t\t\t\t\tImprovement Cost: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 142 ", "Psychostabilis": " Psychostabilis", "Psychostabilis-Regel": "\n \t\t\t\t\t\t\tCheck: SAG/IN/DEX
    \n \t\t\t\t\t\t\tEffect: Mittels dieses Zauberspruchs wird kurzfristig die Resistenz gegen geistige Beeinflussung gestärkt. Die Seelenkraft verbessert sich um QS/2.
    \n \t\t\t\t\t\t\tCasting time: 8 Actions
    \n\t\t\t\t\t\t\tAE-Cost: 4 AsP (Aktivierung des Zaubers) + 2 AsP pro 10 Minuten
    \n\t\t\t\t\t\t\tRange: Berührung
    \n\t\t\t\t\t\t\tDuration: sustained
    \n\t\t\t\t\t\t\tTarget category: Lebewesen
    \n\t\t\t\t\t\t\tProperty: Healing
    \n\t\t\t\t\t\t\tTraditions: allgemein
    \n\t\t\t\t\t\t\tImprovement Cost: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 296", - "Radau": " Radau", - "Radau-Regel": "\n \t\t\t\t\t\t\tCheck: KL/FF/KK
    \n \t\t\t\t\t\t\tEffect: Der Besen oder ein anderer Stab oder Stock nach Wahl des Zaubernden greift von sich aus einen von der Hexe bestimmten Gegner innerhalb von 8 Schritt an (nach dem Wirken des Zaubers können Ziel und Besen sich weiter entfernen). Er gilt während des Zaubers als unzerbrechlich und magisch und schlägt eine Attacke pro Runde zu. Er kann dabei keine Kampfmanöver ausführen. Seine Werte sind INI 12+1W6, AT 10+(QS), TP 1W6+3, GS 12. Sollte der Besen vor Ablauf der Wirkungsdauer den Gegner getötet haben oder keinen Gegner mehr vor sich haben, dann greift er ein weiteres zufälliges Opfer innerhalb von 16 Schritt an (eventuell auch die Hexe selbst). Ist kein Opfer in dieser Reichweite, endet der Zauber. Um den Besen festzuhalten, ist ein erfolgreicher Angriff mit Raufen und der Sonderfertigkeit Haltegriff nötig. Für diese Zwecke verfügt der Stab über eine PA in Höhe der Hälfte der AT und einen Wert in Kraftakt von 10 Punkten mit Eigenschaften von 14 für die Probe.
    \n \t\t\t\t\t\t\tCasting time: 2 Actions
    \n\t\t\t\t\t\t\tAE-Cost: 4 AsP (Aktivierung des Zaubers) + 2 AsP pro Kampfrunde
    \n\t\t\t\t\t\t\tRange: 16 Schritt
    \n\t\t\t\t\t\t\tDuration: sustained
    \n\t\t\t\t\t\t\tTarget category: Objekt
    \n\t\t\t\t\t\t\tProperty: Telekinesis
    \n\t\t\t\t\t\t\tTraditions: Hexen
    \n\t\t\t\t\t\t\tImprovement Cost: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 296", + "Radau": " Fighting Stick", + "Radau-Regel": "\n \t\t\t\t\t\t\tCheck: SGC/DEX/STR
    \n\t\t\t\t\t\t\t\t\tEffect: The target broom or other staff attacks a target of your choice at a distance of up to 8 yards (after casting the spell, both target and broom can move farther away from the witch). The broom is unbreakable for the duration of the spell and is considered a magical weapon that makes 1 attack per combat round. It cannot use combat maneuvers. Its stats are INI 12+1D6, AT 8 (+QL x 3), DP 1D6+3, MOV 12. If the broom kills its target before the duration expires, or the enemy somehow flees, it attacks another target at random within 16 yards (this might even be the caster). If no target is within range at that time, the spell ends.
    \nTo grab the broom, you must make a successful attack with Brawling and the special ability Grapple (the broom/staff has PA equal to half its AT, Feat of Strength 10, and 14 in all relevant attributes).
    \n\t\t\t\t\t\t\t\t\tCasting time: 2 Actions
    \n\t\t\t\t\t\t\t\t\tAE-Cost: 4 AE (casting) + 2 AE per combat round
    \n\t\t\t\t\t\t\t\t\tRange: 16 Yard
    \n\t\t\t\t\t\t\t\t\tDuration: sustained
    \n\t\t\t\t\t\t\t\t\tTarget category: Object
    \n\t\t\t\t\t\t\t\t\tProperty: Telekinesis
    \n\t\t\t\t\t\t\t\t\tTraditions: Witches
    \n\t\t\t\t\t\t\t\t\tImprovement Cost: B
    \n\t\t\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 296", "Reflectimago": " Reflectimago", "Reflectimago-Regel": "\n \t\t\t\t\t\t\tCheck: KL/CH/FF
    \n \t\t\t\t\t\t\tEffect: Der Zauberer überzieht die glatte Fläche eines Objekts mit einer maximal 2 Rechtschritt messenden spiegelnden Oberfläche. Dabei handelt es sich jedoch nicht um einen echten Spiegel, sondern eine Illusion, man kann das Objekt also nicht dazu verwenden, um z. B. Sonnenstrahlen zu bündeln oder jemanden zu blenden. Details zum Thema Illusionen finden sich im Regelwerk auf Seite 259.
    \n \t\t\t\t\t\t\tCasting time: 4 Actions
    \n\t\t\t\t\t\t\tAE-Cost: 2 AE
    \n\t\t\t\t\t\t\tRange: 4 Schritt
    \n\t\t\t\t\t\t\tDuration: QL x 3 Minutes
    \n\t\t\t\t\t\t\tTarget category: Objekte
    \n\t\t\t\t\t\t\tProperty: Illusion
    \n\t\t\t\t\t\t\tTraditions: Scharlatane
    \n\t\t\t\t\t\t\tImprovement Cost: A
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 142", "Regeneratio": " Regeneratio", @@ -1773,18 +1773,18 @@ "Respondami": " Respondami", "Respondami-Regel": "\n \t\t\t\t\t\t\tCheck: MU/IN/CH (modifiziert um SK)
    \n \t\t\t\t\t\t\tEffect: Der Verzauberte muss auf QS Fragen wahrheitsgemäß antworten. Die Fragen müssen mit Ja oder Nein zu beantworten sein. Auf andere Fragen kann der Verzauberte schweigen. Das Opfer ist sich während der Wirkung des Zaubers bewusst, was es sagt. Das Opfer muss die Sprache des Zauberers verstehen und sprechen können, ansonsten kann es ihm nicht antworten.
    \n \t\t\t\t\t\t\tCasting time: 2 Actions
    \n\t\t\t\t\t\t\tAE-Cost: 8 AE
    \n\t\t\t\t\t\t\tRange: Berührung
    \n\t\t\t\t\t\t\tDuration: QS x 15 in Minuten
    \n\t\t\t\t\t\t\tTarget category: Lebewesen
    \n\t\t\t\t\t\t\tProperty: Influence
    \n\t\t\t\t\t\t\tTraditions: Druiden, Gildenmagier
    \n\t\t\t\t\t\t\tImprovement Cost: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 297", "Salander": " Salander", - "Salander-Regel": "\n \t\t\t\t\t\t\tCheck: KL/IN/KO (modifiziert um ZK)
    \n \t\t\t\t\t\t\tEffect: Mit diesem Zauberspruch wird ein Lebewesen in ein anderes, kleineres und leichteres Lebewesen verwandelt. Bei sehr massiven Änderungen (Mammut zu Maus) ist die Probe um bis zu 3 erschwert. Es kann nur in Lebewesen verwandelt werden, die dem Zaubernden bekannt sind. Das Ziel behält einen kleinen Teil seiner geistigen Fähigkeiten und Erinnerungen, übernimmt jedoch die körperlichen Fähigkeiten der neuen Gestalt. Zudem behält es seine Lebensenergie und seinen natürlichen Rüstungsschutz, weshalb ein in einen Löwenzahn verwandelter Krieger kaum auszureißen ist. Das Ziel kann nicht in magische oder übernatürliche Lebewesen verzaubert werden. Ausrüstung wird nicht mitverwandelt. Verwandelte können sich nach dem Ende der Wirkungsdauer bruchstückhaft an die Zeit als Tier oder Pflanze erinnern. Details zum Thema Verwandlung finden sich im Abschnitt Verwandlungsregeln im Regelwerk auf Seite 258.
    \n \t\t\t\t\t\t\tCasting time: 8 Actions
    \n\t\t\t\t\t\t\tAE-Cost: 16 AE
    \n\t\t\t\t\t\t\tRange: Berührung
    \n\t\t\t\t\t\t\tDuration: QS x 3 in Stunden
    \n\t\t\t\t\t\t\tTarget category: Lebewesen
    \n\t\t\t\t\t\t\tProperty: Transformation
    \n\t\t\t\t\t\t\tTraditions: Gildenmagier
    \n\t\t\t\t\t\t\tImprovement Cost: C
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 297", - "Sanftmut": " Sanftmut", + "Salander-Regel": "\n \t\t\t\t\t\t\tCheck: SGC/IN/CON (- TOU)
    \n \t\t\t\t\t\t\tEffect: This spell turns one living thing into another, but the new form must be smaller and lighter. The target cannot be transformed into a magical or supernatural creature. If the change is extreme (a mammoth turned into a mouse, for example), the check suffers a penalty of up to 3. The spell can turn the target only into a creature known to the spellcaster.
    \nThe target’s mental capacities and memories remain more or less intact, but the target must use the physical abilities of the new shape. Life points and natural PRO stay the same—in other words, you cannot turn a hulking orc chieftain into a dandelion and then easily uproot him. Also, Salander does not transform equipment. When the spell duration ends, the target retains only dim memories of the time spent as an animal or plant. For more details about transformations, see Rules for Transformations, on Core Rules page 258.
    \n \t\t\t\t\t\t\tCasting time: 8 Actions
    \n\t\t\t\t\t\t\tAE-Cost: 16 AE
    \n\t\t\t\t\t\t\tRange: Touch
    \n\t\t\t\t\t\t\tDuration: QL x 3 in Hours
    \n\t\t\t\t\t\t\tTarget category: Living Creatures
    \n\t\t\t\t\t\t\tProperty: Transformation
    \n\t\t\t\t\t\t\tTraditions: Guild Mages
    \n\t\t\t\t\t\t\tImprovement Cost: C
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 297", + "Sanftmut": " Placidity", "Sanftmut-Regel": "\n \t\t\t\t\t\t\tCheck: MU/IN/CH (modifiziert um SK)
    \n \t\t\t\t\t\t\tEffect: Das verzauberte Tier wird friedfertig und lässt sich ohne Schwierigkeiten von dem Zauberer anfassen. Der Zauberspruch lässt sich nur auf Tiere anwenden.
    \n \t\t\t\t\t\t\tCasting time: 2 Actions
    \n\t\t\t\t\t\t\tAE-Cost: 4 AE
    \n\t\t\t\t\t\t\tRange: 8 Yard
    \n\t\t\t\t\t\t\tDuration: QL x 3 Minutes
    \n\t\t\t\t\t\t\tTarget category: Tiere
    \n\t\t\t\t\t\t\tProperty: Influence
    \n\t\t\t\t\t\t\tTraditions: Druiden, Hexen
    \n\t\t\t\t\t\t\tImprovement Cost: A
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 297", "Sapefacta": " Sapefacta", "Sapefacta-Regel": "\n \t\t\t\t\t\t\tCheck: KL/CH/FF
    \n \t\t\t\t\t\t\tEffect: Innerhalb eines Radius von QS Schritt um den Zauberer werden Lebewesen und ihre am Körper getragene Kleidung von jeglichem Schmutz befreit. Dies kann durch Verschmutzung verursachte Erschwernisse bei Gesellschaftstalenten, beispielsweise bei Etikette (Benehmen) oder Betören (Aufhübschen), nach Meisterentscheid reduzieren. Tätowierungen und ähnliche permanente Veränderungen sind nicht von der Zauberwirkung betroffen.
    \n \t\t\t\t\t\t\tCasting time: 4 Actions
    \n\t\t\t\t\t\t\tAE-Cost: 4 AE
    \n\t\t\t\t\t\t\tRange: self
    \n\t\t\t\t\t\t\tDuration: sofort
    \n\t\t\t\t\t\t\tTarget category: Kulturschaffende
    \n\t\t\t\t\t\t\tProperty: Telekinesis
    \n\t\t\t\t\t\t\tTraditions: Scharlatane
    \n\t\t\t\t\t\t\tImprovement Cost: A
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 287", - "Satuarias-Herrlichkeit": " Satuarias Herrlichkeit", + "Satuarias-Herrlichkeit": " Satuaria's Splendor", "Satuarias-Herrlichkeit-Regel": "\n \t\t\t\t\t\t\tCheck: SAG/IN/CON
    \n \t\t\t\t\t\t\tEffect: Der Zaubernde erzeugt subtile Veränderungen seines Körpers, die ihn begehrlicher wirken lassen. Haar und Teint werden verbessert, die Zähne aufgehellt und begradigt und die gesamte Statur dem gewünschten Schönheitsideal angepasst. Proben auf das Talent Betören (Anbändeln, Liebeskünste) und Überreden (Schmeicheln) sind um QS erleichtert. Je nach Situation können andere Gesellschaftstalente auf die gleiche Weise erleichtert werden. Auf Wesen mit anderem Schönheitsideal wirkt die Veränderung nicht.
    \n \t\t\t\t\t\t\tCasting time: 4 Actions
    \n\t\t\t\t\t\t\tAE-Cost: 8 AE
    \n\t\t\t\t\t\t\tRange: self
    \n\t\t\t\t\t\t\tDuration: QS x 3 in Stunden
    \n\t\t\t\t\t\t\tTarget category: Wesen
    \n\t\t\t\t\t\t\tProperty: Transformation
    \n\t\t\t\t\t\t\tTraditions: Hexen
    \n\t\t\t\t\t\t\tImprovement Cost: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 297", - "Schmerzen-lindern": " Schmerzen lindern", + "Schmerzen-lindern": " Ease Pain", "Schmerzen-lindern-Regel": "\n \t\t\t\t\t\t\tCheck: COU/IN/CH
    \n \t\t\t\t\t\t\tEffect: Je nach QS können mit diesem Zauberspruch Stufen von Schmerz augenblicklich abgebaut werden. Die Wirkung ist nicht kumulativ, es gelten jeweils die Auswirkungen der höchsten QS.
    \n\t\t\t\t\t\t\tQS 1: 1 Stufe Schmerz
    \n\t\t\t\t\t\t\tQS 2: 1 Stufe Schmerz, +1 KO für 1 Minute
    \n\t\t\t\t\t\t\tQS 3: 2 Stufen Schmerz, +1 KO für 1 Minute
    \n\t\t\t\t\t\t\tQS 4: 3 Stufen Schmerz, +1 KO für 1 Minute
    \n\t\t\t\t\t\t\tQS 5: 4 Stufen Schmerz, +1 KO für 1 Minute
    \n\t\t\t\t\t\t\tQS 6: 4 Stufen Schmerz, +2 KO für 1 Minute
    \n \t\t\t\t\t\t\tCasting time: 4 Actions
    \n\t\t\t\t\t\t\tAE-Cost: 8 AE
    \n\t\t\t\t\t\t\tRange: Berührung
    \n\t\t\t\t\t\t\tDuration: sofort
    \n\t\t\t\t\t\t\tTarget category: Kulturschaffende
    \n\t\t\t\t\t\t\tProperty: Healing
    \n\t\t\t\t\t\t\tTraditions: Elfen, Gildenmagier
    \n\t\t\t\t\t\t\tImprovement Cost: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 243", - "Schwarz-und-Rot": " Schwarz und Rot", + "Schwarz-und-Rot": " Black and Red", "Schwarz-und-Rot-Regel": "\n \t\t\t\t\t\t\tCheck: MU/CH/KO (modifiziert um ZK
    \n \t\t\t\t\t\t\tEffect: Das Ziel verliert am Ende jeder Stunde LeP in Höhe der QS.
    \n \t\t\t\t\t\t\tCasting time: 2 Actions
    \n\t\t\t\t\t\t\tAE-Cost: 16 AE
    \n\t\t\t\t\t\t\tRange: Berührung
    \n\t\t\t\t\t\t\tDuration: 8 Stunden
    \n\t\t\t\t\t\t\tTarget category: Kulturschaffende
    \n\t\t\t\t\t\t\tProperty: Transformation
    \n\t\t\t\t\t\t\tTraditions: Gildenmagier, Hexen
    \n\t\t\t\t\t\t\tImprovement Cost: C
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie S. 144", - "Schwarzer-Schrecken": " Schwarzer Schrecken", + "Schwarzer-Schrecken": " Black Terror", "Schwarzer-Schrecken-Regel": "\n \t\t\t\t\t\t\tCheck: MU/IN/CH (modifiziert um SK)
    \n \t\t\t\t\t\t\tEffect: Das Ziel erhält 1 Stufe des Zustands Furcht, wenn es während der Wirkungsdauer etwas Schwarzes sieht. Dunkelheit zählt hierbei nicht als Schwarz.
    \n \t\t\t\t\t\t\tCasting time: 4 Actions
    \n\t\t\t\t\t\t\tAE-Cost: 4 AE
    \n\t\t\t\t\t\t\tRange: 8 Schritt
    \n\t\t\t\t\t\t\tDuration: QS Stunden
    \n\t\t\t\t\t\t\tTarget category: Kulturschaffende
    \n\t\t\t\t\t\t\tProperty: Influence
    \n\t\t\t\t\t\t\tTraditions: Nachtalben, Druiden
    \n\t\t\t\t\t\t\tImprovement Cost: A
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 287", "Sensibar": " Sensibar", "Sensibar-Regel": "\n \t\t\t\t\t\t\tCheck: MU/IN/CH (modifiziert um SK)
    \n \t\t\t\t\t\t\tEffect: Der Zaubernde kann die Gefühle des Verzauberten ergründen. Der Zauber offenbart nur die Gefühle selbst, nicht jedoch deren Grund oder Ursprung. Für den Zaubernden sind Proben auf Menschenkenntnis (Lügen durchschauen oder Motivation erkennen) gegen das Ziel des Sensibar um die erreichte QS erleichtert. Der Verzauberte kann bemerken, dass etwas Fremdes in seinen Geist blickt. Hierzu muss ihm eine Erfolgsprobe auf Sinnesschärfe erschwert um die QS des Zaubers gelingen. Er kann aber auch dann nicht zweifelsfrei sagen, wer dafür verantwortlich ist. Mit einer Probe auf Willenskraft, ebenfalls erschwert um die QS des Zaubers, kann er seine Gefühle gezielt unterdrücken. Ist der Verzauberte emotional stark aufgewühlt, ist dies jedoch nach Meisterentscheid um bis zu 3 Punkte zusätzlich erschwert.
    \n \t\t\t\t\t\t\tCasting time: 4 Actions
    \n\t\t\t\t\t\t\tAE-Cost: 8 AsP (Aktivierung des Zaubers), 4 AsP pro Minute
    \n\t\t\t\t\t\t\tRange: 4 Schritt
    \n\t\t\t\t\t\t\tDuration: sustained
    \n\t\t\t\t\t\t\tTarget category: Kulturschaffende
    \n\t\t\t\t\t\t\tProperty: Clairvoyance
    \n\t\t\t\t\t\t\tTraditions: allgemein
    \n\t\t\t\t\t\t\tImprovement Cost: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie S. 167", @@ -1796,55 +1796,55 @@ "Solidirid-Regel": "\n \t\t\t\t\t\t\tCheck: Probe: MU/IN/KO
    \n \t\t\t\t\t\t\tEffect: Von den Füßen des Zauberers ausgehend erscheint eine Brücke aus mattem Licht. Ihre maximale Länge beträgt QS x 5 Schritt, die maximale Breite 1 Schritt. Sie ist entweder waagerecht oder leicht gewölbt, muss aber an keiner Stelle den Boden berühren. Wird sie auf ihrer gesamten Fläche mit einem höheren Gewicht als 500 Stein belastet, bricht sie zusammen und der Zauber endet vorzeitig. Das Gleiche geschieht, wenn sie mit Waffengewalt zerstört wird, wobei sie insgesamt 50 Strukturpunkte aufweist.
    \n \t\t\t\t\t\t\tCasting time: 4 Actions
    \n\t\t\t\t\t\t\tAE-Cost: 8 AE
    \n\t\t\t\t\t\t\tRange: self
    \n\t\t\t\t\t\t\tDuration: QL x 3 Minutes
    \n\t\t\t\t\t\t\tTarget category: Zone
    \n\t\t\t\t\t\t\tProperty: Telekinesis
    \n\t\t\t\t\t\t\tTraditions: Elfen
    \n\t\t\t\t\t\t\tImprovement Cost: C
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 287", "Somnigravis": " Somnigravis", "Somnigravis-Regel": "\n \t\t\t\t\t\t\tCheck: MU/IN/CH (modifiziert um SK)
    \n \t\t\t\t\t\t\tEffect: Der Zauberspruch betäubt den Bezauberten. Erreicht er so Betäubung Stufe IV, schläft er ein und ist vor Ablauf der Wirkungsdauer nur durch großen Lärm, kräftiges Anstoßen oder Ähnliches zu wecken. Ungestört schläft er, bis er auf natürlichem Wege erwacht.
    \n\t\t\t\t\t\t\tQS 1: 1 Stufe Betäubung, aber nur für 1 Minute
    \n\t\t\t\t\t\t\tQS 2: 1 Stufe Betäubung
    \n\t\t\t\t\t\t\tQS 3: 2 Stufen Betäubung
    \n\t\t\t\t\t\t\tQS 4: 3 Stufen Betäubung
    \n\t\t\t\t\t\t\tQS 5: 4 Stufen Betäubung
    \n\t\t\t\t\t\t\tQS 6: 4 Stufen Betäubung, aber für die doppelte Wirkungsdauer
    \n \t\t\t\t\t\t\tCasting time: 8 Actions
    \n\t\t\t\t\t\t\tAE-Cost: 8 AE
    \n\t\t\t\t\t\t\tRange: 8 Yard
    \n\t\t\t\t\t\t\tDuration: QS x 3 in Minuten
    \n\t\t\t\t\t\t\tTarget category: Lebewesen
    \n\t\t\t\t\t\t\tProperty: Influence
    \n\t\t\t\t\t\t\tTraditions: Druiden, Elfen
    \n\t\t\t\t\t\t\tImprovement Cost: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 298", - "Spinnenlauf": " Spinnenlauf", + "Spinnenlauf": "Spider Walk", "Spinnenlauf-Regel": "\n \t\t\t\t\t\t\tCheck: SAG/IN/CON
    \n \t\t\t\t\t\t\tEffect: Hände und Füße des Verzauberten erhalten die Eigenschaft, sich auch an den glattesten Oberflächen festsaugen zu können. So kann er glatte Felswände und Mauern überwinden und an Decken Halt finden. Das Gewicht des Verzauberten ändert sich nicht. Daher kann es bei verputzten Wänden passieren, dass sich der Putz an Händen und Füßen unter der Belastung von der Mauer löst. Der Verzauberte muss sich mindestens mit drei Gliedmaßen festhalten. Für jeweils 2 QS kann es eine Gliedmaße weniger sein bis zu einem Minimum von einer Gliedmaße.
    \n \t\t\t\t\t\t\tCasting time: 4 Actions
    \n\t\t\t\t\t\t\tAE-Cost: 4 AsP (Aktivierung des Zaubers) + 2 AsP pro 5 Minuten
    \n\t\t\t\t\t\t\tRange: self
    \n\t\t\t\t\t\t\tDuration: sustained
    \n\t\t\t\t\t\t\tTarget category: Lebewesen
    \n\t\t\t\t\t\t\tProperty: Transformation
    \n\t\t\t\t\t\t\tTraditions: Hexen
    \n\t\t\t\t\t\t\tImprovement Cost: A
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 298", - "Spurlos": " Spurlos", + "Spurlos": " Traceless", "Spurlos-Regel": "\n \t\t\t\t\t\t\tCheck: KL/FF/KK
    \n \t\t\t\t\t\t\tEffect: Der Zaubernde hinterlässt keine Spuren mehr. Er knickt keine Grashalme um und erzeugt keine Fußabdrücke auf weichem Boden. Selbst verräterische Gerüche hinterlässt er nicht. Um Spuren des Zaubernden zu finden oder zu verfolgen, sind Proben auf Fährtensuchen um QS erschwert.
    \n \t\t\t\t\t\t\tCasting time: 4 Actions
    \n\t\t\t\t\t\t\tAE-Cost: 4 AsP (Aktivierung des Zaubers) + 2 AsP pro 5 Minuten
    \n\t\t\t\t\t\t\tRange: self
    \n\t\t\t\t\t\t\tDuration: sustained
    \n\t\t\t\t\t\t\tTarget category: Wesen
    \n\t\t\t\t\t\t\tProperty: Telekinesis
    \n\t\t\t\t\t\t\tTraditions: Elfen
    \n\t\t\t\t\t\t\tImprovement Cost: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 299", - "Taubheit": " Taubheit", + "Taubheit": "Deafness", "Taubheit-Regel": "\n \t\t\t\t\t\t\tCheck: KL/IN/CH (modifiziert um SK)
    \n \t\t\t\t\t\t\tEffect: Das Ziel kann nichts mehr hören und erhält dadurch den Status Taub.
    \n \t\t\t\t\t\t\tCasting time: 4 Actions
    \n\t\t\t\t\t\t\tAE-Cost: 4 AE
    \n\t\t\t\t\t\t\tRange: 8 Schritt
    \n\t\t\t\t\t\t\tDuration: QS x 5 Minuten
    \n\t\t\t\t\t\t\tTarget category: Kulturschaffende
    \n\t\t\t\t\t\t\tProperty: Influence
    \n\t\t\t\t\t\t\tTraditions: Scharlatane
    \n\t\t\t\t\t\t\tImprovement Cost: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie S. 146", - "Telekinesebann": " Telekinesebann", + "Telekinesebann": " Banish Property (Telekinesis)", "Telekinesebann-Regel": "\n \t\t\t\t\t\t\tCheck: SAG/IN/DEX
    \n \t\t\t\t\t\t\tEffect: Ein Zauber des Merkmals Telekinese wird aufgehoben, wenn dessen QS nicht höher ist als die QS des Bewegungsbanns. Der Bann entfaltet keine Wirkung gegen Zauber, deren Wirkung sofort eintritt. Auch gegen Zauber, deren Wirkung bereits vollendet ist, oder permanent wirkende Sprüche hilft er nicht. Wird der Telekinesebann gegen einen Zauber der Zielkategorie Zone eingesetzt, genügt es, wenn sich ein Teil von dieser innerhalb der Reichweite befindet.
    \n \t\t\t\t\t\t\tCasting time: 4 Actions
    \n\t\t\t\t\t\t\tAE-Cost: 8 AsP bzw. 16 AsP für Zauber mit Zielkategorie Zone
    \n\t\t\t\t\t\t\tRange: 8 Schritt
    \n\t\t\t\t\t\t\tDuration: sofort
    \n\t\t\t\t\t\t\tTarget category: alle
    \n\t\t\t\t\t\t\tProperty: Anti-Magic
    \n\t\t\t\t\t\t\tTraditions: Gildenmagier, Scharlatane
    \n\t\t\t\t\t\t\tImprovement Cost: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie S. 146", - "Tiergedanken": " Tiergedanken", + "Tiergedanken": " Animal Thoughts", "Tiergedanken-Regel": "\n \t\t\t\t\t\t\tCheck: MU/IN/CH (modifiziert um SK)
    \n \t\t\t\t\t\t\tEffect: Der Zaubernde kann in den Gedanken und Erinnerungen eines Tieres lesen. Dabei erhält er Zugriff auf Erinnerungen, die maximal QS Tage zurückliegen dürfen. Je nach Intelligenz, Erinnerungsvermögen und Lebenswandel des Tieres wird er z. B. bei einem Goldfisch nur wenig erfahren, bei einem Affen hingegen verhältnismäßig viel. Um die Gedankenwelt des Tieres zu verstehen, ist eine Probe auf Tierkunde erforderlich. Der Meister kann je nach erreichter QS der Tierkunde-Probe detaillierter berichten, was der Zaubernde gesehen und richtig interpretiert hat.
    \n \t\t\t\t\t\t\tCasting time: 4 Actions
    \n\t\t\t\t\t\t\tAE-Cost: 4 AsP (Aktivierung des Zaubers), + 2 AsP pro 30 Sekunden
    \n\t\t\t\t\t\t\tRange: 4 Schritt
    \n\t\t\t\t\t\t\tDuration: sustained
    \n\t\t\t\t\t\t\tTarget category: Tiere
    \n\t\t\t\t\t\t\tProperty: Clairvoyance
    \n\t\t\t\t\t\t\tTraditions: Elfen, Hexen
    \n\t\t\t\t\t\t\tImprovement Cost: A
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie S. 147", "Transversalis": " Transversalis", "Transversalis-Regel": "\n \t\t\t\t\t\t\tCheck: MU/CH/KO
    \n \t\t\t\t\t\t\tEffect: Mittels dieses Zaubers kann ein Held sich und maximal QS x 5 Stein Gegenstände (Kleidung, Waffen usw.) an einen anderen Ort teleportieren. Je näher Gegenstände am Körper liegen (meist die Kleidung), desto eher reisen sie mit dem Zaubernden mit. Sie reisen entweder am Stück mit oder bleiben zurück, werden jedoch nicht zerteilt. Die exakte Auswahl trifft der Meister. Der Held muss schon einmal an dem Zielort des Zaubers gewesen sein oder ihn sehen können. Der Ort darf maximal QS x 3 Meilen vom Zaubernden entfernt sein. Wenn er ihn nur sieht, ist die Probe um 2 erschwert.
    \n \t\t\t\t\t\t\tCasting time: 8 Actions
    \n\t\t\t\t\t\t\tAE-Cost: 8 AsP + 1 AsP pro Meile (nicht modifizierbar)
    \n\t\t\t\t\t\t\tRange: self
    \n\t\t\t\t\t\t\tDuration: sofort
    \n\t\t\t\t\t\t\tTarget category: Objekt, Wesen
    \n\t\t\t\t\t\t\tProperty: Spheres
    \n\t\t\t\t\t\t\tTraditions: Gildenmagier
    \n\t\t\t\t\t\t\tImprovement Cost: C
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 299", - "Verwandlungsbann": " Verwandlungsbann", + "Verwandlungsbann": " Banish Property (Transformation)", "Verwandlungsbann-Regel": "\n \t\t\t\t\t\t\tCheck: KL/CH/FF
    \n \t\t\t\t\t\t\tEffect: Ein Zauber des Merkmals Verwandlung wird aufgehoben, solange dessen QS nicht höher ist als die QS des Verwandlungsbanns. Der Bann entfaltet keine Wirkung gegen Zauber, deren Wirkung sofort eintritt. Auch gegen Zauber, deren Wirkung bereits vollendet ist oder permanent wirkende Sprüche hilft er nicht. Wird der Verwandlungsbann gegen einen Zauber der Zielkategorie Zone eingesetzt, genügt es, wenn sich ein Teil von dieser innerhalb der Reichweite befindet.
    \n \t\t\t\t\t\t\tCasting time: 4 Actions
    \n\t\t\t\t\t\t\tAE-Cost: 8 AsP bzw. 16 AsP für Zauber mit Zielkategorie Zone
    \n\t\t\t\t\t\t\tRange: 8 Yard
    \n\t\t\t\t\t\t\tDuration: sofort
    \n\t\t\t\t\t\t\tTarget category: alle
    \n\t\t\t\t\t\t\tProperty: Anti-Magic
    \n\t\t\t\t\t\t\tTraditions: Gildenmagier, Hexen
    \n\t\t\t\t\t\t\tImprovement Cost: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie S. 147", "Visibili": " Visibili", - "Visibili-Regel": "\n \t\t\t\t\t\t\tCheck: SAG/IN/CON
    \n \t\t\t\t\t\t\tEffect: Der Verzauberte wird innerhalb von 20 – (QS x 3) Kampfrunden unsichtbar. Während dieser Zeit wird er immer durchscheinender, bis er schließlich nicht mehr zu sehen ist. Die Unsichtbarkeit gilt nur für ihn selbst, nicht für Kleidung oder Ausrüstungsgegenstände. Substanzen, die länger als 20 Sekunden im Körper verbleiben, werden auch unsichtbar. Substanzen, die den Körper verlassen, werden entsprechend nach 20 Sekunden wieder sichtbar. Während der Wirkungsdauer erhält der Verzauberte den Status Unsichtbar.
    \n \t\t\t\t\t\t\tCasting time: 4 Actions
    \n\t\t\t\t\t\t\tAE-Cost: 8 AsP (Aktivierung des Zaubers) + 4 AsP pro 5 Minuten
    \n\t\t\t\t\t\t\tRange: Berührung
    \n\t\t\t\t\t\t\tDuration: sustained
    \n\t\t\t\t\t\t\tTarget category: Lebewesen
    \n\t\t\t\t\t\t\tProperty: Transformation
    \n\t\t\t\t\t\t\tTraditions: Elfen
    \n\t\t\t\t\t\t\tImprovement Cost: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 299", + "Visibili-Regel": "\n\t\t\t\t\t\t\t\t\tCheck: SGC/IN/CON
    \n\t\t\t\t\t\t\t\t\tEffect: The target turns invisible in 20 - (QL x 3) combat rounds, with the target’s body slowly becoming more and more transparent until it completely disappears. Visibili affects only the target; clothes and equipment remain visible. Substances that remain in the body for more than 20 seconds become invisible, too. Substances that leave the body become visible after 20 seconds. While the spell remains in effect, the target receives the state invisible (see Core Rules page 36).
    \n\t\t\t\t\t\t\t\t\tCasting time: 4 Actions
    \n\t\t\t\t\t\t\t\t\tAE-Cost: 8 AE (Spell activation) + 4 AE per 5 Minutes
    \n\t\t\t\t\t\t\t\t\tRange: Berührung
    \n\t\t\t\t\t\t\t\t\tDuration: sustained
    \n\t\t\t\t\t\t\t\t\tTarget category: Living Creatures
    \n\t\t\t\t\t\t\t\t\tProperty: Transformation
    \n\t\t\t\t\t\t\t\t\tTraditions: Elfen
    \n\t\t\t\t\t\t\t\t\tImprovement Cost: B
    \n\t\t\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 299", "Vogelzwitschern": " Vogelzwitschern", "Vogelzwitschern-Regel": "\n \t\t\t\t\t\t\tCheck: MU/IN/GE
    \n \t\t\t\t\t\t\tEffect: Innerhalb von QS x 2 Schritt um sich herum kann der Zauberer jedes beliebige Geräusch durch ein anderes ersetzen. Die Lautstärke bleibt dabei jedoch unverändert. Eine Stimme kann so etwa deutlich höher oder das Auftreten mit dem Fuß wie leiser Donner oder Fanfarenschall klingen. Details zum Thema Illusionen finden sich im Regelwerk auf Seite 259.
    \n \t\t\t\t\t\t\tCasting time: 2 Actions
    \n\t\t\t\t\t\t\tAE-Cost: 4 AE
    \n\t\t\t\t\t\t\tRange: self
    \n\t\t\t\t\t\t\tDuration: QL x 3 Minutes
    \n\t\t\t\t\t\t\tTarget category: Zone
    \n\t\t\t\t\t\t\tProperty: Illusion
    \n\t\t\t\t\t\t\tTraditions: Scharlatane
    \n\t\t\t\t\t\t\tImprovement Cost: A
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie S. 147", - "Wasseratem": " Wasseratem", + "Wasseratem": " Breathe Water", "Wasseratem-Regel": "\n \t\t\t\t\t\t\tCheck: SAG/IN/CON
    \n \t\t\t\t\t\t\tEffect: Der Verzauberte kann sowohl normale Luft als auch Wasser atmen. Er kann grundsätzlich 1 Minute pro QS unter Wasser atmen + je nach AsP-Einsatz.
    \n \t\t\t\t\t\t\tCasting time: 8 Actions
    \n\t\t\t\t\t\t\tAE-Cost: 4 AsP (Aktivierung des Zaubers) + 2 AsP pro 5 Minuten
    \n\t\t\t\t\t\t\tRange: Berührung
    \n\t\t\t\t\t\t\tDuration: sustained
    \n\t\t\t\t\t\t\tTarget category: Lebewesen
    \n\t\t\t\t\t\t\tProperty: Transformation
    \n\t\t\t\t\t\t\tTraditions: Elfen
    \n\t\t\t\t\t\t\tImprovement Cost: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 300", - "Wolfstatze": " Wolfstatze", + "Wolfstatze": " Wolf Paw", "Wolfstatze-Regel": "\n \t\t\t\t\t\t\tCheck: MU/IN/GE
    \n \t\t\t\t\t\t\tEffect: Der Zauberer verwandelt sich in ein Landtier seiner Wahl, das jedoch weder fliegen, noch im Wasser leben darf (also keine Vögel, Fische usw.) und maximal die Größenkategorie klein aufweist. Während der Wirkungsdauer verwendet der Zauberer die körperlichen Werte des Tieres, einschließlich seiner Eigenschaften, Talente und Kampfwerte. Eine niedrige LE wird bei der Verwandlung anteilsmäßig angerechnet, gleiches geschieht bei der Rückverwandlung. Die geistigen Werte des Zauberers bleiben ebenso wie sein Bewusstsein erhalten. Die Verwandlung betrifft nur den Zauberer selbst, nicht seine Kleidung oder Ausrüstung. Es ist keine Verwandlung in ein kulturschaffendes Wesen möglich.
    \n \t\t\t\t\t\t\tCasting time: 8 Actions
    \n\t\t\t\t\t\t\tAE-Cost: 8 AsP (Aktivierung des Zaubers) + 4 AsP pro Stunde
    \n\t\t\t\t\t\t\tRange: self
    \n\t\t\t\t\t\t\tDuration: sustained
    \n\t\t\t\t\t\t\tTarget category: Kulturschaffende
    \n\t\t\t\t\t\t\tProperty: Transformation
    \n\t\t\t\t\t\t\tTraditions: allgemein
    \n\t\t\t\t\t\t\tImprovement Cost: C
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie S. 148", - "ZD": "ZD", - "Asp.": "Asp.", - "RW": "RW", - "WD": "WD", - "Analys": "Analys", + "ZD": "Casting Time", + "Asp.": "Prop.", + "RW": "Range", + "WD": "Duration", + "Analys": "Analysis", "Attributo-Charisma": "Attributo (Charisma)", - "Attributo-Fingerfertigkeit": "Attributo (Fingerfertigkeit)", - "Attributo-Klugheit": "Attributo (Klugheit)", - "Attributo-Körperkraft": "Attributo (Körperkraft)", - "Ritualmod-1-je-4-in-FW": "Ritualmod. (1 je 4 in FW)", - "RD-in-Min-Std": "RD in Min/Std", + "Attributo-Fingerfertigkeit": "Attributo (Dexterity)", + "Attributo-Klugheit": "Attributo (Sagacity)", + "Attributo-Körperkraft": "Attributo (Strength)", + "Ritualmod-1-je-4-in-FW": "Ritualmod. (1 per 4 in SR)", + "RD-in-Min-Std": "Duration in Min/Hour", "5M": "5M", "30M": "30M", "2S": "2S", "8S": "8S", "16S": "16S", "32S": "32S", - "RW-in-Schritt": "RW in Schritt", - "Ritualplatz": "Ritualplatz", - "Heiligtum-magischer-Ort": "Heiligtum / mag. Ort", - "falscher-Ritualplatz": "falscher Ritualplatz", - "Zeit": "Zeit", - "Passend": "Passend", - "Unpassend": "Unpassend", - "Passende-Kleidung": "Passende Kleidung", - "Geeignete-Gerätschaften": "Geeignete Gerätschaften", - "Ritualmodifikationen": "Ritualmodifikationen", + "RW-in-Schritt": "Range in Yard", + "Ritualplatz": "Ritual location", + "Heiligtum-magischer-Ort": "Holy / Magical Place", + "falscher-Ritualplatz": "wrong ritual location", + "Zeit": "Time", + "Passend": "Appropriate", + "Unpassend": "Inappropriate", + "Passende-Kleidung": "Appropriate Clothing", + "Geeignete-Gerätschaften": "Appropriate Tools", + "Ritualmodifikationen": "Ritual Modifications", "Ritual": "Ritual", "Accuratum": "Accuratum", "Accuratum-Regel": "\n \t\t\t\t\t\t\tCheck: KL/CH/FF
    \n \t\t\t\t\t\t\tEffect: Ein Satz Kleidung wird nach Wünschen des Zauberers abgeändert. Dies betrifft Schnitt und Farbe, nicht jedoch Menge und Art des Materials. Auf diesem Wege sind sowohl das simple Flicken zerrissener Hosen wie auch die Umwandlung eines Stoffballens oder einer schlichten Kutte in eine deutlich prächtigere Robe möglich. Die Kleidung kann nach Meisterentscheid Erschwernisse bei Gesellschaftstalenten ausgleichen, beispielsweise bei Etikette (Benehmen) oder Betören (Aufhübschen).
    \n \t\t\t\t\t\t\tCasting time: 5 Minuten
    \n\t\t\t\t\t\t\tAE-Cost: 4 AE
    \n\t\t\t\t\t\t\tRange: Berührung
    \n\t\t\t\t\t\t\tDuration: QS x 3 Stunden
    \n\t\t\t\t\t\t\tTarget category: Objekte
    \n\t\t\t\t\t\t\tProperty: Object
    \n\t\t\t\t\t\t\tTraditions: Scharlatane
    \n\t\t\t\t\t\t\tImprovement Cost: A
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 149", @@ -1857,18 +1857,18 @@ "Dschinnenruf": "Call Djinn", "Dschinnenruf-Regel": "\n \t\t\t\t\t\t\tCheck: MU/CH/KO
    \n \t\t\t\t\t\t\tEffect: Ein Dschinn des gewünschten Elements erscheint. Details zur Herbeirufung und dem Umgang mit Dschinnen finden sich im Abschnitt Die Kunst der Elementarherbeirufung im Regelwerk ab Seite 262.
    \n \t\t\t\t\t\t\tCasting time: 8 Stunden
    \n\t\t\t\t\t\t\tAE-Cost: 32 AsP
    \n\t\t\t\t\t\t\tRange: 8 Yard
    \n\t\t\t\t\t\t\tDuration: sofort
    \n\t\t\t\t\t\t\tTarget category: Elementare
    \n\t\t\t\t\t\t\tProperty: Spheres
    \n\t\t\t\t\t\t\tTraditions: Druiden, Gildenmagier
    \n\t\t\t\t\t\t\tImprovement Cost: V
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 300", "Elementarer-Diener": "Elemental Servant", - "Elementarer-Diener-Regel": "\n \t\t\t\t\t\t\tCheck: MU/CH/KO
    \n \t\t\t\t\t\t\tEffect: Ein Elementargeist des gewünschten Elements erscheint. Details zur Herbeirufung und dem Umgang mit Elementargeistern finden sich im Abschnitt Die Kunst der Elementarherbeirufung im Regelwerk ab Seite 262.
    \n \t\t\t\t\t\t\tCasting time: 30 Minuten
    \n\t\t\t\t\t\t\tAE-Cost: 16 AE
    \n\t\t\t\t\t\t\tRange: 8 Yard
    \n\t\t\t\t\t\t\tDuration: sofort
    \n\t\t\t\t\t\t\tTarget category: Elementare
    \n\t\t\t\t\t\t\tProperty: Spheres
    \n\t\t\t\t\t\t\tTraditions: Druiden, Gildenmagier
    \n\t\t\t\t\t\t\tImprovement Cost: V
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 300", - "Hagelschlag-und-Sturmgebrüll": "Hagelschlag und Sturmgebrüll", - "Hagelschlag-und-Sturmgebrüll-Regel": "\n \t\t\t\t\t\t\tCheck: MU/CH/KO
    \n \t\t\t\t\t\t\tEffect: Der Zauberer erschafft um sich herum eine Zone von QS x 50 Schritt Radius, innerhalb der er Bewölkung, Niederschlag und Windgeschwindigkeit um insgesamt QS Stufen senken oder anheben kann. Mit einer QS von 5 ist es beispielsweise möglich, die Windgeschwindigkeit um 2 Stufen zu verändern und den Niederschlag um 3. Bei Temperaturen unter dem Gefrierpunkt fällt der Niederschlag als Schnee oder Hagel zu Boden. Die Stufe des Niederschlags darf die Stufe der Bewölkung nicht überschreiten.
    \n \t\t\t\t\t\t\tCasting time: 5 Minuten
    \n\t\t\t\t\t\t\tAE-Cost: 32 AsP
    \n\t\t\t\t\t\t\tRange: self
    \n\t\t\t\t\t\t\tDuration: QS Stunden
    \n\t\t\t\t\t\t\tTarget category: Zone
    \n\t\t\t\t\t\t\tProperty: Elemental
    \n\t\t\t\t\t\t\tTraditions: Druiden
    \n\t\t\t\t\t\t\tImprovement Cost: D
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 149", - "Hartes-Schmelze": "Hartes schmelze", - "Hartes-Schmelze-Regel": "\n \t\t\t\t\t\t\tCheck: COU/IN/CON
    \n \t\t\t\t\t\t\tEffect: Das Ritual raubt einem Objekt seine Festigkeit und macht einen harten Gegenstand weich und formbar. Dies erlaubt sowohl künstlerische Gestaltungen, ermöglicht aber auch das Erschaffen von Löchern oder das Abtrennen einzelner Teile. Der Zauberer kann z. B. Türen wie Knetmasse zusammenrollen oder ein Schloss aus der Tür entfernen. Dabei ist zu beachten, dass der Meister entscheidet, welche Gegenstände miteinander verbunden sind. Ein Schloss gehört zu einer Tür, eine Tür aber nicht zu einer Wand. Der Zauber ist kein Ersatz für Handwerkstalente, man kann damit beispielsweise nicht Metall verformen, um eine scharfe Schwertklinge zu erhalten. Am Ende der Wirkungsdauer wird der Gegenstand augenblicklich wieder hart.
    \n \t\t\t\t\t\t\tCasting time: 30 Minuten
    \n\t\t\t\t\t\t\tAE-Cost: 2/4/8/16 AsP für einen Gegenstand von der Größe einer Tasse/Truhe/Tür/Burgtor (Kosten nicht modifizierbar)
    \n\t\t\t\t\t\t\tRange: 4 Schritt
    \n\t\t\t\t\t\t\tDuration: QL x 2 Minutes
    \n\t\t\t\t\t\t\tTarget category: Objekt (profane Objekte bis zur Größe einer Truhe)
    \n\t\t\t\t\t\t\tProperty: Elemental
    \n\t\t\t\t\t\t\tTraditions: Gildenmagier
    \n\t\t\t\t\t\t\tImprovement Cost: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 150", + "Elementarer-Diener-Regel": "\n\t\t\t\t\t\t\t\t\tCheck: COU/CH/CON
    \n\t\t\t\t\t\t\t\t\tEffect: An elemental of the chosen element appears. For details about calling and dealing with elementals, see The Art of Elemental Calling, Core Rules page 262.
    \n\t\t\t\t\t\t\t\t\tCasting time: 30 Minutes
    \n\t\t\t\t\t\t\t\t\tAE-Cost: 16 AE
    \n\t\t\t\t\t\t\t\t\tRange: 8 Yard
    \n\t\t\t\t\t\t\t\t\tDuration: instant
    \n\t\t\t\t\t\t\t\t\tTarget category: Elemental
    \n\t\t\t\t\t\t\t\t\tProperty: Spheres
    \n\t\t\t\t\t\t\t\t\tTraditions: Druids, Guild Mages
    \n\t\t\t\t\t\t\t\t\tImprovement Cost: B
    \n\t\t\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 300", + "Hagelschlag-und-Sturmgebrüll": "Hailstorm and Roar of Thunder", + "Hagelschlag-und-Sturmgebrüll-Regel": "\n \t\t\t\t\t\t\tCheck: MU/CH/KO
    \n \t\t\t\t\t\t\tEffect: Create a zone with a radius of QL x 50 yards. Within the zone, you can increase or decrease clouds, precipitation, or wind speed by QL levels. For instance, with a QL 5, you can change the wind speed by 2 levels and the precipitation by 3 levels. At temperatures below freezing, precipitation falls as either snow or hail. The precipitation level may not exceed the cloud level.
    \n \t\t\t\t\t\t\tCasting time: 5 Minutes
    \n\t\t\t\t\t\t\tAE-Cost: 32 AE
    \n\t\t\t\t\t\t\tRange: self
    \n\t\t\t\t\t\t\tDuration: QL Hours
    \n\t\t\t\t\t\t\tTarget category: Zone
    \n\t\t\t\t\t\t\tProperty: Elemental
    \n\t\t\t\t\t\t\tTraditions: Druiden
    \n\t\t\t\t\t\t\tImprovement Cost: D
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 149", + "Hartes-Schmelze": "Mold Hard Object", + "Hartes-Schmelze-Regel": "\n \t\t\t\t\t\t\tCheck: COU/IN/CON
    \n \t\t\t\t\t\t\tEffect: Make a rigid object with a size no larger than a chest soft and malleable. You can then reshape the object in an artistic manner, tear a hole in it, or even cut off individual parts. You could, for instance, roll up a door like modeling clay, or easily remove a lock from a door. The GM has the final say as to which items connect to each other (for example, a lock might be part of a door, but a door is not a part of a wall).\nThis ritual does not replace craft skills - you cannot use it to fashion metal into a sharp, durable sword blade. When the ritual's duration ends, the item immediately becomes solid again.
    \n \t\t\t\t\t\t\tCasting time: 30 Minutes
    \n\t\t\t\t\t\t\tAE-Cost: 2/4/8/16 AE for an item the size of a cup/chest/ door/castle gate (you cannot modify this ritual's cost)
    \n\t\t\t\t\t\t\tRange: 4 Yard
    \n\t\t\t\t\t\t\tDuration: QL x 2 Minutes
    \n\t\t\t\t\t\t\tTarget category: Objects (profane Objects up to the size of a chest)
    \n\t\t\t\t\t\t\tProperty: Elemental
    \n\t\t\t\t\t\t\tTraditions: Guild Mages
    \n\t\t\t\t\t\t\tImprovement Cost: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 150", "Invocatio-Maior": "Invocatio Maior", "Invocatio-Maior-Regel": "\n\t\t\t\t\t\t\tCheck: MU/CH/KO
    \n \t\t\t\t\t\t\tEffect: Ein zuvor ausgewählter gehörnter Dämon mit maximal fünf Hörnern erscheint. Die Ritualprobe ist um die Beschwörungsschwierigkeit des Dämons erschwert. Details zur Beschwörung und dem Umgang mit Dämonen finden sich im Abschnitt Die Kunst der Dämonenbeschwörung im Regelwerk ab Seite 262.
    \n \t\t\t\t\t\t\tCasting time: 8 Stunden
    \n\t\t\t\t\t\t\tAE-Cost: 32 AsP
    \n\t\t\t\t\t\t\tRange: 8 Yard
    \n\t\t\t\t\t\t\tDuration: sofort
    \n\t\t\t\t\t\t\tTarget category: Dämonen
    \n\t\t\t\t\t\t\tProperty: Spheres
    \n\t\t\t\t\t\t\tTraditions: Gildenmagier, Hexen
    \n\t\t\t\t\t\t\tImprovement Cost: C
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 300", "Invocatio-Minor": "Invocatio Minor", "Invocatio-Minor-Regel": "\n \t\t\t\t\t\t\tCheck: MU/CH/KO
    \n \t\t\t\t\t\t\tEffect: Ein zuvor ausgewählter niederer Dämon erscheint. Die Ritualprobe ist um die Anrufungsschwierigkeit des Dämons erschwert. Details zur Beschwörung und dem Umgang mit Dämonen finden sich im Abschnitt Die Kunst der Dämonenbeschwörung im Regelwerk ab Seite 262.
    \n \t\t\t\t\t\t\tCasting time: 30 Minuten
    \n\t\t\t\t\t\t\tAE-Cost: 16 AE
    \n\t\t\t\t\t\t\tRange: 8 Yard
    \n\t\t\t\t\t\t\tDuration: sofort
    \n\t\t\t\t\t\t\tTarget category: Dämonen
    \n\t\t\t\t\t\t\tProperty: Spheres
    \n\t\t\t\t\t\t\tTraditions: Gildenmagier, Hexen
    \n\t\t\t\t\t\t\tImprovement Cost: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 300", - "Leidensbund": "Leidensbund", + "Leidensbund": "Bond of Suffering", "Leidensbund-Regel": "\n \t\t\t\t\t\t\tCheck: COU/IN/CON
    \n \t\t\t\t\t\t\tEffect: Der Zauberer kann den erlittenen LeP-Verlust von einer anderen Person auf sich selbst übertragen. Dadurch werden die Wunden des Ziels geheilt und entstehen dafür beim Zaubernden. Maximal können auf diesem Wege QS x 3 verlorene LeP übertragen werden, wobei sich der Zauberer auch für weniger entscheiden kann. Auch ist keine Übertragung möglich, die beim Zauberer zu einem LeP-Stand führen würde, der bei 0 oder darunter liegt. Die Wirkung des Zaubers setzt erst nach Ende der Ritualdauer ein, es ist daher mit diesem Ritual nicht möglich, Sterbende von der Schwelle des Todes zu retten.
    \n \t\t\t\t\t\t\tCasting time: 5 Minuten
    \n\t\t\t\t\t\t\tAE-Cost: 4 AE
    \n\t\t\t\t\t\t\tRange: Berührung
    \n\t\t\t\t\t\t\tDuration: sofort
    \n\t\t\t\t\t\t\tTarget category: Kulturschaffende
    \n\t\t\t\t\t\t\tProperty: Healing
    \n\t\t\t\t\t\t\tTraditions: Gildenmagier
    \n\t\t\t\t\t\t\tImprovement Cost: A
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 150", - "Magischer-Raub": "Magischer Raub", + "Magischer-Raub": "Magic Deprivation", "Magischer-Raub-Regel": "\n \t\t\t\t\t\t\tCheck: MU/KL/KO (modifiziert um SK)
    \n \t\t\t\t\t\t\tEffect: Während der Wirkungsdauer kann der Zauberer auf die AsP des Ziels zugreifen. Das Opfer kann sich nach Ende der Zauberdauer beliebig weit vom Zauberer entfernt haben. Die Verbindung endet nur dann automatisch, wenn das Opfer sich nicht mehr in der gleichen Sphäre wie der Zauberer aufhält. Wirkt der Zauberer Magie, während die Verbindung besteht, werden die benötigten AsP auf seinen Wunsch hin aus dem Vorrat des Opfers verbraucht. Sind alle AsP des Opfers aufgebraucht, muss der Zauberer alle weiteren Kosten selbst aufbringen. Der Verbrauch von pAsP kann jedoch nicht auf das Ziel übertragen werden. Maximal kann durch den Zauber 1 Ziel beraubt werden.
    \n \t\t\t\t\t\t\tCasting time: 30 Minuten
    \n\t\t\t\t\t\t\tAE-Cost: 4 AsP (Kosten nicht modifizierbar)
    \n\t\t\t\t\t\t\tRange: Berührung
    \n\t\t\t\t\t\t\tDuration: QS x 30 Minuten
    \n\t\t\t\t\t\t\tTarget category: Kulturschaffende
    \n\t\t\t\t\t\t\tProperty: Influence
    \n\t\t\t\t\t\t\tTraditions: Druiden, Gildenmagier
    \n\t\t\t\t\t\t\tImprovement Cost: C
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 151", "Memorabia-Falsifir": "Memorabia Falsifir", "Memorabia-Falsifir-Regel": "\n \t\t\t\t\t\t\tCheck: KL/IN/CH (modifiziert um SK)
    \n \t\t\t\t\t\t\tEffect: Der Zauberer entfernt Erinnerungen aus dem Gedächtnis des Ziels. Dabei kann er jedoch keine bestimmte Erinnerung festlegen, sondern lediglich einen Zeitraum von maximal QS x 3 Tagen ab einem von ihm gewünschten Anfangszeitpunkt.
    \n \t\t\t\t\t\t\tCasting time: 2 Stunden
    \n\t\t\t\t\t\t\tAE-Cost: 8 AE
    \n\t\t\t\t\t\t\tRange: Berührung
    \n\t\t\t\t\t\t\tDuration: 1 Jahr
    \n\t\t\t\t\t\t\tTarget category: Kulturschaffende
    \n\t\t\t\t\t\t\tProperty: Influence
    \n\t\t\t\t\t\t\tTraditions: Druiden
    \n\t\t\t\t\t\t\tImprovement Cost: C
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 151", @@ -1878,90 +1878,90 @@ "Orvai-Kurims-Kriegstrommel-Regel": "\n \t\t\t\t\t\t\tCheck: IN/FF/KO
    \n \t\t\t\t\t\t\tEffect: Der Klang der Trommel versetzt Angehörige der Spezies in Raserei, aus deren Haut das Trommelfell gefertigt wurde. Wenn ihnen keine Probe auf Willenskraft (Bedrohungen standhalten) erschwert um die QS des Rituals gelingt, erhalten alle Kulturschaffenden oder Tiere den Status Blutrausch (siehe Regelwerk Seite 35). Der Wirkungsradius beträgt 16 Schritt. Zum Schlagen der Trommel benötigt man 1 Aktion, der Blutrausch dauert für 2W20+QS KR an.
    \n \t\t\t\t\t\t\tCasting time: 30 Minuten
    \n\t\t\t\t\t\t\tAE-Cost: 16 AE
    \n\t\t\t\t\t\t\tRange: Berührung
    \n\t\t\t\t\t\t\tDuration: QS x 3 in Tagen
    \n\t\t\t\t\t\t\tTarget category: profane Objekte (Trommeln)
    \n\t\t\t\t\t\t\tProperty: Object
    \n\t\t\t\t\t\t\tTraditions: Goblinzauberinnen
    \n\t\t\t\t\t\t\tImprovement Cost: C
    \n\t\t\t\t\t\t\tPublikation: Der weiße See Seite 9, Der grüne Zug Seite 15", "Ruf-des-Bienenstocks": "Ruf des Bienenstocks", "Ruf-des-Bienenstocks-Regel": "\n \t\t\t\t\t\t\tCheck: SAG/IN/DEX
    \n \t\t\t\t\t\t\tEffect: Durch Berührung einer Münze oder Ware, die gegen das gesuchte Objekt getauscht wurde, erfährt man Richtung und Entfernung des Objekts in Tagesreisen. Jedes angefangene Jahr, in dem die Zibilja (oder ihre Sippe) das Objekt vorher besaß, erleichtert die Probe um 1, jedes angefangene Jahr nach dem Verkauf erschwert sie um 1 (insgesamt maximal +/–5).
    \n \t\t\t\t\t\t\tCasting time: 30 Minuten
    \n\t\t\t\t\t\t\tAE-Cost: 16 AE
    \n\t\t\t\t\t\t\tRange: FW x 50 Meilen
    \n\t\t\t\t\t\t\tDuration: sofort
    \n\t\t\t\t\t\t\tTarget category: profane Objekte
    \n\t\t\t\t\t\t\tProperty: Object
    \n\t\t\t\t\t\t\tTraditions: Zibilja
    \n\t\t\t\t\t\t\tImprovement Cost: C
    \n\t\t\t\t\t\t\tPublikation: Der weiße See Seite 51", - "Ruhe-Körper": " Ruhe Körper", + "Ruhe-Körper": " Rest Body", "Ruhe-Körper-Regel": "\n \t\t\t\t\t\t\tCheck: KL/CH/KO
    \n \t\t\t\t\t\t\tEffect: Die während der nächsten Regenerationsphase zurückgewonnenen LeP erhöhen sich um die doppelte QS. Zudem verläuft der Schlaf ruhig und traumlos, solange äußere Einflüsse dem nicht entgegenwirken. Der Zauber kann nicht verhindern, dass Gifte und Krankheiten in der Regenerationsphase wirken.
    \n \t\t\t\t\t\t\tCasting time: 5 Minuten
    \n\t\t\t\t\t\t\tAE-Cost: 4 AsP (Kosten sind nicht modifizierbar)
    \n\t\t\t\t\t\t\tRange: Berührung
    \n\t\t\t\t\t\t\tDuration: sofort
    \n\t\t\t\t\t\t\tTarget category: Lebewesen
    \n\t\t\t\t\t\t\tProperty: Healing
    \n\t\t\t\t\t\t\tTraditions: Elfen, Gildenmagier
    \n\t\t\t\t\t\t\tImprovement Cost: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 152", - "Unberührt-von-Satinav": "Unberührt von Satinav", + "Unberührt-von-Satinav": "Untouched by Satinav", "Unberührt-von-Satinav-Regel": "\n \t\t\t\t\t\t\tCheck: SAG/IN/DEX
    \n \t\t\t\t\t\t\tEffect: Ein maximal 5 Stein wiegendes Objekt ist während der Wirkungsdauer vor Verfall geschützt. Die Zeit kann ihm nichts anhaben und es wird also weder verrotten, verrosten noch verfallen. Dies gilt auch in widrigen Umgebungen, etwa überdurchschnittlich feuchten oder heißen Gegenden. Vor gewaltsamen Einflüssen wie Waffenschaden, Feuer oder Säure bietet die Verzauberung jedoch keinen Schutz.
    \n \t\t\t\t\t\t\tCasting time: 30 Minuten
    \n\t\t\t\t\t\t\tAE-Cost: 16 AE
    \n\t\t\t\t\t\t\tRange: Berührung
    \n\t\t\t\t\t\t\tDuration: QS x 3 Wochen
    \n\t\t\t\t\t\t\tTarget category: Objekte
    \n\t\t\t\t\t\t\tProperty: Zeit
    \n\t\t\t\t\t\t\tTraditions: Kristallomanten
    \n\t\t\t\t\t\t\tImprovement Cost: B
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 152", "Widerwille": "Aversion", "Widerwille-Regel": "\n \t\t\t\t\t\t\tCheck: INT/CHA/AGI
    \n \t\t\t\t\t\t\tEffect: Select a small object, no larger than the size of a two-handed weapon or a rope. Targets with SPI 2 or lower ignore the object, even if it is directly in front of them. If the object interacts with the targets—for instance, a sword they previously ignored attacks them—the ritual’s effect ends. Simply touching or feeling the object is not enough to break the ritual. The ritual does not affect the caster.
    \n \t\t\t\t\t\t\tRitual Time: 30 minutes
    \n\t\t\t\t\t\t\tAE Cost: 8 AE
    \n\t\t\t\t\t\t\tRange: 16 yards
    \n\t\t\t\t\t\t\tDuration: QL hours
    \n\t\t\t\t\t\t\tTarget Category: Object
    \n\t\t\t\t\t\t\tProperty: Influence
    \n\t\t\t\t\t\t\tTradition: Illusionist, Guild Mage
    \n\t\t\t\t\t\t\tImprovement Cost: B
    \n\t\t\t\t\t\t\tPublication: VR03 - Magic of Aventuria I p. 149", - "Wirbelform": "Wirbelform", + "Wirbelform": "Windshaping", "Wirbelform-Regel": "\n \t\t\t\t\t\t\tCheck: KL/FF/KK
    \n \t\t\t\t\t\t\tEffect: Innerhalb eines Radius von QS Schritt vermag der Zauberer alle Materie des Elements Luft zu verformen, solange sie nicht Teil eines Wesens ist. Auf diesem Weg kann eine Zone erschaffen werden, in der ein Sturm nicht wütet, aber auch die Formung von Rauch und Dampf ist möglich. Der Prozess geht dabei nur langsam vonstatten. Soll die Luft in eine bestimmte Richtung geformt werden, dauert dies 1 KR pro Schritt Fortbewegung. Am Ende der Wirkungsdauer ist das Verformte wieder den normalen Gesetzen der Natur ausgeliefert.
    \n \t\t\t\t\t\t\tCasting time: 5 Minuten
    \n\t\t\t\t\t\t\tAE-Cost: 16 AE
    \n\t\t\t\t\t\t\tRange: self
    \n\t\t\t\t\t\t\tDuration: QS x 10 Minuten
    \n\t\t\t\t\t\t\tTarget category: Zone
    \n\t\t\t\t\t\t\tProperty: Elemental
    \n\t\t\t\t\t\t\tTraditions: allgemein
    \n\t\t\t\t\t\t\tImprovement Cost: B
    \n\t\t\t\t\t\t\tPublikation: VR05 - Aventurische Magie II S. 137", "Xenographus": "Xenographus", "Xenographus-Regel": "\n \t\t\t\t\t\t\tCheck: MU/KL/IN
    \n \t\t\t\t\t\t\tEffect: Liest der Zauberer einen Text, erhält er ein Gefühl für die Bedeutung des Niedergelegten, selbst wenn er die Schrift oder Sprache nicht beherrscht. Damit ist es ihm möglich, jeden Text zu verstehen, jedoch lediglich auf dem Niveau einer Person, die die entsprechende Sprache auf Stufe II beherrscht. Die Wirkung umfasst lediglich das geschriebene Wort, nicht jedoch das gesprochene. Ebenso bietet das Ritual keine Hilfestellung bei Schwierigkeiten, die nicht sprachlicher Natur sind, etwa wenn der Text verschlüsselt, in Rätseln verfasst, unleserlich oder unzusammenhängend geschrieben wurde. Das Erlernen einer Sprache oder einer Schrift ist auf diesem Wege nicht möglich, da lediglich die Gesamtbedeutung eines Textes erfasst werden kann, nicht jedoch die Bedeutung einzelner Elemente.
    \n \t\t\t\t\t\t\tCasting time: 5 Minuten
    \n\t\t\t\t\t\t\tAE-Cost: 8 AE
    \n\t\t\t\t\t\t\tRange: self
    \n\t\t\t\t\t\t\tDuration: QS x 5 Minuten
    \n\t\t\t\t\t\t\tTarget category: Lebewesen
    \n\t\t\t\t\t\t\tProperty: Clairvoyance
    \n\t\t\t\t\t\t\tTraditions: Gildenmagier, Scharlatane
    \n\t\t\t\t\t\t\tImprovement Cost: A
    \n\t\t\t\t\t\t\tPublikation: VR03 - Aventurische Magie I S. 153", - "Zauberklinge-Geisterspeer": "Zauberklinge Geisterspeer", + "Zauberklinge-Geisterspeer": "Spellblade Spiritspear", "Zauberklinge-Geisterspeer-Regel": "\n \t\t\t\t\t\t\tCheck: SAG/IN/DEX
    \n \t\t\t\t\t\t\tEffect: Mit diesem Ritual lassen sich arkane Kräfte in eine Waffe binden. Diese gilt dann als magische Waffe. Die Kosten des Rituals sind abhängig von der Größe der Waffe. Die Wirkungsdauer lässt sich auf QS x 30 Jahre erhöhen. In diesem Falle verfünffachen sich die AsP-Kosten, wobei 1/20 hiervon permanent verloren gehen.
    \n \t\t\t\t\t\t\tCasting time: 8 Stunden
    \n\t\t\t\t\t\t\tAE-Cost: abhängig von der Waffe (nicht modifizierbar)
    \n\t\t\t\t\t\t\tRange: 8 Yard
    \n\t\t\t\t\t\t\tDuration: FP in Tage
    \n\t\t\t\t\t\t\tTarget category: Objekt
    \n\t\t\t\t\t\t\tProperty: Object
    \n\t\t\t\t\t\t\tTraditions: allgemein
    \n\t\t\t\t\t\t\tImprovement Cost: C
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 301", "Allgemeine-Magie-SF": "General Magical SA", "Aura-verbergen": "Hide Aura", "Aura-verbergen-Tooltip": "Publikation: VR01 - Regelwerk S.284", - "Abgeschwächter-Zauber": "Abgeschwächter Zauber", + "Abgeschwächter-Zauber": "Weakened Spellwork", "Abgeschwächter-Zauber-Tooltip": "Publikation: VR03 - Aventurische Magie I S.91", - "Adaption-Zauber": "Adaption (Zauber)", + "Adaption-Zauber": "Adaption (Spell)", "Adaption-Zauber-Tooltip": "Publikation: VR03 - Aventurische Magie I S.91", - "Alchimieverstärkung": "Alchimieverstärkung", + "Alchimieverstärkung": "Alchemy Enhancement", "Alchimieverstärkung-Tooltip": "Publikation: VR03 - Aventurische Magie I S.91", - "Astrale-Meditation": "Astrale Meditation", + "Astrale-Meditation": "Arcane Meditation", "Astrale-Meditation-Tooltip": "Publikation: VR03 - Aventurische Magie I S.91", - "Aurapanzer": "Aurapanzer", + "Aurapanzer": "Aura Armor", "Aurapanzer-Tooltip": "Publikation: VR03 - Aventurische Magie I S.91", - "Eisen-und-Stahlverzauberung": "Eisen- und Stahlverzauberung", + "Eisen-und-Stahlverzauberung": "Iron and Steel Enchantment", "Eisen-und-Stahlverzauberung-Tooltip": "Publikation: VR03 - Aventurische Magie I S.92", - "Entschwörung-Dämon": "Entschwörung (Dämonen)", + "Entschwörung-Dämon": "Abjuration (Demons)", "Entschwörung-Dämon-Tooltip": "Publikation: VR03 - Aventurische Magie I S.92", - "Entschwörung-Elementare": "Entschwörung (Elementare)", + "Entschwörung-Elementare": "Abjuration (Elementals)", "Entschwörung-Elementare-Tooltip": "Publikation: VR03 - Aventurische Magie I S.92", - "Entschwörung-Geister": "Entschwörung (Geister)", + "Entschwörung-Geister": "Abjuration (ghosts)", "Entschwörung-Geister-Tooltip": "Publikation: VR03 - Aventurische Magie I S.92", - "Flugsalbe": "Flugsalbe", + "Flugsalbe": "Flying Balm", "Flugsalbe-Tooltip": "Publikation: VR01 - Regelwerk S.281", - "Merkmalskenntnis": "Merkmalskenntnis", + "Merkmalskenntnis": "Property Knowledge", "Merkmalskenntnis-Tooltip": "Publikation: VR01 - Regelwerk S.285", - "Starke-Zaubertricks": "Starke Zaubertricks", + "Starke-Zaubertricks": "Strong Cantrips", "Starke-Zaubertricks-Tooltip": "Publikation: VR01 - Regelwerk S.285", - "Verbotene-Pforten": "Verbotene Pforten", + "Verbotene-Pforten": "Forbidden Gates", "Verbotene-Pforten-Tooltip": "Publikation: VR01 - Regelwerk S.285", - "Vertrautenbindung": "Vertrautenbindung", + "Vertrautenbindung": "Connection to Familiar", "Vertrautenbindung-Tooltip": "Publikation: VR01 - Regelwerk S.279", "Zauberzeichen-Tooltip": "Publikation: VR01 - Regelwerk S.285", - "Bindung-des-Stabes": "Bindung des Stabes", - "Bindung-des-Stabes-Regel": "\n \t\t\t\t\tWirkung: Die Bindung des Stabes ist der erste Stabzauber, der auf einen Magierstab gewirkt wird. Mit ihm wird der Stab an den Magier gebunden. Zudem wird er unzerbrechlich, auch wenn er die Flexibilität des Holzes bewahrt. Einzig elementares Feuer, das heißer brennt als ein Drachenodem oder ein IGNIFAXIUS, oder aber gezielte Antimagie können ihn zerstören. Der Stab gilt von nun an als magische Waffe und kann nicht durch andere Mittel wie den ARCANOVI mit weiteren Zaubern belegt werden. Ein Magier kann immer nur einen Magierstab besitzen.
    \n \t\t\t\t\t
    \n \t\t\t\t\tDas Binden eines Stabes kostet den Magier einmalig 2 permanente AsP. Der Magier kann sich entscheiden, seine Verbindung zum Stab zu lösen, beispielsweise um einen neuen Stab an sich zu binden. Nach dem Tod eines Magiers verliert der Stab nach 24 Stunden die permanent gespeicherten AsP und jegliche Magie.
    \n \t\t\t\t\tVorrausetzungen: keine
    \n\t\t\t\t\tVolumen: 0 Punkte
    \n\t\t\t\t\tBindungskosten: 2 permanente AsP
    \n\t\t\t\t\tMerkmal: Objekt
    \n\t\t\t\t\tAP-Wert: 10 Abenteuerpunkte
    \n\t\t\t\t\tPublikation: VR01 - Regelwerk S. 276", - "Doppeltes-Maß": "Doppeltes Maß", + "Bindung-des-Stabes": "Binding of the Staff", + "Bindung-des-Stabes-Regel": " \t\t\t\t\tEffect: The Binding of the Staff is the first staff enchantment cast on a mage's staff and serves to bind the staff to the mage. In addition, it renders the staff unbreakable, even though the wood retains its flexibility. Only elemental fire – burning hotter than a dragon's breath or an Ignifaxius spell – or a directed antimagic spell can destroy it. The staff is a magical weapon that cannot be enchanted with rituals like Arcanovi or other spells. A mage can possess only one staff at a time. Binding a staff has a one-time cost of 2 permanent AE. The mage can try to break the connection to a staff in order to bind a new one. After a mage's death, the staff loses all permanent AE and all of its magic after 24 hours.

    \n \t\t\t\t\tPrerequisites: Tradition (Guild Mage) or Tradition (Qabalya Mage)
    \n\t\t\t\t\tVolume: 0 Points
    \n\t\t\t\t\tBinding Cost: 2 permanent AE
    \n\t\t\t\t\tProperty: Object
    \n\t\t\t\t\tAP-Value: 10 AP
    \n\t\t\t\t\tPublikation: VR01 - Regelwerk S. 276", + "Doppeltes-Maß": "Double Measure", "Doppeltes-Maß-Regel": "\n \t\t\t\t\tWirkung: Der Stab kann auf seine doppelte Länge verlängert werden, ohne dass er merklich an Dicke einbüßt. Die Wirkung hält an, solange der Magier Körperkontakt mit dem Stab hält. Ein mittlerer Stab wird so lang, dass er unter Stangenwaffen fällt und die Reichweite lang erhält, der lange Stab wird so lang, dass er als Waffe nicht mehr zu benutzen ist. Ein kurzer Stab erhält die Reichweite mittel.
    \n \t\t\t\t\tVorrausetzungen: keine
    \n\t\t\t\t\tVolumen: 2 Punkte
    \n\t\t\t\t\tBindungskosten: 1 AsP
    \n\t\t\t\t\tMerkmal: Objekt
    \n\t\t\t\t\tAP-Wert: 5 Abenteuerpunkte
    \n\t\t\t\t\tPublikation: VR01 - Regelwerk S. 276", - "Ewige-Flamme": "Ewige Flamme", - "Ewige-Flamme-Regel": "\n \t\t\t\t\tWirkung: Das Ende des Stabes kann nun willentlich entzündet werden und brennt wie eine Fackel. Das Feuer hat die natürliche Helligkeit und Hitze einer solchen Flamme, zehrt den Stab jedoch nicht auf. Im Kampf eingesetzt bietet die ewige Flamme keinen besonderen Vorteil. Die Wirkung des Stabzaubers endet automatisch, wenn der Magier schläft, den Status Bewusstlos erleidet oder spätestens nach 1 Stunde.
    \n \t\t\t\t\tVorrausetzungen: keine
    \n\t\t\t\t\tVolumen: 2 Punkte
    \n\t\t\t\t\tBindungskosten: 1 AsP
    \n\t\t\t\t\tMerkmal: Elementar
    \n\t\t\t\t\tAP-Wert: 10 Abenteuerpunkte
    \n\t\t\t\t\tPublikation: VR01 - Regelwerk S. 277", - "Flammenschwert": "Flammenschwert", + "Ewige-Flamme": "Eternal Flame", + "Ewige-Flamme-Regel": " \t\t\t\t\tEffect: You can set one end of the staff ablaze with just a thought. It burns like a torch, and the fire is as bright and hot as a natural fire, but it does not consume the staff. Eternal Flame has no real benefit in combat. The effect ends automatically after one hour, or if the mage suffers the state unconscious.
    \n \t\t\t\t\tPrerequisites: none
    \n\t\t\t\t\tVolume: 2 Points
    \n\t\t\t\t\tAE-Cost: 1 AE
    \n\t\t\t\t\tMerkmal: Elemental
    \n\t\t\t\t\tAP-Wert: 10 AP
    \n\t\t\t\t\tPublikation: VR01 - Regelwerk S. 277", + "Flammenschwert": "Sword of Flame", "Flammenschwert-Regel": "\n \t\t\t\t\tWirkung: Mit diesem Stabzauber kann der Magier seinen Stab in ein heiß brennendes Flammenschwert oder, je nach Region, in einen Flammensäbel verwandeln. Dieses Flammenschwert gilt als magische Waffe und richtet wie jedes Feuer zusätzlichen Schaden an Wesen an, die feuerempfindlich sind. Es verursacht 1W6+7 Trefferpunkte. Der Stab muss eine Mindestlänge von einem Schritt besitzen, um in ein Flammenschwert verzaubert werden zu können. Die übrigen Werte entsprechen denen eines Langschwertes.
    \n\t\t\t\t\t
    \n\t\t\t\t\tDer Magier kann das Schwert auf zwei Varianten einsetzen:
    \n\t\t\t\t\t
    \n\t\t\t\t\t1. Er kann es wie ein normales Schwert mit der Kampftechnik Schwerter führen. Bei einem Patzer verwandelt sich das Flammenschwert zurück in den Stab. Pro Kampfrunde kostet diese Variante nach der Aktivierung 1 AsP.
    \n\t\t\t\t\t2. Er kann es per Telekinese fliegen und kämpfen lassen. Hierbei werden die Kampftechnik Schwerter und der entsprechende Attackewert des Magiers für Attacken verwendet. Es bewegt sich mit Geschwindigkeit 8. Der Magier muss sich zur Kontrolle des Schwertes konzentrieren. Das Flammenschwert kontrolliert fliegen zu lassen, ist eine länger dauernde Handlung.
    \n\t\t\t\t\t
    \n\t\t\t\t\tWenn sich das Schwert weiter als 32 Schritt weg vom Magier bewegt, bricht der Stabzauber ab und das Schwert verwandelt sich wieder zurück. Pro Kampfrunde kostet diese Variante nach der Aktivierung 2 AsP.
    \n\t\t\t\t\t
    \n\t\t\t\t\tUm ein fliegendes Flammenschwert festzuhalten, ist ein erfolgreicher Angriff mit Raufen und der Sonderfertigkeit Haltegriff nötig. Für diese Zwecke verfügt das Schwert über eine PA in Höhe der Hälfte der AT und einen Wert in Kraftakt von 10 Punkten mit Eigenschaften von 14 für die Probe.
    \n \t\t\t\t\tVorrausetzungen: Ewige Flamme und Kraftfokus
    \n\t\t\t\t\tVolumen: 7 Punkte
    \n\t\t\t\t\tBindungskosten: 3 AsP, danach 1 bzw. 2 AsP pro Kampfrunde
    \n\t\t\t\t\tMerkmal: Elementar
    \n\t\t\t\t\tAP-Wert: 35 Abenteuerpunkte
    \n\t\t\t\t\tPublikation: VR01 - Regelwerk S. 277", - "Kraftfokus": "Kraftfokus", - "Kraftfokus-Regel": "\n \t\t\t\t\tWirkung: Solange der Magier den Stab berührt, spart er bei jedem Zauber 1 AsP ein. Dieser Abzug wird nach Berechnung aller anderen Modifikationen eingerechnet. Die Ersparnis kann nicht dazu führen, dass die Kosten unter 1 AsP fallen. Solange der Stab in ein Flammenschwert, eine Fackel oder etwas anderes verwandelt ist, gilt die Ersparnis nicht. Der Magier muss den Stab in der Hand halten, wenn er von dem Stabzauber profitieren will.
    \n \t\t\t\t\tVorrausetzungen: keine
    \n\t\t\t\t\tVolumen: 6 Punkte
    \n\t\t\t\t\tBindungskosten: keine
    \n\t\t\t\t\tMerkmal: Objekt
    \n\t\t\t\t\tAP-Wert: 30 Abenteuerpunkte
    \n\t\t\t\t\tPublikation: VR01 - Regelwerk S. 277", - "Merkmalsfokus": "Merkmalsfokus", + "Kraftfokus": "Power Focus", + "Kraftfokus-Regel": " \t\t\t\t\tEffect: Spend one less AE on every spell as long as you have the staff in hand. Apply this reduction after calculating all other modifiers. You cannot reduce the cost to less than 1 AE. You do not save any AE when the staff is acting as a Sword of Flame, an Eternal Flame, a torch, or anything else other than a mage’s staff. You must hold the staff in hand to use this enchantment.
    \n \t\t\t\t\tPrerequisites: none
    \n\t\t\t\t\tVolume: 6 Points
    \n\t\t\t\t\tBinding Cost: none
    \n\t\t\t\t\tProperty: Objekt
    \n\t\t\t\t\tAP-Cost: 30 AP
    \n\t\t\t\t\tPublikation: VR01 - Regelwerk S. 277", + "Merkmalsfokus": "Property Focus", "Merkmalsfokus-Regel": "\n \t\t\t\t\tWirkung: Bei diesem Stabzauber muss ein Merkmal gewählt werden, das der Fokus unterstützen soll. Proben auf Zauber mit dem so unterstützten Merkmal sind um 1 erleichtert. Der Merkmalsfokus kann mehrfach mit unterschiedlichen Merkmalen auf den Stab gewirkt werden. Solange der Stab in ein Flammenschwert, eine Fackel oder etwas anderes verwandelt ist, gilt dieser Vorteil nicht. Der Magier muss den Stab in der Hand halten, wenn er von dem Stabzauber profitieren will.
    \n \t\t\t\t\tVorrausetzungen: Kraftfokus, passende Merkmalskenntnis
    \n\t\t\t\t\tVolumen: 8 Punkte
    \n\t\t\t\t\tBindungskosten: keine
    \n\t\t\t\t\tMerkmal: je nach Merkmal
    \n\t\t\t\t\tAP-Wert: 35 Abenteuerpunkte
    \n\t\t\t\t\tPublikation: VR01 - Regelwerk S. 277", - "Seil-des-Adepten": "Seil des Adepten", + "Seil-des-Adepten": "Adept's Rope", "Seil-des-Adepten-Regel": "\n \t\t\t\t\tWirkung: Der Stab kann in ein unzerstörbares Seil von 10 Metern Länge verwandelt werden. Es kann sich um Objekte schlingen, wenn es geworfen wird. Knoten können so willentlich gebunden oder gelöst werden, solange der Magier das Seil berührt. Das Knoten und Entknoten zählt jeweils als 1 Aktion. Personen lassen sich damit nicht fesseln, außer sie haben den Status Bewegungsunfähig. Verliert der Magier den Kontakt zum Seil, verwandelt es sich zurück in seine ursprüngliche Stabform.
    \n \t\t\t\t\tVorrausetzungen: keine
    \n\t\t\t\t\tVolumen: 2 Punkte
    \n\t\t\t\t\tBindungskosten: 1 AsP
    \n\t\t\t\t\tMerkmal: Objekt
    \n\t\t\t\t\tAP-Wert: 10 Abenteuerpunkte
    \n\t\t\t\t\tPublikation: VR01 - Regelwerk S. 277", - "Stab-Apport": "Stab-Apport", + "Stab-Apport": "Staff Apportation", "Stab-Apport-Regel": "\n \t\t\t\t\tWirkung: Der Stab kann vom Magier zu sich gerufen werden. Er fliegt auf dem kürzesten Weg mit Geschwindigkeit 15 zum Magier und umfliegt selbstständig Hindernisse. Fenster durchschlägt der Stab, Wände aus Holz oder Stein halten ihn jedoch auf. Der Magier muss für den Einsatz des Stab-Apports seinen Magierstab nicht sehen.
    \n \t\t\t\t\tVorrausetzungen: keine
    \n\t\t\t\t\tVolumen: 3 Punkte
    \n\t\t\t\t\tBindungskosten: 1 AsP
    \n\t\t\t\t\tMerkmal: Telekinese
    \n\t\t\t\t\tAP-Wert: 15 Abenteuerpunkte
    \n\t\t\t\t\tPublikation: VR01 - Regelwerk S. 278", - "Fluch": "Fluch", + "Fluch": "Curse", "Beiß-auf-Granit": "Beiß auf Granit!", "Beiß-auf-Granit-Regel": "\n \t\t\t\t\t\t\tCheck: KL/IN/FF (modifiziert durch ZK)
    \n \t\t\t\t\t\t\tEffect: Feste Nahrungsmittel, die das Opfer berührt, werden zu Stein oder einer anderen Substanz, die die Hexe im Fluch benannt hat. Üblich sind neben Stein auch Holz, Mist oder Schleim. Edelmetalle oder Ähnliches sind nicht möglich. Die Lebensmittel verwandeln sich nach fünf Minuten wieder zurück, insofern das Opfer sie nicht berührt. Der Versuch, Lebensmittel mit Zangen oder Trichtern in den Mund zu führen, kann dazu führen, dass das Opfer an einem Stein im Hals erstickt. Für Suppen, Milch und andere Flüssigkeiten gilt der Fluch nicht.
    \n \t\t\t\t\t\t\tCasting time: 14 AsP
    \n\t\t\t\t\t\t\tAE-Cost: QS x 3 in Tagen
    \n\t\t\t\t\t\t\tDuration: Objekt
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 282", - "Beute": "Beute!", + "Beute": "Prey!", "Beute-Regel": "\n \t\t\t\t\t\t\tCheck: KL/IN/CH (modifiziert durch SK)
    \n \t\t\t\t\t\t\tEffect: Der Geruch des Opfers lockt alle Arten von fleischfressenden Wirbeltieren an. Diese sehen das Opfer als leichte Beute an. Während domestizierte Tiere mit einer um die Fertigkeitspunkte des Fluches erschwerten Tierkundeprobe beruhigt werden können, lassen sich wilde Tiere hiervon nicht abbringen. Der nur für die Tiere wahrnehmbare Geruch ist so stark, dass Wildtiere das Opfer bereits aus mehreren Meilen Entfernung wahrnehmen können.
    \n \t\t\t\t\t\t\tCasting time: 14 AsP
    \n\t\t\t\t\t\t\tAE-Cost: QS x 3 in Tagen
    \n\t\t\t\t\t\t\tDuration: Einfluss
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 282", - "Hagelschlag": "Hagelschlag", + "Hagelschlag": "Hail Storm", "Hagelschlag-Regel": "\n \t\t\t\t\t\t\tCheck: COU/IN/CH
    \n \t\t\t\t\t\t\tEffect: Auf einer Fläche von bis zu (QS x 20.000) Rechtschritt geht ein schwerer Hagelsturm nieder. Je nach Region kann auch ein Schnee- oder Sandsturm die Fläche verheeren. Solche Stürme können Ernten zerstören, Dächer abdecken und bei ungeschützten Tieren und Personen 2W6 TP Schaden pro 5 Minuten verursachen.
    \n \t\t\t\t\t\t\tCasting time: 21 AsP
    \n\t\t\t\t\t\t\tAE-Cost: QS x 15 Minuten
    \n\t\t\t\t\t\t\tDuration: Elementar
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 282", - "Hexenschuss": "Hexenschuss", + "Hexenschuss": "Lumbago", "Hexenschuss-Regel": "\n \t\t\t\t\t\t\tCheck: IN/FF/KO (modifiziert durch ZK)
    \n \t\t\t\t\t\t\tEffect: Das Opfer erleidet plötzlich einen starken Schmerz im Rücken oder im Kopf, je nach Wahl der Hexe. Durch den Hexenschuss erleidet das Opfer eine Stufe des Zustands Schmerz.
    \n \t\t\t\t\t\t\tCasting time: 14 AsP
    \n\t\t\t\t\t\t\tAE-Cost: QS x 3 in Stunden
    \n\t\t\t\t\t\t\tDuration: Verwandlung
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 282", "Juckreiz-verursachen": "Juckreiz verursachen", "Juckreiz-verursachen-Regel": "\n \t\t\t\t\t\t\tCheck: MU/KL/IN (modifiziert um SK)
    \n \t\t\t\t\t\t\tEffect: Das Opfer des Fluchs ist von einem ständigen Juckreiz betroffen. Dadurch erhält es 1 Stufe Verwirrung. Zudem ist seine Regeneration halbiert, sofern diese anfängt, während der Fluch noch wirkt.
    \n \t\t\t\t\t\t\tCasting time: 14 AsP
    \n\t\t\t\t\t\t\tAE-Cost: QS x 3 Stunden
    \n\t\t\t\t\t\t\tDuration: Illusion
    \n\t\t\t\t\t\t\tPublikation: VR05 - Aventurische Regelwerk II S. 24", - "Pech-an-den-Hals-wünschen": "Pech an den Hals wünschen", + "Pech-an-den-Hals-wünschen": "Bad Luck", "Pech-an-den-Hals-wünschen-Regel": "\n \t\t\t\t\t\t\tCheck: KL/IN/CH (modifiziert durch SK)
    \n \t\t\t\t\t\t\tEffect: Neben der 20 gilt nun auch die 19 als Patzer. Für Patzer bei Fertigkeitsproben reicht es so, wenn zwei Würfel eine 19 oder mehr zeigen. Außerdem zerbricht das Opfer aus Versehen Gegenstände, stolpert über Hindernisse, vergisst Verabredungen oder tritt bei Gesprächen in Fettnäpfchen. Details entscheidet der Meister.
    \n \t\t\t\t\t\t\tCasting time: 7 AsP
    \n\t\t\t\t\t\t\tAE-Cost: QS x 3 in Tagen
    \n\t\t\t\t\t\t\tDuration: Einfluss
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 282", - "Pestilenz": "Pestilenz", + "Pestilenz": "Pestilence", "Pestilenz-Regel": "\n \t\t\t\t\t\t\tCheck: MU/CH/GE (modifiziert durch ZK)
    \n \t\t\t\t\t\t\tEffect: Das Opfer wird von der Hexe mit einer ihr bekannten Krankheit infiziert, maximal jedoch mit einer Krankheitsstufe gleich dem Fertigkeitswert des Fluches. Ab der Infektion verläuft die Krankheit wie normal, ist allerdings nicht ansteckend. Nicht wählbar sind magische Erkrankungen wie Duglumspest.
    \n \t\t\t\t\t\t\tCasting time: Stufe der Krankheit in AsP
    \n\t\t\t\t\t\t\tAE-Cost: bis zum Ende der Krankheit, maximal aber QS x 3 in Tagen
    \n\t\t\t\t\t\t\tDuration: Dämonisch
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 282", - "Schlaf-rauben": "Schlaf rauben", + "Schlaf-rauben": "Steal Sleep", "Schlaf-rauben-Regel": "\n \t\t\t\t\t\t\tCheck: KL/IN/CH (modifiziert durch SK)
    \n \t\t\t\t\t\t\tEffect: Das Opfer kann nicht schlafen. Wenn es doch für einige Sekunden einschläft, wird es von Alpträumen wieder aufgeschreckt. Regeneration ist in diesem Zustand nicht möglich. Es reagiert genauso wie andere Menschen, die lange Zeit wach gehalten werden, wird also fahrig, reizbar und erleidet nach einigen Tagen Sinnestäuschungen. Pro zwei Tagen ohne Schlaf erhält das Opfer eine Stufe Verwirrung, die erst abklingt, wenn es wieder schlafen kann.
    \n \t\t\t\t\t\t\tCasting time: 14 AsP
    \n\t\t\t\t\t\t\tAE-Cost: QS x 3 in Tagen
    \n\t\t\t\t\t\t\tDuration: Einfluss
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 282", "Unfruchtbarkeit": "Unfruchtbarkeit", "Unfruchtbarkeit-Regel": "\n \t\t\t\t\t\t\tCheck: IN/FF/KO (modifiziert durch ZK)
    \n \t\t\t\t\t\t\tEffect: Das Opfer, Person oder Tier, ist nicht mehr in der Lage, Nachkommen zu zeugen oder zu gebären. Schwangere Wesen erleiden oft eine Miss- oder Totgeburt.
    \n \t\t\t\t\t\t\tCasting time: 14 AsP
    \n\t\t\t\t\t\t\tAE-Cost: QS x 3 in Wochen
    \n\t\t\t\t\t\t\tDuration: Verwandlung
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 282", "Warzen-sprießen": "Warzen sprießen", "Warzen-sprießen-Regel": "\n \t\t\t\t\t\t\tCheck: IN/FF/KO (modifiziert durch ZK)
    \n \t\t\t\t\t\t\tEffect: Dem Opfer wachsen innerhalb einiger Minuten dicke Warzen im Gesicht und an den Händen und verleihen ihm so eine Stufe des Nachteils Hässlich. Der Vorteil Gutaussehend wird hierdurch zeitweise Hässlich.
    \n \t\t\t\t\t\t\tCasting time: 7 AsP
    \n\t\t\t\t\t\t\tAE-Cost: QS x 3 in Tagen
    \n\t\t\t\t\t\t\tDuration: Verwandlung
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 282", - "Zunge-lähmen": "Zunge lähmen", + "Zunge-lähmen": "Paralyze Tongue", "Zunge-lähmen-Regel": "\n \t\t\t\t\t\t\tCheck: KL/IN/CH (modifiziert durch ZK)
    \n \t\t\t\t\t\t\tEffect: Zunge und Lippen des Opfers sind gelähmt. Es kann daher nicht mehr artikuliert sprechen. Dies beeinflusst auch Zaubersprüche. Außerdem neigen so Verfluchte zu Speichelfluss. Der Verfluchte erhält den Status Stumm.
    \n \t\t\t\t\t\t\tCasting time: 14 AsP
    \n\t\t\t\t\t\t\tAE-Cost: QS x 3 in Stunden
    \n\t\t\t\t\t\t\tDuration: Einfluss
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 282", - "Elfenlied": "Elfenlied", + "Elfenlied": "Elven Song", "Erinnerungsmelodie": "Song of Memory", "Erinnerungsmelodie-Regel": "\n \t\t\t\t\t\t\tCheck: SAG/IN/IN
    \n \t\t\t\t\t\t\tEffect: Mit dem Lied ruft sich der Elf eine Erinnerung aus lang vergangener Zeit zurück. Für je ein Jahr, das das Ereignis zurückliegt, muss er 5 Minuten spielen. Zusätzlich spielt er so lange, wie die Situation dauert, an die er sich zurückentsinnen will.
    \n \t\t\t\t\t\t\tTalent: Musizieren
    \n\t\t\t\t\t\t\tAE-Cost: 1 AsP pro 5 Minuten
    \n\t\t\t\t\t\t\tProperty: Influence
    \n\t\t\t\t\t\t\tImprovement Cost: A
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 283", "Friedenslied": "Song of Peace", @@ -1984,7 +1984,7 @@ "16-AsP": "16 AE", "Liturgien": "Liturgies", "Zeremonien": "Zeremonies", - "KaP": "KaP", + "KaP": "KE", "Praios": "Praios", "Rondra": "Rondra", "Boron": "Boron", @@ -1997,59 +1997,59 @@ "Ingerimm": "Ingerimm", "Efferd": "Efferd", "Rahja": "Rahja", - "Namenloser": "Namenloser", - "Segnung": "Segnung", - "Eidsegen": "Eidsegen", - "Feuersegen": "Feuersegen", - "Geburtssegen": "Geburtssegen", - "Glückssegen": "Glückssegen", + "Namenloser": "Nameless One", + "Segnung": "Blessing", + "Eidsegen": "Oath Blessing", + "Feuersegen": "Fire Blessing", + "Geburtssegen": "Birth Blessing", + "Glückssegen": "Luck Blessing", "Grabsegen": "Grave Blessing", "Harmoniesegen": "Harmony Blessing", "Kleiner-Heilsegen": "Minor Healing Blessing", "Kleiner-Schutzsegen": "Minor Protection Blessing", - "Speisesegen": "Speisesegen", - "Stärkungssegen": "Stärkungssegen", - "Tranksegen": "Tranksegen", - "Weisheitssegen": "Weisheitssegen", - "Sonderfertigkeit": "Sonderfertigkeit", - "Aspektkenntnis": "Aspektkenntnis", - "Fokussierung": "Fokussierung", - "Stärke-des-Glaubens": "Stärke des Glaubens", - "Starke-Segnungen": "Starke Segnungen", - "Liturgiemodifikationen-1-je-4-FW": "Liturgiemodifikationen (1 je 4 in FW)", - "Liturgiedauer-in-Aktionen": "Liturgiedauer in Aktionen", - "Gebete-weglassen": "Gebete weglassen", - "Gesten-weglassen": "Gesten weglassen", - "Liturgienpatzer": "Liturgienpatzer:", - "Liturgiemodifikationen": "Liturgiemodifikationen", + "Speisesegen": "Food Blessing", + "Stärkungssegen": "Strength Blessing", + "Tranksegen": "Drink Blessing", + "Weisheitssegen": "Wisdom Blessing", + "Sonderfertigkeit": "Special Ability", + "Aspektkenntnis": "Aspect Knowledge", + "Fokussierung": "Focus", + "Stärke-des-Glaubens": "Strength of Faith", + "Starke-Segnungen": "Strong Blessings", + "Liturgiemodifikationen-1-je-4-FW": "Liturgy modifications (1 per 4 in SR)", + "Liturgiedauer-in-Aktionen": "Liturgical time in actions", + "Gebete-weglassen": "Omit prayers", + "Gesten-weglassen": "Omit gestures", + "Liturgienpatzer": "Liturgy Botch:", + "Liturgiemodifikationen": "Liturgy modifications", "Liturgie": "Liturgical Chants", - "Bann-der-Dunkelheit": " Bann der Dunkelheit", + "Bann-der-Dunkelheit": "Banish Darkness", "Bann-der-Dunkelheit-Regel": "\n \t\t\t\t\t\t\tCheck: COU/SAG/CH
    \n \t\t\t\t\t\t\tEffect: Aus der Hand des Geweihten strahlt ein helles Licht. Das Licht zählt regeltechnisch als Sonnenlicht.
    \n\t\t\t\t\t\t\tQS 1: Das Licht hat die Helligkeit einer Kerze.
    \n\t\t\t\t\t\t\tQS 2: Das Licht hat die Helligkeit einer Fackel.
    \n\t\t\t\t\t\t\tQS 3: Das Licht hat die Helligkeit eines Lagerfeuers.
    \n\t\t\t\t\t\t\tQS 4: Die Helligkeit des Lichts reicht aus, um einen Raum von 5 mal 5 Schritt auszuleuchten.
    \n\t\t\t\t\t\t\tQS 5: Die Helligkeit des Lichts reicht aus, um einen großen Saal auszuleuchten.
    \n\t\t\t\t\t\t\tQS 6: Das Licht ist blendend hell. Es ist kaum möglich, direkt hineinzusehen.
    \n \t\t\t\t\t\t\tLiturgiedauer: 1 Aktion
    \n\t\t\t\t\t\t\tKaP-Kosten: 4 KaP (Aktivierung der Liturgie) + 2 KaP pro Minute
    \n\t\t\t\t\t\t\tRange: self
    \n\t\t\t\t\t\t\tDuration: sustained
    \n\t\t\t\t\t\t\tTarget category: Lebewesen
    \n\t\t\t\t\t\t\tTraditions: Praios (Ordnung)
    \n\t\t\t\t\t\t\tImprovement Cost: A
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 324", "Bann-der-Furcht": " Banish Fear", "Bann-der-Furcht-Regel": "\n \t\t\t\t\t\t\tCheck: IN/CH/CH
    \n \t\t\t\t\t\t\tEffect: Durch diese Liturgie wird pro QS eine Stufe des Zustands Furcht aufgehoben.
    \n \t\t\t\t\t\t\tLiturgiedauer: 2 Aktionen
    \n\t\t\t\t\t\t\tKaP-Kosten: 8 KaP
    \n\t\t\t\t\t\t\tRange: Berührung
    \n\t\t\t\t\t\t\tDuration: sofort
    \n\t\t\t\t\t\t\tTarget category: Kulturschaffende
    \n\t\t\t\t\t\t\tTraditions: Boron (Traum)
    \n\t\t\t\t\t\t\tImprovement Cost: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 324", - "Bann-des-Lichts": " Bann des Lichts", + "Bann-des-Lichts": " Banish Light", "Bann-des-Lichts-Regel": "\n \t\t\t\t\t\t\tCheck: COU/SAG/CH
    \n \t\t\t\t\t\t\tEffect: Um den Geweihten herum bildet sich eine Kugel aus Dunkelheit mit einem Durchmesser von QS x 3 Schritt. Pro QS erschweren sich die Sichtverhältnisse um eine Stufe. Natürliche und magische Lichtquellen können die Dunkelheit nicht erhellen. Bei karmalen Lichtquellen entscheidet die höhere QS (wie bei einer Vergleichsprobe), ob das Licht zu sehen ist oder nicht. Hierbei gilt alles oder nichts: Das Licht wird nicht um die QS der Liturgie gedämpft, sondern die höhere QS entscheidet darüber ob Licht zu sehen ist oder nicht. Für den Geweihten werden die Sichtverhältnisse durch die Liturgie nicht erschwert. Der Geweihte muss vor dem Wirken der Liturgie entscheiden, ob die Zone der Dunkelheit an Ort und Stelle verbleiben oder sich mit ihm als Zentrum bewegen soll.
    \n \t\t\t\t\t\t\tLiturgiedauer: 4 Aktionen
    \n\t\t\t\t\t\t\tKaP-Kosten: 16 KaP (Aktivierung) + 8 KaP pro 5 Minuten
    \n\t\t\t\t\t\t\tRange: self
    \n\t\t\t\t\t\t\tDuration: sustained
    \n\t\t\t\t\t\t\tTarget category: Zone
    \n\t\t\t\t\t\t\tTraditions: Boron (Tod und Traum), Phex (Schatten)
    \n\t\t\t\t\t\t\tImprovement Cost: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 324", - "Blendstrahl": " Blendstrahl", + "Blendstrahl": " Blinding Ray", "Blendstrahl-Regel": "\n \t\t\t\t\t\t\tCheck: MU/KL/IN (modifiziert um SK)
    \n \t\t\t\t\t\t\tEffect: Der Betroffene wird geblendet. Es erhält eine Stufe des Zustands Verwirrung.
    \n \t\t\t\t\t\t\tLiturgiedauer: 1 Aktion
    \n\t\t\t\t\t\t\tKaP-Kosten: 4 KaP
    \n\t\t\t\t\t\t\tRange: 8 Yard
    \n\t\t\t\t\t\t\tDuration: QS in Kampfrunden
    \n\t\t\t\t\t\t\tTarget category: Lebewesen
    \n\t\t\t\t\t\t\tTraditions: Praios (Antimagie und Ordnung)
    \n\t\t\t\t\t\t\tImprovement Cost: A
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 324", "Des-Einen-Bezauberner-Sphärenklang": " Des Einen bez. Sphärenklang", "Des-Einen-Bezauberner-Sphärenklang-Regel": "\n \t\t\t\t\t\t\tCheck: IN/CH/CH
    \n \t\t\t\t\t\t\tEffect: Diese Liturgie des Namenlosen erzeugt Bilder im Geist des Opfers und lässt es verführerische Melodien hören. Das Opfer erhält den Status Hörigkeit und ist dem Geweihten hörig. Es wird auch Freunde angreifen, wenn der Priester es befiehlt. Alle 5 Minuten ist eine Probe auf Willenskraft (Bedrohungen standhalten) erschwert um die QS der Liturgie erlaubt, um sich von der Beherrschung zu lösen. Auch zu Beginn der Wirkung ist diese Probe erlaubt.
    \n \t\t\t\t\t\t\tLiturgiedauer: 1 Aktion
    \n\t\t\t\t\t\t\tKaP-Kosten: 8 KaP
    \n\t\t\t\t\t\t\tRange: 8 Yard
    \n\t\t\t\t\t\t\tDuration: QL x 3 Minutes
    \n\t\t\t\t\t\t\tTarget category: Kulturschaffende
    \n\t\t\t\t\t\t\tTraditions: Namenloser
    \n\t\t\t\t\t\t\tImprovement Cost: C
    \n\t\t\t\t\t\t\tPublikation: VR04 - Aventurisches Götterwirken S. 118", - "Ehrenhaftigkeit": " Ehrenhaftigkeit", + "Ehrenhaftigkeit": " Enforce Honor", "Ehrenhaftigkeit-Regel": "\n \t\t\t\t\t\t\tCheck: MU/IN/CH (modifiziert um SK)
    \n \t\t\t\t\t\t\tEffect: „Ehrenhaft“ bedeutet in diesem Fall, dass der Betroffene sich an die Gebote des Geweihten hält. Dies kann je nach Auslegung und Kultur bedeuten, dass der Betroffene bei Patzern des Gegners auf weitere Angriffe verzichtet, nicht von hinten angreift, dem Gegner die Chance gibt, eine verlorene Waffe wieder aufzusammeln, auf Waffengifte verzichtet usw.
    \n \t\t\t\t\t\t\tLiturgiedauer: 4 Aktionen
    \n\t\t\t\t\t\t\tKaP-Kosten: 8 KaP
    \n\t\t\t\t\t\t\tRange: 8 Yard
    \n\t\t\t\t\t\t\tDuration: QS x 3 in Minuten
    \n\t\t\t\t\t\t\tTarget category: Kulturschaffende
    \n\t\t\t\t\t\t\tTraditions: Rondra (Schild und Sturm)
    \n\t\t\t\t\t\t\tImprovement Cost: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 325", - "Entzifferung": " Entzifferung", + "Entzifferung": " Decipher Text", "Entzifferung-Regel": "\n \t\t\t\t\t\t\tCheck: KL/KL/IN
    \n \t\t\t\t\t\t\tEffect: Die Textmenge richtet sich nach der QS. Für jede QS kann er fünf Foliantenseiten in normaler Schriftgröße entziffern.
    \n \t\t\t\t\t\t\tLiturgiedauer: 8 Aktionen
    \n\t\t\t\t\t\t\tKaP-Kosten: 4 KaP
    \n\t\t\t\t\t\t\tRange: self
    \n\t\t\t\t\t\t\tDuration: QS x 3 in Minuten
    \n\t\t\t\t\t\t\tTarget category: Kulturschaffende
    \n\t\t\t\t\t\t\tTraditions: Hesinde (Wissen), Nandus (Bildung)
    \n\t\t\t\t\t\t\tImprovement Cost: A
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 325", - "Ermutigung": " Ermutigung", + "Ermutigung": " Encourage", "Ermutigung-Regel": "\n \t\t\t\t\t\t\tCheck: COU/IN/CH
    \n \t\t\t\t\t\t\tEffect: Das Ziel wird zuversichtlicher und mutiger. Je nach QS erhält es verschiedene Boni. Die Boni sind kumulativ, d.h. bei QS 3 hat das Ziel insgesamt MU +2 und AT +1.
    \n \t\t\t\t\t\t\tQS 1: +1 MU
    \n\t\t\t\t\t\t\tQS 2: +1 AT
    \n\t\t\t\t\t\t\tQS 3: +1 MU
    \n\t\t\t\t\t\t\tQS 4: +1 AT
    \n\t\t\t\t\t\t\tQS 5: +1 MU
    \n\t\t\t\t\t\t\tQS 6: +1 SK
    \n \t\t\t\t\t\t\tLiturgiedauer: 4 Aktionen
    \n\t\t\t\t\t\t\tKaP-Kosten: 8 KaP
    \n\t\t\t\t\t\t\tRange: Berührung
    \n\t\t\t\t\t\t\tDuration: QS x 3 in Minuten
    \n\t\t\t\t\t\t\tTarget category: Kulturschaffende, übernatürliche Wesen
    \n\t\t\t\t\t\t\tTraditions: Rondra (Sturm), Efferd (Wind), Swafnir (Tapferkeit)
    \n\t\t\t\t\t\t\tImprovement Cost: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 325", - "Fall-ins-nichts": " Fall ins nichts", + "Fall-ins-nichts": " Fall into Nothing", "Fall-ins-nichts-Regel": "\n \t\t\t\t\t\t\tCheck: MU/IN/GE
    \n \t\t\t\t\t\t\tEffect: Für jede QS kann der Geweihte drei Schritt Fallschaden ignorieren.
    \n \t\t\t\t\t\t\tLiturgiedauer: 1 Aktion
    \n\t\t\t\t\t\t\tKaP-Kosten: 8 KaP
    \n\t\t\t\t\t\t\tRange: self
    \n\t\t\t\t\t\t\tDuration: QS x 3 in Kampfrunden
    \n\t\t\t\t\t\t\tTarget category: Kulturschaffende
    \n\t\t\t\t\t\t\tTraditions: Phex (Schatten)
    \n\t\t\t\t\t\t\tImprovement Cost: A
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 325", - "Friedvolle-Aura": "Friedvolle Aura", + "Friedvolle-Aura": "Peaceful Aura", "Friedvolle-Aura-Regel": "\n \t\t\t\t\t\t\tCheck: COU/IN/CH
    \n \t\t\t\t\t\t\tEffect: Um den Geweihten anzugreifen, ist eine Probe auf Willenskraft (Bedrohungen standhalten) des Gegners notwendig, bei der er mehr QS haben muss als der Geweihte. Ist diese Probe nicht erfolgreich, kann der Angriff nicht ausgeführt werden. Gelingt sie, so ist die Attacke gegen den Geweihten dennoch um QS der Liturgie erschwert. Die Wirkung der Liturgie bezieht sich nur auf den Geweihten. Während der Wirkung der Liturgie kann der Geweihte keine Angriffe (Attacke, Fernkampf) oder sonstige offensive Handlungen gegen seine Feinde ausführen, wohl aber seine Kampfgefährten mit Handlungen unterstützen.
    \n \t\t\t\t\t\t\tLiturgiedauer: 1 Aktion
    \n\t\t\t\t\t\t\tKaP-Kosten: 8 KaP
    \n\t\t\t\t\t\t\tRange: self
    \n\t\t\t\t\t\t\tDuration: QS x 3 in KR
    \n\t\t\t\t\t\t\tTarget category: Kulturschaffende
    \n\t\t\t\t\t\t\tTraditions: Hesinde (Magie und Wissen), Peraine (Heilung und Landwirtschaft). Travia (Freundschaft und Heim). Tsa (Freiheit und Wandel), Rahja (Ekstase und Harmonie), Ifirn (Hilfsbereitschaft), Nandus (Bildung und Erkenntnis)
    \n\t\t\t\t\t\t\tImprovement Cost: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 325", - "Giftbann": " Giftbann", + "Giftbann": " Banish Poison", "Giftbann-Regel": "\n \t\t\t\t\t\t\tCheck: SAG/IN/CH
    \n \t\t\t\t\t\t\tEffect: Der Giftbann neutralisiert ein Gift. Die maximale Giftstufe darf die QS nicht übersteigen, sonst wirkt die Liturgie nicht und gilt als misslungen.
    \n \t\t\t\t\t\t\tLiturgiedauer: 4 Aktionen
    \n\t\t\t\t\t\t\tKaP-Kosten: 2 KaP pro Giftstufe (Kosten nicht modifizierbar)
    \n\t\t\t\t\t\t\tRange: Berührung
    \n\t\t\t\t\t\t\tDuration: sofort
    \n\t\t\t\t\t\t\tTarget category: Lebewesen
    \n\t\t\t\t\t\t\tTraditions: Peraine (Heilung)
    \n\t\t\t\t\t\t\tImprovement Cost: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 325", - "Göttlicher-Fingerzeig": " Gött. Fingerzeig", + "Göttlicher-Fingerzeig": " Divine Guidance", "Göttlicher-Fingerzeig-Regel": "\n \t\t\t\t\t\t\tCheck: SAG/IN/IN
    \n \t\t\t\t\t\t\tEffect: Voraussetzung ist, dass ein solcher Gegenstand überhaupt in Reichweite liegt. Dies kann z. B. ein verborgener Schlüssel für eine Truhe, ein Zettel mit Hinweisen oder ein benötigtes improvisiertes Werkzeug sein. Ist der Gegenstand durch Magie oder karmales Wirken verborgen, kann der Geweihte das Objekt nicht mittels dieser Liturgie entdecken. Der Gegenstand darf sich maximal QS Schritt vom Geweihten entfernt befinden.
    \n \t\t\t\t\t\t\tLiturgiedauer: 4 Aktionen
    \n\t\t\t\t\t\t\tKaP-Kosten: 8 KaP
    \n\t\t\t\t\t\t\tRange: self
    \n\t\t\t\t\t\t\tDuration: sofort
    \n\t\t\t\t\t\t\tTarget category: Kulturschaffende
    \n\t\t\t\t\t\t\tTraditions: allgemein
    \n\t\t\t\t\t\t\tImprovement Cost: A
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 326", - "Göttliches-Zeichen": " Gött. Zeichen", + "Göttliches-Zeichen": " Divine Sign", "Göttliches-Zeichen-Regel": "\n \t\t\t\t\t\t\tCheck: IN/IN/CH
    \n \t\t\t\t\t\t\tEffect: Das Zeichen äußert sich z. B. als Donnergrollen, obwohl keine Wolken am Himmel zu sehen sind (Rondra), das Schnattern eines Storches (Peraine) oder als kurzer Moment der Stille (Boron). Innerhalb der Zone der Liturgie können Personen das göttliche Zeichen wahrnehmen. Der Radius der Zone beträgt QS x 10 in Schritt. Bei Proben auf Bekehren & Überzeugen kann der Meister eine Erleichterung von 1 gewähren, wenn der Geweihte das Zeichen bei der Anwendung miteinbezieht.
    \n \t\t\t\t\t\t\tLiturgiedauer: 4 Aktionen
    \n\t\t\t\t\t\t\tKaP-Kosten: 4 KaP
    \n\t\t\t\t\t\t\tRange: 4 Schritt
    \n\t\t\t\t\t\t\tDuration: QS x 3 in Kampfrunden
    \n\t\t\t\t\t\t\tTarget category: Zone
    \n\t\t\t\t\t\t\tTraditions: allgemein
    \n\t\t\t\t\t\t\tImprovement Cost: A
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 326", - "Heilsegen": " Heilsegen", + "Heilsegen": " Blessing of Healing", "Heilsegen-Regel": "\n \t\t\t\t\t\t\tCheck: SAG/IN/CH
    \n \t\t\t\t\t\t\tEffect: Der Betroffene erhält innerhalb von 5 Minuten nach dem Wirken der Liturgie verlorene LeP in Höhe der verwendeten KaP zurück. Der Geweihte kann maximal so viele KaP einsetzen, wie er FW hat. Wird die Liturgie vor dem Ablauf der durch den Konstitutionswert angegebenen Frist für den Tod eines Helden begonnen, kann er gerettet werden. Wird die Liturgie jedoch unterbrochen, überlebt der Patient danach nur noch die verbliebenen Kampfrunden.
    \n \t\t\t\t\t\t\tLiturgiedauer: 16 Aktionen
    \n\t\t\t\t\t\t\tKaP-Kosten: 1 KaP pro LeP, mindestens jedoch 4 KaP (Kosten sind nicht modifizierbar)
    \n\t\t\t\t\t\t\tRange: Berührung
    \n\t\t\t\t\t\t\tDuration: sofort
    \n\t\t\t\t\t\t\tTarget category: Kulturschaffende, übernatürliche Wesen
    \n\t\t\t\t\t\t\tTraditions: Peraine (Heilung)
    \n\t\t\t\t\t\t\tImprovement Cost: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 326", "Herbeirufung-der-Herrscharen-des-Rattenkindes": " Herb. d. Herrsch. d. Ra
    \n\t\t\t\t\t\t\t\t Kl. Bann wider Untote
    \n\t\t\t\t\t\t\t\t Kl. Bannstrahl
    \n\t\t\t\t\t\t\t\t Krankheitsbann
    \n\t\t\t\t\t\t\t\t Lautlos
    \n\t\t\t\t\t\t\t\t Magieschutz
    \n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t", "Herbeirufung-der-Herrscharen-des-Rattenkindes-Regel": "\n \t\t\t\t\t\t\tCheck: COU/IN/CH
    \n \t\t\t\t\t\t\tEffect: Diese Liturgie ruft Ratten herbei, die häufig als Diener des Namenlosen angesehen werden. Die Tiere stehen unter der vollständigen Kontrolle des Geweihten und gehorchen seinen Befehlen. Es erscheinen QS x 5 Ratten aus dem Nichts.
    \n \t\t\t\t\t\t\tLiturgiedauer: 1 Aktion
    \n\t\t\t\t\t\t\tKaP-Kosten: 8 KaP
    \n\t\t\t\t\t\t\tRange: 32 Schritt
    \n\t\t\t\t\t\t\tDuration: QS x 3 Tage
    \n\t\t\t\t\t\t\tTarget category: Tiere (Ratten)
    \n\t\t\t\t\t\t\tTraditions: Namenloser
    \n\t\t\t\t\t\t\tImprovement Cost: B
    \n\t\t\t\t\t\t\tPublikation: VR04 - Aventurisches Götterwirken S. 125", @@ -2059,73 +2059,73 @@ "Kleiner-Bannstrahl-Regel": "\n \t\t\t\t\t\t\tCheck: COU/IN/CH
    \n \t\t\t\t\t\t\tEffect: Der Bannstrahl richtet gegen einen Dämon 2W6+(QS x2) SP an. Gegen Dämonen aus Blakharaz’ Domäne wird der Schaden verdoppelt. Der Bannstrahl trifft automatisch sein Ziel und dieses kann sich dagegen nicht verteidigen. Der kleine Bannstrahl ist nicht davon abhängig, ob der Himmel zu sehen ist. Der Strahl entsteht direkt beim Dämon, auf den der Strahl wirken soll.
    \n \t\t\t\t\t\t\tLiturgiedauer: 2 Aktionen
    \n\t\t\t\t\t\t\tKaP-Kosten: 8 KaP (Kosten sind nicht modifizierbar)
    \n\t\t\t\t\t\t\tRange: 16 Yard
    \n\t\t\t\t\t\t\tDuration: sofort
    \n\t\t\t\t\t\t\tTarget category: Dämonen
    \n\t\t\t\t\t\t\tTraditions: Praios (Antimagie)
    \n\t\t\t\t\t\t\tImprovement Cost: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 327", "Krankheitsbann": " Banish Disease", "Krankheitsbann-Regel": "\n \t\t\t\t\t\t\tCheck: SAG/IN/CH
    \n \t\t\t\t\t\t\tEffect: Diese Liturgie heilt Krankheiten (die bisher erlittenen Auswirkungen werden nicht geheilt). Die maximale Krankheitsstufe darf die QS nicht übersteigen, sonst wirkt die Liturgie nicht und gilt als misslungen. Die Liturgie heilt auch alle Symptome der Krankheit, aber keine bis dahin entstandenen Schäden (LeP-Verlust, Narben usw.).
    \n \t\t\t\t\t\t\tLiturgiedauer: 16 Aktionen
    \n\t\t\t\t\t\t\tKaP-Kosten: 2 KaP pro Krankheitsstufe (Kosten nicht modifizierbar)
    \n\t\t\t\t\t\t\tRange: Berührung
    \n\t\t\t\t\t\t\tDuration: sofort
    \n\t\t\t\t\t\t\tTarget category: Lebewesen
    \n\t\t\t\t\t\t\tTraditions: Peraine (Heilung)
    \n\t\t\t\t\t\t\tImprovement Cost: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 327", - "Lautlos": " Lautlos", + "Lautlos": " Without a Sound", "Lautlos-Regel": "\n \t\t\t\t\t\t\tCheck: IN/IN/GE
    \n \t\t\t\t\t\t\tEffect: Proben auf Verbergen (Schleichen) sind um QS erleichtert.
    \n \t\t\t\t\t\t\tLiturgiedauer: 4 Aktionen
    \n\t\t\t\t\t\t\tKaP-Kosten: 4 KaP (Aktivierung der Liturgie) + 2 KaP pro Minute
    \n\t\t\t\t\t\t\tRange: self
    \n\t\t\t\t\t\t\tDuration: sustained
    \n\t\t\t\t\t\t\tTarget category: Kulturschaffende
    \n\t\t\t\t\t\t\tTraditions: Phex (Schatten), Firun (Jagd)
    \n\t\t\t\t\t\t\tImprovement Cost: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 327", - "Magieschutz": " Magieschutz", + "Magieschutz": " Protection from Magic", "Magieschutz-Regel": "\n \t\t\t\t\t\t\tCheck: COU/IN/CH
    \n \t\t\t\t\t\t\tEffect: Er erhält einen Bonus von QS –1 auf SK und ZK (mindestens jedoch 1 Punkt) gegen magische Effekte.
    \n \t\t\t\t\t\t\tLiturgiedauer: 4 Aktionen
    \n\t\t\t\t\t\t\tKaP-Kosten: 8 KaP (Aktivierung der Liturgie) + 4 KaP pro 10 Minuten
    \n\t\t\t\t\t\t\tRange: self
    \n\t\t\t\t\t\t\tDuration: sustained
    \n\t\t\t\t\t\t\tTarget category: Kulturschaffende
    \n\t\t\t\t\t\t\tTraditions: Praios (Antimagie), Hesinde (Magie)
    \n\t\t\t\t\t\t\tImprovement Cost: C
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 328", - "Magiesicht": " Magiesicht", + "Magiesicht": " See Magic", "Magiesicht-Regel": "\n \t\t\t\t\t\t\tCheck: SAG/IN/IN
    \n \t\t\t\t\t\t\tEffect: Mit dieser Liturgie lässt sich aktives magisches Wirken auf Gegenständen und Personen erkennen. Je nach Stärke der astralen Kräfte im Objekt kann die Probe erleichtert oder erschwert werden. Je nach QS können dabei nachfolgende Analysen mittels des Zaubers ANALYS oder entsprechenden Liturgien beeinflusst werden. Der Geweihte kann nur ein ausgewähltes Wesen oder Objekt in Reichweite untersuchen. Er hat keine Rundumsicht.
    \n \t\t\t\t\t\t\tQS 1: Ist Magie vorhanden oder nicht?
    \n \t\t\t\t\t\t\tQS 2: Die maximale QS bei der Magischen Analyse steigt um 1.
    \n \t\t\t\t\t\t\tQS 3: Die Fertigkeitsprobe eines ANALYS oder eine entsprechende Liturgie auf das gleiche Objekt ist um 1 erleichtert.
    \n \t\t\t\t\t\t\tQS 4: Die Fertigkeitsprobe eines ANALYS oder eine entsprechende Liturgie auf das gleiche Objekt ist um 2 erleichtert.
    \n \t\t\t\t\t\t\tQS 5: Die maximale QS bei der Magischen Analyse steigt um 2
    \n \t\t\t\t\t\t\tQS 6: Die Fertigkeitsprobe eines ANALYS oder eine entsprechende Liturgie auf das gleiche Objekt ist um 3 erleichtert.
    \n \t\t\t\t\t\t\tDie Boni für die maximale QS bei der Magischen Analyse sind nicht kumulativ bzw. auch nicht die Erleichterungen beim nachfolgenden ANALYS oder einer entsprechende Liturgie. Wer also QS 4 bei Magiesicht erzielt hat, bekommt keine Erleichterung von 3 (1 durch QS 3 + 2 durch QS 4), sondern nur eine von 2. Allerdings erhält der Held die höchsten Boni der beiden Verbesserungsmöglichkeiten. Ein Held mit QS 6 bekommt also eine Erleichterung von 3 auf den nachfolgenden ANALYS oder eine entsprechende Liturgie (durch QS 6) und die maximale QS bei der Magischen Analyse ist um 2 erhöht (durch QS 5).
    \n \t\t\t\t\t\t\tLiturgiedauer: 2 Aktionen
    \n\t\t\t\t\t\t\tKaP-Kosten: 4 KaP
    \n\t\t\t\t\t\t\tRange: 8 Yard
    \n\t\t\t\t\t\t\tDuration: 1 Minute
    \n\t\t\t\t\t\t\tTarget category: Lebewesen, Objekt
    \n\t\t\t\t\t\t\tTraditions: Praios (Antimagie), Hesinde (Magie), Nandus (Erkenntnis)
    \n\t\t\t\t\t\t\tImprovement Cost: A
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 328", - "Mondsicht": " Mondsicht", + "Mondsicht": " Moon's Gaze", "Mondsicht-Regel": "\n \t\t\t\t\t\t\tCheck: KL/KL/IN
    \n \t\t\t\t\t\t\tEffect: Erschwernisse der Sichtverhältnisse durch Dunkelheit werden um QS –1 Stufen gesenkt (mindestens jedoch 1 Stufe). In völliger Dunkelheit nutzt diese Liturgie nichts.
    \n \t\t\t\t\t\t\tLiturgiedauer: 4 Aktionen
    \n\t\t\t\t\t\t\tKaP-Kosten: 2 KaP (Aktivierung) + 1 KaP pro 10 Minuten
    \n\t\t\t\t\t\t\tRange: self
    \n\t\t\t\t\t\t\tDuration: sustained
    \n\t\t\t\t\t\t\tTarget category: Kulturschaffende
    \n\t\t\t\t\t\t\tTraditions: Phex (Schatten), Aves (Schicksal)
    \n\t\t\t\t\t\t\tImprovement Cost: A
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 328", - "Mondsilberzunge": " Mondsilberzunge", + "Mondsilberzunge": " Moonsilver Tongue", "Mondsilberzunge-Regel": "\n \t\t\t\t\t\t\tCheck: SAG/IN/CH
    \n \t\t\t\t\t\t\tEffect: Der Held wirkt vertrauenerweckend. Er erhält eine Erleichterung von QS auf die Fertigkeiten Überreden und Handel (Feilschen).
    \n \t\t\t\t\t\t\tLiturgiedauer: 1 Aktion
    \n\t\t\t\t\t\t\tKaP-Kosten: 8 KaP
    \n\t\t\t\t\t\t\tRange: self
    \n\t\t\t\t\t\t\tDuration: QS x 3 in Minuten
    \n\t\t\t\t\t\t\tTarget category: Kulturschaffende
    \n\t\t\t\t\t\t\tTraditions: Phex (Handel)
    \n\t\t\t\t\t\t\tImprovement Cost: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 328", "Namenlose-Zweifel": " Namenlose Zweifel", "Namenlose-Zweifel-Regel": "\n \t\t\t\t\t\t\tCheck: MU/IN/CH (modifiziert um SK)
    \n \t\t\t\t\t\t\tEffect: Die betroffene Person stellt innerhalb des Wirkungszeitraums ihre eigenen moralischen Vorstellungen in Frage und verliert den Glauben an ihre Götter oder ihre Prinzipien. Während der Wirkungsdauer sind Opfer der Liturgie bereit, Nachteile wie Prinzipientreue und Verpflichtungen zu ignorieren oder ins Gegenteil zu verkehren. Überzeugte Vegetarier essen Fleisch, ehrenhafte Krieger kämpfen aus dem Hinterhalt und ein Novadi wird sich achtlos über jedes der 99 Gesetze hinwegsetzen.
    \n \t\t\t\t\t\t\tLiturgiedauer: 4 Aktionen
    \n\t\t\t\t\t\t\tKaP-Kosten: 16 KaP
    \n\t\t\t\t\t\t\tRange: 16 Yard
    \n\t\t\t\t\t\t\tDuration: QS x 3 Tage
    \n\t\t\t\t\t\t\tTarget category: Kulturschaffende
    \n\t\t\t\t\t\t\tTraditions: Namenloser
    \n\t\t\t\t\t\t\tImprovement Cost: B
    \n\t\t\t\t\t\t\tPublikation: VR04 - Aventurisches Götterwirken S. 132 ", "Namenloses-Vergessen": " Namenloses Vergessen", "Namenloses-Vergessen-Regel": "\n \t\t\t\t\t\t\tCheck: KL/IN/CH (modifiziert um SK)
    \n \t\t\t\t\t\t\tEffect: Die Liturgie verdrängt jegliche Erinnerung des Opfers an sein früheres Leben. Der Geweihte kann dem Opfer bestimmte Ziele suggerieren und ihm einreden, dass sie auf der gleichen Seite stehen.
    \n \t\t\t\t\t\t\tLiturgiedauer: 2 Aktionen
    \n\t\t\t\t\t\t\tKaP-Kosten: 8 KaP
    \n\t\t\t\t\t\t\tRange: Berührung
    \n\t\t\t\t\t\t\tDuration: QS x 3 Tage
    \n\t\t\t\t\t\t\tTarget category: Kulturschaffende
    \n\t\t\t\t\t\t\tTraditions: Nam1 enloser
    \n\t\t\t\t\t\t\tImprovement Cost: D
    \n\t\t\t\t\t\t\tPublikation: VR04 - Aventurisches Götterwirken S. 132 ", - "Objektsegen": " Objektsegen", + "Objektsegen": " Bless Object", "Objektsegen-Regel": "\n \t\t\t\t\t\t\tCheck: COU/IN/CH
    \n \t\t\t\t\t\t\tEffect: Mit dieser Liturgie werden für Götterdienste benötigte Materialien (z. B. Salbungsöl eines Borongeweihten, das Saatgut eines Perainegeweihten oder Sternenstaub bei Phexgeweihten) gesegnet. Der Gegenstand zählt nicht als geweiht, sondern nur als gesegnet.
    \n \t\t\t\t\t\t\tLiturgiedauer: 4 Aktionen
    \n\t\t\t\t\t\t\tKaP-Kosten: 4 KaP
    \n\t\t\t\t\t\t\tRange: Berührung
    \n\t\t\t\t\t\t\tDuration: QS x 3 in Stunden
    \n\t\t\t\t\t\t\tTarget category: Objekt
    \n\t\t\t\t\t\t\tTraditions: allgemein
    \n\t\t\t\t\t\t\tImprovement Cost: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 328", - "Ort-der-Ruhe": " Ort der Ruhe", + "Ort-der-Ruhe": " Place of Calm", "Ort-der-Ruhe-Regel": "\n \t\t\t\t\t\t\tCheck: MU/KL/IN
    \n \t\t\t\t\t\t\tEffect: Innerhalb der Zone werden Geräusche gedämpft. Der Radius der Zone beträgt QS x 3 Schritt. Proben gegen Sinnesschärfe (Wahrnehmen), um leise Geräusche wie Flüstern zu hören, sind innerhalb der Zone um QS erschwert. Die Zone verbleibt an Ort und Stelle. Geräusche, die aus der Zone dringen, bleiben gedämpft, Geräusche, die in die Zone eindringen, werden gedämpft.
    \n \t\t\t\t\t\t\tLiturgiedauer: 8 Aktionen
    \n\t\t\t\t\t\t\tKaP-Kosten: 4 KaP
    \n\t\t\t\t\t\t\tRange: 4 Schritt
    \n\t\t\t\t\t\t\tDuration: QS x 3 in Stunden
    \n\t\t\t\t\t\t\tTarget category: Zone
    \n\t\t\t\t\t\t\tTraditions: Boron (Traum), Firun (Jagd)
    \n\t\t\t\t\t\t\tImprovement Cost: A
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 329", - "Pflanzenwuchs": " Pflanzenwuchs", + "Pflanzenwuchs": " Plant Growth", "Pflanzenwuchs-Regel": "\n \t\t\t\t\t\t\tCheck: SAG/IN/CH
    \n \t\t\t\t\t\t\tEffect: Die Liturgie lässt eine maximal buschgroße Pflanze übernatürlich schnell wachsen. Pro QS wächst die Pflanze 30 % schneller als für die Gattung typisch.
    \n \t\t\t\t\t\t\tLiturgiedauer: 16 Aktionen
    \n\t\t\t\t\t\t\tKaP-Kosten: 8 KaP
    \n\t\t\t\t\t\t\tRange: Berührung
    \n\t\t\t\t\t\t\tDuration: 1 Jahr
    \n\t\t\t\t\t\t\tTarget category: Pflanzen
    \n\t\t\t\t\t\t\tTraditions: Peraine (Landwirtschaft)
    \n\t\t\t\t\t\t\tImprovement Cost: A
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 329", - "Rabenruf": " Rabenruf", + "Rabenruf": " Raven Call", "Rabenruf-Regel": "\n \t\t\t\t\t\t\tCheck: MU/KL/IN
    \n \t\t\t\t\t\t\tEffect: Der Geweihte ruft bis zu QS x 3 Raben aus einem Radius von QS x 3 Meilen herbei. Die Vögel verhalten sich ihm gegenüber zutraulich. Der Geweihte kann einen der Raben dazu benutzen, einen kleinen Gegenstand wie einen Ring zu transportieren, maximal bis zu einer Reichweite von QS x 3 Meile. Der Rabe findet den Zielort in der Regel automatisch. Es können maximal so viele Raben zum Geweihten fliegen, wie sich zu diesem Zeitpunkt in der Reichweite der Liturgie befinden.
    \n \t\t\t\t\t\t\tLiturgiedauer: 16 Aktionen
    \n\t\t\t\t\t\t\tKaP-Kosten: 8 KaP
    \n\t\t\t\t\t\t\tRange: QS x 3 in Meilen (nicht modifizierbar)
    \n\t\t\t\t\t\t\tDuration: QS x 3 in Stunden
    \n\t\t\t\t\t\t\tTarget category: Tiere
    \n\t\t\t\t\t\t\tTraditions: Boron (Tod und Traum)
    \n\t\t\t\t\t\t\tImprovement Cost: A
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 329", - "Schlaf": " Schlaf", + "Schlaf": " Sleep", "Schlaf-Regel": "\n \t\t\t\t\t\t\tCheck: KL/IN/CH (modifiziert um SK)
    \n \t\t\t\t\t\t\tEffect: Der Geweihte betäubt den Betroffenen. Erreicht dieser so Betäubung Stufe IV, schläft er ein und ist vor Ablauf der Wirkungsdauer nur durch großen Lärm, kräftiges Anstoßen oder Ähnliches zu wecken. Ungestört schläft er, bis er auf natürlichem Wege erwacht.
    \n\t\t\t\t\t\t\tQS 1: 1 Stufe Betäubung, aber nur für 1 Minute
    \n\t\t\t\t\t\t\tQS 2: 1 Stufe Betäubung
    \n\t\t\t\t\t\t\tQS 3: 2 Stufen Betäubung
    \n\t\t\t\t\t\t\tQS 4: 3 Stufen Betäubung
    \n\t\t\t\t\t\t\tQS 5: 4 Stufen Betäubung
    \n\t\t\t\t\t\t\tQS 6: 4 Stufen Betäubung, aber für die doppelte Wirkungsdauer
    \n \t\t\t\t\t\t\tLiturgiedauer: 2 Aktionen
    \n\t\t\t\t\t\t\tKaP-Kosten: 8 KaP
    \n\t\t\t\t\t\t\tRange: 8 Yard
    \n\t\t\t\t\t\t\tDuration: QS x 3 in Minuten
    \n\t\t\t\t\t\t\tTarget category: Kulturschaffende
    \n\t\t\t\t\t\t\tTraditions: Boron (Traum)
    \n\t\t\t\t\t\t\tImprovement Cost: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 329", - "Schlangenstab": " Schlangenstab", + "Schlangenstab": " Serpent Staff", "Schlangenstab-Regel": "\n \t\t\t\t\t\t\tCheck: MU/KL/IN
    \n \t\t\t\t\t\t\tEffect: Die Schlange beschützt den Geweihten mit den ihr zur Verfügung stehenden Mitteln und folgt ihm. Stirbt die Schlange, verwandelt sie sich wieder zurück in das Objekt. Die Schlange gilt als gesegnet wie durch einen Objektsegen.
    \n \t\t\t\t\t\t\tLiturgiedauer: 2 Aktionen
    \n\t\t\t\t\t\t\tKaP-Kosten: 8 KaP
    \n\t\t\t\t\t\t\tRange: 4 Schritt
    \n\t\t\t\t\t\t\tDuration: QS x 3 in Minuten
    \n\t\t\t\t\t\t\tTarget category: Objekt
    \n\t\t\t\t\t\t\tTraditions: Hesinde (Magie)
    \n\t\t\t\t\t\t\tImprovement Cost: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 329", - "Schlangenzunge": " Schlangenzunge", + "Schlangenzunge": " Serpent Tongue", "Schlangenzunge-Regel": "\n \t\t\t\t\t\t\tCheck: MU/KL/IN
    \n \t\t\t\t\t\t\tEffect: Der Geweihte kann mit Schlangen sprechen. Für Umstehende klingt dies wie zischende Laute. Bei der Darstellung eines solchen Gespräches sollte bedacht werden, dass Schlangen einen tierischen Verstand haben und die Welt anders wahrnehmen als Menschen.
    \n \t\t\t\t\t\t\tLiturgiedauer: 8 Aktionen
    \n\t\t\t\t\t\t\tKaP-Kosten: 8 KaP
    \n\t\t\t\t\t\t\tRange: 4 Schritt
    \n\t\t\t\t\t\t\tDuration: QS x 3 in Minuten
    \n\t\t\t\t\t\t\tTarget category: Tiere (nur Schlangen)
    \n\t\t\t\t\t\t\tTraditions: Hesinde (Magie und Wissen)
    \n\t\t\t\t\t\t\tImprovement Cost: A
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 330", - "Schmerzresistenz": " Schmerzresistenz", + "Schmerzresistenz": " Pain Tolerance", "Schmerzresistenz-Regel": "\n \t\t\t\t\t\t\tCheck: COU/IN/CON
    \n \t\t\t\t\t\t\tEffect: Alle Effekte der Stufen des Zustands Schmerz können ignoriert werden, bis auf Stufe IV (ab Stufe IV wird der Geweihe von den ganz normalen Auswirkungen des Zustands betroffen).
    \n \t\t\t\t\t\t\tLiturgiedauer: 1 Aktion
    \n\t\t\t\t\t\t\tKaP-Kosten: 8 KaP
    \n\t\t\t\t\t\t\tRange: self
    \n\t\t\t\t\t\t\tDuration: QS x 3 in Kampfrunden
    \n\t\t\t\t\t\t\tTarget category: Kulturschaffende
    \n\t\t\t\t\t\t\tTraditions: Kor (Guter Kampf und Gutes Gold), Rondra (Schild), Swafnir (Kraft)
    \n\t\t\t\t\t\t\tImprovement Cost: C
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 330", - "Schutz-der-Wehrlosen": " Schutz der Wehrlosen", + "Schutz-der-Wehrlosen": " Protect the Defenseless", "Schutz-der-Wehrlosen-Regel": "\n \t\t\t\t\t\t\tCheck: MU/IN/CH (modifiziert um SK)
    \n \t\t\t\t\t\t\tEffect: Der Geweihte kann einen Kämpfer, der eine wehr- oder schutzlose Person angreift oder angreifen will, herausfordern. Der Herausgeforderte lässt von seinem Opfer ab und greift stattdessen den Rondrageweihten an.
    \n \t\t\t\t\t\t\tLiturgiedauer: 1 Aktion
    \n\t\t\t\t\t\t\tKaP-Kosten: 8 KaP
    \n\t\t\t\t\t\t\tRange: 16 Yard
    \n\t\t\t\t\t\t\tDuration: QS x 3 in Minuten
    \n\t\t\t\t\t\t\tTarget category: Kulturschaffende
    \n\t\t\t\t\t\t\tTraditions: Rondra (Schild)
    \n\t\t\t\t\t\t\tImprovement Cost: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 330", - "Sternenglanz": " Sternenglanz", + "Sternenglanz": " Starshine", "Sternenglanz-Regel": "\n \t\t\t\t\t\t\tCheck: SAG/IN/CH
    \n \t\t\t\t\t\t\tEffect: Es kann so einen um QS x 10 % höheren Preis erzielen. Misstrauische Käufer können diese Täuschung durchschauen, wenn ihnen eine vergleichende Probe auf Sinnesschärfe (Suchen) erschwert um QS +2 gelingt.
    \n \t\t\t\t\t\t\tLiturgiedauer: 2 Aktionen
    \n\t\t\t\t\t\t\tKaP-Kosten: 8 KaP
    \n\t\t\t\t\t\t\tRange: 8 Yard
    \n\t\t\t\t\t\t\tDuration: QS x 15 Minuten
    \n\t\t\t\t\t\t\tTarget category: Objekt
    \n\t\t\t\t\t\t\tTraditions: Phex (Handel)
    \n\t\t\t\t\t\t\tImprovement Cost: A
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 330", - "Wahrheit": " Wahrheit", + "Wahrheit": " Truth", "Wahrheit-Regel": "\n \t\t\t\t\t\t\tCheck: MU/KL/IN (modifiziert um SK)
    \n \t\t\t\t\t\t\tEffect: Der Betroffene muss dem Geweihten (und nur ihm) wahrheitsgemäß auf jede seiner Frage antworten, so lange die Wirkungsdauer der Liturgie anhält. Das Opfer der Liturgie weiß, was es sagt.
    \n \t\t\t\t\t\t\tLiturgiedauer: 8 Aktionen
    \n\t\t\t\t\t\t\tKaP-Kosten: 16 KaP
    \n\t\t\t\t\t\t\tRange: Berührung
    \n\t\t\t\t\t\t\tDuration: QS x 3 in Minuten
    \n\t\t\t\t\t\t\tTarget category: Kulturschaffende
    \n\t\t\t\t\t\t\tTraditions: Praios (Ordnung), Nandus (Erkenntnis)
    \n\t\t\t\t\t\t\tImprovement Cost: C
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 331", - "Wieselflink": " Wieselflink", + "Wieselflink": " Quicksilver", "Wieselflink-Regel": "\n \t\t\t\t\t\t\tCheck: IN/IN/GE
    \n \t\t\t\t\t\t\tEffect: Der Geweihte wird flinker und schneller. Je nach QS erhält er verschiedene Boni. Die Boni sind kumulativ, d.h. bei QS 5 hat der Geweihte insgesamt GE +3, GS + 1 und AW +1. Durch die Steigerung der GE können auch die Schadensschwellen bei Kampftechniken mit GE betroffen sein. Der Geweihte macht also eventuell mehr Schaden mit einigen Waffen.
    \n\t\t\t\t\t\t\t1 QS: +1 GE
    \n\t\t\t\t\t\t\t2 QS: +1 GS
    \n\t\t\t\t\t\t\t3 QS: +1 GE
    \n\t\t\t\t\t\t\t4 QS: +1 AW
    \n\t\t\t\t\t\t\t5 QS: +1 GE
    \n\t\t\t\t\t\t\t6 QS: +1 GS
    \n \t\t\t\t\t\t\tLiturgiedauer: 2 Aktionen
    \n\t\t\t\t\t\t\tKaP-Kosten: 8 KaP
    \n\t\t\t\t\t\t\tRange: self
    \n\t\t\t\t\t\t\tDuration: QS x 3 in Minuten
    \n\t\t\t\t\t\t\tTarget category: Kulturschaffende
    \n\t\t\t\t\t\t\tTraditions: Phex (Schatten)
    \n\t\t\t\t\t\t\tImprovement Cost: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 331", - "Wundersame-Verständigung": " Wunder. Verständigung", + "Wundersame-Verständigung": " Wondrous Communication", "Wundersame-Verständigung-Regel": "\n \t\t\t\t\t\t\tCheck: KL/KL/IN
    \n \t\t\t\t\t\t\tEffect: Der Geweihte erhält die Stufen in der Sprache, die er gerade für seine Kommunikation benötigt. Es ist nicht notwendig, dass der Geweihte schon einmal etwas von der Sprache gehört oder gelesen hat.
    \n \t\t\t\t\t\t\t1-2 QS: Sprachstufe 1
    \n\t\t\t\t\t\t\t3-4 QS: Sprachstufe 2
    \n\t\t\t\t\t\t\t5-6 QS: Sprachstufe 3
    \n \t\t\t\t\t\t\tLiturgiedauer: 2 Aktionen
    \n\t\t\t\t\t\t\tKaP-Kosten: 8 KaP
    \n\t\t\t\t\t\t\tRange: self
    \n\t\t\t\t\t\t\tDuration: QS x 3 in Stunden
    \n\t\t\t\t\t\t\tTarget category: Lebewesen
    \n\t\t\t\t\t\t\tTraditions: Hesinde (Wissen), Phex (Handel)
    \n\t\t\t\t\t\t\tImprovement Cost: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 330", - "Friedvolle": " Friedvolle Aura", - "Zeremoniemod-1-je-4-FW": "Zeremoniemod. (1 je 4 in FW)", - "Ort": "Ort", - "Heiligtum-der-Götter": "Heiligtum der Gottheit", + "Friedvolle": " Peaceful Aura", + "Zeremoniemod-1-je-4-FW": "Ceremony mod. (1 per 4 in SR)", + "Ort": "Place", + "Heiligtum-der-Götter": "Sanctum of the God", "Tempel-der-Götter": "Temple of the god (sacred ground)", - "Heiligtum-oder-Tempel-außerhalb-des-eigenen-Pantheon": "Heiligtum oder Tempel eines Gottes außerhalb des Pantheons der eigenen Gottheit", - "Heiligtum-oder-Tempel-feindseliger-Gott": "Heiligtum oder Tempel eines feindseligen Gottes", - "Unheiligtum-Erzdämon": "Unheiligtum eines Erzdämons", - "Unheiligtum-oder-Tempel-des-Namenlosen": "Unheiligtum oder Tempel des Namenlosen", - "Unheilig-des-Gegenspielers-der-eigenen-Gottheit": "Unheiligtum des Gegenspielers der eigenen Gottheit", - "Monat-des-eigenen-Gotts": "Monat des eigenen Gottes", - "Feiertag-des-eigenen-Gotts": "Feiertag des eigenen Gottes", - "Namenlose-Tage": "Namenlose Tage", - "Zeremonienpatzer": "Zeremonienpatzer:", - "Zeremoniemodifikationen": "Zeremoniemodifikationen", - "Zeremonie": "Zeremonie", - "Ackersegen": "Ackersegen", + "Heiligtum-oder-Tempel-außerhalb-des-eigenen-Pantheon": "Sanctum or temple of a god outside the god’s pantheon", + "Heiligtum-oder-Tempel-feindseliger-Gott": "Sanctum or temple of an opposing god", + "Unheiligtum-Erzdämon": "Anti-Sanctum of an archdemon", + "Unheiligtum-oder-Tempel-des-Namenlosen": "Anti-Sanctum or temple of the Nameless One", + "Unheilig-des-Gegenspielers-der-eigenen-Gottheit": "Anti-Sanctum of the dark twin of the god", + "Monat-des-eigenen-Gotts": "Month of the God", + "Feiertag-des-eigenen-Gotts": "Holiday of the God", + "Namenlose-Tage": "Nameless Days", + "Zeremonienpatzer": "Ceremony Botch:", + "Zeremoniemodifikationen": "Ceremony Modifications", + "Zeremonie": "Ceremonie", + "Ackersegen": "Field Blessing", "Ackersegen-Regel": "\n \t\t\t\t\t\t\tCheck: MU/KL/IN
    \n \t\t\t\t\t\t\tEffect: Der Geweihte wandert über das frisch gesäte Feld und segnet die Ackerfrüchte. Die Wirkung des Segens entfaltet sich auf einer Fläche von bis zu QS x 1.000 Quadratschritt (der Geweihte darf vom Zentrum des betroffenen Gebietes aber nicht weiter weg sein, als die Reichweite der Liturgie beträgt). Die Ackerfrucht ist weniger anfällig gegen Krankheiten und Ungeziefer, während alle anderen Pflanzen auf dem Acker in ihrem Wachstum gehemmt werden. Der Segen schützt die Pflanzen jedoch nicht vor äußeren Einflüssen wie Dürre, Überflutung oder Hagelschlag.
    \n \t\t\t\t\t\t\tZeremoniedauer: 2 Stunde
    \n\t\t\t\t\t\t\tKaP-Kosten: 16 KaP
    \n\t\t\t\t\t\t\tRange: Sicht
    \n\t\t\t\t\t\t\tDuration: ein Wachstumszyklus (zwischen 6 und 12 Monaten)
    \n\t\t\t\t\t\t\tTarget category: Pflanzen
    \n\t\t\t\t\t\t\tTraditions: Peraine (Landwirtschaft)
    \n\t\t\t\t\t\t\tImprovement Cost: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 331", - "Exorzismus": "Exorzismus", + "Exorzismus": "Exorcism", "Exorzismus-Regel": "\n \t\t\t\t\t\t\tCheck: MU/IN/CH (modifiziert um SK des Wesens)
    \n \t\t\t\t\t\t\tEffect: Mit einem Exorzismus werden Dämonen und Geister ausgetrieben, die Besitz von einem Lebewesen ergriffen haben. Gelingt der Exorzismus, wird der Dämon oder Geist aus dem Körper vertrieben und zurück in die Niederhöllen oder ins Totenreich verbannt.
    \n \t\t\t\t\t\t\tZeremoniedauer: 8 Stunden
    \n\t\t\t\t\t\t\tKaP-Kosten: 32 KaP
    \n\t\t\t\t\t\t\tRange: 4 Schritt
    \n\t\t\t\t\t\t\tDuration: sofort
    \n\t\t\t\t\t\t\tTarget category: Dämonen, Geister
    \n\t\t\t\t\t\t\tTraditions: allgemein, Praios (Antimagie), Boron (Traum)
    \n\t\t\t\t\t\t\tImprovement Cost: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 331", "Geweihter-Panzer": "Sacred Armor", "Geweihter-Panzer-Regel": "\n \t\t\t\t\t\t\tCheck: COU/INT/CHA
    \n \t\t\t\t\t\t\tEffect: Your armor becomes sanctified. If demons attack you, they suffer 1D3 DP (ignoring PRO) for each successful attack they make against you, because they must touch you or your armor (see page 355).
    \n \t\t\t\t\t\t\tCeremonial Time: 30 minutes
    \n\t\t\t\t\t\t\tKP Cost: 16 KP
    \n\t\t\t\t\t\t\tRange: self
    \n\t\t\t\t\t\t\tDuration: QL x 15 minutes
    \n\t\t\t\t\t\t\tTarget Category: Intelligent Creatures
    \n\t\t\t\t\t\t\tTraditions: Ingerimm (Fire and Craft), Kor (Good Gold), Rondra (Storm), Swafnir (Bravery)
    \n\t\t\t\t\t\t\tImprovement Cost: B
    \n\t\t\t\t\t\t\tPublication: VR01 - Core Rules p. 332", - "Löwengestalt": "Löwengestalt", + "Löwengestalt": "Lion Shape", "Löwengestalt-Regel": "\n \t\t\t\t\t\t\tCheck: MU/KL/IN
    \n \t\t\t\t\t\t\tEffect: Der Geweihte verwandelt sich in einen Löwen. Hierbei wird die Kleidung nicht mitverwandelt. In der Löwengestalt behält der Geweihte seine geistigen Eigenschaften und erhält die körperlichen Eigenschaften und Fähigkeiten des Löwen. Zudem kann er QS x 2 Punkte zusätzlich auf die körperlichen Eigenschaften des Löwen verteilen. In der Löwengestalt kann er keine übernatürlichen Fähigkeiten wie Zauber und Liturgien wirken. In Löwengestalt gilt der Geweihte als gesegnet.
    \n \t\t\t\t\t\t\tZeremoniedauer: 30 Minuten
    \n\t\t\t\t\t\t\tKaP-Kosten: 16 KaP
    \n\t\t\t\t\t\t\tRange: self
    \n\t\t\t\t\t\t\tDuration: QS x 3 in Stunden
    \n\t\t\t\t\t\t\tTarget category: Lebewesen (nur der Geweihte selbst)
    \n\t\t\t\t\t\t\tTraditions: Rondra (Schild, Sturm)
    \n\t\t\t\t\t\t\tImprovement Cost: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 287", - "Nebelleib": "Nebelleib", + "Nebelleib": "Fog Body", "Nebelleib-Regel": "\n \t\t\t\t\t\t\tCheck: SAG/IN/CH
    \n \t\t\t\t\t\t\tEffect: Der Körper des Phexgeweihten verwandelt sich in Nebel. Seine Kleidung und Gegenstände, die er am Körper trug, werden nicht mitverwandelt. Profane, magische und geweihte Waffen richten gegen den Nebel keinen Schaden an. Zauber mit dem Merkmal Verwandlung können nicht gegen den Nebel eingesetzt werden. Der Geweihte kann sich bei relativer Windstille mit GS 4 willentlich fortbewegen; bei leichtem Gegenwind muss er eine Probe auf Willenskraft bestehen, um nicht abgetrieben zu werden; bei starkem Gegenwind wird er aber in Windrichtung davongeblasen, ohne sich dagegen wehren zu können. Der Geweihte kann seine Umgebung mit allen fünf Sinnen wahrnehmen. Der Geweihte bleibt so lange ein Nebel, bis die Wirkungsdauer vorüber ist.
    \n \t\t\t\t\t\t\tZeremoniedauer: 30 Minuten
    \n\t\t\t\t\t\t\tKaP-Kosten: 16 KaP
    \n\t\t\t\t\t\t\tRange: self
    \n\t\t\t\t\t\t\tDuration: QS x 10 Minuten
    \n\t\t\t\t\t\t\tTarget category: Kulturschaffende
    \n\t\t\t\t\t\t\tTraditions: Efferd (Wind), Phex (Schatten)
    \n\t\t\t\t\t\t\tImprovement Cost: B
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 332", - "Objektweihe": "Objektweihe", + "Objektweihe": "Sanctify Object", "Objektweihe-Regel": "\n \t\t\t\t\t\t\tCheck: SAG/IN/CH
    \n \t\t\t\t\t\t\tEffect: Das Objekt, üblicherweise ein liturgischer Gegenstand oder eine rituelle Waffe wie ein Sonnenzepter oder ein Rondrakamm, wird geweiht. Damit wird es von den karmalen Kräften der jeweiligen Gottheit durchdrungen, weswegen üblicherweise nur ausgewählte, der Gottheit gefällige Gegenstände geweiht und nur wahren Gläubigen ausgehändigt werden. Sollte das geweihte Objekt eine Waffe sein, gilt sie nun als geweihte Waffe. Das Objekt darf maximal 4 Stein wiegen. Für jede QS kann das Objekt 1 Stein mehr wiegen. Die Objektweihe wird vor allem für die geweihten Rabenschnäbel der Borongeweihten, das Sonnenzepter der Praioten und die Rondrakämme der Rondrageweihtenschaft verwendet. (Für die Herstellung von Zeremonialgegenständen ist allerdings noch die SF \"Zeremonialgegenstände herstellen\" notwendig.)
    \n \t\t\t\t\t\t\tZeremoniedauer: 2 Stunden
    \n\t\t\t\t\t\t\tKaP-Kosten: 16 KaP, davon 2 permanent (nicht modifizierbar)
    \n\t\t\t\t\t\t\tRange: 4 Schritt
    \n\t\t\t\t\t\t\tDuration: permanent
    \n\t\t\t\t\t\t\tTarget category: Objekt
    \n\t\t\t\t\t\t\tTraditions: allgemein
    \n\t\t\t\t\t\t\tImprovement Cost: C
    \n\t\t\t\t\t\t\tPublikation: VR01 - Regelwerk S. 333", "Dukaten": "Ducats", "Silbertaler": "Silverthaler", @@ -2135,14 +2135,14 @@ "Anzahl": "Amount", "Gegenstand": "Item", "Wo-getragen": "Carried where", - "Ausrüstungsbelastung": "Ausrüstungsbelastung:", - "Aktuelle-Last": "Aktuelle Last:", - "Maximale-Last": "Maximale Last:", + "Ausrüstungsbelastung": "Encumbrance from Armor:", + "Aktuelle-Last": "Current load:", + "Maximale-Last": "Maximum load:", "Anzeige": "Display Options", "Optionalregeln": "Optional rules", "Hausregeln": "Homebrew rules", "Gegner-Sheet": "NPC-Sheet", - "reduzierte-talentansicht": "Reduzierte Talentansicht", + "reduzierte-talentansicht": "Reduced Skill Tab", "verstecke-inventer": "Hide Inventory", "verstecke-notizen": "Hide Notes", "verstecke-magie": "Hide Magic", @@ -2150,21 +2150,21 @@ "zeige-schilde": "Show Shields", "zeige-nebenhand": "Show Offhand", "zeige-fernkampf": "Show ranged combat", - "optionaler-paradebonus": "Opt. Paradebonus:", - "Nahkampf-Patzertabelle": "Nahkampf-Patzertabelle", - "Fernkampf-Patzertabelle": "Fernkampf-Patzertabelle", - "Verteidigung-Patzertabelle": "Verteidigung-Patzertabelle", + "optionaler-paradebonus": "Opt. Parry bonus:", + "Nahkampf-Patzertabelle": "Melee-Botch-Table", + "Fernkampf-Patzertabelle": "Ranged-Botch-Table", + "Verteidigung-Patzertabelle": "Defense-Botch-Table", "Kulturkunde": "Kulturkunde", - "Zufallswert-für-Initiative": "Zufallswert für Initiative:", + "Zufallswert-für-Initiative": "Random value added to Initiative:", "endnote": "\n\t\t
    DSA5 Character Sheet German Ver. 1.2.0\n\t\t
    Created by Patrick Gebhardt, enhanced by Sönke Holsten, Adam Fedor\n\t\t\n\t\t
    DAS SCHWARZE AUGE, AVENTURIEN, DERE, MYRANOR, THARUN, UTHURIA und RIESLAND sind eingetragene Marken der Significant Fantasy Medienrechte GbR. Ohne vorherige schriftliche Genehmigung der Ulisses Medien und Spiel Distribution GmbH ist eine Verwendung der genannten Markenzeichen nicht gestattet.\n\t", - "Verteidigungswurf: ": "Verteidigungswurf: ", + "Verteidigungswurf: ": "Defense roll: ", "Ergebnis: ": "Result: ", "Mißlungen": "Fail", "Gelungen": "Success", "Modifikator: ": "Modifier: ", - "Attackewurf: ": "Attackewurf: ", + "Attackewurf: ": "Attack roll: ", "Trefferpunkte: ": "Damage Points:", - "setze-le-max": "Setze LE max für Token", - "setze-ae-max": "Setze AE max für Token", - "setze-ke-max": "Setze KE max für Token" + "setze-le-max": "Set LE max for Token", + "setze-ae-max": "Set AE max for Token", + "setze-ke-max": "Set KE max for Token" } \ No newline at end of file diff --git a/Das_Schwarze_Auge_5/translations/fr.json b/Das_Schwarze_Auge_5/translations/fr.json index d594f058de..bd0bb0275a 100644 --- a/Das_Schwarze_Auge_5/translations/fr.json +++ b/Das_Schwarze_Auge_5/translations/fr.json @@ -176,7 +176,7 @@ "Entfernungssinn-Regel-Pub": "\n\t\t\t\t\t\tRègle : les épreuves de combat à distance avec des armes à projectiles (et seulement des armes à projectiles) ne subissent quʼun malus de –1 à la place de –2 par catégorie de distance.
    \n\t\t\t\t\t\tPortée : 200 pas, au-delà de cette distance les estimations sont moins précises
    .\n\t\t\t\t\t\tPublication : VR01 - Règles p. 169", "Entfernungssinn": "Sens des distances", "Feenfreund-Regel-Pub": "\n\t\t\t\t\t\tRègle : Les épreuves de Persuasion (baratiner, trouver une excuse, manipuler, flatter), pour rendre les fées amicales, sont considérés comme meilleures de 1 NR si le test est réussi. Cependant, le NR ne peut jamais augmenter au-delà de 6.
    \n\t\t\t\t\t\tPublication : VS01 - Bestiaire Aventurien I p. 122", - "Feenfreund": "Armes de duel", + "Feenfreund": "Ami des Fées", "Flink-Regel-Pub": "\n\t\t\t\t\t\tRègle : le héros augmente dʼ1 point sa valeur de base de vitesse.
    .\n\t\t\t\t\t\tPublication : VR01 - Règles p. 167", "Flink": "Rapidité", "Fuchssinn-Regel-Pub": "\n\t Règle : Le héros peut détecter des pièges qui ne peuvent pas être détectés avec les sens conventionnels. Acquérir cet avantage ajoute le domaine dʼapplication sens du renard dans le talent acuité sensorielle.
    \n\t\t\t\t\t\tPortée : 10 Pas
    \n\t\t\t\t\t\tPublication : VR01 - Règles p. 169", @@ -1396,7 +1396,7 @@ "Wuchtschlag3": "Coup cinglant III", "Zweihändiger-Reiterkampf": "Combat équestre à deux mains", "Kampfstile-Erweiterte-Kampfsonderfertigkeiten": "Style de combat /acqu. CS de Combat", - "Berechnung-Adersin-Stil": "Calcul : CS Combat à une main n'est pas possible
    Manuel : L'adversaire obtient -1 VT", + "Berechnung-Adersin-Stil": "Calcul : CS Combat à une main n'est pas possible
    Manuel : L'adversaire obtient -1 DE", "-Binden": "   - Liaison", "-Verkürzte-Waffenführung": "   - Prise raccourcie", "-Windmühle": "   - Moulin à vent", @@ -1418,7 +1418,7 @@ "-Tod-von-links": "   - La mort vient de la gauche", "-Vorbeiziehen": "   - En passant", "-Sprungtritt": "   - Coup de pied descendant", - "-Berechnung-Hammerfaust-Stil": "Calcul : CS Combat à une main n'est pas possible
    Manuel : L'adversaire obtient -1 VT", + "-Berechnung-Hammerfaust-Stil": "Calcul : CS Combat à une main n'est pas possible
    Manuel : L'adversaire obtient -1 DE", "-Meisterlicher-Wurf": "   - Projection de maître", "-Schwinger": "   - Coup de poing balancé", "Berechnung-Hruruzat": "Calcul : le plus petit des deux est automatiquement soustrait
    Manuellement : Dans le cas d'un double, la valeur soustraite doit être ajoutée", @@ -2157,14 +2157,14 @@ "Kulturkunde": "Connaissance des cultures", "Zufallswert-für-Initiative": "Valeur aléatoire de l'initiative :", "endnote": "\n\t\t
    Créée par Patrick Gebhardt, améliorée par Sönke Holsten, Adam Fedor et Marc Ehrenmann traduite par Thomas Coquery.\n\t\t\n\t\t
    DAS SCHWARZE AUGE, AVENTURIEN, DERE, MYRANOR, THARUN, UTHURIA et RIESLAND sont des marques déposées de Significant Fantasy Medienrechte GbR. Sans autorisation écrite préalable de Ulisses Medien und Spiel Distribution GmbH, l'utilisation des marques citées n'est pas autorisée. ", - "Verteidigungswurf: ": "Verteidigungswurf: ", + "Verteidigungswurf: ": "Jet de défense : ", "Ergebnis: ": "Résultat: ", "Mißlungen": "Échecs", "Gelungen": "Succès", "Modifikator: ": "Modificateur: ", - "Attackewurf: ": "Attackewurf: ", + "Attackewurf: ": "Jet d'attaque : ", "Trefferpunkte: ": "Points d'Impact:", - "setze-le-max": "Setze LE max für Token", - "setze-ae-max": "Setze AE max für Token", - "setze-ke-max": "Setze KE max für Token" + "setze-le-max": "Définir EV max pour le token", + "setze-ae-max": "Définir EA max pour le token", + "setze-ke-max": "Définir EK max pour le token" } \ No newline at end of file diff --git a/Das_Schwarze_Auge_5_Tsa_Edition/README.md b/Das_Schwarze_Auge_5_Tsa_Edition/README.md index b4c92b0931..154aa2bca4 100644 --- a/Das_Schwarze_Auge_5_Tsa_Edition/README.md +++ b/Das_Schwarze_Auge_5_Tsa_Edition/README.md @@ -1,6 +1,9 @@ # Das Schwarze Auge 5 - Tsa Edition ## Änderungen +2020-05-04: +- Als neues Feature wurde ein Import von NSC/Monster-Wertekästen auf dem Optionen-Tab eingefügt. Diese Funktion ist noch im Beta-Status und befüllt erst mal nur die wesentlichen Grundwerte. +- Auf dem Fernkampfbögen sind jetzt auch die entsprechenden Felder und Würfel für Ausweichen vorhanden 2020-04-19: - Bugfix: Korrektur Berechnung Seelenkraft diff --git a/Das_Schwarze_Auge_5_Tsa_Edition/dsa5.html b/Das_Schwarze_Auge_5_Tsa_Edition/dsa5.html index 56e4dcf5eb..8aceb97e25 100644 --- a/Das_Schwarze_Auge_5_Tsa_Edition/dsa5.html +++ b/Das_Schwarze_Auge_5_Tsa_Edition/dsa5.html @@ -556,7 +556,7 @@ - + @@ -792,7 +792,7 @@ - + @@ -810,7 +810,7 @@ - + @@ -822,15 +822,15 @@ + +/- + +/- - + - + @@ -849,7 +849,7 @@ - + @@ -861,7 +861,7 @@ - + @@ -870,7 +870,7 @@ - + - + @@ -911,14 +911,14 @@ - + - + - + @@ -938,7 +938,7 @@ - + - + @@ -961,7 +961,7 @@ - + - + @@ -1009,7 +1009,7 @@ - + @@ -1244,7 +1244,7 @@ - + @@ -1262,7 +1262,7 @@ - + @@ -1274,15 +1274,15 @@ + +/- + +/- - + - + @@ -1301,7 +1301,7 @@ - + @@ -1313,7 +1313,7 @@ - + @@ -1322,7 +1322,7 @@ - + - + @@ -1363,14 +1363,14 @@ - + - + - + @@ -1390,7 +1390,7 @@ - + - + @@ -1413,7 +1413,7 @@ - + - + @@ -5987,6 +5987,11 @@ aus
    +
    + NPC-Import + + +

    Lebensenergie anzeigen: @@ -6408,8 +6413,9 @@
    - - + + @@ -6849,7 +6878,7 @@ - + @@ -6867,115 +6896,115 @@ - - - - - - - - - + + + + + + + + + + +/- + +/- - + - - - - - + + + + - - - - + + + - - - - + + + - - + + - - - - - - - + + + + + + - - - + + + - - - - - - - - + + + + + + + + - - - - + + + - - - - - - - - - + + + + + + + + + - - - - - - - - - - + + + + + + + + + - - - - + - - + - - - - - + + - + - + @@ -6995,20 +7024,20 @@ - + - - + @@ -7018,7 +7047,7 @@ - + - + @@ -7062,8 +7091,9 @@
    + Ausweichen +
    + + + +
    + +
    +
    + VW +
    + + + +
    + + Ausweichen +
    + + + + +
    + + Anzahl Aktionen +
    + + + +
    + + +
    @@ -10833,7 +10911,7 @@ \ No newline at end of file diff --git a/Das_Schwarze_Auge_5_Tsa_Edition/translation.json b/Das_Schwarze_Auge_5_Tsa_Edition/translation.json index 92a6004d7a..c143387114 100644 --- a/Das_Schwarze_Auge_5_Tsa_Edition/translation.json +++ b/Das_Schwarze_Auge_5_Tsa_Edition/translation.json @@ -700,6 +700,20 @@ "ruestung_preset_4":"BE 2", "ruestung_preset_5":"BE 2, zusätzl. -1 INI, -1 GS", "ruestung_preset_6":"BE 3", - "ruestung_mod":"Zusätzliche Modifikatoren: " + "ruestung_mod":"Zusätzliche Modifikatoren: ", + "npc-import":"NPC-Stats-Block importieren: (Achtung: Beta-Status!)", + "import":"Starte Import", + "lep":"LeP", + "asp":"AsP", + "kap":"KaP", + "INI":"INI", + "VW":"VW", + "RS/BE":"RS/BE", + "aktionen":"Aktionen", + "anrufungsschwierigkeit":"Anrufungsschwierigkeit", + "schmerzplus1":"Schmerz +1 bei", + "ENDTOKEN":"ENDTOKEN", + "magie_und_glaube": "Magie und Glaube", + "talente_fw_mod": "Talente FW-Modifikator" } diff --git a/Das_Schwarze_Auge_5_Tsa_Edition/translations/af.json b/Das_Schwarze_Auge_5_Tsa_Edition/translations/af.json index 7171c0c5a5..693dbef46a 100644 --- a/Das_Schwarze_Auge_5_Tsa_Edition/translations/af.json +++ b/Das_Schwarze_Auge_5_Tsa_Edition/translations/af.json @@ -700,5 +700,19 @@ "ruestung_preset_4": "BE 2", "ruestung_preset_5": "BE 2, zusätzl. -1 INI, -1 GS", "ruestung_preset_6": "BE 3", - "ruestung_mod": "Zusätzliche Modifikatoren: " + "ruestung_mod": "Zusätzliche Modifikatoren: ", + "npc-import": "NPC-Stats-Block importieren: (Achtung: Beta-Status!)", + "import": "Starte Import", + "lep": "LeP", + "asp": "AsP", + "kap": "KaP", + "INI": "INI", + "VW": "VW", + "RS/BE": "RS/BE", + "aktionen": "Aktionen", + "anrufungsschwierigkeit": "Anrufungsschwierigkeit", + "schmerzplus1": "Schmerz +1 bei", + "ENDTOKEN": "ENDTOKEN", + "magie_und_glaube": "Magie und Glaube", + "talente_fw_mod": "Talente FW-Modifikator" } diff --git a/Das_Schwarze_Auge_5_Tsa_Edition/translations/cs.json b/Das_Schwarze_Auge_5_Tsa_Edition/translations/cs.json index 7171c0c5a5..693dbef46a 100644 --- a/Das_Schwarze_Auge_5_Tsa_Edition/translations/cs.json +++ b/Das_Schwarze_Auge_5_Tsa_Edition/translations/cs.json @@ -700,5 +700,19 @@ "ruestung_preset_4": "BE 2", "ruestung_preset_5": "BE 2, zusätzl. -1 INI, -1 GS", "ruestung_preset_6": "BE 3", - "ruestung_mod": "Zusätzliche Modifikatoren: " + "ruestung_mod": "Zusätzliche Modifikatoren: ", + "npc-import": "NPC-Stats-Block importieren: (Achtung: Beta-Status!)", + "import": "Starte Import", + "lep": "LeP", + "asp": "AsP", + "kap": "KaP", + "INI": "INI", + "VW": "VW", + "RS/BE": "RS/BE", + "aktionen": "Aktionen", + "anrufungsschwierigkeit": "Anrufungsschwierigkeit", + "schmerzplus1": "Schmerz +1 bei", + "ENDTOKEN": "ENDTOKEN", + "magie_und_glaube": "Magie und Glaube", + "talente_fw_mod": "Talente FW-Modifikator" } diff --git a/Das_Schwarze_Auge_5_Tsa_Edition/translations/da.json b/Das_Schwarze_Auge_5_Tsa_Edition/translations/da.json index 7171c0c5a5..693dbef46a 100644 --- a/Das_Schwarze_Auge_5_Tsa_Edition/translations/da.json +++ b/Das_Schwarze_Auge_5_Tsa_Edition/translations/da.json @@ -700,5 +700,19 @@ "ruestung_preset_4": "BE 2", "ruestung_preset_5": "BE 2, zusätzl. -1 INI, -1 GS", "ruestung_preset_6": "BE 3", - "ruestung_mod": "Zusätzliche Modifikatoren: " + "ruestung_mod": "Zusätzliche Modifikatoren: ", + "npc-import": "NPC-Stats-Block importieren: (Achtung: Beta-Status!)", + "import": "Starte Import", + "lep": "LeP", + "asp": "AsP", + "kap": "KaP", + "INI": "INI", + "VW": "VW", + "RS/BE": "RS/BE", + "aktionen": "Aktionen", + "anrufungsschwierigkeit": "Anrufungsschwierigkeit", + "schmerzplus1": "Schmerz +1 bei", + "ENDTOKEN": "ENDTOKEN", + "magie_und_glaube": "Magie und Glaube", + "talente_fw_mod": "Talente FW-Modifikator" } diff --git a/Das_Schwarze_Auge_5_Tsa_Edition/translations/de.json b/Das_Schwarze_Auge_5_Tsa_Edition/translations/de.json index 7171c0c5a5..693dbef46a 100644 --- a/Das_Schwarze_Auge_5_Tsa_Edition/translations/de.json +++ b/Das_Schwarze_Auge_5_Tsa_Edition/translations/de.json @@ -700,5 +700,19 @@ "ruestung_preset_4": "BE 2", "ruestung_preset_5": "BE 2, zusätzl. -1 INI, -1 GS", "ruestung_preset_6": "BE 3", - "ruestung_mod": "Zusätzliche Modifikatoren: " + "ruestung_mod": "Zusätzliche Modifikatoren: ", + "npc-import": "NPC-Stats-Block importieren: (Achtung: Beta-Status!)", + "import": "Starte Import", + "lep": "LeP", + "asp": "AsP", + "kap": "KaP", + "INI": "INI", + "VW": "VW", + "RS/BE": "RS/BE", + "aktionen": "Aktionen", + "anrufungsschwierigkeit": "Anrufungsschwierigkeit", + "schmerzplus1": "Schmerz +1 bei", + "ENDTOKEN": "ENDTOKEN", + "magie_und_glaube": "Magie und Glaube", + "talente_fw_mod": "Talente FW-Modifikator" } diff --git a/Das_Schwarze_Auge_5_Tsa_Edition/translations/el.json b/Das_Schwarze_Auge_5_Tsa_Edition/translations/el.json index 7171c0c5a5..693dbef46a 100644 --- a/Das_Schwarze_Auge_5_Tsa_Edition/translations/el.json +++ b/Das_Schwarze_Auge_5_Tsa_Edition/translations/el.json @@ -700,5 +700,19 @@ "ruestung_preset_4": "BE 2", "ruestung_preset_5": "BE 2, zusätzl. -1 INI, -1 GS", "ruestung_preset_6": "BE 3", - "ruestung_mod": "Zusätzliche Modifikatoren: " + "ruestung_mod": "Zusätzliche Modifikatoren: ", + "npc-import": "NPC-Stats-Block importieren: (Achtung: Beta-Status!)", + "import": "Starte Import", + "lep": "LeP", + "asp": "AsP", + "kap": "KaP", + "INI": "INI", + "VW": "VW", + "RS/BE": "RS/BE", + "aktionen": "Aktionen", + "anrufungsschwierigkeit": "Anrufungsschwierigkeit", + "schmerzplus1": "Schmerz +1 bei", + "ENDTOKEN": "ENDTOKEN", + "magie_und_glaube": "Magie und Glaube", + "talente_fw_mod": "Talente FW-Modifikator" } diff --git a/Das_Schwarze_Auge_5_Tsa_Edition/translations/en.json b/Das_Schwarze_Auge_5_Tsa_Edition/translations/en.json index 71fe3af31b..66a6a4343e 100644 --- a/Das_Schwarze_Auge_5_Tsa_Edition/translations/en.json +++ b/Das_Schwarze_Auge_5_Tsa_Edition/translations/en.json @@ -700,5 +700,19 @@ "ruestung_preset_4": "ENC 2", "ruestung_preset_5": "ENC 2, extra -1 INI, -1 MOV", "ruestung_preset_6": "ENC 3", - "ruestung_mod": "Additional Modifier: " + "ruestung_mod": "Additional Modifier: ", + "npc-import": "Import NPC-Stats: (Beta Test! - works only for German NPC Stats)", + "import": "Start Import", + "lep": "LP", + "asp": "AE", + "kap": "KP", + "INI": "INI", + "VW": "DE", + "RS/BE": "PRO/ENC", + "aktionen": "Actions", + "anrufungsschwierigkeit": "Summoning difficulty", + "schmerzplus1": "Pain +1 at", + "ENDTOKEN": "ENDTOKEN", + "magie_und_glaube": "Magie und Glaube", + "talente_fw_mod": "Talente FW-Modifikator" } diff --git a/Das_Schwarze_Auge_5_Tsa_Edition/translations/es.json b/Das_Schwarze_Auge_5_Tsa_Edition/translations/es.json index 7171c0c5a5..99154199bf 100644 --- a/Das_Schwarze_Auge_5_Tsa_Edition/translations/es.json +++ b/Das_Schwarze_Auge_5_Tsa_Edition/translations/es.json @@ -1,660 +1,660 @@ { "---": "---", "1/2": "1/2", - "1-kategorie": "1 Kat.", - "2-kategorie": "2 Kat.", - "2-attacke": "2. Attacke", - "CH": "CH", - "FF": "FF", - "GE": "GE", - "IN": "IN", - "KK": "KK", - "KL": "KL", - "KO": "KO", - "MU": "MU", - "ae": "AE", - "aktstatus": "akt. Status", - "aktuell": "Aktuell", - "alter": "Alter", - "anmerkung": "Anmerkung", - "anmerkungen": "Anmerkungen", - "ap-ausgegeben": "AP ausgegeben", - "ap-gesamt": "AP gesamt", - "ap-verfuegbar": "AP verfügbar", - "armbrueste": "Armbrüste", - "armbrust": "Armbrust", - "astralenergie": "Astralenergie", - "at-fk": "AT/FK", + "1-kategorie": "1 Categoria", + "2-kategorie": "2 Categoria", + "2-attacke": "2º Ataque", + "CH": "CAR", + "FF": "DES", + "GE": "AGI", + "IN": "INT", + "KK": "FUE", + "KL": "SGC", + "KO": "CON", + "MU": "COR", + "ae": "EA", + "aktstatus": "Estado Actual", + "aktuell": "Actuales", + "alter": "Edad", + "anmerkung": "Nota", + "anmerkungen": "Notas", + "ap-ausgegeben": "PAv gastados", + "ap-gesamt": "PAv totales", + "ap-verfuegbar": "PAv recibidos", + "armbrueste": "Ballestas", + "armbrust": "Ballesta", + "astralenergie": "Energía arcana", + "at-fk": "AT/CD", "at-mod": "AT-Mod", "at-pa": "AT / PA", - "attacke": "Attacke", - "augenfarbe": "Augenfarbe", - "ausruestung": "Ausrüstung", - "ausweichen": "Ausweichen", - "auswirkung": "Auswirkung", - "basis": "Basis", - "be": "BE", - "be-aktiviert": "BE aktiviert", - "be-gesamt": "BE gesamt", - "beidhaendigerkampf": "Beidhändig", - "belastung": "Belastung", - "beschreibung": "Beschreibung", - "betaeubung": "Betäubung", - "bewegungsunfaehig": "Bewegungsunfähig", - "bewusstlos": "Bewusstlos", - "blasrohre": "Blasrohre", - "blind": "Blind", - "blutrausch": "Blutrausch", - "bogen": "Bogen", - "boegen": "Bögen", - "bonus": "Bonus", - "bonus-malus": "Bonus/Malus", - "brennend": "Brennend", - "brillant": "Brillant (1700 AP)", - "charakteristika": "Charakteristika", - "charisma": "Charisma", - "dauer": "Dauer", - "diskus": "Diskus", - "diskusse": "Diskusse", - "distanz": "Distanz", - "dolche": "Dolche", - "durchschnittlich": "Durchschnittlich (1000 AP)", - "effekt-modat": "Effekt-Mod. AT", - "effekt-modaw": "Effekt-Mod. AW", - "effekt-modpa": "Effekt-Mod. PA", - "effekt-modtp": "Effekt-Mod. TP", - "elfenlieder": "Elfenlieder", - "eigenschaften": "Eigenschaften", - "eigenschaft": "Eigenschaft", - "eingeengt": "Eingeengt", - "entrueckung": "Entrückung", - "erfahren": "Erfahren (1100 AP)", - "erfahrungsgrad": "Erfahrungsgrad", - "erregung": "Erregung", - "erweiterungen": "Erweiterungen", - "erweiterung1": "1. Erweiterung", - "erweiterung2": "2. Erweiterung", - "erweiterung3": "3. Erweiterung", - "erweiterung4": "4. Erweiterung", - "erweiterung5": "5. Erweiterung", - "familie": "Familie", - "fechtwaffen": "Fechtwaffen", - "fernkampf": "Fernkampf", - "fernkampfwaffe": "Fernkampfwaffe", - "fernkampfwaffen": "Fernkampfwaffen", - "feuerspeien": "Feuerspeien", - "fingerfertigkeit": "Fingerfertigkeit", - "fixiert": "Fixiert", - "flueche": "Flüche", - "furcht": "Furcht", - "fw": "FW", - "fk-mod": "FK-Mod", - "geburtsort": "Geburtsort", - "geburtstag": "Tsatag", - "gegner-von-hinten": "Gegner von Hinten", - "gegnerische-kt": "Gegnerische KT", - "gehend": "gehend", - "gesamt": "Gesamt", - "gesamtmodifikator": "Summe", - "gesamtstatus-ab": "Gesamt: ab -8 handlungsunfähig", - "gesamtwert": "Gesamtwert", - "geschlecht": "Geschlecht", - "geschwindigkeit": "Geschwindigkeit", - "gesellschaftstalente": "Gesellschaftstalente", - "gewandheit": "Gewandheit", - "gewicht": "Gewicht", - "glaube": "Glaube", + "attacke": "Ataque", + "augenfarbe": "Color de ojos", + "ausruestung": "Equipo", + "ausweichen": "Esquiva", + "auswirkung": "Efecto", + "basis": "Valor", + "be": "SBC", + "be-aktiviert": "SBC activado", + "be-gesamt": "SBC Total", + "beidhaendigerkampf": "Combate a dos manos", + "belastung": "Sobrecarga", + "beschreibung": "Descripción", + "betaeubung": "Estupor", + "bewegungsunfaehig": "Parálisis", + "bewusstlos": "Incapacitado", + "blasrohre": "Cerbatana", + "blind": "Cegado", + "blutrausch": "Sed de sangre", + "bogen": "Arco", + "boegen": "Arcos", + "bonus": "Bonif.", + "bonus-malus": "Bonif./Penaliz.", + "brennend": "En llamas", + "brillant": "Brillante (1700 PAv)", + "charakteristika": "Caracteristicas", + "charisma": "Carisma", + "dauer": "Duración", + "diskus": "Disco", + "diskusse": "Discos", + "distanz": "Alcance", + "dolche": "Daga", + "durchschnittlich": "Ordinario (1000 PAv)", + "effekt-modat": "Efecto-Mod. AT", + "effekt-modaw": "Efecto-Mod. ES", + "effekt-modpa": "Efecto-Mod. PA", + "effekt-modtp": "Efecto-Mod. PD", + "elfenlieder": "Canciones élficas", + "eigenschaften": "Atributos", + "eigenschaft": "Atributo", + "eingeengt": "Restringido", + "entrueckung": "Éxtasis", + "erfahren": "Experimentado (1100 PAv)", + "erfahrungsgrad": "Nivel de experiencia", + "erregung": "Excitación", + "erweiterungen": "Extensiones", + "erweiterung1": "1. Extensión", + "erweiterung2": "2. Extensión", + "erweiterung3": "3. Extensión", + "erweiterung4": "4. Extensión", + "erweiterung5": "5. Extensión", + "familie": "Familia", + "fechtwaffen": "Armas de esgrima", + "fernkampf": "Combate a distancia", + "fernkampfwaffe": "Arma a distancia", + "fernkampfwaffen": "Armas a distancia", + "feuerspeien": "Aliento de fuego", + "fingerfertigkeit": "Destreza", + "fixiert": "Inmovilizado", + "flueche": "Maldiciones", + "furcht": "Miedo", + "fw": "VH", + "fk-mod": "CD-Mod", + "geburtsort": "Lugar de nacimiento", + "geburtstag": "Fecha de nacimiento", + "gegner-von-hinten": "Ataque por la espalda", + "gegnerische-kt": "Adversario CT", + "gehend": "Caminando", + "gesamt": "Total", + "gesamtmodifikator": "Sum", + "gesamtstatus-ab": "Total: =< -8 Incapacitado", + "gesamtwert": "Valor total", + "geschlecht": "Sexo", + "geschwindigkeit": "Movimiento", + "gesellschaftstalente": "Sociales", + "gewandheit": "Agilidad", + "gewicht": "Peso", + "glaube": "Fe", "gm": "GM ", - "gross": "groß", - "groesse": "Größe", - "grundwert": "GW", - "grundwerte": "Grundwerte", - "gs": "GS", - "haarfarbe": "Haarfarbe", - "hakenschlagend": "hakenschlagend", - "handlungsunfaehig": "Handlungsunfähig", - "handwerkstalente": "Handwerkstalente", - "hiebwaffen": "Hiebwaffen", + "gross": "Voluminoso", + "groesse": "Tamaño", + "grundwert": "Base", + "grundwerte": "Valores base", + "gs": "MOV", + "haarfarbe": "Color de pelo", + "hakenschlagend": "Moverse en zigzag", + "handlungsunfaehig": "Incapacitado", + "handwerkstalente": "de Oficio", + "hiebwaffen": "Armas Contundentes", "info": "Info", - "initiative": "Initiative", - "intuition": "Intuition", - "inventar": "Inventar", - "ja": "ja", - "kampf": "Kampf", - "kampf-im-wasser": "Kampf im Wasser", - "kampf-unter-wasser": "Kampf unter Wasser", - "kampfsituationen-status": "Kampfsituationen / Status", - "kampftechniken": "Kampftechniken", - "kampftechnikwert": "Kampftechnikwert", - "karmaenergie": "Karmaenergie", - "ke": "KE", - "kettenwaffen": "Kettenwaffen", - "klein": "klein", - "klugheit": "Klugheit", - "koerperkraft": "Körperkraft", - "koerpertalente": "Körpertalente", - "kompetent": "Kompetent (1200 AP)", - "konstitution": "Konstitution", - "kosten": "Kosten", - "krank": "Krank", - "kultur": "Kultur", - "kurz": "kurz", - "kt": "KT", - "ladezeit": "Ladezeit in KR", - "lang": "lang", - "lanzen": "Lanzen", - "le": "LE", - "lebensenergie": "Lebensenergie", - "leicht": "leicht", - "legendaer": "Legendär (2100 AP)", - "leiteigenschaft": "Leiteigenschaft", - "leiteigschadensb": "Leiteig. + Schadensb.", - "liegend": "Liegend", - "magie": "Magie", - "malus": "Malus", - "max-5": "(max. -5) ", - "maximal": "Maximal", - "meisterlich": "Meisterlich (1400 AP)", - "merkmal": "Merkmal", - "mittel": "mittel", - "modfikator-hinzuf": "Modfikator hinzufügen", - "modifikator": "Modifikator", - "modifikatoren": "Modifikatoren", - "modifikatorplus": "Modifikator(+/-)", - "modeffekt": "EF-Mod", - "modsf": "SF-Mod", - "mut": "Mut", - "munition": "Munition", - "nachteile": "Nachteile", - "nah": "nah", - "nahkampf": "Nahkampf", - "nahkampfwaffe": "Nahkampfwaffe", - "nahkampfwaffen": "Nahkampfwaffen", - "name": "Name", - "naturtalente": "Naturtalente", - "nebenhand-at": "Nebenhand AT +/-", - "nebenhand-pa": "Nebenhand PA +/-", - "nebenhand-tp": "Nebenhand TP +/-", - "nebenhandwaffe": "Nebenhandwaffe", - "nein": "nein", + "initiative": "Iniciativa", + "intuition": "Intuición", + "inventar": "Equipo", + "ja": "si", + "kampf": "Combate", + "kampf-im-wasser": "Combate en el agua", + "kampf-unter-wasser": "Combate bajo el agua", + "kampfsituationen-status": "Situación del combate / Estado", + "kampftechniken": "Tecnica de combate", + "kampftechnikwert": "Valor de tecnica de combate", + "karmaenergie": "Puntos de karma", + "ke": "EA", + "kettenwaffen": "Armas de Cadena", + "klein": "pequeño", + "klugheit": "Sagacidad", + "koerperkraft": "Fuerza", + "koerpertalente": "Físicos", + "kompetent": "Competente (1200 PAv)", + "konstitution": "Constitución", + "kosten": "Coste", + "krank": "Enfermo", + "kultur": "Cultura", + "kurz": "corto", + "kt": "TC", + "ladezeit": "Tiempo de recarga", + "lang": "Largo", + "lanzen": "Lanzas de Caballería", + "le": "PV", + "lebensenergie": "Puntos de Vida", + "leicht": "despacio", + "legendaer": "Legendario (2100 PAv)", + "leiteigenschaft": "Atriuto Primario", + "leiteigschadensb": "Umbral de daño", + "liegend": "Boca abajo", + "magie": "Magia", + "malus": "Penaliz.", + "max-5": "(min. -5) ", + "maximal": "Máximo", + "meisterlich": "Maestro (1400 PAv)", + "merkmal": "Property", + "mittel": "medio", + "modfikator-hinzuf": "Añadir modificador", + "modifikator": "Modificador", + "modifikatoren": "Modificadores", + "modifikatorplus": "Modificador(+/-)", + "modeffekt": "Efectos-Mod", + "modsf": "AS-Mod", + "mut": "Coraje", + "munition": "Munición", + "nachteile": "Desventaja", + "nah": "cerca", + "nahkampf": "Combate Cercano", + "nahkampfwaffe": "Arma cuerpo a cuerpo", + "nahkampfwaffen": "Armas cuerpo a cuerpo", + "name": "Nombre", + "naturtalente": "de Naturaleza", + "nebenhand-at": "Mano torpe AT +/-", + "nebenhand-pa": "Mano torpe PA +/-", + "nebenhand-tp": "Mano torpe PD +/-", + "nebenhandwaffe": "Arma de la mano torpe", + "nein": "no", "normal": "Normal ", - "notizen": "Notizen", - "optionen": "Optionen", + "notizen": "Notas", + "optionen": "Opciones", "pa": "PA", "pa-mod": "PA-Mod", - "passierschlag": "Passierschlag", - "parade": "Parade", - "parierwaffe": "Parierwaffe", - "paralyse": "Paralyse", - "patzer": "Patzer", - "pechmagnet": "Pechmagnet", - "perm-verlust": "Perm. Verlust", - "probe": "Probe", - "profession": "Profession", - "raserei": "Raserei", - "raufen": "Raufen", - "regeneration": "Regeneration", - "referenz": "Referenz", - "reichweite": "Reichweite", - "rennend": "rennend", - "riesig": "riesig", - "rituale": "Rituale", - "routineprobe": "Routineprobe", - "rs-mod": "RS-Mod.", - "rueckkauf": "Rückkauf", - "ruestung": "Rüstung", - "ruestungen": "Rüstungen", - "ruestungstyp": "Rüstungstyp", - "rs": "RS", - "schaden": "Schaden", - "schelmenstreiche": "Schelmenstreiche", - "schicksalspunkte": "Schicksalspunkte", - "schilde": "Schilde", - "schild-waffe": "Schild/Waffe", - "schilde-waffen": "Schilde/Zweitwaffen", - "schilde-und-nebenhandwaffen": "Schilde und Nebenhandwaffen", - "schildparade-parierwaffe": "Schildparade", - "schips": "Schips", - "schleudern": "Schleudern", - "schmerz": "Schmerz", - "schmerzstufen-1-2-3-4": "Schmerzstufen", - "schnell": "schnell", - "schriften": "Schriften", - "schuetzenbewegung": "Schützenbewegung", - "schuss-ins-kampfgetuemmel": "Schuss ins Kampfgetümmel", - "schwerter": "Schwerter", - "seelenkraft": "Seelenkraft", - "selbst": "Selbst ", - "sf-modat": "SF-Mod. AT", - "sf-modaw": "SF-Mod. AW", - "sf-modpa": "SF-Mod. PA", - "sf-modtp": "SF-Mod. TP", - "sf-modifikatoren": "SF-Modifikatoren", - "sichtmodifikator": "Sichtmodifikator", - "sicht-iv": "IV - Treffer auf 1", - "sk": "SK", - "sonderfertigkeiten": "Sonderfertigkeiten", - "sonstiges": "Sonstiges", - "sozialstatus": "Sozialstatus", - "spezies": "Spezies", - "sprachen": "Sprachen", - "stangenwaffen": "Stangenwaffen", - "status": "Status", - "status-aktiviert": "Status-Mod", - "steigerung": "Steigerung", - "steigerungsfaktor": "Steigerungsfaktor", - "stehend": "stehend", - "still": "still", - "stg": "Stg.", - "stufe-i": "Stufe I", - "stufe-ii": "Stufe II", - "stufe-iii": "Stufe III", - "stufe-iv": "Stufe IV", - "stufe-iv-nk": "IV - halbe AT, PA auf 1", - "stumm": "Stumm", - "summe": "Summe", - "summe-der-statusmodifikatoren": "Summe der Statusmodifikatoren", - "talente": "Talente", - "talent": "Talent", - "taub": "Taub", - "titel": "Titel", - "tp-at-pa-mod-": "TP/AT/PA-Mod.", - "tp-fk-mod-": "TP/FK-Mod.", - "tp-mod": "TP-Mod", - "tradition": "Tradition", - "traditionseigenschaft": "Traditionseigenschaft", + "passierschlag": "Ataque de oportunidad", + "parade": "Parada", + "parierwaffe": "Arma de parada", + "paralyse": "Parálisis", + "patzer": "Pifia", + "pechmagnet": "Mala suerte", + "perm-verlust": "Perdida permanenete", + "probe": "Prueba", + "profession": "Profesión", + "raserei": "Frenético", + "raufen": "Pelear", + "regeneration": "Regeneración", + "referenz": "Referencia", + "reichweite": "Alcance", + "rennend": "corriendo", + "riesig": "enorme", + "rituale": "Ritual", + "routineprobe": "Prueba rutinaria", + "rs-mod": "PRO-Mod.", + "rueckkauf": "Recomprar", + "ruestung": "Armadura", + "ruestungen": "Armaduras", + "ruestungstyp": "Tipo de armadura", + "rs": "PRO", + "schaden": "Daño", + "schelmenstreiche": "Bromista", + "schicksalspunkte": "Puntos de Destino", + "schilde": "Escudo", + "schild-waffe": "Escudo/Arma", + "schilde-waffen": "Escudo/Arma Secundaria", + "schilde-und-nebenhandwaffen": "Escudo y mano torpe", + "schildparade-parierwaffe": "Parada de escudo", + "schips": "Puntos de Destino", + "schleudern": "Hondas", + "schmerz": "Dolor", + "schmerzstufen-1-2-3-4": "Nivel de Dolor", + "schnell": "con rapidez", + "schriften": "Escrituras conocidas", + "schuetzenbewegung": "Movimiento del Objetivo", + "schuss-ins-kampfgetuemmel": "Disparar en Combate", + "schwerter": "Espadas", + "seelenkraft": "Espíritu", + "selbst": "Tu mismo", + "sf-modat": "SA-Mod. AT", + "sf-modaw": "SA-Mod. ES", + "sf-modpa": "SA-Mod. PA", + "sf-modtp": "SA-Mod. PD", + "sf-modifikatoren": "SA-Modificadores", + "sichtmodifikator": "Modificador de visibilidad", + "sicht-iv": "IV - Golpea en 1", + "sk": "ESP", + "sonderfertigkeiten": "Habilidad Especial", + "sonstiges": "Otro", + "sozialstatus": "Posicion social", + "spezies": "Raza", + "sprachen": "Idiomas", + "stangenwaffen": "Armas de Asta", + "status": "Estado", + "status-aktiviert": "Mod-Estado", + "steigerung": "Mejora", + "steigerungsfaktor": "Mejora de clase", + "stehend": "En pie", + "still": "Silencioso", + "stg": "CM", + "stufe-i": "Nivel I", + "stufe-ii": "Nivel II", + "stufe-iii": "Nivel III", + "stufe-iv": "Nivel IV", + "stufe-iv-nk": "IV - reduce a la mitad AT, PA en 1", + "stumm": "Silenciado", + "summe": "Suma", + "summe-der-statusmodifikatoren": "Suma de modificadores de estado", + "talente": "Talentos", + "talent": "Talento", + "taub": "Sordo", + "titel": "Titulo", + "tp-at-pa-mod-": "PD/AT/PA-Mod.", + "tp-fk-mod-": "PD/CD-Mod.", + "tp-mod": "PD-Mod", + "tradition": "Tradición", + "traditionseigenschaft": "Atributo Primario", "trance": "Trance", - "trefferpunkte": "Trefferpunkte", - "ueberrascht": "Überrascht", - "uebler-geruch": "Übler Geruch", - "unerfahren": "Unerfahren (900 AP)", - "unsichtbar": "Unsichtbar", - "vergiftet": "Vergiftet", - "verschleiss": "Verschleiß", - "versteinert": "Versteinert", - "verwirrung": "Verwirrung", - "vornachteile": "Vor-/Nachteile", - "vorteile": "Vorteile", - "vorteilhafte-position": "Vorteilhafte Position", - "waffe": "Waffe", - "waffen": "Waffen", - "waffen-mod": "TP/AT/PA-Mod.", - "waffe-zu-kurz": "Waffe zu kurz", - "wasser-bis-zur-achsel": "Wasser reicht bis zur Achsel", - "wasser-bis-zur-huefte": "Wasser reicht bis zur Hüfte", - "weit": "weit", - "winzig": "winzig", - "wirkung": "Wirkung", - "wirkungsdauer": "Wirkungsdauer", - "wissenstalente": "Wissenstalente", - "wundschwelle": "Wundschwelle", - "wurfwaffen": "Wurfwaffen", + "trefferpunkte": "Puntos de daño", + "ueberrascht": "Sorprendido", + "uebler-geruch": "Mal olor", + "unerfahren": "Inexperto (900 PAv)", + "unsichtbar": "Invisible", + "vergiftet": "Envenenado", + "verschleiss": "Vestir", + "versteinert": "Petrificado", + "verwirrung": "Confusión", + "vornachteile": "Ventajas/Desventajas", + "vorteile": "Ventajas", + "vorteilhafte-position": "Posición ventajosa", + "waffe": "Arma", + "waffen": "Armas", + "waffen-mod": "PD/AT/PA-Mod.", + "waffe-zu-kurz": "Arma muy corta", + "wasser-bis-zur-achsel": "Agua hasta los tobillos", + "wasser-bis-zur-huefte": "Agua hasta las caderas", + "weit": "lejano", + "winzig": "minusculo", + "wirkung": "Efecto", + "wirkungsdauer": "Duración", + "wissenstalente": "Talentos Conocidos", + "wundschwelle": "Umbral de herida", + "wurfwaffen": "Armas arrojadizas", "x2": "x2", - "zaehigkeit": "Zähigkeit", - "zauber": "Zauber", - "zaubermelodien": "Zaubermelodien", - "zaubertaenze": "Zaubertänze", - "zaubertricks": "Zaubertricks", - "zielbewegung": "Zielbewegung", - "zielkategorie": "Zielkategorie", - "zk": "ZK", - "zustaende": "Zustände", - "zweihandhiebwaffen": "Zweihandhiebwaffen", - "zweihandschwerter": "Zweihandschwerter", - "ergebnis": "Ergebnis: ", - "gelungen": "Gelungen", - "misslungen": "Mißlungen", - "fp": "FP: ", - "qs": "QS: ", - "modifikator-roll": "Modifikator: ", - "eigenschaften-roll": "Eigenschaften: ", - "fw-minimum-nicht-erfuellt": "FW-Minimum nicht erfüllt", - "max-modifikator-roll": "Max. Modifikator: ", - "probe-roll": "Probe:", - "initiative-roll": "´s Initiative", - "wert-roll": "Wert: ", - "attackewurf": "Attackewurf: ", - "verteidigungswurf": "Verteidigungswurf: ", - "trefferpunkte-roll": "Trefferpunkte:", - "fliegen": "Fliegen", - "gaukeleien": "Gaukeleien", - "klettern": "Klettern", - "koerperbeherrschung": "Körperbeherrschung", - "kraftakt": "Kraftakt", - "reiten": "Reiten", - "schwimmen": "Schwimmen", - "selbstbeherrschung": "Selbstbeherrschung", - "singen": "Singen", - "sinnesschaerfe": "Sinnesschärfe", - "tanzen": "Tanzen", - "taschendiebstahl": "Taschendiebstahl", - "verbergen": "Verbergen", - "zechen": "Zechen", - "bekehren": "Bekehren & Überzeugen", - "betoeren": "Betören", - "einschuechtern": "Einschüchtern", - "etikette": "Etikette", - "gassenwissen": "Gassenwissen", - "menschenkenntnis": "Menschenkenntnis", - "ueberreden": "Überreden", - "verkleiden": "Verkleiden", - "willenskraft": "Willenskraft", - "faehrtensuchen": "Fährtensuchen", - "fesseln": "Fesseln", - "fischen": "Fischen & Angeln", - "orientierung": "Orientierung", - "pflanzenkunde": "Pflanzenkunde", - "tierkunde": "Tierkunde", - "wildnisleben": "Wildnisleben", - "glueckspiel": "Brett- & Glücksspiel", - "geographie": "Geographie", - "geschichtswissen": "Geschichtswissen", - "goetterkulte": "Götter & Kulte", - "kriegskunst": "Kriegskunst", - "magiekunde": "Magiekunde", - "mechanik": "Mechanik", - "rechnen": "Rechnen", - "rechtskunde": "Rechtskunde", - "sagenlegenden": "Sagen & Legenden", - "sphaerenkunde": "Sphärenkunde", - "sternkunde": "Sternkunde", - "alchemie": "Alchemie", - "boote": "Boote & Schiffe", - "fahrzeuge": "Fahrzeuge", - "handel": "Handel", - "hkgift": "Heilkunde Gift", - "hkkrankheiten": "Heilkunde Krankheiten", - "hkseele": "Heilkunde Seele", - "hkwunden": "Heilkunde Wunden", - "holzbearbeitung": "Holzbearbeitung", - "lebensmittelbearbeitung": "Lebensmittelbearbeitung", - "lederbearbeitung": "Lederbearbeitung", - "malenzeichnen": "Malen & Zeichnen", - "metallbearbeitung": "Metallbearbeitung", - "musizieren": "Musizieren", - "schloesserknacken": "Schlösserknacken", - "steinbearbeitung": "Steinbearbeitung", - "stoffbearbeitung": "Stoffbearbeitung", - "fliegenfw": "Fliegen FW", - "gaukeleienfw": "Gaukeleien FW", - "kletternfw": "Klettern FW", - "koerperbeherrschungfw": "Körperbeherrschung FW", - "kraftaktfw": "Kraftakt FW", - "reitenfw": "Reiten FW", - "schwimmenfw": "Schwimmen FW", - "selbstbeherrschungfw": "Selbstbeherrschung FW", - "singenfw": "Singen FW", - "sinnesschaerfefw": "Sinnesschärfe FW", - "tanzenfw": "Tanzen FW", - "taschendiebstahlfw": "Taschendiebstahl FW", - "verbergenfw": "Verbergen FW", - "zechenfw": "Zechen FW", - "bekehrenfw": "Bekehren & Überzeugen FW", - "betoerenfw": "Betören FW", - "einschuechternfw": "Einschüchtern FW", - "etikettefw": "Etikette FW", - "gassenwissenfw": "Gassenwissen FW", - "menschenkenntnisfw": "Menschenkenntnis FW", - "ueberredenfw": "Überreden FW", - "verkleidenfw": "Verkleiden FW", - "willenskraftfw": "Willenskraft FW", - "faehrtensuchenfw": "Fährtensuchen FW", - "fesselnfw": "Fesseln FW", - "fischenfw": "Fischen & Angeln FW", - "orientierungfw": "Orientierung FW", - "pflanzenkundefw": "Pflanzenkunde FW", - "tierkundefw": "Tierkunde FW", - "wildnislebenfw": "Wildnisleben FW", - "glueckspielfw": "Brett- & Glücksspiel FW", - "geographiefw": "Geographie FW", - "geschichtswissenfw": "Geschichtswissen FW", - "goetterkultefw": "Götter & Kulte FW", - "kriegskunstfw": "Kriegskunst FW", - "magiekundefw": "Magiekunde FW", - "mechanikfw": "Mechanik FW", - "rechnenfw": "Rechnen FW", - "rechtskundefw": "Rechtskunde FW", - "sagenlegendenfw": "Sagen & Legenden FW", - "sphaerenkundefw": "Sphärenkunde FW", - "sternkundefw": "Sternkunde FW", - "alchemiefw": "Alchemie FW", - "bootefw": "Boote & Schiffe FW", - "fahrzeugefw": "Fahrzeuge FW", - "handelfw": "Handel FW", - "hkgiftfw": "Heilkunde Gift FW", - "hkkrankheitenfw": "Heilkunde Krankheiten FW", - "hkseelefw": "Heilkunde Seele FW", - "hkwundenfw": "Heilkunde Wunden FW", - "holzbearbeitungfw": "Holzbearbeitung FW", - "lebensmittelbearbeitungfw": "Lebensmittelbearbeitung FW", - "lederbearbeitungfw": "Lederbearbeitung FW", - "malenzeichnenfw": "Malen & Zeichnen FW", - "metallbearbeitungfw": "Metallbearbeitung FW", - "musizierenfw": "Musizieren FW", - "schloesserknackenfw": "Schlösserknacken FW", - "steinbearbeitungfw": "Steinbearbeitung FW", - "stoffbearbeitungfw": "Stoffbearbeitung FW", - "allgemeine-sonderfertigkeiten": "Allgemeine Sonderfertigkeiten", - "allgemeine-sonderfertigkeit": "Allgemeine Sonderfertigkeit", - "talent-sonderfertigkeiten": "Talentsonderfertigkeiten", - "talent-sonderfertigkeit": "Talentsonderfertigkeit", - "kampfsonderfertigkeit": "Kampfsonderfertigkeit", - "magiesonderfertigkeit": "Magiesonderfertigkeit", - "karmale-sonderfertigkeit": "Karmale Sonderfertigkeit", - "effekt-durch-wirken": "Effekt durch Zauber-/Götterwirken", - "traditionsartefakt": "Traditionsartefakt", - "abzug-gs": "Abzug GS", - "abzug-ini": "Abzug INI", - "angelegt": "angelegt", - "typ": "Typ", + "zaehigkeit": "Dureza", + "zauber": "Hechizos", + "zaubermelodien": "Melodias mágicas", + "zaubertaenze": "Danzas mágicas", + "zaubertricks": "Trucos mágicos", + "zielbewegung": "Movimiento objetivo", + "zielkategorie": "Categoría objetivo", + "zk": "RES", + "zustaende": "Estados", + "zweihandhiebwaffen": "Armas Cont. a dos manos", + "zweihandschwerter": "Espadas a dos manos", + "ergebnis": "Resultado: ", + "gelungen": "Éxito", + "misslungen": "Fallo", + "fp": "PH: ", + "qs": "NC: ", + "modifikator-roll": "Modificador: ", + "eigenschaften-roll": "Atributo: ", + "fw-minimum-nicht-erfuellt": "VH-Prequisito no cumplido", + "max-modifikator-roll": "Max. Modificador: ", + "probe-roll": "Prueba:", + "initiative-roll": " en su Iniciativa", + "wert-roll": "Valor: ", + "attackewurf": "Tirada de Ataque: ", + "verteidigungswurf": "Tirada de Defensa: ", + "trefferpunkte-roll": "Puntos de daño:", + "fliegen": "Volar", + "gaukeleien": "Juegos de manos", + "klettern": "Trepar", + "koerperbeherrschung": "Control Corporal", + "kraftakt": "Proezas de Fuerza", + "reiten": "Montar", + "schwimmen": "Nadar", + "selbstbeherrschung": "Autocontrol", + "singen": "Cantar", + "sinnesschaerfe": "Percepción", + "tanzen": "Baile", + "taschendiebstahl": "Robar Bolsillos", + "verbergen": "Sigilo", + "zechen": "Festejar", + "bekehren": "Charlatanería", + "betoeren": "Seducción", + "einschuechtern": "Intimidación", + "etikette": "Etiqueta", + "gassenwissen": "Callejeo", + "menschenkenntnis": "Empatía", + "ueberreden": "Persuasión", + "verkleiden": "Disfraz", + "willenskraft": "Fuerza de Voluntad", + "faehrtensuchen": "Rastrear", + "fesseln": "Uso de Cuerdas", + "fischen": "Pesca", + "orientierung": "Orientación", + "pflanzenkunde": "Conocimiento Vegetal", + "tierkunde": "Conocimiento Animal", + "wildnisleben": "Supervivencia", + "glueckspiel": "Juego", + "geographie": "Geografía", + "geschichtswissen": "Historia", + "goetterkulte": "Religiones", + "kriegskunst": "Guerra", + "magiekunde": "Con. Mágico", + "mechanik": "Mecánica", + "rechnen": "Matemáticas", + "rechtskunde": "Leyes", + "sagenlegenden": "Mitos y Leyendas", + "sphaerenkunde": "Con. de las Esferas", + "sternkunde": "Astronomía", + "alchemie": "Alquimia", + "boote": "Navegar", + "fahrzeuge": "Conducir", + "handel": "Comercio", + "hkgift": "Tratar Veneno", + "hkkrankheiten": "Tratar Enfermedad", + "hkseele": "Tratar Alma", + "hkwunden": "Tratar Heridas", + "holzbearbeitung": "Carpintería", + "lebensmittelbearbeitung": "Preparar Comida", + "lederbearbeitung": "Trabajar el Cuero", + "malenzeichnen": "Habilidad Artística", + "metallbearbeitung": "Metalurgia", + "musizieren": "Música", + "schloesserknacken": "Forzar Cerraduras", + "steinbearbeitung": "Cantería", + "stoffbearbeitung": "Sastrería", + "fliegenfw": "Volar VH", + "gaukeleienfw": "Juegos de manos VH", + "kletternfw": "Trepar VH", + "koerperbeherrschungfw": "Control Corporal VH", + "kraftaktfw": "Proezas de Fuerza VH", + "reitenfw": "Montar VH", + "schwimmenfw": "Nadar VH", + "selbstbeherrschungfw": "Autocontrol VH", + "singenfw": "Cantar VH", + "sinnesschaerfefw": "Percepción VH", + "tanzenfw": "Baile VH", + "taschendiebstahlfw": "Robar Bolsillos VH", + "verbergenfw": "Sigilo VH", + "zechenfw": "Festejar VH", + "bekehrenfw": "Charlatanería VH", + "betoerenfw": "Seducción VH", + "einschuechternfw": "Intimidación VH", + "etikettefw": "Etiqueta VH", + "gassenwissenfw": "Callejeo VH", + "menschenkenntnisfw": "Empatía VH", + "ueberredenfw": "Persuasión VH", + "verkleidenfw": "Disfraz VH", + "willenskraftfw": "Fuerza de Voluntad VH", + "faehrtensuchenfw": "Rastrear VH", + "fesselnfw": "Uso de Cuerdas VH", + "fischenfw": "Pesca VH", + "orientierungfw": "Orientación VH", + "pflanzenkundefw": "Conocimiento Vegetal VH", + "tierkundefw": "Conocimiento Animal VH", + "wildnislebenfw": "Supervivencia VH", + "glueckspielfw": "Juego VH", + "geographiefw": "Geografía VH", + "geschichtswissenfw": "Historia VH", + "goetterkultefw": "Religiones VH", + "kriegskunstfw": "Guerra VH", + "magiekundefw": "Con. Mágico VH", + "mechanikfw": "Mecánica VH", + "rechnenfw": "Matemáticas VH", + "rechtskundefw": "Leyes VH", + "sagenlegendenfw": "Mitos y Leyendas VH", + "sphaerenkundefw": "Con. de las Esferas VH", + "sternkundefw": "Astronomía VH", + "alchemiefw": "Alquimia VH", + "bootefw": "Navegar VH", + "fahrzeugefw": "Conducir VH", + "handelfw": "Comercio VH", + "hkgiftfw": "Tratar Veneno VH", + "hkkrankheitenfw": "Tratar Enfermedad VH", + "hkseelefw": "Tratar Alma VH", + "hkwundenfw": "Tratar Heridas VH", + "holzbearbeitungfw": "Carpintería VH", + "lebensmittelbearbeitungfw": "Preparar Comida VH", + "lederbearbeitungfw": "Trabajar el Cuero VH", + "malenzeichnenfw": "Habilidad Artística VH", + "metallbearbeitungfw": "Metalurgia VH", + "musizierenfw": "Música VH", + "schloesserknackenfw": "Forzar Cerraduras VH", + "steinbearbeitungfw": "Cantería VH", + "stoffbearbeitungfw": "Sastrería VH", + "allgemeine-sonderfertigkeiten": "Capacidades especiales generales", + "allgemeine-sonderfertigkeit": "Capacidad especial general", + "talent-sonderfertigkeiten": "Habilidades especiales", + "talent-sonderfertigkeit": "Habilidad especial", + "kampfsonderfertigkeit": "Capacidades especiales de combate", + "magiesonderfertigkeit": "Capacidades especiales mágicas", + "karmale-sonderfertigkeit": "Capacidades especiales generales de karma", + "effekt-durch-wirken": "Efecto de hechizos/liturgias o ceremonias", + "traditionsartefakt": "Artefacto de Tradición", + "abzug-gs": "Penaliz. MOV", + "abzug-ini": "Penaliz. INI", + "angelegt": "En uso", + "typ": "Tipo", "modifikationen": "Modifikationen", - "zauberdauer-in-aktionen": "Zauberdauer in Aktionen", - "zaubermodifikationen": "Zaubermodifikationen", - "geste-weglassen": "Geste weglassen", - "formel-weglassen": "Formel weglassen", - "fremdtradition": "Fremdtradition", - "aufrechterhalten": "Anz. Zauber aufrecht erhalten", + "zauberdauer-in-aktionen": "Duración en acciones", + "zaubermodifikationen": "Modificaciones de hechizos", + "geste-weglassen": "Omitir gestos", + "formel-weglassen": "Omitir encantamiento", + "fremdtradition": "Tradición desconocida", + "aufrechterhalten": "Número de hechizos sostenidos", "sf-mod": "SF", - "effekte": "Effekte", - "ritualplatz": "Ritualplatz", - "zeit": "Zeit", - "passende-kleidung": "Passende Kleidung", - "geeignete-geraetschaften": "geeignete Gerätschaften", - "passend": "passend", - "unpassend": "unpassend", - "heiligtum-magischer-ort": "+1 | Heiligtum/Magischer Ort", - "falscher-ritualplatz": "-3 | falscher Ritualplatz", - "fluch": "Fluch", - "streich": "Streich", - "animistenkraft": "Animistenkraft", - "zaubermelodie": "Zaubermelodie", - "zaubertanz": "Zaubertanz", - "verbreitung": "Verbreitung", - "zielmodifikator": "Zielmodifikator", - "bitte-auswaehlen": "Bitte auswählen", - "dauer-verkuerzen": "-1 | Dauer verkürzen (halbiert)", - "dauer-verlaengern": "+1 | Dauer verlängern (verdoppelt)", - "reichweite-verlaengern": "-1 | Reichweite verlängern (verdoppelt)", - "kosten-verringern": "-1 | Kosten verringern (halbiert)", - "kosten-erhoehen": "+1 | Erzwingen (verdoppelt)", - "ort": "Ort", - "goetterwirken": "Götterwirken", - "artefakte": "Artefakte", - "zeremonial-gegenstand": "Zeremonialgegenstand", - "magie-modifikator": "Zauberwirken +/-", - "glaube-modifikator": "Göttliches Wirken +/-", - "schaden-durch-patzer": "Schaden durch Patzer", - "fernkampf-patzer": "Fernkampf-Patzer", - "zauber-patzer": "Zauber-Patzer", - "liturgie-patzer": "Liturgie-Patzer", - "zaubertrick": "Zaubertrick", - "vorteil": "Vorteil", - "nachteil": "Nachteil", - "alle": "Alle", - "segen": "Segen", - "liturgie": "Liturgie", - "zeremonie": "Zeremonie", - "typ-auswaehlen": "Typ auswählen", - "elfenlied": "Elfenlied", + "effekte": "Efecto", + "ritualplatz": "Lugar de Ritual", + "zeit": "Tiempo", + "passende-kleidung": "Ropas apropiadas", + "geeignete-geraetschaften": "Herramientas apropiadas", + "passend": "Luna o constelación correctas", + "unpassend": "Luna o constelación inapropiada", + "heiligtum-magischer-ort": "+1 | Lugar sagrado o mágico", + "falscher-ritualplatz": "-3 | Lugar inadedcuado para el ritual", + "fluch": "Maldiciones", + "streich": "Travesura", + "animistenkraft": "Poder animista", + "zaubermelodie": "Melodia mágica", + "zaubertanz": "Danza mágica", + "verbreitung": "Tradición", + "zielmodifikator": "Modificador objetivo", + "bitte-auswaehlen": "Por favor seleccione", + "dauer-verkuerzen": "-1 | Reducir tiempo de casteo (mitad)", + "dauer-verlaengern": "+1 | Aumentar tiempo de casteo (doblado)", + "reichweite-verlaengern": "-1 | Incrementar alcance (doblado)", + "kosten-verringern": "-1 | Reducir coste (mitad)", + "kosten-erhoehen": "+1 | Forzar (doblado)", + "ort": "Ubicación", + "goetterwirken": "Obra de los dioses", + "artefakte": "Artefacto", + "zeremonial-gegenstand": "Objetos ceremoniales", + "magie-modifikator": "Hechizos +/-", + "glaube-modifikator": "Artes divinas +/-", + "schaden-durch-patzer": "Daño de pifia", + "fernkampf-patzer": "Pifia a distancia", + "zauber-patzer": "Pifia mágica", + "liturgie-patzer": "Pifia litúrgica", + "zaubertrick": "Truco", + "vorteil": "Ventaja", + "nachteil": "Desventaja", + "alle": "Todos", + "segen": "Bendiciones", + "liturgie": "Liturgia", + "zeremonie": "Ceremonia", + "typ-auswaehlen": "Seleccionar tipo", + "elfenlied": "Canción elfica", "ritual": "Ritual", - "zauberspruch": "Zauberspruch", - "herrschaftsritual": "Herrschaftsritual", - "vertrautentrick": "Vertrautentrick", - "schipsf": "SchiP-Sonderfertigkeit", - "freier-modifikator": "freier Kampf-Mod.", - "ruestungsschutz": "Rüstungsschutz (RS)", - "faktor": "Faktor", + "zauberspruch": "Hechizo", + "herrschaftsritual": "Ritual de dominación", + "vertrautentrick": "Trucos familiares", + "schipsf": "Capacidades especiales de Puntos de Destino", + "freier-modifikator": "Mod. personalizado de combate", + "ruestungsschutz": "Protección (PRO)", + "faktor": "Multiplicador", "disclaimer": "© 2019 Ulisses Spiele. DAS SCHWARZE AUGE, AVENTURIEN, DERE, MYRANOR, THARUN, UTHURIA, RIESLAND und THE DARK EYE sind eingetragene Marken der Ulisses Spiele GmbH, Waldems.", - "dukaten": "Dukaten", - "silbertaler": "Silbertaler", - "heller": "Heller", - "kreuzer": "Kreuzer", - "geldbeutel": "Geldbeutel", - "Astralkraft-springt-auf-anderes-Ziel": "Astralkraft springt auf anderes Ziel über", - "Astralkraft-verlässt-den-Körper": "Astralkraft verlässt den Körper", - "Betäubung-durch-Kopfschmerzen": "Zustand Betäubung durch Kopfschmerzen", - "Beule": "Beule", - "brennbare-Materialien-gehen-in-Flammen-auf": "Brennbare Materialien gehen in Flammen auf", - "Durch-Blick-in-Sphären-eingeschüchtert": "Durch Blick in die Sphären eingeschüchtert", - "Eine-ätherische-Stimme-erklingt": "Eine ätherische Stimme erklingt", - "Fehlschuss": "Fehlschuss", - "Fuß-verdreht": "Fuß verdreht", - "Geist-tauscht-Körper-mit-Lebewesen": "Geist tauscht Körper mit Lebewesen", - "Geweihte-erhält-ein-Stigma": "Geweihte erhält ein Stigma", - "Geweihte-hat-nachts-seltsame-Visionen": "Geweihte hat nachts seltsame Visionen und Alpträume", - "Geweihte-ist-entrückt": "Geweihte ist entrückt", - "Geweihte-ist-verwirrt": "Geweihte ist verwirrt", - "Geweihte-verwurzelt-mit-Boden": "Geweihte verwurzelt mit dem Boden", - "Harre-färben-sich": "Haar und Bart färben sich bunt", - "Kamerad-Unschuldiger-getroffen": "Kamerad/Unschuldiger getroffen", - "Liturgie-hat-gegenteiligen-Effekt": "Liturgie/Zeremonie hat einen gegenteiligen Effekt", - "Schild-beschädigt": "Schild beschädigt", - "Schild-schwer-beschädigt": "Schild schwer beschädigt", - "Schild-stecken-geblieben": "Schild stecken geblieben", - "Schild-verloren": "Schild verloren", - "Schild-zerstört": "Schild zerstört", - "Sehne-herausgerutscht": "Sehne herausgerutscht / Waffe nicht richtig gegriffen / Ladehemmung", - "Selbst-schwer-verletzt": "Selbst schwer verletzt", - "Selbst-verletzt": "Selbst verletzt", - "Stolpern": "Stolpern", - "Sturz": "Sturz", - "Verfolgung-durch-Mindergeister": "Verfolgung von Mindergeister", - "Verlust-der-Sprache": "Verlust der Sprache", - "Verwandlung-in-Kleintier": "Verwandlung in Kleintier", - "Waffe-beschädigt": "Waffe beschädigt", - "Waffe-schwer-beschädigt": "Waffe schwer beschädigt", - "Waffe-stecken-geblieben": "Waffe stecken geblieben", - "Waffe-verloren": "Waffe verloren", - "Waffe-zerstört": "Waffe zerstört", - "Zauberziel-ändert-sich": "Zauberziel ändert sich", - "Zerrung": "Zerrung", - "Ziel-der-Liturgie-ändert-sich": "Ziel der Liturgie/Zeremonie ändert sich", - "Zu-Konzentriert": "Zu konzentriert", - "Zugriff-auf-AE-blockiert": "Zugriff auf AE-Vorrat geblockt", - "Zugriff-auf-KE-blockiert": "Zugriff auf KE-Vorrat geblockt", - "natur": "Natur", - "koerperlich": "Körperlich", - "handwerk": "Handwerk", - "gesellschaft": "Gesellschaft", - "wissen": "Wissen", - "1-parade": "1. Parade", - "2-parade": "2. Parade", - "3-parade": "3. Parade", - "4-parade": "4. Parade", - "5-parade": "5. Parade", - "nahkampf_doppelt": "Nahkampf, verdoppelt", - "fernkampf_doppelt": "Fernkampf, verdoppelt", - "query_trans": "Erleichterung(+) / Erschwernis(-), im Fall der Erleichterung ohne '+' eingeben", - "belastung-aktivieren": "Status für Belastung aktivieren", - "betäubung-aktivieren": "Malus für Betäubung aktivieren", - "furcht-aktivieren": "Malus für Furcht aktivieren", - "paralyse-aktivieren": "Malus für Paralyse aktivieren", - "schmerz-aktivieren": "Malus für Schmerz aktivieren", - "trance-aktivieren": "Malus für Trance aktivieren", - "verwirrung-aktivieren": "Malus für Verwirrung aktivieren", - "entrueckung-aktivieren": "Bonus/Malus für Entrückung aktivieren", - "atpa-patzer": "AT/PA-Patzer", - "erleidet": "erleidet", - "SPdurchPatzer": "SP durch einen Patzer", - "nahkampf-atpa-patzer": "Attacke/Parade-Patzer", - "schild-patzer": "Schild-Patzer", - "Nahkampf-TP": "Nahkampf-TP", - "halbeParade": "halbierte Parade", - "schildparade": "Schildparade", - "halbeSchildparade": "halbierte Schildparade", - "halbesAusweichen": "halbiertes Ausweichen", - "Fernkampf-TP": "Fernkampf-TP", - "Schmerzstufe-1": "Schmerzstufe 1", - "Schmerzstufe-2": "Schmerzstufe 2", - "Schmerzstufe-3": "Schmerzstufe 3", - "Schmerzstufe-4": "Schmerzstufe 4", - "Regen-LE": "Regeneration Lebensenergie", - "Regen-AE": "Regeneration Astralenergie", - "Regen-KE": "Regeneration Karmaenergie", - "keine": "keine", - "status-liste": "bewegungsunfaehig,bewusstlos,blind,blutrausch,brennend,eingeengt,fixiert,handlungsunfaehig,krank,liegend,pechmagnet,raserei,stumm,taub,ueberrascht,uebler-geruch,unsichtbar,vergiftet,versteinert", - "zustaende-liste": "belastung,betaeubung,entrueckung,furcht,paralyse,schmerz,trance,verwirrung", + "dukaten": "Ducados", + "silbertaler": "Táler de plata", + "heller": "Cuarto", + "kreuzer": "Crucero", + "geldbeutel": "Monedero", + "Astralkraft-springt-auf-anderes-Ziel": "Todos la EA restantes abandonan el cuerpo del lanzador de hechizos y saltan al siguiente ser mágico más cercano", + "Astralkraft-verlässt-den-Körper": "Todos la EA restante abandona el cuerpo del lanzador de hechizos", + "Betäubung-durch-Kopfschmerzen": "Entumecimiento de estado causado por dolor de cabeza", + "Beule": "Golpe", + "brennbare-Materialien-gehen-in-Flammen-auf": "Todos los materiales inflamables estallan en llamas en un área de 2D6 pasos cuadrados (no afecta a criaturas o a las ropas del Bendito).", + "Durch-Blick-in-Sphären-eingeschüchtert": "Un simple vistazo a otra Esfera resulta tan intimidante que el Bendito sufre 3 niveles de la condición Miedo durante el resto del día.", + "Eine-ätherische-Stimme-erklingt": "Una voz etérea habla desde el aire, diciendo: '¡Nunca vuelvas a hacer eso!'", + "Fehlschuss": "Disparo errado", + "Fuß-verdreht": "Pie torcido", + "Geist-tauscht-Körper-mit-Lebewesen": "La mente del lanzador de conjuros cambia de cuerpo", + "Geweihte-erhält-ein-Stigma": "El Bendito sufre un estigma durante el resto del día.", + "Geweihte-hat-nachts-seltsame-Visionen": "El Bendito sufre extrañas visiones y pesadillas durante 1D6 días.", + "Geweihte-ist-entrückt": "El Bendito recibe 4 niveles de Éxtasis.", + "Geweihte-ist-verwirrt": "El Bendito sufre 3 niveles de Confusión durante el resto del día y dice cosas sin sentido que no podrá recordar luego.", + "Geweihte-verwurzelt-mit-Boden": "Los pies del Bendito quedan enterrados en la tierra, restringiendo el movimiento y causando que el Bendito sufra el estado sujeto durante 1D6 minutos.", + "Harre-färben-sich": "Todo el cabello del lanzador adquiere un color brillante", + "Kamerad-Unschuldiger-getroffen": "Compañero/Inocente afectado", + "Liturgie-hat-gegenteiligen-Effekt": "La letanía tiene el efecto contrario (Desterrar la Oscuridad crea oscuridad, una Bendición de la Curación causa daños en vez de curar, etc.).", + "Schild-beschädigt": "Escudo dañado", + "Schild-schwer-beschädigt": "Escudo muy dañado", + "Schild-stecken-geblieben": "Escudo atascado", + "Schild-verloren": "Escudo perdido", + "Schild-zerstört": "Escudo destruido", + "Sehne-herausgerutscht": "Cuerda desenganchada/ Arma mal sostenida/ Atascada", + "Selbst-schwer-verletzt": "Te hieres gravemente", + "Selbst-verletzt": "Te hieres", + "Stolpern": "Tropiezas", + "Sturz": "Caes", + "Verfolgung-durch-Mindergeister": "Un espíritu menor acecha al lanzador de hechizos", + "Verlust-der-Sprache": "El Bendito no puede hablar durante 1D6 días.", + "Verwandlung-in-Kleintier": "El lanzador de hechizos se convierte en un animal pequeño", + "Waffe-beschädigt": "Arma dañada", + "Waffe-schwer-beschädigt": "Arma muy dañada", + "Waffe-stecken-geblieben": "Arma atascada", + "Waffe-verloren": "Arma perdida", + "Waffe-zerstört": "Arma destruida", + "Zauberziel-ändert-sich": "La letanía afecta a alguien o algo diferente aleatoriamente, según determine el DJ.", + "Zerrung": "Torcedura", + "Ziel-der-Liturgie-ändert-sich": "El objetivo de la liturgia / ceremonia cambia", + "Zu-Konzentriert": "Demasiado centrado", + "Zugriff-auf-AE-blockiert": "El Bendito pierde la capacidad de usar EA durante 1D6 días.", + "Zugriff-auf-KE-blockiert": "El Bendito pierde la capacidad de usar PK durante 1D6 días.", + "natur": "de Naturaleza", + "koerperlich": "Físicos", + "handwerk": "de Oficio", + "gesellschaft": "Sociales", + "wissen": "de Conocimiento", + "1-parade": "1. Parada", + "2-parade": "2. Parada", + "3-parade": "3. Parada", + "4-parade": "4. Parada", + "5-parade": "5. Parada", + "nahkampf_doppelt": "Combate cuerpo a cuerpo, Doblado", + "fernkampf_doppelt": "Combate a distancia, Doblado", + "query_trans": "Bonus(+) / Penaliz.(-), si obtienes un bonus, ingrésalo sin el '+'", + "belastung-aktivieren": "Activar penalización de ", + "betäubung-aktivieren": "Activar penalización de Estupor", + "furcht-aktivieren": "Activar penalización de Miedo", + "paralyse-aktivieren": "Activar penalización de Paralizado", + "schmerz-aktivieren": "Activar penalización de Dolor", + "trance-aktivieren": "Activar penalización de Trance", + "verwirrung-aktivieren": "Activar penalización de Confusión", + "entrueckung-aktivieren": "Activar Bonus/ Penaliz. por Rapture", + "atpa-patzer": "AT/PA-Pifia", + "erleidet": "sufre", + "SPdurchPatzer": "PD a través de una Pifia", + "nahkampf-atpa-patzer": "Pifia de Ataque/Parada", + "schild-patzer": "Pifia de escudo", + "Nahkampf-TP": "Combate cuerpo a cuerpo - PD", + "halbeParade": "Parada a la mitad", + "schildparade": "Parada de Escudo", + "halbeSchildparade": "Parada de Escudo a la mitad", + "halbesAusweichen": "Esquiva a la mitad", + "Fernkampf-TP": "Combate a distancia - PD", + "Schmerzstufe-1": "Nivel de dolor 1", + "Schmerzstufe-2": "Nivel de dolor 2", + "Schmerzstufe-3": "Nivel de dolor 3", + "Schmerzstufe-4": "Nivel de dolor 4", + "Regen-LE": "Regeneración de PV", + "Regen-AE": "Regeneración de EA", + "Regen-KE": "Regeneración de PK", + "keine": "ninguno", + "status-liste": "Inmovilizado,Inconsciente,Cegado,Sed de sangre,Ardiendo,Sujeto,Incapacitado,Enfermo,mentiroso,mala suerte,frenesí,mudo,Sordo,Sorprendido,mal olor,Invisible,envenenado,petrificado", + "zustaende-liste": "Sobrecarga,Estupor,Éxtasis,Miedo,Parálisis,Dolor,trance,Confusión", "koerpertalente-liste": "fliegen,gaukeleien,klettern,koerperbeherrschung,kraftakt,reiten,schwimmen,selbstbeherrschung,singen,sinnesschaerfe,tanzen,taschendiebstahl,verbergen,zechen", - "gesellschaftstalente-liste": "bekehren,betoeren,einschuechtern,etikette,gassenwissen,menschenkenntnis,ueberreden,verkleiden,willenskraft", - "naturtalente-liste": "faehrtensuchen,fesseln,fischen,orientierung,pflanzenkunde,tierkunde,wildnisleben", - "wissenstalente-liste": "glueckspiel,geographie,geschichtswissen,goetterkulte,kriegskunst,magiekunde,mechanik,rechnen,rechtskunde,sagenlegenden,sphaerenkunde,sternkunde", - "handwerkstalente-liste": "alchemie,boote,fahrzeuge,handel,hkgift,hkkrankheiten,hkseele,hkwunden,holzbearbeitung,lebensmittelbearbeitung,lederbearbeitung,malenzeichnen,metallbearbeitung,musizieren,schloesserknacken,steinbearbeitung,stoffbearbeitung", - "farbschema": "Farbschema", - "add_modifikator": "Modifikator hinzufügen", - "mu_mod": "Mut +/-", - "kl_mod": "Klugheit +/-", - "in_mod": "Intuition +/-", - "ch_mod": "Charisma +/-", - "ff_mod": "Fingerfertigkeit +/-", - "ge_mod": "Gewandheit +/-", - "ko_mod": "Konstitution +/-", - "kk_mod": "Körperkraft +/-", - "abgeleitete_werte": "abgeleitete Werte", - "le_modifikator": "Lebensenergie +/-", - "ae_modifikator": "Astralenergie +/-", - "ke_modifikator": "Karmalenergie +/-", - "sk_modifikator": "Seelenkraft +/-", - "zk_modifikator": "Zähigkeit +/-", - "ini_modifikator": "Initiative +/-", - "aw_modifikator": "Ausweichen +/-", - "gs_modifikator": "Geschwindigkeit +/-", - "schips_modifikator": "Schicksalspunkte +/-", - "le_regeneration_mod": "Regeneration LE +/-", - "ae_regeneration_mod": "Regeneration AE +/-", - "ke_regeneration_mod": "Regeneration KE +/-", - "kampfsonderfertigkeiten": "Kampfsonderfertigkeiten", - "at_sf_mod": "Attacke +/-", - "pa_sf_mod": "Parade +/-", - "aw_sf_mod": "Ausweichen +/-", - "tp_sf_mod": "Trefferpunkte +/-", - "fk_sf_mod": "Fernkampf +/-", - "nh_at_sf_mod": "Nebenhand AT +/-", - "nh_pa_sf_mod": "Nebenhand PA +/-", - "nh_tp_sf_mod": "Nebenhand TP +/-", - "parade_zweite_mod": "Zusätzliche PA +/-", - "ausweichen_zweite_mod": "Zusätzliches AW +/-", - "beidhand_kampf_mod": "Beidhändigkeit-Mod. +/-", - "falsche_hand_mod": "Falsche Hand Mod. +/-", - "talente_mod": "Talente Würfelmodifikator", - "switch_description_status": "Anzeige umschalten", - "show_description": "Beschreibung anzeigen", - "show_modifier": "Modifikatoren anzeigen", - "filter": "Filter:", - "umgebung": "Umgebung", - "combat-situation": "Kampfsituation", - "artefakt": "Artefakt", - "kraeuter-tinkturen": "Kräuter und Tinkturen", - "add_effekt": "Effekt-Modifikator hinzufügen", - "quelle-auswaehlen": "Quelle auswählen", - "weitere-merkmale": "Weitere Merkmale", - "bruchfaktor": "Bruchfaktor", - "strukturpunkte": "Strukturpunkte", - "temp-modifikatoren": "temp. Mod.:", + "gesellschaftstalente-liste": "Charlatanería,Seducción,Intimidación,Etiqueta,Callejeo,Empatía,Persuasión,Disfraz,Fuerza de Voluntad", + "naturtalente-liste": "Rastrear,Uso de Cuerdas,Pesca,Orientación,Conocimiento Vegetal,Conocimiento Animal,Supervivencia", + "wissenstalente-liste": "Juego,Geografía,Historia,Religiones,Guerra,Con. Mágico,Mecánica,Matemáticas,Leyes,Mitos y Leyendas,Con. de las Esferas,Astronomía", + "handwerkstalente-liste": "Alquimia,Navegar,Conducir,Comercio,Tratar Veneno,Tratar Enfermedad,Tratar Alma,Tratar Heridas,Carpintería,Preparar Comida,Trabajar el Cuero,Habilidad Artística,Metalurgia,Música,Forzar Cerraduras,Cantería,Sastrería", + "farbschema": "Esquema de color", + "add_modifikator": "Añadir modificador", + "mu_mod": "Coraje +/-", + "kl_mod": "Sagacidad +/-", + "in_mod": "Intuición +/-", + "ch_mod": "Carisma +/-", + "ff_mod": "Destreza +/-", + "ge_mod": "Agilidad +/-", + "ko_mod": "Constitución +/-", + "kk_mod": "Fuerza +/-", + "abgeleitete_werte": "Características derivadas", + "le_modifikator": "Puntos de Vida +/-", + "ae_modifikator": "Energía Arcana +/-", + "ke_modifikator": "Puntos de karma +/-", + "sk_modifikator": "Espíritu +/-", + "zk_modifikator": "Resistencia +/-", + "ini_modifikator": "Iniciativa +/-", + "aw_modifikator": "Esquiva +/-", + "gs_modifikator": "Movimiento +/-", + "schips_modifikator": "Puntos de Destino +/-", + "le_regeneration_mod": "Regeneración de PV +/-", + "ae_regeneration_mod": "Regeneración de EA +/-", + "ke_regeneration_mod": "Regeneración de PK +/-", + "kampfsonderfertigkeiten": "Capacidades especiales de combate", + "at_sf_mod": "Ataque +/-", + "pa_sf_mod": "Parada +/-", + "aw_sf_mod": "Esquiva +/-", + "tp_sf_mod": "Puntos de daño +/-", + "fk_sf_mod": "Combate a distancia +/-", + "nh_at_sf_mod": "Mano torpe AT +/-", + "nh_pa_sf_mod": "Mano torpe PA +/-", + "nh_tp_sf_mod": "Mano torpe PD +/-", + "parade_zweite_mod": "PA adicional +/-", + "ausweichen_zweite_mod": "ES adicional +/-", + "beidhand_kampf_mod": "Ambidiestro-Mod. +/-", + "falsche_hand_mod": "Mano torpe Mod. +/-", + "talente_mod": "Modificador de dados de talento", + "switch_description_status": "Alternar pantalla", + "show_description": "Mostrar descripcion", + "show_modifier": "Mostrar modificadores", + "filter": "Filtro:", + "umgebung": "Espacio", + "combat-situation": "Situación de combate", + "artefakt": "Artefacto", + "kraeuter-tinkturen": "Hierbas y Tintes", + "add_effekt": "Añadir efecto modificador", + "quelle-auswaehlen": "Seleccionar fuente", + "weitere-merkmale": "Otros Dominios", + "bruchfaktor": "Puntos de estructura", + "strukturpunkte": "Puntos de estructura", + "temp-modifikatoren": "Mod. temp. :", "AT": "AT", "PA": "PA", - "TP": "TP", - "FK": "FK", - "rucksack": "Rucksack", + "TP": "PD", + "FK": "CD", + "rucksack": "Mochila", "allgemein": "Allgemeines", "header-anzeigen": " Kopfzeile einstellen: ", "an": "an", @@ -688,7 +688,7 @@ "d2": "W2", "d3": "W3", "d4": "W4", - "d6": "W6+", + "d6": "D6+", "d20": "W20", "zusatz-aktivieren": "Malus für zusätzlichen Status aktivieren", "stufe-iv-zustand": "Stufe IV - handlungsunfähig", @@ -700,5 +700,19 @@ "ruestung_preset_4": "BE 2", "ruestung_preset_5": "BE 2, zusätzl. -1 INI, -1 GS", "ruestung_preset_6": "BE 3", - "ruestung_mod": "Zusätzliche Modifikatoren: " + "ruestung_mod": "Zusätzliche Modifikatoren: ", + "npc-import": "NPC-Stats-Block importieren: (Achtung: Beta-Status!)", + "import": "Starte Import", + "lep": "LeP", + "asp": "AsP", + "kap": "KaP", + "INI": "INI", + "VW": "VW", + "RS/BE": "RS/BE", + "aktionen": "Aktionen", + "anrufungsschwierigkeit": "Anrufungsschwierigkeit", + "schmerzplus1": "Schmerz +1 bei", + "ENDTOKEN": "ENDTOKEN", + "magie_und_glaube": "Magie und Glaube", + "talente_fw_mod": "Talente FW-Modifikator" } diff --git a/Das_Schwarze_Auge_5_Tsa_Edition/translations/fr.json b/Das_Schwarze_Auge_5_Tsa_Edition/translations/fr.json index 4d9df0212f..57794e0c7e 100644 --- a/Das_Schwarze_Auge_5_Tsa_Edition/translations/fr.json +++ b/Das_Schwarze_Auge_5_Tsa_Edition/translations/fr.json @@ -682,23 +682,37 @@ "angriff": "Attaque", "domaene": "Domaine", "anzahl": "Nombre", - "Magie-TP": "Schaden aus Magie", - "Glaube-TP": "Schaden aus Götterwirken", - "mitspezialisierung": "mit Fertigkeitsspezialisierung", - "d2": "W2", - "d3": "W3", - "d4": "W4", - "d6": "D6+", - "d20": "W20", - "zusatz-aktivieren": "Malus für zusätzlichen Status aktivieren", - "stufe-iv-zustand": "Stufe IV - handlungsunfähig", - "ruestung_preset": "Abzüge BE/INI/GS", - "ruestung_preset_0": "BE 0", - "ruestung_preset_1": "BE 0, zusätzl. -1 INI, -1 GS", - "ruestung_preset_2": "BE 1", - "ruestung_preset_3": "BE 1, zusätzl. -1 INI, -1 GS", - "ruestung_preset_4": "BE 2", - "ruestung_preset_5": "BE 2, zusätzl. -1 INI, -1 GS", - "ruestung_preset_6": "BE 3", - "ruestung_mod": "Zusätzliche Modifikatoren: " + "Magie-TP": "Blessure de magie", + "Glaube-TP": "Blessure d'acte divin", + "mitspezialisierung": "avec spécialisation de compétence", + "d2": "D2", + "d3": "D3", + "d4": "D4", + "d6": "D6", + "d20": "D20", + "zusatz-aktivieren": "Activer le malus pour statut supplémentaire", + "stufe-iv-zustand": "Niveau IV - incapable d'agir", + "ruestung_preset": "Malus ENC/INI/VI", + "ruestung_preset_0": "ENC 0", + "ruestung_preset_1": "ENC 0 et -1 INI, -1 VI suppl.", + "ruestung_preset_2": "ENC 1", + "ruestung_preset_3": "ENC 1 et -1 INI, -1 VI suppl.", + "ruestung_preset_4": "ENC 2", + "ruestung_preset_5": "ENC 2 et -1 INI, -1 VI suppl.", + "ruestung_preset_6": "ENC 3", + "ruestung_mod": "Modificateurs additionnels : ", + "npc-import": "Importer Bloc-Stat de PNJ : (Attention Béta!!)", + "import": "Démarrer l'import", + "lep": "PV", + "asp": "PA", + "kap": "PK", + "INI": "INI", + "VW": "DÉF", + "RS/BE": "PR/ENC", + "aktionen": "Actions", + "anrufungsschwierigkeit": "Difficulté d'appel", + "schmerzplus1": "Douleur +1 à", + "ENDTOKEN": "ENDTOKEN", + "magie_und_glaube": "Magie et Foi", + "talente_fw_mod": "Modificateur à la VC de talent" } diff --git a/Das_Schwarze_Auge_5_Tsa_Edition/translations/he.json b/Das_Schwarze_Auge_5_Tsa_Edition/translations/he.json index 7171c0c5a5..693dbef46a 100644 --- a/Das_Schwarze_Auge_5_Tsa_Edition/translations/he.json +++ b/Das_Schwarze_Auge_5_Tsa_Edition/translations/he.json @@ -700,5 +700,19 @@ "ruestung_preset_4": "BE 2", "ruestung_preset_5": "BE 2, zusätzl. -1 INI, -1 GS", "ruestung_preset_6": "BE 3", - "ruestung_mod": "Zusätzliche Modifikatoren: " + "ruestung_mod": "Zusätzliche Modifikatoren: ", + "npc-import": "NPC-Stats-Block importieren: (Achtung: Beta-Status!)", + "import": "Starte Import", + "lep": "LeP", + "asp": "AsP", + "kap": "KaP", + "INI": "INI", + "VW": "VW", + "RS/BE": "RS/BE", + "aktionen": "Aktionen", + "anrufungsschwierigkeit": "Anrufungsschwierigkeit", + "schmerzplus1": "Schmerz +1 bei", + "ENDTOKEN": "ENDTOKEN", + "magie_und_glaube": "Magie und Glaube", + "talente_fw_mod": "Talente FW-Modifikator" } diff --git a/Das_Schwarze_Auge_5_Tsa_Edition/translations/it.json b/Das_Schwarze_Auge_5_Tsa_Edition/translations/it.json index 748ba077de..78239f9494 100644 --- a/Das_Schwarze_Auge_5_Tsa_Edition/translations/it.json +++ b/Das_Schwarze_Auge_5_Tsa_Edition/translations/it.json @@ -1,75 +1,75 @@ { "---": "---", - "1/2": "1/2", - "1-kategorie": "1 Kat.", - "2-kategorie": "2 Kat.", - "2-attacke": "2. Attacke", - "CH": "CH", - "FF": "FF", - "GE": "GE", - "IN": "IN", - "KK": "KK", - "KL": "KL", - "KO": "KO", - "MU": "MU", - "ae": "AE", - "aktstatus": "akt. Status", - "aktuell": "Aktuell", - "alter": "Alter", - "anmerkung": "Anmerkung", - "anmerkungen": "Anmerkungen", - "ap-ausgegeben": "AP ausgegeben", - "ap-gesamt": "AP gesamt", - "ap-verfuegbar": "AP verfügbar", - "armbrueste": "Armbrüste", - "armbrust": "Armbrust", - "astralenergie": "Astralenergie", - "at-fk": "AT/FK", - "at-mod": "AT-Mod", - "at-pa": "AT / PA", - "attacke": "Attacke", - "augenfarbe": "Augenfarbe", - "ausruestung": "Ausrüstung", - "ausweichen": "Ausweichen", - "auswirkung": "Auswirkung", - "basis": "Basis", - "be": "BE", - "be-aktiviert": "BE aktiviert", - "be-gesamt": "BE gesamt", - "beidhaendigerkampf": "Beidhändig", - "belastung": "Belastung", - "beschreibung": "Beschreibung", - "betaeubung": "Betäubung", - "bewegungsunfaehig": "Bewegungsunfähig", - "bewusstlos": "Bewusstlos", - "blasrohre": "Blasrohre", - "blind": "Blind", - "blutrausch": "Blutrausch", - "bogen": "Bogen", - "boegen": "Bögen", + "1/2": "½", + "1-kategorie": "1 categoria", + "2-kategorie": "2 categorie", + "2-attacke": "2° attacco", + "CH": "CAR", + "FF": "DES", + "GE": "AGI", + "IN": "INT", + "KK": "FOR", + "KL": "ACU", + "KO": "COS", + "MU": "COR", + "ae": "EA", + "aktstatus": "Stato attuale", + "aktuell": "Attuale", + "alter": "Età", + "anmerkung": "Note", + "anmerkungen": "Note", + "ap-ausgegeben": "PAvv spesi", + "ap-gesamt": "PAvv totali", + "ap-verfuegbar": "PAvv disponibili", + "armbrueste": "Balestre", + "armbrust": "Balestra", + "astralenergie": "Energia Astrale", + "at-fk": "Att/CD", + "at-mod": "Mod. Att", + "at-pa": "Mod. Att/Par", + "attacke": "Attacco", + "augenfarbe": "Colore degli occhi", + "ausruestung": "Equipaggiamento", + "ausweichen": "Schivata (Scv)", + "auswirkung": "Effetto:", + "basis": "Base", + "be": "Imp", + "be-aktiviert": "Imp attivato", + "be-gesamt": "Imp totale", + "beidhaendigerkampf": "Ambidestrismo", + "belastung": "Impiccio", + "beschreibung": "Descrizione", + "betaeubung": "Stordimento", + "bewegungsunfaehig": "Immobilizzato", + "bewusstlos": "Incosciente", + "blasrohre": "Cerbottane", + "blind": "Cecità", + "blutrausch": "Furibondo", + "bogen": "Arco", + "boegen": "Archi", "bonus": "Bonus", - "bonus-malus": "Bonus/Malus", - "brennend": "Brennend", - "brillant": "Brillant (1700 AP)", - "charakteristika": "Charakteristika", - "charisma": "Charisma", - "dauer": "Dauer", - "diskus": "Diskus", - "diskusse": "Diskusse", - "distanz": "Distanz", - "dolche": "Dolche", - "durchschnittlich": "Durchschnittlich (1000 AP)", - "effekt-modat": "Effekt-Mod. AT", - "effekt-modaw": "Effekt-Mod. AW", - "effekt-modpa": "Effekt-Mod. PA", - "effekt-modtp": "Effekt-Mod. TP", - "elfenlieder": "Elfenlieder", - "eigenschaften": "Eigenschaften", - "eigenschaft": "Eigenschaft", - "eingeengt": "Eingeengt", - "entrueckung": "Entrückung", - "erfahren": "Erfahren (1100 AP)", - "erfahrungsgrad": "Erfahrungsgrad", + "bonus-malus": "Bonus/Penalità", + "brennend": "In fiamme", + "brillant": "Eccezionale (1700 PAvv)", + "charakteristika": "Caratteristiche", + "charisma": "Carisma", + "dauer": "Durata", + "diskus": "Disco", + "diskusse": "Dischi", + "distanz": "Distanza", + "dolche": "Pugnali", + "durchschnittlich": "Mediocre (1000 PAvv)", + "effekt-modat": "Mod. effetti Att", + "effekt-modaw": "Mod. effetti Scv", + "effekt-modpa": "Mod. effetti Par", + "effekt-modtp": "Mod. effetti PImp", + "elfenlieder": "Canti elfici", + "eigenschaften": "Attributi", + "eigenschaft": "Attributo", + "eingeengt": "Costretto", + "entrueckung": "Estraniamento", + "erfahren": "Esperto (1100 PAvv)", + "erfahrungsgrad": "Livello di Esperienza", "erregung": "Erregung", "erweiterungen": "Erweiterungen", "erweiterung1": "1. Erweiterung", @@ -77,443 +77,443 @@ "erweiterung3": "3. Erweiterung", "erweiterung4": "4. Erweiterung", "erweiterung5": "5. Erweiterung", - "familie": "Familie", - "fechtwaffen": "Fechtwaffen", - "fernkampf": "Fernkampf", - "fernkampfwaffe": "Fernkampfwaffe", - "fernkampfwaffen": "Fernkampfwaffen", + "familie": "Famiglia", + "fechtwaffen": "Armi da scherma", + "fernkampf": "Distanza", + "fernkampfwaffe": "Arma a distanza", + "fernkampfwaffen": "Armi a distanza", "feuerspeien": "Feuerspeien", - "fingerfertigkeit": "Fingerfertigkeit", - "fixiert": "Fixiert", - "flueche": "Flüche", - "furcht": "Furcht", - "fw": "FW", - "fk-mod": "FK-Mod", - "geburtsort": "Geburtsort", - "geburtstag": "Tsatag", - "gegner-von-hinten": "Gegner von Hinten", - "gegnerische-kt": "Gegnerische KT", - "gehend": "gehend", - "gesamt": "Gesamt", - "gesamtmodifikator": "Summe", - "gesamtstatus-ab": "Gesamt: ab -8 handlungsunfähig", - "gesamtwert": "Gesamtwert", - "geschlecht": "Geschlecht", - "geschwindigkeit": "Geschwindigkeit", - "gesellschaftstalente": "Gesellschaftstalente", - "gewandheit": "Gewandheit", - "gewicht": "Gewicht", - "glaube": "Glaube", + "fingerfertigkeit": "Destrezza", + "fixiert": "Bloccato", + "flueche": "Maledizioni", + "furcht": "Paura", + "fw": "LA", + "fk-mod": "Mod. CD", + "geburtsort": "Luogo di nascita", + "geburtstag": "Giorno di Tsa", + "gegner-von-hinten": "Attacco alle spalle", + "gegnerische-kt": "Tecnica avversario", + "gehend": "in movimento", + "gesamt": "Totale", + "gesamtmodifikator": "Somma", + "gesamtstatus-ab": "Totale: da -8 Incapacitato", + "gesamtwert": "Valore totale", + "geschlecht": "Sesso", + "geschwindigkeit": "Movimento (Mov)", + "gesellschaftstalente": "Competenze sociali", + "gewandheit": "Agilità", + "gewicht": "Peso", + "glaube": "Fede", "gm": "DM ", - "gross": "groß", - "groesse": "Größe", - "grundwert": "GW", - "grundwerte": "Grundwerte", - "gs": "GS", - "haarfarbe": "Haarfarbe", - "hakenschlagend": "hakenschlagend", - "handlungsunfaehig": "Handlungsunfähig", - "handwerkstalente": "Handwerkstalente", - "hiebwaffen": "Hiebwaffen", + "gross": "grande", + "groesse": "Altezza", + "grundwert": "Base", + "grundwerte": "Valori di base", + "gs": "Mov", + "haarfarbe": "Colore dei capelli", + "hakenschlagend": "zigzagante", + "handlungsunfaehig": "Incapacitato", + "handwerkstalente": "Competenze artigianali", + "hiebwaffen": "Armi d’impatto", "info": "Info", - "initiative": "Initiative", - "intuition": "Intuition", - "inventar": "Inventar", - "ja": "ja", - "kampf": "Kampf", - "kampf-im-wasser": "Kampf im Wasser", - "kampf-unter-wasser": "Kampf unter Wasser", - "kampfsituationen-status": "Kampfsituationen / Status", - "kampftechniken": "Kampftechniken", - "kampftechnikwert": "Kampftechnikwert", - "karmaenergie": "Karmaenergie", - "ke": "KE", - "kettenwaffen": "Kettenwaffen", - "klein": "klein", - "klugheit": "Klugheit", - "koerperkraft": "Körperkraft", - "koerpertalente": "Körpertalente", - "kompetent": "Kompetent (1200 AP)", - "konstitution": "Konstitution", - "kosten": "Kosten", - "krank": "Krank", - "kultur": "Kultur", - "kurz": "kurz", - "kt": "KT", - "ladezeit": "Ladezeit in KR", - "lang": "lang", - "lanzen": "Lanzen", - "le": "LE", - "lebensenergie": "Lebensenergie", - "leicht": "leicht", - "legendaer": "Legendär (2100 AP)", - "leiteigenschaft": "Leiteigenschaft", - "leiteigschadensb": "Leiteig. + Schadensb.", - "liegend": "Liegend", - "magie": "Magie", + "initiative": "Iniziativa (Ini)", + "intuition": "Intuito", + "inventar": "Inventario", + "ja": "sì", + "kampf": "Combattimento", + "kampf-im-wasser": "Combattimento in acqua", + "kampf-unter-wasser": "Combattimento sott’acqua", + "kampfsituationen-status": "Situazione / Stato", + "kampftechniken": "Tecniche", + "kampftechnikwert": "Livello Tecnica di Combattimento", + "karmaenergie": "Energia Karmica", + "ke": "EK", + "kettenwaffen": "Armi a catena", + "klein": "piccolo", + "klugheit": "Acume", + "koerperkraft": "Forza", + "koerpertalente": "Competenze fisiche", + "kompetent": "Competente (1200 PAvv)", + "konstitution": "Costituzione", + "kosten": "Costo", + "krank": "Malato", + "kultur": "Cultura", + "kurz": "corto", + "kt": "TC", + "ladezeit": "Tempo di ricarica in TC", + "lang": "lungo", + "lanzen": "Lance", + "le": "EV", + "lebensenergie": "Energia Vitale", + "leicht": "lentamente", + "legendaer": "Leggendario (2100 PAvv)", + "leiteigenschaft": "Attributo Primario", + "leiteigschadensb": "Bonus Impatto", + "liegend": "Atterrato", + "magie": "Magia", "malus": "Malus", - "max-5": "(max. -5) ", - "maximal": "Maximal", - "meisterlich": "Meisterlich (1400 AP)", - "merkmal": "Merkmal", - "mittel": "mittel", - "modfikator-hinzuf": "Modfikator hinzufügen", - "modifikator": "Modifikator", - "modifikatoren": "Modifikatoren", - "modifikatorplus": "Modifikator(+/-)", - "modeffekt": "EF-Mod", - "modsf": "SF-Mod", - "mut": "Mut", - "munition": "Munition", - "nachteile": "Nachteile", - "nah": "nah", - "nahkampf": "Nahkampf", - "nahkampfwaffe": "Nahkampfwaffe", - "nahkampfwaffen": "Nahkampfwaffen", - "name": "Name", - "naturtalente": "Naturtalente", - "nebenhand-at": "Nebenhand AT +/-", - "nebenhand-pa": "Nebenhand PA +/-", - "nebenhand-tp": "Nebenhand TP +/-", - "nebenhandwaffe": "Nebenhandwaffe", - "nein": "nein", - "normal": "Normal ", - "notizen": "Notizen", - "optionen": "Optionen", - "pa": "PA", - "pa-mod": "PA-Mod", - "passierschlag": "Passierschlag", - "parade": "Parade", - "parierwaffe": "Parierwaffe", - "paralyse": "Paralyse", - "patzer": "Patzer", - "pechmagnet": "Pechmagnet", - "perm-verlust": "Perm. Verlust", - "probe": "Probe", - "profession": "Profession", - "raserei": "Raserei", - "raufen": "Raufen", - "regeneration": "Regeneration", - "referenz": "Referenz", - "reichweite": "Reichweite", - "rennend": "rennend", - "riesig": "riesig", - "rituale": "Rituale", - "routineprobe": "Routineprobe", - "rs-mod": "RS-Mod.", - "rueckkauf": "Rückkauf", - "ruestung": "Rüstung", - "ruestungen": "Rüstungen", - "ruestungstyp": "Rüstungstyp", - "rs": "RS", - "schaden": "Schaden", - "schelmenstreiche": "Schelmenstreiche", - "schicksalspunkte": "Schicksalspunkte", - "schilde": "Schilde", - "schild-waffe": "Schild/Waffe", - "schilde-waffen": "Schilde/Zweitwaffen", - "schilde-und-nebenhandwaffen": "Schilde und Nebenhandwaffen", - "schildparade-parierwaffe": "Schildparade", - "schips": "Schips", - "schleudern": "Schleudern", - "schmerz": "Schmerz", - "schmerzstufen-1-2-3-4": "Schmerzstufen", - "schnell": "schnell", - "schriften": "Schriften", - "schuetzenbewegung": "Schützenbewegung", - "schuss-ins-kampfgetuemmel": "Schuss ins Kampfgetümmel", - "schwerter": "Schwerter", - "seelenkraft": "Seelenkraft", - "selbst": "Selbst ", - "sf-modat": "SF-Mod. AT", - "sf-modaw": "SF-Mod. AW", - "sf-modpa": "SF-Mod. PA", - "sf-modtp": "SF-Mod. TP", - "sf-modifikatoren": "SF-Modifikatoren", - "sichtmodifikator": "Sichtmodifikator", - "sicht-iv": "IV - Treffer auf 1", - "sk": "SK", - "sonderfertigkeiten": "Sonderfertigkeiten", - "sonstiges": "Sonstiges", - "sozialstatus": "Sozialstatus", - "spezies": "Spezies", - "sprachen": "Sprachen", - "stangenwaffen": "Stangenwaffen", - "status": "Status", - "status-aktiviert": "Status-Mod", - "steigerung": "Steigerung", - "steigerungsfaktor": "Steigerungsfaktor", - "stehend": "stehend", - "still": "still", - "stg": "Stg.", - "stufe-i": "Stufe I", - "stufe-ii": "Stufe II", - "stufe-iii": "Stufe III", - "stufe-iv": "Stufe IV", - "stufe-iv-nk": "IV - halbe AT, PA auf 1", - "stumm": "Stumm", - "summe": "Summe", - "summe-der-statusmodifikatoren": "Summe der Statusmodifikatoren", - "talente": "Talente", - "talent": "Talent", - "taub": "Taub", - "titel": "Titel", - "tp-at-pa-mod-": "TP/AT/PA-Mod.", - "tp-fk-mod-": "TP/FK-Mod.", - "tp-mod": "TP-Mod", - "tradition": "Tradition", - "traditionseigenschaft": "Traditionseigenschaft", + "max-5": "(max. -5)", + "maximal": "Massimo", + "meisterlich": "Magistrale (1400 PAvv)", + "merkmal": "Aspetto", + "mittel": "medio", + "modfikator-hinzuf": "Aggiungere modificatore", + "modifikator": "Modificatore", + "modifikatoren": "Modificatori", + "modifikatorplus": "Modificatore ±", + "modeffekt": "Mod. effetto", + "modsf": "Mod. AS", + "mut": "Coraggio", + "munition": "Munizioni", + "nachteile": "Svantaggi", + "nah": "corto", + "nahkampf": "Corpo a corpo", + "nahkampfwaffe": "Arma da mischia", + "nahkampfwaffen": "Armi da mischia", + "name": "Nome", + "naturtalente": "Competenze naturali", + "nebenhand-at": "Mano secondaria Att ±", + "nebenhand-pa": "Mano secondaria Par ±", + "nebenhand-tp": "Mano secondaria PImp ±", + "nebenhandwaffe": "Arma secondaria", + "nein": "no", + "normal": "Normale", + "notizen": "Note", + "optionen": "Opzioni", + "pa": "Par", + "pa-mod": "Mod. Par", + "passierschlag": "Attacco occasionale", + "parade": "Parata", + "parierwaffe": "Arma da parata", + "paralyse": "Paralisi", + "patzer": "Fallimento critico", + "pechmagnet": "Scalogna", + "perm-verlust": "Perdita permanente", + "probe": "Prova", + "profession": "Professione", + "raserei": "Furente", + "raufen": "Mani nude", + "regeneration": "Rigenerazione", + "referenz": "Riferimento", + "reichweite": "Raggio", + "rennend": "in corsa", + "riesig": "enorme", + "rituale": "Rituali", + "routineprobe": "Prova di routine", + "rs-mod": "Mod. Pro", + "rueckkauf": "Riacquisto", + "ruestung": "Armatura", + "ruestungen": "Armature", + "ruestungstyp": "Tipo di armatura", + "rs": "Pro", + "schaden": "Ferite", + "schelmenstreiche": "Scherzi da discolo", + "schicksalspunkte": "Punti Fato (PFato)", + "schilde": "Scudi", + "schild-waffe": "Scudo/Arma", + "schilde-waffen": "Scudi/Armi secondarie", + "schilde-und-nebenhandwaffen": "Scudi e armi secondarie", + "schildparade-parierwaffe": "Parata con scudo", + "schips": "PFato", + "schleudern": "Fionde", + "schmerz": "Dolore", + "schmerzstufen-1-2-3-4": "Livelli di Dolore", + "schnell": "veloce", + "schriften": "Scritture", + "schuetzenbewegung": "Movimento del tiratore", + "schuss-ins-kampfgetuemmel": "Tiro nella mischia", + "schwerter": "Spade", + "seelenkraft": "Animo (Anm)", + "selbst": "Sé stesso", + "sf-modat": "Mod. AS Att", + "sf-modaw": "Mod. AS Scv", + "sf-modpa": "Mod. AS Par", + "sf-modtp": "Mod. AS PImp", + "sf-modifikatoren": "Modificatori AS", + "sichtmodifikator": "Modificatore di visibilità", + "sicht-iv": "IV - Colpisce con 1", + "sk": "Anm", + "sonderfertigkeiten": "Abilità speciali", + "sonstiges": "Altro", + "sozialstatus": "Rango sociale", + "spezies": "Specie", + "sprachen": "Lingue", + "stangenwaffen": "Armi inastate", + "status": "Stato", + "status-aktiviert": "Mod. Stato", + "steigerung": "Miglioramento", + "steigerungsfaktor": "Classe di Miglioramento", + "stehend": "in piedi", + "still": "fermo", + "stg": "CM", + "stufe-i": "Livello I", + "stufe-ii": "Livello II", + "stufe-iii": "Livello III", + "stufe-iv": "Livello IV", + "stufe-iv-nk": "IV - Mezzo Att, Par solo con 1", + "stumm": "Muto", + "summe": "Somma", + "summe-der-statusmodifikatoren": "Somma dei modificatori di stato", + "talente": "Competenze", + "talent": "Competenza", + "taub": "Sordo", + "titel": "Titolo", + "tp-at-pa-mod-": "Mod. PImp/Att/Par", + "tp-fk-mod-": "Mod. PImp/CD", + "tp-mod": "Mod. PImp", + "tradition": "Tradizione", + "traditionseigenschaft": "Attributo primario della tradizione", "trance": "Trance", - "trefferpunkte": "Trefferpunkte", - "ueberrascht": "Überrascht", + "trefferpunkte": "Punti Impatto", + "ueberrascht": "Sorpreso", "uebler-geruch": "Übler Geruch", - "unerfahren": "Unerfahren (900 AP)", - "unsichtbar": "Unsichtbar", - "vergiftet": "Vergiftet", + "unerfahren": "Inesperto (900 PAvv)", + "unsichtbar": "Invisibile", + "vergiftet": "Avvelenato", "verschleiss": "Verschleiß", "versteinert": "Versteinert", - "verwirrung": "Verwirrung", - "vornachteile": "Vor-/Nachteile", - "vorteile": "Vorteile", - "vorteilhafte-position": "Vorteilhafte Position", - "waffe": "Waffe", - "waffen": "Waffen", - "waffen-mod": "TP/AT/PA-Mod.", - "waffe-zu-kurz": "Waffe zu kurz", - "wasser-bis-zur-achsel": "Wasser reicht bis zur Achsel", - "wasser-bis-zur-huefte": "Wasser reicht bis zur Hüfte", - "weit": "weit", - "winzig": "winzig", - "wirkung": "Wirkung", - "wirkungsdauer": "Wirkungsdauer", - "wissenstalente": "Wissenstalente", - "wundschwelle": "Wundschwelle", - "wurfwaffen": "Wurfwaffen", - "x2": "x2", - "zaehigkeit": "Zähigkeit", - "zauber": "Zauber", + "verwirrung": "Confusione", + "vornachteile": "Vantaggi/Svantaggi", + "vorteile": "Vantaggi", + "vorteilhafte-position": "Posizione vantaggiosa", + "waffe": "Arma", + "waffen": "Armi", + "waffen-mod": "Mod. PImp/Att/Par", + "waffe-zu-kurz": "Arma troppo corta", + "wasser-bis-zur-achsel": "Acqua fino alle caviglie", + "wasser-bis-zur-huefte": "Acqua fino alla cintola", + "weit": "lontano", + "winzig": "minuscolo", + "wirkung": "Effetto", + "wirkungsdauer": "Durata", + "wissenstalente": "Competenze conoscitive", + "wundschwelle": "Soglia ferite", + "wurfwaffen": "Armi da lancio", + "x2": "×2", + "zaehigkeit": "Tenacità (Tnc)", + "zauber": "Magia", "zaubermelodien": "Zaubermelodien", "zaubertaenze": "Zaubertänze", - "zaubertricks": "Zaubertricks", - "zielbewegung": "Zielbewegung", - "zielkategorie": "Zielkategorie", - "zk": "ZK", - "zustaende": "Zustände", - "zweihandhiebwaffen": "Zweihandhiebwaffen", - "zweihandschwerter": "Zweihandschwerter", - "ergebnis": "Ergebnis: ", - "gelungen": "Gelungen", - "misslungen": "Mißlungen", - "fp": "FP: ", - "qs": "QS: ", - "modifikator-roll": "Modifikator: ", - "eigenschaften-roll": "Eigenschaften: ", - "fw-minimum-nicht-erfuellt": "FW-Minimum nicht erfüllt", - "max-modifikator-roll": "Max. Modifikator: ", - "probe-roll": "Probe:", - "initiative-roll": "´s Initiative", - "wert-roll": "Wert: ", - "attackewurf": "Attackewurf: ", - "verteidigungswurf": "Verteidigungswurf: ", - "trefferpunkte-roll": "Trefferpunkte:", - "fliegen": "Fliegen", - "gaukeleien": "Gaukeleien", - "klettern": "Klettern", - "koerperbeherrschung": "Körperbeherrschung", - "kraftakt": "Kraftakt", - "reiten": "Reiten", - "schwimmen": "Schwimmen", - "selbstbeherrschung": "Selbstbeherrschung", - "singen": "Singen", - "sinnesschaerfe": "Sinnesschärfe", - "tanzen": "Tanzen", - "taschendiebstahl": "Taschendiebstahl", - "verbergen": "Verbergen", - "zechen": "Zechen", - "bekehren": "Bekehren & Überzeugen", - "betoeren": "Betören", - "einschuechtern": "Einschüchtern", - "etikette": "Etikette", - "gassenwissen": "Gassenwissen", - "menschenkenntnis": "Menschenkenntnis", - "ueberreden": "Überreden", - "verkleiden": "Verkleiden", - "willenskraft": "Willenskraft", - "faehrtensuchen": "Fährtensuchen", - "fesseln": "Fesseln", - "fischen": "Fischen & Angeln", - "orientierung": "Orientierung", - "pflanzenkunde": "Pflanzenkunde", - "tierkunde": "Tierkunde", - "wildnisleben": "Wildnisleben", - "glueckspiel": "Brett- & Glücksspiel", - "geographie": "Geographie", - "geschichtswissen": "Geschichtswissen", - "goetterkulte": "Götter & Kulte", - "kriegskunst": "Kriegskunst", - "magiekunde": "Magiekunde", - "mechanik": "Mechanik", - "rechnen": "Rechnen", - "rechtskunde": "Rechtskunde", - "sagenlegenden": "Sagen & Legenden", - "sphaerenkunde": "Sphärenkunde", - "sternkunde": "Sternkunde", - "alchemie": "Alchemie", - "boote": "Boote & Schiffe", - "fahrzeuge": "Fahrzeuge", - "handel": "Handel", - "hkgift": "Heilkunde Gift", - "hkkrankheiten": "Heilkunde Krankheiten", - "hkseele": "Heilkunde Seele", - "hkwunden": "Heilkunde Wunden", - "holzbearbeitung": "Holzbearbeitung", - "lebensmittelbearbeitung": "Lebensmittelbearbeitung", - "lederbearbeitung": "Lederbearbeitung", - "malenzeichnen": "Malen & Zeichnen", - "metallbearbeitung": "Metallbearbeitung", - "musizieren": "Musizieren", - "schloesserknacken": "Schlösserknacken", - "steinbearbeitung": "Steinbearbeitung", - "stoffbearbeitung": "Stoffbearbeitung", - "fliegenfw": "Fliegen FW", - "gaukeleienfw": "Gaukeleien FW", - "kletternfw": "Klettern FW", - "koerperbeherrschungfw": "Körperbeherrschung FW", - "kraftaktfw": "Kraftakt FW", - "reitenfw": "Reiten FW", - "schwimmenfw": "Schwimmen FW", - "selbstbeherrschungfw": "Selbstbeherrschung FW", - "singenfw": "Singen FW", - "sinnesschaerfefw": "Sinnesschärfe FW", - "tanzenfw": "Tanzen FW", - "taschendiebstahlfw": "Taschendiebstahl FW", - "verbergenfw": "Verbergen FW", - "zechenfw": "Zechen FW", - "bekehrenfw": "Bekehren & Überzeugen FW", - "betoerenfw": "Betören FW", - "einschuechternfw": "Einschüchtern FW", - "etikettefw": "Etikette FW", - "gassenwissenfw": "Gassenwissen FW", - "menschenkenntnisfw": "Menschenkenntnis FW", - "ueberredenfw": "Überreden FW", - "verkleidenfw": "Verkleiden FW", - "willenskraftfw": "Willenskraft FW", - "faehrtensuchenfw": "Fährtensuchen FW", - "fesselnfw": "Fesseln FW", - "fischenfw": "Fischen & Angeln FW", - "orientierungfw": "Orientierung FW", - "pflanzenkundefw": "Pflanzenkunde FW", - "tierkundefw": "Tierkunde FW", - "wildnislebenfw": "Wildnisleben FW", - "glueckspielfw": "Brett- & Glücksspiel FW", - "geographiefw": "Geographie FW", - "geschichtswissenfw": "Geschichtswissen FW", - "goetterkultefw": "Götter & Kulte FW", - "kriegskunstfw": "Kriegskunst FW", - "magiekundefw": "Magiekunde FW", - "mechanikfw": "Mechanik FW", - "rechnenfw": "Rechnen FW", - "rechtskundefw": "Rechtskunde FW", - "sagenlegendenfw": "Sagen & Legenden FW", - "sphaerenkundefw": "Sphärenkunde FW", - "sternkundefw": "Sternkunde FW", - "alchemiefw": "Alchemie FW", - "bootefw": "Boote & Schiffe FW", - "fahrzeugefw": "Fahrzeuge FW", - "handelfw": "Handel FW", - "hkgiftfw": "Heilkunde Gift FW", - "hkkrankheitenfw": "Heilkunde Krankheiten FW", - "hkseelefw": "Heilkunde Seele FW", - "hkwundenfw": "Heilkunde Wunden FW", - "holzbearbeitungfw": "Holzbearbeitung FW", - "lebensmittelbearbeitungfw": "Lebensmittelbearbeitung FW", - "lederbearbeitungfw": "Lederbearbeitung FW", - "malenzeichnenfw": "Malen & Zeichnen FW", - "metallbearbeitungfw": "Metallbearbeitung FW", - "musizierenfw": "Musizieren FW", - "schloesserknackenfw": "Schlösserknacken FW", - "steinbearbeitungfw": "Steinbearbeitung FW", - "stoffbearbeitungfw": "Stoffbearbeitung FW", - "allgemeine-sonderfertigkeiten": "Allgemeine Sonderfertigkeiten", - "allgemeine-sonderfertigkeit": "Allgemeine Sonderfertigkeit", - "talent-sonderfertigkeiten": "Talentsonderfertigkeiten", - "talent-sonderfertigkeit": "Talentsonderfertigkeit", - "kampfsonderfertigkeit": "Kampfsonderfertigkeit", - "magiesonderfertigkeit": "Magiesonderfertigkeit", - "karmale-sonderfertigkeit": "Karmale Sonderfertigkeit", - "effekt-durch-wirken": "Effekt durch Zauber-/Götterwirken", - "traditionsartefakt": "Traditionsartefakt", - "abzug-gs": "Abzug GS", - "abzug-ini": "Abzug INI", - "angelegt": "angelegt", - "typ": "Typ", - "modifikationen": "Modifikationen", - "zauberdauer-in-aktionen": "Zauberdauer in Aktionen", - "zaubermodifikationen": "Zaubermodifikationen", - "geste-weglassen": "Geste weglassen", - "formel-weglassen": "Formel weglassen", - "fremdtradition": "Fremdtradition", - "aufrechterhalten": "Anz. Zauber aufrecht erhalten", - "sf-mod": "SF", - "effekte": "Effekte", - "ritualplatz": "Ritualplatz", - "zeit": "Zeit", - "passende-kleidung": "Passende Kleidung", - "geeignete-geraetschaften": "geeignete Gerätschaften", - "passend": "passend", - "unpassend": "unpassend", - "heiligtum-magischer-ort": "+1 | Heiligtum/Magischer Ort", - "falscher-ritualplatz": "-3 | falscher Ritualplatz", - "fluch": "Fluch", + "zaubertricks": "Trucchi di magia", + "zielbewegung": "Movimento bersaglio", + "zielkategorie": "Categoria bersaglio", + "zk": "Tnc", + "zustaende": "Condizioni", + "zweihandhiebwaffen": "Armi da impatto a due mani", + "zweihandschwerter": "Spade a due mani", + "ergebnis": "Risultato: ", + "gelungen": "Successo", + "misslungen": "Fallimento", + "fp": "PAb: ", + "qs": "LQ: ", + "modifikator-roll": "Modificatore: ", + "eigenschaften-roll": "Attributi: ", + "fw-minimum-nicht-erfuellt": "Minimo LA non raggiunto", + "max-modifikator-roll": "Modificatore Max: ", + "probe-roll": "Prova: ", + "initiative-roll": " iniziativa", + "wert-roll": "Valore: ", + "attackewurf": "Tiro di Attacco: ", + "verteidigungswurf": "Tiro di Difesa: ", + "trefferpunkte-roll": "Punti Impatto:", + "fliegen": "Volare\n", + "gaukeleien": "Giocoleria", + "klettern": "Arrampicarsi", + "koerperbeherrschung": "Controllo del corpo", + "kraftakt": "Prova di forza", + "reiten": "Cavalcare", + "schwimmen": "Nuotare", + "selbstbeherrschung": "Autocontrollo", + "singen": "Cantare", + "sinnesschaerfe": "Percezione", + "tanzen": "Ballare", + "taschendiebstahl": "Borseggiare", + "verbergen": "Furtività", + "zechen": "Bisbocciare", + "bekehren": "Persuasione", + "betoeren": "Seduzione", + "einschuechtern": "Intimidazione", + "etikette": "Etichetta", + "gassenwissen": "Vita da strada", + "menschenkenntnis": "Perspicacia", + "ueberreden": "Parlantina", + "verkleiden": "Camuffamento", + "willenskraft": "Forza di volontà", + "faehrtensuchen": "Tracce", + "fesseln": "Corde", + "fischen": "Pescare", + "orientierung": "Orientamento", + "pflanzenkunde": "Flora", + "tierkunde": "Fauna", + "wildnisleben": "Sopravvivenza", + "glueckspiel": "Gioco", + "geographie": "Geografia", + "geschichtswissen": "Storia", + "goetterkulte": "Divinità e culti", + "kriegskunst": "Arte della guerra", + "magiekunde": "Arti magiche", + "mechanik": "Meccanica", + "rechnen": "Matematica", + "rechtskunde": "Leggi", + "sagenlegenden": "Miti e leggende", + "sphaerenkunde": "Sferologia", + "sternkunde": "Astronomia", + "alchemie": "Alchimia", + "boote": "Navigare", + "fahrzeuge": "Guidare", + "handel": "Commerciare", + "hkgift": "Curare veleni", + "hkkrankheiten": "Curare malattie", + "hkseele": "Curare anime", + "hkwunden": "Curare ferite", + "holzbearbeitung": "Lavorazione del legno", + "lebensmittelbearbeitung": "Cucinare", + "lederbearbeitung": "Lavorazione del cuoio", + "malenzeichnen": "Disegno e pittura", + "metallbearbeitung": "Lavorazione del metallo", + "musizieren": "Musica", + "schloesserknacken": "Scassinare", + "steinbearbeitung": "Lavorazione della pietra", + "stoffbearbeitung": "Sartoria", + "fliegenfw": "Volare LA", + "gaukeleienfw": "Giocoleria LA", + "kletternfw": "Arrampicarsi LA", + "koerperbeherrschungfw": "Controllo del corpo LA", + "kraftaktfw": "Prova di forza LA", + "reitenfw": "Cavalcare LA", + "schwimmenfw": "Nuotare LA", + "selbstbeherrschungfw": "Autocontrollo LA", + "singenfw": "Cantare LA", + "sinnesschaerfefw": "Percezione LA", + "tanzenfw": "Ballare LA", + "taschendiebstahlfw": "Borseggiare LA", + "verbergenfw": "Furtività LA", + "zechenfw": "Bisbocciare LA", + "bekehrenfw": "Persuasione LA", + "betoerenfw": "Seduzione LA", + "einschuechternfw": "Intimidazione LA", + "etikettefw": "Etichetta LA", + "gassenwissenfw": "Vita da strada LA", + "menschenkenntnisfw": "Perspicacia LA", + "ueberredenfw": "Parlantina LA", + "verkleidenfw": "Camuffamento LA", + "willenskraftfw": "Forza di volontà LA", + "faehrtensuchenfw": "Tracce LA", + "fesselnfw": "Corde LA", + "fischenfw": "Pescare LA", + "orientierungfw": "Orientamento LA", + "pflanzenkundefw": "Flora LA", + "tierkundefw": "Fauna LA", + "wildnislebenfw": "Sopravvivenza LA", + "glueckspielfw": "Gioco LA", + "geographiefw": "Geografia LA", + "geschichtswissenfw": "Storia LA", + "goetterkultefw": "Divinità e culti LA", + "kriegskunstfw": "Arte della guerra LA", + "magiekundefw": "Arti magiche LA", + "mechanikfw": "Meccanica LA", + "rechnenfw": "Matematica LA", + "rechtskundefw": "Leggi LA", + "sagenlegendenfw": "Miti e leggende LA", + "sphaerenkundefw": "Sferologia LA", + "sternkundefw": "Astronomia LA", + "alchemiefw": "Alchimia LA", + "bootefw": "Navigare LA", + "fahrzeugefw": "Guidare LA", + "handelfw": "Commerciare LA", + "hkgiftfw": "Curare veleni LA", + "hkkrankheitenfw": "Curare malattie LA", + "hkseelefw": "Curare anime LA", + "hkwundenfw": "Curare ferite LA", + "holzbearbeitungfw": "Lavorazione del legno LA", + "lebensmittelbearbeitungfw": "Cucinare LA", + "lederbearbeitungfw": "Lavorazione del cuoio LA", + "malenzeichnenfw": "Disegno e pittura LA", + "metallbearbeitungfw": "Lavorazione del metallo LA", + "musizierenfw": "Musica LA", + "schloesserknackenfw": "Scassinare LA", + "steinbearbeitungfw": "Lavorazione della pietra LA", + "stoffbearbeitungfw": "Sartoria LA", + "allgemeine-sonderfertigkeiten": "Abilità speciali comuni", + "allgemeine-sonderfertigkeit": "Abilità speciali comuni", + "talent-sonderfertigkeiten": "Abilità speciale di competenza", + "talent-sonderfertigkeit": "Abilità speciali di competenza", + "kampfsonderfertigkeit": "Abilità speciali di combattimento", + "magiesonderfertigkeit": "Abilità speciali magiche", + "karmale-sonderfertigkeit": "Abilità speciali divine", + "effekt-durch-wirken": "Effetti da magia/opere divine", + "traditionsartefakt": "Artefatto della tradizione", + "abzug-gs": "Penalità Mov", + "abzug-ini": "Penalità Ini", + "angelegt": "in uso", + "typ": "Tipo", + "modifikationen": "Modifica", + "zauberdauer-in-aktionen": "Durata in azioni", + "zaubermodifikationen": "Variazioni della magia", + "geste-weglassen": "Omettere gesti", + "formel-weglassen": "Omettere formula", + "fremdtradition": "Tradizione estranea", + "aufrechterhalten": "Numero di magie mantenute", + "sf-mod": "AS", + "effekte": "Effetti", + "ritualplatz": "Luogo del rituale", + "zeit": "Tempo", + "passende-kleidung": "Indumenti appropriati", + "geeignete-geraetschaften": "Strumenti appropriati", + "passend": "Astri favorevoli", + "unpassend": "Astri sfavorevoli", + "heiligtum-magischer-ort": "+1 | Luogo sacro/magico", + "falscher-ritualplatz": "-3 | Luogo inappropriato", + "fluch": "Maledizione", "streich": "Streich", "animistenkraft": "Animistenkraft", - "zaubermelodie": "Zaubermelodie", + "zaubermelodie": "Canto magico", "zaubertanz": "Zaubertanz", - "verbreitung": "Verbreitung", - "zielmodifikator": "Zielmodifikator", - "bitte-auswaehlen": "Bitte auswählen", - "dauer-verkuerzen": "-1 | Dauer verkürzen (halbiert)", - "dauer-verlaengern": "+1 | Dauer verlängern (verdoppelt)", - "reichweite-verlaengern": "-1 | Reichweite verlängern (verdoppelt)", - "kosten-verringern": "-1 | Kosten verringern (halbiert)", - "kosten-erhoehen": "+1 | Erzwingen (verdoppelt)", - "ort": "Ort", - "goetterwirken": "Götterwirken", - "artefakte": "Artefakte", - "zeremonial-gegenstand": "Zeremonialgegenstand", - "magie-modifikator": "Zauberwirken +/-", - "glaube-modifikator": "Göttliches Wirken +/-", - "schaden-durch-patzer": "Schaden durch Patzer", - "fernkampf-patzer": "Fernkampf-Patzer", - "zauber-patzer": "Zauber-Patzer", - "liturgie-patzer": "Liturgie-Patzer", - "zaubertrick": "Zaubertrick", - "vorteil": "Vorteil", - "nachteil": "Nachteil", - "alle": "Alle", - "segen": "Segen", - "liturgie": "Liturgie", - "zeremonie": "Zeremonie", - "typ-auswaehlen": "Typ auswählen", - "elfenlied": "Elfenlied", - "ritual": "Ritual", - "zauberspruch": "Zauberspruch", + "verbreitung": "Diffusione", + "zielmodifikator": "Modificatore di obiettivo", + "bitte-auswaehlen": "Seleziona", + "dauer-verkuerzen": "-1 | Ridurre tempo di lancio (dimezzare)", + "dauer-verlaengern": "+1 | Aumentare durata (raddoppiare)", + "reichweite-verlaengern": "-1 | Aumentare raggio (raddoppiare)", + "kosten-verringern": "-1 | Ridurre costo (dimezzare)", + "kosten-erhoehen": "+1 | Forzare (raddoppiare)", + "ort": "Luogo", + "goetterwirken": "Opere divine", + "artefakte": "Artefatti", + "zeremonial-gegenstand": "Oggetto cerimoniale", + "magie-modifikator": "Effetti magici ±", + "glaube-modifikator": "Effetti divini ±", + "schaden-durch-patzer": "Danno da fallimento critico", + "fernkampf-patzer": "Attacco avverso a distanza", + "zauber-patzer": "Fallimento critico magico", + "liturgie-patzer": "Fallimento critico di liturgia", + "zaubertrick": "Trucco di magia", + "vorteil": "Vantaggio", + "nachteil": "Svantaggio", + "alle": "Tutti", + "segen": "Benedizione", + "liturgie": "Liturgia", + "zeremonie": "Cerimonia", + "typ-auswaehlen": "Scegliere tipo", + "elfenlied": "Canto elfico", + "ritual": "Rituale", + "zauberspruch": "Incantesimo", "herrschaftsritual": "Herrschaftsritual", - "vertrautentrick": "Vertrautentrick", - "schipsf": "SchiP-Sonderfertigkeit", - "freier-modifikator": "freier Kampf-Mod.", - "ruestungsschutz": "Rüstungsschutz (RS)", - "faktor": "Faktor", - "disclaimer": "© 2019 Ulisses Spiele. DAS SCHWARZE AUGE, AVENTURIEN, DERE, MYRANOR, THARUN, UTHURIA, RIESLAND und THE DARK EYE sind eingetragene Marken der Ulisses Spiele GmbH, Waldems.", - "dukaten": "Dukaten", - "silbertaler": "Silbertaler", - "heller": "Heller", - "kreuzer": "Kreuzer", - "geldbeutel": "Geldbeutel", + "vertrautentrick": "Trucco del famiglio\n", + "schipsf": "Abilità speciali Punti Fato", + "freier-modifikator": "Mod. libero di combattimento", + "ruestungsschutz": "Protezione (Pro)", + "faktor": "Moltiplicatore", + "disclaimer": "© 2019 Ulisses Spiele. DAS SCHWARZE AUGE, AVENTURIEN, DERE, MYRANOR, THARUN, UTHURIA, RIESLAND and THE DARK EYE are registered trademarks of Ulisses Spiele GmbH, Waldems.", + "dukaten": "Ducati", + "silbertaler": "Talleri d’argento", + "heller": "Soldi", + "kreuzer": "Piccoli", + "geldbeutel": "Scarsella", "Astralkraft-springt-auf-anderes-Ziel": "Astralkraft springt auf anderes Ziel über", "Astralkraft-verlässt-den-Körper": "Astralkraft verlässt den Körper", "Betäubung-durch-Kopfschmerzen": "Zustand Betäubung durch Kopfschmerzen", - "Beule": "Beule", + "Beule": "Bernoccolo", "brennbare-Materialien-gehen-in-Flammen-auf": "Brennbare Materialien gehen in Flammen auf", "Durch-Blick-in-Sphären-eingeschüchtert": "Durch Blick in die Sphären eingeschüchtert", "Eine-ätherische-Stimme-erklingt": "Eine ätherische Stimme erklingt", @@ -528,7 +528,7 @@ "Harre-färben-sich": "Haar und Bart färben sich bunt", "Kamerad-Unschuldiger-getroffen": "Kamerad/Unschuldiger getroffen", "Liturgie-hat-gegenteiligen-Effekt": "Liturgie/Zeremonie hat einen gegenteiligen Effekt", - "Schild-beschädigt": "Schild beschädigt", + "Schild-beschädigt": "Scudo danneggiato", "Schild-schwer-beschädigt": "Schild schwer beschädigt", "Schild-stecken-geblieben": "Schild stecken geblieben", "Schild-verloren": "Schild verloren", @@ -552,46 +552,46 @@ "Zu-Konzentriert": "Zu konzentriert", "Zugriff-auf-AE-blockiert": "Zugriff auf AE-Vorrat geblockt", "Zugriff-auf-KE-blockiert": "Zugriff auf KE-Vorrat geblockt", - "natur": "Natur", - "koerperlich": "Körperlich", - "handwerk": "Handwerk", - "gesellschaft": "Gesellschaft", - "wissen": "Wissen", - "1-parade": "1. Parade", - "2-parade": "2. Parade", - "3-parade": "3. Parade", - "4-parade": "4. Parade", - "5-parade": "5. Parade", + "natur": "Naturali", + "koerperlich": "Fisiche", + "handwerk": "Artigianali", + "gesellschaft": "Sociali", + "wissen": "Conoscitive", + "1-parade": "1° Parata", + "2-parade": "2° Parata", + "3-parade": "3° Parata", + "4-parade": "4° Parata", + "5-parade": "5° Parata", "nahkampf_doppelt": "Nahkampf, verdoppelt", "fernkampf_doppelt": "Fernkampf, verdoppelt", - "query_trans": "Erleichterung(+) / Erschwernis(-), im Fall der Erleichterung ohne '+' eingeben", - "belastung-aktivieren": "Status für Belastung aktivieren", - "betäubung-aktivieren": "Malus für Betäubung aktivieren", - "furcht-aktivieren": "Malus für Furcht aktivieren", - "paralyse-aktivieren": "Malus für Paralyse aktivieren", - "schmerz-aktivieren": "Malus für Schmerz aktivieren", - "trance-aktivieren": "Malus für Trance aktivieren", - "verwirrung-aktivieren": "Malus für Verwirrung aktivieren", - "entrueckung-aktivieren": "Bonus/Malus für Entrückung aktivieren", - "atpa-patzer": "AT/PA-Patzer", - "erleidet": "erleidet", - "SPdurchPatzer": "SP durch einen Patzer", - "nahkampf-atpa-patzer": "Attacke/Parade-Patzer", - "schild-patzer": "Schild-Patzer", - "Nahkampf-TP": "Nahkampf-TP", - "halbeParade": "halbierte Parade", - "schildparade": "Schildparade", - "halbeSchildparade": "halbierte Schildparade", - "halbesAusweichen": "halbiertes Ausweichen", - "Fernkampf-TP": "Fernkampf-TP", - "Schmerzstufe-1": "Schmerzstufe 1", - "Schmerzstufe-2": "Schmerzstufe 2", - "Schmerzstufe-3": "Schmerzstufe 3", - "Schmerzstufe-4": "Schmerzstufe 4", - "Regen-LE": "Regeneration Lebensenergie", - "Regen-AE": "Regeneration Astralenergie", - "Regen-KE": "Regeneration Karmaenergie", - "keine": "keine", + "query_trans": "Bonus (+) / Penalità (-), nel caso di bonus indicare senza ‘-’", + "belastung-aktivieren": "Attivare Impiccio", + "betäubung-aktivieren": "Attivare malus da Stordimento", + "furcht-aktivieren": "Attivare malus da Paura", + "paralyse-aktivieren": "Attivare malus da Paralisi", + "schmerz-aktivieren": "Attivare malus da Dolore", + "trance-aktivieren": "Attivare malus da Trance", + "verwirrung-aktivieren": "Attivare malus da Confusione", + "entrueckung-aktivieren": "Attivare bonus/malus da Estraniamento", + "atpa-patzer": "Fallimento critico Att/Par", + "erleidet": "subisce", + "SPdurchPatzer": "PFer a causa di un fallimento critico", + "nahkampf-atpa-patzer": "Attacco/Parata avversa", + "schild-patzer": "Fallimento critico con scudo", + "Nahkampf-TP": "PImp mischia", + "halbeParade": "parata dimezzata", + "schildparade": "Parata con scudo", + "halbeSchildparade": "parata con scudo dimezzata", + "halbesAusweichen": "schivata dimezzata", + "Fernkampf-TP": "PImp a distanza", + "Schmerzstufe-1": "Livello di Dolore 1", + "Schmerzstufe-2": "Livello di Dolore 2", + "Schmerzstufe-3": "Livello di Dolore 3", + "Schmerzstufe-4": "Livello di Dolore 4", + "Regen-LE": "Rigenerazione energia vitale", + "Regen-AE": "Rigenerazione energia astrale", + "Regen-KE": "Rigenerazione energia karmica", + "keine": "nessuna", "status-liste": "bewegungsunfaehig,bewusstlos,blind,blutrausch,brennend,eingeengt,fixiert,handlungsunfaehig,krank,liegend,pechmagnet,raserei,stumm,taub,ueberrascht,uebler-geruch,unsichtbar,vergiftet,versteinert", "zustaende-liste": "belastung,betaeubung,entrueckung,furcht,paralyse,schmerz,trance,verwirrung", "koerpertalente-liste": "fliegen,gaukeleien,klettern,koerperbeherrschung,kraftakt,reiten,schwimmen,selbstbeherrschung,singen,sinnesschaerfe,tanzen,taschendiebstahl,verbergen,zechen", @@ -600,105 +600,119 @@ "wissenstalente-liste": "glueckspiel,geographie,geschichtswissen,goetterkulte,kriegskunst,magiekunde,mechanik,rechnen,rechtskunde,sagenlegenden,sphaerenkunde,sternkunde", "handwerkstalente-liste": "alchemie,boote,fahrzeuge,handel,hkgift,hkkrankheiten,hkseele,hkwunden,holzbearbeitung,lebensmittelbearbeitung,lederbearbeitung,malenzeichnen,metallbearbeitung,musizieren,schloesserknacken,steinbearbeitung,stoffbearbeitung", "farbschema": "Farbschema", - "add_modifikator": "Modifikator hinzufügen", - "mu_mod": "Mut +/-", - "kl_mod": "Klugheit +/-", - "in_mod": "Intuition +/-", - "ch_mod": "Charisma +/-", - "ff_mod": "Fingerfertigkeit +/-", - "ge_mod": "Gewandheit +/-", - "ko_mod": "Konstitution +/-", - "kk_mod": "Körperkraft +/-", - "abgeleitete_werte": "abgeleitete Werte", - "le_modifikator": "Lebensenergie +/-", - "ae_modifikator": "Astralenergie +/-", - "ke_modifikator": "Karmalenergie +/-", - "sk_modifikator": "Seelenkraft +/-", - "zk_modifikator": "Zähigkeit +/-", - "ini_modifikator": "Initiative +/-", - "aw_modifikator": "Ausweichen +/-", - "gs_modifikator": "Geschwindigkeit +/-", - "schips_modifikator": "Schicksalspunkte +/-", - "le_regeneration_mod": "Regeneration LE +/-", - "ae_regeneration_mod": "Regeneration AE +/-", - "ke_regeneration_mod": "Regeneration KE +/-", - "kampfsonderfertigkeiten": "Kampfsonderfertigkeiten", - "at_sf_mod": "Attacke +/-", - "pa_sf_mod": "Parade +/-", - "aw_sf_mod": "Ausweichen +/-", - "tp_sf_mod": "Trefferpunkte +/-", - "fk_sf_mod": "Fernkampf +/-", - "nh_at_sf_mod": "Nebenhand AT +/-", - "nh_pa_sf_mod": "Nebenhand PA +/-", - "nh_tp_sf_mod": "Nebenhand TP +/-", - "parade_zweite_mod": "Zusätzliche PA +/-", - "ausweichen_zweite_mod": "Zusätzliches AW +/-", - "beidhand_kampf_mod": "Beidhändigkeit-Mod. +/-", - "falsche_hand_mod": "Falsche Hand Mod. +/-", - "talente_mod": "Talente Würfelmodifikator", - "switch_description_status": "Anzeige umschalten", - "show_description": "Beschreibung anzeigen", - "show_modifier": "Modifikatoren anzeigen", - "filter": "Filter:", - "umgebung": "Umgebung", - "combat-situation": "Kampfsituation", - "artefakt": "Artefakt", - "kraeuter-tinkturen": "Kräuter und Tinkturen", - "add_effekt": "Effekt-Modifikator hinzufügen", - "quelle-auswaehlen": "Quelle auswählen", - "weitere-merkmale": "Weitere Merkmale", + "add_modifikator": "Aggiungere modificatore", + "mu_mod": "Coraggio ±", + "kl_mod": "Acume ±", + "in_mod": "Intuito ±", + "ch_mod": "Carisma ±", + "ff_mod": "Destrezza ±", + "ge_mod": "Agilità ±", + "ko_mod": "Costituzione ±", + "kk_mod": "Forza ±", + "abgeleitete_werte": "Caratteristiche derivate", + "le_modifikator": "Energia vitale ±", + "ae_modifikator": "Energia astrale ±", + "ke_modifikator": "Energia karmica ±", + "sk_modifikator": "Animo ±", + "zk_modifikator": "Tenacia ±", + "ini_modifikator": "Iniziativa ±", + "aw_modifikator": "Schivata ±", + "gs_modifikator": "Movimento ±", + "schips_modifikator": "Punti Fato ±", + "le_regeneration_mod": "Rigenerazione PV ±", + "ae_regeneration_mod": "Rigenerazione PA ±", + "ke_regeneration_mod": "Rigenerazione PK ±", + "kampfsonderfertigkeiten": "Abilità speciali di combattimento", + "at_sf_mod": "Attacco ±", + "pa_sf_mod": "Parata ±", + "aw_sf_mod": "Schivata ±", + "tp_sf_mod": "Punti Impatto ±", + "fk_sf_mod": "Combattimento a Distanza ±", + "nh_at_sf_mod": "Mano secondaria Att ±", + "nh_pa_sf_mod": "Mano secondaria Par ±", + "nh_tp_sf_mod": "Mano secondaria PImp ±", + "parade_zweite_mod": "Par aggiuntiva ±", + "ausweichen_zweite_mod": "Scv aggiuntiva ±", + "beidhand_kampf_mod": "Ambidestrismo ±", + "falsche_hand_mod": "Mano secondaria ±", + "talente_mod": "Modificatore competenze", + "switch_description_status": "Cambia visualizzazione", + "show_description": "Mostra descrizione", + "show_modifier": "Mostra modificatori", + "filter": "Filtro:", + "umgebung": "Ambiente", + "combat-situation": "Situazione di combattimento", + "artefakt": "Artefatto", + "kraeuter-tinkturen": "Erbe e pozioni", + "add_effekt": "Aggiunti modificatori di effetto", + "quelle-auswaehlen": "Seleziona sorgente", + "weitere-merkmale": "Altri aspetti", "bruchfaktor": "Bruchfaktor", - "strukturpunkte": "Strukturpunkte", + "strukturpunkte": "Punti Struttura", "temp-modifikatoren": "temp. Mod.:", - "AT": "AT", - "PA": "PA", - "TP": "TP", - "FK": "FK", - "rucksack": "Rucksack", - "allgemein": "Allgemeines", + "AT": "Att", + "PA": "Par", + "TP": "PImp", + "FK": "CD", + "rucksack": "Zaino", + "allgemein": "Generali", "header-anzeigen": " Kopfzeile einstellen: ", - "an": "an", - "aus": "aus", - "eigenschaften-aus": "Eigenschaften aus", + "an": "attivato", + "aus": "disattivato", + "eigenschaften-aus": "Attributi disattivati", "attribute-aus": "Attribute aus", "npc-bogen": " NPC-Bogen aktivieren: ", - "show-le": "Lebensenergie anzeigen: ", - "show-ae": "Astralenergie anzeigen: ", - "show-ke": "Karmaenergie anzeigen: ", - "typus": "Typus", - "gkategorie": "Größenkategorie", - "schwierigkeit": "Schwierigkeit", - "beute": "Beute", - "kampfverhalten": "Kampfverhalten", - "flucht": "Flucht", - "jagd": "Jagd", - "sonderregeln": "Sonderregeln", - "informationen": "Informationen", - "npcattribute": "NSC-Attribute", - "verteidigungswert": "Verteidigung (VW)", - "anzahlaktionen": "Anzahl Aktionen", - "tp": "TP", - "at": "AT", - "angriff": "Angriff", - "domaene": "Domäne", - "anzahl": "Anzahl", - "Magie-TP": "Schaden aus Magie", - "Glaube-TP": "Schaden aus Götterwirken", - "mitspezialisierung": "mit Fertigkeitsspezialisierung", - "d2": "W2", - "d3": "W3", - "d4": "W4", - "d6": "W6+", - "d20": "W20", - "zusatz-aktivieren": "Malus für zusätzlichen Status aktivieren", - "stufe-iv-zustand": "Stufe IV - handlungsunfähig", - "ruestung_preset": "Abzüge BE/INI/GS", - "ruestung_preset_0": "BE 0", - "ruestung_preset_1": "BE 0, zusätzl. -1 INI, -1 GS", - "ruestung_preset_2": "BE 1", - "ruestung_preset_3": "BE 1, zusätzl. -1 INI, -1 GS", - "ruestung_preset_4": "BE 2", - "ruestung_preset_5": "BE 2, zusätzl. -1 INI, -1 GS", - "ruestung_preset_6": "BE 3", - "ruestung_mod": "Zusätzliche Modifikatoren: " + "show-le": "Mostra energia vitale:", + "show-ae": "Mostra energia astrale:", + "show-ke": "Mostra energia karmica:", + "typus": "Tipo", + "gkategorie": "Categoria di grandezza", + "schwierigkeit": "Difficoltà", + "beute": "Bottino", + "kampfverhalten": "Comportamento in combattimento", + "flucht": "Fuga", + "jagd": "Caccia", + "sonderregeln": "Regole speciali", + "informationen": "Informazioni", + "npcattribute": "Attributi PNG", + "verteidigungswert": "Difesa (Dif)", + "anzahlaktionen": "Numero di azioni", + "tp": "PImp", + "at": "Att", + "angriff": "Attacco", + "domaene": "Dominio", + "anzahl": "Numero", + "Magie-TP": "Danno da magia", + "Glaube-TP": "Danno da opere divine", + "mitspezialisierung": "con specializzazione", + "d2": "D2", + "d3": "D3", + "d4": "D4", + "d6": "D6", + "d20": "D20", + "zusatz-aktivieren": "Attivare malus da altri condizioni e stati", + "stufe-iv-zustand": "Livello IV - Incapacitato", + "ruestung_preset": "Penalità Imp/Ini/Mov", + "ruestung_preset_0": "Imp 0", + "ruestung_preset_1": "Imp 0, aggiuntivo -1 Ini, -1 Mov", + "ruestung_preset_2": "Imp 1", + "ruestung_preset_3": "Imp 1, aggiuntivo -1 Ini, -1 Mov", + "ruestung_preset_4": "Imp 2", + "ruestung_preset_5": "Imp 2, aggiuntivo -1 Ini, -1 Mov", + "ruestung_preset_6": "Imp 3", + "ruestung_mod": "Modificatori aggiuntivi:", + "npc-import": "NPC-Stats-Block importieren: (Achtung: Beta-Status!)", + "import": "Starte Import", + "lep": "LeP", + "asp": "AsP", + "kap": "KaP", + "INI": "INI", + "VW": "VW", + "RS/BE": "RS/BE", + "aktionen": "Aktionen", + "anrufungsschwierigkeit": "Anrufungsschwierigkeit", + "schmerzplus1": "Schmerz +1 bei", + "ENDTOKEN": "ENDTOKEN", + "magie_und_glaube": "Magie und Glaube", + "talente_fw_mod": "Talente FW-Modifikator" } diff --git a/Das_Schwarze_Auge_5_Tsa_Edition/translations/ja.json b/Das_Schwarze_Auge_5_Tsa_Edition/translations/ja.json index 7171c0c5a5..693dbef46a 100644 --- a/Das_Schwarze_Auge_5_Tsa_Edition/translations/ja.json +++ b/Das_Schwarze_Auge_5_Tsa_Edition/translations/ja.json @@ -700,5 +700,19 @@ "ruestung_preset_4": "BE 2", "ruestung_preset_5": "BE 2, zusätzl. -1 INI, -1 GS", "ruestung_preset_6": "BE 3", - "ruestung_mod": "Zusätzliche Modifikatoren: " + "ruestung_mod": "Zusätzliche Modifikatoren: ", + "npc-import": "NPC-Stats-Block importieren: (Achtung: Beta-Status!)", + "import": "Starte Import", + "lep": "LeP", + "asp": "AsP", + "kap": "KaP", + "INI": "INI", + "VW": "VW", + "RS/BE": "RS/BE", + "aktionen": "Aktionen", + "anrufungsschwierigkeit": "Anrufungsschwierigkeit", + "schmerzplus1": "Schmerz +1 bei", + "ENDTOKEN": "ENDTOKEN", + "magie_und_glaube": "Magie und Glaube", + "talente_fw_mod": "Talente FW-Modifikator" } diff --git a/Das_Schwarze_Auge_5_Tsa_Edition/translations/ko.json b/Das_Schwarze_Auge_5_Tsa_Edition/translations/ko.json index 7171c0c5a5..693dbef46a 100644 --- a/Das_Schwarze_Auge_5_Tsa_Edition/translations/ko.json +++ b/Das_Schwarze_Auge_5_Tsa_Edition/translations/ko.json @@ -700,5 +700,19 @@ "ruestung_preset_4": "BE 2", "ruestung_preset_5": "BE 2, zusätzl. -1 INI, -1 GS", "ruestung_preset_6": "BE 3", - "ruestung_mod": "Zusätzliche Modifikatoren: " + "ruestung_mod": "Zusätzliche Modifikatoren: ", + "npc-import": "NPC-Stats-Block importieren: (Achtung: Beta-Status!)", + "import": "Starte Import", + "lep": "LeP", + "asp": "AsP", + "kap": "KaP", + "INI": "INI", + "VW": "VW", + "RS/BE": "RS/BE", + "aktionen": "Aktionen", + "anrufungsschwierigkeit": "Anrufungsschwierigkeit", + "schmerzplus1": "Schmerz +1 bei", + "ENDTOKEN": "ENDTOKEN", + "magie_und_glaube": "Magie und Glaube", + "talente_fw_mod": "Talente FW-Modifikator" } diff --git a/Das_Schwarze_Auge_5_Tsa_Edition/translations/nl.json b/Das_Schwarze_Auge_5_Tsa_Edition/translations/nl.json index 7171c0c5a5..693dbef46a 100644 --- a/Das_Schwarze_Auge_5_Tsa_Edition/translations/nl.json +++ b/Das_Schwarze_Auge_5_Tsa_Edition/translations/nl.json @@ -700,5 +700,19 @@ "ruestung_preset_4": "BE 2", "ruestung_preset_5": "BE 2, zusätzl. -1 INI, -1 GS", "ruestung_preset_6": "BE 3", - "ruestung_mod": "Zusätzliche Modifikatoren: " + "ruestung_mod": "Zusätzliche Modifikatoren: ", + "npc-import": "NPC-Stats-Block importieren: (Achtung: Beta-Status!)", + "import": "Starte Import", + "lep": "LeP", + "asp": "AsP", + "kap": "KaP", + "INI": "INI", + "VW": "VW", + "RS/BE": "RS/BE", + "aktionen": "Aktionen", + "anrufungsschwierigkeit": "Anrufungsschwierigkeit", + "schmerzplus1": "Schmerz +1 bei", + "ENDTOKEN": "ENDTOKEN", + "magie_und_glaube": "Magie und Glaube", + "talente_fw_mod": "Talente FW-Modifikator" } diff --git a/Das_Schwarze_Auge_5_Tsa_Edition/translations/pl.json b/Das_Schwarze_Auge_5_Tsa_Edition/translations/pl.json index 7171c0c5a5..693dbef46a 100644 --- a/Das_Schwarze_Auge_5_Tsa_Edition/translations/pl.json +++ b/Das_Schwarze_Auge_5_Tsa_Edition/translations/pl.json @@ -700,5 +700,19 @@ "ruestung_preset_4": "BE 2", "ruestung_preset_5": "BE 2, zusätzl. -1 INI, -1 GS", "ruestung_preset_6": "BE 3", - "ruestung_mod": "Zusätzliche Modifikatoren: " + "ruestung_mod": "Zusätzliche Modifikatoren: ", + "npc-import": "NPC-Stats-Block importieren: (Achtung: Beta-Status!)", + "import": "Starte Import", + "lep": "LeP", + "asp": "AsP", + "kap": "KaP", + "INI": "INI", + "VW": "VW", + "RS/BE": "RS/BE", + "aktionen": "Aktionen", + "anrufungsschwierigkeit": "Anrufungsschwierigkeit", + "schmerzplus1": "Schmerz +1 bei", + "ENDTOKEN": "ENDTOKEN", + "magie_und_glaube": "Magie und Glaube", + "talente_fw_mod": "Talente FW-Modifikator" } diff --git a/Das_Schwarze_Auge_5_Tsa_Edition/translations/pt.json b/Das_Schwarze_Auge_5_Tsa_Edition/translations/pt.json index 7171c0c5a5..693dbef46a 100644 --- a/Das_Schwarze_Auge_5_Tsa_Edition/translations/pt.json +++ b/Das_Schwarze_Auge_5_Tsa_Edition/translations/pt.json @@ -700,5 +700,19 @@ "ruestung_preset_4": "BE 2", "ruestung_preset_5": "BE 2, zusätzl. -1 INI, -1 GS", "ruestung_preset_6": "BE 3", - "ruestung_mod": "Zusätzliche Modifikatoren: " + "ruestung_mod": "Zusätzliche Modifikatoren: ", + "npc-import": "NPC-Stats-Block importieren: (Achtung: Beta-Status!)", + "import": "Starte Import", + "lep": "LeP", + "asp": "AsP", + "kap": "KaP", + "INI": "INI", + "VW": "VW", + "RS/BE": "RS/BE", + "aktionen": "Aktionen", + "anrufungsschwierigkeit": "Anrufungsschwierigkeit", + "schmerzplus1": "Schmerz +1 bei", + "ENDTOKEN": "ENDTOKEN", + "magie_und_glaube": "Magie und Glaube", + "talente_fw_mod": "Talente FW-Modifikator" } diff --git a/Das_Schwarze_Auge_5_Tsa_Edition/translations/ru.json b/Das_Schwarze_Auge_5_Tsa_Edition/translations/ru.json index 7171c0c5a5..693dbef46a 100644 --- a/Das_Schwarze_Auge_5_Tsa_Edition/translations/ru.json +++ b/Das_Schwarze_Auge_5_Tsa_Edition/translations/ru.json @@ -700,5 +700,19 @@ "ruestung_preset_4": "BE 2", "ruestung_preset_5": "BE 2, zusätzl. -1 INI, -1 GS", "ruestung_preset_6": "BE 3", - "ruestung_mod": "Zusätzliche Modifikatoren: " + "ruestung_mod": "Zusätzliche Modifikatoren: ", + "npc-import": "NPC-Stats-Block importieren: (Achtung: Beta-Status!)", + "import": "Starte Import", + "lep": "LeP", + "asp": "AsP", + "kap": "KaP", + "INI": "INI", + "VW": "VW", + "RS/BE": "RS/BE", + "aktionen": "Aktionen", + "anrufungsschwierigkeit": "Anrufungsschwierigkeit", + "schmerzplus1": "Schmerz +1 bei", + "ENDTOKEN": "ENDTOKEN", + "magie_und_glaube": "Magie und Glaube", + "talente_fw_mod": "Talente FW-Modifikator" } diff --git a/Das_Schwarze_Auge_5_Tsa_Edition/translations/sv.json b/Das_Schwarze_Auge_5_Tsa_Edition/translations/sv.json index 7171c0c5a5..693dbef46a 100644 --- a/Das_Schwarze_Auge_5_Tsa_Edition/translations/sv.json +++ b/Das_Schwarze_Auge_5_Tsa_Edition/translations/sv.json @@ -700,5 +700,19 @@ "ruestung_preset_4": "BE 2", "ruestung_preset_5": "BE 2, zusätzl. -1 INI, -1 GS", "ruestung_preset_6": "BE 3", - "ruestung_mod": "Zusätzliche Modifikatoren: " + "ruestung_mod": "Zusätzliche Modifikatoren: ", + "npc-import": "NPC-Stats-Block importieren: (Achtung: Beta-Status!)", + "import": "Starte Import", + "lep": "LeP", + "asp": "AsP", + "kap": "KaP", + "INI": "INI", + "VW": "VW", + "RS/BE": "RS/BE", + "aktionen": "Aktionen", + "anrufungsschwierigkeit": "Anrufungsschwierigkeit", + "schmerzplus1": "Schmerz +1 bei", + "ENDTOKEN": "ENDTOKEN", + "magie_und_glaube": "Magie und Glaube", + "talente_fw_mod": "Talente FW-Modifikator" } diff --git a/Das_Schwarze_Auge_5_Tsa_Edition/translations/tr.json b/Das_Schwarze_Auge_5_Tsa_Edition/translations/tr.json index 7171c0c5a5..693dbef46a 100644 --- a/Das_Schwarze_Auge_5_Tsa_Edition/translations/tr.json +++ b/Das_Schwarze_Auge_5_Tsa_Edition/translations/tr.json @@ -700,5 +700,19 @@ "ruestung_preset_4": "BE 2", "ruestung_preset_5": "BE 2, zusätzl. -1 INI, -1 GS", "ruestung_preset_6": "BE 3", - "ruestung_mod": "Zusätzliche Modifikatoren: " + "ruestung_mod": "Zusätzliche Modifikatoren: ", + "npc-import": "NPC-Stats-Block importieren: (Achtung: Beta-Status!)", + "import": "Starte Import", + "lep": "LeP", + "asp": "AsP", + "kap": "KaP", + "INI": "INI", + "VW": "VW", + "RS/BE": "RS/BE", + "aktionen": "Aktionen", + "anrufungsschwierigkeit": "Anrufungsschwierigkeit", + "schmerzplus1": "Schmerz +1 bei", + "ENDTOKEN": "ENDTOKEN", + "magie_und_glaube": "Magie und Glaube", + "talente_fw_mod": "Talente FW-Modifikator" } diff --git a/Das_Schwarze_Auge_5_Tsa_Edition/translations/zh.json b/Das_Schwarze_Auge_5_Tsa_Edition/translations/zh.json index 7171c0c5a5..693dbef46a 100644 --- a/Das_Schwarze_Auge_5_Tsa_Edition/translations/zh.json +++ b/Das_Schwarze_Auge_5_Tsa_Edition/translations/zh.json @@ -700,5 +700,19 @@ "ruestung_preset_4": "BE 2", "ruestung_preset_5": "BE 2, zusätzl. -1 INI, -1 GS", "ruestung_preset_6": "BE 3", - "ruestung_mod": "Zusätzliche Modifikatoren: " + "ruestung_mod": "Zusätzliche Modifikatoren: ", + "npc-import": "NPC-Stats-Block importieren: (Achtung: Beta-Status!)", + "import": "Starte Import", + "lep": "LeP", + "asp": "AsP", + "kap": "KaP", + "INI": "INI", + "VW": "VW", + "RS/BE": "RS/BE", + "aktionen": "Aktionen", + "anrufungsschwierigkeit": "Anrufungsschwierigkeit", + "schmerzplus1": "Schmerz +1 bei", + "ENDTOKEN": "ENDTOKEN", + "magie_und_glaube": "Magie und Glaube", + "talente_fw_mod": "Talente FW-Modifikator" } diff --git a/Das_Schwarze_Auge_5_Tsa_Edition/translations/zu.json b/Das_Schwarze_Auge_5_Tsa_Edition/translations/zu.json index 9f9beb7f5d..de19a67f4b 100644 --- a/Das_Schwarze_Auge_5_Tsa_Edition/translations/zu.json +++ b/Das_Schwarze_Auge_5_Tsa_Edition/translations/zu.json @@ -700,5 +700,19 @@ "ruestung_preset_4": "crwdns146396:0crwdne146396:0", "ruestung_preset_5": "crwdns146398:0crwdne146398:0", "ruestung_preset_6": "crwdns146400:0crwdne146400:0", - "ruestung_mod": "crwdns146402:0crwdne146402:0" + "ruestung_mod": "crwdns146402:0crwdne146402:0", + "npc-import": "crwdns149228:0crwdne149228:0", + "import": "crwdns149230:0crwdne149230:0", + "lep": "crwdns149270:0crwdne149270:0", + "asp": "crwdns149272:0crwdne149272:0", + "kap": "crwdns149274:0crwdne149274:0", + "INI": "crwdns149276:0crwdne149276:0", + "VW": "crwdns149278:0crwdne149278:0", + "RS/BE": "crwdns149280:0crwdne149280:0", + "aktionen": "crwdns149282:0crwdne149282:0", + "anrufungsschwierigkeit": "crwdns149284:0crwdne149284:0", + "schmerzplus1": "crwdns149286:0crwdne149286:0", + "ENDTOKEN": "crwdns149288:0crwdne149288:0", + "magie_und_glaube": "crwdns152480:0crwdne152480:0", + "talente_fw_mod": "crwdns152482:0crwdne152482:0" } diff --git a/Deadlands Classic Anniversary - Improved/deadlandsclassic_anniversary_improved.css b/Deadlands Classic Anniversary - Improved/deadlandsclassic_anniversary_improved.css new file mode 100644 index 0000000000..9db05e7227 --- /dev/null +++ b/Deadlands Classic Anniversary - Improved/deadlandsclassic_anniversary_improved.css @@ -0,0 +1,716 @@ +/* latin-ext */ +@font-face { + font-family: 'Rye'; + font-style: normal; + font-weight: 400; + font-display: swap; + src: local('Rye Regular'), local('Rye-Regular'), url(https://fonts.gstatic.com/s/rye/v7/r05XGLJT86YzH57tbOo.woff2) format('woff2'); + unicode-range: U+0100-024F, U+0259, U+1E00-1EFF, U+2020, U+20A0-20AB, U+20AD-20CF, U+2113, U+2C60-2C7F, U+A720-A7FF; +} +/* latin */ +@font-face { + font-family: 'Rye'; + font-style: normal; + font-weight: 400; + font-display: swap; + src: local('Rye Regular'), local('Rye-Regular'), url(https://fonts.gstatic.com/s/rye/v7/r05XGLJT86YzEZ7t.woff2) format('woff2'); + unicode-range: U+0000-00FF, U+0131, U+0152-0153, U+02BB-02BC, U+02C6, U+02DA, U+02DC, U+2000-206F, U+2074, U+20AC, U+2122, U+2191, U+2193, U+2212, U+2215, U+FEFF, U+FFFD; +} + +.charsheet h1, .charsheet h2, .charsheet h3 { + font-family: 'Rye'; + font-weight: 400; +} + +/* Resets some Roll20 attributes */ +.charsheet * { + box-sizing: border-box; +} + +.charsheet .sheet-error { + display: none; +} + +.charsheet label, .charsheet input, .charsheet select { + width: auto; + height: auto; + min-width: 30px; + min-height: 30px; + margin: 0; + padding: 0; + display: inline-block; + font-weight: normal; + font-size: inherit; +} + +.charsheet label, .charsheet input, .charsheet select { + line-height: 36px; +} + +.charsheet input, .charsheet select { + padding-left: 0.2em; + padding-right: 0.2em; +} + +.charsheet textarea { + width: auto; + height: 54px; + padding: 0.2em; + font-weight: normal; + font-size: inherit; + align-self: flex-start; +} + +.charsheet textarea.sheet-textarea-large { + height: 150px; +} + +.charsheet .sheet-span-cols { + grid-column: 1 / -1; +} + +.charsheet select { + height: 100%; + max-width: 100%; +} + +.charsheet input[type="number"] { + text-align: right; +} + +/* ===== ROLL20 CONTROLS - START ===== */ +.repcontrol { + min-height: 27px; +} + +.repcontrol .btn { + border: medium none; + background: none; + box-shadow: none; + font-size: 0; +} + +.repcontrol .btn:focus { + outline: 0; +} + +.repcontrol .repcontrol_edit:after { + content: '('; + visibility: visible; + font-family: pictos; + background-color: #fff; + border: 1px solid black; + border-radius: 2px; + font-size: 12px; + height: 12px; + width: 12px; + padding: 2px 4px 2px 4px; + color: black; +} + +.editmode ~ .repcontrol .repcontrol_edit:after { + content: ')'; +} + +.repcontrol .repcontrol_add:before { + content: '&'; + visibility: visible; + font-family: pictos; + background-color: #fff; + border: 1px solid black; + border-radius: 2px; + font-size: 12px; + height: 12px; + width: 12px; + padding: 2px 4px 2px 4px; + color: black; +} +/* ===== ROLL20 CONTROLS - END ===== */ + +/* ===== GENERAL - START ==== */ +.charsheet .sheet-borderdiv { + border: groove 5px #999; + border-radius: 10px; + padding: 5px; + margin: 5px; +} + +/* Hides the radio buttons -- be sure to style labels as appropriate */ +.charsheet input[type="radio"] { + cursor: pointer; + opacity: 0; + z-index: 9999; + width: 100%; +} + +/* Tab Background */ +.charsheet input[type="radio"] + label { + cursor: pointer; + text-align: center; + font-size: 13px; + font-weight: bold; +} + +.charsheet div[class^="sheet-item"] { + display: grid; + grid-gap: 1rem; + margin: 10px; + align-items: baseline; +} + +.charsheet div[class^="sheet-item"] button, +.charsheet div[class^="sheet-item"] input[type="button"] { + align-self: stretch; +} + +.charsheet [class^="sheet-core"] { + text-align: center; + display: grid; + grid-gap: 1rem; + grid-template-columns: max-content 1fr; +} + +.charsheet [class^="sheet-core"] label { + text-align: right; +} + +.charsheet .sheet-item-traits { + grid-template-columns: 6fr 100px 50px; +} + +.charsheet .sheet-item-traits-concentration + .repcontainer, +.charsheet .sheet-item-traits-concentration + .repcontainer + .repcontrol { + padding-left: 10px; +} + +.charsheet .sheet-item-ammo { + grid-template-columns: 3fr 1fr 3fr; +} + +.charsheet .sheet-item-ranged { + grid-template-columns: 3fr 1fr 1fr 1fr 1fr 1fr 30px; +} + +.charsheet .sheet-item-hand2hand { + grid-template-columns: 3fr 1fr 1fr 2fr 30px; +} + +.charsheet .sheet-item-hand2hand .sheet-grid-1m1 { + grid-template-columns: max-content max-content 1fr; +} + +.charsheet .sheet-item-hexslingin { + grid-template-columns: 3fr repeat(5, 1fr) 50px; +} + +.charsheet .sheet-item-madscience { + grid-template-columns: 3fr 1fr 1fr 50px; +} + +.charsheet .sheet-item-blessed { + grid-template-columns: 3fr repeat(4, 1fr) 50px; +} + +.charsheet .sheet-item-ritual { + grid-template-columns: 3fr repeat(5, 1fr) 50px; +} + +.charsheet .sheet-item-favor { + grid-template-columns: 3fr repeat(3, 1fr) 50px; +} + +.charsheet .sheet-item-edges { + grid-template-columns: 3fr 1fr; + grid-template-rows: max-content 1fr; +} + +.charsheet .sheet-item-misc * { + width: 100%; +} + +.charsheet .repcontainer .sheet-item-hexslingin, +.charsheet .repcontainer .sheet-item-madscience, +.charsheet .repcontainer .sheet-item-blessed, +.charsheet .repcontainer .sheet-item-ritual, +.charsheet .repcontainer .sheet-item-favor, +.charsheet .repcontainer .sheet-item-edges { + border-bottom: 1px solid black; + padding-bottom: 0.5em; +} + +.charsheet .sheet-item-hexslingin textarea, +.charsheet .sheet-item-madscience textarea, +.charsheet .sheet-item-blessed textarea, +.charsheet .sheet-item-ritual textarea, +.charsheet .sheet-item-favor textarea, +.charsheet .sheet-item-edges textarea { + grid-column: 1 / -1; +} +/* ===== GENERAL - END ===== */ + +/* ===== CHECKBOX TOGGLE - START ===== */ +.charsheet .sheet-toggle { + display: inline-block; + width: 60px; + height: 30px; + border: 3px solid #bfbebe; + border-radius: 10px; + position: relative; + cursor: pointer; + background-color: #f5f2f2; + transition: border-color 300ms; + overflow: hidden; +} + +.charsheet .sheet-toggle input[type="checkbox"] { + position: absolute; + opacity: 0; + z-index: 9999; + width: 100%; +} + +.charsheet .sheet-toggle input[type="checkbox"] + .sheet-toggle-button { + position: absolute; + top: 0; + left: 0; + right: 0; + bottom: 0; + transition: all 300ms; + font-size: 0; + background-color: red; +} + +.charsheet .sheet-toggle input[type="checkbox"] + .sheet-toggle-button::before { + content: ''; + cursor: pointer; + display: inline-block; + width: 30px; + height: 30px; + background-color: white; + border-radius: 5px; + box-shadow: 1px 1px 3px rgba(0,0,0,0.5) ; + transition: all 300ms ease-in-out; +} + +.charsheet .sheet-toggle input[type="checkbox"]:checked + .sheet-toggle-button { + background-color: #32db64; +} +.charsheet .sheet-toggle input[type="checkbox"]:checked + .sheet-toggle-button::before { + content: ''; + margin-left: 30px; +} +/* ===== CHECKBOX TOGGLE - END ===== */ + +/* ===== WOUND SCALE - START ===== */ +.charsheet .sheet-wounds { + display: grid; + grid-template-rows: max-content 1fr; + grid-template-columns: repeat(6, 1fr); +} + +.charsheet .sheet-wounds *:first-child { + grid-column: 1 / -1; +} + +.charsheet .sheet-wounds input[type="radio"] { + grid-row-start: 3; + min-width: 100%; +} + +.charsheet .sheet-wounds input[value="0"] { + grid-column-start: 1; +} + +.charsheet .sheet-wounds input[value="1"] { + grid-column-start: 2; +} + +.charsheet .sheet-wounds input[value="2"] { + grid-column-start: 3; +} + +.charsheet .sheet-wounds input[value="3"] { + grid-column-start: 4; +} + +.charsheet .sheet-wounds input[value="4"] { + grid-column-start: 5; +} + +.charsheet .sheet-wounds input[value="5"] { + grid-column-start: 6; +} + +.charsheet .sheet-wounds input[type="radio"] + label { + grid-column: 1 / -1; + grid-row-start: 2; + visibility: hidden; +} + +.charsheet .sheet-wounds .sheet-wounds-background { + grid-row-start: 3; + grid-column: 1 / -1; + border-radius: 4px; + transition: all 300ms; +} + +.charsheet .sheet-wounds input[value="0"]:hover ~ .sheet-wounds-background, +.charsheet .sheet-wounds:not(:hover) input[value="0"]:checked ~ .sheet-wounds-background { + border: 2px solid #bfbebe; +} + +.charsheet .sheet-wounds input[value="1"]:hover ~ .sheet-wounds-background, +.charsheet .sheet-wounds:not(:hover) input[value="1"]:checked ~ .sheet-wounds-background { + background-color: grey; + clip-path: polygon(0% 100%, 0% 80%, 20% 80%, 20% 100%); +} + +.charsheet .sheet-wounds input[value="2"]:hover ~ .sheet-wounds-background, +.charsheet .sheet-wounds:not(:hover) input[value="2"]:checked ~ .sheet-wounds-background { + background-color: green; + clip-path: polygon(0% 100%, 0% 80%, 20% 80%, 20% 60%, 40% 60%, 40% 100%); +} + +.charsheet .sheet-wounds input[value="3"]:hover ~ .sheet-wounds-background, +.charsheet .sheet-wounds:not(:hover) input[value="3"]:checked ~ .sheet-wounds-background { + background-color: yellow; + clip-path: polygon(0% 100%, 0% 80%, 20% 80%, 20% 60%, 40% 60%, 40% 40%, 60% 40%, 60% 100%); +} + +.charsheet .sheet-wounds input[value="4"]:hover ~ .sheet-wounds-background, +.charsheet .sheet-wounds:not(:hover) input[value="4"]:checked ~ .sheet-wounds-background { + background-color: red; + clip-path: polygon(0% 100%, 0% 80%, 20% 80%, 20% 60%, 40% 60%, 40% 40%, 60% 40%, 60% 20%, 80% 20%, 80% 100%); +} + +.charsheet .sheet-wounds input[value="5"]:hover ~ .sheet-wounds-background, +.charsheet .sheet-wounds:not(:hover) input[value="5"]:checked ~ .sheet-wounds-background { + background-color: black; + clip-path: polygon(0% 100%, 0% 80%, 20% 80%, 20% 60%, 40% 60%, 40% 40%, 60% 40%, 60% 20%, 80% 20%, 80% 0%, 100% 0%, 100% 100%); +} + +.charsheet .sheet-wounds:not(:hover) input[type="radio"]:not(:hover):checked + label, +.charsheet .sheet-wounds input[type="radio"]:hover + label { + visibility: visible; +} +/* ===== WOUND SCALE - END ===== */ + +/* ===== NUMBERLIST - START ===== */ +.charsheet .sheet-numberlist .sheet-numberlist-item { + display: grid; + grid-template-columns: 1fr; + grid-template-rows: 1fr; + border: 0px solid black; + border-radius: 10px; + overflow: hidden; + transition: all 300ms; +} + +.charsheet .sheet-numberlist .sheet-numberlist-item input, +.charsheet .sheet-numberlist .sheet-numberlist-item label { + grid-row: 1 / -1; + grid-column: 1 / -1; + margin: 0; + padding: 0; + align-self: center; +} + +.charsheet .sheet-numberlist-item input[type="radio"]:checked + label { + font-weight: bold; + font-size: 150%; +} + +.charsheet .sheet-numberlist h2, +.charsheet .sheet-numberlist h3, +.charsheet .sheet-numberlist h4 { + grid-column: 1 / -1; +} + +.charsheet .sheet-numberlist.sheet-chips, +.charsheet .sheet-numberlist.sheet-wind { + display: grid; + grid-template-columns: repeat(11, minmax(50px, 1fr)); +} +/* ===== NUMBERLIST - END ===== */ + +/* ===== GRIDS - START ===== */ +.charsheet .sheet-wrapper { + background: url('https://user-images.githubusercontent.com/27373135/81526066-70866280-930b-11ea-841a-6338f6293d23.jpg'); + padding: 20px; + display: grid; + grid-template-columns: repeat(12, 1fr); + grid-gap: 1rem; + grid-template-areas: + "name name name name banner banner banner banner occ occ occ occ" + "gmtoggle gmtoggle gmtoggle gmtoggle banner banner banner banner bounty bounty bounty bounty" + "pace pace pace size size size wind wind wind grit grit grit" + "lcol lcol lcol lcol lcol lcol lcol lcol lcol lcol lcol lcol" + "rcol rcol rcol rcol rcol rcol rcol rcol rcol rcol rcol rcol" + "tab1 tab1 tab1 tab2 tab2 tab2 tab3 tab3 tab3 tab4 tab4 tab4" + "sheet sheet sheet sheet sheet sheet sheet sheet sheet sheet sheet sheet"; +} + +/* Main grid areas */ +.charsheet .sheet-banner { + grid-area: banner; +} + +.charsheet .sheet-name { + grid-area: name; +} + +.charsheet .sheet-occupation { + grid-area: occ; +} + +.charsheet .sheet-gmrolltoggle { + grid-area: gmtoggle; +} + +.charsheet .sheet-bounty { + grid-area: bounty +} + +.charsheet .sheet-wrapper input.sheet-tab:nth-of-type(1), +.charsheet .sheet-wrapper input.sheet-tab:nth-of-type(1) + label { + grid-area: tab1; +} + +.charsheet .sheet-wrapper input.sheet-tab:nth-of-type(2), +.charsheet .sheet-wrapper input.sheet-tab:nth-of-type(2) + label { + grid-area: tab2; +} + +.charsheet .sheet-wrapper input.sheet-tab:nth-of-type(3), +.charsheet .sheet-wrapper input.sheet-tab:nth-of-type(3) + label { + grid-area: tab3; +} + +.charsheet .sheet-wrapper input.sheet-tab:nth-of-type(4), +.charsheet .sheet-wrapper input.sheet-tab:nth-of-type(4) + label { + grid-area: tab4; +} + +.charsheet .sheet-wrapper input.sheet-tab:nth-of-type(5), +.charsheet .sheet-wrapper input.sheet-tab:nth-of-type(5) + label { + grid-area: tab5; +} + +.charsheet .sheet-core-pace { + grid-area: pace; +} + +.charsheet .sheet-core-size { + grid-area: size; +} + +.charsheet .sheet-core-wind{ + grid-area: wind; +} + +.charsheet .sheet-core-grit { + grid-area: grit; +} + +.charsheet [class^="sheet-sidebar"] { + display: grid; + grid-auto-rows: min-content; + row-gap: 1rem; + align-items: flex-start; +} + +.charsheet [class^="sheet-sidebar"] h2:first-child { + grid-column: 1 / -1; +} + +.charsheet [class^="sheet-sidebar"] h1, +.charsheet [class^="sheet-sidebar"] h2, +.charsheet [class^="sheet-sidebar"] h3 { + text-align: center; + grid-column: 1 / -1; +} + +.charsheet .sheet-sidebar-left { + grid-template-columns: 1fr; + grid-area: lcol; +} + +.charsheet .sheet-sidebar-right { + grid-template-columns: repeat(6, 1fr); + grid-area: rcol; +} + +.charsheet .sheet-sidebar-right .sheet-wind { + grid-column: 1 / -1; +} + +/* Hides the contents of each tab by default*/ +.charsheet div[class^="sheet-section"] { + display: none; + grid-area: sheet; +} + +.charsheet .sheet-header { + display: grid; + grid-template-rows: auto; +} + +.charsheet .sheet-section-traits { + grid-template-columns: repeat(auto-fit, minmax(350px, 1fr)); +} + +.charsheet .sheet-section-arcane > div { + display: none; + grid-area: spells; +} + +.charsheet .sheet-section-arcane .sheet-arcane-select:checked + label + div { + display: grid; +} + +.charsheet .sheet-section-arcane { + display: grid; + grid-template-areas: + "header header header header header" + "tab1 tab2 tab3 tab4 tab5" + "spells spells spells spells spells"; +} + +.charsheet .sheet-section-arcane > h3 { + grid-area: header; +} + +.charsheet .sheet-section-misc { + display: grid; + grid-template-columns: repeat(auto-fit, minmax(350px, 1fr)); +} + +/* Generic 3-column grid consisting of equal columns on left and right and a short string in the middle (good for min/max, #d# setups) */ +.charsheet .sheet-grid-1m1 { + display: grid; + grid-template-columns: 1fr max-content 1fr; + grid-gap: 0.1rem; + align-items: baseline; +} +/* ===== GRIDS - END ===== */ + +/* ===== NAVIGATION TABS - START ===== */ +/* Highlights selected tab */ +.charsheet input[type="radio"].sheet-tab:checked + label { + background: #2c424e; + color: #cdd5d8; +} + +/* Unhides control on appropriate radio button selection */ +.charsheet input[type="radio"].sheet-tab:checked + label + div[class^="sheet-section"] { + display: grid; + grid-gap: 1rem; +} + +/* Styles the span with the tab information and slides to the left, so it appears underneath the radio button*/ +.charsheet label.sheet-tab { + background: #83AFC7; + color: black; + border-radius: 10px; +} +/* ===== NAVIGATION TABS - END ===== */ + +/* ===== SECTION TOGGLE - START ===== */ +.charsheet input.sheet-section-toggle { + cursor: pointer; + opacity: 0; + z-index: 9999; + width: 100%; +} + +.charsheet input.sheet-section-toggle, +.charsheet input.sheet-section-toggle + h2 { + grid-row: 1 / 2; + grid-column: 1 / -1; +} + +.charsheet input.sheet-section-toggle ~ h2 label { + cursor: pointer; +} + +.charsheet input.sheet-section-toggle ~ h2 .sheet-arrow { + color: black; + font-size: 0.5em; +} + +.charsheet input.sheet-section-toggle ~ h2 .sheet-arrow-up, +.charsheet input.sheet-section-toggle:checked ~ h2 .sheet-arrow-down { + display: inline-block; + margin-left: 0.5em; +} + +.charsheet input.sheet-section-toggle:checked ~ h2 .sheet-arrow-up, +.charsheet input.sheet-section-toggle ~ h2 .sheet-arrow-down, +.charsheet input.sheet-section-toggle:not(:checked) ~ div { + display: none; +} +/* ===== SECTION TOGGLE - END ===== */ + +/* ===== NUMBERLIST COLORS - START ==== */ +.charsheet .sheet-numberlist-blue .sheet-numberlist-item input:checked + label { + background-color: darkblue; + color: #fff; +} + +.charsheet .sheet-numberlist-red .sheet-numberlist-item input:checked + label { + background-color: red; + color: #fff; +} + +.charsheet .sheet-numberlist-white .sheet-numberlist-item input:checked + label { + background-color: black; + color: #fff; +} + +.charsheet .sheet-numberlist-gold .sheet-numberlist-item input:checked + label { + background-color: goldenrod; + color: #fff; +} + +.charsheet .sheet-numberlist-grey .sheet-numberlist-item input:checked + label { + background-color: gray; + color: #fff; +} +/* ===== NUMBERLIST COLORS - END ===== */ + +/* ===== MULTI-COLUMN WIDER SCREENS ===== */ +@media only screen and (min-width: 751px) { + .charsheet .sheet-wrapper { + grid-gap: 2rem; + grid-template-areas: + "name name name name banner banner banner banner occ occ occ occ" + "gmtoggle gmtoggle gmtoggle gmtoggle banner banner banner banner bounty bounty bounty bounty" + "pace pace pace size size size wind wind wind grit grit grit" + "tab1 tab1 tab1 tab2 tab2 tab2 tab3 tab3 tab3 tab4 tab4 tab4" + "lcol lcol sheet sheet sheet sheet sheet sheet sheet sheet rcol rcol"; + } + + .charsheet [class^="sheet-sidebar"] { + grid-template-columns: 1fr; + row-gap: 2rem; + } + + .charsheet .sheet-numberlist.sheet-chips, + .charsheet .sheet-numberlist.sheet-wind { + grid-template-columns: repeat(auto-fit, minmax(50px, 1fr)); + } + + /* Disable section-toggle on larger screens */ + .charsheet .sheet-section-toggle ~ h2 label { + cursor: auto; + } + + .charsheet input.sheet-section-toggle ~ h2 .sheet-arrow-up, + .charsheet input.sheet-section-toggle:checked ~ h2 .sheet-arrow-down { + display: none; + } + + .charsheet input.sheet-section-toggle:not(:checked) ~ div { + display: inherit; + } +} \ No newline at end of file diff --git a/Deadlands Classic Anniversary - Improved/deadlandsclassic_anniversary_improved.html b/Deadlands Classic Anniversary - Improved/deadlandsclassic_anniversary_improved.html new file mode 100644 index 0000000000..64baf8551b --- /dev/null +++ b/Deadlands Classic Anniversary - Improved/deadlandsclassic_anniversary_improved.html @@ -0,0 +1,1461 @@ + + + + + + + + + + +
    + + + + {{#dice}} + + + + + {{/dice}} + {{#strength}} + + + + + {{/strength}} + {{#meleedamage}} + + + + + {{/meleedamage}} + {{#damage}} + + + + + {{/damage}} + {{#location}} + + + + + {{/location}} + +
    {{rollname}}
    Result{{dice}}
    Strength{{strength}}
    Weapon Damage + {{#rollTotal() meleedamage 0}}{{/rollTotal() meleedamage 0}} + {{#rollGreater() meleedamage 0}}{{meleedamage}}{{/rollGreater() meleedamage 0}} +
    Damage{{damage}}
    Location + {{#rollTotal() location 1}}Left Leg, {{location}}{{/rollTotal() location 1}} + {{#rollTotal() location 2}}Right Leg, {{location}}{{/rollTotal() location 2}} + {{#rollTotal() location 3}}Left Leg, {{location}}{{/rollTotal() location 3}} + {{#rollTotal() location 4}}Right Leg, {{location}}{{/rollTotal() location 4}} + {{#rollBetween() location 5 9}}Lower Guts, {{location}}{{/rollBetween() location 5 9}} + {{#rollTotal() location 10}}Gizzards, {{location}}{{/rollTotal() location 10}} + {{#rollTotal() location 11}}Left Arm, {{location}}{{/rollTotal() location 11}} + {{#rollTotal() location 12}}Right Arm, {{location}}{{/rollTotal() location 12}} + {{#rollTotal() location 13}}Left Arm, {{location}}{{/rollTotal() location 13}} + {{#rollTotal() location 14}}Right Arm, {{location}}{{/rollTotal() location 14}} + {{#rollBetween() location 15 19}}Upper Guts, {{location}}{{/rollBetween() location 15 19}} + {{#rollTotal() location 20}}Noggin', {{location}}{{/rollTotal() location 20}} +
    +
    +
    + + +
    + + Deadlands Logo +
    +

    + +
    +
    +

    + +
    +
    +

    + +
    +
    +

    /

    +
    + + / + +
    +
    + + + +
    + + +
    +
    + + +
    +
    + + +
    +
    + + +
    +
    + +

    ▲▼

    +
    +

    White

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

    Red

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

    Blue

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

    Legendary

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

    ▲▼

    +
    +

    Left Leg

    + + + + + + +
    +
    +
    +

    Right Leg

    + + + + + + +
    +
    +
    +

    Guts

    + + + + + + +
    +
    +
    +

    Left Arm

    + + + + + + +
    +
    +
    +

    Right Arm

    + + + + + + +
    +
    +
    +

    Noggin'

    + + + + + + +
    +
    +
    +

    Wind

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

    Cognition

    +
    + + d + +
    + +
    +
    +

    Artillery

    +
    + + + + +
    + +
    +
    +

    Arts

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

    Scrutinize

    +
    + + + + +
    + +
    +
    +

    Search (1)

    +
    + + + + +
    + +
    +
    +

    Trackin'

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

    Deftness

    +
    + + d + +
    + +
    +
    +

    Bow

    +
    + + + + +
    + +
    +
    +

    Filchin'

    +
    + + + + +
    + +
    +
    +

    Lockpickin'

    +
    + + + + +
    + +
    +
    +

    Shootin'

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

    Sleight o' Hand

    +
    + + + + +
    + +
    +
    +

    Speed Load

    +
    + + + + +
    + +
    +
    +

    Throwin'

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

    Knowledge

    +
    + + d + +
    + +
    +
    +

    Academia

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

    Area Knowledge

    +
    +
    + Home County (2) +
    + + + + +
    + +
    +
    +
    + +
    + + + + +
    + +
    +
    +
    +

    Demolition

    +
    + + + + +
    + +
    +
    +

    Disguise

    +
    + + + + +
    + +
    +
    +

    Language

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

    Mad Science

    +
    + + + + +
    + +
    +
    +

    Medicine

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

    Professional

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

    Science

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

    Trade

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

    Mien

    +
    + + d + +
    + +
    +
    +

    Animal Wranglin'

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

    Leadership

    +
    + + + + +
    + +
    +
    +

    Overawe

    +
    + + + + +
    + +
    +
    +

    Performin'

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

    Persuasion

    +
    + + + + +
    + +
    +
    +

    Tale Tellin'

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

    Nimbleness

    +
    + + d + +
    + +
    +
    +

    Climbin' (1)

    +
    + + + + +
    + +
    +
    +

    Dodge

    +
    + + + + +
    + +
    +
    +

    Drivin'

    +
    + + + + +
    + +
    +
    +

    Fightin'

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

    Horse Ridin'

    +
    + + + + +
    + +
    +
    +

    Sneak (1)

    +
    + + + + +
    + +
    +
    +

    Swimmin'

    +
    + + + + +
    + +
    +
    +

    Teamster

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

    Quickness

    +
    + + d + +
    + +
    +
    +

    quickDraw

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

    Smarts

    +
    + + d + +
    + +
    +
    +

    Bluff

    +
    + + + + +
    + +
    +
    +

    Gamblin'

    +
    + + + + +
    + +
    +
    +

    Ridicule

    +
    + + + + +
    + +
    +
    +

    Scroungin'

    +
    + + + + +
    + +
    +
    +

    Streetwise

    +
    + + + + +
    + +
    +
    +

    Survival

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

    Tinkerin'

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

    Spirit

    +
    + + d + +
    + +
    +
    +

    Faith

    +
    + + + + +
    + +
    +
    +

    Guts

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

    Strength

    +
    + + d + +
    + +
    +
    +
    + +
    + + + + +
    + +
    +
    +
    + + +
    +
    +

    Vigor

    +
    + + d + +
    + +
    +
    +
    + +
    + + + + +
    + +
    +
    +
    + + +
    +
    +

    Special

    +
    +
    +

    Hexslingin'

    +
    + + + + +
    +
    +
    +

    Ritual

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

    Ammo

    +
    +

    Ammo Name

    +

    Qty

    +

    Notes

    +
    +
    +
    + + + +
    +
    +
    +
    +

    Shootin Irons & Such

    +
    +

    Weapon

    +

    Ammo

    +

    Shots

    +

    RoF

    +

    Range

    +

    Damage

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

    Hand-To-Hand Weapons

    +
    +

    Weapon

    +

    Defense

    +

    Speed

    +

    Damage

    +
    +
    +
    + + + +
    + STR + + + +
    + +
    +
    +
    +
    + + + + + + +
    + + + +
    +

    Hexes

    +
    +

    Name

    +

    Trait

    +

    Hand

    +

    Speed

    +

    Duration

    +

    Range

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

    Inventions

    +
    +

    Device

    +

    Cost

    +

    Reliability

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

    Miracles

    +
    +

    Miracle

    +

    TN

    +

    Speed

    +

    Duration

    +

    Range

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

    Rituals

    +
    +

    Name

    +

    Trait

    +

    Speed

    +

    TN

    +

    Appeasement

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

    Favors

    +
    +

    Name

    +

    Appeasement

    +

    Duration

    +

    Range

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

    Edges

    +
    +
    + + + +
    +
    +
    +
    +

    Hindrances

    +
    +
    + + + +
    +
    +
    +
    +

    Equipment

    + +

    Money

    + +
    +
    +

    Worst Nightmare

    + +
    +
    +

    Notes

    + +
    +
    + + +
    + \ No newline at end of file diff --git a/Deadlands Classic Anniversary - Improved/deadlandsclassic_anniversary_improved.jpg b/Deadlands Classic Anniversary - Improved/deadlandsclassic_anniversary_improved.jpg new file mode 100644 index 0000000000..82a2faa3d6 Binary files /dev/null and b/Deadlands Classic Anniversary - Improved/deadlandsclassic_anniversary_improved.jpg differ diff --git a/Deadlands Classic Anniversary - Improved/images/deadlands-logo.png b/Deadlands Classic Anniversary - Improved/images/deadlands-logo.png new file mode 100644 index 0000000000..8e2b338a50 Binary files /dev/null and b/Deadlands Classic Anniversary - Improved/images/deadlands-logo.png differ diff --git a/Deadlands Classic Anniversary - Improved/images/wood-planks.jpg b/Deadlands Classic Anniversary - Improved/images/wood-planks.jpg new file mode 100644 index 0000000000..098b974bd2 Binary files /dev/null and b/Deadlands Classic Anniversary - Improved/images/wood-planks.jpg differ diff --git a/Deadlands Classic Anniversary - Improved/sheet.json b/Deadlands Classic Anniversary - Improved/sheet.json new file mode 100644 index 0000000000..f43d3cce31 --- /dev/null +++ b/Deadlands Classic Anniversary - Improved/sheet.json @@ -0,0 +1,8 @@ +{ + "html": "deadlandsclassic_anniversary_improved.html", + "css": "deadlandsclassic_anniversary_improved.css", + "authors": "Baledin, meanGM, Pyromanci, Kevin Justus", + "roll20userid": "6060768,1068216,243340,129882", + "preview": "deadlandsclassic_anniversary_improved.jpg", + "instructions": "Overhaul of the Deadlands Classic Anniversary sheet originally built by Kevin Justus with updates by Pyromanci and meanGM. This overhaul includes an easier to read, streamlined, and responsive HTML layout. Original attribute names were retained as much as possible so as to remain compatible with previous sheets, except for Arcane Abilities which have been entirely overhauled. TODO - auto-calculations, ammo management." +} \ No newline at end of file diff --git a/Deadlands Classic Anniversary - Improved/translation.json b/Deadlands Classic Anniversary - Improved/translation.json new file mode 100644 index 0000000000..07d3fed12f --- /dev/null +++ b/Deadlands Classic Anniversary - Improved/translation.json @@ -0,0 +1,148 @@ +{ + "academia": "Academia", + "ammo": "Ammo", + "ammoName": "Ammo Name", + "animalWrangling": "Animal Wranglin'", + "appeasement": "Appeasement", + "aptitude": "Aptitude", + "arcane": "Arcane Abilities", + "arcaneAbilities": "Arcane Abilities", + "areaKnowledge": "Area Knowledge", + "art": "Arts", + "artillery": "Artillery", + "blessed": "Blessed", + "bluff": "Bluff", + "bounty": "Bounty", + "bow": "Bow", + "chips": "Fate Chips", + "chipsB": "Blue", + "chipsL": "Legendary", + "chipsR": "Red", + "chipsW": "White", + "climbing": "Climbin'", + "cognition": "Cognition", + "combat": "Combat Stuff", + "commonRolls": "Common Rolls", + "core": "Core", + "coreAttributes": "Core Attributes", + "cost": "Cost", + "critical": "Critical", + "currentShots": "Ammo", + "damage": "Damage", + "defense": "Defense", + "deftness": "Deftness", + "demolition": "Demolition", + "device": "Device", + "dice": "Dice", + "disguise": "Disguise", + "dodge": "Dodge", + "driving": "Drivin'", + "duration": "Duration", + "edges": "Edges", + "equipment": "Equipment", + "faith": "Faith", + "favors": "Favors", + "fighting": "Fightin'", + "filching": "Filchin'", + "gambling": "Gamblin'", + "gizzards": "Gizzards", + "gmRollToggle": "GM Roll Toggle", + "grit": "Grit", + "guts": "Guts", + "gutsAndGrit": "Guts + Grit", + "gutsw": "Guts", + "hand": "Hand", + "hand2hand": "Hand-To-Hand Weapons", + "heavy": "Heavy", + "hexes": "Hexes", + "hexslingin": "Hexslingin'", + "hindrances": "Hindrances", + "homeCounty": "Home County", + "horseRiding": "Horse Ridin'", + "inventions": "Inventions", + "knowledge": "Knowledge", + "language": "Language", + "leadership": "Leadership", + "leftArm": "Left Arm", + "leftLeg": "Left Leg", + "light": "Light", + "location": "Location", + "locationToggle": "Location Toggle", + "lockpicking": "Lockpickin'", + "lowerGuts": "Lower Guts", + "madScience": "Mad Science", + "maimed": "Maimed", + "maxWind": "Max Wind", + "medicine": "Medicine", + "mien":"Mien", + "miracle": "Miracle", + "miracles": "Miracles", + "misc": "Misc", + "money": "Money", + "name": "Name", + "nimbleness": "Nimbleness", + "nogging": "Noggin'", + "none": "None", + "notes": "Notes", + "obsolete": "Obsolete Data", + "occupation": "Occupation", + "off": "Off", + "on": "On", + "overawe": "Overawe", + "pace": "Pace", + "performing": "Performin'", + "persuasion": "Persuasion", + "professional": "Professional", + "quantity": "Quantity", + "quickDraw": "Quick Draw", + "quickness": "Quickness", + "range": "Range", + "reliability": "Reliability", + "result": "Result", + "ridicule": "Ridicule", + "rightArm": "Right Arm", + "rightLeg": "Right Leg", + "ritual": "Ritual", + "rituals": "Rituals", + "rof": "RoF", + "science": "Science", + "scrounging": "Scroungin'", + "scrutinize": "Scrutinze", + "search": "Search", + "serious": "Serious", + "shaman": "Shaman", + "shooting": "Shootin'", + "shootingIronsAndSuch": "Shootin Irons & Such", + "shots": "Shots", + "size": "Size", + "skill": "Skill", + "sleightofhand": "Sleight o'Hand", + "smarts": "Smarts", + "sneak": "Sneak", + "special": "Special", + "speed": "Speed", + "speedload": "Speed Load", + "spirit": "Spirit", + "streetwise": "Streetwise", + "strength": "Strength", + "survival": "Survival", + "swimming": "Swimmin'", + "taleTell": "Tale Tellin'", + "teamster": "Teamster", + "throwing": "Throwin'", + "tinkering": "Tinkerin'", + "tn": "TN", + "total": "Total", + "tracking": "Trackin'", + "trade": "Trade", + "trait": "Trait", + "traits": "Traits & Aptitudes", + "unspent": "Unspent", + "upperGuts": "Upper Guts", + "vigor": "Vigor", + "weapon": "Weapon", + "weaponDamage": "Weapon Damage", + "wind": "Wind", + "worstNightmare": "Your Worst Nightmare", + "wounds": "Wounds" +} \ No newline at end of file diff --git a/Deadlands Classic Anniversary - Improved/translations/af.json b/Deadlands Classic Anniversary - Improved/translations/af.json new file mode 100644 index 0000000000..31633a9c00 --- /dev/null +++ b/Deadlands Classic Anniversary - Improved/translations/af.json @@ -0,0 +1,148 @@ +{ + "academia": "Academia", + "ammo": "Ammo", + "ammoName": "Ammo Name", + "animalWrangling": "Animal Wranglin'", + "appeasement": "Appeasement", + "aptitude": "Aptitude", + "arcane": "Arcane Abilities", + "arcaneAbilities": "Arcane Abilities", + "areaKnowledge": "Area Knowledge", + "art": "Arts", + "artillery": "Artillery", + "blessed": "Blessed", + "bluff": "Bluff", + "bounty": "Bounty", + "bow": "Bow", + "chips": "Fate Chips", + "chipsB": "Blue", + "chipsL": "Legendary", + "chipsR": "Red", + "chipsW": "White", + "climbing": "Climbin'", + "cognition": "Cognition", + "combat": "Combat Stuff", + "commonRolls": "Common Rolls", + "core": "Core", + "coreAttributes": "Core Attributes", + "cost": "Cost", + "critical": "Critical", + "currentShots": "Ammo", + "damage": "Damage", + "defense": "Defense", + "deftness": "Deftness", + "demolition": "Demolition", + "device": "Device", + "dice": "Dice", + "disguise": "Disguise", + "dodge": "Dodge", + "driving": "Drivin'", + "duration": "Duration", + "edges": "Edges", + "equipment": "Equipment", + "faith": "Faith", + "favors": "Favors", + "fighting": "Fightin'", + "filching": "Filchin'", + "gambling": "Gamblin'", + "gizzards": "Gizzards", + "gmRollToggle": "GM Roll Toggle", + "grit": "Grit", + "guts": "Guts", + "gutsAndGrit": "Guts + Grit", + "gutsw": "Guts", + "hand": "Hand", + "hand2hand": "Hand-To-Hand Weapons", + "heavy": "Heavy", + "hexes": "Hexes", + "hexslingin": "Hexslingin'", + "hindrances": "Hindrances", + "homeCounty": "Home County", + "horseRiding": "Horse Ridin'", + "inventions": "Inventions", + "knowledge": "Knowledge", + "language": "Language", + "leadership": "Leadership", + "leftArm": "Left Arm", + "leftLeg": "Left Leg", + "light": "Light", + "location": "Location", + "locationToggle": "Location Toggle", + "lockpicking": "Lockpickin'", + "lowerGuts": "Lower Guts", + "madScience": "Mad Science", + "maimed": "Maimed", + "maxWind": "Max Wind", + "medicine": "Medicine", + "mien": "Mien", + "miracle": "Miracle", + "miracles": "Miracles", + "misc": "Misc", + "money": "Money", + "name": "Name", + "nimbleness": "Nimbleness", + "nogging": "Noggin'", + "none": "None", + "notes": "Notes", + "obsolete": "Obsolete Data", + "occupation": "Occupation", + "off": "Off", + "on": "On", + "overawe": "Overawe", + "pace": "Pace", + "performing": "Performin'", + "persuasion": "Persuasion", + "professional": "Professional", + "quantity": "Quantity", + "quickDraw": "Quick Draw", + "quickness": "Quickness", + "range": "Range", + "reliability": "Reliability", + "result": "Result", + "ridicule": "Ridicule", + "rightArm": "Right Arm", + "rightLeg": "Right Leg", + "ritual": "Ritual", + "rituals": "Rituals", + "rof": "RoF", + "science": "Science", + "scrounging": "Scroungin'", + "scrutinize": "Scrutinze", + "search": "Search", + "serious": "Serious", + "shaman": "Shaman", + "shooting": "Shootin'", + "shootingIronsAndSuch": "Shootin Irons & Such", + "shots": "Shots", + "size": "Size", + "skill": "Skill", + "sleightofhand": "Sleight o'Hand", + "smarts": "Smarts", + "sneak": "Sneak", + "special": "Special", + "speed": "Speed", + "speedload": "Speed Load", + "spirit": "Spirit", + "streetwise": "Streetwise", + "strength": "Strength", + "survival": "Survival", + "swimming": "Swimmin'", + "taleTell": "Tale Tellin'", + "teamster": "Teamster", + "throwing": "Throwin'", + "tinkering": "Tinkerin'", + "tn": "TN", + "total": "Total", + "tracking": "Trackin'", + "trade": "Trade", + "trait": "Trait", + "traits": "Traits & Aptitudes", + "unspent": "Unspent", + "upperGuts": "Upper Guts", + "vigor": "Vigor", + "weapon": "Weapon", + "weaponDamage": "Weapon Damage", + "wind": "Wind", + "worstNightmare": "Your Worst Nightmare", + "wounds": "Wounds" +} \ No newline at end of file diff --git a/Deadlands Classic Anniversary - Improved/translations/cs.json b/Deadlands Classic Anniversary - Improved/translations/cs.json new file mode 100644 index 0000000000..31633a9c00 --- /dev/null +++ b/Deadlands Classic Anniversary - Improved/translations/cs.json @@ -0,0 +1,148 @@ +{ + "academia": "Academia", + "ammo": "Ammo", + "ammoName": "Ammo Name", + "animalWrangling": "Animal Wranglin'", + "appeasement": "Appeasement", + "aptitude": "Aptitude", + "arcane": "Arcane Abilities", + "arcaneAbilities": "Arcane Abilities", + "areaKnowledge": "Area Knowledge", + "art": "Arts", + "artillery": "Artillery", + "blessed": "Blessed", + "bluff": "Bluff", + "bounty": "Bounty", + "bow": "Bow", + "chips": "Fate Chips", + "chipsB": "Blue", + "chipsL": "Legendary", + "chipsR": "Red", + "chipsW": "White", + "climbing": "Climbin'", + "cognition": "Cognition", + "combat": "Combat Stuff", + "commonRolls": "Common Rolls", + "core": "Core", + "coreAttributes": "Core Attributes", + "cost": "Cost", + "critical": "Critical", + "currentShots": "Ammo", + "damage": "Damage", + "defense": "Defense", + "deftness": "Deftness", + "demolition": "Demolition", + "device": "Device", + "dice": "Dice", + "disguise": "Disguise", + "dodge": "Dodge", + "driving": "Drivin'", + "duration": "Duration", + "edges": "Edges", + "equipment": "Equipment", + "faith": "Faith", + "favors": "Favors", + "fighting": "Fightin'", + "filching": "Filchin'", + "gambling": "Gamblin'", + "gizzards": "Gizzards", + "gmRollToggle": "GM Roll Toggle", + "grit": "Grit", + "guts": "Guts", + "gutsAndGrit": "Guts + Grit", + "gutsw": "Guts", + "hand": "Hand", + "hand2hand": "Hand-To-Hand Weapons", + "heavy": "Heavy", + "hexes": "Hexes", + "hexslingin": "Hexslingin'", + "hindrances": "Hindrances", + "homeCounty": "Home County", + "horseRiding": "Horse Ridin'", + "inventions": "Inventions", + "knowledge": "Knowledge", + "language": "Language", + "leadership": "Leadership", + "leftArm": "Left Arm", + "leftLeg": "Left Leg", + "light": "Light", + "location": "Location", + "locationToggle": "Location Toggle", + "lockpicking": "Lockpickin'", + "lowerGuts": "Lower Guts", + "madScience": "Mad Science", + "maimed": "Maimed", + "maxWind": "Max Wind", + "medicine": "Medicine", + "mien": "Mien", + "miracle": "Miracle", + "miracles": "Miracles", + "misc": "Misc", + "money": "Money", + "name": "Name", + "nimbleness": "Nimbleness", + "nogging": "Noggin'", + "none": "None", + "notes": "Notes", + "obsolete": "Obsolete Data", + "occupation": "Occupation", + "off": "Off", + "on": "On", + "overawe": "Overawe", + "pace": "Pace", + "performing": "Performin'", + "persuasion": "Persuasion", + "professional": "Professional", + "quantity": "Quantity", + "quickDraw": "Quick Draw", + "quickness": "Quickness", + "range": "Range", + "reliability": "Reliability", + "result": "Result", + "ridicule": "Ridicule", + "rightArm": "Right Arm", + "rightLeg": "Right Leg", + "ritual": "Ritual", + "rituals": "Rituals", + "rof": "RoF", + "science": "Science", + "scrounging": "Scroungin'", + "scrutinize": "Scrutinze", + "search": "Search", + "serious": "Serious", + "shaman": "Shaman", + "shooting": "Shootin'", + "shootingIronsAndSuch": "Shootin Irons & Such", + "shots": "Shots", + "size": "Size", + "skill": "Skill", + "sleightofhand": "Sleight o'Hand", + "smarts": "Smarts", + "sneak": "Sneak", + "special": "Special", + "speed": "Speed", + "speedload": "Speed Load", + "spirit": "Spirit", + "streetwise": "Streetwise", + "strength": "Strength", + "survival": "Survival", + "swimming": "Swimmin'", + "taleTell": "Tale Tellin'", + "teamster": "Teamster", + "throwing": "Throwin'", + "tinkering": "Tinkerin'", + "tn": "TN", + "total": "Total", + "tracking": "Trackin'", + "trade": "Trade", + "trait": "Trait", + "traits": "Traits & Aptitudes", + "unspent": "Unspent", + "upperGuts": "Upper Guts", + "vigor": "Vigor", + "weapon": "Weapon", + "weaponDamage": "Weapon Damage", + "wind": "Wind", + "worstNightmare": "Your Worst Nightmare", + "wounds": "Wounds" +} \ No newline at end of file diff --git a/Deadlands Classic Anniversary - Improved/translations/da.json b/Deadlands Classic Anniversary - Improved/translations/da.json new file mode 100644 index 0000000000..31633a9c00 --- /dev/null +++ b/Deadlands Classic Anniversary - Improved/translations/da.json @@ -0,0 +1,148 @@ +{ + "academia": "Academia", + "ammo": "Ammo", + "ammoName": "Ammo Name", + "animalWrangling": "Animal Wranglin'", + "appeasement": "Appeasement", + "aptitude": "Aptitude", + "arcane": "Arcane Abilities", + "arcaneAbilities": "Arcane Abilities", + "areaKnowledge": "Area Knowledge", + "art": "Arts", + "artillery": "Artillery", + "blessed": "Blessed", + "bluff": "Bluff", + "bounty": "Bounty", + "bow": "Bow", + "chips": "Fate Chips", + "chipsB": "Blue", + "chipsL": "Legendary", + "chipsR": "Red", + "chipsW": "White", + "climbing": "Climbin'", + "cognition": "Cognition", + "combat": "Combat Stuff", + "commonRolls": "Common Rolls", + "core": "Core", + "coreAttributes": "Core Attributes", + "cost": "Cost", + "critical": "Critical", + "currentShots": "Ammo", + "damage": "Damage", + "defense": "Defense", + "deftness": "Deftness", + "demolition": "Demolition", + "device": "Device", + "dice": "Dice", + "disguise": "Disguise", + "dodge": "Dodge", + "driving": "Drivin'", + "duration": "Duration", + "edges": "Edges", + "equipment": "Equipment", + "faith": "Faith", + "favors": "Favors", + "fighting": "Fightin'", + "filching": "Filchin'", + "gambling": "Gamblin'", + "gizzards": "Gizzards", + "gmRollToggle": "GM Roll Toggle", + "grit": "Grit", + "guts": "Guts", + "gutsAndGrit": "Guts + Grit", + "gutsw": "Guts", + "hand": "Hand", + "hand2hand": "Hand-To-Hand Weapons", + "heavy": "Heavy", + "hexes": "Hexes", + "hexslingin": "Hexslingin'", + "hindrances": "Hindrances", + "homeCounty": "Home County", + "horseRiding": "Horse Ridin'", + "inventions": "Inventions", + "knowledge": "Knowledge", + "language": "Language", + "leadership": "Leadership", + "leftArm": "Left Arm", + "leftLeg": "Left Leg", + "light": "Light", + "location": "Location", + "locationToggle": "Location Toggle", + "lockpicking": "Lockpickin'", + "lowerGuts": "Lower Guts", + "madScience": "Mad Science", + "maimed": "Maimed", + "maxWind": "Max Wind", + "medicine": "Medicine", + "mien": "Mien", + "miracle": "Miracle", + "miracles": "Miracles", + "misc": "Misc", + "money": "Money", + "name": "Name", + "nimbleness": "Nimbleness", + "nogging": "Noggin'", + "none": "None", + "notes": "Notes", + "obsolete": "Obsolete Data", + "occupation": "Occupation", + "off": "Off", + "on": "On", + "overawe": "Overawe", + "pace": "Pace", + "performing": "Performin'", + "persuasion": "Persuasion", + "professional": "Professional", + "quantity": "Quantity", + "quickDraw": "Quick Draw", + "quickness": "Quickness", + "range": "Range", + "reliability": "Reliability", + "result": "Result", + "ridicule": "Ridicule", + "rightArm": "Right Arm", + "rightLeg": "Right Leg", + "ritual": "Ritual", + "rituals": "Rituals", + "rof": "RoF", + "science": "Science", + "scrounging": "Scroungin'", + "scrutinize": "Scrutinze", + "search": "Search", + "serious": "Serious", + "shaman": "Shaman", + "shooting": "Shootin'", + "shootingIronsAndSuch": "Shootin Irons & Such", + "shots": "Shots", + "size": "Size", + "skill": "Skill", + "sleightofhand": "Sleight o'Hand", + "smarts": "Smarts", + "sneak": "Sneak", + "special": "Special", + "speed": "Speed", + "speedload": "Speed Load", + "spirit": "Spirit", + "streetwise": "Streetwise", + "strength": "Strength", + "survival": "Survival", + "swimming": "Swimmin'", + "taleTell": "Tale Tellin'", + "teamster": "Teamster", + "throwing": "Throwin'", + "tinkering": "Tinkerin'", + "tn": "TN", + "total": "Total", + "tracking": "Trackin'", + "trade": "Trade", + "trait": "Trait", + "traits": "Traits & Aptitudes", + "unspent": "Unspent", + "upperGuts": "Upper Guts", + "vigor": "Vigor", + "weapon": "Weapon", + "weaponDamage": "Weapon Damage", + "wind": "Wind", + "worstNightmare": "Your Worst Nightmare", + "wounds": "Wounds" +} \ No newline at end of file diff --git a/Deadlands Classic Anniversary - Improved/translations/de.json b/Deadlands Classic Anniversary - Improved/translations/de.json new file mode 100644 index 0000000000..62cbe92c71 --- /dev/null +++ b/Deadlands Classic Anniversary - Improved/translations/de.json @@ -0,0 +1,148 @@ +{ + "academia": "Bildung", + "ammo": "Munition", + "ammoName": "Munition Name", + "animalWrangling": "Tiere abrichten", + "appeasement": "Beschwichtigung", + "aptitude": "Eignung", + "arcane": "Myst. Fähigkeiten", + "arcaneAbilities": "Mystische Fähigkeiten", + "areaKnowledge": "Ortskenntniss", + "art": "Kunst", + "artillery": "Artillerie", + "blessed": "Gesegnet", + "bluff": "Bluffen", + "bounty": "Beute", + "bow": "Bogen", + "chips": "Glückschips", + "chipsB": "Blaue", + "chipsL": "Legendäre", + "chipsR": "Rote", + "chipsW": "Weiße", + "climbing": "Klettern", + "cognition": "Wahrnehmung", + "combat": "Kampf", + "commonRolls": "Allgemeine Würfe", + "core": "Allgemein", + "coreAttributes": "Allgemeine Eigenschaften", + "cost": "Kosten", + "critical": "Kritisch", + "currentShots": "Munition", + "damage": "Schaden", + "defense": "Verteidigung", + "deftness": "Geschick", + "demolition": "Sprengen", + "device": "Gerät", + "dice": "Würfel", + "disguise": "Verkleiden", + "dodge": "Ausweichen", + "driving": "Fahren", + "duration": "Dauer", + "edges": "Vorteile", + "equipment": "Ausrüstung", + "faith": "Glaube", + "favors": "Gefälligkeiten", + "fighting": "Kämpfen", + "filching": "Stehlen", + "gambling": "Glücksspiel", + "gizzards": "Eingeweide", + "gmRollToggle": "GM Roll Toggle", + "grit": "Schneid", + "guts": "Mumm", + "gutsAndGrit": "Mumm + Schneid", + "gutsw": "Leib", + "hand": "Kartenhand", + "hand2hand": "Nahkampfwaffen", + "heavy": "Schwer", + "hexes": "Verhexungen", + "hexslingin": "Hexslingin'", + "hindrances": "Nachteile", + "homeCounty": "Heimatbezirk", + "horseRiding": "Reiten", + "inventions": "Erfindungen", + "knowledge": "Wissen", + "language": "Sprache", + "leadership": "Führungsqualität", + "leftArm": "Linker Arm", + "leftLeg": "Linkes Bein", + "light": "Leicht", + "location": "Trefferzone", + "locationToggle": "Trefferzone", + "lockpicking": "Schlösserknacken", + "lowerGuts": "Unterleib", + "madScience": "Verrückte Wissenschaft", + "maimed": "Verstümmelt", + "maxWind": "Max Puste", + "medicine": "Medizin", + "mien": "Charisma", + "miracle": "Wunder", + "miracles": "Wunder", + "misc": "Sonstiges", + "money": "Geld", + "name": "Name", + "nimbleness": "Gewandtheit", + "nogging": "Rübe", + "none": "Keine", + "notes": "Notizen", + "obsolete": "Obsolete Data", + "occupation": "Beruf", + "off": "Aus", + "on": "An", + "overawe": "Einschüchtern", + "pace": "Bewegung", + "performing": "Darbietung", + "persuasion": "Überreden", + "professional": "Beruf", + "quantity": "Anzahl", + "quickDraw": "Schnellziehen", + "quickness": "Reflexe", + "range": "RW", + "reliability": "Verlässlichkeit", + "result": "Ergebnis", + "ridicule": "Verspotten", + "rightArm": "Rechter Arm", + "rightLeg": "Rechtes Bein", + "ritual": "Ritual", + "rituals": "Rituale", + "rof": "FR", + "science": "Wissenschaft", + "scrounging": "Organisieren", + "scrutinize": "Einschätzen", + "search": "Suchen", + "serious": "Ernst", + "shaman": "Schamane", + "shooting": "Schießen", + "shootingIronsAndSuch": "Schießeisen & So", + "shots": "Schüsse", + "size": "Größe", + "skill": "Talent", + "sleightofhand": "Fingerfertigkeit", + "smarts": "Schläue", + "sneak": "Schleichen", + "special": "Besondere", + "speed": "Geschw.", + "speedload": "Schnelladen", + "spirit": "Geist", + "streetwise": "Straßenwissen", + "strength": "Stärke", + "survival": "Überleben", + "swimming": "Schwimmen", + "taleTell": "Geschichtenerzählen", + "teamster": "Kutscher", + "throwing": "Werfen", + "tinkering": "Basteln", + "tn": "EW", + "total": "Gesamt", + "tracking": "Spurenlesen", + "trade": "Handwerk", + "trait": "Merkmal", + "traits": "Eig. & Talente", + "unspent": "Ausgegeben", + "upperGuts": "Oberkörper", + "vigor": "Konstitution", + "weapon": "Waffe", + "weaponDamage": "Waffenschaden", + "wind": "Puste", + "worstNightmare": "Dein Schlimmster Alptraum", + "wounds": "Wunden" +} \ No newline at end of file diff --git a/Deadlands Classic Anniversary - Improved/translations/el.json b/Deadlands Classic Anniversary - Improved/translations/el.json new file mode 100644 index 0000000000..31633a9c00 --- /dev/null +++ b/Deadlands Classic Anniversary - Improved/translations/el.json @@ -0,0 +1,148 @@ +{ + "academia": "Academia", + "ammo": "Ammo", + "ammoName": "Ammo Name", + "animalWrangling": "Animal Wranglin'", + "appeasement": "Appeasement", + "aptitude": "Aptitude", + "arcane": "Arcane Abilities", + "arcaneAbilities": "Arcane Abilities", + "areaKnowledge": "Area Knowledge", + "art": "Arts", + "artillery": "Artillery", + "blessed": "Blessed", + "bluff": "Bluff", + "bounty": "Bounty", + "bow": "Bow", + "chips": "Fate Chips", + "chipsB": "Blue", + "chipsL": "Legendary", + "chipsR": "Red", + "chipsW": "White", + "climbing": "Climbin'", + "cognition": "Cognition", + "combat": "Combat Stuff", + "commonRolls": "Common Rolls", + "core": "Core", + "coreAttributes": "Core Attributes", + "cost": "Cost", + "critical": "Critical", + "currentShots": "Ammo", + "damage": "Damage", + "defense": "Defense", + "deftness": "Deftness", + "demolition": "Demolition", + "device": "Device", + "dice": "Dice", + "disguise": "Disguise", + "dodge": "Dodge", + "driving": "Drivin'", + "duration": "Duration", + "edges": "Edges", + "equipment": "Equipment", + "faith": "Faith", + "favors": "Favors", + "fighting": "Fightin'", + "filching": "Filchin'", + "gambling": "Gamblin'", + "gizzards": "Gizzards", + "gmRollToggle": "GM Roll Toggle", + "grit": "Grit", + "guts": "Guts", + "gutsAndGrit": "Guts + Grit", + "gutsw": "Guts", + "hand": "Hand", + "hand2hand": "Hand-To-Hand Weapons", + "heavy": "Heavy", + "hexes": "Hexes", + "hexslingin": "Hexslingin'", + "hindrances": "Hindrances", + "homeCounty": "Home County", + "horseRiding": "Horse Ridin'", + "inventions": "Inventions", + "knowledge": "Knowledge", + "language": "Language", + "leadership": "Leadership", + "leftArm": "Left Arm", + "leftLeg": "Left Leg", + "light": "Light", + "location": "Location", + "locationToggle": "Location Toggle", + "lockpicking": "Lockpickin'", + "lowerGuts": "Lower Guts", + "madScience": "Mad Science", + "maimed": "Maimed", + "maxWind": "Max Wind", + "medicine": "Medicine", + "mien": "Mien", + "miracle": "Miracle", + "miracles": "Miracles", + "misc": "Misc", + "money": "Money", + "name": "Name", + "nimbleness": "Nimbleness", + "nogging": "Noggin'", + "none": "None", + "notes": "Notes", + "obsolete": "Obsolete Data", + "occupation": "Occupation", + "off": "Off", + "on": "On", + "overawe": "Overawe", + "pace": "Pace", + "performing": "Performin'", + "persuasion": "Persuasion", + "professional": "Professional", + "quantity": "Quantity", + "quickDraw": "Quick Draw", + "quickness": "Quickness", + "range": "Range", + "reliability": "Reliability", + "result": "Result", + "ridicule": "Ridicule", + "rightArm": "Right Arm", + "rightLeg": "Right Leg", + "ritual": "Ritual", + "rituals": "Rituals", + "rof": "RoF", + "science": "Science", + "scrounging": "Scroungin'", + "scrutinize": "Scrutinze", + "search": "Search", + "serious": "Serious", + "shaman": "Shaman", + "shooting": "Shootin'", + "shootingIronsAndSuch": "Shootin Irons & Such", + "shots": "Shots", + "size": "Size", + "skill": "Skill", + "sleightofhand": "Sleight o'Hand", + "smarts": "Smarts", + "sneak": "Sneak", + "special": "Special", + "speed": "Speed", + "speedload": "Speed Load", + "spirit": "Spirit", + "streetwise": "Streetwise", + "strength": "Strength", + "survival": "Survival", + "swimming": "Swimmin'", + "taleTell": "Tale Tellin'", + "teamster": "Teamster", + "throwing": "Throwin'", + "tinkering": "Tinkerin'", + "tn": "TN", + "total": "Total", + "tracking": "Trackin'", + "trade": "Trade", + "trait": "Trait", + "traits": "Traits & Aptitudes", + "unspent": "Unspent", + "upperGuts": "Upper Guts", + "vigor": "Vigor", + "weapon": "Weapon", + "weaponDamage": "Weapon Damage", + "wind": "Wind", + "worstNightmare": "Your Worst Nightmare", + "wounds": "Wounds" +} \ No newline at end of file diff --git a/Deadlands Classic Anniversary - Improved/translations/en.json b/Deadlands Classic Anniversary - Improved/translations/en.json new file mode 100644 index 0000000000..31633a9c00 --- /dev/null +++ b/Deadlands Classic Anniversary - Improved/translations/en.json @@ -0,0 +1,148 @@ +{ + "academia": "Academia", + "ammo": "Ammo", + "ammoName": "Ammo Name", + "animalWrangling": "Animal Wranglin'", + "appeasement": "Appeasement", + "aptitude": "Aptitude", + "arcane": "Arcane Abilities", + "arcaneAbilities": "Arcane Abilities", + "areaKnowledge": "Area Knowledge", + "art": "Arts", + "artillery": "Artillery", + "blessed": "Blessed", + "bluff": "Bluff", + "bounty": "Bounty", + "bow": "Bow", + "chips": "Fate Chips", + "chipsB": "Blue", + "chipsL": "Legendary", + "chipsR": "Red", + "chipsW": "White", + "climbing": "Climbin'", + "cognition": "Cognition", + "combat": "Combat Stuff", + "commonRolls": "Common Rolls", + "core": "Core", + "coreAttributes": "Core Attributes", + "cost": "Cost", + "critical": "Critical", + "currentShots": "Ammo", + "damage": "Damage", + "defense": "Defense", + "deftness": "Deftness", + "demolition": "Demolition", + "device": "Device", + "dice": "Dice", + "disguise": "Disguise", + "dodge": "Dodge", + "driving": "Drivin'", + "duration": "Duration", + "edges": "Edges", + "equipment": "Equipment", + "faith": "Faith", + "favors": "Favors", + "fighting": "Fightin'", + "filching": "Filchin'", + "gambling": "Gamblin'", + "gizzards": "Gizzards", + "gmRollToggle": "GM Roll Toggle", + "grit": "Grit", + "guts": "Guts", + "gutsAndGrit": "Guts + Grit", + "gutsw": "Guts", + "hand": "Hand", + "hand2hand": "Hand-To-Hand Weapons", + "heavy": "Heavy", + "hexes": "Hexes", + "hexslingin": "Hexslingin'", + "hindrances": "Hindrances", + "homeCounty": "Home County", + "horseRiding": "Horse Ridin'", + "inventions": "Inventions", + "knowledge": "Knowledge", + "language": "Language", + "leadership": "Leadership", + "leftArm": "Left Arm", + "leftLeg": "Left Leg", + "light": "Light", + "location": "Location", + "locationToggle": "Location Toggle", + "lockpicking": "Lockpickin'", + "lowerGuts": "Lower Guts", + "madScience": "Mad Science", + "maimed": "Maimed", + "maxWind": "Max Wind", + "medicine": "Medicine", + "mien": "Mien", + "miracle": "Miracle", + "miracles": "Miracles", + "misc": "Misc", + "money": "Money", + "name": "Name", + "nimbleness": "Nimbleness", + "nogging": "Noggin'", + "none": "None", + "notes": "Notes", + "obsolete": "Obsolete Data", + "occupation": "Occupation", + "off": "Off", + "on": "On", + "overawe": "Overawe", + "pace": "Pace", + "performing": "Performin'", + "persuasion": "Persuasion", + "professional": "Professional", + "quantity": "Quantity", + "quickDraw": "Quick Draw", + "quickness": "Quickness", + "range": "Range", + "reliability": "Reliability", + "result": "Result", + "ridicule": "Ridicule", + "rightArm": "Right Arm", + "rightLeg": "Right Leg", + "ritual": "Ritual", + "rituals": "Rituals", + "rof": "RoF", + "science": "Science", + "scrounging": "Scroungin'", + "scrutinize": "Scrutinze", + "search": "Search", + "serious": "Serious", + "shaman": "Shaman", + "shooting": "Shootin'", + "shootingIronsAndSuch": "Shootin Irons & Such", + "shots": "Shots", + "size": "Size", + "skill": "Skill", + "sleightofhand": "Sleight o'Hand", + "smarts": "Smarts", + "sneak": "Sneak", + "special": "Special", + "speed": "Speed", + "speedload": "Speed Load", + "spirit": "Spirit", + "streetwise": "Streetwise", + "strength": "Strength", + "survival": "Survival", + "swimming": "Swimmin'", + "taleTell": "Tale Tellin'", + "teamster": "Teamster", + "throwing": "Throwin'", + "tinkering": "Tinkerin'", + "tn": "TN", + "total": "Total", + "tracking": "Trackin'", + "trade": "Trade", + "trait": "Trait", + "traits": "Traits & Aptitudes", + "unspent": "Unspent", + "upperGuts": "Upper Guts", + "vigor": "Vigor", + "weapon": "Weapon", + "weaponDamage": "Weapon Damage", + "wind": "Wind", + "worstNightmare": "Your Worst Nightmare", + "wounds": "Wounds" +} \ No newline at end of file diff --git a/Deadlands Classic Anniversary - Improved/translations/es.json b/Deadlands Classic Anniversary - Improved/translations/es.json new file mode 100644 index 0000000000..31633a9c00 --- /dev/null +++ b/Deadlands Classic Anniversary - Improved/translations/es.json @@ -0,0 +1,148 @@ +{ + "academia": "Academia", + "ammo": "Ammo", + "ammoName": "Ammo Name", + "animalWrangling": "Animal Wranglin'", + "appeasement": "Appeasement", + "aptitude": "Aptitude", + "arcane": "Arcane Abilities", + "arcaneAbilities": "Arcane Abilities", + "areaKnowledge": "Area Knowledge", + "art": "Arts", + "artillery": "Artillery", + "blessed": "Blessed", + "bluff": "Bluff", + "bounty": "Bounty", + "bow": "Bow", + "chips": "Fate Chips", + "chipsB": "Blue", + "chipsL": "Legendary", + "chipsR": "Red", + "chipsW": "White", + "climbing": "Climbin'", + "cognition": "Cognition", + "combat": "Combat Stuff", + "commonRolls": "Common Rolls", + "core": "Core", + "coreAttributes": "Core Attributes", + "cost": "Cost", + "critical": "Critical", + "currentShots": "Ammo", + "damage": "Damage", + "defense": "Defense", + "deftness": "Deftness", + "demolition": "Demolition", + "device": "Device", + "dice": "Dice", + "disguise": "Disguise", + "dodge": "Dodge", + "driving": "Drivin'", + "duration": "Duration", + "edges": "Edges", + "equipment": "Equipment", + "faith": "Faith", + "favors": "Favors", + "fighting": "Fightin'", + "filching": "Filchin'", + "gambling": "Gamblin'", + "gizzards": "Gizzards", + "gmRollToggle": "GM Roll Toggle", + "grit": "Grit", + "guts": "Guts", + "gutsAndGrit": "Guts + Grit", + "gutsw": "Guts", + "hand": "Hand", + "hand2hand": "Hand-To-Hand Weapons", + "heavy": "Heavy", + "hexes": "Hexes", + "hexslingin": "Hexslingin'", + "hindrances": "Hindrances", + "homeCounty": "Home County", + "horseRiding": "Horse Ridin'", + "inventions": "Inventions", + "knowledge": "Knowledge", + "language": "Language", + "leadership": "Leadership", + "leftArm": "Left Arm", + "leftLeg": "Left Leg", + "light": "Light", + "location": "Location", + "locationToggle": "Location Toggle", + "lockpicking": "Lockpickin'", + "lowerGuts": "Lower Guts", + "madScience": "Mad Science", + "maimed": "Maimed", + "maxWind": "Max Wind", + "medicine": "Medicine", + "mien": "Mien", + "miracle": "Miracle", + "miracles": "Miracles", + "misc": "Misc", + "money": "Money", + "name": "Name", + "nimbleness": "Nimbleness", + "nogging": "Noggin'", + "none": "None", + "notes": "Notes", + "obsolete": "Obsolete Data", + "occupation": "Occupation", + "off": "Off", + "on": "On", + "overawe": "Overawe", + "pace": "Pace", + "performing": "Performin'", + "persuasion": "Persuasion", + "professional": "Professional", + "quantity": "Quantity", + "quickDraw": "Quick Draw", + "quickness": "Quickness", + "range": "Range", + "reliability": "Reliability", + "result": "Result", + "ridicule": "Ridicule", + "rightArm": "Right Arm", + "rightLeg": "Right Leg", + "ritual": "Ritual", + "rituals": "Rituals", + "rof": "RoF", + "science": "Science", + "scrounging": "Scroungin'", + "scrutinize": "Scrutinze", + "search": "Search", + "serious": "Serious", + "shaman": "Shaman", + "shooting": "Shootin'", + "shootingIronsAndSuch": "Shootin Irons & Such", + "shots": "Shots", + "size": "Size", + "skill": "Skill", + "sleightofhand": "Sleight o'Hand", + "smarts": "Smarts", + "sneak": "Sneak", + "special": "Special", + "speed": "Speed", + "speedload": "Speed Load", + "spirit": "Spirit", + "streetwise": "Streetwise", + "strength": "Strength", + "survival": "Survival", + "swimming": "Swimmin'", + "taleTell": "Tale Tellin'", + "teamster": "Teamster", + "throwing": "Throwin'", + "tinkering": "Tinkerin'", + "tn": "TN", + "total": "Total", + "tracking": "Trackin'", + "trade": "Trade", + "trait": "Trait", + "traits": "Traits & Aptitudes", + "unspent": "Unspent", + "upperGuts": "Upper Guts", + "vigor": "Vigor", + "weapon": "Weapon", + "weaponDamage": "Weapon Damage", + "wind": "Wind", + "worstNightmare": "Your Worst Nightmare", + "wounds": "Wounds" +} \ No newline at end of file diff --git a/Deadlands Classic Anniversary - Improved/translations/fr.json b/Deadlands Classic Anniversary - Improved/translations/fr.json new file mode 100644 index 0000000000..b93eacc4ce --- /dev/null +++ b/Deadlands Classic Anniversary - Improved/translations/fr.json @@ -0,0 +1,148 @@ +{ + "academia": "Académie", + "ammo": "Munitions", + "ammoName": "Nom de la munition", + "animalWrangling": "Dressage", + "appeasement": "Apaisement", + "aptitude": "Aptitude", + "arcane": "Compétences Arcaniques", + "arcaneAbilities": "Compétences Arcaniques", + "areaKnowledge": "Connaissance des territoires", + "art": "Arts", + "artillery": "Artillerie", + "blessed": "Béni", + "bluff": "Bluff", + "bounty": "Prime", + "bow": "Arc", + "chips": "Pépites de Destin", + "chipsB": "Bleues", + "chipsL": "légendaires", + "chipsR": "Rouges", + "chipsW": "Blanches", + "climbing": "Escalade", + "cognition": "Perception", + "combat": "Combat", + "commonRolls": "Jets courants", + "core": "Base", + "coreAttributes": "Attributs principaux", + "cost": "Coût", + "critical": "Critique", + "currentShots": "Munitions", + "damage": "Dégâts", + "defense": "Défense", + "deftness": "Dextérité", + "demolition": "Explosifs", + "device": "Dispositif", + "dice": "Dés", + "disguise": "Déguisement", + "dodge": "Esquive", + "driving": "Conduire", + "duration": "Durée", + "edges": "Atouts", + "equipment": "Équipement", + "faith": "Foi", + "favors": "Faveurs", + "fighting": "Combat", + "filching": "Dérober", + "gambling": "Parier", + "gizzards": "Gésiers", + "gmRollToggle": "Activer jets cachés", + "grit": "Trempe", + "guts": "Tripes", + "gutsAndGrit": "Tripes + Trempe", + "gutsw": "Tripes", + "hand": "Main", + "hand2hand": "Armes de corps-à-corps", + "heavy": "Lourde", + "hexes": "Hexs", + "hexslingin": "Hexslingin'", + "hindrances": "Handicaps", + "homeCounty": "Terre natale", + "horseRiding": "Équitation", + "inventions": "Inventions", + "knowledge": "Connaissances", + "language": "Langues", + "leadership": "Commandement", + "leftArm": "Bras Gauche", + "leftLeg": "Jambe Gauche", + "light": "Légère", + "location": "Emplacement", + "locationToggle": "Afficher emplacement", + "lockpicking": "Crocheter", + "lowerGuts": "Bas-ventre", + "madScience": "Sciences dingues", + "maimed": "Mutilé", + "maxWind": "Souffle Max", + "medicine": "Médecine", + "mien": "Charisme", + "miracle": "Miracle", + "miracles": "Miracles", + "misc": "Divers", + "money": "Argent", + "name": "Nom", + "nimbleness": "Agilité", + "nogging": "Tête", + "none": "Aucune", + "notes": "Notes", + "obsolete": "Données Obsolètes", + "occupation": "Occupation", + "off": "Non", + "on": "Oui", + "overawe": "Intimidation", + "pace": "Allure", + "performing": "Représentation", + "persuasion": "Persuasion", + "professional": "Carrière", + "quantity": "Quantité", + "quickDraw": "Dégainage rapide", + "quickness": "Rapidité", + "range": "Portée", + "reliability": "Fiabilité", + "result": "Résultat", + "ridicule": "Ridiculiser", + "rightArm": "Bras Droit", + "rightLeg": "Jambe Droite", + "ritual": "Rituel", + "rituals": "Rituels", + "rof": "CdT", + "science": "Sciences", + "scrounging": "Dénicher", + "scrutinize": "Scruter", + "search": "Fouiller", + "serious": "Grave", + "shaman": "Chaman", + "shooting": "Tir", + "shootingIronsAndSuch": "Armes à distance & autres", + "shots": "Coups", + "size": "Taille", + "skill": "Compétence", + "sleightofhand": "Passe-Passe", + "smarts": "Astuce", + "sneak": "Furtivité", + "special": "Spécial", + "speed": "Vitesse", + "speedload": "Recharge rapide", + "spirit": "Esprit", + "streetwise": "Expérience de la Rue", + "strength": "Force", + "survival": "Survie", + "swimming": "Nager", + "taleTell": "Éloquence", + "teamster": "Cond. attelage", + "throwing": "Lancer", + "tinkering": "Bricoler", + "tn": "SD", + "total": "Total", + "tracking": "Pister", + "trade": "Commerce", + "trait": "Trait", + "traits": "Attributs & Aptitudes", + "unspent": "Restant", + "upperGuts": "Boyaux", + "vigor": "Vigueur", + "weapon": "Arme", + "weaponDamage": "Dégâts d'arme", + "wind": "Souffle", + "worstNightmare": "Pire Cauchemars", + "wounds": "Blessures" +} \ No newline at end of file diff --git a/Deadlands Classic Anniversary - Improved/translations/he.json b/Deadlands Classic Anniversary - Improved/translations/he.json new file mode 100644 index 0000000000..31633a9c00 --- /dev/null +++ b/Deadlands Classic Anniversary - Improved/translations/he.json @@ -0,0 +1,148 @@ +{ + "academia": "Academia", + "ammo": "Ammo", + "ammoName": "Ammo Name", + "animalWrangling": "Animal Wranglin'", + "appeasement": "Appeasement", + "aptitude": "Aptitude", + "arcane": "Arcane Abilities", + "arcaneAbilities": "Arcane Abilities", + "areaKnowledge": "Area Knowledge", + "art": "Arts", + "artillery": "Artillery", + "blessed": "Blessed", + "bluff": "Bluff", + "bounty": "Bounty", + "bow": "Bow", + "chips": "Fate Chips", + "chipsB": "Blue", + "chipsL": "Legendary", + "chipsR": "Red", + "chipsW": "White", + "climbing": "Climbin'", + "cognition": "Cognition", + "combat": "Combat Stuff", + "commonRolls": "Common Rolls", + "core": "Core", + "coreAttributes": "Core Attributes", + "cost": "Cost", + "critical": "Critical", + "currentShots": "Ammo", + "damage": "Damage", + "defense": "Defense", + "deftness": "Deftness", + "demolition": "Demolition", + "device": "Device", + "dice": "Dice", + "disguise": "Disguise", + "dodge": "Dodge", + "driving": "Drivin'", + "duration": "Duration", + "edges": "Edges", + "equipment": "Equipment", + "faith": "Faith", + "favors": "Favors", + "fighting": "Fightin'", + "filching": "Filchin'", + "gambling": "Gamblin'", + "gizzards": "Gizzards", + "gmRollToggle": "GM Roll Toggle", + "grit": "Grit", + "guts": "Guts", + "gutsAndGrit": "Guts + Grit", + "gutsw": "Guts", + "hand": "Hand", + "hand2hand": "Hand-To-Hand Weapons", + "heavy": "Heavy", + "hexes": "Hexes", + "hexslingin": "Hexslingin'", + "hindrances": "Hindrances", + "homeCounty": "Home County", + "horseRiding": "Horse Ridin'", + "inventions": "Inventions", + "knowledge": "Knowledge", + "language": "Language", + "leadership": "Leadership", + "leftArm": "Left Arm", + "leftLeg": "Left Leg", + "light": "Light", + "location": "Location", + "locationToggle": "Location Toggle", + "lockpicking": "Lockpickin'", + "lowerGuts": "Lower Guts", + "madScience": "Mad Science", + "maimed": "Maimed", + "maxWind": "Max Wind", + "medicine": "Medicine", + "mien": "Mien", + "miracle": "Miracle", + "miracles": "Miracles", + "misc": "Misc", + "money": "Money", + "name": "Name", + "nimbleness": "Nimbleness", + "nogging": "Noggin'", + "none": "None", + "notes": "Notes", + "obsolete": "Obsolete Data", + "occupation": "Occupation", + "off": "Off", + "on": "On", + "overawe": "Overawe", + "pace": "Pace", + "performing": "Performin'", + "persuasion": "Persuasion", + "professional": "Professional", + "quantity": "Quantity", + "quickDraw": "Quick Draw", + "quickness": "Quickness", + "range": "Range", + "reliability": "Reliability", + "result": "Result", + "ridicule": "Ridicule", + "rightArm": "Right Arm", + "rightLeg": "Right Leg", + "ritual": "Ritual", + "rituals": "Rituals", + "rof": "RoF", + "science": "Science", + "scrounging": "Scroungin'", + "scrutinize": "Scrutinze", + "search": "Search", + "serious": "Serious", + "shaman": "Shaman", + "shooting": "Shootin'", + "shootingIronsAndSuch": "Shootin Irons & Such", + "shots": "Shots", + "size": "Size", + "skill": "Skill", + "sleightofhand": "Sleight o'Hand", + "smarts": "Smarts", + "sneak": "Sneak", + "special": "Special", + "speed": "Speed", + "speedload": "Speed Load", + "spirit": "Spirit", + "streetwise": "Streetwise", + "strength": "Strength", + "survival": "Survival", + "swimming": "Swimmin'", + "taleTell": "Tale Tellin'", + "teamster": "Teamster", + "throwing": "Throwin'", + "tinkering": "Tinkerin'", + "tn": "TN", + "total": "Total", + "tracking": "Trackin'", + "trade": "Trade", + "trait": "Trait", + "traits": "Traits & Aptitudes", + "unspent": "Unspent", + "upperGuts": "Upper Guts", + "vigor": "Vigor", + "weapon": "Weapon", + "weaponDamage": "Weapon Damage", + "wind": "Wind", + "worstNightmare": "Your Worst Nightmare", + "wounds": "Wounds" +} \ No newline at end of file diff --git a/Deadlands Classic Anniversary - Improved/translations/it.json b/Deadlands Classic Anniversary - Improved/translations/it.json new file mode 100644 index 0000000000..31633a9c00 --- /dev/null +++ b/Deadlands Classic Anniversary - Improved/translations/it.json @@ -0,0 +1,148 @@ +{ + "academia": "Academia", + "ammo": "Ammo", + "ammoName": "Ammo Name", + "animalWrangling": "Animal Wranglin'", + "appeasement": "Appeasement", + "aptitude": "Aptitude", + "arcane": "Arcane Abilities", + "arcaneAbilities": "Arcane Abilities", + "areaKnowledge": "Area Knowledge", + "art": "Arts", + "artillery": "Artillery", + "blessed": "Blessed", + "bluff": "Bluff", + "bounty": "Bounty", + "bow": "Bow", + "chips": "Fate Chips", + "chipsB": "Blue", + "chipsL": "Legendary", + "chipsR": "Red", + "chipsW": "White", + "climbing": "Climbin'", + "cognition": "Cognition", + "combat": "Combat Stuff", + "commonRolls": "Common Rolls", + "core": "Core", + "coreAttributes": "Core Attributes", + "cost": "Cost", + "critical": "Critical", + "currentShots": "Ammo", + "damage": "Damage", + "defense": "Defense", + "deftness": "Deftness", + "demolition": "Demolition", + "device": "Device", + "dice": "Dice", + "disguise": "Disguise", + "dodge": "Dodge", + "driving": "Drivin'", + "duration": "Duration", + "edges": "Edges", + "equipment": "Equipment", + "faith": "Faith", + "favors": "Favors", + "fighting": "Fightin'", + "filching": "Filchin'", + "gambling": "Gamblin'", + "gizzards": "Gizzards", + "gmRollToggle": "GM Roll Toggle", + "grit": "Grit", + "guts": "Guts", + "gutsAndGrit": "Guts + Grit", + "gutsw": "Guts", + "hand": "Hand", + "hand2hand": "Hand-To-Hand Weapons", + "heavy": "Heavy", + "hexes": "Hexes", + "hexslingin": "Hexslingin'", + "hindrances": "Hindrances", + "homeCounty": "Home County", + "horseRiding": "Horse Ridin'", + "inventions": "Inventions", + "knowledge": "Knowledge", + "language": "Language", + "leadership": "Leadership", + "leftArm": "Left Arm", + "leftLeg": "Left Leg", + "light": "Light", + "location": "Location", + "locationToggle": "Location Toggle", + "lockpicking": "Lockpickin'", + "lowerGuts": "Lower Guts", + "madScience": "Mad Science", + "maimed": "Maimed", + "maxWind": "Max Wind", + "medicine": "Medicine", + "mien": "Mien", + "miracle": "Miracle", + "miracles": "Miracles", + "misc": "Misc", + "money": "Money", + "name": "Name", + "nimbleness": "Nimbleness", + "nogging": "Noggin'", + "none": "None", + "notes": "Notes", + "obsolete": "Obsolete Data", + "occupation": "Occupation", + "off": "Off", + "on": "On", + "overawe": "Overawe", + "pace": "Pace", + "performing": "Performin'", + "persuasion": "Persuasion", + "professional": "Professional", + "quantity": "Quantity", + "quickDraw": "Quick Draw", + "quickness": "Quickness", + "range": "Range", + "reliability": "Reliability", + "result": "Result", + "ridicule": "Ridicule", + "rightArm": "Right Arm", + "rightLeg": "Right Leg", + "ritual": "Ritual", + "rituals": "Rituals", + "rof": "RoF", + "science": "Science", + "scrounging": "Scroungin'", + "scrutinize": "Scrutinze", + "search": "Search", + "serious": "Serious", + "shaman": "Shaman", + "shooting": "Shootin'", + "shootingIronsAndSuch": "Shootin Irons & Such", + "shots": "Shots", + "size": "Size", + "skill": "Skill", + "sleightofhand": "Sleight o'Hand", + "smarts": "Smarts", + "sneak": "Sneak", + "special": "Special", + "speed": "Speed", + "speedload": "Speed Load", + "spirit": "Spirit", + "streetwise": "Streetwise", + "strength": "Strength", + "survival": "Survival", + "swimming": "Swimmin'", + "taleTell": "Tale Tellin'", + "teamster": "Teamster", + "throwing": "Throwin'", + "tinkering": "Tinkerin'", + "tn": "TN", + "total": "Total", + "tracking": "Trackin'", + "trade": "Trade", + "trait": "Trait", + "traits": "Traits & Aptitudes", + "unspent": "Unspent", + "upperGuts": "Upper Guts", + "vigor": "Vigor", + "weapon": "Weapon", + "weaponDamage": "Weapon Damage", + "wind": "Wind", + "worstNightmare": "Your Worst Nightmare", + "wounds": "Wounds" +} \ No newline at end of file diff --git a/Deadlands Classic Anniversary - Improved/translations/ja.json b/Deadlands Classic Anniversary - Improved/translations/ja.json new file mode 100644 index 0000000000..31633a9c00 --- /dev/null +++ b/Deadlands Classic Anniversary - Improved/translations/ja.json @@ -0,0 +1,148 @@ +{ + "academia": "Academia", + "ammo": "Ammo", + "ammoName": "Ammo Name", + "animalWrangling": "Animal Wranglin'", + "appeasement": "Appeasement", + "aptitude": "Aptitude", + "arcane": "Arcane Abilities", + "arcaneAbilities": "Arcane Abilities", + "areaKnowledge": "Area Knowledge", + "art": "Arts", + "artillery": "Artillery", + "blessed": "Blessed", + "bluff": "Bluff", + "bounty": "Bounty", + "bow": "Bow", + "chips": "Fate Chips", + "chipsB": "Blue", + "chipsL": "Legendary", + "chipsR": "Red", + "chipsW": "White", + "climbing": "Climbin'", + "cognition": "Cognition", + "combat": "Combat Stuff", + "commonRolls": "Common Rolls", + "core": "Core", + "coreAttributes": "Core Attributes", + "cost": "Cost", + "critical": "Critical", + "currentShots": "Ammo", + "damage": "Damage", + "defense": "Defense", + "deftness": "Deftness", + "demolition": "Demolition", + "device": "Device", + "dice": "Dice", + "disguise": "Disguise", + "dodge": "Dodge", + "driving": "Drivin'", + "duration": "Duration", + "edges": "Edges", + "equipment": "Equipment", + "faith": "Faith", + "favors": "Favors", + "fighting": "Fightin'", + "filching": "Filchin'", + "gambling": "Gamblin'", + "gizzards": "Gizzards", + "gmRollToggle": "GM Roll Toggle", + "grit": "Grit", + "guts": "Guts", + "gutsAndGrit": "Guts + Grit", + "gutsw": "Guts", + "hand": "Hand", + "hand2hand": "Hand-To-Hand Weapons", + "heavy": "Heavy", + "hexes": "Hexes", + "hexslingin": "Hexslingin'", + "hindrances": "Hindrances", + "homeCounty": "Home County", + "horseRiding": "Horse Ridin'", + "inventions": "Inventions", + "knowledge": "Knowledge", + "language": "Language", + "leadership": "Leadership", + "leftArm": "Left Arm", + "leftLeg": "Left Leg", + "light": "Light", + "location": "Location", + "locationToggle": "Location Toggle", + "lockpicking": "Lockpickin'", + "lowerGuts": "Lower Guts", + "madScience": "Mad Science", + "maimed": "Maimed", + "maxWind": "Max Wind", + "medicine": "Medicine", + "mien": "Mien", + "miracle": "Miracle", + "miracles": "Miracles", + "misc": "Misc", + "money": "Money", + "name": "Name", + "nimbleness": "Nimbleness", + "nogging": "Noggin'", + "none": "None", + "notes": "Notes", + "obsolete": "Obsolete Data", + "occupation": "Occupation", + "off": "Off", + "on": "On", + "overawe": "Overawe", + "pace": "Pace", + "performing": "Performin'", + "persuasion": "Persuasion", + "professional": "Professional", + "quantity": "Quantity", + "quickDraw": "Quick Draw", + "quickness": "Quickness", + "range": "Range", + "reliability": "Reliability", + "result": "Result", + "ridicule": "Ridicule", + "rightArm": "Right Arm", + "rightLeg": "Right Leg", + "ritual": "Ritual", + "rituals": "Rituals", + "rof": "RoF", + "science": "Science", + "scrounging": "Scroungin'", + "scrutinize": "Scrutinze", + "search": "Search", + "serious": "Serious", + "shaman": "Shaman", + "shooting": "Shootin'", + "shootingIronsAndSuch": "Shootin Irons & Such", + "shots": "Shots", + "size": "Size", + "skill": "Skill", + "sleightofhand": "Sleight o'Hand", + "smarts": "Smarts", + "sneak": "Sneak", + "special": "Special", + "speed": "Speed", + "speedload": "Speed Load", + "spirit": "Spirit", + "streetwise": "Streetwise", + "strength": "Strength", + "survival": "Survival", + "swimming": "Swimmin'", + "taleTell": "Tale Tellin'", + "teamster": "Teamster", + "throwing": "Throwin'", + "tinkering": "Tinkerin'", + "tn": "TN", + "total": "Total", + "tracking": "Trackin'", + "trade": "Trade", + "trait": "Trait", + "traits": "Traits & Aptitudes", + "unspent": "Unspent", + "upperGuts": "Upper Guts", + "vigor": "Vigor", + "weapon": "Weapon", + "weaponDamage": "Weapon Damage", + "wind": "Wind", + "worstNightmare": "Your Worst Nightmare", + "wounds": "Wounds" +} \ No newline at end of file diff --git a/Deadlands Classic Anniversary - Improved/translations/ko.json b/Deadlands Classic Anniversary - Improved/translations/ko.json new file mode 100644 index 0000000000..31633a9c00 --- /dev/null +++ b/Deadlands Classic Anniversary - Improved/translations/ko.json @@ -0,0 +1,148 @@ +{ + "academia": "Academia", + "ammo": "Ammo", + "ammoName": "Ammo Name", + "animalWrangling": "Animal Wranglin'", + "appeasement": "Appeasement", + "aptitude": "Aptitude", + "arcane": "Arcane Abilities", + "arcaneAbilities": "Arcane Abilities", + "areaKnowledge": "Area Knowledge", + "art": "Arts", + "artillery": "Artillery", + "blessed": "Blessed", + "bluff": "Bluff", + "bounty": "Bounty", + "bow": "Bow", + "chips": "Fate Chips", + "chipsB": "Blue", + "chipsL": "Legendary", + "chipsR": "Red", + "chipsW": "White", + "climbing": "Climbin'", + "cognition": "Cognition", + "combat": "Combat Stuff", + "commonRolls": "Common Rolls", + "core": "Core", + "coreAttributes": "Core Attributes", + "cost": "Cost", + "critical": "Critical", + "currentShots": "Ammo", + "damage": "Damage", + "defense": "Defense", + "deftness": "Deftness", + "demolition": "Demolition", + "device": "Device", + "dice": "Dice", + "disguise": "Disguise", + "dodge": "Dodge", + "driving": "Drivin'", + "duration": "Duration", + "edges": "Edges", + "equipment": "Equipment", + "faith": "Faith", + "favors": "Favors", + "fighting": "Fightin'", + "filching": "Filchin'", + "gambling": "Gamblin'", + "gizzards": "Gizzards", + "gmRollToggle": "GM Roll Toggle", + "grit": "Grit", + "guts": "Guts", + "gutsAndGrit": "Guts + Grit", + "gutsw": "Guts", + "hand": "Hand", + "hand2hand": "Hand-To-Hand Weapons", + "heavy": "Heavy", + "hexes": "Hexes", + "hexslingin": "Hexslingin'", + "hindrances": "Hindrances", + "homeCounty": "Home County", + "horseRiding": "Horse Ridin'", + "inventions": "Inventions", + "knowledge": "Knowledge", + "language": "Language", + "leadership": "Leadership", + "leftArm": "Left Arm", + "leftLeg": "Left Leg", + "light": "Light", + "location": "Location", + "locationToggle": "Location Toggle", + "lockpicking": "Lockpickin'", + "lowerGuts": "Lower Guts", + "madScience": "Mad Science", + "maimed": "Maimed", + "maxWind": "Max Wind", + "medicine": "Medicine", + "mien": "Mien", + "miracle": "Miracle", + "miracles": "Miracles", + "misc": "Misc", + "money": "Money", + "name": "Name", + "nimbleness": "Nimbleness", + "nogging": "Noggin'", + "none": "None", + "notes": "Notes", + "obsolete": "Obsolete Data", + "occupation": "Occupation", + "off": "Off", + "on": "On", + "overawe": "Overawe", + "pace": "Pace", + "performing": "Performin'", + "persuasion": "Persuasion", + "professional": "Professional", + "quantity": "Quantity", + "quickDraw": "Quick Draw", + "quickness": "Quickness", + "range": "Range", + "reliability": "Reliability", + "result": "Result", + "ridicule": "Ridicule", + "rightArm": "Right Arm", + "rightLeg": "Right Leg", + "ritual": "Ritual", + "rituals": "Rituals", + "rof": "RoF", + "science": "Science", + "scrounging": "Scroungin'", + "scrutinize": "Scrutinze", + "search": "Search", + "serious": "Serious", + "shaman": "Shaman", + "shooting": "Shootin'", + "shootingIronsAndSuch": "Shootin Irons & Such", + "shots": "Shots", + "size": "Size", + "skill": "Skill", + "sleightofhand": "Sleight o'Hand", + "smarts": "Smarts", + "sneak": "Sneak", + "special": "Special", + "speed": "Speed", + "speedload": "Speed Load", + "spirit": "Spirit", + "streetwise": "Streetwise", + "strength": "Strength", + "survival": "Survival", + "swimming": "Swimmin'", + "taleTell": "Tale Tellin'", + "teamster": "Teamster", + "throwing": "Throwin'", + "tinkering": "Tinkerin'", + "tn": "TN", + "total": "Total", + "tracking": "Trackin'", + "trade": "Trade", + "trait": "Trait", + "traits": "Traits & Aptitudes", + "unspent": "Unspent", + "upperGuts": "Upper Guts", + "vigor": "Vigor", + "weapon": "Weapon", + "weaponDamage": "Weapon Damage", + "wind": "Wind", + "worstNightmare": "Your Worst Nightmare", + "wounds": "Wounds" +} \ No newline at end of file diff --git a/Deadlands Classic Anniversary - Improved/translations/nl.json b/Deadlands Classic Anniversary - Improved/translations/nl.json new file mode 100644 index 0000000000..31633a9c00 --- /dev/null +++ b/Deadlands Classic Anniversary - Improved/translations/nl.json @@ -0,0 +1,148 @@ +{ + "academia": "Academia", + "ammo": "Ammo", + "ammoName": "Ammo Name", + "animalWrangling": "Animal Wranglin'", + "appeasement": "Appeasement", + "aptitude": "Aptitude", + "arcane": "Arcane Abilities", + "arcaneAbilities": "Arcane Abilities", + "areaKnowledge": "Area Knowledge", + "art": "Arts", + "artillery": "Artillery", + "blessed": "Blessed", + "bluff": "Bluff", + "bounty": "Bounty", + "bow": "Bow", + "chips": "Fate Chips", + "chipsB": "Blue", + "chipsL": "Legendary", + "chipsR": "Red", + "chipsW": "White", + "climbing": "Climbin'", + "cognition": "Cognition", + "combat": "Combat Stuff", + "commonRolls": "Common Rolls", + "core": "Core", + "coreAttributes": "Core Attributes", + "cost": "Cost", + "critical": "Critical", + "currentShots": "Ammo", + "damage": "Damage", + "defense": "Defense", + "deftness": "Deftness", + "demolition": "Demolition", + "device": "Device", + "dice": "Dice", + "disguise": "Disguise", + "dodge": "Dodge", + "driving": "Drivin'", + "duration": "Duration", + "edges": "Edges", + "equipment": "Equipment", + "faith": "Faith", + "favors": "Favors", + "fighting": "Fightin'", + "filching": "Filchin'", + "gambling": "Gamblin'", + "gizzards": "Gizzards", + "gmRollToggle": "GM Roll Toggle", + "grit": "Grit", + "guts": "Guts", + "gutsAndGrit": "Guts + Grit", + "gutsw": "Guts", + "hand": "Hand", + "hand2hand": "Hand-To-Hand Weapons", + "heavy": "Heavy", + "hexes": "Hexes", + "hexslingin": "Hexslingin'", + "hindrances": "Hindrances", + "homeCounty": "Home County", + "horseRiding": "Horse Ridin'", + "inventions": "Inventions", + "knowledge": "Knowledge", + "language": "Language", + "leadership": "Leadership", + "leftArm": "Left Arm", + "leftLeg": "Left Leg", + "light": "Light", + "location": "Location", + "locationToggle": "Location Toggle", + "lockpicking": "Lockpickin'", + "lowerGuts": "Lower Guts", + "madScience": "Mad Science", + "maimed": "Maimed", + "maxWind": "Max Wind", + "medicine": "Medicine", + "mien": "Mien", + "miracle": "Miracle", + "miracles": "Miracles", + "misc": "Misc", + "money": "Money", + "name": "Name", + "nimbleness": "Nimbleness", + "nogging": "Noggin'", + "none": "None", + "notes": "Notes", + "obsolete": "Obsolete Data", + "occupation": "Occupation", + "off": "Off", + "on": "On", + "overawe": "Overawe", + "pace": "Pace", + "performing": "Performin'", + "persuasion": "Persuasion", + "professional": "Professional", + "quantity": "Quantity", + "quickDraw": "Quick Draw", + "quickness": "Quickness", + "range": "Range", + "reliability": "Reliability", + "result": "Result", + "ridicule": "Ridicule", + "rightArm": "Right Arm", + "rightLeg": "Right Leg", + "ritual": "Ritual", + "rituals": "Rituals", + "rof": "RoF", + "science": "Science", + "scrounging": "Scroungin'", + "scrutinize": "Scrutinze", + "search": "Search", + "serious": "Serious", + "shaman": "Shaman", + "shooting": "Shootin'", + "shootingIronsAndSuch": "Shootin Irons & Such", + "shots": "Shots", + "size": "Size", + "skill": "Skill", + "sleightofhand": "Sleight o'Hand", + "smarts": "Smarts", + "sneak": "Sneak", + "special": "Special", + "speed": "Speed", + "speedload": "Speed Load", + "spirit": "Spirit", + "streetwise": "Streetwise", + "strength": "Strength", + "survival": "Survival", + "swimming": "Swimmin'", + "taleTell": "Tale Tellin'", + "teamster": "Teamster", + "throwing": "Throwin'", + "tinkering": "Tinkerin'", + "tn": "TN", + "total": "Total", + "tracking": "Trackin'", + "trade": "Trade", + "trait": "Trait", + "traits": "Traits & Aptitudes", + "unspent": "Unspent", + "upperGuts": "Upper Guts", + "vigor": "Vigor", + "weapon": "Weapon", + "weaponDamage": "Weapon Damage", + "wind": "Wind", + "worstNightmare": "Your Worst Nightmare", + "wounds": "Wounds" +} \ No newline at end of file diff --git a/Deadlands Classic Anniversary - Improved/translations/pl.json b/Deadlands Classic Anniversary - Improved/translations/pl.json new file mode 100644 index 0000000000..31633a9c00 --- /dev/null +++ b/Deadlands Classic Anniversary - Improved/translations/pl.json @@ -0,0 +1,148 @@ +{ + "academia": "Academia", + "ammo": "Ammo", + "ammoName": "Ammo Name", + "animalWrangling": "Animal Wranglin'", + "appeasement": "Appeasement", + "aptitude": "Aptitude", + "arcane": "Arcane Abilities", + "arcaneAbilities": "Arcane Abilities", + "areaKnowledge": "Area Knowledge", + "art": "Arts", + "artillery": "Artillery", + "blessed": "Blessed", + "bluff": "Bluff", + "bounty": "Bounty", + "bow": "Bow", + "chips": "Fate Chips", + "chipsB": "Blue", + "chipsL": "Legendary", + "chipsR": "Red", + "chipsW": "White", + "climbing": "Climbin'", + "cognition": "Cognition", + "combat": "Combat Stuff", + "commonRolls": "Common Rolls", + "core": "Core", + "coreAttributes": "Core Attributes", + "cost": "Cost", + "critical": "Critical", + "currentShots": "Ammo", + "damage": "Damage", + "defense": "Defense", + "deftness": "Deftness", + "demolition": "Demolition", + "device": "Device", + "dice": "Dice", + "disguise": "Disguise", + "dodge": "Dodge", + "driving": "Drivin'", + "duration": "Duration", + "edges": "Edges", + "equipment": "Equipment", + "faith": "Faith", + "favors": "Favors", + "fighting": "Fightin'", + "filching": "Filchin'", + "gambling": "Gamblin'", + "gizzards": "Gizzards", + "gmRollToggle": "GM Roll Toggle", + "grit": "Grit", + "guts": "Guts", + "gutsAndGrit": "Guts + Grit", + "gutsw": "Guts", + "hand": "Hand", + "hand2hand": "Hand-To-Hand Weapons", + "heavy": "Heavy", + "hexes": "Hexes", + "hexslingin": "Hexslingin'", + "hindrances": "Hindrances", + "homeCounty": "Home County", + "horseRiding": "Horse Ridin'", + "inventions": "Inventions", + "knowledge": "Knowledge", + "language": "Language", + "leadership": "Leadership", + "leftArm": "Left Arm", + "leftLeg": "Left Leg", + "light": "Light", + "location": "Location", + "locationToggle": "Location Toggle", + "lockpicking": "Lockpickin'", + "lowerGuts": "Lower Guts", + "madScience": "Mad Science", + "maimed": "Maimed", + "maxWind": "Max Wind", + "medicine": "Medicine", + "mien": "Mien", + "miracle": "Miracle", + "miracles": "Miracles", + "misc": "Misc", + "money": "Money", + "name": "Name", + "nimbleness": "Nimbleness", + "nogging": "Noggin'", + "none": "None", + "notes": "Notes", + "obsolete": "Obsolete Data", + "occupation": "Occupation", + "off": "Off", + "on": "On", + "overawe": "Overawe", + "pace": "Pace", + "performing": "Performin'", + "persuasion": "Persuasion", + "professional": "Professional", + "quantity": "Quantity", + "quickDraw": "Quick Draw", + "quickness": "Quickness", + "range": "Range", + "reliability": "Reliability", + "result": "Result", + "ridicule": "Ridicule", + "rightArm": "Right Arm", + "rightLeg": "Right Leg", + "ritual": "Ritual", + "rituals": "Rituals", + "rof": "RoF", + "science": "Science", + "scrounging": "Scroungin'", + "scrutinize": "Scrutinze", + "search": "Search", + "serious": "Serious", + "shaman": "Shaman", + "shooting": "Shootin'", + "shootingIronsAndSuch": "Shootin Irons & Such", + "shots": "Shots", + "size": "Size", + "skill": "Skill", + "sleightofhand": "Sleight o'Hand", + "smarts": "Smarts", + "sneak": "Sneak", + "special": "Special", + "speed": "Speed", + "speedload": "Speed Load", + "spirit": "Spirit", + "streetwise": "Streetwise", + "strength": "Strength", + "survival": "Survival", + "swimming": "Swimmin'", + "taleTell": "Tale Tellin'", + "teamster": "Teamster", + "throwing": "Throwin'", + "tinkering": "Tinkerin'", + "tn": "TN", + "total": "Total", + "tracking": "Trackin'", + "trade": "Trade", + "trait": "Trait", + "traits": "Traits & Aptitudes", + "unspent": "Unspent", + "upperGuts": "Upper Guts", + "vigor": "Vigor", + "weapon": "Weapon", + "weaponDamage": "Weapon Damage", + "wind": "Wind", + "worstNightmare": "Your Worst Nightmare", + "wounds": "Wounds" +} \ No newline at end of file diff --git a/Deadlands Classic Anniversary - Improved/translations/pt.json b/Deadlands Classic Anniversary - Improved/translations/pt.json new file mode 100644 index 0000000000..31633a9c00 --- /dev/null +++ b/Deadlands Classic Anniversary - Improved/translations/pt.json @@ -0,0 +1,148 @@ +{ + "academia": "Academia", + "ammo": "Ammo", + "ammoName": "Ammo Name", + "animalWrangling": "Animal Wranglin'", + "appeasement": "Appeasement", + "aptitude": "Aptitude", + "arcane": "Arcane Abilities", + "arcaneAbilities": "Arcane Abilities", + "areaKnowledge": "Area Knowledge", + "art": "Arts", + "artillery": "Artillery", + "blessed": "Blessed", + "bluff": "Bluff", + "bounty": "Bounty", + "bow": "Bow", + "chips": "Fate Chips", + "chipsB": "Blue", + "chipsL": "Legendary", + "chipsR": "Red", + "chipsW": "White", + "climbing": "Climbin'", + "cognition": "Cognition", + "combat": "Combat Stuff", + "commonRolls": "Common Rolls", + "core": "Core", + "coreAttributes": "Core Attributes", + "cost": "Cost", + "critical": "Critical", + "currentShots": "Ammo", + "damage": "Damage", + "defense": "Defense", + "deftness": "Deftness", + "demolition": "Demolition", + "device": "Device", + "dice": "Dice", + "disguise": "Disguise", + "dodge": "Dodge", + "driving": "Drivin'", + "duration": "Duration", + "edges": "Edges", + "equipment": "Equipment", + "faith": "Faith", + "favors": "Favors", + "fighting": "Fightin'", + "filching": "Filchin'", + "gambling": "Gamblin'", + "gizzards": "Gizzards", + "gmRollToggle": "GM Roll Toggle", + "grit": "Grit", + "guts": "Guts", + "gutsAndGrit": "Guts + Grit", + "gutsw": "Guts", + "hand": "Hand", + "hand2hand": "Hand-To-Hand Weapons", + "heavy": "Heavy", + "hexes": "Hexes", + "hexslingin": "Hexslingin'", + "hindrances": "Hindrances", + "homeCounty": "Home County", + "horseRiding": "Horse Ridin'", + "inventions": "Inventions", + "knowledge": "Knowledge", + "language": "Language", + "leadership": "Leadership", + "leftArm": "Left Arm", + "leftLeg": "Left Leg", + "light": "Light", + "location": "Location", + "locationToggle": "Location Toggle", + "lockpicking": "Lockpickin'", + "lowerGuts": "Lower Guts", + "madScience": "Mad Science", + "maimed": "Maimed", + "maxWind": "Max Wind", + "medicine": "Medicine", + "mien": "Mien", + "miracle": "Miracle", + "miracles": "Miracles", + "misc": "Misc", + "money": "Money", + "name": "Name", + "nimbleness": "Nimbleness", + "nogging": "Noggin'", + "none": "None", + "notes": "Notes", + "obsolete": "Obsolete Data", + "occupation": "Occupation", + "off": "Off", + "on": "On", + "overawe": "Overawe", + "pace": "Pace", + "performing": "Performin'", + "persuasion": "Persuasion", + "professional": "Professional", + "quantity": "Quantity", + "quickDraw": "Quick Draw", + "quickness": "Quickness", + "range": "Range", + "reliability": "Reliability", + "result": "Result", + "ridicule": "Ridicule", + "rightArm": "Right Arm", + "rightLeg": "Right Leg", + "ritual": "Ritual", + "rituals": "Rituals", + "rof": "RoF", + "science": "Science", + "scrounging": "Scroungin'", + "scrutinize": "Scrutinze", + "search": "Search", + "serious": "Serious", + "shaman": "Shaman", + "shooting": "Shootin'", + "shootingIronsAndSuch": "Shootin Irons & Such", + "shots": "Shots", + "size": "Size", + "skill": "Skill", + "sleightofhand": "Sleight o'Hand", + "smarts": "Smarts", + "sneak": "Sneak", + "special": "Special", + "speed": "Speed", + "speedload": "Speed Load", + "spirit": "Spirit", + "streetwise": "Streetwise", + "strength": "Strength", + "survival": "Survival", + "swimming": "Swimmin'", + "taleTell": "Tale Tellin'", + "teamster": "Teamster", + "throwing": "Throwin'", + "tinkering": "Tinkerin'", + "tn": "TN", + "total": "Total", + "tracking": "Trackin'", + "trade": "Trade", + "trait": "Trait", + "traits": "Traits & Aptitudes", + "unspent": "Unspent", + "upperGuts": "Upper Guts", + "vigor": "Vigor", + "weapon": "Weapon", + "weaponDamage": "Weapon Damage", + "wind": "Wind", + "worstNightmare": "Your Worst Nightmare", + "wounds": "Wounds" +} \ No newline at end of file diff --git a/Deadlands Classic Anniversary - Improved/translations/ru.json b/Deadlands Classic Anniversary - Improved/translations/ru.json new file mode 100644 index 0000000000..31633a9c00 --- /dev/null +++ b/Deadlands Classic Anniversary - Improved/translations/ru.json @@ -0,0 +1,148 @@ +{ + "academia": "Academia", + "ammo": "Ammo", + "ammoName": "Ammo Name", + "animalWrangling": "Animal Wranglin'", + "appeasement": "Appeasement", + "aptitude": "Aptitude", + "arcane": "Arcane Abilities", + "arcaneAbilities": "Arcane Abilities", + "areaKnowledge": "Area Knowledge", + "art": "Arts", + "artillery": "Artillery", + "blessed": "Blessed", + "bluff": "Bluff", + "bounty": "Bounty", + "bow": "Bow", + "chips": "Fate Chips", + "chipsB": "Blue", + "chipsL": "Legendary", + "chipsR": "Red", + "chipsW": "White", + "climbing": "Climbin'", + "cognition": "Cognition", + "combat": "Combat Stuff", + "commonRolls": "Common Rolls", + "core": "Core", + "coreAttributes": "Core Attributes", + "cost": "Cost", + "critical": "Critical", + "currentShots": "Ammo", + "damage": "Damage", + "defense": "Defense", + "deftness": "Deftness", + "demolition": "Demolition", + "device": "Device", + "dice": "Dice", + "disguise": "Disguise", + "dodge": "Dodge", + "driving": "Drivin'", + "duration": "Duration", + "edges": "Edges", + "equipment": "Equipment", + "faith": "Faith", + "favors": "Favors", + "fighting": "Fightin'", + "filching": "Filchin'", + "gambling": "Gamblin'", + "gizzards": "Gizzards", + "gmRollToggle": "GM Roll Toggle", + "grit": "Grit", + "guts": "Guts", + "gutsAndGrit": "Guts + Grit", + "gutsw": "Guts", + "hand": "Hand", + "hand2hand": "Hand-To-Hand Weapons", + "heavy": "Heavy", + "hexes": "Hexes", + "hexslingin": "Hexslingin'", + "hindrances": "Hindrances", + "homeCounty": "Home County", + "horseRiding": "Horse Ridin'", + "inventions": "Inventions", + "knowledge": "Knowledge", + "language": "Language", + "leadership": "Leadership", + "leftArm": "Left Arm", + "leftLeg": "Left Leg", + "light": "Light", + "location": "Location", + "locationToggle": "Location Toggle", + "lockpicking": "Lockpickin'", + "lowerGuts": "Lower Guts", + "madScience": "Mad Science", + "maimed": "Maimed", + "maxWind": "Max Wind", + "medicine": "Medicine", + "mien": "Mien", + "miracle": "Miracle", + "miracles": "Miracles", + "misc": "Misc", + "money": "Money", + "name": "Name", + "nimbleness": "Nimbleness", + "nogging": "Noggin'", + "none": "None", + "notes": "Notes", + "obsolete": "Obsolete Data", + "occupation": "Occupation", + "off": "Off", + "on": "On", + "overawe": "Overawe", + "pace": "Pace", + "performing": "Performin'", + "persuasion": "Persuasion", + "professional": "Professional", + "quantity": "Quantity", + "quickDraw": "Quick Draw", + "quickness": "Quickness", + "range": "Range", + "reliability": "Reliability", + "result": "Result", + "ridicule": "Ridicule", + "rightArm": "Right Arm", + "rightLeg": "Right Leg", + "ritual": "Ritual", + "rituals": "Rituals", + "rof": "RoF", + "science": "Science", + "scrounging": "Scroungin'", + "scrutinize": "Scrutinze", + "search": "Search", + "serious": "Serious", + "shaman": "Shaman", + "shooting": "Shootin'", + "shootingIronsAndSuch": "Shootin Irons & Such", + "shots": "Shots", + "size": "Size", + "skill": "Skill", + "sleightofhand": "Sleight o'Hand", + "smarts": "Smarts", + "sneak": "Sneak", + "special": "Special", + "speed": "Speed", + "speedload": "Speed Load", + "spirit": "Spirit", + "streetwise": "Streetwise", + "strength": "Strength", + "survival": "Survival", + "swimming": "Swimmin'", + "taleTell": "Tale Tellin'", + "teamster": "Teamster", + "throwing": "Throwin'", + "tinkering": "Tinkerin'", + "tn": "TN", + "total": "Total", + "tracking": "Trackin'", + "trade": "Trade", + "trait": "Trait", + "traits": "Traits & Aptitudes", + "unspent": "Unspent", + "upperGuts": "Upper Guts", + "vigor": "Vigor", + "weapon": "Weapon", + "weaponDamage": "Weapon Damage", + "wind": "Wind", + "worstNightmare": "Your Worst Nightmare", + "wounds": "Wounds" +} \ No newline at end of file diff --git a/Deadlands Classic Anniversary - Improved/translations/sv.json b/Deadlands Classic Anniversary - Improved/translations/sv.json new file mode 100644 index 0000000000..31633a9c00 --- /dev/null +++ b/Deadlands Classic Anniversary - Improved/translations/sv.json @@ -0,0 +1,148 @@ +{ + "academia": "Academia", + "ammo": "Ammo", + "ammoName": "Ammo Name", + "animalWrangling": "Animal Wranglin'", + "appeasement": "Appeasement", + "aptitude": "Aptitude", + "arcane": "Arcane Abilities", + "arcaneAbilities": "Arcane Abilities", + "areaKnowledge": "Area Knowledge", + "art": "Arts", + "artillery": "Artillery", + "blessed": "Blessed", + "bluff": "Bluff", + "bounty": "Bounty", + "bow": "Bow", + "chips": "Fate Chips", + "chipsB": "Blue", + "chipsL": "Legendary", + "chipsR": "Red", + "chipsW": "White", + "climbing": "Climbin'", + "cognition": "Cognition", + "combat": "Combat Stuff", + "commonRolls": "Common Rolls", + "core": "Core", + "coreAttributes": "Core Attributes", + "cost": "Cost", + "critical": "Critical", + "currentShots": "Ammo", + "damage": "Damage", + "defense": "Defense", + "deftness": "Deftness", + "demolition": "Demolition", + "device": "Device", + "dice": "Dice", + "disguise": "Disguise", + "dodge": "Dodge", + "driving": "Drivin'", + "duration": "Duration", + "edges": "Edges", + "equipment": "Equipment", + "faith": "Faith", + "favors": "Favors", + "fighting": "Fightin'", + "filching": "Filchin'", + "gambling": "Gamblin'", + "gizzards": "Gizzards", + "gmRollToggle": "GM Roll Toggle", + "grit": "Grit", + "guts": "Guts", + "gutsAndGrit": "Guts + Grit", + "gutsw": "Guts", + "hand": "Hand", + "hand2hand": "Hand-To-Hand Weapons", + "heavy": "Heavy", + "hexes": "Hexes", + "hexslingin": "Hexslingin'", + "hindrances": "Hindrances", + "homeCounty": "Home County", + "horseRiding": "Horse Ridin'", + "inventions": "Inventions", + "knowledge": "Knowledge", + "language": "Language", + "leadership": "Leadership", + "leftArm": "Left Arm", + "leftLeg": "Left Leg", + "light": "Light", + "location": "Location", + "locationToggle": "Location Toggle", + "lockpicking": "Lockpickin'", + "lowerGuts": "Lower Guts", + "madScience": "Mad Science", + "maimed": "Maimed", + "maxWind": "Max Wind", + "medicine": "Medicine", + "mien": "Mien", + "miracle": "Miracle", + "miracles": "Miracles", + "misc": "Misc", + "money": "Money", + "name": "Name", + "nimbleness": "Nimbleness", + "nogging": "Noggin'", + "none": "None", + "notes": "Notes", + "obsolete": "Obsolete Data", + "occupation": "Occupation", + "off": "Off", + "on": "On", + "overawe": "Overawe", + "pace": "Pace", + "performing": "Performin'", + "persuasion": "Persuasion", + "professional": "Professional", + "quantity": "Quantity", + "quickDraw": "Quick Draw", + "quickness": "Quickness", + "range": "Range", + "reliability": "Reliability", + "result": "Result", + "ridicule": "Ridicule", + "rightArm": "Right Arm", + "rightLeg": "Right Leg", + "ritual": "Ritual", + "rituals": "Rituals", + "rof": "RoF", + "science": "Science", + "scrounging": "Scroungin'", + "scrutinize": "Scrutinze", + "search": "Search", + "serious": "Serious", + "shaman": "Shaman", + "shooting": "Shootin'", + "shootingIronsAndSuch": "Shootin Irons & Such", + "shots": "Shots", + "size": "Size", + "skill": "Skill", + "sleightofhand": "Sleight o'Hand", + "smarts": "Smarts", + "sneak": "Sneak", + "special": "Special", + "speed": "Speed", + "speedload": "Speed Load", + "spirit": "Spirit", + "streetwise": "Streetwise", + "strength": "Strength", + "survival": "Survival", + "swimming": "Swimmin'", + "taleTell": "Tale Tellin'", + "teamster": "Teamster", + "throwing": "Throwin'", + "tinkering": "Tinkerin'", + "tn": "TN", + "total": "Total", + "tracking": "Trackin'", + "trade": "Trade", + "trait": "Trait", + "traits": "Traits & Aptitudes", + "unspent": "Unspent", + "upperGuts": "Upper Guts", + "vigor": "Vigor", + "weapon": "Weapon", + "weaponDamage": "Weapon Damage", + "wind": "Wind", + "worstNightmare": "Your Worst Nightmare", + "wounds": "Wounds" +} \ No newline at end of file diff --git a/Deadlands Classic Anniversary - Improved/translations/tr.json b/Deadlands Classic Anniversary - Improved/translations/tr.json new file mode 100644 index 0000000000..31633a9c00 --- /dev/null +++ b/Deadlands Classic Anniversary - Improved/translations/tr.json @@ -0,0 +1,148 @@ +{ + "academia": "Academia", + "ammo": "Ammo", + "ammoName": "Ammo Name", + "animalWrangling": "Animal Wranglin'", + "appeasement": "Appeasement", + "aptitude": "Aptitude", + "arcane": "Arcane Abilities", + "arcaneAbilities": "Arcane Abilities", + "areaKnowledge": "Area Knowledge", + "art": "Arts", + "artillery": "Artillery", + "blessed": "Blessed", + "bluff": "Bluff", + "bounty": "Bounty", + "bow": "Bow", + "chips": "Fate Chips", + "chipsB": "Blue", + "chipsL": "Legendary", + "chipsR": "Red", + "chipsW": "White", + "climbing": "Climbin'", + "cognition": "Cognition", + "combat": "Combat Stuff", + "commonRolls": "Common Rolls", + "core": "Core", + "coreAttributes": "Core Attributes", + "cost": "Cost", + "critical": "Critical", + "currentShots": "Ammo", + "damage": "Damage", + "defense": "Defense", + "deftness": "Deftness", + "demolition": "Demolition", + "device": "Device", + "dice": "Dice", + "disguise": "Disguise", + "dodge": "Dodge", + "driving": "Drivin'", + "duration": "Duration", + "edges": "Edges", + "equipment": "Equipment", + "faith": "Faith", + "favors": "Favors", + "fighting": "Fightin'", + "filching": "Filchin'", + "gambling": "Gamblin'", + "gizzards": "Gizzards", + "gmRollToggle": "GM Roll Toggle", + "grit": "Grit", + "guts": "Guts", + "gutsAndGrit": "Guts + Grit", + "gutsw": "Guts", + "hand": "Hand", + "hand2hand": "Hand-To-Hand Weapons", + "heavy": "Heavy", + "hexes": "Hexes", + "hexslingin": "Hexslingin'", + "hindrances": "Hindrances", + "homeCounty": "Home County", + "horseRiding": "Horse Ridin'", + "inventions": "Inventions", + "knowledge": "Knowledge", + "language": "Language", + "leadership": "Leadership", + "leftArm": "Left Arm", + "leftLeg": "Left Leg", + "light": "Light", + "location": "Location", + "locationToggle": "Location Toggle", + "lockpicking": "Lockpickin'", + "lowerGuts": "Lower Guts", + "madScience": "Mad Science", + "maimed": "Maimed", + "maxWind": "Max Wind", + "medicine": "Medicine", + "mien": "Mien", + "miracle": "Miracle", + "miracles": "Miracles", + "misc": "Misc", + "money": "Money", + "name": "Name", + "nimbleness": "Nimbleness", + "nogging": "Noggin'", + "none": "None", + "notes": "Notes", + "obsolete": "Obsolete Data", + "occupation": "Occupation", + "off": "Off", + "on": "On", + "overawe": "Overawe", + "pace": "Pace", + "performing": "Performin'", + "persuasion": "Persuasion", + "professional": "Professional", + "quantity": "Quantity", + "quickDraw": "Quick Draw", + "quickness": "Quickness", + "range": "Range", + "reliability": "Reliability", + "result": "Result", + "ridicule": "Ridicule", + "rightArm": "Right Arm", + "rightLeg": "Right Leg", + "ritual": "Ritual", + "rituals": "Rituals", + "rof": "RoF", + "science": "Science", + "scrounging": "Scroungin'", + "scrutinize": "Scrutinze", + "search": "Search", + "serious": "Serious", + "shaman": "Shaman", + "shooting": "Shootin'", + "shootingIronsAndSuch": "Shootin Irons & Such", + "shots": "Shots", + "size": "Size", + "skill": "Skill", + "sleightofhand": "Sleight o'Hand", + "smarts": "Smarts", + "sneak": "Sneak", + "special": "Special", + "speed": "Speed", + "speedload": "Speed Load", + "spirit": "Spirit", + "streetwise": "Streetwise", + "strength": "Strength", + "survival": "Survival", + "swimming": "Swimmin'", + "taleTell": "Tale Tellin'", + "teamster": "Teamster", + "throwing": "Throwin'", + "tinkering": "Tinkerin'", + "tn": "TN", + "total": "Total", + "tracking": "Trackin'", + "trade": "Trade", + "trait": "Trait", + "traits": "Traits & Aptitudes", + "unspent": "Unspent", + "upperGuts": "Upper Guts", + "vigor": "Vigor", + "weapon": "Weapon", + "weaponDamage": "Weapon Damage", + "wind": "Wind", + "worstNightmare": "Your Worst Nightmare", + "wounds": "Wounds" +} \ No newline at end of file diff --git a/Deadlands Classic Anniversary - Improved/translations/zh.json b/Deadlands Classic Anniversary - Improved/translations/zh.json new file mode 100644 index 0000000000..31633a9c00 --- /dev/null +++ b/Deadlands Classic Anniversary - Improved/translations/zh.json @@ -0,0 +1,148 @@ +{ + "academia": "Academia", + "ammo": "Ammo", + "ammoName": "Ammo Name", + "animalWrangling": "Animal Wranglin'", + "appeasement": "Appeasement", + "aptitude": "Aptitude", + "arcane": "Arcane Abilities", + "arcaneAbilities": "Arcane Abilities", + "areaKnowledge": "Area Knowledge", + "art": "Arts", + "artillery": "Artillery", + "blessed": "Blessed", + "bluff": "Bluff", + "bounty": "Bounty", + "bow": "Bow", + "chips": "Fate Chips", + "chipsB": "Blue", + "chipsL": "Legendary", + "chipsR": "Red", + "chipsW": "White", + "climbing": "Climbin'", + "cognition": "Cognition", + "combat": "Combat Stuff", + "commonRolls": "Common Rolls", + "core": "Core", + "coreAttributes": "Core Attributes", + "cost": "Cost", + "critical": "Critical", + "currentShots": "Ammo", + "damage": "Damage", + "defense": "Defense", + "deftness": "Deftness", + "demolition": "Demolition", + "device": "Device", + "dice": "Dice", + "disguise": "Disguise", + "dodge": "Dodge", + "driving": "Drivin'", + "duration": "Duration", + "edges": "Edges", + "equipment": "Equipment", + "faith": "Faith", + "favors": "Favors", + "fighting": "Fightin'", + "filching": "Filchin'", + "gambling": "Gamblin'", + "gizzards": "Gizzards", + "gmRollToggle": "GM Roll Toggle", + "grit": "Grit", + "guts": "Guts", + "gutsAndGrit": "Guts + Grit", + "gutsw": "Guts", + "hand": "Hand", + "hand2hand": "Hand-To-Hand Weapons", + "heavy": "Heavy", + "hexes": "Hexes", + "hexslingin": "Hexslingin'", + "hindrances": "Hindrances", + "homeCounty": "Home County", + "horseRiding": "Horse Ridin'", + "inventions": "Inventions", + "knowledge": "Knowledge", + "language": "Language", + "leadership": "Leadership", + "leftArm": "Left Arm", + "leftLeg": "Left Leg", + "light": "Light", + "location": "Location", + "locationToggle": "Location Toggle", + "lockpicking": "Lockpickin'", + "lowerGuts": "Lower Guts", + "madScience": "Mad Science", + "maimed": "Maimed", + "maxWind": "Max Wind", + "medicine": "Medicine", + "mien": "Mien", + "miracle": "Miracle", + "miracles": "Miracles", + "misc": "Misc", + "money": "Money", + "name": "Name", + "nimbleness": "Nimbleness", + "nogging": "Noggin'", + "none": "None", + "notes": "Notes", + "obsolete": "Obsolete Data", + "occupation": "Occupation", + "off": "Off", + "on": "On", + "overawe": "Overawe", + "pace": "Pace", + "performing": "Performin'", + "persuasion": "Persuasion", + "professional": "Professional", + "quantity": "Quantity", + "quickDraw": "Quick Draw", + "quickness": "Quickness", + "range": "Range", + "reliability": "Reliability", + "result": "Result", + "ridicule": "Ridicule", + "rightArm": "Right Arm", + "rightLeg": "Right Leg", + "ritual": "Ritual", + "rituals": "Rituals", + "rof": "RoF", + "science": "Science", + "scrounging": "Scroungin'", + "scrutinize": "Scrutinze", + "search": "Search", + "serious": "Serious", + "shaman": "Shaman", + "shooting": "Shootin'", + "shootingIronsAndSuch": "Shootin Irons & Such", + "shots": "Shots", + "size": "Size", + "skill": "Skill", + "sleightofhand": "Sleight o'Hand", + "smarts": "Smarts", + "sneak": "Sneak", + "special": "Special", + "speed": "Speed", + "speedload": "Speed Load", + "spirit": "Spirit", + "streetwise": "Streetwise", + "strength": "Strength", + "survival": "Survival", + "swimming": "Swimmin'", + "taleTell": "Tale Tellin'", + "teamster": "Teamster", + "throwing": "Throwin'", + "tinkering": "Tinkerin'", + "tn": "TN", + "total": "Total", + "tracking": "Trackin'", + "trade": "Trade", + "trait": "Trait", + "traits": "Traits & Aptitudes", + "unspent": "Unspent", + "upperGuts": "Upper Guts", + "vigor": "Vigor", + "weapon": "Weapon", + "weaponDamage": "Weapon Damage", + "wind": "Wind", + "worstNightmare": "Your Worst Nightmare", + "wounds": "Wounds" +} \ No newline at end of file diff --git a/Deadlands Classic Anniversary - Improved/translations/zu.json b/Deadlands Classic Anniversary - Improved/translations/zu.json new file mode 100644 index 0000000000..dc8ba0cb27 --- /dev/null +++ b/Deadlands Classic Anniversary - Improved/translations/zu.json @@ -0,0 +1,148 @@ +{ + "academia": "crwdns152038:0crwdne152038:0", + "ammo": "crwdns152040:0crwdne152040:0", + "ammoName": "crwdns152042:0crwdne152042:0", + "animalWrangling": "crwdns152044:0crwdne152044:0", + "appeasement": "crwdns152046:0crwdne152046:0", + "aptitude": "crwdns152048:0crwdne152048:0", + "arcane": "crwdns152050:0crwdne152050:0", + "arcaneAbilities": "crwdns152052:0crwdne152052:0", + "areaKnowledge": "crwdns152054:0crwdne152054:0", + "art": "crwdns152056:0crwdne152056:0", + "artillery": "crwdns152058:0crwdne152058:0", + "blessed": "crwdns152060:0crwdne152060:0", + "bluff": "crwdns152062:0crwdne152062:0", + "bounty": "crwdns152064:0crwdne152064:0", + "bow": "crwdns152066:0crwdne152066:0", + "chips": "crwdns152068:0crwdne152068:0", + "chipsB": "crwdns152070:0crwdne152070:0", + "chipsL": "crwdns152072:0crwdne152072:0", + "chipsR": "crwdns152074:0crwdne152074:0", + "chipsW": "crwdns152076:0crwdne152076:0", + "climbing": "crwdns152078:0crwdne152078:0", + "cognition": "crwdns152080:0crwdne152080:0", + "combat": "crwdns152082:0crwdne152082:0", + "commonRolls": "crwdns152084:0crwdne152084:0", + "core": "crwdns152086:0crwdne152086:0", + "coreAttributes": "crwdns152088:0crwdne152088:0", + "cost": "crwdns152090:0crwdne152090:0", + "critical": "crwdns152092:0crwdne152092:0", + "currentShots": "crwdns152094:0crwdne152094:0", + "damage": "crwdns152096:0crwdne152096:0", + "defense": "crwdns152098:0crwdne152098:0", + "deftness": "crwdns152100:0crwdne152100:0", + "demolition": "crwdns152102:0crwdne152102:0", + "device": "crwdns152104:0crwdne152104:0", + "dice": "crwdns152106:0crwdne152106:0", + "disguise": "crwdns152108:0crwdne152108:0", + "dodge": "crwdns152110:0crwdne152110:0", + "driving": "crwdns152112:0crwdne152112:0", + "duration": "crwdns152114:0crwdne152114:0", + "edges": "crwdns152116:0crwdne152116:0", + "equipment": "crwdns152118:0crwdne152118:0", + "faith": "crwdns152120:0crwdne152120:0", + "favors": "crwdns152122:0crwdne152122:0", + "fighting": "crwdns152124:0crwdne152124:0", + "filching": "crwdns152126:0crwdne152126:0", + "gambling": "crwdns152128:0crwdne152128:0", + "gizzards": "crwdns152130:0crwdne152130:0", + "gmRollToggle": "crwdns152132:0crwdne152132:0", + "grit": "crwdns152134:0crwdne152134:0", + "guts": "crwdns152136:0crwdne152136:0", + "gutsAndGrit": "crwdns152138:0crwdne152138:0", + "gutsw": "crwdns152140:0crwdne152140:0", + "hand": "crwdns152142:0crwdne152142:0", + "hand2hand": "crwdns152144:0crwdne152144:0", + "heavy": "crwdns152146:0crwdne152146:0", + "hexes": "crwdns152148:0crwdne152148:0", + "hexslingin": "crwdns152150:0crwdne152150:0", + "hindrances": "crwdns152152:0crwdne152152:0", + "homeCounty": "crwdns152154:0crwdne152154:0", + "horseRiding": "crwdns152156:0crwdne152156:0", + "inventions": "crwdns152158:0crwdne152158:0", + "knowledge": "crwdns152160:0crwdne152160:0", + "language": "crwdns152162:0crwdne152162:0", + "leadership": "crwdns152164:0crwdne152164:0", + "leftArm": "crwdns152166:0crwdne152166:0", + "leftLeg": "crwdns152168:0crwdne152168:0", + "light": "crwdns152170:0crwdne152170:0", + "location": "crwdns152172:0crwdne152172:0", + "locationToggle": "crwdns152174:0crwdne152174:0", + "lockpicking": "crwdns152176:0crwdne152176:0", + "lowerGuts": "crwdns152178:0crwdne152178:0", + "madScience": "crwdns152180:0crwdne152180:0", + "maimed": "crwdns152182:0crwdne152182:0", + "maxWind": "crwdns152184:0crwdne152184:0", + "medicine": "crwdns152186:0crwdne152186:0", + "mien": "crwdns152188:0crwdne152188:0", + "miracle": "crwdns152190:0crwdne152190:0", + "miracles": "crwdns152192:0crwdne152192:0", + "misc": "crwdns152194:0crwdne152194:0", + "money": "crwdns152196:0crwdne152196:0", + "name": "crwdns152198:0crwdne152198:0", + "nimbleness": "crwdns152200:0crwdne152200:0", + "nogging": "crwdns152202:0crwdne152202:0", + "none": "crwdns152204:0crwdne152204:0", + "notes": "crwdns152206:0crwdne152206:0", + "obsolete": "crwdns152208:0crwdne152208:0", + "occupation": "crwdns152210:0crwdne152210:0", + "off": "crwdns152212:0crwdne152212:0", + "on": "crwdns152214:0crwdne152214:0", + "overawe": "crwdns152216:0crwdne152216:0", + "pace": "crwdns152218:0crwdne152218:0", + "performing": "crwdns152220:0crwdne152220:0", + "persuasion": "crwdns152222:0crwdne152222:0", + "professional": "crwdns152224:0crwdne152224:0", + "quantity": "crwdns152226:0crwdne152226:0", + "quickDraw": "crwdns152228:0crwdne152228:0", + "quickness": "crwdns152230:0crwdne152230:0", + "range": "crwdns152232:0crwdne152232:0", + "reliability": "crwdns152234:0crwdne152234:0", + "result": "crwdns152236:0crwdne152236:0", + "ridicule": "crwdns152238:0crwdne152238:0", + "rightArm": "crwdns152240:0crwdne152240:0", + "rightLeg": "crwdns152242:0crwdne152242:0", + "ritual": "crwdns152244:0crwdne152244:0", + "rituals": "crwdns152246:0crwdne152246:0", + "rof": "crwdns152248:0crwdne152248:0", + "science": "crwdns152250:0crwdne152250:0", + "scrounging": "crwdns152252:0crwdne152252:0", + "scrutinize": "crwdns152254:0crwdne152254:0", + "search": "crwdns152256:0crwdne152256:0", + "serious": "crwdns152258:0crwdne152258:0", + "shaman": "crwdns152260:0crwdne152260:0", + "shooting": "crwdns152262:0crwdne152262:0", + "shootingIronsAndSuch": "crwdns152264:0crwdne152264:0", + "shots": "crwdns152266:0crwdne152266:0", + "size": "crwdns152268:0crwdne152268:0", + "skill": "crwdns152270:0crwdne152270:0", + "sleightofhand": "crwdns152272:0crwdne152272:0", + "smarts": "crwdns152274:0crwdne152274:0", + "sneak": "crwdns152276:0crwdne152276:0", + "special": "crwdns152278:0crwdne152278:0", + "speed": "crwdns152280:0crwdne152280:0", + "speedload": "crwdns152282:0crwdne152282:0", + "spirit": "crwdns152284:0crwdne152284:0", + "streetwise": "crwdns152286:0crwdne152286:0", + "strength": "crwdns152288:0crwdne152288:0", + "survival": "crwdns152290:0crwdne152290:0", + "swimming": "crwdns152292:0crwdne152292:0", + "taleTell": "crwdns152294:0crwdne152294:0", + "teamster": "crwdns152296:0crwdne152296:0", + "throwing": "crwdns152298:0crwdne152298:0", + "tinkering": "crwdns152300:0crwdne152300:0", + "tn": "crwdns152302:0crwdne152302:0", + "total": "crwdns152304:0crwdne152304:0", + "tracking": "crwdns152306:0crwdne152306:0", + "trade": "crwdns152308:0crwdne152308:0", + "trait": "crwdns152310:0crwdne152310:0", + "traits": "crwdns152312:0crwdne152312:0", + "unspent": "crwdns152314:0crwdne152314:0", + "upperGuts": "crwdns152316:0crwdne152316:0", + "vigor": "crwdns152318:0crwdne152318:0", + "weapon": "crwdns152320:0crwdne152320:0", + "weaponDamage": "crwdns152322:0crwdne152322:0", + "wind": "crwdns152324:0crwdne152324:0", + "worstNightmare": "crwdns152326:0crwdne152326:0", + "wounds": "crwdns152328:0crwdne152328:0" +} \ No newline at end of file diff --git a/Degenesis/Degenesis.css b/Degenesis/Degenesis.css index 3f5c9e89a1..7f0c050827 100644 --- a/Degenesis/Degenesis.css +++ b/Degenesis/Degenesis.css @@ -84,7 +84,7 @@ */ /* general */ .sheet-Main { - background-image:url("http://i65.tinypic.com/2a6p20g.jpg"); + background-image:url("https://zupimages.net/up/20/19/fxnw.png"); background-size: 815px; background-repeat: repeat-y; padding-right: 11px; @@ -97,7 +97,7 @@ select {margin-bottom: 1px;} textarea{ resize:none;} .sheet-info, .sheet-info-orientation, .sheet-info-croyance {font-family: "Courier New", Courier, monospace;} .sheet-input-info { - width: 130px; + width: 100px; box-shadow: none; border-width: 0px 0px 1px; border-style: none none dotted; @@ -106,6 +106,51 @@ textarea{ resize:none;} padding: 0px; background-color: transparent; } +.sheet-input-info2 { + width: 230px; + box-shadow: none; + border-width: 0px 0px 1px; + border-style: none none dotted; + border-color: -moz-use-text-color; + border-radius: inherit; + padding: 0px; + background-color: transparent; + font-size: 10px; +} +.sheet-input-info3 { + width: 230px; + box-shadow: none; + border-width: 0px 0px 1px; + border-style: none none dotted; + border-color: -moz-use-text-color; + border-radius: inherit; + padding: 0px; + background-color: transparent; +} +.sheet-textarea-info-legacy { + width: 220px; + box-shadow: none; + border-width: 0px 0px 1px; + border: none; + border-color: -moz-use-text-color; + border-radius: inherit; + padding: 0px; + background-color: transparent; + max-height: 80px; +} +.sheet-textarea-info-modifiers, .sheet-textarea-info-complications { + width: 370px; + box-shadow: none; + border-width: 0px 0px 1px; + border: none; + border-color: -moz-use-text-color; + border-radius: inherit; + padding: 0px; + background-color: transparent; + max-height: 80px; + padding-top: 10px; + padding-bottom: 5px; +} .sheet-infoname, .sheet-infoputname { font-size: 20px; @@ -149,7 +194,7 @@ textarea{ resize:none;} } .sheet-carac-attr { font-family: "Courier New", Courier, monospace; - background-image:url("http://i67.tinypic.com/2wf5jjr.png"); + background-image:url("https://zupimages.net/up/20/19/x7a0.png"); background-repeat:no-repeat; background-position: right; color: white; @@ -160,14 +205,14 @@ textarea{ resize:none;} margin-left: 5px; } .sheet-carac-div { - background-image:url("http://i67.tinypic.com/2wf5jjr.png"); + background-image:url("https://zupimages.net/up/20/19/x7a0.png"); background-repeat:no-repeat; background-position: left; } /* Ent�te et pied */ .sheet-footer { - background-image:url("http://i67.tinypic.com/aabsbq.png"); + background-image:url("https://zupimages.net/up/20/19/an9z.png"); background-repeat: no-repeat; padding-top: 15px; color: white; @@ -259,15 +304,20 @@ textarea{ resize:none;} .sheet-gen { margin-bottom: 20px; - width: 850px; + width: 900px; + height: 150px; } .sheet-tab-info1, .sheet-tab-info2 { - width: 270px; + width: 240px; + padding-left: 5px; + padding-right: 5px; } -.sheet-tab-info1 { - padding-left: 80px; - padding-right: 130px; +.sheet-tab-info3 { + width: 250px; + padding-left: 10px; + padding-right: 10px; } + .sheet-tab-info0 { margin-left: 260px; } @@ -317,6 +367,13 @@ textarea{ resize:none;} } .sheet-tab-ori .sheet-carac-div { background-image: none; + width: 200px; +} +.sheet-tab-modicompl { + background-image: none; + width: 400px; + margin-left: -50px; + margin-top: 20px; } .sheet-tab-ori .sheet-comp { color: white; @@ -361,7 +418,7 @@ textarea{ resize:none;} padding-right: 5px; } .sheet-status { - background-image:url("http://i67.tinypic.com/14nz61u.png"); + background-image:url("https://zupimages.net/up/20/19/kqdy.png"); background-repeat: no-repeat; background-position: center; height: 450px; @@ -531,9 +588,16 @@ textarea{ resize:none;} .sheet-line1, .sheet-tab-aide { margin-top: 10px; } -.sheet-tab-potspe { +.sheet-tab-potspescarmain { margin-top: 10px; } +.sheet-tab-relation { + vertical-align: top; + margin-top: 10px; +} +.sheet-tab-potspe { + vertical-align: top; +} .sheet-caract, .sheet-caract-primaire, .sheet-caract-concentration { width: 36px; font-size: 20px; @@ -566,12 +630,18 @@ textarea{ resize:none;} display: inline; line-height: 30px; } -.sheet-tab-special { +.sheet-tab-special, .sheet-tab-pot { padding: 10px 10px 10px 10px; margin-left: 10px; margin-right: 10px; - width: 350px; + width: 370px; } +.sheet-tab-scars { + padding: 10px 10px 10px 10px; + margin-right: 10px; + width: 390px; +} + .sheet-textarea-special { resize:none; overflow:auto; @@ -580,12 +650,7 @@ textarea{ resize:none;} padding-right: 5px; margin-bottom: 2px; } -.sheet-tab-pot { - padding: 10px 10px 10px 10px; - margin-left: 15px; - margin-right: 10px; - width: 350px; -} + .sheet-textarea-pot { resize:none; overflow:auto; @@ -614,6 +679,12 @@ textarea{ resize:none;} padding-left: 20px; } .sheet-tab-armure { + width: 530px; + margin-top: 30px; + margin-bottom: 20px; + padding-left: 20px; +} +.sheet-tab-artifact { width: 500px; margin-top: 30px; margin-bottom: 20px; @@ -645,7 +716,8 @@ textarea{ resize:none;} .sheet-rolltemplate-degen-comp th, .sheet-rolltemplate-degen-combat th, .sheet-rolltemplate-degen-def th, -.sheet-rolltemplate-degen-dodge th { +.sheet-rolltemplate-degen-dodge th, +.sheet-rolltemplate-degen-artifact th { color: rgb(112, 0, 0); padding: 5px 5px 2px 15px; line-height: 1.1em; @@ -658,7 +730,8 @@ textarea{ resize:none;} .sheet-rolltemplate-degen-comp tr, .sheet-rolltemplate-degen-combat tr, .sheet-rolltemplate-degen-def tr, -.sheet-rolltemplate-degen-dodge tr { +.sheet-rolltemplate-degen-dodge tr, +.sheet-rolltemplate-degen-artifact tr { font-size: inherit; } .sheet-rolltemplate-degen-soins td, @@ -666,7 +739,8 @@ textarea{ resize:none;} .sheet-rolltemplate-degen-comp td, .sheet-rolltemplate-degen-combat td, .sheet-rolltemplate-degen-def td, -.sheet-rolltemplate-degen-dodge td { +.sheet-rolltemplate-degen-dodge td, +.sheet-rolltemplate-degen-artifact td { font-size: 1.0em; } .sheet-rolltemplate-degen-soins .sheet-result, @@ -674,7 +748,8 @@ textarea{ resize:none;} .sheet-rolltemplate-degen-comp .sheet-result, .sheet-rolltemplate-degen-combat .sheet-result, .sheet-rolltemplate-degen-def .sheet-result, -.sheet-rolltemplate-degen-dodge .sheet-result { +.sheet-rolltemplate-degen-dodge .sheet-result, +.sheet-rolltemplate-degen-artifact .sheet-result { font-size: 1.7em; text-align: center; color: white; @@ -687,7 +762,8 @@ textarea{ resize:none;} .sheet-rolltemplate-degen-comp .sheet-attr, .sheet-rolltemplate-degen-combat .sheet-attr, .sheet-rolltemplate-degen-def .sheet-attr, -.sheet-rolltemplate-degen-dodge .sheet-attr { +.sheet-rolltemplate-degen-dodge .sheet-attr, +.sheet-rolltemplate-degen-artifact .sheet-attr { padding-left: 20px; } .sheet-rolltemplate-degen-soins td .inlinerollresult, @@ -695,7 +771,8 @@ textarea{ resize:none;} .sheet-rolltemplate-degen-comp td .inlinerollresult, .sheet-rolltemplate-degen-combat td .inlinerollresult, .sheet-rolltemplate-degen-def td .inlinerollresult, -.sheet-rolltemplate-degen-dodge td .inlinerollresult { +.sheet-rolltemplate-degen-dodge td .inlinerollresult, +.sheet-rolltemplate-degen-artifact td .inlinerollresult { background-color: transparent; color: #404040; border: none; @@ -705,7 +782,8 @@ textarea{ resize:none;} .sheet-rolltemplate-degen-comp .sheet-result .inlinerollresult, .sheet-rolltemplate-degen-combat .sheet-result .inlinerollresult, .sheet-rolltemplate-degen-def .sheet-result .inlinerollresult, -.sheet-rolltemplate-degen-dodge .sheet-result .inlinerollresult { +.sheet-rolltemplate-degen-dodge .sheet-result .inlinerollresult, +.sheet-rolltemplate-degen-artifact .sheet-result .inlinerollresult { background-color: transparent; color: #FFFFFF; border: none; @@ -715,7 +793,8 @@ textarea{ resize:none;} .sheet-rolltemplate-degen-comp .inlinerollresult.fullcrit, .sheet-rolltemplate-degen-combat .inlinerollresult.fullcrit, .sheet-rolltemplate-degen-def .inlinerollresult.fullcrit, -.sheet-rolltemplate-degen-dodge .inlinerollresult.fullcrit { +.sheet-rolltemplate-degen-dodge .inlinerollresult.fullcrit, +.sheet-rolltemplate-degen-artifact .inlinerollresult.fullcrit { color: #3FB315; border: none; } @@ -724,7 +803,8 @@ textarea{ resize:none;} .sheet-rolltemplate-degen-comp .inlinerollresult.fullfail, .sheet-rolltemplate-degen-combat .inlinerollresult.fullfail, .sheet-rolltemplate-degen-def .inlinerollresult.fullfail, -.sheet-rolltemplate-degen-dodge .inlinerollresult.fullfail { +.sheet-rolltemplate-degen-dodge .inlinerollresult.fullfail, +.sheet-rolltemplate-degen-artifact .inlinerollresult.fullfail { color: red; border: none; } @@ -733,7 +813,8 @@ textarea{ resize:none;} .sheet-rolltemplate-degen-comp .inlinerollresult.importantroll, .sheet-rolltemplate-degen-combat .inlinerollresult.importantroll, .sheet-rolltemplate-degen-def .inlinerollresult.importantroll, -.sheet-rolltemplate-degen-dodge .inlinerollresult.importantroll { +.sheet-rolltemplate-degen-dodge .inlinerollresult.importantroll, +.sheet-rolltemplate-degen-artifact .inlinerollresult.importantroll { color: #3FB315; border: none; } @@ -743,7 +824,7 @@ textarea{ resize:none;} width: 190px; height: 200px; padding: 2px; - background: url("http://i68.tinypic.com/110zr02.png") top left; + background: url("https://zupimages.net/up/20/19/taj4.png") top left; background-size: 190px 200px; background-repeat: no-repeat; font-family: "Courier New", Courier, monospace; @@ -757,7 +838,7 @@ textarea{ resize:none;} width: 190px; height: 200px; padding: 2px; - background: url("http://i64.tinypic.com/256zlvs.png") top left; + background: url("https://zupimages.net/up/20/19/ofdr.png") top left; background-size: 190px 200px; background-repeat: no-repeat; font-family: "Courier New", Courier, monospace; @@ -777,7 +858,7 @@ textarea{ resize:none;} width: 190px; height: 200px; padding: 2px; - background: url("http://i64.tinypic.com/hu3maa.png") top left; + background: url("https://zupimages.net/up/20/19/swz0.png") top left; background-size: 190px 200px; background-repeat: no-repeat; font-family: "Courier New", Courier, monospace; @@ -805,12 +886,44 @@ textarea{ resize:none;} padding-left: 15px; } +/* Template artifact*/ +.sheet-rolltemplate-degen-artifact table { + width: 190px; + height: 200px; + padding: 2px; + background: url("https://zupimages.net/up/20/19/x5yk.png") top left; + background-size: 190px 200px; + background-repeat: no-repeat; + font-family: "Courier New", Courier, monospace; + font-weight: bold; + border-spacing: 0; +} +.sheet-rolltemplate-degen-artifact .sheet-weapon { + color: black; + padding: 5px 5px 2px 15px; + text-shadow: 1px 0 0 #FFF, 0 -1px 0 #FFF, 0 1px 0 #FFF, -1px 0 0 #FFF; + line-height: 1.1em; + font-size: 1.3em; + text-align: left; + height: 10px; +} +.sheet-rolltemplate-degen-artifact .sheet-qualite { + color: black; + font-style : italic; + line-height: 0.8em; + font-size: 0.8em; + text-align: left; + height: 10px; + padding-left: 15px; +} + + /* Template combat */ .sheet-rolltemplate-degen-combat table { width: 200px; height: 300px; padding: 2px; - background: url("http://i65.tinypic.com/ev5shw.png") top left; + background: url("https://zupimages.net/up/20/19/zwir.png") top left; background-size: 200px 300px; background-repeat: no-repeat; font-family: "Courier New", Courier, monospace; diff --git a/Degenesis/Degenesis.html b/Degenesis/Degenesis.html index 10c2d43901..5da1539ddc 100644 --- a/Degenesis/Degenesis.html +++ b/Degenesis/Degenesis.html @@ -1,4 +1,4 @@ - + @@ -166,46 +166,80 @@
    {{name}} tests {{#roll_name}} {{roll_name}}{{/roll_name}}
    + + + + + + + + + + + + + + +
    {{name}} activate
    {{weapon}}
    Difficulty : {{qualite_arme}}
    + {{#attr}} + {{attr}}({{attr_num}})
    + {{/attr}} + {{#skill}} + + {{skill}}({{skill_num}})
    + {{/skill}} + {{#mod_num}} + + Bonus/Malus({{mod_num}}) + {{/mod_num}} +
    {{result}} successes
    +
    - + GENERAL & ORIGINS ATTRIBUTES & SKILLS INVENTORY - + creation mod - +
    -
    -
    - +
    +
    + +
    - +
    - - - - + + + +
    + + + + + +
    +
    - +
    - + - + - + - +
    @@ -215,7 +249,7 @@
    - +
    - + - + @@ -1625,7 +1630,7 @@ - + @@ -1634,7 +1639,7 @@ - + @@ -1643,7 +1648,7 @@ - + @@ -1652,7 +1657,7 @@ - + @@ -1661,7 +1666,7 @@ - + @@ -1670,7 +1675,7 @@ - + @@ -1679,7 +1684,7 @@ - + @@ -1688,7 +1693,7 @@ - + @@ -1697,7 +1702,7 @@ - + @@ -1706,7 +1711,7 @@ - + @@ -1715,7 +1720,7 @@ - + @@ -1724,7 +1729,7 @@ - + @@ -1733,7 +1738,7 @@ - + @@ -1742,7 +1747,7 @@ - + @@ -1751,7 +1756,7 @@ - + @@ -1760,7 +1765,7 @@ - + @@ -1769,7 +1774,7 @@ - + @@ -1778,7 +1783,7 @@ - +
    @@ -308,15 +342,15 @@ - +
    - +
    - - - + + + @@ -248,10 +248,10 @@ @@ -296,10 +296,10 @@ @@ -333,8 +333,8 @@ @@ -455,8 +455,8 @@
    - - + +
    @@ -723,7 +723,7 @@ - + @@ -773,10 +773,10 @@    - + /          - + / @@ -851,9 +851,9 @@    - +     - + @@ -872,9 +872,9 @@     - +        - + @@ -1109,6 +1109,7 @@ + @@ -1116,6 +1117,7 @@ + @@ -1140,6 +1142,7 @@ + @@ -1268,18 +1271,18 @@

    Modifikatoren (z.B. Kanalisierte Zauber)


    -
    -
    - +
    +
    @@ -439,12 +482,12 @@
    -
    @@ -371,7 +405,16 @@ - +
    + + + + + + + +
    +
    +
    + +
    - +
    @@ -458,7 +501,7 @@
    - +
    - -
    @@ -532,7 +575,7 @@
    - +
    @@ -546,7 +589,7 @@
    - +
    - -
    -
    @@ -620,7 +663,7 @@
    - +
    @@ -634,7 +677,7 @@
    - +
    @@ -711,12 +754,12 @@
    - +
    @@ -402,10 +402,10 @@ @@ -435,10 +435,10 @@ @@ -494,10 +494,10 @@ @@ -554,10 +554,10 @@ @@ -612,10 +612,10 @@ @@ -645,10 +645,10 @@ @@ -678,10 +678,10 @@ @@ -711,10 +711,10 @@ @@ -744,10 +744,10 @@ @@ -777,10 +777,10 @@ @@ -810,10 +810,10 @@ @@ -843,10 +843,10 @@ @@ -876,10 +876,10 @@ @@ -934,10 +934,10 @@ @@ -992,10 +992,10 @@ @@ -1025,10 +1025,10 @@ @@ -1083,10 +1083,10 @@ @@ -1116,10 +1116,10 @@ @@ -1176,10 +1176,10 @@ @@ -1236,10 +1236,10 @@ @@ -1294,10 +1294,10 @@ @@ -1327,10 +1327,10 @@ @@ -1360,10 +1360,10 @@ @@ -1417,10 +1417,10 @@ @@ -1450,10 +1450,10 @@ @@ -1508,10 +1508,10 @@ @@ -1541,10 +1541,10 @@ @@ -1574,10 +1574,10 @@ @@ -1632,10 +1632,10 @@ @@ -1665,10 +1665,10 @@ @@ -1698,10 +1698,10 @@ @@ -1756,10 +1756,10 @@ @@ -1813,10 +1813,10 @@ @@ -1846,10 +1846,10 @@ @@ -1879,10 +1879,10 @@ @@ -1937,10 +1937,10 @@ @@ -1970,10 +1970,10 @@ @@ -2027,10 +2027,10 @@ @@ -2085,10 +2085,10 @@ @@ -2118,10 +2118,10 @@ @@ -2151,10 +2151,10 @@ @@ -2184,10 +2184,10 @@ @@ -2217,10 +2217,10 @@ @@ -2275,10 +2275,10 @@ @@ -2333,10 +2333,10 @@ @@ -2366,10 +2366,10 @@ @@ -4168,2212 +4168,67 @@ on("change:repeating_othergear:gear_mass-2 change:repeating_othergear:gear_quant }); }); - //Attribute Modifier -on('change:base-Strength change:injury-Strength sheet:opened', function() { - getAttrs(['base-Strength', 'injury-Strength'], function(values) { - setAttrs({ - 'calc-Strength': (parseInt(values['base-Strength'])) + (parseInt(values['injury-Strength'])) - }); - }); - }); - //Strength -on("change:calc-Strength sheet:opened", function() { - getAttrs(['calc-Strength'], function(values) { - if (values['calc-Strength'] <= 0) { - setAttrs({ - 'mod-Strength': -3 - }) - } - else if (values['calc-Strength'] == 1) { - setAttrs({ - 'mod-Strength': -2 - }) - } - else if (values['calc-Strength'] == 2) { - setAttrs({ - 'mod-Strength': -2 - }) - } - else if (values['calc-Strength'] == 3) { - setAttrs({ - 'mod-Strength': -1 - }) - } - else if (values['calc-Strength'] == 4) { - setAttrs({ - 'mod-Strength': -1 - }) - } - else if (values['calc-Strength'] == 5) { - setAttrs({ - 'mod-Strength': -1 - }) - } - else if (values['calc-Strength'] == 6) { - setAttrs({ - 'mod-Strength': 0 - }) - } - else if (values['calc-Strength'] == 7) { - setAttrs({ - 'mod-Strength': 0 - }) - } - else if (values['calc-Strength'] == 8) { - setAttrs({ - 'mod-Strength': 0 - }) - } - else if (values['calc-Strength'] == 9) { - setAttrs({ - 'mod-Strength': 1 - }) - } - else if (values['calc-Strength'] == 10) { - setAttrs({ - 'mod-Strength': 1 - }) - } - else if (values['calc-Strength'] == 11) { - setAttrs({ - 'mod-Strength': 1 - }) - } - else if (values['calc-Strength'] == 12) { - setAttrs({ - 'mod-Strength': 2 - }) - } - else if (values['calc-Strength'] == 13) { - setAttrs({ - 'mod-Strength': 2 - }) - } - else if (values['calc-Strength'] == 14) { - setAttrs({ - 'mod-Strength': 2 - }) - } - else if (values['calc-Strength'] == 15) { - setAttrs({ - 'mod-Strength': 3 - }) - } - else if (values['calc-Strength'] == 16) { - setAttrs({ - 'mod-Strength': 3 - }) - } - else if (values['calc-Strength'] == 17) { - setAttrs({ - 'mod-Strength': 3 - }) - } - else if (values['calc-Strength'] == 18) { - setAttrs({ - 'mod-Strength': 4 - }) - } - else if (values['calc-Strength'] == 19) { - setAttrs({ - 'mod-Strength': 4 - }) - } - else if (values['calc-Strength'] == 20) { - setAttrs({ - 'mod-Strength': 4 - }) - } - else if (values['calc-Strength'] == 21) { - setAttrs({ - 'mod-Strength': 5 - }) - } - else if (values['calc-Strength'] == 22) { - setAttrs({ - 'mod-Strength': 5 - }) - } - else if (values['calc-Strength'] == 23) { - setAttrs({ - 'mod-Strength': 5 - }) - } - else if (values['calc-Strength'] == 24) { - setAttrs({ - 'mod-Strength': 6 - }) - } - else if (values['calc-Strength'] == 25) { - setAttrs({ - 'mod-Strength': 6 - }) - } - else if (values['calc-Strength'] == 26) { - setAttrs({ - 'mod-Strength': 6 - }) - } - }); -}); -//Attribute Modifier - //Intellect + // =========================================== + // STAT AND SKILL ARRAYS + // =========================================== + /* If modifying this sheet for your own use, just change the stat and skill arrays to match your campaign, and the sheet workers will work for you. */ -on('change:base-Intellect change:injury-Intellect sheet:opened', function() { - getAttrs(['base-Intellect', 'injury-Intellect'], function(values) { - setAttrs({ - 'calc-Intellect': (parseInt(values['base-Intellect'])) + (parseInt(values['injury-Intellect'])) - }); - }); - }); + const int = (score, error = 0) => parseInt(score) || error; + const stats = ['Strength', 'Dexterity', 'Endurance', 'Intellect', 'Education', 'Social', 'PsionicStrength']; + // if modifying thise + const skills = ['Admin', 'Advocate', 'Animals', 'Animals2', 'Athletics', 'Athletics2', 'Athletics3', 'Art', 'Art2', 'Astrogation', 'BattleDress', 'Broker', 'Carouse', 'Comms', 'Computer', 'Deception', 'Diplomat', 'Drive', 'Drive2', 'Engineer', 'Engineer2', 'Explosives', 'Flyer', 'Flyer2', 'Gambler', 'Gunner', 'Gunner2', 'GunCombat', 'GunCombat2', 'GunCombat3', 'HeavyWeapons', 'HeavyWeapons2', 'Investigate', 'JackOfAllTrades', 'Language', 'Language2', 'Leadership', 'LifeSciences', 'LifeSciences2', 'Mechanic', 'Medic', 'Melee', 'Melee2', 'Navigation', 'Persuade', 'Pilot', 'Pilot2', 'PhysicalSciences', 'PhysicalSciences2', 'Recon', 'RemoteOps', 'Seafarer', 'Seafarer2', 'Sensors', 'SocialSciences', 'SocialSciences2', 'SpaceSciences', 'SpaceSciences2', 'Stealth', 'Steward', 'Streetwise', 'Survival', 'Tactics', 'Tactics2', 'Trade', 'Trade2', 'VaccSuit', 'ZeroG']; -on("change:calc-Intellect sheet:opened", function() { - getAttrs(['calc-Intellect'], function(values) { - if (values['calc-Intellect'] <= 0) { - setAttrs({ - 'mod-Intellect': -3 - }) - } - else if (values['calc-Intellect'] == 1) { - setAttrs({ - 'mod-Intellect': -2 - }) - } - else if (values['calc-Intellect'] == 2) { - setAttrs({ - 'mod-Intellect': -2 - }) - } - else if (values['calc-Intellect'] == 3) { - setAttrs({ - 'mod-Intellect': -1 - }) - } - else if (values['calc-Intellect'] == 4) { - setAttrs({ - 'mod-Intellect': -1 - }) - } - else if (values['calc-Intellect'] == 5) { - setAttrs({ - 'mod-Intellect': -1 - }) - } - else if (values['calc-Intellect'] == 6) { - setAttrs({ - 'mod-Intellect': 0 - }) - } - else if (values['calc-Intellect'] == 7) { - setAttrs({ - 'mod-Intellect': 0 - }) - } - else if (values['calc-Intellect'] == 8) { - setAttrs({ - 'mod-Intellect': 0 - }) - } - else if (values['calc-Intellect'] == 9) { - setAttrs({ - 'mod-Intellect': 1 - }) - } - else if (values['calc-Intellect'] == 10) { - setAttrs({ - 'mod-Intellect': 1 - }) - } - else if (values['calc-Intellect'] == 11) { - setAttrs({ - 'mod-Intellect': 1 - }) - } - else if (values['calc-Intellect'] == 12) { - setAttrs({ - 'mod-Intellect': 2 - }) - } - else if (values['calc-Intellect'] == 13) { - setAttrs({ - 'mod-Intellect': 2 - }) - } - else if (values['calc-Intellect'] == 14) { - setAttrs({ - 'mod-Intellect': 2 - }) - } - else if (values['calc-Intellect'] == 15) { - setAttrs({ - 'mod-Intellect': 3 - }) - } - else if (values['calc-Intellect'] == 16) { - setAttrs({ - 'mod-Intellect': 3 - }) - } - else if (values['calc-Intellect'] == 17) { - setAttrs({ - 'mod-Intellect': 3 - }) - } - else if (values['calc-Intellect'] == 18) { - setAttrs({ - 'mod-Intellect': 4 - }) - } - else if (values['calc-Intellect'] == 19) { - setAttrs({ - 'mod-Intellect': 4 - }) - } - else if (values['calc-Intellect'] == 20) { - setAttrs({ - 'mod-Intellect': 4 - }) - } - else if (values['calc-Intellect'] == 21) { - setAttrs({ - 'mod-Intellect': 5 - }) - } - else if (values['calc-Intellect'] == 22) { - setAttrs({ - 'mod-Intellect': 5 - }) - } - else if (values['calc-Intellect'] == 23) { - setAttrs({ - 'mod-Intellect': 5 - }) - } - else if (values['calc-Intellect'] == 24) { - setAttrs({ - 'mod-Intellect': 6 - }) - } - else if (values['calc-Intellect'] == 25) { - setAttrs({ - 'mod-Intellect': 6 - }) - } - else if (values['calc-Intellect'] == 26) { - setAttrs({ - 'mod-Intellect': 6 - }) - } - }); -}); - //Attribute Modifier + const skills_combat = ['Athletics', 'Athletics2', 'Athletics3', 'BattleDress', 'Explosives', 'Gunner', 'Gunner2', 'GunCombat', 'GunCombat2', 'GunCombat3', 'HeavyWeapons', 'HeavyWeapons2', 'Melee', 'Melee2', 'RemoteOps', 'Tactics', 'Tactics2', 'VaccSuit', 'ZeroG']; + const skillsets = {skill_combat: skills_combat, skill_all: skills}; + + // =========================================== + // ATTRIBUTE MODS + // =========================================== + stats.forEach(stat => { + on(`change:base-${stat.toLowerCase()} change:injury-${stat.toLowerCase()} sheet:opened`, function () { + getAttrs([`base-${stat}`, `injury-${stat}`], function(values) { + const score = int(values[`base-${stat}`]); + const injury = int(values[`injury-${stat}`]); + const calc = score + injury; + const mod = (score <= 0) ? -3 : (Math.floor(calc/3) -2); + setAttrs({ + [`calc-${stat}`]: calc, + [`mod-${stat}`]: mod + }); + }); + }); + }); + + // =========================================== + // SKILL TOGGLES + // =========================================== + on(`change:skill sheet:opened`, () => { + getAttrs(['Skill'], values => { + const toggle = int(values['Skill']); + setAttrs({ + Skill_Show: toggle + }); + }); + }); + skills.forEach(skill => { + on(`change:${skill.toLowerCase()} sheet:opened`, () => { + getAttrs([skill], values => { + const toggle = int(values[skill]); + setAttrs({ + [`${skill}_show`]: toggle + }) + }); + }); + }); + Object.keys(skillsets).forEach(set => { + on(`change:${set.toLowerCase()}`, () => { + getAttrs([set], values => { + const toggle = int(values[set]); + const output = {}; + skillsets[set].forEach(skill => output[skill] = toggle); + setAttrs(output); + }); + }); + }); -on('change:base-Dexterity change:injury-Dexterity sheet:opened', function() { - getAttrs(['base-Dexterity', 'injury-Dexterity'], function(values) { - setAttrs({ - 'calc-Dexterity': (parseInt(values['base-Dexterity'])) + (parseInt(values['injury-Dexterity'])) - }); - }); - }); - //Dexterity -on("change:calc-Dexterity sheet:opened", function() { - getAttrs(['calc-Dexterity'], function(values) { - if (values['calc-Dexterity'] <= 0) { - setAttrs({ - 'mod-Dexterity': -3 - }) - } - else if (values['calc-Dexterity'] == 1) { - setAttrs({ - 'mod-Dexterity': -2 - }) - } - else if (values['calc-Dexterity'] == 2) { - setAttrs({ - 'mod-Dexterity': -2 - }) - } - else if (values['calc-Dexterity'] == 3) { - setAttrs({ - 'mod-Dexterity': -1 - }) - } - else if (values['calc-Dexterity'] == 4) { - setAttrs({ - 'mod-Dexterity': -1 - }) - } - else if (values['calc-Dexterity'] == 5) { - setAttrs({ - 'mod-Dexterity': -1 - }) - } - else if (values['calc-Dexterity'] == 6) { - setAttrs({ - 'mod-Dexterity': 0 - }) - } - else if (values['calc-Dexterity'] == 7) { - setAttrs({ - 'mod-Dexterity': 0 - }) - } - else if (values['calc-Dexterity'] == 8) { - setAttrs({ - 'mod-Dexterity': 0 - }) - } - else if (values['calc-Dexterity'] == 9) { - setAttrs({ - 'mod-Dexterity': 1 - }) - } - else if (values['calc-Dexterity'] == 10) { - setAttrs({ - 'mod-Dexterity': 1 - }) - } - else if (values['calc-Dexterity'] == 11) { - setAttrs({ - 'mod-Dexterity': 1 - }) - } - else if (values['calc-Dexterity'] == 12) { - setAttrs({ - 'mod-Dexterity': 2 - }) - } - else if (values['calc-Dexterity'] == 13) { - setAttrs({ - 'mod-Dexterity': 2 - }) - } - else if (values['calc-Dexterity'] == 14) { - setAttrs({ - 'mod-Dexterity': 2 - }) - } - else if (values['calc-Dexterity'] == 15) { - setAttrs({ - 'mod-Dexterity': 3 - }) - } - else if (values['calc-Dexterity'] == 16) { - setAttrs({ - 'mod-Dexterity': 3 - }) - } - else if (values['calc-Dexterity'] == 17) { - setAttrs({ - 'mod-Dexterity': 3 - }) - } - else if (values['calc-Dexterity'] == 18) { - setAttrs({ - 'mod-Dexterity': 4 - }) - } - else if (values['calc-Dexterity'] == 19) { - setAttrs({ - 'mod-Dexterity': 4 - }) - } - else if (values['calc-Dexterity'] == 20) { - setAttrs({ - 'mod-Dexterity': 4 - }) - } - else if (values['calc-Dexterity'] == 21) { - setAttrs({ - 'mod-Dexterity': 5 - }) - } - else if (values['calc-Dexterity'] == 22) { - setAttrs({ - 'mod-Dexterity': 5 - }) - } - else if (values['calc-Dexterity'] == 23) { - setAttrs({ - 'mod-Dexterity': 5 - }) - } - else if (values['calc-Dexterity'] == 24) { - setAttrs({ - 'mod-Dexterity': 6 - }) - } - else if (values['calc-Dexterity'] == 25) { - setAttrs({ - 'mod-Dexterity': 6 - }) - } - else if (values['calc-Dexterity'] == 26) { - setAttrs({ - 'mod-Dexterity': 6 - }) - } - }); -}); - //Attribute Modifier - -on('change:base-Education change:injury-Education sheet:opened', function() { - getAttrs(['base-Education', 'injury-Education'], function(values) { - setAttrs({ - 'calc-Education': (parseInt(values['base-Education'])) + (parseInt(values['injury-Education'])) - }); - }); - }); - //Education -on("change:calc-Education sheet:opened", function() { - getAttrs(['calc-Education'], function(values) { - if (values['calc-Education'] <= 0) { - setAttrs({ - 'mod-Education': -3 - }) - } - else if (values['calc-Education'] == 1) { - setAttrs({ - 'mod-Education': -2 - }) - } - else if (values['calc-Education'] == 2) { - setAttrs({ - 'mod-Education': -2 - }) - } - else if (values['calc-Education'] == 3) { - setAttrs({ - 'mod-Education': -1 - }) - } - else if (values['calc-Education'] == 4) { - setAttrs({ - 'mod-Education': -1 - }) - } - else if (values['calc-Education'] == 5) { - setAttrs({ - 'mod-Education': -1 - }) - } - else if (values['calc-Education'] == 6) { - setAttrs({ - 'mod-Education': 0 - }) - } - else if (values['calc-Education'] == 7) { - setAttrs({ - 'mod-Education': 0 - }) - } - else if (values['calc-Education'] == 8) { - setAttrs({ - 'mod-Education': 0 - }) - } - else if (values['calc-Education'] == 9) { - setAttrs({ - 'mod-Education': 1 - }) - } - else if (values['calc-Education'] == 10) { - setAttrs({ - 'mod-Education': 1 - }) - } - else if (values['calc-Education'] == 11) { - setAttrs({ - 'mod-Education': 1 - }) - } - else if (values['calc-Education'] == 12) { - setAttrs({ - 'mod-Education': 2 - }) - } - else if (values['calc-Education'] == 13) { - setAttrs({ - 'mod-Education': 2 - }) - } - else if (values['calc-Education'] == 14) { - setAttrs({ - 'mod-Education': 2 - }) - } - else if (values['calc-Education'] == 15) { - setAttrs({ - 'mod-Education': 3 - }) - } - else if (values['calc-Education'] == 16) { - setAttrs({ - 'mod-Education': 3 - }) - } - else if (values['calc-Education'] == 17) { - setAttrs({ - 'mod-Education': 3 - }) - } - else if (values['calc-Education'] == 18) { - setAttrs({ - 'mod-Education': 4 - }) - } - else if (values['calc-Education'] == 19) { - setAttrs({ - 'mod-Education': 4 - }) - } - else if (values['calc-Education'] == 20) { - setAttrs({ - 'mod-Education': 4 - }) - } - else if (values['calc-Education'] == 21) { - setAttrs({ - 'mod-Education': 5 - }) - } - else if (values['calc-Education'] == 22) { - setAttrs({ - 'mod-Education': 5 - }) - } - else if (values['calc-Education'] == 23) { - setAttrs({ - 'mod-Education': 5 - }) - } - else if (values['calc-Education'] == 24) { - setAttrs({ - 'mod-Education': 6 - }) - } - else if (values['calc-Education'] == 25) { - setAttrs({ - 'mod-Education': 6 - }) - } - else if (values['calc-Education'] == 26) { - setAttrs({ - 'mod-Education': 6 - }) - } - }); -}); - //Attribute Modifier -on('change:base-Endurance change:injury-Endurance sheet:opened', function() { - getAttrs(['base-Endurance', 'injury-Endurance'], function(values) { - setAttrs({ - 'calc-Endurance': (parseInt(values['base-Endurance'])) + (parseInt(values['injury-Endurance'])) - }); - }); - }); - //Endurance -on("change:calc-Endurance sheet:opened", function() { - getAttrs(['calc-Endurance'], function(values) { - if (values['calc-Endurance'] <= 0) { - setAttrs({ - 'mod-Endurance': -3 - }) - } - else if (values['calc-Endurance'] == 1) { - setAttrs({ - 'mod-Endurance': -2 - }) - } - else if (values['calc-Endurance'] == 2) { - setAttrs({ - 'mod-Endurance': -2 - }) - } - else if (values['calc-Endurance'] == 3) { - setAttrs({ - 'mod-Endurance': -1 - }) - } - else if (values['calc-Endurance'] == 4) { - setAttrs({ - 'mod-Endurance': -1 - }) - } - else if (values['calc-Endurance'] == 5) { - setAttrs({ - 'mod-Endurance': -1 - }) - } - else if (values['calc-Endurance'] == 6) { - setAttrs({ - 'mod-Endurance': 0 - }) - } - else if (values['calc-Endurance'] == 7) { - setAttrs({ - 'mod-Endurance': 0 - }) - } - else if (values['calc-Endurance'] == 8) { - setAttrs({ - 'mod-Endurance': 0 - }) - } - else if (values['calc-Endurance'] == 9) { - setAttrs({ - 'mod-Endurance': 1 - }) - } - else if (values['calc-Endurance'] == 10) { - setAttrs({ - 'mod-Endurance': 1 - }) - } - else if (values['calc-Endurance'] == 11) { - setAttrs({ - 'mod-Endurance': 1 - }) - } - else if (values['calc-Endurance'] == 12) { - setAttrs({ - 'mod-Endurance': 2 - }) - } - else if (values['calc-Endurance'] == 13) { - setAttrs({ - 'mod-Endurance': 2 - }) - } - else if (values['calc-Endurance'] == 14) { - setAttrs({ - 'mod-Endurance': 2 - }) - } - else if (values['calc-Endurance'] == 15) { - setAttrs({ - 'mod-Endurance': 3 - }) - } - else if (values['calc-Endurance'] == 16) { - setAttrs({ - 'mod-Endurance': 3 - }) - } - else if (values['calc-Endurance'] == 17) { - setAttrs({ - 'mod-Endurance': 3 - }) - } - else if (values['calc-Endurance'] == 18) { - setAttrs({ - 'mod-Endurance': 4 - }) - } - else if (values['calc-Endurance'] == 19) { - setAttrs({ - 'mod-Endurance': 4 - }) - } - else if (values['calc-Endurance'] == 20) { - setAttrs({ - 'mod-Endurance': 4 - }) - } - else if (values['calc-Endurance'] == 21) { - setAttrs({ - 'mod-Endurance': 5 - }) - } - else if (values['calc-Endurance'] == 22) { - setAttrs({ - 'mod-Endurance': 5 - }) - } - else if (values['calc-Endurance'] == 23) { - setAttrs({ - 'mod-Endurance': 5 - }) - } - else if (values['calc-Endurance'] == 24) { - setAttrs({ - 'mod-Endurance': 6 - }) - } - else if (values['calc-Endurance'] == 25) { - setAttrs({ - 'mod-Endurance': 6 - }) - } - else if (values['calc-Endurance'] == 26) { - setAttrs({ - 'mod-Endurance': 6 - }) - } - }); -}); - //Attribute Modifier -on('change:base-Social change:injury-Social sheet:opened', function() { - getAttrs(['base-Social', 'injury-Social'], function(values) { - setAttrs({ - 'calc-Social': (parseInt(values['base-Social'])) + (parseInt(values['injury-Social'])) - }); - }); - }); - //Social -on("change:calc-Social sheet:opened", function() { - getAttrs(['calc-Social'], function(values) { - if (values['calc-Social'] <= 0) { - setAttrs({ - 'mod-Social': -3 - }) - } - else if (values['calc-Social'] == 1) { - setAttrs({ - 'mod-Social': -2 - }) - } - else if (values['calc-Social'] == 2) { - setAttrs({ - 'mod-Social': -2 - }) - } - else if (values['calc-Social'] == 3) { - setAttrs({ - 'mod-Social': -1 - }) - } - else if (values['calc-Social'] == 4) { - setAttrs({ - 'mod-Social': -1 - }) - } - else if (values['calc-Social'] == 5) { - setAttrs({ - 'mod-Social': -1 - }) - } - else if (values['calc-Social'] == 6) { - setAttrs({ - 'mod-Social': 0 - }) - } - else if (values['calc-Social'] == 7) { - setAttrs({ - 'mod-Social': 0 - }) - } - else if (values['calc-Social'] == 8) { - setAttrs({ - 'mod-Social': 0 - }) - } - else if (values['calc-Social'] == 9) { - setAttrs({ - 'mod-Social': 1 - }) - } - else if (values['calc-Social'] == 10) { - setAttrs({ - 'mod-Social': 1 - }) - } - else if (values['calc-Social'] == 11) { - setAttrs({ - 'mod-Social': 1 - }) - } - else if (values['calc-Social'] == 12) { - setAttrs({ - 'mod-Social': 2 - }) - } - else if (values['calc-Social'] == 13) { - setAttrs({ - 'mod-Social': 2 - }) - } - else if (values['calc-Social'] == 14) { - setAttrs({ - 'mod-Social': 2 - }) - } - else if (values['calc-Social'] == 15) { - setAttrs({ - 'mod-Social': 3 - }) - } - else if (values['calc-Social'] == 16) { - setAttrs({ - 'mod-Social': 3 - }) - } - else if (values['calc-Social'] == 17) { - setAttrs({ - 'mod-Social': 3 - }) - } - else if (values['calc-Social'] == 18) { - setAttrs({ - 'mod-Social': 4 - }) - } - else if (values['calc-Social'] == 19) { - setAttrs({ - 'mod-Social': 4 - }) - } - else if (values['calc-Social'] == 20) { - setAttrs({ - 'mod-Social': 4 - }) - } - else if (values['calc-Social'] == 21) { - setAttrs({ - 'mod-Social': 5 - }) - } - else if (values['calc-Social'] == 22) { - setAttrs({ - 'mod-Social': 5 - }) - } - else if (values['calc-Social'] == 23) { - setAttrs({ - 'mod-Social': 5 - }) - } - else if (values['calc-Social'] == 24) { - setAttrs({ - 'mod-Social': 6 - }) - } - else if (values['calc-Social'] == 25) { - setAttrs({ - 'mod-Social': 6 - }) - } - else if (values['calc-Social'] == 26) { - setAttrs({ - 'mod-Social': 6 - }) - } - }); -}); - //Attribute Modifier -on('change:base-PsionicStrength change:injury-PsionicStrength sheet:opened', function() { - getAttrs(['base-PsionicStrength', 'injury-PsionicStrength'], function(values) { - setAttrs({ - 'calc-PsionicStrength': (parseInt(values['base-PsionicStrength'])) + (parseInt(values['injury-PsionicStrength'])) - }); - }); - }); - //PsionicStrength -on("change:calc-PsionicStrength sheet:opened", function() { - getAttrs(['calc-PsionicStrength'], function(values) { - if (values['calc-PsionicStrength'] <= 0) { - setAttrs({ - 'mod-PsionicStrength': -3 - }) - } - else if (values['calc-PsionicStrength'] == 1) { - setAttrs({ - 'mod-PsionicStrength': -2 - }) - } - else if (values['calc-PsionicStrength'] == 2) { - setAttrs({ - 'mod-PsionicStrength': -2 - }) - } - else if (values['calc-PsionicStrength'] == 3) { - setAttrs({ - 'mod-PsionicStrength': -1 - }) - } - else if (values['calc-PsionicStrength'] == 4) { - setAttrs({ - 'mod-PsionicStrength': -1 - }) - } - else if (values['calc-PsionicStrength'] == 5) { - setAttrs({ - 'mod-PsionicStrength': -1 - }) - } - else if (values['calc-PsionicStrength'] == 6) { - setAttrs({ - 'mod-PsionicStrength': 0 - }) - } - else if (values['calc-PsionicStrength'] == 7) { - setAttrs({ - 'mod-PsionicStrength': 0 - }) - } - else if (values['calc-PsionicStrength'] == 8) { - setAttrs({ - 'mod-PsionicStrength': 0 - }) - } - else if (values['calc-PsionicStrength'] == 9) { - setAttrs({ - 'mod-PsionicStrength': 1 - }) - } - else if (values['calc-PsionicStrength'] == 10) { - setAttrs({ - 'mod-PsionicStrength': 1 - }) - } - else if (values['calc-PsionicStrength'] == 11) { - setAttrs({ - 'mod-PsionicStrength': 1 - }) - } - else if (values['calc-PsionicStrength'] == 12) { - setAttrs({ - 'mod-PsionicStrength': 2 - }) - } - else if (values['calc-PsionicStrength'] == 13) { - setAttrs({ - 'mod-PsionicStrength': 2 - }) - } - else if (values['calc-PsionicStrength'] == 14) { - setAttrs({ - 'mod-PsionicStrength': 2 - }) - } - else if (values['calc-PsionicStrength'] == 15) { - setAttrs({ - 'mod-PsionicStrength': 3 - }) - } - else if (values['calc-PsionicStrength'] == 16) { - setAttrs({ - 'mod-PsionicStrength': 3 - }) - } - else if (values['calc-PsionicStrength'] == 17) { - setAttrs({ - 'mod-PsionicStrength': 3 - }) - } - else if (values['calc-PsionicStrength'] == 18) { - setAttrs({ - 'mod-PsionicStrength': 4 - }) - } - else if (values['calc-PsionicStrength'] == 19) { - setAttrs({ - 'mod-PsionicStrength': 4 - }) - } - else if (values['calc-PsionicStrength'] == 20) { - setAttrs({ - 'mod-PsionicStrength': 4 - }) - } - else if (values['calc-PsionicStrength'] == 21) { - setAttrs({ - 'mod-PsionicStrength': 5 - }) - } - else if (values['calc-PsionicStrength'] == 22) { - setAttrs({ - 'mod-PsionicStrength': 5 - }) - } - else if (values['calc-PsionicStrength'] == 23) { - setAttrs({ - 'mod-PsionicStrength': 5 - }) - } - else if (values['calc-PsionicStrength'] == 24) { - setAttrs({ - 'mod-PsionicStrength': 6 - }) - } - else if (values['calc-PsionicStrength'] == 25) { - setAttrs({ - 'mod-PsionicStrength': 6 - }) - } - else if (values['calc-PsionicStrength'] == 26) { - setAttrs({ - 'mod-PsionicStrength': 6 - }) - } - }); -}); - //Skill Toggles -on("change:Skill sheet:opened", function() { - getAttrs(['Skill'], function(values) { - if (values.Skill == 1 ) { - setAttrs({ - Skill_Show: 1 - }) - } - else if (values.Skill == 0 ) { - setAttrs({ - Skill_Show: 0 - }) - } - }); - }); -on("change:Admin sheet:opened", function() { - getAttrs(['Admin'], function(values) { - if (values.Admin == 1 ) { - setAttrs({ - Admin_show: 1 - }) - } - else if (values.Admin == 0 ) { - setAttrs({ - Admin_show: 0 - }) - } - }); - }); -on("change:Advocate sheet:opened", function() { - getAttrs(['Advocate'], function(values) { - if (values.Advocate == 1 ) { - setAttrs({ - Advocate_show: 1 - }) - } - else if (values.Advocate == 0 ) { - setAttrs({ - Advocate_show: 0 - }) - } - }); - }); -on("change:Animals sheet:opened", function() { - getAttrs(['Animals'], function(values) { - if (values.Animals == 1 ) { - setAttrs({ - Animals_show: 1 - }) - } - else if (values.Animals == 0 ) { - setAttrs({ - Animals_show: 0 - }) - } - }); - }); -on("change:Animals2 sheet:opened", function() { - getAttrs(['Animals2'], function(values) { - if (values.Animals2 == 1 ) { - setAttrs({ - Animals2_show: 1 - }) - } - else if (values.Animals2 == 0 ) { - setAttrs({ - Animals2_show: 0 - }) - } - }); - }); -on("change:Athletics sheet:opened", function() { - getAttrs(['Athletics'], function(values) { - if (values.Athletics == 1 ) { - setAttrs({ - Athletics_show: 1 - }) - } - else if (values.Athletics == 0 ) { - setAttrs({ - Athletics_show: 0 - }) - } - }); - }); -on("change:Athletics2 sheet:opened", function() { - getAttrs(['Athletics2'], function(values) { - if (values.Athletics2 == 1 ) { - setAttrs({ - Athletics2_show: 1 - }) - } - else if (values.Athletics2 == 0 ) { - setAttrs({ - Athletics2_show: 0 - }) - } - }); - }); -on("change:Athletics3 sheet:opened", function() { - getAttrs(['Athletics3'], function(values) { - if (values.Athletics3 == 1 ) { - setAttrs({ - Athletics3_show: 1 - }) - } - else if (values.Athletics3 == 0 ) { - setAttrs({ - Athletics3_show: 0 - }) - } - }); - }); -on("change:Art sheet:opened", function() { - getAttrs(['Art'], function(values) { - if (values.Art == 1 ) { - setAttrs({ - Art_show: 1 - }) - } - else if (values.Art == 0 ) { - setAttrs({ - Art_show: 0 - }) - } - }); - }); -on("change:Art2 sheet:opened", function() { - getAttrs(['Art2'], function(values) { - if (values.Art2 == 1 ) { - setAttrs({ - Art2_show: 1 - }) - } - else if (values.Art2 == 0 ) { - setAttrs({ - Art2_show: 0 - }) - } - }); - }); -on("change:Astrogation sheet:opened", function() { - getAttrs(['Astrogation'], function(values) { - if (values.Astrogation == 1 ) { - setAttrs({ - Astrogation_show: 1 - }) - } - else if (values.Astrogation == 0 ) { - setAttrs({ - Astrogation_show: 0 - }) - } - }); - }); -on("change:BattleDress sheet:opened", function() { - getAttrs(['BattleDress'], function(values) { - if (values.BattleDress == 1 ) { - setAttrs({ - BattleDress_show: 1 - }) - } - else if (values.BattleDress == 0 ) { - setAttrs({ - BattleDress_show: 0 - }) - } - }); - }); -on("change:Broker sheet:opened", function() { - getAttrs(['Broker'], function(values) { - if (values.Broker == 1 ) { - setAttrs({ - Broker_show: 1 - }) - } - else if (values.Broker == 0 ) { - setAttrs({ - Broker_show: 0 - }) - } - }); - }); -on("change:Carouse sheet:opened", function() { - getAttrs(['Carouse'], function(values) { - if (values.Carouse == 1 ) { - setAttrs({ - Carouse_show: 1 - }) - } - else if (values.Carouse == 0 ) { - setAttrs({ - Carouse_show: 0 - }) - } - }); - }); -on("change:Comms sheet:opened", function() { - getAttrs(['Comms'], function(values) { - if (values.Comms == 1 ) { - setAttrs({ - Comms_show: 1 - }) - } - else if (values.Comms == 0 ) { - setAttrs({ - Comms_show: 0 - }) - } - }); - }); -on("change:Computers sheet:opened", function() { - getAttrs(['Computers'], function(values) { - if (values.Computers == 1 ) { - setAttrs({ - Computers_show: 1 - }) - } - else if (values.Computers == 0 ) { - setAttrs({ - Computers_show: 0 - }) - } - }); - }); -on("change:Deception sheet:opened", function() { - getAttrs(['Deception'], function(values) { - if (values.Deception == 1 ) { - setAttrs({ - Deception_show: 1 - }) - } - else if (values.Deception == 0 ) { - setAttrs({ - Deception_show: 0 - }) - } - }); - }); -on("change:Diplomat sheet:opened", function() { - getAttrs(['Diplomat'], function(values) { - if (values.Diplomat == 1 ) { - setAttrs({ - Diplomat_show: 1 - }) - } - else if (values.Diplomat == 0 ) { - setAttrs({ - Diplomat_show: 0 - }) - } - }); - }); -on("change:Drive sheet:opened", function() { - getAttrs(['Drive'], function(values) { - if (values.Drive == 1 ) { - setAttrs({ - Drive_show: 1 - }) - } - else if (values.Drive == 0 ) { - setAttrs({ - Drive_show: 0 - }) - } - }); - }); -on("change:Drive2 sheet:opened", function() { - getAttrs(['Drive2'], function(values) { - if (values.Drive2 == 1 ) { - setAttrs({ - Drive2_show: 1 - }) - } - else if (values.Drive2 == 0 ) { - setAttrs({ - Drive2_show: 0 - }) - } - }); - }); -on("change:Engineer sheet:opened", function() { - getAttrs(['Engineer'], function(values) { - if (values.Engineer == 1 ) { - setAttrs({ - Engineer_show: 1 - }) - } - else if (values.Engineer == 0 ) { - setAttrs({ - Engineer_show: 0 - }) - } - }); - }); -on("change:Engineer2 sheet:opened", function() { - getAttrs(['Engineer2'], function(values) { - if (values.Engineer2 == 1 ) { - setAttrs({ - Engineer2_show: 1 - }) - } - else if (values.Engineer2 == 0 ) { - setAttrs({ - Engineer2_show: 0 - }) - } - }); - }); -on("change:Explosives sheet:opened", function() { - getAttrs(['Explosives'], function(values) { - if (values.Explosives == 1 ) { - setAttrs({ - Explosives_show: 1 - }) - } - else if (values.Explosives == 0 ) { - setAttrs({ - Explosives_show: 0 - }) - } - }); - }); -on("change:Flyer sheet:opened", function() { - getAttrs(['Flyer'], function(values) { - if (values.Flyer == 1 ) { - setAttrs({ - Flyer_show: 1 - }) - } - else if (values.Flyer == 0 ) { - setAttrs({ - Flyer_show: 0 - }) - } - }); - }); -on("change:Flyer2 sheet:opened", function() { - getAttrs(['Flyer2'], function(values) { - if (values.Flyer2 == 1 ) { - setAttrs({ - Flyer2_show: 1 - }) - } - else if (values.Flyer2 == 0 ) { - setAttrs({ - Flyer2_show: 0 - }) - } - }); - }); -on("change:Gambler sheet:opened", function() { - getAttrs(['Gambler'], function(values) { - if (values.Gambler == 1 ) { - setAttrs({ - Gambler_show: 1 - }) - } - else if (values.Gambler == 0 ) { - setAttrs({ - Gambler_show: 0 - }) - } - }); - }); -on("change:Gunner sheet:opened", function() { - getAttrs(['Gunner'], function(values) { - if (values.Gunner == 1 ) { - setAttrs({ - Gunner_show: 1 - }) - } - else if (values.Gunner == 0 ) { - setAttrs({ - Gunner_show: 0 - }) - } - }); - }); -on("change:Gunner2 sheet:opened", function() { - getAttrs(['Gunner2'], function(values) { - if (values.Gunner2 == 1 ) { - setAttrs({ - Gunner2_show: 1 - }) - } - else if (values.Gunner2 == 0 ) { - setAttrs({ - Gunner2_show: 0 - }) - } - }); - }); -on("change:GunCombat sheet:opened", function() { - getAttrs(['GunCombat'], function(values) { - if (values.GunCombat == 1 ) { - setAttrs({ - GunCombat_show: 1 - }) - } - else if (values.GunCombat == 0 ) { - setAttrs({ - GunCombat_show: 0 - }) - } - }); - }); -on("change:GunCombat2 sheet:opened", function() { - getAttrs(['GunCombat2'], function(values) { - if (values.GunCombat2 == 1 ) { - setAttrs({ - GunCombat2_show: 1 - }) - } - else if (values.GunCombat2 == 0 ) { - setAttrs({ - GunCombat2_show: 0 - }) - } - }); - }); -on("change:GunCombat3 sheet:opened", function() { - getAttrs(['GunCombat3'], function(values) { - if (values.GunCombat3 == 1 ) { - setAttrs({ - GunCombat3_show: 1 - }) - } - else if (values.GunCombat3 == 0 ) { - setAttrs({ - GunCombat3_show: 0 - }) - } - }); - }); -on("change:HeavyWeapons sheet:opened", function() { - getAttrs(['HeavyWeapons'], function(values) { - if (values.HeavyWeapons == 1 ) { - setAttrs({ - HeavyWeapons_show: 1 - }) - } - else if (values.HeavyWeapons == 0 ) { - setAttrs({ - HeavyWeapons_show: 0 - }) - } - }); - }); -on("change:HeavyWeapons2 sheet:opened", function() { - getAttrs(['HeavyWeapons2'], function(values) { - if (values.HeavyWeapons2 == 1 ) { - setAttrs({ - HeavyWeapons2_show: 1 - }) - } - else if (values.HeavyWeapons2 == 0 ) { - setAttrs({ - HeavyWeapons2_show: 0 - }) - } - }); - }); -on("change:Investigate sheet:opened", function() { - getAttrs(['Investigate'], function(values) { - if (values.Investigate == 1 ) { - setAttrs({ - Investigate_show: 1 - }) - } - else if (values.Investigate == 0 ) { - setAttrs({ - Investigate_show: 0 - }) - } - }); - }); -on("change:JackOfAllTrades sheet:opened", function() { - getAttrs(['JackOfAllTrades'], function(values) { - if (values.JackOfAllTrades == 1 ) { - setAttrs({ - JackOfAllTrades_show: 1 - }) - } - else if (values.JackOfAllTrades == 0 ) { - setAttrs({ - JackOfAllTrades_show: 0 - }) - } - }); - }); -on("change:Language sheet:opened", function() { - getAttrs(['Language'], function(values) { - if (values.Language == 1 ) { - setAttrs({ - Language_show: 1 - }) - } - else if (values.Language == 0 ) { - setAttrs({ - Language_show: 0 - }) - } - }); - }); -on("change:Language2 sheet:opened", function() { - getAttrs(['Language2'], function(values) { - if (values.Language2 == 1 ) { - setAttrs({ - Language2_show: 1 - }) - } - else if (values.Language2 == 0 ) { - setAttrs({ - Language2_show: 0 - }) - } - }); - }); -on("change:Leadership sheet:opened", function() { - getAttrs(['Leadership'], function(values) { - if (values.Leadership == 1 ) { - setAttrs({ - Leadership_show: 1 - }) - } - else if (values.Leadership == 0 ) { - setAttrs({ - Leadership_show: 0 - }) - } - }); - }); -on("change:LifeSciences sheet:opened", function() { - getAttrs(['LifeSciences'], function(values) { - if (values.LifeSciences == 1 ) { - setAttrs({ - LifeSciences_show: 1 - }) - } - else if (values.LifeSciences == 0 ) { - setAttrs({ - LifeSciences_show: 0 - }) - } - }); - }); -on("change:LifeSciences2 sheet:opened", function() { - getAttrs(['LifeSciences2'], function(values) { - if (values.LifeSciences2 == 1 ) { - setAttrs({ - LifeSciences2_show: 1 - }) - } - else if (values.LifeSciences2 == 0 ) { - setAttrs({ - LifeSciences2_show: 0 - }) - } - }); - }); -on("change:Mechanic sheet:opened", function() { - getAttrs(['Mechanic'], function(values) { - if (values.Mechanic == 1 ) { - setAttrs({ - Mechanic_show: 1 - }) - } - else if (values.Mechanic == 0 ) { - setAttrs({ - Mechanic_show: 0 - }) - } - }); - }); -on("change:Medic sheet:opened", function() { - getAttrs(['Medic'], function(values) { - if (values.Medic == 1 ) { - setAttrs({ - Medic_show: 1 - }) - } - else if (values.Medic == 0 ) { - setAttrs({ - Medic_show: 0 - }) - } - }); - }); -on("change:Melee sheet:opened", function() { - getAttrs(['Melee'], function(values) { - if (values.Melee == 1 ) { - setAttrs({ - Melee_show: 1 - }) - } - else if (values.Melee == 0 ) { - setAttrs({ - Melee_show: 0 - }) - } - }); - }); -on("change:Melee2 sheet:opened", function() { - getAttrs(['Melee2'], function(values) { - if (values.Melee2 == 1 ) { - setAttrs({ - Melee2_show: 1 - }) - } - else if (values.Melee2 == 0 ) { - setAttrs({ - Melee2_show: 0 - }) - } - }); - }); -on("change:Navigation sheet:opened", function() { - getAttrs(['Navigation'], function(values) { - if (values.Navigation == 1 ) { - setAttrs({ - Navigation_show: 1 - }) - } - else if (values.Navigation == 0 ) { - setAttrs({ - Navigation_show: 0 - }) - } - }); - }); -on("change:Persuade sheet:opened", function() { - getAttrs(['Persuade'], function(values) { - if (values.Persuade == 1 ) { - setAttrs({ - Persuade_show: 1 - }) - } - else if (values.Persuade == 0 ) { - setAttrs({ - Persuade_show: 0 - }) - } - }); - }); -on("change:Pilot sheet:opened", function() { - getAttrs(['Pilot'], function(values) { - if (values.Pilot == 1 ) { - setAttrs({ - Pilot_show: 1 - }) - } - else if (values.Pilot == 0 ) { - setAttrs({ - Pilot_show: 0 - }) - } - }); - }); -on("change:Pilot2 sheet:opened", function() { - getAttrs(['Pilot2'], function(values) { - if (values.Pilot2 == 1 ) { - setAttrs({ - Pilot2_show: 1 - }) - } - else if (values.Pilot2 == 0 ) { - setAttrs({ - Pilot2_show: 0 - }) - } - }); - }); -on("change:PhysicalSciences sheet:opened", function() { - getAttrs(['PhysicalSciences'], function(values) { - if (values.PhysicalSciences == 1 ) { - setAttrs({ - PhysicalSciences_show: 1 - }) - } - else if (values.PhysicalSciences == 0 ) { - setAttrs({ - PhysicalSciences_show: 0 - }) - } - }); - }); -on("change:PhysicalSciences2 sheet:opened", function() { - getAttrs(['PhysicalSciences2'], function(values) { - if (values.PhysicalSciences2 == 1 ) { - setAttrs({ - PhysicalSciences2_show: 1 - }) - } - else if (values.PhysicalSciences2 == 0 ) { - setAttrs({ - PhysicalSciences2_show: 0 - }) - } - }); - }); -on("change:Recon sheet:opened", function() { - getAttrs(['Recon'], function(values) { - if (values.Recon == 1 ) { - setAttrs({ - Recon_show: 1 - }) - } - else if (values.Recon == 0 ) { - setAttrs({ - Recon_show: 0 - }) - } - }); - }); -on("change:RemoteOps sheet:opened", function() { - getAttrs(['RemoteOps'], function(values) { - if (values.RemoteOps == 1 ) { - setAttrs({ - RemoteOps_show: 1 - }) - } - else if (values.RemoteOps == 0 ) { - setAttrs({ - RemoteOps_show: 0 - }) - } - }); - }); -on("change:Seafarer sheet:opened", function() { - getAttrs(['Seafarer'], function(values) { - if (values.Seafarer == 1 ) { - setAttrs({ - Seafarer_show: 1 - }) - } - else if (values.Seafarer == 0 ) { - setAttrs({ - Seafarer_show: 0 - }) - } - }); - }); -on("change:Seafarer2 sheet:opened", function() { - getAttrs(['Seafarer2'], function(values) { - if (values.Seafarer2 == 1 ) { - setAttrs({ - Seafarer2_show: 1 - }) - } - else if (values.Seafarer2 == 0 ) { - setAttrs({ - Seafarer2_show: 0 - }) - } - }); - }); -on("change:Sensors sheet:opened", function() { - getAttrs(['Sensors'], function(values) { - if (values.Sensors == 1 ) { - setAttrs({ - Sensors_show: 1 - }) - } - else if (values.Sensors == 0 ) { - setAttrs({ - Sensors_show: 0 - }) - } - }); - }); -on("change:SocialSciences sheet:opened", function() { - getAttrs(['SocialSciences'], function(values) { - if (values.SocialSciences == 1 ) { - setAttrs({ - SocialSciences_show: 1 - }) - } - else if (values.SocialSciences == 0 ) { - setAttrs({ - SocialSciences_show: 0 - }) - } - }); - }); -on("change:SocialSciences2 sheet:opened", function() { - getAttrs(['SocialSciences2'], function(values) { - if (values.SocialSciences2 == 1 ) { - setAttrs({ - SocialSciences2_show: 1 - }) - } - else if (values.SocialSciences2 == 0 ) { - setAttrs({ - SocialSciences2_show: 0 - }) - } - }); - }); -on("change:SpaceSciences sheet:opened", function() { - getAttrs(['SpaceSciences'], function(values) { - if (values.SpaceSciences == 1 ) { - setAttrs({ - SpaceSciences_show: 1 - }) - } - else if (values.SpaceSciences == 0 ) { - setAttrs({ - SpaceSciences_show: 0 - }) - } - }); - }); -on("change:SpaceSciences2 sheet:opened", function() { - getAttrs(['SpaceSciences2'], function(values) { - if (values.SpaceSciences2 == 1 ) { - setAttrs({ - SpaceSciences2_show: 1 - }) - } - else if (values.SpaceSciences2 == 0 ) { - setAttrs({ - SpaceSciences2_show: 0 - }) - } - }); - }); -on("change:Stealth sheet:opened", function() { - getAttrs(['Stealth'], function(values) { - if (values.Stealth == 1 ) { - setAttrs({ - Stealth_show: 1 - }) - } - else if (values.Stealth == 0 ) { - setAttrs({ - Stealth_show: 0 - }) - } - }); - }); -on("change:Steward sheet:opened", function() { - getAttrs(['Steward'], function(values) { - if (values.Steward == 1 ) { - setAttrs({ - Steward_show: 1 - }) - } - else if (values.Steward == 0 ) { - setAttrs({ - Steward_show: 0 - }) - } - }); - }); -on("change:Streetwise sheet:opened", function() { - getAttrs(['Streetwise'], function(values) { - if (values.Streetwise == 1 ) { - setAttrs({ - Streetwise_show: 1 - }) - } - else if (values.Streetwise == 0 ) { - setAttrs({ - Streetwise_show: 0 - }) - } - }); - }); -on("change:Survival sheet:opened", function() { - getAttrs(['Survival'], function(values) { - if (values.Survival == 1 ) { - setAttrs({ - Survival_show: 1 - }) - } - else if (values.Survival == 0 ) { - setAttrs({ - Survival_show: 0 - }) - } - }); - }); -on("change:Tactics sheet:opened", function() { - getAttrs(['Tactics'], function(values) { - if (values.Tactics == 1 ) { - setAttrs({ - Tactics_show: 1 - }) - } - else if (values.Tactics == 0 ) { - setAttrs({ - Tactics_show: 0 - }) - } - }); - }); -on("change:Tactics2 sheet:opened", function() { - getAttrs(['Tactics2'], function(values) { - if (values.Tactics2 == 1 ) { - setAttrs({ - Tactics2_show: 1 - }) - } - else if (values.Tactics2 == 0 ) { - setAttrs({ - Tactics2_show: 0 - }) - } - }); - }); -on("change:Trade sheet:opened", function() { - getAttrs(['Trade'], function(values) { - if (values.Trade == 1 ) { - setAttrs({ - Trade_show: 1 - }) - } - else if (values.Trade == 0 ) { - setAttrs({ - Trade_show: 0 - }) - } - }); - }); -on("change:Trade2 sheet:opened", function() { - getAttrs(['Trade2'], function(values) { - if (values.Trade2 == 1 ) { - setAttrs({ - Trade2_show: 1 - }) - } - else if (values.Trade2 == 0 ) { - setAttrs({ - Trade2_show: 0 - }) - } - }); - }); -on("change:VaccSuit sheet:opened", function() { - getAttrs(['VaccSuit'], function(values) { - if (values.VaccSuit == 1 ) { - setAttrs({ - VaccSuit_show: 1 - }) - } - else if (values.VaccSuit == 0 ) { - setAttrs({ - VaccSuit_show: 0 - }) - } - }); - }); -on("change:ZeroG sheet:opened", function() { - getAttrs(['ZeroG'], function(values) { - if (values.ZeroG == 1 ) { - setAttrs({ - ZeroG_show: 1 - }) - } - else if (values.ZeroG == 0 ) { - setAttrs({ - ZeroG_show: 0 - }) - } - }); - }); -//Skills - //Military -on("change:skill_combat", function() { - getAttrs(['skill_combat'], function(values) { - if (values.skill_combat == 1 ) { - setAttrs({ - Athletics: 1, - Athletics2: 1, - Athletics3: 1, - BattleDress: 1, - Explosives: 1, - Gunner: 1, - Gunner2: 1, - GunCombat: 1, - GunCombat2: 1, - GunCombat3: 1, - HeavyWeapons: 1, - HeavyWeapons2: 1, - Melee: 1, - Melee2: 1, - RemoteOps: 1, - Tactics: 1, - Tactics2: 1, - VaccSuit: 1, - ZeroG: 1 - }) - } - else if (values.skill_combat == 0 ) { - setAttrs({ - Athletics: 0, - Athletics2: 0, - Athletics3: 0, - BattleDress: 0, - Explosives: 0, - Gunner: 0, - Gunner2: 0, - GunCombat: 0, - GunCombat2: 0, - GunCombat3: 0, - HeavyWeapons: 0, - HeavyWeapons2: 0, - Melee: 0, - Melee2: 0, - RemoteOps: 0, - Tactics: 0, - Tactics2: 0, - VaccSuit: 0, - ZeroG: 0 - }) - } - }); - }); - //all -on("change:skill_all", function() { - getAttrs(['skill_all'], function(values) { - if (values.skill_all == 1 ) { - setAttrs({ - Admin: 1, - Advocate: 1, - Animals: 1, - Animals2: 1, - Athletics: 1, - Athletics2: 1, - Athletics3: 1, - Art: 1, - Art2: 1, - Astrogation: 1, - BattleDress: 1, - Broker: 1, - Carouse: 1, - Comms: 1, - Computers: 1, - Deception: 1, - Diplomat: 1, - Drive: 1, - Drive2: 1, - Engineer: 1, - Engineer2: 1, - Explosives: 1, - Flyer: 1, - Flyer2: 1, - Gambler: 1, - Gunner: 1, - Gunner2: 1, - GunCombat: 1, - GunCombat2: 1, - GunCombat3: 1, - HeavyWeapons: 1, - HeavyWeapons2: 1, - Investigate: 1, - JackOfAllTrades: 1, - Language: 1, - Language2: 1, - Leadership: 1, - LifeSciences: 1, - LifeSciences2: 1, - Mechanic: 1, - Medic: 1, - Melee: 1, - Melee2: 1, - Navigation: 1, - Persuade: 1, - Pilot: 1, - Pilot2: 1, - PhysicalSciences: 1, - PhysicalSciences2: 1, - Recon: 1, - RemoteOps: 1, - Seafarer: 1, - Seafarer2: 1, - Sensors: 1, - SocialSciences: 1, - SocialSciences2: 1, - SpaceSciences: 1, - SpaceSciences2: 1, - Stealth: 1, - Steward: 1, - Streetwise: 1, - Survival: 1, - Tactics: 1, - Tactics2: 1, - Trade: 1, - Trade2: 1, - VaccSuit: 1, - ZeroG: 1 - }) - } - else if (values.skill_all == 0 ) { - setAttrs({ - Admin: 0, - Advocate: 0, - Animals: 0, - Animals2: 0, - Athletics: 0, - Athletics2: 0, - Athletics3: 0, - Art: 0, - Art2: 0, - Astrogation: 0, - BattleDress: 0, - Broker: 0, - Carouse: 0, - Comms: 0, - Computers: 0, - Deception: 0, - Diplomat: 0, - Drive: 0, - Drive2: 0, - Engineer: 0, - Engineer2: 0, - Explosives: 0, - Flyer: 0, - Flyer2: 0, - Gambler: 0, - Gunner: 0, - Gunner2: 0, - GunCombat: 0, - GunCombat2: 0, - GunCombat3: 0, - HeavyWeapons: 0, - HeavyWeapons2: 0, - Investigate: 0, - JackOfAllTrades: 0, - Language: 0, - Language2: 0, - Leadership: 0, - LifeSciences: 0, - LifeSciences2: 0, - Mechanic: 0, - Medic: 0, - Melee: 0, - Melee2: 0, - Navigation: 0, - Persuade: 0, - Pilot: 0, - Pilot2: 0, - PhysicalSciences: 0, - PhysicalSciences2: 0, - Recon: 0, - RemoteOps: 0, - Seafarer: 0, - Seafarer2: 0, - Sensors: 0, - SocialSciences: 0, - SocialSciences2: 0, - SpaceSciences: 0, - SpaceSciences2: 0, - Stealth: 0, - Steward: 0, - Streetwise: 0, - Survival: 0, - Tactics: 0, - Tactics2: 0, - Trade: 0, - Trade2: 0, - VaccSuit: 0, - ZeroG: 0 - }) - } - }); - }); diff --git a/Mongoose_Traveller2e/MongooseTraveller.html b/Mongoose_Traveller2e/MongooseTraveller.html index 265b23c1e1..e9c49fb57f 100644 --- a/Mongoose_Traveller2e/MongooseTraveller.html +++ b/Mongoose_Traveller2e/MongooseTraveller.html @@ -340,10 +340,10 @@ @@ -374,10 +374,10 @@ @@ -407,10 +407,10 @@ @@ -463,10 +463,10 @@ @@ -520,10 +520,10 @@ @@ -576,10 +576,10 @@ @@ -609,10 +609,10 @@ @@ -642,10 +642,10 @@ @@ -675,10 +675,10 @@ @@ -708,10 +708,10 @@ @@ -741,10 +741,10 @@ @@ -797,10 +797,10 @@ @@ -853,10 +853,10 @@ @@ -909,10 +909,10 @@ @@ -942,10 +942,10 @@ @@ -998,10 +998,10 @@ @@ -1031,10 +1031,10 @@ @@ -1087,10 +1087,10 @@ @@ -1143,10 +1143,10 @@ @@ -1199,10 +1199,10 @@ @@ -1232,10 +1232,10 @@ @@ -1265,10 +1265,10 @@ @@ -1321,10 +1321,10 @@ @@ -1354,10 +1354,10 @@ @@ -1387,10 +1387,10 @@ @@ -1420,10 +1420,10 @@ @@ -1476,10 +1476,10 @@ @@ -1509,10 +1509,10 @@ @@ -1542,10 +1542,10 @@ @@ -1598,10 +1598,10 @@ @@ -1654,10 +1654,10 @@ @@ -1687,10 +1687,10 @@ @@ -1743,10 +1743,10 @@ @@ -1799,10 +1799,10 @@ @@ -1832,10 +1832,10 @@ @@ -1865,10 +1865,10 @@ @@ -1898,10 +1898,10 @@ @@ -1931,10 +1931,10 @@ @@ -1987,10 +1987,10 @@ @@ -2533,8 +2533,6 @@ \ No newline at end of file diff --git a/Monster of the Week/MotWCSS.css b/Monster of the Week/MotWCSS.css index d54b33cf3b..10daccb802 100644 --- a/Monster of the Week/MotWCSS.css +++ b/Monster of the Week/MotWCSS.css @@ -5,7 +5,7 @@ div.sheet-Divine, div.sheet-Expert, div.sheet-Flake, div.sheet-Initiate, -div.sheet-Monsterous, +div.sheet-Monstrous, div.sheet-Mundane, div.sheet-Professional, div.sheet-Spellslinger, @@ -16,15 +16,17 @@ div.sheet-Hex, div.sheet-Pararomantic, div.sheet-Searcher, div.sheet-Exile, -div.sheet-Hard-Case, -div.sheet-Meddling-Kid, +div.sheet-Hardcase, +div.sheet-Luchador, +div.sheet-Meddlingkid, div.sheet-Sidekick, div.sheet-Snoop, div.sheet-Summoned, -div.sheet-Big-Game-Hunter, +div.sheet-Traveler, +div.sheet-Actionscientist, +div.sheet-Biggamehunter, div.sheet-Constructed, -div.sheet-Luchador, -div.sheet-Mad-Scientist, +div.sheet-Madscientist, div.sheet-Custom { display: none; @@ -37,7 +39,7 @@ input[type="radio"][value="3"]:checked ~ div.sheet-Divine, input[type="radio"][value="4"]:checked ~ div.sheet-Expert, input[type="radio"][value="5"]:checked ~ div.sheet-Flake, input[type="radio"][value="6"]:checked ~ div.sheet-Initiate, -input[type="radio"][value="7"]:checked ~ div.sheet-Monsterous, +input[type="radio"][value="7"]:checked ~ div.sheet-Monstrous, input[type="radio"][value="8"]:checked ~ div.sheet-Mundane, input[type="radio"][value="9"]:checked ~ div.sheet-Professional, input[type="radio"][value="10"]:checked ~ div.sheet-Spellslinger, @@ -48,20 +50,27 @@ input[type="radio"][value="14"]:checked ~ div.sheet-Hex, input[type="radio"][value="15"]:checked ~ div.sheet-Pararomantic, input[type="radio"][value="16"]:checked ~ div.sheet-Searcher, input[type="radio"][value="17"]:checked ~ div.sheet-Exile, -input[type="radio"][value="18"]:checked ~ div.sheet-Hard-Case, -input[type="radio"][value="19"]:checked ~ div.sheet-Meddling-Kid, -input[type="radio"][value="20"]:checked ~ div.sheet-Sidekick, -input[type="radio"][value="21"]:checked ~ div.sheet-Snoop, -input[type="radio"][value="22"]:checked ~ div.sheet-Summoned, -input[type="radio"][value="23"]:checked ~ div.sheet-Big-Game-Hunter, -input[type="radio"][value="24"]:checked ~ div.sheet-Constructed, -input[type="radio"][value="25"]:checked ~ div.sheet-Luchador, -input[type="radio"][value="26"]:checked ~ div.sheet-Mad-Scientist, +input[type="radio"][value="18"]:checked ~ div.sheet-Hardcase, +input[type="radio"][value="19"]:checked ~ div.sheet-Luchador, +input[type="radio"][value="20"]:checked ~ div.sheet-Meddlingkid, +input[type="radio"][value="21"]:checked ~ div.sheet-Sidekick, +input[type="radio"][value="22"]:checked ~ div.sheet-Snoop, +input[type="radio"][value="23"]:checked ~ div.sheet-Summoned, +input[type="radio"][value="24"]:checked ~ div.sheet-Traveler, +input[type="radio"][value="25"]:checked ~ div.sheet-Actionscientist, +input[type="radio"][value="26"]:checked ~ div.sheet-Biggamehunter, +input[type="radio"][value="27"]:checked ~ div.sheet-Constructed, +input[type="radio"][value="28"]:checked ~ div.sheet-Madscientist, input[type="radio"][value="99"]:checked ~ div.sheet-Custom { display: block; } +textarea +{ + height: auto; +} + select.sheet-SkinSelect { position: relative; @@ -72,4 +81,4 @@ select.sheet-SkinSelect option.sheet-SkinSelect:checked { display: none; -} \ No newline at end of file +} diff --git a/Monster of the Week/MotWHTML.html b/Monster of the Week/MotWHTML.html index 85bb347938..3c5f94a105 100644 --- a/Monster of the Week/MotWHTML.html +++ b/Monster of the Week/MotWHTML.html @@ -11,31 +11,48 @@ - + - + - + + + + + + + + + + + + +

    Look:

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

    🕷Select a Playbook above to get started🕷

    -

    Stats  
    Charm:   @@ -56,7 +73,7 @@ Doomed

    - Special: When you spend Luck the Keeper will bring your fate into play + Special: When you spend Luck, the Keeper will bring your fate into play.

    Harm

    Okay @@ -66,7 +83,7 @@ Dying

    - Unstable: +

    Unstable:


    Experience
    Mark Experience when a roll totals 6 or less; or when a move tells you to do so
    @@ -78,62 +95,62 @@ Once you have filled all 5 boxes, uncheck them and choose an Improvement option

    Your Fate
    - How you found out you were the chosen one: + How you found out:
    How your fate will unfold:
    Heroic: (pick two)

    Sacrifice - You are the Champion + You are the Champion
    Visions - Secret Training - True Love - Magical Powers - Mystical Inheritance - A Normal Life - The End of Monsters - Hidden Allies - Divine Help - You Can Save the World

    + Secret training
    + Magical powers + Mystical inheritance
    + A normal life + True love
    + You can save the world + Hidden allies
    + The end of monsters + Divine help

    Doom: (pick two)

    Death - You Can't Save Everyone - Impossible Love - Failure - A Nemesis - No Normal Life - Doubt - Loss of Loved Ones - Treachery - Sympathy with the Enemy + You can't save everyone
    + Impossible love + Failure
    + A nemesis + No normal life
    + Loss of loved ones + Treachery
    + Doubt + Sympathy with the enemy
    Damnation - The End of Days - Hosts of Monsters - The Source of Evil

    + Hosts of monsters
    + The end of days + The source of Evil

    Moves
    - You get these 2:
    + You get these two:
    -

    Destiny's Plaything At the beginning of each mystery, roll +Weird to see what is revealed about your immediate future. On a 10+, the Keeper will reveal a useful detail about the coming mystery. On a 7-9, you get a vague hit about it. On a miss, something bad is going to happen to you,

    -

    I'm Here for a Reason There's something you are destined to do. Work out the details with the Keeper, based on your fate. You cannot die until it come to pass. If you die in play you must spend a Luck point. You will then, somehow, recover or be returned to life. Once your task is done, or you have become doomed, all bets are off

    +

    Destiny's Plaything: At the beginning of each mystery, roll +Weird to see what is revealed about your immediate future. On a 10+, the Keeper will reveal a useful detail about the coming mystery. On a 7-9, you get a vague hint about it. On a miss, something bad is going to happen to you.

    +

    I'm Here for a Reason: There's something you are destined to do. Work out the details with the Keeper, based on your fate. You cannot die until it comes to pass. If you die in play, then you must spend a Luck point. You will then, somehow, recover or be returned to life. Once your task is done, (or you use up all your Luck), all bets are off.

    - Then pick one of these:
    -

    The Big Entrance When you make a showy entrance into a dangerous situation.Roll +Cool. 10+, everyone stops to watch and listen to you until you finish your opening speech. On 7-9, yuo pick one creature to stop, watch and listen until you finish talking. On a miss, you are marked the biggest threat by all enemies present

    -

    Devastating When you inflict harm, you may inflict +1 harm

    -

    Dutiful When your fate rears its ugly head, and you act in accordance with any of your fate tags then mark experience. If it's a heroic tag then take +1 forward
    -

    Invincible You always count as having 2 armour, this doesn't stack with other protection
    -

    Resilience You heal faster than normal people. Any time your harm gets healed, heal and extra point. Additionally, your wounds count as 1 harm less for the purpose of the Keeper's harm moves

    + Then pick one of these:
    +

    The Big Entrance: When you make a showy entrance into a dangerous situation, roll +Cool. On a 10+, everyone stops to watch and listen until you finish your opening speech. On a 7-9, you pick one person or monster to stop, watch and listen until you finish talking. On a miss, you're marked as the biggest threat by all enemies who are present.

    +

    Devastating: When you inflict harm, you may inflict +1 harm.

    +

    Dutiful: When your fate rears its ugly head, and you act in accordance with any of your fate tags (either heroic or doom), then mark experience. If it's a heroic tag, take +1 forward.
    +

    Invincible: You always count as having 2 armour. This doesn't stack with other protection.
    +

    Resilience: You heal faster than normal people. Any time your harm gets healed, heal 1 extra point. Additionally, your wounds count as 1 harm less for the purpose of the Keeper's harm moves.

    @@ -144,23 +161,24 @@

    Gear
    - 🕷 Protective gear worth 1 armour
    -     (optional)
    - 🕷 One Special Weapon:
    - Form (choose one)
    -   Staff (1 harm, hand, close)
    -   Haft (2 harm, hand, heavy)
    -   Handle (1 harm, hand, balanced)
    -   Chain (1 harm, hand, area)
    - Business End (choose three)
    -   Artifact (+magic)
    -   Spikes (+1 harm, +messy)
    -   Blade (+1 harm)
    -   Heavy (+1 harm)
    -   Long (+close)
    -   Throwable (+close)
    -   Chain (+area)
    - Material (choose one) + 🕷 (Optional) Protective gear worth 1 armour
    + 🕷 Special Weapon:
    + Design your weapon by choosing a Form, three Business-end options (which are added to the base tags), and a material that the business-end is made from. + Form (pick one):
    +   Staff (1 harm, hand/close)
    +   Haft (2 harm, hand, heavy)
    +   Handle (1 harm, hand, balanced)
    +   Chain (1 harm, hand, area)
    + Business-end (pick three):
    +   Artifact (+magic)
    +   Spikes (+1 harm, +messy)
    +   Blade (+1 harm)
    +   Heavy (+1 harm)
    +   Long (+close)
    +   Throwable (+close)
    +   Chain (+area)
    + Material (pick one):
    + (+steel, +cold iron, +silver, +wood, +stone, +bone, +teeth, +obsidian, or anything else you want)

    @@ -172,28 +190,30 @@

    +
    Improvements
    - Once you have 5 experience you may choose one of these: (Check off any you've already taken)
    - +1 Charm (max +3) - +1 Cool (max +3) - +1 Sharp (max +3) - +1 Tough (max +3) + Once you have 5 Experience you may choose one of these: (Check off any you've already taken)
    + +1 Charm (max +3) + +1 Cool (max +3) + +1 Sharp (max +3) + +1 Tough (max +3) +1 Weird (max +3)
    - Take another Chosen move - Take another Chosen move + Take another move from your own playbook + Take another move from your own playbook Gain an ally
    - Take a move from another playbook + Take a move from another playbook Take a move from another playbook

    - Once you have taken 5 improvements you may choose from these options as well as the list above when you improve:
    - +1 to any rating (max +3) - Change this hunter to a new type + Once you have taken 5 Improvements you may choose from these options as well as the list above:
    + +1 to any rating (max +3) + Change playbooks Create a second hunter to play
    - Advance 2 basic moves - Advance 2 basic moves + Advance 2 basic moves + Advance 2 basic moves Retire this hunter to safety
    - Delete a doom tag (optionally also delete a heroic tag)
    + Delete a Doom tag, and (optionally) also delete a Heroic tag + Erase one used Luck point

    History and Notes
    @@ -223,7 +243,7 @@ Doomed

    - Special: When you spend Luck someone from your past will re-appear in your life, soon + Special: When you spend Luck, someone from your past will re-appear in your life. Soon.

    Harm

    Okay @@ -233,7 +253,7 @@ Dying

    - Unstable: +

    Unstable:


    Experience
    Mark Experience when a roll totals 6 or less; or when a move tells you to do so
    @@ -245,39 +265,46 @@ Once you have filled all 5 boxes, uncheck them and choose an Improvement option

    Background
    - Before you were a hunter what less-than-legal job did you do?

    -

    Hoodlum You can use Tough instead of Charm to manipulate someone with threats of violence
    -

    Burglar When you break into a secure location roll +Sharp. On a 10+ pick three, on a 7-9 pick two:
    + Before you became a hunter, what less-than-legal job did you do?

    +

    Hoodlum: You can use Tough instead of Charm to manipulate someone with threats of violence.
    +

    Burglar: When you break into a secure location, roll +Sharp. On a 10+ pick three, on a 7-9 pick two:
      🕷 You get in undetected
      🕷 You get out undetected
    -   🕷 You don't leave a mess
    +   🕷 You don't leave a mess
      🕷 You find what you were after
    -

    Grifter When you are about to manipulate someone, you can ask the Keeper "what will convince this person to do what I want?" The Keeper must answer honestly, but not necessarily completely
    -

    Fixer If you need to buy something, sell something, or hire someone, roll +Charm. On a 10+ you know just the person that will be interested. On a 7-9, you know the only person that can do it, but there's a complication. Pick one:
    +

    Grifter: When you are about to manipulate someone, you can ask the Keeper "what will convince this person to do what I want?" The Keeper must answer honestly, but not necessarily completely.
    +

    Fixer: If you need to buy something, sell something, or hire someone, roll +Charm. On a 10+, you know just the person that will be interested. On a 7-9, you know the only person who can do it, but there's a complication. Pick one:
      🕷 You owe them
    -   🕷 They screwed you over
    +   🕷 They screwed you over
      🕷 You screwed them over
    - On a miss, the only person who can help you is someone who absolutely hates you
    -

    Assassin When you take your first shot at an unsuspecting target, do +2 harm
    -

    Charlatan When you want people to think you are using magic, roll +Cool. On a 10+ your audience is amazed and fooled by your illusion. On 7-9, you tripped up a few times, someone will notice. You may also manipulate someone with fortune telling. When you do that, ask "What are they hoping for right now?" as a free question (even on a miss)
    -

    Pickpocket When you steal something small, roll +Charm. On a 10+ you get it and they didn't notice you taking it. On a 7-9 either you don't grab it, you grab the wrong thing, or they remember you later; your choice
    + On a miss, the only person who can help you is someone who absolutely hates you.
    +

    Assassin: When you take your first shot at an unsuspecting target, do +2 harm.
    +

    Charlatan: When you want people to think you are using magic, roll +Cool. On a 10+ your audience is amazed and fooled by your illusion. On a 7-9, you tripped up a few times, someone will notice.
    + You may also manipulate someone with fortune telling. When you do that, ask "What are they hoping for right now?" as a free question (even on a miss).
    +

    Pickpocket: When you steal something small. roll +Charm. On a 10+, you get it and they didn't notice you taking it. On a 7-9, either you don't grab it, you grab the wrong thing, or they remember you later; your choice.

    Moves
    - Pick 2 of these:
    -

    Artifact You 'found' a magical artifact with handy powers and kept it. Pick 1: Protective amulet (1 amour, magic, recharge); lucky charm (may be used as a Luck point just once); grimoire (studying the book gives +1 to use magic; skeleton key (opens any magically sealed lock); imp stone (a weak demon is bound to serve the holder. The imp must be summoned with Use Magic)
    -
    -

    Crew You have a regular crew, a team of 3 or 4 people who will help you out with pretty much anything. This counts as a team -

    Deal with the Devil You sold your soul to the devil. Pick one or two things you got out of the deal: wealth, fame, youth, sensual gratification, skill (add +1 to two ratings). Payment is due either when you die, or in a year (6 months if you chose 2 things)
    -
    -

    Friends on the Force You know a few cops who can be persuaded to look the other way, or do you a favour, for certain considerations. You can act under pressure to get in touch with them when you need to divert any law enforcement attention. There will be a cost, although maybe not right now
    -

    Made You're 'made' in a gang. Name the gang and say how their operations tie into your background. You can call on members to help you out but they'll want paid. Bosses will give you requests now and then but you'll get paid. Minor trouble will be overlooked, but you'd better not screw over any made members
    -
    -

    Driver You gain +1 ongoing while driving, plus you can hotwire anything (the older it is, the fewer tools you'll need.) You also own 2 handy, widely-available vehicles -

    Home Ground Your crew made a point of keeping the locals happy- keeping them safe, ensuring things always went down okay. When you're back in your old neighbourhood, you can always find people who will hide you or help you with a minor favour, no questions asked
    -

    Notorious You have a reputation from your criminal past. When you reveal who you are, your terrifying reputation counts as a reason for someone to what you ask when you manipulate someone. Revealing your identity to someone can bring other problems later, of course

    + Pick two of these:
    +

    Artifact: You 'found' a magical artifact with handy powers and kept it. Pick 1:
    +     Protective amulet (1 amour, magic, recharge)
    +     Lucky charm (may be used as a Luck point just once)
    +     Grimoire (studying the book gives +1 forward to use magic)
    +     Skeleton key (opens any magically sealed lock)
    +     Imp stone (a weak demon is bound to serve the holder. The imp must be summoned with Use Magic)
    +
    +

    Crew: You have a regular crew, a team of 3 or 4 people who will help you out with pretty much anything. This counts as a team.
    +
    +

    Deal with the Devil: You sold your soul to the Devil (or someone equivalent). Pick 1 or 2 things you got out of the deal: wealth, fame, youth, sensual gratification, skill (add +1 to two ratings). Payment is due either when you die, or in a year (6 months if you chose 2 things).
    +
    +

    Friends on the Force: You know a few cops who can be persuaded to look the other way, or do you a favour, for certain considerations. You can act under pressure to get in touch with them when you need to divert any law enforcement attention. There will be a cost, although maybe not right now.
    +

    Made: You're 'made' in a gang. Name the gang and say how their operations tie into your background. You can call on gang members to help you out, but they'll expect to be paid. Your bosses will have requests for you now and again, but you'll be paid. Minor trouble will be overlooked, but you better not screw over any other 'made' members.
    +
    +

    Driver: You gain +1 ongoing while driving, plus you can hotwire anything (the older it is, the fewer tools you need). You also own 2 handy, widely-available vehicles. Include them in Other Gear.
    +

    Home Ground: Your crew made a point of keeping the locals happy - keeping them safe, ensuring things always went down okay. When you're back in your old neighbourhood, you can always find people who will hide you or help you with a minor favour, no questions asked.
    +

    Notorious: You have a reputation from your criminal past. When you reveal who you are, your terrifying reputation counts as a reason for people to do what you ask, when you manipulate someone. Revealing your identity to someone can bring other problems later, of course.

    Other Moves
    @@ -288,68 +315,69 @@
    Gear
    - 🕷 Effective Weapons
    (pick 3)
    -   .22 revolver (1 harm, close, reload,
          small)

    -   .38 revolver (2 harm, close, reload,
          loud)

    + 🕷 Effective Weapons (pick three):
    +   .22 revolver (1 harm, close, reload, small)
    +   .38 revolver (2 harm, close, reload, loud)
      9mm (2 harm, close, loud)
      Shotgun (3 harm, close, messy)
      Hunting rifle (2 harm, far, loud)
      Big knife (1 harm, hand)
      Baseball bat (1 harm, hand)
    -   Submachinegun (2 harm, close, reload,
          auto

    -   Assault rifle (3 harm, close/far, auto)
    +   Submachinegun (2 harm, close, reload, area)
    +   Assault rifle (3 harm, close/far, area)

    Other Gear


    -
    - Underworld
    - Pick the circumstance that lead you to discovering the real underworld, then pick the creature involved:
    - The target of a job was a dangerous creature (Pick one: vampire, warewolf, troll, reptiloid)
    - You worked with someone who was more than they seemed (Pick one: sorceror, demon, faerie, psychic)
    - You were hired by something weird (Pick one: immortal, god, outsider, witch)
    - Things went south o a job- including, but not limited to running into; (Pick one a horde of goblins, a hunger of ghouls, a dream-eater, a salamander)
    -
    -

    -
    +
    Heat
    - You didn't get here without making enemies
    - (pick at least 2 of these and name the people involved)
    - A police detective has made it a
          personal goal to put you away

    - You have a rival from your background
    - You pissed off a well connected criminal,
          and they'll do whatever they can to
          destroy you

    - You took advantage of someone
          who has special powers (a person or
          monster)

    - You betrayed an old partner in the
          middle of a job

    -

    -
    -
    + You didn't get here without making enemies.
    + Pick at least 2 of these and name the people involved:
    + A police detective has made it a personal goal to put you away.
    + You have a rival from your background, who never misses a chance to screw you over.
    + You pissed off a well connected criminal,, and they'll do whatever they can to destroy you.
    + You took advantage of someone with special powers (a person or monster).
    + You betrayed an old partner in the middle of a job.
    +
    +
    +
    + Underworld
    + Pick how you discovered the real underworld:
    + The target of a job was a dangerous creature (pick one: vampire, warewolf, troll, reptiloid, etc).
    + You worked with someone who was more than they seemed (pick one: sorceror, demon, faerie, psychic, etc).
    + You were hired by something weird (pick one: immortal, god, outsider, witch, etc).
    + Things went south on a job - including, but not limited to, running into (choose one: a horde of goblins, a hunger of ghouls, a dream-eater, etc).
    +
    +

    +

    +
    Improvements
    - Once you have 5 experience you may choose one of these: (Check off any you've already taken)
    - +1 Sharp (max +3) - +1 Cool (max +2) - +1 Tough (max +2) + Once you have 5 Experience you may choose one of these: (Check off any you've already taken)
    + +1 Sharp (max +3) + +1 Tough (max +2) + +1 Cool (max +2) +1 Charm (max +2)
    - Take another Crooked move - Take another Crooked move - Gain an ally from your old crew
    - Recover a stash of money from the old days, enough to live without care for a year or two
    - Take a move from another playbook - Take a move from another playbook
    + Take another move from your own playbook + Take another move from your own playbook + Gain an ally: one of your old crew
    + Recover a stash of money from the old days, enough to live without care for a year or two
    + Take a move from another playbook + Take a move from another playbook

    - Once you have taken 5 improvements you may choose from these options as well as the list above when you improve:
    - +1 to any rating (max +3) - Change this hunter to a new type + Once you have taken 5 Improvements you may choose from these options as well as the list above:
    + +1 to any rating (max +3) + Change playbooks Create a second hunter to play
    - Advance 2 basic moves - Advance 2 basic moves + Advance 2 basic moves + Advance 2 basic moves Retire this hunter to safety
    - Erase one Luck point from your playbook
    + Erase one used Luck point

    History and Notes
    @@ -379,7 +407,7 @@ Doomed

    - Special:(added with Tome of Mysteries) When you spend Luck you get word your Mission requires something difficut to me done. By you. Urgently + Special: When you spend Luck, you get word that your Mission requires something difficult that must be done. By you. Urgently.

    Harm

    Okay @@ -389,7 +417,7 @@ Dying

    - Unstable: +

    Unstable:


    Experience
    Mark Experience when a roll totals 6 or less; or when a move tells you to do so
    @@ -401,26 +429,27 @@ Once you have filled all 5 boxes, uncheck them and choose an Improvement option

    -
    Your Mission
    - You have been put on the earth for a purpose:
    - You are here to fight the schemes of an adversary
    - The end of days approaches, you are here to guide the hunters and prevent it from coming to pass
    - The end of days approaches, you are here to guide the hunters and ensure it comes to passs
    - You have been exiled. You must work for the cause of good without drawing the attention of your brothers and sisters; they are sure to execute you for your crimes
    - One of the hunters has a crucial role to play in events to come. You must prepare them for their role, and protect them at any cost
    +
    Mission
    + You have been put here for a purpose:
    + You are here to fight the schemes of an Adversary.
    + The End of Days approaches. Your role is to guide these hunters and prevent it from coming to pass.
    + The End of Days approaches. Your role is to guide these hunters and ensure it comes to pass.
    + You have been exiled. You must work for the cause of good without drawing attention of your brothers and sisters, as they are bound to execute you for your crimes.
    + One of the other hunters has a crucial role to play in events to come. You must prepare them for their role, and protect them at any cost.
    +
    Moves
    - Pick three of these:
    -

    Boss from Beyond At the beginning of each mystery, roll +Weird. On a 10+, your superiors ask you to do something small. 7-9, they ask you to do something complicated or difficult. In either case, you get to ask them something from the investigate a mystery move right now. On a miss you are required to do something terrible. If you do not accomplish what they've ordered, you cannot use this move again until you have made up for your failure
    -

    Angel Wings You can instantly go anywhere you have been before, or to a person you know well. When you carry one or two people with you, roll +Weird. On a 10+ you all go where you wanted. On a 7-9, you don't quite manage it; either you all appear in the wrong place, or you are separated
    -

    What I Need, When I Need It You may store any small object you own, putting it into a magical space nobody can get to. You may retrieve anything you stored at any time; it appears in your hand
    -

    Smite Your body, and divine weapons, always count as a weakness against monsters you fight. Your unarmed attacks are 2 harm, intimate, messy
    -

    Soothe When you talk to someone for a few seconds in a quiet voice, you can calm them down, blocking any panic, anger, or other negitive emotions they have. This works even if the thing that freaked them out is still present, as long as your voice can be heard
    -

    Lay On Hands Your touch can heal any injury or disease. When you lay your hands on someone hurt, roll +Cool. On a 10+, heal 2 harm or an illness, plus they are stabilised. On a 7-9, you can heal the harm or illness but you take it into yourself. On a miss, your aura causes them extra harm
    -

    Cast Out Evil You may banish an unnatural creature from your presence. Roll +Tough, on 10+ it is banished. On a 7-9 it takes a little while for the banishing to take effect- the creature has time to make one or two actions. Either way, the banished creature is unharmed, and you have no control over where it goes. This move may be used on unnatural hunters (eg The Monsterous). On a miss, something is keeping it here. That's bad

    + Pick three of these:
    +

    Boss from Beyond: At the beginning of each mystery, roll +Weird. On a 10+, your superiors ask you to do something small. On a 7-9, they ask you to do something complicated or difficult. In either case, you get to ask them one question from the investigate a mystery move right now. On a miss, you are required to do something terrible. If you do not accomplish what they've ordered, you cannot use this move again until you have made up for your failure.
    +

    Angel Wings: You can go instantly to anywhere you've visited before, or to a person you know well. When you carry one or two people with you, roll +Weird. On a 10+, you all go where you wanted. On a 7-9, you don't quite manage it; either you are all separated, or you all appear in the wrong place.
    +

    What I Need, When I Need It: You may store any small object you own, putting it into a magical space nobody can get to. You may retrieve anything you stored at any time; it appears in your hand.
    +

    Smite: Your body and divine weapon always count as a weakness against the monsters you fight. Your unarmed attacks are 2 harm, intimate/hand, messy.
    +

    Soothe: When you talk to someone for a few seconds in a quiet voice, you can calm them down, blocking any panic, anger, or other negitive emotions they have. This works even if the thing that freaked them out is still present, as long as your voice can be heard.
    +

    Lay On Hands: Your touch can heal any injury or disease. When you lay your hands on someone hurt, roll +Cool. On a 10+, heal 2 harm or an illness, plus they're stabilised. On a 7-9, you can heal the harm or illness, but you take it into yourself. On a miss, your aura causes them extra harm.
    +

    Cast Out Evil: You may banish an unnatural creature from your presence. Roll +Tough. On a 10+, it is banished. On a 7-9, it takes a little while for the banishing to take effect - the creature has time to make one or two actions. Either way, the banished creature is unharmed, and you have no control over where it goes. This move may be used on unnatural hunters (eg the Monstrous). On a miss, something is keeping it here. That's bad.

    @@ -431,13 +460,13 @@

    Gear
    - 🕷 Divine Armour with a look suited to your
         origin (1 armour, holy)

    - 🕷 One Divine Weapon:
    -   Flaming sword (3 harm, hand, fire,
          holy)

    -   Thunder hammer (3 harm, hand, stun,
          holy)

    -   Razor whip (3 harm, hand, area,
          messy, holy)

    -   Five demon bag (3 harm, close, magic,
          holy)

    -   Silver trident (3 harm, hand, silver,
          holy)

    + 🕷 Divine Armour (1 armour, holy) with a look suited to your divine origin
    + 🕷 Divine Weapon (pick one):
    +   Flaming sword (3 harm, hand, fire, holy)
    +   Thunder hammer (3 harm, hand, stun, holy)
    +   Razor whip (3 harm, hand, area, messy, holy)
    +   Five demon bag (3 harm, close, magic, holy)
    +   Silver trident (3 harm, hand, silver, holy)
    Other Gear
    @@ -447,29 +476,31 @@

    +
    Improvements
    - Once you have 5 experience you may choose one of these: (Check off any you've already taken)
    - +1 Sharp (max +3) - +1 Cool (max +2) - +1 Tough (max +3) - +1 Charm (max +2) - +1 Weird (max +2)
    - Take another Divine move - Take another Divine move - Gain an ally a lesser divine being, sent from above to help you with your mission
    - Take a move from another playbook + Once you have 5 Experience you may choose one of these: (Check off any you've already taken)
    + +1 Tough (max +3) + +1 Cool (max +2) + +1 Charm (max +2) + +1 Sharp (max +2) + +1 Weird (max +2)
    + Take another move from your own playbook + Take another move from your own playbook
    + Gain an ally: a lesser divine being, sent to help you with your mission
    + Take a move from another playbook Take a move from another playbook

    - Once you have taken 5 improvements you may choose from these options as well as the list above when you improve:
    - +1 to any rating (max +3) - Change this hunter to a new type + Once you have taken 5 Improvements you may choose from these options as well as the list above:
    + +1 to any rating (max +3) + Change playbooks Create a second hunter to play
    - Advance 2 basic moves - Advance 2 basic moves - Retire this hunter to safety
    - Erase one Luck point from your playbook
    - Change your mission. Select a different mission from the options, or (with the Keeper's agreement) create a new mission
    + Advance 2 basic moves + Advance 2 basic moves + Retire this hunter to safety + Erase one used Luck point
    + Change your Mission. Select a different option from the Mission list, or (with the Keeper's agreement) create a new mission
    +

    History and Notes
    @@ -499,7 +530,7 @@ Doomed

    - Special: (added with Tome of Mysteries) When you spend Luck you discover something happening now is related to something you were involved in years ago + Special: When you spend Luck, you discover something happening now is related to something you were involved in years ago.

    Harm

    Okay @@ -509,7 +540,7 @@ Dying

    - Unstable: +

    Unstable:


    Experience
    Mark Experience when a roll totals 6 or less; or when a move tells you to do so
    @@ -522,15 +553,14 @@

    Gear
    - 🕷 Monster-Slaying Weapons:
    - (pick three)
    -   Mallet and stakes (3 harm, intimate,
          slow, wooden)

    -   Silver sword (2 harm, hand, messy,
          silver)

    -   Cold iron sword (2 harm, hand, messy,
          iron)

    + 🕷 Monster-slaying Weapons (pick three):
    +   Mallet and wooden stakes (3 harm, intimate, slow, wooden)
    +   Silver sword (2 harm, hand, messy, silver)
    +   Cold iron sword (2 harm, hand, messy, iron)
      Blessed knife (2 harm, hand, holy)
      Magical dagger (2 harm, hand, magic)
      Juju bag (1 harm, far, magic)
    -   Flamethrower (3 harm, close, heavy,
          fire, volitile)

    +   Flamethrower (3 harm, close, fire, heavy, volitile)
      Magnum (3 harm, close, reload, loud)
      Shotgun (3 harm, close, messy, loud)

    @@ -542,17 +572,17 @@
    Moves
    - Pick two of these:
    -

    I've Read About This Sort of Thing Roll +Sharp instead of +Cool when you act under pressure
    -

    Often Right When a hunter comes to you for advice about a problem, give them your honest opinion and advice. If they take your advice they get +1 ongoing while following it, and you mark experience
    -

    Preparedness When you need something unusual or rare, roll +Sharp. On a 10+, you have it right here and now. On a 7-9, you have it, but not here: it will take some time to get. On a miss you know where it is, but it's somewhere really bad
    -

    It Wasn't as Bad as it Looked Once per mystery, you may attempt to keep going despite your injuries. Roll +Cool. On a 10+, heal 2 harm and stabilise your wounds. On a 7-9 you may either stabilise or heal 1 harm. On a miss, it was worse than in looked: The Keeper may inflict a harm move on you, or make your wounds unstable
    -

    Precise Strike When you inflict harm on a monster you can aim for a weak spot. Roll +Tough. On a 10+ you inflict +2 harm. On a 7-9 you inflict +1 harm. On a miss you leave yourself open to the monster
    -

    The Woman (or Man) With the Plan At the beginning of each mystery, roll +Sharp. on a 10+ hold 2, on 7-9 hold 1. Spend the hold to be where you need to be, prepared and ready. On a miss, the Keeper holds 1 and they can spend it to put you in the worst place, unprepared and unready
    -

    Dark Past If you trawl though your memeories for something relevent to the case at hand, roll +Weird. On a 10+ ask the Keeper two questions from the list below. On a 7-9, ask one. On a miss, you can ask a question anyway but that will mean you were personally complicit in creating the situation you are now dealing with
    + Pick two of these:
    +

    I've Read About This Sort Of Thing: Roll +Sharp instead of +Cool when you act under pressure.
    +

    Often Right: When a hunter comes to you for advice about a problem, give them your honest opinion and advice. If they take your advice they get +1 ongoing while following it, and you mark experience.
    +

    Preparedness: When you need something unusual or rare, roll +Sharp. On a 10+, you have it here right now. On a 7-9, you have it, but not here; it will take some time to get it. On a miss, you know where it is, but it's somewhere real bad.
    +

    It Wasn't As Bad As It Looked: Once per mystery, you may attempt to keep going despite your injuries. Roll +Cool. On a 10+, heal 2 harm and stabilise your wounds. On a 7-9, you may either stabilise or heal 1 harm. On a miss, it was worse than it looked; the Keeper may inflict a harm move on you, or make your wounds unstable.
    +

    Precise Strike: When you inflict harm on a monster, you can aim for a weak spot. Roll +Tough. On a 10+, you inflict +2 harm. On a 7-9, you inflict +1 harm. On a miss, you leave yourself open to the monster.
    +

    The Woman (or Man) With The Plan: At the beginning of each mystery, roll +Sharp. on a 10+ hold 2, on 7-9 hold 1. Spend the hold 1-for-1 to be where you need to be, prepared and ready. On a miss, the Keeper holds 1 and they can spend it to put you in the worst place, unprepared and unready.
    +

    Dark Past: If you trawl though your memories for something relevant to the case at hand, roll +Weird. On a 10+, ask the Keeper two questions from the list below. On a 7-9, ask one. On a miss, you can ask a question anyway but that will mean you were personally complicit in creating the situation you are now dealing with.
      🕷 When I dealt with this creature (or one of its kind), what did I learn?
      🕷 What black magic do I know that could help here?
    -   🕷 Do I know anyone that might be behind this?
    +   🕷 Do I know anyone who might be behind this?
      🕷 Who do I know that can help us right now?

    @@ -562,44 +592,46 @@

    -

    Your Haven
    - You have a haven, a safe place to work
    (pick three)
    - Lore Library When you hit the books, take +1 forward to investigate a mystery so long as historical or reference works are appropriate
    - Mystical Library If you use your library's tomes and grimoires, preparing yourself using them, take +1 forward for use magic
    - Protection Spells Your haven is safe from monsters, they cannot enter. Monsters might be able to do something special to evade the wards, but not easily
    - Armoury You have a stockpile of mystical and rare monster-killing weapons and items. If you need a special weapon roll +Weird. On a 10+ you have it (and plenty of it, if that matters). On a 7-9 you have it, but only the minimum. On a miss, you've got the wrong thing
    - Infirmary You can heal people, and have the space for one or two to recuperate. The Keeper will tell you how long any patient's recovery will take, and if you need any extra supplies or help
    - Workshop You have a space for repairing guns, cars, and other gadgets. Work out with the Keeper how long any repairs or construction will take, and if you will need any extra tools or help
    - Oubliette This room is isolated from every kind of monster, spirit or magic that you know about. Anything you stash in there can't be found, can't do magic, and can't get out
    - Panic Room This has essential supplies and is protected by normal and mystical means. You can hide out there for a few days, safe from pretty much anything
    - Magical Laboratory You have a mystical lab with all kinds of weird ingredients and tools useful for casting spells (like use magic, big magic, and any other magical moves)
    +

    Haven
    + You have set up a haven, a safe place to work
    (pick three):
    + Lore Library: When you hit the books, take +1 forward to investigate a mystery (as long as historical or reference works are appropriate).
    + Mystical Library: If you use your library's occult tomes and grimoires to prepare yourself, take +1 forward to use magic.
    + Protection Spells: Your haven is safe from monsters - they cannot enter. Monsters might be able to do something special to evade the wards, but not easily.
    + Armoury: You have a stockpile of mystical and rare monster-killing weapons and items. If you need a special weapon, roll +Weird. On a 10+, you have it (and plenty, if that matters). On a 7-9, you have it, but only the minimum. On a miss, you've got the wrong thing.
    + Infirmary: You can heal people, and have the space for one or two to recuperate. The Keeper will tell you how long any patient's recovery is likely to take, and if you need any extra supplies or help.
    + Workshop: You have a space for building and repairing guns, cars, and other gadgets. Work out with the Keeper how long any repair or construction will take, and if you need extra supplies or help.
    + Oubliette: This room is isolated from every kind of monster, spirit or magic that you know about. Anything you stash in there can't be found, can't do any magic, and can't get out.
    + Panic Room: This has essential supplies and is protected by normal and mystical means. You can hide out there for a few days, safe from pretty much anything.
    + Magical Laboratory: You have a mystical lab with all kinds of weird ingredients and tools useful for casting spells (like use magic, big magic, and any other magical moves).

    +
    Improvements
    - Once you have 5 experience you may choose one of these: (Check off any you've already taken)
    - +1 Charm (max +2) - +1 Cool (max +2) - +1 Sharp (max +3) - +1 Weird (max +2)
    - Take another Expert move - Take another Expert move - Add a haven option
    - Add a haven option - Take a move from another playbook + Once you have 5 Experience you may choose one of these: (Check off any you've already taken)
    + +1 Sharp (max +3) + +1 Charm (max +2) + +1 Cool (max +2) + +1 Weird (max +2)
    + Take another move from your own playbook + Take another move from your own playbook + Add a Haven option + Add a Haven option
    + Take a move from another playbook Take a move from another playbook

    - Once you have taken 5 improvements you may choose from these options as well as the list above when you improve:
    - +1 to any rating (max +3) - Change this hunter to a new type + Once you have taken 5 Improvements you may choose from these options as well as the list above:
    + +1 to any rating (max +3) + Change playbooks Create a second hunter to play
    - Advance 2 basic moves - Advance 2 basic moves + Advance 2 basic moves + Advance 2 basic moves Retire this hunter to safety
    + Erase one used Luck point

    History and Notes
    @@ -629,7 +661,7 @@ Doomed

    - Special: (Added with Tome of Mysteries) When you spend Luck pick an aspect of the current situation. The Keeper will tell you what other conspiricies that aspect connects to + Special: When you spend Luck, pick an aspect of the current situation. The Keeper will tell you what other conspiricies that aspect connects to.

    Harm

    Okay @@ -639,7 +671,7 @@ Dying

    - Unstable: +

    Unstable:


    Experience
    Mark Experience when a roll totals 6 or less; or when a move tells you to do so
    @@ -659,40 +691,39 @@
    Moves
    - Pick three of these:
    -

    Connect the Dots At the beginning of each mystery if you look for the wider patterns that current events might be part of, roll +Sharp. On a 10+ hold 3, 7-9 hold 1. Spend your hold during the mystery to ask the Keeper one of the following questions
    + Pick three of these:
    +

    Connect the Dots: At the beginning of each mystery if you look for the wider patterns that current events might be part of, roll +Sharp. On a 10+ hold 3, on a 7-9 hold 1. Spend your hold 1-for-1 during the mystery to ask the Keeper any one of the following questions
      🕷 Is this person connected to current events more than they are saying?
      🕷 When and where will the next critical event occur?
      🕷 What does the monster want from this person?
      🕷 Is this connected to previous mysteries we have investigated?
      🕷 How does this mystery connect to the bigger picture?
    -

    Crazy Eyes You get +1 Weird (max +3)
    -

    See, It All Fits Together You can roll +Sharp instead of +Charm when you manipulate someone
    -

    Suspicious Mind If someone lies to you, you know it
    -

    Often Overlooked When you act all crazy to avoid something, roll +Weird. On a 10+ you're regarded as unthreatening and unimportant. On a 7-9 you are either regarded as unthreatening, or unimportant. On a miss you draw lots (but not all) of the attention
    -

    Contrary When you seek out and recieve someone's honest advice on the best course of action for you, and then do something else instead, mark experience. If you do exactly the opposite of their advice, you also take +1 ongoing on any moves you make persuing that course
    -

    Net Friends You know a lot of people on the internet. When you contact a net friend to help you roll +Charm. On a 10+ they're available and helpful; they can fix something, break a code, hack a computer, or get you some special information. On a 7-9, they're prepared to help but it's either going to take some time, or you'll have to do part of it yourself. On a miss you burn some bridges
    -

    Sneaky When you attack from ambush or from behind, inflict +2 harm
    +

    Crazy Eyes: You get +1 Weird (max +3).
    +

    See, It All Fits Together: You can roll +Sharp instead of +Charm when you manipulate someone.
    +

    Suspicious Mind: If someone lies to you, you know it.
    +

    Often Overlooked: When you act all crazy to avoid something, roll +Weird. On a 10+, you're regarded as unthreatening and unimportant. On a 7-9, you are regarded as either unthreatening or unimportant. On a miss, you draw lots (but not all) of the attention.
    +

    Contrary: When you seek out and receive someone's honest advice on the best course of action for you, and then do something else instead, mark experience. If you do exactly the opposite of their advice, you also take +1 ongoing on any moves you make pursuing that course.
    +

    Net Friends: You know a lot of people on the internet. When you contact a net friend to help you, roll +Charm. On a 10+, they're available and helpful - they can fix something, break a code, hack a computer, or get you some special information. On a 7-9, they're prepared to help, but it's either going to take some time, or you'll have to do part of it yourself. On a miss, you burn some bridges.
    +

    Sneaky: When you attack from ambush or from behind, inflict +2 harm.

    Gear
    - 🕷 One Normal Weapon:
    -   .38 revolver (2 harm, close, reload,
          loud)

    -   9mm (2 harm, close, loud)
    -   Hunting rifle (2 harm, far, loud)
    -   Magnum (3 harm, close, reload, loud)
    -   Shotgun (3 harm, close, messy, loud)
    -   Big knife (1 harm, hand)
    - 🕷 Hidden Weapons:
    - (pick two)
    -   Throwing knives (1 harm, close, many)
    -   Holdout pistol (2 harm, close, loud,
          reload)

    -   Garrote (3 harm, intimate)
    -   Watchman's flashlight (1 harm, hand)
    -   Weighted gloves/brass knuckles (1
          harm, hand
    )
    -   Butterfly knife/folding knife (1
          harm, hand)

    + 🕷 Normal Weapon (pick one):
    +   .38 revolver (2 harm, close, reload, loud)
    +   9mm (2 harm, close, loud)
    +   Hunting rifle (2 harm, far, loud)
    +   Magnum (3 harm, close, reload, loud)
    +   Shotgun (3 harm, close, messy, loud)
    +   Big knife (1 harm, hand)
    + 🕷 Hidden Weapons (pick two):
    +   Throwing knives (1 harm, close, many)
    +   Holdout pistol (2 harm, close, loud, reload)
    +   Garrote (3 harm, intimate)
    +   Watchman's flashlight (1 harm, hand)
    +   Weighted gloves/brass knuckles (1 harm, hand))
    +   Butterfly knife/folding knife (1 harm, hand)

    Other Gear
    @@ -702,27 +733,29 @@

    +
    Improvements
    - Once you have 5 experience you may choose one of these: (Check off any you've already taken)
    - +1 Charm (max +2) - +1 Cool (max +3) - +1 Sharp (max +3) - +1 Weird (max +2)
    - Take another Flake move - Take another Flake move - Gain a haven like the Expert with two options
    - Add a haven option - Take a move from another playbook + Once you have 5 Experience you may choose one of these: (Check off any you've already taken)
    + +1 Sharp (max +3) + +1 Charm (max +2) + +1 Cool (max +2) + +1 Weird (max +2)
    + Take another move from your own playbook + Take another move from your own playbook
    + Gain a Haven, like the Expert, with two options + Add a Haven option
    + Take a move from another playbook Take a move from another playbook

    Once you have taken 5 improvements you may choose from these options as well as the list above when you improve:
    - +1 to any rating (max +3) - Change this hunter to a new type + +1 to any rating (max +3) + Change playbooks Create a second hunter to play
    - Advance 2 basic moves - Advance 2 basic moves + Advance 2 basic moves + Advance 2 basic moves Retire this hunter to safety
    + Erase one used Luck point

    History and Notes
    @@ -752,7 +785,7 @@ Doomed

    - Special: (added with Tome of Mysteries) When you spend Luck something goes wrong for your Sect: an ill-advised project or a disasterous operation + Special: When you spend Luck, something goes wrong for your Sect: an ill-advised project or a disasterous operation.

    Harm

    Okay @@ -762,7 +795,7 @@ Dying

    - Unstable: +

    Unstable:


    Experience
    Mark Experience when a roll totals 6 or less; or when a move tells you to do so
    @@ -774,64 +807,64 @@ Once you have filled all 5 boxes, uncheck them and choose an Improvement option

    - Your Sect
    - Where are they from? How old are they? Are they religious? Why do they stay secret? How do they recruit? -
    + Sect
    + You are part of a secret order that deals with the paranormal. Where are they from? How old are they? Are they religious? Why do they stay secret? How do they recruit? +
    - Your Sect's Traditions:
    - Good Traditions: (pick 2) -

    Knowledge - Ancient Lore - Magical Lore - Fighting Arts + Sect's Traditions:
    + Good Traditions (pick 2): +

    Knowledgeable + Ancient lore
    + Magical lore + Fighting arts
    Modernised - Chapters Everywhere - Secular Power - Flexible Tactics - Open Hierarchy - Rich - Integrated in Society - Nifty Gadgets - Magical Items

    - Bad Traditions: (pick one) + Chapters everywhere
    + Secular power + Flexible tactics
    + Open hierarchy + Integrated in society
    + Rich + Nifty gadgets
    + Magical items

    + Bad Traditions (pick 1):

    - Dubious Motives - Tradition-Bound - Short-Sighted - Strict Laws - Closed Hierarchy - Factionalised - Paranoid and Secretive - Poor - Total Obedience - Obsolete Gear - Tyrannical Leaders - Mystical Oaths

    + Dubious motives + Tradition-bound
    + Short-sighted + Paranoid and secretive
    + Closed hierarchy + Factionalised
    + Strict laws + Mystical oaths
    + Total obedience + Tyrannical leaders
    + Obsolete gears + Poor

    Moves
    - You get this one:
    + You get this one:
    -

    When you are in good standing with your sect, at the beginning of each mystery, roll +Charm. On a 10+ they provide some useful information, or help out on the field. On a 7-9, you get a mission associated with the mystery, and if you do it you'll get some info or help too. On a miss they ask you to do something bad. If you fail a mission, or refuse an order, you'll be in trouble with the sect until you atone

    +

    When you are in good standing with your sect, at the beginning of each mystery, roll +Charm. On a 10+, they provide some useful info or help in the field. On a 7-9, you get a mission associated with the mystery, and if you do it, you'll get some info or help too. On a miss, they ask you to do something bad. If you fail a mission or refuse an order, you'll be in trouble with the Sect until you atone.

    - Then pick three of these:
    -

    Ancient Fighting Arts When using an old fashioned hand weapon you inflict +1 harm and get +1 when you roll to protect someone
    -

    Mystic Every time you successfuly use magic, take +1 forward
    -

    Fortunes The sect has ancient prophecies, or divination techniques to predict the future. Once per mystery you may use them. If you look at what the future holds, roll +Weird. On a 10+ hold 3, 7-9 hold 1. On a miss you get bad information and the Keeper decides how it affects you. Spend you hold to:
    -   🕷 Have a useful object ready
    -   🕷 Be somewhere you are needed, just in time
    -   🕷 Take +1 forward, or give +1 forward to another hunter
    -   🕷 Retroactively warn someone about an attack, so that it doesn't happen
    -

    Sacred Oath You may bind yourself to a single goal, forsaking something during your quest (speech, all sustenance except bread and water, alcohol, lying, sex, etc.) Get the Keeper's agreement on this, it should match the goal in importance and difficulty. While you keep your oath and work towards your goal, mark experience at the end of every session and get +1 on any rolls that directly help achieve the goal. If you break the oath, take -1 ongoing until you have atoned
    -

    Mentor You have a mentor in the sect, name them. When you contact your mentor for info, roll +Sharp. On a 10+, you get an answer to your question, no problem. On a 7-9 you choose; they're either busy and can't help, or they answer the question but you owe a favour. On a miss, your question causes trouble
    -

    -
    -

    Apprentice You have an apprentice: name them. Your job is to teach them the sect's ways. They count as an ally: subordinate (motivation: to follow your instructions to the letter)
    -

    Helping Hand When you successfuly help out another hunter, they get +2 instead of the usual +1
    -

    That Old Black Magic When you use magic, you can ask a question from the investigate a mystery move as your effect

    + Then pick three of these:
    +

    Ancient Fighting Arts: When you use an old-fashioned hand weapon, you inflict +1 harm and get +1 whenever you roll to protect someone.
    +

    Mystic: Every time you successfully use magic, take +1 forward.
    +

    Fortunes: The sect has ancient prophecies or divination techniques to predict the future. Once per mystery, you may use them. If you look at what the future holds, roll +Weird. On a 10+ hold 3, on a 7-9 hold 1. On a miss, you get bad information and the Keeper decides how that affects you. Spend you hold 1-for-1 to:
    +   🕷 Have a useful object ready.
    +   🕷 Be somewhere you are needed, just in time.
    +   🕷 Take +1 forward, or give +1 forward to another hunter.
    +   🕷 Preemptively warn someone about an attack, so that it doesn't happen.
    +

    Sacred Oath: You may bind yourself to a single goal, forsaking something during your quest (eg speech, all sustenance but bread and water, alcohol, lying, sex, etc). Get the Keeper's agreement on this - it should match the goal in importance and difficulty. While you keep your oath and work towards your goal, mark experience at the end of every session and get +1 on any rolls that directly help achieve the goal. If you break the oath, take -1 ongoing until you have atoned.
    +

    Mentor: You have a mentor in the Sect; name them. When you contact your mentor for info, roll +Sharp. On a 10+, you get an answer to your question, no problem. On a 7-9, you choose; they're either busy and can't help, or they answer the question but you owe a favour. On a miss, your question causes trouble.
    +
    +

    Apprentice: You have an apprentice; name them. Your job is to teach them the Sect's ways. They count as an ally: subordinate (motivation: to follow your exact instructions).
    +
    +

    Helping Hand: When you successfuly help out another hunter, they get +2 instead of the usual +1.
    +

    That Old Black Magic: When you use magic, you can ask a question from the investigate a mystery move as your effect.

    @@ -842,25 +875,25 @@

    Gear
    - 🕷 Old-fashioned armour (1 armour, heavy)
    - 🕷 Old-fashioned Weapons:
    - (If Sect has Fighting Arts or Obsolete Gear, pick three; otherwise pick two)
    + 🕷 Old-fashioned Armour (1 armour, heavy)
    + 🕷 Old-fashioned Weapons
    + (If the Sect has Fighting arts or Obsolete gear, pick three; otherwise pick two):
      Sword (2 harm, hand, messy)
      Axe (2 harm, hand, messy)
    -   Big sword (3 harm, hand, messy,
          heavy)

    -   Big axe (3 harm, hand, messy, slow,
          heavy)

    +   Big sword (3 harm, hand, messy, heavy)
    +   Big axe (3 harm, hand, messy, slow, heavy)
      Silver knife (1 harm, hand, silver)
      Fighting sticks (1 harm, hand, quick)
    -   Spear (2 harm, hand, close)
    -   Mace (2 harm, hand, messy)
    +   Spear (2 harm, hand/close)
    +   Mace (2 harm, hand, messy)
      Crossbow (2 harm, close, slow)
    - 🕷 Modern Weapons:
    - (If Sect has Modernised or Nifty Gadgets, pick two; otherwise pick one)
    -   .38 revolver (2 harm, hand, close,
          reload, loud

    -   9mm (2 harm, close, reload, loud)
    + 🕷 Modern Weapons
    + (If Sect has Modernised or Nifty gadgets, pick two; otherwise pick one):
    +   .38 revolver (2 harm, hand, close, reload, loud)
    +   9mm (2 harm, close, loud)
      Sniper rifle (3 harm, far)
      Magnum (3 harm, close, reload, loud)
    -   Shotgun (3 harm, close, messy
    +   Shotgun (3 harm, close, messy)

    Other Gear
    @@ -870,28 +903,30 @@

    +
    Improvements
    - Once you have 5 experience you may choose one of these: (Check off any you've already taken)
    - +1 Tough (max +2) - +1 Cool (max +2) - +1 Sharp (max +2) - +1 Weird (max +2)
    - Take another Initiate move - Take another Initiate move - Get command of your chapter of the Sect
    - Get command of your chapter of the Sect - Take a move from another playbook + Once you have 5 Experience you may choose one of these: (Check off any you've already taken)
    + +1 Weird (max +3) + +1 Cool (max +2) + +1 Sharp (max +2) + +1 Tough (max +2)
    + Take another move from your own playbook + Take another move from your own playbook + Get command of your chapter of the Sect
    + Get a Sect team under your command + Take a move from another playbook Take a move from another playbook

    - Once you have taken 5 improvements you may choose from these options as well as the list above when you improve:
    - +1 to any rating (max +3) - Change this hunter to a new type + Once you have taken 5 Improvements you may choose from these options as well as the list above when you improve:
    + +1 to any rating (max +3) + Change playbooks Create a second hunter to play
    - Advance 2 basic moves - Advance 2 basic moves - Retire this hunter to safety - Become the leader, or effective leader, of the whole Sect
    + Advance 2 basic moves + Advance 2 basic moves + Retire this hunter to safety
    + Become the leader, or effective leader, of the whole Sect + Erase one used Luck point

    History and Notes
    @@ -899,8 +934,8 @@

    -
    -

    +

    +

    Stats  
    Charm:   Cool:   @@ -909,132 +944,137 @@ Weird:  

    -
    +
    -
    Luck
    +
    Luck
    Mark Luck to change a roll to a 12 or to avoid all harm from an injury
    -

    Okay - - - - - - Doomed

    - Special: (added with Tome of Mysteries) When you spend Luck your monster side gains power. Your Curse may grow stronger, or another Breed disadvantage may manifest +

    Okay + + + + + + Doomed

    + Special: When you spend Luck, your monster side gains power; your Curse may become stronger, or another Breed disadvantage may manifest.

    -
    Harm
    -

    Okay - - 🕷 - - - - Dying

    - Unstable: +
    Harm
    +

    Okay + + 🕷 + + + + Dying

    +

    Unstable:


    -
    Experience
    +
    Experience
    Mark Experience when a roll totals 6 or less; or when a move tells you to do so
    -

      - - - -

    +

      + + + +

    Once you have filled all 5 boxes, uncheck them and choose an Improvement option

    -
    Monster Breed
    - You are half human, half monster; were you always this way? Were you always fighting for good or were you once evil and then switched sides?
    -
    -
    -
    - Curses: (pick one)
    - Feed You must subsist on living humans. It could be from blood, brains or spiritual essence but it must be from people. You need to act under pressure to avoid feeding whenever the perfect opportuinty presents itself
    - Vulnerability Pick a substance. You'll take +1 harm when you suffer harm from it. If you are bound or surrounded by it, you must act under pressure to use your powers
    - Pure Drive One emotion rules you. Pick from: hunger, hate, anger, fear, jealousy, greed, joy, pride, envy, lust or cruelty. Whenever you have a chance to indulge that emotion you must do so immediately, or act under pressure to resist
    - Dark Master You have an evil lord who doesn't know you changed sides. They still give you orders, and they do not tolerate refusal or failure
    +
    Monster Breed
    + You're half-human, half-monster. Were you always this way, or were you originally human and were transformed somehow? Were you always fighting for good, or were you once evil and then changed sides?
    +
    +

    +
    + Curses (pick one):
    + Feed: You must subsist on living humans - it could be from blood, brains, or spiritual essence but it must be from people. You need to act under pressure to resist feeding whenever a perfect opportunity presents itself.
    + Vulnerability: Pick a substance. You'll take +1 harm when you suffer harm from it. If you are bound or surrounded by it, you must act under pressure to use your powers.
    + Pure Drive: One emotion rules you. Pick from: hunger, hate, anger, fear, jealousy, greed, joy, pride, envy, lust, or cruelty. Whenever you have a chance to indulge that emotion, you must do so immediately, or act under pressure to resist.
    + Dark Master: You have an evil lord who doesn't know you changed sides. They still give you orders, and they do not tolerate refusal, or failure.
    +
    Moves
    -
    +
    Pick two of these:
    -

    Immortal You do not age or sicken, and whenever you suffer harm you suffer 1 harm less

    -

    Unnatural Appeal Roll +Weird instead of +Charm when you manipulate someone

    -

    Unholy Strength Roll +Weird instead of +Tough when you kick some ass

    -

    Incorporeal You may move freely though solid objects (but not people)

    -

    Preternatural Speed You go much faster than normal people. When you chase, flee or run take +1 ongoing

    -

    Claws of the Beast Your natural attacks deal +1 harm

    -

    Mental Dominion When you gaze into a normal human's eyes and exert your will over them Roll +Charm. On a 10+ hold 3, on 7-9 hold 1. You may spend your hold to give them an order. Regular people will follow the order, whatever it is. Hunters can choose to follow the order or not. If they do, they mark experience

    -

    Unquenchable Vitality When you have taken harm you can heal yourself. Roll +Cool. On a 10+, heal 2 harm and stabilise your injuries. On a 7-9, heal 1 harm and stabilise your injuries. On a miss your injuries worsen

    -

    Dark Negotiator You can use manipulate someone on monsters as well as people if they can reason and talk

    -

    Flight You can fly

    -

    Shapeshifter You may change your form (usually into an animal). Decide if you have just one alternate form or several and detail them. You gain +1 forward to investigate a mystery when using and alternate form's superior senses. (Eg, smell for a wolf, sight for an eagle)

    -

    Something Borrowed Take a move from a hunter playbook that is not currently in play

    +

    Immortal: You do not age or sicken, and whenever you suffer harm, you suffer 1 harm less.

    +

    Unnatural Appeal: Roll +Weird instead of +Charm when you manipulate someone.

    +

    Unholy Strength: Roll +Weird instead of +Tough when you kick some ass.

    +

    Incorporeal: You may move freely though solid objects (but not people).

    +

    Preternatural Speed: You go much faster than normal people. When you chase, flee, or run, take +1 ongoing.

    +

    Claws of the Beast: Your natural attacks deal +1 harm.

    +

    Mental Dominion: When you gaze into a normal human's eyes and exert your will over them, roll +Charm. On a 10+ hold 3, on a 7-9 hold 1. You may spend your hold to give them an order. Regular people will follow your order, whatever it is. Hunters can choose to follow the order or not. If they do, they mark experience.

    +

    Unquenchable Vitality: When you have taken harm you can heal yourself. Roll +Cool. On a 10+, heal 2 harm and stabilise your injuries. On a 7-9, heal 1 harm and stabilise your injuries. On a miss, your injuries worsen.

    +

    Dark Negotiator: You can use the move manipulate someone on monsters as well as people, if they can reason and talk.

    +

    Flight: You can fly.

    +

    Shapeshifter: You may change your form (usually into an animal). Decide if you have just one alternate form or several, and detail them. You gain +1 forward to investigate a mystery when using and alternate form's superior senses (eg. smell for a wolf, sight for an eagle).

    +
    +

    Something Borrowed: Take a move from a hunter playbook that is not currently in play.

    +
    -

    +
    +
    +

    Natural Attacks
    + (pick one base and one extra, or pick two bases):
    +   Base: teeth (3 harm, intimate)
    +   Base: claws (2 harm, hand)
    +   Base: magical force (1 harm, magical, close)
    +   Base: life-drain (1 harm, intimate, life-drain)
    +   Extra: add +1 harm to a base
    +   Extra: add ignore-armour to a base
    +   Extra: Add an extra range to a base (intimate, hand, or close)
    +

    +
    + Gear
    + 🕷 (Optional) Handy Weapon (pick one):
    +   .38 revolver (2 harm, close, reload, loud)
    +   9mm (2 harm, close, loud)
    +   Magnum (3 harm, close, reload, loud)
    +   Shotgun (3 harm, close, messy)
    +   Big knife (1 harm, hand)
    +   Brass knuckles (1 harm, hand, quiet, small)
    +   Sword (2 harm, hand, messy)
    +   Huge sword (3 harm, hand, heavy)
    +

    +
    + Other Gear
    +
    +

    +

    Other Moves

    -
    -

    Natural Attacks
    - (pick one base and one extra, or pick two bases)
    -   Base: teeth (3 harm, intimate)
    -   Base: Claws (2 harm, hand)
    -   Base: Magical force (1 harm, magical, close)
    -   Base: Life-drain (1 harm, intimate, life-drain)
    -   Extra: Add +1 harm to a base
    -   Extra: Add +ignore armour to a base
    -   Extra: Add an extra range to a base
          (+intimate, hand, or close)

    -

    -
    - Gear
    - 🕷 One Handy Weapon: (if you want one)
    -   .38 revolver (2 harm, close, reload,
          loud)

    -   9mm (2 harm, close, loud)
    -   Magnum (3 harm, close, reload, loud)
    -   Shotgun (3 harm, close, messy)
    -   Big knife (1 harm, hand)
    -   Brass knuckles (1 harm, hand, quiet,
          small)

    -   Sword (2 harm, hand, messy)
    -   Huge sword (3 harm, hand, heavy)
    -

    -
    - Other Gear
    -
    -

    -
    -

    +

    +
    Improvements
    - Once you have 5 experience you may choose one of these: (Check off any you've already taken)
    - +1 Tough (max +2) - +1 Cool (max +2) - +1 Sharp (max +2) - +1 Charm (max +2)
    - Take another Monsterous move - Take another Monsterous move - Gain a haven like the Expert with two options
    - Take a Natural Attacks pick - Take a move from another playbook - Take a move from another playbook
    + Once you have 5 Experience you may choose one of these: (Check off any you've already taken)
    + +1 Charm (max +2) + +1 Cool (max +2) + +1 Sharp (max +2) + +1 Tough (max +2)
    + Take another move from your own playbook + Take another move from your own playbook + Gain a Haven, like the Expert, with two options
    + Take a natural attacks pick + Take a move from another playbook + Take a move from another playbook

    -

    - Once you have taken 5 improvements you may choose from these options as well as the list above when you improve:
    - +1 to any rating (max +3) - Change this hunter to a new type - Create a second hunter to play
    - Advance 2 basic moves - Advance 2 basic moves - Retire this hunter to safety - Free yourself from your type's curse. It no longer affects you but you lose 1 Weird - Become evil (again). Retire this character, they become one of the Keeper's threats
    +

    + Once you have taken 5 Improvements you may choose from these options as well as the list above when you improve:
    + +1 to any rating (max +3) + Change playbooks + Create a second hunter to play
    + Advance 2 basic moves + Advance 2 basic moves + Retire this hunter to safety
    + Free yourself from your kind's curse, it no longer affects you; but you lose 1 Weird
    + Turn evil (again?). Retire this character, they become one of the Keeper's threats + Erase one used Luck point

    -

    +

    History and Notes
    -
    +

    @@ -1060,7 +1100,7 @@ Doomed

    - Special: (added with Tome of Mysteries) When you spend Luck you'll find something wierd- maybe even useful + Special: When you spend Luck, you'll find something weird - maybe even useful!

    Harm

    Okay @@ -1070,7 +1110,7 @@ Dying

    - Unstable: +

    Unstable:


    Experience
    Mark Experience when a roll totals 6 or less; or when a move tells you to do so
    @@ -1090,43 +1130,41 @@
    Moves
    - Pick three of these:
    -

    Always the Victim When another hunter uses protect someone to protect you, they mark experience. Whenever a monster captures you, you mark experience

    -

    Oops! If you want to stumble across something important tell the Keeper. You will find something important and useful, but not necessarily related to your immediate problems

    -

    Let's get out of here If you can protect someone by telling them what to do, or by leading them out, roll +Charm instead of +Tough

    -

    Panic Button When you need to escape, name the route you'll try and roll +Sharp. On a 10+ you're out of danger, no problem. On a 7-9 you can go or stay, but if you go it will cost you. (You leave something behind or take something with you.) On a miss, you are caught halfway out

    -

    The Power of Heart When fighting a monster, if you help someone don't roll +Cool. You automatically help as though you'd rolled a 10

    -

    Trust Me When you tell a normal person the truth in order to protect them from danger, roll +Charm. On a 10+ they'll do what you say, no questions asked. On a 7-9 they do it but the Keeper chooses 1:
    -   🕷 They ask you a hard question first
    -   🕷 They stall and dither a while
    -   🕷 They have a 'better' idea
    - On a Miss they think you are crazy, and maybe dangerous too

    -

    What Could Go Wrong? Whenever you charge into immediate danger without hedging your bets, hold 2. You may spend the hold to:
    -   🕷 Inflict 1 harm
    -   🕷 Reduce someone's harm suffered by 1
    -   🕷 Take +2 forward on an act under pressure roll

    -

    Don't Worry, I'll Check It Out Whenever you go off by yourself to check out somewhere (or something) scary, mark experience

    + Pick three of these:
    +

    Always The Victim: When another hunter uses protect someone to protect you, they mark experience. Whenever a monster captures you, you mark experience.

    +

    Oops!: If you want to stumble across something important, tell the Keeper. You will find something important and useful, although not necessarily related to your immediate problems.

    +

    Let's Get Out Of Here!: If you can protect someone by telling them what to do, or by leading them out, roll +Charm instead of +Tough.

    +

    Panic Button: When you need to escape, name the route you'll try and roll +Sharp. On a 10+, you're out of danger, no problem. On a 7-9, you can go or stay, but if you go it'll cost you (you leave something behind or something comes with you). On a miss, you are caught halfway out.

    +

    The Power of Heart: When fighting a monster, if you help someone, don't roll +Cool. You automatically help as though you'd rolled a 10.

    +

    Trust Me: When you tell a normal person the truth in order to protect them from danger, roll +Charm. On a 10+, they'll do what you say they should, no questions asked. On a 7-9, they do it, but the Keeper chooses 1 from:
    +   🕷 They ask you a hard question first.
    +   🕷 They stall and dither a while.
    +   🕷 They have a 'better' idea.
    + On a Miss, they think you're crazy, and maybe dangerous too.

    +

    What Could Go Wrong?: Whenever you charge into immediate danger without hedging your bets, hold 2. You may spend the hold 1-for-1 to:
    +   🕷 Inflict 1 harm.
    +   🕷 Reduce someone's harm suffered by 1.
    +   🕷 Take +2 forward on an act under pressure roll.

    +

    Don't Worry, I'll Check It Out: Whenever you go off by yourself to check out somewhere (or something) scary, mark experience.

    Gear
    - 🕷 Mundane Weapon:
    - (choose two)
    -   Golf club, baseball bat, cricket bat,
          or hockey stick (2 harm, hand,
          innocuous, messy)

    -   Pocket knife or multitool (1 harm,
          hand, useful, small)

    -   Small handgun (2 harm, close, loud,
          reload)

    + 🕷 Mundane Weapons (pick two):
    +   Golf club, baseball bat, cricket bat, or hockey stick (2 harm, hand, innocuous, messy)
    +   Pocket knife or multitool (1 harm, hand, useful, small)
    +   Small handgun (2 harm, close, loud, reload)
      Hunting rifle (3 harm, far, loud, reload)
    -   Sledge-hammer or fire axe (3 harm,
          hand, messy)

    +   Sledge-hammer or fire axe (3 harm, hand, messy)
      Nunchuks (2 harm, hand, area)
    - 🕷 Means of Transport:
    - (choose one)
    -   Skateboard
    -   Bicycle
    -   Fairly new car in decent condition
    -   Classic car in terrible condition
    -   Motorcycle
    -   Van
    + 🕷 Means of Transport (pick one):
    +   Skateboard
    +   Bicycle
    +   Fairly new car in decent condition
    +   Classic car in terrible condition
    +   Motorcycle
    +   Van

    Other Gear
    @@ -1136,29 +1174,30 @@

    +
    Improvements
    - Once you have 5 experience you may choose one of these: (Check off any you've already taken)
    - +1 Tough (max +2) - +1 Cool (max +2) - +1 Sharp (max +2) - +1 Charm (max +3)
    - Take another Mundane move - Take another Mundane move - Regain a used Luck point
    - Regain a used Luck point - Take a move from another playbook + Once you have 5 Experience you may choose one of these: (Check off any you've already taken)
    + +1 Charm (max +3) + +1 Cool (max +2) + +1 Sharp (max +2) + +1 Tough (max +2)
    + Take another move from your own playbook + Take another move from your own playbook
    + Erase one used Luck point + Erase one used Luck point
    + Take a move from another playbook Take a move from another playbook

    - Once you have taken 5 improvements you may choose from these options as well as the list above when you improve:
    - +1 to any rating (max +3) - Change this hunter to a new type + Once you have taken 5 Improvements you may choose from these options as well as the list above when you improve:
    + +1 to any rating (max +3) + Change playbooks Create a second hunter to play
    - Advance 2 basic moves - Advance 2 basic moves - Retire this hunter to safety - Regain a used Luck point - Regain a used Luck point
    + Advance 2 basic moves + Advance 2 basic moves + Retire this hunter to safety
    + Erase one used Luck point + Erase one used Luck point

    History and Notes
    @@ -1188,7 +1227,7 @@ Doomed

    - Special: (added with Tome of Mysteries) When you spend Luck your next mission from the Agency comes with lots of red tape. Lots + Special: When you spend Luck, your next mission from the Agency comes with lots of Red Tape. Lots.

    Harm

    Okay @@ -1198,7 +1237,7 @@ Dying

    - Unstable: +

    Unstable:


    Experience
    Mark Experience when a roll totals 6 or less; or when a move tells you to do so
    @@ -1210,52 +1249,51 @@ Once you have filled all 5 boxes, uncheck them and choose an Improvement option

    Agency
    - Decide who it is you work for. Are they a black-budget government department, a secret military unit, a clandestine police team, a private individual's crusade, a corporation, a scientific team or what?
    -
    - Is the Agency's goal to destroy monsters, study the supernatural, protect people, gain power, or something else?
    -
    -

    Resources:
    - (pick two)
    - Well Armed - Well Financed - Rigorous Training - Official Pull - Cover Identities - Good Intel - Offices all over the place - Support Teams - Weird Tech Gadgets - Recognised Authority - Red Tape:
    - (pick two)
    - Dubious Motives - Bureaucratic - Inter-departmental Rivalry - Secretive Hierarchy - Budget Cuts - Take No Prisoners - Hostile Superiors - Cryptic Missions - Live Capture Policy + Who do you work for? Are they a black-budget government department, a secret military unit, a clandestine police team, a private individual's crusade, a corporation, a scientific team, or what?
    +
    + Is the Agency's goal to: destroy monsters, study the supernatural, protect people, gain power, or something else?
    +

    +

    Resources (pick two):
    + Well-armed + Well-financed
    + Rigorous training + Official pull
    + Cover identities
    + Offices all over the place + Good intel + Recognised authority
    + Weird tech gadgets + Support teams

    + Red Tape (pick two):
    + Dubious motives + Bureaucratic
    + Secretive hierarchy + Cryptic missions
    + Hostile superiors
    + Inter-departmental rivalry + Budget cuts
    + Take no prisoners policy
    + Live capture policy

    Moves
    You get this:
    -

    When you deal with the agency, requesting help or gear, or making excuses for failure roll +Sharp. On a 10+, you're good; your request for gear or personell is okayed, or you slip-up goes unnoticed. On a 7-9, things aren't so great. You might get chewed out by your superiors, and there will be fallout, but you get what you need for the job. On a miss, you screwed up: you might be suspended, under investigation, or just in the doghouse. You certainly aren't going to get any help until you sort it all out

    +

    When you deal with the agency, requesting help or gear, or making excuses for a failure, roll +Sharp. On a 10+, you're good - your request for gear or personell is okayed, or your slip-up goes unnoticed. On a 7-9, things aren't so great. You might get chewed out by your superiors, and there'll be fallout, but you get what you need for the job. On a miss, you screwed up; you might be suspended, or under investigation, or just in the doghouse. You certainly aren't going to get any help until you sort it all out.

    - Then pick three of these:
    -

    Bottle it Up If you want, you can take up to +3 bonus when you act under pressure. For each +1 you use, the Keeper holds 1. This hold can be spent later, one-for-one, to give you -1 on any move except act under pressure

    -

    Unfazeable Take +1 Cool (max +3)

    -

    Battlefield Awareness You always know what's happening around you, and what to watch out for. Take +1 armour (max +2) on top of whatever you get from your gear

    -

    Leave No One Behind In combat when you help someone escape, roll +Sharp. On a 10+ you get them out clean. On a 7-9, you can either get them out or suffer no harm, you choose. On a miss, you fail to get them out and you've attracted hostile attention

    -

    Tacticle Genius When you read a bad situation roll +Cool instead of +Sharp

    -

    Medic You have a full first aid kit, and the training to heal people. When you do first aid, roll +Cool. On a 10+ the patient is stabilised and healed of 2 harm. On a 7-9 choose one: heal 2 harm or stabilise the injury. On a miss, you cause an extra 1 harm. This move takes the place of regular first aid

    -

    Mobility You have a truck, van, or car built for monster hunting. Choose two good things and one bad thing:
    -   🕷 Good things: Roomy, surveillance gear, fast, stealthy, intimidating, classic, medical kit, sleeping space, toolkit, concealed weapons, anonymous, armoured (+1 armour inside), tough, monster cage
    -   🕷 Bad things: Loud, obvious, tempermental, beaten-up, gas guzzler, uncomfortable, slow

    + Then pick three of these:
    +

    Bottle It Up: If you want, you can take up to +3 bonus when you act under pressure. For each +1 you use, the Keeper holds 1. This hold can be spent later 1-for-1 to give you -1 on any move except act under pressure.

    +

    Unfazeable: Take +1 Cool (max +3).

    +

    Battlefield Awareness: You always know what's happening around you, and what to watch out for. Take +1 armour (max 2) on top of whatever you get from your gear.

    +

    Leave No One Behind: In combat, when you help someone escape, roll +Sharp. On a 10+, you get them out clean. On a 7-9, you choose; you can either get them out or suffer no harm. On a miss, you fail to get them out and you've attracted hostile attention.

    +

    Tactical Genius: When you read a bad situation, you may roll +Cool instead of +Sharp.

    +

    Medic: You have a full first aid kit, and the training to heal people. When you do first aid, roll +Cool. On a 10+, the patient is stabilized and healed of 2 harm. On a 7-9, choose one: heal 2 harm or stabilize the injury. On a miss, you cause an extra 1 harm. This move takes the place of regular first aid.

    +

    Mobility: You have a truck, van, or car built for monster hunting. Choose two good things and one bad thing about it.
    +   🕷 Good things: roomy; surveillance gear; fast; stealthy; intimidating; classic; medical kit; sleeping space; toolkit; concealed weapons; anonymous; armoured (+1 armour inside); tough; monster cage.
    +   🕷 Bad things: loud; obvious; temperamental; beaten-up; gas-guzzler; uncomfortable; slow; old.

    +
    @@ -1266,20 +1304,17 @@

    Gear
    - 🕷 Armour
    - (pick one)
    -   Flak Vest (1 amrour, hidden)
    -   Combat Armour (1 armour, heavy)
    - 🕷 Serious Weapons:
    - (choose one)
    -   Assault rifle (3 harm, far, area, loud,
          reload

    -   Grenade launcher (4 harm, far, area,
          messy, loud, reload)

    -   Sniper rifle (4 harm, far)
    -   Grenades (4 harm, close, area, messy,
          loud)

    -   Submachine gun (3 harm, close, area,
          loud, reload)

    - 🕷 Normal Weapons:
    - (choose two)
    -   .38 revolver (2 harm, close, reload,
          loud)

    + 🕷 Armour (pick one):
    +   Flak vest (1 armour, hidden)
    +   Combat armour (2 armour, heavy)
    + 🕷 Serious Weapons (pick one):
    +   Assault rifle (3 harm, far, area, loud, reload)
    +   Grenade launcher (4 harm, far, area, messy, loud, reload)
    +   Sniper rifle (4 harm, far)
    +   Grenades (4 harm, close, area, messy, loud)
    +   Submachine gun (3 harm, close, area, loud, reload)
    + 🕷 Normal Weapons (pick two):
    +   .38 revolver (2 harm, close, reload, loud)
      9mm (2 harm, close, loud)
      Hunting rifle (2 harm, far, loud)
      Shotgun (3 harm, close, messy)
    @@ -1293,28 +1328,30 @@

    +
    Improvements
    - Once you have 5 experience you may choose one of these: (Check off any you've already taken)
    - +1 Tough (max +2) - +1 Cool (max +3) - +1 Sharp (max +2) - +1 Charm (max +2)
    - Take another Professional move - Take another Professional move - Add a resource tag or change a red tape tag for your Agency
    - Get command of an Agency team of monster hunters - Take a move from another playbook + Once you have 5 Experience you may choose one of these: (Check off any you've already taken)
    + +1 Cool (max +3) + +1 Charm (max +2) + +1 Sharp (max +2) + +1 Tough (max +2)
    + Take another move from your own playbook + Take another move from your own playbook
    + Add a new Resource tag or change a Red Tape tag for your Agency + Get command of an Agency team of monster hunters
    + Take a move from another playbook Take a move from another playbook

    Once you have taken 5 improvements you may choose from these options as well as the list above when you improve:
    - +1 to any rating (max +3) - Change this hunter to a new type + +1 to any rating (max +3) + Change playbooks Create a second hunter to play
    - Advance 2 basic moves - Advance 2 basic moves - Retire this hunter to safety - Get some or all of the other player's hunters hired by your Agency. They get the deal with the agency move as well as salery and benefits
    + Advance 2 basic moves + Advance 2 basic moves + Retire this hunter to safety
    + Get some or all of the other players' hunters hired by your Agency. They get the deal with the agency move, as well as salery and benefits
    + Erase one used Luck point

    History and Notes
    @@ -1344,7 +1381,7 @@ Doomed

    - Special: (added with Tome of Mysteries) When you spend Luck the official council of wizards is going to poke their nose into your business + Special: When you spend Luck, the official council of wizards is going to poke their nose into your business.

    Harm

    Okay @@ -1354,7 +1391,7 @@ Dying

    - Unstable: +

    Unstable:


    Experience
    Mark Experience when a roll totals 6 or less; or when a move tells you to do so
    @@ -1365,96 +1402,97 @@

    Once you have filled all 5 boxes, uncheck them and choose an Improvement option

    -

    - Other Moves
    -
    -
    -

    Gear
    - You don't need much except items to power your magic, still it's good to be prepared
    - 🕷 One Backup Weapon:
    -   Old revolver (2 harm, close, reload,
          loud)

    -   Ritual knife (1 harm, hand)
    -   Heirloom sword (2 harm, hand, messy)
    + 🕷 Backup Weapon (pick one):
    +   Old revolver (2 harm, close, reload, loud)
    +   Ritual knife (1 harm, hand)
    +   Heirloom sword (2 harm, hand, messy)

    Other Gear


    +

    + Other Moves
    +
    +
    +

    -
    - Moves
    -
    - Pick three of these:
    -

    Advanced Arcane Training If you have two of your three Tools and Techniques at the ready then you may ignore the third

    -

    Arcane Reputation Pick three big organisations or groups in the supernatural community, which can include the more sociable types of monsters. They've heard of you and respect your power. Take +1 forward when you use manipulate someone on affected humans. You may also use manipulate someone on affected monsters, with no bonus

    -

    Could've Been Worse When you miss a use magic roll you can choose one of the following options instead of losing control of the magic:
    -   🕷 Fizzle: The preperations and materials for the spell are ruined. You'll have to start over from scratch with the prep time doubled
    -   🕷 This is gonna suck: The effect happens, but you trigger all the glitches but one. You pick the one you avoid

    -

    Forensic Divination When you successfully investigate a mystery you may ask "what magic was done here?" as a free extra question

    -

    Go Big or Go Home When you must use magic as a requirement for big magic, take +1 forward to those use magic rolls

    -
    -
    -

    Enchanted Clothing Pick an article of every-day clothing; it's enchanted without any change in appearence. Take -1 harm from any source that tries to get at you through the garment

    -

    Not My Fault +1 to act under pressure when dealing with the consequences of your own spellcasting

    -

    Practitioner Choose two of the use magic effects. You get +1 to use magic when choosing one of those effects

    -

    Shield Spell When you protect someone, you gain +2 armour against any harm that is transferred to you. This doesn't stack with any other armour

    -

    Third Eye When you read a bad situation you can open your third eye for a moment to take in extra information. Take +1 hold on any result of 7 or more, plus you can see invisible things. On a miss, you may still get 1 hold, but you're exposed to a supernatural danger. Unfiltered hidden reality is tough on the mind!

    -
    -
    -
    - And you get this:
    -
    -

    Tools and Techniques To use your combat magic effectively, you rely on a collection of tools and techniques. Uncheck one; you'll need the rest:
    - 🕷 Consumables: You'll need certain supplies- powders, oils, etc- on hand, some will be used up each cast. If you don't have them, take 1 harm, ignore-armour when you cast
    - 🕷 Foci: You need wands, staves, and other obvious props to focus. If you don't have what you need then your combat magic does 1 harm less
    - 🕷 Gestures: You need to wave your hands around to use combat magic. If you're restrained, take -1 ongoing for combat magic
    - 🕷 Incantations: You must speak in an arcane language to control your magic. If you use combat magic without speaking, act under pressure to avoid scrambling your thoughts

    +
    + Moves
    +
    + You get this:
    +

    Tools and Techniques: To use your combat magic effectively, you rely on a collection of tools and techniques. Uncheck one; you'll need the rest.
    + 🕷 Consumables: You need certain supplies - powders, oils, etc - on hand, some will be used up each cast. If you don't have them, when you cast, take 1 harm, ignore-armour.
    + 🕷 Foci: You need wands, staves, and other obvious props to focus. If you don't have what you need, your combat magic does 1 harm less.
    + 🕷 Gestures: You need to wave your hands around to use combat magic. If you're restrained, take -1 ongoing for combat magic.
    + 🕷 Incantations: You must speak in an arcane language to control your magic. If you use combat magic without speaking, act under pressure to avoid scrambling your thoughts.

    Combat Magic
    - You have attack spells you can use as weapons. When you kick some ass with your spells roll +Weird instead of +Tough. Sometimes you may need to act under pressure to cast your spells without problems
    - (pick three, with at least one base)
    + You have a few attack spells you can use as weapons. When you use these spells to kick some ass, roll +Weird instead of +Tough. Sometimes you may need to act under pressure to cast your spells without problems.
    + (pick three, with at least one base)

    Bases:
    -   Blast (2 harm, magic, close, obvious,
          loud)

    -   Ball (1 harm, magic, area, close,
          obvious, loud)

    -   Missile (1 harm, magic, far, obvious,
          loud)

    -   Wall (1 harm, magic, barrier, close,
          1 armour, obvious, loud)

    +   Blast (2 harm, magic, close, obvious, loud)
    +   Ball (1 harm, magic, area, close, obvious, loud)
    +   Missile (1 harm, magic, far, obvious, loud)
    +   Wall (1 harm, magic, barrier, close, 1 armour, obvious, loud)

    Effects:
    -   Fire (Add '+2 harm, fire' to a base) If
          you get a 10+ on a combat magic roll,
          the fire won't spread)

    -   Force or Wind (Add '+1 harm, forceful'
          to a base or '+1 armour' to a wall)

    -   Lightning or Entropy (Add '1 harm,
          messy' to a base)

    -   Frost or Ice (Add '-1 harm, +2 armour'
          to a wall, or '+1 harm, restraining' to
          other bases)

    -   Earth (Add 'forceful, restraining' to a
          base)

    -   Necromantic (Add 'life-drain' to a base)
    +   Fire (add '+2 harm, fire' to a base; if you get a 10+ on a combat magic roll, the fire won't spread)
    +   Force or Wind (add '+1 harm, forceful'; to a base, or '+1 armour' to a wall)
    +   Lightning or Entropy (add '+1 harm, messy' to a base)
    +   Frost or Ice (add '-1 harm, +2 armour' to a wall, or '+1 harm, restraining' to other bases)
    +   Earth (add 'forceful, restraining' to a base)
    +   Necromantic (add 'life-drain' to a base)
    +
    +
    + Then pick three of these:
    +

    Advanced Arcane Training: If you have two of your three Tools and Techniques at the ready, you may ignore the third one.

    +

    Arcane Reputation: Pick three big organizations or groups in the supernatural community, which can include some of the more sociable types of monsters. They've heard of you and respect your power. Take +1 forward when you use manipulate someone on affected humans. You may use manipulate someone on affected monsters as if they were human, with no bonus.

    +
    +

    Could've Been Worse: When you miss a use magic roll, you can choose one of the following options instead of losing control of the magic.
    +   🕷 Fizzle: The preperations and materials for the spell are ruined. You'll have to start over from scratch with the prep time doubled.
    +   🕷 This Is Gonna Suck: The effect happens, but you trigger all of the listed glitches but one. You pick the one you avoid.

    +

    Enchanted Clothing: Pick an article of every-day clothing - it's enchanted without any change in appearence. Take -1 harm from any source that tries to get at you through the garment.

    +

    +

    Forensic Divination: When you successfully investigate a mystery, you may ask \"what magic was done here?\" as a free extra question.

    +

    Go Big or Go Home: When you must use magic as a requirement for big magic, take +1 ongoing to those use magic rolls.

    +

    Not My Fault: +1 to act under pressure when you are dealing with the consequences of your own spellcasting.

    +

    Practitioner: Mark two of the use magic effects. Take +1 to use magic whenever you choose one of those effects.

    +
    +

    Shield Spell: When you protect someone, you gain +2 armour against any harm that is transferred to you. This doesn't stack with any other armour.

    +

    Third Eye: When you read a bad situation, you can open up your third eye for a moment to take in extra information. On a 7+, take +1 hold and you can see invisible things. On a miss, you may still get 1 hold, but you're exposed to supernatural danger. Unfiltered hidden reality is rough on the mind!

    +
    +

    +
    Improvements
    - Once you have 5 experience you may choose one of these: (Check off any you've already taken)
    - +1 Tough (max +2) - +1 Cool (max +2) - +1 Sharp (max +2) - +1 Weird (max +3)
    - Take another Spellslinger move - Take another Spellslinger move - Take another Combat Magic pick
    - Take a move from another playbook + Once you have 5 Experience you may choose one of these: (Check off any you've already taken)
    + +1 Weird (max +3) + +1 Cool (max +2) + +1 Sharp (max +2) + +1 Tough (max +2)
    + Take another move from your own playbook + Take another move from your own playbook + Take another Combat Magic pick
    + Take a move from another playbook Take a move from another playbook

    - Once you have taken 5 improvements you may choose from these options as well as the list above when you improve:
    - +1 to any rating (max +3) - Change this hunter to a new type + Once you have taken 5 Improvements you may choose from these options as well as the list above when you improve:
    + +1 to any rating (max +3) + Change playbooks Create a second hunter to play
    - Advance 2 basic moves - Advance 2 basic moves - Retire this hunter to safety - Regain a used Luck point
    - Take another Combat Magic pick
    - Cross off another option from tools and techniques
    + Advance 2 basic moves + Advance 2 basic moves + Retire this hunter to safety
    + Erase one used Luck point + Take another Combat Magic pick
    + You may cross off another option from your Tools and Techniques

    History and Notes
    @@ -1484,7 +1522,7 @@ Doomed

    - Special: As you spend Luck your Dark Side's needs will get nastier + Special: When you spend Luck, your Dark Side's needs will get nastier.

    Harm

    Okay @@ -1494,7 +1532,7 @@ Dying

    - Unstable: +

    Unstable:


    Experience
    Mark Experience when a roll totals 6 or less; or when a move tells you to do so
    @@ -1506,56 +1544,52 @@ Once you have filled all 5 boxes, uncheck them and choose an Improvement option

    The Dark Side
    - Your powers have an unsavoury source, and sometimes you get tempted to do things you shouldn't. These could be orders from whatever granted you power, urges that bubble up inside you, or something else
    - Whatever it is, it is unsettling
    - (pick three)
    + Your powers have an unsavoury source, and sometimes you get tempted to do things you shouldn't. These could be orders from whatever granted your power, or urges that bubble up from your subconscious, or something like that. Whatever it is, it's unsettling. (pick three):

    Violence - Depression + Depression
    Secrets - Lust - Dark Bargain - Guilt + Lust
    + Dark bargain + Guilt
    Soulless - Addiction - Mood Swings - Rage - Self-Destruction - Greed for Power - Pain - Poor Impulse Control - Hallucinations + Addiction
    + Mood swings + Rage
    + Self-destruction + Greed for power
    + Poor impulse control + Hallucinations
    + Pain Paranoia

    - The Keeper can ask you to do nasty things (in accordance with your tags) when your powers need you to. If you do it, mark experience. If you don't then your powers are unavilable until the end of the mystery (or until you cave)
    + The Keeper can ask you to do nasty things (in accordance with your tags) when your powers need you to. If you do whatever is asked, mark experience. If you don't, then your powers are unavilable until the end of the mystery (or until you cave). As you spend Luck, these requests will get bigger and nastier.
    Moves
    - Pick three of these:
    -

    Telepathy You can read people's thoughts and put words in their mind. This can allow you to investigate a mystery and read a bad situation without actually needing to talk. You can also manipulate someone without speaking. You still roll the moves as normal, except people will not expect the weirdness of your mental communication

    -

    Hex When you cast a spell with use magic, as well as the normal effects, you may pick from the following:
    -   🕷 The target contracts a disease
    -   🕷 The target immediately suffers (2 harm, magic, ignore-armour)
    -   🕷 The target breaks something precious or important

    -

    The Sight You can see invisible things, especially spirits and magical influences. You may also communicate with (and maybe even make deals with) the spirits you see, they give you more opportunities to spot clues when you investigate a mystery

    -

    Premonitions At the start of each mystery, roll +Weird. On a 10+, you get a detailed vision of something bad that is yet to happen. You take +1 forward to prevent it coming true, and mark experience if you stop it. On a 7-9 you get clouded images of something bad that is yet to happen; mark experience if you stop it. On a miss, you get a vision of something bad to happen and the Keeper holds 3, to be spent 1-for-1 as penalties to rolls you make

    -

    Hunches When something bad is happening (or just about to happen) somewhere that you aren't, roll +Sharp. On a 10+ you knew where you needed to go, just in time to get there. On a 7-9, you get there too late- in time to intervene, but not prevent it altogether. On a miss, you get there just in time to be in trouble yourself

    -

    The Big Whammy You can use your powers to kick some ass, (2 harm, close, obvious, ignore-armour) When you do, roll +Weird instead of +Tough. On a miss you'll get magical backlash

    -
    -
    -

    Tune In You can attune your mind to a monster or minion. Roll +Weird. On a 10+ hold 3, 7-9 hold 1. On a miss the monster becomes aware of you. Spend one hold to ask the Keeper one of the following questions, and gain +1 ongoing while acting on the answers:
    -   🕷 Where is the creature right now?
    -   🕷 What is it planning to do right now?
    -   🕷 Who is it going to attack next?
    -   🕷 Who does it regard as the biggest threat?
    -   🕷 How can I attract its attention?

    -

    Jinx You can encourage coincidences to occur the way you want. When you jinx a target, roll +Weird. On a 10+ hold 2, 7-9 hold 1. On a miss, the Keeper holds 2 over you to be used in the same way. Spend your hold to:
    -   🕷 Interfere with a hunter, giving them -1 forward
    -   🕷 Help a hunter, giving them +1 forward by interfering with their enemy
    -   🕷 Interfere with what a monster, minion, or bystander is trying to do
    -   🕷 Inflict 1 harm on the target due to an accident
    -   🕷 The target finds something you left for them
    -   🕷 The target loses something that you will soon find

    + Pick three of these:
    +

    Telepathy: You can read people's thoughts and put words in their mind. This can allow you to investigate a mystery and read a bad situation without needing to actually talk. You can also manipulate someone without speaking. You roll moves as normal, except people will not expect the weirdness of your mental communication.

    +

    Hex: When you cast a spell with use magic, as well as the normal list of effects, you may pick from the following list:
    +   🕷 The target contracts a disease.
    +   🕷 The target immediately suffers harm (2 harm, magic, ignore-armour).
    +   🕷 The target breaks something precious or important.

    +

    The Sight: You can see the invisible, especially spirits and magical influences. You may communicate with (and maybe even make deals with) the spirits you see; and they give you more opportunities to spot clues when you investigate a mystery.

    +

    Premonitions: At the beginning of each mystery, roll +Weird. On a 10+, you get a detailed vision of something bad that is yet to happen. You take +1 forward to prevent it from coming true, and mark experience if you stop it. On a 7-9, you get clouded images of something bad that is yet to happen; mark experience if you stop it. On a miss, you get a vision of something bad happening to you and the Keeper holds 3, to be spent 1-for-1 as penalties to rolls you make.

    +

    Hunches: When something bad is happening (or just about to happen) somewhere that you aren't, roll +Sharp. On a 10+, you knew where you needed to go, just in time to get there. On a 7-9, you get there late - in time to intervene, but not prevent it altogether. On a miss, you get there just in time to be in trouble yourself.

    +

    Tune In: You can attune your mind to a monster or minion. Roll +Weird. On a 10+ hold 3, on a 7-9 hold 1. On a miss the monster becomes aware of you. Spend your hold 1-for-1 to ask the Keeper one of the following questions, and gain +1 ongoing while acting on the answers:
    +   🕷 Where is the creature right now?
    +   🕷 What is it planning to do right now?
    +   🕷 Who is it going to attack next?
    +   🕷 Who does it regard as the biggest threat?
    +   🕷 How can I attract its attention?

    +

    The Big Whammy: You can use your powers to kick some ass. Roll +Weird instead of +Tough. The attack has 2 harm, close, obvious, ignore-armour. On a miss, you'll get magical backlash.

    +

    Jinx: You can encourage coincidences to occur the way you want. When you jinx a target, roll +Weird. On a 10+ hold 2, 7-9 hold 1. On a miss, the Keeper holds 2 over you to be used in the same way. Spend your hold 1-for-1 to:
    +   🕷 Interfere with a hunter, giving them -1 forward.
    +   🕷 Help a hunter, giving them +1 forward, by interfering with their enemy.
    +   🕷 Interfere with what a monster, minion, or bystander is trying to do.
    +   🕷 Inflict 1 harm on the target due to an accident.
    +   🕷 The target finds something you left for them.
    +   🕷 The target loses something that you will soon find.

    @@ -1566,15 +1600,15 @@

    Gear
    - 🕷 Any items or amulets that you use to invoke your powers
    - 🕷 Normal Weapons:
    - (choose two)
    -   .38 revolver (2 harm, close, reload,
          loud)

    -   9mm (2 harm, close, loud)
    -   Hunting rifle (2 harm, far, loud)
    -   Shotgun (3 harm, close, messy)
    -   Big knife (1 harm, hand)
    -

    + 🕷 Any magical items or amulets that you use to invoke your powers
    +
    + 🕷 Normal Weapons (pick two):
    +   .38 revolver (2 harm, close, reload, loud)
    +   9mm (2 harm, close, loud)
    +   Hunting rifle (2 harm, far, loud)
    +   Shotgun (3 harm, close, messy)
    +   Big knife (1 harm, hand)
    +

    Other Gear

    @@ -1583,27 +1617,30 @@

    +
    Improvements
    - Once you have 5 experience you may choose one of these: (Check off any you've already taken)
    - +1 Charm (max +2) - +1 Cool (max +2) - +1 Sharp (max +2) - +1 Weird (max +3)
    - Take another Spooky move - Take another Spooky move - Change some or all of your Dark Side tags
    - Take a move from another playbook - Take a move from another playbook
    + Once you have 5 Experience you may choose one of these: (Check off any you've already taken)
    + +1 Weird (max +3) + +1 Charm (max +2) + +1 Cool (max +2) + +1 Sharp (max +2)
    + Take another move from your own playbook + Take another move from your own playbook + Change some, or all, of your Dark Side tags
    + Gain a Mystical Library, like the Haven option of the Expert
    + Take a move from another playbook + Take a move from another playbook

    - Once you have taken 5 improvements you may choose from these options as well as the list above when you improve:
    - +1 to any rating (max +3) - Change this hunter to a new type + Once you have taken 5 Improvements you may choose from these options as well as the list above when you improve:
    + +1 to any rating (max +3) + Change playbooks Create a second hunter to play
    - Advance 2 basic moves - Advance 2 basic moves - Retire this hunter to safety - You discover how to use your powers at a lower cost. Delete one Dark Side tag
    + Advance 2 basic moves + Advance 2 basic moves + Retire this hunter to safety
    + You discover how to use your powers at a lower price, delete one Dark Side tag + Erase one used Luck point

    History and Notes
    @@ -1633,7 +1670,7 @@ Doomed

    - Special: (added with Tome of Mysteries) When you spend Luck you find a dangerous lead on your prey + Special: When you spend Luck, you find a dangerous lead on your prey.

    Harm

    Okay @@ -1643,7 +1680,7 @@ Dying

    - Unstable: +

    Unstable:


    Experience
    Mark Experience when a roll totals 6 or less; or when a move tells you to do so
    @@ -1655,23 +1692,22 @@ Once you have filled all 5 boxes, uncheck them and choose an Improvement option

    Who You Lost
    - Who did you lose?
    - (pick one or more of: parent(s), sibling(s), spouse/partner, child(ren), best friend(s))
    -
    - Why couldn't you save them? You were:
    - (pick one or more)
    - At fault
    - Selfish
    + Who did you lose? (pick one or more)
    + Your parent(s), sibling(s), spouse/partner, child(ren), best friend(s) etc
    +
    + Why couldn't you save them? You were: (pick one or more)
    +

    At fault + Selfish Injured
    - Weak
    - Slow
    + Weak + Slow Scared
    - In denial
    + In denial Complicit

    What Did It?
    - My Prey:
    - (with the Keeper's agreement, pick the monster breed)
    + With the Keeper's agreement, pick the monster breed.
    + My Prey:

    Other Moves
    @@ -1681,52 +1717,49 @@
    Moves
    - You get this:
    + You get this:
    -

    I Know My Prey You get +1 ongoing when knowingly investigating, pursuing, or fighting the breed of monster that caused your loss

    +

    I Know My Prey: You get +1 ongoing when knowingly investigating, pursuing, or fighting the breed of monster that caused your loss.

    - Then pick two of these:
    -

    Berserk No matter how much harm you take, you can always keep going until the current fight is over. During a fight, the Keeper may not use harm moves on you and you cannot die. When the fight ends, all harm takes effect as normal

    -

    NEVER AGAIN In combat, you may choose to protect someone without rolling, as if you had rolled a 10+, but you may not choose to "suffer little harm"

    -

    What Does Not Kill Me If you have suffered harm in a fight, you gain +1 ongoing until the fight is over

    -

    Fervour When you manipulate someone roll +Tough instead of +Charm

    -

    Safety First You have jury-rigged extra protection into your gear, giving you +1 armour (max 2 armour)

    -

    Tools Matter With your signature weapon you get +1 to kick some ass

    -

    DIY Surgery When you do quick and dirty first aid on someone (including yourself), roll +Cool. On a 10+ it's all good, it counts as normal first aid, plus stabilise the injury and heal 1 harm. On a 7-9, it counts as normal first aid, plus one of these, your choice:
    -   🕷 Stabilise the injury but the patient take -1 forward
    -   🕷 Heal 1 harm and stabilise for now, but it will return as 2 harm and become unstable again later
    -   🕷 Heal 1 harm and stabilise but the patient takes -1 ongoing until it's fixed properly

    + Then pick two of these:
    +

    Berserk: No matter how much harm you take, you can always keep going until the current fight is over. During a fight, the Keeper may not use harm moves on you and you cannot die. When the fight ends, all harm takes effect as normal.

    +

    NEVER AGAIN: In combat, you may choose to protect someone without rolling, as if you had rolled a 10+, but you may not choose the option \"suffer little harm\".

    +

    What Does Not Kill Me...: If you have suffered harm in a fight, you gain +1 ongoing until the fight is over.

    +

    Fervour: When you manipulate someone, roll +Tough instead of +Charm.

    +

    Safety First: You have jury-rigged extra protection into your gear, giving you +1 armour (max 2 armour).

    +

    DIY Surgery: When you do quick and dirty first aid on someone (including yourself), roll +Cool. On a 10+, it's all good, it counts as normal first aid, plus stabilise the injury and heal 1 harm. On a 7-9, it counts as normal first aid, plus one of these, your choice:
    +   🕷 Stabilize the injury but the patient take -1 forward.
    +   🕷 Heal 1 harm and stabilize for now, but it will return as 2 harm and become unstable again later.
    +   🕷 Heal 1 harm and stabilize but the patient takes -1 ongoing until it's fixed properly.

    +

    Tools Matter: With your signature weapon, you get +1 to kick some ass.

    Gear
    🕷 Protective wear suited to your look (1 armour)
    - 🕷 Signature Weapons:
    - (choose one)
    -   Sawn-off shotgun (3 harm, hand/close,
          messy, loud, reload)

    -   Hand cannon (3 harm, close, loud)
    -   Fighting knife (2 harm, hand, quiet)
    -   Huge sword or huge axe (3 harm, hand,
          messy, heavy)

    -   Enchanted dagger (2 harm, hand,
          magic)

    -   Chainsaw (3 harm, hand, messy,
          unreliable, loud, heavy)

    -   Specialist weapons for destroying your foes (eg. wooden stakes for vampires, silver dagger for warewolves, etc) 4 harm against the specific creatures it targets, 1 harm otherwise, and other tags by agreement with the Keeper
    - 🕷 Practical Weapons:
    - (choose two)
    -   .38 revolver (2 harm, close, reload,
          loud)

    -   9mm (2 harm, close, loud)
    -   Hunting rifle (2 harm, far, loud)
    -   Shotgun (3 harm, close, messy)
    -   Big knife (1 harm, hand)
    -   Brass knuckles (1 harm, hand, stealthy)
    -   Assault rifle (3 harm, close, area, loud, reload)
    - 🕷 Vehicles:
    - (choose one, if you want it)
    -   Classic car
    -   Classic motorcycle
    -   Plain pickup
    -   Plain van
    + 🕷 Signature Weapon (pick one):
    +   Sawn-off shotgun (3 harm, hand/close, messy, loud, reload)
    +   Hand cannon (3 harm, close, loud)
    +   Fighting knife (2 harm, hand, quiet)
    +   Huge sword or huge axe (3 harm, hand, messy, heavy)
    +   Specialist weapons for destroying your foes (eg. wooden stakes and mallet for vampires, silver dagger for warewolves, etc), 4 harm against the specific creatures it targets, 1 harm otherwise, and other tags by agreement with the Keeper
    +   Enchanted dagger (2 harm, hand, magic)
    +   Chainsaw (3 harm, hand, messy, unreliable, loud, heavy)
    + 🕷 Practical Weapons (pick two):
    +   .38 revolver (2 harm, close, reload, loud)
    +   9mm (2 harm, close, loud)
    +   Hunting rifle (2 harm, far, loud)
    +   Shotgun (3 harm, close, messy, loud)
    +   Big knife (1 harm, hand)
    +   Brass knuckles (1 harm, hand, stealthy)
    +   Assault rifle (3 harm, close, area, loud, reload)
    + 🕷 (Optional) Vehicle (pick one):
    +   Classic car
    +   Classic motorcycle
    +   Plain pickup
    +   Plain van

    Other Gear
    @@ -1736,29 +1769,31 @@

    +
    Improvements
    - Once you have 5 experience you may choose one of these: (Check off any you've already taken)
    - +1 Tough (max +3) - +1 Cool (max +2) - +1 Sharp (max +2) + Once you have 5 Experience you may choose one of these: (Check off any you've already taken)
    + +1 Tough (max +3) + +1 Cool (max +2) + +1 Sharp (max +2) +1 Weird (max +2)
    - Take another Wronged move - Take another Wronged move - Gain a haven like the Expert with two options
    - Add one more option to your haven - Take a move from another playbook + Take another move from your own playbook + Take another move from your own playbook + Gain a Haven, like the Expert, with two options
    + Add a haven option + Take a move from another playbook Take a move from another playbook

    - Once you have taken 5 improvements you may choose from these options as well as the list above when you improve:
    - +1 to any rating (max +3) - Change this hunter to a new type + Once you have taken 5 Improvements you may choose from these options as well as the list above when you improve:
    + +1 to any rating (max +3) + Change playbooks Create a second hunter to play
    - Advance 2 basic moves - Advance 2 basic moves - Retire this hunter to safety - You track down the specific monster responsible fo your loss. The Keeper must make the next mystery about them
    - Change the target of your vengeful rage. Pick a new monster breed; I know my prey now applies to them instead
    + Advance 2 basic moves + Advance 2 basic moves + Retire this hunter to safety
    + You track down the specific monster(s) responsible fo your loss; the Keeper must make the next mystery about them
    + Change the target of your vengeful rage; replace the monster breed in My Prey with a new one
    + Erase one used Luck point

    History and Notes
    @@ -1788,7 +1823,7 @@ Doomed

    - Gumshoe Special: When you use a point of Luck your next regular case will actually be a mystery for your hunter group, not a regular case at all (and the monster will focus its attention on you!) + Gumshoe Special: When you spend Luck, your next regular case will actually be a mystery for your hunter group, and the monster will focus their attention on you!

    Harm

    Okay @@ -1798,7 +1833,8 @@ Dying

    - Unstable: +

    Unstable:
    +

    Extra harm box: (Use after getting the corresponding Improvement)


    Experience
    Mark Experience when a roll totals 6 or less; or when a move tells you to do so
    @@ -1810,58 +1846,16 @@ Once you have filled all 5 boxes, uncheck them and choose an Improvement option

    Gumshoe Code
    - With the agreement of the Keeper, pick a one-sentence Code that your Gumshoe adheres to.

    - __________________________________________________________________________

    - Example Codes: Murders must be punished. Monsters must be destroyed. Innocents must be saved. Laws must be enforced. Evil must be exposed. The weak must be protected from the powerful.

    - This Code defines your Gumshoe. Any time you violate your code you forfeit all Code related moves (The Postman Always Rings Twice, The Long Goodbye) and the ability to spend Luck points. These forfeits last either until the next mystery or you make amends. As long as you follow the Code people will sense your sincerity: you receive +1 ongoing for manipulate someone and you may not be possessed or charmed by any sort of supernatural, alien, or demonic entity or item.

    + With the agreement of the Keeper, pick a one-sentence Code that you adhere to.

    +
    + Example Codes:
    + (Murders must be punished, Monsters must be destroyed, Innocents must be saved, Laws must be enforced, Evil must be exposed, The weak must be protected from the powerful, etc.)

    + This Code defines you. Any time you violate your Code, you forfeit all Code-related moves (The Postman Always Rings Twice, The Long Goodbye) and the ability to spend Luck. These forfeits last until either the next mystery or you make amends. As long as you follow the Code, people will sense your sincerity; you receive +1 ongoing for manipulate someone and you may not be possessed or charmed by any sort of supernatural, alien, or demonic entity or item.

    -

    - Other Moves
    -
    -
    -

    -
    -
    - Moves
    - You get three Gumshoe moves. You get these two:
    -
    -

    Occult Confidential The first time in each mystery that you observe a monster, minion, or phenomenon in action, you may ask one question from the investigate a mystery list.

    -

    The Naked City You have lots of personal contacts wherever you go. Pick four contact types from the following areas (or from other areas agreed to between you and the Keeper):

    -   Academics, Accountants, Artists, Bartenders, Clergy, Conspiracy Theorists, Construction, Courts, Criminals (organised), Criminals (street), Cultists, Engineers, Espionage, Film and TV, Forensic Scientists, Fringe Scientists, Hackers, Journalists, Lawyers, Mechanics, Media, Medical Practioners, Military, Morgue, Occult, Police (local), Police (national), Politicians, Prisons, Private Security, Property Developers, Stage Magicians, Technologists, Transportation

    -   You can hit them up for info (+1 to one investigate a mystery roll) or small favours—but there may be a small cost involved. Personal contacts can provide more significant help but the Keeper decides their price on a case-by-case basis.

    -

    -
    - Then pick one of these:
    -

    The Postman Always Rings Twice Twice per mystery -as long as you follow your Code- you may reroll a roll.

    -

    The Long Goodbye You can't die with an open case. Specifically, you suffer all harm as normal but your death is postponed until you have either completed or abandoned the case, or you break your Code (then all bets are off).

    -

    Jessica Jones Entry When you double-talk your way into a secure location, roll +Charm. On a 10+ pick three, on a 7-9 pick two, on a fail pick one:

    -   🕷 You don't leave any trace of what you searched.
    -   🕷 You find what you wanted.
    -   🕷 You find something else that's important.
    -   🕷 You don't piss anyone of.
    -   🕷 You aren't recognised.
    -

    Out of the Past You have a police buddy who will do you big favors. Get in touch with them when you need to redirect law enforcement attention, get a heads-up on what operations are planned, or access police files. You now owe them: expect them to collect on it soon

    -

    Asphalt Jungle You heal faster than normal people. Any time your harm gets healed, heal an extra point. You are immune to all the harm move effects under '0-harm' and '1-harm' (when the Keeper would apply these, you ignore it).

    -

    Hacker with a Dragon Tattoo When you hack into a computer system, roll +Sharp. On 10+ pick two, on a 7-9 pick one. You:

    -   🕷 ...leave no traces.
    -   🕷 ...learn something important.
    -   🕷 ...can leave misinformation in place.
    -   🕷 ...gain access to somewhere you want to get in to.
    -

    "Just one more thing" When you ask a suspect leading questions, roll +Charm. On a 10+ hold 2, on a 7-9 hold 1, on a miss hold 1 but something bad is going to happen too.

    -   Spend your hold to ask questions from this list:

    -   🕷 One question from the investigate a mystery list.
    -   🕷 Was that a lie?
    -   🕷 What is something you left out that you didn't want me to notice?
    -   🕷 Are you complicit with any ongoing criminal activity?
    -   🕷 Did you commit this specific crime?
    -

    -
    -
    -
    +
    Gear
    - You get a laptop, a liquor flask, two recording devices, and one P.I. weapon.
    - 🕷 Recording devices:
    - (pick two)
    + 🕷 A laptop, and a liquor flask
    + 🕷 Recording Devices (pick two):
      Night vision camera
      Tiny digital video camera
      Film camera (8mm or 16mm)
    @@ -1869,47 +1863,89 @@   Cassette tape recorder
      Remote-controlled camera drone
      Laser microphone
    -   Laser microphone
    - 🕷 P.I. Weapons:
    - (pick one)
    -   Brass knuckles (1 harm, hand, stealthy)
    -   .38 revolver (2 harm, close, reload, loud)
    -   9mm (2 harm, close, loud)
    -   Magnum (3-harm close reload loud)
    -   Shotgun (3 harm, close, messy)
    -   Switchblade (1-harm hand small)
    +   SLR camera
    + 🕷 P.I. Weapons (pick one):
    +   Brass knuckles (1 harm, hand, small)
    +   .38 revolver (2 harm, close, reload, loud)
    +   9mm (2 harm, close, loud)
    +   Magnum (3 harm, close, reload, loud)
    +   Shotgun (3 harm, close, messy, loud)
    +   Switchblade (1-harm, hand, small)

    Other Gear


    +
    + Moves
    + You get these 2:
    +
    +

    Occult Confidential: The first time in each mystery that you observe a monster, minion, or phenomenon in action, you may ask one question from the investigate a mystery list.

    +

    The Naked City: You have lots of personal contacts wherever you go. Pick four contact types from the following areas (or from other areas agreed to between you and the Keeper):

    + (Academics, Accountants, Artists, Bartenders, Clergy, Conspiracy Theorists, Construction, Courts, Criminals (organised), Criminals (street), Cultists, Engineers, Espionage, Film and TV, Forensic Scientists, Fringe Scientists, Hackers, Journalists, Lawyers, Mechanics, Media, Medical Practioners, Military, Morgue, Occult, Police (local), Police (national), Politicians, Prisons, Private Security, Property Developers, Stage Magicians, Technologists, Transportation) +
    + You can hit them up for info (+1 to one investigate a mystery roll) or small favours - but there may be a small cost involved. Personal contacts can provide more significant help but the Keeper decides their price on a case-by-case basis. +
    +
    +
    +
    + Then pick one of these:
    +

    The Postman Always Rings Twice: Twice per mystery - as long as you follow your Code - you may reroll a roll.

    +

    The Long Goodbye: You can't die with an open case. Specifically, you suffer all harm as normal but your death is postponed until you have either completed or abandoned the case, or you break your Code (then all bets are off).

    +

    Jessica Jones Entry: When you double-talk your way into a secure location, roll +Charm. On a 10+ pick three, on a 7-9 pick two, on a fail pick one:

    +   🕷 You don't leave any trace of what you searched.
    +   🕷 You find what you wanted.
    +   🕷 You find something else that's important.
    +   🕷 You don't piss anyone off.
    +   🕷 You aren't recognised.
    +

    Out of the Past: You have a police buddy who will do you big favours. Get in touch with them when you need to redirect law enforcement attention, get a heads-up on what operations are planned, or access police files. You now owe them; expect them to collect on it soon.

    +

    Asphalt Jungle: You heal faster than normal people. Any time your harm gets healed, heal 1 harm extra. You are immune to all the harm move effects under '0 harm' and '1 harm' (when the Keeper would apply these, you ignore them).

    +

    Hacker with a Dragon Tattoo: When you hack into a computer system, roll +Sharp. On 10+ pick two, on a 7-9 pick one. You:

    +   🕷 ...leave no traces.
    +   🕷 ...learn something important.
    +   🕷 ...can leave misinformation in place.
    +   🕷 ...gain access to somewhere you want to get in to.
    +

    \"Just one more thing\": When you ask a suspect leading questions, roll +Charm. On a 10+ hold 2, on a 7-9 hold 1, on a miss hold 1 but something bad is going to happen too. Spend your hold 1-for-1 to ask questions from this list:

    +   🕷 One question from the investigate a mystery list.
    +   🕷 Was that a lie?
    +   🕷 What is something you left out that you didn't want me to notice?
    +   🕷 Are you complicit with any ongoing criminal activity?
    +   🕷 Did you commit this specific crime?
    +
    +

    + Other Moves
    +
    +
    +

    +

    +
    Improvements
    - Once you have 5 experience you may choose one of these: (Check off any you've already taken)
    - +1 Charm (max +3)
    - +1 Cool (max +2)
    - +1 Sharp (max +3)
    + Once you have 5 Experience you may choose one of these: (Check off any you've already taken)
    + +1 Charm (max +3) + +1 Cool (max +2) + +1 Sharp (max +3) +1 Tough (max +2)
    - Take another Gumshoe move
    - Take another Gumshoe move
    - Add another harm box to your track, before Dying.
    - Gain a haven (your office, perhaps), like the Expert with two options
    - Add four additional or new contacts for your Naked City move.
    + Take another move from your own playbook + Take another move from your own playbook + Add an extra harm box on the Dying side
    + Gain a Haven (your office, perhaps), like the Expert, with two options + Add four additional or new contacts for Naked City

    - Once you have taken 5 improvements you may choose from these options as well as the list above when you improve:
    - +1 to any rating (max +3)
    - Change this hunter to a new type
    - Make up a second hunter to play as well as this one
    - Mark two of the basic moves as advanced
    - Mark another two of the basic moves as advanced
    - Turn one of your contacts into an ally
    - Retire this hunter to safety
    - Erase one used Luck mark from your playbook
    + Once you have taken 5 Improvements you may choose from these options as well as the list above when you improve:
    + +1 to any rating (max +3) + Change playbooks + Create a second hunter to play
    + Advance 2 basic moves + Advance 2 basic moves + Turn one of your contacts into an ally
    + Retire this hunter to safety + Erase one used Luck point

    History and Notes
    @@ -1917,6 +1953,1576 @@

    +
    +

    + Stats  
    + Charm:   + Cool:   + Sharp:   + Tough:   + Weird:  
    +

    + +
    +
    +
    +
    Luck
    + Mark Luck to change a roll to a 12 or to avoid all harm from an injury
    +

    Okay + + + + + + Doomed

    + Special: When you spend Luck, you discover something happening now is related to something you were involved in years ago. +

    +
    Harm
    +

    Okay + + 🕷 + + + + Dying

    +

    Unstable: +


    +
    Experience
    + Mark Experience when a roll totals 6 or less; or when a move tells you to do so
    +

      + + + +

    + Once you have filled all 5 boxes, uncheck them and choose an Improvement option +

    +
    + Gear
    + 🕷 Any magical items or amulets that you use to perform magic
    +
    + 🕷 Wizardly Weapons (pick two):
    +   .38 revolver (2 harm, close, reload, loud)
    +   Shotgun (3 harm, close, messy, loud)
    +   Athame (2 harm, hand, magic, silver)
    +   Shillelagh (1 harm, hand, balanced)
    +   Crossbow (2 harm, close, slow)
    +   Staff (1 harm, hand, balanced, large)
    +

    +
    + Other Gear
    +
    +

    +
    + Advanced Hex Moves
    + When you take the corresponding Improvement, choose one of these:
    +

    Apotheosis: You become a terrifying fount of mystical power. Once per mystery, after you suffer loss or harm, you may enter a state where you have both immense power and zero interest in the well-being of others. While in this state, all of the following are true:
    +   🕷 You can fly.
    +   🕷 Use +Weird to kick some ass instead of +Tough. For this, you use innate magic as a weapon with (3 harm and any properties you choose).
    +   🕷 Ignore the component costs of your rotes.
    +   🕷 Ignore one requirement of every spell you cast with use magic.
    +   🕷 You have +1 ongoing to do everything.
    +   🕷 You cannot use the protect someone move.
    +   🕷 You have all the Temptations, and you have to indulge them whenever a good opportunity presents itself.
    +   🕷 When you try to resist a Temnptation, roll +Cool. On a 10+, Apotheosis ends. On a 7-9, it ends with you doing something dangerous or cruel. On a miss, it ends only after you harm someone (or something) you love.
    +

    Synthesis: You manage to conciliate your dark power with your moral impulses. You lose your Temptation. Whenever you use magic to help out or protect someone, you mark experience. Mark a second experience if you do it at the expense of your own safety.
    +


    +
    +
    + Moves
    + You get this:
    +
    +

    Bad Luck Charm: Whenever you use magic and miss, the backlash never affects you directly if there's someone else around to hit. It'll go for allies, other hunters, and innocent bystanders. Sometimes, every so often, it might even hit an enemy.

    +
    +
    + Then pick two of these:
    +

    Burn Everything: When you use magic to inflict harm, you can choose to inflict (3 harm, area, magic, obvious) or (3 harm, ignore-armour, magic, obvious).
    +

    Cast the Bones: Once per mystery, you may perform some kind of divination (tarot, casting the runes, reading entrails, or something like that) to glean information about the future. When you do, roll +Sharp. On a 10+ hold 2, on a 7-9 hold 1. On a miss, you get some information, but it's not what you want to hear. Spend the hold 1-for-1 to ask any question from the investigate a mystery list, or from the following list:
    +   🕷 What can I gain from this person/place/thing/creature?
    +   🕷 Who has touched this person/place/thing/creature before me?
    + The Keeper will answer truthfully, with either a direct answer or how to find out more.
    +

    Force of Will: When you apply your will to dispelling a magical effect, blocking a spell, or suspending a Phenomenon, roll +Weird. On a hit, momentary magics are cancelled completely, and long-lasting spells and effects are suspended temporarily. On a 10+, you can also spend Luck to instantly snuff out a powerful spell or strange effect. On a 7-9, you take 1 harm as the strain of dismissing magic unravels you.
    +

    Luck of the Damned: After you use magic or cast a rote, take +1 forward.
    +

    Sympathetic Token: As long as you carry a personal object belonging to someone, such as a lock of hair, a full set of toenails, or a treasured family heirloom, you get +1 ongoing to use magic against them. You can also use magic against them at a distance. If you miss, the token is lost, destroyed, or loses its power.
    +

    This Might Sting: You can use magic to heal 3 harm, but the process is exceptionally painful. On a 7-9, it also leaves a gnarly scar.
    +

    Wise Soul: Whenever you use magic, right before you roll, you can ask the Keeper what exactly would happen on a miss. If you dislike the risk, you can stop at the last second, and let the spell fizzle harmlessly. All of the effort is wasted.
    +

    +
    + Other Moves
    +
    +
    +
    +
    +
    +
    Temptation
    + You have a dangerous drive that you pursue, sometimes to the exclusion of your own safety. Decide if your Temptation drove you to learn magic, or if learning magic drove you to it:
    +
    + Whenever you give in to your Temptation and act accordingly, you mark experience. If a perfect opportunity presents itself, you need to act under pressure to resist giving in to your Temptation. If you fail this roll, you don’t mark experience like you would have if you’d willingly acted out your desires.

    + Choose one Temptation:
    + Vengeance: Utilize magic to inflict disproportionate retribution on someone who wronged you.
    + Power: Utilize magic to exert your dominance over another.
    + Addiction: Utilize magic to do what you could do without it.
    + Callousness: Utilize magic without regard for the safety of others.
    + Carnage: Utilize magic to inflict gruesome violence.
    + Secrets: Utilize magic to discover forbidden, dangerous knowledge.
    + Glory: Utilize magic to steal someone’s thunder.
    +


    +
    Rotes
    + Whenever you use magic, you can decide afterwards that a particular spell is a Rote that you know. You know how to cast it off the top of your head. Write down in detail the name of the Rote, what it requires, and what it does on a 10+, a 7-9, and a miss. A Rote is a bit more powerful than a basic use magic spell; its glitches are less onerous and its effect may be a little bigger. Unlike regular use magic, the cost and consequences for failing a Rote are known to you in advance.
    + Choose two fixed requirements for each Rote from this list:
    +   🕷 Magic words and ritual gestures.
    +   🕷 An object of power (wand, talisman, orb, staff, etc) which must be wielded.
    +   🕷 An expendable component such as sulfur, sage, or incense, which must be burned, blown, destroyed or scattered during the casting.
    +   🕷 Runes or symbols written or engraved on a surface (which must be prepared).
    +   🕷 A spilling of blood (1 harm to you or a willing participant).
    + After you cast it for the first time, treat each Rote as a custom move - a specialised version of use magic, which is built with the Keeper.

    + List of Rotes:
    + You start out knowing up to one Rote, which you can choose when creating your character or during play. You can learn more by taking corresponding Improvements. When you do, you can choose the new Rote right away or in play.
    + You roll +Weird to cast a Rote, which requires you to have the needed items at hand and the ability to physically use them.
    + Rote Name: + Requirements: + Effects:
    +
    + Rote Name: + Requirements: + Effects:
    +

    +
    +
    +
    +

    +
    + Improvements
    + Once you have 5 Experience you may choose one of these: (Check off any you've already taken)
    + +1 Weird (max +3) + +1 Cool (max +2) + +1 Charm (max +2) + +1 Sharp (max +2)
    + Take another Rote + Take another Rote + Take another Rote
    + Take another move from your own playbook, or an additional Rote + Take another move from your own playbook, or an additional Rote
    + Gain a Haven, like the Expert, with two options + Take a move from another playbook
    +

    +

    + Once you have taken 5 Improvements you may choose from these options as well as the list above:
    + +1 to any rating (max +3) + Change playbooks + Create a second hunter to play
    + Advance 2 basic moves + Advance 2 basic moves + Retire this hunter to safety
    + Erase one used Luck point + Take another two Rotes + Choose one Advanced Hex Move
    +

    +

    + History and Notes
    +
    +

    +
    + +
    +

    + Stats  
    + Charm:   + Cool:   + Sharp:   + Tough:   + Weird:  
    +

    + +
    +
    +
    +
    Luck
    + Mark Luck to change a roll to a 12 or to avoid all harm from an injury
    +

    Okay + + + + + + Doomed

    + Special: When you spend Luck, mark one Relationship Status box. The Keeper will bring Fate of your Love into play. +

    +
    Relationship Status
    + Guide Name:
    +

    Loving + + + + + + Broken

    +

    Second Relationship Status (Use after getting the corresponding Improvement)

    + Second Guide Name:
    +

    Loving + + + + + + Broken

    +

    +
    Harm
    +

    Okay + + 🕷 + + + + Dying

    +

    Unstable: +


    +
    Experience
    + Mark Experience when a roll totals 6 or less; or when a move tells you to do so
    +

      + + + +

    + Once you have filled all 5 boxes, uncheck them and choose an Improvement option +

    +
    Bond Abuse
    + Whenever you do something to abuse the bond with your Guide, like acting against them, or not giving them enough attention, roll +Charm:
    +   🕷 On a 10+, your action has no effect beyond the exchange of some angry words.
    +   🕷 On a 7-9, choose one of the Bond Abuse options below.
    +   🕷 On a miss, the Keeper may choose two of the Bond Abuse options below, or something worse.
    + Bond Abuse options:
    +   🕷 Mark one Relationship Status box.
    +   🕷 You may not channel the power of your Bond for the rest of the mystery.
    +   🕷 You gain the unwelcome attention of others of your Guide's kind.
    +   🕷 Someone who shouldn't know finds a clue about your relationship with your Guide.
    +

    + Fate of your Love
    + There is a reason why your love with your Guide is forbidden or doomed. Invent this reason or leave it to the Keeper. +
    + Whenever you spend Luck, the truth of your love's Fate slowly unfolds. When you mark your last Luck point, it becomes clear that you cannot be together. Your Guide might even end up as an enemy, depending on how things go. + Whenever you put yourself or somebody else in serious danger in order to conceal the truth about you and your Guide, mark experience. +
    +
    + Moves
    + You get this:
    +
    +

    Supernatural Guide: You have a (most likely intimate) connection to some supernatural being who is your guide into the world beyond. Choose if your relationship is secret or not:

    + Determine what kind of creature your Guide is and how your relationship works. Say what kind of power they possess. The Keeper will decide how it works and define your Guide as a threat. +
    + If your Guide is another hunter, determine together how your relationship works. + Whenever you would roll +Weird, you can roll +Charm instead, by channeling the power of your Bond. When you do so and miss, in addition to the usual consequences, you and your Guide suffer as when you miss a roll for Bond Abuse. +

    +
    + Then pick two of these:
    +

    Bonding Time: If you spend some quality time with your Guide instead of working on the current mystery, you can roll +Charm. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 to:

    +   🕷 Erase one used Relationship Status mark.
    +   🕷 Use a Pararomantic move you haven't picked.
    +   🕷 Receive a gift from your Guide.
    +   🕷 Take +1 forward.
    +

    Dark Desires: You may use manipulate someone on monsters, as long as you are using emotional ties.
    +

    The Power of Love: When you use help someone to help your Guide, don't roll +Cool. You automatically help as though you'd rolled a 10. If your Guide is another hunter, the same applies when they use help someone to help you.
    +

    Do As The Supernatural Do: You can take an unnatural move from your Guide's playbook (if they are a hunter). If they are a monster, choose a move from a suitable supernatural playbook. The Keeper may offer you a custom move instead.
    +
    +

    I Am Theirs And They Are Mine: Whenever you are in danger, your Guide knows it. If your Guide is suffering harm (and it's feasible), you can spend Luck to redirect the attack onto yourself as if you have rolled 10+ with protect someone. If you are suffering harm, you can decide that your Guide has protected you and is suffering this harm instead. If you choose this, roll for Bond Abuse.
    +

    Monster Empathy: When you try to work out what a supernatural creature desires, roll +Charm. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 to ask the following questions - the Keeper will answer honestly:
    +   🕷 What do they most desire?
    +   🕷 What would they accept as good enough for now?
    +   🕷 What would distract them?
    +

    Spirit Touched: Your experiences have made you sensitive to the supernatural. When you sense magical things, roll +Weird. On a 10+, you can sense them fully. On a 7-9, choose: either sense them fully but they notice you too, or you sense only impressions.
    +

    +
    +
    +
    + Other Moves
    +
    +
    +

    +
    + Gear
    + 🕷 Normal Equipment (pick two):
    +   Golf club, baseball bat, cricket bat, or hockey stick (2 harm, hand, innocuous, messy)
    +   Pocket knife or multitool (1 harm, hand, useful, small)
    +   Small handgun (2 harm, close, loud, reload)
    +   Bicycle
    +   Fairly new car in decent condition
    +   Motorcycle
    + 🕷 Gift from your Guide, which must be periodically recharged by interactions with them (pick one):
    +   Part of their body, eg. a vial of blood, lock of hair, tears in a phial, fairy dust, etc. It either helps you heal, or counts as a weakness against a specific kind of monster.
    +   Piece of jewelry, eg. a golden ring, tribal pendant, silver locket, etc. It either provides armour (1 armour, magic) or protects you from the powers of a specific kind of monster.
    +   A memento of the time when they were human, eg. a portrait/photo from life, diary, favourite hat, doll, lighter, etc. It provides +1 to Bond Abuse rolls.
    +   A strange or antique weapon, eg. a family sword, ancient staff, holy mace (2 harm, hand, messy), etc. Additionally, add '+magic', '+silver', '+holy', or '+iron' tag to the weapon.
    +
    +

    +
    + Other Gear
    +
    +

    +
    +
    +
    + +

    +
    + Improvements
    + Once you have 5 Experience you may choose one of these: (Check off any you've already taken)
    + +1 Charm (max +3) + +1 Cool (max +2) + +1 Sharp (max +2) + +1 Weird (max +2)
    + Take another move from your own playbook + Take another move from your own playbook + Gain an ally
    + Take a move from another playbook + Take a move from another playbook
    +

    +

    + Once you have taken 5 Improvements you may choose from these options as well as the list above:
    + +1 to any rating (max +3) + Change playbooks + Create a second hunter to play
    + Advance 2 basic moves + Advance 2 basic moves + Retire this hunter to safety
    + Take a second Gift from your Guide or add another property to an existing gift
    + Change your Guide, as you fall for another supernatural being
    + Gain a second Guide. Track the Relationship Status of both Guides separately. Both Guides initially hate each other, but this could change through play. All moves that applied to your original Guide can now apply to either one
    + Erase one used Luck point + Erase all marks from the Relationship Status track(s)
    +

    +

    + History and Notes
    +
    +

    +
    + +
    +

    + Stats  
    + Charm:   + Cool:   + Sharp:   + Tough:   + Weird:  
    +

    + +
    +
    +
    +
    Luck
    + Mark Luck to change a roll to a 12 or to avoid all harm from an injury
    +

    Okay + + + + + + Doomed

    +

    Extra Luck point: (Use if you have the corresponding First Encounter move)

    + Special: When you spend Luck, your First Encounter comes up in play. It could be a flashback, new occurrence, or related event. +

    +
    Harm
    +

    Okay + + 🕷 + + + + Dying

    +

    Unstable: +


    +
    Experience
    + Mark Experience when a roll totals 6 or less; or when a move tells you to do so
    +

      + + + +

    + Once you have filled all 5 boxes, uncheck them and choose an Improvement option +

    +
    + Gear
    + 🕷 A laptop, a car or motorcycle, a camera, and binoculars
    + 🕷 Investigation Tools (pick two):
    +   A bag of cameras and microphones
    +   Forensic tools
    +   Ghost hunting tools
    +   Scientific measuring tools
    +   Cryptid hunting gear
    +   Historical documents and witness reports of strange events
    +   Maps, blueprints, and building reports for significant places
    + 🕷 Self-defence Weapons (pick one):
    +   Walking stick (1 harm, hand, innocuous)
    +   Small handgun (2 harm, close, reload, loud)
    +   Small knife (1 harm, hand, messy)
    +   Martial arts training (1 harm, hand, innocuous)
    +   Incapacitating spray (0 harm, hand, irritating)
    +   Heavy flashlight (1 harm, hand, innocuous)
    +

    +
    + Other Gear
    +
    +

    +

    + Other Moves
    +
    +
    +

    +
    +
    + Moves
    +
    + You get this:
    +

    First Encounter: One strange event started you down this path, sparking your need to discover the truth behind the unexplained. Decide what that event was, pick a category below and take the associated move. Then tell everyone what happened to you (or someone close to you).
    + 🕷 Cryptid Sighting: You take note of any reports of strange creatures. Whenever you first see a new type of creature, you may immediately ask one of the investigate a mystery questions.
    + 🕷 Zone of Strangeness: Things are not fixed. You never need to act under pressure when supernatural forces alter the environment around you, and you get protection (2 armour) against harm from sudden changes to the laws of physics.
    + 🕷 Psychic Event: Your mind is awakened. You may act under pressure to use the sensitive weird move, or (if you already have sensitive) the empath weird move.
    + 🕷 Higher Power: Something looks out for you. You start with an extra Luck point.
    + 🕷 Strange Dangers: You are always watching for hazards. When you have no armour, you still count as having protection (1 armour).
    + 🕷 Abduction: They taught you hidden knowledge. Gain +1 to any move when you research strange or ancient secrets to do it.
    + 🕷 Cosmic Insight: You have encompassed the soul of the universe. You never need to act under pressure due to feelings of fear, despair, or isolation.
    +
    +

    +
    +
    +
    + Then pick two of these:
    +

    Prepared to Defend: Even truth-seekers need to fight sometimes. Whenever you suffer harm when you kick some ass or protect someone, you suffer 1 harm less.

    +

    Fellow Believer: People understand you've also known strangeness. Bystanders will talk to you about weird things they would not trust another hunter (or a mundane official) to believe.

    +

    Guardian: You have a mystical ally (perhaps a spirit, alien, or cryptid) who helps and defends you. Define them, and their powers, with the Keeper's agreement. Their look is one of: invisible, an intangible spirit thing, a weird creature, disguised as an animal, or disguised as a person.
    +
    +

    Just Another Day: When you have to act under pressure due to a monster, phenomenon, or mystical effect, you may roll +Weird instead of +Cool.

    +

    Network: You may gain an ally group of others who had experiences similar to your First Encounter - perhaps they're a support group or a hobbyist club. Detail up to five members with useful skills related to what happened to them (none are up for fighting monsters).
    +
    +

    Ockham's Broadsword: When you first encounter something strange, you may ask the Keeper what sort of thing it is. They will tell you if it (or the cause) is: natural, an unnatural creature, a weird phenomenon, or a person. You gain +1 forward dealing with it.

    +

    The Things I've Seen: When you encounter a creature or phenomenon, you may declare that you have seen it before. The Keeper may ask you some questions about that encounter, and will then tell you one useful fact you learned and one danger you need to watch out for (maybe right now).

    +
    +
    +
    +
    +

    +
    + Improvements
    + Once you have 5 Experience you may choose one of these: (Check off any you've already taken)
    + +1 Sharp (max +3) + +1 Weird (max +3) + +1 Charm (max +2) + +1 Cool (max +2)
    + Take another move from your own playbook + Take another move from your own playbook + Gain an ally
    + Take a second First Encounter move, based on a recent mystery
    + Take a move from another playbook + Take a move from another playbook
    +

    +

    + Once you have taken 5 Improvements you may choose from these options as well as the list above when you improve:
    + +1 to any rating (max +3) + Change playbooks + Create a second hunter to play
    + Advance 2 basic moves + Advance 2 basic moves + Retire this hunter to safety
    + Erase one used Luck point + Erase one used Luck point
    + Resolve your First Encounter. The Keeper makes the next mystery about this event, and should try to answer all remaining questions about it during the mystery (although there are sure to be new threads to investigate after...)
    +

    +

    + History and Notes
    +
    +

    +
    + +
    +

    + Stats  
    + Charm:   + Cool:   + Sharp:   + Tough:   + Weird:  
    +

    + +
    +
    +
    +
    Luck
    + Mark Luck to change a roll to a 12 or to avoid all harm from an injury
    +

    Okay + + + + + + Doomed

    + Special: When you spend Luck, you'll find something from your original life. Maybe something good, maybe something bad. +

    +
    Harm
    +

    Okay + + 🕷 + + + + Dying

    +

    Unstable: +


    +
    Experience
    + Mark Experience when a roll totals 6 or less; or when a move tells you to do so
    +

      + + + +

    + Once you have filled all 5 boxes, uncheck them and choose an Improvement option +

    + +
    Origin
    + You were taken from your home in the past, and dropped into the modern world with only what you were carrying.
    +
    + Your nemesis came to the modern world as well, and is aware that you followed them. They will try and kill you if you don't kill them first. Decide who or what they are (with the Keeper's agreement).
    +

    + How did you get transported to the modern day? (pick one):
    + You were pursuing your nemesis.
    + Your nemesis had already travelled to the future, so you (or your comrades) cast a spell to send you after it.
    + Magical accident or side-effect.
    + You angered a sorcerer.
    + Divine intervention.
    + One moment you were there, the next you were here.
    + A strange place or artifact brought you.
    + You were frozen, and recently unearthed and revived.
    +
    +
    +
    +
    + Moves
    +
    + Pick two of these:
    +

    Adept Sorcerer: You have a familiar spirit (usually in the guise of a pet) that counts as an ally: subordinate (motivation: to follow your exact instructions).
    +

    Warrior: If you are fighting with (and against) old-fashioned hand weapons and suffer harm, you suffer 1 harm less. Monster attacks almost always count as old-fashioned for this move.
    +

    Traditional Remedies: You can treat injuries without any need for modern medical supplies (although you might need someone to hold the patient down). Dealing with a poison, infection, or disease might need you to track down some specific ingredients (eg. healing herbs).
    +

    Immortal Name: Your monster-hunting exploits are legendary, so much that your name still scares monsters and minions. You may use threats to use the move manipulate someone on monsters if they understand enough to have heard stories about you.
    +

    Hearty Constitution: You never suffer from normal illnesses, and get +1 ongoing against magical illnesses and poisons. You've been through worse.
    +

    Confused: Mark experience whenever your bafflement with the modern world gets in the way of monster-hunting.
    +

    Ancient Magics: You learned magic when less lore had been lost. When you use magic, on a 7-9, don't choose a glitch. Instead, take -1 forward.

    +

    Learned: You researched all the legends and tales of monsters in your home time. When you investigate a mystery, you can ask the Keeper questions from the following list as well as from the usual list:
    +   🕷 Did this creature (or this type of creature) exist in my home time?
    +   🕷 What defenses are effective against this creature?
    +   🕷 What do I know about this creature that has been forgotten?
    +

    +
    +
    +

    + Other Moves
    +
    +
    +

    +
    + Gear
    + 🕷 Ancient Armour (0 armour or, 1 armour) appropriate to your origin
    + 🕷 Whatever you were carrying when you were transported; most likely a monster-hunting kit in some easy-to-carry bag appropriate to your origin
    +
    + 🕷 Ancient Weapons (pick three):
    +   Sword (2 harm, hand, messy)
    +   Axe (2 harm, hand, messy)
    +   Big sword (3 harm, hand, messy, heavy)
    +   Big axe (3 harm, hand, messy, heavy)
    +   Shield (1 harm, hand, 1 armour), (cannot be used at the same time as a heavy weapon)
    +   Silver knife (1 harm, hand, silver)
    +   Bow (2 harm, close)/(1 harm, far)
    +   Crossbow (2 harm, close, slow)
    +   Handgonne (1 harm, hand/close, loud, volatile, smokey, reload)
    +   Arquebus (2 harm, close, loud volatile, smokey, heavy, reload)
    +   Spear (2 harm, hand/close)
    +   Big knife (1 harm, hand)
    +   Cudgel (1 harm, hand)
    +   Martial arts (1 harm, hand)
    +

    +
    + Other Gear
    +
    +

    +
    +
    +
    +

    +
    + Improvements
    + Once you have 5 Experience you may choose one of these: (Check off any you've already taken)
    + +1 Weird (max +3) + +1 Charm (max +2) + +1 Cool (max +2) + +1 Sharp (max +2)
    + Take another move from your own playbook + Take another move from your own playbook
    + Take a move from another playbook + Take a move from another playbook
    + Gain an ally: you find one of your old comrades, who has come to join you in the modern day
    + Find a cache of objects left for you by your comrades in the past. The Keeper will decide what's in it, but it will be things that they expected you would need in the future
    +

    +

    + Once you have taken 5 Improvements you may choose from these options as well as the list above:
    + +1 to any rating (max +3) + Change playbooks + Create a second hunter to play
    + Advance 2 basic moves + Advance 2 basic moves + Erase one used Luck point
    + Retire this hunter to safety. Optionally, you may return home to the past
    + When you use magic, you may choose to 'create a gateway between the modern world and my home' as an effect. You cannot control who uses the gateway or exactly where it opens at the other end
    +

    +

    + History and Notes
    +
    +

    +
    + +
    +

    + Stats  
    + Charm:   + Cool:   + Sharp:   + Tough:   + Weird:  
    +

    + +
    +
    +
    +
    Luck
    + Mark Luck to change a roll to a 12 or to avoid all harm from an injury
    +

    Okay + + + + + + Doomed

    + Special: When you spend Luck, an enemy from your past comes back into your life. They aren’t happy to see you. +

    +
    Harm
    +

    Okay + + 🕷 + + + + Dying

    +

    Unstable: +

    Extra harm box: (Use after getting the corresponding Improvement)

    +

    Extra harm box: (Use after getting the corresponding Improvement)

    +

    +
    Experience
    + Mark Experience when a roll totals 6 or less; or when a move tells you to do so
    +

      + + + +

    + Once you have filled all 5 boxes, uncheck them and choose an Improvement option +

    +

    + Other Moves
    +
    +
    +

    +
    +
    + Moves
    + You get this:
    +
    +

    Unstoppable: When you spend Luck to avoid harm you are about to suffer, additionally remove all harm you had already suffered. Once per mystery, when you are about to take major damage (2 harm or more), change it to just 1 harm.

    +
    +
    + Then pick two of these:
    +

    FINISH HIM!: Whenever you inflict a massive injury (3 harm or more), you may immediately follow up with another attack. Roll +Tough. On a 10+, double the harm you cause. On a 7-9, you inflict 1 harm extra. On a miss, you leave yourself open and vulnerable.

    +

    Weapon Master: When you take possession of a new weapon, you may change or remove one tag when you are using it (eg. 'heavy' becomes 'ignore-armour', or 'unreliable' is removed). The changed tag only applies for you. When you get this move, apply it to all your current weapons.

    +

    Aim For The Weak Spot: Your unarmed and hand weapon attacks all get the 'ignore-armour' tag.

    +

    Inspired Guesswork: Once per mystery, when you observe a monster in action, you may investigate a mystery to discover its powers, motivations, or weaknesses. It works even if what you asked about wasn't displayed; you work it out by deduction (or guessing).

    +

    Come Get Some: You can challenge your foes to fight you alone, maybe in words or maybe just by being the biggest and baddest in the team. Roll +Tough. On a 10+, they all go for you. On a 7-9, they go for you, mainly, but maybe one or two of your comrades are getting marked too. On a miss, they come for you harder than you expected.

    +

    Property Damage: You can smash your way through almost anything. If it is at all possible to destroy an inanimate object with the tools at your disposal, you can roll +Sharp to work out how. On a 10+, you can pulverize it, no trouble. On a 7-9, it will either take a long time, or you can't break it all down - your choice. On a miss, you hurt yourself getting it done, or get trapped in a bad spot.

    +
    +
    +
    +
    + Gear
    + 🕷 Hard Case Weapons (pick one):
    +   Crowbar (2 harm, hand, messy)
    +   Chainsaw (3 harm, hand, messy, unreliable, loud, heavy)
    +   Automatic shotgun (3 harm, close, loud, reload, auto)
    +   Huge knife (2 harm, hand, messy)
    +   Hand cannon (3 harm, close, loud)
    +   Submachinegun (2 harm, close, reload, auto)
    +   Battered assault rifle (3 harm, close/far, auto)
    + 🕷 Normal Weapons (pick two):
    +   .38 revolver (2 harm, close, reload, loud)
    +   Shotgun (3 harm, close, messy, loud)
    +   Hunting rifle (2 harm, far, loud)
    +   9mm (2 harm, close, loud)
    +   Big knife (1 harm, hand)
    +   Magnum (3 harm, close, reload, loud)
    +

    +
    + Other Gear
    +
    +

    +
    +
    +
    +

    +
    + Improvements
    + Once you have 5 Experience you may choose one of these: (Check off any you've already taken)
    + +1 Tough (max +3) + +1 Cool (max +2) + +1 Sharp (max +2) + +1 Weird (max +2)
    + Take another move from your own playbook + Take another move from your own playbook + Gain command of a team of monster-hunters
    + Add an extra harm box on the Dying side + Take a move from another playbook + Take a move from another playbook
    +

    +

    + Once you have taken 5 Improvements you may choose from these options as well as the list above when you improve:
    + +1 to any rating (max +3) + Change playbooks + Create a second hunter to play
    + Advance 2 basic moves + Advance 2 basic moves + Retire this hunter to safety
    + Erase one used Luck point + Add an extra harm box on the Dying side
    +

    +

    + History and Notes
    +
    +

    +
    + +
    +

    + Stats  
    + Charm:   + Cool:   + Sharp:   + Tough:   + Weird:  
    +

    + +
    +
    +
    +
    Luck
    + Mark Luck to change a roll to a 12 or to avoid all harm from an injury
    +

    Okay + + + + + + Doomed

    + Special: The Luchador is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper. +
    +

    +
    Harm
    +

    Okay + + 🕷 + + + + Dying

    +

    Unstable: +


    +
    Experience
    + Mark Experience when a roll totals 6 or less; or when a move tells you to do so
    +

      + + + +

    + Once you have filled all 5 boxes, uncheck them and choose an Improvement option +

    +
    + Gear
    + 🕷 Normal Weapons (pick two):
    +   .38 revolver (2 harm, close, reload, loud)
    +   9mm (2 harm, close, loud)
    +   Shotgun (3 harm, close, messy, loud)
    +   Heavy chain (2 harm, hand, area)
    +   Sledgehammer (3 harm, hand, messy)
    +   Big knife (1 harm, hand)
    +   Brass knuckles (1 harm, hand, stealthy)
    + 🕷 Stylish Vehicle (pick one):
    +   Foreign sports car
    +   Giant off-road vehicle
    +   Limo and chauffeur
    +   Tricked out motorcycle
    +   Van with custom paint job
    +

    +
    + Other Gear
    +
    +

    +

    + Other Moves
    +
    +
    +

    +
    +
    + Moves
    + You get this:
    +
    +

    Signature Move: Like every great wrestler, you have perfected a signature move for the ring. It works outside the ring as well.

    +
    + When you unleash your signature move on something, roll +Tough. On a 10+, you do 2 harm and take +1 forward. On a 7-9, you do 1 harm and take +1 forward. On a miss, your opponent counters the move.
    +
    +
    +
    +
    + Then pick two of these:
    +

    Master Técnico: When fighting unarmed, you get +1 to kick some ass and help out.

    +

    Intensive Training: Take +1 Tough (max +3).

    +

    Noble Heroism: When you successfully protect someone, give a nearby hunter +1 forward.

    +

    Consummate Athlete: You get +1 ongoing for vigorous physical feats (outside of combat).

    +

    Machismo!: Hah! You think that really hurt? By force of will, you can ignore pain and injury. When you suffer harm and just tough it out, roll +Cool. On a 10+, you heal 1 harm and gain +1 forward. On a 7-9, you heal 1 harm. On a miss, pretending to be tough you suffer 1 extra harm, in an embarrassing way if possible.

    +

    Daredevil Move: You can attempt a tricky, high risk manoeuver to gain an advantage on an opponent. Roll +Tough. On a 10+ pick three, on a 7-9, pick one:

    +   🕷 Interrupt a move someone or something else is making, so they can't do it yet.
    +   🕷 Take +1 forward.
    +   🕷 Give another hunter +1 forward.
    +   🕷 Inflict 2 harm if you are unarmed, and your weapon's harm if you are armed.
    +   🕷 You don't suffer harm in return.
    + On a miss, you suffer 1 harm from your failed move, and leave yourself open to your foes.
    +

    Inspiring Speech: When you rally a group with your ringside style, roll +Charm. On a 10+, they are pumped and ready to risk life and limb for the cause. On a 7-9, they are ready to pitch in their help, as long as there is little personal risk. Choose one thing for them to do:

    +   🕷 Act as an angry mob, unleashed at the target you name.
    +   🕷 Be a vigilant watch force.
    +   🕷 Go wherever you tell them to.
    +   🕷 Help construct a trap.
    + On a miss, you lose face with the bystanders.
    +

    Sly Rudo: When you fight, you fight dirty. When you inflict harm on a monster, you can lure it into a trick. Roll +Sharp. On a 10+, the monster really fell for it, inflict +1 harm and +1 ongoing vs. the monster. On a 7-9, the monster fell for it, inflict +1 harm. On a miss, your trick backfires.

    +

    Fan Following: Your exploits in the ring have not gone unnoticed. When you contact a devoted fan to help you with a mystery, roll +Charm. On a 10+, they're available and helpful - they can fix something, give you a lift, or do some other favour. On a 7-9, they're prepared to help, but it's either going to take some time or you're going to have to do part of it yourself. On a miss, you burn some bridges.

    +
    +
    +
    +
    +

    +
    + Improvements
    + Once you have 5 Experience you may choose one of these: (Check off any you've already taken)
    + +1 Tough (max +3) + +1 Cool (max +2) + +1 Charm (max +2) + +1 Sharp (max +2)
    + Take another move from your own playbook + Take another move from your own playbook
    + Gain an ally: another wrestler who has chosen to fight monsters with you
    + Gain a Haven, like the Expert, with two options + Take a move from another playbook + Take a move from another playbook
    +

    +

    + Once you have taken 5 Improvements you may choose from these options as well as the list above when you improve:
    + +1 to any rating (max +3) + Change playbooks + Create a second hunter to play
    + Advance 2 basic moves + Advance 2 basic moves + Retire this hunter to safety
    + Erase one used Luck point
    +

    +

    + History and Notes
    +
    +

    +
    + +
    +

    + Stats  
    + Charm:   + Cool:   + Sharp:   + Tough:   + Weird:  
    +

    + +
    +
    +
    +
    Luck
    + Mark Luck to change a roll to a 12 or to avoid all harm from an injury
    +

    Okay + + + + + + Doomed

    + Special: When you spend Luck, you will see something you weren’t supposed to see. It might help you with your current mystery or it might just scare you. +

    +
    Harm
    +

    Okay + + 🕷 + + + + Dying

    +

    Unstable: +


    +
    Experience
    + Mark Experience when a roll totals 6 or less; or when a move tells you to do so
    +

      + + + +

    + Once you have filled all 5 boxes, uncheck them and choose an Improvement option +

    +
    + Animal Allies
    +

    Animal allies follow the normal rules for allies, except for communication. Animal allies can understand commands about as well as a very clever dog (regardless of what sort of animal they are). +

    +
    +
    + Moves
    +
    + Pick three of these:
    +

    Unmasked!: When you have a monster captured or at bay, you may explain it is not a monster after all but a specific person in a mask. You must explain the real reason for all the seemingly supernatural events you have seen, and how the villain was behind them. When you reveal the culprit, roll +Sharp. On a 10+, your deduction is correct and it really is that person in a mask! On a 7-9, the Keeper must choose one of:
    +   🕷 This really is a monster, but the named bystander was secretly their ally all along.
    +   🕷 You are correct, but while you talked, they found a way to attempt an escape.
    +   🕷 The explanation for all the events is correct but you picked the wrong person; when you unmask them, the villain is someone unexpected.
    + On a miss, the monster gets an opportunity to create chaos while you explain your (incorrect) deductions.
    +

    Power Snack: Pick a favourite snack food. Whenever you take a moment to eat some and enjoy it, take +1 forward.
    +
    +

    Wallop!: When you use an improvised weapon to attack something, you may choose one of these extra effects:
    +   🕷 Inflict 1 harm.
    +   🕷 Momentarily stun them with a blow to the head.
    +   🕷 Trip or entangle them.
    +   🕷 Inflict 2 harm but the improvised weapon breaks.
    +

    It's A Trap!: When you make a trap to capture a monster or minion, roll +Sharp. On a hit, you capture something! On a 10+, you can choose one of these extra effects:
    +   🕷 It will take some time for the victim to get free.
    +   🕷 The trap inflicts harm (as an improvised weapon).
    +   🕷 The trap may be reset and reused later. Roll the move again when you do so, with +1 forward.
    +

    Tell Me The Truth!: When you are questioning somebody to investigate a mystery, you may ask questions from the following list as well as from the usual list:
    +   🕷 Who has something to gain from this situation?
    +   🕷 What are you plotting?
    +   🕷 Are you lying to me?
    +   🕷 Who knows about _____?
    +

    Run Away!: When you decide to get out of a bad situation, you can get away just fine. Unfortunately you will end up somewhere just as bad, that is important to the current mystery.
    +

    A Pleasant and Friendly Manner: When you politely manipulate someone, your impeccable manners always count as a reason for the person to do what you say.
    +

    +
    +
    +
    + Other Moves
    +
    +
    +

    +
    + Gear
    + 🕷 Mystery-solving Gadgets (pick three):
    +   Magnifying glass
    +   Microscope
    +   A van
    +   Library card
    +   Chemistry kit
    +   A set of walkie-talkies
    +   Fingerprint kit
    +   Camera
    +

    +
    + Other Gear
    +
    +

    +
    +
    +
    +

    +
    + Improvements
    + Once you have 5 Experience you may choose one of these: (Check off any you've already taken)
    + +1 Charm (max +3) + +1 Sharp (max +2) + +1 Cool (max +2) + +1 Weird (max +2)
    + Take another move from your own playbook + Take another move from your own playbook + Erase one used Luck point
    + Take a move from another playbook + Take a move from another playbook
    + Gain an ally: someone to join the gang, it may be an animal (most likely a dog or a cat)
    +

    +

    + Once you have taken 5 improvements you may choose from these options as well as the list above when you improve:
    + +1 to any rating (max +3) + Change playbooks + Create a second hunter to play
    + Advance 2 basic moves + Advance 2 basic moves + Retire this hunter to safety
    + Erase one used Luck point
    +

    +

    + History and Notes
    +
    +

    +
    + +
    +

    + Stats  
    + Charm:   + Cool:   + Sharp:   + Tough:   + Weird:  
    +

    + +
    +
    +
    +
    Luck
    + Mark Luck to change a roll to a 12 or to avoid all harm from an injury
    +

    Okay + + + + + + Doomed

    + Special: The Sidekick is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper. +
    +

    +
    Harm
    +

    Okay + + 🕷 + + + + Dying

    +

    Unstable: +


    +
    Experience
    + Mark Experience when a roll totals 6 or less; or when a move tells you to do so
    +

      + + + +

    + Once you have filled all 5 boxes, uncheck them and choose an Improvement option +

    +
    Hero
    + Pick one of the other hunters to be your hero. This is the person you decided is such an awesome monster-hunter that you are going to spend your time helping them out.
    +
    + Decide what your relationship is, with agreement from the hero's player. Eg. an older sibling, a parent, a friend who was always better than you, perhaps they saved you from a monster, or you found out about their monster hunting by accident, etc. Optionally, you may choose to copy some aspect of your hero's looks.
    +
    + When your hero's player has picked their ratings, ask them which is highest. You've been trying to be like them, so you get an extra +1 to that rating. If they have a tie for highest, you can pick which one you put your +1 on.
    +

    +
    +
    + Moves
    + You get this:
    +
    +

    There's no 'I' in 'Team': You get +1 ongoing to help out; +2 ongoing, if you are helping out your hero.

    +
    +
    + Then pick two of these:
    +

    Caddy: You carry all your hero's stuff around. That means you can use anything from their gear list, unless they are currently holding it. Plus, if the item is not unique, you carry spares. For anything like that, you can use one of the spares even if your hero is currently using it.

    +

    As You Wish: Mark experience whenever your hero orders or requests that you do something you don't want to do, and you go ahead and do it.

    +

    Bodyguard: If something bad is going to happen to your hero, your comrades, or a bystander, and you are right there, you may throw yourself in harm's way. Whatever was going to happen to them happens to you instead.

    +

    Me Too!: If your hero makes a roll for a move, and you copy what they did (i.e. the same move), you may choose not to roll. Instead, use the outcome of your hero's roll.

    +

    I Can Make You Look Good: If you help out your hero, you may choose to change the outcome of your dice roll with the outcome of their original dice roll.

    +

    Journeyman (or Journeywoman): Take a move that your hero has.

    +
    +
    +
    +
    +

    + Other Moves
    +
    +
    +


    +
    + Gear
    + 🕷 Hero's Weapon (from your hero's gear options):
    +
    + 🕷 Sidekick Weapons (pick two):
    +   .38 revolver (2 harm, close, reload, loud)
    +   Shotgun (3 harm, close, messy, loud)
    +   Baseball bat (2 harm, hand)
    +   9mm (2 harm, close, loud)
    +   Big knife (1 harm, hand)
    +

    +
    + Other Gear
    +
    +

    +
    +
    +
    +

    +
    + Improvements
    + Once you have 5 Experience you may choose one of these: (Check off any you've already taken)
    + +1 Sharp (max +3) + +1 Charm (max +3) + +1 Cool (max +2) + +1 Tough (max +2)
    + Take another move from your own playbook + Take another move from your own playbook
    + Gain an ally: another sidekick for your hero, your junior
    + Change playbooks to the same as your hero (overrides the rule that only one of each playbook may be in play)
    + Take a move from another playbook + Take a move from another playbook
    +

    +

    + Once you have taken 5 Improvements you may choose from these options as well as the list above when you improve:
    + +1 to any rating (max +3) + Change playbooks + Create a second hunter to play
    + Advance 2 basic moves + Advance 2 basic moves + Retire this hunter to safety
    + Erase one used Luck point + Change your hero; pick another hunter to be your new hero
    +

    +

    + History and Notes
    +
    +

    +
    + +
    +

    + Stats  
    + Charm:   + Cool:   + Sharp:   + Tough:   + Weird:  
    +

    + +
    +
    +
    +
    Luck
    + Mark Luck to change a roll to a 12 or to avoid all harm from an injury
    +

    Okay + + + + + + Doomed

    + Special: When you spend Luck, you’re going to suffer some technical difficulties, eg. breakdowns, communication problems, weird noises in the recordings, etc. +

    +
    Harm
    +

    Okay + + 🕷 + + + + Dying

    +

    Unstable: +


    +
    Experience
    + Mark Experience when a roll totals 6 or less; or when a move tells you to do so
    +

      + + + +

    + Once you have filled all 5 boxes, uncheck them and choose an Improvement option +

    +
    + Crew
    +

    Decide if your crew are made up of the other hunters, or if you have your own entourage. If they are other people, there are 1-3 of them. Pick a name and job for each. If it's the other hunters, decide together who gets which job.
    + Crew jobs: camera, sound, editing, dogsbody, researcher, driver, director, producer, bodyguard, etc.
    +
    +

    +
    + Other Moves
    +
    +
    +

    +
    +
    + Moves
    +
    + Pick three of these:
    +

    \"What Does That Feel Like?\": When you put your camera/microphone right in a person's face, they automatically break off whatever they are doing. They might go right back to it after they deal with you, but you'll create enough time for everyone else to act in the meantime.
    +

    Minor Celebrity: At the beginning of each mystery, roll +Weird. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 during the mystery to have someone you meet know of you in a positive light (maybe they read your blog, listen to your podcast, or watch your Internet/TV show, etc). You may end up getting asked for autographs or given 'hot' leads, too.
    +

    We'll Fix It In Post: You can use anything you could conceivably have recorded as evidence for investigate a mystery, allowing you to check previous interviews, attack sites, and so on, from the comfort of your laptop.
    +

    I'm A Reporter!: When you investigate a mystery by talking to witnesses, interviewing locals, or anything else requiring interpersonal skills, roll +Charm instead of +Sharp.
    +

    Truthiness: Whatever you tell a normal person, they'll accept that you think it's true. If it's far out, they might think you're crazy, but they won't think you're lying.
    +

    The Mojo Wire: When you read all the current news feeds looking for the weird and crazy stuff, take +1 forward.
    +

    Relaxed Producer: You're employed, with a regular paycheck and little or no oversight. As long as you send in a story every few days, no matter how bizarre, you're set. Every now and again, they'll send you somewhere in particular, and when that happens it usually involves supernatural activity; unless they need human interest, in which case it will be a kitten show or agricultural fair or something.
    +

    +
    +
    +
    + Gear
    + 🕷 A laptop
    + 🕷 Recording Devices (pick three):
    +   Digital video camera
    +   Tiny digital video camera
    +   Film camera (8mm or 16mm)
    +   Digital sound recorder
    +   Cassette tape recorder
    +   Infrared video camera
    +   Pro sound gear with boom mike
    +   Remote controlled camera drone
    +   Starlight camera
    +   Steadicam rig
    +   Laser microphone
    +   SLR camera
    + 🕷 Detectors (pick two):
    +   Electromagnetic field detector
    +   Temperature fluctuation detector
    +   Ouija board
    +   Humidity meter
    +   Dowsing rods
    +   Chemistry test kit
    +   Metal detector
    +   Compass
    +   GPS receiver
    +   Laser rangefinder
    +   Pendulum
    + 🕷 Subtle Weapons (pick one):
    +   .32 revolver (2 harm, close, reload, small)
    +   9mm (2 harm, close, loud)
    +   Knife (1 harm, hand, hidden)
    +   Multitool/pocket knife (1 harm, hand, hidden, useful)
    +

    +
    + Other Gear
    +
    +

    +
    +
    +
    +

    +
    + Improvements
    + Once you have 5 Experience you may choose one of these: (Check off any you've already taken)
    + +1 Charm (max +3) + +1 Sharp (max +3) + +1 Cool (max +2) + +1 Weird (max +2)
    + Take another move from your own playbook + Take another move from your own playbook
    + Take a move from another playbook + Take a move from another playbook
    + Gain a Haven, like the Expert, with one option plus a film lab
    + Gain an ally: possibly one of your existing crew members, or the whole crew as an ally team
    + +

    +

    + Once you have taken 5 improvements you may choose from these options as well as the list above when you improve:
    + +1 to any rating (max +3) + Change playbooks + Create a second hunter to play
    + Advance 2 basic moves + Advance 2 basic moves + Retire this hunter to safety
    + Erase one used Luck point
    +

    +

    + History and Notes
    +
    +

    +
    + +
    +

    + Stats  
    + Charm:   + Cool:   + Sharp:   + Tough:   + Weird:  
    +

    + +
    +
    +
    +
    Luck
    + Mark Luck to change a roll to a 12 or to avoid all harm from an injury
    +

    Okay + + + + + + Apocalypse

    + Special: When you spend Luck, another sign of the Apocalypse will come to pass. When you have spent all your Luck, the Apocalypse begins. +

    +
    Harm
    +

    Okay + + 🕷 + + + + Dying

    +

    Unstable: +


    +
    Experience
    + Mark Experience when a roll totals 6 or less; or when a move tells you to do so
    +

      + + + +

    + Once you have filled all 5 boxes, uncheck them and choose an Improvement option +

    +
    Apocalypse
    + You are destined to bring about the Apocalypse. You may or may not know about it yet, but you have at least come across some hints of your destiny.
    + Pick a sign of the Apocalypse, with help from the Keeper (and maybe the rest of the group) that has already been revealed to you. Whenever you spend Luck, you'll trigger another sign of the Apocalypse. You can suggest what it might be, but it will be the Keeper's job to bring the sign into the story.
    +
    + Example Signs:
    + (Betrayal, An army of monsters rises, Rain of fire, Eternal darkness, Things from beyond, Take your throne, Red sun, The Portal opens, Plague, Learn your true name, The Stars are Right Breaking the Seal, Murder of the King, The Beast slouches into the world, Become the Dragon, The Coronation, Your Hosts assemble, The fall of the Tower, The seas boil, Natural disasters, Judgement Day, World war, Famine, Ancient Evil reborn)

    + When you have spent all your Luck, the Apocalypse is imminent. It's up to you to stop, or cause, the end of the world. Your call.
    +
    +
    +
    + Moves
    + You get this:
    +
    +

    Freakish: You're weird, and people react badly. You cannot use manipulate someone on a person until you prove yourself to them first (this includes the other hunters, and it's up to them to decide when you have proved yourself). Until then, people will just try to get away from you. You can spend Luck to have a person take to you. Don't roll manipulate someone; they act as though you'd rolled a 12. On the other hand, you can use manipulate someone on monsters that can reason and talk (but they always want something really bad).

    +
    +
    + Then pick two of these:
    +

    What Are You Looking At?: When you talk to a monster (capable of reason and speech), they will recognize you and your potential. If you ask them what they know, pick one for the Keeper to reveal:

    +   🕷 Tell me something about where I'm from.
    +   🕷 Tell me something about my destiny.
    +   🕷 Tell me something about who I really am.
    +   🕷 Tell me something about the Apocalypse.
    +

    Should I Feel That?: Your body has 2 armour. This does not stack with any other armour.

    +

    Mayhem!: When you grab a nearby large object and use it as an improvised weapon, first determine how much damage it will do.

    + Guidelines:
    +   🕷 Fire extinguisher, fence post, furniture, etc: 2 harm
    +   🕷 Motorcycle, lamppost, masonry chunk, etc: 3 harm
    +   🕷 Car, dumpster, boulder, etc: 4 harm
    +   🕷 Bus, truck, wall, etc: 5 harm
    + After you inflict harm with it (with a kick some ass roll or otherwise), roll +harm your weapon actually caused. On a miss, you use it without trouble. On a 7-9 pick one side effect, on a 10+ pick two:
    +   🕷 You hurt someone nearby as well as your target.
    +   🕷 You make something about the situation worse.
    +   🕷 You lose control of your improvised weapon.
    +   🕷 You cause massive property damage.
    +   🕷 Your improvised weapon breaks.

    +

    Absolute Badass: Take +1 Tough (max +3).

    +

    Screw You: Spend Luck to get +1 ongoing vs. one particular monster. This lasts until that monster is dead.

    +

    Whatever: Spend Luck to get +1 Tough for the remainder of the current mystery (max +4).

    +

    Why So Serious?: If you cap off a move with an appropriate one-liner, the team gets +1 forward (so the next hunter who makes a roll gets +1).

    +
    +
    +
    +

    + Other Moves
    +
    +
    +

    +
    + Gear
    + 🕷 Huge Weapon (pick one):
    +   Super hand cannon (4 harm, close, heavy, loud, reload)
    +   Machinegun (3 harm, close, auto, heavy, messy, loud, reload)
    +   Rocket launcher (4 harm, far, area, heavy, messy, loud, reload)
    +   Gigantic Hellsword (4 harm, hand, heavy, messy, magic)
    +   Automatic shotgun (3 harm, close, auto, heavy, loud, reload)
    +   Red right hand (3 harm, hand, magic)
    + 🕷 Heavy Weapons (pick two):
    +   Sledgehammer (3 harm, hand, heavy, messy)
    +   Big sword (3 harm, hand, heavy, messy)
    +   Big axe (3 harm, hand, heavy, messy)
    +   Magnum (3 harm, close, loud, reload)
    +   Shotgun (3 harm, close, messy, loud, reload)
    +

    +
    + Other Gear
    +
    +

    +
    +
    +
    +

    +
    + Improvements
    + Once you have 5 Experience you may choose one of these: (Check off any you've already taken)
    + +1 Weird (max +3) + +1 Charm (max +2) + +1 Sharp (max +2) + +1 Cool (max +2)
    + Take another move from your own playbook + Take another move from your own playbook
    + Take a move from another playbook + Take a move from another playbook
    + Gain an ally team of monster-hunters (or monstrous hunters) under your command
    + Get a position in a Sect, like the Initiate. Describe the Sect and its Traditions (or join a Sect that already exists in your game). Gain the move for when you are in good standing with your Sect
    +

    +

    + Once you have taken 5 Improvements you may choose from these options as well as the list above when you improve:
    + +1 to any rating (max +3) + Change playbooks + Create a second hunter to play
    + Advance 2 basic moves + Advance 2 basic moves + Retire this hunter to safety
    + Turn evil (again?). Retire this character, they become one of the Keeper's threats
    + Erase one used Luck point
    +

    +

    + History and Notes
    +
    +

    +
    + +
    +

    + Stats  
    + Charm:   + Cool:   + Sharp:   + Tough:   + Weird:  
    +

    + +
    +
    +
    +
    Luck
    + Mark Luck to change a roll to a 12 or to avoid all harm from an injury
    +

    Okay + + + + + + Doomed

    + Special: The Traveler is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper. +
    +

    +
    Harm
    +

    Okay + + 🕷 + + + + Dying

    +

    Unstable: +


    +
    Experience
    + Mark Experience when a roll totals 6 or less; or when a move tells you to do so
    +

      + + + +

    + Once you have filled all 5 boxes, uncheck them and choose an Improvement option +

    +
    Means of Transport
    +

    You can visit future events, past events or remote places, either alone or with the whole team. The Keeper will decide (maybe with help from the group) how time travel will work; changing the past, alternate timelines, small changes producing major changes etc.

    +

    When traveling through time and space, roll +Sharp. On a 10+, you arrive at the desired place at the desired time. On a 7-9, you arrive at either the desired place or, at the desired time; your choice. On a miss, you are lost; this is probably quite serious.

    +

    Choose one means of transport for your travels through time and space. Each transportation medium has both positive and negative traits. Always keep in mind that time travel is by no means a safe trip.

    + It’s bigger on the inside: Your time machine is multidimensional, as small as a phone booth on the outside, but as big as a spaceship on the inside. Things inside it cannot be tracked by normal means. To travel, it disappears from one place and appears in another, but otherwise it is completely stationary and cannot be transported at all.
    + Teleportation: You can teleport instantly if you have a clear line of sight of the destination or if you know it very well. Otherwise, you need to study the spacetime continuum for a few hours, or even days, to plan the trip, so as to not end up underground or a kilometre above the ground.
    + 88 miles per hour: Your time machine looks like a car or a van, not drawing much attention (in time periods after the invention of such vehicles). You can use it to move around like any other vehicle, but it depends on fuel, maintenance parts, roads etc.
    + Time Portal: You open a time portal to your destination. You can only open one portal at a time, and it will remain active for as long as you wish. It allows you to cross it in any direction as many times as you want. But an unattended portal can also be crossed by any person, or monster...
    +
    +

    +
    +
    + Moves
    + You get this:
    +
    +

    Servant of Technology: You are extremely dependent on technology, having difficulties in relating to the supernatural. You get -1 ongoing to use magic or any other moves related to the supernatural or magic.

    +
    +
    + Then pick three of these:
    +

    Butterfly Effect: At the beginning of each mystery, choose one rating to receive +1 (max +3) and another to receive -1 (min -2) during this mystery. These actions disturb the spacetime and the oscillations of their characteristics is a reflection of that.

    +

    Historian: When you investigate a mystery or read a bad situation, you can choose to ask \"Why does this seem familiar?\" as one of the questions. If possible, the Keeper will describe how a similar situation has happened in the past or future history of the world.

    +

    Inventor: If you want to build, repair, or study a device, the Keeper will tell you how long it will take and what equipment will be needed.

    +

    Prescience: Attacks that can cause your death pop up in your memory. When you take harm and become unstable, you may roll +Weird. On a 10+, you remembered the attack and were able to avoid it completely. On a 7-9, the memory took time to emerge, take 1 harm less or don’t become unstable. On a miss, the memory was incorrect and your avoidance made you unbalanced; in addition to the harm, you take -1 forward.

    +

    Neural Implants: When you need to do something that requires specific training, such as defusing a bomb or flying a helicopter, you already have the information implanted in your brain. You still need to act under pressure, but you know what to do.

    +

    Sufficiently Advanced Technology: You can reproduce the effects of the move use magic with technological tools. You do not roll dice for this, but you must choose an effect and a glitch. This is not magic, so the effect will not have the magic tag and will not work on things affected only by magic. The Keeper may ask for one or more requirements to achieve the effect.

    +

    No Paradoxes: When you say why something should happen to guarantee the future, you can help another hunter and give +1 to their roll, as if you had rolled a 10+ on help out. You still need to describe how you are helping.
    +

    Android/Cyborg: You have cybernetic implants or maybe you're half a machine. In addition to superhuman strength, your punches and kicks are attacks with (3 harm, contact).
    +

    Psychic Paper: You get +1 ongoing in rolls to avoid being detected or remaining unnoticed. You also get +1 ongoing when you manipulate someone by pretending to be someone else.
    +

    +
    +
    +

    + Other Moves
    +
    +
    +

    +
    + Gear
    + 🕷 Technological Devices (pick two):
    +   Photonic Binoculars: Able to see in total darkness and in different spectra, including infrared
    +   Sonic Screwdriver: Able to repair, or damage, simple mechanical and electronic devices (eg. radios, locks, weapons etc)
    +   Travel Guide: A small electronic book containing all human historical knowledge up to the present era
    +   Portable Laboratory: A small device capable of diagnosing diseases, poisons and abnormal conditions from a drop of blood or similar input
    +   Universal Locator: Indicates the exact position in time and space. Can only be blocked with magic or high levels of radiation
    +   Hologram Projector: Projects a person-sized hologram (recorded or live) that looks real until touched
    +   Instant Translator: Ensures speech and understanding of any natural language (does not work with magic or supernatural languages)
    + 🕷 Protective Weapons (pick one):
    +   Machete (1 harm, contact)
    +   Common revolver (2 harm, close, loud, reload)
    +   Shotgun (3 harm, close, messy, loud, reload)
    +   Light futuristic weapon (1 harm, add 1 range tag and 3 other tags)
    +
    +   Heavy futuristic weapon (3 harm, add 1 range tag and 1 other tag)
    +
    +

    +
    + Other Gear
    +
    +

    +
    +
    +
    +

    +
    + Improvements
    + Once you have 5 Experience you may choose one of these: (Check off any you've already taken)
    + +1 Tough (max +3) + +1 Sharp (max +3) + +1 Cool (max +3) + +1 Charm (max +3) + +1 Weird (max +2)
    + Take another move from your own playbook + Take another move from your own playbook + Gain an ally
    + Take a move from another playbook + Take a move from another playbook
    +

    +

    + Once you have taken 5 improvements you may choose from these options as well as the list above when you improve:
    + +1 to any rating (max +3) + Change playbooks + Create a second hunter to play
    + Advance 2 basic moves + Advance 2 basic moves + Retire this hunter to safety
    + Erase one used Luck point
    + Delete the move Servant of Technology. You have learnt to deal with the supernatural, no longer receiving any penalties for it
    + +

    +

    + History and Notes
    +
    +

    +
    +

    Playbook Name:
    @@ -1940,7 +3546,8 @@ Doomed

    - Special (if any): + Special: You may come up with a Luck Special move for this playbook with help from the Keeper. +

    Harm

    Okay @@ -1950,7 +3557,7 @@ Dying

    - Unstable: +

    Unstable:


    Experience
    Mark Experience when a roll totals 6 or less; or when a move tells you to do so
    @@ -1965,7 +3572,7 @@ (Like the Expert's haven or the Spellslinger's combat magic)
    - Name of special: + Name of special: Description:
    @@ -1983,7 +3590,7 @@ Other Moves

    -
    +

    Playbook Gear
    @@ -1994,33 +3601,33 @@

    -
    +

    +
    Improvements
    - Once you have 5 experience you may choose one of these: (Check off any you've already taken)
    - 4 stats available for improvement (mark one off at character creation without taking the bonus); top stat max +3, all others max +2
    - +1 Charm - +1 Cool - +1 Sharp +1 Tough + Once you have 5 experience you may choose one of these: (Check off any you've already taken)
    + +1 Charm + +1 Cool + +1 Sharp + +1 Tough +1 Weird
    - Take another Custom move - Take another Custom move - Take a move from another playbook + Take another move from your own playbook + Take another move from your own playbook
    + Take a move from another playbook Take a move from another playbook
    - -
    + +

    Once you have taken 5 improvements you may choose from these options as well as the list above when you improve:
    - +1 to any rating (max +3) - Change this hunter to a new type + +1 to any rating (max +3) + Change playbooks Create a second hunter to play
    - Advance 2 basic moves - Advance 2 basic moves - Retire this hunter to safety - -
    + Advance 2 basic moves + Advance 2 basic moves + Retire this hunter to safety
    + +

    History and Notes
    @@ -2030,7 +3637,7 @@




    -sheet version 0.1.0 +sheet version 1.0 diff --git a/Monster of the Week/sheet.json b/Monster of the Week/sheet.json index e9e897e71e..cf6ece3a41 100644 --- a/Monster of the Week/sheet.json +++ b/Monster of the Week/sheet.json @@ -1,8 +1,8 @@ { "html": "MotWHTML.html", "css": "MotWCSS.css", - "authors": "Katie Bennie (LethalKitten)", - "roll20userid": "1609908", + "authors": " Katie Bennie (LethalKitten), Anistuffs", + "roll20userid": "1609908 (LethalKitten), 1665985 (Anistuffs)", "preview": "MotWPreview.jpg", - "instructions": "Choose a Skin from the dropdown menu to get started. If you run into any issues, have suggestions, or anything else PM me on roll20; https://app.roll20.net/users/1609908/katie or report it at http://github.com/LethalKitten/roll20-character-sheets/issues." -} \ No newline at end of file + "instructions": "* Choose a Playbook from the dropdown menu to get started.\r* Along with the original 12 playbooks, there are 4 playbooks from the Tome of Mysteries supplement, 7 playbooks from the Reinforcements supplement, and 1 playbook exclusively released in the Brazilian edition and translated into English by Anistuffs.\r\r* Popup box is for roll modifiers like +1 forward, -1 ongoing, etc. Enter numbers as 1 or -1, but not +1 (the + symbol breaks it).\r\r If you run into any issues, have suggestions, or anything else, PM on roll20; https://app.roll20.net/users/1609908/katie, https://app.roll20.net/users/1665985/anistuffs, or report it at http://github.com/LethalKitten/roll20-character-sheets, https://github.com/Anistuffs/roll20-character-sheets." +} diff --git a/Monster of the Week/translation.json b/Monster of the Week/translation.json index 804459d8eb..473fd5a09b 100644 --- a/Monster of the Week/translation.json +++ b/Monster of the Week/translation.json @@ -27,17 +27,19 @@ "gear": "Gear", "other-gear": "Other Gear", "improvements": "Improvements", - "inmrovements-description": "Once you have 5 experience you may choose one of these: (Check off any you've already taken)", + "improvements-description": "Once you have 5 Experience you may choose one of these: (Check off any you've already taken)", "max": "max", - "another-move": "Take another Custom move", + "another-move": "Take another move from your own playbook", "ally": "Gain an ally", "playbook-move": "Take a move from another playbook", - "advanced-improvements": "Once you have taken 5 improvements you may choose from these options as well as the list above when you improve", + "advanced-improvements": "Once you have taken 5 Improvements you may choose from these options as well as the list above", "rating": "to any rating", - "new-type": "Change this hunter to a new type", + "new-playbook": "Change playbooks", "second-hunter": "Create a second hunter to play", "basic-moves": "Advance 2 basic moves", "retire": "Retire this hunter to safety", + "erase-luck": "Erase one used Luck point", + "after-getting-improvement": "Use after getting the corresponding Improvement", "history": "History and Notes", "pick-one": "pick one", "pick-two": "pick two", @@ -46,12 +48,13 @@ "1-fixed-move": "You get this", "2-fixed-moves": "You get these 2", "1-move": "Then pick one of these", - "2-moves": "Then pick two of these", + "2-moves-then": "Then pick two of these", + "2-moves": "Pick two of these", + "3-moves-then": "Then pick three of these", "3-moves": "Pick three of these", "choose": "choose", "one": "one", - "choose-one": "choose one", - "choose-two": "choose two", + "two": "two", "three": "three", "the-chosen": "The Chosen", "the-crooked": "The Crooked", @@ -59,15 +62,35 @@ "the-expert": "The Expert", "the-flake": "The Flake", "the-initiate": "The Initiate", - "the-monsteroue": "The Monsterous", + "the-monstrous": "The Monstrous", "the-mundane": "The Mundane", "the-professional": "The Professional", - "the-spellslinger": "The Spellslinger", + "the-spellslinger": "The Spell-Slinger", "the-spooky": "The Spooky", "the-wronged": "The Wronged", + "the-gumshoe": "The Gumshoe", + "the-hex": "The Hex", + "the-pararomantic": "The Pararomantic", + "the-searcher": "The Searcher", + "the-exile": "The Exile", + "the-hardcase": "The Hard Case", + "the-luchador": "The Luchador", + "the-meddlingkid": "The Meddling Kid", + "the-sidekick": "The Sidekick", + "the-snoop": "The Snoop", + "the-summoned": "The Summoned", + "the-traveler": "The Traveler", + "the-actionscientist": "The Action Scientist", + "the-biggamehunter": "The Big Game Hunter", + "the-constructed": "The Constructed", + "the-madscientist": "The Mad Scientist", "custom-playbook": "Custom", + "tome-of-mysteries": "Tome of Myseries", + "reinforcements": "Reinforcements", + "Brazilian": "Brazilian Edition", + "fan-made": "Fan-made", "chosen": "Chosen", - "luck-special-chosen": "When you spend Luck the Keeper will bring your fate into play", + "luck-special-chosen": "When you spend Luck, the Keeper will bring your fate into play.", "your-fate": "Your Fate", "fate-description": "How you found out you were the chosen one", "fate-unfold": "How your fate will unfold", @@ -75,333 +98,339 @@ "fate-heroic1": "Sacrifice", "fate-heroic2": "You are the Champion", "fate-heroic3": "Visions", - "fate-heroic4": "Secret Training", - "fate-heroic5": "True Love", - "fate-heroic6": "Magical Powers", - "fate-heroic7": "Mystical Inheritance", - "fate-heroic8": "A Normal Life", - "fate-heroic9": "The End of Monsters", - "fate-heroic10": "Hidden Allies", - "fate-heroic11": "Divine Help", - "fate-heroic12": "You Can Save the World", + "fate-heroic4": "Secret training", + "fate-heroic5": "Magical powers", + "fate-heroic6": "Mystical inheritance", + "fate-heroic7": "A normal life", + "fate-heroic8": "True love", + "fate-heroic9": "You can save the world", + "fate-heroic10": "Hidden allies", + "fate-heroic11": "The end of monsters", + "fate-heroic12": "Divine help", "doom": "Doom", "fate-doom1": "Death", - "fate-doom2": "You Can't Save Everyone", - "fate-doom3": "Impossible Love", + "fate-doom2": "You can't save everyone", + "fate-doom3": "Impossible love", "fate-doom4": "Failure", - "fate-doom5": "A Nemesis", - "fate-doom6": "No Normal Life", - "fate-doom7": "Doubt", - "fate-doom8": "Loss of Loved Ones", - "fate-doom9": "Treachery", - "fate-doom10": "Sympathy with the Enemy", + "fate-doom5": "A nemesis", + "fate-doom6": "No normal life", + "fate-doom7": "Loss of loved ones", + "fate-doom8": "Treachery", + "fate-doom9": "Doubt", + "fate-doom10": "Sympathy with the enemy", "fate-doom11": "Damnation", - "fate-doom12": "The End of Days", - "fate-doom13": "Hosts of Monsters", - "fate-doom14": "The Source of Evil", - "chosen-fixed1": "Destiny's PlaythingAt the beginning of each mystery, roll +Weird to see what is revealed about your immediate future. On a 10+, the Keeper will reveal a useful detail about the coming mystery. On a 7-9, you get a vague hit about it. On a miss, something bad is going to happen to you,", - "chosen-fixed2": "I'm Here for a Reason There's something you are destined to do. Work out the details with the Keeper, based on your fate. You cannot die until it come to pass. If you die in play you must spend a Luck point. You will then, somehow, recover or be returned to life. Once your task is done, or you have become doomed, all bets are off", - "chosen-move1": "The Big Entrance When you make a showy entrance into a dangerous situation.Roll +Cool. 10+, everyone stops to watch and listen to you until you finish your opening speech. On 7-9, yuo pick one creature to stop, watch and listen until you finish talking. On a miss, you are marked the biggest threat by all enemies present", - "chosen-move2": "Devastating When you inflict harm, you may inflict +1 harm", - "chosen-move3": "Dutiful When your fate rears its ugly head, and you act in accordance with any of your fate tags then mark experience. If it's a heroic tag then take +1 forward", - "chosen-move4": "Invincible You always count as having 2 armour, this doesn't stack with other protection", - "chosen-move5": "Resilience You heal faster than normal people. Any time your harm gets healed, heal and extra point. Additionally, your wounds count as 1 harm less for the purpose of the Keeper's harm moves", - "chosen-gear1": "Protective gear worth 1 armour", - "optional": "optional", - "chosen-gear2": "One Special Weapon", + "fate-doom12": "Hosts of monsters", + "fate-doom13": "The End of Days", + "fate-doom14": "The source of Evil", + "chosen-fixed1": "Destiny's Plaything: At the beginning of each mystery, roll +Weird to see what is revealed about your immediate future. On a 10+, the Keeper will reveal a useful detail about the coming mystery. On a 7-9, you get a vague hint about it. On a miss, something bad is going to happen to you.", + "chosen-fixed2": "I'm Here for a Reason: There's something you are destined to do. Work out the details with the Keeper, based on your fate. You cannot die until it come to pass. If you die in play, you must spend a Luck point. You will then, somehow, recover or be returned to life. Once your task is done, or you use up all your Luck, all bets are off.", + "chosen-move1": "The Big Entrance: When you make a showy entrance into a dangerous situation, Roll +Cool. On a 10+, everyone stops to watch and listen until you finish your opening speech. On 7-9, you pick one person or monster to stop, watch and listen until you finish talking. On a miss, you're marked as the biggest threat by all enemies who are present.", + "chosen-move2": "Devastating: When you inflict harm, you may inflict +1 harm.", + "chosen-move3": "Dutiful: When your fate rears its ugly head, and you act in accordance with any of your fate tags (either heroic or doom), then mark experience. If it's a heroic tag, take +1 forward.", + "chosen-move4": "Invincible: You always count as having 2 armour. This doesn't stack with other protection.", + "chosen-move5": "Resilience: You heal faster than normal people. Any time your harm gets healed, heal 1 extra point. Additionally, your wounds count as 1 harm less for the purpose of the Keeper's harm moves.", + "chosen-gear1": "(Optional) Protective gear worth 1 armour", + "chosen-gear2": "Special Weapon", + "chosen-special-descrip":"Design your weapon by choosing a Form, three Business-end options (which are added to the base tags), and a material that the business-end is made from.", "form": "Form", - "chosen-gear3": "Staff (1 harm, hand, close)", + "chosen-gear3": "Staff (1 harm, hand/close)", "chosen-gear4": "Haft (2 harm, hand, heavy)", "chosen-gear5": "Handle (1 harm, hand, balanced)", "chosen-gear6": "Chain (1 harm, hand, area)", - "chosen-gear7": "Business End", - "chosen-gear8": "Artifact (+magic)", - "chosen-gear9": "Spikes (+1 harm, +messy)", - "chosen-gear10": "Blade (+1 harm)", - "chosen-gear11": "Heavy (+1 harm)", - "chosen-gear12": "Long (+close)", - "chosen-gear13": "Throwable (+close)", - "chosen-gear14": "Chain (+area)", + "business-end": "Business-end", + "chosen-gear7": "Artifact (+magic)", + "chosen-gear8": "Spikes (+1 harm, +messy)", + "chosen-gear9": "Blade (+1 harm)", + "chosen-gear10": "Heavy (+1 harm)", + "chosen-gear11": "Long (+close)", + "chosen-gear12": "Throwable (+close)", + "chosen-gear13": "Chain (+area)", "material": "Material", - "chosen-advance1": "Delete a doom tag (optionally also delete a heroic tag)", + "material-desc": "(+steel, +cold iron, +silver, +wood, +stone, +bone, +teeth, +obsidian, or anything else you want)", + "chosen-advance1": "Delete a Doom tag, and (optionally) also delete a Heroic tag", "Crooked": "Crooked", - "luck-special-Crooked": "When you spend Luck someone from your past will re-appear in your life, soon", + "luck-special-Crooked": "When you spend Luck, someone from your past will re-appear in your life. Soon.", "background": "Background", - "background-description": "Before you were a hunter what less-than-legal job did you do?", - "background1": "Hoodlum You can use Tough instead of Charm to manipulate someone with threats of violence", - "background2": "Burglar When you break into a secure location roll +Sharp. On a 10+ pick three, on a 7-9 pick two", + "background-description": "Before you became a hunter, what less-than-legal job did you do?", + "background1": "Hoodlum: You can use Tough instead of Charm to manipulate someone with threats of violence.", + "background2": "Burglar: When you break into a secure location, roll +Sharp. On a 10+ pick three, on a 7-9 pick two", "background2.1": "You get in undetected", "background2.2": "You get out undetected", - "background2,3": "You don't leave a mess", + "background2.3": "You don't leave a mess", "background2.4": "You find what you were after", - "background3": "Grifter When you are about to manipulate someone, you can ask the Keeper \"what will convince this person to do what I want?\" The Keeper must answer honestly, but not necessarily completely", - "background4": "Fixer If you need to buy something, sell something, or hire someone, roll +Charm. On a 10+ you know just the person that will be interested. On a 7-9, you know the only person that can do it, but there's a complication. Pick one", + "background3": "Grifter: When you are about to manipulate someone, you can ask the Keeper \"what will convince this person to do what I want?\" The Keeper must answer honestly, but not necessarily completely.", + "background4": "Fixer: If you need to buy something, sell something, or hire someone, roll +Charm. On a 10+, you know just the person that will be interested. On a 7-9, you know the only person who can do it, but there's a complication. Pick one", "background4.1": "You owe them", - "background4.2": "They screwed you ove", + "background4.2": "They screwed you over", "background4.3": "You screwed them over", - "background4.4": "On a miss, the only person who can help you is someone who absolutely hates you", - "background5": "Assassin When you take your first shot at an unsuspecting target, do +2 harm", - "background6": "Charlatan When you want people to think you are using magic, roll +Cool. On a 10+ your audience is amazed and fooled by your illusion. On 7-9, you tripped up a few times, someone will notice. You may also manipulate someone with fortune telling. When you do that, ask \"What are they hoping for right now?\" as a free question (even on a miss)", - "background7": "Pickpocket When you steal something small, roll +Charm. On a 10+ you get it and they didn't notice you taking it. On a 7-9 either you don't grab it, you grab the wrong thing, or they remember you later; your choice", - "crooked-move1": "Artifact You 'found' a magical artifact with handy powers and kept it. Pick 1: Protective amulet (1 amour, magic, recharge); lucky charm (may be used as a Luck point just once); grimoire (studying the book gives +1 to use magic; skeleton key (opens any magically sealed lock); imp stone (a weak demon is bound to serve the holder. The imp must be summoned with Use Magic)", - "crooked-move2": "Crew You have a regular crew, a team of 3 or 4 people who will help you out with pretty much anything. This counts as a team", - "crooked-move3": "Deal with the Devil You sold your soul to the devil. Pick one or two things you got out of the deal: wealth, fame, youth, sensual gratification, skill (add +1 to two ratings). Payment is due either when you die, or in a year (6 months if you chose 2 things)", - "crooked-move4": "Friends on the Force You know a few cops who can be persuaded to look the other way, or do you a favour, for certain considerations. You can act under pressure to get in touch with them when you need to divert any law enforcement attention. There will be a cost, although maybe not right now", - "crooked-move5": "Made You're 'made' in a gang. Name the gang and say how their operations tie into your background. You can call on members to help you out but they'll want paid. Bosses will give you requests now and then but you'll get paid. Minor trouble will be overlooked, but you'd better not screw over any made members", - "crooked-move6": "Driver You gain +1 ongoing while driving, plus you can hotwire anything (the older it is, the fewer tools you'll need.) You also own 2 handy, widely-available vehicles", - "crooked-move7": "Home Ground Your crew made a point of keeping the locals happy- keeping them safe, ensuring things always went down okay. When you're back in your old neighbourhood, you can always find people who will hide you or help you with a minor favour, no questions asked", - "crooked-move8": "Notorious You have a reputation from your criminal past. When you reveal who you are, your terrifying reputation counts as a reason for someone to what you ask when you manipulate someone. Revealing your identity to someone can bring other problems later, of course", - "crooked-gear1": ".22 revolver (1 harm, close, reload,
          small)", - "crooked-gear2": ".38 revolver (2 harm, close, reload,
          loud)", + "background4.4": "On a miss, the only person who can help you is someone who absolutely hates you.", + "background5": "Assassin: When you take your first shot at an unsuspecting target, do +2 harm.", + "background6": "Charlatan: When you want people to think you are using magic, roll +Cool. On a 10+, your audience is amazed and fooled by your illusion. On a 7-9, you tripped up a few times, maybe someone will notice.", + "background6.1": "You may also manipulate someone with fortune telling. When you do that, ask \"What are they hoping for right now?\" as a free question (even on a miss).", + "background7": "Pickpocket: When you steal something small, roll +Charm. On a 10+, you get it and they didn't notice you taking it. On a 7-9, either you don't grab it, you grab the wrong thing, or they remember you later; your choice.", + "crooked-move1": "Artifact: You 'found' a magical artifact with handy powers and kept it. Pick 1", + "crooked-artifact1": "Protective amulet (1 amour, magic, recharge)", + "crooked-artifact2": "Lucky charm (may be used as a Luck point just once)", + "crooked-artifact3": "Grimoire (studying the book gives +1 forward to use magic)", + "crooked-artifact4": "Skeleton key (opens any magically sealed lock)", + "crooked-artifact5": "Imp stone (a weak demon is bound to serve the holder. The imp must be summoned with Use Magic)", + "crooked-move2": "Crew: You have a regular crew, a team of 3 or 4 people who will help you out with pretty much anything. This counts as a team.", + "crooked-move3": "Deal with the Devil: You sold your soul to the Devil (or someone equivalent). Pick 1 or 2 things you got out of the deal: wealth, fame, youth, sensual gratification, skill (add +1 to two ratings). Payment is due either when you die, or in a year (6 months if you chose 2 things).", + "crooked-move4": "Friends on the Force: You know a few cops who can be persuaded to look the other way, or do you a favour, for certain considerations. You can act under pressure to get in touch with them when you need to divert any law enforcement attention. There will be a cost, although maybe not right now.", + "crooked-move5": "Made: You're 'made' in a gang. Name the gang and say how their operations tie into your background. You can call on gang members to help you out, but they'll expect to be paid. Your bosses will have requests for you now and again, but you'll be paid. Minor trouble will be overlooked, but you better not screw over any other 'made' members.", + "crooked-move6": "Driver: You gain +1 ongoing while driving, plus you can hotwire anything (the older it is, the fewer tools you need). You also own 2 handy, widely-available vehicles. Include them in Other Gear.", + "crooked-move7": "Home Ground: Your crew made a point of keeping the locals happy - keeping them safe, ensuring things always went down okay. When you're back in your old neighbourhood, you can always find people who will hide you or help you with a minor favour, no questions asked.", + "crooked-move8": "Notorious: You have a reputation from your criminal past. When you reveal who you are, your terrifying reputation counts as a reason for people to do what you ask, when you manipulate someone. Revealing your identity to someone can bring other problems later, of course.", + "crooked-weapon": "Effective Weapons", + "crooked-gear1": ".22 revolver (1 harm, close, reload, small)", + "crooked-gear2": ".38 revolver (2 harm, close, reload, loud)", "crooked-gear3": "9mm (2 harm, close, loud)", "crooked-gear4": "Shotgun (3 harm, close, messy)", "crooked-gear5": "Hunting rifle (2 harm, far, loud)", "crooked-gear6": "Big knife (1 harm, hand)", "crooked-gear7": "Baseball bat (1 harm, hand)", - "crooked-gear8": "Submachinegun (2 harm, close, reload,
          auto", - "crooked-gear9": "Assault rifle (3 harm, close/far, auto)", - "underworld": "Underworld", - "underworld-description": "Pick the circumstance that lead you to discovering the real underworld, then pick the creature involved", - "underworld1": "The target of a job was a dangerous creature (Pick one: vampire, warewolf, troll, reptiloid)", - "underworld2": "You worked with someone who was more than they seemed (Pick one: sorceror, demon, faerie, psychic)", - "underworld3": "You were hired by something weird (Pick one: immortal, god, outsider, witch)", - "underworld4": "Things went south o a job- including, but not limited to running into; (Pick one a horde of goblins, a hunger of ghouls, a dream-eater, a salamander)", + "crooked-gear8": "Submachinegun (2 harm, close, reload, area)", + "crooked-gear9": "Assault rifle (3 harm, close/far, area)", "heat": "Heat", - "heat-description": "You didn't get here without making enemies", - "pick-heat": "pick at least 2 of these and name the people involved", - "heat1": "A police detective has made it a
          personal goal to put you away", - "heat2": "You have a rival from your background", - "heat3": "You pissed off a well connected criminal,
          and they'll do whatever they can to
          destroy you", - "heat4": "You took advantage of someone
          who has special powers (a person or
          monster)", - "heat5": "You betrayed an old partner in the
          middle of a job ", - "crooked-ally": "from your old crew", + "heat-description": "You didn't get here without making enemies.", + "pick-heat": "Pick at least 2 of these and name the people involved", + "heat1": "A police detective has made it a personal goal to put you away.", + "heat2": "You have a rival from your background, who never misses a chance to screw you over.", + "heat3": "You pissed off a well connected criminal,, and they'll do whatever they can to destroy you.", + "heat4": "You took advantage of someone with special powers (a person or monster).", + "heat5": "You betrayed an old partner in the middle of a job.", + "underworld": "Underworld", + "underworld-description": "Pick how you discovered the real underworld", + "underworld1": "The target of a job was a dangerous creature (pick one: vampire, warewolf, troll, reptiloid, etc).", + "underworld2": "You worked with someone who was more than they seemed (pick one: sorceror, demon, faerie, psychic, etc).", + "underworld3": "You were hired by something weird (pick one: immortal, god, outsider, witch, etc).", + "underworld4": "Things went south on a job - including, but not limited to, running into (choose one: a horde of goblins, a hunger of ghouls, a dream-eater, etc).", + "crooked-ally": "one of your old crew", "crooked-advance1": "Recover a stash of money from the old days, enough to live without care for a year or two", - "Crooked-advance2": "Erase one Luck point from your playbook", "Divine": "Divine", - "luck-special-divine": "When you spend Luck you get word your Mission requires something difficut to me done. By you. Urgently", - "your-mission": "Your Mission", - "mission-description": "You have been put on the earth for a purpose", - "mission1": "You are here to fight the schemes of an adversary", - "mission2": "The end of days approaches, you are here to guide the hunters and prevent it from coming to pass", - "mission3": "The end of days approaches, you are here to guide the hunters and ensure it comes to passs", - "mission4": "You have been exiled. You must work for the cause of good without drawing the attention of your brothers and sisters; they are sure to execute you for your crimes", - "mission5": "One of the hunters has a crucial role to play in events to come. You must prepare them for their role, and protect them at any cost", - "divine-move1": "Boss from Beyond At the beginning of each mystery, roll +Weird. On a 10+, your superiors ask you to do something small. 7-9, they ask you to do something complicated or difficult. In either case, you get to ask them something from the investigate a mystery move right now. On a miss you are required to do something terrible. If you do not accomplish what they've ordered, you cannot use this move again until you have made up for your failure", - "divine-move2": "Angel Wings You can instantly go anywhere you have been before, or to a person you know well. When you carry one or two people with you, roll +Weird. On a 10+ you all go where you wanted. On a 7-9, you don't quite manage it; either you all appear in the wrong place, or you are separated", - "divine-move3": "What I Need, When I Need It You may store any small object you own, putting it into a magical space nobody can get to. You may retrieve anything you stored at any time; it appears in your hand", - "divine-move4": "Smite Your body, and divine weapons, always count as a weakness against monsters you fight. Your unarmed attacks are 2 harm, intimate, messy", - "divine-move5": "Soothe When you talk to someone for a few seconds in a quiet voice, you can calm them down, blocking any panic, anger, or other negitive emotions they have. This works even if the thing that freaked them out is still present, as long as your voice can be heard", - "divine-move6": "Lay On Hands Your touch can heal any injury or disease. When you lay your hands on someone hurt, roll +Cool. On a 10+, heal 2 harm or an illness, plus they are stabilised. On a 7-9, you can heal the harm or illness but you take it into yourself. On a miss, your aura causes them extra harm", - "divine-move7": "Cast Out Evil You may banish an unnatural creature from your presence. Roll +Tough, on 10+ it is banished. On a 7-9 it takes a little while for the banishing to take effect- the creature has time to make one or two actions. Either way, the banished creature is unharmed, and you have no control over where it goes. This move may be used on unnatural hunters (eg The Monsterous). On a miss, something is keeping it here. That's bad", - "divine-gear1": "Flaming sword (3 harm, hand, fire,
          holy) ", - "divine-weapon": "One Divine Weapon", - "divine-gear2": "Thunder hammer (3 harm, hand, stun,
          holy) ", - "divine-gear3": "Razor whip (3 harm, hand, area,
          messy, holy)", - "divine-gear4": "Five demon bag (3 harm, close, magic,
          holy)", - "divine-gear5": "Silver trident (3 harm, hand, silver,
          holy)", - "Divine-ally": "a lesser divine being, sent from above to help you with your mission", - "Divine-advance1": "Erase one Luck point from your playbook", - "Divine-advance2": "Change your mission. Select a different mission from the options, or (with the Keeper's agreement) create a new mission", + "luck-special-divine": "When you spend Luck, you get word that your Mission requires something difficult that must be done. By you. Urgently.", + "your-mission": "Mission", + "mission-description": "You have been put here for a purpose", + "mission1": "You are here to fight the schemes of an Adversary.", + "mission2": "The End of Days approaches. Your role is to guide these hunters and prevent it from coming to pass.", + "mission3": "The End of Days approaches. Your role is to guide these hunters and ensure it comes to pass.", + "mission4": "You have been exiled. You must work for the cause of good without drawing attention of your brothers and sisters, as they are bound to execute you for your crimes.", + "mission5": "One of the other hunters has a crucial role to play in events to come. You must prepare them for their role, and protect them at any cost.", + "divine-move1": "Boss from Beyond: At the beginning of each mystery, roll +Weird. On a 10+, your superiors ask you to do something small. On a 7-9, they ask you to do something complicated or difficult. In either case, you get to ask them one question from the investigate a mystery move right now. On a miss, you are required to do something terrible. If you do not accomplish what they've ordered, you cannot use this move again until you have made up for your failure.", + "divine-move2": "Angel Wings: You can go instantly to anywhere you've visited before, or to a person you know well. When you carry one or two people with you, roll +Weird. On a 10+, you all go where you wanted. On a 7-9, you don't quite manage it; either you are all separated, or you all appear in the wrong place.", + "divine-move3": "What I Need, When I Need It: You may store any small object you own, putting it into a magical space nobody can get to. You may retrieve anything you stored at any time; it appears in your hand.", + "divine-move4": "Smite: Your body and divine weapon always count as a weakness against the monsters you fight. Your unarmed attacks are 2 harm, intimate/hand, messy.", + "divine-move5": "Soothe: When you talk to someone for a few seconds in a quiet voice, you can calm them down, blocking any panic, anger, or other negitive emotions they have. This works even if the thing that freaked them out is still present, as long as your voice can be heard.", + "divine-move6": "Lay On Hands: Your touch can heal any injury or disease. When you lay your hands on someone hurt, roll +Cool. On a 10+, heal 2 harm or an illness, plus they're stabilised. On a 7-9, you can heal the harm or illness, but you take it into yourself. On a miss, your aura causes them extra harm.", + "divine-move7": "Cast Out Evil: You may banish an unnatural creature from your presence. Roll +Tough. On a 10+, it is banished. On a 7-9, it takes a little while for the banishing to take effect - the creature has time to make one or two actions. Either way, the banished creature is unharmed, and you have no control over where it goes. This move may be used on unnatural hunters (eg the Monstrous). On a miss, something is keeping it here. That's bad.", + "divine-weapon": "Divine Weapon", + "divine-armour": "Divine Armour (1 armour, holy) with a look suited to your divine origin", + "divine-gear1": "Flaming sword (3 harm, hand, fire, holy)", + "divine-gear2": "Thunder hammer (3 harm, hand, stun, holy)", + "divine-gear3": "Razor whip (3 harm, hand, area, messy, holy)", + "divine-gear4": "Five demon bag (3 harm, close, magic, holy)", + "divine-gear5": "Silver trident (3 harm, hand, silver, holy)", + "Divine-ally": "a lesser divine being, sent to help you with your mission", + "Divine-advance1": "Change your Mission. Select a different option from the Mission list, or (with the Keeper's agreement) create a new mission", "Expert": "Expert", - "luck-special-expert": "When you spend Luck you discover something happening now is related to something you were involved in years ago", - "expert-weapons": "Monster-Slaying Weapons", - "expert-gear1": "Mallet and stakes (3 harm, intimate,
          slow, wooden)", - "expert-gear2": "Silver sword (2 harm, hand, messy,
          silver)", - "expert-gear3": "Cold iron sword (2 harm, hand, messy,
          iron)", + "luck-special-expert": "When you spend Luck, you discover something happening now is related to something you were involved in years ago.", + "expert-weapons": "Monster-slaying Weapons", + "expert-gear1": "Mallet and wooden stakes (3 harm, intimate, slow, wooden)", + "expert-gear2": "Silver sword (2 harm, hand, messy, silver)", + "expert-gear3": "Cold iron sword (2 harm, hand, messy, iron)", "expert-gear4": "Blessed knife (2 harm, hand, holy)", "expert-gear5": "Magical dagger (2 harm, hand, magic)", "expert-gear6": "Juju bag (1 harm, far, magic)", - "expert-gear7": "Flamethrower (3 harm, close, heavy,
          fire, volitile)", + "expert-gear7": "Flamethrower (3 harm, close, fire, heavy, volitile)", "expert-gear8": "Magnum (3 harm, close, reload, loud)", "expert-gear9": "Shotgun (3 harm, close, messy, loud)", - "expert-move1": "I've Read About This Sort of Thing Roll +Sharp instead of +Cool when you act under pressure", - "expert-move2": "Often Right When a hunter comes to you for advice about a problem, give them your honest opinion and advice. If they take your advice they get +1 ongoing while following it, and you mark experience", - "expert-move3": "Preparedness When you need something unusual or rare, roll +Sharp. On a 10+, you have it right here and now. On a 7-9, you have it, but not here: it will take some time to get. On a miss you know where it is, but it's somewhere really bad", - "expert-move4": "It Wasn't as Bad as it Looked Once per mystery, you may attempt to keep going despite your injuries. Roll +Cool. On a 10+, heal 2 harm and stabilise your wounds. On a 7-9 you may either stabilise or heal 1 harm. On a miss, it was worse than in looked: The Keeper may inflict a harm move on you, or make your wounds unstable", - "expert-move5": "Precise Strike When you inflict harm on a monster you can aim for a weak spot. Roll +Tough. On a 10+ you inflict +2 harm. On a 7-9 you inflict +1 harm. On a miss you leave yourself open to the monster", - "expert-move6": "The Woman (or Man) With the PlanAt the beginning of each mystery, roll +Sharp. on a 10+ hold 2, on 7-9 hold 1. Spend the hold to be where you need to be, prepared and ready. On a miss, the Keeper holds 1 and they can spend it to put you in the worst place, unprepared and unready", - "expert-move7": "Dark Past If you trawl though your memeories for something relevent to the case at hand, roll +Weird. On a 10+ ask the Keeper two questions from the list below. On a 7-9, ask one. On a miss, you can ask a question anyway but that will mean you were personally complicit in creating the situation you are now dealing with", + "expert-move1": "I've Read About This Sort Of Thing: Roll +Sharp instead of +Cool when you act under pressure.", + "expert-move2": "Often Right: When a hunter comes to you for advice about a problem, give them your honest opinion and advice. If they take your advice they get +1 ongoing while following it, and you mark experience.", + "expert-move3": "Preparedness: When you need something unusual or rare, roll +Sharp. On a 10+, you have it here right now. On a 7-9, you have it, but not here; it will take some time to get it. On a miss, you know where it is, but it's somewhere real bad.", + "expert-move4": "It Wasn't As Bad As It Looked: Once per mystery, you may attempt to keep going despite your injuries. Roll +Cool. On a 10+, heal 2 harm and stabilise your wounds. On a 7-9, you may either stabilise or heal 1 harm. On a miss, it was worse than it looked; the Keeper may inflict a harm move on you, or make your wounds unstable.", + "expert-move5": "Precise Strike: When you inflict harm on a monster, you can aim for a weak spot. Roll +Tough. On a 10+, you inflict +2 harm. On a 7-9, you inflict +1 harm. On a miss, you leave yourself open to the monster.", + "expert-move6": "The Woman (or Man) With The Plan: At the beginning of each mystery, roll +Sharp. on a 10+ hold 2, on 7-9 hold 1. Spend the hold 1-for-1 to be where you need to be, prepared and ready. On a miss, the Keeper holds 1 and they can spend it to put you in the worst place, unprepared and unready.", + "expert-move7": "Dark Past: If you trawl though your memories for something relevant to the case at hand, roll +Weird. On a 10+, ask the Keeper two questions from the list below. On a 7-9, ask one. On a miss, you can ask a question anyway but that will mean you were personally complicit in creating the situation you are now dealing with.", "expert-move7.1": "When I dealt with this creature (or one of its kind), what did I learn?", "expert-move7.2": "What black magic do I know that could help here?", - "expert-move7.3": "Do I know anyone that might be behind this?", + "expert-move7.3": "Do I know anyone who might be behind this?", "expert-move7.4": "Who do I know that can help us right now?", - "your-haven": "Your Haven", - "haven-description": "You have a haven, a safe place to work", - "haven1": "Lore Library When you hit the books, take +1 forward to investigate a mystery so long as historical or reference works are appropriate", - "haven2": "Mystical Library If you use your library's tomes and grimoires, preparing yourself using them, take +1 forward for use magic", - "haven3": "Protection Spells Your haven is safe from monsters, they cannot enter. Monsters might be able to do something special to evade the wards, but not easily", - "haven4": "Armoury You have a stockpile of mystical and rare monster-killing weapons and items. If you need a special weapon roll +Weird. On a 10+ you have it (and plenty of it, if that matters). On a 7-9 you have it, but only the minimum. On a miss, you've got the wrong thing", - "haven5": "Infirmary You can heal people, and have the space for one or two to recuperate. The Keeper will tell you how long any patient's recovery will take, and if you need any extra supplies or help", - "haven6": "Workshop You have a space for repairing guns, cars, and other gadgets. Work out with the Keeper how long any repairs or construction will take, and if you will need any extra tools or help", - "haven7": "Oubliette This room is isolated from every kind of monster, spirit or magic that you know about. Anything you stash in there can't be found, can't do magic, and can't get out", - "haven8": "Panic Room This has essential supplies and is protected by normal and mystical means. You can hide out there for a few days, safe from pretty much anything", - "haven9": "Magical Laboratory You have a mystical lab with all kinds of weird ingredients and tools useful for casting spells (like use magic, big magic, and any other magical moves)", - "expert-advance1": "Add a haven option", - "expert-advance2": "Add a haven option", + "your-haven": "Haven", + "haven-description": "You have set up a haven, a safe place to work", + "haven1": "Lore Library: When you hit the books, take +1 forward to investigate a mystery (as long as historical or reference works are appropriate).", + "haven2": "Mystical Library: If you use your library's occult tomes and grimoires to prepare yourself, take +1 forward to use magic.", + "haven3": "Protection Spells: Your haven is safe from monsters - they cannot enter. Monsters might be able to do something special to evade the wards, but not easily.", + "haven4": "Armoury: You have a stockpile of mystical and rare monster-killing weapons and items. If you need a special weapon, roll +Weird. On a 10+, you have it (and plenty, if that matters). On a 7-9, you have it, but only the minimum. On a miss, you've got the wrong thing.", + "haven5": "Infirmary: You can heal people, and have the space for one or two to recuperate. The Keeper will tell you how long any patient's recovery is likely to take, and if you need any extra supplies or help.", + "haven6": "Workshop: You have a space for building and repairing guns, cars, and other gadgets. Work out with the Keeper how long any repair or construction will take, and if you need extra supplies or help.", + "haven7": "Oubliette: This room is isolated from every kind of monster, spirit or magic that you know about. Anything you stash in there can't be found, can't do any magic, and can't get out.", + "haven8": "Panic Room: This has essential supplies and is protected by normal and mystical means. You can hide out there for a few days, safe from pretty much anything.", + "haven9": "Magical Laboratory: You have a mystical lab with all kinds of weird ingredients and tools useful for casting spells (like use magic, big magic, and any other magical moves).", + "expert-advance1": "Add a Haven option", "Flake": "Flake", - "luck-special-flake": "When you spend Luck pick an aspect of the current situation. The Keeper will tell you what other conspiricies that aspect connects to", - "flake-move1": "Connect the Dots At the beginning of each mystery if you look for the wider patterns that current events might be part of, roll +Sharp. On a 10+ hold 3, 7-9 hold 1. Spend your hold during the mystery to ask the Keeper one of the following questions", + "luck-special-flake": "When you spend Luck, pick an aspect of the current situation. The Keeper will tell you what other conspiricies that aspect connects to.", + "flake-move1": "Connect the Dots: At the beginning of each mystery if you look for the wider patterns that current events might be part of, roll +Sharp. On a 10+ hold 3, on a 7-9 hold 1. Spend your hold 1-for-1 during the mystery to ask the Keeper any one of the following questions", "flake-move1.1": "Is this person connected to current events more than they are saying?", "flake-move1.2": "When and where will the next critical event occur?", "flake-move1.3": "What does the monster want from this person?", "flake-move1.4": "Is this connected to previous mysteries we have investigated?", "flake-move1.5": "How does this mystery connect to the bigger picture?", - "flake-move2": "Crazy Eyes You get +1 Weird (max +3)", - "flake-move3": "See, It All Fits Together You can roll +Sharp instead of +Charm when you manipulate someone ", - "flake-move4": "Suspicious Mind If someone lies to you, you know it ", - "flake-move5": "Often Overlooked When you act all crazy to avoid something, roll +Weird. On a 10+ you're regarded as unthreatening and unimportant. On a 7-9 you are either regarded as unthreatening, or unimportant. On a miss you draw lots (but not all) of the attention", - "flake-move6": "Contrary When you seek out and recieve someone's honest advice on the best course of action for you, and then do something else instead, mark experience. If you do exactly the opposite of their advice, you also take +1 ongoing on any moves you make persuing that course", - "flake-move7": "Net Friends You know a lot of people on the internet. When you contact a net friend to help you roll +Charm. On a 10+ they're available and helpful; they can fix something, break a code, hack a computer, or get you some special information. On a 7-9, they're prepared to help but it's either going to take some time, or you'll have to do part of it yourself. On a miss you burn some bridges", - "flake-move8": "Sneaky When you attack from ambush or from behind, inflict +2 harm", - "fake-normal": "One Normal Weapon", - "fake-gear1": ".38 revolver (2 harm, close, reload,
          loud)", - "fake-gear2": "9mm (2 harm, close, loud)", - "fake-gear3": "Hunting rifle (2 harm, far, loud)", - "fake-gear4": "Magnum (3 harm, close, reload, loud)", - "fake-gear5": "Shotgun (3 harm, close, messy, loud)", - "fake-gear6": "Big knife (1 harm, hand)", + "flake-move2": "Crazy Eyes: You get +1 Weird (max +3).", + "flake-move3": "See, It All Fits Together: You can roll +Sharp instead of +Charm when you manipulate someone.", + "flake-move4": "Suspicious Mind: If someone lies to you, you know it.", + "flake-move5": "Often Overlooked: When you act all crazy to avoid something, roll +Weird. On a 10+, you're regarded as unthreatening and unimportant. On a 7-9, you are regarded as either unthreatening or unimportant. On a miss, you draw lots (but not all) of the attention.", + "flake-move6": "Contrary: When you seek out and receive someone's honest advice on the best course of action for you, and then do something else instead, mark experience. If you do exactly the opposite of their advice, you also take +1 ongoing on any moves you make pursuing that course.", + "flake-move7": "Net Friends: You know a lot of people on the internet. When you contact a net friend to help you, roll +Charm. On a 10+, they're available and helpful - they can fix something, break a code, hack a computer, or get you some special information. On a 7-9, they're prepared to help, but it's either going to take some time, or you'll have to do part of it yourself. On a miss, you burn some bridges.", + "flake-move8": "Sneaky: When you attack from ambush or from behind, inflict +2 harm.", + "flake-normal": "Normal Weapon", + "flake-gear1": ".38 revolver (2 harm, close, reload, loud)", + "flake-gear2": "9mm (2 harm, close, loud)", + "flake-gear3": "Hunting rifle (2 harm, far, loud)", + "flake-gear4": "Magnum (3 harm, close, reload, loud)", + "flake-gear5": "Shotgun (3 harm, close, messy, loud)", + "flake-gear6": "Big knife (1 harm, hand)", "flake-hidden": "Hidden Weapons", - "fake-gear7": "Throwing knives (1 harm, close, many)", - "fake-gear8": "Holdout pistol (2 harm, close, loud,
          reload)", - "fake-gear9": "Garrote (3 harm, intimate)", - "fake-gear10": "Watchman's flashlight (1 harm, hand)", - "fake-gear11": "Weighted gloves/brass knuckles (1
          harm, hand", - "fake-gear12": "Butterfly knife/folding knife (1
          harm, hand)", - "Flake-advance1": "Gain a haven like the Expert with two options", - "Flake-advance2": "Add a haven option", + "flake-gear7": "Throwing knives (1 harm, close, many)", + "flake-gear8": "Holdout pistol (2 harm, close, loud, reload)", + "flake-gear9": "Garrote (3 harm, intimate)", + "flake-gear10": "Watchman's flashlight (1 harm, hand)", + "flake-gear11": "Weighted gloves/brass knuckles (1 harm, hand)", + "flake-gear12": "Butterfly knife/folding knife (1 harm, hand)", + "Flake-advance1": "Gain a Haven, like the Expert, with two options", + "Flake-advance2": "Add a Haven option", "Initiate": "Initiate", - "luck-special-initiate": "When you spend Luck something goes wrong for your Sect: an ill-advised project or a disasterous operation", - "your-sect": "Your Sect", - "sect-description": "Where are they from? How old are they? Are they religious? Why do they stay secret? How do they recruit?", - "sect-traditions": "Your Sect's Traditions", + "luck-special-initiate": "When you spend Luck, something goes wrong for your Sect: an ill-advised project or a disasterous operation.", + "your-sect": "Sect", + "sect-description": "You are part of a secret order that deals with the paranormal. Where are they from? How old are they? Are they religious? Why do they stay secret? How do they recruit?", + "sect-traditions": "Sect's Traditions", "good-traditions": "Good Traditions", - "good-tradition1": "Knowledge", - "good-tradition2": "Ancient Lore", - "good-tradition3": "Magical Lore", - "good-tradition4": "Fighting Arts", + "good-tradition1": "Knowledgeable", + "good-tradition2": "Ancient lore", + "good-tradition3": "Magical lore", + "good-tradition4": "Fighting arts", "good-tradition5": "Modernised", - "good-tradition6": "Chapters Everywhere", - "good-tradition7": "Secular Power", - "good-tradition8": "Flexible Tactics", - "good-tradition9": "Open Hierarchy", - "good-tradition10": "Rich", - "good-tradition11": "Integrated in Society", - "good-tradition12": "Nifty Gadgets", - "good-tradition13": "Magical Items", + "good-tradition6": "Chapters everywhere", + "good-tradition7": "Secular power", + "good-tradition8": "Flexible tactics", + "good-tradition9": "Open hierarchy", + "good-tradition10": "Integrated in society", + "good-tradition11": "Rich", + "good-tradition12": "Nifty gadgets", + "good-tradition13": "Magical items", "bad-traditions": "Bad Traditions", - "bad-tradition1": "Dubious Motives", - "bad-tradition2": "Tradition-Bound", - "bad-tradition3": "Short-Sighted", - "bad-tradition4": "Strict Laws", - "bad-tradition5": "Closed Hierarchy", + "bad-tradition1": "Dubious motives", + "bad-tradition2": "Tradition-bound", + "bad-tradition3": "Short-sighted", + "bad-tradition4": "Paranoid and secretive", + "bad-tradition5": "Closed hierarchy", "bad-tradition6": "Factionalised", - "bad-tradition7": "Paranoid and Secretive", - "bad-tradition8": "Poor", - "bad-tradition9": "Total Obedience", - "bad-tradition10": "Obsolete Gear", - "bad-tradition11": "Tyrannical Leader", - "bad-tradition12": "Mystical Oaths", - "initiate-fixed-move1": "When you are in good standing with your sect, at the beginning of each mystery, roll +Charm. On a 10+ they provide some useful information, or help out on the field. On a 7-9, you get a mission associated with the mystery, and if you do it you'll get some info or help too. On a miss they ask you to do something bad. If you fail a mission, or refuse an order, you'll be in trouble with the sect until you atone", - "initiate-move1": "Ancient Fighting Arts When using an old fashioned hand weapon you inflict +1 harm and get +1 when you roll to protect someone", - "initiate-move2": "Mystic Every time you successfuly use magic, take +1 forward", - "initiate-move3": "Fortunes The sect has ancient prophecies, or divination techniques to predict the future. Once per mystery you may use them. If you look at what the future holds, roll +Weird. On a 10+ hold 3, 7-9 hold 1. On a miss you get bad information and the Keeper decides how it affects you. Spend you hold to", - "initiate-move3.1": "Have a useful object ready", - "initiate-move3.2": "Be somewhere you are needed, just in time", - "initiate-move3.3": "Take +1 forward, or give +1 forward to another hunter", - "initiate-move3.4": "Retroactively warn someone about an attack, so that it doesn't happen", - "initiate-move4": "Sacred Oath You may bind yourself to a single goal, forsaking something during your quest (speech, all sustenance except bread and water, alcohol, lying, sex, etc.) Get the Keeper's agreement on this, it should match the goal in importance and difficulty. While you keep your oath and work towards your goal, mark experience at the end of every session and get +1 on any rolls that directly help achieve the goal. If you break the oath, take -1 ongoing until you have atoned", - "initiate-move5": "Mentor You have a mentor in the sect, name them. When you contact your mentor for info, roll +Sharp. On a 10+, you get an answer to your question, no problem. On a 7-9 you choose; they're either busy and can't help, or they answer the question but you owe a favour. On a miss, your question causes trouble", - "initiate-move6": "Apprentice You have an apprentice: name them. Your job is to teach them the sect's ways. They count as an ally: subordinate (motivation: to follow your instructions to the letter)", - "initiate-move7": "Helping Hand When you successfuly help out another hunter, they get +2 instead of the usual +1", - "initiate-move8": "That Old Black Magic When you use magic, you can ask a question from the investigate a mystery move as your effect", - "inititate-armour": "Old-fashioned armour (1 armour, heavy)", + "bad-tradition7": "Strict laws", + "bad-tradition8": "Mystical oaths", + "bad-tradition9": "Total obedience", + "bad-tradition10": "Tyrannical leaders", + "bad-tradition11": "Obsolete gear", + "bad-tradition12": "Poor", + "initiate-fixed-move1": "When you are in good standing with your sect, at the beginning of each mystery, roll +Charm. On a 10+, they provide some useful info or help in the field. On a 7-9, you get a mission associated with the mystery, and if you do it, you'll get some info or help too. On a miss, they ask you to do something bad. If you fail a mission or refuse an order, you'll be in trouble with the Sect until you atone.", + "initiate-move1": "Ancient Fighting Arts: When you use an old-fashioned hand weapon, you inflict +1 harm and get +1 whenever you roll to protect someone.", + "initiate-move2": "Mystic: Every time you successfully use magic, take +1 forward.", + "initiate-move3": "Fortunes: The sect has ancient prophecies or divination techniques to predict the future. Once per mystery, you may use them. If you look at what the future holds, roll +Weird. On a 10+ hold 3, on a 7-9 hold 1. On a miss, you get bad information and the Keeper decides how that affects you. Spend you hold 1-for-1 to", + "initiate-move3.1": "Have a useful object ready.", + "initiate-move3.2": "Be somewhere you are needed, just in time.", + "initiate-move3.3": "Take +1 forward, or give +1 forward to another hunter.", + "initiate-move3.4": "Preemptively warn someone about an attack, so that it doesn't happen.", + "initiate-move4": "Sacred Oath: You may bind yourself to a single goal, forsaking something during your quest (eg speech, all sustenance but bread and water, alcohol, lying, sex, etc). Get the Keeper's agreement on this - it should match the goal in importance and difficulty. While you keep your oath and work towards your goal, mark experience at the end of every session and get +1 on any rolls that directly help achieve the goal. If you break the oath, take -1 ongoing until you have atoned.", + "initiate-move5": "Mentor: You have a mentor in the Sect; name them. When you contact your mentor for info, roll +Sharp. On a 10+, you get an answer to your question, no problem. On a 7-9, you choose; they're either busy and can't help, or they answer the question but you owe a favour. On a miss, your question causes trouble.", + "initiate-move6": "Apprentice: You have an apprentice; name them. Your job is to teach them the Sect's ways. They count as an ally: subordinate (motivation: to follow your exact instructions).", + "initiate-move7": "Helping Hand: When you successfuly help out another hunter, they get +2 instead of the usual +1.", + "initiate-move8": "That Old Black Magic: When you use magic, you can ask a question from the investigate a mystery move as your effect.", + "inititate-armour": "Old-fashioned Armour (1 armour, heavy)", "inititate-old": "Old-fashioned Weapons", - "inititate-oldgear-pick": "If Sect has Fighting Arts or Obsolete Gear, pick three; otherwise pick two", + "inititate-oldgear-pick": "If the Sect has Fighting arts or Obsolete gear, pick three; otherwise pick two", "inititate-gear1": "Sword (2 harm, hand, messy)", "inititate-gear2": "Axe (2 harm, hand, messy)", - "inititate-gear3": "Big sword (3 harm, hand, messy,
          heavy)", - "inititate-gear4": "Big axe (3 harm, hand, messy, slow,
          heavy)", + "inititate-gear3": "Big sword (3 harm, hand, messy, heavy)", + "inititate-gear4": "Big axe (3 harm, hand, messy, slow, heavy)", "inititate-gear5": "Silver knife (1 harm, hand, silver)", "inititate-gear6": "Fighting sticks (1 harm, hand, quick)", - "inititate-gear7": "Spear (2 harm, hand, close)", - "inititate-gear8": "Mace (2 harm, hand, messy", + "inititate-gear7": "Spear (2 harm, hand/close)", + "inititate-gear8": "Mace (2 harm, hand, messy)", "inititate-gear9": "Crossbow (2 harm, close, slow)", "initiate-modern": "Modern Weapons", - "initiate-moderngear-pick": "If Sect has Modernised or Nifty Gadgets, pick two; otherwise pick one", - "inititate-gear10": ".38 revolver (2 harm, hand, close,
          reload, loud", - "inititate-gear11": "9mm (2 harm, close, reload, loud)", + "initiate-moderngear-pick": "If Sect has Modernised or Nifty gadgets, pick two; otherwise pick one", + "inititate-gear10": ".38 revolver (2 harm, hand, close, reload, loud)", + "inititate-gear11": "9mm (2 harm, close, loud)", "inititate-gear12": "Sniper rifle (3 harm, far)", "inititate-gear13": "Magnum (3 harm, close, reload, loud)", - "inititate-gear14": "Shotgun (3 harm, close, messy", + "inititate-gear14": "Shotgun (3 harm, close, messy)", "Initiate-advance1": "Get command of your chapter of the Sect", - "Initiate-advance2": "Get command of your chapter of the Sect", + "Initiate-advance2": "Get a Sect team under your command", "Initiate-advance3": "Become the leader, or effective leader, of the whole Sect", - "Monsterous": "Monsterous", - "luck-special-monsterous": "When you spend Luck your monster side gains power. Your Curse may grow stronger, or another Breed disadvantage may manifest", + "Monstrous": "Monstrous", + "luck-special-monstrous": "When you spend Luck, your monster side gains power; your Curse may become stronger, or another Breed disadvantage may manifest.", "monster-breed": "Monster Breed", - "breed-description": "You are half human, half monster; were you always this way? Were you always fighting for good or were you once evil and then switched sides?", + "breed-description": "You're half-human, half-monster. Were you always this way, or were you originally human and were transformed somehow? Were you always fighting for good, or were you once evil and then changed sides?", "curses": "Curses", - "curse1": "Feed You must subsist on living humans. It could be from blood, brains or spiritual essence but it must be from people. You need to act under pressure to avoid feeding whenever the perfect opportuinty presents itself", - "curse2": "Vulnerability Pick a substance. You'll take +1 harm when you suffer harm from it. If you are bound or surrounded by it, you must act under pressure to use your powers", - "curse3": "Pure Drive One emotion rules you. Pick from: hunger, hate, anger, fear, jealousy, greed, joy, pride, envy, lust or cruelty. Whenever you have a chance to indulge that emotion you must do so immediately, or act under pressure to resist", - "curse4": "Dark Master You have an evil lord who doesn't know you changed sides. They still give you orders, and they do not tolerate refusal or failure", - "monsterous-move1": "Immortal You do not age or sicken, and whenever you suffer harm you suffer 1 harm less", - "monsterous-move2": "Unnatural Appeal Roll +Weird instead of +Charm when you manipulate someone ", - "monsterous-move3": "Unholy Strength Roll +Weird instead of +Tough when you kick some ass ", - "monsterous-move4": "Incorporeal You may move freely though solid objects (but not people)", - "monsterous-move5": "Preternatural Speed You go much faster than normal people. When you chase, flee or run take +1 ongoing", - "monsterous-move6": "Claws of the Beast Your natural attacks deal +1 harm ", - "monsterous-move7": "Mental Dominion When you gaze into a normal human's eyes and exert your will over them Roll +Charm. On a 10+ hold 3, on 7-9 hold 1. You may spend your hold to give them an order. Regular people will follow the order, whatever it is. Hunters can choose to follow the order or not. If they do, they mark experience", - "monsterous-move8": "Unquenchable Vitality When you have taken harm you can heal yourself. Roll +Cool. On a 10+, heal 2 harm and stabilise your injuries. On a 7-9, heal 1 harm and stabilise your injuries. On a miss your injuries worsen", - "monsterous-move9": "Dark Negotiator You can use manipulate someone on monsters as well as people if they can reason and talk", - "monsterous-move10": "Flight You can fly ", - "monsterous-move11": "Shapeshifter You may change your form (usually into an animal). Decide if you have just one alternate form or several and detail them. You gain +1 forward to investigate a mystery when using and alternate form's superior senses. (Eg, smell for a wolf, sight for an eagle)", - "monsterous-move12": "Something Borrowed Take a move from a hunter playbook that is not currently in play ", + "curse1": "Feed: You must subsist on living humans - it could be from blood, brains, or spiritual essence but it must be from people. You need to act under pressure to resist feeding whenever a perfect opportunity presents itself.", + "curse2": "Vulnerability: Pick a substance. You'll take +1 harm when you suffer harm from it. If you are bound or surrounded by it, you must act under pressure to use your powers.", + "curse3": "Pure Drive: One emotion rules you. Pick from: hunger, hate, anger, fear, jealousy, greed, joy, pride, envy, lust, or cruelty. Whenever you have a chance to indulge that emotion, you must do so immediately, or act under pressure to resist.", + "curse4": "Dark Master: You have an evil lord who doesn't know you changed sides. They still give you orders, and they do not tolerate refusal, or failure.", + "monstrous-move1": "Immortal: You do not age or sicken, and whenever you suffer harm, you suffer 1 harm less.", + "monstrous-move2": "Unnatural Appeal: Roll +Weird instead of +Charm when you manipulate someone.", + "monstrous-move3": "Unholy Strength: Roll +Weird instead of +Tough when you kick some ass.", + "monstrous-move4": "Incorporeal: You may move freely though solid objects (but not people).", + "monstrous-move5": "Preternatural Speed: You go much faster than normal people. When you chase, flee, or run, take +1 ongoing.", + "monstrous-move6": "Claws of the Beast: Your natural attacks deal +1 harm.", + "monstrous-move7": "Mental Dominion: When you gaze into a normal human's eyes and exert your will over them, roll +Charm. On a 10+ hold 3, on a 7-9 hold 1. You may spend your hold to give them an order. Regular people will follow your order, whatever it is. Hunters can choose to follow the order or not. If they do, they mark experience.", + "monstrous-move8": "Unquenchable Vitality: When you have taken harm you can heal yourself. Roll +Cool. On a 10+, heal 2 harm and stabilise your injuries. On a 7-9, heal 1 harm and stabilise your injuries. On a miss, your injuries worsen.", + "monstrous-move9": "Dark Negotiator: You can use the move manipulate someone on monsters as well as people, if they can reason and talk.", + "monstrous-move10": "Flight: You can fly.", + "monstrous-move11": "Shapeshifter: You may change your form (usually into an animal). Decide if you have just one alternate form or several, and detail them. You gain +1 forward to investigate a mystery when using and alternate form's superior senses (eg. smell for a wolf, sight for an eagle).", + "monstrous-move12": "Something Borrowed: Take a move from a hunter playbook that is not currently in play.", "natural-attacks": "Natural Attacks", - "monsterous-attacks-pick": "pick one base and one extra, or pick two bases", - "monsterous-attacks1": "Base: teeth (3 harm, intimate)", - "monsterous-attacks2": "Base: Claws (2 harm, hand)", - "monsterous-attacks3": "Base: Magical force (1 harm, magical, close)", - "monsterous-attacks4": "Base: Life-drain (1 harm, intimate, life-drain)", - "monsterous-attacks5": "Extra: Add +1 harm to a base", - "monsterous-attacks6": "Extra: Add +ignore armour to a base", - "monsterous-attacks7": "Extra: Add an extra range to a base
          (+intimate, hand, or close)", - "monsterous-weapon": "One Handy Weapon: (if you want one)", - "monsterous-gear1": ".38 revolver (2 harm, close, reload,
          loud)", - "monsterous-gear2": "9mm (2 harm, close, loud)", - "monsterous-gear3": "Magnum (3 harm, close, reload, loud)", - "monsterous-gear4": "Shotgun (3 harm, close, messy)", - "monsterous-gear5": "Big knife (1 harm, hand)", - "monsterous-gear6": "Brass knuckles (1 harm, hand, quiet,
          small)", - "monsterous-gear7": "Sword (2 harm, hand, messy)", - "monsterous-gear8": "Huge sword (3 harm, hand, heavy)", - "Monsterous-advance1": "Gain a haven like the Expert with two options", - "Monsterous-advance2": "Take a Natural Attacks pick", - "Monsterous-advance3": "Free yourself from your type's curse. It no longer affects you but you lose 1 Weird", - "Monsterous-advance4": "Become evil (again). Retire this character, they become one of the Keeper's threats", + "monstrous-attacks-pick": "pick one base and one extra, or pick two bases", + "monstrous-attacks1": "Base: teeth (3 harm, intimate)", + "monstrous-attacks2": "Base: claws (2 harm, hand)", + "monstrous-attacks3": "Base: magical force (1 harm, magical, close)", + "monstrous-attacks4": "Base: life-drain (1 harm, intimate, life-drain)", + "monstrous-attacks5": "Extra: add +1 harm to a base", + "monstrous-attacks6": "Extra: add ignore-armour to a base", + "monstrous-attacks7": "Extra: Add an extra range to a base (intimate, hand, or close)", + "monstrous-weapon": "(Optional) Handy Weapon", + "monstrous-gear1": ".38 revolver (2 harm, close, reload, loud)", + "monstrous-gear2": "9mm (2 harm, close, loud)", + "monstrous-gear3": "Magnum (3 harm, close, reload, loud)", + "monstrous-gear4": "Shotgun (3 harm, close, messy)", + "monstrous-gear5": "Big knife (1 harm, hand)", + "monstrous-gear6": "Brass knuckles (1 harm, hand, quiet, small)", + "monstrous-gear7": "Sword (2 harm, hand, messy)", + "monstrous-gear8": "Huge sword (3 harm, hand, heavy)", + "Monstrous-advance1": "Gain a Haven, like the Expert, with two options", + "Monstrous-advance2": "Take a natural attacks pick", + "Monstrous-advance3": "Free yourself from your kind's curse, it no longer affects you, but you lose 1 Weird", + "Monstrous-advance4": "Turn evil (again?). Retire this character, they become one of the Keeper's threats", "Mundane": "Mundane", - "luck-special-mundane": "When you spend Luck you'll find something wierd- maybe even useful", - "mundane-move1": "Always the Victim When another hunter uses protect someone to protect you, they mark experience. Whenever a monster captures you, you mark experience", - "mundane-move2": "Oops! If you want to stumble across something important tell the Keeper. You will find something important and useful, but not necessarily related to your immediate problems ", - "mundane-move3": "Let's get out of here If you can protect someone by telling them what to do, or by leading them out, roll +Charm instead of +Tough", - "mundane-move4": "Panic Button When you need to escape, name the route you'll try and roll +Sharp. On a 10+ you're out of danger, no problem. On a 7-9 you can go or stay, but if you go it will cost you. (You leave something behind or take something with you.) On a miss, you are caught halfway out", - "mundane-move5": "The Power of Heart When fighting a monster, if you help someone don't roll +Cool. You automatically help as though you'd rolled a 10", - "mundane-move6": "Trust Me When you tell a normal person the truth in order to protect them from danger, roll +Charm. On a 10+ they'll do what you say, no questions asked. On a 7-9 they do it but the Keeper chooses 1", - "mundane-move6.1": "They ask you a hard question first", - "mundane-move6.2": "They stall and dither a while", - "mundane-move6.3": "They have a 'better' idea", - "mundane-move6.4": "On a Miss they think you are crazy, and maybe dangerous too", - "mundane-move7": "What Could Go Wrong? Whenever you charge into immediate danger without hedging your bets, hold 2. You may spend the hold to", - "mundane-move7.1": "Inflict 1 harm", - "mundane-move7.2": "Reduce someone's harm suffered by 1", - "mundane-move7.3": "Take +2 forward on an act under pressure", - "mundane-move8": "Don't Worry, I'll Check It Out Whenever you go off by yourself to check out somewhere (or something) scary, mark experience", - "mundane-weapon": "Mundane Weapon", - "mundane-gear1": "Golf club, baseball bat, cricket bat,
          or hockey stick (2 harm, hand,
          innocuous, messy)", - "mundane-gear2": "Pocket knife or multitool (1 harm,
          hand, useful, small)", - "mundane-gear3": "Small handgun (2 harm, close, loud,
          reload)", + "luck-special-mundane": "When you spend Luck, you'll find something weird - maybe even useful!", + "mundane-move1": "Always The Victim: When another hunter uses protect someone to protect you, they mark experience. Whenever a monster captures you, you mark experience.", + "mundane-move2": "Oops!: If you want to stumble across something important, tell the Keeper. You will find something important and useful, although not necessarily related to your immediate problems.", + "mundane-move3": "Let's Get Out Of Here!: If you can protect someone by telling them what to do, or by leading them out, roll +Charm instead of +Tough.", + "mundane-move4": "Panic Button: When you need to escape, name the route you'll try and roll +Sharp. On a 10+, you're out of danger, no problem. On a 7-9, you can go or stay, but if you go it'll cost you (you leave something behind or something comes with you). On a miss, you are caught halfway out.", + "mundane-move5": "The Power of Heart: When fighting a monster, if you help someone, don't roll +Cool. You automatically help as though you'd rolled a 10.", + "mundane-move6": "Trust Me: When you tell a normal person the truth in order to protect them from danger, roll +Charm. On a 10+, they'll do what you say they should, no questions asked. On a 7-9, they do it, but the Keeper chooses 1 from", + "mundane-move6.1": "They ask you a hard question first.", + "mundane-move6.2": "They stall and dither a while.", + "mundane-move6.3": "They have a 'better' idea.", + "mundane-move6.4": "On a Miss, they think you're crazy, and maybe dangerous too.", + "mundane-move7": "What Could Go Wrong?: Whenever you charge into immediate danger without hedging your bets, hold 2. You may spend the hold 1-for-1 to:", + "mundane-move7.1": "Inflict 1 harm.", + "mundane-move7.2": "Reduce someone's harm suffered by 1.", + "mundane-move7.3": "Take +2 forward on an act under pressure roll.", + "mundane-move8": "Don't Worry, I'll Check It Out: Whenever you go off by yourself to check out somewhere (or something) scary, mark experience.", + "mundane-weapon": "Mundane Weapons", + "mundane-gear1": "Golf club, baseball bat, cricket bat, or hockey stick (2 harm, hand, innocuous, messy)", + "mundane-gear2": "Pocket knife or multitool (1 harm, hand, useful, small)", + "mundane-gear3": "Small handgun (2 harm, close, loud, reload)", "mundane-gear4": "Hunting rifle (3 harm, far, loud, reload)", - "mundane-gear5": "Sledge-hammer or fire axe (3 harm,
          hand, messy)", + "mundane-gear5": "Sledge-hammer or fire axe (3 harm, hand, messy)", "mundane-gear6": "Nunchuks (2 harm, hand, area)", "mundane-transport": "Means of Transport", "mundane-gear7": "Skateboard", @@ -410,163 +439,161 @@ "mundane-gear10": "Classic car in terrible condition", "mundane-gear11": "Motorcycle", "mundane-gear12": "Van", - "Mundane-advance1": "Regain a used Luck point", - "Mundane-advance2": "Regain a used Luck point", - "Mundane-advance3": "Regain a used Luck point", - "Mundane-advance4": "Regain a used Luck point", "Professional": "Professional", - "luck-special-professional": "When you spend Luck your next mission from the Agency comes with lots of red tape. Lots", + "luck-special-professional": "When you spend Luck, your next mission from the Agency comes with lots of Red Tape. Lots.", "agency": "Agency", - "agency-description": "Decide who it is you work for. Are they a black-budget government department, a secret military unit, a clandestine police team, a private individual's crusade, a corporation, a scientific team or what?", - "agency-goal": "Is the Agency's goal to destroy monsters, study the supernatural, protect people, gain power, or something else?", + "agency-description": "Who do you work for? Are they a black-budget government department, a secret military unit, a clandestine police team, a private individual's crusade, a corporation, a scientific team, or what?", + "agency-goal": "Is the Agency's goal to: destroy monsters, study the supernatural, protect people, gain power, or something else?", "resources": "Resources", - "agency1": "Well Armed", - "agency2": "Well Financed", - "agency3": "Rigorous Training", - "agency4": "Official Pull", - "agency5": "Cover Identities", - "agency6": "Good Intel", - "agency7": "Offices all over the place", - "agency8": "Support Teams", - "agency9": "Weird Tech Gadgets", - "agency10": "Recognised Authority", + "agency1": "Well-armed", + "agency2": "Well-financed", + "agency3": "Rigorous training", + "agency4": "Official pull", + "agency5": "Cover identities", + "agency6": "Offices all over the place", + "agency7": "Good intel", + "agency8": "Recognised authority", + "agency9": "Weird tech gadgets", + "agency10": "Support teams", "red-tape": "Red Tape", - "agency11": "Dubious Motives", + "agency11": "Dubious motives", "agency12": "Bureaucratic", - "agency13": "Inter-departmental Rivalry", - "agency14": "Secretive Hierarchy", - "agency15": "Budget Cuts", - "agency16": "Take No Prisoners", - "agency17": "Hostile Superiors", - "agency18": "Cryptic Missions", - "agency19": "Live Capture Policy", - "professional-fixed-move1": "When you deal with the agency, requesting help or gear, or making excuses for failure roll +Sharp. On a 10+, you're good; your request for gear or personell is okayed, or you slip-up goes unnoticed. On a 7-9, things aren't so great. You might get chewed out by your superiors, and there will be fallout, but you get what you need for the job. On a miss, you screwed up: you might be suspended, under investigation, or just in the doghouse. You certainly aren't going to get any help until you sort it all out", - "professional-move1": "Bottle it Up If you want, you can take up to +3 bonus when you act under pressure. For each +1 you use, the Keeper holds 1. This hold can be spent later, one-for-one, to give you -1 on any move except act under pressure ", - "professional-move2": "Unfazeable Take +1 Cool (max +3) ", - "professional-move3": "Battlefield Awareness You always know what's happening around you, and what to watch out for. Take +1 armour (max +2) on top of whatever you get from your gear", - "professional-move4": "Leave No One Behind In combat when you help someone escape, roll +Sharp. On a 10+ you get them out clean. On a 7-9, you can either get them out or suffer no harm, you choose. On a miss, you fail to get them out and you've attracted hostile attention", - "professional-move5": "Tacticle Genius When you read a bad situation roll +Cool instead of +Sharp", - "professional-move6": "Medic You have a full first aid kit, and the training to heal people. When you do first aid, roll +Cool. On a 10+ the patient is stabilised and healed of 2 harm. On a 7-9 choose one: heal 2 harm or stabilise the injury. On a miss, you cause an extra 1 harm. This move takes the place of regular first aid", - "professional-move7": "Mobility You have a truck, van, or car built for monster hunting. Choose two good things and one bad thing", - "professional-move7.1": "Good things: Roomy, surveillance gear, fast, stealthy, intimidating, classic, medical kit, sleeping space, toolkit, concealed weapons, anonymous, armoured (+1 armour inside), tough, monster cage", - "professional-move7.2": "Bad things: Loud, obvious, tempermental, beaten-up, gas guzzler, uncomfortable, slow", + "agency13": "Secretive hierarchy", + "agency14": "Cryptic missions", + "agency15": "Hostile superiors", + "agency16": "Inter-departmental rivalry", + "agency17": "Budget cuts", + "agency18": "Take no prisoners policy", + "agency19": "Live capture policy", + "professional-fixed-move1": "When you deal with the agency, requesting help or gear, or making excuses for a failure, roll +Sharp. On a 10+, you're good - your request for gear or personell is okayed, or your slip-up goes unnoticed. On a 7-9, things aren't so great. You might get chewed out by your superiors, and there'll be fallout, but you get what you need for the job. On a miss, you screwed up; you might be suspended, or under investigation, or just in the doghouse. You certainly aren't going to get any help until you sort it all out.", + "professional-move1": "Bottle It Up: If you want, you can take up to +3 bonus when you act under pressure. For each +1 you use, the Keeper holds 1. This hold can be spent later 1-for-1 to give you -1 on any move except act under pressure.", + "professional-move2": "Unfazeable: Take +1 Cool (max +3).", + "professional-move3": "Battlefield Awareness: You always know what's happening around you, and what to watch out for. Take +1 armour (max 2) on top of whatever you get from your gear.", + "professional-move4": "Leave No One Behind: In combat, when you help someone escape, roll +Sharp. On a 10+, you get them out clean. On a 7-9, you choose; you can either get them out or suffer no harm. On a miss, you fail to get them out and you've attracted hostile attention.", + "professional-move5": "Tactical Genius: When you read a bad situation, you may roll +Cool instead of +Sharp.", + "professional-move6": "Medic: You have a full first aid kit, and the training to heal people. When you do first aid, roll +Cool. On a 10+, the patient is stabilized and healed of 2 harm. On a 7-9, choose one: heal 2 harm or stabilize the injury. On a miss, you cause an extra 1 harm. This move takes the place of regular first aid.", + "professional-move7": "Mobility: You have a truck, van, or car built for monster hunting. Choose two good things and one bad thing about it.", + "professional-move7.1": "Good things: roomy; surveillance gear; fast; stealthy; intimidating; classic; medical kit; sleeping space; toolkit; concealed weapons; anonymous; armoured (+1 armour inside); tough; monster cage.", + "professional-move7.2": "Bad things: loud; obvious; temperamental; beaten-up; gas-guzzler; uncomfortable; slow; old.", "professional-armour": "Armour", - "professional-gear1": "Flak Vest (1 amrour, hidden)", - "professional-gear2": "Combat Armour (1 armour, heavy)", + "professional-gear1": "Flak vest (1 armour, hidden)", + "professional-gear2": "Combat armour (2 armour, heavy)", "professional-serious-weapon": "Serious Weapons", - "professional-gear3": "Assault rifle (3 harm, far, area, loud,
          reload", - "professional-gear4": "Grenade launcher (4 harm, far, area,
          messy, loud, reload)", + "professional-gear3": "Assault rifle (3 harm, far, area, loud, reload)", + "professional-gear4": "Grenade launcher (4 harm, far, area, messy, loud, reload)", "professional-gear5": "Sniper rifle (4 harm, far)", - "professional-gear6": "Grenades (4 harm, close, area, messy,
          loud)", - "professional-gear7": "Submachine gun (3 harm, close, area,
          loud, reload)", + "professional-gear6": "Grenades (4 harm, close, area, messy, loud)", + "professional-gear7": "Submachine gun (3 harm, close, area, loud, reload)", "professional-normal-weapon": "Normal Weapons", - "professional-gear8": ".38 revolver (2 harm, close, reload,
          loud)", + "professional-gear8": ".38 revolver (2 harm, close, reload, loud)", "professional-gear9": "9mm (2 harm, close, loud)", "professional-gear10": "Hunting rifle (2 harm, far, loud)", "professional-gear11": "Shotgun (3 harm, close, messy)", "professional-gear12": "Big knife (1 harm, hand)", - "Professional-advance1": "Add a resource tag or change a red tape tag for your Agency", + "Professional-advance1": "Add a new Resource tag or change a Red Tape tag for your Agency", "Professional-advance2": "Get command of an Agency team of monster hunters", - "Professional-advance3": "Get some or all of the other player's hunters hired by your Agency. They get the deal with the agency move as well as salery and benefits", - "Spellslinger": "Spellslinger", - "luck-special-spellslinger": "When you spend Luck the official council of wizards is going to poke their nose into your business", - "spellslinger-gear-description": "You don't need much except items to power your magic, still it's good to be prepared", - "spellslinger-weapon": "One Backup Weapon", - "spellslinger-gear1": "Old revolver (2 harm, close, reload,
          loud)", + "Professional-advance3": "Get some or all of the other players' hunters hired by your Agency. They get the deal with the agency move, as well as salery and benefits", + "Spellslinger": "Spell-Slinger", + "luck-special-spellslinger": "When you spend Luck, the official council of wizards is going to poke their nose into your business.", + "spellslinger-weapon": "Backup Weapon", + "spellslinger-gear1": "Old revolver (2 harm, close, reload, loud)", "spellslinger-gear2": "Ritual knife (1 harm, hand)", "spellslinger-gear3": "Heirloom sword (2 harm, hand, messy)", - "spellslinger-move1": "Advanced Arcane Training If you have two of your three Tools and Techniques at the ready then you may ignore the third", - "spellslinger-move2": "Arcane Reputation Pick three big organisations or groups in the supernatural community, which can include the more sociable types of monsters. They've heard of you and respect your power. Take +1 forward when you use manipulate someone on affected humans. You may also use manipulate someone on affected monsters, with no bonus", - "spellslinger-move3": "Could've Been Worse When you miss a use magic roll you can choose one of the following options instead of losing control of the magic", - "spellslinger-move3.1": "Fizzle: The preperations and materials for the spell are ruined. You'll have to start over from scratch with the prep time doubled", - "spellslinger-move3.2": "This is gonna suck: The effect happens, but you trigger all the glitches but one. You pick the one you avoid", - "spellslinger-move4": "Forensic Divination When you successfully investigate a mystery you may ask \"what magic was done here?\" as a free extra question", - "spellslinger-move5": "Go Big or Go Home When you must use magic as a requirement for big magic, take +1 forward to those use magic rolls", - "spellslinger-move6": "Enchanted Clothing Pick an article of every-day clothing; it's enchanted without any change in appearence. Take -1 harm from any source that tries to get at you through the garment", - "spellslinger-move7": "Not My Fault +1 to act under pressure when dealing with the consequences of your own spellcasting", - "spellslinger-move8": "Practitioner Choose two of the use magic effects. You get +1 to use magic when choosing one of those effects", - "spellslinger-move9": "Shield Spell When you protect someone, you gain +2 armour against any harm that is transferred to you. This doesn't stack with any other armour", - "spellslinger-move10": "Third Eye When you read a bad situation you can open your third eye for a moment to take in extra information. Take +1 hold on any result of 7 or more, plus you can see invisible things. On a miss, you may still get 1 hold, but you're exposed to a supernatural danger. Unfiltered hidden reality is tough on the mind!", - "extra-fixed-move": "And you get this", + "extra-fixed-move": "You get this", + "spellslinger-fixed-move1": "Tools and Techniques: To use your combat magic effectively, you rely on a collection of tools and techniques. Uncheck one; you'll need the rest.", + "spellslinger-fixed-move1.1": "Consumables: You need certain supplies - powders, oils, etc - on hand, some will be used up each cast. If you don't have them, when you cast, take 1 harm, ignore-armour.", + "spellslinger-fixed-move1.2": "Foci: You need wands, staves, and other obvious props to focus. If you don't have what you need, your combat magic does 1 harm less.", + "spellslinger-fixed-move1.3": "Gestures: You need to wave your hands around to use combat magic. If you're restrained, take -1 ongoing for combat magic.", + "spellslinger-fixed-move1.4": "Incantations: You must speak in an arcane language to control your magic. If you use combat magic without speaking, act under pressure to avoid scrambling your thoughts.", "combat-magic": "Combat Magic", - "combat-magic-description": "You have attack spells you can use as weapons. When you kick some ass with your spells roll +Weird instead of +Tough. Sometimes you may need to act under pressure to cast your spells without problems", + "combat-magic-description": "You have a few attack spells you can use as weapons. When you use these spells to kick some ass, roll +Weird instead of +Tough. Sometimes you may need to act under pressure to cast your spells without problems.", "combat-magic-pick": "pick three, with at least one base", "bases": "Bases", - "base1": " Blast (2 harm, magic, close, obvious,
          loud)", - "base2": "Ball (1 harm, magic, area, close,
          obvious, loud)", - "base3": "Missile (1 harm, magic, far, obvious,
          loud)", - "base4": "Wall (1 harm, magic, barrier, close,
          1 armour, obvious, loud)", + "base1": "Blast (2 harm, magic, close, obvious, loud)", + "base2": "Ball (1 harm, magic, area, close, obvious, loud)", + "base3": "Missile (1 harm, magic, far, obvious, loud)", + "base4": "Wall (1 harm, magic, barrier, close, 1 armour, obvious, loud)", "effects": "Effects", - "effect1": "Fire (Add '+2 harm, fire' to a base) If
          you get a 10+ on a combat magic roll,
          the fire won't spread)", - "effect2": "Force or Wind (Add '+1 harm, forceful'
          to a base or '+1 armour' to a wall)", - "effect3": "Lightning or Entropy (Add '1 harm,
          messy' to a base)", - "effect4": "Frost or Ice (Add '-1 harm, +2 armour'
          to a wall, or '+1 harm, restraining' to
          other bases)", - "effect5": "Earth (Add 'forceful, restraining' to a
          base)", - "effect6": "Necromantic (Add 'life-drain' to a base)", - "Spellslinger-advance1": "Take another Combat Magic pick", - "Spellslinger-advance3": "Regain a used Luck point", - "Spellslinger-advance4": "Take another Combat Magic pick", - "Spellslinger-advance5": "Cross off another option from tools and techniques", + "effect1": "Fire (add '+2 harm, fire' to a base; if you get a 10+ on a combat magic roll, the fire won't spread)", + "effect2": "Force or Wind (add '+1 harm, forceful'; to a base, or '+1 armour' to a wall)", + "effect3": "Lightning or Entropy (add '+1 harm, messy' to a base)", + "effect4": "Frost or Ice (add '-1 harm, +2 armour' to a wall, or '+1 harm, restraining' to other bases)", + "effect5": "Earth (add 'forceful, restraining' to a base)", + "effect6": "Necromantic (add 'life-drain' to a base)", + "spellslinger-move1": "Advanced Arcane Training: If you have two of your three Tools and Techniques at the ready, you may ignore the third one.", + "spellslinger-move2": "Arcane Reputation: Pick three big organizations or groups in the supernatural community, which can include some of the more sociable types of monsters. They've heard of you and respect your power. Take +1 forward when you use manipulate someone on affected humans. You may use manipulate someone on affected monsters as if they were human, with no bonus.", + "spellslinger-move3": "Could've Been Worse: When you miss a use magic roll, you can choose one of the following options instead of losing control of the magic.", + "spellslinger-move3.1": "Fizzle: The preperations and materials for the spell are ruined. You'll have to start over from scratch with the prep time doubled.", + "spellslinger-move3.2": "This Is Gonna Suck: The effect happens, but you trigger all of the listed glitches but one. You pick the one you avoid.", + "spellslinger-move4": "Enchanted Clothing: Pick an article of every-day clothing - it's enchanted without any change in appearence. Take -1 harm from any source that tries to get at you through the garment.", + "spellslinger-move5": "Forensic Divination: When you successfully investigate a mystery, you may ask \"what magic was done here?\" as a free extra question.", + "spellslinger-move6": "Go Big or Go Home: When you must use magic as a requirement for big magic, take +1 ongoing to those use magic rolls.", + "spellslinger-move7": "Not My Fault: +1 to act under pressure when you are dealing with the consequences of your own spellcasting.", + "spellslinger-move8": "Practitioner: Mark two of the use magic effects. Take +1 to use magic whenever you choose one of those effects.", + "spellslinger-move9": "Shield Spell: When you protect someone, you gain +2 armour against any harm that is transferred to you. This doesn't stack with any other armour.", + "spellslinger-move10": "Third Eye: When you read a bad situation, you can open up your third eye for a moment to take in extra information. On a 7+, take +1 hold and you can see invisible things. On a miss, you may still get 1 hold, but you're exposed to supernatural danger. Unfiltered hidden reality is rough on the mind!", + "Spellslinger-advance1": "Take another Combat Magic pick", + "Spellslinger-advance2": "You may cross off another option from your Tools and Techniques", "Spooky": "Spooky", - "luck-special-spooky": "As you spend Luck your Dark Side's needs will get nastier", + "luck-special-spooky": "When you spend Luck, your Dark Side's needs will get nastier.", "dark-side": "The Dark Side", - "dark-side-description1": "Your powers have an unsavoury source, and sometimes you get tempted to do things you shouldn't. These could be orders from whatever granted you power, urges that bubble up inside you, or something else", - "dark-side-description2": "Whatever it is, it is unsettling", + "dark-side-description1": "Your powers have an unsavoury source, and sometimes you get tempted to do things you shouldn't. These could be orders from whatever granted your power, or urges that bubble up from your subconscious, or something like that. Whatever it is, it's unsettling.", "dark-side1": "Violence", "dark-side2": "Depression", "dark-side3": "Secrets", "dark-side4": "Lust", - "dark-side5": "Dark Bargain", + "dark-side5": "Dark bargain", "dark-side6": "Guilt", "dark-side7": "Soulless", "dark-side8": "Addiction", - "dark-side9": "Mood Swings", + "dark-side9": "Mood wings", "dark-side10": "Rage", - "dark-side11": "Self-Destruction", - "dark-side12": "Greed for Power", - "dark-side13": "Pain", - "dark-side14": "Poor Impulse Control", - "dark-side15": "Hallucinations", + "dark-side11": "Self-destruction", + "dark-side12": "Greed for power", + "dark-side13": "Poor impulse control", + "dark-side14": "Hallucinations", + "dark-side15": "Pain", "dark-side16": "Paranoia", - "dark-side-effects": "The Keeper can ask you to do nasty things (in accordance with your tags) when your powers need you to. If you do it, mark experience. If you don't then your powers are unavilable until the end of the mystery (or until you cave)", - "spooky-move1": "Telepathy You can read people's thoughts and put words in their mind. This can allow you to investigate a mystery and read a bad situation without actually needing to talk. You can also manipulate someone without speaking. You still roll the moves as normal, except people will not expect the weirdness of your mental communication", - "spooky-move2": "Hex When you cast a spell with use magic, as well as the normal effects, you may pick from the following", - "spooky-move2.1": "The target contracts a disease", - "spooky-move2.2": "The target immediately suffers (2 harm, magic, ignore-armour)", - "spooky-move2.3": "The target breaks something precious or important", - "spooky-move3": "The Sight You can see invisible things, especially spirits and magical influences. You may also communicate with (and maybe even make deals with) the spirits you see, they give you more opportunities to spot clues when you investigate a mystery ", - "spooky-move4": "Premonitions At the start of each mystery, roll +Weird. On a 10+, you get a detailed vision of something bad that is yet to happen. You take +1 forward to prevent it coming true, and mark experience if you stop it. On a 7-9 you get clouded images of something bad that is yet to happen; mark experience if you stop it. On a miss, you get a vision of something bad to happen and the Keeper holds 3, to be spent 1-for-1 as penalties to rolls you make", - "spooky-move5": "Hunches When something bad is happening (or just about to happen) somewhere that you aren't, roll +Sharp. On a 10+ you knew where you needed to go, just in time to get there. On a 7-9, you get there too late- in time to intervene, but not prevent it altogether. On a miss, you get there just in time to be in trouble yourself", - "spooky-move6": "The Big Whammy You can use your powers to kick some ass, (2 harm, close, obvious, ignore-armour) When you do, roll +Weird instead of +Tough. On a miss you'll get magical backlash", - "spooky-move7": "Tune In You can attune your mind to a monster or minion. Roll +Weird. On a 10+ hold 3, 7-9 hold 1. On a miss the monster becomes aware of you. Spend one hold to ask the Keeper one of the following questions, and gain +1 ongoing while acting on the answers", - "spooky-move7.1": "Where is the creature right now?", - "spooky-move7.2": "What is it planning to do right now?", - "spooky-move7.3": "Who is it going to attack next?", - "spooky-move7.4": "Who does it regard as the biggest threat?", - "spooky-move7.5": "How can I attract its attention?", - "spooky-move8": "Jinx You can encourage coincidences to occur the way you want. When you jinx a target, roll +Weird. On a 10+ hold 2, 7-9 hold 1. On a miss, the Keeper holds 2 over you to be used in the same way. Spend your hold to", - "spooky-move8.1": "Interfere with a hunter, giving them -1 forward", - "spooky-move8.2": "Help a hunter, giving them +1 forward by interfering with their enemy", - "spooky-move8.3": "Interfere with what a monster, minion, or bystander is trying to do", - "spooky-move8.4": "Inflict 1 harm on the target due to an accident", - "spooky-move8.5": "The target finds something you left for them", - "spooky-move8.6": "The target loses something that you will soon find", - "spooky-items": "Any items or amulets that you use to invoke your powers", + "dark-side-effects": "The Keeper can ask you to do nasty things (in accordance with your tags) when your powers need you to. If you do whatever is asked, mark experience. If you don't, then your powers are unavilable until the end of the mystery (or until you cave). As you spend Luck, these requests will get bigger and nastier.", + "spooky-move1": "Telepathy: You can read people's thoughts and put words in their mind. This can allow you to investigate a mystery and read a bad situation without needing to actually talk. You can also manipulate someone without speaking. You roll moves as normal, except people will not expect the weirdness of your mental communication.", + "spooky-move2": "Hex: When you cast a spell with use magic, as well as the normal list of effects, you may pick from the following list", + "spooky-move2.1": "The target contracts a disease.", + "spooky-move2.2": "The target immediately suffers harm (2 harm, magic, ignore-armour).", + "spooky-move2.3": "The target breaks something precious or important.", + "spooky-move3": "The Sight: You can see the invisible, especially spirits and magical influences. You may communicate with (and maybe even make deals with) the spirits you see; and they give you more opportunities to spot clues when you investigate a mystery.", + "spooky-move4": "Premonitions: At the start of each mystery, roll +Weird. On a 10+, you get a detailed vision of something bad that is yet to happen. You take +1 forward to prevent it from coming true, and mark experience if you stop it. On a 7-9, you get clouded images of something bad that is yet to happen; mark experience if you stop it. On a miss, you get a vision of something bad happening to you and the Keeper holds 3, to be spent 1-for-1 as penalties to rolls you make.", + "spooky-move5": "Hunches: When something bad is happening (or just about to happen) somewhere that you aren't, roll +Sharp. On a 10+, you knew where you needed to go, just in time to get there. On a 7-9, you get there late - in time to intervene, but not prevent it altogether. On a miss, you get there just in time to be in trouble yourself.", + "spooky-move6": "Tune In: You can attune your mind to a monster or minion. Roll +Weird. On a 10+ hold 3, on a 7-9 hold 1. On a miss the monster becomes aware of you. Spend your hold 1-for-1 to ask the Keeper one of the following questions, and gain +1 ongoing while acting on the answers", + "spooky-move6.1": "Where is the creature right now?", + "spooky-move6.2": "What is it planning to do right now?", + "spooky-move6.3": "Who is it going to attack next?", + "spooky-move6.4": "Who does it regard as the biggest threat?", + "spooky-move6.5": "How can I attract its attention?", + "spooky-move7": "The Big Whammy: You can use your powers to kick some ass. Roll +Weird instead of +Tough. The attack has 2 harm, close, obvious, ignore-armour. On a miss, you'll get magical backlash.", + "spooky-move8": "Jinx: You can encourage coincidences to occur the way you want. When you jinx a target, roll +Weird. On a 10+ hold 2, 7-9 hold 1. On a miss, the Keeper holds 2 over you to be used in the same way. Spend your hold 1-for-1 to", + "spooky-move8.1": "Interfere with a hunter, giving them -1 forward.", + "spooky-move8.2": "Help a hunter, giving them +1 forward, by interfering with their enemy.", + "spooky-move8.3": "Interfere with what a monster, minion, or bystander is trying to do.", + "spooky-move8.4": "Inflict 1 harm on the target due to an accident.", + "spooky-move8.5": "The target finds something you left for them.", + "spooky-move8.6": "The target loses something that you will soon find.", + "spooky-items": "Any magical items or amulets that you use to invoke your powers", "spooky-weapons": "Normal Weapons", - "spooky-gear1": ".38 revolver (2 harm, close, reload,
          loud)", + "spooky-gear1": ".38 revolver (2 harm, close, reload, loud)", "spooky-gear2": "9mm (2 harm, close, loud)", "spooky-gear3": "Hunting rifle (2 harm, far, loud)", "spooky-gear4": "Shotgun (3 harm, close, messy)", "spooky-gear5": "Big knife (1 harm, hand)", - "Spooky-advance1": "Change some or all of your Dark Side tags", - "Spooky-advance3": "You discover how to use your powers at a lower cost. Delete one Dark Side tag", + "Spooky-advance1": "Change some, or all, of your Dark Side tags", + "Spooky-advance2": "Gain a Mystical Library, like the Haven option of the Expert", + "Spooky-advance3": "You discover how to use your powers at a lower price, delete one Dark Side tag", "Wronged": "Wronged", - "luck-special-wronged": "When you spend Luck you find a dangerous lead on your prey", + "luck-special-wronged": "When you spend Luck, you find a dangerous lead on your prey.", "who-you-lost": "Who You Lost", "who": "Who did you lose?", - "lost-pick": "pick one or more of: parent(s), sibling(s), spouse/partner, child(ren), best friend(s)", - "lost-save-them": "Why couldn't you save them? You were", "pick-some": "pick one or more", + "lost-pick": "Your parent(s), sibling(s), spouse/partner, child(ren), best friend(s), etc", + "lost-save-them": "Why couldn't you save them? You were", "lost1": "At fault", "lost2": "Selfish", "lost3": "Injured", @@ -576,48 +603,557 @@ "lost7": "In denial", "lost8": "Complicit", "what-prey": "What Did It?", + "prey-breed": "With the Keeper's agreement, pick the monster breed.", "prey": "My Prey", - "prey-breed": "with the Keeper's agreement, pick the monster breed", - "wronged-fixed-move1": "I Know My Prey You get +1 ongoing when knowingly investigating, pursuing, or fighting the breed of monster that caused your loss", - "wronged-move1": "Berserk No matter how much harm you take, you can always keep going until the current fight is over. During a fight, the Keeper may not use harm moves on you and you cannot die. When the fight ends, all harm takes effect as normal", - "wronged-move2": "NEVER AGAIN In combat, you may choose to protect someone without rolling, as if you had rolled a 10+, but you may not choose to \"suffer little harm\"", - "wronged-move3": "What Does Not Kill Me If you have suffered harm in a fight, you gain +1 ongoing until the fight is over", - "wronged-move4": "Fervour When you manipulate someone roll +Tough instead of +Charm", - "wronged-move5": "Safety First You have jury-rigged extra protection into your gear, giving you +1 armour (max 2 armour)", - "wronged-move6": "Tools Matter With your signature weapon you get +1 to kick some ass", - "wronged-move7": "DIY Surgery When you do quick and dirty first aid on someone (including yourself), roll +Cool. On a 10+ it's all good, it counts as normal first aid, plus stabilise the injury and heal 1 harm. On a 7-9, it counts as normal first aid, plus one of these, your choice", - "wronged-move7.1": "Stabilise the injury but the patient take -1 forward", - "wronged-move7.2": "Heal 1 harm and stabilise for now, but it will return as 2 harm and become unstable again later", - "wronged-move7.3": "Heal 1 harm and stabilise but the patient takes -1 ongoing until it's fixed properly", + "wronged-fixed-move1": "I Know My Prey: You get +1 ongoing when knowingly investigating, pursuing, or fighting the breed of monster that caused your loss.", + "wronged-move1": "Berserk: No matter how much harm you take, you can always keep going until the current fight is over. During a fight, the Keeper may not use harm moves on you and you cannot die. When the fight ends, all harm takes effect as normal.", + "wronged-move2": "NEVER AGAIN: In combat, you may choose to protect someone without rolling, as if you had rolled a 10+, but you may not choose the option \"suffer little harm\".", + "wronged-move3": "What Does Not Kill Me...: If you have suffered harm in a fight, you gain +1 ongoing until the fight is over.", + "wronged-move4": "Fervour: When you manipulate someone, roll +Tough instead of +Charm.", + "wronged-move5": "Safety First: You have jury-rigged extra protection into your gear, giving you +1 armour (max 2 armour).", + "wronged-move6": "DIY Surgery: When you do quick and dirty first aid on someone (including yourself), roll +Cool. On a 10+, it's all good, it counts as normal first aid, plus stabilise the injury and heal 1 harm. On a 7-9, it counts as normal first aid, plus one of these, your choice", + "wronged-move6.1": "Stabilize the injury but the patient take -1 forward.", + "wronged-move6.2": "Heal 1 harm and stabilize for now, but it will return as 2 harm and become unstable again later.", + "wronged-move6.3": "Heal 1 harm and stabilize but the patient takes -1 ongoing until it's fixed properly.", + "wronged-move7": "Tools Matter: With your signature weapon, you get +1 to kick some ass.", "wronged-armour": "Protective wear suited to your look (1 armour)", - "wronged-signature": "Signature Weapons", - "wronged-gear1": "Sawn-off shotgun (3 harm, hand/close,
          messy, loud, reload)", + "wronged-signature": "Signature Weapon", + "wronged-gear1": "Sawn-off shotgun (3 harm, hand/close, messy, loud, reload)", "wronged-gear2": "Hand cannon (3 harm, close, loud)", "wronged-gear3": "Fighting knife (2 harm, hand, quiet)", - "wronged-gear4": "Huge sword or huge axe (3 harm, hand,
          messy, heavy)", - "wronged-gear5": "Enchanted dagger (2 harm, hand,
          magic)", - "wronged-gear6": "Chainsaw (3 harm, hand, messy,
          unreliable, loud, heavy)", - "wronged-gear7": "Specialist weapons for destroying your foes (eg. wooden stakes for vampires, silver dagger for warewolves, etc) 4 harm against the specific creatures it targets, 1 harm otherwise, and other tags by agreement with the Keeper", + "wronged-gear4": "Huge sword or huge axe (3 harm, hand, messy, heavy)", + "wronged-gear5": "Specialist weapons for destroying your foes (eg. wooden stakes and mallet for vampires, silver dagger for warewolves, etc), 4 harm against the specific creatures it targets, 1 harm otherwise, and other tags by agreement with the Keeper", + "wronged-gear6": "Enchanted dagger (2 harm, hand, magic)", + "wronged-gear7": "Chainsaw (3 harm, hand, messy, unreliable, loud, heavy)", "wronged-weapon": "Practical Weapons", - "wronged-gear8": ".38 revolver (2 harm, close, reload,
          loud)", + "wronged-gear8": ".38 revolver (2 harm, close, reload, loud)", "wronged-gear9": "9mm (2 harm, close, loud)", "wronged-gear10": "Hunting rifle (2 harm, far, loud)", - "wronged-gear11": "Shotgun (3 harm, close, messy)", + "wronged-gear11": "Shotgun (3 harm, close, messy, loud)", "wronged-gear12": "Big knife (1 harm, hand)", "wronged-gear13": "Brass knuckles (1 harm, hand, stealthy)", "wronged-gear14": "Assault rifle (3 harm, close, area, loud, reload)", - "wronged-vehicle": "Vehicles", - "wronged-vehicle-choice": "choose one, if you want it", + "wronged-vehicle": "(Optional) Vehicle", "wronged-gear15": "Classic car", "wronged-gear16": "Classic motorcycle", "wronged-gear17": "Plain pickup", "wronged-gear18": "Plain van", - "Wronged-advance1": "Gain a haven like the Expert with two options", - "Wronged-advance2": "Add one more option to your haven", - "Wronged-advance3": "You track down the specific monster responsible fo your loss. The Keeper must make the next mystery about them", - "Wronged-advance4": "Change the target of your vengeful rage. Pick a new monster breed; I know my prey now applies to them instead", + "Wronged-advance1": "Gain a Haven, like the Expert, with two options", + "Wronged-advance2": "Add a haven option", + "Wronged-advance3": "You track down the specific monster(s) responsible fo your loss; the Keeper must make the next mystery about them", + "Wronged-advance4": "Change the target of your vengeful rage; replace the monster breed in My Prey with a new one", + "Gumshoe": "Gumshoe", + "luck-special-gumshoe": "When you spend Luck, your next regular case will actually be a mystery for your hunter group, and the monster will focus their attention on you!", + "Gumshoe-Adv-harm": "Extra harm box", + "gumshoeCode": "Gumshoe Code", + "gumshoeCode-description": "With the agreement of the Keeper, pick a one-sentence Code that you adhere to.", + "gumshoeCode-example": "Example Codes", + "gumshoeCode-list": "Murders must be punished, Monsters must be destroyed, Innocents must be saved, Laws must be enforced, Evil must be exposed, The weak must be protected from the powerful, etc.", + "gumshoeCode-explain": "This Code defines you. Any time you violate your Code, you forfeit all Code-related moves (The Postman Always Rings Twice, The Long Goodbye) and the ability to spend Luck. These forfeits last until either the next mystery or you make amends. As long as you follow the Code, people will sense your sincerity; you receive +1 ongoing for manipulate someone and you may not be possessed or charmed by any sort of supernatural, alien, or demonic entity or item.", + "Gumshoe-fixed-move1": "Occult Confidential: The first time in each mystery that you observe a monster, minion, or phenomenon in action, you may ask one question from the investigate a mystery list.", + "Gumshoe-fixed-move2": "The Naked City: You have lots of personal contacts wherever you go. Pick four contact types from the following areas (or from other areas agreed to between you and the Keeper)", + "Gumshoe-fixed-move2-examples": "Academics, Accountants, Artists, Bartenders, Clergy, Conspiracy Theorists, Construction, Courts, Criminals (organised), Criminals (street), Cultists, Engineers, Espionage, Film and TV, Forensic Scientists, Fringe Scientists, Hackers, Journalists, Lawyers, Mechanics, Media, Medical Practioners, Military, Morgue, Occult, Police (local), Police (national), Politicians, Prisons, Private Security, Property Developers, Stage Magicians, Technologists, Transportation", + "Gumshoe-fixed-move2-continued": "You can hit them up for info (+1 to one investigate a mystery roll) or small favours - but there may be a small cost involved. Personal contacts can provide more significant help but the Keeper decides their price on a case-by-case basis.", + "Gumshoe-move1": "The Postman Always Rings Twice: Twice per mystery - as long as you follow your Code - you may reroll a roll.", + "Gumshoe-move2": "The Long Goodbye: You can't die with an open case. Specifically, you suffer all harm as normal but your death is postponed until you have either completed or abandoned the case, or you break your Code (then all bets are off).", + "Gumshoe-move3": "Jessica Jones Entry: When you double-talk your way into a secure location, roll +Charm. On a 10+ pick three, on a 7-9 pick two, on a fail pick one", + "Gumshoe-move3.1": "You don't leave any trace of what you searched.", + "Gumshoe-move3.2": "You find what you wanted.", + "Gumshoe-move3.3": "You find something else that's important.", + "Gumshoe-move3.4": "You don't piss anyone off.", + "Gumshoe-move3.5": "You aren't recognised.", + "Gumshoe-move4": "Out of the Past: You have a police buddy who will do you big favours. Get in touch with them when you need to redirect law enforcement attention, get a heads-up on what operations are planned, or access police files. You now owe them; expect them to collect on it soon.", + "Gumshoe-move5": "Asphalt Jungle: You heal faster than normal people. Any time your harm gets healed, heal 1 harm extra. You are immune to all the harm move effects under '0 harm' and '1 harm' (when the Keeper would apply these, you ignore them).", + "Gumshoe-move6": "Hacker with a Dragon Tattoo: When you hack into a computer system, roll +Sharp. On 10+ pick two, on a 7-9 pick one. You", + "Gumshoe-move6.1": "...leave no traces.", + "Gumshoe-move6.2": "...learn something important.", + "Gumshoe-move6.3": "...can leave misinformation in place.", + "Gumshoe-move6.4": "...gain access to somewhere you want to get in to.", + "Gumshoe-move7": "\"Just one more thing\": When you ask a suspect leading questions, roll +Charm. On a 10+ hold 2, on a 7-9 hold 1, on a miss hold 1 but something bad is going to happen too. Spend your hold 1-for-1 to ask questions from this list", + "Gumshoe-move7.1": "One question from the investigate a mystery list.", + "Gumshoe-move7.2": "Was that a lie?", + "Gumshoe-move7.3": "What is something you left out that you didn't want me to notice?", + "Gumshoe-move7.4": "Are you complicit with any ongoing criminal activity?", + "Gumshoe-move7.5": "Did you commit this specific crime?", + "Gumshoe-gear-base": "A laptop, and a liquor flask", + "Gumshoe-recording": "Recording Devices", + "Gumshoe-gear1": "Night vision camera", + "Gumshoe-gear2": "Tiny digital video camera", + "Gumshoe-gear3": "Film camera (8mm or 16mm)", + "Gumshoe-gear4": "Digital sound recorder", + "Gumshoe-gear5": "Cassette tape recorder", + "Gumshoe-gear6": "Remote-controlled camera drone", + "Gumshoe-gear7": "Laser microphone", + "Gumshoe-gear8": "SLR camera", + "Gumshoe-weapon": "P.I. Weapons", + "Gumshoe-gear9": "Brass knuckles (1 harm, hand, small)", + "Gumshoe-gear10": ".38 revolver (2 harm, close, reload, loud)", + "Gumshoe-gear11": "9mm (2 harm, close, loud)", + "Gumshoe-gear12": "Magnum (3 harm, close, reload, loud)", + "Gumshoe-gear13": "Shotgun (3 harm, close, messy, loud)", + "Gumshoe-gear14": "Switchblade (1-harm, hand, small)", + "Gumshoe-advance1": "Add an extra harm box on the Dying side", + "Gumshoe-advance2": "Gain a Haven (your office, perhaps), like the Expert, with two options", + "Gumshoe-advance3": "Add four additional or new contacts for Naked City", + "Gumshoe-advance4": "Turn one of your contacts into an ally", + "Hex": "Hex", + "luck-special-hex": "When you spend Luck, until the end of the mystery, backlash on your spells will be extra nasty.", + "hex-weapons": "Wizardly Weapons", + "hex-items": "Any magical items or amulets that you use to perform magic", + "hex-gear1": ".38 revolver (2 harm, close, reload, loud)", + "hex-gear2": "Shotgun (3 harm, close, messy, loud)", + "hex-gear3": "Athame (2 harm, hand, magic, silver)", + "hex-gear4": "Shillelagh (1 harm, hand, balanced)", + "hex-gear5": "Crossbow (2 harm, close, slow)", + "hex-gear6": "Staff (1 harm, hand, balanced, large)", + "hex-advmove": "Advanced Hex Moves", + "hex-advmove-desc": "When you take the corresponding Improvement, choose one of these", + "hex-advmove1": "Apotheosis: You become a terrifying fount of mystical power. Once per mystery, after you suffer loss or harm, you may enter a state where you have both immense power and zero interest in the well-being of others. While in this state, all of the following are true", + "hex-advmove1.1": "You can fly.", + "hex-advmove1.2": "Use +Weird to kick some ass instead of +Tough. For this, you use innate magic as a weapon with (3 harm and any properties you choose).", + "hex-advmove1.3": "Ignore the component costs of your rotes.", + "hex-advmove1.4": "Ignore one requirement of every spell you cast with use magic.", + "hex-advmove1.5": "You have +1 ongoing to do everything.", + "hex-advmove1.6": "You cannot use the protect someone move.", + "hex-advmove1.7": "You have all the Temptations, and you have to indulge them whenever a good opportunity presents itself.", + "hex-advmove1.8": "When you try to resist a Temnptation, roll +Cool. On a 10+, Apotheosis ends. On a 7-9, it ends with you doing something dangerous or cruel. On a miss, it ends only after you harm someone (or something) you love.", + "hex-advmove2": "Synthesis: You manage to conciliate your dark power with your moral impulses. You lose your Temptation. Whenever you use magic to help out or protect someone, you mark experience. Mark a second experience if you do it at the expense of your own safety.", + "hex-fixed-move1": "Bad Luck Charm: Whenever you use magic and miss, the backlash never affects you directly if there's someone else around to hit. It'll go for allies, other hunters, and innocent bystanders. Sometimes, every so often, it might even hit an enemy.", + "hex-move1": "Burn Everything: When you use magic to inflict harm, you can choose to inflict (3 harm, area, magic, obvious) or (3 harm, ignore-armour, magic, obvious).", + "hex-move2": "Cast the Bones: Once per mystery, you may perform some kind of divination (tarot, casting the runes, reading entrails, or something like that) to glean information about the future. When you do, roll +Sharp. On a 10+ hold 2, on a 7-9 hold 1. On a miss, you get some information, but it's not what you want to hear. Spend the hold 1-for-1 to ask any question from the investigate a mystery list, or from the following list", + "hex-move2.1": "What can I gain from this person/place/thing/creature?", + "hex-move2.2": "Who has touched this person/place/thing/creature before me?", + "hex-move2.3": "The Keeper will answer truthfully, with either a direct answer or how to find out more.", + "hex-move3": "Force of Will: When you apply your will to dispelling a magical effect, blocking a spell, or suspending a Phenomenon, roll +Weird. On a hit, momentary magics are cancelled completely, and long-lasting spells and effects are suspended temporarily. On a 10+, you can also spend Luck to instantly snuff out a powerful spell or strange effect. On a 7-9, you take 1 harm as the strain of dismissing magic unravels you.", + "hex-move4": "Luck of the Damned: After you use magic or cast a rote, take +1 forward.", + "hex-move5": "Sympathetic Token: As long as you carry a personal object belonging to someone, such as a lock of hair, a full set of toenails, or a treasured family heirloom, you get +1 ongoing to use magic against them. You can also use magic against them at a distance. If you miss, the token is lost, destroyed, or loses its power.", + "hex-move6": "This Might Sting: You can use magic to heal 3 harm, but the process is exceptionally painful. On a 7-9, it also leaves a gnarly scar.", + "hex-move7": "Wise Soul: Whenever you use magic, right before you roll, you can ask the Keeper what exactly would happen on a miss. If you dislike the risk, you can stop at the last second, and let the spell fizzle harmlessly. All of the effort is wasted.", + "temptation": "Temptation", + "temptation-desc1": "You have a dangerous drive that you pursue, sometimes to the exclusion of your own safety. Decide if your Temptation drove you to learn magic, or if learning magic drove you to it", + "temptation-desc2": "Whenever you give in to your Temptation and act accordingly, you mark experience. If a perfect opportunity presents itself, you need to act under pressure to resist giving in to your Temptation. If you fail this roll, you don’t mark experience like you would have if you’d willingly acted out your desires.", + "temptation-choose": "Choose one Temptation", + "temptation1": "Vengeance: Utilize magic to inflict disproportionate retribution on someone who wronged you.", + "temptation2": "Power: Utilize magic to exert your dominance over another.", + "temptation3": "Addiction: Utilize magic to do what you could do without it.", + "temptation4": "Callousness: Utilize magic without regard for the safety of others.", + "temptation5": "Carnage: Utilize magic to inflict gruesome violence.", + "temptation6": "Secrets: Utilize magic to discover forbidden, dangerous knowledge.", + "temptation7": "Glory: Utilize magic to steal someone’s thunder.", + "rotes": "Rotes", + "rote-desc1": "Whenever you use magic, you can decide afterwards that a particular spell is a Rote that you know. You know how to cast it off the top of your head. Write down in detail the name of the Rote, what it requires, and what it does on a 10+, a 7-9, and a miss. A Rote is a bit more powerful than a basic use magic spell; its glitches are less onerous and its effect may be a little bigger. Unlike regular use magic, the cost and consequences for failing a Rote are known to you in advance.", + "rote-desc2": "Choose two fixed requirements for each Rote from this list", + "rote-req1": "Magic words and ritual gestures.", + "rote-req2": "An object of power (wand, talisman, orb, staff, etc) which must be wielded.", + "rote-req3": "An expendable component such as sulfur, sage, or incense, which must be burned, blown, destroyed or scattered during the casting.", + "rote-req4": "Runes or symbols written or engraved on a surface (which must be prepared).", + "rote-req5": "A spilling of blood (1 harm to you or a willing participant).", + "rote-desc3": "After you cast it for the first time, treat each Rote as a custom move - a specialised version of use magic, which is built with the Keeper.", + "rote-list": "List of Rotes", + "rote-desc4": "You start out knowing up to one Rote, which you can choose when creating your character or during play. You can learn more by taking corresponding Improvements. When you do, you can choose the new Rote right away or in play.", + "rote-desc5": "You roll +Weird to cast a Rote, which requires you to have the needed items at hand and the ability to physically use them.", + "rote-name": "Rote Name", + "rote-reqs": "Requirements", + "rote-effect": "Effects", + "hex-advance1": "Take another Rote", + "hex-advance2": "or an additional Rote", + "hex-advance3": "Gain a Haven, like the Expert, with two options", + "hex-advance4": "Take another two Rotes", + "hex-advance5": "Choose one Advanced Hex Move", + "Pararomantic": "Pararomantic", + "luck-special-pararomantic": "When you spend Luck, mark one Relationship Status box. The Keeper will bring Fate of your Love into play.", + "relation": "Relationship Status", + "guide-name": "Guide Name", + "loving": "Loving", + "broken": "Broken", + "relation-second": "Second Relationship Status", + "guide-name-second": "Second Guide Name", + "bond": "Bond Abuse", + "bond1": "Whenever you do something to abuse the bond with your Guide, like acting against them, or not giving them enough attention, roll +Charm", + "bond1.1": "On a 10+, your action has no effect beyond the exchange of some angry words.", + "bond1.2": "On a 7-9, choose one of the Bond Abuse options below.", + "bond1.3": "On a miss, the Keeper may choose two of the Bond Abuse options below, or something worse.", + "bond2":"Bond Abuse options", + "bond2.1": "Mark one Relationship Status box.", + "bond2.2": "You may not channel the power of your Bond for the rest of the mystery.", + "bond2.3": "You gain the unwelcome attention of others of your Guide's kind.", + "bond2.4": "Someone who shouldn't know finds a clue about your relationship with your Guide.", + "bond-fate": "Fate of your Love", + "bond-fate-desc1": "There is a reason why your love with your Guide is forbidden or doomed. Invent this reason or leave it to the Keeper.", + "bond-fate-desc2": "Whenever you spend Luck, the truth of your love's Fate slowly unfolds. When you mark your last Luck point, it becomes clear that you cannot be together. Your Guide might even end up as an enemy, depending on how things go.", + "bond-fate-desc3": "Whenever you put yourself or somebody else in serious danger in order to conceal the truth about you and your Guide, mark experience.", + "pararomantic-fixed-move1": "Supernatural Guide: You have a (most likely intimate) connection to some supernatural being who is your guide into the world beyond. Choose if your relationship is secret or not", + "pararomantic-fixed-move1.1": "Determine what kind of creature your Guide is and how your relationship works. Say what kind of power they possess. The Keeper will decide how it works and define your Guide as a threat.", + "pararomantic-fixed-move1.2": "If your Guide is another hunter, determine together how your relationship works.", + "pararomantic-fixed-move1.3": "Whenever you would roll +Weird, you can roll +Charm instead, by channeling the power of your Bond. When you do so and miss, in addition to the usual consequences, you and your Guide suffer as when you miss a roll for Bond Abuse.", + "pararomantic-move1": "Bonding Time: If you spend some quality time with your Guide instead of working on the current mystery, you can roll +Charm. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 to", + "pararomantic-move1.1": "Erase one used Relationship Status mark.", + "pararomantic-move1.2": "Use a Pararomantic move you haven't picked.", + "pararomantic-move1.3": "Receive a gift from your Guide.", + "pararomantic-move1.4": "Take +1 forward.", + "pararomantic-move2": "Dark Desires: You may use manipulate someone on monsters, as long as you are using emotional ties.", + "pararomantic-move3": "The Power of Love: When you use help someone to help your Guide, don't roll +Cool. You automatically help as though you'd rolled a 10. If your Guide is another hunter, the same applies when they use help someone to help you.", + "pararomantic-move4": "Do As The Supernatural Do: You can take an unnatural move from your Guide's playbook (if they are a hunter). If they are a monster, choose a move from a suitable supernatural playbook. The Keeper may offer you a custom move instead.", + "pararomantic-move5": "I Am Theirs And They Are Mine: Whenever you are in danger, your Guide knows it. If your Guide is suffering harm (and it's feasible), you can spend Luck to redirect the attack onto yourself as if you have rolled 10+ with protect someone. If you are suffering harm, you can decide that your Guide has protected you and is suffering this harm instead. If you choose this, roll for Bond Abuse.", + "pararomantic-move6": "Monster Empathy: When you try to work out what a supernatural creature desires, roll +Charm. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 to ask the following questions - the Keeper will answer honestly", + "pararomantic-move6.1": "What do they most desire?", + "pararomantic-move6.2": "What would they accept as good enough for now?", + "pararomantic-move6.3": "What would distract them?", + "pararomantic-move7": "Spirit Touched: Your experiences have made you sensitive to the supernatural. When you sense magical things, roll +Weird. On a 10+, you can sense them fully. On a 7-9, choose: either sense them fully but they notice you too, or you sense only impressions.", + "pararomantic-equip": "Normal Equipment", + "pararomantic-gear1": "Golf club, baseball bat, cricket bat, or hockey stick (2 harm, hand, innocuous, messy)", + "pararomantic-gear2": "Pocket knife or multitool (1 harm, hand, useful, small)", + "pararomantic-gear3": "Small handgun (2 harm, close, loud, reload)", + "pararomantic-gear4": "Bicycle", + "pararomantic-gear5": "Fairly new car in decent condition", + "pararomantic-gear6": "Motorcycle", + "pararomantic-gift": "Gift from your Guide, which must be periodically recharged by interactions with them", + "pararomantic-gift1": "Part of their body, eg. a vial of blood, lock of hair, tears in a phial, fairy dust, etc. It either helps you heal, or counts as a weakness against a specific kind of monster.", + "pararomantic-gift2": "Piece of jewelry, eg. a golden ring, tribal pendant, silver locket, etc. It either provides armour (1 armour, magic) or protects you from the powers of a specific kind of monster.", + "pararomantic-gift3": "A memento of the time when they were human, eg. a portrait/photo from life, diary, favourite hat, doll, lighter, etc. It provides +1 to Bond Abuse rolls.", + "pararomantic-gift4": "A strange or antique weapon, eg. a family sword, ancient staff, holy mace (2 harm, hand, messy), etc. Additionally, add '+magic', '+silver', '+holy', or '+iron' tag to the weapon.", + "pararomantic-advance1": "Take a second Gift from your Guide or add another property to an existing gift", + "pararomantic-advance2": "Change your Guide, as you fall for another supernatural being", + "pararomantic-advance3": "Gain a second Guide. Track the Relationship Status of both Guides separately. Both Guides initially hate each other, but this could change through play. All moves that applied to your original Guide can now apply to either one", + "pararomantic-advance4": "Erase all marks from the Relationship Status track(s)", + "Searcher": "Searcher", + "searcher-extra-luck": "Extra Luck point", + "searcher-extra-luck-desc": "Use if you have the corresponding First Encounter move", + "luck-special-searcher": "When you spend Luck, your First Encounter comes up in play. It could be a flashback, new occurrence, or related event.", + "searcher-gear-base": "A laptop, a car or motorcycle, a camera, and binoculars", + "searcher-tools": "Investigation Tools", + "searcher-gear1": "A bag of cameras and microphones", + "searcher-gear2": "Forensic tools", + "searcher-gear3": "Ghost hunting tools", + "searcher-gear4": "Scientific measuring tools", + "searcher-gear5": "Cryptid hunting gear", + "searcher-gear6": "Historical documents and witness reports of strange events", + "searcher-gear7": "Maps, blueprints, and building reports for significant places", + "searcher-weapon": "Self-defence Weapons", + "searcher-gear8": "Walking stick (1 harm, hand, innocuous)", + "searcher-gear9": "Small handgun (2 harm, close, reload, loud)", + "searcher-gear10": "Small knife (1 harm, hand, messy)", + "searcher-gear11": "Martial arts training (1 harm, hand, innocuous)", + "searcher-gear12": "Incapacitating spray (0 harm, hand, irritating)", + "searcher-gear13": "Heavy flashlight (1 harm, hand, innocuous)", + "searcher-fixed-move1": "First Encounter: One strange event started you down this path, sparking your need to discover the truth behind the unexplained. Decide what that event was, pick a category below and take the associated move. Then tell everyone what happened to you (or someone close to you).", + "searcher-fixed-move1.1": "Cryptid Sighting: You take note of any reports of strange creatures. Whenever you first see a new type of creature, you may immediately ask one of the investigate a mystery questions.", + "searcher-fixed-move1.2": "Zone of Strangeness: Things are not fixed. You never need to act under pressure when supernatural forces alter the environment around you, and you get protection (2 armour) against harm from sudden changes to the laws of physics.", + "searcher-fixed-move1.3": "Psychic Event: Your mind is awakened. You may act under pressure to use the sensitive weird move, or (if you already have sensitive) the empath weird move.", + "searcher-fixed-move1.4": "Higher Power: Something looks out for you. You start with an extra Luck point.", + "searcher-fixed-move1.5": "Strange Dangers: You are always watching for hazards. When you have no armour, you still count as having protection (1 armour).", + "searcher-fixed-move1.6": "Abduction: They taught you hidden knowledge. Gain +1 to any move when you research strange or ancient secrets to do it.", + "searcher-fixed-move1.7": "Cosmic Insight: You have encompassed the soul of the universe. You never need to act under pressure due to feelings of fear, despair, or isolation.", + "searcher-move1": "Prepared to Defend: Even truth-seekers need to fight sometimes. Whenever you suffer harm when you kick some ass or protect someone, you suffer 1 harm less.", + "searcher-move2": "Fellow Believer: People understand you've also known strangeness. Bystanders will talk to you about weird things they would not trust another hunter (or a mundane official) to believe.", + "searcher-move3": "Guardian: You have a mystical ally (perhaps a spirit, alien, or cryptid) who helps and defends you. Define them, and their powers, with the Keeper's agreement. Their look is one of: invisible, an intangible spirit thing, a weird creature, disguised as an animal, or disguised as a person.", + "searcher-move4": "Just Another Day: When you have to act under pressure due to a monster, phenomenon, or mystical effect, you may roll +Weird instead of +Cool.", + "searcher-move5": "Network: You may gain an ally group of others who had experiences similar to your First Encounter - perhaps they're a support group or a hobbyist club. Detail up to five members with useful skills related to what happened to them (none are up for fighting monsters).", + "searcher-move6": "Ockham's Broadsword: When you first encounter something strange, you may ask the Keeper what sort of thing it is. They will tell you if it (or the cause) is: natural, an unnatural creature, a weird phenomenon, or a person. You gain +1 forward dealing with it.", + "searcher-move7": "The Things I've Seen: When you encounter a creature or phenomenon, you may declare that you have seen it before. The Keeper may ask you some questions about that encounter, and will then tell you one useful fact you learned and one danger you need to watch out for (maybe right now).", + "searcher-advance1": "Take a second First Encounter move, based on a recent mystery", + "searcher-advance2": "Resolve your First Encounter. The Keeper makes the next mystery about this event, and should try to answer all remaining questions about it during the mystery (although there are sure to be new threads to investigate after...)", + "Exile": "Exile", + "luck-special-exile": "When you spend Luck, you'll find something from your original life. Maybe something good, maybe something bad.", + "exile-origin": "Origin", + "exile-origin-desc1": "You were taken from your home in the past, and dropped into the modern world with only what you were carrying.", + "exile-origin-desc2": "Your nemesis came to the modern world as well, and is aware that you followed them. They will try and kill you if you don't kill them first. Decide who or what they are (with the Keeper's agreement).", + "exile-origin-desc3": "How did you get transported to the modern day?", + "exile-origin1": "You were pursuing your nemesis.", + "exile-origin2": "Your nemesis had already travelled to the future, so you (or your comrades) cast a spell to send you after it.", + "exile-origin3": "Magical accident or side-effect.", + "exile-origin4": "You angered a sorcerer.", + "exile-origin5": "Divine intervention.", + "exile-origin6": "One moment you were there, the next you were here.", + "exile-origin7": "A strange place or artifact brought you.", + "exile-origin8": "You were frozen, and recently unearthed and revived.", + "exile-move1": "Adept Sorcerer: You have a familiar spirit (usually in the guise of a pet) that counts as an ally: subordinate (motivation: to follow your exact instructions).", + "exile-move2": "Warrior: If you are fighting with (and against) old-fashioned hand weapons and suffer harm, you suffer 1 harm less. Monster attacks almost always count as old-fashioned for this move.", + "exile-move3": "Traditional Remedies: You can treat injuries without any need for modern medical supplies (although you might need someone to hold the patient down). Dealing with a poison, infection, or disease might need you to track down some specific ingredients (eg. healing herbs).", + "exile-move4": "Immortal Name: Your monster-hunting exploits are legendary, so much that your name still scares monsters and minions. You may use threats to use the move manipulate someone on monsters if they understand enough to have heard stories about you.", + "exile-move5": "Hearty Constitution: You never suffer from normal illnesses, and get +1 ongoing against magical illnesses and poisons. You've been through worse.", + "exile-move6": "Confused: Mark experience whenever your bafflement with the modern world gets in the way of monster-hunting.", + "exile-move7": "Ancient Magics: You learned magic when less lore had been lost. When you use magic, on a 7-9, don't choose a glitch. Instead, take -1 forward.", + "exile-move8": "Learned: You researched all the legends and tales of monsters in your home time. When you investigate a mystery, you can ask the Keeper questions from the following list as well as from the usual list", + "exile-move8.1": "Did this creature (or this type of creature) exist in my home time?", + "exile-move8.2": "What defenses are effective against this creature?", + "exile-move8.3": "What do I know about this creature that has been forgotten?", + "exile-armour": "Ancient Armour (0 armour or, 1 armour) appropriate to your origin", + "exile-item": "Whatever you were carrying when you were transported; most likely a monster-hunting kit in some easy-to-carry bag appropriate to your origin", + "exile-weapon": "Ancient Weapons", + "exile-gear1": "Sword (2 harm, hand, messy)", + "exile-gear2": "Axe (2 harm, hand, messy)", + "exile-gear3": "Big sword (3 harm, hand, messy, heavy)", + "exile-gear4": "Big axe (3 harm, hand, messy, heavy)", + "exile-gear5": "Shield (1 harm, hand, 1 armour), (cannot be used at the same time as a heavy weapon)", + "exile-gear6": "Silver knife (1 harm, hand, silver)", + "exile-gear7": "Bow (2 harm, close)/(1 harm, far)", + "exile-gear8": "Crossbow (2 harm, close, slow)", + "exile-gear9": "Handgonne (1 harm, hand/close, loud, volatile, smokey, reload)", + "exile-gear10": "Arquebus (2 harm, close, loud, volatile, heavy, smokey, reload)", + "exile-gear11": "Spear (2 harm, hand/close)", + "exile-gear12": "Big knife (1 harm, hand)", + "exile-gear13": "Cudgel (1 harm, hand)", + "exile-gear14": "Martial arts (1 harm, hand)", + "exile-ally": "you find one of your old comrades, who has come to join you in the modern day", + "exile-advance1": "Find a cache of objects left for you by your comrades in the past. The Keeper will decide what's in it, but it will be things that they expected you would need in the future", + "exile-return": "Optionally, you may return home to the past", + "exile-advance2": "When you use magic, you may choose to 'create a gateway between the modern world and my home' as an effect. You cannot control who uses the gateway or exactly where it opens at the other end", + "Hardcase": "Hard Case", + "luck-special-hardcase": "When you spend Luck, an enemy from your past comes back into your life. They aren’t happy to see you.", + "hardcase-adv-harm": "Extra harm box", + "hardcase-fixed-move1": "Unstoppable: When you spend Luck to avoid harm you are about to suffer, additionally remove all harm you had already suffered. Once per mystery, when you are about to take major damage (2 harm or more), change it to just 1 harm.", + "hardcase-move1": "FINISH HIM!: Whenever you inflict a massive injury (3 harm or more), you may immediately follow up with another attack. Roll +Tough. On a 10+, double the harm you cause. On a 7-9, you inflict 1 harm extra. On a miss, you leave yourself open and vulnerable.", + "hardcase-move2": "Weapon Master: When you take possession of a new weapon, you may change or remove one tag when you are using it (eg. 'heavy' becomes 'ignore-armour', or 'unreliable' is removed). The changed tag only applies for you. When you get this move, apply it to all your current weapons.", + "hardcase-move3": "Aim For The Weak Spot: Your unarmed and hand weapon attacks all get the 'ignore-armour' tag.", + "hardcase-move4": "Inspired Guesswork: Once per mystery, when you observe a monster in action, you may investigate a mystery to discover its powers, motivations, or weaknesses. It works even if what you asked about wasn't displayed; you work it out by deduction (or guessing).", + "hardcase-move5": "Come Get Some: You can challenge your foes to fight you alone, maybe in words or maybe just by being the biggest and baddest in the team. Roll +Tough. On a 10+, they all go for you. On a 7-9, they go for you, mainly, but maybe one or two of your comrades are getting marked too. On a miss, they come for you harder than you expected.", + "hardcase-move6": "Property Damage: You can smash your way through almost anything. If it is at all possible to destroy an inanimate object with the tools at your disposal, you can roll +Sharp to work out how. On a 10+, you can pulverize it, no trouble. On a 7-9, it will either take a long time, or you can't break it all down - your choice. On a miss, you hurt yourself getting it done, or get trapped in a bad spot.", + "hardcase-weapons": "Hard Case Weapons", + "hardcase-gear1": "Crowbar (2 harm, hand, messy)", + "hardcase-gear2": "Chainsaw (3 harm, hand, messy, unreliable, loud, heavy)", + "hardcase-gear3": "Automatic shotgun (3 harm, close, loud, reload, auto)", + "hardcase-gear4": "Huge knife (2 harm, hand, messy)", + "hardcase-gear5": "Hand cannon (3 harm, close, loud)", + "hardcase-gear6": "Submachinegun (2 harm, close, reload, auto)", + "hardcase-gear7": "Battered assault rifle (3 harm, close/far, auto)", + "hardcase-normal": "Normal Weapons", + "hardcase-gear8": ".38 revolver (2 harm, close, reload, loud)", + "hardcase-gear9": "Shotgun (3 harm, close, messy, loud)", + "hardcase-gear10": "Hunting rifle (2 harm, far, loud)", + "hardcase-gear11": "9mm (2 harm, close, loud)", + "hardcase-gear12": "Big knife (1 harm, hand)", + "hardcase-gear13": "Magnum (3 harm, close, reload, loud)", + "hardcase-advance1": "Gain command of a team of monster-hunters", + "hardcase-advance2": "Add an extra harm box on the Dying side", + "Luchador": "Luchador", + "luck-special-luchador": "The Luchador is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "luchador-fixed-move1": "Signature Move: Like every great wrestler, you have perfected a signature move for the ring. It works outside the ring as well.", + "luchador-fixed-move1.1": "When you unleash your signature move on something, roll +Tough. On a 10+, you do 2 harm and take +1 forward. On a 7-9, you do 1 harm and take +1 forward. On a miss, your opponent counters the move.", + "luchador-move1": "Master Técnico: When fighting unarmed, you get +1 to kick some ass and help out.", + "luchador-move2": "Intensive Training: Take +1 Tough (max +3).", + "luchador-move3": "Noble Heroism: When you successfully protect someone, give a nearby hunter +1 forward.", + "luchador-move4": "Consummate Athlete: You get +1 ongoing for vigorous physical feats (outside of combat).", + "luchador-move5": "Machismo!: Hah! You think that really hurt? By force of will, you can ignore pain and injury. When you suffer harm and just tough it out, roll +Cool. On a 10+, you heal 1 harm and gain +1 forward. On a 7-9, you heal 1 harm. On a miss, pretending to be tough you suffer 1 extra harm, in an embarrassing way if possible.", + "luchador-move6": "Daredevil Move: You can attempt a tricky, high risk manoeuver to gain an advantage on an opponent. Roll +Tough. On a 10+ pick three, on a 7-9, pick one", + "luchador-move6.1": "Interrupt a move someone or something else is making, so they can't do it yet.", + "luchador-move6.2": "Take +1 forward.", + "luchador-move6.3": "Give another hunter +1 forward.", + "luchador-move6.4": "Inflict 2 harm if you are unarmed, and your weapon's harm if you are armed.", + "luchador-move6.5": "You don't suffer harm in return.", + "luchador-move6.6": "On a miss, you suffer 1 harm from your failed move, and leave yourself open to your foes.", + "luchador-move7": "Inspiring Speech: When you rally a group with your ringside style, roll +Charm. On a 10+, they are pumped and ready to risk life and limb for the cause. On a 7-9, they are ready to pitch in their help, as long as there is little personal risk. Choose one thing for them to do", + "luchador-move7.1": "Act as an angry mob, unleashed at the target you name.", + "luchador-move7.2": "Be a vigilant watch force.", + "luchador-move7.3": "Go wherever you tell them to.", + "luchador-move7.4": "Help construct a trap.", + "luchador-move7.5": "On a miss, you lose face with the bystanders.", + "luchador-move8": "Sly Rudo: When you fight, you fight dirty. When you inflict harm on a monster, you can lure it into a trick. Roll +Sharp. On a 10+, the monster really fell for it, inflict +1 harm and +1 ongoing vs. the monster. On a 7-9, the monster fell for it, inflict +1 harm. On a miss, your trick backfires.", + "luchador-move9": "Fan Following: Your exploits in the ring have not gone unnoticed. When you contact a devoted fan to help you with a mystery, roll +Charm. On a 10+, they're available and helpful - they can fix something, give you a lift, or do some other favour. On a 7-9, they're prepared to help, but it's either going to take some time or you're going to have to do part of it yourself. On a miss, you burn some bridges.", + "luchador-weapons": "Normal Weapons", + "luchador-gear1": ".38 revolver (2 harm, close, reload, loud)", + "luchador-gear2": "9mm (2 harm, close, loud)", + "luchador-gear3": "Shotgun (3 harm, close, messy, loud)", + "luchador-gear4": "Heavy chain (2 harm, hand, area)", + "luchador-gear5": "Sledgehammer (3 harm, hand, messy)", + "luchador-gear6": "Big knife (1 harm, hand)", + "luchador-gear7": "Brass knuckles (1 harm, hand, stealthy)", + "luchador-vehicle": "Stylish Vehicle", + "luchador-gear8": "Foreign sports car", + "luchador-gear9": "Giant off-road vehicle", + "luchador-gear10": "Limo and chauffeur", + "luchador-gear11": "Tricked out motorcycle", + "luchador-gear12": "Van with custom paint job", + "luchador-ally": "another wrestler who has chosen to fight monsters with you", + "luchador-advance1": "Gain a Haven, like the Expert, with two options", + "Meddlingkid": "Meddling Kid", + "luck-special-meddlingkid": "When you spend Luck, you will see something you weren’t supposed to see. It might help you with your current mystery or it might just scare you.", + "meddlingkid-animal": "Animal Allies", + "meddlingkid-animal-desc": "Animal allies follow the normal rules for allies, except for communication. Animal allies can understand commands about as well as a very clever dog (regardless of what sort of animal they are).", + "meddlingkid-move1": "Unmasked!: When you have a monster captured or at bay, you may explain it is not a monster after all but a specific person in a mask. You must explain the real reason for all the seemingly supernatural events you have seen, and how the villain was behind them. When you reveal the culprit, roll +Sharp. On a 10+, your deduction is correct and it really is that person in a mask! On a 7-9, the Keeper must choose one of", + "meddlingkid-move1.1": "This really is a monster, but the named bystander was secretly their ally all along.", + "meddlingkid-move1.2": "You are correct, but while you talked, they found a way to attempt an escape.", + "meddlingkid-move1.3": "The explanation for all the events is correct but you picked the wrong person; when you unmask them, the villain is someone unexpected.", + "meddlingkid-move1.4": "On a miss, the monster gets an opportunity to create chaos while you explain your (incorrect) deductions.", + "meddlingkid-move2": "Power Snack: Pick a favourite snack food. Whenever you take a moment to eat some and enjoy it, take +1 forward.", + "meddlingkid-move3": "Wallop!: When you use an improvised weapon to attack something, you may choose one of these extra effects", + "meddlingkid-move3.1": "Inflict 1 harm.", + "meddlingkid-move3.2": "Momentarily stun them with a blow to the head.", + "meddlingkid-move3.3": "Trip or entangle them.", + "meddlingkid-move3.4": "Inflict 2 harm but the improvised weapon breaks.", + "meddlingkid-move4": "It's A Trap!: When you make a trap to capture a monster or minion, roll +Sharp. On a hit, you capture something! On a 10+, you can choose one of these extra effects", + "meddlingkid-move4.1": "It will take some time for the victim to get free.", + "meddlingkid-move4.2": "The trap inflicts harm (as an improvised weapon).", + "meddlingkid-move4.3": "The trap may be reset and reused later. Roll the move again when you do so, with +1 forward.", + "meddlingkid-move5": "Tell Me The Truth!: When you are questioning somebody to investigate a mystery, you may ask questions from the following list as well as from the usual list", + "meddlingkid-move5.1": "Who has something to gain from this situation?", + "meddlingkid-move5.2": "What are you plotting?", + "meddlingkid-move5.3": "Are you lying to me?", + "meddlingkid-move5.4": "Who knows about _____?", + "meddlingkid-move6": "Run Away!: When you decide to get out of a bad situation, you can get away just fine. Unfortunately you will end up somewhere just as bad, that is important to the current mystery.", + "meddlingkid-move7": "A Pleasant and Friendly Manner: When you politely manipulate someone, your impeccable manners always count as a reason for the person to do what you say.", + "meddlingkid-gadgets": "Mystery-solving Gadgets", + "meddlingkid-gear1": "Magnifying glass", + "meddlingkid-gear2": "Microscope", + "meddlingkid-gear3": "A van", + "meddlingkid-gear4": "Library card", + "meddlingkid-gear5": "Chemistry kit", + "meddlingkid-gear6": "A set of walkie-talkies", + "meddlingkid-gear7": "Fingerprint kit", + "meddlingkid-gear8": "Camera", + "meddlingkid-ally": "someone to join the gang, it may be an animal (most likely a dog or a cat)", + "Sidekick": "Sidekick", + "luck-special-sidekick": "The Sidekick is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "hero": "Hero", + "hero-desc1": "Pick one of the other hunters to be your hero. This is the person you decided is such an awesome monster-hunter that you are going to spend your time helping them out.", + "hero-desc2": "Decide what your relationship is, with agreement from the hero's player. Eg. an older sibling, a parent, a friend who was always better than you, perhaps they saved you from a monster, or you found out about their monster hunting by accident, etc. Optionally, you may choose to copy some aspect of your hero's looks.", + "hero-desc3": "When your hero's player has picked their ratings, ask them which is highest. You've been trying to be like them, so you get an extra +1 to that rating. If they have a tie for highest, you can pick which one you put your +1 on.", + "sidekick-fixed-move1": "There's no 'I' in 'Team': You get +1 ongoing to help out; +2 ongoing, if you are helping out your hero.", + "sidekick-move1": "Caddy: You carry all your hero's stuff around. That means you can use anything from their gear list, unless they are currently holding it. Plus, if the item is not unique, you carry spares. For anything like that, you can use one of the spares even if your hero is currently using it.", + "sidekick-move2": "As You Wish: Mark experience whenever your hero orders or requests that you do something you don't want to do, and you go ahead and do it.", + "sidekick-move3": "Bodyguard: If something bad is going to happen to your hero, your comrades, or a bystander, and you are right there, you may throw yourself in harm's way. Whatever was going to happen to them happens to you instead.", + "sidekick-move4": "Me Too!: If your hero makes a roll for a move, and you copy what they did (i.e. the same move), you may choose not to roll. Instead, use the outcome of your hero's roll.", + "sidekick-move5": "I Can Make You Look Good: If you help out your hero, you may choose to change the outcome of your dice roll with the outcome of their original dice roll.", + "sidekick-move6": "Journeyman (or Journeywoman): Take a move that your hero has.", + "sidekick-hero-weapon": "Hero's Weapon (from your hero's gear options)", + "sidekick-weapons": "Sidekick Weapons", + "sidekick-gear1": ".38 revolver (2 harm, close, reload, loud)", + "sidekick-gear2": "Shotgun (3 harm, close, messy, loud)", + "sidekick-gear3": "Baseball bat (2 harm, hand)", + "sidekick-gear4": "9mm (2 harm, close, loud)", + "sidekick-gear5": "Big knife (1 harm, hand)", + "sidekick-ally": "another sidekick for your hero, your junior", + "sidekick-advance1": "Change playbooks to the same as your hero (overrides the rule that only one of each playbook may be in play)", + "sidekick-advance2": "Change your hero; pick another hunter to be your new hero", + "Snoop": "Snoop", + "luck-special-snoop": "When you spend Luck, you’re going to suffer some technical difficulties, eg. breakdowns, communication problems, weird noises in the recordings, etc.", + "snoop-crew": "Crew", + "snoop-crew-desc1": "Decide if your crew are made up of the other hunters, or if you have your own entourage. If they are other people, there are 1-3 of them. Pick a name and job for each. If it's the other hunters, decide together who gets which job.", + "snoop-crew-desc2": "Crew jobs: camera, sound, editing, dogsbody, researcher, driver, director, producer, bodyguard, etc.", + "snoop-move1": "\"What Does That Feel Like?\": When you put your camera/microphone right in a person's face, they automatically break off whatever they are doing. They might go right back to it after they deal with you, but you'll create enough time for everyone else to act in the meantime.", + "snoop-move2": "Minor Celebrity: At the beginning of each mystery, roll +Weird. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 during the mystery to have someone you meet know of you in a positive light (maybe they read your blog, listen to your podcast, or watch your Internet/TV show, etc). You may end up getting asked for autographs or given 'hot' leads, too.", + "snoop-move3": "We'll Fix It In Post: You can use anything you could conceivably have recorded as evidence for investigate a mystery, allowing you to check previous interviews, attack sites, and so on, from the comfort of your laptop.", + "snoop-move4": "I'm A Reporter!: When you investigate a mystery by talking to witnesses, interviewing locals, or anything else requiring interpersonal skills, roll +Charm instead of +Sharp.", + "snoop-move5": "Truthiness: Whatever you tell a normal person, they'll accept that you think it's true. If it's far out, they might think you're crazy, but they won't think you're lying.", + "snoop-move6": "The Mojo Wire: When you read all the current news feeds looking for the weird and crazy stuff, take +1 forward.", + "snoop-move7": "Relaxed Producer: You're employed, with a regular paycheck and little or no oversight. As long as you send in a story every few days, no matter how bizarre, you're set. Every now and again, they'll send you somewhere in particular, and when that happens it usually involves supernatural activity; unless they need human interest, in which case it will be a kitten show or agricultural fair or something.", + "snoop-gear-base": "A laptop", + "snoop-recording": "Recording Devices", + "snoop-gear1": "Digital video camera", + "snoop-gear2": "Tiny digital video camera", + "snoop-gear3": "Film camera (8mm or 16mm)", + "snoop-gear4": "Digital sound recorder", + "snoop-gear5": "Cassette tape recorder", + "snoop-gear6": "Infrared video camera", + "snoop-gear7": "Pro sound gear with boom mike", + "snoop-gear8": "Remote controlled camera drone", + "snoop-gear9": "Starlight camera", + "snoop-gear10": "Steadicam rig", + "snoop-gear11": "Laser microphone", + "snoop-gear12": "SLR camera", + "snoop-detector": "Detectors", + "snoop-gear13": "Electromagnetic field detector", + "snoop-gear14": "Temperature fluctuation detector", + "snoop-gear15": "Ouija board", + "snoop-gear16": "Humidity meter", + "snoop-gear17": "Dowsing rods", + "snoop-gear18": "Chemistry test kit", + "snoop-gear19": "Metal detector", + "snoop-gear20": "Compass", + "snoop-gear21": "GPS receiver", + "snoop-gear22": "Laser rangefinder", + "snoop-gear23": "Pendulum", + "snoop-weapon": "Subtle Weapons", + "snoop-gear24": ".32 revolver (2 harm, close, reload, small)", + "snoop-gear25": "9mm (2 harm, close, loud)", + "snoop-gear26": "Knife (1 harm, hand, hidden)", + "snoop-gear27": "Multitool/pocket knife (1 harm, hand, hidden, useful)", + "snoop-advance1": "Gain a Haven, like the Expert, with one option plus a film lab", + "snoop-ally": "possibly one of your existing crew members, or the whole crew as an ally team", + "Summoned": "Summoned", + "luck-special-summoned": "When you spend Luck, another sign of the Apocalypse will come to pass. When you have spent all your Luck, the Apocalypse begins.", + "apocalypse": "Apocalypse", + "apocalypse-desc1": "You are destined to bring about the Apocalypse. You may or may not know about it yet, but you have at least come across some hints of your destiny.", + "apocalypse-desc2": "Pick a sign of the Apocalypse, with help from the Keeper (and maybe the rest of the group) that has already been revealed to you. Whenever you spend Luck, you'll trigger another sign of the Apocalypse. You can suggest what it might be, but it will be the Keeper's job to bring the sign into the story.", + "apocalypse-sign-example": "Example Signs", + "apocalypse-sign-list": "Betrayal, An army of monsters rises, Rain of fire, Eternal darkness, Things from beyond, Take your throne, Red sun, The Portal opens, Plague, Learn your true name, The Stars are Right Breaking the Seal, Murder of the King, The Beast slouches into the world, Become the Dragon, The Coronation, Your Hosts assemble, The fall of the Tower, The seas boil, Natural disasters, Judgement Day, World war, Famine, Ancient Evil reborn", + "apocalypse-desc3": "When you have spent all your Luck, the Apocalypse is imminent. It's up to you to stop, or cause, the end of the world. Your call.", + "summoned-fixed-move1": "Freakish: You're weird, and people react badly. You cannot use manipulate someone on a person until you prove yourself to them first (this includes the other hunters, and it's up to them to decide when you have proved yourself). Until then, people will just try to get away from you. You can spend Luck to have a person take to you. Don't roll manipulate someone; they act as though you'd rolled a 12. On the other hand, you can use manipulate someone on monsters that can reason and talk (but they always want something really bad).", + "summoned-move1": "What Are You Looking At?: When you talk to a monster (capable of reason and speech), they will recognize you and your potential. If you ask them what they know, pick one for the Keeper to reveal", + "summoned-move1.1": "Tell me something about where I'm from.", + "summoned-move1.2": "Tell me something about my destiny.", + "summoned-move1.3": "Tell me something about who I really am.", + "summoned-move1.4": "Tell me something about the Apocalypse.", + "summoned-move2": "Should I Feel That?: Your body has 2 armour. This does not stack with any other armour.", + "summoned-move3": "Mayhem!: When you grab a nearby large object and use it as an improvised weapon, first determine how much damage it will do.", + "summoned-move3-guide": "Guidelines", + "summoned-move3.1": "Fire extinguisher, fence post, furniture, etc: 2 harm", + "summoned-move3.2": "Motorcycle, lamppost, masonry chunk, etc: 3 harm", + "summoned-move3.3": "Car, dumpster, boulder, etc: 4 harm", + "summoned-move3.4": "Bus, truck, wall, etc: 5 harm", + "summoned-move3-desc": "After you inflict harm with it (with a kick some ass roll or otherwise), roll +harm your weapon actually caused. On a miss, you use it without trouble. On a 7-9 pick one side effect, on a 10+ pick two", + "summoned-move3.5": "You hurt someone nearby as well as your target.", + "summoned-move3.6": "You make something about the situation worse.", + "summoned-move3.7": "You lose control of your improvised weapon.", + "summoned-move3.8": "You cause massive property damage.", + "summoned-move3.9": "Your improvised weapon breaks.", + "summoned-move4": "Absolute Badass: Take +1 Tough (max +3).", + "summoned-move5": "Screw You: Spend Luck to get +1 ongoing vs. one particular monster. This lasts until that monster is dead.", + "summoned-move6": "Whatever: Spend Luck to get +1 Tough for the remainder of the current mystery (max +4).", + "summoned-move7": "Why So Serious?: If you cap off a move with an appropriate one-liner, the team gets +1 forward (so the next hunter who makes a roll gets +1).", + "summoned-weapon": "Huge Weapon", + "summoned-gear1": "Super hand cannon (4 harm, close, heavy, loud, reload)", + "summoned-gear2": "Machinegun (3 harm, close, auto, heavy, messy, loud, reload)", + "summoned-gear3": "Rocket launcher (4 harm, far, area, heavy, messy, loud, reload)", + "summoned-gear4": "Gigantic Hellsword (4 harm, hand, heavy, messy, magic)", + "summoned-gear5": "Automatic shotgun (3 harm, close, auto, heavy, loud, reload)", + "summoned-gear6": "Red right hand (3 harm, hand, magic)", + "summoned-heavy": "Heavy Weapons", + "summoned-gear7": "Sledgehammer (3 harm, hand, heavy, messy)", + "summoned-gear8": "Big sword (3 harm, hand, heavy, messy)", + "summoned-gear9": "Big axe (3 harm, hand, heavy, messy)", + "summoned-gear10": "Magnum (3 harm, close, loud, reload)", + "summoned-gear11": "Shotgun (3 harm, close, messy, loud, reload)", + "summoned-advance1": "Gain an ally team of monster-hunters (or monstrous hunters) under your command", + "summoned-advance2": "Get a position in a Sect, like the Initiate. Describe the Sect and its Traditions (or join a Sect that already exists in your game). Gain the move for when you are in good standing with your Sect", + "summoned-advance3": "Turn evil (again?). Retire this character, they become one of the Keeper's threats", + "Traveler": "Traveler", + "luck-special-traveler": "The Traveler is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "traveler-transport": "Means of Transport", + "traveler-transport-desc1": "You can visit future events, past events or remote places, either alone or with the whole team. The Keeper will decide (maybe with help from the group) how time travel will work; changing the past, alternate timelines, small changes producing major changes etc.", + "traveler-transport-desc2": "When traveling through time and space, roll +Sharp. On a 10+, you arrive at the desired place at the desired time. On a 7-9, you arrive at either the desired place or, at the desired time; your choice. On a miss, you are lost; this is probably quite serious.", + "traveler-transport-desc3": "Choose one means of transport for your travels through time and space. Each transportation medium has both positive and negative traits. Always keep in mind that time travel is by no means a safe trip.", + "traveler-transport1": "It’s bigger on the inside: Your time machine is multidimensional, as small as a phone booth on the outside, but as big as a spaceship on the inside. Things inside it cannot be tracked by normal means. To travel, it disappears from one place and appears in another, but otherwise it is completely stationary and cannot be transported at all.", + "traveler-transport2": "Teleportation: You can teleport instantly if you have a clear line of sight of the destination or if you know it very well. Otherwise, you need to study the spacetime continuum for a few hours, or even days, to plan the trip, so as to not end up underground or a kilometre above the ground.", + "traveler-transport3": "88 miles per hour: Your time machine looks like a car or a van, not drawing much attention (in time periods after the invention of such vehicles). You can use it to move around like any other vehicle, but it depends on fuel, maintenance parts, roads etc.", + "traveler-transport4": "Time Portal: You open a time portal to your destination. You can only open one portal at a time, and it will remain active for as long as you wish. It allows you to cross it in any direction as many times as you want. But an unattended portal can also be crossed by any person, or monster...", + "traveler-fixed-move1": "Servant of Technology: You are extremely dependent on technology, having difficulties in relating to the supernatural. You get -1 ongoing to use magic or any other moves related to the supernatural or magic.", + "traveler-move1": "Butterfly Effect: At the beginning of each mystery, choose one rating to receive +1 (max +3) and another to receive -1 (min -2) during this mystery. These actions disturb the spacetime and the oscillations of their characteristics is a reflection of that.", + "traveler-move2": "Historian: When you investigate a mystery or read a bad situation, you can choose to ask \"Why does this seem familiar?\" as one of the questions. If possible, the Keeper will describe how a similar situation has happened in the past or future history of the world.", + "traveler-move3": "Inventor: If you want to build, repair, or study a device, the Keeper will tell you how long it will take and what equipment will be needed.", + "traveler-move4": "Prescience: Attacks that can cause your death pop up in your memory. When you take harm and become unstable, you may roll +Weird. On a 10+, you remembered the attack and were able to avoid it completely. On a 7-9, the memory took time to emerge, take 1 harm less or don’t become unstable. On a miss, the memory was incorrect and your avoidance made you unbalanced; in addition to the harm, you take -1 forward.", + "traveler-move5": "Neural Implants: When you need to do something that requires specific training, such as defusing a bomb or flying a helicopter, you already have the information implanted in your brain. You still need to act under pressure, but you know what to do.", + "traveler-move6": "Sufficiently Advanced Technology: You can reproduce the effects of the move use magic with technological tools. You do not roll dice for this, but you must choose an effect and a glitch. This is not magic, so the effect will not have the magic tag and will not work on things affected only by magic. The Keeper may ask for one or more requirements to achieve the effect.", + "traveler-move7": "No Paradoxes: When you say why something should happen to guarantee the future, you can help another hunter and give +1 to their roll, as if you had rolled a 10+ on help out. You still need to describe how you are helping.", + "traveler-move8": "Android/Cyborg: You have cybernetic implants or maybe you're half a machine. In addition to superhuman strength, your punches and kicks are attacks with (3 harm, contact).", + "traveler-move9": "Psychic Paper: You get +1 ongoing in rolls to avoid being detected or remaining unnoticed. You also get +1 ongoing when you manipulate someone by pretending to be someone else.", + "traveler-devices": "Technological Devices", + "traveler-gear1": "Photonic Binoculars: Able to see in total darkness and in different spectra, including infrared", + "traveler-gear2": "Sonic Screwdriver: Able to repair, or damage, simple mechanical and electronic devices (eg. radios, locks, weapons etc)", + "traveler-gear3": "Travel Guide: A small electronic book containing all human historical knowledge up to the present era", + "traveler-gear4": "Portable Laboratory: A small device capable of diagnosing diseases, poisons and abnormal conditions from a drop of blood or similar input", + "traveler-gear5": "Universal Locator: Indicates the exact position in time and space. Can only be blocked with magic or high levels of radiation", + "traveler-gear6": "Hologram Projector: Projects a person-sized hologram (recorded or live) that looks real until touched", + "traveler-gear7": "Instant Translator: Ensures speech and understanding of any natural language (does not work with magic or supernatural languages)", + "traveler-weapon": "Protective Weapons", + "traveler-gear8": "Machete (1 harm, contact)", + "traveler-gear9": "Common revolver (2 harm, close, loud, reload)", + "traveler-gear10": "Shotgun (3 harm, close, messy, loud, reload)", + "traveler-gear11": "Light futuristic weapon (1 harm, add 1 range tag and 3 other tags)", + "traveler-gear12": "Heavy futuristic weapon (3 harm, add 1 range tag and 1 other tag)", + "traveler-advance1": "Delete the move Servant of Technology. You have learnt to deal with the supernatural, no longer receiving any penalties for it", "custom": "Custom", - "luck-special-Custom": "if any", + "luck-special-custom": "You may come up with a Luck Special move for this playbook with help from the Keeper.", "custom-special": "Playbook Special", "custom-special-example": "Like the Expert's haven or the Spellslinger's combat magic", "custom-special-name": "Name of special", @@ -625,6 +1161,5 @@ "custom-moves": "Playbook Moves", "custom-move-name": "Name", "custom-move-description": "Description", - "custom-gear": "Playbook Gear", - "inmrovements-instructions": "4 stats available for improvement (mark one off at character creation without taking the bonus); top stat max +3, all others max +2" -} \ No newline at end of file + "custom-gear": "Playbook Gear" +} diff --git a/Monster of the Week/translations/af.json b/Monster of the Week/translations/af.json index 804459d8eb..71250b65da 100644 --- a/Monster of the Week/translations/af.json +++ b/Monster of the Week/translations/af.json @@ -27,17 +27,19 @@ "gear": "Gear", "other-gear": "Other Gear", "improvements": "Improvements", - "inmrovements-description": "Once you have 5 experience you may choose one of these: (Check off any you've already taken)", + "improvements-description": "Once you have 5 Experience you may choose one of these: (Check off any you've already taken)", "max": "max", - "another-move": "Take another Custom move", + "another-move": "Take another move from your own playbook", "ally": "Gain an ally", "playbook-move": "Take a move from another playbook", "advanced-improvements": "Once you have taken 5 improvements you may choose from these options as well as the list above when you improve", "rating": "to any rating", - "new-type": "Change this hunter to a new type", + "new-playbook": "Change playbooks", "second-hunter": "Create a second hunter to play", "basic-moves": "Advance 2 basic moves", "retire": "Retire this hunter to safety", + "erase-luck": "Erase one used Luck point", + "after-getting-improvement": "Use after getting the corresponding Improvement", "history": "History and Notes", "pick-one": "pick one", "pick-two": "pick two", @@ -46,12 +48,13 @@ "1-fixed-move": "You get this", "2-fixed-moves": "You get these 2", "1-move": "Then pick one of these", + "2-moves-then": "Then pick two of these", "2-moves": "Then pick two of these", + "3-moves-then": "Then pick three of these", "3-moves": "Pick three of these", "choose": "choose", "one": "one", - "choose-one": "choose one", - "choose-two": "choose two", + "two": "two", "three": "three", "the-chosen": "The Chosen", "the-crooked": "The Crooked", @@ -59,13 +62,33 @@ "the-expert": "The Expert", "the-flake": "The Flake", "the-initiate": "The Initiate", - "the-monsteroue": "The Monsterous", + "the-monstrous": "The Monstrous", "the-mundane": "The Mundane", "the-professional": "The Professional", "the-spellslinger": "The Spellslinger", "the-spooky": "The Spooky", "the-wronged": "The Wronged", + "the-gumshoe": "The Gumshoe", + "the-hex": "The Hex", + "the-pararomantic": "The Pararomantic", + "the-searcher": "The Searcher", + "the-exile": "The Exile", + "the-hardcase": "The Hard Case", + "the-luchador": "The Luchador", + "the-meddlingkid": "The Meddling Kid", + "the-sidekick": "The Sidekick", + "the-snoop": "The Snoop", + "the-summoned": "The Summoned", + "the-traveler": "The Traveler", + "the-actionscientist": "The Action Scientist", + "the-biggamehunter": "The Big Game Hunter", + "the-constructed": "The Constructed", + "the-madscientist": "The Mad Scientist", "custom-playbook": "Custom", + "tome-of-mysteries": "Tome of Myseries", + "reinforcements": "Reinforcements", + "Brazilian": "Brazilian Edition", + "fan-made": "Fan-made", "chosen": "Chosen", "luck-special-chosen": "When you spend Luck the Keeper will bring your fate into play", "your-fate": "Your Fate", @@ -107,13 +130,14 @@ "chosen-move4": "Invincible You always count as having 2 armour, this doesn't stack with other protection", "chosen-move5": "Resilience You heal faster than normal people. Any time your harm gets healed, heal and extra point. Additionally, your wounds count as 1 harm less for the purpose of the Keeper's harm moves", "chosen-gear1": "Protective gear worth 1 armour", - "optional": "optional", "chosen-gear2": "One Special Weapon", + "chosen-special-descrip": "Design your weapon by choosing a Form, three Business-end options (which are added to the base tags), and a material that the business-end is made from.", "form": "Form", "chosen-gear3": "Staff (1 harm, hand, close)", "chosen-gear4": "Haft (2 harm, hand, heavy)", "chosen-gear5": "Handle (1 harm, hand, balanced)", "chosen-gear6": "Chain (1 harm, hand, area)", + "business-end": "Business-end", "chosen-gear7": "Business End", "chosen-gear8": "Artifact (+magic)", "chosen-gear9": "Spikes (+1 harm, +messy)", @@ -121,8 +145,8 @@ "chosen-gear11": "Heavy (+1 harm)", "chosen-gear12": "Long (+close)", "chosen-gear13": "Throwable (+close)", - "chosen-gear14": "Chain (+area)", "material": "Material", + "material-desc": "(+steel, +cold iron, +silver, +wood, +stone, +bone, +teeth, +obsidian, or anything else you want)", "chosen-advance1": "Delete a doom tag (optionally also delete a heroic tag)", "Crooked": "Crooked", "luck-special-Crooked": "When you spend Luck someone from your past will re-appear in your life, soon", @@ -132,7 +156,7 @@ "background2": "Burglar When you break into a secure location roll +Sharp. On a 10+ pick three, on a 7-9 pick two", "background2.1": "You get in undetected", "background2.2": "You get out undetected", - "background2,3": "You don't leave a mess", + "background2.3": "You don't leave a mess", "background2.4": "You find what you were after", "background3": "Grifter When you are about to manipulate someone, you can ask the Keeper \"what will convince this person to do what I want?\" The Keeper must answer honestly, but not necessarily completely", "background4": "Fixer If you need to buy something, sell something, or hire someone, roll +Charm. On a 10+ you know just the person that will be interested. On a 7-9, you know the only person that can do it, but there's a complication. Pick one", @@ -142,8 +166,14 @@ "background4.4": "On a miss, the only person who can help you is someone who absolutely hates you", "background5": "Assassin When you take your first shot at an unsuspecting target, do +2 harm", "background6": "Charlatan When you want people to think you are using magic, roll +Cool. On a 10+ your audience is amazed and fooled by your illusion. On 7-9, you tripped up a few times, someone will notice. You may also manipulate someone with fortune telling. When you do that, ask \"What are they hoping for right now?\" as a free question (even on a miss)", + "background6.1": "You may also manipulate someone with fortune telling. When you do that, ask \"What are they hoping for right now?\" as a free question (even on a miss).", "background7": "Pickpocket When you steal something small, roll +Charm. On a 10+ you get it and they didn't notice you taking it. On a 7-9 either you don't grab it, you grab the wrong thing, or they remember you later; your choice", "crooked-move1": "Artifact You 'found' a magical artifact with handy powers and kept it. Pick 1: Protective amulet (1 amour, magic, recharge); lucky charm (may be used as a Luck point just once); grimoire (studying the book gives +1 to use magic; skeleton key (opens any magically sealed lock); imp stone (a weak demon is bound to serve the holder. The imp must be summoned with Use Magic)", + "crooked-artifact1": "Protective amulet (1 amour, magic, recharge)", + "crooked-artifact2": "Lucky charm (may be used as a Luck point just once)", + "crooked-artifact3": "Grimoire (studying the book gives +1 forward to use magic)", + "crooked-artifact4": "Skeleton key (opens any magically sealed lock)", + "crooked-artifact5": "Imp stone (a weak demon is bound to serve the holder. The imp must be summoned with Use Magic)", "crooked-move2": "Crew You have a regular crew, a team of 3 or 4 people who will help you out with pretty much anything. This counts as a team", "crooked-move3": "Deal with the Devil You sold your soul to the devil. Pick one or two things you got out of the deal: wealth, fame, youth, sensual gratification, skill (add +1 to two ratings). Payment is due either when you die, or in a year (6 months if you chose 2 things)", "crooked-move4": "Friends on the Force You know a few cops who can be persuaded to look the other way, or do you a favour, for certain considerations. You can act under pressure to get in touch with them when you need to divert any law enforcement attention. There will be a cost, although maybe not right now", @@ -151,6 +181,7 @@ "crooked-move6": "Driver You gain +1 ongoing while driving, plus you can hotwire anything (the older it is, the fewer tools you'll need.) You also own 2 handy, widely-available vehicles", "crooked-move7": "Home Ground Your crew made a point of keeping the locals happy- keeping them safe, ensuring things always went down okay. When you're back in your old neighbourhood, you can always find people who will hide you or help you with a minor favour, no questions asked", "crooked-move8": "Notorious You have a reputation from your criminal past. When you reveal who you are, your terrifying reputation counts as a reason for someone to what you ask when you manipulate someone. Revealing your identity to someone can bring other problems later, of course", + "crooked-weapon": "Effective Weapons", "crooked-gear1": ".22 revolver (1 harm, close, reload,
          small)", "crooked-gear2": ".38 revolver (2 harm, close, reload,
          loud)", "crooked-gear3": "9mm (2 harm, close, loud)", @@ -160,12 +191,6 @@ "crooked-gear7": "Baseball bat (1 harm, hand)", "crooked-gear8": "Submachinegun (2 harm, close, reload,
          auto", "crooked-gear9": "Assault rifle (3 harm, close/far, auto)", - "underworld": "Underworld", - "underworld-description": "Pick the circumstance that lead you to discovering the real underworld, then pick the creature involved", - "underworld1": "The target of a job was a dangerous creature (Pick one: vampire, warewolf, troll, reptiloid)", - "underworld2": "You worked with someone who was more than they seemed (Pick one: sorceror, demon, faerie, psychic)", - "underworld3": "You were hired by something weird (Pick one: immortal, god, outsider, witch)", - "underworld4": "Things went south o a job- including, but not limited to running into; (Pick one a horde of goblins, a hunger of ghouls, a dream-eater, a salamander)", "heat": "Heat", "heat-description": "You didn't get here without making enemies", "pick-heat": "pick at least 2 of these and name the people involved", @@ -174,9 +199,14 @@ "heat3": "You pissed off a well connected criminal,
          and they'll do whatever they can to
          destroy you", "heat4": "You took advantage of someone
          who has special powers (a person or
          monster)", "heat5": "You betrayed an old partner in the
          middle of a job ", + "underworld": "Underworld", + "underworld-description": "Pick the circumstance that lead you to discovering the real underworld, then pick the creature involved", + "underworld1": "The target of a job was a dangerous creature (Pick one: vampire, warewolf, troll, reptiloid)", + "underworld2": "You worked with someone who was more than they seemed (Pick one: sorceror, demon, faerie, psychic)", + "underworld3": "You were hired by something weird (Pick one: immortal, god, outsider, witch)", + "underworld4": "Things went south o a job- including, but not limited to running into; (Pick one a horde of goblins, a hunger of ghouls, a dream-eater, a salamander)", "crooked-ally": "from your old crew", "crooked-advance1": "Recover a stash of money from the old days, enough to live without care for a year or two", - "Crooked-advance2": "Erase one Luck point from your playbook", "Divine": "Divine", "luck-special-divine": "When you spend Luck you get word your Mission requires something difficut to me done. By you. Urgently", "your-mission": "Your Mission", @@ -193,15 +223,15 @@ "divine-move5": "Soothe When you talk to someone for a few seconds in a quiet voice, you can calm them down, blocking any panic, anger, or other negitive emotions they have. This works even if the thing that freaked them out is still present, as long as your voice can be heard", "divine-move6": "Lay On Hands Your touch can heal any injury or disease. When you lay your hands on someone hurt, roll +Cool. On a 10+, heal 2 harm or an illness, plus they are stabilised. On a 7-9, you can heal the harm or illness but you take it into yourself. On a miss, your aura causes them extra harm", "divine-move7": "Cast Out Evil You may banish an unnatural creature from your presence. Roll +Tough, on 10+ it is banished. On a 7-9 it takes a little while for the banishing to take effect- the creature has time to make one or two actions. Either way, the banished creature is unharmed, and you have no control over where it goes. This move may be used on unnatural hunters (eg The Monsterous). On a miss, something is keeping it here. That's bad", - "divine-gear1": "Flaming sword (3 harm, hand, fire,
          holy) ", "divine-weapon": "One Divine Weapon", + "divine-armour": "Divine Armour (1 armour, holy) with a look suited to your divine origin", + "divine-gear1": "Flaming sword (3 harm, hand, fire,
          holy) ", "divine-gear2": "Thunder hammer (3 harm, hand, stun,
          holy) ", "divine-gear3": "Razor whip (3 harm, hand, area,
          messy, holy)", "divine-gear4": "Five demon bag (3 harm, close, magic,
          holy)", "divine-gear5": "Silver trident (3 harm, hand, silver,
          holy)", "Divine-ally": "a lesser divine being, sent from above to help you with your mission", "Divine-advance1": "Erase one Luck point from your playbook", - "Divine-advance2": "Change your mission. Select a different mission from the options, or (with the Keeper's agreement) create a new mission", "Expert": "Expert", "luck-special-expert": "When you spend Luck you discover something happening now is related to something you were involved in years ago", "expert-weapons": "Monster-Slaying Weapons", @@ -237,7 +267,6 @@ "haven8": "Panic Room This has essential supplies and is protected by normal and mystical means. You can hide out there for a few days, safe from pretty much anything", "haven9": "Magical Laboratory You have a mystical lab with all kinds of weird ingredients and tools useful for casting spells (like use magic, big magic, and any other magical moves)", "expert-advance1": "Add a haven option", - "expert-advance2": "Add a haven option", "Flake": "Flake", "luck-special-flake": "When you spend Luck pick an aspect of the current situation. The Keeper will tell you what other conspiricies that aspect connects to", "flake-move1": "Connect the Dots At the beginning of each mystery if you look for the wider patterns that current events might be part of, roll +Sharp. On a 10+ hold 3, 7-9 hold 1. Spend your hold during the mystery to ask the Keeper one of the following questions", @@ -253,20 +282,20 @@ "flake-move6": "Contrary When you seek out and recieve someone's honest advice on the best course of action for you, and then do something else instead, mark experience. If you do exactly the opposite of their advice, you also take +1 ongoing on any moves you make persuing that course", "flake-move7": "Net Friends You know a lot of people on the internet. When you contact a net friend to help you roll +Charm. On a 10+ they're available and helpful; they can fix something, break a code, hack a computer, or get you some special information. On a 7-9, they're prepared to help but it's either going to take some time, or you'll have to do part of it yourself. On a miss you burn some bridges", "flake-move8": "Sneaky When you attack from ambush or from behind, inflict +2 harm", - "fake-normal": "One Normal Weapon", - "fake-gear1": ".38 revolver (2 harm, close, reload,
          loud)", - "fake-gear2": "9mm (2 harm, close, loud)", - "fake-gear3": "Hunting rifle (2 harm, far, loud)", - "fake-gear4": "Magnum (3 harm, close, reload, loud)", - "fake-gear5": "Shotgun (3 harm, close, messy, loud)", - "fake-gear6": "Big knife (1 harm, hand)", + "flake-normal": "Normal Weapon", + "flake-gear1": ".38 revolver (2 harm, close, reload, loud)", + "flake-gear2": "9mm (2 harm, close, loud)", + "flake-gear3": "Hunting rifle (2 harm, far, loud)", + "flake-gear4": "Magnum (3 harm, close, reload, loud)", + "flake-gear5": "Shotgun (3 harm, close, messy, loud)", + "flake-gear6": "Big knife (1 harm, hand)", "flake-hidden": "Hidden Weapons", - "fake-gear7": "Throwing knives (1 harm, close, many)", - "fake-gear8": "Holdout pistol (2 harm, close, loud,
          reload)", - "fake-gear9": "Garrote (3 harm, intimate)", - "fake-gear10": "Watchman's flashlight (1 harm, hand)", - "fake-gear11": "Weighted gloves/brass knuckles (1
          harm, hand", - "fake-gear12": "Butterfly knife/folding knife (1
          harm, hand)", + "flake-gear7": "Throwing knives (1 harm, close, many)", + "flake-gear8": "Holdout pistol (2 harm, close, loud, reload)", + "flake-gear9": "Garrote (3 harm, intimate)", + "flake-gear10": "Watchman's flashlight (1 harm, hand)", + "flake-gear11": "Weighted gloves/brass knuckles (1 harm, hand)", + "flake-gear12": "Butterfly knife/folding knife (1 harm, hand)", "Flake-advance1": "Gain a haven like the Expert with two options", "Flake-advance2": "Add a haven option", "Initiate": "Initiate", @@ -336,8 +365,8 @@ "Initiate-advance1": "Get command of your chapter of the Sect", "Initiate-advance2": "Get command of your chapter of the Sect", "Initiate-advance3": "Become the leader, or effective leader, of the whole Sect", - "Monsterous": "Monsterous", - "luck-special-monsterous": "When you spend Luck your monster side gains power. Your Curse may grow stronger, or another Breed disadvantage may manifest", + "Monstrous": "Monstrous", + "luck-special-monstrous": "When you spend Luck, your monster side gains power; your Curse may become stronger, or another Breed disadvantage may manifest.", "monster-breed": "Monster Breed", "breed-description": "You are half human, half monster; were you always this way? Were you always fighting for good or were you once evil and then switched sides?", "curses": "Curses", @@ -345,40 +374,40 @@ "curse2": "Vulnerability Pick a substance. You'll take +1 harm when you suffer harm from it. If you are bound or surrounded by it, you must act under pressure to use your powers", "curse3": "Pure Drive One emotion rules you. Pick from: hunger, hate, anger, fear, jealousy, greed, joy, pride, envy, lust or cruelty. Whenever you have a chance to indulge that emotion you must do so immediately, or act under pressure to resist", "curse4": "Dark Master You have an evil lord who doesn't know you changed sides. They still give you orders, and they do not tolerate refusal or failure", - "monsterous-move1": "Immortal You do not age or sicken, and whenever you suffer harm you suffer 1 harm less", - "monsterous-move2": "Unnatural Appeal Roll +Weird instead of +Charm when you manipulate someone ", - "monsterous-move3": "Unholy Strength Roll +Weird instead of +Tough when you kick some ass ", - "monsterous-move4": "Incorporeal You may move freely though solid objects (but not people)", - "monsterous-move5": "Preternatural Speed You go much faster than normal people. When you chase, flee or run take +1 ongoing", - "monsterous-move6": "Claws of the Beast Your natural attacks deal +1 harm ", - "monsterous-move7": "Mental Dominion When you gaze into a normal human's eyes and exert your will over them Roll +Charm. On a 10+ hold 3, on 7-9 hold 1. You may spend your hold to give them an order. Regular people will follow the order, whatever it is. Hunters can choose to follow the order or not. If they do, they mark experience", - "monsterous-move8": "Unquenchable Vitality When you have taken harm you can heal yourself. Roll +Cool. On a 10+, heal 2 harm and stabilise your injuries. On a 7-9, heal 1 harm and stabilise your injuries. On a miss your injuries worsen", - "monsterous-move9": "Dark Negotiator You can use manipulate someone on monsters as well as people if they can reason and talk", - "monsterous-move10": "Flight You can fly ", - "monsterous-move11": "Shapeshifter You may change your form (usually into an animal). Decide if you have just one alternate form or several and detail them. You gain +1 forward to investigate a mystery when using and alternate form's superior senses. (Eg, smell for a wolf, sight for an eagle)", - "monsterous-move12": "Something Borrowed Take a move from a hunter playbook that is not currently in play ", + "monstrous-move1": "Immortal: You do not age or sicken, and whenever you suffer harm, you suffer 1 harm less.", + "monstrous-move2": "Unnatural Appeal: Roll +Weird instead of +Charm when you manipulate someone.", + "monstrous-move3": "Unholy Strength: Roll +Weird instead of +Tough when you kick some ass.", + "monstrous-move4": "Incorporeal: You may move freely though solid objects (but not people).", + "monstrous-move5": "Preternatural Speed: You go much faster than normal people. When you chase, flee, or run, take +1 ongoing.", + "monstrous-move6": "Claws of the Beast: Your natural attacks deal +1 harm.", + "monstrous-move7": "Mental Dominion: When you gaze into a normal human's eyes and exert your will over them, roll +Charm. On a 10+ hold 3, on a 7-9 hold 1. You may spend your hold to give them an order. Regular people will follow your order, whatever it is. Hunters can choose to follow the order or not. If they do, they mark experience.", + "monstrous-move8": "Unquenchable Vitality: When you have taken harm you can heal yourself. Roll +Cool. On a 10+, heal 2 harm and stabilise your injuries. On a 7-9, heal 1 harm and stabilise your injuries. On a miss, your injuries worsen.", + "monstrous-move9": "Dark Negotiator: You can use the move manipulate someone on monsters as well as people, if they can reason and talk.", + "monstrous-move10": "Flight: You can fly.", + "monstrous-move11": "Shapeshifter: You may change your form (usually into an animal). Decide if you have just one alternate form or several, and detail them. You gain +1 forward to investigate a mystery when using and alternate form's superior senses (eg. smell for a wolf, sight for an eagle).", + "monstrous-move12": "Something Borrowed: Take a move from a hunter playbook that is not currently in play.", "natural-attacks": "Natural Attacks", - "monsterous-attacks-pick": "pick one base and one extra, or pick two bases", - "monsterous-attacks1": "Base: teeth (3 harm, intimate)", - "monsterous-attacks2": "Base: Claws (2 harm, hand)", - "monsterous-attacks3": "Base: Magical force (1 harm, magical, close)", - "monsterous-attacks4": "Base: Life-drain (1 harm, intimate, life-drain)", - "monsterous-attacks5": "Extra: Add +1 harm to a base", - "monsterous-attacks6": "Extra: Add +ignore armour to a base", - "monsterous-attacks7": "Extra: Add an extra range to a base
          (+intimate, hand, or close)", - "monsterous-weapon": "One Handy Weapon: (if you want one)", - "monsterous-gear1": ".38 revolver (2 harm, close, reload,
          loud)", - "monsterous-gear2": "9mm (2 harm, close, loud)", - "monsterous-gear3": "Magnum (3 harm, close, reload, loud)", - "monsterous-gear4": "Shotgun (3 harm, close, messy)", - "monsterous-gear5": "Big knife (1 harm, hand)", - "monsterous-gear6": "Brass knuckles (1 harm, hand, quiet,
          small)", - "monsterous-gear7": "Sword (2 harm, hand, messy)", - "monsterous-gear8": "Huge sword (3 harm, hand, heavy)", - "Monsterous-advance1": "Gain a haven like the Expert with two options", - "Monsterous-advance2": "Take a Natural Attacks pick", - "Monsterous-advance3": "Free yourself from your type's curse. It no longer affects you but you lose 1 Weird", - "Monsterous-advance4": "Become evil (again). Retire this character, they become one of the Keeper's threats", + "monstrous-attacks-pick": "pick one base and one extra, or pick two bases", + "monstrous-attacks1": "Base: teeth (3 harm, intimate)", + "monstrous-attacks2": "Base: claws (2 harm, hand)", + "monstrous-attacks3": "Base: magical force (1 harm, magical, close)", + "monstrous-attacks4": "Base: life-drain (1 harm, intimate, life-drain)", + "monstrous-attacks5": "Extra: add +1 harm to a base", + "monstrous-attacks6": "Extra: add ignore-armour to a base", + "monstrous-attacks7": "Extra: Add an extra range to a base (intimate, hand, or close)", + "monstrous-weapon": "(Optional) Handy Weapon", + "monstrous-gear1": ".38 revolver (2 harm, close, reload, loud)", + "monstrous-gear2": "9mm (2 harm, close, loud)", + "monstrous-gear3": "Magnum (3 harm, close, reload, loud)", + "monstrous-gear4": "Shotgun (3 harm, close, messy)", + "monstrous-gear5": "Big knife (1 harm, hand)", + "monstrous-gear6": "Brass knuckles (1 harm, hand, quiet, small)", + "monstrous-gear7": "Sword (2 harm, hand, messy)", + "monstrous-gear8": "Huge sword (3 harm, hand, heavy)", + "Monstrous-advance1": "Gain a Haven, like the Expert, with two options", + "Monstrous-advance2": "Take a natural attacks pick", + "Monstrous-advance3": "Free yourself from your kind's curse, it no longer affects you, but you lose 1 Weird", + "Monstrous-advance4": "Turn evil (again?). Retire this character, they become one of the Keeper's threats", "Mundane": "Mundane", "luck-special-mundane": "When you spend Luck you'll find something wierd- maybe even useful", "mundane-move1": "Always the Victim When another hunter uses protect someone to protect you, they mark experience. Whenever a monster captures you, you mark experience", @@ -410,10 +439,6 @@ "mundane-gear10": "Classic car in terrible condition", "mundane-gear11": "Motorcycle", "mundane-gear12": "Van", - "Mundane-advance1": "Regain a used Luck point", - "Mundane-advance2": "Regain a used Luck point", - "Mundane-advance3": "Regain a used Luck point", - "Mundane-advance4": "Regain a used Luck point", "Professional": "Professional", "luck-special-professional": "When you spend Luck your next mission from the Agency comes with lots of red tape. Lots", "agency": "Agency", @@ -470,24 +495,16 @@ "Professional-advance3": "Get some or all of the other player's hunters hired by your Agency. They get the deal with the agency move as well as salery and benefits", "Spellslinger": "Spellslinger", "luck-special-spellslinger": "When you spend Luck the official council of wizards is going to poke their nose into your business", - "spellslinger-gear-description": "You don't need much except items to power your magic, still it's good to be prepared", "spellslinger-weapon": "One Backup Weapon", "spellslinger-gear1": "Old revolver (2 harm, close, reload,
          loud)", "spellslinger-gear2": "Ritual knife (1 harm, hand)", "spellslinger-gear3": "Heirloom sword (2 harm, hand, messy)", - "spellslinger-move1": "Advanced Arcane Training If you have two of your three Tools and Techniques at the ready then you may ignore the third", - "spellslinger-move2": "Arcane Reputation Pick three big organisations or groups in the supernatural community, which can include the more sociable types of monsters. They've heard of you and respect your power. Take +1 forward when you use manipulate someone on affected humans. You may also use manipulate someone on affected monsters, with no bonus", - "spellslinger-move3": "Could've Been Worse When you miss a use magic roll you can choose one of the following options instead of losing control of the magic", - "spellslinger-move3.1": "Fizzle: The preperations and materials for the spell are ruined. You'll have to start over from scratch with the prep time doubled", - "spellslinger-move3.2": "This is gonna suck: The effect happens, but you trigger all the glitches but one. You pick the one you avoid", - "spellslinger-move4": "Forensic Divination When you successfully investigate a mystery you may ask \"what magic was done here?\" as a free extra question", - "spellslinger-move5": "Go Big or Go Home When you must use magic as a requirement for big magic, take +1 forward to those use magic rolls", - "spellslinger-move6": "Enchanted Clothing Pick an article of every-day clothing; it's enchanted without any change in appearence. Take -1 harm from any source that tries to get at you through the garment", - "spellslinger-move7": "Not My Fault +1 to act under pressure when dealing with the consequences of your own spellcasting", - "spellslinger-move8": "Practitioner Choose two of the use magic effects. You get +1 to use magic when choosing one of those effects", - "spellslinger-move9": "Shield Spell When you protect someone, you gain +2 armour against any harm that is transferred to you. This doesn't stack with any other armour", - "spellslinger-move10": "Third Eye When you read a bad situation you can open your third eye for a moment to take in extra information. Take +1 hold on any result of 7 or more, plus you can see invisible things. On a miss, you may still get 1 hold, but you're exposed to a supernatural danger. Unfiltered hidden reality is tough on the mind!", "extra-fixed-move": "And you get this", + "spellslinger-fixed-move1": "Tools and Techniques: To use your combat magic effectively, you rely on a collection of tools and techniques. Uncheck one; you'll need the rest.", + "spellslinger-fixed-move1.1": "Consumables: You need certain supplies - powders, oils, etc - on hand, some will be used up each cast. If you don't have them, when you cast, take 1 harm, ignore-armour.", + "spellslinger-fixed-move1.2": "Foci: You need wands, staves, and other obvious props to focus. If you don't have what you need, your combat magic does 1 harm less.", + "spellslinger-fixed-move1.3": "Gestures: You need to wave your hands around to use combat magic. If you're restrained, take -1 ongoing for combat magic.", + "spellslinger-fixed-move1.4": "Incantations: You must speak in an arcane language to control your magic. If you use combat magic without speaking, act under pressure to avoid scrambling your thoughts.", "combat-magic": "Combat Magic", "combat-magic-description": "You have attack spells you can use as weapons. When you kick some ass with your spells roll +Weird instead of +Tough. Sometimes you may need to act under pressure to cast your spells without problems", "combat-magic-pick": "pick three, with at least one base", @@ -503,15 +520,24 @@ "effect4": "Frost or Ice (Add '-1 harm, +2 armour'
          to a wall, or '+1 harm, restraining' to
          other bases)", "effect5": "Earth (Add 'forceful, restraining' to a
          base)", "effect6": "Necromantic (Add 'life-drain' to a base)", + "spellslinger-move1": "Advanced Arcane Training If you have two of your three Tools and Techniques at the ready then you may ignore the third", + "spellslinger-move2": "Arcane Reputation Pick three big organisations or groups in the supernatural community, which can include the more sociable types of monsters. They've heard of you and respect your power. Take +1 forward when you use manipulate someone on affected humans. You may also use manipulate someone on affected monsters, with no bonus", + "spellslinger-move3": "Could've Been Worse When you miss a use magic roll you can choose one of the following options instead of losing control of the magic", + "spellslinger-move3.1": "Fizzle: The preperations and materials for the spell are ruined. You'll have to start over from scratch with the prep time doubled", + "spellslinger-move3.2": "This is gonna suck: The effect happens, but you trigger all the glitches but one. You pick the one you avoid", + "spellslinger-move4": "Forensic Divination When you successfully investigate a mystery you may ask \"what magic was done here?\" as a free extra question", + "spellslinger-move5": "Go Big or Go Home When you must use magic as a requirement for big magic, take +1 forward to those use magic rolls", + "spellslinger-move6": "Enchanted Clothing Pick an article of every-day clothing; it's enchanted without any change in appearence. Take -1 harm from any source that tries to get at you through the garment", + "spellslinger-move7": "Not My Fault +1 to act under pressure when dealing with the consequences of your own spellcasting", + "spellslinger-move8": "Practitioner Choose two of the use magic effects. You get +1 to use magic when choosing one of those effects", + "spellslinger-move9": "Shield Spell When you protect someone, you gain +2 armour against any harm that is transferred to you. This doesn't stack with any other armour", + "spellslinger-move10": "Third Eye When you read a bad situation you can open your third eye for a moment to take in extra information. Take +1 hold on any result of 7 or more, plus you can see invisible things. On a miss, you may still get 1 hold, but you're exposed to a supernatural danger. Unfiltered hidden reality is tough on the mind!", "Spellslinger-advance1": "Take another Combat Magic pick", - "Spellslinger-advance3": "Regain a used Luck point", - "Spellslinger-advance4": "Take another Combat Magic pick", - "Spellslinger-advance5": "Cross off another option from tools and techniques", + "Spellslinger-advance2": "You may cross off another option from your Tools and Techniques", "Spooky": "Spooky", "luck-special-spooky": "As you spend Luck your Dark Side's needs will get nastier", "dark-side": "The Dark Side", "dark-side-description1": "Your powers have an unsavoury source, and sometimes you get tempted to do things you shouldn't. These could be orders from whatever granted you power, urges that bubble up inside you, or something else", - "dark-side-description2": "Whatever it is, it is unsettling", "dark-side1": "Violence", "dark-side2": "Depression", "dark-side3": "Secrets", @@ -538,12 +564,12 @@ "spooky-move4": "Premonitions At the start of each mystery, roll +Weird. On a 10+, you get a detailed vision of something bad that is yet to happen. You take +1 forward to prevent it coming true, and mark experience if you stop it. On a 7-9 you get clouded images of something bad that is yet to happen; mark experience if you stop it. On a miss, you get a vision of something bad to happen and the Keeper holds 3, to be spent 1-for-1 as penalties to rolls you make", "spooky-move5": "Hunches When something bad is happening (or just about to happen) somewhere that you aren't, roll +Sharp. On a 10+ you knew where you needed to go, just in time to get there. On a 7-9, you get there too late- in time to intervene, but not prevent it altogether. On a miss, you get there just in time to be in trouble yourself", "spooky-move6": "The Big Whammy You can use your powers to kick some ass, (2 harm, close, obvious, ignore-armour) When you do, roll +Weird instead of +Tough. On a miss you'll get magical backlash", + "spooky-move6.1": "Where is the creature right now?", + "spooky-move6.2": "What is it planning to do right now?", + "spooky-move6.3": "Who is it going to attack next?", + "spooky-move6.4": "Who does it regard as the biggest threat?", + "spooky-move6.5": "How can I attract its attention?", "spooky-move7": "Tune In You can attune your mind to a monster or minion. Roll +Weird. On a 10+ hold 3, 7-9 hold 1. On a miss the monster becomes aware of you. Spend one hold to ask the Keeper one of the following questions, and gain +1 ongoing while acting on the answers", - "spooky-move7.1": "Where is the creature right now?", - "spooky-move7.2": "What is it planning to do right now?", - "spooky-move7.3": "Who is it going to attack next?", - "spooky-move7.4": "Who does it regard as the biggest threat?", - "spooky-move7.5": "How can I attract its attention?", "spooky-move8": "Jinx You can encourage coincidences to occur the way you want. When you jinx a target, roll +Weird. On a 10+ hold 2, 7-9 hold 1. On a miss, the Keeper holds 2 over you to be used in the same way. Spend your hold to", "spooky-move8.1": "Interfere with a hunter, giving them -1 forward", "spooky-move8.2": "Help a hunter, giving them +1 forward by interfering with their enemy", @@ -559,14 +585,15 @@ "spooky-gear4": "Shotgun (3 harm, close, messy)", "spooky-gear5": "Big knife (1 harm, hand)", "Spooky-advance1": "Change some or all of your Dark Side tags", + "Spooky-advance2": "Gain a Mystical Library, like the Haven option of the Expert", "Spooky-advance3": "You discover how to use your powers at a lower cost. Delete one Dark Side tag", "Wronged": "Wronged", "luck-special-wronged": "When you spend Luck you find a dangerous lead on your prey", "who-you-lost": "Who You Lost", "who": "Who did you lose?", + "pick-some": "pick one or more", "lost-pick": "pick one or more of: parent(s), sibling(s), spouse/partner, child(ren), best friend(s)", "lost-save-them": "Why couldn't you save them? You were", - "pick-some": "pick one or more", "lost1": "At fault", "lost2": "Selfish", "lost3": "Injured", @@ -576,8 +603,8 @@ "lost7": "In denial", "lost8": "Complicit", "what-prey": "What Did It?", - "prey": "My Prey", "prey-breed": "with the Keeper's agreement, pick the monster breed", + "prey": "My Prey", "wronged-fixed-move1": "I Know My Prey You get +1 ongoing when knowingly investigating, pursuing, or fighting the breed of monster that caused your loss", "wronged-move1": "Berserk No matter how much harm you take, you can always keep going until the current fight is over. During a fight, the Keeper may not use harm moves on you and you cannot die. When the fight ends, all harm takes effect as normal", "wronged-move2": "NEVER AGAIN In combat, you may choose to protect someone without rolling, as if you had rolled a 10+, but you may not choose to \"suffer little harm\"", @@ -585,10 +612,10 @@ "wronged-move4": "Fervour When you manipulate someone roll +Tough instead of +Charm", "wronged-move5": "Safety First You have jury-rigged extra protection into your gear, giving you +1 armour (max 2 armour)", "wronged-move6": "Tools Matter With your signature weapon you get +1 to kick some ass", + "wronged-move6.1": "Stabilize the injury but the patient take -1 forward.", + "wronged-move6.2": "Heal 1 harm and stabilize for now, but it will return as 2 harm and become unstable again later.", + "wronged-move6.3": "Heal 1 harm and stabilize but the patient takes -1 ongoing until it's fixed properly.", "wronged-move7": "DIY Surgery When you do quick and dirty first aid on someone (including yourself), roll +Cool. On a 10+ it's all good, it counts as normal first aid, plus stabilise the injury and heal 1 harm. On a 7-9, it counts as normal first aid, plus one of these, your choice", - "wronged-move7.1": "Stabilise the injury but the patient take -1 forward", - "wronged-move7.2": "Heal 1 harm and stabilise for now, but it will return as 2 harm and become unstable again later", - "wronged-move7.3": "Heal 1 harm and stabilise but the patient takes -1 ongoing until it's fixed properly", "wronged-armour": "Protective wear suited to your look (1 armour)", "wronged-signature": "Signature Weapons", "wronged-gear1": "Sawn-off shotgun (3 harm, hand/close,
          messy, loud, reload)", @@ -607,7 +634,6 @@ "wronged-gear13": "Brass knuckles (1 harm, hand, stealthy)", "wronged-gear14": "Assault rifle (3 harm, close, area, loud, reload)", "wronged-vehicle": "Vehicles", - "wronged-vehicle-choice": "choose one, if you want it", "wronged-gear15": "Classic car", "wronged-gear16": "Classic motorcycle", "wronged-gear17": "Plain pickup", @@ -616,8 +642,518 @@ "Wronged-advance2": "Add one more option to your haven", "Wronged-advance3": "You track down the specific monster responsible fo your loss. The Keeper must make the next mystery about them", "Wronged-advance4": "Change the target of your vengeful rage. Pick a new monster breed; I know my prey now applies to them instead", + "Gumshoe": "Gumshoe", + "luck-special-gumshoe": "When you spend Luck, your next regular case will actually be a mystery for your hunter group, and the monster will focus their attention on you!", + "Gumshoe-Adv-harm": "Extra harm box", + "gumshoeCode": "Gumshoe Code", + "gumshoeCode-description": "With the agreement of the Keeper, pick a one-sentence Code that you adhere to.", + "gumshoeCode-example": "Example Codes: Murders must be punished. Monsters must be destroyed. Innocents must be saved. Laws must be enforced. Evil must be exposed. The weak must be protected from the powerful. Etc.", + "gumshoeCode-list": "Murders must be punished, Monsters must be destroyed, Innocents must be saved, Laws must be enforced, Evil must be exposed, The weak must be protected from the powerful, etc.", + "gumshoeCode-explain": "This Code defines you. Any time you violate your Code, you forfeit all Code-related moves (The Postman Always Rings Twice, The Long Goodbye) and the ability to spend Luck. These forfeits last until either the next mystery or you make amends. As long as you follow the Code, people will sense your sincerity; you receive +1 ongoing for manipulate someone and you may not be possessed or charmed by any sort of supernatural, alien, or demonic entity or item.", + "Gumshoe-fixed-move1": "Occult Confidential: The first time in each mystery that you observe a monster, minion, or phenomenon in action, you may ask one question from the investigate a mystery list.", + "Gumshoe-fixed-move2": "The Naked City: You have lots of personal contacts wherever you go. Pick four contact types from the following areas (or from other areas agreed to between you and the Keeper)", + "Gumshoe-fixed-move2-examples": "Academics, Accountants, Artists, Bartenders, Clergy, Conspiracy Theorists, Construction, Courts, Criminals (organised), Criminals (street), Cultists, Engineers, Espionage, Film and TV, Forensic Scientists, Fringe Scientists, Hackers, Journalists, Lawyers, Mechanics, Media, Medical Practioners, Military, Morgue, Occult, Police (local), Police (national), Politicians, Prisons, Private Security, Property Developers, Stage Magicians, Technologists, Transportation", + "Gumshoe-fixed-move2-continued": "You can hit them up for info (+1 to one investigate a mystery roll) or small favours - but there may be a small cost involved. Personal contacts can provide more significant help but the Keeper decides their price on a case-by-case basis.", + "Gumshoe-move1": "The Postman Always Rings Twice: Twice per mystery - as long as you follow your Code - you may reroll a roll.", + "Gumshoe-move2": "The Long Goodbye: You can't die with an open case. Specifically, you suffer all harm as normal but your death is postponed until you have either completed or abandoned the case, or you break your Code (then all bets are off).", + "Gumshoe-move3": "Jessica Jones Entry: When you double-talk your way into a secure location, roll +Charm. On a 10+ pick three, on a 7-9 pick two, on a fail pick one", + "Gumshoe-move3.1": "You don't leave any trace of what you searched.", + "Gumshoe-move3.2": "You find what you wanted.", + "Gumshoe-move3.3": "You find something else that's important.", + "Gumshoe-move3.4": "You don't piss anyone off.", + "Gumshoe-move3.5": "You aren't recognised.", + "Gumshoe-move4": "Out of the Past: You have a police buddy who will do you big favours. Get in touch with them when you need to redirect law enforcement attention, get a heads-up on what operations are planned, or access police files. You now owe them; expect them to collect on it soon.", + "Gumshoe-move5": "Asphalt Jungle: You heal faster than normal people. Any time your harm gets healed, heal 1 harm extra. You are immune to all the harm move effects under '0 harm' and '1 harm' (when the Keeper would apply these, you ignore them).", + "Gumshoe-move6": "Hacker with a Dragon Tattoo: When you hack into a computer system, roll +Sharp. On 10+ pick two, on a 7-9 pick one. You", + "Gumshoe-move6.1": "...leave no traces.", + "Gumshoe-move6.2": "...learn something important.", + "Gumshoe-move6.3": "...can leave misinformation in place.", + "Gumshoe-move6.4": "...gain access to somewhere you want to get in to.", + "Gumshoe-move7": "\"Just one more thing\": When you ask a suspect leading questions, roll +Charm. On a 10+ hold 2, on a 7-9 hold 1, on a miss hold 1 but something bad is going to happen too. Spend your hold 1-for-1 to ask questions from this list", + "Gumshoe-move7.1": "One question from the investigate a mystery list.", + "Gumshoe-move7.2": "Was that a lie?", + "Gumshoe-move7.3": "What is something you left out that you didn't want me to notice?", + "Gumshoe-move7.4": "Are you complicit with any ongoing criminal activity?", + "Gumshoe-move7.5": "Did you commit this specific crime?", + "Gumshoe-gear-base": "A laptop, and a liquor flask", + "Gumshoe-recording": "Recording Devices", + "Gumshoe-gear1": "Night vision camera", + "Gumshoe-gear2": "Tiny digital video camera", + "Gumshoe-gear3": "Film camera (8mm or 16mm)", + "Gumshoe-gear4": "Digital sound recorder", + "Gumshoe-gear5": "Cassette tape recorder", + "Gumshoe-gear6": "Remote-controlled camera drone", + "Gumshoe-gear7": "Laser microphone", + "Gumshoe-gear8": "SLR camera", + "Gumshoe-weapon": "P.I. Weapons", + "Gumshoe-gear9": "Brass knuckles (1 harm, hand, small)", + "Gumshoe-gear10": ".38 revolver (2 harm, close, reload, loud)", + "Gumshoe-gear11": "9mm (2 harm, close, loud)", + "Gumshoe-gear12": "Magnum (3 harm, close, reload, loud)", + "Gumshoe-gear13": "Shotgun (3 harm, close, messy, loud)", + "Gumshoe-gear14": "Switchblade (1-harm, hand, small)", + "Gumshoe-advance1": "Add an extra harm box on the Dying side", + "Gumshoe-advance2": "Gain a Haven (your office, perhaps), like the Expert, with two options", + "Gumshoe-advance3": "Add four additional or new contacts for Naked City", + "Gumshoe-advance4": "Turn one of your contacts into an ally", + "Hex": "Hex", + "luck-special-hex": "When you spend Luck, until the end of the mystery, backlash on your spells will be extra nasty.", + "hex-weapons": "Wizardly Weapons", + "hex-items": "Any magical items or amulets that you use to perform magic", + "hex-gear1": ".38 revolver (2 harm, close, reload, loud)", + "hex-gear2": "Shotgun (3 harm, close, messy, loud)", + "hex-gear3": "Athame (2 harm, hand, magic, silver)", + "hex-gear4": "Shillelagh (1 harm, hand, balanced)", + "hex-gear5": "Crossbow (2 harm, close, slow)", + "hex-gear6": "Staff (1 harm, hand, balanced, large)", + "hex-advmove": "Advanced Hex Moves", + "hex-advmove-desc": "When you take the corresponding Improvement, choose one of these", + "hex-advmove1": "Apotheosis: You become a terrifying fount of mystical power. Once per mystery, after you suffer loss or harm, you may enter a state where you have both immense power and zero interest in the well-being of others. While in this state, all of the following are true", + "hex-advmove1.1": "You can fly.", + "hex-advmove1.2": "Use +Weird to kick some ass instead of +Tough. For this, you use innate magic as a weapon with (3 harm and any properties you choose).", + "hex-advmove1.3": "Ignore the component costs of your rotes.", + "hex-advmove1.4": "Ignore one requirement of every spell you cast with use magic.", + "hex-advmove1.5": "You have +1 ongoing to do everything.", + "hex-advmove1.6": "You cannot use the protect someone move.", + "hex-advmove1.7": "You have all the Temptations, and you have to indulge them whenever a good opportunity presents itself.", + "hex-advmove1.8": "When you try to resist a Temnptation, roll +Cool. On a 10+, Apotheosis ends. On a 7-9, it ends with you doing something dangerous or cruel. On a miss, it ends only after you harm someone (or something) you love.", + "hex-advmove2": "Synthesis: You manage to conciliate your dark power with your moral impulses. You lose your Temptation. Whenever you use magic to help out or protect someone, you mark experience. Mark a second experience if you do it at the expense of your own safety.", + "hex-fixed-move1": "Bad Luck Charm: Whenever you use magic and miss, the backlash never affects you directly if there's someone else around to hit. It'll go for allies, other hunters, and innocent bystanders. Sometimes, every so often, it might even hit an enemy.", + "hex-move1": "Burn Everything: When you use magic to inflict harm, you can choose to inflict (3 harm, area, magic, obvious) or (3 harm, ignore-armour, magic, obvious).", + "hex-move2": "Cast the Bones: Once per mystery, you may perform some kind of divination (tarot, casting the runes, reading entrails, or something like that) to glean information about the future. When you do, roll +Sharp. On a 10+ hold 2, on a 7-9 hold 1. On a miss, you get some information, but it's not what you want to hear. Spend the hold 1-for-1 to ask any question from the investigate a mystery list, or from the following list", + "hex-move2.1": "What can I gain from this person/place/thing/creature?", + "hex-move2.2": "Who has touched this person/place/thing/creature before me?", + "hex-move2.3": "The Keeper will answer truthfully, with either a direct answer or how to find out more.", + "hex-move3": "Force of Will: When you apply your will to dispelling a magical effect, blocking a spell, or suspending a Phenomenon, roll +Weird. On a hit, momentary magics are cancelled completely, and long-lasting spells and effects are suspended temporarily. On a 10+, you can also spend Luck to instantly snuff out a powerful spell or strange effect. On a 7-9, you take 1 harm as the strain of dismissing magic unravels you.", + "hex-move4": "Luck of the Damned: After you use magic or cast a rote, take +1 forward.", + "hex-move5": "Sympathetic Token: As long as you carry a personal object belonging to someone, such as a lock of hair, a full set of toenails, or a treasured family heirloom, you get +1 ongoing to use magic against them. You can also use magic against them at a distance. If you miss, the token is lost, destroyed, or loses its power.", + "hex-move6": "This Might Sting: You can use magic to heal 3 harm, but the process is exceptionally painful. On a 7-9, it also leaves a gnarly scar.", + "hex-move7": "Wise Soul: Whenever you use magic, right before you roll, you can ask the Keeper what exactly would happen on a miss. If you dislike the risk, you can stop at the last second, and let the spell fizzle harmlessly. All of the effort is wasted.", + "temptation": "Temptation", + "temptation-desc1": "You have a dangerous drive that you pursue, sometimes to the exclusion of your own safety. Decide if your Temptation drove you to learn magic, or if learning magic drove you to it", + "temptation-desc2": "Whenever you give in to your Temptation and act accordingly, you mark experience. If a perfect opportunity presents itself, you need to act under pressure to resist giving in to your Temptation. If you fail this roll, you don’t mark experience like you would have if you’d willingly acted out your desires.", + "temptation-choose": "Choose one Temptation", + "temptation1": "Vengeance: Utilize magic to inflict disproportionate retribution on someone who wronged you.", + "temptation2": "Power: Utilize magic to exert your dominance over another.", + "temptation3": "Addiction: Utilize magic to do what you could do without it.", + "temptation4": "Callousness: Utilize magic without regard for the safety of others.", + "temptation5": "Carnage: Utilize magic to inflict gruesome violence.", + "temptation6": "Secrets: Utilize magic to discover forbidden, dangerous knowledge.", + "temptation7": "Glory: Utilize magic to steal someone’s thunder.", + "rotes": "Rotes", + "rote-desc1": "Whenever you use magic, you can decide afterwards that a particular spell is a Rote that you know. You know how to cast it off the top of your head. Write down in detail the name of the Rote, what it requires, and what it does on a 10+, a 7-9, and a miss. A Rote is a bit more powerful than a basic use magic spell; its glitches are less onerous and its effect may be a little bigger. Unlike regular use magic, the cost and consequences for failing a Rote are known to you in advance.", + "rote-desc2": "Choose two fixed requirements for each Rote from this list", + "rote-req1": "Magic words and ritual gestures.", + "rote-req2": "An object of power (wand, talisman, orb, staff, etc) which must be wielded.", + "rote-req3": "An expendable component such as sulfur, sage, or incense, which must be burned, blown, destroyed or scattered during the casting.", + "rote-req4": "Runes or symbols written or engraved on a surface (which must be prepared).", + "rote-req5": "A spilling of blood (1 harm to you or a willing participant).", + "rote-desc3": "After you cast it for the first time, treat each Rote as a custom move - a specialised version of use magic, which is built with the Keeper.", + "rote-list": "List of Rotes", + "rote-desc4": "You start out knowing up to one Rote, which you can choose when creating your character or during play. You can learn more by taking corresponding Improvements. When you do, you can choose the new Rote right away or in play.", + "rote-desc5": "You roll +Weird to cast a Rote, which requires you to have the needed items at hand and the ability to physically use them.", + "rote-name": "Rote Name", + "rote-reqs": "Requirements", + "rote-effect": "Effects", + "hex-advance1": "Take another Rote", + "hex-advance2": "or an additional Rote", + "hex-advance3": "Gain a Haven, like the Expert, with two options", + "hex-advance4": "Take another two Rotes", + "hex-advance5": "Choose one Advanced Hex Move", + "Pararomantic": "Pararomantic", + "luck-special-pararomantic": "When you spend Luck, mark one Relationship Status box. The Keeper will bring Fate of your Love into play.", + "relation": "Relationship Status", + "guide-name": "Guide Name", + "loving": "Loving", + "broken": "Broken", + "relation-second": "Second Relationship Status", + "guide-name-second": "Second Guide Name", + "bond": "Bond Abuse", + "bond1": "Whenever you do something to abuse the bond with your Guide, like acting against them, or not giving them enough attention, roll +Charm", + "bond1.1": "On a 10+, your action has no effect beyond the exchange of some angry words.", + "bond1.2": "On a 7-9, choose one of the Bond Abuse options below.", + "bond1.3": "On a miss, the Keeper may choose two of the Bond Abuse options below, or something worse.", + "bond2": "Bond Abuse options", + "bond2.1": "Mark one Relationship Status box.", + "bond2.2": "You may not channel the power of your Bond for the rest of the mystery.", + "bond2.3": "You gain the unwelcome attention of others of your Guide's kind.", + "bond2.4": "Someone who shouldn't know finds a clue about your relationship with your Guide.", + "bond-fate": "Fate of your Love", + "bond-fate-desc1": "There is a reason why your love with your Guide is forbidden or doomed. Invent this reason or leave it to the Keeper.", + "bond-fate-desc2": "Whenever you spend Luck, the truth of your love's Fate slowly unfolds. When you mark your last Luck point, it becomes clear that you cannot be together. Your Guide might even end up as an enemy, depending on how things go.", + "bond-fate-desc3": "Whenever you put yourself or somebody else in serious danger in order to conceal the truth about you and your Guide, mark experience.", + "pararomantic-fixed-move1": "Supernatural Guide: You have a (most likely intimate) connection to some supernatural being who is your guide into the world beyond. Choose if your relationship is secret or not", + "pararomantic-fixed-move1.1": "Determine what kind of creature your Guide is and how your relationship works. Say what kind of power they possess. The Keeper will decide how it works and define your Guide as a threat.", + "pararomantic-fixed-move1.2": "If your Guide is another hunter, determine together how your relationship works.", + "pararomantic-fixed-move1.3": "Whenever you would roll +Weird, you can roll +Charm instead, by channeling the power of your Bond. When you do so and miss, in addition to the usual consequences, you and your Guide suffer as when you miss a roll for Bond Abuse.", + "pararomantic-move1": "Bonding Time: If you spend some quality time with your Guide instead of working on the current mystery, you can roll +Charm. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 to", + "pararomantic-move1.1": "Erase one used Relationship Status mark.", + "pararomantic-move1.2": "Use a Pararomantic move you haven't picked.", + "pararomantic-move1.3": "Receive a gift from your Guide.", + "pararomantic-move1.4": "Take +1 forward.", + "pararomantic-move2": "Dark Desires: You may use manipulate someone on monsters, as long as you are using emotional ties.", + "pararomantic-move3": "The Power of Love: When you use help someone to help your Guide, don't roll +Cool. You automatically help as though you'd rolled a 10. If your Guide is another hunter, the same applies when they use help someone to help you.", + "pararomantic-move4": "Do As The Supernatural Do: You can take an unnatural move from your Guide's playbook (if they are a hunter). If they are a monster, choose a move from a suitable supernatural playbook. The Keeper may offer you a custom move instead.", + "pararomantic-move5": "I Am Theirs And They Are Mine: Whenever you are in danger, your Guide knows it. If your Guide is suffering harm (and it's feasible), you can spend Luck to redirect the attack onto yourself as if you have rolled 10+ with protect someone. If you are suffering harm, you can decide that your Guide has protected you and is suffering this harm instead. If you choose this, roll for Bond Abuse.", + "pararomantic-move6": "Monster Empathy: When you try to work out what a supernatural creature desires, roll +Charm. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 to ask the following questions - the Keeper will answer honestly", + "pararomantic-move6.1": "What do they most desire?", + "pararomantic-move6.2": "What would they accept as good enough for now?", + "pararomantic-move6.3": "What would distract them?", + "pararomantic-move7": "Spirit Touched: Your experiences have made you sensitive to the supernatural. When you sense magical things, roll +Weird. On a 10+, you can sense them fully. On a 7-9, choose: either sense them fully but they notice you too, or you sense only impressions.", + "pararomantic-equip": "Normal Equipment", + "pararomantic-gear1": "Golf club, baseball bat, cricket bat, or hockey stick (2 harm, hand, innocuous, messy)", + "pararomantic-gear2": "Pocket knife or multitool (1 harm, hand, useful, small)", + "pararomantic-gear3": "Small handgun (2 harm, close, loud, reload)", + "pararomantic-gear4": "Bicycle", + "pararomantic-gear5": "Fairly new car in decent condition", + "pararomantic-gear6": "Motorcycle", + "pararomantic-gift": "Gift from your Guide, which must be periodically recharged by interactions with them", + "pararomantic-gift1": "Part of their body, eg. a vial of blood, lock of hair, tears in a phial, fairy dust, etc. It either helps you heal, or counts as a weakness against a specific kind of monster.", + "pararomantic-gift2": "Piece of jewelry, eg. a golden ring, tribal pendant, silver locket, etc. It either provides armour (1 armour, magic) or protects you from the powers of a specific kind of monster.", + "pararomantic-gift3": "A memento of the time when they were human, eg. a portrait/photo from life, diary, favourite hat, doll, lighter, etc. It provides +1 to Bond Abuse rolls.", + "pararomantic-gift4": "A strange or antique weapon, eg. a family sword, ancient staff, holy mace (2 harm, hand, messy), etc. Additionally, add '+magic', '+silver', '+holy', or '+iron' tag to the weapon.", + "pararomantic-advance1": "Take a second Gift from your Guide or add another property to an existing gift", + "pararomantic-advance2": "Change your Guide, as you fall for another supernatural being", + "pararomantic-advance3": "Gain a second Guide. Track the Relationship Status of both Guides separately. Both Guides initially hate each other, but this could change through play. All moves that applied to your original Guide can now apply to either one", + "pararomantic-advance4": "Erase all marks from the Relationship Status track(s)", + "Searcher": "Searcher", + "searcher-extra-luck": "Extra Luck point", + "searcher-extra-luck-desc": "Use if you have the corresponding First Encounter move", + "luck-special-searcher": "When you spend Luck, your First Encounter comes up in play. It could be a flashback, new occurrence, or related event.", + "searcher-gear-base": "A laptop, a car or motorcycle, a camera, and binoculars", + "searcher-tools": "Investigation Tools", + "searcher-gear1": "A bag of cameras and microphones", + "searcher-gear2": "Forensic tools", + "searcher-gear3": "Ghost hunting tools", + "searcher-gear4": "Scientific measuring tools", + "searcher-gear5": "Cryptid hunting gear", + "searcher-gear6": "Historical documents and witness reports of strange events", + "searcher-gear7": "Maps, blueprints, and building reports for significant places", + "searcher-weapon": "Self-defence Weapons", + "searcher-gear8": "Walking stick (1 harm, hand, innocuous)", + "searcher-gear9": "Small handgun (2 harm, close, reload, loud)", + "searcher-gear10": "Small knife (1 harm, hand, messy)", + "searcher-gear11": "Martial arts training (1 harm, hand, innocuous)", + "searcher-gear12": "Incapacitating spray (0 harm, hand, irritating)", + "searcher-gear13": "Heavy flashlight (1 harm, hand, innocuous)", + "searcher-fixed-move1": "First Encounter: One strange event started you down this path, sparking your need to discover the truth behind the unexplained. Decide what that event was, pick a category below and take the associated move. Then tell everyone what happened to you (or someone close to you).", + "searcher-fixed-move1.1": "Cryptid Sighting: You take note of any reports of strange creatures. Whenever you first see a new type of creature, you may immediately ask one of the investigate a mystery questions.", + "searcher-fixed-move1.2": "Zone of Strangeness: Things are not fixed. You never need to act under pressure when supernatural forces alter the environment around you, and you get protection (2 armour) against harm from sudden changes to the laws of physics.", + "searcher-fixed-move1.3": "Psychic Event: Your mind is awakened. You may act under pressure to use the sensitive weird move, or (if you already have sensitive) the empath weird move.", + "searcher-fixed-move1.4": "Higher Power: Something looks out for you. You start with an extra Luck point.", + "searcher-fixed-move1.5": "Strange Dangers: You are always watching for hazards. When you have no armour, you still count as having protection (1 armour).", + "searcher-fixed-move1.6": "Abduction: They taught you hidden knowledge. Gain +1 to any move when you research strange or ancient secrets to do it.", + "searcher-fixed-move1.7": "Cosmic Insight: You have encompassed the soul of the universe. You never need to act under pressure due to feelings of fear, despair, or isolation.", + "searcher-move1": "Prepared to Defend: Even truth-seekers need to fight sometimes. Whenever you suffer harm when you kick some ass or protect someone, you suffer 1 harm less.", + "searcher-move2": "Fellow Believer: People understand you've also known strangeness. Bystanders will talk to you about weird things they would not trust another hunter (or a mundane official) to believe.", + "searcher-move3": "Guardian: You have a mystical ally (perhaps a spirit, alien, or cryptid) who helps and defends you. Define them, and their powers, with the Keeper's agreement. Their look is one of: invisible, an intangible spirit thing, a weird creature, disguised as an animal, or disguised as a person.", + "searcher-move4": "Just Another Day: When you have to act under pressure due to a monster, phenomenon, or mystical effect, you may roll +Weird instead of +Cool.", + "searcher-move5": "Network: You may gain an ally group of others who had experiences similar to your First Encounter - perhaps they're a support group or a hobbyist club. Detail up to five members with useful skills related to what happened to them (none are up for fighting monsters).", + "searcher-move6": "Ockham's Broadsword: When you first encounter something strange, you may ask the Keeper what sort of thing it is. They will tell you if it (or the cause) is: natural, an unnatural creature, a weird phenomenon, or a person. You gain +1 forward dealing with it.", + "searcher-move7": "The Things I've Seen: When you encounter a creature or phenomenon, you may declare that you have seen it before. The Keeper may ask you some questions about that encounter, and will then tell you one useful fact you learned and one danger you need to watch out for (maybe right now).", + "searcher-advance1": "Take a second First Encounter move, based on a recent mystery", + "searcher-advance2": "Resolve your First Encounter. The Keeper makes the next mystery about this event, and should try to answer all remaining questions about it during the mystery (although there are sure to be new threads to investigate after...)", + "Exile": "Exile", + "luck-special-exile": "When you spend Luck, you'll find something from your original life. Maybe something good, maybe something bad.", + "exile-origin": "Origin", + "exile-origin-desc1": "You were taken from your home in the past, and dropped into the modern world with only what you were carrying.", + "exile-origin-desc2": "Your nemesis came to the modern world as well, and is aware that you followed them. They will try and kill you if you don't kill them first. Decide who or what they are (with the Keeper's agreement).", + "exile-origin-desc3": "How did you get transported to the modern day?", + "exile-origin1": "You were pursuing your nemesis.", + "exile-origin2": "Your nemesis had already travelled to the future, so you (or your comrades) cast a spell to send you after it.", + "exile-origin3": "Magical accident or side-effect.", + "exile-origin4": "You angered a sorcerer.", + "exile-origin5": "Divine intervention.", + "exile-origin6": "One moment you were there, the next you were here.", + "exile-origin7": "A strange place or artifact brought you.", + "exile-origin8": "You were frozen, and recently unearthed and revived.", + "exile-move1": "Adept Sorcerer: You have a familiar spirit (usually in the guise of a pet) that counts as an ally: subordinate (motivation: to follow your exact instructions).", + "exile-move2": "Warrior: If you are fighting with (and against) old-fashioned hand weapons and suffer harm, you suffer 1 harm less. Monster attacks almost always count as old-fashioned for this move.", + "exile-move3": "Traditional Remedies: You can treat injuries without any need for modern medical supplies (although you might need someone to hold the patient down). Dealing with a poison, infection, or disease might need you to track down some specific ingredients (eg. healing herbs).", + "exile-move4": "Immortal Name: Your monster-hunting exploits are legendary, so much that your name still scares monsters and minions. You may use threats to use the move manipulate someone on monsters if they understand enough to have heard stories about you.", + "exile-move5": "Hearty Constitution: You never suffer from normal illnesses, and get +1 ongoing against magical illnesses and poisons. You've been through worse.", + "exile-move6": "Confused: Mark experience whenever your bafflement with the modern world gets in the way of monster-hunting.", + "exile-move7": "Ancient Magics: You learned magic when less lore had been lost. When you use magic, on a 7-9, don't choose a glitch. Instead, take -1 forward.", + "exile-move8": "Learned: You researched all the legends and tales of monsters in your home time. When you investigate a mystery, you can ask the Keeper questions from the following list as well as from the usual list", + "exile-move8.1": "Did this creature (or this type of creature) exist in my home time?", + "exile-move8.2": "What defenses are effective against this creature?", + "exile-move8.3": "What do I know about this creature that has been forgotten?", + "exile-armour": "Ancient Armour (0 armour or, 1 armour) appropriate to your origin", + "exile-item": "Whatever you were carrying when you were transported; most likely a monster-hunting kit in some easy-to-carry bag appropriate to your origin", + "exile-weapon": "Ancient Weapons", + "exile-gear1": "Sword (2 harm, hand, messy)", + "exile-gear2": "Axe (2 harm, hand, messy)", + "exile-gear3": "Big sword (3 harm, hand, messy, heavy)", + "exile-gear4": "Big axe (3 harm, hand, messy, heavy)", + "exile-gear5": "Shield (1 harm, hand, 1 armour), (cannot be used at the same time as a heavy weapon)", + "exile-gear6": "Silver knife (1 harm, hand, silver)", + "exile-gear7": "Bow (2 harm, close)/(1 harm, far)", + "exile-gear8": "Crossbow (2 harm, close, slow)", + "exile-gear9": "Handgonne (1 harm, hand/close, loud, volatile, smokey, reload)", + "exile-gear10": "Arquebus (2 harm, close, loud, volatile, heavy, smokey, reload)", + "exile-gear11": "Spear (2 harm, hand/close)", + "exile-gear12": "Big knife (1 harm, hand)", + "exile-gear13": "Cudgel (1 harm, hand)", + "exile-gear14": "Martial arts (1 harm, hand)", + "exile-ally": "you find one of your old comrades, who has come to join you in the modern day", + "exile-advance1": "Find a cache of objects left for you by your comrades in the past. The Keeper will decide what's in it, but it will be things that they expected you would need in the future", + "exile-return": "Optionally, you may return home to the past", + "exile-advance2": "When you use magic, you may choose to 'create a gateway between the modern world and my home' as an effect. You cannot control who uses the gateway or exactly where it opens at the other end", + "Hardcase": "Hard Case", + "luck-special-hardcase": "When you spend Luck, an enemy from your past comes back into your life. They aren’t happy to see you.", + "hardcase-adv-harm": "Extra harm box", + "hardcase-fixed-move1": "Unstoppable: When you spend Luck to avoid harm you are about to suffer, additionally remove all harm you had already suffered. Once per mystery, when you are about to take major damage (2 harm or more), change it to just 1 harm.", + "hardcase-move1": "FINISH HIM!: Whenever you inflict a massive injury (3 harm or more), you may immediately follow up with another attack. Roll +Tough. On a 10+, double the harm you cause. On a 7-9, you inflict 1 harm extra. On a miss, you leave yourself open and vulnerable.", + "hardcase-move2": "Weapon Master: When you take possession of a new weapon, you may change or remove one tag when you are using it (eg. 'heavy' becomes 'ignore-armour', or 'unreliable' is removed). The changed tag only applies for you. When you get this move, apply it to all your current weapons.", + "hardcase-move3": "Aim For The Weak Spot: Your unarmed and hand weapon attacks all get the 'ignore-armour' tag.", + "hardcase-move4": "Inspired Guesswork: Once per mystery, when you observe a monster in action, you may investigate a mystery to discover its powers, motivations, or weaknesses. It works even if what you asked about wasn't displayed; you work it out by deduction (or guessing).", + "hardcase-move5": "Come Get Some: You can challenge your foes to fight you alone, maybe in words or maybe just by being the biggest and baddest in the team. Roll +Tough. On a 10+, they all go for you. On a 7-9, they go for you, mainly, but maybe one or two of your comrades are getting marked too. On a miss, they come for you harder than you expected.", + "hardcase-move6": "Property Damage: You can smash your way through almost anything. If it is at all possible to destroy an inanimate object with the tools at your disposal, you can roll +Sharp to work out how. On a 10+, you can pulverize it, no trouble. On a 7-9, it will either take a long time, or you can't break it all down - your choice. On a miss, you hurt yourself getting it done, or get trapped in a bad spot.", + "hardcase-weapons": "Hard Case Weapons", + "hardcase-gear1": "Crowbar (2 harm, hand, messy)", + "hardcase-gear2": "Chainsaw (3 harm, hand, messy, unreliable, loud, heavy)", + "hardcase-gear3": "Automatic shotgun (3 harm, close, loud, reload, auto)", + "hardcase-gear4": "Huge knife (2 harm, hand, messy)", + "hardcase-gear5": "Hand cannon (3 harm, close, loud)", + "hardcase-gear6": "Submachinegun (2 harm, close, reload, auto)", + "hardcase-gear7": "Battered assault rifle (3 harm, close/far, auto)", + "hardcase-normal": "Normal Weapons", + "hardcase-gear8": ".38 revolver (2 harm, close, reload, loud)", + "hardcase-gear9": "Shotgun (3 harm, close, messy, loud)", + "hardcase-gear10": "Hunting rifle (2 harm, far, loud)", + "hardcase-gear11": "9mm (2 harm, close, loud)", + "hardcase-gear12": "Big knife (1 harm, hand)", + "hardcase-gear13": "Magnum (3 harm, close, reload, loud)", + "hardcase-advance1": "Gain command of a team of monster-hunters", + "hardcase-advance2": "Add an extra harm box on the Dying side", + "Luchador": "Luchador", + "luck-special-luchador": "The Luchador is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "luchador-fixed-move1": "Signature Move: Like every great wrestler, you have perfected a signature move for the ring. It works outside the ring as well.", + "luchador-fixed-move1.1": "When you unleash your signature move on something, roll +Tough. On a 10+, you do 2 harm and take +1 forward. On a 7-9, you do 1 harm and take +1 forward. On a miss, your opponent counters the move.", + "luchador-move1": "Master Técnico: When fighting unarmed, you get +1 to kick some ass and help out.", + "luchador-move2": "Intensive Training: Take +1 Tough (max +3).", + "luchador-move3": "Noble Heroism: When you successfully protect someone, give a nearby hunter +1 forward.", + "luchador-move4": "Consummate Athlete: You get +1 ongoing for vigorous physical feats (outside of combat).", + "luchador-move5": "Machismo!: Hah! You think that really hurt? By force of will, you can ignore pain and injury. When you suffer harm and just tough it out, roll +Cool. On a 10+, you heal 1 harm and gain +1 forward. On a 7-9, you heal 1 harm. On a miss, pretending to be tough you suffer 1 extra harm, in an embarrassing way if possible.", + "luchador-move6": "Daredevil Move: You can attempt a tricky, high risk manoeuver to gain an advantage on an opponent. Roll +Tough. On a 10+ pick three, on a 7-9, pick one", + "luchador-move6.1": "Interrupt a move someone or something else is making, so they can't do it yet.", + "luchador-move6.2": "Take +1 forward.", + "luchador-move6.3": "Give another hunter +1 forward.", + "luchador-move6.4": "Inflict 2 harm if you are unarmed, and your weapon's harm if you are armed.", + "luchador-move6.5": "You don't suffer harm in return.", + "luchador-move6.6": "On a miss, you suffer 1 harm from your failed move, and leave yourself open to your foes.", + "luchador-move7": "Inspiring Speech: When you rally a group with your ringside style, roll +Charm. On a 10+, they are pumped and ready to risk life and limb for the cause. On a 7-9, they are ready to pitch in their help, as long as there is little personal risk. Choose one thing for them to do", + "luchador-move7.1": "Act as an angry mob, unleashed at the target you name.", + "luchador-move7.2": "Be a vigilant watch force.", + "luchador-move7.3": "Go wherever you tell them to.", + "luchador-move7.4": "Help construct a trap.", + "luchador-move7.5": "On a miss, you lose face with the bystanders.", + "luchador-move8": "Sly Rudo: When you fight, you fight dirty. When you inflict harm on a monster, you can lure it into a trick. Roll +Sharp. On a 10+, the monster really fell for it, inflict +1 harm and +1 ongoing vs. the monster. On a 7-9, the monster fell for it, inflict +1 harm. On a miss, your trick backfires.", + "luchador-move9": "Fan Following: Your exploits in the ring have not gone unnoticed. When you contact a devoted fan to help you with a mystery, roll +Charm. On a 10+, they're available and helpful - they can fix something, give you a lift, or do some other favour. On a 7-9, they're prepared to help, but it's either going to take some time or you're going to have to do part of it yourself. On a miss, you burn some bridges.", + "luchador-weapons": "Normal Weapons", + "luchador-gear1": ".38 revolver (2 harm, close, reload, loud)", + "luchador-gear2": "9mm (2 harm, close, loud)", + "luchador-gear3": "Shotgun (3 harm, close, messy, loud)", + "luchador-gear4": "Heavy chain (2 harm, hand, area)", + "luchador-gear5": "Sledgehammer (3 harm, hand, messy)", + "luchador-gear6": "Big knife (1 harm, hand)", + "luchador-gear7": "Brass knuckles (1 harm, hand, stealthy)", + "luchador-vehicle": "Stylish Vehicle", + "luchador-gear8": "Foreign sports car", + "luchador-gear9": "Giant off-road vehicle", + "luchador-gear10": "Limo and chauffeur", + "luchador-gear11": "Tricked out motorcycle", + "luchador-gear12": "Van with custom paint job", + "luchador-ally": "another wrestler who has chosen to fight monsters with you", + "luchador-advance1": "Gain a Haven, like the Expert, with two options", + "Meddlingkid": "Meddling Kid", + "luck-special-meddlingkid": "When you spend Luck, you will see something you weren’t supposed to see. It might help you with your current mystery or it might just scare you.", + "meddlingkid-animal": "Animal Allies", + "meddlingkid-animal-desc": "Animal allies follow the normal rules for allies, except for communication. Animal allies can understand commands about as well as a very clever dog (regardless of what sort of animal they are).", + "meddlingkid-move1": "Unmasked!: When you have a monster captured or at bay, you may explain it is not a monster after all but a specific person in a mask. You must explain the real reason for all the seemingly supernatural events you have seen, and how the villain was behind them. When you reveal the culprit, roll +Sharp. On a 10+, your deduction is correct and it really is that person in a mask! On a 7-9, the Keeper must choose one of", + "meddlingkid-move1.1": "This really is a monster, but the named bystander was secretly their ally all along.", + "meddlingkid-move1.2": "You are correct, but while you talked, they found a way to attempt an escape.", + "meddlingkid-move1.3": "The explanation for all the events is correct but you picked the wrong person; when you unmask them, the villain is someone unexpected.", + "meddlingkid-move1.4": "On a miss, the monster gets an opportunity to create chaos while you explain your (incorrect) deductions.", + "meddlingkid-move2": "Power Snack: Pick a favourite snack food. Whenever you take a moment to eat some and enjoy it, take +1 forward.", + "meddlingkid-move3": "Wallop!: When you use an improvised weapon to attack something, you may choose one of these extra effects", + "meddlingkid-move3.1": "Inflict 1 harm.", + "meddlingkid-move3.2": "Momentarily stun them with a blow to the head.", + "meddlingkid-move3.3": "Trip or entangle them.", + "meddlingkid-move3.4": "Inflict 2 harm but the improvised weapon breaks.", + "meddlingkid-move4": "It's A Trap!: When you make a trap to capture a monster or minion, roll +Sharp. On a hit, you capture something! On a 10+, you can choose one of these extra effects", + "meddlingkid-move4.1": "It will take some time for the victim to get free.", + "meddlingkid-move4.2": "The trap inflicts harm (as an improvised weapon).", + "meddlingkid-move4.3": "The trap may be reset and reused later. Roll the move again when you do so, with +1 forward.", + "meddlingkid-move5": "Tell Me The Truth!: When you are questioning somebody to investigate a mystery, you may ask questions from the following list as well as from the usual list", + "meddlingkid-move5.1": "Who has something to gain from this situation?", + "meddlingkid-move5.2": "What are you plotting?", + "meddlingkid-move5.3": "Are you lying to me?", + "meddlingkid-move5.4": "Who knows about _____?", + "meddlingkid-move6": "Run Away!: When you decide to get out of a bad situation, you can get away just fine. Unfortunately you will end up somewhere just as bad, that is important to the current mystery.", + "meddlingkid-move7": "A Pleasant and Friendly Manner: When you politely manipulate someone, your impeccable manners always count as a reason for the person to do what you say.", + "meddlingkid-gadgets": "Mystery-solving Gadgets", + "meddlingkid-gear1": "Magnifying glass", + "meddlingkid-gear2": "Microscope", + "meddlingkid-gear3": "A van", + "meddlingkid-gear4": "Library card", + "meddlingkid-gear5": "Chemistry kit", + "meddlingkid-gear6": "A set of walkie-talkies", + "meddlingkid-gear7": "Fingerprint kit", + "meddlingkid-gear8": "Camera", + "meddlingkid-ally": "someone to join the gang, it may be an animal (most likely a dog or a cat)", + "Sidekick": "Sidekick", + "luck-special-sidekick": "The Sidekick is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "hero": "Hero", + "hero-desc1": "Pick one of the other hunters to be your hero. This is the person you decided is such an awesome monster-hunter that you are going to spend your time helping them out.", + "hero-desc2": "Decide what your relationship is, with agreement from the hero's player. Eg. an older sibling, a parent, a friend who was always better than you, perhaps they saved you from a monster, or you found out about their monster hunting by accident, etc. Optionally, you may choose to copy some aspect of your hero's looks.", + "hero-desc3": "When your hero's player has picked their ratings, ask them which is highest. You've been trying to be like them, so you get an extra +1 to that rating. If they have a tie for highest, you can pick which one you put your +1 on.", + "sidekick-fixed-move1": "There's no 'I' in 'Team': You get +1 ongoing to help out; +2 ongoing, if you are helping out your hero.", + "sidekick-move1": "Caddy: You carry all your hero's stuff around. That means you can use anything from their gear list, unless they are currently holding it. Plus, if the item is not unique, you carry spares. For anything like that, you can use one of the spares even if your hero is currently using it.", + "sidekick-move2": "As You Wish: Mark experience whenever your hero orders or requests that you do something you don't want to do, and you go ahead and do it.", + "sidekick-move3": "Bodyguard: If something bad is going to happen to your hero, your comrades, or a bystander, and you are right there, you may throw yourself in harm's way. Whatever was going to happen to them happens to you instead.", + "sidekick-move4": "Me Too!: If your hero makes a roll for a move, and you copy what they did (i.e. the same move), you may choose not to roll. Instead, use the outcome of your hero's roll.", + "sidekick-move5": "I Can Make You Look Good: If you help out your hero, you may choose to change the outcome of your dice roll with the outcome of their original dice roll.", + "sidekick-move6": "Journeyman (or Journeywoman): Take a move that your hero has.", + "sidekick-hero-weapon": "Hero's Weapon (from your hero's gear options)", + "sidekick-weapons": "Sidekick Weapons", + "sidekick-gear1": ".38 revolver (2 harm, close, reload, loud)", + "sidekick-gear2": "Shotgun (3 harm, close, messy, loud)", + "sidekick-gear3": "Baseball bat (2 harm, hand)", + "sidekick-gear4": "9mm (2 harm, close, loud)", + "sidekick-gear5": "Big knife (1 harm, hand)", + "sidekick-ally": "another sidekick for your hero, your junior", + "sidekick-advance1": "Change playbooks to the same as your hero (overrides the rule that only one of each playbook may be in play)", + "sidekick-advance2": "Change your hero; pick another hunter to be your new hero", + "Snoop": "Snoop", + "luck-special-snoop": "When you spend Luck, you’re going to suffer some technical difficulties, eg. breakdowns, communication problems, weird noises in the recordings, etc.", + "snoop-crew": "Crew", + "snoop-crew-desc1": "Decide if your crew are made up of the other hunters, or if you have your own entourage. If they are other people, there are 1-3 of them. Pick a name and job for each. If it's the other hunters, decide together who gets which job.", + "snoop-crew-desc2": "Crew jobs: camera, sound, editing, dogsbody, researcher, driver, director, producer, bodyguard, etc.", + "snoop-move1": "\"What Does That Feel Like?\": When you put your camera/microphone right in a person's face, they automatically break off whatever they are doing. They might go right back to it after they deal with you, but you'll create enough time for everyone else to act in the meantime.", + "snoop-move2": "Minor Celebrity: At the beginning of each mystery, roll +Weird. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 during the mystery to have someone you meet know of you in a positive light (maybe they read your blog, listen to your podcast, or watch your Internet/TV show, etc). You may end up getting asked for autographs or given 'hot' leads, too.", + "snoop-move3": "We'll Fix It In Post: You can use anything you could conceivably have recorded as evidence for investigate a mystery, allowing you to check previous interviews, attack sites, and so on, from the comfort of your laptop.", + "snoop-move4": "I'm A Reporter!: When you investigate a mystery by talking to witnesses, interviewing locals, or anything else requiring interpersonal skills, roll +Charm instead of +Sharp.", + "snoop-move5": "Truthiness: Whatever you tell a normal person, they'll accept that you think it's true. If it's far out, they might think you're crazy, but they won't think you're lying.", + "snoop-move6": "The Mojo Wire: When you read all the current news feeds looking for the weird and crazy stuff, take +1 forward.", + "snoop-move7": "Relaxed Producer: You're employed, with a regular paycheck and little or no oversight. As long as you send in a story every few days, no matter how bizarre, you're set. Every now and again, they'll send you somewhere in particular, and when that happens it usually involves supernatural activity; unless they need human interest, in which case it will be a kitten show or agricultural fair or something.", + "snoop-gear-base": "A laptop", + "snoop-recording": "Recording Devices", + "snoop-gear1": "Digital video camera", + "snoop-gear2": "Tiny digital video camera", + "snoop-gear3": "Film camera (8mm or 16mm)", + "snoop-gear4": "Digital sound recorder", + "snoop-gear5": "Cassette tape recorder", + "snoop-gear6": "Infrared video camera", + "snoop-gear7": "Pro sound gear with boom mike", + "snoop-gear8": "Remote controlled camera drone", + "snoop-gear9": "Starlight camera", + "snoop-gear10": "Steadicam rig", + "snoop-gear11": "Laser microphone", + "snoop-gear12": "SLR camera", + "snoop-detector": "Detectors", + "snoop-gear13": "Electromagnetic field detector", + "snoop-gear14": "Temperature fluctuation detector", + "snoop-gear15": "Ouija board", + "snoop-gear16": "Humidity meter", + "snoop-gear17": "Dowsing rods", + "snoop-gear18": "Chemistry test kit", + "snoop-gear19": "Metal detector", + "snoop-gear20": "Compass", + "snoop-gear21": "GPS receiver", + "snoop-gear22": "Laser rangefinder", + "snoop-gear23": "Pendulum", + "snoop-weapon": "Subtle Weapons", + "snoop-gear24": ".32 revolver (2 harm, close, reload, small)", + "snoop-gear25": "9mm (2 harm, close, loud)", + "snoop-gear26": "Knife (1 harm, hand, hidden)", + "snoop-gear27": "Multitool/pocket knife (1 harm, hand, hidden, useful)", + "snoop-advance1": "Gain a Haven, like the Expert, with one option plus a film lab", + "snoop-ally": "possibly one of your existing crew members, or the whole crew as an ally team", + "Summoned": "Summoned", + "luck-special-summoned": "When you spend Luck, another sign of the Apocalypse will come to pass. When you have spent all your Luck, the Apocalypse begins.", + "apocalypse": "Apocalypse", + "apocalypse-desc1": "You are destined to bring about the Apocalypse. You may or may not know about it yet, but you have at least come across some hints of your destiny.", + "apocalypse-desc2": "Pick a sign of the Apocalypse, with help from the Keeper (and maybe the rest of the group) that has already been revealed to you. Whenever you spend Luck, you'll trigger another sign of the Apocalypse. You can suggest what it might be, but it will be the Keeper's job to bring the sign into the story.", + "apocalypse-sign-example": "Example signs", + "apocalypse-sign-list": "Betrayal, An army of monsters rises, Rain of fire, Eternal darkness, Things from beyond, Take your throne, Red sun, The Portal opens, Plague, Learn your true name, The Stars are Right Breaking the Seal, Murder of the King, The Beast slouches into the world, Become the Dragon, The Coronation, Your Hosts assemble, The fall of the Tower, The seas boil, Natural disasters, Judgement Day, World war, Famine, Ancient Evil reborn", + "apocalypse-desc3": "When you have spent all your Luck, the Apocalypse is imminent. It's up to you to stop, or cause, the end of the world. Your call.", + "summoned-fixed-move1": "Freakish: You're weird, and people react badly. You cannot use manipulate someone on a person until you prove yourself to them first (this includes the other hunters, and it's up to them to decide when you have proved yourself). Until then, people will just try to get away from you. You can spend Luck to have a person take to you. Don't roll manipulate someone; they act as though you'd rolled a 12. On the other hand, you can use manipulate someone on monsters that can reason and talk (but they always want something really bad).", + "summoned-move1": "What Are You Looking At?: When you talk to a monster (capable of reason and speech), they will recognize you and your potential. If you ask them what they know, pick one for the Keeper to reveal", + "summoned-move1.1": "Tell me something about where I'm from.", + "summoned-move1.2": "Tell me something about my destiny.", + "summoned-move1.3": "Tell me something about who I really am.", + "summoned-move1.4": "Tell me something about the Apocalypse.", + "summoned-move2": "Should I Feel That?: Your body has 2 armour. This does not stack with any other armour.", + "summoned-move3": "Mayhem!: When you grab a nearby large object and use it as an improvised weapon, first determine how much damage it will do.", + "summoned-move3-guide": "Guidelines", + "summoned-move3.1": "Fire extinguisher, fence post, furniture, etc: 2 harm", + "summoned-move3.2": "Motorcycle, lamppost, masonry chunk, etc: 3 harm", + "summoned-move3.3": "Car, dumpster, boulder, etc: 4 harm", + "summoned-move3.4": "Bus, truck, wall, etc: 5 harm", + "summoned-move3-desc": "After you inflict harm with it (with a kick some ass roll or otherwise), roll +harm your weapon actually caused. On a miss, you use it without trouble. On a 7-9 pick one side effect, on a 10+ pick two", + "summoned-move3.5": "You hurt someone nearby as well as your target.", + "summoned-move3.6": "You make something about the situation worse.", + "summoned-move3.7": "You lose control of your improvised weapon.", + "summoned-move3.8": "You cause massive property damage.", + "summoned-move3.9": "Your improvised weapon breaks.", + "summoned-move4": "Absolute Badass: Take +1 Tough (max +3).", + "summoned-move5": "Screw You: Spend Luck to get +1 ongoing vs. one particular monster. This lasts until that monster is dead.", + "summoned-move6": "Whatever: Spend Luck to get +1 Tough for the remainder of the current mystery (max +4).", + "summoned-move7": "Why So Serious?: If you cap off a move with an appropriate one-liner, the team gets +1 forward (so the next hunter who makes a roll gets +1).", + "summoned-weapon": "Huge Weapon", + "summoned-gear1": "Super hand cannon (4 harm, close, heavy, loud, reload)", + "summoned-gear2": "Machinegun (3 harm, close, auto, heavy, messy, loud, reload)", + "summoned-gear3": "Rocket launcher (4 harm, far, area, heavy, messy, loud, reload)", + "summoned-gear4": "Gigantic Hellsword (4 harm, hand, heavy, messy, magic)", + "summoned-gear5": "Automatic shotgun (3 harm, close, auto, heavy, loud, reload)", + "summoned-gear6": "Red right hand (3 harm, hand, magic)", + "summoned-heavy": "Heavy Weapons", + "summoned-gear7": "Sledgehammer (3 harm, hand, heavy, messy)", + "summoned-gear8": "Big sword (3 harm, hand, heavy, messy)", + "summoned-gear9": "Big axe (3 harm, hand, heavy, messy)", + "summoned-gear10": "Magnum (3 harm, close, loud, reload)", + "summoned-gear11": "Shotgun (3 harm, close, messy, loud, reload)", + "summoned-advance1": "Gain an ally team of monster-hunters (or monstrous hunters) under your command", + "summoned-advance2": "Get a position in a Sect, like the Initiate. Describe the Sect and its Traditions (or join a Sect that already exists in your game). Gain the move for when you are in good standing with your Sect", + "summoned-advance3": "Turn evil (again?). Retire this character, they become one of the Keeper's threats", + "Traveler": "Traveler", + "luck-special-traveler": "The Traveler is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "traveler-transport": "Means of Transport", + "traveler-transport-desc1": "You can visit future events, past events or remote places, either alone or with the whole team. The Keeper will decide (maybe with help from the group) how time travel will work; changing the past, alternate timelines, small changes producing major changes etc.", + "traveler-transport-desc2": "When traveling through time and space, roll +Sharp. On a 10+, you arrive at the desired place at the desired time. On a 7-9, you arrive at either the desired place or, at the desired time; your choice. On a miss, you are lost; this is probably quite serious.", + "traveler-transport-desc3": "Choose one means of transport for your travels through time and space. Each transportation medium has both positive and negative traits. Always keep in mind that time travel is by no means a safe trip.", + "traveler-transport1": "It’s bigger on the inside: Your time machine is multidimensional, as small as a phone booth on the outside, but as big as a spaceship on the inside. Things inside it cannot be tracked by normal means. To travel, it disappears from one place and appears in another, but otherwise it is completely stationary and cannot be transported at all.", + "traveler-transport2": "Teleportation: You can teleport instantly if you have a clear line of sight of the destination or if you know it very well. Otherwise, you need to study the spacetime continuum for a few hours, or even days, to plan the trip, so as to not end up underground or a kilometre above the ground.", + "traveler-transport3": "88 miles per hour: Your time machine looks like a car or a van, not drawing much attention (in time periods after the invention of such vehicles). You can use it to move around like any other vehicle, but it depends on fuel, maintenance parts, roads etc.", + "traveler-transport4": "Time Portal: You open a time portal to your destination. You can only open one portal at a time, and it will remain active for as long as you wish. It allows you to cross it in any direction as many times as you want. But an unattended portal can also be crossed by any person, or monster...", + "traveler-fixed-move1": "Servant of Technology: You are extremely dependent on technology, having difficulties in relating to the supernatural. You get -1 ongoing to use magic or any other moves related to the supernatural or magic.", + "traveler-move1": "Butterfly Effect: At the beginning of each mystery, choose one rating to receive +1 (max +3) and another to receive -1 (min -2) during this mystery. These actions disturb the spacetime and the oscillations of their characteristics is a reflection of that.", + "traveler-move2": "Historian: When you investigate a mystery or read a bad situation, you can choose to ask \"Why does this seem familiar?\" as one of the questions. If possible, the Keeper will describe how a similar situation has happened in the past or future history of the world.", + "traveler-move3": "Inventor: If you want to build, repair, or study a device, the Keeper will tell you how long it will take and what equipment will be needed.", + "traveler-move4": "Prescience: Attacks that can cause your death pop up in your memory. When you take harm and become unstable, you may roll +Weird. On a 10+, you remembered the attack and were able to avoid it completely. On a 7-9, the memory took time to emerge, take 1 harm less or don’t become unstable. On a miss, the memory was incorrect and your avoidance made you unbalanced; in addition to the harm, you take -1 forward.", + "traveler-move5": "Neural Implants: When you need to do something that requires specific training, such as defusing a bomb or flying a helicopter, you already have the information implanted in your brain. You still need to act under pressure, but you know what to do.", + "traveler-move6": "Sufficiently Advanced Technology: You can reproduce the effects of the move use magic with technological tools. You do not roll dice for this, but you must choose an effect and a glitch. This is not magic, so the effect will not have the magic tag and will not work on things affected only by magic. The Keeper may ask for one or more requirements to achieve the effect.", + "traveler-move7": "No Paradoxes: When you say why something should happen to guarantee the future, you can help another hunter and give +1 to their roll, as if you had rolled a 10+ on help out. You still need to describe how you are helping.", + "traveler-move8": "Android/Cyborg: You have cybernetic implants or maybe you're half a machine. In addition to superhuman strength, your punches and kicks are attacks with (3 harm, contact).", + "traveler-move9": "Psychic Paper: You get +1 ongoing in rolls to avoid being detected or remaining unnoticed. You also get +1 ongoing when you manipulate someone by pretending to be someone else.", + "traveler-devices": "Technological Devices", + "traveler-gear1": "Photonic Binoculars: Able to see in total darkness and in different spectra, including infrared", + "traveler-gear2": "Sonic Screwdriver: Able to repair, or damage, simple mechanical and electronic devices (eg. radios, locks, weapons etc)", + "traveler-gear3": "Travel Guide: A small electronic book containing all human historical knowledge up to the present era", + "traveler-gear4": "Portable Laboratory: A small device capable of diagnosing diseases, poisons and abnormal conditions from a drop of blood or similar input", + "traveler-gear5": "Universal Locator: Indicates the exact position in time and space. Can only be blocked with magic or high levels of radiation", + "traveler-gear6": "Hologram Projector: Projects a person-sized hologram (recorded or live) that looks real until touched", + "traveler-gear7": "Instant Translator: Ensures speech and understanding of any natural language (does not work with magic or supernatural languages)", + "traveler-weapon": "Protective Weapons", + "traveler-gear8": "Machete (1 harm, contact)", + "traveler-gear9": "Common revolver (2 harm, close, loud, reload)", + "traveler-gear10": "Shotgun (3 harm, close, messy, loud, reload)", + "traveler-gear11": "Light futuristic weapon (1 harm, add 1 range tag and 3 other tags)", + "traveler-gear12": "Heavy futuristic weapon (3 harm, add 1 range tag and 1 other tag)", + "traveler-advance1": "Delete the move Servant of Technology. You have learnt to deal with the supernatural, no longer receiving any penalties for it", "custom": "Custom", - "luck-special-Custom": "if any", + "luck-special-custom": "You may come up with a Luck Special move for this playbook with help from the Keeper.", "custom-special": "Playbook Special", "custom-special-example": "Like the Expert's haven or the Spellslinger's combat magic", "custom-special-name": "Name of special", @@ -625,6 +1161,5 @@ "custom-moves": "Playbook Moves", "custom-move-name": "Name", "custom-move-description": "Description", - "custom-gear": "Playbook Gear", - "inmrovements-instructions": "4 stats available for improvement (mark one off at character creation without taking the bonus); top stat max +3, all others max +2" -} \ No newline at end of file + "custom-gear": "Playbook Gear" +} diff --git a/Monster of the Week/translations/cs.json b/Monster of the Week/translations/cs.json index 804459d8eb..71250b65da 100644 --- a/Monster of the Week/translations/cs.json +++ b/Monster of the Week/translations/cs.json @@ -27,17 +27,19 @@ "gear": "Gear", "other-gear": "Other Gear", "improvements": "Improvements", - "inmrovements-description": "Once you have 5 experience you may choose one of these: (Check off any you've already taken)", + "improvements-description": "Once you have 5 Experience you may choose one of these: (Check off any you've already taken)", "max": "max", - "another-move": "Take another Custom move", + "another-move": "Take another move from your own playbook", "ally": "Gain an ally", "playbook-move": "Take a move from another playbook", "advanced-improvements": "Once you have taken 5 improvements you may choose from these options as well as the list above when you improve", "rating": "to any rating", - "new-type": "Change this hunter to a new type", + "new-playbook": "Change playbooks", "second-hunter": "Create a second hunter to play", "basic-moves": "Advance 2 basic moves", "retire": "Retire this hunter to safety", + "erase-luck": "Erase one used Luck point", + "after-getting-improvement": "Use after getting the corresponding Improvement", "history": "History and Notes", "pick-one": "pick one", "pick-two": "pick two", @@ -46,12 +48,13 @@ "1-fixed-move": "You get this", "2-fixed-moves": "You get these 2", "1-move": "Then pick one of these", + "2-moves-then": "Then pick two of these", "2-moves": "Then pick two of these", + "3-moves-then": "Then pick three of these", "3-moves": "Pick three of these", "choose": "choose", "one": "one", - "choose-one": "choose one", - "choose-two": "choose two", + "two": "two", "three": "three", "the-chosen": "The Chosen", "the-crooked": "The Crooked", @@ -59,13 +62,33 @@ "the-expert": "The Expert", "the-flake": "The Flake", "the-initiate": "The Initiate", - "the-monsteroue": "The Monsterous", + "the-monstrous": "The Monstrous", "the-mundane": "The Mundane", "the-professional": "The Professional", "the-spellslinger": "The Spellslinger", "the-spooky": "The Spooky", "the-wronged": "The Wronged", + "the-gumshoe": "The Gumshoe", + "the-hex": "The Hex", + "the-pararomantic": "The Pararomantic", + "the-searcher": "The Searcher", + "the-exile": "The Exile", + "the-hardcase": "The Hard Case", + "the-luchador": "The Luchador", + "the-meddlingkid": "The Meddling Kid", + "the-sidekick": "The Sidekick", + "the-snoop": "The Snoop", + "the-summoned": "The Summoned", + "the-traveler": "The Traveler", + "the-actionscientist": "The Action Scientist", + "the-biggamehunter": "The Big Game Hunter", + "the-constructed": "The Constructed", + "the-madscientist": "The Mad Scientist", "custom-playbook": "Custom", + "tome-of-mysteries": "Tome of Myseries", + "reinforcements": "Reinforcements", + "Brazilian": "Brazilian Edition", + "fan-made": "Fan-made", "chosen": "Chosen", "luck-special-chosen": "When you spend Luck the Keeper will bring your fate into play", "your-fate": "Your Fate", @@ -107,13 +130,14 @@ "chosen-move4": "Invincible You always count as having 2 armour, this doesn't stack with other protection", "chosen-move5": "Resilience You heal faster than normal people. Any time your harm gets healed, heal and extra point. Additionally, your wounds count as 1 harm less for the purpose of the Keeper's harm moves", "chosen-gear1": "Protective gear worth 1 armour", - "optional": "optional", "chosen-gear2": "One Special Weapon", + "chosen-special-descrip": "Design your weapon by choosing a Form, three Business-end options (which are added to the base tags), and a material that the business-end is made from.", "form": "Form", "chosen-gear3": "Staff (1 harm, hand, close)", "chosen-gear4": "Haft (2 harm, hand, heavy)", "chosen-gear5": "Handle (1 harm, hand, balanced)", "chosen-gear6": "Chain (1 harm, hand, area)", + "business-end": "Business-end", "chosen-gear7": "Business End", "chosen-gear8": "Artifact (+magic)", "chosen-gear9": "Spikes (+1 harm, +messy)", @@ -121,8 +145,8 @@ "chosen-gear11": "Heavy (+1 harm)", "chosen-gear12": "Long (+close)", "chosen-gear13": "Throwable (+close)", - "chosen-gear14": "Chain (+area)", "material": "Material", + "material-desc": "(+steel, +cold iron, +silver, +wood, +stone, +bone, +teeth, +obsidian, or anything else you want)", "chosen-advance1": "Delete a doom tag (optionally also delete a heroic tag)", "Crooked": "Crooked", "luck-special-Crooked": "When you spend Luck someone from your past will re-appear in your life, soon", @@ -132,7 +156,7 @@ "background2": "Burglar When you break into a secure location roll +Sharp. On a 10+ pick three, on a 7-9 pick two", "background2.1": "You get in undetected", "background2.2": "You get out undetected", - "background2,3": "You don't leave a mess", + "background2.3": "You don't leave a mess", "background2.4": "You find what you were after", "background3": "Grifter When you are about to manipulate someone, you can ask the Keeper \"what will convince this person to do what I want?\" The Keeper must answer honestly, but not necessarily completely", "background4": "Fixer If you need to buy something, sell something, or hire someone, roll +Charm. On a 10+ you know just the person that will be interested. On a 7-9, you know the only person that can do it, but there's a complication. Pick one", @@ -142,8 +166,14 @@ "background4.4": "On a miss, the only person who can help you is someone who absolutely hates you", "background5": "Assassin When you take your first shot at an unsuspecting target, do +2 harm", "background6": "Charlatan When you want people to think you are using magic, roll +Cool. On a 10+ your audience is amazed and fooled by your illusion. On 7-9, you tripped up a few times, someone will notice. You may also manipulate someone with fortune telling. When you do that, ask \"What are they hoping for right now?\" as a free question (even on a miss)", + "background6.1": "You may also manipulate someone with fortune telling. When you do that, ask \"What are they hoping for right now?\" as a free question (even on a miss).", "background7": "Pickpocket When you steal something small, roll +Charm. On a 10+ you get it and they didn't notice you taking it. On a 7-9 either you don't grab it, you grab the wrong thing, or they remember you later; your choice", "crooked-move1": "Artifact You 'found' a magical artifact with handy powers and kept it. Pick 1: Protective amulet (1 amour, magic, recharge); lucky charm (may be used as a Luck point just once); grimoire (studying the book gives +1 to use magic; skeleton key (opens any magically sealed lock); imp stone (a weak demon is bound to serve the holder. The imp must be summoned with Use Magic)", + "crooked-artifact1": "Protective amulet (1 amour, magic, recharge)", + "crooked-artifact2": "Lucky charm (may be used as a Luck point just once)", + "crooked-artifact3": "Grimoire (studying the book gives +1 forward to use magic)", + "crooked-artifact4": "Skeleton key (opens any magically sealed lock)", + "crooked-artifact5": "Imp stone (a weak demon is bound to serve the holder. The imp must be summoned with Use Magic)", "crooked-move2": "Crew You have a regular crew, a team of 3 or 4 people who will help you out with pretty much anything. This counts as a team", "crooked-move3": "Deal with the Devil You sold your soul to the devil. Pick one or two things you got out of the deal: wealth, fame, youth, sensual gratification, skill (add +1 to two ratings). Payment is due either when you die, or in a year (6 months if you chose 2 things)", "crooked-move4": "Friends on the Force You know a few cops who can be persuaded to look the other way, or do you a favour, for certain considerations. You can act under pressure to get in touch with them when you need to divert any law enforcement attention. There will be a cost, although maybe not right now", @@ -151,6 +181,7 @@ "crooked-move6": "Driver You gain +1 ongoing while driving, plus you can hotwire anything (the older it is, the fewer tools you'll need.) You also own 2 handy, widely-available vehicles", "crooked-move7": "Home Ground Your crew made a point of keeping the locals happy- keeping them safe, ensuring things always went down okay. When you're back in your old neighbourhood, you can always find people who will hide you or help you with a minor favour, no questions asked", "crooked-move8": "Notorious You have a reputation from your criminal past. When you reveal who you are, your terrifying reputation counts as a reason for someone to what you ask when you manipulate someone. Revealing your identity to someone can bring other problems later, of course", + "crooked-weapon": "Effective Weapons", "crooked-gear1": ".22 revolver (1 harm, close, reload,
          small)", "crooked-gear2": ".38 revolver (2 harm, close, reload,
          loud)", "crooked-gear3": "9mm (2 harm, close, loud)", @@ -160,12 +191,6 @@ "crooked-gear7": "Baseball bat (1 harm, hand)", "crooked-gear8": "Submachinegun (2 harm, close, reload,
          auto", "crooked-gear9": "Assault rifle (3 harm, close/far, auto)", - "underworld": "Underworld", - "underworld-description": "Pick the circumstance that lead you to discovering the real underworld, then pick the creature involved", - "underworld1": "The target of a job was a dangerous creature (Pick one: vampire, warewolf, troll, reptiloid)", - "underworld2": "You worked with someone who was more than they seemed (Pick one: sorceror, demon, faerie, psychic)", - "underworld3": "You were hired by something weird (Pick one: immortal, god, outsider, witch)", - "underworld4": "Things went south o a job- including, but not limited to running into; (Pick one a horde of goblins, a hunger of ghouls, a dream-eater, a salamander)", "heat": "Heat", "heat-description": "You didn't get here without making enemies", "pick-heat": "pick at least 2 of these and name the people involved", @@ -174,9 +199,14 @@ "heat3": "You pissed off a well connected criminal,
          and they'll do whatever they can to
          destroy you", "heat4": "You took advantage of someone
          who has special powers (a person or
          monster)", "heat5": "You betrayed an old partner in the
          middle of a job ", + "underworld": "Underworld", + "underworld-description": "Pick the circumstance that lead you to discovering the real underworld, then pick the creature involved", + "underworld1": "The target of a job was a dangerous creature (Pick one: vampire, warewolf, troll, reptiloid)", + "underworld2": "You worked with someone who was more than they seemed (Pick one: sorceror, demon, faerie, psychic)", + "underworld3": "You were hired by something weird (Pick one: immortal, god, outsider, witch)", + "underworld4": "Things went south o a job- including, but not limited to running into; (Pick one a horde of goblins, a hunger of ghouls, a dream-eater, a salamander)", "crooked-ally": "from your old crew", "crooked-advance1": "Recover a stash of money from the old days, enough to live without care for a year or two", - "Crooked-advance2": "Erase one Luck point from your playbook", "Divine": "Divine", "luck-special-divine": "When you spend Luck you get word your Mission requires something difficut to me done. By you. Urgently", "your-mission": "Your Mission", @@ -193,15 +223,15 @@ "divine-move5": "Soothe When you talk to someone for a few seconds in a quiet voice, you can calm them down, blocking any panic, anger, or other negitive emotions they have. This works even if the thing that freaked them out is still present, as long as your voice can be heard", "divine-move6": "Lay On Hands Your touch can heal any injury or disease. When you lay your hands on someone hurt, roll +Cool. On a 10+, heal 2 harm or an illness, plus they are stabilised. On a 7-9, you can heal the harm or illness but you take it into yourself. On a miss, your aura causes them extra harm", "divine-move7": "Cast Out Evil You may banish an unnatural creature from your presence. Roll +Tough, on 10+ it is banished. On a 7-9 it takes a little while for the banishing to take effect- the creature has time to make one or two actions. Either way, the banished creature is unharmed, and you have no control over where it goes. This move may be used on unnatural hunters (eg The Monsterous). On a miss, something is keeping it here. That's bad", - "divine-gear1": "Flaming sword (3 harm, hand, fire,
          holy) ", "divine-weapon": "One Divine Weapon", + "divine-armour": "Divine Armour (1 armour, holy) with a look suited to your divine origin", + "divine-gear1": "Flaming sword (3 harm, hand, fire,
          holy) ", "divine-gear2": "Thunder hammer (3 harm, hand, stun,
          holy) ", "divine-gear3": "Razor whip (3 harm, hand, area,
          messy, holy)", "divine-gear4": "Five demon bag (3 harm, close, magic,
          holy)", "divine-gear5": "Silver trident (3 harm, hand, silver,
          holy)", "Divine-ally": "a lesser divine being, sent from above to help you with your mission", "Divine-advance1": "Erase one Luck point from your playbook", - "Divine-advance2": "Change your mission. Select a different mission from the options, or (with the Keeper's agreement) create a new mission", "Expert": "Expert", "luck-special-expert": "When you spend Luck you discover something happening now is related to something you were involved in years ago", "expert-weapons": "Monster-Slaying Weapons", @@ -237,7 +267,6 @@ "haven8": "Panic Room This has essential supplies and is protected by normal and mystical means. You can hide out there for a few days, safe from pretty much anything", "haven9": "Magical Laboratory You have a mystical lab with all kinds of weird ingredients and tools useful for casting spells (like use magic, big magic, and any other magical moves)", "expert-advance1": "Add a haven option", - "expert-advance2": "Add a haven option", "Flake": "Flake", "luck-special-flake": "When you spend Luck pick an aspect of the current situation. The Keeper will tell you what other conspiricies that aspect connects to", "flake-move1": "Connect the Dots At the beginning of each mystery if you look for the wider patterns that current events might be part of, roll +Sharp. On a 10+ hold 3, 7-9 hold 1. Spend your hold during the mystery to ask the Keeper one of the following questions", @@ -253,20 +282,20 @@ "flake-move6": "Contrary When you seek out and recieve someone's honest advice on the best course of action for you, and then do something else instead, mark experience. If you do exactly the opposite of their advice, you also take +1 ongoing on any moves you make persuing that course", "flake-move7": "Net Friends You know a lot of people on the internet. When you contact a net friend to help you roll +Charm. On a 10+ they're available and helpful; they can fix something, break a code, hack a computer, or get you some special information. On a 7-9, they're prepared to help but it's either going to take some time, or you'll have to do part of it yourself. On a miss you burn some bridges", "flake-move8": "Sneaky When you attack from ambush or from behind, inflict +2 harm", - "fake-normal": "One Normal Weapon", - "fake-gear1": ".38 revolver (2 harm, close, reload,
          loud)", - "fake-gear2": "9mm (2 harm, close, loud)", - "fake-gear3": "Hunting rifle (2 harm, far, loud)", - "fake-gear4": "Magnum (3 harm, close, reload, loud)", - "fake-gear5": "Shotgun (3 harm, close, messy, loud)", - "fake-gear6": "Big knife (1 harm, hand)", + "flake-normal": "Normal Weapon", + "flake-gear1": ".38 revolver (2 harm, close, reload, loud)", + "flake-gear2": "9mm (2 harm, close, loud)", + "flake-gear3": "Hunting rifle (2 harm, far, loud)", + "flake-gear4": "Magnum (3 harm, close, reload, loud)", + "flake-gear5": "Shotgun (3 harm, close, messy, loud)", + "flake-gear6": "Big knife (1 harm, hand)", "flake-hidden": "Hidden Weapons", - "fake-gear7": "Throwing knives (1 harm, close, many)", - "fake-gear8": "Holdout pistol (2 harm, close, loud,
          reload)", - "fake-gear9": "Garrote (3 harm, intimate)", - "fake-gear10": "Watchman's flashlight (1 harm, hand)", - "fake-gear11": "Weighted gloves/brass knuckles (1
          harm, hand", - "fake-gear12": "Butterfly knife/folding knife (1
          harm, hand)", + "flake-gear7": "Throwing knives (1 harm, close, many)", + "flake-gear8": "Holdout pistol (2 harm, close, loud, reload)", + "flake-gear9": "Garrote (3 harm, intimate)", + "flake-gear10": "Watchman's flashlight (1 harm, hand)", + "flake-gear11": "Weighted gloves/brass knuckles (1 harm, hand)", + "flake-gear12": "Butterfly knife/folding knife (1 harm, hand)", "Flake-advance1": "Gain a haven like the Expert with two options", "Flake-advance2": "Add a haven option", "Initiate": "Initiate", @@ -336,8 +365,8 @@ "Initiate-advance1": "Get command of your chapter of the Sect", "Initiate-advance2": "Get command of your chapter of the Sect", "Initiate-advance3": "Become the leader, or effective leader, of the whole Sect", - "Monsterous": "Monsterous", - "luck-special-monsterous": "When you spend Luck your monster side gains power. Your Curse may grow stronger, or another Breed disadvantage may manifest", + "Monstrous": "Monstrous", + "luck-special-monstrous": "When you spend Luck, your monster side gains power; your Curse may become stronger, or another Breed disadvantage may manifest.", "monster-breed": "Monster Breed", "breed-description": "You are half human, half monster; were you always this way? Were you always fighting for good or were you once evil and then switched sides?", "curses": "Curses", @@ -345,40 +374,40 @@ "curse2": "Vulnerability Pick a substance. You'll take +1 harm when you suffer harm from it. If you are bound or surrounded by it, you must act under pressure to use your powers", "curse3": "Pure Drive One emotion rules you. Pick from: hunger, hate, anger, fear, jealousy, greed, joy, pride, envy, lust or cruelty. Whenever you have a chance to indulge that emotion you must do so immediately, or act under pressure to resist", "curse4": "Dark Master You have an evil lord who doesn't know you changed sides. They still give you orders, and they do not tolerate refusal or failure", - "monsterous-move1": "Immortal You do not age or sicken, and whenever you suffer harm you suffer 1 harm less", - "monsterous-move2": "Unnatural Appeal Roll +Weird instead of +Charm when you manipulate someone ", - "monsterous-move3": "Unholy Strength Roll +Weird instead of +Tough when you kick some ass ", - "monsterous-move4": "Incorporeal You may move freely though solid objects (but not people)", - "monsterous-move5": "Preternatural Speed You go much faster than normal people. When you chase, flee or run take +1 ongoing", - "monsterous-move6": "Claws of the Beast Your natural attacks deal +1 harm ", - "monsterous-move7": "Mental Dominion When you gaze into a normal human's eyes and exert your will over them Roll +Charm. On a 10+ hold 3, on 7-9 hold 1. You may spend your hold to give them an order. Regular people will follow the order, whatever it is. Hunters can choose to follow the order or not. If they do, they mark experience", - "monsterous-move8": "Unquenchable Vitality When you have taken harm you can heal yourself. Roll +Cool. On a 10+, heal 2 harm and stabilise your injuries. On a 7-9, heal 1 harm and stabilise your injuries. On a miss your injuries worsen", - "monsterous-move9": "Dark Negotiator You can use manipulate someone on monsters as well as people if they can reason and talk", - "monsterous-move10": "Flight You can fly ", - "monsterous-move11": "Shapeshifter You may change your form (usually into an animal). Decide if you have just one alternate form or several and detail them. You gain +1 forward to investigate a mystery when using and alternate form's superior senses. (Eg, smell for a wolf, sight for an eagle)", - "monsterous-move12": "Something Borrowed Take a move from a hunter playbook that is not currently in play ", + "monstrous-move1": "Immortal: You do not age or sicken, and whenever you suffer harm, you suffer 1 harm less.", + "monstrous-move2": "Unnatural Appeal: Roll +Weird instead of +Charm when you manipulate someone.", + "monstrous-move3": "Unholy Strength: Roll +Weird instead of +Tough when you kick some ass.", + "monstrous-move4": "Incorporeal: You may move freely though solid objects (but not people).", + "monstrous-move5": "Preternatural Speed: You go much faster than normal people. When you chase, flee, or run, take +1 ongoing.", + "monstrous-move6": "Claws of the Beast: Your natural attacks deal +1 harm.", + "monstrous-move7": "Mental Dominion: When you gaze into a normal human's eyes and exert your will over them, roll +Charm. On a 10+ hold 3, on a 7-9 hold 1. You may spend your hold to give them an order. Regular people will follow your order, whatever it is. Hunters can choose to follow the order or not. If they do, they mark experience.", + "monstrous-move8": "Unquenchable Vitality: When you have taken harm you can heal yourself. Roll +Cool. On a 10+, heal 2 harm and stabilise your injuries. On a 7-9, heal 1 harm and stabilise your injuries. On a miss, your injuries worsen.", + "monstrous-move9": "Dark Negotiator: You can use the move manipulate someone on monsters as well as people, if they can reason and talk.", + "monstrous-move10": "Flight: You can fly.", + "monstrous-move11": "Shapeshifter: You may change your form (usually into an animal). Decide if you have just one alternate form or several, and detail them. You gain +1 forward to investigate a mystery when using and alternate form's superior senses (eg. smell for a wolf, sight for an eagle).", + "monstrous-move12": "Something Borrowed: Take a move from a hunter playbook that is not currently in play.", "natural-attacks": "Natural Attacks", - "monsterous-attacks-pick": "pick one base and one extra, or pick two bases", - "monsterous-attacks1": "Base: teeth (3 harm, intimate)", - "monsterous-attacks2": "Base: Claws (2 harm, hand)", - "monsterous-attacks3": "Base: Magical force (1 harm, magical, close)", - "monsterous-attacks4": "Base: Life-drain (1 harm, intimate, life-drain)", - "monsterous-attacks5": "Extra: Add +1 harm to a base", - "monsterous-attacks6": "Extra: Add +ignore armour to a base", - "monsterous-attacks7": "Extra: Add an extra range to a base
          (+intimate, hand, or close)", - "monsterous-weapon": "One Handy Weapon: (if you want one)", - "monsterous-gear1": ".38 revolver (2 harm, close, reload,
          loud)", - "monsterous-gear2": "9mm (2 harm, close, loud)", - "monsterous-gear3": "Magnum (3 harm, close, reload, loud)", - "monsterous-gear4": "Shotgun (3 harm, close, messy)", - "monsterous-gear5": "Big knife (1 harm, hand)", - "monsterous-gear6": "Brass knuckles (1 harm, hand, quiet,
          small)", - "monsterous-gear7": "Sword (2 harm, hand, messy)", - "monsterous-gear8": "Huge sword (3 harm, hand, heavy)", - "Monsterous-advance1": "Gain a haven like the Expert with two options", - "Monsterous-advance2": "Take a Natural Attacks pick", - "Monsterous-advance3": "Free yourself from your type's curse. It no longer affects you but you lose 1 Weird", - "Monsterous-advance4": "Become evil (again). Retire this character, they become one of the Keeper's threats", + "monstrous-attacks-pick": "pick one base and one extra, or pick two bases", + "monstrous-attacks1": "Base: teeth (3 harm, intimate)", + "monstrous-attacks2": "Base: claws (2 harm, hand)", + "monstrous-attacks3": "Base: magical force (1 harm, magical, close)", + "monstrous-attacks4": "Base: life-drain (1 harm, intimate, life-drain)", + "monstrous-attacks5": "Extra: add +1 harm to a base", + "monstrous-attacks6": "Extra: add ignore-armour to a base", + "monstrous-attacks7": "Extra: Add an extra range to a base (intimate, hand, or close)", + "monstrous-weapon": "(Optional) Handy Weapon", + "monstrous-gear1": ".38 revolver (2 harm, close, reload, loud)", + "monstrous-gear2": "9mm (2 harm, close, loud)", + "monstrous-gear3": "Magnum (3 harm, close, reload, loud)", + "monstrous-gear4": "Shotgun (3 harm, close, messy)", + "monstrous-gear5": "Big knife (1 harm, hand)", + "monstrous-gear6": "Brass knuckles (1 harm, hand, quiet, small)", + "monstrous-gear7": "Sword (2 harm, hand, messy)", + "monstrous-gear8": "Huge sword (3 harm, hand, heavy)", + "Monstrous-advance1": "Gain a Haven, like the Expert, with two options", + "Monstrous-advance2": "Take a natural attacks pick", + "Monstrous-advance3": "Free yourself from your kind's curse, it no longer affects you, but you lose 1 Weird", + "Monstrous-advance4": "Turn evil (again?). Retire this character, they become one of the Keeper's threats", "Mundane": "Mundane", "luck-special-mundane": "When you spend Luck you'll find something wierd- maybe even useful", "mundane-move1": "Always the Victim When another hunter uses protect someone to protect you, they mark experience. Whenever a monster captures you, you mark experience", @@ -410,10 +439,6 @@ "mundane-gear10": "Classic car in terrible condition", "mundane-gear11": "Motorcycle", "mundane-gear12": "Van", - "Mundane-advance1": "Regain a used Luck point", - "Mundane-advance2": "Regain a used Luck point", - "Mundane-advance3": "Regain a used Luck point", - "Mundane-advance4": "Regain a used Luck point", "Professional": "Professional", "luck-special-professional": "When you spend Luck your next mission from the Agency comes with lots of red tape. Lots", "agency": "Agency", @@ -470,24 +495,16 @@ "Professional-advance3": "Get some or all of the other player's hunters hired by your Agency. They get the deal with the agency move as well as salery and benefits", "Spellslinger": "Spellslinger", "luck-special-spellslinger": "When you spend Luck the official council of wizards is going to poke their nose into your business", - "spellslinger-gear-description": "You don't need much except items to power your magic, still it's good to be prepared", "spellslinger-weapon": "One Backup Weapon", "spellslinger-gear1": "Old revolver (2 harm, close, reload,
          loud)", "spellslinger-gear2": "Ritual knife (1 harm, hand)", "spellslinger-gear3": "Heirloom sword (2 harm, hand, messy)", - "spellslinger-move1": "Advanced Arcane Training If you have two of your three Tools and Techniques at the ready then you may ignore the third", - "spellslinger-move2": "Arcane Reputation Pick three big organisations or groups in the supernatural community, which can include the more sociable types of monsters. They've heard of you and respect your power. Take +1 forward when you use manipulate someone on affected humans. You may also use manipulate someone on affected monsters, with no bonus", - "spellslinger-move3": "Could've Been Worse When you miss a use magic roll you can choose one of the following options instead of losing control of the magic", - "spellslinger-move3.1": "Fizzle: The preperations and materials for the spell are ruined. You'll have to start over from scratch with the prep time doubled", - "spellslinger-move3.2": "This is gonna suck: The effect happens, but you trigger all the glitches but one. You pick the one you avoid", - "spellslinger-move4": "Forensic Divination When you successfully investigate a mystery you may ask \"what magic was done here?\" as a free extra question", - "spellslinger-move5": "Go Big or Go Home When you must use magic as a requirement for big magic, take +1 forward to those use magic rolls", - "spellslinger-move6": "Enchanted Clothing Pick an article of every-day clothing; it's enchanted without any change in appearence. Take -1 harm from any source that tries to get at you through the garment", - "spellslinger-move7": "Not My Fault +1 to act under pressure when dealing with the consequences of your own spellcasting", - "spellslinger-move8": "Practitioner Choose two of the use magic effects. You get +1 to use magic when choosing one of those effects", - "spellslinger-move9": "Shield Spell When you protect someone, you gain +2 armour against any harm that is transferred to you. This doesn't stack with any other armour", - "spellslinger-move10": "Third Eye When you read a bad situation you can open your third eye for a moment to take in extra information. Take +1 hold on any result of 7 or more, plus you can see invisible things. On a miss, you may still get 1 hold, but you're exposed to a supernatural danger. Unfiltered hidden reality is tough on the mind!", "extra-fixed-move": "And you get this", + "spellslinger-fixed-move1": "Tools and Techniques: To use your combat magic effectively, you rely on a collection of tools and techniques. Uncheck one; you'll need the rest.", + "spellslinger-fixed-move1.1": "Consumables: You need certain supplies - powders, oils, etc - on hand, some will be used up each cast. If you don't have them, when you cast, take 1 harm, ignore-armour.", + "spellslinger-fixed-move1.2": "Foci: You need wands, staves, and other obvious props to focus. If you don't have what you need, your combat magic does 1 harm less.", + "spellslinger-fixed-move1.3": "Gestures: You need to wave your hands around to use combat magic. If you're restrained, take -1 ongoing for combat magic.", + "spellslinger-fixed-move1.4": "Incantations: You must speak in an arcane language to control your magic. If you use combat magic without speaking, act under pressure to avoid scrambling your thoughts.", "combat-magic": "Combat Magic", "combat-magic-description": "You have attack spells you can use as weapons. When you kick some ass with your spells roll +Weird instead of +Tough. Sometimes you may need to act under pressure to cast your spells without problems", "combat-magic-pick": "pick three, with at least one base", @@ -503,15 +520,24 @@ "effect4": "Frost or Ice (Add '-1 harm, +2 armour'
          to a wall, or '+1 harm, restraining' to
          other bases)", "effect5": "Earth (Add 'forceful, restraining' to a
          base)", "effect6": "Necromantic (Add 'life-drain' to a base)", + "spellslinger-move1": "Advanced Arcane Training If you have two of your three Tools and Techniques at the ready then you may ignore the third", + "spellslinger-move2": "Arcane Reputation Pick three big organisations or groups in the supernatural community, which can include the more sociable types of monsters. They've heard of you and respect your power. Take +1 forward when you use manipulate someone on affected humans. You may also use manipulate someone on affected monsters, with no bonus", + "spellslinger-move3": "Could've Been Worse When you miss a use magic roll you can choose one of the following options instead of losing control of the magic", + "spellslinger-move3.1": "Fizzle: The preperations and materials for the spell are ruined. You'll have to start over from scratch with the prep time doubled", + "spellslinger-move3.2": "This is gonna suck: The effect happens, but you trigger all the glitches but one. You pick the one you avoid", + "spellslinger-move4": "Forensic Divination When you successfully investigate a mystery you may ask \"what magic was done here?\" as a free extra question", + "spellslinger-move5": "Go Big or Go Home When you must use magic as a requirement for big magic, take +1 forward to those use magic rolls", + "spellslinger-move6": "Enchanted Clothing Pick an article of every-day clothing; it's enchanted without any change in appearence. Take -1 harm from any source that tries to get at you through the garment", + "spellslinger-move7": "Not My Fault +1 to act under pressure when dealing with the consequences of your own spellcasting", + "spellslinger-move8": "Practitioner Choose two of the use magic effects. You get +1 to use magic when choosing one of those effects", + "spellslinger-move9": "Shield Spell When you protect someone, you gain +2 armour against any harm that is transferred to you. This doesn't stack with any other armour", + "spellslinger-move10": "Third Eye When you read a bad situation you can open your third eye for a moment to take in extra information. Take +1 hold on any result of 7 or more, plus you can see invisible things. On a miss, you may still get 1 hold, but you're exposed to a supernatural danger. Unfiltered hidden reality is tough on the mind!", "Spellslinger-advance1": "Take another Combat Magic pick", - "Spellslinger-advance3": "Regain a used Luck point", - "Spellslinger-advance4": "Take another Combat Magic pick", - "Spellslinger-advance5": "Cross off another option from tools and techniques", + "Spellslinger-advance2": "You may cross off another option from your Tools and Techniques", "Spooky": "Spooky", "luck-special-spooky": "As you spend Luck your Dark Side's needs will get nastier", "dark-side": "The Dark Side", "dark-side-description1": "Your powers have an unsavoury source, and sometimes you get tempted to do things you shouldn't. These could be orders from whatever granted you power, urges that bubble up inside you, or something else", - "dark-side-description2": "Whatever it is, it is unsettling", "dark-side1": "Violence", "dark-side2": "Depression", "dark-side3": "Secrets", @@ -538,12 +564,12 @@ "spooky-move4": "Premonitions At the start of each mystery, roll +Weird. On a 10+, you get a detailed vision of something bad that is yet to happen. You take +1 forward to prevent it coming true, and mark experience if you stop it. On a 7-9 you get clouded images of something bad that is yet to happen; mark experience if you stop it. On a miss, you get a vision of something bad to happen and the Keeper holds 3, to be spent 1-for-1 as penalties to rolls you make", "spooky-move5": "Hunches When something bad is happening (or just about to happen) somewhere that you aren't, roll +Sharp. On a 10+ you knew where you needed to go, just in time to get there. On a 7-9, you get there too late- in time to intervene, but not prevent it altogether. On a miss, you get there just in time to be in trouble yourself", "spooky-move6": "The Big Whammy You can use your powers to kick some ass, (2 harm, close, obvious, ignore-armour) When you do, roll +Weird instead of +Tough. On a miss you'll get magical backlash", + "spooky-move6.1": "Where is the creature right now?", + "spooky-move6.2": "What is it planning to do right now?", + "spooky-move6.3": "Who is it going to attack next?", + "spooky-move6.4": "Who does it regard as the biggest threat?", + "spooky-move6.5": "How can I attract its attention?", "spooky-move7": "Tune In You can attune your mind to a monster or minion. Roll +Weird. On a 10+ hold 3, 7-9 hold 1. On a miss the monster becomes aware of you. Spend one hold to ask the Keeper one of the following questions, and gain +1 ongoing while acting on the answers", - "spooky-move7.1": "Where is the creature right now?", - "spooky-move7.2": "What is it planning to do right now?", - "spooky-move7.3": "Who is it going to attack next?", - "spooky-move7.4": "Who does it regard as the biggest threat?", - "spooky-move7.5": "How can I attract its attention?", "spooky-move8": "Jinx You can encourage coincidences to occur the way you want. When you jinx a target, roll +Weird. On a 10+ hold 2, 7-9 hold 1. On a miss, the Keeper holds 2 over you to be used in the same way. Spend your hold to", "spooky-move8.1": "Interfere with a hunter, giving them -1 forward", "spooky-move8.2": "Help a hunter, giving them +1 forward by interfering with their enemy", @@ -559,14 +585,15 @@ "spooky-gear4": "Shotgun (3 harm, close, messy)", "spooky-gear5": "Big knife (1 harm, hand)", "Spooky-advance1": "Change some or all of your Dark Side tags", + "Spooky-advance2": "Gain a Mystical Library, like the Haven option of the Expert", "Spooky-advance3": "You discover how to use your powers at a lower cost. Delete one Dark Side tag", "Wronged": "Wronged", "luck-special-wronged": "When you spend Luck you find a dangerous lead on your prey", "who-you-lost": "Who You Lost", "who": "Who did you lose?", + "pick-some": "pick one or more", "lost-pick": "pick one or more of: parent(s), sibling(s), spouse/partner, child(ren), best friend(s)", "lost-save-them": "Why couldn't you save them? You were", - "pick-some": "pick one or more", "lost1": "At fault", "lost2": "Selfish", "lost3": "Injured", @@ -576,8 +603,8 @@ "lost7": "In denial", "lost8": "Complicit", "what-prey": "What Did It?", - "prey": "My Prey", "prey-breed": "with the Keeper's agreement, pick the monster breed", + "prey": "My Prey", "wronged-fixed-move1": "I Know My Prey You get +1 ongoing when knowingly investigating, pursuing, or fighting the breed of monster that caused your loss", "wronged-move1": "Berserk No matter how much harm you take, you can always keep going until the current fight is over. During a fight, the Keeper may not use harm moves on you and you cannot die. When the fight ends, all harm takes effect as normal", "wronged-move2": "NEVER AGAIN In combat, you may choose to protect someone without rolling, as if you had rolled a 10+, but you may not choose to \"suffer little harm\"", @@ -585,10 +612,10 @@ "wronged-move4": "Fervour When you manipulate someone roll +Tough instead of +Charm", "wronged-move5": "Safety First You have jury-rigged extra protection into your gear, giving you +1 armour (max 2 armour)", "wronged-move6": "Tools Matter With your signature weapon you get +1 to kick some ass", + "wronged-move6.1": "Stabilize the injury but the patient take -1 forward.", + "wronged-move6.2": "Heal 1 harm and stabilize for now, but it will return as 2 harm and become unstable again later.", + "wronged-move6.3": "Heal 1 harm and stabilize but the patient takes -1 ongoing until it's fixed properly.", "wronged-move7": "DIY Surgery When you do quick and dirty first aid on someone (including yourself), roll +Cool. On a 10+ it's all good, it counts as normal first aid, plus stabilise the injury and heal 1 harm. On a 7-9, it counts as normal first aid, plus one of these, your choice", - "wronged-move7.1": "Stabilise the injury but the patient take -1 forward", - "wronged-move7.2": "Heal 1 harm and stabilise for now, but it will return as 2 harm and become unstable again later", - "wronged-move7.3": "Heal 1 harm and stabilise but the patient takes -1 ongoing until it's fixed properly", "wronged-armour": "Protective wear suited to your look (1 armour)", "wronged-signature": "Signature Weapons", "wronged-gear1": "Sawn-off shotgun (3 harm, hand/close,
          messy, loud, reload)", @@ -607,7 +634,6 @@ "wronged-gear13": "Brass knuckles (1 harm, hand, stealthy)", "wronged-gear14": "Assault rifle (3 harm, close, area, loud, reload)", "wronged-vehicle": "Vehicles", - "wronged-vehicle-choice": "choose one, if you want it", "wronged-gear15": "Classic car", "wronged-gear16": "Classic motorcycle", "wronged-gear17": "Plain pickup", @@ -616,8 +642,518 @@ "Wronged-advance2": "Add one more option to your haven", "Wronged-advance3": "You track down the specific monster responsible fo your loss. The Keeper must make the next mystery about them", "Wronged-advance4": "Change the target of your vengeful rage. Pick a new monster breed; I know my prey now applies to them instead", + "Gumshoe": "Gumshoe", + "luck-special-gumshoe": "When you spend Luck, your next regular case will actually be a mystery for your hunter group, and the monster will focus their attention on you!", + "Gumshoe-Adv-harm": "Extra harm box", + "gumshoeCode": "Gumshoe Code", + "gumshoeCode-description": "With the agreement of the Keeper, pick a one-sentence Code that you adhere to.", + "gumshoeCode-example": "Example Codes: Murders must be punished. Monsters must be destroyed. Innocents must be saved. Laws must be enforced. Evil must be exposed. The weak must be protected from the powerful. Etc.", + "gumshoeCode-list": "Murders must be punished, Monsters must be destroyed, Innocents must be saved, Laws must be enforced, Evil must be exposed, The weak must be protected from the powerful, etc.", + "gumshoeCode-explain": "This Code defines you. Any time you violate your Code, you forfeit all Code-related moves (The Postman Always Rings Twice, The Long Goodbye) and the ability to spend Luck. These forfeits last until either the next mystery or you make amends. As long as you follow the Code, people will sense your sincerity; you receive +1 ongoing for manipulate someone and you may not be possessed or charmed by any sort of supernatural, alien, or demonic entity or item.", + "Gumshoe-fixed-move1": "Occult Confidential: The first time in each mystery that you observe a monster, minion, or phenomenon in action, you may ask one question from the investigate a mystery list.", + "Gumshoe-fixed-move2": "The Naked City: You have lots of personal contacts wherever you go. Pick four contact types from the following areas (or from other areas agreed to between you and the Keeper)", + "Gumshoe-fixed-move2-examples": "Academics, Accountants, Artists, Bartenders, Clergy, Conspiracy Theorists, Construction, Courts, Criminals (organised), Criminals (street), Cultists, Engineers, Espionage, Film and TV, Forensic Scientists, Fringe Scientists, Hackers, Journalists, Lawyers, Mechanics, Media, Medical Practioners, Military, Morgue, Occult, Police (local), Police (national), Politicians, Prisons, Private Security, Property Developers, Stage Magicians, Technologists, Transportation", + "Gumshoe-fixed-move2-continued": "You can hit them up for info (+1 to one investigate a mystery roll) or small favours - but there may be a small cost involved. Personal contacts can provide more significant help but the Keeper decides their price on a case-by-case basis.", + "Gumshoe-move1": "The Postman Always Rings Twice: Twice per mystery - as long as you follow your Code - you may reroll a roll.", + "Gumshoe-move2": "The Long Goodbye: You can't die with an open case. Specifically, you suffer all harm as normal but your death is postponed until you have either completed or abandoned the case, or you break your Code (then all bets are off).", + "Gumshoe-move3": "Jessica Jones Entry: When you double-talk your way into a secure location, roll +Charm. On a 10+ pick three, on a 7-9 pick two, on a fail pick one", + "Gumshoe-move3.1": "You don't leave any trace of what you searched.", + "Gumshoe-move3.2": "You find what you wanted.", + "Gumshoe-move3.3": "You find something else that's important.", + "Gumshoe-move3.4": "You don't piss anyone off.", + "Gumshoe-move3.5": "You aren't recognised.", + "Gumshoe-move4": "Out of the Past: You have a police buddy who will do you big favours. Get in touch with them when you need to redirect law enforcement attention, get a heads-up on what operations are planned, or access police files. You now owe them; expect them to collect on it soon.", + "Gumshoe-move5": "Asphalt Jungle: You heal faster than normal people. Any time your harm gets healed, heal 1 harm extra. You are immune to all the harm move effects under '0 harm' and '1 harm' (when the Keeper would apply these, you ignore them).", + "Gumshoe-move6": "Hacker with a Dragon Tattoo: When you hack into a computer system, roll +Sharp. On 10+ pick two, on a 7-9 pick one. You", + "Gumshoe-move6.1": "...leave no traces.", + "Gumshoe-move6.2": "...learn something important.", + "Gumshoe-move6.3": "...can leave misinformation in place.", + "Gumshoe-move6.4": "...gain access to somewhere you want to get in to.", + "Gumshoe-move7": "\"Just one more thing\": When you ask a suspect leading questions, roll +Charm. On a 10+ hold 2, on a 7-9 hold 1, on a miss hold 1 but something bad is going to happen too. Spend your hold 1-for-1 to ask questions from this list", + "Gumshoe-move7.1": "One question from the investigate a mystery list.", + "Gumshoe-move7.2": "Was that a lie?", + "Gumshoe-move7.3": "What is something you left out that you didn't want me to notice?", + "Gumshoe-move7.4": "Are you complicit with any ongoing criminal activity?", + "Gumshoe-move7.5": "Did you commit this specific crime?", + "Gumshoe-gear-base": "A laptop, and a liquor flask", + "Gumshoe-recording": "Recording Devices", + "Gumshoe-gear1": "Night vision camera", + "Gumshoe-gear2": "Tiny digital video camera", + "Gumshoe-gear3": "Film camera (8mm or 16mm)", + "Gumshoe-gear4": "Digital sound recorder", + "Gumshoe-gear5": "Cassette tape recorder", + "Gumshoe-gear6": "Remote-controlled camera drone", + "Gumshoe-gear7": "Laser microphone", + "Gumshoe-gear8": "SLR camera", + "Gumshoe-weapon": "P.I. Weapons", + "Gumshoe-gear9": "Brass knuckles (1 harm, hand, small)", + "Gumshoe-gear10": ".38 revolver (2 harm, close, reload, loud)", + "Gumshoe-gear11": "9mm (2 harm, close, loud)", + "Gumshoe-gear12": "Magnum (3 harm, close, reload, loud)", + "Gumshoe-gear13": "Shotgun (3 harm, close, messy, loud)", + "Gumshoe-gear14": "Switchblade (1-harm, hand, small)", + "Gumshoe-advance1": "Add an extra harm box on the Dying side", + "Gumshoe-advance2": "Gain a Haven (your office, perhaps), like the Expert, with two options", + "Gumshoe-advance3": "Add four additional or new contacts for Naked City", + "Gumshoe-advance4": "Turn one of your contacts into an ally", + "Hex": "Hex", + "luck-special-hex": "When you spend Luck, until the end of the mystery, backlash on your spells will be extra nasty.", + "hex-weapons": "Wizardly Weapons", + "hex-items": "Any magical items or amulets that you use to perform magic", + "hex-gear1": ".38 revolver (2 harm, close, reload, loud)", + "hex-gear2": "Shotgun (3 harm, close, messy, loud)", + "hex-gear3": "Athame (2 harm, hand, magic, silver)", + "hex-gear4": "Shillelagh (1 harm, hand, balanced)", + "hex-gear5": "Crossbow (2 harm, close, slow)", + "hex-gear6": "Staff (1 harm, hand, balanced, large)", + "hex-advmove": "Advanced Hex Moves", + "hex-advmove-desc": "When you take the corresponding Improvement, choose one of these", + "hex-advmove1": "Apotheosis: You become a terrifying fount of mystical power. Once per mystery, after you suffer loss or harm, you may enter a state where you have both immense power and zero interest in the well-being of others. While in this state, all of the following are true", + "hex-advmove1.1": "You can fly.", + "hex-advmove1.2": "Use +Weird to kick some ass instead of +Tough. For this, you use innate magic as a weapon with (3 harm and any properties you choose).", + "hex-advmove1.3": "Ignore the component costs of your rotes.", + "hex-advmove1.4": "Ignore one requirement of every spell you cast with use magic.", + "hex-advmove1.5": "You have +1 ongoing to do everything.", + "hex-advmove1.6": "You cannot use the protect someone move.", + "hex-advmove1.7": "You have all the Temptations, and you have to indulge them whenever a good opportunity presents itself.", + "hex-advmove1.8": "When you try to resist a Temnptation, roll +Cool. On a 10+, Apotheosis ends. On a 7-9, it ends with you doing something dangerous or cruel. On a miss, it ends only after you harm someone (or something) you love.", + "hex-advmove2": "Synthesis: You manage to conciliate your dark power with your moral impulses. You lose your Temptation. Whenever you use magic to help out or protect someone, you mark experience. Mark a second experience if you do it at the expense of your own safety.", + "hex-fixed-move1": "Bad Luck Charm: Whenever you use magic and miss, the backlash never affects you directly if there's someone else around to hit. It'll go for allies, other hunters, and innocent bystanders. Sometimes, every so often, it might even hit an enemy.", + "hex-move1": "Burn Everything: When you use magic to inflict harm, you can choose to inflict (3 harm, area, magic, obvious) or (3 harm, ignore-armour, magic, obvious).", + "hex-move2": "Cast the Bones: Once per mystery, you may perform some kind of divination (tarot, casting the runes, reading entrails, or something like that) to glean information about the future. When you do, roll +Sharp. On a 10+ hold 2, on a 7-9 hold 1. On a miss, you get some information, but it's not what you want to hear. Spend the hold 1-for-1 to ask any question from the investigate a mystery list, or from the following list", + "hex-move2.1": "What can I gain from this person/place/thing/creature?", + "hex-move2.2": "Who has touched this person/place/thing/creature before me?", + "hex-move2.3": "The Keeper will answer truthfully, with either a direct answer or how to find out more.", + "hex-move3": "Force of Will: When you apply your will to dispelling a magical effect, blocking a spell, or suspending a Phenomenon, roll +Weird. On a hit, momentary magics are cancelled completely, and long-lasting spells and effects are suspended temporarily. On a 10+, you can also spend Luck to instantly snuff out a powerful spell or strange effect. On a 7-9, you take 1 harm as the strain of dismissing magic unravels you.", + "hex-move4": "Luck of the Damned: After you use magic or cast a rote, take +1 forward.", + "hex-move5": "Sympathetic Token: As long as you carry a personal object belonging to someone, such as a lock of hair, a full set of toenails, or a treasured family heirloom, you get +1 ongoing to use magic against them. You can also use magic against them at a distance. If you miss, the token is lost, destroyed, or loses its power.", + "hex-move6": "This Might Sting: You can use magic to heal 3 harm, but the process is exceptionally painful. On a 7-9, it also leaves a gnarly scar.", + "hex-move7": "Wise Soul: Whenever you use magic, right before you roll, you can ask the Keeper what exactly would happen on a miss. If you dislike the risk, you can stop at the last second, and let the spell fizzle harmlessly. All of the effort is wasted.", + "temptation": "Temptation", + "temptation-desc1": "You have a dangerous drive that you pursue, sometimes to the exclusion of your own safety. Decide if your Temptation drove you to learn magic, or if learning magic drove you to it", + "temptation-desc2": "Whenever you give in to your Temptation and act accordingly, you mark experience. If a perfect opportunity presents itself, you need to act under pressure to resist giving in to your Temptation. If you fail this roll, you don’t mark experience like you would have if you’d willingly acted out your desires.", + "temptation-choose": "Choose one Temptation", + "temptation1": "Vengeance: Utilize magic to inflict disproportionate retribution on someone who wronged you.", + "temptation2": "Power: Utilize magic to exert your dominance over another.", + "temptation3": "Addiction: Utilize magic to do what you could do without it.", + "temptation4": "Callousness: Utilize magic without regard for the safety of others.", + "temptation5": "Carnage: Utilize magic to inflict gruesome violence.", + "temptation6": "Secrets: Utilize magic to discover forbidden, dangerous knowledge.", + "temptation7": "Glory: Utilize magic to steal someone’s thunder.", + "rotes": "Rotes", + "rote-desc1": "Whenever you use magic, you can decide afterwards that a particular spell is a Rote that you know. You know how to cast it off the top of your head. Write down in detail the name of the Rote, what it requires, and what it does on a 10+, a 7-9, and a miss. A Rote is a bit more powerful than a basic use magic spell; its glitches are less onerous and its effect may be a little bigger. Unlike regular use magic, the cost and consequences for failing a Rote are known to you in advance.", + "rote-desc2": "Choose two fixed requirements for each Rote from this list", + "rote-req1": "Magic words and ritual gestures.", + "rote-req2": "An object of power (wand, talisman, orb, staff, etc) which must be wielded.", + "rote-req3": "An expendable component such as sulfur, sage, or incense, which must be burned, blown, destroyed or scattered during the casting.", + "rote-req4": "Runes or symbols written or engraved on a surface (which must be prepared).", + "rote-req5": "A spilling of blood (1 harm to you or a willing participant).", + "rote-desc3": "After you cast it for the first time, treat each Rote as a custom move - a specialised version of use magic, which is built with the Keeper.", + "rote-list": "List of Rotes", + "rote-desc4": "You start out knowing up to one Rote, which you can choose when creating your character or during play. You can learn more by taking corresponding Improvements. When you do, you can choose the new Rote right away or in play.", + "rote-desc5": "You roll +Weird to cast a Rote, which requires you to have the needed items at hand and the ability to physically use them.", + "rote-name": "Rote Name", + "rote-reqs": "Requirements", + "rote-effect": "Effects", + "hex-advance1": "Take another Rote", + "hex-advance2": "or an additional Rote", + "hex-advance3": "Gain a Haven, like the Expert, with two options", + "hex-advance4": "Take another two Rotes", + "hex-advance5": "Choose one Advanced Hex Move", + "Pararomantic": "Pararomantic", + "luck-special-pararomantic": "When you spend Luck, mark one Relationship Status box. The Keeper will bring Fate of your Love into play.", + "relation": "Relationship Status", + "guide-name": "Guide Name", + "loving": "Loving", + "broken": "Broken", + "relation-second": "Second Relationship Status", + "guide-name-second": "Second Guide Name", + "bond": "Bond Abuse", + "bond1": "Whenever you do something to abuse the bond with your Guide, like acting against them, or not giving them enough attention, roll +Charm", + "bond1.1": "On a 10+, your action has no effect beyond the exchange of some angry words.", + "bond1.2": "On a 7-9, choose one of the Bond Abuse options below.", + "bond1.3": "On a miss, the Keeper may choose two of the Bond Abuse options below, or something worse.", + "bond2": "Bond Abuse options", + "bond2.1": "Mark one Relationship Status box.", + "bond2.2": "You may not channel the power of your Bond for the rest of the mystery.", + "bond2.3": "You gain the unwelcome attention of others of your Guide's kind.", + "bond2.4": "Someone who shouldn't know finds a clue about your relationship with your Guide.", + "bond-fate": "Fate of your Love", + "bond-fate-desc1": "There is a reason why your love with your Guide is forbidden or doomed. Invent this reason or leave it to the Keeper.", + "bond-fate-desc2": "Whenever you spend Luck, the truth of your love's Fate slowly unfolds. When you mark your last Luck point, it becomes clear that you cannot be together. Your Guide might even end up as an enemy, depending on how things go.", + "bond-fate-desc3": "Whenever you put yourself or somebody else in serious danger in order to conceal the truth about you and your Guide, mark experience.", + "pararomantic-fixed-move1": "Supernatural Guide: You have a (most likely intimate) connection to some supernatural being who is your guide into the world beyond. Choose if your relationship is secret or not", + "pararomantic-fixed-move1.1": "Determine what kind of creature your Guide is and how your relationship works. Say what kind of power they possess. The Keeper will decide how it works and define your Guide as a threat.", + "pararomantic-fixed-move1.2": "If your Guide is another hunter, determine together how your relationship works.", + "pararomantic-fixed-move1.3": "Whenever you would roll +Weird, you can roll +Charm instead, by channeling the power of your Bond. When you do so and miss, in addition to the usual consequences, you and your Guide suffer as when you miss a roll for Bond Abuse.", + "pararomantic-move1": "Bonding Time: If you spend some quality time with your Guide instead of working on the current mystery, you can roll +Charm. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 to", + "pararomantic-move1.1": "Erase one used Relationship Status mark.", + "pararomantic-move1.2": "Use a Pararomantic move you haven't picked.", + "pararomantic-move1.3": "Receive a gift from your Guide.", + "pararomantic-move1.4": "Take +1 forward.", + "pararomantic-move2": "Dark Desires: You may use manipulate someone on monsters, as long as you are using emotional ties.", + "pararomantic-move3": "The Power of Love: When you use help someone to help your Guide, don't roll +Cool. You automatically help as though you'd rolled a 10. If your Guide is another hunter, the same applies when they use help someone to help you.", + "pararomantic-move4": "Do As The Supernatural Do: You can take an unnatural move from your Guide's playbook (if they are a hunter). If they are a monster, choose a move from a suitable supernatural playbook. The Keeper may offer you a custom move instead.", + "pararomantic-move5": "I Am Theirs And They Are Mine: Whenever you are in danger, your Guide knows it. If your Guide is suffering harm (and it's feasible), you can spend Luck to redirect the attack onto yourself as if you have rolled 10+ with protect someone. If you are suffering harm, you can decide that your Guide has protected you and is suffering this harm instead. If you choose this, roll for Bond Abuse.", + "pararomantic-move6": "Monster Empathy: When you try to work out what a supernatural creature desires, roll +Charm. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 to ask the following questions - the Keeper will answer honestly", + "pararomantic-move6.1": "What do they most desire?", + "pararomantic-move6.2": "What would they accept as good enough for now?", + "pararomantic-move6.3": "What would distract them?", + "pararomantic-move7": "Spirit Touched: Your experiences have made you sensitive to the supernatural. When you sense magical things, roll +Weird. On a 10+, you can sense them fully. On a 7-9, choose: either sense them fully but they notice you too, or you sense only impressions.", + "pararomantic-equip": "Normal Equipment", + "pararomantic-gear1": "Golf club, baseball bat, cricket bat, or hockey stick (2 harm, hand, innocuous, messy)", + "pararomantic-gear2": "Pocket knife or multitool (1 harm, hand, useful, small)", + "pararomantic-gear3": "Small handgun (2 harm, close, loud, reload)", + "pararomantic-gear4": "Bicycle", + "pararomantic-gear5": "Fairly new car in decent condition", + "pararomantic-gear6": "Motorcycle", + "pararomantic-gift": "Gift from your Guide, which must be periodically recharged by interactions with them", + "pararomantic-gift1": "Part of their body, eg. a vial of blood, lock of hair, tears in a phial, fairy dust, etc. It either helps you heal, or counts as a weakness against a specific kind of monster.", + "pararomantic-gift2": "Piece of jewelry, eg. a golden ring, tribal pendant, silver locket, etc. It either provides armour (1 armour, magic) or protects you from the powers of a specific kind of monster.", + "pararomantic-gift3": "A memento of the time when they were human, eg. a portrait/photo from life, diary, favourite hat, doll, lighter, etc. It provides +1 to Bond Abuse rolls.", + "pararomantic-gift4": "A strange or antique weapon, eg. a family sword, ancient staff, holy mace (2 harm, hand, messy), etc. Additionally, add '+magic', '+silver', '+holy', or '+iron' tag to the weapon.", + "pararomantic-advance1": "Take a second Gift from your Guide or add another property to an existing gift", + "pararomantic-advance2": "Change your Guide, as you fall for another supernatural being", + "pararomantic-advance3": "Gain a second Guide. Track the Relationship Status of both Guides separately. Both Guides initially hate each other, but this could change through play. All moves that applied to your original Guide can now apply to either one", + "pararomantic-advance4": "Erase all marks from the Relationship Status track(s)", + "Searcher": "Searcher", + "searcher-extra-luck": "Extra Luck point", + "searcher-extra-luck-desc": "Use if you have the corresponding First Encounter move", + "luck-special-searcher": "When you spend Luck, your First Encounter comes up in play. It could be a flashback, new occurrence, or related event.", + "searcher-gear-base": "A laptop, a car or motorcycle, a camera, and binoculars", + "searcher-tools": "Investigation Tools", + "searcher-gear1": "A bag of cameras and microphones", + "searcher-gear2": "Forensic tools", + "searcher-gear3": "Ghost hunting tools", + "searcher-gear4": "Scientific measuring tools", + "searcher-gear5": "Cryptid hunting gear", + "searcher-gear6": "Historical documents and witness reports of strange events", + "searcher-gear7": "Maps, blueprints, and building reports for significant places", + "searcher-weapon": "Self-defence Weapons", + "searcher-gear8": "Walking stick (1 harm, hand, innocuous)", + "searcher-gear9": "Small handgun (2 harm, close, reload, loud)", + "searcher-gear10": "Small knife (1 harm, hand, messy)", + "searcher-gear11": "Martial arts training (1 harm, hand, innocuous)", + "searcher-gear12": "Incapacitating spray (0 harm, hand, irritating)", + "searcher-gear13": "Heavy flashlight (1 harm, hand, innocuous)", + "searcher-fixed-move1": "First Encounter: One strange event started you down this path, sparking your need to discover the truth behind the unexplained. Decide what that event was, pick a category below and take the associated move. Then tell everyone what happened to you (or someone close to you).", + "searcher-fixed-move1.1": "Cryptid Sighting: You take note of any reports of strange creatures. Whenever you first see a new type of creature, you may immediately ask one of the investigate a mystery questions.", + "searcher-fixed-move1.2": "Zone of Strangeness: Things are not fixed. You never need to act under pressure when supernatural forces alter the environment around you, and you get protection (2 armour) against harm from sudden changes to the laws of physics.", + "searcher-fixed-move1.3": "Psychic Event: Your mind is awakened. You may act under pressure to use the sensitive weird move, or (if you already have sensitive) the empath weird move.", + "searcher-fixed-move1.4": "Higher Power: Something looks out for you. You start with an extra Luck point.", + "searcher-fixed-move1.5": "Strange Dangers: You are always watching for hazards. When you have no armour, you still count as having protection (1 armour).", + "searcher-fixed-move1.6": "Abduction: They taught you hidden knowledge. Gain +1 to any move when you research strange or ancient secrets to do it.", + "searcher-fixed-move1.7": "Cosmic Insight: You have encompassed the soul of the universe. You never need to act under pressure due to feelings of fear, despair, or isolation.", + "searcher-move1": "Prepared to Defend: Even truth-seekers need to fight sometimes. Whenever you suffer harm when you kick some ass or protect someone, you suffer 1 harm less.", + "searcher-move2": "Fellow Believer: People understand you've also known strangeness. Bystanders will talk to you about weird things they would not trust another hunter (or a mundane official) to believe.", + "searcher-move3": "Guardian: You have a mystical ally (perhaps a spirit, alien, or cryptid) who helps and defends you. Define them, and their powers, with the Keeper's agreement. Their look is one of: invisible, an intangible spirit thing, a weird creature, disguised as an animal, or disguised as a person.", + "searcher-move4": "Just Another Day: When you have to act under pressure due to a monster, phenomenon, or mystical effect, you may roll +Weird instead of +Cool.", + "searcher-move5": "Network: You may gain an ally group of others who had experiences similar to your First Encounter - perhaps they're a support group or a hobbyist club. Detail up to five members with useful skills related to what happened to them (none are up for fighting monsters).", + "searcher-move6": "Ockham's Broadsword: When you first encounter something strange, you may ask the Keeper what sort of thing it is. They will tell you if it (or the cause) is: natural, an unnatural creature, a weird phenomenon, or a person. You gain +1 forward dealing with it.", + "searcher-move7": "The Things I've Seen: When you encounter a creature or phenomenon, you may declare that you have seen it before. The Keeper may ask you some questions about that encounter, and will then tell you one useful fact you learned and one danger you need to watch out for (maybe right now).", + "searcher-advance1": "Take a second First Encounter move, based on a recent mystery", + "searcher-advance2": "Resolve your First Encounter. The Keeper makes the next mystery about this event, and should try to answer all remaining questions about it during the mystery (although there are sure to be new threads to investigate after...)", + "Exile": "Exile", + "luck-special-exile": "When you spend Luck, you'll find something from your original life. Maybe something good, maybe something bad.", + "exile-origin": "Origin", + "exile-origin-desc1": "You were taken from your home in the past, and dropped into the modern world with only what you were carrying.", + "exile-origin-desc2": "Your nemesis came to the modern world as well, and is aware that you followed them. They will try and kill you if you don't kill them first. Decide who or what they are (with the Keeper's agreement).", + "exile-origin-desc3": "How did you get transported to the modern day?", + "exile-origin1": "You were pursuing your nemesis.", + "exile-origin2": "Your nemesis had already travelled to the future, so you (or your comrades) cast a spell to send you after it.", + "exile-origin3": "Magical accident or side-effect.", + "exile-origin4": "You angered a sorcerer.", + "exile-origin5": "Divine intervention.", + "exile-origin6": "One moment you were there, the next you were here.", + "exile-origin7": "A strange place or artifact brought you.", + "exile-origin8": "You were frozen, and recently unearthed and revived.", + "exile-move1": "Adept Sorcerer: You have a familiar spirit (usually in the guise of a pet) that counts as an ally: subordinate (motivation: to follow your exact instructions).", + "exile-move2": "Warrior: If you are fighting with (and against) old-fashioned hand weapons and suffer harm, you suffer 1 harm less. Monster attacks almost always count as old-fashioned for this move.", + "exile-move3": "Traditional Remedies: You can treat injuries without any need for modern medical supplies (although you might need someone to hold the patient down). Dealing with a poison, infection, or disease might need you to track down some specific ingredients (eg. healing herbs).", + "exile-move4": "Immortal Name: Your monster-hunting exploits are legendary, so much that your name still scares monsters and minions. You may use threats to use the move manipulate someone on monsters if they understand enough to have heard stories about you.", + "exile-move5": "Hearty Constitution: You never suffer from normal illnesses, and get +1 ongoing against magical illnesses and poisons. You've been through worse.", + "exile-move6": "Confused: Mark experience whenever your bafflement with the modern world gets in the way of monster-hunting.", + "exile-move7": "Ancient Magics: You learned magic when less lore had been lost. When you use magic, on a 7-9, don't choose a glitch. Instead, take -1 forward.", + "exile-move8": "Learned: You researched all the legends and tales of monsters in your home time. When you investigate a mystery, you can ask the Keeper questions from the following list as well as from the usual list", + "exile-move8.1": "Did this creature (or this type of creature) exist in my home time?", + "exile-move8.2": "What defenses are effective against this creature?", + "exile-move8.3": "What do I know about this creature that has been forgotten?", + "exile-armour": "Ancient Armour (0 armour or, 1 armour) appropriate to your origin", + "exile-item": "Whatever you were carrying when you were transported; most likely a monster-hunting kit in some easy-to-carry bag appropriate to your origin", + "exile-weapon": "Ancient Weapons", + "exile-gear1": "Sword (2 harm, hand, messy)", + "exile-gear2": "Axe (2 harm, hand, messy)", + "exile-gear3": "Big sword (3 harm, hand, messy, heavy)", + "exile-gear4": "Big axe (3 harm, hand, messy, heavy)", + "exile-gear5": "Shield (1 harm, hand, 1 armour), (cannot be used at the same time as a heavy weapon)", + "exile-gear6": "Silver knife (1 harm, hand, silver)", + "exile-gear7": "Bow (2 harm, close)/(1 harm, far)", + "exile-gear8": "Crossbow (2 harm, close, slow)", + "exile-gear9": "Handgonne (1 harm, hand/close, loud, volatile, smokey, reload)", + "exile-gear10": "Arquebus (2 harm, close, loud, volatile, heavy, smokey, reload)", + "exile-gear11": "Spear (2 harm, hand/close)", + "exile-gear12": "Big knife (1 harm, hand)", + "exile-gear13": "Cudgel (1 harm, hand)", + "exile-gear14": "Martial arts (1 harm, hand)", + "exile-ally": "you find one of your old comrades, who has come to join you in the modern day", + "exile-advance1": "Find a cache of objects left for you by your comrades in the past. The Keeper will decide what's in it, but it will be things that they expected you would need in the future", + "exile-return": "Optionally, you may return home to the past", + "exile-advance2": "When you use magic, you may choose to 'create a gateway between the modern world and my home' as an effect. You cannot control who uses the gateway or exactly where it opens at the other end", + "Hardcase": "Hard Case", + "luck-special-hardcase": "When you spend Luck, an enemy from your past comes back into your life. They aren’t happy to see you.", + "hardcase-adv-harm": "Extra harm box", + "hardcase-fixed-move1": "Unstoppable: When you spend Luck to avoid harm you are about to suffer, additionally remove all harm you had already suffered. Once per mystery, when you are about to take major damage (2 harm or more), change it to just 1 harm.", + "hardcase-move1": "FINISH HIM!: Whenever you inflict a massive injury (3 harm or more), you may immediately follow up with another attack. Roll +Tough. On a 10+, double the harm you cause. On a 7-9, you inflict 1 harm extra. On a miss, you leave yourself open and vulnerable.", + "hardcase-move2": "Weapon Master: When you take possession of a new weapon, you may change or remove one tag when you are using it (eg. 'heavy' becomes 'ignore-armour', or 'unreliable' is removed). The changed tag only applies for you. When you get this move, apply it to all your current weapons.", + "hardcase-move3": "Aim For The Weak Spot: Your unarmed and hand weapon attacks all get the 'ignore-armour' tag.", + "hardcase-move4": "Inspired Guesswork: Once per mystery, when you observe a monster in action, you may investigate a mystery to discover its powers, motivations, or weaknesses. It works even if what you asked about wasn't displayed; you work it out by deduction (or guessing).", + "hardcase-move5": "Come Get Some: You can challenge your foes to fight you alone, maybe in words or maybe just by being the biggest and baddest in the team. Roll +Tough. On a 10+, they all go for you. On a 7-9, they go for you, mainly, but maybe one or two of your comrades are getting marked too. On a miss, they come for you harder than you expected.", + "hardcase-move6": "Property Damage: You can smash your way through almost anything. If it is at all possible to destroy an inanimate object with the tools at your disposal, you can roll +Sharp to work out how. On a 10+, you can pulverize it, no trouble. On a 7-9, it will either take a long time, or you can't break it all down - your choice. On a miss, you hurt yourself getting it done, or get trapped in a bad spot.", + "hardcase-weapons": "Hard Case Weapons", + "hardcase-gear1": "Crowbar (2 harm, hand, messy)", + "hardcase-gear2": "Chainsaw (3 harm, hand, messy, unreliable, loud, heavy)", + "hardcase-gear3": "Automatic shotgun (3 harm, close, loud, reload, auto)", + "hardcase-gear4": "Huge knife (2 harm, hand, messy)", + "hardcase-gear5": "Hand cannon (3 harm, close, loud)", + "hardcase-gear6": "Submachinegun (2 harm, close, reload, auto)", + "hardcase-gear7": "Battered assault rifle (3 harm, close/far, auto)", + "hardcase-normal": "Normal Weapons", + "hardcase-gear8": ".38 revolver (2 harm, close, reload, loud)", + "hardcase-gear9": "Shotgun (3 harm, close, messy, loud)", + "hardcase-gear10": "Hunting rifle (2 harm, far, loud)", + "hardcase-gear11": "9mm (2 harm, close, loud)", + "hardcase-gear12": "Big knife (1 harm, hand)", + "hardcase-gear13": "Magnum (3 harm, close, reload, loud)", + "hardcase-advance1": "Gain command of a team of monster-hunters", + "hardcase-advance2": "Add an extra harm box on the Dying side", + "Luchador": "Luchador", + "luck-special-luchador": "The Luchador is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "luchador-fixed-move1": "Signature Move: Like every great wrestler, you have perfected a signature move for the ring. It works outside the ring as well.", + "luchador-fixed-move1.1": "When you unleash your signature move on something, roll +Tough. On a 10+, you do 2 harm and take +1 forward. On a 7-9, you do 1 harm and take +1 forward. On a miss, your opponent counters the move.", + "luchador-move1": "Master Técnico: When fighting unarmed, you get +1 to kick some ass and help out.", + "luchador-move2": "Intensive Training: Take +1 Tough (max +3).", + "luchador-move3": "Noble Heroism: When you successfully protect someone, give a nearby hunter +1 forward.", + "luchador-move4": "Consummate Athlete: You get +1 ongoing for vigorous physical feats (outside of combat).", + "luchador-move5": "Machismo!: Hah! You think that really hurt? By force of will, you can ignore pain and injury. When you suffer harm and just tough it out, roll +Cool. On a 10+, you heal 1 harm and gain +1 forward. On a 7-9, you heal 1 harm. On a miss, pretending to be tough you suffer 1 extra harm, in an embarrassing way if possible.", + "luchador-move6": "Daredevil Move: You can attempt a tricky, high risk manoeuver to gain an advantage on an opponent. Roll +Tough. On a 10+ pick three, on a 7-9, pick one", + "luchador-move6.1": "Interrupt a move someone or something else is making, so they can't do it yet.", + "luchador-move6.2": "Take +1 forward.", + "luchador-move6.3": "Give another hunter +1 forward.", + "luchador-move6.4": "Inflict 2 harm if you are unarmed, and your weapon's harm if you are armed.", + "luchador-move6.5": "You don't suffer harm in return.", + "luchador-move6.6": "On a miss, you suffer 1 harm from your failed move, and leave yourself open to your foes.", + "luchador-move7": "Inspiring Speech: When you rally a group with your ringside style, roll +Charm. On a 10+, they are pumped and ready to risk life and limb for the cause. On a 7-9, they are ready to pitch in their help, as long as there is little personal risk. Choose one thing for them to do", + "luchador-move7.1": "Act as an angry mob, unleashed at the target you name.", + "luchador-move7.2": "Be a vigilant watch force.", + "luchador-move7.3": "Go wherever you tell them to.", + "luchador-move7.4": "Help construct a trap.", + "luchador-move7.5": "On a miss, you lose face with the bystanders.", + "luchador-move8": "Sly Rudo: When you fight, you fight dirty. When you inflict harm on a monster, you can lure it into a trick. Roll +Sharp. On a 10+, the monster really fell for it, inflict +1 harm and +1 ongoing vs. the monster. On a 7-9, the monster fell for it, inflict +1 harm. On a miss, your trick backfires.", + "luchador-move9": "Fan Following: Your exploits in the ring have not gone unnoticed. When you contact a devoted fan to help you with a mystery, roll +Charm. On a 10+, they're available and helpful - they can fix something, give you a lift, or do some other favour. On a 7-9, they're prepared to help, but it's either going to take some time or you're going to have to do part of it yourself. On a miss, you burn some bridges.", + "luchador-weapons": "Normal Weapons", + "luchador-gear1": ".38 revolver (2 harm, close, reload, loud)", + "luchador-gear2": "9mm (2 harm, close, loud)", + "luchador-gear3": "Shotgun (3 harm, close, messy, loud)", + "luchador-gear4": "Heavy chain (2 harm, hand, area)", + "luchador-gear5": "Sledgehammer (3 harm, hand, messy)", + "luchador-gear6": "Big knife (1 harm, hand)", + "luchador-gear7": "Brass knuckles (1 harm, hand, stealthy)", + "luchador-vehicle": "Stylish Vehicle", + "luchador-gear8": "Foreign sports car", + "luchador-gear9": "Giant off-road vehicle", + "luchador-gear10": "Limo and chauffeur", + "luchador-gear11": "Tricked out motorcycle", + "luchador-gear12": "Van with custom paint job", + "luchador-ally": "another wrestler who has chosen to fight monsters with you", + "luchador-advance1": "Gain a Haven, like the Expert, with two options", + "Meddlingkid": "Meddling Kid", + "luck-special-meddlingkid": "When you spend Luck, you will see something you weren’t supposed to see. It might help you with your current mystery or it might just scare you.", + "meddlingkid-animal": "Animal Allies", + "meddlingkid-animal-desc": "Animal allies follow the normal rules for allies, except for communication. Animal allies can understand commands about as well as a very clever dog (regardless of what sort of animal they are).", + "meddlingkid-move1": "Unmasked!: When you have a monster captured or at bay, you may explain it is not a monster after all but a specific person in a mask. You must explain the real reason for all the seemingly supernatural events you have seen, and how the villain was behind them. When you reveal the culprit, roll +Sharp. On a 10+, your deduction is correct and it really is that person in a mask! On a 7-9, the Keeper must choose one of", + "meddlingkid-move1.1": "This really is a monster, but the named bystander was secretly their ally all along.", + "meddlingkid-move1.2": "You are correct, but while you talked, they found a way to attempt an escape.", + "meddlingkid-move1.3": "The explanation for all the events is correct but you picked the wrong person; when you unmask them, the villain is someone unexpected.", + "meddlingkid-move1.4": "On a miss, the monster gets an opportunity to create chaos while you explain your (incorrect) deductions.", + "meddlingkid-move2": "Power Snack: Pick a favourite snack food. Whenever you take a moment to eat some and enjoy it, take +1 forward.", + "meddlingkid-move3": "Wallop!: When you use an improvised weapon to attack something, you may choose one of these extra effects", + "meddlingkid-move3.1": "Inflict 1 harm.", + "meddlingkid-move3.2": "Momentarily stun them with a blow to the head.", + "meddlingkid-move3.3": "Trip or entangle them.", + "meddlingkid-move3.4": "Inflict 2 harm but the improvised weapon breaks.", + "meddlingkid-move4": "It's A Trap!: When you make a trap to capture a monster or minion, roll +Sharp. On a hit, you capture something! On a 10+, you can choose one of these extra effects", + "meddlingkid-move4.1": "It will take some time for the victim to get free.", + "meddlingkid-move4.2": "The trap inflicts harm (as an improvised weapon).", + "meddlingkid-move4.3": "The trap may be reset and reused later. Roll the move again when you do so, with +1 forward.", + "meddlingkid-move5": "Tell Me The Truth!: When you are questioning somebody to investigate a mystery, you may ask questions from the following list as well as from the usual list", + "meddlingkid-move5.1": "Who has something to gain from this situation?", + "meddlingkid-move5.2": "What are you plotting?", + "meddlingkid-move5.3": "Are you lying to me?", + "meddlingkid-move5.4": "Who knows about _____?", + "meddlingkid-move6": "Run Away!: When you decide to get out of a bad situation, you can get away just fine. Unfortunately you will end up somewhere just as bad, that is important to the current mystery.", + "meddlingkid-move7": "A Pleasant and Friendly Manner: When you politely manipulate someone, your impeccable manners always count as a reason for the person to do what you say.", + "meddlingkid-gadgets": "Mystery-solving Gadgets", + "meddlingkid-gear1": "Magnifying glass", + "meddlingkid-gear2": "Microscope", + "meddlingkid-gear3": "A van", + "meddlingkid-gear4": "Library card", + "meddlingkid-gear5": "Chemistry kit", + "meddlingkid-gear6": "A set of walkie-talkies", + "meddlingkid-gear7": "Fingerprint kit", + "meddlingkid-gear8": "Camera", + "meddlingkid-ally": "someone to join the gang, it may be an animal (most likely a dog or a cat)", + "Sidekick": "Sidekick", + "luck-special-sidekick": "The Sidekick is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "hero": "Hero", + "hero-desc1": "Pick one of the other hunters to be your hero. This is the person you decided is such an awesome monster-hunter that you are going to spend your time helping them out.", + "hero-desc2": "Decide what your relationship is, with agreement from the hero's player. Eg. an older sibling, a parent, a friend who was always better than you, perhaps they saved you from a monster, or you found out about their monster hunting by accident, etc. Optionally, you may choose to copy some aspect of your hero's looks.", + "hero-desc3": "When your hero's player has picked their ratings, ask them which is highest. You've been trying to be like them, so you get an extra +1 to that rating. If they have a tie for highest, you can pick which one you put your +1 on.", + "sidekick-fixed-move1": "There's no 'I' in 'Team': You get +1 ongoing to help out; +2 ongoing, if you are helping out your hero.", + "sidekick-move1": "Caddy: You carry all your hero's stuff around. That means you can use anything from their gear list, unless they are currently holding it. Plus, if the item is not unique, you carry spares. For anything like that, you can use one of the spares even if your hero is currently using it.", + "sidekick-move2": "As You Wish: Mark experience whenever your hero orders or requests that you do something you don't want to do, and you go ahead and do it.", + "sidekick-move3": "Bodyguard: If something bad is going to happen to your hero, your comrades, or a bystander, and you are right there, you may throw yourself in harm's way. Whatever was going to happen to them happens to you instead.", + "sidekick-move4": "Me Too!: If your hero makes a roll for a move, and you copy what they did (i.e. the same move), you may choose not to roll. Instead, use the outcome of your hero's roll.", + "sidekick-move5": "I Can Make You Look Good: If you help out your hero, you may choose to change the outcome of your dice roll with the outcome of their original dice roll.", + "sidekick-move6": "Journeyman (or Journeywoman): Take a move that your hero has.", + "sidekick-hero-weapon": "Hero's Weapon (from your hero's gear options)", + "sidekick-weapons": "Sidekick Weapons", + "sidekick-gear1": ".38 revolver (2 harm, close, reload, loud)", + "sidekick-gear2": "Shotgun (3 harm, close, messy, loud)", + "sidekick-gear3": "Baseball bat (2 harm, hand)", + "sidekick-gear4": "9mm (2 harm, close, loud)", + "sidekick-gear5": "Big knife (1 harm, hand)", + "sidekick-ally": "another sidekick for your hero, your junior", + "sidekick-advance1": "Change playbooks to the same as your hero (overrides the rule that only one of each playbook may be in play)", + "sidekick-advance2": "Change your hero; pick another hunter to be your new hero", + "Snoop": "Snoop", + "luck-special-snoop": "When you spend Luck, you’re going to suffer some technical difficulties, eg. breakdowns, communication problems, weird noises in the recordings, etc.", + "snoop-crew": "Crew", + "snoop-crew-desc1": "Decide if your crew are made up of the other hunters, or if you have your own entourage. If they are other people, there are 1-3 of them. Pick a name and job for each. If it's the other hunters, decide together who gets which job.", + "snoop-crew-desc2": "Crew jobs: camera, sound, editing, dogsbody, researcher, driver, director, producer, bodyguard, etc.", + "snoop-move1": "\"What Does That Feel Like?\": When you put your camera/microphone right in a person's face, they automatically break off whatever they are doing. They might go right back to it after they deal with you, but you'll create enough time for everyone else to act in the meantime.", + "snoop-move2": "Minor Celebrity: At the beginning of each mystery, roll +Weird. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 during the mystery to have someone you meet know of you in a positive light (maybe they read your blog, listen to your podcast, or watch your Internet/TV show, etc). You may end up getting asked for autographs or given 'hot' leads, too.", + "snoop-move3": "We'll Fix It In Post: You can use anything you could conceivably have recorded as evidence for investigate a mystery, allowing you to check previous interviews, attack sites, and so on, from the comfort of your laptop.", + "snoop-move4": "I'm A Reporter!: When you investigate a mystery by talking to witnesses, interviewing locals, or anything else requiring interpersonal skills, roll +Charm instead of +Sharp.", + "snoop-move5": "Truthiness: Whatever you tell a normal person, they'll accept that you think it's true. If it's far out, they might think you're crazy, but they won't think you're lying.", + "snoop-move6": "The Mojo Wire: When you read all the current news feeds looking for the weird and crazy stuff, take +1 forward.", + "snoop-move7": "Relaxed Producer: You're employed, with a regular paycheck and little or no oversight. As long as you send in a story every few days, no matter how bizarre, you're set. Every now and again, they'll send you somewhere in particular, and when that happens it usually involves supernatural activity; unless they need human interest, in which case it will be a kitten show or agricultural fair or something.", + "snoop-gear-base": "A laptop", + "snoop-recording": "Recording Devices", + "snoop-gear1": "Digital video camera", + "snoop-gear2": "Tiny digital video camera", + "snoop-gear3": "Film camera (8mm or 16mm)", + "snoop-gear4": "Digital sound recorder", + "snoop-gear5": "Cassette tape recorder", + "snoop-gear6": "Infrared video camera", + "snoop-gear7": "Pro sound gear with boom mike", + "snoop-gear8": "Remote controlled camera drone", + "snoop-gear9": "Starlight camera", + "snoop-gear10": "Steadicam rig", + "snoop-gear11": "Laser microphone", + "snoop-gear12": "SLR camera", + "snoop-detector": "Detectors", + "snoop-gear13": "Electromagnetic field detector", + "snoop-gear14": "Temperature fluctuation detector", + "snoop-gear15": "Ouija board", + "snoop-gear16": "Humidity meter", + "snoop-gear17": "Dowsing rods", + "snoop-gear18": "Chemistry test kit", + "snoop-gear19": "Metal detector", + "snoop-gear20": "Compass", + "snoop-gear21": "GPS receiver", + "snoop-gear22": "Laser rangefinder", + "snoop-gear23": "Pendulum", + "snoop-weapon": "Subtle Weapons", + "snoop-gear24": ".32 revolver (2 harm, close, reload, small)", + "snoop-gear25": "9mm (2 harm, close, loud)", + "snoop-gear26": "Knife (1 harm, hand, hidden)", + "snoop-gear27": "Multitool/pocket knife (1 harm, hand, hidden, useful)", + "snoop-advance1": "Gain a Haven, like the Expert, with one option plus a film lab", + "snoop-ally": "possibly one of your existing crew members, or the whole crew as an ally team", + "Summoned": "Summoned", + "luck-special-summoned": "When you spend Luck, another sign of the Apocalypse will come to pass. When you have spent all your Luck, the Apocalypse begins.", + "apocalypse": "Apocalypse", + "apocalypse-desc1": "You are destined to bring about the Apocalypse. You may or may not know about it yet, but you have at least come across some hints of your destiny.", + "apocalypse-desc2": "Pick a sign of the Apocalypse, with help from the Keeper (and maybe the rest of the group) that has already been revealed to you. Whenever you spend Luck, you'll trigger another sign of the Apocalypse. You can suggest what it might be, but it will be the Keeper's job to bring the sign into the story.", + "apocalypse-sign-example": "Example signs", + "apocalypse-sign-list": "Betrayal, An army of monsters rises, Rain of fire, Eternal darkness, Things from beyond, Take your throne, Red sun, The Portal opens, Plague, Learn your true name, The Stars are Right Breaking the Seal, Murder of the King, The Beast slouches into the world, Become the Dragon, The Coronation, Your Hosts assemble, The fall of the Tower, The seas boil, Natural disasters, Judgement Day, World war, Famine, Ancient Evil reborn", + "apocalypse-desc3": "When you have spent all your Luck, the Apocalypse is imminent. It's up to you to stop, or cause, the end of the world. Your call.", + "summoned-fixed-move1": "Freakish: You're weird, and people react badly. You cannot use manipulate someone on a person until you prove yourself to them first (this includes the other hunters, and it's up to them to decide when you have proved yourself). Until then, people will just try to get away from you. You can spend Luck to have a person take to you. Don't roll manipulate someone; they act as though you'd rolled a 12. On the other hand, you can use manipulate someone on monsters that can reason and talk (but they always want something really bad).", + "summoned-move1": "What Are You Looking At?: When you talk to a monster (capable of reason and speech), they will recognize you and your potential. If you ask them what they know, pick one for the Keeper to reveal", + "summoned-move1.1": "Tell me something about where I'm from.", + "summoned-move1.2": "Tell me something about my destiny.", + "summoned-move1.3": "Tell me something about who I really am.", + "summoned-move1.4": "Tell me something about the Apocalypse.", + "summoned-move2": "Should I Feel That?: Your body has 2 armour. This does not stack with any other armour.", + "summoned-move3": "Mayhem!: When you grab a nearby large object and use it as an improvised weapon, first determine how much damage it will do.", + "summoned-move3-guide": "Guidelines", + "summoned-move3.1": "Fire extinguisher, fence post, furniture, etc: 2 harm", + "summoned-move3.2": "Motorcycle, lamppost, masonry chunk, etc: 3 harm", + "summoned-move3.3": "Car, dumpster, boulder, etc: 4 harm", + "summoned-move3.4": "Bus, truck, wall, etc: 5 harm", + "summoned-move3-desc": "After you inflict harm with it (with a kick some ass roll or otherwise), roll +harm your weapon actually caused. On a miss, you use it without trouble. On a 7-9 pick one side effect, on a 10+ pick two", + "summoned-move3.5": "You hurt someone nearby as well as your target.", + "summoned-move3.6": "You make something about the situation worse.", + "summoned-move3.7": "You lose control of your improvised weapon.", + "summoned-move3.8": "You cause massive property damage.", + "summoned-move3.9": "Your improvised weapon breaks.", + "summoned-move4": "Absolute Badass: Take +1 Tough (max +3).", + "summoned-move5": "Screw You: Spend Luck to get +1 ongoing vs. one particular monster. This lasts until that monster is dead.", + "summoned-move6": "Whatever: Spend Luck to get +1 Tough for the remainder of the current mystery (max +4).", + "summoned-move7": "Why So Serious?: If you cap off a move with an appropriate one-liner, the team gets +1 forward (so the next hunter who makes a roll gets +1).", + "summoned-weapon": "Huge Weapon", + "summoned-gear1": "Super hand cannon (4 harm, close, heavy, loud, reload)", + "summoned-gear2": "Machinegun (3 harm, close, auto, heavy, messy, loud, reload)", + "summoned-gear3": "Rocket launcher (4 harm, far, area, heavy, messy, loud, reload)", + "summoned-gear4": "Gigantic Hellsword (4 harm, hand, heavy, messy, magic)", + "summoned-gear5": "Automatic shotgun (3 harm, close, auto, heavy, loud, reload)", + "summoned-gear6": "Red right hand (3 harm, hand, magic)", + "summoned-heavy": "Heavy Weapons", + "summoned-gear7": "Sledgehammer (3 harm, hand, heavy, messy)", + "summoned-gear8": "Big sword (3 harm, hand, heavy, messy)", + "summoned-gear9": "Big axe (3 harm, hand, heavy, messy)", + "summoned-gear10": "Magnum (3 harm, close, loud, reload)", + "summoned-gear11": "Shotgun (3 harm, close, messy, loud, reload)", + "summoned-advance1": "Gain an ally team of monster-hunters (or monstrous hunters) under your command", + "summoned-advance2": "Get a position in a Sect, like the Initiate. Describe the Sect and its Traditions (or join a Sect that already exists in your game). Gain the move for when you are in good standing with your Sect", + "summoned-advance3": "Turn evil (again?). Retire this character, they become one of the Keeper's threats", + "Traveler": "Traveler", + "luck-special-traveler": "The Traveler is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "traveler-transport": "Means of Transport", + "traveler-transport-desc1": "You can visit future events, past events or remote places, either alone or with the whole team. The Keeper will decide (maybe with help from the group) how time travel will work; changing the past, alternate timelines, small changes producing major changes etc.", + "traveler-transport-desc2": "When traveling through time and space, roll +Sharp. On a 10+, you arrive at the desired place at the desired time. On a 7-9, you arrive at either the desired place or, at the desired time; your choice. On a miss, you are lost; this is probably quite serious.", + "traveler-transport-desc3": "Choose one means of transport for your travels through time and space. Each transportation medium has both positive and negative traits. Always keep in mind that time travel is by no means a safe trip.", + "traveler-transport1": "It’s bigger on the inside: Your time machine is multidimensional, as small as a phone booth on the outside, but as big as a spaceship on the inside. Things inside it cannot be tracked by normal means. To travel, it disappears from one place and appears in another, but otherwise it is completely stationary and cannot be transported at all.", + "traveler-transport2": "Teleportation: You can teleport instantly if you have a clear line of sight of the destination or if you know it very well. Otherwise, you need to study the spacetime continuum for a few hours, or even days, to plan the trip, so as to not end up underground or a kilometre above the ground.", + "traveler-transport3": "88 miles per hour: Your time machine looks like a car or a van, not drawing much attention (in time periods after the invention of such vehicles). You can use it to move around like any other vehicle, but it depends on fuel, maintenance parts, roads etc.", + "traveler-transport4": "Time Portal: You open a time portal to your destination. You can only open one portal at a time, and it will remain active for as long as you wish. It allows you to cross it in any direction as many times as you want. But an unattended portal can also be crossed by any person, or monster...", + "traveler-fixed-move1": "Servant of Technology: You are extremely dependent on technology, having difficulties in relating to the supernatural. You get -1 ongoing to use magic or any other moves related to the supernatural or magic.", + "traveler-move1": "Butterfly Effect: At the beginning of each mystery, choose one rating to receive +1 (max +3) and another to receive -1 (min -2) during this mystery. These actions disturb the spacetime and the oscillations of their characteristics is a reflection of that.", + "traveler-move2": "Historian: When you investigate a mystery or read a bad situation, you can choose to ask \"Why does this seem familiar?\" as one of the questions. If possible, the Keeper will describe how a similar situation has happened in the past or future history of the world.", + "traveler-move3": "Inventor: If you want to build, repair, or study a device, the Keeper will tell you how long it will take and what equipment will be needed.", + "traveler-move4": "Prescience: Attacks that can cause your death pop up in your memory. When you take harm and become unstable, you may roll +Weird. On a 10+, you remembered the attack and were able to avoid it completely. On a 7-9, the memory took time to emerge, take 1 harm less or don’t become unstable. On a miss, the memory was incorrect and your avoidance made you unbalanced; in addition to the harm, you take -1 forward.", + "traveler-move5": "Neural Implants: When you need to do something that requires specific training, such as defusing a bomb or flying a helicopter, you already have the information implanted in your brain. You still need to act under pressure, but you know what to do.", + "traveler-move6": "Sufficiently Advanced Technology: You can reproduce the effects of the move use magic with technological tools. You do not roll dice for this, but you must choose an effect and a glitch. This is not magic, so the effect will not have the magic tag and will not work on things affected only by magic. The Keeper may ask for one or more requirements to achieve the effect.", + "traveler-move7": "No Paradoxes: When you say why something should happen to guarantee the future, you can help another hunter and give +1 to their roll, as if you had rolled a 10+ on help out. You still need to describe how you are helping.", + "traveler-move8": "Android/Cyborg: You have cybernetic implants or maybe you're half a machine. In addition to superhuman strength, your punches and kicks are attacks with (3 harm, contact).", + "traveler-move9": "Psychic Paper: You get +1 ongoing in rolls to avoid being detected or remaining unnoticed. You also get +1 ongoing when you manipulate someone by pretending to be someone else.", + "traveler-devices": "Technological Devices", + "traveler-gear1": "Photonic Binoculars: Able to see in total darkness and in different spectra, including infrared", + "traveler-gear2": "Sonic Screwdriver: Able to repair, or damage, simple mechanical and electronic devices (eg. radios, locks, weapons etc)", + "traveler-gear3": "Travel Guide: A small electronic book containing all human historical knowledge up to the present era", + "traveler-gear4": "Portable Laboratory: A small device capable of diagnosing diseases, poisons and abnormal conditions from a drop of blood or similar input", + "traveler-gear5": "Universal Locator: Indicates the exact position in time and space. Can only be blocked with magic or high levels of radiation", + "traveler-gear6": "Hologram Projector: Projects a person-sized hologram (recorded or live) that looks real until touched", + "traveler-gear7": "Instant Translator: Ensures speech and understanding of any natural language (does not work with magic or supernatural languages)", + "traveler-weapon": "Protective Weapons", + "traveler-gear8": "Machete (1 harm, contact)", + "traveler-gear9": "Common revolver (2 harm, close, loud, reload)", + "traveler-gear10": "Shotgun (3 harm, close, messy, loud, reload)", + "traveler-gear11": "Light futuristic weapon (1 harm, add 1 range tag and 3 other tags)", + "traveler-gear12": "Heavy futuristic weapon (3 harm, add 1 range tag and 1 other tag)", + "traveler-advance1": "Delete the move Servant of Technology. You have learnt to deal with the supernatural, no longer receiving any penalties for it", "custom": "Custom", - "luck-special-Custom": "if any", + "luck-special-custom": "You may come up with a Luck Special move for this playbook with help from the Keeper.", "custom-special": "Playbook Special", "custom-special-example": "Like the Expert's haven or the Spellslinger's combat magic", "custom-special-name": "Name of special", @@ -625,6 +1161,5 @@ "custom-moves": "Playbook Moves", "custom-move-name": "Name", "custom-move-description": "Description", - "custom-gear": "Playbook Gear", - "inmrovements-instructions": "4 stats available for improvement (mark one off at character creation without taking the bonus); top stat max +3, all others max +2" -} \ No newline at end of file + "custom-gear": "Playbook Gear" +} diff --git a/Monster of the Week/translations/da.json b/Monster of the Week/translations/da.json index 804459d8eb..71250b65da 100644 --- a/Monster of the Week/translations/da.json +++ b/Monster of the Week/translations/da.json @@ -27,17 +27,19 @@ "gear": "Gear", "other-gear": "Other Gear", "improvements": "Improvements", - "inmrovements-description": "Once you have 5 experience you may choose one of these: (Check off any you've already taken)", + "improvements-description": "Once you have 5 Experience you may choose one of these: (Check off any you've already taken)", "max": "max", - "another-move": "Take another Custom move", + "another-move": "Take another move from your own playbook", "ally": "Gain an ally", "playbook-move": "Take a move from another playbook", "advanced-improvements": "Once you have taken 5 improvements you may choose from these options as well as the list above when you improve", "rating": "to any rating", - "new-type": "Change this hunter to a new type", + "new-playbook": "Change playbooks", "second-hunter": "Create a second hunter to play", "basic-moves": "Advance 2 basic moves", "retire": "Retire this hunter to safety", + "erase-luck": "Erase one used Luck point", + "after-getting-improvement": "Use after getting the corresponding Improvement", "history": "History and Notes", "pick-one": "pick one", "pick-two": "pick two", @@ -46,12 +48,13 @@ "1-fixed-move": "You get this", "2-fixed-moves": "You get these 2", "1-move": "Then pick one of these", + "2-moves-then": "Then pick two of these", "2-moves": "Then pick two of these", + "3-moves-then": "Then pick three of these", "3-moves": "Pick three of these", "choose": "choose", "one": "one", - "choose-one": "choose one", - "choose-two": "choose two", + "two": "two", "three": "three", "the-chosen": "The Chosen", "the-crooked": "The Crooked", @@ -59,13 +62,33 @@ "the-expert": "The Expert", "the-flake": "The Flake", "the-initiate": "The Initiate", - "the-monsteroue": "The Monsterous", + "the-monstrous": "The Monstrous", "the-mundane": "The Mundane", "the-professional": "The Professional", "the-spellslinger": "The Spellslinger", "the-spooky": "The Spooky", "the-wronged": "The Wronged", + "the-gumshoe": "The Gumshoe", + "the-hex": "The Hex", + "the-pararomantic": "The Pararomantic", + "the-searcher": "The Searcher", + "the-exile": "The Exile", + "the-hardcase": "The Hard Case", + "the-luchador": "The Luchador", + "the-meddlingkid": "The Meddling Kid", + "the-sidekick": "The Sidekick", + "the-snoop": "The Snoop", + "the-summoned": "The Summoned", + "the-traveler": "The Traveler", + "the-actionscientist": "The Action Scientist", + "the-biggamehunter": "The Big Game Hunter", + "the-constructed": "The Constructed", + "the-madscientist": "The Mad Scientist", "custom-playbook": "Custom", + "tome-of-mysteries": "Tome of Myseries", + "reinforcements": "Reinforcements", + "Brazilian": "Brazilian Edition", + "fan-made": "Fan-made", "chosen": "Chosen", "luck-special-chosen": "When you spend Luck the Keeper will bring your fate into play", "your-fate": "Your Fate", @@ -107,13 +130,14 @@ "chosen-move4": "Invincible You always count as having 2 armour, this doesn't stack with other protection", "chosen-move5": "Resilience You heal faster than normal people. Any time your harm gets healed, heal and extra point. Additionally, your wounds count as 1 harm less for the purpose of the Keeper's harm moves", "chosen-gear1": "Protective gear worth 1 armour", - "optional": "optional", "chosen-gear2": "One Special Weapon", + "chosen-special-descrip": "Design your weapon by choosing a Form, three Business-end options (which are added to the base tags), and a material that the business-end is made from.", "form": "Form", "chosen-gear3": "Staff (1 harm, hand, close)", "chosen-gear4": "Haft (2 harm, hand, heavy)", "chosen-gear5": "Handle (1 harm, hand, balanced)", "chosen-gear6": "Chain (1 harm, hand, area)", + "business-end": "Business-end", "chosen-gear7": "Business End", "chosen-gear8": "Artifact (+magic)", "chosen-gear9": "Spikes (+1 harm, +messy)", @@ -121,8 +145,8 @@ "chosen-gear11": "Heavy (+1 harm)", "chosen-gear12": "Long (+close)", "chosen-gear13": "Throwable (+close)", - "chosen-gear14": "Chain (+area)", "material": "Material", + "material-desc": "(+steel, +cold iron, +silver, +wood, +stone, +bone, +teeth, +obsidian, or anything else you want)", "chosen-advance1": "Delete a doom tag (optionally also delete a heroic tag)", "Crooked": "Crooked", "luck-special-Crooked": "When you spend Luck someone from your past will re-appear in your life, soon", @@ -132,7 +156,7 @@ "background2": "Burglar When you break into a secure location roll +Sharp. On a 10+ pick three, on a 7-9 pick two", "background2.1": "You get in undetected", "background2.2": "You get out undetected", - "background2,3": "You don't leave a mess", + "background2.3": "You don't leave a mess", "background2.4": "You find what you were after", "background3": "Grifter When you are about to manipulate someone, you can ask the Keeper \"what will convince this person to do what I want?\" The Keeper must answer honestly, but not necessarily completely", "background4": "Fixer If you need to buy something, sell something, or hire someone, roll +Charm. On a 10+ you know just the person that will be interested. On a 7-9, you know the only person that can do it, but there's a complication. Pick one", @@ -142,8 +166,14 @@ "background4.4": "On a miss, the only person who can help you is someone who absolutely hates you", "background5": "Assassin When you take your first shot at an unsuspecting target, do +2 harm", "background6": "Charlatan When you want people to think you are using magic, roll +Cool. On a 10+ your audience is amazed and fooled by your illusion. On 7-9, you tripped up a few times, someone will notice. You may also manipulate someone with fortune telling. When you do that, ask \"What are they hoping for right now?\" as a free question (even on a miss)", + "background6.1": "You may also manipulate someone with fortune telling. When you do that, ask \"What are they hoping for right now?\" as a free question (even on a miss).", "background7": "Pickpocket When you steal something small, roll +Charm. On a 10+ you get it and they didn't notice you taking it. On a 7-9 either you don't grab it, you grab the wrong thing, or they remember you later; your choice", "crooked-move1": "Artifact You 'found' a magical artifact with handy powers and kept it. Pick 1: Protective amulet (1 amour, magic, recharge); lucky charm (may be used as a Luck point just once); grimoire (studying the book gives +1 to use magic; skeleton key (opens any magically sealed lock); imp stone (a weak demon is bound to serve the holder. The imp must be summoned with Use Magic)", + "crooked-artifact1": "Protective amulet (1 amour, magic, recharge)", + "crooked-artifact2": "Lucky charm (may be used as a Luck point just once)", + "crooked-artifact3": "Grimoire (studying the book gives +1 forward to use magic)", + "crooked-artifact4": "Skeleton key (opens any magically sealed lock)", + "crooked-artifact5": "Imp stone (a weak demon is bound to serve the holder. The imp must be summoned with Use Magic)", "crooked-move2": "Crew You have a regular crew, a team of 3 or 4 people who will help you out with pretty much anything. This counts as a team", "crooked-move3": "Deal with the Devil You sold your soul to the devil. Pick one or two things you got out of the deal: wealth, fame, youth, sensual gratification, skill (add +1 to two ratings). Payment is due either when you die, or in a year (6 months if you chose 2 things)", "crooked-move4": "Friends on the Force You know a few cops who can be persuaded to look the other way, or do you a favour, for certain considerations. You can act under pressure to get in touch with them when you need to divert any law enforcement attention. There will be a cost, although maybe not right now", @@ -151,6 +181,7 @@ "crooked-move6": "Driver You gain +1 ongoing while driving, plus you can hotwire anything (the older it is, the fewer tools you'll need.) You also own 2 handy, widely-available vehicles", "crooked-move7": "Home Ground Your crew made a point of keeping the locals happy- keeping them safe, ensuring things always went down okay. When you're back in your old neighbourhood, you can always find people who will hide you or help you with a minor favour, no questions asked", "crooked-move8": "Notorious You have a reputation from your criminal past. When you reveal who you are, your terrifying reputation counts as a reason for someone to what you ask when you manipulate someone. Revealing your identity to someone can bring other problems later, of course", + "crooked-weapon": "Effective Weapons", "crooked-gear1": ".22 revolver (1 harm, close, reload,
          small)", "crooked-gear2": ".38 revolver (2 harm, close, reload,
          loud)", "crooked-gear3": "9mm (2 harm, close, loud)", @@ -160,12 +191,6 @@ "crooked-gear7": "Baseball bat (1 harm, hand)", "crooked-gear8": "Submachinegun (2 harm, close, reload,
          auto", "crooked-gear9": "Assault rifle (3 harm, close/far, auto)", - "underworld": "Underworld", - "underworld-description": "Pick the circumstance that lead you to discovering the real underworld, then pick the creature involved", - "underworld1": "The target of a job was a dangerous creature (Pick one: vampire, warewolf, troll, reptiloid)", - "underworld2": "You worked with someone who was more than they seemed (Pick one: sorceror, demon, faerie, psychic)", - "underworld3": "You were hired by something weird (Pick one: immortal, god, outsider, witch)", - "underworld4": "Things went south o a job- including, but not limited to running into; (Pick one a horde of goblins, a hunger of ghouls, a dream-eater, a salamander)", "heat": "Heat", "heat-description": "You didn't get here without making enemies", "pick-heat": "pick at least 2 of these and name the people involved", @@ -174,9 +199,14 @@ "heat3": "You pissed off a well connected criminal,
          and they'll do whatever they can to
          destroy you", "heat4": "You took advantage of someone
          who has special powers (a person or
          monster)", "heat5": "You betrayed an old partner in the
          middle of a job ", + "underworld": "Underworld", + "underworld-description": "Pick the circumstance that lead you to discovering the real underworld, then pick the creature involved", + "underworld1": "The target of a job was a dangerous creature (Pick one: vampire, warewolf, troll, reptiloid)", + "underworld2": "You worked with someone who was more than they seemed (Pick one: sorceror, demon, faerie, psychic)", + "underworld3": "You were hired by something weird (Pick one: immortal, god, outsider, witch)", + "underworld4": "Things went south o a job- including, but not limited to running into; (Pick one a horde of goblins, a hunger of ghouls, a dream-eater, a salamander)", "crooked-ally": "from your old crew", "crooked-advance1": "Recover a stash of money from the old days, enough to live without care for a year or two", - "Crooked-advance2": "Erase one Luck point from your playbook", "Divine": "Divine", "luck-special-divine": "When you spend Luck you get word your Mission requires something difficut to me done. By you. Urgently", "your-mission": "Your Mission", @@ -193,15 +223,15 @@ "divine-move5": "Soothe When you talk to someone for a few seconds in a quiet voice, you can calm them down, blocking any panic, anger, or other negitive emotions they have. This works even if the thing that freaked them out is still present, as long as your voice can be heard", "divine-move6": "Lay On Hands Your touch can heal any injury or disease. When you lay your hands on someone hurt, roll +Cool. On a 10+, heal 2 harm or an illness, plus they are stabilised. On a 7-9, you can heal the harm or illness but you take it into yourself. On a miss, your aura causes them extra harm", "divine-move7": "Cast Out Evil You may banish an unnatural creature from your presence. Roll +Tough, on 10+ it is banished. On a 7-9 it takes a little while for the banishing to take effect- the creature has time to make one or two actions. Either way, the banished creature is unharmed, and you have no control over where it goes. This move may be used on unnatural hunters (eg The Monsterous). On a miss, something is keeping it here. That's bad", - "divine-gear1": "Flaming sword (3 harm, hand, fire,
          holy) ", "divine-weapon": "One Divine Weapon", + "divine-armour": "Divine Armour (1 armour, holy) with a look suited to your divine origin", + "divine-gear1": "Flaming sword (3 harm, hand, fire,
          holy) ", "divine-gear2": "Thunder hammer (3 harm, hand, stun,
          holy) ", "divine-gear3": "Razor whip (3 harm, hand, area,
          messy, holy)", "divine-gear4": "Five demon bag (3 harm, close, magic,
          holy)", "divine-gear5": "Silver trident (3 harm, hand, silver,
          holy)", "Divine-ally": "a lesser divine being, sent from above to help you with your mission", "Divine-advance1": "Erase one Luck point from your playbook", - "Divine-advance2": "Change your mission. Select a different mission from the options, or (with the Keeper's agreement) create a new mission", "Expert": "Expert", "luck-special-expert": "When you spend Luck you discover something happening now is related to something you were involved in years ago", "expert-weapons": "Monster-Slaying Weapons", @@ -237,7 +267,6 @@ "haven8": "Panic Room This has essential supplies and is protected by normal and mystical means. You can hide out there for a few days, safe from pretty much anything", "haven9": "Magical Laboratory You have a mystical lab with all kinds of weird ingredients and tools useful for casting spells (like use magic, big magic, and any other magical moves)", "expert-advance1": "Add a haven option", - "expert-advance2": "Add a haven option", "Flake": "Flake", "luck-special-flake": "When you spend Luck pick an aspect of the current situation. The Keeper will tell you what other conspiricies that aspect connects to", "flake-move1": "Connect the Dots At the beginning of each mystery if you look for the wider patterns that current events might be part of, roll +Sharp. On a 10+ hold 3, 7-9 hold 1. Spend your hold during the mystery to ask the Keeper one of the following questions", @@ -253,20 +282,20 @@ "flake-move6": "Contrary When you seek out and recieve someone's honest advice on the best course of action for you, and then do something else instead, mark experience. If you do exactly the opposite of their advice, you also take +1 ongoing on any moves you make persuing that course", "flake-move7": "Net Friends You know a lot of people on the internet. When you contact a net friend to help you roll +Charm. On a 10+ they're available and helpful; they can fix something, break a code, hack a computer, or get you some special information. On a 7-9, they're prepared to help but it's either going to take some time, or you'll have to do part of it yourself. On a miss you burn some bridges", "flake-move8": "Sneaky When you attack from ambush or from behind, inflict +2 harm", - "fake-normal": "One Normal Weapon", - "fake-gear1": ".38 revolver (2 harm, close, reload,
          loud)", - "fake-gear2": "9mm (2 harm, close, loud)", - "fake-gear3": "Hunting rifle (2 harm, far, loud)", - "fake-gear4": "Magnum (3 harm, close, reload, loud)", - "fake-gear5": "Shotgun (3 harm, close, messy, loud)", - "fake-gear6": "Big knife (1 harm, hand)", + "flake-normal": "Normal Weapon", + "flake-gear1": ".38 revolver (2 harm, close, reload, loud)", + "flake-gear2": "9mm (2 harm, close, loud)", + "flake-gear3": "Hunting rifle (2 harm, far, loud)", + "flake-gear4": "Magnum (3 harm, close, reload, loud)", + "flake-gear5": "Shotgun (3 harm, close, messy, loud)", + "flake-gear6": "Big knife (1 harm, hand)", "flake-hidden": "Hidden Weapons", - "fake-gear7": "Throwing knives (1 harm, close, many)", - "fake-gear8": "Holdout pistol (2 harm, close, loud,
          reload)", - "fake-gear9": "Garrote (3 harm, intimate)", - "fake-gear10": "Watchman's flashlight (1 harm, hand)", - "fake-gear11": "Weighted gloves/brass knuckles (1
          harm, hand", - "fake-gear12": "Butterfly knife/folding knife (1
          harm, hand)", + "flake-gear7": "Throwing knives (1 harm, close, many)", + "flake-gear8": "Holdout pistol (2 harm, close, loud, reload)", + "flake-gear9": "Garrote (3 harm, intimate)", + "flake-gear10": "Watchman's flashlight (1 harm, hand)", + "flake-gear11": "Weighted gloves/brass knuckles (1 harm, hand)", + "flake-gear12": "Butterfly knife/folding knife (1 harm, hand)", "Flake-advance1": "Gain a haven like the Expert with two options", "Flake-advance2": "Add a haven option", "Initiate": "Initiate", @@ -336,8 +365,8 @@ "Initiate-advance1": "Get command of your chapter of the Sect", "Initiate-advance2": "Get command of your chapter of the Sect", "Initiate-advance3": "Become the leader, or effective leader, of the whole Sect", - "Monsterous": "Monsterous", - "luck-special-monsterous": "When you spend Luck your monster side gains power. Your Curse may grow stronger, or another Breed disadvantage may manifest", + "Monstrous": "Monstrous", + "luck-special-monstrous": "When you spend Luck, your monster side gains power; your Curse may become stronger, or another Breed disadvantage may manifest.", "monster-breed": "Monster Breed", "breed-description": "You are half human, half monster; were you always this way? Were you always fighting for good or were you once evil and then switched sides?", "curses": "Curses", @@ -345,40 +374,40 @@ "curse2": "Vulnerability Pick a substance. You'll take +1 harm when you suffer harm from it. If you are bound or surrounded by it, you must act under pressure to use your powers", "curse3": "Pure Drive One emotion rules you. Pick from: hunger, hate, anger, fear, jealousy, greed, joy, pride, envy, lust or cruelty. Whenever you have a chance to indulge that emotion you must do so immediately, or act under pressure to resist", "curse4": "Dark Master You have an evil lord who doesn't know you changed sides. They still give you orders, and they do not tolerate refusal or failure", - "monsterous-move1": "Immortal You do not age or sicken, and whenever you suffer harm you suffer 1 harm less", - "monsterous-move2": "Unnatural Appeal Roll +Weird instead of +Charm when you manipulate someone ", - "monsterous-move3": "Unholy Strength Roll +Weird instead of +Tough when you kick some ass ", - "monsterous-move4": "Incorporeal You may move freely though solid objects (but not people)", - "monsterous-move5": "Preternatural Speed You go much faster than normal people. When you chase, flee or run take +1 ongoing", - "monsterous-move6": "Claws of the Beast Your natural attacks deal +1 harm ", - "monsterous-move7": "Mental Dominion When you gaze into a normal human's eyes and exert your will over them Roll +Charm. On a 10+ hold 3, on 7-9 hold 1. You may spend your hold to give them an order. Regular people will follow the order, whatever it is. Hunters can choose to follow the order or not. If they do, they mark experience", - "monsterous-move8": "Unquenchable Vitality When you have taken harm you can heal yourself. Roll +Cool. On a 10+, heal 2 harm and stabilise your injuries. On a 7-9, heal 1 harm and stabilise your injuries. On a miss your injuries worsen", - "monsterous-move9": "Dark Negotiator You can use manipulate someone on monsters as well as people if they can reason and talk", - "monsterous-move10": "Flight You can fly ", - "monsterous-move11": "Shapeshifter You may change your form (usually into an animal). Decide if you have just one alternate form or several and detail them. You gain +1 forward to investigate a mystery when using and alternate form's superior senses. (Eg, smell for a wolf, sight for an eagle)", - "monsterous-move12": "Something Borrowed Take a move from a hunter playbook that is not currently in play ", + "monstrous-move1": "Immortal: You do not age or sicken, and whenever you suffer harm, you suffer 1 harm less.", + "monstrous-move2": "Unnatural Appeal: Roll +Weird instead of +Charm when you manipulate someone.", + "monstrous-move3": "Unholy Strength: Roll +Weird instead of +Tough when you kick some ass.", + "monstrous-move4": "Incorporeal: You may move freely though solid objects (but not people).", + "monstrous-move5": "Preternatural Speed: You go much faster than normal people. When you chase, flee, or run, take +1 ongoing.", + "monstrous-move6": "Claws of the Beast: Your natural attacks deal +1 harm.", + "monstrous-move7": "Mental Dominion: When you gaze into a normal human's eyes and exert your will over them, roll +Charm. On a 10+ hold 3, on a 7-9 hold 1. You may spend your hold to give them an order. Regular people will follow your order, whatever it is. Hunters can choose to follow the order or not. If they do, they mark experience.", + "monstrous-move8": "Unquenchable Vitality: When you have taken harm you can heal yourself. Roll +Cool. On a 10+, heal 2 harm and stabilise your injuries. On a 7-9, heal 1 harm and stabilise your injuries. On a miss, your injuries worsen.", + "monstrous-move9": "Dark Negotiator: You can use the move manipulate someone on monsters as well as people, if they can reason and talk.", + "monstrous-move10": "Flight: You can fly.", + "monstrous-move11": "Shapeshifter: You may change your form (usually into an animal). Decide if you have just one alternate form or several, and detail them. You gain +1 forward to investigate a mystery when using and alternate form's superior senses (eg. smell for a wolf, sight for an eagle).", + "monstrous-move12": "Something Borrowed: Take a move from a hunter playbook that is not currently in play.", "natural-attacks": "Natural Attacks", - "monsterous-attacks-pick": "pick one base and one extra, or pick two bases", - "monsterous-attacks1": "Base: teeth (3 harm, intimate)", - "monsterous-attacks2": "Base: Claws (2 harm, hand)", - "monsterous-attacks3": "Base: Magical force (1 harm, magical, close)", - "monsterous-attacks4": "Base: Life-drain (1 harm, intimate, life-drain)", - "monsterous-attacks5": "Extra: Add +1 harm to a base", - "monsterous-attacks6": "Extra: Add +ignore armour to a base", - "monsterous-attacks7": "Extra: Add an extra range to a base
          (+intimate, hand, or close)", - "monsterous-weapon": "One Handy Weapon: (if you want one)", - "monsterous-gear1": ".38 revolver (2 harm, close, reload,
          loud)", - "monsterous-gear2": "9mm (2 harm, close, loud)", - "monsterous-gear3": "Magnum (3 harm, close, reload, loud)", - "monsterous-gear4": "Shotgun (3 harm, close, messy)", - "monsterous-gear5": "Big knife (1 harm, hand)", - "monsterous-gear6": "Brass knuckles (1 harm, hand, quiet,
          small)", - "monsterous-gear7": "Sword (2 harm, hand, messy)", - "monsterous-gear8": "Huge sword (3 harm, hand, heavy)", - "Monsterous-advance1": "Gain a haven like the Expert with two options", - "Monsterous-advance2": "Take a Natural Attacks pick", - "Monsterous-advance3": "Free yourself from your type's curse. It no longer affects you but you lose 1 Weird", - "Monsterous-advance4": "Become evil (again). Retire this character, they become one of the Keeper's threats", + "monstrous-attacks-pick": "pick one base and one extra, or pick two bases", + "monstrous-attacks1": "Base: teeth (3 harm, intimate)", + "monstrous-attacks2": "Base: claws (2 harm, hand)", + "monstrous-attacks3": "Base: magical force (1 harm, magical, close)", + "monstrous-attacks4": "Base: life-drain (1 harm, intimate, life-drain)", + "monstrous-attacks5": "Extra: add +1 harm to a base", + "monstrous-attacks6": "Extra: add ignore-armour to a base", + "monstrous-attacks7": "Extra: Add an extra range to a base (intimate, hand, or close)", + "monstrous-weapon": "(Optional) Handy Weapon", + "monstrous-gear1": ".38 revolver (2 harm, close, reload, loud)", + "monstrous-gear2": "9mm (2 harm, close, loud)", + "monstrous-gear3": "Magnum (3 harm, close, reload, loud)", + "monstrous-gear4": "Shotgun (3 harm, close, messy)", + "monstrous-gear5": "Big knife (1 harm, hand)", + "monstrous-gear6": "Brass knuckles (1 harm, hand, quiet, small)", + "monstrous-gear7": "Sword (2 harm, hand, messy)", + "monstrous-gear8": "Huge sword (3 harm, hand, heavy)", + "Monstrous-advance1": "Gain a Haven, like the Expert, with two options", + "Monstrous-advance2": "Take a natural attacks pick", + "Monstrous-advance3": "Free yourself from your kind's curse, it no longer affects you, but you lose 1 Weird", + "Monstrous-advance4": "Turn evil (again?). Retire this character, they become one of the Keeper's threats", "Mundane": "Mundane", "luck-special-mundane": "When you spend Luck you'll find something wierd- maybe even useful", "mundane-move1": "Always the Victim When another hunter uses protect someone to protect you, they mark experience. Whenever a monster captures you, you mark experience", @@ -410,10 +439,6 @@ "mundane-gear10": "Classic car in terrible condition", "mundane-gear11": "Motorcycle", "mundane-gear12": "Van", - "Mundane-advance1": "Regain a used Luck point", - "Mundane-advance2": "Regain a used Luck point", - "Mundane-advance3": "Regain a used Luck point", - "Mundane-advance4": "Regain a used Luck point", "Professional": "Professional", "luck-special-professional": "When you spend Luck your next mission from the Agency comes with lots of red tape. Lots", "agency": "Agency", @@ -470,24 +495,16 @@ "Professional-advance3": "Get some or all of the other player's hunters hired by your Agency. They get the deal with the agency move as well as salery and benefits", "Spellslinger": "Spellslinger", "luck-special-spellslinger": "When you spend Luck the official council of wizards is going to poke their nose into your business", - "spellslinger-gear-description": "You don't need much except items to power your magic, still it's good to be prepared", "spellslinger-weapon": "One Backup Weapon", "spellslinger-gear1": "Old revolver (2 harm, close, reload,
          loud)", "spellslinger-gear2": "Ritual knife (1 harm, hand)", "spellslinger-gear3": "Heirloom sword (2 harm, hand, messy)", - "spellslinger-move1": "Advanced Arcane Training If you have two of your three Tools and Techniques at the ready then you may ignore the third", - "spellslinger-move2": "Arcane Reputation Pick three big organisations or groups in the supernatural community, which can include the more sociable types of monsters. They've heard of you and respect your power. Take +1 forward when you use manipulate someone on affected humans. You may also use manipulate someone on affected monsters, with no bonus", - "spellslinger-move3": "Could've Been Worse When you miss a use magic roll you can choose one of the following options instead of losing control of the magic", - "spellslinger-move3.1": "Fizzle: The preperations and materials for the spell are ruined. You'll have to start over from scratch with the prep time doubled", - "spellslinger-move3.2": "This is gonna suck: The effect happens, but you trigger all the glitches but one. You pick the one you avoid", - "spellslinger-move4": "Forensic Divination When you successfully investigate a mystery you may ask \"what magic was done here?\" as a free extra question", - "spellslinger-move5": "Go Big or Go Home When you must use magic as a requirement for big magic, take +1 forward to those use magic rolls", - "spellslinger-move6": "Enchanted Clothing Pick an article of every-day clothing; it's enchanted without any change in appearence. Take -1 harm from any source that tries to get at you through the garment", - "spellslinger-move7": "Not My Fault +1 to act under pressure when dealing with the consequences of your own spellcasting", - "spellslinger-move8": "Practitioner Choose two of the use magic effects. You get +1 to use magic when choosing one of those effects", - "spellslinger-move9": "Shield Spell When you protect someone, you gain +2 armour against any harm that is transferred to you. This doesn't stack with any other armour", - "spellslinger-move10": "Third Eye When you read a bad situation you can open your third eye for a moment to take in extra information. Take +1 hold on any result of 7 or more, plus you can see invisible things. On a miss, you may still get 1 hold, but you're exposed to a supernatural danger. Unfiltered hidden reality is tough on the mind!", "extra-fixed-move": "And you get this", + "spellslinger-fixed-move1": "Tools and Techniques: To use your combat magic effectively, you rely on a collection of tools and techniques. Uncheck one; you'll need the rest.", + "spellslinger-fixed-move1.1": "Consumables: You need certain supplies - powders, oils, etc - on hand, some will be used up each cast. If you don't have them, when you cast, take 1 harm, ignore-armour.", + "spellslinger-fixed-move1.2": "Foci: You need wands, staves, and other obvious props to focus. If you don't have what you need, your combat magic does 1 harm less.", + "spellslinger-fixed-move1.3": "Gestures: You need to wave your hands around to use combat magic. If you're restrained, take -1 ongoing for combat magic.", + "spellslinger-fixed-move1.4": "Incantations: You must speak in an arcane language to control your magic. If you use combat magic without speaking, act under pressure to avoid scrambling your thoughts.", "combat-magic": "Combat Magic", "combat-magic-description": "You have attack spells you can use as weapons. When you kick some ass with your spells roll +Weird instead of +Tough. Sometimes you may need to act under pressure to cast your spells without problems", "combat-magic-pick": "pick three, with at least one base", @@ -503,15 +520,24 @@ "effect4": "Frost or Ice (Add '-1 harm, +2 armour'
          to a wall, or '+1 harm, restraining' to
          other bases)", "effect5": "Earth (Add 'forceful, restraining' to a
          base)", "effect6": "Necromantic (Add 'life-drain' to a base)", + "spellslinger-move1": "Advanced Arcane Training If you have two of your three Tools and Techniques at the ready then you may ignore the third", + "spellslinger-move2": "Arcane Reputation Pick three big organisations or groups in the supernatural community, which can include the more sociable types of monsters. They've heard of you and respect your power. Take +1 forward when you use manipulate someone on affected humans. You may also use manipulate someone on affected monsters, with no bonus", + "spellslinger-move3": "Could've Been Worse When you miss a use magic roll you can choose one of the following options instead of losing control of the magic", + "spellslinger-move3.1": "Fizzle: The preperations and materials for the spell are ruined. You'll have to start over from scratch with the prep time doubled", + "spellslinger-move3.2": "This is gonna suck: The effect happens, but you trigger all the glitches but one. You pick the one you avoid", + "spellslinger-move4": "Forensic Divination When you successfully investigate a mystery you may ask \"what magic was done here?\" as a free extra question", + "spellslinger-move5": "Go Big or Go Home When you must use magic as a requirement for big magic, take +1 forward to those use magic rolls", + "spellslinger-move6": "Enchanted Clothing Pick an article of every-day clothing; it's enchanted without any change in appearence. Take -1 harm from any source that tries to get at you through the garment", + "spellslinger-move7": "Not My Fault +1 to act under pressure when dealing with the consequences of your own spellcasting", + "spellslinger-move8": "Practitioner Choose two of the use magic effects. You get +1 to use magic when choosing one of those effects", + "spellslinger-move9": "Shield Spell When you protect someone, you gain +2 armour against any harm that is transferred to you. This doesn't stack with any other armour", + "spellslinger-move10": "Third Eye When you read a bad situation you can open your third eye for a moment to take in extra information. Take +1 hold on any result of 7 or more, plus you can see invisible things. On a miss, you may still get 1 hold, but you're exposed to a supernatural danger. Unfiltered hidden reality is tough on the mind!", "Spellslinger-advance1": "Take another Combat Magic pick", - "Spellslinger-advance3": "Regain a used Luck point", - "Spellslinger-advance4": "Take another Combat Magic pick", - "Spellslinger-advance5": "Cross off another option from tools and techniques", + "Spellslinger-advance2": "You may cross off another option from your Tools and Techniques", "Spooky": "Spooky", "luck-special-spooky": "As you spend Luck your Dark Side's needs will get nastier", "dark-side": "The Dark Side", "dark-side-description1": "Your powers have an unsavoury source, and sometimes you get tempted to do things you shouldn't. These could be orders from whatever granted you power, urges that bubble up inside you, or something else", - "dark-side-description2": "Whatever it is, it is unsettling", "dark-side1": "Violence", "dark-side2": "Depression", "dark-side3": "Secrets", @@ -538,12 +564,12 @@ "spooky-move4": "Premonitions At the start of each mystery, roll +Weird. On a 10+, you get a detailed vision of something bad that is yet to happen. You take +1 forward to prevent it coming true, and mark experience if you stop it. On a 7-9 you get clouded images of something bad that is yet to happen; mark experience if you stop it. On a miss, you get a vision of something bad to happen and the Keeper holds 3, to be spent 1-for-1 as penalties to rolls you make", "spooky-move5": "Hunches When something bad is happening (or just about to happen) somewhere that you aren't, roll +Sharp. On a 10+ you knew where you needed to go, just in time to get there. On a 7-9, you get there too late- in time to intervene, but not prevent it altogether. On a miss, you get there just in time to be in trouble yourself", "spooky-move6": "The Big Whammy You can use your powers to kick some ass, (2 harm, close, obvious, ignore-armour) When you do, roll +Weird instead of +Tough. On a miss you'll get magical backlash", + "spooky-move6.1": "Where is the creature right now?", + "spooky-move6.2": "What is it planning to do right now?", + "spooky-move6.3": "Who is it going to attack next?", + "spooky-move6.4": "Who does it regard as the biggest threat?", + "spooky-move6.5": "How can I attract its attention?", "spooky-move7": "Tune In You can attune your mind to a monster or minion. Roll +Weird. On a 10+ hold 3, 7-9 hold 1. On a miss the monster becomes aware of you. Spend one hold to ask the Keeper one of the following questions, and gain +1 ongoing while acting on the answers", - "spooky-move7.1": "Where is the creature right now?", - "spooky-move7.2": "What is it planning to do right now?", - "spooky-move7.3": "Who is it going to attack next?", - "spooky-move7.4": "Who does it regard as the biggest threat?", - "spooky-move7.5": "How can I attract its attention?", "spooky-move8": "Jinx You can encourage coincidences to occur the way you want. When you jinx a target, roll +Weird. On a 10+ hold 2, 7-9 hold 1. On a miss, the Keeper holds 2 over you to be used in the same way. Spend your hold to", "spooky-move8.1": "Interfere with a hunter, giving them -1 forward", "spooky-move8.2": "Help a hunter, giving them +1 forward by interfering with their enemy", @@ -559,14 +585,15 @@ "spooky-gear4": "Shotgun (3 harm, close, messy)", "spooky-gear5": "Big knife (1 harm, hand)", "Spooky-advance1": "Change some or all of your Dark Side tags", + "Spooky-advance2": "Gain a Mystical Library, like the Haven option of the Expert", "Spooky-advance3": "You discover how to use your powers at a lower cost. Delete one Dark Side tag", "Wronged": "Wronged", "luck-special-wronged": "When you spend Luck you find a dangerous lead on your prey", "who-you-lost": "Who You Lost", "who": "Who did you lose?", + "pick-some": "pick one or more", "lost-pick": "pick one or more of: parent(s), sibling(s), spouse/partner, child(ren), best friend(s)", "lost-save-them": "Why couldn't you save them? You were", - "pick-some": "pick one or more", "lost1": "At fault", "lost2": "Selfish", "lost3": "Injured", @@ -576,8 +603,8 @@ "lost7": "In denial", "lost8": "Complicit", "what-prey": "What Did It?", - "prey": "My Prey", "prey-breed": "with the Keeper's agreement, pick the monster breed", + "prey": "My Prey", "wronged-fixed-move1": "I Know My Prey You get +1 ongoing when knowingly investigating, pursuing, or fighting the breed of monster that caused your loss", "wronged-move1": "Berserk No matter how much harm you take, you can always keep going until the current fight is over. During a fight, the Keeper may not use harm moves on you and you cannot die. When the fight ends, all harm takes effect as normal", "wronged-move2": "NEVER AGAIN In combat, you may choose to protect someone without rolling, as if you had rolled a 10+, but you may not choose to \"suffer little harm\"", @@ -585,10 +612,10 @@ "wronged-move4": "Fervour When you manipulate someone roll +Tough instead of +Charm", "wronged-move5": "Safety First You have jury-rigged extra protection into your gear, giving you +1 armour (max 2 armour)", "wronged-move6": "Tools Matter With your signature weapon you get +1 to kick some ass", + "wronged-move6.1": "Stabilize the injury but the patient take -1 forward.", + "wronged-move6.2": "Heal 1 harm and stabilize for now, but it will return as 2 harm and become unstable again later.", + "wronged-move6.3": "Heal 1 harm and stabilize but the patient takes -1 ongoing until it's fixed properly.", "wronged-move7": "DIY Surgery When you do quick and dirty first aid on someone (including yourself), roll +Cool. On a 10+ it's all good, it counts as normal first aid, plus stabilise the injury and heal 1 harm. On a 7-9, it counts as normal first aid, plus one of these, your choice", - "wronged-move7.1": "Stabilise the injury but the patient take -1 forward", - "wronged-move7.2": "Heal 1 harm and stabilise for now, but it will return as 2 harm and become unstable again later", - "wronged-move7.3": "Heal 1 harm and stabilise but the patient takes -1 ongoing until it's fixed properly", "wronged-armour": "Protective wear suited to your look (1 armour)", "wronged-signature": "Signature Weapons", "wronged-gear1": "Sawn-off shotgun (3 harm, hand/close,
          messy, loud, reload)", @@ -607,7 +634,6 @@ "wronged-gear13": "Brass knuckles (1 harm, hand, stealthy)", "wronged-gear14": "Assault rifle (3 harm, close, area, loud, reload)", "wronged-vehicle": "Vehicles", - "wronged-vehicle-choice": "choose one, if you want it", "wronged-gear15": "Classic car", "wronged-gear16": "Classic motorcycle", "wronged-gear17": "Plain pickup", @@ -616,8 +642,518 @@ "Wronged-advance2": "Add one more option to your haven", "Wronged-advance3": "You track down the specific monster responsible fo your loss. The Keeper must make the next mystery about them", "Wronged-advance4": "Change the target of your vengeful rage. Pick a new monster breed; I know my prey now applies to them instead", + "Gumshoe": "Gumshoe", + "luck-special-gumshoe": "When you spend Luck, your next regular case will actually be a mystery for your hunter group, and the monster will focus their attention on you!", + "Gumshoe-Adv-harm": "Extra harm box", + "gumshoeCode": "Gumshoe Code", + "gumshoeCode-description": "With the agreement of the Keeper, pick a one-sentence Code that you adhere to.", + "gumshoeCode-example": "Example Codes: Murders must be punished. Monsters must be destroyed. Innocents must be saved. Laws must be enforced. Evil must be exposed. The weak must be protected from the powerful. Etc.", + "gumshoeCode-list": "Murders must be punished, Monsters must be destroyed, Innocents must be saved, Laws must be enforced, Evil must be exposed, The weak must be protected from the powerful, etc.", + "gumshoeCode-explain": "This Code defines you. Any time you violate your Code, you forfeit all Code-related moves (The Postman Always Rings Twice, The Long Goodbye) and the ability to spend Luck. These forfeits last until either the next mystery or you make amends. As long as you follow the Code, people will sense your sincerity; you receive +1 ongoing for manipulate someone and you may not be possessed or charmed by any sort of supernatural, alien, or demonic entity or item.", + "Gumshoe-fixed-move1": "Occult Confidential: The first time in each mystery that you observe a monster, minion, or phenomenon in action, you may ask one question from the investigate a mystery list.", + "Gumshoe-fixed-move2": "The Naked City: You have lots of personal contacts wherever you go. Pick four contact types from the following areas (or from other areas agreed to between you and the Keeper)", + "Gumshoe-fixed-move2-examples": "Academics, Accountants, Artists, Bartenders, Clergy, Conspiracy Theorists, Construction, Courts, Criminals (organised), Criminals (street), Cultists, Engineers, Espionage, Film and TV, Forensic Scientists, Fringe Scientists, Hackers, Journalists, Lawyers, Mechanics, Media, Medical Practioners, Military, Morgue, Occult, Police (local), Police (national), Politicians, Prisons, Private Security, Property Developers, Stage Magicians, Technologists, Transportation", + "Gumshoe-fixed-move2-continued": "You can hit them up for info (+1 to one investigate a mystery roll) or small favours - but there may be a small cost involved. Personal contacts can provide more significant help but the Keeper decides their price on a case-by-case basis.", + "Gumshoe-move1": "The Postman Always Rings Twice: Twice per mystery - as long as you follow your Code - you may reroll a roll.", + "Gumshoe-move2": "The Long Goodbye: You can't die with an open case. Specifically, you suffer all harm as normal but your death is postponed until you have either completed or abandoned the case, or you break your Code (then all bets are off).", + "Gumshoe-move3": "Jessica Jones Entry: When you double-talk your way into a secure location, roll +Charm. On a 10+ pick three, on a 7-9 pick two, on a fail pick one", + "Gumshoe-move3.1": "You don't leave any trace of what you searched.", + "Gumshoe-move3.2": "You find what you wanted.", + "Gumshoe-move3.3": "You find something else that's important.", + "Gumshoe-move3.4": "You don't piss anyone off.", + "Gumshoe-move3.5": "You aren't recognised.", + "Gumshoe-move4": "Out of the Past: You have a police buddy who will do you big favours. Get in touch with them when you need to redirect law enforcement attention, get a heads-up on what operations are planned, or access police files. You now owe them; expect them to collect on it soon.", + "Gumshoe-move5": "Asphalt Jungle: You heal faster than normal people. Any time your harm gets healed, heal 1 harm extra. You are immune to all the harm move effects under '0 harm' and '1 harm' (when the Keeper would apply these, you ignore them).", + "Gumshoe-move6": "Hacker with a Dragon Tattoo: When you hack into a computer system, roll +Sharp. On 10+ pick two, on a 7-9 pick one. You", + "Gumshoe-move6.1": "...leave no traces.", + "Gumshoe-move6.2": "...learn something important.", + "Gumshoe-move6.3": "...can leave misinformation in place.", + "Gumshoe-move6.4": "...gain access to somewhere you want to get in to.", + "Gumshoe-move7": "\"Just one more thing\": When you ask a suspect leading questions, roll +Charm. On a 10+ hold 2, on a 7-9 hold 1, on a miss hold 1 but something bad is going to happen too. Spend your hold 1-for-1 to ask questions from this list", + "Gumshoe-move7.1": "One question from the investigate a mystery list.", + "Gumshoe-move7.2": "Was that a lie?", + "Gumshoe-move7.3": "What is something you left out that you didn't want me to notice?", + "Gumshoe-move7.4": "Are you complicit with any ongoing criminal activity?", + "Gumshoe-move7.5": "Did you commit this specific crime?", + "Gumshoe-gear-base": "A laptop, and a liquor flask", + "Gumshoe-recording": "Recording Devices", + "Gumshoe-gear1": "Night vision camera", + "Gumshoe-gear2": "Tiny digital video camera", + "Gumshoe-gear3": "Film camera (8mm or 16mm)", + "Gumshoe-gear4": "Digital sound recorder", + "Gumshoe-gear5": "Cassette tape recorder", + "Gumshoe-gear6": "Remote-controlled camera drone", + "Gumshoe-gear7": "Laser microphone", + "Gumshoe-gear8": "SLR camera", + "Gumshoe-weapon": "P.I. Weapons", + "Gumshoe-gear9": "Brass knuckles (1 harm, hand, small)", + "Gumshoe-gear10": ".38 revolver (2 harm, close, reload, loud)", + "Gumshoe-gear11": "9mm (2 harm, close, loud)", + "Gumshoe-gear12": "Magnum (3 harm, close, reload, loud)", + "Gumshoe-gear13": "Shotgun (3 harm, close, messy, loud)", + "Gumshoe-gear14": "Switchblade (1-harm, hand, small)", + "Gumshoe-advance1": "Add an extra harm box on the Dying side", + "Gumshoe-advance2": "Gain a Haven (your office, perhaps), like the Expert, with two options", + "Gumshoe-advance3": "Add four additional or new contacts for Naked City", + "Gumshoe-advance4": "Turn one of your contacts into an ally", + "Hex": "Hex", + "luck-special-hex": "When you spend Luck, until the end of the mystery, backlash on your spells will be extra nasty.", + "hex-weapons": "Wizardly Weapons", + "hex-items": "Any magical items or amulets that you use to perform magic", + "hex-gear1": ".38 revolver (2 harm, close, reload, loud)", + "hex-gear2": "Shotgun (3 harm, close, messy, loud)", + "hex-gear3": "Athame (2 harm, hand, magic, silver)", + "hex-gear4": "Shillelagh (1 harm, hand, balanced)", + "hex-gear5": "Crossbow (2 harm, close, slow)", + "hex-gear6": "Staff (1 harm, hand, balanced, large)", + "hex-advmove": "Advanced Hex Moves", + "hex-advmove-desc": "When you take the corresponding Improvement, choose one of these", + "hex-advmove1": "Apotheosis: You become a terrifying fount of mystical power. Once per mystery, after you suffer loss or harm, you may enter a state where you have both immense power and zero interest in the well-being of others. While in this state, all of the following are true", + "hex-advmove1.1": "You can fly.", + "hex-advmove1.2": "Use +Weird to kick some ass instead of +Tough. For this, you use innate magic as a weapon with (3 harm and any properties you choose).", + "hex-advmove1.3": "Ignore the component costs of your rotes.", + "hex-advmove1.4": "Ignore one requirement of every spell you cast with use magic.", + "hex-advmove1.5": "You have +1 ongoing to do everything.", + "hex-advmove1.6": "You cannot use the protect someone move.", + "hex-advmove1.7": "You have all the Temptations, and you have to indulge them whenever a good opportunity presents itself.", + "hex-advmove1.8": "When you try to resist a Temnptation, roll +Cool. On a 10+, Apotheosis ends. On a 7-9, it ends with you doing something dangerous or cruel. On a miss, it ends only after you harm someone (or something) you love.", + "hex-advmove2": "Synthesis: You manage to conciliate your dark power with your moral impulses. You lose your Temptation. Whenever you use magic to help out or protect someone, you mark experience. Mark a second experience if you do it at the expense of your own safety.", + "hex-fixed-move1": "Bad Luck Charm: Whenever you use magic and miss, the backlash never affects you directly if there's someone else around to hit. It'll go for allies, other hunters, and innocent bystanders. Sometimes, every so often, it might even hit an enemy.", + "hex-move1": "Burn Everything: When you use magic to inflict harm, you can choose to inflict (3 harm, area, magic, obvious) or (3 harm, ignore-armour, magic, obvious).", + "hex-move2": "Cast the Bones: Once per mystery, you may perform some kind of divination (tarot, casting the runes, reading entrails, or something like that) to glean information about the future. When you do, roll +Sharp. On a 10+ hold 2, on a 7-9 hold 1. On a miss, you get some information, but it's not what you want to hear. Spend the hold 1-for-1 to ask any question from the investigate a mystery list, or from the following list", + "hex-move2.1": "What can I gain from this person/place/thing/creature?", + "hex-move2.2": "Who has touched this person/place/thing/creature before me?", + "hex-move2.3": "The Keeper will answer truthfully, with either a direct answer or how to find out more.", + "hex-move3": "Force of Will: When you apply your will to dispelling a magical effect, blocking a spell, or suspending a Phenomenon, roll +Weird. On a hit, momentary magics are cancelled completely, and long-lasting spells and effects are suspended temporarily. On a 10+, you can also spend Luck to instantly snuff out a powerful spell or strange effect. On a 7-9, you take 1 harm as the strain of dismissing magic unravels you.", + "hex-move4": "Luck of the Damned: After you use magic or cast a rote, take +1 forward.", + "hex-move5": "Sympathetic Token: As long as you carry a personal object belonging to someone, such as a lock of hair, a full set of toenails, or a treasured family heirloom, you get +1 ongoing to use magic against them. You can also use magic against them at a distance. If you miss, the token is lost, destroyed, or loses its power.", + "hex-move6": "This Might Sting: You can use magic to heal 3 harm, but the process is exceptionally painful. On a 7-9, it also leaves a gnarly scar.", + "hex-move7": "Wise Soul: Whenever you use magic, right before you roll, you can ask the Keeper what exactly would happen on a miss. If you dislike the risk, you can stop at the last second, and let the spell fizzle harmlessly. All of the effort is wasted.", + "temptation": "Temptation", + "temptation-desc1": "You have a dangerous drive that you pursue, sometimes to the exclusion of your own safety. Decide if your Temptation drove you to learn magic, or if learning magic drove you to it", + "temptation-desc2": "Whenever you give in to your Temptation and act accordingly, you mark experience. If a perfect opportunity presents itself, you need to act under pressure to resist giving in to your Temptation. If you fail this roll, you don’t mark experience like you would have if you’d willingly acted out your desires.", + "temptation-choose": "Choose one Temptation", + "temptation1": "Vengeance: Utilize magic to inflict disproportionate retribution on someone who wronged you.", + "temptation2": "Power: Utilize magic to exert your dominance over another.", + "temptation3": "Addiction: Utilize magic to do what you could do without it.", + "temptation4": "Callousness: Utilize magic without regard for the safety of others.", + "temptation5": "Carnage: Utilize magic to inflict gruesome violence.", + "temptation6": "Secrets: Utilize magic to discover forbidden, dangerous knowledge.", + "temptation7": "Glory: Utilize magic to steal someone’s thunder.", + "rotes": "Rotes", + "rote-desc1": "Whenever you use magic, you can decide afterwards that a particular spell is a Rote that you know. You know how to cast it off the top of your head. Write down in detail the name of the Rote, what it requires, and what it does on a 10+, a 7-9, and a miss. A Rote is a bit more powerful than a basic use magic spell; its glitches are less onerous and its effect may be a little bigger. Unlike regular use magic, the cost and consequences for failing a Rote are known to you in advance.", + "rote-desc2": "Choose two fixed requirements for each Rote from this list", + "rote-req1": "Magic words and ritual gestures.", + "rote-req2": "An object of power (wand, talisman, orb, staff, etc) which must be wielded.", + "rote-req3": "An expendable component such as sulfur, sage, or incense, which must be burned, blown, destroyed or scattered during the casting.", + "rote-req4": "Runes or symbols written or engraved on a surface (which must be prepared).", + "rote-req5": "A spilling of blood (1 harm to you or a willing participant).", + "rote-desc3": "After you cast it for the first time, treat each Rote as a custom move - a specialised version of use magic, which is built with the Keeper.", + "rote-list": "List of Rotes", + "rote-desc4": "You start out knowing up to one Rote, which you can choose when creating your character or during play. You can learn more by taking corresponding Improvements. When you do, you can choose the new Rote right away or in play.", + "rote-desc5": "You roll +Weird to cast a Rote, which requires you to have the needed items at hand and the ability to physically use them.", + "rote-name": "Rote Name", + "rote-reqs": "Requirements", + "rote-effect": "Effects", + "hex-advance1": "Take another Rote", + "hex-advance2": "or an additional Rote", + "hex-advance3": "Gain a Haven, like the Expert, with two options", + "hex-advance4": "Take another two Rotes", + "hex-advance5": "Choose one Advanced Hex Move", + "Pararomantic": "Pararomantic", + "luck-special-pararomantic": "When you spend Luck, mark one Relationship Status box. The Keeper will bring Fate of your Love into play.", + "relation": "Relationship Status", + "guide-name": "Guide Name", + "loving": "Loving", + "broken": "Broken", + "relation-second": "Second Relationship Status", + "guide-name-second": "Second Guide Name", + "bond": "Bond Abuse", + "bond1": "Whenever you do something to abuse the bond with your Guide, like acting against them, or not giving them enough attention, roll +Charm", + "bond1.1": "On a 10+, your action has no effect beyond the exchange of some angry words.", + "bond1.2": "On a 7-9, choose one of the Bond Abuse options below.", + "bond1.3": "On a miss, the Keeper may choose two of the Bond Abuse options below, or something worse.", + "bond2": "Bond Abuse options", + "bond2.1": "Mark one Relationship Status box.", + "bond2.2": "You may not channel the power of your Bond for the rest of the mystery.", + "bond2.3": "You gain the unwelcome attention of others of your Guide's kind.", + "bond2.4": "Someone who shouldn't know finds a clue about your relationship with your Guide.", + "bond-fate": "Fate of your Love", + "bond-fate-desc1": "There is a reason why your love with your Guide is forbidden or doomed. Invent this reason or leave it to the Keeper.", + "bond-fate-desc2": "Whenever you spend Luck, the truth of your love's Fate slowly unfolds. When you mark your last Luck point, it becomes clear that you cannot be together. Your Guide might even end up as an enemy, depending on how things go.", + "bond-fate-desc3": "Whenever you put yourself or somebody else in serious danger in order to conceal the truth about you and your Guide, mark experience.", + "pararomantic-fixed-move1": "Supernatural Guide: You have a (most likely intimate) connection to some supernatural being who is your guide into the world beyond. Choose if your relationship is secret or not", + "pararomantic-fixed-move1.1": "Determine what kind of creature your Guide is and how your relationship works. Say what kind of power they possess. The Keeper will decide how it works and define your Guide as a threat.", + "pararomantic-fixed-move1.2": "If your Guide is another hunter, determine together how your relationship works.", + "pararomantic-fixed-move1.3": "Whenever you would roll +Weird, you can roll +Charm instead, by channeling the power of your Bond. When you do so and miss, in addition to the usual consequences, you and your Guide suffer as when you miss a roll for Bond Abuse.", + "pararomantic-move1": "Bonding Time: If you spend some quality time with your Guide instead of working on the current mystery, you can roll +Charm. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 to", + "pararomantic-move1.1": "Erase one used Relationship Status mark.", + "pararomantic-move1.2": "Use a Pararomantic move you haven't picked.", + "pararomantic-move1.3": "Receive a gift from your Guide.", + "pararomantic-move1.4": "Take +1 forward.", + "pararomantic-move2": "Dark Desires: You may use manipulate someone on monsters, as long as you are using emotional ties.", + "pararomantic-move3": "The Power of Love: When you use help someone to help your Guide, don't roll +Cool. You automatically help as though you'd rolled a 10. If your Guide is another hunter, the same applies when they use help someone to help you.", + "pararomantic-move4": "Do As The Supernatural Do: You can take an unnatural move from your Guide's playbook (if they are a hunter). If they are a monster, choose a move from a suitable supernatural playbook. The Keeper may offer you a custom move instead.", + "pararomantic-move5": "I Am Theirs And They Are Mine: Whenever you are in danger, your Guide knows it. If your Guide is suffering harm (and it's feasible), you can spend Luck to redirect the attack onto yourself as if you have rolled 10+ with protect someone. If you are suffering harm, you can decide that your Guide has protected you and is suffering this harm instead. If you choose this, roll for Bond Abuse.", + "pararomantic-move6": "Monster Empathy: When you try to work out what a supernatural creature desires, roll +Charm. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 to ask the following questions - the Keeper will answer honestly", + "pararomantic-move6.1": "What do they most desire?", + "pararomantic-move6.2": "What would they accept as good enough for now?", + "pararomantic-move6.3": "What would distract them?", + "pararomantic-move7": "Spirit Touched: Your experiences have made you sensitive to the supernatural. When you sense magical things, roll +Weird. On a 10+, you can sense them fully. On a 7-9, choose: either sense them fully but they notice you too, or you sense only impressions.", + "pararomantic-equip": "Normal Equipment", + "pararomantic-gear1": "Golf club, baseball bat, cricket bat, or hockey stick (2 harm, hand, innocuous, messy)", + "pararomantic-gear2": "Pocket knife or multitool (1 harm, hand, useful, small)", + "pararomantic-gear3": "Small handgun (2 harm, close, loud, reload)", + "pararomantic-gear4": "Bicycle", + "pararomantic-gear5": "Fairly new car in decent condition", + "pararomantic-gear6": "Motorcycle", + "pararomantic-gift": "Gift from your Guide, which must be periodically recharged by interactions with them", + "pararomantic-gift1": "Part of their body, eg. a vial of blood, lock of hair, tears in a phial, fairy dust, etc. It either helps you heal, or counts as a weakness against a specific kind of monster.", + "pararomantic-gift2": "Piece of jewelry, eg. a golden ring, tribal pendant, silver locket, etc. It either provides armour (1 armour, magic) or protects you from the powers of a specific kind of monster.", + "pararomantic-gift3": "A memento of the time when they were human, eg. a portrait/photo from life, diary, favourite hat, doll, lighter, etc. It provides +1 to Bond Abuse rolls.", + "pararomantic-gift4": "A strange or antique weapon, eg. a family sword, ancient staff, holy mace (2 harm, hand, messy), etc. Additionally, add '+magic', '+silver', '+holy', or '+iron' tag to the weapon.", + "pararomantic-advance1": "Take a second Gift from your Guide or add another property to an existing gift", + "pararomantic-advance2": "Change your Guide, as you fall for another supernatural being", + "pararomantic-advance3": "Gain a second Guide. Track the Relationship Status of both Guides separately. Both Guides initially hate each other, but this could change through play. All moves that applied to your original Guide can now apply to either one", + "pararomantic-advance4": "Erase all marks from the Relationship Status track(s)", + "Searcher": "Searcher", + "searcher-extra-luck": "Extra Luck point", + "searcher-extra-luck-desc": "Use if you have the corresponding First Encounter move", + "luck-special-searcher": "When you spend Luck, your First Encounter comes up in play. It could be a flashback, new occurrence, or related event.", + "searcher-gear-base": "A laptop, a car or motorcycle, a camera, and binoculars", + "searcher-tools": "Investigation Tools", + "searcher-gear1": "A bag of cameras and microphones", + "searcher-gear2": "Forensic tools", + "searcher-gear3": "Ghost hunting tools", + "searcher-gear4": "Scientific measuring tools", + "searcher-gear5": "Cryptid hunting gear", + "searcher-gear6": "Historical documents and witness reports of strange events", + "searcher-gear7": "Maps, blueprints, and building reports for significant places", + "searcher-weapon": "Self-defence Weapons", + "searcher-gear8": "Walking stick (1 harm, hand, innocuous)", + "searcher-gear9": "Small handgun (2 harm, close, reload, loud)", + "searcher-gear10": "Small knife (1 harm, hand, messy)", + "searcher-gear11": "Martial arts training (1 harm, hand, innocuous)", + "searcher-gear12": "Incapacitating spray (0 harm, hand, irritating)", + "searcher-gear13": "Heavy flashlight (1 harm, hand, innocuous)", + "searcher-fixed-move1": "First Encounter: One strange event started you down this path, sparking your need to discover the truth behind the unexplained. Decide what that event was, pick a category below and take the associated move. Then tell everyone what happened to you (or someone close to you).", + "searcher-fixed-move1.1": "Cryptid Sighting: You take note of any reports of strange creatures. Whenever you first see a new type of creature, you may immediately ask one of the investigate a mystery questions.", + "searcher-fixed-move1.2": "Zone of Strangeness: Things are not fixed. You never need to act under pressure when supernatural forces alter the environment around you, and you get protection (2 armour) against harm from sudden changes to the laws of physics.", + "searcher-fixed-move1.3": "Psychic Event: Your mind is awakened. You may act under pressure to use the sensitive weird move, or (if you already have sensitive) the empath weird move.", + "searcher-fixed-move1.4": "Higher Power: Something looks out for you. You start with an extra Luck point.", + "searcher-fixed-move1.5": "Strange Dangers: You are always watching for hazards. When you have no armour, you still count as having protection (1 armour).", + "searcher-fixed-move1.6": "Abduction: They taught you hidden knowledge. Gain +1 to any move when you research strange or ancient secrets to do it.", + "searcher-fixed-move1.7": "Cosmic Insight: You have encompassed the soul of the universe. You never need to act under pressure due to feelings of fear, despair, or isolation.", + "searcher-move1": "Prepared to Defend: Even truth-seekers need to fight sometimes. Whenever you suffer harm when you kick some ass or protect someone, you suffer 1 harm less.", + "searcher-move2": "Fellow Believer: People understand you've also known strangeness. Bystanders will talk to you about weird things they would not trust another hunter (or a mundane official) to believe.", + "searcher-move3": "Guardian: You have a mystical ally (perhaps a spirit, alien, or cryptid) who helps and defends you. Define them, and their powers, with the Keeper's agreement. Their look is one of: invisible, an intangible spirit thing, a weird creature, disguised as an animal, or disguised as a person.", + "searcher-move4": "Just Another Day: When you have to act under pressure due to a monster, phenomenon, or mystical effect, you may roll +Weird instead of +Cool.", + "searcher-move5": "Network: You may gain an ally group of others who had experiences similar to your First Encounter - perhaps they're a support group or a hobbyist club. Detail up to five members with useful skills related to what happened to them (none are up for fighting monsters).", + "searcher-move6": "Ockham's Broadsword: When you first encounter something strange, you may ask the Keeper what sort of thing it is. They will tell you if it (or the cause) is: natural, an unnatural creature, a weird phenomenon, or a person. You gain +1 forward dealing with it.", + "searcher-move7": "The Things I've Seen: When you encounter a creature or phenomenon, you may declare that you have seen it before. The Keeper may ask you some questions about that encounter, and will then tell you one useful fact you learned and one danger you need to watch out for (maybe right now).", + "searcher-advance1": "Take a second First Encounter move, based on a recent mystery", + "searcher-advance2": "Resolve your First Encounter. The Keeper makes the next mystery about this event, and should try to answer all remaining questions about it during the mystery (although there are sure to be new threads to investigate after...)", + "Exile": "Exile", + "luck-special-exile": "When you spend Luck, you'll find something from your original life. Maybe something good, maybe something bad.", + "exile-origin": "Origin", + "exile-origin-desc1": "You were taken from your home in the past, and dropped into the modern world with only what you were carrying.", + "exile-origin-desc2": "Your nemesis came to the modern world as well, and is aware that you followed them. They will try and kill you if you don't kill them first. Decide who or what they are (with the Keeper's agreement).", + "exile-origin-desc3": "How did you get transported to the modern day?", + "exile-origin1": "You were pursuing your nemesis.", + "exile-origin2": "Your nemesis had already travelled to the future, so you (or your comrades) cast a spell to send you after it.", + "exile-origin3": "Magical accident or side-effect.", + "exile-origin4": "You angered a sorcerer.", + "exile-origin5": "Divine intervention.", + "exile-origin6": "One moment you were there, the next you were here.", + "exile-origin7": "A strange place or artifact brought you.", + "exile-origin8": "You were frozen, and recently unearthed and revived.", + "exile-move1": "Adept Sorcerer: You have a familiar spirit (usually in the guise of a pet) that counts as an ally: subordinate (motivation: to follow your exact instructions).", + "exile-move2": "Warrior: If you are fighting with (and against) old-fashioned hand weapons and suffer harm, you suffer 1 harm less. Monster attacks almost always count as old-fashioned for this move.", + "exile-move3": "Traditional Remedies: You can treat injuries without any need for modern medical supplies (although you might need someone to hold the patient down). Dealing with a poison, infection, or disease might need you to track down some specific ingredients (eg. healing herbs).", + "exile-move4": "Immortal Name: Your monster-hunting exploits are legendary, so much that your name still scares monsters and minions. You may use threats to use the move manipulate someone on monsters if they understand enough to have heard stories about you.", + "exile-move5": "Hearty Constitution: You never suffer from normal illnesses, and get +1 ongoing against magical illnesses and poisons. You've been through worse.", + "exile-move6": "Confused: Mark experience whenever your bafflement with the modern world gets in the way of monster-hunting.", + "exile-move7": "Ancient Magics: You learned magic when less lore had been lost. When you use magic, on a 7-9, don't choose a glitch. Instead, take -1 forward.", + "exile-move8": "Learned: You researched all the legends and tales of monsters in your home time. When you investigate a mystery, you can ask the Keeper questions from the following list as well as from the usual list", + "exile-move8.1": "Did this creature (or this type of creature) exist in my home time?", + "exile-move8.2": "What defenses are effective against this creature?", + "exile-move8.3": "What do I know about this creature that has been forgotten?", + "exile-armour": "Ancient Armour (0 armour or, 1 armour) appropriate to your origin", + "exile-item": "Whatever you were carrying when you were transported; most likely a monster-hunting kit in some easy-to-carry bag appropriate to your origin", + "exile-weapon": "Ancient Weapons", + "exile-gear1": "Sword (2 harm, hand, messy)", + "exile-gear2": "Axe (2 harm, hand, messy)", + "exile-gear3": "Big sword (3 harm, hand, messy, heavy)", + "exile-gear4": "Big axe (3 harm, hand, messy, heavy)", + "exile-gear5": "Shield (1 harm, hand, 1 armour), (cannot be used at the same time as a heavy weapon)", + "exile-gear6": "Silver knife (1 harm, hand, silver)", + "exile-gear7": "Bow (2 harm, close)/(1 harm, far)", + "exile-gear8": "Crossbow (2 harm, close, slow)", + "exile-gear9": "Handgonne (1 harm, hand/close, loud, volatile, smokey, reload)", + "exile-gear10": "Arquebus (2 harm, close, loud, volatile, heavy, smokey, reload)", + "exile-gear11": "Spear (2 harm, hand/close)", + "exile-gear12": "Big knife (1 harm, hand)", + "exile-gear13": "Cudgel (1 harm, hand)", + "exile-gear14": "Martial arts (1 harm, hand)", + "exile-ally": "you find one of your old comrades, who has come to join you in the modern day", + "exile-advance1": "Find a cache of objects left for you by your comrades in the past. The Keeper will decide what's in it, but it will be things that they expected you would need in the future", + "exile-return": "Optionally, you may return home to the past", + "exile-advance2": "When you use magic, you may choose to 'create a gateway between the modern world and my home' as an effect. You cannot control who uses the gateway or exactly where it opens at the other end", + "Hardcase": "Hard Case", + "luck-special-hardcase": "When you spend Luck, an enemy from your past comes back into your life. They aren’t happy to see you.", + "hardcase-adv-harm": "Extra harm box", + "hardcase-fixed-move1": "Unstoppable: When you spend Luck to avoid harm you are about to suffer, additionally remove all harm you had already suffered. Once per mystery, when you are about to take major damage (2 harm or more), change it to just 1 harm.", + "hardcase-move1": "FINISH HIM!: Whenever you inflict a massive injury (3 harm or more), you may immediately follow up with another attack. Roll +Tough. On a 10+, double the harm you cause. On a 7-9, you inflict 1 harm extra. On a miss, you leave yourself open and vulnerable.", + "hardcase-move2": "Weapon Master: When you take possession of a new weapon, you may change or remove one tag when you are using it (eg. 'heavy' becomes 'ignore-armour', or 'unreliable' is removed). The changed tag only applies for you. When you get this move, apply it to all your current weapons.", + "hardcase-move3": "Aim For The Weak Spot: Your unarmed and hand weapon attacks all get the 'ignore-armour' tag.", + "hardcase-move4": "Inspired Guesswork: Once per mystery, when you observe a monster in action, you may investigate a mystery to discover its powers, motivations, or weaknesses. It works even if what you asked about wasn't displayed; you work it out by deduction (or guessing).", + "hardcase-move5": "Come Get Some: You can challenge your foes to fight you alone, maybe in words or maybe just by being the biggest and baddest in the team. Roll +Tough. On a 10+, they all go for you. On a 7-9, they go for you, mainly, but maybe one or two of your comrades are getting marked too. On a miss, they come for you harder than you expected.", + "hardcase-move6": "Property Damage: You can smash your way through almost anything. If it is at all possible to destroy an inanimate object with the tools at your disposal, you can roll +Sharp to work out how. On a 10+, you can pulverize it, no trouble. On a 7-9, it will either take a long time, or you can't break it all down - your choice. On a miss, you hurt yourself getting it done, or get trapped in a bad spot.", + "hardcase-weapons": "Hard Case Weapons", + "hardcase-gear1": "Crowbar (2 harm, hand, messy)", + "hardcase-gear2": "Chainsaw (3 harm, hand, messy, unreliable, loud, heavy)", + "hardcase-gear3": "Automatic shotgun (3 harm, close, loud, reload, auto)", + "hardcase-gear4": "Huge knife (2 harm, hand, messy)", + "hardcase-gear5": "Hand cannon (3 harm, close, loud)", + "hardcase-gear6": "Submachinegun (2 harm, close, reload, auto)", + "hardcase-gear7": "Battered assault rifle (3 harm, close/far, auto)", + "hardcase-normal": "Normal Weapons", + "hardcase-gear8": ".38 revolver (2 harm, close, reload, loud)", + "hardcase-gear9": "Shotgun (3 harm, close, messy, loud)", + "hardcase-gear10": "Hunting rifle (2 harm, far, loud)", + "hardcase-gear11": "9mm (2 harm, close, loud)", + "hardcase-gear12": "Big knife (1 harm, hand)", + "hardcase-gear13": "Magnum (3 harm, close, reload, loud)", + "hardcase-advance1": "Gain command of a team of monster-hunters", + "hardcase-advance2": "Add an extra harm box on the Dying side", + "Luchador": "Luchador", + "luck-special-luchador": "The Luchador is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "luchador-fixed-move1": "Signature Move: Like every great wrestler, you have perfected a signature move for the ring. It works outside the ring as well.", + "luchador-fixed-move1.1": "When you unleash your signature move on something, roll +Tough. On a 10+, you do 2 harm and take +1 forward. On a 7-9, you do 1 harm and take +1 forward. On a miss, your opponent counters the move.", + "luchador-move1": "Master Técnico: When fighting unarmed, you get +1 to kick some ass and help out.", + "luchador-move2": "Intensive Training: Take +1 Tough (max +3).", + "luchador-move3": "Noble Heroism: When you successfully protect someone, give a nearby hunter +1 forward.", + "luchador-move4": "Consummate Athlete: You get +1 ongoing for vigorous physical feats (outside of combat).", + "luchador-move5": "Machismo!: Hah! You think that really hurt? By force of will, you can ignore pain and injury. When you suffer harm and just tough it out, roll +Cool. On a 10+, you heal 1 harm and gain +1 forward. On a 7-9, you heal 1 harm. On a miss, pretending to be tough you suffer 1 extra harm, in an embarrassing way if possible.", + "luchador-move6": "Daredevil Move: You can attempt a tricky, high risk manoeuver to gain an advantage on an opponent. Roll +Tough. On a 10+ pick three, on a 7-9, pick one", + "luchador-move6.1": "Interrupt a move someone or something else is making, so they can't do it yet.", + "luchador-move6.2": "Take +1 forward.", + "luchador-move6.3": "Give another hunter +1 forward.", + "luchador-move6.4": "Inflict 2 harm if you are unarmed, and your weapon's harm if you are armed.", + "luchador-move6.5": "You don't suffer harm in return.", + "luchador-move6.6": "On a miss, you suffer 1 harm from your failed move, and leave yourself open to your foes.", + "luchador-move7": "Inspiring Speech: When you rally a group with your ringside style, roll +Charm. On a 10+, they are pumped and ready to risk life and limb for the cause. On a 7-9, they are ready to pitch in their help, as long as there is little personal risk. Choose one thing for them to do", + "luchador-move7.1": "Act as an angry mob, unleashed at the target you name.", + "luchador-move7.2": "Be a vigilant watch force.", + "luchador-move7.3": "Go wherever you tell them to.", + "luchador-move7.4": "Help construct a trap.", + "luchador-move7.5": "On a miss, you lose face with the bystanders.", + "luchador-move8": "Sly Rudo: When you fight, you fight dirty. When you inflict harm on a monster, you can lure it into a trick. Roll +Sharp. On a 10+, the monster really fell for it, inflict +1 harm and +1 ongoing vs. the monster. On a 7-9, the monster fell for it, inflict +1 harm. On a miss, your trick backfires.", + "luchador-move9": "Fan Following: Your exploits in the ring have not gone unnoticed. When you contact a devoted fan to help you with a mystery, roll +Charm. On a 10+, they're available and helpful - they can fix something, give you a lift, or do some other favour. On a 7-9, they're prepared to help, but it's either going to take some time or you're going to have to do part of it yourself. On a miss, you burn some bridges.", + "luchador-weapons": "Normal Weapons", + "luchador-gear1": ".38 revolver (2 harm, close, reload, loud)", + "luchador-gear2": "9mm (2 harm, close, loud)", + "luchador-gear3": "Shotgun (3 harm, close, messy, loud)", + "luchador-gear4": "Heavy chain (2 harm, hand, area)", + "luchador-gear5": "Sledgehammer (3 harm, hand, messy)", + "luchador-gear6": "Big knife (1 harm, hand)", + "luchador-gear7": "Brass knuckles (1 harm, hand, stealthy)", + "luchador-vehicle": "Stylish Vehicle", + "luchador-gear8": "Foreign sports car", + "luchador-gear9": "Giant off-road vehicle", + "luchador-gear10": "Limo and chauffeur", + "luchador-gear11": "Tricked out motorcycle", + "luchador-gear12": "Van with custom paint job", + "luchador-ally": "another wrestler who has chosen to fight monsters with you", + "luchador-advance1": "Gain a Haven, like the Expert, with two options", + "Meddlingkid": "Meddling Kid", + "luck-special-meddlingkid": "When you spend Luck, you will see something you weren’t supposed to see. It might help you with your current mystery or it might just scare you.", + "meddlingkid-animal": "Animal Allies", + "meddlingkid-animal-desc": "Animal allies follow the normal rules for allies, except for communication. Animal allies can understand commands about as well as a very clever dog (regardless of what sort of animal they are).", + "meddlingkid-move1": "Unmasked!: When you have a monster captured or at bay, you may explain it is not a monster after all but a specific person in a mask. You must explain the real reason for all the seemingly supernatural events you have seen, and how the villain was behind them. When you reveal the culprit, roll +Sharp. On a 10+, your deduction is correct and it really is that person in a mask! On a 7-9, the Keeper must choose one of", + "meddlingkid-move1.1": "This really is a monster, but the named bystander was secretly their ally all along.", + "meddlingkid-move1.2": "You are correct, but while you talked, they found a way to attempt an escape.", + "meddlingkid-move1.3": "The explanation for all the events is correct but you picked the wrong person; when you unmask them, the villain is someone unexpected.", + "meddlingkid-move1.4": "On a miss, the monster gets an opportunity to create chaos while you explain your (incorrect) deductions.", + "meddlingkid-move2": "Power Snack: Pick a favourite snack food. Whenever you take a moment to eat some and enjoy it, take +1 forward.", + "meddlingkid-move3": "Wallop!: When you use an improvised weapon to attack something, you may choose one of these extra effects", + "meddlingkid-move3.1": "Inflict 1 harm.", + "meddlingkid-move3.2": "Momentarily stun them with a blow to the head.", + "meddlingkid-move3.3": "Trip or entangle them.", + "meddlingkid-move3.4": "Inflict 2 harm but the improvised weapon breaks.", + "meddlingkid-move4": "It's A Trap!: When you make a trap to capture a monster or minion, roll +Sharp. On a hit, you capture something! On a 10+, you can choose one of these extra effects", + "meddlingkid-move4.1": "It will take some time for the victim to get free.", + "meddlingkid-move4.2": "The trap inflicts harm (as an improvised weapon).", + "meddlingkid-move4.3": "The trap may be reset and reused later. Roll the move again when you do so, with +1 forward.", + "meddlingkid-move5": "Tell Me The Truth!: When you are questioning somebody to investigate a mystery, you may ask questions from the following list as well as from the usual list", + "meddlingkid-move5.1": "Who has something to gain from this situation?", + "meddlingkid-move5.2": "What are you plotting?", + "meddlingkid-move5.3": "Are you lying to me?", + "meddlingkid-move5.4": "Who knows about _____?", + "meddlingkid-move6": "Run Away!: When you decide to get out of a bad situation, you can get away just fine. Unfortunately you will end up somewhere just as bad, that is important to the current mystery.", + "meddlingkid-move7": "A Pleasant and Friendly Manner: When you politely manipulate someone, your impeccable manners always count as a reason for the person to do what you say.", + "meddlingkid-gadgets": "Mystery-solving Gadgets", + "meddlingkid-gear1": "Magnifying glass", + "meddlingkid-gear2": "Microscope", + "meddlingkid-gear3": "A van", + "meddlingkid-gear4": "Library card", + "meddlingkid-gear5": "Chemistry kit", + "meddlingkid-gear6": "A set of walkie-talkies", + "meddlingkid-gear7": "Fingerprint kit", + "meddlingkid-gear8": "Camera", + "meddlingkid-ally": "someone to join the gang, it may be an animal (most likely a dog or a cat)", + "Sidekick": "Sidekick", + "luck-special-sidekick": "The Sidekick is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "hero": "Hero", + "hero-desc1": "Pick one of the other hunters to be your hero. This is the person you decided is such an awesome monster-hunter that you are going to spend your time helping them out.", + "hero-desc2": "Decide what your relationship is, with agreement from the hero's player. Eg. an older sibling, a parent, a friend who was always better than you, perhaps they saved you from a monster, or you found out about their monster hunting by accident, etc. Optionally, you may choose to copy some aspect of your hero's looks.", + "hero-desc3": "When your hero's player has picked their ratings, ask them which is highest. You've been trying to be like them, so you get an extra +1 to that rating. If they have a tie for highest, you can pick which one you put your +1 on.", + "sidekick-fixed-move1": "There's no 'I' in 'Team': You get +1 ongoing to help out; +2 ongoing, if you are helping out your hero.", + "sidekick-move1": "Caddy: You carry all your hero's stuff around. That means you can use anything from their gear list, unless they are currently holding it. Plus, if the item is not unique, you carry spares. For anything like that, you can use one of the spares even if your hero is currently using it.", + "sidekick-move2": "As You Wish: Mark experience whenever your hero orders or requests that you do something you don't want to do, and you go ahead and do it.", + "sidekick-move3": "Bodyguard: If something bad is going to happen to your hero, your comrades, or a bystander, and you are right there, you may throw yourself in harm's way. Whatever was going to happen to them happens to you instead.", + "sidekick-move4": "Me Too!: If your hero makes a roll for a move, and you copy what they did (i.e. the same move), you may choose not to roll. Instead, use the outcome of your hero's roll.", + "sidekick-move5": "I Can Make You Look Good: If you help out your hero, you may choose to change the outcome of your dice roll with the outcome of their original dice roll.", + "sidekick-move6": "Journeyman (or Journeywoman): Take a move that your hero has.", + "sidekick-hero-weapon": "Hero's Weapon (from your hero's gear options)", + "sidekick-weapons": "Sidekick Weapons", + "sidekick-gear1": ".38 revolver (2 harm, close, reload, loud)", + "sidekick-gear2": "Shotgun (3 harm, close, messy, loud)", + "sidekick-gear3": "Baseball bat (2 harm, hand)", + "sidekick-gear4": "9mm (2 harm, close, loud)", + "sidekick-gear5": "Big knife (1 harm, hand)", + "sidekick-ally": "another sidekick for your hero, your junior", + "sidekick-advance1": "Change playbooks to the same as your hero (overrides the rule that only one of each playbook may be in play)", + "sidekick-advance2": "Change your hero; pick another hunter to be your new hero", + "Snoop": "Snoop", + "luck-special-snoop": "When you spend Luck, you’re going to suffer some technical difficulties, eg. breakdowns, communication problems, weird noises in the recordings, etc.", + "snoop-crew": "Crew", + "snoop-crew-desc1": "Decide if your crew are made up of the other hunters, or if you have your own entourage. If they are other people, there are 1-3 of them. Pick a name and job for each. If it's the other hunters, decide together who gets which job.", + "snoop-crew-desc2": "Crew jobs: camera, sound, editing, dogsbody, researcher, driver, director, producer, bodyguard, etc.", + "snoop-move1": "\"What Does That Feel Like?\": When you put your camera/microphone right in a person's face, they automatically break off whatever they are doing. They might go right back to it after they deal with you, but you'll create enough time for everyone else to act in the meantime.", + "snoop-move2": "Minor Celebrity: At the beginning of each mystery, roll +Weird. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 during the mystery to have someone you meet know of you in a positive light (maybe they read your blog, listen to your podcast, or watch your Internet/TV show, etc). You may end up getting asked for autographs or given 'hot' leads, too.", + "snoop-move3": "We'll Fix It In Post: You can use anything you could conceivably have recorded as evidence for investigate a mystery, allowing you to check previous interviews, attack sites, and so on, from the comfort of your laptop.", + "snoop-move4": "I'm A Reporter!: When you investigate a mystery by talking to witnesses, interviewing locals, or anything else requiring interpersonal skills, roll +Charm instead of +Sharp.", + "snoop-move5": "Truthiness: Whatever you tell a normal person, they'll accept that you think it's true. If it's far out, they might think you're crazy, but they won't think you're lying.", + "snoop-move6": "The Mojo Wire: When you read all the current news feeds looking for the weird and crazy stuff, take +1 forward.", + "snoop-move7": "Relaxed Producer: You're employed, with a regular paycheck and little or no oversight. As long as you send in a story every few days, no matter how bizarre, you're set. Every now and again, they'll send you somewhere in particular, and when that happens it usually involves supernatural activity; unless they need human interest, in which case it will be a kitten show or agricultural fair or something.", + "snoop-gear-base": "A laptop", + "snoop-recording": "Recording Devices", + "snoop-gear1": "Digital video camera", + "snoop-gear2": "Tiny digital video camera", + "snoop-gear3": "Film camera (8mm or 16mm)", + "snoop-gear4": "Digital sound recorder", + "snoop-gear5": "Cassette tape recorder", + "snoop-gear6": "Infrared video camera", + "snoop-gear7": "Pro sound gear with boom mike", + "snoop-gear8": "Remote controlled camera drone", + "snoop-gear9": "Starlight camera", + "snoop-gear10": "Steadicam rig", + "snoop-gear11": "Laser microphone", + "snoop-gear12": "SLR camera", + "snoop-detector": "Detectors", + "snoop-gear13": "Electromagnetic field detector", + "snoop-gear14": "Temperature fluctuation detector", + "snoop-gear15": "Ouija board", + "snoop-gear16": "Humidity meter", + "snoop-gear17": "Dowsing rods", + "snoop-gear18": "Chemistry test kit", + "snoop-gear19": "Metal detector", + "snoop-gear20": "Compass", + "snoop-gear21": "GPS receiver", + "snoop-gear22": "Laser rangefinder", + "snoop-gear23": "Pendulum", + "snoop-weapon": "Subtle Weapons", + "snoop-gear24": ".32 revolver (2 harm, close, reload, small)", + "snoop-gear25": "9mm (2 harm, close, loud)", + "snoop-gear26": "Knife (1 harm, hand, hidden)", + "snoop-gear27": "Multitool/pocket knife (1 harm, hand, hidden, useful)", + "snoop-advance1": "Gain a Haven, like the Expert, with one option plus a film lab", + "snoop-ally": "possibly one of your existing crew members, or the whole crew as an ally team", + "Summoned": "Summoned", + "luck-special-summoned": "When you spend Luck, another sign of the Apocalypse will come to pass. When you have spent all your Luck, the Apocalypse begins.", + "apocalypse": "Apocalypse", + "apocalypse-desc1": "You are destined to bring about the Apocalypse. You may or may not know about it yet, but you have at least come across some hints of your destiny.", + "apocalypse-desc2": "Pick a sign of the Apocalypse, with help from the Keeper (and maybe the rest of the group) that has already been revealed to you. Whenever you spend Luck, you'll trigger another sign of the Apocalypse. You can suggest what it might be, but it will be the Keeper's job to bring the sign into the story.", + "apocalypse-sign-example": "Example signs", + "apocalypse-sign-list": "Betrayal, An army of monsters rises, Rain of fire, Eternal darkness, Things from beyond, Take your throne, Red sun, The Portal opens, Plague, Learn your true name, The Stars are Right Breaking the Seal, Murder of the King, The Beast slouches into the world, Become the Dragon, The Coronation, Your Hosts assemble, The fall of the Tower, The seas boil, Natural disasters, Judgement Day, World war, Famine, Ancient Evil reborn", + "apocalypse-desc3": "When you have spent all your Luck, the Apocalypse is imminent. It's up to you to stop, or cause, the end of the world. Your call.", + "summoned-fixed-move1": "Freakish: You're weird, and people react badly. You cannot use manipulate someone on a person until you prove yourself to them first (this includes the other hunters, and it's up to them to decide when you have proved yourself). Until then, people will just try to get away from you. You can spend Luck to have a person take to you. Don't roll manipulate someone; they act as though you'd rolled a 12. On the other hand, you can use manipulate someone on monsters that can reason and talk (but they always want something really bad).", + "summoned-move1": "What Are You Looking At?: When you talk to a monster (capable of reason and speech), they will recognize you and your potential. If you ask them what they know, pick one for the Keeper to reveal", + "summoned-move1.1": "Tell me something about where I'm from.", + "summoned-move1.2": "Tell me something about my destiny.", + "summoned-move1.3": "Tell me something about who I really am.", + "summoned-move1.4": "Tell me something about the Apocalypse.", + "summoned-move2": "Should I Feel That?: Your body has 2 armour. This does not stack with any other armour.", + "summoned-move3": "Mayhem!: When you grab a nearby large object and use it as an improvised weapon, first determine how much damage it will do.", + "summoned-move3-guide": "Guidelines", + "summoned-move3.1": "Fire extinguisher, fence post, furniture, etc: 2 harm", + "summoned-move3.2": "Motorcycle, lamppost, masonry chunk, etc: 3 harm", + "summoned-move3.3": "Car, dumpster, boulder, etc: 4 harm", + "summoned-move3.4": "Bus, truck, wall, etc: 5 harm", + "summoned-move3-desc": "After you inflict harm with it (with a kick some ass roll or otherwise), roll +harm your weapon actually caused. On a miss, you use it without trouble. On a 7-9 pick one side effect, on a 10+ pick two", + "summoned-move3.5": "You hurt someone nearby as well as your target.", + "summoned-move3.6": "You make something about the situation worse.", + "summoned-move3.7": "You lose control of your improvised weapon.", + "summoned-move3.8": "You cause massive property damage.", + "summoned-move3.9": "Your improvised weapon breaks.", + "summoned-move4": "Absolute Badass: Take +1 Tough (max +3).", + "summoned-move5": "Screw You: Spend Luck to get +1 ongoing vs. one particular monster. This lasts until that monster is dead.", + "summoned-move6": "Whatever: Spend Luck to get +1 Tough for the remainder of the current mystery (max +4).", + "summoned-move7": "Why So Serious?: If you cap off a move with an appropriate one-liner, the team gets +1 forward (so the next hunter who makes a roll gets +1).", + "summoned-weapon": "Huge Weapon", + "summoned-gear1": "Super hand cannon (4 harm, close, heavy, loud, reload)", + "summoned-gear2": "Machinegun (3 harm, close, auto, heavy, messy, loud, reload)", + "summoned-gear3": "Rocket launcher (4 harm, far, area, heavy, messy, loud, reload)", + "summoned-gear4": "Gigantic Hellsword (4 harm, hand, heavy, messy, magic)", + "summoned-gear5": "Automatic shotgun (3 harm, close, auto, heavy, loud, reload)", + "summoned-gear6": "Red right hand (3 harm, hand, magic)", + "summoned-heavy": "Heavy Weapons", + "summoned-gear7": "Sledgehammer (3 harm, hand, heavy, messy)", + "summoned-gear8": "Big sword (3 harm, hand, heavy, messy)", + "summoned-gear9": "Big axe (3 harm, hand, heavy, messy)", + "summoned-gear10": "Magnum (3 harm, close, loud, reload)", + "summoned-gear11": "Shotgun (3 harm, close, messy, loud, reload)", + "summoned-advance1": "Gain an ally team of monster-hunters (or monstrous hunters) under your command", + "summoned-advance2": "Get a position in a Sect, like the Initiate. Describe the Sect and its Traditions (or join a Sect that already exists in your game). Gain the move for when you are in good standing with your Sect", + "summoned-advance3": "Turn evil (again?). Retire this character, they become one of the Keeper's threats", + "Traveler": "Traveler", + "luck-special-traveler": "The Traveler is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "traveler-transport": "Means of Transport", + "traveler-transport-desc1": "You can visit future events, past events or remote places, either alone or with the whole team. The Keeper will decide (maybe with help from the group) how time travel will work; changing the past, alternate timelines, small changes producing major changes etc.", + "traveler-transport-desc2": "When traveling through time and space, roll +Sharp. On a 10+, you arrive at the desired place at the desired time. On a 7-9, you arrive at either the desired place or, at the desired time; your choice. On a miss, you are lost; this is probably quite serious.", + "traveler-transport-desc3": "Choose one means of transport for your travels through time and space. Each transportation medium has both positive and negative traits. Always keep in mind that time travel is by no means a safe trip.", + "traveler-transport1": "It’s bigger on the inside: Your time machine is multidimensional, as small as a phone booth on the outside, but as big as a spaceship on the inside. Things inside it cannot be tracked by normal means. To travel, it disappears from one place and appears in another, but otherwise it is completely stationary and cannot be transported at all.", + "traveler-transport2": "Teleportation: You can teleport instantly if you have a clear line of sight of the destination or if you know it very well. Otherwise, you need to study the spacetime continuum for a few hours, or even days, to plan the trip, so as to not end up underground or a kilometre above the ground.", + "traveler-transport3": "88 miles per hour: Your time machine looks like a car or a van, not drawing much attention (in time periods after the invention of such vehicles). You can use it to move around like any other vehicle, but it depends on fuel, maintenance parts, roads etc.", + "traveler-transport4": "Time Portal: You open a time portal to your destination. You can only open one portal at a time, and it will remain active for as long as you wish. It allows you to cross it in any direction as many times as you want. But an unattended portal can also be crossed by any person, or monster...", + "traveler-fixed-move1": "Servant of Technology: You are extremely dependent on technology, having difficulties in relating to the supernatural. You get -1 ongoing to use magic or any other moves related to the supernatural or magic.", + "traveler-move1": "Butterfly Effect: At the beginning of each mystery, choose one rating to receive +1 (max +3) and another to receive -1 (min -2) during this mystery. These actions disturb the spacetime and the oscillations of their characteristics is a reflection of that.", + "traveler-move2": "Historian: When you investigate a mystery or read a bad situation, you can choose to ask \"Why does this seem familiar?\" as one of the questions. If possible, the Keeper will describe how a similar situation has happened in the past or future history of the world.", + "traveler-move3": "Inventor: If you want to build, repair, or study a device, the Keeper will tell you how long it will take and what equipment will be needed.", + "traveler-move4": "Prescience: Attacks that can cause your death pop up in your memory. When you take harm and become unstable, you may roll +Weird. On a 10+, you remembered the attack and were able to avoid it completely. On a 7-9, the memory took time to emerge, take 1 harm less or don’t become unstable. On a miss, the memory was incorrect and your avoidance made you unbalanced; in addition to the harm, you take -1 forward.", + "traveler-move5": "Neural Implants: When you need to do something that requires specific training, such as defusing a bomb or flying a helicopter, you already have the information implanted in your brain. You still need to act under pressure, but you know what to do.", + "traveler-move6": "Sufficiently Advanced Technology: You can reproduce the effects of the move use magic with technological tools. You do not roll dice for this, but you must choose an effect and a glitch. This is not magic, so the effect will not have the magic tag and will not work on things affected only by magic. The Keeper may ask for one or more requirements to achieve the effect.", + "traveler-move7": "No Paradoxes: When you say why something should happen to guarantee the future, you can help another hunter and give +1 to their roll, as if you had rolled a 10+ on help out. You still need to describe how you are helping.", + "traveler-move8": "Android/Cyborg: You have cybernetic implants or maybe you're half a machine. In addition to superhuman strength, your punches and kicks are attacks with (3 harm, contact).", + "traveler-move9": "Psychic Paper: You get +1 ongoing in rolls to avoid being detected or remaining unnoticed. You also get +1 ongoing when you manipulate someone by pretending to be someone else.", + "traveler-devices": "Technological Devices", + "traveler-gear1": "Photonic Binoculars: Able to see in total darkness and in different spectra, including infrared", + "traveler-gear2": "Sonic Screwdriver: Able to repair, or damage, simple mechanical and electronic devices (eg. radios, locks, weapons etc)", + "traveler-gear3": "Travel Guide: A small electronic book containing all human historical knowledge up to the present era", + "traveler-gear4": "Portable Laboratory: A small device capable of diagnosing diseases, poisons and abnormal conditions from a drop of blood or similar input", + "traveler-gear5": "Universal Locator: Indicates the exact position in time and space. Can only be blocked with magic or high levels of radiation", + "traveler-gear6": "Hologram Projector: Projects a person-sized hologram (recorded or live) that looks real until touched", + "traveler-gear7": "Instant Translator: Ensures speech and understanding of any natural language (does not work with magic or supernatural languages)", + "traveler-weapon": "Protective Weapons", + "traveler-gear8": "Machete (1 harm, contact)", + "traveler-gear9": "Common revolver (2 harm, close, loud, reload)", + "traveler-gear10": "Shotgun (3 harm, close, messy, loud, reload)", + "traveler-gear11": "Light futuristic weapon (1 harm, add 1 range tag and 3 other tags)", + "traveler-gear12": "Heavy futuristic weapon (3 harm, add 1 range tag and 1 other tag)", + "traveler-advance1": "Delete the move Servant of Technology. You have learnt to deal with the supernatural, no longer receiving any penalties for it", "custom": "Custom", - "luck-special-Custom": "if any", + "luck-special-custom": "You may come up with a Luck Special move for this playbook with help from the Keeper.", "custom-special": "Playbook Special", "custom-special-example": "Like the Expert's haven or the Spellslinger's combat magic", "custom-special-name": "Name of special", @@ -625,6 +1161,5 @@ "custom-moves": "Playbook Moves", "custom-move-name": "Name", "custom-move-description": "Description", - "custom-gear": "Playbook Gear", - "inmrovements-instructions": "4 stats available for improvement (mark one off at character creation without taking the bonus); top stat max +3, all others max +2" -} \ No newline at end of file + "custom-gear": "Playbook Gear" +} diff --git a/Monster of the Week/translations/de.json b/Monster of the Week/translations/de.json index 804459d8eb..71250b65da 100644 --- a/Monster of the Week/translations/de.json +++ b/Monster of the Week/translations/de.json @@ -27,17 +27,19 @@ "gear": "Gear", "other-gear": "Other Gear", "improvements": "Improvements", - "inmrovements-description": "Once you have 5 experience you may choose one of these: (Check off any you've already taken)", + "improvements-description": "Once you have 5 Experience you may choose one of these: (Check off any you've already taken)", "max": "max", - "another-move": "Take another Custom move", + "another-move": "Take another move from your own playbook", "ally": "Gain an ally", "playbook-move": "Take a move from another playbook", "advanced-improvements": "Once you have taken 5 improvements you may choose from these options as well as the list above when you improve", "rating": "to any rating", - "new-type": "Change this hunter to a new type", + "new-playbook": "Change playbooks", "second-hunter": "Create a second hunter to play", "basic-moves": "Advance 2 basic moves", "retire": "Retire this hunter to safety", + "erase-luck": "Erase one used Luck point", + "after-getting-improvement": "Use after getting the corresponding Improvement", "history": "History and Notes", "pick-one": "pick one", "pick-two": "pick two", @@ -46,12 +48,13 @@ "1-fixed-move": "You get this", "2-fixed-moves": "You get these 2", "1-move": "Then pick one of these", + "2-moves-then": "Then pick two of these", "2-moves": "Then pick two of these", + "3-moves-then": "Then pick three of these", "3-moves": "Pick three of these", "choose": "choose", "one": "one", - "choose-one": "choose one", - "choose-two": "choose two", + "two": "two", "three": "three", "the-chosen": "The Chosen", "the-crooked": "The Crooked", @@ -59,13 +62,33 @@ "the-expert": "The Expert", "the-flake": "The Flake", "the-initiate": "The Initiate", - "the-monsteroue": "The Monsterous", + "the-monstrous": "The Monstrous", "the-mundane": "The Mundane", "the-professional": "The Professional", "the-spellslinger": "The Spellslinger", "the-spooky": "The Spooky", "the-wronged": "The Wronged", + "the-gumshoe": "The Gumshoe", + "the-hex": "The Hex", + "the-pararomantic": "The Pararomantic", + "the-searcher": "The Searcher", + "the-exile": "The Exile", + "the-hardcase": "The Hard Case", + "the-luchador": "The Luchador", + "the-meddlingkid": "The Meddling Kid", + "the-sidekick": "The Sidekick", + "the-snoop": "The Snoop", + "the-summoned": "The Summoned", + "the-traveler": "The Traveler", + "the-actionscientist": "The Action Scientist", + "the-biggamehunter": "The Big Game Hunter", + "the-constructed": "The Constructed", + "the-madscientist": "The Mad Scientist", "custom-playbook": "Custom", + "tome-of-mysteries": "Tome of Myseries", + "reinforcements": "Reinforcements", + "Brazilian": "Brazilian Edition", + "fan-made": "Fan-made", "chosen": "Chosen", "luck-special-chosen": "When you spend Luck the Keeper will bring your fate into play", "your-fate": "Your Fate", @@ -107,13 +130,14 @@ "chosen-move4": "Invincible You always count as having 2 armour, this doesn't stack with other protection", "chosen-move5": "Resilience You heal faster than normal people. Any time your harm gets healed, heal and extra point. Additionally, your wounds count as 1 harm less for the purpose of the Keeper's harm moves", "chosen-gear1": "Protective gear worth 1 armour", - "optional": "optional", "chosen-gear2": "One Special Weapon", + "chosen-special-descrip": "Design your weapon by choosing a Form, three Business-end options (which are added to the base tags), and a material that the business-end is made from.", "form": "Form", "chosen-gear3": "Staff (1 harm, hand, close)", "chosen-gear4": "Haft (2 harm, hand, heavy)", "chosen-gear5": "Handle (1 harm, hand, balanced)", "chosen-gear6": "Chain (1 harm, hand, area)", + "business-end": "Business-end", "chosen-gear7": "Business End", "chosen-gear8": "Artifact (+magic)", "chosen-gear9": "Spikes (+1 harm, +messy)", @@ -121,8 +145,8 @@ "chosen-gear11": "Heavy (+1 harm)", "chosen-gear12": "Long (+close)", "chosen-gear13": "Throwable (+close)", - "chosen-gear14": "Chain (+area)", "material": "Material", + "material-desc": "(+steel, +cold iron, +silver, +wood, +stone, +bone, +teeth, +obsidian, or anything else you want)", "chosen-advance1": "Delete a doom tag (optionally also delete a heroic tag)", "Crooked": "Crooked", "luck-special-Crooked": "When you spend Luck someone from your past will re-appear in your life, soon", @@ -132,7 +156,7 @@ "background2": "Burglar When you break into a secure location roll +Sharp. On a 10+ pick three, on a 7-9 pick two", "background2.1": "You get in undetected", "background2.2": "You get out undetected", - "background2,3": "You don't leave a mess", + "background2.3": "You don't leave a mess", "background2.4": "You find what you were after", "background3": "Grifter When you are about to manipulate someone, you can ask the Keeper \"what will convince this person to do what I want?\" The Keeper must answer honestly, but not necessarily completely", "background4": "Fixer If you need to buy something, sell something, or hire someone, roll +Charm. On a 10+ you know just the person that will be interested. On a 7-9, you know the only person that can do it, but there's a complication. Pick one", @@ -142,8 +166,14 @@ "background4.4": "On a miss, the only person who can help you is someone who absolutely hates you", "background5": "Assassin When you take your first shot at an unsuspecting target, do +2 harm", "background6": "Charlatan When you want people to think you are using magic, roll +Cool. On a 10+ your audience is amazed and fooled by your illusion. On 7-9, you tripped up a few times, someone will notice. You may also manipulate someone with fortune telling. When you do that, ask \"What are they hoping for right now?\" as a free question (even on a miss)", + "background6.1": "You may also manipulate someone with fortune telling. When you do that, ask \"What are they hoping for right now?\" as a free question (even on a miss).", "background7": "Pickpocket When you steal something small, roll +Charm. On a 10+ you get it and they didn't notice you taking it. On a 7-9 either you don't grab it, you grab the wrong thing, or they remember you later; your choice", "crooked-move1": "Artifact You 'found' a magical artifact with handy powers and kept it. Pick 1: Protective amulet (1 amour, magic, recharge); lucky charm (may be used as a Luck point just once); grimoire (studying the book gives +1 to use magic; skeleton key (opens any magically sealed lock); imp stone (a weak demon is bound to serve the holder. The imp must be summoned with Use Magic)", + "crooked-artifact1": "Protective amulet (1 amour, magic, recharge)", + "crooked-artifact2": "Lucky charm (may be used as a Luck point just once)", + "crooked-artifact3": "Grimoire (studying the book gives +1 forward to use magic)", + "crooked-artifact4": "Skeleton key (opens any magically sealed lock)", + "crooked-artifact5": "Imp stone (a weak demon is bound to serve the holder. The imp must be summoned with Use Magic)", "crooked-move2": "Crew You have a regular crew, a team of 3 or 4 people who will help you out with pretty much anything. This counts as a team", "crooked-move3": "Deal with the Devil You sold your soul to the devil. Pick one or two things you got out of the deal: wealth, fame, youth, sensual gratification, skill (add +1 to two ratings). Payment is due either when you die, or in a year (6 months if you chose 2 things)", "crooked-move4": "Friends on the Force You know a few cops who can be persuaded to look the other way, or do you a favour, for certain considerations. You can act under pressure to get in touch with them when you need to divert any law enforcement attention. There will be a cost, although maybe not right now", @@ -151,6 +181,7 @@ "crooked-move6": "Driver You gain +1 ongoing while driving, plus you can hotwire anything (the older it is, the fewer tools you'll need.) You also own 2 handy, widely-available vehicles", "crooked-move7": "Home Ground Your crew made a point of keeping the locals happy- keeping them safe, ensuring things always went down okay. When you're back in your old neighbourhood, you can always find people who will hide you or help you with a minor favour, no questions asked", "crooked-move8": "Notorious You have a reputation from your criminal past. When you reveal who you are, your terrifying reputation counts as a reason for someone to what you ask when you manipulate someone. Revealing your identity to someone can bring other problems later, of course", + "crooked-weapon": "Effective Weapons", "crooked-gear1": ".22 revolver (1 harm, close, reload,
          small)", "crooked-gear2": ".38 revolver (2 harm, close, reload,
          loud)", "crooked-gear3": "9mm (2 harm, close, loud)", @@ -160,12 +191,6 @@ "crooked-gear7": "Baseball bat (1 harm, hand)", "crooked-gear8": "Submachinegun (2 harm, close, reload,
          auto", "crooked-gear9": "Assault rifle (3 harm, close/far, auto)", - "underworld": "Underworld", - "underworld-description": "Pick the circumstance that lead you to discovering the real underworld, then pick the creature involved", - "underworld1": "The target of a job was a dangerous creature (Pick one: vampire, warewolf, troll, reptiloid)", - "underworld2": "You worked with someone who was more than they seemed (Pick one: sorceror, demon, faerie, psychic)", - "underworld3": "You were hired by something weird (Pick one: immortal, god, outsider, witch)", - "underworld4": "Things went south o a job- including, but not limited to running into; (Pick one a horde of goblins, a hunger of ghouls, a dream-eater, a salamander)", "heat": "Heat", "heat-description": "You didn't get here without making enemies", "pick-heat": "pick at least 2 of these and name the people involved", @@ -174,9 +199,14 @@ "heat3": "You pissed off a well connected criminal,
          and they'll do whatever they can to
          destroy you", "heat4": "You took advantage of someone
          who has special powers (a person or
          monster)", "heat5": "You betrayed an old partner in the
          middle of a job ", + "underworld": "Underworld", + "underworld-description": "Pick the circumstance that lead you to discovering the real underworld, then pick the creature involved", + "underworld1": "The target of a job was a dangerous creature (Pick one: vampire, warewolf, troll, reptiloid)", + "underworld2": "You worked with someone who was more than they seemed (Pick one: sorceror, demon, faerie, psychic)", + "underworld3": "You were hired by something weird (Pick one: immortal, god, outsider, witch)", + "underworld4": "Things went south o a job- including, but not limited to running into; (Pick one a horde of goblins, a hunger of ghouls, a dream-eater, a salamander)", "crooked-ally": "from your old crew", "crooked-advance1": "Recover a stash of money from the old days, enough to live without care for a year or two", - "Crooked-advance2": "Erase one Luck point from your playbook", "Divine": "Divine", "luck-special-divine": "When you spend Luck you get word your Mission requires something difficut to me done. By you. Urgently", "your-mission": "Your Mission", @@ -193,15 +223,15 @@ "divine-move5": "Soothe When you talk to someone for a few seconds in a quiet voice, you can calm them down, blocking any panic, anger, or other negitive emotions they have. This works even if the thing that freaked them out is still present, as long as your voice can be heard", "divine-move6": "Lay On Hands Your touch can heal any injury or disease. When you lay your hands on someone hurt, roll +Cool. On a 10+, heal 2 harm or an illness, plus they are stabilised. On a 7-9, you can heal the harm or illness but you take it into yourself. On a miss, your aura causes them extra harm", "divine-move7": "Cast Out Evil You may banish an unnatural creature from your presence. Roll +Tough, on 10+ it is banished. On a 7-9 it takes a little while for the banishing to take effect- the creature has time to make one or two actions. Either way, the banished creature is unharmed, and you have no control over where it goes. This move may be used on unnatural hunters (eg The Monsterous). On a miss, something is keeping it here. That's bad", - "divine-gear1": "Flaming sword (3 harm, hand, fire,
          holy) ", "divine-weapon": "One Divine Weapon", + "divine-armour": "Divine Armour (1 armour, holy) with a look suited to your divine origin", + "divine-gear1": "Flaming sword (3 harm, hand, fire,
          holy) ", "divine-gear2": "Thunder hammer (3 harm, hand, stun,
          holy) ", "divine-gear3": "Razor whip (3 harm, hand, area,
          messy, holy)", "divine-gear4": "Five demon bag (3 harm, close, magic,
          holy)", "divine-gear5": "Silver trident (3 harm, hand, silver,
          holy)", "Divine-ally": "a lesser divine being, sent from above to help you with your mission", "Divine-advance1": "Erase one Luck point from your playbook", - "Divine-advance2": "Change your mission. Select a different mission from the options, or (with the Keeper's agreement) create a new mission", "Expert": "Expert", "luck-special-expert": "When you spend Luck you discover something happening now is related to something you were involved in years ago", "expert-weapons": "Monster-Slaying Weapons", @@ -237,7 +267,6 @@ "haven8": "Panic Room This has essential supplies and is protected by normal and mystical means. You can hide out there for a few days, safe from pretty much anything", "haven9": "Magical Laboratory You have a mystical lab with all kinds of weird ingredients and tools useful for casting spells (like use magic, big magic, and any other magical moves)", "expert-advance1": "Add a haven option", - "expert-advance2": "Add a haven option", "Flake": "Flake", "luck-special-flake": "When you spend Luck pick an aspect of the current situation. The Keeper will tell you what other conspiricies that aspect connects to", "flake-move1": "Connect the Dots At the beginning of each mystery if you look for the wider patterns that current events might be part of, roll +Sharp. On a 10+ hold 3, 7-9 hold 1. Spend your hold during the mystery to ask the Keeper one of the following questions", @@ -253,20 +282,20 @@ "flake-move6": "Contrary When you seek out and recieve someone's honest advice on the best course of action for you, and then do something else instead, mark experience. If you do exactly the opposite of their advice, you also take +1 ongoing on any moves you make persuing that course", "flake-move7": "Net Friends You know a lot of people on the internet. When you contact a net friend to help you roll +Charm. On a 10+ they're available and helpful; they can fix something, break a code, hack a computer, or get you some special information. On a 7-9, they're prepared to help but it's either going to take some time, or you'll have to do part of it yourself. On a miss you burn some bridges", "flake-move8": "Sneaky When you attack from ambush or from behind, inflict +2 harm", - "fake-normal": "One Normal Weapon", - "fake-gear1": ".38 revolver (2 harm, close, reload,
          loud)", - "fake-gear2": "9mm (2 harm, close, loud)", - "fake-gear3": "Hunting rifle (2 harm, far, loud)", - "fake-gear4": "Magnum (3 harm, close, reload, loud)", - "fake-gear5": "Shotgun (3 harm, close, messy, loud)", - "fake-gear6": "Big knife (1 harm, hand)", + "flake-normal": "Normal Weapon", + "flake-gear1": ".38 revolver (2 harm, close, reload, loud)", + "flake-gear2": "9mm (2 harm, close, loud)", + "flake-gear3": "Hunting rifle (2 harm, far, loud)", + "flake-gear4": "Magnum (3 harm, close, reload, loud)", + "flake-gear5": "Shotgun (3 harm, close, messy, loud)", + "flake-gear6": "Big knife (1 harm, hand)", "flake-hidden": "Hidden Weapons", - "fake-gear7": "Throwing knives (1 harm, close, many)", - "fake-gear8": "Holdout pistol (2 harm, close, loud,
          reload)", - "fake-gear9": "Garrote (3 harm, intimate)", - "fake-gear10": "Watchman's flashlight (1 harm, hand)", - "fake-gear11": "Weighted gloves/brass knuckles (1
          harm, hand", - "fake-gear12": "Butterfly knife/folding knife (1
          harm, hand)", + "flake-gear7": "Throwing knives (1 harm, close, many)", + "flake-gear8": "Holdout pistol (2 harm, close, loud, reload)", + "flake-gear9": "Garrote (3 harm, intimate)", + "flake-gear10": "Watchman's flashlight (1 harm, hand)", + "flake-gear11": "Weighted gloves/brass knuckles (1 harm, hand)", + "flake-gear12": "Butterfly knife/folding knife (1 harm, hand)", "Flake-advance1": "Gain a haven like the Expert with two options", "Flake-advance2": "Add a haven option", "Initiate": "Initiate", @@ -336,8 +365,8 @@ "Initiate-advance1": "Get command of your chapter of the Sect", "Initiate-advance2": "Get command of your chapter of the Sect", "Initiate-advance3": "Become the leader, or effective leader, of the whole Sect", - "Monsterous": "Monsterous", - "luck-special-monsterous": "When you spend Luck your monster side gains power. Your Curse may grow stronger, or another Breed disadvantage may manifest", + "Monstrous": "Monstrous", + "luck-special-monstrous": "When you spend Luck, your monster side gains power; your Curse may become stronger, or another Breed disadvantage may manifest.", "monster-breed": "Monster Breed", "breed-description": "You are half human, half monster; were you always this way? Were you always fighting for good or were you once evil and then switched sides?", "curses": "Curses", @@ -345,40 +374,40 @@ "curse2": "Vulnerability Pick a substance. You'll take +1 harm when you suffer harm from it. If you are bound or surrounded by it, you must act under pressure to use your powers", "curse3": "Pure Drive One emotion rules you. Pick from: hunger, hate, anger, fear, jealousy, greed, joy, pride, envy, lust or cruelty. Whenever you have a chance to indulge that emotion you must do so immediately, or act under pressure to resist", "curse4": "Dark Master You have an evil lord who doesn't know you changed sides. They still give you orders, and they do not tolerate refusal or failure", - "monsterous-move1": "Immortal You do not age or sicken, and whenever you suffer harm you suffer 1 harm less", - "monsterous-move2": "Unnatural Appeal Roll +Weird instead of +Charm when you manipulate someone ", - "monsterous-move3": "Unholy Strength Roll +Weird instead of +Tough when you kick some ass ", - "monsterous-move4": "Incorporeal You may move freely though solid objects (but not people)", - "monsterous-move5": "Preternatural Speed You go much faster than normal people. When you chase, flee or run take +1 ongoing", - "monsterous-move6": "Claws of the Beast Your natural attacks deal +1 harm ", - "monsterous-move7": "Mental Dominion When you gaze into a normal human's eyes and exert your will over them Roll +Charm. On a 10+ hold 3, on 7-9 hold 1. You may spend your hold to give them an order. Regular people will follow the order, whatever it is. Hunters can choose to follow the order or not. If they do, they mark experience", - "monsterous-move8": "Unquenchable Vitality When you have taken harm you can heal yourself. Roll +Cool. On a 10+, heal 2 harm and stabilise your injuries. On a 7-9, heal 1 harm and stabilise your injuries. On a miss your injuries worsen", - "monsterous-move9": "Dark Negotiator You can use manipulate someone on monsters as well as people if they can reason and talk", - "monsterous-move10": "Flight You can fly ", - "monsterous-move11": "Shapeshifter You may change your form (usually into an animal). Decide if you have just one alternate form or several and detail them. You gain +1 forward to investigate a mystery when using and alternate form's superior senses. (Eg, smell for a wolf, sight for an eagle)", - "monsterous-move12": "Something Borrowed Take a move from a hunter playbook that is not currently in play ", + "monstrous-move1": "Immortal: You do not age or sicken, and whenever you suffer harm, you suffer 1 harm less.", + "monstrous-move2": "Unnatural Appeal: Roll +Weird instead of +Charm when you manipulate someone.", + "monstrous-move3": "Unholy Strength: Roll +Weird instead of +Tough when you kick some ass.", + "monstrous-move4": "Incorporeal: You may move freely though solid objects (but not people).", + "monstrous-move5": "Preternatural Speed: You go much faster than normal people. When you chase, flee, or run, take +1 ongoing.", + "monstrous-move6": "Claws of the Beast: Your natural attacks deal +1 harm.", + "monstrous-move7": "Mental Dominion: When you gaze into a normal human's eyes and exert your will over them, roll +Charm. On a 10+ hold 3, on a 7-9 hold 1. You may spend your hold to give them an order. Regular people will follow your order, whatever it is. Hunters can choose to follow the order or not. If they do, they mark experience.", + "monstrous-move8": "Unquenchable Vitality: When you have taken harm you can heal yourself. Roll +Cool. On a 10+, heal 2 harm and stabilise your injuries. On a 7-9, heal 1 harm and stabilise your injuries. On a miss, your injuries worsen.", + "monstrous-move9": "Dark Negotiator: You can use the move manipulate someone on monsters as well as people, if they can reason and talk.", + "monstrous-move10": "Flight: You can fly.", + "monstrous-move11": "Shapeshifter: You may change your form (usually into an animal). Decide if you have just one alternate form or several, and detail them. You gain +1 forward to investigate a mystery when using and alternate form's superior senses (eg. smell for a wolf, sight for an eagle).", + "monstrous-move12": "Something Borrowed: Take a move from a hunter playbook that is not currently in play.", "natural-attacks": "Natural Attacks", - "monsterous-attacks-pick": "pick one base and one extra, or pick two bases", - "monsterous-attacks1": "Base: teeth (3 harm, intimate)", - "monsterous-attacks2": "Base: Claws (2 harm, hand)", - "monsterous-attacks3": "Base: Magical force (1 harm, magical, close)", - "monsterous-attacks4": "Base: Life-drain (1 harm, intimate, life-drain)", - "monsterous-attacks5": "Extra: Add +1 harm to a base", - "monsterous-attacks6": "Extra: Add +ignore armour to a base", - "monsterous-attacks7": "Extra: Add an extra range to a base
          (+intimate, hand, or close)", - "monsterous-weapon": "One Handy Weapon: (if you want one)", - "monsterous-gear1": ".38 revolver (2 harm, close, reload,
          loud)", - "monsterous-gear2": "9mm (2 harm, close, loud)", - "monsterous-gear3": "Magnum (3 harm, close, reload, loud)", - "monsterous-gear4": "Shotgun (3 harm, close, messy)", - "monsterous-gear5": "Big knife (1 harm, hand)", - "monsterous-gear6": "Brass knuckles (1 harm, hand, quiet,
          small)", - "monsterous-gear7": "Sword (2 harm, hand, messy)", - "monsterous-gear8": "Huge sword (3 harm, hand, heavy)", - "Monsterous-advance1": "Gain a haven like the Expert with two options", - "Monsterous-advance2": "Take a Natural Attacks pick", - "Monsterous-advance3": "Free yourself from your type's curse. It no longer affects you but you lose 1 Weird", - "Monsterous-advance4": "Become evil (again). Retire this character, they become one of the Keeper's threats", + "monstrous-attacks-pick": "pick one base and one extra, or pick two bases", + "monstrous-attacks1": "Base: teeth (3 harm, intimate)", + "monstrous-attacks2": "Base: claws (2 harm, hand)", + "monstrous-attacks3": "Base: magical force (1 harm, magical, close)", + "monstrous-attacks4": "Base: life-drain (1 harm, intimate, life-drain)", + "monstrous-attacks5": "Extra: add +1 harm to a base", + "monstrous-attacks6": "Extra: add ignore-armour to a base", + "monstrous-attacks7": "Extra: Add an extra range to a base (intimate, hand, or close)", + "monstrous-weapon": "(Optional) Handy Weapon", + "monstrous-gear1": ".38 revolver (2 harm, close, reload, loud)", + "monstrous-gear2": "9mm (2 harm, close, loud)", + "monstrous-gear3": "Magnum (3 harm, close, reload, loud)", + "monstrous-gear4": "Shotgun (3 harm, close, messy)", + "monstrous-gear5": "Big knife (1 harm, hand)", + "monstrous-gear6": "Brass knuckles (1 harm, hand, quiet, small)", + "monstrous-gear7": "Sword (2 harm, hand, messy)", + "monstrous-gear8": "Huge sword (3 harm, hand, heavy)", + "Monstrous-advance1": "Gain a Haven, like the Expert, with two options", + "Monstrous-advance2": "Take a natural attacks pick", + "Monstrous-advance3": "Free yourself from your kind's curse, it no longer affects you, but you lose 1 Weird", + "Monstrous-advance4": "Turn evil (again?). Retire this character, they become one of the Keeper's threats", "Mundane": "Mundane", "luck-special-mundane": "When you spend Luck you'll find something wierd- maybe even useful", "mundane-move1": "Always the Victim When another hunter uses protect someone to protect you, they mark experience. Whenever a monster captures you, you mark experience", @@ -410,10 +439,6 @@ "mundane-gear10": "Classic car in terrible condition", "mundane-gear11": "Motorcycle", "mundane-gear12": "Van", - "Mundane-advance1": "Regain a used Luck point", - "Mundane-advance2": "Regain a used Luck point", - "Mundane-advance3": "Regain a used Luck point", - "Mundane-advance4": "Regain a used Luck point", "Professional": "Professional", "luck-special-professional": "When you spend Luck your next mission from the Agency comes with lots of red tape. Lots", "agency": "Agency", @@ -470,24 +495,16 @@ "Professional-advance3": "Get some or all of the other player's hunters hired by your Agency. They get the deal with the agency move as well as salery and benefits", "Spellslinger": "Spellslinger", "luck-special-spellslinger": "When you spend Luck the official council of wizards is going to poke their nose into your business", - "spellslinger-gear-description": "You don't need much except items to power your magic, still it's good to be prepared", "spellslinger-weapon": "One Backup Weapon", "spellslinger-gear1": "Old revolver (2 harm, close, reload,
          loud)", "spellslinger-gear2": "Ritual knife (1 harm, hand)", "spellslinger-gear3": "Heirloom sword (2 harm, hand, messy)", - "spellslinger-move1": "Advanced Arcane Training If you have two of your three Tools and Techniques at the ready then you may ignore the third", - "spellslinger-move2": "Arcane Reputation Pick three big organisations or groups in the supernatural community, which can include the more sociable types of monsters. They've heard of you and respect your power. Take +1 forward when you use manipulate someone on affected humans. You may also use manipulate someone on affected monsters, with no bonus", - "spellslinger-move3": "Could've Been Worse When you miss a use magic roll you can choose one of the following options instead of losing control of the magic", - "spellslinger-move3.1": "Fizzle: The preperations and materials for the spell are ruined. You'll have to start over from scratch with the prep time doubled", - "spellslinger-move3.2": "This is gonna suck: The effect happens, but you trigger all the glitches but one. You pick the one you avoid", - "spellslinger-move4": "Forensic Divination When you successfully investigate a mystery you may ask \"what magic was done here?\" as a free extra question", - "spellslinger-move5": "Go Big or Go Home When you must use magic as a requirement for big magic, take +1 forward to those use magic rolls", - "spellslinger-move6": "Enchanted Clothing Pick an article of every-day clothing; it's enchanted without any change in appearence. Take -1 harm from any source that tries to get at you through the garment", - "spellslinger-move7": "Not My Fault +1 to act under pressure when dealing with the consequences of your own spellcasting", - "spellslinger-move8": "Practitioner Choose two of the use magic effects. You get +1 to use magic when choosing one of those effects", - "spellslinger-move9": "Shield Spell When you protect someone, you gain +2 armour against any harm that is transferred to you. This doesn't stack with any other armour", - "spellslinger-move10": "Third Eye When you read a bad situation you can open your third eye for a moment to take in extra information. Take +1 hold on any result of 7 or more, plus you can see invisible things. On a miss, you may still get 1 hold, but you're exposed to a supernatural danger. Unfiltered hidden reality is tough on the mind!", "extra-fixed-move": "And you get this", + "spellslinger-fixed-move1": "Tools and Techniques: To use your combat magic effectively, you rely on a collection of tools and techniques. Uncheck one; you'll need the rest.", + "spellslinger-fixed-move1.1": "Consumables: You need certain supplies - powders, oils, etc - on hand, some will be used up each cast. If you don't have them, when you cast, take 1 harm, ignore-armour.", + "spellslinger-fixed-move1.2": "Foci: You need wands, staves, and other obvious props to focus. If you don't have what you need, your combat magic does 1 harm less.", + "spellslinger-fixed-move1.3": "Gestures: You need to wave your hands around to use combat magic. If you're restrained, take -1 ongoing for combat magic.", + "spellslinger-fixed-move1.4": "Incantations: You must speak in an arcane language to control your magic. If you use combat magic without speaking, act under pressure to avoid scrambling your thoughts.", "combat-magic": "Combat Magic", "combat-magic-description": "You have attack spells you can use as weapons. When you kick some ass with your spells roll +Weird instead of +Tough. Sometimes you may need to act under pressure to cast your spells without problems", "combat-magic-pick": "pick three, with at least one base", @@ -503,15 +520,24 @@ "effect4": "Frost or Ice (Add '-1 harm, +2 armour'
          to a wall, or '+1 harm, restraining' to
          other bases)", "effect5": "Earth (Add 'forceful, restraining' to a
          base)", "effect6": "Necromantic (Add 'life-drain' to a base)", + "spellslinger-move1": "Advanced Arcane Training If you have two of your three Tools and Techniques at the ready then you may ignore the third", + "spellslinger-move2": "Arcane Reputation Pick three big organisations or groups in the supernatural community, which can include the more sociable types of monsters. They've heard of you and respect your power. Take +1 forward when you use manipulate someone on affected humans. You may also use manipulate someone on affected monsters, with no bonus", + "spellslinger-move3": "Could've Been Worse When you miss a use magic roll you can choose one of the following options instead of losing control of the magic", + "spellslinger-move3.1": "Fizzle: The preperations and materials for the spell are ruined. You'll have to start over from scratch with the prep time doubled", + "spellslinger-move3.2": "This is gonna suck: The effect happens, but you trigger all the glitches but one. You pick the one you avoid", + "spellslinger-move4": "Forensic Divination When you successfully investigate a mystery you may ask \"what magic was done here?\" as a free extra question", + "spellslinger-move5": "Go Big or Go Home When you must use magic as a requirement for big magic, take +1 forward to those use magic rolls", + "spellslinger-move6": "Enchanted Clothing Pick an article of every-day clothing; it's enchanted without any change in appearence. Take -1 harm from any source that tries to get at you through the garment", + "spellslinger-move7": "Not My Fault +1 to act under pressure when dealing with the consequences of your own spellcasting", + "spellslinger-move8": "Practitioner Choose two of the use magic effects. You get +1 to use magic when choosing one of those effects", + "spellslinger-move9": "Shield Spell When you protect someone, you gain +2 armour against any harm that is transferred to you. This doesn't stack with any other armour", + "spellslinger-move10": "Third Eye When you read a bad situation you can open your third eye for a moment to take in extra information. Take +1 hold on any result of 7 or more, plus you can see invisible things. On a miss, you may still get 1 hold, but you're exposed to a supernatural danger. Unfiltered hidden reality is tough on the mind!", "Spellslinger-advance1": "Take another Combat Magic pick", - "Spellslinger-advance3": "Regain a used Luck point", - "Spellslinger-advance4": "Take another Combat Magic pick", - "Spellslinger-advance5": "Cross off another option from tools and techniques", + "Spellslinger-advance2": "You may cross off another option from your Tools and Techniques", "Spooky": "Spooky", "luck-special-spooky": "As you spend Luck your Dark Side's needs will get nastier", "dark-side": "The Dark Side", "dark-side-description1": "Your powers have an unsavoury source, and sometimes you get tempted to do things you shouldn't. These could be orders from whatever granted you power, urges that bubble up inside you, or something else", - "dark-side-description2": "Whatever it is, it is unsettling", "dark-side1": "Violence", "dark-side2": "Depression", "dark-side3": "Secrets", @@ -538,12 +564,12 @@ "spooky-move4": "Premonitions At the start of each mystery, roll +Weird. On a 10+, you get a detailed vision of something bad that is yet to happen. You take +1 forward to prevent it coming true, and mark experience if you stop it. On a 7-9 you get clouded images of something bad that is yet to happen; mark experience if you stop it. On a miss, you get a vision of something bad to happen and the Keeper holds 3, to be spent 1-for-1 as penalties to rolls you make", "spooky-move5": "Hunches When something bad is happening (or just about to happen) somewhere that you aren't, roll +Sharp. On a 10+ you knew where you needed to go, just in time to get there. On a 7-9, you get there too late- in time to intervene, but not prevent it altogether. On a miss, you get there just in time to be in trouble yourself", "spooky-move6": "The Big Whammy You can use your powers to kick some ass, (2 harm, close, obvious, ignore-armour) When you do, roll +Weird instead of +Tough. On a miss you'll get magical backlash", + "spooky-move6.1": "Where is the creature right now?", + "spooky-move6.2": "What is it planning to do right now?", + "spooky-move6.3": "Who is it going to attack next?", + "spooky-move6.4": "Who does it regard as the biggest threat?", + "spooky-move6.5": "How can I attract its attention?", "spooky-move7": "Tune In You can attune your mind to a monster or minion. Roll +Weird. On a 10+ hold 3, 7-9 hold 1. On a miss the monster becomes aware of you. Spend one hold to ask the Keeper one of the following questions, and gain +1 ongoing while acting on the answers", - "spooky-move7.1": "Where is the creature right now?", - "spooky-move7.2": "What is it planning to do right now?", - "spooky-move7.3": "Who is it going to attack next?", - "spooky-move7.4": "Who does it regard as the biggest threat?", - "spooky-move7.5": "How can I attract its attention?", "spooky-move8": "Jinx You can encourage coincidences to occur the way you want. When you jinx a target, roll +Weird. On a 10+ hold 2, 7-9 hold 1. On a miss, the Keeper holds 2 over you to be used in the same way. Spend your hold to", "spooky-move8.1": "Interfere with a hunter, giving them -1 forward", "spooky-move8.2": "Help a hunter, giving them +1 forward by interfering with their enemy", @@ -559,14 +585,15 @@ "spooky-gear4": "Shotgun (3 harm, close, messy)", "spooky-gear5": "Big knife (1 harm, hand)", "Spooky-advance1": "Change some or all of your Dark Side tags", + "Spooky-advance2": "Gain a Mystical Library, like the Haven option of the Expert", "Spooky-advance3": "You discover how to use your powers at a lower cost. Delete one Dark Side tag", "Wronged": "Wronged", "luck-special-wronged": "When you spend Luck you find a dangerous lead on your prey", "who-you-lost": "Who You Lost", "who": "Who did you lose?", + "pick-some": "pick one or more", "lost-pick": "pick one or more of: parent(s), sibling(s), spouse/partner, child(ren), best friend(s)", "lost-save-them": "Why couldn't you save them? You were", - "pick-some": "pick one or more", "lost1": "At fault", "lost2": "Selfish", "lost3": "Injured", @@ -576,8 +603,8 @@ "lost7": "In denial", "lost8": "Complicit", "what-prey": "What Did It?", - "prey": "My Prey", "prey-breed": "with the Keeper's agreement, pick the monster breed", + "prey": "My Prey", "wronged-fixed-move1": "I Know My Prey You get +1 ongoing when knowingly investigating, pursuing, or fighting the breed of monster that caused your loss", "wronged-move1": "Berserk No matter how much harm you take, you can always keep going until the current fight is over. During a fight, the Keeper may not use harm moves on you and you cannot die. When the fight ends, all harm takes effect as normal", "wronged-move2": "NEVER AGAIN In combat, you may choose to protect someone without rolling, as if you had rolled a 10+, but you may not choose to \"suffer little harm\"", @@ -585,10 +612,10 @@ "wronged-move4": "Fervour When you manipulate someone roll +Tough instead of +Charm", "wronged-move5": "Safety First You have jury-rigged extra protection into your gear, giving you +1 armour (max 2 armour)", "wronged-move6": "Tools Matter With your signature weapon you get +1 to kick some ass", + "wronged-move6.1": "Stabilize the injury but the patient take -1 forward.", + "wronged-move6.2": "Heal 1 harm and stabilize for now, but it will return as 2 harm and become unstable again later.", + "wronged-move6.3": "Heal 1 harm and stabilize but the patient takes -1 ongoing until it's fixed properly.", "wronged-move7": "DIY Surgery When you do quick and dirty first aid on someone (including yourself), roll +Cool. On a 10+ it's all good, it counts as normal first aid, plus stabilise the injury and heal 1 harm. On a 7-9, it counts as normal first aid, plus one of these, your choice", - "wronged-move7.1": "Stabilise the injury but the patient take -1 forward", - "wronged-move7.2": "Heal 1 harm and stabilise for now, but it will return as 2 harm and become unstable again later", - "wronged-move7.3": "Heal 1 harm and stabilise but the patient takes -1 ongoing until it's fixed properly", "wronged-armour": "Protective wear suited to your look (1 armour)", "wronged-signature": "Signature Weapons", "wronged-gear1": "Sawn-off shotgun (3 harm, hand/close,
          messy, loud, reload)", @@ -607,7 +634,6 @@ "wronged-gear13": "Brass knuckles (1 harm, hand, stealthy)", "wronged-gear14": "Assault rifle (3 harm, close, area, loud, reload)", "wronged-vehicle": "Vehicles", - "wronged-vehicle-choice": "choose one, if you want it", "wronged-gear15": "Classic car", "wronged-gear16": "Classic motorcycle", "wronged-gear17": "Plain pickup", @@ -616,8 +642,518 @@ "Wronged-advance2": "Add one more option to your haven", "Wronged-advance3": "You track down the specific monster responsible fo your loss. The Keeper must make the next mystery about them", "Wronged-advance4": "Change the target of your vengeful rage. Pick a new monster breed; I know my prey now applies to them instead", + "Gumshoe": "Gumshoe", + "luck-special-gumshoe": "When you spend Luck, your next regular case will actually be a mystery for your hunter group, and the monster will focus their attention on you!", + "Gumshoe-Adv-harm": "Extra harm box", + "gumshoeCode": "Gumshoe Code", + "gumshoeCode-description": "With the agreement of the Keeper, pick a one-sentence Code that you adhere to.", + "gumshoeCode-example": "Example Codes: Murders must be punished. Monsters must be destroyed. Innocents must be saved. Laws must be enforced. Evil must be exposed. The weak must be protected from the powerful. Etc.", + "gumshoeCode-list": "Murders must be punished, Monsters must be destroyed, Innocents must be saved, Laws must be enforced, Evil must be exposed, The weak must be protected from the powerful, etc.", + "gumshoeCode-explain": "This Code defines you. Any time you violate your Code, you forfeit all Code-related moves (The Postman Always Rings Twice, The Long Goodbye) and the ability to spend Luck. These forfeits last until either the next mystery or you make amends. As long as you follow the Code, people will sense your sincerity; you receive +1 ongoing for manipulate someone and you may not be possessed or charmed by any sort of supernatural, alien, or demonic entity or item.", + "Gumshoe-fixed-move1": "Occult Confidential: The first time in each mystery that you observe a monster, minion, or phenomenon in action, you may ask one question from the investigate a mystery list.", + "Gumshoe-fixed-move2": "The Naked City: You have lots of personal contacts wherever you go. Pick four contact types from the following areas (or from other areas agreed to between you and the Keeper)", + "Gumshoe-fixed-move2-examples": "Academics, Accountants, Artists, Bartenders, Clergy, Conspiracy Theorists, Construction, Courts, Criminals (organised), Criminals (street), Cultists, Engineers, Espionage, Film and TV, Forensic Scientists, Fringe Scientists, Hackers, Journalists, Lawyers, Mechanics, Media, Medical Practioners, Military, Morgue, Occult, Police (local), Police (national), Politicians, Prisons, Private Security, Property Developers, Stage Magicians, Technologists, Transportation", + "Gumshoe-fixed-move2-continued": "You can hit them up for info (+1 to one investigate a mystery roll) or small favours - but there may be a small cost involved. Personal contacts can provide more significant help but the Keeper decides their price on a case-by-case basis.", + "Gumshoe-move1": "The Postman Always Rings Twice: Twice per mystery - as long as you follow your Code - you may reroll a roll.", + "Gumshoe-move2": "The Long Goodbye: You can't die with an open case. Specifically, you suffer all harm as normal but your death is postponed until you have either completed or abandoned the case, or you break your Code (then all bets are off).", + "Gumshoe-move3": "Jessica Jones Entry: When you double-talk your way into a secure location, roll +Charm. On a 10+ pick three, on a 7-9 pick two, on a fail pick one", + "Gumshoe-move3.1": "You don't leave any trace of what you searched.", + "Gumshoe-move3.2": "You find what you wanted.", + "Gumshoe-move3.3": "You find something else that's important.", + "Gumshoe-move3.4": "You don't piss anyone off.", + "Gumshoe-move3.5": "You aren't recognised.", + "Gumshoe-move4": "Out of the Past: You have a police buddy who will do you big favours. Get in touch with them when you need to redirect law enforcement attention, get a heads-up on what operations are planned, or access police files. You now owe them; expect them to collect on it soon.", + "Gumshoe-move5": "Asphalt Jungle: You heal faster than normal people. Any time your harm gets healed, heal 1 harm extra. You are immune to all the harm move effects under '0 harm' and '1 harm' (when the Keeper would apply these, you ignore them).", + "Gumshoe-move6": "Hacker with a Dragon Tattoo: When you hack into a computer system, roll +Sharp. On 10+ pick two, on a 7-9 pick one. You", + "Gumshoe-move6.1": "...leave no traces.", + "Gumshoe-move6.2": "...learn something important.", + "Gumshoe-move6.3": "...can leave misinformation in place.", + "Gumshoe-move6.4": "...gain access to somewhere you want to get in to.", + "Gumshoe-move7": "\"Just one more thing\": When you ask a suspect leading questions, roll +Charm. On a 10+ hold 2, on a 7-9 hold 1, on a miss hold 1 but something bad is going to happen too. Spend your hold 1-for-1 to ask questions from this list", + "Gumshoe-move7.1": "One question from the investigate a mystery list.", + "Gumshoe-move7.2": "Was that a lie?", + "Gumshoe-move7.3": "What is something you left out that you didn't want me to notice?", + "Gumshoe-move7.4": "Are you complicit with any ongoing criminal activity?", + "Gumshoe-move7.5": "Did you commit this specific crime?", + "Gumshoe-gear-base": "A laptop, and a liquor flask", + "Gumshoe-recording": "Recording Devices", + "Gumshoe-gear1": "Night vision camera", + "Gumshoe-gear2": "Tiny digital video camera", + "Gumshoe-gear3": "Film camera (8mm or 16mm)", + "Gumshoe-gear4": "Digital sound recorder", + "Gumshoe-gear5": "Cassette tape recorder", + "Gumshoe-gear6": "Remote-controlled camera drone", + "Gumshoe-gear7": "Laser microphone", + "Gumshoe-gear8": "SLR camera", + "Gumshoe-weapon": "P.I. Weapons", + "Gumshoe-gear9": "Brass knuckles (1 harm, hand, small)", + "Gumshoe-gear10": ".38 revolver (2 harm, close, reload, loud)", + "Gumshoe-gear11": "9mm (2 harm, close, loud)", + "Gumshoe-gear12": "Magnum (3 harm, close, reload, loud)", + "Gumshoe-gear13": "Shotgun (3 harm, close, messy, loud)", + "Gumshoe-gear14": "Switchblade (1-harm, hand, small)", + "Gumshoe-advance1": "Add an extra harm box on the Dying side", + "Gumshoe-advance2": "Gain a Haven (your office, perhaps), like the Expert, with two options", + "Gumshoe-advance3": "Add four additional or new contacts for Naked City", + "Gumshoe-advance4": "Turn one of your contacts into an ally", + "Hex": "Hex", + "luck-special-hex": "When you spend Luck, until the end of the mystery, backlash on your spells will be extra nasty.", + "hex-weapons": "Wizardly Weapons", + "hex-items": "Any magical items or amulets that you use to perform magic", + "hex-gear1": ".38 revolver (2 harm, close, reload, loud)", + "hex-gear2": "Shotgun (3 harm, close, messy, loud)", + "hex-gear3": "Athame (2 harm, hand, magic, silver)", + "hex-gear4": "Shillelagh (1 harm, hand, balanced)", + "hex-gear5": "Crossbow (2 harm, close, slow)", + "hex-gear6": "Staff (1 harm, hand, balanced, large)", + "hex-advmove": "Advanced Hex Moves", + "hex-advmove-desc": "When you take the corresponding Improvement, choose one of these", + "hex-advmove1": "Apotheosis: You become a terrifying fount of mystical power. Once per mystery, after you suffer loss or harm, you may enter a state where you have both immense power and zero interest in the well-being of others. While in this state, all of the following are true", + "hex-advmove1.1": "You can fly.", + "hex-advmove1.2": "Use +Weird to kick some ass instead of +Tough. For this, you use innate magic as a weapon with (3 harm and any properties you choose).", + "hex-advmove1.3": "Ignore the component costs of your rotes.", + "hex-advmove1.4": "Ignore one requirement of every spell you cast with use magic.", + "hex-advmove1.5": "You have +1 ongoing to do everything.", + "hex-advmove1.6": "You cannot use the protect someone move.", + "hex-advmove1.7": "You have all the Temptations, and you have to indulge them whenever a good opportunity presents itself.", + "hex-advmove1.8": "When you try to resist a Temnptation, roll +Cool. On a 10+, Apotheosis ends. On a 7-9, it ends with you doing something dangerous or cruel. On a miss, it ends only after you harm someone (or something) you love.", + "hex-advmove2": "Synthesis: You manage to conciliate your dark power with your moral impulses. You lose your Temptation. Whenever you use magic to help out or protect someone, you mark experience. Mark a second experience if you do it at the expense of your own safety.", + "hex-fixed-move1": "Bad Luck Charm: Whenever you use magic and miss, the backlash never affects you directly if there's someone else around to hit. It'll go for allies, other hunters, and innocent bystanders. Sometimes, every so often, it might even hit an enemy.", + "hex-move1": "Burn Everything: When you use magic to inflict harm, you can choose to inflict (3 harm, area, magic, obvious) or (3 harm, ignore-armour, magic, obvious).", + "hex-move2": "Cast the Bones: Once per mystery, you may perform some kind of divination (tarot, casting the runes, reading entrails, or something like that) to glean information about the future. When you do, roll +Sharp. On a 10+ hold 2, on a 7-9 hold 1. On a miss, you get some information, but it's not what you want to hear. Spend the hold 1-for-1 to ask any question from the investigate a mystery list, or from the following list", + "hex-move2.1": "What can I gain from this person/place/thing/creature?", + "hex-move2.2": "Who has touched this person/place/thing/creature before me?", + "hex-move2.3": "The Keeper will answer truthfully, with either a direct answer or how to find out more.", + "hex-move3": "Force of Will: When you apply your will to dispelling a magical effect, blocking a spell, or suspending a Phenomenon, roll +Weird. On a hit, momentary magics are cancelled completely, and long-lasting spells and effects are suspended temporarily. On a 10+, you can also spend Luck to instantly snuff out a powerful spell or strange effect. On a 7-9, you take 1 harm as the strain of dismissing magic unravels you.", + "hex-move4": "Luck of the Damned: After you use magic or cast a rote, take +1 forward.", + "hex-move5": "Sympathetic Token: As long as you carry a personal object belonging to someone, such as a lock of hair, a full set of toenails, or a treasured family heirloom, you get +1 ongoing to use magic against them. You can also use magic against them at a distance. If you miss, the token is lost, destroyed, or loses its power.", + "hex-move6": "This Might Sting: You can use magic to heal 3 harm, but the process is exceptionally painful. On a 7-9, it also leaves a gnarly scar.", + "hex-move7": "Wise Soul: Whenever you use magic, right before you roll, you can ask the Keeper what exactly would happen on a miss. If you dislike the risk, you can stop at the last second, and let the spell fizzle harmlessly. All of the effort is wasted.", + "temptation": "Temptation", + "temptation-desc1": "You have a dangerous drive that you pursue, sometimes to the exclusion of your own safety. Decide if your Temptation drove you to learn magic, or if learning magic drove you to it", + "temptation-desc2": "Whenever you give in to your Temptation and act accordingly, you mark experience. If a perfect opportunity presents itself, you need to act under pressure to resist giving in to your Temptation. If you fail this roll, you don’t mark experience like you would have if you’d willingly acted out your desires.", + "temptation-choose": "Choose one Temptation", + "temptation1": "Vengeance: Utilize magic to inflict disproportionate retribution on someone who wronged you.", + "temptation2": "Power: Utilize magic to exert your dominance over another.", + "temptation3": "Addiction: Utilize magic to do what you could do without it.", + "temptation4": "Callousness: Utilize magic without regard for the safety of others.", + "temptation5": "Carnage: Utilize magic to inflict gruesome violence.", + "temptation6": "Secrets: Utilize magic to discover forbidden, dangerous knowledge.", + "temptation7": "Glory: Utilize magic to steal someone’s thunder.", + "rotes": "Rotes", + "rote-desc1": "Whenever you use magic, you can decide afterwards that a particular spell is a Rote that you know. You know how to cast it off the top of your head. Write down in detail the name of the Rote, what it requires, and what it does on a 10+, a 7-9, and a miss. A Rote is a bit more powerful than a basic use magic spell; its glitches are less onerous and its effect may be a little bigger. Unlike regular use magic, the cost and consequences for failing a Rote are known to you in advance.", + "rote-desc2": "Choose two fixed requirements for each Rote from this list", + "rote-req1": "Magic words and ritual gestures.", + "rote-req2": "An object of power (wand, talisman, orb, staff, etc) which must be wielded.", + "rote-req3": "An expendable component such as sulfur, sage, or incense, which must be burned, blown, destroyed or scattered during the casting.", + "rote-req4": "Runes or symbols written or engraved on a surface (which must be prepared).", + "rote-req5": "A spilling of blood (1 harm to you or a willing participant).", + "rote-desc3": "After you cast it for the first time, treat each Rote as a custom move - a specialised version of use magic, which is built with the Keeper.", + "rote-list": "List of Rotes", + "rote-desc4": "You start out knowing up to one Rote, which you can choose when creating your character or during play. You can learn more by taking corresponding Improvements. When you do, you can choose the new Rote right away or in play.", + "rote-desc5": "You roll +Weird to cast a Rote, which requires you to have the needed items at hand and the ability to physically use them.", + "rote-name": "Rote Name", + "rote-reqs": "Requirements", + "rote-effect": "Effects", + "hex-advance1": "Take another Rote", + "hex-advance2": "or an additional Rote", + "hex-advance3": "Gain a Haven, like the Expert, with two options", + "hex-advance4": "Take another two Rotes", + "hex-advance5": "Choose one Advanced Hex Move", + "Pararomantic": "Pararomantic", + "luck-special-pararomantic": "When you spend Luck, mark one Relationship Status box. The Keeper will bring Fate of your Love into play.", + "relation": "Relationship Status", + "guide-name": "Guide Name", + "loving": "Loving", + "broken": "Broken", + "relation-second": "Second Relationship Status", + "guide-name-second": "Second Guide Name", + "bond": "Bond Abuse", + "bond1": "Whenever you do something to abuse the bond with your Guide, like acting against them, or not giving them enough attention, roll +Charm", + "bond1.1": "On a 10+, your action has no effect beyond the exchange of some angry words.", + "bond1.2": "On a 7-9, choose one of the Bond Abuse options below.", + "bond1.3": "On a miss, the Keeper may choose two of the Bond Abuse options below, or something worse.", + "bond2": "Bond Abuse options", + "bond2.1": "Mark one Relationship Status box.", + "bond2.2": "You may not channel the power of your Bond for the rest of the mystery.", + "bond2.3": "You gain the unwelcome attention of others of your Guide's kind.", + "bond2.4": "Someone who shouldn't know finds a clue about your relationship with your Guide.", + "bond-fate": "Fate of your Love", + "bond-fate-desc1": "There is a reason why your love with your Guide is forbidden or doomed. Invent this reason or leave it to the Keeper.", + "bond-fate-desc2": "Whenever you spend Luck, the truth of your love's Fate slowly unfolds. When you mark your last Luck point, it becomes clear that you cannot be together. Your Guide might even end up as an enemy, depending on how things go.", + "bond-fate-desc3": "Whenever you put yourself or somebody else in serious danger in order to conceal the truth about you and your Guide, mark experience.", + "pararomantic-fixed-move1": "Supernatural Guide: You have a (most likely intimate) connection to some supernatural being who is your guide into the world beyond. Choose if your relationship is secret or not", + "pararomantic-fixed-move1.1": "Determine what kind of creature your Guide is and how your relationship works. Say what kind of power they possess. The Keeper will decide how it works and define your Guide as a threat.", + "pararomantic-fixed-move1.2": "If your Guide is another hunter, determine together how your relationship works.", + "pararomantic-fixed-move1.3": "Whenever you would roll +Weird, you can roll +Charm instead, by channeling the power of your Bond. When you do so and miss, in addition to the usual consequences, you and your Guide suffer as when you miss a roll for Bond Abuse.", + "pararomantic-move1": "Bonding Time: If you spend some quality time with your Guide instead of working on the current mystery, you can roll +Charm. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 to", + "pararomantic-move1.1": "Erase one used Relationship Status mark.", + "pararomantic-move1.2": "Use a Pararomantic move you haven't picked.", + "pararomantic-move1.3": "Receive a gift from your Guide.", + "pararomantic-move1.4": "Take +1 forward.", + "pararomantic-move2": "Dark Desires: You may use manipulate someone on monsters, as long as you are using emotional ties.", + "pararomantic-move3": "The Power of Love: When you use help someone to help your Guide, don't roll +Cool. You automatically help as though you'd rolled a 10. If your Guide is another hunter, the same applies when they use help someone to help you.", + "pararomantic-move4": "Do As The Supernatural Do: You can take an unnatural move from your Guide's playbook (if they are a hunter). If they are a monster, choose a move from a suitable supernatural playbook. The Keeper may offer you a custom move instead.", + "pararomantic-move5": "I Am Theirs And They Are Mine: Whenever you are in danger, your Guide knows it. If your Guide is suffering harm (and it's feasible), you can spend Luck to redirect the attack onto yourself as if you have rolled 10+ with protect someone. If you are suffering harm, you can decide that your Guide has protected you and is suffering this harm instead. If you choose this, roll for Bond Abuse.", + "pararomantic-move6": "Monster Empathy: When you try to work out what a supernatural creature desires, roll +Charm. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 to ask the following questions - the Keeper will answer honestly", + "pararomantic-move6.1": "What do they most desire?", + "pararomantic-move6.2": "What would they accept as good enough for now?", + "pararomantic-move6.3": "What would distract them?", + "pararomantic-move7": "Spirit Touched: Your experiences have made you sensitive to the supernatural. When you sense magical things, roll +Weird. On a 10+, you can sense them fully. On a 7-9, choose: either sense them fully but they notice you too, or you sense only impressions.", + "pararomantic-equip": "Normal Equipment", + "pararomantic-gear1": "Golf club, baseball bat, cricket bat, or hockey stick (2 harm, hand, innocuous, messy)", + "pararomantic-gear2": "Pocket knife or multitool (1 harm, hand, useful, small)", + "pararomantic-gear3": "Small handgun (2 harm, close, loud, reload)", + "pararomantic-gear4": "Bicycle", + "pararomantic-gear5": "Fairly new car in decent condition", + "pararomantic-gear6": "Motorcycle", + "pararomantic-gift": "Gift from your Guide, which must be periodically recharged by interactions with them", + "pararomantic-gift1": "Part of their body, eg. a vial of blood, lock of hair, tears in a phial, fairy dust, etc. It either helps you heal, or counts as a weakness against a specific kind of monster.", + "pararomantic-gift2": "Piece of jewelry, eg. a golden ring, tribal pendant, silver locket, etc. It either provides armour (1 armour, magic) or protects you from the powers of a specific kind of monster.", + "pararomantic-gift3": "A memento of the time when they were human, eg. a portrait/photo from life, diary, favourite hat, doll, lighter, etc. It provides +1 to Bond Abuse rolls.", + "pararomantic-gift4": "A strange or antique weapon, eg. a family sword, ancient staff, holy mace (2 harm, hand, messy), etc. Additionally, add '+magic', '+silver', '+holy', or '+iron' tag to the weapon.", + "pararomantic-advance1": "Take a second Gift from your Guide or add another property to an existing gift", + "pararomantic-advance2": "Change your Guide, as you fall for another supernatural being", + "pararomantic-advance3": "Gain a second Guide. Track the Relationship Status of both Guides separately. Both Guides initially hate each other, but this could change through play. All moves that applied to your original Guide can now apply to either one", + "pararomantic-advance4": "Erase all marks from the Relationship Status track(s)", + "Searcher": "Searcher", + "searcher-extra-luck": "Extra Luck point", + "searcher-extra-luck-desc": "Use if you have the corresponding First Encounter move", + "luck-special-searcher": "When you spend Luck, your First Encounter comes up in play. It could be a flashback, new occurrence, or related event.", + "searcher-gear-base": "A laptop, a car or motorcycle, a camera, and binoculars", + "searcher-tools": "Investigation Tools", + "searcher-gear1": "A bag of cameras and microphones", + "searcher-gear2": "Forensic tools", + "searcher-gear3": "Ghost hunting tools", + "searcher-gear4": "Scientific measuring tools", + "searcher-gear5": "Cryptid hunting gear", + "searcher-gear6": "Historical documents and witness reports of strange events", + "searcher-gear7": "Maps, blueprints, and building reports for significant places", + "searcher-weapon": "Self-defence Weapons", + "searcher-gear8": "Walking stick (1 harm, hand, innocuous)", + "searcher-gear9": "Small handgun (2 harm, close, reload, loud)", + "searcher-gear10": "Small knife (1 harm, hand, messy)", + "searcher-gear11": "Martial arts training (1 harm, hand, innocuous)", + "searcher-gear12": "Incapacitating spray (0 harm, hand, irritating)", + "searcher-gear13": "Heavy flashlight (1 harm, hand, innocuous)", + "searcher-fixed-move1": "First Encounter: One strange event started you down this path, sparking your need to discover the truth behind the unexplained. Decide what that event was, pick a category below and take the associated move. Then tell everyone what happened to you (or someone close to you).", + "searcher-fixed-move1.1": "Cryptid Sighting: You take note of any reports of strange creatures. Whenever you first see a new type of creature, you may immediately ask one of the investigate a mystery questions.", + "searcher-fixed-move1.2": "Zone of Strangeness: Things are not fixed. You never need to act under pressure when supernatural forces alter the environment around you, and you get protection (2 armour) against harm from sudden changes to the laws of physics.", + "searcher-fixed-move1.3": "Psychic Event: Your mind is awakened. You may act under pressure to use the sensitive weird move, or (if you already have sensitive) the empath weird move.", + "searcher-fixed-move1.4": "Higher Power: Something looks out for you. You start with an extra Luck point.", + "searcher-fixed-move1.5": "Strange Dangers: You are always watching for hazards. When you have no armour, you still count as having protection (1 armour).", + "searcher-fixed-move1.6": "Abduction: They taught you hidden knowledge. Gain +1 to any move when you research strange or ancient secrets to do it.", + "searcher-fixed-move1.7": "Cosmic Insight: You have encompassed the soul of the universe. You never need to act under pressure due to feelings of fear, despair, or isolation.", + "searcher-move1": "Prepared to Defend: Even truth-seekers need to fight sometimes. Whenever you suffer harm when you kick some ass or protect someone, you suffer 1 harm less.", + "searcher-move2": "Fellow Believer: People understand you've also known strangeness. Bystanders will talk to you about weird things they would not trust another hunter (or a mundane official) to believe.", + "searcher-move3": "Guardian: You have a mystical ally (perhaps a spirit, alien, or cryptid) who helps and defends you. Define them, and their powers, with the Keeper's agreement. Their look is one of: invisible, an intangible spirit thing, a weird creature, disguised as an animal, or disguised as a person.", + "searcher-move4": "Just Another Day: When you have to act under pressure due to a monster, phenomenon, or mystical effect, you may roll +Weird instead of +Cool.", + "searcher-move5": "Network: You may gain an ally group of others who had experiences similar to your First Encounter - perhaps they're a support group or a hobbyist club. Detail up to five members with useful skills related to what happened to them (none are up for fighting monsters).", + "searcher-move6": "Ockham's Broadsword: When you first encounter something strange, you may ask the Keeper what sort of thing it is. They will tell you if it (or the cause) is: natural, an unnatural creature, a weird phenomenon, or a person. You gain +1 forward dealing with it.", + "searcher-move7": "The Things I've Seen: When you encounter a creature or phenomenon, you may declare that you have seen it before. The Keeper may ask you some questions about that encounter, and will then tell you one useful fact you learned and one danger you need to watch out for (maybe right now).", + "searcher-advance1": "Take a second First Encounter move, based on a recent mystery", + "searcher-advance2": "Resolve your First Encounter. The Keeper makes the next mystery about this event, and should try to answer all remaining questions about it during the mystery (although there are sure to be new threads to investigate after...)", + "Exile": "Exile", + "luck-special-exile": "When you spend Luck, you'll find something from your original life. Maybe something good, maybe something bad.", + "exile-origin": "Origin", + "exile-origin-desc1": "You were taken from your home in the past, and dropped into the modern world with only what you were carrying.", + "exile-origin-desc2": "Your nemesis came to the modern world as well, and is aware that you followed them. They will try and kill you if you don't kill them first. Decide who or what they are (with the Keeper's agreement).", + "exile-origin-desc3": "How did you get transported to the modern day?", + "exile-origin1": "You were pursuing your nemesis.", + "exile-origin2": "Your nemesis had already travelled to the future, so you (or your comrades) cast a spell to send you after it.", + "exile-origin3": "Magical accident or side-effect.", + "exile-origin4": "You angered a sorcerer.", + "exile-origin5": "Divine intervention.", + "exile-origin6": "One moment you were there, the next you were here.", + "exile-origin7": "A strange place or artifact brought you.", + "exile-origin8": "You were frozen, and recently unearthed and revived.", + "exile-move1": "Adept Sorcerer: You have a familiar spirit (usually in the guise of a pet) that counts as an ally: subordinate (motivation: to follow your exact instructions).", + "exile-move2": "Warrior: If you are fighting with (and against) old-fashioned hand weapons and suffer harm, you suffer 1 harm less. Monster attacks almost always count as old-fashioned for this move.", + "exile-move3": "Traditional Remedies: You can treat injuries without any need for modern medical supplies (although you might need someone to hold the patient down). Dealing with a poison, infection, or disease might need you to track down some specific ingredients (eg. healing herbs).", + "exile-move4": "Immortal Name: Your monster-hunting exploits are legendary, so much that your name still scares monsters and minions. You may use threats to use the move manipulate someone on monsters if they understand enough to have heard stories about you.", + "exile-move5": "Hearty Constitution: You never suffer from normal illnesses, and get +1 ongoing against magical illnesses and poisons. You've been through worse.", + "exile-move6": "Confused: Mark experience whenever your bafflement with the modern world gets in the way of monster-hunting.", + "exile-move7": "Ancient Magics: You learned magic when less lore had been lost. When you use magic, on a 7-9, don't choose a glitch. Instead, take -1 forward.", + "exile-move8": "Learned: You researched all the legends and tales of monsters in your home time. When you investigate a mystery, you can ask the Keeper questions from the following list as well as from the usual list", + "exile-move8.1": "Did this creature (or this type of creature) exist in my home time?", + "exile-move8.2": "What defenses are effective against this creature?", + "exile-move8.3": "What do I know about this creature that has been forgotten?", + "exile-armour": "Ancient Armour (0 armour or, 1 armour) appropriate to your origin", + "exile-item": "Whatever you were carrying when you were transported; most likely a monster-hunting kit in some easy-to-carry bag appropriate to your origin", + "exile-weapon": "Ancient Weapons", + "exile-gear1": "Sword (2 harm, hand, messy)", + "exile-gear2": "Axe (2 harm, hand, messy)", + "exile-gear3": "Big sword (3 harm, hand, messy, heavy)", + "exile-gear4": "Big axe (3 harm, hand, messy, heavy)", + "exile-gear5": "Shield (1 harm, hand, 1 armour), (cannot be used at the same time as a heavy weapon)", + "exile-gear6": "Silver knife (1 harm, hand, silver)", + "exile-gear7": "Bow (2 harm, close)/(1 harm, far)", + "exile-gear8": "Crossbow (2 harm, close, slow)", + "exile-gear9": "Handgonne (1 harm, hand/close, loud, volatile, smokey, reload)", + "exile-gear10": "Arquebus (2 harm, close, loud, volatile, heavy, smokey, reload)", + "exile-gear11": "Spear (2 harm, hand/close)", + "exile-gear12": "Big knife (1 harm, hand)", + "exile-gear13": "Cudgel (1 harm, hand)", + "exile-gear14": "Martial arts (1 harm, hand)", + "exile-ally": "you find one of your old comrades, who has come to join you in the modern day", + "exile-advance1": "Find a cache of objects left for you by your comrades in the past. The Keeper will decide what's in it, but it will be things that they expected you would need in the future", + "exile-return": "Optionally, you may return home to the past", + "exile-advance2": "When you use magic, you may choose to 'create a gateway between the modern world and my home' as an effect. You cannot control who uses the gateway or exactly where it opens at the other end", + "Hardcase": "Hard Case", + "luck-special-hardcase": "When you spend Luck, an enemy from your past comes back into your life. They aren’t happy to see you.", + "hardcase-adv-harm": "Extra harm box", + "hardcase-fixed-move1": "Unstoppable: When you spend Luck to avoid harm you are about to suffer, additionally remove all harm you had already suffered. Once per mystery, when you are about to take major damage (2 harm or more), change it to just 1 harm.", + "hardcase-move1": "FINISH HIM!: Whenever you inflict a massive injury (3 harm or more), you may immediately follow up with another attack. Roll +Tough. On a 10+, double the harm you cause. On a 7-9, you inflict 1 harm extra. On a miss, you leave yourself open and vulnerable.", + "hardcase-move2": "Weapon Master: When you take possession of a new weapon, you may change or remove one tag when you are using it (eg. 'heavy' becomes 'ignore-armour', or 'unreliable' is removed). The changed tag only applies for you. When you get this move, apply it to all your current weapons.", + "hardcase-move3": "Aim For The Weak Spot: Your unarmed and hand weapon attacks all get the 'ignore-armour' tag.", + "hardcase-move4": "Inspired Guesswork: Once per mystery, when you observe a monster in action, you may investigate a mystery to discover its powers, motivations, or weaknesses. It works even if what you asked about wasn't displayed; you work it out by deduction (or guessing).", + "hardcase-move5": "Come Get Some: You can challenge your foes to fight you alone, maybe in words or maybe just by being the biggest and baddest in the team. Roll +Tough. On a 10+, they all go for you. On a 7-9, they go for you, mainly, but maybe one or two of your comrades are getting marked too. On a miss, they come for you harder than you expected.", + "hardcase-move6": "Property Damage: You can smash your way through almost anything. If it is at all possible to destroy an inanimate object with the tools at your disposal, you can roll +Sharp to work out how. On a 10+, you can pulverize it, no trouble. On a 7-9, it will either take a long time, or you can't break it all down - your choice. On a miss, you hurt yourself getting it done, or get trapped in a bad spot.", + "hardcase-weapons": "Hard Case Weapons", + "hardcase-gear1": "Crowbar (2 harm, hand, messy)", + "hardcase-gear2": "Chainsaw (3 harm, hand, messy, unreliable, loud, heavy)", + "hardcase-gear3": "Automatic shotgun (3 harm, close, loud, reload, auto)", + "hardcase-gear4": "Huge knife (2 harm, hand, messy)", + "hardcase-gear5": "Hand cannon (3 harm, close, loud)", + "hardcase-gear6": "Submachinegun (2 harm, close, reload, auto)", + "hardcase-gear7": "Battered assault rifle (3 harm, close/far, auto)", + "hardcase-normal": "Normal Weapons", + "hardcase-gear8": ".38 revolver (2 harm, close, reload, loud)", + "hardcase-gear9": "Shotgun (3 harm, close, messy, loud)", + "hardcase-gear10": "Hunting rifle (2 harm, far, loud)", + "hardcase-gear11": "9mm (2 harm, close, loud)", + "hardcase-gear12": "Big knife (1 harm, hand)", + "hardcase-gear13": "Magnum (3 harm, close, reload, loud)", + "hardcase-advance1": "Gain command of a team of monster-hunters", + "hardcase-advance2": "Add an extra harm box on the Dying side", + "Luchador": "Luchador", + "luck-special-luchador": "The Luchador is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "luchador-fixed-move1": "Signature Move: Like every great wrestler, you have perfected a signature move for the ring. It works outside the ring as well.", + "luchador-fixed-move1.1": "When you unleash your signature move on something, roll +Tough. On a 10+, you do 2 harm and take +1 forward. On a 7-9, you do 1 harm and take +1 forward. On a miss, your opponent counters the move.", + "luchador-move1": "Master Técnico: When fighting unarmed, you get +1 to kick some ass and help out.", + "luchador-move2": "Intensive Training: Take +1 Tough (max +3).", + "luchador-move3": "Noble Heroism: When you successfully protect someone, give a nearby hunter +1 forward.", + "luchador-move4": "Consummate Athlete: You get +1 ongoing for vigorous physical feats (outside of combat).", + "luchador-move5": "Machismo!: Hah! You think that really hurt? By force of will, you can ignore pain and injury. When you suffer harm and just tough it out, roll +Cool. On a 10+, you heal 1 harm and gain +1 forward. On a 7-9, you heal 1 harm. On a miss, pretending to be tough you suffer 1 extra harm, in an embarrassing way if possible.", + "luchador-move6": "Daredevil Move: You can attempt a tricky, high risk manoeuver to gain an advantage on an opponent. Roll +Tough. On a 10+ pick three, on a 7-9, pick one", + "luchador-move6.1": "Interrupt a move someone or something else is making, so they can't do it yet.", + "luchador-move6.2": "Take +1 forward.", + "luchador-move6.3": "Give another hunter +1 forward.", + "luchador-move6.4": "Inflict 2 harm if you are unarmed, and your weapon's harm if you are armed.", + "luchador-move6.5": "You don't suffer harm in return.", + "luchador-move6.6": "On a miss, you suffer 1 harm from your failed move, and leave yourself open to your foes.", + "luchador-move7": "Inspiring Speech: When you rally a group with your ringside style, roll +Charm. On a 10+, they are pumped and ready to risk life and limb for the cause. On a 7-9, they are ready to pitch in their help, as long as there is little personal risk. Choose one thing for them to do", + "luchador-move7.1": "Act as an angry mob, unleashed at the target you name.", + "luchador-move7.2": "Be a vigilant watch force.", + "luchador-move7.3": "Go wherever you tell them to.", + "luchador-move7.4": "Help construct a trap.", + "luchador-move7.5": "On a miss, you lose face with the bystanders.", + "luchador-move8": "Sly Rudo: When you fight, you fight dirty. When you inflict harm on a monster, you can lure it into a trick. Roll +Sharp. On a 10+, the monster really fell for it, inflict +1 harm and +1 ongoing vs. the monster. On a 7-9, the monster fell for it, inflict +1 harm. On a miss, your trick backfires.", + "luchador-move9": "Fan Following: Your exploits in the ring have not gone unnoticed. When you contact a devoted fan to help you with a mystery, roll +Charm. On a 10+, they're available and helpful - they can fix something, give you a lift, or do some other favour. On a 7-9, they're prepared to help, but it's either going to take some time or you're going to have to do part of it yourself. On a miss, you burn some bridges.", + "luchador-weapons": "Normal Weapons", + "luchador-gear1": ".38 revolver (2 harm, close, reload, loud)", + "luchador-gear2": "9mm (2 harm, close, loud)", + "luchador-gear3": "Shotgun (3 harm, close, messy, loud)", + "luchador-gear4": "Heavy chain (2 harm, hand, area)", + "luchador-gear5": "Sledgehammer (3 harm, hand, messy)", + "luchador-gear6": "Big knife (1 harm, hand)", + "luchador-gear7": "Brass knuckles (1 harm, hand, stealthy)", + "luchador-vehicle": "Stylish Vehicle", + "luchador-gear8": "Foreign sports car", + "luchador-gear9": "Giant off-road vehicle", + "luchador-gear10": "Limo and chauffeur", + "luchador-gear11": "Tricked out motorcycle", + "luchador-gear12": "Van with custom paint job", + "luchador-ally": "another wrestler who has chosen to fight monsters with you", + "luchador-advance1": "Gain a Haven, like the Expert, with two options", + "Meddlingkid": "Meddling Kid", + "luck-special-meddlingkid": "When you spend Luck, you will see something you weren’t supposed to see. It might help you with your current mystery or it might just scare you.", + "meddlingkid-animal": "Animal Allies", + "meddlingkid-animal-desc": "Animal allies follow the normal rules for allies, except for communication. Animal allies can understand commands about as well as a very clever dog (regardless of what sort of animal they are).", + "meddlingkid-move1": "Unmasked!: When you have a monster captured or at bay, you may explain it is not a monster after all but a specific person in a mask. You must explain the real reason for all the seemingly supernatural events you have seen, and how the villain was behind them. When you reveal the culprit, roll +Sharp. On a 10+, your deduction is correct and it really is that person in a mask! On a 7-9, the Keeper must choose one of", + "meddlingkid-move1.1": "This really is a monster, but the named bystander was secretly their ally all along.", + "meddlingkid-move1.2": "You are correct, but while you talked, they found a way to attempt an escape.", + "meddlingkid-move1.3": "The explanation for all the events is correct but you picked the wrong person; when you unmask them, the villain is someone unexpected.", + "meddlingkid-move1.4": "On a miss, the monster gets an opportunity to create chaos while you explain your (incorrect) deductions.", + "meddlingkid-move2": "Power Snack: Pick a favourite snack food. Whenever you take a moment to eat some and enjoy it, take +1 forward.", + "meddlingkid-move3": "Wallop!: When you use an improvised weapon to attack something, you may choose one of these extra effects", + "meddlingkid-move3.1": "Inflict 1 harm.", + "meddlingkid-move3.2": "Momentarily stun them with a blow to the head.", + "meddlingkid-move3.3": "Trip or entangle them.", + "meddlingkid-move3.4": "Inflict 2 harm but the improvised weapon breaks.", + "meddlingkid-move4": "It's A Trap!: When you make a trap to capture a monster or minion, roll +Sharp. On a hit, you capture something! On a 10+, you can choose one of these extra effects", + "meddlingkid-move4.1": "It will take some time for the victim to get free.", + "meddlingkid-move4.2": "The trap inflicts harm (as an improvised weapon).", + "meddlingkid-move4.3": "The trap may be reset and reused later. Roll the move again when you do so, with +1 forward.", + "meddlingkid-move5": "Tell Me The Truth!: When you are questioning somebody to investigate a mystery, you may ask questions from the following list as well as from the usual list", + "meddlingkid-move5.1": "Who has something to gain from this situation?", + "meddlingkid-move5.2": "What are you plotting?", + "meddlingkid-move5.3": "Are you lying to me?", + "meddlingkid-move5.4": "Who knows about _____?", + "meddlingkid-move6": "Run Away!: When you decide to get out of a bad situation, you can get away just fine. Unfortunately you will end up somewhere just as bad, that is important to the current mystery.", + "meddlingkid-move7": "A Pleasant and Friendly Manner: When you politely manipulate someone, your impeccable manners always count as a reason for the person to do what you say.", + "meddlingkid-gadgets": "Mystery-solving Gadgets", + "meddlingkid-gear1": "Magnifying glass", + "meddlingkid-gear2": "Microscope", + "meddlingkid-gear3": "A van", + "meddlingkid-gear4": "Library card", + "meddlingkid-gear5": "Chemistry kit", + "meddlingkid-gear6": "A set of walkie-talkies", + "meddlingkid-gear7": "Fingerprint kit", + "meddlingkid-gear8": "Camera", + "meddlingkid-ally": "someone to join the gang, it may be an animal (most likely a dog or a cat)", + "Sidekick": "Sidekick", + "luck-special-sidekick": "The Sidekick is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "hero": "Hero", + "hero-desc1": "Pick one of the other hunters to be your hero. This is the person you decided is such an awesome monster-hunter that you are going to spend your time helping them out.", + "hero-desc2": "Decide what your relationship is, with agreement from the hero's player. Eg. an older sibling, a parent, a friend who was always better than you, perhaps they saved you from a monster, or you found out about their monster hunting by accident, etc. Optionally, you may choose to copy some aspect of your hero's looks.", + "hero-desc3": "When your hero's player has picked their ratings, ask them which is highest. You've been trying to be like them, so you get an extra +1 to that rating. If they have a tie for highest, you can pick which one you put your +1 on.", + "sidekick-fixed-move1": "There's no 'I' in 'Team': You get +1 ongoing to help out; +2 ongoing, if you are helping out your hero.", + "sidekick-move1": "Caddy: You carry all your hero's stuff around. That means you can use anything from their gear list, unless they are currently holding it. Plus, if the item is not unique, you carry spares. For anything like that, you can use one of the spares even if your hero is currently using it.", + "sidekick-move2": "As You Wish: Mark experience whenever your hero orders or requests that you do something you don't want to do, and you go ahead and do it.", + "sidekick-move3": "Bodyguard: If something bad is going to happen to your hero, your comrades, or a bystander, and you are right there, you may throw yourself in harm's way. Whatever was going to happen to them happens to you instead.", + "sidekick-move4": "Me Too!: If your hero makes a roll for a move, and you copy what they did (i.e. the same move), you may choose not to roll. Instead, use the outcome of your hero's roll.", + "sidekick-move5": "I Can Make You Look Good: If you help out your hero, you may choose to change the outcome of your dice roll with the outcome of their original dice roll.", + "sidekick-move6": "Journeyman (or Journeywoman): Take a move that your hero has.", + "sidekick-hero-weapon": "Hero's Weapon (from your hero's gear options)", + "sidekick-weapons": "Sidekick Weapons", + "sidekick-gear1": ".38 revolver (2 harm, close, reload, loud)", + "sidekick-gear2": "Shotgun (3 harm, close, messy, loud)", + "sidekick-gear3": "Baseball bat (2 harm, hand)", + "sidekick-gear4": "9mm (2 harm, close, loud)", + "sidekick-gear5": "Big knife (1 harm, hand)", + "sidekick-ally": "another sidekick for your hero, your junior", + "sidekick-advance1": "Change playbooks to the same as your hero (overrides the rule that only one of each playbook may be in play)", + "sidekick-advance2": "Change your hero; pick another hunter to be your new hero", + "Snoop": "Snoop", + "luck-special-snoop": "When you spend Luck, you’re going to suffer some technical difficulties, eg. breakdowns, communication problems, weird noises in the recordings, etc.", + "snoop-crew": "Crew", + "snoop-crew-desc1": "Decide if your crew are made up of the other hunters, or if you have your own entourage. If they are other people, there are 1-3 of them. Pick a name and job for each. If it's the other hunters, decide together who gets which job.", + "snoop-crew-desc2": "Crew jobs: camera, sound, editing, dogsbody, researcher, driver, director, producer, bodyguard, etc.", + "snoop-move1": "\"What Does That Feel Like?\": When you put your camera/microphone right in a person's face, they automatically break off whatever they are doing. They might go right back to it after they deal with you, but you'll create enough time for everyone else to act in the meantime.", + "snoop-move2": "Minor Celebrity: At the beginning of each mystery, roll +Weird. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 during the mystery to have someone you meet know of you in a positive light (maybe they read your blog, listen to your podcast, or watch your Internet/TV show, etc). You may end up getting asked for autographs or given 'hot' leads, too.", + "snoop-move3": "We'll Fix It In Post: You can use anything you could conceivably have recorded as evidence for investigate a mystery, allowing you to check previous interviews, attack sites, and so on, from the comfort of your laptop.", + "snoop-move4": "I'm A Reporter!: When you investigate a mystery by talking to witnesses, interviewing locals, or anything else requiring interpersonal skills, roll +Charm instead of +Sharp.", + "snoop-move5": "Truthiness: Whatever you tell a normal person, they'll accept that you think it's true. If it's far out, they might think you're crazy, but they won't think you're lying.", + "snoop-move6": "The Mojo Wire: When you read all the current news feeds looking for the weird and crazy stuff, take +1 forward.", + "snoop-move7": "Relaxed Producer: You're employed, with a regular paycheck and little or no oversight. As long as you send in a story every few days, no matter how bizarre, you're set. Every now and again, they'll send you somewhere in particular, and when that happens it usually involves supernatural activity; unless they need human interest, in which case it will be a kitten show or agricultural fair or something.", + "snoop-gear-base": "A laptop", + "snoop-recording": "Recording Devices", + "snoop-gear1": "Digital video camera", + "snoop-gear2": "Tiny digital video camera", + "snoop-gear3": "Film camera (8mm or 16mm)", + "snoop-gear4": "Digital sound recorder", + "snoop-gear5": "Cassette tape recorder", + "snoop-gear6": "Infrared video camera", + "snoop-gear7": "Pro sound gear with boom mike", + "snoop-gear8": "Remote controlled camera drone", + "snoop-gear9": "Starlight camera", + "snoop-gear10": "Steadicam rig", + "snoop-gear11": "Laser microphone", + "snoop-gear12": "SLR camera", + "snoop-detector": "Detectors", + "snoop-gear13": "Electromagnetic field detector", + "snoop-gear14": "Temperature fluctuation detector", + "snoop-gear15": "Ouija board", + "snoop-gear16": "Humidity meter", + "snoop-gear17": "Dowsing rods", + "snoop-gear18": "Chemistry test kit", + "snoop-gear19": "Metal detector", + "snoop-gear20": "Compass", + "snoop-gear21": "GPS receiver", + "snoop-gear22": "Laser rangefinder", + "snoop-gear23": "Pendulum", + "snoop-weapon": "Subtle Weapons", + "snoop-gear24": ".32 revolver (2 harm, close, reload, small)", + "snoop-gear25": "9mm (2 harm, close, loud)", + "snoop-gear26": "Knife (1 harm, hand, hidden)", + "snoop-gear27": "Multitool/pocket knife (1 harm, hand, hidden, useful)", + "snoop-advance1": "Gain a Haven, like the Expert, with one option plus a film lab", + "snoop-ally": "possibly one of your existing crew members, or the whole crew as an ally team", + "Summoned": "Summoned", + "luck-special-summoned": "When you spend Luck, another sign of the Apocalypse will come to pass. When you have spent all your Luck, the Apocalypse begins.", + "apocalypse": "Apocalypse", + "apocalypse-desc1": "You are destined to bring about the Apocalypse. You may or may not know about it yet, but you have at least come across some hints of your destiny.", + "apocalypse-desc2": "Pick a sign of the Apocalypse, with help from the Keeper (and maybe the rest of the group) that has already been revealed to you. Whenever you spend Luck, you'll trigger another sign of the Apocalypse. You can suggest what it might be, but it will be the Keeper's job to bring the sign into the story.", + "apocalypse-sign-example": "Example signs", + "apocalypse-sign-list": "Betrayal, An army of monsters rises, Rain of fire, Eternal darkness, Things from beyond, Take your throne, Red sun, The Portal opens, Plague, Learn your true name, The Stars are Right Breaking the Seal, Murder of the King, The Beast slouches into the world, Become the Dragon, The Coronation, Your Hosts assemble, The fall of the Tower, The seas boil, Natural disasters, Judgement Day, World war, Famine, Ancient Evil reborn", + "apocalypse-desc3": "When you have spent all your Luck, the Apocalypse is imminent. It's up to you to stop, or cause, the end of the world. Your call.", + "summoned-fixed-move1": "Freakish: You're weird, and people react badly. You cannot use manipulate someone on a person until you prove yourself to them first (this includes the other hunters, and it's up to them to decide when you have proved yourself). Until then, people will just try to get away from you. You can spend Luck to have a person take to you. Don't roll manipulate someone; they act as though you'd rolled a 12. On the other hand, you can use manipulate someone on monsters that can reason and talk (but they always want something really bad).", + "summoned-move1": "What Are You Looking At?: When you talk to a monster (capable of reason and speech), they will recognize you and your potential. If you ask them what they know, pick one for the Keeper to reveal", + "summoned-move1.1": "Tell me something about where I'm from.", + "summoned-move1.2": "Tell me something about my destiny.", + "summoned-move1.3": "Tell me something about who I really am.", + "summoned-move1.4": "Tell me something about the Apocalypse.", + "summoned-move2": "Should I Feel That?: Your body has 2 armour. This does not stack with any other armour.", + "summoned-move3": "Mayhem!: When you grab a nearby large object and use it as an improvised weapon, first determine how much damage it will do.", + "summoned-move3-guide": "Guidelines", + "summoned-move3.1": "Fire extinguisher, fence post, furniture, etc: 2 harm", + "summoned-move3.2": "Motorcycle, lamppost, masonry chunk, etc: 3 harm", + "summoned-move3.3": "Car, dumpster, boulder, etc: 4 harm", + "summoned-move3.4": "Bus, truck, wall, etc: 5 harm", + "summoned-move3-desc": "After you inflict harm with it (with a kick some ass roll or otherwise), roll +harm your weapon actually caused. On a miss, you use it without trouble. On a 7-9 pick one side effect, on a 10+ pick two", + "summoned-move3.5": "You hurt someone nearby as well as your target.", + "summoned-move3.6": "You make something about the situation worse.", + "summoned-move3.7": "You lose control of your improvised weapon.", + "summoned-move3.8": "You cause massive property damage.", + "summoned-move3.9": "Your improvised weapon breaks.", + "summoned-move4": "Absolute Badass: Take +1 Tough (max +3).", + "summoned-move5": "Screw You: Spend Luck to get +1 ongoing vs. one particular monster. This lasts until that monster is dead.", + "summoned-move6": "Whatever: Spend Luck to get +1 Tough for the remainder of the current mystery (max +4).", + "summoned-move7": "Why So Serious?: If you cap off a move with an appropriate one-liner, the team gets +1 forward (so the next hunter who makes a roll gets +1).", + "summoned-weapon": "Huge Weapon", + "summoned-gear1": "Super hand cannon (4 harm, close, heavy, loud, reload)", + "summoned-gear2": "Machinegun (3 harm, close, auto, heavy, messy, loud, reload)", + "summoned-gear3": "Rocket launcher (4 harm, far, area, heavy, messy, loud, reload)", + "summoned-gear4": "Gigantic Hellsword (4 harm, hand, heavy, messy, magic)", + "summoned-gear5": "Automatic shotgun (3 harm, close, auto, heavy, loud, reload)", + "summoned-gear6": "Red right hand (3 harm, hand, magic)", + "summoned-heavy": "Heavy Weapons", + "summoned-gear7": "Sledgehammer (3 harm, hand, heavy, messy)", + "summoned-gear8": "Big sword (3 harm, hand, heavy, messy)", + "summoned-gear9": "Big axe (3 harm, hand, heavy, messy)", + "summoned-gear10": "Magnum (3 harm, close, loud, reload)", + "summoned-gear11": "Shotgun (3 harm, close, messy, loud, reload)", + "summoned-advance1": "Gain an ally team of monster-hunters (or monstrous hunters) under your command", + "summoned-advance2": "Get a position in a Sect, like the Initiate. Describe the Sect and its Traditions (or join a Sect that already exists in your game). Gain the move for when you are in good standing with your Sect", + "summoned-advance3": "Turn evil (again?). Retire this character, they become one of the Keeper's threats", + "Traveler": "Traveler", + "luck-special-traveler": "The Traveler is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "traveler-transport": "Means of Transport", + "traveler-transport-desc1": "You can visit future events, past events or remote places, either alone or with the whole team. The Keeper will decide (maybe with help from the group) how time travel will work; changing the past, alternate timelines, small changes producing major changes etc.", + "traveler-transport-desc2": "When traveling through time and space, roll +Sharp. On a 10+, you arrive at the desired place at the desired time. On a 7-9, you arrive at either the desired place or, at the desired time; your choice. On a miss, you are lost; this is probably quite serious.", + "traveler-transport-desc3": "Choose one means of transport for your travels through time and space. Each transportation medium has both positive and negative traits. Always keep in mind that time travel is by no means a safe trip.", + "traveler-transport1": "It’s bigger on the inside: Your time machine is multidimensional, as small as a phone booth on the outside, but as big as a spaceship on the inside. Things inside it cannot be tracked by normal means. To travel, it disappears from one place and appears in another, but otherwise it is completely stationary and cannot be transported at all.", + "traveler-transport2": "Teleportation: You can teleport instantly if you have a clear line of sight of the destination or if you know it very well. Otherwise, you need to study the spacetime continuum for a few hours, or even days, to plan the trip, so as to not end up underground or a kilometre above the ground.", + "traveler-transport3": "88 miles per hour: Your time machine looks like a car or a van, not drawing much attention (in time periods after the invention of such vehicles). You can use it to move around like any other vehicle, but it depends on fuel, maintenance parts, roads etc.", + "traveler-transport4": "Time Portal: You open a time portal to your destination. You can only open one portal at a time, and it will remain active for as long as you wish. It allows you to cross it in any direction as many times as you want. But an unattended portal can also be crossed by any person, or monster...", + "traveler-fixed-move1": "Servant of Technology: You are extremely dependent on technology, having difficulties in relating to the supernatural. You get -1 ongoing to use magic or any other moves related to the supernatural or magic.", + "traveler-move1": "Butterfly Effect: At the beginning of each mystery, choose one rating to receive +1 (max +3) and another to receive -1 (min -2) during this mystery. These actions disturb the spacetime and the oscillations of their characteristics is a reflection of that.", + "traveler-move2": "Historian: When you investigate a mystery or read a bad situation, you can choose to ask \"Why does this seem familiar?\" as one of the questions. If possible, the Keeper will describe how a similar situation has happened in the past or future history of the world.", + "traveler-move3": "Inventor: If you want to build, repair, or study a device, the Keeper will tell you how long it will take and what equipment will be needed.", + "traveler-move4": "Prescience: Attacks that can cause your death pop up in your memory. When you take harm and become unstable, you may roll +Weird. On a 10+, you remembered the attack and were able to avoid it completely. On a 7-9, the memory took time to emerge, take 1 harm less or don’t become unstable. On a miss, the memory was incorrect and your avoidance made you unbalanced; in addition to the harm, you take -1 forward.", + "traveler-move5": "Neural Implants: When you need to do something that requires specific training, such as defusing a bomb or flying a helicopter, you already have the information implanted in your brain. You still need to act under pressure, but you know what to do.", + "traveler-move6": "Sufficiently Advanced Technology: You can reproduce the effects of the move use magic with technological tools. You do not roll dice for this, but you must choose an effect and a glitch. This is not magic, so the effect will not have the magic tag and will not work on things affected only by magic. The Keeper may ask for one or more requirements to achieve the effect.", + "traveler-move7": "No Paradoxes: When you say why something should happen to guarantee the future, you can help another hunter and give +1 to their roll, as if you had rolled a 10+ on help out. You still need to describe how you are helping.", + "traveler-move8": "Android/Cyborg: You have cybernetic implants or maybe you're half a machine. In addition to superhuman strength, your punches and kicks are attacks with (3 harm, contact).", + "traveler-move9": "Psychic Paper: You get +1 ongoing in rolls to avoid being detected or remaining unnoticed. You also get +1 ongoing when you manipulate someone by pretending to be someone else.", + "traveler-devices": "Technological Devices", + "traveler-gear1": "Photonic Binoculars: Able to see in total darkness and in different spectra, including infrared", + "traveler-gear2": "Sonic Screwdriver: Able to repair, or damage, simple mechanical and electronic devices (eg. radios, locks, weapons etc)", + "traveler-gear3": "Travel Guide: A small electronic book containing all human historical knowledge up to the present era", + "traveler-gear4": "Portable Laboratory: A small device capable of diagnosing diseases, poisons and abnormal conditions from a drop of blood or similar input", + "traveler-gear5": "Universal Locator: Indicates the exact position in time and space. Can only be blocked with magic or high levels of radiation", + "traveler-gear6": "Hologram Projector: Projects a person-sized hologram (recorded or live) that looks real until touched", + "traveler-gear7": "Instant Translator: Ensures speech and understanding of any natural language (does not work with magic or supernatural languages)", + "traveler-weapon": "Protective Weapons", + "traveler-gear8": "Machete (1 harm, contact)", + "traveler-gear9": "Common revolver (2 harm, close, loud, reload)", + "traveler-gear10": "Shotgun (3 harm, close, messy, loud, reload)", + "traveler-gear11": "Light futuristic weapon (1 harm, add 1 range tag and 3 other tags)", + "traveler-gear12": "Heavy futuristic weapon (3 harm, add 1 range tag and 1 other tag)", + "traveler-advance1": "Delete the move Servant of Technology. You have learnt to deal with the supernatural, no longer receiving any penalties for it", "custom": "Custom", - "luck-special-Custom": "if any", + "luck-special-custom": "You may come up with a Luck Special move for this playbook with help from the Keeper.", "custom-special": "Playbook Special", "custom-special-example": "Like the Expert's haven or the Spellslinger's combat magic", "custom-special-name": "Name of special", @@ -625,6 +1161,5 @@ "custom-moves": "Playbook Moves", "custom-move-name": "Name", "custom-move-description": "Description", - "custom-gear": "Playbook Gear", - "inmrovements-instructions": "4 stats available for improvement (mark one off at character creation without taking the bonus); top stat max +3, all others max +2" -} \ No newline at end of file + "custom-gear": "Playbook Gear" +} diff --git a/Monster of the Week/translations/el.json b/Monster of the Week/translations/el.json index 804459d8eb..71250b65da 100644 --- a/Monster of the Week/translations/el.json +++ b/Monster of the Week/translations/el.json @@ -27,17 +27,19 @@ "gear": "Gear", "other-gear": "Other Gear", "improvements": "Improvements", - "inmrovements-description": "Once you have 5 experience you may choose one of these: (Check off any you've already taken)", + "improvements-description": "Once you have 5 Experience you may choose one of these: (Check off any you've already taken)", "max": "max", - "another-move": "Take another Custom move", + "another-move": "Take another move from your own playbook", "ally": "Gain an ally", "playbook-move": "Take a move from another playbook", "advanced-improvements": "Once you have taken 5 improvements you may choose from these options as well as the list above when you improve", "rating": "to any rating", - "new-type": "Change this hunter to a new type", + "new-playbook": "Change playbooks", "second-hunter": "Create a second hunter to play", "basic-moves": "Advance 2 basic moves", "retire": "Retire this hunter to safety", + "erase-luck": "Erase one used Luck point", + "after-getting-improvement": "Use after getting the corresponding Improvement", "history": "History and Notes", "pick-one": "pick one", "pick-two": "pick two", @@ -46,12 +48,13 @@ "1-fixed-move": "You get this", "2-fixed-moves": "You get these 2", "1-move": "Then pick one of these", + "2-moves-then": "Then pick two of these", "2-moves": "Then pick two of these", + "3-moves-then": "Then pick three of these", "3-moves": "Pick three of these", "choose": "choose", "one": "one", - "choose-one": "choose one", - "choose-two": "choose two", + "two": "two", "three": "three", "the-chosen": "The Chosen", "the-crooked": "The Crooked", @@ -59,13 +62,33 @@ "the-expert": "The Expert", "the-flake": "The Flake", "the-initiate": "The Initiate", - "the-monsteroue": "The Monsterous", + "the-monstrous": "The Monstrous", "the-mundane": "The Mundane", "the-professional": "The Professional", "the-spellslinger": "The Spellslinger", "the-spooky": "The Spooky", "the-wronged": "The Wronged", + "the-gumshoe": "The Gumshoe", + "the-hex": "The Hex", + "the-pararomantic": "The Pararomantic", + "the-searcher": "The Searcher", + "the-exile": "The Exile", + "the-hardcase": "The Hard Case", + "the-luchador": "The Luchador", + "the-meddlingkid": "The Meddling Kid", + "the-sidekick": "The Sidekick", + "the-snoop": "The Snoop", + "the-summoned": "The Summoned", + "the-traveler": "The Traveler", + "the-actionscientist": "The Action Scientist", + "the-biggamehunter": "The Big Game Hunter", + "the-constructed": "The Constructed", + "the-madscientist": "The Mad Scientist", "custom-playbook": "Custom", + "tome-of-mysteries": "Tome of Myseries", + "reinforcements": "Reinforcements", + "Brazilian": "Brazilian Edition", + "fan-made": "Fan-made", "chosen": "Chosen", "luck-special-chosen": "When you spend Luck the Keeper will bring your fate into play", "your-fate": "Your Fate", @@ -107,13 +130,14 @@ "chosen-move4": "Invincible You always count as having 2 armour, this doesn't stack with other protection", "chosen-move5": "Resilience You heal faster than normal people. Any time your harm gets healed, heal and extra point. Additionally, your wounds count as 1 harm less for the purpose of the Keeper's harm moves", "chosen-gear1": "Protective gear worth 1 armour", - "optional": "optional", "chosen-gear2": "One Special Weapon", + "chosen-special-descrip": "Design your weapon by choosing a Form, three Business-end options (which are added to the base tags), and a material that the business-end is made from.", "form": "Form", "chosen-gear3": "Staff (1 harm, hand, close)", "chosen-gear4": "Haft (2 harm, hand, heavy)", "chosen-gear5": "Handle (1 harm, hand, balanced)", "chosen-gear6": "Chain (1 harm, hand, area)", + "business-end": "Business-end", "chosen-gear7": "Business End", "chosen-gear8": "Artifact (+magic)", "chosen-gear9": "Spikes (+1 harm, +messy)", @@ -121,8 +145,8 @@ "chosen-gear11": "Heavy (+1 harm)", "chosen-gear12": "Long (+close)", "chosen-gear13": "Throwable (+close)", - "chosen-gear14": "Chain (+area)", "material": "Material", + "material-desc": "(+steel, +cold iron, +silver, +wood, +stone, +bone, +teeth, +obsidian, or anything else you want)", "chosen-advance1": "Delete a doom tag (optionally also delete a heroic tag)", "Crooked": "Crooked", "luck-special-Crooked": "When you spend Luck someone from your past will re-appear in your life, soon", @@ -132,7 +156,7 @@ "background2": "Burglar When you break into a secure location roll +Sharp. On a 10+ pick three, on a 7-9 pick two", "background2.1": "You get in undetected", "background2.2": "You get out undetected", - "background2,3": "You don't leave a mess", + "background2.3": "You don't leave a mess", "background2.4": "You find what you were after", "background3": "Grifter When you are about to manipulate someone, you can ask the Keeper \"what will convince this person to do what I want?\" The Keeper must answer honestly, but not necessarily completely", "background4": "Fixer If you need to buy something, sell something, or hire someone, roll +Charm. On a 10+ you know just the person that will be interested. On a 7-9, you know the only person that can do it, but there's a complication. Pick one", @@ -142,8 +166,14 @@ "background4.4": "On a miss, the only person who can help you is someone who absolutely hates you", "background5": "Assassin When you take your first shot at an unsuspecting target, do +2 harm", "background6": "Charlatan When you want people to think you are using magic, roll +Cool. On a 10+ your audience is amazed and fooled by your illusion. On 7-9, you tripped up a few times, someone will notice. You may also manipulate someone with fortune telling. When you do that, ask \"What are they hoping for right now?\" as a free question (even on a miss)", + "background6.1": "You may also manipulate someone with fortune telling. When you do that, ask \"What are they hoping for right now?\" as a free question (even on a miss).", "background7": "Pickpocket When you steal something small, roll +Charm. On a 10+ you get it and they didn't notice you taking it. On a 7-9 either you don't grab it, you grab the wrong thing, or they remember you later; your choice", "crooked-move1": "Artifact You 'found' a magical artifact with handy powers and kept it. Pick 1: Protective amulet (1 amour, magic, recharge); lucky charm (may be used as a Luck point just once); grimoire (studying the book gives +1 to use magic; skeleton key (opens any magically sealed lock); imp stone (a weak demon is bound to serve the holder. The imp must be summoned with Use Magic)", + "crooked-artifact1": "Protective amulet (1 amour, magic, recharge)", + "crooked-artifact2": "Lucky charm (may be used as a Luck point just once)", + "crooked-artifact3": "Grimoire (studying the book gives +1 forward to use magic)", + "crooked-artifact4": "Skeleton key (opens any magically sealed lock)", + "crooked-artifact5": "Imp stone (a weak demon is bound to serve the holder. The imp must be summoned with Use Magic)", "crooked-move2": "Crew You have a regular crew, a team of 3 or 4 people who will help you out with pretty much anything. This counts as a team", "crooked-move3": "Deal with the Devil You sold your soul to the devil. Pick one or two things you got out of the deal: wealth, fame, youth, sensual gratification, skill (add +1 to two ratings). Payment is due either when you die, or in a year (6 months if you chose 2 things)", "crooked-move4": "Friends on the Force You know a few cops who can be persuaded to look the other way, or do you a favour, for certain considerations. You can act under pressure to get in touch with them when you need to divert any law enforcement attention. There will be a cost, although maybe not right now", @@ -151,6 +181,7 @@ "crooked-move6": "Driver You gain +1 ongoing while driving, plus you can hotwire anything (the older it is, the fewer tools you'll need.) You also own 2 handy, widely-available vehicles", "crooked-move7": "Home Ground Your crew made a point of keeping the locals happy- keeping them safe, ensuring things always went down okay. When you're back in your old neighbourhood, you can always find people who will hide you or help you with a minor favour, no questions asked", "crooked-move8": "Notorious You have a reputation from your criminal past. When you reveal who you are, your terrifying reputation counts as a reason for someone to what you ask when you manipulate someone. Revealing your identity to someone can bring other problems later, of course", + "crooked-weapon": "Effective Weapons", "crooked-gear1": ".22 revolver (1 harm, close, reload,
          small)", "crooked-gear2": ".38 revolver (2 harm, close, reload,
          loud)", "crooked-gear3": "9mm (2 harm, close, loud)", @@ -160,12 +191,6 @@ "crooked-gear7": "Baseball bat (1 harm, hand)", "crooked-gear8": "Submachinegun (2 harm, close, reload,
          auto", "crooked-gear9": "Assault rifle (3 harm, close/far, auto)", - "underworld": "Underworld", - "underworld-description": "Pick the circumstance that lead you to discovering the real underworld, then pick the creature involved", - "underworld1": "The target of a job was a dangerous creature (Pick one: vampire, warewolf, troll, reptiloid)", - "underworld2": "You worked with someone who was more than they seemed (Pick one: sorceror, demon, faerie, psychic)", - "underworld3": "You were hired by something weird (Pick one: immortal, god, outsider, witch)", - "underworld4": "Things went south o a job- including, but not limited to running into; (Pick one a horde of goblins, a hunger of ghouls, a dream-eater, a salamander)", "heat": "Heat", "heat-description": "You didn't get here without making enemies", "pick-heat": "pick at least 2 of these and name the people involved", @@ -174,9 +199,14 @@ "heat3": "You pissed off a well connected criminal,
          and they'll do whatever they can to
          destroy you", "heat4": "You took advantage of someone
          who has special powers (a person or
          monster)", "heat5": "You betrayed an old partner in the
          middle of a job ", + "underworld": "Underworld", + "underworld-description": "Pick the circumstance that lead you to discovering the real underworld, then pick the creature involved", + "underworld1": "The target of a job was a dangerous creature (Pick one: vampire, warewolf, troll, reptiloid)", + "underworld2": "You worked with someone who was more than they seemed (Pick one: sorceror, demon, faerie, psychic)", + "underworld3": "You were hired by something weird (Pick one: immortal, god, outsider, witch)", + "underworld4": "Things went south o a job- including, but not limited to running into; (Pick one a horde of goblins, a hunger of ghouls, a dream-eater, a salamander)", "crooked-ally": "from your old crew", "crooked-advance1": "Recover a stash of money from the old days, enough to live without care for a year or two", - "Crooked-advance2": "Erase one Luck point from your playbook", "Divine": "Divine", "luck-special-divine": "When you spend Luck you get word your Mission requires something difficut to me done. By you. Urgently", "your-mission": "Your Mission", @@ -193,15 +223,15 @@ "divine-move5": "Soothe When you talk to someone for a few seconds in a quiet voice, you can calm them down, blocking any panic, anger, or other negitive emotions they have. This works even if the thing that freaked them out is still present, as long as your voice can be heard", "divine-move6": "Lay On Hands Your touch can heal any injury or disease. When you lay your hands on someone hurt, roll +Cool. On a 10+, heal 2 harm or an illness, plus they are stabilised. On a 7-9, you can heal the harm or illness but you take it into yourself. On a miss, your aura causes them extra harm", "divine-move7": "Cast Out Evil You may banish an unnatural creature from your presence. Roll +Tough, on 10+ it is banished. On a 7-9 it takes a little while for the banishing to take effect- the creature has time to make one or two actions. Either way, the banished creature is unharmed, and you have no control over where it goes. This move may be used on unnatural hunters (eg The Monsterous). On a miss, something is keeping it here. That's bad", - "divine-gear1": "Flaming sword (3 harm, hand, fire,
          holy) ", "divine-weapon": "One Divine Weapon", + "divine-armour": "Divine Armour (1 armour, holy) with a look suited to your divine origin", + "divine-gear1": "Flaming sword (3 harm, hand, fire,
          holy) ", "divine-gear2": "Thunder hammer (3 harm, hand, stun,
          holy) ", "divine-gear3": "Razor whip (3 harm, hand, area,
          messy, holy)", "divine-gear4": "Five demon bag (3 harm, close, magic,
          holy)", "divine-gear5": "Silver trident (3 harm, hand, silver,
          holy)", "Divine-ally": "a lesser divine being, sent from above to help you with your mission", "Divine-advance1": "Erase one Luck point from your playbook", - "Divine-advance2": "Change your mission. Select a different mission from the options, or (with the Keeper's agreement) create a new mission", "Expert": "Expert", "luck-special-expert": "When you spend Luck you discover something happening now is related to something you were involved in years ago", "expert-weapons": "Monster-Slaying Weapons", @@ -237,7 +267,6 @@ "haven8": "Panic Room This has essential supplies and is protected by normal and mystical means. You can hide out there for a few days, safe from pretty much anything", "haven9": "Magical Laboratory You have a mystical lab with all kinds of weird ingredients and tools useful for casting spells (like use magic, big magic, and any other magical moves)", "expert-advance1": "Add a haven option", - "expert-advance2": "Add a haven option", "Flake": "Flake", "luck-special-flake": "When you spend Luck pick an aspect of the current situation. The Keeper will tell you what other conspiricies that aspect connects to", "flake-move1": "Connect the Dots At the beginning of each mystery if you look for the wider patterns that current events might be part of, roll +Sharp. On a 10+ hold 3, 7-9 hold 1. Spend your hold during the mystery to ask the Keeper one of the following questions", @@ -253,20 +282,20 @@ "flake-move6": "Contrary When you seek out and recieve someone's honest advice on the best course of action for you, and then do something else instead, mark experience. If you do exactly the opposite of their advice, you also take +1 ongoing on any moves you make persuing that course", "flake-move7": "Net Friends You know a lot of people on the internet. When you contact a net friend to help you roll +Charm. On a 10+ they're available and helpful; they can fix something, break a code, hack a computer, or get you some special information. On a 7-9, they're prepared to help but it's either going to take some time, or you'll have to do part of it yourself. On a miss you burn some bridges", "flake-move8": "Sneaky When you attack from ambush or from behind, inflict +2 harm", - "fake-normal": "One Normal Weapon", - "fake-gear1": ".38 revolver (2 harm, close, reload,
          loud)", - "fake-gear2": "9mm (2 harm, close, loud)", - "fake-gear3": "Hunting rifle (2 harm, far, loud)", - "fake-gear4": "Magnum (3 harm, close, reload, loud)", - "fake-gear5": "Shotgun (3 harm, close, messy, loud)", - "fake-gear6": "Big knife (1 harm, hand)", + "flake-normal": "Normal Weapon", + "flake-gear1": ".38 revolver (2 harm, close, reload, loud)", + "flake-gear2": "9mm (2 harm, close, loud)", + "flake-gear3": "Hunting rifle (2 harm, far, loud)", + "flake-gear4": "Magnum (3 harm, close, reload, loud)", + "flake-gear5": "Shotgun (3 harm, close, messy, loud)", + "flake-gear6": "Big knife (1 harm, hand)", "flake-hidden": "Hidden Weapons", - "fake-gear7": "Throwing knives (1 harm, close, many)", - "fake-gear8": "Holdout pistol (2 harm, close, loud,
          reload)", - "fake-gear9": "Garrote (3 harm, intimate)", - "fake-gear10": "Watchman's flashlight (1 harm, hand)", - "fake-gear11": "Weighted gloves/brass knuckles (1
          harm, hand", - "fake-gear12": "Butterfly knife/folding knife (1
          harm, hand)", + "flake-gear7": "Throwing knives (1 harm, close, many)", + "flake-gear8": "Holdout pistol (2 harm, close, loud, reload)", + "flake-gear9": "Garrote (3 harm, intimate)", + "flake-gear10": "Watchman's flashlight (1 harm, hand)", + "flake-gear11": "Weighted gloves/brass knuckles (1 harm, hand)", + "flake-gear12": "Butterfly knife/folding knife (1 harm, hand)", "Flake-advance1": "Gain a haven like the Expert with two options", "Flake-advance2": "Add a haven option", "Initiate": "Initiate", @@ -336,8 +365,8 @@ "Initiate-advance1": "Get command of your chapter of the Sect", "Initiate-advance2": "Get command of your chapter of the Sect", "Initiate-advance3": "Become the leader, or effective leader, of the whole Sect", - "Monsterous": "Monsterous", - "luck-special-monsterous": "When you spend Luck your monster side gains power. Your Curse may grow stronger, or another Breed disadvantage may manifest", + "Monstrous": "Monstrous", + "luck-special-monstrous": "When you spend Luck, your monster side gains power; your Curse may become stronger, or another Breed disadvantage may manifest.", "monster-breed": "Monster Breed", "breed-description": "You are half human, half monster; were you always this way? Were you always fighting for good or were you once evil and then switched sides?", "curses": "Curses", @@ -345,40 +374,40 @@ "curse2": "Vulnerability Pick a substance. You'll take +1 harm when you suffer harm from it. If you are bound or surrounded by it, you must act under pressure to use your powers", "curse3": "Pure Drive One emotion rules you. Pick from: hunger, hate, anger, fear, jealousy, greed, joy, pride, envy, lust or cruelty. Whenever you have a chance to indulge that emotion you must do so immediately, or act under pressure to resist", "curse4": "Dark Master You have an evil lord who doesn't know you changed sides. They still give you orders, and they do not tolerate refusal or failure", - "monsterous-move1": "Immortal You do not age or sicken, and whenever you suffer harm you suffer 1 harm less", - "monsterous-move2": "Unnatural Appeal Roll +Weird instead of +Charm when you manipulate someone ", - "monsterous-move3": "Unholy Strength Roll +Weird instead of +Tough when you kick some ass ", - "monsterous-move4": "Incorporeal You may move freely though solid objects (but not people)", - "monsterous-move5": "Preternatural Speed You go much faster than normal people. When you chase, flee or run take +1 ongoing", - "monsterous-move6": "Claws of the Beast Your natural attacks deal +1 harm ", - "monsterous-move7": "Mental Dominion When you gaze into a normal human's eyes and exert your will over them Roll +Charm. On a 10+ hold 3, on 7-9 hold 1. You may spend your hold to give them an order. Regular people will follow the order, whatever it is. Hunters can choose to follow the order or not. If they do, they mark experience", - "monsterous-move8": "Unquenchable Vitality When you have taken harm you can heal yourself. Roll +Cool. On a 10+, heal 2 harm and stabilise your injuries. On a 7-9, heal 1 harm and stabilise your injuries. On a miss your injuries worsen", - "monsterous-move9": "Dark Negotiator You can use manipulate someone on monsters as well as people if they can reason and talk", - "monsterous-move10": "Flight You can fly ", - "monsterous-move11": "Shapeshifter You may change your form (usually into an animal). Decide if you have just one alternate form or several and detail them. You gain +1 forward to investigate a mystery when using and alternate form's superior senses. (Eg, smell for a wolf, sight for an eagle)", - "monsterous-move12": "Something Borrowed Take a move from a hunter playbook that is not currently in play ", + "monstrous-move1": "Immortal: You do not age or sicken, and whenever you suffer harm, you suffer 1 harm less.", + "monstrous-move2": "Unnatural Appeal: Roll +Weird instead of +Charm when you manipulate someone.", + "monstrous-move3": "Unholy Strength: Roll +Weird instead of +Tough when you kick some ass.", + "monstrous-move4": "Incorporeal: You may move freely though solid objects (but not people).", + "monstrous-move5": "Preternatural Speed: You go much faster than normal people. When you chase, flee, or run, take +1 ongoing.", + "monstrous-move6": "Claws of the Beast: Your natural attacks deal +1 harm.", + "monstrous-move7": "Mental Dominion: When you gaze into a normal human's eyes and exert your will over them, roll +Charm. On a 10+ hold 3, on a 7-9 hold 1. You may spend your hold to give them an order. Regular people will follow your order, whatever it is. Hunters can choose to follow the order or not. If they do, they mark experience.", + "monstrous-move8": "Unquenchable Vitality: When you have taken harm you can heal yourself. Roll +Cool. On a 10+, heal 2 harm and stabilise your injuries. On a 7-9, heal 1 harm and stabilise your injuries. On a miss, your injuries worsen.", + "monstrous-move9": "Dark Negotiator: You can use the move manipulate someone on monsters as well as people, if they can reason and talk.", + "monstrous-move10": "Flight: You can fly.", + "monstrous-move11": "Shapeshifter: You may change your form (usually into an animal). Decide if you have just one alternate form or several, and detail them. You gain +1 forward to investigate a mystery when using and alternate form's superior senses (eg. smell for a wolf, sight for an eagle).", + "monstrous-move12": "Something Borrowed: Take a move from a hunter playbook that is not currently in play.", "natural-attacks": "Natural Attacks", - "monsterous-attacks-pick": "pick one base and one extra, or pick two bases", - "monsterous-attacks1": "Base: teeth (3 harm, intimate)", - "monsterous-attacks2": "Base: Claws (2 harm, hand)", - "monsterous-attacks3": "Base: Magical force (1 harm, magical, close)", - "monsterous-attacks4": "Base: Life-drain (1 harm, intimate, life-drain)", - "monsterous-attacks5": "Extra: Add +1 harm to a base", - "monsterous-attacks6": "Extra: Add +ignore armour to a base", - "monsterous-attacks7": "Extra: Add an extra range to a base
          (+intimate, hand, or close)", - "monsterous-weapon": "One Handy Weapon: (if you want one)", - "monsterous-gear1": ".38 revolver (2 harm, close, reload,
          loud)", - "monsterous-gear2": "9mm (2 harm, close, loud)", - "monsterous-gear3": "Magnum (3 harm, close, reload, loud)", - "monsterous-gear4": "Shotgun (3 harm, close, messy)", - "monsterous-gear5": "Big knife (1 harm, hand)", - "monsterous-gear6": "Brass knuckles (1 harm, hand, quiet,
          small)", - "monsterous-gear7": "Sword (2 harm, hand, messy)", - "monsterous-gear8": "Huge sword (3 harm, hand, heavy)", - "Monsterous-advance1": "Gain a haven like the Expert with two options", - "Monsterous-advance2": "Take a Natural Attacks pick", - "Monsterous-advance3": "Free yourself from your type's curse. It no longer affects you but you lose 1 Weird", - "Monsterous-advance4": "Become evil (again). Retire this character, they become one of the Keeper's threats", + "monstrous-attacks-pick": "pick one base and one extra, or pick two bases", + "monstrous-attacks1": "Base: teeth (3 harm, intimate)", + "monstrous-attacks2": "Base: claws (2 harm, hand)", + "monstrous-attacks3": "Base: magical force (1 harm, magical, close)", + "monstrous-attacks4": "Base: life-drain (1 harm, intimate, life-drain)", + "monstrous-attacks5": "Extra: add +1 harm to a base", + "monstrous-attacks6": "Extra: add ignore-armour to a base", + "monstrous-attacks7": "Extra: Add an extra range to a base (intimate, hand, or close)", + "monstrous-weapon": "(Optional) Handy Weapon", + "monstrous-gear1": ".38 revolver (2 harm, close, reload, loud)", + "monstrous-gear2": "9mm (2 harm, close, loud)", + "monstrous-gear3": "Magnum (3 harm, close, reload, loud)", + "monstrous-gear4": "Shotgun (3 harm, close, messy)", + "monstrous-gear5": "Big knife (1 harm, hand)", + "monstrous-gear6": "Brass knuckles (1 harm, hand, quiet, small)", + "monstrous-gear7": "Sword (2 harm, hand, messy)", + "monstrous-gear8": "Huge sword (3 harm, hand, heavy)", + "Monstrous-advance1": "Gain a Haven, like the Expert, with two options", + "Monstrous-advance2": "Take a natural attacks pick", + "Monstrous-advance3": "Free yourself from your kind's curse, it no longer affects you, but you lose 1 Weird", + "Monstrous-advance4": "Turn evil (again?). Retire this character, they become one of the Keeper's threats", "Mundane": "Mundane", "luck-special-mundane": "When you spend Luck you'll find something wierd- maybe even useful", "mundane-move1": "Always the Victim When another hunter uses protect someone to protect you, they mark experience. Whenever a monster captures you, you mark experience", @@ -410,10 +439,6 @@ "mundane-gear10": "Classic car in terrible condition", "mundane-gear11": "Motorcycle", "mundane-gear12": "Van", - "Mundane-advance1": "Regain a used Luck point", - "Mundane-advance2": "Regain a used Luck point", - "Mundane-advance3": "Regain a used Luck point", - "Mundane-advance4": "Regain a used Luck point", "Professional": "Professional", "luck-special-professional": "When you spend Luck your next mission from the Agency comes with lots of red tape. Lots", "agency": "Agency", @@ -470,24 +495,16 @@ "Professional-advance3": "Get some or all of the other player's hunters hired by your Agency. They get the deal with the agency move as well as salery and benefits", "Spellslinger": "Spellslinger", "luck-special-spellslinger": "When you spend Luck the official council of wizards is going to poke their nose into your business", - "spellslinger-gear-description": "You don't need much except items to power your magic, still it's good to be prepared", "spellslinger-weapon": "One Backup Weapon", "spellslinger-gear1": "Old revolver (2 harm, close, reload,
          loud)", "spellslinger-gear2": "Ritual knife (1 harm, hand)", "spellslinger-gear3": "Heirloom sword (2 harm, hand, messy)", - "spellslinger-move1": "Advanced Arcane Training If you have two of your three Tools and Techniques at the ready then you may ignore the third", - "spellslinger-move2": "Arcane Reputation Pick three big organisations or groups in the supernatural community, which can include the more sociable types of monsters. They've heard of you and respect your power. Take +1 forward when you use manipulate someone on affected humans. You may also use manipulate someone on affected monsters, with no bonus", - "spellslinger-move3": "Could've Been Worse When you miss a use magic roll you can choose one of the following options instead of losing control of the magic", - "spellslinger-move3.1": "Fizzle: The preperations and materials for the spell are ruined. You'll have to start over from scratch with the prep time doubled", - "spellslinger-move3.2": "This is gonna suck: The effect happens, but you trigger all the glitches but one. You pick the one you avoid", - "spellslinger-move4": "Forensic Divination When you successfully investigate a mystery you may ask \"what magic was done here?\" as a free extra question", - "spellslinger-move5": "Go Big or Go Home When you must use magic as a requirement for big magic, take +1 forward to those use magic rolls", - "spellslinger-move6": "Enchanted Clothing Pick an article of every-day clothing; it's enchanted without any change in appearence. Take -1 harm from any source that tries to get at you through the garment", - "spellslinger-move7": "Not My Fault +1 to act under pressure when dealing with the consequences of your own spellcasting", - "spellslinger-move8": "Practitioner Choose two of the use magic effects. You get +1 to use magic when choosing one of those effects", - "spellslinger-move9": "Shield Spell When you protect someone, you gain +2 armour against any harm that is transferred to you. This doesn't stack with any other armour", - "spellslinger-move10": "Third Eye When you read a bad situation you can open your third eye for a moment to take in extra information. Take +1 hold on any result of 7 or more, plus you can see invisible things. On a miss, you may still get 1 hold, but you're exposed to a supernatural danger. Unfiltered hidden reality is tough on the mind!", "extra-fixed-move": "And you get this", + "spellslinger-fixed-move1": "Tools and Techniques: To use your combat magic effectively, you rely on a collection of tools and techniques. Uncheck one; you'll need the rest.", + "spellslinger-fixed-move1.1": "Consumables: You need certain supplies - powders, oils, etc - on hand, some will be used up each cast. If you don't have them, when you cast, take 1 harm, ignore-armour.", + "spellslinger-fixed-move1.2": "Foci: You need wands, staves, and other obvious props to focus. If you don't have what you need, your combat magic does 1 harm less.", + "spellslinger-fixed-move1.3": "Gestures: You need to wave your hands around to use combat magic. If you're restrained, take -1 ongoing for combat magic.", + "spellslinger-fixed-move1.4": "Incantations: You must speak in an arcane language to control your magic. If you use combat magic without speaking, act under pressure to avoid scrambling your thoughts.", "combat-magic": "Combat Magic", "combat-magic-description": "You have attack spells you can use as weapons. When you kick some ass with your spells roll +Weird instead of +Tough. Sometimes you may need to act under pressure to cast your spells without problems", "combat-magic-pick": "pick three, with at least one base", @@ -503,15 +520,24 @@ "effect4": "Frost or Ice (Add '-1 harm, +2 armour'
          to a wall, or '+1 harm, restraining' to
          other bases)", "effect5": "Earth (Add 'forceful, restraining' to a
          base)", "effect6": "Necromantic (Add 'life-drain' to a base)", + "spellslinger-move1": "Advanced Arcane Training If you have two of your three Tools and Techniques at the ready then you may ignore the third", + "spellslinger-move2": "Arcane Reputation Pick three big organisations or groups in the supernatural community, which can include the more sociable types of monsters. They've heard of you and respect your power. Take +1 forward when you use manipulate someone on affected humans. You may also use manipulate someone on affected monsters, with no bonus", + "spellslinger-move3": "Could've Been Worse When you miss a use magic roll you can choose one of the following options instead of losing control of the magic", + "spellslinger-move3.1": "Fizzle: The preperations and materials for the spell are ruined. You'll have to start over from scratch with the prep time doubled", + "spellslinger-move3.2": "This is gonna suck: The effect happens, but you trigger all the glitches but one. You pick the one you avoid", + "spellslinger-move4": "Forensic Divination When you successfully investigate a mystery you may ask \"what magic was done here?\" as a free extra question", + "spellslinger-move5": "Go Big or Go Home When you must use magic as a requirement for big magic, take +1 forward to those use magic rolls", + "spellslinger-move6": "Enchanted Clothing Pick an article of every-day clothing; it's enchanted without any change in appearence. Take -1 harm from any source that tries to get at you through the garment", + "spellslinger-move7": "Not My Fault +1 to act under pressure when dealing with the consequences of your own spellcasting", + "spellslinger-move8": "Practitioner Choose two of the use magic effects. You get +1 to use magic when choosing one of those effects", + "spellslinger-move9": "Shield Spell When you protect someone, you gain +2 armour against any harm that is transferred to you. This doesn't stack with any other armour", + "spellslinger-move10": "Third Eye When you read a bad situation you can open your third eye for a moment to take in extra information. Take +1 hold on any result of 7 or more, plus you can see invisible things. On a miss, you may still get 1 hold, but you're exposed to a supernatural danger. Unfiltered hidden reality is tough on the mind!", "Spellslinger-advance1": "Take another Combat Magic pick", - "Spellslinger-advance3": "Regain a used Luck point", - "Spellslinger-advance4": "Take another Combat Magic pick", - "Spellslinger-advance5": "Cross off another option from tools and techniques", + "Spellslinger-advance2": "You may cross off another option from your Tools and Techniques", "Spooky": "Spooky", "luck-special-spooky": "As you spend Luck your Dark Side's needs will get nastier", "dark-side": "The Dark Side", "dark-side-description1": "Your powers have an unsavoury source, and sometimes you get tempted to do things you shouldn't. These could be orders from whatever granted you power, urges that bubble up inside you, or something else", - "dark-side-description2": "Whatever it is, it is unsettling", "dark-side1": "Violence", "dark-side2": "Depression", "dark-side3": "Secrets", @@ -538,12 +564,12 @@ "spooky-move4": "Premonitions At the start of each mystery, roll +Weird. On a 10+, you get a detailed vision of something bad that is yet to happen. You take +1 forward to prevent it coming true, and mark experience if you stop it. On a 7-9 you get clouded images of something bad that is yet to happen; mark experience if you stop it. On a miss, you get a vision of something bad to happen and the Keeper holds 3, to be spent 1-for-1 as penalties to rolls you make", "spooky-move5": "Hunches When something bad is happening (or just about to happen) somewhere that you aren't, roll +Sharp. On a 10+ you knew where you needed to go, just in time to get there. On a 7-9, you get there too late- in time to intervene, but not prevent it altogether. On a miss, you get there just in time to be in trouble yourself", "spooky-move6": "The Big Whammy You can use your powers to kick some ass, (2 harm, close, obvious, ignore-armour) When you do, roll +Weird instead of +Tough. On a miss you'll get magical backlash", + "spooky-move6.1": "Where is the creature right now?", + "spooky-move6.2": "What is it planning to do right now?", + "spooky-move6.3": "Who is it going to attack next?", + "spooky-move6.4": "Who does it regard as the biggest threat?", + "spooky-move6.5": "How can I attract its attention?", "spooky-move7": "Tune In You can attune your mind to a monster or minion. Roll +Weird. On a 10+ hold 3, 7-9 hold 1. On a miss the monster becomes aware of you. Spend one hold to ask the Keeper one of the following questions, and gain +1 ongoing while acting on the answers", - "spooky-move7.1": "Where is the creature right now?", - "spooky-move7.2": "What is it planning to do right now?", - "spooky-move7.3": "Who is it going to attack next?", - "spooky-move7.4": "Who does it regard as the biggest threat?", - "spooky-move7.5": "How can I attract its attention?", "spooky-move8": "Jinx You can encourage coincidences to occur the way you want. When you jinx a target, roll +Weird. On a 10+ hold 2, 7-9 hold 1. On a miss, the Keeper holds 2 over you to be used in the same way. Spend your hold to", "spooky-move8.1": "Interfere with a hunter, giving them -1 forward", "spooky-move8.2": "Help a hunter, giving them +1 forward by interfering with their enemy", @@ -559,14 +585,15 @@ "spooky-gear4": "Shotgun (3 harm, close, messy)", "spooky-gear5": "Big knife (1 harm, hand)", "Spooky-advance1": "Change some or all of your Dark Side tags", + "Spooky-advance2": "Gain a Mystical Library, like the Haven option of the Expert", "Spooky-advance3": "You discover how to use your powers at a lower cost. Delete one Dark Side tag", "Wronged": "Wronged", "luck-special-wronged": "When you spend Luck you find a dangerous lead on your prey", "who-you-lost": "Who You Lost", "who": "Who did you lose?", + "pick-some": "pick one or more", "lost-pick": "pick one or more of: parent(s), sibling(s), spouse/partner, child(ren), best friend(s)", "lost-save-them": "Why couldn't you save them? You were", - "pick-some": "pick one or more", "lost1": "At fault", "lost2": "Selfish", "lost3": "Injured", @@ -576,8 +603,8 @@ "lost7": "In denial", "lost8": "Complicit", "what-prey": "What Did It?", - "prey": "My Prey", "prey-breed": "with the Keeper's agreement, pick the monster breed", + "prey": "My Prey", "wronged-fixed-move1": "I Know My Prey You get +1 ongoing when knowingly investigating, pursuing, or fighting the breed of monster that caused your loss", "wronged-move1": "Berserk No matter how much harm you take, you can always keep going until the current fight is over. During a fight, the Keeper may not use harm moves on you and you cannot die. When the fight ends, all harm takes effect as normal", "wronged-move2": "NEVER AGAIN In combat, you may choose to protect someone without rolling, as if you had rolled a 10+, but you may not choose to \"suffer little harm\"", @@ -585,10 +612,10 @@ "wronged-move4": "Fervour When you manipulate someone roll +Tough instead of +Charm", "wronged-move5": "Safety First You have jury-rigged extra protection into your gear, giving you +1 armour (max 2 armour)", "wronged-move6": "Tools Matter With your signature weapon you get +1 to kick some ass", + "wronged-move6.1": "Stabilize the injury but the patient take -1 forward.", + "wronged-move6.2": "Heal 1 harm and stabilize for now, but it will return as 2 harm and become unstable again later.", + "wronged-move6.3": "Heal 1 harm and stabilize but the patient takes -1 ongoing until it's fixed properly.", "wronged-move7": "DIY Surgery When you do quick and dirty first aid on someone (including yourself), roll +Cool. On a 10+ it's all good, it counts as normal first aid, plus stabilise the injury and heal 1 harm. On a 7-9, it counts as normal first aid, plus one of these, your choice", - "wronged-move7.1": "Stabilise the injury but the patient take -1 forward", - "wronged-move7.2": "Heal 1 harm and stabilise for now, but it will return as 2 harm and become unstable again later", - "wronged-move7.3": "Heal 1 harm and stabilise but the patient takes -1 ongoing until it's fixed properly", "wronged-armour": "Protective wear suited to your look (1 armour)", "wronged-signature": "Signature Weapons", "wronged-gear1": "Sawn-off shotgun (3 harm, hand/close,
          messy, loud, reload)", @@ -607,7 +634,6 @@ "wronged-gear13": "Brass knuckles (1 harm, hand, stealthy)", "wronged-gear14": "Assault rifle (3 harm, close, area, loud, reload)", "wronged-vehicle": "Vehicles", - "wronged-vehicle-choice": "choose one, if you want it", "wronged-gear15": "Classic car", "wronged-gear16": "Classic motorcycle", "wronged-gear17": "Plain pickup", @@ -616,8 +642,518 @@ "Wronged-advance2": "Add one more option to your haven", "Wronged-advance3": "You track down the specific monster responsible fo your loss. The Keeper must make the next mystery about them", "Wronged-advance4": "Change the target of your vengeful rage. Pick a new monster breed; I know my prey now applies to them instead", + "Gumshoe": "Gumshoe", + "luck-special-gumshoe": "When you spend Luck, your next regular case will actually be a mystery for your hunter group, and the monster will focus their attention on you!", + "Gumshoe-Adv-harm": "Extra harm box", + "gumshoeCode": "Gumshoe Code", + "gumshoeCode-description": "With the agreement of the Keeper, pick a one-sentence Code that you adhere to.", + "gumshoeCode-example": "Example Codes: Murders must be punished. Monsters must be destroyed. Innocents must be saved. Laws must be enforced. Evil must be exposed. The weak must be protected from the powerful. Etc.", + "gumshoeCode-list": "Murders must be punished, Monsters must be destroyed, Innocents must be saved, Laws must be enforced, Evil must be exposed, The weak must be protected from the powerful, etc.", + "gumshoeCode-explain": "This Code defines you. Any time you violate your Code, you forfeit all Code-related moves (The Postman Always Rings Twice, The Long Goodbye) and the ability to spend Luck. These forfeits last until either the next mystery or you make amends. As long as you follow the Code, people will sense your sincerity; you receive +1 ongoing for manipulate someone and you may not be possessed or charmed by any sort of supernatural, alien, or demonic entity or item.", + "Gumshoe-fixed-move1": "Occult Confidential: The first time in each mystery that you observe a monster, minion, or phenomenon in action, you may ask one question from the investigate a mystery list.", + "Gumshoe-fixed-move2": "The Naked City: You have lots of personal contacts wherever you go. Pick four contact types from the following areas (or from other areas agreed to between you and the Keeper)", + "Gumshoe-fixed-move2-examples": "Academics, Accountants, Artists, Bartenders, Clergy, Conspiracy Theorists, Construction, Courts, Criminals (organised), Criminals (street), Cultists, Engineers, Espionage, Film and TV, Forensic Scientists, Fringe Scientists, Hackers, Journalists, Lawyers, Mechanics, Media, Medical Practioners, Military, Morgue, Occult, Police (local), Police (national), Politicians, Prisons, Private Security, Property Developers, Stage Magicians, Technologists, Transportation", + "Gumshoe-fixed-move2-continued": "You can hit them up for info (+1 to one investigate a mystery roll) or small favours - but there may be a small cost involved. Personal contacts can provide more significant help but the Keeper decides their price on a case-by-case basis.", + "Gumshoe-move1": "The Postman Always Rings Twice: Twice per mystery - as long as you follow your Code - you may reroll a roll.", + "Gumshoe-move2": "The Long Goodbye: You can't die with an open case. Specifically, you suffer all harm as normal but your death is postponed until you have either completed or abandoned the case, or you break your Code (then all bets are off).", + "Gumshoe-move3": "Jessica Jones Entry: When you double-talk your way into a secure location, roll +Charm. On a 10+ pick three, on a 7-9 pick two, on a fail pick one", + "Gumshoe-move3.1": "You don't leave any trace of what you searched.", + "Gumshoe-move3.2": "You find what you wanted.", + "Gumshoe-move3.3": "You find something else that's important.", + "Gumshoe-move3.4": "You don't piss anyone off.", + "Gumshoe-move3.5": "You aren't recognised.", + "Gumshoe-move4": "Out of the Past: You have a police buddy who will do you big favours. Get in touch with them when you need to redirect law enforcement attention, get a heads-up on what operations are planned, or access police files. You now owe them; expect them to collect on it soon.", + "Gumshoe-move5": "Asphalt Jungle: You heal faster than normal people. Any time your harm gets healed, heal 1 harm extra. You are immune to all the harm move effects under '0 harm' and '1 harm' (when the Keeper would apply these, you ignore them).", + "Gumshoe-move6": "Hacker with a Dragon Tattoo: When you hack into a computer system, roll +Sharp. On 10+ pick two, on a 7-9 pick one. You", + "Gumshoe-move6.1": "...leave no traces.", + "Gumshoe-move6.2": "...learn something important.", + "Gumshoe-move6.3": "...can leave misinformation in place.", + "Gumshoe-move6.4": "...gain access to somewhere you want to get in to.", + "Gumshoe-move7": "\"Just one more thing\": When you ask a suspect leading questions, roll +Charm. On a 10+ hold 2, on a 7-9 hold 1, on a miss hold 1 but something bad is going to happen too. Spend your hold 1-for-1 to ask questions from this list", + "Gumshoe-move7.1": "One question from the investigate a mystery list.", + "Gumshoe-move7.2": "Was that a lie?", + "Gumshoe-move7.3": "What is something you left out that you didn't want me to notice?", + "Gumshoe-move7.4": "Are you complicit with any ongoing criminal activity?", + "Gumshoe-move7.5": "Did you commit this specific crime?", + "Gumshoe-gear-base": "A laptop, and a liquor flask", + "Gumshoe-recording": "Recording Devices", + "Gumshoe-gear1": "Night vision camera", + "Gumshoe-gear2": "Tiny digital video camera", + "Gumshoe-gear3": "Film camera (8mm or 16mm)", + "Gumshoe-gear4": "Digital sound recorder", + "Gumshoe-gear5": "Cassette tape recorder", + "Gumshoe-gear6": "Remote-controlled camera drone", + "Gumshoe-gear7": "Laser microphone", + "Gumshoe-gear8": "SLR camera", + "Gumshoe-weapon": "P.I. Weapons", + "Gumshoe-gear9": "Brass knuckles (1 harm, hand, small)", + "Gumshoe-gear10": ".38 revolver (2 harm, close, reload, loud)", + "Gumshoe-gear11": "9mm (2 harm, close, loud)", + "Gumshoe-gear12": "Magnum (3 harm, close, reload, loud)", + "Gumshoe-gear13": "Shotgun (3 harm, close, messy, loud)", + "Gumshoe-gear14": "Switchblade (1-harm, hand, small)", + "Gumshoe-advance1": "Add an extra harm box on the Dying side", + "Gumshoe-advance2": "Gain a Haven (your office, perhaps), like the Expert, with two options", + "Gumshoe-advance3": "Add four additional or new contacts for Naked City", + "Gumshoe-advance4": "Turn one of your contacts into an ally", + "Hex": "Hex", + "luck-special-hex": "When you spend Luck, until the end of the mystery, backlash on your spells will be extra nasty.", + "hex-weapons": "Wizardly Weapons", + "hex-items": "Any magical items or amulets that you use to perform magic", + "hex-gear1": ".38 revolver (2 harm, close, reload, loud)", + "hex-gear2": "Shotgun (3 harm, close, messy, loud)", + "hex-gear3": "Athame (2 harm, hand, magic, silver)", + "hex-gear4": "Shillelagh (1 harm, hand, balanced)", + "hex-gear5": "Crossbow (2 harm, close, slow)", + "hex-gear6": "Staff (1 harm, hand, balanced, large)", + "hex-advmove": "Advanced Hex Moves", + "hex-advmove-desc": "When you take the corresponding Improvement, choose one of these", + "hex-advmove1": "Apotheosis: You become a terrifying fount of mystical power. Once per mystery, after you suffer loss or harm, you may enter a state where you have both immense power and zero interest in the well-being of others. While in this state, all of the following are true", + "hex-advmove1.1": "You can fly.", + "hex-advmove1.2": "Use +Weird to kick some ass instead of +Tough. For this, you use innate magic as a weapon with (3 harm and any properties you choose).", + "hex-advmove1.3": "Ignore the component costs of your rotes.", + "hex-advmove1.4": "Ignore one requirement of every spell you cast with use magic.", + "hex-advmove1.5": "You have +1 ongoing to do everything.", + "hex-advmove1.6": "You cannot use the protect someone move.", + "hex-advmove1.7": "You have all the Temptations, and you have to indulge them whenever a good opportunity presents itself.", + "hex-advmove1.8": "When you try to resist a Temnptation, roll +Cool. On a 10+, Apotheosis ends. On a 7-9, it ends with you doing something dangerous or cruel. On a miss, it ends only after you harm someone (or something) you love.", + "hex-advmove2": "Synthesis: You manage to conciliate your dark power with your moral impulses. You lose your Temptation. Whenever you use magic to help out or protect someone, you mark experience. Mark a second experience if you do it at the expense of your own safety.", + "hex-fixed-move1": "Bad Luck Charm: Whenever you use magic and miss, the backlash never affects you directly if there's someone else around to hit. It'll go for allies, other hunters, and innocent bystanders. Sometimes, every so often, it might even hit an enemy.", + "hex-move1": "Burn Everything: When you use magic to inflict harm, you can choose to inflict (3 harm, area, magic, obvious) or (3 harm, ignore-armour, magic, obvious).", + "hex-move2": "Cast the Bones: Once per mystery, you may perform some kind of divination (tarot, casting the runes, reading entrails, or something like that) to glean information about the future. When you do, roll +Sharp. On a 10+ hold 2, on a 7-9 hold 1. On a miss, you get some information, but it's not what you want to hear. Spend the hold 1-for-1 to ask any question from the investigate a mystery list, or from the following list", + "hex-move2.1": "What can I gain from this person/place/thing/creature?", + "hex-move2.2": "Who has touched this person/place/thing/creature before me?", + "hex-move2.3": "The Keeper will answer truthfully, with either a direct answer or how to find out more.", + "hex-move3": "Force of Will: When you apply your will to dispelling a magical effect, blocking a spell, or suspending a Phenomenon, roll +Weird. On a hit, momentary magics are cancelled completely, and long-lasting spells and effects are suspended temporarily. On a 10+, you can also spend Luck to instantly snuff out a powerful spell or strange effect. On a 7-9, you take 1 harm as the strain of dismissing magic unravels you.", + "hex-move4": "Luck of the Damned: After you use magic or cast a rote, take +1 forward.", + "hex-move5": "Sympathetic Token: As long as you carry a personal object belonging to someone, such as a lock of hair, a full set of toenails, or a treasured family heirloom, you get +1 ongoing to use magic against them. You can also use magic against them at a distance. If you miss, the token is lost, destroyed, or loses its power.", + "hex-move6": "This Might Sting: You can use magic to heal 3 harm, but the process is exceptionally painful. On a 7-9, it also leaves a gnarly scar.", + "hex-move7": "Wise Soul: Whenever you use magic, right before you roll, you can ask the Keeper what exactly would happen on a miss. If you dislike the risk, you can stop at the last second, and let the spell fizzle harmlessly. All of the effort is wasted.", + "temptation": "Temptation", + "temptation-desc1": "You have a dangerous drive that you pursue, sometimes to the exclusion of your own safety. Decide if your Temptation drove you to learn magic, or if learning magic drove you to it", + "temptation-desc2": "Whenever you give in to your Temptation and act accordingly, you mark experience. If a perfect opportunity presents itself, you need to act under pressure to resist giving in to your Temptation. If you fail this roll, you don’t mark experience like you would have if you’d willingly acted out your desires.", + "temptation-choose": "Choose one Temptation", + "temptation1": "Vengeance: Utilize magic to inflict disproportionate retribution on someone who wronged you.", + "temptation2": "Power: Utilize magic to exert your dominance over another.", + "temptation3": "Addiction: Utilize magic to do what you could do without it.", + "temptation4": "Callousness: Utilize magic without regard for the safety of others.", + "temptation5": "Carnage: Utilize magic to inflict gruesome violence.", + "temptation6": "Secrets: Utilize magic to discover forbidden, dangerous knowledge.", + "temptation7": "Glory: Utilize magic to steal someone’s thunder.", + "rotes": "Rotes", + "rote-desc1": "Whenever you use magic, you can decide afterwards that a particular spell is a Rote that you know. You know how to cast it off the top of your head. Write down in detail the name of the Rote, what it requires, and what it does on a 10+, a 7-9, and a miss. A Rote is a bit more powerful than a basic use magic spell; its glitches are less onerous and its effect may be a little bigger. Unlike regular use magic, the cost and consequences for failing a Rote are known to you in advance.", + "rote-desc2": "Choose two fixed requirements for each Rote from this list", + "rote-req1": "Magic words and ritual gestures.", + "rote-req2": "An object of power (wand, talisman, orb, staff, etc) which must be wielded.", + "rote-req3": "An expendable component such as sulfur, sage, or incense, which must be burned, blown, destroyed or scattered during the casting.", + "rote-req4": "Runes or symbols written or engraved on a surface (which must be prepared).", + "rote-req5": "A spilling of blood (1 harm to you or a willing participant).", + "rote-desc3": "After you cast it for the first time, treat each Rote as a custom move - a specialised version of use magic, which is built with the Keeper.", + "rote-list": "List of Rotes", + "rote-desc4": "You start out knowing up to one Rote, which you can choose when creating your character or during play. You can learn more by taking corresponding Improvements. When you do, you can choose the new Rote right away or in play.", + "rote-desc5": "You roll +Weird to cast a Rote, which requires you to have the needed items at hand and the ability to physically use them.", + "rote-name": "Rote Name", + "rote-reqs": "Requirements", + "rote-effect": "Effects", + "hex-advance1": "Take another Rote", + "hex-advance2": "or an additional Rote", + "hex-advance3": "Gain a Haven, like the Expert, with two options", + "hex-advance4": "Take another two Rotes", + "hex-advance5": "Choose one Advanced Hex Move", + "Pararomantic": "Pararomantic", + "luck-special-pararomantic": "When you spend Luck, mark one Relationship Status box. The Keeper will bring Fate of your Love into play.", + "relation": "Relationship Status", + "guide-name": "Guide Name", + "loving": "Loving", + "broken": "Broken", + "relation-second": "Second Relationship Status", + "guide-name-second": "Second Guide Name", + "bond": "Bond Abuse", + "bond1": "Whenever you do something to abuse the bond with your Guide, like acting against them, or not giving them enough attention, roll +Charm", + "bond1.1": "On a 10+, your action has no effect beyond the exchange of some angry words.", + "bond1.2": "On a 7-9, choose one of the Bond Abuse options below.", + "bond1.3": "On a miss, the Keeper may choose two of the Bond Abuse options below, or something worse.", + "bond2": "Bond Abuse options", + "bond2.1": "Mark one Relationship Status box.", + "bond2.2": "You may not channel the power of your Bond for the rest of the mystery.", + "bond2.3": "You gain the unwelcome attention of others of your Guide's kind.", + "bond2.4": "Someone who shouldn't know finds a clue about your relationship with your Guide.", + "bond-fate": "Fate of your Love", + "bond-fate-desc1": "There is a reason why your love with your Guide is forbidden or doomed. Invent this reason or leave it to the Keeper.", + "bond-fate-desc2": "Whenever you spend Luck, the truth of your love's Fate slowly unfolds. When you mark your last Luck point, it becomes clear that you cannot be together. Your Guide might even end up as an enemy, depending on how things go.", + "bond-fate-desc3": "Whenever you put yourself or somebody else in serious danger in order to conceal the truth about you and your Guide, mark experience.", + "pararomantic-fixed-move1": "Supernatural Guide: You have a (most likely intimate) connection to some supernatural being who is your guide into the world beyond. Choose if your relationship is secret or not", + "pararomantic-fixed-move1.1": "Determine what kind of creature your Guide is and how your relationship works. Say what kind of power they possess. The Keeper will decide how it works and define your Guide as a threat.", + "pararomantic-fixed-move1.2": "If your Guide is another hunter, determine together how your relationship works.", + "pararomantic-fixed-move1.3": "Whenever you would roll +Weird, you can roll +Charm instead, by channeling the power of your Bond. When you do so and miss, in addition to the usual consequences, you and your Guide suffer as when you miss a roll for Bond Abuse.", + "pararomantic-move1": "Bonding Time: If you spend some quality time with your Guide instead of working on the current mystery, you can roll +Charm. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 to", + "pararomantic-move1.1": "Erase one used Relationship Status mark.", + "pararomantic-move1.2": "Use a Pararomantic move you haven't picked.", + "pararomantic-move1.3": "Receive a gift from your Guide.", + "pararomantic-move1.4": "Take +1 forward.", + "pararomantic-move2": "Dark Desires: You may use manipulate someone on monsters, as long as you are using emotional ties.", + "pararomantic-move3": "The Power of Love: When you use help someone to help your Guide, don't roll +Cool. You automatically help as though you'd rolled a 10. If your Guide is another hunter, the same applies when they use help someone to help you.", + "pararomantic-move4": "Do As The Supernatural Do: You can take an unnatural move from your Guide's playbook (if they are a hunter). If they are a monster, choose a move from a suitable supernatural playbook. The Keeper may offer you a custom move instead.", + "pararomantic-move5": "I Am Theirs And They Are Mine: Whenever you are in danger, your Guide knows it. If your Guide is suffering harm (and it's feasible), you can spend Luck to redirect the attack onto yourself as if you have rolled 10+ with protect someone. If you are suffering harm, you can decide that your Guide has protected you and is suffering this harm instead. If you choose this, roll for Bond Abuse.", + "pararomantic-move6": "Monster Empathy: When you try to work out what a supernatural creature desires, roll +Charm. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 to ask the following questions - the Keeper will answer honestly", + "pararomantic-move6.1": "What do they most desire?", + "pararomantic-move6.2": "What would they accept as good enough for now?", + "pararomantic-move6.3": "What would distract them?", + "pararomantic-move7": "Spirit Touched: Your experiences have made you sensitive to the supernatural. When you sense magical things, roll +Weird. On a 10+, you can sense them fully. On a 7-9, choose: either sense them fully but they notice you too, or you sense only impressions.", + "pararomantic-equip": "Normal Equipment", + "pararomantic-gear1": "Golf club, baseball bat, cricket bat, or hockey stick (2 harm, hand, innocuous, messy)", + "pararomantic-gear2": "Pocket knife or multitool (1 harm, hand, useful, small)", + "pararomantic-gear3": "Small handgun (2 harm, close, loud, reload)", + "pararomantic-gear4": "Bicycle", + "pararomantic-gear5": "Fairly new car in decent condition", + "pararomantic-gear6": "Motorcycle", + "pararomantic-gift": "Gift from your Guide, which must be periodically recharged by interactions with them", + "pararomantic-gift1": "Part of their body, eg. a vial of blood, lock of hair, tears in a phial, fairy dust, etc. It either helps you heal, or counts as a weakness against a specific kind of monster.", + "pararomantic-gift2": "Piece of jewelry, eg. a golden ring, tribal pendant, silver locket, etc. It either provides armour (1 armour, magic) or protects you from the powers of a specific kind of monster.", + "pararomantic-gift3": "A memento of the time when they were human, eg. a portrait/photo from life, diary, favourite hat, doll, lighter, etc. It provides +1 to Bond Abuse rolls.", + "pararomantic-gift4": "A strange or antique weapon, eg. a family sword, ancient staff, holy mace (2 harm, hand, messy), etc. Additionally, add '+magic', '+silver', '+holy', or '+iron' tag to the weapon.", + "pararomantic-advance1": "Take a second Gift from your Guide or add another property to an existing gift", + "pararomantic-advance2": "Change your Guide, as you fall for another supernatural being", + "pararomantic-advance3": "Gain a second Guide. Track the Relationship Status of both Guides separately. Both Guides initially hate each other, but this could change through play. All moves that applied to your original Guide can now apply to either one", + "pararomantic-advance4": "Erase all marks from the Relationship Status track(s)", + "Searcher": "Searcher", + "searcher-extra-luck": "Extra Luck point", + "searcher-extra-luck-desc": "Use if you have the corresponding First Encounter move", + "luck-special-searcher": "When you spend Luck, your First Encounter comes up in play. It could be a flashback, new occurrence, or related event.", + "searcher-gear-base": "A laptop, a car or motorcycle, a camera, and binoculars", + "searcher-tools": "Investigation Tools", + "searcher-gear1": "A bag of cameras and microphones", + "searcher-gear2": "Forensic tools", + "searcher-gear3": "Ghost hunting tools", + "searcher-gear4": "Scientific measuring tools", + "searcher-gear5": "Cryptid hunting gear", + "searcher-gear6": "Historical documents and witness reports of strange events", + "searcher-gear7": "Maps, blueprints, and building reports for significant places", + "searcher-weapon": "Self-defence Weapons", + "searcher-gear8": "Walking stick (1 harm, hand, innocuous)", + "searcher-gear9": "Small handgun (2 harm, close, reload, loud)", + "searcher-gear10": "Small knife (1 harm, hand, messy)", + "searcher-gear11": "Martial arts training (1 harm, hand, innocuous)", + "searcher-gear12": "Incapacitating spray (0 harm, hand, irritating)", + "searcher-gear13": "Heavy flashlight (1 harm, hand, innocuous)", + "searcher-fixed-move1": "First Encounter: One strange event started you down this path, sparking your need to discover the truth behind the unexplained. Decide what that event was, pick a category below and take the associated move. Then tell everyone what happened to you (or someone close to you).", + "searcher-fixed-move1.1": "Cryptid Sighting: You take note of any reports of strange creatures. Whenever you first see a new type of creature, you may immediately ask one of the investigate a mystery questions.", + "searcher-fixed-move1.2": "Zone of Strangeness: Things are not fixed. You never need to act under pressure when supernatural forces alter the environment around you, and you get protection (2 armour) against harm from sudden changes to the laws of physics.", + "searcher-fixed-move1.3": "Psychic Event: Your mind is awakened. You may act under pressure to use the sensitive weird move, or (if you already have sensitive) the empath weird move.", + "searcher-fixed-move1.4": "Higher Power: Something looks out for you. You start with an extra Luck point.", + "searcher-fixed-move1.5": "Strange Dangers: You are always watching for hazards. When you have no armour, you still count as having protection (1 armour).", + "searcher-fixed-move1.6": "Abduction: They taught you hidden knowledge. Gain +1 to any move when you research strange or ancient secrets to do it.", + "searcher-fixed-move1.7": "Cosmic Insight: You have encompassed the soul of the universe. You never need to act under pressure due to feelings of fear, despair, or isolation.", + "searcher-move1": "Prepared to Defend: Even truth-seekers need to fight sometimes. Whenever you suffer harm when you kick some ass or protect someone, you suffer 1 harm less.", + "searcher-move2": "Fellow Believer: People understand you've also known strangeness. Bystanders will talk to you about weird things they would not trust another hunter (or a mundane official) to believe.", + "searcher-move3": "Guardian: You have a mystical ally (perhaps a spirit, alien, or cryptid) who helps and defends you. Define them, and their powers, with the Keeper's agreement. Their look is one of: invisible, an intangible spirit thing, a weird creature, disguised as an animal, or disguised as a person.", + "searcher-move4": "Just Another Day: When you have to act under pressure due to a monster, phenomenon, or mystical effect, you may roll +Weird instead of +Cool.", + "searcher-move5": "Network: You may gain an ally group of others who had experiences similar to your First Encounter - perhaps they're a support group or a hobbyist club. Detail up to five members with useful skills related to what happened to them (none are up for fighting monsters).", + "searcher-move6": "Ockham's Broadsword: When you first encounter something strange, you may ask the Keeper what sort of thing it is. They will tell you if it (or the cause) is: natural, an unnatural creature, a weird phenomenon, or a person. You gain +1 forward dealing with it.", + "searcher-move7": "The Things I've Seen: When you encounter a creature or phenomenon, you may declare that you have seen it before. The Keeper may ask you some questions about that encounter, and will then tell you one useful fact you learned and one danger you need to watch out for (maybe right now).", + "searcher-advance1": "Take a second First Encounter move, based on a recent mystery", + "searcher-advance2": "Resolve your First Encounter. The Keeper makes the next mystery about this event, and should try to answer all remaining questions about it during the mystery (although there are sure to be new threads to investigate after...)", + "Exile": "Exile", + "luck-special-exile": "When you spend Luck, you'll find something from your original life. Maybe something good, maybe something bad.", + "exile-origin": "Origin", + "exile-origin-desc1": "You were taken from your home in the past, and dropped into the modern world with only what you were carrying.", + "exile-origin-desc2": "Your nemesis came to the modern world as well, and is aware that you followed them. They will try and kill you if you don't kill them first. Decide who or what they are (with the Keeper's agreement).", + "exile-origin-desc3": "How did you get transported to the modern day?", + "exile-origin1": "You were pursuing your nemesis.", + "exile-origin2": "Your nemesis had already travelled to the future, so you (or your comrades) cast a spell to send you after it.", + "exile-origin3": "Magical accident or side-effect.", + "exile-origin4": "You angered a sorcerer.", + "exile-origin5": "Divine intervention.", + "exile-origin6": "One moment you were there, the next you were here.", + "exile-origin7": "A strange place or artifact brought you.", + "exile-origin8": "You were frozen, and recently unearthed and revived.", + "exile-move1": "Adept Sorcerer: You have a familiar spirit (usually in the guise of a pet) that counts as an ally: subordinate (motivation: to follow your exact instructions).", + "exile-move2": "Warrior: If you are fighting with (and against) old-fashioned hand weapons and suffer harm, you suffer 1 harm less. Monster attacks almost always count as old-fashioned for this move.", + "exile-move3": "Traditional Remedies: You can treat injuries without any need for modern medical supplies (although you might need someone to hold the patient down). Dealing with a poison, infection, or disease might need you to track down some specific ingredients (eg. healing herbs).", + "exile-move4": "Immortal Name: Your monster-hunting exploits are legendary, so much that your name still scares monsters and minions. You may use threats to use the move manipulate someone on monsters if they understand enough to have heard stories about you.", + "exile-move5": "Hearty Constitution: You never suffer from normal illnesses, and get +1 ongoing against magical illnesses and poisons. You've been through worse.", + "exile-move6": "Confused: Mark experience whenever your bafflement with the modern world gets in the way of monster-hunting.", + "exile-move7": "Ancient Magics: You learned magic when less lore had been lost. When you use magic, on a 7-9, don't choose a glitch. Instead, take -1 forward.", + "exile-move8": "Learned: You researched all the legends and tales of monsters in your home time. When you investigate a mystery, you can ask the Keeper questions from the following list as well as from the usual list", + "exile-move8.1": "Did this creature (or this type of creature) exist in my home time?", + "exile-move8.2": "What defenses are effective against this creature?", + "exile-move8.3": "What do I know about this creature that has been forgotten?", + "exile-armour": "Ancient Armour (0 armour or, 1 armour) appropriate to your origin", + "exile-item": "Whatever you were carrying when you were transported; most likely a monster-hunting kit in some easy-to-carry bag appropriate to your origin", + "exile-weapon": "Ancient Weapons", + "exile-gear1": "Sword (2 harm, hand, messy)", + "exile-gear2": "Axe (2 harm, hand, messy)", + "exile-gear3": "Big sword (3 harm, hand, messy, heavy)", + "exile-gear4": "Big axe (3 harm, hand, messy, heavy)", + "exile-gear5": "Shield (1 harm, hand, 1 armour), (cannot be used at the same time as a heavy weapon)", + "exile-gear6": "Silver knife (1 harm, hand, silver)", + "exile-gear7": "Bow (2 harm, close)/(1 harm, far)", + "exile-gear8": "Crossbow (2 harm, close, slow)", + "exile-gear9": "Handgonne (1 harm, hand/close, loud, volatile, smokey, reload)", + "exile-gear10": "Arquebus (2 harm, close, loud, volatile, heavy, smokey, reload)", + "exile-gear11": "Spear (2 harm, hand/close)", + "exile-gear12": "Big knife (1 harm, hand)", + "exile-gear13": "Cudgel (1 harm, hand)", + "exile-gear14": "Martial arts (1 harm, hand)", + "exile-ally": "you find one of your old comrades, who has come to join you in the modern day", + "exile-advance1": "Find a cache of objects left for you by your comrades in the past. The Keeper will decide what's in it, but it will be things that they expected you would need in the future", + "exile-return": "Optionally, you may return home to the past", + "exile-advance2": "When you use magic, you may choose to 'create a gateway between the modern world and my home' as an effect. You cannot control who uses the gateway or exactly where it opens at the other end", + "Hardcase": "Hard Case", + "luck-special-hardcase": "When you spend Luck, an enemy from your past comes back into your life. They aren’t happy to see you.", + "hardcase-adv-harm": "Extra harm box", + "hardcase-fixed-move1": "Unstoppable: When you spend Luck to avoid harm you are about to suffer, additionally remove all harm you had already suffered. Once per mystery, when you are about to take major damage (2 harm or more), change it to just 1 harm.", + "hardcase-move1": "FINISH HIM!: Whenever you inflict a massive injury (3 harm or more), you may immediately follow up with another attack. Roll +Tough. On a 10+, double the harm you cause. On a 7-9, you inflict 1 harm extra. On a miss, you leave yourself open and vulnerable.", + "hardcase-move2": "Weapon Master: When you take possession of a new weapon, you may change or remove one tag when you are using it (eg. 'heavy' becomes 'ignore-armour', or 'unreliable' is removed). The changed tag only applies for you. When you get this move, apply it to all your current weapons.", + "hardcase-move3": "Aim For The Weak Spot: Your unarmed and hand weapon attacks all get the 'ignore-armour' tag.", + "hardcase-move4": "Inspired Guesswork: Once per mystery, when you observe a monster in action, you may investigate a mystery to discover its powers, motivations, or weaknesses. It works even if what you asked about wasn't displayed; you work it out by deduction (or guessing).", + "hardcase-move5": "Come Get Some: You can challenge your foes to fight you alone, maybe in words or maybe just by being the biggest and baddest in the team. Roll +Tough. On a 10+, they all go for you. On a 7-9, they go for you, mainly, but maybe one or two of your comrades are getting marked too. On a miss, they come for you harder than you expected.", + "hardcase-move6": "Property Damage: You can smash your way through almost anything. If it is at all possible to destroy an inanimate object with the tools at your disposal, you can roll +Sharp to work out how. On a 10+, you can pulverize it, no trouble. On a 7-9, it will either take a long time, or you can't break it all down - your choice. On a miss, you hurt yourself getting it done, or get trapped in a bad spot.", + "hardcase-weapons": "Hard Case Weapons", + "hardcase-gear1": "Crowbar (2 harm, hand, messy)", + "hardcase-gear2": "Chainsaw (3 harm, hand, messy, unreliable, loud, heavy)", + "hardcase-gear3": "Automatic shotgun (3 harm, close, loud, reload, auto)", + "hardcase-gear4": "Huge knife (2 harm, hand, messy)", + "hardcase-gear5": "Hand cannon (3 harm, close, loud)", + "hardcase-gear6": "Submachinegun (2 harm, close, reload, auto)", + "hardcase-gear7": "Battered assault rifle (3 harm, close/far, auto)", + "hardcase-normal": "Normal Weapons", + "hardcase-gear8": ".38 revolver (2 harm, close, reload, loud)", + "hardcase-gear9": "Shotgun (3 harm, close, messy, loud)", + "hardcase-gear10": "Hunting rifle (2 harm, far, loud)", + "hardcase-gear11": "9mm (2 harm, close, loud)", + "hardcase-gear12": "Big knife (1 harm, hand)", + "hardcase-gear13": "Magnum (3 harm, close, reload, loud)", + "hardcase-advance1": "Gain command of a team of monster-hunters", + "hardcase-advance2": "Add an extra harm box on the Dying side", + "Luchador": "Luchador", + "luck-special-luchador": "The Luchador is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "luchador-fixed-move1": "Signature Move: Like every great wrestler, you have perfected a signature move for the ring. It works outside the ring as well.", + "luchador-fixed-move1.1": "When you unleash your signature move on something, roll +Tough. On a 10+, you do 2 harm and take +1 forward. On a 7-9, you do 1 harm and take +1 forward. On a miss, your opponent counters the move.", + "luchador-move1": "Master Técnico: When fighting unarmed, you get +1 to kick some ass and help out.", + "luchador-move2": "Intensive Training: Take +1 Tough (max +3).", + "luchador-move3": "Noble Heroism: When you successfully protect someone, give a nearby hunter +1 forward.", + "luchador-move4": "Consummate Athlete: You get +1 ongoing for vigorous physical feats (outside of combat).", + "luchador-move5": "Machismo!: Hah! You think that really hurt? By force of will, you can ignore pain and injury. When you suffer harm and just tough it out, roll +Cool. On a 10+, you heal 1 harm and gain +1 forward. On a 7-9, you heal 1 harm. On a miss, pretending to be tough you suffer 1 extra harm, in an embarrassing way if possible.", + "luchador-move6": "Daredevil Move: You can attempt a tricky, high risk manoeuver to gain an advantage on an opponent. Roll +Tough. On a 10+ pick three, on a 7-9, pick one", + "luchador-move6.1": "Interrupt a move someone or something else is making, so they can't do it yet.", + "luchador-move6.2": "Take +1 forward.", + "luchador-move6.3": "Give another hunter +1 forward.", + "luchador-move6.4": "Inflict 2 harm if you are unarmed, and your weapon's harm if you are armed.", + "luchador-move6.5": "You don't suffer harm in return.", + "luchador-move6.6": "On a miss, you suffer 1 harm from your failed move, and leave yourself open to your foes.", + "luchador-move7": "Inspiring Speech: When you rally a group with your ringside style, roll +Charm. On a 10+, they are pumped and ready to risk life and limb for the cause. On a 7-9, they are ready to pitch in their help, as long as there is little personal risk. Choose one thing for them to do", + "luchador-move7.1": "Act as an angry mob, unleashed at the target you name.", + "luchador-move7.2": "Be a vigilant watch force.", + "luchador-move7.3": "Go wherever you tell them to.", + "luchador-move7.4": "Help construct a trap.", + "luchador-move7.5": "On a miss, you lose face with the bystanders.", + "luchador-move8": "Sly Rudo: When you fight, you fight dirty. When you inflict harm on a monster, you can lure it into a trick. Roll +Sharp. On a 10+, the monster really fell for it, inflict +1 harm and +1 ongoing vs. the monster. On a 7-9, the monster fell for it, inflict +1 harm. On a miss, your trick backfires.", + "luchador-move9": "Fan Following: Your exploits in the ring have not gone unnoticed. When you contact a devoted fan to help you with a mystery, roll +Charm. On a 10+, they're available and helpful - they can fix something, give you a lift, or do some other favour. On a 7-9, they're prepared to help, but it's either going to take some time or you're going to have to do part of it yourself. On a miss, you burn some bridges.", + "luchador-weapons": "Normal Weapons", + "luchador-gear1": ".38 revolver (2 harm, close, reload, loud)", + "luchador-gear2": "9mm (2 harm, close, loud)", + "luchador-gear3": "Shotgun (3 harm, close, messy, loud)", + "luchador-gear4": "Heavy chain (2 harm, hand, area)", + "luchador-gear5": "Sledgehammer (3 harm, hand, messy)", + "luchador-gear6": "Big knife (1 harm, hand)", + "luchador-gear7": "Brass knuckles (1 harm, hand, stealthy)", + "luchador-vehicle": "Stylish Vehicle", + "luchador-gear8": "Foreign sports car", + "luchador-gear9": "Giant off-road vehicle", + "luchador-gear10": "Limo and chauffeur", + "luchador-gear11": "Tricked out motorcycle", + "luchador-gear12": "Van with custom paint job", + "luchador-ally": "another wrestler who has chosen to fight monsters with you", + "luchador-advance1": "Gain a Haven, like the Expert, with two options", + "Meddlingkid": "Meddling Kid", + "luck-special-meddlingkid": "When you spend Luck, you will see something you weren’t supposed to see. It might help you with your current mystery or it might just scare you.", + "meddlingkid-animal": "Animal Allies", + "meddlingkid-animal-desc": "Animal allies follow the normal rules for allies, except for communication. Animal allies can understand commands about as well as a very clever dog (regardless of what sort of animal they are).", + "meddlingkid-move1": "Unmasked!: When you have a monster captured or at bay, you may explain it is not a monster after all but a specific person in a mask. You must explain the real reason for all the seemingly supernatural events you have seen, and how the villain was behind them. When you reveal the culprit, roll +Sharp. On a 10+, your deduction is correct and it really is that person in a mask! On a 7-9, the Keeper must choose one of", + "meddlingkid-move1.1": "This really is a monster, but the named bystander was secretly their ally all along.", + "meddlingkid-move1.2": "You are correct, but while you talked, they found a way to attempt an escape.", + "meddlingkid-move1.3": "The explanation for all the events is correct but you picked the wrong person; when you unmask them, the villain is someone unexpected.", + "meddlingkid-move1.4": "On a miss, the monster gets an opportunity to create chaos while you explain your (incorrect) deductions.", + "meddlingkid-move2": "Power Snack: Pick a favourite snack food. Whenever you take a moment to eat some and enjoy it, take +1 forward.", + "meddlingkid-move3": "Wallop!: When you use an improvised weapon to attack something, you may choose one of these extra effects", + "meddlingkid-move3.1": "Inflict 1 harm.", + "meddlingkid-move3.2": "Momentarily stun them with a blow to the head.", + "meddlingkid-move3.3": "Trip or entangle them.", + "meddlingkid-move3.4": "Inflict 2 harm but the improvised weapon breaks.", + "meddlingkid-move4": "It's A Trap!: When you make a trap to capture a monster or minion, roll +Sharp. On a hit, you capture something! On a 10+, you can choose one of these extra effects", + "meddlingkid-move4.1": "It will take some time for the victim to get free.", + "meddlingkid-move4.2": "The trap inflicts harm (as an improvised weapon).", + "meddlingkid-move4.3": "The trap may be reset and reused later. Roll the move again when you do so, with +1 forward.", + "meddlingkid-move5": "Tell Me The Truth!: When you are questioning somebody to investigate a mystery, you may ask questions from the following list as well as from the usual list", + "meddlingkid-move5.1": "Who has something to gain from this situation?", + "meddlingkid-move5.2": "What are you plotting?", + "meddlingkid-move5.3": "Are you lying to me?", + "meddlingkid-move5.4": "Who knows about _____?", + "meddlingkid-move6": "Run Away!: When you decide to get out of a bad situation, you can get away just fine. Unfortunately you will end up somewhere just as bad, that is important to the current mystery.", + "meddlingkid-move7": "A Pleasant and Friendly Manner: When you politely manipulate someone, your impeccable manners always count as a reason for the person to do what you say.", + "meddlingkid-gadgets": "Mystery-solving Gadgets", + "meddlingkid-gear1": "Magnifying glass", + "meddlingkid-gear2": "Microscope", + "meddlingkid-gear3": "A van", + "meddlingkid-gear4": "Library card", + "meddlingkid-gear5": "Chemistry kit", + "meddlingkid-gear6": "A set of walkie-talkies", + "meddlingkid-gear7": "Fingerprint kit", + "meddlingkid-gear8": "Camera", + "meddlingkid-ally": "someone to join the gang, it may be an animal (most likely a dog or a cat)", + "Sidekick": "Sidekick", + "luck-special-sidekick": "The Sidekick is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "hero": "Hero", + "hero-desc1": "Pick one of the other hunters to be your hero. This is the person you decided is such an awesome monster-hunter that you are going to spend your time helping them out.", + "hero-desc2": "Decide what your relationship is, with agreement from the hero's player. Eg. an older sibling, a parent, a friend who was always better than you, perhaps they saved you from a monster, or you found out about their monster hunting by accident, etc. Optionally, you may choose to copy some aspect of your hero's looks.", + "hero-desc3": "When your hero's player has picked their ratings, ask them which is highest. You've been trying to be like them, so you get an extra +1 to that rating. If they have a tie for highest, you can pick which one you put your +1 on.", + "sidekick-fixed-move1": "There's no 'I' in 'Team': You get +1 ongoing to help out; +2 ongoing, if you are helping out your hero.", + "sidekick-move1": "Caddy: You carry all your hero's stuff around. That means you can use anything from their gear list, unless they are currently holding it. Plus, if the item is not unique, you carry spares. For anything like that, you can use one of the spares even if your hero is currently using it.", + "sidekick-move2": "As You Wish: Mark experience whenever your hero orders or requests that you do something you don't want to do, and you go ahead and do it.", + "sidekick-move3": "Bodyguard: If something bad is going to happen to your hero, your comrades, or a bystander, and you are right there, you may throw yourself in harm's way. Whatever was going to happen to them happens to you instead.", + "sidekick-move4": "Me Too!: If your hero makes a roll for a move, and you copy what they did (i.e. the same move), you may choose not to roll. Instead, use the outcome of your hero's roll.", + "sidekick-move5": "I Can Make You Look Good: If you help out your hero, you may choose to change the outcome of your dice roll with the outcome of their original dice roll.", + "sidekick-move6": "Journeyman (or Journeywoman): Take a move that your hero has.", + "sidekick-hero-weapon": "Hero's Weapon (from your hero's gear options)", + "sidekick-weapons": "Sidekick Weapons", + "sidekick-gear1": ".38 revolver (2 harm, close, reload, loud)", + "sidekick-gear2": "Shotgun (3 harm, close, messy, loud)", + "sidekick-gear3": "Baseball bat (2 harm, hand)", + "sidekick-gear4": "9mm (2 harm, close, loud)", + "sidekick-gear5": "Big knife (1 harm, hand)", + "sidekick-ally": "another sidekick for your hero, your junior", + "sidekick-advance1": "Change playbooks to the same as your hero (overrides the rule that only one of each playbook may be in play)", + "sidekick-advance2": "Change your hero; pick another hunter to be your new hero", + "Snoop": "Snoop", + "luck-special-snoop": "When you spend Luck, you’re going to suffer some technical difficulties, eg. breakdowns, communication problems, weird noises in the recordings, etc.", + "snoop-crew": "Crew", + "snoop-crew-desc1": "Decide if your crew are made up of the other hunters, or if you have your own entourage. If they are other people, there are 1-3 of them. Pick a name and job for each. If it's the other hunters, decide together who gets which job.", + "snoop-crew-desc2": "Crew jobs: camera, sound, editing, dogsbody, researcher, driver, director, producer, bodyguard, etc.", + "snoop-move1": "\"What Does That Feel Like?\": When you put your camera/microphone right in a person's face, they automatically break off whatever they are doing. They might go right back to it after they deal with you, but you'll create enough time for everyone else to act in the meantime.", + "snoop-move2": "Minor Celebrity: At the beginning of each mystery, roll +Weird. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 during the mystery to have someone you meet know of you in a positive light (maybe they read your blog, listen to your podcast, or watch your Internet/TV show, etc). You may end up getting asked for autographs or given 'hot' leads, too.", + "snoop-move3": "We'll Fix It In Post: You can use anything you could conceivably have recorded as evidence for investigate a mystery, allowing you to check previous interviews, attack sites, and so on, from the comfort of your laptop.", + "snoop-move4": "I'm A Reporter!: When you investigate a mystery by talking to witnesses, interviewing locals, or anything else requiring interpersonal skills, roll +Charm instead of +Sharp.", + "snoop-move5": "Truthiness: Whatever you tell a normal person, they'll accept that you think it's true. If it's far out, they might think you're crazy, but they won't think you're lying.", + "snoop-move6": "The Mojo Wire: When you read all the current news feeds looking for the weird and crazy stuff, take +1 forward.", + "snoop-move7": "Relaxed Producer: You're employed, with a regular paycheck and little or no oversight. As long as you send in a story every few days, no matter how bizarre, you're set. Every now and again, they'll send you somewhere in particular, and when that happens it usually involves supernatural activity; unless they need human interest, in which case it will be a kitten show or agricultural fair or something.", + "snoop-gear-base": "A laptop", + "snoop-recording": "Recording Devices", + "snoop-gear1": "Digital video camera", + "snoop-gear2": "Tiny digital video camera", + "snoop-gear3": "Film camera (8mm or 16mm)", + "snoop-gear4": "Digital sound recorder", + "snoop-gear5": "Cassette tape recorder", + "snoop-gear6": "Infrared video camera", + "snoop-gear7": "Pro sound gear with boom mike", + "snoop-gear8": "Remote controlled camera drone", + "snoop-gear9": "Starlight camera", + "snoop-gear10": "Steadicam rig", + "snoop-gear11": "Laser microphone", + "snoop-gear12": "SLR camera", + "snoop-detector": "Detectors", + "snoop-gear13": "Electromagnetic field detector", + "snoop-gear14": "Temperature fluctuation detector", + "snoop-gear15": "Ouija board", + "snoop-gear16": "Humidity meter", + "snoop-gear17": "Dowsing rods", + "snoop-gear18": "Chemistry test kit", + "snoop-gear19": "Metal detector", + "snoop-gear20": "Compass", + "snoop-gear21": "GPS receiver", + "snoop-gear22": "Laser rangefinder", + "snoop-gear23": "Pendulum", + "snoop-weapon": "Subtle Weapons", + "snoop-gear24": ".32 revolver (2 harm, close, reload, small)", + "snoop-gear25": "9mm (2 harm, close, loud)", + "snoop-gear26": "Knife (1 harm, hand, hidden)", + "snoop-gear27": "Multitool/pocket knife (1 harm, hand, hidden, useful)", + "snoop-advance1": "Gain a Haven, like the Expert, with one option plus a film lab", + "snoop-ally": "possibly one of your existing crew members, or the whole crew as an ally team", + "Summoned": "Summoned", + "luck-special-summoned": "When you spend Luck, another sign of the Apocalypse will come to pass. When you have spent all your Luck, the Apocalypse begins.", + "apocalypse": "Apocalypse", + "apocalypse-desc1": "You are destined to bring about the Apocalypse. You may or may not know about it yet, but you have at least come across some hints of your destiny.", + "apocalypse-desc2": "Pick a sign of the Apocalypse, with help from the Keeper (and maybe the rest of the group) that has already been revealed to you. Whenever you spend Luck, you'll trigger another sign of the Apocalypse. You can suggest what it might be, but it will be the Keeper's job to bring the sign into the story.", + "apocalypse-sign-example": "Example signs", + "apocalypse-sign-list": "Betrayal, An army of monsters rises, Rain of fire, Eternal darkness, Things from beyond, Take your throne, Red sun, The Portal opens, Plague, Learn your true name, The Stars are Right Breaking the Seal, Murder of the King, The Beast slouches into the world, Become the Dragon, The Coronation, Your Hosts assemble, The fall of the Tower, The seas boil, Natural disasters, Judgement Day, World war, Famine, Ancient Evil reborn", + "apocalypse-desc3": "When you have spent all your Luck, the Apocalypse is imminent. It's up to you to stop, or cause, the end of the world. Your call.", + "summoned-fixed-move1": "Freakish: You're weird, and people react badly. You cannot use manipulate someone on a person until you prove yourself to them first (this includes the other hunters, and it's up to them to decide when you have proved yourself). Until then, people will just try to get away from you. You can spend Luck to have a person take to you. Don't roll manipulate someone; they act as though you'd rolled a 12. On the other hand, you can use manipulate someone on monsters that can reason and talk (but they always want something really bad).", + "summoned-move1": "What Are You Looking At?: When you talk to a monster (capable of reason and speech), they will recognize you and your potential. If you ask them what they know, pick one for the Keeper to reveal", + "summoned-move1.1": "Tell me something about where I'm from.", + "summoned-move1.2": "Tell me something about my destiny.", + "summoned-move1.3": "Tell me something about who I really am.", + "summoned-move1.4": "Tell me something about the Apocalypse.", + "summoned-move2": "Should I Feel That?: Your body has 2 armour. This does not stack with any other armour.", + "summoned-move3": "Mayhem!: When you grab a nearby large object and use it as an improvised weapon, first determine how much damage it will do.", + "summoned-move3-guide": "Guidelines", + "summoned-move3.1": "Fire extinguisher, fence post, furniture, etc: 2 harm", + "summoned-move3.2": "Motorcycle, lamppost, masonry chunk, etc: 3 harm", + "summoned-move3.3": "Car, dumpster, boulder, etc: 4 harm", + "summoned-move3.4": "Bus, truck, wall, etc: 5 harm", + "summoned-move3-desc": "After you inflict harm with it (with a kick some ass roll or otherwise), roll +harm your weapon actually caused. On a miss, you use it without trouble. On a 7-9 pick one side effect, on a 10+ pick two", + "summoned-move3.5": "You hurt someone nearby as well as your target.", + "summoned-move3.6": "You make something about the situation worse.", + "summoned-move3.7": "You lose control of your improvised weapon.", + "summoned-move3.8": "You cause massive property damage.", + "summoned-move3.9": "Your improvised weapon breaks.", + "summoned-move4": "Absolute Badass: Take +1 Tough (max +3).", + "summoned-move5": "Screw You: Spend Luck to get +1 ongoing vs. one particular monster. This lasts until that monster is dead.", + "summoned-move6": "Whatever: Spend Luck to get +1 Tough for the remainder of the current mystery (max +4).", + "summoned-move7": "Why So Serious?: If you cap off a move with an appropriate one-liner, the team gets +1 forward (so the next hunter who makes a roll gets +1).", + "summoned-weapon": "Huge Weapon", + "summoned-gear1": "Super hand cannon (4 harm, close, heavy, loud, reload)", + "summoned-gear2": "Machinegun (3 harm, close, auto, heavy, messy, loud, reload)", + "summoned-gear3": "Rocket launcher (4 harm, far, area, heavy, messy, loud, reload)", + "summoned-gear4": "Gigantic Hellsword (4 harm, hand, heavy, messy, magic)", + "summoned-gear5": "Automatic shotgun (3 harm, close, auto, heavy, loud, reload)", + "summoned-gear6": "Red right hand (3 harm, hand, magic)", + "summoned-heavy": "Heavy Weapons", + "summoned-gear7": "Sledgehammer (3 harm, hand, heavy, messy)", + "summoned-gear8": "Big sword (3 harm, hand, heavy, messy)", + "summoned-gear9": "Big axe (3 harm, hand, heavy, messy)", + "summoned-gear10": "Magnum (3 harm, close, loud, reload)", + "summoned-gear11": "Shotgun (3 harm, close, messy, loud, reload)", + "summoned-advance1": "Gain an ally team of monster-hunters (or monstrous hunters) under your command", + "summoned-advance2": "Get a position in a Sect, like the Initiate. Describe the Sect and its Traditions (or join a Sect that already exists in your game). Gain the move for when you are in good standing with your Sect", + "summoned-advance3": "Turn evil (again?). Retire this character, they become one of the Keeper's threats", + "Traveler": "Traveler", + "luck-special-traveler": "The Traveler is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "traveler-transport": "Means of Transport", + "traveler-transport-desc1": "You can visit future events, past events or remote places, either alone or with the whole team. The Keeper will decide (maybe with help from the group) how time travel will work; changing the past, alternate timelines, small changes producing major changes etc.", + "traveler-transport-desc2": "When traveling through time and space, roll +Sharp. On a 10+, you arrive at the desired place at the desired time. On a 7-9, you arrive at either the desired place or, at the desired time; your choice. On a miss, you are lost; this is probably quite serious.", + "traveler-transport-desc3": "Choose one means of transport for your travels through time and space. Each transportation medium has both positive and negative traits. Always keep in mind that time travel is by no means a safe trip.", + "traveler-transport1": "It’s bigger on the inside: Your time machine is multidimensional, as small as a phone booth on the outside, but as big as a spaceship on the inside. Things inside it cannot be tracked by normal means. To travel, it disappears from one place and appears in another, but otherwise it is completely stationary and cannot be transported at all.", + "traveler-transport2": "Teleportation: You can teleport instantly if you have a clear line of sight of the destination or if you know it very well. Otherwise, you need to study the spacetime continuum for a few hours, or even days, to plan the trip, so as to not end up underground or a kilometre above the ground.", + "traveler-transport3": "88 miles per hour: Your time machine looks like a car or a van, not drawing much attention (in time periods after the invention of such vehicles). You can use it to move around like any other vehicle, but it depends on fuel, maintenance parts, roads etc.", + "traveler-transport4": "Time Portal: You open a time portal to your destination. You can only open one portal at a time, and it will remain active for as long as you wish. It allows you to cross it in any direction as many times as you want. But an unattended portal can also be crossed by any person, or monster...", + "traveler-fixed-move1": "Servant of Technology: You are extremely dependent on technology, having difficulties in relating to the supernatural. You get -1 ongoing to use magic or any other moves related to the supernatural or magic.", + "traveler-move1": "Butterfly Effect: At the beginning of each mystery, choose one rating to receive +1 (max +3) and another to receive -1 (min -2) during this mystery. These actions disturb the spacetime and the oscillations of their characteristics is a reflection of that.", + "traveler-move2": "Historian: When you investigate a mystery or read a bad situation, you can choose to ask \"Why does this seem familiar?\" as one of the questions. If possible, the Keeper will describe how a similar situation has happened in the past or future history of the world.", + "traveler-move3": "Inventor: If you want to build, repair, or study a device, the Keeper will tell you how long it will take and what equipment will be needed.", + "traveler-move4": "Prescience: Attacks that can cause your death pop up in your memory. When you take harm and become unstable, you may roll +Weird. On a 10+, you remembered the attack and were able to avoid it completely. On a 7-9, the memory took time to emerge, take 1 harm less or don’t become unstable. On a miss, the memory was incorrect and your avoidance made you unbalanced; in addition to the harm, you take -1 forward.", + "traveler-move5": "Neural Implants: When you need to do something that requires specific training, such as defusing a bomb or flying a helicopter, you already have the information implanted in your brain. You still need to act under pressure, but you know what to do.", + "traveler-move6": "Sufficiently Advanced Technology: You can reproduce the effects of the move use magic with technological tools. You do not roll dice for this, but you must choose an effect and a glitch. This is not magic, so the effect will not have the magic tag and will not work on things affected only by magic. The Keeper may ask for one or more requirements to achieve the effect.", + "traveler-move7": "No Paradoxes: When you say why something should happen to guarantee the future, you can help another hunter and give +1 to their roll, as if you had rolled a 10+ on help out. You still need to describe how you are helping.", + "traveler-move8": "Android/Cyborg: You have cybernetic implants or maybe you're half a machine. In addition to superhuman strength, your punches and kicks are attacks with (3 harm, contact).", + "traveler-move9": "Psychic Paper: You get +1 ongoing in rolls to avoid being detected or remaining unnoticed. You also get +1 ongoing when you manipulate someone by pretending to be someone else.", + "traveler-devices": "Technological Devices", + "traveler-gear1": "Photonic Binoculars: Able to see in total darkness and in different spectra, including infrared", + "traveler-gear2": "Sonic Screwdriver: Able to repair, or damage, simple mechanical and electronic devices (eg. radios, locks, weapons etc)", + "traveler-gear3": "Travel Guide: A small electronic book containing all human historical knowledge up to the present era", + "traveler-gear4": "Portable Laboratory: A small device capable of diagnosing diseases, poisons and abnormal conditions from a drop of blood or similar input", + "traveler-gear5": "Universal Locator: Indicates the exact position in time and space. Can only be blocked with magic or high levels of radiation", + "traveler-gear6": "Hologram Projector: Projects a person-sized hologram (recorded or live) that looks real until touched", + "traveler-gear7": "Instant Translator: Ensures speech and understanding of any natural language (does not work with magic or supernatural languages)", + "traveler-weapon": "Protective Weapons", + "traveler-gear8": "Machete (1 harm, contact)", + "traveler-gear9": "Common revolver (2 harm, close, loud, reload)", + "traveler-gear10": "Shotgun (3 harm, close, messy, loud, reload)", + "traveler-gear11": "Light futuristic weapon (1 harm, add 1 range tag and 3 other tags)", + "traveler-gear12": "Heavy futuristic weapon (3 harm, add 1 range tag and 1 other tag)", + "traveler-advance1": "Delete the move Servant of Technology. You have learnt to deal with the supernatural, no longer receiving any penalties for it", "custom": "Custom", - "luck-special-Custom": "if any", + "luck-special-custom": "You may come up with a Luck Special move for this playbook with help from the Keeper.", "custom-special": "Playbook Special", "custom-special-example": "Like the Expert's haven or the Spellslinger's combat magic", "custom-special-name": "Name of special", @@ -625,6 +1161,5 @@ "custom-moves": "Playbook Moves", "custom-move-name": "Name", "custom-move-description": "Description", - "custom-gear": "Playbook Gear", - "inmrovements-instructions": "4 stats available for improvement (mark one off at character creation without taking the bonus); top stat max +3, all others max +2" -} \ No newline at end of file + "custom-gear": "Playbook Gear" +} diff --git a/Monster of the Week/translations/en.json b/Monster of the Week/translations/en.json index 804459d8eb..71250b65da 100644 --- a/Monster of the Week/translations/en.json +++ b/Monster of the Week/translations/en.json @@ -27,17 +27,19 @@ "gear": "Gear", "other-gear": "Other Gear", "improvements": "Improvements", - "inmrovements-description": "Once you have 5 experience you may choose one of these: (Check off any you've already taken)", + "improvements-description": "Once you have 5 Experience you may choose one of these: (Check off any you've already taken)", "max": "max", - "another-move": "Take another Custom move", + "another-move": "Take another move from your own playbook", "ally": "Gain an ally", "playbook-move": "Take a move from another playbook", "advanced-improvements": "Once you have taken 5 improvements you may choose from these options as well as the list above when you improve", "rating": "to any rating", - "new-type": "Change this hunter to a new type", + "new-playbook": "Change playbooks", "second-hunter": "Create a second hunter to play", "basic-moves": "Advance 2 basic moves", "retire": "Retire this hunter to safety", + "erase-luck": "Erase one used Luck point", + "after-getting-improvement": "Use after getting the corresponding Improvement", "history": "History and Notes", "pick-one": "pick one", "pick-two": "pick two", @@ -46,12 +48,13 @@ "1-fixed-move": "You get this", "2-fixed-moves": "You get these 2", "1-move": "Then pick one of these", + "2-moves-then": "Then pick two of these", "2-moves": "Then pick two of these", + "3-moves-then": "Then pick three of these", "3-moves": "Pick three of these", "choose": "choose", "one": "one", - "choose-one": "choose one", - "choose-two": "choose two", + "two": "two", "three": "three", "the-chosen": "The Chosen", "the-crooked": "The Crooked", @@ -59,13 +62,33 @@ "the-expert": "The Expert", "the-flake": "The Flake", "the-initiate": "The Initiate", - "the-monsteroue": "The Monsterous", + "the-monstrous": "The Monstrous", "the-mundane": "The Mundane", "the-professional": "The Professional", "the-spellslinger": "The Spellslinger", "the-spooky": "The Spooky", "the-wronged": "The Wronged", + "the-gumshoe": "The Gumshoe", + "the-hex": "The Hex", + "the-pararomantic": "The Pararomantic", + "the-searcher": "The Searcher", + "the-exile": "The Exile", + "the-hardcase": "The Hard Case", + "the-luchador": "The Luchador", + "the-meddlingkid": "The Meddling Kid", + "the-sidekick": "The Sidekick", + "the-snoop": "The Snoop", + "the-summoned": "The Summoned", + "the-traveler": "The Traveler", + "the-actionscientist": "The Action Scientist", + "the-biggamehunter": "The Big Game Hunter", + "the-constructed": "The Constructed", + "the-madscientist": "The Mad Scientist", "custom-playbook": "Custom", + "tome-of-mysteries": "Tome of Myseries", + "reinforcements": "Reinforcements", + "Brazilian": "Brazilian Edition", + "fan-made": "Fan-made", "chosen": "Chosen", "luck-special-chosen": "When you spend Luck the Keeper will bring your fate into play", "your-fate": "Your Fate", @@ -107,13 +130,14 @@ "chosen-move4": "Invincible You always count as having 2 armour, this doesn't stack with other protection", "chosen-move5": "Resilience You heal faster than normal people. Any time your harm gets healed, heal and extra point. Additionally, your wounds count as 1 harm less for the purpose of the Keeper's harm moves", "chosen-gear1": "Protective gear worth 1 armour", - "optional": "optional", "chosen-gear2": "One Special Weapon", + "chosen-special-descrip": "Design your weapon by choosing a Form, three Business-end options (which are added to the base tags), and a material that the business-end is made from.", "form": "Form", "chosen-gear3": "Staff (1 harm, hand, close)", "chosen-gear4": "Haft (2 harm, hand, heavy)", "chosen-gear5": "Handle (1 harm, hand, balanced)", "chosen-gear6": "Chain (1 harm, hand, area)", + "business-end": "Business-end", "chosen-gear7": "Business End", "chosen-gear8": "Artifact (+magic)", "chosen-gear9": "Spikes (+1 harm, +messy)", @@ -121,8 +145,8 @@ "chosen-gear11": "Heavy (+1 harm)", "chosen-gear12": "Long (+close)", "chosen-gear13": "Throwable (+close)", - "chosen-gear14": "Chain (+area)", "material": "Material", + "material-desc": "(+steel, +cold iron, +silver, +wood, +stone, +bone, +teeth, +obsidian, or anything else you want)", "chosen-advance1": "Delete a doom tag (optionally also delete a heroic tag)", "Crooked": "Crooked", "luck-special-Crooked": "When you spend Luck someone from your past will re-appear in your life, soon", @@ -132,7 +156,7 @@ "background2": "Burglar When you break into a secure location roll +Sharp. On a 10+ pick three, on a 7-9 pick two", "background2.1": "You get in undetected", "background2.2": "You get out undetected", - "background2,3": "You don't leave a mess", + "background2.3": "You don't leave a mess", "background2.4": "You find what you were after", "background3": "Grifter When you are about to manipulate someone, you can ask the Keeper \"what will convince this person to do what I want?\" The Keeper must answer honestly, but not necessarily completely", "background4": "Fixer If you need to buy something, sell something, or hire someone, roll +Charm. On a 10+ you know just the person that will be interested. On a 7-9, you know the only person that can do it, but there's a complication. Pick one", @@ -142,8 +166,14 @@ "background4.4": "On a miss, the only person who can help you is someone who absolutely hates you", "background5": "Assassin When you take your first shot at an unsuspecting target, do +2 harm", "background6": "Charlatan When you want people to think you are using magic, roll +Cool. On a 10+ your audience is amazed and fooled by your illusion. On 7-9, you tripped up a few times, someone will notice. You may also manipulate someone with fortune telling. When you do that, ask \"What are they hoping for right now?\" as a free question (even on a miss)", + "background6.1": "You may also manipulate someone with fortune telling. When you do that, ask \"What are they hoping for right now?\" as a free question (even on a miss).", "background7": "Pickpocket When you steal something small, roll +Charm. On a 10+ you get it and they didn't notice you taking it. On a 7-9 either you don't grab it, you grab the wrong thing, or they remember you later; your choice", "crooked-move1": "Artifact You 'found' a magical artifact with handy powers and kept it. Pick 1: Protective amulet (1 amour, magic, recharge); lucky charm (may be used as a Luck point just once); grimoire (studying the book gives +1 to use magic; skeleton key (opens any magically sealed lock); imp stone (a weak demon is bound to serve the holder. The imp must be summoned with Use Magic)", + "crooked-artifact1": "Protective amulet (1 amour, magic, recharge)", + "crooked-artifact2": "Lucky charm (may be used as a Luck point just once)", + "crooked-artifact3": "Grimoire (studying the book gives +1 forward to use magic)", + "crooked-artifact4": "Skeleton key (opens any magically sealed lock)", + "crooked-artifact5": "Imp stone (a weak demon is bound to serve the holder. The imp must be summoned with Use Magic)", "crooked-move2": "Crew You have a regular crew, a team of 3 or 4 people who will help you out with pretty much anything. This counts as a team", "crooked-move3": "Deal with the Devil You sold your soul to the devil. Pick one or two things you got out of the deal: wealth, fame, youth, sensual gratification, skill (add +1 to two ratings). Payment is due either when you die, or in a year (6 months if you chose 2 things)", "crooked-move4": "Friends on the Force You know a few cops who can be persuaded to look the other way, or do you a favour, for certain considerations. You can act under pressure to get in touch with them when you need to divert any law enforcement attention. There will be a cost, although maybe not right now", @@ -151,6 +181,7 @@ "crooked-move6": "Driver You gain +1 ongoing while driving, plus you can hotwire anything (the older it is, the fewer tools you'll need.) You also own 2 handy, widely-available vehicles", "crooked-move7": "Home Ground Your crew made a point of keeping the locals happy- keeping them safe, ensuring things always went down okay. When you're back in your old neighbourhood, you can always find people who will hide you or help you with a minor favour, no questions asked", "crooked-move8": "Notorious You have a reputation from your criminal past. When you reveal who you are, your terrifying reputation counts as a reason for someone to what you ask when you manipulate someone. Revealing your identity to someone can bring other problems later, of course", + "crooked-weapon": "Effective Weapons", "crooked-gear1": ".22 revolver (1 harm, close, reload,
          small)", "crooked-gear2": ".38 revolver (2 harm, close, reload,
          loud)", "crooked-gear3": "9mm (2 harm, close, loud)", @@ -160,12 +191,6 @@ "crooked-gear7": "Baseball bat (1 harm, hand)", "crooked-gear8": "Submachinegun (2 harm, close, reload,
          auto", "crooked-gear9": "Assault rifle (3 harm, close/far, auto)", - "underworld": "Underworld", - "underworld-description": "Pick the circumstance that lead you to discovering the real underworld, then pick the creature involved", - "underworld1": "The target of a job was a dangerous creature (Pick one: vampire, warewolf, troll, reptiloid)", - "underworld2": "You worked with someone who was more than they seemed (Pick one: sorceror, demon, faerie, psychic)", - "underworld3": "You were hired by something weird (Pick one: immortal, god, outsider, witch)", - "underworld4": "Things went south o a job- including, but not limited to running into; (Pick one a horde of goblins, a hunger of ghouls, a dream-eater, a salamander)", "heat": "Heat", "heat-description": "You didn't get here without making enemies", "pick-heat": "pick at least 2 of these and name the people involved", @@ -174,9 +199,14 @@ "heat3": "You pissed off a well connected criminal,
          and they'll do whatever they can to
          destroy you", "heat4": "You took advantage of someone
          who has special powers (a person or
          monster)", "heat5": "You betrayed an old partner in the
          middle of a job ", + "underworld": "Underworld", + "underworld-description": "Pick the circumstance that lead you to discovering the real underworld, then pick the creature involved", + "underworld1": "The target of a job was a dangerous creature (Pick one: vampire, warewolf, troll, reptiloid)", + "underworld2": "You worked with someone who was more than they seemed (Pick one: sorceror, demon, faerie, psychic)", + "underworld3": "You were hired by something weird (Pick one: immortal, god, outsider, witch)", + "underworld4": "Things went south o a job- including, but not limited to running into; (Pick one a horde of goblins, a hunger of ghouls, a dream-eater, a salamander)", "crooked-ally": "from your old crew", "crooked-advance1": "Recover a stash of money from the old days, enough to live without care for a year or two", - "Crooked-advance2": "Erase one Luck point from your playbook", "Divine": "Divine", "luck-special-divine": "When you spend Luck you get word your Mission requires something difficut to me done. By you. Urgently", "your-mission": "Your Mission", @@ -193,15 +223,15 @@ "divine-move5": "Soothe When you talk to someone for a few seconds in a quiet voice, you can calm them down, blocking any panic, anger, or other negitive emotions they have. This works even if the thing that freaked them out is still present, as long as your voice can be heard", "divine-move6": "Lay On Hands Your touch can heal any injury or disease. When you lay your hands on someone hurt, roll +Cool. On a 10+, heal 2 harm or an illness, plus they are stabilised. On a 7-9, you can heal the harm or illness but you take it into yourself. On a miss, your aura causes them extra harm", "divine-move7": "Cast Out Evil You may banish an unnatural creature from your presence. Roll +Tough, on 10+ it is banished. On a 7-9 it takes a little while for the banishing to take effect- the creature has time to make one or two actions. Either way, the banished creature is unharmed, and you have no control over where it goes. This move may be used on unnatural hunters (eg The Monsterous). On a miss, something is keeping it here. That's bad", - "divine-gear1": "Flaming sword (3 harm, hand, fire,
          holy) ", "divine-weapon": "One Divine Weapon", + "divine-armour": "Divine Armour (1 armour, holy) with a look suited to your divine origin", + "divine-gear1": "Flaming sword (3 harm, hand, fire,
          holy) ", "divine-gear2": "Thunder hammer (3 harm, hand, stun,
          holy) ", "divine-gear3": "Razor whip (3 harm, hand, area,
          messy, holy)", "divine-gear4": "Five demon bag (3 harm, close, magic,
          holy)", "divine-gear5": "Silver trident (3 harm, hand, silver,
          holy)", "Divine-ally": "a lesser divine being, sent from above to help you with your mission", "Divine-advance1": "Erase one Luck point from your playbook", - "Divine-advance2": "Change your mission. Select a different mission from the options, or (with the Keeper's agreement) create a new mission", "Expert": "Expert", "luck-special-expert": "When you spend Luck you discover something happening now is related to something you were involved in years ago", "expert-weapons": "Monster-Slaying Weapons", @@ -237,7 +267,6 @@ "haven8": "Panic Room This has essential supplies and is protected by normal and mystical means. You can hide out there for a few days, safe from pretty much anything", "haven9": "Magical Laboratory You have a mystical lab with all kinds of weird ingredients and tools useful for casting spells (like use magic, big magic, and any other magical moves)", "expert-advance1": "Add a haven option", - "expert-advance2": "Add a haven option", "Flake": "Flake", "luck-special-flake": "When you spend Luck pick an aspect of the current situation. The Keeper will tell you what other conspiricies that aspect connects to", "flake-move1": "Connect the Dots At the beginning of each mystery if you look for the wider patterns that current events might be part of, roll +Sharp. On a 10+ hold 3, 7-9 hold 1. Spend your hold during the mystery to ask the Keeper one of the following questions", @@ -253,20 +282,20 @@ "flake-move6": "Contrary When you seek out and recieve someone's honest advice on the best course of action for you, and then do something else instead, mark experience. If you do exactly the opposite of their advice, you also take +1 ongoing on any moves you make persuing that course", "flake-move7": "Net Friends You know a lot of people on the internet. When you contact a net friend to help you roll +Charm. On a 10+ they're available and helpful; they can fix something, break a code, hack a computer, or get you some special information. On a 7-9, they're prepared to help but it's either going to take some time, or you'll have to do part of it yourself. On a miss you burn some bridges", "flake-move8": "Sneaky When you attack from ambush or from behind, inflict +2 harm", - "fake-normal": "One Normal Weapon", - "fake-gear1": ".38 revolver (2 harm, close, reload,
          loud)", - "fake-gear2": "9mm (2 harm, close, loud)", - "fake-gear3": "Hunting rifle (2 harm, far, loud)", - "fake-gear4": "Magnum (3 harm, close, reload, loud)", - "fake-gear5": "Shotgun (3 harm, close, messy, loud)", - "fake-gear6": "Big knife (1 harm, hand)", + "flake-normal": "Normal Weapon", + "flake-gear1": ".38 revolver (2 harm, close, reload, loud)", + "flake-gear2": "9mm (2 harm, close, loud)", + "flake-gear3": "Hunting rifle (2 harm, far, loud)", + "flake-gear4": "Magnum (3 harm, close, reload, loud)", + "flake-gear5": "Shotgun (3 harm, close, messy, loud)", + "flake-gear6": "Big knife (1 harm, hand)", "flake-hidden": "Hidden Weapons", - "fake-gear7": "Throwing knives (1 harm, close, many)", - "fake-gear8": "Holdout pistol (2 harm, close, loud,
          reload)", - "fake-gear9": "Garrote (3 harm, intimate)", - "fake-gear10": "Watchman's flashlight (1 harm, hand)", - "fake-gear11": "Weighted gloves/brass knuckles (1
          harm, hand", - "fake-gear12": "Butterfly knife/folding knife (1
          harm, hand)", + "flake-gear7": "Throwing knives (1 harm, close, many)", + "flake-gear8": "Holdout pistol (2 harm, close, loud, reload)", + "flake-gear9": "Garrote (3 harm, intimate)", + "flake-gear10": "Watchman's flashlight (1 harm, hand)", + "flake-gear11": "Weighted gloves/brass knuckles (1 harm, hand)", + "flake-gear12": "Butterfly knife/folding knife (1 harm, hand)", "Flake-advance1": "Gain a haven like the Expert with two options", "Flake-advance2": "Add a haven option", "Initiate": "Initiate", @@ -336,8 +365,8 @@ "Initiate-advance1": "Get command of your chapter of the Sect", "Initiate-advance2": "Get command of your chapter of the Sect", "Initiate-advance3": "Become the leader, or effective leader, of the whole Sect", - "Monsterous": "Monsterous", - "luck-special-monsterous": "When you spend Luck your monster side gains power. Your Curse may grow stronger, or another Breed disadvantage may manifest", + "Monstrous": "Monstrous", + "luck-special-monstrous": "When you spend Luck, your monster side gains power; your Curse may become stronger, or another Breed disadvantage may manifest.", "monster-breed": "Monster Breed", "breed-description": "You are half human, half monster; were you always this way? Were you always fighting for good or were you once evil and then switched sides?", "curses": "Curses", @@ -345,40 +374,40 @@ "curse2": "Vulnerability Pick a substance. You'll take +1 harm when you suffer harm from it. If you are bound or surrounded by it, you must act under pressure to use your powers", "curse3": "Pure Drive One emotion rules you. Pick from: hunger, hate, anger, fear, jealousy, greed, joy, pride, envy, lust or cruelty. Whenever you have a chance to indulge that emotion you must do so immediately, or act under pressure to resist", "curse4": "Dark Master You have an evil lord who doesn't know you changed sides. They still give you orders, and they do not tolerate refusal or failure", - "monsterous-move1": "Immortal You do not age or sicken, and whenever you suffer harm you suffer 1 harm less", - "monsterous-move2": "Unnatural Appeal Roll +Weird instead of +Charm when you manipulate someone ", - "monsterous-move3": "Unholy Strength Roll +Weird instead of +Tough when you kick some ass ", - "monsterous-move4": "Incorporeal You may move freely though solid objects (but not people)", - "monsterous-move5": "Preternatural Speed You go much faster than normal people. When you chase, flee or run take +1 ongoing", - "monsterous-move6": "Claws of the Beast Your natural attacks deal +1 harm ", - "monsterous-move7": "Mental Dominion When you gaze into a normal human's eyes and exert your will over them Roll +Charm. On a 10+ hold 3, on 7-9 hold 1. You may spend your hold to give them an order. Regular people will follow the order, whatever it is. Hunters can choose to follow the order or not. If they do, they mark experience", - "monsterous-move8": "Unquenchable Vitality When you have taken harm you can heal yourself. Roll +Cool. On a 10+, heal 2 harm and stabilise your injuries. On a 7-9, heal 1 harm and stabilise your injuries. On a miss your injuries worsen", - "monsterous-move9": "Dark Negotiator You can use manipulate someone on monsters as well as people if they can reason and talk", - "monsterous-move10": "Flight You can fly ", - "monsterous-move11": "Shapeshifter You may change your form (usually into an animal). Decide if you have just one alternate form or several and detail them. You gain +1 forward to investigate a mystery when using and alternate form's superior senses. (Eg, smell for a wolf, sight for an eagle)", - "monsterous-move12": "Something Borrowed Take a move from a hunter playbook that is not currently in play ", + "monstrous-move1": "Immortal: You do not age or sicken, and whenever you suffer harm, you suffer 1 harm less.", + "monstrous-move2": "Unnatural Appeal: Roll +Weird instead of +Charm when you manipulate someone.", + "monstrous-move3": "Unholy Strength: Roll +Weird instead of +Tough when you kick some ass.", + "monstrous-move4": "Incorporeal: You may move freely though solid objects (but not people).", + "monstrous-move5": "Preternatural Speed: You go much faster than normal people. When you chase, flee, or run, take +1 ongoing.", + "monstrous-move6": "Claws of the Beast: Your natural attacks deal +1 harm.", + "monstrous-move7": "Mental Dominion: When you gaze into a normal human's eyes and exert your will over them, roll +Charm. On a 10+ hold 3, on a 7-9 hold 1. You may spend your hold to give them an order. Regular people will follow your order, whatever it is. Hunters can choose to follow the order or not. If they do, they mark experience.", + "monstrous-move8": "Unquenchable Vitality: When you have taken harm you can heal yourself. Roll +Cool. On a 10+, heal 2 harm and stabilise your injuries. On a 7-9, heal 1 harm and stabilise your injuries. On a miss, your injuries worsen.", + "monstrous-move9": "Dark Negotiator: You can use the move manipulate someone on monsters as well as people, if they can reason and talk.", + "monstrous-move10": "Flight: You can fly.", + "monstrous-move11": "Shapeshifter: You may change your form (usually into an animal). Decide if you have just one alternate form or several, and detail them. You gain +1 forward to investigate a mystery when using and alternate form's superior senses (eg. smell for a wolf, sight for an eagle).", + "monstrous-move12": "Something Borrowed: Take a move from a hunter playbook that is not currently in play.", "natural-attacks": "Natural Attacks", - "monsterous-attacks-pick": "pick one base and one extra, or pick two bases", - "monsterous-attacks1": "Base: teeth (3 harm, intimate)", - "monsterous-attacks2": "Base: Claws (2 harm, hand)", - "monsterous-attacks3": "Base: Magical force (1 harm, magical, close)", - "monsterous-attacks4": "Base: Life-drain (1 harm, intimate, life-drain)", - "monsterous-attacks5": "Extra: Add +1 harm to a base", - "monsterous-attacks6": "Extra: Add +ignore armour to a base", - "monsterous-attacks7": "Extra: Add an extra range to a base
          (+intimate, hand, or close)", - "monsterous-weapon": "One Handy Weapon: (if you want one)", - "monsterous-gear1": ".38 revolver (2 harm, close, reload,
          loud)", - "monsterous-gear2": "9mm (2 harm, close, loud)", - "monsterous-gear3": "Magnum (3 harm, close, reload, loud)", - "monsterous-gear4": "Shotgun (3 harm, close, messy)", - "monsterous-gear5": "Big knife (1 harm, hand)", - "monsterous-gear6": "Brass knuckles (1 harm, hand, quiet,
          small)", - "monsterous-gear7": "Sword (2 harm, hand, messy)", - "monsterous-gear8": "Huge sword (3 harm, hand, heavy)", - "Monsterous-advance1": "Gain a haven like the Expert with two options", - "Monsterous-advance2": "Take a Natural Attacks pick", - "Monsterous-advance3": "Free yourself from your type's curse. It no longer affects you but you lose 1 Weird", - "Monsterous-advance4": "Become evil (again). Retire this character, they become one of the Keeper's threats", + "monstrous-attacks-pick": "pick one base and one extra, or pick two bases", + "monstrous-attacks1": "Base: teeth (3 harm, intimate)", + "monstrous-attacks2": "Base: claws (2 harm, hand)", + "monstrous-attacks3": "Base: magical force (1 harm, magical, close)", + "monstrous-attacks4": "Base: life-drain (1 harm, intimate, life-drain)", + "monstrous-attacks5": "Extra: add +1 harm to a base", + "monstrous-attacks6": "Extra: add ignore-armour to a base", + "monstrous-attacks7": "Extra: Add an extra range to a base (intimate, hand, or close)", + "monstrous-weapon": "(Optional) Handy Weapon", + "monstrous-gear1": ".38 revolver (2 harm, close, reload, loud)", + "monstrous-gear2": "9mm (2 harm, close, loud)", + "monstrous-gear3": "Magnum (3 harm, close, reload, loud)", + "monstrous-gear4": "Shotgun (3 harm, close, messy)", + "monstrous-gear5": "Big knife (1 harm, hand)", + "monstrous-gear6": "Brass knuckles (1 harm, hand, quiet, small)", + "monstrous-gear7": "Sword (2 harm, hand, messy)", + "monstrous-gear8": "Huge sword (3 harm, hand, heavy)", + "Monstrous-advance1": "Gain a Haven, like the Expert, with two options", + "Monstrous-advance2": "Take a natural attacks pick", + "Monstrous-advance3": "Free yourself from your kind's curse, it no longer affects you, but you lose 1 Weird", + "Monstrous-advance4": "Turn evil (again?). Retire this character, they become one of the Keeper's threats", "Mundane": "Mundane", "luck-special-mundane": "When you spend Luck you'll find something wierd- maybe even useful", "mundane-move1": "Always the Victim When another hunter uses protect someone to protect you, they mark experience. Whenever a monster captures you, you mark experience", @@ -410,10 +439,6 @@ "mundane-gear10": "Classic car in terrible condition", "mundane-gear11": "Motorcycle", "mundane-gear12": "Van", - "Mundane-advance1": "Regain a used Luck point", - "Mundane-advance2": "Regain a used Luck point", - "Mundane-advance3": "Regain a used Luck point", - "Mundane-advance4": "Regain a used Luck point", "Professional": "Professional", "luck-special-professional": "When you spend Luck your next mission from the Agency comes with lots of red tape. Lots", "agency": "Agency", @@ -470,24 +495,16 @@ "Professional-advance3": "Get some or all of the other player's hunters hired by your Agency. They get the deal with the agency move as well as salery and benefits", "Spellslinger": "Spellslinger", "luck-special-spellslinger": "When you spend Luck the official council of wizards is going to poke their nose into your business", - "spellslinger-gear-description": "You don't need much except items to power your magic, still it's good to be prepared", "spellslinger-weapon": "One Backup Weapon", "spellslinger-gear1": "Old revolver (2 harm, close, reload,
          loud)", "spellslinger-gear2": "Ritual knife (1 harm, hand)", "spellslinger-gear3": "Heirloom sword (2 harm, hand, messy)", - "spellslinger-move1": "Advanced Arcane Training If you have two of your three Tools and Techniques at the ready then you may ignore the third", - "spellslinger-move2": "Arcane Reputation Pick three big organisations or groups in the supernatural community, which can include the more sociable types of monsters. They've heard of you and respect your power. Take +1 forward when you use manipulate someone on affected humans. You may also use manipulate someone on affected monsters, with no bonus", - "spellslinger-move3": "Could've Been Worse When you miss a use magic roll you can choose one of the following options instead of losing control of the magic", - "spellslinger-move3.1": "Fizzle: The preperations and materials for the spell are ruined. You'll have to start over from scratch with the prep time doubled", - "spellslinger-move3.2": "This is gonna suck: The effect happens, but you trigger all the glitches but one. You pick the one you avoid", - "spellslinger-move4": "Forensic Divination When you successfully investigate a mystery you may ask \"what magic was done here?\" as a free extra question", - "spellslinger-move5": "Go Big or Go Home When you must use magic as a requirement for big magic, take +1 forward to those use magic rolls", - "spellslinger-move6": "Enchanted Clothing Pick an article of every-day clothing; it's enchanted without any change in appearence. Take -1 harm from any source that tries to get at you through the garment", - "spellslinger-move7": "Not My Fault +1 to act under pressure when dealing with the consequences of your own spellcasting", - "spellslinger-move8": "Practitioner Choose two of the use magic effects. You get +1 to use magic when choosing one of those effects", - "spellslinger-move9": "Shield Spell When you protect someone, you gain +2 armour against any harm that is transferred to you. This doesn't stack with any other armour", - "spellslinger-move10": "Third Eye When you read a bad situation you can open your third eye for a moment to take in extra information. Take +1 hold on any result of 7 or more, plus you can see invisible things. On a miss, you may still get 1 hold, but you're exposed to a supernatural danger. Unfiltered hidden reality is tough on the mind!", "extra-fixed-move": "And you get this", + "spellslinger-fixed-move1": "Tools and Techniques: To use your combat magic effectively, you rely on a collection of tools and techniques. Uncheck one; you'll need the rest.", + "spellslinger-fixed-move1.1": "Consumables: You need certain supplies - powders, oils, etc - on hand, some will be used up each cast. If you don't have them, when you cast, take 1 harm, ignore-armour.", + "spellslinger-fixed-move1.2": "Foci: You need wands, staves, and other obvious props to focus. If you don't have what you need, your combat magic does 1 harm less.", + "spellslinger-fixed-move1.3": "Gestures: You need to wave your hands around to use combat magic. If you're restrained, take -1 ongoing for combat magic.", + "spellslinger-fixed-move1.4": "Incantations: You must speak in an arcane language to control your magic. If you use combat magic without speaking, act under pressure to avoid scrambling your thoughts.", "combat-magic": "Combat Magic", "combat-magic-description": "You have attack spells you can use as weapons. When you kick some ass with your spells roll +Weird instead of +Tough. Sometimes you may need to act under pressure to cast your spells without problems", "combat-magic-pick": "pick three, with at least one base", @@ -503,15 +520,24 @@ "effect4": "Frost or Ice (Add '-1 harm, +2 armour'
          to a wall, or '+1 harm, restraining' to
          other bases)", "effect5": "Earth (Add 'forceful, restraining' to a
          base)", "effect6": "Necromantic (Add 'life-drain' to a base)", + "spellslinger-move1": "Advanced Arcane Training If you have two of your three Tools and Techniques at the ready then you may ignore the third", + "spellslinger-move2": "Arcane Reputation Pick three big organisations or groups in the supernatural community, which can include the more sociable types of monsters. They've heard of you and respect your power. Take +1 forward when you use manipulate someone on affected humans. You may also use manipulate someone on affected monsters, with no bonus", + "spellslinger-move3": "Could've Been Worse When you miss a use magic roll you can choose one of the following options instead of losing control of the magic", + "spellslinger-move3.1": "Fizzle: The preperations and materials for the spell are ruined. You'll have to start over from scratch with the prep time doubled", + "spellslinger-move3.2": "This is gonna suck: The effect happens, but you trigger all the glitches but one. You pick the one you avoid", + "spellslinger-move4": "Forensic Divination When you successfully investigate a mystery you may ask \"what magic was done here?\" as a free extra question", + "spellslinger-move5": "Go Big or Go Home When you must use magic as a requirement for big magic, take +1 forward to those use magic rolls", + "spellslinger-move6": "Enchanted Clothing Pick an article of every-day clothing; it's enchanted without any change in appearence. Take -1 harm from any source that tries to get at you through the garment", + "spellslinger-move7": "Not My Fault +1 to act under pressure when dealing with the consequences of your own spellcasting", + "spellslinger-move8": "Practitioner Choose two of the use magic effects. You get +1 to use magic when choosing one of those effects", + "spellslinger-move9": "Shield Spell When you protect someone, you gain +2 armour against any harm that is transferred to you. This doesn't stack with any other armour", + "spellslinger-move10": "Third Eye When you read a bad situation you can open your third eye for a moment to take in extra information. Take +1 hold on any result of 7 or more, plus you can see invisible things. On a miss, you may still get 1 hold, but you're exposed to a supernatural danger. Unfiltered hidden reality is tough on the mind!", "Spellslinger-advance1": "Take another Combat Magic pick", - "Spellslinger-advance3": "Regain a used Luck point", - "Spellslinger-advance4": "Take another Combat Magic pick", - "Spellslinger-advance5": "Cross off another option from tools and techniques", + "Spellslinger-advance2": "You may cross off another option from your Tools and Techniques", "Spooky": "Spooky", "luck-special-spooky": "As you spend Luck your Dark Side's needs will get nastier", "dark-side": "The Dark Side", "dark-side-description1": "Your powers have an unsavoury source, and sometimes you get tempted to do things you shouldn't. These could be orders from whatever granted you power, urges that bubble up inside you, or something else", - "dark-side-description2": "Whatever it is, it is unsettling", "dark-side1": "Violence", "dark-side2": "Depression", "dark-side3": "Secrets", @@ -538,12 +564,12 @@ "spooky-move4": "Premonitions At the start of each mystery, roll +Weird. On a 10+, you get a detailed vision of something bad that is yet to happen. You take +1 forward to prevent it coming true, and mark experience if you stop it. On a 7-9 you get clouded images of something bad that is yet to happen; mark experience if you stop it. On a miss, you get a vision of something bad to happen and the Keeper holds 3, to be spent 1-for-1 as penalties to rolls you make", "spooky-move5": "Hunches When something bad is happening (or just about to happen) somewhere that you aren't, roll +Sharp. On a 10+ you knew where you needed to go, just in time to get there. On a 7-9, you get there too late- in time to intervene, but not prevent it altogether. On a miss, you get there just in time to be in trouble yourself", "spooky-move6": "The Big Whammy You can use your powers to kick some ass, (2 harm, close, obvious, ignore-armour) When you do, roll +Weird instead of +Tough. On a miss you'll get magical backlash", + "spooky-move6.1": "Where is the creature right now?", + "spooky-move6.2": "What is it planning to do right now?", + "spooky-move6.3": "Who is it going to attack next?", + "spooky-move6.4": "Who does it regard as the biggest threat?", + "spooky-move6.5": "How can I attract its attention?", "spooky-move7": "Tune In You can attune your mind to a monster or minion. Roll +Weird. On a 10+ hold 3, 7-9 hold 1. On a miss the monster becomes aware of you. Spend one hold to ask the Keeper one of the following questions, and gain +1 ongoing while acting on the answers", - "spooky-move7.1": "Where is the creature right now?", - "spooky-move7.2": "What is it planning to do right now?", - "spooky-move7.3": "Who is it going to attack next?", - "spooky-move7.4": "Who does it regard as the biggest threat?", - "spooky-move7.5": "How can I attract its attention?", "spooky-move8": "Jinx You can encourage coincidences to occur the way you want. When you jinx a target, roll +Weird. On a 10+ hold 2, 7-9 hold 1. On a miss, the Keeper holds 2 over you to be used in the same way. Spend your hold to", "spooky-move8.1": "Interfere with a hunter, giving them -1 forward", "spooky-move8.2": "Help a hunter, giving them +1 forward by interfering with their enemy", @@ -559,14 +585,15 @@ "spooky-gear4": "Shotgun (3 harm, close, messy)", "spooky-gear5": "Big knife (1 harm, hand)", "Spooky-advance1": "Change some or all of your Dark Side tags", + "Spooky-advance2": "Gain a Mystical Library, like the Haven option of the Expert", "Spooky-advance3": "You discover how to use your powers at a lower cost. Delete one Dark Side tag", "Wronged": "Wronged", "luck-special-wronged": "When you spend Luck you find a dangerous lead on your prey", "who-you-lost": "Who You Lost", "who": "Who did you lose?", + "pick-some": "pick one or more", "lost-pick": "pick one or more of: parent(s), sibling(s), spouse/partner, child(ren), best friend(s)", "lost-save-them": "Why couldn't you save them? You were", - "pick-some": "pick one or more", "lost1": "At fault", "lost2": "Selfish", "lost3": "Injured", @@ -576,8 +603,8 @@ "lost7": "In denial", "lost8": "Complicit", "what-prey": "What Did It?", - "prey": "My Prey", "prey-breed": "with the Keeper's agreement, pick the monster breed", + "prey": "My Prey", "wronged-fixed-move1": "I Know My Prey You get +1 ongoing when knowingly investigating, pursuing, or fighting the breed of monster that caused your loss", "wronged-move1": "Berserk No matter how much harm you take, you can always keep going until the current fight is over. During a fight, the Keeper may not use harm moves on you and you cannot die. When the fight ends, all harm takes effect as normal", "wronged-move2": "NEVER AGAIN In combat, you may choose to protect someone without rolling, as if you had rolled a 10+, but you may not choose to \"suffer little harm\"", @@ -585,10 +612,10 @@ "wronged-move4": "Fervour When you manipulate someone roll +Tough instead of +Charm", "wronged-move5": "Safety First You have jury-rigged extra protection into your gear, giving you +1 armour (max 2 armour)", "wronged-move6": "Tools Matter With your signature weapon you get +1 to kick some ass", + "wronged-move6.1": "Stabilize the injury but the patient take -1 forward.", + "wronged-move6.2": "Heal 1 harm and stabilize for now, but it will return as 2 harm and become unstable again later.", + "wronged-move6.3": "Heal 1 harm and stabilize but the patient takes -1 ongoing until it's fixed properly.", "wronged-move7": "DIY Surgery When you do quick and dirty first aid on someone (including yourself), roll +Cool. On a 10+ it's all good, it counts as normal first aid, plus stabilise the injury and heal 1 harm. On a 7-9, it counts as normal first aid, plus one of these, your choice", - "wronged-move7.1": "Stabilise the injury but the patient take -1 forward", - "wronged-move7.2": "Heal 1 harm and stabilise for now, but it will return as 2 harm and become unstable again later", - "wronged-move7.3": "Heal 1 harm and stabilise but the patient takes -1 ongoing until it's fixed properly", "wronged-armour": "Protective wear suited to your look (1 armour)", "wronged-signature": "Signature Weapons", "wronged-gear1": "Sawn-off shotgun (3 harm, hand/close,
          messy, loud, reload)", @@ -607,7 +634,6 @@ "wronged-gear13": "Brass knuckles (1 harm, hand, stealthy)", "wronged-gear14": "Assault rifle (3 harm, close, area, loud, reload)", "wronged-vehicle": "Vehicles", - "wronged-vehicle-choice": "choose one, if you want it", "wronged-gear15": "Classic car", "wronged-gear16": "Classic motorcycle", "wronged-gear17": "Plain pickup", @@ -616,8 +642,518 @@ "Wronged-advance2": "Add one more option to your haven", "Wronged-advance3": "You track down the specific monster responsible fo your loss. The Keeper must make the next mystery about them", "Wronged-advance4": "Change the target of your vengeful rage. Pick a new monster breed; I know my prey now applies to them instead", + "Gumshoe": "Gumshoe", + "luck-special-gumshoe": "When you spend Luck, your next regular case will actually be a mystery for your hunter group, and the monster will focus their attention on you!", + "Gumshoe-Adv-harm": "Extra harm box", + "gumshoeCode": "Gumshoe Code", + "gumshoeCode-description": "With the agreement of the Keeper, pick a one-sentence Code that you adhere to.", + "gumshoeCode-example": "Example Codes: Murders must be punished. Monsters must be destroyed. Innocents must be saved. Laws must be enforced. Evil must be exposed. The weak must be protected from the powerful. Etc.", + "gumshoeCode-list": "Murders must be punished, Monsters must be destroyed, Innocents must be saved, Laws must be enforced, Evil must be exposed, The weak must be protected from the powerful, etc.", + "gumshoeCode-explain": "This Code defines you. Any time you violate your Code, you forfeit all Code-related moves (The Postman Always Rings Twice, The Long Goodbye) and the ability to spend Luck. These forfeits last until either the next mystery or you make amends. As long as you follow the Code, people will sense your sincerity; you receive +1 ongoing for manipulate someone and you may not be possessed or charmed by any sort of supernatural, alien, or demonic entity or item.", + "Gumshoe-fixed-move1": "Occult Confidential: The first time in each mystery that you observe a monster, minion, or phenomenon in action, you may ask one question from the investigate a mystery list.", + "Gumshoe-fixed-move2": "The Naked City: You have lots of personal contacts wherever you go. Pick four contact types from the following areas (or from other areas agreed to between you and the Keeper)", + "Gumshoe-fixed-move2-examples": "Academics, Accountants, Artists, Bartenders, Clergy, Conspiracy Theorists, Construction, Courts, Criminals (organised), Criminals (street), Cultists, Engineers, Espionage, Film and TV, Forensic Scientists, Fringe Scientists, Hackers, Journalists, Lawyers, Mechanics, Media, Medical Practioners, Military, Morgue, Occult, Police (local), Police (national), Politicians, Prisons, Private Security, Property Developers, Stage Magicians, Technologists, Transportation", + "Gumshoe-fixed-move2-continued": "You can hit them up for info (+1 to one investigate a mystery roll) or small favours - but there may be a small cost involved. Personal contacts can provide more significant help but the Keeper decides their price on a case-by-case basis.", + "Gumshoe-move1": "The Postman Always Rings Twice: Twice per mystery - as long as you follow your Code - you may reroll a roll.", + "Gumshoe-move2": "The Long Goodbye: You can't die with an open case. Specifically, you suffer all harm as normal but your death is postponed until you have either completed or abandoned the case, or you break your Code (then all bets are off).", + "Gumshoe-move3": "Jessica Jones Entry: When you double-talk your way into a secure location, roll +Charm. On a 10+ pick three, on a 7-9 pick two, on a fail pick one", + "Gumshoe-move3.1": "You don't leave any trace of what you searched.", + "Gumshoe-move3.2": "You find what you wanted.", + "Gumshoe-move3.3": "You find something else that's important.", + "Gumshoe-move3.4": "You don't piss anyone off.", + "Gumshoe-move3.5": "You aren't recognised.", + "Gumshoe-move4": "Out of the Past: You have a police buddy who will do you big favours. Get in touch with them when you need to redirect law enforcement attention, get a heads-up on what operations are planned, or access police files. You now owe them; expect them to collect on it soon.", + "Gumshoe-move5": "Asphalt Jungle: You heal faster than normal people. Any time your harm gets healed, heal 1 harm extra. You are immune to all the harm move effects under '0 harm' and '1 harm' (when the Keeper would apply these, you ignore them).", + "Gumshoe-move6": "Hacker with a Dragon Tattoo: When you hack into a computer system, roll +Sharp. On 10+ pick two, on a 7-9 pick one. You", + "Gumshoe-move6.1": "...leave no traces.", + "Gumshoe-move6.2": "...learn something important.", + "Gumshoe-move6.3": "...can leave misinformation in place.", + "Gumshoe-move6.4": "...gain access to somewhere you want to get in to.", + "Gumshoe-move7": "\"Just one more thing\": When you ask a suspect leading questions, roll +Charm. On a 10+ hold 2, on a 7-9 hold 1, on a miss hold 1 but something bad is going to happen too. Spend your hold 1-for-1 to ask questions from this list", + "Gumshoe-move7.1": "One question from the investigate a mystery list.", + "Gumshoe-move7.2": "Was that a lie?", + "Gumshoe-move7.3": "What is something you left out that you didn't want me to notice?", + "Gumshoe-move7.4": "Are you complicit with any ongoing criminal activity?", + "Gumshoe-move7.5": "Did you commit this specific crime?", + "Gumshoe-gear-base": "A laptop, and a liquor flask", + "Gumshoe-recording": "Recording Devices", + "Gumshoe-gear1": "Night vision camera", + "Gumshoe-gear2": "Tiny digital video camera", + "Gumshoe-gear3": "Film camera (8mm or 16mm)", + "Gumshoe-gear4": "Digital sound recorder", + "Gumshoe-gear5": "Cassette tape recorder", + "Gumshoe-gear6": "Remote-controlled camera drone", + "Gumshoe-gear7": "Laser microphone", + "Gumshoe-gear8": "SLR camera", + "Gumshoe-weapon": "P.I. Weapons", + "Gumshoe-gear9": "Brass knuckles (1 harm, hand, small)", + "Gumshoe-gear10": ".38 revolver (2 harm, close, reload, loud)", + "Gumshoe-gear11": "9mm (2 harm, close, loud)", + "Gumshoe-gear12": "Magnum (3 harm, close, reload, loud)", + "Gumshoe-gear13": "Shotgun (3 harm, close, messy, loud)", + "Gumshoe-gear14": "Switchblade (1-harm, hand, small)", + "Gumshoe-advance1": "Add an extra harm box on the Dying side", + "Gumshoe-advance2": "Gain a Haven (your office, perhaps), like the Expert, with two options", + "Gumshoe-advance3": "Add four additional or new contacts for Naked City", + "Gumshoe-advance4": "Turn one of your contacts into an ally", + "Hex": "Hex", + "luck-special-hex": "When you spend Luck, until the end of the mystery, backlash on your spells will be extra nasty.", + "hex-weapons": "Wizardly Weapons", + "hex-items": "Any magical items or amulets that you use to perform magic", + "hex-gear1": ".38 revolver (2 harm, close, reload, loud)", + "hex-gear2": "Shotgun (3 harm, close, messy, loud)", + "hex-gear3": "Athame (2 harm, hand, magic, silver)", + "hex-gear4": "Shillelagh (1 harm, hand, balanced)", + "hex-gear5": "Crossbow (2 harm, close, slow)", + "hex-gear6": "Staff (1 harm, hand, balanced, large)", + "hex-advmove": "Advanced Hex Moves", + "hex-advmove-desc": "When you take the corresponding Improvement, choose one of these", + "hex-advmove1": "Apotheosis: You become a terrifying fount of mystical power. Once per mystery, after you suffer loss or harm, you may enter a state where you have both immense power and zero interest in the well-being of others. While in this state, all of the following are true", + "hex-advmove1.1": "You can fly.", + "hex-advmove1.2": "Use +Weird to kick some ass instead of +Tough. For this, you use innate magic as a weapon with (3 harm and any properties you choose).", + "hex-advmove1.3": "Ignore the component costs of your rotes.", + "hex-advmove1.4": "Ignore one requirement of every spell you cast with use magic.", + "hex-advmove1.5": "You have +1 ongoing to do everything.", + "hex-advmove1.6": "You cannot use the protect someone move.", + "hex-advmove1.7": "You have all the Temptations, and you have to indulge them whenever a good opportunity presents itself.", + "hex-advmove1.8": "When you try to resist a Temnptation, roll +Cool. On a 10+, Apotheosis ends. On a 7-9, it ends with you doing something dangerous or cruel. On a miss, it ends only after you harm someone (or something) you love.", + "hex-advmove2": "Synthesis: You manage to conciliate your dark power with your moral impulses. You lose your Temptation. Whenever you use magic to help out or protect someone, you mark experience. Mark a second experience if you do it at the expense of your own safety.", + "hex-fixed-move1": "Bad Luck Charm: Whenever you use magic and miss, the backlash never affects you directly if there's someone else around to hit. It'll go for allies, other hunters, and innocent bystanders. Sometimes, every so often, it might even hit an enemy.", + "hex-move1": "Burn Everything: When you use magic to inflict harm, you can choose to inflict (3 harm, area, magic, obvious) or (3 harm, ignore-armour, magic, obvious).", + "hex-move2": "Cast the Bones: Once per mystery, you may perform some kind of divination (tarot, casting the runes, reading entrails, or something like that) to glean information about the future. When you do, roll +Sharp. On a 10+ hold 2, on a 7-9 hold 1. On a miss, you get some information, but it's not what you want to hear. Spend the hold 1-for-1 to ask any question from the investigate a mystery list, or from the following list", + "hex-move2.1": "What can I gain from this person/place/thing/creature?", + "hex-move2.2": "Who has touched this person/place/thing/creature before me?", + "hex-move2.3": "The Keeper will answer truthfully, with either a direct answer or how to find out more.", + "hex-move3": "Force of Will: When you apply your will to dispelling a magical effect, blocking a spell, or suspending a Phenomenon, roll +Weird. On a hit, momentary magics are cancelled completely, and long-lasting spells and effects are suspended temporarily. On a 10+, you can also spend Luck to instantly snuff out a powerful spell or strange effect. On a 7-9, you take 1 harm as the strain of dismissing magic unravels you.", + "hex-move4": "Luck of the Damned: After you use magic or cast a rote, take +1 forward.", + "hex-move5": "Sympathetic Token: As long as you carry a personal object belonging to someone, such as a lock of hair, a full set of toenails, or a treasured family heirloom, you get +1 ongoing to use magic against them. You can also use magic against them at a distance. If you miss, the token is lost, destroyed, or loses its power.", + "hex-move6": "This Might Sting: You can use magic to heal 3 harm, but the process is exceptionally painful. On a 7-9, it also leaves a gnarly scar.", + "hex-move7": "Wise Soul: Whenever you use magic, right before you roll, you can ask the Keeper what exactly would happen on a miss. If you dislike the risk, you can stop at the last second, and let the spell fizzle harmlessly. All of the effort is wasted.", + "temptation": "Temptation", + "temptation-desc1": "You have a dangerous drive that you pursue, sometimes to the exclusion of your own safety. Decide if your Temptation drove you to learn magic, or if learning magic drove you to it", + "temptation-desc2": "Whenever you give in to your Temptation and act accordingly, you mark experience. If a perfect opportunity presents itself, you need to act under pressure to resist giving in to your Temptation. If you fail this roll, you don’t mark experience like you would have if you’d willingly acted out your desires.", + "temptation-choose": "Choose one Temptation", + "temptation1": "Vengeance: Utilize magic to inflict disproportionate retribution on someone who wronged you.", + "temptation2": "Power: Utilize magic to exert your dominance over another.", + "temptation3": "Addiction: Utilize magic to do what you could do without it.", + "temptation4": "Callousness: Utilize magic without regard for the safety of others.", + "temptation5": "Carnage: Utilize magic to inflict gruesome violence.", + "temptation6": "Secrets: Utilize magic to discover forbidden, dangerous knowledge.", + "temptation7": "Glory: Utilize magic to steal someone’s thunder.", + "rotes": "Rotes", + "rote-desc1": "Whenever you use magic, you can decide afterwards that a particular spell is a Rote that you know. You know how to cast it off the top of your head. Write down in detail the name of the Rote, what it requires, and what it does on a 10+, a 7-9, and a miss. A Rote is a bit more powerful than a basic use magic spell; its glitches are less onerous and its effect may be a little bigger. Unlike regular use magic, the cost and consequences for failing a Rote are known to you in advance.", + "rote-desc2": "Choose two fixed requirements for each Rote from this list", + "rote-req1": "Magic words and ritual gestures.", + "rote-req2": "An object of power (wand, talisman, orb, staff, etc) which must be wielded.", + "rote-req3": "An expendable component such as sulfur, sage, or incense, which must be burned, blown, destroyed or scattered during the casting.", + "rote-req4": "Runes or symbols written or engraved on a surface (which must be prepared).", + "rote-req5": "A spilling of blood (1 harm to you or a willing participant).", + "rote-desc3": "After you cast it for the first time, treat each Rote as a custom move - a specialised version of use magic, which is built with the Keeper.", + "rote-list": "List of Rotes", + "rote-desc4": "You start out knowing up to one Rote, which you can choose when creating your character or during play. You can learn more by taking corresponding Improvements. When you do, you can choose the new Rote right away or in play.", + "rote-desc5": "You roll +Weird to cast a Rote, which requires you to have the needed items at hand and the ability to physically use them.", + "rote-name": "Rote Name", + "rote-reqs": "Requirements", + "rote-effect": "Effects", + "hex-advance1": "Take another Rote", + "hex-advance2": "or an additional Rote", + "hex-advance3": "Gain a Haven, like the Expert, with two options", + "hex-advance4": "Take another two Rotes", + "hex-advance5": "Choose one Advanced Hex Move", + "Pararomantic": "Pararomantic", + "luck-special-pararomantic": "When you spend Luck, mark one Relationship Status box. The Keeper will bring Fate of your Love into play.", + "relation": "Relationship Status", + "guide-name": "Guide Name", + "loving": "Loving", + "broken": "Broken", + "relation-second": "Second Relationship Status", + "guide-name-second": "Second Guide Name", + "bond": "Bond Abuse", + "bond1": "Whenever you do something to abuse the bond with your Guide, like acting against them, or not giving them enough attention, roll +Charm", + "bond1.1": "On a 10+, your action has no effect beyond the exchange of some angry words.", + "bond1.2": "On a 7-9, choose one of the Bond Abuse options below.", + "bond1.3": "On a miss, the Keeper may choose two of the Bond Abuse options below, or something worse.", + "bond2": "Bond Abuse options", + "bond2.1": "Mark one Relationship Status box.", + "bond2.2": "You may not channel the power of your Bond for the rest of the mystery.", + "bond2.3": "You gain the unwelcome attention of others of your Guide's kind.", + "bond2.4": "Someone who shouldn't know finds a clue about your relationship with your Guide.", + "bond-fate": "Fate of your Love", + "bond-fate-desc1": "There is a reason why your love with your Guide is forbidden or doomed. Invent this reason or leave it to the Keeper.", + "bond-fate-desc2": "Whenever you spend Luck, the truth of your love's Fate slowly unfolds. When you mark your last Luck point, it becomes clear that you cannot be together. Your Guide might even end up as an enemy, depending on how things go.", + "bond-fate-desc3": "Whenever you put yourself or somebody else in serious danger in order to conceal the truth about you and your Guide, mark experience.", + "pararomantic-fixed-move1": "Supernatural Guide: You have a (most likely intimate) connection to some supernatural being who is your guide into the world beyond. Choose if your relationship is secret or not", + "pararomantic-fixed-move1.1": "Determine what kind of creature your Guide is and how your relationship works. Say what kind of power they possess. The Keeper will decide how it works and define your Guide as a threat.", + "pararomantic-fixed-move1.2": "If your Guide is another hunter, determine together how your relationship works.", + "pararomantic-fixed-move1.3": "Whenever you would roll +Weird, you can roll +Charm instead, by channeling the power of your Bond. When you do so and miss, in addition to the usual consequences, you and your Guide suffer as when you miss a roll for Bond Abuse.", + "pararomantic-move1": "Bonding Time: If you spend some quality time with your Guide instead of working on the current mystery, you can roll +Charm. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 to", + "pararomantic-move1.1": "Erase one used Relationship Status mark.", + "pararomantic-move1.2": "Use a Pararomantic move you haven't picked.", + "pararomantic-move1.3": "Receive a gift from your Guide.", + "pararomantic-move1.4": "Take +1 forward.", + "pararomantic-move2": "Dark Desires: You may use manipulate someone on monsters, as long as you are using emotional ties.", + "pararomantic-move3": "The Power of Love: When you use help someone to help your Guide, don't roll +Cool. You automatically help as though you'd rolled a 10. If your Guide is another hunter, the same applies when they use help someone to help you.", + "pararomantic-move4": "Do As The Supernatural Do: You can take an unnatural move from your Guide's playbook (if they are a hunter). If they are a monster, choose a move from a suitable supernatural playbook. The Keeper may offer you a custom move instead.", + "pararomantic-move5": "I Am Theirs And They Are Mine: Whenever you are in danger, your Guide knows it. If your Guide is suffering harm (and it's feasible), you can spend Luck to redirect the attack onto yourself as if you have rolled 10+ with protect someone. If you are suffering harm, you can decide that your Guide has protected you and is suffering this harm instead. If you choose this, roll for Bond Abuse.", + "pararomantic-move6": "Monster Empathy: When you try to work out what a supernatural creature desires, roll +Charm. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 to ask the following questions - the Keeper will answer honestly", + "pararomantic-move6.1": "What do they most desire?", + "pararomantic-move6.2": "What would they accept as good enough for now?", + "pararomantic-move6.3": "What would distract them?", + "pararomantic-move7": "Spirit Touched: Your experiences have made you sensitive to the supernatural. When you sense magical things, roll +Weird. On a 10+, you can sense them fully. On a 7-9, choose: either sense them fully but they notice you too, or you sense only impressions.", + "pararomantic-equip": "Normal Equipment", + "pararomantic-gear1": "Golf club, baseball bat, cricket bat, or hockey stick (2 harm, hand, innocuous, messy)", + "pararomantic-gear2": "Pocket knife or multitool (1 harm, hand, useful, small)", + "pararomantic-gear3": "Small handgun (2 harm, close, loud, reload)", + "pararomantic-gear4": "Bicycle", + "pararomantic-gear5": "Fairly new car in decent condition", + "pararomantic-gear6": "Motorcycle", + "pararomantic-gift": "Gift from your Guide, which must be periodically recharged by interactions with them", + "pararomantic-gift1": "Part of their body, eg. a vial of blood, lock of hair, tears in a phial, fairy dust, etc. It either helps you heal, or counts as a weakness against a specific kind of monster.", + "pararomantic-gift2": "Piece of jewelry, eg. a golden ring, tribal pendant, silver locket, etc. It either provides armour (1 armour, magic) or protects you from the powers of a specific kind of monster.", + "pararomantic-gift3": "A memento of the time when they were human, eg. a portrait/photo from life, diary, favourite hat, doll, lighter, etc. It provides +1 to Bond Abuse rolls.", + "pararomantic-gift4": "A strange or antique weapon, eg. a family sword, ancient staff, holy mace (2 harm, hand, messy), etc. Additionally, add '+magic', '+silver', '+holy', or '+iron' tag to the weapon.", + "pararomantic-advance1": "Take a second Gift from your Guide or add another property to an existing gift", + "pararomantic-advance2": "Change your Guide, as you fall for another supernatural being", + "pararomantic-advance3": "Gain a second Guide. Track the Relationship Status of both Guides separately. Both Guides initially hate each other, but this could change through play. All moves that applied to your original Guide can now apply to either one", + "pararomantic-advance4": "Erase all marks from the Relationship Status track(s)", + "Searcher": "Searcher", + "searcher-extra-luck": "Extra Luck point", + "searcher-extra-luck-desc": "Use if you have the corresponding First Encounter move", + "luck-special-searcher": "When you spend Luck, your First Encounter comes up in play. It could be a flashback, new occurrence, or related event.", + "searcher-gear-base": "A laptop, a car or motorcycle, a camera, and binoculars", + "searcher-tools": "Investigation Tools", + "searcher-gear1": "A bag of cameras and microphones", + "searcher-gear2": "Forensic tools", + "searcher-gear3": "Ghost hunting tools", + "searcher-gear4": "Scientific measuring tools", + "searcher-gear5": "Cryptid hunting gear", + "searcher-gear6": "Historical documents and witness reports of strange events", + "searcher-gear7": "Maps, blueprints, and building reports for significant places", + "searcher-weapon": "Self-defence Weapons", + "searcher-gear8": "Walking stick (1 harm, hand, innocuous)", + "searcher-gear9": "Small handgun (2 harm, close, reload, loud)", + "searcher-gear10": "Small knife (1 harm, hand, messy)", + "searcher-gear11": "Martial arts training (1 harm, hand, innocuous)", + "searcher-gear12": "Incapacitating spray (0 harm, hand, irritating)", + "searcher-gear13": "Heavy flashlight (1 harm, hand, innocuous)", + "searcher-fixed-move1": "First Encounter: One strange event started you down this path, sparking your need to discover the truth behind the unexplained. Decide what that event was, pick a category below and take the associated move. Then tell everyone what happened to you (or someone close to you).", + "searcher-fixed-move1.1": "Cryptid Sighting: You take note of any reports of strange creatures. Whenever you first see a new type of creature, you may immediately ask one of the investigate a mystery questions.", + "searcher-fixed-move1.2": "Zone of Strangeness: Things are not fixed. You never need to act under pressure when supernatural forces alter the environment around you, and you get protection (2 armour) against harm from sudden changes to the laws of physics.", + "searcher-fixed-move1.3": "Psychic Event: Your mind is awakened. You may act under pressure to use the sensitive weird move, or (if you already have sensitive) the empath weird move.", + "searcher-fixed-move1.4": "Higher Power: Something looks out for you. You start with an extra Luck point.", + "searcher-fixed-move1.5": "Strange Dangers: You are always watching for hazards. When you have no armour, you still count as having protection (1 armour).", + "searcher-fixed-move1.6": "Abduction: They taught you hidden knowledge. Gain +1 to any move when you research strange or ancient secrets to do it.", + "searcher-fixed-move1.7": "Cosmic Insight: You have encompassed the soul of the universe. You never need to act under pressure due to feelings of fear, despair, or isolation.", + "searcher-move1": "Prepared to Defend: Even truth-seekers need to fight sometimes. Whenever you suffer harm when you kick some ass or protect someone, you suffer 1 harm less.", + "searcher-move2": "Fellow Believer: People understand you've also known strangeness. Bystanders will talk to you about weird things they would not trust another hunter (or a mundane official) to believe.", + "searcher-move3": "Guardian: You have a mystical ally (perhaps a spirit, alien, or cryptid) who helps and defends you. Define them, and their powers, with the Keeper's agreement. Their look is one of: invisible, an intangible spirit thing, a weird creature, disguised as an animal, or disguised as a person.", + "searcher-move4": "Just Another Day: When you have to act under pressure due to a monster, phenomenon, or mystical effect, you may roll +Weird instead of +Cool.", + "searcher-move5": "Network: You may gain an ally group of others who had experiences similar to your First Encounter - perhaps they're a support group or a hobbyist club. Detail up to five members with useful skills related to what happened to them (none are up for fighting monsters).", + "searcher-move6": "Ockham's Broadsword: When you first encounter something strange, you may ask the Keeper what sort of thing it is. They will tell you if it (or the cause) is: natural, an unnatural creature, a weird phenomenon, or a person. You gain +1 forward dealing with it.", + "searcher-move7": "The Things I've Seen: When you encounter a creature or phenomenon, you may declare that you have seen it before. The Keeper may ask you some questions about that encounter, and will then tell you one useful fact you learned and one danger you need to watch out for (maybe right now).", + "searcher-advance1": "Take a second First Encounter move, based on a recent mystery", + "searcher-advance2": "Resolve your First Encounter. The Keeper makes the next mystery about this event, and should try to answer all remaining questions about it during the mystery (although there are sure to be new threads to investigate after...)", + "Exile": "Exile", + "luck-special-exile": "When you spend Luck, you'll find something from your original life. Maybe something good, maybe something bad.", + "exile-origin": "Origin", + "exile-origin-desc1": "You were taken from your home in the past, and dropped into the modern world with only what you were carrying.", + "exile-origin-desc2": "Your nemesis came to the modern world as well, and is aware that you followed them. They will try and kill you if you don't kill them first. Decide who or what they are (with the Keeper's agreement).", + "exile-origin-desc3": "How did you get transported to the modern day?", + "exile-origin1": "You were pursuing your nemesis.", + "exile-origin2": "Your nemesis had already travelled to the future, so you (or your comrades) cast a spell to send you after it.", + "exile-origin3": "Magical accident or side-effect.", + "exile-origin4": "You angered a sorcerer.", + "exile-origin5": "Divine intervention.", + "exile-origin6": "One moment you were there, the next you were here.", + "exile-origin7": "A strange place or artifact brought you.", + "exile-origin8": "You were frozen, and recently unearthed and revived.", + "exile-move1": "Adept Sorcerer: You have a familiar spirit (usually in the guise of a pet) that counts as an ally: subordinate (motivation: to follow your exact instructions).", + "exile-move2": "Warrior: If you are fighting with (and against) old-fashioned hand weapons and suffer harm, you suffer 1 harm less. Monster attacks almost always count as old-fashioned for this move.", + "exile-move3": "Traditional Remedies: You can treat injuries without any need for modern medical supplies (although you might need someone to hold the patient down). Dealing with a poison, infection, or disease might need you to track down some specific ingredients (eg. healing herbs).", + "exile-move4": "Immortal Name: Your monster-hunting exploits are legendary, so much that your name still scares monsters and minions. You may use threats to use the move manipulate someone on monsters if they understand enough to have heard stories about you.", + "exile-move5": "Hearty Constitution: You never suffer from normal illnesses, and get +1 ongoing against magical illnesses and poisons. You've been through worse.", + "exile-move6": "Confused: Mark experience whenever your bafflement with the modern world gets in the way of monster-hunting.", + "exile-move7": "Ancient Magics: You learned magic when less lore had been lost. When you use magic, on a 7-9, don't choose a glitch. Instead, take -1 forward.", + "exile-move8": "Learned: You researched all the legends and tales of monsters in your home time. When you investigate a mystery, you can ask the Keeper questions from the following list as well as from the usual list", + "exile-move8.1": "Did this creature (or this type of creature) exist in my home time?", + "exile-move8.2": "What defenses are effective against this creature?", + "exile-move8.3": "What do I know about this creature that has been forgotten?", + "exile-armour": "Ancient Armour (0 armour or, 1 armour) appropriate to your origin", + "exile-item": "Whatever you were carrying when you were transported; most likely a monster-hunting kit in some easy-to-carry bag appropriate to your origin", + "exile-weapon": "Ancient Weapons", + "exile-gear1": "Sword (2 harm, hand, messy)", + "exile-gear2": "Axe (2 harm, hand, messy)", + "exile-gear3": "Big sword (3 harm, hand, messy, heavy)", + "exile-gear4": "Big axe (3 harm, hand, messy, heavy)", + "exile-gear5": "Shield (1 harm, hand, 1 armour), (cannot be used at the same time as a heavy weapon)", + "exile-gear6": "Silver knife (1 harm, hand, silver)", + "exile-gear7": "Bow (2 harm, close)/(1 harm, far)", + "exile-gear8": "Crossbow (2 harm, close, slow)", + "exile-gear9": "Handgonne (1 harm, hand/close, loud, volatile, smokey, reload)", + "exile-gear10": "Arquebus (2 harm, close, loud, volatile, heavy, smokey, reload)", + "exile-gear11": "Spear (2 harm, hand/close)", + "exile-gear12": "Big knife (1 harm, hand)", + "exile-gear13": "Cudgel (1 harm, hand)", + "exile-gear14": "Martial arts (1 harm, hand)", + "exile-ally": "you find one of your old comrades, who has come to join you in the modern day", + "exile-advance1": "Find a cache of objects left for you by your comrades in the past. The Keeper will decide what's in it, but it will be things that they expected you would need in the future", + "exile-return": "Optionally, you may return home to the past", + "exile-advance2": "When you use magic, you may choose to 'create a gateway between the modern world and my home' as an effect. You cannot control who uses the gateway or exactly where it opens at the other end", + "Hardcase": "Hard Case", + "luck-special-hardcase": "When you spend Luck, an enemy from your past comes back into your life. They aren’t happy to see you.", + "hardcase-adv-harm": "Extra harm box", + "hardcase-fixed-move1": "Unstoppable: When you spend Luck to avoid harm you are about to suffer, additionally remove all harm you had already suffered. Once per mystery, when you are about to take major damage (2 harm or more), change it to just 1 harm.", + "hardcase-move1": "FINISH HIM!: Whenever you inflict a massive injury (3 harm or more), you may immediately follow up with another attack. Roll +Tough. On a 10+, double the harm you cause. On a 7-9, you inflict 1 harm extra. On a miss, you leave yourself open and vulnerable.", + "hardcase-move2": "Weapon Master: When you take possession of a new weapon, you may change or remove one tag when you are using it (eg. 'heavy' becomes 'ignore-armour', or 'unreliable' is removed). The changed tag only applies for you. When you get this move, apply it to all your current weapons.", + "hardcase-move3": "Aim For The Weak Spot: Your unarmed and hand weapon attacks all get the 'ignore-armour' tag.", + "hardcase-move4": "Inspired Guesswork: Once per mystery, when you observe a monster in action, you may investigate a mystery to discover its powers, motivations, or weaknesses. It works even if what you asked about wasn't displayed; you work it out by deduction (or guessing).", + "hardcase-move5": "Come Get Some: You can challenge your foes to fight you alone, maybe in words or maybe just by being the biggest and baddest in the team. Roll +Tough. On a 10+, they all go for you. On a 7-9, they go for you, mainly, but maybe one or two of your comrades are getting marked too. On a miss, they come for you harder than you expected.", + "hardcase-move6": "Property Damage: You can smash your way through almost anything. If it is at all possible to destroy an inanimate object with the tools at your disposal, you can roll +Sharp to work out how. On a 10+, you can pulverize it, no trouble. On a 7-9, it will either take a long time, or you can't break it all down - your choice. On a miss, you hurt yourself getting it done, or get trapped in a bad spot.", + "hardcase-weapons": "Hard Case Weapons", + "hardcase-gear1": "Crowbar (2 harm, hand, messy)", + "hardcase-gear2": "Chainsaw (3 harm, hand, messy, unreliable, loud, heavy)", + "hardcase-gear3": "Automatic shotgun (3 harm, close, loud, reload, auto)", + "hardcase-gear4": "Huge knife (2 harm, hand, messy)", + "hardcase-gear5": "Hand cannon (3 harm, close, loud)", + "hardcase-gear6": "Submachinegun (2 harm, close, reload, auto)", + "hardcase-gear7": "Battered assault rifle (3 harm, close/far, auto)", + "hardcase-normal": "Normal Weapons", + "hardcase-gear8": ".38 revolver (2 harm, close, reload, loud)", + "hardcase-gear9": "Shotgun (3 harm, close, messy, loud)", + "hardcase-gear10": "Hunting rifle (2 harm, far, loud)", + "hardcase-gear11": "9mm (2 harm, close, loud)", + "hardcase-gear12": "Big knife (1 harm, hand)", + "hardcase-gear13": "Magnum (3 harm, close, reload, loud)", + "hardcase-advance1": "Gain command of a team of monster-hunters", + "hardcase-advance2": "Add an extra harm box on the Dying side", + "Luchador": "Luchador", + "luck-special-luchador": "The Luchador is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "luchador-fixed-move1": "Signature Move: Like every great wrestler, you have perfected a signature move for the ring. It works outside the ring as well.", + "luchador-fixed-move1.1": "When you unleash your signature move on something, roll +Tough. On a 10+, you do 2 harm and take +1 forward. On a 7-9, you do 1 harm and take +1 forward. On a miss, your opponent counters the move.", + "luchador-move1": "Master Técnico: When fighting unarmed, you get +1 to kick some ass and help out.", + "luchador-move2": "Intensive Training: Take +1 Tough (max +3).", + "luchador-move3": "Noble Heroism: When you successfully protect someone, give a nearby hunter +1 forward.", + "luchador-move4": "Consummate Athlete: You get +1 ongoing for vigorous physical feats (outside of combat).", + "luchador-move5": "Machismo!: Hah! You think that really hurt? By force of will, you can ignore pain and injury. When you suffer harm and just tough it out, roll +Cool. On a 10+, you heal 1 harm and gain +1 forward. On a 7-9, you heal 1 harm. On a miss, pretending to be tough you suffer 1 extra harm, in an embarrassing way if possible.", + "luchador-move6": "Daredevil Move: You can attempt a tricky, high risk manoeuver to gain an advantage on an opponent. Roll +Tough. On a 10+ pick three, on a 7-9, pick one", + "luchador-move6.1": "Interrupt a move someone or something else is making, so they can't do it yet.", + "luchador-move6.2": "Take +1 forward.", + "luchador-move6.3": "Give another hunter +1 forward.", + "luchador-move6.4": "Inflict 2 harm if you are unarmed, and your weapon's harm if you are armed.", + "luchador-move6.5": "You don't suffer harm in return.", + "luchador-move6.6": "On a miss, you suffer 1 harm from your failed move, and leave yourself open to your foes.", + "luchador-move7": "Inspiring Speech: When you rally a group with your ringside style, roll +Charm. On a 10+, they are pumped and ready to risk life and limb for the cause. On a 7-9, they are ready to pitch in their help, as long as there is little personal risk. Choose one thing for them to do", + "luchador-move7.1": "Act as an angry mob, unleashed at the target you name.", + "luchador-move7.2": "Be a vigilant watch force.", + "luchador-move7.3": "Go wherever you tell them to.", + "luchador-move7.4": "Help construct a trap.", + "luchador-move7.5": "On a miss, you lose face with the bystanders.", + "luchador-move8": "Sly Rudo: When you fight, you fight dirty. When you inflict harm on a monster, you can lure it into a trick. Roll +Sharp. On a 10+, the monster really fell for it, inflict +1 harm and +1 ongoing vs. the monster. On a 7-9, the monster fell for it, inflict +1 harm. On a miss, your trick backfires.", + "luchador-move9": "Fan Following: Your exploits in the ring have not gone unnoticed. When you contact a devoted fan to help you with a mystery, roll +Charm. On a 10+, they're available and helpful - they can fix something, give you a lift, or do some other favour. On a 7-9, they're prepared to help, but it's either going to take some time or you're going to have to do part of it yourself. On a miss, you burn some bridges.", + "luchador-weapons": "Normal Weapons", + "luchador-gear1": ".38 revolver (2 harm, close, reload, loud)", + "luchador-gear2": "9mm (2 harm, close, loud)", + "luchador-gear3": "Shotgun (3 harm, close, messy, loud)", + "luchador-gear4": "Heavy chain (2 harm, hand, area)", + "luchador-gear5": "Sledgehammer (3 harm, hand, messy)", + "luchador-gear6": "Big knife (1 harm, hand)", + "luchador-gear7": "Brass knuckles (1 harm, hand, stealthy)", + "luchador-vehicle": "Stylish Vehicle", + "luchador-gear8": "Foreign sports car", + "luchador-gear9": "Giant off-road vehicle", + "luchador-gear10": "Limo and chauffeur", + "luchador-gear11": "Tricked out motorcycle", + "luchador-gear12": "Van with custom paint job", + "luchador-ally": "another wrestler who has chosen to fight monsters with you", + "luchador-advance1": "Gain a Haven, like the Expert, with two options", + "Meddlingkid": "Meddling Kid", + "luck-special-meddlingkid": "When you spend Luck, you will see something you weren’t supposed to see. It might help you with your current mystery or it might just scare you.", + "meddlingkid-animal": "Animal Allies", + "meddlingkid-animal-desc": "Animal allies follow the normal rules for allies, except for communication. Animal allies can understand commands about as well as a very clever dog (regardless of what sort of animal they are).", + "meddlingkid-move1": "Unmasked!: When you have a monster captured or at bay, you may explain it is not a monster after all but a specific person in a mask. You must explain the real reason for all the seemingly supernatural events you have seen, and how the villain was behind them. When you reveal the culprit, roll +Sharp. On a 10+, your deduction is correct and it really is that person in a mask! On a 7-9, the Keeper must choose one of", + "meddlingkid-move1.1": "This really is a monster, but the named bystander was secretly their ally all along.", + "meddlingkid-move1.2": "You are correct, but while you talked, they found a way to attempt an escape.", + "meddlingkid-move1.3": "The explanation for all the events is correct but you picked the wrong person; when you unmask them, the villain is someone unexpected.", + "meddlingkid-move1.4": "On a miss, the monster gets an opportunity to create chaos while you explain your (incorrect) deductions.", + "meddlingkid-move2": "Power Snack: Pick a favourite snack food. Whenever you take a moment to eat some and enjoy it, take +1 forward.", + "meddlingkid-move3": "Wallop!: When you use an improvised weapon to attack something, you may choose one of these extra effects", + "meddlingkid-move3.1": "Inflict 1 harm.", + "meddlingkid-move3.2": "Momentarily stun them with a blow to the head.", + "meddlingkid-move3.3": "Trip or entangle them.", + "meddlingkid-move3.4": "Inflict 2 harm but the improvised weapon breaks.", + "meddlingkid-move4": "It's A Trap!: When you make a trap to capture a monster or minion, roll +Sharp. On a hit, you capture something! On a 10+, you can choose one of these extra effects", + "meddlingkid-move4.1": "It will take some time for the victim to get free.", + "meddlingkid-move4.2": "The trap inflicts harm (as an improvised weapon).", + "meddlingkid-move4.3": "The trap may be reset and reused later. Roll the move again when you do so, with +1 forward.", + "meddlingkid-move5": "Tell Me The Truth!: When you are questioning somebody to investigate a mystery, you may ask questions from the following list as well as from the usual list", + "meddlingkid-move5.1": "Who has something to gain from this situation?", + "meddlingkid-move5.2": "What are you plotting?", + "meddlingkid-move5.3": "Are you lying to me?", + "meddlingkid-move5.4": "Who knows about _____?", + "meddlingkid-move6": "Run Away!: When you decide to get out of a bad situation, you can get away just fine. Unfortunately you will end up somewhere just as bad, that is important to the current mystery.", + "meddlingkid-move7": "A Pleasant and Friendly Manner: When you politely manipulate someone, your impeccable manners always count as a reason for the person to do what you say.", + "meddlingkid-gadgets": "Mystery-solving Gadgets", + "meddlingkid-gear1": "Magnifying glass", + "meddlingkid-gear2": "Microscope", + "meddlingkid-gear3": "A van", + "meddlingkid-gear4": "Library card", + "meddlingkid-gear5": "Chemistry kit", + "meddlingkid-gear6": "A set of walkie-talkies", + "meddlingkid-gear7": "Fingerprint kit", + "meddlingkid-gear8": "Camera", + "meddlingkid-ally": "someone to join the gang, it may be an animal (most likely a dog or a cat)", + "Sidekick": "Sidekick", + "luck-special-sidekick": "The Sidekick is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "hero": "Hero", + "hero-desc1": "Pick one of the other hunters to be your hero. This is the person you decided is such an awesome monster-hunter that you are going to spend your time helping them out.", + "hero-desc2": "Decide what your relationship is, with agreement from the hero's player. Eg. an older sibling, a parent, a friend who was always better than you, perhaps they saved you from a monster, or you found out about their monster hunting by accident, etc. Optionally, you may choose to copy some aspect of your hero's looks.", + "hero-desc3": "When your hero's player has picked their ratings, ask them which is highest. You've been trying to be like them, so you get an extra +1 to that rating. If they have a tie for highest, you can pick which one you put your +1 on.", + "sidekick-fixed-move1": "There's no 'I' in 'Team': You get +1 ongoing to help out; +2 ongoing, if you are helping out your hero.", + "sidekick-move1": "Caddy: You carry all your hero's stuff around. That means you can use anything from their gear list, unless they are currently holding it. Plus, if the item is not unique, you carry spares. For anything like that, you can use one of the spares even if your hero is currently using it.", + "sidekick-move2": "As You Wish: Mark experience whenever your hero orders or requests that you do something you don't want to do, and you go ahead and do it.", + "sidekick-move3": "Bodyguard: If something bad is going to happen to your hero, your comrades, or a bystander, and you are right there, you may throw yourself in harm's way. Whatever was going to happen to them happens to you instead.", + "sidekick-move4": "Me Too!: If your hero makes a roll for a move, and you copy what they did (i.e. the same move), you may choose not to roll. Instead, use the outcome of your hero's roll.", + "sidekick-move5": "I Can Make You Look Good: If you help out your hero, you may choose to change the outcome of your dice roll with the outcome of their original dice roll.", + "sidekick-move6": "Journeyman (or Journeywoman): Take a move that your hero has.", + "sidekick-hero-weapon": "Hero's Weapon (from your hero's gear options)", + "sidekick-weapons": "Sidekick Weapons", + "sidekick-gear1": ".38 revolver (2 harm, close, reload, loud)", + "sidekick-gear2": "Shotgun (3 harm, close, messy, loud)", + "sidekick-gear3": "Baseball bat (2 harm, hand)", + "sidekick-gear4": "9mm (2 harm, close, loud)", + "sidekick-gear5": "Big knife (1 harm, hand)", + "sidekick-ally": "another sidekick for your hero, your junior", + "sidekick-advance1": "Change playbooks to the same as your hero (overrides the rule that only one of each playbook may be in play)", + "sidekick-advance2": "Change your hero; pick another hunter to be your new hero", + "Snoop": "Snoop", + "luck-special-snoop": "When you spend Luck, you’re going to suffer some technical difficulties, eg. breakdowns, communication problems, weird noises in the recordings, etc.", + "snoop-crew": "Crew", + "snoop-crew-desc1": "Decide if your crew are made up of the other hunters, or if you have your own entourage. If they are other people, there are 1-3 of them. Pick a name and job for each. If it's the other hunters, decide together who gets which job.", + "snoop-crew-desc2": "Crew jobs: camera, sound, editing, dogsbody, researcher, driver, director, producer, bodyguard, etc.", + "snoop-move1": "\"What Does That Feel Like?\": When you put your camera/microphone right in a person's face, they automatically break off whatever they are doing. They might go right back to it after they deal with you, but you'll create enough time for everyone else to act in the meantime.", + "snoop-move2": "Minor Celebrity: At the beginning of each mystery, roll +Weird. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 during the mystery to have someone you meet know of you in a positive light (maybe they read your blog, listen to your podcast, or watch your Internet/TV show, etc). You may end up getting asked for autographs or given 'hot' leads, too.", + "snoop-move3": "We'll Fix It In Post: You can use anything you could conceivably have recorded as evidence for investigate a mystery, allowing you to check previous interviews, attack sites, and so on, from the comfort of your laptop.", + "snoop-move4": "I'm A Reporter!: When you investigate a mystery by talking to witnesses, interviewing locals, or anything else requiring interpersonal skills, roll +Charm instead of +Sharp.", + "snoop-move5": "Truthiness: Whatever you tell a normal person, they'll accept that you think it's true. If it's far out, they might think you're crazy, but they won't think you're lying.", + "snoop-move6": "The Mojo Wire: When you read all the current news feeds looking for the weird and crazy stuff, take +1 forward.", + "snoop-move7": "Relaxed Producer: You're employed, with a regular paycheck and little or no oversight. As long as you send in a story every few days, no matter how bizarre, you're set. Every now and again, they'll send you somewhere in particular, and when that happens it usually involves supernatural activity; unless they need human interest, in which case it will be a kitten show or agricultural fair or something.", + "snoop-gear-base": "A laptop", + "snoop-recording": "Recording Devices", + "snoop-gear1": "Digital video camera", + "snoop-gear2": "Tiny digital video camera", + "snoop-gear3": "Film camera (8mm or 16mm)", + "snoop-gear4": "Digital sound recorder", + "snoop-gear5": "Cassette tape recorder", + "snoop-gear6": "Infrared video camera", + "snoop-gear7": "Pro sound gear with boom mike", + "snoop-gear8": "Remote controlled camera drone", + "snoop-gear9": "Starlight camera", + "snoop-gear10": "Steadicam rig", + "snoop-gear11": "Laser microphone", + "snoop-gear12": "SLR camera", + "snoop-detector": "Detectors", + "snoop-gear13": "Electromagnetic field detector", + "snoop-gear14": "Temperature fluctuation detector", + "snoop-gear15": "Ouija board", + "snoop-gear16": "Humidity meter", + "snoop-gear17": "Dowsing rods", + "snoop-gear18": "Chemistry test kit", + "snoop-gear19": "Metal detector", + "snoop-gear20": "Compass", + "snoop-gear21": "GPS receiver", + "snoop-gear22": "Laser rangefinder", + "snoop-gear23": "Pendulum", + "snoop-weapon": "Subtle Weapons", + "snoop-gear24": ".32 revolver (2 harm, close, reload, small)", + "snoop-gear25": "9mm (2 harm, close, loud)", + "snoop-gear26": "Knife (1 harm, hand, hidden)", + "snoop-gear27": "Multitool/pocket knife (1 harm, hand, hidden, useful)", + "snoop-advance1": "Gain a Haven, like the Expert, with one option plus a film lab", + "snoop-ally": "possibly one of your existing crew members, or the whole crew as an ally team", + "Summoned": "Summoned", + "luck-special-summoned": "When you spend Luck, another sign of the Apocalypse will come to pass. When you have spent all your Luck, the Apocalypse begins.", + "apocalypse": "Apocalypse", + "apocalypse-desc1": "You are destined to bring about the Apocalypse. You may or may not know about it yet, but you have at least come across some hints of your destiny.", + "apocalypse-desc2": "Pick a sign of the Apocalypse, with help from the Keeper (and maybe the rest of the group) that has already been revealed to you. Whenever you spend Luck, you'll trigger another sign of the Apocalypse. You can suggest what it might be, but it will be the Keeper's job to bring the sign into the story.", + "apocalypse-sign-example": "Example signs", + "apocalypse-sign-list": "Betrayal, An army of monsters rises, Rain of fire, Eternal darkness, Things from beyond, Take your throne, Red sun, The Portal opens, Plague, Learn your true name, The Stars are Right Breaking the Seal, Murder of the King, The Beast slouches into the world, Become the Dragon, The Coronation, Your Hosts assemble, The fall of the Tower, The seas boil, Natural disasters, Judgement Day, World war, Famine, Ancient Evil reborn", + "apocalypse-desc3": "When you have spent all your Luck, the Apocalypse is imminent. It's up to you to stop, or cause, the end of the world. Your call.", + "summoned-fixed-move1": "Freakish: You're weird, and people react badly. You cannot use manipulate someone on a person until you prove yourself to them first (this includes the other hunters, and it's up to them to decide when you have proved yourself). Until then, people will just try to get away from you. You can spend Luck to have a person take to you. Don't roll manipulate someone; they act as though you'd rolled a 12. On the other hand, you can use manipulate someone on monsters that can reason and talk (but they always want something really bad).", + "summoned-move1": "What Are You Looking At?: When you talk to a monster (capable of reason and speech), they will recognize you and your potential. If you ask them what they know, pick one for the Keeper to reveal", + "summoned-move1.1": "Tell me something about where I'm from.", + "summoned-move1.2": "Tell me something about my destiny.", + "summoned-move1.3": "Tell me something about who I really am.", + "summoned-move1.4": "Tell me something about the Apocalypse.", + "summoned-move2": "Should I Feel That?: Your body has 2 armour. This does not stack with any other armour.", + "summoned-move3": "Mayhem!: When you grab a nearby large object and use it as an improvised weapon, first determine how much damage it will do.", + "summoned-move3-guide": "Guidelines", + "summoned-move3.1": "Fire extinguisher, fence post, furniture, etc: 2 harm", + "summoned-move3.2": "Motorcycle, lamppost, masonry chunk, etc: 3 harm", + "summoned-move3.3": "Car, dumpster, boulder, etc: 4 harm", + "summoned-move3.4": "Bus, truck, wall, etc: 5 harm", + "summoned-move3-desc": "After you inflict harm with it (with a kick some ass roll or otherwise), roll +harm your weapon actually caused. On a miss, you use it without trouble. On a 7-9 pick one side effect, on a 10+ pick two", + "summoned-move3.5": "You hurt someone nearby as well as your target.", + "summoned-move3.6": "You make something about the situation worse.", + "summoned-move3.7": "You lose control of your improvised weapon.", + "summoned-move3.8": "You cause massive property damage.", + "summoned-move3.9": "Your improvised weapon breaks.", + "summoned-move4": "Absolute Badass: Take +1 Tough (max +3).", + "summoned-move5": "Screw You: Spend Luck to get +1 ongoing vs. one particular monster. This lasts until that monster is dead.", + "summoned-move6": "Whatever: Spend Luck to get +1 Tough for the remainder of the current mystery (max +4).", + "summoned-move7": "Why So Serious?: If you cap off a move with an appropriate one-liner, the team gets +1 forward (so the next hunter who makes a roll gets +1).", + "summoned-weapon": "Huge Weapon", + "summoned-gear1": "Super hand cannon (4 harm, close, heavy, loud, reload)", + "summoned-gear2": "Machinegun (3 harm, close, auto, heavy, messy, loud, reload)", + "summoned-gear3": "Rocket launcher (4 harm, far, area, heavy, messy, loud, reload)", + "summoned-gear4": "Gigantic Hellsword (4 harm, hand, heavy, messy, magic)", + "summoned-gear5": "Automatic shotgun (3 harm, close, auto, heavy, loud, reload)", + "summoned-gear6": "Red right hand (3 harm, hand, magic)", + "summoned-heavy": "Heavy Weapons", + "summoned-gear7": "Sledgehammer (3 harm, hand, heavy, messy)", + "summoned-gear8": "Big sword (3 harm, hand, heavy, messy)", + "summoned-gear9": "Big axe (3 harm, hand, heavy, messy)", + "summoned-gear10": "Magnum (3 harm, close, loud, reload)", + "summoned-gear11": "Shotgun (3 harm, close, messy, loud, reload)", + "summoned-advance1": "Gain an ally team of monster-hunters (or monstrous hunters) under your command", + "summoned-advance2": "Get a position in a Sect, like the Initiate. Describe the Sect and its Traditions (or join a Sect that already exists in your game). Gain the move for when you are in good standing with your Sect", + "summoned-advance3": "Turn evil (again?). Retire this character, they become one of the Keeper's threats", + "Traveler": "Traveler", + "luck-special-traveler": "The Traveler is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "traveler-transport": "Means of Transport", + "traveler-transport-desc1": "You can visit future events, past events or remote places, either alone or with the whole team. The Keeper will decide (maybe with help from the group) how time travel will work; changing the past, alternate timelines, small changes producing major changes etc.", + "traveler-transport-desc2": "When traveling through time and space, roll +Sharp. On a 10+, you arrive at the desired place at the desired time. On a 7-9, you arrive at either the desired place or, at the desired time; your choice. On a miss, you are lost; this is probably quite serious.", + "traveler-transport-desc3": "Choose one means of transport for your travels through time and space. Each transportation medium has both positive and negative traits. Always keep in mind that time travel is by no means a safe trip.", + "traveler-transport1": "It’s bigger on the inside: Your time machine is multidimensional, as small as a phone booth on the outside, but as big as a spaceship on the inside. Things inside it cannot be tracked by normal means. To travel, it disappears from one place and appears in another, but otherwise it is completely stationary and cannot be transported at all.", + "traveler-transport2": "Teleportation: You can teleport instantly if you have a clear line of sight of the destination or if you know it very well. Otherwise, you need to study the spacetime continuum for a few hours, or even days, to plan the trip, so as to not end up underground or a kilometre above the ground.", + "traveler-transport3": "88 miles per hour: Your time machine looks like a car or a van, not drawing much attention (in time periods after the invention of such vehicles). You can use it to move around like any other vehicle, but it depends on fuel, maintenance parts, roads etc.", + "traveler-transport4": "Time Portal: You open a time portal to your destination. You can only open one portal at a time, and it will remain active for as long as you wish. It allows you to cross it in any direction as many times as you want. But an unattended portal can also be crossed by any person, or monster...", + "traveler-fixed-move1": "Servant of Technology: You are extremely dependent on technology, having difficulties in relating to the supernatural. You get -1 ongoing to use magic or any other moves related to the supernatural or magic.", + "traveler-move1": "Butterfly Effect: At the beginning of each mystery, choose one rating to receive +1 (max +3) and another to receive -1 (min -2) during this mystery. These actions disturb the spacetime and the oscillations of their characteristics is a reflection of that.", + "traveler-move2": "Historian: When you investigate a mystery or read a bad situation, you can choose to ask \"Why does this seem familiar?\" as one of the questions. If possible, the Keeper will describe how a similar situation has happened in the past or future history of the world.", + "traveler-move3": "Inventor: If you want to build, repair, or study a device, the Keeper will tell you how long it will take and what equipment will be needed.", + "traveler-move4": "Prescience: Attacks that can cause your death pop up in your memory. When you take harm and become unstable, you may roll +Weird. On a 10+, you remembered the attack and were able to avoid it completely. On a 7-9, the memory took time to emerge, take 1 harm less or don’t become unstable. On a miss, the memory was incorrect and your avoidance made you unbalanced; in addition to the harm, you take -1 forward.", + "traveler-move5": "Neural Implants: When you need to do something that requires specific training, such as defusing a bomb or flying a helicopter, you already have the information implanted in your brain. You still need to act under pressure, but you know what to do.", + "traveler-move6": "Sufficiently Advanced Technology: You can reproduce the effects of the move use magic with technological tools. You do not roll dice for this, but you must choose an effect and a glitch. This is not magic, so the effect will not have the magic tag and will not work on things affected only by magic. The Keeper may ask for one or more requirements to achieve the effect.", + "traveler-move7": "No Paradoxes: When you say why something should happen to guarantee the future, you can help another hunter and give +1 to their roll, as if you had rolled a 10+ on help out. You still need to describe how you are helping.", + "traveler-move8": "Android/Cyborg: You have cybernetic implants or maybe you're half a machine. In addition to superhuman strength, your punches and kicks are attacks with (3 harm, contact).", + "traveler-move9": "Psychic Paper: You get +1 ongoing in rolls to avoid being detected or remaining unnoticed. You also get +1 ongoing when you manipulate someone by pretending to be someone else.", + "traveler-devices": "Technological Devices", + "traveler-gear1": "Photonic Binoculars: Able to see in total darkness and in different spectra, including infrared", + "traveler-gear2": "Sonic Screwdriver: Able to repair, or damage, simple mechanical and electronic devices (eg. radios, locks, weapons etc)", + "traveler-gear3": "Travel Guide: A small electronic book containing all human historical knowledge up to the present era", + "traveler-gear4": "Portable Laboratory: A small device capable of diagnosing diseases, poisons and abnormal conditions from a drop of blood or similar input", + "traveler-gear5": "Universal Locator: Indicates the exact position in time and space. Can only be blocked with magic or high levels of radiation", + "traveler-gear6": "Hologram Projector: Projects a person-sized hologram (recorded or live) that looks real until touched", + "traveler-gear7": "Instant Translator: Ensures speech and understanding of any natural language (does not work with magic or supernatural languages)", + "traveler-weapon": "Protective Weapons", + "traveler-gear8": "Machete (1 harm, contact)", + "traveler-gear9": "Common revolver (2 harm, close, loud, reload)", + "traveler-gear10": "Shotgun (3 harm, close, messy, loud, reload)", + "traveler-gear11": "Light futuristic weapon (1 harm, add 1 range tag and 3 other tags)", + "traveler-gear12": "Heavy futuristic weapon (3 harm, add 1 range tag and 1 other tag)", + "traveler-advance1": "Delete the move Servant of Technology. You have learnt to deal with the supernatural, no longer receiving any penalties for it", "custom": "Custom", - "luck-special-Custom": "if any", + "luck-special-custom": "You may come up with a Luck Special move for this playbook with help from the Keeper.", "custom-special": "Playbook Special", "custom-special-example": "Like the Expert's haven or the Spellslinger's combat magic", "custom-special-name": "Name of special", @@ -625,6 +1161,5 @@ "custom-moves": "Playbook Moves", "custom-move-name": "Name", "custom-move-description": "Description", - "custom-gear": "Playbook Gear", - "inmrovements-instructions": "4 stats available for improvement (mark one off at character creation without taking the bonus); top stat max +3, all others max +2" -} \ No newline at end of file + "custom-gear": "Playbook Gear" +} diff --git a/Monster of the Week/translations/es.json b/Monster of the Week/translations/es.json index 804459d8eb..71250b65da 100644 --- a/Monster of the Week/translations/es.json +++ b/Monster of the Week/translations/es.json @@ -27,17 +27,19 @@ "gear": "Gear", "other-gear": "Other Gear", "improvements": "Improvements", - "inmrovements-description": "Once you have 5 experience you may choose one of these: (Check off any you've already taken)", + "improvements-description": "Once you have 5 Experience you may choose one of these: (Check off any you've already taken)", "max": "max", - "another-move": "Take another Custom move", + "another-move": "Take another move from your own playbook", "ally": "Gain an ally", "playbook-move": "Take a move from another playbook", "advanced-improvements": "Once you have taken 5 improvements you may choose from these options as well as the list above when you improve", "rating": "to any rating", - "new-type": "Change this hunter to a new type", + "new-playbook": "Change playbooks", "second-hunter": "Create a second hunter to play", "basic-moves": "Advance 2 basic moves", "retire": "Retire this hunter to safety", + "erase-luck": "Erase one used Luck point", + "after-getting-improvement": "Use after getting the corresponding Improvement", "history": "History and Notes", "pick-one": "pick one", "pick-two": "pick two", @@ -46,12 +48,13 @@ "1-fixed-move": "You get this", "2-fixed-moves": "You get these 2", "1-move": "Then pick one of these", + "2-moves-then": "Then pick two of these", "2-moves": "Then pick two of these", + "3-moves-then": "Then pick three of these", "3-moves": "Pick three of these", "choose": "choose", "one": "one", - "choose-one": "choose one", - "choose-two": "choose two", + "two": "two", "three": "three", "the-chosen": "The Chosen", "the-crooked": "The Crooked", @@ -59,13 +62,33 @@ "the-expert": "The Expert", "the-flake": "The Flake", "the-initiate": "The Initiate", - "the-monsteroue": "The Monsterous", + "the-monstrous": "The Monstrous", "the-mundane": "The Mundane", "the-professional": "The Professional", "the-spellslinger": "The Spellslinger", "the-spooky": "The Spooky", "the-wronged": "The Wronged", + "the-gumshoe": "The Gumshoe", + "the-hex": "The Hex", + "the-pararomantic": "The Pararomantic", + "the-searcher": "The Searcher", + "the-exile": "The Exile", + "the-hardcase": "The Hard Case", + "the-luchador": "The Luchador", + "the-meddlingkid": "The Meddling Kid", + "the-sidekick": "The Sidekick", + "the-snoop": "The Snoop", + "the-summoned": "The Summoned", + "the-traveler": "The Traveler", + "the-actionscientist": "The Action Scientist", + "the-biggamehunter": "The Big Game Hunter", + "the-constructed": "The Constructed", + "the-madscientist": "The Mad Scientist", "custom-playbook": "Custom", + "tome-of-mysteries": "Tome of Myseries", + "reinforcements": "Reinforcements", + "Brazilian": "Brazilian Edition", + "fan-made": "Fan-made", "chosen": "Chosen", "luck-special-chosen": "When you spend Luck the Keeper will bring your fate into play", "your-fate": "Your Fate", @@ -107,13 +130,14 @@ "chosen-move4": "Invincible You always count as having 2 armour, this doesn't stack with other protection", "chosen-move5": "Resilience You heal faster than normal people. Any time your harm gets healed, heal and extra point. Additionally, your wounds count as 1 harm less for the purpose of the Keeper's harm moves", "chosen-gear1": "Protective gear worth 1 armour", - "optional": "optional", "chosen-gear2": "One Special Weapon", + "chosen-special-descrip": "Design your weapon by choosing a Form, three Business-end options (which are added to the base tags), and a material that the business-end is made from.", "form": "Form", "chosen-gear3": "Staff (1 harm, hand, close)", "chosen-gear4": "Haft (2 harm, hand, heavy)", "chosen-gear5": "Handle (1 harm, hand, balanced)", "chosen-gear6": "Chain (1 harm, hand, area)", + "business-end": "Business-end", "chosen-gear7": "Business End", "chosen-gear8": "Artifact (+magic)", "chosen-gear9": "Spikes (+1 harm, +messy)", @@ -121,8 +145,8 @@ "chosen-gear11": "Heavy (+1 harm)", "chosen-gear12": "Long (+close)", "chosen-gear13": "Throwable (+close)", - "chosen-gear14": "Chain (+area)", "material": "Material", + "material-desc": "(+steel, +cold iron, +silver, +wood, +stone, +bone, +teeth, +obsidian, or anything else you want)", "chosen-advance1": "Delete a doom tag (optionally also delete a heroic tag)", "Crooked": "Crooked", "luck-special-Crooked": "When you spend Luck someone from your past will re-appear in your life, soon", @@ -132,7 +156,7 @@ "background2": "Burglar When you break into a secure location roll +Sharp. On a 10+ pick three, on a 7-9 pick two", "background2.1": "You get in undetected", "background2.2": "You get out undetected", - "background2,3": "You don't leave a mess", + "background2.3": "You don't leave a mess", "background2.4": "You find what you were after", "background3": "Grifter When you are about to manipulate someone, you can ask the Keeper \"what will convince this person to do what I want?\" The Keeper must answer honestly, but not necessarily completely", "background4": "Fixer If you need to buy something, sell something, or hire someone, roll +Charm. On a 10+ you know just the person that will be interested. On a 7-9, you know the only person that can do it, but there's a complication. Pick one", @@ -142,8 +166,14 @@ "background4.4": "On a miss, the only person who can help you is someone who absolutely hates you", "background5": "Assassin When you take your first shot at an unsuspecting target, do +2 harm", "background6": "Charlatan When you want people to think you are using magic, roll +Cool. On a 10+ your audience is amazed and fooled by your illusion. On 7-9, you tripped up a few times, someone will notice. You may also manipulate someone with fortune telling. When you do that, ask \"What are they hoping for right now?\" as a free question (even on a miss)", + "background6.1": "You may also manipulate someone with fortune telling. When you do that, ask \"What are they hoping for right now?\" as a free question (even on a miss).", "background7": "Pickpocket When you steal something small, roll +Charm. On a 10+ you get it and they didn't notice you taking it. On a 7-9 either you don't grab it, you grab the wrong thing, or they remember you later; your choice", "crooked-move1": "Artifact You 'found' a magical artifact with handy powers and kept it. Pick 1: Protective amulet (1 amour, magic, recharge); lucky charm (may be used as a Luck point just once); grimoire (studying the book gives +1 to use magic; skeleton key (opens any magically sealed lock); imp stone (a weak demon is bound to serve the holder. The imp must be summoned with Use Magic)", + "crooked-artifact1": "Protective amulet (1 amour, magic, recharge)", + "crooked-artifact2": "Lucky charm (may be used as a Luck point just once)", + "crooked-artifact3": "Grimoire (studying the book gives +1 forward to use magic)", + "crooked-artifact4": "Skeleton key (opens any magically sealed lock)", + "crooked-artifact5": "Imp stone (a weak demon is bound to serve the holder. The imp must be summoned with Use Magic)", "crooked-move2": "Crew You have a regular crew, a team of 3 or 4 people who will help you out with pretty much anything. This counts as a team", "crooked-move3": "Deal with the Devil You sold your soul to the devil. Pick one or two things you got out of the deal: wealth, fame, youth, sensual gratification, skill (add +1 to two ratings). Payment is due either when you die, or in a year (6 months if you chose 2 things)", "crooked-move4": "Friends on the Force You know a few cops who can be persuaded to look the other way, or do you a favour, for certain considerations. You can act under pressure to get in touch with them when you need to divert any law enforcement attention. There will be a cost, although maybe not right now", @@ -151,6 +181,7 @@ "crooked-move6": "Driver You gain +1 ongoing while driving, plus you can hotwire anything (the older it is, the fewer tools you'll need.) You also own 2 handy, widely-available vehicles", "crooked-move7": "Home Ground Your crew made a point of keeping the locals happy- keeping them safe, ensuring things always went down okay. When you're back in your old neighbourhood, you can always find people who will hide you or help you with a minor favour, no questions asked", "crooked-move8": "Notorious You have a reputation from your criminal past. When you reveal who you are, your terrifying reputation counts as a reason for someone to what you ask when you manipulate someone. Revealing your identity to someone can bring other problems later, of course", + "crooked-weapon": "Effective Weapons", "crooked-gear1": ".22 revolver (1 harm, close, reload,
          small)", "crooked-gear2": ".38 revolver (2 harm, close, reload,
          loud)", "crooked-gear3": "9mm (2 harm, close, loud)", @@ -160,12 +191,6 @@ "crooked-gear7": "Baseball bat (1 harm, hand)", "crooked-gear8": "Submachinegun (2 harm, close, reload,
          auto", "crooked-gear9": "Assault rifle (3 harm, close/far, auto)", - "underworld": "Underworld", - "underworld-description": "Pick the circumstance that lead you to discovering the real underworld, then pick the creature involved", - "underworld1": "The target of a job was a dangerous creature (Pick one: vampire, warewolf, troll, reptiloid)", - "underworld2": "You worked with someone who was more than they seemed (Pick one: sorceror, demon, faerie, psychic)", - "underworld3": "You were hired by something weird (Pick one: immortal, god, outsider, witch)", - "underworld4": "Things went south o a job- including, but not limited to running into; (Pick one a horde of goblins, a hunger of ghouls, a dream-eater, a salamander)", "heat": "Heat", "heat-description": "You didn't get here without making enemies", "pick-heat": "pick at least 2 of these and name the people involved", @@ -174,9 +199,14 @@ "heat3": "You pissed off a well connected criminal,
          and they'll do whatever they can to
          destroy you", "heat4": "You took advantage of someone
          who has special powers (a person or
          monster)", "heat5": "You betrayed an old partner in the
          middle of a job ", + "underworld": "Underworld", + "underworld-description": "Pick the circumstance that lead you to discovering the real underworld, then pick the creature involved", + "underworld1": "The target of a job was a dangerous creature (Pick one: vampire, warewolf, troll, reptiloid)", + "underworld2": "You worked with someone who was more than they seemed (Pick one: sorceror, demon, faerie, psychic)", + "underworld3": "You were hired by something weird (Pick one: immortal, god, outsider, witch)", + "underworld4": "Things went south o a job- including, but not limited to running into; (Pick one a horde of goblins, a hunger of ghouls, a dream-eater, a salamander)", "crooked-ally": "from your old crew", "crooked-advance1": "Recover a stash of money from the old days, enough to live without care for a year or two", - "Crooked-advance2": "Erase one Luck point from your playbook", "Divine": "Divine", "luck-special-divine": "When you spend Luck you get word your Mission requires something difficut to me done. By you. Urgently", "your-mission": "Your Mission", @@ -193,15 +223,15 @@ "divine-move5": "Soothe When you talk to someone for a few seconds in a quiet voice, you can calm them down, blocking any panic, anger, or other negitive emotions they have. This works even if the thing that freaked them out is still present, as long as your voice can be heard", "divine-move6": "Lay On Hands Your touch can heal any injury or disease. When you lay your hands on someone hurt, roll +Cool. On a 10+, heal 2 harm or an illness, plus they are stabilised. On a 7-9, you can heal the harm or illness but you take it into yourself. On a miss, your aura causes them extra harm", "divine-move7": "Cast Out Evil You may banish an unnatural creature from your presence. Roll +Tough, on 10+ it is banished. On a 7-9 it takes a little while for the banishing to take effect- the creature has time to make one or two actions. Either way, the banished creature is unharmed, and you have no control over where it goes. This move may be used on unnatural hunters (eg The Monsterous). On a miss, something is keeping it here. That's bad", - "divine-gear1": "Flaming sword (3 harm, hand, fire,
          holy) ", "divine-weapon": "One Divine Weapon", + "divine-armour": "Divine Armour (1 armour, holy) with a look suited to your divine origin", + "divine-gear1": "Flaming sword (3 harm, hand, fire,
          holy) ", "divine-gear2": "Thunder hammer (3 harm, hand, stun,
          holy) ", "divine-gear3": "Razor whip (3 harm, hand, area,
          messy, holy)", "divine-gear4": "Five demon bag (3 harm, close, magic,
          holy)", "divine-gear5": "Silver trident (3 harm, hand, silver,
          holy)", "Divine-ally": "a lesser divine being, sent from above to help you with your mission", "Divine-advance1": "Erase one Luck point from your playbook", - "Divine-advance2": "Change your mission. Select a different mission from the options, or (with the Keeper's agreement) create a new mission", "Expert": "Expert", "luck-special-expert": "When you spend Luck you discover something happening now is related to something you were involved in years ago", "expert-weapons": "Monster-Slaying Weapons", @@ -237,7 +267,6 @@ "haven8": "Panic Room This has essential supplies and is protected by normal and mystical means. You can hide out there for a few days, safe from pretty much anything", "haven9": "Magical Laboratory You have a mystical lab with all kinds of weird ingredients and tools useful for casting spells (like use magic, big magic, and any other magical moves)", "expert-advance1": "Add a haven option", - "expert-advance2": "Add a haven option", "Flake": "Flake", "luck-special-flake": "When you spend Luck pick an aspect of the current situation. The Keeper will tell you what other conspiricies that aspect connects to", "flake-move1": "Connect the Dots At the beginning of each mystery if you look for the wider patterns that current events might be part of, roll +Sharp. On a 10+ hold 3, 7-9 hold 1. Spend your hold during the mystery to ask the Keeper one of the following questions", @@ -253,20 +282,20 @@ "flake-move6": "Contrary When you seek out and recieve someone's honest advice on the best course of action for you, and then do something else instead, mark experience. If you do exactly the opposite of their advice, you also take +1 ongoing on any moves you make persuing that course", "flake-move7": "Net Friends You know a lot of people on the internet. When you contact a net friend to help you roll +Charm. On a 10+ they're available and helpful; they can fix something, break a code, hack a computer, or get you some special information. On a 7-9, they're prepared to help but it's either going to take some time, or you'll have to do part of it yourself. On a miss you burn some bridges", "flake-move8": "Sneaky When you attack from ambush or from behind, inflict +2 harm", - "fake-normal": "One Normal Weapon", - "fake-gear1": ".38 revolver (2 harm, close, reload,
          loud)", - "fake-gear2": "9mm (2 harm, close, loud)", - "fake-gear3": "Hunting rifle (2 harm, far, loud)", - "fake-gear4": "Magnum (3 harm, close, reload, loud)", - "fake-gear5": "Shotgun (3 harm, close, messy, loud)", - "fake-gear6": "Big knife (1 harm, hand)", + "flake-normal": "Normal Weapon", + "flake-gear1": ".38 revolver (2 harm, close, reload, loud)", + "flake-gear2": "9mm (2 harm, close, loud)", + "flake-gear3": "Hunting rifle (2 harm, far, loud)", + "flake-gear4": "Magnum (3 harm, close, reload, loud)", + "flake-gear5": "Shotgun (3 harm, close, messy, loud)", + "flake-gear6": "Big knife (1 harm, hand)", "flake-hidden": "Hidden Weapons", - "fake-gear7": "Throwing knives (1 harm, close, many)", - "fake-gear8": "Holdout pistol (2 harm, close, loud,
          reload)", - "fake-gear9": "Garrote (3 harm, intimate)", - "fake-gear10": "Watchman's flashlight (1 harm, hand)", - "fake-gear11": "Weighted gloves/brass knuckles (1
          harm, hand", - "fake-gear12": "Butterfly knife/folding knife (1
          harm, hand)", + "flake-gear7": "Throwing knives (1 harm, close, many)", + "flake-gear8": "Holdout pistol (2 harm, close, loud, reload)", + "flake-gear9": "Garrote (3 harm, intimate)", + "flake-gear10": "Watchman's flashlight (1 harm, hand)", + "flake-gear11": "Weighted gloves/brass knuckles (1 harm, hand)", + "flake-gear12": "Butterfly knife/folding knife (1 harm, hand)", "Flake-advance1": "Gain a haven like the Expert with two options", "Flake-advance2": "Add a haven option", "Initiate": "Initiate", @@ -336,8 +365,8 @@ "Initiate-advance1": "Get command of your chapter of the Sect", "Initiate-advance2": "Get command of your chapter of the Sect", "Initiate-advance3": "Become the leader, or effective leader, of the whole Sect", - "Monsterous": "Monsterous", - "luck-special-monsterous": "When you spend Luck your monster side gains power. Your Curse may grow stronger, or another Breed disadvantage may manifest", + "Monstrous": "Monstrous", + "luck-special-monstrous": "When you spend Luck, your monster side gains power; your Curse may become stronger, or another Breed disadvantage may manifest.", "monster-breed": "Monster Breed", "breed-description": "You are half human, half monster; were you always this way? Were you always fighting for good or were you once evil and then switched sides?", "curses": "Curses", @@ -345,40 +374,40 @@ "curse2": "Vulnerability Pick a substance. You'll take +1 harm when you suffer harm from it. If you are bound or surrounded by it, you must act under pressure to use your powers", "curse3": "Pure Drive One emotion rules you. Pick from: hunger, hate, anger, fear, jealousy, greed, joy, pride, envy, lust or cruelty. Whenever you have a chance to indulge that emotion you must do so immediately, or act under pressure to resist", "curse4": "Dark Master You have an evil lord who doesn't know you changed sides. They still give you orders, and they do not tolerate refusal or failure", - "monsterous-move1": "Immortal You do not age or sicken, and whenever you suffer harm you suffer 1 harm less", - "monsterous-move2": "Unnatural Appeal Roll +Weird instead of +Charm when you manipulate someone ", - "monsterous-move3": "Unholy Strength Roll +Weird instead of +Tough when you kick some ass ", - "monsterous-move4": "Incorporeal You may move freely though solid objects (but not people)", - "monsterous-move5": "Preternatural Speed You go much faster than normal people. When you chase, flee or run take +1 ongoing", - "monsterous-move6": "Claws of the Beast Your natural attacks deal +1 harm ", - "monsterous-move7": "Mental Dominion When you gaze into a normal human's eyes and exert your will over them Roll +Charm. On a 10+ hold 3, on 7-9 hold 1. You may spend your hold to give them an order. Regular people will follow the order, whatever it is. Hunters can choose to follow the order or not. If they do, they mark experience", - "monsterous-move8": "Unquenchable Vitality When you have taken harm you can heal yourself. Roll +Cool. On a 10+, heal 2 harm and stabilise your injuries. On a 7-9, heal 1 harm and stabilise your injuries. On a miss your injuries worsen", - "monsterous-move9": "Dark Negotiator You can use manipulate someone on monsters as well as people if they can reason and talk", - "monsterous-move10": "Flight You can fly ", - "monsterous-move11": "Shapeshifter You may change your form (usually into an animal). Decide if you have just one alternate form or several and detail them. You gain +1 forward to investigate a mystery when using and alternate form's superior senses. (Eg, smell for a wolf, sight for an eagle)", - "monsterous-move12": "Something Borrowed Take a move from a hunter playbook that is not currently in play ", + "monstrous-move1": "Immortal: You do not age or sicken, and whenever you suffer harm, you suffer 1 harm less.", + "monstrous-move2": "Unnatural Appeal: Roll +Weird instead of +Charm when you manipulate someone.", + "monstrous-move3": "Unholy Strength: Roll +Weird instead of +Tough when you kick some ass.", + "monstrous-move4": "Incorporeal: You may move freely though solid objects (but not people).", + "monstrous-move5": "Preternatural Speed: You go much faster than normal people. When you chase, flee, or run, take +1 ongoing.", + "monstrous-move6": "Claws of the Beast: Your natural attacks deal +1 harm.", + "monstrous-move7": "Mental Dominion: When you gaze into a normal human's eyes and exert your will over them, roll +Charm. On a 10+ hold 3, on a 7-9 hold 1. You may spend your hold to give them an order. Regular people will follow your order, whatever it is. Hunters can choose to follow the order or not. If they do, they mark experience.", + "monstrous-move8": "Unquenchable Vitality: When you have taken harm you can heal yourself. Roll +Cool. On a 10+, heal 2 harm and stabilise your injuries. On a 7-9, heal 1 harm and stabilise your injuries. On a miss, your injuries worsen.", + "monstrous-move9": "Dark Negotiator: You can use the move manipulate someone on monsters as well as people, if they can reason and talk.", + "monstrous-move10": "Flight: You can fly.", + "monstrous-move11": "Shapeshifter: You may change your form (usually into an animal). Decide if you have just one alternate form or several, and detail them. You gain +1 forward to investigate a mystery when using and alternate form's superior senses (eg. smell for a wolf, sight for an eagle).", + "monstrous-move12": "Something Borrowed: Take a move from a hunter playbook that is not currently in play.", "natural-attacks": "Natural Attacks", - "monsterous-attacks-pick": "pick one base and one extra, or pick two bases", - "monsterous-attacks1": "Base: teeth (3 harm, intimate)", - "monsterous-attacks2": "Base: Claws (2 harm, hand)", - "monsterous-attacks3": "Base: Magical force (1 harm, magical, close)", - "monsterous-attacks4": "Base: Life-drain (1 harm, intimate, life-drain)", - "monsterous-attacks5": "Extra: Add +1 harm to a base", - "monsterous-attacks6": "Extra: Add +ignore armour to a base", - "monsterous-attacks7": "Extra: Add an extra range to a base
          (+intimate, hand, or close)", - "monsterous-weapon": "One Handy Weapon: (if you want one)", - "monsterous-gear1": ".38 revolver (2 harm, close, reload,
          loud)", - "monsterous-gear2": "9mm (2 harm, close, loud)", - "monsterous-gear3": "Magnum (3 harm, close, reload, loud)", - "monsterous-gear4": "Shotgun (3 harm, close, messy)", - "monsterous-gear5": "Big knife (1 harm, hand)", - "monsterous-gear6": "Brass knuckles (1 harm, hand, quiet,
          small)", - "monsterous-gear7": "Sword (2 harm, hand, messy)", - "monsterous-gear8": "Huge sword (3 harm, hand, heavy)", - "Monsterous-advance1": "Gain a haven like the Expert with two options", - "Monsterous-advance2": "Take a Natural Attacks pick", - "Monsterous-advance3": "Free yourself from your type's curse. It no longer affects you but you lose 1 Weird", - "Monsterous-advance4": "Become evil (again). Retire this character, they become one of the Keeper's threats", + "monstrous-attacks-pick": "pick one base and one extra, or pick two bases", + "monstrous-attacks1": "Base: teeth (3 harm, intimate)", + "monstrous-attacks2": "Base: claws (2 harm, hand)", + "monstrous-attacks3": "Base: magical force (1 harm, magical, close)", + "monstrous-attacks4": "Base: life-drain (1 harm, intimate, life-drain)", + "monstrous-attacks5": "Extra: add +1 harm to a base", + "monstrous-attacks6": "Extra: add ignore-armour to a base", + "monstrous-attacks7": "Extra: Add an extra range to a base (intimate, hand, or close)", + "monstrous-weapon": "(Optional) Handy Weapon", + "monstrous-gear1": ".38 revolver (2 harm, close, reload, loud)", + "monstrous-gear2": "9mm (2 harm, close, loud)", + "monstrous-gear3": "Magnum (3 harm, close, reload, loud)", + "monstrous-gear4": "Shotgun (3 harm, close, messy)", + "monstrous-gear5": "Big knife (1 harm, hand)", + "monstrous-gear6": "Brass knuckles (1 harm, hand, quiet, small)", + "monstrous-gear7": "Sword (2 harm, hand, messy)", + "monstrous-gear8": "Huge sword (3 harm, hand, heavy)", + "Monstrous-advance1": "Gain a Haven, like the Expert, with two options", + "Monstrous-advance2": "Take a natural attacks pick", + "Monstrous-advance3": "Free yourself from your kind's curse, it no longer affects you, but you lose 1 Weird", + "Monstrous-advance4": "Turn evil (again?). Retire this character, they become one of the Keeper's threats", "Mundane": "Mundane", "luck-special-mundane": "When you spend Luck you'll find something wierd- maybe even useful", "mundane-move1": "Always the Victim When another hunter uses protect someone to protect you, they mark experience. Whenever a monster captures you, you mark experience", @@ -410,10 +439,6 @@ "mundane-gear10": "Classic car in terrible condition", "mundane-gear11": "Motorcycle", "mundane-gear12": "Van", - "Mundane-advance1": "Regain a used Luck point", - "Mundane-advance2": "Regain a used Luck point", - "Mundane-advance3": "Regain a used Luck point", - "Mundane-advance4": "Regain a used Luck point", "Professional": "Professional", "luck-special-professional": "When you spend Luck your next mission from the Agency comes with lots of red tape. Lots", "agency": "Agency", @@ -470,24 +495,16 @@ "Professional-advance3": "Get some or all of the other player's hunters hired by your Agency. They get the deal with the agency move as well as salery and benefits", "Spellslinger": "Spellslinger", "luck-special-spellslinger": "When you spend Luck the official council of wizards is going to poke their nose into your business", - "spellslinger-gear-description": "You don't need much except items to power your magic, still it's good to be prepared", "spellslinger-weapon": "One Backup Weapon", "spellslinger-gear1": "Old revolver (2 harm, close, reload,
          loud)", "spellslinger-gear2": "Ritual knife (1 harm, hand)", "spellslinger-gear3": "Heirloom sword (2 harm, hand, messy)", - "spellslinger-move1": "Advanced Arcane Training If you have two of your three Tools and Techniques at the ready then you may ignore the third", - "spellslinger-move2": "Arcane Reputation Pick three big organisations or groups in the supernatural community, which can include the more sociable types of monsters. They've heard of you and respect your power. Take +1 forward when you use manipulate someone on affected humans. You may also use manipulate someone on affected monsters, with no bonus", - "spellslinger-move3": "Could've Been Worse When you miss a use magic roll you can choose one of the following options instead of losing control of the magic", - "spellslinger-move3.1": "Fizzle: The preperations and materials for the spell are ruined. You'll have to start over from scratch with the prep time doubled", - "spellslinger-move3.2": "This is gonna suck: The effect happens, but you trigger all the glitches but one. You pick the one you avoid", - "spellslinger-move4": "Forensic Divination When you successfully investigate a mystery you may ask \"what magic was done here?\" as a free extra question", - "spellslinger-move5": "Go Big or Go Home When you must use magic as a requirement for big magic, take +1 forward to those use magic rolls", - "spellslinger-move6": "Enchanted Clothing Pick an article of every-day clothing; it's enchanted without any change in appearence. Take -1 harm from any source that tries to get at you through the garment", - "spellslinger-move7": "Not My Fault +1 to act under pressure when dealing with the consequences of your own spellcasting", - "spellslinger-move8": "Practitioner Choose two of the use magic effects. You get +1 to use magic when choosing one of those effects", - "spellslinger-move9": "Shield Spell When you protect someone, you gain +2 armour against any harm that is transferred to you. This doesn't stack with any other armour", - "spellslinger-move10": "Third Eye When you read a bad situation you can open your third eye for a moment to take in extra information. Take +1 hold on any result of 7 or more, plus you can see invisible things. On a miss, you may still get 1 hold, but you're exposed to a supernatural danger. Unfiltered hidden reality is tough on the mind!", "extra-fixed-move": "And you get this", + "spellslinger-fixed-move1": "Tools and Techniques: To use your combat magic effectively, you rely on a collection of tools and techniques. Uncheck one; you'll need the rest.", + "spellslinger-fixed-move1.1": "Consumables: You need certain supplies - powders, oils, etc - on hand, some will be used up each cast. If you don't have them, when you cast, take 1 harm, ignore-armour.", + "spellslinger-fixed-move1.2": "Foci: You need wands, staves, and other obvious props to focus. If you don't have what you need, your combat magic does 1 harm less.", + "spellslinger-fixed-move1.3": "Gestures: You need to wave your hands around to use combat magic. If you're restrained, take -1 ongoing for combat magic.", + "spellslinger-fixed-move1.4": "Incantations: You must speak in an arcane language to control your magic. If you use combat magic without speaking, act under pressure to avoid scrambling your thoughts.", "combat-magic": "Combat Magic", "combat-magic-description": "You have attack spells you can use as weapons. When you kick some ass with your spells roll +Weird instead of +Tough. Sometimes you may need to act under pressure to cast your spells without problems", "combat-magic-pick": "pick three, with at least one base", @@ -503,15 +520,24 @@ "effect4": "Frost or Ice (Add '-1 harm, +2 armour'
          to a wall, or '+1 harm, restraining' to
          other bases)", "effect5": "Earth (Add 'forceful, restraining' to a
          base)", "effect6": "Necromantic (Add 'life-drain' to a base)", + "spellslinger-move1": "Advanced Arcane Training If you have two of your three Tools and Techniques at the ready then you may ignore the third", + "spellslinger-move2": "Arcane Reputation Pick three big organisations or groups in the supernatural community, which can include the more sociable types of monsters. They've heard of you and respect your power. Take +1 forward when you use manipulate someone on affected humans. You may also use manipulate someone on affected monsters, with no bonus", + "spellslinger-move3": "Could've Been Worse When you miss a use magic roll you can choose one of the following options instead of losing control of the magic", + "spellslinger-move3.1": "Fizzle: The preperations and materials for the spell are ruined. You'll have to start over from scratch with the prep time doubled", + "spellslinger-move3.2": "This is gonna suck: The effect happens, but you trigger all the glitches but one. You pick the one you avoid", + "spellslinger-move4": "Forensic Divination When you successfully investigate a mystery you may ask \"what magic was done here?\" as a free extra question", + "spellslinger-move5": "Go Big or Go Home When you must use magic as a requirement for big magic, take +1 forward to those use magic rolls", + "spellslinger-move6": "Enchanted Clothing Pick an article of every-day clothing; it's enchanted without any change in appearence. Take -1 harm from any source that tries to get at you through the garment", + "spellslinger-move7": "Not My Fault +1 to act under pressure when dealing with the consequences of your own spellcasting", + "spellslinger-move8": "Practitioner Choose two of the use magic effects. You get +1 to use magic when choosing one of those effects", + "spellslinger-move9": "Shield Spell When you protect someone, you gain +2 armour against any harm that is transferred to you. This doesn't stack with any other armour", + "spellslinger-move10": "Third Eye When you read a bad situation you can open your third eye for a moment to take in extra information. Take +1 hold on any result of 7 or more, plus you can see invisible things. On a miss, you may still get 1 hold, but you're exposed to a supernatural danger. Unfiltered hidden reality is tough on the mind!", "Spellslinger-advance1": "Take another Combat Magic pick", - "Spellslinger-advance3": "Regain a used Luck point", - "Spellslinger-advance4": "Take another Combat Magic pick", - "Spellslinger-advance5": "Cross off another option from tools and techniques", + "Spellslinger-advance2": "You may cross off another option from your Tools and Techniques", "Spooky": "Spooky", "luck-special-spooky": "As you spend Luck your Dark Side's needs will get nastier", "dark-side": "The Dark Side", "dark-side-description1": "Your powers have an unsavoury source, and sometimes you get tempted to do things you shouldn't. These could be orders from whatever granted you power, urges that bubble up inside you, or something else", - "dark-side-description2": "Whatever it is, it is unsettling", "dark-side1": "Violence", "dark-side2": "Depression", "dark-side3": "Secrets", @@ -538,12 +564,12 @@ "spooky-move4": "Premonitions At the start of each mystery, roll +Weird. On a 10+, you get a detailed vision of something bad that is yet to happen. You take +1 forward to prevent it coming true, and mark experience if you stop it. On a 7-9 you get clouded images of something bad that is yet to happen; mark experience if you stop it. On a miss, you get a vision of something bad to happen and the Keeper holds 3, to be spent 1-for-1 as penalties to rolls you make", "spooky-move5": "Hunches When something bad is happening (or just about to happen) somewhere that you aren't, roll +Sharp. On a 10+ you knew where you needed to go, just in time to get there. On a 7-9, you get there too late- in time to intervene, but not prevent it altogether. On a miss, you get there just in time to be in trouble yourself", "spooky-move6": "The Big Whammy You can use your powers to kick some ass, (2 harm, close, obvious, ignore-armour) When you do, roll +Weird instead of +Tough. On a miss you'll get magical backlash", + "spooky-move6.1": "Where is the creature right now?", + "spooky-move6.2": "What is it planning to do right now?", + "spooky-move6.3": "Who is it going to attack next?", + "spooky-move6.4": "Who does it regard as the biggest threat?", + "spooky-move6.5": "How can I attract its attention?", "spooky-move7": "Tune In You can attune your mind to a monster or minion. Roll +Weird. On a 10+ hold 3, 7-9 hold 1. On a miss the monster becomes aware of you. Spend one hold to ask the Keeper one of the following questions, and gain +1 ongoing while acting on the answers", - "spooky-move7.1": "Where is the creature right now?", - "spooky-move7.2": "What is it planning to do right now?", - "spooky-move7.3": "Who is it going to attack next?", - "spooky-move7.4": "Who does it regard as the biggest threat?", - "spooky-move7.5": "How can I attract its attention?", "spooky-move8": "Jinx You can encourage coincidences to occur the way you want. When you jinx a target, roll +Weird. On a 10+ hold 2, 7-9 hold 1. On a miss, the Keeper holds 2 over you to be used in the same way. Spend your hold to", "spooky-move8.1": "Interfere with a hunter, giving them -1 forward", "spooky-move8.2": "Help a hunter, giving them +1 forward by interfering with their enemy", @@ -559,14 +585,15 @@ "spooky-gear4": "Shotgun (3 harm, close, messy)", "spooky-gear5": "Big knife (1 harm, hand)", "Spooky-advance1": "Change some or all of your Dark Side tags", + "Spooky-advance2": "Gain a Mystical Library, like the Haven option of the Expert", "Spooky-advance3": "You discover how to use your powers at a lower cost. Delete one Dark Side tag", "Wronged": "Wronged", "luck-special-wronged": "When you spend Luck you find a dangerous lead on your prey", "who-you-lost": "Who You Lost", "who": "Who did you lose?", + "pick-some": "pick one or more", "lost-pick": "pick one or more of: parent(s), sibling(s), spouse/partner, child(ren), best friend(s)", "lost-save-them": "Why couldn't you save them? You were", - "pick-some": "pick one or more", "lost1": "At fault", "lost2": "Selfish", "lost3": "Injured", @@ -576,8 +603,8 @@ "lost7": "In denial", "lost8": "Complicit", "what-prey": "What Did It?", - "prey": "My Prey", "prey-breed": "with the Keeper's agreement, pick the monster breed", + "prey": "My Prey", "wronged-fixed-move1": "I Know My Prey You get +1 ongoing when knowingly investigating, pursuing, or fighting the breed of monster that caused your loss", "wronged-move1": "Berserk No matter how much harm you take, you can always keep going until the current fight is over. During a fight, the Keeper may not use harm moves on you and you cannot die. When the fight ends, all harm takes effect as normal", "wronged-move2": "NEVER AGAIN In combat, you may choose to protect someone without rolling, as if you had rolled a 10+, but you may not choose to \"suffer little harm\"", @@ -585,10 +612,10 @@ "wronged-move4": "Fervour When you manipulate someone roll +Tough instead of +Charm", "wronged-move5": "Safety First You have jury-rigged extra protection into your gear, giving you +1 armour (max 2 armour)", "wronged-move6": "Tools Matter With your signature weapon you get +1 to kick some ass", + "wronged-move6.1": "Stabilize the injury but the patient take -1 forward.", + "wronged-move6.2": "Heal 1 harm and stabilize for now, but it will return as 2 harm and become unstable again later.", + "wronged-move6.3": "Heal 1 harm and stabilize but the patient takes -1 ongoing until it's fixed properly.", "wronged-move7": "DIY Surgery When you do quick and dirty first aid on someone (including yourself), roll +Cool. On a 10+ it's all good, it counts as normal first aid, plus stabilise the injury and heal 1 harm. On a 7-9, it counts as normal first aid, plus one of these, your choice", - "wronged-move7.1": "Stabilise the injury but the patient take -1 forward", - "wronged-move7.2": "Heal 1 harm and stabilise for now, but it will return as 2 harm and become unstable again later", - "wronged-move7.3": "Heal 1 harm and stabilise but the patient takes -1 ongoing until it's fixed properly", "wronged-armour": "Protective wear suited to your look (1 armour)", "wronged-signature": "Signature Weapons", "wronged-gear1": "Sawn-off shotgun (3 harm, hand/close,
          messy, loud, reload)", @@ -607,7 +634,6 @@ "wronged-gear13": "Brass knuckles (1 harm, hand, stealthy)", "wronged-gear14": "Assault rifle (3 harm, close, area, loud, reload)", "wronged-vehicle": "Vehicles", - "wronged-vehicle-choice": "choose one, if you want it", "wronged-gear15": "Classic car", "wronged-gear16": "Classic motorcycle", "wronged-gear17": "Plain pickup", @@ -616,8 +642,518 @@ "Wronged-advance2": "Add one more option to your haven", "Wronged-advance3": "You track down the specific monster responsible fo your loss. The Keeper must make the next mystery about them", "Wronged-advance4": "Change the target of your vengeful rage. Pick a new monster breed; I know my prey now applies to them instead", + "Gumshoe": "Gumshoe", + "luck-special-gumshoe": "When you spend Luck, your next regular case will actually be a mystery for your hunter group, and the monster will focus their attention on you!", + "Gumshoe-Adv-harm": "Extra harm box", + "gumshoeCode": "Gumshoe Code", + "gumshoeCode-description": "With the agreement of the Keeper, pick a one-sentence Code that you adhere to.", + "gumshoeCode-example": "Example Codes: Murders must be punished. Monsters must be destroyed. Innocents must be saved. Laws must be enforced. Evil must be exposed. The weak must be protected from the powerful. Etc.", + "gumshoeCode-list": "Murders must be punished, Monsters must be destroyed, Innocents must be saved, Laws must be enforced, Evil must be exposed, The weak must be protected from the powerful, etc.", + "gumshoeCode-explain": "This Code defines you. Any time you violate your Code, you forfeit all Code-related moves (The Postman Always Rings Twice, The Long Goodbye) and the ability to spend Luck. These forfeits last until either the next mystery or you make amends. As long as you follow the Code, people will sense your sincerity; you receive +1 ongoing for manipulate someone and you may not be possessed or charmed by any sort of supernatural, alien, or demonic entity or item.", + "Gumshoe-fixed-move1": "Occult Confidential: The first time in each mystery that you observe a monster, minion, or phenomenon in action, you may ask one question from the investigate a mystery list.", + "Gumshoe-fixed-move2": "The Naked City: You have lots of personal contacts wherever you go. Pick four contact types from the following areas (or from other areas agreed to between you and the Keeper)", + "Gumshoe-fixed-move2-examples": "Academics, Accountants, Artists, Bartenders, Clergy, Conspiracy Theorists, Construction, Courts, Criminals (organised), Criminals (street), Cultists, Engineers, Espionage, Film and TV, Forensic Scientists, Fringe Scientists, Hackers, Journalists, Lawyers, Mechanics, Media, Medical Practioners, Military, Morgue, Occult, Police (local), Police (national), Politicians, Prisons, Private Security, Property Developers, Stage Magicians, Technologists, Transportation", + "Gumshoe-fixed-move2-continued": "You can hit them up for info (+1 to one investigate a mystery roll) or small favours - but there may be a small cost involved. Personal contacts can provide more significant help but the Keeper decides their price on a case-by-case basis.", + "Gumshoe-move1": "The Postman Always Rings Twice: Twice per mystery - as long as you follow your Code - you may reroll a roll.", + "Gumshoe-move2": "The Long Goodbye: You can't die with an open case. Specifically, you suffer all harm as normal but your death is postponed until you have either completed or abandoned the case, or you break your Code (then all bets are off).", + "Gumshoe-move3": "Jessica Jones Entry: When you double-talk your way into a secure location, roll +Charm. On a 10+ pick three, on a 7-9 pick two, on a fail pick one", + "Gumshoe-move3.1": "You don't leave any trace of what you searched.", + "Gumshoe-move3.2": "You find what you wanted.", + "Gumshoe-move3.3": "You find something else that's important.", + "Gumshoe-move3.4": "You don't piss anyone off.", + "Gumshoe-move3.5": "You aren't recognised.", + "Gumshoe-move4": "Out of the Past: You have a police buddy who will do you big favours. Get in touch with them when you need to redirect law enforcement attention, get a heads-up on what operations are planned, or access police files. You now owe them; expect them to collect on it soon.", + "Gumshoe-move5": "Asphalt Jungle: You heal faster than normal people. Any time your harm gets healed, heal 1 harm extra. You are immune to all the harm move effects under '0 harm' and '1 harm' (when the Keeper would apply these, you ignore them).", + "Gumshoe-move6": "Hacker with a Dragon Tattoo: When you hack into a computer system, roll +Sharp. On 10+ pick two, on a 7-9 pick one. You", + "Gumshoe-move6.1": "...leave no traces.", + "Gumshoe-move6.2": "...learn something important.", + "Gumshoe-move6.3": "...can leave misinformation in place.", + "Gumshoe-move6.4": "...gain access to somewhere you want to get in to.", + "Gumshoe-move7": "\"Just one more thing\": When you ask a suspect leading questions, roll +Charm. On a 10+ hold 2, on a 7-9 hold 1, on a miss hold 1 but something bad is going to happen too. Spend your hold 1-for-1 to ask questions from this list", + "Gumshoe-move7.1": "One question from the investigate a mystery list.", + "Gumshoe-move7.2": "Was that a lie?", + "Gumshoe-move7.3": "What is something you left out that you didn't want me to notice?", + "Gumshoe-move7.4": "Are you complicit with any ongoing criminal activity?", + "Gumshoe-move7.5": "Did you commit this specific crime?", + "Gumshoe-gear-base": "A laptop, and a liquor flask", + "Gumshoe-recording": "Recording Devices", + "Gumshoe-gear1": "Night vision camera", + "Gumshoe-gear2": "Tiny digital video camera", + "Gumshoe-gear3": "Film camera (8mm or 16mm)", + "Gumshoe-gear4": "Digital sound recorder", + "Gumshoe-gear5": "Cassette tape recorder", + "Gumshoe-gear6": "Remote-controlled camera drone", + "Gumshoe-gear7": "Laser microphone", + "Gumshoe-gear8": "SLR camera", + "Gumshoe-weapon": "P.I. Weapons", + "Gumshoe-gear9": "Brass knuckles (1 harm, hand, small)", + "Gumshoe-gear10": ".38 revolver (2 harm, close, reload, loud)", + "Gumshoe-gear11": "9mm (2 harm, close, loud)", + "Gumshoe-gear12": "Magnum (3 harm, close, reload, loud)", + "Gumshoe-gear13": "Shotgun (3 harm, close, messy, loud)", + "Gumshoe-gear14": "Switchblade (1-harm, hand, small)", + "Gumshoe-advance1": "Add an extra harm box on the Dying side", + "Gumshoe-advance2": "Gain a Haven (your office, perhaps), like the Expert, with two options", + "Gumshoe-advance3": "Add four additional or new contacts for Naked City", + "Gumshoe-advance4": "Turn one of your contacts into an ally", + "Hex": "Hex", + "luck-special-hex": "When you spend Luck, until the end of the mystery, backlash on your spells will be extra nasty.", + "hex-weapons": "Wizardly Weapons", + "hex-items": "Any magical items or amulets that you use to perform magic", + "hex-gear1": ".38 revolver (2 harm, close, reload, loud)", + "hex-gear2": "Shotgun (3 harm, close, messy, loud)", + "hex-gear3": "Athame (2 harm, hand, magic, silver)", + "hex-gear4": "Shillelagh (1 harm, hand, balanced)", + "hex-gear5": "Crossbow (2 harm, close, slow)", + "hex-gear6": "Staff (1 harm, hand, balanced, large)", + "hex-advmove": "Advanced Hex Moves", + "hex-advmove-desc": "When you take the corresponding Improvement, choose one of these", + "hex-advmove1": "Apotheosis: You become a terrifying fount of mystical power. Once per mystery, after you suffer loss or harm, you may enter a state where you have both immense power and zero interest in the well-being of others. While in this state, all of the following are true", + "hex-advmove1.1": "You can fly.", + "hex-advmove1.2": "Use +Weird to kick some ass instead of +Tough. For this, you use innate magic as a weapon with (3 harm and any properties you choose).", + "hex-advmove1.3": "Ignore the component costs of your rotes.", + "hex-advmove1.4": "Ignore one requirement of every spell you cast with use magic.", + "hex-advmove1.5": "You have +1 ongoing to do everything.", + "hex-advmove1.6": "You cannot use the protect someone move.", + "hex-advmove1.7": "You have all the Temptations, and you have to indulge them whenever a good opportunity presents itself.", + "hex-advmove1.8": "When you try to resist a Temnptation, roll +Cool. On a 10+, Apotheosis ends. On a 7-9, it ends with you doing something dangerous or cruel. On a miss, it ends only after you harm someone (or something) you love.", + "hex-advmove2": "Synthesis: You manage to conciliate your dark power with your moral impulses. You lose your Temptation. Whenever you use magic to help out or protect someone, you mark experience. Mark a second experience if you do it at the expense of your own safety.", + "hex-fixed-move1": "Bad Luck Charm: Whenever you use magic and miss, the backlash never affects you directly if there's someone else around to hit. It'll go for allies, other hunters, and innocent bystanders. Sometimes, every so often, it might even hit an enemy.", + "hex-move1": "Burn Everything: When you use magic to inflict harm, you can choose to inflict (3 harm, area, magic, obvious) or (3 harm, ignore-armour, magic, obvious).", + "hex-move2": "Cast the Bones: Once per mystery, you may perform some kind of divination (tarot, casting the runes, reading entrails, or something like that) to glean information about the future. When you do, roll +Sharp. On a 10+ hold 2, on a 7-9 hold 1. On a miss, you get some information, but it's not what you want to hear. Spend the hold 1-for-1 to ask any question from the investigate a mystery list, or from the following list", + "hex-move2.1": "What can I gain from this person/place/thing/creature?", + "hex-move2.2": "Who has touched this person/place/thing/creature before me?", + "hex-move2.3": "The Keeper will answer truthfully, with either a direct answer or how to find out more.", + "hex-move3": "Force of Will: When you apply your will to dispelling a magical effect, blocking a spell, or suspending a Phenomenon, roll +Weird. On a hit, momentary magics are cancelled completely, and long-lasting spells and effects are suspended temporarily. On a 10+, you can also spend Luck to instantly snuff out a powerful spell or strange effect. On a 7-9, you take 1 harm as the strain of dismissing magic unravels you.", + "hex-move4": "Luck of the Damned: After you use magic or cast a rote, take +1 forward.", + "hex-move5": "Sympathetic Token: As long as you carry a personal object belonging to someone, such as a lock of hair, a full set of toenails, or a treasured family heirloom, you get +1 ongoing to use magic against them. You can also use magic against them at a distance. If you miss, the token is lost, destroyed, or loses its power.", + "hex-move6": "This Might Sting: You can use magic to heal 3 harm, but the process is exceptionally painful. On a 7-9, it also leaves a gnarly scar.", + "hex-move7": "Wise Soul: Whenever you use magic, right before you roll, you can ask the Keeper what exactly would happen on a miss. If you dislike the risk, you can stop at the last second, and let the spell fizzle harmlessly. All of the effort is wasted.", + "temptation": "Temptation", + "temptation-desc1": "You have a dangerous drive that you pursue, sometimes to the exclusion of your own safety. Decide if your Temptation drove you to learn magic, or if learning magic drove you to it", + "temptation-desc2": "Whenever you give in to your Temptation and act accordingly, you mark experience. If a perfect opportunity presents itself, you need to act under pressure to resist giving in to your Temptation. If you fail this roll, you don’t mark experience like you would have if you’d willingly acted out your desires.", + "temptation-choose": "Choose one Temptation", + "temptation1": "Vengeance: Utilize magic to inflict disproportionate retribution on someone who wronged you.", + "temptation2": "Power: Utilize magic to exert your dominance over another.", + "temptation3": "Addiction: Utilize magic to do what you could do without it.", + "temptation4": "Callousness: Utilize magic without regard for the safety of others.", + "temptation5": "Carnage: Utilize magic to inflict gruesome violence.", + "temptation6": "Secrets: Utilize magic to discover forbidden, dangerous knowledge.", + "temptation7": "Glory: Utilize magic to steal someone’s thunder.", + "rotes": "Rotes", + "rote-desc1": "Whenever you use magic, you can decide afterwards that a particular spell is a Rote that you know. You know how to cast it off the top of your head. Write down in detail the name of the Rote, what it requires, and what it does on a 10+, a 7-9, and a miss. A Rote is a bit more powerful than a basic use magic spell; its glitches are less onerous and its effect may be a little bigger. Unlike regular use magic, the cost and consequences for failing a Rote are known to you in advance.", + "rote-desc2": "Choose two fixed requirements for each Rote from this list", + "rote-req1": "Magic words and ritual gestures.", + "rote-req2": "An object of power (wand, talisman, orb, staff, etc) which must be wielded.", + "rote-req3": "An expendable component such as sulfur, sage, or incense, which must be burned, blown, destroyed or scattered during the casting.", + "rote-req4": "Runes or symbols written or engraved on a surface (which must be prepared).", + "rote-req5": "A spilling of blood (1 harm to you or a willing participant).", + "rote-desc3": "After you cast it for the first time, treat each Rote as a custom move - a specialised version of use magic, which is built with the Keeper.", + "rote-list": "List of Rotes", + "rote-desc4": "You start out knowing up to one Rote, which you can choose when creating your character or during play. You can learn more by taking corresponding Improvements. When you do, you can choose the new Rote right away or in play.", + "rote-desc5": "You roll +Weird to cast a Rote, which requires you to have the needed items at hand and the ability to physically use them.", + "rote-name": "Rote Name", + "rote-reqs": "Requirements", + "rote-effect": "Effects", + "hex-advance1": "Take another Rote", + "hex-advance2": "or an additional Rote", + "hex-advance3": "Gain a Haven, like the Expert, with two options", + "hex-advance4": "Take another two Rotes", + "hex-advance5": "Choose one Advanced Hex Move", + "Pararomantic": "Pararomantic", + "luck-special-pararomantic": "When you spend Luck, mark one Relationship Status box. The Keeper will bring Fate of your Love into play.", + "relation": "Relationship Status", + "guide-name": "Guide Name", + "loving": "Loving", + "broken": "Broken", + "relation-second": "Second Relationship Status", + "guide-name-second": "Second Guide Name", + "bond": "Bond Abuse", + "bond1": "Whenever you do something to abuse the bond with your Guide, like acting against them, or not giving them enough attention, roll +Charm", + "bond1.1": "On a 10+, your action has no effect beyond the exchange of some angry words.", + "bond1.2": "On a 7-9, choose one of the Bond Abuse options below.", + "bond1.3": "On a miss, the Keeper may choose two of the Bond Abuse options below, or something worse.", + "bond2": "Bond Abuse options", + "bond2.1": "Mark one Relationship Status box.", + "bond2.2": "You may not channel the power of your Bond for the rest of the mystery.", + "bond2.3": "You gain the unwelcome attention of others of your Guide's kind.", + "bond2.4": "Someone who shouldn't know finds a clue about your relationship with your Guide.", + "bond-fate": "Fate of your Love", + "bond-fate-desc1": "There is a reason why your love with your Guide is forbidden or doomed. Invent this reason or leave it to the Keeper.", + "bond-fate-desc2": "Whenever you spend Luck, the truth of your love's Fate slowly unfolds. When you mark your last Luck point, it becomes clear that you cannot be together. Your Guide might even end up as an enemy, depending on how things go.", + "bond-fate-desc3": "Whenever you put yourself or somebody else in serious danger in order to conceal the truth about you and your Guide, mark experience.", + "pararomantic-fixed-move1": "Supernatural Guide: You have a (most likely intimate) connection to some supernatural being who is your guide into the world beyond. Choose if your relationship is secret or not", + "pararomantic-fixed-move1.1": "Determine what kind of creature your Guide is and how your relationship works. Say what kind of power they possess. The Keeper will decide how it works and define your Guide as a threat.", + "pararomantic-fixed-move1.2": "If your Guide is another hunter, determine together how your relationship works.", + "pararomantic-fixed-move1.3": "Whenever you would roll +Weird, you can roll +Charm instead, by channeling the power of your Bond. When you do so and miss, in addition to the usual consequences, you and your Guide suffer as when you miss a roll for Bond Abuse.", + "pararomantic-move1": "Bonding Time: If you spend some quality time with your Guide instead of working on the current mystery, you can roll +Charm. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 to", + "pararomantic-move1.1": "Erase one used Relationship Status mark.", + "pararomantic-move1.2": "Use a Pararomantic move you haven't picked.", + "pararomantic-move1.3": "Receive a gift from your Guide.", + "pararomantic-move1.4": "Take +1 forward.", + "pararomantic-move2": "Dark Desires: You may use manipulate someone on monsters, as long as you are using emotional ties.", + "pararomantic-move3": "The Power of Love: When you use help someone to help your Guide, don't roll +Cool. You automatically help as though you'd rolled a 10. If your Guide is another hunter, the same applies when they use help someone to help you.", + "pararomantic-move4": "Do As The Supernatural Do: You can take an unnatural move from your Guide's playbook (if they are a hunter). If they are a monster, choose a move from a suitable supernatural playbook. The Keeper may offer you a custom move instead.", + "pararomantic-move5": "I Am Theirs And They Are Mine: Whenever you are in danger, your Guide knows it. If your Guide is suffering harm (and it's feasible), you can spend Luck to redirect the attack onto yourself as if you have rolled 10+ with protect someone. If you are suffering harm, you can decide that your Guide has protected you and is suffering this harm instead. If you choose this, roll for Bond Abuse.", + "pararomantic-move6": "Monster Empathy: When you try to work out what a supernatural creature desires, roll +Charm. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 to ask the following questions - the Keeper will answer honestly", + "pararomantic-move6.1": "What do they most desire?", + "pararomantic-move6.2": "What would they accept as good enough for now?", + "pararomantic-move6.3": "What would distract them?", + "pararomantic-move7": "Spirit Touched: Your experiences have made you sensitive to the supernatural. When you sense magical things, roll +Weird. On a 10+, you can sense them fully. On a 7-9, choose: either sense them fully but they notice you too, or you sense only impressions.", + "pararomantic-equip": "Normal Equipment", + "pararomantic-gear1": "Golf club, baseball bat, cricket bat, or hockey stick (2 harm, hand, innocuous, messy)", + "pararomantic-gear2": "Pocket knife or multitool (1 harm, hand, useful, small)", + "pararomantic-gear3": "Small handgun (2 harm, close, loud, reload)", + "pararomantic-gear4": "Bicycle", + "pararomantic-gear5": "Fairly new car in decent condition", + "pararomantic-gear6": "Motorcycle", + "pararomantic-gift": "Gift from your Guide, which must be periodically recharged by interactions with them", + "pararomantic-gift1": "Part of their body, eg. a vial of blood, lock of hair, tears in a phial, fairy dust, etc. It either helps you heal, or counts as a weakness against a specific kind of monster.", + "pararomantic-gift2": "Piece of jewelry, eg. a golden ring, tribal pendant, silver locket, etc. It either provides armour (1 armour, magic) or protects you from the powers of a specific kind of monster.", + "pararomantic-gift3": "A memento of the time when they were human, eg. a portrait/photo from life, diary, favourite hat, doll, lighter, etc. It provides +1 to Bond Abuse rolls.", + "pararomantic-gift4": "A strange or antique weapon, eg. a family sword, ancient staff, holy mace (2 harm, hand, messy), etc. Additionally, add '+magic', '+silver', '+holy', or '+iron' tag to the weapon.", + "pararomantic-advance1": "Take a second Gift from your Guide or add another property to an existing gift", + "pararomantic-advance2": "Change your Guide, as you fall for another supernatural being", + "pararomantic-advance3": "Gain a second Guide. Track the Relationship Status of both Guides separately. Both Guides initially hate each other, but this could change through play. All moves that applied to your original Guide can now apply to either one", + "pararomantic-advance4": "Erase all marks from the Relationship Status track(s)", + "Searcher": "Searcher", + "searcher-extra-luck": "Extra Luck point", + "searcher-extra-luck-desc": "Use if you have the corresponding First Encounter move", + "luck-special-searcher": "When you spend Luck, your First Encounter comes up in play. It could be a flashback, new occurrence, or related event.", + "searcher-gear-base": "A laptop, a car or motorcycle, a camera, and binoculars", + "searcher-tools": "Investigation Tools", + "searcher-gear1": "A bag of cameras and microphones", + "searcher-gear2": "Forensic tools", + "searcher-gear3": "Ghost hunting tools", + "searcher-gear4": "Scientific measuring tools", + "searcher-gear5": "Cryptid hunting gear", + "searcher-gear6": "Historical documents and witness reports of strange events", + "searcher-gear7": "Maps, blueprints, and building reports for significant places", + "searcher-weapon": "Self-defence Weapons", + "searcher-gear8": "Walking stick (1 harm, hand, innocuous)", + "searcher-gear9": "Small handgun (2 harm, close, reload, loud)", + "searcher-gear10": "Small knife (1 harm, hand, messy)", + "searcher-gear11": "Martial arts training (1 harm, hand, innocuous)", + "searcher-gear12": "Incapacitating spray (0 harm, hand, irritating)", + "searcher-gear13": "Heavy flashlight (1 harm, hand, innocuous)", + "searcher-fixed-move1": "First Encounter: One strange event started you down this path, sparking your need to discover the truth behind the unexplained. Decide what that event was, pick a category below and take the associated move. Then tell everyone what happened to you (or someone close to you).", + "searcher-fixed-move1.1": "Cryptid Sighting: You take note of any reports of strange creatures. Whenever you first see a new type of creature, you may immediately ask one of the investigate a mystery questions.", + "searcher-fixed-move1.2": "Zone of Strangeness: Things are not fixed. You never need to act under pressure when supernatural forces alter the environment around you, and you get protection (2 armour) against harm from sudden changes to the laws of physics.", + "searcher-fixed-move1.3": "Psychic Event: Your mind is awakened. You may act under pressure to use the sensitive weird move, or (if you already have sensitive) the empath weird move.", + "searcher-fixed-move1.4": "Higher Power: Something looks out for you. You start with an extra Luck point.", + "searcher-fixed-move1.5": "Strange Dangers: You are always watching for hazards. When you have no armour, you still count as having protection (1 armour).", + "searcher-fixed-move1.6": "Abduction: They taught you hidden knowledge. Gain +1 to any move when you research strange or ancient secrets to do it.", + "searcher-fixed-move1.7": "Cosmic Insight: You have encompassed the soul of the universe. You never need to act under pressure due to feelings of fear, despair, or isolation.", + "searcher-move1": "Prepared to Defend: Even truth-seekers need to fight sometimes. Whenever you suffer harm when you kick some ass or protect someone, you suffer 1 harm less.", + "searcher-move2": "Fellow Believer: People understand you've also known strangeness. Bystanders will talk to you about weird things they would not trust another hunter (or a mundane official) to believe.", + "searcher-move3": "Guardian: You have a mystical ally (perhaps a spirit, alien, or cryptid) who helps and defends you. Define them, and their powers, with the Keeper's agreement. Their look is one of: invisible, an intangible spirit thing, a weird creature, disguised as an animal, or disguised as a person.", + "searcher-move4": "Just Another Day: When you have to act under pressure due to a monster, phenomenon, or mystical effect, you may roll +Weird instead of +Cool.", + "searcher-move5": "Network: You may gain an ally group of others who had experiences similar to your First Encounter - perhaps they're a support group or a hobbyist club. Detail up to five members with useful skills related to what happened to them (none are up for fighting monsters).", + "searcher-move6": "Ockham's Broadsword: When you first encounter something strange, you may ask the Keeper what sort of thing it is. They will tell you if it (or the cause) is: natural, an unnatural creature, a weird phenomenon, or a person. You gain +1 forward dealing with it.", + "searcher-move7": "The Things I've Seen: When you encounter a creature or phenomenon, you may declare that you have seen it before. The Keeper may ask you some questions about that encounter, and will then tell you one useful fact you learned and one danger you need to watch out for (maybe right now).", + "searcher-advance1": "Take a second First Encounter move, based on a recent mystery", + "searcher-advance2": "Resolve your First Encounter. The Keeper makes the next mystery about this event, and should try to answer all remaining questions about it during the mystery (although there are sure to be new threads to investigate after...)", + "Exile": "Exile", + "luck-special-exile": "When you spend Luck, you'll find something from your original life. Maybe something good, maybe something bad.", + "exile-origin": "Origin", + "exile-origin-desc1": "You were taken from your home in the past, and dropped into the modern world with only what you were carrying.", + "exile-origin-desc2": "Your nemesis came to the modern world as well, and is aware that you followed them. They will try and kill you if you don't kill them first. Decide who or what they are (with the Keeper's agreement).", + "exile-origin-desc3": "How did you get transported to the modern day?", + "exile-origin1": "You were pursuing your nemesis.", + "exile-origin2": "Your nemesis had already travelled to the future, so you (or your comrades) cast a spell to send you after it.", + "exile-origin3": "Magical accident or side-effect.", + "exile-origin4": "You angered a sorcerer.", + "exile-origin5": "Divine intervention.", + "exile-origin6": "One moment you were there, the next you were here.", + "exile-origin7": "A strange place or artifact brought you.", + "exile-origin8": "You were frozen, and recently unearthed and revived.", + "exile-move1": "Adept Sorcerer: You have a familiar spirit (usually in the guise of a pet) that counts as an ally: subordinate (motivation: to follow your exact instructions).", + "exile-move2": "Warrior: If you are fighting with (and against) old-fashioned hand weapons and suffer harm, you suffer 1 harm less. Monster attacks almost always count as old-fashioned for this move.", + "exile-move3": "Traditional Remedies: You can treat injuries without any need for modern medical supplies (although you might need someone to hold the patient down). Dealing with a poison, infection, or disease might need you to track down some specific ingredients (eg. healing herbs).", + "exile-move4": "Immortal Name: Your monster-hunting exploits are legendary, so much that your name still scares monsters and minions. You may use threats to use the move manipulate someone on monsters if they understand enough to have heard stories about you.", + "exile-move5": "Hearty Constitution: You never suffer from normal illnesses, and get +1 ongoing against magical illnesses and poisons. You've been through worse.", + "exile-move6": "Confused: Mark experience whenever your bafflement with the modern world gets in the way of monster-hunting.", + "exile-move7": "Ancient Magics: You learned magic when less lore had been lost. When you use magic, on a 7-9, don't choose a glitch. Instead, take -1 forward.", + "exile-move8": "Learned: You researched all the legends and tales of monsters in your home time. When you investigate a mystery, you can ask the Keeper questions from the following list as well as from the usual list", + "exile-move8.1": "Did this creature (or this type of creature) exist in my home time?", + "exile-move8.2": "What defenses are effective against this creature?", + "exile-move8.3": "What do I know about this creature that has been forgotten?", + "exile-armour": "Ancient Armour (0 armour or, 1 armour) appropriate to your origin", + "exile-item": "Whatever you were carrying when you were transported; most likely a monster-hunting kit in some easy-to-carry bag appropriate to your origin", + "exile-weapon": "Ancient Weapons", + "exile-gear1": "Sword (2 harm, hand, messy)", + "exile-gear2": "Axe (2 harm, hand, messy)", + "exile-gear3": "Big sword (3 harm, hand, messy, heavy)", + "exile-gear4": "Big axe (3 harm, hand, messy, heavy)", + "exile-gear5": "Shield (1 harm, hand, 1 armour), (cannot be used at the same time as a heavy weapon)", + "exile-gear6": "Silver knife (1 harm, hand, silver)", + "exile-gear7": "Bow (2 harm, close)/(1 harm, far)", + "exile-gear8": "Crossbow (2 harm, close, slow)", + "exile-gear9": "Handgonne (1 harm, hand/close, loud, volatile, smokey, reload)", + "exile-gear10": "Arquebus (2 harm, close, loud, volatile, heavy, smokey, reload)", + "exile-gear11": "Spear (2 harm, hand/close)", + "exile-gear12": "Big knife (1 harm, hand)", + "exile-gear13": "Cudgel (1 harm, hand)", + "exile-gear14": "Martial arts (1 harm, hand)", + "exile-ally": "you find one of your old comrades, who has come to join you in the modern day", + "exile-advance1": "Find a cache of objects left for you by your comrades in the past. The Keeper will decide what's in it, but it will be things that they expected you would need in the future", + "exile-return": "Optionally, you may return home to the past", + "exile-advance2": "When you use magic, you may choose to 'create a gateway between the modern world and my home' as an effect. You cannot control who uses the gateway or exactly where it opens at the other end", + "Hardcase": "Hard Case", + "luck-special-hardcase": "When you spend Luck, an enemy from your past comes back into your life. They aren’t happy to see you.", + "hardcase-adv-harm": "Extra harm box", + "hardcase-fixed-move1": "Unstoppable: When you spend Luck to avoid harm you are about to suffer, additionally remove all harm you had already suffered. Once per mystery, when you are about to take major damage (2 harm or more), change it to just 1 harm.", + "hardcase-move1": "FINISH HIM!: Whenever you inflict a massive injury (3 harm or more), you may immediately follow up with another attack. Roll +Tough. On a 10+, double the harm you cause. On a 7-9, you inflict 1 harm extra. On a miss, you leave yourself open and vulnerable.", + "hardcase-move2": "Weapon Master: When you take possession of a new weapon, you may change or remove one tag when you are using it (eg. 'heavy' becomes 'ignore-armour', or 'unreliable' is removed). The changed tag only applies for you. When you get this move, apply it to all your current weapons.", + "hardcase-move3": "Aim For The Weak Spot: Your unarmed and hand weapon attacks all get the 'ignore-armour' tag.", + "hardcase-move4": "Inspired Guesswork: Once per mystery, when you observe a monster in action, you may investigate a mystery to discover its powers, motivations, or weaknesses. It works even if what you asked about wasn't displayed; you work it out by deduction (or guessing).", + "hardcase-move5": "Come Get Some: You can challenge your foes to fight you alone, maybe in words or maybe just by being the biggest and baddest in the team. Roll +Tough. On a 10+, they all go for you. On a 7-9, they go for you, mainly, but maybe one or two of your comrades are getting marked too. On a miss, they come for you harder than you expected.", + "hardcase-move6": "Property Damage: You can smash your way through almost anything. If it is at all possible to destroy an inanimate object with the tools at your disposal, you can roll +Sharp to work out how. On a 10+, you can pulverize it, no trouble. On a 7-9, it will either take a long time, or you can't break it all down - your choice. On a miss, you hurt yourself getting it done, or get trapped in a bad spot.", + "hardcase-weapons": "Hard Case Weapons", + "hardcase-gear1": "Crowbar (2 harm, hand, messy)", + "hardcase-gear2": "Chainsaw (3 harm, hand, messy, unreliable, loud, heavy)", + "hardcase-gear3": "Automatic shotgun (3 harm, close, loud, reload, auto)", + "hardcase-gear4": "Huge knife (2 harm, hand, messy)", + "hardcase-gear5": "Hand cannon (3 harm, close, loud)", + "hardcase-gear6": "Submachinegun (2 harm, close, reload, auto)", + "hardcase-gear7": "Battered assault rifle (3 harm, close/far, auto)", + "hardcase-normal": "Normal Weapons", + "hardcase-gear8": ".38 revolver (2 harm, close, reload, loud)", + "hardcase-gear9": "Shotgun (3 harm, close, messy, loud)", + "hardcase-gear10": "Hunting rifle (2 harm, far, loud)", + "hardcase-gear11": "9mm (2 harm, close, loud)", + "hardcase-gear12": "Big knife (1 harm, hand)", + "hardcase-gear13": "Magnum (3 harm, close, reload, loud)", + "hardcase-advance1": "Gain command of a team of monster-hunters", + "hardcase-advance2": "Add an extra harm box on the Dying side", + "Luchador": "Luchador", + "luck-special-luchador": "The Luchador is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "luchador-fixed-move1": "Signature Move: Like every great wrestler, you have perfected a signature move for the ring. It works outside the ring as well.", + "luchador-fixed-move1.1": "When you unleash your signature move on something, roll +Tough. On a 10+, you do 2 harm and take +1 forward. On a 7-9, you do 1 harm and take +1 forward. On a miss, your opponent counters the move.", + "luchador-move1": "Master Técnico: When fighting unarmed, you get +1 to kick some ass and help out.", + "luchador-move2": "Intensive Training: Take +1 Tough (max +3).", + "luchador-move3": "Noble Heroism: When you successfully protect someone, give a nearby hunter +1 forward.", + "luchador-move4": "Consummate Athlete: You get +1 ongoing for vigorous physical feats (outside of combat).", + "luchador-move5": "Machismo!: Hah! You think that really hurt? By force of will, you can ignore pain and injury. When you suffer harm and just tough it out, roll +Cool. On a 10+, you heal 1 harm and gain +1 forward. On a 7-9, you heal 1 harm. On a miss, pretending to be tough you suffer 1 extra harm, in an embarrassing way if possible.", + "luchador-move6": "Daredevil Move: You can attempt a tricky, high risk manoeuver to gain an advantage on an opponent. Roll +Tough. On a 10+ pick three, on a 7-9, pick one", + "luchador-move6.1": "Interrupt a move someone or something else is making, so they can't do it yet.", + "luchador-move6.2": "Take +1 forward.", + "luchador-move6.3": "Give another hunter +1 forward.", + "luchador-move6.4": "Inflict 2 harm if you are unarmed, and your weapon's harm if you are armed.", + "luchador-move6.5": "You don't suffer harm in return.", + "luchador-move6.6": "On a miss, you suffer 1 harm from your failed move, and leave yourself open to your foes.", + "luchador-move7": "Inspiring Speech: When you rally a group with your ringside style, roll +Charm. On a 10+, they are pumped and ready to risk life and limb for the cause. On a 7-9, they are ready to pitch in their help, as long as there is little personal risk. Choose one thing for them to do", + "luchador-move7.1": "Act as an angry mob, unleashed at the target you name.", + "luchador-move7.2": "Be a vigilant watch force.", + "luchador-move7.3": "Go wherever you tell them to.", + "luchador-move7.4": "Help construct a trap.", + "luchador-move7.5": "On a miss, you lose face with the bystanders.", + "luchador-move8": "Sly Rudo: When you fight, you fight dirty. When you inflict harm on a monster, you can lure it into a trick. Roll +Sharp. On a 10+, the monster really fell for it, inflict +1 harm and +1 ongoing vs. the monster. On a 7-9, the monster fell for it, inflict +1 harm. On a miss, your trick backfires.", + "luchador-move9": "Fan Following: Your exploits in the ring have not gone unnoticed. When you contact a devoted fan to help you with a mystery, roll +Charm. On a 10+, they're available and helpful - they can fix something, give you a lift, or do some other favour. On a 7-9, they're prepared to help, but it's either going to take some time or you're going to have to do part of it yourself. On a miss, you burn some bridges.", + "luchador-weapons": "Normal Weapons", + "luchador-gear1": ".38 revolver (2 harm, close, reload, loud)", + "luchador-gear2": "9mm (2 harm, close, loud)", + "luchador-gear3": "Shotgun (3 harm, close, messy, loud)", + "luchador-gear4": "Heavy chain (2 harm, hand, area)", + "luchador-gear5": "Sledgehammer (3 harm, hand, messy)", + "luchador-gear6": "Big knife (1 harm, hand)", + "luchador-gear7": "Brass knuckles (1 harm, hand, stealthy)", + "luchador-vehicle": "Stylish Vehicle", + "luchador-gear8": "Foreign sports car", + "luchador-gear9": "Giant off-road vehicle", + "luchador-gear10": "Limo and chauffeur", + "luchador-gear11": "Tricked out motorcycle", + "luchador-gear12": "Van with custom paint job", + "luchador-ally": "another wrestler who has chosen to fight monsters with you", + "luchador-advance1": "Gain a Haven, like the Expert, with two options", + "Meddlingkid": "Meddling Kid", + "luck-special-meddlingkid": "When you spend Luck, you will see something you weren’t supposed to see. It might help you with your current mystery or it might just scare you.", + "meddlingkid-animal": "Animal Allies", + "meddlingkid-animal-desc": "Animal allies follow the normal rules for allies, except for communication. Animal allies can understand commands about as well as a very clever dog (regardless of what sort of animal they are).", + "meddlingkid-move1": "Unmasked!: When you have a monster captured or at bay, you may explain it is not a monster after all but a specific person in a mask. You must explain the real reason for all the seemingly supernatural events you have seen, and how the villain was behind them. When you reveal the culprit, roll +Sharp. On a 10+, your deduction is correct and it really is that person in a mask! On a 7-9, the Keeper must choose one of", + "meddlingkid-move1.1": "This really is a monster, but the named bystander was secretly their ally all along.", + "meddlingkid-move1.2": "You are correct, but while you talked, they found a way to attempt an escape.", + "meddlingkid-move1.3": "The explanation for all the events is correct but you picked the wrong person; when you unmask them, the villain is someone unexpected.", + "meddlingkid-move1.4": "On a miss, the monster gets an opportunity to create chaos while you explain your (incorrect) deductions.", + "meddlingkid-move2": "Power Snack: Pick a favourite snack food. Whenever you take a moment to eat some and enjoy it, take +1 forward.", + "meddlingkid-move3": "Wallop!: When you use an improvised weapon to attack something, you may choose one of these extra effects", + "meddlingkid-move3.1": "Inflict 1 harm.", + "meddlingkid-move3.2": "Momentarily stun them with a blow to the head.", + "meddlingkid-move3.3": "Trip or entangle them.", + "meddlingkid-move3.4": "Inflict 2 harm but the improvised weapon breaks.", + "meddlingkid-move4": "It's A Trap!: When you make a trap to capture a monster or minion, roll +Sharp. On a hit, you capture something! On a 10+, you can choose one of these extra effects", + "meddlingkid-move4.1": "It will take some time for the victim to get free.", + "meddlingkid-move4.2": "The trap inflicts harm (as an improvised weapon).", + "meddlingkid-move4.3": "The trap may be reset and reused later. Roll the move again when you do so, with +1 forward.", + "meddlingkid-move5": "Tell Me The Truth!: When you are questioning somebody to investigate a mystery, you may ask questions from the following list as well as from the usual list", + "meddlingkid-move5.1": "Who has something to gain from this situation?", + "meddlingkid-move5.2": "What are you plotting?", + "meddlingkid-move5.3": "Are you lying to me?", + "meddlingkid-move5.4": "Who knows about _____?", + "meddlingkid-move6": "Run Away!: When you decide to get out of a bad situation, you can get away just fine. Unfortunately you will end up somewhere just as bad, that is important to the current mystery.", + "meddlingkid-move7": "A Pleasant and Friendly Manner: When you politely manipulate someone, your impeccable manners always count as a reason for the person to do what you say.", + "meddlingkid-gadgets": "Mystery-solving Gadgets", + "meddlingkid-gear1": "Magnifying glass", + "meddlingkid-gear2": "Microscope", + "meddlingkid-gear3": "A van", + "meddlingkid-gear4": "Library card", + "meddlingkid-gear5": "Chemistry kit", + "meddlingkid-gear6": "A set of walkie-talkies", + "meddlingkid-gear7": "Fingerprint kit", + "meddlingkid-gear8": "Camera", + "meddlingkid-ally": "someone to join the gang, it may be an animal (most likely a dog or a cat)", + "Sidekick": "Sidekick", + "luck-special-sidekick": "The Sidekick is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "hero": "Hero", + "hero-desc1": "Pick one of the other hunters to be your hero. This is the person you decided is such an awesome monster-hunter that you are going to spend your time helping them out.", + "hero-desc2": "Decide what your relationship is, with agreement from the hero's player. Eg. an older sibling, a parent, a friend who was always better than you, perhaps they saved you from a monster, or you found out about their monster hunting by accident, etc. Optionally, you may choose to copy some aspect of your hero's looks.", + "hero-desc3": "When your hero's player has picked their ratings, ask them which is highest. You've been trying to be like them, so you get an extra +1 to that rating. If they have a tie for highest, you can pick which one you put your +1 on.", + "sidekick-fixed-move1": "There's no 'I' in 'Team': You get +1 ongoing to help out; +2 ongoing, if you are helping out your hero.", + "sidekick-move1": "Caddy: You carry all your hero's stuff around. That means you can use anything from their gear list, unless they are currently holding it. Plus, if the item is not unique, you carry spares. For anything like that, you can use one of the spares even if your hero is currently using it.", + "sidekick-move2": "As You Wish: Mark experience whenever your hero orders or requests that you do something you don't want to do, and you go ahead and do it.", + "sidekick-move3": "Bodyguard: If something bad is going to happen to your hero, your comrades, or a bystander, and you are right there, you may throw yourself in harm's way. Whatever was going to happen to them happens to you instead.", + "sidekick-move4": "Me Too!: If your hero makes a roll for a move, and you copy what they did (i.e. the same move), you may choose not to roll. Instead, use the outcome of your hero's roll.", + "sidekick-move5": "I Can Make You Look Good: If you help out your hero, you may choose to change the outcome of your dice roll with the outcome of their original dice roll.", + "sidekick-move6": "Journeyman (or Journeywoman): Take a move that your hero has.", + "sidekick-hero-weapon": "Hero's Weapon (from your hero's gear options)", + "sidekick-weapons": "Sidekick Weapons", + "sidekick-gear1": ".38 revolver (2 harm, close, reload, loud)", + "sidekick-gear2": "Shotgun (3 harm, close, messy, loud)", + "sidekick-gear3": "Baseball bat (2 harm, hand)", + "sidekick-gear4": "9mm (2 harm, close, loud)", + "sidekick-gear5": "Big knife (1 harm, hand)", + "sidekick-ally": "another sidekick for your hero, your junior", + "sidekick-advance1": "Change playbooks to the same as your hero (overrides the rule that only one of each playbook may be in play)", + "sidekick-advance2": "Change your hero; pick another hunter to be your new hero", + "Snoop": "Snoop", + "luck-special-snoop": "When you spend Luck, you’re going to suffer some technical difficulties, eg. breakdowns, communication problems, weird noises in the recordings, etc.", + "snoop-crew": "Crew", + "snoop-crew-desc1": "Decide if your crew are made up of the other hunters, or if you have your own entourage. If they are other people, there are 1-3 of them. Pick a name and job for each. If it's the other hunters, decide together who gets which job.", + "snoop-crew-desc2": "Crew jobs: camera, sound, editing, dogsbody, researcher, driver, director, producer, bodyguard, etc.", + "snoop-move1": "\"What Does That Feel Like?\": When you put your camera/microphone right in a person's face, they automatically break off whatever they are doing. They might go right back to it after they deal with you, but you'll create enough time for everyone else to act in the meantime.", + "snoop-move2": "Minor Celebrity: At the beginning of each mystery, roll +Weird. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 during the mystery to have someone you meet know of you in a positive light (maybe they read your blog, listen to your podcast, or watch your Internet/TV show, etc). You may end up getting asked for autographs or given 'hot' leads, too.", + "snoop-move3": "We'll Fix It In Post: You can use anything you could conceivably have recorded as evidence for investigate a mystery, allowing you to check previous interviews, attack sites, and so on, from the comfort of your laptop.", + "snoop-move4": "I'm A Reporter!: When you investigate a mystery by talking to witnesses, interviewing locals, or anything else requiring interpersonal skills, roll +Charm instead of +Sharp.", + "snoop-move5": "Truthiness: Whatever you tell a normal person, they'll accept that you think it's true. If it's far out, they might think you're crazy, but they won't think you're lying.", + "snoop-move6": "The Mojo Wire: When you read all the current news feeds looking for the weird and crazy stuff, take +1 forward.", + "snoop-move7": "Relaxed Producer: You're employed, with a regular paycheck and little or no oversight. As long as you send in a story every few days, no matter how bizarre, you're set. Every now and again, they'll send you somewhere in particular, and when that happens it usually involves supernatural activity; unless they need human interest, in which case it will be a kitten show or agricultural fair or something.", + "snoop-gear-base": "A laptop", + "snoop-recording": "Recording Devices", + "snoop-gear1": "Digital video camera", + "snoop-gear2": "Tiny digital video camera", + "snoop-gear3": "Film camera (8mm or 16mm)", + "snoop-gear4": "Digital sound recorder", + "snoop-gear5": "Cassette tape recorder", + "snoop-gear6": "Infrared video camera", + "snoop-gear7": "Pro sound gear with boom mike", + "snoop-gear8": "Remote controlled camera drone", + "snoop-gear9": "Starlight camera", + "snoop-gear10": "Steadicam rig", + "snoop-gear11": "Laser microphone", + "snoop-gear12": "SLR camera", + "snoop-detector": "Detectors", + "snoop-gear13": "Electromagnetic field detector", + "snoop-gear14": "Temperature fluctuation detector", + "snoop-gear15": "Ouija board", + "snoop-gear16": "Humidity meter", + "snoop-gear17": "Dowsing rods", + "snoop-gear18": "Chemistry test kit", + "snoop-gear19": "Metal detector", + "snoop-gear20": "Compass", + "snoop-gear21": "GPS receiver", + "snoop-gear22": "Laser rangefinder", + "snoop-gear23": "Pendulum", + "snoop-weapon": "Subtle Weapons", + "snoop-gear24": ".32 revolver (2 harm, close, reload, small)", + "snoop-gear25": "9mm (2 harm, close, loud)", + "snoop-gear26": "Knife (1 harm, hand, hidden)", + "snoop-gear27": "Multitool/pocket knife (1 harm, hand, hidden, useful)", + "snoop-advance1": "Gain a Haven, like the Expert, with one option plus a film lab", + "snoop-ally": "possibly one of your existing crew members, or the whole crew as an ally team", + "Summoned": "Summoned", + "luck-special-summoned": "When you spend Luck, another sign of the Apocalypse will come to pass. When you have spent all your Luck, the Apocalypse begins.", + "apocalypse": "Apocalypse", + "apocalypse-desc1": "You are destined to bring about the Apocalypse. You may or may not know about it yet, but you have at least come across some hints of your destiny.", + "apocalypse-desc2": "Pick a sign of the Apocalypse, with help from the Keeper (and maybe the rest of the group) that has already been revealed to you. Whenever you spend Luck, you'll trigger another sign of the Apocalypse. You can suggest what it might be, but it will be the Keeper's job to bring the sign into the story.", + "apocalypse-sign-example": "Example signs", + "apocalypse-sign-list": "Betrayal, An army of monsters rises, Rain of fire, Eternal darkness, Things from beyond, Take your throne, Red sun, The Portal opens, Plague, Learn your true name, The Stars are Right Breaking the Seal, Murder of the King, The Beast slouches into the world, Become the Dragon, The Coronation, Your Hosts assemble, The fall of the Tower, The seas boil, Natural disasters, Judgement Day, World war, Famine, Ancient Evil reborn", + "apocalypse-desc3": "When you have spent all your Luck, the Apocalypse is imminent. It's up to you to stop, or cause, the end of the world. Your call.", + "summoned-fixed-move1": "Freakish: You're weird, and people react badly. You cannot use manipulate someone on a person until you prove yourself to them first (this includes the other hunters, and it's up to them to decide when you have proved yourself). Until then, people will just try to get away from you. You can spend Luck to have a person take to you. Don't roll manipulate someone; they act as though you'd rolled a 12. On the other hand, you can use manipulate someone on monsters that can reason and talk (but they always want something really bad).", + "summoned-move1": "What Are You Looking At?: When you talk to a monster (capable of reason and speech), they will recognize you and your potential. If you ask them what they know, pick one for the Keeper to reveal", + "summoned-move1.1": "Tell me something about where I'm from.", + "summoned-move1.2": "Tell me something about my destiny.", + "summoned-move1.3": "Tell me something about who I really am.", + "summoned-move1.4": "Tell me something about the Apocalypse.", + "summoned-move2": "Should I Feel That?: Your body has 2 armour. This does not stack with any other armour.", + "summoned-move3": "Mayhem!: When you grab a nearby large object and use it as an improvised weapon, first determine how much damage it will do.", + "summoned-move3-guide": "Guidelines", + "summoned-move3.1": "Fire extinguisher, fence post, furniture, etc: 2 harm", + "summoned-move3.2": "Motorcycle, lamppost, masonry chunk, etc: 3 harm", + "summoned-move3.3": "Car, dumpster, boulder, etc: 4 harm", + "summoned-move3.4": "Bus, truck, wall, etc: 5 harm", + "summoned-move3-desc": "After you inflict harm with it (with a kick some ass roll or otherwise), roll +harm your weapon actually caused. On a miss, you use it without trouble. On a 7-9 pick one side effect, on a 10+ pick two", + "summoned-move3.5": "You hurt someone nearby as well as your target.", + "summoned-move3.6": "You make something about the situation worse.", + "summoned-move3.7": "You lose control of your improvised weapon.", + "summoned-move3.8": "You cause massive property damage.", + "summoned-move3.9": "Your improvised weapon breaks.", + "summoned-move4": "Absolute Badass: Take +1 Tough (max +3).", + "summoned-move5": "Screw You: Spend Luck to get +1 ongoing vs. one particular monster. This lasts until that monster is dead.", + "summoned-move6": "Whatever: Spend Luck to get +1 Tough for the remainder of the current mystery (max +4).", + "summoned-move7": "Why So Serious?: If you cap off a move with an appropriate one-liner, the team gets +1 forward (so the next hunter who makes a roll gets +1).", + "summoned-weapon": "Huge Weapon", + "summoned-gear1": "Super hand cannon (4 harm, close, heavy, loud, reload)", + "summoned-gear2": "Machinegun (3 harm, close, auto, heavy, messy, loud, reload)", + "summoned-gear3": "Rocket launcher (4 harm, far, area, heavy, messy, loud, reload)", + "summoned-gear4": "Gigantic Hellsword (4 harm, hand, heavy, messy, magic)", + "summoned-gear5": "Automatic shotgun (3 harm, close, auto, heavy, loud, reload)", + "summoned-gear6": "Red right hand (3 harm, hand, magic)", + "summoned-heavy": "Heavy Weapons", + "summoned-gear7": "Sledgehammer (3 harm, hand, heavy, messy)", + "summoned-gear8": "Big sword (3 harm, hand, heavy, messy)", + "summoned-gear9": "Big axe (3 harm, hand, heavy, messy)", + "summoned-gear10": "Magnum (3 harm, close, loud, reload)", + "summoned-gear11": "Shotgun (3 harm, close, messy, loud, reload)", + "summoned-advance1": "Gain an ally team of monster-hunters (or monstrous hunters) under your command", + "summoned-advance2": "Get a position in a Sect, like the Initiate. Describe the Sect and its Traditions (or join a Sect that already exists in your game). Gain the move for when you are in good standing with your Sect", + "summoned-advance3": "Turn evil (again?). Retire this character, they become one of the Keeper's threats", + "Traveler": "Traveler", + "luck-special-traveler": "The Traveler is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "traveler-transport": "Means of Transport", + "traveler-transport-desc1": "You can visit future events, past events or remote places, either alone or with the whole team. The Keeper will decide (maybe with help from the group) how time travel will work; changing the past, alternate timelines, small changes producing major changes etc.", + "traveler-transport-desc2": "When traveling through time and space, roll +Sharp. On a 10+, you arrive at the desired place at the desired time. On a 7-9, you arrive at either the desired place or, at the desired time; your choice. On a miss, you are lost; this is probably quite serious.", + "traveler-transport-desc3": "Choose one means of transport for your travels through time and space. Each transportation medium has both positive and negative traits. Always keep in mind that time travel is by no means a safe trip.", + "traveler-transport1": "It’s bigger on the inside: Your time machine is multidimensional, as small as a phone booth on the outside, but as big as a spaceship on the inside. Things inside it cannot be tracked by normal means. To travel, it disappears from one place and appears in another, but otherwise it is completely stationary and cannot be transported at all.", + "traveler-transport2": "Teleportation: You can teleport instantly if you have a clear line of sight of the destination or if you know it very well. Otherwise, you need to study the spacetime continuum for a few hours, or even days, to plan the trip, so as to not end up underground or a kilometre above the ground.", + "traveler-transport3": "88 miles per hour: Your time machine looks like a car or a van, not drawing much attention (in time periods after the invention of such vehicles). You can use it to move around like any other vehicle, but it depends on fuel, maintenance parts, roads etc.", + "traveler-transport4": "Time Portal: You open a time portal to your destination. You can only open one portal at a time, and it will remain active for as long as you wish. It allows you to cross it in any direction as many times as you want. But an unattended portal can also be crossed by any person, or monster...", + "traveler-fixed-move1": "Servant of Technology: You are extremely dependent on technology, having difficulties in relating to the supernatural. You get -1 ongoing to use magic or any other moves related to the supernatural or magic.", + "traveler-move1": "Butterfly Effect: At the beginning of each mystery, choose one rating to receive +1 (max +3) and another to receive -1 (min -2) during this mystery. These actions disturb the spacetime and the oscillations of their characteristics is a reflection of that.", + "traveler-move2": "Historian: When you investigate a mystery or read a bad situation, you can choose to ask \"Why does this seem familiar?\" as one of the questions. If possible, the Keeper will describe how a similar situation has happened in the past or future history of the world.", + "traveler-move3": "Inventor: If you want to build, repair, or study a device, the Keeper will tell you how long it will take and what equipment will be needed.", + "traveler-move4": "Prescience: Attacks that can cause your death pop up in your memory. When you take harm and become unstable, you may roll +Weird. On a 10+, you remembered the attack and were able to avoid it completely. On a 7-9, the memory took time to emerge, take 1 harm less or don’t become unstable. On a miss, the memory was incorrect and your avoidance made you unbalanced; in addition to the harm, you take -1 forward.", + "traveler-move5": "Neural Implants: When you need to do something that requires specific training, such as defusing a bomb or flying a helicopter, you already have the information implanted in your brain. You still need to act under pressure, but you know what to do.", + "traveler-move6": "Sufficiently Advanced Technology: You can reproduce the effects of the move use magic with technological tools. You do not roll dice for this, but you must choose an effect and a glitch. This is not magic, so the effect will not have the magic tag and will not work on things affected only by magic. The Keeper may ask for one or more requirements to achieve the effect.", + "traveler-move7": "No Paradoxes: When you say why something should happen to guarantee the future, you can help another hunter and give +1 to their roll, as if you had rolled a 10+ on help out. You still need to describe how you are helping.", + "traveler-move8": "Android/Cyborg: You have cybernetic implants or maybe you're half a machine. In addition to superhuman strength, your punches and kicks are attacks with (3 harm, contact).", + "traveler-move9": "Psychic Paper: You get +1 ongoing in rolls to avoid being detected or remaining unnoticed. You also get +1 ongoing when you manipulate someone by pretending to be someone else.", + "traveler-devices": "Technological Devices", + "traveler-gear1": "Photonic Binoculars: Able to see in total darkness and in different spectra, including infrared", + "traveler-gear2": "Sonic Screwdriver: Able to repair, or damage, simple mechanical and electronic devices (eg. radios, locks, weapons etc)", + "traveler-gear3": "Travel Guide: A small electronic book containing all human historical knowledge up to the present era", + "traveler-gear4": "Portable Laboratory: A small device capable of diagnosing diseases, poisons and abnormal conditions from a drop of blood or similar input", + "traveler-gear5": "Universal Locator: Indicates the exact position in time and space. Can only be blocked with magic or high levels of radiation", + "traveler-gear6": "Hologram Projector: Projects a person-sized hologram (recorded or live) that looks real until touched", + "traveler-gear7": "Instant Translator: Ensures speech and understanding of any natural language (does not work with magic or supernatural languages)", + "traveler-weapon": "Protective Weapons", + "traveler-gear8": "Machete (1 harm, contact)", + "traveler-gear9": "Common revolver (2 harm, close, loud, reload)", + "traveler-gear10": "Shotgun (3 harm, close, messy, loud, reload)", + "traveler-gear11": "Light futuristic weapon (1 harm, add 1 range tag and 3 other tags)", + "traveler-gear12": "Heavy futuristic weapon (3 harm, add 1 range tag and 1 other tag)", + "traveler-advance1": "Delete the move Servant of Technology. You have learnt to deal with the supernatural, no longer receiving any penalties for it", "custom": "Custom", - "luck-special-Custom": "if any", + "luck-special-custom": "You may come up with a Luck Special move for this playbook with help from the Keeper.", "custom-special": "Playbook Special", "custom-special-example": "Like the Expert's haven or the Spellslinger's combat magic", "custom-special-name": "Name of special", @@ -625,6 +1161,5 @@ "custom-moves": "Playbook Moves", "custom-move-name": "Name", "custom-move-description": "Description", - "custom-gear": "Playbook Gear", - "inmrovements-instructions": "4 stats available for improvement (mark one off at character creation without taking the bonus); top stat max +3, all others max +2" -} \ No newline at end of file + "custom-gear": "Playbook Gear" +} diff --git a/Monster of the Week/translations/fr.json b/Monster of the Week/translations/fr.json index 804459d8eb..2716dec2d6 100644 --- a/Monster of the Week/translations/fr.json +++ b/Monster of the Week/translations/fr.json @@ -1,630 +1,1165 @@ { - "sheet-version": "sheet version", - "character-name": "Name", - "character-gender": "Gender", - "playbook": "Playbook", - "playbook-choice": "Playbook", - "character-look": "Look", - "select-text": "Select a Playbook above to get started", - "stats": "Stats", - "charm": "Charm", + "sheet-version": "Version de la Fiche", + "character-name": "Nom", + "character-gender": "Genre", + "playbook": "Archétype", + "playbook-choice": "Choisissez votre archétype", + "character-look": "Apparence", + "select-text": "Choisissez un Playbook ci-dessus pour démarrer", + "stats": "Caractéristiques", + "charm": "Charme", "cool": "Cool", - "sharp": "Sharp", - "tough": "Tough", - "weird": "Weird", - "luck": "Luck", - "luck-description": "Mark Luck to change a roll to a 12 or to avoid all harm from an injury", + "sharp": "Futé", + "tough": "Coriace", + "weird": "Bizarre", + "luck": "Chance", + "luck-description": "Cochez Chance pour transformer un jet de dés que vous venez d'effectuer en 12 ou réduire une blessure que vous venez de subir à 0 dégât.", "okay": "Okay", - "doomed": "Doomed", - "special": "Special", - "harm": "Harm", - "dying": "Dying", - "unstable": "Unstable", - "experience": "Experience", - "experience-description": "Mark Experience when a roll totals 6 or less; or when a move tells you to do so", - "xp-description": "Once you have filled all 5 boxes, uncheck them and choose an Improvement option", - "other-moves": "Other Moves", - "gear": "Gear", - "other-gear": "Other Gear", - "improvements": "Improvements", - "inmrovements-description": "Once you have 5 experience you may choose one of these: (Check off any you've already taken)", + "doomed": "Poisse", + "special": "Spécial", + "harm": "Dégats", + "dying": "Mourant", + "unstable": "Instable", + "experience": "Prendre du galon", + "experience-description": "Cochez Expérience quand vous effectuez un jet de dés et obtenez un total de 6 ou moins, ou quand une manoeuvre vous enjoint de le faire.", + "xp-description": "Dès que vous avez coché cinq cases d'expérience, vous prenez du galon. Effacez le contenu des cases et choisissez une Amélioration.", + "other-moves": "Autres manoeuvres", + "gear": "Équipement", + "other-gear": "Autre équipement", + "improvements": "Améliorations", + "improvements-description": "Dès que vous avez coché 5 cases d'expérience, choisissez une amélioration parmi les suivantes : (Conservez vos choix cochés)", "max": "max", - "another-move": "Take another Custom move", - "ally": "Gain an ally", - "playbook-move": "Take a move from another playbook", - "advanced-improvements": "Once you have taken 5 improvements you may choose from these options as well as the list above when you improve", - "rating": "to any rating", - "new-type": "Change this hunter to a new type", - "second-hunter": "Create a second hunter to play", - "basic-moves": "Advance 2 basic moves", - "retire": "Retire this hunter to safety", - "history": "History and Notes", - "pick-one": "pick one", - "pick-two": "pick two", - "pick-three": "pick three", - "moves": "Moves", - "1-fixed-move": "You get this", - "2-fixed-moves": "You get these 2", - "1-move": "Then pick one of these", - "2-moves": "Then pick two of these", - "3-moves": "Pick three of these", - "choose": "choose", - "one": "one", - "choose-one": "choose one", - "choose-two": "choose two", - "three": "three", - "the-chosen": "The Chosen", - "the-crooked": "The Crooked", - "the-divine": "The Divine", - "the-expert": "The Expert", - "the-flake": "The Flake", - "the-initiate": "The Initiate", - "the-monsteroue": "The Monsterous", - "the-mundane": "The Mundane", - "the-professional": "The Professional", - "the-spellslinger": "The Spellslinger", - "the-spooky": "The Spooky", - "the-wronged": "The Wronged", + "another-move": "Take another move from your own playbook", + "ally": "Gagnez un allié", + "playbook-move": "Prenez une manoeuvre d'un autre livret.", + "advanced-improvements": "Après avoir pris du galon 5 fois, vous pouvez aussi choisir parmi les améliorations avancées ci-dessous.", + "rating": "à une caractéristique", + "new-playbook": "Changez d'archétype", + "second-hunter": "Créez un second chasseur pour le jouer en plus de celui-ci.", + "basic-moves": "Cochez deux de vos manoeuvres de base comme avancées.", + "retire": "Retraite méritée.", + "erase-luck": "Effacez une case Chance", + "after-getting-improvement": "À utiliser après avoir acquis l'amélioration correspondante", + "history": "Histoire et Notes", + "pick-one": "Choisissez 1", + "pick-two": "Choisissez 2", + "pick-three": "Choisissez 3", + "moves": "Manoeuvres", + "1-fixed-move": "Vous gagnez celle-ci", + "2-fixed-moves": "Vous gagnez ces deux suivantes", + "1-move": "Choisissez-en une parmi les suivantes", + "2-moves-then": "Puis, choisissez-en deux", + "2-moves": "Choisissez-en deux parmi les suivantes", + "3-moves-then": "Puis, choisissez-en trois", + "3-moves": "Choisissez-en trois parmi les suivantes", + "choose": "choisissez", + "one": "un", + "two": "deux", + "three": "trois", + "the-chosen": "L'Élu", + "the-crooked": "Le Vaurien", + "the-divine": "Le Divin", + "the-expert": "L'Expert", + "the-flake": "Le Parano", + "the-initiate": "L'Initié", + "the-monstrous": "Le Monstre", + "the-mundane": "L'Ordinaire", + "the-professional": "Le Professionnel", + "the-spellslinger": "Le Magicien", + "the-spooky": "L'Épouvantail", + "the-wronged": "Le Vengeur", + "the-gumshoe": "Le détective", + "the-hex": "The Hex", + "the-pararomantic": "The Pararomantic", + "the-searcher": "The Searcher", + "the-exile": "L'Éxilé", + "the-hardcase": "Le Dur à Cuire", + "the-luchador": "Le Luchador", + "the-meddlingkid": "Le Gamin Fouineur", + "the-sidekick": "L'Acolyte", + "the-snoop": "Le Fureteur", + "the-summoned": "L'Invoqué", + "the-traveler": "The Traveler", + "the-actionscientist": "The Action Scientist", + "the-biggamehunter": "The Big Game Hunter", + "the-constructed": "The Constructed", + "the-madscientist": "The Mad Scientist", "custom-playbook": "Custom", - "chosen": "Chosen", - "luck-special-chosen": "When you spend Luck the Keeper will bring your fate into play", - "your-fate": "Your Fate", - "fate-description": "How you found out you were the chosen one", - "fate-unfold": "How your fate will unfold", - "heroic": "Heroic", + "tome-of-mysteries": "Tome of Mysteries", + "reinforcements": "Renforts", + "Brazilian": "Brazilian Edition", + "fan-made": "Fan-made", + "chosen": "L'Élu", + "luck-special-chosen": "Quand vous dépensez un point de Chance, le Gardien fait intervenir votre destinée.", + "your-fate": "Votre Destinée", + "fate-description": "Il vous appartient de décider ce que vous réserve le destin. Choisissez la façon dont vous l'avez découvert dans la liste ci-dessous. Comment vous l'avez découvert", + "fate-unfold": "Puis choisissez deux traits d'héroïsme et deux traits de ruine dans les listes ci-dessous. C'est la façon dont votre destin va se dérouler. Rien ne vous empêche de choisir des traits contradictoires ; cela signifie simplement que vous êtes tiraillé par le destin.

    Chaque fois que vous cochez une case de Chance, le Gardien vous livre aux griffes du destin.", + "heroic": "Héroïsme", "fate-heroic1": "Sacrifice", - "fate-heroic2": "You are the Champion", + "fate-heroic2": "Vous êtes le Champion", "fate-heroic3": "Visions", - "fate-heroic4": "Secret Training", - "fate-heroic5": "True Love", - "fate-heroic6": "Magical Powers", - "fate-heroic7": "Mystical Inheritance", - "fate-heroic8": "A Normal Life", - "fate-heroic9": "The End of Monsters", - "fate-heroic10": "Hidden Allies", - "fate-heroic11": "Divine Help", - "fate-heroic12": "You Can Save the World", - "doom": "Doom", - "fate-doom1": "Death", - "fate-doom2": "You Can't Save Everyone", - "fate-doom3": "Impossible Love", - "fate-doom4": "Failure", - "fate-doom5": "A Nemesis", - "fate-doom6": "No Normal Life", - "fate-doom7": "Doubt", - "fate-doom8": "Loss of Loved Ones", - "fate-doom9": "Treachery", - "fate-doom10": "Sympathy with the Enemy", + "fate-heroic4": "Enseignements secrets", + "fate-heroic5": "Pouvoirs magiques", + "fate-heroic6": "Héritage mystique", + "fate-heroic7": "Une vie normale", + "fate-heroic8": "Amour sincère", + "fate-heroic9": "Vous pouvez sauver le monde", + "fate-heroic10": "Alliés cachés", + "fate-heroic11": "La fin des monstres", + "fate-heroic12": "Aide divine", + "doom": "Ruine", + "fate-doom1": "Mort", + "fate-doom2": "Vous ne pouvez pas sauver tout le monde", + "fate-doom3": "Amour impossible", + "fate-doom4": "Échec", + "fate-doom5": "Un ennemi juré", + "fate-doom6": "Pas de vie normal", + "fate-doom7": "Perte d'êtres chers", + "fate-doom8": "Trahison", + "fate-doom9": "Doute", + "fate-doom10": "Connivence avec l'ennemi", "fate-doom11": "Damnation", - "fate-doom12": "The End of Days", - "fate-doom13": "Hosts of Monsters", - "fate-doom14": "The Source of Evil", - "chosen-fixed1": "Destiny's PlaythingAt the beginning of each mystery, roll +Weird to see what is revealed about your immediate future. On a 10+, the Keeper will reveal a useful detail about the coming mystery. On a 7-9, you get a vague hit about it. On a miss, something bad is going to happen to you,", - "chosen-fixed2": "I'm Here for a Reason There's something you are destined to do. Work out the details with the Keeper, based on your fate. You cannot die until it come to pass. If you die in play you must spend a Luck point. You will then, somehow, recover or be returned to life. Once your task is done, or you have become doomed, all bets are off", - "chosen-move1": "The Big Entrance When you make a showy entrance into a dangerous situation.Roll +Cool. 10+, everyone stops to watch and listen to you until you finish your opening speech. On 7-9, yuo pick one creature to stop, watch and listen until you finish talking. On a miss, you are marked the biggest threat by all enemies present", - "chosen-move2": "Devastating When you inflict harm, you may inflict +1 harm", - "chosen-move3": "Dutiful When your fate rears its ugly head, and you act in accordance with any of your fate tags then mark experience. If it's a heroic tag then take +1 forward", - "chosen-move4": "Invincible You always count as having 2 armour, this doesn't stack with other protection", - "chosen-move5": "Resilience You heal faster than normal people. Any time your harm gets healed, heal and extra point. Additionally, your wounds count as 1 harm less for the purpose of the Keeper's harm moves", - "chosen-gear1": "Protective gear worth 1 armour", - "optional": "optional", - "chosen-gear2": "One Special Weapon", - "form": "Form", - "chosen-gear3": "Staff (1 harm, hand, close)", - "chosen-gear4": "Haft (2 harm, hand, heavy)", - "chosen-gear5": "Handle (1 harm, hand, balanced)", - "chosen-gear6": "Chain (1 harm, hand, area)", - "chosen-gear7": "Business End", - "chosen-gear8": "Artifact (+magic)", - "chosen-gear9": "Spikes (+1 harm, +messy)", - "chosen-gear10": "Blade (+1 harm)", - "chosen-gear11": "Heavy (+1 harm)", - "chosen-gear12": "Long (+close)", - "chosen-gear13": "Throwable (+close)", - "chosen-gear14": "Chain (+area)", - "material": "Material", - "chosen-advance1": "Delete a doom tag (optionally also delete a heroic tag)", - "Crooked": "Crooked", - "luck-special-Crooked": "When you spend Luck someone from your past will re-appear in your life, soon", + "fate-doom12": "Hôte de Monstres", + "fate-doom13": "La fin des temps", + "fate-doom14": "La source du mal", + "chosen-fixed1": "Jouet du destin : Au début de chaque mystère, lancez 2D+Bizarre pour voir ce qui est révélé concernant votre avenir immédiat. Sur un 10+, le Gardien vous dévoile un détail utile sur le prochain mystère. Sur un 7-9, vous n'obtenez qu'un vague indice. En cas d'échec, vous allez avoir de sérieux ennuis.", + "chosen-fixed2": "Je suis ici pour une bonne raison : Vous êtes destiné à quelque chose de bien précis. Fignolez les détails avec le Gardien en fonction de votre destinée. Vous ne pouvez pas mourir avant que l'événement en question ne se déroule. Si vous mourez au cours du jeu, vous devez dépenser un point de Chance. D'une manière ou d'une autre, vous vous remettrez ou serez tout simplement rappelé à la vie. Une fois votre mission réussie (ou votre capital Chance épuisé), les paris sont ouverts.", + "chosen-move1": "Entrée en fanfare : Quand vous faites une entrée flamboyante dans une situation dangereuse, lancez 2D+Cool. Sur un 10+, chacun s'immobilise pour vous regarder et vous écouter jusqu'à ce que vous ayez terminé votre discours 'inaugural'. Sur un 7-9, choisissez une personne ou un monstre, qui se fige, vous regarde et écoute jusqu'à ce que vous ayez fini de parler. En cas d'échec, tous les ennemis présents vous considèrent comme la pire menace qui pèse sur eux.", + "chosen-move2": "Dévastateur : Quand vous infligez des dégâts, vous pouvez infliger +1 dégât.", + "chosen-move3": "Consciencieux : Quand votre destinée montre sa vilaine tête et que vous agissez conformément à un de vos traits de destinée (fût-il d'héroïsme ou de ruine), cochez de l'expérience. S'il s'agit d'un trait d'héroïsme, gagnez +1 temporaire.", + "chosen-move4": "Invincible : Considérez que vous avez toujours armure 2 (non cumulable avec d'autres protections).", + "chosen-move5": "Resilience : Vous guérissez plus vite que les gens normaux. Chaque fois que vous effacez des dégâts parce que vous recevez des soins, effacez 1 dégât supplémentaire. En outre, vos blessures comptent comme 1 dégât de moins au regard des manœuvres", + "chosen-gear1": "Équipement de protection offrant une armure 1", + "chosen-gear2": "Votre arme spéciale", + "chosen-special-descrip": "Créez votre arme en choisissant une Forme et trois Options opérantes (ajoutées aux traits de base), ainsi qu’un matériau.", + "form": "Forme", + "chosen-gear3": "Bâton (1 dégât, allonge/proche)", + "chosen-gear4": "Arme à deux mains (2 dégâts, allonge, lourd)", + "chosen-gear5": "Arme à une main (1 dégât, allonge, équilibré)", + "chosen-gear6": "Chaîne (1 dégât, allonge, zone)", + "business-end": "Options opérantes", + "chosen-gear7": "Artefact (+magique)", + "chosen-gear8": "Pointes (+1 dégât, +sanglant)", + "chosen-gear9": "Lame (+1 dégât)", + "chosen-gear10": "Lourd (+1 dégât)", + "chosen-gear11": "Long (+proche)", + "chosen-gear12": "Lançable (+proche)", + "chosen-gear13": "Chaîne (+zone) ", + "material": "Matériau", + "material-desc": "(+acier, +fer froid, +argent, +bois, +pierre, +os, +dents, +obsidienne, ou tout ce qui vous passe par la tête)", + "chosen-advance1": "Supprimez un de vos traits de ruine et (si vous le souhaitez) un de vos marqueurs d'héroïsme. Vous avez modifié cet aspect de votre destinée.", + "Crooked": "Vaurien", + "luck-special-Crooked": "Quand vous dépensez un point de Chance une connaissance passée va réapparaître dans votre vie. Très bientôt.", "background": "Background", - "background-description": "Before you were a hunter what less-than-legal job did you do?", - "background1": "Hoodlum You can use Tough instead of Charm to manipulate someone with threats of violence", - "background2": "Burglar When you break into a secure location roll +Sharp. On a 10+ pick three, on a 7-9 pick two", - "background2.1": "You get in undetected", - "background2.2": "You get out undetected", - "background2,3": "You don't leave a mess", - "background2.4": "You find what you were after", - "background3": "Grifter When you are about to manipulate someone, you can ask the Keeper \"what will convince this person to do what I want?\" The Keeper must answer honestly, but not necessarily completely", - "background4": "Fixer If you need to buy something, sell something, or hire someone, roll +Charm. On a 10+ you know just the person that will be interested. On a 7-9, you know the only person that can do it, but there's a complication. Pick one", - "background4.1": "You owe them", - "background4.2": "They screwed you ove", - "background4.3": "You screwed them over", - "background4.4": "On a miss, the only person who can help you is someone who absolutely hates you", - "background5": "Assassin When you take your first shot at an unsuspecting target, do +2 harm", - "background6": "Charlatan When you want people to think you are using magic, roll +Cool. On a 10+ your audience is amazed and fooled by your illusion. On 7-9, you tripped up a few times, someone will notice. You may also manipulate someone with fortune telling. When you do that, ask \"What are they hoping for right now?\" as a free question (even on a miss)", - "background7": "Pickpocket When you steal something small, roll +Charm. On a 10+ you get it and they didn't notice you taking it. On a 7-9 either you don't grab it, you grab the wrong thing, or they remember you later; your choice", - "crooked-move1": "Artifact You 'found' a magical artifact with handy powers and kept it. Pick 1: Protective amulet (1 amour, magic, recharge); lucky charm (may be used as a Luck point just once); grimoire (studying the book gives +1 to use magic; skeleton key (opens any magically sealed lock); imp stone (a weak demon is bound to serve the holder. The imp must be summoned with Use Magic)", - "crooked-move2": "Crew You have a regular crew, a team of 3 or 4 people who will help you out with pretty much anything. This counts as a team", - "crooked-move3": "Deal with the Devil You sold your soul to the devil. Pick one or two things you got out of the deal: wealth, fame, youth, sensual gratification, skill (add +1 to two ratings). Payment is due either when you die, or in a year (6 months if you chose 2 things)", - "crooked-move4": "Friends on the Force You know a few cops who can be persuaded to look the other way, or do you a favour, for certain considerations. You can act under pressure to get in touch with them when you need to divert any law enforcement attention. There will be a cost, although maybe not right now", - "crooked-move5": "Made You're 'made' in a gang. Name the gang and say how their operations tie into your background. You can call on members to help you out but they'll want paid. Bosses will give you requests now and then but you'll get paid. Minor trouble will be overlooked, but you'd better not screw over any made members", - "crooked-move6": "Driver You gain +1 ongoing while driving, plus you can hotwire anything (the older it is, the fewer tools you'll need.) You also own 2 handy, widely-available vehicles", - "crooked-move7": "Home Ground Your crew made a point of keeping the locals happy- keeping them safe, ensuring things always went down okay. When you're back in your old neighbourhood, you can always find people who will hide you or help you with a minor favour, no questions asked", - "crooked-move8": "Notorious You have a reputation from your criminal past. When you reveal who you are, your terrifying reputation counts as a reason for someone to what you ask when you manipulate someone. Revealing your identity to someone can bring other problems later, of course", - "crooked-gear1": ".22 revolver (1 harm, close, reload,
          small)", - "crooked-gear2": ".38 revolver (2 harm, close, reload,
          loud)", - "crooked-gear3": "9mm (2 harm, close, loud)", - "crooked-gear4": "Shotgun (3 harm, close, messy)", - "crooked-gear5": "Hunting rifle (2 harm, far, loud)", - "crooked-gear6": "Big knife (1 harm, hand)", - "crooked-gear7": "Baseball bat (1 harm, hand)", - "crooked-gear8": "Submachinegun (2 harm, close, reload,
          auto", - "crooked-gear9": "Assault rifle (3 harm, close/far, auto)", - "underworld": "Underworld", - "underworld-description": "Pick the circumstance that lead you to discovering the real underworld, then pick the creature involved", - "underworld1": "The target of a job was a dangerous creature (Pick one: vampire, warewolf, troll, reptiloid)", - "underworld2": "You worked with someone who was more than they seemed (Pick one: sorceror, demon, faerie, psychic)", - "underworld3": "You were hired by something weird (Pick one: immortal, god, outsider, witch)", - "underworld4": "Things went south o a job- including, but not limited to running into; (Pick one a horde of goblins, a hunger of ghouls, a dream-eater, a salamander)", - "heat": "Heat", - "heat-description": "You didn't get here without making enemies", - "pick-heat": "pick at least 2 of these and name the people involved", - "heat1": "A police detective has made it a
          personal goal to put you away", - "heat2": "You have a rival from your background", - "heat3": "You pissed off a well connected criminal,
          and they'll do whatever they can to
          destroy you", - "heat4": "You took advantage of someone
          who has special powers (a person or
          monster)", - "heat5": "You betrayed an old partner in the
          middle of a job ", - "crooked-ally": "from your old crew", - "crooked-advance1": "Recover a stash of money from the old days, enough to live without care for a year or two", - "Crooked-advance2": "Erase one Luck point from your playbook", - "Divine": "Divine", - "luck-special-divine": "When you spend Luck you get word your Mission requires something difficut to me done. By you. Urgently", - "your-mission": "Your Mission", - "mission-description": "You have been put on the earth for a purpose", - "mission1": "You are here to fight the schemes of an adversary", - "mission2": "The end of days approaches, you are here to guide the hunters and prevent it from coming to pass", - "mission3": "The end of days approaches, you are here to guide the hunters and ensure it comes to passs", - "mission4": "You have been exiled. You must work for the cause of good without drawing the attention of your brothers and sisters; they are sure to execute you for your crimes", - "mission5": "One of the hunters has a crucial role to play in events to come. You must prepare them for their role, and protect them at any cost", - "divine-move1": "Boss from Beyond At the beginning of each mystery, roll +Weird. On a 10+, your superiors ask you to do something small. 7-9, they ask you to do something complicated or difficult. In either case, you get to ask them something from the investigate a mystery move right now. On a miss you are required to do something terrible. If you do not accomplish what they've ordered, you cannot use this move again until you have made up for your failure", - "divine-move2": "Angel Wings You can instantly go anywhere you have been before, or to a person you know well. When you carry one or two people with you, roll +Weird. On a 10+ you all go where you wanted. On a 7-9, you don't quite manage it; either you all appear in the wrong place, or you are separated", - "divine-move3": "What I Need, When I Need It You may store any small object you own, putting it into a magical space nobody can get to. You may retrieve anything you stored at any time; it appears in your hand", - "divine-move4": "Smite Your body, and divine weapons, always count as a weakness against monsters you fight. Your unarmed attacks are 2 harm, intimate, messy", - "divine-move5": "Soothe When you talk to someone for a few seconds in a quiet voice, you can calm them down, blocking any panic, anger, or other negitive emotions they have. This works even if the thing that freaked them out is still present, as long as your voice can be heard", - "divine-move6": "Lay On Hands Your touch can heal any injury or disease. When you lay your hands on someone hurt, roll +Cool. On a 10+, heal 2 harm or an illness, plus they are stabilised. On a 7-9, you can heal the harm or illness but you take it into yourself. On a miss, your aura causes them extra harm", - "divine-move7": "Cast Out Evil You may banish an unnatural creature from your presence. Roll +Tough, on 10+ it is banished. On a 7-9 it takes a little while for the banishing to take effect- the creature has time to make one or two actions. Either way, the banished creature is unharmed, and you have no control over where it goes. This move may be used on unnatural hunters (eg The Monsterous). On a miss, something is keeping it here. That's bad", - "divine-gear1": "Flaming sword (3 harm, hand, fire,
          holy) ", - "divine-weapon": "One Divine Weapon", - "divine-gear2": "Thunder hammer (3 harm, hand, stun,
          holy) ", - "divine-gear3": "Razor whip (3 harm, hand, area,
          messy, holy)", - "divine-gear4": "Five demon bag (3 harm, close, magic,
          holy)", - "divine-gear5": "Silver trident (3 harm, hand, silver,
          holy)", - "Divine-ally": "a lesser divine being, sent from above to help you with your mission", - "Divine-advance1": "Erase one Luck point from your playbook", - "Divine-advance2": "Change your mission. Select a different mission from the options, or (with the Keeper's agreement) create a new mission", + "background-description": "Avant de devenir un chasseur de monstres, vous aviez un boulot pas très légal. Que faisiez-vous exactement ?", + "background1": "Voyou : Vous pouvez utiliser Coriace au lieu de Charme pour manipuler quelqu’un en le menaçant de le frapper.", + "background2": "Cambrioleur : Quand vous entrez par effraction dans un endroit sûr, lancez 2D+Futé. Sur un 10+, choisissez trois avantages ; sur un 7-9, choisissez-en deux :", + "background2.1": "Vous entrez sans vous faire remarquer", + "background2.2": "Vous ressortez sans vous faire remarquer", + "background2.3": "Vous ne laissez pas le bazar derrière vous", + "background2.4": "Vous trouvez ce que vous étiez venu chercher", + "background3": "Escroc : Quand vous êtes sur le point de manipuler quelqu’un, vous pouvez demander au Gardien : « Qu’est-ce qui convaincra cette personne de faire ce que je veux ? » Le Gardien doit alors vous répondre honnêtement, mais peut omettre certaines choses.", + "background4": "Combinard : Si vous avez besoin d’acheter quelque chose, de vendre quelque chose ou d’engager quelqu’un, lancez 2D+Charme. Sur un 10+, vous connaissez la personne qu’il vous faut. Sur un 7-9, vous connaissez la seule personne qui colle, mais il y a une complication. Au choix :", + "background4.1": "Vous avez une dette envers elle", + "background4.2": "Elle vous entube", + "background4.3": "Vous l’entubez", + "background4.4": "En cas d’échec, la seule personne qui peut vous aider vous déteste par-dessus tout.", + "background5": "Assassin : Quand vous tirez pour la première fois sur une personne qui ne se doute de rien, infligez-lui +2 dégâts.", + "background6": "Charlatan : Quand vous voulez que les gens croient que vous avez recours à la magie, lancez 2D+Cool. Sur un 10+, votre public est captivé et totalement berné par votre illusion. Sur un 7-9, vous faites quelques erreurs, qui n’ont peut-être pas échappé à quelqu’un. ", + "background6.1": "Vous pouvez également manipuler quelqu'un en lui disant la bonne aventure. Dans ce cas, demandez gratuitement : \" Qu’espèrent-ils à l’instant même ? \" (y compris en cas d’échec).", + "background7": "Pickpocket : Quand vous volez un objet de petite taille, lancez 2D+Charme. Sur un 10+, vous parvenez à vos fins et votre victime ne s’aperçoit de rien. Sur un 7-9, vous ratez votre coup, vous mettez la main sur le mauvais objet, ou votre victime ne vous oubliera pas de sitôt (au choix).", + "crooked-move1": "Artefact : Vous avez « découvert » un artefact magique aux pouvoirs bien pratiques. Au choix : Amulette de protection (armure 1, magique, rechargement), Porte-bonheur (peut être utilisé comme un point de Chance, mais une seule fois), Grimoire (l’étude de l’ouvrage confère +1 temporaire pour utiliser la magie), Passe-partout (ouvre toute serrure verrouillée magiquement), Pierre du diablotin (un démon mineur sert le détenteur de l’objet ; il doit être invoqué avec la manœuvre utiliser la magie )", + "crooked-artifact1": "Protective amulet (1 amour, magic, recharge)", + "crooked-artifact2": "Lucky charm (may be used as a Luck point just once)", + "crooked-artifact3": "Grimoire (studying the book gives +1 forward to use magic)", + "crooked-artifact4": "Skeleton key (opens any magically sealed lock)", + "crooked-artifact5": "Imp stone (a weak demon is bound to serve the holder. The imp must be summoned with Use Magic)", + "crooked-move2": "Équipe : Vous disposez d’un groupe de trois ou quatre personnes qui peut vous aider en toutes circonstances. Gérez la comme une \"Equipe\" (cf page 122).", + "crooked-move3": "Pacte avec le diable : Vous avez vendu votre âme au diable (ou un équivalent). Choisissez une ou deux choses que vous avez reçues en échange : richesse, célébrité, jeunesse, sexe, perfectionnement (ajoutez +1 à deux caractéristiques). Le paiement s’effectuera à votre mort, dans six mois (si vous avez choisi deux choses) ou dans un an.", + "crooked-move4": "Amis flics : Vous connaissez quelques flics susceptibles de fermer les yeux ou de vous rendre service en échange d’une rétribution. Vous pouvez agir sous pression pour entrer en contact avec eux quand vous avez besoin de détourner l’attention des forces de l’ordre. Leur intervention a un prix, même s’ils ne vous demandent pas tout de suite de leur renvoyer l’ascenseur.", + "crooked-move5": "Intronisé : Vous faites partie d’un gang. Nommez-le et décrivez en quoi ses agissements sont liés à votre background. Vous pouvez faire appel aux membres du gang, mais il faudra les payer. Vos chefs vous demanderont également de leur rendre des services, contre lesquels ils vous payeront eux aussi. Le gang est prêt à fermer les yeux sur certaines choses, mais mieux vaut ne pas essayer de l’entuber.", + "crooked-move6": "Chauffeur : Vous gagnez +1 constant quand vous conduisez et pouvez faire démarrer n’importe quoi (plus c’est vieux, moins vous aurez besoin d’outils pour cela). Vous possédez aussi deux véhicules accessibles et courants (une voiture de sport et une fourgonnette, par exemple).", + "crooked-move7": "Terrain connu : Votre équipe prend soin des habitants du coin, assure leur sécurité, veille à ce qu’il ne leur arrive rien. Quand vous revenez dans votre ancien quartier, vous trouvez toujours des gens prêts à vous cacher ou vous rendre de menus services sans poser de questions.", + "crooked-move8": "Sale réputation : Votre passé criminel vous vaut une mauvaise réputation. Quand vous révélez qui vous êtes, votre réputation terrifiante compte comme une raison pour que les gens fassent ce que vous leur demandez dans le cadre de la manœuvre\nmanipuler quelqu’un. Bien évidemment, le fait de révéler votre identité peut vous attirer des problèmes ultérieurement.", + "crooked-weapon": "Armes préférées", + "crooked-gear1": "Revolver .22 (1 dégât, proche, rechargement, petit)", + "crooked-gear2": "Revolver .38 (2 dégâts, proche, rechargement, bruyant)", + "crooked-gear3": "9 mm (2 dégâts, proche, bruyant)", + "crooked-gear4": "Fusil à pompe (3 dégâts, proche, sanglant)", + "crooked-gear5": "Fusil de chasse (2 dégâts, loin, bruyant)", + "crooked-gear6": "Couteau de chasse (1 dégât, allonge)", + "crooked-gear7": "Batte de baseball (1 dégât, allonge)", + "crooked-gear8": "Pistolet-mitrailleur (2 dégâts, proche, rechargement, zone)", + "crooked-gear9": "Fusil d'assaut (3 dégâts, proche/loin, zone)", + "heat": "Pression", + "heat-description": "Vous n’en êtes pas arrivé là sans vous faire quelques ennemis.", + "pick-heat": "Choisissez au moins deux options et nommez les personnes impliquées.", + "heat1": "Un officier de police a décidé de vous mettre sur la touche.", + "heat2": "Vous avez un rival de votre background qui ne rate jamais une occasion de vous enfler.", + "heat3": "Vous avez mis en rogne un criminel notoire qui est maintenant prêt à tout pour vous anéantir.", + "heat4": "Vous avez profité d'une personne ou d'un monstre qui possède des pouvoirs spéciaux.", + "heat5": "Vous avez trahi un ancien partenaire au beau milieu d’une mission.", + "underworld": "Les « bas-fonds »", + "underworld-description": "Choisissez comment vous avez découvert les véritables bas-fonds.", + "underworld1": "La cible d’une mission était une dangereuse créature (Au choix : un vampire, un loup-garou, un troll, un reptiloïde, etc).", + "underworld2": "Vous avez travaillé avec quelqu’un qui était plus qu’il n’y paraissait (Au choix : un sorcier, un démon, une fée, un médium, etc).", + "underworld3": "Vous avez été engagé par une entité complètement dingue (Au choix : un immortel, un dieu, une puissance extérieure, une sorcière, etc).", + "underworld4": "Tout est parti en vrille lors d’une mission. Vous êtes notamment tombé (mais cela ne s’arrête pas forcément là) sur : une horde de\ngobelins, une nuée de goules, un dévoreur de rêves, etc.", + "crooked-ally": "un ancien membre de votre équipe", + "crooked-advance1": "Retrouvez un vieux paquet de fric, de quoi vivre dans l’insouciance pendant un an ou deux.", + "Divine": "Divin", + "luck-special-divine": "Quand vous dépensez un point de Chance, vous apprenez que votre mission nécessite une intervention risquée de votre part, urgemment.", + "your-mission": "Votre Mission", + "mission-description": "Vous avez été envoyé sur Terre pour une bonne raison", + "mission1": "Vous êtes là pour déjouer les machinations d’un Adversaire.", + "mission2": "La fin des temps approche. Votre rôle est de guider ces chasseurs et d’éviter l’apocalypse.", + "mission3": "La fin des temps approche. Votre rôle est de guider ces chasseurs et de provoquer l’apocalypse.", + "mission4": "Vous êtes en exil. Vous devez œuvrer pour la cause du Bien sans attirer l’attention de vos frères et sœurs, qui sont bien décidés à vous exécuter pour vos crimes.", + "mission5": "Un des autres chasseurs a un rôle crucial à jouer dans les événements à venir. Vous devez le préparer à assumer son rôle et le protéger à tout prix.", + "divine-move1": "Maître de l’au-delà : Au début de chaque mystère, lancez 2D+Bizarre. Sur un 10+, vos supérieurs vous demandent d’exécuter une tâche simple. Sur un 7-9, la mission est compliquée ou difficile. Dans tous les cas, posez-leur une question de la manœuvre enquêter sur un mystère sur-le-champ. En cas d’échec, il vous est demandé de faire quelque chose de terrible. Si vous ne faites pas ce qui vous a été ordonné, vous ne pouvez plus utiliser cette manœuvre jusqu’à ce que vous ayez racheté votre échec.", + "divine-move2": "Ailes d’ange : Vous pouvez vous rendre instantanément en n’importe quel endroit que vous avez déjà visité ou jusqu’à une personne que vous connaissez bien. Quand vous portez une ou deux personnes, lancez 2D+Bizarre. Sur un 10+, vous vous rendez tous où vous le souhaitiez. Sur un 7-9, vous n’y parvenez pas. Vous êtes séparés, ou vous réapparaissez au mauvais endroit.", + "divine-move3": "Ce dont j’ai besoin, quand j’en ai besoin : vous pouvez ranger un petit objet qui vous appartient dans un espace magique auquel nul ne peut accéder. Vous pouvez y récupérer ce que vous y avez mis à tout moment ; l’objet apparaît alors dans votre main.", + "divine-move4": "Châtiment : Votre corps et votre arme divine comptent toujours comme une faiblesse contre les monstres que vous combattez. Vos attaques à mains nues prennent la forme suivante : 2 dégâts, personnel/allonge, sanglant.", + "divine-move5": "Apaisement : Quand vous parlez à quelqu’un d’une voix calme pendant quelques secondes, vous l’apaisez, refoulez sa panique, sa colère ou toute autre émotion négative. Cette manœuvre fonctionne même si la source de l’émotion est encore présente tant que votre voix est audible.", + "divine-move6": "Imposition des mains : Vous soignez les blessures et les maladies d’un simple contact. Quand vous imposez vos mains sur une personne blessée, lancez 2D+Cool. Sur un 10+, soignez 2 dégâts ou une maladie, et la cible est stabilisée. Sur un 7-9, vous soignez 2 dégâts ou une maladie comme sur un 10+, mais vous en faites les frais. En cas d’échec, votre aura lui inflige 1 dégât supplémentaire.", + "divine-move7": "Rejet du mal : Vous pouvez bannir une créature surnaturelle. Lancez 2D+Coriace. Sur un 10+, la cible est bannie. Sur un 7-9, l’opération demande un peu de temps, si bien que la créature a le temps d’effectuer une ou deux actions. Dans tous les cas, la créature bannie ne subit pas de blessures, et vous n’avez aucun contrôle sur l’endroit où elle se rend. Cette manœuvre peut être utilisée sur les chasseurs surnaturels (comme le Monstre). En cas d’échec, quelque chose l’empêche de partir. Pas de chance.", + "divine-weapon": "Une Arme Divine", + "divine-armour": "Armure divine (armure 1, béni) dont l'apparence correspond à votre origine divine", + "divine-gear1": "Épée enflammée (3 dégâts, allonge, feu, béni)", + "divine-gear2": "Marteau de tonnerre (3 dégâts, allonge, étourdissement, béni)", + "divine-gear3": "Fouet barbelé (3 dégâts, allonge, zone, sanglant, béni)", + "divine-gear4": "Sac des cinq pouvoirs (3 dégâts, proche, magique, béni)", + "divine-gear5": "Trident en argent (3 dégâts, allonge, argent, béni)", + "Divine-ally": "un être divin mineur envoyé par les puissances supérieures pour vous aider dans votre mission.", + "Divine-advance1": "Changez de mission. Choisissez une option différente de la liste des Missions ou (avec l’aval du Gardien) une mission de votre création.", "Expert": "Expert", - "luck-special-expert": "When you spend Luck you discover something happening now is related to something you were involved in years ago", - "expert-weapons": "Monster-Slaying Weapons", - "expert-gear1": "Mallet and stakes (3 harm, intimate,
          slow, wooden)", - "expert-gear2": "Silver sword (2 harm, hand, messy,
          silver)", - "expert-gear3": "Cold iron sword (2 harm, hand, messy,
          iron)", - "expert-gear4": "Blessed knife (2 harm, hand, holy)", - "expert-gear5": "Magical dagger (2 harm, hand, magic)", - "expert-gear6": "Juju bag (1 harm, far, magic)", - "expert-gear7": "Flamethrower (3 harm, close, heavy,
          fire, volitile)", - "expert-gear8": "Magnum (3 harm, close, reload, loud)", - "expert-gear9": "Shotgun (3 harm, close, messy, loud)", - "expert-move1": "I've Read About This Sort of Thing Roll +Sharp instead of +Cool when you act under pressure", - "expert-move2": "Often Right When a hunter comes to you for advice about a problem, give them your honest opinion and advice. If they take your advice they get +1 ongoing while following it, and you mark experience", - "expert-move3": "Preparedness When you need something unusual or rare, roll +Sharp. On a 10+, you have it right here and now. On a 7-9, you have it, but not here: it will take some time to get. On a miss you know where it is, but it's somewhere really bad", - "expert-move4": "It Wasn't as Bad as it Looked Once per mystery, you may attempt to keep going despite your injuries. Roll +Cool. On a 10+, heal 2 harm and stabilise your wounds. On a 7-9 you may either stabilise or heal 1 harm. On a miss, it was worse than in looked: The Keeper may inflict a harm move on you, or make your wounds unstable", - "expert-move5": "Precise Strike When you inflict harm on a monster you can aim for a weak spot. Roll +Tough. On a 10+ you inflict +2 harm. On a 7-9 you inflict +1 harm. On a miss you leave yourself open to the monster", - "expert-move6": "The Woman (or Man) With the PlanAt the beginning of each mystery, roll +Sharp. on a 10+ hold 2, on 7-9 hold 1. Spend the hold to be where you need to be, prepared and ready. On a miss, the Keeper holds 1 and they can spend it to put you in the worst place, unprepared and unready", - "expert-move7": "Dark Past If you trawl though your memeories for something relevent to the case at hand, roll +Weird. On a 10+ ask the Keeper two questions from the list below. On a 7-9, ask one. On a miss, you can ask a question anyway but that will mean you were personally complicit in creating the situation you are now dealing with", - "expert-move7.1": "When I dealt with this creature (or one of its kind), what did I learn?", - "expert-move7.2": "What black magic do I know that could help here?", - "expert-move7.3": "Do I know anyone that might be behind this?", - "expert-move7.4": "Who do I know that can help us right now?", - "your-haven": "Your Haven", - "haven-description": "You have a haven, a safe place to work", - "haven1": "Lore Library When you hit the books, take +1 forward to investigate a mystery so long as historical or reference works are appropriate", - "haven2": "Mystical Library If you use your library's tomes and grimoires, preparing yourself using them, take +1 forward for use magic", - "haven3": "Protection Spells Your haven is safe from monsters, they cannot enter. Monsters might be able to do something special to evade the wards, but not easily", - "haven4": "Armoury You have a stockpile of mystical and rare monster-killing weapons and items. If you need a special weapon roll +Weird. On a 10+ you have it (and plenty of it, if that matters). On a 7-9 you have it, but only the minimum. On a miss, you've got the wrong thing", - "haven5": "Infirmary You can heal people, and have the space for one or two to recuperate. The Keeper will tell you how long any patient's recovery will take, and if you need any extra supplies or help", - "haven6": "Workshop You have a space for repairing guns, cars, and other gadgets. Work out with the Keeper how long any repairs or construction will take, and if you will need any extra tools or help", - "haven7": "Oubliette This room is isolated from every kind of monster, spirit or magic that you know about. Anything you stash in there can't be found, can't do magic, and can't get out", - "haven8": "Panic Room This has essential supplies and is protected by normal and mystical means. You can hide out there for a few days, safe from pretty much anything", - "haven9": "Magical Laboratory You have a mystical lab with all kinds of weird ingredients and tools useful for casting spells (like use magic, big magic, and any other magical moves)", - "expert-advance1": "Add a haven option", - "expert-advance2": "Add a haven option", - "Flake": "Flake", - "luck-special-flake": "When you spend Luck pick an aspect of the current situation. The Keeper will tell you what other conspiricies that aspect connects to", - "flake-move1": "Connect the Dots At the beginning of each mystery if you look for the wider patterns that current events might be part of, roll +Sharp. On a 10+ hold 3, 7-9 hold 1. Spend your hold during the mystery to ask the Keeper one of the following questions", - "flake-move1.1": "Is this person connected to current events more than they are saying?", - "flake-move1.2": "When and where will the next critical event occur?", - "flake-move1.3": "What does the monster want from this person?", - "flake-move1.4": "Is this connected to previous mysteries we have investigated?", - "flake-move1.5": "How does this mystery connect to the bigger picture?", - "flake-move2": "Crazy Eyes You get +1 Weird (max +3)", - "flake-move3": "See, It All Fits Together You can roll +Sharp instead of +Charm when you manipulate someone ", - "flake-move4": "Suspicious Mind If someone lies to you, you know it ", - "flake-move5": "Often Overlooked When you act all crazy to avoid something, roll +Weird. On a 10+ you're regarded as unthreatening and unimportant. On a 7-9 you are either regarded as unthreatening, or unimportant. On a miss you draw lots (but not all) of the attention", - "flake-move6": "Contrary When you seek out and recieve someone's honest advice on the best course of action for you, and then do something else instead, mark experience. If you do exactly the opposite of their advice, you also take +1 ongoing on any moves you make persuing that course", - "flake-move7": "Net Friends You know a lot of people on the internet. When you contact a net friend to help you roll +Charm. On a 10+ they're available and helpful; they can fix something, break a code, hack a computer, or get you some special information. On a 7-9, they're prepared to help but it's either going to take some time, or you'll have to do part of it yourself. On a miss you burn some bridges", - "flake-move8": "Sneaky When you attack from ambush or from behind, inflict +2 harm", - "fake-normal": "One Normal Weapon", - "fake-gear1": ".38 revolver (2 harm, close, reload,
          loud)", - "fake-gear2": "9mm (2 harm, close, loud)", - "fake-gear3": "Hunting rifle (2 harm, far, loud)", - "fake-gear4": "Magnum (3 harm, close, reload, loud)", - "fake-gear5": "Shotgun (3 harm, close, messy, loud)", - "fake-gear6": "Big knife (1 harm, hand)", - "flake-hidden": "Hidden Weapons", - "fake-gear7": "Throwing knives (1 harm, close, many)", - "fake-gear8": "Holdout pistol (2 harm, close, loud,
          reload)", - "fake-gear9": "Garrote (3 harm, intimate)", - "fake-gear10": "Watchman's flashlight (1 harm, hand)", - "fake-gear11": "Weighted gloves/brass knuckles (1
          harm, hand", - "fake-gear12": "Butterfly knife/folding knife (1
          harm, hand)", - "Flake-advance1": "Gain a haven like the Expert with two options", - "Flake-advance2": "Add a haven option", - "Initiate": "Initiate", - "luck-special-initiate": "When you spend Luck something goes wrong for your Sect: an ill-advised project or a disasterous operation", - "your-sect": "Your Sect", - "sect-description": "Where are they from? How old are they? Are they religious? Why do they stay secret? How do they recruit?", - "sect-traditions": "Your Sect's Traditions", - "good-traditions": "Good Traditions", - "good-tradition1": "Knowledge", - "good-tradition2": "Ancient Lore", - "good-tradition3": "Magical Lore", - "good-tradition4": "Fighting Arts", - "good-tradition5": "Modernised", - "good-tradition6": "Chapters Everywhere", - "good-tradition7": "Secular Power", - "good-tradition8": "Flexible Tactics", - "good-tradition9": "Open Hierarchy", - "good-tradition10": "Rich", - "good-tradition11": "Integrated in Society", - "good-tradition12": "Nifty Gadgets", - "good-tradition13": "Magical Items", - "bad-traditions": "Bad Traditions", - "bad-tradition1": "Dubious Motives", - "bad-tradition2": "Tradition-Bound", - "bad-tradition3": "Short-Sighted", - "bad-tradition4": "Strict Laws", - "bad-tradition5": "Closed Hierarchy", - "bad-tradition6": "Factionalised", + "luck-special-expert": "Quand vous dépensez un point de Chance, vous découvrez qu'un événement actuel est en lien avec un autre dans lequel vous fûtes impliqués des années auparavant.", + "expert-weapons": "Armes tueuses de monstre", + "expert-gear1": "Pieux en bois et maillet (3 dégâts, personnel, lent, bois)", + "expert-gear2": "Épée en argent (2 dégâts, allonge, sanglant, argent)", + "expert-gear3": "Épée en fer froid (2 dégâts, allonge, sanglant, fer)", + "expert-gear4": "Poignard béni (2 dégâts, allonge, béni)", + "expert-gear5": "Dague magique (2 dégâts, allonge, magique)", + "expert-gear6": "Juju bag (1 dégât, loin, magique)", + "expert-gear7": "Lance-flammes (3 dégâts, proche, lourd, volatile)", + "expert-gear8": "Magnum (3 dégâts, proche, rechargement, bruyant)", + "expert-gear9": "Fusil à pompe (3 dégâts, proche, sanglant, bruyant)", + "expert-move1": "J’ai lu des choses à ce sujet : Lancez 2D+Futé au lieu de +Cool quand vous agissez sous pression.", + "expert-move2": "A souvent raison : Quand un chasseur vient chercher conseil auprès de vous au sujet d’un problème, répondez-lui sincèrement. S’il écoute vos conseils, il gagne +1 constant tant qu’il les suit, et vous cochez de l’expérience.", + "expert-move3": "État de préparation : Quand vous avez besoin de quelque chose d’inhabituel ou de rare, lancez 2D+Futé. Sur un 10+, vous l’obtenez sur-le-champ. Sur un 7-9, vous savez où le trouver, mais cela va vous demander un peu de temps. En cas d’échec, vous savez où le trouver, mais l’endroit craint vraiment.", + "expert-move4": "Ce n’est pas aussi grave qu’il n’y paraît : Une fois par mystère, vous pouvez tenter de rester dans la course malgré vos blessures. Lancez 2D+Cool. Sur un 10+, éliminez 2 dégâts et stabilisez vos blessures. Sur un 7-9, éliminez 1 dégât ou stabilisez vos blessures. En cas d’échec, c’est pire qu’il n’y paraissait. Le Gardien peut vous infliger une manœuvre dure ou rendre vos blessures instables.", + "expert-move5": "Coup précis : Quand vous infligez des dégâts à un monstre, vous pouvez viser un point faible. Lancez 2D+Coriace. Sur un 10+, vous infligez +2 dégâts. Sur un 7-9, vous infligez +1 dégât. En cas d’échec, vous offrez au monstre l’occasion de vous toucher.", + "expert-move6": "J’avais un plan : Au début de chaque mystère, lancez 2D+Futé. Sur un 10+, réservez 2. Sur un 7-9, réservez 1. Dépensez la réserve pour être là où vous le devez, parfaitement préparé. En cas d’échec, le Gardien obtient réserve 1 qu’il peut dépenser pour que vous vous retrouviez au pire endroit, totalement pris au dépourvu.", + "expert-move7": "Sombre passé : Vous vous êtes essayé aux pires arts mystiques avant de rejoindre le camp des gentils. Si vous parcourez vos souvenirs en quête d’informations en rapport avec l’affaire en cours, lancez 2D+Bizarre. Sur un 10+, posez au Gardien deux questions au choix dans la liste ci-dessous. Sur un 7-9, n’en posez qu’une. En cas d’échec, vous pouvez quand même poser une question, mais vous êtes en partie responsable de la situation.", + "expert-move7.1": "Quand j’ai eu affaire à cette créature (ou à l’un de ses congénères), qu’ai-je appris ?", + "expert-move7.2": "Connais-je une forme de magie noire qui pourrait m’être utile ?", + "expert-move7.3": "Connais-je quelqu’un qui pourrait être derrière tout ceci ?", + "expert-move7.4": "Connais-je quelqu’un qui pourrait nous aider en ce moment même ?", + "your-haven": "Votre refuge", + "haven-description": "Vous disposez d’un refuge, un endroit sûr d’où travailler.", + "haven1": "Bibliothèque ésotérique : Quand vous compulsez vos ouvrages, gagnez +1 temporaire pour enquêter sur un mystère (si les ouvrages de référence sont pertinents).", + "haven2": "Bibliothèque mystique : Quand vous compulsez vos grimoires et ouvrages occultes, gagnez +1 temporaire pour utiliser la magie.", + "haven3": "Sorts de protection : Votre refuge est à l’abri des monstres. Ils ne peuvent tout simplement pas y entrer. Ils peuvent entreprendre des actions spéciales pour passer outre les sceaux, mais ce ne sera pas facile.", + "haven4": "Arsenal : Vous disposez d’un ensemble d’armes et d’objets rares particulièrement dangereux pour les monstres. Si vous avez besoin d’une arme spéciale, lancez 2D+Bizarre. Sur un 10+, vous l’avez (en nombre si nécessaire). Sur un 7-9, vous l’avez, mais en petit nombre. En cas d’échec, vous n’avez pas la bonne arme.", + "haven5": "Infirmerie : Vous pouvez soigner les gens et disposez d’assez d’espace pour permettre à une ou deux personnes de se remettre. Le Gardien vous indiquera le temps nécessaire au patient et vous précisera si vous avez besoin d’aide ou de matériel en plus.", + "haven6": "Atelier : Vous avez l’espace nécessaire pour produire et réparer des armes, véhicules et autres gadgets. À vous de déterminer avec le Gardien combien de temps prendra une production ou une réparation et si vous aurez besoin d’aide ou de matériel en plus.", + "haven7": "Oubliette : Cette pièce est isolée de tout type de monstre, esprit et magie de votre connaissance. Rien de ce que vous y stockez ne peut être trouvé, produire de la magie ou en sortir.", + "haven8": "Panic room : Elle renferme des provisions et dispose de protections normales et mystiques. Vous pouvez y rester caché pendant des jours à l’abri de presque tout.", + "haven9": "Laboratoire de magie : Vous possédez un laboratoire mystique avec toutes sortes d’ingrédients et outils exotiques pour lancer des sorts (comme la manœuvre utiliser la magie, la magie souveraine et toute autre manœuvre magique).", + "expert-advance1": "Ajoutez une option à votre refuge.", + "Flake": "Parano", + "luck-special-flake": "Quand vous dépensez un point de Chance, choisissez un élément de la situation actuelle. Le Gardien vous dira à quelles autres conspirations il est connecté.", + "flake-move1": "Établir des liens : Au début de chaque mystère, si vous cherchez le tableau d’ensemble dans lequel s’inscrivent les événements en cours, lancez 2D+Futé. Sur un 10+, réserve 3. Sur un 7-9, réserve 1. Dépensez votre réserve durant le mystère pour poser au Gardien une des questions suivantes", + "flake-move1.1": "Cette personne est-elle plus liée aux événements en cours qu’elle ne le prétend ?", + "flake-move1.2": "Quand et où se déroulera le prochain événement critique ?", + "flake-move1.3": "Que veut le monstre à cette personne ?", + "flake-move1.4": "Est-ce lié à des mystères sur lesquels nous avons déjà enquêté ?", + "flake-move1.5": "En quoi ce mystère est-il lié au tableau d’ensemble ?", + "flake-move2": "Regard fou : Vous gagnez +1 Bizarre (+3 max.).", + "flake-move3": "Regardez, tout colle : Vous pouvez utiliser Futé au lieu de Charme quand vous manipulez quelqu’un.", + "flake-move4": "Esprit soupçonneux : Quand quelqu’un vous ment, vous le savez.", + "flake-move5": "Souvent sous-estimé : Quand vous faites n’importe quoi pour éviter quelque chose, lancez 2D+Bizarre. Sur un 10+, vous êtes perçu comme inoffensif et sans intérêt. Sur un 7-9, au choix : inoffensif ou sans intérêt. En cas d’échec, vous attirez une bonne partie de l’attention.", + "flake-move6": "Contraire : Quand vous cherchez et obtenez les conseils honnêtes de quelqu’un sur la meilleure marche à suivre et que vous faites autre chose, cochez de l’expérience. Si vous faites totalement le contraire, vous gagnez aussi +1 constant sur les manœuvres que vous effectuez dans ce sens.", + "flake-move7": "Amis du Net : Vous connaissez beaucoup de gens sur Internet. Quand vous contactez un ami du Net pour qu’il vous aide dans le cadre d’un mystère, lancez 2D+Charme. Sur un 10+, il est disponible et vous aide : il est en mesure de réparer quelque chose, de casser un code, de pirater un ordinateur, ou de vous dégoter des informations bien précises. Sur un 7-9, il est prêt à vous aider, mais cela lui prendra du temps ou vous devrez participer à l’effort. En cas d’échec, vous brûlez vos cartouches.", + "flake-move8": "Furtif : Quand vous attaquez dans le cadre d’une embuscade ou par-derrière, infligez +2 dégâts.", + "flake-normal": "Armes normales", + "flake-gear1": "Revolver .38 (2 dégâts, proche, rechargement, bruyant)", + "flake-gear2": "9mm (2 dégâts, proche, bruyant)", + "flake-gear3": "Fusil de chasse (2 dégâts, loin, bruyant)", + "flake-gear4": "Magnum (3 dégâts, proche, rechargement, bruyant)", + "flake-gear5": "Fusil à pompe (3 dégâts, proche, sanglant, bruyant)", + "flake-gear6": "Couteau de chasse (1 dégât, allonge)", + "flake-hidden": "Armes cachées", + "flake-gear7": "Couteaux de lancer (1 dégât, proche, multiple)", + "flake-gear8": "Pistolet de poche (2 dégâts, proche, rechargement, bruyant)", + "flake-gear9": "Garrot (3 dégâts, personnel)", + "flake-gear10": "Lampe torche de vigile (1 dégât, allonge)", + "flake-gear11": "Gants de MMA/coup-de-poing américain (1 dégât, allonge)", + "flake-gear12": "Couteau papillon/pliable (1 dégât, allonge)", + "Flake-advance1": "Gagnez un refuge, comme l’Expert/I>, avec deux options.", + "Flake-advance2": "Ajoutez une option à votre refuge.", + "Initiate": "Initié", + "luck-special-initiate": "Quand vous dépensez un point de Chance quelque chose tourne mal pour votre secte : un projet en perdition ou une opération désastreuse.", + "your-sect": "Votre Secte ", + "sect-description": "Vous faites partie d’un ordre secret ancien en charge de phénomènes surnaturels. D’où vient-il ? À quand remontent ses origines ? Est-il de nature religieuse ? Pourquoi reste-t-il secret ? Comment recrute-t-il ?", + "sect-traditions": "Les Traditions de votre Secte", + "good-traditions": "Bonnes traditions", + "good-tradition1": "Savante", + "good-tradition2": "Savoir ancien", + "good-tradition3": "Savoir magique", + "good-tradition4": "Arts de combat", + "good-tradition5": "Modernisée", + "good-tradition6": "Chapitres partout", + "good-tradition7": "Pouvoir séculier", + "good-tradition8": "Tactiques souples", + "good-tradition9": "Hiérarchie ouverte", + "good-tradition10": "Intégrée dans la société", + "good-tradition11": "Riche", + "good-tradition12": "Gadgets ingénieux", + "good-tradition13": "Objets magiques", + "bad-traditions": "Mauvaises traditions", + "bad-tradition1": "Mobiles douteux", + "bad-tradition2": "Tradition prédominante", + "bad-tradition3": "Sans vision à long terme", + "bad-tradition4": "Paranoïaque et secrète", + "bad-tradition5": "Hiérarchie fermée", + "bad-tradition6": "Divisée en faction", "bad-tradition7": "Paranoid and Secretive", - "bad-tradition8": "Poor", - "bad-tradition9": "Total Obedience", - "bad-tradition10": "Obsolete Gear", - "bad-tradition11": "Tyrannical Leader", - "bad-tradition12": "Mystical Oaths", - "initiate-fixed-move1": "When you are in good standing with your sect, at the beginning of each mystery, roll +Charm. On a 10+ they provide some useful information, or help out on the field. On a 7-9, you get a mission associated with the mystery, and if you do it you'll get some info or help too. On a miss they ask you to do something bad. If you fail a mission, or refuse an order, you'll be in trouble with the sect until you atone", - "initiate-move1": "Ancient Fighting Arts When using an old fashioned hand weapon you inflict +1 harm and get +1 when you roll to protect someone", - "initiate-move2": "Mystic Every time you successfuly use magic, take +1 forward", - "initiate-move3": "Fortunes The sect has ancient prophecies, or divination techniques to predict the future. Once per mystery you may use them. If you look at what the future holds, roll +Weird. On a 10+ hold 3, 7-9 hold 1. On a miss you get bad information and the Keeper decides how it affects you. Spend you hold to", - "initiate-move3.1": "Have a useful object ready", - "initiate-move3.2": "Be somewhere you are needed, just in time", - "initiate-move3.3": "Take +1 forward, or give +1 forward to another hunter", - "initiate-move3.4": "Retroactively warn someone about an attack, so that it doesn't happen", - "initiate-move4": "Sacred Oath You may bind yourself to a single goal, forsaking something during your quest (speech, all sustenance except bread and water, alcohol, lying, sex, etc.) Get the Keeper's agreement on this, it should match the goal in importance and difficulty. While you keep your oath and work towards your goal, mark experience at the end of every session and get +1 on any rolls that directly help achieve the goal. If you break the oath, take -1 ongoing until you have atoned", - "initiate-move5": "Mentor You have a mentor in the sect, name them. When you contact your mentor for info, roll +Sharp. On a 10+, you get an answer to your question, no problem. On a 7-9 you choose; they're either busy and can't help, or they answer the question but you owe a favour. On a miss, your question causes trouble", - "initiate-move6": "Apprentice You have an apprentice: name them. Your job is to teach them the sect's ways. They count as an ally: subordinate (motivation: to follow your instructions to the letter)", - "initiate-move7": "Helping Hand When you successfuly help out another hunter, they get +2 instead of the usual +1", - "initiate-move8": "That Old Black Magic When you use magic, you can ask a question from the investigate a mystery move as your effect", - "inititate-armour": "Old-fashioned armour (1 armour, heavy)", - "inititate-old": "Old-fashioned Weapons", - "inititate-oldgear-pick": "If Sect has Fighting Arts or Obsolete Gear, pick three; otherwise pick two", - "inititate-gear1": "Sword (2 harm, hand, messy)", - "inititate-gear2": "Axe (2 harm, hand, messy)", - "inititate-gear3": "Big sword (3 harm, hand, messy,
          heavy)", - "inititate-gear4": "Big axe (3 harm, hand, messy, slow,
          heavy)", - "inititate-gear5": "Silver knife (1 harm, hand, silver)", - "inititate-gear6": "Fighting sticks (1 harm, hand, quick)", - "inititate-gear7": "Spear (2 harm, hand, close)", - "inititate-gear8": "Mace (2 harm, hand, messy", - "inititate-gear9": "Crossbow (2 harm, close, slow)", - "initiate-modern": "Modern Weapons", - "initiate-moderngear-pick": "If Sect has Modernised or Nifty Gadgets, pick two; otherwise pick one", - "inititate-gear10": ".38 revolver (2 harm, hand, close,
          reload, loud", - "inititate-gear11": "9mm (2 harm, close, reload, loud)", - "inititate-gear12": "Sniper rifle (3 harm, far)", - "inititate-gear13": "Magnum (3 harm, close, reload, loud)", - "inititate-gear14": "Shotgun (3 harm, close, messy", - "Initiate-advance1": "Get command of your chapter of the Sect", - "Initiate-advance2": "Get command of your chapter of the Sect", - "Initiate-advance3": "Become the leader, or effective leader, of the whole Sect", - "Monsterous": "Monsterous", - "luck-special-monsterous": "When you spend Luck your monster side gains power. Your Curse may grow stronger, or another Breed disadvantage may manifest", - "monster-breed": "Monster Breed", - "breed-description": "You are half human, half monster; were you always this way? Were you always fighting for good or were you once evil and then switched sides?", - "curses": "Curses", - "curse1": "Feed You must subsist on living humans. It could be from blood, brains or spiritual essence but it must be from people. You need to act under pressure to avoid feeding whenever the perfect opportuinty presents itself", - "curse2": "Vulnerability Pick a substance. You'll take +1 harm when you suffer harm from it. If you are bound or surrounded by it, you must act under pressure to use your powers", - "curse3": "Pure Drive One emotion rules you. Pick from: hunger, hate, anger, fear, jealousy, greed, joy, pride, envy, lust or cruelty. Whenever you have a chance to indulge that emotion you must do so immediately, or act under pressure to resist", - "curse4": "Dark Master You have an evil lord who doesn't know you changed sides. They still give you orders, and they do not tolerate refusal or failure", - "monsterous-move1": "Immortal You do not age or sicken, and whenever you suffer harm you suffer 1 harm less", - "monsterous-move2": "Unnatural Appeal Roll +Weird instead of +Charm when you manipulate someone ", - "monsterous-move3": "Unholy Strength Roll +Weird instead of +Tough when you kick some ass ", - "monsterous-move4": "Incorporeal You may move freely though solid objects (but not people)", - "monsterous-move5": "Preternatural Speed You go much faster than normal people. When you chase, flee or run take +1 ongoing", - "monsterous-move6": "Claws of the Beast Your natural attacks deal +1 harm ", - "monsterous-move7": "Mental Dominion When you gaze into a normal human's eyes and exert your will over them Roll +Charm. On a 10+ hold 3, on 7-9 hold 1. You may spend your hold to give them an order. Regular people will follow the order, whatever it is. Hunters can choose to follow the order or not. If they do, they mark experience", - "monsterous-move8": "Unquenchable Vitality When you have taken harm you can heal yourself. Roll +Cool. On a 10+, heal 2 harm and stabilise your injuries. On a 7-9, heal 1 harm and stabilise your injuries. On a miss your injuries worsen", - "monsterous-move9": "Dark Negotiator You can use manipulate someone on monsters as well as people if they can reason and talk", - "monsterous-move10": "Flight You can fly ", - "monsterous-move11": "Shapeshifter You may change your form (usually into an animal). Decide if you have just one alternate form or several and detail them. You gain +1 forward to investigate a mystery when using and alternate form's superior senses. (Eg, smell for a wolf, sight for an eagle)", - "monsterous-move12": "Something Borrowed Take a move from a hunter playbook that is not currently in play ", - "natural-attacks": "Natural Attacks", - "monsterous-attacks-pick": "pick one base and one extra, or pick two bases", - "monsterous-attacks1": "Base: teeth (3 harm, intimate)", - "monsterous-attacks2": "Base: Claws (2 harm, hand)", - "monsterous-attacks3": "Base: Magical force (1 harm, magical, close)", - "monsterous-attacks4": "Base: Life-drain (1 harm, intimate, life-drain)", - "monsterous-attacks5": "Extra: Add +1 harm to a base", - "monsterous-attacks6": "Extra: Add +ignore armour to a base", - "monsterous-attacks7": "Extra: Add an extra range to a base
          (+intimate, hand, or close)", - "monsterous-weapon": "One Handy Weapon: (if you want one)", - "monsterous-gear1": ".38 revolver (2 harm, close, reload,
          loud)", - "monsterous-gear2": "9mm (2 harm, close, loud)", - "monsterous-gear3": "Magnum (3 harm, close, reload, loud)", - "monsterous-gear4": "Shotgun (3 harm, close, messy)", - "monsterous-gear5": "Big knife (1 harm, hand)", - "monsterous-gear6": "Brass knuckles (1 harm, hand, quiet,
          small)", - "monsterous-gear7": "Sword (2 harm, hand, messy)", - "monsterous-gear8": "Huge sword (3 harm, hand, heavy)", - "Monsterous-advance1": "Gain a haven like the Expert with two options", - "Monsterous-advance2": "Take a Natural Attacks pick", - "Monsterous-advance3": "Free yourself from your type's curse. It no longer affects you but you lose 1 Weird", - "Monsterous-advance4": "Become evil (again). Retire this character, they become one of the Keeper's threats", - "Mundane": "Mundane", - "luck-special-mundane": "When you spend Luck you'll find something wierd- maybe even useful", - "mundane-move1": "Always the Victim When another hunter uses protect someone to protect you, they mark experience. Whenever a monster captures you, you mark experience", - "mundane-move2": "Oops! If you want to stumble across something important tell the Keeper. You will find something important and useful, but not necessarily related to your immediate problems ", - "mundane-move3": "Let's get out of here If you can protect someone by telling them what to do, or by leading them out, roll +Charm instead of +Tough", - "mundane-move4": "Panic Button When you need to escape, name the route you'll try and roll +Sharp. On a 10+ you're out of danger, no problem. On a 7-9 you can go or stay, but if you go it will cost you. (You leave something behind or take something with you.) On a miss, you are caught halfway out", - "mundane-move5": "The Power of Heart When fighting a monster, if you help someone don't roll +Cool. You automatically help as though you'd rolled a 10", - "mundane-move6": "Trust Me When you tell a normal person the truth in order to protect them from danger, roll +Charm. On a 10+ they'll do what you say, no questions asked. On a 7-9 they do it but the Keeper chooses 1", - "mundane-move6.1": "They ask you a hard question first", - "mundane-move6.2": "They stall and dither a while", - "mundane-move6.3": "They have a 'better' idea", - "mundane-move6.4": "On a Miss they think you are crazy, and maybe dangerous too", - "mundane-move7": "What Could Go Wrong? Whenever you charge into immediate danger without hedging your bets, hold 2. You may spend the hold to", - "mundane-move7.1": "Inflict 1 harm", - "mundane-move7.2": "Reduce someone's harm suffered by 1", - "mundane-move7.3": "Take +2 forward on an act under pressure", - "mundane-move8": "Don't Worry, I'll Check It Out Whenever you go off by yourself to check out somewhere (or something) scary, mark experience", - "mundane-weapon": "Mundane Weapon", - "mundane-gear1": "Golf club, baseball bat, cricket bat,
          or hockey stick (2 harm, hand,
          innocuous, messy)", - "mundane-gear2": "Pocket knife or multitool (1 harm,
          hand, useful, small)", - "mundane-gear3": "Small handgun (2 harm, close, loud,
          reload)", - "mundane-gear4": "Hunting rifle (3 harm, far, loud, reload)", - "mundane-gear5": "Sledge-hammer or fire axe (3 harm,
          hand, messy)", - "mundane-gear6": "Nunchuks (2 harm, hand, area)", - "mundane-transport": "Means of Transport", + "bad-tradition8": "Voeux mystiques", + "bad-tradition9": "Obéissance totale", + "bad-tradition10": "Leaders tyranniques", + "bad-tradition11": "Équipement obsolète", + "bad-tradition12": "Pauvre", + "initiate-fixed-move1": "Quand vous êtes reconnu auprès de votre secte, lancez 2D+Charme au début de chaque mystère. Sur un 10+, elle vous offre des informations utiles ou une aide sur le terrain. Sur un 7-9, vous recevez une mission liée au mystère, qui vous vaudra aussi des informations ou de l’aide si vous la réussissez. En cas d’échec, il vous est demandé de faire quelque chose de mal. Si vous ratez la mission ou refusez d’exécuter un ordre, vous aurez des problèmes avec la secte jusqu’à ce que vous vous soyez racheté.", + "initiate-move1": "Arts de combat anciens : Quand vous utilisez une arme blanche ancienne, vous infligez +1 dégât et gagnez +1 chaque fois que vous effectuez un jet pour protéger quelqu’un.", + "initiate-move2": "Mystique : Chaque fois que vous utilisez la magie avec succès, gagnez +1 temporaire.", + "initiate-move3": "Prédictions : La secte connaît de vieilles prophéties et techniques de divination. Une fois par mystère, vous pouvez y faire appel. Si vous cherchez ce que l’avenir vous réserve, lancez 2D+Bizarre. Sur un 10+, réserve 3. Sur un 7-9, réserve 1. En cas d’échec, vous recevez des informations erronées et le Gardien décide en quoi cela vous affecte. Dépensez votre réserve pour", + "initiate-move3.1": "Disposer d’un objet utile.", + "initiate-move3.2": "Vous trouver au bon endroit, au bon moment.", + "initiate-move3.3": "Gagner +1 temporaire, ou donner +1 temporaire à un autre chasseur.", + "initiate-move3.4": "Prévenir rétroactivement quelqu’un d’une attaque, afin qu’elle n’ait pas lieu.", + "initiate-move4": "Vœu sacré : Vous pouvez vous attacher à un objectif précis en faisant vœu d’abstinence (et ainsi vous abstenir de parler, de vous nourrir autrement que d’eau et de pain, de boire de l’alcool, de mentir, d’avoir des rapports sexuels, etc.). Veillez à en parler avec le Gardien, cela doit correspondre à l’importance et la difficulté de votre objectif. Tant que vous respectez votre vœu et œuvrez à la réalisation de votre objectif, cochez de l’expérience à la fin de chaque séance et gagnez +1 sur tout jet qui vous aide directement à remplir votre objectif. Si vous brisez votre vœu, subissez -1 constant jusqu’à ce que vous ayez expié.", + "initiate-move5": "Mentor : Vous avez un mentor au sein de la secte. Nommez-le. Quand vous contactez votre mentor pour obtenir des renseignements, lancez 2D+Futé. Sur un 10+, vous obtenez une réponse à votre question. Sur un 7-9, à vous de choisir : la secte est trop occupée pour vous aider ou elle accepte de vous répondre en échange d’une faveur. En cas d’échec, votre question pose problème.", + "initiate-move6": "Apprenti : Vous avez un apprenti. Nommez-le. Votre travail consiste à le former aux us de la secte. Il compte comme un allié : subordonné (motivation : suivre vos instructions à la lettre).", + "initiate-move7": "Main secourable : Quand vous parvenez à donner un coup de main à un autre chasseur, il gagne +2 au lieu de l’habituel +1.", + "initiate-move8": "Cette bonne vieille magie noire : Quand vous utilisez la magie, vous pouvez poser une question de la manœuvre enquêter sur un mystère comme effet.", + "inititate-armour": "Armure archaïque (armure 1, lourd)", + "inititate-old": "Armes archaïques", + "inititate-oldgear-pick": "Si votre secte a arts de combat ou équipement obsolète, choisissez-en trois, sinon deux.", + "inititate-gear1": "Épée (2 dégâts, allonge, sanglant)", + "inititate-gear2": "Hache (2 dégâts, allonge, sanglant)", + "inititate-gear3": "Grande épée (3 dégâts, allonge, sanglant, lourd)", + "inititate-gear4": "Grande hache (3 dégâts, allonge, sanglant, lent, lourd)", + "inititate-gear5": "Couteau en argent (1 dégât, allonge, argent)", + "inititate-gear6": "Bâtons de combat (1 dégât, allonge, rapide)", + "inititate-gear7": "Lance (2 dégâts, allonge/proche)", + "inititate-gear8": "Masse (2 dégâts, allonge, sanglant)", + "inititate-gear9": "Arbalète (2 dégâts, proche, lent)", + "initiate-modern": "Armes modernes", + "initiate-moderngear-pick": "Si votre secte a Modernisée ou Gadgets ingénieux, choisissez-en deux, sinon une.", + "inititate-gear10": "Revolver .38 (2 dégâts, proche, rechargement, bruyant)", + "inititate-gear11": "9 mm (2 dégâts, proche, bruyant)", + "inititate-gear12": "Fusil de sniper (3 dégâts, loin)", + "inititate-gear13": "Magnum (3 dégâts, proche, rechargement, bruyant)", + "inititate-gear14": "Fusil à pompe (3 dégâts, proche, sanglant)", + "Initiate-advance1": "Prenez le commandement de votre chapitre de la secte", + "Initiate-advance2": "Gagnez le commandement d’une équipe de la secte.", + "Initiate-advance3": "Devenez le leader, ou le leader effectif, de la secte", + "Monstrous": "Monstre", + "luck-special-monstrous": "Chaque fois que vous dépensez un point de Chance, votre part de monstre gagne en puissance; votre malédiction peut devenir plus forte, ou un autre désavantage de race peut se manifester.", + "monster-breed": "Espèce", + "breed-description": "Vous êtes mi-humain, mi-monstre. À vous de décider s’il en a toujours été ainsi ou si vous avez subi une transformation après être né humain. Ensuite, décidez si vous avez toujours été du côté du bien ou si vous étiez initialement dans le camp du mal.", + "curses": "Malédictions", + "curse1": "Alimentation : Vous vous nourrissez d’êtres humains. Cela peut prendre la forme de sang, de cervelle ou d’essence spirituelle, mais ce doit être humain. Vous devez agir sous pression pour résister à l’envie de vous nourrir quand l’opportunité se présente.", + "curse2": "Vulnérabilité : Choisissez une substance. Vous subissez +1 dégât quand cette substance vous inflige des dégâts. Si vous êtes entravé ou entouré par cette substance, vous devez agir sous pression pour utiliser vos pouvoirs.", + "curse3": "Pulsion aveugle : Une émotion vous gouverne. Choisissez entre : faim, haine, colère, peur, jalousie, cupidité, joie, orgueil, envie, luxure et cruauté. Chaque fois que vous avez l’occasion d’assouvir cette émotion, vous devez le faire sur-le-champ ou agir sous pression pour y résister.", + "curse4": "Sombre maître : Vous avez un maître maléfique qui ne sait pas que vous avez changé de camp. Il vous donne encore des ordres et ne souffre aucun refus ; pas plus que l’échec.", + "monstrous-move1": "Immortel : Vous ne vieillissez pas, ne tombez pas malade et subissez -1 dégât chaque fois que vous subissez des dégâts.", + "monstrous-move2": "Charme surnaturel : Lancez 2D+Bizarre au lieu de +Charme quand vous manipulez quelqu’un.", + "monstrous-move3": "Force surnaturelle : Lancez 2D+Bizarre au lieu de +Coriace quand vous cassez la gueule à quelqu’un.", + "monstrous-move4": "Immatériel : Vous pouvez traverser tout ce qui est matériel (mais pas les gens).", + "monstrous-move5": "Rapidité surnaturelle : Vous êtes beaucoup plus rapide que les gens normaux. Quand vous chassez, fuyez ou courez, gagnez +1 constant.", + "monstrous-move6": "Griffes de la bête : Toutes vos attaques naturelles gagnent +1 dégât.", + "monstrous-move7": "Domination mentale : Quand vous regardez un humain droit dans les yeux et exercez votre volonté sur lui, lancez 2D+Charme. Sur un 10+, réserve 3. Sur un 7-9, réserve 1. Vous pouvez dépenser votre réserve pour lui donner un ordre. Les gens normaux vous obéissent alors, quoi que vous leur demandiez. Les chasseurs peuvent choisir de vous obéir ou non. S’ils acceptent, ils cochent de l’expérience.", + "monstrous-move8": "Régénération : Quand vous subissez des dégâts, vous pouvez vous soigner. Lancez 2D+Cool. Sur un 10+, soignez 2 dégâts\net stabilisez vos blessures. Sur un 7-9, soignez 1 dégât et stabilisez vos blessures. En cas d’échec, vos blessures s’aggravent.", + "monstrous-move9": "Sombre négociateur : Vous pouvez utiliser la manœuvre manipuler quelqu’un sur les monstres et sur les gens, du moins s’ils sont en mesure de raisonner et de parler.", + "monstrous-move10": "Vol : Vous pouvez voler.", + "monstrous-move11": "Métamorphe : Vous pouvez changer de forme (généralement en animal). À vous de décider si vous avez une forme alternative ou plusieurs, et de les détailler. Vous gagnez +1 pour enquêter sur un mystère quand vous utilisez le sens le plus développé d’une forme alternative (l’odorat pour un loup, la vue pour un aigle, etc.).", + "monstrous-move12": "Emprunt : Prenez une manœuvre du livret d’un chasseur qui n’est pas joué pour l’instant.", + "natural-attacks": "Attaques naturelles", + "monstrous-attacks-pick": "Choisissez-en une de base et une supplémentaire, ou deux de base.", + "monstrous-attacks1": "Base : dents (3 dégâts, personnel)", + "monstrous-attacks2": "Base : griffes (2 dégâts, allonge)", + "monstrous-attacks3": "Base : force magique (1 dégât, magique, proche)", + "monstrous-attacks4": "Base : absorption d’énergie (1 dégât, personnel, absorption d’énergie)", + "monstrous-attacks5": "Supplémentaire : ajoutez +1 dégât à une attaque de base.", + "monstrous-attacks6": "Supplémentaire : ajoutez ignore l’armure à une attaque de base.", + "monstrous-attacks7": "Supplémentaire : ajoutez une portée supplémentaire (personnel, allonge ou proche) à une attaque de base.", + "monstrous-weapon": "Une arme (Optionnel)", + "monstrous-gear1": "Revolver .38 (2 dégâts, proche, rechargement, bruyant)", + "monstrous-gear2": "9 mm (2 dégâts, proche, bruyant)", + "monstrous-gear3": "Magnum (3 dégâts, proche, rechargement, bruyant)", + "monstrous-gear4": "Fusil à pompe (3 dégâts, proche, sanglant)", + "monstrous-gear5": "Couteau de chasse (1 dégât, allonge)", + "monstrous-gear6": "Coup-de-poing américain (1 dégât, allonge, silencieux, petit)", + "monstrous-gear7": "Épée (2 dégâts, allonge, sanglant)", + "monstrous-gear8": "Grande épée (3 dégâts, allonge, lourd)", + "Monstrous-advance1": "Gagnez un refuge, comme l’Expert/I>, avec deux options.", + "Monstrous-advance2": "Prenez une attaque naturelle.", + "Monstrous-advance3": "Libérez-vous de la malédiction de votre espèce. Elle ne vous affecte plus, mais vous perdez 1 Bizarre.", + "Monstrous-advance4": "Vous (re)devenez mauvais. Retirez ce personnage, qui rejoint les menaces dont dispose le Gardien.", + "Mundane": "Ordinaire", + "luck-special-mundane": "Quand vous dépensez un point de Chance vous allez trouver quelque chose d'étrange, peut-être même utile !", + "mundane-move1": "Victime permanente : Quand un autre chasseur utilise protéger quelqu’un pour vous protéger, il coche de l’expérience. Chaque fois qu’un monstre vous capture, vous cochez de l’expérience.", + "mundane-move2": "Oups ! :Si vous voulez tomber sur quelque chose d’important, dites-le au Gardien. Vous trouverez quelque chose d’important et d’utile, mais pas nécessairement lié à vos préoccupations actuelles.", + "mundane-move3": "Fichons le camp d’ici ! : Si vous pouvez protéger quelqu’un en lui disant quoi faire, ou en l’aidant à filer, +Charme au lieu de +Coriace.", + "mundane-move4": "Panique : Quand vous devez vous échapper, précisez le chemin que vous voulez emprunter et lancez 2D+Futé. Sur un 10+, vous êtes hors de danger. Sur un 7-9, vous pouvez filer ou rester, mais si vous voulez partir, il vous en coûtera (vous laissez quelque chose derrière, ou quelque chose vous accompagne). En cas d’échec, vous êtes pris à mi-chemin.", + "mundane-move5": "Tiens bon ! : Quand vous combattez un monstre, si vous donnez un coup de main à quelqu’un, ne lancez pas +Cool. Considérez que vous avez obtenu un 10.", + "mundane-move6": "Fais-moi confiance : Quand vous dites la vérité à un individu normal pour le protéger du danger, lancez 2D+Charme. Sur un 10+, il fait ce que vous lui dites sans poser de questions. Sur un 7-9, l’individu obtempère, mais le gardien choisit", + "mundane-move6.1": "L’individu commence par vous poser une question difficile", + "mundane-move6.2": "L’individu joue la montre et hésite un moment", + "mundane-move6.3": "L’individu a une « meilleure » idée.", + "mundane-move6.4": "En cas d’échec, il pense que vous êtes fou, voire dangereux.", + "mundane-move7": "Qu’est-ce qui pourrait aller de travers ? : Quand vous foncez tête baissée sans protéger vos arrières, réservez 2. Vous pouvez dépenser votre réserve pour", + "mundane-move7.1": "Infliger +1 dégât", + "mundane-move7.2": "Diminuer de 1 les dégâts subis par quelqu’un", + "mundane-move7.3": "Gagner +2 temporaire quand vous agissez sous pression", + "mundane-move8": "T’inquiète, je vais jeter un oeil : Quand vous partez de votre propre chef pour vérifier un endroit (ou quelque chose) d’effrayant, cochez de l’expérience.", + "mundane-weapon": "Armes ordinaires", + "mundane-gear1": "Club de golf, batte de baseball, batte de cricket ou crosse de hockey (2 dégâts, allonge, inoffensif, sanglant)", + "mundane-gear2": "Couteau de poche ou couteau suisse (1 dégât, allonge, utile, petit)", + "mundane-gear3": "Arme de poing de petit calibre (2 dégâts, proche, rechargement, bruyant)", + "mundane-gear4": "Fusil de chasse (3 dégâts, loin, bruyant, rechargement)", + "mundane-gear5": "Masse ou hache de pompier (3 dégâts, allonge, sanglant)", + "mundane-gear6": "Nunchaku (2 dégât, allonge, zone)", + "mundane-transport": "Moyen de transport", "mundane-gear7": "Skateboard", - "mundane-gear8": "Bicycle", - "mundane-gear9": "Fairly new car in decent condition", - "mundane-gear10": "Classic car in terrible condition", - "mundane-gear11": "Motorcycle", + "mundane-gear8": "Vélo", + "mundane-gear9": "Voiture plutôt récente en bon état", + "mundane-gear10": "Voiture ancienne en mauvais état", + "mundane-gear11": "Moto", "mundane-gear12": "Van", - "Mundane-advance1": "Regain a used Luck point", - "Mundane-advance2": "Regain a used Luck point", - "Mundane-advance3": "Regain a used Luck point", - "Mundane-advance4": "Regain a used Luck point", - "Professional": "Professional", - "luck-special-professional": "When you spend Luck your next mission from the Agency comes with lots of red tape. Lots", - "agency": "Agency", - "agency-description": "Decide who it is you work for. Are they a black-budget government department, a secret military unit, a clandestine police team, a private individual's crusade, a corporation, a scientific team or what?", - "agency-goal": "Is the Agency's goal to destroy monsters, study the supernatural, protect people, gain power, or something else?", - "resources": "Resources", - "agency1": "Well Armed", - "agency2": "Well Financed", - "agency3": "Rigorous Training", - "agency4": "Official Pull", - "agency5": "Cover Identities", - "agency6": "Good Intel", - "agency7": "Offices all over the place", - "agency8": "Support Teams", - "agency9": "Weird Tech Gadgets", - "agency10": "Recognised Authority", - "red-tape": "Red Tape", - "agency11": "Dubious Motives", - "agency12": "Bureaucratic", - "agency13": "Inter-departmental Rivalry", - "agency14": "Secretive Hierarchy", - "agency15": "Budget Cuts", - "agency16": "Take No Prisoners", - "agency17": "Hostile Superiors", - "agency18": "Cryptic Missions", - "agency19": "Live Capture Policy", - "professional-fixed-move1": "When you deal with the agency, requesting help or gear, or making excuses for failure roll +Sharp. On a 10+, you're good; your request for gear or personell is okayed, or you slip-up goes unnoticed. On a 7-9, things aren't so great. You might get chewed out by your superiors, and there will be fallout, but you get what you need for the job. On a miss, you screwed up: you might be suspended, under investigation, or just in the doghouse. You certainly aren't going to get any help until you sort it all out", - "professional-move1": "Bottle it Up If you want, you can take up to +3 bonus when you act under pressure. For each +1 you use, the Keeper holds 1. This hold can be spent later, one-for-one, to give you -1 on any move except act under pressure ", - "professional-move2": "Unfazeable Take +1 Cool (max +3) ", - "professional-move3": "Battlefield Awareness You always know what's happening around you, and what to watch out for. Take +1 armour (max +2) on top of whatever you get from your gear", - "professional-move4": "Leave No One Behind In combat when you help someone escape, roll +Sharp. On a 10+ you get them out clean. On a 7-9, you can either get them out or suffer no harm, you choose. On a miss, you fail to get them out and you've attracted hostile attention", - "professional-move5": "Tacticle Genius When you read a bad situation roll +Cool instead of +Sharp", - "professional-move6": "Medic You have a full first aid kit, and the training to heal people. When you do first aid, roll +Cool. On a 10+ the patient is stabilised and healed of 2 harm. On a 7-9 choose one: heal 2 harm or stabilise the injury. On a miss, you cause an extra 1 harm. This move takes the place of regular first aid", - "professional-move7": "Mobility You have a truck, van, or car built for monster hunting. Choose two good things and one bad thing", - "professional-move7.1": "Good things: Roomy, surveillance gear, fast, stealthy, intimidating, classic, medical kit, sleeping space, toolkit, concealed weapons, anonymous, armoured (+1 armour inside), tough, monster cage", - "professional-move7.2": "Bad things: Loud, obvious, tempermental, beaten-up, gas guzzler, uncomfortable, slow", - "professional-armour": "Armour", - "professional-gear1": "Flak Vest (1 amrour, hidden)", - "professional-gear2": "Combat Armour (1 armour, heavy)", - "professional-serious-weapon": "Serious Weapons", - "professional-gear3": "Assault rifle (3 harm, far, area, loud,
          reload", - "professional-gear4": "Grenade launcher (4 harm, far, area,
          messy, loud, reload)", - "professional-gear5": "Sniper rifle (4 harm, far)", - "professional-gear6": "Grenades (4 harm, close, area, messy,
          loud)", - "professional-gear7": "Submachine gun (3 harm, close, area,
          loud, reload)", - "professional-normal-weapon": "Normal Weapons", - "professional-gear8": ".38 revolver (2 harm, close, reload,
          loud)", - "professional-gear9": "9mm (2 harm, close, loud)", - "professional-gear10": "Hunting rifle (2 harm, far, loud)", - "professional-gear11": "Shotgun (3 harm, close, messy)", - "professional-gear12": "Big knife (1 harm, hand)", - "Professional-advance1": "Add a resource tag or change a red tape tag for your Agency", - "Professional-advance2": "Get command of an Agency team of monster hunters", - "Professional-advance3": "Get some or all of the other player's hunters hired by your Agency. They get the deal with the agency move as well as salery and benefits", - "Spellslinger": "Spellslinger", - "luck-special-spellslinger": "When you spend Luck the official council of wizards is going to poke their nose into your business", - "spellslinger-gear-description": "You don't need much except items to power your magic, still it's good to be prepared", - "spellslinger-weapon": "One Backup Weapon", - "spellslinger-gear1": "Old revolver (2 harm, close, reload,
          loud)", - "spellslinger-gear2": "Ritual knife (1 harm, hand)", - "spellslinger-gear3": "Heirloom sword (2 harm, hand, messy)", - "spellslinger-move1": "Advanced Arcane Training If you have two of your three Tools and Techniques at the ready then you may ignore the third", - "spellslinger-move2": "Arcane Reputation Pick three big organisations or groups in the supernatural community, which can include the more sociable types of monsters. They've heard of you and respect your power. Take +1 forward when you use manipulate someone on affected humans. You may also use manipulate someone on affected monsters, with no bonus", - "spellslinger-move3": "Could've Been Worse When you miss a use magic roll you can choose one of the following options instead of losing control of the magic", - "spellslinger-move3.1": "Fizzle: The preperations and materials for the spell are ruined. You'll have to start over from scratch with the prep time doubled", - "spellslinger-move3.2": "This is gonna suck: The effect happens, but you trigger all the glitches but one. You pick the one you avoid", - "spellslinger-move4": "Forensic Divination When you successfully investigate a mystery you may ask \"what magic was done here?\" as a free extra question", - "spellslinger-move5": "Go Big or Go Home When you must use magic as a requirement for big magic, take +1 forward to those use magic rolls", - "spellslinger-move6": "Enchanted Clothing Pick an article of every-day clothing; it's enchanted without any change in appearence. Take -1 harm from any source that tries to get at you through the garment", - "spellslinger-move7": "Not My Fault +1 to act under pressure when dealing with the consequences of your own spellcasting", - "spellslinger-move8": "Practitioner Choose two of the use magic effects. You get +1 to use magic when choosing one of those effects", - "spellslinger-move9": "Shield Spell When you protect someone, you gain +2 armour against any harm that is transferred to you. This doesn't stack with any other armour", - "spellslinger-move10": "Third Eye When you read a bad situation you can open your third eye for a moment to take in extra information. Take +1 hold on any result of 7 or more, plus you can see invisible things. On a miss, you may still get 1 hold, but you're exposed to a supernatural danger. Unfiltered hidden reality is tough on the mind!", - "extra-fixed-move": "And you get this", - "combat-magic": "Combat Magic", - "combat-magic-description": "You have attack spells you can use as weapons. When you kick some ass with your spells roll +Weird instead of +Tough. Sometimes you may need to act under pressure to cast your spells without problems", - "combat-magic-pick": "pick three, with at least one base", + "Professional": "Professionel", + "luck-special-professional": "Quand vous dépensez un point de Chance, votre prochaine mission pour l'agence s'accompagne de paperasses administratives, beaucoup !", + "agency": "Agence", + "agency-description": "À vous de décider pour qui vous travaillez. S’agit-il d’un département gouvernemental officieux, d’une unité militaire secrète, d’une force de police clandestine, d’une croisade privée, d’une corporation, d’un groupe scientifique, etc. ?", + "agency-goal": "Le but de l’agence est-il de tuer des monstres, d’étudier le surnaturel, de protéger les gens, de gagner du pouvoir ou tout autre chose ?", + "resources": "Ressources", + "agency1": "Bon armement", + "agency2": "Bon financement", + "agency3": "Entraînement sérieux", + "agency4": "Existence officielle", + "agency5": "Couvertures", + "agency6": "Nombreux bureaux", + "agency7": "Bons services de renseignement", + "agency8": "Autorité reconnue", + "agency9": "Gadgets technologiques exotiques", + "agency10": "Équipes de support", + "red-tape": "Administration", + "agency11": "Motivations douteuses", + "agency12": "Bureaucratie", + "agency13": "Hiérarchie secrète", + "agency14": "Missions énigmatiques", + "agency15": "Supérieures hostiles", + "agency16": "Rivalité entre départements", + "agency17": "Coupes budgétaires", + "agency18": "Pas de prisonniers", + "agency19": "Politique de capture des spécimens", + "professional-fixed-move1": "Quand vous vous tournez vers l’agence, pour demander de l’aide ou de l’équipement, ou vous excuser pour un échec, lancez 2D+Futé. Sur un 10+, c’est tout bon : votre demande en matériel ou personnel est validée, ou votre faute passe inaperçue. Sur un 7-9, les choses se corsent : vous vous faites souffler dans les bronches par vos supérieurs et il y a des répercussions, mais vous obtenez ce dont vous avez besoin. En cas d’échec, vous avez merdé : vous êtes suspendu, faites l’objet d’une enquête ou n’êtes plus en odeur de sainteté. Peu de chance que vous receviez de l’aide avant d’avoir réglé tout ça.", + "professional-move1": "Ne montre rien : Si vous le souhaitez, vous pouvez prendre jusqu’à +3 bonus quand vous agissez sous pression. Pour chaque +1 utilisé, le Gardien gagne réserve 1. Cette réserve peut être dépensée plus tard pour vous donner -1 à une manœuvre, sauf quand vous agissez sous pression.", + "professional-move2": "Imperturbable : Gagnez +1 Cool (+3 max).", + "professional-move3": "Conscience du champ de bataille : Vous savez toujours ce qui se passe autour de vous et ce dont il faut vous méfier. Gagnez +1 armure (armure 2 max.) en plus de ce que vous confère votre équipement.", + "professional-move4": "On ne laisse personne derrière : Au combat, quand vous aidez quelqu’un à s’enfuir, lancez 2D+Futé. Sur un 10+, l’intéressé s’en sort sans problème. Sur un 7-9, il s’en sort ou ne subit pas de dégâts, comme vous voulez. En cas d’échec, vous ne lui permettez pas de s’enfuir et vous attirez l’attention de l’ennemi.", + "professional-move5": "Génie tactique : Quand vous évaluez une situation qui craint, vous pouvez lancer +Cool au lieu de +Futé.", + "professional-move6": "Toubib’ : Vous possédez une trousse de premiers secours et êtes capable de soigner les gens. Quand vous prodiguez les premiers soins, lancez 2D+Cool. Sur un 10+, le patient est stabilisé et élimine 2 dégâts. Sur un 7-9, éliminez 2 dégâts ou stabilisez le patient. En cas d’échec, vous infligez 1 dégât supplémentaire. Cette manœuvre remplace les premiers soins habituels.", + "professional-move7": "Mobilité : Vous avez un véhicule (camion, van ou voiture) adapté à la chasse aux monstres. Choisissez deux qualités et un défaut.", + "professional-move7.1": "Qualités : spacieux, matériel de surveillance, rapide, discret, intimidant, classique, antenne médicale, couchage, réserve d’outils, armes dissimulées, anonyme, blindé (+1 armure à l’intérieur), robuste, cage à monstre.", + "professional-move7.2": "Défauts : bruyant, voyant, capricieux, esquinté, gourmand en carburant, inconfortable, lent, vieux.", + "professional-armour": "Protection", + "professional-gear1": "Gilet pare-balles (armure 1, caché)", + "professional-gear2": "Armure de combat (armure 2, lourd)", + "professional-serious-weapon": "Armes lourdes", + "professional-gear3": "Fusil d'assaut (3 dégâts, loin, zone, bruyant, rechargement)", + "professional-gear4": "Lance-grenades (4 dégâts, loin, zone, sanglant, bruyant, rechargement)", + "professional-gear5": "Fusil de sniper (4 dégâts, loin)", + "professional-gear6": "Grenades (4 dégâts, proche, zone, sanglant, bruyant)", + "professional-gear7": "Mitraillette (3 dégâts, proche, zone, bruyant, rechargement)", + "professional-normal-weapon": "Armes normales", + "professional-gear8": "Revolver .38 (2 dégâts, proche, rechargement, bruyant)", + "professional-gear9": "9mm (2 dégâts, proche, bruyant)", + "professional-gear10": "Fusil de chasse (2 dégâts, loin, bruyant)", + "professional-gear11": "Fusil à pompe (3 dégâts, proche, sanglant)", + "professional-gear12": "Couteau de chasse (1 dégât, allonge)", + "Professional-advance1": "Ajoutez un nouveau trait de ressource à votre agence, ou changez un trait d’administration.", + "Professional-advance2": "Prenez le commandement d’une équipe de chasseurs de monstres de l’agence.", + "Professional-advance3": "Tout ou partie des chasseurs des autres joueurs sont engagés par votre agence. Ils gagnent la manœuvre se tourner vers l’agence, ainsi qu’un salaire et des avantages.", + "Spellslinger": "Le Magicien", + "luck-special-spellslinger": "Quand vous utilisez un point de Chance, le grand conseil des mages mets inopinément le nez dans vos affaires", + "spellslinger-weapon": "Une arme de secours", + "spellslinger-gear1": "Vieux revolver (2 dégâts, proche, rechargement, bruyant)", + "spellslinger-gear2": "Dague rituelle (1 dégât, allonge)", + "spellslinger-gear3": "Épée familiale (2 dégâts, allonge, sanglant)", + "extra-fixed-move": "Vous gagnez celle-ci", + "spellslinger-fixed-move1": "Outils et techniques : Pour utiliser votre magie de combat au mieux, vous recourez à un ensemble d’outils et de techniques sans lesquels vous subissez des inconvénients. Rayez-en une, vous aurez besoin des autres.", + "spellslinger-fixed-move1.1": "Consommables : Vous avez besoin de certaines composantes (poudres, huiles, etc.), qui sont détruites quand vous lancez un sort. Si vous ne les avez pas sous la main, c’est vous qui les remplacez. Subissez alors : 1 dégât, ignore armure.", + "spellslinger-fixed-move1.2": "Focaliseurs : Vous avez besoin de baguettes, de bâtons et autres accessoires pour vous concentrer. Si vous n’en avez pas, votre magique de combat inflige -1 dégât.", + "spellslinger-fixed-move1.3": "Gestes : Vous devez être en mesure de faire certains gestes pour utiliser votre magie de combat. Si vous en êtes incapable, rien ne vous empêche de lancer le sort, mais les choses risquent de ne pas se passer comme prévu. Votre magie de combat subit alors -1 constant.", + "spellslinger-fixed-move1.4": "Incantations : Vous devez parler dans une langue ésotérique pour canaliser votre magie. Si vous utilisez votre magie de combat alors que vous ne pouvez ou ne voulez parler, vous devez aussitôt agir sous pression pour éviter la confusion (hallucinations, privation sensorielle, grande confusion).", + "combat-magic": "Magie de Combat", + "combat-magic-description": "Vous disposez de quelques attaques magiques. Quand vous les utilisez pour casser des gueules, lancez 2D+Bizarre au lieu de +Coriace. Il peut également arriver que vous deviez agir sous pression pour lancer un sort sans problème.", + "combat-magic-pick": "Choisissez trois options parmi la liste qui suit, dont au moins une base", "bases": "Bases", - "base1": " Blast (2 harm, magic, close, obvious,
          loud)", - "base2": "Ball (1 harm, magic, area, close,
          obvious, loud)", - "base3": "Missile (1 harm, magic, far, obvious,
          loud)", - "base4": "Wall (1 harm, magic, barrier, close,
          1 armour, obvious, loud)", - "effects": "Effects", - "effect1": "Fire (Add '+2 harm, fire' to a base) If
          you get a 10+ on a combat magic roll,
          the fire won't spread)", - "effect2": "Force or Wind (Add '+1 harm, forceful'
          to a base or '+1 armour' to a wall)", - "effect3": "Lightning or Entropy (Add '1 harm,
          messy' to a base)", - "effect4": "Frost or Ice (Add '-1 harm, +2 armour'
          to a wall, or '+1 harm, restraining' to
          other bases)", - "effect5": "Earth (Add 'forceful, restraining' to a
          base)", - "effect6": "Necromantic (Add 'life-drain' to a base)", - "Spellslinger-advance1": "Take another Combat Magic pick", - "Spellslinger-advance3": "Regain a used Luck point", - "Spellslinger-advance4": "Take another Combat Magic pick", - "Spellslinger-advance5": "Cross off another option from tools and techniques", - "Spooky": "Spooky", - "luck-special-spooky": "As you spend Luck your Dark Side's needs will get nastier", - "dark-side": "The Dark Side", - "dark-side-description1": "Your powers have an unsavoury source, and sometimes you get tempted to do things you shouldn't. These could be orders from whatever granted you power, urges that bubble up inside you, or something else", - "dark-side-description2": "Whatever it is, it is unsettling", + "base1": "Décharge (2 dégâts, magique, proche, évident, bruyant)", + "base2": "Boule (1 dégât, magique, zone, proche, évident, bruyant)", + "base3": "Projectile (1 dégât, magique, loin, évident, bruyant)", + "base4": "Mur (1 dégât, magique, obstacle, proche, armure 1, évident, bruyant)", + "effects": "Effets", + "effect1": "Feu (ajoutez '+2 dégâts, feu' à un sort de base. Si vous obtenez un 10+ sur un jet de magie de combat, le feu ne se propage pas)", + "effect2": "Force ou vent (ajoutez '+1 dégât, percutant' à un sort de base, ou '+1 armure' à un mur)", + "effect3": "Foudre ou entropie (ajoutez '+1 dégât, sanglant' à un sort de base)", + "effect4": "Gel ou glace (ajoutez '-1 dégât, +2 armure' à un mur, ou '+1 dégât, gênant' à un sort de base)", + "effect5": "Terre (ajoutez 'percutant, gênant' à un sort de base)", + "effect6": "Nécromantique (ajoutez 'drain de vie' à un sort de base)", + "spellslinger-move1": "Instruction ésotérique avancée : Si vous êtes en mesure d'utiliser deux de vos trois outils et techniques, vous pouvez ignorer le troisième.", + "spellslinger-move2": "Réputation ésotérique : Choisissez trois organisations ou groupes de bonne taille de la communauté surnaturelle, qui peuvent inclure des types de monstres relativement sociaux. Ces organisations ont entendu parler de vous et respectent votre puissance. Gagnez +1 temporaire quand vous manipuler les humains concernés. Vous pouvez aussi manipuler les monstres concernés, sans bonus cependant.", + "spellslinger-move3": "ça aurait pu être pire : Quand vous ratez un jet d'utiliser la magie, vous pouvez prendre l'une des options suivantes plutôt que de perdre le contrôle de votre magie :", + "spellslinger-move3.1": "Pétard mouillé : Les préparatifs ne servent à rien et le matériel est gâché, vous devez tout recommencer et le temps de préparation est doublé.", + "spellslinger-move3.2": "ça craint : L'effet se déroule comme prévu, mais vous subissez tous les pépins sauf un. Choisissez celui que vous évitez.", + "spellslinger-move4": "Vêtements enchantés : Choisissez un vêtement que vous portez quotidiennement. Il est enchanté (bien que son apparence ne change pas). Tout ce qui tente de passer à travers (magie comprise) vous inflige -1 dégât.", + "spellslinger-move5": "Divination médico-légale : Quand vous enquêtez sur un mystère, vous pouvez demander gratuitement : 'Quelle magie a été mise en oeuvre ici ?'", + "spellslinger-move6": "Dépasse-toi ou rentre chez toi : Quand vous devez utiliser la magie dans le cadre de la magie souveraine, gagnez +1 constant aux jets d'utiliser la magie.", + "spellslinger-move7": "C'est pas ma faute : +1 pour agir sous pression quand vous devez gérer les conséquences de vos incantations.", + "spellslinger-move8": "Pratiquant : Choisissez deux effets de la manœuvre utiliser la magie. Gagnez +1 pour utiliser la magie quand vous choisissez un de ces effets.", + "spellslinger-move9": "Bouclier magique : Quand vous protégez quelqu'un, gagnez armure 2 contre tout dégât qui vous est transféré. Non cumulable avec une autre armure.", + "spellslinger-move10": "Troisième oeil : Quand vous évaluez une situation qui craint, vous pouvez ouvrir votre troisième oeil un instant pour gagner des informations supplémentaires. Gagnez +1 réserve sur un résultat de 7+ et vous voyez en plus tout ce qui est invisible. En cas d'échec, vous pouvez gagner réserve 1, mais vous êtes alors à la merci d'un danger d'origine surnaturelle. Privée de filtre, la réalité n'est pas tendre avec l'esprit !", + "Spellslinger-advance1": "Prenez une autre magie de combat", + "Spellslinger-advance2": "Cochez une autre option de vos Outils et Techniques", + "Spooky": "Épouvantail", + "luck-special-spooky": "Quand vous dépensez un point de Chance, votre Côté Obscur a besoin de devenir encore plus méchant", + "dark-side": "Le Côté Obscur", + "dark-side-description1": "Vos pouvoirs ont une origine peu recommandable, si bien que vous êtes parfois tenté de faire des choses que vous ne devriez pas. Il peut s’agir d’ordres qui vous sont donnés par ce qui vous confère votre pouvoir ou de simples pulsions nées de votre inconscient. Quelque chose comme ça. Dans tous les cas, ce n’est pas rassurant.", "dark-side1": "Violence", - "dark-side2": "Depression", + "dark-side2": "Dépression", "dark-side3": "Secrets", - "dark-side4": "Lust", - "dark-side5": "Dark Bargain", - "dark-side6": "Guilt", - "dark-side7": "Soulless", - "dark-side8": "Addiction", - "dark-side9": "Mood Swings", + "dark-side4": "Luxure", + "dark-side5": "Sombre pacte", + "dark-side6": "Culpabilité", + "dark-side7": "Inhumain", + "dark-side8": "Dépendance", + "dark-side9": "Sautes d'humeur", "dark-side10": "Rage", - "dark-side11": "Self-Destruction", - "dark-side12": "Greed for Power", - "dark-side13": "Pain", - "dark-side14": "Poor Impulse Control", - "dark-side15": "Hallucinations", - "dark-side16": "Paranoia", - "dark-side-effects": "The Keeper can ask you to do nasty things (in accordance with your tags) when your powers need you to. If you do it, mark experience. If you don't then your powers are unavilable until the end of the mystery (or until you cave)", - "spooky-move1": "Telepathy You can read people's thoughts and put words in their mind. This can allow you to investigate a mystery and read a bad situation without actually needing to talk. You can also manipulate someone without speaking. You still roll the moves as normal, except people will not expect the weirdness of your mental communication", - "spooky-move2": "Hex When you cast a spell with use magic, as well as the normal effects, you may pick from the following", - "spooky-move2.1": "The target contracts a disease", - "spooky-move2.2": "The target immediately suffers (2 harm, magic, ignore-armour)", - "spooky-move2.3": "The target breaks something precious or important", - "spooky-move3": "The Sight You can see invisible things, especially spirits and magical influences. You may also communicate with (and maybe even make deals with) the spirits you see, they give you more opportunities to spot clues when you investigate a mystery ", - "spooky-move4": "Premonitions At the start of each mystery, roll +Weird. On a 10+, you get a detailed vision of something bad that is yet to happen. You take +1 forward to prevent it coming true, and mark experience if you stop it. On a 7-9 you get clouded images of something bad that is yet to happen; mark experience if you stop it. On a miss, you get a vision of something bad to happen and the Keeper holds 3, to be spent 1-for-1 as penalties to rolls you make", - "spooky-move5": "Hunches When something bad is happening (or just about to happen) somewhere that you aren't, roll +Sharp. On a 10+ you knew where you needed to go, just in time to get there. On a 7-9, you get there too late- in time to intervene, but not prevent it altogether. On a miss, you get there just in time to be in trouble yourself", - "spooky-move6": "The Big Whammy You can use your powers to kick some ass, (2 harm, close, obvious, ignore-armour) When you do, roll +Weird instead of +Tough. On a miss you'll get magical backlash", - "spooky-move7": "Tune In You can attune your mind to a monster or minion. Roll +Weird. On a 10+ hold 3, 7-9 hold 1. On a miss the monster becomes aware of you. Spend one hold to ask the Keeper one of the following questions, and gain +1 ongoing while acting on the answers", - "spooky-move7.1": "Where is the creature right now?", - "spooky-move7.2": "What is it planning to do right now?", - "spooky-move7.3": "Who is it going to attack next?", - "spooky-move7.4": "Who does it regard as the biggest threat?", - "spooky-move7.5": "How can I attract its attention?", - "spooky-move8": "Jinx You can encourage coincidences to occur the way you want. When you jinx a target, roll +Weird. On a 10+ hold 2, 7-9 hold 1. On a miss, the Keeper holds 2 over you to be used in the same way. Spend your hold to", - "spooky-move8.1": "Interfere with a hunter, giving them -1 forward", - "spooky-move8.2": "Help a hunter, giving them +1 forward by interfering with their enemy", - "spooky-move8.3": "Interfere with what a monster, minion, or bystander is trying to do", - "spooky-move8.4": "Inflict 1 harm on the target due to an accident", - "spooky-move8.5": "The target finds something you left for them", - "spooky-move8.6": "The target loses something that you will soon find", - "spooky-items": "Any items or amulets that you use to invoke your powers", - "spooky-weapons": "Normal Weapons", - "spooky-gear1": ".38 revolver (2 harm, close, reload,
          loud)", - "spooky-gear2": "9mm (2 harm, close, loud)", - "spooky-gear3": "Hunting rifle (2 harm, far, loud)", - "spooky-gear4": "Shotgun (3 harm, close, messy)", - "spooky-gear5": "Big knife (1 harm, hand)", + "dark-side11": "Autodestructeur", + "dark-side12": "Soif de pouvoir", + "dark-side13": "Troubles compulsifs", + "dark-side14": "Hallucinations", + "dark-side15": "Souffrance", + "dark-side16": "Paranoïa", + "dark-side-effects": "Le Gardien peut vous demander de faire de vilaines choses (liées aux traits) quand vos pouvoirs l’exigent. Si vous obtempérez, cochez de l’expérience. Dans le cas contraire, vos pouvoirs ne sont plus utilisables jusqu’à la fin du mystère (ou jusqu’à ce que vous cédiez). Plus vous avez coché de cases Chance, plus ces demandes seront moches.", + "spooky-move1": "Télépathie : Vous pouvez lire les pensées des gens et glisser des mots dans leur esprit. Cela peut vous permettre d’enquêter sur un mystère ou d’évaluer une situation qui craint sans être obligé de parler. Vous pouvez également manipuler quelqu’un sans parler. Vous jouez les manœuvres normalement, si ce n’est que les gens seront certainement étonnés par cette forme de communication mentale.", + "spooky-move2": "Malédiction : Quand vous lancez un sort (en utilisant la magie), choisissez un des effets suivants (qui s’ajoute à l’effet habituel) :", + "spooky-move2.1": "La cible tombe malade.", + "spooky-move2.2": "La cible subit immédiatement des dégâts (2 dégâts, magique, ignore l’armure).", + "spooky-move2.3": "La cible brise un objet précieux ou important.", + "spooky-move3": "Double vue
    : Vous voyez l’invisible, notamment les esprits et les influences magiques. Vous pouvez communiquer, voire négocier, avec les esprits que vous voyez, qui vous donnent plus de chances de remarquer des indices quand vous enquêtez sur un mystère.", + "spooky-move4": "Prémonitions : Au début de chaque mystère, lancez 2D+Bizarre. Sur un 10+, vous obtenez une vision détaillée d’un sale événement qui ne s’est pas encore déroulé. Gagnez +1 temporaire pour empêcher qu’il ne se réalise, et cochez de l’expérience si vous l’empêchez. Sur un 7-9, vous recevez des images confuses ; cochez de l’expérience si vous l’empêchez. En cas d’échec, vous recevez une vision de mauvais augure vous concernant et le Gardien gagne réserve 3, qu’il peut assigner comme pénalité à vos jets (il ne peut assigner qu’un unique -1 par jet).", + "spooky-move5": "Pressentiments : Quand quelque chose de mal arrive (ou est sur le point d’arriver) quelque part où vous ne vous trouvez pas, lancez 2D+Futé. Sur un 10+, vous découvrez où vous rendre juste à temps pour y parvenir. Sur un 7-9, vous arrivez à temps pour intervenir, mais pas pour l’empêcher complètement. En cas d’échec, vous arrivez à temps pour vous retrouver dans la mouise.", + "spooky-move6": "À l’écoute : Vous pouvez accorder votre esprit sur un monstre ou un sbire. Lancez 2D+Bizarre. Sur un 10+, réserve 3. Sur un 7-9, réserve 1. En cas d’échec, le monstre est conscient de votre présence. Dépensez 1 réserve pour poser une des questions suivantes au Gardien, et gagnez +1 constant quand vous agissez en rapport avec les réponses", + "spooky-move6.1": "Où se trouve la créature en ce moment même ?", + "spooky-move6.2": "Que compte-t-elle faire en ce moment même ?", + "spooky-move6.3": "Qui sera la cible de sa prochaine attaque ?", + "spooky-move6.4": "Qui considère-t-elle comme la menace la plus importante ?", + "spooky-move6.5": "Comment puis-je attirer son attention ?", + "spooky-move7": "Gros coup : Vous pouvez utiliser vos pouvoirs pour casser la gueule à quelqu’un. Lancez +Bizarre au lieu de +Coriace. L’attaque prend la forme suivante : 2 dégâts, proche, évident, ignore l’armure. En cas d’échec, vous subissez un contrecoup magique.", + "spooky-move8": "Poisse : Vous créez des coïncidences. Quand vous portez la poisse à une cible, lancez 2D+Bizarre. Sur un 10+, réserve 2. Sur un 7-9, réserve 1. En cas d’échec, le Gardien gagne réserve 2 contre vous et peut l’utiliser de la même façon. Dépensez votre réserve pour", + "spooky-move8.1": "Interférer avec un chasseur pour lui donner -1 temporaire.", + "spooky-move8.2": "Aider un chasseur pour lui donner +1 temporaire en interférant avec son adversaire.", + "spooky-move8.3": "Interférer avec ce qu’un monstre, sbire ou figurant tente de faire.", + "spooky-move8.4": "Provoquer un accident qui inflige 1 dégât à la cible.", + "spooky-move8.5": "La cible trouve quelque chose que vous lui avez laissé.", + "spooky-move8.6": "La cible perd quelque chose que vous n’allez pas tarder à trouver.", + "spooky-items": "Tout objet magique ou amulette nécessaire pour évoquer vos pouvoirs.", + "spooky-weapons": "Armes normales", + "spooky-gear1": "Revolver .38 (2 dégâts, proche, rechargement, bruyant)", + "spooky-gear2": "9mm (2 dégâts, proche, bruyant)", + "spooky-gear3": "Fusil de chasse (2 dégâts, loin, bruyant)", + "spooky-gear4": "Fusil à pompe (3 dégâts, proche, sanglant)", + "spooky-gear5": "Couteau de chasse (1 dégât, allonge)", "Spooky-advance1": "Change some or all of your Dark Side tags", - "Spooky-advance3": "You discover how to use your powers at a lower cost. Delete one Dark Side tag", - "Wronged": "Wronged", - "luck-special-wronged": "When you spend Luck you find a dangerous lead on your prey", - "who-you-lost": "Who You Lost", - "who": "Who did you lose?", - "lost-pick": "pick one or more of: parent(s), sibling(s), spouse/partner, child(ren), best friend(s)", - "lost-save-them": "Why couldn't you save them? You were", - "pick-some": "pick one or more", - "lost1": "At fault", - "lost2": "Selfish", - "lost3": "Injured", - "lost4": "Weak", - "lost5": "Slow", - "lost6": "Scared", - "lost7": "In denial", - "lost8": "Complicit", - "what-prey": "What Did It?", - "prey": "My Prey", - "prey-breed": "with the Keeper's agreement, pick the monster breed", - "wronged-fixed-move1": "I Know My Prey You get +1 ongoing when knowingly investigating, pursuing, or fighting the breed of monster that caused your loss", - "wronged-move1": "Berserk No matter how much harm you take, you can always keep going until the current fight is over. During a fight, the Keeper may not use harm moves on you and you cannot die. When the fight ends, all harm takes effect as normal", - "wronged-move2": "NEVER AGAIN In combat, you may choose to protect someone without rolling, as if you had rolled a 10+, but you may not choose to \"suffer little harm\"", - "wronged-move3": "What Does Not Kill Me If you have suffered harm in a fight, you gain +1 ongoing until the fight is over", - "wronged-move4": "Fervour When you manipulate someone roll +Tough instead of +Charm", - "wronged-move5": "Safety First You have jury-rigged extra protection into your gear, giving you +1 armour (max 2 armour)", - "wronged-move6": "Tools Matter With your signature weapon you get +1 to kick some ass", - "wronged-move7": "DIY Surgery When you do quick and dirty first aid on someone (including yourself), roll +Cool. On a 10+ it's all good, it counts as normal first aid, plus stabilise the injury and heal 1 harm. On a 7-9, it counts as normal first aid, plus one of these, your choice", - "wronged-move7.1": "Stabilise the injury but the patient take -1 forward", - "wronged-move7.2": "Heal 1 harm and stabilise for now, but it will return as 2 harm and become unstable again later", - "wronged-move7.3": "Heal 1 harm and stabilise but the patient takes -1 ongoing until it's fixed properly", - "wronged-armour": "Protective wear suited to your look (1 armour)", - "wronged-signature": "Signature Weapons", - "wronged-gear1": "Sawn-off shotgun (3 harm, hand/close,
          messy, loud, reload)", - "wronged-gear2": "Hand cannon (3 harm, close, loud)", - "wronged-gear3": "Fighting knife (2 harm, hand, quiet)", - "wronged-gear4": "Huge sword or huge axe (3 harm, hand,
          messy, heavy)", - "wronged-gear5": "Enchanted dagger (2 harm, hand,
          magic)", - "wronged-gear6": "Chainsaw (3 harm, hand, messy,
          unreliable, loud, heavy)", - "wronged-gear7": "Specialist weapons for destroying your foes (eg. wooden stakes for vampires, silver dagger for warewolves, etc) 4 harm against the specific creatures it targets, 1 harm otherwise, and other tags by agreement with the Keeper", - "wronged-weapon": "Practical Weapons", - "wronged-gear8": ".38 revolver (2 harm, close, reload,
          loud)", - "wronged-gear9": "9mm (2 harm, close, loud)", - "wronged-gear10": "Hunting rifle (2 harm, far, loud)", - "wronged-gear11": "Shotgun (3 harm, close, messy)", - "wronged-gear12": "Big knife (1 harm, hand)", - "wronged-gear13": "Brass knuckles (1 harm, hand, stealthy)", - "wronged-gear14": "Assault rifle (3 harm, close, area, loud, reload)", - "wronged-vehicle": "Vehicles", - "wronged-vehicle-choice": "choose one, if you want it", - "wronged-gear15": "Classic car", - "wronged-gear16": "Classic motorcycle", - "wronged-gear17": "Plain pickup", - "wronged-gear18": "Plain van", - "Wronged-advance1": "Gain a haven like the Expert with two options", - "Wronged-advance2": "Add one more option to your haven", - "Wronged-advance3": "You track down the specific monster responsible fo your loss. The Keeper must make the next mystery about them", - "Wronged-advance4": "Change the target of your vengeful rage. Pick a new monster breed; I know my prey now applies to them instead", + "Spooky-advance2": "Gagnez une bibliothèque mystique comme l’option de Refuge de l’Expert.", + "Spooky-advance3": "Vous trouvez le moyen d’utiliser vos pouvoirs à moindres frais. Supprimez définitivement un de vos traits du Côté Obscur.", + "Wronged": "Vengeur", + "luck-special-wronged": "Quand vous utilisez un point de Chance, vous trouvez une piste dangereuse vers votre proie", + "who-you-lost": "Qui vous avez perdu", + "who": "Qui avez-vous perdu ?", + "pick-some": "choisissez-en un ou plus", + "lost-pick": "Choisissez-en un ou plusieurs: vos parents, vos frères et soeurs, votre époux/concubin, vos enfants, vos meilleurs amis", + "lost-save-them": "Pourquoi n'avez-vous pas pu les sauver ? Vous étiez", + "lost1": "en faute", + "lost2": "égoïste", + "lost3": "blessé", + "lost4": "faible", + "lost5": "lent", + "lost6": "effrayé", + "lost7": "dans le déni", + "lost8": "complice", + "what-prey": "Qui en est la cause ?", + "prey-breed": "Choisissez l'espèce du monstre avec l'accord du Gardien.", + "prey": "Ma proie", + "wronged-fixed-move1": "Je connais ma proie : Vous gagnez +1 constant lorsque vous êtes conscient d'enquêter, de poursuivre ou de combattre l'espèce de monstre qui est à l'origine de vos souffrances.", + "wronged-move1": "Berserk : Peu importe les dégâts que vous subissez, vous pouvez toujours continuer à vous battre jusqu'à ce que le combat en cours soit terminé. Pendant un combat, le Gardien ne peut pas utiliser des manœuvres infligeant des dégâts contre vous et vous ne pouvez pas mourir. Mais, lorsque le combat prend fin, toutes les blessures prennent effet normalement.", + "wronged-move2": "Plus jamais : En combat, vous pouvez protéger quelqu'un sans lancer les dés, comme si vous aviez obtenu un 10+, mais vous ne pouvez pas subir moins de dégâts.", + "wronged-move3": "Ce qui ne me tue pas... : Si vous avez subi des dégâts en combat, gagnez +1 constant jusqu'à la fin du combat.", + "wronged-move4": "Ferveur : Quand vous manipulez quelqu'un, lancez 2D+Coriace au lieu de +Charme.", + "wronged-move5": "La sécurité d'abord : Vous vous êtes bricolé des protections supplémentaires, qui vous confèrent +1 armure (2 armure max.).", + "wronged-move6": "C'est une question de matériel : Vous gagnez +1 pour casser des gueules avec votre arme de prédilection (cf. votre équipement, ci-après).", + "wronged-move6.1": "Vous stabilisez la blessure, mais le patient subit -1 temporaire.", + "wronged-move6.2": "Retirez 1 dégât et stabilisez temporairement le blessé, mais la blessure finira par se rouvrir (2 dégâts et instable) ;", + "wronged-move6.3": "Retirez 1 dégât et stabilisez le blessé, qui subit cependant -1 constant jusqu’à être soigné correctement.", + "wronged-move7": "C’est une question de matériel : Vous gagnez +1 pour casser la gueule avec votre arme de prédilection.", + "wronged-armour": "Équipement de protection adapté à votre look, qui confère 1 armure.", + "wronged-signature": "Armes de prédilection", + "wronged-gear1": "Fusil à canon scié (3 dégâts, allonge/proche, sanglant, bruyant, rechargement)", + "wronged-gear2": "Escopette (3 dégâts, proche, bruyant)", + "wronged-gear3": "Couteau de combat (2 dégâts, allonge, discret)", + "wronged-gear4": "Grande épée ou grande hache (3 dégâts, allonge, sanglant, lourd)", + "wronged-gear5": "Armes spécialisées pour tuer vos ennemis (maillet et pieu en bois pour les vampires, dague en argent pour les loups-garous, etc.), 4 dégâts contre les créatures ciblées, 1 dégât autrement, et autres traits avec l’accord du Gardien. ", + "wronged-gear6": "Dague enchantée (2 dégâts, allonge, magique)", + "wronged-gear7": "Tronçonneuse (3 dégâts, allonge, sanglant, peu fiable, bruyant, lourd)", + "wronged-weapon": "Armes utiles", + "wronged-gear8": "Revolver .38 (2 dégâts, proche, rechargement, bruyant)", + "wronged-gear9": "9 mm (2 dégâts, proche, bruyant)", + "wronged-gear10": "Fusil de chasse (2 dégâts, loin, bruyant)", + "wronged-gear11": "Fusil à pompe (3 dégâts, proche, sanglant, bruyant)", + "wronged-gear12": "Couteau de chasse (1 dégât, allonge)", + "wronged-gear13": "Coup-de-poing américain (1 dégât, allonge, petit)", + "wronged-gear14": "Fusil d'assaut (3 dégâts, loin, zone, bruyant, rechargement)", + "wronged-vehicle": "Véhicule (optionnel)", + "wronged-gear15": "Voiture banale", + "wronged-gear16": "Moto banale", + "wronged-gear17": "Pickup", + "wronged-gear18": "Van", + "Wronged-advance1": "Gagnez un refuge (comme l'Expert) avec deux options", + "Wronged-advance2": "Ajoutez une nouvelle option à votre refuge", + "Wronged-advance3": "Vous traquez le ou les monstres responsables de votre perte. Le prochain mystère du Gardien doit les concerner", + "Wronged-advance4": "Changez la cible de votre rage vengeresse. Choisissez une nouvelle espèce de monstres. Je connais ma proie s'applique maintenant à eux.", + "Gumshoe": "Détective", + "luck-special-gumshoe": "Quand vous utilisez un point de Chance, votre prochaine affaire sera en fait un mystère pour votre groupe de chasseurs, et le monstre concentrera son attention sur vous !", + "Gumshoe-Adv-harm": "Case de dégâts additionnelle", + "gumshoeCode": "Code de conduite", + "gumshoeCode-description": "En accord avec le Gardien, définissez en une phrase le code auquel vous adhérez.", + "gumshoeCode-example": "Exemples de codes : Les meurtres ne peuvent rester impunis. Les monstres doivent périr. Les innocents doivent être protégés. Les lois doivent être appliquées. Le mal doit être dénoncé. Le faible doit être protégé du fort. etc.", + "gumshoeCode-list": "Murders must be punished, Monsters must be destroyed, Innocents must be saved, Laws must be enforced, Evil must be exposed, The weak must be protected from the powerful, etc.", + "gumshoeCode-explain": "Ce Code vous définit. A chaque violation de votre Code, vous êtes déchus de l'usage des manœuvres liées au Code (The Postman Always Rings Twice, The Long Goodbye) et la possibilité d'user de votre chance. Cette incapacité dure jusqu'au prochain mystère, à moins de vous amender. Votre fidélité à votre Code vous rend sincère et intègre ; vous recevez +1 constant pour manipuler quelqu'un et vous ne pouvez être possédé ou charmé par aucune entité ou objet surnaturel, alien ou démoniaque.", + "Gumshoe-fixed-move1": "\"Occult Confidential\" : Pour chaque mystère, la première fois que vous observez en action un monstre, un larbin, ou un phénomène, vous pouvez poser une question de la liste de enquêter sur un mystère.", + "Gumshoe-fixed-move2": "'La Cité sans voiles' (The Naked City) : Vous avez beaucoup de contacts personnels où que vous alliez. Sélectionnez 4 contacts-types dans les domaines suivants (ou dans d'autres domaines en accord avec le Gardien)", + "Gumshoe-fixed-move2-examples": "Universitaires, Comptables, Artistes, Barmen, Clergé, Théoriciens du complot, Construction, Tribunaux, Crime organisé, Criminels de la rue, Cultistes, Ingénieurs, Espionnage, Cinéma et Télévision, Médecins légistes, Scientifiques marginaux, Pirates informatiques, Journalistes, Avocats, Mécaniciens , Médias, Médecins praticiens, Militaire, Morgue, Occulte, Police locale, Police nationale, Politiciens, Prisons, Sécurité privée, Promoteurs immobiliers, Magiciens de scène, Technologues, Transport", + "Gumshoe-fixed-move2-continued": "Vous pouvez les solliciter pour de l'information (+1 à un lancer de Enquêter sur un Mystère) ou de petites faveurs moyennant un coût modique. Les Contacts individuels peuvent fournir une aide bien plus précieuse mais le Gardien décidera du prix au cas par cas.", + "Gumshoe-move1": "'Le facteur sonne toujours deux fois'(The Postman Always Rings Twice) : Tant que vous suivez votre code, 2 fois par mystère, vous pouvez retenter un lancer.", + "Gumshoe-move2": "Le Privé(The Long Goodbye) : Vous ne pouvez mourir avec une enquête non-résolue. Techniquement, vous subissez tous les dégâts comme prévu mais votre décès est repoussé jusqu'à la résolution, l'abandon de l'enquête ou que vous ne trahissiez votre Code (Les paris sont ouverts).", + "Gumshoe-move3": "Une entrée à la Jessica Jones : Quand vous pénétrez un lieu sécurisé en jouant un double-jeu, lancez 2D+Charme. Sur 10+, réservez trois, sur 7-9 réservez 2, et sur un échec réservez un.", + "Gumshoe-move3.1": "Personne ne sait ce que vous êtes venu chercher.", + "Gumshoe-move3.2": "Vous trouvez ce que vous cherchez.", + "Gumshoe-move3.3": "Vous trouvez autre chose d’important.", + "Gumshoe-move3.4": "Vous n'avez pas eu à emmerder personne.", + "Gumshoe-move3.5": "Vous n'avez pas été reconnu.", + "Gumshoe-move4": "'La Griffe du passé' (Out of the Past) : Vous avez un pote dans la police prêt à vous rendre service. Entrez en contact avec lui lorsque vous voulez détourner l'attention des forces de l'ordre, être informé des opérations en cours ou accéder aux fichiers de la police. Vous lui êtes désormais redevable ; attendez-vous à devoir très bientôt lui renvoyer l'ascenseur.", + "Gumshoe-move5": "'Quand la ville dort' (Asphalt Jungle) : Vous récupérez plus vite que la normale. Quand vous devez récupérez une blessure, récupérez-en une supplémentaire. Vous êtes insensibles aux effets secondaires des '0 dégâts' ou '1 dégâts'.", + "Gumshoe-move6": "Un hacker avec un Dragon tatoué : Quand vous piratez un système informatique, lancez 2D+Futé. Sur 10+ réservez deux, sur 7-9 réservez 1. Vous ...", + "Gumshoe-move6.1": "... ne laissez aucune traces.", + "Gumshoe-move6.2": "... apprenez quelque chose d'important.", + "Gumshoe-move6.3": "... insérez de fausses informations dans le système.", + "Gumshoe-move6.4": "... accédez à ce que vous vouliez.", + "Gumshoe-move7": "\"Juste une dernière chose\" : Quand vous posez à un suspect des questions orientées, lancez 2D+Charme. Sur 10+ réservez deux, sur 7-9 réservez 1, sur un échec réservez 1 mais ça va mal tourner. Dépensez votre réserve pour poser des question de la liste", + "Gumshoe-move7.1": "Une question listée dans la manœuvre Enquêter sur un mystère.", + "Gumshoe-move7.2": "Était-ce un mensonge ?", + "Gumshoe-move7.3": "Qu'avez-vous omis que vous ne vouliez pas que je remarque ?", + "Gumshoe-move7.4": "Etes-vous complice d'une quelconque activité criminelle ?", + "Gumshoe-move7.5": "Avez-vous commis ce crime là ?", + "Gumshoe-gear-base": "Un ordi portable, et une fiole d'alcool", + "Gumshoe-recording": "Appareils d’enregistrement", + "Gumshoe-gear1": "Caméra à vision nocturne", + "Gumshoe-gear2": "Petite caméra vidéo numérique", + "Gumshoe-gear3": "Caméra 8 mm ou 16 mm", + "Gumshoe-gear4": "Dictaphone numérique", + "Gumshoe-gear5": "Magnétophone", + "Gumshoe-gear6": "Drone caméra radiocommandé", + "Gumshoe-gear7": "Microphone laser", + "Gumshoe-gear8": "Appareil Réflex", + "Gumshoe-weapon": "Armes de privé", + "Gumshoe-gear9": "Coup-de-poing américain (1 dégât, allonge, petit)", + "Gumshoe-gear10": "Revolver .38 (2 dégâts, proche, rechargement, bruyant)", + "Gumshoe-gear11": "9 mm (2 dégâts, proche, bruyant)", + "Gumshoe-gear12": "Magnum (3 dégâts, proche, rechargement, bruyant)", + "Gumshoe-gear13": "Fusil à pompe (3 dégâts, proche, sanglant, bruyant)", + "Gumshoe-gear14": "Poignard (1 dégâts, allonge, petit)", + "Gumshoe-advance1": "Ajoutez une case de blessure supplémentaire, côté 'Mourant'.", + "Gumshoe-advance2": "Gagnez un Refuge (votre bureau sûrement), comme l’Expert/I>, avec deux options.", + "Gumshoe-advance3": "Ajoutez quatre nouveaux contacts pour la manœuvre 'La Cité sans voiles' (The Naked City).", + "Gumshoe-advance4": "Faite un allié d'un de vos contact", + "Hex": "Hex", + "luck-special-hex": "When you spend Luck, until the end of the mystery, backlash on your spells will be extra nasty.", + "hex-weapons": "Armes enchantées", + "hex-items": "Les ustensiles ou amulettes magiques avec lesquels vous pratiquez la magie ", + "hex-gear1": "Revolver .38 (2 dégâts, proche, rechargement, bruyant)", + "hex-gear2": "Fusil à pompe (3 dégâts, proche, sanglant, bruyant)", + "hex-gear3": "Athame (2 harm, hand, magic, silver)", + "hex-gear4": "Shillelagh (1 harm, hand, balanced)", + "hex-gear5": "Arbalète (2 dégâts, proche, lent)", + "hex-gear6": "Bâton (1 dégât, allonge/proche, équilibré)", + "hex-advmove": "Advanced Hex Moves", + "hex-advmove-desc": "When you take the corresponding Improvement, choose one of these", + "hex-advmove1": "Apotheosis: You become a terrifying fount of mystical power. Once per mystery, after you suffer loss or harm, you may enter a state where you have both immense power and zero interest in the well-being of others. While in this state, all of the following are true", + "hex-advmove1.1": "Vous pouvez voler.", + "hex-advmove1.2": "Use +Weird to kick some ass instead of +Tough. For this, you use innate magic as a weapon with (3 harm and any properties you choose).", + "hex-advmove1.3": "Ignore the component costs of your rotes.", + "hex-advmove1.4": "Ignore one requirement of every spell you cast with use magic.", + "hex-advmove1.5": "You have +1 ongoing to do everything.", + "hex-advmove1.6": "You cannot use the protect someone move.", + "hex-advmove1.7": "You have all the Temptations, and you have to indulge them whenever a good opportunity presents itself.", + "hex-advmove1.8": "When you try to resist a Temnptation, roll +Cool. On a 10+, Apotheosis ends. On a 7-9, it ends with you doing something dangerous or cruel. On a miss, it ends only after you harm someone (or something) you love.", + "hex-advmove2": "Synthesis: You manage to conciliate your dark power with your moral impulses. You lose your Temptation. Whenever you use magic to help out or protect someone, you mark experience. Mark a second experience if you do it at the expense of your own safety.", + "hex-fixed-move1": "Bad Luck Charm: Whenever you use magic and miss, the backlash never affects you directly if there's someone else around to hit. It'll go for allies, other hunters, and innocent bystanders. Sometimes, every so often, it might even hit an enemy.", + "hex-move1": "Burn Everything: When you use magic to inflict harm, you can choose to inflict (3 harm, area, magic, obvious) or (3 harm, ignore-armour, magic, obvious).", + "hex-move2": "Cast the Bones: Once per mystery, you may perform some kind of divination (tarot, casting the runes, reading entrails, or something like that) to glean information about the future. When you do, roll +Sharp. On a 10+ hold 2, on a 7-9 hold 1. On a miss, you get some information, but it's not what you want to hear. Spend the hold 1-for-1 to ask any question from the investigate a mystery list, or from the following list", + "hex-move2.1": "What can I gain from this person/place/thing/creature?", + "hex-move2.2": "Who has touched this person/place/thing/creature before me?", + "hex-move2.3": "The Keeper will answer truthfully, with either a direct answer or how to find out more.", + "hex-move3": "Force of Will: When you apply your will to dispelling a magical effect, blocking a spell, or suspending a Phenomenon, roll +Weird. On a hit, momentary magics are cancelled completely, and long-lasting spells and effects are suspended temporarily. On a 10+, you can also spend Luck to instantly snuff out a powerful spell or strange effect. On a 7-9, you take 1 harm as the strain of dismissing magic unravels you.", + "hex-move4": "Luck of the Damned: After you use magic or cast a rote, take +1 forward.", + "hex-move5": "Sympathetic Token: As long as you carry a personal object belonging to someone, such as a lock of hair, a full set of toenails, or a treasured family heirloom, you get +1 ongoing to use magic against them. You can also use magic against them at a distance. If you miss, the token is lost, destroyed, or loses its power.", + "hex-move6": "This Might Sting: You can use magic to heal 3 harm, but the process is exceptionally painful. On a 7-9, it also leaves a gnarly scar.", + "hex-move7": "Wise Soul: Whenever you use magic, right before you roll, you can ask the Keeper what exactly would happen on a miss. If you dislike the risk, you can stop at the last second, and let the spell fizzle harmlessly. All of the effort is wasted.", + "temptation": "Temptation", + "temptation-desc1": "You have a dangerous drive that you pursue, sometimes to the exclusion of your own safety. Decide if your Temptation drove you to learn magic, or if learning magic drove you to it", + "temptation-desc2": "Whenever you give in to your Temptation and act accordingly, you mark experience. If a perfect opportunity presents itself, you need to act under pressure to resist giving in to your Temptation. If you fail this roll, you don’t mark experience like you would have if you’d willingly acted out your desires.", + "temptation-choose": "Choose one Temptation", + "temptation1": "Vengeance: Utilize magic to inflict disproportionate retribution on someone who wronged you.", + "temptation2": "Power: Utilize magic to exert your dominance over another.", + "temptation3": "Addiction: Utilize magic to do what you could do without it.", + "temptation4": "Callousness: Utilize magic without regard for the safety of others.", + "temptation5": "Carnage: Utilize magic to inflict gruesome violence.", + "temptation6": "Secrets: Utilize magic to discover forbidden, dangerous knowledge.", + "temptation7": "Glory: Utilize magic to steal someone’s thunder.", + "rotes": "Rotes", + "rote-desc1": "Whenever you use magic, you can decide afterwards that a particular spell is a Rote that you know. You know how to cast it off the top of your head. Write down in detail the name of the Rote, what it requires, and what it does on a 10+, a 7-9, and a miss. A Rote is a bit more powerful than a basic use magic spell; its glitches are less onerous and its effect may be a little bigger. Unlike regular use magic, the cost and consequences for failing a Rote are known to you in advance.", + "rote-desc2": "Choose two fixed requirements for each Rote from this list", + "rote-req1": "Magic words and ritual gestures.", + "rote-req2": "An object of power (wand, talisman, orb, staff, etc) which must be wielded.", + "rote-req3": "An expendable component such as sulfur, sage, or incense, which must be burned, blown, destroyed or scattered during the casting.", + "rote-req4": "Runes or symbols written or engraved on a surface (which must be prepared).", + "rote-req5": "A spilling of blood (1 harm to you or a willing participant).", + "rote-desc3": "After you cast it for the first time, treat each Rote as a custom move - a specialised version of use magic, which is built with the Keeper.", + "rote-list": "List of Rotes", + "rote-desc4": "You start out knowing up to one Rote, which you can choose when creating your character or during play. You can learn more by taking corresponding Improvements. When you do, you can choose the new Rote right away or in play.", + "rote-desc5": "You roll +Weird to cast a Rote, which requires you to have the needed items at hand and the ability to physically use them.", + "rote-name": "Rote Name", + "rote-reqs": "Requirements", + "rote-effect": "Effets", + "hex-advance1": "Take another Rote", + "hex-advance2": "or an additional Rote", + "hex-advance3": "Gain a Haven, like the Expert, with two options", + "hex-advance4": "Take another two Rotes", + "hex-advance5": "Choose one Advanced Hex Move", + "Pararomantic": "Pararomantic", + "luck-special-pararomantic": "When you spend Luck, mark one Relationship Status box. The Keeper will bring Fate of your Love into play.", + "relation": "Relationship Status", + "guide-name": "Guide Name", + "loving": "Loving", + "broken": "Broken", + "relation-second": "Second Relationship Status", + "guide-name-second": "Second Guide Name", + "bond": "Bond Abuse", + "bond1": "Whenever you do something to abuse the bond with your Guide, like acting against them, or not giving them enough attention, roll +Charm", + "bond1.1": "On a 10+, your action has no effect beyond the exchange of some angry words.", + "bond1.2": "On a 7-9, choose one of the Bond Abuse options below.", + "bond1.3": "On a miss, the Keeper may choose two of the Bond Abuse options below, or something worse.", + "bond2": "Bond Abuse options", + "bond2.1": "Mark one Relationship Status box.", + "bond2.2": "You may not channel the power of your Bond for the rest of the mystery.", + "bond2.3": "You gain the unwelcome attention of others of your Guide's kind.", + "bond2.4": "Someone who shouldn't know finds a clue about your relationship with your Guide.", + "bond-fate": "Fate of your Love", + "bond-fate-desc1": "There is a reason why your love with your Guide is forbidden or doomed. Invent this reason or leave it to the Keeper.", + "bond-fate-desc2": "Whenever you spend Luck, the truth of your love's Fate slowly unfolds. When you mark your last Luck point, it becomes clear that you cannot be together. Your Guide might even end up as an enemy, depending on how things go.", + "bond-fate-desc3": "Whenever you put yourself or somebody else in serious danger in order to conceal the truth about you and your Guide, mark experience.", + "pararomantic-fixed-move1": "Supernatural Guide: You have a (most likely intimate) connection to some supernatural being who is your guide into the world beyond. Choose if your relationship is secret or not", + "pararomantic-fixed-move1.1": "Determine what kind of creature your Guide is and how your relationship works. Say what kind of power they possess. The Keeper will decide how it works and define your Guide as a threat.", + "pararomantic-fixed-move1.2": "If your Guide is another hunter, determine together how your relationship works.", + "pararomantic-fixed-move1.3": "Whenever you would roll +Weird, you can roll +Charm instead, by channeling the power of your Bond. When you do so and miss, in addition to the usual consequences, you and your Guide suffer as when you miss a roll for Bond Abuse.", + "pararomantic-move1": "Bonding Time: If you spend some quality time with your Guide instead of working on the current mystery, you can roll +Charm. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 to", + "pararomantic-move1.1": "Erase one used Relationship Status mark.", + "pararomantic-move1.2": "Use a Pararomantic move you haven't picked.", + "pararomantic-move1.3": "Receive a gift from your Guide.", + "pararomantic-move1.4": "Take +1 forward.", + "pararomantic-move2": "Dark Desires: You may use manipulate someone on monsters, as long as you are using emotional ties.", + "pararomantic-move3": "The Power of Love: When you use help someone to help your Guide, don't roll +Cool. You automatically help as though you'd rolled a 10. If your Guide is another hunter, the same applies when they use help someone to help you.", + "pararomantic-move4": "Do As The Supernatural Do: You can take an unnatural move from your Guide's playbook (if they are a hunter). If they are a monster, choose a move from a suitable supernatural playbook. The Keeper may offer you a custom move instead.", + "pararomantic-move5": "I Am Theirs And They Are Mine: Whenever you are in danger, your Guide knows it. If your Guide is suffering harm (and it's feasible), you can spend Luck to redirect the attack onto yourself as if you have rolled 10+ with protect someone. If you are suffering harm, you can decide that your Guide has protected you and is suffering this harm instead. If you choose this, roll for Bond Abuse.", + "pararomantic-move6": "Monster Empathy: When you try to work out what a supernatural creature desires, roll +Charm. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 to ask the following questions - the Keeper will answer honestly", + "pararomantic-move6.1": "What do they most desire?", + "pararomantic-move6.2": "What would they accept as good enough for now?", + "pararomantic-move6.3": "What would distract them?", + "pararomantic-move7": "Spirit Touched: Your experiences have made you sensitive to the supernatural. When you sense magical things, roll +Weird. On a 10+, you can sense them fully. On a 7-9, choose: either sense them fully but they notice you too, or you sense only impressions.", + "pararomantic-equip": "Normal Equipment", + "pararomantic-gear1": "Golf club, baseball bat, cricket bat, or hockey stick (2 harm, hand, innocuous, messy)", + "pararomantic-gear2": "Pocket knife or multitool (1 harm, hand, useful, small)", + "pararomantic-gear3": "Arme de poing de petit calibre (2 dégâts, proche, rechargement, bruyant)", + "pararomantic-gear4": "Vélo", + "pararomantic-gear5": "Voiture plutôt récente en bon état", + "pararomantic-gear6": "Moto", + "pararomantic-gift": "Gift from your Guide, which must be periodically recharged by interactions with them", + "pararomantic-gift1": "Part of their body, eg. a vial of blood, lock of hair, tears in a phial, fairy dust, etc. It either helps you heal, or counts as a weakness against a specific kind of monster.", + "pararomantic-gift2": "Piece of jewelry, eg. a golden ring, tribal pendant, silver locket, etc. It either provides armour (1 armour, magic) or protects you from the powers of a specific kind of monster.", + "pararomantic-gift3": "A memento of the time when they were human, eg. a portrait/photo from life, diary, favourite hat, doll, lighter, etc. It provides +1 to Bond Abuse rolls.", + "pararomantic-gift4": "A strange or antique weapon, eg. a family sword, ancient staff, holy mace (2 harm, hand, messy), etc. Additionally, add '+magic', '+silver', '+holy', or '+iron' tag to the weapon.", + "pararomantic-advance1": "Take a second Gift from your Guide or add another property to an existing gift", + "pararomantic-advance2": "Change your Guide, as you fall for another supernatural being", + "pararomantic-advance3": "Gain a second Guide. Track the Relationship Status of both Guides separately. Both Guides initially hate each other, but this could change through play. All moves that applied to your original Guide can now apply to either one", + "pararomantic-advance4": "Erase all marks from the Relationship Status track(s)", + "Searcher": "Searcher", + "searcher-extra-luck": "Point de chance additionnel", + "searcher-extra-luck-desc": "Use if you have the corresponding First Encounter move", + "luck-special-searcher": "When you spend Luck, your First Encounter comes up in play. It could be a flashback, new occurrence, or related event.", + "searcher-gear-base": "A laptop, a car or motorcycle, a camera, and binoculars", + "searcher-tools": "Investigation Tools", + "searcher-gear1": "A bag of cameras and microphones", + "searcher-gear2": "Forensic tools", + "searcher-gear3": "Ghost hunting tools", + "searcher-gear4": "Scientific measuring tools", + "searcher-gear5": "Cryptid hunting gear", + "searcher-gear6": "Historical documents and witness reports of strange events", + "searcher-gear7": "Maps, blueprints, and building reports for significant places", + "searcher-weapon": "Self-defence Weapons", + "searcher-gear8": "Walking stick (1 harm, hand, innocuous)", + "searcher-gear9": "Small handgun (2 harm, close, reload, loud)", + "searcher-gear10": "Small knife (1 harm, hand, messy)", + "searcher-gear11": "Martial arts training (1 harm, hand, innocuous)", + "searcher-gear12": "Incapacitating spray (0 harm, hand, irritating)", + "searcher-gear13": "Heavy flashlight (1 harm, hand, innocuous)", + "searcher-fixed-move1": "First Encounter: One strange event started you down this path, sparking your need to discover the truth behind the unexplained. Decide what that event was, pick a category below and take the associated move. Then tell everyone what happened to you (or someone close to you).", + "searcher-fixed-move1.1": "Cryptid Sighting: You take note of any reports of strange creatures. Whenever you first see a new type of creature, you may immediately ask one of the investigate a mystery questions.", + "searcher-fixed-move1.2": "Zone of Strangeness: Things are not fixed. You never need to act under pressure when supernatural forces alter the environment around you, and you get protection (2 armour) against harm from sudden changes to the laws of physics.", + "searcher-fixed-move1.3": "Psychic Event: Your mind is awakened. You may act under pressure to use the sensitive weird move, or (if you already have sensitive) the empath weird move.", + "searcher-fixed-move1.4": "Higher Power: Something looks out for you. You start with an extra Luck point.", + "searcher-fixed-move1.5": "Strange Dangers: You are always watching for hazards. When you have no armour, you still count as having protection (1 armour).", + "searcher-fixed-move1.6": "Abduction: They taught you hidden knowledge. Gain +1 to any move when you research strange or ancient secrets to do it.", + "searcher-fixed-move1.7": "Cosmic Insight: You have encompassed the soul of the universe. You never need to act under pressure due to feelings of fear, despair, or isolation.", + "searcher-move1": "Prepared to Defend: Even truth-seekers need to fight sometimes. Whenever you suffer harm when you kick some ass or protect someone, you suffer 1 harm less.", + "searcher-move2": "Fellow Believer: People understand you've also known strangeness. Bystanders will talk to you about weird things they would not trust another hunter (or a mundane official) to believe.", + "searcher-move3": "Guardian: You have a mystical ally (perhaps a spirit, alien, or cryptid) who helps and defends you. Define them, and their powers, with the Keeper's agreement. Their look is one of: invisible, an intangible spirit thing, a weird creature, disguised as an animal, or disguised as a person.", + "searcher-move4": "Just Another Day: When you have to act under pressure due to a monster, phenomenon, or mystical effect, you may roll +Weird instead of +Cool.", + "searcher-move5": "Network: You may gain an ally group of others who had experiences similar to your First Encounter - perhaps they're a support group or a hobbyist club. Detail up to five members with useful skills related to what happened to them (none are up for fighting monsters).", + "searcher-move6": "Ockham's Broadsword: When you first encounter something strange, you may ask the Keeper what sort of thing it is. They will tell you if it (or the cause) is: natural, an unnatural creature, a weird phenomenon, or a person. You gain +1 forward dealing with it.", + "searcher-move7": "The Things I've Seen: When you encounter a creature or phenomenon, you may declare that you have seen it before. The Keeper may ask you some questions about that encounter, and will then tell you one useful fact you learned and one danger you need to watch out for (maybe right now).", + "searcher-advance1": "Take a second First Encounter move, based on a recent mystery", + "searcher-advance2": "Resolve your First Encounter. The Keeper makes the next mystery about this event, and should try to answer all remaining questions about it during the mystery (although there are sure to be new threads to investigate after...)", + "Exile": "Éxilé", + "luck-special-exile": "Quand vous dépensez un point de Chance, vous allez retrouver un élément de votre vie d'avant. Peut-être quelque chose de bien, ou quelque chose de mal.", + "exile-origin": "Origine", + "exile-origin-desc1": "On vous a arraché à votre foyer dans le passé, pour vous lâcher dans le présent avec ce que vous avez sur le dos.", + "exile-origin-desc2": "Votre ennemi juré est lui aussi arrivé dans le présent. Il sait que vous l’avez suivi. Il essaiera de vous tuer si vous ne le tuez pas d’abord. Définissez votre ennemi juré (avec l’approbation du Gardien).", + "exile-origin-desc3": "Comment êtes-vous arrivé dans le présent ?", + "exile-origin1": "Vous poursuiviez votre ennemi juré.", + "exile-origin2": "Votre ennemi juré était déjà dans le présent : vous (ou vos camarades) avez lancé un sort pour le poursuivre.", + "exile-origin3": "Un accident ou effet secondaire magique.", + "exile-origin4": "Vous avez mis un sorcier en colère.", + "exile-origin5": "Intervention divine.", + "exile-origin6": "L’instant d’avant, vous étiez là ; maintenant, vous êtes ici.", + "exile-origin7": "Un endroit ou un artefact étrange vous a amené ici.", + "exile-origin8": "Vous étiez en état de stase : on vous a déterré puis ressuscité.", + "exile-move1": "Sorcier adepte : Vous possédez un esprit familier (qui revêt souvent la forme d’un animal) qui compte comme un allié subordonné (motivation : suivre vos instructions à la lettre).", + "exile-move2": "Guerrier : Si vous vous battez avec (et contre) des armes anciennes et que vous subissez des dégâts, subissez 1 dégât de moins. Les attaques des monstres comptent presque toujours comme anciennes dans le cadre de cette manœuvre.", + "exile-move3": "Remèdes de grand-mère : Vous pouvez soigner des blessures sans aucun matériel médical moderne (mais vous devrez sûrement attacher votre patient). Pour soigner un empoisonnement, une infection ou une maladie, vous pourriez devoir trouver des ingrédients précis (p. ex., des herbes médicinales).", + "exile-move4": "Réputation immortelle : Vos exploits en tant que chasseur de monstre sont légendaires, si bien que votre nom inspire encore la crainte chez les monstres et les sbires. Vous pouvez Manipuler des monstres par des menaces s’ils sont suffisamment intelligents pour avoir entendu des histoires sur vous.", + "exile-move5": "Constitution à toute épreuve : Les maladies normales ne vous affectent pas ; vous gagnez +1 constant contre les maladies magiques et les poisons. Vous avez déjà vu pire.", + "exile-move6": "Désorientation : Cochez une case d’expérience quand votre incompréhension du monde moderne vous empêche de chasser les monstres.", + "exile-move7": "Magies anciennes : Vous avez appris la magie à une époque où on en savait davantage sur le sujet. Quand vous Utilisez la magie, sur un 7-9, vous ne choisissez pas d’inconvénient. À la place, vous subissez -1 temporaire.", + "exile-move8": "Érudit : A votre époque, vous avez mené des recherches sur les légendes et les histoires de monstres. Quand vous Enquêtez sur un mystère, vous pouvez poser au Gardien les questions suivantes en plus des questions habituelles", + "exile-move8.1": "Ce monstre (ou type de monstre) existait-il de mon temps ?", + "exile-move8.2": "Comment se protéger de cette créature ?", + "exile-move8.3": "Que sais-je sur la créature que le monde moderne a oublié ?", + "exile-armour": "Une armure ancienne en lien avec votre origine (elle compte comme armure 0 ou armure 1).", + "exile-item": "Vous possédez ce que vous aviez sur vous au moment de votre voyage. En général, il s’agit d’un kit de chasseur de monstres, fourré dans un sac facilement transportable en lien avec votre origine.", + "exile-weapon": "Armes anciennes", + "exile-gear1": "Épée (2 dégâts, allonge, sanglant)", + "exile-gear2": "Hache (2 dégâts, allonge, sanglant)", + "exile-gear3": "Grande épée (3 dégâts, allonge, sanglant, lourd)", + "exile-gear4": "Grande hache (3 dégâts, allonge, sanglant, lourd)", + "exile-gear5": "Bouclier (1 dégât, allonge, armure 1) Note : ne peut être utilisé avec une arme ayant le tag 'lourd'.", + "exile-gear6": "Couteau en argent (1 dégât, allonge, argent)", + "exile-gear7": "Arc (2 dégâts, proche/1 dégât, loin)", + "exile-gear8": "Arbalète (2 dégâts, proche, lent)", + "exile-gear9": "Escopette (1 dégât, allonge/proche, bruyant, volatil, fume, rechargement)", + "exile-gear10": "Arquebuse (2 dégâts, proche, bruyant, volatil, fume, lourd, rechargement)", + "exile-gear11": "Lance (2 dégâts, allonge/proche)", + "exile-gear12": "Gros couteau (1 dégât, allonge)", + "exile-gear13": "Gourdin (1 dégât, allonge)", + "exile-gear14": "Arts martiaux (1 dégât, allonge)", + "exile-ally": "Un de vos vieux camarades vous a rejoint dans le présent. Il ou elle compte comme un allié ; définissez son type.", + "exile-advance1": "Trouvez une cache d’objets laissée par vos camarades du passé. Le Gardien décide du contenu ; il s’agit d’objets qu’ils pensaient vous être utiles dans le futur.", + "exile-return": "Vous pouvez choisir de rentrer chez vous dans le passé.", + "exile-advance2": "Quand vous utilisez la magie, vous pouvez choisir comme effet : « créer un portail entre le présent et mon époque ». Vous ne pouvez pas contrôler l’utilisation du portail ni l’endroit sur lequel il débouche.", + "Hardcase": "Dur à Cuire", + "luck-special-hardcase": "Quand vous dépensez un point de Chance, un de vos anciens ennemis revient, et il n'est pas content de vous voir. ", + "hardcase-adv-harm": "Case de dégâts additionnelle", + "hardcase-fixed-move1": "Inarrêtable : Quand vous dépensez des points de Chance pour éviter des dégâts imminents, annulez aussi tous les dégâts que vous aviez déjà subis. Une fois par mystère, quand vous êtes sur le point de subir 2 dégâts ou plus, vous ne recevez qu’1 dégât.", + "hardcase-move1": "FINISH HIM! : Quand vous infligez une blessure de 3 dégâts ou plus, vous pouvez enchaîner avec une autre attaque. Lancez 2D+ Coriace. Sur un 10+, doublez les dégâts infligés. Sur un 7-9, infligez 1 dégât supplémentaire. En cas d’échec, vous devenez vulnérable aux attaques.", + "hardcase-move2": "Maître d’arme : Quand vous prenez une nouvelle arme et que vous l’utilisez, modifiez ou supprimez l’un de ses traits (p. ex., « lourd » devient « ignore l’armure », ou bien supprimez « peu fiable »). Le trait modifié ou supprimé ne s’applique qu’à vous. Quand vous choisissez cette manoeuvre, appliquez-la à toutes vos armes actuelles.", + "hardcase-move3": "Vise le point faible : Vos attaques à mains nues et d’allonge obtiennent toutes le trait « ignore l’armure ».", + "hardcase-move4": "À la devinette : Une fois par mystère, quand vous observez un monstre en action, vous pouvez Enquêter sur un mystère pour découvrir ses pouvoirs, motivations ou faiblesses. Cela fonctionne même si vous n’avez pas vu l’objet de votre question : vous le comprenez par déduction (bon, vous le devinez, quoi).", + "hardcase-move5": "Come Get Some ! : Vous pouvez motiver vos ennemis à vous affronter vous et vous seul, soit avec des mots, soit en étant simplement le plus gros bourrin de l’équipe. Lancez 2D+Coriace. Sur un 10+, les ennemis se jettent sur vous. Sur un 7-9, ils se jettent sur vous mais un ou deux de vos camarades se font cibler aussi. En cas d’échec, ils se jettent sur vous bien plus férocement que vous ne le pensiez.", + "hardcase-move6": "Dégâts collatéraux : Vous pouvez vous frayer un chemin à travers quasiment n’importe quoi. Si vous pouvez détruire un objet inanimé avec les outils à votre disposition, lancez 2D+Futé pour déterminer le degré de réussite. Sur un 10+, vous le réduisez en miettes. Sur un 7-9, soit cela vous prendra du temps, soit vous ne pouvez pas le détruire complètement. À vous de choisir. En cas d’échec, soit vous subissez des dégâts au cours de l’opération, soit la situation s’aggrave.", + "hardcase-weapons": "Armes de Dur à Cuire", + "hardcase-gear1": "Pied-de-biche (2 dégâts, allonge, sanglant)", + "hardcase-gear2": "Tronçonneuse (3 dégâts, allonge, sanglant, peu fiable, bruyant, lourd)", + "hardcase-gear3": "Fusil à pompe automatique (3 dégâts, proche, bruyant, rechargement, automatique)", + "hardcase-gear4": "Couteau démesuré (2 dégâts, allonge, sanglant)", + "hardcase-gear5": "Gros calibre (3 dégâts, proche, bruyant)", + "hardcase-gear6": "Mitraillette (2 dégâts, proche, rechargement, automatique)", + "hardcase-gear7": "Fusil d’assaut usé (3 dégâts, proche/loin, automatique)", + "hardcase-normal": "Armes normales", + "hardcase-gear8": "Revolver .38 (2 dégâts, proche, rechargement, bruyant)", + "hardcase-gear9": "Fusil à pompe (3 dégâts, proche, sanglant, bruyant)", + "hardcase-gear10": "Fusil de chasse (2 dégâts, loin, bruyant)", + "hardcase-gear11": "9 mm (2 dégâts, proche, bruyant)", + "hardcase-gear12": "Couteau de chasse (1 dégât, allonge)", + "hardcase-gear13": "Magnum (3 dégâts, proche, rechargement, bruyant)", + "hardcase-advance1": "Prenez le commandement d’une équipe de chasseurs de monstres.", + "hardcase-advance2": "Ajoutez une case de blessure supplémentaire, côté 'Mourant'.", + "Luchador": "Luchador", + "luck-special-luchador": "Le Luchador est un vieil archétype qui n'a pas de manœuvre spéciale de Chance officielle. Avec l'aide du Gardien, libre à vous d'en imaginer une pour votre partie. ", + "luchador-fixed-move1": "Prise signature : Comme tout grand lutteur, vous avez perfectionné votre prise signature sur le ring. La vôtre fonctionne aussi hors du ring. ", + "luchador-fixed-move1.1": "Quand vous effectuez votre prise signature sur quelque chose, lancez 2D+Coriace. Sur un 10+, vous infligez 2 dégâts et gagnez +1 temporaire. Sur un 7-9, vous infligez 1 dégât et gagnez +1 temporaire. En cas d’échec, votre adversaire pare la manœuvre.", + "luchador-move1": "Maître Técnico : Quand vous combattez à mains nues, vous gagnez +1 à Casser la gueule et Donner un coup de main.", + "luchador-move2": "Entraînement intense : gagnez +1 Coriace (+3 max.).", + "luchador-move3": "Héroïsme vertueux : Quand vous parvenez à Protéger quelqu’un, donnez +1 temporaire à un chasseur proche.", + "luchador-move4": "Athlète accompli : +1 constant pour toute prouesse physique et énergique (hors situation de combat).", + "luchador-move5": "Machismo ! : Ha ! Même pas mal ! Par la simple force de votre volonté, vous ignorez la douleur et les blessures. Quand vous subissez des dégâts, lancez 2D+Cool pour les ignorer. Sur un 10+, vous soignez 1 dégât et gagnez +1 temporaire. Sur un 7-9, vous soignez 1 dégât. En cas d’échec, vous faites le dur mais subissez 1 dégât supplémentaire (si possible de manière gênante).", + "luchador-move6": "Manœuvre casse-cou : Vous pouvez tenter une manœuvre délicate et très risquée pour prendre l’avantage sur un adversaire. Lancez 2D+Coriace. Sur un 10+, choisissez-en trois ; sur un 7-9, choisissez-en un.", + "luchador-move6.1": "Interrompre la manœuvre de quelqu’un ou quelque chose pour la retarder.", + "luchador-move6.2": "Gagner +1 temporaire.", + "luchador-move6.3": "Donner +1 temporaire à un autre chasseur.", + "luchador-move6.4": "Infligez 2 dégâts si vous êtes désarmé/les dégâts de votre arme si vous êtes armé.", + "luchador-move6.5": "Vous ne subissez aucun dégât en retour.", + "luchador-move6.6": "En cas d’échec, vous subissez 1 dégât car votre manœuvre échoue et vous rend vulnérable.", + "luchador-move7": "Discours exaltant : Quand vous réunissez un groupe de figurants comme s’ils assistaient à un match de lutte, lancez + Charme. Sur un 10+, ils sont motivés et prêts à tout risquer pour la cause. Sur un 7-9, ils voudront bien vous aider s’ils ne courent pas de trop grands risques. Choisissez l’une des options ci-dessous", + "luchador-move7.1": "Ils agissent comme une foule en colère et affrontent la cible désignée.", + "luchador-move7.2": "Ils montent la garde avec vigilance.", + "luchador-move7.3": "Ils vont où vous leur dites d’aller.", + "luchador-move7.4": "Ils vous aident à construire un piège.", + "luchador-move7.5": "En cas d’échec, vous perdez la face devant ce public.", + "luchador-move8": "Rusé comme un rudo : En combat, vous aimez les coups bas. Quand vous infligez des dégâts à un monstre, vous pouvez le duper par la ruse. Lancez 2D+Futé. Sur un 10+, le monstre se fait duper : gagnez +1 dégât et +1 constant contre le monstre. Sur un 7-9, le monstre se fait duper : infligez 1 dégât. En cas d’échec, votre ruse tombe à l'eau.", + "luchador-move9": "Flopée d’admirateurs : Vos exploits sur Telemundo ne sont pas passé inaperçus. Quand vous contactez un fan dévoué pour vous aider dans un mystère, lancez + Charme. Sur un 10+, il vous aide avec plaisir (il répare un objet, vous dépose quelque part ou vous rend un service). Sur un 7-9, il est prêt à vous aider, mais il lui faut du temps, ou alors vous devrez accomplir une part du boulot vous-même. En cas d’échec, votre relation en pâtit.", + "luchador-weapons": "Armes normales", + "luchador-gear1": "Revolver .38 (2 dégâts, proche, rechargement, bruyant)", + "luchador-gear2": "9 mm (2 dégâts, proche, bruyant)", + "luchador-gear3": "Fusil à pompe (3 dégâts, proche, sanglant, bruyant)", + "luchador-gear4": "Chaîne lourdes (2 dégât, allonge, zone)", + "luchador-gear5": "Masse (3 dégâts, allonge, sanglant)", + "luchador-gear6": "Couteau de chasse (1 dégât, allonge)", + "luchador-gear7": "Coup-de-poing américain (1 dégât, allonge, petit)", + "luchador-vehicle": "Véhicules classieux", + "luchador-gear8": "Voiture de sport étrangère", + "luchador-gear9": "Gros véhicule tout-terrain", + "luchador-gear10": "Limousine et chauffeur", + "luchador-gear11": "Moto customisée", + "luchador-gear12": "Fourgonnette customisée", + "luchador-ally": "un autre lutteur qui a choisi de combattre les monstres avec vous", + "luchador-advance1": "Gagnez un refuge, comme l’Expert, avec deux options", + "Meddlingkid": "Gamin Fouineur", + "luck-special-meddlingkid": "Quand vous dépensez un point de Chance, vous êtes témoin de quelque chose que vous n'auriez pas dû voir. Cela peut être en lien avec votre Mystère actuel, ou juste vous effrayer.", + "meddlingkid-animal": "Alliés animaux", + "meddlingkid-animal-desc": "Les alliés animaux suivent les règles normales des alliés, hormis ce qui concerne la communication. Votre allié animal comprend les ordres comme un chien très intelligent (peu importe son espèce).", + "meddlingkid-move1": "Démasqué ! : Quand vous avez capturé ou neutralisé un monstre, vous pouvez expliquer que ce n’est pas un monstre mais une personne portant un masque. Vous devez expliquer la véritable raison derrière tous les événements surnaturels et quelles étaient les motivations du coupable. Quand vous démasquez le coupable, lancez + Futé. Sur un 10+, votre déduction est bonne : c’est bel et bien une personne masquée ! Sur un 7-9, le Gardien choisit l’une des options suivantes", + "meddlingkid-move1.1": "Il y a bien un monstre, mais le figurant accusé était son allié secret depuis le début.", + "meddlingkid-move1.2": "Vous avez raison, mais le coupable s’est échappé pendant vos explications.", + "meddlingkid-move1.3": "L’explication des événements tient la route, mais vous avez accusé la mauvaise personne : quand vous la démasquez, le coupable n’est pas celui que vous pensiez.", + "meddlingkid-move1.4": "En cas d’échec, le monstre a l’occasion de semer la pagaille pendant vos explications (incorrectes).", + "meddlingkid-move2": "Du courage en biscuit : Choisissez une friandise préférée. Quand vous prenez le temps d’en manger et de la savourer, gagnez +1 temporaire.", + "meddlingkid-move3": "Bam ! : Quand vous utilisez une arme improvisée pour attaquer, choisissez l’un des effets bonus suivants", + "meddlingkid-move3.1": "Infliger +1 dégât", + "meddlingkid-move3.2": "Étourdissez la cible temporairement d’un coup à la tête.", + "meddlingkid-move3.3": "Faites trébucher ou enchevêtrez la cible.", + "meddlingkid-move3.4": "Infligez +2 dégâts ; l’arme improvisée casse.", + "meddlingkid-move4": "C’est un piège ! : Quand vous fabriquez un piège pour monstre ou sbire, lancez + Futé. Sur un 7-9 ou plus, vous capturez quelque chose ! Sur un 10+, vous capturez quelque chose et choisissez un effet bonus", + "meddlingkid-move4.1": "La proie mettra du temps à se libérer.", + "meddlingkid-move4.2": "Le piège inflige des dégâts (compte comme une arme improvisée).", + "meddlingkid-move4.3": "Vous pouvez reposer le piège pour le réutiliser plus tard (pour cela, relancez la manœuvre avec +1 temporaire).", + "meddlingkid-move5": "Dites-moi la vérité ! : Quand vous Interroger quelqu’un pour Enquêter sur un mystère, ajoutez les questions suivantes à la liste de questions que vous pouvez poser", + "meddlingkid-move5.1": "À qui profite la situation ?", + "meddlingkid-move5.2": "Que préparez-vous ?", + "meddlingkid-move5.3": "Est-ce que vous mentez ?", + "meddlingkid-move5.4": "Qui est au courant de____________________________ ?", + "meddlingkid-move6": "Sauve qui peut ! : Quand vous décidez de fuir une situation difficile, vous vous en sortez sans souci. Vous tombez dans un endroit tout aussi fâcheux mais important pour le mystère actuel.", + "meddlingkid-move7": "L’air sympathique et amical : Quand vous manipulez quelqu’un poliment, c’est toujours grâce à vos manières impeccables que la personne vous rend service.", + "meddlingkid-gadgets": "Gadgets de résolution de mystères", + "meddlingkid-gear1": "Loupe", + "meddlingkid-gear2": "Microscope", + "meddlingkid-gear3": "Fourgonnette", + "meddlingkid-gear4": "Carte de bibliothèque", + "meddlingkid-gear5": "Kit du chimiste amateur", + "meddlingkid-gear6": "Des talkies-walkies", + "meddlingkid-gear7": "Matériel pour relever les empreintes digitales", + "meddlingkid-gear8": "Appareil photo", + "meddlingkid-ally": "quelqu'un rejoint le gang. L’allié peut être un animal (généralement un chien ou un chat).", + "Sidekick": "Acolyte", + "luck-special-sidekick": "Le Acolyte est un vieil archétype qui n'a pas de manœuvre spéciale de Chance officielle. Avec l'aide du Gardien, libre à vous d'en imaginer une pour votre partie. ", + "hero": "Le héro", + "hero-desc1": "Choisissez un des autres chasseurs pour être votre héro dont vous êtes l'acolyte. Il vous apparaît comme un chasseur d'un tel calibre que vous avez décidé de vous consacrer à l'aider et l'appuyer.", + "hero-desc2": "Décidez la nature de votre relation avec l'accord du joueur concerné. Exemples : Un frère ou une sœur plus âgé, un parent, un ami meilleur que vous en tout, peut-être vous a t-il sauvé d'un monstre, ou avez-vous découvert qu'il chassait des monstres par accident, etc. Vous pouvez même copier des éléments du look de votre héro.", + "hero-desc3": "Lorsque le joueur de votre héros aura choisi ses caractéristiques, demandez-lui laquelle est la plus élevée. A force d'essayer de faire comme lui, vous bénéficiez de +1 supplémentaire à cette même caractéristique. En cas d'égalité, choisissez laquelle aura le bonus.", + "sidekick-fixed-move1": "On forme une équipe : Vous obtenez un bonus de +1 constant quand vous Aider quelqu'un, +2 constant s'il s'agit de votre héro.", + "sidekick-move1": "Porteur : Vous portez le matériel de votre héro. Vous êtes donc en mesure d'utiliser tout ce qu'il possède, à moins qu'il ne l'ait en main. Si l'objet est en plusieurs exemplaires, vous portez le surplus et pouvez donc utiliser un autre exemplaire. ", + "sidekick-move2": "Comme vous voudrez ! : Cochez une Expérience quand votre héro vous donne une ordre que vous ne voulez pas suivre, mais auquel vous obtempérez quand même.", + "sidekick-move3": "Garde du corps : Si, en votre présence, un danger imminent menace votre héro, vos camarades ou un spectateur, vous pouvez vous interposez. Vous en devenez la cible et subissez tous les effets.", + "sidekick-move4": "Moi aussi ! : Si votre héro fait un jet de manœuvre et que vous faites la même chose que lui (la même manœuvre), vous pouvez ne pas faire le jet et utiliser son résultat. ", + "sidekick-move5": "Regardez, il est trop fort ! : Si vous aidez (quelqu'un) votre héro, votre lancer pourra se substituer à son lancer de manœuvre.", + "sidekick-move6": "'Cul et chemise' : Prenez une manœuvre de votre héro.", + "sidekick-hero-weapon": "Arme de votre héro (de ses options d'équipement)", + "sidekick-weapons": "Armes d'acolyte", + "sidekick-gear1": "Revolver .38 (2 dégâts, proche, rechargement, bruyant)", + "sidekick-gear2": "Fusil à pompe (3 dégâts, proche, sanglant, bruyant)", + "sidekick-gear3": "Batte de baseball (2 dégât, allonge)", + "sidekick-gear4": "9 mm (2 dégâts, proche, bruyant)", + "sidekick-gear5": "Couteau de chasse (1 dégât, allonge)", + "sidekick-ally": "Un autre acolyte pour votre héro, votre apprenti", + "sidekick-advance1": "Changez votre archétype pour celui de votre héro (passe outre la règle de l'archétype unique à une table) ", + "sidekick-advance2": "Changez de héro ; un autre chasseur est devenu votre nouveau héro.", + "Snoop": "Fureteur", + "luck-special-snoop": "Quand vous dépensez un point de Chance, vous allez avoir des déboires techniques : des pannes, des liaisons problématiques, du bruit inexpliqué dans les enregistrements, etc. ", + "snoop-crew": "Équipe", + "snoop-crew-desc1": "Décidez si les autres chasseurs constituent les membres de votre équipe, ou si vous avez votre propre entourage. Dans le deuxième cas, ils sont entre 1 et 3. Trouvez-leur un nom et un poste chacun. Dans le premier cas, décidez ensemble de qui tient tel ou tel poste.", + "snoop-crew-desc2": "Postes : caméra-man, mixeur, monteur, homme à tout faire, enquêteur, conducteur, réalisateur, producteur, garde du corps, etc.", + "snoop-move1": "« Vous ressentez quoi, exactement ? » : Quand vous fourrez votre caméra/micro juste sous le nez de quelqu’un, la personne interrompt immédiatement ce qu’elle faisait. Elle y reviendra peut-être après s’être occupée de vous, mais vous créerez une distraction suffisante pour permettre aux autres chasseurs d’agir.", + "snoop-move2": "Célébrité mineure : Au début de chaque mystère, lancez 2D+Bizarre. Sur un 10+, réserve 2 ; Sur un 7-9, réserve 1. Dépensez votre réserve pendant le mystère pour qu’un figurant ait entendu parler de vous en bien (il a peut-être lu votre blog, écouté votre podcast, vu votre émission Internet/télé, etc.) On peut vous demander des autographes ou vous fournir une piste intéressante.", + "snoop-move3": "On verra ça en post-prod : Vous pouvez vraisemblablement utiliser tout ce que vous avez enregistré comme preuve pour Enquêter sur un mystère, vous permettant de vérifier d’anciennes interviews, des lieux d’attaque, etc., tout ça avec votre ordinateur portable.", + "snoop-move4": "Je suis journaliste ! : Quand vous Enquêtez sur un mystère en interrogeant des témoins, interviewant des locaux ou quoi que ce soit d’autre du même style, lancez +Charme au lieu de +Futé.", + "snoop-move5": "Vérité déformée : Quand vous parlez à une personne normale, elle croira tout ce que vous lui dites. Certaines élucubrations lui paraîtront insensées mais elle ne croira pas que vous lui mentez.", + "snoop-move6": "Hyperconnectivité : Quand vous lisez tous les canaux d’informations actuels pour repérer des choses étranges et folles, gagnez +1 temporaire.", + "snoop-move7": "Producteur décontracté : Vous avez un boulot et une paye régulière sans vraiment personne pour vous superviser. Tout va bien du moment que vous proposez un scoop régulièrement, même s’il est bizarre. De temps en temps, votre producteur vous enverra dans un endroit spécifique, qui implique généralement une activité surnaturelle. À moins qu’il ne veuille de la dimension humaine, comme une exposition féline ou un festival agricole.", + "snoop-gear-base": "Un ordi portable", + "snoop-recording": "Appareils d’enregistrement", + "snoop-gear1": "Caméra numérique", + "snoop-gear2": "Petite caméra numérique", + "snoop-gear3": "Caméra 8 mm ou 16 mm", + "snoop-gear4": "Dictaphone numérique", + "snoop-gear5": "Magnétophone", + "snoop-gear6": "Caméra infrarouge", + "snoop-gear7": "Matériel de sonorisation et micro sur perche", + "snoop-gear8": "Drone caméra radiocommandé", + "snoop-gear9": "Caméra nocturne", + "snoop-gear10": "Steadicam", + "snoop-gear11": "Microphone laser", + "snoop-gear12": "Appareil Réflex", + "snoop-detector": "Détecteurs", + "snoop-gear13": "Détecteur de champ électromagnétique", + "snoop-gear14": "Détecteur de changement de température", + "snoop-gear15": "Planche Ouija", + "snoop-gear16": "Hygromètre", + "snoop-gear17": "Baguette de sourcier", + "snoop-gear18": "Matériel d’analyses chimiques", + "snoop-gear19": "Détecteur de métaux", + "snoop-gear20": "Boussole", + "snoop-gear21": "Récepteur GPS", + "snoop-gear22": "Télémètre laser", + "snoop-gear23": "Pendule", + "snoop-weapon": "Armes camouflées", + "snoop-gear24": "Revolver .32 (2 dégâts, proche, rechargement, bruyant)", + "snoop-gear25": "9 mm (2 dégâts, proche, bruyant)", + "snoop-gear26": "Couteau (1 dégât, allonge, dissimulé)", + "snoop-gear27": "Couteau suisse (1 dégât, allonge, dissimulé, utile)", + "snoop-advance1": "Gagnez un refuge, comme l’Expert, avec une option et un laboratoire de développement.", + "snoop-ally": "potentiellement un membre existant de votre équipe (voire toute l’équipe).", + "Summoned": "Invoqué", + "luck-special-summoned": "Quand vous dépensez un point de Chance, un autre signe de l'Apocalypse va se produire. Une fois tous vos points de Chance dépensés, l'Apocalypse commence.", + "apocalypse": "Apolcalypse", + "apocalypse-desc1": "Votre destin est d’annoncer l’Apocalypse. Que vous soyez déjà au courant ou pas, vous possédez quelques indices sur votre destinée.", + "apocalypse-desc2": "Choisissez un signe de l’Apocalypse qui vous a déjà été révélé, avec l'aide du Gardien (et peut-être du groupe). Quand vous utilisez votre Chance, vous manifestez un nouveau signe de l’Apocalypse. Vous pouvez émettre une suggestion, mais c’est au Gardien de faire intervenir le signe dans l’histoire.", + "apocalypse-sign-example": "Example signs", + "apocalypse-sign-list": "Betrayal, An army of monsters rises, Rain of fire, Eternal darkness, Things from beyond, Take your throne, Red sun, The Portal opens, Plague, Learn your true name, The Stars are Right Breaking the Seal, Murder of the King, The Beast slouches into the world, Become the Dragon, The Coronation, Your Hosts assemble, The fall of the Tower, The seas boil, Natural disasters, Judgement Day, World war, Famine, Ancient Evil reborn", + "apocalypse-desc3": "Quand votre Chance est épuisée, l’Apocalypse est imminente. À vous d’empêcher ou de provoquer la fin du monde. C’est vous qui voyez.", + "summoned-fixed-move1": "Monstrueux : Les gens réagissent mal à votre étrangeté. Vous ne pouvez pas utiliser Manipuler quelqu’unavant d’avoir prouvé votre valeur (cela comprend les autres chasseurs : à eux de voir si vous avez fait vos preuves ou non). En attendant, ils voudront vous éviter autant que possible. Vous pouvez dépenser 1 point de Chance pour que la personne se lie d’amitié avec vous. Ne faites pas de jet pour Manipuler quelqu’un ; le personnage réagit comme si vous aviez fait 12. De plus, vous pouvez utiliser Manipuler quelqu’un sur les monstres doués de raison et de parole (mais ils veulent forcément un sale truc).", + "summoned-move1": "Tu veux ma photo ? : Quand vous parlez à un monstre (il doit être doué de raison et de parole), il vous reconnaît (ainsi que votre potentiel). Si vous lui demandez de révéler ce qu’il sait, le Gardien vous révélera une information parmi celles ci-dessous", + "summoned-move1.1": "Dis-moi quelque chose sur mon lieu d’origine.", + "summoned-move1.2": "Dis-moi quelque chose sur mon destin.", + "summoned-move1.3": "Dis-moi quelque chose sur mon identité véritable.", + "summoned-move1.4": "Dis-moi quelque chose sur l’Apocalypse.", + "summoned-move2": "C’est censé faire mal ? : Votre corps est une armure 2. Ne s’additionne pas avec d’autres armures.", + "summoned-move3": "Un vrai carnage ! : Quand vous attrapez un gros objet à proximité pour l’utiliser comme une arme improvisée, commencez par définir les dégâts qu’il infligera.", + "summoned-move3-guide": "Exemples", + "summoned-move3.1": "Extincteur, piquet, mobilier, etc. : 2 dégâts", + "summoned-move3.2": "Moto, lampadaire, bloc de béton, etc. : 3 dégâts", + "summoned-move3.3": "Voiture, benne à ordures, rocher, etc. : 4 dégâts", + "summoned-move3.4": "Bus, camion, mur, etc. : 5 dégâts", + "summoned-move3-desc": "Après avoir infligé des dégâts (avec un jet de Casser la gueule ou autre), lancez 2D+dégâts infligés par votre arme. En cas d’échec, vous la maniez sans souci. Sur un 7-9, choisissez un effet additionnel. Sur un 10+, choisissez-en deux", + "summoned-move3.5": "Vous blessez quelqu’un à proximité en plus de votre cible.", + "summoned-move3.6": "Vous faites empirer la situation d’une façon ou d’une autre.", + "summoned-move3.7": "Vous perdez le contrôle de votre arme improvisée.", + "summoned-move3.8": "Vous provoquez d’immenses dégâts collatéraux.", + "summoned-move3.9": "Votre arme improvisée se casse.", + "summoned-move4": "Bourrin absolu : Augmentez Coriace de +1 (jusqu’à +3 max.).", + "summoned-move5": "Va te faire : Dépensez un point de Chance et gagnez +1 constant contre un monstre en particulier. Dure jusqu’à la mort du monstre.", + "summoned-move6": "Ouais, et alors ? : Dépensez un point de Chance et gagnez +1 Coriace jusqu’à la fin du mystère actuel (+4 Coriace max.).", + "summoned-move7": "Pourquoi cet air si sérieux ? : Si vous ponctuez une manœuvre d’une phrase bien sentie, l’équipe gagne +1 temporaire (le prochain chasseur à lancer les dés obtient donc +1).", + "summoned-weapon": "Armes immenses", + "summoned-gear1": "Super gros calibre (4 dégâts, proche, lourd, bruyant, rechargement)", + "summoned-gear2": "Mitrailleuse (3 dégâts, proche, automatique, sanglant, lourd, bruyant, rechargement)", + "summoned-gear3": "Lance-roquettes (4 dégâts, loin, zone, lourd, sanglant, rechargement, bruyant)", + "summoned-gear4": "Épée infernale gigantesque (4 dégâts, allonge, lourd, sanglant, magique)", + "summoned-gear5": "Fusil de chasse automatique (3 dégâts, proche, automatique, lourd, bruyant, rechargement)", + "summoned-gear6": "Main droite rouge (3 dégâts, allonge, magique)", + "summoned-heavy": "Armes lourdes", + "summoned-gear7": "Masse (3 dégâts, allonge, lourd, sanglant)", + "summoned-gear8": "Grande épée (3 dégâts, allonge, lourd, sanglant)", + "summoned-gear9": "Grosse hache (3 dégâts, allonge, lourd, sanglant)", + "summoned-gear10": "Magnum (3 dégâts, proche, rechargement, bruyant)", + "summoned-gear11": "Fusil à pompe (3 dégâts, proche, sanglant, bruyant)", + "summoned-advance1": "Gagnez le commandement d’une équipe de chasseurs de monstres (ou de chasseurs monstrueux). Ils comptent comme un allié.", + "summoned-advance2": "Vous faites partie d’une Secte, comme l’Initié. Créez votre Secte et ses Traditions (ou rejoignez une Secte déjà existante dans votre partie). Vous gagnez une manœuvre d’Initié : quand vous êtes en bons termes avec votre Secte.", + "summoned-advance3": "Vous (re ?)devenez mauvais. Ce chasseur prend sa retraite et devient une des menaces du Gardien.", + "Traveler": "Traveler", + "luck-special-traveler": "The Traveler is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "traveler-transport": "Means of Transport", + "traveler-transport-desc1": "You can visit future events, past events or remote places, either alone or with the whole team. The Keeper will decide (maybe with help from the group) how time travel will work; changing the past, alternate timelines, small changes producing major changes etc.", + "traveler-transport-desc2": "When traveling through time and space, roll +Sharp. On a 10+, you arrive at the desired place at the desired time. On a 7-9, you arrive at either the desired place or, at the desired time; your choice. On a miss, you are lost; this is probably quite serious.", + "traveler-transport-desc3": "Choose one means of transport for your travels through time and space. Each transportation medium has both positive and negative traits. Always keep in mind that time travel is by no means a safe trip.", + "traveler-transport1": "It’s bigger on the inside: Your time machine is multidimensional, as small as a phone booth on the outside, but as big as a spaceship on the inside. Things inside it cannot be tracked by normal means. To travel, it disappears from one place and appears in another, but otherwise it is completely stationary and cannot be transported at all.", + "traveler-transport2": "Teleportation: You can teleport instantly if you have a clear line of sight of the destination or if you know it very well. Otherwise, you need to study the spacetime continuum for a few hours, or even days, to plan the trip, so as to not end up underground or a kilometre above the ground.", + "traveler-transport3": "88 miles per hour: Your time machine looks like a car or a van, not drawing much attention (in time periods after the invention of such vehicles). You can use it to move around like any other vehicle, but it depends on fuel, maintenance parts, roads etc.", + "traveler-transport4": "Time Portal: You open a time portal to your destination. You can only open one portal at a time, and it will remain active for as long as you wish. It allows you to cross it in any direction as many times as you want. But an unattended portal can also be crossed by any person, or monster...", + "traveler-fixed-move1": "Servant of Technology: You are extremely dependent on technology, having difficulties in relating to the supernatural. You get -1 ongoing to use magic or any other moves related to the supernatural or magic.", + "traveler-move1": "Butterfly Effect: At the beginning of each mystery, choose one rating to receive +1 (max +3) and another to receive -1 (min -2) during this mystery. These actions disturb the spacetime and the oscillations of their characteristics is a reflection of that.", + "traveler-move2": "Historian: When you investigate a mystery or read a bad situation, you can choose to ask \"Why does this seem familiar?\" as one of the questions. If possible, the Keeper will describe how a similar situation has happened in the past or future history of the world.", + "traveler-move3": "Inventor: If you want to build, repair, or study a device, the Keeper will tell you how long it will take and what equipment will be needed.", + "traveler-move4": "Prescience: Attacks that can cause your death pop up in your memory. When you take harm and become unstable, you may roll +Weird. On a 10+, you remembered the attack and were able to avoid it completely. On a 7-9, the memory took time to emerge, take 1 harm less or don’t become unstable. On a miss, the memory was incorrect and your avoidance made you unbalanced; in addition to the harm, you take -1 forward.", + "traveler-move5": "Neural Implants: When you need to do something that requires specific training, such as defusing a bomb or flying a helicopter, you already have the information implanted in your brain. You still need to act under pressure, but you know what to do.", + "traveler-move6": "Sufficiently Advanced Technology: You can reproduce the effects of the move use magic with technological tools. You do not roll dice for this, but you must choose an effect and a glitch. This is not magic, so the effect will not have the magic tag and will not work on things affected only by magic. The Keeper may ask for one or more requirements to achieve the effect.", + "traveler-move7": "No Paradoxes: When you say why something should happen to guarantee the future, you can help another hunter and give +1 to their roll, as if you had rolled a 10+ on help out. You still need to describe how you are helping.", + "traveler-move8": "Android/Cyborg: You have cybernetic implants or maybe you're half a machine. In addition to superhuman strength, your punches and kicks are attacks with (3 harm, contact).", + "traveler-move9": "Psychic Paper: You get +1 ongoing in rolls to avoid being detected or remaining unnoticed. You also get +1 ongoing when you manipulate someone by pretending to be someone else.", + "traveler-devices": "Technological Devices", + "traveler-gear1": "Photonic Binoculars: Able to see in total darkness and in different spectra, including infrared", + "traveler-gear2": "Sonic Screwdriver: Able to repair, or damage, simple mechanical and electronic devices (eg. radios, locks, weapons etc)", + "traveler-gear3": "Travel Guide: A small electronic book containing all human historical knowledge up to the present era", + "traveler-gear4": "Portable Laboratory: A small device capable of diagnosing diseases, poisons and abnormal conditions from a drop of blood or similar input", + "traveler-gear5": "Universal Locator: Indicates the exact position in time and space. Can only be blocked with magic or high levels of radiation", + "traveler-gear6": "Hologram Projector: Projects a person-sized hologram (recorded or live) that looks real until touched", + "traveler-gear7": "Instant Translator: Ensures speech and understanding of any natural language (does not work with magic or supernatural languages)", + "traveler-weapon": "Protective Weapons", + "traveler-gear8": "Machete (1 harm, contact)", + "traveler-gear9": "Revolver standard (2 dégâts, proche, rechargement, bruyant)\n", + "traveler-gear10": "Fusil à pompe (3 dégâts, proche, sanglant, bruyant)", + "traveler-gear11": "Light futuristic weapon (1 harm, add 1 range tag and 3 other tags)", + "traveler-gear12": "Heavy futuristic weapon (3 harm, add 1 range tag and 1 other tag)", + "traveler-advance1": "Delete the move Servant of Technology. You have learnt to deal with the supernatural, no longer receiving any penalties for it", "custom": "Custom", - "luck-special-Custom": "if any", + "luck-special-custom": "You may come up with a Luck Special move for this playbook with help from the Keeper.", "custom-special": "Playbook Special", "custom-special-example": "Like the Expert's haven or the Spellslinger's combat magic", - "custom-special-name": "Name of special", + "custom-special-name": "Titre du spécial", "custom-special-description": "Description", - "custom-moves": "Playbook Moves", - "custom-move-name": "Name", - "custom-move-description": "Description", - "custom-gear": "Playbook Gear", - "inmrovements-instructions": "4 stats available for improvement (mark one off at character creation without taking the bonus); top stat max +3, all others max +2" -} \ No newline at end of file + "custom-moves": "Manœuvres de l'archétype", + "custom-move-name": "Intitulé", + "custom-move-description": "Descriptif", + "custom-gear": "Équipement de l'archétype" +} diff --git a/Monster of the Week/translations/he.json b/Monster of the Week/translations/he.json index 804459d8eb..71250b65da 100644 --- a/Monster of the Week/translations/he.json +++ b/Monster of the Week/translations/he.json @@ -27,17 +27,19 @@ "gear": "Gear", "other-gear": "Other Gear", "improvements": "Improvements", - "inmrovements-description": "Once you have 5 experience you may choose one of these: (Check off any you've already taken)", + "improvements-description": "Once you have 5 Experience you may choose one of these: (Check off any you've already taken)", "max": "max", - "another-move": "Take another Custom move", + "another-move": "Take another move from your own playbook", "ally": "Gain an ally", "playbook-move": "Take a move from another playbook", "advanced-improvements": "Once you have taken 5 improvements you may choose from these options as well as the list above when you improve", "rating": "to any rating", - "new-type": "Change this hunter to a new type", + "new-playbook": "Change playbooks", "second-hunter": "Create a second hunter to play", "basic-moves": "Advance 2 basic moves", "retire": "Retire this hunter to safety", + "erase-luck": "Erase one used Luck point", + "after-getting-improvement": "Use after getting the corresponding Improvement", "history": "History and Notes", "pick-one": "pick one", "pick-two": "pick two", @@ -46,12 +48,13 @@ "1-fixed-move": "You get this", "2-fixed-moves": "You get these 2", "1-move": "Then pick one of these", + "2-moves-then": "Then pick two of these", "2-moves": "Then pick two of these", + "3-moves-then": "Then pick three of these", "3-moves": "Pick three of these", "choose": "choose", "one": "one", - "choose-one": "choose one", - "choose-two": "choose two", + "two": "two", "three": "three", "the-chosen": "The Chosen", "the-crooked": "The Crooked", @@ -59,13 +62,33 @@ "the-expert": "The Expert", "the-flake": "The Flake", "the-initiate": "The Initiate", - "the-monsteroue": "The Monsterous", + "the-monstrous": "The Monstrous", "the-mundane": "The Mundane", "the-professional": "The Professional", "the-spellslinger": "The Spellslinger", "the-spooky": "The Spooky", "the-wronged": "The Wronged", + "the-gumshoe": "The Gumshoe", + "the-hex": "The Hex", + "the-pararomantic": "The Pararomantic", + "the-searcher": "The Searcher", + "the-exile": "The Exile", + "the-hardcase": "The Hard Case", + "the-luchador": "The Luchador", + "the-meddlingkid": "The Meddling Kid", + "the-sidekick": "The Sidekick", + "the-snoop": "The Snoop", + "the-summoned": "The Summoned", + "the-traveler": "The Traveler", + "the-actionscientist": "The Action Scientist", + "the-biggamehunter": "The Big Game Hunter", + "the-constructed": "The Constructed", + "the-madscientist": "The Mad Scientist", "custom-playbook": "Custom", + "tome-of-mysteries": "Tome of Myseries", + "reinforcements": "Reinforcements", + "Brazilian": "Brazilian Edition", + "fan-made": "Fan-made", "chosen": "Chosen", "luck-special-chosen": "When you spend Luck the Keeper will bring your fate into play", "your-fate": "Your Fate", @@ -107,13 +130,14 @@ "chosen-move4": "Invincible You always count as having 2 armour, this doesn't stack with other protection", "chosen-move5": "Resilience You heal faster than normal people. Any time your harm gets healed, heal and extra point. Additionally, your wounds count as 1 harm less for the purpose of the Keeper's harm moves", "chosen-gear1": "Protective gear worth 1 armour", - "optional": "optional", "chosen-gear2": "One Special Weapon", + "chosen-special-descrip": "Design your weapon by choosing a Form, three Business-end options (which are added to the base tags), and a material that the business-end is made from.", "form": "Form", "chosen-gear3": "Staff (1 harm, hand, close)", "chosen-gear4": "Haft (2 harm, hand, heavy)", "chosen-gear5": "Handle (1 harm, hand, balanced)", "chosen-gear6": "Chain (1 harm, hand, area)", + "business-end": "Business-end", "chosen-gear7": "Business End", "chosen-gear8": "Artifact (+magic)", "chosen-gear9": "Spikes (+1 harm, +messy)", @@ -121,8 +145,8 @@ "chosen-gear11": "Heavy (+1 harm)", "chosen-gear12": "Long (+close)", "chosen-gear13": "Throwable (+close)", - "chosen-gear14": "Chain (+area)", "material": "Material", + "material-desc": "(+steel, +cold iron, +silver, +wood, +stone, +bone, +teeth, +obsidian, or anything else you want)", "chosen-advance1": "Delete a doom tag (optionally also delete a heroic tag)", "Crooked": "Crooked", "luck-special-Crooked": "When you spend Luck someone from your past will re-appear in your life, soon", @@ -132,7 +156,7 @@ "background2": "Burglar When you break into a secure location roll +Sharp. On a 10+ pick three, on a 7-9 pick two", "background2.1": "You get in undetected", "background2.2": "You get out undetected", - "background2,3": "You don't leave a mess", + "background2.3": "You don't leave a mess", "background2.4": "You find what you were after", "background3": "Grifter When you are about to manipulate someone, you can ask the Keeper \"what will convince this person to do what I want?\" The Keeper must answer honestly, but not necessarily completely", "background4": "Fixer If you need to buy something, sell something, or hire someone, roll +Charm. On a 10+ you know just the person that will be interested. On a 7-9, you know the only person that can do it, but there's a complication. Pick one", @@ -142,8 +166,14 @@ "background4.4": "On a miss, the only person who can help you is someone who absolutely hates you", "background5": "Assassin When you take your first shot at an unsuspecting target, do +2 harm", "background6": "Charlatan When you want people to think you are using magic, roll +Cool. On a 10+ your audience is amazed and fooled by your illusion. On 7-9, you tripped up a few times, someone will notice. You may also manipulate someone with fortune telling. When you do that, ask \"What are they hoping for right now?\" as a free question (even on a miss)", + "background6.1": "You may also manipulate someone with fortune telling. When you do that, ask \"What are they hoping for right now?\" as a free question (even on a miss).", "background7": "Pickpocket When you steal something small, roll +Charm. On a 10+ you get it and they didn't notice you taking it. On a 7-9 either you don't grab it, you grab the wrong thing, or they remember you later; your choice", "crooked-move1": "Artifact You 'found' a magical artifact with handy powers and kept it. Pick 1: Protective amulet (1 amour, magic, recharge); lucky charm (may be used as a Luck point just once); grimoire (studying the book gives +1 to use magic; skeleton key (opens any magically sealed lock); imp stone (a weak demon is bound to serve the holder. The imp must be summoned with Use Magic)", + "crooked-artifact1": "Protective amulet (1 amour, magic, recharge)", + "crooked-artifact2": "Lucky charm (may be used as a Luck point just once)", + "crooked-artifact3": "Grimoire (studying the book gives +1 forward to use magic)", + "crooked-artifact4": "Skeleton key (opens any magically sealed lock)", + "crooked-artifact5": "Imp stone (a weak demon is bound to serve the holder. The imp must be summoned with Use Magic)", "crooked-move2": "Crew You have a regular crew, a team of 3 or 4 people who will help you out with pretty much anything. This counts as a team", "crooked-move3": "Deal with the Devil You sold your soul to the devil. Pick one or two things you got out of the deal: wealth, fame, youth, sensual gratification, skill (add +1 to two ratings). Payment is due either when you die, or in a year (6 months if you chose 2 things)", "crooked-move4": "Friends on the Force You know a few cops who can be persuaded to look the other way, or do you a favour, for certain considerations. You can act under pressure to get in touch with them when you need to divert any law enforcement attention. There will be a cost, although maybe not right now", @@ -151,6 +181,7 @@ "crooked-move6": "Driver You gain +1 ongoing while driving, plus you can hotwire anything (the older it is, the fewer tools you'll need.) You also own 2 handy, widely-available vehicles", "crooked-move7": "Home Ground Your crew made a point of keeping the locals happy- keeping them safe, ensuring things always went down okay. When you're back in your old neighbourhood, you can always find people who will hide you or help you with a minor favour, no questions asked", "crooked-move8": "Notorious You have a reputation from your criminal past. When you reveal who you are, your terrifying reputation counts as a reason for someone to what you ask when you manipulate someone. Revealing your identity to someone can bring other problems later, of course", + "crooked-weapon": "Effective Weapons", "crooked-gear1": ".22 revolver (1 harm, close, reload,
          small)", "crooked-gear2": ".38 revolver (2 harm, close, reload,
          loud)", "crooked-gear3": "9mm (2 harm, close, loud)", @@ -160,12 +191,6 @@ "crooked-gear7": "Baseball bat (1 harm, hand)", "crooked-gear8": "Submachinegun (2 harm, close, reload,
          auto", "crooked-gear9": "Assault rifle (3 harm, close/far, auto)", - "underworld": "Underworld", - "underworld-description": "Pick the circumstance that lead you to discovering the real underworld, then pick the creature involved", - "underworld1": "The target of a job was a dangerous creature (Pick one: vampire, warewolf, troll, reptiloid)", - "underworld2": "You worked with someone who was more than they seemed (Pick one: sorceror, demon, faerie, psychic)", - "underworld3": "You were hired by something weird (Pick one: immortal, god, outsider, witch)", - "underworld4": "Things went south o a job- including, but not limited to running into; (Pick one a horde of goblins, a hunger of ghouls, a dream-eater, a salamander)", "heat": "Heat", "heat-description": "You didn't get here without making enemies", "pick-heat": "pick at least 2 of these and name the people involved", @@ -174,9 +199,14 @@ "heat3": "You pissed off a well connected criminal,
          and they'll do whatever they can to
          destroy you", "heat4": "You took advantage of someone
          who has special powers (a person or
          monster)", "heat5": "You betrayed an old partner in the
          middle of a job ", + "underworld": "Underworld", + "underworld-description": "Pick the circumstance that lead you to discovering the real underworld, then pick the creature involved", + "underworld1": "The target of a job was a dangerous creature (Pick one: vampire, warewolf, troll, reptiloid)", + "underworld2": "You worked with someone who was more than they seemed (Pick one: sorceror, demon, faerie, psychic)", + "underworld3": "You were hired by something weird (Pick one: immortal, god, outsider, witch)", + "underworld4": "Things went south o a job- including, but not limited to running into; (Pick one a horde of goblins, a hunger of ghouls, a dream-eater, a salamander)", "crooked-ally": "from your old crew", "crooked-advance1": "Recover a stash of money from the old days, enough to live without care for a year or two", - "Crooked-advance2": "Erase one Luck point from your playbook", "Divine": "Divine", "luck-special-divine": "When you spend Luck you get word your Mission requires something difficut to me done. By you. Urgently", "your-mission": "Your Mission", @@ -193,15 +223,15 @@ "divine-move5": "Soothe When you talk to someone for a few seconds in a quiet voice, you can calm them down, blocking any panic, anger, or other negitive emotions they have. This works even if the thing that freaked them out is still present, as long as your voice can be heard", "divine-move6": "Lay On Hands Your touch can heal any injury or disease. When you lay your hands on someone hurt, roll +Cool. On a 10+, heal 2 harm or an illness, plus they are stabilised. On a 7-9, you can heal the harm or illness but you take it into yourself. On a miss, your aura causes them extra harm", "divine-move7": "Cast Out Evil You may banish an unnatural creature from your presence. Roll +Tough, on 10+ it is banished. On a 7-9 it takes a little while for the banishing to take effect- the creature has time to make one or two actions. Either way, the banished creature is unharmed, and you have no control over where it goes. This move may be used on unnatural hunters (eg The Monsterous). On a miss, something is keeping it here. That's bad", - "divine-gear1": "Flaming sword (3 harm, hand, fire,
          holy) ", "divine-weapon": "One Divine Weapon", + "divine-armour": "Divine Armour (1 armour, holy) with a look suited to your divine origin", + "divine-gear1": "Flaming sword (3 harm, hand, fire,
          holy) ", "divine-gear2": "Thunder hammer (3 harm, hand, stun,
          holy) ", "divine-gear3": "Razor whip (3 harm, hand, area,
          messy, holy)", "divine-gear4": "Five demon bag (3 harm, close, magic,
          holy)", "divine-gear5": "Silver trident (3 harm, hand, silver,
          holy)", "Divine-ally": "a lesser divine being, sent from above to help you with your mission", "Divine-advance1": "Erase one Luck point from your playbook", - "Divine-advance2": "Change your mission. Select a different mission from the options, or (with the Keeper's agreement) create a new mission", "Expert": "Expert", "luck-special-expert": "When you spend Luck you discover something happening now is related to something you were involved in years ago", "expert-weapons": "Monster-Slaying Weapons", @@ -237,7 +267,6 @@ "haven8": "Panic Room This has essential supplies and is protected by normal and mystical means. You can hide out there for a few days, safe from pretty much anything", "haven9": "Magical Laboratory You have a mystical lab with all kinds of weird ingredients and tools useful for casting spells (like use magic, big magic, and any other magical moves)", "expert-advance1": "Add a haven option", - "expert-advance2": "Add a haven option", "Flake": "Flake", "luck-special-flake": "When you spend Luck pick an aspect of the current situation. The Keeper will tell you what other conspiricies that aspect connects to", "flake-move1": "Connect the Dots At the beginning of each mystery if you look for the wider patterns that current events might be part of, roll +Sharp. On a 10+ hold 3, 7-9 hold 1. Spend your hold during the mystery to ask the Keeper one of the following questions", @@ -253,20 +282,20 @@ "flake-move6": "Contrary When you seek out and recieve someone's honest advice on the best course of action for you, and then do something else instead, mark experience. If you do exactly the opposite of their advice, you also take +1 ongoing on any moves you make persuing that course", "flake-move7": "Net Friends You know a lot of people on the internet. When you contact a net friend to help you roll +Charm. On a 10+ they're available and helpful; they can fix something, break a code, hack a computer, or get you some special information. On a 7-9, they're prepared to help but it's either going to take some time, or you'll have to do part of it yourself. On a miss you burn some bridges", "flake-move8": "Sneaky When you attack from ambush or from behind, inflict +2 harm", - "fake-normal": "One Normal Weapon", - "fake-gear1": ".38 revolver (2 harm, close, reload,
          loud)", - "fake-gear2": "9mm (2 harm, close, loud)", - "fake-gear3": "Hunting rifle (2 harm, far, loud)", - "fake-gear4": "Magnum (3 harm, close, reload, loud)", - "fake-gear5": "Shotgun (3 harm, close, messy, loud)", - "fake-gear6": "Big knife (1 harm, hand)", + "flake-normal": "Normal Weapon", + "flake-gear1": ".38 revolver (2 harm, close, reload, loud)", + "flake-gear2": "9mm (2 harm, close, loud)", + "flake-gear3": "Hunting rifle (2 harm, far, loud)", + "flake-gear4": "Magnum (3 harm, close, reload, loud)", + "flake-gear5": "Shotgun (3 harm, close, messy, loud)", + "flake-gear6": "Big knife (1 harm, hand)", "flake-hidden": "Hidden Weapons", - "fake-gear7": "Throwing knives (1 harm, close, many)", - "fake-gear8": "Holdout pistol (2 harm, close, loud,
          reload)", - "fake-gear9": "Garrote (3 harm, intimate)", - "fake-gear10": "Watchman's flashlight (1 harm, hand)", - "fake-gear11": "Weighted gloves/brass knuckles (1
          harm, hand", - "fake-gear12": "Butterfly knife/folding knife (1
          harm, hand)", + "flake-gear7": "Throwing knives (1 harm, close, many)", + "flake-gear8": "Holdout pistol (2 harm, close, loud, reload)", + "flake-gear9": "Garrote (3 harm, intimate)", + "flake-gear10": "Watchman's flashlight (1 harm, hand)", + "flake-gear11": "Weighted gloves/brass knuckles (1 harm, hand)", + "flake-gear12": "Butterfly knife/folding knife (1 harm, hand)", "Flake-advance1": "Gain a haven like the Expert with two options", "Flake-advance2": "Add a haven option", "Initiate": "Initiate", @@ -336,8 +365,8 @@ "Initiate-advance1": "Get command of your chapter of the Sect", "Initiate-advance2": "Get command of your chapter of the Sect", "Initiate-advance3": "Become the leader, or effective leader, of the whole Sect", - "Monsterous": "Monsterous", - "luck-special-monsterous": "When you spend Luck your monster side gains power. Your Curse may grow stronger, or another Breed disadvantage may manifest", + "Monstrous": "Monstrous", + "luck-special-monstrous": "When you spend Luck, your monster side gains power; your Curse may become stronger, or another Breed disadvantage may manifest.", "monster-breed": "Monster Breed", "breed-description": "You are half human, half monster; were you always this way? Were you always fighting for good or were you once evil and then switched sides?", "curses": "Curses", @@ -345,40 +374,40 @@ "curse2": "Vulnerability Pick a substance. You'll take +1 harm when you suffer harm from it. If you are bound or surrounded by it, you must act under pressure to use your powers", "curse3": "Pure Drive One emotion rules you. Pick from: hunger, hate, anger, fear, jealousy, greed, joy, pride, envy, lust or cruelty. Whenever you have a chance to indulge that emotion you must do so immediately, or act under pressure to resist", "curse4": "Dark Master You have an evil lord who doesn't know you changed sides. They still give you orders, and they do not tolerate refusal or failure", - "monsterous-move1": "Immortal You do not age or sicken, and whenever you suffer harm you suffer 1 harm less", - "monsterous-move2": "Unnatural Appeal Roll +Weird instead of +Charm when you manipulate someone ", - "monsterous-move3": "Unholy Strength Roll +Weird instead of +Tough when you kick some ass ", - "monsterous-move4": "Incorporeal You may move freely though solid objects (but not people)", - "monsterous-move5": "Preternatural Speed You go much faster than normal people. When you chase, flee or run take +1 ongoing", - "monsterous-move6": "Claws of the Beast Your natural attacks deal +1 harm ", - "monsterous-move7": "Mental Dominion When you gaze into a normal human's eyes and exert your will over them Roll +Charm. On a 10+ hold 3, on 7-9 hold 1. You may spend your hold to give them an order. Regular people will follow the order, whatever it is. Hunters can choose to follow the order or not. If they do, they mark experience", - "monsterous-move8": "Unquenchable Vitality When you have taken harm you can heal yourself. Roll +Cool. On a 10+, heal 2 harm and stabilise your injuries. On a 7-9, heal 1 harm and stabilise your injuries. On a miss your injuries worsen", - "monsterous-move9": "Dark Negotiator You can use manipulate someone on monsters as well as people if they can reason and talk", - "monsterous-move10": "Flight You can fly ", - "monsterous-move11": "Shapeshifter You may change your form (usually into an animal). Decide if you have just one alternate form or several and detail them. You gain +1 forward to investigate a mystery when using and alternate form's superior senses. (Eg, smell for a wolf, sight for an eagle)", - "monsterous-move12": "Something Borrowed Take a move from a hunter playbook that is not currently in play ", + "monstrous-move1": "Immortal: You do not age or sicken, and whenever you suffer harm, you suffer 1 harm less.", + "monstrous-move2": "Unnatural Appeal: Roll +Weird instead of +Charm when you manipulate someone.", + "monstrous-move3": "Unholy Strength: Roll +Weird instead of +Tough when you kick some ass.", + "monstrous-move4": "Incorporeal: You may move freely though solid objects (but not people).", + "monstrous-move5": "Preternatural Speed: You go much faster than normal people. When you chase, flee, or run, take +1 ongoing.", + "monstrous-move6": "Claws of the Beast: Your natural attacks deal +1 harm.", + "monstrous-move7": "Mental Dominion: When you gaze into a normal human's eyes and exert your will over them, roll +Charm. On a 10+ hold 3, on a 7-9 hold 1. You may spend your hold to give them an order. Regular people will follow your order, whatever it is. Hunters can choose to follow the order or not. If they do, they mark experience.", + "monstrous-move8": "Unquenchable Vitality: When you have taken harm you can heal yourself. Roll +Cool. On a 10+, heal 2 harm and stabilise your injuries. On a 7-9, heal 1 harm and stabilise your injuries. On a miss, your injuries worsen.", + "monstrous-move9": "Dark Negotiator: You can use the move manipulate someone on monsters as well as people, if they can reason and talk.", + "monstrous-move10": "Flight: You can fly.", + "monstrous-move11": "Shapeshifter: You may change your form (usually into an animal). Decide if you have just one alternate form or several, and detail them. You gain +1 forward to investigate a mystery when using and alternate form's superior senses (eg. smell for a wolf, sight for an eagle).", + "monstrous-move12": "Something Borrowed: Take a move from a hunter playbook that is not currently in play.", "natural-attacks": "Natural Attacks", - "monsterous-attacks-pick": "pick one base and one extra, or pick two bases", - "monsterous-attacks1": "Base: teeth (3 harm, intimate)", - "monsterous-attacks2": "Base: Claws (2 harm, hand)", - "monsterous-attacks3": "Base: Magical force (1 harm, magical, close)", - "monsterous-attacks4": "Base: Life-drain (1 harm, intimate, life-drain)", - "monsterous-attacks5": "Extra: Add +1 harm to a base", - "monsterous-attacks6": "Extra: Add +ignore armour to a base", - "monsterous-attacks7": "Extra: Add an extra range to a base
          (+intimate, hand, or close)", - "monsterous-weapon": "One Handy Weapon: (if you want one)", - "monsterous-gear1": ".38 revolver (2 harm, close, reload,
          loud)", - "monsterous-gear2": "9mm (2 harm, close, loud)", - "monsterous-gear3": "Magnum (3 harm, close, reload, loud)", - "monsterous-gear4": "Shotgun (3 harm, close, messy)", - "monsterous-gear5": "Big knife (1 harm, hand)", - "monsterous-gear6": "Brass knuckles (1 harm, hand, quiet,
          small)", - "monsterous-gear7": "Sword (2 harm, hand, messy)", - "monsterous-gear8": "Huge sword (3 harm, hand, heavy)", - "Monsterous-advance1": "Gain a haven like the Expert with two options", - "Monsterous-advance2": "Take a Natural Attacks pick", - "Monsterous-advance3": "Free yourself from your type's curse. It no longer affects you but you lose 1 Weird", - "Monsterous-advance4": "Become evil (again). Retire this character, they become one of the Keeper's threats", + "monstrous-attacks-pick": "pick one base and one extra, or pick two bases", + "monstrous-attacks1": "Base: teeth (3 harm, intimate)", + "monstrous-attacks2": "Base: claws (2 harm, hand)", + "monstrous-attacks3": "Base: magical force (1 harm, magical, close)", + "monstrous-attacks4": "Base: life-drain (1 harm, intimate, life-drain)", + "monstrous-attacks5": "Extra: add +1 harm to a base", + "monstrous-attacks6": "Extra: add ignore-armour to a base", + "monstrous-attacks7": "Extra: Add an extra range to a base (intimate, hand, or close)", + "monstrous-weapon": "(Optional) Handy Weapon", + "monstrous-gear1": ".38 revolver (2 harm, close, reload, loud)", + "monstrous-gear2": "9mm (2 harm, close, loud)", + "monstrous-gear3": "Magnum (3 harm, close, reload, loud)", + "monstrous-gear4": "Shotgun (3 harm, close, messy)", + "monstrous-gear5": "Big knife (1 harm, hand)", + "monstrous-gear6": "Brass knuckles (1 harm, hand, quiet, small)", + "monstrous-gear7": "Sword (2 harm, hand, messy)", + "monstrous-gear8": "Huge sword (3 harm, hand, heavy)", + "Monstrous-advance1": "Gain a Haven, like the Expert, with two options", + "Monstrous-advance2": "Take a natural attacks pick", + "Monstrous-advance3": "Free yourself from your kind's curse, it no longer affects you, but you lose 1 Weird", + "Monstrous-advance4": "Turn evil (again?). Retire this character, they become one of the Keeper's threats", "Mundane": "Mundane", "luck-special-mundane": "When you spend Luck you'll find something wierd- maybe even useful", "mundane-move1": "Always the Victim When another hunter uses protect someone to protect you, they mark experience. Whenever a monster captures you, you mark experience", @@ -410,10 +439,6 @@ "mundane-gear10": "Classic car in terrible condition", "mundane-gear11": "Motorcycle", "mundane-gear12": "Van", - "Mundane-advance1": "Regain a used Luck point", - "Mundane-advance2": "Regain a used Luck point", - "Mundane-advance3": "Regain a used Luck point", - "Mundane-advance4": "Regain a used Luck point", "Professional": "Professional", "luck-special-professional": "When you spend Luck your next mission from the Agency comes with lots of red tape. Lots", "agency": "Agency", @@ -470,24 +495,16 @@ "Professional-advance3": "Get some or all of the other player's hunters hired by your Agency. They get the deal with the agency move as well as salery and benefits", "Spellslinger": "Spellslinger", "luck-special-spellslinger": "When you spend Luck the official council of wizards is going to poke their nose into your business", - "spellslinger-gear-description": "You don't need much except items to power your magic, still it's good to be prepared", "spellslinger-weapon": "One Backup Weapon", "spellslinger-gear1": "Old revolver (2 harm, close, reload,
          loud)", "spellslinger-gear2": "Ritual knife (1 harm, hand)", "spellslinger-gear3": "Heirloom sword (2 harm, hand, messy)", - "spellslinger-move1": "Advanced Arcane Training If you have two of your three Tools and Techniques at the ready then you may ignore the third", - "spellslinger-move2": "Arcane Reputation Pick three big organisations or groups in the supernatural community, which can include the more sociable types of monsters. They've heard of you and respect your power. Take +1 forward when you use manipulate someone on affected humans. You may also use manipulate someone on affected monsters, with no bonus", - "spellslinger-move3": "Could've Been Worse When you miss a use magic roll you can choose one of the following options instead of losing control of the magic", - "spellslinger-move3.1": "Fizzle: The preperations and materials for the spell are ruined. You'll have to start over from scratch with the prep time doubled", - "spellslinger-move3.2": "This is gonna suck: The effect happens, but you trigger all the glitches but one. You pick the one you avoid", - "spellslinger-move4": "Forensic Divination When you successfully investigate a mystery you may ask \"what magic was done here?\" as a free extra question", - "spellslinger-move5": "Go Big or Go Home When you must use magic as a requirement for big magic, take +1 forward to those use magic rolls", - "spellslinger-move6": "Enchanted Clothing Pick an article of every-day clothing; it's enchanted without any change in appearence. Take -1 harm from any source that tries to get at you through the garment", - "spellslinger-move7": "Not My Fault +1 to act under pressure when dealing with the consequences of your own spellcasting", - "spellslinger-move8": "Practitioner Choose two of the use magic effects. You get +1 to use magic when choosing one of those effects", - "spellslinger-move9": "Shield Spell When you protect someone, you gain +2 armour against any harm that is transferred to you. This doesn't stack with any other armour", - "spellslinger-move10": "Third Eye When you read a bad situation you can open your third eye for a moment to take in extra information. Take +1 hold on any result of 7 or more, plus you can see invisible things. On a miss, you may still get 1 hold, but you're exposed to a supernatural danger. Unfiltered hidden reality is tough on the mind!", "extra-fixed-move": "And you get this", + "spellslinger-fixed-move1": "Tools and Techniques: To use your combat magic effectively, you rely on a collection of tools and techniques. Uncheck one; you'll need the rest.", + "spellslinger-fixed-move1.1": "Consumables: You need certain supplies - powders, oils, etc - on hand, some will be used up each cast. If you don't have them, when you cast, take 1 harm, ignore-armour.", + "spellslinger-fixed-move1.2": "Foci: You need wands, staves, and other obvious props to focus. If you don't have what you need, your combat magic does 1 harm less.", + "spellslinger-fixed-move1.3": "Gestures: You need to wave your hands around to use combat magic. If you're restrained, take -1 ongoing for combat magic.", + "spellslinger-fixed-move1.4": "Incantations: You must speak in an arcane language to control your magic. If you use combat magic without speaking, act under pressure to avoid scrambling your thoughts.", "combat-magic": "Combat Magic", "combat-magic-description": "You have attack spells you can use as weapons. When you kick some ass with your spells roll +Weird instead of +Tough. Sometimes you may need to act under pressure to cast your spells without problems", "combat-magic-pick": "pick three, with at least one base", @@ -503,15 +520,24 @@ "effect4": "Frost or Ice (Add '-1 harm, +2 armour'
          to a wall, or '+1 harm, restraining' to
          other bases)", "effect5": "Earth (Add 'forceful, restraining' to a
          base)", "effect6": "Necromantic (Add 'life-drain' to a base)", + "spellslinger-move1": "Advanced Arcane Training If you have two of your three Tools and Techniques at the ready then you may ignore the third", + "spellslinger-move2": "Arcane Reputation Pick three big organisations or groups in the supernatural community, which can include the more sociable types of monsters. They've heard of you and respect your power. Take +1 forward when you use manipulate someone on affected humans. You may also use manipulate someone on affected monsters, with no bonus", + "spellslinger-move3": "Could've Been Worse When you miss a use magic roll you can choose one of the following options instead of losing control of the magic", + "spellslinger-move3.1": "Fizzle: The preperations and materials for the spell are ruined. You'll have to start over from scratch with the prep time doubled", + "spellslinger-move3.2": "This is gonna suck: The effect happens, but you trigger all the glitches but one. You pick the one you avoid", + "spellslinger-move4": "Forensic Divination When you successfully investigate a mystery you may ask \"what magic was done here?\" as a free extra question", + "spellslinger-move5": "Go Big or Go Home When you must use magic as a requirement for big magic, take +1 forward to those use magic rolls", + "spellslinger-move6": "Enchanted Clothing Pick an article of every-day clothing; it's enchanted without any change in appearence. Take -1 harm from any source that tries to get at you through the garment", + "spellslinger-move7": "Not My Fault +1 to act under pressure when dealing with the consequences of your own spellcasting", + "spellslinger-move8": "Practitioner Choose two of the use magic effects. You get +1 to use magic when choosing one of those effects", + "spellslinger-move9": "Shield Spell When you protect someone, you gain +2 armour against any harm that is transferred to you. This doesn't stack with any other armour", + "spellslinger-move10": "Third Eye When you read a bad situation you can open your third eye for a moment to take in extra information. Take +1 hold on any result of 7 or more, plus you can see invisible things. On a miss, you may still get 1 hold, but you're exposed to a supernatural danger. Unfiltered hidden reality is tough on the mind!", "Spellslinger-advance1": "Take another Combat Magic pick", - "Spellslinger-advance3": "Regain a used Luck point", - "Spellslinger-advance4": "Take another Combat Magic pick", - "Spellslinger-advance5": "Cross off another option from tools and techniques", + "Spellslinger-advance2": "You may cross off another option from your Tools and Techniques", "Spooky": "Spooky", "luck-special-spooky": "As you spend Luck your Dark Side's needs will get nastier", "dark-side": "The Dark Side", "dark-side-description1": "Your powers have an unsavoury source, and sometimes you get tempted to do things you shouldn't. These could be orders from whatever granted you power, urges that bubble up inside you, or something else", - "dark-side-description2": "Whatever it is, it is unsettling", "dark-side1": "Violence", "dark-side2": "Depression", "dark-side3": "Secrets", @@ -538,12 +564,12 @@ "spooky-move4": "Premonitions At the start of each mystery, roll +Weird. On a 10+, you get a detailed vision of something bad that is yet to happen. You take +1 forward to prevent it coming true, and mark experience if you stop it. On a 7-9 you get clouded images of something bad that is yet to happen; mark experience if you stop it. On a miss, you get a vision of something bad to happen and the Keeper holds 3, to be spent 1-for-1 as penalties to rolls you make", "spooky-move5": "Hunches When something bad is happening (or just about to happen) somewhere that you aren't, roll +Sharp. On a 10+ you knew where you needed to go, just in time to get there. On a 7-9, you get there too late- in time to intervene, but not prevent it altogether. On a miss, you get there just in time to be in trouble yourself", "spooky-move6": "The Big Whammy You can use your powers to kick some ass, (2 harm, close, obvious, ignore-armour) When you do, roll +Weird instead of +Tough. On a miss you'll get magical backlash", + "spooky-move6.1": "Where is the creature right now?", + "spooky-move6.2": "What is it planning to do right now?", + "spooky-move6.3": "Who is it going to attack next?", + "spooky-move6.4": "Who does it regard as the biggest threat?", + "spooky-move6.5": "How can I attract its attention?", "spooky-move7": "Tune In You can attune your mind to a monster or minion. Roll +Weird. On a 10+ hold 3, 7-9 hold 1. On a miss the monster becomes aware of you. Spend one hold to ask the Keeper one of the following questions, and gain +1 ongoing while acting on the answers", - "spooky-move7.1": "Where is the creature right now?", - "spooky-move7.2": "What is it planning to do right now?", - "spooky-move7.3": "Who is it going to attack next?", - "spooky-move7.4": "Who does it regard as the biggest threat?", - "spooky-move7.5": "How can I attract its attention?", "spooky-move8": "Jinx You can encourage coincidences to occur the way you want. When you jinx a target, roll +Weird. On a 10+ hold 2, 7-9 hold 1. On a miss, the Keeper holds 2 over you to be used in the same way. Spend your hold to", "spooky-move8.1": "Interfere with a hunter, giving them -1 forward", "spooky-move8.2": "Help a hunter, giving them +1 forward by interfering with their enemy", @@ -559,14 +585,15 @@ "spooky-gear4": "Shotgun (3 harm, close, messy)", "spooky-gear5": "Big knife (1 harm, hand)", "Spooky-advance1": "Change some or all of your Dark Side tags", + "Spooky-advance2": "Gain a Mystical Library, like the Haven option of the Expert", "Spooky-advance3": "You discover how to use your powers at a lower cost. Delete one Dark Side tag", "Wronged": "Wronged", "luck-special-wronged": "When you spend Luck you find a dangerous lead on your prey", "who-you-lost": "Who You Lost", "who": "Who did you lose?", + "pick-some": "pick one or more", "lost-pick": "pick one or more of: parent(s), sibling(s), spouse/partner, child(ren), best friend(s)", "lost-save-them": "Why couldn't you save them? You were", - "pick-some": "pick one or more", "lost1": "At fault", "lost2": "Selfish", "lost3": "Injured", @@ -576,8 +603,8 @@ "lost7": "In denial", "lost8": "Complicit", "what-prey": "What Did It?", - "prey": "My Prey", "prey-breed": "with the Keeper's agreement, pick the monster breed", + "prey": "My Prey", "wronged-fixed-move1": "I Know My Prey You get +1 ongoing when knowingly investigating, pursuing, or fighting the breed of monster that caused your loss", "wronged-move1": "Berserk No matter how much harm you take, you can always keep going until the current fight is over. During a fight, the Keeper may not use harm moves on you and you cannot die. When the fight ends, all harm takes effect as normal", "wronged-move2": "NEVER AGAIN In combat, you may choose to protect someone without rolling, as if you had rolled a 10+, but you may not choose to \"suffer little harm\"", @@ -585,10 +612,10 @@ "wronged-move4": "Fervour When you manipulate someone roll +Tough instead of +Charm", "wronged-move5": "Safety First You have jury-rigged extra protection into your gear, giving you +1 armour (max 2 armour)", "wronged-move6": "Tools Matter With your signature weapon you get +1 to kick some ass", + "wronged-move6.1": "Stabilize the injury but the patient take -1 forward.", + "wronged-move6.2": "Heal 1 harm and stabilize for now, but it will return as 2 harm and become unstable again later.", + "wronged-move6.3": "Heal 1 harm and stabilize but the patient takes -1 ongoing until it's fixed properly.", "wronged-move7": "DIY Surgery When you do quick and dirty first aid on someone (including yourself), roll +Cool. On a 10+ it's all good, it counts as normal first aid, plus stabilise the injury and heal 1 harm. On a 7-9, it counts as normal first aid, plus one of these, your choice", - "wronged-move7.1": "Stabilise the injury but the patient take -1 forward", - "wronged-move7.2": "Heal 1 harm and stabilise for now, but it will return as 2 harm and become unstable again later", - "wronged-move7.3": "Heal 1 harm and stabilise but the patient takes -1 ongoing until it's fixed properly", "wronged-armour": "Protective wear suited to your look (1 armour)", "wronged-signature": "Signature Weapons", "wronged-gear1": "Sawn-off shotgun (3 harm, hand/close,
          messy, loud, reload)", @@ -607,7 +634,6 @@ "wronged-gear13": "Brass knuckles (1 harm, hand, stealthy)", "wronged-gear14": "Assault rifle (3 harm, close, area, loud, reload)", "wronged-vehicle": "Vehicles", - "wronged-vehicle-choice": "choose one, if you want it", "wronged-gear15": "Classic car", "wronged-gear16": "Classic motorcycle", "wronged-gear17": "Plain pickup", @@ -616,8 +642,518 @@ "Wronged-advance2": "Add one more option to your haven", "Wronged-advance3": "You track down the specific monster responsible fo your loss. The Keeper must make the next mystery about them", "Wronged-advance4": "Change the target of your vengeful rage. Pick a new monster breed; I know my prey now applies to them instead", + "Gumshoe": "Gumshoe", + "luck-special-gumshoe": "When you spend Luck, your next regular case will actually be a mystery for your hunter group, and the monster will focus their attention on you!", + "Gumshoe-Adv-harm": "Extra harm box", + "gumshoeCode": "Gumshoe Code", + "gumshoeCode-description": "With the agreement of the Keeper, pick a one-sentence Code that you adhere to.", + "gumshoeCode-example": "Example Codes: Murders must be punished. Monsters must be destroyed. Innocents must be saved. Laws must be enforced. Evil must be exposed. The weak must be protected from the powerful. Etc.", + "gumshoeCode-list": "Murders must be punished, Monsters must be destroyed, Innocents must be saved, Laws must be enforced, Evil must be exposed, The weak must be protected from the powerful, etc.", + "gumshoeCode-explain": "This Code defines you. Any time you violate your Code, you forfeit all Code-related moves (The Postman Always Rings Twice, The Long Goodbye) and the ability to spend Luck. These forfeits last until either the next mystery or you make amends. As long as you follow the Code, people will sense your sincerity; you receive +1 ongoing for manipulate someone and you may not be possessed or charmed by any sort of supernatural, alien, or demonic entity or item.", + "Gumshoe-fixed-move1": "Occult Confidential: The first time in each mystery that you observe a monster, minion, or phenomenon in action, you may ask one question from the investigate a mystery list.", + "Gumshoe-fixed-move2": "The Naked City: You have lots of personal contacts wherever you go. Pick four contact types from the following areas (or from other areas agreed to between you and the Keeper)", + "Gumshoe-fixed-move2-examples": "Academics, Accountants, Artists, Bartenders, Clergy, Conspiracy Theorists, Construction, Courts, Criminals (organised), Criminals (street), Cultists, Engineers, Espionage, Film and TV, Forensic Scientists, Fringe Scientists, Hackers, Journalists, Lawyers, Mechanics, Media, Medical Practioners, Military, Morgue, Occult, Police (local), Police (national), Politicians, Prisons, Private Security, Property Developers, Stage Magicians, Technologists, Transportation", + "Gumshoe-fixed-move2-continued": "You can hit them up for info (+1 to one investigate a mystery roll) or small favours - but there may be a small cost involved. Personal contacts can provide more significant help but the Keeper decides their price on a case-by-case basis.", + "Gumshoe-move1": "The Postman Always Rings Twice: Twice per mystery - as long as you follow your Code - you may reroll a roll.", + "Gumshoe-move2": "The Long Goodbye: You can't die with an open case. Specifically, you suffer all harm as normal but your death is postponed until you have either completed or abandoned the case, or you break your Code (then all bets are off).", + "Gumshoe-move3": "Jessica Jones Entry: When you double-talk your way into a secure location, roll +Charm. On a 10+ pick three, on a 7-9 pick two, on a fail pick one", + "Gumshoe-move3.1": "You don't leave any trace of what you searched.", + "Gumshoe-move3.2": "You find what you wanted.", + "Gumshoe-move3.3": "You find something else that's important.", + "Gumshoe-move3.4": "You don't piss anyone off.", + "Gumshoe-move3.5": "You aren't recognised.", + "Gumshoe-move4": "Out of the Past: You have a police buddy who will do you big favours. Get in touch with them when you need to redirect law enforcement attention, get a heads-up on what operations are planned, or access police files. You now owe them; expect them to collect on it soon.", + "Gumshoe-move5": "Asphalt Jungle: You heal faster than normal people. Any time your harm gets healed, heal 1 harm extra. You are immune to all the harm move effects under '0 harm' and '1 harm' (when the Keeper would apply these, you ignore them).", + "Gumshoe-move6": "Hacker with a Dragon Tattoo: When you hack into a computer system, roll +Sharp. On 10+ pick two, on a 7-9 pick one. You", + "Gumshoe-move6.1": "...leave no traces.", + "Gumshoe-move6.2": "...learn something important.", + "Gumshoe-move6.3": "...can leave misinformation in place.", + "Gumshoe-move6.4": "...gain access to somewhere you want to get in to.", + "Gumshoe-move7": "\"Just one more thing\": When you ask a suspect leading questions, roll +Charm. On a 10+ hold 2, on a 7-9 hold 1, on a miss hold 1 but something bad is going to happen too. Spend your hold 1-for-1 to ask questions from this list", + "Gumshoe-move7.1": "One question from the investigate a mystery list.", + "Gumshoe-move7.2": "Was that a lie?", + "Gumshoe-move7.3": "What is something you left out that you didn't want me to notice?", + "Gumshoe-move7.4": "Are you complicit with any ongoing criminal activity?", + "Gumshoe-move7.5": "Did you commit this specific crime?", + "Gumshoe-gear-base": "A laptop, and a liquor flask", + "Gumshoe-recording": "Recording Devices", + "Gumshoe-gear1": "Night vision camera", + "Gumshoe-gear2": "Tiny digital video camera", + "Gumshoe-gear3": "Film camera (8mm or 16mm)", + "Gumshoe-gear4": "Digital sound recorder", + "Gumshoe-gear5": "Cassette tape recorder", + "Gumshoe-gear6": "Remote-controlled camera drone", + "Gumshoe-gear7": "Laser microphone", + "Gumshoe-gear8": "SLR camera", + "Gumshoe-weapon": "P.I. Weapons", + "Gumshoe-gear9": "Brass knuckles (1 harm, hand, small)", + "Gumshoe-gear10": ".38 revolver (2 harm, close, reload, loud)", + "Gumshoe-gear11": "9mm (2 harm, close, loud)", + "Gumshoe-gear12": "Magnum (3 harm, close, reload, loud)", + "Gumshoe-gear13": "Shotgun (3 harm, close, messy, loud)", + "Gumshoe-gear14": "Switchblade (1-harm, hand, small)", + "Gumshoe-advance1": "Add an extra harm box on the Dying side", + "Gumshoe-advance2": "Gain a Haven (your office, perhaps), like the Expert, with two options", + "Gumshoe-advance3": "Add four additional or new contacts for Naked City", + "Gumshoe-advance4": "Turn one of your contacts into an ally", + "Hex": "Hex", + "luck-special-hex": "When you spend Luck, until the end of the mystery, backlash on your spells will be extra nasty.", + "hex-weapons": "Wizardly Weapons", + "hex-items": "Any magical items or amulets that you use to perform magic", + "hex-gear1": ".38 revolver (2 harm, close, reload, loud)", + "hex-gear2": "Shotgun (3 harm, close, messy, loud)", + "hex-gear3": "Athame (2 harm, hand, magic, silver)", + "hex-gear4": "Shillelagh (1 harm, hand, balanced)", + "hex-gear5": "Crossbow (2 harm, close, slow)", + "hex-gear6": "Staff (1 harm, hand, balanced, large)", + "hex-advmove": "Advanced Hex Moves", + "hex-advmove-desc": "When you take the corresponding Improvement, choose one of these", + "hex-advmove1": "Apotheosis: You become a terrifying fount of mystical power. Once per mystery, after you suffer loss or harm, you may enter a state where you have both immense power and zero interest in the well-being of others. While in this state, all of the following are true", + "hex-advmove1.1": "You can fly.", + "hex-advmove1.2": "Use +Weird to kick some ass instead of +Tough. For this, you use innate magic as a weapon with (3 harm and any properties you choose).", + "hex-advmove1.3": "Ignore the component costs of your rotes.", + "hex-advmove1.4": "Ignore one requirement of every spell you cast with use magic.", + "hex-advmove1.5": "You have +1 ongoing to do everything.", + "hex-advmove1.6": "You cannot use the protect someone move.", + "hex-advmove1.7": "You have all the Temptations, and you have to indulge them whenever a good opportunity presents itself.", + "hex-advmove1.8": "When you try to resist a Temnptation, roll +Cool. On a 10+, Apotheosis ends. On a 7-9, it ends with you doing something dangerous or cruel. On a miss, it ends only after you harm someone (or something) you love.", + "hex-advmove2": "Synthesis: You manage to conciliate your dark power with your moral impulses. You lose your Temptation. Whenever you use magic to help out or protect someone, you mark experience. Mark a second experience if you do it at the expense of your own safety.", + "hex-fixed-move1": "Bad Luck Charm: Whenever you use magic and miss, the backlash never affects you directly if there's someone else around to hit. It'll go for allies, other hunters, and innocent bystanders. Sometimes, every so often, it might even hit an enemy.", + "hex-move1": "Burn Everything: When you use magic to inflict harm, you can choose to inflict (3 harm, area, magic, obvious) or (3 harm, ignore-armour, magic, obvious).", + "hex-move2": "Cast the Bones: Once per mystery, you may perform some kind of divination (tarot, casting the runes, reading entrails, or something like that) to glean information about the future. When you do, roll +Sharp. On a 10+ hold 2, on a 7-9 hold 1. On a miss, you get some information, but it's not what you want to hear. Spend the hold 1-for-1 to ask any question from the investigate a mystery list, or from the following list", + "hex-move2.1": "What can I gain from this person/place/thing/creature?", + "hex-move2.2": "Who has touched this person/place/thing/creature before me?", + "hex-move2.3": "The Keeper will answer truthfully, with either a direct answer or how to find out more.", + "hex-move3": "Force of Will: When you apply your will to dispelling a magical effect, blocking a spell, or suspending a Phenomenon, roll +Weird. On a hit, momentary magics are cancelled completely, and long-lasting spells and effects are suspended temporarily. On a 10+, you can also spend Luck to instantly snuff out a powerful spell or strange effect. On a 7-9, you take 1 harm as the strain of dismissing magic unravels you.", + "hex-move4": "Luck of the Damned: After you use magic or cast a rote, take +1 forward.", + "hex-move5": "Sympathetic Token: As long as you carry a personal object belonging to someone, such as a lock of hair, a full set of toenails, or a treasured family heirloom, you get +1 ongoing to use magic against them. You can also use magic against them at a distance. If you miss, the token is lost, destroyed, or loses its power.", + "hex-move6": "This Might Sting: You can use magic to heal 3 harm, but the process is exceptionally painful. On a 7-9, it also leaves a gnarly scar.", + "hex-move7": "Wise Soul: Whenever you use magic, right before you roll, you can ask the Keeper what exactly would happen on a miss. If you dislike the risk, you can stop at the last second, and let the spell fizzle harmlessly. All of the effort is wasted.", + "temptation": "Temptation", + "temptation-desc1": "You have a dangerous drive that you pursue, sometimes to the exclusion of your own safety. Decide if your Temptation drove you to learn magic, or if learning magic drove you to it", + "temptation-desc2": "Whenever you give in to your Temptation and act accordingly, you mark experience. If a perfect opportunity presents itself, you need to act under pressure to resist giving in to your Temptation. If you fail this roll, you don’t mark experience like you would have if you’d willingly acted out your desires.", + "temptation-choose": "Choose one Temptation", + "temptation1": "Vengeance: Utilize magic to inflict disproportionate retribution on someone who wronged you.", + "temptation2": "Power: Utilize magic to exert your dominance over another.", + "temptation3": "Addiction: Utilize magic to do what you could do without it.", + "temptation4": "Callousness: Utilize magic without regard for the safety of others.", + "temptation5": "Carnage: Utilize magic to inflict gruesome violence.", + "temptation6": "Secrets: Utilize magic to discover forbidden, dangerous knowledge.", + "temptation7": "Glory: Utilize magic to steal someone’s thunder.", + "rotes": "Rotes", + "rote-desc1": "Whenever you use magic, you can decide afterwards that a particular spell is a Rote that you know. You know how to cast it off the top of your head. Write down in detail the name of the Rote, what it requires, and what it does on a 10+, a 7-9, and a miss. A Rote is a bit more powerful than a basic use magic spell; its glitches are less onerous and its effect may be a little bigger. Unlike regular use magic, the cost and consequences for failing a Rote are known to you in advance.", + "rote-desc2": "Choose two fixed requirements for each Rote from this list", + "rote-req1": "Magic words and ritual gestures.", + "rote-req2": "An object of power (wand, talisman, orb, staff, etc) which must be wielded.", + "rote-req3": "An expendable component such as sulfur, sage, or incense, which must be burned, blown, destroyed or scattered during the casting.", + "rote-req4": "Runes or symbols written or engraved on a surface (which must be prepared).", + "rote-req5": "A spilling of blood (1 harm to you or a willing participant).", + "rote-desc3": "After you cast it for the first time, treat each Rote as a custom move - a specialised version of use magic, which is built with the Keeper.", + "rote-list": "List of Rotes", + "rote-desc4": "You start out knowing up to one Rote, which you can choose when creating your character or during play. You can learn more by taking corresponding Improvements. When you do, you can choose the new Rote right away or in play.", + "rote-desc5": "You roll +Weird to cast a Rote, which requires you to have the needed items at hand and the ability to physically use them.", + "rote-name": "Rote Name", + "rote-reqs": "Requirements", + "rote-effect": "Effects", + "hex-advance1": "Take another Rote", + "hex-advance2": "or an additional Rote", + "hex-advance3": "Gain a Haven, like the Expert, with two options", + "hex-advance4": "Take another two Rotes", + "hex-advance5": "Choose one Advanced Hex Move", + "Pararomantic": "Pararomantic", + "luck-special-pararomantic": "When you spend Luck, mark one Relationship Status box. The Keeper will bring Fate of your Love into play.", + "relation": "Relationship Status", + "guide-name": "Guide Name", + "loving": "Loving", + "broken": "Broken", + "relation-second": "Second Relationship Status", + "guide-name-second": "Second Guide Name", + "bond": "Bond Abuse", + "bond1": "Whenever you do something to abuse the bond with your Guide, like acting against them, or not giving them enough attention, roll +Charm", + "bond1.1": "On a 10+, your action has no effect beyond the exchange of some angry words.", + "bond1.2": "On a 7-9, choose one of the Bond Abuse options below.", + "bond1.3": "On a miss, the Keeper may choose two of the Bond Abuse options below, or something worse.", + "bond2": "Bond Abuse options", + "bond2.1": "Mark one Relationship Status box.", + "bond2.2": "You may not channel the power of your Bond for the rest of the mystery.", + "bond2.3": "You gain the unwelcome attention of others of your Guide's kind.", + "bond2.4": "Someone who shouldn't know finds a clue about your relationship with your Guide.", + "bond-fate": "Fate of your Love", + "bond-fate-desc1": "There is a reason why your love with your Guide is forbidden or doomed. Invent this reason or leave it to the Keeper.", + "bond-fate-desc2": "Whenever you spend Luck, the truth of your love's Fate slowly unfolds. When you mark your last Luck point, it becomes clear that you cannot be together. Your Guide might even end up as an enemy, depending on how things go.", + "bond-fate-desc3": "Whenever you put yourself or somebody else in serious danger in order to conceal the truth about you and your Guide, mark experience.", + "pararomantic-fixed-move1": "Supernatural Guide: You have a (most likely intimate) connection to some supernatural being who is your guide into the world beyond. Choose if your relationship is secret or not", + "pararomantic-fixed-move1.1": "Determine what kind of creature your Guide is and how your relationship works. Say what kind of power they possess. The Keeper will decide how it works and define your Guide as a threat.", + "pararomantic-fixed-move1.2": "If your Guide is another hunter, determine together how your relationship works.", + "pararomantic-fixed-move1.3": "Whenever you would roll +Weird, you can roll +Charm instead, by channeling the power of your Bond. When you do so and miss, in addition to the usual consequences, you and your Guide suffer as when you miss a roll for Bond Abuse.", + "pararomantic-move1": "Bonding Time: If you spend some quality time with your Guide instead of working on the current mystery, you can roll +Charm. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 to", + "pararomantic-move1.1": "Erase one used Relationship Status mark.", + "pararomantic-move1.2": "Use a Pararomantic move you haven't picked.", + "pararomantic-move1.3": "Receive a gift from your Guide.", + "pararomantic-move1.4": "Take +1 forward.", + "pararomantic-move2": "Dark Desires: You may use manipulate someone on monsters, as long as you are using emotional ties.", + "pararomantic-move3": "The Power of Love: When you use help someone to help your Guide, don't roll +Cool. You automatically help as though you'd rolled a 10. If your Guide is another hunter, the same applies when they use help someone to help you.", + "pararomantic-move4": "Do As The Supernatural Do: You can take an unnatural move from your Guide's playbook (if they are a hunter). If they are a monster, choose a move from a suitable supernatural playbook. The Keeper may offer you a custom move instead.", + "pararomantic-move5": "I Am Theirs And They Are Mine: Whenever you are in danger, your Guide knows it. If your Guide is suffering harm (and it's feasible), you can spend Luck to redirect the attack onto yourself as if you have rolled 10+ with protect someone. If you are suffering harm, you can decide that your Guide has protected you and is suffering this harm instead. If you choose this, roll for Bond Abuse.", + "pararomantic-move6": "Monster Empathy: When you try to work out what a supernatural creature desires, roll +Charm. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 to ask the following questions - the Keeper will answer honestly", + "pararomantic-move6.1": "What do they most desire?", + "pararomantic-move6.2": "What would they accept as good enough for now?", + "pararomantic-move6.3": "What would distract them?", + "pararomantic-move7": "Spirit Touched: Your experiences have made you sensitive to the supernatural. When you sense magical things, roll +Weird. On a 10+, you can sense them fully. On a 7-9, choose: either sense them fully but they notice you too, or you sense only impressions.", + "pararomantic-equip": "Normal Equipment", + "pararomantic-gear1": "Golf club, baseball bat, cricket bat, or hockey stick (2 harm, hand, innocuous, messy)", + "pararomantic-gear2": "Pocket knife or multitool (1 harm, hand, useful, small)", + "pararomantic-gear3": "Small handgun (2 harm, close, loud, reload)", + "pararomantic-gear4": "Bicycle", + "pararomantic-gear5": "Fairly new car in decent condition", + "pararomantic-gear6": "Motorcycle", + "pararomantic-gift": "Gift from your Guide, which must be periodically recharged by interactions with them", + "pararomantic-gift1": "Part of their body, eg. a vial of blood, lock of hair, tears in a phial, fairy dust, etc. It either helps you heal, or counts as a weakness against a specific kind of monster.", + "pararomantic-gift2": "Piece of jewelry, eg. a golden ring, tribal pendant, silver locket, etc. It either provides armour (1 armour, magic) or protects you from the powers of a specific kind of monster.", + "pararomantic-gift3": "A memento of the time when they were human, eg. a portrait/photo from life, diary, favourite hat, doll, lighter, etc. It provides +1 to Bond Abuse rolls.", + "pararomantic-gift4": "A strange or antique weapon, eg. a family sword, ancient staff, holy mace (2 harm, hand, messy), etc. Additionally, add '+magic', '+silver', '+holy', or '+iron' tag to the weapon.", + "pararomantic-advance1": "Take a second Gift from your Guide or add another property to an existing gift", + "pararomantic-advance2": "Change your Guide, as you fall for another supernatural being", + "pararomantic-advance3": "Gain a second Guide. Track the Relationship Status of both Guides separately. Both Guides initially hate each other, but this could change through play. All moves that applied to your original Guide can now apply to either one", + "pararomantic-advance4": "Erase all marks from the Relationship Status track(s)", + "Searcher": "Searcher", + "searcher-extra-luck": "Extra Luck point", + "searcher-extra-luck-desc": "Use if you have the corresponding First Encounter move", + "luck-special-searcher": "When you spend Luck, your First Encounter comes up in play. It could be a flashback, new occurrence, or related event.", + "searcher-gear-base": "A laptop, a car or motorcycle, a camera, and binoculars", + "searcher-tools": "Investigation Tools", + "searcher-gear1": "A bag of cameras and microphones", + "searcher-gear2": "Forensic tools", + "searcher-gear3": "Ghost hunting tools", + "searcher-gear4": "Scientific measuring tools", + "searcher-gear5": "Cryptid hunting gear", + "searcher-gear6": "Historical documents and witness reports of strange events", + "searcher-gear7": "Maps, blueprints, and building reports for significant places", + "searcher-weapon": "Self-defence Weapons", + "searcher-gear8": "Walking stick (1 harm, hand, innocuous)", + "searcher-gear9": "Small handgun (2 harm, close, reload, loud)", + "searcher-gear10": "Small knife (1 harm, hand, messy)", + "searcher-gear11": "Martial arts training (1 harm, hand, innocuous)", + "searcher-gear12": "Incapacitating spray (0 harm, hand, irritating)", + "searcher-gear13": "Heavy flashlight (1 harm, hand, innocuous)", + "searcher-fixed-move1": "First Encounter: One strange event started you down this path, sparking your need to discover the truth behind the unexplained. Decide what that event was, pick a category below and take the associated move. Then tell everyone what happened to you (or someone close to you).", + "searcher-fixed-move1.1": "Cryptid Sighting: You take note of any reports of strange creatures. Whenever you first see a new type of creature, you may immediately ask one of the investigate a mystery questions.", + "searcher-fixed-move1.2": "Zone of Strangeness: Things are not fixed. You never need to act under pressure when supernatural forces alter the environment around you, and you get protection (2 armour) against harm from sudden changes to the laws of physics.", + "searcher-fixed-move1.3": "Psychic Event: Your mind is awakened. You may act under pressure to use the sensitive weird move, or (if you already have sensitive) the empath weird move.", + "searcher-fixed-move1.4": "Higher Power: Something looks out for you. You start with an extra Luck point.", + "searcher-fixed-move1.5": "Strange Dangers: You are always watching for hazards. When you have no armour, you still count as having protection (1 armour).", + "searcher-fixed-move1.6": "Abduction: They taught you hidden knowledge. Gain +1 to any move when you research strange or ancient secrets to do it.", + "searcher-fixed-move1.7": "Cosmic Insight: You have encompassed the soul of the universe. You never need to act under pressure due to feelings of fear, despair, or isolation.", + "searcher-move1": "Prepared to Defend: Even truth-seekers need to fight sometimes. Whenever you suffer harm when you kick some ass or protect someone, you suffer 1 harm less.", + "searcher-move2": "Fellow Believer: People understand you've also known strangeness. Bystanders will talk to you about weird things they would not trust another hunter (or a mundane official) to believe.", + "searcher-move3": "Guardian: You have a mystical ally (perhaps a spirit, alien, or cryptid) who helps and defends you. Define them, and their powers, with the Keeper's agreement. Their look is one of: invisible, an intangible spirit thing, a weird creature, disguised as an animal, or disguised as a person.", + "searcher-move4": "Just Another Day: When you have to act under pressure due to a monster, phenomenon, or mystical effect, you may roll +Weird instead of +Cool.", + "searcher-move5": "Network: You may gain an ally group of others who had experiences similar to your First Encounter - perhaps they're a support group or a hobbyist club. Detail up to five members with useful skills related to what happened to them (none are up for fighting monsters).", + "searcher-move6": "Ockham's Broadsword: When you first encounter something strange, you may ask the Keeper what sort of thing it is. They will tell you if it (or the cause) is: natural, an unnatural creature, a weird phenomenon, or a person. You gain +1 forward dealing with it.", + "searcher-move7": "The Things I've Seen: When you encounter a creature or phenomenon, you may declare that you have seen it before. The Keeper may ask you some questions about that encounter, and will then tell you one useful fact you learned and one danger you need to watch out for (maybe right now).", + "searcher-advance1": "Take a second First Encounter move, based on a recent mystery", + "searcher-advance2": "Resolve your First Encounter. The Keeper makes the next mystery about this event, and should try to answer all remaining questions about it during the mystery (although there are sure to be new threads to investigate after...)", + "Exile": "Exile", + "luck-special-exile": "When you spend Luck, you'll find something from your original life. Maybe something good, maybe something bad.", + "exile-origin": "Origin", + "exile-origin-desc1": "You were taken from your home in the past, and dropped into the modern world with only what you were carrying.", + "exile-origin-desc2": "Your nemesis came to the modern world as well, and is aware that you followed them. They will try and kill you if you don't kill them first. Decide who or what they are (with the Keeper's agreement).", + "exile-origin-desc3": "How did you get transported to the modern day?", + "exile-origin1": "You were pursuing your nemesis.", + "exile-origin2": "Your nemesis had already travelled to the future, so you (or your comrades) cast a spell to send you after it.", + "exile-origin3": "Magical accident or side-effect.", + "exile-origin4": "You angered a sorcerer.", + "exile-origin5": "Divine intervention.", + "exile-origin6": "One moment you were there, the next you were here.", + "exile-origin7": "A strange place or artifact brought you.", + "exile-origin8": "You were frozen, and recently unearthed and revived.", + "exile-move1": "Adept Sorcerer: You have a familiar spirit (usually in the guise of a pet) that counts as an ally: subordinate (motivation: to follow your exact instructions).", + "exile-move2": "Warrior: If you are fighting with (and against) old-fashioned hand weapons and suffer harm, you suffer 1 harm less. Monster attacks almost always count as old-fashioned for this move.", + "exile-move3": "Traditional Remedies: You can treat injuries without any need for modern medical supplies (although you might need someone to hold the patient down). Dealing with a poison, infection, or disease might need you to track down some specific ingredients (eg. healing herbs).", + "exile-move4": "Immortal Name: Your monster-hunting exploits are legendary, so much that your name still scares monsters and minions. You may use threats to use the move manipulate someone on monsters if they understand enough to have heard stories about you.", + "exile-move5": "Hearty Constitution: You never suffer from normal illnesses, and get +1 ongoing against magical illnesses and poisons. You've been through worse.", + "exile-move6": "Confused: Mark experience whenever your bafflement with the modern world gets in the way of monster-hunting.", + "exile-move7": "Ancient Magics: You learned magic when less lore had been lost. When you use magic, on a 7-9, don't choose a glitch. Instead, take -1 forward.", + "exile-move8": "Learned: You researched all the legends and tales of monsters in your home time. When you investigate a mystery, you can ask the Keeper questions from the following list as well as from the usual list", + "exile-move8.1": "Did this creature (or this type of creature) exist in my home time?", + "exile-move8.2": "What defenses are effective against this creature?", + "exile-move8.3": "What do I know about this creature that has been forgotten?", + "exile-armour": "Ancient Armour (0 armour or, 1 armour) appropriate to your origin", + "exile-item": "Whatever you were carrying when you were transported; most likely a monster-hunting kit in some easy-to-carry bag appropriate to your origin", + "exile-weapon": "Ancient Weapons", + "exile-gear1": "Sword (2 harm, hand, messy)", + "exile-gear2": "Axe (2 harm, hand, messy)", + "exile-gear3": "Big sword (3 harm, hand, messy, heavy)", + "exile-gear4": "Big axe (3 harm, hand, messy, heavy)", + "exile-gear5": "Shield (1 harm, hand, 1 armour), (cannot be used at the same time as a heavy weapon)", + "exile-gear6": "Silver knife (1 harm, hand, silver)", + "exile-gear7": "Bow (2 harm, close)/(1 harm, far)", + "exile-gear8": "Crossbow (2 harm, close, slow)", + "exile-gear9": "Handgonne (1 harm, hand/close, loud, volatile, smokey, reload)", + "exile-gear10": "Arquebus (2 harm, close, loud, volatile, heavy, smokey, reload)", + "exile-gear11": "Spear (2 harm, hand/close)", + "exile-gear12": "Big knife (1 harm, hand)", + "exile-gear13": "Cudgel (1 harm, hand)", + "exile-gear14": "Martial arts (1 harm, hand)", + "exile-ally": "you find one of your old comrades, who has come to join you in the modern day", + "exile-advance1": "Find a cache of objects left for you by your comrades in the past. The Keeper will decide what's in it, but it will be things that they expected you would need in the future", + "exile-return": "Optionally, you may return home to the past", + "exile-advance2": "When you use magic, you may choose to 'create a gateway between the modern world and my home' as an effect. You cannot control who uses the gateway or exactly where it opens at the other end", + "Hardcase": "Hard Case", + "luck-special-hardcase": "When you spend Luck, an enemy from your past comes back into your life. They aren’t happy to see you.", + "hardcase-adv-harm": "Extra harm box", + "hardcase-fixed-move1": "Unstoppable: When you spend Luck to avoid harm you are about to suffer, additionally remove all harm you had already suffered. Once per mystery, when you are about to take major damage (2 harm or more), change it to just 1 harm.", + "hardcase-move1": "FINISH HIM!: Whenever you inflict a massive injury (3 harm or more), you may immediately follow up with another attack. Roll +Tough. On a 10+, double the harm you cause. On a 7-9, you inflict 1 harm extra. On a miss, you leave yourself open and vulnerable.", + "hardcase-move2": "Weapon Master: When you take possession of a new weapon, you may change or remove one tag when you are using it (eg. 'heavy' becomes 'ignore-armour', or 'unreliable' is removed). The changed tag only applies for you. When you get this move, apply it to all your current weapons.", + "hardcase-move3": "Aim For The Weak Spot: Your unarmed and hand weapon attacks all get the 'ignore-armour' tag.", + "hardcase-move4": "Inspired Guesswork: Once per mystery, when you observe a monster in action, you may investigate a mystery to discover its powers, motivations, or weaknesses. It works even if what you asked about wasn't displayed; you work it out by deduction (or guessing).", + "hardcase-move5": "Come Get Some: You can challenge your foes to fight you alone, maybe in words or maybe just by being the biggest and baddest in the team. Roll +Tough. On a 10+, they all go for you. On a 7-9, they go for you, mainly, but maybe one or two of your comrades are getting marked too. On a miss, they come for you harder than you expected.", + "hardcase-move6": "Property Damage: You can smash your way through almost anything. If it is at all possible to destroy an inanimate object with the tools at your disposal, you can roll +Sharp to work out how. On a 10+, you can pulverize it, no trouble. On a 7-9, it will either take a long time, or you can't break it all down - your choice. On a miss, you hurt yourself getting it done, or get trapped in a bad spot.", + "hardcase-weapons": "Hard Case Weapons", + "hardcase-gear1": "Crowbar (2 harm, hand, messy)", + "hardcase-gear2": "Chainsaw (3 harm, hand, messy, unreliable, loud, heavy)", + "hardcase-gear3": "Automatic shotgun (3 harm, close, loud, reload, auto)", + "hardcase-gear4": "Huge knife (2 harm, hand, messy)", + "hardcase-gear5": "Hand cannon (3 harm, close, loud)", + "hardcase-gear6": "Submachinegun (2 harm, close, reload, auto)", + "hardcase-gear7": "Battered assault rifle (3 harm, close/far, auto)", + "hardcase-normal": "Normal Weapons", + "hardcase-gear8": ".38 revolver (2 harm, close, reload, loud)", + "hardcase-gear9": "Shotgun (3 harm, close, messy, loud)", + "hardcase-gear10": "Hunting rifle (2 harm, far, loud)", + "hardcase-gear11": "9mm (2 harm, close, loud)", + "hardcase-gear12": "Big knife (1 harm, hand)", + "hardcase-gear13": "Magnum (3 harm, close, reload, loud)", + "hardcase-advance1": "Gain command of a team of monster-hunters", + "hardcase-advance2": "Add an extra harm box on the Dying side", + "Luchador": "Luchador", + "luck-special-luchador": "The Luchador is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "luchador-fixed-move1": "Signature Move: Like every great wrestler, you have perfected a signature move for the ring. It works outside the ring as well.", + "luchador-fixed-move1.1": "When you unleash your signature move on something, roll +Tough. On a 10+, you do 2 harm and take +1 forward. On a 7-9, you do 1 harm and take +1 forward. On a miss, your opponent counters the move.", + "luchador-move1": "Master Técnico: When fighting unarmed, you get +1 to kick some ass and help out.", + "luchador-move2": "Intensive Training: Take +1 Tough (max +3).", + "luchador-move3": "Noble Heroism: When you successfully protect someone, give a nearby hunter +1 forward.", + "luchador-move4": "Consummate Athlete: You get +1 ongoing for vigorous physical feats (outside of combat).", + "luchador-move5": "Machismo!: Hah! You think that really hurt? By force of will, you can ignore pain and injury. When you suffer harm and just tough it out, roll +Cool. On a 10+, you heal 1 harm and gain +1 forward. On a 7-9, you heal 1 harm. On a miss, pretending to be tough you suffer 1 extra harm, in an embarrassing way if possible.", + "luchador-move6": "Daredevil Move: You can attempt a tricky, high risk manoeuver to gain an advantage on an opponent. Roll +Tough. On a 10+ pick three, on a 7-9, pick one", + "luchador-move6.1": "Interrupt a move someone or something else is making, so they can't do it yet.", + "luchador-move6.2": "Take +1 forward.", + "luchador-move6.3": "Give another hunter +1 forward.", + "luchador-move6.4": "Inflict 2 harm if you are unarmed, and your weapon's harm if you are armed.", + "luchador-move6.5": "You don't suffer harm in return.", + "luchador-move6.6": "On a miss, you suffer 1 harm from your failed move, and leave yourself open to your foes.", + "luchador-move7": "Inspiring Speech: When you rally a group with your ringside style, roll +Charm. On a 10+, they are pumped and ready to risk life and limb for the cause. On a 7-9, they are ready to pitch in their help, as long as there is little personal risk. Choose one thing for them to do", + "luchador-move7.1": "Act as an angry mob, unleashed at the target you name.", + "luchador-move7.2": "Be a vigilant watch force.", + "luchador-move7.3": "Go wherever you tell them to.", + "luchador-move7.4": "Help construct a trap.", + "luchador-move7.5": "On a miss, you lose face with the bystanders.", + "luchador-move8": "Sly Rudo: When you fight, you fight dirty. When you inflict harm on a monster, you can lure it into a trick. Roll +Sharp. On a 10+, the monster really fell for it, inflict +1 harm and +1 ongoing vs. the monster. On a 7-9, the monster fell for it, inflict +1 harm. On a miss, your trick backfires.", + "luchador-move9": "Fan Following: Your exploits in the ring have not gone unnoticed. When you contact a devoted fan to help you with a mystery, roll +Charm. On a 10+, they're available and helpful - they can fix something, give you a lift, or do some other favour. On a 7-9, they're prepared to help, but it's either going to take some time or you're going to have to do part of it yourself. On a miss, you burn some bridges.", + "luchador-weapons": "Normal Weapons", + "luchador-gear1": ".38 revolver (2 harm, close, reload, loud)", + "luchador-gear2": "9mm (2 harm, close, loud)", + "luchador-gear3": "Shotgun (3 harm, close, messy, loud)", + "luchador-gear4": "Heavy chain (2 harm, hand, area)", + "luchador-gear5": "Sledgehammer (3 harm, hand, messy)", + "luchador-gear6": "Big knife (1 harm, hand)", + "luchador-gear7": "Brass knuckles (1 harm, hand, stealthy)", + "luchador-vehicle": "Stylish Vehicle", + "luchador-gear8": "Foreign sports car", + "luchador-gear9": "Giant off-road vehicle", + "luchador-gear10": "Limo and chauffeur", + "luchador-gear11": "Tricked out motorcycle", + "luchador-gear12": "Van with custom paint job", + "luchador-ally": "another wrestler who has chosen to fight monsters with you", + "luchador-advance1": "Gain a Haven, like the Expert, with two options", + "Meddlingkid": "Meddling Kid", + "luck-special-meddlingkid": "When you spend Luck, you will see something you weren’t supposed to see. It might help you with your current mystery or it might just scare you.", + "meddlingkid-animal": "Animal Allies", + "meddlingkid-animal-desc": "Animal allies follow the normal rules for allies, except for communication. Animal allies can understand commands about as well as a very clever dog (regardless of what sort of animal they are).", + "meddlingkid-move1": "Unmasked!: When you have a monster captured or at bay, you may explain it is not a monster after all but a specific person in a mask. You must explain the real reason for all the seemingly supernatural events you have seen, and how the villain was behind them. When you reveal the culprit, roll +Sharp. On a 10+, your deduction is correct and it really is that person in a mask! On a 7-9, the Keeper must choose one of", + "meddlingkid-move1.1": "This really is a monster, but the named bystander was secretly their ally all along.", + "meddlingkid-move1.2": "You are correct, but while you talked, they found a way to attempt an escape.", + "meddlingkid-move1.3": "The explanation for all the events is correct but you picked the wrong person; when you unmask them, the villain is someone unexpected.", + "meddlingkid-move1.4": "On a miss, the monster gets an opportunity to create chaos while you explain your (incorrect) deductions.", + "meddlingkid-move2": "Power Snack: Pick a favourite snack food. Whenever you take a moment to eat some and enjoy it, take +1 forward.", + "meddlingkid-move3": "Wallop!: When you use an improvised weapon to attack something, you may choose one of these extra effects", + "meddlingkid-move3.1": "Inflict 1 harm.", + "meddlingkid-move3.2": "Momentarily stun them with a blow to the head.", + "meddlingkid-move3.3": "Trip or entangle them.", + "meddlingkid-move3.4": "Inflict 2 harm but the improvised weapon breaks.", + "meddlingkid-move4": "It's A Trap!: When you make a trap to capture a monster or minion, roll +Sharp. On a hit, you capture something! On a 10+, you can choose one of these extra effects", + "meddlingkid-move4.1": "It will take some time for the victim to get free.", + "meddlingkid-move4.2": "The trap inflicts harm (as an improvised weapon).", + "meddlingkid-move4.3": "The trap may be reset and reused later. Roll the move again when you do so, with +1 forward.", + "meddlingkid-move5": "Tell Me The Truth!: When you are questioning somebody to investigate a mystery, you may ask questions from the following list as well as from the usual list", + "meddlingkid-move5.1": "Who has something to gain from this situation?", + "meddlingkid-move5.2": "What are you plotting?", + "meddlingkid-move5.3": "Are you lying to me?", + "meddlingkid-move5.4": "Who knows about _____?", + "meddlingkid-move6": "Run Away!: When you decide to get out of a bad situation, you can get away just fine. Unfortunately you will end up somewhere just as bad, that is important to the current mystery.", + "meddlingkid-move7": "A Pleasant and Friendly Manner: When you politely manipulate someone, your impeccable manners always count as a reason for the person to do what you say.", + "meddlingkid-gadgets": "Mystery-solving Gadgets", + "meddlingkid-gear1": "Magnifying glass", + "meddlingkid-gear2": "Microscope", + "meddlingkid-gear3": "A van", + "meddlingkid-gear4": "Library card", + "meddlingkid-gear5": "Chemistry kit", + "meddlingkid-gear6": "A set of walkie-talkies", + "meddlingkid-gear7": "Fingerprint kit", + "meddlingkid-gear8": "Camera", + "meddlingkid-ally": "someone to join the gang, it may be an animal (most likely a dog or a cat)", + "Sidekick": "Sidekick", + "luck-special-sidekick": "The Sidekick is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "hero": "Hero", + "hero-desc1": "Pick one of the other hunters to be your hero. This is the person you decided is such an awesome monster-hunter that you are going to spend your time helping them out.", + "hero-desc2": "Decide what your relationship is, with agreement from the hero's player. Eg. an older sibling, a parent, a friend who was always better than you, perhaps they saved you from a monster, or you found out about their monster hunting by accident, etc. Optionally, you may choose to copy some aspect of your hero's looks.", + "hero-desc3": "When your hero's player has picked their ratings, ask them which is highest. You've been trying to be like them, so you get an extra +1 to that rating. If they have a tie for highest, you can pick which one you put your +1 on.", + "sidekick-fixed-move1": "There's no 'I' in 'Team': You get +1 ongoing to help out; +2 ongoing, if you are helping out your hero.", + "sidekick-move1": "Caddy: You carry all your hero's stuff around. That means you can use anything from their gear list, unless they are currently holding it. Plus, if the item is not unique, you carry spares. For anything like that, you can use one of the spares even if your hero is currently using it.", + "sidekick-move2": "As You Wish: Mark experience whenever your hero orders or requests that you do something you don't want to do, and you go ahead and do it.", + "sidekick-move3": "Bodyguard: If something bad is going to happen to your hero, your comrades, or a bystander, and you are right there, you may throw yourself in harm's way. Whatever was going to happen to them happens to you instead.", + "sidekick-move4": "Me Too!: If your hero makes a roll for a move, and you copy what they did (i.e. the same move), you may choose not to roll. Instead, use the outcome of your hero's roll.", + "sidekick-move5": "I Can Make You Look Good: If you help out your hero, you may choose to change the outcome of your dice roll with the outcome of their original dice roll.", + "sidekick-move6": "Journeyman (or Journeywoman): Take a move that your hero has.", + "sidekick-hero-weapon": "Hero's Weapon (from your hero's gear options)", + "sidekick-weapons": "Sidekick Weapons", + "sidekick-gear1": ".38 revolver (2 harm, close, reload, loud)", + "sidekick-gear2": "Shotgun (3 harm, close, messy, loud)", + "sidekick-gear3": "Baseball bat (2 harm, hand)", + "sidekick-gear4": "9mm (2 harm, close, loud)", + "sidekick-gear5": "Big knife (1 harm, hand)", + "sidekick-ally": "another sidekick for your hero, your junior", + "sidekick-advance1": "Change playbooks to the same as your hero (overrides the rule that only one of each playbook may be in play)", + "sidekick-advance2": "Change your hero; pick another hunter to be your new hero", + "Snoop": "Snoop", + "luck-special-snoop": "When you spend Luck, you’re going to suffer some technical difficulties, eg. breakdowns, communication problems, weird noises in the recordings, etc.", + "snoop-crew": "Crew", + "snoop-crew-desc1": "Decide if your crew are made up of the other hunters, or if you have your own entourage. If they are other people, there are 1-3 of them. Pick a name and job for each. If it's the other hunters, decide together who gets which job.", + "snoop-crew-desc2": "Crew jobs: camera, sound, editing, dogsbody, researcher, driver, director, producer, bodyguard, etc.", + "snoop-move1": "\"What Does That Feel Like?\": When you put your camera/microphone right in a person's face, they automatically break off whatever they are doing. They might go right back to it after they deal with you, but you'll create enough time for everyone else to act in the meantime.", + "snoop-move2": "Minor Celebrity: At the beginning of each mystery, roll +Weird. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 during the mystery to have someone you meet know of you in a positive light (maybe they read your blog, listen to your podcast, or watch your Internet/TV show, etc). You may end up getting asked for autographs or given 'hot' leads, too.", + "snoop-move3": "We'll Fix It In Post: You can use anything you could conceivably have recorded as evidence for investigate a mystery, allowing you to check previous interviews, attack sites, and so on, from the comfort of your laptop.", + "snoop-move4": "I'm A Reporter!: When you investigate a mystery by talking to witnesses, interviewing locals, or anything else requiring interpersonal skills, roll +Charm instead of +Sharp.", + "snoop-move5": "Truthiness: Whatever you tell a normal person, they'll accept that you think it's true. If it's far out, they might think you're crazy, but they won't think you're lying.", + "snoop-move6": "The Mojo Wire: When you read all the current news feeds looking for the weird and crazy stuff, take +1 forward.", + "snoop-move7": "Relaxed Producer: You're employed, with a regular paycheck and little or no oversight. As long as you send in a story every few days, no matter how bizarre, you're set. Every now and again, they'll send you somewhere in particular, and when that happens it usually involves supernatural activity; unless they need human interest, in which case it will be a kitten show or agricultural fair or something.", + "snoop-gear-base": "A laptop", + "snoop-recording": "Recording Devices", + "snoop-gear1": "Digital video camera", + "snoop-gear2": "Tiny digital video camera", + "snoop-gear3": "Film camera (8mm or 16mm)", + "snoop-gear4": "Digital sound recorder", + "snoop-gear5": "Cassette tape recorder", + "snoop-gear6": "Infrared video camera", + "snoop-gear7": "Pro sound gear with boom mike", + "snoop-gear8": "Remote controlled camera drone", + "snoop-gear9": "Starlight camera", + "snoop-gear10": "Steadicam rig", + "snoop-gear11": "Laser microphone", + "snoop-gear12": "SLR camera", + "snoop-detector": "Detectors", + "snoop-gear13": "Electromagnetic field detector", + "snoop-gear14": "Temperature fluctuation detector", + "snoop-gear15": "Ouija board", + "snoop-gear16": "Humidity meter", + "snoop-gear17": "Dowsing rods", + "snoop-gear18": "Chemistry test kit", + "snoop-gear19": "Metal detector", + "snoop-gear20": "Compass", + "snoop-gear21": "GPS receiver", + "snoop-gear22": "Laser rangefinder", + "snoop-gear23": "Pendulum", + "snoop-weapon": "Subtle Weapons", + "snoop-gear24": ".32 revolver (2 harm, close, reload, small)", + "snoop-gear25": "9mm (2 harm, close, loud)", + "snoop-gear26": "Knife (1 harm, hand, hidden)", + "snoop-gear27": "Multitool/pocket knife (1 harm, hand, hidden, useful)", + "snoop-advance1": "Gain a Haven, like the Expert, with one option plus a film lab", + "snoop-ally": "possibly one of your existing crew members, or the whole crew as an ally team", + "Summoned": "Summoned", + "luck-special-summoned": "When you spend Luck, another sign of the Apocalypse will come to pass. When you have spent all your Luck, the Apocalypse begins.", + "apocalypse": "Apocalypse", + "apocalypse-desc1": "You are destined to bring about the Apocalypse. You may or may not know about it yet, but you have at least come across some hints of your destiny.", + "apocalypse-desc2": "Pick a sign of the Apocalypse, with help from the Keeper (and maybe the rest of the group) that has already been revealed to you. Whenever you spend Luck, you'll trigger another sign of the Apocalypse. You can suggest what it might be, but it will be the Keeper's job to bring the sign into the story.", + "apocalypse-sign-example": "Example signs", + "apocalypse-sign-list": "Betrayal, An army of monsters rises, Rain of fire, Eternal darkness, Things from beyond, Take your throne, Red sun, The Portal opens, Plague, Learn your true name, The Stars are Right Breaking the Seal, Murder of the King, The Beast slouches into the world, Become the Dragon, The Coronation, Your Hosts assemble, The fall of the Tower, The seas boil, Natural disasters, Judgement Day, World war, Famine, Ancient Evil reborn", + "apocalypse-desc3": "When you have spent all your Luck, the Apocalypse is imminent. It's up to you to stop, or cause, the end of the world. Your call.", + "summoned-fixed-move1": "Freakish: You're weird, and people react badly. You cannot use manipulate someone on a person until you prove yourself to them first (this includes the other hunters, and it's up to them to decide when you have proved yourself). Until then, people will just try to get away from you. You can spend Luck to have a person take to you. Don't roll manipulate someone; they act as though you'd rolled a 12. On the other hand, you can use manipulate someone on monsters that can reason and talk (but they always want something really bad).", + "summoned-move1": "What Are You Looking At?: When you talk to a monster (capable of reason and speech), they will recognize you and your potential. If you ask them what they know, pick one for the Keeper to reveal", + "summoned-move1.1": "Tell me something about where I'm from.", + "summoned-move1.2": "Tell me something about my destiny.", + "summoned-move1.3": "Tell me something about who I really am.", + "summoned-move1.4": "Tell me something about the Apocalypse.", + "summoned-move2": "Should I Feel That?: Your body has 2 armour. This does not stack with any other armour.", + "summoned-move3": "Mayhem!: When you grab a nearby large object and use it as an improvised weapon, first determine how much damage it will do.", + "summoned-move3-guide": "Guidelines", + "summoned-move3.1": "Fire extinguisher, fence post, furniture, etc: 2 harm", + "summoned-move3.2": "Motorcycle, lamppost, masonry chunk, etc: 3 harm", + "summoned-move3.3": "Car, dumpster, boulder, etc: 4 harm", + "summoned-move3.4": "Bus, truck, wall, etc: 5 harm", + "summoned-move3-desc": "After you inflict harm with it (with a kick some ass roll or otherwise), roll +harm your weapon actually caused. On a miss, you use it without trouble. On a 7-9 pick one side effect, on a 10+ pick two", + "summoned-move3.5": "You hurt someone nearby as well as your target.", + "summoned-move3.6": "You make something about the situation worse.", + "summoned-move3.7": "You lose control of your improvised weapon.", + "summoned-move3.8": "You cause massive property damage.", + "summoned-move3.9": "Your improvised weapon breaks.", + "summoned-move4": "Absolute Badass: Take +1 Tough (max +3).", + "summoned-move5": "Screw You: Spend Luck to get +1 ongoing vs. one particular monster. This lasts until that monster is dead.", + "summoned-move6": "Whatever: Spend Luck to get +1 Tough for the remainder of the current mystery (max +4).", + "summoned-move7": "Why So Serious?: If you cap off a move with an appropriate one-liner, the team gets +1 forward (so the next hunter who makes a roll gets +1).", + "summoned-weapon": "Huge Weapon", + "summoned-gear1": "Super hand cannon (4 harm, close, heavy, loud, reload)", + "summoned-gear2": "Machinegun (3 harm, close, auto, heavy, messy, loud, reload)", + "summoned-gear3": "Rocket launcher (4 harm, far, area, heavy, messy, loud, reload)", + "summoned-gear4": "Gigantic Hellsword (4 harm, hand, heavy, messy, magic)", + "summoned-gear5": "Automatic shotgun (3 harm, close, auto, heavy, loud, reload)", + "summoned-gear6": "Red right hand (3 harm, hand, magic)", + "summoned-heavy": "Heavy Weapons", + "summoned-gear7": "Sledgehammer (3 harm, hand, heavy, messy)", + "summoned-gear8": "Big sword (3 harm, hand, heavy, messy)", + "summoned-gear9": "Big axe (3 harm, hand, heavy, messy)", + "summoned-gear10": "Magnum (3 harm, close, loud, reload)", + "summoned-gear11": "Shotgun (3 harm, close, messy, loud, reload)", + "summoned-advance1": "Gain an ally team of monster-hunters (or monstrous hunters) under your command", + "summoned-advance2": "Get a position in a Sect, like the Initiate. Describe the Sect and its Traditions (or join a Sect that already exists in your game). Gain the move for when you are in good standing with your Sect", + "summoned-advance3": "Turn evil (again?). Retire this character, they become one of the Keeper's threats", + "Traveler": "Traveler", + "luck-special-traveler": "The Traveler is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "traveler-transport": "Means of Transport", + "traveler-transport-desc1": "You can visit future events, past events or remote places, either alone or with the whole team. The Keeper will decide (maybe with help from the group) how time travel will work; changing the past, alternate timelines, small changes producing major changes etc.", + "traveler-transport-desc2": "When traveling through time and space, roll +Sharp. On a 10+, you arrive at the desired place at the desired time. On a 7-9, you arrive at either the desired place or, at the desired time; your choice. On a miss, you are lost; this is probably quite serious.", + "traveler-transport-desc3": "Choose one means of transport for your travels through time and space. Each transportation medium has both positive and negative traits. Always keep in mind that time travel is by no means a safe trip.", + "traveler-transport1": "It’s bigger on the inside: Your time machine is multidimensional, as small as a phone booth on the outside, but as big as a spaceship on the inside. Things inside it cannot be tracked by normal means. To travel, it disappears from one place and appears in another, but otherwise it is completely stationary and cannot be transported at all.", + "traveler-transport2": "Teleportation: You can teleport instantly if you have a clear line of sight of the destination or if you know it very well. Otherwise, you need to study the spacetime continuum for a few hours, or even days, to plan the trip, so as to not end up underground or a kilometre above the ground.", + "traveler-transport3": "88 miles per hour: Your time machine looks like a car or a van, not drawing much attention (in time periods after the invention of such vehicles). You can use it to move around like any other vehicle, but it depends on fuel, maintenance parts, roads etc.", + "traveler-transport4": "Time Portal: You open a time portal to your destination. You can only open one portal at a time, and it will remain active for as long as you wish. It allows you to cross it in any direction as many times as you want. But an unattended portal can also be crossed by any person, or monster...", + "traveler-fixed-move1": "Servant of Technology: You are extremely dependent on technology, having difficulties in relating to the supernatural. You get -1 ongoing to use magic or any other moves related to the supernatural or magic.", + "traveler-move1": "Butterfly Effect: At the beginning of each mystery, choose one rating to receive +1 (max +3) and another to receive -1 (min -2) during this mystery. These actions disturb the spacetime and the oscillations of their characteristics is a reflection of that.", + "traveler-move2": "Historian: When you investigate a mystery or read a bad situation, you can choose to ask \"Why does this seem familiar?\" as one of the questions. If possible, the Keeper will describe how a similar situation has happened in the past or future history of the world.", + "traveler-move3": "Inventor: If you want to build, repair, or study a device, the Keeper will tell you how long it will take and what equipment will be needed.", + "traveler-move4": "Prescience: Attacks that can cause your death pop up in your memory. When you take harm and become unstable, you may roll +Weird. On a 10+, you remembered the attack and were able to avoid it completely. On a 7-9, the memory took time to emerge, take 1 harm less or don’t become unstable. On a miss, the memory was incorrect and your avoidance made you unbalanced; in addition to the harm, you take -1 forward.", + "traveler-move5": "Neural Implants: When you need to do something that requires specific training, such as defusing a bomb or flying a helicopter, you already have the information implanted in your brain. You still need to act under pressure, but you know what to do.", + "traveler-move6": "Sufficiently Advanced Technology: You can reproduce the effects of the move use magic with technological tools. You do not roll dice for this, but you must choose an effect and a glitch. This is not magic, so the effect will not have the magic tag and will not work on things affected only by magic. The Keeper may ask for one or more requirements to achieve the effect.", + "traveler-move7": "No Paradoxes: When you say why something should happen to guarantee the future, you can help another hunter and give +1 to their roll, as if you had rolled a 10+ on help out. You still need to describe how you are helping.", + "traveler-move8": "Android/Cyborg: You have cybernetic implants or maybe you're half a machine. In addition to superhuman strength, your punches and kicks are attacks with (3 harm, contact).", + "traveler-move9": "Psychic Paper: You get +1 ongoing in rolls to avoid being detected or remaining unnoticed. You also get +1 ongoing when you manipulate someone by pretending to be someone else.", + "traveler-devices": "Technological Devices", + "traveler-gear1": "Photonic Binoculars: Able to see in total darkness and in different spectra, including infrared", + "traveler-gear2": "Sonic Screwdriver: Able to repair, or damage, simple mechanical and electronic devices (eg. radios, locks, weapons etc)", + "traveler-gear3": "Travel Guide: A small electronic book containing all human historical knowledge up to the present era", + "traveler-gear4": "Portable Laboratory: A small device capable of diagnosing diseases, poisons and abnormal conditions from a drop of blood or similar input", + "traveler-gear5": "Universal Locator: Indicates the exact position in time and space. Can only be blocked with magic or high levels of radiation", + "traveler-gear6": "Hologram Projector: Projects a person-sized hologram (recorded or live) that looks real until touched", + "traveler-gear7": "Instant Translator: Ensures speech and understanding of any natural language (does not work with magic or supernatural languages)", + "traveler-weapon": "Protective Weapons", + "traveler-gear8": "Machete (1 harm, contact)", + "traveler-gear9": "Common revolver (2 harm, close, loud, reload)", + "traveler-gear10": "Shotgun (3 harm, close, messy, loud, reload)", + "traveler-gear11": "Light futuristic weapon (1 harm, add 1 range tag and 3 other tags)", + "traveler-gear12": "Heavy futuristic weapon (3 harm, add 1 range tag and 1 other tag)", + "traveler-advance1": "Delete the move Servant of Technology. You have learnt to deal with the supernatural, no longer receiving any penalties for it", "custom": "Custom", - "luck-special-Custom": "if any", + "luck-special-custom": "You may come up with a Luck Special move for this playbook with help from the Keeper.", "custom-special": "Playbook Special", "custom-special-example": "Like the Expert's haven or the Spellslinger's combat magic", "custom-special-name": "Name of special", @@ -625,6 +1161,5 @@ "custom-moves": "Playbook Moves", "custom-move-name": "Name", "custom-move-description": "Description", - "custom-gear": "Playbook Gear", - "inmrovements-instructions": "4 stats available for improvement (mark one off at character creation without taking the bonus); top stat max +3, all others max +2" -} \ No newline at end of file + "custom-gear": "Playbook Gear" +} diff --git a/Monster of the Week/translations/it.json b/Monster of the Week/translations/it.json index 804459d8eb..71250b65da 100644 --- a/Monster of the Week/translations/it.json +++ b/Monster of the Week/translations/it.json @@ -27,17 +27,19 @@ "gear": "Gear", "other-gear": "Other Gear", "improvements": "Improvements", - "inmrovements-description": "Once you have 5 experience you may choose one of these: (Check off any you've already taken)", + "improvements-description": "Once you have 5 Experience you may choose one of these: (Check off any you've already taken)", "max": "max", - "another-move": "Take another Custom move", + "another-move": "Take another move from your own playbook", "ally": "Gain an ally", "playbook-move": "Take a move from another playbook", "advanced-improvements": "Once you have taken 5 improvements you may choose from these options as well as the list above when you improve", "rating": "to any rating", - "new-type": "Change this hunter to a new type", + "new-playbook": "Change playbooks", "second-hunter": "Create a second hunter to play", "basic-moves": "Advance 2 basic moves", "retire": "Retire this hunter to safety", + "erase-luck": "Erase one used Luck point", + "after-getting-improvement": "Use after getting the corresponding Improvement", "history": "History and Notes", "pick-one": "pick one", "pick-two": "pick two", @@ -46,12 +48,13 @@ "1-fixed-move": "You get this", "2-fixed-moves": "You get these 2", "1-move": "Then pick one of these", + "2-moves-then": "Then pick two of these", "2-moves": "Then pick two of these", + "3-moves-then": "Then pick three of these", "3-moves": "Pick three of these", "choose": "choose", "one": "one", - "choose-one": "choose one", - "choose-two": "choose two", + "two": "two", "three": "three", "the-chosen": "The Chosen", "the-crooked": "The Crooked", @@ -59,13 +62,33 @@ "the-expert": "The Expert", "the-flake": "The Flake", "the-initiate": "The Initiate", - "the-monsteroue": "The Monsterous", + "the-monstrous": "The Monstrous", "the-mundane": "The Mundane", "the-professional": "The Professional", "the-spellslinger": "The Spellslinger", "the-spooky": "The Spooky", "the-wronged": "The Wronged", + "the-gumshoe": "The Gumshoe", + "the-hex": "The Hex", + "the-pararomantic": "The Pararomantic", + "the-searcher": "The Searcher", + "the-exile": "The Exile", + "the-hardcase": "The Hard Case", + "the-luchador": "The Luchador", + "the-meddlingkid": "The Meddling Kid", + "the-sidekick": "The Sidekick", + "the-snoop": "The Snoop", + "the-summoned": "The Summoned", + "the-traveler": "The Traveler", + "the-actionscientist": "The Action Scientist", + "the-biggamehunter": "The Big Game Hunter", + "the-constructed": "The Constructed", + "the-madscientist": "The Mad Scientist", "custom-playbook": "Custom", + "tome-of-mysteries": "Tome of Myseries", + "reinforcements": "Reinforcements", + "Brazilian": "Brazilian Edition", + "fan-made": "Fan-made", "chosen": "Chosen", "luck-special-chosen": "When you spend Luck the Keeper will bring your fate into play", "your-fate": "Your Fate", @@ -107,13 +130,14 @@ "chosen-move4": "Invincible You always count as having 2 armour, this doesn't stack with other protection", "chosen-move5": "Resilience You heal faster than normal people. Any time your harm gets healed, heal and extra point. Additionally, your wounds count as 1 harm less for the purpose of the Keeper's harm moves", "chosen-gear1": "Protective gear worth 1 armour", - "optional": "optional", "chosen-gear2": "One Special Weapon", + "chosen-special-descrip": "Design your weapon by choosing a Form, three Business-end options (which are added to the base tags), and a material that the business-end is made from.", "form": "Form", "chosen-gear3": "Staff (1 harm, hand, close)", "chosen-gear4": "Haft (2 harm, hand, heavy)", "chosen-gear5": "Handle (1 harm, hand, balanced)", "chosen-gear6": "Chain (1 harm, hand, area)", + "business-end": "Business-end", "chosen-gear7": "Business End", "chosen-gear8": "Artifact (+magic)", "chosen-gear9": "Spikes (+1 harm, +messy)", @@ -121,8 +145,8 @@ "chosen-gear11": "Heavy (+1 harm)", "chosen-gear12": "Long (+close)", "chosen-gear13": "Throwable (+close)", - "chosen-gear14": "Chain (+area)", "material": "Material", + "material-desc": "(+steel, +cold iron, +silver, +wood, +stone, +bone, +teeth, +obsidian, or anything else you want)", "chosen-advance1": "Delete a doom tag (optionally also delete a heroic tag)", "Crooked": "Crooked", "luck-special-Crooked": "When you spend Luck someone from your past will re-appear in your life, soon", @@ -132,7 +156,7 @@ "background2": "Burglar When you break into a secure location roll +Sharp. On a 10+ pick three, on a 7-9 pick two", "background2.1": "You get in undetected", "background2.2": "You get out undetected", - "background2,3": "You don't leave a mess", + "background2.3": "You don't leave a mess", "background2.4": "You find what you were after", "background3": "Grifter When you are about to manipulate someone, you can ask the Keeper \"what will convince this person to do what I want?\" The Keeper must answer honestly, but not necessarily completely", "background4": "Fixer If you need to buy something, sell something, or hire someone, roll +Charm. On a 10+ you know just the person that will be interested. On a 7-9, you know the only person that can do it, but there's a complication. Pick one", @@ -142,8 +166,14 @@ "background4.4": "On a miss, the only person who can help you is someone who absolutely hates you", "background5": "Assassin When you take your first shot at an unsuspecting target, do +2 harm", "background6": "Charlatan When you want people to think you are using magic, roll +Cool. On a 10+ your audience is amazed and fooled by your illusion. On 7-9, you tripped up a few times, someone will notice. You may also manipulate someone with fortune telling. When you do that, ask \"What are they hoping for right now?\" as a free question (even on a miss)", + "background6.1": "You may also manipulate someone with fortune telling. When you do that, ask \"What are they hoping for right now?\" as a free question (even on a miss).", "background7": "Pickpocket When you steal something small, roll +Charm. On a 10+ you get it and they didn't notice you taking it. On a 7-9 either you don't grab it, you grab the wrong thing, or they remember you later; your choice", "crooked-move1": "Artifact You 'found' a magical artifact with handy powers and kept it. Pick 1: Protective amulet (1 amour, magic, recharge); lucky charm (may be used as a Luck point just once); grimoire (studying the book gives +1 to use magic; skeleton key (opens any magically sealed lock); imp stone (a weak demon is bound to serve the holder. The imp must be summoned with Use Magic)", + "crooked-artifact1": "Protective amulet (1 amour, magic, recharge)", + "crooked-artifact2": "Lucky charm (may be used as a Luck point just once)", + "crooked-artifact3": "Grimoire (studying the book gives +1 forward to use magic)", + "crooked-artifact4": "Skeleton key (opens any magically sealed lock)", + "crooked-artifact5": "Imp stone (a weak demon is bound to serve the holder. The imp must be summoned with Use Magic)", "crooked-move2": "Crew You have a regular crew, a team of 3 or 4 people who will help you out with pretty much anything. This counts as a team", "crooked-move3": "Deal with the Devil You sold your soul to the devil. Pick one or two things you got out of the deal: wealth, fame, youth, sensual gratification, skill (add +1 to two ratings). Payment is due either when you die, or in a year (6 months if you chose 2 things)", "crooked-move4": "Friends on the Force You know a few cops who can be persuaded to look the other way, or do you a favour, for certain considerations. You can act under pressure to get in touch with them when you need to divert any law enforcement attention. There will be a cost, although maybe not right now", @@ -151,6 +181,7 @@ "crooked-move6": "Driver You gain +1 ongoing while driving, plus you can hotwire anything (the older it is, the fewer tools you'll need.) You also own 2 handy, widely-available vehicles", "crooked-move7": "Home Ground Your crew made a point of keeping the locals happy- keeping them safe, ensuring things always went down okay. When you're back in your old neighbourhood, you can always find people who will hide you or help you with a minor favour, no questions asked", "crooked-move8": "Notorious You have a reputation from your criminal past. When you reveal who you are, your terrifying reputation counts as a reason for someone to what you ask when you manipulate someone. Revealing your identity to someone can bring other problems later, of course", + "crooked-weapon": "Effective Weapons", "crooked-gear1": ".22 revolver (1 harm, close, reload,
          small)", "crooked-gear2": ".38 revolver (2 harm, close, reload,
          loud)", "crooked-gear3": "9mm (2 harm, close, loud)", @@ -160,12 +191,6 @@ "crooked-gear7": "Baseball bat (1 harm, hand)", "crooked-gear8": "Submachinegun (2 harm, close, reload,
          auto", "crooked-gear9": "Assault rifle (3 harm, close/far, auto)", - "underworld": "Underworld", - "underworld-description": "Pick the circumstance that lead you to discovering the real underworld, then pick the creature involved", - "underworld1": "The target of a job was a dangerous creature (Pick one: vampire, warewolf, troll, reptiloid)", - "underworld2": "You worked with someone who was more than they seemed (Pick one: sorceror, demon, faerie, psychic)", - "underworld3": "You were hired by something weird (Pick one: immortal, god, outsider, witch)", - "underworld4": "Things went south o a job- including, but not limited to running into; (Pick one a horde of goblins, a hunger of ghouls, a dream-eater, a salamander)", "heat": "Heat", "heat-description": "You didn't get here without making enemies", "pick-heat": "pick at least 2 of these and name the people involved", @@ -174,9 +199,14 @@ "heat3": "You pissed off a well connected criminal,
          and they'll do whatever they can to
          destroy you", "heat4": "You took advantage of someone
          who has special powers (a person or
          monster)", "heat5": "You betrayed an old partner in the
          middle of a job ", + "underworld": "Underworld", + "underworld-description": "Pick the circumstance that lead you to discovering the real underworld, then pick the creature involved", + "underworld1": "The target of a job was a dangerous creature (Pick one: vampire, warewolf, troll, reptiloid)", + "underworld2": "You worked with someone who was more than they seemed (Pick one: sorceror, demon, faerie, psychic)", + "underworld3": "You were hired by something weird (Pick one: immortal, god, outsider, witch)", + "underworld4": "Things went south o a job- including, but not limited to running into; (Pick one a horde of goblins, a hunger of ghouls, a dream-eater, a salamander)", "crooked-ally": "from your old crew", "crooked-advance1": "Recover a stash of money from the old days, enough to live without care for a year or two", - "Crooked-advance2": "Erase one Luck point from your playbook", "Divine": "Divine", "luck-special-divine": "When you spend Luck you get word your Mission requires something difficut to me done. By you. Urgently", "your-mission": "Your Mission", @@ -193,15 +223,15 @@ "divine-move5": "Soothe When you talk to someone for a few seconds in a quiet voice, you can calm them down, blocking any panic, anger, or other negitive emotions they have. This works even if the thing that freaked them out is still present, as long as your voice can be heard", "divine-move6": "Lay On Hands Your touch can heal any injury or disease. When you lay your hands on someone hurt, roll +Cool. On a 10+, heal 2 harm or an illness, plus they are stabilised. On a 7-9, you can heal the harm or illness but you take it into yourself. On a miss, your aura causes them extra harm", "divine-move7": "Cast Out Evil You may banish an unnatural creature from your presence. Roll +Tough, on 10+ it is banished. On a 7-9 it takes a little while for the banishing to take effect- the creature has time to make one or two actions. Either way, the banished creature is unharmed, and you have no control over where it goes. This move may be used on unnatural hunters (eg The Monsterous). On a miss, something is keeping it here. That's bad", - "divine-gear1": "Flaming sword (3 harm, hand, fire,
          holy) ", "divine-weapon": "One Divine Weapon", + "divine-armour": "Divine Armour (1 armour, holy) with a look suited to your divine origin", + "divine-gear1": "Flaming sword (3 harm, hand, fire,
          holy) ", "divine-gear2": "Thunder hammer (3 harm, hand, stun,
          holy) ", "divine-gear3": "Razor whip (3 harm, hand, area,
          messy, holy)", "divine-gear4": "Five demon bag (3 harm, close, magic,
          holy)", "divine-gear5": "Silver trident (3 harm, hand, silver,
          holy)", "Divine-ally": "a lesser divine being, sent from above to help you with your mission", "Divine-advance1": "Erase one Luck point from your playbook", - "Divine-advance2": "Change your mission. Select a different mission from the options, or (with the Keeper's agreement) create a new mission", "Expert": "Expert", "luck-special-expert": "When you spend Luck you discover something happening now is related to something you were involved in years ago", "expert-weapons": "Monster-Slaying Weapons", @@ -237,7 +267,6 @@ "haven8": "Panic Room This has essential supplies and is protected by normal and mystical means. You can hide out there for a few days, safe from pretty much anything", "haven9": "Magical Laboratory You have a mystical lab with all kinds of weird ingredients and tools useful for casting spells (like use magic, big magic, and any other magical moves)", "expert-advance1": "Add a haven option", - "expert-advance2": "Add a haven option", "Flake": "Flake", "luck-special-flake": "When you spend Luck pick an aspect of the current situation. The Keeper will tell you what other conspiricies that aspect connects to", "flake-move1": "Connect the Dots At the beginning of each mystery if you look for the wider patterns that current events might be part of, roll +Sharp. On a 10+ hold 3, 7-9 hold 1. Spend your hold during the mystery to ask the Keeper one of the following questions", @@ -253,20 +282,20 @@ "flake-move6": "Contrary When you seek out and recieve someone's honest advice on the best course of action for you, and then do something else instead, mark experience. If you do exactly the opposite of their advice, you also take +1 ongoing on any moves you make persuing that course", "flake-move7": "Net Friends You know a lot of people on the internet. When you contact a net friend to help you roll +Charm. On a 10+ they're available and helpful; they can fix something, break a code, hack a computer, or get you some special information. On a 7-9, they're prepared to help but it's either going to take some time, or you'll have to do part of it yourself. On a miss you burn some bridges", "flake-move8": "Sneaky When you attack from ambush or from behind, inflict +2 harm", - "fake-normal": "One Normal Weapon", - "fake-gear1": ".38 revolver (2 harm, close, reload,
          loud)", - "fake-gear2": "9mm (2 harm, close, loud)", - "fake-gear3": "Hunting rifle (2 harm, far, loud)", - "fake-gear4": "Magnum (3 harm, close, reload, loud)", - "fake-gear5": "Shotgun (3 harm, close, messy, loud)", - "fake-gear6": "Big knife (1 harm, hand)", + "flake-normal": "Normal Weapon", + "flake-gear1": ".38 revolver (2 harm, close, reload, loud)", + "flake-gear2": "9mm (2 harm, close, loud)", + "flake-gear3": "Hunting rifle (2 harm, far, loud)", + "flake-gear4": "Magnum (3 harm, close, reload, loud)", + "flake-gear5": "Shotgun (3 harm, close, messy, loud)", + "flake-gear6": "Big knife (1 harm, hand)", "flake-hidden": "Hidden Weapons", - "fake-gear7": "Throwing knives (1 harm, close, many)", - "fake-gear8": "Holdout pistol (2 harm, close, loud,
          reload)", - "fake-gear9": "Garrote (3 harm, intimate)", - "fake-gear10": "Watchman's flashlight (1 harm, hand)", - "fake-gear11": "Weighted gloves/brass knuckles (1
          harm, hand", - "fake-gear12": "Butterfly knife/folding knife (1
          harm, hand)", + "flake-gear7": "Throwing knives (1 harm, close, many)", + "flake-gear8": "Holdout pistol (2 harm, close, loud, reload)", + "flake-gear9": "Garrote (3 harm, intimate)", + "flake-gear10": "Watchman's flashlight (1 harm, hand)", + "flake-gear11": "Weighted gloves/brass knuckles (1 harm, hand)", + "flake-gear12": "Butterfly knife/folding knife (1 harm, hand)", "Flake-advance1": "Gain a haven like the Expert with two options", "Flake-advance2": "Add a haven option", "Initiate": "Initiate", @@ -336,8 +365,8 @@ "Initiate-advance1": "Get command of your chapter of the Sect", "Initiate-advance2": "Get command of your chapter of the Sect", "Initiate-advance3": "Become the leader, or effective leader, of the whole Sect", - "Monsterous": "Monsterous", - "luck-special-monsterous": "When you spend Luck your monster side gains power. Your Curse may grow stronger, or another Breed disadvantage may manifest", + "Monstrous": "Monstrous", + "luck-special-monstrous": "When you spend Luck, your monster side gains power; your Curse may become stronger, or another Breed disadvantage may manifest.", "monster-breed": "Monster Breed", "breed-description": "You are half human, half monster; were you always this way? Were you always fighting for good or were you once evil and then switched sides?", "curses": "Curses", @@ -345,40 +374,40 @@ "curse2": "Vulnerability Pick a substance. You'll take +1 harm when you suffer harm from it. If you are bound or surrounded by it, you must act under pressure to use your powers", "curse3": "Pure Drive One emotion rules you. Pick from: hunger, hate, anger, fear, jealousy, greed, joy, pride, envy, lust or cruelty. Whenever you have a chance to indulge that emotion you must do so immediately, or act under pressure to resist", "curse4": "Dark Master You have an evil lord who doesn't know you changed sides. They still give you orders, and they do not tolerate refusal or failure", - "monsterous-move1": "Immortal You do not age or sicken, and whenever you suffer harm you suffer 1 harm less", - "monsterous-move2": "Unnatural Appeal Roll +Weird instead of +Charm when you manipulate someone ", - "monsterous-move3": "Unholy Strength Roll +Weird instead of +Tough when you kick some ass ", - "monsterous-move4": "Incorporeal You may move freely though solid objects (but not people)", - "monsterous-move5": "Preternatural Speed You go much faster than normal people. When you chase, flee or run take +1 ongoing", - "monsterous-move6": "Claws of the Beast Your natural attacks deal +1 harm ", - "monsterous-move7": "Mental Dominion When you gaze into a normal human's eyes and exert your will over them Roll +Charm. On a 10+ hold 3, on 7-9 hold 1. You may spend your hold to give them an order. Regular people will follow the order, whatever it is. Hunters can choose to follow the order or not. If they do, they mark experience", - "monsterous-move8": "Unquenchable Vitality When you have taken harm you can heal yourself. Roll +Cool. On a 10+, heal 2 harm and stabilise your injuries. On a 7-9, heal 1 harm and stabilise your injuries. On a miss your injuries worsen", - "monsterous-move9": "Dark Negotiator You can use manipulate someone on monsters as well as people if they can reason and talk", - "monsterous-move10": "Flight You can fly ", - "monsterous-move11": "Shapeshifter You may change your form (usually into an animal). Decide if you have just one alternate form or several and detail them. You gain +1 forward to investigate a mystery when using and alternate form's superior senses. (Eg, smell for a wolf, sight for an eagle)", - "monsterous-move12": "Something Borrowed Take a move from a hunter playbook that is not currently in play ", + "monstrous-move1": "Immortal: You do not age or sicken, and whenever you suffer harm, you suffer 1 harm less.", + "monstrous-move2": "Unnatural Appeal: Roll +Weird instead of +Charm when you manipulate someone.", + "monstrous-move3": "Unholy Strength: Roll +Weird instead of +Tough when you kick some ass.", + "monstrous-move4": "Incorporeal: You may move freely though solid objects (but not people).", + "monstrous-move5": "Preternatural Speed: You go much faster than normal people. When you chase, flee, or run, take +1 ongoing.", + "monstrous-move6": "Claws of the Beast: Your natural attacks deal +1 harm.", + "monstrous-move7": "Mental Dominion: When you gaze into a normal human's eyes and exert your will over them, roll +Charm. On a 10+ hold 3, on a 7-9 hold 1. You may spend your hold to give them an order. Regular people will follow your order, whatever it is. Hunters can choose to follow the order or not. If they do, they mark experience.", + "monstrous-move8": "Unquenchable Vitality: When you have taken harm you can heal yourself. Roll +Cool. On a 10+, heal 2 harm and stabilise your injuries. On a 7-9, heal 1 harm and stabilise your injuries. On a miss, your injuries worsen.", + "monstrous-move9": "Dark Negotiator: You can use the move manipulate someone on monsters as well as people, if they can reason and talk.", + "monstrous-move10": "Flight: You can fly.", + "monstrous-move11": "Shapeshifter: You may change your form (usually into an animal). Decide if you have just one alternate form or several, and detail them. You gain +1 forward to investigate a mystery when using and alternate form's superior senses (eg. smell for a wolf, sight for an eagle).", + "monstrous-move12": "Something Borrowed: Take a move from a hunter playbook that is not currently in play.", "natural-attacks": "Natural Attacks", - "monsterous-attacks-pick": "pick one base and one extra, or pick two bases", - "monsterous-attacks1": "Base: teeth (3 harm, intimate)", - "monsterous-attacks2": "Base: Claws (2 harm, hand)", - "monsterous-attacks3": "Base: Magical force (1 harm, magical, close)", - "monsterous-attacks4": "Base: Life-drain (1 harm, intimate, life-drain)", - "monsterous-attacks5": "Extra: Add +1 harm to a base", - "monsterous-attacks6": "Extra: Add +ignore armour to a base", - "monsterous-attacks7": "Extra: Add an extra range to a base
          (+intimate, hand, or close)", - "monsterous-weapon": "One Handy Weapon: (if you want one)", - "monsterous-gear1": ".38 revolver (2 harm, close, reload,
          loud)", - "monsterous-gear2": "9mm (2 harm, close, loud)", - "monsterous-gear3": "Magnum (3 harm, close, reload, loud)", - "monsterous-gear4": "Shotgun (3 harm, close, messy)", - "monsterous-gear5": "Big knife (1 harm, hand)", - "monsterous-gear6": "Brass knuckles (1 harm, hand, quiet,
          small)", - "monsterous-gear7": "Sword (2 harm, hand, messy)", - "monsterous-gear8": "Huge sword (3 harm, hand, heavy)", - "Monsterous-advance1": "Gain a haven like the Expert with two options", - "Monsterous-advance2": "Take a Natural Attacks pick", - "Monsterous-advance3": "Free yourself from your type's curse. It no longer affects you but you lose 1 Weird", - "Monsterous-advance4": "Become evil (again). Retire this character, they become one of the Keeper's threats", + "monstrous-attacks-pick": "pick one base and one extra, or pick two bases", + "monstrous-attacks1": "Base: teeth (3 harm, intimate)", + "monstrous-attacks2": "Base: claws (2 harm, hand)", + "monstrous-attacks3": "Base: magical force (1 harm, magical, close)", + "monstrous-attacks4": "Base: life-drain (1 harm, intimate, life-drain)", + "monstrous-attacks5": "Extra: add +1 harm to a base", + "monstrous-attacks6": "Extra: add ignore-armour to a base", + "monstrous-attacks7": "Extra: Add an extra range to a base (intimate, hand, or close)", + "monstrous-weapon": "(Optional) Handy Weapon", + "monstrous-gear1": ".38 revolver (2 harm, close, reload, loud)", + "monstrous-gear2": "9mm (2 harm, close, loud)", + "monstrous-gear3": "Magnum (3 harm, close, reload, loud)", + "monstrous-gear4": "Shotgun (3 harm, close, messy)", + "monstrous-gear5": "Big knife (1 harm, hand)", + "monstrous-gear6": "Brass knuckles (1 harm, hand, quiet, small)", + "monstrous-gear7": "Sword (2 harm, hand, messy)", + "monstrous-gear8": "Huge sword (3 harm, hand, heavy)", + "Monstrous-advance1": "Gain a Haven, like the Expert, with two options", + "Monstrous-advance2": "Take a natural attacks pick", + "Monstrous-advance3": "Free yourself from your kind's curse, it no longer affects you, but you lose 1 Weird", + "Monstrous-advance4": "Turn evil (again?). Retire this character, they become one of the Keeper's threats", "Mundane": "Mundane", "luck-special-mundane": "When you spend Luck you'll find something wierd- maybe even useful", "mundane-move1": "Always the Victim When another hunter uses protect someone to protect you, they mark experience. Whenever a monster captures you, you mark experience", @@ -410,10 +439,6 @@ "mundane-gear10": "Classic car in terrible condition", "mundane-gear11": "Motorcycle", "mundane-gear12": "Van", - "Mundane-advance1": "Regain a used Luck point", - "Mundane-advance2": "Regain a used Luck point", - "Mundane-advance3": "Regain a used Luck point", - "Mundane-advance4": "Regain a used Luck point", "Professional": "Professional", "luck-special-professional": "When you spend Luck your next mission from the Agency comes with lots of red tape. Lots", "agency": "Agency", @@ -470,24 +495,16 @@ "Professional-advance3": "Get some or all of the other player's hunters hired by your Agency. They get the deal with the agency move as well as salery and benefits", "Spellslinger": "Spellslinger", "luck-special-spellslinger": "When you spend Luck the official council of wizards is going to poke their nose into your business", - "spellslinger-gear-description": "You don't need much except items to power your magic, still it's good to be prepared", "spellslinger-weapon": "One Backup Weapon", "spellslinger-gear1": "Old revolver (2 harm, close, reload,
          loud)", "spellslinger-gear2": "Ritual knife (1 harm, hand)", "spellslinger-gear3": "Heirloom sword (2 harm, hand, messy)", - "spellslinger-move1": "Advanced Arcane Training If you have two of your three Tools and Techniques at the ready then you may ignore the third", - "spellslinger-move2": "Arcane Reputation Pick three big organisations or groups in the supernatural community, which can include the more sociable types of monsters. They've heard of you and respect your power. Take +1 forward when you use manipulate someone on affected humans. You may also use manipulate someone on affected monsters, with no bonus", - "spellslinger-move3": "Could've Been Worse When you miss a use magic roll you can choose one of the following options instead of losing control of the magic", - "spellslinger-move3.1": "Fizzle: The preperations and materials for the spell are ruined. You'll have to start over from scratch with the prep time doubled", - "spellslinger-move3.2": "This is gonna suck: The effect happens, but you trigger all the glitches but one. You pick the one you avoid", - "spellslinger-move4": "Forensic Divination When you successfully investigate a mystery you may ask \"what magic was done here?\" as a free extra question", - "spellslinger-move5": "Go Big or Go Home When you must use magic as a requirement for big magic, take +1 forward to those use magic rolls", - "spellslinger-move6": "Enchanted Clothing Pick an article of every-day clothing; it's enchanted without any change in appearence. Take -1 harm from any source that tries to get at you through the garment", - "spellslinger-move7": "Not My Fault +1 to act under pressure when dealing with the consequences of your own spellcasting", - "spellslinger-move8": "Practitioner Choose two of the use magic effects. You get +1 to use magic when choosing one of those effects", - "spellslinger-move9": "Shield Spell When you protect someone, you gain +2 armour against any harm that is transferred to you. This doesn't stack with any other armour", - "spellslinger-move10": "Third Eye When you read a bad situation you can open your third eye for a moment to take in extra information. Take +1 hold on any result of 7 or more, plus you can see invisible things. On a miss, you may still get 1 hold, but you're exposed to a supernatural danger. Unfiltered hidden reality is tough on the mind!", "extra-fixed-move": "And you get this", + "spellslinger-fixed-move1": "Tools and Techniques: To use your combat magic effectively, you rely on a collection of tools and techniques. Uncheck one; you'll need the rest.", + "spellslinger-fixed-move1.1": "Consumables: You need certain supplies - powders, oils, etc - on hand, some will be used up each cast. If you don't have them, when you cast, take 1 harm, ignore-armour.", + "spellslinger-fixed-move1.2": "Foci: You need wands, staves, and other obvious props to focus. If you don't have what you need, your combat magic does 1 harm less.", + "spellslinger-fixed-move1.3": "Gestures: You need to wave your hands around to use combat magic. If you're restrained, take -1 ongoing for combat magic.", + "spellslinger-fixed-move1.4": "Incantations: You must speak in an arcane language to control your magic. If you use combat magic without speaking, act under pressure to avoid scrambling your thoughts.", "combat-magic": "Combat Magic", "combat-magic-description": "You have attack spells you can use as weapons. When you kick some ass with your spells roll +Weird instead of +Tough. Sometimes you may need to act under pressure to cast your spells without problems", "combat-magic-pick": "pick three, with at least one base", @@ -503,15 +520,24 @@ "effect4": "Frost or Ice (Add '-1 harm, +2 armour'
          to a wall, or '+1 harm, restraining' to
          other bases)", "effect5": "Earth (Add 'forceful, restraining' to a
          base)", "effect6": "Necromantic (Add 'life-drain' to a base)", + "spellslinger-move1": "Advanced Arcane Training If you have two of your three Tools and Techniques at the ready then you may ignore the third", + "spellslinger-move2": "Arcane Reputation Pick three big organisations or groups in the supernatural community, which can include the more sociable types of monsters. They've heard of you and respect your power. Take +1 forward when you use manipulate someone on affected humans. You may also use manipulate someone on affected monsters, with no bonus", + "spellslinger-move3": "Could've Been Worse When you miss a use magic roll you can choose one of the following options instead of losing control of the magic", + "spellslinger-move3.1": "Fizzle: The preperations and materials for the spell are ruined. You'll have to start over from scratch with the prep time doubled", + "spellslinger-move3.2": "This is gonna suck: The effect happens, but you trigger all the glitches but one. You pick the one you avoid", + "spellslinger-move4": "Forensic Divination When you successfully investigate a mystery you may ask \"what magic was done here?\" as a free extra question", + "spellslinger-move5": "Go Big or Go Home When you must use magic as a requirement for big magic, take +1 forward to those use magic rolls", + "spellslinger-move6": "Enchanted Clothing Pick an article of every-day clothing; it's enchanted without any change in appearence. Take -1 harm from any source that tries to get at you through the garment", + "spellslinger-move7": "Not My Fault +1 to act under pressure when dealing with the consequences of your own spellcasting", + "spellslinger-move8": "Practitioner Choose two of the use magic effects. You get +1 to use magic when choosing one of those effects", + "spellslinger-move9": "Shield Spell When you protect someone, you gain +2 armour against any harm that is transferred to you. This doesn't stack with any other armour", + "spellslinger-move10": "Third Eye When you read a bad situation you can open your third eye for a moment to take in extra information. Take +1 hold on any result of 7 or more, plus you can see invisible things. On a miss, you may still get 1 hold, but you're exposed to a supernatural danger. Unfiltered hidden reality is tough on the mind!", "Spellslinger-advance1": "Take another Combat Magic pick", - "Spellslinger-advance3": "Regain a used Luck point", - "Spellslinger-advance4": "Take another Combat Magic pick", - "Spellslinger-advance5": "Cross off another option from tools and techniques", + "Spellslinger-advance2": "You may cross off another option from your Tools and Techniques", "Spooky": "Spooky", "luck-special-spooky": "As you spend Luck your Dark Side's needs will get nastier", "dark-side": "The Dark Side", "dark-side-description1": "Your powers have an unsavoury source, and sometimes you get tempted to do things you shouldn't. These could be orders from whatever granted you power, urges that bubble up inside you, or something else", - "dark-side-description2": "Whatever it is, it is unsettling", "dark-side1": "Violence", "dark-side2": "Depression", "dark-side3": "Secrets", @@ -538,12 +564,12 @@ "spooky-move4": "Premonitions At the start of each mystery, roll +Weird. On a 10+, you get a detailed vision of something bad that is yet to happen. You take +1 forward to prevent it coming true, and mark experience if you stop it. On a 7-9 you get clouded images of something bad that is yet to happen; mark experience if you stop it. On a miss, you get a vision of something bad to happen and the Keeper holds 3, to be spent 1-for-1 as penalties to rolls you make", "spooky-move5": "Hunches When something bad is happening (or just about to happen) somewhere that you aren't, roll +Sharp. On a 10+ you knew where you needed to go, just in time to get there. On a 7-9, you get there too late- in time to intervene, but not prevent it altogether. On a miss, you get there just in time to be in trouble yourself", "spooky-move6": "The Big Whammy You can use your powers to kick some ass, (2 harm, close, obvious, ignore-armour) When you do, roll +Weird instead of +Tough. On a miss you'll get magical backlash", + "spooky-move6.1": "Where is the creature right now?", + "spooky-move6.2": "What is it planning to do right now?", + "spooky-move6.3": "Who is it going to attack next?", + "spooky-move6.4": "Who does it regard as the biggest threat?", + "spooky-move6.5": "How can I attract its attention?", "spooky-move7": "Tune In You can attune your mind to a monster or minion. Roll +Weird. On a 10+ hold 3, 7-9 hold 1. On a miss the monster becomes aware of you. Spend one hold to ask the Keeper one of the following questions, and gain +1 ongoing while acting on the answers", - "spooky-move7.1": "Where is the creature right now?", - "spooky-move7.2": "What is it planning to do right now?", - "spooky-move7.3": "Who is it going to attack next?", - "spooky-move7.4": "Who does it regard as the biggest threat?", - "spooky-move7.5": "How can I attract its attention?", "spooky-move8": "Jinx You can encourage coincidences to occur the way you want. When you jinx a target, roll +Weird. On a 10+ hold 2, 7-9 hold 1. On a miss, the Keeper holds 2 over you to be used in the same way. Spend your hold to", "spooky-move8.1": "Interfere with a hunter, giving them -1 forward", "spooky-move8.2": "Help a hunter, giving them +1 forward by interfering with their enemy", @@ -559,14 +585,15 @@ "spooky-gear4": "Shotgun (3 harm, close, messy)", "spooky-gear5": "Big knife (1 harm, hand)", "Spooky-advance1": "Change some or all of your Dark Side tags", + "Spooky-advance2": "Gain a Mystical Library, like the Haven option of the Expert", "Spooky-advance3": "You discover how to use your powers at a lower cost. Delete one Dark Side tag", "Wronged": "Wronged", "luck-special-wronged": "When you spend Luck you find a dangerous lead on your prey", "who-you-lost": "Who You Lost", "who": "Who did you lose?", + "pick-some": "pick one or more", "lost-pick": "pick one or more of: parent(s), sibling(s), spouse/partner, child(ren), best friend(s)", "lost-save-them": "Why couldn't you save them? You were", - "pick-some": "pick one or more", "lost1": "At fault", "lost2": "Selfish", "lost3": "Injured", @@ -576,8 +603,8 @@ "lost7": "In denial", "lost8": "Complicit", "what-prey": "What Did It?", - "prey": "My Prey", "prey-breed": "with the Keeper's agreement, pick the monster breed", + "prey": "My Prey", "wronged-fixed-move1": "I Know My Prey You get +1 ongoing when knowingly investigating, pursuing, or fighting the breed of monster that caused your loss", "wronged-move1": "Berserk No matter how much harm you take, you can always keep going until the current fight is over. During a fight, the Keeper may not use harm moves on you and you cannot die. When the fight ends, all harm takes effect as normal", "wronged-move2": "NEVER AGAIN In combat, you may choose to protect someone without rolling, as if you had rolled a 10+, but you may not choose to \"suffer little harm\"", @@ -585,10 +612,10 @@ "wronged-move4": "Fervour When you manipulate someone roll +Tough instead of +Charm", "wronged-move5": "Safety First You have jury-rigged extra protection into your gear, giving you +1 armour (max 2 armour)", "wronged-move6": "Tools Matter With your signature weapon you get +1 to kick some ass", + "wronged-move6.1": "Stabilize the injury but the patient take -1 forward.", + "wronged-move6.2": "Heal 1 harm and stabilize for now, but it will return as 2 harm and become unstable again later.", + "wronged-move6.3": "Heal 1 harm and stabilize but the patient takes -1 ongoing until it's fixed properly.", "wronged-move7": "DIY Surgery When you do quick and dirty first aid on someone (including yourself), roll +Cool. On a 10+ it's all good, it counts as normal first aid, plus stabilise the injury and heal 1 harm. On a 7-9, it counts as normal first aid, plus one of these, your choice", - "wronged-move7.1": "Stabilise the injury but the patient take -1 forward", - "wronged-move7.2": "Heal 1 harm and stabilise for now, but it will return as 2 harm and become unstable again later", - "wronged-move7.3": "Heal 1 harm and stabilise but the patient takes -1 ongoing until it's fixed properly", "wronged-armour": "Protective wear suited to your look (1 armour)", "wronged-signature": "Signature Weapons", "wronged-gear1": "Sawn-off shotgun (3 harm, hand/close,
          messy, loud, reload)", @@ -607,7 +634,6 @@ "wronged-gear13": "Brass knuckles (1 harm, hand, stealthy)", "wronged-gear14": "Assault rifle (3 harm, close, area, loud, reload)", "wronged-vehicle": "Vehicles", - "wronged-vehicle-choice": "choose one, if you want it", "wronged-gear15": "Classic car", "wronged-gear16": "Classic motorcycle", "wronged-gear17": "Plain pickup", @@ -616,8 +642,518 @@ "Wronged-advance2": "Add one more option to your haven", "Wronged-advance3": "You track down the specific monster responsible fo your loss. The Keeper must make the next mystery about them", "Wronged-advance4": "Change the target of your vengeful rage. Pick a new monster breed; I know my prey now applies to them instead", + "Gumshoe": "Gumshoe", + "luck-special-gumshoe": "When you spend Luck, your next regular case will actually be a mystery for your hunter group, and the monster will focus their attention on you!", + "Gumshoe-Adv-harm": "Extra harm box", + "gumshoeCode": "Gumshoe Code", + "gumshoeCode-description": "With the agreement of the Keeper, pick a one-sentence Code that you adhere to.", + "gumshoeCode-example": "Example Codes: Murders must be punished. Monsters must be destroyed. Innocents must be saved. Laws must be enforced. Evil must be exposed. The weak must be protected from the powerful. Etc.", + "gumshoeCode-list": "Murders must be punished, Monsters must be destroyed, Innocents must be saved, Laws must be enforced, Evil must be exposed, The weak must be protected from the powerful, etc.", + "gumshoeCode-explain": "This Code defines you. Any time you violate your Code, you forfeit all Code-related moves (The Postman Always Rings Twice, The Long Goodbye) and the ability to spend Luck. These forfeits last until either the next mystery or you make amends. As long as you follow the Code, people will sense your sincerity; you receive +1 ongoing for manipulate someone and you may not be possessed or charmed by any sort of supernatural, alien, or demonic entity or item.", + "Gumshoe-fixed-move1": "Occult Confidential: The first time in each mystery that you observe a monster, minion, or phenomenon in action, you may ask one question from the investigate a mystery list.", + "Gumshoe-fixed-move2": "The Naked City: You have lots of personal contacts wherever you go. Pick four contact types from the following areas (or from other areas agreed to between you and the Keeper)", + "Gumshoe-fixed-move2-examples": "Academics, Accountants, Artists, Bartenders, Clergy, Conspiracy Theorists, Construction, Courts, Criminals (organised), Criminals (street), Cultists, Engineers, Espionage, Film and TV, Forensic Scientists, Fringe Scientists, Hackers, Journalists, Lawyers, Mechanics, Media, Medical Practioners, Military, Morgue, Occult, Police (local), Police (national), Politicians, Prisons, Private Security, Property Developers, Stage Magicians, Technologists, Transportation", + "Gumshoe-fixed-move2-continued": "You can hit them up for info (+1 to one investigate a mystery roll) or small favours - but there may be a small cost involved. Personal contacts can provide more significant help but the Keeper decides their price on a case-by-case basis.", + "Gumshoe-move1": "The Postman Always Rings Twice: Twice per mystery - as long as you follow your Code - you may reroll a roll.", + "Gumshoe-move2": "The Long Goodbye: You can't die with an open case. Specifically, you suffer all harm as normal but your death is postponed until you have either completed or abandoned the case, or you break your Code (then all bets are off).", + "Gumshoe-move3": "Jessica Jones Entry: When you double-talk your way into a secure location, roll +Charm. On a 10+ pick three, on a 7-9 pick two, on a fail pick one", + "Gumshoe-move3.1": "You don't leave any trace of what you searched.", + "Gumshoe-move3.2": "You find what you wanted.", + "Gumshoe-move3.3": "You find something else that's important.", + "Gumshoe-move3.4": "You don't piss anyone off.", + "Gumshoe-move3.5": "You aren't recognised.", + "Gumshoe-move4": "Out of the Past: You have a police buddy who will do you big favours. Get in touch with them when you need to redirect law enforcement attention, get a heads-up on what operations are planned, or access police files. You now owe them; expect them to collect on it soon.", + "Gumshoe-move5": "Asphalt Jungle: You heal faster than normal people. Any time your harm gets healed, heal 1 harm extra. You are immune to all the harm move effects under '0 harm' and '1 harm' (when the Keeper would apply these, you ignore them).", + "Gumshoe-move6": "Hacker with a Dragon Tattoo: When you hack into a computer system, roll +Sharp. On 10+ pick two, on a 7-9 pick one. You", + "Gumshoe-move6.1": "...leave no traces.", + "Gumshoe-move6.2": "...learn something important.", + "Gumshoe-move6.3": "...can leave misinformation in place.", + "Gumshoe-move6.4": "...gain access to somewhere you want to get in to.", + "Gumshoe-move7": "\"Just one more thing\": When you ask a suspect leading questions, roll +Charm. On a 10+ hold 2, on a 7-9 hold 1, on a miss hold 1 but something bad is going to happen too. Spend your hold 1-for-1 to ask questions from this list", + "Gumshoe-move7.1": "One question from the investigate a mystery list.", + "Gumshoe-move7.2": "Was that a lie?", + "Gumshoe-move7.3": "What is something you left out that you didn't want me to notice?", + "Gumshoe-move7.4": "Are you complicit with any ongoing criminal activity?", + "Gumshoe-move7.5": "Did you commit this specific crime?", + "Gumshoe-gear-base": "A laptop, and a liquor flask", + "Gumshoe-recording": "Recording Devices", + "Gumshoe-gear1": "Night vision camera", + "Gumshoe-gear2": "Tiny digital video camera", + "Gumshoe-gear3": "Film camera (8mm or 16mm)", + "Gumshoe-gear4": "Digital sound recorder", + "Gumshoe-gear5": "Cassette tape recorder", + "Gumshoe-gear6": "Remote-controlled camera drone", + "Gumshoe-gear7": "Laser microphone", + "Gumshoe-gear8": "SLR camera", + "Gumshoe-weapon": "P.I. Weapons", + "Gumshoe-gear9": "Brass knuckles (1 harm, hand, small)", + "Gumshoe-gear10": ".38 revolver (2 harm, close, reload, loud)", + "Gumshoe-gear11": "9mm (2 harm, close, loud)", + "Gumshoe-gear12": "Magnum (3 harm, close, reload, loud)", + "Gumshoe-gear13": "Shotgun (3 harm, close, messy, loud)", + "Gumshoe-gear14": "Switchblade (1-harm, hand, small)", + "Gumshoe-advance1": "Add an extra harm box on the Dying side", + "Gumshoe-advance2": "Gain a Haven (your office, perhaps), like the Expert, with two options", + "Gumshoe-advance3": "Add four additional or new contacts for Naked City", + "Gumshoe-advance4": "Turn one of your contacts into an ally", + "Hex": "Hex", + "luck-special-hex": "When you spend Luck, until the end of the mystery, backlash on your spells will be extra nasty.", + "hex-weapons": "Wizardly Weapons", + "hex-items": "Any magical items or amulets that you use to perform magic", + "hex-gear1": ".38 revolver (2 harm, close, reload, loud)", + "hex-gear2": "Shotgun (3 harm, close, messy, loud)", + "hex-gear3": "Athame (2 harm, hand, magic, silver)", + "hex-gear4": "Shillelagh (1 harm, hand, balanced)", + "hex-gear5": "Crossbow (2 harm, close, slow)", + "hex-gear6": "Staff (1 harm, hand, balanced, large)", + "hex-advmove": "Advanced Hex Moves", + "hex-advmove-desc": "When you take the corresponding Improvement, choose one of these", + "hex-advmove1": "Apotheosis: You become a terrifying fount of mystical power. Once per mystery, after you suffer loss or harm, you may enter a state where you have both immense power and zero interest in the well-being of others. While in this state, all of the following are true", + "hex-advmove1.1": "You can fly.", + "hex-advmove1.2": "Use +Weird to kick some ass instead of +Tough. For this, you use innate magic as a weapon with (3 harm and any properties you choose).", + "hex-advmove1.3": "Ignore the component costs of your rotes.", + "hex-advmove1.4": "Ignore one requirement of every spell you cast with use magic.", + "hex-advmove1.5": "You have +1 ongoing to do everything.", + "hex-advmove1.6": "You cannot use the protect someone move.", + "hex-advmove1.7": "You have all the Temptations, and you have to indulge them whenever a good opportunity presents itself.", + "hex-advmove1.8": "When you try to resist a Temnptation, roll +Cool. On a 10+, Apotheosis ends. On a 7-9, it ends with you doing something dangerous or cruel. On a miss, it ends only after you harm someone (or something) you love.", + "hex-advmove2": "Synthesis: You manage to conciliate your dark power with your moral impulses. You lose your Temptation. Whenever you use magic to help out or protect someone, you mark experience. Mark a second experience if you do it at the expense of your own safety.", + "hex-fixed-move1": "Bad Luck Charm: Whenever you use magic and miss, the backlash never affects you directly if there's someone else around to hit. It'll go for allies, other hunters, and innocent bystanders. Sometimes, every so often, it might even hit an enemy.", + "hex-move1": "Burn Everything: When you use magic to inflict harm, you can choose to inflict (3 harm, area, magic, obvious) or (3 harm, ignore-armour, magic, obvious).", + "hex-move2": "Cast the Bones: Once per mystery, you may perform some kind of divination (tarot, casting the runes, reading entrails, or something like that) to glean information about the future. When you do, roll +Sharp. On a 10+ hold 2, on a 7-9 hold 1. On a miss, you get some information, but it's not what you want to hear. Spend the hold 1-for-1 to ask any question from the investigate a mystery list, or from the following list", + "hex-move2.1": "What can I gain from this person/place/thing/creature?", + "hex-move2.2": "Who has touched this person/place/thing/creature before me?", + "hex-move2.3": "The Keeper will answer truthfully, with either a direct answer or how to find out more.", + "hex-move3": "Force of Will: When you apply your will to dispelling a magical effect, blocking a spell, or suspending a Phenomenon, roll +Weird. On a hit, momentary magics are cancelled completely, and long-lasting spells and effects are suspended temporarily. On a 10+, you can also spend Luck to instantly snuff out a powerful spell or strange effect. On a 7-9, you take 1 harm as the strain of dismissing magic unravels you.", + "hex-move4": "Luck of the Damned: After you use magic or cast a rote, take +1 forward.", + "hex-move5": "Sympathetic Token: As long as you carry a personal object belonging to someone, such as a lock of hair, a full set of toenails, or a treasured family heirloom, you get +1 ongoing to use magic against them. You can also use magic against them at a distance. If you miss, the token is lost, destroyed, or loses its power.", + "hex-move6": "This Might Sting: You can use magic to heal 3 harm, but the process is exceptionally painful. On a 7-9, it also leaves a gnarly scar.", + "hex-move7": "Wise Soul: Whenever you use magic, right before you roll, you can ask the Keeper what exactly would happen on a miss. If you dislike the risk, you can stop at the last second, and let the spell fizzle harmlessly. All of the effort is wasted.", + "temptation": "Temptation", + "temptation-desc1": "You have a dangerous drive that you pursue, sometimes to the exclusion of your own safety. Decide if your Temptation drove you to learn magic, or if learning magic drove you to it", + "temptation-desc2": "Whenever you give in to your Temptation and act accordingly, you mark experience. If a perfect opportunity presents itself, you need to act under pressure to resist giving in to your Temptation. If you fail this roll, you don’t mark experience like you would have if you’d willingly acted out your desires.", + "temptation-choose": "Choose one Temptation", + "temptation1": "Vengeance: Utilize magic to inflict disproportionate retribution on someone who wronged you.", + "temptation2": "Power: Utilize magic to exert your dominance over another.", + "temptation3": "Addiction: Utilize magic to do what you could do without it.", + "temptation4": "Callousness: Utilize magic without regard for the safety of others.", + "temptation5": "Carnage: Utilize magic to inflict gruesome violence.", + "temptation6": "Secrets: Utilize magic to discover forbidden, dangerous knowledge.", + "temptation7": "Glory: Utilize magic to steal someone’s thunder.", + "rotes": "Rotes", + "rote-desc1": "Whenever you use magic, you can decide afterwards that a particular spell is a Rote that you know. You know how to cast it off the top of your head. Write down in detail the name of the Rote, what it requires, and what it does on a 10+, a 7-9, and a miss. A Rote is a bit more powerful than a basic use magic spell; its glitches are less onerous and its effect may be a little bigger. Unlike regular use magic, the cost and consequences for failing a Rote are known to you in advance.", + "rote-desc2": "Choose two fixed requirements for each Rote from this list", + "rote-req1": "Magic words and ritual gestures.", + "rote-req2": "An object of power (wand, talisman, orb, staff, etc) which must be wielded.", + "rote-req3": "An expendable component such as sulfur, sage, or incense, which must be burned, blown, destroyed or scattered during the casting.", + "rote-req4": "Runes or symbols written or engraved on a surface (which must be prepared).", + "rote-req5": "A spilling of blood (1 harm to you or a willing participant).", + "rote-desc3": "After you cast it for the first time, treat each Rote as a custom move - a specialised version of use magic, which is built with the Keeper.", + "rote-list": "List of Rotes", + "rote-desc4": "You start out knowing up to one Rote, which you can choose when creating your character or during play. You can learn more by taking corresponding Improvements. When you do, you can choose the new Rote right away or in play.", + "rote-desc5": "You roll +Weird to cast a Rote, which requires you to have the needed items at hand and the ability to physically use them.", + "rote-name": "Rote Name", + "rote-reqs": "Requirements", + "rote-effect": "Effects", + "hex-advance1": "Take another Rote", + "hex-advance2": "or an additional Rote", + "hex-advance3": "Gain a Haven, like the Expert, with two options", + "hex-advance4": "Take another two Rotes", + "hex-advance5": "Choose one Advanced Hex Move", + "Pararomantic": "Pararomantic", + "luck-special-pararomantic": "When you spend Luck, mark one Relationship Status box. The Keeper will bring Fate of your Love into play.", + "relation": "Relationship Status", + "guide-name": "Guide Name", + "loving": "Loving", + "broken": "Broken", + "relation-second": "Second Relationship Status", + "guide-name-second": "Second Guide Name", + "bond": "Bond Abuse", + "bond1": "Whenever you do something to abuse the bond with your Guide, like acting against them, or not giving them enough attention, roll +Charm", + "bond1.1": "On a 10+, your action has no effect beyond the exchange of some angry words.", + "bond1.2": "On a 7-9, choose one of the Bond Abuse options below.", + "bond1.3": "On a miss, the Keeper may choose two of the Bond Abuse options below, or something worse.", + "bond2": "Bond Abuse options", + "bond2.1": "Mark one Relationship Status box.", + "bond2.2": "You may not channel the power of your Bond for the rest of the mystery.", + "bond2.3": "You gain the unwelcome attention of others of your Guide's kind.", + "bond2.4": "Someone who shouldn't know finds a clue about your relationship with your Guide.", + "bond-fate": "Fate of your Love", + "bond-fate-desc1": "There is a reason why your love with your Guide is forbidden or doomed. Invent this reason or leave it to the Keeper.", + "bond-fate-desc2": "Whenever you spend Luck, the truth of your love's Fate slowly unfolds. When you mark your last Luck point, it becomes clear that you cannot be together. Your Guide might even end up as an enemy, depending on how things go.", + "bond-fate-desc3": "Whenever you put yourself or somebody else in serious danger in order to conceal the truth about you and your Guide, mark experience.", + "pararomantic-fixed-move1": "Supernatural Guide: You have a (most likely intimate) connection to some supernatural being who is your guide into the world beyond. Choose if your relationship is secret or not", + "pararomantic-fixed-move1.1": "Determine what kind of creature your Guide is and how your relationship works. Say what kind of power they possess. The Keeper will decide how it works and define your Guide as a threat.", + "pararomantic-fixed-move1.2": "If your Guide is another hunter, determine together how your relationship works.", + "pararomantic-fixed-move1.3": "Whenever you would roll +Weird, you can roll +Charm instead, by channeling the power of your Bond. When you do so and miss, in addition to the usual consequences, you and your Guide suffer as when you miss a roll for Bond Abuse.", + "pararomantic-move1": "Bonding Time: If you spend some quality time with your Guide instead of working on the current mystery, you can roll +Charm. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 to", + "pararomantic-move1.1": "Erase one used Relationship Status mark.", + "pararomantic-move1.2": "Use a Pararomantic move you haven't picked.", + "pararomantic-move1.3": "Receive a gift from your Guide.", + "pararomantic-move1.4": "Take +1 forward.", + "pararomantic-move2": "Dark Desires: You may use manipulate someone on monsters, as long as you are using emotional ties.", + "pararomantic-move3": "The Power of Love: When you use help someone to help your Guide, don't roll +Cool. You automatically help as though you'd rolled a 10. If your Guide is another hunter, the same applies when they use help someone to help you.", + "pararomantic-move4": "Do As The Supernatural Do: You can take an unnatural move from your Guide's playbook (if they are a hunter). If they are a monster, choose a move from a suitable supernatural playbook. The Keeper may offer you a custom move instead.", + "pararomantic-move5": "I Am Theirs And They Are Mine: Whenever you are in danger, your Guide knows it. If your Guide is suffering harm (and it's feasible), you can spend Luck to redirect the attack onto yourself as if you have rolled 10+ with protect someone. If you are suffering harm, you can decide that your Guide has protected you and is suffering this harm instead. If you choose this, roll for Bond Abuse.", + "pararomantic-move6": "Monster Empathy: When you try to work out what a supernatural creature desires, roll +Charm. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 to ask the following questions - the Keeper will answer honestly", + "pararomantic-move6.1": "What do they most desire?", + "pararomantic-move6.2": "What would they accept as good enough for now?", + "pararomantic-move6.3": "What would distract them?", + "pararomantic-move7": "Spirit Touched: Your experiences have made you sensitive to the supernatural. When you sense magical things, roll +Weird. On a 10+, you can sense them fully. On a 7-9, choose: either sense them fully but they notice you too, or you sense only impressions.", + "pararomantic-equip": "Normal Equipment", + "pararomantic-gear1": "Golf club, baseball bat, cricket bat, or hockey stick (2 harm, hand, innocuous, messy)", + "pararomantic-gear2": "Pocket knife or multitool (1 harm, hand, useful, small)", + "pararomantic-gear3": "Small handgun (2 harm, close, loud, reload)", + "pararomantic-gear4": "Bicycle", + "pararomantic-gear5": "Fairly new car in decent condition", + "pararomantic-gear6": "Motorcycle", + "pararomantic-gift": "Gift from your Guide, which must be periodically recharged by interactions with them", + "pararomantic-gift1": "Part of their body, eg. a vial of blood, lock of hair, tears in a phial, fairy dust, etc. It either helps you heal, or counts as a weakness against a specific kind of monster.", + "pararomantic-gift2": "Piece of jewelry, eg. a golden ring, tribal pendant, silver locket, etc. It either provides armour (1 armour, magic) or protects you from the powers of a specific kind of monster.", + "pararomantic-gift3": "A memento of the time when they were human, eg. a portrait/photo from life, diary, favourite hat, doll, lighter, etc. It provides +1 to Bond Abuse rolls.", + "pararomantic-gift4": "A strange or antique weapon, eg. a family sword, ancient staff, holy mace (2 harm, hand, messy), etc. Additionally, add '+magic', '+silver', '+holy', or '+iron' tag to the weapon.", + "pararomantic-advance1": "Take a second Gift from your Guide or add another property to an existing gift", + "pararomantic-advance2": "Change your Guide, as you fall for another supernatural being", + "pararomantic-advance3": "Gain a second Guide. Track the Relationship Status of both Guides separately. Both Guides initially hate each other, but this could change through play. All moves that applied to your original Guide can now apply to either one", + "pararomantic-advance4": "Erase all marks from the Relationship Status track(s)", + "Searcher": "Searcher", + "searcher-extra-luck": "Extra Luck point", + "searcher-extra-luck-desc": "Use if you have the corresponding First Encounter move", + "luck-special-searcher": "When you spend Luck, your First Encounter comes up in play. It could be a flashback, new occurrence, or related event.", + "searcher-gear-base": "A laptop, a car or motorcycle, a camera, and binoculars", + "searcher-tools": "Investigation Tools", + "searcher-gear1": "A bag of cameras and microphones", + "searcher-gear2": "Forensic tools", + "searcher-gear3": "Ghost hunting tools", + "searcher-gear4": "Scientific measuring tools", + "searcher-gear5": "Cryptid hunting gear", + "searcher-gear6": "Historical documents and witness reports of strange events", + "searcher-gear7": "Maps, blueprints, and building reports for significant places", + "searcher-weapon": "Self-defence Weapons", + "searcher-gear8": "Walking stick (1 harm, hand, innocuous)", + "searcher-gear9": "Small handgun (2 harm, close, reload, loud)", + "searcher-gear10": "Small knife (1 harm, hand, messy)", + "searcher-gear11": "Martial arts training (1 harm, hand, innocuous)", + "searcher-gear12": "Incapacitating spray (0 harm, hand, irritating)", + "searcher-gear13": "Heavy flashlight (1 harm, hand, innocuous)", + "searcher-fixed-move1": "First Encounter: One strange event started you down this path, sparking your need to discover the truth behind the unexplained. Decide what that event was, pick a category below and take the associated move. Then tell everyone what happened to you (or someone close to you).", + "searcher-fixed-move1.1": "Cryptid Sighting: You take note of any reports of strange creatures. Whenever you first see a new type of creature, you may immediately ask one of the investigate a mystery questions.", + "searcher-fixed-move1.2": "Zone of Strangeness: Things are not fixed. You never need to act under pressure when supernatural forces alter the environment around you, and you get protection (2 armour) against harm from sudden changes to the laws of physics.", + "searcher-fixed-move1.3": "Psychic Event: Your mind is awakened. You may act under pressure to use the sensitive weird move, or (if you already have sensitive) the empath weird move.", + "searcher-fixed-move1.4": "Higher Power: Something looks out for you. You start with an extra Luck point.", + "searcher-fixed-move1.5": "Strange Dangers: You are always watching for hazards. When you have no armour, you still count as having protection (1 armour).", + "searcher-fixed-move1.6": "Abduction: They taught you hidden knowledge. Gain +1 to any move when you research strange or ancient secrets to do it.", + "searcher-fixed-move1.7": "Cosmic Insight: You have encompassed the soul of the universe. You never need to act under pressure due to feelings of fear, despair, or isolation.", + "searcher-move1": "Prepared to Defend: Even truth-seekers need to fight sometimes. Whenever you suffer harm when you kick some ass or protect someone, you suffer 1 harm less.", + "searcher-move2": "Fellow Believer: People understand you've also known strangeness. Bystanders will talk to you about weird things they would not trust another hunter (or a mundane official) to believe.", + "searcher-move3": "Guardian: You have a mystical ally (perhaps a spirit, alien, or cryptid) who helps and defends you. Define them, and their powers, with the Keeper's agreement. Their look is one of: invisible, an intangible spirit thing, a weird creature, disguised as an animal, or disguised as a person.", + "searcher-move4": "Just Another Day: When you have to act under pressure due to a monster, phenomenon, or mystical effect, you may roll +Weird instead of +Cool.", + "searcher-move5": "Network: You may gain an ally group of others who had experiences similar to your First Encounter - perhaps they're a support group or a hobbyist club. Detail up to five members with useful skills related to what happened to them (none are up for fighting monsters).", + "searcher-move6": "Ockham's Broadsword: When you first encounter something strange, you may ask the Keeper what sort of thing it is. They will tell you if it (or the cause) is: natural, an unnatural creature, a weird phenomenon, or a person. You gain +1 forward dealing with it.", + "searcher-move7": "The Things I've Seen: When you encounter a creature or phenomenon, you may declare that you have seen it before. The Keeper may ask you some questions about that encounter, and will then tell you one useful fact you learned and one danger you need to watch out for (maybe right now).", + "searcher-advance1": "Take a second First Encounter move, based on a recent mystery", + "searcher-advance2": "Resolve your First Encounter. The Keeper makes the next mystery about this event, and should try to answer all remaining questions about it during the mystery (although there are sure to be new threads to investigate after...)", + "Exile": "Exile", + "luck-special-exile": "When you spend Luck, you'll find something from your original life. Maybe something good, maybe something bad.", + "exile-origin": "Origin", + "exile-origin-desc1": "You were taken from your home in the past, and dropped into the modern world with only what you were carrying.", + "exile-origin-desc2": "Your nemesis came to the modern world as well, and is aware that you followed them. They will try and kill you if you don't kill them first. Decide who or what they are (with the Keeper's agreement).", + "exile-origin-desc3": "How did you get transported to the modern day?", + "exile-origin1": "You were pursuing your nemesis.", + "exile-origin2": "Your nemesis had already travelled to the future, so you (or your comrades) cast a spell to send you after it.", + "exile-origin3": "Magical accident or side-effect.", + "exile-origin4": "You angered a sorcerer.", + "exile-origin5": "Divine intervention.", + "exile-origin6": "One moment you were there, the next you were here.", + "exile-origin7": "A strange place or artifact brought you.", + "exile-origin8": "You were frozen, and recently unearthed and revived.", + "exile-move1": "Adept Sorcerer: You have a familiar spirit (usually in the guise of a pet) that counts as an ally: subordinate (motivation: to follow your exact instructions).", + "exile-move2": "Warrior: If you are fighting with (and against) old-fashioned hand weapons and suffer harm, you suffer 1 harm less. Monster attacks almost always count as old-fashioned for this move.", + "exile-move3": "Traditional Remedies: You can treat injuries without any need for modern medical supplies (although you might need someone to hold the patient down). Dealing with a poison, infection, or disease might need you to track down some specific ingredients (eg. healing herbs).", + "exile-move4": "Immortal Name: Your monster-hunting exploits are legendary, so much that your name still scares monsters and minions. You may use threats to use the move manipulate someone on monsters if they understand enough to have heard stories about you.", + "exile-move5": "Hearty Constitution: You never suffer from normal illnesses, and get +1 ongoing against magical illnesses and poisons. You've been through worse.", + "exile-move6": "Confused: Mark experience whenever your bafflement with the modern world gets in the way of monster-hunting.", + "exile-move7": "Ancient Magics: You learned magic when less lore had been lost. When you use magic, on a 7-9, don't choose a glitch. Instead, take -1 forward.", + "exile-move8": "Learned: You researched all the legends and tales of monsters in your home time. When you investigate a mystery, you can ask the Keeper questions from the following list as well as from the usual list", + "exile-move8.1": "Did this creature (or this type of creature) exist in my home time?", + "exile-move8.2": "What defenses are effective against this creature?", + "exile-move8.3": "What do I know about this creature that has been forgotten?", + "exile-armour": "Ancient Armour (0 armour or, 1 armour) appropriate to your origin", + "exile-item": "Whatever you were carrying when you were transported; most likely a monster-hunting kit in some easy-to-carry bag appropriate to your origin", + "exile-weapon": "Ancient Weapons", + "exile-gear1": "Sword (2 harm, hand, messy)", + "exile-gear2": "Axe (2 harm, hand, messy)", + "exile-gear3": "Big sword (3 harm, hand, messy, heavy)", + "exile-gear4": "Big axe (3 harm, hand, messy, heavy)", + "exile-gear5": "Shield (1 harm, hand, 1 armour), (cannot be used at the same time as a heavy weapon)", + "exile-gear6": "Silver knife (1 harm, hand, silver)", + "exile-gear7": "Bow (2 harm, close)/(1 harm, far)", + "exile-gear8": "Crossbow (2 harm, close, slow)", + "exile-gear9": "Handgonne (1 harm, hand/close, loud, volatile, smokey, reload)", + "exile-gear10": "Arquebus (2 harm, close, loud, volatile, heavy, smokey, reload)", + "exile-gear11": "Spear (2 harm, hand/close)", + "exile-gear12": "Big knife (1 harm, hand)", + "exile-gear13": "Cudgel (1 harm, hand)", + "exile-gear14": "Martial arts (1 harm, hand)", + "exile-ally": "you find one of your old comrades, who has come to join you in the modern day", + "exile-advance1": "Find a cache of objects left for you by your comrades in the past. The Keeper will decide what's in it, but it will be things that they expected you would need in the future", + "exile-return": "Optionally, you may return home to the past", + "exile-advance2": "When you use magic, you may choose to 'create a gateway between the modern world and my home' as an effect. You cannot control who uses the gateway or exactly where it opens at the other end", + "Hardcase": "Hard Case", + "luck-special-hardcase": "When you spend Luck, an enemy from your past comes back into your life. They aren’t happy to see you.", + "hardcase-adv-harm": "Extra harm box", + "hardcase-fixed-move1": "Unstoppable: When you spend Luck to avoid harm you are about to suffer, additionally remove all harm you had already suffered. Once per mystery, when you are about to take major damage (2 harm or more), change it to just 1 harm.", + "hardcase-move1": "FINISH HIM!: Whenever you inflict a massive injury (3 harm or more), you may immediately follow up with another attack. Roll +Tough. On a 10+, double the harm you cause. On a 7-9, you inflict 1 harm extra. On a miss, you leave yourself open and vulnerable.", + "hardcase-move2": "Weapon Master: When you take possession of a new weapon, you may change or remove one tag when you are using it (eg. 'heavy' becomes 'ignore-armour', or 'unreliable' is removed). The changed tag only applies for you. When you get this move, apply it to all your current weapons.", + "hardcase-move3": "Aim For The Weak Spot: Your unarmed and hand weapon attacks all get the 'ignore-armour' tag.", + "hardcase-move4": "Inspired Guesswork: Once per mystery, when you observe a monster in action, you may investigate a mystery to discover its powers, motivations, or weaknesses. It works even if what you asked about wasn't displayed; you work it out by deduction (or guessing).", + "hardcase-move5": "Come Get Some: You can challenge your foes to fight you alone, maybe in words or maybe just by being the biggest and baddest in the team. Roll +Tough. On a 10+, they all go for you. On a 7-9, they go for you, mainly, but maybe one or two of your comrades are getting marked too. On a miss, they come for you harder than you expected.", + "hardcase-move6": "Property Damage: You can smash your way through almost anything. If it is at all possible to destroy an inanimate object with the tools at your disposal, you can roll +Sharp to work out how. On a 10+, you can pulverize it, no trouble. On a 7-9, it will either take a long time, or you can't break it all down - your choice. On a miss, you hurt yourself getting it done, or get trapped in a bad spot.", + "hardcase-weapons": "Hard Case Weapons", + "hardcase-gear1": "Crowbar (2 harm, hand, messy)", + "hardcase-gear2": "Chainsaw (3 harm, hand, messy, unreliable, loud, heavy)", + "hardcase-gear3": "Automatic shotgun (3 harm, close, loud, reload, auto)", + "hardcase-gear4": "Huge knife (2 harm, hand, messy)", + "hardcase-gear5": "Hand cannon (3 harm, close, loud)", + "hardcase-gear6": "Submachinegun (2 harm, close, reload, auto)", + "hardcase-gear7": "Battered assault rifle (3 harm, close/far, auto)", + "hardcase-normal": "Normal Weapons", + "hardcase-gear8": ".38 revolver (2 harm, close, reload, loud)", + "hardcase-gear9": "Shotgun (3 harm, close, messy, loud)", + "hardcase-gear10": "Hunting rifle (2 harm, far, loud)", + "hardcase-gear11": "9mm (2 harm, close, loud)", + "hardcase-gear12": "Big knife (1 harm, hand)", + "hardcase-gear13": "Magnum (3 harm, close, reload, loud)", + "hardcase-advance1": "Gain command of a team of monster-hunters", + "hardcase-advance2": "Add an extra harm box on the Dying side", + "Luchador": "Luchador", + "luck-special-luchador": "The Luchador is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "luchador-fixed-move1": "Signature Move: Like every great wrestler, you have perfected a signature move for the ring. It works outside the ring as well.", + "luchador-fixed-move1.1": "When you unleash your signature move on something, roll +Tough. On a 10+, you do 2 harm and take +1 forward. On a 7-9, you do 1 harm and take +1 forward. On a miss, your opponent counters the move.", + "luchador-move1": "Master Técnico: When fighting unarmed, you get +1 to kick some ass and help out.", + "luchador-move2": "Intensive Training: Take +1 Tough (max +3).", + "luchador-move3": "Noble Heroism: When you successfully protect someone, give a nearby hunter +1 forward.", + "luchador-move4": "Consummate Athlete: You get +1 ongoing for vigorous physical feats (outside of combat).", + "luchador-move5": "Machismo!: Hah! You think that really hurt? By force of will, you can ignore pain and injury. When you suffer harm and just tough it out, roll +Cool. On a 10+, you heal 1 harm and gain +1 forward. On a 7-9, you heal 1 harm. On a miss, pretending to be tough you suffer 1 extra harm, in an embarrassing way if possible.", + "luchador-move6": "Daredevil Move: You can attempt a tricky, high risk manoeuver to gain an advantage on an opponent. Roll +Tough. On a 10+ pick three, on a 7-9, pick one", + "luchador-move6.1": "Interrupt a move someone or something else is making, so they can't do it yet.", + "luchador-move6.2": "Take +1 forward.", + "luchador-move6.3": "Give another hunter +1 forward.", + "luchador-move6.4": "Inflict 2 harm if you are unarmed, and your weapon's harm if you are armed.", + "luchador-move6.5": "You don't suffer harm in return.", + "luchador-move6.6": "On a miss, you suffer 1 harm from your failed move, and leave yourself open to your foes.", + "luchador-move7": "Inspiring Speech: When you rally a group with your ringside style, roll +Charm. On a 10+, they are pumped and ready to risk life and limb for the cause. On a 7-9, they are ready to pitch in their help, as long as there is little personal risk. Choose one thing for them to do", + "luchador-move7.1": "Act as an angry mob, unleashed at the target you name.", + "luchador-move7.2": "Be a vigilant watch force.", + "luchador-move7.3": "Go wherever you tell them to.", + "luchador-move7.4": "Help construct a trap.", + "luchador-move7.5": "On a miss, you lose face with the bystanders.", + "luchador-move8": "Sly Rudo: When you fight, you fight dirty. When you inflict harm on a monster, you can lure it into a trick. Roll +Sharp. On a 10+, the monster really fell for it, inflict +1 harm and +1 ongoing vs. the monster. On a 7-9, the monster fell for it, inflict +1 harm. On a miss, your trick backfires.", + "luchador-move9": "Fan Following: Your exploits in the ring have not gone unnoticed. When you contact a devoted fan to help you with a mystery, roll +Charm. On a 10+, they're available and helpful - they can fix something, give you a lift, or do some other favour. On a 7-9, they're prepared to help, but it's either going to take some time or you're going to have to do part of it yourself. On a miss, you burn some bridges.", + "luchador-weapons": "Normal Weapons", + "luchador-gear1": ".38 revolver (2 harm, close, reload, loud)", + "luchador-gear2": "9mm (2 harm, close, loud)", + "luchador-gear3": "Shotgun (3 harm, close, messy, loud)", + "luchador-gear4": "Heavy chain (2 harm, hand, area)", + "luchador-gear5": "Sledgehammer (3 harm, hand, messy)", + "luchador-gear6": "Big knife (1 harm, hand)", + "luchador-gear7": "Brass knuckles (1 harm, hand, stealthy)", + "luchador-vehicle": "Stylish Vehicle", + "luchador-gear8": "Foreign sports car", + "luchador-gear9": "Giant off-road vehicle", + "luchador-gear10": "Limo and chauffeur", + "luchador-gear11": "Tricked out motorcycle", + "luchador-gear12": "Van with custom paint job", + "luchador-ally": "another wrestler who has chosen to fight monsters with you", + "luchador-advance1": "Gain a Haven, like the Expert, with two options", + "Meddlingkid": "Meddling Kid", + "luck-special-meddlingkid": "When you spend Luck, you will see something you weren’t supposed to see. It might help you with your current mystery or it might just scare you.", + "meddlingkid-animal": "Animal Allies", + "meddlingkid-animal-desc": "Animal allies follow the normal rules for allies, except for communication. Animal allies can understand commands about as well as a very clever dog (regardless of what sort of animal they are).", + "meddlingkid-move1": "Unmasked!: When you have a monster captured or at bay, you may explain it is not a monster after all but a specific person in a mask. You must explain the real reason for all the seemingly supernatural events you have seen, and how the villain was behind them. When you reveal the culprit, roll +Sharp. On a 10+, your deduction is correct and it really is that person in a mask! On a 7-9, the Keeper must choose one of", + "meddlingkid-move1.1": "This really is a monster, but the named bystander was secretly their ally all along.", + "meddlingkid-move1.2": "You are correct, but while you talked, they found a way to attempt an escape.", + "meddlingkid-move1.3": "The explanation for all the events is correct but you picked the wrong person; when you unmask them, the villain is someone unexpected.", + "meddlingkid-move1.4": "On a miss, the monster gets an opportunity to create chaos while you explain your (incorrect) deductions.", + "meddlingkid-move2": "Power Snack: Pick a favourite snack food. Whenever you take a moment to eat some and enjoy it, take +1 forward.", + "meddlingkid-move3": "Wallop!: When you use an improvised weapon to attack something, you may choose one of these extra effects", + "meddlingkid-move3.1": "Inflict 1 harm.", + "meddlingkid-move3.2": "Momentarily stun them with a blow to the head.", + "meddlingkid-move3.3": "Trip or entangle them.", + "meddlingkid-move3.4": "Inflict 2 harm but the improvised weapon breaks.", + "meddlingkid-move4": "It's A Trap!: When you make a trap to capture a monster or minion, roll +Sharp. On a hit, you capture something! On a 10+, you can choose one of these extra effects", + "meddlingkid-move4.1": "It will take some time for the victim to get free.", + "meddlingkid-move4.2": "The trap inflicts harm (as an improvised weapon).", + "meddlingkid-move4.3": "The trap may be reset and reused later. Roll the move again when you do so, with +1 forward.", + "meddlingkid-move5": "Tell Me The Truth!: When you are questioning somebody to investigate a mystery, you may ask questions from the following list as well as from the usual list", + "meddlingkid-move5.1": "Who has something to gain from this situation?", + "meddlingkid-move5.2": "What are you plotting?", + "meddlingkid-move5.3": "Are you lying to me?", + "meddlingkid-move5.4": "Who knows about _____?", + "meddlingkid-move6": "Run Away!: When you decide to get out of a bad situation, you can get away just fine. Unfortunately you will end up somewhere just as bad, that is important to the current mystery.", + "meddlingkid-move7": "A Pleasant and Friendly Manner: When you politely manipulate someone, your impeccable manners always count as a reason for the person to do what you say.", + "meddlingkid-gadgets": "Mystery-solving Gadgets", + "meddlingkid-gear1": "Magnifying glass", + "meddlingkid-gear2": "Microscope", + "meddlingkid-gear3": "A van", + "meddlingkid-gear4": "Library card", + "meddlingkid-gear5": "Chemistry kit", + "meddlingkid-gear6": "A set of walkie-talkies", + "meddlingkid-gear7": "Fingerprint kit", + "meddlingkid-gear8": "Camera", + "meddlingkid-ally": "someone to join the gang, it may be an animal (most likely a dog or a cat)", + "Sidekick": "Sidekick", + "luck-special-sidekick": "The Sidekick is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "hero": "Hero", + "hero-desc1": "Pick one of the other hunters to be your hero. This is the person you decided is such an awesome monster-hunter that you are going to spend your time helping them out.", + "hero-desc2": "Decide what your relationship is, with agreement from the hero's player. Eg. an older sibling, a parent, a friend who was always better than you, perhaps they saved you from a monster, or you found out about their monster hunting by accident, etc. Optionally, you may choose to copy some aspect of your hero's looks.", + "hero-desc3": "When your hero's player has picked their ratings, ask them which is highest. You've been trying to be like them, so you get an extra +1 to that rating. If they have a tie for highest, you can pick which one you put your +1 on.", + "sidekick-fixed-move1": "There's no 'I' in 'Team': You get +1 ongoing to help out; +2 ongoing, if you are helping out your hero.", + "sidekick-move1": "Caddy: You carry all your hero's stuff around. That means you can use anything from their gear list, unless they are currently holding it. Plus, if the item is not unique, you carry spares. For anything like that, you can use one of the spares even if your hero is currently using it.", + "sidekick-move2": "As You Wish: Mark experience whenever your hero orders or requests that you do something you don't want to do, and you go ahead and do it.", + "sidekick-move3": "Bodyguard: If something bad is going to happen to your hero, your comrades, or a bystander, and you are right there, you may throw yourself in harm's way. Whatever was going to happen to them happens to you instead.", + "sidekick-move4": "Me Too!: If your hero makes a roll for a move, and you copy what they did (i.e. the same move), you may choose not to roll. Instead, use the outcome of your hero's roll.", + "sidekick-move5": "I Can Make You Look Good: If you help out your hero, you may choose to change the outcome of your dice roll with the outcome of their original dice roll.", + "sidekick-move6": "Journeyman (or Journeywoman): Take a move that your hero has.", + "sidekick-hero-weapon": "Hero's Weapon (from your hero's gear options)", + "sidekick-weapons": "Sidekick Weapons", + "sidekick-gear1": ".38 revolver (2 harm, close, reload, loud)", + "sidekick-gear2": "Shotgun (3 harm, close, messy, loud)", + "sidekick-gear3": "Baseball bat (2 harm, hand)", + "sidekick-gear4": "9mm (2 harm, close, loud)", + "sidekick-gear5": "Big knife (1 harm, hand)", + "sidekick-ally": "another sidekick for your hero, your junior", + "sidekick-advance1": "Change playbooks to the same as your hero (overrides the rule that only one of each playbook may be in play)", + "sidekick-advance2": "Change your hero; pick another hunter to be your new hero", + "Snoop": "Snoop", + "luck-special-snoop": "When you spend Luck, you’re going to suffer some technical difficulties, eg. breakdowns, communication problems, weird noises in the recordings, etc.", + "snoop-crew": "Crew", + "snoop-crew-desc1": "Decide if your crew are made up of the other hunters, or if you have your own entourage. If they are other people, there are 1-3 of them. Pick a name and job for each. If it's the other hunters, decide together who gets which job.", + "snoop-crew-desc2": "Crew jobs: camera, sound, editing, dogsbody, researcher, driver, director, producer, bodyguard, etc.", + "snoop-move1": "\"What Does That Feel Like?\": When you put your camera/microphone right in a person's face, they automatically break off whatever they are doing. They might go right back to it after they deal with you, but you'll create enough time for everyone else to act in the meantime.", + "snoop-move2": "Minor Celebrity: At the beginning of each mystery, roll +Weird. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 during the mystery to have someone you meet know of you in a positive light (maybe they read your blog, listen to your podcast, or watch your Internet/TV show, etc). You may end up getting asked for autographs or given 'hot' leads, too.", + "snoop-move3": "We'll Fix It In Post: You can use anything you could conceivably have recorded as evidence for investigate a mystery, allowing you to check previous interviews, attack sites, and so on, from the comfort of your laptop.", + "snoop-move4": "I'm A Reporter!: When you investigate a mystery by talking to witnesses, interviewing locals, or anything else requiring interpersonal skills, roll +Charm instead of +Sharp.", + "snoop-move5": "Truthiness: Whatever you tell a normal person, they'll accept that you think it's true. If it's far out, they might think you're crazy, but they won't think you're lying.", + "snoop-move6": "The Mojo Wire: When you read all the current news feeds looking for the weird and crazy stuff, take +1 forward.", + "snoop-move7": "Relaxed Producer: You're employed, with a regular paycheck and little or no oversight. As long as you send in a story every few days, no matter how bizarre, you're set. Every now and again, they'll send you somewhere in particular, and when that happens it usually involves supernatural activity; unless they need human interest, in which case it will be a kitten show or agricultural fair or something.", + "snoop-gear-base": "A laptop", + "snoop-recording": "Recording Devices", + "snoop-gear1": "Digital video camera", + "snoop-gear2": "Tiny digital video camera", + "snoop-gear3": "Film camera (8mm or 16mm)", + "snoop-gear4": "Digital sound recorder", + "snoop-gear5": "Cassette tape recorder", + "snoop-gear6": "Infrared video camera", + "snoop-gear7": "Pro sound gear with boom mike", + "snoop-gear8": "Remote controlled camera drone", + "snoop-gear9": "Starlight camera", + "snoop-gear10": "Steadicam rig", + "snoop-gear11": "Laser microphone", + "snoop-gear12": "SLR camera", + "snoop-detector": "Detectors", + "snoop-gear13": "Electromagnetic field detector", + "snoop-gear14": "Temperature fluctuation detector", + "snoop-gear15": "Ouija board", + "snoop-gear16": "Humidity meter", + "snoop-gear17": "Dowsing rods", + "snoop-gear18": "Chemistry test kit", + "snoop-gear19": "Metal detector", + "snoop-gear20": "Compass", + "snoop-gear21": "GPS receiver", + "snoop-gear22": "Laser rangefinder", + "snoop-gear23": "Pendulum", + "snoop-weapon": "Subtle Weapons", + "snoop-gear24": ".32 revolver (2 harm, close, reload, small)", + "snoop-gear25": "9mm (2 harm, close, loud)", + "snoop-gear26": "Knife (1 harm, hand, hidden)", + "snoop-gear27": "Multitool/pocket knife (1 harm, hand, hidden, useful)", + "snoop-advance1": "Gain a Haven, like the Expert, with one option plus a film lab", + "snoop-ally": "possibly one of your existing crew members, or the whole crew as an ally team", + "Summoned": "Summoned", + "luck-special-summoned": "When you spend Luck, another sign of the Apocalypse will come to pass. When you have spent all your Luck, the Apocalypse begins.", + "apocalypse": "Apocalypse", + "apocalypse-desc1": "You are destined to bring about the Apocalypse. You may or may not know about it yet, but you have at least come across some hints of your destiny.", + "apocalypse-desc2": "Pick a sign of the Apocalypse, with help from the Keeper (and maybe the rest of the group) that has already been revealed to you. Whenever you spend Luck, you'll trigger another sign of the Apocalypse. You can suggest what it might be, but it will be the Keeper's job to bring the sign into the story.", + "apocalypse-sign-example": "Example signs", + "apocalypse-sign-list": "Betrayal, An army of monsters rises, Rain of fire, Eternal darkness, Things from beyond, Take your throne, Red sun, The Portal opens, Plague, Learn your true name, The Stars are Right Breaking the Seal, Murder of the King, The Beast slouches into the world, Become the Dragon, The Coronation, Your Hosts assemble, The fall of the Tower, The seas boil, Natural disasters, Judgement Day, World war, Famine, Ancient Evil reborn", + "apocalypse-desc3": "When you have spent all your Luck, the Apocalypse is imminent. It's up to you to stop, or cause, the end of the world. Your call.", + "summoned-fixed-move1": "Freakish: You're weird, and people react badly. You cannot use manipulate someone on a person until you prove yourself to them first (this includes the other hunters, and it's up to them to decide when you have proved yourself). Until then, people will just try to get away from you. You can spend Luck to have a person take to you. Don't roll manipulate someone; they act as though you'd rolled a 12. On the other hand, you can use manipulate someone on monsters that can reason and talk (but they always want something really bad).", + "summoned-move1": "What Are You Looking At?: When you talk to a monster (capable of reason and speech), they will recognize you and your potential. If you ask them what they know, pick one for the Keeper to reveal", + "summoned-move1.1": "Tell me something about where I'm from.", + "summoned-move1.2": "Tell me something about my destiny.", + "summoned-move1.3": "Tell me something about who I really am.", + "summoned-move1.4": "Tell me something about the Apocalypse.", + "summoned-move2": "Should I Feel That?: Your body has 2 armour. This does not stack with any other armour.", + "summoned-move3": "Mayhem!: When you grab a nearby large object and use it as an improvised weapon, first determine how much damage it will do.", + "summoned-move3-guide": "Guidelines", + "summoned-move3.1": "Fire extinguisher, fence post, furniture, etc: 2 harm", + "summoned-move3.2": "Motorcycle, lamppost, masonry chunk, etc: 3 harm", + "summoned-move3.3": "Car, dumpster, boulder, etc: 4 harm", + "summoned-move3.4": "Bus, truck, wall, etc: 5 harm", + "summoned-move3-desc": "After you inflict harm with it (with a kick some ass roll or otherwise), roll +harm your weapon actually caused. On a miss, you use it without trouble. On a 7-9 pick one side effect, on a 10+ pick two", + "summoned-move3.5": "You hurt someone nearby as well as your target.", + "summoned-move3.6": "You make something about the situation worse.", + "summoned-move3.7": "You lose control of your improvised weapon.", + "summoned-move3.8": "You cause massive property damage.", + "summoned-move3.9": "Your improvised weapon breaks.", + "summoned-move4": "Absolute Badass: Take +1 Tough (max +3).", + "summoned-move5": "Screw You: Spend Luck to get +1 ongoing vs. one particular monster. This lasts until that monster is dead.", + "summoned-move6": "Whatever: Spend Luck to get +1 Tough for the remainder of the current mystery (max +4).", + "summoned-move7": "Why So Serious?: If you cap off a move with an appropriate one-liner, the team gets +1 forward (so the next hunter who makes a roll gets +1).", + "summoned-weapon": "Huge Weapon", + "summoned-gear1": "Super hand cannon (4 harm, close, heavy, loud, reload)", + "summoned-gear2": "Machinegun (3 harm, close, auto, heavy, messy, loud, reload)", + "summoned-gear3": "Rocket launcher (4 harm, far, area, heavy, messy, loud, reload)", + "summoned-gear4": "Gigantic Hellsword (4 harm, hand, heavy, messy, magic)", + "summoned-gear5": "Automatic shotgun (3 harm, close, auto, heavy, loud, reload)", + "summoned-gear6": "Red right hand (3 harm, hand, magic)", + "summoned-heavy": "Heavy Weapons", + "summoned-gear7": "Sledgehammer (3 harm, hand, heavy, messy)", + "summoned-gear8": "Big sword (3 harm, hand, heavy, messy)", + "summoned-gear9": "Big axe (3 harm, hand, heavy, messy)", + "summoned-gear10": "Magnum (3 harm, close, loud, reload)", + "summoned-gear11": "Shotgun (3 harm, close, messy, loud, reload)", + "summoned-advance1": "Gain an ally team of monster-hunters (or monstrous hunters) under your command", + "summoned-advance2": "Get a position in a Sect, like the Initiate. Describe the Sect and its Traditions (or join a Sect that already exists in your game). Gain the move for when you are in good standing with your Sect", + "summoned-advance3": "Turn evil (again?). Retire this character, they become one of the Keeper's threats", + "Traveler": "Traveler", + "luck-special-traveler": "The Traveler is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "traveler-transport": "Means of Transport", + "traveler-transport-desc1": "You can visit future events, past events or remote places, either alone or with the whole team. The Keeper will decide (maybe with help from the group) how time travel will work; changing the past, alternate timelines, small changes producing major changes etc.", + "traveler-transport-desc2": "When traveling through time and space, roll +Sharp. On a 10+, you arrive at the desired place at the desired time. On a 7-9, you arrive at either the desired place or, at the desired time; your choice. On a miss, you are lost; this is probably quite serious.", + "traveler-transport-desc3": "Choose one means of transport for your travels through time and space. Each transportation medium has both positive and negative traits. Always keep in mind that time travel is by no means a safe trip.", + "traveler-transport1": "It’s bigger on the inside: Your time machine is multidimensional, as small as a phone booth on the outside, but as big as a spaceship on the inside. Things inside it cannot be tracked by normal means. To travel, it disappears from one place and appears in another, but otherwise it is completely stationary and cannot be transported at all.", + "traveler-transport2": "Teleportation: You can teleport instantly if you have a clear line of sight of the destination or if you know it very well. Otherwise, you need to study the spacetime continuum for a few hours, or even days, to plan the trip, so as to not end up underground or a kilometre above the ground.", + "traveler-transport3": "88 miles per hour: Your time machine looks like a car or a van, not drawing much attention (in time periods after the invention of such vehicles). You can use it to move around like any other vehicle, but it depends on fuel, maintenance parts, roads etc.", + "traveler-transport4": "Time Portal: You open a time portal to your destination. You can only open one portal at a time, and it will remain active for as long as you wish. It allows you to cross it in any direction as many times as you want. But an unattended portal can also be crossed by any person, or monster...", + "traveler-fixed-move1": "Servant of Technology: You are extremely dependent on technology, having difficulties in relating to the supernatural. You get -1 ongoing to use magic or any other moves related to the supernatural or magic.", + "traveler-move1": "Butterfly Effect: At the beginning of each mystery, choose one rating to receive +1 (max +3) and another to receive -1 (min -2) during this mystery. These actions disturb the spacetime and the oscillations of their characteristics is a reflection of that.", + "traveler-move2": "Historian: When you investigate a mystery or read a bad situation, you can choose to ask \"Why does this seem familiar?\" as one of the questions. If possible, the Keeper will describe how a similar situation has happened in the past or future history of the world.", + "traveler-move3": "Inventor: If you want to build, repair, or study a device, the Keeper will tell you how long it will take and what equipment will be needed.", + "traveler-move4": "Prescience: Attacks that can cause your death pop up in your memory. When you take harm and become unstable, you may roll +Weird. On a 10+, you remembered the attack and were able to avoid it completely. On a 7-9, the memory took time to emerge, take 1 harm less or don’t become unstable. On a miss, the memory was incorrect and your avoidance made you unbalanced; in addition to the harm, you take -1 forward.", + "traveler-move5": "Neural Implants: When you need to do something that requires specific training, such as defusing a bomb or flying a helicopter, you already have the information implanted in your brain. You still need to act under pressure, but you know what to do.", + "traveler-move6": "Sufficiently Advanced Technology: You can reproduce the effects of the move use magic with technological tools. You do not roll dice for this, but you must choose an effect and a glitch. This is not magic, so the effect will not have the magic tag and will not work on things affected only by magic. The Keeper may ask for one or more requirements to achieve the effect.", + "traveler-move7": "No Paradoxes: When you say why something should happen to guarantee the future, you can help another hunter and give +1 to their roll, as if you had rolled a 10+ on help out. You still need to describe how you are helping.", + "traveler-move8": "Android/Cyborg: You have cybernetic implants or maybe you're half a machine. In addition to superhuman strength, your punches and kicks are attacks with (3 harm, contact).", + "traveler-move9": "Psychic Paper: You get +1 ongoing in rolls to avoid being detected or remaining unnoticed. You also get +1 ongoing when you manipulate someone by pretending to be someone else.", + "traveler-devices": "Technological Devices", + "traveler-gear1": "Photonic Binoculars: Able to see in total darkness and in different spectra, including infrared", + "traveler-gear2": "Sonic Screwdriver: Able to repair, or damage, simple mechanical and electronic devices (eg. radios, locks, weapons etc)", + "traveler-gear3": "Travel Guide: A small electronic book containing all human historical knowledge up to the present era", + "traveler-gear4": "Portable Laboratory: A small device capable of diagnosing diseases, poisons and abnormal conditions from a drop of blood or similar input", + "traveler-gear5": "Universal Locator: Indicates the exact position in time and space. Can only be blocked with magic or high levels of radiation", + "traveler-gear6": "Hologram Projector: Projects a person-sized hologram (recorded or live) that looks real until touched", + "traveler-gear7": "Instant Translator: Ensures speech and understanding of any natural language (does not work with magic or supernatural languages)", + "traveler-weapon": "Protective Weapons", + "traveler-gear8": "Machete (1 harm, contact)", + "traveler-gear9": "Common revolver (2 harm, close, loud, reload)", + "traveler-gear10": "Shotgun (3 harm, close, messy, loud, reload)", + "traveler-gear11": "Light futuristic weapon (1 harm, add 1 range tag and 3 other tags)", + "traveler-gear12": "Heavy futuristic weapon (3 harm, add 1 range tag and 1 other tag)", + "traveler-advance1": "Delete the move Servant of Technology. You have learnt to deal with the supernatural, no longer receiving any penalties for it", "custom": "Custom", - "luck-special-Custom": "if any", + "luck-special-custom": "You may come up with a Luck Special move for this playbook with help from the Keeper.", "custom-special": "Playbook Special", "custom-special-example": "Like the Expert's haven or the Spellslinger's combat magic", "custom-special-name": "Name of special", @@ -625,6 +1161,5 @@ "custom-moves": "Playbook Moves", "custom-move-name": "Name", "custom-move-description": "Description", - "custom-gear": "Playbook Gear", - "inmrovements-instructions": "4 stats available for improvement (mark one off at character creation without taking the bonus); top stat max +3, all others max +2" -} \ No newline at end of file + "custom-gear": "Playbook Gear" +} diff --git a/Monster of the Week/translations/ja.json b/Monster of the Week/translations/ja.json index 804459d8eb..71250b65da 100644 --- a/Monster of the Week/translations/ja.json +++ b/Monster of the Week/translations/ja.json @@ -27,17 +27,19 @@ "gear": "Gear", "other-gear": "Other Gear", "improvements": "Improvements", - "inmrovements-description": "Once you have 5 experience you may choose one of these: (Check off any you've already taken)", + "improvements-description": "Once you have 5 Experience you may choose one of these: (Check off any you've already taken)", "max": "max", - "another-move": "Take another Custom move", + "another-move": "Take another move from your own playbook", "ally": "Gain an ally", "playbook-move": "Take a move from another playbook", "advanced-improvements": "Once you have taken 5 improvements you may choose from these options as well as the list above when you improve", "rating": "to any rating", - "new-type": "Change this hunter to a new type", + "new-playbook": "Change playbooks", "second-hunter": "Create a second hunter to play", "basic-moves": "Advance 2 basic moves", "retire": "Retire this hunter to safety", + "erase-luck": "Erase one used Luck point", + "after-getting-improvement": "Use after getting the corresponding Improvement", "history": "History and Notes", "pick-one": "pick one", "pick-two": "pick two", @@ -46,12 +48,13 @@ "1-fixed-move": "You get this", "2-fixed-moves": "You get these 2", "1-move": "Then pick one of these", + "2-moves-then": "Then pick two of these", "2-moves": "Then pick two of these", + "3-moves-then": "Then pick three of these", "3-moves": "Pick three of these", "choose": "choose", "one": "one", - "choose-one": "choose one", - "choose-two": "choose two", + "two": "two", "three": "three", "the-chosen": "The Chosen", "the-crooked": "The Crooked", @@ -59,13 +62,33 @@ "the-expert": "The Expert", "the-flake": "The Flake", "the-initiate": "The Initiate", - "the-monsteroue": "The Monsterous", + "the-monstrous": "The Monstrous", "the-mundane": "The Mundane", "the-professional": "The Professional", "the-spellslinger": "The Spellslinger", "the-spooky": "The Spooky", "the-wronged": "The Wronged", + "the-gumshoe": "The Gumshoe", + "the-hex": "The Hex", + "the-pararomantic": "The Pararomantic", + "the-searcher": "The Searcher", + "the-exile": "The Exile", + "the-hardcase": "The Hard Case", + "the-luchador": "The Luchador", + "the-meddlingkid": "The Meddling Kid", + "the-sidekick": "The Sidekick", + "the-snoop": "The Snoop", + "the-summoned": "The Summoned", + "the-traveler": "The Traveler", + "the-actionscientist": "The Action Scientist", + "the-biggamehunter": "The Big Game Hunter", + "the-constructed": "The Constructed", + "the-madscientist": "The Mad Scientist", "custom-playbook": "Custom", + "tome-of-mysteries": "Tome of Myseries", + "reinforcements": "Reinforcements", + "Brazilian": "Brazilian Edition", + "fan-made": "Fan-made", "chosen": "Chosen", "luck-special-chosen": "When you spend Luck the Keeper will bring your fate into play", "your-fate": "Your Fate", @@ -107,13 +130,14 @@ "chosen-move4": "Invincible You always count as having 2 armour, this doesn't stack with other protection", "chosen-move5": "Resilience You heal faster than normal people. Any time your harm gets healed, heal and extra point. Additionally, your wounds count as 1 harm less for the purpose of the Keeper's harm moves", "chosen-gear1": "Protective gear worth 1 armour", - "optional": "optional", "chosen-gear2": "One Special Weapon", + "chosen-special-descrip": "Design your weapon by choosing a Form, three Business-end options (which are added to the base tags), and a material that the business-end is made from.", "form": "Form", "chosen-gear3": "Staff (1 harm, hand, close)", "chosen-gear4": "Haft (2 harm, hand, heavy)", "chosen-gear5": "Handle (1 harm, hand, balanced)", "chosen-gear6": "Chain (1 harm, hand, area)", + "business-end": "Business-end", "chosen-gear7": "Business End", "chosen-gear8": "Artifact (+magic)", "chosen-gear9": "Spikes (+1 harm, +messy)", @@ -121,8 +145,8 @@ "chosen-gear11": "Heavy (+1 harm)", "chosen-gear12": "Long (+close)", "chosen-gear13": "Throwable (+close)", - "chosen-gear14": "Chain (+area)", "material": "Material", + "material-desc": "(+steel, +cold iron, +silver, +wood, +stone, +bone, +teeth, +obsidian, or anything else you want)", "chosen-advance1": "Delete a doom tag (optionally also delete a heroic tag)", "Crooked": "Crooked", "luck-special-Crooked": "When you spend Luck someone from your past will re-appear in your life, soon", @@ -132,7 +156,7 @@ "background2": "Burglar When you break into a secure location roll +Sharp. On a 10+ pick three, on a 7-9 pick two", "background2.1": "You get in undetected", "background2.2": "You get out undetected", - "background2,3": "You don't leave a mess", + "background2.3": "You don't leave a mess", "background2.4": "You find what you were after", "background3": "Grifter When you are about to manipulate someone, you can ask the Keeper \"what will convince this person to do what I want?\" The Keeper must answer honestly, but not necessarily completely", "background4": "Fixer If you need to buy something, sell something, or hire someone, roll +Charm. On a 10+ you know just the person that will be interested. On a 7-9, you know the only person that can do it, but there's a complication. Pick one", @@ -142,8 +166,14 @@ "background4.4": "On a miss, the only person who can help you is someone who absolutely hates you", "background5": "Assassin When you take your first shot at an unsuspecting target, do +2 harm", "background6": "Charlatan When you want people to think you are using magic, roll +Cool. On a 10+ your audience is amazed and fooled by your illusion. On 7-9, you tripped up a few times, someone will notice. You may also manipulate someone with fortune telling. When you do that, ask \"What are they hoping for right now?\" as a free question (even on a miss)", + "background6.1": "You may also manipulate someone with fortune telling. When you do that, ask \"What are they hoping for right now?\" as a free question (even on a miss).", "background7": "Pickpocket When you steal something small, roll +Charm. On a 10+ you get it and they didn't notice you taking it. On a 7-9 either you don't grab it, you grab the wrong thing, or they remember you later; your choice", "crooked-move1": "Artifact You 'found' a magical artifact with handy powers and kept it. Pick 1: Protective amulet (1 amour, magic, recharge); lucky charm (may be used as a Luck point just once); grimoire (studying the book gives +1 to use magic; skeleton key (opens any magically sealed lock); imp stone (a weak demon is bound to serve the holder. The imp must be summoned with Use Magic)", + "crooked-artifact1": "Protective amulet (1 amour, magic, recharge)", + "crooked-artifact2": "Lucky charm (may be used as a Luck point just once)", + "crooked-artifact3": "Grimoire (studying the book gives +1 forward to use magic)", + "crooked-artifact4": "Skeleton key (opens any magically sealed lock)", + "crooked-artifact5": "Imp stone (a weak demon is bound to serve the holder. The imp must be summoned with Use Magic)", "crooked-move2": "Crew You have a regular crew, a team of 3 or 4 people who will help you out with pretty much anything. This counts as a team", "crooked-move3": "Deal with the Devil You sold your soul to the devil. Pick one or two things you got out of the deal: wealth, fame, youth, sensual gratification, skill (add +1 to two ratings). Payment is due either when you die, or in a year (6 months if you chose 2 things)", "crooked-move4": "Friends on the Force You know a few cops who can be persuaded to look the other way, or do you a favour, for certain considerations. You can act under pressure to get in touch with them when you need to divert any law enforcement attention. There will be a cost, although maybe not right now", @@ -151,6 +181,7 @@ "crooked-move6": "Driver You gain +1 ongoing while driving, plus you can hotwire anything (the older it is, the fewer tools you'll need.) You also own 2 handy, widely-available vehicles", "crooked-move7": "Home Ground Your crew made a point of keeping the locals happy- keeping them safe, ensuring things always went down okay. When you're back in your old neighbourhood, you can always find people who will hide you or help you with a minor favour, no questions asked", "crooked-move8": "Notorious You have a reputation from your criminal past. When you reveal who you are, your terrifying reputation counts as a reason for someone to what you ask when you manipulate someone. Revealing your identity to someone can bring other problems later, of course", + "crooked-weapon": "Effective Weapons", "crooked-gear1": ".22 revolver (1 harm, close, reload,
          small)", "crooked-gear2": ".38 revolver (2 harm, close, reload,
          loud)", "crooked-gear3": "9mm (2 harm, close, loud)", @@ -160,12 +191,6 @@ "crooked-gear7": "Baseball bat (1 harm, hand)", "crooked-gear8": "Submachinegun (2 harm, close, reload,
          auto", "crooked-gear9": "Assault rifle (3 harm, close/far, auto)", - "underworld": "Underworld", - "underworld-description": "Pick the circumstance that lead you to discovering the real underworld, then pick the creature involved", - "underworld1": "The target of a job was a dangerous creature (Pick one: vampire, warewolf, troll, reptiloid)", - "underworld2": "You worked with someone who was more than they seemed (Pick one: sorceror, demon, faerie, psychic)", - "underworld3": "You were hired by something weird (Pick one: immortal, god, outsider, witch)", - "underworld4": "Things went south o a job- including, but not limited to running into; (Pick one a horde of goblins, a hunger of ghouls, a dream-eater, a salamander)", "heat": "Heat", "heat-description": "You didn't get here without making enemies", "pick-heat": "pick at least 2 of these and name the people involved", @@ -174,9 +199,14 @@ "heat3": "You pissed off a well connected criminal,
          and they'll do whatever they can to
          destroy you", "heat4": "You took advantage of someone
          who has special powers (a person or
          monster)", "heat5": "You betrayed an old partner in the
          middle of a job ", + "underworld": "Underworld", + "underworld-description": "Pick the circumstance that lead you to discovering the real underworld, then pick the creature involved", + "underworld1": "The target of a job was a dangerous creature (Pick one: vampire, warewolf, troll, reptiloid)", + "underworld2": "You worked with someone who was more than they seemed (Pick one: sorceror, demon, faerie, psychic)", + "underworld3": "You were hired by something weird (Pick one: immortal, god, outsider, witch)", + "underworld4": "Things went south o a job- including, but not limited to running into; (Pick one a horde of goblins, a hunger of ghouls, a dream-eater, a salamander)", "crooked-ally": "from your old crew", "crooked-advance1": "Recover a stash of money from the old days, enough to live without care for a year or two", - "Crooked-advance2": "Erase one Luck point from your playbook", "Divine": "Divine", "luck-special-divine": "When you spend Luck you get word your Mission requires something difficut to me done. By you. Urgently", "your-mission": "Your Mission", @@ -193,15 +223,15 @@ "divine-move5": "Soothe When you talk to someone for a few seconds in a quiet voice, you can calm them down, blocking any panic, anger, or other negitive emotions they have. This works even if the thing that freaked them out is still present, as long as your voice can be heard", "divine-move6": "Lay On Hands Your touch can heal any injury or disease. When you lay your hands on someone hurt, roll +Cool. On a 10+, heal 2 harm or an illness, plus they are stabilised. On a 7-9, you can heal the harm or illness but you take it into yourself. On a miss, your aura causes them extra harm", "divine-move7": "Cast Out Evil You may banish an unnatural creature from your presence. Roll +Tough, on 10+ it is banished. On a 7-9 it takes a little while for the banishing to take effect- the creature has time to make one or two actions. Either way, the banished creature is unharmed, and you have no control over where it goes. This move may be used on unnatural hunters (eg The Monsterous). On a miss, something is keeping it here. That's bad", - "divine-gear1": "Flaming sword (3 harm, hand, fire,
          holy) ", "divine-weapon": "One Divine Weapon", + "divine-armour": "Divine Armour (1 armour, holy) with a look suited to your divine origin", + "divine-gear1": "Flaming sword (3 harm, hand, fire,
          holy) ", "divine-gear2": "Thunder hammer (3 harm, hand, stun,
          holy) ", "divine-gear3": "Razor whip (3 harm, hand, area,
          messy, holy)", "divine-gear4": "Five demon bag (3 harm, close, magic,
          holy)", "divine-gear5": "Silver trident (3 harm, hand, silver,
          holy)", "Divine-ally": "a lesser divine being, sent from above to help you with your mission", "Divine-advance1": "Erase one Luck point from your playbook", - "Divine-advance2": "Change your mission. Select a different mission from the options, or (with the Keeper's agreement) create a new mission", "Expert": "Expert", "luck-special-expert": "When you spend Luck you discover something happening now is related to something you were involved in years ago", "expert-weapons": "Monster-Slaying Weapons", @@ -237,7 +267,6 @@ "haven8": "Panic Room This has essential supplies and is protected by normal and mystical means. You can hide out there for a few days, safe from pretty much anything", "haven9": "Magical Laboratory You have a mystical lab with all kinds of weird ingredients and tools useful for casting spells (like use magic, big magic, and any other magical moves)", "expert-advance1": "Add a haven option", - "expert-advance2": "Add a haven option", "Flake": "Flake", "luck-special-flake": "When you spend Luck pick an aspect of the current situation. The Keeper will tell you what other conspiricies that aspect connects to", "flake-move1": "Connect the Dots At the beginning of each mystery if you look for the wider patterns that current events might be part of, roll +Sharp. On a 10+ hold 3, 7-9 hold 1. Spend your hold during the mystery to ask the Keeper one of the following questions", @@ -253,20 +282,20 @@ "flake-move6": "Contrary When you seek out and recieve someone's honest advice on the best course of action for you, and then do something else instead, mark experience. If you do exactly the opposite of their advice, you also take +1 ongoing on any moves you make persuing that course", "flake-move7": "Net Friends You know a lot of people on the internet. When you contact a net friend to help you roll +Charm. On a 10+ they're available and helpful; they can fix something, break a code, hack a computer, or get you some special information. On a 7-9, they're prepared to help but it's either going to take some time, or you'll have to do part of it yourself. On a miss you burn some bridges", "flake-move8": "Sneaky When you attack from ambush or from behind, inflict +2 harm", - "fake-normal": "One Normal Weapon", - "fake-gear1": ".38 revolver (2 harm, close, reload,
          loud)", - "fake-gear2": "9mm (2 harm, close, loud)", - "fake-gear3": "Hunting rifle (2 harm, far, loud)", - "fake-gear4": "Magnum (3 harm, close, reload, loud)", - "fake-gear5": "Shotgun (3 harm, close, messy, loud)", - "fake-gear6": "Big knife (1 harm, hand)", + "flake-normal": "Normal Weapon", + "flake-gear1": ".38 revolver (2 harm, close, reload, loud)", + "flake-gear2": "9mm (2 harm, close, loud)", + "flake-gear3": "Hunting rifle (2 harm, far, loud)", + "flake-gear4": "Magnum (3 harm, close, reload, loud)", + "flake-gear5": "Shotgun (3 harm, close, messy, loud)", + "flake-gear6": "Big knife (1 harm, hand)", "flake-hidden": "Hidden Weapons", - "fake-gear7": "Throwing knives (1 harm, close, many)", - "fake-gear8": "Holdout pistol (2 harm, close, loud,
          reload)", - "fake-gear9": "Garrote (3 harm, intimate)", - "fake-gear10": "Watchman's flashlight (1 harm, hand)", - "fake-gear11": "Weighted gloves/brass knuckles (1
          harm, hand", - "fake-gear12": "Butterfly knife/folding knife (1
          harm, hand)", + "flake-gear7": "Throwing knives (1 harm, close, many)", + "flake-gear8": "Holdout pistol (2 harm, close, loud, reload)", + "flake-gear9": "Garrote (3 harm, intimate)", + "flake-gear10": "Watchman's flashlight (1 harm, hand)", + "flake-gear11": "Weighted gloves/brass knuckles (1 harm, hand)", + "flake-gear12": "Butterfly knife/folding knife (1 harm, hand)", "Flake-advance1": "Gain a haven like the Expert with two options", "Flake-advance2": "Add a haven option", "Initiate": "Initiate", @@ -336,8 +365,8 @@ "Initiate-advance1": "Get command of your chapter of the Sect", "Initiate-advance2": "Get command of your chapter of the Sect", "Initiate-advance3": "Become the leader, or effective leader, of the whole Sect", - "Monsterous": "Monsterous", - "luck-special-monsterous": "When you spend Luck your monster side gains power. Your Curse may grow stronger, or another Breed disadvantage may manifest", + "Monstrous": "Monstrous", + "luck-special-monstrous": "When you spend Luck, your monster side gains power; your Curse may become stronger, or another Breed disadvantage may manifest.", "monster-breed": "Monster Breed", "breed-description": "You are half human, half monster; were you always this way? Were you always fighting for good or were you once evil and then switched sides?", "curses": "Curses", @@ -345,40 +374,40 @@ "curse2": "Vulnerability Pick a substance. You'll take +1 harm when you suffer harm from it. If you are bound or surrounded by it, you must act under pressure to use your powers", "curse3": "Pure Drive One emotion rules you. Pick from: hunger, hate, anger, fear, jealousy, greed, joy, pride, envy, lust or cruelty. Whenever you have a chance to indulge that emotion you must do so immediately, or act under pressure to resist", "curse4": "Dark Master You have an evil lord who doesn't know you changed sides. They still give you orders, and they do not tolerate refusal or failure", - "monsterous-move1": "Immortal You do not age or sicken, and whenever you suffer harm you suffer 1 harm less", - "monsterous-move2": "Unnatural Appeal Roll +Weird instead of +Charm when you manipulate someone ", - "monsterous-move3": "Unholy Strength Roll +Weird instead of +Tough when you kick some ass ", - "monsterous-move4": "Incorporeal You may move freely though solid objects (but not people)", - "monsterous-move5": "Preternatural Speed You go much faster than normal people. When you chase, flee or run take +1 ongoing", - "monsterous-move6": "Claws of the Beast Your natural attacks deal +1 harm ", - "monsterous-move7": "Mental Dominion When you gaze into a normal human's eyes and exert your will over them Roll +Charm. On a 10+ hold 3, on 7-9 hold 1. You may spend your hold to give them an order. Regular people will follow the order, whatever it is. Hunters can choose to follow the order or not. If they do, they mark experience", - "monsterous-move8": "Unquenchable Vitality When you have taken harm you can heal yourself. Roll +Cool. On a 10+, heal 2 harm and stabilise your injuries. On a 7-9, heal 1 harm and stabilise your injuries. On a miss your injuries worsen", - "monsterous-move9": "Dark Negotiator You can use manipulate someone on monsters as well as people if they can reason and talk", - "monsterous-move10": "Flight You can fly ", - "monsterous-move11": "Shapeshifter You may change your form (usually into an animal). Decide if you have just one alternate form or several and detail them. You gain +1 forward to investigate a mystery when using and alternate form's superior senses. (Eg, smell for a wolf, sight for an eagle)", - "monsterous-move12": "Something Borrowed Take a move from a hunter playbook that is not currently in play ", + "monstrous-move1": "Immortal: You do not age or sicken, and whenever you suffer harm, you suffer 1 harm less.", + "monstrous-move2": "Unnatural Appeal: Roll +Weird instead of +Charm when you manipulate someone.", + "monstrous-move3": "Unholy Strength: Roll +Weird instead of +Tough when you kick some ass.", + "monstrous-move4": "Incorporeal: You may move freely though solid objects (but not people).", + "monstrous-move5": "Preternatural Speed: You go much faster than normal people. When you chase, flee, or run, take +1 ongoing.", + "monstrous-move6": "Claws of the Beast: Your natural attacks deal +1 harm.", + "monstrous-move7": "Mental Dominion: When you gaze into a normal human's eyes and exert your will over them, roll +Charm. On a 10+ hold 3, on a 7-9 hold 1. You may spend your hold to give them an order. Regular people will follow your order, whatever it is. Hunters can choose to follow the order or not. If they do, they mark experience.", + "monstrous-move8": "Unquenchable Vitality: When you have taken harm you can heal yourself. Roll +Cool. On a 10+, heal 2 harm and stabilise your injuries. On a 7-9, heal 1 harm and stabilise your injuries. On a miss, your injuries worsen.", + "monstrous-move9": "Dark Negotiator: You can use the move manipulate someone on monsters as well as people, if they can reason and talk.", + "monstrous-move10": "Flight: You can fly.", + "monstrous-move11": "Shapeshifter: You may change your form (usually into an animal). Decide if you have just one alternate form or several, and detail them. You gain +1 forward to investigate a mystery when using and alternate form's superior senses (eg. smell for a wolf, sight for an eagle).", + "monstrous-move12": "Something Borrowed: Take a move from a hunter playbook that is not currently in play.", "natural-attacks": "Natural Attacks", - "monsterous-attacks-pick": "pick one base and one extra, or pick two bases", - "monsterous-attacks1": "Base: teeth (3 harm, intimate)", - "monsterous-attacks2": "Base: Claws (2 harm, hand)", - "monsterous-attacks3": "Base: Magical force (1 harm, magical, close)", - "monsterous-attacks4": "Base: Life-drain (1 harm, intimate, life-drain)", - "monsterous-attacks5": "Extra: Add +1 harm to a base", - "monsterous-attacks6": "Extra: Add +ignore armour to a base", - "monsterous-attacks7": "Extra: Add an extra range to a base
          (+intimate, hand, or close)", - "monsterous-weapon": "One Handy Weapon: (if you want one)", - "monsterous-gear1": ".38 revolver (2 harm, close, reload,
          loud)", - "monsterous-gear2": "9mm (2 harm, close, loud)", - "monsterous-gear3": "Magnum (3 harm, close, reload, loud)", - "monsterous-gear4": "Shotgun (3 harm, close, messy)", - "monsterous-gear5": "Big knife (1 harm, hand)", - "monsterous-gear6": "Brass knuckles (1 harm, hand, quiet,
          small)", - "monsterous-gear7": "Sword (2 harm, hand, messy)", - "monsterous-gear8": "Huge sword (3 harm, hand, heavy)", - "Monsterous-advance1": "Gain a haven like the Expert with two options", - "Monsterous-advance2": "Take a Natural Attacks pick", - "Monsterous-advance3": "Free yourself from your type's curse. It no longer affects you but you lose 1 Weird", - "Monsterous-advance4": "Become evil (again). Retire this character, they become one of the Keeper's threats", + "monstrous-attacks-pick": "pick one base and one extra, or pick two bases", + "monstrous-attacks1": "Base: teeth (3 harm, intimate)", + "monstrous-attacks2": "Base: claws (2 harm, hand)", + "monstrous-attacks3": "Base: magical force (1 harm, magical, close)", + "monstrous-attacks4": "Base: life-drain (1 harm, intimate, life-drain)", + "monstrous-attacks5": "Extra: add +1 harm to a base", + "monstrous-attacks6": "Extra: add ignore-armour to a base", + "monstrous-attacks7": "Extra: Add an extra range to a base (intimate, hand, or close)", + "monstrous-weapon": "(Optional) Handy Weapon", + "monstrous-gear1": ".38 revolver (2 harm, close, reload, loud)", + "monstrous-gear2": "9mm (2 harm, close, loud)", + "monstrous-gear3": "Magnum (3 harm, close, reload, loud)", + "monstrous-gear4": "Shotgun (3 harm, close, messy)", + "monstrous-gear5": "Big knife (1 harm, hand)", + "monstrous-gear6": "Brass knuckles (1 harm, hand, quiet, small)", + "monstrous-gear7": "Sword (2 harm, hand, messy)", + "monstrous-gear8": "Huge sword (3 harm, hand, heavy)", + "Monstrous-advance1": "Gain a Haven, like the Expert, with two options", + "Monstrous-advance2": "Take a natural attacks pick", + "Monstrous-advance3": "Free yourself from your kind's curse, it no longer affects you, but you lose 1 Weird", + "Monstrous-advance4": "Turn evil (again?). Retire this character, they become one of the Keeper's threats", "Mundane": "Mundane", "luck-special-mundane": "When you spend Luck you'll find something wierd- maybe even useful", "mundane-move1": "Always the Victim When another hunter uses protect someone to protect you, they mark experience. Whenever a monster captures you, you mark experience", @@ -410,10 +439,6 @@ "mundane-gear10": "Classic car in terrible condition", "mundane-gear11": "Motorcycle", "mundane-gear12": "Van", - "Mundane-advance1": "Regain a used Luck point", - "Mundane-advance2": "Regain a used Luck point", - "Mundane-advance3": "Regain a used Luck point", - "Mundane-advance4": "Regain a used Luck point", "Professional": "Professional", "luck-special-professional": "When you spend Luck your next mission from the Agency comes with lots of red tape. Lots", "agency": "Agency", @@ -470,24 +495,16 @@ "Professional-advance3": "Get some or all of the other player's hunters hired by your Agency. They get the deal with the agency move as well as salery and benefits", "Spellslinger": "Spellslinger", "luck-special-spellslinger": "When you spend Luck the official council of wizards is going to poke their nose into your business", - "spellslinger-gear-description": "You don't need much except items to power your magic, still it's good to be prepared", "spellslinger-weapon": "One Backup Weapon", "spellslinger-gear1": "Old revolver (2 harm, close, reload,
          loud)", "spellslinger-gear2": "Ritual knife (1 harm, hand)", "spellslinger-gear3": "Heirloom sword (2 harm, hand, messy)", - "spellslinger-move1": "Advanced Arcane Training If you have two of your three Tools and Techniques at the ready then you may ignore the third", - "spellslinger-move2": "Arcane Reputation Pick three big organisations or groups in the supernatural community, which can include the more sociable types of monsters. They've heard of you and respect your power. Take +1 forward when you use manipulate someone on affected humans. You may also use manipulate someone on affected monsters, with no bonus", - "spellslinger-move3": "Could've Been Worse When you miss a use magic roll you can choose one of the following options instead of losing control of the magic", - "spellslinger-move3.1": "Fizzle: The preperations and materials for the spell are ruined. You'll have to start over from scratch with the prep time doubled", - "spellslinger-move3.2": "This is gonna suck: The effect happens, but you trigger all the glitches but one. You pick the one you avoid", - "spellslinger-move4": "Forensic Divination When you successfully investigate a mystery you may ask \"what magic was done here?\" as a free extra question", - "spellslinger-move5": "Go Big or Go Home When you must use magic as a requirement for big magic, take +1 forward to those use magic rolls", - "spellslinger-move6": "Enchanted Clothing Pick an article of every-day clothing; it's enchanted without any change in appearence. Take -1 harm from any source that tries to get at you through the garment", - "spellslinger-move7": "Not My Fault +1 to act under pressure when dealing with the consequences of your own spellcasting", - "spellslinger-move8": "Practitioner Choose two of the use magic effects. You get +1 to use magic when choosing one of those effects", - "spellslinger-move9": "Shield Spell When you protect someone, you gain +2 armour against any harm that is transferred to you. This doesn't stack with any other armour", - "spellslinger-move10": "Third Eye When you read a bad situation you can open your third eye for a moment to take in extra information. Take +1 hold on any result of 7 or more, plus you can see invisible things. On a miss, you may still get 1 hold, but you're exposed to a supernatural danger. Unfiltered hidden reality is tough on the mind!", "extra-fixed-move": "And you get this", + "spellslinger-fixed-move1": "Tools and Techniques: To use your combat magic effectively, you rely on a collection of tools and techniques. Uncheck one; you'll need the rest.", + "spellslinger-fixed-move1.1": "Consumables: You need certain supplies - powders, oils, etc - on hand, some will be used up each cast. If you don't have them, when you cast, take 1 harm, ignore-armour.", + "spellslinger-fixed-move1.2": "Foci: You need wands, staves, and other obvious props to focus. If you don't have what you need, your combat magic does 1 harm less.", + "spellslinger-fixed-move1.3": "Gestures: You need to wave your hands around to use combat magic. If you're restrained, take -1 ongoing for combat magic.", + "spellslinger-fixed-move1.4": "Incantations: You must speak in an arcane language to control your magic. If you use combat magic without speaking, act under pressure to avoid scrambling your thoughts.", "combat-magic": "Combat Magic", "combat-magic-description": "You have attack spells you can use as weapons. When you kick some ass with your spells roll +Weird instead of +Tough. Sometimes you may need to act under pressure to cast your spells without problems", "combat-magic-pick": "pick three, with at least one base", @@ -503,15 +520,24 @@ "effect4": "Frost or Ice (Add '-1 harm, +2 armour'
          to a wall, or '+1 harm, restraining' to
          other bases)", "effect5": "Earth (Add 'forceful, restraining' to a
          base)", "effect6": "Necromantic (Add 'life-drain' to a base)", + "spellslinger-move1": "Advanced Arcane Training If you have two of your three Tools and Techniques at the ready then you may ignore the third", + "spellslinger-move2": "Arcane Reputation Pick three big organisations or groups in the supernatural community, which can include the more sociable types of monsters. They've heard of you and respect your power. Take +1 forward when you use manipulate someone on affected humans. You may also use manipulate someone on affected monsters, with no bonus", + "spellslinger-move3": "Could've Been Worse When you miss a use magic roll you can choose one of the following options instead of losing control of the magic", + "spellslinger-move3.1": "Fizzle: The preperations and materials for the spell are ruined. You'll have to start over from scratch with the prep time doubled", + "spellslinger-move3.2": "This is gonna suck: The effect happens, but you trigger all the glitches but one. You pick the one you avoid", + "spellslinger-move4": "Forensic Divination When you successfully investigate a mystery you may ask \"what magic was done here?\" as a free extra question", + "spellslinger-move5": "Go Big or Go Home When you must use magic as a requirement for big magic, take +1 forward to those use magic rolls", + "spellslinger-move6": "Enchanted Clothing Pick an article of every-day clothing; it's enchanted without any change in appearence. Take -1 harm from any source that tries to get at you through the garment", + "spellslinger-move7": "Not My Fault +1 to act under pressure when dealing with the consequences of your own spellcasting", + "spellslinger-move8": "Practitioner Choose two of the use magic effects. You get +1 to use magic when choosing one of those effects", + "spellslinger-move9": "Shield Spell When you protect someone, you gain +2 armour against any harm that is transferred to you. This doesn't stack with any other armour", + "spellslinger-move10": "Third Eye When you read a bad situation you can open your third eye for a moment to take in extra information. Take +1 hold on any result of 7 or more, plus you can see invisible things. On a miss, you may still get 1 hold, but you're exposed to a supernatural danger. Unfiltered hidden reality is tough on the mind!", "Spellslinger-advance1": "Take another Combat Magic pick", - "Spellslinger-advance3": "Regain a used Luck point", - "Spellslinger-advance4": "Take another Combat Magic pick", - "Spellslinger-advance5": "Cross off another option from tools and techniques", + "Spellslinger-advance2": "You may cross off another option from your Tools and Techniques", "Spooky": "Spooky", "luck-special-spooky": "As you spend Luck your Dark Side's needs will get nastier", "dark-side": "The Dark Side", "dark-side-description1": "Your powers have an unsavoury source, and sometimes you get tempted to do things you shouldn't. These could be orders from whatever granted you power, urges that bubble up inside you, or something else", - "dark-side-description2": "Whatever it is, it is unsettling", "dark-side1": "Violence", "dark-side2": "Depression", "dark-side3": "Secrets", @@ -538,12 +564,12 @@ "spooky-move4": "Premonitions At the start of each mystery, roll +Weird. On a 10+, you get a detailed vision of something bad that is yet to happen. You take +1 forward to prevent it coming true, and mark experience if you stop it. On a 7-9 you get clouded images of something bad that is yet to happen; mark experience if you stop it. On a miss, you get a vision of something bad to happen and the Keeper holds 3, to be spent 1-for-1 as penalties to rolls you make", "spooky-move5": "Hunches When something bad is happening (or just about to happen) somewhere that you aren't, roll +Sharp. On a 10+ you knew where you needed to go, just in time to get there. On a 7-9, you get there too late- in time to intervene, but not prevent it altogether. On a miss, you get there just in time to be in trouble yourself", "spooky-move6": "The Big Whammy You can use your powers to kick some ass, (2 harm, close, obvious, ignore-armour) When you do, roll +Weird instead of +Tough. On a miss you'll get magical backlash", + "spooky-move6.1": "Where is the creature right now?", + "spooky-move6.2": "What is it planning to do right now?", + "spooky-move6.3": "Who is it going to attack next?", + "spooky-move6.4": "Who does it regard as the biggest threat?", + "spooky-move6.5": "How can I attract its attention?", "spooky-move7": "Tune In You can attune your mind to a monster or minion. Roll +Weird. On a 10+ hold 3, 7-9 hold 1. On a miss the monster becomes aware of you. Spend one hold to ask the Keeper one of the following questions, and gain +1 ongoing while acting on the answers", - "spooky-move7.1": "Where is the creature right now?", - "spooky-move7.2": "What is it planning to do right now?", - "spooky-move7.3": "Who is it going to attack next?", - "spooky-move7.4": "Who does it regard as the biggest threat?", - "spooky-move7.5": "How can I attract its attention?", "spooky-move8": "Jinx You can encourage coincidences to occur the way you want. When you jinx a target, roll +Weird. On a 10+ hold 2, 7-9 hold 1. On a miss, the Keeper holds 2 over you to be used in the same way. Spend your hold to", "spooky-move8.1": "Interfere with a hunter, giving them -1 forward", "spooky-move8.2": "Help a hunter, giving them +1 forward by interfering with their enemy", @@ -559,14 +585,15 @@ "spooky-gear4": "Shotgun (3 harm, close, messy)", "spooky-gear5": "Big knife (1 harm, hand)", "Spooky-advance1": "Change some or all of your Dark Side tags", + "Spooky-advance2": "Gain a Mystical Library, like the Haven option of the Expert", "Spooky-advance3": "You discover how to use your powers at a lower cost. Delete one Dark Side tag", "Wronged": "Wronged", "luck-special-wronged": "When you spend Luck you find a dangerous lead on your prey", "who-you-lost": "Who You Lost", "who": "Who did you lose?", + "pick-some": "pick one or more", "lost-pick": "pick one or more of: parent(s), sibling(s), spouse/partner, child(ren), best friend(s)", "lost-save-them": "Why couldn't you save them? You were", - "pick-some": "pick one or more", "lost1": "At fault", "lost2": "Selfish", "lost3": "Injured", @@ -576,8 +603,8 @@ "lost7": "In denial", "lost8": "Complicit", "what-prey": "What Did It?", - "prey": "My Prey", "prey-breed": "with the Keeper's agreement, pick the monster breed", + "prey": "My Prey", "wronged-fixed-move1": "I Know My Prey You get +1 ongoing when knowingly investigating, pursuing, or fighting the breed of monster that caused your loss", "wronged-move1": "Berserk No matter how much harm you take, you can always keep going until the current fight is over. During a fight, the Keeper may not use harm moves on you and you cannot die. When the fight ends, all harm takes effect as normal", "wronged-move2": "NEVER AGAIN In combat, you may choose to protect someone without rolling, as if you had rolled a 10+, but you may not choose to \"suffer little harm\"", @@ -585,10 +612,10 @@ "wronged-move4": "Fervour When you manipulate someone roll +Tough instead of +Charm", "wronged-move5": "Safety First You have jury-rigged extra protection into your gear, giving you +1 armour (max 2 armour)", "wronged-move6": "Tools Matter With your signature weapon you get +1 to kick some ass", + "wronged-move6.1": "Stabilize the injury but the patient take -1 forward.", + "wronged-move6.2": "Heal 1 harm and stabilize for now, but it will return as 2 harm and become unstable again later.", + "wronged-move6.3": "Heal 1 harm and stabilize but the patient takes -1 ongoing until it's fixed properly.", "wronged-move7": "DIY Surgery When you do quick and dirty first aid on someone (including yourself), roll +Cool. On a 10+ it's all good, it counts as normal first aid, plus stabilise the injury and heal 1 harm. On a 7-9, it counts as normal first aid, plus one of these, your choice", - "wronged-move7.1": "Stabilise the injury but the patient take -1 forward", - "wronged-move7.2": "Heal 1 harm and stabilise for now, but it will return as 2 harm and become unstable again later", - "wronged-move7.3": "Heal 1 harm and stabilise but the patient takes -1 ongoing until it's fixed properly", "wronged-armour": "Protective wear suited to your look (1 armour)", "wronged-signature": "Signature Weapons", "wronged-gear1": "Sawn-off shotgun (3 harm, hand/close,
          messy, loud, reload)", @@ -607,7 +634,6 @@ "wronged-gear13": "Brass knuckles (1 harm, hand, stealthy)", "wronged-gear14": "Assault rifle (3 harm, close, area, loud, reload)", "wronged-vehicle": "Vehicles", - "wronged-vehicle-choice": "choose one, if you want it", "wronged-gear15": "Classic car", "wronged-gear16": "Classic motorcycle", "wronged-gear17": "Plain pickup", @@ -616,8 +642,518 @@ "Wronged-advance2": "Add one more option to your haven", "Wronged-advance3": "You track down the specific monster responsible fo your loss. The Keeper must make the next mystery about them", "Wronged-advance4": "Change the target of your vengeful rage. Pick a new monster breed; I know my prey now applies to them instead", + "Gumshoe": "Gumshoe", + "luck-special-gumshoe": "When you spend Luck, your next regular case will actually be a mystery for your hunter group, and the monster will focus their attention on you!", + "Gumshoe-Adv-harm": "Extra harm box", + "gumshoeCode": "Gumshoe Code", + "gumshoeCode-description": "With the agreement of the Keeper, pick a one-sentence Code that you adhere to.", + "gumshoeCode-example": "Example Codes: Murders must be punished. Monsters must be destroyed. Innocents must be saved. Laws must be enforced. Evil must be exposed. The weak must be protected from the powerful. Etc.", + "gumshoeCode-list": "Murders must be punished, Monsters must be destroyed, Innocents must be saved, Laws must be enforced, Evil must be exposed, The weak must be protected from the powerful, etc.", + "gumshoeCode-explain": "This Code defines you. Any time you violate your Code, you forfeit all Code-related moves (The Postman Always Rings Twice, The Long Goodbye) and the ability to spend Luck. These forfeits last until either the next mystery or you make amends. As long as you follow the Code, people will sense your sincerity; you receive +1 ongoing for manipulate someone and you may not be possessed or charmed by any sort of supernatural, alien, or demonic entity or item.", + "Gumshoe-fixed-move1": "Occult Confidential: The first time in each mystery that you observe a monster, minion, or phenomenon in action, you may ask one question from the investigate a mystery list.", + "Gumshoe-fixed-move2": "The Naked City: You have lots of personal contacts wherever you go. Pick four contact types from the following areas (or from other areas agreed to between you and the Keeper)", + "Gumshoe-fixed-move2-examples": "Academics, Accountants, Artists, Bartenders, Clergy, Conspiracy Theorists, Construction, Courts, Criminals (organised), Criminals (street), Cultists, Engineers, Espionage, Film and TV, Forensic Scientists, Fringe Scientists, Hackers, Journalists, Lawyers, Mechanics, Media, Medical Practioners, Military, Morgue, Occult, Police (local), Police (national), Politicians, Prisons, Private Security, Property Developers, Stage Magicians, Technologists, Transportation", + "Gumshoe-fixed-move2-continued": "You can hit them up for info (+1 to one investigate a mystery roll) or small favours - but there may be a small cost involved. Personal contacts can provide more significant help but the Keeper decides their price on a case-by-case basis.", + "Gumshoe-move1": "The Postman Always Rings Twice: Twice per mystery - as long as you follow your Code - you may reroll a roll.", + "Gumshoe-move2": "The Long Goodbye: You can't die with an open case. Specifically, you suffer all harm as normal but your death is postponed until you have either completed or abandoned the case, or you break your Code (then all bets are off).", + "Gumshoe-move3": "Jessica Jones Entry: When you double-talk your way into a secure location, roll +Charm. On a 10+ pick three, on a 7-9 pick two, on a fail pick one", + "Gumshoe-move3.1": "You don't leave any trace of what you searched.", + "Gumshoe-move3.2": "You find what you wanted.", + "Gumshoe-move3.3": "You find something else that's important.", + "Gumshoe-move3.4": "You don't piss anyone off.", + "Gumshoe-move3.5": "You aren't recognised.", + "Gumshoe-move4": "Out of the Past: You have a police buddy who will do you big favours. Get in touch with them when you need to redirect law enforcement attention, get a heads-up on what operations are planned, or access police files. You now owe them; expect them to collect on it soon.", + "Gumshoe-move5": "Asphalt Jungle: You heal faster than normal people. Any time your harm gets healed, heal 1 harm extra. You are immune to all the harm move effects under '0 harm' and '1 harm' (when the Keeper would apply these, you ignore them).", + "Gumshoe-move6": "Hacker with a Dragon Tattoo: When you hack into a computer system, roll +Sharp. On 10+ pick two, on a 7-9 pick one. You", + "Gumshoe-move6.1": "...leave no traces.", + "Gumshoe-move6.2": "...learn something important.", + "Gumshoe-move6.3": "...can leave misinformation in place.", + "Gumshoe-move6.4": "...gain access to somewhere you want to get in to.", + "Gumshoe-move7": "\"Just one more thing\": When you ask a suspect leading questions, roll +Charm. On a 10+ hold 2, on a 7-9 hold 1, on a miss hold 1 but something bad is going to happen too. Spend your hold 1-for-1 to ask questions from this list", + "Gumshoe-move7.1": "One question from the investigate a mystery list.", + "Gumshoe-move7.2": "Was that a lie?", + "Gumshoe-move7.3": "What is something you left out that you didn't want me to notice?", + "Gumshoe-move7.4": "Are you complicit with any ongoing criminal activity?", + "Gumshoe-move7.5": "Did you commit this specific crime?", + "Gumshoe-gear-base": "A laptop, and a liquor flask", + "Gumshoe-recording": "Recording Devices", + "Gumshoe-gear1": "Night vision camera", + "Gumshoe-gear2": "Tiny digital video camera", + "Gumshoe-gear3": "Film camera (8mm or 16mm)", + "Gumshoe-gear4": "Digital sound recorder", + "Gumshoe-gear5": "Cassette tape recorder", + "Gumshoe-gear6": "Remote-controlled camera drone", + "Gumshoe-gear7": "Laser microphone", + "Gumshoe-gear8": "SLR camera", + "Gumshoe-weapon": "P.I. Weapons", + "Gumshoe-gear9": "Brass knuckles (1 harm, hand, small)", + "Gumshoe-gear10": ".38 revolver (2 harm, close, reload, loud)", + "Gumshoe-gear11": "9mm (2 harm, close, loud)", + "Gumshoe-gear12": "Magnum (3 harm, close, reload, loud)", + "Gumshoe-gear13": "Shotgun (3 harm, close, messy, loud)", + "Gumshoe-gear14": "Switchblade (1-harm, hand, small)", + "Gumshoe-advance1": "Add an extra harm box on the Dying side", + "Gumshoe-advance2": "Gain a Haven (your office, perhaps), like the Expert, with two options", + "Gumshoe-advance3": "Add four additional or new contacts for Naked City", + "Gumshoe-advance4": "Turn one of your contacts into an ally", + "Hex": "Hex", + "luck-special-hex": "When you spend Luck, until the end of the mystery, backlash on your spells will be extra nasty.", + "hex-weapons": "Wizardly Weapons", + "hex-items": "Any magical items or amulets that you use to perform magic", + "hex-gear1": ".38 revolver (2 harm, close, reload, loud)", + "hex-gear2": "Shotgun (3 harm, close, messy, loud)", + "hex-gear3": "Athame (2 harm, hand, magic, silver)", + "hex-gear4": "Shillelagh (1 harm, hand, balanced)", + "hex-gear5": "Crossbow (2 harm, close, slow)", + "hex-gear6": "Staff (1 harm, hand, balanced, large)", + "hex-advmove": "Advanced Hex Moves", + "hex-advmove-desc": "When you take the corresponding Improvement, choose one of these", + "hex-advmove1": "Apotheosis: You become a terrifying fount of mystical power. Once per mystery, after you suffer loss or harm, you may enter a state where you have both immense power and zero interest in the well-being of others. While in this state, all of the following are true", + "hex-advmove1.1": "You can fly.", + "hex-advmove1.2": "Use +Weird to kick some ass instead of +Tough. For this, you use innate magic as a weapon with (3 harm and any properties you choose).", + "hex-advmove1.3": "Ignore the component costs of your rotes.", + "hex-advmove1.4": "Ignore one requirement of every spell you cast with use magic.", + "hex-advmove1.5": "You have +1 ongoing to do everything.", + "hex-advmove1.6": "You cannot use the protect someone move.", + "hex-advmove1.7": "You have all the Temptations, and you have to indulge them whenever a good opportunity presents itself.", + "hex-advmove1.8": "When you try to resist a Temnptation, roll +Cool. On a 10+, Apotheosis ends. On a 7-9, it ends with you doing something dangerous or cruel. On a miss, it ends only after you harm someone (or something) you love.", + "hex-advmove2": "Synthesis: You manage to conciliate your dark power with your moral impulses. You lose your Temptation. Whenever you use magic to help out or protect someone, you mark experience. Mark a second experience if you do it at the expense of your own safety.", + "hex-fixed-move1": "Bad Luck Charm: Whenever you use magic and miss, the backlash never affects you directly if there's someone else around to hit. It'll go for allies, other hunters, and innocent bystanders. Sometimes, every so often, it might even hit an enemy.", + "hex-move1": "Burn Everything: When you use magic to inflict harm, you can choose to inflict (3 harm, area, magic, obvious) or (3 harm, ignore-armour, magic, obvious).", + "hex-move2": "Cast the Bones: Once per mystery, you may perform some kind of divination (tarot, casting the runes, reading entrails, or something like that) to glean information about the future. When you do, roll +Sharp. On a 10+ hold 2, on a 7-9 hold 1. On a miss, you get some information, but it's not what you want to hear. Spend the hold 1-for-1 to ask any question from the investigate a mystery list, or from the following list", + "hex-move2.1": "What can I gain from this person/place/thing/creature?", + "hex-move2.2": "Who has touched this person/place/thing/creature before me?", + "hex-move2.3": "The Keeper will answer truthfully, with either a direct answer or how to find out more.", + "hex-move3": "Force of Will: When you apply your will to dispelling a magical effect, blocking a spell, or suspending a Phenomenon, roll +Weird. On a hit, momentary magics are cancelled completely, and long-lasting spells and effects are suspended temporarily. On a 10+, you can also spend Luck to instantly snuff out a powerful spell or strange effect. On a 7-9, you take 1 harm as the strain of dismissing magic unravels you.", + "hex-move4": "Luck of the Damned: After you use magic or cast a rote, take +1 forward.", + "hex-move5": "Sympathetic Token: As long as you carry a personal object belonging to someone, such as a lock of hair, a full set of toenails, or a treasured family heirloom, you get +1 ongoing to use magic against them. You can also use magic against them at a distance. If you miss, the token is lost, destroyed, or loses its power.", + "hex-move6": "This Might Sting: You can use magic to heal 3 harm, but the process is exceptionally painful. On a 7-9, it also leaves a gnarly scar.", + "hex-move7": "Wise Soul: Whenever you use magic, right before you roll, you can ask the Keeper what exactly would happen on a miss. If you dislike the risk, you can stop at the last second, and let the spell fizzle harmlessly. All of the effort is wasted.", + "temptation": "Temptation", + "temptation-desc1": "You have a dangerous drive that you pursue, sometimes to the exclusion of your own safety. Decide if your Temptation drove you to learn magic, or if learning magic drove you to it", + "temptation-desc2": "Whenever you give in to your Temptation and act accordingly, you mark experience. If a perfect opportunity presents itself, you need to act under pressure to resist giving in to your Temptation. If you fail this roll, you don’t mark experience like you would have if you’d willingly acted out your desires.", + "temptation-choose": "Choose one Temptation", + "temptation1": "Vengeance: Utilize magic to inflict disproportionate retribution on someone who wronged you.", + "temptation2": "Power: Utilize magic to exert your dominance over another.", + "temptation3": "Addiction: Utilize magic to do what you could do without it.", + "temptation4": "Callousness: Utilize magic without regard for the safety of others.", + "temptation5": "Carnage: Utilize magic to inflict gruesome violence.", + "temptation6": "Secrets: Utilize magic to discover forbidden, dangerous knowledge.", + "temptation7": "Glory: Utilize magic to steal someone’s thunder.", + "rotes": "Rotes", + "rote-desc1": "Whenever you use magic, you can decide afterwards that a particular spell is a Rote that you know. You know how to cast it off the top of your head. Write down in detail the name of the Rote, what it requires, and what it does on a 10+, a 7-9, and a miss. A Rote is a bit more powerful than a basic use magic spell; its glitches are less onerous and its effect may be a little bigger. Unlike regular use magic, the cost and consequences for failing a Rote are known to you in advance.", + "rote-desc2": "Choose two fixed requirements for each Rote from this list", + "rote-req1": "Magic words and ritual gestures.", + "rote-req2": "An object of power (wand, talisman, orb, staff, etc) which must be wielded.", + "rote-req3": "An expendable component such as sulfur, sage, or incense, which must be burned, blown, destroyed or scattered during the casting.", + "rote-req4": "Runes or symbols written or engraved on a surface (which must be prepared).", + "rote-req5": "A spilling of blood (1 harm to you or a willing participant).", + "rote-desc3": "After you cast it for the first time, treat each Rote as a custom move - a specialised version of use magic, which is built with the Keeper.", + "rote-list": "List of Rotes", + "rote-desc4": "You start out knowing up to one Rote, which you can choose when creating your character or during play. You can learn more by taking corresponding Improvements. When you do, you can choose the new Rote right away or in play.", + "rote-desc5": "You roll +Weird to cast a Rote, which requires you to have the needed items at hand and the ability to physically use them.", + "rote-name": "Rote Name", + "rote-reqs": "Requirements", + "rote-effect": "Effects", + "hex-advance1": "Take another Rote", + "hex-advance2": "or an additional Rote", + "hex-advance3": "Gain a Haven, like the Expert, with two options", + "hex-advance4": "Take another two Rotes", + "hex-advance5": "Choose one Advanced Hex Move", + "Pararomantic": "Pararomantic", + "luck-special-pararomantic": "When you spend Luck, mark one Relationship Status box. The Keeper will bring Fate of your Love into play.", + "relation": "Relationship Status", + "guide-name": "Guide Name", + "loving": "Loving", + "broken": "Broken", + "relation-second": "Second Relationship Status", + "guide-name-second": "Second Guide Name", + "bond": "Bond Abuse", + "bond1": "Whenever you do something to abuse the bond with your Guide, like acting against them, or not giving them enough attention, roll +Charm", + "bond1.1": "On a 10+, your action has no effect beyond the exchange of some angry words.", + "bond1.2": "On a 7-9, choose one of the Bond Abuse options below.", + "bond1.3": "On a miss, the Keeper may choose two of the Bond Abuse options below, or something worse.", + "bond2": "Bond Abuse options", + "bond2.1": "Mark one Relationship Status box.", + "bond2.2": "You may not channel the power of your Bond for the rest of the mystery.", + "bond2.3": "You gain the unwelcome attention of others of your Guide's kind.", + "bond2.4": "Someone who shouldn't know finds a clue about your relationship with your Guide.", + "bond-fate": "Fate of your Love", + "bond-fate-desc1": "There is a reason why your love with your Guide is forbidden or doomed. Invent this reason or leave it to the Keeper.", + "bond-fate-desc2": "Whenever you spend Luck, the truth of your love's Fate slowly unfolds. When you mark your last Luck point, it becomes clear that you cannot be together. Your Guide might even end up as an enemy, depending on how things go.", + "bond-fate-desc3": "Whenever you put yourself or somebody else in serious danger in order to conceal the truth about you and your Guide, mark experience.", + "pararomantic-fixed-move1": "Supernatural Guide: You have a (most likely intimate) connection to some supernatural being who is your guide into the world beyond. Choose if your relationship is secret or not", + "pararomantic-fixed-move1.1": "Determine what kind of creature your Guide is and how your relationship works. Say what kind of power they possess. The Keeper will decide how it works and define your Guide as a threat.", + "pararomantic-fixed-move1.2": "If your Guide is another hunter, determine together how your relationship works.", + "pararomantic-fixed-move1.3": "Whenever you would roll +Weird, you can roll +Charm instead, by channeling the power of your Bond. When you do so and miss, in addition to the usual consequences, you and your Guide suffer as when you miss a roll for Bond Abuse.", + "pararomantic-move1": "Bonding Time: If you spend some quality time with your Guide instead of working on the current mystery, you can roll +Charm. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 to", + "pararomantic-move1.1": "Erase one used Relationship Status mark.", + "pararomantic-move1.2": "Use a Pararomantic move you haven't picked.", + "pararomantic-move1.3": "Receive a gift from your Guide.", + "pararomantic-move1.4": "Take +1 forward.", + "pararomantic-move2": "Dark Desires: You may use manipulate someone on monsters, as long as you are using emotional ties.", + "pararomantic-move3": "The Power of Love: When you use help someone to help your Guide, don't roll +Cool. You automatically help as though you'd rolled a 10. If your Guide is another hunter, the same applies when they use help someone to help you.", + "pararomantic-move4": "Do As The Supernatural Do: You can take an unnatural move from your Guide's playbook (if they are a hunter). If they are a monster, choose a move from a suitable supernatural playbook. The Keeper may offer you a custom move instead.", + "pararomantic-move5": "I Am Theirs And They Are Mine: Whenever you are in danger, your Guide knows it. If your Guide is suffering harm (and it's feasible), you can spend Luck to redirect the attack onto yourself as if you have rolled 10+ with protect someone. If you are suffering harm, you can decide that your Guide has protected you and is suffering this harm instead. If you choose this, roll for Bond Abuse.", + "pararomantic-move6": "Monster Empathy: When you try to work out what a supernatural creature desires, roll +Charm. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 to ask the following questions - the Keeper will answer honestly", + "pararomantic-move6.1": "What do they most desire?", + "pararomantic-move6.2": "What would they accept as good enough for now?", + "pararomantic-move6.3": "What would distract them?", + "pararomantic-move7": "Spirit Touched: Your experiences have made you sensitive to the supernatural. When you sense magical things, roll +Weird. On a 10+, you can sense them fully. On a 7-9, choose: either sense them fully but they notice you too, or you sense only impressions.", + "pararomantic-equip": "Normal Equipment", + "pararomantic-gear1": "Golf club, baseball bat, cricket bat, or hockey stick (2 harm, hand, innocuous, messy)", + "pararomantic-gear2": "Pocket knife or multitool (1 harm, hand, useful, small)", + "pararomantic-gear3": "Small handgun (2 harm, close, loud, reload)", + "pararomantic-gear4": "Bicycle", + "pararomantic-gear5": "Fairly new car in decent condition", + "pararomantic-gear6": "Motorcycle", + "pararomantic-gift": "Gift from your Guide, which must be periodically recharged by interactions with them", + "pararomantic-gift1": "Part of their body, eg. a vial of blood, lock of hair, tears in a phial, fairy dust, etc. It either helps you heal, or counts as a weakness against a specific kind of monster.", + "pararomantic-gift2": "Piece of jewelry, eg. a golden ring, tribal pendant, silver locket, etc. It either provides armour (1 armour, magic) or protects you from the powers of a specific kind of monster.", + "pararomantic-gift3": "A memento of the time when they were human, eg. a portrait/photo from life, diary, favourite hat, doll, lighter, etc. It provides +1 to Bond Abuse rolls.", + "pararomantic-gift4": "A strange or antique weapon, eg. a family sword, ancient staff, holy mace (2 harm, hand, messy), etc. Additionally, add '+magic', '+silver', '+holy', or '+iron' tag to the weapon.", + "pararomantic-advance1": "Take a second Gift from your Guide or add another property to an existing gift", + "pararomantic-advance2": "Change your Guide, as you fall for another supernatural being", + "pararomantic-advance3": "Gain a second Guide. Track the Relationship Status of both Guides separately. Both Guides initially hate each other, but this could change through play. All moves that applied to your original Guide can now apply to either one", + "pararomantic-advance4": "Erase all marks from the Relationship Status track(s)", + "Searcher": "Searcher", + "searcher-extra-luck": "Extra Luck point", + "searcher-extra-luck-desc": "Use if you have the corresponding First Encounter move", + "luck-special-searcher": "When you spend Luck, your First Encounter comes up in play. It could be a flashback, new occurrence, or related event.", + "searcher-gear-base": "A laptop, a car or motorcycle, a camera, and binoculars", + "searcher-tools": "Investigation Tools", + "searcher-gear1": "A bag of cameras and microphones", + "searcher-gear2": "Forensic tools", + "searcher-gear3": "Ghost hunting tools", + "searcher-gear4": "Scientific measuring tools", + "searcher-gear5": "Cryptid hunting gear", + "searcher-gear6": "Historical documents and witness reports of strange events", + "searcher-gear7": "Maps, blueprints, and building reports for significant places", + "searcher-weapon": "Self-defence Weapons", + "searcher-gear8": "Walking stick (1 harm, hand, innocuous)", + "searcher-gear9": "Small handgun (2 harm, close, reload, loud)", + "searcher-gear10": "Small knife (1 harm, hand, messy)", + "searcher-gear11": "Martial arts training (1 harm, hand, innocuous)", + "searcher-gear12": "Incapacitating spray (0 harm, hand, irritating)", + "searcher-gear13": "Heavy flashlight (1 harm, hand, innocuous)", + "searcher-fixed-move1": "First Encounter: One strange event started you down this path, sparking your need to discover the truth behind the unexplained. Decide what that event was, pick a category below and take the associated move. Then tell everyone what happened to you (or someone close to you).", + "searcher-fixed-move1.1": "Cryptid Sighting: You take note of any reports of strange creatures. Whenever you first see a new type of creature, you may immediately ask one of the investigate a mystery questions.", + "searcher-fixed-move1.2": "Zone of Strangeness: Things are not fixed. You never need to act under pressure when supernatural forces alter the environment around you, and you get protection (2 armour) against harm from sudden changes to the laws of physics.", + "searcher-fixed-move1.3": "Psychic Event: Your mind is awakened. You may act under pressure to use the sensitive weird move, or (if you already have sensitive) the empath weird move.", + "searcher-fixed-move1.4": "Higher Power: Something looks out for you. You start with an extra Luck point.", + "searcher-fixed-move1.5": "Strange Dangers: You are always watching for hazards. When you have no armour, you still count as having protection (1 armour).", + "searcher-fixed-move1.6": "Abduction: They taught you hidden knowledge. Gain +1 to any move when you research strange or ancient secrets to do it.", + "searcher-fixed-move1.7": "Cosmic Insight: You have encompassed the soul of the universe. You never need to act under pressure due to feelings of fear, despair, or isolation.", + "searcher-move1": "Prepared to Defend: Even truth-seekers need to fight sometimes. Whenever you suffer harm when you kick some ass or protect someone, you suffer 1 harm less.", + "searcher-move2": "Fellow Believer: People understand you've also known strangeness. Bystanders will talk to you about weird things they would not trust another hunter (or a mundane official) to believe.", + "searcher-move3": "Guardian: You have a mystical ally (perhaps a spirit, alien, or cryptid) who helps and defends you. Define them, and their powers, with the Keeper's agreement. Their look is one of: invisible, an intangible spirit thing, a weird creature, disguised as an animal, or disguised as a person.", + "searcher-move4": "Just Another Day: When you have to act under pressure due to a monster, phenomenon, or mystical effect, you may roll +Weird instead of +Cool.", + "searcher-move5": "Network: You may gain an ally group of others who had experiences similar to your First Encounter - perhaps they're a support group or a hobbyist club. Detail up to five members with useful skills related to what happened to them (none are up for fighting monsters).", + "searcher-move6": "Ockham's Broadsword: When you first encounter something strange, you may ask the Keeper what sort of thing it is. They will tell you if it (or the cause) is: natural, an unnatural creature, a weird phenomenon, or a person. You gain +1 forward dealing with it.", + "searcher-move7": "The Things I've Seen: When you encounter a creature or phenomenon, you may declare that you have seen it before. The Keeper may ask you some questions about that encounter, and will then tell you one useful fact you learned and one danger you need to watch out for (maybe right now).", + "searcher-advance1": "Take a second First Encounter move, based on a recent mystery", + "searcher-advance2": "Resolve your First Encounter. The Keeper makes the next mystery about this event, and should try to answer all remaining questions about it during the mystery (although there are sure to be new threads to investigate after...)", + "Exile": "Exile", + "luck-special-exile": "When you spend Luck, you'll find something from your original life. Maybe something good, maybe something bad.", + "exile-origin": "Origin", + "exile-origin-desc1": "You were taken from your home in the past, and dropped into the modern world with only what you were carrying.", + "exile-origin-desc2": "Your nemesis came to the modern world as well, and is aware that you followed them. They will try and kill you if you don't kill them first. Decide who or what they are (with the Keeper's agreement).", + "exile-origin-desc3": "How did you get transported to the modern day?", + "exile-origin1": "You were pursuing your nemesis.", + "exile-origin2": "Your nemesis had already travelled to the future, so you (or your comrades) cast a spell to send you after it.", + "exile-origin3": "Magical accident or side-effect.", + "exile-origin4": "You angered a sorcerer.", + "exile-origin5": "Divine intervention.", + "exile-origin6": "One moment you were there, the next you were here.", + "exile-origin7": "A strange place or artifact brought you.", + "exile-origin8": "You were frozen, and recently unearthed and revived.", + "exile-move1": "Adept Sorcerer: You have a familiar spirit (usually in the guise of a pet) that counts as an ally: subordinate (motivation: to follow your exact instructions).", + "exile-move2": "Warrior: If you are fighting with (and against) old-fashioned hand weapons and suffer harm, you suffer 1 harm less. Monster attacks almost always count as old-fashioned for this move.", + "exile-move3": "Traditional Remedies: You can treat injuries without any need for modern medical supplies (although you might need someone to hold the patient down). Dealing with a poison, infection, or disease might need you to track down some specific ingredients (eg. healing herbs).", + "exile-move4": "Immortal Name: Your monster-hunting exploits are legendary, so much that your name still scares monsters and minions. You may use threats to use the move manipulate someone on monsters if they understand enough to have heard stories about you.", + "exile-move5": "Hearty Constitution: You never suffer from normal illnesses, and get +1 ongoing against magical illnesses and poisons. You've been through worse.", + "exile-move6": "Confused: Mark experience whenever your bafflement with the modern world gets in the way of monster-hunting.", + "exile-move7": "Ancient Magics: You learned magic when less lore had been lost. When you use magic, on a 7-9, don't choose a glitch. Instead, take -1 forward.", + "exile-move8": "Learned: You researched all the legends and tales of monsters in your home time. When you investigate a mystery, you can ask the Keeper questions from the following list as well as from the usual list", + "exile-move8.1": "Did this creature (or this type of creature) exist in my home time?", + "exile-move8.2": "What defenses are effective against this creature?", + "exile-move8.3": "What do I know about this creature that has been forgotten?", + "exile-armour": "Ancient Armour (0 armour or, 1 armour) appropriate to your origin", + "exile-item": "Whatever you were carrying when you were transported; most likely a monster-hunting kit in some easy-to-carry bag appropriate to your origin", + "exile-weapon": "Ancient Weapons", + "exile-gear1": "Sword (2 harm, hand, messy)", + "exile-gear2": "Axe (2 harm, hand, messy)", + "exile-gear3": "Big sword (3 harm, hand, messy, heavy)", + "exile-gear4": "Big axe (3 harm, hand, messy, heavy)", + "exile-gear5": "Shield (1 harm, hand, 1 armour), (cannot be used at the same time as a heavy weapon)", + "exile-gear6": "Silver knife (1 harm, hand, silver)", + "exile-gear7": "Bow (2 harm, close)/(1 harm, far)", + "exile-gear8": "Crossbow (2 harm, close, slow)", + "exile-gear9": "Handgonne (1 harm, hand/close, loud, volatile, smokey, reload)", + "exile-gear10": "Arquebus (2 harm, close, loud, volatile, heavy, smokey, reload)", + "exile-gear11": "Spear (2 harm, hand/close)", + "exile-gear12": "Big knife (1 harm, hand)", + "exile-gear13": "Cudgel (1 harm, hand)", + "exile-gear14": "Martial arts (1 harm, hand)", + "exile-ally": "you find one of your old comrades, who has come to join you in the modern day", + "exile-advance1": "Find a cache of objects left for you by your comrades in the past. The Keeper will decide what's in it, but it will be things that they expected you would need in the future", + "exile-return": "Optionally, you may return home to the past", + "exile-advance2": "When you use magic, you may choose to 'create a gateway between the modern world and my home' as an effect. You cannot control who uses the gateway or exactly where it opens at the other end", + "Hardcase": "Hard Case", + "luck-special-hardcase": "When you spend Luck, an enemy from your past comes back into your life. They aren’t happy to see you.", + "hardcase-adv-harm": "Extra harm box", + "hardcase-fixed-move1": "Unstoppable: When you spend Luck to avoid harm you are about to suffer, additionally remove all harm you had already suffered. Once per mystery, when you are about to take major damage (2 harm or more), change it to just 1 harm.", + "hardcase-move1": "FINISH HIM!: Whenever you inflict a massive injury (3 harm or more), you may immediately follow up with another attack. Roll +Tough. On a 10+, double the harm you cause. On a 7-9, you inflict 1 harm extra. On a miss, you leave yourself open and vulnerable.", + "hardcase-move2": "Weapon Master: When you take possession of a new weapon, you may change or remove one tag when you are using it (eg. 'heavy' becomes 'ignore-armour', or 'unreliable' is removed). The changed tag only applies for you. When you get this move, apply it to all your current weapons.", + "hardcase-move3": "Aim For The Weak Spot: Your unarmed and hand weapon attacks all get the 'ignore-armour' tag.", + "hardcase-move4": "Inspired Guesswork: Once per mystery, when you observe a monster in action, you may investigate a mystery to discover its powers, motivations, or weaknesses. It works even if what you asked about wasn't displayed; you work it out by deduction (or guessing).", + "hardcase-move5": "Come Get Some: You can challenge your foes to fight you alone, maybe in words or maybe just by being the biggest and baddest in the team. Roll +Tough. On a 10+, they all go for you. On a 7-9, they go for you, mainly, but maybe one or two of your comrades are getting marked too. On a miss, they come for you harder than you expected.", + "hardcase-move6": "Property Damage: You can smash your way through almost anything. If it is at all possible to destroy an inanimate object with the tools at your disposal, you can roll +Sharp to work out how. On a 10+, you can pulverize it, no trouble. On a 7-9, it will either take a long time, or you can't break it all down - your choice. On a miss, you hurt yourself getting it done, or get trapped in a bad spot.", + "hardcase-weapons": "Hard Case Weapons", + "hardcase-gear1": "Crowbar (2 harm, hand, messy)", + "hardcase-gear2": "Chainsaw (3 harm, hand, messy, unreliable, loud, heavy)", + "hardcase-gear3": "Automatic shotgun (3 harm, close, loud, reload, auto)", + "hardcase-gear4": "Huge knife (2 harm, hand, messy)", + "hardcase-gear5": "Hand cannon (3 harm, close, loud)", + "hardcase-gear6": "Submachinegun (2 harm, close, reload, auto)", + "hardcase-gear7": "Battered assault rifle (3 harm, close/far, auto)", + "hardcase-normal": "Normal Weapons", + "hardcase-gear8": ".38 revolver (2 harm, close, reload, loud)", + "hardcase-gear9": "Shotgun (3 harm, close, messy, loud)", + "hardcase-gear10": "Hunting rifle (2 harm, far, loud)", + "hardcase-gear11": "9mm (2 harm, close, loud)", + "hardcase-gear12": "Big knife (1 harm, hand)", + "hardcase-gear13": "Magnum (3 harm, close, reload, loud)", + "hardcase-advance1": "Gain command of a team of monster-hunters", + "hardcase-advance2": "Add an extra harm box on the Dying side", + "Luchador": "Luchador", + "luck-special-luchador": "The Luchador is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "luchador-fixed-move1": "Signature Move: Like every great wrestler, you have perfected a signature move for the ring. It works outside the ring as well.", + "luchador-fixed-move1.1": "When you unleash your signature move on something, roll +Tough. On a 10+, you do 2 harm and take +1 forward. On a 7-9, you do 1 harm and take +1 forward. On a miss, your opponent counters the move.", + "luchador-move1": "Master Técnico: When fighting unarmed, you get +1 to kick some ass and help out.", + "luchador-move2": "Intensive Training: Take +1 Tough (max +3).", + "luchador-move3": "Noble Heroism: When you successfully protect someone, give a nearby hunter +1 forward.", + "luchador-move4": "Consummate Athlete: You get +1 ongoing for vigorous physical feats (outside of combat).", + "luchador-move5": "Machismo!: Hah! You think that really hurt? By force of will, you can ignore pain and injury. When you suffer harm and just tough it out, roll +Cool. On a 10+, you heal 1 harm and gain +1 forward. On a 7-9, you heal 1 harm. On a miss, pretending to be tough you suffer 1 extra harm, in an embarrassing way if possible.", + "luchador-move6": "Daredevil Move: You can attempt a tricky, high risk manoeuver to gain an advantage on an opponent. Roll +Tough. On a 10+ pick three, on a 7-9, pick one", + "luchador-move6.1": "Interrupt a move someone or something else is making, so they can't do it yet.", + "luchador-move6.2": "Take +1 forward.", + "luchador-move6.3": "Give another hunter +1 forward.", + "luchador-move6.4": "Inflict 2 harm if you are unarmed, and your weapon's harm if you are armed.", + "luchador-move6.5": "You don't suffer harm in return.", + "luchador-move6.6": "On a miss, you suffer 1 harm from your failed move, and leave yourself open to your foes.", + "luchador-move7": "Inspiring Speech: When you rally a group with your ringside style, roll +Charm. On a 10+, they are pumped and ready to risk life and limb for the cause. On a 7-9, they are ready to pitch in their help, as long as there is little personal risk. Choose one thing for them to do", + "luchador-move7.1": "Act as an angry mob, unleashed at the target you name.", + "luchador-move7.2": "Be a vigilant watch force.", + "luchador-move7.3": "Go wherever you tell them to.", + "luchador-move7.4": "Help construct a trap.", + "luchador-move7.5": "On a miss, you lose face with the bystanders.", + "luchador-move8": "Sly Rudo: When you fight, you fight dirty. When you inflict harm on a monster, you can lure it into a trick. Roll +Sharp. On a 10+, the monster really fell for it, inflict +1 harm and +1 ongoing vs. the monster. On a 7-9, the monster fell for it, inflict +1 harm. On a miss, your trick backfires.", + "luchador-move9": "Fan Following: Your exploits in the ring have not gone unnoticed. When you contact a devoted fan to help you with a mystery, roll +Charm. On a 10+, they're available and helpful - they can fix something, give you a lift, or do some other favour. On a 7-9, they're prepared to help, but it's either going to take some time or you're going to have to do part of it yourself. On a miss, you burn some bridges.", + "luchador-weapons": "Normal Weapons", + "luchador-gear1": ".38 revolver (2 harm, close, reload, loud)", + "luchador-gear2": "9mm (2 harm, close, loud)", + "luchador-gear3": "Shotgun (3 harm, close, messy, loud)", + "luchador-gear4": "Heavy chain (2 harm, hand, area)", + "luchador-gear5": "Sledgehammer (3 harm, hand, messy)", + "luchador-gear6": "Big knife (1 harm, hand)", + "luchador-gear7": "Brass knuckles (1 harm, hand, stealthy)", + "luchador-vehicle": "Stylish Vehicle", + "luchador-gear8": "Foreign sports car", + "luchador-gear9": "Giant off-road vehicle", + "luchador-gear10": "Limo and chauffeur", + "luchador-gear11": "Tricked out motorcycle", + "luchador-gear12": "Van with custom paint job", + "luchador-ally": "another wrestler who has chosen to fight monsters with you", + "luchador-advance1": "Gain a Haven, like the Expert, with two options", + "Meddlingkid": "Meddling Kid", + "luck-special-meddlingkid": "When you spend Luck, you will see something you weren’t supposed to see. It might help you with your current mystery or it might just scare you.", + "meddlingkid-animal": "Animal Allies", + "meddlingkid-animal-desc": "Animal allies follow the normal rules for allies, except for communication. Animal allies can understand commands about as well as a very clever dog (regardless of what sort of animal they are).", + "meddlingkid-move1": "Unmasked!: When you have a monster captured or at bay, you may explain it is not a monster after all but a specific person in a mask. You must explain the real reason for all the seemingly supernatural events you have seen, and how the villain was behind them. When you reveal the culprit, roll +Sharp. On a 10+, your deduction is correct and it really is that person in a mask! On a 7-9, the Keeper must choose one of", + "meddlingkid-move1.1": "This really is a monster, but the named bystander was secretly their ally all along.", + "meddlingkid-move1.2": "You are correct, but while you talked, they found a way to attempt an escape.", + "meddlingkid-move1.3": "The explanation for all the events is correct but you picked the wrong person; when you unmask them, the villain is someone unexpected.", + "meddlingkid-move1.4": "On a miss, the monster gets an opportunity to create chaos while you explain your (incorrect) deductions.", + "meddlingkid-move2": "Power Snack: Pick a favourite snack food. Whenever you take a moment to eat some and enjoy it, take +1 forward.", + "meddlingkid-move3": "Wallop!: When you use an improvised weapon to attack something, you may choose one of these extra effects", + "meddlingkid-move3.1": "Inflict 1 harm.", + "meddlingkid-move3.2": "Momentarily stun them with a blow to the head.", + "meddlingkid-move3.3": "Trip or entangle them.", + "meddlingkid-move3.4": "Inflict 2 harm but the improvised weapon breaks.", + "meddlingkid-move4": "It's A Trap!: When you make a trap to capture a monster or minion, roll +Sharp. On a hit, you capture something! On a 10+, you can choose one of these extra effects", + "meddlingkid-move4.1": "It will take some time for the victim to get free.", + "meddlingkid-move4.2": "The trap inflicts harm (as an improvised weapon).", + "meddlingkid-move4.3": "The trap may be reset and reused later. Roll the move again when you do so, with +1 forward.", + "meddlingkid-move5": "Tell Me The Truth!: When you are questioning somebody to investigate a mystery, you may ask questions from the following list as well as from the usual list", + "meddlingkid-move5.1": "Who has something to gain from this situation?", + "meddlingkid-move5.2": "What are you plotting?", + "meddlingkid-move5.3": "Are you lying to me?", + "meddlingkid-move5.4": "Who knows about _____?", + "meddlingkid-move6": "Run Away!: When you decide to get out of a bad situation, you can get away just fine. Unfortunately you will end up somewhere just as bad, that is important to the current mystery.", + "meddlingkid-move7": "A Pleasant and Friendly Manner: When you politely manipulate someone, your impeccable manners always count as a reason for the person to do what you say.", + "meddlingkid-gadgets": "Mystery-solving Gadgets", + "meddlingkid-gear1": "Magnifying glass", + "meddlingkid-gear2": "Microscope", + "meddlingkid-gear3": "A van", + "meddlingkid-gear4": "Library card", + "meddlingkid-gear5": "Chemistry kit", + "meddlingkid-gear6": "A set of walkie-talkies", + "meddlingkid-gear7": "Fingerprint kit", + "meddlingkid-gear8": "Camera", + "meddlingkid-ally": "someone to join the gang, it may be an animal (most likely a dog or a cat)", + "Sidekick": "Sidekick", + "luck-special-sidekick": "The Sidekick is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "hero": "Hero", + "hero-desc1": "Pick one of the other hunters to be your hero. This is the person you decided is such an awesome monster-hunter that you are going to spend your time helping them out.", + "hero-desc2": "Decide what your relationship is, with agreement from the hero's player. Eg. an older sibling, a parent, a friend who was always better than you, perhaps they saved you from a monster, or you found out about their monster hunting by accident, etc. Optionally, you may choose to copy some aspect of your hero's looks.", + "hero-desc3": "When your hero's player has picked their ratings, ask them which is highest. You've been trying to be like them, so you get an extra +1 to that rating. If they have a tie for highest, you can pick which one you put your +1 on.", + "sidekick-fixed-move1": "There's no 'I' in 'Team': You get +1 ongoing to help out; +2 ongoing, if you are helping out your hero.", + "sidekick-move1": "Caddy: You carry all your hero's stuff around. That means you can use anything from their gear list, unless they are currently holding it. Plus, if the item is not unique, you carry spares. For anything like that, you can use one of the spares even if your hero is currently using it.", + "sidekick-move2": "As You Wish: Mark experience whenever your hero orders or requests that you do something you don't want to do, and you go ahead and do it.", + "sidekick-move3": "Bodyguard: If something bad is going to happen to your hero, your comrades, or a bystander, and you are right there, you may throw yourself in harm's way. Whatever was going to happen to them happens to you instead.", + "sidekick-move4": "Me Too!: If your hero makes a roll for a move, and you copy what they did (i.e. the same move), you may choose not to roll. Instead, use the outcome of your hero's roll.", + "sidekick-move5": "I Can Make You Look Good: If you help out your hero, you may choose to change the outcome of your dice roll with the outcome of their original dice roll.", + "sidekick-move6": "Journeyman (or Journeywoman): Take a move that your hero has.", + "sidekick-hero-weapon": "Hero's Weapon (from your hero's gear options)", + "sidekick-weapons": "Sidekick Weapons", + "sidekick-gear1": ".38 revolver (2 harm, close, reload, loud)", + "sidekick-gear2": "Shotgun (3 harm, close, messy, loud)", + "sidekick-gear3": "Baseball bat (2 harm, hand)", + "sidekick-gear4": "9mm (2 harm, close, loud)", + "sidekick-gear5": "Big knife (1 harm, hand)", + "sidekick-ally": "another sidekick for your hero, your junior", + "sidekick-advance1": "Change playbooks to the same as your hero (overrides the rule that only one of each playbook may be in play)", + "sidekick-advance2": "Change your hero; pick another hunter to be your new hero", + "Snoop": "Snoop", + "luck-special-snoop": "When you spend Luck, you’re going to suffer some technical difficulties, eg. breakdowns, communication problems, weird noises in the recordings, etc.", + "snoop-crew": "Crew", + "snoop-crew-desc1": "Decide if your crew are made up of the other hunters, or if you have your own entourage. If they are other people, there are 1-3 of them. Pick a name and job for each. If it's the other hunters, decide together who gets which job.", + "snoop-crew-desc2": "Crew jobs: camera, sound, editing, dogsbody, researcher, driver, director, producer, bodyguard, etc.", + "snoop-move1": "\"What Does That Feel Like?\": When you put your camera/microphone right in a person's face, they automatically break off whatever they are doing. They might go right back to it after they deal with you, but you'll create enough time for everyone else to act in the meantime.", + "snoop-move2": "Minor Celebrity: At the beginning of each mystery, roll +Weird. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 during the mystery to have someone you meet know of you in a positive light (maybe they read your blog, listen to your podcast, or watch your Internet/TV show, etc). You may end up getting asked for autographs or given 'hot' leads, too.", + "snoop-move3": "We'll Fix It In Post: You can use anything you could conceivably have recorded as evidence for investigate a mystery, allowing you to check previous interviews, attack sites, and so on, from the comfort of your laptop.", + "snoop-move4": "I'm A Reporter!: When you investigate a mystery by talking to witnesses, interviewing locals, or anything else requiring interpersonal skills, roll +Charm instead of +Sharp.", + "snoop-move5": "Truthiness: Whatever you tell a normal person, they'll accept that you think it's true. If it's far out, they might think you're crazy, but they won't think you're lying.", + "snoop-move6": "The Mojo Wire: When you read all the current news feeds looking for the weird and crazy stuff, take +1 forward.", + "snoop-move7": "Relaxed Producer: You're employed, with a regular paycheck and little or no oversight. As long as you send in a story every few days, no matter how bizarre, you're set. Every now and again, they'll send you somewhere in particular, and when that happens it usually involves supernatural activity; unless they need human interest, in which case it will be a kitten show or agricultural fair or something.", + "snoop-gear-base": "A laptop", + "snoop-recording": "Recording Devices", + "snoop-gear1": "Digital video camera", + "snoop-gear2": "Tiny digital video camera", + "snoop-gear3": "Film camera (8mm or 16mm)", + "snoop-gear4": "Digital sound recorder", + "snoop-gear5": "Cassette tape recorder", + "snoop-gear6": "Infrared video camera", + "snoop-gear7": "Pro sound gear with boom mike", + "snoop-gear8": "Remote controlled camera drone", + "snoop-gear9": "Starlight camera", + "snoop-gear10": "Steadicam rig", + "snoop-gear11": "Laser microphone", + "snoop-gear12": "SLR camera", + "snoop-detector": "Detectors", + "snoop-gear13": "Electromagnetic field detector", + "snoop-gear14": "Temperature fluctuation detector", + "snoop-gear15": "Ouija board", + "snoop-gear16": "Humidity meter", + "snoop-gear17": "Dowsing rods", + "snoop-gear18": "Chemistry test kit", + "snoop-gear19": "Metal detector", + "snoop-gear20": "Compass", + "snoop-gear21": "GPS receiver", + "snoop-gear22": "Laser rangefinder", + "snoop-gear23": "Pendulum", + "snoop-weapon": "Subtle Weapons", + "snoop-gear24": ".32 revolver (2 harm, close, reload, small)", + "snoop-gear25": "9mm (2 harm, close, loud)", + "snoop-gear26": "Knife (1 harm, hand, hidden)", + "snoop-gear27": "Multitool/pocket knife (1 harm, hand, hidden, useful)", + "snoop-advance1": "Gain a Haven, like the Expert, with one option plus a film lab", + "snoop-ally": "possibly one of your existing crew members, or the whole crew as an ally team", + "Summoned": "Summoned", + "luck-special-summoned": "When you spend Luck, another sign of the Apocalypse will come to pass. When you have spent all your Luck, the Apocalypse begins.", + "apocalypse": "Apocalypse", + "apocalypse-desc1": "You are destined to bring about the Apocalypse. You may or may not know about it yet, but you have at least come across some hints of your destiny.", + "apocalypse-desc2": "Pick a sign of the Apocalypse, with help from the Keeper (and maybe the rest of the group) that has already been revealed to you. Whenever you spend Luck, you'll trigger another sign of the Apocalypse. You can suggest what it might be, but it will be the Keeper's job to bring the sign into the story.", + "apocalypse-sign-example": "Example signs", + "apocalypse-sign-list": "Betrayal, An army of monsters rises, Rain of fire, Eternal darkness, Things from beyond, Take your throne, Red sun, The Portal opens, Plague, Learn your true name, The Stars are Right Breaking the Seal, Murder of the King, The Beast slouches into the world, Become the Dragon, The Coronation, Your Hosts assemble, The fall of the Tower, The seas boil, Natural disasters, Judgement Day, World war, Famine, Ancient Evil reborn", + "apocalypse-desc3": "When you have spent all your Luck, the Apocalypse is imminent. It's up to you to stop, or cause, the end of the world. Your call.", + "summoned-fixed-move1": "Freakish: You're weird, and people react badly. You cannot use manipulate someone on a person until you prove yourself to them first (this includes the other hunters, and it's up to them to decide when you have proved yourself). Until then, people will just try to get away from you. You can spend Luck to have a person take to you. Don't roll manipulate someone; they act as though you'd rolled a 12. On the other hand, you can use manipulate someone on monsters that can reason and talk (but they always want something really bad).", + "summoned-move1": "What Are You Looking At?: When you talk to a monster (capable of reason and speech), they will recognize you and your potential. If you ask them what they know, pick one for the Keeper to reveal", + "summoned-move1.1": "Tell me something about where I'm from.", + "summoned-move1.2": "Tell me something about my destiny.", + "summoned-move1.3": "Tell me something about who I really am.", + "summoned-move1.4": "Tell me something about the Apocalypse.", + "summoned-move2": "Should I Feel That?: Your body has 2 armour. This does not stack with any other armour.", + "summoned-move3": "Mayhem!: When you grab a nearby large object and use it as an improvised weapon, first determine how much damage it will do.", + "summoned-move3-guide": "Guidelines", + "summoned-move3.1": "Fire extinguisher, fence post, furniture, etc: 2 harm", + "summoned-move3.2": "Motorcycle, lamppost, masonry chunk, etc: 3 harm", + "summoned-move3.3": "Car, dumpster, boulder, etc: 4 harm", + "summoned-move3.4": "Bus, truck, wall, etc: 5 harm", + "summoned-move3-desc": "After you inflict harm with it (with a kick some ass roll or otherwise), roll +harm your weapon actually caused. On a miss, you use it without trouble. On a 7-9 pick one side effect, on a 10+ pick two", + "summoned-move3.5": "You hurt someone nearby as well as your target.", + "summoned-move3.6": "You make something about the situation worse.", + "summoned-move3.7": "You lose control of your improvised weapon.", + "summoned-move3.8": "You cause massive property damage.", + "summoned-move3.9": "Your improvised weapon breaks.", + "summoned-move4": "Absolute Badass: Take +1 Tough (max +3).", + "summoned-move5": "Screw You: Spend Luck to get +1 ongoing vs. one particular monster. This lasts until that monster is dead.", + "summoned-move6": "Whatever: Spend Luck to get +1 Tough for the remainder of the current mystery (max +4).", + "summoned-move7": "Why So Serious?: If you cap off a move with an appropriate one-liner, the team gets +1 forward (so the next hunter who makes a roll gets +1).", + "summoned-weapon": "Huge Weapon", + "summoned-gear1": "Super hand cannon (4 harm, close, heavy, loud, reload)", + "summoned-gear2": "Machinegun (3 harm, close, auto, heavy, messy, loud, reload)", + "summoned-gear3": "Rocket launcher (4 harm, far, area, heavy, messy, loud, reload)", + "summoned-gear4": "Gigantic Hellsword (4 harm, hand, heavy, messy, magic)", + "summoned-gear5": "Automatic shotgun (3 harm, close, auto, heavy, loud, reload)", + "summoned-gear6": "Red right hand (3 harm, hand, magic)", + "summoned-heavy": "Heavy Weapons", + "summoned-gear7": "Sledgehammer (3 harm, hand, heavy, messy)", + "summoned-gear8": "Big sword (3 harm, hand, heavy, messy)", + "summoned-gear9": "Big axe (3 harm, hand, heavy, messy)", + "summoned-gear10": "Magnum (3 harm, close, loud, reload)", + "summoned-gear11": "Shotgun (3 harm, close, messy, loud, reload)", + "summoned-advance1": "Gain an ally team of monster-hunters (or monstrous hunters) under your command", + "summoned-advance2": "Get a position in a Sect, like the Initiate. Describe the Sect and its Traditions (or join a Sect that already exists in your game). Gain the move for when you are in good standing with your Sect", + "summoned-advance3": "Turn evil (again?). Retire this character, they become one of the Keeper's threats", + "Traveler": "Traveler", + "luck-special-traveler": "The Traveler is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "traveler-transport": "Means of Transport", + "traveler-transport-desc1": "You can visit future events, past events or remote places, either alone or with the whole team. The Keeper will decide (maybe with help from the group) how time travel will work; changing the past, alternate timelines, small changes producing major changes etc.", + "traveler-transport-desc2": "When traveling through time and space, roll +Sharp. On a 10+, you arrive at the desired place at the desired time. On a 7-9, you arrive at either the desired place or, at the desired time; your choice. On a miss, you are lost; this is probably quite serious.", + "traveler-transport-desc3": "Choose one means of transport for your travels through time and space. Each transportation medium has both positive and negative traits. Always keep in mind that time travel is by no means a safe trip.", + "traveler-transport1": "It’s bigger on the inside: Your time machine is multidimensional, as small as a phone booth on the outside, but as big as a spaceship on the inside. Things inside it cannot be tracked by normal means. To travel, it disappears from one place and appears in another, but otherwise it is completely stationary and cannot be transported at all.", + "traveler-transport2": "Teleportation: You can teleport instantly if you have a clear line of sight of the destination or if you know it very well. Otherwise, you need to study the spacetime continuum for a few hours, or even days, to plan the trip, so as to not end up underground or a kilometre above the ground.", + "traveler-transport3": "88 miles per hour: Your time machine looks like a car or a van, not drawing much attention (in time periods after the invention of such vehicles). You can use it to move around like any other vehicle, but it depends on fuel, maintenance parts, roads etc.", + "traveler-transport4": "Time Portal: You open a time portal to your destination. You can only open one portal at a time, and it will remain active for as long as you wish. It allows you to cross it in any direction as many times as you want. But an unattended portal can also be crossed by any person, or monster...", + "traveler-fixed-move1": "Servant of Technology: You are extremely dependent on technology, having difficulties in relating to the supernatural. You get -1 ongoing to use magic or any other moves related to the supernatural or magic.", + "traveler-move1": "Butterfly Effect: At the beginning of each mystery, choose one rating to receive +1 (max +3) and another to receive -1 (min -2) during this mystery. These actions disturb the spacetime and the oscillations of their characteristics is a reflection of that.", + "traveler-move2": "Historian: When you investigate a mystery or read a bad situation, you can choose to ask \"Why does this seem familiar?\" as one of the questions. If possible, the Keeper will describe how a similar situation has happened in the past or future history of the world.", + "traveler-move3": "Inventor: If you want to build, repair, or study a device, the Keeper will tell you how long it will take and what equipment will be needed.", + "traveler-move4": "Prescience: Attacks that can cause your death pop up in your memory. When you take harm and become unstable, you may roll +Weird. On a 10+, you remembered the attack and were able to avoid it completely. On a 7-9, the memory took time to emerge, take 1 harm less or don’t become unstable. On a miss, the memory was incorrect and your avoidance made you unbalanced; in addition to the harm, you take -1 forward.", + "traveler-move5": "Neural Implants: When you need to do something that requires specific training, such as defusing a bomb or flying a helicopter, you already have the information implanted in your brain. You still need to act under pressure, but you know what to do.", + "traveler-move6": "Sufficiently Advanced Technology: You can reproduce the effects of the move use magic with technological tools. You do not roll dice for this, but you must choose an effect and a glitch. This is not magic, so the effect will not have the magic tag and will not work on things affected only by magic. The Keeper may ask for one or more requirements to achieve the effect.", + "traveler-move7": "No Paradoxes: When you say why something should happen to guarantee the future, you can help another hunter and give +1 to their roll, as if you had rolled a 10+ on help out. You still need to describe how you are helping.", + "traveler-move8": "Android/Cyborg: You have cybernetic implants or maybe you're half a machine. In addition to superhuman strength, your punches and kicks are attacks with (3 harm, contact).", + "traveler-move9": "Psychic Paper: You get +1 ongoing in rolls to avoid being detected or remaining unnoticed. You also get +1 ongoing when you manipulate someone by pretending to be someone else.", + "traveler-devices": "Technological Devices", + "traveler-gear1": "Photonic Binoculars: Able to see in total darkness and in different spectra, including infrared", + "traveler-gear2": "Sonic Screwdriver: Able to repair, or damage, simple mechanical and electronic devices (eg. radios, locks, weapons etc)", + "traveler-gear3": "Travel Guide: A small electronic book containing all human historical knowledge up to the present era", + "traveler-gear4": "Portable Laboratory: A small device capable of diagnosing diseases, poisons and abnormal conditions from a drop of blood or similar input", + "traveler-gear5": "Universal Locator: Indicates the exact position in time and space. Can only be blocked with magic or high levels of radiation", + "traveler-gear6": "Hologram Projector: Projects a person-sized hologram (recorded or live) that looks real until touched", + "traveler-gear7": "Instant Translator: Ensures speech and understanding of any natural language (does not work with magic or supernatural languages)", + "traveler-weapon": "Protective Weapons", + "traveler-gear8": "Machete (1 harm, contact)", + "traveler-gear9": "Common revolver (2 harm, close, loud, reload)", + "traveler-gear10": "Shotgun (3 harm, close, messy, loud, reload)", + "traveler-gear11": "Light futuristic weapon (1 harm, add 1 range tag and 3 other tags)", + "traveler-gear12": "Heavy futuristic weapon (3 harm, add 1 range tag and 1 other tag)", + "traveler-advance1": "Delete the move Servant of Technology. You have learnt to deal with the supernatural, no longer receiving any penalties for it", "custom": "Custom", - "luck-special-Custom": "if any", + "luck-special-custom": "You may come up with a Luck Special move for this playbook with help from the Keeper.", "custom-special": "Playbook Special", "custom-special-example": "Like the Expert's haven or the Spellslinger's combat magic", "custom-special-name": "Name of special", @@ -625,6 +1161,5 @@ "custom-moves": "Playbook Moves", "custom-move-name": "Name", "custom-move-description": "Description", - "custom-gear": "Playbook Gear", - "inmrovements-instructions": "4 stats available for improvement (mark one off at character creation without taking the bonus); top stat max +3, all others max +2" -} \ No newline at end of file + "custom-gear": "Playbook Gear" +} diff --git a/Monster of the Week/translations/ko.json b/Monster of the Week/translations/ko.json index 804459d8eb..71250b65da 100644 --- a/Monster of the Week/translations/ko.json +++ b/Monster of the Week/translations/ko.json @@ -27,17 +27,19 @@ "gear": "Gear", "other-gear": "Other Gear", "improvements": "Improvements", - "inmrovements-description": "Once you have 5 experience you may choose one of these: (Check off any you've already taken)", + "improvements-description": "Once you have 5 Experience you may choose one of these: (Check off any you've already taken)", "max": "max", - "another-move": "Take another Custom move", + "another-move": "Take another move from your own playbook", "ally": "Gain an ally", "playbook-move": "Take a move from another playbook", "advanced-improvements": "Once you have taken 5 improvements you may choose from these options as well as the list above when you improve", "rating": "to any rating", - "new-type": "Change this hunter to a new type", + "new-playbook": "Change playbooks", "second-hunter": "Create a second hunter to play", "basic-moves": "Advance 2 basic moves", "retire": "Retire this hunter to safety", + "erase-luck": "Erase one used Luck point", + "after-getting-improvement": "Use after getting the corresponding Improvement", "history": "History and Notes", "pick-one": "pick one", "pick-two": "pick two", @@ -46,12 +48,13 @@ "1-fixed-move": "You get this", "2-fixed-moves": "You get these 2", "1-move": "Then pick one of these", + "2-moves-then": "Then pick two of these", "2-moves": "Then pick two of these", + "3-moves-then": "Then pick three of these", "3-moves": "Pick three of these", "choose": "choose", "one": "one", - "choose-one": "choose one", - "choose-two": "choose two", + "two": "two", "three": "three", "the-chosen": "The Chosen", "the-crooked": "The Crooked", @@ -59,13 +62,33 @@ "the-expert": "The Expert", "the-flake": "The Flake", "the-initiate": "The Initiate", - "the-monsteroue": "The Monsterous", + "the-monstrous": "The Monstrous", "the-mundane": "The Mundane", "the-professional": "The Professional", "the-spellslinger": "The Spellslinger", "the-spooky": "The Spooky", "the-wronged": "The Wronged", + "the-gumshoe": "The Gumshoe", + "the-hex": "The Hex", + "the-pararomantic": "The Pararomantic", + "the-searcher": "The Searcher", + "the-exile": "The Exile", + "the-hardcase": "The Hard Case", + "the-luchador": "The Luchador", + "the-meddlingkid": "The Meddling Kid", + "the-sidekick": "The Sidekick", + "the-snoop": "The Snoop", + "the-summoned": "The Summoned", + "the-traveler": "The Traveler", + "the-actionscientist": "The Action Scientist", + "the-biggamehunter": "The Big Game Hunter", + "the-constructed": "The Constructed", + "the-madscientist": "The Mad Scientist", "custom-playbook": "Custom", + "tome-of-mysteries": "Tome of Myseries", + "reinforcements": "Reinforcements", + "Brazilian": "Brazilian Edition", + "fan-made": "Fan-made", "chosen": "Chosen", "luck-special-chosen": "When you spend Luck the Keeper will bring your fate into play", "your-fate": "Your Fate", @@ -107,13 +130,14 @@ "chosen-move4": "Invincible You always count as having 2 armour, this doesn't stack with other protection", "chosen-move5": "Resilience You heal faster than normal people. Any time your harm gets healed, heal and extra point. Additionally, your wounds count as 1 harm less for the purpose of the Keeper's harm moves", "chosen-gear1": "Protective gear worth 1 armour", - "optional": "optional", "chosen-gear2": "One Special Weapon", + "chosen-special-descrip": "Design your weapon by choosing a Form, three Business-end options (which are added to the base tags), and a material that the business-end is made from.", "form": "Form", "chosen-gear3": "Staff (1 harm, hand, close)", "chosen-gear4": "Haft (2 harm, hand, heavy)", "chosen-gear5": "Handle (1 harm, hand, balanced)", "chosen-gear6": "Chain (1 harm, hand, area)", + "business-end": "Business-end", "chosen-gear7": "Business End", "chosen-gear8": "Artifact (+magic)", "chosen-gear9": "Spikes (+1 harm, +messy)", @@ -121,8 +145,8 @@ "chosen-gear11": "Heavy (+1 harm)", "chosen-gear12": "Long (+close)", "chosen-gear13": "Throwable (+close)", - "chosen-gear14": "Chain (+area)", "material": "Material", + "material-desc": "(+steel, +cold iron, +silver, +wood, +stone, +bone, +teeth, +obsidian, or anything else you want)", "chosen-advance1": "Delete a doom tag (optionally also delete a heroic tag)", "Crooked": "Crooked", "luck-special-Crooked": "When you spend Luck someone from your past will re-appear in your life, soon", @@ -132,7 +156,7 @@ "background2": "Burglar When you break into a secure location roll +Sharp. On a 10+ pick three, on a 7-9 pick two", "background2.1": "You get in undetected", "background2.2": "You get out undetected", - "background2,3": "You don't leave a mess", + "background2.3": "You don't leave a mess", "background2.4": "You find what you were after", "background3": "Grifter When you are about to manipulate someone, you can ask the Keeper \"what will convince this person to do what I want?\" The Keeper must answer honestly, but not necessarily completely", "background4": "Fixer If you need to buy something, sell something, or hire someone, roll +Charm. On a 10+ you know just the person that will be interested. On a 7-9, you know the only person that can do it, but there's a complication. Pick one", @@ -142,8 +166,14 @@ "background4.4": "On a miss, the only person who can help you is someone who absolutely hates you", "background5": "Assassin When you take your first shot at an unsuspecting target, do +2 harm", "background6": "Charlatan When you want people to think you are using magic, roll +Cool. On a 10+ your audience is amazed and fooled by your illusion. On 7-9, you tripped up a few times, someone will notice. You may also manipulate someone with fortune telling. When you do that, ask \"What are they hoping for right now?\" as a free question (even on a miss)", + "background6.1": "You may also manipulate someone with fortune telling. When you do that, ask \"What are they hoping for right now?\" as a free question (even on a miss).", "background7": "Pickpocket When you steal something small, roll +Charm. On a 10+ you get it and they didn't notice you taking it. On a 7-9 either you don't grab it, you grab the wrong thing, or they remember you later; your choice", "crooked-move1": "Artifact You 'found' a magical artifact with handy powers and kept it. Pick 1: Protective amulet (1 amour, magic, recharge); lucky charm (may be used as a Luck point just once); grimoire (studying the book gives +1 to use magic; skeleton key (opens any magically sealed lock); imp stone (a weak demon is bound to serve the holder. The imp must be summoned with Use Magic)", + "crooked-artifact1": "Protective amulet (1 amour, magic, recharge)", + "crooked-artifact2": "Lucky charm (may be used as a Luck point just once)", + "crooked-artifact3": "Grimoire (studying the book gives +1 forward to use magic)", + "crooked-artifact4": "Skeleton key (opens any magically sealed lock)", + "crooked-artifact5": "Imp stone (a weak demon is bound to serve the holder. The imp must be summoned with Use Magic)", "crooked-move2": "Crew You have a regular crew, a team of 3 or 4 people who will help you out with pretty much anything. This counts as a team", "crooked-move3": "Deal with the Devil You sold your soul to the devil. Pick one or two things you got out of the deal: wealth, fame, youth, sensual gratification, skill (add +1 to two ratings). Payment is due either when you die, or in a year (6 months if you chose 2 things)", "crooked-move4": "Friends on the Force You know a few cops who can be persuaded to look the other way, or do you a favour, for certain considerations. You can act under pressure to get in touch with them when you need to divert any law enforcement attention. There will be a cost, although maybe not right now", @@ -151,6 +181,7 @@ "crooked-move6": "Driver You gain +1 ongoing while driving, plus you can hotwire anything (the older it is, the fewer tools you'll need.) You also own 2 handy, widely-available vehicles", "crooked-move7": "Home Ground Your crew made a point of keeping the locals happy- keeping them safe, ensuring things always went down okay. When you're back in your old neighbourhood, you can always find people who will hide you or help you with a minor favour, no questions asked", "crooked-move8": "Notorious You have a reputation from your criminal past. When you reveal who you are, your terrifying reputation counts as a reason for someone to what you ask when you manipulate someone. Revealing your identity to someone can bring other problems later, of course", + "crooked-weapon": "Effective Weapons", "crooked-gear1": ".22 revolver (1 harm, close, reload,
          small)", "crooked-gear2": ".38 revolver (2 harm, close, reload,
          loud)", "crooked-gear3": "9mm (2 harm, close, loud)", @@ -160,12 +191,6 @@ "crooked-gear7": "Baseball bat (1 harm, hand)", "crooked-gear8": "Submachinegun (2 harm, close, reload,
          auto", "crooked-gear9": "Assault rifle (3 harm, close/far, auto)", - "underworld": "Underworld", - "underworld-description": "Pick the circumstance that lead you to discovering the real underworld, then pick the creature involved", - "underworld1": "The target of a job was a dangerous creature (Pick one: vampire, warewolf, troll, reptiloid)", - "underworld2": "You worked with someone who was more than they seemed (Pick one: sorceror, demon, faerie, psychic)", - "underworld3": "You were hired by something weird (Pick one: immortal, god, outsider, witch)", - "underworld4": "Things went south o a job- including, but not limited to running into; (Pick one a horde of goblins, a hunger of ghouls, a dream-eater, a salamander)", "heat": "Heat", "heat-description": "You didn't get here without making enemies", "pick-heat": "pick at least 2 of these and name the people involved", @@ -174,9 +199,14 @@ "heat3": "You pissed off a well connected criminal,
          and they'll do whatever they can to
          destroy you", "heat4": "You took advantage of someone
          who has special powers (a person or
          monster)", "heat5": "You betrayed an old partner in the
          middle of a job ", + "underworld": "Underworld", + "underworld-description": "Pick the circumstance that lead you to discovering the real underworld, then pick the creature involved", + "underworld1": "The target of a job was a dangerous creature (Pick one: vampire, warewolf, troll, reptiloid)", + "underworld2": "You worked with someone who was more than they seemed (Pick one: sorceror, demon, faerie, psychic)", + "underworld3": "You were hired by something weird (Pick one: immortal, god, outsider, witch)", + "underworld4": "Things went south o a job- including, but not limited to running into; (Pick one a horde of goblins, a hunger of ghouls, a dream-eater, a salamander)", "crooked-ally": "from your old crew", "crooked-advance1": "Recover a stash of money from the old days, enough to live without care for a year or two", - "Crooked-advance2": "Erase one Luck point from your playbook", "Divine": "Divine", "luck-special-divine": "When you spend Luck you get word your Mission requires something difficut to me done. By you. Urgently", "your-mission": "Your Mission", @@ -193,15 +223,15 @@ "divine-move5": "Soothe When you talk to someone for a few seconds in a quiet voice, you can calm them down, blocking any panic, anger, or other negitive emotions they have. This works even if the thing that freaked them out is still present, as long as your voice can be heard", "divine-move6": "Lay On Hands Your touch can heal any injury or disease. When you lay your hands on someone hurt, roll +Cool. On a 10+, heal 2 harm or an illness, plus they are stabilised. On a 7-9, you can heal the harm or illness but you take it into yourself. On a miss, your aura causes them extra harm", "divine-move7": "Cast Out Evil You may banish an unnatural creature from your presence. Roll +Tough, on 10+ it is banished. On a 7-9 it takes a little while for the banishing to take effect- the creature has time to make one or two actions. Either way, the banished creature is unharmed, and you have no control over where it goes. This move may be used on unnatural hunters (eg The Monsterous). On a miss, something is keeping it here. That's bad", - "divine-gear1": "Flaming sword (3 harm, hand, fire,
          holy) ", "divine-weapon": "One Divine Weapon", + "divine-armour": "Divine Armour (1 armour, holy) with a look suited to your divine origin", + "divine-gear1": "Flaming sword (3 harm, hand, fire,
          holy) ", "divine-gear2": "Thunder hammer (3 harm, hand, stun,
          holy) ", "divine-gear3": "Razor whip (3 harm, hand, area,
          messy, holy)", "divine-gear4": "Five demon bag (3 harm, close, magic,
          holy)", "divine-gear5": "Silver trident (3 harm, hand, silver,
          holy)", "Divine-ally": "a lesser divine being, sent from above to help you with your mission", "Divine-advance1": "Erase one Luck point from your playbook", - "Divine-advance2": "Change your mission. Select a different mission from the options, or (with the Keeper's agreement) create a new mission", "Expert": "Expert", "luck-special-expert": "When you spend Luck you discover something happening now is related to something you were involved in years ago", "expert-weapons": "Monster-Slaying Weapons", @@ -237,7 +267,6 @@ "haven8": "Panic Room This has essential supplies and is protected by normal and mystical means. You can hide out there for a few days, safe from pretty much anything", "haven9": "Magical Laboratory You have a mystical lab with all kinds of weird ingredients and tools useful for casting spells (like use magic, big magic, and any other magical moves)", "expert-advance1": "Add a haven option", - "expert-advance2": "Add a haven option", "Flake": "Flake", "luck-special-flake": "When you spend Luck pick an aspect of the current situation. The Keeper will tell you what other conspiricies that aspect connects to", "flake-move1": "Connect the Dots At the beginning of each mystery if you look for the wider patterns that current events might be part of, roll +Sharp. On a 10+ hold 3, 7-9 hold 1. Spend your hold during the mystery to ask the Keeper one of the following questions", @@ -253,20 +282,20 @@ "flake-move6": "Contrary When you seek out and recieve someone's honest advice on the best course of action for you, and then do something else instead, mark experience. If you do exactly the opposite of their advice, you also take +1 ongoing on any moves you make persuing that course", "flake-move7": "Net Friends You know a lot of people on the internet. When you contact a net friend to help you roll +Charm. On a 10+ they're available and helpful; they can fix something, break a code, hack a computer, or get you some special information. On a 7-9, they're prepared to help but it's either going to take some time, or you'll have to do part of it yourself. On a miss you burn some bridges", "flake-move8": "Sneaky When you attack from ambush or from behind, inflict +2 harm", - "fake-normal": "One Normal Weapon", - "fake-gear1": ".38 revolver (2 harm, close, reload,
          loud)", - "fake-gear2": "9mm (2 harm, close, loud)", - "fake-gear3": "Hunting rifle (2 harm, far, loud)", - "fake-gear4": "Magnum (3 harm, close, reload, loud)", - "fake-gear5": "Shotgun (3 harm, close, messy, loud)", - "fake-gear6": "Big knife (1 harm, hand)", + "flake-normal": "Normal Weapon", + "flake-gear1": ".38 revolver (2 harm, close, reload, loud)", + "flake-gear2": "9mm (2 harm, close, loud)", + "flake-gear3": "Hunting rifle (2 harm, far, loud)", + "flake-gear4": "Magnum (3 harm, close, reload, loud)", + "flake-gear5": "Shotgun (3 harm, close, messy, loud)", + "flake-gear6": "Big knife (1 harm, hand)", "flake-hidden": "Hidden Weapons", - "fake-gear7": "Throwing knives (1 harm, close, many)", - "fake-gear8": "Holdout pistol (2 harm, close, loud,
          reload)", - "fake-gear9": "Garrote (3 harm, intimate)", - "fake-gear10": "Watchman's flashlight (1 harm, hand)", - "fake-gear11": "Weighted gloves/brass knuckles (1
          harm, hand", - "fake-gear12": "Butterfly knife/folding knife (1
          harm, hand)", + "flake-gear7": "Throwing knives (1 harm, close, many)", + "flake-gear8": "Holdout pistol (2 harm, close, loud, reload)", + "flake-gear9": "Garrote (3 harm, intimate)", + "flake-gear10": "Watchman's flashlight (1 harm, hand)", + "flake-gear11": "Weighted gloves/brass knuckles (1 harm, hand)", + "flake-gear12": "Butterfly knife/folding knife (1 harm, hand)", "Flake-advance1": "Gain a haven like the Expert with two options", "Flake-advance2": "Add a haven option", "Initiate": "Initiate", @@ -336,8 +365,8 @@ "Initiate-advance1": "Get command of your chapter of the Sect", "Initiate-advance2": "Get command of your chapter of the Sect", "Initiate-advance3": "Become the leader, or effective leader, of the whole Sect", - "Monsterous": "Monsterous", - "luck-special-monsterous": "When you spend Luck your monster side gains power. Your Curse may grow stronger, or another Breed disadvantage may manifest", + "Monstrous": "Monstrous", + "luck-special-monstrous": "When you spend Luck, your monster side gains power; your Curse may become stronger, or another Breed disadvantage may manifest.", "monster-breed": "Monster Breed", "breed-description": "You are half human, half monster; were you always this way? Were you always fighting for good or were you once evil and then switched sides?", "curses": "Curses", @@ -345,40 +374,40 @@ "curse2": "Vulnerability Pick a substance. You'll take +1 harm when you suffer harm from it. If you are bound or surrounded by it, you must act under pressure to use your powers", "curse3": "Pure Drive One emotion rules you. Pick from: hunger, hate, anger, fear, jealousy, greed, joy, pride, envy, lust or cruelty. Whenever you have a chance to indulge that emotion you must do so immediately, or act under pressure to resist", "curse4": "Dark Master You have an evil lord who doesn't know you changed sides. They still give you orders, and they do not tolerate refusal or failure", - "monsterous-move1": "Immortal You do not age or sicken, and whenever you suffer harm you suffer 1 harm less", - "monsterous-move2": "Unnatural Appeal Roll +Weird instead of +Charm when you manipulate someone ", - "monsterous-move3": "Unholy Strength Roll +Weird instead of +Tough when you kick some ass ", - "monsterous-move4": "Incorporeal You may move freely though solid objects (but not people)", - "monsterous-move5": "Preternatural Speed You go much faster than normal people. When you chase, flee or run take +1 ongoing", - "monsterous-move6": "Claws of the Beast Your natural attacks deal +1 harm ", - "monsterous-move7": "Mental Dominion When you gaze into a normal human's eyes and exert your will over them Roll +Charm. On a 10+ hold 3, on 7-9 hold 1. You may spend your hold to give them an order. Regular people will follow the order, whatever it is. Hunters can choose to follow the order or not. If they do, they mark experience", - "monsterous-move8": "Unquenchable Vitality When you have taken harm you can heal yourself. Roll +Cool. On a 10+, heal 2 harm and stabilise your injuries. On a 7-9, heal 1 harm and stabilise your injuries. On a miss your injuries worsen", - "monsterous-move9": "Dark Negotiator You can use manipulate someone on monsters as well as people if they can reason and talk", - "monsterous-move10": "Flight You can fly ", - "monsterous-move11": "Shapeshifter You may change your form (usually into an animal). Decide if you have just one alternate form or several and detail them. You gain +1 forward to investigate a mystery when using and alternate form's superior senses. (Eg, smell for a wolf, sight for an eagle)", - "monsterous-move12": "Something Borrowed Take a move from a hunter playbook that is not currently in play ", + "monstrous-move1": "Immortal: You do not age or sicken, and whenever you suffer harm, you suffer 1 harm less.", + "monstrous-move2": "Unnatural Appeal: Roll +Weird instead of +Charm when you manipulate someone.", + "monstrous-move3": "Unholy Strength: Roll +Weird instead of +Tough when you kick some ass.", + "monstrous-move4": "Incorporeal: You may move freely though solid objects (but not people).", + "monstrous-move5": "Preternatural Speed: You go much faster than normal people. When you chase, flee, or run, take +1 ongoing.", + "monstrous-move6": "Claws of the Beast: Your natural attacks deal +1 harm.", + "monstrous-move7": "Mental Dominion: When you gaze into a normal human's eyes and exert your will over them, roll +Charm. On a 10+ hold 3, on a 7-9 hold 1. You may spend your hold to give them an order. Regular people will follow your order, whatever it is. Hunters can choose to follow the order or not. If they do, they mark experience.", + "monstrous-move8": "Unquenchable Vitality: When you have taken harm you can heal yourself. Roll +Cool. On a 10+, heal 2 harm and stabilise your injuries. On a 7-9, heal 1 harm and stabilise your injuries. On a miss, your injuries worsen.", + "monstrous-move9": "Dark Negotiator: You can use the move manipulate someone on monsters as well as people, if they can reason and talk.", + "monstrous-move10": "Flight: You can fly.", + "monstrous-move11": "Shapeshifter: You may change your form (usually into an animal). Decide if you have just one alternate form or several, and detail them. You gain +1 forward to investigate a mystery when using and alternate form's superior senses (eg. smell for a wolf, sight for an eagle).", + "monstrous-move12": "Something Borrowed: Take a move from a hunter playbook that is not currently in play.", "natural-attacks": "Natural Attacks", - "monsterous-attacks-pick": "pick one base and one extra, or pick two bases", - "monsterous-attacks1": "Base: teeth (3 harm, intimate)", - "monsterous-attacks2": "Base: Claws (2 harm, hand)", - "monsterous-attacks3": "Base: Magical force (1 harm, magical, close)", - "monsterous-attacks4": "Base: Life-drain (1 harm, intimate, life-drain)", - "monsterous-attacks5": "Extra: Add +1 harm to a base", - "monsterous-attacks6": "Extra: Add +ignore armour to a base", - "monsterous-attacks7": "Extra: Add an extra range to a base
          (+intimate, hand, or close)", - "monsterous-weapon": "One Handy Weapon: (if you want one)", - "monsterous-gear1": ".38 revolver (2 harm, close, reload,
          loud)", - "monsterous-gear2": "9mm (2 harm, close, loud)", - "monsterous-gear3": "Magnum (3 harm, close, reload, loud)", - "monsterous-gear4": "Shotgun (3 harm, close, messy)", - "monsterous-gear5": "Big knife (1 harm, hand)", - "monsterous-gear6": "Brass knuckles (1 harm, hand, quiet,
          small)", - "monsterous-gear7": "Sword (2 harm, hand, messy)", - "monsterous-gear8": "Huge sword (3 harm, hand, heavy)", - "Monsterous-advance1": "Gain a haven like the Expert with two options", - "Monsterous-advance2": "Take a Natural Attacks pick", - "Monsterous-advance3": "Free yourself from your type's curse. It no longer affects you but you lose 1 Weird", - "Monsterous-advance4": "Become evil (again). Retire this character, they become one of the Keeper's threats", + "monstrous-attacks-pick": "pick one base and one extra, or pick two bases", + "monstrous-attacks1": "Base: teeth (3 harm, intimate)", + "monstrous-attacks2": "Base: claws (2 harm, hand)", + "monstrous-attacks3": "Base: magical force (1 harm, magical, close)", + "monstrous-attacks4": "Base: life-drain (1 harm, intimate, life-drain)", + "monstrous-attacks5": "Extra: add +1 harm to a base", + "monstrous-attacks6": "Extra: add ignore-armour to a base", + "monstrous-attacks7": "Extra: Add an extra range to a base (intimate, hand, or close)", + "monstrous-weapon": "(Optional) Handy Weapon", + "monstrous-gear1": ".38 revolver (2 harm, close, reload, loud)", + "monstrous-gear2": "9mm (2 harm, close, loud)", + "monstrous-gear3": "Magnum (3 harm, close, reload, loud)", + "monstrous-gear4": "Shotgun (3 harm, close, messy)", + "monstrous-gear5": "Big knife (1 harm, hand)", + "monstrous-gear6": "Brass knuckles (1 harm, hand, quiet, small)", + "monstrous-gear7": "Sword (2 harm, hand, messy)", + "monstrous-gear8": "Huge sword (3 harm, hand, heavy)", + "Monstrous-advance1": "Gain a Haven, like the Expert, with two options", + "Monstrous-advance2": "Take a natural attacks pick", + "Monstrous-advance3": "Free yourself from your kind's curse, it no longer affects you, but you lose 1 Weird", + "Monstrous-advance4": "Turn evil (again?). Retire this character, they become one of the Keeper's threats", "Mundane": "Mundane", "luck-special-mundane": "When you spend Luck you'll find something wierd- maybe even useful", "mundane-move1": "Always the Victim When another hunter uses protect someone to protect you, they mark experience. Whenever a monster captures you, you mark experience", @@ -410,10 +439,6 @@ "mundane-gear10": "Classic car in terrible condition", "mundane-gear11": "Motorcycle", "mundane-gear12": "Van", - "Mundane-advance1": "Regain a used Luck point", - "Mundane-advance2": "Regain a used Luck point", - "Mundane-advance3": "Regain a used Luck point", - "Mundane-advance4": "Regain a used Luck point", "Professional": "Professional", "luck-special-professional": "When you spend Luck your next mission from the Agency comes with lots of red tape. Lots", "agency": "Agency", @@ -470,24 +495,16 @@ "Professional-advance3": "Get some or all of the other player's hunters hired by your Agency. They get the deal with the agency move as well as salery and benefits", "Spellslinger": "Spellslinger", "luck-special-spellslinger": "When you spend Luck the official council of wizards is going to poke their nose into your business", - "spellslinger-gear-description": "You don't need much except items to power your magic, still it's good to be prepared", "spellslinger-weapon": "One Backup Weapon", "spellslinger-gear1": "Old revolver (2 harm, close, reload,
          loud)", "spellslinger-gear2": "Ritual knife (1 harm, hand)", "spellslinger-gear3": "Heirloom sword (2 harm, hand, messy)", - "spellslinger-move1": "Advanced Arcane Training If you have two of your three Tools and Techniques at the ready then you may ignore the third", - "spellslinger-move2": "Arcane Reputation Pick three big organisations or groups in the supernatural community, which can include the more sociable types of monsters. They've heard of you and respect your power. Take +1 forward when you use manipulate someone on affected humans. You may also use manipulate someone on affected monsters, with no bonus", - "spellslinger-move3": "Could've Been Worse When you miss a use magic roll you can choose one of the following options instead of losing control of the magic", - "spellslinger-move3.1": "Fizzle: The preperations and materials for the spell are ruined. You'll have to start over from scratch with the prep time doubled", - "spellslinger-move3.2": "This is gonna suck: The effect happens, but you trigger all the glitches but one. You pick the one you avoid", - "spellslinger-move4": "Forensic Divination When you successfully investigate a mystery you may ask \"what magic was done here?\" as a free extra question", - "spellslinger-move5": "Go Big or Go Home When you must use magic as a requirement for big magic, take +1 forward to those use magic rolls", - "spellslinger-move6": "Enchanted Clothing Pick an article of every-day clothing; it's enchanted without any change in appearence. Take -1 harm from any source that tries to get at you through the garment", - "spellslinger-move7": "Not My Fault +1 to act under pressure when dealing with the consequences of your own spellcasting", - "spellslinger-move8": "Practitioner Choose two of the use magic effects. You get +1 to use magic when choosing one of those effects", - "spellslinger-move9": "Shield Spell When you protect someone, you gain +2 armour against any harm that is transferred to you. This doesn't stack with any other armour", - "spellslinger-move10": "Third Eye When you read a bad situation you can open your third eye for a moment to take in extra information. Take +1 hold on any result of 7 or more, plus you can see invisible things. On a miss, you may still get 1 hold, but you're exposed to a supernatural danger. Unfiltered hidden reality is tough on the mind!", "extra-fixed-move": "And you get this", + "spellslinger-fixed-move1": "Tools and Techniques: To use your combat magic effectively, you rely on a collection of tools and techniques. Uncheck one; you'll need the rest.", + "spellslinger-fixed-move1.1": "Consumables: You need certain supplies - powders, oils, etc - on hand, some will be used up each cast. If you don't have them, when you cast, take 1 harm, ignore-armour.", + "spellslinger-fixed-move1.2": "Foci: You need wands, staves, and other obvious props to focus. If you don't have what you need, your combat magic does 1 harm less.", + "spellslinger-fixed-move1.3": "Gestures: You need to wave your hands around to use combat magic. If you're restrained, take -1 ongoing for combat magic.", + "spellslinger-fixed-move1.4": "Incantations: You must speak in an arcane language to control your magic. If you use combat magic without speaking, act under pressure to avoid scrambling your thoughts.", "combat-magic": "Combat Magic", "combat-magic-description": "You have attack spells you can use as weapons. When you kick some ass with your spells roll +Weird instead of +Tough. Sometimes you may need to act under pressure to cast your spells without problems", "combat-magic-pick": "pick three, with at least one base", @@ -503,15 +520,24 @@ "effect4": "Frost or Ice (Add '-1 harm, +2 armour'
          to a wall, or '+1 harm, restraining' to
          other bases)", "effect5": "Earth (Add 'forceful, restraining' to a
          base)", "effect6": "Necromantic (Add 'life-drain' to a base)", + "spellslinger-move1": "Advanced Arcane Training If you have two of your three Tools and Techniques at the ready then you may ignore the third", + "spellslinger-move2": "Arcane Reputation Pick three big organisations or groups in the supernatural community, which can include the more sociable types of monsters. They've heard of you and respect your power. Take +1 forward when you use manipulate someone on affected humans. You may also use manipulate someone on affected monsters, with no bonus", + "spellslinger-move3": "Could've Been Worse When you miss a use magic roll you can choose one of the following options instead of losing control of the magic", + "spellslinger-move3.1": "Fizzle: The preperations and materials for the spell are ruined. You'll have to start over from scratch with the prep time doubled", + "spellslinger-move3.2": "This is gonna suck: The effect happens, but you trigger all the glitches but one. You pick the one you avoid", + "spellslinger-move4": "Forensic Divination When you successfully investigate a mystery you may ask \"what magic was done here?\" as a free extra question", + "spellslinger-move5": "Go Big or Go Home When you must use magic as a requirement for big magic, take +1 forward to those use magic rolls", + "spellslinger-move6": "Enchanted Clothing Pick an article of every-day clothing; it's enchanted without any change in appearence. Take -1 harm from any source that tries to get at you through the garment", + "spellslinger-move7": "Not My Fault +1 to act under pressure when dealing with the consequences of your own spellcasting", + "spellslinger-move8": "Practitioner Choose two of the use magic effects. You get +1 to use magic when choosing one of those effects", + "spellslinger-move9": "Shield Spell When you protect someone, you gain +2 armour against any harm that is transferred to you. This doesn't stack with any other armour", + "spellslinger-move10": "Third Eye When you read a bad situation you can open your third eye for a moment to take in extra information. Take +1 hold on any result of 7 or more, plus you can see invisible things. On a miss, you may still get 1 hold, but you're exposed to a supernatural danger. Unfiltered hidden reality is tough on the mind!", "Spellslinger-advance1": "Take another Combat Magic pick", - "Spellslinger-advance3": "Regain a used Luck point", - "Spellslinger-advance4": "Take another Combat Magic pick", - "Spellslinger-advance5": "Cross off another option from tools and techniques", + "Spellslinger-advance2": "You may cross off another option from your Tools and Techniques", "Spooky": "Spooky", "luck-special-spooky": "As you spend Luck your Dark Side's needs will get nastier", "dark-side": "The Dark Side", "dark-side-description1": "Your powers have an unsavoury source, and sometimes you get tempted to do things you shouldn't. These could be orders from whatever granted you power, urges that bubble up inside you, or something else", - "dark-side-description2": "Whatever it is, it is unsettling", "dark-side1": "Violence", "dark-side2": "Depression", "dark-side3": "Secrets", @@ -538,12 +564,12 @@ "spooky-move4": "Premonitions At the start of each mystery, roll +Weird. On a 10+, you get a detailed vision of something bad that is yet to happen. You take +1 forward to prevent it coming true, and mark experience if you stop it. On a 7-9 you get clouded images of something bad that is yet to happen; mark experience if you stop it. On a miss, you get a vision of something bad to happen and the Keeper holds 3, to be spent 1-for-1 as penalties to rolls you make", "spooky-move5": "Hunches When something bad is happening (or just about to happen) somewhere that you aren't, roll +Sharp. On a 10+ you knew where you needed to go, just in time to get there. On a 7-9, you get there too late- in time to intervene, but not prevent it altogether. On a miss, you get there just in time to be in trouble yourself", "spooky-move6": "The Big Whammy You can use your powers to kick some ass, (2 harm, close, obvious, ignore-armour) When you do, roll +Weird instead of +Tough. On a miss you'll get magical backlash", + "spooky-move6.1": "Where is the creature right now?", + "spooky-move6.2": "What is it planning to do right now?", + "spooky-move6.3": "Who is it going to attack next?", + "spooky-move6.4": "Who does it regard as the biggest threat?", + "spooky-move6.5": "How can I attract its attention?", "spooky-move7": "Tune In You can attune your mind to a monster or minion. Roll +Weird. On a 10+ hold 3, 7-9 hold 1. On a miss the monster becomes aware of you. Spend one hold to ask the Keeper one of the following questions, and gain +1 ongoing while acting on the answers", - "spooky-move7.1": "Where is the creature right now?", - "spooky-move7.2": "What is it planning to do right now?", - "spooky-move7.3": "Who is it going to attack next?", - "spooky-move7.4": "Who does it regard as the biggest threat?", - "spooky-move7.5": "How can I attract its attention?", "spooky-move8": "Jinx You can encourage coincidences to occur the way you want. When you jinx a target, roll +Weird. On a 10+ hold 2, 7-9 hold 1. On a miss, the Keeper holds 2 over you to be used in the same way. Spend your hold to", "spooky-move8.1": "Interfere with a hunter, giving them -1 forward", "spooky-move8.2": "Help a hunter, giving them +1 forward by interfering with their enemy", @@ -559,14 +585,15 @@ "spooky-gear4": "Shotgun (3 harm, close, messy)", "spooky-gear5": "Big knife (1 harm, hand)", "Spooky-advance1": "Change some or all of your Dark Side tags", + "Spooky-advance2": "Gain a Mystical Library, like the Haven option of the Expert", "Spooky-advance3": "You discover how to use your powers at a lower cost. Delete one Dark Side tag", "Wronged": "Wronged", "luck-special-wronged": "When you spend Luck you find a dangerous lead on your prey", "who-you-lost": "Who You Lost", "who": "Who did you lose?", + "pick-some": "pick one or more", "lost-pick": "pick one or more of: parent(s), sibling(s), spouse/partner, child(ren), best friend(s)", "lost-save-them": "Why couldn't you save them? You were", - "pick-some": "pick one or more", "lost1": "At fault", "lost2": "Selfish", "lost3": "Injured", @@ -576,8 +603,8 @@ "lost7": "In denial", "lost8": "Complicit", "what-prey": "What Did It?", - "prey": "My Prey", "prey-breed": "with the Keeper's agreement, pick the monster breed", + "prey": "My Prey", "wronged-fixed-move1": "I Know My Prey You get +1 ongoing when knowingly investigating, pursuing, or fighting the breed of monster that caused your loss", "wronged-move1": "Berserk No matter how much harm you take, you can always keep going until the current fight is over. During a fight, the Keeper may not use harm moves on you and you cannot die. When the fight ends, all harm takes effect as normal", "wronged-move2": "NEVER AGAIN In combat, you may choose to protect someone without rolling, as if you had rolled a 10+, but you may not choose to \"suffer little harm\"", @@ -585,10 +612,10 @@ "wronged-move4": "Fervour When you manipulate someone roll +Tough instead of +Charm", "wronged-move5": "Safety First You have jury-rigged extra protection into your gear, giving you +1 armour (max 2 armour)", "wronged-move6": "Tools Matter With your signature weapon you get +1 to kick some ass", + "wronged-move6.1": "Stabilize the injury but the patient take -1 forward.", + "wronged-move6.2": "Heal 1 harm and stabilize for now, but it will return as 2 harm and become unstable again later.", + "wronged-move6.3": "Heal 1 harm and stabilize but the patient takes -1 ongoing until it's fixed properly.", "wronged-move7": "DIY Surgery When you do quick and dirty first aid on someone (including yourself), roll +Cool. On a 10+ it's all good, it counts as normal first aid, plus stabilise the injury and heal 1 harm. On a 7-9, it counts as normal first aid, plus one of these, your choice", - "wronged-move7.1": "Stabilise the injury but the patient take -1 forward", - "wronged-move7.2": "Heal 1 harm and stabilise for now, but it will return as 2 harm and become unstable again later", - "wronged-move7.3": "Heal 1 harm and stabilise but the patient takes -1 ongoing until it's fixed properly", "wronged-armour": "Protective wear suited to your look (1 armour)", "wronged-signature": "Signature Weapons", "wronged-gear1": "Sawn-off shotgun (3 harm, hand/close,
          messy, loud, reload)", @@ -607,7 +634,6 @@ "wronged-gear13": "Brass knuckles (1 harm, hand, stealthy)", "wronged-gear14": "Assault rifle (3 harm, close, area, loud, reload)", "wronged-vehicle": "Vehicles", - "wronged-vehicle-choice": "choose one, if you want it", "wronged-gear15": "Classic car", "wronged-gear16": "Classic motorcycle", "wronged-gear17": "Plain pickup", @@ -616,8 +642,518 @@ "Wronged-advance2": "Add one more option to your haven", "Wronged-advance3": "You track down the specific monster responsible fo your loss. The Keeper must make the next mystery about them", "Wronged-advance4": "Change the target of your vengeful rage. Pick a new monster breed; I know my prey now applies to them instead", + "Gumshoe": "Gumshoe", + "luck-special-gumshoe": "When you spend Luck, your next regular case will actually be a mystery for your hunter group, and the monster will focus their attention on you!", + "Gumshoe-Adv-harm": "Extra harm box", + "gumshoeCode": "Gumshoe Code", + "gumshoeCode-description": "With the agreement of the Keeper, pick a one-sentence Code that you adhere to.", + "gumshoeCode-example": "Example Codes: Murders must be punished. Monsters must be destroyed. Innocents must be saved. Laws must be enforced. Evil must be exposed. The weak must be protected from the powerful. Etc.", + "gumshoeCode-list": "Murders must be punished, Monsters must be destroyed, Innocents must be saved, Laws must be enforced, Evil must be exposed, The weak must be protected from the powerful, etc.", + "gumshoeCode-explain": "This Code defines you. Any time you violate your Code, you forfeit all Code-related moves (The Postman Always Rings Twice, The Long Goodbye) and the ability to spend Luck. These forfeits last until either the next mystery or you make amends. As long as you follow the Code, people will sense your sincerity; you receive +1 ongoing for manipulate someone and you may not be possessed or charmed by any sort of supernatural, alien, or demonic entity or item.", + "Gumshoe-fixed-move1": "Occult Confidential: The first time in each mystery that you observe a monster, minion, or phenomenon in action, you may ask one question from the investigate a mystery list.", + "Gumshoe-fixed-move2": "The Naked City: You have lots of personal contacts wherever you go. Pick four contact types from the following areas (or from other areas agreed to between you and the Keeper)", + "Gumshoe-fixed-move2-examples": "Academics, Accountants, Artists, Bartenders, Clergy, Conspiracy Theorists, Construction, Courts, Criminals (organised), Criminals (street), Cultists, Engineers, Espionage, Film and TV, Forensic Scientists, Fringe Scientists, Hackers, Journalists, Lawyers, Mechanics, Media, Medical Practioners, Military, Morgue, Occult, Police (local), Police (national), Politicians, Prisons, Private Security, Property Developers, Stage Magicians, Technologists, Transportation", + "Gumshoe-fixed-move2-continued": "You can hit them up for info (+1 to one investigate a mystery roll) or small favours - but there may be a small cost involved. Personal contacts can provide more significant help but the Keeper decides their price on a case-by-case basis.", + "Gumshoe-move1": "The Postman Always Rings Twice: Twice per mystery - as long as you follow your Code - you may reroll a roll.", + "Gumshoe-move2": "The Long Goodbye: You can't die with an open case. Specifically, you suffer all harm as normal but your death is postponed until you have either completed or abandoned the case, or you break your Code (then all bets are off).", + "Gumshoe-move3": "Jessica Jones Entry: When you double-talk your way into a secure location, roll +Charm. On a 10+ pick three, on a 7-9 pick two, on a fail pick one", + "Gumshoe-move3.1": "You don't leave any trace of what you searched.", + "Gumshoe-move3.2": "You find what you wanted.", + "Gumshoe-move3.3": "You find something else that's important.", + "Gumshoe-move3.4": "You don't piss anyone off.", + "Gumshoe-move3.5": "You aren't recognised.", + "Gumshoe-move4": "Out of the Past: You have a police buddy who will do you big favours. Get in touch with them when you need to redirect law enforcement attention, get a heads-up on what operations are planned, or access police files. You now owe them; expect them to collect on it soon.", + "Gumshoe-move5": "Asphalt Jungle: You heal faster than normal people. Any time your harm gets healed, heal 1 harm extra. You are immune to all the harm move effects under '0 harm' and '1 harm' (when the Keeper would apply these, you ignore them).", + "Gumshoe-move6": "Hacker with a Dragon Tattoo: When you hack into a computer system, roll +Sharp. On 10+ pick two, on a 7-9 pick one. You", + "Gumshoe-move6.1": "...leave no traces.", + "Gumshoe-move6.2": "...learn something important.", + "Gumshoe-move6.3": "...can leave misinformation in place.", + "Gumshoe-move6.4": "...gain access to somewhere you want to get in to.", + "Gumshoe-move7": "\"Just one more thing\": When you ask a suspect leading questions, roll +Charm. On a 10+ hold 2, on a 7-9 hold 1, on a miss hold 1 but something bad is going to happen too. Spend your hold 1-for-1 to ask questions from this list", + "Gumshoe-move7.1": "One question from the investigate a mystery list.", + "Gumshoe-move7.2": "Was that a lie?", + "Gumshoe-move7.3": "What is something you left out that you didn't want me to notice?", + "Gumshoe-move7.4": "Are you complicit with any ongoing criminal activity?", + "Gumshoe-move7.5": "Did you commit this specific crime?", + "Gumshoe-gear-base": "A laptop, and a liquor flask", + "Gumshoe-recording": "Recording Devices", + "Gumshoe-gear1": "Night vision camera", + "Gumshoe-gear2": "Tiny digital video camera", + "Gumshoe-gear3": "Film camera (8mm or 16mm)", + "Gumshoe-gear4": "Digital sound recorder", + "Gumshoe-gear5": "Cassette tape recorder", + "Gumshoe-gear6": "Remote-controlled camera drone", + "Gumshoe-gear7": "Laser microphone", + "Gumshoe-gear8": "SLR camera", + "Gumshoe-weapon": "P.I. Weapons", + "Gumshoe-gear9": "Brass knuckles (1 harm, hand, small)", + "Gumshoe-gear10": ".38 revolver (2 harm, close, reload, loud)", + "Gumshoe-gear11": "9mm (2 harm, close, loud)", + "Gumshoe-gear12": "Magnum (3 harm, close, reload, loud)", + "Gumshoe-gear13": "Shotgun (3 harm, close, messy, loud)", + "Gumshoe-gear14": "Switchblade (1-harm, hand, small)", + "Gumshoe-advance1": "Add an extra harm box on the Dying side", + "Gumshoe-advance2": "Gain a Haven (your office, perhaps), like the Expert, with two options", + "Gumshoe-advance3": "Add four additional or new contacts for Naked City", + "Gumshoe-advance4": "Turn one of your contacts into an ally", + "Hex": "Hex", + "luck-special-hex": "When you spend Luck, until the end of the mystery, backlash on your spells will be extra nasty.", + "hex-weapons": "Wizardly Weapons", + "hex-items": "Any magical items or amulets that you use to perform magic", + "hex-gear1": ".38 revolver (2 harm, close, reload, loud)", + "hex-gear2": "Shotgun (3 harm, close, messy, loud)", + "hex-gear3": "Athame (2 harm, hand, magic, silver)", + "hex-gear4": "Shillelagh (1 harm, hand, balanced)", + "hex-gear5": "Crossbow (2 harm, close, slow)", + "hex-gear6": "Staff (1 harm, hand, balanced, large)", + "hex-advmove": "Advanced Hex Moves", + "hex-advmove-desc": "When you take the corresponding Improvement, choose one of these", + "hex-advmove1": "Apotheosis: You become a terrifying fount of mystical power. Once per mystery, after you suffer loss or harm, you may enter a state where you have both immense power and zero interest in the well-being of others. While in this state, all of the following are true", + "hex-advmove1.1": "You can fly.", + "hex-advmove1.2": "Use +Weird to kick some ass instead of +Tough. For this, you use innate magic as a weapon with (3 harm and any properties you choose).", + "hex-advmove1.3": "Ignore the component costs of your rotes.", + "hex-advmove1.4": "Ignore one requirement of every spell you cast with use magic.", + "hex-advmove1.5": "You have +1 ongoing to do everything.", + "hex-advmove1.6": "You cannot use the protect someone move.", + "hex-advmove1.7": "You have all the Temptations, and you have to indulge them whenever a good opportunity presents itself.", + "hex-advmove1.8": "When you try to resist a Temnptation, roll +Cool. On a 10+, Apotheosis ends. On a 7-9, it ends with you doing something dangerous or cruel. On a miss, it ends only after you harm someone (or something) you love.", + "hex-advmove2": "Synthesis: You manage to conciliate your dark power with your moral impulses. You lose your Temptation. Whenever you use magic to help out or protect someone, you mark experience. Mark a second experience if you do it at the expense of your own safety.", + "hex-fixed-move1": "Bad Luck Charm: Whenever you use magic and miss, the backlash never affects you directly if there's someone else around to hit. It'll go for allies, other hunters, and innocent bystanders. Sometimes, every so often, it might even hit an enemy.", + "hex-move1": "Burn Everything: When you use magic to inflict harm, you can choose to inflict (3 harm, area, magic, obvious) or (3 harm, ignore-armour, magic, obvious).", + "hex-move2": "Cast the Bones: Once per mystery, you may perform some kind of divination (tarot, casting the runes, reading entrails, or something like that) to glean information about the future. When you do, roll +Sharp. On a 10+ hold 2, on a 7-9 hold 1. On a miss, you get some information, but it's not what you want to hear. Spend the hold 1-for-1 to ask any question from the investigate a mystery list, or from the following list", + "hex-move2.1": "What can I gain from this person/place/thing/creature?", + "hex-move2.2": "Who has touched this person/place/thing/creature before me?", + "hex-move2.3": "The Keeper will answer truthfully, with either a direct answer or how to find out more.", + "hex-move3": "Force of Will: When you apply your will to dispelling a magical effect, blocking a spell, or suspending a Phenomenon, roll +Weird. On a hit, momentary magics are cancelled completely, and long-lasting spells and effects are suspended temporarily. On a 10+, you can also spend Luck to instantly snuff out a powerful spell or strange effect. On a 7-9, you take 1 harm as the strain of dismissing magic unravels you.", + "hex-move4": "Luck of the Damned: After you use magic or cast a rote, take +1 forward.", + "hex-move5": "Sympathetic Token: As long as you carry a personal object belonging to someone, such as a lock of hair, a full set of toenails, or a treasured family heirloom, you get +1 ongoing to use magic against them. You can also use magic against them at a distance. If you miss, the token is lost, destroyed, or loses its power.", + "hex-move6": "This Might Sting: You can use magic to heal 3 harm, but the process is exceptionally painful. On a 7-9, it also leaves a gnarly scar.", + "hex-move7": "Wise Soul: Whenever you use magic, right before you roll, you can ask the Keeper what exactly would happen on a miss. If you dislike the risk, you can stop at the last second, and let the spell fizzle harmlessly. All of the effort is wasted.", + "temptation": "Temptation", + "temptation-desc1": "You have a dangerous drive that you pursue, sometimes to the exclusion of your own safety. Decide if your Temptation drove you to learn magic, or if learning magic drove you to it", + "temptation-desc2": "Whenever you give in to your Temptation and act accordingly, you mark experience. If a perfect opportunity presents itself, you need to act under pressure to resist giving in to your Temptation. If you fail this roll, you don’t mark experience like you would have if you’d willingly acted out your desires.", + "temptation-choose": "Choose one Temptation", + "temptation1": "Vengeance: Utilize magic to inflict disproportionate retribution on someone who wronged you.", + "temptation2": "Power: Utilize magic to exert your dominance over another.", + "temptation3": "Addiction: Utilize magic to do what you could do without it.", + "temptation4": "Callousness: Utilize magic without regard for the safety of others.", + "temptation5": "Carnage: Utilize magic to inflict gruesome violence.", + "temptation6": "Secrets: Utilize magic to discover forbidden, dangerous knowledge.", + "temptation7": "Glory: Utilize magic to steal someone’s thunder.", + "rotes": "Rotes", + "rote-desc1": "Whenever you use magic, you can decide afterwards that a particular spell is a Rote that you know. You know how to cast it off the top of your head. Write down in detail the name of the Rote, what it requires, and what it does on a 10+, a 7-9, and a miss. A Rote is a bit more powerful than a basic use magic spell; its glitches are less onerous and its effect may be a little bigger. Unlike regular use magic, the cost and consequences for failing a Rote are known to you in advance.", + "rote-desc2": "Choose two fixed requirements for each Rote from this list", + "rote-req1": "Magic words and ritual gestures.", + "rote-req2": "An object of power (wand, talisman, orb, staff, etc) which must be wielded.", + "rote-req3": "An expendable component such as sulfur, sage, or incense, which must be burned, blown, destroyed or scattered during the casting.", + "rote-req4": "Runes or symbols written or engraved on a surface (which must be prepared).", + "rote-req5": "A spilling of blood (1 harm to you or a willing participant).", + "rote-desc3": "After you cast it for the first time, treat each Rote as a custom move - a specialised version of use magic, which is built with the Keeper.", + "rote-list": "List of Rotes", + "rote-desc4": "You start out knowing up to one Rote, which you can choose when creating your character or during play. You can learn more by taking corresponding Improvements. When you do, you can choose the new Rote right away or in play.", + "rote-desc5": "You roll +Weird to cast a Rote, which requires you to have the needed items at hand and the ability to physically use them.", + "rote-name": "Rote Name", + "rote-reqs": "Requirements", + "rote-effect": "Effects", + "hex-advance1": "Take another Rote", + "hex-advance2": "or an additional Rote", + "hex-advance3": "Gain a Haven, like the Expert, with two options", + "hex-advance4": "Take another two Rotes", + "hex-advance5": "Choose one Advanced Hex Move", + "Pararomantic": "Pararomantic", + "luck-special-pararomantic": "When you spend Luck, mark one Relationship Status box. The Keeper will bring Fate of your Love into play.", + "relation": "Relationship Status", + "guide-name": "Guide Name", + "loving": "Loving", + "broken": "Broken", + "relation-second": "Second Relationship Status", + "guide-name-second": "Second Guide Name", + "bond": "Bond Abuse", + "bond1": "Whenever you do something to abuse the bond with your Guide, like acting against them, or not giving them enough attention, roll +Charm", + "bond1.1": "On a 10+, your action has no effect beyond the exchange of some angry words.", + "bond1.2": "On a 7-9, choose one of the Bond Abuse options below.", + "bond1.3": "On a miss, the Keeper may choose two of the Bond Abuse options below, or something worse.", + "bond2": "Bond Abuse options", + "bond2.1": "Mark one Relationship Status box.", + "bond2.2": "You may not channel the power of your Bond for the rest of the mystery.", + "bond2.3": "You gain the unwelcome attention of others of your Guide's kind.", + "bond2.4": "Someone who shouldn't know finds a clue about your relationship with your Guide.", + "bond-fate": "Fate of your Love", + "bond-fate-desc1": "There is a reason why your love with your Guide is forbidden or doomed. Invent this reason or leave it to the Keeper.", + "bond-fate-desc2": "Whenever you spend Luck, the truth of your love's Fate slowly unfolds. When you mark your last Luck point, it becomes clear that you cannot be together. Your Guide might even end up as an enemy, depending on how things go.", + "bond-fate-desc3": "Whenever you put yourself or somebody else in serious danger in order to conceal the truth about you and your Guide, mark experience.", + "pararomantic-fixed-move1": "Supernatural Guide: You have a (most likely intimate) connection to some supernatural being who is your guide into the world beyond. Choose if your relationship is secret or not", + "pararomantic-fixed-move1.1": "Determine what kind of creature your Guide is and how your relationship works. Say what kind of power they possess. The Keeper will decide how it works and define your Guide as a threat.", + "pararomantic-fixed-move1.2": "If your Guide is another hunter, determine together how your relationship works.", + "pararomantic-fixed-move1.3": "Whenever you would roll +Weird, you can roll +Charm instead, by channeling the power of your Bond. When you do so and miss, in addition to the usual consequences, you and your Guide suffer as when you miss a roll for Bond Abuse.", + "pararomantic-move1": "Bonding Time: If you spend some quality time with your Guide instead of working on the current mystery, you can roll +Charm. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 to", + "pararomantic-move1.1": "Erase one used Relationship Status mark.", + "pararomantic-move1.2": "Use a Pararomantic move you haven't picked.", + "pararomantic-move1.3": "Receive a gift from your Guide.", + "pararomantic-move1.4": "Take +1 forward.", + "pararomantic-move2": "Dark Desires: You may use manipulate someone on monsters, as long as you are using emotional ties.", + "pararomantic-move3": "The Power of Love: When you use help someone to help your Guide, don't roll +Cool. You automatically help as though you'd rolled a 10. If your Guide is another hunter, the same applies when they use help someone to help you.", + "pararomantic-move4": "Do As The Supernatural Do: You can take an unnatural move from your Guide's playbook (if they are a hunter). If they are a monster, choose a move from a suitable supernatural playbook. The Keeper may offer you a custom move instead.", + "pararomantic-move5": "I Am Theirs And They Are Mine: Whenever you are in danger, your Guide knows it. If your Guide is suffering harm (and it's feasible), you can spend Luck to redirect the attack onto yourself as if you have rolled 10+ with protect someone. If you are suffering harm, you can decide that your Guide has protected you and is suffering this harm instead. If you choose this, roll for Bond Abuse.", + "pararomantic-move6": "Monster Empathy: When you try to work out what a supernatural creature desires, roll +Charm. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 to ask the following questions - the Keeper will answer honestly", + "pararomantic-move6.1": "What do they most desire?", + "pararomantic-move6.2": "What would they accept as good enough for now?", + "pararomantic-move6.3": "What would distract them?", + "pararomantic-move7": "Spirit Touched: Your experiences have made you sensitive to the supernatural. When you sense magical things, roll +Weird. On a 10+, you can sense them fully. On a 7-9, choose: either sense them fully but they notice you too, or you sense only impressions.", + "pararomantic-equip": "Normal Equipment", + "pararomantic-gear1": "Golf club, baseball bat, cricket bat, or hockey stick (2 harm, hand, innocuous, messy)", + "pararomantic-gear2": "Pocket knife or multitool (1 harm, hand, useful, small)", + "pararomantic-gear3": "Small handgun (2 harm, close, loud, reload)", + "pararomantic-gear4": "Bicycle", + "pararomantic-gear5": "Fairly new car in decent condition", + "pararomantic-gear6": "Motorcycle", + "pararomantic-gift": "Gift from your Guide, which must be periodically recharged by interactions with them", + "pararomantic-gift1": "Part of their body, eg. a vial of blood, lock of hair, tears in a phial, fairy dust, etc. It either helps you heal, or counts as a weakness against a specific kind of monster.", + "pararomantic-gift2": "Piece of jewelry, eg. a golden ring, tribal pendant, silver locket, etc. It either provides armour (1 armour, magic) or protects you from the powers of a specific kind of monster.", + "pararomantic-gift3": "A memento of the time when they were human, eg. a portrait/photo from life, diary, favourite hat, doll, lighter, etc. It provides +1 to Bond Abuse rolls.", + "pararomantic-gift4": "A strange or antique weapon, eg. a family sword, ancient staff, holy mace (2 harm, hand, messy), etc. Additionally, add '+magic', '+silver', '+holy', or '+iron' tag to the weapon.", + "pararomantic-advance1": "Take a second Gift from your Guide or add another property to an existing gift", + "pararomantic-advance2": "Change your Guide, as you fall for another supernatural being", + "pararomantic-advance3": "Gain a second Guide. Track the Relationship Status of both Guides separately. Both Guides initially hate each other, but this could change through play. All moves that applied to your original Guide can now apply to either one", + "pararomantic-advance4": "Erase all marks from the Relationship Status track(s)", + "Searcher": "Searcher", + "searcher-extra-luck": "Extra Luck point", + "searcher-extra-luck-desc": "Use if you have the corresponding First Encounter move", + "luck-special-searcher": "When you spend Luck, your First Encounter comes up in play. It could be a flashback, new occurrence, or related event.", + "searcher-gear-base": "A laptop, a car or motorcycle, a camera, and binoculars", + "searcher-tools": "Investigation Tools", + "searcher-gear1": "A bag of cameras and microphones", + "searcher-gear2": "Forensic tools", + "searcher-gear3": "Ghost hunting tools", + "searcher-gear4": "Scientific measuring tools", + "searcher-gear5": "Cryptid hunting gear", + "searcher-gear6": "Historical documents and witness reports of strange events", + "searcher-gear7": "Maps, blueprints, and building reports for significant places", + "searcher-weapon": "Self-defence Weapons", + "searcher-gear8": "Walking stick (1 harm, hand, innocuous)", + "searcher-gear9": "Small handgun (2 harm, close, reload, loud)", + "searcher-gear10": "Small knife (1 harm, hand, messy)", + "searcher-gear11": "Martial arts training (1 harm, hand, innocuous)", + "searcher-gear12": "Incapacitating spray (0 harm, hand, irritating)", + "searcher-gear13": "Heavy flashlight (1 harm, hand, innocuous)", + "searcher-fixed-move1": "First Encounter: One strange event started you down this path, sparking your need to discover the truth behind the unexplained. Decide what that event was, pick a category below and take the associated move. Then tell everyone what happened to you (or someone close to you).", + "searcher-fixed-move1.1": "Cryptid Sighting: You take note of any reports of strange creatures. Whenever you first see a new type of creature, you may immediately ask one of the investigate a mystery questions.", + "searcher-fixed-move1.2": "Zone of Strangeness: Things are not fixed. You never need to act under pressure when supernatural forces alter the environment around you, and you get protection (2 armour) against harm from sudden changes to the laws of physics.", + "searcher-fixed-move1.3": "Psychic Event: Your mind is awakened. You may act under pressure to use the sensitive weird move, or (if you already have sensitive) the empath weird move.", + "searcher-fixed-move1.4": "Higher Power: Something looks out for you. You start with an extra Luck point.", + "searcher-fixed-move1.5": "Strange Dangers: You are always watching for hazards. When you have no armour, you still count as having protection (1 armour).", + "searcher-fixed-move1.6": "Abduction: They taught you hidden knowledge. Gain +1 to any move when you research strange or ancient secrets to do it.", + "searcher-fixed-move1.7": "Cosmic Insight: You have encompassed the soul of the universe. You never need to act under pressure due to feelings of fear, despair, or isolation.", + "searcher-move1": "Prepared to Defend: Even truth-seekers need to fight sometimes. Whenever you suffer harm when you kick some ass or protect someone, you suffer 1 harm less.", + "searcher-move2": "Fellow Believer: People understand you've also known strangeness. Bystanders will talk to you about weird things they would not trust another hunter (or a mundane official) to believe.", + "searcher-move3": "Guardian: You have a mystical ally (perhaps a spirit, alien, or cryptid) who helps and defends you. Define them, and their powers, with the Keeper's agreement. Their look is one of: invisible, an intangible spirit thing, a weird creature, disguised as an animal, or disguised as a person.", + "searcher-move4": "Just Another Day: When you have to act under pressure due to a monster, phenomenon, or mystical effect, you may roll +Weird instead of +Cool.", + "searcher-move5": "Network: You may gain an ally group of others who had experiences similar to your First Encounter - perhaps they're a support group or a hobbyist club. Detail up to five members with useful skills related to what happened to them (none are up for fighting monsters).", + "searcher-move6": "Ockham's Broadsword: When you first encounter something strange, you may ask the Keeper what sort of thing it is. They will tell you if it (or the cause) is: natural, an unnatural creature, a weird phenomenon, or a person. You gain +1 forward dealing with it.", + "searcher-move7": "The Things I've Seen: When you encounter a creature or phenomenon, you may declare that you have seen it before. The Keeper may ask you some questions about that encounter, and will then tell you one useful fact you learned and one danger you need to watch out for (maybe right now).", + "searcher-advance1": "Take a second First Encounter move, based on a recent mystery", + "searcher-advance2": "Resolve your First Encounter. The Keeper makes the next mystery about this event, and should try to answer all remaining questions about it during the mystery (although there are sure to be new threads to investigate after...)", + "Exile": "Exile", + "luck-special-exile": "When you spend Luck, you'll find something from your original life. Maybe something good, maybe something bad.", + "exile-origin": "Origin", + "exile-origin-desc1": "You were taken from your home in the past, and dropped into the modern world with only what you were carrying.", + "exile-origin-desc2": "Your nemesis came to the modern world as well, and is aware that you followed them. They will try and kill you if you don't kill them first. Decide who or what they are (with the Keeper's agreement).", + "exile-origin-desc3": "How did you get transported to the modern day?", + "exile-origin1": "You were pursuing your nemesis.", + "exile-origin2": "Your nemesis had already travelled to the future, so you (or your comrades) cast a spell to send you after it.", + "exile-origin3": "Magical accident or side-effect.", + "exile-origin4": "You angered a sorcerer.", + "exile-origin5": "Divine intervention.", + "exile-origin6": "One moment you were there, the next you were here.", + "exile-origin7": "A strange place or artifact brought you.", + "exile-origin8": "You were frozen, and recently unearthed and revived.", + "exile-move1": "Adept Sorcerer: You have a familiar spirit (usually in the guise of a pet) that counts as an ally: subordinate (motivation: to follow your exact instructions).", + "exile-move2": "Warrior: If you are fighting with (and against) old-fashioned hand weapons and suffer harm, you suffer 1 harm less. Monster attacks almost always count as old-fashioned for this move.", + "exile-move3": "Traditional Remedies: You can treat injuries without any need for modern medical supplies (although you might need someone to hold the patient down). Dealing with a poison, infection, or disease might need you to track down some specific ingredients (eg. healing herbs).", + "exile-move4": "Immortal Name: Your monster-hunting exploits are legendary, so much that your name still scares monsters and minions. You may use threats to use the move manipulate someone on monsters if they understand enough to have heard stories about you.", + "exile-move5": "Hearty Constitution: You never suffer from normal illnesses, and get +1 ongoing against magical illnesses and poisons. You've been through worse.", + "exile-move6": "Confused: Mark experience whenever your bafflement with the modern world gets in the way of monster-hunting.", + "exile-move7": "Ancient Magics: You learned magic when less lore had been lost. When you use magic, on a 7-9, don't choose a glitch. Instead, take -1 forward.", + "exile-move8": "Learned: You researched all the legends and tales of monsters in your home time. When you investigate a mystery, you can ask the Keeper questions from the following list as well as from the usual list", + "exile-move8.1": "Did this creature (or this type of creature) exist in my home time?", + "exile-move8.2": "What defenses are effective against this creature?", + "exile-move8.3": "What do I know about this creature that has been forgotten?", + "exile-armour": "Ancient Armour (0 armour or, 1 armour) appropriate to your origin", + "exile-item": "Whatever you were carrying when you were transported; most likely a monster-hunting kit in some easy-to-carry bag appropriate to your origin", + "exile-weapon": "Ancient Weapons", + "exile-gear1": "Sword (2 harm, hand, messy)", + "exile-gear2": "Axe (2 harm, hand, messy)", + "exile-gear3": "Big sword (3 harm, hand, messy, heavy)", + "exile-gear4": "Big axe (3 harm, hand, messy, heavy)", + "exile-gear5": "Shield (1 harm, hand, 1 armour), (cannot be used at the same time as a heavy weapon)", + "exile-gear6": "Silver knife (1 harm, hand, silver)", + "exile-gear7": "Bow (2 harm, close)/(1 harm, far)", + "exile-gear8": "Crossbow (2 harm, close, slow)", + "exile-gear9": "Handgonne (1 harm, hand/close, loud, volatile, smokey, reload)", + "exile-gear10": "Arquebus (2 harm, close, loud, volatile, heavy, smokey, reload)", + "exile-gear11": "Spear (2 harm, hand/close)", + "exile-gear12": "Big knife (1 harm, hand)", + "exile-gear13": "Cudgel (1 harm, hand)", + "exile-gear14": "Martial arts (1 harm, hand)", + "exile-ally": "you find one of your old comrades, who has come to join you in the modern day", + "exile-advance1": "Find a cache of objects left for you by your comrades in the past. The Keeper will decide what's in it, but it will be things that they expected you would need in the future", + "exile-return": "Optionally, you may return home to the past", + "exile-advance2": "When you use magic, you may choose to 'create a gateway between the modern world and my home' as an effect. You cannot control who uses the gateway or exactly where it opens at the other end", + "Hardcase": "Hard Case", + "luck-special-hardcase": "When you spend Luck, an enemy from your past comes back into your life. They aren’t happy to see you.", + "hardcase-adv-harm": "Extra harm box", + "hardcase-fixed-move1": "Unstoppable: When you spend Luck to avoid harm you are about to suffer, additionally remove all harm you had already suffered. Once per mystery, when you are about to take major damage (2 harm or more), change it to just 1 harm.", + "hardcase-move1": "FINISH HIM!: Whenever you inflict a massive injury (3 harm or more), you may immediately follow up with another attack. Roll +Tough. On a 10+, double the harm you cause. On a 7-9, you inflict 1 harm extra. On a miss, you leave yourself open and vulnerable.", + "hardcase-move2": "Weapon Master: When you take possession of a new weapon, you may change or remove one tag when you are using it (eg. 'heavy' becomes 'ignore-armour', or 'unreliable' is removed). The changed tag only applies for you. When you get this move, apply it to all your current weapons.", + "hardcase-move3": "Aim For The Weak Spot: Your unarmed and hand weapon attacks all get the 'ignore-armour' tag.", + "hardcase-move4": "Inspired Guesswork: Once per mystery, when you observe a monster in action, you may investigate a mystery to discover its powers, motivations, or weaknesses. It works even if what you asked about wasn't displayed; you work it out by deduction (or guessing).", + "hardcase-move5": "Come Get Some: You can challenge your foes to fight you alone, maybe in words or maybe just by being the biggest and baddest in the team. Roll +Tough. On a 10+, they all go for you. On a 7-9, they go for you, mainly, but maybe one or two of your comrades are getting marked too. On a miss, they come for you harder than you expected.", + "hardcase-move6": "Property Damage: You can smash your way through almost anything. If it is at all possible to destroy an inanimate object with the tools at your disposal, you can roll +Sharp to work out how. On a 10+, you can pulverize it, no trouble. On a 7-9, it will either take a long time, or you can't break it all down - your choice. On a miss, you hurt yourself getting it done, or get trapped in a bad spot.", + "hardcase-weapons": "Hard Case Weapons", + "hardcase-gear1": "Crowbar (2 harm, hand, messy)", + "hardcase-gear2": "Chainsaw (3 harm, hand, messy, unreliable, loud, heavy)", + "hardcase-gear3": "Automatic shotgun (3 harm, close, loud, reload, auto)", + "hardcase-gear4": "Huge knife (2 harm, hand, messy)", + "hardcase-gear5": "Hand cannon (3 harm, close, loud)", + "hardcase-gear6": "Submachinegun (2 harm, close, reload, auto)", + "hardcase-gear7": "Battered assault rifle (3 harm, close/far, auto)", + "hardcase-normal": "Normal Weapons", + "hardcase-gear8": ".38 revolver (2 harm, close, reload, loud)", + "hardcase-gear9": "Shotgun (3 harm, close, messy, loud)", + "hardcase-gear10": "Hunting rifle (2 harm, far, loud)", + "hardcase-gear11": "9mm (2 harm, close, loud)", + "hardcase-gear12": "Big knife (1 harm, hand)", + "hardcase-gear13": "Magnum (3 harm, close, reload, loud)", + "hardcase-advance1": "Gain command of a team of monster-hunters", + "hardcase-advance2": "Add an extra harm box on the Dying side", + "Luchador": "Luchador", + "luck-special-luchador": "The Luchador is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "luchador-fixed-move1": "Signature Move: Like every great wrestler, you have perfected a signature move for the ring. It works outside the ring as well.", + "luchador-fixed-move1.1": "When you unleash your signature move on something, roll +Tough. On a 10+, you do 2 harm and take +1 forward. On a 7-9, you do 1 harm and take +1 forward. On a miss, your opponent counters the move.", + "luchador-move1": "Master Técnico: When fighting unarmed, you get +1 to kick some ass and help out.", + "luchador-move2": "Intensive Training: Take +1 Tough (max +3).", + "luchador-move3": "Noble Heroism: When you successfully protect someone, give a nearby hunter +1 forward.", + "luchador-move4": "Consummate Athlete: You get +1 ongoing for vigorous physical feats (outside of combat).", + "luchador-move5": "Machismo!: Hah! You think that really hurt? By force of will, you can ignore pain and injury. When you suffer harm and just tough it out, roll +Cool. On a 10+, you heal 1 harm and gain +1 forward. On a 7-9, you heal 1 harm. On a miss, pretending to be tough you suffer 1 extra harm, in an embarrassing way if possible.", + "luchador-move6": "Daredevil Move: You can attempt a tricky, high risk manoeuver to gain an advantage on an opponent. Roll +Tough. On a 10+ pick three, on a 7-9, pick one", + "luchador-move6.1": "Interrupt a move someone or something else is making, so they can't do it yet.", + "luchador-move6.2": "Take +1 forward.", + "luchador-move6.3": "Give another hunter +1 forward.", + "luchador-move6.4": "Inflict 2 harm if you are unarmed, and your weapon's harm if you are armed.", + "luchador-move6.5": "You don't suffer harm in return.", + "luchador-move6.6": "On a miss, you suffer 1 harm from your failed move, and leave yourself open to your foes.", + "luchador-move7": "Inspiring Speech: When you rally a group with your ringside style, roll +Charm. On a 10+, they are pumped and ready to risk life and limb for the cause. On a 7-9, they are ready to pitch in their help, as long as there is little personal risk. Choose one thing for them to do", + "luchador-move7.1": "Act as an angry mob, unleashed at the target you name.", + "luchador-move7.2": "Be a vigilant watch force.", + "luchador-move7.3": "Go wherever you tell them to.", + "luchador-move7.4": "Help construct a trap.", + "luchador-move7.5": "On a miss, you lose face with the bystanders.", + "luchador-move8": "Sly Rudo: When you fight, you fight dirty. When you inflict harm on a monster, you can lure it into a trick. Roll +Sharp. On a 10+, the monster really fell for it, inflict +1 harm and +1 ongoing vs. the monster. On a 7-9, the monster fell for it, inflict +1 harm. On a miss, your trick backfires.", + "luchador-move9": "Fan Following: Your exploits in the ring have not gone unnoticed. When you contact a devoted fan to help you with a mystery, roll +Charm. On a 10+, they're available and helpful - they can fix something, give you a lift, or do some other favour. On a 7-9, they're prepared to help, but it's either going to take some time or you're going to have to do part of it yourself. On a miss, you burn some bridges.", + "luchador-weapons": "Normal Weapons", + "luchador-gear1": ".38 revolver (2 harm, close, reload, loud)", + "luchador-gear2": "9mm (2 harm, close, loud)", + "luchador-gear3": "Shotgun (3 harm, close, messy, loud)", + "luchador-gear4": "Heavy chain (2 harm, hand, area)", + "luchador-gear5": "Sledgehammer (3 harm, hand, messy)", + "luchador-gear6": "Big knife (1 harm, hand)", + "luchador-gear7": "Brass knuckles (1 harm, hand, stealthy)", + "luchador-vehicle": "Stylish Vehicle", + "luchador-gear8": "Foreign sports car", + "luchador-gear9": "Giant off-road vehicle", + "luchador-gear10": "Limo and chauffeur", + "luchador-gear11": "Tricked out motorcycle", + "luchador-gear12": "Van with custom paint job", + "luchador-ally": "another wrestler who has chosen to fight monsters with you", + "luchador-advance1": "Gain a Haven, like the Expert, with two options", + "Meddlingkid": "Meddling Kid", + "luck-special-meddlingkid": "When you spend Luck, you will see something you weren’t supposed to see. It might help you with your current mystery or it might just scare you.", + "meddlingkid-animal": "Animal Allies", + "meddlingkid-animal-desc": "Animal allies follow the normal rules for allies, except for communication. Animal allies can understand commands about as well as a very clever dog (regardless of what sort of animal they are).", + "meddlingkid-move1": "Unmasked!: When you have a monster captured or at bay, you may explain it is not a monster after all but a specific person in a mask. You must explain the real reason for all the seemingly supernatural events you have seen, and how the villain was behind them. When you reveal the culprit, roll +Sharp. On a 10+, your deduction is correct and it really is that person in a mask! On a 7-9, the Keeper must choose one of", + "meddlingkid-move1.1": "This really is a monster, but the named bystander was secretly their ally all along.", + "meddlingkid-move1.2": "You are correct, but while you talked, they found a way to attempt an escape.", + "meddlingkid-move1.3": "The explanation for all the events is correct but you picked the wrong person; when you unmask them, the villain is someone unexpected.", + "meddlingkid-move1.4": "On a miss, the monster gets an opportunity to create chaos while you explain your (incorrect) deductions.", + "meddlingkid-move2": "Power Snack: Pick a favourite snack food. Whenever you take a moment to eat some and enjoy it, take +1 forward.", + "meddlingkid-move3": "Wallop!: When you use an improvised weapon to attack something, you may choose one of these extra effects", + "meddlingkid-move3.1": "Inflict 1 harm.", + "meddlingkid-move3.2": "Momentarily stun them with a blow to the head.", + "meddlingkid-move3.3": "Trip or entangle them.", + "meddlingkid-move3.4": "Inflict 2 harm but the improvised weapon breaks.", + "meddlingkid-move4": "It's A Trap!: When you make a trap to capture a monster or minion, roll +Sharp. On a hit, you capture something! On a 10+, you can choose one of these extra effects", + "meddlingkid-move4.1": "It will take some time for the victim to get free.", + "meddlingkid-move4.2": "The trap inflicts harm (as an improvised weapon).", + "meddlingkid-move4.3": "The trap may be reset and reused later. Roll the move again when you do so, with +1 forward.", + "meddlingkid-move5": "Tell Me The Truth!: When you are questioning somebody to investigate a mystery, you may ask questions from the following list as well as from the usual list", + "meddlingkid-move5.1": "Who has something to gain from this situation?", + "meddlingkid-move5.2": "What are you plotting?", + "meddlingkid-move5.3": "Are you lying to me?", + "meddlingkid-move5.4": "Who knows about _____?", + "meddlingkid-move6": "Run Away!: When you decide to get out of a bad situation, you can get away just fine. Unfortunately you will end up somewhere just as bad, that is important to the current mystery.", + "meddlingkid-move7": "A Pleasant and Friendly Manner: When you politely manipulate someone, your impeccable manners always count as a reason for the person to do what you say.", + "meddlingkid-gadgets": "Mystery-solving Gadgets", + "meddlingkid-gear1": "Magnifying glass", + "meddlingkid-gear2": "Microscope", + "meddlingkid-gear3": "A van", + "meddlingkid-gear4": "Library card", + "meddlingkid-gear5": "Chemistry kit", + "meddlingkid-gear6": "A set of walkie-talkies", + "meddlingkid-gear7": "Fingerprint kit", + "meddlingkid-gear8": "Camera", + "meddlingkid-ally": "someone to join the gang, it may be an animal (most likely a dog or a cat)", + "Sidekick": "Sidekick", + "luck-special-sidekick": "The Sidekick is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "hero": "Hero", + "hero-desc1": "Pick one of the other hunters to be your hero. This is the person you decided is such an awesome monster-hunter that you are going to spend your time helping them out.", + "hero-desc2": "Decide what your relationship is, with agreement from the hero's player. Eg. an older sibling, a parent, a friend who was always better than you, perhaps they saved you from a monster, or you found out about their monster hunting by accident, etc. Optionally, you may choose to copy some aspect of your hero's looks.", + "hero-desc3": "When your hero's player has picked their ratings, ask them which is highest. You've been trying to be like them, so you get an extra +1 to that rating. If they have a tie for highest, you can pick which one you put your +1 on.", + "sidekick-fixed-move1": "There's no 'I' in 'Team': You get +1 ongoing to help out; +2 ongoing, if you are helping out your hero.", + "sidekick-move1": "Caddy: You carry all your hero's stuff around. That means you can use anything from their gear list, unless they are currently holding it. Plus, if the item is not unique, you carry spares. For anything like that, you can use one of the spares even if your hero is currently using it.", + "sidekick-move2": "As You Wish: Mark experience whenever your hero orders or requests that you do something you don't want to do, and you go ahead and do it.", + "sidekick-move3": "Bodyguard: If something bad is going to happen to your hero, your comrades, or a bystander, and you are right there, you may throw yourself in harm's way. Whatever was going to happen to them happens to you instead.", + "sidekick-move4": "Me Too!: If your hero makes a roll for a move, and you copy what they did (i.e. the same move), you may choose not to roll. Instead, use the outcome of your hero's roll.", + "sidekick-move5": "I Can Make You Look Good: If you help out your hero, you may choose to change the outcome of your dice roll with the outcome of their original dice roll.", + "sidekick-move6": "Journeyman (or Journeywoman): Take a move that your hero has.", + "sidekick-hero-weapon": "Hero's Weapon (from your hero's gear options)", + "sidekick-weapons": "Sidekick Weapons", + "sidekick-gear1": ".38 revolver (2 harm, close, reload, loud)", + "sidekick-gear2": "Shotgun (3 harm, close, messy, loud)", + "sidekick-gear3": "Baseball bat (2 harm, hand)", + "sidekick-gear4": "9mm (2 harm, close, loud)", + "sidekick-gear5": "Big knife (1 harm, hand)", + "sidekick-ally": "another sidekick for your hero, your junior", + "sidekick-advance1": "Change playbooks to the same as your hero (overrides the rule that only one of each playbook may be in play)", + "sidekick-advance2": "Change your hero; pick another hunter to be your new hero", + "Snoop": "Snoop", + "luck-special-snoop": "When you spend Luck, you’re going to suffer some technical difficulties, eg. breakdowns, communication problems, weird noises in the recordings, etc.", + "snoop-crew": "Crew", + "snoop-crew-desc1": "Decide if your crew are made up of the other hunters, or if you have your own entourage. If they are other people, there are 1-3 of them. Pick a name and job for each. If it's the other hunters, decide together who gets which job.", + "snoop-crew-desc2": "Crew jobs: camera, sound, editing, dogsbody, researcher, driver, director, producer, bodyguard, etc.", + "snoop-move1": "\"What Does That Feel Like?\": When you put your camera/microphone right in a person's face, they automatically break off whatever they are doing. They might go right back to it after they deal with you, but you'll create enough time for everyone else to act in the meantime.", + "snoop-move2": "Minor Celebrity: At the beginning of each mystery, roll +Weird. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 during the mystery to have someone you meet know of you in a positive light (maybe they read your blog, listen to your podcast, or watch your Internet/TV show, etc). You may end up getting asked for autographs or given 'hot' leads, too.", + "snoop-move3": "We'll Fix It In Post: You can use anything you could conceivably have recorded as evidence for investigate a mystery, allowing you to check previous interviews, attack sites, and so on, from the comfort of your laptop.", + "snoop-move4": "I'm A Reporter!: When you investigate a mystery by talking to witnesses, interviewing locals, or anything else requiring interpersonal skills, roll +Charm instead of +Sharp.", + "snoop-move5": "Truthiness: Whatever you tell a normal person, they'll accept that you think it's true. If it's far out, they might think you're crazy, but they won't think you're lying.", + "snoop-move6": "The Mojo Wire: When you read all the current news feeds looking for the weird and crazy stuff, take +1 forward.", + "snoop-move7": "Relaxed Producer: You're employed, with a regular paycheck and little or no oversight. As long as you send in a story every few days, no matter how bizarre, you're set. Every now and again, they'll send you somewhere in particular, and when that happens it usually involves supernatural activity; unless they need human interest, in which case it will be a kitten show or agricultural fair or something.", + "snoop-gear-base": "A laptop", + "snoop-recording": "Recording Devices", + "snoop-gear1": "Digital video camera", + "snoop-gear2": "Tiny digital video camera", + "snoop-gear3": "Film camera (8mm or 16mm)", + "snoop-gear4": "Digital sound recorder", + "snoop-gear5": "Cassette tape recorder", + "snoop-gear6": "Infrared video camera", + "snoop-gear7": "Pro sound gear with boom mike", + "snoop-gear8": "Remote controlled camera drone", + "snoop-gear9": "Starlight camera", + "snoop-gear10": "Steadicam rig", + "snoop-gear11": "Laser microphone", + "snoop-gear12": "SLR camera", + "snoop-detector": "Detectors", + "snoop-gear13": "Electromagnetic field detector", + "snoop-gear14": "Temperature fluctuation detector", + "snoop-gear15": "Ouija board", + "snoop-gear16": "Humidity meter", + "snoop-gear17": "Dowsing rods", + "snoop-gear18": "Chemistry test kit", + "snoop-gear19": "Metal detector", + "snoop-gear20": "Compass", + "snoop-gear21": "GPS receiver", + "snoop-gear22": "Laser rangefinder", + "snoop-gear23": "Pendulum", + "snoop-weapon": "Subtle Weapons", + "snoop-gear24": ".32 revolver (2 harm, close, reload, small)", + "snoop-gear25": "9mm (2 harm, close, loud)", + "snoop-gear26": "Knife (1 harm, hand, hidden)", + "snoop-gear27": "Multitool/pocket knife (1 harm, hand, hidden, useful)", + "snoop-advance1": "Gain a Haven, like the Expert, with one option plus a film lab", + "snoop-ally": "possibly one of your existing crew members, or the whole crew as an ally team", + "Summoned": "Summoned", + "luck-special-summoned": "When you spend Luck, another sign of the Apocalypse will come to pass. When you have spent all your Luck, the Apocalypse begins.", + "apocalypse": "Apocalypse", + "apocalypse-desc1": "You are destined to bring about the Apocalypse. You may or may not know about it yet, but you have at least come across some hints of your destiny.", + "apocalypse-desc2": "Pick a sign of the Apocalypse, with help from the Keeper (and maybe the rest of the group) that has already been revealed to you. Whenever you spend Luck, you'll trigger another sign of the Apocalypse. You can suggest what it might be, but it will be the Keeper's job to bring the sign into the story.", + "apocalypse-sign-example": "Example signs", + "apocalypse-sign-list": "Betrayal, An army of monsters rises, Rain of fire, Eternal darkness, Things from beyond, Take your throne, Red sun, The Portal opens, Plague, Learn your true name, The Stars are Right Breaking the Seal, Murder of the King, The Beast slouches into the world, Become the Dragon, The Coronation, Your Hosts assemble, The fall of the Tower, The seas boil, Natural disasters, Judgement Day, World war, Famine, Ancient Evil reborn", + "apocalypse-desc3": "When you have spent all your Luck, the Apocalypse is imminent. It's up to you to stop, or cause, the end of the world. Your call.", + "summoned-fixed-move1": "Freakish: You're weird, and people react badly. You cannot use manipulate someone on a person until you prove yourself to them first (this includes the other hunters, and it's up to them to decide when you have proved yourself). Until then, people will just try to get away from you. You can spend Luck to have a person take to you. Don't roll manipulate someone; they act as though you'd rolled a 12. On the other hand, you can use manipulate someone on monsters that can reason and talk (but they always want something really bad).", + "summoned-move1": "What Are You Looking At?: When you talk to a monster (capable of reason and speech), they will recognize you and your potential. If you ask them what they know, pick one for the Keeper to reveal", + "summoned-move1.1": "Tell me something about where I'm from.", + "summoned-move1.2": "Tell me something about my destiny.", + "summoned-move1.3": "Tell me something about who I really am.", + "summoned-move1.4": "Tell me something about the Apocalypse.", + "summoned-move2": "Should I Feel That?: Your body has 2 armour. This does not stack with any other armour.", + "summoned-move3": "Mayhem!: When you grab a nearby large object and use it as an improvised weapon, first determine how much damage it will do.", + "summoned-move3-guide": "Guidelines", + "summoned-move3.1": "Fire extinguisher, fence post, furniture, etc: 2 harm", + "summoned-move3.2": "Motorcycle, lamppost, masonry chunk, etc: 3 harm", + "summoned-move3.3": "Car, dumpster, boulder, etc: 4 harm", + "summoned-move3.4": "Bus, truck, wall, etc: 5 harm", + "summoned-move3-desc": "After you inflict harm with it (with a kick some ass roll or otherwise), roll +harm your weapon actually caused. On a miss, you use it without trouble. On a 7-9 pick one side effect, on a 10+ pick two", + "summoned-move3.5": "You hurt someone nearby as well as your target.", + "summoned-move3.6": "You make something about the situation worse.", + "summoned-move3.7": "You lose control of your improvised weapon.", + "summoned-move3.8": "You cause massive property damage.", + "summoned-move3.9": "Your improvised weapon breaks.", + "summoned-move4": "Absolute Badass: Take +1 Tough (max +3).", + "summoned-move5": "Screw You: Spend Luck to get +1 ongoing vs. one particular monster. This lasts until that monster is dead.", + "summoned-move6": "Whatever: Spend Luck to get +1 Tough for the remainder of the current mystery (max +4).", + "summoned-move7": "Why So Serious?: If you cap off a move with an appropriate one-liner, the team gets +1 forward (so the next hunter who makes a roll gets +1).", + "summoned-weapon": "Huge Weapon", + "summoned-gear1": "Super hand cannon (4 harm, close, heavy, loud, reload)", + "summoned-gear2": "Machinegun (3 harm, close, auto, heavy, messy, loud, reload)", + "summoned-gear3": "Rocket launcher (4 harm, far, area, heavy, messy, loud, reload)", + "summoned-gear4": "Gigantic Hellsword (4 harm, hand, heavy, messy, magic)", + "summoned-gear5": "Automatic shotgun (3 harm, close, auto, heavy, loud, reload)", + "summoned-gear6": "Red right hand (3 harm, hand, magic)", + "summoned-heavy": "Heavy Weapons", + "summoned-gear7": "Sledgehammer (3 harm, hand, heavy, messy)", + "summoned-gear8": "Big sword (3 harm, hand, heavy, messy)", + "summoned-gear9": "Big axe (3 harm, hand, heavy, messy)", + "summoned-gear10": "Magnum (3 harm, close, loud, reload)", + "summoned-gear11": "Shotgun (3 harm, close, messy, loud, reload)", + "summoned-advance1": "Gain an ally team of monster-hunters (or monstrous hunters) under your command", + "summoned-advance2": "Get a position in a Sect, like the Initiate. Describe the Sect and its Traditions (or join a Sect that already exists in your game). Gain the move for when you are in good standing with your Sect", + "summoned-advance3": "Turn evil (again?). Retire this character, they become one of the Keeper's threats", + "Traveler": "Traveler", + "luck-special-traveler": "The Traveler is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "traveler-transport": "Means of Transport", + "traveler-transport-desc1": "You can visit future events, past events or remote places, either alone or with the whole team. The Keeper will decide (maybe with help from the group) how time travel will work; changing the past, alternate timelines, small changes producing major changes etc.", + "traveler-transport-desc2": "When traveling through time and space, roll +Sharp. On a 10+, you arrive at the desired place at the desired time. On a 7-9, you arrive at either the desired place or, at the desired time; your choice. On a miss, you are lost; this is probably quite serious.", + "traveler-transport-desc3": "Choose one means of transport for your travels through time and space. Each transportation medium has both positive and negative traits. Always keep in mind that time travel is by no means a safe trip.", + "traveler-transport1": "It’s bigger on the inside: Your time machine is multidimensional, as small as a phone booth on the outside, but as big as a spaceship on the inside. Things inside it cannot be tracked by normal means. To travel, it disappears from one place and appears in another, but otherwise it is completely stationary and cannot be transported at all.", + "traveler-transport2": "Teleportation: You can teleport instantly if you have a clear line of sight of the destination or if you know it very well. Otherwise, you need to study the spacetime continuum for a few hours, or even days, to plan the trip, so as to not end up underground or a kilometre above the ground.", + "traveler-transport3": "88 miles per hour: Your time machine looks like a car or a van, not drawing much attention (in time periods after the invention of such vehicles). You can use it to move around like any other vehicle, but it depends on fuel, maintenance parts, roads etc.", + "traveler-transport4": "Time Portal: You open a time portal to your destination. You can only open one portal at a time, and it will remain active for as long as you wish. It allows you to cross it in any direction as many times as you want. But an unattended portal can also be crossed by any person, or monster...", + "traveler-fixed-move1": "Servant of Technology: You are extremely dependent on technology, having difficulties in relating to the supernatural. You get -1 ongoing to use magic or any other moves related to the supernatural or magic.", + "traveler-move1": "Butterfly Effect: At the beginning of each mystery, choose one rating to receive +1 (max +3) and another to receive -1 (min -2) during this mystery. These actions disturb the spacetime and the oscillations of their characteristics is a reflection of that.", + "traveler-move2": "Historian: When you investigate a mystery or read a bad situation, you can choose to ask \"Why does this seem familiar?\" as one of the questions. If possible, the Keeper will describe how a similar situation has happened in the past or future history of the world.", + "traveler-move3": "Inventor: If you want to build, repair, or study a device, the Keeper will tell you how long it will take and what equipment will be needed.", + "traveler-move4": "Prescience: Attacks that can cause your death pop up in your memory. When you take harm and become unstable, you may roll +Weird. On a 10+, you remembered the attack and were able to avoid it completely. On a 7-9, the memory took time to emerge, take 1 harm less or don’t become unstable. On a miss, the memory was incorrect and your avoidance made you unbalanced; in addition to the harm, you take -1 forward.", + "traveler-move5": "Neural Implants: When you need to do something that requires specific training, such as defusing a bomb or flying a helicopter, you already have the information implanted in your brain. You still need to act under pressure, but you know what to do.", + "traveler-move6": "Sufficiently Advanced Technology: You can reproduce the effects of the move use magic with technological tools. You do not roll dice for this, but you must choose an effect and a glitch. This is not magic, so the effect will not have the magic tag and will not work on things affected only by magic. The Keeper may ask for one or more requirements to achieve the effect.", + "traveler-move7": "No Paradoxes: When you say why something should happen to guarantee the future, you can help another hunter and give +1 to their roll, as if you had rolled a 10+ on help out. You still need to describe how you are helping.", + "traveler-move8": "Android/Cyborg: You have cybernetic implants or maybe you're half a machine. In addition to superhuman strength, your punches and kicks are attacks with (3 harm, contact).", + "traveler-move9": "Psychic Paper: You get +1 ongoing in rolls to avoid being detected or remaining unnoticed. You also get +1 ongoing when you manipulate someone by pretending to be someone else.", + "traveler-devices": "Technological Devices", + "traveler-gear1": "Photonic Binoculars: Able to see in total darkness and in different spectra, including infrared", + "traveler-gear2": "Sonic Screwdriver: Able to repair, or damage, simple mechanical and electronic devices (eg. radios, locks, weapons etc)", + "traveler-gear3": "Travel Guide: A small electronic book containing all human historical knowledge up to the present era", + "traveler-gear4": "Portable Laboratory: A small device capable of diagnosing diseases, poisons and abnormal conditions from a drop of blood or similar input", + "traveler-gear5": "Universal Locator: Indicates the exact position in time and space. Can only be blocked with magic or high levels of radiation", + "traveler-gear6": "Hologram Projector: Projects a person-sized hologram (recorded or live) that looks real until touched", + "traveler-gear7": "Instant Translator: Ensures speech and understanding of any natural language (does not work with magic or supernatural languages)", + "traveler-weapon": "Protective Weapons", + "traveler-gear8": "Machete (1 harm, contact)", + "traveler-gear9": "Common revolver (2 harm, close, loud, reload)", + "traveler-gear10": "Shotgun (3 harm, close, messy, loud, reload)", + "traveler-gear11": "Light futuristic weapon (1 harm, add 1 range tag and 3 other tags)", + "traveler-gear12": "Heavy futuristic weapon (3 harm, add 1 range tag and 1 other tag)", + "traveler-advance1": "Delete the move Servant of Technology. You have learnt to deal with the supernatural, no longer receiving any penalties for it", "custom": "Custom", - "luck-special-Custom": "if any", + "luck-special-custom": "You may come up with a Luck Special move for this playbook with help from the Keeper.", "custom-special": "Playbook Special", "custom-special-example": "Like the Expert's haven or the Spellslinger's combat magic", "custom-special-name": "Name of special", @@ -625,6 +1161,5 @@ "custom-moves": "Playbook Moves", "custom-move-name": "Name", "custom-move-description": "Description", - "custom-gear": "Playbook Gear", - "inmrovements-instructions": "4 stats available for improvement (mark one off at character creation without taking the bonus); top stat max +3, all others max +2" -} \ No newline at end of file + "custom-gear": "Playbook Gear" +} diff --git a/Monster of the Week/translations/nl.json b/Monster of the Week/translations/nl.json index 804459d8eb..71250b65da 100644 --- a/Monster of the Week/translations/nl.json +++ b/Monster of the Week/translations/nl.json @@ -27,17 +27,19 @@ "gear": "Gear", "other-gear": "Other Gear", "improvements": "Improvements", - "inmrovements-description": "Once you have 5 experience you may choose one of these: (Check off any you've already taken)", + "improvements-description": "Once you have 5 Experience you may choose one of these: (Check off any you've already taken)", "max": "max", - "another-move": "Take another Custom move", + "another-move": "Take another move from your own playbook", "ally": "Gain an ally", "playbook-move": "Take a move from another playbook", "advanced-improvements": "Once you have taken 5 improvements you may choose from these options as well as the list above when you improve", "rating": "to any rating", - "new-type": "Change this hunter to a new type", + "new-playbook": "Change playbooks", "second-hunter": "Create a second hunter to play", "basic-moves": "Advance 2 basic moves", "retire": "Retire this hunter to safety", + "erase-luck": "Erase one used Luck point", + "after-getting-improvement": "Use after getting the corresponding Improvement", "history": "History and Notes", "pick-one": "pick one", "pick-two": "pick two", @@ -46,12 +48,13 @@ "1-fixed-move": "You get this", "2-fixed-moves": "You get these 2", "1-move": "Then pick one of these", + "2-moves-then": "Then pick two of these", "2-moves": "Then pick two of these", + "3-moves-then": "Then pick three of these", "3-moves": "Pick three of these", "choose": "choose", "one": "one", - "choose-one": "choose one", - "choose-two": "choose two", + "two": "two", "three": "three", "the-chosen": "The Chosen", "the-crooked": "The Crooked", @@ -59,13 +62,33 @@ "the-expert": "The Expert", "the-flake": "The Flake", "the-initiate": "The Initiate", - "the-monsteroue": "The Monsterous", + "the-monstrous": "The Monstrous", "the-mundane": "The Mundane", "the-professional": "The Professional", "the-spellslinger": "The Spellslinger", "the-spooky": "The Spooky", "the-wronged": "The Wronged", + "the-gumshoe": "The Gumshoe", + "the-hex": "The Hex", + "the-pararomantic": "The Pararomantic", + "the-searcher": "The Searcher", + "the-exile": "The Exile", + "the-hardcase": "The Hard Case", + "the-luchador": "The Luchador", + "the-meddlingkid": "The Meddling Kid", + "the-sidekick": "The Sidekick", + "the-snoop": "The Snoop", + "the-summoned": "The Summoned", + "the-traveler": "The Traveler", + "the-actionscientist": "The Action Scientist", + "the-biggamehunter": "The Big Game Hunter", + "the-constructed": "The Constructed", + "the-madscientist": "The Mad Scientist", "custom-playbook": "Custom", + "tome-of-mysteries": "Tome of Myseries", + "reinforcements": "Reinforcements", + "Brazilian": "Brazilian Edition", + "fan-made": "Fan-made", "chosen": "Chosen", "luck-special-chosen": "When you spend Luck the Keeper will bring your fate into play", "your-fate": "Your Fate", @@ -107,13 +130,14 @@ "chosen-move4": "Invincible You always count as having 2 armour, this doesn't stack with other protection", "chosen-move5": "Resilience You heal faster than normal people. Any time your harm gets healed, heal and extra point. Additionally, your wounds count as 1 harm less for the purpose of the Keeper's harm moves", "chosen-gear1": "Protective gear worth 1 armour", - "optional": "optional", "chosen-gear2": "One Special Weapon", + "chosen-special-descrip": "Design your weapon by choosing a Form, three Business-end options (which are added to the base tags), and a material that the business-end is made from.", "form": "Form", "chosen-gear3": "Staff (1 harm, hand, close)", "chosen-gear4": "Haft (2 harm, hand, heavy)", "chosen-gear5": "Handle (1 harm, hand, balanced)", "chosen-gear6": "Chain (1 harm, hand, area)", + "business-end": "Business-end", "chosen-gear7": "Business End", "chosen-gear8": "Artifact (+magic)", "chosen-gear9": "Spikes (+1 harm, +messy)", @@ -121,8 +145,8 @@ "chosen-gear11": "Heavy (+1 harm)", "chosen-gear12": "Long (+close)", "chosen-gear13": "Throwable (+close)", - "chosen-gear14": "Chain (+area)", "material": "Material", + "material-desc": "(+steel, +cold iron, +silver, +wood, +stone, +bone, +teeth, +obsidian, or anything else you want)", "chosen-advance1": "Delete a doom tag (optionally also delete a heroic tag)", "Crooked": "Crooked", "luck-special-Crooked": "When you spend Luck someone from your past will re-appear in your life, soon", @@ -132,7 +156,7 @@ "background2": "Burglar When you break into a secure location roll +Sharp. On a 10+ pick three, on a 7-9 pick two", "background2.1": "You get in undetected", "background2.2": "You get out undetected", - "background2,3": "You don't leave a mess", + "background2.3": "You don't leave a mess", "background2.4": "You find what you were after", "background3": "Grifter When you are about to manipulate someone, you can ask the Keeper \"what will convince this person to do what I want?\" The Keeper must answer honestly, but not necessarily completely", "background4": "Fixer If you need to buy something, sell something, or hire someone, roll +Charm. On a 10+ you know just the person that will be interested. On a 7-9, you know the only person that can do it, but there's a complication. Pick one", @@ -142,8 +166,14 @@ "background4.4": "On a miss, the only person who can help you is someone who absolutely hates you", "background5": "Assassin When you take your first shot at an unsuspecting target, do +2 harm", "background6": "Charlatan When you want people to think you are using magic, roll +Cool. On a 10+ your audience is amazed and fooled by your illusion. On 7-9, you tripped up a few times, someone will notice. You may also manipulate someone with fortune telling. When you do that, ask \"What are they hoping for right now?\" as a free question (even on a miss)", + "background6.1": "You may also manipulate someone with fortune telling. When you do that, ask \"What are they hoping for right now?\" as a free question (even on a miss).", "background7": "Pickpocket When you steal something small, roll +Charm. On a 10+ you get it and they didn't notice you taking it. On a 7-9 either you don't grab it, you grab the wrong thing, or they remember you later; your choice", "crooked-move1": "Artifact You 'found' a magical artifact with handy powers and kept it. Pick 1: Protective amulet (1 amour, magic, recharge); lucky charm (may be used as a Luck point just once); grimoire (studying the book gives +1 to use magic; skeleton key (opens any magically sealed lock); imp stone (a weak demon is bound to serve the holder. The imp must be summoned with Use Magic)", + "crooked-artifact1": "Protective amulet (1 amour, magic, recharge)", + "crooked-artifact2": "Lucky charm (may be used as a Luck point just once)", + "crooked-artifact3": "Grimoire (studying the book gives +1 forward to use magic)", + "crooked-artifact4": "Skeleton key (opens any magically sealed lock)", + "crooked-artifact5": "Imp stone (a weak demon is bound to serve the holder. The imp must be summoned with Use Magic)", "crooked-move2": "Crew You have a regular crew, a team of 3 or 4 people who will help you out with pretty much anything. This counts as a team", "crooked-move3": "Deal with the Devil You sold your soul to the devil. Pick one or two things you got out of the deal: wealth, fame, youth, sensual gratification, skill (add +1 to two ratings). Payment is due either when you die, or in a year (6 months if you chose 2 things)", "crooked-move4": "Friends on the Force You know a few cops who can be persuaded to look the other way, or do you a favour, for certain considerations. You can act under pressure to get in touch with them when you need to divert any law enforcement attention. There will be a cost, although maybe not right now", @@ -151,6 +181,7 @@ "crooked-move6": "Driver You gain +1 ongoing while driving, plus you can hotwire anything (the older it is, the fewer tools you'll need.) You also own 2 handy, widely-available vehicles", "crooked-move7": "Home Ground Your crew made a point of keeping the locals happy- keeping them safe, ensuring things always went down okay. When you're back in your old neighbourhood, you can always find people who will hide you or help you with a minor favour, no questions asked", "crooked-move8": "Notorious You have a reputation from your criminal past. When you reveal who you are, your terrifying reputation counts as a reason for someone to what you ask when you manipulate someone. Revealing your identity to someone can bring other problems later, of course", + "crooked-weapon": "Effective Weapons", "crooked-gear1": ".22 revolver (1 harm, close, reload,
          small)", "crooked-gear2": ".38 revolver (2 harm, close, reload,
          loud)", "crooked-gear3": "9mm (2 harm, close, loud)", @@ -160,12 +191,6 @@ "crooked-gear7": "Baseball bat (1 harm, hand)", "crooked-gear8": "Submachinegun (2 harm, close, reload,
          auto", "crooked-gear9": "Assault rifle (3 harm, close/far, auto)", - "underworld": "Underworld", - "underworld-description": "Pick the circumstance that lead you to discovering the real underworld, then pick the creature involved", - "underworld1": "The target of a job was a dangerous creature (Pick one: vampire, warewolf, troll, reptiloid)", - "underworld2": "You worked with someone who was more than they seemed (Pick one: sorceror, demon, faerie, psychic)", - "underworld3": "You were hired by something weird (Pick one: immortal, god, outsider, witch)", - "underworld4": "Things went south o a job- including, but not limited to running into; (Pick one a horde of goblins, a hunger of ghouls, a dream-eater, a salamander)", "heat": "Heat", "heat-description": "You didn't get here without making enemies", "pick-heat": "pick at least 2 of these and name the people involved", @@ -174,9 +199,14 @@ "heat3": "You pissed off a well connected criminal,
          and they'll do whatever they can to
          destroy you", "heat4": "You took advantage of someone
          who has special powers (a person or
          monster)", "heat5": "You betrayed an old partner in the
          middle of a job ", + "underworld": "Underworld", + "underworld-description": "Pick the circumstance that lead you to discovering the real underworld, then pick the creature involved", + "underworld1": "The target of a job was a dangerous creature (Pick one: vampire, warewolf, troll, reptiloid)", + "underworld2": "You worked with someone who was more than they seemed (Pick one: sorceror, demon, faerie, psychic)", + "underworld3": "You were hired by something weird (Pick one: immortal, god, outsider, witch)", + "underworld4": "Things went south o a job- including, but not limited to running into; (Pick one a horde of goblins, a hunger of ghouls, a dream-eater, a salamander)", "crooked-ally": "from your old crew", "crooked-advance1": "Recover a stash of money from the old days, enough to live without care for a year or two", - "Crooked-advance2": "Erase one Luck point from your playbook", "Divine": "Divine", "luck-special-divine": "When you spend Luck you get word your Mission requires something difficut to me done. By you. Urgently", "your-mission": "Your Mission", @@ -193,15 +223,15 @@ "divine-move5": "Soothe When you talk to someone for a few seconds in a quiet voice, you can calm them down, blocking any panic, anger, or other negitive emotions they have. This works even if the thing that freaked them out is still present, as long as your voice can be heard", "divine-move6": "Lay On Hands Your touch can heal any injury or disease. When you lay your hands on someone hurt, roll +Cool. On a 10+, heal 2 harm or an illness, plus they are stabilised. On a 7-9, you can heal the harm or illness but you take it into yourself. On a miss, your aura causes them extra harm", "divine-move7": "Cast Out Evil You may banish an unnatural creature from your presence. Roll +Tough, on 10+ it is banished. On a 7-9 it takes a little while for the banishing to take effect- the creature has time to make one or two actions. Either way, the banished creature is unharmed, and you have no control over where it goes. This move may be used on unnatural hunters (eg The Monsterous). On a miss, something is keeping it here. That's bad", - "divine-gear1": "Flaming sword (3 harm, hand, fire,
          holy) ", "divine-weapon": "One Divine Weapon", + "divine-armour": "Divine Armour (1 armour, holy) with a look suited to your divine origin", + "divine-gear1": "Flaming sword (3 harm, hand, fire,
          holy) ", "divine-gear2": "Thunder hammer (3 harm, hand, stun,
          holy) ", "divine-gear3": "Razor whip (3 harm, hand, area,
          messy, holy)", "divine-gear4": "Five demon bag (3 harm, close, magic,
          holy)", "divine-gear5": "Silver trident (3 harm, hand, silver,
          holy)", "Divine-ally": "a lesser divine being, sent from above to help you with your mission", "Divine-advance1": "Erase one Luck point from your playbook", - "Divine-advance2": "Change your mission. Select a different mission from the options, or (with the Keeper's agreement) create a new mission", "Expert": "Expert", "luck-special-expert": "When you spend Luck you discover something happening now is related to something you were involved in years ago", "expert-weapons": "Monster-Slaying Weapons", @@ -237,7 +267,6 @@ "haven8": "Panic Room This has essential supplies and is protected by normal and mystical means. You can hide out there for a few days, safe from pretty much anything", "haven9": "Magical Laboratory You have a mystical lab with all kinds of weird ingredients and tools useful for casting spells (like use magic, big magic, and any other magical moves)", "expert-advance1": "Add a haven option", - "expert-advance2": "Add a haven option", "Flake": "Flake", "luck-special-flake": "When you spend Luck pick an aspect of the current situation. The Keeper will tell you what other conspiricies that aspect connects to", "flake-move1": "Connect the Dots At the beginning of each mystery if you look for the wider patterns that current events might be part of, roll +Sharp. On a 10+ hold 3, 7-9 hold 1. Spend your hold during the mystery to ask the Keeper one of the following questions", @@ -253,20 +282,20 @@ "flake-move6": "Contrary When you seek out and recieve someone's honest advice on the best course of action for you, and then do something else instead, mark experience. If you do exactly the opposite of their advice, you also take +1 ongoing on any moves you make persuing that course", "flake-move7": "Net Friends You know a lot of people on the internet. When you contact a net friend to help you roll +Charm. On a 10+ they're available and helpful; they can fix something, break a code, hack a computer, or get you some special information. On a 7-9, they're prepared to help but it's either going to take some time, or you'll have to do part of it yourself. On a miss you burn some bridges", "flake-move8": "Sneaky When you attack from ambush or from behind, inflict +2 harm", - "fake-normal": "One Normal Weapon", - "fake-gear1": ".38 revolver (2 harm, close, reload,
          loud)", - "fake-gear2": "9mm (2 harm, close, loud)", - "fake-gear3": "Hunting rifle (2 harm, far, loud)", - "fake-gear4": "Magnum (3 harm, close, reload, loud)", - "fake-gear5": "Shotgun (3 harm, close, messy, loud)", - "fake-gear6": "Big knife (1 harm, hand)", + "flake-normal": "Normal Weapon", + "flake-gear1": ".38 revolver (2 harm, close, reload, loud)", + "flake-gear2": "9mm (2 harm, close, loud)", + "flake-gear3": "Hunting rifle (2 harm, far, loud)", + "flake-gear4": "Magnum (3 harm, close, reload, loud)", + "flake-gear5": "Shotgun (3 harm, close, messy, loud)", + "flake-gear6": "Big knife (1 harm, hand)", "flake-hidden": "Hidden Weapons", - "fake-gear7": "Throwing knives (1 harm, close, many)", - "fake-gear8": "Holdout pistol (2 harm, close, loud,
          reload)", - "fake-gear9": "Garrote (3 harm, intimate)", - "fake-gear10": "Watchman's flashlight (1 harm, hand)", - "fake-gear11": "Weighted gloves/brass knuckles (1
          harm, hand", - "fake-gear12": "Butterfly knife/folding knife (1
          harm, hand)", + "flake-gear7": "Throwing knives (1 harm, close, many)", + "flake-gear8": "Holdout pistol (2 harm, close, loud, reload)", + "flake-gear9": "Garrote (3 harm, intimate)", + "flake-gear10": "Watchman's flashlight (1 harm, hand)", + "flake-gear11": "Weighted gloves/brass knuckles (1 harm, hand)", + "flake-gear12": "Butterfly knife/folding knife (1 harm, hand)", "Flake-advance1": "Gain a haven like the Expert with two options", "Flake-advance2": "Add a haven option", "Initiate": "Initiate", @@ -336,8 +365,8 @@ "Initiate-advance1": "Get command of your chapter of the Sect", "Initiate-advance2": "Get command of your chapter of the Sect", "Initiate-advance3": "Become the leader, or effective leader, of the whole Sect", - "Monsterous": "Monsterous", - "luck-special-monsterous": "When you spend Luck your monster side gains power. Your Curse may grow stronger, or another Breed disadvantage may manifest", + "Monstrous": "Monstrous", + "luck-special-monstrous": "When you spend Luck, your monster side gains power; your Curse may become stronger, or another Breed disadvantage may manifest.", "monster-breed": "Monster Breed", "breed-description": "You are half human, half monster; were you always this way? Were you always fighting for good or were you once evil and then switched sides?", "curses": "Curses", @@ -345,40 +374,40 @@ "curse2": "Vulnerability Pick a substance. You'll take +1 harm when you suffer harm from it. If you are bound or surrounded by it, you must act under pressure to use your powers", "curse3": "Pure Drive One emotion rules you. Pick from: hunger, hate, anger, fear, jealousy, greed, joy, pride, envy, lust or cruelty. Whenever you have a chance to indulge that emotion you must do so immediately, or act under pressure to resist", "curse4": "Dark Master You have an evil lord who doesn't know you changed sides. They still give you orders, and they do not tolerate refusal or failure", - "monsterous-move1": "Immortal You do not age or sicken, and whenever you suffer harm you suffer 1 harm less", - "monsterous-move2": "Unnatural Appeal Roll +Weird instead of +Charm when you manipulate someone ", - "monsterous-move3": "Unholy Strength Roll +Weird instead of +Tough when you kick some ass ", - "monsterous-move4": "Incorporeal You may move freely though solid objects (but not people)", - "monsterous-move5": "Preternatural Speed You go much faster than normal people. When you chase, flee or run take +1 ongoing", - "monsterous-move6": "Claws of the Beast Your natural attacks deal +1 harm ", - "monsterous-move7": "Mental Dominion When you gaze into a normal human's eyes and exert your will over them Roll +Charm. On a 10+ hold 3, on 7-9 hold 1. You may spend your hold to give them an order. Regular people will follow the order, whatever it is. Hunters can choose to follow the order or not. If they do, they mark experience", - "monsterous-move8": "Unquenchable Vitality When you have taken harm you can heal yourself. Roll +Cool. On a 10+, heal 2 harm and stabilise your injuries. On a 7-9, heal 1 harm and stabilise your injuries. On a miss your injuries worsen", - "monsterous-move9": "Dark Negotiator You can use manipulate someone on monsters as well as people if they can reason and talk", - "monsterous-move10": "Flight You can fly ", - "monsterous-move11": "Shapeshifter You may change your form (usually into an animal). Decide if you have just one alternate form or several and detail them. You gain +1 forward to investigate a mystery when using and alternate form's superior senses. (Eg, smell for a wolf, sight for an eagle)", - "monsterous-move12": "Something Borrowed Take a move from a hunter playbook that is not currently in play ", + "monstrous-move1": "Immortal: You do not age or sicken, and whenever you suffer harm, you suffer 1 harm less.", + "monstrous-move2": "Unnatural Appeal: Roll +Weird instead of +Charm when you manipulate someone.", + "monstrous-move3": "Unholy Strength: Roll +Weird instead of +Tough when you kick some ass.", + "monstrous-move4": "Incorporeal: You may move freely though solid objects (but not people).", + "monstrous-move5": "Preternatural Speed: You go much faster than normal people. When you chase, flee, or run, take +1 ongoing.", + "monstrous-move6": "Claws of the Beast: Your natural attacks deal +1 harm.", + "monstrous-move7": "Mental Dominion: When you gaze into a normal human's eyes and exert your will over them, roll +Charm. On a 10+ hold 3, on a 7-9 hold 1. You may spend your hold to give them an order. Regular people will follow your order, whatever it is. Hunters can choose to follow the order or not. If they do, they mark experience.", + "monstrous-move8": "Unquenchable Vitality: When you have taken harm you can heal yourself. Roll +Cool. On a 10+, heal 2 harm and stabilise your injuries. On a 7-9, heal 1 harm and stabilise your injuries. On a miss, your injuries worsen.", + "monstrous-move9": "Dark Negotiator: You can use the move manipulate someone on monsters as well as people, if they can reason and talk.", + "monstrous-move10": "Flight: You can fly.", + "monstrous-move11": "Shapeshifter: You may change your form (usually into an animal). Decide if you have just one alternate form or several, and detail them. You gain +1 forward to investigate a mystery when using and alternate form's superior senses (eg. smell for a wolf, sight for an eagle).", + "monstrous-move12": "Something Borrowed: Take a move from a hunter playbook that is not currently in play.", "natural-attacks": "Natural Attacks", - "monsterous-attacks-pick": "pick one base and one extra, or pick two bases", - "monsterous-attacks1": "Base: teeth (3 harm, intimate)", - "monsterous-attacks2": "Base: Claws (2 harm, hand)", - "monsterous-attacks3": "Base: Magical force (1 harm, magical, close)", - "monsterous-attacks4": "Base: Life-drain (1 harm, intimate, life-drain)", - "monsterous-attacks5": "Extra: Add +1 harm to a base", - "monsterous-attacks6": "Extra: Add +ignore armour to a base", - "monsterous-attacks7": "Extra: Add an extra range to a base
          (+intimate, hand, or close)", - "monsterous-weapon": "One Handy Weapon: (if you want one)", - "monsterous-gear1": ".38 revolver (2 harm, close, reload,
          loud)", - "monsterous-gear2": "9mm (2 harm, close, loud)", - "monsterous-gear3": "Magnum (3 harm, close, reload, loud)", - "monsterous-gear4": "Shotgun (3 harm, close, messy)", - "monsterous-gear5": "Big knife (1 harm, hand)", - "monsterous-gear6": "Brass knuckles (1 harm, hand, quiet,
          small)", - "monsterous-gear7": "Sword (2 harm, hand, messy)", - "monsterous-gear8": "Huge sword (3 harm, hand, heavy)", - "Monsterous-advance1": "Gain a haven like the Expert with two options", - "Monsterous-advance2": "Take a Natural Attacks pick", - "Monsterous-advance3": "Free yourself from your type's curse. It no longer affects you but you lose 1 Weird", - "Monsterous-advance4": "Become evil (again). Retire this character, they become one of the Keeper's threats", + "monstrous-attacks-pick": "pick one base and one extra, or pick two bases", + "monstrous-attacks1": "Base: teeth (3 harm, intimate)", + "monstrous-attacks2": "Base: claws (2 harm, hand)", + "monstrous-attacks3": "Base: magical force (1 harm, magical, close)", + "monstrous-attacks4": "Base: life-drain (1 harm, intimate, life-drain)", + "monstrous-attacks5": "Extra: add +1 harm to a base", + "monstrous-attacks6": "Extra: add ignore-armour to a base", + "monstrous-attacks7": "Extra: Add an extra range to a base (intimate, hand, or close)", + "monstrous-weapon": "(Optional) Handy Weapon", + "monstrous-gear1": ".38 revolver (2 harm, close, reload, loud)", + "monstrous-gear2": "9mm (2 harm, close, loud)", + "monstrous-gear3": "Magnum (3 harm, close, reload, loud)", + "monstrous-gear4": "Shotgun (3 harm, close, messy)", + "monstrous-gear5": "Big knife (1 harm, hand)", + "monstrous-gear6": "Brass knuckles (1 harm, hand, quiet, small)", + "monstrous-gear7": "Sword (2 harm, hand, messy)", + "monstrous-gear8": "Huge sword (3 harm, hand, heavy)", + "Monstrous-advance1": "Gain a Haven, like the Expert, with two options", + "Monstrous-advance2": "Take a natural attacks pick", + "Monstrous-advance3": "Free yourself from your kind's curse, it no longer affects you, but you lose 1 Weird", + "Monstrous-advance4": "Turn evil (again?). Retire this character, they become one of the Keeper's threats", "Mundane": "Mundane", "luck-special-mundane": "When you spend Luck you'll find something wierd- maybe even useful", "mundane-move1": "Always the Victim When another hunter uses protect someone to protect you, they mark experience. Whenever a monster captures you, you mark experience", @@ -410,10 +439,6 @@ "mundane-gear10": "Classic car in terrible condition", "mundane-gear11": "Motorcycle", "mundane-gear12": "Van", - "Mundane-advance1": "Regain a used Luck point", - "Mundane-advance2": "Regain a used Luck point", - "Mundane-advance3": "Regain a used Luck point", - "Mundane-advance4": "Regain a used Luck point", "Professional": "Professional", "luck-special-professional": "When you spend Luck your next mission from the Agency comes with lots of red tape. Lots", "agency": "Agency", @@ -470,24 +495,16 @@ "Professional-advance3": "Get some or all of the other player's hunters hired by your Agency. They get the deal with the agency move as well as salery and benefits", "Spellslinger": "Spellslinger", "luck-special-spellslinger": "When you spend Luck the official council of wizards is going to poke their nose into your business", - "spellslinger-gear-description": "You don't need much except items to power your magic, still it's good to be prepared", "spellslinger-weapon": "One Backup Weapon", "spellslinger-gear1": "Old revolver (2 harm, close, reload,
          loud)", "spellslinger-gear2": "Ritual knife (1 harm, hand)", "spellslinger-gear3": "Heirloom sword (2 harm, hand, messy)", - "spellslinger-move1": "Advanced Arcane Training If you have two of your three Tools and Techniques at the ready then you may ignore the third", - "spellslinger-move2": "Arcane Reputation Pick three big organisations or groups in the supernatural community, which can include the more sociable types of monsters. They've heard of you and respect your power. Take +1 forward when you use manipulate someone on affected humans. You may also use manipulate someone on affected monsters, with no bonus", - "spellslinger-move3": "Could've Been Worse When you miss a use magic roll you can choose one of the following options instead of losing control of the magic", - "spellslinger-move3.1": "Fizzle: The preperations and materials for the spell are ruined. You'll have to start over from scratch with the prep time doubled", - "spellslinger-move3.2": "This is gonna suck: The effect happens, but you trigger all the glitches but one. You pick the one you avoid", - "spellslinger-move4": "Forensic Divination When you successfully investigate a mystery you may ask \"what magic was done here?\" as a free extra question", - "spellslinger-move5": "Go Big or Go Home When you must use magic as a requirement for big magic, take +1 forward to those use magic rolls", - "spellslinger-move6": "Enchanted Clothing Pick an article of every-day clothing; it's enchanted without any change in appearence. Take -1 harm from any source that tries to get at you through the garment", - "spellslinger-move7": "Not My Fault +1 to act under pressure when dealing with the consequences of your own spellcasting", - "spellslinger-move8": "Practitioner Choose two of the use magic effects. You get +1 to use magic when choosing one of those effects", - "spellslinger-move9": "Shield Spell When you protect someone, you gain +2 armour against any harm that is transferred to you. This doesn't stack with any other armour", - "spellslinger-move10": "Third Eye When you read a bad situation you can open your third eye for a moment to take in extra information. Take +1 hold on any result of 7 or more, plus you can see invisible things. On a miss, you may still get 1 hold, but you're exposed to a supernatural danger. Unfiltered hidden reality is tough on the mind!", "extra-fixed-move": "And you get this", + "spellslinger-fixed-move1": "Tools and Techniques: To use your combat magic effectively, you rely on a collection of tools and techniques. Uncheck one; you'll need the rest.", + "spellslinger-fixed-move1.1": "Consumables: You need certain supplies - powders, oils, etc - on hand, some will be used up each cast. If you don't have them, when you cast, take 1 harm, ignore-armour.", + "spellslinger-fixed-move1.2": "Foci: You need wands, staves, and other obvious props to focus. If you don't have what you need, your combat magic does 1 harm less.", + "spellslinger-fixed-move1.3": "Gestures: You need to wave your hands around to use combat magic. If you're restrained, take -1 ongoing for combat magic.", + "spellslinger-fixed-move1.4": "Incantations: You must speak in an arcane language to control your magic. If you use combat magic without speaking, act under pressure to avoid scrambling your thoughts.", "combat-magic": "Combat Magic", "combat-magic-description": "You have attack spells you can use as weapons. When you kick some ass with your spells roll +Weird instead of +Tough. Sometimes you may need to act under pressure to cast your spells without problems", "combat-magic-pick": "pick three, with at least one base", @@ -503,15 +520,24 @@ "effect4": "Frost or Ice (Add '-1 harm, +2 armour'
          to a wall, or '+1 harm, restraining' to
          other bases)", "effect5": "Earth (Add 'forceful, restraining' to a
          base)", "effect6": "Necromantic (Add 'life-drain' to a base)", + "spellslinger-move1": "Advanced Arcane Training If you have two of your three Tools and Techniques at the ready then you may ignore the third", + "spellslinger-move2": "Arcane Reputation Pick three big organisations or groups in the supernatural community, which can include the more sociable types of monsters. They've heard of you and respect your power. Take +1 forward when you use manipulate someone on affected humans. You may also use manipulate someone on affected monsters, with no bonus", + "spellslinger-move3": "Could've Been Worse When you miss a use magic roll you can choose one of the following options instead of losing control of the magic", + "spellslinger-move3.1": "Fizzle: The preperations and materials for the spell are ruined. You'll have to start over from scratch with the prep time doubled", + "spellslinger-move3.2": "This is gonna suck: The effect happens, but you trigger all the glitches but one. You pick the one you avoid", + "spellslinger-move4": "Forensic Divination When you successfully investigate a mystery you may ask \"what magic was done here?\" as a free extra question", + "spellslinger-move5": "Go Big or Go Home When you must use magic as a requirement for big magic, take +1 forward to those use magic rolls", + "spellslinger-move6": "Enchanted Clothing Pick an article of every-day clothing; it's enchanted without any change in appearence. Take -1 harm from any source that tries to get at you through the garment", + "spellslinger-move7": "Not My Fault +1 to act under pressure when dealing with the consequences of your own spellcasting", + "spellslinger-move8": "Practitioner Choose two of the use magic effects. You get +1 to use magic when choosing one of those effects", + "spellslinger-move9": "Shield Spell When you protect someone, you gain +2 armour against any harm that is transferred to you. This doesn't stack with any other armour", + "spellslinger-move10": "Third Eye When you read a bad situation you can open your third eye for a moment to take in extra information. Take +1 hold on any result of 7 or more, plus you can see invisible things. On a miss, you may still get 1 hold, but you're exposed to a supernatural danger. Unfiltered hidden reality is tough on the mind!", "Spellslinger-advance1": "Take another Combat Magic pick", - "Spellslinger-advance3": "Regain a used Luck point", - "Spellslinger-advance4": "Take another Combat Magic pick", - "Spellslinger-advance5": "Cross off another option from tools and techniques", + "Spellslinger-advance2": "You may cross off another option from your Tools and Techniques", "Spooky": "Spooky", "luck-special-spooky": "As you spend Luck your Dark Side's needs will get nastier", "dark-side": "The Dark Side", "dark-side-description1": "Your powers have an unsavoury source, and sometimes you get tempted to do things you shouldn't. These could be orders from whatever granted you power, urges that bubble up inside you, or something else", - "dark-side-description2": "Whatever it is, it is unsettling", "dark-side1": "Violence", "dark-side2": "Depression", "dark-side3": "Secrets", @@ -538,12 +564,12 @@ "spooky-move4": "Premonitions At the start of each mystery, roll +Weird. On a 10+, you get a detailed vision of something bad that is yet to happen. You take +1 forward to prevent it coming true, and mark experience if you stop it. On a 7-9 you get clouded images of something bad that is yet to happen; mark experience if you stop it. On a miss, you get a vision of something bad to happen and the Keeper holds 3, to be spent 1-for-1 as penalties to rolls you make", "spooky-move5": "Hunches When something bad is happening (or just about to happen) somewhere that you aren't, roll +Sharp. On a 10+ you knew where you needed to go, just in time to get there. On a 7-9, you get there too late- in time to intervene, but not prevent it altogether. On a miss, you get there just in time to be in trouble yourself", "spooky-move6": "The Big Whammy You can use your powers to kick some ass, (2 harm, close, obvious, ignore-armour) When you do, roll +Weird instead of +Tough. On a miss you'll get magical backlash", + "spooky-move6.1": "Where is the creature right now?", + "spooky-move6.2": "What is it planning to do right now?", + "spooky-move6.3": "Who is it going to attack next?", + "spooky-move6.4": "Who does it regard as the biggest threat?", + "spooky-move6.5": "How can I attract its attention?", "spooky-move7": "Tune In You can attune your mind to a monster or minion. Roll +Weird. On a 10+ hold 3, 7-9 hold 1. On a miss the monster becomes aware of you. Spend one hold to ask the Keeper one of the following questions, and gain +1 ongoing while acting on the answers", - "spooky-move7.1": "Where is the creature right now?", - "spooky-move7.2": "What is it planning to do right now?", - "spooky-move7.3": "Who is it going to attack next?", - "spooky-move7.4": "Who does it regard as the biggest threat?", - "spooky-move7.5": "How can I attract its attention?", "spooky-move8": "Jinx You can encourage coincidences to occur the way you want. When you jinx a target, roll +Weird. On a 10+ hold 2, 7-9 hold 1. On a miss, the Keeper holds 2 over you to be used in the same way. Spend your hold to", "spooky-move8.1": "Interfere with a hunter, giving them -1 forward", "spooky-move8.2": "Help a hunter, giving them +1 forward by interfering with their enemy", @@ -559,14 +585,15 @@ "spooky-gear4": "Shotgun (3 harm, close, messy)", "spooky-gear5": "Big knife (1 harm, hand)", "Spooky-advance1": "Change some or all of your Dark Side tags", + "Spooky-advance2": "Gain a Mystical Library, like the Haven option of the Expert", "Spooky-advance3": "You discover how to use your powers at a lower cost. Delete one Dark Side tag", "Wronged": "Wronged", "luck-special-wronged": "When you spend Luck you find a dangerous lead on your prey", "who-you-lost": "Who You Lost", "who": "Who did you lose?", + "pick-some": "pick one or more", "lost-pick": "pick one or more of: parent(s), sibling(s), spouse/partner, child(ren), best friend(s)", "lost-save-them": "Why couldn't you save them? You were", - "pick-some": "pick one or more", "lost1": "At fault", "lost2": "Selfish", "lost3": "Injured", @@ -576,8 +603,8 @@ "lost7": "In denial", "lost8": "Complicit", "what-prey": "What Did It?", - "prey": "My Prey", "prey-breed": "with the Keeper's agreement, pick the monster breed", + "prey": "My Prey", "wronged-fixed-move1": "I Know My Prey You get +1 ongoing when knowingly investigating, pursuing, or fighting the breed of monster that caused your loss", "wronged-move1": "Berserk No matter how much harm you take, you can always keep going until the current fight is over. During a fight, the Keeper may not use harm moves on you and you cannot die. When the fight ends, all harm takes effect as normal", "wronged-move2": "NEVER AGAIN In combat, you may choose to protect someone without rolling, as if you had rolled a 10+, but you may not choose to \"suffer little harm\"", @@ -585,10 +612,10 @@ "wronged-move4": "Fervour When you manipulate someone roll +Tough instead of +Charm", "wronged-move5": "Safety First You have jury-rigged extra protection into your gear, giving you +1 armour (max 2 armour)", "wronged-move6": "Tools Matter With your signature weapon you get +1 to kick some ass", + "wronged-move6.1": "Stabilize the injury but the patient take -1 forward.", + "wronged-move6.2": "Heal 1 harm and stabilize for now, but it will return as 2 harm and become unstable again later.", + "wronged-move6.3": "Heal 1 harm and stabilize but the patient takes -1 ongoing until it's fixed properly.", "wronged-move7": "DIY Surgery When you do quick and dirty first aid on someone (including yourself), roll +Cool. On a 10+ it's all good, it counts as normal first aid, plus stabilise the injury and heal 1 harm. On a 7-9, it counts as normal first aid, plus one of these, your choice", - "wronged-move7.1": "Stabilise the injury but the patient take -1 forward", - "wronged-move7.2": "Heal 1 harm and stabilise for now, but it will return as 2 harm and become unstable again later", - "wronged-move7.3": "Heal 1 harm and stabilise but the patient takes -1 ongoing until it's fixed properly", "wronged-armour": "Protective wear suited to your look (1 armour)", "wronged-signature": "Signature Weapons", "wronged-gear1": "Sawn-off shotgun (3 harm, hand/close,
          messy, loud, reload)", @@ -607,7 +634,6 @@ "wronged-gear13": "Brass knuckles (1 harm, hand, stealthy)", "wronged-gear14": "Assault rifle (3 harm, close, area, loud, reload)", "wronged-vehicle": "Vehicles", - "wronged-vehicle-choice": "choose one, if you want it", "wronged-gear15": "Classic car", "wronged-gear16": "Classic motorcycle", "wronged-gear17": "Plain pickup", @@ -616,8 +642,518 @@ "Wronged-advance2": "Add one more option to your haven", "Wronged-advance3": "You track down the specific monster responsible fo your loss. The Keeper must make the next mystery about them", "Wronged-advance4": "Change the target of your vengeful rage. Pick a new monster breed; I know my prey now applies to them instead", + "Gumshoe": "Gumshoe", + "luck-special-gumshoe": "When you spend Luck, your next regular case will actually be a mystery for your hunter group, and the monster will focus their attention on you!", + "Gumshoe-Adv-harm": "Extra harm box", + "gumshoeCode": "Gumshoe Code", + "gumshoeCode-description": "With the agreement of the Keeper, pick a one-sentence Code that you adhere to.", + "gumshoeCode-example": "Example Codes: Murders must be punished. Monsters must be destroyed. Innocents must be saved. Laws must be enforced. Evil must be exposed. The weak must be protected from the powerful. Etc.", + "gumshoeCode-list": "Murders must be punished, Monsters must be destroyed, Innocents must be saved, Laws must be enforced, Evil must be exposed, The weak must be protected from the powerful, etc.", + "gumshoeCode-explain": "This Code defines you. Any time you violate your Code, you forfeit all Code-related moves (The Postman Always Rings Twice, The Long Goodbye) and the ability to spend Luck. These forfeits last until either the next mystery or you make amends. As long as you follow the Code, people will sense your sincerity; you receive +1 ongoing for manipulate someone and you may not be possessed or charmed by any sort of supernatural, alien, or demonic entity or item.", + "Gumshoe-fixed-move1": "Occult Confidential: The first time in each mystery that you observe a monster, minion, or phenomenon in action, you may ask one question from the investigate a mystery list.", + "Gumshoe-fixed-move2": "The Naked City: You have lots of personal contacts wherever you go. Pick four contact types from the following areas (or from other areas agreed to between you and the Keeper)", + "Gumshoe-fixed-move2-examples": "Academics, Accountants, Artists, Bartenders, Clergy, Conspiracy Theorists, Construction, Courts, Criminals (organised), Criminals (street), Cultists, Engineers, Espionage, Film and TV, Forensic Scientists, Fringe Scientists, Hackers, Journalists, Lawyers, Mechanics, Media, Medical Practioners, Military, Morgue, Occult, Police (local), Police (national), Politicians, Prisons, Private Security, Property Developers, Stage Magicians, Technologists, Transportation", + "Gumshoe-fixed-move2-continued": "You can hit them up for info (+1 to one investigate a mystery roll) or small favours - but there may be a small cost involved. Personal contacts can provide more significant help but the Keeper decides their price on a case-by-case basis.", + "Gumshoe-move1": "The Postman Always Rings Twice: Twice per mystery - as long as you follow your Code - you may reroll a roll.", + "Gumshoe-move2": "The Long Goodbye: You can't die with an open case. Specifically, you suffer all harm as normal but your death is postponed until you have either completed or abandoned the case, or you break your Code (then all bets are off).", + "Gumshoe-move3": "Jessica Jones Entry: When you double-talk your way into a secure location, roll +Charm. On a 10+ pick three, on a 7-9 pick two, on a fail pick one", + "Gumshoe-move3.1": "You don't leave any trace of what you searched.", + "Gumshoe-move3.2": "You find what you wanted.", + "Gumshoe-move3.3": "You find something else that's important.", + "Gumshoe-move3.4": "You don't piss anyone off.", + "Gumshoe-move3.5": "You aren't recognised.", + "Gumshoe-move4": "Out of the Past: You have a police buddy who will do you big favours. Get in touch with them when you need to redirect law enforcement attention, get a heads-up on what operations are planned, or access police files. You now owe them; expect them to collect on it soon.", + "Gumshoe-move5": "Asphalt Jungle: You heal faster than normal people. Any time your harm gets healed, heal 1 harm extra. You are immune to all the harm move effects under '0 harm' and '1 harm' (when the Keeper would apply these, you ignore them).", + "Gumshoe-move6": "Hacker with a Dragon Tattoo: When you hack into a computer system, roll +Sharp. On 10+ pick two, on a 7-9 pick one. You", + "Gumshoe-move6.1": "...leave no traces.", + "Gumshoe-move6.2": "...learn something important.", + "Gumshoe-move6.3": "...can leave misinformation in place.", + "Gumshoe-move6.4": "...gain access to somewhere you want to get in to.", + "Gumshoe-move7": "\"Just one more thing\": When you ask a suspect leading questions, roll +Charm. On a 10+ hold 2, on a 7-9 hold 1, on a miss hold 1 but something bad is going to happen too. Spend your hold 1-for-1 to ask questions from this list", + "Gumshoe-move7.1": "One question from the investigate a mystery list.", + "Gumshoe-move7.2": "Was that a lie?", + "Gumshoe-move7.3": "What is something you left out that you didn't want me to notice?", + "Gumshoe-move7.4": "Are you complicit with any ongoing criminal activity?", + "Gumshoe-move7.5": "Did you commit this specific crime?", + "Gumshoe-gear-base": "A laptop, and a liquor flask", + "Gumshoe-recording": "Recording Devices", + "Gumshoe-gear1": "Night vision camera", + "Gumshoe-gear2": "Tiny digital video camera", + "Gumshoe-gear3": "Film camera (8mm or 16mm)", + "Gumshoe-gear4": "Digital sound recorder", + "Gumshoe-gear5": "Cassette tape recorder", + "Gumshoe-gear6": "Remote-controlled camera drone", + "Gumshoe-gear7": "Laser microphone", + "Gumshoe-gear8": "SLR camera", + "Gumshoe-weapon": "P.I. Weapons", + "Gumshoe-gear9": "Brass knuckles (1 harm, hand, small)", + "Gumshoe-gear10": ".38 revolver (2 harm, close, reload, loud)", + "Gumshoe-gear11": "9mm (2 harm, close, loud)", + "Gumshoe-gear12": "Magnum (3 harm, close, reload, loud)", + "Gumshoe-gear13": "Shotgun (3 harm, close, messy, loud)", + "Gumshoe-gear14": "Switchblade (1-harm, hand, small)", + "Gumshoe-advance1": "Add an extra harm box on the Dying side", + "Gumshoe-advance2": "Gain a Haven (your office, perhaps), like the Expert, with two options", + "Gumshoe-advance3": "Add four additional or new contacts for Naked City", + "Gumshoe-advance4": "Turn one of your contacts into an ally", + "Hex": "Hex", + "luck-special-hex": "When you spend Luck, until the end of the mystery, backlash on your spells will be extra nasty.", + "hex-weapons": "Wizardly Weapons", + "hex-items": "Any magical items or amulets that you use to perform magic", + "hex-gear1": ".38 revolver (2 harm, close, reload, loud)", + "hex-gear2": "Shotgun (3 harm, close, messy, loud)", + "hex-gear3": "Athame (2 harm, hand, magic, silver)", + "hex-gear4": "Shillelagh (1 harm, hand, balanced)", + "hex-gear5": "Crossbow (2 harm, close, slow)", + "hex-gear6": "Staff (1 harm, hand, balanced, large)", + "hex-advmove": "Advanced Hex Moves", + "hex-advmove-desc": "When you take the corresponding Improvement, choose one of these", + "hex-advmove1": "Apotheosis: You become a terrifying fount of mystical power. Once per mystery, after you suffer loss or harm, you may enter a state where you have both immense power and zero interest in the well-being of others. While in this state, all of the following are true", + "hex-advmove1.1": "You can fly.", + "hex-advmove1.2": "Use +Weird to kick some ass instead of +Tough. For this, you use innate magic as a weapon with (3 harm and any properties you choose).", + "hex-advmove1.3": "Ignore the component costs of your rotes.", + "hex-advmove1.4": "Ignore one requirement of every spell you cast with use magic.", + "hex-advmove1.5": "You have +1 ongoing to do everything.", + "hex-advmove1.6": "You cannot use the protect someone move.", + "hex-advmove1.7": "You have all the Temptations, and you have to indulge them whenever a good opportunity presents itself.", + "hex-advmove1.8": "When you try to resist a Temnptation, roll +Cool. On a 10+, Apotheosis ends. On a 7-9, it ends with you doing something dangerous or cruel. On a miss, it ends only after you harm someone (or something) you love.", + "hex-advmove2": "Synthesis: You manage to conciliate your dark power with your moral impulses. You lose your Temptation. Whenever you use magic to help out or protect someone, you mark experience. Mark a second experience if you do it at the expense of your own safety.", + "hex-fixed-move1": "Bad Luck Charm: Whenever you use magic and miss, the backlash never affects you directly if there's someone else around to hit. It'll go for allies, other hunters, and innocent bystanders. Sometimes, every so often, it might even hit an enemy.", + "hex-move1": "Burn Everything: When you use magic to inflict harm, you can choose to inflict (3 harm, area, magic, obvious) or (3 harm, ignore-armour, magic, obvious).", + "hex-move2": "Cast the Bones: Once per mystery, you may perform some kind of divination (tarot, casting the runes, reading entrails, or something like that) to glean information about the future. When you do, roll +Sharp. On a 10+ hold 2, on a 7-9 hold 1. On a miss, you get some information, but it's not what you want to hear. Spend the hold 1-for-1 to ask any question from the investigate a mystery list, or from the following list", + "hex-move2.1": "What can I gain from this person/place/thing/creature?", + "hex-move2.2": "Who has touched this person/place/thing/creature before me?", + "hex-move2.3": "The Keeper will answer truthfully, with either a direct answer or how to find out more.", + "hex-move3": "Force of Will: When you apply your will to dispelling a magical effect, blocking a spell, or suspending a Phenomenon, roll +Weird. On a hit, momentary magics are cancelled completely, and long-lasting spells and effects are suspended temporarily. On a 10+, you can also spend Luck to instantly snuff out a powerful spell or strange effect. On a 7-9, you take 1 harm as the strain of dismissing magic unravels you.", + "hex-move4": "Luck of the Damned: After you use magic or cast a rote, take +1 forward.", + "hex-move5": "Sympathetic Token: As long as you carry a personal object belonging to someone, such as a lock of hair, a full set of toenails, or a treasured family heirloom, you get +1 ongoing to use magic against them. You can also use magic against them at a distance. If you miss, the token is lost, destroyed, or loses its power.", + "hex-move6": "This Might Sting: You can use magic to heal 3 harm, but the process is exceptionally painful. On a 7-9, it also leaves a gnarly scar.", + "hex-move7": "Wise Soul: Whenever you use magic, right before you roll, you can ask the Keeper what exactly would happen on a miss. If you dislike the risk, you can stop at the last second, and let the spell fizzle harmlessly. All of the effort is wasted.", + "temptation": "Temptation", + "temptation-desc1": "You have a dangerous drive that you pursue, sometimes to the exclusion of your own safety. Decide if your Temptation drove you to learn magic, or if learning magic drove you to it", + "temptation-desc2": "Whenever you give in to your Temptation and act accordingly, you mark experience. If a perfect opportunity presents itself, you need to act under pressure to resist giving in to your Temptation. If you fail this roll, you don’t mark experience like you would have if you’d willingly acted out your desires.", + "temptation-choose": "Choose one Temptation", + "temptation1": "Vengeance: Utilize magic to inflict disproportionate retribution on someone who wronged you.", + "temptation2": "Power: Utilize magic to exert your dominance over another.", + "temptation3": "Addiction: Utilize magic to do what you could do without it.", + "temptation4": "Callousness: Utilize magic without regard for the safety of others.", + "temptation5": "Carnage: Utilize magic to inflict gruesome violence.", + "temptation6": "Secrets: Utilize magic to discover forbidden, dangerous knowledge.", + "temptation7": "Glory: Utilize magic to steal someone’s thunder.", + "rotes": "Rotes", + "rote-desc1": "Whenever you use magic, you can decide afterwards that a particular spell is a Rote that you know. You know how to cast it off the top of your head. Write down in detail the name of the Rote, what it requires, and what it does on a 10+, a 7-9, and a miss. A Rote is a bit more powerful than a basic use magic spell; its glitches are less onerous and its effect may be a little bigger. Unlike regular use magic, the cost and consequences for failing a Rote are known to you in advance.", + "rote-desc2": "Choose two fixed requirements for each Rote from this list", + "rote-req1": "Magic words and ritual gestures.", + "rote-req2": "An object of power (wand, talisman, orb, staff, etc) which must be wielded.", + "rote-req3": "An expendable component such as sulfur, sage, or incense, which must be burned, blown, destroyed or scattered during the casting.", + "rote-req4": "Runes or symbols written or engraved on a surface (which must be prepared).", + "rote-req5": "A spilling of blood (1 harm to you or a willing participant).", + "rote-desc3": "After you cast it for the first time, treat each Rote as a custom move - a specialised version of use magic, which is built with the Keeper.", + "rote-list": "List of Rotes", + "rote-desc4": "You start out knowing up to one Rote, which you can choose when creating your character or during play. You can learn more by taking corresponding Improvements. When you do, you can choose the new Rote right away or in play.", + "rote-desc5": "You roll +Weird to cast a Rote, which requires you to have the needed items at hand and the ability to physically use them.", + "rote-name": "Rote Name", + "rote-reqs": "Requirements", + "rote-effect": "Effects", + "hex-advance1": "Take another Rote", + "hex-advance2": "or an additional Rote", + "hex-advance3": "Gain a Haven, like the Expert, with two options", + "hex-advance4": "Take another two Rotes", + "hex-advance5": "Choose one Advanced Hex Move", + "Pararomantic": "Pararomantic", + "luck-special-pararomantic": "When you spend Luck, mark one Relationship Status box. The Keeper will bring Fate of your Love into play.", + "relation": "Relationship Status", + "guide-name": "Guide Name", + "loving": "Loving", + "broken": "Broken", + "relation-second": "Second Relationship Status", + "guide-name-second": "Second Guide Name", + "bond": "Bond Abuse", + "bond1": "Whenever you do something to abuse the bond with your Guide, like acting against them, or not giving them enough attention, roll +Charm", + "bond1.1": "On a 10+, your action has no effect beyond the exchange of some angry words.", + "bond1.2": "On a 7-9, choose one of the Bond Abuse options below.", + "bond1.3": "On a miss, the Keeper may choose two of the Bond Abuse options below, or something worse.", + "bond2": "Bond Abuse options", + "bond2.1": "Mark one Relationship Status box.", + "bond2.2": "You may not channel the power of your Bond for the rest of the mystery.", + "bond2.3": "You gain the unwelcome attention of others of your Guide's kind.", + "bond2.4": "Someone who shouldn't know finds a clue about your relationship with your Guide.", + "bond-fate": "Fate of your Love", + "bond-fate-desc1": "There is a reason why your love with your Guide is forbidden or doomed. Invent this reason or leave it to the Keeper.", + "bond-fate-desc2": "Whenever you spend Luck, the truth of your love's Fate slowly unfolds. When you mark your last Luck point, it becomes clear that you cannot be together. Your Guide might even end up as an enemy, depending on how things go.", + "bond-fate-desc3": "Whenever you put yourself or somebody else in serious danger in order to conceal the truth about you and your Guide, mark experience.", + "pararomantic-fixed-move1": "Supernatural Guide: You have a (most likely intimate) connection to some supernatural being who is your guide into the world beyond. Choose if your relationship is secret or not", + "pararomantic-fixed-move1.1": "Determine what kind of creature your Guide is and how your relationship works. Say what kind of power they possess. The Keeper will decide how it works and define your Guide as a threat.", + "pararomantic-fixed-move1.2": "If your Guide is another hunter, determine together how your relationship works.", + "pararomantic-fixed-move1.3": "Whenever you would roll +Weird, you can roll +Charm instead, by channeling the power of your Bond. When you do so and miss, in addition to the usual consequences, you and your Guide suffer as when you miss a roll for Bond Abuse.", + "pararomantic-move1": "Bonding Time: If you spend some quality time with your Guide instead of working on the current mystery, you can roll +Charm. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 to", + "pararomantic-move1.1": "Erase one used Relationship Status mark.", + "pararomantic-move1.2": "Use a Pararomantic move you haven't picked.", + "pararomantic-move1.3": "Receive a gift from your Guide.", + "pararomantic-move1.4": "Take +1 forward.", + "pararomantic-move2": "Dark Desires: You may use manipulate someone on monsters, as long as you are using emotional ties.", + "pararomantic-move3": "The Power of Love: When you use help someone to help your Guide, don't roll +Cool. You automatically help as though you'd rolled a 10. If your Guide is another hunter, the same applies when they use help someone to help you.", + "pararomantic-move4": "Do As The Supernatural Do: You can take an unnatural move from your Guide's playbook (if they are a hunter). If they are a monster, choose a move from a suitable supernatural playbook. The Keeper may offer you a custom move instead.", + "pararomantic-move5": "I Am Theirs And They Are Mine: Whenever you are in danger, your Guide knows it. If your Guide is suffering harm (and it's feasible), you can spend Luck to redirect the attack onto yourself as if you have rolled 10+ with protect someone. If you are suffering harm, you can decide that your Guide has protected you and is suffering this harm instead. If you choose this, roll for Bond Abuse.", + "pararomantic-move6": "Monster Empathy: When you try to work out what a supernatural creature desires, roll +Charm. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 to ask the following questions - the Keeper will answer honestly", + "pararomantic-move6.1": "What do they most desire?", + "pararomantic-move6.2": "What would they accept as good enough for now?", + "pararomantic-move6.3": "What would distract them?", + "pararomantic-move7": "Spirit Touched: Your experiences have made you sensitive to the supernatural. When you sense magical things, roll +Weird. On a 10+, you can sense them fully. On a 7-9, choose: either sense them fully but they notice you too, or you sense only impressions.", + "pararomantic-equip": "Normal Equipment", + "pararomantic-gear1": "Golf club, baseball bat, cricket bat, or hockey stick (2 harm, hand, innocuous, messy)", + "pararomantic-gear2": "Pocket knife or multitool (1 harm, hand, useful, small)", + "pararomantic-gear3": "Small handgun (2 harm, close, loud, reload)", + "pararomantic-gear4": "Bicycle", + "pararomantic-gear5": "Fairly new car in decent condition", + "pararomantic-gear6": "Motorcycle", + "pararomantic-gift": "Gift from your Guide, which must be periodically recharged by interactions with them", + "pararomantic-gift1": "Part of their body, eg. a vial of blood, lock of hair, tears in a phial, fairy dust, etc. It either helps you heal, or counts as a weakness against a specific kind of monster.", + "pararomantic-gift2": "Piece of jewelry, eg. a golden ring, tribal pendant, silver locket, etc. It either provides armour (1 armour, magic) or protects you from the powers of a specific kind of monster.", + "pararomantic-gift3": "A memento of the time when they were human, eg. a portrait/photo from life, diary, favourite hat, doll, lighter, etc. It provides +1 to Bond Abuse rolls.", + "pararomantic-gift4": "A strange or antique weapon, eg. a family sword, ancient staff, holy mace (2 harm, hand, messy), etc. Additionally, add '+magic', '+silver', '+holy', or '+iron' tag to the weapon.", + "pararomantic-advance1": "Take a second Gift from your Guide or add another property to an existing gift", + "pararomantic-advance2": "Change your Guide, as you fall for another supernatural being", + "pararomantic-advance3": "Gain a second Guide. Track the Relationship Status of both Guides separately. Both Guides initially hate each other, but this could change through play. All moves that applied to your original Guide can now apply to either one", + "pararomantic-advance4": "Erase all marks from the Relationship Status track(s)", + "Searcher": "Searcher", + "searcher-extra-luck": "Extra Luck point", + "searcher-extra-luck-desc": "Use if you have the corresponding First Encounter move", + "luck-special-searcher": "When you spend Luck, your First Encounter comes up in play. It could be a flashback, new occurrence, or related event.", + "searcher-gear-base": "A laptop, a car or motorcycle, a camera, and binoculars", + "searcher-tools": "Investigation Tools", + "searcher-gear1": "A bag of cameras and microphones", + "searcher-gear2": "Forensic tools", + "searcher-gear3": "Ghost hunting tools", + "searcher-gear4": "Scientific measuring tools", + "searcher-gear5": "Cryptid hunting gear", + "searcher-gear6": "Historical documents and witness reports of strange events", + "searcher-gear7": "Maps, blueprints, and building reports for significant places", + "searcher-weapon": "Self-defence Weapons", + "searcher-gear8": "Walking stick (1 harm, hand, innocuous)", + "searcher-gear9": "Small handgun (2 harm, close, reload, loud)", + "searcher-gear10": "Small knife (1 harm, hand, messy)", + "searcher-gear11": "Martial arts training (1 harm, hand, innocuous)", + "searcher-gear12": "Incapacitating spray (0 harm, hand, irritating)", + "searcher-gear13": "Heavy flashlight (1 harm, hand, innocuous)", + "searcher-fixed-move1": "First Encounter: One strange event started you down this path, sparking your need to discover the truth behind the unexplained. Decide what that event was, pick a category below and take the associated move. Then tell everyone what happened to you (or someone close to you).", + "searcher-fixed-move1.1": "Cryptid Sighting: You take note of any reports of strange creatures. Whenever you first see a new type of creature, you may immediately ask one of the investigate a mystery questions.", + "searcher-fixed-move1.2": "Zone of Strangeness: Things are not fixed. You never need to act under pressure when supernatural forces alter the environment around you, and you get protection (2 armour) against harm from sudden changes to the laws of physics.", + "searcher-fixed-move1.3": "Psychic Event: Your mind is awakened. You may act under pressure to use the sensitive weird move, or (if you already have sensitive) the empath weird move.", + "searcher-fixed-move1.4": "Higher Power: Something looks out for you. You start with an extra Luck point.", + "searcher-fixed-move1.5": "Strange Dangers: You are always watching for hazards. When you have no armour, you still count as having protection (1 armour).", + "searcher-fixed-move1.6": "Abduction: They taught you hidden knowledge. Gain +1 to any move when you research strange or ancient secrets to do it.", + "searcher-fixed-move1.7": "Cosmic Insight: You have encompassed the soul of the universe. You never need to act under pressure due to feelings of fear, despair, or isolation.", + "searcher-move1": "Prepared to Defend: Even truth-seekers need to fight sometimes. Whenever you suffer harm when you kick some ass or protect someone, you suffer 1 harm less.", + "searcher-move2": "Fellow Believer: People understand you've also known strangeness. Bystanders will talk to you about weird things they would not trust another hunter (or a mundane official) to believe.", + "searcher-move3": "Guardian: You have a mystical ally (perhaps a spirit, alien, or cryptid) who helps and defends you. Define them, and their powers, with the Keeper's agreement. Their look is one of: invisible, an intangible spirit thing, a weird creature, disguised as an animal, or disguised as a person.", + "searcher-move4": "Just Another Day: When you have to act under pressure due to a monster, phenomenon, or mystical effect, you may roll +Weird instead of +Cool.", + "searcher-move5": "Network: You may gain an ally group of others who had experiences similar to your First Encounter - perhaps they're a support group or a hobbyist club. Detail up to five members with useful skills related to what happened to them (none are up for fighting monsters).", + "searcher-move6": "Ockham's Broadsword: When you first encounter something strange, you may ask the Keeper what sort of thing it is. They will tell you if it (or the cause) is: natural, an unnatural creature, a weird phenomenon, or a person. You gain +1 forward dealing with it.", + "searcher-move7": "The Things I've Seen: When you encounter a creature or phenomenon, you may declare that you have seen it before. The Keeper may ask you some questions about that encounter, and will then tell you one useful fact you learned and one danger you need to watch out for (maybe right now).", + "searcher-advance1": "Take a second First Encounter move, based on a recent mystery", + "searcher-advance2": "Resolve your First Encounter. The Keeper makes the next mystery about this event, and should try to answer all remaining questions about it during the mystery (although there are sure to be new threads to investigate after...)", + "Exile": "Exile", + "luck-special-exile": "When you spend Luck, you'll find something from your original life. Maybe something good, maybe something bad.", + "exile-origin": "Origin", + "exile-origin-desc1": "You were taken from your home in the past, and dropped into the modern world with only what you were carrying.", + "exile-origin-desc2": "Your nemesis came to the modern world as well, and is aware that you followed them. They will try and kill you if you don't kill them first. Decide who or what they are (with the Keeper's agreement).", + "exile-origin-desc3": "How did you get transported to the modern day?", + "exile-origin1": "You were pursuing your nemesis.", + "exile-origin2": "Your nemesis had already travelled to the future, so you (or your comrades) cast a spell to send you after it.", + "exile-origin3": "Magical accident or side-effect.", + "exile-origin4": "You angered a sorcerer.", + "exile-origin5": "Divine intervention.", + "exile-origin6": "One moment you were there, the next you were here.", + "exile-origin7": "A strange place or artifact brought you.", + "exile-origin8": "You were frozen, and recently unearthed and revived.", + "exile-move1": "Adept Sorcerer: You have a familiar spirit (usually in the guise of a pet) that counts as an ally: subordinate (motivation: to follow your exact instructions).", + "exile-move2": "Warrior: If you are fighting with (and against) old-fashioned hand weapons and suffer harm, you suffer 1 harm less. Monster attacks almost always count as old-fashioned for this move.", + "exile-move3": "Traditional Remedies: You can treat injuries without any need for modern medical supplies (although you might need someone to hold the patient down). Dealing with a poison, infection, or disease might need you to track down some specific ingredients (eg. healing herbs).", + "exile-move4": "Immortal Name: Your monster-hunting exploits are legendary, so much that your name still scares monsters and minions. You may use threats to use the move manipulate someone on monsters if they understand enough to have heard stories about you.", + "exile-move5": "Hearty Constitution: You never suffer from normal illnesses, and get +1 ongoing against magical illnesses and poisons. You've been through worse.", + "exile-move6": "Confused: Mark experience whenever your bafflement with the modern world gets in the way of monster-hunting.", + "exile-move7": "Ancient Magics: You learned magic when less lore had been lost. When you use magic, on a 7-9, don't choose a glitch. Instead, take -1 forward.", + "exile-move8": "Learned: You researched all the legends and tales of monsters in your home time. When you investigate a mystery, you can ask the Keeper questions from the following list as well as from the usual list", + "exile-move8.1": "Did this creature (or this type of creature) exist in my home time?", + "exile-move8.2": "What defenses are effective against this creature?", + "exile-move8.3": "What do I know about this creature that has been forgotten?", + "exile-armour": "Ancient Armour (0 armour or, 1 armour) appropriate to your origin", + "exile-item": "Whatever you were carrying when you were transported; most likely a monster-hunting kit in some easy-to-carry bag appropriate to your origin", + "exile-weapon": "Ancient Weapons", + "exile-gear1": "Sword (2 harm, hand, messy)", + "exile-gear2": "Axe (2 harm, hand, messy)", + "exile-gear3": "Big sword (3 harm, hand, messy, heavy)", + "exile-gear4": "Big axe (3 harm, hand, messy, heavy)", + "exile-gear5": "Shield (1 harm, hand, 1 armour), (cannot be used at the same time as a heavy weapon)", + "exile-gear6": "Silver knife (1 harm, hand, silver)", + "exile-gear7": "Bow (2 harm, close)/(1 harm, far)", + "exile-gear8": "Crossbow (2 harm, close, slow)", + "exile-gear9": "Handgonne (1 harm, hand/close, loud, volatile, smokey, reload)", + "exile-gear10": "Arquebus (2 harm, close, loud, volatile, heavy, smokey, reload)", + "exile-gear11": "Spear (2 harm, hand/close)", + "exile-gear12": "Big knife (1 harm, hand)", + "exile-gear13": "Cudgel (1 harm, hand)", + "exile-gear14": "Martial arts (1 harm, hand)", + "exile-ally": "you find one of your old comrades, who has come to join you in the modern day", + "exile-advance1": "Find a cache of objects left for you by your comrades in the past. The Keeper will decide what's in it, but it will be things that they expected you would need in the future", + "exile-return": "Optionally, you may return home to the past", + "exile-advance2": "When you use magic, you may choose to 'create a gateway between the modern world and my home' as an effect. You cannot control who uses the gateway or exactly where it opens at the other end", + "Hardcase": "Hard Case", + "luck-special-hardcase": "When you spend Luck, an enemy from your past comes back into your life. They aren’t happy to see you.", + "hardcase-adv-harm": "Extra harm box", + "hardcase-fixed-move1": "Unstoppable: When you spend Luck to avoid harm you are about to suffer, additionally remove all harm you had already suffered. Once per mystery, when you are about to take major damage (2 harm or more), change it to just 1 harm.", + "hardcase-move1": "FINISH HIM!: Whenever you inflict a massive injury (3 harm or more), you may immediately follow up with another attack. Roll +Tough. On a 10+, double the harm you cause. On a 7-9, you inflict 1 harm extra. On a miss, you leave yourself open and vulnerable.", + "hardcase-move2": "Weapon Master: When you take possession of a new weapon, you may change or remove one tag when you are using it (eg. 'heavy' becomes 'ignore-armour', or 'unreliable' is removed). The changed tag only applies for you. When you get this move, apply it to all your current weapons.", + "hardcase-move3": "Aim For The Weak Spot: Your unarmed and hand weapon attacks all get the 'ignore-armour' tag.", + "hardcase-move4": "Inspired Guesswork: Once per mystery, when you observe a monster in action, you may investigate a mystery to discover its powers, motivations, or weaknesses. It works even if what you asked about wasn't displayed; you work it out by deduction (or guessing).", + "hardcase-move5": "Come Get Some: You can challenge your foes to fight you alone, maybe in words or maybe just by being the biggest and baddest in the team. Roll +Tough. On a 10+, they all go for you. On a 7-9, they go for you, mainly, but maybe one or two of your comrades are getting marked too. On a miss, they come for you harder than you expected.", + "hardcase-move6": "Property Damage: You can smash your way through almost anything. If it is at all possible to destroy an inanimate object with the tools at your disposal, you can roll +Sharp to work out how. On a 10+, you can pulverize it, no trouble. On a 7-9, it will either take a long time, or you can't break it all down - your choice. On a miss, you hurt yourself getting it done, or get trapped in a bad spot.", + "hardcase-weapons": "Hard Case Weapons", + "hardcase-gear1": "Crowbar (2 harm, hand, messy)", + "hardcase-gear2": "Chainsaw (3 harm, hand, messy, unreliable, loud, heavy)", + "hardcase-gear3": "Automatic shotgun (3 harm, close, loud, reload, auto)", + "hardcase-gear4": "Huge knife (2 harm, hand, messy)", + "hardcase-gear5": "Hand cannon (3 harm, close, loud)", + "hardcase-gear6": "Submachinegun (2 harm, close, reload, auto)", + "hardcase-gear7": "Battered assault rifle (3 harm, close/far, auto)", + "hardcase-normal": "Normal Weapons", + "hardcase-gear8": ".38 revolver (2 harm, close, reload, loud)", + "hardcase-gear9": "Shotgun (3 harm, close, messy, loud)", + "hardcase-gear10": "Hunting rifle (2 harm, far, loud)", + "hardcase-gear11": "9mm (2 harm, close, loud)", + "hardcase-gear12": "Big knife (1 harm, hand)", + "hardcase-gear13": "Magnum (3 harm, close, reload, loud)", + "hardcase-advance1": "Gain command of a team of monster-hunters", + "hardcase-advance2": "Add an extra harm box on the Dying side", + "Luchador": "Luchador", + "luck-special-luchador": "The Luchador is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "luchador-fixed-move1": "Signature Move: Like every great wrestler, you have perfected a signature move for the ring. It works outside the ring as well.", + "luchador-fixed-move1.1": "When you unleash your signature move on something, roll +Tough. On a 10+, you do 2 harm and take +1 forward. On a 7-9, you do 1 harm and take +1 forward. On a miss, your opponent counters the move.", + "luchador-move1": "Master Técnico: When fighting unarmed, you get +1 to kick some ass and help out.", + "luchador-move2": "Intensive Training: Take +1 Tough (max +3).", + "luchador-move3": "Noble Heroism: When you successfully protect someone, give a nearby hunter +1 forward.", + "luchador-move4": "Consummate Athlete: You get +1 ongoing for vigorous physical feats (outside of combat).", + "luchador-move5": "Machismo!: Hah! You think that really hurt? By force of will, you can ignore pain and injury. When you suffer harm and just tough it out, roll +Cool. On a 10+, you heal 1 harm and gain +1 forward. On a 7-9, you heal 1 harm. On a miss, pretending to be tough you suffer 1 extra harm, in an embarrassing way if possible.", + "luchador-move6": "Daredevil Move: You can attempt a tricky, high risk manoeuver to gain an advantage on an opponent. Roll +Tough. On a 10+ pick three, on a 7-9, pick one", + "luchador-move6.1": "Interrupt a move someone or something else is making, so they can't do it yet.", + "luchador-move6.2": "Take +1 forward.", + "luchador-move6.3": "Give another hunter +1 forward.", + "luchador-move6.4": "Inflict 2 harm if you are unarmed, and your weapon's harm if you are armed.", + "luchador-move6.5": "You don't suffer harm in return.", + "luchador-move6.6": "On a miss, you suffer 1 harm from your failed move, and leave yourself open to your foes.", + "luchador-move7": "Inspiring Speech: When you rally a group with your ringside style, roll +Charm. On a 10+, they are pumped and ready to risk life and limb for the cause. On a 7-9, they are ready to pitch in their help, as long as there is little personal risk. Choose one thing for them to do", + "luchador-move7.1": "Act as an angry mob, unleashed at the target you name.", + "luchador-move7.2": "Be a vigilant watch force.", + "luchador-move7.3": "Go wherever you tell them to.", + "luchador-move7.4": "Help construct a trap.", + "luchador-move7.5": "On a miss, you lose face with the bystanders.", + "luchador-move8": "Sly Rudo: When you fight, you fight dirty. When you inflict harm on a monster, you can lure it into a trick. Roll +Sharp. On a 10+, the monster really fell for it, inflict +1 harm and +1 ongoing vs. the monster. On a 7-9, the monster fell for it, inflict +1 harm. On a miss, your trick backfires.", + "luchador-move9": "Fan Following: Your exploits in the ring have not gone unnoticed. When you contact a devoted fan to help you with a mystery, roll +Charm. On a 10+, they're available and helpful - they can fix something, give you a lift, or do some other favour. On a 7-9, they're prepared to help, but it's either going to take some time or you're going to have to do part of it yourself. On a miss, you burn some bridges.", + "luchador-weapons": "Normal Weapons", + "luchador-gear1": ".38 revolver (2 harm, close, reload, loud)", + "luchador-gear2": "9mm (2 harm, close, loud)", + "luchador-gear3": "Shotgun (3 harm, close, messy, loud)", + "luchador-gear4": "Heavy chain (2 harm, hand, area)", + "luchador-gear5": "Sledgehammer (3 harm, hand, messy)", + "luchador-gear6": "Big knife (1 harm, hand)", + "luchador-gear7": "Brass knuckles (1 harm, hand, stealthy)", + "luchador-vehicle": "Stylish Vehicle", + "luchador-gear8": "Foreign sports car", + "luchador-gear9": "Giant off-road vehicle", + "luchador-gear10": "Limo and chauffeur", + "luchador-gear11": "Tricked out motorcycle", + "luchador-gear12": "Van with custom paint job", + "luchador-ally": "another wrestler who has chosen to fight monsters with you", + "luchador-advance1": "Gain a Haven, like the Expert, with two options", + "Meddlingkid": "Meddling Kid", + "luck-special-meddlingkid": "When you spend Luck, you will see something you weren’t supposed to see. It might help you with your current mystery or it might just scare you.", + "meddlingkid-animal": "Animal Allies", + "meddlingkid-animal-desc": "Animal allies follow the normal rules for allies, except for communication. Animal allies can understand commands about as well as a very clever dog (regardless of what sort of animal they are).", + "meddlingkid-move1": "Unmasked!: When you have a monster captured or at bay, you may explain it is not a monster after all but a specific person in a mask. You must explain the real reason for all the seemingly supernatural events you have seen, and how the villain was behind them. When you reveal the culprit, roll +Sharp. On a 10+, your deduction is correct and it really is that person in a mask! On a 7-9, the Keeper must choose one of", + "meddlingkid-move1.1": "This really is a monster, but the named bystander was secretly their ally all along.", + "meddlingkid-move1.2": "You are correct, but while you talked, they found a way to attempt an escape.", + "meddlingkid-move1.3": "The explanation for all the events is correct but you picked the wrong person; when you unmask them, the villain is someone unexpected.", + "meddlingkid-move1.4": "On a miss, the monster gets an opportunity to create chaos while you explain your (incorrect) deductions.", + "meddlingkid-move2": "Power Snack: Pick a favourite snack food. Whenever you take a moment to eat some and enjoy it, take +1 forward.", + "meddlingkid-move3": "Wallop!: When you use an improvised weapon to attack something, you may choose one of these extra effects", + "meddlingkid-move3.1": "Inflict 1 harm.", + "meddlingkid-move3.2": "Momentarily stun them with a blow to the head.", + "meddlingkid-move3.3": "Trip or entangle them.", + "meddlingkid-move3.4": "Inflict 2 harm but the improvised weapon breaks.", + "meddlingkid-move4": "It's A Trap!: When you make a trap to capture a monster or minion, roll +Sharp. On a hit, you capture something! On a 10+, you can choose one of these extra effects", + "meddlingkid-move4.1": "It will take some time for the victim to get free.", + "meddlingkid-move4.2": "The trap inflicts harm (as an improvised weapon).", + "meddlingkid-move4.3": "The trap may be reset and reused later. Roll the move again when you do so, with +1 forward.", + "meddlingkid-move5": "Tell Me The Truth!: When you are questioning somebody to investigate a mystery, you may ask questions from the following list as well as from the usual list", + "meddlingkid-move5.1": "Who has something to gain from this situation?", + "meddlingkid-move5.2": "What are you plotting?", + "meddlingkid-move5.3": "Are you lying to me?", + "meddlingkid-move5.4": "Who knows about _____?", + "meddlingkid-move6": "Run Away!: When you decide to get out of a bad situation, you can get away just fine. Unfortunately you will end up somewhere just as bad, that is important to the current mystery.", + "meddlingkid-move7": "A Pleasant and Friendly Manner: When you politely manipulate someone, your impeccable manners always count as a reason for the person to do what you say.", + "meddlingkid-gadgets": "Mystery-solving Gadgets", + "meddlingkid-gear1": "Magnifying glass", + "meddlingkid-gear2": "Microscope", + "meddlingkid-gear3": "A van", + "meddlingkid-gear4": "Library card", + "meddlingkid-gear5": "Chemistry kit", + "meddlingkid-gear6": "A set of walkie-talkies", + "meddlingkid-gear7": "Fingerprint kit", + "meddlingkid-gear8": "Camera", + "meddlingkid-ally": "someone to join the gang, it may be an animal (most likely a dog or a cat)", + "Sidekick": "Sidekick", + "luck-special-sidekick": "The Sidekick is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "hero": "Hero", + "hero-desc1": "Pick one of the other hunters to be your hero. This is the person you decided is such an awesome monster-hunter that you are going to spend your time helping them out.", + "hero-desc2": "Decide what your relationship is, with agreement from the hero's player. Eg. an older sibling, a parent, a friend who was always better than you, perhaps they saved you from a monster, or you found out about their monster hunting by accident, etc. Optionally, you may choose to copy some aspect of your hero's looks.", + "hero-desc3": "When your hero's player has picked their ratings, ask them which is highest. You've been trying to be like them, so you get an extra +1 to that rating. If they have a tie for highest, you can pick which one you put your +1 on.", + "sidekick-fixed-move1": "There's no 'I' in 'Team': You get +1 ongoing to help out; +2 ongoing, if you are helping out your hero.", + "sidekick-move1": "Caddy: You carry all your hero's stuff around. That means you can use anything from their gear list, unless they are currently holding it. Plus, if the item is not unique, you carry spares. For anything like that, you can use one of the spares even if your hero is currently using it.", + "sidekick-move2": "As You Wish: Mark experience whenever your hero orders or requests that you do something you don't want to do, and you go ahead and do it.", + "sidekick-move3": "Bodyguard: If something bad is going to happen to your hero, your comrades, or a bystander, and you are right there, you may throw yourself in harm's way. Whatever was going to happen to them happens to you instead.", + "sidekick-move4": "Me Too!: If your hero makes a roll for a move, and you copy what they did (i.e. the same move), you may choose not to roll. Instead, use the outcome of your hero's roll.", + "sidekick-move5": "I Can Make You Look Good: If you help out your hero, you may choose to change the outcome of your dice roll with the outcome of their original dice roll.", + "sidekick-move6": "Journeyman (or Journeywoman): Take a move that your hero has.", + "sidekick-hero-weapon": "Hero's Weapon (from your hero's gear options)", + "sidekick-weapons": "Sidekick Weapons", + "sidekick-gear1": ".38 revolver (2 harm, close, reload, loud)", + "sidekick-gear2": "Shotgun (3 harm, close, messy, loud)", + "sidekick-gear3": "Baseball bat (2 harm, hand)", + "sidekick-gear4": "9mm (2 harm, close, loud)", + "sidekick-gear5": "Big knife (1 harm, hand)", + "sidekick-ally": "another sidekick for your hero, your junior", + "sidekick-advance1": "Change playbooks to the same as your hero (overrides the rule that only one of each playbook may be in play)", + "sidekick-advance2": "Change your hero; pick another hunter to be your new hero", + "Snoop": "Snoop", + "luck-special-snoop": "When you spend Luck, you’re going to suffer some technical difficulties, eg. breakdowns, communication problems, weird noises in the recordings, etc.", + "snoop-crew": "Crew", + "snoop-crew-desc1": "Decide if your crew are made up of the other hunters, or if you have your own entourage. If they are other people, there are 1-3 of them. Pick a name and job for each. If it's the other hunters, decide together who gets which job.", + "snoop-crew-desc2": "Crew jobs: camera, sound, editing, dogsbody, researcher, driver, director, producer, bodyguard, etc.", + "snoop-move1": "\"What Does That Feel Like?\": When you put your camera/microphone right in a person's face, they automatically break off whatever they are doing. They might go right back to it after they deal with you, but you'll create enough time for everyone else to act in the meantime.", + "snoop-move2": "Minor Celebrity: At the beginning of each mystery, roll +Weird. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 during the mystery to have someone you meet know of you in a positive light (maybe they read your blog, listen to your podcast, or watch your Internet/TV show, etc). You may end up getting asked for autographs or given 'hot' leads, too.", + "snoop-move3": "We'll Fix It In Post: You can use anything you could conceivably have recorded as evidence for investigate a mystery, allowing you to check previous interviews, attack sites, and so on, from the comfort of your laptop.", + "snoop-move4": "I'm A Reporter!: When you investigate a mystery by talking to witnesses, interviewing locals, or anything else requiring interpersonal skills, roll +Charm instead of +Sharp.", + "snoop-move5": "Truthiness: Whatever you tell a normal person, they'll accept that you think it's true. If it's far out, they might think you're crazy, but they won't think you're lying.", + "snoop-move6": "The Mojo Wire: When you read all the current news feeds looking for the weird and crazy stuff, take +1 forward.", + "snoop-move7": "Relaxed Producer: You're employed, with a regular paycheck and little or no oversight. As long as you send in a story every few days, no matter how bizarre, you're set. Every now and again, they'll send you somewhere in particular, and when that happens it usually involves supernatural activity; unless they need human interest, in which case it will be a kitten show or agricultural fair or something.", + "snoop-gear-base": "A laptop", + "snoop-recording": "Recording Devices", + "snoop-gear1": "Digital video camera", + "snoop-gear2": "Tiny digital video camera", + "snoop-gear3": "Film camera (8mm or 16mm)", + "snoop-gear4": "Digital sound recorder", + "snoop-gear5": "Cassette tape recorder", + "snoop-gear6": "Infrared video camera", + "snoop-gear7": "Pro sound gear with boom mike", + "snoop-gear8": "Remote controlled camera drone", + "snoop-gear9": "Starlight camera", + "snoop-gear10": "Steadicam rig", + "snoop-gear11": "Laser microphone", + "snoop-gear12": "SLR camera", + "snoop-detector": "Detectors", + "snoop-gear13": "Electromagnetic field detector", + "snoop-gear14": "Temperature fluctuation detector", + "snoop-gear15": "Ouija board", + "snoop-gear16": "Humidity meter", + "snoop-gear17": "Dowsing rods", + "snoop-gear18": "Chemistry test kit", + "snoop-gear19": "Metal detector", + "snoop-gear20": "Compass", + "snoop-gear21": "GPS receiver", + "snoop-gear22": "Laser rangefinder", + "snoop-gear23": "Pendulum", + "snoop-weapon": "Subtle Weapons", + "snoop-gear24": ".32 revolver (2 harm, close, reload, small)", + "snoop-gear25": "9mm (2 harm, close, loud)", + "snoop-gear26": "Knife (1 harm, hand, hidden)", + "snoop-gear27": "Multitool/pocket knife (1 harm, hand, hidden, useful)", + "snoop-advance1": "Gain a Haven, like the Expert, with one option plus a film lab", + "snoop-ally": "possibly one of your existing crew members, or the whole crew as an ally team", + "Summoned": "Summoned", + "luck-special-summoned": "When you spend Luck, another sign of the Apocalypse will come to pass. When you have spent all your Luck, the Apocalypse begins.", + "apocalypse": "Apocalypse", + "apocalypse-desc1": "You are destined to bring about the Apocalypse. You may or may not know about it yet, but you have at least come across some hints of your destiny.", + "apocalypse-desc2": "Pick a sign of the Apocalypse, with help from the Keeper (and maybe the rest of the group) that has already been revealed to you. Whenever you spend Luck, you'll trigger another sign of the Apocalypse. You can suggest what it might be, but it will be the Keeper's job to bring the sign into the story.", + "apocalypse-sign-example": "Example signs", + "apocalypse-sign-list": "Betrayal, An army of monsters rises, Rain of fire, Eternal darkness, Things from beyond, Take your throne, Red sun, The Portal opens, Plague, Learn your true name, The Stars are Right Breaking the Seal, Murder of the King, The Beast slouches into the world, Become the Dragon, The Coronation, Your Hosts assemble, The fall of the Tower, The seas boil, Natural disasters, Judgement Day, World war, Famine, Ancient Evil reborn", + "apocalypse-desc3": "When you have spent all your Luck, the Apocalypse is imminent. It's up to you to stop, or cause, the end of the world. Your call.", + "summoned-fixed-move1": "Freakish: You're weird, and people react badly. You cannot use manipulate someone on a person until you prove yourself to them first (this includes the other hunters, and it's up to them to decide when you have proved yourself). Until then, people will just try to get away from you. You can spend Luck to have a person take to you. Don't roll manipulate someone; they act as though you'd rolled a 12. On the other hand, you can use manipulate someone on monsters that can reason and talk (but they always want something really bad).", + "summoned-move1": "What Are You Looking At?: When you talk to a monster (capable of reason and speech), they will recognize you and your potential. If you ask them what they know, pick one for the Keeper to reveal", + "summoned-move1.1": "Tell me something about where I'm from.", + "summoned-move1.2": "Tell me something about my destiny.", + "summoned-move1.3": "Tell me something about who I really am.", + "summoned-move1.4": "Tell me something about the Apocalypse.", + "summoned-move2": "Should I Feel That?: Your body has 2 armour. This does not stack with any other armour.", + "summoned-move3": "Mayhem!: When you grab a nearby large object and use it as an improvised weapon, first determine how much damage it will do.", + "summoned-move3-guide": "Guidelines", + "summoned-move3.1": "Fire extinguisher, fence post, furniture, etc: 2 harm", + "summoned-move3.2": "Motorcycle, lamppost, masonry chunk, etc: 3 harm", + "summoned-move3.3": "Car, dumpster, boulder, etc: 4 harm", + "summoned-move3.4": "Bus, truck, wall, etc: 5 harm", + "summoned-move3-desc": "After you inflict harm with it (with a kick some ass roll or otherwise), roll +harm your weapon actually caused. On a miss, you use it without trouble. On a 7-9 pick one side effect, on a 10+ pick two", + "summoned-move3.5": "You hurt someone nearby as well as your target.", + "summoned-move3.6": "You make something about the situation worse.", + "summoned-move3.7": "You lose control of your improvised weapon.", + "summoned-move3.8": "You cause massive property damage.", + "summoned-move3.9": "Your improvised weapon breaks.", + "summoned-move4": "Absolute Badass: Take +1 Tough (max +3).", + "summoned-move5": "Screw You: Spend Luck to get +1 ongoing vs. one particular monster. This lasts until that monster is dead.", + "summoned-move6": "Whatever: Spend Luck to get +1 Tough for the remainder of the current mystery (max +4).", + "summoned-move7": "Why So Serious?: If you cap off a move with an appropriate one-liner, the team gets +1 forward (so the next hunter who makes a roll gets +1).", + "summoned-weapon": "Huge Weapon", + "summoned-gear1": "Super hand cannon (4 harm, close, heavy, loud, reload)", + "summoned-gear2": "Machinegun (3 harm, close, auto, heavy, messy, loud, reload)", + "summoned-gear3": "Rocket launcher (4 harm, far, area, heavy, messy, loud, reload)", + "summoned-gear4": "Gigantic Hellsword (4 harm, hand, heavy, messy, magic)", + "summoned-gear5": "Automatic shotgun (3 harm, close, auto, heavy, loud, reload)", + "summoned-gear6": "Red right hand (3 harm, hand, magic)", + "summoned-heavy": "Heavy Weapons", + "summoned-gear7": "Sledgehammer (3 harm, hand, heavy, messy)", + "summoned-gear8": "Big sword (3 harm, hand, heavy, messy)", + "summoned-gear9": "Big axe (3 harm, hand, heavy, messy)", + "summoned-gear10": "Magnum (3 harm, close, loud, reload)", + "summoned-gear11": "Shotgun (3 harm, close, messy, loud, reload)", + "summoned-advance1": "Gain an ally team of monster-hunters (or monstrous hunters) under your command", + "summoned-advance2": "Get a position in a Sect, like the Initiate. Describe the Sect and its Traditions (or join a Sect that already exists in your game). Gain the move for when you are in good standing with your Sect", + "summoned-advance3": "Turn evil (again?). Retire this character, they become one of the Keeper's threats", + "Traveler": "Traveler", + "luck-special-traveler": "The Traveler is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "traveler-transport": "Means of Transport", + "traveler-transport-desc1": "You can visit future events, past events or remote places, either alone or with the whole team. The Keeper will decide (maybe with help from the group) how time travel will work; changing the past, alternate timelines, small changes producing major changes etc.", + "traveler-transport-desc2": "When traveling through time and space, roll +Sharp. On a 10+, you arrive at the desired place at the desired time. On a 7-9, you arrive at either the desired place or, at the desired time; your choice. On a miss, you are lost; this is probably quite serious.", + "traveler-transport-desc3": "Choose one means of transport for your travels through time and space. Each transportation medium has both positive and negative traits. Always keep in mind that time travel is by no means a safe trip.", + "traveler-transport1": "It’s bigger on the inside: Your time machine is multidimensional, as small as a phone booth on the outside, but as big as a spaceship on the inside. Things inside it cannot be tracked by normal means. To travel, it disappears from one place and appears in another, but otherwise it is completely stationary and cannot be transported at all.", + "traveler-transport2": "Teleportation: You can teleport instantly if you have a clear line of sight of the destination or if you know it very well. Otherwise, you need to study the spacetime continuum for a few hours, or even days, to plan the trip, so as to not end up underground or a kilometre above the ground.", + "traveler-transport3": "88 miles per hour: Your time machine looks like a car or a van, not drawing much attention (in time periods after the invention of such vehicles). You can use it to move around like any other vehicle, but it depends on fuel, maintenance parts, roads etc.", + "traveler-transport4": "Time Portal: You open a time portal to your destination. You can only open one portal at a time, and it will remain active for as long as you wish. It allows you to cross it in any direction as many times as you want. But an unattended portal can also be crossed by any person, or monster...", + "traveler-fixed-move1": "Servant of Technology: You are extremely dependent on technology, having difficulties in relating to the supernatural. You get -1 ongoing to use magic or any other moves related to the supernatural or magic.", + "traveler-move1": "Butterfly Effect: At the beginning of each mystery, choose one rating to receive +1 (max +3) and another to receive -1 (min -2) during this mystery. These actions disturb the spacetime and the oscillations of their characteristics is a reflection of that.", + "traveler-move2": "Historian: When you investigate a mystery or read a bad situation, you can choose to ask \"Why does this seem familiar?\" as one of the questions. If possible, the Keeper will describe how a similar situation has happened in the past or future history of the world.", + "traveler-move3": "Inventor: If you want to build, repair, or study a device, the Keeper will tell you how long it will take and what equipment will be needed.", + "traveler-move4": "Prescience: Attacks that can cause your death pop up in your memory. When you take harm and become unstable, you may roll +Weird. On a 10+, you remembered the attack and were able to avoid it completely. On a 7-9, the memory took time to emerge, take 1 harm less or don’t become unstable. On a miss, the memory was incorrect and your avoidance made you unbalanced; in addition to the harm, you take -1 forward.", + "traveler-move5": "Neural Implants: When you need to do something that requires specific training, such as defusing a bomb or flying a helicopter, you already have the information implanted in your brain. You still need to act under pressure, but you know what to do.", + "traveler-move6": "Sufficiently Advanced Technology: You can reproduce the effects of the move use magic with technological tools. You do not roll dice for this, but you must choose an effect and a glitch. This is not magic, so the effect will not have the magic tag and will not work on things affected only by magic. The Keeper may ask for one or more requirements to achieve the effect.", + "traveler-move7": "No Paradoxes: When you say why something should happen to guarantee the future, you can help another hunter and give +1 to their roll, as if you had rolled a 10+ on help out. You still need to describe how you are helping.", + "traveler-move8": "Android/Cyborg: You have cybernetic implants or maybe you're half a machine. In addition to superhuman strength, your punches and kicks are attacks with (3 harm, contact).", + "traveler-move9": "Psychic Paper: You get +1 ongoing in rolls to avoid being detected or remaining unnoticed. You also get +1 ongoing when you manipulate someone by pretending to be someone else.", + "traveler-devices": "Technological Devices", + "traveler-gear1": "Photonic Binoculars: Able to see in total darkness and in different spectra, including infrared", + "traveler-gear2": "Sonic Screwdriver: Able to repair, or damage, simple mechanical and electronic devices (eg. radios, locks, weapons etc)", + "traveler-gear3": "Travel Guide: A small electronic book containing all human historical knowledge up to the present era", + "traveler-gear4": "Portable Laboratory: A small device capable of diagnosing diseases, poisons and abnormal conditions from a drop of blood or similar input", + "traveler-gear5": "Universal Locator: Indicates the exact position in time and space. Can only be blocked with magic or high levels of radiation", + "traveler-gear6": "Hologram Projector: Projects a person-sized hologram (recorded or live) that looks real until touched", + "traveler-gear7": "Instant Translator: Ensures speech and understanding of any natural language (does not work with magic or supernatural languages)", + "traveler-weapon": "Protective Weapons", + "traveler-gear8": "Machete (1 harm, contact)", + "traveler-gear9": "Common revolver (2 harm, close, loud, reload)", + "traveler-gear10": "Shotgun (3 harm, close, messy, loud, reload)", + "traveler-gear11": "Light futuristic weapon (1 harm, add 1 range tag and 3 other tags)", + "traveler-gear12": "Heavy futuristic weapon (3 harm, add 1 range tag and 1 other tag)", + "traveler-advance1": "Delete the move Servant of Technology. You have learnt to deal with the supernatural, no longer receiving any penalties for it", "custom": "Custom", - "luck-special-Custom": "if any", + "luck-special-custom": "You may come up with a Luck Special move for this playbook with help from the Keeper.", "custom-special": "Playbook Special", "custom-special-example": "Like the Expert's haven or the Spellslinger's combat magic", "custom-special-name": "Name of special", @@ -625,6 +1161,5 @@ "custom-moves": "Playbook Moves", "custom-move-name": "Name", "custom-move-description": "Description", - "custom-gear": "Playbook Gear", - "inmrovements-instructions": "4 stats available for improvement (mark one off at character creation without taking the bonus); top stat max +3, all others max +2" -} \ No newline at end of file + "custom-gear": "Playbook Gear" +} diff --git a/Monster of the Week/translations/pl.json b/Monster of the Week/translations/pl.json index 804459d8eb..71250b65da 100644 --- a/Monster of the Week/translations/pl.json +++ b/Monster of the Week/translations/pl.json @@ -27,17 +27,19 @@ "gear": "Gear", "other-gear": "Other Gear", "improvements": "Improvements", - "inmrovements-description": "Once you have 5 experience you may choose one of these: (Check off any you've already taken)", + "improvements-description": "Once you have 5 Experience you may choose one of these: (Check off any you've already taken)", "max": "max", - "another-move": "Take another Custom move", + "another-move": "Take another move from your own playbook", "ally": "Gain an ally", "playbook-move": "Take a move from another playbook", "advanced-improvements": "Once you have taken 5 improvements you may choose from these options as well as the list above when you improve", "rating": "to any rating", - "new-type": "Change this hunter to a new type", + "new-playbook": "Change playbooks", "second-hunter": "Create a second hunter to play", "basic-moves": "Advance 2 basic moves", "retire": "Retire this hunter to safety", + "erase-luck": "Erase one used Luck point", + "after-getting-improvement": "Use after getting the corresponding Improvement", "history": "History and Notes", "pick-one": "pick one", "pick-two": "pick two", @@ -46,12 +48,13 @@ "1-fixed-move": "You get this", "2-fixed-moves": "You get these 2", "1-move": "Then pick one of these", + "2-moves-then": "Then pick two of these", "2-moves": "Then pick two of these", + "3-moves-then": "Then pick three of these", "3-moves": "Pick three of these", "choose": "choose", "one": "one", - "choose-one": "choose one", - "choose-two": "choose two", + "two": "two", "three": "three", "the-chosen": "The Chosen", "the-crooked": "The Crooked", @@ -59,13 +62,33 @@ "the-expert": "The Expert", "the-flake": "The Flake", "the-initiate": "The Initiate", - "the-monsteroue": "The Monsterous", + "the-monstrous": "The Monstrous", "the-mundane": "The Mundane", "the-professional": "The Professional", "the-spellslinger": "The Spellslinger", "the-spooky": "The Spooky", "the-wronged": "The Wronged", + "the-gumshoe": "The Gumshoe", + "the-hex": "The Hex", + "the-pararomantic": "The Pararomantic", + "the-searcher": "The Searcher", + "the-exile": "The Exile", + "the-hardcase": "The Hard Case", + "the-luchador": "The Luchador", + "the-meddlingkid": "The Meddling Kid", + "the-sidekick": "The Sidekick", + "the-snoop": "The Snoop", + "the-summoned": "The Summoned", + "the-traveler": "The Traveler", + "the-actionscientist": "The Action Scientist", + "the-biggamehunter": "The Big Game Hunter", + "the-constructed": "The Constructed", + "the-madscientist": "The Mad Scientist", "custom-playbook": "Custom", + "tome-of-mysteries": "Tome of Myseries", + "reinforcements": "Reinforcements", + "Brazilian": "Brazilian Edition", + "fan-made": "Fan-made", "chosen": "Chosen", "luck-special-chosen": "When you spend Luck the Keeper will bring your fate into play", "your-fate": "Your Fate", @@ -107,13 +130,14 @@ "chosen-move4": "Invincible You always count as having 2 armour, this doesn't stack with other protection", "chosen-move5": "Resilience You heal faster than normal people. Any time your harm gets healed, heal and extra point. Additionally, your wounds count as 1 harm less for the purpose of the Keeper's harm moves", "chosen-gear1": "Protective gear worth 1 armour", - "optional": "optional", "chosen-gear2": "One Special Weapon", + "chosen-special-descrip": "Design your weapon by choosing a Form, three Business-end options (which are added to the base tags), and a material that the business-end is made from.", "form": "Form", "chosen-gear3": "Staff (1 harm, hand, close)", "chosen-gear4": "Haft (2 harm, hand, heavy)", "chosen-gear5": "Handle (1 harm, hand, balanced)", "chosen-gear6": "Chain (1 harm, hand, area)", + "business-end": "Business-end", "chosen-gear7": "Business End", "chosen-gear8": "Artifact (+magic)", "chosen-gear9": "Spikes (+1 harm, +messy)", @@ -121,8 +145,8 @@ "chosen-gear11": "Heavy (+1 harm)", "chosen-gear12": "Long (+close)", "chosen-gear13": "Throwable (+close)", - "chosen-gear14": "Chain (+area)", "material": "Material", + "material-desc": "(+steel, +cold iron, +silver, +wood, +stone, +bone, +teeth, +obsidian, or anything else you want)", "chosen-advance1": "Delete a doom tag (optionally also delete a heroic tag)", "Crooked": "Crooked", "luck-special-Crooked": "When you spend Luck someone from your past will re-appear in your life, soon", @@ -132,7 +156,7 @@ "background2": "Burglar When you break into a secure location roll +Sharp. On a 10+ pick three, on a 7-9 pick two", "background2.1": "You get in undetected", "background2.2": "You get out undetected", - "background2,3": "You don't leave a mess", + "background2.3": "You don't leave a mess", "background2.4": "You find what you were after", "background3": "Grifter When you are about to manipulate someone, you can ask the Keeper \"what will convince this person to do what I want?\" The Keeper must answer honestly, but not necessarily completely", "background4": "Fixer If you need to buy something, sell something, or hire someone, roll +Charm. On a 10+ you know just the person that will be interested. On a 7-9, you know the only person that can do it, but there's a complication. Pick one", @@ -142,8 +166,14 @@ "background4.4": "On a miss, the only person who can help you is someone who absolutely hates you", "background5": "Assassin When you take your first shot at an unsuspecting target, do +2 harm", "background6": "Charlatan When you want people to think you are using magic, roll +Cool. On a 10+ your audience is amazed and fooled by your illusion. On 7-9, you tripped up a few times, someone will notice. You may also manipulate someone with fortune telling. When you do that, ask \"What are they hoping for right now?\" as a free question (even on a miss)", + "background6.1": "You may also manipulate someone with fortune telling. When you do that, ask \"What are they hoping for right now?\" as a free question (even on a miss).", "background7": "Pickpocket When you steal something small, roll +Charm. On a 10+ you get it and they didn't notice you taking it. On a 7-9 either you don't grab it, you grab the wrong thing, or they remember you later; your choice", "crooked-move1": "Artifact You 'found' a magical artifact with handy powers and kept it. Pick 1: Protective amulet (1 amour, magic, recharge); lucky charm (may be used as a Luck point just once); grimoire (studying the book gives +1 to use magic; skeleton key (opens any magically sealed lock); imp stone (a weak demon is bound to serve the holder. The imp must be summoned with Use Magic)", + "crooked-artifact1": "Protective amulet (1 amour, magic, recharge)", + "crooked-artifact2": "Lucky charm (may be used as a Luck point just once)", + "crooked-artifact3": "Grimoire (studying the book gives +1 forward to use magic)", + "crooked-artifact4": "Skeleton key (opens any magically sealed lock)", + "crooked-artifact5": "Imp stone (a weak demon is bound to serve the holder. The imp must be summoned with Use Magic)", "crooked-move2": "Crew You have a regular crew, a team of 3 or 4 people who will help you out with pretty much anything. This counts as a team", "crooked-move3": "Deal with the Devil You sold your soul to the devil. Pick one or two things you got out of the deal: wealth, fame, youth, sensual gratification, skill (add +1 to two ratings). Payment is due either when you die, or in a year (6 months if you chose 2 things)", "crooked-move4": "Friends on the Force You know a few cops who can be persuaded to look the other way, or do you a favour, for certain considerations. You can act under pressure to get in touch with them when you need to divert any law enforcement attention. There will be a cost, although maybe not right now", @@ -151,6 +181,7 @@ "crooked-move6": "Driver You gain +1 ongoing while driving, plus you can hotwire anything (the older it is, the fewer tools you'll need.) You also own 2 handy, widely-available vehicles", "crooked-move7": "Home Ground Your crew made a point of keeping the locals happy- keeping them safe, ensuring things always went down okay. When you're back in your old neighbourhood, you can always find people who will hide you or help you with a minor favour, no questions asked", "crooked-move8": "Notorious You have a reputation from your criminal past. When you reveal who you are, your terrifying reputation counts as a reason for someone to what you ask when you manipulate someone. Revealing your identity to someone can bring other problems later, of course", + "crooked-weapon": "Effective Weapons", "crooked-gear1": ".22 revolver (1 harm, close, reload,
          small)", "crooked-gear2": ".38 revolver (2 harm, close, reload,
          loud)", "crooked-gear3": "9mm (2 harm, close, loud)", @@ -160,12 +191,6 @@ "crooked-gear7": "Baseball bat (1 harm, hand)", "crooked-gear8": "Submachinegun (2 harm, close, reload,
          auto", "crooked-gear9": "Assault rifle (3 harm, close/far, auto)", - "underworld": "Underworld", - "underworld-description": "Pick the circumstance that lead you to discovering the real underworld, then pick the creature involved", - "underworld1": "The target of a job was a dangerous creature (Pick one: vampire, warewolf, troll, reptiloid)", - "underworld2": "You worked with someone who was more than they seemed (Pick one: sorceror, demon, faerie, psychic)", - "underworld3": "You were hired by something weird (Pick one: immortal, god, outsider, witch)", - "underworld4": "Things went south o a job- including, but not limited to running into; (Pick one a horde of goblins, a hunger of ghouls, a dream-eater, a salamander)", "heat": "Heat", "heat-description": "You didn't get here without making enemies", "pick-heat": "pick at least 2 of these and name the people involved", @@ -174,9 +199,14 @@ "heat3": "You pissed off a well connected criminal,
          and they'll do whatever they can to
          destroy you", "heat4": "You took advantage of someone
          who has special powers (a person or
          monster)", "heat5": "You betrayed an old partner in the
          middle of a job ", + "underworld": "Underworld", + "underworld-description": "Pick the circumstance that lead you to discovering the real underworld, then pick the creature involved", + "underworld1": "The target of a job was a dangerous creature (Pick one: vampire, warewolf, troll, reptiloid)", + "underworld2": "You worked with someone who was more than they seemed (Pick one: sorceror, demon, faerie, psychic)", + "underworld3": "You were hired by something weird (Pick one: immortal, god, outsider, witch)", + "underworld4": "Things went south o a job- including, but not limited to running into; (Pick one a horde of goblins, a hunger of ghouls, a dream-eater, a salamander)", "crooked-ally": "from your old crew", "crooked-advance1": "Recover a stash of money from the old days, enough to live without care for a year or two", - "Crooked-advance2": "Erase one Luck point from your playbook", "Divine": "Divine", "luck-special-divine": "When you spend Luck you get word your Mission requires something difficut to me done. By you. Urgently", "your-mission": "Your Mission", @@ -193,15 +223,15 @@ "divine-move5": "Soothe When you talk to someone for a few seconds in a quiet voice, you can calm them down, blocking any panic, anger, or other negitive emotions they have. This works even if the thing that freaked them out is still present, as long as your voice can be heard", "divine-move6": "Lay On Hands Your touch can heal any injury or disease. When you lay your hands on someone hurt, roll +Cool. On a 10+, heal 2 harm or an illness, plus they are stabilised. On a 7-9, you can heal the harm or illness but you take it into yourself. On a miss, your aura causes them extra harm", "divine-move7": "Cast Out Evil You may banish an unnatural creature from your presence. Roll +Tough, on 10+ it is banished. On a 7-9 it takes a little while for the banishing to take effect- the creature has time to make one or two actions. Either way, the banished creature is unharmed, and you have no control over where it goes. This move may be used on unnatural hunters (eg The Monsterous). On a miss, something is keeping it here. That's bad", - "divine-gear1": "Flaming sword (3 harm, hand, fire,
          holy) ", "divine-weapon": "One Divine Weapon", + "divine-armour": "Divine Armour (1 armour, holy) with a look suited to your divine origin", + "divine-gear1": "Flaming sword (3 harm, hand, fire,
          holy) ", "divine-gear2": "Thunder hammer (3 harm, hand, stun,
          holy) ", "divine-gear3": "Razor whip (3 harm, hand, area,
          messy, holy)", "divine-gear4": "Five demon bag (3 harm, close, magic,
          holy)", "divine-gear5": "Silver trident (3 harm, hand, silver,
          holy)", "Divine-ally": "a lesser divine being, sent from above to help you with your mission", "Divine-advance1": "Erase one Luck point from your playbook", - "Divine-advance2": "Change your mission. Select a different mission from the options, or (with the Keeper's agreement) create a new mission", "Expert": "Expert", "luck-special-expert": "When you spend Luck you discover something happening now is related to something you were involved in years ago", "expert-weapons": "Monster-Slaying Weapons", @@ -237,7 +267,6 @@ "haven8": "Panic Room This has essential supplies and is protected by normal and mystical means. You can hide out there for a few days, safe from pretty much anything", "haven9": "Magical Laboratory You have a mystical lab with all kinds of weird ingredients and tools useful for casting spells (like use magic, big magic, and any other magical moves)", "expert-advance1": "Add a haven option", - "expert-advance2": "Add a haven option", "Flake": "Flake", "luck-special-flake": "When you spend Luck pick an aspect of the current situation. The Keeper will tell you what other conspiricies that aspect connects to", "flake-move1": "Connect the Dots At the beginning of each mystery if you look for the wider patterns that current events might be part of, roll +Sharp. On a 10+ hold 3, 7-9 hold 1. Spend your hold during the mystery to ask the Keeper one of the following questions", @@ -253,20 +282,20 @@ "flake-move6": "Contrary When you seek out and recieve someone's honest advice on the best course of action for you, and then do something else instead, mark experience. If you do exactly the opposite of their advice, you also take +1 ongoing on any moves you make persuing that course", "flake-move7": "Net Friends You know a lot of people on the internet. When you contact a net friend to help you roll +Charm. On a 10+ they're available and helpful; they can fix something, break a code, hack a computer, or get you some special information. On a 7-9, they're prepared to help but it's either going to take some time, or you'll have to do part of it yourself. On a miss you burn some bridges", "flake-move8": "Sneaky When you attack from ambush or from behind, inflict +2 harm", - "fake-normal": "One Normal Weapon", - "fake-gear1": ".38 revolver (2 harm, close, reload,
          loud)", - "fake-gear2": "9mm (2 harm, close, loud)", - "fake-gear3": "Hunting rifle (2 harm, far, loud)", - "fake-gear4": "Magnum (3 harm, close, reload, loud)", - "fake-gear5": "Shotgun (3 harm, close, messy, loud)", - "fake-gear6": "Big knife (1 harm, hand)", + "flake-normal": "Normal Weapon", + "flake-gear1": ".38 revolver (2 harm, close, reload, loud)", + "flake-gear2": "9mm (2 harm, close, loud)", + "flake-gear3": "Hunting rifle (2 harm, far, loud)", + "flake-gear4": "Magnum (3 harm, close, reload, loud)", + "flake-gear5": "Shotgun (3 harm, close, messy, loud)", + "flake-gear6": "Big knife (1 harm, hand)", "flake-hidden": "Hidden Weapons", - "fake-gear7": "Throwing knives (1 harm, close, many)", - "fake-gear8": "Holdout pistol (2 harm, close, loud,
          reload)", - "fake-gear9": "Garrote (3 harm, intimate)", - "fake-gear10": "Watchman's flashlight (1 harm, hand)", - "fake-gear11": "Weighted gloves/brass knuckles (1
          harm, hand", - "fake-gear12": "Butterfly knife/folding knife (1
          harm, hand)", + "flake-gear7": "Throwing knives (1 harm, close, many)", + "flake-gear8": "Holdout pistol (2 harm, close, loud, reload)", + "flake-gear9": "Garrote (3 harm, intimate)", + "flake-gear10": "Watchman's flashlight (1 harm, hand)", + "flake-gear11": "Weighted gloves/brass knuckles (1 harm, hand)", + "flake-gear12": "Butterfly knife/folding knife (1 harm, hand)", "Flake-advance1": "Gain a haven like the Expert with two options", "Flake-advance2": "Add a haven option", "Initiate": "Initiate", @@ -336,8 +365,8 @@ "Initiate-advance1": "Get command of your chapter of the Sect", "Initiate-advance2": "Get command of your chapter of the Sect", "Initiate-advance3": "Become the leader, or effective leader, of the whole Sect", - "Monsterous": "Monsterous", - "luck-special-monsterous": "When you spend Luck your monster side gains power. Your Curse may grow stronger, or another Breed disadvantage may manifest", + "Monstrous": "Monstrous", + "luck-special-monstrous": "When you spend Luck, your monster side gains power; your Curse may become stronger, or another Breed disadvantage may manifest.", "monster-breed": "Monster Breed", "breed-description": "You are half human, half monster; were you always this way? Were you always fighting for good or were you once evil and then switched sides?", "curses": "Curses", @@ -345,40 +374,40 @@ "curse2": "Vulnerability Pick a substance. You'll take +1 harm when you suffer harm from it. If you are bound or surrounded by it, you must act under pressure to use your powers", "curse3": "Pure Drive One emotion rules you. Pick from: hunger, hate, anger, fear, jealousy, greed, joy, pride, envy, lust or cruelty. Whenever you have a chance to indulge that emotion you must do so immediately, or act under pressure to resist", "curse4": "Dark Master You have an evil lord who doesn't know you changed sides. They still give you orders, and they do not tolerate refusal or failure", - "monsterous-move1": "Immortal You do not age or sicken, and whenever you suffer harm you suffer 1 harm less", - "monsterous-move2": "Unnatural Appeal Roll +Weird instead of +Charm when you manipulate someone ", - "monsterous-move3": "Unholy Strength Roll +Weird instead of +Tough when you kick some ass ", - "monsterous-move4": "Incorporeal You may move freely though solid objects (but not people)", - "monsterous-move5": "Preternatural Speed You go much faster than normal people. When you chase, flee or run take +1 ongoing", - "monsterous-move6": "Claws of the Beast Your natural attacks deal +1 harm ", - "monsterous-move7": "Mental Dominion When you gaze into a normal human's eyes and exert your will over them Roll +Charm. On a 10+ hold 3, on 7-9 hold 1. You may spend your hold to give them an order. Regular people will follow the order, whatever it is. Hunters can choose to follow the order or not. If they do, they mark experience", - "monsterous-move8": "Unquenchable Vitality When you have taken harm you can heal yourself. Roll +Cool. On a 10+, heal 2 harm and stabilise your injuries. On a 7-9, heal 1 harm and stabilise your injuries. On a miss your injuries worsen", - "monsterous-move9": "Dark Negotiator You can use manipulate someone on monsters as well as people if they can reason and talk", - "monsterous-move10": "Flight You can fly ", - "monsterous-move11": "Shapeshifter You may change your form (usually into an animal). Decide if you have just one alternate form or several and detail them. You gain +1 forward to investigate a mystery when using and alternate form's superior senses. (Eg, smell for a wolf, sight for an eagle)", - "monsterous-move12": "Something Borrowed Take a move from a hunter playbook that is not currently in play ", + "monstrous-move1": "Immortal: You do not age or sicken, and whenever you suffer harm, you suffer 1 harm less.", + "monstrous-move2": "Unnatural Appeal: Roll +Weird instead of +Charm when you manipulate someone.", + "monstrous-move3": "Unholy Strength: Roll +Weird instead of +Tough when you kick some ass.", + "monstrous-move4": "Incorporeal: You may move freely though solid objects (but not people).", + "monstrous-move5": "Preternatural Speed: You go much faster than normal people. When you chase, flee, or run, take +1 ongoing.", + "monstrous-move6": "Claws of the Beast: Your natural attacks deal +1 harm.", + "monstrous-move7": "Mental Dominion: When you gaze into a normal human's eyes and exert your will over them, roll +Charm. On a 10+ hold 3, on a 7-9 hold 1. You may spend your hold to give them an order. Regular people will follow your order, whatever it is. Hunters can choose to follow the order or not. If they do, they mark experience.", + "monstrous-move8": "Unquenchable Vitality: When you have taken harm you can heal yourself. Roll +Cool. On a 10+, heal 2 harm and stabilise your injuries. On a 7-9, heal 1 harm and stabilise your injuries. On a miss, your injuries worsen.", + "monstrous-move9": "Dark Negotiator: You can use the move manipulate someone on monsters as well as people, if they can reason and talk.", + "monstrous-move10": "Flight: You can fly.", + "monstrous-move11": "Shapeshifter: You may change your form (usually into an animal). Decide if you have just one alternate form or several, and detail them. You gain +1 forward to investigate a mystery when using and alternate form's superior senses (eg. smell for a wolf, sight for an eagle).", + "monstrous-move12": "Something Borrowed: Take a move from a hunter playbook that is not currently in play.", "natural-attacks": "Natural Attacks", - "monsterous-attacks-pick": "pick one base and one extra, or pick two bases", - "monsterous-attacks1": "Base: teeth (3 harm, intimate)", - "monsterous-attacks2": "Base: Claws (2 harm, hand)", - "monsterous-attacks3": "Base: Magical force (1 harm, magical, close)", - "monsterous-attacks4": "Base: Life-drain (1 harm, intimate, life-drain)", - "monsterous-attacks5": "Extra: Add +1 harm to a base", - "monsterous-attacks6": "Extra: Add +ignore armour to a base", - "monsterous-attacks7": "Extra: Add an extra range to a base
          (+intimate, hand, or close)", - "monsterous-weapon": "One Handy Weapon: (if you want one)", - "monsterous-gear1": ".38 revolver (2 harm, close, reload,
          loud)", - "monsterous-gear2": "9mm (2 harm, close, loud)", - "monsterous-gear3": "Magnum (3 harm, close, reload, loud)", - "monsterous-gear4": "Shotgun (3 harm, close, messy)", - "monsterous-gear5": "Big knife (1 harm, hand)", - "monsterous-gear6": "Brass knuckles (1 harm, hand, quiet,
          small)", - "monsterous-gear7": "Sword (2 harm, hand, messy)", - "monsterous-gear8": "Huge sword (3 harm, hand, heavy)", - "Monsterous-advance1": "Gain a haven like the Expert with two options", - "Monsterous-advance2": "Take a Natural Attacks pick", - "Monsterous-advance3": "Free yourself from your type's curse. It no longer affects you but you lose 1 Weird", - "Monsterous-advance4": "Become evil (again). Retire this character, they become one of the Keeper's threats", + "monstrous-attacks-pick": "pick one base and one extra, or pick two bases", + "monstrous-attacks1": "Base: teeth (3 harm, intimate)", + "monstrous-attacks2": "Base: claws (2 harm, hand)", + "monstrous-attacks3": "Base: magical force (1 harm, magical, close)", + "monstrous-attacks4": "Base: life-drain (1 harm, intimate, life-drain)", + "monstrous-attacks5": "Extra: add +1 harm to a base", + "monstrous-attacks6": "Extra: add ignore-armour to a base", + "monstrous-attacks7": "Extra: Add an extra range to a base (intimate, hand, or close)", + "monstrous-weapon": "(Optional) Handy Weapon", + "monstrous-gear1": ".38 revolver (2 harm, close, reload, loud)", + "monstrous-gear2": "9mm (2 harm, close, loud)", + "monstrous-gear3": "Magnum (3 harm, close, reload, loud)", + "monstrous-gear4": "Shotgun (3 harm, close, messy)", + "monstrous-gear5": "Big knife (1 harm, hand)", + "monstrous-gear6": "Brass knuckles (1 harm, hand, quiet, small)", + "monstrous-gear7": "Sword (2 harm, hand, messy)", + "monstrous-gear8": "Huge sword (3 harm, hand, heavy)", + "Monstrous-advance1": "Gain a Haven, like the Expert, with two options", + "Monstrous-advance2": "Take a natural attacks pick", + "Monstrous-advance3": "Free yourself from your kind's curse, it no longer affects you, but you lose 1 Weird", + "Monstrous-advance4": "Turn evil (again?). Retire this character, they become one of the Keeper's threats", "Mundane": "Mundane", "luck-special-mundane": "When you spend Luck you'll find something wierd- maybe even useful", "mundane-move1": "Always the Victim When another hunter uses protect someone to protect you, they mark experience. Whenever a monster captures you, you mark experience", @@ -410,10 +439,6 @@ "mundane-gear10": "Classic car in terrible condition", "mundane-gear11": "Motorcycle", "mundane-gear12": "Van", - "Mundane-advance1": "Regain a used Luck point", - "Mundane-advance2": "Regain a used Luck point", - "Mundane-advance3": "Regain a used Luck point", - "Mundane-advance4": "Regain a used Luck point", "Professional": "Professional", "luck-special-professional": "When you spend Luck your next mission from the Agency comes with lots of red tape. Lots", "agency": "Agency", @@ -470,24 +495,16 @@ "Professional-advance3": "Get some or all of the other player's hunters hired by your Agency. They get the deal with the agency move as well as salery and benefits", "Spellslinger": "Spellslinger", "luck-special-spellslinger": "When you spend Luck the official council of wizards is going to poke their nose into your business", - "spellslinger-gear-description": "You don't need much except items to power your magic, still it's good to be prepared", "spellslinger-weapon": "One Backup Weapon", "spellslinger-gear1": "Old revolver (2 harm, close, reload,
          loud)", "spellslinger-gear2": "Ritual knife (1 harm, hand)", "spellslinger-gear3": "Heirloom sword (2 harm, hand, messy)", - "spellslinger-move1": "Advanced Arcane Training If you have two of your three Tools and Techniques at the ready then you may ignore the third", - "spellslinger-move2": "Arcane Reputation Pick three big organisations or groups in the supernatural community, which can include the more sociable types of monsters. They've heard of you and respect your power. Take +1 forward when you use manipulate someone on affected humans. You may also use manipulate someone on affected monsters, with no bonus", - "spellslinger-move3": "Could've Been Worse When you miss a use magic roll you can choose one of the following options instead of losing control of the magic", - "spellslinger-move3.1": "Fizzle: The preperations and materials for the spell are ruined. You'll have to start over from scratch with the prep time doubled", - "spellslinger-move3.2": "This is gonna suck: The effect happens, but you trigger all the glitches but one. You pick the one you avoid", - "spellslinger-move4": "Forensic Divination When you successfully investigate a mystery you may ask \"what magic was done here?\" as a free extra question", - "spellslinger-move5": "Go Big or Go Home When you must use magic as a requirement for big magic, take +1 forward to those use magic rolls", - "spellslinger-move6": "Enchanted Clothing Pick an article of every-day clothing; it's enchanted without any change in appearence. Take -1 harm from any source that tries to get at you through the garment", - "spellslinger-move7": "Not My Fault +1 to act under pressure when dealing with the consequences of your own spellcasting", - "spellslinger-move8": "Practitioner Choose two of the use magic effects. You get +1 to use magic when choosing one of those effects", - "spellslinger-move9": "Shield Spell When you protect someone, you gain +2 armour against any harm that is transferred to you. This doesn't stack with any other armour", - "spellslinger-move10": "Third Eye When you read a bad situation you can open your third eye for a moment to take in extra information. Take +1 hold on any result of 7 or more, plus you can see invisible things. On a miss, you may still get 1 hold, but you're exposed to a supernatural danger. Unfiltered hidden reality is tough on the mind!", "extra-fixed-move": "And you get this", + "spellslinger-fixed-move1": "Tools and Techniques: To use your combat magic effectively, you rely on a collection of tools and techniques. Uncheck one; you'll need the rest.", + "spellslinger-fixed-move1.1": "Consumables: You need certain supplies - powders, oils, etc - on hand, some will be used up each cast. If you don't have them, when you cast, take 1 harm, ignore-armour.", + "spellslinger-fixed-move1.2": "Foci: You need wands, staves, and other obvious props to focus. If you don't have what you need, your combat magic does 1 harm less.", + "spellslinger-fixed-move1.3": "Gestures: You need to wave your hands around to use combat magic. If you're restrained, take -1 ongoing for combat magic.", + "spellslinger-fixed-move1.4": "Incantations: You must speak in an arcane language to control your magic. If you use combat magic without speaking, act under pressure to avoid scrambling your thoughts.", "combat-magic": "Combat Magic", "combat-magic-description": "You have attack spells you can use as weapons. When you kick some ass with your spells roll +Weird instead of +Tough. Sometimes you may need to act under pressure to cast your spells without problems", "combat-magic-pick": "pick three, with at least one base", @@ -503,15 +520,24 @@ "effect4": "Frost or Ice (Add '-1 harm, +2 armour'
          to a wall, or '+1 harm, restraining' to
          other bases)", "effect5": "Earth (Add 'forceful, restraining' to a
          base)", "effect6": "Necromantic (Add 'life-drain' to a base)", + "spellslinger-move1": "Advanced Arcane Training If you have two of your three Tools and Techniques at the ready then you may ignore the third", + "spellslinger-move2": "Arcane Reputation Pick three big organisations or groups in the supernatural community, which can include the more sociable types of monsters. They've heard of you and respect your power. Take +1 forward when you use manipulate someone on affected humans. You may also use manipulate someone on affected monsters, with no bonus", + "spellslinger-move3": "Could've Been Worse When you miss a use magic roll you can choose one of the following options instead of losing control of the magic", + "spellslinger-move3.1": "Fizzle: The preperations and materials for the spell are ruined. You'll have to start over from scratch with the prep time doubled", + "spellslinger-move3.2": "This is gonna suck: The effect happens, but you trigger all the glitches but one. You pick the one you avoid", + "spellslinger-move4": "Forensic Divination When you successfully investigate a mystery you may ask \"what magic was done here?\" as a free extra question", + "spellslinger-move5": "Go Big or Go Home When you must use magic as a requirement for big magic, take +1 forward to those use magic rolls", + "spellslinger-move6": "Enchanted Clothing Pick an article of every-day clothing; it's enchanted without any change in appearence. Take -1 harm from any source that tries to get at you through the garment", + "spellslinger-move7": "Not My Fault +1 to act under pressure when dealing with the consequences of your own spellcasting", + "spellslinger-move8": "Practitioner Choose two of the use magic effects. You get +1 to use magic when choosing one of those effects", + "spellslinger-move9": "Shield Spell When you protect someone, you gain +2 armour against any harm that is transferred to you. This doesn't stack with any other armour", + "spellslinger-move10": "Third Eye When you read a bad situation you can open your third eye for a moment to take in extra information. Take +1 hold on any result of 7 or more, plus you can see invisible things. On a miss, you may still get 1 hold, but you're exposed to a supernatural danger. Unfiltered hidden reality is tough on the mind!", "Spellslinger-advance1": "Take another Combat Magic pick", - "Spellslinger-advance3": "Regain a used Luck point", - "Spellslinger-advance4": "Take another Combat Magic pick", - "Spellslinger-advance5": "Cross off another option from tools and techniques", + "Spellslinger-advance2": "You may cross off another option from your Tools and Techniques", "Spooky": "Spooky", "luck-special-spooky": "As you spend Luck your Dark Side's needs will get nastier", "dark-side": "The Dark Side", "dark-side-description1": "Your powers have an unsavoury source, and sometimes you get tempted to do things you shouldn't. These could be orders from whatever granted you power, urges that bubble up inside you, or something else", - "dark-side-description2": "Whatever it is, it is unsettling", "dark-side1": "Violence", "dark-side2": "Depression", "dark-side3": "Secrets", @@ -538,12 +564,12 @@ "spooky-move4": "Premonitions At the start of each mystery, roll +Weird. On a 10+, you get a detailed vision of something bad that is yet to happen. You take +1 forward to prevent it coming true, and mark experience if you stop it. On a 7-9 you get clouded images of something bad that is yet to happen; mark experience if you stop it. On a miss, you get a vision of something bad to happen and the Keeper holds 3, to be spent 1-for-1 as penalties to rolls you make", "spooky-move5": "Hunches When something bad is happening (or just about to happen) somewhere that you aren't, roll +Sharp. On a 10+ you knew where you needed to go, just in time to get there. On a 7-9, you get there too late- in time to intervene, but not prevent it altogether. On a miss, you get there just in time to be in trouble yourself", "spooky-move6": "The Big Whammy You can use your powers to kick some ass, (2 harm, close, obvious, ignore-armour) When you do, roll +Weird instead of +Tough. On a miss you'll get magical backlash", + "spooky-move6.1": "Where is the creature right now?", + "spooky-move6.2": "What is it planning to do right now?", + "spooky-move6.3": "Who is it going to attack next?", + "spooky-move6.4": "Who does it regard as the biggest threat?", + "spooky-move6.5": "How can I attract its attention?", "spooky-move7": "Tune In You can attune your mind to a monster or minion. Roll +Weird. On a 10+ hold 3, 7-9 hold 1. On a miss the monster becomes aware of you. Spend one hold to ask the Keeper one of the following questions, and gain +1 ongoing while acting on the answers", - "spooky-move7.1": "Where is the creature right now?", - "spooky-move7.2": "What is it planning to do right now?", - "spooky-move7.3": "Who is it going to attack next?", - "spooky-move7.4": "Who does it regard as the biggest threat?", - "spooky-move7.5": "How can I attract its attention?", "spooky-move8": "Jinx You can encourage coincidences to occur the way you want. When you jinx a target, roll +Weird. On a 10+ hold 2, 7-9 hold 1. On a miss, the Keeper holds 2 over you to be used in the same way. Spend your hold to", "spooky-move8.1": "Interfere with a hunter, giving them -1 forward", "spooky-move8.2": "Help a hunter, giving them +1 forward by interfering with their enemy", @@ -559,14 +585,15 @@ "spooky-gear4": "Shotgun (3 harm, close, messy)", "spooky-gear5": "Big knife (1 harm, hand)", "Spooky-advance1": "Change some or all of your Dark Side tags", + "Spooky-advance2": "Gain a Mystical Library, like the Haven option of the Expert", "Spooky-advance3": "You discover how to use your powers at a lower cost. Delete one Dark Side tag", "Wronged": "Wronged", "luck-special-wronged": "When you spend Luck you find a dangerous lead on your prey", "who-you-lost": "Who You Lost", "who": "Who did you lose?", + "pick-some": "pick one or more", "lost-pick": "pick one or more of: parent(s), sibling(s), spouse/partner, child(ren), best friend(s)", "lost-save-them": "Why couldn't you save them? You were", - "pick-some": "pick one or more", "lost1": "At fault", "lost2": "Selfish", "lost3": "Injured", @@ -576,8 +603,8 @@ "lost7": "In denial", "lost8": "Complicit", "what-prey": "What Did It?", - "prey": "My Prey", "prey-breed": "with the Keeper's agreement, pick the monster breed", + "prey": "My Prey", "wronged-fixed-move1": "I Know My Prey You get +1 ongoing when knowingly investigating, pursuing, or fighting the breed of monster that caused your loss", "wronged-move1": "Berserk No matter how much harm you take, you can always keep going until the current fight is over. During a fight, the Keeper may not use harm moves on you and you cannot die. When the fight ends, all harm takes effect as normal", "wronged-move2": "NEVER AGAIN In combat, you may choose to protect someone without rolling, as if you had rolled a 10+, but you may not choose to \"suffer little harm\"", @@ -585,10 +612,10 @@ "wronged-move4": "Fervour When you manipulate someone roll +Tough instead of +Charm", "wronged-move5": "Safety First You have jury-rigged extra protection into your gear, giving you +1 armour (max 2 armour)", "wronged-move6": "Tools Matter With your signature weapon you get +1 to kick some ass", + "wronged-move6.1": "Stabilize the injury but the patient take -1 forward.", + "wronged-move6.2": "Heal 1 harm and stabilize for now, but it will return as 2 harm and become unstable again later.", + "wronged-move6.3": "Heal 1 harm and stabilize but the patient takes -1 ongoing until it's fixed properly.", "wronged-move7": "DIY Surgery When you do quick and dirty first aid on someone (including yourself), roll +Cool. On a 10+ it's all good, it counts as normal first aid, plus stabilise the injury and heal 1 harm. On a 7-9, it counts as normal first aid, plus one of these, your choice", - "wronged-move7.1": "Stabilise the injury but the patient take -1 forward", - "wronged-move7.2": "Heal 1 harm and stabilise for now, but it will return as 2 harm and become unstable again later", - "wronged-move7.3": "Heal 1 harm and stabilise but the patient takes -1 ongoing until it's fixed properly", "wronged-armour": "Protective wear suited to your look (1 armour)", "wronged-signature": "Signature Weapons", "wronged-gear1": "Sawn-off shotgun (3 harm, hand/close,
          messy, loud, reload)", @@ -607,7 +634,6 @@ "wronged-gear13": "Brass knuckles (1 harm, hand, stealthy)", "wronged-gear14": "Assault rifle (3 harm, close, area, loud, reload)", "wronged-vehicle": "Vehicles", - "wronged-vehicle-choice": "choose one, if you want it", "wronged-gear15": "Classic car", "wronged-gear16": "Classic motorcycle", "wronged-gear17": "Plain pickup", @@ -616,8 +642,518 @@ "Wronged-advance2": "Add one more option to your haven", "Wronged-advance3": "You track down the specific monster responsible fo your loss. The Keeper must make the next mystery about them", "Wronged-advance4": "Change the target of your vengeful rage. Pick a new monster breed; I know my prey now applies to them instead", + "Gumshoe": "Gumshoe", + "luck-special-gumshoe": "When you spend Luck, your next regular case will actually be a mystery for your hunter group, and the monster will focus their attention on you!", + "Gumshoe-Adv-harm": "Extra harm box", + "gumshoeCode": "Gumshoe Code", + "gumshoeCode-description": "With the agreement of the Keeper, pick a one-sentence Code that you adhere to.", + "gumshoeCode-example": "Example Codes: Murders must be punished. Monsters must be destroyed. Innocents must be saved. Laws must be enforced. Evil must be exposed. The weak must be protected from the powerful. Etc.", + "gumshoeCode-list": "Murders must be punished, Monsters must be destroyed, Innocents must be saved, Laws must be enforced, Evil must be exposed, The weak must be protected from the powerful, etc.", + "gumshoeCode-explain": "This Code defines you. Any time you violate your Code, you forfeit all Code-related moves (The Postman Always Rings Twice, The Long Goodbye) and the ability to spend Luck. These forfeits last until either the next mystery or you make amends. As long as you follow the Code, people will sense your sincerity; you receive +1 ongoing for manipulate someone and you may not be possessed or charmed by any sort of supernatural, alien, or demonic entity or item.", + "Gumshoe-fixed-move1": "Occult Confidential: The first time in each mystery that you observe a monster, minion, or phenomenon in action, you may ask one question from the investigate a mystery list.", + "Gumshoe-fixed-move2": "The Naked City: You have lots of personal contacts wherever you go. Pick four contact types from the following areas (or from other areas agreed to between you and the Keeper)", + "Gumshoe-fixed-move2-examples": "Academics, Accountants, Artists, Bartenders, Clergy, Conspiracy Theorists, Construction, Courts, Criminals (organised), Criminals (street), Cultists, Engineers, Espionage, Film and TV, Forensic Scientists, Fringe Scientists, Hackers, Journalists, Lawyers, Mechanics, Media, Medical Practioners, Military, Morgue, Occult, Police (local), Police (national), Politicians, Prisons, Private Security, Property Developers, Stage Magicians, Technologists, Transportation", + "Gumshoe-fixed-move2-continued": "You can hit them up for info (+1 to one investigate a mystery roll) or small favours - but there may be a small cost involved. Personal contacts can provide more significant help but the Keeper decides their price on a case-by-case basis.", + "Gumshoe-move1": "The Postman Always Rings Twice: Twice per mystery - as long as you follow your Code - you may reroll a roll.", + "Gumshoe-move2": "The Long Goodbye: You can't die with an open case. Specifically, you suffer all harm as normal but your death is postponed until you have either completed or abandoned the case, or you break your Code (then all bets are off).", + "Gumshoe-move3": "Jessica Jones Entry: When you double-talk your way into a secure location, roll +Charm. On a 10+ pick three, on a 7-9 pick two, on a fail pick one", + "Gumshoe-move3.1": "You don't leave any trace of what you searched.", + "Gumshoe-move3.2": "You find what you wanted.", + "Gumshoe-move3.3": "You find something else that's important.", + "Gumshoe-move3.4": "You don't piss anyone off.", + "Gumshoe-move3.5": "You aren't recognised.", + "Gumshoe-move4": "Out of the Past: You have a police buddy who will do you big favours. Get in touch with them when you need to redirect law enforcement attention, get a heads-up on what operations are planned, or access police files. You now owe them; expect them to collect on it soon.", + "Gumshoe-move5": "Asphalt Jungle: You heal faster than normal people. Any time your harm gets healed, heal 1 harm extra. You are immune to all the harm move effects under '0 harm' and '1 harm' (when the Keeper would apply these, you ignore them).", + "Gumshoe-move6": "Hacker with a Dragon Tattoo: When you hack into a computer system, roll +Sharp. On 10+ pick two, on a 7-9 pick one. You", + "Gumshoe-move6.1": "...leave no traces.", + "Gumshoe-move6.2": "...learn something important.", + "Gumshoe-move6.3": "...can leave misinformation in place.", + "Gumshoe-move6.4": "...gain access to somewhere you want to get in to.", + "Gumshoe-move7": "\"Just one more thing\": When you ask a suspect leading questions, roll +Charm. On a 10+ hold 2, on a 7-9 hold 1, on a miss hold 1 but something bad is going to happen too. Spend your hold 1-for-1 to ask questions from this list", + "Gumshoe-move7.1": "One question from the investigate a mystery list.", + "Gumshoe-move7.2": "Was that a lie?", + "Gumshoe-move7.3": "What is something you left out that you didn't want me to notice?", + "Gumshoe-move7.4": "Are you complicit with any ongoing criminal activity?", + "Gumshoe-move7.5": "Did you commit this specific crime?", + "Gumshoe-gear-base": "A laptop, and a liquor flask", + "Gumshoe-recording": "Recording Devices", + "Gumshoe-gear1": "Night vision camera", + "Gumshoe-gear2": "Tiny digital video camera", + "Gumshoe-gear3": "Film camera (8mm or 16mm)", + "Gumshoe-gear4": "Digital sound recorder", + "Gumshoe-gear5": "Cassette tape recorder", + "Gumshoe-gear6": "Remote-controlled camera drone", + "Gumshoe-gear7": "Laser microphone", + "Gumshoe-gear8": "SLR camera", + "Gumshoe-weapon": "P.I. Weapons", + "Gumshoe-gear9": "Brass knuckles (1 harm, hand, small)", + "Gumshoe-gear10": ".38 revolver (2 harm, close, reload, loud)", + "Gumshoe-gear11": "9mm (2 harm, close, loud)", + "Gumshoe-gear12": "Magnum (3 harm, close, reload, loud)", + "Gumshoe-gear13": "Shotgun (3 harm, close, messy, loud)", + "Gumshoe-gear14": "Switchblade (1-harm, hand, small)", + "Gumshoe-advance1": "Add an extra harm box on the Dying side", + "Gumshoe-advance2": "Gain a Haven (your office, perhaps), like the Expert, with two options", + "Gumshoe-advance3": "Add four additional or new contacts for Naked City", + "Gumshoe-advance4": "Turn one of your contacts into an ally", + "Hex": "Hex", + "luck-special-hex": "When you spend Luck, until the end of the mystery, backlash on your spells will be extra nasty.", + "hex-weapons": "Wizardly Weapons", + "hex-items": "Any magical items or amulets that you use to perform magic", + "hex-gear1": ".38 revolver (2 harm, close, reload, loud)", + "hex-gear2": "Shotgun (3 harm, close, messy, loud)", + "hex-gear3": "Athame (2 harm, hand, magic, silver)", + "hex-gear4": "Shillelagh (1 harm, hand, balanced)", + "hex-gear5": "Crossbow (2 harm, close, slow)", + "hex-gear6": "Staff (1 harm, hand, balanced, large)", + "hex-advmove": "Advanced Hex Moves", + "hex-advmove-desc": "When you take the corresponding Improvement, choose one of these", + "hex-advmove1": "Apotheosis: You become a terrifying fount of mystical power. Once per mystery, after you suffer loss or harm, you may enter a state where you have both immense power and zero interest in the well-being of others. While in this state, all of the following are true", + "hex-advmove1.1": "You can fly.", + "hex-advmove1.2": "Use +Weird to kick some ass instead of +Tough. For this, you use innate magic as a weapon with (3 harm and any properties you choose).", + "hex-advmove1.3": "Ignore the component costs of your rotes.", + "hex-advmove1.4": "Ignore one requirement of every spell you cast with use magic.", + "hex-advmove1.5": "You have +1 ongoing to do everything.", + "hex-advmove1.6": "You cannot use the protect someone move.", + "hex-advmove1.7": "You have all the Temptations, and you have to indulge them whenever a good opportunity presents itself.", + "hex-advmove1.8": "When you try to resist a Temnptation, roll +Cool. On a 10+, Apotheosis ends. On a 7-9, it ends with you doing something dangerous or cruel. On a miss, it ends only after you harm someone (or something) you love.", + "hex-advmove2": "Synthesis: You manage to conciliate your dark power with your moral impulses. You lose your Temptation. Whenever you use magic to help out or protect someone, you mark experience. Mark a second experience if you do it at the expense of your own safety.", + "hex-fixed-move1": "Bad Luck Charm: Whenever you use magic and miss, the backlash never affects you directly if there's someone else around to hit. It'll go for allies, other hunters, and innocent bystanders. Sometimes, every so often, it might even hit an enemy.", + "hex-move1": "Burn Everything: When you use magic to inflict harm, you can choose to inflict (3 harm, area, magic, obvious) or (3 harm, ignore-armour, magic, obvious).", + "hex-move2": "Cast the Bones: Once per mystery, you may perform some kind of divination (tarot, casting the runes, reading entrails, or something like that) to glean information about the future. When you do, roll +Sharp. On a 10+ hold 2, on a 7-9 hold 1. On a miss, you get some information, but it's not what you want to hear. Spend the hold 1-for-1 to ask any question from the investigate a mystery list, or from the following list", + "hex-move2.1": "What can I gain from this person/place/thing/creature?", + "hex-move2.2": "Who has touched this person/place/thing/creature before me?", + "hex-move2.3": "The Keeper will answer truthfully, with either a direct answer or how to find out more.", + "hex-move3": "Force of Will: When you apply your will to dispelling a magical effect, blocking a spell, or suspending a Phenomenon, roll +Weird. On a hit, momentary magics are cancelled completely, and long-lasting spells and effects are suspended temporarily. On a 10+, you can also spend Luck to instantly snuff out a powerful spell or strange effect. On a 7-9, you take 1 harm as the strain of dismissing magic unravels you.", + "hex-move4": "Luck of the Damned: After you use magic or cast a rote, take +1 forward.", + "hex-move5": "Sympathetic Token: As long as you carry a personal object belonging to someone, such as a lock of hair, a full set of toenails, or a treasured family heirloom, you get +1 ongoing to use magic against them. You can also use magic against them at a distance. If you miss, the token is lost, destroyed, or loses its power.", + "hex-move6": "This Might Sting: You can use magic to heal 3 harm, but the process is exceptionally painful. On a 7-9, it also leaves a gnarly scar.", + "hex-move7": "Wise Soul: Whenever you use magic, right before you roll, you can ask the Keeper what exactly would happen on a miss. If you dislike the risk, you can stop at the last second, and let the spell fizzle harmlessly. All of the effort is wasted.", + "temptation": "Temptation", + "temptation-desc1": "You have a dangerous drive that you pursue, sometimes to the exclusion of your own safety. Decide if your Temptation drove you to learn magic, or if learning magic drove you to it", + "temptation-desc2": "Whenever you give in to your Temptation and act accordingly, you mark experience. If a perfect opportunity presents itself, you need to act under pressure to resist giving in to your Temptation. If you fail this roll, you don’t mark experience like you would have if you’d willingly acted out your desires.", + "temptation-choose": "Choose one Temptation", + "temptation1": "Vengeance: Utilize magic to inflict disproportionate retribution on someone who wronged you.", + "temptation2": "Power: Utilize magic to exert your dominance over another.", + "temptation3": "Addiction: Utilize magic to do what you could do without it.", + "temptation4": "Callousness: Utilize magic without regard for the safety of others.", + "temptation5": "Carnage: Utilize magic to inflict gruesome violence.", + "temptation6": "Secrets: Utilize magic to discover forbidden, dangerous knowledge.", + "temptation7": "Glory: Utilize magic to steal someone’s thunder.", + "rotes": "Rotes", + "rote-desc1": "Whenever you use magic, you can decide afterwards that a particular spell is a Rote that you know. You know how to cast it off the top of your head. Write down in detail the name of the Rote, what it requires, and what it does on a 10+, a 7-9, and a miss. A Rote is a bit more powerful than a basic use magic spell; its glitches are less onerous and its effect may be a little bigger. Unlike regular use magic, the cost and consequences for failing a Rote are known to you in advance.", + "rote-desc2": "Choose two fixed requirements for each Rote from this list", + "rote-req1": "Magic words and ritual gestures.", + "rote-req2": "An object of power (wand, talisman, orb, staff, etc) which must be wielded.", + "rote-req3": "An expendable component such as sulfur, sage, or incense, which must be burned, blown, destroyed or scattered during the casting.", + "rote-req4": "Runes or symbols written or engraved on a surface (which must be prepared).", + "rote-req5": "A spilling of blood (1 harm to you or a willing participant).", + "rote-desc3": "After you cast it for the first time, treat each Rote as a custom move - a specialised version of use magic, which is built with the Keeper.", + "rote-list": "List of Rotes", + "rote-desc4": "You start out knowing up to one Rote, which you can choose when creating your character or during play. You can learn more by taking corresponding Improvements. When you do, you can choose the new Rote right away or in play.", + "rote-desc5": "You roll +Weird to cast a Rote, which requires you to have the needed items at hand and the ability to physically use them.", + "rote-name": "Rote Name", + "rote-reqs": "Requirements", + "rote-effect": "Effects", + "hex-advance1": "Take another Rote", + "hex-advance2": "or an additional Rote", + "hex-advance3": "Gain a Haven, like the Expert, with two options", + "hex-advance4": "Take another two Rotes", + "hex-advance5": "Choose one Advanced Hex Move", + "Pararomantic": "Pararomantic", + "luck-special-pararomantic": "When you spend Luck, mark one Relationship Status box. The Keeper will bring Fate of your Love into play.", + "relation": "Relationship Status", + "guide-name": "Guide Name", + "loving": "Loving", + "broken": "Broken", + "relation-second": "Second Relationship Status", + "guide-name-second": "Second Guide Name", + "bond": "Bond Abuse", + "bond1": "Whenever you do something to abuse the bond with your Guide, like acting against them, or not giving them enough attention, roll +Charm", + "bond1.1": "On a 10+, your action has no effect beyond the exchange of some angry words.", + "bond1.2": "On a 7-9, choose one of the Bond Abuse options below.", + "bond1.3": "On a miss, the Keeper may choose two of the Bond Abuse options below, or something worse.", + "bond2": "Bond Abuse options", + "bond2.1": "Mark one Relationship Status box.", + "bond2.2": "You may not channel the power of your Bond for the rest of the mystery.", + "bond2.3": "You gain the unwelcome attention of others of your Guide's kind.", + "bond2.4": "Someone who shouldn't know finds a clue about your relationship with your Guide.", + "bond-fate": "Fate of your Love", + "bond-fate-desc1": "There is a reason why your love with your Guide is forbidden or doomed. Invent this reason or leave it to the Keeper.", + "bond-fate-desc2": "Whenever you spend Luck, the truth of your love's Fate slowly unfolds. When you mark your last Luck point, it becomes clear that you cannot be together. Your Guide might even end up as an enemy, depending on how things go.", + "bond-fate-desc3": "Whenever you put yourself or somebody else in serious danger in order to conceal the truth about you and your Guide, mark experience.", + "pararomantic-fixed-move1": "Supernatural Guide: You have a (most likely intimate) connection to some supernatural being who is your guide into the world beyond. Choose if your relationship is secret or not", + "pararomantic-fixed-move1.1": "Determine what kind of creature your Guide is and how your relationship works. Say what kind of power they possess. The Keeper will decide how it works and define your Guide as a threat.", + "pararomantic-fixed-move1.2": "If your Guide is another hunter, determine together how your relationship works.", + "pararomantic-fixed-move1.3": "Whenever you would roll +Weird, you can roll +Charm instead, by channeling the power of your Bond. When you do so and miss, in addition to the usual consequences, you and your Guide suffer as when you miss a roll for Bond Abuse.", + "pararomantic-move1": "Bonding Time: If you spend some quality time with your Guide instead of working on the current mystery, you can roll +Charm. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 to", + "pararomantic-move1.1": "Erase one used Relationship Status mark.", + "pararomantic-move1.2": "Use a Pararomantic move you haven't picked.", + "pararomantic-move1.3": "Receive a gift from your Guide.", + "pararomantic-move1.4": "Take +1 forward.", + "pararomantic-move2": "Dark Desires: You may use manipulate someone on monsters, as long as you are using emotional ties.", + "pararomantic-move3": "The Power of Love: When you use help someone to help your Guide, don't roll +Cool. You automatically help as though you'd rolled a 10. If your Guide is another hunter, the same applies when they use help someone to help you.", + "pararomantic-move4": "Do As The Supernatural Do: You can take an unnatural move from your Guide's playbook (if they are a hunter). If they are a monster, choose a move from a suitable supernatural playbook. The Keeper may offer you a custom move instead.", + "pararomantic-move5": "I Am Theirs And They Are Mine: Whenever you are in danger, your Guide knows it. If your Guide is suffering harm (and it's feasible), you can spend Luck to redirect the attack onto yourself as if you have rolled 10+ with protect someone. If you are suffering harm, you can decide that your Guide has protected you and is suffering this harm instead. If you choose this, roll for Bond Abuse.", + "pararomantic-move6": "Monster Empathy: When you try to work out what a supernatural creature desires, roll +Charm. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 to ask the following questions - the Keeper will answer honestly", + "pararomantic-move6.1": "What do they most desire?", + "pararomantic-move6.2": "What would they accept as good enough for now?", + "pararomantic-move6.3": "What would distract them?", + "pararomantic-move7": "Spirit Touched: Your experiences have made you sensitive to the supernatural. When you sense magical things, roll +Weird. On a 10+, you can sense them fully. On a 7-9, choose: either sense them fully but they notice you too, or you sense only impressions.", + "pararomantic-equip": "Normal Equipment", + "pararomantic-gear1": "Golf club, baseball bat, cricket bat, or hockey stick (2 harm, hand, innocuous, messy)", + "pararomantic-gear2": "Pocket knife or multitool (1 harm, hand, useful, small)", + "pararomantic-gear3": "Small handgun (2 harm, close, loud, reload)", + "pararomantic-gear4": "Bicycle", + "pararomantic-gear5": "Fairly new car in decent condition", + "pararomantic-gear6": "Motorcycle", + "pararomantic-gift": "Gift from your Guide, which must be periodically recharged by interactions with them", + "pararomantic-gift1": "Part of their body, eg. a vial of blood, lock of hair, tears in a phial, fairy dust, etc. It either helps you heal, or counts as a weakness against a specific kind of monster.", + "pararomantic-gift2": "Piece of jewelry, eg. a golden ring, tribal pendant, silver locket, etc. It either provides armour (1 armour, magic) or protects you from the powers of a specific kind of monster.", + "pararomantic-gift3": "A memento of the time when they were human, eg. a portrait/photo from life, diary, favourite hat, doll, lighter, etc. It provides +1 to Bond Abuse rolls.", + "pararomantic-gift4": "A strange or antique weapon, eg. a family sword, ancient staff, holy mace (2 harm, hand, messy), etc. Additionally, add '+magic', '+silver', '+holy', or '+iron' tag to the weapon.", + "pararomantic-advance1": "Take a second Gift from your Guide or add another property to an existing gift", + "pararomantic-advance2": "Change your Guide, as you fall for another supernatural being", + "pararomantic-advance3": "Gain a second Guide. Track the Relationship Status of both Guides separately. Both Guides initially hate each other, but this could change through play. All moves that applied to your original Guide can now apply to either one", + "pararomantic-advance4": "Erase all marks from the Relationship Status track(s)", + "Searcher": "Searcher", + "searcher-extra-luck": "Extra Luck point", + "searcher-extra-luck-desc": "Use if you have the corresponding First Encounter move", + "luck-special-searcher": "When you spend Luck, your First Encounter comes up in play. It could be a flashback, new occurrence, or related event.", + "searcher-gear-base": "A laptop, a car or motorcycle, a camera, and binoculars", + "searcher-tools": "Investigation Tools", + "searcher-gear1": "A bag of cameras and microphones", + "searcher-gear2": "Forensic tools", + "searcher-gear3": "Ghost hunting tools", + "searcher-gear4": "Scientific measuring tools", + "searcher-gear5": "Cryptid hunting gear", + "searcher-gear6": "Historical documents and witness reports of strange events", + "searcher-gear7": "Maps, blueprints, and building reports for significant places", + "searcher-weapon": "Self-defence Weapons", + "searcher-gear8": "Walking stick (1 harm, hand, innocuous)", + "searcher-gear9": "Small handgun (2 harm, close, reload, loud)", + "searcher-gear10": "Small knife (1 harm, hand, messy)", + "searcher-gear11": "Martial arts training (1 harm, hand, innocuous)", + "searcher-gear12": "Incapacitating spray (0 harm, hand, irritating)", + "searcher-gear13": "Heavy flashlight (1 harm, hand, innocuous)", + "searcher-fixed-move1": "First Encounter: One strange event started you down this path, sparking your need to discover the truth behind the unexplained. Decide what that event was, pick a category below and take the associated move. Then tell everyone what happened to you (or someone close to you).", + "searcher-fixed-move1.1": "Cryptid Sighting: You take note of any reports of strange creatures. Whenever you first see a new type of creature, you may immediately ask one of the investigate a mystery questions.", + "searcher-fixed-move1.2": "Zone of Strangeness: Things are not fixed. You never need to act under pressure when supernatural forces alter the environment around you, and you get protection (2 armour) against harm from sudden changes to the laws of physics.", + "searcher-fixed-move1.3": "Psychic Event: Your mind is awakened. You may act under pressure to use the sensitive weird move, or (if you already have sensitive) the empath weird move.", + "searcher-fixed-move1.4": "Higher Power: Something looks out for you. You start with an extra Luck point.", + "searcher-fixed-move1.5": "Strange Dangers: You are always watching for hazards. When you have no armour, you still count as having protection (1 armour).", + "searcher-fixed-move1.6": "Abduction: They taught you hidden knowledge. Gain +1 to any move when you research strange or ancient secrets to do it.", + "searcher-fixed-move1.7": "Cosmic Insight: You have encompassed the soul of the universe. You never need to act under pressure due to feelings of fear, despair, or isolation.", + "searcher-move1": "Prepared to Defend: Even truth-seekers need to fight sometimes. Whenever you suffer harm when you kick some ass or protect someone, you suffer 1 harm less.", + "searcher-move2": "Fellow Believer: People understand you've also known strangeness. Bystanders will talk to you about weird things they would not trust another hunter (or a mundane official) to believe.", + "searcher-move3": "Guardian: You have a mystical ally (perhaps a spirit, alien, or cryptid) who helps and defends you. Define them, and their powers, with the Keeper's agreement. Their look is one of: invisible, an intangible spirit thing, a weird creature, disguised as an animal, or disguised as a person.", + "searcher-move4": "Just Another Day: When you have to act under pressure due to a monster, phenomenon, or mystical effect, you may roll +Weird instead of +Cool.", + "searcher-move5": "Network: You may gain an ally group of others who had experiences similar to your First Encounter - perhaps they're a support group or a hobbyist club. Detail up to five members with useful skills related to what happened to them (none are up for fighting monsters).", + "searcher-move6": "Ockham's Broadsword: When you first encounter something strange, you may ask the Keeper what sort of thing it is. They will tell you if it (or the cause) is: natural, an unnatural creature, a weird phenomenon, or a person. You gain +1 forward dealing with it.", + "searcher-move7": "The Things I've Seen: When you encounter a creature or phenomenon, you may declare that you have seen it before. The Keeper may ask you some questions about that encounter, and will then tell you one useful fact you learned and one danger you need to watch out for (maybe right now).", + "searcher-advance1": "Take a second First Encounter move, based on a recent mystery", + "searcher-advance2": "Resolve your First Encounter. The Keeper makes the next mystery about this event, and should try to answer all remaining questions about it during the mystery (although there are sure to be new threads to investigate after...)", + "Exile": "Exile", + "luck-special-exile": "When you spend Luck, you'll find something from your original life. Maybe something good, maybe something bad.", + "exile-origin": "Origin", + "exile-origin-desc1": "You were taken from your home in the past, and dropped into the modern world with only what you were carrying.", + "exile-origin-desc2": "Your nemesis came to the modern world as well, and is aware that you followed them. They will try and kill you if you don't kill them first. Decide who or what they are (with the Keeper's agreement).", + "exile-origin-desc3": "How did you get transported to the modern day?", + "exile-origin1": "You were pursuing your nemesis.", + "exile-origin2": "Your nemesis had already travelled to the future, so you (or your comrades) cast a spell to send you after it.", + "exile-origin3": "Magical accident or side-effect.", + "exile-origin4": "You angered a sorcerer.", + "exile-origin5": "Divine intervention.", + "exile-origin6": "One moment you were there, the next you were here.", + "exile-origin7": "A strange place or artifact brought you.", + "exile-origin8": "You were frozen, and recently unearthed and revived.", + "exile-move1": "Adept Sorcerer: You have a familiar spirit (usually in the guise of a pet) that counts as an ally: subordinate (motivation: to follow your exact instructions).", + "exile-move2": "Warrior: If you are fighting with (and against) old-fashioned hand weapons and suffer harm, you suffer 1 harm less. Monster attacks almost always count as old-fashioned for this move.", + "exile-move3": "Traditional Remedies: You can treat injuries without any need for modern medical supplies (although you might need someone to hold the patient down). Dealing with a poison, infection, or disease might need you to track down some specific ingredients (eg. healing herbs).", + "exile-move4": "Immortal Name: Your monster-hunting exploits are legendary, so much that your name still scares monsters and minions. You may use threats to use the move manipulate someone on monsters if they understand enough to have heard stories about you.", + "exile-move5": "Hearty Constitution: You never suffer from normal illnesses, and get +1 ongoing against magical illnesses and poisons. You've been through worse.", + "exile-move6": "Confused: Mark experience whenever your bafflement with the modern world gets in the way of monster-hunting.", + "exile-move7": "Ancient Magics: You learned magic when less lore had been lost. When you use magic, on a 7-9, don't choose a glitch. Instead, take -1 forward.", + "exile-move8": "Learned: You researched all the legends and tales of monsters in your home time. When you investigate a mystery, you can ask the Keeper questions from the following list as well as from the usual list", + "exile-move8.1": "Did this creature (or this type of creature) exist in my home time?", + "exile-move8.2": "What defenses are effective against this creature?", + "exile-move8.3": "What do I know about this creature that has been forgotten?", + "exile-armour": "Ancient Armour (0 armour or, 1 armour) appropriate to your origin", + "exile-item": "Whatever you were carrying when you were transported; most likely a monster-hunting kit in some easy-to-carry bag appropriate to your origin", + "exile-weapon": "Ancient Weapons", + "exile-gear1": "Sword (2 harm, hand, messy)", + "exile-gear2": "Axe (2 harm, hand, messy)", + "exile-gear3": "Big sword (3 harm, hand, messy, heavy)", + "exile-gear4": "Big axe (3 harm, hand, messy, heavy)", + "exile-gear5": "Shield (1 harm, hand, 1 armour), (cannot be used at the same time as a heavy weapon)", + "exile-gear6": "Silver knife (1 harm, hand, silver)", + "exile-gear7": "Bow (2 harm, close)/(1 harm, far)", + "exile-gear8": "Crossbow (2 harm, close, slow)", + "exile-gear9": "Handgonne (1 harm, hand/close, loud, volatile, smokey, reload)", + "exile-gear10": "Arquebus (2 harm, close, loud, volatile, heavy, smokey, reload)", + "exile-gear11": "Spear (2 harm, hand/close)", + "exile-gear12": "Big knife (1 harm, hand)", + "exile-gear13": "Cudgel (1 harm, hand)", + "exile-gear14": "Martial arts (1 harm, hand)", + "exile-ally": "you find one of your old comrades, who has come to join you in the modern day", + "exile-advance1": "Find a cache of objects left for you by your comrades in the past. The Keeper will decide what's in it, but it will be things that they expected you would need in the future", + "exile-return": "Optionally, you may return home to the past", + "exile-advance2": "When you use magic, you may choose to 'create a gateway between the modern world and my home' as an effect. You cannot control who uses the gateway or exactly where it opens at the other end", + "Hardcase": "Hard Case", + "luck-special-hardcase": "When you spend Luck, an enemy from your past comes back into your life. They aren’t happy to see you.", + "hardcase-adv-harm": "Extra harm box", + "hardcase-fixed-move1": "Unstoppable: When you spend Luck to avoid harm you are about to suffer, additionally remove all harm you had already suffered. Once per mystery, when you are about to take major damage (2 harm or more), change it to just 1 harm.", + "hardcase-move1": "FINISH HIM!: Whenever you inflict a massive injury (3 harm or more), you may immediately follow up with another attack. Roll +Tough. On a 10+, double the harm you cause. On a 7-9, you inflict 1 harm extra. On a miss, you leave yourself open and vulnerable.", + "hardcase-move2": "Weapon Master: When you take possession of a new weapon, you may change or remove one tag when you are using it (eg. 'heavy' becomes 'ignore-armour', or 'unreliable' is removed). The changed tag only applies for you. When you get this move, apply it to all your current weapons.", + "hardcase-move3": "Aim For The Weak Spot: Your unarmed and hand weapon attacks all get the 'ignore-armour' tag.", + "hardcase-move4": "Inspired Guesswork: Once per mystery, when you observe a monster in action, you may investigate a mystery to discover its powers, motivations, or weaknesses. It works even if what you asked about wasn't displayed; you work it out by deduction (or guessing).", + "hardcase-move5": "Come Get Some: You can challenge your foes to fight you alone, maybe in words or maybe just by being the biggest and baddest in the team. Roll +Tough. On a 10+, they all go for you. On a 7-9, they go for you, mainly, but maybe one or two of your comrades are getting marked too. On a miss, they come for you harder than you expected.", + "hardcase-move6": "Property Damage: You can smash your way through almost anything. If it is at all possible to destroy an inanimate object with the tools at your disposal, you can roll +Sharp to work out how. On a 10+, you can pulverize it, no trouble. On a 7-9, it will either take a long time, or you can't break it all down - your choice. On a miss, you hurt yourself getting it done, or get trapped in a bad spot.", + "hardcase-weapons": "Hard Case Weapons", + "hardcase-gear1": "Crowbar (2 harm, hand, messy)", + "hardcase-gear2": "Chainsaw (3 harm, hand, messy, unreliable, loud, heavy)", + "hardcase-gear3": "Automatic shotgun (3 harm, close, loud, reload, auto)", + "hardcase-gear4": "Huge knife (2 harm, hand, messy)", + "hardcase-gear5": "Hand cannon (3 harm, close, loud)", + "hardcase-gear6": "Submachinegun (2 harm, close, reload, auto)", + "hardcase-gear7": "Battered assault rifle (3 harm, close/far, auto)", + "hardcase-normal": "Normal Weapons", + "hardcase-gear8": ".38 revolver (2 harm, close, reload, loud)", + "hardcase-gear9": "Shotgun (3 harm, close, messy, loud)", + "hardcase-gear10": "Hunting rifle (2 harm, far, loud)", + "hardcase-gear11": "9mm (2 harm, close, loud)", + "hardcase-gear12": "Big knife (1 harm, hand)", + "hardcase-gear13": "Magnum (3 harm, close, reload, loud)", + "hardcase-advance1": "Gain command of a team of monster-hunters", + "hardcase-advance2": "Add an extra harm box on the Dying side", + "Luchador": "Luchador", + "luck-special-luchador": "The Luchador is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "luchador-fixed-move1": "Signature Move: Like every great wrestler, you have perfected a signature move for the ring. It works outside the ring as well.", + "luchador-fixed-move1.1": "When you unleash your signature move on something, roll +Tough. On a 10+, you do 2 harm and take +1 forward. On a 7-9, you do 1 harm and take +1 forward. On a miss, your opponent counters the move.", + "luchador-move1": "Master Técnico: When fighting unarmed, you get +1 to kick some ass and help out.", + "luchador-move2": "Intensive Training: Take +1 Tough (max +3).", + "luchador-move3": "Noble Heroism: When you successfully protect someone, give a nearby hunter +1 forward.", + "luchador-move4": "Consummate Athlete: You get +1 ongoing for vigorous physical feats (outside of combat).", + "luchador-move5": "Machismo!: Hah! You think that really hurt? By force of will, you can ignore pain and injury. When you suffer harm and just tough it out, roll +Cool. On a 10+, you heal 1 harm and gain +1 forward. On a 7-9, you heal 1 harm. On a miss, pretending to be tough you suffer 1 extra harm, in an embarrassing way if possible.", + "luchador-move6": "Daredevil Move: You can attempt a tricky, high risk manoeuver to gain an advantage on an opponent. Roll +Tough. On a 10+ pick three, on a 7-9, pick one", + "luchador-move6.1": "Interrupt a move someone or something else is making, so they can't do it yet.", + "luchador-move6.2": "Take +1 forward.", + "luchador-move6.3": "Give another hunter +1 forward.", + "luchador-move6.4": "Inflict 2 harm if you are unarmed, and your weapon's harm if you are armed.", + "luchador-move6.5": "You don't suffer harm in return.", + "luchador-move6.6": "On a miss, you suffer 1 harm from your failed move, and leave yourself open to your foes.", + "luchador-move7": "Inspiring Speech: When you rally a group with your ringside style, roll +Charm. On a 10+, they are pumped and ready to risk life and limb for the cause. On a 7-9, they are ready to pitch in their help, as long as there is little personal risk. Choose one thing for them to do", + "luchador-move7.1": "Act as an angry mob, unleashed at the target you name.", + "luchador-move7.2": "Be a vigilant watch force.", + "luchador-move7.3": "Go wherever you tell them to.", + "luchador-move7.4": "Help construct a trap.", + "luchador-move7.5": "On a miss, you lose face with the bystanders.", + "luchador-move8": "Sly Rudo: When you fight, you fight dirty. When you inflict harm on a monster, you can lure it into a trick. Roll +Sharp. On a 10+, the monster really fell for it, inflict +1 harm and +1 ongoing vs. the monster. On a 7-9, the monster fell for it, inflict +1 harm. On a miss, your trick backfires.", + "luchador-move9": "Fan Following: Your exploits in the ring have not gone unnoticed. When you contact a devoted fan to help you with a mystery, roll +Charm. On a 10+, they're available and helpful - they can fix something, give you a lift, or do some other favour. On a 7-9, they're prepared to help, but it's either going to take some time or you're going to have to do part of it yourself. On a miss, you burn some bridges.", + "luchador-weapons": "Normal Weapons", + "luchador-gear1": ".38 revolver (2 harm, close, reload, loud)", + "luchador-gear2": "9mm (2 harm, close, loud)", + "luchador-gear3": "Shotgun (3 harm, close, messy, loud)", + "luchador-gear4": "Heavy chain (2 harm, hand, area)", + "luchador-gear5": "Sledgehammer (3 harm, hand, messy)", + "luchador-gear6": "Big knife (1 harm, hand)", + "luchador-gear7": "Brass knuckles (1 harm, hand, stealthy)", + "luchador-vehicle": "Stylish Vehicle", + "luchador-gear8": "Foreign sports car", + "luchador-gear9": "Giant off-road vehicle", + "luchador-gear10": "Limo and chauffeur", + "luchador-gear11": "Tricked out motorcycle", + "luchador-gear12": "Van with custom paint job", + "luchador-ally": "another wrestler who has chosen to fight monsters with you", + "luchador-advance1": "Gain a Haven, like the Expert, with two options", + "Meddlingkid": "Meddling Kid", + "luck-special-meddlingkid": "When you spend Luck, you will see something you weren’t supposed to see. It might help you with your current mystery or it might just scare you.", + "meddlingkid-animal": "Animal Allies", + "meddlingkid-animal-desc": "Animal allies follow the normal rules for allies, except for communication. Animal allies can understand commands about as well as a very clever dog (regardless of what sort of animal they are).", + "meddlingkid-move1": "Unmasked!: When you have a monster captured or at bay, you may explain it is not a monster after all but a specific person in a mask. You must explain the real reason for all the seemingly supernatural events you have seen, and how the villain was behind them. When you reveal the culprit, roll +Sharp. On a 10+, your deduction is correct and it really is that person in a mask! On a 7-9, the Keeper must choose one of", + "meddlingkid-move1.1": "This really is a monster, but the named bystander was secretly their ally all along.", + "meddlingkid-move1.2": "You are correct, but while you talked, they found a way to attempt an escape.", + "meddlingkid-move1.3": "The explanation for all the events is correct but you picked the wrong person; when you unmask them, the villain is someone unexpected.", + "meddlingkid-move1.4": "On a miss, the monster gets an opportunity to create chaos while you explain your (incorrect) deductions.", + "meddlingkid-move2": "Power Snack: Pick a favourite snack food. Whenever you take a moment to eat some and enjoy it, take +1 forward.", + "meddlingkid-move3": "Wallop!: When you use an improvised weapon to attack something, you may choose one of these extra effects", + "meddlingkid-move3.1": "Inflict 1 harm.", + "meddlingkid-move3.2": "Momentarily stun them with a blow to the head.", + "meddlingkid-move3.3": "Trip or entangle them.", + "meddlingkid-move3.4": "Inflict 2 harm but the improvised weapon breaks.", + "meddlingkid-move4": "It's A Trap!: When you make a trap to capture a monster or minion, roll +Sharp. On a hit, you capture something! On a 10+, you can choose one of these extra effects", + "meddlingkid-move4.1": "It will take some time for the victim to get free.", + "meddlingkid-move4.2": "The trap inflicts harm (as an improvised weapon).", + "meddlingkid-move4.3": "The trap may be reset and reused later. Roll the move again when you do so, with +1 forward.", + "meddlingkid-move5": "Tell Me The Truth!: When you are questioning somebody to investigate a mystery, you may ask questions from the following list as well as from the usual list", + "meddlingkid-move5.1": "Who has something to gain from this situation?", + "meddlingkid-move5.2": "What are you plotting?", + "meddlingkid-move5.3": "Are you lying to me?", + "meddlingkid-move5.4": "Who knows about _____?", + "meddlingkid-move6": "Run Away!: When you decide to get out of a bad situation, you can get away just fine. Unfortunately you will end up somewhere just as bad, that is important to the current mystery.", + "meddlingkid-move7": "A Pleasant and Friendly Manner: When you politely manipulate someone, your impeccable manners always count as a reason for the person to do what you say.", + "meddlingkid-gadgets": "Mystery-solving Gadgets", + "meddlingkid-gear1": "Magnifying glass", + "meddlingkid-gear2": "Microscope", + "meddlingkid-gear3": "A van", + "meddlingkid-gear4": "Library card", + "meddlingkid-gear5": "Chemistry kit", + "meddlingkid-gear6": "A set of walkie-talkies", + "meddlingkid-gear7": "Fingerprint kit", + "meddlingkid-gear8": "Camera", + "meddlingkid-ally": "someone to join the gang, it may be an animal (most likely a dog or a cat)", + "Sidekick": "Sidekick", + "luck-special-sidekick": "The Sidekick is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "hero": "Hero", + "hero-desc1": "Pick one of the other hunters to be your hero. This is the person you decided is such an awesome monster-hunter that you are going to spend your time helping them out.", + "hero-desc2": "Decide what your relationship is, with agreement from the hero's player. Eg. an older sibling, a parent, a friend who was always better than you, perhaps they saved you from a monster, or you found out about their monster hunting by accident, etc. Optionally, you may choose to copy some aspect of your hero's looks.", + "hero-desc3": "When your hero's player has picked their ratings, ask them which is highest. You've been trying to be like them, so you get an extra +1 to that rating. If they have a tie for highest, you can pick which one you put your +1 on.", + "sidekick-fixed-move1": "There's no 'I' in 'Team': You get +1 ongoing to help out; +2 ongoing, if you are helping out your hero.", + "sidekick-move1": "Caddy: You carry all your hero's stuff around. That means you can use anything from their gear list, unless they are currently holding it. Plus, if the item is not unique, you carry spares. For anything like that, you can use one of the spares even if your hero is currently using it.", + "sidekick-move2": "As You Wish: Mark experience whenever your hero orders or requests that you do something you don't want to do, and you go ahead and do it.", + "sidekick-move3": "Bodyguard: If something bad is going to happen to your hero, your comrades, or a bystander, and you are right there, you may throw yourself in harm's way. Whatever was going to happen to them happens to you instead.", + "sidekick-move4": "Me Too!: If your hero makes a roll for a move, and you copy what they did (i.e. the same move), you may choose not to roll. Instead, use the outcome of your hero's roll.", + "sidekick-move5": "I Can Make You Look Good: If you help out your hero, you may choose to change the outcome of your dice roll with the outcome of their original dice roll.", + "sidekick-move6": "Journeyman (or Journeywoman): Take a move that your hero has.", + "sidekick-hero-weapon": "Hero's Weapon (from your hero's gear options)", + "sidekick-weapons": "Sidekick Weapons", + "sidekick-gear1": ".38 revolver (2 harm, close, reload, loud)", + "sidekick-gear2": "Shotgun (3 harm, close, messy, loud)", + "sidekick-gear3": "Baseball bat (2 harm, hand)", + "sidekick-gear4": "9mm (2 harm, close, loud)", + "sidekick-gear5": "Big knife (1 harm, hand)", + "sidekick-ally": "another sidekick for your hero, your junior", + "sidekick-advance1": "Change playbooks to the same as your hero (overrides the rule that only one of each playbook may be in play)", + "sidekick-advance2": "Change your hero; pick another hunter to be your new hero", + "Snoop": "Snoop", + "luck-special-snoop": "When you spend Luck, you’re going to suffer some technical difficulties, eg. breakdowns, communication problems, weird noises in the recordings, etc.", + "snoop-crew": "Crew", + "snoop-crew-desc1": "Decide if your crew are made up of the other hunters, or if you have your own entourage. If they are other people, there are 1-3 of them. Pick a name and job for each. If it's the other hunters, decide together who gets which job.", + "snoop-crew-desc2": "Crew jobs: camera, sound, editing, dogsbody, researcher, driver, director, producer, bodyguard, etc.", + "snoop-move1": "\"What Does That Feel Like?\": When you put your camera/microphone right in a person's face, they automatically break off whatever they are doing. They might go right back to it after they deal with you, but you'll create enough time for everyone else to act in the meantime.", + "snoop-move2": "Minor Celebrity: At the beginning of each mystery, roll +Weird. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 during the mystery to have someone you meet know of you in a positive light (maybe they read your blog, listen to your podcast, or watch your Internet/TV show, etc). You may end up getting asked for autographs or given 'hot' leads, too.", + "snoop-move3": "We'll Fix It In Post: You can use anything you could conceivably have recorded as evidence for investigate a mystery, allowing you to check previous interviews, attack sites, and so on, from the comfort of your laptop.", + "snoop-move4": "I'm A Reporter!: When you investigate a mystery by talking to witnesses, interviewing locals, or anything else requiring interpersonal skills, roll +Charm instead of +Sharp.", + "snoop-move5": "Truthiness: Whatever you tell a normal person, they'll accept that you think it's true. If it's far out, they might think you're crazy, but they won't think you're lying.", + "snoop-move6": "The Mojo Wire: When you read all the current news feeds looking for the weird and crazy stuff, take +1 forward.", + "snoop-move7": "Relaxed Producer: You're employed, with a regular paycheck and little or no oversight. As long as you send in a story every few days, no matter how bizarre, you're set. Every now and again, they'll send you somewhere in particular, and when that happens it usually involves supernatural activity; unless they need human interest, in which case it will be a kitten show or agricultural fair or something.", + "snoop-gear-base": "A laptop", + "snoop-recording": "Recording Devices", + "snoop-gear1": "Digital video camera", + "snoop-gear2": "Tiny digital video camera", + "snoop-gear3": "Film camera (8mm or 16mm)", + "snoop-gear4": "Digital sound recorder", + "snoop-gear5": "Cassette tape recorder", + "snoop-gear6": "Infrared video camera", + "snoop-gear7": "Pro sound gear with boom mike", + "snoop-gear8": "Remote controlled camera drone", + "snoop-gear9": "Starlight camera", + "snoop-gear10": "Steadicam rig", + "snoop-gear11": "Laser microphone", + "snoop-gear12": "SLR camera", + "snoop-detector": "Detectors", + "snoop-gear13": "Electromagnetic field detector", + "snoop-gear14": "Temperature fluctuation detector", + "snoop-gear15": "Ouija board", + "snoop-gear16": "Humidity meter", + "snoop-gear17": "Dowsing rods", + "snoop-gear18": "Chemistry test kit", + "snoop-gear19": "Metal detector", + "snoop-gear20": "Compass", + "snoop-gear21": "GPS receiver", + "snoop-gear22": "Laser rangefinder", + "snoop-gear23": "Pendulum", + "snoop-weapon": "Subtle Weapons", + "snoop-gear24": ".32 revolver (2 harm, close, reload, small)", + "snoop-gear25": "9mm (2 harm, close, loud)", + "snoop-gear26": "Knife (1 harm, hand, hidden)", + "snoop-gear27": "Multitool/pocket knife (1 harm, hand, hidden, useful)", + "snoop-advance1": "Gain a Haven, like the Expert, with one option plus a film lab", + "snoop-ally": "possibly one of your existing crew members, or the whole crew as an ally team", + "Summoned": "Summoned", + "luck-special-summoned": "When you spend Luck, another sign of the Apocalypse will come to pass. When you have spent all your Luck, the Apocalypse begins.", + "apocalypse": "Apocalypse", + "apocalypse-desc1": "You are destined to bring about the Apocalypse. You may or may not know about it yet, but you have at least come across some hints of your destiny.", + "apocalypse-desc2": "Pick a sign of the Apocalypse, with help from the Keeper (and maybe the rest of the group) that has already been revealed to you. Whenever you spend Luck, you'll trigger another sign of the Apocalypse. You can suggest what it might be, but it will be the Keeper's job to bring the sign into the story.", + "apocalypse-sign-example": "Example signs", + "apocalypse-sign-list": "Betrayal, An army of monsters rises, Rain of fire, Eternal darkness, Things from beyond, Take your throne, Red sun, The Portal opens, Plague, Learn your true name, The Stars are Right Breaking the Seal, Murder of the King, The Beast slouches into the world, Become the Dragon, The Coronation, Your Hosts assemble, The fall of the Tower, The seas boil, Natural disasters, Judgement Day, World war, Famine, Ancient Evil reborn", + "apocalypse-desc3": "When you have spent all your Luck, the Apocalypse is imminent. It's up to you to stop, or cause, the end of the world. Your call.", + "summoned-fixed-move1": "Freakish: You're weird, and people react badly. You cannot use manipulate someone on a person until you prove yourself to them first (this includes the other hunters, and it's up to them to decide when you have proved yourself). Until then, people will just try to get away from you. You can spend Luck to have a person take to you. Don't roll manipulate someone; they act as though you'd rolled a 12. On the other hand, you can use manipulate someone on monsters that can reason and talk (but they always want something really bad).", + "summoned-move1": "What Are You Looking At?: When you talk to a monster (capable of reason and speech), they will recognize you and your potential. If you ask them what they know, pick one for the Keeper to reveal", + "summoned-move1.1": "Tell me something about where I'm from.", + "summoned-move1.2": "Tell me something about my destiny.", + "summoned-move1.3": "Tell me something about who I really am.", + "summoned-move1.4": "Tell me something about the Apocalypse.", + "summoned-move2": "Should I Feel That?: Your body has 2 armour. This does not stack with any other armour.", + "summoned-move3": "Mayhem!: When you grab a nearby large object and use it as an improvised weapon, first determine how much damage it will do.", + "summoned-move3-guide": "Guidelines", + "summoned-move3.1": "Fire extinguisher, fence post, furniture, etc: 2 harm", + "summoned-move3.2": "Motorcycle, lamppost, masonry chunk, etc: 3 harm", + "summoned-move3.3": "Car, dumpster, boulder, etc: 4 harm", + "summoned-move3.4": "Bus, truck, wall, etc: 5 harm", + "summoned-move3-desc": "After you inflict harm with it (with a kick some ass roll or otherwise), roll +harm your weapon actually caused. On a miss, you use it without trouble. On a 7-9 pick one side effect, on a 10+ pick two", + "summoned-move3.5": "You hurt someone nearby as well as your target.", + "summoned-move3.6": "You make something about the situation worse.", + "summoned-move3.7": "You lose control of your improvised weapon.", + "summoned-move3.8": "You cause massive property damage.", + "summoned-move3.9": "Your improvised weapon breaks.", + "summoned-move4": "Absolute Badass: Take +1 Tough (max +3).", + "summoned-move5": "Screw You: Spend Luck to get +1 ongoing vs. one particular monster. This lasts until that monster is dead.", + "summoned-move6": "Whatever: Spend Luck to get +1 Tough for the remainder of the current mystery (max +4).", + "summoned-move7": "Why So Serious?: If you cap off a move with an appropriate one-liner, the team gets +1 forward (so the next hunter who makes a roll gets +1).", + "summoned-weapon": "Huge Weapon", + "summoned-gear1": "Super hand cannon (4 harm, close, heavy, loud, reload)", + "summoned-gear2": "Machinegun (3 harm, close, auto, heavy, messy, loud, reload)", + "summoned-gear3": "Rocket launcher (4 harm, far, area, heavy, messy, loud, reload)", + "summoned-gear4": "Gigantic Hellsword (4 harm, hand, heavy, messy, magic)", + "summoned-gear5": "Automatic shotgun (3 harm, close, auto, heavy, loud, reload)", + "summoned-gear6": "Red right hand (3 harm, hand, magic)", + "summoned-heavy": "Heavy Weapons", + "summoned-gear7": "Sledgehammer (3 harm, hand, heavy, messy)", + "summoned-gear8": "Big sword (3 harm, hand, heavy, messy)", + "summoned-gear9": "Big axe (3 harm, hand, heavy, messy)", + "summoned-gear10": "Magnum (3 harm, close, loud, reload)", + "summoned-gear11": "Shotgun (3 harm, close, messy, loud, reload)", + "summoned-advance1": "Gain an ally team of monster-hunters (or monstrous hunters) under your command", + "summoned-advance2": "Get a position in a Sect, like the Initiate. Describe the Sect and its Traditions (or join a Sect that already exists in your game). Gain the move for when you are in good standing with your Sect", + "summoned-advance3": "Turn evil (again?). Retire this character, they become one of the Keeper's threats", + "Traveler": "Traveler", + "luck-special-traveler": "The Traveler is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "traveler-transport": "Means of Transport", + "traveler-transport-desc1": "You can visit future events, past events or remote places, either alone or with the whole team. The Keeper will decide (maybe with help from the group) how time travel will work; changing the past, alternate timelines, small changes producing major changes etc.", + "traveler-transport-desc2": "When traveling through time and space, roll +Sharp. On a 10+, you arrive at the desired place at the desired time. On a 7-9, you arrive at either the desired place or, at the desired time; your choice. On a miss, you are lost; this is probably quite serious.", + "traveler-transport-desc3": "Choose one means of transport for your travels through time and space. Each transportation medium has both positive and negative traits. Always keep in mind that time travel is by no means a safe trip.", + "traveler-transport1": "It’s bigger on the inside: Your time machine is multidimensional, as small as a phone booth on the outside, but as big as a spaceship on the inside. Things inside it cannot be tracked by normal means. To travel, it disappears from one place and appears in another, but otherwise it is completely stationary and cannot be transported at all.", + "traveler-transport2": "Teleportation: You can teleport instantly if you have a clear line of sight of the destination or if you know it very well. Otherwise, you need to study the spacetime continuum for a few hours, or even days, to plan the trip, so as to not end up underground or a kilometre above the ground.", + "traveler-transport3": "88 miles per hour: Your time machine looks like a car or a van, not drawing much attention (in time periods after the invention of such vehicles). You can use it to move around like any other vehicle, but it depends on fuel, maintenance parts, roads etc.", + "traveler-transport4": "Time Portal: You open a time portal to your destination. You can only open one portal at a time, and it will remain active for as long as you wish. It allows you to cross it in any direction as many times as you want. But an unattended portal can also be crossed by any person, or monster...", + "traveler-fixed-move1": "Servant of Technology: You are extremely dependent on technology, having difficulties in relating to the supernatural. You get -1 ongoing to use magic or any other moves related to the supernatural or magic.", + "traveler-move1": "Butterfly Effect: At the beginning of each mystery, choose one rating to receive +1 (max +3) and another to receive -1 (min -2) during this mystery. These actions disturb the spacetime and the oscillations of their characteristics is a reflection of that.", + "traveler-move2": "Historian: When you investigate a mystery or read a bad situation, you can choose to ask \"Why does this seem familiar?\" as one of the questions. If possible, the Keeper will describe how a similar situation has happened in the past or future history of the world.", + "traveler-move3": "Inventor: If you want to build, repair, or study a device, the Keeper will tell you how long it will take and what equipment will be needed.", + "traveler-move4": "Prescience: Attacks that can cause your death pop up in your memory. When you take harm and become unstable, you may roll +Weird. On a 10+, you remembered the attack and were able to avoid it completely. On a 7-9, the memory took time to emerge, take 1 harm less or don’t become unstable. On a miss, the memory was incorrect and your avoidance made you unbalanced; in addition to the harm, you take -1 forward.", + "traveler-move5": "Neural Implants: When you need to do something that requires specific training, such as defusing a bomb or flying a helicopter, you already have the information implanted in your brain. You still need to act under pressure, but you know what to do.", + "traveler-move6": "Sufficiently Advanced Technology: You can reproduce the effects of the move use magic with technological tools. You do not roll dice for this, but you must choose an effect and a glitch. This is not magic, so the effect will not have the magic tag and will not work on things affected only by magic. The Keeper may ask for one or more requirements to achieve the effect.", + "traveler-move7": "No Paradoxes: When you say why something should happen to guarantee the future, you can help another hunter and give +1 to their roll, as if you had rolled a 10+ on help out. You still need to describe how you are helping.", + "traveler-move8": "Android/Cyborg: You have cybernetic implants or maybe you're half a machine. In addition to superhuman strength, your punches and kicks are attacks with (3 harm, contact).", + "traveler-move9": "Psychic Paper: You get +1 ongoing in rolls to avoid being detected or remaining unnoticed. You also get +1 ongoing when you manipulate someone by pretending to be someone else.", + "traveler-devices": "Technological Devices", + "traveler-gear1": "Photonic Binoculars: Able to see in total darkness and in different spectra, including infrared", + "traveler-gear2": "Sonic Screwdriver: Able to repair, or damage, simple mechanical and electronic devices (eg. radios, locks, weapons etc)", + "traveler-gear3": "Travel Guide: A small electronic book containing all human historical knowledge up to the present era", + "traveler-gear4": "Portable Laboratory: A small device capable of diagnosing diseases, poisons and abnormal conditions from a drop of blood or similar input", + "traveler-gear5": "Universal Locator: Indicates the exact position in time and space. Can only be blocked with magic or high levels of radiation", + "traveler-gear6": "Hologram Projector: Projects a person-sized hologram (recorded or live) that looks real until touched", + "traveler-gear7": "Instant Translator: Ensures speech and understanding of any natural language (does not work with magic or supernatural languages)", + "traveler-weapon": "Protective Weapons", + "traveler-gear8": "Machete (1 harm, contact)", + "traveler-gear9": "Common revolver (2 harm, close, loud, reload)", + "traveler-gear10": "Shotgun (3 harm, close, messy, loud, reload)", + "traveler-gear11": "Light futuristic weapon (1 harm, add 1 range tag and 3 other tags)", + "traveler-gear12": "Heavy futuristic weapon (3 harm, add 1 range tag and 1 other tag)", + "traveler-advance1": "Delete the move Servant of Technology. You have learnt to deal with the supernatural, no longer receiving any penalties for it", "custom": "Custom", - "luck-special-Custom": "if any", + "luck-special-custom": "You may come up with a Luck Special move for this playbook with help from the Keeper.", "custom-special": "Playbook Special", "custom-special-example": "Like the Expert's haven or the Spellslinger's combat magic", "custom-special-name": "Name of special", @@ -625,6 +1161,5 @@ "custom-moves": "Playbook Moves", "custom-move-name": "Name", "custom-move-description": "Description", - "custom-gear": "Playbook Gear", - "inmrovements-instructions": "4 stats available for improvement (mark one off at character creation without taking the bonus); top stat max +3, all others max +2" -} \ No newline at end of file + "custom-gear": "Playbook Gear" +} diff --git a/Monster of the Week/translations/pt.json b/Monster of the Week/translations/pt.json index 804459d8eb..71250b65da 100644 --- a/Monster of the Week/translations/pt.json +++ b/Monster of the Week/translations/pt.json @@ -27,17 +27,19 @@ "gear": "Gear", "other-gear": "Other Gear", "improvements": "Improvements", - "inmrovements-description": "Once you have 5 experience you may choose one of these: (Check off any you've already taken)", + "improvements-description": "Once you have 5 Experience you may choose one of these: (Check off any you've already taken)", "max": "max", - "another-move": "Take another Custom move", + "another-move": "Take another move from your own playbook", "ally": "Gain an ally", "playbook-move": "Take a move from another playbook", "advanced-improvements": "Once you have taken 5 improvements you may choose from these options as well as the list above when you improve", "rating": "to any rating", - "new-type": "Change this hunter to a new type", + "new-playbook": "Change playbooks", "second-hunter": "Create a second hunter to play", "basic-moves": "Advance 2 basic moves", "retire": "Retire this hunter to safety", + "erase-luck": "Erase one used Luck point", + "after-getting-improvement": "Use after getting the corresponding Improvement", "history": "History and Notes", "pick-one": "pick one", "pick-two": "pick two", @@ -46,12 +48,13 @@ "1-fixed-move": "You get this", "2-fixed-moves": "You get these 2", "1-move": "Then pick one of these", + "2-moves-then": "Then pick two of these", "2-moves": "Then pick two of these", + "3-moves-then": "Then pick three of these", "3-moves": "Pick three of these", "choose": "choose", "one": "one", - "choose-one": "choose one", - "choose-two": "choose two", + "two": "two", "three": "three", "the-chosen": "The Chosen", "the-crooked": "The Crooked", @@ -59,13 +62,33 @@ "the-expert": "The Expert", "the-flake": "The Flake", "the-initiate": "The Initiate", - "the-monsteroue": "The Monsterous", + "the-monstrous": "The Monstrous", "the-mundane": "The Mundane", "the-professional": "The Professional", "the-spellslinger": "The Spellslinger", "the-spooky": "The Spooky", "the-wronged": "The Wronged", + "the-gumshoe": "The Gumshoe", + "the-hex": "The Hex", + "the-pararomantic": "The Pararomantic", + "the-searcher": "The Searcher", + "the-exile": "The Exile", + "the-hardcase": "The Hard Case", + "the-luchador": "The Luchador", + "the-meddlingkid": "The Meddling Kid", + "the-sidekick": "The Sidekick", + "the-snoop": "The Snoop", + "the-summoned": "The Summoned", + "the-traveler": "The Traveler", + "the-actionscientist": "The Action Scientist", + "the-biggamehunter": "The Big Game Hunter", + "the-constructed": "The Constructed", + "the-madscientist": "The Mad Scientist", "custom-playbook": "Custom", + "tome-of-mysteries": "Tome of Myseries", + "reinforcements": "Reinforcements", + "Brazilian": "Brazilian Edition", + "fan-made": "Fan-made", "chosen": "Chosen", "luck-special-chosen": "When you spend Luck the Keeper will bring your fate into play", "your-fate": "Your Fate", @@ -107,13 +130,14 @@ "chosen-move4": "Invincible You always count as having 2 armour, this doesn't stack with other protection", "chosen-move5": "Resilience You heal faster than normal people. Any time your harm gets healed, heal and extra point. Additionally, your wounds count as 1 harm less for the purpose of the Keeper's harm moves", "chosen-gear1": "Protective gear worth 1 armour", - "optional": "optional", "chosen-gear2": "One Special Weapon", + "chosen-special-descrip": "Design your weapon by choosing a Form, three Business-end options (which are added to the base tags), and a material that the business-end is made from.", "form": "Form", "chosen-gear3": "Staff (1 harm, hand, close)", "chosen-gear4": "Haft (2 harm, hand, heavy)", "chosen-gear5": "Handle (1 harm, hand, balanced)", "chosen-gear6": "Chain (1 harm, hand, area)", + "business-end": "Business-end", "chosen-gear7": "Business End", "chosen-gear8": "Artifact (+magic)", "chosen-gear9": "Spikes (+1 harm, +messy)", @@ -121,8 +145,8 @@ "chosen-gear11": "Heavy (+1 harm)", "chosen-gear12": "Long (+close)", "chosen-gear13": "Throwable (+close)", - "chosen-gear14": "Chain (+area)", "material": "Material", + "material-desc": "(+steel, +cold iron, +silver, +wood, +stone, +bone, +teeth, +obsidian, or anything else you want)", "chosen-advance1": "Delete a doom tag (optionally also delete a heroic tag)", "Crooked": "Crooked", "luck-special-Crooked": "When you spend Luck someone from your past will re-appear in your life, soon", @@ -132,7 +156,7 @@ "background2": "Burglar When you break into a secure location roll +Sharp. On a 10+ pick three, on a 7-9 pick two", "background2.1": "You get in undetected", "background2.2": "You get out undetected", - "background2,3": "You don't leave a mess", + "background2.3": "You don't leave a mess", "background2.4": "You find what you were after", "background3": "Grifter When you are about to manipulate someone, you can ask the Keeper \"what will convince this person to do what I want?\" The Keeper must answer honestly, but not necessarily completely", "background4": "Fixer If you need to buy something, sell something, or hire someone, roll +Charm. On a 10+ you know just the person that will be interested. On a 7-9, you know the only person that can do it, but there's a complication. Pick one", @@ -142,8 +166,14 @@ "background4.4": "On a miss, the only person who can help you is someone who absolutely hates you", "background5": "Assassin When you take your first shot at an unsuspecting target, do +2 harm", "background6": "Charlatan When you want people to think you are using magic, roll +Cool. On a 10+ your audience is amazed and fooled by your illusion. On 7-9, you tripped up a few times, someone will notice. You may also manipulate someone with fortune telling. When you do that, ask \"What are they hoping for right now?\" as a free question (even on a miss)", + "background6.1": "You may also manipulate someone with fortune telling. When you do that, ask \"What are they hoping for right now?\" as a free question (even on a miss).", "background7": "Pickpocket When you steal something small, roll +Charm. On a 10+ you get it and they didn't notice you taking it. On a 7-9 either you don't grab it, you grab the wrong thing, or they remember you later; your choice", "crooked-move1": "Artifact You 'found' a magical artifact with handy powers and kept it. Pick 1: Protective amulet (1 amour, magic, recharge); lucky charm (may be used as a Luck point just once); grimoire (studying the book gives +1 to use magic; skeleton key (opens any magically sealed lock); imp stone (a weak demon is bound to serve the holder. The imp must be summoned with Use Magic)", + "crooked-artifact1": "Protective amulet (1 amour, magic, recharge)", + "crooked-artifact2": "Lucky charm (may be used as a Luck point just once)", + "crooked-artifact3": "Grimoire (studying the book gives +1 forward to use magic)", + "crooked-artifact4": "Skeleton key (opens any magically sealed lock)", + "crooked-artifact5": "Imp stone (a weak demon is bound to serve the holder. The imp must be summoned with Use Magic)", "crooked-move2": "Crew You have a regular crew, a team of 3 or 4 people who will help you out with pretty much anything. This counts as a team", "crooked-move3": "Deal with the Devil You sold your soul to the devil. Pick one or two things you got out of the deal: wealth, fame, youth, sensual gratification, skill (add +1 to two ratings). Payment is due either when you die, or in a year (6 months if you chose 2 things)", "crooked-move4": "Friends on the Force You know a few cops who can be persuaded to look the other way, or do you a favour, for certain considerations. You can act under pressure to get in touch with them when you need to divert any law enforcement attention. There will be a cost, although maybe not right now", @@ -151,6 +181,7 @@ "crooked-move6": "Driver You gain +1 ongoing while driving, plus you can hotwire anything (the older it is, the fewer tools you'll need.) You also own 2 handy, widely-available vehicles", "crooked-move7": "Home Ground Your crew made a point of keeping the locals happy- keeping them safe, ensuring things always went down okay. When you're back in your old neighbourhood, you can always find people who will hide you or help you with a minor favour, no questions asked", "crooked-move8": "Notorious You have a reputation from your criminal past. When you reveal who you are, your terrifying reputation counts as a reason for someone to what you ask when you manipulate someone. Revealing your identity to someone can bring other problems later, of course", + "crooked-weapon": "Effective Weapons", "crooked-gear1": ".22 revolver (1 harm, close, reload,
          small)", "crooked-gear2": ".38 revolver (2 harm, close, reload,
          loud)", "crooked-gear3": "9mm (2 harm, close, loud)", @@ -160,12 +191,6 @@ "crooked-gear7": "Baseball bat (1 harm, hand)", "crooked-gear8": "Submachinegun (2 harm, close, reload,
          auto", "crooked-gear9": "Assault rifle (3 harm, close/far, auto)", - "underworld": "Underworld", - "underworld-description": "Pick the circumstance that lead you to discovering the real underworld, then pick the creature involved", - "underworld1": "The target of a job was a dangerous creature (Pick one: vampire, warewolf, troll, reptiloid)", - "underworld2": "You worked with someone who was more than they seemed (Pick one: sorceror, demon, faerie, psychic)", - "underworld3": "You were hired by something weird (Pick one: immortal, god, outsider, witch)", - "underworld4": "Things went south o a job- including, but not limited to running into; (Pick one a horde of goblins, a hunger of ghouls, a dream-eater, a salamander)", "heat": "Heat", "heat-description": "You didn't get here without making enemies", "pick-heat": "pick at least 2 of these and name the people involved", @@ -174,9 +199,14 @@ "heat3": "You pissed off a well connected criminal,
          and they'll do whatever they can to
          destroy you", "heat4": "You took advantage of someone
          who has special powers (a person or
          monster)", "heat5": "You betrayed an old partner in the
          middle of a job ", + "underworld": "Underworld", + "underworld-description": "Pick the circumstance that lead you to discovering the real underworld, then pick the creature involved", + "underworld1": "The target of a job was a dangerous creature (Pick one: vampire, warewolf, troll, reptiloid)", + "underworld2": "You worked with someone who was more than they seemed (Pick one: sorceror, demon, faerie, psychic)", + "underworld3": "You were hired by something weird (Pick one: immortal, god, outsider, witch)", + "underworld4": "Things went south o a job- including, but not limited to running into; (Pick one a horde of goblins, a hunger of ghouls, a dream-eater, a salamander)", "crooked-ally": "from your old crew", "crooked-advance1": "Recover a stash of money from the old days, enough to live without care for a year or two", - "Crooked-advance2": "Erase one Luck point from your playbook", "Divine": "Divine", "luck-special-divine": "When you spend Luck you get word your Mission requires something difficut to me done. By you. Urgently", "your-mission": "Your Mission", @@ -193,15 +223,15 @@ "divine-move5": "Soothe When you talk to someone for a few seconds in a quiet voice, you can calm them down, blocking any panic, anger, or other negitive emotions they have. This works even if the thing that freaked them out is still present, as long as your voice can be heard", "divine-move6": "Lay On Hands Your touch can heal any injury or disease. When you lay your hands on someone hurt, roll +Cool. On a 10+, heal 2 harm or an illness, plus they are stabilised. On a 7-9, you can heal the harm or illness but you take it into yourself. On a miss, your aura causes them extra harm", "divine-move7": "Cast Out Evil You may banish an unnatural creature from your presence. Roll +Tough, on 10+ it is banished. On a 7-9 it takes a little while for the banishing to take effect- the creature has time to make one or two actions. Either way, the banished creature is unharmed, and you have no control over where it goes. This move may be used on unnatural hunters (eg The Monsterous). On a miss, something is keeping it here. That's bad", - "divine-gear1": "Flaming sword (3 harm, hand, fire,
          holy) ", "divine-weapon": "One Divine Weapon", + "divine-armour": "Divine Armour (1 armour, holy) with a look suited to your divine origin", + "divine-gear1": "Flaming sword (3 harm, hand, fire,
          holy) ", "divine-gear2": "Thunder hammer (3 harm, hand, stun,
          holy) ", "divine-gear3": "Razor whip (3 harm, hand, area,
          messy, holy)", "divine-gear4": "Five demon bag (3 harm, close, magic,
          holy)", "divine-gear5": "Silver trident (3 harm, hand, silver,
          holy)", "Divine-ally": "a lesser divine being, sent from above to help you with your mission", "Divine-advance1": "Erase one Luck point from your playbook", - "Divine-advance2": "Change your mission. Select a different mission from the options, or (with the Keeper's agreement) create a new mission", "Expert": "Expert", "luck-special-expert": "When you spend Luck you discover something happening now is related to something you were involved in years ago", "expert-weapons": "Monster-Slaying Weapons", @@ -237,7 +267,6 @@ "haven8": "Panic Room This has essential supplies and is protected by normal and mystical means. You can hide out there for a few days, safe from pretty much anything", "haven9": "Magical Laboratory You have a mystical lab with all kinds of weird ingredients and tools useful for casting spells (like use magic, big magic, and any other magical moves)", "expert-advance1": "Add a haven option", - "expert-advance2": "Add a haven option", "Flake": "Flake", "luck-special-flake": "When you spend Luck pick an aspect of the current situation. The Keeper will tell you what other conspiricies that aspect connects to", "flake-move1": "Connect the Dots At the beginning of each mystery if you look for the wider patterns that current events might be part of, roll +Sharp. On a 10+ hold 3, 7-9 hold 1. Spend your hold during the mystery to ask the Keeper one of the following questions", @@ -253,20 +282,20 @@ "flake-move6": "Contrary When you seek out and recieve someone's honest advice on the best course of action for you, and then do something else instead, mark experience. If you do exactly the opposite of their advice, you also take +1 ongoing on any moves you make persuing that course", "flake-move7": "Net Friends You know a lot of people on the internet. When you contact a net friend to help you roll +Charm. On a 10+ they're available and helpful; they can fix something, break a code, hack a computer, or get you some special information. On a 7-9, they're prepared to help but it's either going to take some time, or you'll have to do part of it yourself. On a miss you burn some bridges", "flake-move8": "Sneaky When you attack from ambush or from behind, inflict +2 harm", - "fake-normal": "One Normal Weapon", - "fake-gear1": ".38 revolver (2 harm, close, reload,
          loud)", - "fake-gear2": "9mm (2 harm, close, loud)", - "fake-gear3": "Hunting rifle (2 harm, far, loud)", - "fake-gear4": "Magnum (3 harm, close, reload, loud)", - "fake-gear5": "Shotgun (3 harm, close, messy, loud)", - "fake-gear6": "Big knife (1 harm, hand)", + "flake-normal": "Normal Weapon", + "flake-gear1": ".38 revolver (2 harm, close, reload, loud)", + "flake-gear2": "9mm (2 harm, close, loud)", + "flake-gear3": "Hunting rifle (2 harm, far, loud)", + "flake-gear4": "Magnum (3 harm, close, reload, loud)", + "flake-gear5": "Shotgun (3 harm, close, messy, loud)", + "flake-gear6": "Big knife (1 harm, hand)", "flake-hidden": "Hidden Weapons", - "fake-gear7": "Throwing knives (1 harm, close, many)", - "fake-gear8": "Holdout pistol (2 harm, close, loud,
          reload)", - "fake-gear9": "Garrote (3 harm, intimate)", - "fake-gear10": "Watchman's flashlight (1 harm, hand)", - "fake-gear11": "Weighted gloves/brass knuckles (1
          harm, hand", - "fake-gear12": "Butterfly knife/folding knife (1
          harm, hand)", + "flake-gear7": "Throwing knives (1 harm, close, many)", + "flake-gear8": "Holdout pistol (2 harm, close, loud, reload)", + "flake-gear9": "Garrote (3 harm, intimate)", + "flake-gear10": "Watchman's flashlight (1 harm, hand)", + "flake-gear11": "Weighted gloves/brass knuckles (1 harm, hand)", + "flake-gear12": "Butterfly knife/folding knife (1 harm, hand)", "Flake-advance1": "Gain a haven like the Expert with two options", "Flake-advance2": "Add a haven option", "Initiate": "Initiate", @@ -336,8 +365,8 @@ "Initiate-advance1": "Get command of your chapter of the Sect", "Initiate-advance2": "Get command of your chapter of the Sect", "Initiate-advance3": "Become the leader, or effective leader, of the whole Sect", - "Monsterous": "Monsterous", - "luck-special-monsterous": "When you spend Luck your monster side gains power. Your Curse may grow stronger, or another Breed disadvantage may manifest", + "Monstrous": "Monstrous", + "luck-special-monstrous": "When you spend Luck, your monster side gains power; your Curse may become stronger, or another Breed disadvantage may manifest.", "monster-breed": "Monster Breed", "breed-description": "You are half human, half monster; were you always this way? Were you always fighting for good or were you once evil and then switched sides?", "curses": "Curses", @@ -345,40 +374,40 @@ "curse2": "Vulnerability Pick a substance. You'll take +1 harm when you suffer harm from it. If you are bound or surrounded by it, you must act under pressure to use your powers", "curse3": "Pure Drive One emotion rules you. Pick from: hunger, hate, anger, fear, jealousy, greed, joy, pride, envy, lust or cruelty. Whenever you have a chance to indulge that emotion you must do so immediately, or act under pressure to resist", "curse4": "Dark Master You have an evil lord who doesn't know you changed sides. They still give you orders, and they do not tolerate refusal or failure", - "monsterous-move1": "Immortal You do not age or sicken, and whenever you suffer harm you suffer 1 harm less", - "monsterous-move2": "Unnatural Appeal Roll +Weird instead of +Charm when you manipulate someone ", - "monsterous-move3": "Unholy Strength Roll +Weird instead of +Tough when you kick some ass ", - "monsterous-move4": "Incorporeal You may move freely though solid objects (but not people)", - "monsterous-move5": "Preternatural Speed You go much faster than normal people. When you chase, flee or run take +1 ongoing", - "monsterous-move6": "Claws of the Beast Your natural attacks deal +1 harm ", - "monsterous-move7": "Mental Dominion When you gaze into a normal human's eyes and exert your will over them Roll +Charm. On a 10+ hold 3, on 7-9 hold 1. You may spend your hold to give them an order. Regular people will follow the order, whatever it is. Hunters can choose to follow the order or not. If they do, they mark experience", - "monsterous-move8": "Unquenchable Vitality When you have taken harm you can heal yourself. Roll +Cool. On a 10+, heal 2 harm and stabilise your injuries. On a 7-9, heal 1 harm and stabilise your injuries. On a miss your injuries worsen", - "monsterous-move9": "Dark Negotiator You can use manipulate someone on monsters as well as people if they can reason and talk", - "monsterous-move10": "Flight You can fly ", - "monsterous-move11": "Shapeshifter You may change your form (usually into an animal). Decide if you have just one alternate form or several and detail them. You gain +1 forward to investigate a mystery when using and alternate form's superior senses. (Eg, smell for a wolf, sight for an eagle)", - "monsterous-move12": "Something Borrowed Take a move from a hunter playbook that is not currently in play ", + "monstrous-move1": "Immortal: You do not age or sicken, and whenever you suffer harm, you suffer 1 harm less.", + "monstrous-move2": "Unnatural Appeal: Roll +Weird instead of +Charm when you manipulate someone.", + "monstrous-move3": "Unholy Strength: Roll +Weird instead of +Tough when you kick some ass.", + "monstrous-move4": "Incorporeal: You may move freely though solid objects (but not people).", + "monstrous-move5": "Preternatural Speed: You go much faster than normal people. When you chase, flee, or run, take +1 ongoing.", + "monstrous-move6": "Claws of the Beast: Your natural attacks deal +1 harm.", + "monstrous-move7": "Mental Dominion: When you gaze into a normal human's eyes and exert your will over them, roll +Charm. On a 10+ hold 3, on a 7-9 hold 1. You may spend your hold to give them an order. Regular people will follow your order, whatever it is. Hunters can choose to follow the order or not. If they do, they mark experience.", + "monstrous-move8": "Unquenchable Vitality: When you have taken harm you can heal yourself. Roll +Cool. On a 10+, heal 2 harm and stabilise your injuries. On a 7-9, heal 1 harm and stabilise your injuries. On a miss, your injuries worsen.", + "monstrous-move9": "Dark Negotiator: You can use the move manipulate someone on monsters as well as people, if they can reason and talk.", + "monstrous-move10": "Flight: You can fly.", + "monstrous-move11": "Shapeshifter: You may change your form (usually into an animal). Decide if you have just one alternate form or several, and detail them. You gain +1 forward to investigate a mystery when using and alternate form's superior senses (eg. smell for a wolf, sight for an eagle).", + "monstrous-move12": "Something Borrowed: Take a move from a hunter playbook that is not currently in play.", "natural-attacks": "Natural Attacks", - "monsterous-attacks-pick": "pick one base and one extra, or pick two bases", - "monsterous-attacks1": "Base: teeth (3 harm, intimate)", - "monsterous-attacks2": "Base: Claws (2 harm, hand)", - "monsterous-attacks3": "Base: Magical force (1 harm, magical, close)", - "monsterous-attacks4": "Base: Life-drain (1 harm, intimate, life-drain)", - "monsterous-attacks5": "Extra: Add +1 harm to a base", - "monsterous-attacks6": "Extra: Add +ignore armour to a base", - "monsterous-attacks7": "Extra: Add an extra range to a base
          (+intimate, hand, or close)", - "monsterous-weapon": "One Handy Weapon: (if you want one)", - "monsterous-gear1": ".38 revolver (2 harm, close, reload,
          loud)", - "monsterous-gear2": "9mm (2 harm, close, loud)", - "monsterous-gear3": "Magnum (3 harm, close, reload, loud)", - "monsterous-gear4": "Shotgun (3 harm, close, messy)", - "monsterous-gear5": "Big knife (1 harm, hand)", - "monsterous-gear6": "Brass knuckles (1 harm, hand, quiet,
          small)", - "monsterous-gear7": "Sword (2 harm, hand, messy)", - "monsterous-gear8": "Huge sword (3 harm, hand, heavy)", - "Monsterous-advance1": "Gain a haven like the Expert with two options", - "Monsterous-advance2": "Take a Natural Attacks pick", - "Monsterous-advance3": "Free yourself from your type's curse. It no longer affects you but you lose 1 Weird", - "Monsterous-advance4": "Become evil (again). Retire this character, they become one of the Keeper's threats", + "monstrous-attacks-pick": "pick one base and one extra, or pick two bases", + "monstrous-attacks1": "Base: teeth (3 harm, intimate)", + "monstrous-attacks2": "Base: claws (2 harm, hand)", + "monstrous-attacks3": "Base: magical force (1 harm, magical, close)", + "monstrous-attacks4": "Base: life-drain (1 harm, intimate, life-drain)", + "monstrous-attacks5": "Extra: add +1 harm to a base", + "monstrous-attacks6": "Extra: add ignore-armour to a base", + "monstrous-attacks7": "Extra: Add an extra range to a base (intimate, hand, or close)", + "monstrous-weapon": "(Optional) Handy Weapon", + "monstrous-gear1": ".38 revolver (2 harm, close, reload, loud)", + "monstrous-gear2": "9mm (2 harm, close, loud)", + "monstrous-gear3": "Magnum (3 harm, close, reload, loud)", + "monstrous-gear4": "Shotgun (3 harm, close, messy)", + "monstrous-gear5": "Big knife (1 harm, hand)", + "monstrous-gear6": "Brass knuckles (1 harm, hand, quiet, small)", + "monstrous-gear7": "Sword (2 harm, hand, messy)", + "monstrous-gear8": "Huge sword (3 harm, hand, heavy)", + "Monstrous-advance1": "Gain a Haven, like the Expert, with two options", + "Monstrous-advance2": "Take a natural attacks pick", + "Monstrous-advance3": "Free yourself from your kind's curse, it no longer affects you, but you lose 1 Weird", + "Monstrous-advance4": "Turn evil (again?). Retire this character, they become one of the Keeper's threats", "Mundane": "Mundane", "luck-special-mundane": "When you spend Luck you'll find something wierd- maybe even useful", "mundane-move1": "Always the Victim When another hunter uses protect someone to protect you, they mark experience. Whenever a monster captures you, you mark experience", @@ -410,10 +439,6 @@ "mundane-gear10": "Classic car in terrible condition", "mundane-gear11": "Motorcycle", "mundane-gear12": "Van", - "Mundane-advance1": "Regain a used Luck point", - "Mundane-advance2": "Regain a used Luck point", - "Mundane-advance3": "Regain a used Luck point", - "Mundane-advance4": "Regain a used Luck point", "Professional": "Professional", "luck-special-professional": "When you spend Luck your next mission from the Agency comes with lots of red tape. Lots", "agency": "Agency", @@ -470,24 +495,16 @@ "Professional-advance3": "Get some or all of the other player's hunters hired by your Agency. They get the deal with the agency move as well as salery and benefits", "Spellslinger": "Spellslinger", "luck-special-spellslinger": "When you spend Luck the official council of wizards is going to poke their nose into your business", - "spellslinger-gear-description": "You don't need much except items to power your magic, still it's good to be prepared", "spellslinger-weapon": "One Backup Weapon", "spellslinger-gear1": "Old revolver (2 harm, close, reload,
          loud)", "spellslinger-gear2": "Ritual knife (1 harm, hand)", "spellslinger-gear3": "Heirloom sword (2 harm, hand, messy)", - "spellslinger-move1": "Advanced Arcane Training If you have two of your three Tools and Techniques at the ready then you may ignore the third", - "spellslinger-move2": "Arcane Reputation Pick three big organisations or groups in the supernatural community, which can include the more sociable types of monsters. They've heard of you and respect your power. Take +1 forward when you use manipulate someone on affected humans. You may also use manipulate someone on affected monsters, with no bonus", - "spellslinger-move3": "Could've Been Worse When you miss a use magic roll you can choose one of the following options instead of losing control of the magic", - "spellslinger-move3.1": "Fizzle: The preperations and materials for the spell are ruined. You'll have to start over from scratch with the prep time doubled", - "spellslinger-move3.2": "This is gonna suck: The effect happens, but you trigger all the glitches but one. You pick the one you avoid", - "spellslinger-move4": "Forensic Divination When you successfully investigate a mystery you may ask \"what magic was done here?\" as a free extra question", - "spellslinger-move5": "Go Big or Go Home When you must use magic as a requirement for big magic, take +1 forward to those use magic rolls", - "spellslinger-move6": "Enchanted Clothing Pick an article of every-day clothing; it's enchanted without any change in appearence. Take -1 harm from any source that tries to get at you through the garment", - "spellslinger-move7": "Not My Fault +1 to act under pressure when dealing with the consequences of your own spellcasting", - "spellslinger-move8": "Practitioner Choose two of the use magic effects. You get +1 to use magic when choosing one of those effects", - "spellslinger-move9": "Shield Spell When you protect someone, you gain +2 armour against any harm that is transferred to you. This doesn't stack with any other armour", - "spellslinger-move10": "Third Eye When you read a bad situation you can open your third eye for a moment to take in extra information. Take +1 hold on any result of 7 or more, plus you can see invisible things. On a miss, you may still get 1 hold, but you're exposed to a supernatural danger. Unfiltered hidden reality is tough on the mind!", "extra-fixed-move": "And you get this", + "spellslinger-fixed-move1": "Tools and Techniques: To use your combat magic effectively, you rely on a collection of tools and techniques. Uncheck one; you'll need the rest.", + "spellslinger-fixed-move1.1": "Consumables: You need certain supplies - powders, oils, etc - on hand, some will be used up each cast. If you don't have them, when you cast, take 1 harm, ignore-armour.", + "spellslinger-fixed-move1.2": "Foci: You need wands, staves, and other obvious props to focus. If you don't have what you need, your combat magic does 1 harm less.", + "spellslinger-fixed-move1.3": "Gestures: You need to wave your hands around to use combat magic. If you're restrained, take -1 ongoing for combat magic.", + "spellslinger-fixed-move1.4": "Incantations: You must speak in an arcane language to control your magic. If you use combat magic without speaking, act under pressure to avoid scrambling your thoughts.", "combat-magic": "Combat Magic", "combat-magic-description": "You have attack spells you can use as weapons. When you kick some ass with your spells roll +Weird instead of +Tough. Sometimes you may need to act under pressure to cast your spells without problems", "combat-magic-pick": "pick three, with at least one base", @@ -503,15 +520,24 @@ "effect4": "Frost or Ice (Add '-1 harm, +2 armour'
          to a wall, or '+1 harm, restraining' to
          other bases)", "effect5": "Earth (Add 'forceful, restraining' to a
          base)", "effect6": "Necromantic (Add 'life-drain' to a base)", + "spellslinger-move1": "Advanced Arcane Training If you have two of your three Tools and Techniques at the ready then you may ignore the third", + "spellslinger-move2": "Arcane Reputation Pick three big organisations or groups in the supernatural community, which can include the more sociable types of monsters. They've heard of you and respect your power. Take +1 forward when you use manipulate someone on affected humans. You may also use manipulate someone on affected monsters, with no bonus", + "spellslinger-move3": "Could've Been Worse When you miss a use magic roll you can choose one of the following options instead of losing control of the magic", + "spellslinger-move3.1": "Fizzle: The preperations and materials for the spell are ruined. You'll have to start over from scratch with the prep time doubled", + "spellslinger-move3.2": "This is gonna suck: The effect happens, but you trigger all the glitches but one. You pick the one you avoid", + "spellslinger-move4": "Forensic Divination When you successfully investigate a mystery you may ask \"what magic was done here?\" as a free extra question", + "spellslinger-move5": "Go Big or Go Home When you must use magic as a requirement for big magic, take +1 forward to those use magic rolls", + "spellslinger-move6": "Enchanted Clothing Pick an article of every-day clothing; it's enchanted without any change in appearence. Take -1 harm from any source that tries to get at you through the garment", + "spellslinger-move7": "Not My Fault +1 to act under pressure when dealing with the consequences of your own spellcasting", + "spellslinger-move8": "Practitioner Choose two of the use magic effects. You get +1 to use magic when choosing one of those effects", + "spellslinger-move9": "Shield Spell When you protect someone, you gain +2 armour against any harm that is transferred to you. This doesn't stack with any other armour", + "spellslinger-move10": "Third Eye When you read a bad situation you can open your third eye for a moment to take in extra information. Take +1 hold on any result of 7 or more, plus you can see invisible things. On a miss, you may still get 1 hold, but you're exposed to a supernatural danger. Unfiltered hidden reality is tough on the mind!", "Spellslinger-advance1": "Take another Combat Magic pick", - "Spellslinger-advance3": "Regain a used Luck point", - "Spellslinger-advance4": "Take another Combat Magic pick", - "Spellslinger-advance5": "Cross off another option from tools and techniques", + "Spellslinger-advance2": "You may cross off another option from your Tools and Techniques", "Spooky": "Spooky", "luck-special-spooky": "As you spend Luck your Dark Side's needs will get nastier", "dark-side": "The Dark Side", "dark-side-description1": "Your powers have an unsavoury source, and sometimes you get tempted to do things you shouldn't. These could be orders from whatever granted you power, urges that bubble up inside you, or something else", - "dark-side-description2": "Whatever it is, it is unsettling", "dark-side1": "Violence", "dark-side2": "Depression", "dark-side3": "Secrets", @@ -538,12 +564,12 @@ "spooky-move4": "Premonitions At the start of each mystery, roll +Weird. On a 10+, you get a detailed vision of something bad that is yet to happen. You take +1 forward to prevent it coming true, and mark experience if you stop it. On a 7-9 you get clouded images of something bad that is yet to happen; mark experience if you stop it. On a miss, you get a vision of something bad to happen and the Keeper holds 3, to be spent 1-for-1 as penalties to rolls you make", "spooky-move5": "Hunches When something bad is happening (or just about to happen) somewhere that you aren't, roll +Sharp. On a 10+ you knew where you needed to go, just in time to get there. On a 7-9, you get there too late- in time to intervene, but not prevent it altogether. On a miss, you get there just in time to be in trouble yourself", "spooky-move6": "The Big Whammy You can use your powers to kick some ass, (2 harm, close, obvious, ignore-armour) When you do, roll +Weird instead of +Tough. On a miss you'll get magical backlash", + "spooky-move6.1": "Where is the creature right now?", + "spooky-move6.2": "What is it planning to do right now?", + "spooky-move6.3": "Who is it going to attack next?", + "spooky-move6.4": "Who does it regard as the biggest threat?", + "spooky-move6.5": "How can I attract its attention?", "spooky-move7": "Tune In You can attune your mind to a monster or minion. Roll +Weird. On a 10+ hold 3, 7-9 hold 1. On a miss the monster becomes aware of you. Spend one hold to ask the Keeper one of the following questions, and gain +1 ongoing while acting on the answers", - "spooky-move7.1": "Where is the creature right now?", - "spooky-move7.2": "What is it planning to do right now?", - "spooky-move7.3": "Who is it going to attack next?", - "spooky-move7.4": "Who does it regard as the biggest threat?", - "spooky-move7.5": "How can I attract its attention?", "spooky-move8": "Jinx You can encourage coincidences to occur the way you want. When you jinx a target, roll +Weird. On a 10+ hold 2, 7-9 hold 1. On a miss, the Keeper holds 2 over you to be used in the same way. Spend your hold to", "spooky-move8.1": "Interfere with a hunter, giving them -1 forward", "spooky-move8.2": "Help a hunter, giving them +1 forward by interfering with their enemy", @@ -559,14 +585,15 @@ "spooky-gear4": "Shotgun (3 harm, close, messy)", "spooky-gear5": "Big knife (1 harm, hand)", "Spooky-advance1": "Change some or all of your Dark Side tags", + "Spooky-advance2": "Gain a Mystical Library, like the Haven option of the Expert", "Spooky-advance3": "You discover how to use your powers at a lower cost. Delete one Dark Side tag", "Wronged": "Wronged", "luck-special-wronged": "When you spend Luck you find a dangerous lead on your prey", "who-you-lost": "Who You Lost", "who": "Who did you lose?", + "pick-some": "pick one or more", "lost-pick": "pick one or more of: parent(s), sibling(s), spouse/partner, child(ren), best friend(s)", "lost-save-them": "Why couldn't you save them? You were", - "pick-some": "pick one or more", "lost1": "At fault", "lost2": "Selfish", "lost3": "Injured", @@ -576,8 +603,8 @@ "lost7": "In denial", "lost8": "Complicit", "what-prey": "What Did It?", - "prey": "My Prey", "prey-breed": "with the Keeper's agreement, pick the monster breed", + "prey": "My Prey", "wronged-fixed-move1": "I Know My Prey You get +1 ongoing when knowingly investigating, pursuing, or fighting the breed of monster that caused your loss", "wronged-move1": "Berserk No matter how much harm you take, you can always keep going until the current fight is over. During a fight, the Keeper may not use harm moves on you and you cannot die. When the fight ends, all harm takes effect as normal", "wronged-move2": "NEVER AGAIN In combat, you may choose to protect someone without rolling, as if you had rolled a 10+, but you may not choose to \"suffer little harm\"", @@ -585,10 +612,10 @@ "wronged-move4": "Fervour When you manipulate someone roll +Tough instead of +Charm", "wronged-move5": "Safety First You have jury-rigged extra protection into your gear, giving you +1 armour (max 2 armour)", "wronged-move6": "Tools Matter With your signature weapon you get +1 to kick some ass", + "wronged-move6.1": "Stabilize the injury but the patient take -1 forward.", + "wronged-move6.2": "Heal 1 harm and stabilize for now, but it will return as 2 harm and become unstable again later.", + "wronged-move6.3": "Heal 1 harm and stabilize but the patient takes -1 ongoing until it's fixed properly.", "wronged-move7": "DIY Surgery When you do quick and dirty first aid on someone (including yourself), roll +Cool. On a 10+ it's all good, it counts as normal first aid, plus stabilise the injury and heal 1 harm. On a 7-9, it counts as normal first aid, plus one of these, your choice", - "wronged-move7.1": "Stabilise the injury but the patient take -1 forward", - "wronged-move7.2": "Heal 1 harm and stabilise for now, but it will return as 2 harm and become unstable again later", - "wronged-move7.3": "Heal 1 harm and stabilise but the patient takes -1 ongoing until it's fixed properly", "wronged-armour": "Protective wear suited to your look (1 armour)", "wronged-signature": "Signature Weapons", "wronged-gear1": "Sawn-off shotgun (3 harm, hand/close,
          messy, loud, reload)", @@ -607,7 +634,6 @@ "wronged-gear13": "Brass knuckles (1 harm, hand, stealthy)", "wronged-gear14": "Assault rifle (3 harm, close, area, loud, reload)", "wronged-vehicle": "Vehicles", - "wronged-vehicle-choice": "choose one, if you want it", "wronged-gear15": "Classic car", "wronged-gear16": "Classic motorcycle", "wronged-gear17": "Plain pickup", @@ -616,8 +642,518 @@ "Wronged-advance2": "Add one more option to your haven", "Wronged-advance3": "You track down the specific monster responsible fo your loss. The Keeper must make the next mystery about them", "Wronged-advance4": "Change the target of your vengeful rage. Pick a new monster breed; I know my prey now applies to them instead", + "Gumshoe": "Gumshoe", + "luck-special-gumshoe": "When you spend Luck, your next regular case will actually be a mystery for your hunter group, and the monster will focus their attention on you!", + "Gumshoe-Adv-harm": "Extra harm box", + "gumshoeCode": "Gumshoe Code", + "gumshoeCode-description": "With the agreement of the Keeper, pick a one-sentence Code that you adhere to.", + "gumshoeCode-example": "Example Codes: Murders must be punished. Monsters must be destroyed. Innocents must be saved. Laws must be enforced. Evil must be exposed. The weak must be protected from the powerful. Etc.", + "gumshoeCode-list": "Murders must be punished, Monsters must be destroyed, Innocents must be saved, Laws must be enforced, Evil must be exposed, The weak must be protected from the powerful, etc.", + "gumshoeCode-explain": "This Code defines you. Any time you violate your Code, you forfeit all Code-related moves (The Postman Always Rings Twice, The Long Goodbye) and the ability to spend Luck. These forfeits last until either the next mystery or you make amends. As long as you follow the Code, people will sense your sincerity; you receive +1 ongoing for manipulate someone and you may not be possessed or charmed by any sort of supernatural, alien, or demonic entity or item.", + "Gumshoe-fixed-move1": "Occult Confidential: The first time in each mystery that you observe a monster, minion, or phenomenon in action, you may ask one question from the investigate a mystery list.", + "Gumshoe-fixed-move2": "The Naked City: You have lots of personal contacts wherever you go. Pick four contact types from the following areas (or from other areas agreed to between you and the Keeper)", + "Gumshoe-fixed-move2-examples": "Academics, Accountants, Artists, Bartenders, Clergy, Conspiracy Theorists, Construction, Courts, Criminals (organised), Criminals (street), Cultists, Engineers, Espionage, Film and TV, Forensic Scientists, Fringe Scientists, Hackers, Journalists, Lawyers, Mechanics, Media, Medical Practioners, Military, Morgue, Occult, Police (local), Police (national), Politicians, Prisons, Private Security, Property Developers, Stage Magicians, Technologists, Transportation", + "Gumshoe-fixed-move2-continued": "You can hit them up for info (+1 to one investigate a mystery roll) or small favours - but there may be a small cost involved. Personal contacts can provide more significant help but the Keeper decides their price on a case-by-case basis.", + "Gumshoe-move1": "The Postman Always Rings Twice: Twice per mystery - as long as you follow your Code - you may reroll a roll.", + "Gumshoe-move2": "The Long Goodbye: You can't die with an open case. Specifically, you suffer all harm as normal but your death is postponed until you have either completed or abandoned the case, or you break your Code (then all bets are off).", + "Gumshoe-move3": "Jessica Jones Entry: When you double-talk your way into a secure location, roll +Charm. On a 10+ pick three, on a 7-9 pick two, on a fail pick one", + "Gumshoe-move3.1": "You don't leave any trace of what you searched.", + "Gumshoe-move3.2": "You find what you wanted.", + "Gumshoe-move3.3": "You find something else that's important.", + "Gumshoe-move3.4": "You don't piss anyone off.", + "Gumshoe-move3.5": "You aren't recognised.", + "Gumshoe-move4": "Out of the Past: You have a police buddy who will do you big favours. Get in touch with them when you need to redirect law enforcement attention, get a heads-up on what operations are planned, or access police files. You now owe them; expect them to collect on it soon.", + "Gumshoe-move5": "Asphalt Jungle: You heal faster than normal people. Any time your harm gets healed, heal 1 harm extra. You are immune to all the harm move effects under '0 harm' and '1 harm' (when the Keeper would apply these, you ignore them).", + "Gumshoe-move6": "Hacker with a Dragon Tattoo: When you hack into a computer system, roll +Sharp. On 10+ pick two, on a 7-9 pick one. You", + "Gumshoe-move6.1": "...leave no traces.", + "Gumshoe-move6.2": "...learn something important.", + "Gumshoe-move6.3": "...can leave misinformation in place.", + "Gumshoe-move6.4": "...gain access to somewhere you want to get in to.", + "Gumshoe-move7": "\"Just one more thing\": When you ask a suspect leading questions, roll +Charm. On a 10+ hold 2, on a 7-9 hold 1, on a miss hold 1 but something bad is going to happen too. Spend your hold 1-for-1 to ask questions from this list", + "Gumshoe-move7.1": "One question from the investigate a mystery list.", + "Gumshoe-move7.2": "Was that a lie?", + "Gumshoe-move7.3": "What is something you left out that you didn't want me to notice?", + "Gumshoe-move7.4": "Are you complicit with any ongoing criminal activity?", + "Gumshoe-move7.5": "Did you commit this specific crime?", + "Gumshoe-gear-base": "A laptop, and a liquor flask", + "Gumshoe-recording": "Recording Devices", + "Gumshoe-gear1": "Night vision camera", + "Gumshoe-gear2": "Tiny digital video camera", + "Gumshoe-gear3": "Film camera (8mm or 16mm)", + "Gumshoe-gear4": "Digital sound recorder", + "Gumshoe-gear5": "Cassette tape recorder", + "Gumshoe-gear6": "Remote-controlled camera drone", + "Gumshoe-gear7": "Laser microphone", + "Gumshoe-gear8": "SLR camera", + "Gumshoe-weapon": "P.I. Weapons", + "Gumshoe-gear9": "Brass knuckles (1 harm, hand, small)", + "Gumshoe-gear10": ".38 revolver (2 harm, close, reload, loud)", + "Gumshoe-gear11": "9mm (2 harm, close, loud)", + "Gumshoe-gear12": "Magnum (3 harm, close, reload, loud)", + "Gumshoe-gear13": "Shotgun (3 harm, close, messy, loud)", + "Gumshoe-gear14": "Switchblade (1-harm, hand, small)", + "Gumshoe-advance1": "Add an extra harm box on the Dying side", + "Gumshoe-advance2": "Gain a Haven (your office, perhaps), like the Expert, with two options", + "Gumshoe-advance3": "Add four additional or new contacts for Naked City", + "Gumshoe-advance4": "Turn one of your contacts into an ally", + "Hex": "Hex", + "luck-special-hex": "When you spend Luck, until the end of the mystery, backlash on your spells will be extra nasty.", + "hex-weapons": "Wizardly Weapons", + "hex-items": "Any magical items or amulets that you use to perform magic", + "hex-gear1": ".38 revolver (2 harm, close, reload, loud)", + "hex-gear2": "Shotgun (3 harm, close, messy, loud)", + "hex-gear3": "Athame (2 harm, hand, magic, silver)", + "hex-gear4": "Shillelagh (1 harm, hand, balanced)", + "hex-gear5": "Crossbow (2 harm, close, slow)", + "hex-gear6": "Staff (1 harm, hand, balanced, large)", + "hex-advmove": "Advanced Hex Moves", + "hex-advmove-desc": "When you take the corresponding Improvement, choose one of these", + "hex-advmove1": "Apotheosis: You become a terrifying fount of mystical power. Once per mystery, after you suffer loss or harm, you may enter a state where you have both immense power and zero interest in the well-being of others. While in this state, all of the following are true", + "hex-advmove1.1": "You can fly.", + "hex-advmove1.2": "Use +Weird to kick some ass instead of +Tough. For this, you use innate magic as a weapon with (3 harm and any properties you choose).", + "hex-advmove1.3": "Ignore the component costs of your rotes.", + "hex-advmove1.4": "Ignore one requirement of every spell you cast with use magic.", + "hex-advmove1.5": "You have +1 ongoing to do everything.", + "hex-advmove1.6": "You cannot use the protect someone move.", + "hex-advmove1.7": "You have all the Temptations, and you have to indulge them whenever a good opportunity presents itself.", + "hex-advmove1.8": "When you try to resist a Temnptation, roll +Cool. On a 10+, Apotheosis ends. On a 7-9, it ends with you doing something dangerous or cruel. On a miss, it ends only after you harm someone (or something) you love.", + "hex-advmove2": "Synthesis: You manage to conciliate your dark power with your moral impulses. You lose your Temptation. Whenever you use magic to help out or protect someone, you mark experience. Mark a second experience if you do it at the expense of your own safety.", + "hex-fixed-move1": "Bad Luck Charm: Whenever you use magic and miss, the backlash never affects you directly if there's someone else around to hit. It'll go for allies, other hunters, and innocent bystanders. Sometimes, every so often, it might even hit an enemy.", + "hex-move1": "Burn Everything: When you use magic to inflict harm, you can choose to inflict (3 harm, area, magic, obvious) or (3 harm, ignore-armour, magic, obvious).", + "hex-move2": "Cast the Bones: Once per mystery, you may perform some kind of divination (tarot, casting the runes, reading entrails, or something like that) to glean information about the future. When you do, roll +Sharp. On a 10+ hold 2, on a 7-9 hold 1. On a miss, you get some information, but it's not what you want to hear. Spend the hold 1-for-1 to ask any question from the investigate a mystery list, or from the following list", + "hex-move2.1": "What can I gain from this person/place/thing/creature?", + "hex-move2.2": "Who has touched this person/place/thing/creature before me?", + "hex-move2.3": "The Keeper will answer truthfully, with either a direct answer or how to find out more.", + "hex-move3": "Force of Will: When you apply your will to dispelling a magical effect, blocking a spell, or suspending a Phenomenon, roll +Weird. On a hit, momentary magics are cancelled completely, and long-lasting spells and effects are suspended temporarily. On a 10+, you can also spend Luck to instantly snuff out a powerful spell or strange effect. On a 7-9, you take 1 harm as the strain of dismissing magic unravels you.", + "hex-move4": "Luck of the Damned: After you use magic or cast a rote, take +1 forward.", + "hex-move5": "Sympathetic Token: As long as you carry a personal object belonging to someone, such as a lock of hair, a full set of toenails, or a treasured family heirloom, you get +1 ongoing to use magic against them. You can also use magic against them at a distance. If you miss, the token is lost, destroyed, or loses its power.", + "hex-move6": "This Might Sting: You can use magic to heal 3 harm, but the process is exceptionally painful. On a 7-9, it also leaves a gnarly scar.", + "hex-move7": "Wise Soul: Whenever you use magic, right before you roll, you can ask the Keeper what exactly would happen on a miss. If you dislike the risk, you can stop at the last second, and let the spell fizzle harmlessly. All of the effort is wasted.", + "temptation": "Temptation", + "temptation-desc1": "You have a dangerous drive that you pursue, sometimes to the exclusion of your own safety. Decide if your Temptation drove you to learn magic, or if learning magic drove you to it", + "temptation-desc2": "Whenever you give in to your Temptation and act accordingly, you mark experience. If a perfect opportunity presents itself, you need to act under pressure to resist giving in to your Temptation. If you fail this roll, you don’t mark experience like you would have if you’d willingly acted out your desires.", + "temptation-choose": "Choose one Temptation", + "temptation1": "Vengeance: Utilize magic to inflict disproportionate retribution on someone who wronged you.", + "temptation2": "Power: Utilize magic to exert your dominance over another.", + "temptation3": "Addiction: Utilize magic to do what you could do without it.", + "temptation4": "Callousness: Utilize magic without regard for the safety of others.", + "temptation5": "Carnage: Utilize magic to inflict gruesome violence.", + "temptation6": "Secrets: Utilize magic to discover forbidden, dangerous knowledge.", + "temptation7": "Glory: Utilize magic to steal someone’s thunder.", + "rotes": "Rotes", + "rote-desc1": "Whenever you use magic, you can decide afterwards that a particular spell is a Rote that you know. You know how to cast it off the top of your head. Write down in detail the name of the Rote, what it requires, and what it does on a 10+, a 7-9, and a miss. A Rote is a bit more powerful than a basic use magic spell; its glitches are less onerous and its effect may be a little bigger. Unlike regular use magic, the cost and consequences for failing a Rote are known to you in advance.", + "rote-desc2": "Choose two fixed requirements for each Rote from this list", + "rote-req1": "Magic words and ritual gestures.", + "rote-req2": "An object of power (wand, talisman, orb, staff, etc) which must be wielded.", + "rote-req3": "An expendable component such as sulfur, sage, or incense, which must be burned, blown, destroyed or scattered during the casting.", + "rote-req4": "Runes or symbols written or engraved on a surface (which must be prepared).", + "rote-req5": "A spilling of blood (1 harm to you or a willing participant).", + "rote-desc3": "After you cast it for the first time, treat each Rote as a custom move - a specialised version of use magic, which is built with the Keeper.", + "rote-list": "List of Rotes", + "rote-desc4": "You start out knowing up to one Rote, which you can choose when creating your character or during play. You can learn more by taking corresponding Improvements. When you do, you can choose the new Rote right away or in play.", + "rote-desc5": "You roll +Weird to cast a Rote, which requires you to have the needed items at hand and the ability to physically use them.", + "rote-name": "Rote Name", + "rote-reqs": "Requirements", + "rote-effect": "Effects", + "hex-advance1": "Take another Rote", + "hex-advance2": "or an additional Rote", + "hex-advance3": "Gain a Haven, like the Expert, with two options", + "hex-advance4": "Take another two Rotes", + "hex-advance5": "Choose one Advanced Hex Move", + "Pararomantic": "Pararomantic", + "luck-special-pararomantic": "When you spend Luck, mark one Relationship Status box. The Keeper will bring Fate of your Love into play.", + "relation": "Relationship Status", + "guide-name": "Guide Name", + "loving": "Loving", + "broken": "Broken", + "relation-second": "Second Relationship Status", + "guide-name-second": "Second Guide Name", + "bond": "Bond Abuse", + "bond1": "Whenever you do something to abuse the bond with your Guide, like acting against them, or not giving them enough attention, roll +Charm", + "bond1.1": "On a 10+, your action has no effect beyond the exchange of some angry words.", + "bond1.2": "On a 7-9, choose one of the Bond Abuse options below.", + "bond1.3": "On a miss, the Keeper may choose two of the Bond Abuse options below, or something worse.", + "bond2": "Bond Abuse options", + "bond2.1": "Mark one Relationship Status box.", + "bond2.2": "You may not channel the power of your Bond for the rest of the mystery.", + "bond2.3": "You gain the unwelcome attention of others of your Guide's kind.", + "bond2.4": "Someone who shouldn't know finds a clue about your relationship with your Guide.", + "bond-fate": "Fate of your Love", + "bond-fate-desc1": "There is a reason why your love with your Guide is forbidden or doomed. Invent this reason or leave it to the Keeper.", + "bond-fate-desc2": "Whenever you spend Luck, the truth of your love's Fate slowly unfolds. When you mark your last Luck point, it becomes clear that you cannot be together. Your Guide might even end up as an enemy, depending on how things go.", + "bond-fate-desc3": "Whenever you put yourself or somebody else in serious danger in order to conceal the truth about you and your Guide, mark experience.", + "pararomantic-fixed-move1": "Supernatural Guide: You have a (most likely intimate) connection to some supernatural being who is your guide into the world beyond. Choose if your relationship is secret or not", + "pararomantic-fixed-move1.1": "Determine what kind of creature your Guide is and how your relationship works. Say what kind of power they possess. The Keeper will decide how it works and define your Guide as a threat.", + "pararomantic-fixed-move1.2": "If your Guide is another hunter, determine together how your relationship works.", + "pararomantic-fixed-move1.3": "Whenever you would roll +Weird, you can roll +Charm instead, by channeling the power of your Bond. When you do so and miss, in addition to the usual consequences, you and your Guide suffer as when you miss a roll for Bond Abuse.", + "pararomantic-move1": "Bonding Time: If you spend some quality time with your Guide instead of working on the current mystery, you can roll +Charm. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 to", + "pararomantic-move1.1": "Erase one used Relationship Status mark.", + "pararomantic-move1.2": "Use a Pararomantic move you haven't picked.", + "pararomantic-move1.3": "Receive a gift from your Guide.", + "pararomantic-move1.4": "Take +1 forward.", + "pararomantic-move2": "Dark Desires: You may use manipulate someone on monsters, as long as you are using emotional ties.", + "pararomantic-move3": "The Power of Love: When you use help someone to help your Guide, don't roll +Cool. You automatically help as though you'd rolled a 10. If your Guide is another hunter, the same applies when they use help someone to help you.", + "pararomantic-move4": "Do As The Supernatural Do: You can take an unnatural move from your Guide's playbook (if they are a hunter). If they are a monster, choose a move from a suitable supernatural playbook. The Keeper may offer you a custom move instead.", + "pararomantic-move5": "I Am Theirs And They Are Mine: Whenever you are in danger, your Guide knows it. If your Guide is suffering harm (and it's feasible), you can spend Luck to redirect the attack onto yourself as if you have rolled 10+ with protect someone. If you are suffering harm, you can decide that your Guide has protected you and is suffering this harm instead. If you choose this, roll for Bond Abuse.", + "pararomantic-move6": "Monster Empathy: When you try to work out what a supernatural creature desires, roll +Charm. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 to ask the following questions - the Keeper will answer honestly", + "pararomantic-move6.1": "What do they most desire?", + "pararomantic-move6.2": "What would they accept as good enough for now?", + "pararomantic-move6.3": "What would distract them?", + "pararomantic-move7": "Spirit Touched: Your experiences have made you sensitive to the supernatural. When you sense magical things, roll +Weird. On a 10+, you can sense them fully. On a 7-9, choose: either sense them fully but they notice you too, or you sense only impressions.", + "pararomantic-equip": "Normal Equipment", + "pararomantic-gear1": "Golf club, baseball bat, cricket bat, or hockey stick (2 harm, hand, innocuous, messy)", + "pararomantic-gear2": "Pocket knife or multitool (1 harm, hand, useful, small)", + "pararomantic-gear3": "Small handgun (2 harm, close, loud, reload)", + "pararomantic-gear4": "Bicycle", + "pararomantic-gear5": "Fairly new car in decent condition", + "pararomantic-gear6": "Motorcycle", + "pararomantic-gift": "Gift from your Guide, which must be periodically recharged by interactions with them", + "pararomantic-gift1": "Part of their body, eg. a vial of blood, lock of hair, tears in a phial, fairy dust, etc. It either helps you heal, or counts as a weakness against a specific kind of monster.", + "pararomantic-gift2": "Piece of jewelry, eg. a golden ring, tribal pendant, silver locket, etc. It either provides armour (1 armour, magic) or protects you from the powers of a specific kind of monster.", + "pararomantic-gift3": "A memento of the time when they were human, eg. a portrait/photo from life, diary, favourite hat, doll, lighter, etc. It provides +1 to Bond Abuse rolls.", + "pararomantic-gift4": "A strange or antique weapon, eg. a family sword, ancient staff, holy mace (2 harm, hand, messy), etc. Additionally, add '+magic', '+silver', '+holy', or '+iron' tag to the weapon.", + "pararomantic-advance1": "Take a second Gift from your Guide or add another property to an existing gift", + "pararomantic-advance2": "Change your Guide, as you fall for another supernatural being", + "pararomantic-advance3": "Gain a second Guide. Track the Relationship Status of both Guides separately. Both Guides initially hate each other, but this could change through play. All moves that applied to your original Guide can now apply to either one", + "pararomantic-advance4": "Erase all marks from the Relationship Status track(s)", + "Searcher": "Searcher", + "searcher-extra-luck": "Extra Luck point", + "searcher-extra-luck-desc": "Use if you have the corresponding First Encounter move", + "luck-special-searcher": "When you spend Luck, your First Encounter comes up in play. It could be a flashback, new occurrence, or related event.", + "searcher-gear-base": "A laptop, a car or motorcycle, a camera, and binoculars", + "searcher-tools": "Investigation Tools", + "searcher-gear1": "A bag of cameras and microphones", + "searcher-gear2": "Forensic tools", + "searcher-gear3": "Ghost hunting tools", + "searcher-gear4": "Scientific measuring tools", + "searcher-gear5": "Cryptid hunting gear", + "searcher-gear6": "Historical documents and witness reports of strange events", + "searcher-gear7": "Maps, blueprints, and building reports for significant places", + "searcher-weapon": "Self-defence Weapons", + "searcher-gear8": "Walking stick (1 harm, hand, innocuous)", + "searcher-gear9": "Small handgun (2 harm, close, reload, loud)", + "searcher-gear10": "Small knife (1 harm, hand, messy)", + "searcher-gear11": "Martial arts training (1 harm, hand, innocuous)", + "searcher-gear12": "Incapacitating spray (0 harm, hand, irritating)", + "searcher-gear13": "Heavy flashlight (1 harm, hand, innocuous)", + "searcher-fixed-move1": "First Encounter: One strange event started you down this path, sparking your need to discover the truth behind the unexplained. Decide what that event was, pick a category below and take the associated move. Then tell everyone what happened to you (or someone close to you).", + "searcher-fixed-move1.1": "Cryptid Sighting: You take note of any reports of strange creatures. Whenever you first see a new type of creature, you may immediately ask one of the investigate a mystery questions.", + "searcher-fixed-move1.2": "Zone of Strangeness: Things are not fixed. You never need to act under pressure when supernatural forces alter the environment around you, and you get protection (2 armour) against harm from sudden changes to the laws of physics.", + "searcher-fixed-move1.3": "Psychic Event: Your mind is awakened. You may act under pressure to use the sensitive weird move, or (if you already have sensitive) the empath weird move.", + "searcher-fixed-move1.4": "Higher Power: Something looks out for you. You start with an extra Luck point.", + "searcher-fixed-move1.5": "Strange Dangers: You are always watching for hazards. When you have no armour, you still count as having protection (1 armour).", + "searcher-fixed-move1.6": "Abduction: They taught you hidden knowledge. Gain +1 to any move when you research strange or ancient secrets to do it.", + "searcher-fixed-move1.7": "Cosmic Insight: You have encompassed the soul of the universe. You never need to act under pressure due to feelings of fear, despair, or isolation.", + "searcher-move1": "Prepared to Defend: Even truth-seekers need to fight sometimes. Whenever you suffer harm when you kick some ass or protect someone, you suffer 1 harm less.", + "searcher-move2": "Fellow Believer: People understand you've also known strangeness. Bystanders will talk to you about weird things they would not trust another hunter (or a mundane official) to believe.", + "searcher-move3": "Guardian: You have a mystical ally (perhaps a spirit, alien, or cryptid) who helps and defends you. Define them, and their powers, with the Keeper's agreement. Their look is one of: invisible, an intangible spirit thing, a weird creature, disguised as an animal, or disguised as a person.", + "searcher-move4": "Just Another Day: When you have to act under pressure due to a monster, phenomenon, or mystical effect, you may roll +Weird instead of +Cool.", + "searcher-move5": "Network: You may gain an ally group of others who had experiences similar to your First Encounter - perhaps they're a support group or a hobbyist club. Detail up to five members with useful skills related to what happened to them (none are up for fighting monsters).", + "searcher-move6": "Ockham's Broadsword: When you first encounter something strange, you may ask the Keeper what sort of thing it is. They will tell you if it (or the cause) is: natural, an unnatural creature, a weird phenomenon, or a person. You gain +1 forward dealing with it.", + "searcher-move7": "The Things I've Seen: When you encounter a creature or phenomenon, you may declare that you have seen it before. The Keeper may ask you some questions about that encounter, and will then tell you one useful fact you learned and one danger you need to watch out for (maybe right now).", + "searcher-advance1": "Take a second First Encounter move, based on a recent mystery", + "searcher-advance2": "Resolve your First Encounter. The Keeper makes the next mystery about this event, and should try to answer all remaining questions about it during the mystery (although there are sure to be new threads to investigate after...)", + "Exile": "Exile", + "luck-special-exile": "When you spend Luck, you'll find something from your original life. Maybe something good, maybe something bad.", + "exile-origin": "Origin", + "exile-origin-desc1": "You were taken from your home in the past, and dropped into the modern world with only what you were carrying.", + "exile-origin-desc2": "Your nemesis came to the modern world as well, and is aware that you followed them. They will try and kill you if you don't kill them first. Decide who or what they are (with the Keeper's agreement).", + "exile-origin-desc3": "How did you get transported to the modern day?", + "exile-origin1": "You were pursuing your nemesis.", + "exile-origin2": "Your nemesis had already travelled to the future, so you (or your comrades) cast a spell to send you after it.", + "exile-origin3": "Magical accident or side-effect.", + "exile-origin4": "You angered a sorcerer.", + "exile-origin5": "Divine intervention.", + "exile-origin6": "One moment you were there, the next you were here.", + "exile-origin7": "A strange place or artifact brought you.", + "exile-origin8": "You were frozen, and recently unearthed and revived.", + "exile-move1": "Adept Sorcerer: You have a familiar spirit (usually in the guise of a pet) that counts as an ally: subordinate (motivation: to follow your exact instructions).", + "exile-move2": "Warrior: If you are fighting with (and against) old-fashioned hand weapons and suffer harm, you suffer 1 harm less. Monster attacks almost always count as old-fashioned for this move.", + "exile-move3": "Traditional Remedies: You can treat injuries without any need for modern medical supplies (although you might need someone to hold the patient down). Dealing with a poison, infection, or disease might need you to track down some specific ingredients (eg. healing herbs).", + "exile-move4": "Immortal Name: Your monster-hunting exploits are legendary, so much that your name still scares monsters and minions. You may use threats to use the move manipulate someone on monsters if they understand enough to have heard stories about you.", + "exile-move5": "Hearty Constitution: You never suffer from normal illnesses, and get +1 ongoing against magical illnesses and poisons. You've been through worse.", + "exile-move6": "Confused: Mark experience whenever your bafflement with the modern world gets in the way of monster-hunting.", + "exile-move7": "Ancient Magics: You learned magic when less lore had been lost. When you use magic, on a 7-9, don't choose a glitch. Instead, take -1 forward.", + "exile-move8": "Learned: You researched all the legends and tales of monsters in your home time. When you investigate a mystery, you can ask the Keeper questions from the following list as well as from the usual list", + "exile-move8.1": "Did this creature (or this type of creature) exist in my home time?", + "exile-move8.2": "What defenses are effective against this creature?", + "exile-move8.3": "What do I know about this creature that has been forgotten?", + "exile-armour": "Ancient Armour (0 armour or, 1 armour) appropriate to your origin", + "exile-item": "Whatever you were carrying when you were transported; most likely a monster-hunting kit in some easy-to-carry bag appropriate to your origin", + "exile-weapon": "Ancient Weapons", + "exile-gear1": "Sword (2 harm, hand, messy)", + "exile-gear2": "Axe (2 harm, hand, messy)", + "exile-gear3": "Big sword (3 harm, hand, messy, heavy)", + "exile-gear4": "Big axe (3 harm, hand, messy, heavy)", + "exile-gear5": "Shield (1 harm, hand, 1 armour), (cannot be used at the same time as a heavy weapon)", + "exile-gear6": "Silver knife (1 harm, hand, silver)", + "exile-gear7": "Bow (2 harm, close)/(1 harm, far)", + "exile-gear8": "Crossbow (2 harm, close, slow)", + "exile-gear9": "Handgonne (1 harm, hand/close, loud, volatile, smokey, reload)", + "exile-gear10": "Arquebus (2 harm, close, loud, volatile, heavy, smokey, reload)", + "exile-gear11": "Spear (2 harm, hand/close)", + "exile-gear12": "Big knife (1 harm, hand)", + "exile-gear13": "Cudgel (1 harm, hand)", + "exile-gear14": "Martial arts (1 harm, hand)", + "exile-ally": "you find one of your old comrades, who has come to join you in the modern day", + "exile-advance1": "Find a cache of objects left for you by your comrades in the past. The Keeper will decide what's in it, but it will be things that they expected you would need in the future", + "exile-return": "Optionally, you may return home to the past", + "exile-advance2": "When you use magic, you may choose to 'create a gateway between the modern world and my home' as an effect. You cannot control who uses the gateway or exactly where it opens at the other end", + "Hardcase": "Hard Case", + "luck-special-hardcase": "When you spend Luck, an enemy from your past comes back into your life. They aren’t happy to see you.", + "hardcase-adv-harm": "Extra harm box", + "hardcase-fixed-move1": "Unstoppable: When you spend Luck to avoid harm you are about to suffer, additionally remove all harm you had already suffered. Once per mystery, when you are about to take major damage (2 harm or more), change it to just 1 harm.", + "hardcase-move1": "FINISH HIM!: Whenever you inflict a massive injury (3 harm or more), you may immediately follow up with another attack. Roll +Tough. On a 10+, double the harm you cause. On a 7-9, you inflict 1 harm extra. On a miss, you leave yourself open and vulnerable.", + "hardcase-move2": "Weapon Master: When you take possession of a new weapon, you may change or remove one tag when you are using it (eg. 'heavy' becomes 'ignore-armour', or 'unreliable' is removed). The changed tag only applies for you. When you get this move, apply it to all your current weapons.", + "hardcase-move3": "Aim For The Weak Spot: Your unarmed and hand weapon attacks all get the 'ignore-armour' tag.", + "hardcase-move4": "Inspired Guesswork: Once per mystery, when you observe a monster in action, you may investigate a mystery to discover its powers, motivations, or weaknesses. It works even if what you asked about wasn't displayed; you work it out by deduction (or guessing).", + "hardcase-move5": "Come Get Some: You can challenge your foes to fight you alone, maybe in words or maybe just by being the biggest and baddest in the team. Roll +Tough. On a 10+, they all go for you. On a 7-9, they go for you, mainly, but maybe one or two of your comrades are getting marked too. On a miss, they come for you harder than you expected.", + "hardcase-move6": "Property Damage: You can smash your way through almost anything. If it is at all possible to destroy an inanimate object with the tools at your disposal, you can roll +Sharp to work out how. On a 10+, you can pulverize it, no trouble. On a 7-9, it will either take a long time, or you can't break it all down - your choice. On a miss, you hurt yourself getting it done, or get trapped in a bad spot.", + "hardcase-weapons": "Hard Case Weapons", + "hardcase-gear1": "Crowbar (2 harm, hand, messy)", + "hardcase-gear2": "Chainsaw (3 harm, hand, messy, unreliable, loud, heavy)", + "hardcase-gear3": "Automatic shotgun (3 harm, close, loud, reload, auto)", + "hardcase-gear4": "Huge knife (2 harm, hand, messy)", + "hardcase-gear5": "Hand cannon (3 harm, close, loud)", + "hardcase-gear6": "Submachinegun (2 harm, close, reload, auto)", + "hardcase-gear7": "Battered assault rifle (3 harm, close/far, auto)", + "hardcase-normal": "Normal Weapons", + "hardcase-gear8": ".38 revolver (2 harm, close, reload, loud)", + "hardcase-gear9": "Shotgun (3 harm, close, messy, loud)", + "hardcase-gear10": "Hunting rifle (2 harm, far, loud)", + "hardcase-gear11": "9mm (2 harm, close, loud)", + "hardcase-gear12": "Big knife (1 harm, hand)", + "hardcase-gear13": "Magnum (3 harm, close, reload, loud)", + "hardcase-advance1": "Gain command of a team of monster-hunters", + "hardcase-advance2": "Add an extra harm box on the Dying side", + "Luchador": "Luchador", + "luck-special-luchador": "The Luchador is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "luchador-fixed-move1": "Signature Move: Like every great wrestler, you have perfected a signature move for the ring. It works outside the ring as well.", + "luchador-fixed-move1.1": "When you unleash your signature move on something, roll +Tough. On a 10+, you do 2 harm and take +1 forward. On a 7-9, you do 1 harm and take +1 forward. On a miss, your opponent counters the move.", + "luchador-move1": "Master Técnico: When fighting unarmed, you get +1 to kick some ass and help out.", + "luchador-move2": "Intensive Training: Take +1 Tough (max +3).", + "luchador-move3": "Noble Heroism: When you successfully protect someone, give a nearby hunter +1 forward.", + "luchador-move4": "Consummate Athlete: You get +1 ongoing for vigorous physical feats (outside of combat).", + "luchador-move5": "Machismo!: Hah! You think that really hurt? By force of will, you can ignore pain and injury. When you suffer harm and just tough it out, roll +Cool. On a 10+, you heal 1 harm and gain +1 forward. On a 7-9, you heal 1 harm. On a miss, pretending to be tough you suffer 1 extra harm, in an embarrassing way if possible.", + "luchador-move6": "Daredevil Move: You can attempt a tricky, high risk manoeuver to gain an advantage on an opponent. Roll +Tough. On a 10+ pick three, on a 7-9, pick one", + "luchador-move6.1": "Interrupt a move someone or something else is making, so they can't do it yet.", + "luchador-move6.2": "Take +1 forward.", + "luchador-move6.3": "Give another hunter +1 forward.", + "luchador-move6.4": "Inflict 2 harm if you are unarmed, and your weapon's harm if you are armed.", + "luchador-move6.5": "You don't suffer harm in return.", + "luchador-move6.6": "On a miss, you suffer 1 harm from your failed move, and leave yourself open to your foes.", + "luchador-move7": "Inspiring Speech: When you rally a group with your ringside style, roll +Charm. On a 10+, they are pumped and ready to risk life and limb for the cause. On a 7-9, they are ready to pitch in their help, as long as there is little personal risk. Choose one thing for them to do", + "luchador-move7.1": "Act as an angry mob, unleashed at the target you name.", + "luchador-move7.2": "Be a vigilant watch force.", + "luchador-move7.3": "Go wherever you tell them to.", + "luchador-move7.4": "Help construct a trap.", + "luchador-move7.5": "On a miss, you lose face with the bystanders.", + "luchador-move8": "Sly Rudo: When you fight, you fight dirty. When you inflict harm on a monster, you can lure it into a trick. Roll +Sharp. On a 10+, the monster really fell for it, inflict +1 harm and +1 ongoing vs. the monster. On a 7-9, the monster fell for it, inflict +1 harm. On a miss, your trick backfires.", + "luchador-move9": "Fan Following: Your exploits in the ring have not gone unnoticed. When you contact a devoted fan to help you with a mystery, roll +Charm. On a 10+, they're available and helpful - they can fix something, give you a lift, or do some other favour. On a 7-9, they're prepared to help, but it's either going to take some time or you're going to have to do part of it yourself. On a miss, you burn some bridges.", + "luchador-weapons": "Normal Weapons", + "luchador-gear1": ".38 revolver (2 harm, close, reload, loud)", + "luchador-gear2": "9mm (2 harm, close, loud)", + "luchador-gear3": "Shotgun (3 harm, close, messy, loud)", + "luchador-gear4": "Heavy chain (2 harm, hand, area)", + "luchador-gear5": "Sledgehammer (3 harm, hand, messy)", + "luchador-gear6": "Big knife (1 harm, hand)", + "luchador-gear7": "Brass knuckles (1 harm, hand, stealthy)", + "luchador-vehicle": "Stylish Vehicle", + "luchador-gear8": "Foreign sports car", + "luchador-gear9": "Giant off-road vehicle", + "luchador-gear10": "Limo and chauffeur", + "luchador-gear11": "Tricked out motorcycle", + "luchador-gear12": "Van with custom paint job", + "luchador-ally": "another wrestler who has chosen to fight monsters with you", + "luchador-advance1": "Gain a Haven, like the Expert, with two options", + "Meddlingkid": "Meddling Kid", + "luck-special-meddlingkid": "When you spend Luck, you will see something you weren’t supposed to see. It might help you with your current mystery or it might just scare you.", + "meddlingkid-animal": "Animal Allies", + "meddlingkid-animal-desc": "Animal allies follow the normal rules for allies, except for communication. Animal allies can understand commands about as well as a very clever dog (regardless of what sort of animal they are).", + "meddlingkid-move1": "Unmasked!: When you have a monster captured or at bay, you may explain it is not a monster after all but a specific person in a mask. You must explain the real reason for all the seemingly supernatural events you have seen, and how the villain was behind them. When you reveal the culprit, roll +Sharp. On a 10+, your deduction is correct and it really is that person in a mask! On a 7-9, the Keeper must choose one of", + "meddlingkid-move1.1": "This really is a monster, but the named bystander was secretly their ally all along.", + "meddlingkid-move1.2": "You are correct, but while you talked, they found a way to attempt an escape.", + "meddlingkid-move1.3": "The explanation for all the events is correct but you picked the wrong person; when you unmask them, the villain is someone unexpected.", + "meddlingkid-move1.4": "On a miss, the monster gets an opportunity to create chaos while you explain your (incorrect) deductions.", + "meddlingkid-move2": "Power Snack: Pick a favourite snack food. Whenever you take a moment to eat some and enjoy it, take +1 forward.", + "meddlingkid-move3": "Wallop!: When you use an improvised weapon to attack something, you may choose one of these extra effects", + "meddlingkid-move3.1": "Inflict 1 harm.", + "meddlingkid-move3.2": "Momentarily stun them with a blow to the head.", + "meddlingkid-move3.3": "Trip or entangle them.", + "meddlingkid-move3.4": "Inflict 2 harm but the improvised weapon breaks.", + "meddlingkid-move4": "It's A Trap!: When you make a trap to capture a monster or minion, roll +Sharp. On a hit, you capture something! On a 10+, you can choose one of these extra effects", + "meddlingkid-move4.1": "It will take some time for the victim to get free.", + "meddlingkid-move4.2": "The trap inflicts harm (as an improvised weapon).", + "meddlingkid-move4.3": "The trap may be reset and reused later. Roll the move again when you do so, with +1 forward.", + "meddlingkid-move5": "Tell Me The Truth!: When you are questioning somebody to investigate a mystery, you may ask questions from the following list as well as from the usual list", + "meddlingkid-move5.1": "Who has something to gain from this situation?", + "meddlingkid-move5.2": "What are you plotting?", + "meddlingkid-move5.3": "Are you lying to me?", + "meddlingkid-move5.4": "Who knows about _____?", + "meddlingkid-move6": "Run Away!: When you decide to get out of a bad situation, you can get away just fine. Unfortunately you will end up somewhere just as bad, that is important to the current mystery.", + "meddlingkid-move7": "A Pleasant and Friendly Manner: When you politely manipulate someone, your impeccable manners always count as a reason for the person to do what you say.", + "meddlingkid-gadgets": "Mystery-solving Gadgets", + "meddlingkid-gear1": "Magnifying glass", + "meddlingkid-gear2": "Microscope", + "meddlingkid-gear3": "A van", + "meddlingkid-gear4": "Library card", + "meddlingkid-gear5": "Chemistry kit", + "meddlingkid-gear6": "A set of walkie-talkies", + "meddlingkid-gear7": "Fingerprint kit", + "meddlingkid-gear8": "Camera", + "meddlingkid-ally": "someone to join the gang, it may be an animal (most likely a dog or a cat)", + "Sidekick": "Sidekick", + "luck-special-sidekick": "The Sidekick is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "hero": "Hero", + "hero-desc1": "Pick one of the other hunters to be your hero. This is the person you decided is such an awesome monster-hunter that you are going to spend your time helping them out.", + "hero-desc2": "Decide what your relationship is, with agreement from the hero's player. Eg. an older sibling, a parent, a friend who was always better than you, perhaps they saved you from a monster, or you found out about their monster hunting by accident, etc. Optionally, you may choose to copy some aspect of your hero's looks.", + "hero-desc3": "When your hero's player has picked their ratings, ask them which is highest. You've been trying to be like them, so you get an extra +1 to that rating. If they have a tie for highest, you can pick which one you put your +1 on.", + "sidekick-fixed-move1": "There's no 'I' in 'Team': You get +1 ongoing to help out; +2 ongoing, if you are helping out your hero.", + "sidekick-move1": "Caddy: You carry all your hero's stuff around. That means you can use anything from their gear list, unless they are currently holding it. Plus, if the item is not unique, you carry spares. For anything like that, you can use one of the spares even if your hero is currently using it.", + "sidekick-move2": "As You Wish: Mark experience whenever your hero orders or requests that you do something you don't want to do, and you go ahead and do it.", + "sidekick-move3": "Bodyguard: If something bad is going to happen to your hero, your comrades, or a bystander, and you are right there, you may throw yourself in harm's way. Whatever was going to happen to them happens to you instead.", + "sidekick-move4": "Me Too!: If your hero makes a roll for a move, and you copy what they did (i.e. the same move), you may choose not to roll. Instead, use the outcome of your hero's roll.", + "sidekick-move5": "I Can Make You Look Good: If you help out your hero, you may choose to change the outcome of your dice roll with the outcome of their original dice roll.", + "sidekick-move6": "Journeyman (or Journeywoman): Take a move that your hero has.", + "sidekick-hero-weapon": "Hero's Weapon (from your hero's gear options)", + "sidekick-weapons": "Sidekick Weapons", + "sidekick-gear1": ".38 revolver (2 harm, close, reload, loud)", + "sidekick-gear2": "Shotgun (3 harm, close, messy, loud)", + "sidekick-gear3": "Baseball bat (2 harm, hand)", + "sidekick-gear4": "9mm (2 harm, close, loud)", + "sidekick-gear5": "Big knife (1 harm, hand)", + "sidekick-ally": "another sidekick for your hero, your junior", + "sidekick-advance1": "Change playbooks to the same as your hero (overrides the rule that only one of each playbook may be in play)", + "sidekick-advance2": "Change your hero; pick another hunter to be your new hero", + "Snoop": "Snoop", + "luck-special-snoop": "When you spend Luck, you’re going to suffer some technical difficulties, eg. breakdowns, communication problems, weird noises in the recordings, etc.", + "snoop-crew": "Crew", + "snoop-crew-desc1": "Decide if your crew are made up of the other hunters, or if you have your own entourage. If they are other people, there are 1-3 of them. Pick a name and job for each. If it's the other hunters, decide together who gets which job.", + "snoop-crew-desc2": "Crew jobs: camera, sound, editing, dogsbody, researcher, driver, director, producer, bodyguard, etc.", + "snoop-move1": "\"What Does That Feel Like?\": When you put your camera/microphone right in a person's face, they automatically break off whatever they are doing. They might go right back to it after they deal with you, but you'll create enough time for everyone else to act in the meantime.", + "snoop-move2": "Minor Celebrity: At the beginning of each mystery, roll +Weird. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 during the mystery to have someone you meet know of you in a positive light (maybe they read your blog, listen to your podcast, or watch your Internet/TV show, etc). You may end up getting asked for autographs or given 'hot' leads, too.", + "snoop-move3": "We'll Fix It In Post: You can use anything you could conceivably have recorded as evidence for investigate a mystery, allowing you to check previous interviews, attack sites, and so on, from the comfort of your laptop.", + "snoop-move4": "I'm A Reporter!: When you investigate a mystery by talking to witnesses, interviewing locals, or anything else requiring interpersonal skills, roll +Charm instead of +Sharp.", + "snoop-move5": "Truthiness: Whatever you tell a normal person, they'll accept that you think it's true. If it's far out, they might think you're crazy, but they won't think you're lying.", + "snoop-move6": "The Mojo Wire: When you read all the current news feeds looking for the weird and crazy stuff, take +1 forward.", + "snoop-move7": "Relaxed Producer: You're employed, with a regular paycheck and little or no oversight. As long as you send in a story every few days, no matter how bizarre, you're set. Every now and again, they'll send you somewhere in particular, and when that happens it usually involves supernatural activity; unless they need human interest, in which case it will be a kitten show or agricultural fair or something.", + "snoop-gear-base": "A laptop", + "snoop-recording": "Recording Devices", + "snoop-gear1": "Digital video camera", + "snoop-gear2": "Tiny digital video camera", + "snoop-gear3": "Film camera (8mm or 16mm)", + "snoop-gear4": "Digital sound recorder", + "snoop-gear5": "Cassette tape recorder", + "snoop-gear6": "Infrared video camera", + "snoop-gear7": "Pro sound gear with boom mike", + "snoop-gear8": "Remote controlled camera drone", + "snoop-gear9": "Starlight camera", + "snoop-gear10": "Steadicam rig", + "snoop-gear11": "Laser microphone", + "snoop-gear12": "SLR camera", + "snoop-detector": "Detectors", + "snoop-gear13": "Electromagnetic field detector", + "snoop-gear14": "Temperature fluctuation detector", + "snoop-gear15": "Ouija board", + "snoop-gear16": "Humidity meter", + "snoop-gear17": "Dowsing rods", + "snoop-gear18": "Chemistry test kit", + "snoop-gear19": "Metal detector", + "snoop-gear20": "Compass", + "snoop-gear21": "GPS receiver", + "snoop-gear22": "Laser rangefinder", + "snoop-gear23": "Pendulum", + "snoop-weapon": "Subtle Weapons", + "snoop-gear24": ".32 revolver (2 harm, close, reload, small)", + "snoop-gear25": "9mm (2 harm, close, loud)", + "snoop-gear26": "Knife (1 harm, hand, hidden)", + "snoop-gear27": "Multitool/pocket knife (1 harm, hand, hidden, useful)", + "snoop-advance1": "Gain a Haven, like the Expert, with one option plus a film lab", + "snoop-ally": "possibly one of your existing crew members, or the whole crew as an ally team", + "Summoned": "Summoned", + "luck-special-summoned": "When you spend Luck, another sign of the Apocalypse will come to pass. When you have spent all your Luck, the Apocalypse begins.", + "apocalypse": "Apocalypse", + "apocalypse-desc1": "You are destined to bring about the Apocalypse. You may or may not know about it yet, but you have at least come across some hints of your destiny.", + "apocalypse-desc2": "Pick a sign of the Apocalypse, with help from the Keeper (and maybe the rest of the group) that has already been revealed to you. Whenever you spend Luck, you'll trigger another sign of the Apocalypse. You can suggest what it might be, but it will be the Keeper's job to bring the sign into the story.", + "apocalypse-sign-example": "Example signs", + "apocalypse-sign-list": "Betrayal, An army of monsters rises, Rain of fire, Eternal darkness, Things from beyond, Take your throne, Red sun, The Portal opens, Plague, Learn your true name, The Stars are Right Breaking the Seal, Murder of the King, The Beast slouches into the world, Become the Dragon, The Coronation, Your Hosts assemble, The fall of the Tower, The seas boil, Natural disasters, Judgement Day, World war, Famine, Ancient Evil reborn", + "apocalypse-desc3": "When you have spent all your Luck, the Apocalypse is imminent. It's up to you to stop, or cause, the end of the world. Your call.", + "summoned-fixed-move1": "Freakish: You're weird, and people react badly. You cannot use manipulate someone on a person until you prove yourself to them first (this includes the other hunters, and it's up to them to decide when you have proved yourself). Until then, people will just try to get away from you. You can spend Luck to have a person take to you. Don't roll manipulate someone; they act as though you'd rolled a 12. On the other hand, you can use manipulate someone on monsters that can reason and talk (but they always want something really bad).", + "summoned-move1": "What Are You Looking At?: When you talk to a monster (capable of reason and speech), they will recognize you and your potential. If you ask them what they know, pick one for the Keeper to reveal", + "summoned-move1.1": "Tell me something about where I'm from.", + "summoned-move1.2": "Tell me something about my destiny.", + "summoned-move1.3": "Tell me something about who I really am.", + "summoned-move1.4": "Tell me something about the Apocalypse.", + "summoned-move2": "Should I Feel That?: Your body has 2 armour. This does not stack with any other armour.", + "summoned-move3": "Mayhem!: When you grab a nearby large object and use it as an improvised weapon, first determine how much damage it will do.", + "summoned-move3-guide": "Guidelines", + "summoned-move3.1": "Fire extinguisher, fence post, furniture, etc: 2 harm", + "summoned-move3.2": "Motorcycle, lamppost, masonry chunk, etc: 3 harm", + "summoned-move3.3": "Car, dumpster, boulder, etc: 4 harm", + "summoned-move3.4": "Bus, truck, wall, etc: 5 harm", + "summoned-move3-desc": "After you inflict harm with it (with a kick some ass roll or otherwise), roll +harm your weapon actually caused. On a miss, you use it without trouble. On a 7-9 pick one side effect, on a 10+ pick two", + "summoned-move3.5": "You hurt someone nearby as well as your target.", + "summoned-move3.6": "You make something about the situation worse.", + "summoned-move3.7": "You lose control of your improvised weapon.", + "summoned-move3.8": "You cause massive property damage.", + "summoned-move3.9": "Your improvised weapon breaks.", + "summoned-move4": "Absolute Badass: Take +1 Tough (max +3).", + "summoned-move5": "Screw You: Spend Luck to get +1 ongoing vs. one particular monster. This lasts until that monster is dead.", + "summoned-move6": "Whatever: Spend Luck to get +1 Tough for the remainder of the current mystery (max +4).", + "summoned-move7": "Why So Serious?: If you cap off a move with an appropriate one-liner, the team gets +1 forward (so the next hunter who makes a roll gets +1).", + "summoned-weapon": "Huge Weapon", + "summoned-gear1": "Super hand cannon (4 harm, close, heavy, loud, reload)", + "summoned-gear2": "Machinegun (3 harm, close, auto, heavy, messy, loud, reload)", + "summoned-gear3": "Rocket launcher (4 harm, far, area, heavy, messy, loud, reload)", + "summoned-gear4": "Gigantic Hellsword (4 harm, hand, heavy, messy, magic)", + "summoned-gear5": "Automatic shotgun (3 harm, close, auto, heavy, loud, reload)", + "summoned-gear6": "Red right hand (3 harm, hand, magic)", + "summoned-heavy": "Heavy Weapons", + "summoned-gear7": "Sledgehammer (3 harm, hand, heavy, messy)", + "summoned-gear8": "Big sword (3 harm, hand, heavy, messy)", + "summoned-gear9": "Big axe (3 harm, hand, heavy, messy)", + "summoned-gear10": "Magnum (3 harm, close, loud, reload)", + "summoned-gear11": "Shotgun (3 harm, close, messy, loud, reload)", + "summoned-advance1": "Gain an ally team of monster-hunters (or monstrous hunters) under your command", + "summoned-advance2": "Get a position in a Sect, like the Initiate. Describe the Sect and its Traditions (or join a Sect that already exists in your game). Gain the move for when you are in good standing with your Sect", + "summoned-advance3": "Turn evil (again?). Retire this character, they become one of the Keeper's threats", + "Traveler": "Traveler", + "luck-special-traveler": "The Traveler is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "traveler-transport": "Means of Transport", + "traveler-transport-desc1": "You can visit future events, past events or remote places, either alone or with the whole team. The Keeper will decide (maybe with help from the group) how time travel will work; changing the past, alternate timelines, small changes producing major changes etc.", + "traveler-transport-desc2": "When traveling through time and space, roll +Sharp. On a 10+, you arrive at the desired place at the desired time. On a 7-9, you arrive at either the desired place or, at the desired time; your choice. On a miss, you are lost; this is probably quite serious.", + "traveler-transport-desc3": "Choose one means of transport for your travels through time and space. Each transportation medium has both positive and negative traits. Always keep in mind that time travel is by no means a safe trip.", + "traveler-transport1": "It’s bigger on the inside: Your time machine is multidimensional, as small as a phone booth on the outside, but as big as a spaceship on the inside. Things inside it cannot be tracked by normal means. To travel, it disappears from one place and appears in another, but otherwise it is completely stationary and cannot be transported at all.", + "traveler-transport2": "Teleportation: You can teleport instantly if you have a clear line of sight of the destination or if you know it very well. Otherwise, you need to study the spacetime continuum for a few hours, or even days, to plan the trip, so as to not end up underground or a kilometre above the ground.", + "traveler-transport3": "88 miles per hour: Your time machine looks like a car or a van, not drawing much attention (in time periods after the invention of such vehicles). You can use it to move around like any other vehicle, but it depends on fuel, maintenance parts, roads etc.", + "traveler-transport4": "Time Portal: You open a time portal to your destination. You can only open one portal at a time, and it will remain active for as long as you wish. It allows you to cross it in any direction as many times as you want. But an unattended portal can also be crossed by any person, or monster...", + "traveler-fixed-move1": "Servant of Technology: You are extremely dependent on technology, having difficulties in relating to the supernatural. You get -1 ongoing to use magic or any other moves related to the supernatural or magic.", + "traveler-move1": "Butterfly Effect: At the beginning of each mystery, choose one rating to receive +1 (max +3) and another to receive -1 (min -2) during this mystery. These actions disturb the spacetime and the oscillations of their characteristics is a reflection of that.", + "traveler-move2": "Historian: When you investigate a mystery or read a bad situation, you can choose to ask \"Why does this seem familiar?\" as one of the questions. If possible, the Keeper will describe how a similar situation has happened in the past or future history of the world.", + "traveler-move3": "Inventor: If you want to build, repair, or study a device, the Keeper will tell you how long it will take and what equipment will be needed.", + "traveler-move4": "Prescience: Attacks that can cause your death pop up in your memory. When you take harm and become unstable, you may roll +Weird. On a 10+, you remembered the attack and were able to avoid it completely. On a 7-9, the memory took time to emerge, take 1 harm less or don’t become unstable. On a miss, the memory was incorrect and your avoidance made you unbalanced; in addition to the harm, you take -1 forward.", + "traveler-move5": "Neural Implants: When you need to do something that requires specific training, such as defusing a bomb or flying a helicopter, you already have the information implanted in your brain. You still need to act under pressure, but you know what to do.", + "traveler-move6": "Sufficiently Advanced Technology: You can reproduce the effects of the move use magic with technological tools. You do not roll dice for this, but you must choose an effect and a glitch. This is not magic, so the effect will not have the magic tag and will not work on things affected only by magic. The Keeper may ask for one or more requirements to achieve the effect.", + "traveler-move7": "No Paradoxes: When you say why something should happen to guarantee the future, you can help another hunter and give +1 to their roll, as if you had rolled a 10+ on help out. You still need to describe how you are helping.", + "traveler-move8": "Android/Cyborg: You have cybernetic implants or maybe you're half a machine. In addition to superhuman strength, your punches and kicks are attacks with (3 harm, contact).", + "traveler-move9": "Psychic Paper: You get +1 ongoing in rolls to avoid being detected or remaining unnoticed. You also get +1 ongoing when you manipulate someone by pretending to be someone else.", + "traveler-devices": "Technological Devices", + "traveler-gear1": "Photonic Binoculars: Able to see in total darkness and in different spectra, including infrared", + "traveler-gear2": "Sonic Screwdriver: Able to repair, or damage, simple mechanical and electronic devices (eg. radios, locks, weapons etc)", + "traveler-gear3": "Travel Guide: A small electronic book containing all human historical knowledge up to the present era", + "traveler-gear4": "Portable Laboratory: A small device capable of diagnosing diseases, poisons and abnormal conditions from a drop of blood or similar input", + "traveler-gear5": "Universal Locator: Indicates the exact position in time and space. Can only be blocked with magic or high levels of radiation", + "traveler-gear6": "Hologram Projector: Projects a person-sized hologram (recorded or live) that looks real until touched", + "traveler-gear7": "Instant Translator: Ensures speech and understanding of any natural language (does not work with magic or supernatural languages)", + "traveler-weapon": "Protective Weapons", + "traveler-gear8": "Machete (1 harm, contact)", + "traveler-gear9": "Common revolver (2 harm, close, loud, reload)", + "traveler-gear10": "Shotgun (3 harm, close, messy, loud, reload)", + "traveler-gear11": "Light futuristic weapon (1 harm, add 1 range tag and 3 other tags)", + "traveler-gear12": "Heavy futuristic weapon (3 harm, add 1 range tag and 1 other tag)", + "traveler-advance1": "Delete the move Servant of Technology. You have learnt to deal with the supernatural, no longer receiving any penalties for it", "custom": "Custom", - "luck-special-Custom": "if any", + "luck-special-custom": "You may come up with a Luck Special move for this playbook with help from the Keeper.", "custom-special": "Playbook Special", "custom-special-example": "Like the Expert's haven or the Spellslinger's combat magic", "custom-special-name": "Name of special", @@ -625,6 +1161,5 @@ "custom-moves": "Playbook Moves", "custom-move-name": "Name", "custom-move-description": "Description", - "custom-gear": "Playbook Gear", - "inmrovements-instructions": "4 stats available for improvement (mark one off at character creation without taking the bonus); top stat max +3, all others max +2" -} \ No newline at end of file + "custom-gear": "Playbook Gear" +} diff --git a/Monster of the Week/translations/ru.json b/Monster of the Week/translations/ru.json index 804459d8eb..71250b65da 100644 --- a/Monster of the Week/translations/ru.json +++ b/Monster of the Week/translations/ru.json @@ -27,17 +27,19 @@ "gear": "Gear", "other-gear": "Other Gear", "improvements": "Improvements", - "inmrovements-description": "Once you have 5 experience you may choose one of these: (Check off any you've already taken)", + "improvements-description": "Once you have 5 Experience you may choose one of these: (Check off any you've already taken)", "max": "max", - "another-move": "Take another Custom move", + "another-move": "Take another move from your own playbook", "ally": "Gain an ally", "playbook-move": "Take a move from another playbook", "advanced-improvements": "Once you have taken 5 improvements you may choose from these options as well as the list above when you improve", "rating": "to any rating", - "new-type": "Change this hunter to a new type", + "new-playbook": "Change playbooks", "second-hunter": "Create a second hunter to play", "basic-moves": "Advance 2 basic moves", "retire": "Retire this hunter to safety", + "erase-luck": "Erase one used Luck point", + "after-getting-improvement": "Use after getting the corresponding Improvement", "history": "History and Notes", "pick-one": "pick one", "pick-two": "pick two", @@ -46,12 +48,13 @@ "1-fixed-move": "You get this", "2-fixed-moves": "You get these 2", "1-move": "Then pick one of these", + "2-moves-then": "Then pick two of these", "2-moves": "Then pick two of these", + "3-moves-then": "Then pick three of these", "3-moves": "Pick three of these", "choose": "choose", "one": "one", - "choose-one": "choose one", - "choose-two": "choose two", + "two": "two", "three": "three", "the-chosen": "The Chosen", "the-crooked": "The Crooked", @@ -59,13 +62,33 @@ "the-expert": "The Expert", "the-flake": "The Flake", "the-initiate": "The Initiate", - "the-monsteroue": "The Monsterous", + "the-monstrous": "The Monstrous", "the-mundane": "The Mundane", "the-professional": "The Professional", "the-spellslinger": "The Spellslinger", "the-spooky": "The Spooky", "the-wronged": "The Wronged", + "the-gumshoe": "The Gumshoe", + "the-hex": "The Hex", + "the-pararomantic": "The Pararomantic", + "the-searcher": "The Searcher", + "the-exile": "The Exile", + "the-hardcase": "The Hard Case", + "the-luchador": "The Luchador", + "the-meddlingkid": "The Meddling Kid", + "the-sidekick": "The Sidekick", + "the-snoop": "The Snoop", + "the-summoned": "The Summoned", + "the-traveler": "The Traveler", + "the-actionscientist": "The Action Scientist", + "the-biggamehunter": "The Big Game Hunter", + "the-constructed": "The Constructed", + "the-madscientist": "The Mad Scientist", "custom-playbook": "Custom", + "tome-of-mysteries": "Tome of Myseries", + "reinforcements": "Reinforcements", + "Brazilian": "Brazilian Edition", + "fan-made": "Fan-made", "chosen": "Chosen", "luck-special-chosen": "When you spend Luck the Keeper will bring your fate into play", "your-fate": "Your Fate", @@ -107,13 +130,14 @@ "chosen-move4": "Invincible You always count as having 2 armour, this doesn't stack with other protection", "chosen-move5": "Resilience You heal faster than normal people. Any time your harm gets healed, heal and extra point. Additionally, your wounds count as 1 harm less for the purpose of the Keeper's harm moves", "chosen-gear1": "Protective gear worth 1 armour", - "optional": "optional", "chosen-gear2": "One Special Weapon", + "chosen-special-descrip": "Design your weapon by choosing a Form, three Business-end options (which are added to the base tags), and a material that the business-end is made from.", "form": "Form", "chosen-gear3": "Staff (1 harm, hand, close)", "chosen-gear4": "Haft (2 harm, hand, heavy)", "chosen-gear5": "Handle (1 harm, hand, balanced)", "chosen-gear6": "Chain (1 harm, hand, area)", + "business-end": "Business-end", "chosen-gear7": "Business End", "chosen-gear8": "Artifact (+magic)", "chosen-gear9": "Spikes (+1 harm, +messy)", @@ -121,8 +145,8 @@ "chosen-gear11": "Heavy (+1 harm)", "chosen-gear12": "Long (+close)", "chosen-gear13": "Throwable (+close)", - "chosen-gear14": "Chain (+area)", "material": "Material", + "material-desc": "(+steel, +cold iron, +silver, +wood, +stone, +bone, +teeth, +obsidian, or anything else you want)", "chosen-advance1": "Delete a doom tag (optionally also delete a heroic tag)", "Crooked": "Crooked", "luck-special-Crooked": "When you spend Luck someone from your past will re-appear in your life, soon", @@ -132,7 +156,7 @@ "background2": "Burglar When you break into a secure location roll +Sharp. On a 10+ pick three, on a 7-9 pick two", "background2.1": "You get in undetected", "background2.2": "You get out undetected", - "background2,3": "You don't leave a mess", + "background2.3": "You don't leave a mess", "background2.4": "You find what you were after", "background3": "Grifter When you are about to manipulate someone, you can ask the Keeper \"what will convince this person to do what I want?\" The Keeper must answer honestly, but not necessarily completely", "background4": "Fixer If you need to buy something, sell something, or hire someone, roll +Charm. On a 10+ you know just the person that will be interested. On a 7-9, you know the only person that can do it, but there's a complication. Pick one", @@ -142,8 +166,14 @@ "background4.4": "On a miss, the only person who can help you is someone who absolutely hates you", "background5": "Assassin When you take your first shot at an unsuspecting target, do +2 harm", "background6": "Charlatan When you want people to think you are using magic, roll +Cool. On a 10+ your audience is amazed and fooled by your illusion. On 7-9, you tripped up a few times, someone will notice. You may also manipulate someone with fortune telling. When you do that, ask \"What are they hoping for right now?\" as a free question (even on a miss)", + "background6.1": "You may also manipulate someone with fortune telling. When you do that, ask \"What are they hoping for right now?\" as a free question (even on a miss).", "background7": "Pickpocket When you steal something small, roll +Charm. On a 10+ you get it and they didn't notice you taking it. On a 7-9 either you don't grab it, you grab the wrong thing, or they remember you later; your choice", "crooked-move1": "Artifact You 'found' a magical artifact with handy powers and kept it. Pick 1: Protective amulet (1 amour, magic, recharge); lucky charm (may be used as a Luck point just once); grimoire (studying the book gives +1 to use magic; skeleton key (opens any magically sealed lock); imp stone (a weak demon is bound to serve the holder. The imp must be summoned with Use Magic)", + "crooked-artifact1": "Protective amulet (1 amour, magic, recharge)", + "crooked-artifact2": "Lucky charm (may be used as a Luck point just once)", + "crooked-artifact3": "Grimoire (studying the book gives +1 forward to use magic)", + "crooked-artifact4": "Skeleton key (opens any magically sealed lock)", + "crooked-artifact5": "Imp stone (a weak demon is bound to serve the holder. The imp must be summoned with Use Magic)", "crooked-move2": "Crew You have a regular crew, a team of 3 or 4 people who will help you out with pretty much anything. This counts as a team", "crooked-move3": "Deal with the Devil You sold your soul to the devil. Pick one or two things you got out of the deal: wealth, fame, youth, sensual gratification, skill (add +1 to two ratings). Payment is due either when you die, or in a year (6 months if you chose 2 things)", "crooked-move4": "Friends on the Force You know a few cops who can be persuaded to look the other way, or do you a favour, for certain considerations. You can act under pressure to get in touch with them when you need to divert any law enforcement attention. There will be a cost, although maybe not right now", @@ -151,6 +181,7 @@ "crooked-move6": "Driver You gain +1 ongoing while driving, plus you can hotwire anything (the older it is, the fewer tools you'll need.) You also own 2 handy, widely-available vehicles", "crooked-move7": "Home Ground Your crew made a point of keeping the locals happy- keeping them safe, ensuring things always went down okay. When you're back in your old neighbourhood, you can always find people who will hide you or help you with a minor favour, no questions asked", "crooked-move8": "Notorious You have a reputation from your criminal past. When you reveal who you are, your terrifying reputation counts as a reason for someone to what you ask when you manipulate someone. Revealing your identity to someone can bring other problems later, of course", + "crooked-weapon": "Effective Weapons", "crooked-gear1": ".22 revolver (1 harm, close, reload,
          small)", "crooked-gear2": ".38 revolver (2 harm, close, reload,
          loud)", "crooked-gear3": "9mm (2 harm, close, loud)", @@ -160,12 +191,6 @@ "crooked-gear7": "Baseball bat (1 harm, hand)", "crooked-gear8": "Submachinegun (2 harm, close, reload,
          auto", "crooked-gear9": "Assault rifle (3 harm, close/far, auto)", - "underworld": "Underworld", - "underworld-description": "Pick the circumstance that lead you to discovering the real underworld, then pick the creature involved", - "underworld1": "The target of a job was a dangerous creature (Pick one: vampire, warewolf, troll, reptiloid)", - "underworld2": "You worked with someone who was more than they seemed (Pick one: sorceror, demon, faerie, psychic)", - "underworld3": "You were hired by something weird (Pick one: immortal, god, outsider, witch)", - "underworld4": "Things went south o a job- including, but not limited to running into; (Pick one a horde of goblins, a hunger of ghouls, a dream-eater, a salamander)", "heat": "Heat", "heat-description": "You didn't get here without making enemies", "pick-heat": "pick at least 2 of these and name the people involved", @@ -174,9 +199,14 @@ "heat3": "You pissed off a well connected criminal,
          and they'll do whatever they can to
          destroy you", "heat4": "You took advantage of someone
          who has special powers (a person or
          monster)", "heat5": "You betrayed an old partner in the
          middle of a job ", + "underworld": "Underworld", + "underworld-description": "Pick the circumstance that lead you to discovering the real underworld, then pick the creature involved", + "underworld1": "The target of a job was a dangerous creature (Pick one: vampire, warewolf, troll, reptiloid)", + "underworld2": "You worked with someone who was more than they seemed (Pick one: sorceror, demon, faerie, psychic)", + "underworld3": "You were hired by something weird (Pick one: immortal, god, outsider, witch)", + "underworld4": "Things went south o a job- including, but not limited to running into; (Pick one a horde of goblins, a hunger of ghouls, a dream-eater, a salamander)", "crooked-ally": "from your old crew", "crooked-advance1": "Recover a stash of money from the old days, enough to live without care for a year or two", - "Crooked-advance2": "Erase one Luck point from your playbook", "Divine": "Divine", "luck-special-divine": "When you spend Luck you get word your Mission requires something difficut to me done. By you. Urgently", "your-mission": "Your Mission", @@ -193,15 +223,15 @@ "divine-move5": "Soothe When you talk to someone for a few seconds in a quiet voice, you can calm them down, blocking any panic, anger, or other negitive emotions they have. This works even if the thing that freaked them out is still present, as long as your voice can be heard", "divine-move6": "Lay On Hands Your touch can heal any injury or disease. When you lay your hands on someone hurt, roll +Cool. On a 10+, heal 2 harm or an illness, plus they are stabilised. On a 7-9, you can heal the harm or illness but you take it into yourself. On a miss, your aura causes them extra harm", "divine-move7": "Cast Out Evil You may banish an unnatural creature from your presence. Roll +Tough, on 10+ it is banished. On a 7-9 it takes a little while for the banishing to take effect- the creature has time to make one or two actions. Either way, the banished creature is unharmed, and you have no control over where it goes. This move may be used on unnatural hunters (eg The Monsterous). On a miss, something is keeping it here. That's bad", - "divine-gear1": "Flaming sword (3 harm, hand, fire,
          holy) ", "divine-weapon": "One Divine Weapon", + "divine-armour": "Divine Armour (1 armour, holy) with a look suited to your divine origin", + "divine-gear1": "Flaming sword (3 harm, hand, fire,
          holy) ", "divine-gear2": "Thunder hammer (3 harm, hand, stun,
          holy) ", "divine-gear3": "Razor whip (3 harm, hand, area,
          messy, holy)", "divine-gear4": "Five demon bag (3 harm, close, magic,
          holy)", "divine-gear5": "Silver trident (3 harm, hand, silver,
          holy)", "Divine-ally": "a lesser divine being, sent from above to help you with your mission", "Divine-advance1": "Erase one Luck point from your playbook", - "Divine-advance2": "Change your mission. Select a different mission from the options, or (with the Keeper's agreement) create a new mission", "Expert": "Expert", "luck-special-expert": "When you spend Luck you discover something happening now is related to something you were involved in years ago", "expert-weapons": "Monster-Slaying Weapons", @@ -237,7 +267,6 @@ "haven8": "Panic Room This has essential supplies and is protected by normal and mystical means. You can hide out there for a few days, safe from pretty much anything", "haven9": "Magical Laboratory You have a mystical lab with all kinds of weird ingredients and tools useful for casting spells (like use magic, big magic, and any other magical moves)", "expert-advance1": "Add a haven option", - "expert-advance2": "Add a haven option", "Flake": "Flake", "luck-special-flake": "When you spend Luck pick an aspect of the current situation. The Keeper will tell you what other conspiricies that aspect connects to", "flake-move1": "Connect the Dots At the beginning of each mystery if you look for the wider patterns that current events might be part of, roll +Sharp. On a 10+ hold 3, 7-9 hold 1. Spend your hold during the mystery to ask the Keeper one of the following questions", @@ -253,20 +282,20 @@ "flake-move6": "Contrary When you seek out and recieve someone's honest advice on the best course of action for you, and then do something else instead, mark experience. If you do exactly the opposite of their advice, you also take +1 ongoing on any moves you make persuing that course", "flake-move7": "Net Friends You know a lot of people on the internet. When you contact a net friend to help you roll +Charm. On a 10+ they're available and helpful; they can fix something, break a code, hack a computer, or get you some special information. On a 7-9, they're prepared to help but it's either going to take some time, or you'll have to do part of it yourself. On a miss you burn some bridges", "flake-move8": "Sneaky When you attack from ambush or from behind, inflict +2 harm", - "fake-normal": "One Normal Weapon", - "fake-gear1": ".38 revolver (2 harm, close, reload,
          loud)", - "fake-gear2": "9mm (2 harm, close, loud)", - "fake-gear3": "Hunting rifle (2 harm, far, loud)", - "fake-gear4": "Magnum (3 harm, close, reload, loud)", - "fake-gear5": "Shotgun (3 harm, close, messy, loud)", - "fake-gear6": "Big knife (1 harm, hand)", + "flake-normal": "Normal Weapon", + "flake-gear1": ".38 revolver (2 harm, close, reload, loud)", + "flake-gear2": "9mm (2 harm, close, loud)", + "flake-gear3": "Hunting rifle (2 harm, far, loud)", + "flake-gear4": "Magnum (3 harm, close, reload, loud)", + "flake-gear5": "Shotgun (3 harm, close, messy, loud)", + "flake-gear6": "Big knife (1 harm, hand)", "flake-hidden": "Hidden Weapons", - "fake-gear7": "Throwing knives (1 harm, close, many)", - "fake-gear8": "Holdout pistol (2 harm, close, loud,
          reload)", - "fake-gear9": "Garrote (3 harm, intimate)", - "fake-gear10": "Watchman's flashlight (1 harm, hand)", - "fake-gear11": "Weighted gloves/brass knuckles (1
          harm, hand", - "fake-gear12": "Butterfly knife/folding knife (1
          harm, hand)", + "flake-gear7": "Throwing knives (1 harm, close, many)", + "flake-gear8": "Holdout pistol (2 harm, close, loud, reload)", + "flake-gear9": "Garrote (3 harm, intimate)", + "flake-gear10": "Watchman's flashlight (1 harm, hand)", + "flake-gear11": "Weighted gloves/brass knuckles (1 harm, hand)", + "flake-gear12": "Butterfly knife/folding knife (1 harm, hand)", "Flake-advance1": "Gain a haven like the Expert with two options", "Flake-advance2": "Add a haven option", "Initiate": "Initiate", @@ -336,8 +365,8 @@ "Initiate-advance1": "Get command of your chapter of the Sect", "Initiate-advance2": "Get command of your chapter of the Sect", "Initiate-advance3": "Become the leader, or effective leader, of the whole Sect", - "Monsterous": "Monsterous", - "luck-special-monsterous": "When you spend Luck your monster side gains power. Your Curse may grow stronger, or another Breed disadvantage may manifest", + "Monstrous": "Monstrous", + "luck-special-monstrous": "When you spend Luck, your monster side gains power; your Curse may become stronger, or another Breed disadvantage may manifest.", "monster-breed": "Monster Breed", "breed-description": "You are half human, half monster; were you always this way? Were you always fighting for good or were you once evil and then switched sides?", "curses": "Curses", @@ -345,40 +374,40 @@ "curse2": "Vulnerability Pick a substance. You'll take +1 harm when you suffer harm from it. If you are bound or surrounded by it, you must act under pressure to use your powers", "curse3": "Pure Drive One emotion rules you. Pick from: hunger, hate, anger, fear, jealousy, greed, joy, pride, envy, lust or cruelty. Whenever you have a chance to indulge that emotion you must do so immediately, or act under pressure to resist", "curse4": "Dark Master You have an evil lord who doesn't know you changed sides. They still give you orders, and they do not tolerate refusal or failure", - "monsterous-move1": "Immortal You do not age or sicken, and whenever you suffer harm you suffer 1 harm less", - "monsterous-move2": "Unnatural Appeal Roll +Weird instead of +Charm when you manipulate someone ", - "monsterous-move3": "Unholy Strength Roll +Weird instead of +Tough when you kick some ass ", - "monsterous-move4": "Incorporeal You may move freely though solid objects (but not people)", - "monsterous-move5": "Preternatural Speed You go much faster than normal people. When you chase, flee or run take +1 ongoing", - "monsterous-move6": "Claws of the Beast Your natural attacks deal +1 harm ", - "monsterous-move7": "Mental Dominion When you gaze into a normal human's eyes and exert your will over them Roll +Charm. On a 10+ hold 3, on 7-9 hold 1. You may spend your hold to give them an order. Regular people will follow the order, whatever it is. Hunters can choose to follow the order or not. If they do, they mark experience", - "monsterous-move8": "Unquenchable Vitality When you have taken harm you can heal yourself. Roll +Cool. On a 10+, heal 2 harm and stabilise your injuries. On a 7-9, heal 1 harm and stabilise your injuries. On a miss your injuries worsen", - "monsterous-move9": "Dark Negotiator You can use manipulate someone on monsters as well as people if they can reason and talk", - "monsterous-move10": "Flight You can fly ", - "monsterous-move11": "Shapeshifter You may change your form (usually into an animal). Decide if you have just one alternate form or several and detail them. You gain +1 forward to investigate a mystery when using and alternate form's superior senses. (Eg, smell for a wolf, sight for an eagle)", - "monsterous-move12": "Something Borrowed Take a move from a hunter playbook that is not currently in play ", + "monstrous-move1": "Immortal: You do not age or sicken, and whenever you suffer harm, you suffer 1 harm less.", + "monstrous-move2": "Unnatural Appeal: Roll +Weird instead of +Charm when you manipulate someone.", + "monstrous-move3": "Unholy Strength: Roll +Weird instead of +Tough when you kick some ass.", + "monstrous-move4": "Incorporeal: You may move freely though solid objects (but not people).", + "monstrous-move5": "Preternatural Speed: You go much faster than normal people. When you chase, flee, or run, take +1 ongoing.", + "monstrous-move6": "Claws of the Beast: Your natural attacks deal +1 harm.", + "monstrous-move7": "Mental Dominion: When you gaze into a normal human's eyes and exert your will over them, roll +Charm. On a 10+ hold 3, on a 7-9 hold 1. You may spend your hold to give them an order. Regular people will follow your order, whatever it is. Hunters can choose to follow the order or not. If they do, they mark experience.", + "monstrous-move8": "Unquenchable Vitality: When you have taken harm you can heal yourself. Roll +Cool. On a 10+, heal 2 harm and stabilise your injuries. On a 7-9, heal 1 harm and stabilise your injuries. On a miss, your injuries worsen.", + "monstrous-move9": "Dark Negotiator: You can use the move manipulate someone on monsters as well as people, if they can reason and talk.", + "monstrous-move10": "Flight: You can fly.", + "monstrous-move11": "Shapeshifter: You may change your form (usually into an animal). Decide if you have just one alternate form or several, and detail them. You gain +1 forward to investigate a mystery when using and alternate form's superior senses (eg. smell for a wolf, sight for an eagle).", + "monstrous-move12": "Something Borrowed: Take a move from a hunter playbook that is not currently in play.", "natural-attacks": "Natural Attacks", - "monsterous-attacks-pick": "pick one base and one extra, or pick two bases", - "monsterous-attacks1": "Base: teeth (3 harm, intimate)", - "monsterous-attacks2": "Base: Claws (2 harm, hand)", - "monsterous-attacks3": "Base: Magical force (1 harm, magical, close)", - "monsterous-attacks4": "Base: Life-drain (1 harm, intimate, life-drain)", - "monsterous-attacks5": "Extra: Add +1 harm to a base", - "monsterous-attacks6": "Extra: Add +ignore armour to a base", - "monsterous-attacks7": "Extra: Add an extra range to a base
          (+intimate, hand, or close)", - "monsterous-weapon": "One Handy Weapon: (if you want one)", - "monsterous-gear1": ".38 revolver (2 harm, close, reload,
          loud)", - "monsterous-gear2": "9mm (2 harm, close, loud)", - "monsterous-gear3": "Magnum (3 harm, close, reload, loud)", - "monsterous-gear4": "Shotgun (3 harm, close, messy)", - "monsterous-gear5": "Big knife (1 harm, hand)", - "monsterous-gear6": "Brass knuckles (1 harm, hand, quiet,
          small)", - "monsterous-gear7": "Sword (2 harm, hand, messy)", - "monsterous-gear8": "Huge sword (3 harm, hand, heavy)", - "Monsterous-advance1": "Gain a haven like the Expert with two options", - "Monsterous-advance2": "Take a Natural Attacks pick", - "Monsterous-advance3": "Free yourself from your type's curse. It no longer affects you but you lose 1 Weird", - "Monsterous-advance4": "Become evil (again). Retire this character, they become one of the Keeper's threats", + "monstrous-attacks-pick": "pick one base and one extra, or pick two bases", + "monstrous-attacks1": "Base: teeth (3 harm, intimate)", + "monstrous-attacks2": "Base: claws (2 harm, hand)", + "monstrous-attacks3": "Base: magical force (1 harm, magical, close)", + "monstrous-attacks4": "Base: life-drain (1 harm, intimate, life-drain)", + "monstrous-attacks5": "Extra: add +1 harm to a base", + "monstrous-attacks6": "Extra: add ignore-armour to a base", + "monstrous-attacks7": "Extra: Add an extra range to a base (intimate, hand, or close)", + "monstrous-weapon": "(Optional) Handy Weapon", + "monstrous-gear1": ".38 revolver (2 harm, close, reload, loud)", + "monstrous-gear2": "9mm (2 harm, close, loud)", + "monstrous-gear3": "Magnum (3 harm, close, reload, loud)", + "monstrous-gear4": "Shotgun (3 harm, close, messy)", + "monstrous-gear5": "Big knife (1 harm, hand)", + "monstrous-gear6": "Brass knuckles (1 harm, hand, quiet, small)", + "monstrous-gear7": "Sword (2 harm, hand, messy)", + "monstrous-gear8": "Huge sword (3 harm, hand, heavy)", + "Monstrous-advance1": "Gain a Haven, like the Expert, with two options", + "Monstrous-advance2": "Take a natural attacks pick", + "Monstrous-advance3": "Free yourself from your kind's curse, it no longer affects you, but you lose 1 Weird", + "Monstrous-advance4": "Turn evil (again?). Retire this character, they become one of the Keeper's threats", "Mundane": "Mundane", "luck-special-mundane": "When you spend Luck you'll find something wierd- maybe even useful", "mundane-move1": "Always the Victim When another hunter uses protect someone to protect you, they mark experience. Whenever a monster captures you, you mark experience", @@ -410,10 +439,6 @@ "mundane-gear10": "Classic car in terrible condition", "mundane-gear11": "Motorcycle", "mundane-gear12": "Van", - "Mundane-advance1": "Regain a used Luck point", - "Mundane-advance2": "Regain a used Luck point", - "Mundane-advance3": "Regain a used Luck point", - "Mundane-advance4": "Regain a used Luck point", "Professional": "Professional", "luck-special-professional": "When you spend Luck your next mission from the Agency comes with lots of red tape. Lots", "agency": "Agency", @@ -470,24 +495,16 @@ "Professional-advance3": "Get some or all of the other player's hunters hired by your Agency. They get the deal with the agency move as well as salery and benefits", "Spellslinger": "Spellslinger", "luck-special-spellslinger": "When you spend Luck the official council of wizards is going to poke their nose into your business", - "spellslinger-gear-description": "You don't need much except items to power your magic, still it's good to be prepared", "spellslinger-weapon": "One Backup Weapon", "spellslinger-gear1": "Old revolver (2 harm, close, reload,
          loud)", "spellslinger-gear2": "Ritual knife (1 harm, hand)", "spellslinger-gear3": "Heirloom sword (2 harm, hand, messy)", - "spellslinger-move1": "Advanced Arcane Training If you have two of your three Tools and Techniques at the ready then you may ignore the third", - "spellslinger-move2": "Arcane Reputation Pick three big organisations or groups in the supernatural community, which can include the more sociable types of monsters. They've heard of you and respect your power. Take +1 forward when you use manipulate someone on affected humans. You may also use manipulate someone on affected monsters, with no bonus", - "spellslinger-move3": "Could've Been Worse When you miss a use magic roll you can choose one of the following options instead of losing control of the magic", - "spellslinger-move3.1": "Fizzle: The preperations and materials for the spell are ruined. You'll have to start over from scratch with the prep time doubled", - "spellslinger-move3.2": "This is gonna suck: The effect happens, but you trigger all the glitches but one. You pick the one you avoid", - "spellslinger-move4": "Forensic Divination When you successfully investigate a mystery you may ask \"what magic was done here?\" as a free extra question", - "spellslinger-move5": "Go Big or Go Home When you must use magic as a requirement for big magic, take +1 forward to those use magic rolls", - "spellslinger-move6": "Enchanted Clothing Pick an article of every-day clothing; it's enchanted without any change in appearence. Take -1 harm from any source that tries to get at you through the garment", - "spellslinger-move7": "Not My Fault +1 to act under pressure when dealing with the consequences of your own spellcasting", - "spellslinger-move8": "Practitioner Choose two of the use magic effects. You get +1 to use magic when choosing one of those effects", - "spellslinger-move9": "Shield Spell When you protect someone, you gain +2 armour against any harm that is transferred to you. This doesn't stack with any other armour", - "spellslinger-move10": "Third Eye When you read a bad situation you can open your third eye for a moment to take in extra information. Take +1 hold on any result of 7 or more, plus you can see invisible things. On a miss, you may still get 1 hold, but you're exposed to a supernatural danger. Unfiltered hidden reality is tough on the mind!", "extra-fixed-move": "And you get this", + "spellslinger-fixed-move1": "Tools and Techniques: To use your combat magic effectively, you rely on a collection of tools and techniques. Uncheck one; you'll need the rest.", + "spellslinger-fixed-move1.1": "Consumables: You need certain supplies - powders, oils, etc - on hand, some will be used up each cast. If you don't have them, when you cast, take 1 harm, ignore-armour.", + "spellslinger-fixed-move1.2": "Foci: You need wands, staves, and other obvious props to focus. If you don't have what you need, your combat magic does 1 harm less.", + "spellslinger-fixed-move1.3": "Gestures: You need to wave your hands around to use combat magic. If you're restrained, take -1 ongoing for combat magic.", + "spellslinger-fixed-move1.4": "Incantations: You must speak in an arcane language to control your magic. If you use combat magic without speaking, act under pressure to avoid scrambling your thoughts.", "combat-magic": "Combat Magic", "combat-magic-description": "You have attack spells you can use as weapons. When you kick some ass with your spells roll +Weird instead of +Tough. Sometimes you may need to act under pressure to cast your spells without problems", "combat-magic-pick": "pick three, with at least one base", @@ -503,15 +520,24 @@ "effect4": "Frost or Ice (Add '-1 harm, +2 armour'
          to a wall, or '+1 harm, restraining' to
          other bases)", "effect5": "Earth (Add 'forceful, restraining' to a
          base)", "effect6": "Necromantic (Add 'life-drain' to a base)", + "spellslinger-move1": "Advanced Arcane Training If you have two of your three Tools and Techniques at the ready then you may ignore the third", + "spellslinger-move2": "Arcane Reputation Pick three big organisations or groups in the supernatural community, which can include the more sociable types of monsters. They've heard of you and respect your power. Take +1 forward when you use manipulate someone on affected humans. You may also use manipulate someone on affected monsters, with no bonus", + "spellslinger-move3": "Could've Been Worse When you miss a use magic roll you can choose one of the following options instead of losing control of the magic", + "spellslinger-move3.1": "Fizzle: The preperations and materials for the spell are ruined. You'll have to start over from scratch with the prep time doubled", + "spellslinger-move3.2": "This is gonna suck: The effect happens, but you trigger all the glitches but one. You pick the one you avoid", + "spellslinger-move4": "Forensic Divination When you successfully investigate a mystery you may ask \"what magic was done here?\" as a free extra question", + "spellslinger-move5": "Go Big or Go Home When you must use magic as a requirement for big magic, take +1 forward to those use magic rolls", + "spellslinger-move6": "Enchanted Clothing Pick an article of every-day clothing; it's enchanted without any change in appearence. Take -1 harm from any source that tries to get at you through the garment", + "spellslinger-move7": "Not My Fault +1 to act under pressure when dealing with the consequences of your own spellcasting", + "spellslinger-move8": "Practitioner Choose two of the use magic effects. You get +1 to use magic when choosing one of those effects", + "spellslinger-move9": "Shield Spell When you protect someone, you gain +2 armour against any harm that is transferred to you. This doesn't stack with any other armour", + "spellslinger-move10": "Third Eye When you read a bad situation you can open your third eye for a moment to take in extra information. Take +1 hold on any result of 7 or more, plus you can see invisible things. On a miss, you may still get 1 hold, but you're exposed to a supernatural danger. Unfiltered hidden reality is tough on the mind!", "Spellslinger-advance1": "Take another Combat Magic pick", - "Spellslinger-advance3": "Regain a used Luck point", - "Spellslinger-advance4": "Take another Combat Magic pick", - "Spellslinger-advance5": "Cross off another option from tools and techniques", + "Spellslinger-advance2": "You may cross off another option from your Tools and Techniques", "Spooky": "Spooky", "luck-special-spooky": "As you spend Luck your Dark Side's needs will get nastier", "dark-side": "The Dark Side", "dark-side-description1": "Your powers have an unsavoury source, and sometimes you get tempted to do things you shouldn't. These could be orders from whatever granted you power, urges that bubble up inside you, or something else", - "dark-side-description2": "Whatever it is, it is unsettling", "dark-side1": "Violence", "dark-side2": "Depression", "dark-side3": "Secrets", @@ -538,12 +564,12 @@ "spooky-move4": "Premonitions At the start of each mystery, roll +Weird. On a 10+, you get a detailed vision of something bad that is yet to happen. You take +1 forward to prevent it coming true, and mark experience if you stop it. On a 7-9 you get clouded images of something bad that is yet to happen; mark experience if you stop it. On a miss, you get a vision of something bad to happen and the Keeper holds 3, to be spent 1-for-1 as penalties to rolls you make", "spooky-move5": "Hunches When something bad is happening (or just about to happen) somewhere that you aren't, roll +Sharp. On a 10+ you knew where you needed to go, just in time to get there. On a 7-9, you get there too late- in time to intervene, but not prevent it altogether. On a miss, you get there just in time to be in trouble yourself", "spooky-move6": "The Big Whammy You can use your powers to kick some ass, (2 harm, close, obvious, ignore-armour) When you do, roll +Weird instead of +Tough. On a miss you'll get magical backlash", + "spooky-move6.1": "Where is the creature right now?", + "spooky-move6.2": "What is it planning to do right now?", + "spooky-move6.3": "Who is it going to attack next?", + "spooky-move6.4": "Who does it regard as the biggest threat?", + "spooky-move6.5": "How can I attract its attention?", "spooky-move7": "Tune In You can attune your mind to a monster or minion. Roll +Weird. On a 10+ hold 3, 7-9 hold 1. On a miss the monster becomes aware of you. Spend one hold to ask the Keeper one of the following questions, and gain +1 ongoing while acting on the answers", - "spooky-move7.1": "Where is the creature right now?", - "spooky-move7.2": "What is it planning to do right now?", - "spooky-move7.3": "Who is it going to attack next?", - "spooky-move7.4": "Who does it regard as the biggest threat?", - "spooky-move7.5": "How can I attract its attention?", "spooky-move8": "Jinx You can encourage coincidences to occur the way you want. When you jinx a target, roll +Weird. On a 10+ hold 2, 7-9 hold 1. On a miss, the Keeper holds 2 over you to be used in the same way. Spend your hold to", "spooky-move8.1": "Interfere with a hunter, giving them -1 forward", "spooky-move8.2": "Help a hunter, giving them +1 forward by interfering with their enemy", @@ -559,14 +585,15 @@ "spooky-gear4": "Shotgun (3 harm, close, messy)", "spooky-gear5": "Big knife (1 harm, hand)", "Spooky-advance1": "Change some or all of your Dark Side tags", + "Spooky-advance2": "Gain a Mystical Library, like the Haven option of the Expert", "Spooky-advance3": "You discover how to use your powers at a lower cost. Delete one Dark Side tag", "Wronged": "Wronged", "luck-special-wronged": "When you spend Luck you find a dangerous lead on your prey", "who-you-lost": "Who You Lost", "who": "Who did you lose?", + "pick-some": "pick one or more", "lost-pick": "pick one or more of: parent(s), sibling(s), spouse/partner, child(ren), best friend(s)", "lost-save-them": "Why couldn't you save them? You were", - "pick-some": "pick one or more", "lost1": "At fault", "lost2": "Selfish", "lost3": "Injured", @@ -576,8 +603,8 @@ "lost7": "In denial", "lost8": "Complicit", "what-prey": "What Did It?", - "prey": "My Prey", "prey-breed": "with the Keeper's agreement, pick the monster breed", + "prey": "My Prey", "wronged-fixed-move1": "I Know My Prey You get +1 ongoing when knowingly investigating, pursuing, or fighting the breed of monster that caused your loss", "wronged-move1": "Berserk No matter how much harm you take, you can always keep going until the current fight is over. During a fight, the Keeper may not use harm moves on you and you cannot die. When the fight ends, all harm takes effect as normal", "wronged-move2": "NEVER AGAIN In combat, you may choose to protect someone without rolling, as if you had rolled a 10+, but you may not choose to \"suffer little harm\"", @@ -585,10 +612,10 @@ "wronged-move4": "Fervour When you manipulate someone roll +Tough instead of +Charm", "wronged-move5": "Safety First You have jury-rigged extra protection into your gear, giving you +1 armour (max 2 armour)", "wronged-move6": "Tools Matter With your signature weapon you get +1 to kick some ass", + "wronged-move6.1": "Stabilize the injury but the patient take -1 forward.", + "wronged-move6.2": "Heal 1 harm and stabilize for now, but it will return as 2 harm and become unstable again later.", + "wronged-move6.3": "Heal 1 harm and stabilize but the patient takes -1 ongoing until it's fixed properly.", "wronged-move7": "DIY Surgery When you do quick and dirty first aid on someone (including yourself), roll +Cool. On a 10+ it's all good, it counts as normal first aid, plus stabilise the injury and heal 1 harm. On a 7-9, it counts as normal first aid, plus one of these, your choice", - "wronged-move7.1": "Stabilise the injury but the patient take -1 forward", - "wronged-move7.2": "Heal 1 harm and stabilise for now, but it will return as 2 harm and become unstable again later", - "wronged-move7.3": "Heal 1 harm and stabilise but the patient takes -1 ongoing until it's fixed properly", "wronged-armour": "Protective wear suited to your look (1 armour)", "wronged-signature": "Signature Weapons", "wronged-gear1": "Sawn-off shotgun (3 harm, hand/close,
          messy, loud, reload)", @@ -607,7 +634,6 @@ "wronged-gear13": "Brass knuckles (1 harm, hand, stealthy)", "wronged-gear14": "Assault rifle (3 harm, close, area, loud, reload)", "wronged-vehicle": "Vehicles", - "wronged-vehicle-choice": "choose one, if you want it", "wronged-gear15": "Classic car", "wronged-gear16": "Classic motorcycle", "wronged-gear17": "Plain pickup", @@ -616,8 +642,518 @@ "Wronged-advance2": "Add one more option to your haven", "Wronged-advance3": "You track down the specific monster responsible fo your loss. The Keeper must make the next mystery about them", "Wronged-advance4": "Change the target of your vengeful rage. Pick a new monster breed; I know my prey now applies to them instead", + "Gumshoe": "Gumshoe", + "luck-special-gumshoe": "When you spend Luck, your next regular case will actually be a mystery for your hunter group, and the monster will focus their attention on you!", + "Gumshoe-Adv-harm": "Extra harm box", + "gumshoeCode": "Gumshoe Code", + "gumshoeCode-description": "With the agreement of the Keeper, pick a one-sentence Code that you adhere to.", + "gumshoeCode-example": "Example Codes: Murders must be punished. Monsters must be destroyed. Innocents must be saved. Laws must be enforced. Evil must be exposed. The weak must be protected from the powerful. Etc.", + "gumshoeCode-list": "Murders must be punished, Monsters must be destroyed, Innocents must be saved, Laws must be enforced, Evil must be exposed, The weak must be protected from the powerful, etc.", + "gumshoeCode-explain": "This Code defines you. Any time you violate your Code, you forfeit all Code-related moves (The Postman Always Rings Twice, The Long Goodbye) and the ability to spend Luck. These forfeits last until either the next mystery or you make amends. As long as you follow the Code, people will sense your sincerity; you receive +1 ongoing for manipulate someone and you may not be possessed or charmed by any sort of supernatural, alien, or demonic entity or item.", + "Gumshoe-fixed-move1": "Occult Confidential: The first time in each mystery that you observe a monster, minion, or phenomenon in action, you may ask one question from the investigate a mystery list.", + "Gumshoe-fixed-move2": "The Naked City: You have lots of personal contacts wherever you go. Pick four contact types from the following areas (or from other areas agreed to between you and the Keeper)", + "Gumshoe-fixed-move2-examples": "Academics, Accountants, Artists, Bartenders, Clergy, Conspiracy Theorists, Construction, Courts, Criminals (organised), Criminals (street), Cultists, Engineers, Espionage, Film and TV, Forensic Scientists, Fringe Scientists, Hackers, Journalists, Lawyers, Mechanics, Media, Medical Practioners, Military, Morgue, Occult, Police (local), Police (national), Politicians, Prisons, Private Security, Property Developers, Stage Magicians, Technologists, Transportation", + "Gumshoe-fixed-move2-continued": "You can hit them up for info (+1 to one investigate a mystery roll) or small favours - but there may be a small cost involved. Personal contacts can provide more significant help but the Keeper decides their price on a case-by-case basis.", + "Gumshoe-move1": "The Postman Always Rings Twice: Twice per mystery - as long as you follow your Code - you may reroll a roll.", + "Gumshoe-move2": "The Long Goodbye: You can't die with an open case. Specifically, you suffer all harm as normal but your death is postponed until you have either completed or abandoned the case, or you break your Code (then all bets are off).", + "Gumshoe-move3": "Jessica Jones Entry: When you double-talk your way into a secure location, roll +Charm. On a 10+ pick three, on a 7-9 pick two, on a fail pick one", + "Gumshoe-move3.1": "You don't leave any trace of what you searched.", + "Gumshoe-move3.2": "You find what you wanted.", + "Gumshoe-move3.3": "You find something else that's important.", + "Gumshoe-move3.4": "You don't piss anyone off.", + "Gumshoe-move3.5": "You aren't recognised.", + "Gumshoe-move4": "Out of the Past: You have a police buddy who will do you big favours. Get in touch with them when you need to redirect law enforcement attention, get a heads-up on what operations are planned, or access police files. You now owe them; expect them to collect on it soon.", + "Gumshoe-move5": "Asphalt Jungle: You heal faster than normal people. Any time your harm gets healed, heal 1 harm extra. You are immune to all the harm move effects under '0 harm' and '1 harm' (when the Keeper would apply these, you ignore them).", + "Gumshoe-move6": "Hacker with a Dragon Tattoo: When you hack into a computer system, roll +Sharp. On 10+ pick two, on a 7-9 pick one. You", + "Gumshoe-move6.1": "...leave no traces.", + "Gumshoe-move6.2": "...learn something important.", + "Gumshoe-move6.3": "...can leave misinformation in place.", + "Gumshoe-move6.4": "...gain access to somewhere you want to get in to.", + "Gumshoe-move7": "\"Just one more thing\": When you ask a suspect leading questions, roll +Charm. On a 10+ hold 2, on a 7-9 hold 1, on a miss hold 1 but something bad is going to happen too. Spend your hold 1-for-1 to ask questions from this list", + "Gumshoe-move7.1": "One question from the investigate a mystery list.", + "Gumshoe-move7.2": "Was that a lie?", + "Gumshoe-move7.3": "What is something you left out that you didn't want me to notice?", + "Gumshoe-move7.4": "Are you complicit with any ongoing criminal activity?", + "Gumshoe-move7.5": "Did you commit this specific crime?", + "Gumshoe-gear-base": "A laptop, and a liquor flask", + "Gumshoe-recording": "Recording Devices", + "Gumshoe-gear1": "Night vision camera", + "Gumshoe-gear2": "Tiny digital video camera", + "Gumshoe-gear3": "Film camera (8mm or 16mm)", + "Gumshoe-gear4": "Digital sound recorder", + "Gumshoe-gear5": "Cassette tape recorder", + "Gumshoe-gear6": "Remote-controlled camera drone", + "Gumshoe-gear7": "Laser microphone", + "Gumshoe-gear8": "SLR camera", + "Gumshoe-weapon": "P.I. Weapons", + "Gumshoe-gear9": "Brass knuckles (1 harm, hand, small)", + "Gumshoe-gear10": ".38 revolver (2 harm, close, reload, loud)", + "Gumshoe-gear11": "9mm (2 harm, close, loud)", + "Gumshoe-gear12": "Magnum (3 harm, close, reload, loud)", + "Gumshoe-gear13": "Shotgun (3 harm, close, messy, loud)", + "Gumshoe-gear14": "Switchblade (1-harm, hand, small)", + "Gumshoe-advance1": "Add an extra harm box on the Dying side", + "Gumshoe-advance2": "Gain a Haven (your office, perhaps), like the Expert, with two options", + "Gumshoe-advance3": "Add four additional or new contacts for Naked City", + "Gumshoe-advance4": "Turn one of your contacts into an ally", + "Hex": "Hex", + "luck-special-hex": "When you spend Luck, until the end of the mystery, backlash on your spells will be extra nasty.", + "hex-weapons": "Wizardly Weapons", + "hex-items": "Any magical items or amulets that you use to perform magic", + "hex-gear1": ".38 revolver (2 harm, close, reload, loud)", + "hex-gear2": "Shotgun (3 harm, close, messy, loud)", + "hex-gear3": "Athame (2 harm, hand, magic, silver)", + "hex-gear4": "Shillelagh (1 harm, hand, balanced)", + "hex-gear5": "Crossbow (2 harm, close, slow)", + "hex-gear6": "Staff (1 harm, hand, balanced, large)", + "hex-advmove": "Advanced Hex Moves", + "hex-advmove-desc": "When you take the corresponding Improvement, choose one of these", + "hex-advmove1": "Apotheosis: You become a terrifying fount of mystical power. Once per mystery, after you suffer loss or harm, you may enter a state where you have both immense power and zero interest in the well-being of others. While in this state, all of the following are true", + "hex-advmove1.1": "You can fly.", + "hex-advmove1.2": "Use +Weird to kick some ass instead of +Tough. For this, you use innate magic as a weapon with (3 harm and any properties you choose).", + "hex-advmove1.3": "Ignore the component costs of your rotes.", + "hex-advmove1.4": "Ignore one requirement of every spell you cast with use magic.", + "hex-advmove1.5": "You have +1 ongoing to do everything.", + "hex-advmove1.6": "You cannot use the protect someone move.", + "hex-advmove1.7": "You have all the Temptations, and you have to indulge them whenever a good opportunity presents itself.", + "hex-advmove1.8": "When you try to resist a Temnptation, roll +Cool. On a 10+, Apotheosis ends. On a 7-9, it ends with you doing something dangerous or cruel. On a miss, it ends only after you harm someone (or something) you love.", + "hex-advmove2": "Synthesis: You manage to conciliate your dark power with your moral impulses. You lose your Temptation. Whenever you use magic to help out or protect someone, you mark experience. Mark a second experience if you do it at the expense of your own safety.", + "hex-fixed-move1": "Bad Luck Charm: Whenever you use magic and miss, the backlash never affects you directly if there's someone else around to hit. It'll go for allies, other hunters, and innocent bystanders. Sometimes, every so often, it might even hit an enemy.", + "hex-move1": "Burn Everything: When you use magic to inflict harm, you can choose to inflict (3 harm, area, magic, obvious) or (3 harm, ignore-armour, magic, obvious).", + "hex-move2": "Cast the Bones: Once per mystery, you may perform some kind of divination (tarot, casting the runes, reading entrails, or something like that) to glean information about the future. When you do, roll +Sharp. On a 10+ hold 2, on a 7-9 hold 1. On a miss, you get some information, but it's not what you want to hear. Spend the hold 1-for-1 to ask any question from the investigate a mystery list, or from the following list", + "hex-move2.1": "What can I gain from this person/place/thing/creature?", + "hex-move2.2": "Who has touched this person/place/thing/creature before me?", + "hex-move2.3": "The Keeper will answer truthfully, with either a direct answer or how to find out more.", + "hex-move3": "Force of Will: When you apply your will to dispelling a magical effect, blocking a spell, or suspending a Phenomenon, roll +Weird. On a hit, momentary magics are cancelled completely, and long-lasting spells and effects are suspended temporarily. On a 10+, you can also spend Luck to instantly snuff out a powerful spell or strange effect. On a 7-9, you take 1 harm as the strain of dismissing magic unravels you.", + "hex-move4": "Luck of the Damned: After you use magic or cast a rote, take +1 forward.", + "hex-move5": "Sympathetic Token: As long as you carry a personal object belonging to someone, such as a lock of hair, a full set of toenails, or a treasured family heirloom, you get +1 ongoing to use magic against them. You can also use magic against them at a distance. If you miss, the token is lost, destroyed, or loses its power.", + "hex-move6": "This Might Sting: You can use magic to heal 3 harm, but the process is exceptionally painful. On a 7-9, it also leaves a gnarly scar.", + "hex-move7": "Wise Soul: Whenever you use magic, right before you roll, you can ask the Keeper what exactly would happen on a miss. If you dislike the risk, you can stop at the last second, and let the spell fizzle harmlessly. All of the effort is wasted.", + "temptation": "Temptation", + "temptation-desc1": "You have a dangerous drive that you pursue, sometimes to the exclusion of your own safety. Decide if your Temptation drove you to learn magic, or if learning magic drove you to it", + "temptation-desc2": "Whenever you give in to your Temptation and act accordingly, you mark experience. If a perfect opportunity presents itself, you need to act under pressure to resist giving in to your Temptation. If you fail this roll, you don’t mark experience like you would have if you’d willingly acted out your desires.", + "temptation-choose": "Choose one Temptation", + "temptation1": "Vengeance: Utilize magic to inflict disproportionate retribution on someone who wronged you.", + "temptation2": "Power: Utilize magic to exert your dominance over another.", + "temptation3": "Addiction: Utilize magic to do what you could do without it.", + "temptation4": "Callousness: Utilize magic without regard for the safety of others.", + "temptation5": "Carnage: Utilize magic to inflict gruesome violence.", + "temptation6": "Secrets: Utilize magic to discover forbidden, dangerous knowledge.", + "temptation7": "Glory: Utilize magic to steal someone’s thunder.", + "rotes": "Rotes", + "rote-desc1": "Whenever you use magic, you can decide afterwards that a particular spell is a Rote that you know. You know how to cast it off the top of your head. Write down in detail the name of the Rote, what it requires, and what it does on a 10+, a 7-9, and a miss. A Rote is a bit more powerful than a basic use magic spell; its glitches are less onerous and its effect may be a little bigger. Unlike regular use magic, the cost and consequences for failing a Rote are known to you in advance.", + "rote-desc2": "Choose two fixed requirements for each Rote from this list", + "rote-req1": "Magic words and ritual gestures.", + "rote-req2": "An object of power (wand, talisman, orb, staff, etc) which must be wielded.", + "rote-req3": "An expendable component such as sulfur, sage, or incense, which must be burned, blown, destroyed or scattered during the casting.", + "rote-req4": "Runes or symbols written or engraved on a surface (which must be prepared).", + "rote-req5": "A spilling of blood (1 harm to you or a willing participant).", + "rote-desc3": "After you cast it for the first time, treat each Rote as a custom move - a specialised version of use magic, which is built with the Keeper.", + "rote-list": "List of Rotes", + "rote-desc4": "You start out knowing up to one Rote, which you can choose when creating your character or during play. You can learn more by taking corresponding Improvements. When you do, you can choose the new Rote right away or in play.", + "rote-desc5": "You roll +Weird to cast a Rote, which requires you to have the needed items at hand and the ability to physically use them.", + "rote-name": "Rote Name", + "rote-reqs": "Requirements", + "rote-effect": "Effects", + "hex-advance1": "Take another Rote", + "hex-advance2": "or an additional Rote", + "hex-advance3": "Gain a Haven, like the Expert, with two options", + "hex-advance4": "Take another two Rotes", + "hex-advance5": "Choose one Advanced Hex Move", + "Pararomantic": "Pararomantic", + "luck-special-pararomantic": "When you spend Luck, mark one Relationship Status box. The Keeper will bring Fate of your Love into play.", + "relation": "Relationship Status", + "guide-name": "Guide Name", + "loving": "Loving", + "broken": "Broken", + "relation-second": "Second Relationship Status", + "guide-name-second": "Second Guide Name", + "bond": "Bond Abuse", + "bond1": "Whenever you do something to abuse the bond with your Guide, like acting against them, or not giving them enough attention, roll +Charm", + "bond1.1": "On a 10+, your action has no effect beyond the exchange of some angry words.", + "bond1.2": "On a 7-9, choose one of the Bond Abuse options below.", + "bond1.3": "On a miss, the Keeper may choose two of the Bond Abuse options below, or something worse.", + "bond2": "Bond Abuse options", + "bond2.1": "Mark one Relationship Status box.", + "bond2.2": "You may not channel the power of your Bond for the rest of the mystery.", + "bond2.3": "You gain the unwelcome attention of others of your Guide's kind.", + "bond2.4": "Someone who shouldn't know finds a clue about your relationship with your Guide.", + "bond-fate": "Fate of your Love", + "bond-fate-desc1": "There is a reason why your love with your Guide is forbidden or doomed. Invent this reason or leave it to the Keeper.", + "bond-fate-desc2": "Whenever you spend Luck, the truth of your love's Fate slowly unfolds. When you mark your last Luck point, it becomes clear that you cannot be together. Your Guide might even end up as an enemy, depending on how things go.", + "bond-fate-desc3": "Whenever you put yourself or somebody else in serious danger in order to conceal the truth about you and your Guide, mark experience.", + "pararomantic-fixed-move1": "Supernatural Guide: You have a (most likely intimate) connection to some supernatural being who is your guide into the world beyond. Choose if your relationship is secret or not", + "pararomantic-fixed-move1.1": "Determine what kind of creature your Guide is and how your relationship works. Say what kind of power they possess. The Keeper will decide how it works and define your Guide as a threat.", + "pararomantic-fixed-move1.2": "If your Guide is another hunter, determine together how your relationship works.", + "pararomantic-fixed-move1.3": "Whenever you would roll +Weird, you can roll +Charm instead, by channeling the power of your Bond. When you do so and miss, in addition to the usual consequences, you and your Guide suffer as when you miss a roll for Bond Abuse.", + "pararomantic-move1": "Bonding Time: If you spend some quality time with your Guide instead of working on the current mystery, you can roll +Charm. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 to", + "pararomantic-move1.1": "Erase one used Relationship Status mark.", + "pararomantic-move1.2": "Use a Pararomantic move you haven't picked.", + "pararomantic-move1.3": "Receive a gift from your Guide.", + "pararomantic-move1.4": "Take +1 forward.", + "pararomantic-move2": "Dark Desires: You may use manipulate someone on monsters, as long as you are using emotional ties.", + "pararomantic-move3": "The Power of Love: When you use help someone to help your Guide, don't roll +Cool. You automatically help as though you'd rolled a 10. If your Guide is another hunter, the same applies when they use help someone to help you.", + "pararomantic-move4": "Do As The Supernatural Do: You can take an unnatural move from your Guide's playbook (if they are a hunter). If they are a monster, choose a move from a suitable supernatural playbook. The Keeper may offer you a custom move instead.", + "pararomantic-move5": "I Am Theirs And They Are Mine: Whenever you are in danger, your Guide knows it. If your Guide is suffering harm (and it's feasible), you can spend Luck to redirect the attack onto yourself as if you have rolled 10+ with protect someone. If you are suffering harm, you can decide that your Guide has protected you and is suffering this harm instead. If you choose this, roll for Bond Abuse.", + "pararomantic-move6": "Monster Empathy: When you try to work out what a supernatural creature desires, roll +Charm. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 to ask the following questions - the Keeper will answer honestly", + "pararomantic-move6.1": "What do they most desire?", + "pararomantic-move6.2": "What would they accept as good enough for now?", + "pararomantic-move6.3": "What would distract them?", + "pararomantic-move7": "Spirit Touched: Your experiences have made you sensitive to the supernatural. When you sense magical things, roll +Weird. On a 10+, you can sense them fully. On a 7-9, choose: either sense them fully but they notice you too, or you sense only impressions.", + "pararomantic-equip": "Normal Equipment", + "pararomantic-gear1": "Golf club, baseball bat, cricket bat, or hockey stick (2 harm, hand, innocuous, messy)", + "pararomantic-gear2": "Pocket knife or multitool (1 harm, hand, useful, small)", + "pararomantic-gear3": "Small handgun (2 harm, close, loud, reload)", + "pararomantic-gear4": "Bicycle", + "pararomantic-gear5": "Fairly new car in decent condition", + "pararomantic-gear6": "Motorcycle", + "pararomantic-gift": "Gift from your Guide, which must be periodically recharged by interactions with them", + "pararomantic-gift1": "Part of their body, eg. a vial of blood, lock of hair, tears in a phial, fairy dust, etc. It either helps you heal, or counts as a weakness against a specific kind of monster.", + "pararomantic-gift2": "Piece of jewelry, eg. a golden ring, tribal pendant, silver locket, etc. It either provides armour (1 armour, magic) or protects you from the powers of a specific kind of monster.", + "pararomantic-gift3": "A memento of the time when they were human, eg. a portrait/photo from life, diary, favourite hat, doll, lighter, etc. It provides +1 to Bond Abuse rolls.", + "pararomantic-gift4": "A strange or antique weapon, eg. a family sword, ancient staff, holy mace (2 harm, hand, messy), etc. Additionally, add '+magic', '+silver', '+holy', or '+iron' tag to the weapon.", + "pararomantic-advance1": "Take a second Gift from your Guide or add another property to an existing gift", + "pararomantic-advance2": "Change your Guide, as you fall for another supernatural being", + "pararomantic-advance3": "Gain a second Guide. Track the Relationship Status of both Guides separately. Both Guides initially hate each other, but this could change through play. All moves that applied to your original Guide can now apply to either one", + "pararomantic-advance4": "Erase all marks from the Relationship Status track(s)", + "Searcher": "Searcher", + "searcher-extra-luck": "Extra Luck point", + "searcher-extra-luck-desc": "Use if you have the corresponding First Encounter move", + "luck-special-searcher": "When you spend Luck, your First Encounter comes up in play. It could be a flashback, new occurrence, or related event.", + "searcher-gear-base": "A laptop, a car or motorcycle, a camera, and binoculars", + "searcher-tools": "Investigation Tools", + "searcher-gear1": "A bag of cameras and microphones", + "searcher-gear2": "Forensic tools", + "searcher-gear3": "Ghost hunting tools", + "searcher-gear4": "Scientific measuring tools", + "searcher-gear5": "Cryptid hunting gear", + "searcher-gear6": "Historical documents and witness reports of strange events", + "searcher-gear7": "Maps, blueprints, and building reports for significant places", + "searcher-weapon": "Self-defence Weapons", + "searcher-gear8": "Walking stick (1 harm, hand, innocuous)", + "searcher-gear9": "Small handgun (2 harm, close, reload, loud)", + "searcher-gear10": "Small knife (1 harm, hand, messy)", + "searcher-gear11": "Martial arts training (1 harm, hand, innocuous)", + "searcher-gear12": "Incapacitating spray (0 harm, hand, irritating)", + "searcher-gear13": "Heavy flashlight (1 harm, hand, innocuous)", + "searcher-fixed-move1": "First Encounter: One strange event started you down this path, sparking your need to discover the truth behind the unexplained. Decide what that event was, pick a category below and take the associated move. Then tell everyone what happened to you (or someone close to you).", + "searcher-fixed-move1.1": "Cryptid Sighting: You take note of any reports of strange creatures. Whenever you first see a new type of creature, you may immediately ask one of the investigate a mystery questions.", + "searcher-fixed-move1.2": "Zone of Strangeness: Things are not fixed. You never need to act under pressure when supernatural forces alter the environment around you, and you get protection (2 armour) against harm from sudden changes to the laws of physics.", + "searcher-fixed-move1.3": "Psychic Event: Your mind is awakened. You may act under pressure to use the sensitive weird move, or (if you already have sensitive) the empath weird move.", + "searcher-fixed-move1.4": "Higher Power: Something looks out for you. You start with an extra Luck point.", + "searcher-fixed-move1.5": "Strange Dangers: You are always watching for hazards. When you have no armour, you still count as having protection (1 armour).", + "searcher-fixed-move1.6": "Abduction: They taught you hidden knowledge. Gain +1 to any move when you research strange or ancient secrets to do it.", + "searcher-fixed-move1.7": "Cosmic Insight: You have encompassed the soul of the universe. You never need to act under pressure due to feelings of fear, despair, or isolation.", + "searcher-move1": "Prepared to Defend: Even truth-seekers need to fight sometimes. Whenever you suffer harm when you kick some ass or protect someone, you suffer 1 harm less.", + "searcher-move2": "Fellow Believer: People understand you've also known strangeness. Bystanders will talk to you about weird things they would not trust another hunter (or a mundane official) to believe.", + "searcher-move3": "Guardian: You have a mystical ally (perhaps a spirit, alien, or cryptid) who helps and defends you. Define them, and their powers, with the Keeper's agreement. Their look is one of: invisible, an intangible spirit thing, a weird creature, disguised as an animal, or disguised as a person.", + "searcher-move4": "Just Another Day: When you have to act under pressure due to a monster, phenomenon, or mystical effect, you may roll +Weird instead of +Cool.", + "searcher-move5": "Network: You may gain an ally group of others who had experiences similar to your First Encounter - perhaps they're a support group or a hobbyist club. Detail up to five members with useful skills related to what happened to them (none are up for fighting monsters).", + "searcher-move6": "Ockham's Broadsword: When you first encounter something strange, you may ask the Keeper what sort of thing it is. They will tell you if it (or the cause) is: natural, an unnatural creature, a weird phenomenon, or a person. You gain +1 forward dealing with it.", + "searcher-move7": "The Things I've Seen: When you encounter a creature or phenomenon, you may declare that you have seen it before. The Keeper may ask you some questions about that encounter, and will then tell you one useful fact you learned and one danger you need to watch out for (maybe right now).", + "searcher-advance1": "Take a second First Encounter move, based on a recent mystery", + "searcher-advance2": "Resolve your First Encounter. The Keeper makes the next mystery about this event, and should try to answer all remaining questions about it during the mystery (although there are sure to be new threads to investigate after...)", + "Exile": "Exile", + "luck-special-exile": "When you spend Luck, you'll find something from your original life. Maybe something good, maybe something bad.", + "exile-origin": "Origin", + "exile-origin-desc1": "You were taken from your home in the past, and dropped into the modern world with only what you were carrying.", + "exile-origin-desc2": "Your nemesis came to the modern world as well, and is aware that you followed them. They will try and kill you if you don't kill them first. Decide who or what they are (with the Keeper's agreement).", + "exile-origin-desc3": "How did you get transported to the modern day?", + "exile-origin1": "You were pursuing your nemesis.", + "exile-origin2": "Your nemesis had already travelled to the future, so you (or your comrades) cast a spell to send you after it.", + "exile-origin3": "Magical accident or side-effect.", + "exile-origin4": "You angered a sorcerer.", + "exile-origin5": "Divine intervention.", + "exile-origin6": "One moment you were there, the next you were here.", + "exile-origin7": "A strange place or artifact brought you.", + "exile-origin8": "You were frozen, and recently unearthed and revived.", + "exile-move1": "Adept Sorcerer: You have a familiar spirit (usually in the guise of a pet) that counts as an ally: subordinate (motivation: to follow your exact instructions).", + "exile-move2": "Warrior: If you are fighting with (and against) old-fashioned hand weapons and suffer harm, you suffer 1 harm less. Monster attacks almost always count as old-fashioned for this move.", + "exile-move3": "Traditional Remedies: You can treat injuries without any need for modern medical supplies (although you might need someone to hold the patient down). Dealing with a poison, infection, or disease might need you to track down some specific ingredients (eg. healing herbs).", + "exile-move4": "Immortal Name: Your monster-hunting exploits are legendary, so much that your name still scares monsters and minions. You may use threats to use the move manipulate someone on monsters if they understand enough to have heard stories about you.", + "exile-move5": "Hearty Constitution: You never suffer from normal illnesses, and get +1 ongoing against magical illnesses and poisons. You've been through worse.", + "exile-move6": "Confused: Mark experience whenever your bafflement with the modern world gets in the way of monster-hunting.", + "exile-move7": "Ancient Magics: You learned magic when less lore had been lost. When you use magic, on a 7-9, don't choose a glitch. Instead, take -1 forward.", + "exile-move8": "Learned: You researched all the legends and tales of monsters in your home time. When you investigate a mystery, you can ask the Keeper questions from the following list as well as from the usual list", + "exile-move8.1": "Did this creature (or this type of creature) exist in my home time?", + "exile-move8.2": "What defenses are effective against this creature?", + "exile-move8.3": "What do I know about this creature that has been forgotten?", + "exile-armour": "Ancient Armour (0 armour or, 1 armour) appropriate to your origin", + "exile-item": "Whatever you were carrying when you were transported; most likely a monster-hunting kit in some easy-to-carry bag appropriate to your origin", + "exile-weapon": "Ancient Weapons", + "exile-gear1": "Sword (2 harm, hand, messy)", + "exile-gear2": "Axe (2 harm, hand, messy)", + "exile-gear3": "Big sword (3 harm, hand, messy, heavy)", + "exile-gear4": "Big axe (3 harm, hand, messy, heavy)", + "exile-gear5": "Shield (1 harm, hand, 1 armour), (cannot be used at the same time as a heavy weapon)", + "exile-gear6": "Silver knife (1 harm, hand, silver)", + "exile-gear7": "Bow (2 harm, close)/(1 harm, far)", + "exile-gear8": "Crossbow (2 harm, close, slow)", + "exile-gear9": "Handgonne (1 harm, hand/close, loud, volatile, smokey, reload)", + "exile-gear10": "Arquebus (2 harm, close, loud, volatile, heavy, smokey, reload)", + "exile-gear11": "Spear (2 harm, hand/close)", + "exile-gear12": "Big knife (1 harm, hand)", + "exile-gear13": "Cudgel (1 harm, hand)", + "exile-gear14": "Martial arts (1 harm, hand)", + "exile-ally": "you find one of your old comrades, who has come to join you in the modern day", + "exile-advance1": "Find a cache of objects left for you by your comrades in the past. The Keeper will decide what's in it, but it will be things that they expected you would need in the future", + "exile-return": "Optionally, you may return home to the past", + "exile-advance2": "When you use magic, you may choose to 'create a gateway between the modern world and my home' as an effect. You cannot control who uses the gateway or exactly where it opens at the other end", + "Hardcase": "Hard Case", + "luck-special-hardcase": "When you spend Luck, an enemy from your past comes back into your life. They aren’t happy to see you.", + "hardcase-adv-harm": "Extra harm box", + "hardcase-fixed-move1": "Unstoppable: When you spend Luck to avoid harm you are about to suffer, additionally remove all harm you had already suffered. Once per mystery, when you are about to take major damage (2 harm or more), change it to just 1 harm.", + "hardcase-move1": "FINISH HIM!: Whenever you inflict a massive injury (3 harm or more), you may immediately follow up with another attack. Roll +Tough. On a 10+, double the harm you cause. On a 7-9, you inflict 1 harm extra. On a miss, you leave yourself open and vulnerable.", + "hardcase-move2": "Weapon Master: When you take possession of a new weapon, you may change or remove one tag when you are using it (eg. 'heavy' becomes 'ignore-armour', or 'unreliable' is removed). The changed tag only applies for you. When you get this move, apply it to all your current weapons.", + "hardcase-move3": "Aim For The Weak Spot: Your unarmed and hand weapon attacks all get the 'ignore-armour' tag.", + "hardcase-move4": "Inspired Guesswork: Once per mystery, when you observe a monster in action, you may investigate a mystery to discover its powers, motivations, or weaknesses. It works even if what you asked about wasn't displayed; you work it out by deduction (or guessing).", + "hardcase-move5": "Come Get Some: You can challenge your foes to fight you alone, maybe in words or maybe just by being the biggest and baddest in the team. Roll +Tough. On a 10+, they all go for you. On a 7-9, they go for you, mainly, but maybe one or two of your comrades are getting marked too. On a miss, they come for you harder than you expected.", + "hardcase-move6": "Property Damage: You can smash your way through almost anything. If it is at all possible to destroy an inanimate object with the tools at your disposal, you can roll +Sharp to work out how. On a 10+, you can pulverize it, no trouble. On a 7-9, it will either take a long time, or you can't break it all down - your choice. On a miss, you hurt yourself getting it done, or get trapped in a bad spot.", + "hardcase-weapons": "Hard Case Weapons", + "hardcase-gear1": "Crowbar (2 harm, hand, messy)", + "hardcase-gear2": "Chainsaw (3 harm, hand, messy, unreliable, loud, heavy)", + "hardcase-gear3": "Automatic shotgun (3 harm, close, loud, reload, auto)", + "hardcase-gear4": "Huge knife (2 harm, hand, messy)", + "hardcase-gear5": "Hand cannon (3 harm, close, loud)", + "hardcase-gear6": "Submachinegun (2 harm, close, reload, auto)", + "hardcase-gear7": "Battered assault rifle (3 harm, close/far, auto)", + "hardcase-normal": "Normal Weapons", + "hardcase-gear8": ".38 revolver (2 harm, close, reload, loud)", + "hardcase-gear9": "Shotgun (3 harm, close, messy, loud)", + "hardcase-gear10": "Hunting rifle (2 harm, far, loud)", + "hardcase-gear11": "9mm (2 harm, close, loud)", + "hardcase-gear12": "Big knife (1 harm, hand)", + "hardcase-gear13": "Magnum (3 harm, close, reload, loud)", + "hardcase-advance1": "Gain command of a team of monster-hunters", + "hardcase-advance2": "Add an extra harm box on the Dying side", + "Luchador": "Luchador", + "luck-special-luchador": "The Luchador is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "luchador-fixed-move1": "Signature Move: Like every great wrestler, you have perfected a signature move for the ring. It works outside the ring as well.", + "luchador-fixed-move1.1": "When you unleash your signature move on something, roll +Tough. On a 10+, you do 2 harm and take +1 forward. On a 7-9, you do 1 harm and take +1 forward. On a miss, your opponent counters the move.", + "luchador-move1": "Master Técnico: When fighting unarmed, you get +1 to kick some ass and help out.", + "luchador-move2": "Intensive Training: Take +1 Tough (max +3).", + "luchador-move3": "Noble Heroism: When you successfully protect someone, give a nearby hunter +1 forward.", + "luchador-move4": "Consummate Athlete: You get +1 ongoing for vigorous physical feats (outside of combat).", + "luchador-move5": "Machismo!: Hah! You think that really hurt? By force of will, you can ignore pain and injury. When you suffer harm and just tough it out, roll +Cool. On a 10+, you heal 1 harm and gain +1 forward. On a 7-9, you heal 1 harm. On a miss, pretending to be tough you suffer 1 extra harm, in an embarrassing way if possible.", + "luchador-move6": "Daredevil Move: You can attempt a tricky, high risk manoeuver to gain an advantage on an opponent. Roll +Tough. On a 10+ pick three, on a 7-9, pick one", + "luchador-move6.1": "Interrupt a move someone or something else is making, so they can't do it yet.", + "luchador-move6.2": "Take +1 forward.", + "luchador-move6.3": "Give another hunter +1 forward.", + "luchador-move6.4": "Inflict 2 harm if you are unarmed, and your weapon's harm if you are armed.", + "luchador-move6.5": "You don't suffer harm in return.", + "luchador-move6.6": "On a miss, you suffer 1 harm from your failed move, and leave yourself open to your foes.", + "luchador-move7": "Inspiring Speech: When you rally a group with your ringside style, roll +Charm. On a 10+, they are pumped and ready to risk life and limb for the cause. On a 7-9, they are ready to pitch in their help, as long as there is little personal risk. Choose one thing for them to do", + "luchador-move7.1": "Act as an angry mob, unleashed at the target you name.", + "luchador-move7.2": "Be a vigilant watch force.", + "luchador-move7.3": "Go wherever you tell them to.", + "luchador-move7.4": "Help construct a trap.", + "luchador-move7.5": "On a miss, you lose face with the bystanders.", + "luchador-move8": "Sly Rudo: When you fight, you fight dirty. When you inflict harm on a monster, you can lure it into a trick. Roll +Sharp. On a 10+, the monster really fell for it, inflict +1 harm and +1 ongoing vs. the monster. On a 7-9, the monster fell for it, inflict +1 harm. On a miss, your trick backfires.", + "luchador-move9": "Fan Following: Your exploits in the ring have not gone unnoticed. When you contact a devoted fan to help you with a mystery, roll +Charm. On a 10+, they're available and helpful - they can fix something, give you a lift, or do some other favour. On a 7-9, they're prepared to help, but it's either going to take some time or you're going to have to do part of it yourself. On a miss, you burn some bridges.", + "luchador-weapons": "Normal Weapons", + "luchador-gear1": ".38 revolver (2 harm, close, reload, loud)", + "luchador-gear2": "9mm (2 harm, close, loud)", + "luchador-gear3": "Shotgun (3 harm, close, messy, loud)", + "luchador-gear4": "Heavy chain (2 harm, hand, area)", + "luchador-gear5": "Sledgehammer (3 harm, hand, messy)", + "luchador-gear6": "Big knife (1 harm, hand)", + "luchador-gear7": "Brass knuckles (1 harm, hand, stealthy)", + "luchador-vehicle": "Stylish Vehicle", + "luchador-gear8": "Foreign sports car", + "luchador-gear9": "Giant off-road vehicle", + "luchador-gear10": "Limo and chauffeur", + "luchador-gear11": "Tricked out motorcycle", + "luchador-gear12": "Van with custom paint job", + "luchador-ally": "another wrestler who has chosen to fight monsters with you", + "luchador-advance1": "Gain a Haven, like the Expert, with two options", + "Meddlingkid": "Meddling Kid", + "luck-special-meddlingkid": "When you spend Luck, you will see something you weren’t supposed to see. It might help you with your current mystery or it might just scare you.", + "meddlingkid-animal": "Animal Allies", + "meddlingkid-animal-desc": "Animal allies follow the normal rules for allies, except for communication. Animal allies can understand commands about as well as a very clever dog (regardless of what sort of animal they are).", + "meddlingkid-move1": "Unmasked!: When you have a monster captured or at bay, you may explain it is not a monster after all but a specific person in a mask. You must explain the real reason for all the seemingly supernatural events you have seen, and how the villain was behind them. When you reveal the culprit, roll +Sharp. On a 10+, your deduction is correct and it really is that person in a mask! On a 7-9, the Keeper must choose one of", + "meddlingkid-move1.1": "This really is a monster, but the named bystander was secretly their ally all along.", + "meddlingkid-move1.2": "You are correct, but while you talked, they found a way to attempt an escape.", + "meddlingkid-move1.3": "The explanation for all the events is correct but you picked the wrong person; when you unmask them, the villain is someone unexpected.", + "meddlingkid-move1.4": "On a miss, the monster gets an opportunity to create chaos while you explain your (incorrect) deductions.", + "meddlingkid-move2": "Power Snack: Pick a favourite snack food. Whenever you take a moment to eat some and enjoy it, take +1 forward.", + "meddlingkid-move3": "Wallop!: When you use an improvised weapon to attack something, you may choose one of these extra effects", + "meddlingkid-move3.1": "Inflict 1 harm.", + "meddlingkid-move3.2": "Momentarily stun them with a blow to the head.", + "meddlingkid-move3.3": "Trip or entangle them.", + "meddlingkid-move3.4": "Inflict 2 harm but the improvised weapon breaks.", + "meddlingkid-move4": "It's A Trap!: When you make a trap to capture a monster or minion, roll +Sharp. On a hit, you capture something! On a 10+, you can choose one of these extra effects", + "meddlingkid-move4.1": "It will take some time for the victim to get free.", + "meddlingkid-move4.2": "The trap inflicts harm (as an improvised weapon).", + "meddlingkid-move4.3": "The trap may be reset and reused later. Roll the move again when you do so, with +1 forward.", + "meddlingkid-move5": "Tell Me The Truth!: When you are questioning somebody to investigate a mystery, you may ask questions from the following list as well as from the usual list", + "meddlingkid-move5.1": "Who has something to gain from this situation?", + "meddlingkid-move5.2": "What are you plotting?", + "meddlingkid-move5.3": "Are you lying to me?", + "meddlingkid-move5.4": "Who knows about _____?", + "meddlingkid-move6": "Run Away!: When you decide to get out of a bad situation, you can get away just fine. Unfortunately you will end up somewhere just as bad, that is important to the current mystery.", + "meddlingkid-move7": "A Pleasant and Friendly Manner: When you politely manipulate someone, your impeccable manners always count as a reason for the person to do what you say.", + "meddlingkid-gadgets": "Mystery-solving Gadgets", + "meddlingkid-gear1": "Magnifying glass", + "meddlingkid-gear2": "Microscope", + "meddlingkid-gear3": "A van", + "meddlingkid-gear4": "Library card", + "meddlingkid-gear5": "Chemistry kit", + "meddlingkid-gear6": "A set of walkie-talkies", + "meddlingkid-gear7": "Fingerprint kit", + "meddlingkid-gear8": "Camera", + "meddlingkid-ally": "someone to join the gang, it may be an animal (most likely a dog or a cat)", + "Sidekick": "Sidekick", + "luck-special-sidekick": "The Sidekick is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "hero": "Hero", + "hero-desc1": "Pick one of the other hunters to be your hero. This is the person you decided is such an awesome monster-hunter that you are going to spend your time helping them out.", + "hero-desc2": "Decide what your relationship is, with agreement from the hero's player. Eg. an older sibling, a parent, a friend who was always better than you, perhaps they saved you from a monster, or you found out about their monster hunting by accident, etc. Optionally, you may choose to copy some aspect of your hero's looks.", + "hero-desc3": "When your hero's player has picked their ratings, ask them which is highest. You've been trying to be like them, so you get an extra +1 to that rating. If they have a tie for highest, you can pick which one you put your +1 on.", + "sidekick-fixed-move1": "There's no 'I' in 'Team': You get +1 ongoing to help out; +2 ongoing, if you are helping out your hero.", + "sidekick-move1": "Caddy: You carry all your hero's stuff around. That means you can use anything from their gear list, unless they are currently holding it. Plus, if the item is not unique, you carry spares. For anything like that, you can use one of the spares even if your hero is currently using it.", + "sidekick-move2": "As You Wish: Mark experience whenever your hero orders or requests that you do something you don't want to do, and you go ahead and do it.", + "sidekick-move3": "Bodyguard: If something bad is going to happen to your hero, your comrades, or a bystander, and you are right there, you may throw yourself in harm's way. Whatever was going to happen to them happens to you instead.", + "sidekick-move4": "Me Too!: If your hero makes a roll for a move, and you copy what they did (i.e. the same move), you may choose not to roll. Instead, use the outcome of your hero's roll.", + "sidekick-move5": "I Can Make You Look Good: If you help out your hero, you may choose to change the outcome of your dice roll with the outcome of their original dice roll.", + "sidekick-move6": "Journeyman (or Journeywoman): Take a move that your hero has.", + "sidekick-hero-weapon": "Hero's Weapon (from your hero's gear options)", + "sidekick-weapons": "Sidekick Weapons", + "sidekick-gear1": ".38 revolver (2 harm, close, reload, loud)", + "sidekick-gear2": "Shotgun (3 harm, close, messy, loud)", + "sidekick-gear3": "Baseball bat (2 harm, hand)", + "sidekick-gear4": "9mm (2 harm, close, loud)", + "sidekick-gear5": "Big knife (1 harm, hand)", + "sidekick-ally": "another sidekick for your hero, your junior", + "sidekick-advance1": "Change playbooks to the same as your hero (overrides the rule that only one of each playbook may be in play)", + "sidekick-advance2": "Change your hero; pick another hunter to be your new hero", + "Snoop": "Snoop", + "luck-special-snoop": "When you spend Luck, you’re going to suffer some technical difficulties, eg. breakdowns, communication problems, weird noises in the recordings, etc.", + "snoop-crew": "Crew", + "snoop-crew-desc1": "Decide if your crew are made up of the other hunters, or if you have your own entourage. If they are other people, there are 1-3 of them. Pick a name and job for each. If it's the other hunters, decide together who gets which job.", + "snoop-crew-desc2": "Crew jobs: camera, sound, editing, dogsbody, researcher, driver, director, producer, bodyguard, etc.", + "snoop-move1": "\"What Does That Feel Like?\": When you put your camera/microphone right in a person's face, they automatically break off whatever they are doing. They might go right back to it after they deal with you, but you'll create enough time for everyone else to act in the meantime.", + "snoop-move2": "Minor Celebrity: At the beginning of each mystery, roll +Weird. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 during the mystery to have someone you meet know of you in a positive light (maybe they read your blog, listen to your podcast, or watch your Internet/TV show, etc). You may end up getting asked for autographs or given 'hot' leads, too.", + "snoop-move3": "We'll Fix It In Post: You can use anything you could conceivably have recorded as evidence for investigate a mystery, allowing you to check previous interviews, attack sites, and so on, from the comfort of your laptop.", + "snoop-move4": "I'm A Reporter!: When you investigate a mystery by talking to witnesses, interviewing locals, or anything else requiring interpersonal skills, roll +Charm instead of +Sharp.", + "snoop-move5": "Truthiness: Whatever you tell a normal person, they'll accept that you think it's true. If it's far out, they might think you're crazy, but they won't think you're lying.", + "snoop-move6": "The Mojo Wire: When you read all the current news feeds looking for the weird and crazy stuff, take +1 forward.", + "snoop-move7": "Relaxed Producer: You're employed, with a regular paycheck and little or no oversight. As long as you send in a story every few days, no matter how bizarre, you're set. Every now and again, they'll send you somewhere in particular, and when that happens it usually involves supernatural activity; unless they need human interest, in which case it will be a kitten show or agricultural fair or something.", + "snoop-gear-base": "A laptop", + "snoop-recording": "Recording Devices", + "snoop-gear1": "Digital video camera", + "snoop-gear2": "Tiny digital video camera", + "snoop-gear3": "Film camera (8mm or 16mm)", + "snoop-gear4": "Digital sound recorder", + "snoop-gear5": "Cassette tape recorder", + "snoop-gear6": "Infrared video camera", + "snoop-gear7": "Pro sound gear with boom mike", + "snoop-gear8": "Remote controlled camera drone", + "snoop-gear9": "Starlight camera", + "snoop-gear10": "Steadicam rig", + "snoop-gear11": "Laser microphone", + "snoop-gear12": "SLR camera", + "snoop-detector": "Detectors", + "snoop-gear13": "Electromagnetic field detector", + "snoop-gear14": "Temperature fluctuation detector", + "snoop-gear15": "Ouija board", + "snoop-gear16": "Humidity meter", + "snoop-gear17": "Dowsing rods", + "snoop-gear18": "Chemistry test kit", + "snoop-gear19": "Metal detector", + "snoop-gear20": "Compass", + "snoop-gear21": "GPS receiver", + "snoop-gear22": "Laser rangefinder", + "snoop-gear23": "Pendulum", + "snoop-weapon": "Subtle Weapons", + "snoop-gear24": ".32 revolver (2 harm, close, reload, small)", + "snoop-gear25": "9mm (2 harm, close, loud)", + "snoop-gear26": "Knife (1 harm, hand, hidden)", + "snoop-gear27": "Multitool/pocket knife (1 harm, hand, hidden, useful)", + "snoop-advance1": "Gain a Haven, like the Expert, with one option plus a film lab", + "snoop-ally": "possibly one of your existing crew members, or the whole crew as an ally team", + "Summoned": "Summoned", + "luck-special-summoned": "When you spend Luck, another sign of the Apocalypse will come to pass. When you have spent all your Luck, the Apocalypse begins.", + "apocalypse": "Apocalypse", + "apocalypse-desc1": "You are destined to bring about the Apocalypse. You may or may not know about it yet, but you have at least come across some hints of your destiny.", + "apocalypse-desc2": "Pick a sign of the Apocalypse, with help from the Keeper (and maybe the rest of the group) that has already been revealed to you. Whenever you spend Luck, you'll trigger another sign of the Apocalypse. You can suggest what it might be, but it will be the Keeper's job to bring the sign into the story.", + "apocalypse-sign-example": "Example signs", + "apocalypse-sign-list": "Betrayal, An army of monsters rises, Rain of fire, Eternal darkness, Things from beyond, Take your throne, Red sun, The Portal opens, Plague, Learn your true name, The Stars are Right Breaking the Seal, Murder of the King, The Beast slouches into the world, Become the Dragon, The Coronation, Your Hosts assemble, The fall of the Tower, The seas boil, Natural disasters, Judgement Day, World war, Famine, Ancient Evil reborn", + "apocalypse-desc3": "When you have spent all your Luck, the Apocalypse is imminent. It's up to you to stop, or cause, the end of the world. Your call.", + "summoned-fixed-move1": "Freakish: You're weird, and people react badly. You cannot use manipulate someone on a person until you prove yourself to them first (this includes the other hunters, and it's up to them to decide when you have proved yourself). Until then, people will just try to get away from you. You can spend Luck to have a person take to you. Don't roll manipulate someone; they act as though you'd rolled a 12. On the other hand, you can use manipulate someone on monsters that can reason and talk (but they always want something really bad).", + "summoned-move1": "What Are You Looking At?: When you talk to a monster (capable of reason and speech), they will recognize you and your potential. If you ask them what they know, pick one for the Keeper to reveal", + "summoned-move1.1": "Tell me something about where I'm from.", + "summoned-move1.2": "Tell me something about my destiny.", + "summoned-move1.3": "Tell me something about who I really am.", + "summoned-move1.4": "Tell me something about the Apocalypse.", + "summoned-move2": "Should I Feel That?: Your body has 2 armour. This does not stack with any other armour.", + "summoned-move3": "Mayhem!: When you grab a nearby large object and use it as an improvised weapon, first determine how much damage it will do.", + "summoned-move3-guide": "Guidelines", + "summoned-move3.1": "Fire extinguisher, fence post, furniture, etc: 2 harm", + "summoned-move3.2": "Motorcycle, lamppost, masonry chunk, etc: 3 harm", + "summoned-move3.3": "Car, dumpster, boulder, etc: 4 harm", + "summoned-move3.4": "Bus, truck, wall, etc: 5 harm", + "summoned-move3-desc": "After you inflict harm with it (with a kick some ass roll or otherwise), roll +harm your weapon actually caused. On a miss, you use it without trouble. On a 7-9 pick one side effect, on a 10+ pick two", + "summoned-move3.5": "You hurt someone nearby as well as your target.", + "summoned-move3.6": "You make something about the situation worse.", + "summoned-move3.7": "You lose control of your improvised weapon.", + "summoned-move3.8": "You cause massive property damage.", + "summoned-move3.9": "Your improvised weapon breaks.", + "summoned-move4": "Absolute Badass: Take +1 Tough (max +3).", + "summoned-move5": "Screw You: Spend Luck to get +1 ongoing vs. one particular monster. This lasts until that monster is dead.", + "summoned-move6": "Whatever: Spend Luck to get +1 Tough for the remainder of the current mystery (max +4).", + "summoned-move7": "Why So Serious?: If you cap off a move with an appropriate one-liner, the team gets +1 forward (so the next hunter who makes a roll gets +1).", + "summoned-weapon": "Huge Weapon", + "summoned-gear1": "Super hand cannon (4 harm, close, heavy, loud, reload)", + "summoned-gear2": "Machinegun (3 harm, close, auto, heavy, messy, loud, reload)", + "summoned-gear3": "Rocket launcher (4 harm, far, area, heavy, messy, loud, reload)", + "summoned-gear4": "Gigantic Hellsword (4 harm, hand, heavy, messy, magic)", + "summoned-gear5": "Automatic shotgun (3 harm, close, auto, heavy, loud, reload)", + "summoned-gear6": "Red right hand (3 harm, hand, magic)", + "summoned-heavy": "Heavy Weapons", + "summoned-gear7": "Sledgehammer (3 harm, hand, heavy, messy)", + "summoned-gear8": "Big sword (3 harm, hand, heavy, messy)", + "summoned-gear9": "Big axe (3 harm, hand, heavy, messy)", + "summoned-gear10": "Magnum (3 harm, close, loud, reload)", + "summoned-gear11": "Shotgun (3 harm, close, messy, loud, reload)", + "summoned-advance1": "Gain an ally team of monster-hunters (or monstrous hunters) under your command", + "summoned-advance2": "Get a position in a Sect, like the Initiate. Describe the Sect and its Traditions (or join a Sect that already exists in your game). Gain the move for when you are in good standing with your Sect", + "summoned-advance3": "Turn evil (again?). Retire this character, they become one of the Keeper's threats", + "Traveler": "Traveler", + "luck-special-traveler": "The Traveler is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "traveler-transport": "Means of Transport", + "traveler-transport-desc1": "You can visit future events, past events or remote places, either alone or with the whole team. The Keeper will decide (maybe with help from the group) how time travel will work; changing the past, alternate timelines, small changes producing major changes etc.", + "traveler-transport-desc2": "When traveling through time and space, roll +Sharp. On a 10+, you arrive at the desired place at the desired time. On a 7-9, you arrive at either the desired place or, at the desired time; your choice. On a miss, you are lost; this is probably quite serious.", + "traveler-transport-desc3": "Choose one means of transport for your travels through time and space. Each transportation medium has both positive and negative traits. Always keep in mind that time travel is by no means a safe trip.", + "traveler-transport1": "It’s bigger on the inside: Your time machine is multidimensional, as small as a phone booth on the outside, but as big as a spaceship on the inside. Things inside it cannot be tracked by normal means. To travel, it disappears from one place and appears in another, but otherwise it is completely stationary and cannot be transported at all.", + "traveler-transport2": "Teleportation: You can teleport instantly if you have a clear line of sight of the destination or if you know it very well. Otherwise, you need to study the spacetime continuum for a few hours, or even days, to plan the trip, so as to not end up underground or a kilometre above the ground.", + "traveler-transport3": "88 miles per hour: Your time machine looks like a car or a van, not drawing much attention (in time periods after the invention of such vehicles). You can use it to move around like any other vehicle, but it depends on fuel, maintenance parts, roads etc.", + "traveler-transport4": "Time Portal: You open a time portal to your destination. You can only open one portal at a time, and it will remain active for as long as you wish. It allows you to cross it in any direction as many times as you want. But an unattended portal can also be crossed by any person, or monster...", + "traveler-fixed-move1": "Servant of Technology: You are extremely dependent on technology, having difficulties in relating to the supernatural. You get -1 ongoing to use magic or any other moves related to the supernatural or magic.", + "traveler-move1": "Butterfly Effect: At the beginning of each mystery, choose one rating to receive +1 (max +3) and another to receive -1 (min -2) during this mystery. These actions disturb the spacetime and the oscillations of their characteristics is a reflection of that.", + "traveler-move2": "Historian: When you investigate a mystery or read a bad situation, you can choose to ask \"Why does this seem familiar?\" as one of the questions. If possible, the Keeper will describe how a similar situation has happened in the past or future history of the world.", + "traveler-move3": "Inventor: If you want to build, repair, or study a device, the Keeper will tell you how long it will take and what equipment will be needed.", + "traveler-move4": "Prescience: Attacks that can cause your death pop up in your memory. When you take harm and become unstable, you may roll +Weird. On a 10+, you remembered the attack and were able to avoid it completely. On a 7-9, the memory took time to emerge, take 1 harm less or don’t become unstable. On a miss, the memory was incorrect and your avoidance made you unbalanced; in addition to the harm, you take -1 forward.", + "traveler-move5": "Neural Implants: When you need to do something that requires specific training, such as defusing a bomb or flying a helicopter, you already have the information implanted in your brain. You still need to act under pressure, but you know what to do.", + "traveler-move6": "Sufficiently Advanced Technology: You can reproduce the effects of the move use magic with technological tools. You do not roll dice for this, but you must choose an effect and a glitch. This is not magic, so the effect will not have the magic tag and will not work on things affected only by magic. The Keeper may ask for one or more requirements to achieve the effect.", + "traveler-move7": "No Paradoxes: When you say why something should happen to guarantee the future, you can help another hunter and give +1 to their roll, as if you had rolled a 10+ on help out. You still need to describe how you are helping.", + "traveler-move8": "Android/Cyborg: You have cybernetic implants or maybe you're half a machine. In addition to superhuman strength, your punches and kicks are attacks with (3 harm, contact).", + "traveler-move9": "Psychic Paper: You get +1 ongoing in rolls to avoid being detected or remaining unnoticed. You also get +1 ongoing when you manipulate someone by pretending to be someone else.", + "traveler-devices": "Technological Devices", + "traveler-gear1": "Photonic Binoculars: Able to see in total darkness and in different spectra, including infrared", + "traveler-gear2": "Sonic Screwdriver: Able to repair, or damage, simple mechanical and electronic devices (eg. radios, locks, weapons etc)", + "traveler-gear3": "Travel Guide: A small electronic book containing all human historical knowledge up to the present era", + "traveler-gear4": "Portable Laboratory: A small device capable of diagnosing diseases, poisons and abnormal conditions from a drop of blood or similar input", + "traveler-gear5": "Universal Locator: Indicates the exact position in time and space. Can only be blocked with magic or high levels of radiation", + "traveler-gear6": "Hologram Projector: Projects a person-sized hologram (recorded or live) that looks real until touched", + "traveler-gear7": "Instant Translator: Ensures speech and understanding of any natural language (does not work with magic or supernatural languages)", + "traveler-weapon": "Protective Weapons", + "traveler-gear8": "Machete (1 harm, contact)", + "traveler-gear9": "Common revolver (2 harm, close, loud, reload)", + "traveler-gear10": "Shotgun (3 harm, close, messy, loud, reload)", + "traveler-gear11": "Light futuristic weapon (1 harm, add 1 range tag and 3 other tags)", + "traveler-gear12": "Heavy futuristic weapon (3 harm, add 1 range tag and 1 other tag)", + "traveler-advance1": "Delete the move Servant of Technology. You have learnt to deal with the supernatural, no longer receiving any penalties for it", "custom": "Custom", - "luck-special-Custom": "if any", + "luck-special-custom": "You may come up with a Luck Special move for this playbook with help from the Keeper.", "custom-special": "Playbook Special", "custom-special-example": "Like the Expert's haven or the Spellslinger's combat magic", "custom-special-name": "Name of special", @@ -625,6 +1161,5 @@ "custom-moves": "Playbook Moves", "custom-move-name": "Name", "custom-move-description": "Description", - "custom-gear": "Playbook Gear", - "inmrovements-instructions": "4 stats available for improvement (mark one off at character creation without taking the bonus); top stat max +3, all others max +2" -} \ No newline at end of file + "custom-gear": "Playbook Gear" +} diff --git a/Monster of the Week/translations/sv.json b/Monster of the Week/translations/sv.json index 804459d8eb..71250b65da 100644 --- a/Monster of the Week/translations/sv.json +++ b/Monster of the Week/translations/sv.json @@ -27,17 +27,19 @@ "gear": "Gear", "other-gear": "Other Gear", "improvements": "Improvements", - "inmrovements-description": "Once you have 5 experience you may choose one of these: (Check off any you've already taken)", + "improvements-description": "Once you have 5 Experience you may choose one of these: (Check off any you've already taken)", "max": "max", - "another-move": "Take another Custom move", + "another-move": "Take another move from your own playbook", "ally": "Gain an ally", "playbook-move": "Take a move from another playbook", "advanced-improvements": "Once you have taken 5 improvements you may choose from these options as well as the list above when you improve", "rating": "to any rating", - "new-type": "Change this hunter to a new type", + "new-playbook": "Change playbooks", "second-hunter": "Create a second hunter to play", "basic-moves": "Advance 2 basic moves", "retire": "Retire this hunter to safety", + "erase-luck": "Erase one used Luck point", + "after-getting-improvement": "Use after getting the corresponding Improvement", "history": "History and Notes", "pick-one": "pick one", "pick-two": "pick two", @@ -46,12 +48,13 @@ "1-fixed-move": "You get this", "2-fixed-moves": "You get these 2", "1-move": "Then pick one of these", + "2-moves-then": "Then pick two of these", "2-moves": "Then pick two of these", + "3-moves-then": "Then pick three of these", "3-moves": "Pick three of these", "choose": "choose", "one": "one", - "choose-one": "choose one", - "choose-two": "choose two", + "two": "two", "three": "three", "the-chosen": "The Chosen", "the-crooked": "The Crooked", @@ -59,13 +62,33 @@ "the-expert": "The Expert", "the-flake": "The Flake", "the-initiate": "The Initiate", - "the-monsteroue": "The Monsterous", + "the-monstrous": "The Monstrous", "the-mundane": "The Mundane", "the-professional": "The Professional", "the-spellslinger": "The Spellslinger", "the-spooky": "The Spooky", "the-wronged": "The Wronged", + "the-gumshoe": "The Gumshoe", + "the-hex": "The Hex", + "the-pararomantic": "The Pararomantic", + "the-searcher": "The Searcher", + "the-exile": "The Exile", + "the-hardcase": "The Hard Case", + "the-luchador": "The Luchador", + "the-meddlingkid": "The Meddling Kid", + "the-sidekick": "The Sidekick", + "the-snoop": "The Snoop", + "the-summoned": "The Summoned", + "the-traveler": "The Traveler", + "the-actionscientist": "The Action Scientist", + "the-biggamehunter": "The Big Game Hunter", + "the-constructed": "The Constructed", + "the-madscientist": "The Mad Scientist", "custom-playbook": "Custom", + "tome-of-mysteries": "Tome of Myseries", + "reinforcements": "Reinforcements", + "Brazilian": "Brazilian Edition", + "fan-made": "Fan-made", "chosen": "Chosen", "luck-special-chosen": "When you spend Luck the Keeper will bring your fate into play", "your-fate": "Your Fate", @@ -107,13 +130,14 @@ "chosen-move4": "Invincible You always count as having 2 armour, this doesn't stack with other protection", "chosen-move5": "Resilience You heal faster than normal people. Any time your harm gets healed, heal and extra point. Additionally, your wounds count as 1 harm less for the purpose of the Keeper's harm moves", "chosen-gear1": "Protective gear worth 1 armour", - "optional": "optional", "chosen-gear2": "One Special Weapon", + "chosen-special-descrip": "Design your weapon by choosing a Form, three Business-end options (which are added to the base tags), and a material that the business-end is made from.", "form": "Form", "chosen-gear3": "Staff (1 harm, hand, close)", "chosen-gear4": "Haft (2 harm, hand, heavy)", "chosen-gear5": "Handle (1 harm, hand, balanced)", "chosen-gear6": "Chain (1 harm, hand, area)", + "business-end": "Business-end", "chosen-gear7": "Business End", "chosen-gear8": "Artifact (+magic)", "chosen-gear9": "Spikes (+1 harm, +messy)", @@ -121,8 +145,8 @@ "chosen-gear11": "Heavy (+1 harm)", "chosen-gear12": "Long (+close)", "chosen-gear13": "Throwable (+close)", - "chosen-gear14": "Chain (+area)", "material": "Material", + "material-desc": "(+steel, +cold iron, +silver, +wood, +stone, +bone, +teeth, +obsidian, or anything else you want)", "chosen-advance1": "Delete a doom tag (optionally also delete a heroic tag)", "Crooked": "Crooked", "luck-special-Crooked": "When you spend Luck someone from your past will re-appear in your life, soon", @@ -132,7 +156,7 @@ "background2": "Burglar When you break into a secure location roll +Sharp. On a 10+ pick three, on a 7-9 pick two", "background2.1": "You get in undetected", "background2.2": "You get out undetected", - "background2,3": "You don't leave a mess", + "background2.3": "You don't leave a mess", "background2.4": "You find what you were after", "background3": "Grifter When you are about to manipulate someone, you can ask the Keeper \"what will convince this person to do what I want?\" The Keeper must answer honestly, but not necessarily completely", "background4": "Fixer If you need to buy something, sell something, or hire someone, roll +Charm. On a 10+ you know just the person that will be interested. On a 7-9, you know the only person that can do it, but there's a complication. Pick one", @@ -142,8 +166,14 @@ "background4.4": "On a miss, the only person who can help you is someone who absolutely hates you", "background5": "Assassin When you take your first shot at an unsuspecting target, do +2 harm", "background6": "Charlatan When you want people to think you are using magic, roll +Cool. On a 10+ your audience is amazed and fooled by your illusion. On 7-9, you tripped up a few times, someone will notice. You may also manipulate someone with fortune telling. When you do that, ask \"What are they hoping for right now?\" as a free question (even on a miss)", + "background6.1": "You may also manipulate someone with fortune telling. When you do that, ask \"What are they hoping for right now?\" as a free question (even on a miss).", "background7": "Pickpocket When you steal something small, roll +Charm. On a 10+ you get it and they didn't notice you taking it. On a 7-9 either you don't grab it, you grab the wrong thing, or they remember you later; your choice", "crooked-move1": "Artifact You 'found' a magical artifact with handy powers and kept it. Pick 1: Protective amulet (1 amour, magic, recharge); lucky charm (may be used as a Luck point just once); grimoire (studying the book gives +1 to use magic; skeleton key (opens any magically sealed lock); imp stone (a weak demon is bound to serve the holder. The imp must be summoned with Use Magic)", + "crooked-artifact1": "Protective amulet (1 amour, magic, recharge)", + "crooked-artifact2": "Lucky charm (may be used as a Luck point just once)", + "crooked-artifact3": "Grimoire (studying the book gives +1 forward to use magic)", + "crooked-artifact4": "Skeleton key (opens any magically sealed lock)", + "crooked-artifact5": "Imp stone (a weak demon is bound to serve the holder. The imp must be summoned with Use Magic)", "crooked-move2": "Crew You have a regular crew, a team of 3 or 4 people who will help you out with pretty much anything. This counts as a team", "crooked-move3": "Deal with the Devil You sold your soul to the devil. Pick one or two things you got out of the deal: wealth, fame, youth, sensual gratification, skill (add +1 to two ratings). Payment is due either when you die, or in a year (6 months if you chose 2 things)", "crooked-move4": "Friends on the Force You know a few cops who can be persuaded to look the other way, or do you a favour, for certain considerations. You can act under pressure to get in touch with them when you need to divert any law enforcement attention. There will be a cost, although maybe not right now", @@ -151,6 +181,7 @@ "crooked-move6": "Driver You gain +1 ongoing while driving, plus you can hotwire anything (the older it is, the fewer tools you'll need.) You also own 2 handy, widely-available vehicles", "crooked-move7": "Home Ground Your crew made a point of keeping the locals happy- keeping them safe, ensuring things always went down okay. When you're back in your old neighbourhood, you can always find people who will hide you or help you with a minor favour, no questions asked", "crooked-move8": "Notorious You have a reputation from your criminal past. When you reveal who you are, your terrifying reputation counts as a reason for someone to what you ask when you manipulate someone. Revealing your identity to someone can bring other problems later, of course", + "crooked-weapon": "Effective Weapons", "crooked-gear1": ".22 revolver (1 harm, close, reload,
          small)", "crooked-gear2": ".38 revolver (2 harm, close, reload,
          loud)", "crooked-gear3": "9mm (2 harm, close, loud)", @@ -160,12 +191,6 @@ "crooked-gear7": "Baseball bat (1 harm, hand)", "crooked-gear8": "Submachinegun (2 harm, close, reload,
          auto", "crooked-gear9": "Assault rifle (3 harm, close/far, auto)", - "underworld": "Underworld", - "underworld-description": "Pick the circumstance that lead you to discovering the real underworld, then pick the creature involved", - "underworld1": "The target of a job was a dangerous creature (Pick one: vampire, warewolf, troll, reptiloid)", - "underworld2": "You worked with someone who was more than they seemed (Pick one: sorceror, demon, faerie, psychic)", - "underworld3": "You were hired by something weird (Pick one: immortal, god, outsider, witch)", - "underworld4": "Things went south o a job- including, but not limited to running into; (Pick one a horde of goblins, a hunger of ghouls, a dream-eater, a salamander)", "heat": "Heat", "heat-description": "You didn't get here without making enemies", "pick-heat": "pick at least 2 of these and name the people involved", @@ -174,9 +199,14 @@ "heat3": "You pissed off a well connected criminal,
          and they'll do whatever they can to
          destroy you", "heat4": "You took advantage of someone
          who has special powers (a person or
          monster)", "heat5": "You betrayed an old partner in the
          middle of a job ", + "underworld": "Underworld", + "underworld-description": "Pick the circumstance that lead you to discovering the real underworld, then pick the creature involved", + "underworld1": "The target of a job was a dangerous creature (Pick one: vampire, warewolf, troll, reptiloid)", + "underworld2": "You worked with someone who was more than they seemed (Pick one: sorceror, demon, faerie, psychic)", + "underworld3": "You were hired by something weird (Pick one: immortal, god, outsider, witch)", + "underworld4": "Things went south o a job- including, but not limited to running into; (Pick one a horde of goblins, a hunger of ghouls, a dream-eater, a salamander)", "crooked-ally": "from your old crew", "crooked-advance1": "Recover a stash of money from the old days, enough to live without care for a year or two", - "Crooked-advance2": "Erase one Luck point from your playbook", "Divine": "Divine", "luck-special-divine": "When you spend Luck you get word your Mission requires something difficut to me done. By you. Urgently", "your-mission": "Your Mission", @@ -193,15 +223,15 @@ "divine-move5": "Soothe When you talk to someone for a few seconds in a quiet voice, you can calm them down, blocking any panic, anger, or other negitive emotions they have. This works even if the thing that freaked them out is still present, as long as your voice can be heard", "divine-move6": "Lay On Hands Your touch can heal any injury or disease. When you lay your hands on someone hurt, roll +Cool. On a 10+, heal 2 harm or an illness, plus they are stabilised. On a 7-9, you can heal the harm or illness but you take it into yourself. On a miss, your aura causes them extra harm", "divine-move7": "Cast Out Evil You may banish an unnatural creature from your presence. Roll +Tough, on 10+ it is banished. On a 7-9 it takes a little while for the banishing to take effect- the creature has time to make one or two actions. Either way, the banished creature is unharmed, and you have no control over where it goes. This move may be used on unnatural hunters (eg The Monsterous). On a miss, something is keeping it here. That's bad", - "divine-gear1": "Flaming sword (3 harm, hand, fire,
          holy) ", "divine-weapon": "One Divine Weapon", + "divine-armour": "Divine Armour (1 armour, holy) with a look suited to your divine origin", + "divine-gear1": "Flaming sword (3 harm, hand, fire,
          holy) ", "divine-gear2": "Thunder hammer (3 harm, hand, stun,
          holy) ", "divine-gear3": "Razor whip (3 harm, hand, area,
          messy, holy)", "divine-gear4": "Five demon bag (3 harm, close, magic,
          holy)", "divine-gear5": "Silver trident (3 harm, hand, silver,
          holy)", "Divine-ally": "a lesser divine being, sent from above to help you with your mission", "Divine-advance1": "Erase one Luck point from your playbook", - "Divine-advance2": "Change your mission. Select a different mission from the options, or (with the Keeper's agreement) create a new mission", "Expert": "Expert", "luck-special-expert": "When you spend Luck you discover something happening now is related to something you were involved in years ago", "expert-weapons": "Monster-Slaying Weapons", @@ -237,7 +267,6 @@ "haven8": "Panic Room This has essential supplies and is protected by normal and mystical means. You can hide out there for a few days, safe from pretty much anything", "haven9": "Magical Laboratory You have a mystical lab with all kinds of weird ingredients and tools useful for casting spells (like use magic, big magic, and any other magical moves)", "expert-advance1": "Add a haven option", - "expert-advance2": "Add a haven option", "Flake": "Flake", "luck-special-flake": "When you spend Luck pick an aspect of the current situation. The Keeper will tell you what other conspiricies that aspect connects to", "flake-move1": "Connect the Dots At the beginning of each mystery if you look for the wider patterns that current events might be part of, roll +Sharp. On a 10+ hold 3, 7-9 hold 1. Spend your hold during the mystery to ask the Keeper one of the following questions", @@ -253,20 +282,20 @@ "flake-move6": "Contrary When you seek out and recieve someone's honest advice on the best course of action for you, and then do something else instead, mark experience. If you do exactly the opposite of their advice, you also take +1 ongoing on any moves you make persuing that course", "flake-move7": "Net Friends You know a lot of people on the internet. When you contact a net friend to help you roll +Charm. On a 10+ they're available and helpful; they can fix something, break a code, hack a computer, or get you some special information. On a 7-9, they're prepared to help but it's either going to take some time, or you'll have to do part of it yourself. On a miss you burn some bridges", "flake-move8": "Sneaky When you attack from ambush or from behind, inflict +2 harm", - "fake-normal": "One Normal Weapon", - "fake-gear1": ".38 revolver (2 harm, close, reload,
          loud)", - "fake-gear2": "9mm (2 harm, close, loud)", - "fake-gear3": "Hunting rifle (2 harm, far, loud)", - "fake-gear4": "Magnum (3 harm, close, reload, loud)", - "fake-gear5": "Shotgun (3 harm, close, messy, loud)", - "fake-gear6": "Big knife (1 harm, hand)", + "flake-normal": "Normal Weapon", + "flake-gear1": ".38 revolver (2 harm, close, reload, loud)", + "flake-gear2": "9mm (2 harm, close, loud)", + "flake-gear3": "Hunting rifle (2 harm, far, loud)", + "flake-gear4": "Magnum (3 harm, close, reload, loud)", + "flake-gear5": "Shotgun (3 harm, close, messy, loud)", + "flake-gear6": "Big knife (1 harm, hand)", "flake-hidden": "Hidden Weapons", - "fake-gear7": "Throwing knives (1 harm, close, many)", - "fake-gear8": "Holdout pistol (2 harm, close, loud,
          reload)", - "fake-gear9": "Garrote (3 harm, intimate)", - "fake-gear10": "Watchman's flashlight (1 harm, hand)", - "fake-gear11": "Weighted gloves/brass knuckles (1
          harm, hand", - "fake-gear12": "Butterfly knife/folding knife (1
          harm, hand)", + "flake-gear7": "Throwing knives (1 harm, close, many)", + "flake-gear8": "Holdout pistol (2 harm, close, loud, reload)", + "flake-gear9": "Garrote (3 harm, intimate)", + "flake-gear10": "Watchman's flashlight (1 harm, hand)", + "flake-gear11": "Weighted gloves/brass knuckles (1 harm, hand)", + "flake-gear12": "Butterfly knife/folding knife (1 harm, hand)", "Flake-advance1": "Gain a haven like the Expert with two options", "Flake-advance2": "Add a haven option", "Initiate": "Initiate", @@ -336,8 +365,8 @@ "Initiate-advance1": "Get command of your chapter of the Sect", "Initiate-advance2": "Get command of your chapter of the Sect", "Initiate-advance3": "Become the leader, or effective leader, of the whole Sect", - "Monsterous": "Monsterous", - "luck-special-monsterous": "When you spend Luck your monster side gains power. Your Curse may grow stronger, or another Breed disadvantage may manifest", + "Monstrous": "Monstrous", + "luck-special-monstrous": "When you spend Luck, your monster side gains power; your Curse may become stronger, or another Breed disadvantage may manifest.", "monster-breed": "Monster Breed", "breed-description": "You are half human, half monster; were you always this way? Were you always fighting for good or were you once evil and then switched sides?", "curses": "Curses", @@ -345,40 +374,40 @@ "curse2": "Vulnerability Pick a substance. You'll take +1 harm when you suffer harm from it. If you are bound or surrounded by it, you must act under pressure to use your powers", "curse3": "Pure Drive One emotion rules you. Pick from: hunger, hate, anger, fear, jealousy, greed, joy, pride, envy, lust or cruelty. Whenever you have a chance to indulge that emotion you must do so immediately, or act under pressure to resist", "curse4": "Dark Master You have an evil lord who doesn't know you changed sides. They still give you orders, and they do not tolerate refusal or failure", - "monsterous-move1": "Immortal You do not age or sicken, and whenever you suffer harm you suffer 1 harm less", - "monsterous-move2": "Unnatural Appeal Roll +Weird instead of +Charm when you manipulate someone ", - "monsterous-move3": "Unholy Strength Roll +Weird instead of +Tough when you kick some ass ", - "monsterous-move4": "Incorporeal You may move freely though solid objects (but not people)", - "monsterous-move5": "Preternatural Speed You go much faster than normal people. When you chase, flee or run take +1 ongoing", - "monsterous-move6": "Claws of the Beast Your natural attacks deal +1 harm ", - "monsterous-move7": "Mental Dominion When you gaze into a normal human's eyes and exert your will over them Roll +Charm. On a 10+ hold 3, on 7-9 hold 1. You may spend your hold to give them an order. Regular people will follow the order, whatever it is. Hunters can choose to follow the order or not. If they do, they mark experience", - "monsterous-move8": "Unquenchable Vitality When you have taken harm you can heal yourself. Roll +Cool. On a 10+, heal 2 harm and stabilise your injuries. On a 7-9, heal 1 harm and stabilise your injuries. On a miss your injuries worsen", - "monsterous-move9": "Dark Negotiator You can use manipulate someone on monsters as well as people if they can reason and talk", - "monsterous-move10": "Flight You can fly ", - "monsterous-move11": "Shapeshifter You may change your form (usually into an animal). Decide if you have just one alternate form or several and detail them. You gain +1 forward to investigate a mystery when using and alternate form's superior senses. (Eg, smell for a wolf, sight for an eagle)", - "monsterous-move12": "Something Borrowed Take a move from a hunter playbook that is not currently in play ", + "monstrous-move1": "Immortal: You do not age or sicken, and whenever you suffer harm, you suffer 1 harm less.", + "monstrous-move2": "Unnatural Appeal: Roll +Weird instead of +Charm when you manipulate someone.", + "monstrous-move3": "Unholy Strength: Roll +Weird instead of +Tough when you kick some ass.", + "monstrous-move4": "Incorporeal: You may move freely though solid objects (but not people).", + "monstrous-move5": "Preternatural Speed: You go much faster than normal people. When you chase, flee, or run, take +1 ongoing.", + "monstrous-move6": "Claws of the Beast: Your natural attacks deal +1 harm.", + "monstrous-move7": "Mental Dominion: When you gaze into a normal human's eyes and exert your will over them, roll +Charm. On a 10+ hold 3, on a 7-9 hold 1. You may spend your hold to give them an order. Regular people will follow your order, whatever it is. Hunters can choose to follow the order or not. If they do, they mark experience.", + "monstrous-move8": "Unquenchable Vitality: When you have taken harm you can heal yourself. Roll +Cool. On a 10+, heal 2 harm and stabilise your injuries. On a 7-9, heal 1 harm and stabilise your injuries. On a miss, your injuries worsen.", + "monstrous-move9": "Dark Negotiator: You can use the move manipulate someone on monsters as well as people, if they can reason and talk.", + "monstrous-move10": "Flight: You can fly.", + "monstrous-move11": "Shapeshifter: You may change your form (usually into an animal). Decide if you have just one alternate form or several, and detail them. You gain +1 forward to investigate a mystery when using and alternate form's superior senses (eg. smell for a wolf, sight for an eagle).", + "monstrous-move12": "Something Borrowed: Take a move from a hunter playbook that is not currently in play.", "natural-attacks": "Natural Attacks", - "monsterous-attacks-pick": "pick one base and one extra, or pick two bases", - "monsterous-attacks1": "Base: teeth (3 harm, intimate)", - "monsterous-attacks2": "Base: Claws (2 harm, hand)", - "monsterous-attacks3": "Base: Magical force (1 harm, magical, close)", - "monsterous-attacks4": "Base: Life-drain (1 harm, intimate, life-drain)", - "monsterous-attacks5": "Extra: Add +1 harm to a base", - "monsterous-attacks6": "Extra: Add +ignore armour to a base", - "monsterous-attacks7": "Extra: Add an extra range to a base
          (+intimate, hand, or close)", - "monsterous-weapon": "One Handy Weapon: (if you want one)", - "monsterous-gear1": ".38 revolver (2 harm, close, reload,
          loud)", - "monsterous-gear2": "9mm (2 harm, close, loud)", - "monsterous-gear3": "Magnum (3 harm, close, reload, loud)", - "monsterous-gear4": "Shotgun (3 harm, close, messy)", - "monsterous-gear5": "Big knife (1 harm, hand)", - "monsterous-gear6": "Brass knuckles (1 harm, hand, quiet,
          small)", - "monsterous-gear7": "Sword (2 harm, hand, messy)", - "monsterous-gear8": "Huge sword (3 harm, hand, heavy)", - "Monsterous-advance1": "Gain a haven like the Expert with two options", - "Monsterous-advance2": "Take a Natural Attacks pick", - "Monsterous-advance3": "Free yourself from your type's curse. It no longer affects you but you lose 1 Weird", - "Monsterous-advance4": "Become evil (again). Retire this character, they become one of the Keeper's threats", + "monstrous-attacks-pick": "pick one base and one extra, or pick two bases", + "monstrous-attacks1": "Base: teeth (3 harm, intimate)", + "monstrous-attacks2": "Base: claws (2 harm, hand)", + "monstrous-attacks3": "Base: magical force (1 harm, magical, close)", + "monstrous-attacks4": "Base: life-drain (1 harm, intimate, life-drain)", + "monstrous-attacks5": "Extra: add +1 harm to a base", + "monstrous-attacks6": "Extra: add ignore-armour to a base", + "monstrous-attacks7": "Extra: Add an extra range to a base (intimate, hand, or close)", + "monstrous-weapon": "(Optional) Handy Weapon", + "monstrous-gear1": ".38 revolver (2 harm, close, reload, loud)", + "monstrous-gear2": "9mm (2 harm, close, loud)", + "monstrous-gear3": "Magnum (3 harm, close, reload, loud)", + "monstrous-gear4": "Shotgun (3 harm, close, messy)", + "monstrous-gear5": "Big knife (1 harm, hand)", + "monstrous-gear6": "Brass knuckles (1 harm, hand, quiet, small)", + "monstrous-gear7": "Sword (2 harm, hand, messy)", + "monstrous-gear8": "Huge sword (3 harm, hand, heavy)", + "Monstrous-advance1": "Gain a Haven, like the Expert, with two options", + "Monstrous-advance2": "Take a natural attacks pick", + "Monstrous-advance3": "Free yourself from your kind's curse, it no longer affects you, but you lose 1 Weird", + "Monstrous-advance4": "Turn evil (again?). Retire this character, they become one of the Keeper's threats", "Mundane": "Mundane", "luck-special-mundane": "When you spend Luck you'll find something wierd- maybe even useful", "mundane-move1": "Always the Victim When another hunter uses protect someone to protect you, they mark experience. Whenever a monster captures you, you mark experience", @@ -410,10 +439,6 @@ "mundane-gear10": "Classic car in terrible condition", "mundane-gear11": "Motorcycle", "mundane-gear12": "Van", - "Mundane-advance1": "Regain a used Luck point", - "Mundane-advance2": "Regain a used Luck point", - "Mundane-advance3": "Regain a used Luck point", - "Mundane-advance4": "Regain a used Luck point", "Professional": "Professional", "luck-special-professional": "When you spend Luck your next mission from the Agency comes with lots of red tape. Lots", "agency": "Agency", @@ -470,24 +495,16 @@ "Professional-advance3": "Get some or all of the other player's hunters hired by your Agency. They get the deal with the agency move as well as salery and benefits", "Spellslinger": "Spellslinger", "luck-special-spellslinger": "When you spend Luck the official council of wizards is going to poke their nose into your business", - "spellslinger-gear-description": "You don't need much except items to power your magic, still it's good to be prepared", "spellslinger-weapon": "One Backup Weapon", "spellslinger-gear1": "Old revolver (2 harm, close, reload,
          loud)", "spellslinger-gear2": "Ritual knife (1 harm, hand)", "spellslinger-gear3": "Heirloom sword (2 harm, hand, messy)", - "spellslinger-move1": "Advanced Arcane Training If you have two of your three Tools and Techniques at the ready then you may ignore the third", - "spellslinger-move2": "Arcane Reputation Pick three big organisations or groups in the supernatural community, which can include the more sociable types of monsters. They've heard of you and respect your power. Take +1 forward when you use manipulate someone on affected humans. You may also use manipulate someone on affected monsters, with no bonus", - "spellslinger-move3": "Could've Been Worse When you miss a use magic roll you can choose one of the following options instead of losing control of the magic", - "spellslinger-move3.1": "Fizzle: The preperations and materials for the spell are ruined. You'll have to start over from scratch with the prep time doubled", - "spellslinger-move3.2": "This is gonna suck: The effect happens, but you trigger all the glitches but one. You pick the one you avoid", - "spellslinger-move4": "Forensic Divination When you successfully investigate a mystery you may ask \"what magic was done here?\" as a free extra question", - "spellslinger-move5": "Go Big or Go Home When you must use magic as a requirement for big magic, take +1 forward to those use magic rolls", - "spellslinger-move6": "Enchanted Clothing Pick an article of every-day clothing; it's enchanted without any change in appearence. Take -1 harm from any source that tries to get at you through the garment", - "spellslinger-move7": "Not My Fault +1 to act under pressure when dealing with the consequences of your own spellcasting", - "spellslinger-move8": "Practitioner Choose two of the use magic effects. You get +1 to use magic when choosing one of those effects", - "spellslinger-move9": "Shield Spell When you protect someone, you gain +2 armour against any harm that is transferred to you. This doesn't stack with any other armour", - "spellslinger-move10": "Third Eye When you read a bad situation you can open your third eye for a moment to take in extra information. Take +1 hold on any result of 7 or more, plus you can see invisible things. On a miss, you may still get 1 hold, but you're exposed to a supernatural danger. Unfiltered hidden reality is tough on the mind!", "extra-fixed-move": "And you get this", + "spellslinger-fixed-move1": "Tools and Techniques: To use your combat magic effectively, you rely on a collection of tools and techniques. Uncheck one; you'll need the rest.", + "spellslinger-fixed-move1.1": "Consumables: You need certain supplies - powders, oils, etc - on hand, some will be used up each cast. If you don't have them, when you cast, take 1 harm, ignore-armour.", + "spellslinger-fixed-move1.2": "Foci: You need wands, staves, and other obvious props to focus. If you don't have what you need, your combat magic does 1 harm less.", + "spellslinger-fixed-move1.3": "Gestures: You need to wave your hands around to use combat magic. If you're restrained, take -1 ongoing for combat magic.", + "spellslinger-fixed-move1.4": "Incantations: You must speak in an arcane language to control your magic. If you use combat magic without speaking, act under pressure to avoid scrambling your thoughts.", "combat-magic": "Combat Magic", "combat-magic-description": "You have attack spells you can use as weapons. When you kick some ass with your spells roll +Weird instead of +Tough. Sometimes you may need to act under pressure to cast your spells without problems", "combat-magic-pick": "pick three, with at least one base", @@ -503,15 +520,24 @@ "effect4": "Frost or Ice (Add '-1 harm, +2 armour'
          to a wall, or '+1 harm, restraining' to
          other bases)", "effect5": "Earth (Add 'forceful, restraining' to a
          base)", "effect6": "Necromantic (Add 'life-drain' to a base)", + "spellslinger-move1": "Advanced Arcane Training If you have two of your three Tools and Techniques at the ready then you may ignore the third", + "spellslinger-move2": "Arcane Reputation Pick three big organisations or groups in the supernatural community, which can include the more sociable types of monsters. They've heard of you and respect your power. Take +1 forward when you use manipulate someone on affected humans. You may also use manipulate someone on affected monsters, with no bonus", + "spellslinger-move3": "Could've Been Worse When you miss a use magic roll you can choose one of the following options instead of losing control of the magic", + "spellslinger-move3.1": "Fizzle: The preperations and materials for the spell are ruined. You'll have to start over from scratch with the prep time doubled", + "spellslinger-move3.2": "This is gonna suck: The effect happens, but you trigger all the glitches but one. You pick the one you avoid", + "spellslinger-move4": "Forensic Divination When you successfully investigate a mystery you may ask \"what magic was done here?\" as a free extra question", + "spellslinger-move5": "Go Big or Go Home When you must use magic as a requirement for big magic, take +1 forward to those use magic rolls", + "spellslinger-move6": "Enchanted Clothing Pick an article of every-day clothing; it's enchanted without any change in appearence. Take -1 harm from any source that tries to get at you through the garment", + "spellslinger-move7": "Not My Fault +1 to act under pressure when dealing with the consequences of your own spellcasting", + "spellslinger-move8": "Practitioner Choose two of the use magic effects. You get +1 to use magic when choosing one of those effects", + "spellslinger-move9": "Shield Spell When you protect someone, you gain +2 armour against any harm that is transferred to you. This doesn't stack with any other armour", + "spellslinger-move10": "Third Eye When you read a bad situation you can open your third eye for a moment to take in extra information. Take +1 hold on any result of 7 or more, plus you can see invisible things. On a miss, you may still get 1 hold, but you're exposed to a supernatural danger. Unfiltered hidden reality is tough on the mind!", "Spellslinger-advance1": "Take another Combat Magic pick", - "Spellslinger-advance3": "Regain a used Luck point", - "Spellslinger-advance4": "Take another Combat Magic pick", - "Spellslinger-advance5": "Cross off another option from tools and techniques", + "Spellslinger-advance2": "You may cross off another option from your Tools and Techniques", "Spooky": "Spooky", "luck-special-spooky": "As you spend Luck your Dark Side's needs will get nastier", "dark-side": "The Dark Side", "dark-side-description1": "Your powers have an unsavoury source, and sometimes you get tempted to do things you shouldn't. These could be orders from whatever granted you power, urges that bubble up inside you, or something else", - "dark-side-description2": "Whatever it is, it is unsettling", "dark-side1": "Violence", "dark-side2": "Depression", "dark-side3": "Secrets", @@ -538,12 +564,12 @@ "spooky-move4": "Premonitions At the start of each mystery, roll +Weird. On a 10+, you get a detailed vision of something bad that is yet to happen. You take +1 forward to prevent it coming true, and mark experience if you stop it. On a 7-9 you get clouded images of something bad that is yet to happen; mark experience if you stop it. On a miss, you get a vision of something bad to happen and the Keeper holds 3, to be spent 1-for-1 as penalties to rolls you make", "spooky-move5": "Hunches When something bad is happening (or just about to happen) somewhere that you aren't, roll +Sharp. On a 10+ you knew where you needed to go, just in time to get there. On a 7-9, you get there too late- in time to intervene, but not prevent it altogether. On a miss, you get there just in time to be in trouble yourself", "spooky-move6": "The Big Whammy You can use your powers to kick some ass, (2 harm, close, obvious, ignore-armour) When you do, roll +Weird instead of +Tough. On a miss you'll get magical backlash", + "spooky-move6.1": "Where is the creature right now?", + "spooky-move6.2": "What is it planning to do right now?", + "spooky-move6.3": "Who is it going to attack next?", + "spooky-move6.4": "Who does it regard as the biggest threat?", + "spooky-move6.5": "How can I attract its attention?", "spooky-move7": "Tune In You can attune your mind to a monster or minion. Roll +Weird. On a 10+ hold 3, 7-9 hold 1. On a miss the monster becomes aware of you. Spend one hold to ask the Keeper one of the following questions, and gain +1 ongoing while acting on the answers", - "spooky-move7.1": "Where is the creature right now?", - "spooky-move7.2": "What is it planning to do right now?", - "spooky-move7.3": "Who is it going to attack next?", - "spooky-move7.4": "Who does it regard as the biggest threat?", - "spooky-move7.5": "How can I attract its attention?", "spooky-move8": "Jinx You can encourage coincidences to occur the way you want. When you jinx a target, roll +Weird. On a 10+ hold 2, 7-9 hold 1. On a miss, the Keeper holds 2 over you to be used in the same way. Spend your hold to", "spooky-move8.1": "Interfere with a hunter, giving them -1 forward", "spooky-move8.2": "Help a hunter, giving them +1 forward by interfering with their enemy", @@ -559,14 +585,15 @@ "spooky-gear4": "Shotgun (3 harm, close, messy)", "spooky-gear5": "Big knife (1 harm, hand)", "Spooky-advance1": "Change some or all of your Dark Side tags", + "Spooky-advance2": "Gain a Mystical Library, like the Haven option of the Expert", "Spooky-advance3": "You discover how to use your powers at a lower cost. Delete one Dark Side tag", "Wronged": "Wronged", "luck-special-wronged": "When you spend Luck you find a dangerous lead on your prey", "who-you-lost": "Who You Lost", "who": "Who did you lose?", + "pick-some": "pick one or more", "lost-pick": "pick one or more of: parent(s), sibling(s), spouse/partner, child(ren), best friend(s)", "lost-save-them": "Why couldn't you save them? You were", - "pick-some": "pick one or more", "lost1": "At fault", "lost2": "Selfish", "lost3": "Injured", @@ -576,8 +603,8 @@ "lost7": "In denial", "lost8": "Complicit", "what-prey": "What Did It?", - "prey": "My Prey", "prey-breed": "with the Keeper's agreement, pick the monster breed", + "prey": "My Prey", "wronged-fixed-move1": "I Know My Prey You get +1 ongoing when knowingly investigating, pursuing, or fighting the breed of monster that caused your loss", "wronged-move1": "Berserk No matter how much harm you take, you can always keep going until the current fight is over. During a fight, the Keeper may not use harm moves on you and you cannot die. When the fight ends, all harm takes effect as normal", "wronged-move2": "NEVER AGAIN In combat, you may choose to protect someone without rolling, as if you had rolled a 10+, but you may not choose to \"suffer little harm\"", @@ -585,10 +612,10 @@ "wronged-move4": "Fervour When you manipulate someone roll +Tough instead of +Charm", "wronged-move5": "Safety First You have jury-rigged extra protection into your gear, giving you +1 armour (max 2 armour)", "wronged-move6": "Tools Matter With your signature weapon you get +1 to kick some ass", + "wronged-move6.1": "Stabilize the injury but the patient take -1 forward.", + "wronged-move6.2": "Heal 1 harm and stabilize for now, but it will return as 2 harm and become unstable again later.", + "wronged-move6.3": "Heal 1 harm and stabilize but the patient takes -1 ongoing until it's fixed properly.", "wronged-move7": "DIY Surgery When you do quick and dirty first aid on someone (including yourself), roll +Cool. On a 10+ it's all good, it counts as normal first aid, plus stabilise the injury and heal 1 harm. On a 7-9, it counts as normal first aid, plus one of these, your choice", - "wronged-move7.1": "Stabilise the injury but the patient take -1 forward", - "wronged-move7.2": "Heal 1 harm and stabilise for now, but it will return as 2 harm and become unstable again later", - "wronged-move7.3": "Heal 1 harm and stabilise but the patient takes -1 ongoing until it's fixed properly", "wronged-armour": "Protective wear suited to your look (1 armour)", "wronged-signature": "Signature Weapons", "wronged-gear1": "Sawn-off shotgun (3 harm, hand/close,
          messy, loud, reload)", @@ -607,7 +634,6 @@ "wronged-gear13": "Brass knuckles (1 harm, hand, stealthy)", "wronged-gear14": "Assault rifle (3 harm, close, area, loud, reload)", "wronged-vehicle": "Vehicles", - "wronged-vehicle-choice": "choose one, if you want it", "wronged-gear15": "Classic car", "wronged-gear16": "Classic motorcycle", "wronged-gear17": "Plain pickup", @@ -616,8 +642,518 @@ "Wronged-advance2": "Add one more option to your haven", "Wronged-advance3": "You track down the specific monster responsible fo your loss. The Keeper must make the next mystery about them", "Wronged-advance4": "Change the target of your vengeful rage. Pick a new monster breed; I know my prey now applies to them instead", + "Gumshoe": "Gumshoe", + "luck-special-gumshoe": "When you spend Luck, your next regular case will actually be a mystery for your hunter group, and the monster will focus their attention on you!", + "Gumshoe-Adv-harm": "Extra harm box", + "gumshoeCode": "Gumshoe Code", + "gumshoeCode-description": "With the agreement of the Keeper, pick a one-sentence Code that you adhere to.", + "gumshoeCode-example": "Example Codes: Murders must be punished. Monsters must be destroyed. Innocents must be saved. Laws must be enforced. Evil must be exposed. The weak must be protected from the powerful. Etc.", + "gumshoeCode-list": "Murders must be punished, Monsters must be destroyed, Innocents must be saved, Laws must be enforced, Evil must be exposed, The weak must be protected from the powerful, etc.", + "gumshoeCode-explain": "This Code defines you. Any time you violate your Code, you forfeit all Code-related moves (The Postman Always Rings Twice, The Long Goodbye) and the ability to spend Luck. These forfeits last until either the next mystery or you make amends. As long as you follow the Code, people will sense your sincerity; you receive +1 ongoing for manipulate someone and you may not be possessed or charmed by any sort of supernatural, alien, or demonic entity or item.", + "Gumshoe-fixed-move1": "Occult Confidential: The first time in each mystery that you observe a monster, minion, or phenomenon in action, you may ask one question from the investigate a mystery list.", + "Gumshoe-fixed-move2": "The Naked City: You have lots of personal contacts wherever you go. Pick four contact types from the following areas (or from other areas agreed to between you and the Keeper)", + "Gumshoe-fixed-move2-examples": "Academics, Accountants, Artists, Bartenders, Clergy, Conspiracy Theorists, Construction, Courts, Criminals (organised), Criminals (street), Cultists, Engineers, Espionage, Film and TV, Forensic Scientists, Fringe Scientists, Hackers, Journalists, Lawyers, Mechanics, Media, Medical Practioners, Military, Morgue, Occult, Police (local), Police (national), Politicians, Prisons, Private Security, Property Developers, Stage Magicians, Technologists, Transportation", + "Gumshoe-fixed-move2-continued": "You can hit them up for info (+1 to one investigate a mystery roll) or small favours - but there may be a small cost involved. Personal contacts can provide more significant help but the Keeper decides their price on a case-by-case basis.", + "Gumshoe-move1": "The Postman Always Rings Twice: Twice per mystery - as long as you follow your Code - you may reroll a roll.", + "Gumshoe-move2": "The Long Goodbye: You can't die with an open case. Specifically, you suffer all harm as normal but your death is postponed until you have either completed or abandoned the case, or you break your Code (then all bets are off).", + "Gumshoe-move3": "Jessica Jones Entry: When you double-talk your way into a secure location, roll +Charm. On a 10+ pick three, on a 7-9 pick two, on a fail pick one", + "Gumshoe-move3.1": "You don't leave any trace of what you searched.", + "Gumshoe-move3.2": "You find what you wanted.", + "Gumshoe-move3.3": "You find something else that's important.", + "Gumshoe-move3.4": "You don't piss anyone off.", + "Gumshoe-move3.5": "You aren't recognised.", + "Gumshoe-move4": "Out of the Past: You have a police buddy who will do you big favours. Get in touch with them when you need to redirect law enforcement attention, get a heads-up on what operations are planned, or access police files. You now owe them; expect them to collect on it soon.", + "Gumshoe-move5": "Asphalt Jungle: You heal faster than normal people. Any time your harm gets healed, heal 1 harm extra. You are immune to all the harm move effects under '0 harm' and '1 harm' (when the Keeper would apply these, you ignore them).", + "Gumshoe-move6": "Hacker with a Dragon Tattoo: When you hack into a computer system, roll +Sharp. On 10+ pick two, on a 7-9 pick one. You", + "Gumshoe-move6.1": "...leave no traces.", + "Gumshoe-move6.2": "...learn something important.", + "Gumshoe-move6.3": "...can leave misinformation in place.", + "Gumshoe-move6.4": "...gain access to somewhere you want to get in to.", + "Gumshoe-move7": "\"Just one more thing\": When you ask a suspect leading questions, roll +Charm. On a 10+ hold 2, on a 7-9 hold 1, on a miss hold 1 but something bad is going to happen too. Spend your hold 1-for-1 to ask questions from this list", + "Gumshoe-move7.1": "One question from the investigate a mystery list.", + "Gumshoe-move7.2": "Was that a lie?", + "Gumshoe-move7.3": "What is something you left out that you didn't want me to notice?", + "Gumshoe-move7.4": "Are you complicit with any ongoing criminal activity?", + "Gumshoe-move7.5": "Did you commit this specific crime?", + "Gumshoe-gear-base": "A laptop, and a liquor flask", + "Gumshoe-recording": "Recording Devices", + "Gumshoe-gear1": "Night vision camera", + "Gumshoe-gear2": "Tiny digital video camera", + "Gumshoe-gear3": "Film camera (8mm or 16mm)", + "Gumshoe-gear4": "Digital sound recorder", + "Gumshoe-gear5": "Cassette tape recorder", + "Gumshoe-gear6": "Remote-controlled camera drone", + "Gumshoe-gear7": "Laser microphone", + "Gumshoe-gear8": "SLR camera", + "Gumshoe-weapon": "P.I. Weapons", + "Gumshoe-gear9": "Brass knuckles (1 harm, hand, small)", + "Gumshoe-gear10": ".38 revolver (2 harm, close, reload, loud)", + "Gumshoe-gear11": "9mm (2 harm, close, loud)", + "Gumshoe-gear12": "Magnum (3 harm, close, reload, loud)", + "Gumshoe-gear13": "Shotgun (3 harm, close, messy, loud)", + "Gumshoe-gear14": "Switchblade (1-harm, hand, small)", + "Gumshoe-advance1": "Add an extra harm box on the Dying side", + "Gumshoe-advance2": "Gain a Haven (your office, perhaps), like the Expert, with two options", + "Gumshoe-advance3": "Add four additional or new contacts for Naked City", + "Gumshoe-advance4": "Turn one of your contacts into an ally", + "Hex": "Hex", + "luck-special-hex": "When you spend Luck, until the end of the mystery, backlash on your spells will be extra nasty.", + "hex-weapons": "Wizardly Weapons", + "hex-items": "Any magical items or amulets that you use to perform magic", + "hex-gear1": ".38 revolver (2 harm, close, reload, loud)", + "hex-gear2": "Shotgun (3 harm, close, messy, loud)", + "hex-gear3": "Athame (2 harm, hand, magic, silver)", + "hex-gear4": "Shillelagh (1 harm, hand, balanced)", + "hex-gear5": "Crossbow (2 harm, close, slow)", + "hex-gear6": "Staff (1 harm, hand, balanced, large)", + "hex-advmove": "Advanced Hex Moves", + "hex-advmove-desc": "When you take the corresponding Improvement, choose one of these", + "hex-advmove1": "Apotheosis: You become a terrifying fount of mystical power. Once per mystery, after you suffer loss or harm, you may enter a state where you have both immense power and zero interest in the well-being of others. While in this state, all of the following are true", + "hex-advmove1.1": "You can fly.", + "hex-advmove1.2": "Use +Weird to kick some ass instead of +Tough. For this, you use innate magic as a weapon with (3 harm and any properties you choose).", + "hex-advmove1.3": "Ignore the component costs of your rotes.", + "hex-advmove1.4": "Ignore one requirement of every spell you cast with use magic.", + "hex-advmove1.5": "You have +1 ongoing to do everything.", + "hex-advmove1.6": "You cannot use the protect someone move.", + "hex-advmove1.7": "You have all the Temptations, and you have to indulge them whenever a good opportunity presents itself.", + "hex-advmove1.8": "When you try to resist a Temnptation, roll +Cool. On a 10+, Apotheosis ends. On a 7-9, it ends with you doing something dangerous or cruel. On a miss, it ends only after you harm someone (or something) you love.", + "hex-advmove2": "Synthesis: You manage to conciliate your dark power with your moral impulses. You lose your Temptation. Whenever you use magic to help out or protect someone, you mark experience. Mark a second experience if you do it at the expense of your own safety.", + "hex-fixed-move1": "Bad Luck Charm: Whenever you use magic and miss, the backlash never affects you directly if there's someone else around to hit. It'll go for allies, other hunters, and innocent bystanders. Sometimes, every so often, it might even hit an enemy.", + "hex-move1": "Burn Everything: When you use magic to inflict harm, you can choose to inflict (3 harm, area, magic, obvious) or (3 harm, ignore-armour, magic, obvious).", + "hex-move2": "Cast the Bones: Once per mystery, you may perform some kind of divination (tarot, casting the runes, reading entrails, or something like that) to glean information about the future. When you do, roll +Sharp. On a 10+ hold 2, on a 7-9 hold 1. On a miss, you get some information, but it's not what you want to hear. Spend the hold 1-for-1 to ask any question from the investigate a mystery list, or from the following list", + "hex-move2.1": "What can I gain from this person/place/thing/creature?", + "hex-move2.2": "Who has touched this person/place/thing/creature before me?", + "hex-move2.3": "The Keeper will answer truthfully, with either a direct answer or how to find out more.", + "hex-move3": "Force of Will: When you apply your will to dispelling a magical effect, blocking a spell, or suspending a Phenomenon, roll +Weird. On a hit, momentary magics are cancelled completely, and long-lasting spells and effects are suspended temporarily. On a 10+, you can also spend Luck to instantly snuff out a powerful spell or strange effect. On a 7-9, you take 1 harm as the strain of dismissing magic unravels you.", + "hex-move4": "Luck of the Damned: After you use magic or cast a rote, take +1 forward.", + "hex-move5": "Sympathetic Token: As long as you carry a personal object belonging to someone, such as a lock of hair, a full set of toenails, or a treasured family heirloom, you get +1 ongoing to use magic against them. You can also use magic against them at a distance. If you miss, the token is lost, destroyed, or loses its power.", + "hex-move6": "This Might Sting: You can use magic to heal 3 harm, but the process is exceptionally painful. On a 7-9, it also leaves a gnarly scar.", + "hex-move7": "Wise Soul: Whenever you use magic, right before you roll, you can ask the Keeper what exactly would happen on a miss. If you dislike the risk, you can stop at the last second, and let the spell fizzle harmlessly. All of the effort is wasted.", + "temptation": "Temptation", + "temptation-desc1": "You have a dangerous drive that you pursue, sometimes to the exclusion of your own safety. Decide if your Temptation drove you to learn magic, or if learning magic drove you to it", + "temptation-desc2": "Whenever you give in to your Temptation and act accordingly, you mark experience. If a perfect opportunity presents itself, you need to act under pressure to resist giving in to your Temptation. If you fail this roll, you don’t mark experience like you would have if you’d willingly acted out your desires.", + "temptation-choose": "Choose one Temptation", + "temptation1": "Vengeance: Utilize magic to inflict disproportionate retribution on someone who wronged you.", + "temptation2": "Power: Utilize magic to exert your dominance over another.", + "temptation3": "Addiction: Utilize magic to do what you could do without it.", + "temptation4": "Callousness: Utilize magic without regard for the safety of others.", + "temptation5": "Carnage: Utilize magic to inflict gruesome violence.", + "temptation6": "Secrets: Utilize magic to discover forbidden, dangerous knowledge.", + "temptation7": "Glory: Utilize magic to steal someone’s thunder.", + "rotes": "Rotes", + "rote-desc1": "Whenever you use magic, you can decide afterwards that a particular spell is a Rote that you know. You know how to cast it off the top of your head. Write down in detail the name of the Rote, what it requires, and what it does on a 10+, a 7-9, and a miss. A Rote is a bit more powerful than a basic use magic spell; its glitches are less onerous and its effect may be a little bigger. Unlike regular use magic, the cost and consequences for failing a Rote are known to you in advance.", + "rote-desc2": "Choose two fixed requirements for each Rote from this list", + "rote-req1": "Magic words and ritual gestures.", + "rote-req2": "An object of power (wand, talisman, orb, staff, etc) which must be wielded.", + "rote-req3": "An expendable component such as sulfur, sage, or incense, which must be burned, blown, destroyed or scattered during the casting.", + "rote-req4": "Runes or symbols written or engraved on a surface (which must be prepared).", + "rote-req5": "A spilling of blood (1 harm to you or a willing participant).", + "rote-desc3": "After you cast it for the first time, treat each Rote as a custom move - a specialised version of use magic, which is built with the Keeper.", + "rote-list": "List of Rotes", + "rote-desc4": "You start out knowing up to one Rote, which you can choose when creating your character or during play. You can learn more by taking corresponding Improvements. When you do, you can choose the new Rote right away or in play.", + "rote-desc5": "You roll +Weird to cast a Rote, which requires you to have the needed items at hand and the ability to physically use them.", + "rote-name": "Rote Name", + "rote-reqs": "Requirements", + "rote-effect": "Effects", + "hex-advance1": "Take another Rote", + "hex-advance2": "or an additional Rote", + "hex-advance3": "Gain a Haven, like the Expert, with two options", + "hex-advance4": "Take another two Rotes", + "hex-advance5": "Choose one Advanced Hex Move", + "Pararomantic": "Pararomantic", + "luck-special-pararomantic": "When you spend Luck, mark one Relationship Status box. The Keeper will bring Fate of your Love into play.", + "relation": "Relationship Status", + "guide-name": "Guide Name", + "loving": "Loving", + "broken": "Broken", + "relation-second": "Second Relationship Status", + "guide-name-second": "Second Guide Name", + "bond": "Bond Abuse", + "bond1": "Whenever you do something to abuse the bond with your Guide, like acting against them, or not giving them enough attention, roll +Charm", + "bond1.1": "On a 10+, your action has no effect beyond the exchange of some angry words.", + "bond1.2": "On a 7-9, choose one of the Bond Abuse options below.", + "bond1.3": "On a miss, the Keeper may choose two of the Bond Abuse options below, or something worse.", + "bond2": "Bond Abuse options", + "bond2.1": "Mark one Relationship Status box.", + "bond2.2": "You may not channel the power of your Bond for the rest of the mystery.", + "bond2.3": "You gain the unwelcome attention of others of your Guide's kind.", + "bond2.4": "Someone who shouldn't know finds a clue about your relationship with your Guide.", + "bond-fate": "Fate of your Love", + "bond-fate-desc1": "There is a reason why your love with your Guide is forbidden or doomed. Invent this reason or leave it to the Keeper.", + "bond-fate-desc2": "Whenever you spend Luck, the truth of your love's Fate slowly unfolds. When you mark your last Luck point, it becomes clear that you cannot be together. Your Guide might even end up as an enemy, depending on how things go.", + "bond-fate-desc3": "Whenever you put yourself or somebody else in serious danger in order to conceal the truth about you and your Guide, mark experience.", + "pararomantic-fixed-move1": "Supernatural Guide: You have a (most likely intimate) connection to some supernatural being who is your guide into the world beyond. Choose if your relationship is secret or not", + "pararomantic-fixed-move1.1": "Determine what kind of creature your Guide is and how your relationship works. Say what kind of power they possess. The Keeper will decide how it works and define your Guide as a threat.", + "pararomantic-fixed-move1.2": "If your Guide is another hunter, determine together how your relationship works.", + "pararomantic-fixed-move1.3": "Whenever you would roll +Weird, you can roll +Charm instead, by channeling the power of your Bond. When you do so and miss, in addition to the usual consequences, you and your Guide suffer as when you miss a roll for Bond Abuse.", + "pararomantic-move1": "Bonding Time: If you spend some quality time with your Guide instead of working on the current mystery, you can roll +Charm. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 to", + "pararomantic-move1.1": "Erase one used Relationship Status mark.", + "pararomantic-move1.2": "Use a Pararomantic move you haven't picked.", + "pararomantic-move1.3": "Receive a gift from your Guide.", + "pararomantic-move1.4": "Take +1 forward.", + "pararomantic-move2": "Dark Desires: You may use manipulate someone on monsters, as long as you are using emotional ties.", + "pararomantic-move3": "The Power of Love: When you use help someone to help your Guide, don't roll +Cool. You automatically help as though you'd rolled a 10. If your Guide is another hunter, the same applies when they use help someone to help you.", + "pararomantic-move4": "Do As The Supernatural Do: You can take an unnatural move from your Guide's playbook (if they are a hunter). If they are a monster, choose a move from a suitable supernatural playbook. The Keeper may offer you a custom move instead.", + "pararomantic-move5": "I Am Theirs And They Are Mine: Whenever you are in danger, your Guide knows it. If your Guide is suffering harm (and it's feasible), you can spend Luck to redirect the attack onto yourself as if you have rolled 10+ with protect someone. If you are suffering harm, you can decide that your Guide has protected you and is suffering this harm instead. If you choose this, roll for Bond Abuse.", + "pararomantic-move6": "Monster Empathy: When you try to work out what a supernatural creature desires, roll +Charm. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 to ask the following questions - the Keeper will answer honestly", + "pararomantic-move6.1": "What do they most desire?", + "pararomantic-move6.2": "What would they accept as good enough for now?", + "pararomantic-move6.3": "What would distract them?", + "pararomantic-move7": "Spirit Touched: Your experiences have made you sensitive to the supernatural. When you sense magical things, roll +Weird. On a 10+, you can sense them fully. On a 7-9, choose: either sense them fully but they notice you too, or you sense only impressions.", + "pararomantic-equip": "Normal Equipment", + "pararomantic-gear1": "Golf club, baseball bat, cricket bat, or hockey stick (2 harm, hand, innocuous, messy)", + "pararomantic-gear2": "Pocket knife or multitool (1 harm, hand, useful, small)", + "pararomantic-gear3": "Small handgun (2 harm, close, loud, reload)", + "pararomantic-gear4": "Bicycle", + "pararomantic-gear5": "Fairly new car in decent condition", + "pararomantic-gear6": "Motorcycle", + "pararomantic-gift": "Gift from your Guide, which must be periodically recharged by interactions with them", + "pararomantic-gift1": "Part of their body, eg. a vial of blood, lock of hair, tears in a phial, fairy dust, etc. It either helps you heal, or counts as a weakness against a specific kind of monster.", + "pararomantic-gift2": "Piece of jewelry, eg. a golden ring, tribal pendant, silver locket, etc. It either provides armour (1 armour, magic) or protects you from the powers of a specific kind of monster.", + "pararomantic-gift3": "A memento of the time when they were human, eg. a portrait/photo from life, diary, favourite hat, doll, lighter, etc. It provides +1 to Bond Abuse rolls.", + "pararomantic-gift4": "A strange or antique weapon, eg. a family sword, ancient staff, holy mace (2 harm, hand, messy), etc. Additionally, add '+magic', '+silver', '+holy', or '+iron' tag to the weapon.", + "pararomantic-advance1": "Take a second Gift from your Guide or add another property to an existing gift", + "pararomantic-advance2": "Change your Guide, as you fall for another supernatural being", + "pararomantic-advance3": "Gain a second Guide. Track the Relationship Status of both Guides separately. Both Guides initially hate each other, but this could change through play. All moves that applied to your original Guide can now apply to either one", + "pararomantic-advance4": "Erase all marks from the Relationship Status track(s)", + "Searcher": "Searcher", + "searcher-extra-luck": "Extra Luck point", + "searcher-extra-luck-desc": "Use if you have the corresponding First Encounter move", + "luck-special-searcher": "When you spend Luck, your First Encounter comes up in play. It could be a flashback, new occurrence, or related event.", + "searcher-gear-base": "A laptop, a car or motorcycle, a camera, and binoculars", + "searcher-tools": "Investigation Tools", + "searcher-gear1": "A bag of cameras and microphones", + "searcher-gear2": "Forensic tools", + "searcher-gear3": "Ghost hunting tools", + "searcher-gear4": "Scientific measuring tools", + "searcher-gear5": "Cryptid hunting gear", + "searcher-gear6": "Historical documents and witness reports of strange events", + "searcher-gear7": "Maps, blueprints, and building reports for significant places", + "searcher-weapon": "Self-defence Weapons", + "searcher-gear8": "Walking stick (1 harm, hand, innocuous)", + "searcher-gear9": "Small handgun (2 harm, close, reload, loud)", + "searcher-gear10": "Small knife (1 harm, hand, messy)", + "searcher-gear11": "Martial arts training (1 harm, hand, innocuous)", + "searcher-gear12": "Incapacitating spray (0 harm, hand, irritating)", + "searcher-gear13": "Heavy flashlight (1 harm, hand, innocuous)", + "searcher-fixed-move1": "First Encounter: One strange event started you down this path, sparking your need to discover the truth behind the unexplained. Decide what that event was, pick a category below and take the associated move. Then tell everyone what happened to you (or someone close to you).", + "searcher-fixed-move1.1": "Cryptid Sighting: You take note of any reports of strange creatures. Whenever you first see a new type of creature, you may immediately ask one of the investigate a mystery questions.", + "searcher-fixed-move1.2": "Zone of Strangeness: Things are not fixed. You never need to act under pressure when supernatural forces alter the environment around you, and you get protection (2 armour) against harm from sudden changes to the laws of physics.", + "searcher-fixed-move1.3": "Psychic Event: Your mind is awakened. You may act under pressure to use the sensitive weird move, or (if you already have sensitive) the empath weird move.", + "searcher-fixed-move1.4": "Higher Power: Something looks out for you. You start with an extra Luck point.", + "searcher-fixed-move1.5": "Strange Dangers: You are always watching for hazards. When you have no armour, you still count as having protection (1 armour).", + "searcher-fixed-move1.6": "Abduction: They taught you hidden knowledge. Gain +1 to any move when you research strange or ancient secrets to do it.", + "searcher-fixed-move1.7": "Cosmic Insight: You have encompassed the soul of the universe. You never need to act under pressure due to feelings of fear, despair, or isolation.", + "searcher-move1": "Prepared to Defend: Even truth-seekers need to fight sometimes. Whenever you suffer harm when you kick some ass or protect someone, you suffer 1 harm less.", + "searcher-move2": "Fellow Believer: People understand you've also known strangeness. Bystanders will talk to you about weird things they would not trust another hunter (or a mundane official) to believe.", + "searcher-move3": "Guardian: You have a mystical ally (perhaps a spirit, alien, or cryptid) who helps and defends you. Define them, and their powers, with the Keeper's agreement. Their look is one of: invisible, an intangible spirit thing, a weird creature, disguised as an animal, or disguised as a person.", + "searcher-move4": "Just Another Day: When you have to act under pressure due to a monster, phenomenon, or mystical effect, you may roll +Weird instead of +Cool.", + "searcher-move5": "Network: You may gain an ally group of others who had experiences similar to your First Encounter - perhaps they're a support group or a hobbyist club. Detail up to five members with useful skills related to what happened to them (none are up for fighting monsters).", + "searcher-move6": "Ockham's Broadsword: When you first encounter something strange, you may ask the Keeper what sort of thing it is. They will tell you if it (or the cause) is: natural, an unnatural creature, a weird phenomenon, or a person. You gain +1 forward dealing with it.", + "searcher-move7": "The Things I've Seen: When you encounter a creature or phenomenon, you may declare that you have seen it before. The Keeper may ask you some questions about that encounter, and will then tell you one useful fact you learned and one danger you need to watch out for (maybe right now).", + "searcher-advance1": "Take a second First Encounter move, based on a recent mystery", + "searcher-advance2": "Resolve your First Encounter. The Keeper makes the next mystery about this event, and should try to answer all remaining questions about it during the mystery (although there are sure to be new threads to investigate after...)", + "Exile": "Exile", + "luck-special-exile": "When you spend Luck, you'll find something from your original life. Maybe something good, maybe something bad.", + "exile-origin": "Origin", + "exile-origin-desc1": "You were taken from your home in the past, and dropped into the modern world with only what you were carrying.", + "exile-origin-desc2": "Your nemesis came to the modern world as well, and is aware that you followed them. They will try and kill you if you don't kill them first. Decide who or what they are (with the Keeper's agreement).", + "exile-origin-desc3": "How did you get transported to the modern day?", + "exile-origin1": "You were pursuing your nemesis.", + "exile-origin2": "Your nemesis had already travelled to the future, so you (or your comrades) cast a spell to send you after it.", + "exile-origin3": "Magical accident or side-effect.", + "exile-origin4": "You angered a sorcerer.", + "exile-origin5": "Divine intervention.", + "exile-origin6": "One moment you were there, the next you were here.", + "exile-origin7": "A strange place or artifact brought you.", + "exile-origin8": "You were frozen, and recently unearthed and revived.", + "exile-move1": "Adept Sorcerer: You have a familiar spirit (usually in the guise of a pet) that counts as an ally: subordinate (motivation: to follow your exact instructions).", + "exile-move2": "Warrior: If you are fighting with (and against) old-fashioned hand weapons and suffer harm, you suffer 1 harm less. Monster attacks almost always count as old-fashioned for this move.", + "exile-move3": "Traditional Remedies: You can treat injuries without any need for modern medical supplies (although you might need someone to hold the patient down). Dealing with a poison, infection, or disease might need you to track down some specific ingredients (eg. healing herbs).", + "exile-move4": "Immortal Name: Your monster-hunting exploits are legendary, so much that your name still scares monsters and minions. You may use threats to use the move manipulate someone on monsters if they understand enough to have heard stories about you.", + "exile-move5": "Hearty Constitution: You never suffer from normal illnesses, and get +1 ongoing against magical illnesses and poisons. You've been through worse.", + "exile-move6": "Confused: Mark experience whenever your bafflement with the modern world gets in the way of monster-hunting.", + "exile-move7": "Ancient Magics: You learned magic when less lore had been lost. When you use magic, on a 7-9, don't choose a glitch. Instead, take -1 forward.", + "exile-move8": "Learned: You researched all the legends and tales of monsters in your home time. When you investigate a mystery, you can ask the Keeper questions from the following list as well as from the usual list", + "exile-move8.1": "Did this creature (or this type of creature) exist in my home time?", + "exile-move8.2": "What defenses are effective against this creature?", + "exile-move8.3": "What do I know about this creature that has been forgotten?", + "exile-armour": "Ancient Armour (0 armour or, 1 armour) appropriate to your origin", + "exile-item": "Whatever you were carrying when you were transported; most likely a monster-hunting kit in some easy-to-carry bag appropriate to your origin", + "exile-weapon": "Ancient Weapons", + "exile-gear1": "Sword (2 harm, hand, messy)", + "exile-gear2": "Axe (2 harm, hand, messy)", + "exile-gear3": "Big sword (3 harm, hand, messy, heavy)", + "exile-gear4": "Big axe (3 harm, hand, messy, heavy)", + "exile-gear5": "Shield (1 harm, hand, 1 armour), (cannot be used at the same time as a heavy weapon)", + "exile-gear6": "Silver knife (1 harm, hand, silver)", + "exile-gear7": "Bow (2 harm, close)/(1 harm, far)", + "exile-gear8": "Crossbow (2 harm, close, slow)", + "exile-gear9": "Handgonne (1 harm, hand/close, loud, volatile, smokey, reload)", + "exile-gear10": "Arquebus (2 harm, close, loud, volatile, heavy, smokey, reload)", + "exile-gear11": "Spear (2 harm, hand/close)", + "exile-gear12": "Big knife (1 harm, hand)", + "exile-gear13": "Cudgel (1 harm, hand)", + "exile-gear14": "Martial arts (1 harm, hand)", + "exile-ally": "you find one of your old comrades, who has come to join you in the modern day", + "exile-advance1": "Find a cache of objects left for you by your comrades in the past. The Keeper will decide what's in it, but it will be things that they expected you would need in the future", + "exile-return": "Optionally, you may return home to the past", + "exile-advance2": "When you use magic, you may choose to 'create a gateway between the modern world and my home' as an effect. You cannot control who uses the gateway or exactly where it opens at the other end", + "Hardcase": "Hard Case", + "luck-special-hardcase": "When you spend Luck, an enemy from your past comes back into your life. They aren’t happy to see you.", + "hardcase-adv-harm": "Extra harm box", + "hardcase-fixed-move1": "Unstoppable: When you spend Luck to avoid harm you are about to suffer, additionally remove all harm you had already suffered. Once per mystery, when you are about to take major damage (2 harm or more), change it to just 1 harm.", + "hardcase-move1": "FINISH HIM!: Whenever you inflict a massive injury (3 harm or more), you may immediately follow up with another attack. Roll +Tough. On a 10+, double the harm you cause. On a 7-9, you inflict 1 harm extra. On a miss, you leave yourself open and vulnerable.", + "hardcase-move2": "Weapon Master: When you take possession of a new weapon, you may change or remove one tag when you are using it (eg. 'heavy' becomes 'ignore-armour', or 'unreliable' is removed). The changed tag only applies for you. When you get this move, apply it to all your current weapons.", + "hardcase-move3": "Aim For The Weak Spot: Your unarmed and hand weapon attacks all get the 'ignore-armour' tag.", + "hardcase-move4": "Inspired Guesswork: Once per mystery, when you observe a monster in action, you may investigate a mystery to discover its powers, motivations, or weaknesses. It works even if what you asked about wasn't displayed; you work it out by deduction (or guessing).", + "hardcase-move5": "Come Get Some: You can challenge your foes to fight you alone, maybe in words or maybe just by being the biggest and baddest in the team. Roll +Tough. On a 10+, they all go for you. On a 7-9, they go for you, mainly, but maybe one or two of your comrades are getting marked too. On a miss, they come for you harder than you expected.", + "hardcase-move6": "Property Damage: You can smash your way through almost anything. If it is at all possible to destroy an inanimate object with the tools at your disposal, you can roll +Sharp to work out how. On a 10+, you can pulverize it, no trouble. On a 7-9, it will either take a long time, or you can't break it all down - your choice. On a miss, you hurt yourself getting it done, or get trapped in a bad spot.", + "hardcase-weapons": "Hard Case Weapons", + "hardcase-gear1": "Crowbar (2 harm, hand, messy)", + "hardcase-gear2": "Chainsaw (3 harm, hand, messy, unreliable, loud, heavy)", + "hardcase-gear3": "Automatic shotgun (3 harm, close, loud, reload, auto)", + "hardcase-gear4": "Huge knife (2 harm, hand, messy)", + "hardcase-gear5": "Hand cannon (3 harm, close, loud)", + "hardcase-gear6": "Submachinegun (2 harm, close, reload, auto)", + "hardcase-gear7": "Battered assault rifle (3 harm, close/far, auto)", + "hardcase-normal": "Normal Weapons", + "hardcase-gear8": ".38 revolver (2 harm, close, reload, loud)", + "hardcase-gear9": "Shotgun (3 harm, close, messy, loud)", + "hardcase-gear10": "Hunting rifle (2 harm, far, loud)", + "hardcase-gear11": "9mm (2 harm, close, loud)", + "hardcase-gear12": "Big knife (1 harm, hand)", + "hardcase-gear13": "Magnum (3 harm, close, reload, loud)", + "hardcase-advance1": "Gain command of a team of monster-hunters", + "hardcase-advance2": "Add an extra harm box on the Dying side", + "Luchador": "Luchador", + "luck-special-luchador": "The Luchador is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "luchador-fixed-move1": "Signature Move: Like every great wrestler, you have perfected a signature move for the ring. It works outside the ring as well.", + "luchador-fixed-move1.1": "When you unleash your signature move on something, roll +Tough. On a 10+, you do 2 harm and take +1 forward. On a 7-9, you do 1 harm and take +1 forward. On a miss, your opponent counters the move.", + "luchador-move1": "Master Técnico: When fighting unarmed, you get +1 to kick some ass and help out.", + "luchador-move2": "Intensive Training: Take +1 Tough (max +3).", + "luchador-move3": "Noble Heroism: When you successfully protect someone, give a nearby hunter +1 forward.", + "luchador-move4": "Consummate Athlete: You get +1 ongoing for vigorous physical feats (outside of combat).", + "luchador-move5": "Machismo!: Hah! You think that really hurt? By force of will, you can ignore pain and injury. When you suffer harm and just tough it out, roll +Cool. On a 10+, you heal 1 harm and gain +1 forward. On a 7-9, you heal 1 harm. On a miss, pretending to be tough you suffer 1 extra harm, in an embarrassing way if possible.", + "luchador-move6": "Daredevil Move: You can attempt a tricky, high risk manoeuver to gain an advantage on an opponent. Roll +Tough. On a 10+ pick three, on a 7-9, pick one", + "luchador-move6.1": "Interrupt a move someone or something else is making, so they can't do it yet.", + "luchador-move6.2": "Take +1 forward.", + "luchador-move6.3": "Give another hunter +1 forward.", + "luchador-move6.4": "Inflict 2 harm if you are unarmed, and your weapon's harm if you are armed.", + "luchador-move6.5": "You don't suffer harm in return.", + "luchador-move6.6": "On a miss, you suffer 1 harm from your failed move, and leave yourself open to your foes.", + "luchador-move7": "Inspiring Speech: When you rally a group with your ringside style, roll +Charm. On a 10+, they are pumped and ready to risk life and limb for the cause. On a 7-9, they are ready to pitch in their help, as long as there is little personal risk. Choose one thing for them to do", + "luchador-move7.1": "Act as an angry mob, unleashed at the target you name.", + "luchador-move7.2": "Be a vigilant watch force.", + "luchador-move7.3": "Go wherever you tell them to.", + "luchador-move7.4": "Help construct a trap.", + "luchador-move7.5": "On a miss, you lose face with the bystanders.", + "luchador-move8": "Sly Rudo: When you fight, you fight dirty. When you inflict harm on a monster, you can lure it into a trick. Roll +Sharp. On a 10+, the monster really fell for it, inflict +1 harm and +1 ongoing vs. the monster. On a 7-9, the monster fell for it, inflict +1 harm. On a miss, your trick backfires.", + "luchador-move9": "Fan Following: Your exploits in the ring have not gone unnoticed. When you contact a devoted fan to help you with a mystery, roll +Charm. On a 10+, they're available and helpful - they can fix something, give you a lift, or do some other favour. On a 7-9, they're prepared to help, but it's either going to take some time or you're going to have to do part of it yourself. On a miss, you burn some bridges.", + "luchador-weapons": "Normal Weapons", + "luchador-gear1": ".38 revolver (2 harm, close, reload, loud)", + "luchador-gear2": "9mm (2 harm, close, loud)", + "luchador-gear3": "Shotgun (3 harm, close, messy, loud)", + "luchador-gear4": "Heavy chain (2 harm, hand, area)", + "luchador-gear5": "Sledgehammer (3 harm, hand, messy)", + "luchador-gear6": "Big knife (1 harm, hand)", + "luchador-gear7": "Brass knuckles (1 harm, hand, stealthy)", + "luchador-vehicle": "Stylish Vehicle", + "luchador-gear8": "Foreign sports car", + "luchador-gear9": "Giant off-road vehicle", + "luchador-gear10": "Limo and chauffeur", + "luchador-gear11": "Tricked out motorcycle", + "luchador-gear12": "Van with custom paint job", + "luchador-ally": "another wrestler who has chosen to fight monsters with you", + "luchador-advance1": "Gain a Haven, like the Expert, with two options", + "Meddlingkid": "Meddling Kid", + "luck-special-meddlingkid": "When you spend Luck, you will see something you weren’t supposed to see. It might help you with your current mystery or it might just scare you.", + "meddlingkid-animal": "Animal Allies", + "meddlingkid-animal-desc": "Animal allies follow the normal rules for allies, except for communication. Animal allies can understand commands about as well as a very clever dog (regardless of what sort of animal they are).", + "meddlingkid-move1": "Unmasked!: When you have a monster captured or at bay, you may explain it is not a monster after all but a specific person in a mask. You must explain the real reason for all the seemingly supernatural events you have seen, and how the villain was behind them. When you reveal the culprit, roll +Sharp. On a 10+, your deduction is correct and it really is that person in a mask! On a 7-9, the Keeper must choose one of", + "meddlingkid-move1.1": "This really is a monster, but the named bystander was secretly their ally all along.", + "meddlingkid-move1.2": "You are correct, but while you talked, they found a way to attempt an escape.", + "meddlingkid-move1.3": "The explanation for all the events is correct but you picked the wrong person; when you unmask them, the villain is someone unexpected.", + "meddlingkid-move1.4": "On a miss, the monster gets an opportunity to create chaos while you explain your (incorrect) deductions.", + "meddlingkid-move2": "Power Snack: Pick a favourite snack food. Whenever you take a moment to eat some and enjoy it, take +1 forward.", + "meddlingkid-move3": "Wallop!: When you use an improvised weapon to attack something, you may choose one of these extra effects", + "meddlingkid-move3.1": "Inflict 1 harm.", + "meddlingkid-move3.2": "Momentarily stun them with a blow to the head.", + "meddlingkid-move3.3": "Trip or entangle them.", + "meddlingkid-move3.4": "Inflict 2 harm but the improvised weapon breaks.", + "meddlingkid-move4": "It's A Trap!: When you make a trap to capture a monster or minion, roll +Sharp. On a hit, you capture something! On a 10+, you can choose one of these extra effects", + "meddlingkid-move4.1": "It will take some time for the victim to get free.", + "meddlingkid-move4.2": "The trap inflicts harm (as an improvised weapon).", + "meddlingkid-move4.3": "The trap may be reset and reused later. Roll the move again when you do so, with +1 forward.", + "meddlingkid-move5": "Tell Me The Truth!: When you are questioning somebody to investigate a mystery, you may ask questions from the following list as well as from the usual list", + "meddlingkid-move5.1": "Who has something to gain from this situation?", + "meddlingkid-move5.2": "What are you plotting?", + "meddlingkid-move5.3": "Are you lying to me?", + "meddlingkid-move5.4": "Who knows about _____?", + "meddlingkid-move6": "Run Away!: When you decide to get out of a bad situation, you can get away just fine. Unfortunately you will end up somewhere just as bad, that is important to the current mystery.", + "meddlingkid-move7": "A Pleasant and Friendly Manner: When you politely manipulate someone, your impeccable manners always count as a reason for the person to do what you say.", + "meddlingkid-gadgets": "Mystery-solving Gadgets", + "meddlingkid-gear1": "Magnifying glass", + "meddlingkid-gear2": "Microscope", + "meddlingkid-gear3": "A van", + "meddlingkid-gear4": "Library card", + "meddlingkid-gear5": "Chemistry kit", + "meddlingkid-gear6": "A set of walkie-talkies", + "meddlingkid-gear7": "Fingerprint kit", + "meddlingkid-gear8": "Camera", + "meddlingkid-ally": "someone to join the gang, it may be an animal (most likely a dog or a cat)", + "Sidekick": "Sidekick", + "luck-special-sidekick": "The Sidekick is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "hero": "Hero", + "hero-desc1": "Pick one of the other hunters to be your hero. This is the person you decided is such an awesome monster-hunter that you are going to spend your time helping them out.", + "hero-desc2": "Decide what your relationship is, with agreement from the hero's player. Eg. an older sibling, a parent, a friend who was always better than you, perhaps they saved you from a monster, or you found out about their monster hunting by accident, etc. Optionally, you may choose to copy some aspect of your hero's looks.", + "hero-desc3": "When your hero's player has picked their ratings, ask them which is highest. You've been trying to be like them, so you get an extra +1 to that rating. If they have a tie for highest, you can pick which one you put your +1 on.", + "sidekick-fixed-move1": "There's no 'I' in 'Team': You get +1 ongoing to help out; +2 ongoing, if you are helping out your hero.", + "sidekick-move1": "Caddy: You carry all your hero's stuff around. That means you can use anything from their gear list, unless they are currently holding it. Plus, if the item is not unique, you carry spares. For anything like that, you can use one of the spares even if your hero is currently using it.", + "sidekick-move2": "As You Wish: Mark experience whenever your hero orders or requests that you do something you don't want to do, and you go ahead and do it.", + "sidekick-move3": "Bodyguard: If something bad is going to happen to your hero, your comrades, or a bystander, and you are right there, you may throw yourself in harm's way. Whatever was going to happen to them happens to you instead.", + "sidekick-move4": "Me Too!: If your hero makes a roll for a move, and you copy what they did (i.e. the same move), you may choose not to roll. Instead, use the outcome of your hero's roll.", + "sidekick-move5": "I Can Make You Look Good: If you help out your hero, you may choose to change the outcome of your dice roll with the outcome of their original dice roll.", + "sidekick-move6": "Journeyman (or Journeywoman): Take a move that your hero has.", + "sidekick-hero-weapon": "Hero's Weapon (from your hero's gear options)", + "sidekick-weapons": "Sidekick Weapons", + "sidekick-gear1": ".38 revolver (2 harm, close, reload, loud)", + "sidekick-gear2": "Shotgun (3 harm, close, messy, loud)", + "sidekick-gear3": "Baseball bat (2 harm, hand)", + "sidekick-gear4": "9mm (2 harm, close, loud)", + "sidekick-gear5": "Big knife (1 harm, hand)", + "sidekick-ally": "another sidekick for your hero, your junior", + "sidekick-advance1": "Change playbooks to the same as your hero (overrides the rule that only one of each playbook may be in play)", + "sidekick-advance2": "Change your hero; pick another hunter to be your new hero", + "Snoop": "Snoop", + "luck-special-snoop": "When you spend Luck, you’re going to suffer some technical difficulties, eg. breakdowns, communication problems, weird noises in the recordings, etc.", + "snoop-crew": "Crew", + "snoop-crew-desc1": "Decide if your crew are made up of the other hunters, or if you have your own entourage. If they are other people, there are 1-3 of them. Pick a name and job for each. If it's the other hunters, decide together who gets which job.", + "snoop-crew-desc2": "Crew jobs: camera, sound, editing, dogsbody, researcher, driver, director, producer, bodyguard, etc.", + "snoop-move1": "\"What Does That Feel Like?\": When you put your camera/microphone right in a person's face, they automatically break off whatever they are doing. They might go right back to it after they deal with you, but you'll create enough time for everyone else to act in the meantime.", + "snoop-move2": "Minor Celebrity: At the beginning of each mystery, roll +Weird. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 during the mystery to have someone you meet know of you in a positive light (maybe they read your blog, listen to your podcast, or watch your Internet/TV show, etc). You may end up getting asked for autographs or given 'hot' leads, too.", + "snoop-move3": "We'll Fix It In Post: You can use anything you could conceivably have recorded as evidence for investigate a mystery, allowing you to check previous interviews, attack sites, and so on, from the comfort of your laptop.", + "snoop-move4": "I'm A Reporter!: When you investigate a mystery by talking to witnesses, interviewing locals, or anything else requiring interpersonal skills, roll +Charm instead of +Sharp.", + "snoop-move5": "Truthiness: Whatever you tell a normal person, they'll accept that you think it's true. If it's far out, they might think you're crazy, but they won't think you're lying.", + "snoop-move6": "The Mojo Wire: When you read all the current news feeds looking for the weird and crazy stuff, take +1 forward.", + "snoop-move7": "Relaxed Producer: You're employed, with a regular paycheck and little or no oversight. As long as you send in a story every few days, no matter how bizarre, you're set. Every now and again, they'll send you somewhere in particular, and when that happens it usually involves supernatural activity; unless they need human interest, in which case it will be a kitten show or agricultural fair or something.", + "snoop-gear-base": "A laptop", + "snoop-recording": "Recording Devices", + "snoop-gear1": "Digital video camera", + "snoop-gear2": "Tiny digital video camera", + "snoop-gear3": "Film camera (8mm or 16mm)", + "snoop-gear4": "Digital sound recorder", + "snoop-gear5": "Cassette tape recorder", + "snoop-gear6": "Infrared video camera", + "snoop-gear7": "Pro sound gear with boom mike", + "snoop-gear8": "Remote controlled camera drone", + "snoop-gear9": "Starlight camera", + "snoop-gear10": "Steadicam rig", + "snoop-gear11": "Laser microphone", + "snoop-gear12": "SLR camera", + "snoop-detector": "Detectors", + "snoop-gear13": "Electromagnetic field detector", + "snoop-gear14": "Temperature fluctuation detector", + "snoop-gear15": "Ouija board", + "snoop-gear16": "Humidity meter", + "snoop-gear17": "Dowsing rods", + "snoop-gear18": "Chemistry test kit", + "snoop-gear19": "Metal detector", + "snoop-gear20": "Compass", + "snoop-gear21": "GPS receiver", + "snoop-gear22": "Laser rangefinder", + "snoop-gear23": "Pendulum", + "snoop-weapon": "Subtle Weapons", + "snoop-gear24": ".32 revolver (2 harm, close, reload, small)", + "snoop-gear25": "9mm (2 harm, close, loud)", + "snoop-gear26": "Knife (1 harm, hand, hidden)", + "snoop-gear27": "Multitool/pocket knife (1 harm, hand, hidden, useful)", + "snoop-advance1": "Gain a Haven, like the Expert, with one option plus a film lab", + "snoop-ally": "possibly one of your existing crew members, or the whole crew as an ally team", + "Summoned": "Summoned", + "luck-special-summoned": "When you spend Luck, another sign of the Apocalypse will come to pass. When you have spent all your Luck, the Apocalypse begins.", + "apocalypse": "Apocalypse", + "apocalypse-desc1": "You are destined to bring about the Apocalypse. You may or may not know about it yet, but you have at least come across some hints of your destiny.", + "apocalypse-desc2": "Pick a sign of the Apocalypse, with help from the Keeper (and maybe the rest of the group) that has already been revealed to you. Whenever you spend Luck, you'll trigger another sign of the Apocalypse. You can suggest what it might be, but it will be the Keeper's job to bring the sign into the story.", + "apocalypse-sign-example": "Example signs", + "apocalypse-sign-list": "Betrayal, An army of monsters rises, Rain of fire, Eternal darkness, Things from beyond, Take your throne, Red sun, The Portal opens, Plague, Learn your true name, The Stars are Right Breaking the Seal, Murder of the King, The Beast slouches into the world, Become the Dragon, The Coronation, Your Hosts assemble, The fall of the Tower, The seas boil, Natural disasters, Judgement Day, World war, Famine, Ancient Evil reborn", + "apocalypse-desc3": "When you have spent all your Luck, the Apocalypse is imminent. It's up to you to stop, or cause, the end of the world. Your call.", + "summoned-fixed-move1": "Freakish: You're weird, and people react badly. You cannot use manipulate someone on a person until you prove yourself to them first (this includes the other hunters, and it's up to them to decide when you have proved yourself). Until then, people will just try to get away from you. You can spend Luck to have a person take to you. Don't roll manipulate someone; they act as though you'd rolled a 12. On the other hand, you can use manipulate someone on monsters that can reason and talk (but they always want something really bad).", + "summoned-move1": "What Are You Looking At?: When you talk to a monster (capable of reason and speech), they will recognize you and your potential. If you ask them what they know, pick one for the Keeper to reveal", + "summoned-move1.1": "Tell me something about where I'm from.", + "summoned-move1.2": "Tell me something about my destiny.", + "summoned-move1.3": "Tell me something about who I really am.", + "summoned-move1.4": "Tell me something about the Apocalypse.", + "summoned-move2": "Should I Feel That?: Your body has 2 armour. This does not stack with any other armour.", + "summoned-move3": "Mayhem!: When you grab a nearby large object and use it as an improvised weapon, first determine how much damage it will do.", + "summoned-move3-guide": "Guidelines", + "summoned-move3.1": "Fire extinguisher, fence post, furniture, etc: 2 harm", + "summoned-move3.2": "Motorcycle, lamppost, masonry chunk, etc: 3 harm", + "summoned-move3.3": "Car, dumpster, boulder, etc: 4 harm", + "summoned-move3.4": "Bus, truck, wall, etc: 5 harm", + "summoned-move3-desc": "After you inflict harm with it (with a kick some ass roll or otherwise), roll +harm your weapon actually caused. On a miss, you use it without trouble. On a 7-9 pick one side effect, on a 10+ pick two", + "summoned-move3.5": "You hurt someone nearby as well as your target.", + "summoned-move3.6": "You make something about the situation worse.", + "summoned-move3.7": "You lose control of your improvised weapon.", + "summoned-move3.8": "You cause massive property damage.", + "summoned-move3.9": "Your improvised weapon breaks.", + "summoned-move4": "Absolute Badass: Take +1 Tough (max +3).", + "summoned-move5": "Screw You: Spend Luck to get +1 ongoing vs. one particular monster. This lasts until that monster is dead.", + "summoned-move6": "Whatever: Spend Luck to get +1 Tough for the remainder of the current mystery (max +4).", + "summoned-move7": "Why So Serious?: If you cap off a move with an appropriate one-liner, the team gets +1 forward (so the next hunter who makes a roll gets +1).", + "summoned-weapon": "Huge Weapon", + "summoned-gear1": "Super hand cannon (4 harm, close, heavy, loud, reload)", + "summoned-gear2": "Machinegun (3 harm, close, auto, heavy, messy, loud, reload)", + "summoned-gear3": "Rocket launcher (4 harm, far, area, heavy, messy, loud, reload)", + "summoned-gear4": "Gigantic Hellsword (4 harm, hand, heavy, messy, magic)", + "summoned-gear5": "Automatic shotgun (3 harm, close, auto, heavy, loud, reload)", + "summoned-gear6": "Red right hand (3 harm, hand, magic)", + "summoned-heavy": "Heavy Weapons", + "summoned-gear7": "Sledgehammer (3 harm, hand, heavy, messy)", + "summoned-gear8": "Big sword (3 harm, hand, heavy, messy)", + "summoned-gear9": "Big axe (3 harm, hand, heavy, messy)", + "summoned-gear10": "Magnum (3 harm, close, loud, reload)", + "summoned-gear11": "Shotgun (3 harm, close, messy, loud, reload)", + "summoned-advance1": "Gain an ally team of monster-hunters (or monstrous hunters) under your command", + "summoned-advance2": "Get a position in a Sect, like the Initiate. Describe the Sect and its Traditions (or join a Sect that already exists in your game). Gain the move for when you are in good standing with your Sect", + "summoned-advance3": "Turn evil (again?). Retire this character, they become one of the Keeper's threats", + "Traveler": "Traveler", + "luck-special-traveler": "The Traveler is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "traveler-transport": "Means of Transport", + "traveler-transport-desc1": "You can visit future events, past events or remote places, either alone or with the whole team. The Keeper will decide (maybe with help from the group) how time travel will work; changing the past, alternate timelines, small changes producing major changes etc.", + "traveler-transport-desc2": "When traveling through time and space, roll +Sharp. On a 10+, you arrive at the desired place at the desired time. On a 7-9, you arrive at either the desired place or, at the desired time; your choice. On a miss, you are lost; this is probably quite serious.", + "traveler-transport-desc3": "Choose one means of transport for your travels through time and space. Each transportation medium has both positive and negative traits. Always keep in mind that time travel is by no means a safe trip.", + "traveler-transport1": "It’s bigger on the inside: Your time machine is multidimensional, as small as a phone booth on the outside, but as big as a spaceship on the inside. Things inside it cannot be tracked by normal means. To travel, it disappears from one place and appears in another, but otherwise it is completely stationary and cannot be transported at all.", + "traveler-transport2": "Teleportation: You can teleport instantly if you have a clear line of sight of the destination or if you know it very well. Otherwise, you need to study the spacetime continuum for a few hours, or even days, to plan the trip, so as to not end up underground or a kilometre above the ground.", + "traveler-transport3": "88 miles per hour: Your time machine looks like a car or a van, not drawing much attention (in time periods after the invention of such vehicles). You can use it to move around like any other vehicle, but it depends on fuel, maintenance parts, roads etc.", + "traveler-transport4": "Time Portal: You open a time portal to your destination. You can only open one portal at a time, and it will remain active for as long as you wish. It allows you to cross it in any direction as many times as you want. But an unattended portal can also be crossed by any person, or monster...", + "traveler-fixed-move1": "Servant of Technology: You are extremely dependent on technology, having difficulties in relating to the supernatural. You get -1 ongoing to use magic or any other moves related to the supernatural or magic.", + "traveler-move1": "Butterfly Effect: At the beginning of each mystery, choose one rating to receive +1 (max +3) and another to receive -1 (min -2) during this mystery. These actions disturb the spacetime and the oscillations of their characteristics is a reflection of that.", + "traveler-move2": "Historian: When you investigate a mystery or read a bad situation, you can choose to ask \"Why does this seem familiar?\" as one of the questions. If possible, the Keeper will describe how a similar situation has happened in the past or future history of the world.", + "traveler-move3": "Inventor: If you want to build, repair, or study a device, the Keeper will tell you how long it will take and what equipment will be needed.", + "traveler-move4": "Prescience: Attacks that can cause your death pop up in your memory. When you take harm and become unstable, you may roll +Weird. On a 10+, you remembered the attack and were able to avoid it completely. On a 7-9, the memory took time to emerge, take 1 harm less or don’t become unstable. On a miss, the memory was incorrect and your avoidance made you unbalanced; in addition to the harm, you take -1 forward.", + "traveler-move5": "Neural Implants: When you need to do something that requires specific training, such as defusing a bomb or flying a helicopter, you already have the information implanted in your brain. You still need to act under pressure, but you know what to do.", + "traveler-move6": "Sufficiently Advanced Technology: You can reproduce the effects of the move use magic with technological tools. You do not roll dice for this, but you must choose an effect and a glitch. This is not magic, so the effect will not have the magic tag and will not work on things affected only by magic. The Keeper may ask for one or more requirements to achieve the effect.", + "traveler-move7": "No Paradoxes: When you say why something should happen to guarantee the future, you can help another hunter and give +1 to their roll, as if you had rolled a 10+ on help out. You still need to describe how you are helping.", + "traveler-move8": "Android/Cyborg: You have cybernetic implants or maybe you're half a machine. In addition to superhuman strength, your punches and kicks are attacks with (3 harm, contact).", + "traveler-move9": "Psychic Paper: You get +1 ongoing in rolls to avoid being detected or remaining unnoticed. You also get +1 ongoing when you manipulate someone by pretending to be someone else.", + "traveler-devices": "Technological Devices", + "traveler-gear1": "Photonic Binoculars: Able to see in total darkness and in different spectra, including infrared", + "traveler-gear2": "Sonic Screwdriver: Able to repair, or damage, simple mechanical and electronic devices (eg. radios, locks, weapons etc)", + "traveler-gear3": "Travel Guide: A small electronic book containing all human historical knowledge up to the present era", + "traveler-gear4": "Portable Laboratory: A small device capable of diagnosing diseases, poisons and abnormal conditions from a drop of blood or similar input", + "traveler-gear5": "Universal Locator: Indicates the exact position in time and space. Can only be blocked with magic or high levels of radiation", + "traveler-gear6": "Hologram Projector: Projects a person-sized hologram (recorded or live) that looks real until touched", + "traveler-gear7": "Instant Translator: Ensures speech and understanding of any natural language (does not work with magic or supernatural languages)", + "traveler-weapon": "Protective Weapons", + "traveler-gear8": "Machete (1 harm, contact)", + "traveler-gear9": "Common revolver (2 harm, close, loud, reload)", + "traveler-gear10": "Shotgun (3 harm, close, messy, loud, reload)", + "traveler-gear11": "Light futuristic weapon (1 harm, add 1 range tag and 3 other tags)", + "traveler-gear12": "Heavy futuristic weapon (3 harm, add 1 range tag and 1 other tag)", + "traveler-advance1": "Delete the move Servant of Technology. You have learnt to deal with the supernatural, no longer receiving any penalties for it", "custom": "Custom", - "luck-special-Custom": "if any", + "luck-special-custom": "You may come up with a Luck Special move for this playbook with help from the Keeper.", "custom-special": "Playbook Special", "custom-special-example": "Like the Expert's haven or the Spellslinger's combat magic", "custom-special-name": "Name of special", @@ -625,6 +1161,5 @@ "custom-moves": "Playbook Moves", "custom-move-name": "Name", "custom-move-description": "Description", - "custom-gear": "Playbook Gear", - "inmrovements-instructions": "4 stats available for improvement (mark one off at character creation without taking the bonus); top stat max +3, all others max +2" -} \ No newline at end of file + "custom-gear": "Playbook Gear" +} diff --git a/Monster of the Week/translations/tr.json b/Monster of the Week/translations/tr.json index 804459d8eb..71250b65da 100644 --- a/Monster of the Week/translations/tr.json +++ b/Monster of the Week/translations/tr.json @@ -27,17 +27,19 @@ "gear": "Gear", "other-gear": "Other Gear", "improvements": "Improvements", - "inmrovements-description": "Once you have 5 experience you may choose one of these: (Check off any you've already taken)", + "improvements-description": "Once you have 5 Experience you may choose one of these: (Check off any you've already taken)", "max": "max", - "another-move": "Take another Custom move", + "another-move": "Take another move from your own playbook", "ally": "Gain an ally", "playbook-move": "Take a move from another playbook", "advanced-improvements": "Once you have taken 5 improvements you may choose from these options as well as the list above when you improve", "rating": "to any rating", - "new-type": "Change this hunter to a new type", + "new-playbook": "Change playbooks", "second-hunter": "Create a second hunter to play", "basic-moves": "Advance 2 basic moves", "retire": "Retire this hunter to safety", + "erase-luck": "Erase one used Luck point", + "after-getting-improvement": "Use after getting the corresponding Improvement", "history": "History and Notes", "pick-one": "pick one", "pick-two": "pick two", @@ -46,12 +48,13 @@ "1-fixed-move": "You get this", "2-fixed-moves": "You get these 2", "1-move": "Then pick one of these", + "2-moves-then": "Then pick two of these", "2-moves": "Then pick two of these", + "3-moves-then": "Then pick three of these", "3-moves": "Pick three of these", "choose": "choose", "one": "one", - "choose-one": "choose one", - "choose-two": "choose two", + "two": "two", "three": "three", "the-chosen": "The Chosen", "the-crooked": "The Crooked", @@ -59,13 +62,33 @@ "the-expert": "The Expert", "the-flake": "The Flake", "the-initiate": "The Initiate", - "the-monsteroue": "The Monsterous", + "the-monstrous": "The Monstrous", "the-mundane": "The Mundane", "the-professional": "The Professional", "the-spellslinger": "The Spellslinger", "the-spooky": "The Spooky", "the-wronged": "The Wronged", + "the-gumshoe": "The Gumshoe", + "the-hex": "The Hex", + "the-pararomantic": "The Pararomantic", + "the-searcher": "The Searcher", + "the-exile": "The Exile", + "the-hardcase": "The Hard Case", + "the-luchador": "The Luchador", + "the-meddlingkid": "The Meddling Kid", + "the-sidekick": "The Sidekick", + "the-snoop": "The Snoop", + "the-summoned": "The Summoned", + "the-traveler": "The Traveler", + "the-actionscientist": "The Action Scientist", + "the-biggamehunter": "The Big Game Hunter", + "the-constructed": "The Constructed", + "the-madscientist": "The Mad Scientist", "custom-playbook": "Custom", + "tome-of-mysteries": "Tome of Myseries", + "reinforcements": "Reinforcements", + "Brazilian": "Brazilian Edition", + "fan-made": "Fan-made", "chosen": "Chosen", "luck-special-chosen": "When you spend Luck the Keeper will bring your fate into play", "your-fate": "Your Fate", @@ -107,13 +130,14 @@ "chosen-move4": "Invincible You always count as having 2 armour, this doesn't stack with other protection", "chosen-move5": "Resilience You heal faster than normal people. Any time your harm gets healed, heal and extra point. Additionally, your wounds count as 1 harm less for the purpose of the Keeper's harm moves", "chosen-gear1": "Protective gear worth 1 armour", - "optional": "optional", "chosen-gear2": "One Special Weapon", + "chosen-special-descrip": "Design your weapon by choosing a Form, three Business-end options (which are added to the base tags), and a material that the business-end is made from.", "form": "Form", "chosen-gear3": "Staff (1 harm, hand, close)", "chosen-gear4": "Haft (2 harm, hand, heavy)", "chosen-gear5": "Handle (1 harm, hand, balanced)", "chosen-gear6": "Chain (1 harm, hand, area)", + "business-end": "Business-end", "chosen-gear7": "Business End", "chosen-gear8": "Artifact (+magic)", "chosen-gear9": "Spikes (+1 harm, +messy)", @@ -121,8 +145,8 @@ "chosen-gear11": "Heavy (+1 harm)", "chosen-gear12": "Long (+close)", "chosen-gear13": "Throwable (+close)", - "chosen-gear14": "Chain (+area)", "material": "Material", + "material-desc": "(+steel, +cold iron, +silver, +wood, +stone, +bone, +teeth, +obsidian, or anything else you want)", "chosen-advance1": "Delete a doom tag (optionally also delete a heroic tag)", "Crooked": "Crooked", "luck-special-Crooked": "When you spend Luck someone from your past will re-appear in your life, soon", @@ -132,7 +156,7 @@ "background2": "Burglar When you break into a secure location roll +Sharp. On a 10+ pick three, on a 7-9 pick two", "background2.1": "You get in undetected", "background2.2": "You get out undetected", - "background2,3": "You don't leave a mess", + "background2.3": "You don't leave a mess", "background2.4": "You find what you were after", "background3": "Grifter When you are about to manipulate someone, you can ask the Keeper \"what will convince this person to do what I want?\" The Keeper must answer honestly, but not necessarily completely", "background4": "Fixer If you need to buy something, sell something, or hire someone, roll +Charm. On a 10+ you know just the person that will be interested. On a 7-9, you know the only person that can do it, but there's a complication. Pick one", @@ -142,8 +166,14 @@ "background4.4": "On a miss, the only person who can help you is someone who absolutely hates you", "background5": "Assassin When you take your first shot at an unsuspecting target, do +2 harm", "background6": "Charlatan When you want people to think you are using magic, roll +Cool. On a 10+ your audience is amazed and fooled by your illusion. On 7-9, you tripped up a few times, someone will notice. You may also manipulate someone with fortune telling. When you do that, ask \"What are they hoping for right now?\" as a free question (even on a miss)", + "background6.1": "You may also manipulate someone with fortune telling. When you do that, ask \"What are they hoping for right now?\" as a free question (even on a miss).", "background7": "Pickpocket When you steal something small, roll +Charm. On a 10+ you get it and they didn't notice you taking it. On a 7-9 either you don't grab it, you grab the wrong thing, or they remember you later; your choice", "crooked-move1": "Artifact You 'found' a magical artifact with handy powers and kept it. Pick 1: Protective amulet (1 amour, magic, recharge); lucky charm (may be used as a Luck point just once); grimoire (studying the book gives +1 to use magic; skeleton key (opens any magically sealed lock); imp stone (a weak demon is bound to serve the holder. The imp must be summoned with Use Magic)", + "crooked-artifact1": "Protective amulet (1 amour, magic, recharge)", + "crooked-artifact2": "Lucky charm (may be used as a Luck point just once)", + "crooked-artifact3": "Grimoire (studying the book gives +1 forward to use magic)", + "crooked-artifact4": "Skeleton key (opens any magically sealed lock)", + "crooked-artifact5": "Imp stone (a weak demon is bound to serve the holder. The imp must be summoned with Use Magic)", "crooked-move2": "Crew You have a regular crew, a team of 3 or 4 people who will help you out with pretty much anything. This counts as a team", "crooked-move3": "Deal with the Devil You sold your soul to the devil. Pick one or two things you got out of the deal: wealth, fame, youth, sensual gratification, skill (add +1 to two ratings). Payment is due either when you die, or in a year (6 months if you chose 2 things)", "crooked-move4": "Friends on the Force You know a few cops who can be persuaded to look the other way, or do you a favour, for certain considerations. You can act under pressure to get in touch with them when you need to divert any law enforcement attention. There will be a cost, although maybe not right now", @@ -151,6 +181,7 @@ "crooked-move6": "Driver You gain +1 ongoing while driving, plus you can hotwire anything (the older it is, the fewer tools you'll need.) You also own 2 handy, widely-available vehicles", "crooked-move7": "Home Ground Your crew made a point of keeping the locals happy- keeping them safe, ensuring things always went down okay. When you're back in your old neighbourhood, you can always find people who will hide you or help you with a minor favour, no questions asked", "crooked-move8": "Notorious You have a reputation from your criminal past. When you reveal who you are, your terrifying reputation counts as a reason for someone to what you ask when you manipulate someone. Revealing your identity to someone can bring other problems later, of course", + "crooked-weapon": "Effective Weapons", "crooked-gear1": ".22 revolver (1 harm, close, reload,
          small)", "crooked-gear2": ".38 revolver (2 harm, close, reload,
          loud)", "crooked-gear3": "9mm (2 harm, close, loud)", @@ -160,12 +191,6 @@ "crooked-gear7": "Baseball bat (1 harm, hand)", "crooked-gear8": "Submachinegun (2 harm, close, reload,
          auto", "crooked-gear9": "Assault rifle (3 harm, close/far, auto)", - "underworld": "Underworld", - "underworld-description": "Pick the circumstance that lead you to discovering the real underworld, then pick the creature involved", - "underworld1": "The target of a job was a dangerous creature (Pick one: vampire, warewolf, troll, reptiloid)", - "underworld2": "You worked with someone who was more than they seemed (Pick one: sorceror, demon, faerie, psychic)", - "underworld3": "You were hired by something weird (Pick one: immortal, god, outsider, witch)", - "underworld4": "Things went south o a job- including, but not limited to running into; (Pick one a horde of goblins, a hunger of ghouls, a dream-eater, a salamander)", "heat": "Heat", "heat-description": "You didn't get here without making enemies", "pick-heat": "pick at least 2 of these and name the people involved", @@ -174,9 +199,14 @@ "heat3": "You pissed off a well connected criminal,
          and they'll do whatever they can to
          destroy you", "heat4": "You took advantage of someone
          who has special powers (a person or
          monster)", "heat5": "You betrayed an old partner in the
          middle of a job ", + "underworld": "Underworld", + "underworld-description": "Pick the circumstance that lead you to discovering the real underworld, then pick the creature involved", + "underworld1": "The target of a job was a dangerous creature (Pick one: vampire, warewolf, troll, reptiloid)", + "underworld2": "You worked with someone who was more than they seemed (Pick one: sorceror, demon, faerie, psychic)", + "underworld3": "You were hired by something weird (Pick one: immortal, god, outsider, witch)", + "underworld4": "Things went south o a job- including, but not limited to running into; (Pick one a horde of goblins, a hunger of ghouls, a dream-eater, a salamander)", "crooked-ally": "from your old crew", "crooked-advance1": "Recover a stash of money from the old days, enough to live without care for a year or two", - "Crooked-advance2": "Erase one Luck point from your playbook", "Divine": "Divine", "luck-special-divine": "When you spend Luck you get word your Mission requires something difficut to me done. By you. Urgently", "your-mission": "Your Mission", @@ -193,15 +223,15 @@ "divine-move5": "Soothe When you talk to someone for a few seconds in a quiet voice, you can calm them down, blocking any panic, anger, or other negitive emotions they have. This works even if the thing that freaked them out is still present, as long as your voice can be heard", "divine-move6": "Lay On Hands Your touch can heal any injury or disease. When you lay your hands on someone hurt, roll +Cool. On a 10+, heal 2 harm or an illness, plus they are stabilised. On a 7-9, you can heal the harm or illness but you take it into yourself. On a miss, your aura causes them extra harm", "divine-move7": "Cast Out Evil You may banish an unnatural creature from your presence. Roll +Tough, on 10+ it is banished. On a 7-9 it takes a little while for the banishing to take effect- the creature has time to make one or two actions. Either way, the banished creature is unharmed, and you have no control over where it goes. This move may be used on unnatural hunters (eg The Monsterous). On a miss, something is keeping it here. That's bad", - "divine-gear1": "Flaming sword (3 harm, hand, fire,
          holy) ", "divine-weapon": "One Divine Weapon", + "divine-armour": "Divine Armour (1 armour, holy) with a look suited to your divine origin", + "divine-gear1": "Flaming sword (3 harm, hand, fire,
          holy) ", "divine-gear2": "Thunder hammer (3 harm, hand, stun,
          holy) ", "divine-gear3": "Razor whip (3 harm, hand, area,
          messy, holy)", "divine-gear4": "Five demon bag (3 harm, close, magic,
          holy)", "divine-gear5": "Silver trident (3 harm, hand, silver,
          holy)", "Divine-ally": "a lesser divine being, sent from above to help you with your mission", "Divine-advance1": "Erase one Luck point from your playbook", - "Divine-advance2": "Change your mission. Select a different mission from the options, or (with the Keeper's agreement) create a new mission", "Expert": "Expert", "luck-special-expert": "When you spend Luck you discover something happening now is related to something you were involved in years ago", "expert-weapons": "Monster-Slaying Weapons", @@ -237,7 +267,6 @@ "haven8": "Panic Room This has essential supplies and is protected by normal and mystical means. You can hide out there for a few days, safe from pretty much anything", "haven9": "Magical Laboratory You have a mystical lab with all kinds of weird ingredients and tools useful for casting spells (like use magic, big magic, and any other magical moves)", "expert-advance1": "Add a haven option", - "expert-advance2": "Add a haven option", "Flake": "Flake", "luck-special-flake": "When you spend Luck pick an aspect of the current situation. The Keeper will tell you what other conspiricies that aspect connects to", "flake-move1": "Connect the Dots At the beginning of each mystery if you look for the wider patterns that current events might be part of, roll +Sharp. On a 10+ hold 3, 7-9 hold 1. Spend your hold during the mystery to ask the Keeper one of the following questions", @@ -253,20 +282,20 @@ "flake-move6": "Contrary When you seek out and recieve someone's honest advice on the best course of action for you, and then do something else instead, mark experience. If you do exactly the opposite of their advice, you also take +1 ongoing on any moves you make persuing that course", "flake-move7": "Net Friends You know a lot of people on the internet. When you contact a net friend to help you roll +Charm. On a 10+ they're available and helpful; they can fix something, break a code, hack a computer, or get you some special information. On a 7-9, they're prepared to help but it's either going to take some time, or you'll have to do part of it yourself. On a miss you burn some bridges", "flake-move8": "Sneaky When you attack from ambush or from behind, inflict +2 harm", - "fake-normal": "One Normal Weapon", - "fake-gear1": ".38 revolver (2 harm, close, reload,
          loud)", - "fake-gear2": "9mm (2 harm, close, loud)", - "fake-gear3": "Hunting rifle (2 harm, far, loud)", - "fake-gear4": "Magnum (3 harm, close, reload, loud)", - "fake-gear5": "Shotgun (3 harm, close, messy, loud)", - "fake-gear6": "Big knife (1 harm, hand)", + "flake-normal": "Normal Weapon", + "flake-gear1": ".38 revolver (2 harm, close, reload, loud)", + "flake-gear2": "9mm (2 harm, close, loud)", + "flake-gear3": "Hunting rifle (2 harm, far, loud)", + "flake-gear4": "Magnum (3 harm, close, reload, loud)", + "flake-gear5": "Shotgun (3 harm, close, messy, loud)", + "flake-gear6": "Big knife (1 harm, hand)", "flake-hidden": "Hidden Weapons", - "fake-gear7": "Throwing knives (1 harm, close, many)", - "fake-gear8": "Holdout pistol (2 harm, close, loud,
          reload)", - "fake-gear9": "Garrote (3 harm, intimate)", - "fake-gear10": "Watchman's flashlight (1 harm, hand)", - "fake-gear11": "Weighted gloves/brass knuckles (1
          harm, hand", - "fake-gear12": "Butterfly knife/folding knife (1
          harm, hand)", + "flake-gear7": "Throwing knives (1 harm, close, many)", + "flake-gear8": "Holdout pistol (2 harm, close, loud, reload)", + "flake-gear9": "Garrote (3 harm, intimate)", + "flake-gear10": "Watchman's flashlight (1 harm, hand)", + "flake-gear11": "Weighted gloves/brass knuckles (1 harm, hand)", + "flake-gear12": "Butterfly knife/folding knife (1 harm, hand)", "Flake-advance1": "Gain a haven like the Expert with two options", "Flake-advance2": "Add a haven option", "Initiate": "Initiate", @@ -336,8 +365,8 @@ "Initiate-advance1": "Get command of your chapter of the Sect", "Initiate-advance2": "Get command of your chapter of the Sect", "Initiate-advance3": "Become the leader, or effective leader, of the whole Sect", - "Monsterous": "Monsterous", - "luck-special-monsterous": "When you spend Luck your monster side gains power. Your Curse may grow stronger, or another Breed disadvantage may manifest", + "Monstrous": "Monstrous", + "luck-special-monstrous": "When you spend Luck, your monster side gains power; your Curse may become stronger, or another Breed disadvantage may manifest.", "monster-breed": "Monster Breed", "breed-description": "You are half human, half monster; were you always this way? Were you always fighting for good or were you once evil and then switched sides?", "curses": "Curses", @@ -345,40 +374,40 @@ "curse2": "Vulnerability Pick a substance. You'll take +1 harm when you suffer harm from it. If you are bound or surrounded by it, you must act under pressure to use your powers", "curse3": "Pure Drive One emotion rules you. Pick from: hunger, hate, anger, fear, jealousy, greed, joy, pride, envy, lust or cruelty. Whenever you have a chance to indulge that emotion you must do so immediately, or act under pressure to resist", "curse4": "Dark Master You have an evil lord who doesn't know you changed sides. They still give you orders, and they do not tolerate refusal or failure", - "monsterous-move1": "Immortal You do not age or sicken, and whenever you suffer harm you suffer 1 harm less", - "monsterous-move2": "Unnatural Appeal Roll +Weird instead of +Charm when you manipulate someone ", - "monsterous-move3": "Unholy Strength Roll +Weird instead of +Tough when you kick some ass ", - "monsterous-move4": "Incorporeal You may move freely though solid objects (but not people)", - "monsterous-move5": "Preternatural Speed You go much faster than normal people. When you chase, flee or run take +1 ongoing", - "monsterous-move6": "Claws of the Beast Your natural attacks deal +1 harm ", - "monsterous-move7": "Mental Dominion When you gaze into a normal human's eyes and exert your will over them Roll +Charm. On a 10+ hold 3, on 7-9 hold 1. You may spend your hold to give them an order. Regular people will follow the order, whatever it is. Hunters can choose to follow the order or not. If they do, they mark experience", - "monsterous-move8": "Unquenchable Vitality When you have taken harm you can heal yourself. Roll +Cool. On a 10+, heal 2 harm and stabilise your injuries. On a 7-9, heal 1 harm and stabilise your injuries. On a miss your injuries worsen", - "monsterous-move9": "Dark Negotiator You can use manipulate someone on monsters as well as people if they can reason and talk", - "monsterous-move10": "Flight You can fly ", - "monsterous-move11": "Shapeshifter You may change your form (usually into an animal). Decide if you have just one alternate form or several and detail them. You gain +1 forward to investigate a mystery when using and alternate form's superior senses. (Eg, smell for a wolf, sight for an eagle)", - "monsterous-move12": "Something Borrowed Take a move from a hunter playbook that is not currently in play ", + "monstrous-move1": "Immortal: You do not age or sicken, and whenever you suffer harm, you suffer 1 harm less.", + "monstrous-move2": "Unnatural Appeal: Roll +Weird instead of +Charm when you manipulate someone.", + "monstrous-move3": "Unholy Strength: Roll +Weird instead of +Tough when you kick some ass.", + "monstrous-move4": "Incorporeal: You may move freely though solid objects (but not people).", + "monstrous-move5": "Preternatural Speed: You go much faster than normal people. When you chase, flee, or run, take +1 ongoing.", + "monstrous-move6": "Claws of the Beast: Your natural attacks deal +1 harm.", + "monstrous-move7": "Mental Dominion: When you gaze into a normal human's eyes and exert your will over them, roll +Charm. On a 10+ hold 3, on a 7-9 hold 1. You may spend your hold to give them an order. Regular people will follow your order, whatever it is. Hunters can choose to follow the order or not. If they do, they mark experience.", + "monstrous-move8": "Unquenchable Vitality: When you have taken harm you can heal yourself. Roll +Cool. On a 10+, heal 2 harm and stabilise your injuries. On a 7-9, heal 1 harm and stabilise your injuries. On a miss, your injuries worsen.", + "monstrous-move9": "Dark Negotiator: You can use the move manipulate someone on monsters as well as people, if they can reason and talk.", + "monstrous-move10": "Flight: You can fly.", + "monstrous-move11": "Shapeshifter: You may change your form (usually into an animal). Decide if you have just one alternate form or several, and detail them. You gain +1 forward to investigate a mystery when using and alternate form's superior senses (eg. smell for a wolf, sight for an eagle).", + "monstrous-move12": "Something Borrowed: Take a move from a hunter playbook that is not currently in play.", "natural-attacks": "Natural Attacks", - "monsterous-attacks-pick": "pick one base and one extra, or pick two bases", - "monsterous-attacks1": "Base: teeth (3 harm, intimate)", - "monsterous-attacks2": "Base: Claws (2 harm, hand)", - "monsterous-attacks3": "Base: Magical force (1 harm, magical, close)", - "monsterous-attacks4": "Base: Life-drain (1 harm, intimate, life-drain)", - "monsterous-attacks5": "Extra: Add +1 harm to a base", - "monsterous-attacks6": "Extra: Add +ignore armour to a base", - "monsterous-attacks7": "Extra: Add an extra range to a base
          (+intimate, hand, or close)", - "monsterous-weapon": "One Handy Weapon: (if you want one)", - "monsterous-gear1": ".38 revolver (2 harm, close, reload,
          loud)", - "monsterous-gear2": "9mm (2 harm, close, loud)", - "monsterous-gear3": "Magnum (3 harm, close, reload, loud)", - "monsterous-gear4": "Shotgun (3 harm, close, messy)", - "monsterous-gear5": "Big knife (1 harm, hand)", - "monsterous-gear6": "Brass knuckles (1 harm, hand, quiet,
          small)", - "monsterous-gear7": "Sword (2 harm, hand, messy)", - "monsterous-gear8": "Huge sword (3 harm, hand, heavy)", - "Monsterous-advance1": "Gain a haven like the Expert with two options", - "Monsterous-advance2": "Take a Natural Attacks pick", - "Monsterous-advance3": "Free yourself from your type's curse. It no longer affects you but you lose 1 Weird", - "Monsterous-advance4": "Become evil (again). Retire this character, they become one of the Keeper's threats", + "monstrous-attacks-pick": "pick one base and one extra, or pick two bases", + "monstrous-attacks1": "Base: teeth (3 harm, intimate)", + "monstrous-attacks2": "Base: claws (2 harm, hand)", + "monstrous-attacks3": "Base: magical force (1 harm, magical, close)", + "monstrous-attacks4": "Base: life-drain (1 harm, intimate, life-drain)", + "monstrous-attacks5": "Extra: add +1 harm to a base", + "monstrous-attacks6": "Extra: add ignore-armour to a base", + "monstrous-attacks7": "Extra: Add an extra range to a base (intimate, hand, or close)", + "monstrous-weapon": "(Optional) Handy Weapon", + "monstrous-gear1": ".38 revolver (2 harm, close, reload, loud)", + "monstrous-gear2": "9mm (2 harm, close, loud)", + "monstrous-gear3": "Magnum (3 harm, close, reload, loud)", + "monstrous-gear4": "Shotgun (3 harm, close, messy)", + "monstrous-gear5": "Big knife (1 harm, hand)", + "monstrous-gear6": "Brass knuckles (1 harm, hand, quiet, small)", + "monstrous-gear7": "Sword (2 harm, hand, messy)", + "monstrous-gear8": "Huge sword (3 harm, hand, heavy)", + "Monstrous-advance1": "Gain a Haven, like the Expert, with two options", + "Monstrous-advance2": "Take a natural attacks pick", + "Monstrous-advance3": "Free yourself from your kind's curse, it no longer affects you, but you lose 1 Weird", + "Monstrous-advance4": "Turn evil (again?). Retire this character, they become one of the Keeper's threats", "Mundane": "Mundane", "luck-special-mundane": "When you spend Luck you'll find something wierd- maybe even useful", "mundane-move1": "Always the Victim When another hunter uses protect someone to protect you, they mark experience. Whenever a monster captures you, you mark experience", @@ -410,10 +439,6 @@ "mundane-gear10": "Classic car in terrible condition", "mundane-gear11": "Motorcycle", "mundane-gear12": "Van", - "Mundane-advance1": "Regain a used Luck point", - "Mundane-advance2": "Regain a used Luck point", - "Mundane-advance3": "Regain a used Luck point", - "Mundane-advance4": "Regain a used Luck point", "Professional": "Professional", "luck-special-professional": "When you spend Luck your next mission from the Agency comes with lots of red tape. Lots", "agency": "Agency", @@ -470,24 +495,16 @@ "Professional-advance3": "Get some or all of the other player's hunters hired by your Agency. They get the deal with the agency move as well as salery and benefits", "Spellslinger": "Spellslinger", "luck-special-spellslinger": "When you spend Luck the official council of wizards is going to poke their nose into your business", - "spellslinger-gear-description": "You don't need much except items to power your magic, still it's good to be prepared", "spellslinger-weapon": "One Backup Weapon", "spellslinger-gear1": "Old revolver (2 harm, close, reload,
          loud)", "spellslinger-gear2": "Ritual knife (1 harm, hand)", "spellslinger-gear3": "Heirloom sword (2 harm, hand, messy)", - "spellslinger-move1": "Advanced Arcane Training If you have two of your three Tools and Techniques at the ready then you may ignore the third", - "spellslinger-move2": "Arcane Reputation Pick three big organisations or groups in the supernatural community, which can include the more sociable types of monsters. They've heard of you and respect your power. Take +1 forward when you use manipulate someone on affected humans. You may also use manipulate someone on affected monsters, with no bonus", - "spellslinger-move3": "Could've Been Worse When you miss a use magic roll you can choose one of the following options instead of losing control of the magic", - "spellslinger-move3.1": "Fizzle: The preperations and materials for the spell are ruined. You'll have to start over from scratch with the prep time doubled", - "spellslinger-move3.2": "This is gonna suck: The effect happens, but you trigger all the glitches but one. You pick the one you avoid", - "spellslinger-move4": "Forensic Divination When you successfully investigate a mystery you may ask \"what magic was done here?\" as a free extra question", - "spellslinger-move5": "Go Big or Go Home When you must use magic as a requirement for big magic, take +1 forward to those use magic rolls", - "spellslinger-move6": "Enchanted Clothing Pick an article of every-day clothing; it's enchanted without any change in appearence. Take -1 harm from any source that tries to get at you through the garment", - "spellslinger-move7": "Not My Fault +1 to act under pressure when dealing with the consequences of your own spellcasting", - "spellslinger-move8": "Practitioner Choose two of the use magic effects. You get +1 to use magic when choosing one of those effects", - "spellslinger-move9": "Shield Spell When you protect someone, you gain +2 armour against any harm that is transferred to you. This doesn't stack with any other armour", - "spellslinger-move10": "Third Eye When you read a bad situation you can open your third eye for a moment to take in extra information. Take +1 hold on any result of 7 or more, plus you can see invisible things. On a miss, you may still get 1 hold, but you're exposed to a supernatural danger. Unfiltered hidden reality is tough on the mind!", "extra-fixed-move": "And you get this", + "spellslinger-fixed-move1": "Tools and Techniques: To use your combat magic effectively, you rely on a collection of tools and techniques. Uncheck one; you'll need the rest.", + "spellslinger-fixed-move1.1": "Consumables: You need certain supplies - powders, oils, etc - on hand, some will be used up each cast. If you don't have them, when you cast, take 1 harm, ignore-armour.", + "spellslinger-fixed-move1.2": "Foci: You need wands, staves, and other obvious props to focus. If you don't have what you need, your combat magic does 1 harm less.", + "spellslinger-fixed-move1.3": "Gestures: You need to wave your hands around to use combat magic. If you're restrained, take -1 ongoing for combat magic.", + "spellslinger-fixed-move1.4": "Incantations: You must speak in an arcane language to control your magic. If you use combat magic without speaking, act under pressure to avoid scrambling your thoughts.", "combat-magic": "Combat Magic", "combat-magic-description": "You have attack spells you can use as weapons. When you kick some ass with your spells roll +Weird instead of +Tough. Sometimes you may need to act under pressure to cast your spells without problems", "combat-magic-pick": "pick three, with at least one base", @@ -503,15 +520,24 @@ "effect4": "Frost or Ice (Add '-1 harm, +2 armour'
          to a wall, or '+1 harm, restraining' to
          other bases)", "effect5": "Earth (Add 'forceful, restraining' to a
          base)", "effect6": "Necromantic (Add 'life-drain' to a base)", + "spellslinger-move1": "Advanced Arcane Training If you have two of your three Tools and Techniques at the ready then you may ignore the third", + "spellslinger-move2": "Arcane Reputation Pick three big organisations or groups in the supernatural community, which can include the more sociable types of monsters. They've heard of you and respect your power. Take +1 forward when you use manipulate someone on affected humans. You may also use manipulate someone on affected monsters, with no bonus", + "spellslinger-move3": "Could've Been Worse When you miss a use magic roll you can choose one of the following options instead of losing control of the magic", + "spellslinger-move3.1": "Fizzle: The preperations and materials for the spell are ruined. You'll have to start over from scratch with the prep time doubled", + "spellslinger-move3.2": "This is gonna suck: The effect happens, but you trigger all the glitches but one. You pick the one you avoid", + "spellslinger-move4": "Forensic Divination When you successfully investigate a mystery you may ask \"what magic was done here?\" as a free extra question", + "spellslinger-move5": "Go Big or Go Home When you must use magic as a requirement for big magic, take +1 forward to those use magic rolls", + "spellslinger-move6": "Enchanted Clothing Pick an article of every-day clothing; it's enchanted without any change in appearence. Take -1 harm from any source that tries to get at you through the garment", + "spellslinger-move7": "Not My Fault +1 to act under pressure when dealing with the consequences of your own spellcasting", + "spellslinger-move8": "Practitioner Choose two of the use magic effects. You get +1 to use magic when choosing one of those effects", + "spellslinger-move9": "Shield Spell When you protect someone, you gain +2 armour against any harm that is transferred to you. This doesn't stack with any other armour", + "spellslinger-move10": "Third Eye When you read a bad situation you can open your third eye for a moment to take in extra information. Take +1 hold on any result of 7 or more, plus you can see invisible things. On a miss, you may still get 1 hold, but you're exposed to a supernatural danger. Unfiltered hidden reality is tough on the mind!", "Spellslinger-advance1": "Take another Combat Magic pick", - "Spellslinger-advance3": "Regain a used Luck point", - "Spellslinger-advance4": "Take another Combat Magic pick", - "Spellslinger-advance5": "Cross off another option from tools and techniques", + "Spellslinger-advance2": "You may cross off another option from your Tools and Techniques", "Spooky": "Spooky", "luck-special-spooky": "As you spend Luck your Dark Side's needs will get nastier", "dark-side": "The Dark Side", "dark-side-description1": "Your powers have an unsavoury source, and sometimes you get tempted to do things you shouldn't. These could be orders from whatever granted you power, urges that bubble up inside you, or something else", - "dark-side-description2": "Whatever it is, it is unsettling", "dark-side1": "Violence", "dark-side2": "Depression", "dark-side3": "Secrets", @@ -538,12 +564,12 @@ "spooky-move4": "Premonitions At the start of each mystery, roll +Weird. On a 10+, you get a detailed vision of something bad that is yet to happen. You take +1 forward to prevent it coming true, and mark experience if you stop it. On a 7-9 you get clouded images of something bad that is yet to happen; mark experience if you stop it. On a miss, you get a vision of something bad to happen and the Keeper holds 3, to be spent 1-for-1 as penalties to rolls you make", "spooky-move5": "Hunches When something bad is happening (or just about to happen) somewhere that you aren't, roll +Sharp. On a 10+ you knew where you needed to go, just in time to get there. On a 7-9, you get there too late- in time to intervene, but not prevent it altogether. On a miss, you get there just in time to be in trouble yourself", "spooky-move6": "The Big Whammy You can use your powers to kick some ass, (2 harm, close, obvious, ignore-armour) When you do, roll +Weird instead of +Tough. On a miss you'll get magical backlash", + "spooky-move6.1": "Where is the creature right now?", + "spooky-move6.2": "What is it planning to do right now?", + "spooky-move6.3": "Who is it going to attack next?", + "spooky-move6.4": "Who does it regard as the biggest threat?", + "spooky-move6.5": "How can I attract its attention?", "spooky-move7": "Tune In You can attune your mind to a monster or minion. Roll +Weird. On a 10+ hold 3, 7-9 hold 1. On a miss the monster becomes aware of you. Spend one hold to ask the Keeper one of the following questions, and gain +1 ongoing while acting on the answers", - "spooky-move7.1": "Where is the creature right now?", - "spooky-move7.2": "What is it planning to do right now?", - "spooky-move7.3": "Who is it going to attack next?", - "spooky-move7.4": "Who does it regard as the biggest threat?", - "spooky-move7.5": "How can I attract its attention?", "spooky-move8": "Jinx You can encourage coincidences to occur the way you want. When you jinx a target, roll +Weird. On a 10+ hold 2, 7-9 hold 1. On a miss, the Keeper holds 2 over you to be used in the same way. Spend your hold to", "spooky-move8.1": "Interfere with a hunter, giving them -1 forward", "spooky-move8.2": "Help a hunter, giving them +1 forward by interfering with their enemy", @@ -559,14 +585,15 @@ "spooky-gear4": "Shotgun (3 harm, close, messy)", "spooky-gear5": "Big knife (1 harm, hand)", "Spooky-advance1": "Change some or all of your Dark Side tags", + "Spooky-advance2": "Gain a Mystical Library, like the Haven option of the Expert", "Spooky-advance3": "You discover how to use your powers at a lower cost. Delete one Dark Side tag", "Wronged": "Wronged", "luck-special-wronged": "When you spend Luck you find a dangerous lead on your prey", "who-you-lost": "Who You Lost", "who": "Who did you lose?", + "pick-some": "pick one or more", "lost-pick": "pick one or more of: parent(s), sibling(s), spouse/partner, child(ren), best friend(s)", "lost-save-them": "Why couldn't you save them? You were", - "pick-some": "pick one or more", "lost1": "At fault", "lost2": "Selfish", "lost3": "Injured", @@ -576,8 +603,8 @@ "lost7": "In denial", "lost8": "Complicit", "what-prey": "What Did It?", - "prey": "My Prey", "prey-breed": "with the Keeper's agreement, pick the monster breed", + "prey": "My Prey", "wronged-fixed-move1": "I Know My Prey You get +1 ongoing when knowingly investigating, pursuing, or fighting the breed of monster that caused your loss", "wronged-move1": "Berserk No matter how much harm you take, you can always keep going until the current fight is over. During a fight, the Keeper may not use harm moves on you and you cannot die. When the fight ends, all harm takes effect as normal", "wronged-move2": "NEVER AGAIN In combat, you may choose to protect someone without rolling, as if you had rolled a 10+, but you may not choose to \"suffer little harm\"", @@ -585,10 +612,10 @@ "wronged-move4": "Fervour When you manipulate someone roll +Tough instead of +Charm", "wronged-move5": "Safety First You have jury-rigged extra protection into your gear, giving you +1 armour (max 2 armour)", "wronged-move6": "Tools Matter With your signature weapon you get +1 to kick some ass", + "wronged-move6.1": "Stabilize the injury but the patient take -1 forward.", + "wronged-move6.2": "Heal 1 harm and stabilize for now, but it will return as 2 harm and become unstable again later.", + "wronged-move6.3": "Heal 1 harm and stabilize but the patient takes -1 ongoing until it's fixed properly.", "wronged-move7": "DIY Surgery When you do quick and dirty first aid on someone (including yourself), roll +Cool. On a 10+ it's all good, it counts as normal first aid, plus stabilise the injury and heal 1 harm. On a 7-9, it counts as normal first aid, plus one of these, your choice", - "wronged-move7.1": "Stabilise the injury but the patient take -1 forward", - "wronged-move7.2": "Heal 1 harm and stabilise for now, but it will return as 2 harm and become unstable again later", - "wronged-move7.3": "Heal 1 harm and stabilise but the patient takes -1 ongoing until it's fixed properly", "wronged-armour": "Protective wear suited to your look (1 armour)", "wronged-signature": "Signature Weapons", "wronged-gear1": "Sawn-off shotgun (3 harm, hand/close,
          messy, loud, reload)", @@ -607,7 +634,6 @@ "wronged-gear13": "Brass knuckles (1 harm, hand, stealthy)", "wronged-gear14": "Assault rifle (3 harm, close, area, loud, reload)", "wronged-vehicle": "Vehicles", - "wronged-vehicle-choice": "choose one, if you want it", "wronged-gear15": "Classic car", "wronged-gear16": "Classic motorcycle", "wronged-gear17": "Plain pickup", @@ -616,8 +642,518 @@ "Wronged-advance2": "Add one more option to your haven", "Wronged-advance3": "You track down the specific monster responsible fo your loss. The Keeper must make the next mystery about them", "Wronged-advance4": "Change the target of your vengeful rage. Pick a new monster breed; I know my prey now applies to them instead", + "Gumshoe": "Gumshoe", + "luck-special-gumshoe": "When you spend Luck, your next regular case will actually be a mystery for your hunter group, and the monster will focus their attention on you!", + "Gumshoe-Adv-harm": "Extra harm box", + "gumshoeCode": "Gumshoe Code", + "gumshoeCode-description": "With the agreement of the Keeper, pick a one-sentence Code that you adhere to.", + "gumshoeCode-example": "Example Codes: Murders must be punished. Monsters must be destroyed. Innocents must be saved. Laws must be enforced. Evil must be exposed. The weak must be protected from the powerful. Etc.", + "gumshoeCode-list": "Murders must be punished, Monsters must be destroyed, Innocents must be saved, Laws must be enforced, Evil must be exposed, The weak must be protected from the powerful, etc.", + "gumshoeCode-explain": "This Code defines you. Any time you violate your Code, you forfeit all Code-related moves (The Postman Always Rings Twice, The Long Goodbye) and the ability to spend Luck. These forfeits last until either the next mystery or you make amends. As long as you follow the Code, people will sense your sincerity; you receive +1 ongoing for manipulate someone and you may not be possessed or charmed by any sort of supernatural, alien, or demonic entity or item.", + "Gumshoe-fixed-move1": "Occult Confidential: The first time in each mystery that you observe a monster, minion, or phenomenon in action, you may ask one question from the investigate a mystery list.", + "Gumshoe-fixed-move2": "The Naked City: You have lots of personal contacts wherever you go. Pick four contact types from the following areas (or from other areas agreed to between you and the Keeper)", + "Gumshoe-fixed-move2-examples": "Academics, Accountants, Artists, Bartenders, Clergy, Conspiracy Theorists, Construction, Courts, Criminals (organised), Criminals (street), Cultists, Engineers, Espionage, Film and TV, Forensic Scientists, Fringe Scientists, Hackers, Journalists, Lawyers, Mechanics, Media, Medical Practioners, Military, Morgue, Occult, Police (local), Police (national), Politicians, Prisons, Private Security, Property Developers, Stage Magicians, Technologists, Transportation", + "Gumshoe-fixed-move2-continued": "You can hit them up for info (+1 to one investigate a mystery roll) or small favours - but there may be a small cost involved. Personal contacts can provide more significant help but the Keeper decides their price on a case-by-case basis.", + "Gumshoe-move1": "The Postman Always Rings Twice: Twice per mystery - as long as you follow your Code - you may reroll a roll.", + "Gumshoe-move2": "The Long Goodbye: You can't die with an open case. Specifically, you suffer all harm as normal but your death is postponed until you have either completed or abandoned the case, or you break your Code (then all bets are off).", + "Gumshoe-move3": "Jessica Jones Entry: When you double-talk your way into a secure location, roll +Charm. On a 10+ pick three, on a 7-9 pick two, on a fail pick one", + "Gumshoe-move3.1": "You don't leave any trace of what you searched.", + "Gumshoe-move3.2": "You find what you wanted.", + "Gumshoe-move3.3": "You find something else that's important.", + "Gumshoe-move3.4": "You don't piss anyone off.", + "Gumshoe-move3.5": "You aren't recognised.", + "Gumshoe-move4": "Out of the Past: You have a police buddy who will do you big favours. Get in touch with them when you need to redirect law enforcement attention, get a heads-up on what operations are planned, or access police files. You now owe them; expect them to collect on it soon.", + "Gumshoe-move5": "Asphalt Jungle: You heal faster than normal people. Any time your harm gets healed, heal 1 harm extra. You are immune to all the harm move effects under '0 harm' and '1 harm' (when the Keeper would apply these, you ignore them).", + "Gumshoe-move6": "Hacker with a Dragon Tattoo: When you hack into a computer system, roll +Sharp. On 10+ pick two, on a 7-9 pick one. You", + "Gumshoe-move6.1": "...leave no traces.", + "Gumshoe-move6.2": "...learn something important.", + "Gumshoe-move6.3": "...can leave misinformation in place.", + "Gumshoe-move6.4": "...gain access to somewhere you want to get in to.", + "Gumshoe-move7": "\"Just one more thing\": When you ask a suspect leading questions, roll +Charm. On a 10+ hold 2, on a 7-9 hold 1, on a miss hold 1 but something bad is going to happen too. Spend your hold 1-for-1 to ask questions from this list", + "Gumshoe-move7.1": "One question from the investigate a mystery list.", + "Gumshoe-move7.2": "Was that a lie?", + "Gumshoe-move7.3": "What is something you left out that you didn't want me to notice?", + "Gumshoe-move7.4": "Are you complicit with any ongoing criminal activity?", + "Gumshoe-move7.5": "Did you commit this specific crime?", + "Gumshoe-gear-base": "A laptop, and a liquor flask", + "Gumshoe-recording": "Recording Devices", + "Gumshoe-gear1": "Night vision camera", + "Gumshoe-gear2": "Tiny digital video camera", + "Gumshoe-gear3": "Film camera (8mm or 16mm)", + "Gumshoe-gear4": "Digital sound recorder", + "Gumshoe-gear5": "Cassette tape recorder", + "Gumshoe-gear6": "Remote-controlled camera drone", + "Gumshoe-gear7": "Laser microphone", + "Gumshoe-gear8": "SLR camera", + "Gumshoe-weapon": "P.I. Weapons", + "Gumshoe-gear9": "Brass knuckles (1 harm, hand, small)", + "Gumshoe-gear10": ".38 revolver (2 harm, close, reload, loud)", + "Gumshoe-gear11": "9mm (2 harm, close, loud)", + "Gumshoe-gear12": "Magnum (3 harm, close, reload, loud)", + "Gumshoe-gear13": "Shotgun (3 harm, close, messy, loud)", + "Gumshoe-gear14": "Switchblade (1-harm, hand, small)", + "Gumshoe-advance1": "Add an extra harm box on the Dying side", + "Gumshoe-advance2": "Gain a Haven (your office, perhaps), like the Expert, with two options", + "Gumshoe-advance3": "Add four additional or new contacts for Naked City", + "Gumshoe-advance4": "Turn one of your contacts into an ally", + "Hex": "Hex", + "luck-special-hex": "When you spend Luck, until the end of the mystery, backlash on your spells will be extra nasty.", + "hex-weapons": "Wizardly Weapons", + "hex-items": "Any magical items or amulets that you use to perform magic", + "hex-gear1": ".38 revolver (2 harm, close, reload, loud)", + "hex-gear2": "Shotgun (3 harm, close, messy, loud)", + "hex-gear3": "Athame (2 harm, hand, magic, silver)", + "hex-gear4": "Shillelagh (1 harm, hand, balanced)", + "hex-gear5": "Crossbow (2 harm, close, slow)", + "hex-gear6": "Staff (1 harm, hand, balanced, large)", + "hex-advmove": "Advanced Hex Moves", + "hex-advmove-desc": "When you take the corresponding Improvement, choose one of these", + "hex-advmove1": "Apotheosis: You become a terrifying fount of mystical power. Once per mystery, after you suffer loss or harm, you may enter a state where you have both immense power and zero interest in the well-being of others. While in this state, all of the following are true", + "hex-advmove1.1": "You can fly.", + "hex-advmove1.2": "Use +Weird to kick some ass instead of +Tough. For this, you use innate magic as a weapon with (3 harm and any properties you choose).", + "hex-advmove1.3": "Ignore the component costs of your rotes.", + "hex-advmove1.4": "Ignore one requirement of every spell you cast with use magic.", + "hex-advmove1.5": "You have +1 ongoing to do everything.", + "hex-advmove1.6": "You cannot use the protect someone move.", + "hex-advmove1.7": "You have all the Temptations, and you have to indulge them whenever a good opportunity presents itself.", + "hex-advmove1.8": "When you try to resist a Temnptation, roll +Cool. On a 10+, Apotheosis ends. On a 7-9, it ends with you doing something dangerous or cruel. On a miss, it ends only after you harm someone (or something) you love.", + "hex-advmove2": "Synthesis: You manage to conciliate your dark power with your moral impulses. You lose your Temptation. Whenever you use magic to help out or protect someone, you mark experience. Mark a second experience if you do it at the expense of your own safety.", + "hex-fixed-move1": "Bad Luck Charm: Whenever you use magic and miss, the backlash never affects you directly if there's someone else around to hit. It'll go for allies, other hunters, and innocent bystanders. Sometimes, every so often, it might even hit an enemy.", + "hex-move1": "Burn Everything: When you use magic to inflict harm, you can choose to inflict (3 harm, area, magic, obvious) or (3 harm, ignore-armour, magic, obvious).", + "hex-move2": "Cast the Bones: Once per mystery, you may perform some kind of divination (tarot, casting the runes, reading entrails, or something like that) to glean information about the future. When you do, roll +Sharp. On a 10+ hold 2, on a 7-9 hold 1. On a miss, you get some information, but it's not what you want to hear. Spend the hold 1-for-1 to ask any question from the investigate a mystery list, or from the following list", + "hex-move2.1": "What can I gain from this person/place/thing/creature?", + "hex-move2.2": "Who has touched this person/place/thing/creature before me?", + "hex-move2.3": "The Keeper will answer truthfully, with either a direct answer or how to find out more.", + "hex-move3": "Force of Will: When you apply your will to dispelling a magical effect, blocking a spell, or suspending a Phenomenon, roll +Weird. On a hit, momentary magics are cancelled completely, and long-lasting spells and effects are suspended temporarily. On a 10+, you can also spend Luck to instantly snuff out a powerful spell or strange effect. On a 7-9, you take 1 harm as the strain of dismissing magic unravels you.", + "hex-move4": "Luck of the Damned: After you use magic or cast a rote, take +1 forward.", + "hex-move5": "Sympathetic Token: As long as you carry a personal object belonging to someone, such as a lock of hair, a full set of toenails, or a treasured family heirloom, you get +1 ongoing to use magic against them. You can also use magic against them at a distance. If you miss, the token is lost, destroyed, or loses its power.", + "hex-move6": "This Might Sting: You can use magic to heal 3 harm, but the process is exceptionally painful. On a 7-9, it also leaves a gnarly scar.", + "hex-move7": "Wise Soul: Whenever you use magic, right before you roll, you can ask the Keeper what exactly would happen on a miss. If you dislike the risk, you can stop at the last second, and let the spell fizzle harmlessly. All of the effort is wasted.", + "temptation": "Temptation", + "temptation-desc1": "You have a dangerous drive that you pursue, sometimes to the exclusion of your own safety. Decide if your Temptation drove you to learn magic, or if learning magic drove you to it", + "temptation-desc2": "Whenever you give in to your Temptation and act accordingly, you mark experience. If a perfect opportunity presents itself, you need to act under pressure to resist giving in to your Temptation. If you fail this roll, you don’t mark experience like you would have if you’d willingly acted out your desires.", + "temptation-choose": "Choose one Temptation", + "temptation1": "Vengeance: Utilize magic to inflict disproportionate retribution on someone who wronged you.", + "temptation2": "Power: Utilize magic to exert your dominance over another.", + "temptation3": "Addiction: Utilize magic to do what you could do without it.", + "temptation4": "Callousness: Utilize magic without regard for the safety of others.", + "temptation5": "Carnage: Utilize magic to inflict gruesome violence.", + "temptation6": "Secrets: Utilize magic to discover forbidden, dangerous knowledge.", + "temptation7": "Glory: Utilize magic to steal someone’s thunder.", + "rotes": "Rotes", + "rote-desc1": "Whenever you use magic, you can decide afterwards that a particular spell is a Rote that you know. You know how to cast it off the top of your head. Write down in detail the name of the Rote, what it requires, and what it does on a 10+, a 7-9, and a miss. A Rote is a bit more powerful than a basic use magic spell; its glitches are less onerous and its effect may be a little bigger. Unlike regular use magic, the cost and consequences for failing a Rote are known to you in advance.", + "rote-desc2": "Choose two fixed requirements for each Rote from this list", + "rote-req1": "Magic words and ritual gestures.", + "rote-req2": "An object of power (wand, talisman, orb, staff, etc) which must be wielded.", + "rote-req3": "An expendable component such as sulfur, sage, or incense, which must be burned, blown, destroyed or scattered during the casting.", + "rote-req4": "Runes or symbols written or engraved on a surface (which must be prepared).", + "rote-req5": "A spilling of blood (1 harm to you or a willing participant).", + "rote-desc3": "After you cast it for the first time, treat each Rote as a custom move - a specialised version of use magic, which is built with the Keeper.", + "rote-list": "List of Rotes", + "rote-desc4": "You start out knowing up to one Rote, which you can choose when creating your character or during play. You can learn more by taking corresponding Improvements. When you do, you can choose the new Rote right away or in play.", + "rote-desc5": "You roll +Weird to cast a Rote, which requires you to have the needed items at hand and the ability to physically use them.", + "rote-name": "Rote Name", + "rote-reqs": "Requirements", + "rote-effect": "Effects", + "hex-advance1": "Take another Rote", + "hex-advance2": "or an additional Rote", + "hex-advance3": "Gain a Haven, like the Expert, with two options", + "hex-advance4": "Take another two Rotes", + "hex-advance5": "Choose one Advanced Hex Move", + "Pararomantic": "Pararomantic", + "luck-special-pararomantic": "When you spend Luck, mark one Relationship Status box. The Keeper will bring Fate of your Love into play.", + "relation": "Relationship Status", + "guide-name": "Guide Name", + "loving": "Loving", + "broken": "Broken", + "relation-second": "Second Relationship Status", + "guide-name-second": "Second Guide Name", + "bond": "Bond Abuse", + "bond1": "Whenever you do something to abuse the bond with your Guide, like acting against them, or not giving them enough attention, roll +Charm", + "bond1.1": "On a 10+, your action has no effect beyond the exchange of some angry words.", + "bond1.2": "On a 7-9, choose one of the Bond Abuse options below.", + "bond1.3": "On a miss, the Keeper may choose two of the Bond Abuse options below, or something worse.", + "bond2": "Bond Abuse options", + "bond2.1": "Mark one Relationship Status box.", + "bond2.2": "You may not channel the power of your Bond for the rest of the mystery.", + "bond2.3": "You gain the unwelcome attention of others of your Guide's kind.", + "bond2.4": "Someone who shouldn't know finds a clue about your relationship with your Guide.", + "bond-fate": "Fate of your Love", + "bond-fate-desc1": "There is a reason why your love with your Guide is forbidden or doomed. Invent this reason or leave it to the Keeper.", + "bond-fate-desc2": "Whenever you spend Luck, the truth of your love's Fate slowly unfolds. When you mark your last Luck point, it becomes clear that you cannot be together. Your Guide might even end up as an enemy, depending on how things go.", + "bond-fate-desc3": "Whenever you put yourself or somebody else in serious danger in order to conceal the truth about you and your Guide, mark experience.", + "pararomantic-fixed-move1": "Supernatural Guide: You have a (most likely intimate) connection to some supernatural being who is your guide into the world beyond. Choose if your relationship is secret or not", + "pararomantic-fixed-move1.1": "Determine what kind of creature your Guide is and how your relationship works. Say what kind of power they possess. The Keeper will decide how it works and define your Guide as a threat.", + "pararomantic-fixed-move1.2": "If your Guide is another hunter, determine together how your relationship works.", + "pararomantic-fixed-move1.3": "Whenever you would roll +Weird, you can roll +Charm instead, by channeling the power of your Bond. When you do so and miss, in addition to the usual consequences, you and your Guide suffer as when you miss a roll for Bond Abuse.", + "pararomantic-move1": "Bonding Time: If you spend some quality time with your Guide instead of working on the current mystery, you can roll +Charm. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 to", + "pararomantic-move1.1": "Erase one used Relationship Status mark.", + "pararomantic-move1.2": "Use a Pararomantic move you haven't picked.", + "pararomantic-move1.3": "Receive a gift from your Guide.", + "pararomantic-move1.4": "Take +1 forward.", + "pararomantic-move2": "Dark Desires: You may use manipulate someone on monsters, as long as you are using emotional ties.", + "pararomantic-move3": "The Power of Love: When you use help someone to help your Guide, don't roll +Cool. You automatically help as though you'd rolled a 10. If your Guide is another hunter, the same applies when they use help someone to help you.", + "pararomantic-move4": "Do As The Supernatural Do: You can take an unnatural move from your Guide's playbook (if they are a hunter). If they are a monster, choose a move from a suitable supernatural playbook. The Keeper may offer you a custom move instead.", + "pararomantic-move5": "I Am Theirs And They Are Mine: Whenever you are in danger, your Guide knows it. If your Guide is suffering harm (and it's feasible), you can spend Luck to redirect the attack onto yourself as if you have rolled 10+ with protect someone. If you are suffering harm, you can decide that your Guide has protected you and is suffering this harm instead. If you choose this, roll for Bond Abuse.", + "pararomantic-move6": "Monster Empathy: When you try to work out what a supernatural creature desires, roll +Charm. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 to ask the following questions - the Keeper will answer honestly", + "pararomantic-move6.1": "What do they most desire?", + "pararomantic-move6.2": "What would they accept as good enough for now?", + "pararomantic-move6.3": "What would distract them?", + "pararomantic-move7": "Spirit Touched: Your experiences have made you sensitive to the supernatural. When you sense magical things, roll +Weird. On a 10+, you can sense them fully. On a 7-9, choose: either sense them fully but they notice you too, or you sense only impressions.", + "pararomantic-equip": "Normal Equipment", + "pararomantic-gear1": "Golf club, baseball bat, cricket bat, or hockey stick (2 harm, hand, innocuous, messy)", + "pararomantic-gear2": "Pocket knife or multitool (1 harm, hand, useful, small)", + "pararomantic-gear3": "Small handgun (2 harm, close, loud, reload)", + "pararomantic-gear4": "Bicycle", + "pararomantic-gear5": "Fairly new car in decent condition", + "pararomantic-gear6": "Motorcycle", + "pararomantic-gift": "Gift from your Guide, which must be periodically recharged by interactions with them", + "pararomantic-gift1": "Part of their body, eg. a vial of blood, lock of hair, tears in a phial, fairy dust, etc. It either helps you heal, or counts as a weakness against a specific kind of monster.", + "pararomantic-gift2": "Piece of jewelry, eg. a golden ring, tribal pendant, silver locket, etc. It either provides armour (1 armour, magic) or protects you from the powers of a specific kind of monster.", + "pararomantic-gift3": "A memento of the time when they were human, eg. a portrait/photo from life, diary, favourite hat, doll, lighter, etc. It provides +1 to Bond Abuse rolls.", + "pararomantic-gift4": "A strange or antique weapon, eg. a family sword, ancient staff, holy mace (2 harm, hand, messy), etc. Additionally, add '+magic', '+silver', '+holy', or '+iron' tag to the weapon.", + "pararomantic-advance1": "Take a second Gift from your Guide or add another property to an existing gift", + "pararomantic-advance2": "Change your Guide, as you fall for another supernatural being", + "pararomantic-advance3": "Gain a second Guide. Track the Relationship Status of both Guides separately. Both Guides initially hate each other, but this could change through play. All moves that applied to your original Guide can now apply to either one", + "pararomantic-advance4": "Erase all marks from the Relationship Status track(s)", + "Searcher": "Searcher", + "searcher-extra-luck": "Extra Luck point", + "searcher-extra-luck-desc": "Use if you have the corresponding First Encounter move", + "luck-special-searcher": "When you spend Luck, your First Encounter comes up in play. It could be a flashback, new occurrence, or related event.", + "searcher-gear-base": "A laptop, a car or motorcycle, a camera, and binoculars", + "searcher-tools": "Investigation Tools", + "searcher-gear1": "A bag of cameras and microphones", + "searcher-gear2": "Forensic tools", + "searcher-gear3": "Ghost hunting tools", + "searcher-gear4": "Scientific measuring tools", + "searcher-gear5": "Cryptid hunting gear", + "searcher-gear6": "Historical documents and witness reports of strange events", + "searcher-gear7": "Maps, blueprints, and building reports for significant places", + "searcher-weapon": "Self-defence Weapons", + "searcher-gear8": "Walking stick (1 harm, hand, innocuous)", + "searcher-gear9": "Small handgun (2 harm, close, reload, loud)", + "searcher-gear10": "Small knife (1 harm, hand, messy)", + "searcher-gear11": "Martial arts training (1 harm, hand, innocuous)", + "searcher-gear12": "Incapacitating spray (0 harm, hand, irritating)", + "searcher-gear13": "Heavy flashlight (1 harm, hand, innocuous)", + "searcher-fixed-move1": "First Encounter: One strange event started you down this path, sparking your need to discover the truth behind the unexplained. Decide what that event was, pick a category below and take the associated move. Then tell everyone what happened to you (or someone close to you).", + "searcher-fixed-move1.1": "Cryptid Sighting: You take note of any reports of strange creatures. Whenever you first see a new type of creature, you may immediately ask one of the investigate a mystery questions.", + "searcher-fixed-move1.2": "Zone of Strangeness: Things are not fixed. You never need to act under pressure when supernatural forces alter the environment around you, and you get protection (2 armour) against harm from sudden changes to the laws of physics.", + "searcher-fixed-move1.3": "Psychic Event: Your mind is awakened. You may act under pressure to use the sensitive weird move, or (if you already have sensitive) the empath weird move.", + "searcher-fixed-move1.4": "Higher Power: Something looks out for you. You start with an extra Luck point.", + "searcher-fixed-move1.5": "Strange Dangers: You are always watching for hazards. When you have no armour, you still count as having protection (1 armour).", + "searcher-fixed-move1.6": "Abduction: They taught you hidden knowledge. Gain +1 to any move when you research strange or ancient secrets to do it.", + "searcher-fixed-move1.7": "Cosmic Insight: You have encompassed the soul of the universe. You never need to act under pressure due to feelings of fear, despair, or isolation.", + "searcher-move1": "Prepared to Defend: Even truth-seekers need to fight sometimes. Whenever you suffer harm when you kick some ass or protect someone, you suffer 1 harm less.", + "searcher-move2": "Fellow Believer: People understand you've also known strangeness. Bystanders will talk to you about weird things they would not trust another hunter (or a mundane official) to believe.", + "searcher-move3": "Guardian: You have a mystical ally (perhaps a spirit, alien, or cryptid) who helps and defends you. Define them, and their powers, with the Keeper's agreement. Their look is one of: invisible, an intangible spirit thing, a weird creature, disguised as an animal, or disguised as a person.", + "searcher-move4": "Just Another Day: When you have to act under pressure due to a monster, phenomenon, or mystical effect, you may roll +Weird instead of +Cool.", + "searcher-move5": "Network: You may gain an ally group of others who had experiences similar to your First Encounter - perhaps they're a support group or a hobbyist club. Detail up to five members with useful skills related to what happened to them (none are up for fighting monsters).", + "searcher-move6": "Ockham's Broadsword: When you first encounter something strange, you may ask the Keeper what sort of thing it is. They will tell you if it (or the cause) is: natural, an unnatural creature, a weird phenomenon, or a person. You gain +1 forward dealing with it.", + "searcher-move7": "The Things I've Seen: When you encounter a creature or phenomenon, you may declare that you have seen it before. The Keeper may ask you some questions about that encounter, and will then tell you one useful fact you learned and one danger you need to watch out for (maybe right now).", + "searcher-advance1": "Take a second First Encounter move, based on a recent mystery", + "searcher-advance2": "Resolve your First Encounter. The Keeper makes the next mystery about this event, and should try to answer all remaining questions about it during the mystery (although there are sure to be new threads to investigate after...)", + "Exile": "Exile", + "luck-special-exile": "When you spend Luck, you'll find something from your original life. Maybe something good, maybe something bad.", + "exile-origin": "Origin", + "exile-origin-desc1": "You were taken from your home in the past, and dropped into the modern world with only what you were carrying.", + "exile-origin-desc2": "Your nemesis came to the modern world as well, and is aware that you followed them. They will try and kill you if you don't kill them first. Decide who or what they are (with the Keeper's agreement).", + "exile-origin-desc3": "How did you get transported to the modern day?", + "exile-origin1": "You were pursuing your nemesis.", + "exile-origin2": "Your nemesis had already travelled to the future, so you (or your comrades) cast a spell to send you after it.", + "exile-origin3": "Magical accident or side-effect.", + "exile-origin4": "You angered a sorcerer.", + "exile-origin5": "Divine intervention.", + "exile-origin6": "One moment you were there, the next you were here.", + "exile-origin7": "A strange place or artifact brought you.", + "exile-origin8": "You were frozen, and recently unearthed and revived.", + "exile-move1": "Adept Sorcerer: You have a familiar spirit (usually in the guise of a pet) that counts as an ally: subordinate (motivation: to follow your exact instructions).", + "exile-move2": "Warrior: If you are fighting with (and against) old-fashioned hand weapons and suffer harm, you suffer 1 harm less. Monster attacks almost always count as old-fashioned for this move.", + "exile-move3": "Traditional Remedies: You can treat injuries without any need for modern medical supplies (although you might need someone to hold the patient down). Dealing with a poison, infection, or disease might need you to track down some specific ingredients (eg. healing herbs).", + "exile-move4": "Immortal Name: Your monster-hunting exploits are legendary, so much that your name still scares monsters and minions. You may use threats to use the move manipulate someone on monsters if they understand enough to have heard stories about you.", + "exile-move5": "Hearty Constitution: You never suffer from normal illnesses, and get +1 ongoing against magical illnesses and poisons. You've been through worse.", + "exile-move6": "Confused: Mark experience whenever your bafflement with the modern world gets in the way of monster-hunting.", + "exile-move7": "Ancient Magics: You learned magic when less lore had been lost. When you use magic, on a 7-9, don't choose a glitch. Instead, take -1 forward.", + "exile-move8": "Learned: You researched all the legends and tales of monsters in your home time. When you investigate a mystery, you can ask the Keeper questions from the following list as well as from the usual list", + "exile-move8.1": "Did this creature (or this type of creature) exist in my home time?", + "exile-move8.2": "What defenses are effective against this creature?", + "exile-move8.3": "What do I know about this creature that has been forgotten?", + "exile-armour": "Ancient Armour (0 armour or, 1 armour) appropriate to your origin", + "exile-item": "Whatever you were carrying when you were transported; most likely a monster-hunting kit in some easy-to-carry bag appropriate to your origin", + "exile-weapon": "Ancient Weapons", + "exile-gear1": "Sword (2 harm, hand, messy)", + "exile-gear2": "Axe (2 harm, hand, messy)", + "exile-gear3": "Big sword (3 harm, hand, messy, heavy)", + "exile-gear4": "Big axe (3 harm, hand, messy, heavy)", + "exile-gear5": "Shield (1 harm, hand, 1 armour), (cannot be used at the same time as a heavy weapon)", + "exile-gear6": "Silver knife (1 harm, hand, silver)", + "exile-gear7": "Bow (2 harm, close)/(1 harm, far)", + "exile-gear8": "Crossbow (2 harm, close, slow)", + "exile-gear9": "Handgonne (1 harm, hand/close, loud, volatile, smokey, reload)", + "exile-gear10": "Arquebus (2 harm, close, loud, volatile, heavy, smokey, reload)", + "exile-gear11": "Spear (2 harm, hand/close)", + "exile-gear12": "Big knife (1 harm, hand)", + "exile-gear13": "Cudgel (1 harm, hand)", + "exile-gear14": "Martial arts (1 harm, hand)", + "exile-ally": "you find one of your old comrades, who has come to join you in the modern day", + "exile-advance1": "Find a cache of objects left for you by your comrades in the past. The Keeper will decide what's in it, but it will be things that they expected you would need in the future", + "exile-return": "Optionally, you may return home to the past", + "exile-advance2": "When you use magic, you may choose to 'create a gateway between the modern world and my home' as an effect. You cannot control who uses the gateway or exactly where it opens at the other end", + "Hardcase": "Hard Case", + "luck-special-hardcase": "When you spend Luck, an enemy from your past comes back into your life. They aren’t happy to see you.", + "hardcase-adv-harm": "Extra harm box", + "hardcase-fixed-move1": "Unstoppable: When you spend Luck to avoid harm you are about to suffer, additionally remove all harm you had already suffered. Once per mystery, when you are about to take major damage (2 harm or more), change it to just 1 harm.", + "hardcase-move1": "FINISH HIM!: Whenever you inflict a massive injury (3 harm or more), you may immediately follow up with another attack. Roll +Tough. On a 10+, double the harm you cause. On a 7-9, you inflict 1 harm extra. On a miss, you leave yourself open and vulnerable.", + "hardcase-move2": "Weapon Master: When you take possession of a new weapon, you may change or remove one tag when you are using it (eg. 'heavy' becomes 'ignore-armour', or 'unreliable' is removed). The changed tag only applies for you. When you get this move, apply it to all your current weapons.", + "hardcase-move3": "Aim For The Weak Spot: Your unarmed and hand weapon attacks all get the 'ignore-armour' tag.", + "hardcase-move4": "Inspired Guesswork: Once per mystery, when you observe a monster in action, you may investigate a mystery to discover its powers, motivations, or weaknesses. It works even if what you asked about wasn't displayed; you work it out by deduction (or guessing).", + "hardcase-move5": "Come Get Some: You can challenge your foes to fight you alone, maybe in words or maybe just by being the biggest and baddest in the team. Roll +Tough. On a 10+, they all go for you. On a 7-9, they go for you, mainly, but maybe one or two of your comrades are getting marked too. On a miss, they come for you harder than you expected.", + "hardcase-move6": "Property Damage: You can smash your way through almost anything. If it is at all possible to destroy an inanimate object with the tools at your disposal, you can roll +Sharp to work out how. On a 10+, you can pulverize it, no trouble. On a 7-9, it will either take a long time, or you can't break it all down - your choice. On a miss, you hurt yourself getting it done, or get trapped in a bad spot.", + "hardcase-weapons": "Hard Case Weapons", + "hardcase-gear1": "Crowbar (2 harm, hand, messy)", + "hardcase-gear2": "Chainsaw (3 harm, hand, messy, unreliable, loud, heavy)", + "hardcase-gear3": "Automatic shotgun (3 harm, close, loud, reload, auto)", + "hardcase-gear4": "Huge knife (2 harm, hand, messy)", + "hardcase-gear5": "Hand cannon (3 harm, close, loud)", + "hardcase-gear6": "Submachinegun (2 harm, close, reload, auto)", + "hardcase-gear7": "Battered assault rifle (3 harm, close/far, auto)", + "hardcase-normal": "Normal Weapons", + "hardcase-gear8": ".38 revolver (2 harm, close, reload, loud)", + "hardcase-gear9": "Shotgun (3 harm, close, messy, loud)", + "hardcase-gear10": "Hunting rifle (2 harm, far, loud)", + "hardcase-gear11": "9mm (2 harm, close, loud)", + "hardcase-gear12": "Big knife (1 harm, hand)", + "hardcase-gear13": "Magnum (3 harm, close, reload, loud)", + "hardcase-advance1": "Gain command of a team of monster-hunters", + "hardcase-advance2": "Add an extra harm box on the Dying side", + "Luchador": "Luchador", + "luck-special-luchador": "The Luchador is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "luchador-fixed-move1": "Signature Move: Like every great wrestler, you have perfected a signature move for the ring. It works outside the ring as well.", + "luchador-fixed-move1.1": "When you unleash your signature move on something, roll +Tough. On a 10+, you do 2 harm and take +1 forward. On a 7-9, you do 1 harm and take +1 forward. On a miss, your opponent counters the move.", + "luchador-move1": "Master Técnico: When fighting unarmed, you get +1 to kick some ass and help out.", + "luchador-move2": "Intensive Training: Take +1 Tough (max +3).", + "luchador-move3": "Noble Heroism: When you successfully protect someone, give a nearby hunter +1 forward.", + "luchador-move4": "Consummate Athlete: You get +1 ongoing for vigorous physical feats (outside of combat).", + "luchador-move5": "Machismo!: Hah! You think that really hurt? By force of will, you can ignore pain and injury. When you suffer harm and just tough it out, roll +Cool. On a 10+, you heal 1 harm and gain +1 forward. On a 7-9, you heal 1 harm. On a miss, pretending to be tough you suffer 1 extra harm, in an embarrassing way if possible.", + "luchador-move6": "Daredevil Move: You can attempt a tricky, high risk manoeuver to gain an advantage on an opponent. Roll +Tough. On a 10+ pick three, on a 7-9, pick one", + "luchador-move6.1": "Interrupt a move someone or something else is making, so they can't do it yet.", + "luchador-move6.2": "Take +1 forward.", + "luchador-move6.3": "Give another hunter +1 forward.", + "luchador-move6.4": "Inflict 2 harm if you are unarmed, and your weapon's harm if you are armed.", + "luchador-move6.5": "You don't suffer harm in return.", + "luchador-move6.6": "On a miss, you suffer 1 harm from your failed move, and leave yourself open to your foes.", + "luchador-move7": "Inspiring Speech: When you rally a group with your ringside style, roll +Charm. On a 10+, they are pumped and ready to risk life and limb for the cause. On a 7-9, they are ready to pitch in their help, as long as there is little personal risk. Choose one thing for them to do", + "luchador-move7.1": "Act as an angry mob, unleashed at the target you name.", + "luchador-move7.2": "Be a vigilant watch force.", + "luchador-move7.3": "Go wherever you tell them to.", + "luchador-move7.4": "Help construct a trap.", + "luchador-move7.5": "On a miss, you lose face with the bystanders.", + "luchador-move8": "Sly Rudo: When you fight, you fight dirty. When you inflict harm on a monster, you can lure it into a trick. Roll +Sharp. On a 10+, the monster really fell for it, inflict +1 harm and +1 ongoing vs. the monster. On a 7-9, the monster fell for it, inflict +1 harm. On a miss, your trick backfires.", + "luchador-move9": "Fan Following: Your exploits in the ring have not gone unnoticed. When you contact a devoted fan to help you with a mystery, roll +Charm. On a 10+, they're available and helpful - they can fix something, give you a lift, or do some other favour. On a 7-9, they're prepared to help, but it's either going to take some time or you're going to have to do part of it yourself. On a miss, you burn some bridges.", + "luchador-weapons": "Normal Weapons", + "luchador-gear1": ".38 revolver (2 harm, close, reload, loud)", + "luchador-gear2": "9mm (2 harm, close, loud)", + "luchador-gear3": "Shotgun (3 harm, close, messy, loud)", + "luchador-gear4": "Heavy chain (2 harm, hand, area)", + "luchador-gear5": "Sledgehammer (3 harm, hand, messy)", + "luchador-gear6": "Big knife (1 harm, hand)", + "luchador-gear7": "Brass knuckles (1 harm, hand, stealthy)", + "luchador-vehicle": "Stylish Vehicle", + "luchador-gear8": "Foreign sports car", + "luchador-gear9": "Giant off-road vehicle", + "luchador-gear10": "Limo and chauffeur", + "luchador-gear11": "Tricked out motorcycle", + "luchador-gear12": "Van with custom paint job", + "luchador-ally": "another wrestler who has chosen to fight monsters with you", + "luchador-advance1": "Gain a Haven, like the Expert, with two options", + "Meddlingkid": "Meddling Kid", + "luck-special-meddlingkid": "When you spend Luck, you will see something you weren’t supposed to see. It might help you with your current mystery or it might just scare you.", + "meddlingkid-animal": "Animal Allies", + "meddlingkid-animal-desc": "Animal allies follow the normal rules for allies, except for communication. Animal allies can understand commands about as well as a very clever dog (regardless of what sort of animal they are).", + "meddlingkid-move1": "Unmasked!: When you have a monster captured or at bay, you may explain it is not a monster after all but a specific person in a mask. You must explain the real reason for all the seemingly supernatural events you have seen, and how the villain was behind them. When you reveal the culprit, roll +Sharp. On a 10+, your deduction is correct and it really is that person in a mask! On a 7-9, the Keeper must choose one of", + "meddlingkid-move1.1": "This really is a monster, but the named bystander was secretly their ally all along.", + "meddlingkid-move1.2": "You are correct, but while you talked, they found a way to attempt an escape.", + "meddlingkid-move1.3": "The explanation for all the events is correct but you picked the wrong person; when you unmask them, the villain is someone unexpected.", + "meddlingkid-move1.4": "On a miss, the monster gets an opportunity to create chaos while you explain your (incorrect) deductions.", + "meddlingkid-move2": "Power Snack: Pick a favourite snack food. Whenever you take a moment to eat some and enjoy it, take +1 forward.", + "meddlingkid-move3": "Wallop!: When you use an improvised weapon to attack something, you may choose one of these extra effects", + "meddlingkid-move3.1": "Inflict 1 harm.", + "meddlingkid-move3.2": "Momentarily stun them with a blow to the head.", + "meddlingkid-move3.3": "Trip or entangle them.", + "meddlingkid-move3.4": "Inflict 2 harm but the improvised weapon breaks.", + "meddlingkid-move4": "It's A Trap!: When you make a trap to capture a monster or minion, roll +Sharp. On a hit, you capture something! On a 10+, you can choose one of these extra effects", + "meddlingkid-move4.1": "It will take some time for the victim to get free.", + "meddlingkid-move4.2": "The trap inflicts harm (as an improvised weapon).", + "meddlingkid-move4.3": "The trap may be reset and reused later. Roll the move again when you do so, with +1 forward.", + "meddlingkid-move5": "Tell Me The Truth!: When you are questioning somebody to investigate a mystery, you may ask questions from the following list as well as from the usual list", + "meddlingkid-move5.1": "Who has something to gain from this situation?", + "meddlingkid-move5.2": "What are you plotting?", + "meddlingkid-move5.3": "Are you lying to me?", + "meddlingkid-move5.4": "Who knows about _____?", + "meddlingkid-move6": "Run Away!: When you decide to get out of a bad situation, you can get away just fine. Unfortunately you will end up somewhere just as bad, that is important to the current mystery.", + "meddlingkid-move7": "A Pleasant and Friendly Manner: When you politely manipulate someone, your impeccable manners always count as a reason for the person to do what you say.", + "meddlingkid-gadgets": "Mystery-solving Gadgets", + "meddlingkid-gear1": "Magnifying glass", + "meddlingkid-gear2": "Microscope", + "meddlingkid-gear3": "A van", + "meddlingkid-gear4": "Library card", + "meddlingkid-gear5": "Chemistry kit", + "meddlingkid-gear6": "A set of walkie-talkies", + "meddlingkid-gear7": "Fingerprint kit", + "meddlingkid-gear8": "Camera", + "meddlingkid-ally": "someone to join the gang, it may be an animal (most likely a dog or a cat)", + "Sidekick": "Sidekick", + "luck-special-sidekick": "The Sidekick is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "hero": "Hero", + "hero-desc1": "Pick one of the other hunters to be your hero. This is the person you decided is such an awesome monster-hunter that you are going to spend your time helping them out.", + "hero-desc2": "Decide what your relationship is, with agreement from the hero's player. Eg. an older sibling, a parent, a friend who was always better than you, perhaps they saved you from a monster, or you found out about their monster hunting by accident, etc. Optionally, you may choose to copy some aspect of your hero's looks.", + "hero-desc3": "When your hero's player has picked their ratings, ask them which is highest. You've been trying to be like them, so you get an extra +1 to that rating. If they have a tie for highest, you can pick which one you put your +1 on.", + "sidekick-fixed-move1": "There's no 'I' in 'Team': You get +1 ongoing to help out; +2 ongoing, if you are helping out your hero.", + "sidekick-move1": "Caddy: You carry all your hero's stuff around. That means you can use anything from their gear list, unless they are currently holding it. Plus, if the item is not unique, you carry spares. For anything like that, you can use one of the spares even if your hero is currently using it.", + "sidekick-move2": "As You Wish: Mark experience whenever your hero orders or requests that you do something you don't want to do, and you go ahead and do it.", + "sidekick-move3": "Bodyguard: If something bad is going to happen to your hero, your comrades, or a bystander, and you are right there, you may throw yourself in harm's way. Whatever was going to happen to them happens to you instead.", + "sidekick-move4": "Me Too!: If your hero makes a roll for a move, and you copy what they did (i.e. the same move), you may choose not to roll. Instead, use the outcome of your hero's roll.", + "sidekick-move5": "I Can Make You Look Good: If you help out your hero, you may choose to change the outcome of your dice roll with the outcome of their original dice roll.", + "sidekick-move6": "Journeyman (or Journeywoman): Take a move that your hero has.", + "sidekick-hero-weapon": "Hero's Weapon (from your hero's gear options)", + "sidekick-weapons": "Sidekick Weapons", + "sidekick-gear1": ".38 revolver (2 harm, close, reload, loud)", + "sidekick-gear2": "Shotgun (3 harm, close, messy, loud)", + "sidekick-gear3": "Baseball bat (2 harm, hand)", + "sidekick-gear4": "9mm (2 harm, close, loud)", + "sidekick-gear5": "Big knife (1 harm, hand)", + "sidekick-ally": "another sidekick for your hero, your junior", + "sidekick-advance1": "Change playbooks to the same as your hero (overrides the rule that only one of each playbook may be in play)", + "sidekick-advance2": "Change your hero; pick another hunter to be your new hero", + "Snoop": "Snoop", + "luck-special-snoop": "When you spend Luck, you’re going to suffer some technical difficulties, eg. breakdowns, communication problems, weird noises in the recordings, etc.", + "snoop-crew": "Crew", + "snoop-crew-desc1": "Decide if your crew are made up of the other hunters, or if you have your own entourage. If they are other people, there are 1-3 of them. Pick a name and job for each. If it's the other hunters, decide together who gets which job.", + "snoop-crew-desc2": "Crew jobs: camera, sound, editing, dogsbody, researcher, driver, director, producer, bodyguard, etc.", + "snoop-move1": "\"What Does That Feel Like?\": When you put your camera/microphone right in a person's face, they automatically break off whatever they are doing. They might go right back to it after they deal with you, but you'll create enough time for everyone else to act in the meantime.", + "snoop-move2": "Minor Celebrity: At the beginning of each mystery, roll +Weird. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 during the mystery to have someone you meet know of you in a positive light (maybe they read your blog, listen to your podcast, or watch your Internet/TV show, etc). You may end up getting asked for autographs or given 'hot' leads, too.", + "snoop-move3": "We'll Fix It In Post: You can use anything you could conceivably have recorded as evidence for investigate a mystery, allowing you to check previous interviews, attack sites, and so on, from the comfort of your laptop.", + "snoop-move4": "I'm A Reporter!: When you investigate a mystery by talking to witnesses, interviewing locals, or anything else requiring interpersonal skills, roll +Charm instead of +Sharp.", + "snoop-move5": "Truthiness: Whatever you tell a normal person, they'll accept that you think it's true. If it's far out, they might think you're crazy, but they won't think you're lying.", + "snoop-move6": "The Mojo Wire: When you read all the current news feeds looking for the weird and crazy stuff, take +1 forward.", + "snoop-move7": "Relaxed Producer: You're employed, with a regular paycheck and little or no oversight. As long as you send in a story every few days, no matter how bizarre, you're set. Every now and again, they'll send you somewhere in particular, and when that happens it usually involves supernatural activity; unless they need human interest, in which case it will be a kitten show or agricultural fair or something.", + "snoop-gear-base": "A laptop", + "snoop-recording": "Recording Devices", + "snoop-gear1": "Digital video camera", + "snoop-gear2": "Tiny digital video camera", + "snoop-gear3": "Film camera (8mm or 16mm)", + "snoop-gear4": "Digital sound recorder", + "snoop-gear5": "Cassette tape recorder", + "snoop-gear6": "Infrared video camera", + "snoop-gear7": "Pro sound gear with boom mike", + "snoop-gear8": "Remote controlled camera drone", + "snoop-gear9": "Starlight camera", + "snoop-gear10": "Steadicam rig", + "snoop-gear11": "Laser microphone", + "snoop-gear12": "SLR camera", + "snoop-detector": "Detectors", + "snoop-gear13": "Electromagnetic field detector", + "snoop-gear14": "Temperature fluctuation detector", + "snoop-gear15": "Ouija board", + "snoop-gear16": "Humidity meter", + "snoop-gear17": "Dowsing rods", + "snoop-gear18": "Chemistry test kit", + "snoop-gear19": "Metal detector", + "snoop-gear20": "Compass", + "snoop-gear21": "GPS receiver", + "snoop-gear22": "Laser rangefinder", + "snoop-gear23": "Pendulum", + "snoop-weapon": "Subtle Weapons", + "snoop-gear24": ".32 revolver (2 harm, close, reload, small)", + "snoop-gear25": "9mm (2 harm, close, loud)", + "snoop-gear26": "Knife (1 harm, hand, hidden)", + "snoop-gear27": "Multitool/pocket knife (1 harm, hand, hidden, useful)", + "snoop-advance1": "Gain a Haven, like the Expert, with one option plus a film lab", + "snoop-ally": "possibly one of your existing crew members, or the whole crew as an ally team", + "Summoned": "Summoned", + "luck-special-summoned": "When you spend Luck, another sign of the Apocalypse will come to pass. When you have spent all your Luck, the Apocalypse begins.", + "apocalypse": "Apocalypse", + "apocalypse-desc1": "You are destined to bring about the Apocalypse. You may or may not know about it yet, but you have at least come across some hints of your destiny.", + "apocalypse-desc2": "Pick a sign of the Apocalypse, with help from the Keeper (and maybe the rest of the group) that has already been revealed to you. Whenever you spend Luck, you'll trigger another sign of the Apocalypse. You can suggest what it might be, but it will be the Keeper's job to bring the sign into the story.", + "apocalypse-sign-example": "Example signs", + "apocalypse-sign-list": "Betrayal, An army of monsters rises, Rain of fire, Eternal darkness, Things from beyond, Take your throne, Red sun, The Portal opens, Plague, Learn your true name, The Stars are Right Breaking the Seal, Murder of the King, The Beast slouches into the world, Become the Dragon, The Coronation, Your Hosts assemble, The fall of the Tower, The seas boil, Natural disasters, Judgement Day, World war, Famine, Ancient Evil reborn", + "apocalypse-desc3": "When you have spent all your Luck, the Apocalypse is imminent. It's up to you to stop, or cause, the end of the world. Your call.", + "summoned-fixed-move1": "Freakish: You're weird, and people react badly. You cannot use manipulate someone on a person until you prove yourself to them first (this includes the other hunters, and it's up to them to decide when you have proved yourself). Until then, people will just try to get away from you. You can spend Luck to have a person take to you. Don't roll manipulate someone; they act as though you'd rolled a 12. On the other hand, you can use manipulate someone on monsters that can reason and talk (but they always want something really bad).", + "summoned-move1": "What Are You Looking At?: When you talk to a monster (capable of reason and speech), they will recognize you and your potential. If you ask them what they know, pick one for the Keeper to reveal", + "summoned-move1.1": "Tell me something about where I'm from.", + "summoned-move1.2": "Tell me something about my destiny.", + "summoned-move1.3": "Tell me something about who I really am.", + "summoned-move1.4": "Tell me something about the Apocalypse.", + "summoned-move2": "Should I Feel That?: Your body has 2 armour. This does not stack with any other armour.", + "summoned-move3": "Mayhem!: When you grab a nearby large object and use it as an improvised weapon, first determine how much damage it will do.", + "summoned-move3-guide": "Guidelines", + "summoned-move3.1": "Fire extinguisher, fence post, furniture, etc: 2 harm", + "summoned-move3.2": "Motorcycle, lamppost, masonry chunk, etc: 3 harm", + "summoned-move3.3": "Car, dumpster, boulder, etc: 4 harm", + "summoned-move3.4": "Bus, truck, wall, etc: 5 harm", + "summoned-move3-desc": "After you inflict harm with it (with a kick some ass roll or otherwise), roll +harm your weapon actually caused. On a miss, you use it without trouble. On a 7-9 pick one side effect, on a 10+ pick two", + "summoned-move3.5": "You hurt someone nearby as well as your target.", + "summoned-move3.6": "You make something about the situation worse.", + "summoned-move3.7": "You lose control of your improvised weapon.", + "summoned-move3.8": "You cause massive property damage.", + "summoned-move3.9": "Your improvised weapon breaks.", + "summoned-move4": "Absolute Badass: Take +1 Tough (max +3).", + "summoned-move5": "Screw You: Spend Luck to get +1 ongoing vs. one particular monster. This lasts until that monster is dead.", + "summoned-move6": "Whatever: Spend Luck to get +1 Tough for the remainder of the current mystery (max +4).", + "summoned-move7": "Why So Serious?: If you cap off a move with an appropriate one-liner, the team gets +1 forward (so the next hunter who makes a roll gets +1).", + "summoned-weapon": "Huge Weapon", + "summoned-gear1": "Super hand cannon (4 harm, close, heavy, loud, reload)", + "summoned-gear2": "Machinegun (3 harm, close, auto, heavy, messy, loud, reload)", + "summoned-gear3": "Rocket launcher (4 harm, far, area, heavy, messy, loud, reload)", + "summoned-gear4": "Gigantic Hellsword (4 harm, hand, heavy, messy, magic)", + "summoned-gear5": "Automatic shotgun (3 harm, close, auto, heavy, loud, reload)", + "summoned-gear6": "Red right hand (3 harm, hand, magic)", + "summoned-heavy": "Heavy Weapons", + "summoned-gear7": "Sledgehammer (3 harm, hand, heavy, messy)", + "summoned-gear8": "Big sword (3 harm, hand, heavy, messy)", + "summoned-gear9": "Big axe (3 harm, hand, heavy, messy)", + "summoned-gear10": "Magnum (3 harm, close, loud, reload)", + "summoned-gear11": "Shotgun (3 harm, close, messy, loud, reload)", + "summoned-advance1": "Gain an ally team of monster-hunters (or monstrous hunters) under your command", + "summoned-advance2": "Get a position in a Sect, like the Initiate. Describe the Sect and its Traditions (or join a Sect that already exists in your game). Gain the move for when you are in good standing with your Sect", + "summoned-advance3": "Turn evil (again?). Retire this character, they become one of the Keeper's threats", + "Traveler": "Traveler", + "luck-special-traveler": "The Traveler is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "traveler-transport": "Means of Transport", + "traveler-transport-desc1": "You can visit future events, past events or remote places, either alone or with the whole team. The Keeper will decide (maybe with help from the group) how time travel will work; changing the past, alternate timelines, small changes producing major changes etc.", + "traveler-transport-desc2": "When traveling through time and space, roll +Sharp. On a 10+, you arrive at the desired place at the desired time. On a 7-9, you arrive at either the desired place or, at the desired time; your choice. On a miss, you are lost; this is probably quite serious.", + "traveler-transport-desc3": "Choose one means of transport for your travels through time and space. Each transportation medium has both positive and negative traits. Always keep in mind that time travel is by no means a safe trip.", + "traveler-transport1": "It’s bigger on the inside: Your time machine is multidimensional, as small as a phone booth on the outside, but as big as a spaceship on the inside. Things inside it cannot be tracked by normal means. To travel, it disappears from one place and appears in another, but otherwise it is completely stationary and cannot be transported at all.", + "traveler-transport2": "Teleportation: You can teleport instantly if you have a clear line of sight of the destination or if you know it very well. Otherwise, you need to study the spacetime continuum for a few hours, or even days, to plan the trip, so as to not end up underground or a kilometre above the ground.", + "traveler-transport3": "88 miles per hour: Your time machine looks like a car or a van, not drawing much attention (in time periods after the invention of such vehicles). You can use it to move around like any other vehicle, but it depends on fuel, maintenance parts, roads etc.", + "traveler-transport4": "Time Portal: You open a time portal to your destination. You can only open one portal at a time, and it will remain active for as long as you wish. It allows you to cross it in any direction as many times as you want. But an unattended portal can also be crossed by any person, or monster...", + "traveler-fixed-move1": "Servant of Technology: You are extremely dependent on technology, having difficulties in relating to the supernatural. You get -1 ongoing to use magic or any other moves related to the supernatural or magic.", + "traveler-move1": "Butterfly Effect: At the beginning of each mystery, choose one rating to receive +1 (max +3) and another to receive -1 (min -2) during this mystery. These actions disturb the spacetime and the oscillations of their characteristics is a reflection of that.", + "traveler-move2": "Historian: When you investigate a mystery or read a bad situation, you can choose to ask \"Why does this seem familiar?\" as one of the questions. If possible, the Keeper will describe how a similar situation has happened in the past or future history of the world.", + "traveler-move3": "Inventor: If you want to build, repair, or study a device, the Keeper will tell you how long it will take and what equipment will be needed.", + "traveler-move4": "Prescience: Attacks that can cause your death pop up in your memory. When you take harm and become unstable, you may roll +Weird. On a 10+, you remembered the attack and were able to avoid it completely. On a 7-9, the memory took time to emerge, take 1 harm less or don’t become unstable. On a miss, the memory was incorrect and your avoidance made you unbalanced; in addition to the harm, you take -1 forward.", + "traveler-move5": "Neural Implants: When you need to do something that requires specific training, such as defusing a bomb or flying a helicopter, you already have the information implanted in your brain. You still need to act under pressure, but you know what to do.", + "traveler-move6": "Sufficiently Advanced Technology: You can reproduce the effects of the move use magic with technological tools. You do not roll dice for this, but you must choose an effect and a glitch. This is not magic, so the effect will not have the magic tag and will not work on things affected only by magic. The Keeper may ask for one or more requirements to achieve the effect.", + "traveler-move7": "No Paradoxes: When you say why something should happen to guarantee the future, you can help another hunter and give +1 to their roll, as if you had rolled a 10+ on help out. You still need to describe how you are helping.", + "traveler-move8": "Android/Cyborg: You have cybernetic implants or maybe you're half a machine. In addition to superhuman strength, your punches and kicks are attacks with (3 harm, contact).", + "traveler-move9": "Psychic Paper: You get +1 ongoing in rolls to avoid being detected or remaining unnoticed. You also get +1 ongoing when you manipulate someone by pretending to be someone else.", + "traveler-devices": "Technological Devices", + "traveler-gear1": "Photonic Binoculars: Able to see in total darkness and in different spectra, including infrared", + "traveler-gear2": "Sonic Screwdriver: Able to repair, or damage, simple mechanical and electronic devices (eg. radios, locks, weapons etc)", + "traveler-gear3": "Travel Guide: A small electronic book containing all human historical knowledge up to the present era", + "traveler-gear4": "Portable Laboratory: A small device capable of diagnosing diseases, poisons and abnormal conditions from a drop of blood or similar input", + "traveler-gear5": "Universal Locator: Indicates the exact position in time and space. Can only be blocked with magic or high levels of radiation", + "traveler-gear6": "Hologram Projector: Projects a person-sized hologram (recorded or live) that looks real until touched", + "traveler-gear7": "Instant Translator: Ensures speech and understanding of any natural language (does not work with magic or supernatural languages)", + "traveler-weapon": "Protective Weapons", + "traveler-gear8": "Machete (1 harm, contact)", + "traveler-gear9": "Common revolver (2 harm, close, loud, reload)", + "traveler-gear10": "Shotgun (3 harm, close, messy, loud, reload)", + "traveler-gear11": "Light futuristic weapon (1 harm, add 1 range tag and 3 other tags)", + "traveler-gear12": "Heavy futuristic weapon (3 harm, add 1 range tag and 1 other tag)", + "traveler-advance1": "Delete the move Servant of Technology. You have learnt to deal with the supernatural, no longer receiving any penalties for it", "custom": "Custom", - "luck-special-Custom": "if any", + "luck-special-custom": "You may come up with a Luck Special move for this playbook with help from the Keeper.", "custom-special": "Playbook Special", "custom-special-example": "Like the Expert's haven or the Spellslinger's combat magic", "custom-special-name": "Name of special", @@ -625,6 +1161,5 @@ "custom-moves": "Playbook Moves", "custom-move-name": "Name", "custom-move-description": "Description", - "custom-gear": "Playbook Gear", - "inmrovements-instructions": "4 stats available for improvement (mark one off at character creation without taking the bonus); top stat max +3, all others max +2" -} \ No newline at end of file + "custom-gear": "Playbook Gear" +} diff --git a/Monster of the Week/translations/zh.json b/Monster of the Week/translations/zh.json index 804459d8eb..71250b65da 100644 --- a/Monster of the Week/translations/zh.json +++ b/Monster of the Week/translations/zh.json @@ -27,17 +27,19 @@ "gear": "Gear", "other-gear": "Other Gear", "improvements": "Improvements", - "inmrovements-description": "Once you have 5 experience you may choose one of these: (Check off any you've already taken)", + "improvements-description": "Once you have 5 Experience you may choose one of these: (Check off any you've already taken)", "max": "max", - "another-move": "Take another Custom move", + "another-move": "Take another move from your own playbook", "ally": "Gain an ally", "playbook-move": "Take a move from another playbook", "advanced-improvements": "Once you have taken 5 improvements you may choose from these options as well as the list above when you improve", "rating": "to any rating", - "new-type": "Change this hunter to a new type", + "new-playbook": "Change playbooks", "second-hunter": "Create a second hunter to play", "basic-moves": "Advance 2 basic moves", "retire": "Retire this hunter to safety", + "erase-luck": "Erase one used Luck point", + "after-getting-improvement": "Use after getting the corresponding Improvement", "history": "History and Notes", "pick-one": "pick one", "pick-two": "pick two", @@ -46,12 +48,13 @@ "1-fixed-move": "You get this", "2-fixed-moves": "You get these 2", "1-move": "Then pick one of these", + "2-moves-then": "Then pick two of these", "2-moves": "Then pick two of these", + "3-moves-then": "Then pick three of these", "3-moves": "Pick three of these", "choose": "choose", "one": "one", - "choose-one": "choose one", - "choose-two": "choose two", + "two": "two", "three": "three", "the-chosen": "The Chosen", "the-crooked": "The Crooked", @@ -59,13 +62,33 @@ "the-expert": "The Expert", "the-flake": "The Flake", "the-initiate": "The Initiate", - "the-monsteroue": "The Monsterous", + "the-monstrous": "The Monstrous", "the-mundane": "The Mundane", "the-professional": "The Professional", "the-spellslinger": "The Spellslinger", "the-spooky": "The Spooky", "the-wronged": "The Wronged", + "the-gumshoe": "The Gumshoe", + "the-hex": "The Hex", + "the-pararomantic": "The Pararomantic", + "the-searcher": "The Searcher", + "the-exile": "The Exile", + "the-hardcase": "The Hard Case", + "the-luchador": "The Luchador", + "the-meddlingkid": "The Meddling Kid", + "the-sidekick": "The Sidekick", + "the-snoop": "The Snoop", + "the-summoned": "The Summoned", + "the-traveler": "The Traveler", + "the-actionscientist": "The Action Scientist", + "the-biggamehunter": "The Big Game Hunter", + "the-constructed": "The Constructed", + "the-madscientist": "The Mad Scientist", "custom-playbook": "Custom", + "tome-of-mysteries": "Tome of Myseries", + "reinforcements": "Reinforcements", + "Brazilian": "Brazilian Edition", + "fan-made": "Fan-made", "chosen": "Chosen", "luck-special-chosen": "When you spend Luck the Keeper will bring your fate into play", "your-fate": "Your Fate", @@ -107,13 +130,14 @@ "chosen-move4": "Invincible You always count as having 2 armour, this doesn't stack with other protection", "chosen-move5": "Resilience You heal faster than normal people. Any time your harm gets healed, heal and extra point. Additionally, your wounds count as 1 harm less for the purpose of the Keeper's harm moves", "chosen-gear1": "Protective gear worth 1 armour", - "optional": "optional", "chosen-gear2": "One Special Weapon", + "chosen-special-descrip": "Design your weapon by choosing a Form, three Business-end options (which are added to the base tags), and a material that the business-end is made from.", "form": "Form", "chosen-gear3": "Staff (1 harm, hand, close)", "chosen-gear4": "Haft (2 harm, hand, heavy)", "chosen-gear5": "Handle (1 harm, hand, balanced)", "chosen-gear6": "Chain (1 harm, hand, area)", + "business-end": "Business-end", "chosen-gear7": "Business End", "chosen-gear8": "Artifact (+magic)", "chosen-gear9": "Spikes (+1 harm, +messy)", @@ -121,8 +145,8 @@ "chosen-gear11": "Heavy (+1 harm)", "chosen-gear12": "Long (+close)", "chosen-gear13": "Throwable (+close)", - "chosen-gear14": "Chain (+area)", "material": "Material", + "material-desc": "(+steel, +cold iron, +silver, +wood, +stone, +bone, +teeth, +obsidian, or anything else you want)", "chosen-advance1": "Delete a doom tag (optionally also delete a heroic tag)", "Crooked": "Crooked", "luck-special-Crooked": "When you spend Luck someone from your past will re-appear in your life, soon", @@ -132,7 +156,7 @@ "background2": "Burglar When you break into a secure location roll +Sharp. On a 10+ pick three, on a 7-9 pick two", "background2.1": "You get in undetected", "background2.2": "You get out undetected", - "background2,3": "You don't leave a mess", + "background2.3": "You don't leave a mess", "background2.4": "You find what you were after", "background3": "Grifter When you are about to manipulate someone, you can ask the Keeper \"what will convince this person to do what I want?\" The Keeper must answer honestly, but not necessarily completely", "background4": "Fixer If you need to buy something, sell something, or hire someone, roll +Charm. On a 10+ you know just the person that will be interested. On a 7-9, you know the only person that can do it, but there's a complication. Pick one", @@ -142,8 +166,14 @@ "background4.4": "On a miss, the only person who can help you is someone who absolutely hates you", "background5": "Assassin When you take your first shot at an unsuspecting target, do +2 harm", "background6": "Charlatan When you want people to think you are using magic, roll +Cool. On a 10+ your audience is amazed and fooled by your illusion. On 7-9, you tripped up a few times, someone will notice. You may also manipulate someone with fortune telling. When you do that, ask \"What are they hoping for right now?\" as a free question (even on a miss)", + "background6.1": "You may also manipulate someone with fortune telling. When you do that, ask \"What are they hoping for right now?\" as a free question (even on a miss).", "background7": "Pickpocket When you steal something small, roll +Charm. On a 10+ you get it and they didn't notice you taking it. On a 7-9 either you don't grab it, you grab the wrong thing, or they remember you later; your choice", "crooked-move1": "Artifact You 'found' a magical artifact with handy powers and kept it. Pick 1: Protective amulet (1 amour, magic, recharge); lucky charm (may be used as a Luck point just once); grimoire (studying the book gives +1 to use magic; skeleton key (opens any magically sealed lock); imp stone (a weak demon is bound to serve the holder. The imp must be summoned with Use Magic)", + "crooked-artifact1": "Protective amulet (1 amour, magic, recharge)", + "crooked-artifact2": "Lucky charm (may be used as a Luck point just once)", + "crooked-artifact3": "Grimoire (studying the book gives +1 forward to use magic)", + "crooked-artifact4": "Skeleton key (opens any magically sealed lock)", + "crooked-artifact5": "Imp stone (a weak demon is bound to serve the holder. The imp must be summoned with Use Magic)", "crooked-move2": "Crew You have a regular crew, a team of 3 or 4 people who will help you out with pretty much anything. This counts as a team", "crooked-move3": "Deal with the Devil You sold your soul to the devil. Pick one or two things you got out of the deal: wealth, fame, youth, sensual gratification, skill (add +1 to two ratings). Payment is due either when you die, or in a year (6 months if you chose 2 things)", "crooked-move4": "Friends on the Force You know a few cops who can be persuaded to look the other way, or do you a favour, for certain considerations. You can act under pressure to get in touch with them when you need to divert any law enforcement attention. There will be a cost, although maybe not right now", @@ -151,6 +181,7 @@ "crooked-move6": "Driver You gain +1 ongoing while driving, plus you can hotwire anything (the older it is, the fewer tools you'll need.) You also own 2 handy, widely-available vehicles", "crooked-move7": "Home Ground Your crew made a point of keeping the locals happy- keeping them safe, ensuring things always went down okay. When you're back in your old neighbourhood, you can always find people who will hide you or help you with a minor favour, no questions asked", "crooked-move8": "Notorious You have a reputation from your criminal past. When you reveal who you are, your terrifying reputation counts as a reason for someone to what you ask when you manipulate someone. Revealing your identity to someone can bring other problems later, of course", + "crooked-weapon": "Effective Weapons", "crooked-gear1": ".22 revolver (1 harm, close, reload,
          small)", "crooked-gear2": ".38 revolver (2 harm, close, reload,
          loud)", "crooked-gear3": "9mm (2 harm, close, loud)", @@ -160,12 +191,6 @@ "crooked-gear7": "Baseball bat (1 harm, hand)", "crooked-gear8": "Submachinegun (2 harm, close, reload,
          auto", "crooked-gear9": "Assault rifle (3 harm, close/far, auto)", - "underworld": "Underworld", - "underworld-description": "Pick the circumstance that lead you to discovering the real underworld, then pick the creature involved", - "underworld1": "The target of a job was a dangerous creature (Pick one: vampire, warewolf, troll, reptiloid)", - "underworld2": "You worked with someone who was more than they seemed (Pick one: sorceror, demon, faerie, psychic)", - "underworld3": "You were hired by something weird (Pick one: immortal, god, outsider, witch)", - "underworld4": "Things went south o a job- including, but not limited to running into; (Pick one a horde of goblins, a hunger of ghouls, a dream-eater, a salamander)", "heat": "Heat", "heat-description": "You didn't get here without making enemies", "pick-heat": "pick at least 2 of these and name the people involved", @@ -174,9 +199,14 @@ "heat3": "You pissed off a well connected criminal,
          and they'll do whatever they can to
          destroy you", "heat4": "You took advantage of someone
          who has special powers (a person or
          monster)", "heat5": "You betrayed an old partner in the
          middle of a job ", + "underworld": "Underworld", + "underworld-description": "Pick the circumstance that lead you to discovering the real underworld, then pick the creature involved", + "underworld1": "The target of a job was a dangerous creature (Pick one: vampire, warewolf, troll, reptiloid)", + "underworld2": "You worked with someone who was more than they seemed (Pick one: sorceror, demon, faerie, psychic)", + "underworld3": "You were hired by something weird (Pick one: immortal, god, outsider, witch)", + "underworld4": "Things went south o a job- including, but not limited to running into; (Pick one a horde of goblins, a hunger of ghouls, a dream-eater, a salamander)", "crooked-ally": "from your old crew", "crooked-advance1": "Recover a stash of money from the old days, enough to live without care for a year or two", - "Crooked-advance2": "Erase one Luck point from your playbook", "Divine": "Divine", "luck-special-divine": "When you spend Luck you get word your Mission requires something difficut to me done. By you. Urgently", "your-mission": "Your Mission", @@ -193,15 +223,15 @@ "divine-move5": "Soothe When you talk to someone for a few seconds in a quiet voice, you can calm them down, blocking any panic, anger, or other negitive emotions they have. This works even if the thing that freaked them out is still present, as long as your voice can be heard", "divine-move6": "Lay On Hands Your touch can heal any injury or disease. When you lay your hands on someone hurt, roll +Cool. On a 10+, heal 2 harm or an illness, plus they are stabilised. On a 7-9, you can heal the harm or illness but you take it into yourself. On a miss, your aura causes them extra harm", "divine-move7": "Cast Out Evil You may banish an unnatural creature from your presence. Roll +Tough, on 10+ it is banished. On a 7-9 it takes a little while for the banishing to take effect- the creature has time to make one or two actions. Either way, the banished creature is unharmed, and you have no control over where it goes. This move may be used on unnatural hunters (eg The Monsterous). On a miss, something is keeping it here. That's bad", - "divine-gear1": "Flaming sword (3 harm, hand, fire,
          holy) ", "divine-weapon": "One Divine Weapon", + "divine-armour": "Divine Armour (1 armour, holy) with a look suited to your divine origin", + "divine-gear1": "Flaming sword (3 harm, hand, fire,
          holy) ", "divine-gear2": "Thunder hammer (3 harm, hand, stun,
          holy) ", "divine-gear3": "Razor whip (3 harm, hand, area,
          messy, holy)", "divine-gear4": "Five demon bag (3 harm, close, magic,
          holy)", "divine-gear5": "Silver trident (3 harm, hand, silver,
          holy)", "Divine-ally": "a lesser divine being, sent from above to help you with your mission", "Divine-advance1": "Erase one Luck point from your playbook", - "Divine-advance2": "Change your mission. Select a different mission from the options, or (with the Keeper's agreement) create a new mission", "Expert": "Expert", "luck-special-expert": "When you spend Luck you discover something happening now is related to something you were involved in years ago", "expert-weapons": "Monster-Slaying Weapons", @@ -237,7 +267,6 @@ "haven8": "Panic Room This has essential supplies and is protected by normal and mystical means. You can hide out there for a few days, safe from pretty much anything", "haven9": "Magical Laboratory You have a mystical lab with all kinds of weird ingredients and tools useful for casting spells (like use magic, big magic, and any other magical moves)", "expert-advance1": "Add a haven option", - "expert-advance2": "Add a haven option", "Flake": "Flake", "luck-special-flake": "When you spend Luck pick an aspect of the current situation. The Keeper will tell you what other conspiricies that aspect connects to", "flake-move1": "Connect the Dots At the beginning of each mystery if you look for the wider patterns that current events might be part of, roll +Sharp. On a 10+ hold 3, 7-9 hold 1. Spend your hold during the mystery to ask the Keeper one of the following questions", @@ -253,20 +282,20 @@ "flake-move6": "Contrary When you seek out and recieve someone's honest advice on the best course of action for you, and then do something else instead, mark experience. If you do exactly the opposite of their advice, you also take +1 ongoing on any moves you make persuing that course", "flake-move7": "Net Friends You know a lot of people on the internet. When you contact a net friend to help you roll +Charm. On a 10+ they're available and helpful; they can fix something, break a code, hack a computer, or get you some special information. On a 7-9, they're prepared to help but it's either going to take some time, or you'll have to do part of it yourself. On a miss you burn some bridges", "flake-move8": "Sneaky When you attack from ambush or from behind, inflict +2 harm", - "fake-normal": "One Normal Weapon", - "fake-gear1": ".38 revolver (2 harm, close, reload,
          loud)", - "fake-gear2": "9mm (2 harm, close, loud)", - "fake-gear3": "Hunting rifle (2 harm, far, loud)", - "fake-gear4": "Magnum (3 harm, close, reload, loud)", - "fake-gear5": "Shotgun (3 harm, close, messy, loud)", - "fake-gear6": "Big knife (1 harm, hand)", + "flake-normal": "Normal Weapon", + "flake-gear1": ".38 revolver (2 harm, close, reload, loud)", + "flake-gear2": "9mm (2 harm, close, loud)", + "flake-gear3": "Hunting rifle (2 harm, far, loud)", + "flake-gear4": "Magnum (3 harm, close, reload, loud)", + "flake-gear5": "Shotgun (3 harm, close, messy, loud)", + "flake-gear6": "Big knife (1 harm, hand)", "flake-hidden": "Hidden Weapons", - "fake-gear7": "Throwing knives (1 harm, close, many)", - "fake-gear8": "Holdout pistol (2 harm, close, loud,
          reload)", - "fake-gear9": "Garrote (3 harm, intimate)", - "fake-gear10": "Watchman's flashlight (1 harm, hand)", - "fake-gear11": "Weighted gloves/brass knuckles (1
          harm, hand", - "fake-gear12": "Butterfly knife/folding knife (1
          harm, hand)", + "flake-gear7": "Throwing knives (1 harm, close, many)", + "flake-gear8": "Holdout pistol (2 harm, close, loud, reload)", + "flake-gear9": "Garrote (3 harm, intimate)", + "flake-gear10": "Watchman's flashlight (1 harm, hand)", + "flake-gear11": "Weighted gloves/brass knuckles (1 harm, hand)", + "flake-gear12": "Butterfly knife/folding knife (1 harm, hand)", "Flake-advance1": "Gain a haven like the Expert with two options", "Flake-advance2": "Add a haven option", "Initiate": "Initiate", @@ -336,8 +365,8 @@ "Initiate-advance1": "Get command of your chapter of the Sect", "Initiate-advance2": "Get command of your chapter of the Sect", "Initiate-advance3": "Become the leader, or effective leader, of the whole Sect", - "Monsterous": "Monsterous", - "luck-special-monsterous": "When you spend Luck your monster side gains power. Your Curse may grow stronger, or another Breed disadvantage may manifest", + "Monstrous": "Monstrous", + "luck-special-monstrous": "When you spend Luck, your monster side gains power; your Curse may become stronger, or another Breed disadvantage may manifest.", "monster-breed": "Monster Breed", "breed-description": "You are half human, half monster; were you always this way? Were you always fighting for good or were you once evil and then switched sides?", "curses": "Curses", @@ -345,40 +374,40 @@ "curse2": "Vulnerability Pick a substance. You'll take +1 harm when you suffer harm from it. If you are bound or surrounded by it, you must act under pressure to use your powers", "curse3": "Pure Drive One emotion rules you. Pick from: hunger, hate, anger, fear, jealousy, greed, joy, pride, envy, lust or cruelty. Whenever you have a chance to indulge that emotion you must do so immediately, or act under pressure to resist", "curse4": "Dark Master You have an evil lord who doesn't know you changed sides. They still give you orders, and they do not tolerate refusal or failure", - "monsterous-move1": "Immortal You do not age or sicken, and whenever you suffer harm you suffer 1 harm less", - "monsterous-move2": "Unnatural Appeal Roll +Weird instead of +Charm when you manipulate someone ", - "monsterous-move3": "Unholy Strength Roll +Weird instead of +Tough when you kick some ass ", - "monsterous-move4": "Incorporeal You may move freely though solid objects (but not people)", - "monsterous-move5": "Preternatural Speed You go much faster than normal people. When you chase, flee or run take +1 ongoing", - "monsterous-move6": "Claws of the Beast Your natural attacks deal +1 harm ", - "monsterous-move7": "Mental Dominion When you gaze into a normal human's eyes and exert your will over them Roll +Charm. On a 10+ hold 3, on 7-9 hold 1. You may spend your hold to give them an order. Regular people will follow the order, whatever it is. Hunters can choose to follow the order or not. If they do, they mark experience", - "monsterous-move8": "Unquenchable Vitality When you have taken harm you can heal yourself. Roll +Cool. On a 10+, heal 2 harm and stabilise your injuries. On a 7-9, heal 1 harm and stabilise your injuries. On a miss your injuries worsen", - "monsterous-move9": "Dark Negotiator You can use manipulate someone on monsters as well as people if they can reason and talk", - "monsterous-move10": "Flight You can fly ", - "monsterous-move11": "Shapeshifter You may change your form (usually into an animal). Decide if you have just one alternate form or several and detail them. You gain +1 forward to investigate a mystery when using and alternate form's superior senses. (Eg, smell for a wolf, sight for an eagle)", - "monsterous-move12": "Something Borrowed Take a move from a hunter playbook that is not currently in play ", + "monstrous-move1": "Immortal: You do not age or sicken, and whenever you suffer harm, you suffer 1 harm less.", + "monstrous-move2": "Unnatural Appeal: Roll +Weird instead of +Charm when you manipulate someone.", + "monstrous-move3": "Unholy Strength: Roll +Weird instead of +Tough when you kick some ass.", + "monstrous-move4": "Incorporeal: You may move freely though solid objects (but not people).", + "monstrous-move5": "Preternatural Speed: You go much faster than normal people. When you chase, flee, or run, take +1 ongoing.", + "monstrous-move6": "Claws of the Beast: Your natural attacks deal +1 harm.", + "monstrous-move7": "Mental Dominion: When you gaze into a normal human's eyes and exert your will over them, roll +Charm. On a 10+ hold 3, on a 7-9 hold 1. You may spend your hold to give them an order. Regular people will follow your order, whatever it is. Hunters can choose to follow the order or not. If they do, they mark experience.", + "monstrous-move8": "Unquenchable Vitality: When you have taken harm you can heal yourself. Roll +Cool. On a 10+, heal 2 harm and stabilise your injuries. On a 7-9, heal 1 harm and stabilise your injuries. On a miss, your injuries worsen.", + "monstrous-move9": "Dark Negotiator: You can use the move manipulate someone on monsters as well as people, if they can reason and talk.", + "monstrous-move10": "Flight: You can fly.", + "monstrous-move11": "Shapeshifter: You may change your form (usually into an animal). Decide if you have just one alternate form or several, and detail them. You gain +1 forward to investigate a mystery when using and alternate form's superior senses (eg. smell for a wolf, sight for an eagle).", + "monstrous-move12": "Something Borrowed: Take a move from a hunter playbook that is not currently in play.", "natural-attacks": "Natural Attacks", - "monsterous-attacks-pick": "pick one base and one extra, or pick two bases", - "monsterous-attacks1": "Base: teeth (3 harm, intimate)", - "monsterous-attacks2": "Base: Claws (2 harm, hand)", - "monsterous-attacks3": "Base: Magical force (1 harm, magical, close)", - "monsterous-attacks4": "Base: Life-drain (1 harm, intimate, life-drain)", - "monsterous-attacks5": "Extra: Add +1 harm to a base", - "monsterous-attacks6": "Extra: Add +ignore armour to a base", - "monsterous-attacks7": "Extra: Add an extra range to a base
          (+intimate, hand, or close)", - "monsterous-weapon": "One Handy Weapon: (if you want one)", - "monsterous-gear1": ".38 revolver (2 harm, close, reload,
          loud)", - "monsterous-gear2": "9mm (2 harm, close, loud)", - "monsterous-gear3": "Magnum (3 harm, close, reload, loud)", - "monsterous-gear4": "Shotgun (3 harm, close, messy)", - "monsterous-gear5": "Big knife (1 harm, hand)", - "monsterous-gear6": "Brass knuckles (1 harm, hand, quiet,
          small)", - "monsterous-gear7": "Sword (2 harm, hand, messy)", - "monsterous-gear8": "Huge sword (3 harm, hand, heavy)", - "Monsterous-advance1": "Gain a haven like the Expert with two options", - "Monsterous-advance2": "Take a Natural Attacks pick", - "Monsterous-advance3": "Free yourself from your type's curse. It no longer affects you but you lose 1 Weird", - "Monsterous-advance4": "Become evil (again). Retire this character, they become one of the Keeper's threats", + "monstrous-attacks-pick": "pick one base and one extra, or pick two bases", + "monstrous-attacks1": "Base: teeth (3 harm, intimate)", + "monstrous-attacks2": "Base: claws (2 harm, hand)", + "monstrous-attacks3": "Base: magical force (1 harm, magical, close)", + "monstrous-attacks4": "Base: life-drain (1 harm, intimate, life-drain)", + "monstrous-attacks5": "Extra: add +1 harm to a base", + "monstrous-attacks6": "Extra: add ignore-armour to a base", + "monstrous-attacks7": "Extra: Add an extra range to a base (intimate, hand, or close)", + "monstrous-weapon": "(Optional) Handy Weapon", + "monstrous-gear1": ".38 revolver (2 harm, close, reload, loud)", + "monstrous-gear2": "9mm (2 harm, close, loud)", + "monstrous-gear3": "Magnum (3 harm, close, reload, loud)", + "monstrous-gear4": "Shotgun (3 harm, close, messy)", + "monstrous-gear5": "Big knife (1 harm, hand)", + "monstrous-gear6": "Brass knuckles (1 harm, hand, quiet, small)", + "monstrous-gear7": "Sword (2 harm, hand, messy)", + "monstrous-gear8": "Huge sword (3 harm, hand, heavy)", + "Monstrous-advance1": "Gain a Haven, like the Expert, with two options", + "Monstrous-advance2": "Take a natural attacks pick", + "Monstrous-advance3": "Free yourself from your kind's curse, it no longer affects you, but you lose 1 Weird", + "Monstrous-advance4": "Turn evil (again?). Retire this character, they become one of the Keeper's threats", "Mundane": "Mundane", "luck-special-mundane": "When you spend Luck you'll find something wierd- maybe even useful", "mundane-move1": "Always the Victim When another hunter uses protect someone to protect you, they mark experience. Whenever a monster captures you, you mark experience", @@ -410,10 +439,6 @@ "mundane-gear10": "Classic car in terrible condition", "mundane-gear11": "Motorcycle", "mundane-gear12": "Van", - "Mundane-advance1": "Regain a used Luck point", - "Mundane-advance2": "Regain a used Luck point", - "Mundane-advance3": "Regain a used Luck point", - "Mundane-advance4": "Regain a used Luck point", "Professional": "Professional", "luck-special-professional": "When you spend Luck your next mission from the Agency comes with lots of red tape. Lots", "agency": "Agency", @@ -470,24 +495,16 @@ "Professional-advance3": "Get some or all of the other player's hunters hired by your Agency. They get the deal with the agency move as well as salery and benefits", "Spellslinger": "Spellslinger", "luck-special-spellslinger": "When you spend Luck the official council of wizards is going to poke their nose into your business", - "spellslinger-gear-description": "You don't need much except items to power your magic, still it's good to be prepared", "spellslinger-weapon": "One Backup Weapon", "spellslinger-gear1": "Old revolver (2 harm, close, reload,
          loud)", "spellslinger-gear2": "Ritual knife (1 harm, hand)", "spellslinger-gear3": "Heirloom sword (2 harm, hand, messy)", - "spellslinger-move1": "Advanced Arcane Training If you have two of your three Tools and Techniques at the ready then you may ignore the third", - "spellslinger-move2": "Arcane Reputation Pick three big organisations or groups in the supernatural community, which can include the more sociable types of monsters. They've heard of you and respect your power. Take +1 forward when you use manipulate someone on affected humans. You may also use manipulate someone on affected monsters, with no bonus", - "spellslinger-move3": "Could've Been Worse When you miss a use magic roll you can choose one of the following options instead of losing control of the magic", - "spellslinger-move3.1": "Fizzle: The preperations and materials for the spell are ruined. You'll have to start over from scratch with the prep time doubled", - "spellslinger-move3.2": "This is gonna suck: The effect happens, but you trigger all the glitches but one. You pick the one you avoid", - "spellslinger-move4": "Forensic Divination When you successfully investigate a mystery you may ask \"what magic was done here?\" as a free extra question", - "spellslinger-move5": "Go Big or Go Home When you must use magic as a requirement for big magic, take +1 forward to those use magic rolls", - "spellslinger-move6": "Enchanted Clothing Pick an article of every-day clothing; it's enchanted without any change in appearence. Take -1 harm from any source that tries to get at you through the garment", - "spellslinger-move7": "Not My Fault +1 to act under pressure when dealing with the consequences of your own spellcasting", - "spellslinger-move8": "Practitioner Choose two of the use magic effects. You get +1 to use magic when choosing one of those effects", - "spellslinger-move9": "Shield Spell When you protect someone, you gain +2 armour against any harm that is transferred to you. This doesn't stack with any other armour", - "spellslinger-move10": "Third Eye When you read a bad situation you can open your third eye for a moment to take in extra information. Take +1 hold on any result of 7 or more, plus you can see invisible things. On a miss, you may still get 1 hold, but you're exposed to a supernatural danger. Unfiltered hidden reality is tough on the mind!", "extra-fixed-move": "And you get this", + "spellslinger-fixed-move1": "Tools and Techniques: To use your combat magic effectively, you rely on a collection of tools and techniques. Uncheck one; you'll need the rest.", + "spellslinger-fixed-move1.1": "Consumables: You need certain supplies - powders, oils, etc - on hand, some will be used up each cast. If you don't have them, when you cast, take 1 harm, ignore-armour.", + "spellslinger-fixed-move1.2": "Foci: You need wands, staves, and other obvious props to focus. If you don't have what you need, your combat magic does 1 harm less.", + "spellslinger-fixed-move1.3": "Gestures: You need to wave your hands around to use combat magic. If you're restrained, take -1 ongoing for combat magic.", + "spellslinger-fixed-move1.4": "Incantations: You must speak in an arcane language to control your magic. If you use combat magic without speaking, act under pressure to avoid scrambling your thoughts.", "combat-magic": "Combat Magic", "combat-magic-description": "You have attack spells you can use as weapons. When you kick some ass with your spells roll +Weird instead of +Tough. Sometimes you may need to act under pressure to cast your spells without problems", "combat-magic-pick": "pick three, with at least one base", @@ -503,15 +520,24 @@ "effect4": "Frost or Ice (Add '-1 harm, +2 armour'
          to a wall, or '+1 harm, restraining' to
          other bases)", "effect5": "Earth (Add 'forceful, restraining' to a
          base)", "effect6": "Necromantic (Add 'life-drain' to a base)", + "spellslinger-move1": "Advanced Arcane Training If you have two of your three Tools and Techniques at the ready then you may ignore the third", + "spellslinger-move2": "Arcane Reputation Pick three big organisations or groups in the supernatural community, which can include the more sociable types of monsters. They've heard of you and respect your power. Take +1 forward when you use manipulate someone on affected humans. You may also use manipulate someone on affected monsters, with no bonus", + "spellslinger-move3": "Could've Been Worse When you miss a use magic roll you can choose one of the following options instead of losing control of the magic", + "spellslinger-move3.1": "Fizzle: The preperations and materials for the spell are ruined. You'll have to start over from scratch with the prep time doubled", + "spellslinger-move3.2": "This is gonna suck: The effect happens, but you trigger all the glitches but one. You pick the one you avoid", + "spellslinger-move4": "Forensic Divination When you successfully investigate a mystery you may ask \"what magic was done here?\" as a free extra question", + "spellslinger-move5": "Go Big or Go Home When you must use magic as a requirement for big magic, take +1 forward to those use magic rolls", + "spellslinger-move6": "Enchanted Clothing Pick an article of every-day clothing; it's enchanted without any change in appearence. Take -1 harm from any source that tries to get at you through the garment", + "spellslinger-move7": "Not My Fault +1 to act under pressure when dealing with the consequences of your own spellcasting", + "spellslinger-move8": "Practitioner Choose two of the use magic effects. You get +1 to use magic when choosing one of those effects", + "spellslinger-move9": "Shield Spell When you protect someone, you gain +2 armour against any harm that is transferred to you. This doesn't stack with any other armour", + "spellslinger-move10": "Third Eye When you read a bad situation you can open your third eye for a moment to take in extra information. Take +1 hold on any result of 7 or more, plus you can see invisible things. On a miss, you may still get 1 hold, but you're exposed to a supernatural danger. Unfiltered hidden reality is tough on the mind!", "Spellslinger-advance1": "Take another Combat Magic pick", - "Spellslinger-advance3": "Regain a used Luck point", - "Spellslinger-advance4": "Take another Combat Magic pick", - "Spellslinger-advance5": "Cross off another option from tools and techniques", + "Spellslinger-advance2": "You may cross off another option from your Tools and Techniques", "Spooky": "Spooky", "luck-special-spooky": "As you spend Luck your Dark Side's needs will get nastier", "dark-side": "The Dark Side", "dark-side-description1": "Your powers have an unsavoury source, and sometimes you get tempted to do things you shouldn't. These could be orders from whatever granted you power, urges that bubble up inside you, or something else", - "dark-side-description2": "Whatever it is, it is unsettling", "dark-side1": "Violence", "dark-side2": "Depression", "dark-side3": "Secrets", @@ -538,12 +564,12 @@ "spooky-move4": "Premonitions At the start of each mystery, roll +Weird. On a 10+, you get a detailed vision of something bad that is yet to happen. You take +1 forward to prevent it coming true, and mark experience if you stop it. On a 7-9 you get clouded images of something bad that is yet to happen; mark experience if you stop it. On a miss, you get a vision of something bad to happen and the Keeper holds 3, to be spent 1-for-1 as penalties to rolls you make", "spooky-move5": "Hunches When something bad is happening (or just about to happen) somewhere that you aren't, roll +Sharp. On a 10+ you knew where you needed to go, just in time to get there. On a 7-9, you get there too late- in time to intervene, but not prevent it altogether. On a miss, you get there just in time to be in trouble yourself", "spooky-move6": "The Big Whammy You can use your powers to kick some ass, (2 harm, close, obvious, ignore-armour) When you do, roll +Weird instead of +Tough. On a miss you'll get magical backlash", + "spooky-move6.1": "Where is the creature right now?", + "spooky-move6.2": "What is it planning to do right now?", + "spooky-move6.3": "Who is it going to attack next?", + "spooky-move6.4": "Who does it regard as the biggest threat?", + "spooky-move6.5": "How can I attract its attention?", "spooky-move7": "Tune In You can attune your mind to a monster or minion. Roll +Weird. On a 10+ hold 3, 7-9 hold 1. On a miss the monster becomes aware of you. Spend one hold to ask the Keeper one of the following questions, and gain +1 ongoing while acting on the answers", - "spooky-move7.1": "Where is the creature right now?", - "spooky-move7.2": "What is it planning to do right now?", - "spooky-move7.3": "Who is it going to attack next?", - "spooky-move7.4": "Who does it regard as the biggest threat?", - "spooky-move7.5": "How can I attract its attention?", "spooky-move8": "Jinx You can encourage coincidences to occur the way you want. When you jinx a target, roll +Weird. On a 10+ hold 2, 7-9 hold 1. On a miss, the Keeper holds 2 over you to be used in the same way. Spend your hold to", "spooky-move8.1": "Interfere with a hunter, giving them -1 forward", "spooky-move8.2": "Help a hunter, giving them +1 forward by interfering with their enemy", @@ -559,14 +585,15 @@ "spooky-gear4": "Shotgun (3 harm, close, messy)", "spooky-gear5": "Big knife (1 harm, hand)", "Spooky-advance1": "Change some or all of your Dark Side tags", + "Spooky-advance2": "Gain a Mystical Library, like the Haven option of the Expert", "Spooky-advance3": "You discover how to use your powers at a lower cost. Delete one Dark Side tag", "Wronged": "Wronged", "luck-special-wronged": "When you spend Luck you find a dangerous lead on your prey", "who-you-lost": "Who You Lost", "who": "Who did you lose?", + "pick-some": "pick one or more", "lost-pick": "pick one or more of: parent(s), sibling(s), spouse/partner, child(ren), best friend(s)", "lost-save-them": "Why couldn't you save them? You were", - "pick-some": "pick one or more", "lost1": "At fault", "lost2": "Selfish", "lost3": "Injured", @@ -576,8 +603,8 @@ "lost7": "In denial", "lost8": "Complicit", "what-prey": "What Did It?", - "prey": "My Prey", "prey-breed": "with the Keeper's agreement, pick the monster breed", + "prey": "My Prey", "wronged-fixed-move1": "I Know My Prey You get +1 ongoing when knowingly investigating, pursuing, or fighting the breed of monster that caused your loss", "wronged-move1": "Berserk No matter how much harm you take, you can always keep going until the current fight is over. During a fight, the Keeper may not use harm moves on you and you cannot die. When the fight ends, all harm takes effect as normal", "wronged-move2": "NEVER AGAIN In combat, you may choose to protect someone without rolling, as if you had rolled a 10+, but you may not choose to \"suffer little harm\"", @@ -585,10 +612,10 @@ "wronged-move4": "Fervour When you manipulate someone roll +Tough instead of +Charm", "wronged-move5": "Safety First You have jury-rigged extra protection into your gear, giving you +1 armour (max 2 armour)", "wronged-move6": "Tools Matter With your signature weapon you get +1 to kick some ass", + "wronged-move6.1": "Stabilize the injury but the patient take -1 forward.", + "wronged-move6.2": "Heal 1 harm and stabilize for now, but it will return as 2 harm and become unstable again later.", + "wronged-move6.3": "Heal 1 harm and stabilize but the patient takes -1 ongoing until it's fixed properly.", "wronged-move7": "DIY Surgery When you do quick and dirty first aid on someone (including yourself), roll +Cool. On a 10+ it's all good, it counts as normal first aid, plus stabilise the injury and heal 1 harm. On a 7-9, it counts as normal first aid, plus one of these, your choice", - "wronged-move7.1": "Stabilise the injury but the patient take -1 forward", - "wronged-move7.2": "Heal 1 harm and stabilise for now, but it will return as 2 harm and become unstable again later", - "wronged-move7.3": "Heal 1 harm and stabilise but the patient takes -1 ongoing until it's fixed properly", "wronged-armour": "Protective wear suited to your look (1 armour)", "wronged-signature": "Signature Weapons", "wronged-gear1": "Sawn-off shotgun (3 harm, hand/close,
          messy, loud, reload)", @@ -607,7 +634,6 @@ "wronged-gear13": "Brass knuckles (1 harm, hand, stealthy)", "wronged-gear14": "Assault rifle (3 harm, close, area, loud, reload)", "wronged-vehicle": "Vehicles", - "wronged-vehicle-choice": "choose one, if you want it", "wronged-gear15": "Classic car", "wronged-gear16": "Classic motorcycle", "wronged-gear17": "Plain pickup", @@ -616,8 +642,518 @@ "Wronged-advance2": "Add one more option to your haven", "Wronged-advance3": "You track down the specific monster responsible fo your loss. The Keeper must make the next mystery about them", "Wronged-advance4": "Change the target of your vengeful rage. Pick a new monster breed; I know my prey now applies to them instead", + "Gumshoe": "Gumshoe", + "luck-special-gumshoe": "When you spend Luck, your next regular case will actually be a mystery for your hunter group, and the monster will focus their attention on you!", + "Gumshoe-Adv-harm": "Extra harm box", + "gumshoeCode": "Gumshoe Code", + "gumshoeCode-description": "With the agreement of the Keeper, pick a one-sentence Code that you adhere to.", + "gumshoeCode-example": "Example Codes: Murders must be punished. Monsters must be destroyed. Innocents must be saved. Laws must be enforced. Evil must be exposed. The weak must be protected from the powerful. Etc.", + "gumshoeCode-list": "Murders must be punished, Monsters must be destroyed, Innocents must be saved, Laws must be enforced, Evil must be exposed, The weak must be protected from the powerful, etc.", + "gumshoeCode-explain": "This Code defines you. Any time you violate your Code, you forfeit all Code-related moves (The Postman Always Rings Twice, The Long Goodbye) and the ability to spend Luck. These forfeits last until either the next mystery or you make amends. As long as you follow the Code, people will sense your sincerity; you receive +1 ongoing for manipulate someone and you may not be possessed or charmed by any sort of supernatural, alien, or demonic entity or item.", + "Gumshoe-fixed-move1": "Occult Confidential: The first time in each mystery that you observe a monster, minion, or phenomenon in action, you may ask one question from the investigate a mystery list.", + "Gumshoe-fixed-move2": "The Naked City: You have lots of personal contacts wherever you go. Pick four contact types from the following areas (or from other areas agreed to between you and the Keeper)", + "Gumshoe-fixed-move2-examples": "Academics, Accountants, Artists, Bartenders, Clergy, Conspiracy Theorists, Construction, Courts, Criminals (organised), Criminals (street), Cultists, Engineers, Espionage, Film and TV, Forensic Scientists, Fringe Scientists, Hackers, Journalists, Lawyers, Mechanics, Media, Medical Practioners, Military, Morgue, Occult, Police (local), Police (national), Politicians, Prisons, Private Security, Property Developers, Stage Magicians, Technologists, Transportation", + "Gumshoe-fixed-move2-continued": "You can hit them up for info (+1 to one investigate a mystery roll) or small favours - but there may be a small cost involved. Personal contacts can provide more significant help but the Keeper decides their price on a case-by-case basis.", + "Gumshoe-move1": "The Postman Always Rings Twice: Twice per mystery - as long as you follow your Code - you may reroll a roll.", + "Gumshoe-move2": "The Long Goodbye: You can't die with an open case. Specifically, you suffer all harm as normal but your death is postponed until you have either completed or abandoned the case, or you break your Code (then all bets are off).", + "Gumshoe-move3": "Jessica Jones Entry: When you double-talk your way into a secure location, roll +Charm. On a 10+ pick three, on a 7-9 pick two, on a fail pick one", + "Gumshoe-move3.1": "You don't leave any trace of what you searched.", + "Gumshoe-move3.2": "You find what you wanted.", + "Gumshoe-move3.3": "You find something else that's important.", + "Gumshoe-move3.4": "You don't piss anyone off.", + "Gumshoe-move3.5": "You aren't recognised.", + "Gumshoe-move4": "Out of the Past: You have a police buddy who will do you big favours. Get in touch with them when you need to redirect law enforcement attention, get a heads-up on what operations are planned, or access police files. You now owe them; expect them to collect on it soon.", + "Gumshoe-move5": "Asphalt Jungle: You heal faster than normal people. Any time your harm gets healed, heal 1 harm extra. You are immune to all the harm move effects under '0 harm' and '1 harm' (when the Keeper would apply these, you ignore them).", + "Gumshoe-move6": "Hacker with a Dragon Tattoo: When you hack into a computer system, roll +Sharp. On 10+ pick two, on a 7-9 pick one. You", + "Gumshoe-move6.1": "...leave no traces.", + "Gumshoe-move6.2": "...learn something important.", + "Gumshoe-move6.3": "...can leave misinformation in place.", + "Gumshoe-move6.4": "...gain access to somewhere you want to get in to.", + "Gumshoe-move7": "\"Just one more thing\": When you ask a suspect leading questions, roll +Charm. On a 10+ hold 2, on a 7-9 hold 1, on a miss hold 1 but something bad is going to happen too. Spend your hold 1-for-1 to ask questions from this list", + "Gumshoe-move7.1": "One question from the investigate a mystery list.", + "Gumshoe-move7.2": "Was that a lie?", + "Gumshoe-move7.3": "What is something you left out that you didn't want me to notice?", + "Gumshoe-move7.4": "Are you complicit with any ongoing criminal activity?", + "Gumshoe-move7.5": "Did you commit this specific crime?", + "Gumshoe-gear-base": "A laptop, and a liquor flask", + "Gumshoe-recording": "Recording Devices", + "Gumshoe-gear1": "Night vision camera", + "Gumshoe-gear2": "Tiny digital video camera", + "Gumshoe-gear3": "Film camera (8mm or 16mm)", + "Gumshoe-gear4": "Digital sound recorder", + "Gumshoe-gear5": "Cassette tape recorder", + "Gumshoe-gear6": "Remote-controlled camera drone", + "Gumshoe-gear7": "Laser microphone", + "Gumshoe-gear8": "SLR camera", + "Gumshoe-weapon": "P.I. Weapons", + "Gumshoe-gear9": "Brass knuckles (1 harm, hand, small)", + "Gumshoe-gear10": ".38 revolver (2 harm, close, reload, loud)", + "Gumshoe-gear11": "9mm (2 harm, close, loud)", + "Gumshoe-gear12": "Magnum (3 harm, close, reload, loud)", + "Gumshoe-gear13": "Shotgun (3 harm, close, messy, loud)", + "Gumshoe-gear14": "Switchblade (1-harm, hand, small)", + "Gumshoe-advance1": "Add an extra harm box on the Dying side", + "Gumshoe-advance2": "Gain a Haven (your office, perhaps), like the Expert, with two options", + "Gumshoe-advance3": "Add four additional or new contacts for Naked City", + "Gumshoe-advance4": "Turn one of your contacts into an ally", + "Hex": "Hex", + "luck-special-hex": "When you spend Luck, until the end of the mystery, backlash on your spells will be extra nasty.", + "hex-weapons": "Wizardly Weapons", + "hex-items": "Any magical items or amulets that you use to perform magic", + "hex-gear1": ".38 revolver (2 harm, close, reload, loud)", + "hex-gear2": "Shotgun (3 harm, close, messy, loud)", + "hex-gear3": "Athame (2 harm, hand, magic, silver)", + "hex-gear4": "Shillelagh (1 harm, hand, balanced)", + "hex-gear5": "Crossbow (2 harm, close, slow)", + "hex-gear6": "Staff (1 harm, hand, balanced, large)", + "hex-advmove": "Advanced Hex Moves", + "hex-advmove-desc": "When you take the corresponding Improvement, choose one of these", + "hex-advmove1": "Apotheosis: You become a terrifying fount of mystical power. Once per mystery, after you suffer loss or harm, you may enter a state where you have both immense power and zero interest in the well-being of others. While in this state, all of the following are true", + "hex-advmove1.1": "You can fly.", + "hex-advmove1.2": "Use +Weird to kick some ass instead of +Tough. For this, you use innate magic as a weapon with (3 harm and any properties you choose).", + "hex-advmove1.3": "Ignore the component costs of your rotes.", + "hex-advmove1.4": "Ignore one requirement of every spell you cast with use magic.", + "hex-advmove1.5": "You have +1 ongoing to do everything.", + "hex-advmove1.6": "You cannot use the protect someone move.", + "hex-advmove1.7": "You have all the Temptations, and you have to indulge them whenever a good opportunity presents itself.", + "hex-advmove1.8": "When you try to resist a Temnptation, roll +Cool. On a 10+, Apotheosis ends. On a 7-9, it ends with you doing something dangerous or cruel. On a miss, it ends only after you harm someone (or something) you love.", + "hex-advmove2": "Synthesis: You manage to conciliate your dark power with your moral impulses. You lose your Temptation. Whenever you use magic to help out or protect someone, you mark experience. Mark a second experience if you do it at the expense of your own safety.", + "hex-fixed-move1": "Bad Luck Charm: Whenever you use magic and miss, the backlash never affects you directly if there's someone else around to hit. It'll go for allies, other hunters, and innocent bystanders. Sometimes, every so often, it might even hit an enemy.", + "hex-move1": "Burn Everything: When you use magic to inflict harm, you can choose to inflict (3 harm, area, magic, obvious) or (3 harm, ignore-armour, magic, obvious).", + "hex-move2": "Cast the Bones: Once per mystery, you may perform some kind of divination (tarot, casting the runes, reading entrails, or something like that) to glean information about the future. When you do, roll +Sharp. On a 10+ hold 2, on a 7-9 hold 1. On a miss, you get some information, but it's not what you want to hear. Spend the hold 1-for-1 to ask any question from the investigate a mystery list, or from the following list", + "hex-move2.1": "What can I gain from this person/place/thing/creature?", + "hex-move2.2": "Who has touched this person/place/thing/creature before me?", + "hex-move2.3": "The Keeper will answer truthfully, with either a direct answer or how to find out more.", + "hex-move3": "Force of Will: When you apply your will to dispelling a magical effect, blocking a spell, or suspending a Phenomenon, roll +Weird. On a hit, momentary magics are cancelled completely, and long-lasting spells and effects are suspended temporarily. On a 10+, you can also spend Luck to instantly snuff out a powerful spell or strange effect. On a 7-9, you take 1 harm as the strain of dismissing magic unravels you.", + "hex-move4": "Luck of the Damned: After you use magic or cast a rote, take +1 forward.", + "hex-move5": "Sympathetic Token: As long as you carry a personal object belonging to someone, such as a lock of hair, a full set of toenails, or a treasured family heirloom, you get +1 ongoing to use magic against them. You can also use magic against them at a distance. If you miss, the token is lost, destroyed, or loses its power.", + "hex-move6": "This Might Sting: You can use magic to heal 3 harm, but the process is exceptionally painful. On a 7-9, it also leaves a gnarly scar.", + "hex-move7": "Wise Soul: Whenever you use magic, right before you roll, you can ask the Keeper what exactly would happen on a miss. If you dislike the risk, you can stop at the last second, and let the spell fizzle harmlessly. All of the effort is wasted.", + "temptation": "Temptation", + "temptation-desc1": "You have a dangerous drive that you pursue, sometimes to the exclusion of your own safety. Decide if your Temptation drove you to learn magic, or if learning magic drove you to it", + "temptation-desc2": "Whenever you give in to your Temptation and act accordingly, you mark experience. If a perfect opportunity presents itself, you need to act under pressure to resist giving in to your Temptation. If you fail this roll, you don’t mark experience like you would have if you’d willingly acted out your desires.", + "temptation-choose": "Choose one Temptation", + "temptation1": "Vengeance: Utilize magic to inflict disproportionate retribution on someone who wronged you.", + "temptation2": "Power: Utilize magic to exert your dominance over another.", + "temptation3": "Addiction: Utilize magic to do what you could do without it.", + "temptation4": "Callousness: Utilize magic without regard for the safety of others.", + "temptation5": "Carnage: Utilize magic to inflict gruesome violence.", + "temptation6": "Secrets: Utilize magic to discover forbidden, dangerous knowledge.", + "temptation7": "Glory: Utilize magic to steal someone’s thunder.", + "rotes": "Rotes", + "rote-desc1": "Whenever you use magic, you can decide afterwards that a particular spell is a Rote that you know. You know how to cast it off the top of your head. Write down in detail the name of the Rote, what it requires, and what it does on a 10+, a 7-9, and a miss. A Rote is a bit more powerful than a basic use magic spell; its glitches are less onerous and its effect may be a little bigger. Unlike regular use magic, the cost and consequences for failing a Rote are known to you in advance.", + "rote-desc2": "Choose two fixed requirements for each Rote from this list", + "rote-req1": "Magic words and ritual gestures.", + "rote-req2": "An object of power (wand, talisman, orb, staff, etc) which must be wielded.", + "rote-req3": "An expendable component such as sulfur, sage, or incense, which must be burned, blown, destroyed or scattered during the casting.", + "rote-req4": "Runes or symbols written or engraved on a surface (which must be prepared).", + "rote-req5": "A spilling of blood (1 harm to you or a willing participant).", + "rote-desc3": "After you cast it for the first time, treat each Rote as a custom move - a specialised version of use magic, which is built with the Keeper.", + "rote-list": "List of Rotes", + "rote-desc4": "You start out knowing up to one Rote, which you can choose when creating your character or during play. You can learn more by taking corresponding Improvements. When you do, you can choose the new Rote right away or in play.", + "rote-desc5": "You roll +Weird to cast a Rote, which requires you to have the needed items at hand and the ability to physically use them.", + "rote-name": "Rote Name", + "rote-reqs": "Requirements", + "rote-effect": "Effects", + "hex-advance1": "Take another Rote", + "hex-advance2": "or an additional Rote", + "hex-advance3": "Gain a Haven, like the Expert, with two options", + "hex-advance4": "Take another two Rotes", + "hex-advance5": "Choose one Advanced Hex Move", + "Pararomantic": "Pararomantic", + "luck-special-pararomantic": "When you spend Luck, mark one Relationship Status box. The Keeper will bring Fate of your Love into play.", + "relation": "Relationship Status", + "guide-name": "Guide Name", + "loving": "Loving", + "broken": "Broken", + "relation-second": "Second Relationship Status", + "guide-name-second": "Second Guide Name", + "bond": "Bond Abuse", + "bond1": "Whenever you do something to abuse the bond with your Guide, like acting against them, or not giving them enough attention, roll +Charm", + "bond1.1": "On a 10+, your action has no effect beyond the exchange of some angry words.", + "bond1.2": "On a 7-9, choose one of the Bond Abuse options below.", + "bond1.3": "On a miss, the Keeper may choose two of the Bond Abuse options below, or something worse.", + "bond2": "Bond Abuse options", + "bond2.1": "Mark one Relationship Status box.", + "bond2.2": "You may not channel the power of your Bond for the rest of the mystery.", + "bond2.3": "You gain the unwelcome attention of others of your Guide's kind.", + "bond2.4": "Someone who shouldn't know finds a clue about your relationship with your Guide.", + "bond-fate": "Fate of your Love", + "bond-fate-desc1": "There is a reason why your love with your Guide is forbidden or doomed. Invent this reason or leave it to the Keeper.", + "bond-fate-desc2": "Whenever you spend Luck, the truth of your love's Fate slowly unfolds. When you mark your last Luck point, it becomes clear that you cannot be together. Your Guide might even end up as an enemy, depending on how things go.", + "bond-fate-desc3": "Whenever you put yourself or somebody else in serious danger in order to conceal the truth about you and your Guide, mark experience.", + "pararomantic-fixed-move1": "Supernatural Guide: You have a (most likely intimate) connection to some supernatural being who is your guide into the world beyond. Choose if your relationship is secret or not", + "pararomantic-fixed-move1.1": "Determine what kind of creature your Guide is and how your relationship works. Say what kind of power they possess. The Keeper will decide how it works and define your Guide as a threat.", + "pararomantic-fixed-move1.2": "If your Guide is another hunter, determine together how your relationship works.", + "pararomantic-fixed-move1.3": "Whenever you would roll +Weird, you can roll +Charm instead, by channeling the power of your Bond. When you do so and miss, in addition to the usual consequences, you and your Guide suffer as when you miss a roll for Bond Abuse.", + "pararomantic-move1": "Bonding Time: If you spend some quality time with your Guide instead of working on the current mystery, you can roll +Charm. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 to", + "pararomantic-move1.1": "Erase one used Relationship Status mark.", + "pararomantic-move1.2": "Use a Pararomantic move you haven't picked.", + "pararomantic-move1.3": "Receive a gift from your Guide.", + "pararomantic-move1.4": "Take +1 forward.", + "pararomantic-move2": "Dark Desires: You may use manipulate someone on monsters, as long as you are using emotional ties.", + "pararomantic-move3": "The Power of Love: When you use help someone to help your Guide, don't roll +Cool. You automatically help as though you'd rolled a 10. If your Guide is another hunter, the same applies when they use help someone to help you.", + "pararomantic-move4": "Do As The Supernatural Do: You can take an unnatural move from your Guide's playbook (if they are a hunter). If they are a monster, choose a move from a suitable supernatural playbook. The Keeper may offer you a custom move instead.", + "pararomantic-move5": "I Am Theirs And They Are Mine: Whenever you are in danger, your Guide knows it. If your Guide is suffering harm (and it's feasible), you can spend Luck to redirect the attack onto yourself as if you have rolled 10+ with protect someone. If you are suffering harm, you can decide that your Guide has protected you and is suffering this harm instead. If you choose this, roll for Bond Abuse.", + "pararomantic-move6": "Monster Empathy: When you try to work out what a supernatural creature desires, roll +Charm. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 to ask the following questions - the Keeper will answer honestly", + "pararomantic-move6.1": "What do they most desire?", + "pararomantic-move6.2": "What would they accept as good enough for now?", + "pararomantic-move6.3": "What would distract them?", + "pararomantic-move7": "Spirit Touched: Your experiences have made you sensitive to the supernatural. When you sense magical things, roll +Weird. On a 10+, you can sense them fully. On a 7-9, choose: either sense them fully but they notice you too, or you sense only impressions.", + "pararomantic-equip": "Normal Equipment", + "pararomantic-gear1": "Golf club, baseball bat, cricket bat, or hockey stick (2 harm, hand, innocuous, messy)", + "pararomantic-gear2": "Pocket knife or multitool (1 harm, hand, useful, small)", + "pararomantic-gear3": "Small handgun (2 harm, close, loud, reload)", + "pararomantic-gear4": "Bicycle", + "pararomantic-gear5": "Fairly new car in decent condition", + "pararomantic-gear6": "Motorcycle", + "pararomantic-gift": "Gift from your Guide, which must be periodically recharged by interactions with them", + "pararomantic-gift1": "Part of their body, eg. a vial of blood, lock of hair, tears in a phial, fairy dust, etc. It either helps you heal, or counts as a weakness against a specific kind of monster.", + "pararomantic-gift2": "Piece of jewelry, eg. a golden ring, tribal pendant, silver locket, etc. It either provides armour (1 armour, magic) or protects you from the powers of a specific kind of monster.", + "pararomantic-gift3": "A memento of the time when they were human, eg. a portrait/photo from life, diary, favourite hat, doll, lighter, etc. It provides +1 to Bond Abuse rolls.", + "pararomantic-gift4": "A strange or antique weapon, eg. a family sword, ancient staff, holy mace (2 harm, hand, messy), etc. Additionally, add '+magic', '+silver', '+holy', or '+iron' tag to the weapon.", + "pararomantic-advance1": "Take a second Gift from your Guide or add another property to an existing gift", + "pararomantic-advance2": "Change your Guide, as you fall for another supernatural being", + "pararomantic-advance3": "Gain a second Guide. Track the Relationship Status of both Guides separately. Both Guides initially hate each other, but this could change through play. All moves that applied to your original Guide can now apply to either one", + "pararomantic-advance4": "Erase all marks from the Relationship Status track(s)", + "Searcher": "Searcher", + "searcher-extra-luck": "Extra Luck point", + "searcher-extra-luck-desc": "Use if you have the corresponding First Encounter move", + "luck-special-searcher": "When you spend Luck, your First Encounter comes up in play. It could be a flashback, new occurrence, or related event.", + "searcher-gear-base": "A laptop, a car or motorcycle, a camera, and binoculars", + "searcher-tools": "Investigation Tools", + "searcher-gear1": "A bag of cameras and microphones", + "searcher-gear2": "Forensic tools", + "searcher-gear3": "Ghost hunting tools", + "searcher-gear4": "Scientific measuring tools", + "searcher-gear5": "Cryptid hunting gear", + "searcher-gear6": "Historical documents and witness reports of strange events", + "searcher-gear7": "Maps, blueprints, and building reports for significant places", + "searcher-weapon": "Self-defence Weapons", + "searcher-gear8": "Walking stick (1 harm, hand, innocuous)", + "searcher-gear9": "Small handgun (2 harm, close, reload, loud)", + "searcher-gear10": "Small knife (1 harm, hand, messy)", + "searcher-gear11": "Martial arts training (1 harm, hand, innocuous)", + "searcher-gear12": "Incapacitating spray (0 harm, hand, irritating)", + "searcher-gear13": "Heavy flashlight (1 harm, hand, innocuous)", + "searcher-fixed-move1": "First Encounter: One strange event started you down this path, sparking your need to discover the truth behind the unexplained. Decide what that event was, pick a category below and take the associated move. Then tell everyone what happened to you (or someone close to you).", + "searcher-fixed-move1.1": "Cryptid Sighting: You take note of any reports of strange creatures. Whenever you first see a new type of creature, you may immediately ask one of the investigate a mystery questions.", + "searcher-fixed-move1.2": "Zone of Strangeness: Things are not fixed. You never need to act under pressure when supernatural forces alter the environment around you, and you get protection (2 armour) against harm from sudden changes to the laws of physics.", + "searcher-fixed-move1.3": "Psychic Event: Your mind is awakened. You may act under pressure to use the sensitive weird move, or (if you already have sensitive) the empath weird move.", + "searcher-fixed-move1.4": "Higher Power: Something looks out for you. You start with an extra Luck point.", + "searcher-fixed-move1.5": "Strange Dangers: You are always watching for hazards. When you have no armour, you still count as having protection (1 armour).", + "searcher-fixed-move1.6": "Abduction: They taught you hidden knowledge. Gain +1 to any move when you research strange or ancient secrets to do it.", + "searcher-fixed-move1.7": "Cosmic Insight: You have encompassed the soul of the universe. You never need to act under pressure due to feelings of fear, despair, or isolation.", + "searcher-move1": "Prepared to Defend: Even truth-seekers need to fight sometimes. Whenever you suffer harm when you kick some ass or protect someone, you suffer 1 harm less.", + "searcher-move2": "Fellow Believer: People understand you've also known strangeness. Bystanders will talk to you about weird things they would not trust another hunter (or a mundane official) to believe.", + "searcher-move3": "Guardian: You have a mystical ally (perhaps a spirit, alien, or cryptid) who helps and defends you. Define them, and their powers, with the Keeper's agreement. Their look is one of: invisible, an intangible spirit thing, a weird creature, disguised as an animal, or disguised as a person.", + "searcher-move4": "Just Another Day: When you have to act under pressure due to a monster, phenomenon, or mystical effect, you may roll +Weird instead of +Cool.", + "searcher-move5": "Network: You may gain an ally group of others who had experiences similar to your First Encounter - perhaps they're a support group or a hobbyist club. Detail up to five members with useful skills related to what happened to them (none are up for fighting monsters).", + "searcher-move6": "Ockham's Broadsword: When you first encounter something strange, you may ask the Keeper what sort of thing it is. They will tell you if it (or the cause) is: natural, an unnatural creature, a weird phenomenon, or a person. You gain +1 forward dealing with it.", + "searcher-move7": "The Things I've Seen: When you encounter a creature or phenomenon, you may declare that you have seen it before. The Keeper may ask you some questions about that encounter, and will then tell you one useful fact you learned and one danger you need to watch out for (maybe right now).", + "searcher-advance1": "Take a second First Encounter move, based on a recent mystery", + "searcher-advance2": "Resolve your First Encounter. The Keeper makes the next mystery about this event, and should try to answer all remaining questions about it during the mystery (although there are sure to be new threads to investigate after...)", + "Exile": "Exile", + "luck-special-exile": "When you spend Luck, you'll find something from your original life. Maybe something good, maybe something bad.", + "exile-origin": "Origin", + "exile-origin-desc1": "You were taken from your home in the past, and dropped into the modern world with only what you were carrying.", + "exile-origin-desc2": "Your nemesis came to the modern world as well, and is aware that you followed them. They will try and kill you if you don't kill them first. Decide who or what they are (with the Keeper's agreement).", + "exile-origin-desc3": "How did you get transported to the modern day?", + "exile-origin1": "You were pursuing your nemesis.", + "exile-origin2": "Your nemesis had already travelled to the future, so you (or your comrades) cast a spell to send you after it.", + "exile-origin3": "Magical accident or side-effect.", + "exile-origin4": "You angered a sorcerer.", + "exile-origin5": "Divine intervention.", + "exile-origin6": "One moment you were there, the next you were here.", + "exile-origin7": "A strange place or artifact brought you.", + "exile-origin8": "You were frozen, and recently unearthed and revived.", + "exile-move1": "Adept Sorcerer: You have a familiar spirit (usually in the guise of a pet) that counts as an ally: subordinate (motivation: to follow your exact instructions).", + "exile-move2": "Warrior: If you are fighting with (and against) old-fashioned hand weapons and suffer harm, you suffer 1 harm less. Monster attacks almost always count as old-fashioned for this move.", + "exile-move3": "Traditional Remedies: You can treat injuries without any need for modern medical supplies (although you might need someone to hold the patient down). Dealing with a poison, infection, or disease might need you to track down some specific ingredients (eg. healing herbs).", + "exile-move4": "Immortal Name: Your monster-hunting exploits are legendary, so much that your name still scares monsters and minions. You may use threats to use the move manipulate someone on monsters if they understand enough to have heard stories about you.", + "exile-move5": "Hearty Constitution: You never suffer from normal illnesses, and get +1 ongoing against magical illnesses and poisons. You've been through worse.", + "exile-move6": "Confused: Mark experience whenever your bafflement with the modern world gets in the way of monster-hunting.", + "exile-move7": "Ancient Magics: You learned magic when less lore had been lost. When you use magic, on a 7-9, don't choose a glitch. Instead, take -1 forward.", + "exile-move8": "Learned: You researched all the legends and tales of monsters in your home time. When you investigate a mystery, you can ask the Keeper questions from the following list as well as from the usual list", + "exile-move8.1": "Did this creature (or this type of creature) exist in my home time?", + "exile-move8.2": "What defenses are effective against this creature?", + "exile-move8.3": "What do I know about this creature that has been forgotten?", + "exile-armour": "Ancient Armour (0 armour or, 1 armour) appropriate to your origin", + "exile-item": "Whatever you were carrying when you were transported; most likely a monster-hunting kit in some easy-to-carry bag appropriate to your origin", + "exile-weapon": "Ancient Weapons", + "exile-gear1": "Sword (2 harm, hand, messy)", + "exile-gear2": "Axe (2 harm, hand, messy)", + "exile-gear3": "Big sword (3 harm, hand, messy, heavy)", + "exile-gear4": "Big axe (3 harm, hand, messy, heavy)", + "exile-gear5": "Shield (1 harm, hand, 1 armour), (cannot be used at the same time as a heavy weapon)", + "exile-gear6": "Silver knife (1 harm, hand, silver)", + "exile-gear7": "Bow (2 harm, close)/(1 harm, far)", + "exile-gear8": "Crossbow (2 harm, close, slow)", + "exile-gear9": "Handgonne (1 harm, hand/close, loud, volatile, smokey, reload)", + "exile-gear10": "Arquebus (2 harm, close, loud, volatile, heavy, smokey, reload)", + "exile-gear11": "Spear (2 harm, hand/close)", + "exile-gear12": "Big knife (1 harm, hand)", + "exile-gear13": "Cudgel (1 harm, hand)", + "exile-gear14": "Martial arts (1 harm, hand)", + "exile-ally": "you find one of your old comrades, who has come to join you in the modern day", + "exile-advance1": "Find a cache of objects left for you by your comrades in the past. The Keeper will decide what's in it, but it will be things that they expected you would need in the future", + "exile-return": "Optionally, you may return home to the past", + "exile-advance2": "When you use magic, you may choose to 'create a gateway between the modern world and my home' as an effect. You cannot control who uses the gateway or exactly where it opens at the other end", + "Hardcase": "Hard Case", + "luck-special-hardcase": "When you spend Luck, an enemy from your past comes back into your life. They aren’t happy to see you.", + "hardcase-adv-harm": "Extra harm box", + "hardcase-fixed-move1": "Unstoppable: When you spend Luck to avoid harm you are about to suffer, additionally remove all harm you had already suffered. Once per mystery, when you are about to take major damage (2 harm or more), change it to just 1 harm.", + "hardcase-move1": "FINISH HIM!: Whenever you inflict a massive injury (3 harm or more), you may immediately follow up with another attack. Roll +Tough. On a 10+, double the harm you cause. On a 7-9, you inflict 1 harm extra. On a miss, you leave yourself open and vulnerable.", + "hardcase-move2": "Weapon Master: When you take possession of a new weapon, you may change or remove one tag when you are using it (eg. 'heavy' becomes 'ignore-armour', or 'unreliable' is removed). The changed tag only applies for you. When you get this move, apply it to all your current weapons.", + "hardcase-move3": "Aim For The Weak Spot: Your unarmed and hand weapon attacks all get the 'ignore-armour' tag.", + "hardcase-move4": "Inspired Guesswork: Once per mystery, when you observe a monster in action, you may investigate a mystery to discover its powers, motivations, or weaknesses. It works even if what you asked about wasn't displayed; you work it out by deduction (or guessing).", + "hardcase-move5": "Come Get Some: You can challenge your foes to fight you alone, maybe in words or maybe just by being the biggest and baddest in the team. Roll +Tough. On a 10+, they all go for you. On a 7-9, they go for you, mainly, but maybe one or two of your comrades are getting marked too. On a miss, they come for you harder than you expected.", + "hardcase-move6": "Property Damage: You can smash your way through almost anything. If it is at all possible to destroy an inanimate object with the tools at your disposal, you can roll +Sharp to work out how. On a 10+, you can pulverize it, no trouble. On a 7-9, it will either take a long time, or you can't break it all down - your choice. On a miss, you hurt yourself getting it done, or get trapped in a bad spot.", + "hardcase-weapons": "Hard Case Weapons", + "hardcase-gear1": "Crowbar (2 harm, hand, messy)", + "hardcase-gear2": "Chainsaw (3 harm, hand, messy, unreliable, loud, heavy)", + "hardcase-gear3": "Automatic shotgun (3 harm, close, loud, reload, auto)", + "hardcase-gear4": "Huge knife (2 harm, hand, messy)", + "hardcase-gear5": "Hand cannon (3 harm, close, loud)", + "hardcase-gear6": "Submachinegun (2 harm, close, reload, auto)", + "hardcase-gear7": "Battered assault rifle (3 harm, close/far, auto)", + "hardcase-normal": "Normal Weapons", + "hardcase-gear8": ".38 revolver (2 harm, close, reload, loud)", + "hardcase-gear9": "Shotgun (3 harm, close, messy, loud)", + "hardcase-gear10": "Hunting rifle (2 harm, far, loud)", + "hardcase-gear11": "9mm (2 harm, close, loud)", + "hardcase-gear12": "Big knife (1 harm, hand)", + "hardcase-gear13": "Magnum (3 harm, close, reload, loud)", + "hardcase-advance1": "Gain command of a team of monster-hunters", + "hardcase-advance2": "Add an extra harm box on the Dying side", + "Luchador": "Luchador", + "luck-special-luchador": "The Luchador is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "luchador-fixed-move1": "Signature Move: Like every great wrestler, you have perfected a signature move for the ring. It works outside the ring as well.", + "luchador-fixed-move1.1": "When you unleash your signature move on something, roll +Tough. On a 10+, you do 2 harm and take +1 forward. On a 7-9, you do 1 harm and take +1 forward. On a miss, your opponent counters the move.", + "luchador-move1": "Master Técnico: When fighting unarmed, you get +1 to kick some ass and help out.", + "luchador-move2": "Intensive Training: Take +1 Tough (max +3).", + "luchador-move3": "Noble Heroism: When you successfully protect someone, give a nearby hunter +1 forward.", + "luchador-move4": "Consummate Athlete: You get +1 ongoing for vigorous physical feats (outside of combat).", + "luchador-move5": "Machismo!: Hah! You think that really hurt? By force of will, you can ignore pain and injury. When you suffer harm and just tough it out, roll +Cool. On a 10+, you heal 1 harm and gain +1 forward. On a 7-9, you heal 1 harm. On a miss, pretending to be tough you suffer 1 extra harm, in an embarrassing way if possible.", + "luchador-move6": "Daredevil Move: You can attempt a tricky, high risk manoeuver to gain an advantage on an opponent. Roll +Tough. On a 10+ pick three, on a 7-9, pick one", + "luchador-move6.1": "Interrupt a move someone or something else is making, so they can't do it yet.", + "luchador-move6.2": "Take +1 forward.", + "luchador-move6.3": "Give another hunter +1 forward.", + "luchador-move6.4": "Inflict 2 harm if you are unarmed, and your weapon's harm if you are armed.", + "luchador-move6.5": "You don't suffer harm in return.", + "luchador-move6.6": "On a miss, you suffer 1 harm from your failed move, and leave yourself open to your foes.", + "luchador-move7": "Inspiring Speech: When you rally a group with your ringside style, roll +Charm. On a 10+, they are pumped and ready to risk life and limb for the cause. On a 7-9, they are ready to pitch in their help, as long as there is little personal risk. Choose one thing for them to do", + "luchador-move7.1": "Act as an angry mob, unleashed at the target you name.", + "luchador-move7.2": "Be a vigilant watch force.", + "luchador-move7.3": "Go wherever you tell them to.", + "luchador-move7.4": "Help construct a trap.", + "luchador-move7.5": "On a miss, you lose face with the bystanders.", + "luchador-move8": "Sly Rudo: When you fight, you fight dirty. When you inflict harm on a monster, you can lure it into a trick. Roll +Sharp. On a 10+, the monster really fell for it, inflict +1 harm and +1 ongoing vs. the monster. On a 7-9, the monster fell for it, inflict +1 harm. On a miss, your trick backfires.", + "luchador-move9": "Fan Following: Your exploits in the ring have not gone unnoticed. When you contact a devoted fan to help you with a mystery, roll +Charm. On a 10+, they're available and helpful - they can fix something, give you a lift, or do some other favour. On a 7-9, they're prepared to help, but it's either going to take some time or you're going to have to do part of it yourself. On a miss, you burn some bridges.", + "luchador-weapons": "Normal Weapons", + "luchador-gear1": ".38 revolver (2 harm, close, reload, loud)", + "luchador-gear2": "9mm (2 harm, close, loud)", + "luchador-gear3": "Shotgun (3 harm, close, messy, loud)", + "luchador-gear4": "Heavy chain (2 harm, hand, area)", + "luchador-gear5": "Sledgehammer (3 harm, hand, messy)", + "luchador-gear6": "Big knife (1 harm, hand)", + "luchador-gear7": "Brass knuckles (1 harm, hand, stealthy)", + "luchador-vehicle": "Stylish Vehicle", + "luchador-gear8": "Foreign sports car", + "luchador-gear9": "Giant off-road vehicle", + "luchador-gear10": "Limo and chauffeur", + "luchador-gear11": "Tricked out motorcycle", + "luchador-gear12": "Van with custom paint job", + "luchador-ally": "another wrestler who has chosen to fight monsters with you", + "luchador-advance1": "Gain a Haven, like the Expert, with two options", + "Meddlingkid": "Meddling Kid", + "luck-special-meddlingkid": "When you spend Luck, you will see something you weren’t supposed to see. It might help you with your current mystery or it might just scare you.", + "meddlingkid-animal": "Animal Allies", + "meddlingkid-animal-desc": "Animal allies follow the normal rules for allies, except for communication. Animal allies can understand commands about as well as a very clever dog (regardless of what sort of animal they are).", + "meddlingkid-move1": "Unmasked!: When you have a monster captured or at bay, you may explain it is not a monster after all but a specific person in a mask. You must explain the real reason for all the seemingly supernatural events you have seen, and how the villain was behind them. When you reveal the culprit, roll +Sharp. On a 10+, your deduction is correct and it really is that person in a mask! On a 7-9, the Keeper must choose one of", + "meddlingkid-move1.1": "This really is a monster, but the named bystander was secretly their ally all along.", + "meddlingkid-move1.2": "You are correct, but while you talked, they found a way to attempt an escape.", + "meddlingkid-move1.3": "The explanation for all the events is correct but you picked the wrong person; when you unmask them, the villain is someone unexpected.", + "meddlingkid-move1.4": "On a miss, the monster gets an opportunity to create chaos while you explain your (incorrect) deductions.", + "meddlingkid-move2": "Power Snack: Pick a favourite snack food. Whenever you take a moment to eat some and enjoy it, take +1 forward.", + "meddlingkid-move3": "Wallop!: When you use an improvised weapon to attack something, you may choose one of these extra effects", + "meddlingkid-move3.1": "Inflict 1 harm.", + "meddlingkid-move3.2": "Momentarily stun them with a blow to the head.", + "meddlingkid-move3.3": "Trip or entangle them.", + "meddlingkid-move3.4": "Inflict 2 harm but the improvised weapon breaks.", + "meddlingkid-move4": "It's A Trap!: When you make a trap to capture a monster or minion, roll +Sharp. On a hit, you capture something! On a 10+, you can choose one of these extra effects", + "meddlingkid-move4.1": "It will take some time for the victim to get free.", + "meddlingkid-move4.2": "The trap inflicts harm (as an improvised weapon).", + "meddlingkid-move4.3": "The trap may be reset and reused later. Roll the move again when you do so, with +1 forward.", + "meddlingkid-move5": "Tell Me The Truth!: When you are questioning somebody to investigate a mystery, you may ask questions from the following list as well as from the usual list", + "meddlingkid-move5.1": "Who has something to gain from this situation?", + "meddlingkid-move5.2": "What are you plotting?", + "meddlingkid-move5.3": "Are you lying to me?", + "meddlingkid-move5.4": "Who knows about _____?", + "meddlingkid-move6": "Run Away!: When you decide to get out of a bad situation, you can get away just fine. Unfortunately you will end up somewhere just as bad, that is important to the current mystery.", + "meddlingkid-move7": "A Pleasant and Friendly Manner: When you politely manipulate someone, your impeccable manners always count as a reason for the person to do what you say.", + "meddlingkid-gadgets": "Mystery-solving Gadgets", + "meddlingkid-gear1": "Magnifying glass", + "meddlingkid-gear2": "Microscope", + "meddlingkid-gear3": "A van", + "meddlingkid-gear4": "Library card", + "meddlingkid-gear5": "Chemistry kit", + "meddlingkid-gear6": "A set of walkie-talkies", + "meddlingkid-gear7": "Fingerprint kit", + "meddlingkid-gear8": "Camera", + "meddlingkid-ally": "someone to join the gang, it may be an animal (most likely a dog or a cat)", + "Sidekick": "Sidekick", + "luck-special-sidekick": "The Sidekick is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "hero": "Hero", + "hero-desc1": "Pick one of the other hunters to be your hero. This is the person you decided is such an awesome monster-hunter that you are going to spend your time helping them out.", + "hero-desc2": "Decide what your relationship is, with agreement from the hero's player. Eg. an older sibling, a parent, a friend who was always better than you, perhaps they saved you from a monster, or you found out about their monster hunting by accident, etc. Optionally, you may choose to copy some aspect of your hero's looks.", + "hero-desc3": "When your hero's player has picked their ratings, ask them which is highest. You've been trying to be like them, so you get an extra +1 to that rating. If they have a tie for highest, you can pick which one you put your +1 on.", + "sidekick-fixed-move1": "There's no 'I' in 'Team': You get +1 ongoing to help out; +2 ongoing, if you are helping out your hero.", + "sidekick-move1": "Caddy: You carry all your hero's stuff around. That means you can use anything from their gear list, unless they are currently holding it. Plus, if the item is not unique, you carry spares. For anything like that, you can use one of the spares even if your hero is currently using it.", + "sidekick-move2": "As You Wish: Mark experience whenever your hero orders or requests that you do something you don't want to do, and you go ahead and do it.", + "sidekick-move3": "Bodyguard: If something bad is going to happen to your hero, your comrades, or a bystander, and you are right there, you may throw yourself in harm's way. Whatever was going to happen to them happens to you instead.", + "sidekick-move4": "Me Too!: If your hero makes a roll for a move, and you copy what they did (i.e. the same move), you may choose not to roll. Instead, use the outcome of your hero's roll.", + "sidekick-move5": "I Can Make You Look Good: If you help out your hero, you may choose to change the outcome of your dice roll with the outcome of their original dice roll.", + "sidekick-move6": "Journeyman (or Journeywoman): Take a move that your hero has.", + "sidekick-hero-weapon": "Hero's Weapon (from your hero's gear options)", + "sidekick-weapons": "Sidekick Weapons", + "sidekick-gear1": ".38 revolver (2 harm, close, reload, loud)", + "sidekick-gear2": "Shotgun (3 harm, close, messy, loud)", + "sidekick-gear3": "Baseball bat (2 harm, hand)", + "sidekick-gear4": "9mm (2 harm, close, loud)", + "sidekick-gear5": "Big knife (1 harm, hand)", + "sidekick-ally": "another sidekick for your hero, your junior", + "sidekick-advance1": "Change playbooks to the same as your hero (overrides the rule that only one of each playbook may be in play)", + "sidekick-advance2": "Change your hero; pick another hunter to be your new hero", + "Snoop": "Snoop", + "luck-special-snoop": "When you spend Luck, you’re going to suffer some technical difficulties, eg. breakdowns, communication problems, weird noises in the recordings, etc.", + "snoop-crew": "Crew", + "snoop-crew-desc1": "Decide if your crew are made up of the other hunters, or if you have your own entourage. If they are other people, there are 1-3 of them. Pick a name and job for each. If it's the other hunters, decide together who gets which job.", + "snoop-crew-desc2": "Crew jobs: camera, sound, editing, dogsbody, researcher, driver, director, producer, bodyguard, etc.", + "snoop-move1": "\"What Does That Feel Like?\": When you put your camera/microphone right in a person's face, they automatically break off whatever they are doing. They might go right back to it after they deal with you, but you'll create enough time for everyone else to act in the meantime.", + "snoop-move2": "Minor Celebrity: At the beginning of each mystery, roll +Weird. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 during the mystery to have someone you meet know of you in a positive light (maybe they read your blog, listen to your podcast, or watch your Internet/TV show, etc). You may end up getting asked for autographs or given 'hot' leads, too.", + "snoop-move3": "We'll Fix It In Post: You can use anything you could conceivably have recorded as evidence for investigate a mystery, allowing you to check previous interviews, attack sites, and so on, from the comfort of your laptop.", + "snoop-move4": "I'm A Reporter!: When you investigate a mystery by talking to witnesses, interviewing locals, or anything else requiring interpersonal skills, roll +Charm instead of +Sharp.", + "snoop-move5": "Truthiness: Whatever you tell a normal person, they'll accept that you think it's true. If it's far out, they might think you're crazy, but they won't think you're lying.", + "snoop-move6": "The Mojo Wire: When you read all the current news feeds looking for the weird and crazy stuff, take +1 forward.", + "snoop-move7": "Relaxed Producer: You're employed, with a regular paycheck and little or no oversight. As long as you send in a story every few days, no matter how bizarre, you're set. Every now and again, they'll send you somewhere in particular, and when that happens it usually involves supernatural activity; unless they need human interest, in which case it will be a kitten show or agricultural fair or something.", + "snoop-gear-base": "A laptop", + "snoop-recording": "Recording Devices", + "snoop-gear1": "Digital video camera", + "snoop-gear2": "Tiny digital video camera", + "snoop-gear3": "Film camera (8mm or 16mm)", + "snoop-gear4": "Digital sound recorder", + "snoop-gear5": "Cassette tape recorder", + "snoop-gear6": "Infrared video camera", + "snoop-gear7": "Pro sound gear with boom mike", + "snoop-gear8": "Remote controlled camera drone", + "snoop-gear9": "Starlight camera", + "snoop-gear10": "Steadicam rig", + "snoop-gear11": "Laser microphone", + "snoop-gear12": "SLR camera", + "snoop-detector": "Detectors", + "snoop-gear13": "Electromagnetic field detector", + "snoop-gear14": "Temperature fluctuation detector", + "snoop-gear15": "Ouija board", + "snoop-gear16": "Humidity meter", + "snoop-gear17": "Dowsing rods", + "snoop-gear18": "Chemistry test kit", + "snoop-gear19": "Metal detector", + "snoop-gear20": "Compass", + "snoop-gear21": "GPS receiver", + "snoop-gear22": "Laser rangefinder", + "snoop-gear23": "Pendulum", + "snoop-weapon": "Subtle Weapons", + "snoop-gear24": ".32 revolver (2 harm, close, reload, small)", + "snoop-gear25": "9mm (2 harm, close, loud)", + "snoop-gear26": "Knife (1 harm, hand, hidden)", + "snoop-gear27": "Multitool/pocket knife (1 harm, hand, hidden, useful)", + "snoop-advance1": "Gain a Haven, like the Expert, with one option plus a film lab", + "snoop-ally": "possibly one of your existing crew members, or the whole crew as an ally team", + "Summoned": "Summoned", + "luck-special-summoned": "When you spend Luck, another sign of the Apocalypse will come to pass. When you have spent all your Luck, the Apocalypse begins.", + "apocalypse": "Apocalypse", + "apocalypse-desc1": "You are destined to bring about the Apocalypse. You may or may not know about it yet, but you have at least come across some hints of your destiny.", + "apocalypse-desc2": "Pick a sign of the Apocalypse, with help from the Keeper (and maybe the rest of the group) that has already been revealed to you. Whenever you spend Luck, you'll trigger another sign of the Apocalypse. You can suggest what it might be, but it will be the Keeper's job to bring the sign into the story.", + "apocalypse-sign-example": "Example signs", + "apocalypse-sign-list": "Betrayal, An army of monsters rises, Rain of fire, Eternal darkness, Things from beyond, Take your throne, Red sun, The Portal opens, Plague, Learn your true name, The Stars are Right Breaking the Seal, Murder of the King, The Beast slouches into the world, Become the Dragon, The Coronation, Your Hosts assemble, The fall of the Tower, The seas boil, Natural disasters, Judgement Day, World war, Famine, Ancient Evil reborn", + "apocalypse-desc3": "When you have spent all your Luck, the Apocalypse is imminent. It's up to you to stop, or cause, the end of the world. Your call.", + "summoned-fixed-move1": "Freakish: You're weird, and people react badly. You cannot use manipulate someone on a person until you prove yourself to them first (this includes the other hunters, and it's up to them to decide when you have proved yourself). Until then, people will just try to get away from you. You can spend Luck to have a person take to you. Don't roll manipulate someone; they act as though you'd rolled a 12. On the other hand, you can use manipulate someone on monsters that can reason and talk (but they always want something really bad).", + "summoned-move1": "What Are You Looking At?: When you talk to a monster (capable of reason and speech), they will recognize you and your potential. If you ask them what they know, pick one for the Keeper to reveal", + "summoned-move1.1": "Tell me something about where I'm from.", + "summoned-move1.2": "Tell me something about my destiny.", + "summoned-move1.3": "Tell me something about who I really am.", + "summoned-move1.4": "Tell me something about the Apocalypse.", + "summoned-move2": "Should I Feel That?: Your body has 2 armour. This does not stack with any other armour.", + "summoned-move3": "Mayhem!: When you grab a nearby large object and use it as an improvised weapon, first determine how much damage it will do.", + "summoned-move3-guide": "Guidelines", + "summoned-move3.1": "Fire extinguisher, fence post, furniture, etc: 2 harm", + "summoned-move3.2": "Motorcycle, lamppost, masonry chunk, etc: 3 harm", + "summoned-move3.3": "Car, dumpster, boulder, etc: 4 harm", + "summoned-move3.4": "Bus, truck, wall, etc: 5 harm", + "summoned-move3-desc": "After you inflict harm with it (with a kick some ass roll or otherwise), roll +harm your weapon actually caused. On a miss, you use it without trouble. On a 7-9 pick one side effect, on a 10+ pick two", + "summoned-move3.5": "You hurt someone nearby as well as your target.", + "summoned-move3.6": "You make something about the situation worse.", + "summoned-move3.7": "You lose control of your improvised weapon.", + "summoned-move3.8": "You cause massive property damage.", + "summoned-move3.9": "Your improvised weapon breaks.", + "summoned-move4": "Absolute Badass: Take +1 Tough (max +3).", + "summoned-move5": "Screw You: Spend Luck to get +1 ongoing vs. one particular monster. This lasts until that monster is dead.", + "summoned-move6": "Whatever: Spend Luck to get +1 Tough for the remainder of the current mystery (max +4).", + "summoned-move7": "Why So Serious?: If you cap off a move with an appropriate one-liner, the team gets +1 forward (so the next hunter who makes a roll gets +1).", + "summoned-weapon": "Huge Weapon", + "summoned-gear1": "Super hand cannon (4 harm, close, heavy, loud, reload)", + "summoned-gear2": "Machinegun (3 harm, close, auto, heavy, messy, loud, reload)", + "summoned-gear3": "Rocket launcher (4 harm, far, area, heavy, messy, loud, reload)", + "summoned-gear4": "Gigantic Hellsword (4 harm, hand, heavy, messy, magic)", + "summoned-gear5": "Automatic shotgun (3 harm, close, auto, heavy, loud, reload)", + "summoned-gear6": "Red right hand (3 harm, hand, magic)", + "summoned-heavy": "Heavy Weapons", + "summoned-gear7": "Sledgehammer (3 harm, hand, heavy, messy)", + "summoned-gear8": "Big sword (3 harm, hand, heavy, messy)", + "summoned-gear9": "Big axe (3 harm, hand, heavy, messy)", + "summoned-gear10": "Magnum (3 harm, close, loud, reload)", + "summoned-gear11": "Shotgun (3 harm, close, messy, loud, reload)", + "summoned-advance1": "Gain an ally team of monster-hunters (or monstrous hunters) under your command", + "summoned-advance2": "Get a position in a Sect, like the Initiate. Describe the Sect and its Traditions (or join a Sect that already exists in your game). Gain the move for when you are in good standing with your Sect", + "summoned-advance3": "Turn evil (again?). Retire this character, they become one of the Keeper's threats", + "Traveler": "Traveler", + "luck-special-traveler": "The Traveler is an old playbook and does not have any official Luck Special move. You may come up with a corresponding move for use in your game with help from the Keeper.", + "traveler-transport": "Means of Transport", + "traveler-transport-desc1": "You can visit future events, past events or remote places, either alone or with the whole team. The Keeper will decide (maybe with help from the group) how time travel will work; changing the past, alternate timelines, small changes producing major changes etc.", + "traveler-transport-desc2": "When traveling through time and space, roll +Sharp. On a 10+, you arrive at the desired place at the desired time. On a 7-9, you arrive at either the desired place or, at the desired time; your choice. On a miss, you are lost; this is probably quite serious.", + "traveler-transport-desc3": "Choose one means of transport for your travels through time and space. Each transportation medium has both positive and negative traits. Always keep in mind that time travel is by no means a safe trip.", + "traveler-transport1": "It’s bigger on the inside: Your time machine is multidimensional, as small as a phone booth on the outside, but as big as a spaceship on the inside. Things inside it cannot be tracked by normal means. To travel, it disappears from one place and appears in another, but otherwise it is completely stationary and cannot be transported at all.", + "traveler-transport2": "Teleportation: You can teleport instantly if you have a clear line of sight of the destination or if you know it very well. Otherwise, you need to study the spacetime continuum for a few hours, or even days, to plan the trip, so as to not end up underground or a kilometre above the ground.", + "traveler-transport3": "88 miles per hour: Your time machine looks like a car or a van, not drawing much attention (in time periods after the invention of such vehicles). You can use it to move around like any other vehicle, but it depends on fuel, maintenance parts, roads etc.", + "traveler-transport4": "Time Portal: You open a time portal to your destination. You can only open one portal at a time, and it will remain active for as long as you wish. It allows you to cross it in any direction as many times as you want. But an unattended portal can also be crossed by any person, or monster...", + "traveler-fixed-move1": "Servant of Technology: You are extremely dependent on technology, having difficulties in relating to the supernatural. You get -1 ongoing to use magic or any other moves related to the supernatural or magic.", + "traveler-move1": "Butterfly Effect: At the beginning of each mystery, choose one rating to receive +1 (max +3) and another to receive -1 (min -2) during this mystery. These actions disturb the spacetime and the oscillations of their characteristics is a reflection of that.", + "traveler-move2": "Historian: When you investigate a mystery or read a bad situation, you can choose to ask \"Why does this seem familiar?\" as one of the questions. If possible, the Keeper will describe how a similar situation has happened in the past or future history of the world.", + "traveler-move3": "Inventor: If you want to build, repair, or study a device, the Keeper will tell you how long it will take and what equipment will be needed.", + "traveler-move4": "Prescience: Attacks that can cause your death pop up in your memory. When you take harm and become unstable, you may roll +Weird. On a 10+, you remembered the attack and were able to avoid it completely. On a 7-9, the memory took time to emerge, take 1 harm less or don’t become unstable. On a miss, the memory was incorrect and your avoidance made you unbalanced; in addition to the harm, you take -1 forward.", + "traveler-move5": "Neural Implants: When you need to do something that requires specific training, such as defusing a bomb or flying a helicopter, you already have the information implanted in your brain. You still need to act under pressure, but you know what to do.", + "traveler-move6": "Sufficiently Advanced Technology: You can reproduce the effects of the move use magic with technological tools. You do not roll dice for this, but you must choose an effect and a glitch. This is not magic, so the effect will not have the magic tag and will not work on things affected only by magic. The Keeper may ask for one or more requirements to achieve the effect.", + "traveler-move7": "No Paradoxes: When you say why something should happen to guarantee the future, you can help another hunter and give +1 to their roll, as if you had rolled a 10+ on help out. You still need to describe how you are helping.", + "traveler-move8": "Android/Cyborg: You have cybernetic implants or maybe you're half a machine. In addition to superhuman strength, your punches and kicks are attacks with (3 harm, contact).", + "traveler-move9": "Psychic Paper: You get +1 ongoing in rolls to avoid being detected or remaining unnoticed. You also get +1 ongoing when you manipulate someone by pretending to be someone else.", + "traveler-devices": "Technological Devices", + "traveler-gear1": "Photonic Binoculars: Able to see in total darkness and in different spectra, including infrared", + "traveler-gear2": "Sonic Screwdriver: Able to repair, or damage, simple mechanical and electronic devices (eg. radios, locks, weapons etc)", + "traveler-gear3": "Travel Guide: A small electronic book containing all human historical knowledge up to the present era", + "traveler-gear4": "Portable Laboratory: A small device capable of diagnosing diseases, poisons and abnormal conditions from a drop of blood or similar input", + "traveler-gear5": "Universal Locator: Indicates the exact position in time and space. Can only be blocked with magic or high levels of radiation", + "traveler-gear6": "Hologram Projector: Projects a person-sized hologram (recorded or live) that looks real until touched", + "traveler-gear7": "Instant Translator: Ensures speech and understanding of any natural language (does not work with magic or supernatural languages)", + "traveler-weapon": "Protective Weapons", + "traveler-gear8": "Machete (1 harm, contact)", + "traveler-gear9": "Common revolver (2 harm, close, loud, reload)", + "traveler-gear10": "Shotgun (3 harm, close, messy, loud, reload)", + "traveler-gear11": "Light futuristic weapon (1 harm, add 1 range tag and 3 other tags)", + "traveler-gear12": "Heavy futuristic weapon (3 harm, add 1 range tag and 1 other tag)", + "traveler-advance1": "Delete the move Servant of Technology. You have learnt to deal with the supernatural, no longer receiving any penalties for it", "custom": "Custom", - "luck-special-Custom": "if any", + "luck-special-custom": "You may come up with a Luck Special move for this playbook with help from the Keeper.", "custom-special": "Playbook Special", "custom-special-example": "Like the Expert's haven or the Spellslinger's combat magic", "custom-special-name": "Name of special", @@ -625,6 +1161,5 @@ "custom-moves": "Playbook Moves", "custom-move-name": "Name", "custom-move-description": "Description", - "custom-gear": "Playbook Gear", - "inmrovements-instructions": "4 stats available for improvement (mark one off at character creation without taking the bonus); top stat max +3, all others max +2" -} \ No newline at end of file + "custom-gear": "Playbook Gear" +} diff --git a/Monster of the Week/translations/zu.json b/Monster of the Week/translations/zu.json index e44f3979dc..71fcde0b2a 100644 --- a/Monster of the Week/translations/zu.json +++ b/Monster of the Week/translations/zu.json @@ -27,17 +27,19 @@ "gear": "crwdns141188:0crwdne141188:0", "other-gear": "crwdns141190:0crwdne141190:0", "improvements": "crwdns141192:0crwdne141192:0", - "inmrovements-description": "crwdns141194:0crwdne141194:0", + "improvements-description": "crwdns149586:0crwdne149586:0", "max": "crwdns141196:0crwdne141196:0", - "another-move": "crwdns141198:0crwdne141198:0", + "another-move": "crwdns156690:0crwdne156690:0", "ally": "crwdns141200:0crwdne141200:0", "playbook-move": "crwdns141202:0crwdne141202:0", - "advanced-improvements": "crwdns141204:0crwdne141204:0", + "advanced-improvements": "crwdns149592:0crwdne149592:0", "rating": "crwdns141206:0crwdne141206:0", - "new-type": "crwdns141208:0crwdne141208:0", + "new-playbook": "crwdns149594:0crwdne149594:0", "second-hunter": "crwdns141210:0crwdne141210:0", "basic-moves": "crwdns141212:0crwdne141212:0", "retire": "crwdns141214:0crwdne141214:0", + "erase-luck": "crwdns149596:0crwdne149596:0", + "after-getting-improvement": "crwdns149598:0crwdne149598:0", "history": "crwdns141216:0crwdne141216:0", "pick-one": "crwdns141218:0crwdne141218:0", "pick-two": "crwdns141220:0crwdne141220:0", @@ -46,12 +48,13 @@ "1-fixed-move": "crwdns141226:0crwdne141226:0", "2-fixed-moves": "crwdns141228:0crwdne141228:0", "1-move": "crwdns141230:0crwdne141230:0", - "2-moves": "crwdns141232:0crwdne141232:0", + "2-moves-then": "crwdns149600:0crwdne149600:0", + "2-moves": "crwdns149602:0crwdne149602:0", + "3-moves-then": "crwdns149604:0crwdne149604:0", "3-moves": "crwdns141234:0crwdne141234:0", "choose": "crwdns141236:0crwdne141236:0", "one": "crwdns141238:0crwdne141238:0", - "choose-one": "crwdns141240:0crwdne141240:0", - "choose-two": "crwdns141242:0crwdne141242:0", + "two": "crwdns149606:0crwdne149606:0", "three": "crwdns141244:0crwdne141244:0", "the-chosen": "crwdns141246:0crwdne141246:0", "the-crooked": "crwdns141248:0crwdne141248:0", @@ -59,15 +62,35 @@ "the-expert": "crwdns141252:0crwdne141252:0", "the-flake": "crwdns141254:0crwdne141254:0", "the-initiate": "crwdns141256:0crwdne141256:0", - "the-monsteroue": "crwdns141258:0crwdne141258:0", + "the-monstrous": "crwdns149608:0crwdne149608:0", "the-mundane": "crwdns141260:0crwdne141260:0", "the-professional": "crwdns141262:0crwdne141262:0", - "the-spellslinger": "crwdns141264:0crwdne141264:0", + "the-spellslinger": "crwdns149610:0crwdne149610:0", "the-spooky": "crwdns141266:0crwdne141266:0", "the-wronged": "crwdns141268:0crwdne141268:0", + "the-gumshoe": "crwdns149612:0crwdne149612:0", + "the-hex": "crwdns149614:0crwdne149614:0", + "the-pararomantic": "crwdns149616:0crwdne149616:0", + "the-searcher": "crwdns149618:0crwdne149618:0", + "the-exile": "crwdns149620:0crwdne149620:0", + "the-hardcase": "crwdns149622:0crwdne149622:0", + "the-luchador": "crwdns149624:0crwdne149624:0", + "the-meddlingkid": "crwdns149626:0crwdne149626:0", + "the-sidekick": "crwdns149628:0crwdne149628:0", + "the-snoop": "crwdns149630:0crwdne149630:0", + "the-summoned": "crwdns149632:0crwdne149632:0", + "the-traveler": "crwdns149634:0crwdne149634:0", + "the-actionscientist": "crwdns149636:0crwdne149636:0", + "the-biggamehunter": "crwdns149638:0crwdne149638:0", + "the-constructed": "crwdns149640:0crwdne149640:0", + "the-madscientist": "crwdns149642:0crwdne149642:0", "custom-playbook": "crwdns141270:0crwdne141270:0", + "tome-of-mysteries": "crwdns149644:0crwdne149644:0", + "reinforcements": "crwdns149646:0crwdne149646:0", + "Brazilian": "crwdns149648:0crwdne149648:0", + "fan-made": "crwdns149650:0crwdne149650:0", "chosen": "crwdns141272:0crwdne141272:0", - "luck-special-chosen": "crwdns141274:0crwdne141274:0", + "luck-special-chosen": "crwdns149652:0crwdne149652:0", "your-fate": "crwdns141276:0crwdne141276:0", "fate-description": "crwdns141278:0crwdne141278:0", "fate-unfold": "crwdns141280:0crwdne141280:0", @@ -75,333 +98,339 @@ "fate-heroic1": "crwdns141284:0crwdne141284:0", "fate-heroic2": "crwdns141286:0crwdne141286:0", "fate-heroic3": "crwdns141288:0crwdne141288:0", - "fate-heroic4": "crwdns141290:0crwdne141290:0", - "fate-heroic5": "crwdns141292:0crwdne141292:0", - "fate-heroic6": "crwdns141294:0crwdne141294:0", - "fate-heroic7": "crwdns141296:0crwdne141296:0", - "fate-heroic8": "crwdns141298:0crwdne141298:0", - "fate-heroic9": "crwdns141300:0crwdne141300:0", - "fate-heroic10": "crwdns141302:0crwdne141302:0", - "fate-heroic11": "crwdns141304:0crwdne141304:0", - "fate-heroic12": "crwdns141306:0crwdne141306:0", + "fate-heroic4": "crwdns149654:0crwdne149654:0", + "fate-heroic5": "crwdns149656:0crwdne149656:0", + "fate-heroic6": "crwdns149658:0crwdne149658:0", + "fate-heroic7": "crwdns149660:0crwdne149660:0", + "fate-heroic8": "crwdns149662:0crwdne149662:0", + "fate-heroic9": "crwdns149664:0crwdne149664:0", + "fate-heroic10": "crwdns149666:0crwdne149666:0", + "fate-heroic11": "crwdns149668:0crwdne149668:0", + "fate-heroic12": "crwdns149670:0crwdne149670:0", "doom": "crwdns141308:0crwdne141308:0", "fate-doom1": "crwdns141310:0crwdne141310:0", - "fate-doom2": "crwdns141312:0crwdne141312:0", - "fate-doom3": "crwdns141314:0crwdne141314:0", + "fate-doom2": "crwdns149672:0crwdne149672:0", + "fate-doom3": "crwdns149674:0crwdne149674:0", "fate-doom4": "crwdns141316:0crwdne141316:0", - "fate-doom5": "crwdns141318:0crwdne141318:0", - "fate-doom6": "crwdns141320:0crwdne141320:0", - "fate-doom7": "crwdns141322:0crwdne141322:0", - "fate-doom8": "crwdns141324:0crwdne141324:0", - "fate-doom9": "crwdns141326:0crwdne141326:0", - "fate-doom10": "crwdns141328:0crwdne141328:0", + "fate-doom5": "crwdns149676:0crwdne149676:0", + "fate-doom6": "crwdns149678:0crwdne149678:0", + "fate-doom7": "crwdns149680:0crwdne149680:0", + "fate-doom8": "crwdns149682:0crwdne149682:0", + "fate-doom9": "crwdns149684:0crwdne149684:0", + "fate-doom10": "crwdns149686:0crwdne149686:0", "fate-doom11": "crwdns141330:0crwdne141330:0", - "fate-doom12": "crwdns141332:0crwdne141332:0", - "fate-doom13": "crwdns141334:0crwdne141334:0", - "fate-doom14": "crwdns141336:0crwdne141336:0", - "chosen-fixed1": "crwdns141338:0crwdne141338:0", - "chosen-fixed2": "crwdns141340:0crwdne141340:0", - "chosen-move1": "crwdns141342:0crwdne141342:0", - "chosen-move2": "crwdns141344:0crwdne141344:0", - "chosen-move3": "crwdns141346:0crwdne141346:0", - "chosen-move4": "crwdns141348:0crwdne141348:0", - "chosen-move5": "crwdns141350:0crwdne141350:0", - "chosen-gear1": "crwdns141352:0crwdne141352:0", - "optional": "crwdns141354:0crwdne141354:0", - "chosen-gear2": "crwdns141356:0crwdne141356:0", + "fate-doom12": "crwdns149688:0crwdne149688:0", + "fate-doom13": "crwdns149690:0crwdne149690:0", + "fate-doom14": "crwdns149692:0crwdne149692:0", + "chosen-fixed1": "crwdns149694:0crwdne149694:0", + "chosen-fixed2": "crwdns149696:0crwdne149696:0", + "chosen-move1": "crwdns149698:0crwdne149698:0", + "chosen-move2": "crwdns149700:0crwdne149700:0", + "chosen-move3": "crwdns149702:0crwdne149702:0", + "chosen-move4": "crwdns149704:0crwdne149704:0", + "chosen-move5": "crwdns149706:0crwdne149706:0", + "chosen-gear1": "crwdns156692:0crwdne156692:0", + "chosen-gear2": "crwdns149708:0crwdne149708:0", + "chosen-special-descrip": "crwdns149710:0crwdne149710:0", "form": "crwdns141358:0crwdne141358:0", - "chosen-gear3": "crwdns141360:0crwdne141360:0", + "chosen-gear3": "crwdns149712:0crwdne149712:0", "chosen-gear4": "crwdns141362:0crwdne141362:0", "chosen-gear5": "crwdns141364:0crwdne141364:0", "chosen-gear6": "crwdns141366:0crwdne141366:0", - "chosen-gear7": "crwdns141368:0crwdne141368:0", - "chosen-gear8": "crwdns141370:0crwdne141370:0", - "chosen-gear9": "crwdns141372:0crwdne141372:0", - "chosen-gear10": "crwdns141374:0crwdne141374:0", - "chosen-gear11": "crwdns141376:0crwdne141376:0", - "chosen-gear12": "crwdns141378:0crwdne141378:0", - "chosen-gear13": "crwdns141380:0crwdne141380:0", - "chosen-gear14": "crwdns141382:0crwdne141382:0", + "business-end": "crwdns149714:0crwdne149714:0", + "chosen-gear7": "crwdns149716:0crwdne149716:0", + "chosen-gear8": "crwdns149718:0crwdne149718:0", + "chosen-gear9": "crwdns149720:0crwdne149720:0", + "chosen-gear10": "crwdns149722:0crwdne149722:0", + "chosen-gear11": "crwdns149724:0crwdne149724:0", + "chosen-gear12": "crwdns149726:0crwdne149726:0", + "chosen-gear13": "crwdns149728:0crwdne149728:0", "material": "crwdns141384:0crwdne141384:0", - "chosen-advance1": "crwdns141386:0crwdne141386:0", + "material-desc": "crwdns149730:0crwdne149730:0", + "chosen-advance1": "crwdns149732:0crwdne149732:0", "Crooked": "crwdns141388:0crwdne141388:0", - "luck-special-Crooked": "crwdns141390:0crwdne141390:0", + "luck-special-Crooked": "crwdns149734:0crwdne149734:0", "background": "crwdns141392:0crwdne141392:0", - "background-description": "crwdns141394:0crwdne141394:0", - "background1": "crwdns141396:0crwdne141396:0", - "background2": "crwdns141398:0crwdne141398:0", + "background-description": "crwdns149736:0crwdne149736:0", + "background1": "crwdns149738:0crwdne149738:0", + "background2": "crwdns149740:0crwdne149740:0", "background2.1": "crwdns141400:0crwdne141400:0", "background2.2": "crwdns141402:0crwdne141402:0", - "background2,3": "crwdns141404:0crwdne141404:0", + "background2.3": "crwdns149742:0crwdne149742:0", "background2.4": "crwdns141406:0crwdne141406:0", - "background3": "crwdns141408:0crwdne141408:0", - "background4": "crwdns141410:0crwdne141410:0", + "background3": "crwdns149744:0crwdne149744:0", + "background4": "crwdns149746:0crwdne149746:0", "background4.1": "crwdns141412:0crwdne141412:0", - "background4.2": "crwdns141414:0crwdne141414:0", + "background4.2": "crwdns149748:0crwdne149748:0", "background4.3": "crwdns141416:0crwdne141416:0", - "background4.4": "crwdns141418:0crwdne141418:0", - "background5": "crwdns141420:0crwdne141420:0", - "background6": "crwdns141422:0crwdne141422:0", - "background7": "crwdns141424:0crwdne141424:0", - "crooked-move1": "crwdns141426:0crwdne141426:0", - "crooked-move2": "crwdns141428:0crwdne141428:0", - "crooked-move3": "crwdns141430:0crwdne141430:0", - "crooked-move4": "crwdns141432:0crwdne141432:0", - "crooked-move5": "crwdns141434:0crwdne141434:0", - "crooked-move6": "crwdns141436:0crwdne141436:0", - "crooked-move7": "crwdns141438:0crwdne141438:0", - "crooked-move8": "crwdns141440:0crwdne141440:0", - "crooked-gear1": "crwdns141442:0crwdne141442:0", - "crooked-gear2": "crwdns141444:0crwdne141444:0", + "background4.4": "crwdns149750:0crwdne149750:0", + "background5": "crwdns149752:0crwdne149752:0", + "background6": "crwdns149754:0crwdne149754:0", + "background6.1": "crwdns149756:0crwdne149756:0", + "background7": "crwdns149758:0crwdne149758:0", + "crooked-move1": "crwdns156694:0crwdne156694:0", + "crooked-artifact1": "crwdns156696:0crwdne156696:0", + "crooked-artifact2": "crwdns156698:0crwdne156698:0", + "crooked-artifact3": "crwdns156700:0crwdne156700:0", + "crooked-artifact4": "crwdns156702:0crwdne156702:0", + "crooked-artifact5": "crwdns156704:0crwdne156704:0", + "crooked-move2": "crwdns149762:0crwdne149762:0", + "crooked-move3": "crwdns149764:0crwdne149764:0", + "crooked-move4": "crwdns149766:0crwdne149766:0", + "crooked-move5": "crwdns149768:0crwdne149768:0", + "crooked-move6": "crwdns156706:0crwdne156706:0", + "crooked-move7": "crwdns149772:0crwdne149772:0", + "crooked-move8": "crwdns149774:0crwdne149774:0", + "crooked-weapon": "crwdns149776:0crwdne149776:0", + "crooked-gear1": "crwdns149778:0crwdne149778:0", + "crooked-gear2": "crwdns149780:0crwdne149780:0", "crooked-gear3": "crwdns141446:0crwdne141446:0", "crooked-gear4": "crwdns141448:0crwdne141448:0", "crooked-gear5": "crwdns141450:0crwdne141450:0", "crooked-gear6": "crwdns141452:0crwdne141452:0", "crooked-gear7": "crwdns141454:0crwdne141454:0", - "crooked-gear8": "crwdns141456:0crwdne141456:0", - "crooked-gear9": "crwdns141458:0crwdne141458:0", - "underworld": "crwdns141460:0crwdne141460:0", - "underworld-description": "crwdns141462:0crwdne141462:0", - "underworld1": "crwdns141464:0crwdne141464:0", - "underworld2": "crwdns141466:0crwdne141466:0", - "underworld3": "crwdns141468:0crwdne141468:0", - "underworld4": "crwdns141470:0crwdne141470:0", + "crooked-gear8": "crwdns149782:0crwdne149782:0", + "crooked-gear9": "crwdns149784:0crwdne149784:0", "heat": "crwdns141472:0crwdne141472:0", - "heat-description": "crwdns141474:0crwdne141474:0", - "pick-heat": "crwdns141476:0crwdne141476:0", - "heat1": "crwdns141478:0crwdne141478:0", - "heat2": "crwdns141480:0crwdne141480:0", - "heat3": "crwdns141482:0crwdne141482:0", - "heat4": "crwdns141484:0crwdne141484:0", - "heat5": "crwdns141486:0crwdne141486:0", - "crooked-ally": "crwdns141488:0crwdne141488:0", + "heat-description": "crwdns149786:0crwdne149786:0", + "pick-heat": "crwdns149788:0crwdne149788:0", + "heat1": "crwdns149790:0crwdne149790:0", + "heat2": "crwdns149792:0crwdne149792:0", + "heat3": "crwdns149794:0crwdne149794:0", + "heat4": "crwdns149796:0crwdne149796:0", + "heat5": "crwdns149798:0crwdne149798:0", + "underworld": "crwdns141460:0crwdne141460:0", + "underworld-description": "crwdns149800:0crwdne149800:0", + "underworld1": "crwdns149802:0crwdne149802:0", + "underworld2": "crwdns149804:0crwdne149804:0", + "underworld3": "crwdns149806:0crwdne149806:0", + "underworld4": "crwdns149808:0crwdne149808:0", + "crooked-ally": "crwdns149810:0crwdne149810:0", "crooked-advance1": "crwdns141490:0crwdne141490:0", - "Crooked-advance2": "crwdns141492:0crwdne141492:0", "Divine": "crwdns141494:0crwdne141494:0", - "luck-special-divine": "crwdns146290:0crwdne146290:0", - "your-mission": "crwdns141496:0crwdne141496:0", - "mission-description": "crwdns141498:0crwdne141498:0", - "mission1": "crwdns141500:0crwdne141500:0", - "mission2": "crwdns141502:0crwdne141502:0", - "mission3": "crwdns141504:0crwdne141504:0", - "mission4": "crwdns141506:0crwdne141506:0", - "mission5": "crwdns141508:0crwdne141508:0", - "divine-move1": "crwdns141510:0crwdne141510:0", - "divine-move2": "crwdns141512:0crwdne141512:0", - "divine-move3": "crwdns141514:0crwdne141514:0", - "divine-move4": "crwdns141516:0crwdne141516:0", - "divine-move5": "crwdns141518:0crwdne141518:0", - "divine-move6": "crwdns141520:0crwdne141520:0", - "divine-move7": "crwdns141522:0crwdne141522:0", - "divine-gear1": "crwdns141524:0crwdne141524:0", - "divine-weapon": "crwdns141526:0crwdne141526:0", - "divine-gear2": "crwdns141528:0crwdne141528:0", - "divine-gear3": "crwdns141530:0crwdne141530:0", - "divine-gear4": "crwdns141532:0crwdne141532:0", - "divine-gear5": "crwdns141534:0crwdne141534:0", - "Divine-ally": "crwdns141536:0crwdne141536:0", - "Divine-advance1": "crwdns141538:0crwdne141538:0", - "Divine-advance2": "crwdns141540:0crwdne141540:0", + "luck-special-divine": "crwdns149812:0crwdne149812:0", + "your-mission": "crwdns149814:0crwdne149814:0", + "mission-description": "crwdns149816:0crwdne149816:0", + "mission1": "crwdns149818:0crwdne149818:0", + "mission2": "crwdns149820:0crwdne149820:0", + "mission3": "crwdns149822:0crwdne149822:0", + "mission4": "crwdns149824:0crwdne149824:0", + "mission5": "crwdns149826:0crwdne149826:0", + "divine-move1": "crwdns149828:0crwdne149828:0", + "divine-move2": "crwdns149830:0crwdne149830:0", + "divine-move3": "crwdns149832:0crwdne149832:0", + "divine-move4": "crwdns149834:0crwdne149834:0", + "divine-move5": "crwdns149836:0crwdne149836:0", + "divine-move6": "crwdns149838:0crwdne149838:0", + "divine-move7": "crwdns149840:0crwdne149840:0", + "divine-weapon": "crwdns149842:0crwdne149842:0", + "divine-armour": "crwdns149844:0crwdne149844:0", + "divine-gear1": "crwdns149846:0crwdne149846:0", + "divine-gear2": "crwdns149848:0crwdne149848:0", + "divine-gear3": "crwdns149850:0crwdne149850:0", + "divine-gear4": "crwdns149852:0crwdne149852:0", + "divine-gear5": "crwdns149854:0crwdne149854:0", + "Divine-ally": "crwdns149856:0crwdne149856:0", + "Divine-advance1": "crwdns149858:0crwdne149858:0", "Expert": "crwdns141542:0crwdne141542:0", - "luck-special-expert": "crwdns146292:0crwdne146292:0", - "expert-weapons": "crwdns141544:0crwdne141544:0", - "expert-gear1": "crwdns141546:0crwdne141546:0", - "expert-gear2": "crwdns141548:0crwdne141548:0", - "expert-gear3": "crwdns141550:0crwdne141550:0", + "luck-special-expert": "crwdns149860:0crwdne149860:0", + "expert-weapons": "crwdns149862:0crwdne149862:0", + "expert-gear1": "crwdns149864:0crwdne149864:0", + "expert-gear2": "crwdns149866:0crwdne149866:0", + "expert-gear3": "crwdns149868:0crwdne149868:0", "expert-gear4": "crwdns141552:0crwdne141552:0", "expert-gear5": "crwdns141554:0crwdne141554:0", "expert-gear6": "crwdns141556:0crwdne141556:0", - "expert-gear7": "crwdns141558:0crwdne141558:0", + "expert-gear7": "crwdns149870:0crwdne149870:0", "expert-gear8": "crwdns141560:0crwdne141560:0", "expert-gear9": "crwdns141562:0crwdne141562:0", - "expert-move1": "crwdns141564:0crwdne141564:0", - "expert-move2": "crwdns141566:0crwdne141566:0", - "expert-move3": "crwdns141568:0crwdne141568:0", - "expert-move4": "crwdns141570:0crwdne141570:0", - "expert-move5": "crwdns141572:0crwdne141572:0", - "expert-move6": "crwdns141574:0crwdne141574:0", - "expert-move7": "crwdns141576:0crwdne141576:0", + "expert-move1": "crwdns149872:0crwdne149872:0", + "expert-move2": "crwdns149874:0crwdne149874:0", + "expert-move3": "crwdns149876:0crwdne149876:0", + "expert-move4": "crwdns149878:0crwdne149878:0", + "expert-move5": "crwdns149880:0crwdne149880:0", + "expert-move6": "crwdns149882:0crwdne149882:0", + "expert-move7": "crwdns149884:0crwdne149884:0", "expert-move7.1": "crwdns141578:0crwdne141578:0", "expert-move7.2": "crwdns141580:0crwdne141580:0", - "expert-move7.3": "crwdns141582:0crwdne141582:0", + "expert-move7.3": "crwdns149886:0crwdne149886:0", "expert-move7.4": "crwdns141584:0crwdne141584:0", - "your-haven": "crwdns141586:0crwdne141586:0", - "haven-description": "crwdns141588:0crwdne141588:0", - "haven1": "crwdns141590:0crwdne141590:0", - "haven2": "crwdns141592:0crwdne141592:0", - "haven3": "crwdns141594:0crwdne141594:0", - "haven4": "crwdns141596:0crwdne141596:0", - "haven5": "crwdns141598:0crwdne141598:0", - "haven6": "crwdns141600:0crwdne141600:0", - "haven7": "crwdns141602:0crwdne141602:0", - "haven8": "crwdns141604:0crwdne141604:0", - "haven9": "crwdns141606:0crwdne141606:0", - "expert-advance1": "crwdns141608:0crwdne141608:0", - "expert-advance2": "crwdns141610:0crwdne141610:0", + "your-haven": "crwdns149888:0crwdne149888:0", + "haven-description": "crwdns149890:0crwdne149890:0", + "haven1": "crwdns149892:0crwdne149892:0", + "haven2": "crwdns149894:0crwdne149894:0", + "haven3": "crwdns149896:0crwdne149896:0", + "haven4": "crwdns149898:0crwdne149898:0", + "haven5": "crwdns149900:0crwdne149900:0", + "haven6": "crwdns149902:0crwdne149902:0", + "haven7": "crwdns149904:0crwdne149904:0", + "haven8": "crwdns149906:0crwdne149906:0", + "haven9": "crwdns149908:0crwdne149908:0", + "expert-advance1": "crwdns149910:0crwdne149910:0", "Flake": "crwdns141612:0crwdne141612:0", - "luck-special-flake": "crwdns146294:0crwdne146294:0", - "flake-move1": "crwdns141614:0crwdne141614:0", + "luck-special-flake": "crwdns149912:0crwdne149912:0", + "flake-move1": "crwdns149914:0crwdne149914:0", "flake-move1.1": "crwdns141616:0crwdne141616:0", "flake-move1.2": "crwdns141618:0crwdne141618:0", "flake-move1.3": "crwdns141620:0crwdne141620:0", "flake-move1.4": "crwdns141622:0crwdne141622:0", "flake-move1.5": "crwdns141624:0crwdne141624:0", - "flake-move2": "crwdns141626:0crwdne141626:0", - "flake-move3": "crwdns141628:0crwdne141628:0", - "flake-move4": "crwdns141630:0crwdne141630:0", - "flake-move5": "crwdns141632:0crwdne141632:0", - "flake-move6": "crwdns141634:0crwdne141634:0", - "flake-move7": "crwdns141636:0crwdne141636:0", - "flake-move8": "crwdns141638:0crwdne141638:0", - "fake-normal": "crwdns141640:0crwdne141640:0", - "fake-gear1": "crwdns141642:0crwdne141642:0", - "fake-gear2": "crwdns141644:0crwdne141644:0", - "fake-gear3": "crwdns141646:0crwdne141646:0", - "fake-gear4": "crwdns141648:0crwdne141648:0", - "fake-gear5": "crwdns141650:0crwdne141650:0", - "fake-gear6": "crwdns141652:0crwdne141652:0", + "flake-move2": "crwdns149916:0crwdne149916:0", + "flake-move3": "crwdns149918:0crwdne149918:0", + "flake-move4": "crwdns149920:0crwdne149920:0", + "flake-move5": "crwdns149922:0crwdne149922:0", + "flake-move6": "crwdns149924:0crwdne149924:0", + "flake-move7": "crwdns149926:0crwdne149926:0", + "flake-move8": "crwdns149928:0crwdne149928:0", + "flake-normal": "crwdns149930:0crwdne149930:0", + "flake-gear1": "crwdns149932:0crwdne149932:0", + "flake-gear2": "crwdns149934:0crwdne149934:0", + "flake-gear3": "crwdns149936:0crwdne149936:0", + "flake-gear4": "crwdns149938:0crwdne149938:0", + "flake-gear5": "crwdns149940:0crwdne149940:0", + "flake-gear6": "crwdns149942:0crwdne149942:0", "flake-hidden": "crwdns141654:0crwdne141654:0", - "fake-gear7": "crwdns141656:0crwdne141656:0", - "fake-gear8": "crwdns141658:0crwdne141658:0", - "fake-gear9": "crwdns141660:0crwdne141660:0", - "fake-gear10": "crwdns141662:0crwdne141662:0", - "fake-gear11": "crwdns141664:0crwdne141664:0", - "fake-gear12": "crwdns141666:0crwdne141666:0", - "Flake-advance1": "crwdns141668:0crwdne141668:0", - "Flake-advance2": "crwdns141670:0crwdne141670:0", + "flake-gear7": "crwdns149944:0crwdne149944:0", + "flake-gear8": "crwdns149946:0crwdne149946:0", + "flake-gear9": "crwdns149948:0crwdne149948:0", + "flake-gear10": "crwdns149950:0crwdne149950:0", + "flake-gear11": "crwdns149952:0crwdne149952:0", + "flake-gear12": "crwdns149954:0crwdne149954:0", + "Flake-advance1": "crwdns149956:0crwdne149956:0", + "Flake-advance2": "crwdns149958:0crwdne149958:0", "Initiate": "crwdns141672:0crwdne141672:0", - "luck-special-initiate": "crwdns146296:0crwdne146296:0", - "your-sect": "crwdns141674:0crwdne141674:0", - "sect-description": "crwdns141676:0crwdne141676:0", - "sect-traditions": "crwdns141678:0crwdne141678:0", + "luck-special-initiate": "crwdns149960:0crwdne149960:0", + "your-sect": "crwdns149962:0crwdne149962:0", + "sect-description": "crwdns149964:0crwdne149964:0", + "sect-traditions": "crwdns149966:0crwdne149966:0", "good-traditions": "crwdns141680:0crwdne141680:0", - "good-tradition1": "crwdns141682:0crwdne141682:0", - "good-tradition2": "crwdns141684:0crwdne141684:0", - "good-tradition3": "crwdns141686:0crwdne141686:0", - "good-tradition4": "crwdns141688:0crwdne141688:0", + "good-tradition1": "crwdns149968:0crwdne149968:0", + "good-tradition2": "crwdns149970:0crwdne149970:0", + "good-tradition3": "crwdns149972:0crwdne149972:0", + "good-tradition4": "crwdns149974:0crwdne149974:0", "good-tradition5": "crwdns141690:0crwdne141690:0", - "good-tradition6": "crwdns141692:0crwdne141692:0", - "good-tradition7": "crwdns141694:0crwdne141694:0", - "good-tradition8": "crwdns141696:0crwdne141696:0", - "good-tradition9": "crwdns141698:0crwdne141698:0", - "good-tradition10": "crwdns141700:0crwdne141700:0", - "good-tradition11": "crwdns141702:0crwdne141702:0", - "good-tradition12": "crwdns141704:0crwdne141704:0", - "good-tradition13": "crwdns141706:0crwdne141706:0", + "good-tradition6": "crwdns149976:0crwdne149976:0", + "good-tradition7": "crwdns149978:0crwdne149978:0", + "good-tradition8": "crwdns149980:0crwdne149980:0", + "good-tradition9": "crwdns149982:0crwdne149982:0", + "good-tradition10": "crwdns149984:0crwdne149984:0", + "good-tradition11": "crwdns149986:0crwdne149986:0", + "good-tradition12": "crwdns149988:0crwdne149988:0", + "good-tradition13": "crwdns149990:0crwdne149990:0", "bad-traditions": "crwdns141708:0crwdne141708:0", - "bad-tradition1": "crwdns141710:0crwdne141710:0", - "bad-tradition2": "crwdns141712:0crwdne141712:0", - "bad-tradition3": "crwdns141714:0crwdne141714:0", - "bad-tradition4": "crwdns141716:0crwdne141716:0", - "bad-tradition5": "crwdns141718:0crwdne141718:0", + "bad-tradition1": "crwdns149992:0crwdne149992:0", + "bad-tradition2": "crwdns149994:0crwdne149994:0", + "bad-tradition3": "crwdns149996:0crwdne149996:0", + "bad-tradition4": "crwdns149998:0crwdne149998:0", + "bad-tradition5": "crwdns150000:0crwdne150000:0", "bad-tradition6": "crwdns141720:0crwdne141720:0", - "bad-tradition7": "crwdns141722:0crwdne141722:0", - "bad-tradition8": "crwdns141724:0crwdne141724:0", - "bad-tradition9": "crwdns141726:0crwdne141726:0", - "bad-tradition10": "crwdns141728:0crwdne141728:0", - "bad-tradition11": "crwdns141730:0crwdne141730:0", - "bad-tradition12": "crwdns141732:0crwdne141732:0", - "initiate-fixed-move1": "crwdns141734:0crwdne141734:0", - "initiate-move1": "crwdns141736:0crwdne141736:0", - "initiate-move2": "crwdns141738:0crwdne141738:0", - "initiate-move3": "crwdns141740:0crwdne141740:0", - "initiate-move3.1": "crwdns141742:0crwdne141742:0", - "initiate-move3.2": "crwdns141744:0crwdne141744:0", - "initiate-move3.3": "crwdns141746:0crwdne141746:0", - "initiate-move3.4": "crwdns141748:0crwdne141748:0", - "initiate-move4": "crwdns141750:0crwdne141750:0", - "initiate-move5": "crwdns141752:0crwdne141752:0", - "initiate-move6": "crwdns141754:0crwdne141754:0", - "initiate-move7": "crwdns141756:0crwdne141756:0", - "initiate-move8": "crwdns141758:0crwdne141758:0", - "inititate-armour": "crwdns141760:0crwdne141760:0", + "bad-tradition7": "crwdns150002:0crwdne150002:0", + "bad-tradition8": "crwdns150004:0crwdne150004:0", + "bad-tradition9": "crwdns150006:0crwdne150006:0", + "bad-tradition10": "crwdns150008:0crwdne150008:0", + "bad-tradition11": "crwdns150010:0crwdne150010:0", + "bad-tradition12": "crwdns150012:0crwdne150012:0", + "initiate-fixed-move1": "crwdns156708:0crwdne156708:0", + "initiate-move1": "crwdns150016:0crwdne150016:0", + "initiate-move2": "crwdns150018:0crwdne150018:0", + "initiate-move3": "crwdns150020:0crwdne150020:0", + "initiate-move3.1": "crwdns150022:0crwdne150022:0", + "initiate-move3.2": "crwdns150024:0crwdne150024:0", + "initiate-move3.3": "crwdns150026:0crwdne150026:0", + "initiate-move3.4": "crwdns150028:0crwdne150028:0", + "initiate-move4": "crwdns150030:0crwdne150030:0", + "initiate-move5": "crwdns150032:0crwdne150032:0", + "initiate-move6": "crwdns150034:0crwdne150034:0", + "initiate-move7": "crwdns150036:0crwdne150036:0", + "initiate-move8": "crwdns150038:0crwdne150038:0", + "inititate-armour": "crwdns150040:0crwdne150040:0", "inititate-old": "crwdns141762:0crwdne141762:0", - "inititate-oldgear-pick": "crwdns141764:0crwdne141764:0", + "inititate-oldgear-pick": "crwdns150042:0crwdne150042:0", "inititate-gear1": "crwdns141766:0crwdne141766:0", "inititate-gear2": "crwdns141768:0crwdne141768:0", - "inititate-gear3": "crwdns141770:0crwdne141770:0", - "inititate-gear4": "crwdns141772:0crwdne141772:0", + "inititate-gear3": "crwdns150044:0crwdne150044:0", + "inititate-gear4": "crwdns150046:0crwdne150046:0", "inititate-gear5": "crwdns141774:0crwdne141774:0", "inititate-gear6": "crwdns141776:0crwdne141776:0", - "inititate-gear7": "crwdns141778:0crwdne141778:0", - "inititate-gear8": "crwdns141780:0crwdne141780:0", + "inititate-gear7": "crwdns150048:0crwdne150048:0", + "inititate-gear8": "crwdns150050:0crwdne150050:0", "inititate-gear9": "crwdns141782:0crwdne141782:0", "initiate-modern": "crwdns141784:0crwdne141784:0", - "initiate-moderngear-pick": "crwdns141786:0crwdne141786:0", - "inititate-gear10": "crwdns141788:0crwdne141788:0", - "inititate-gear11": "crwdns141790:0crwdne141790:0", + "initiate-moderngear-pick": "crwdns150052:0crwdne150052:0", + "inititate-gear10": "crwdns150054:0crwdne150054:0", + "inititate-gear11": "crwdns150056:0crwdne150056:0", "inititate-gear12": "crwdns141792:0crwdne141792:0", "inititate-gear13": "crwdns141794:0crwdne141794:0", - "inititate-gear14": "crwdns141796:0crwdne141796:0", + "inititate-gear14": "crwdns150058:0crwdne150058:0", "Initiate-advance1": "crwdns141798:0crwdne141798:0", - "Initiate-advance2": "crwdns141800:0crwdne141800:0", + "Initiate-advance2": "crwdns150060:0crwdne150060:0", "Initiate-advance3": "crwdns141802:0crwdne141802:0", - "Monsterous": "crwdns141804:0crwdne141804:0", - "luck-special-monsterous": "crwdns146298:0crwdne146298:0", + "Monstrous": "crwdns150062:0crwdne150062:0", + "luck-special-monstrous": "crwdns150064:0crwdne150064:0", "monster-breed": "crwdns141806:0crwdne141806:0", - "breed-description": "crwdns141808:0crwdne141808:0", + "breed-description": "crwdns150066:0crwdne150066:0", "curses": "crwdns141810:0crwdne141810:0", - "curse1": "crwdns141812:0crwdne141812:0", - "curse2": "crwdns141814:0crwdne141814:0", - "curse3": "crwdns141816:0crwdne141816:0", - "curse4": "crwdns141818:0crwdne141818:0", - "monsterous-move1": "crwdns141820:0crwdne141820:0", - "monsterous-move2": "crwdns141822:0crwdne141822:0", - "monsterous-move3": "crwdns141824:0crwdne141824:0", - "monsterous-move4": "crwdns141826:0crwdne141826:0", - "monsterous-move5": "crwdns141828:0crwdne141828:0", - "monsterous-move6": "crwdns141830:0crwdne141830:0", - "monsterous-move7": "crwdns141832:0crwdne141832:0", - "monsterous-move8": "crwdns141834:0crwdne141834:0", - "monsterous-move9": "crwdns141836:0crwdne141836:0", - "monsterous-move10": "crwdns141838:0crwdne141838:0", - "monsterous-move11": "crwdns141840:0crwdne141840:0", - "monsterous-move12": "crwdns141842:0crwdne141842:0", + "curse1": "crwdns150068:0crwdne150068:0", + "curse2": "crwdns150070:0crwdne150070:0", + "curse3": "crwdns150072:0crwdne150072:0", + "curse4": "crwdns150074:0crwdne150074:0", + "monstrous-move1": "crwdns150076:0crwdne150076:0", + "monstrous-move2": "crwdns150078:0crwdne150078:0", + "monstrous-move3": "crwdns150080:0crwdne150080:0", + "monstrous-move4": "crwdns150082:0crwdne150082:0", + "monstrous-move5": "crwdns150084:0crwdne150084:0", + "monstrous-move6": "crwdns150086:0crwdne150086:0", + "monstrous-move7": "crwdns150088:0crwdne150088:0", + "monstrous-move8": "crwdns150090:0crwdne150090:0", + "monstrous-move9": "crwdns150092:0crwdne150092:0", + "monstrous-move10": "crwdns150094:0crwdne150094:0", + "monstrous-move11": "crwdns150096:0crwdne150096:0", + "monstrous-move12": "crwdns150098:0crwdne150098:0", "natural-attacks": "crwdns141844:0crwdne141844:0", - "monsterous-attacks-pick": "crwdns141846:0crwdne141846:0", - "monsterous-attacks1": "crwdns141848:0crwdne141848:0", - "monsterous-attacks2": "crwdns141850:0crwdne141850:0", - "monsterous-attacks3": "crwdns141852:0crwdne141852:0", - "monsterous-attacks4": "crwdns141854:0crwdne141854:0", - "monsterous-attacks5": "crwdns141856:0crwdne141856:0", - "monsterous-attacks6": "crwdns141858:0crwdne141858:0", - "monsterous-attacks7": "crwdns141860:0crwdne141860:0", - "monsterous-weapon": "crwdns141862:0crwdne141862:0", - "monsterous-gear1": "crwdns141864:0crwdne141864:0", - "monsterous-gear2": "crwdns141866:0crwdne141866:0", - "monsterous-gear3": "crwdns141868:0crwdne141868:0", - "monsterous-gear4": "crwdns141870:0crwdne141870:0", - "monsterous-gear5": "crwdns141872:0crwdne141872:0", - "monsterous-gear6": "crwdns141874:0crwdne141874:0", - "monsterous-gear7": "crwdns141876:0crwdne141876:0", - "monsterous-gear8": "crwdns141878:0crwdne141878:0", - "Monsterous-advance1": "crwdns141880:0crwdne141880:0", - "Monsterous-advance2": "crwdns141882:0crwdne141882:0", - "Monsterous-advance3": "crwdns141884:0crwdne141884:0", - "Monsterous-advance4": "crwdns141886:0crwdne141886:0", + "monstrous-attacks-pick": "crwdns150100:0crwdne150100:0", + "monstrous-attacks1": "crwdns150102:0crwdne150102:0", + "monstrous-attacks2": "crwdns150104:0crwdne150104:0", + "monstrous-attacks3": "crwdns150106:0crwdne150106:0", + "monstrous-attacks4": "crwdns150108:0crwdne150108:0", + "monstrous-attacks5": "crwdns150110:0crwdne150110:0", + "monstrous-attacks6": "crwdns150112:0crwdne150112:0", + "monstrous-attacks7": "crwdns150114:0crwdne150114:0", + "monstrous-weapon": "crwdns150116:0crwdne150116:0", + "monstrous-gear1": "crwdns150118:0crwdne150118:0", + "monstrous-gear2": "crwdns150120:0crwdne150120:0", + "monstrous-gear3": "crwdns150122:0crwdne150122:0", + "monstrous-gear4": "crwdns150124:0crwdne150124:0", + "monstrous-gear5": "crwdns150126:0crwdne150126:0", + "monstrous-gear6": "crwdns150128:0crwdne150128:0", + "monstrous-gear7": "crwdns150130:0crwdne150130:0", + "monstrous-gear8": "crwdns150132:0crwdne150132:0", + "Monstrous-advance1": "crwdns150134:0crwdne150134:0", + "Monstrous-advance2": "crwdns150136:0crwdne150136:0", + "Monstrous-advance3": "crwdns150138:0crwdne150138:0", + "Monstrous-advance4": "crwdns150140:0crwdne150140:0", "Mundane": "crwdns141888:0crwdne141888:0", - "luck-special-mundane": "crwdns146300:0crwdne146300:0", - "mundane-move1": "crwdns141890:0crwdne141890:0", - "mundane-move2": "crwdns141892:0crwdne141892:0", - "mundane-move3": "crwdns141894:0crwdne141894:0", - "mundane-move4": "crwdns141896:0crwdne141896:0", - "mundane-move5": "crwdns141898:0crwdne141898:0", - "mundane-move6": "crwdns141900:0crwdne141900:0", - "mundane-move6.1": "crwdns141902:0crwdne141902:0", - "mundane-move6.2": "crwdns141904:0crwdne141904:0", - "mundane-move6.3": "crwdns141906:0crwdne141906:0", - "mundane-move6.4": "crwdns141908:0crwdne141908:0", - "mundane-move7": "crwdns141910:0crwdne141910:0", - "mundane-move7.1": "crwdns141912:0crwdne141912:0", - "mundane-move7.2": "crwdns141914:0crwdne141914:0", - "mundane-move7.3": "crwdns141916:0crwdne141916:0", - "mundane-move8": "crwdns141918:0crwdne141918:0", - "mundane-weapon": "crwdns141920:0crwdne141920:0", - "mundane-gear1": "crwdns141922:0crwdne141922:0", - "mundane-gear2": "crwdns141924:0crwdne141924:0", - "mundane-gear3": "crwdns141926:0crwdne141926:0", + "luck-special-mundane": "crwdns150142:0crwdne150142:0", + "mundane-move1": "crwdns150144:0crwdne150144:0", + "mundane-move2": "crwdns150146:0crwdne150146:0", + "mundane-move3": "crwdns150148:0crwdne150148:0", + "mundane-move4": "crwdns150150:0crwdne150150:0", + "mundane-move5": "crwdns150152:0crwdne150152:0", + "mundane-move6": "crwdns150154:0crwdne150154:0", + "mundane-move6.1": "crwdns150156:0crwdne150156:0", + "mundane-move6.2": "crwdns150158:0crwdne150158:0", + "mundane-move6.3": "crwdns150160:0crwdne150160:0", + "mundane-move6.4": "crwdns150162:0crwdne150162:0", + "mundane-move7": "crwdns150164:0crwdne150164:0", + "mundane-move7.1": "crwdns150166:0crwdne150166:0", + "mundane-move7.2": "crwdns150168:0crwdne150168:0", + "mundane-move7.3": "crwdns150170:0crwdne150170:0", + "mundane-move8": "crwdns150172:0crwdne150172:0", + "mundane-weapon": "crwdns150174:0crwdne150174:0", + "mundane-gear1": "crwdns150176:0crwdne150176:0", + "mundane-gear2": "crwdns150178:0crwdne150178:0", + "mundane-gear3": "crwdns150180:0crwdne150180:0", "mundane-gear4": "crwdns141928:0crwdne141928:0", - "mundane-gear5": "crwdns141930:0crwdne141930:0", + "mundane-gear5": "crwdns150182:0crwdne150182:0", "mundane-gear6": "crwdns141932:0crwdne141932:0", "mundane-transport": "crwdns141934:0crwdne141934:0", "mundane-gear7": "crwdns141936:0crwdne141936:0", @@ -410,163 +439,161 @@ "mundane-gear10": "crwdns141942:0crwdne141942:0", "mundane-gear11": "crwdns141944:0crwdne141944:0", "mundane-gear12": "crwdns141946:0crwdne141946:0", - "Mundane-advance1": "crwdns141948:0crwdne141948:0", - "Mundane-advance2": "crwdns141950:0crwdne141950:0", - "Mundane-advance3": "crwdns141952:0crwdne141952:0", - "Mundane-advance4": "crwdns141954:0crwdne141954:0", "Professional": "crwdns141956:0crwdne141956:0", - "luck-special-professional": "crwdns146302:0crwdne146302:0", + "luck-special-professional": "crwdns150184:0crwdne150184:0", "agency": "crwdns141958:0crwdne141958:0", - "agency-description": "crwdns141960:0crwdne141960:0", - "agency-goal": "crwdns141962:0crwdne141962:0", + "agency-description": "crwdns150186:0crwdne150186:0", + "agency-goal": "crwdns150188:0crwdne150188:0", "resources": "crwdns141964:0crwdne141964:0", - "agency1": "crwdns141966:0crwdne141966:0", - "agency2": "crwdns141968:0crwdne141968:0", - "agency3": "crwdns141970:0crwdne141970:0", - "agency4": "crwdns141972:0crwdne141972:0", - "agency5": "crwdns141974:0crwdne141974:0", - "agency6": "crwdns141976:0crwdne141976:0", - "agency7": "crwdns141978:0crwdne141978:0", - "agency8": "crwdns141980:0crwdne141980:0", - "agency9": "crwdns141982:0crwdne141982:0", - "agency10": "crwdns141984:0crwdne141984:0", + "agency1": "crwdns150190:0crwdne150190:0", + "agency2": "crwdns150192:0crwdne150192:0", + "agency3": "crwdns150194:0crwdne150194:0", + "agency4": "crwdns150196:0crwdne150196:0", + "agency5": "crwdns150198:0crwdne150198:0", + "agency6": "crwdns150200:0crwdne150200:0", + "agency7": "crwdns150202:0crwdne150202:0", + "agency8": "crwdns150204:0crwdne150204:0", + "agency9": "crwdns150206:0crwdne150206:0", + "agency10": "crwdns150208:0crwdne150208:0", "red-tape": "crwdns141986:0crwdne141986:0", - "agency11": "crwdns141988:0crwdne141988:0", + "agency11": "crwdns150210:0crwdne150210:0", "agency12": "crwdns141990:0crwdne141990:0", - "agency13": "crwdns141992:0crwdne141992:0", - "agency14": "crwdns141994:0crwdne141994:0", - "agency15": "crwdns141996:0crwdne141996:0", - "agency16": "crwdns141998:0crwdne141998:0", - "agency17": "crwdns142000:0crwdne142000:0", - "agency18": "crwdns142002:0crwdne142002:0", - "agency19": "crwdns142004:0crwdne142004:0", - "professional-fixed-move1": "crwdns142006:0crwdne142006:0", - "professional-move1": "crwdns142008:0crwdne142008:0", - "professional-move2": "crwdns142010:0crwdne142010:0", - "professional-move3": "crwdns142012:0crwdne142012:0", - "professional-move4": "crwdns142014:0crwdne142014:0", - "professional-move5": "crwdns142016:0crwdne142016:0", - "professional-move6": "crwdns142018:0crwdne142018:0", - "professional-move7": "crwdns142020:0crwdne142020:0", - "professional-move7.1": "crwdns142022:0crwdne142022:0", - "professional-move7.2": "crwdns142024:0crwdne142024:0", + "agency13": "crwdns150212:0crwdne150212:0", + "agency14": "crwdns150214:0crwdne150214:0", + "agency15": "crwdns150216:0crwdne150216:0", + "agency16": "crwdns150218:0crwdne150218:0", + "agency17": "crwdns150220:0crwdne150220:0", + "agency18": "crwdns150222:0crwdne150222:0", + "agency19": "crwdns150224:0crwdne150224:0", + "professional-fixed-move1": "crwdns156710:0crwdne156710:0", + "professional-move1": "crwdns150228:0crwdne150228:0", + "professional-move2": "crwdns150230:0crwdne150230:0", + "professional-move3": "crwdns150232:0crwdne150232:0", + "professional-move4": "crwdns150234:0crwdne150234:0", + "professional-move5": "crwdns150236:0crwdne150236:0", + "professional-move6": "crwdns150238:0crwdne150238:0", + "professional-move7": "crwdns150240:0crwdne150240:0", + "professional-move7.1": "crwdns150242:0crwdne150242:0", + "professional-move7.2": "crwdns150244:0crwdne150244:0", "professional-armour": "crwdns142026:0crwdne142026:0", - "professional-gear1": "crwdns142028:0crwdne142028:0", - "professional-gear2": "crwdns142030:0crwdne142030:0", + "professional-gear1": "crwdns150246:0crwdne150246:0", + "professional-gear2": "crwdns150248:0crwdne150248:0", "professional-serious-weapon": "crwdns142032:0crwdne142032:0", - "professional-gear3": "crwdns142034:0crwdne142034:0", - "professional-gear4": "crwdns142036:0crwdne142036:0", + "professional-gear3": "crwdns150250:0crwdne150250:0", + "professional-gear4": "crwdns150252:0crwdne150252:0", "professional-gear5": "crwdns142038:0crwdne142038:0", - "professional-gear6": "crwdns142040:0crwdne142040:0", - "professional-gear7": "crwdns142042:0crwdne142042:0", + "professional-gear6": "crwdns150254:0crwdne150254:0", + "professional-gear7": "crwdns150256:0crwdne150256:0", "professional-normal-weapon": "crwdns142044:0crwdne142044:0", - "professional-gear8": "crwdns142046:0crwdne142046:0", + "professional-gear8": "crwdns150258:0crwdne150258:0", "professional-gear9": "crwdns142048:0crwdne142048:0", "professional-gear10": "crwdns142050:0crwdne142050:0", "professional-gear11": "crwdns142052:0crwdne142052:0", "professional-gear12": "crwdns142054:0crwdne142054:0", - "Professional-advance1": "crwdns142056:0crwdne142056:0", + "Professional-advance1": "crwdns150260:0crwdne150260:0", "Professional-advance2": "crwdns142058:0crwdne142058:0", - "Professional-advance3": "crwdns142060:0crwdne142060:0", - "Spellslinger": "crwdns142062:0crwdne142062:0", - "luck-special-spellslinger": "crwdns146304:0crwdne146304:0", - "spellslinger-gear-description": "crwdns142064:0crwdne142064:0", - "spellslinger-weapon": "crwdns142066:0crwdne142066:0", - "spellslinger-gear1": "crwdns142068:0crwdne142068:0", + "Professional-advance3": "crwdns150262:0crwdne150262:0", + "Spellslinger": "crwdns150264:0crwdne150264:0", + "luck-special-spellslinger": "crwdns150266:0crwdne150266:0", + "spellslinger-weapon": "crwdns150268:0crwdne150268:0", + "spellslinger-gear1": "crwdns150270:0crwdne150270:0", "spellslinger-gear2": "crwdns142070:0crwdne142070:0", "spellslinger-gear3": "crwdns142072:0crwdne142072:0", - "spellslinger-move1": "crwdns142074:0crwdne142074:0", - "spellslinger-move2": "crwdns142076:0crwdne142076:0", - "spellslinger-move3": "crwdns142078:0crwdne142078:0", - "spellslinger-move3.1": "crwdns142080:0crwdne142080:0", - "spellslinger-move3.2": "crwdns142082:0crwdne142082:0", - "spellslinger-move4": "crwdns142084:0crwdne142084:0", - "spellslinger-move5": "crwdns142086:0crwdne142086:0", - "spellslinger-move6": "crwdns142088:0crwdne142088:0", - "spellslinger-move7": "crwdns142090:0crwdne142090:0", - "spellslinger-move8": "crwdns142092:0crwdne142092:0", - "spellslinger-move9": "crwdns142094:0crwdne142094:0", - "spellslinger-move10": "crwdns142096:0crwdne142096:0", - "extra-fixed-move": "crwdns142098:0crwdne142098:0", + "extra-fixed-move": "crwdns150272:0crwdne150272:0", + "spellslinger-fixed-move1": "crwdns150274:0crwdne150274:0", + "spellslinger-fixed-move1.1": "crwdns150276:0crwdne150276:0", + "spellslinger-fixed-move1.2": "crwdns150278:0crwdne150278:0", + "spellslinger-fixed-move1.3": "crwdns150280:0crwdne150280:0", + "spellslinger-fixed-move1.4": "crwdns150282:0crwdne150282:0", "combat-magic": "crwdns142100:0crwdne142100:0", - "combat-magic-description": "crwdns142102:0crwdne142102:0", + "combat-magic-description": "crwdns150284:0crwdne150284:0", "combat-magic-pick": "crwdns142104:0crwdne142104:0", "bases": "crwdns142106:0crwdne142106:0", - "base1": "crwdns142108:0crwdne142108:0", - "base2": "crwdns142110:0crwdne142110:0", - "base3": "crwdns142112:0crwdne142112:0", - "base4": "crwdns142114:0crwdne142114:0", + "base1": "crwdns150286:0crwdne150286:0", + "base2": "crwdns150288:0crwdne150288:0", + "base3": "crwdns150290:0crwdne150290:0", + "base4": "crwdns150292:0crwdne150292:0", "effects": "crwdns142116:0crwdne142116:0", - "effect1": "crwdns142118:0crwdne142118:0", - "effect2": "crwdns142120:0crwdne142120:0", - "effect3": "crwdns142122:0crwdne142122:0", - "effect4": "crwdns142124:0crwdne142124:0", - "effect5": "crwdns142126:0crwdne142126:0", - "effect6": "crwdns142128:0crwdne142128:0", - "Spellslinger-advance1": "crwdns142130:0crwdne142130:0", - "Spellslinger-advance3": "crwdns142132:0crwdne142132:0", - "Spellslinger-advance4": "crwdns142134:0crwdne142134:0", - "Spellslinger-advance5": "crwdns142136:0crwdne142136:0", + "effect1": "crwdns150294:0crwdne150294:0", + "effect2": "crwdns150296:0crwdne150296:0", + "effect3": "crwdns150298:0crwdne150298:0", + "effect4": "crwdns150300:0crwdne150300:0", + "effect5": "crwdns150302:0crwdne150302:0", + "effect6": "crwdns150304:0crwdne150304:0", + "spellslinger-move1": "crwdns150306:0crwdne150306:0", + "spellslinger-move2": "crwdns150308:0crwdne150308:0", + "spellslinger-move3": "crwdns150310:0crwdne150310:0", + "spellslinger-move3.1": "crwdns150312:0crwdne150312:0", + "spellslinger-move3.2": "crwdns150314:0crwdne150314:0", + "spellslinger-move4": "crwdns150316:0crwdne150316:0", + "spellslinger-move5": "crwdns150318:0crwdne150318:0", + "spellslinger-move6": "crwdns150320:0crwdne150320:0", + "spellslinger-move7": "crwdns150322:0crwdne150322:0", + "spellslinger-move8": "crwdns150324:0crwdne150324:0", + "spellslinger-move9": "crwdns150326:0crwdne150326:0", + "spellslinger-move10": "crwdns150328:0crwdne150328:0", + "Spellslinger-advance1": "crwdns150330:0crwdne150330:0", + "Spellslinger-advance2": "crwdns150332:0crwdne150332:0", "Spooky": "crwdns142138:0crwdne142138:0", - "luck-special-spooky": "crwdns146306:0crwdne146306:0", + "luck-special-spooky": "crwdns150334:0crwdne150334:0", "dark-side": "crwdns142142:0crwdne142142:0", - "dark-side-description1": "crwdns142144:0crwdne142144:0", - "dark-side-description2": "crwdns142146:0crwdne142146:0", + "dark-side-description1": "crwdns150336:0crwdne150336:0", "dark-side1": "crwdns142148:0crwdne142148:0", "dark-side2": "crwdns142150:0crwdne142150:0", "dark-side3": "crwdns142152:0crwdne142152:0", "dark-side4": "crwdns142154:0crwdne142154:0", - "dark-side5": "crwdns142156:0crwdne142156:0", + "dark-side5": "crwdns150338:0crwdne150338:0", "dark-side6": "crwdns142158:0crwdne142158:0", "dark-side7": "crwdns142160:0crwdne142160:0", "dark-side8": "crwdns142162:0crwdne142162:0", - "dark-side9": "crwdns142164:0crwdne142164:0", + "dark-side9": "crwdns150340:0crwdne150340:0", "dark-side10": "crwdns142166:0crwdne142166:0", - "dark-side11": "crwdns142168:0crwdne142168:0", - "dark-side12": "crwdns142170:0crwdne142170:0", - "dark-side13": "crwdns142172:0crwdne142172:0", - "dark-side14": "crwdns142174:0crwdne142174:0", - "dark-side15": "crwdns142176:0crwdne142176:0", + "dark-side11": "crwdns150342:0crwdne150342:0", + "dark-side12": "crwdns150344:0crwdne150344:0", + "dark-side13": "crwdns150346:0crwdne150346:0", + "dark-side14": "crwdns150348:0crwdne150348:0", + "dark-side15": "crwdns150350:0crwdne150350:0", "dark-side16": "crwdns142178:0crwdne142178:0", - "dark-side-effects": "crwdns142180:0crwdne142180:0", - "spooky-move1": "crwdns142182:0crwdne142182:0", - "spooky-move2": "crwdns142184:0crwdne142184:0", - "spooky-move2.1": "crwdns142186:0crwdne142186:0", - "spooky-move2.2": "crwdns142188:0crwdne142188:0", - "spooky-move2.3": "crwdns142190:0crwdne142190:0", - "spooky-move3": "crwdns142192:0crwdne142192:0", - "spooky-move4": "crwdns142194:0crwdne142194:0", - "spooky-move5": "crwdns142196:0crwdne142196:0", - "spooky-move6": "crwdns142198:0crwdne142198:0", - "spooky-move7": "crwdns142200:0crwdne142200:0", - "spooky-move7.1": "crwdns142202:0crwdne142202:0", - "spooky-move7.2": "crwdns142204:0crwdne142204:0", - "spooky-move7.3": "crwdns142206:0crwdne142206:0", - "spooky-move7.4": "crwdns142208:0crwdne142208:0", - "spooky-move7.5": "crwdns142210:0crwdne142210:0", - "spooky-move8": "crwdns142212:0crwdne142212:0", - "spooky-move8.1": "crwdns142214:0crwdne142214:0", - "spooky-move8.2": "crwdns142216:0crwdne142216:0", - "spooky-move8.3": "crwdns142218:0crwdne142218:0", - "spooky-move8.4": "crwdns142220:0crwdne142220:0", - "spooky-move8.5": "crwdns142222:0crwdne142222:0", - "spooky-move8.6": "crwdns142224:0crwdne142224:0", - "spooky-items": "crwdns142226:0crwdne142226:0", + "dark-side-effects": "crwdns150352:0crwdne150352:0", + "spooky-move1": "crwdns150354:0crwdne150354:0", + "spooky-move2": "crwdns150356:0crwdne150356:0", + "spooky-move2.1": "crwdns150358:0crwdne150358:0", + "spooky-move2.2": "crwdns150360:0crwdne150360:0", + "spooky-move2.3": "crwdns150362:0crwdne150362:0", + "spooky-move3": "crwdns150364:0crwdne150364:0", + "spooky-move4": "crwdns150366:0crwdne150366:0", + "spooky-move5": "crwdns150368:0crwdne150368:0", + "spooky-move6": "crwdns150370:0crwdne150370:0", + "spooky-move6.1": "crwdns150372:0crwdne150372:0", + "spooky-move6.2": "crwdns150374:0crwdne150374:0", + "spooky-move6.3": "crwdns150376:0crwdne150376:0", + "spooky-move6.4": "crwdns150378:0crwdne150378:0", + "spooky-move6.5": "crwdns150380:0crwdne150380:0", + "spooky-move7": "crwdns150382:0crwdne150382:0", + "spooky-move8": "crwdns150384:0crwdne150384:0", + "spooky-move8.1": "crwdns150386:0crwdne150386:0", + "spooky-move8.2": "crwdns150388:0crwdne150388:0", + "spooky-move8.3": "crwdns150390:0crwdne150390:0", + "spooky-move8.4": "crwdns150392:0crwdne150392:0", + "spooky-move8.5": "crwdns150394:0crwdne150394:0", + "spooky-move8.6": "crwdns150396:0crwdne150396:0", + "spooky-items": "crwdns150398:0crwdne150398:0", "spooky-weapons": "crwdns142228:0crwdne142228:0", - "spooky-gear1": "crwdns142230:0crwdne142230:0", + "spooky-gear1": "crwdns150400:0crwdne150400:0", "spooky-gear2": "crwdns142232:0crwdne142232:0", "spooky-gear3": "crwdns142234:0crwdne142234:0", "spooky-gear4": "crwdns142236:0crwdne142236:0", "spooky-gear5": "crwdns142238:0crwdne142238:0", - "Spooky-advance1": "crwdns142240:0crwdne142240:0", - "Spooky-advance3": "crwdns142242:0crwdne142242:0", + "Spooky-advance1": "crwdns150402:0crwdne150402:0", + "Spooky-advance2": "crwdns150404:0crwdne150404:0", + "Spooky-advance3": "crwdns150406:0crwdne150406:0", "Wronged": "crwdns142244:0crwdne142244:0", - "luck-special-wronged": "crwdns146308:0crwdne146308:0", + "luck-special-wronged": "crwdns150408:0crwdne150408:0", "who-you-lost": "crwdns142246:0crwdne142246:0", "who": "crwdns142248:0crwdne142248:0", - "lost-pick": "crwdns142250:0crwdne142250:0", - "lost-save-them": "crwdns142252:0crwdne142252:0", "pick-some": "crwdns142254:0crwdne142254:0", + "lost-pick": "crwdns150410:0crwdne150410:0", + "lost-save-them": "crwdns142252:0crwdne142252:0", "lost1": "crwdns142256:0crwdne142256:0", "lost2": "crwdns142258:0crwdne142258:0", "lost3": "crwdns142260:0crwdne142260:0", @@ -576,48 +603,557 @@ "lost7": "crwdns142268:0crwdne142268:0", "lost8": "crwdns142270:0crwdne142270:0", "what-prey": "crwdns142272:0crwdne142272:0", + "prey-breed": "crwdns150412:0crwdne150412:0", "prey": "crwdns142274:0crwdne142274:0", - "prey-breed": "crwdns142276:0crwdne142276:0", - "wronged-fixed-move1": "crwdns142278:0crwdne142278:0", - "wronged-move1": "crwdns142280:0crwdne142280:0", - "wronged-move2": "crwdns142282:0crwdne142282:0", - "wronged-move3": "crwdns142284:0crwdne142284:0", - "wronged-move4": "crwdns142286:0crwdne142286:0", - "wronged-move5": "crwdns142288:0crwdne142288:0", - "wronged-move6": "crwdns142290:0crwdne142290:0", - "wronged-move7": "crwdns142292:0crwdne142292:0", - "wronged-move7.1": "crwdns142294:0crwdne142294:0", - "wronged-move7.2": "crwdns142296:0crwdne142296:0", - "wronged-move7.3": "crwdns142298:0crwdne142298:0", + "wronged-fixed-move1": "crwdns150414:0crwdne150414:0", + "wronged-move1": "crwdns150416:0crwdne150416:0", + "wronged-move2": "crwdns150418:0crwdne150418:0", + "wronged-move3": "crwdns150420:0crwdne150420:0", + "wronged-move4": "crwdns150422:0crwdne150422:0", + "wronged-move5": "crwdns150424:0crwdne150424:0", + "wronged-move6": "crwdns150426:0crwdne150426:0", + "wronged-move6.1": "crwdns150428:0crwdne150428:0", + "wronged-move6.2": "crwdns150430:0crwdne150430:0", + "wronged-move6.3": "crwdns150432:0crwdne150432:0", + "wronged-move7": "crwdns150434:0crwdne150434:0", "wronged-armour": "crwdns142300:0crwdne142300:0", - "wronged-signature": "crwdns142302:0crwdne142302:0", - "wronged-gear1": "crwdns142304:0crwdne142304:0", + "wronged-signature": "crwdns150436:0crwdne150436:0", + "wronged-gear1": "crwdns150438:0crwdne150438:0", "wronged-gear2": "crwdns142306:0crwdne142306:0", "wronged-gear3": "crwdns142308:0crwdne142308:0", - "wronged-gear4": "crwdns142310:0crwdne142310:0", - "wronged-gear5": "crwdns142312:0crwdne142312:0", - "wronged-gear6": "crwdns142314:0crwdne142314:0", - "wronged-gear7": "crwdns142316:0crwdne142316:0", + "wronged-gear4": "crwdns150440:0crwdne150440:0", + "wronged-gear5": "crwdns150442:0crwdne150442:0", + "wronged-gear6": "crwdns150444:0crwdne150444:0", + "wronged-gear7": "crwdns150446:0crwdne150446:0", "wronged-weapon": "crwdns142318:0crwdne142318:0", - "wronged-gear8": "crwdns142320:0crwdne142320:0", + "wronged-gear8": "crwdns150448:0crwdne150448:0", "wronged-gear9": "crwdns142322:0crwdne142322:0", "wronged-gear10": "crwdns142324:0crwdne142324:0", - "wronged-gear11": "crwdns142326:0crwdne142326:0", + "wronged-gear11": "crwdns150450:0crwdne150450:0", "wronged-gear12": "crwdns142328:0crwdne142328:0", "wronged-gear13": "crwdns142330:0crwdne142330:0", "wronged-gear14": "crwdns142332:0crwdne142332:0", - "wronged-vehicle": "crwdns142334:0crwdne142334:0", - "wronged-vehicle-choice": "crwdns142336:0crwdne142336:0", + "wronged-vehicle": "crwdns150452:0crwdne150452:0", "wronged-gear15": "crwdns142338:0crwdne142338:0", "wronged-gear16": "crwdns142340:0crwdne142340:0", "wronged-gear17": "crwdns142342:0crwdne142342:0", "wronged-gear18": "crwdns142344:0crwdne142344:0", - "Wronged-advance1": "crwdns142346:0crwdne142346:0", - "Wronged-advance2": "crwdns142348:0crwdne142348:0", - "Wronged-advance3": "crwdns142350:0crwdne142350:0", - "Wronged-advance4": "crwdns142352:0crwdne142352:0", + "Wronged-advance1": "crwdns150454:0crwdne150454:0", + "Wronged-advance2": "crwdns150456:0crwdne150456:0", + "Wronged-advance3": "crwdns150458:0crwdne150458:0", + "Wronged-advance4": "crwdns150460:0crwdne150460:0", + "Gumshoe": "crwdns150462:0crwdne150462:0", + "luck-special-gumshoe": "crwdns150464:0crwdne150464:0", + "Gumshoe-Adv-harm": "crwdns150466:0crwdne150466:0", + "gumshoeCode": "crwdns150468:0crwdne150468:0", + "gumshoeCode-description": "crwdns150470:0crwdne150470:0", + "gumshoeCode-example": "crwdns156712:0crwdne156712:0", + "gumshoeCode-list": "crwdns156714:0crwdne156714:0", + "gumshoeCode-explain": "crwdns150474:0crwdne150474:0", + "Gumshoe-fixed-move1": "crwdns150476:0crwdne150476:0", + "Gumshoe-fixed-move2": "crwdns150478:0crwdne150478:0", + "Gumshoe-fixed-move2-examples": "crwdns150480:0crwdne150480:0", + "Gumshoe-fixed-move2-continued": "crwdns150482:0crwdne150482:0", + "Gumshoe-move1": "crwdns150484:0crwdne150484:0", + "Gumshoe-move2": "crwdns150486:0crwdne150486:0", + "Gumshoe-move3": "crwdns150488:0crwdne150488:0", + "Gumshoe-move3.1": "crwdns150490:0crwdne150490:0", + "Gumshoe-move3.2": "crwdns150492:0crwdne150492:0", + "Gumshoe-move3.3": "crwdns150494:0crwdne150494:0", + "Gumshoe-move3.4": "crwdns150496:0crwdne150496:0", + "Gumshoe-move3.5": "crwdns150498:0crwdne150498:0", + "Gumshoe-move4": "crwdns150500:0crwdne150500:0", + "Gumshoe-move5": "crwdns150502:0crwdne150502:0", + "Gumshoe-move6": "crwdns150504:0crwdne150504:0", + "Gumshoe-move6.1": "crwdns150506:0crwdne150506:0", + "Gumshoe-move6.2": "crwdns150508:0crwdne150508:0", + "Gumshoe-move6.3": "crwdns150510:0crwdne150510:0", + "Gumshoe-move6.4": "crwdns150512:0crwdne150512:0", + "Gumshoe-move7": "crwdns150514:0crwdne150514:0", + "Gumshoe-move7.1": "crwdns150516:0crwdne150516:0", + "Gumshoe-move7.2": "crwdns150518:0crwdne150518:0", + "Gumshoe-move7.3": "crwdns150520:0crwdne150520:0", + "Gumshoe-move7.4": "crwdns150522:0crwdne150522:0", + "Gumshoe-move7.5": "crwdns150524:0crwdne150524:0", + "Gumshoe-gear-base": "crwdns150526:0crwdne150526:0", + "Gumshoe-recording": "crwdns150528:0crwdne150528:0", + "Gumshoe-gear1": "crwdns150530:0crwdne150530:0", + "Gumshoe-gear2": "crwdns150532:0crwdne150532:0", + "Gumshoe-gear3": "crwdns150534:0crwdne150534:0", + "Gumshoe-gear4": "crwdns150536:0crwdne150536:0", + "Gumshoe-gear5": "crwdns150538:0crwdne150538:0", + "Gumshoe-gear6": "crwdns150540:0crwdne150540:0", + "Gumshoe-gear7": "crwdns150542:0crwdne150542:0", + "Gumshoe-gear8": "crwdns150544:0crwdne150544:0", + "Gumshoe-weapon": "crwdns150546:0crwdne150546:0", + "Gumshoe-gear9": "crwdns150548:0crwdne150548:0", + "Gumshoe-gear10": "crwdns150550:0crwdne150550:0", + "Gumshoe-gear11": "crwdns150552:0crwdne150552:0", + "Gumshoe-gear12": "crwdns150554:0crwdne150554:0", + "Gumshoe-gear13": "crwdns150556:0crwdne150556:0", + "Gumshoe-gear14": "crwdns150558:0crwdne150558:0", + "Gumshoe-advance1": "crwdns150560:0crwdne150560:0", + "Gumshoe-advance2": "crwdns150562:0crwdne150562:0", + "Gumshoe-advance3": "crwdns150564:0crwdne150564:0", + "Gumshoe-advance4": "crwdns150566:0crwdne150566:0", + "Hex": "crwdns150568:0crwdne150568:0", + "luck-special-hex": "crwdns150570:0crwdne150570:0", + "hex-weapons": "crwdns150572:0crwdne150572:0", + "hex-items": "crwdns150574:0crwdne150574:0", + "hex-gear1": "crwdns150576:0crwdne150576:0", + "hex-gear2": "crwdns150578:0crwdne150578:0", + "hex-gear3": "crwdns150580:0crwdne150580:0", + "hex-gear4": "crwdns150582:0crwdne150582:0", + "hex-gear5": "crwdns150584:0crwdne150584:0", + "hex-gear6": "crwdns150586:0crwdne150586:0", + "hex-advmove": "crwdns150588:0crwdne150588:0", + "hex-advmove-desc": "crwdns150590:0crwdne150590:0", + "hex-advmove1": "crwdns150592:0crwdne150592:0", + "hex-advmove1.1": "crwdns150594:0crwdne150594:0", + "hex-advmove1.2": "crwdns150596:0crwdne150596:0", + "hex-advmove1.3": "crwdns150598:0crwdne150598:0", + "hex-advmove1.4": "crwdns150600:0crwdne150600:0", + "hex-advmove1.5": "crwdns150602:0crwdne150602:0", + "hex-advmove1.6": "crwdns150604:0crwdne150604:0", + "hex-advmove1.7": "crwdns150606:0crwdne150606:0", + "hex-advmove1.8": "crwdns150608:0crwdne150608:0", + "hex-advmove2": "crwdns150610:0crwdne150610:0", + "hex-fixed-move1": "crwdns150612:0crwdne150612:0", + "hex-move1": "crwdns150614:0crwdne150614:0", + "hex-move2": "crwdns150616:0crwdne150616:0", + "hex-move2.1": "crwdns150618:0crwdne150618:0", + "hex-move2.2": "crwdns150620:0crwdne150620:0", + "hex-move2.3": "crwdns150622:0crwdne150622:0", + "hex-move3": "crwdns150624:0crwdne150624:0", + "hex-move4": "crwdns150626:0crwdne150626:0", + "hex-move5": "crwdns150628:0crwdne150628:0", + "hex-move6": "crwdns150630:0crwdne150630:0", + "hex-move7": "crwdns150632:0crwdne150632:0", + "temptation": "crwdns150634:0crwdne150634:0", + "temptation-desc1": "crwdns150636:0crwdne150636:0", + "temptation-desc2": "crwdns156716:0crwdne156716:0", + "temptation-choose": "crwdns150640:0crwdne150640:0", + "temptation1": "crwdns150642:0crwdne150642:0", + "temptation2": "crwdns150644:0crwdne150644:0", + "temptation3": "crwdns150646:0crwdne150646:0", + "temptation4": "crwdns150648:0crwdne150648:0", + "temptation5": "crwdns150650:0crwdne150650:0", + "temptation6": "crwdns150652:0crwdne150652:0", + "temptation7": "crwdns150654:0crwdne150654:0", + "rotes": "crwdns150656:0crwdne150656:0", + "rote-desc1": "crwdns150658:0crwdne150658:0", + "rote-desc2": "crwdns150660:0crwdne150660:0", + "rote-req1": "crwdns150662:0crwdne150662:0", + "rote-req2": "crwdns150664:0crwdne150664:0", + "rote-req3": "crwdns150666:0crwdne150666:0", + "rote-req4": "crwdns150668:0crwdne150668:0", + "rote-req5": "crwdns150670:0crwdne150670:0", + "rote-desc3": "crwdns150672:0crwdne150672:0", + "rote-list": "crwdns150674:0crwdne150674:0", + "rote-desc4": "crwdns150676:0crwdne150676:0", + "rote-desc5": "crwdns150678:0crwdne150678:0", + "rote-name": "crwdns150680:0crwdne150680:0", + "rote-reqs": "crwdns150682:0crwdne150682:0", + "rote-effect": "crwdns150684:0crwdne150684:0", + "hex-advance1": "crwdns150686:0crwdne150686:0", + "hex-advance2": "crwdns150688:0crwdne150688:0", + "hex-advance3": "crwdns150690:0crwdne150690:0", + "hex-advance4": "crwdns150692:0crwdne150692:0", + "hex-advance5": "crwdns150694:0crwdne150694:0", + "Pararomantic": "crwdns150696:0crwdne150696:0", + "luck-special-pararomantic": "crwdns150698:0crwdne150698:0", + "relation": "crwdns150700:0crwdne150700:0", + "guide-name": "crwdns150702:0crwdne150702:0", + "loving": "crwdns150704:0crwdne150704:0", + "broken": "crwdns150706:0crwdne150706:0", + "relation-second": "crwdns150708:0crwdne150708:0", + "guide-name-second": "crwdns150710:0crwdne150710:0", + "bond": "crwdns150712:0crwdne150712:0", + "bond1": "crwdns150714:0crwdne150714:0", + "bond1.1": "crwdns150716:0crwdne150716:0", + "bond1.2": "crwdns150718:0crwdne150718:0", + "bond1.3": "crwdns150720:0crwdne150720:0", + "bond2": "crwdns150722:0crwdne150722:0", + "bond2.1": "crwdns150724:0crwdne150724:0", + "bond2.2": "crwdns150726:0crwdne150726:0", + "bond2.3": "crwdns150728:0crwdne150728:0", + "bond2.4": "crwdns150730:0crwdne150730:0", + "bond-fate": "crwdns150732:0crwdne150732:0", + "bond-fate-desc1": "crwdns150734:0crwdne150734:0", + "bond-fate-desc2": "crwdns150736:0crwdne150736:0", + "bond-fate-desc3": "crwdns150738:0crwdne150738:0", + "pararomantic-fixed-move1": "crwdns150740:0crwdne150740:0", + "pararomantic-fixed-move1.1": "crwdns150742:0crwdne150742:0", + "pararomantic-fixed-move1.2": "crwdns150744:0crwdne150744:0", + "pararomantic-fixed-move1.3": "crwdns150746:0crwdne150746:0", + "pararomantic-move1": "crwdns150748:0crwdne150748:0", + "pararomantic-move1.1": "crwdns150750:0crwdne150750:0", + "pararomantic-move1.2": "crwdns150752:0crwdne150752:0", + "pararomantic-move1.3": "crwdns150754:0crwdne150754:0", + "pararomantic-move1.4": "crwdns150756:0crwdne150756:0", + "pararomantic-move2": "crwdns150758:0crwdne150758:0", + "pararomantic-move3": "crwdns150760:0crwdne150760:0", + "pararomantic-move4": "crwdns150762:0crwdne150762:0", + "pararomantic-move5": "crwdns150764:0crwdne150764:0", + "pararomantic-move6": "crwdns150766:0crwdne150766:0", + "pararomantic-move6.1": "crwdns150768:0crwdne150768:0", + "pararomantic-move6.2": "crwdns150770:0crwdne150770:0", + "pararomantic-move6.3": "crwdns150772:0crwdne150772:0", + "pararomantic-move7": "crwdns150774:0crwdne150774:0", + "pararomantic-equip": "crwdns150776:0crwdne150776:0", + "pararomantic-gear1": "crwdns150778:0crwdne150778:0", + "pararomantic-gear2": "crwdns150780:0crwdne150780:0", + "pararomantic-gear3": "crwdns150782:0crwdne150782:0", + "pararomantic-gear4": "crwdns150784:0crwdne150784:0", + "pararomantic-gear5": "crwdns150786:0crwdne150786:0", + "pararomantic-gear6": "crwdns150788:0crwdne150788:0", + "pararomantic-gift": "crwdns150790:0crwdne150790:0", + "pararomantic-gift1": "crwdns150792:0crwdne150792:0", + "pararomantic-gift2": "crwdns150794:0crwdne150794:0", + "pararomantic-gift3": "crwdns150796:0crwdne150796:0", + "pararomantic-gift4": "crwdns150798:0crwdne150798:0", + "pararomantic-advance1": "crwdns150800:0crwdne150800:0", + "pararomantic-advance2": "crwdns150802:0crwdne150802:0", + "pararomantic-advance3": "crwdns150804:0crwdne150804:0", + "pararomantic-advance4": "crwdns150806:0crwdne150806:0", + "Searcher": "crwdns150808:0crwdne150808:0", + "searcher-extra-luck": "crwdns150810:0crwdne150810:0", + "searcher-extra-luck-desc": "crwdns150812:0crwdne150812:0", + "luck-special-searcher": "crwdns150814:0crwdne150814:0", + "searcher-gear-base": "crwdns150816:0crwdne150816:0", + "searcher-tools": "crwdns150818:0crwdne150818:0", + "searcher-gear1": "crwdns150820:0crwdne150820:0", + "searcher-gear2": "crwdns150822:0crwdne150822:0", + "searcher-gear3": "crwdns150824:0crwdne150824:0", + "searcher-gear4": "crwdns150826:0crwdne150826:0", + "searcher-gear5": "crwdns150828:0crwdne150828:0", + "searcher-gear6": "crwdns150830:0crwdne150830:0", + "searcher-gear7": "crwdns150832:0crwdne150832:0", + "searcher-weapon": "crwdns150834:0crwdne150834:0", + "searcher-gear8": "crwdns150836:0crwdne150836:0", + "searcher-gear9": "crwdns150838:0crwdne150838:0", + "searcher-gear10": "crwdns150840:0crwdne150840:0", + "searcher-gear11": "crwdns150842:0crwdne150842:0", + "searcher-gear12": "crwdns150844:0crwdne150844:0", + "searcher-gear13": "crwdns150846:0crwdne150846:0", + "searcher-fixed-move1": "crwdns150848:0crwdne150848:0", + "searcher-fixed-move1.1": "crwdns150850:0crwdne150850:0", + "searcher-fixed-move1.2": "crwdns150852:0crwdne150852:0", + "searcher-fixed-move1.3": "crwdns150854:0crwdne150854:0", + "searcher-fixed-move1.4": "crwdns150856:0crwdne150856:0", + "searcher-fixed-move1.5": "crwdns150858:0crwdne150858:0", + "searcher-fixed-move1.6": "crwdns150860:0crwdne150860:0", + "searcher-fixed-move1.7": "crwdns150862:0crwdne150862:0", + "searcher-move1": "crwdns150864:0crwdne150864:0", + "searcher-move2": "crwdns150866:0crwdne150866:0", + "searcher-move3": "crwdns150868:0crwdne150868:0", + "searcher-move4": "crwdns150870:0crwdne150870:0", + "searcher-move5": "crwdns150872:0crwdne150872:0", + "searcher-move6": "crwdns150874:0crwdne150874:0", + "searcher-move7": "crwdns150876:0crwdne150876:0", + "searcher-advance1": "crwdns150878:0crwdne150878:0", + "searcher-advance2": "crwdns150880:0crwdne150880:0", + "Exile": "crwdns150882:0crwdne150882:0", + "luck-special-exile": "crwdns150884:0crwdne150884:0", + "exile-origin": "crwdns150886:0crwdne150886:0", + "exile-origin-desc1": "crwdns150888:0crwdne150888:0", + "exile-origin-desc2": "crwdns150890:0crwdne150890:0", + "exile-origin-desc3": "crwdns150892:0crwdne150892:0", + "exile-origin1": "crwdns150894:0crwdne150894:0", + "exile-origin2": "crwdns150896:0crwdne150896:0", + "exile-origin3": "crwdns150898:0crwdne150898:0", + "exile-origin4": "crwdns150900:0crwdne150900:0", + "exile-origin5": "crwdns150902:0crwdne150902:0", + "exile-origin6": "crwdns150904:0crwdne150904:0", + "exile-origin7": "crwdns150906:0crwdne150906:0", + "exile-origin8": "crwdns150908:0crwdne150908:0", + "exile-move1": "crwdns150910:0crwdne150910:0", + "exile-move2": "crwdns150912:0crwdne150912:0", + "exile-move3": "crwdns150914:0crwdne150914:0", + "exile-move4": "crwdns150916:0crwdne150916:0", + "exile-move5": "crwdns150918:0crwdne150918:0", + "exile-move6": "crwdns150920:0crwdne150920:0", + "exile-move7": "crwdns150922:0crwdne150922:0", + "exile-move8": "crwdns150924:0crwdne150924:0", + "exile-move8.1": "crwdns150926:0crwdne150926:0", + "exile-move8.2": "crwdns150928:0crwdne150928:0", + "exile-move8.3": "crwdns150930:0crwdne150930:0", + "exile-armour": "crwdns150932:0crwdne150932:0", + "exile-item": "crwdns150934:0crwdne150934:0", + "exile-weapon": "crwdns150936:0crwdne150936:0", + "exile-gear1": "crwdns150938:0crwdne150938:0", + "exile-gear2": "crwdns150940:0crwdne150940:0", + "exile-gear3": "crwdns150942:0crwdne150942:0", + "exile-gear4": "crwdns150944:0crwdne150944:0", + "exile-gear5": "crwdns150946:0crwdne150946:0", + "exile-gear6": "crwdns150948:0crwdne150948:0", + "exile-gear7": "crwdns150950:0crwdne150950:0", + "exile-gear8": "crwdns150952:0crwdne150952:0", + "exile-gear9": "crwdns150954:0crwdne150954:0", + "exile-gear10": "crwdns150956:0crwdne150956:0", + "exile-gear11": "crwdns150958:0crwdne150958:0", + "exile-gear12": "crwdns150960:0crwdne150960:0", + "exile-gear13": "crwdns150962:0crwdne150962:0", + "exile-gear14": "crwdns150964:0crwdne150964:0", + "exile-ally": "crwdns150966:0crwdne150966:0", + "exile-advance1": "crwdns150968:0crwdne150968:0", + "exile-return": "crwdns150970:0crwdne150970:0", + "exile-advance2": "crwdns150972:0crwdne150972:0", + "Hardcase": "crwdns150974:0crwdne150974:0", + "luck-special-hardcase": "crwdns150976:0crwdne150976:0", + "hardcase-adv-harm": "crwdns150978:0crwdne150978:0", + "hardcase-fixed-move1": "crwdns150980:0crwdne150980:0", + "hardcase-move1": "crwdns150982:0crwdne150982:0", + "hardcase-move2": "crwdns150984:0crwdne150984:0", + "hardcase-move3": "crwdns150986:0crwdne150986:0", + "hardcase-move4": "crwdns150988:0crwdne150988:0", + "hardcase-move5": "crwdns150990:0crwdne150990:0", + "hardcase-move6": "crwdns150992:0crwdne150992:0", + "hardcase-weapons": "crwdns150994:0crwdne150994:0", + "hardcase-gear1": "crwdns150996:0crwdne150996:0", + "hardcase-gear2": "crwdns150998:0crwdne150998:0", + "hardcase-gear3": "crwdns151000:0crwdne151000:0", + "hardcase-gear4": "crwdns151002:0crwdne151002:0", + "hardcase-gear5": "crwdns151004:0crwdne151004:0", + "hardcase-gear6": "crwdns151006:0crwdne151006:0", + "hardcase-gear7": "crwdns151008:0crwdne151008:0", + "hardcase-normal": "crwdns151010:0crwdne151010:0", + "hardcase-gear8": "crwdns151012:0crwdne151012:0", + "hardcase-gear9": "crwdns151014:0crwdne151014:0", + "hardcase-gear10": "crwdns151016:0crwdne151016:0", + "hardcase-gear11": "crwdns151018:0crwdne151018:0", + "hardcase-gear12": "crwdns151020:0crwdne151020:0", + "hardcase-gear13": "crwdns151022:0crwdne151022:0", + "hardcase-advance1": "crwdns151024:0crwdne151024:0", + "hardcase-advance2": "crwdns151026:0crwdne151026:0", + "Luchador": "crwdns151028:0crwdne151028:0", + "luck-special-luchador": "crwdns151030:0crwdne151030:0", + "luchador-fixed-move1": "crwdns151032:0crwdne151032:0", + "luchador-fixed-move1.1": "crwdns151034:0crwdne151034:0", + "luchador-move1": "crwdns151036:0crwdne151036:0", + "luchador-move2": "crwdns151038:0crwdne151038:0", + "luchador-move3": "crwdns151040:0crwdne151040:0", + "luchador-move4": "crwdns151042:0crwdne151042:0", + "luchador-move5": "crwdns151044:0crwdne151044:0", + "luchador-move6": "crwdns151046:0crwdne151046:0", + "luchador-move6.1": "crwdns151048:0crwdne151048:0", + "luchador-move6.2": "crwdns151050:0crwdne151050:0", + "luchador-move6.3": "crwdns151052:0crwdne151052:0", + "luchador-move6.4": "crwdns151054:0crwdne151054:0", + "luchador-move6.5": "crwdns151056:0crwdne151056:0", + "luchador-move6.6": "crwdns151058:0crwdne151058:0", + "luchador-move7": "crwdns151060:0crwdne151060:0", + "luchador-move7.1": "crwdns151062:0crwdne151062:0", + "luchador-move7.2": "crwdns151064:0crwdne151064:0", + "luchador-move7.3": "crwdns151066:0crwdne151066:0", + "luchador-move7.4": "crwdns151068:0crwdne151068:0", + "luchador-move7.5": "crwdns151070:0crwdne151070:0", + "luchador-move8": "crwdns151072:0crwdne151072:0", + "luchador-move9": "crwdns151074:0crwdne151074:0", + "luchador-weapons": "crwdns151076:0crwdne151076:0", + "luchador-gear1": "crwdns151078:0crwdne151078:0", + "luchador-gear2": "crwdns151080:0crwdne151080:0", + "luchador-gear3": "crwdns151082:0crwdne151082:0", + "luchador-gear4": "crwdns151084:0crwdne151084:0", + "luchador-gear5": "crwdns151086:0crwdne151086:0", + "luchador-gear6": "crwdns151088:0crwdne151088:0", + "luchador-gear7": "crwdns151090:0crwdne151090:0", + "luchador-vehicle": "crwdns151092:0crwdne151092:0", + "luchador-gear8": "crwdns151094:0crwdne151094:0", + "luchador-gear9": "crwdns151096:0crwdne151096:0", + "luchador-gear10": "crwdns151098:0crwdne151098:0", + "luchador-gear11": "crwdns151100:0crwdne151100:0", + "luchador-gear12": "crwdns151102:0crwdne151102:0", + "luchador-ally": "crwdns151104:0crwdne151104:0", + "luchador-advance1": "crwdns151106:0crwdne151106:0", + "Meddlingkid": "crwdns151108:0crwdne151108:0", + "luck-special-meddlingkid": "crwdns151110:0crwdne151110:0", + "meddlingkid-animal": "crwdns151112:0crwdne151112:0", + "meddlingkid-animal-desc": "crwdns151114:0crwdne151114:0", + "meddlingkid-move1": "crwdns151116:0crwdne151116:0", + "meddlingkid-move1.1": "crwdns151118:0crwdne151118:0", + "meddlingkid-move1.2": "crwdns151120:0crwdne151120:0", + "meddlingkid-move1.3": "crwdns151122:0crwdne151122:0", + "meddlingkid-move1.4": "crwdns151124:0crwdne151124:0", + "meddlingkid-move2": "crwdns151126:0crwdne151126:0", + "meddlingkid-move3": "crwdns151128:0crwdne151128:0", + "meddlingkid-move3.1": "crwdns151130:0crwdne151130:0", + "meddlingkid-move3.2": "crwdns151132:0crwdne151132:0", + "meddlingkid-move3.3": "crwdns151134:0crwdne151134:0", + "meddlingkid-move3.4": "crwdns151136:0crwdne151136:0", + "meddlingkid-move4": "crwdns151138:0crwdne151138:0", + "meddlingkid-move4.1": "crwdns151140:0crwdne151140:0", + "meddlingkid-move4.2": "crwdns151142:0crwdne151142:0", + "meddlingkid-move4.3": "crwdns151144:0crwdne151144:0", + "meddlingkid-move5": "crwdns151146:0crwdne151146:0", + "meddlingkid-move5.1": "crwdns151148:0crwdne151148:0", + "meddlingkid-move5.2": "crwdns151150:0crwdne151150:0", + "meddlingkid-move5.3": "crwdns151152:0crwdne151152:0", + "meddlingkid-move5.4": "crwdns151154:0_____crwdne151154:0", + "meddlingkid-move6": "crwdns151156:0crwdne151156:0", + "meddlingkid-move7": "crwdns151158:0crwdne151158:0", + "meddlingkid-gadgets": "crwdns151160:0crwdne151160:0", + "meddlingkid-gear1": "crwdns151162:0crwdne151162:0", + "meddlingkid-gear2": "crwdns151164:0crwdne151164:0", + "meddlingkid-gear3": "crwdns151166:0crwdne151166:0", + "meddlingkid-gear4": "crwdns151168:0crwdne151168:0", + "meddlingkid-gear5": "crwdns151170:0crwdne151170:0", + "meddlingkid-gear6": "crwdns151172:0crwdne151172:0", + "meddlingkid-gear7": "crwdns151174:0crwdne151174:0", + "meddlingkid-gear8": "crwdns151176:0crwdne151176:0", + "meddlingkid-ally": "crwdns151178:0crwdne151178:0", + "Sidekick": "crwdns151180:0crwdne151180:0", + "luck-special-sidekick": "crwdns151182:0crwdne151182:0", + "hero": "crwdns151184:0crwdne151184:0", + "hero-desc1": "crwdns151186:0crwdne151186:0", + "hero-desc2": "crwdns151188:0crwdne151188:0", + "hero-desc3": "crwdns151190:0crwdne151190:0", + "sidekick-fixed-move1": "crwdns151192:0crwdne151192:0", + "sidekick-move1": "crwdns151194:0crwdne151194:0", + "sidekick-move2": "crwdns151196:0crwdne151196:0", + "sidekick-move3": "crwdns151198:0crwdne151198:0", + "sidekick-move4": "crwdns151200:0crwdne151200:0", + "sidekick-move5": "crwdns151202:0crwdne151202:0", + "sidekick-move6": "crwdns151204:0crwdne151204:0", + "sidekick-hero-weapon": "crwdns151206:0crwdne151206:0", + "sidekick-weapons": "crwdns151208:0crwdne151208:0", + "sidekick-gear1": "crwdns151210:0crwdne151210:0", + "sidekick-gear2": "crwdns151212:0crwdne151212:0", + "sidekick-gear3": "crwdns151214:0crwdne151214:0", + "sidekick-gear4": "crwdns151216:0crwdne151216:0", + "sidekick-gear5": "crwdns151218:0crwdne151218:0", + "sidekick-ally": "crwdns151220:0crwdne151220:0", + "sidekick-advance1": "crwdns151222:0crwdne151222:0", + "sidekick-advance2": "crwdns151224:0crwdne151224:0", + "Snoop": "crwdns151226:0crwdne151226:0", + "luck-special-snoop": "crwdns151228:0crwdne151228:0", + "snoop-crew": "crwdns151230:0crwdne151230:0", + "snoop-crew-desc1": "crwdns151232:0crwdne151232:0", + "snoop-crew-desc2": "crwdns151234:0crwdne151234:0", + "snoop-move1": "crwdns151236:0crwdne151236:0", + "snoop-move2": "crwdns151238:0crwdne151238:0", + "snoop-move3": "crwdns151240:0crwdne151240:0", + "snoop-move4": "crwdns151242:0crwdne151242:0", + "snoop-move5": "crwdns151244:0crwdne151244:0", + "snoop-move6": "crwdns151246:0crwdne151246:0", + "snoop-move7": "crwdns151248:0crwdne151248:0", + "snoop-gear-base": "crwdns151250:0crwdne151250:0", + "snoop-recording": "crwdns151252:0crwdne151252:0", + "snoop-gear1": "crwdns151254:0crwdne151254:0", + "snoop-gear2": "crwdns151256:0crwdne151256:0", + "snoop-gear3": "crwdns151258:0crwdne151258:0", + "snoop-gear4": "crwdns151260:0crwdne151260:0", + "snoop-gear5": "crwdns151262:0crwdne151262:0", + "snoop-gear6": "crwdns151264:0crwdne151264:0", + "snoop-gear7": "crwdns151266:0crwdne151266:0", + "snoop-gear8": "crwdns151268:0crwdne151268:0", + "snoop-gear9": "crwdns151270:0crwdne151270:0", + "snoop-gear10": "crwdns151272:0crwdne151272:0", + "snoop-gear11": "crwdns151274:0crwdne151274:0", + "snoop-gear12": "crwdns151276:0crwdne151276:0", + "snoop-detector": "crwdns151278:0crwdne151278:0", + "snoop-gear13": "crwdns151280:0crwdne151280:0", + "snoop-gear14": "crwdns151282:0crwdne151282:0", + "snoop-gear15": "crwdns151284:0crwdne151284:0", + "snoop-gear16": "crwdns151286:0crwdne151286:0", + "snoop-gear17": "crwdns151288:0crwdne151288:0", + "snoop-gear18": "crwdns151290:0crwdne151290:0", + "snoop-gear19": "crwdns151292:0crwdne151292:0", + "snoop-gear20": "crwdns151294:0crwdne151294:0", + "snoop-gear21": "crwdns151296:0crwdne151296:0", + "snoop-gear22": "crwdns151298:0crwdne151298:0", + "snoop-gear23": "crwdns151300:0crwdne151300:0", + "snoop-weapon": "crwdns151302:0crwdne151302:0", + "snoop-gear24": "crwdns151304:0crwdne151304:0", + "snoop-gear25": "crwdns151306:0crwdne151306:0", + "snoop-gear26": "crwdns151308:0crwdne151308:0", + "snoop-gear27": "crwdns151310:0crwdne151310:0", + "snoop-advance1": "crwdns151312:0crwdne151312:0", + "snoop-ally": "crwdns151314:0crwdne151314:0", + "Summoned": "crwdns151316:0crwdne151316:0", + "luck-special-summoned": "crwdns151318:0crwdne151318:0", + "apocalypse": "crwdns151320:0crwdne151320:0", + "apocalypse-desc1": "crwdns151322:0crwdne151322:0", + "apocalypse-desc2": "crwdns151324:0crwdne151324:0", + "apocalypse-sign-example": "crwdns156718:0crwdne156718:0", + "apocalypse-sign-list": "crwdns156720:0crwdne156720:0", + "apocalypse-desc3": "crwdns151374:0crwdne151374:0", + "summoned-fixed-move1": "crwdns151376:0crwdne151376:0", + "summoned-move1": "crwdns151378:0crwdne151378:0", + "summoned-move1.1": "crwdns151380:0crwdne151380:0", + "summoned-move1.2": "crwdns151382:0crwdne151382:0", + "summoned-move1.3": "crwdns151384:0crwdne151384:0", + "summoned-move1.4": "crwdns151386:0crwdne151386:0", + "summoned-move2": "crwdns151388:0crwdne151388:0", + "summoned-move3": "crwdns151390:0crwdne151390:0", + "summoned-move3-guide": "crwdns151392:0crwdne151392:0", + "summoned-move3.1": "crwdns151394:0crwdne151394:0", + "summoned-move3.2": "crwdns151396:0crwdne151396:0", + "summoned-move3.3": "crwdns151398:0crwdne151398:0", + "summoned-move3.4": "crwdns151400:0crwdne151400:0", + "summoned-move3-desc": "crwdns151402:0crwdne151402:0", + "summoned-move3.5": "crwdns151404:0crwdne151404:0", + "summoned-move3.6": "crwdns151406:0crwdne151406:0", + "summoned-move3.7": "crwdns151408:0crwdne151408:0", + "summoned-move3.8": "crwdns151410:0crwdne151410:0", + "summoned-move3.9": "crwdns151412:0crwdne151412:0", + "summoned-move4": "crwdns151414:0crwdne151414:0", + "summoned-move5": "crwdns151416:0crwdne151416:0", + "summoned-move6": "crwdns151418:0crwdne151418:0", + "summoned-move7": "crwdns151420:0crwdne151420:0", + "summoned-weapon": "crwdns151422:0crwdne151422:0", + "summoned-gear1": "crwdns151424:0crwdne151424:0", + "summoned-gear2": "crwdns151426:0crwdne151426:0", + "summoned-gear3": "crwdns151428:0crwdne151428:0", + "summoned-gear4": "crwdns151430:0crwdne151430:0", + "summoned-gear5": "crwdns151432:0crwdne151432:0", + "summoned-gear6": "crwdns151434:0crwdne151434:0", + "summoned-heavy": "crwdns151436:0crwdne151436:0", + "summoned-gear7": "crwdns151438:0crwdne151438:0", + "summoned-gear8": "crwdns151440:0crwdne151440:0", + "summoned-gear9": "crwdns151442:0crwdne151442:0", + "summoned-gear10": "crwdns151444:0crwdne151444:0", + "summoned-gear11": "crwdns151446:0crwdne151446:0", + "summoned-advance1": "crwdns151448:0crwdne151448:0", + "summoned-advance2": "crwdns151450:0crwdne151450:0", + "summoned-advance3": "crwdns151452:0crwdne151452:0", + "Traveler": "crwdns151454:0crwdne151454:0", + "luck-special-traveler": "crwdns151456:0crwdne151456:0", + "traveler-transport": "crwdns151458:0crwdne151458:0", + "traveler-transport-desc1": "crwdns151460:0crwdne151460:0", + "traveler-transport-desc2": "crwdns151462:0crwdne151462:0", + "traveler-transport-desc3": "crwdns151464:0crwdne151464:0", + "traveler-transport1": "crwdns151466:0crwdne151466:0", + "traveler-transport2": "crwdns151468:0crwdne151468:0", + "traveler-transport3": "crwdns151470:0crwdne151470:0", + "traveler-transport4": "crwdns151472:0crwdne151472:0", + "traveler-fixed-move1": "crwdns151474:0crwdne151474:0", + "traveler-move1": "crwdns151476:0crwdne151476:0", + "traveler-move2": "crwdns151478:0crwdne151478:0", + "traveler-move3": "crwdns151480:0crwdne151480:0", + "traveler-move4": "crwdns151482:0crwdne151482:0", + "traveler-move5": "crwdns151484:0crwdne151484:0", + "traveler-move6": "crwdns151486:0crwdne151486:0", + "traveler-move7": "crwdns151488:0crwdne151488:0", + "traveler-move8": "crwdns151490:0crwdne151490:0", + "traveler-move9": "crwdns151492:0crwdne151492:0", + "traveler-devices": "crwdns151494:0crwdne151494:0", + "traveler-gear1": "crwdns151496:0crwdne151496:0", + "traveler-gear2": "crwdns151498:0crwdne151498:0", + "traveler-gear3": "crwdns151500:0crwdne151500:0", + "traveler-gear4": "crwdns151502:0crwdne151502:0", + "traveler-gear5": "crwdns151504:0crwdne151504:0", + "traveler-gear6": "crwdns151506:0crwdne151506:0", + "traveler-gear7": "crwdns151508:0crwdne151508:0", + "traveler-weapon": "crwdns151510:0crwdne151510:0", + "traveler-gear8": "crwdns151512:0crwdne151512:0", + "traveler-gear9": "crwdns151514:0crwdne151514:0", + "traveler-gear10": "crwdns151516:0crwdne151516:0", + "traveler-gear11": "crwdns151518:0crwdne151518:0", + "traveler-gear12": "crwdns151520:0crwdne151520:0", + "traveler-advance1": "crwdns151522:0crwdne151522:0", "custom": "crwdns142354:0crwdne142354:0", - "luck-special-Custom": "crwdns142356:0crwdne142356:0", + "luck-special-custom": "crwdns151524:0crwdne151524:0", "custom-special": "crwdns142358:0crwdne142358:0", "custom-special-example": "crwdns142360:0crwdne142360:0", "custom-special-name": "crwdns142362:0crwdne142362:0", @@ -625,6 +1161,5 @@ "custom-moves": "crwdns142366:0crwdne142366:0", "custom-move-name": "crwdns142368:0crwdne142368:0", "custom-move-description": "crwdns142370:0crwdne142370:0", - "custom-gear": "crwdns142372:0crwdne142372:0", - "inmrovements-instructions": "crwdns142374:0crwdne142374:0" -} \ No newline at end of file + "custom-gear": "crwdns142372:0crwdne142372:0" +} diff --git a/Monsterhearts-2/translations/ko.json b/Monsterhearts-2/translations/ko.json index 54d8956d31..8c4853ef10 100644 --- a/Monsterhearts-2/translations/ko.json +++ b/Monsterhearts-2/translations/ko.json @@ -1,305 +1,305 @@ { - "lbl-name": "Name", - "lbl-pronouns": "Pronouns", - "lbl-skin": "Skin", - "lbl-look": "Look", - "lbl-origin": "Origin", - "lbl-backstory": "Your Backstory", - "lbl-strings": "Strings", - "lbl-promises": "Promises", - "lbl-harm": "Harm", - "text-harminfo": "At four Harm, Skirt Death.", - "lbl-conditions": "Conditions", - "lbl-notes": "Notes", - "lbl-moves": "Moves", - "lbl-other": "Other", - "lbl-sexmove": "Sex Move", - "lbl-darkestself": "Darkest Self", - "lbl-seasonadvances": "Season Advances", - "lbl-unlocked": "Unlocked", - "lbl-experience": "Experience", - "lbl-rewritten": "Rewritten Darkest Self", - "lbl-atfault": "At Fault", - "text-expinfo": "When you have five experience points, erase them and choose one advancement from the list below:", - "text-expreminder": "Don't forget to manually add any advancements to your sheet. Check any you've already taken.", - "text-seasonadvancesinfo": "Once someone has taken their fifth advance, the Season Advances are unlocked for everybody. There's one more session left after the current one, and then the season ends.", - "text-seasonadvances1": " Change your character's Skin.", - "text-seasonadvances2": " Rewrite your Darkest Self.", - "text-seasonadvances3": " Retire your character and start a new one.", - "text-seasonadvances4": " Gain two of the Growing Up moves.", - "lbl-seasonadvancements": "Season Advancements", - "text-askbonus": "Any other modifiers?", - "text-commentprompt": "Comment", - "text-commentexample": "..To do something!", - "lbl-Hot": "Hot", - "lbl-Cold": "Cold", - "lbl-Volatile": "Volatile", - "lbl-Dark": "Dark", - "lbl-fae": "Fae", - "text-faebackstory": "You wear your heart on your sleeve. Give everyone one String.

    You've captured someone’s fancy. Gain 2 Strings on them. ", - "text-faeinfo": "You get Faery Contract, and choose one more:", - "text-fae-move1name": "Faery Contract", - "text-fae-move1desc": " If someone breaks a promise or contract made to you, take a String on them. When spending a String to even out the score and get justice on a broken promise, add these options to Pulling Strings:
    ✦  they fuck up something simple at a crucial moment, suffering 1 Harm if appropriate,
    ✦  add 2 to your roll on an act of vengeance.
    ", - "text-fae-move2name": "Unashamed", - "text-fae-move2desc": " You can give someone a String on you to add 3 to your attempt to Turn Them On.", - "text-fae-move3name": "The Wild Hunt", - "text-fae-move3desc": " When you draw upon your most feral manner, echoing the lithe movements of a cat or the voracity of a wolf, add 1 to your roll to Turn Someone On.", - "text-fae-move5name": "Lure", - "text-fae-move5desc": " Whenever someone makes a promise to you, they mark experience. Whenever someone breaks a promise to you, you mark experience.", - "text-fae-move6name": "Guide", - "text-fae-move6desc": " If you spend a String on someone willing, you can bring them across the veil, into the faery realm. The spell lasts for a scene or two, before you're both returned to the mundane world.", - "text-fae-move4name": "Beyond The Veil", - "text-fae-move4desc": " To seek audience with the Faery King, Gaze Into the Abyss. On a 10 up, in addition to other results, the Faery King reveals to you a hidden String on someone. Gain it. • On a 7 to 9, in addition to other results, the Faery King demands a favour of you.", - "text-fae-sexmove": "When you lie naked with another, you can ask them for a promise. If they refuse, take 2 Strings on them. ", - "text-fae-darkestself": "Everything you say seems a promise. Everything you hear seems a promise. If a promise is broken, justice must be wrought in trickery or blood. You aren't subject to the human rules of mercy. To escape your Darkest Self, you must in some way re-balance the scales of justice.", - "text-fae-advance1": " Add +1 to one of your stats.", - "text-fae-advance2": " Take another Fae move.", - "text-fae-advance3": " Take another Fae move.", - "text-fae-advance4": " Take a move from any Skin.", - "text-fae-advance5": " Take a move from any Skin.", - "text-fae-advance6": " You belong to a Jury of Fae.", - "lbl-ghost": "Ghost", - "text-ghostbackstory": "Someone knows that you're dead and how you died. They gain 2 Strings on you.

    You've been inside someone's bedroom while they were sleeping. Take a String on them. ", - "text-ghostinfo": "You get Unresolved Trauma, and choose two more:", - "text-ghost-move1name": "Unresolved Trauma", - "text-ghost-move1desc": " Whenever something brings to mind your death, you choke up and gain the Condition traumatized if you don't have it already. Whenever someone helps you resolve this Condition, you both mark experience.", - "text-ghost-move2name": "Helpful Spirit", - "text-ghost-move2desc": " When you help someone resolve a Condition, gain a String on them.", - "text-ghost-move3name": "Transference", - "text-ghost-move3desc": " Whenever you spend time truly listening to someone else's struggles, they heal 1 Harm, and then transfer their remaining harm to you.", - "text-ghost-move4name": "Projected Blame", - "text-ghost-move4desc": " While you've got the Condition traumatized, you may act as though others had the Condition at fault for my death.", - "text-ghost-move5name": "Creep", - "text-ghost-move5desc": " When you silently witness someone in one of their most private moments, perhaps sleeping or putting on makeup, gain a String on them.", - "text-ghost-move6name": "Limitless", - "text-ghost-move6desc": " You can walk through walls and fly.", - "text-ghost-sexmove": "When you have sex with someone, you both get to ask a question of one another. This can be asked in character or player-to-player. They must answer honestly and directly. ", - "text-ghost-darkestself": "You become invisible, unnoticeable. No one can see you, feel you, or hear your voice. You can still affect inanimate objects, but this is your only avenue of communication. You escape your Darkest Self when someone acknowledges your presence, and demonstrates how much they want you around. ", - "text-ghost-advance1": " Add +1 to one of your stats.", - "text-ghost-advance2": " Take another Ghost move.", - "text-ghost-advance3": " Take another Ghost move.", - "text-ghost-advance4": " Take a move from any Skin.", - "text-ghost-advance5": " Take a move from any Skin.", - "text-ghost-advance6": " You belong to a Haunted House.", - "lbl-ghoul": "Ghoul", - "text-ghoulbackstory": "Someone reminded you what love was, when you thought that death had stolen it away from you forever. Give them a String.

    Did anyone watch you die? If so, you gain 2 Strings on each other. ", - "lbl-hunger": "Hunger", - "text-ghoulinfo": "You get The Hunger, and choose two more:", - "text-ghoul-move1name": "The Hunger", - "text-ghoul-move1desc": " You have a Hunger for (select 1):", - "lbl-ghoulhunger1": "fear", - "lbl-ghoulhunger2": "power", - "lbl-ghoulhunger3": "plunder", - "lbl-ghoulhunger4": "thrills", - "text-ghoul-move1desc-cont": "When you heedlessly pursue a Hunger, add 1 to rolls. When you ignore a promising feeding opportunity, roll to Keep Your Cool.", - "text-ghoul-move2name": "What The Right Hand Wants", - "text-ghoul-move2desc": " Your body contains many histories, and it desires many things. Create another Hunger.", - "text-ghoul-move3name": "Satiety", - "text-ghoul-move3desc": " When you satiate a Hunger, choose one:
    ✦   heal 1 Harm;
    ✦   mark experience;
    ✦   take 1 Forward.", - "text-ghoul-move4name": "Short Rest For The Wicked", - "text-ghoul-move4desc": " When you die, wait it out. A few hours later, you wake up fully healed.", - "text-ghoul-move5name": "Watchful Golem", - "text-ghoul-move5desc": " When you defend someone without them ever knowing about it, mark experience.", - "text-ghoul-move6name": "Ending", - "text-ghoul-move6desc": " You remember every detail of your death. When you tell someone about it, give them the Condition morbid and roll to Turn Them On with Cold.", - "text-ghoul-move7name": "Esprit de Corpse", - "text-ghoul-move7desc": " When you Gaze Into the Abyss, the abyss will share with you its Hunger. Treat that Hunger as one of your own until you satiate it, and mark experience when you do so.", - "text-ghoul-sexmove": "When you have sex with someone, create a new Hunger. ", - "text-ghoul-darkestself": "Your dull hunger sharpens. You can't focus on anything else but feeding. And in addition to your peculiar cravings, you recognize something else. That primordial hunger which connects all hungers. Flesh, blood, meat. You escape your Darkest Self once you've overindulged, or you've been locked out for long enough to regain composure.", - "text-ghoul-advance1": " Add +1 to one of your stats.   ", - "text-ghoul-advance2": " Take another Ghoul move.   ", - "text-ghoul-advance3": " Take another Ghoul move.  ", - "text-ghoul-advance4": " Take a move from any Skin.", - "text-ghoul-advance5": " Take a move from any Skin.", - "text-ghoul-advance6": " You're part of a Reckless Crew. ", - "lbl-hollow": "Hollow", - "text-hollowbackstory": "You've been taking your social cues from someone, and doing so has taught you a lot about them. Gain 2 Strings on them.

    Someone's seen through your invented past, and realized it's all lies. They gain 2 Strings on you.", - "text-hollowinfo": "Choose two:", - "text-hollow-move1name": "Better Than Nothing", - "text-hollow-move1desc": " When you gain a Condition, mark experience.", - "text-hollow-move2name": "A Blank Canvas", - "text-hollow-move2desc": " When you take an action that embodies one of your Conditions, allowing that Condition to alter your sense of self, cross it off and add 1 to your roll.", - "text-hollow-move3name": "Try Harder Next Time", - "text-hollow-move3desc": " When you screw up, give yourself an appropriate Condition and take 1 forward.", - "text-hollow-move4name": "Fake", - "text-hollow-move4desc": " Add 1 to any rolls you make while lying.", - "text-hollow-move5name": "Metamorphosis", - "text-hollow-move5desc": " When you Gaze Into the Abyss, on a 7 or higher the abyss will also show you what you must become, and you can permanently swap two of your stats.", - "text-hollow-move6name": "Strange Impressions", - "text-hollow-move6desc": " When a main character either harms you or helps you heal, you can respond by studying them with wide eyes. If you do, temporarily gain one of their Skin Moves and add it to your character sheet. It disappears once you use it.", - "text-hollow-sexmove": "When you have sex with someone, both players secretly write down whether the sex was confusing or soothing for their character. If you reveal the same answer, both characters mark experience. ", - "text-hollow-darkestself": "Your body is a prison. You don't belong inside of it. You need to put it in harm's way, and make it suffer, just like it's made you suffer. There's got to be a way to cut yourself out of it. You need to meet your makers, and hold them accountable for what they've done to you. To escape your Darkest Self, you must come to see how someone else feels more trapped than you do.", - "text-hollow-advance1": " Add +1 to one of your stats.  ", - "text-hollow-advance2": " Take another Hollow move.  ", - "text-hollow-advance3": " Take another Hollow move.  ", - "text-hollow-advance4": " Take a move from any Skin.", - "text-hollow-advance5": " Take a move from any Skin.", - "text-hollow-advance6": " You've found Hollow Siblings.", - "lbl-infernal": "Infernal", - "text-infernalbackstory": "You owe debts. Give away 3 Strings, divided any way you like between the Dark Power and the other characters.

    Someone thinks they can save you. Gain a String on them. ", - "lbl-darkpower": "Dark Power", - "text-infernalinfo": "You get Soul Debt, and choose one more:", - "text-infernal-move1name": "Soul Debt", - "text-infernal-move1desc": " You owe a debt to a Dark Power. Name it, and choose two Bargains it has made with you.

    The Dark Power can gain Strings. If ever it has 5 Strings on you, trigger your Darkest Self.", - "text-infernal-move2name": "Dark Recruiter", - "text-infernal-move2desc": " When you bring an innocent soul to the Dark Power, mark experience.", - "text-infernal-move3name": "Under Pressure", - "text-infernal-move3desc": " If someone has 3 or more Strings on you, add 1 to your rolls to carry out their bidding.", - "text-infernal-move4name": "Can't Save Myself", - "text-infernal-move4desc": " When somebody saves you from forces too powerful for you to reckon with, they mark experience, and you gain a String on them.", - "lbl-bargains": "Bargains", - "text-bargaininfo": "Choose two Bargains that the Dark Power has made with you", - "text-bargains1-name": "The Power Flows Through You", - "lbl-bargains1-desc": "You can give the Dark Power a String in order to add 2 to your next roll.", - "text-bargains2-name": "Numbing It Out", - "lbl-bargains2-desc": "You can give the Dark Power a String in order to remove a Condition or up to two harm.", - "text-bargains3-name": "Elsewise Power", - "lbl-bargains3-desc": "You can give the Dark Power a String to use a move you don't have, just this once. This move can come from any Skin.", - "text-bargains4-name": "Uncanny Voices", - "lbl-bargains4-desc": "You can give the dark power a String in order to realize a secret about someone you’re talking to. The owner of that character will reveal one of their secret fears, secret desires, or secret strengths (they choose.)", - "text-bargains5-name": "Strings Attached", - "lbl-bargains5-desc": "You can ask the Dark Power for something that you really, really want. The MC will attach a price to the thing you want, and hint at an undesired twist in its nature. If you pay the price, you’ll get what you’re after..", - "text-infernal-sexmove": "When you have sex, the Dark Power loses a String on you and gains a String on whoever you had sex with. ", - "text-infernal-darkestself": " You find yourself shivering, needy, and alone. The Dark Power will make some daunting, open-ended demands. Every demand fulfilled brings you closer to feeling whole again, and removes one of the Dark Power's Strings on you. You escape your Darkest Self when the Dark Power is out of Strings, or you make a bargain with an even more dangerous entity.", - "text-infernal-advance1": " Add +1 to one of your stats.   ", - "text-infernal-advance2": " Take another Infernal move.   ", - "text-infernal-advance3": " Take another Infernal move.  ", - "text-infernal-advance4": " Take a move from any Skin.", - "text-infernal-advance5": " Take a move from any Skin.", - "text-infernal-advance6": " You supply for Needy Fiends.", - "lbl-mortal": "Mortal", - "text-mortalbackstory": "Declare your backstory last.

    Choose one person to be your Lover. Give them three Strings on you. Take one String on them.", - "lbl-lover": "Lover", - "text-mortalinfo": "You gain True Love, and choose two more:", - "text-mortal-move1name": "True Love", - "text-mortal-move1desc": "You always have exactly one Lover. The first is chosen during Your Backstory. If you ever fall in love with someone else instead, give them a String and they become your new Lover. You always carry 1 forward to earning your Lover's heart or fancy.", - "text-mortal-move2name": "Mess With Me, Mess With Him", - "text-mortal-move2desc": " When using your Lover's name as a threat, add 2 to your roll to Shut Someone Down or Keep Your Cool. Your Lover gains a String on you.", - "text-mortal-move3name": "Entrenched", - "text-mortal-move3desc": " If you and another character have a combined total of 5 or more Strings on one another, gain 1 to all rolls against them.", - "text-mortal-move4name": "Sympathy Is My Weapon", - "text-mortal-move4desc": " Every time you forgive someone for hurting you, and excuse their base nature, gain a String on them.", - "text-mortal-move5name": "Excuses Are My Armour", - "text-mortal-move5desc": " When you ignore some blatant problem with your Lover or how they treat you, mark experience.", - "text-mortal-move6name": "Downward Spiral", - "text-mortal-move6desc": " When you Gaze Into the Abyss, you may cause yourself 1 Harm. If you do, add 2 to your roll.", - "text-mortal-move7name": "Down The Rabbit Hole", - "text-mortal-move7desc": " When you go poking your nose in affairs not meant for your kind, someone involved in the situation gains a String on you, and you mark experience.", - "text-mortal-sexmove": "When you have sex with someone, it awakens something sinister within. The next time you take your eyes off them, they become their Darkest Self. ", - "text-mortal-darkestself": "Nobody understands you. Nobody even tries. You do so much for the people you love, and they walk all over you. Enough is enough! Betray them. Show them what its like to be uncared for. Reveal their monstrosity and yours. Only seeing the pain that you're causing your Lover will let you escape your Darkest Self.", - "text-mortal-advance1": " Add +1 to one of your stats.   ", - "text-mortal-advance2": " Take another Mortal move.   ", - "text-mortal-advance3": " Take another Mortal move.  ", - "text-mortal-advance4": " Take a move from any Skin.   ", - "text-mortal-advance5": " Take a move from any Skin.", - "text-mortal-advance6": " Take a move from any Skin.   ", - "lbl-queen": "Queen", - "text-queenbackstory": "Name three side characters who are members of your gang. Gain a String on each.

    You find someone threatening. Give them a String on you, and take a String on them", - "lbl-clique": "Clique", - "text-queeninfo": "You get The Clique, and choose one more:", - "text-queen-move1name": "The Clique", - "text-queen-move1desc": " You're at the head of the toughest, coolest, most powerful clique around. They count as a gang. Choose one of the following strengths for your gang:
    ✦   they're armed (with guns and real dangerous stuff),
    ✦   they're connected (with money and designer drugs),
    ✦   they're talented (in a band or sports team),
    ✦   they're cultists (with dark oaths and willingness to die).", - "text-queen-move2name": "The Shield", - "text-queen-move2desc": " When you're surrounded by your gang, subtract 1 from any rolls against you.", - "text-queen-move3name": "Bought Loyalty", - "text-queen-move3desc": " You can give a side character a String on you to tempt them to do your bidding. The MC will tell you what sort of bribe, threat, or coaxing it’ll take to get that character to do what you want right now.", - "text-queen-move4name": "And Your Enemies Closer", - "text-queen-move4desc": " When someone betrays you, gain a String on them.", - "text-queen-move5name": "Many Bodies", - "text-queen-move5desc": " When you promise one of your gang members to someone, add 2 to your roll to Turn Them On. When one of your gang members has sex with someone, it triggers your Sex Move.", - "text-queen-move6name": "Streaming", - "text-queen-move6desc": " You have a telepathic connection with your gang members. You can always hear their emotions and fears. If you try to hear specific thoughts, Gaze Into the Abyss about it and add 1 to your roll.", - "text-queen-sexmove": "When you have sex with someone, they gain the Condition one of them. While the Condition remains, they count as part of your gang. ", - "text-queen-darkestself": "They've failed you. Again. This whole mess is their fault, and why should you have to suffer the consequences of their idiocy? You need to make an example out of each of them – a cruel and unwavering example. You escape your Darkest Self when you relinquish part of your power to someone more deserving, or when you destroy an innocent person in order to prove your might.", - "text-queen-advance1": " Add +1 to one of your stats.", - "text-queen-advance2": " Take another Queen move.", - "text-queen-advance3": " Take another Queen move.", - "text-queen-advance4": " Take a move from any Skin.", - "text-queen-advance5": " Take a move from any Skin.", - "text-queen-advance6": " Take The Clique again and detail another gang.", - "lbl-vampire": "Vampire", - "text-vampirebackstory": "You're beautiful. Gain a String on everyone.

    Someone once saved your unlife. They gain 2 Strings on you. ", - "text-vampireinfo": "Choose two:", - "text-vampire-move1name": "Invited", - "text-vampire-move1desc": " You cannot enter a home without being invited. Whenever someone invites you in, gain a String on them.", - "text-vampire-move2name": "Hypnotic", - "text-vampire-move2desc": " You can hypnotize people who have no Strings on you. Roll with Hot. On a 10 up, they do exactly what you wish and have no idea that anything is wrong. • On a 7-9, the hypnosis works, but choose one:
    ✦   they realize exactly what you've done to them,
    ✦   they fuck up your commands,
    ✦   their sanity is unhinged.", - "text-vampire-move3name": "Cold As Ice", - "text-vampire-move3desc": " When you Shut Someone Down and roll a 7 or higher, you may choose an extra option from the list.", - "text-vampire-move4name": "The Feeding", - "text-vampire-move4desc": " You feed on hot blood, direct from the source. If this is the first time they've ever been fed upon, you both mark experience. When you feed, choose two:
    ✦   you heal 1 Harm,
    ✦   you take 1 Forward,
    ✦   they definitely don't die.", - "text-vampire-move5name": "Marked For The Hunt", - "text-vampire-move5desc": " Feeding on someone establishes a preternatural bond. From that point forward, whenever you Gaze Into the Abyss concerning their whereabouts or well-being, roll as if you had Dark 3.", - "text-vampire-move6name": "Inescapable", - "text-vampire-move6desc": " You may spend a String on someone to demand that they remain in your presence. If they still walk out on you, gain 2 Strings on them.", - "text-vampire-sexmove": "When you deny someone sexually, gain a String on them.

    When you have sex with someone, lose all Strings on them. ", - "text-vampire-darkestself": "Everyone is your pawn, your plaything. You hurt them and make them vulnerable, for sport – like a cat does with a mouse. Maybe you'll even drain them dry, though you'll certainly take your time first. You escape your Darkest Self when you're put in your rightful place, by someone more powerful than you.", - "text-vampire-advance1": " Add +1 to one of your stats.", - "text-vampire-advance2": " Take another Vampire move.", - "text-vampire-advance3": " Take another Vampire move.", - "text-vampire-advance4": " Take a move from any Skin.", - "text-vampire-advance5": " Take a move from any Skin.", - "text-vampire-advance6": " You're in a Vampiric Coterie.", - "lbl-werewolf": "Skin", - "text-werewolfbackstory": "You lack subtlety. Give a String to everyone.

    You've spent weeks watching someone from a distance. Their scent and mannerisms are unmistakable to you now. Gain two Strings on them. ", - "lbl-spiritconnection": "Spirit Connection", - "text-werewolfinfo": "Choose two:", - "text-werewolf-move1name": "Primal Dominance", - "text-werewolf-move1desc": " When you harm someone, take a String on them.", - "text-werewolf-move2name": "Scent Of Blood", - "text-werewolf-move2desc": " Add 1 to all rolls against those who have been harmed in this scene already.", - "text-werewolf-move3name": "Howl At The Moon", - "text-werewolf-move3desc": " When basked in moonlight, you may act as if you had Dark 3.", - "text-werewolf-move4name": "Spirit Armour", - "text-werewolf-move4desc": " When basked in moonlight, any harm that you suffer is reduced by 1, and you add 2 to all rolls to Keep Your Cool.", - "text-werewolf-move5name": "Heightened Senses", - "text-werewolf-move5desc": " When you rely on your animal instincts to make sense of a charged situation, roll with Dark. On a 10 up, ask the MC three questions from below and take 1 Forward. • On a 7-9, ask one question from below and take 1 Forward:
    ✦   Where's my best escape route or way in?
    ✦   Which enemy is the most vulnerable to me?
    ✦   What's their secret weakness?
    ✦   What poses the biggest threat to me?
    ✦   Who's in control here?", - "text-werewolf-move6name": "Unstable", - "text-werewolf-move6desc": " When you become your Darkest Self, mark experience.", - "text-werewolf-sexmove": "When you have sex with someone, you establish a deep spiritual connection with them. Until either of you breaks that spirit connection (by having sex with someone else) add 1 to all rolls made to defend them. You can tell when that connection has been broken.
    ", - "text-werewolf-darkestself": "You transform into a terrifying wolf-creature. You crave power and dominance, and those are earned through bloodshed. If anyone attempts to stand in your way, they must be brought down and made to bleed. You escape your Darkest Self when you wound someone you really care about or the sun rises, whichever happens first. ", - "text-werewolf-advance1": " Add +1 to one of your stats.   ", - "text-werewolf-advance2": " Take another Werewolf move.   ", - "text-werewolf-advance3": " Take another Werewolf move.  ", - "text-werewolf-advance4": " Take a move from any Skin.", - "text-werewolf-advance5": " Take a move from any Skin.", - "text-werewolf-advance6": " You belong to a Wolf Pack. ", - "lbl-witch": "Skin", - "text-witchbackstory": "You start the game with two Sympathetic Tokens. Decide whose and what they are.

    One of the others caught you rummaging through their friend's stuff, but hasn't said anything. They get a String on you. ", - "lbl-sympathetictokens": "Sympathetic Tokens", - "text-witchinfo": "You get Sympathetic Tokens and Hex-Casting.", - "text-witch-move1name": "Sympathetic Tokens", - "text-witch-move1desc": " You gain power from Sympathetic Tokens - items of personal significance taken from others. Sympathetic Tokens count as Strings.", - "text-witch-move2name": "Hex-Casting", - "text-witch-move2desc": " You can cast Hexes. Choose two that you know. To cast them, either expend a Sympathetic Token during a secret ritual, or meet the target's gaze and chant at them in tongues. Then roll with Dark. On a 10 up, the Hex works, and can easily be reversed. On a 7-9, it works but choose one:
    ✦   the casting does you 1 Harm;
    ✦   the Hex has weird side effects;
    ✦   trigger your Darkest Self.", - "text-witch-move3name": "Transgressive Magic", - "text-witch-move3desc": " If your ritual transgresses the community's moral or sexual standards, add 1 to your Hex-Casting roll.", - "text-witch-move5name": "Sanctuary", - "text-witch-move5desc": " You have a secret place for practicing witchcraft. Add 1 to all rolls you make within this space.", - "lbl-hexes": "Hexes", - "text-hexes1-name": "Wither", - "lbl-hexes1-desc": "The hexed loses all of their hair, or their teeth start falling out, or their period arrives unexpected and heavy, or their skin gets all sickly yellow and spotty. Whatever the specifics, it's bad.", - "text-hexes2-name": "Binding", - "lbl-hexes2-desc": "The person cannot physically harm others.", - "text-hexes3-name": "Ring Of Lies", - "lbl-hexes3-desc": "Whenever the person attempts to lie, they hear a piercing ringing noise. Big lies will often make their knees buckle and disorient them. Severe lies can cause harm or even brain damage.", - "text-hexes4-name": "Watching", - "lbl-hexes4-desc": "You enter a deep sleep, and begin to see the world through the eyes of the hexed. You can feel their reactions to and impressions of what they are seeing.", - "text-hexes5-name": "Illusions", - "lbl-hexes5-desc": "Pick one: snakes and bugs, demonic visages, false prophecies, non-existent subtext. The hexed sees that thing everywhere. You have no control over the exact images or manifestations.", - "text-witch-sexmove": "After sex, you can take a Sympathetic Token from them. They know about it, and it's cool. ", - "text-witch-darkestself": "The time for subtlety and patience is over. You're too powerful to put up with their garbage any longer. You hex anyone who slights you. All of your hexes have unexpected side effects, and are more effective than you are comfortable with. To escape your Darkest Self, you must offer peace to the one you have hurt the most.", - "text-witch-advance1": " Add +1 to one of your stats.   ", - "text-witch-advance2": " Take another Witch move.   ", - "text-witch-advance3": " Take all the remaining Hexes.   ", - "text-witch-advance4": " Create a new Hex.  ", - "text-witch-advance5": " Take a move from any Skin.", - "text-witch-advance6": " Take a move from any Skin.", - "text-witch-advance7": " You belong to a Coven.", - "lbl-customskin": "Custom Skin", - "text-custom-advance1": " Add +1 to one of your stats.   ", - "text-custom-advance2": " Take another Skin move.   ", - "text-custom-advance3": " Take another Skin move.  ", - "text-custom-advance4": " Take a move from any Skin.", - "text-custom-advance5": " Take a move from any Skin." + "lbl-name": "이름", + "lbl-pronouns": "지칭", + "lbl-skin": "스킨", + "lbl-look": "눈", + "lbl-origin": "기원", + "lbl-backstory": "캐릭터 배경", + "lbl-strings": "끈", + "lbl-promises": "약속", + "lbl-harm": "피해", + "text-harminfo": "피해를 4번 받을 때, 죽음 피하기", + "lbl-conditions": "상태", + "lbl-notes": "기록", + "lbl-moves": "액션", + "lbl-other": "기타 액션", + "lbl-sexmove": "섹스 액션", + "lbl-darkestself": "어두운 자아", + "lbl-seasonadvances": "시즌 성장", + "lbl-unlocked": "해제", + "lbl-experience": "경험치", + "lbl-rewritten": "어두운 자아 다시 쓰기", + "lbl-atfault": "실패할 때", + "text-expinfo": "경험치 5점을 받을 때마다 아래의 액션 중 하나를 고르세요", + "text-expreminder": "당신의 시트에 성장을 더하는 것을 잊지마세요. 이미 가지고 잇는 액션은 아닌지 확인하세요.", + "text-seasonadvancesinfo": "누군가 5번째 성장을 하면, 모두에게 시즌 성장이 해제됩니다. 다음 세션이 이번 시즌의 마지막화가 됩니다.", + "text-seasonadvances1": "캐릭터의 스킨 바꾸기", + "text-seasonadvances2": "어두운 자아 다시 쓰기", + "text-seasonadvances3": "캐릭터를 은퇴시키고 새로운 캐릭터로 시작하기", + "text-seasonadvances4": "성숙 액션 두 개 얻기", + "lbl-seasonadvancements": "시즌 성장", + "text-askbonus": "다른 수정치가 있나요?", + "text-commentprompt": "코멘트", + "text-commentexample": "해봅시다!", + "lbl-Hot": "열정", + "lbl-Cold": "냉정", + "lbl-Volatile": "충동", + "lbl-Dark": "어둠", + "lbl-fae": "요정", + "text-faebackstory": "당신은 자신의 감정을 숨김없이 내보입니다. 모두에게 끈 1점을 줍니다.

    당신은 누군가의 마음을 사로잡았습니다. 그 사람에게서 끈 2점을 얻습니다", + "text-faeinfo": "당신은 요정의 계약을 얻으며, 다른 액션 하나를 고릅니다.", + "text-fae-move1name": "요정의 계약", + "text-fae-move1desc": "누군가 당신과 맺은 약속이나 계약을 어기면, 그 사람에게 끈 1점을 받습니다. 깨진 약속에 대해 정의구현하거나 \"공정\" 하기위해 이 끈을 사용한다면, 끈 잡아당기기에 다음 선택지를 추가하세요:
    ✦   상대는 중요한 순간에 쉬운 일을 망칩니다. 적절하다면 피해도 1점 받습니다.
    ✦   복수를 위한 행동을 할 때 판정에+2 보너스를 더합니다.", + "text-fae-move2name": "뻔뻔함", + "text-fae-move2desc": "당신은 상대에게 끈 1점을 주고 흥분시키기 판정에 +3을 더할 수 있습니다.", + "text-fae-move3name": "와일드 헌트", + "text-fae-move3desc": "가장 야만적인 모습으로 고양이의 유연한 움직임이나 늑대의 탐욕스러움을 흉내낸다면, 흥분시키기 판정에 +1 보너스를 더합니다", + "text-fae-move5name": "꾀어내기", + "text-fae-move5desc": "누군가 당신과 약속할 때마다, 그 사람은 경험치를 얻습니다. 상대가 약속을 어길 때마다 당신은 경험치를 얻습니다.", + "text-fae-move6name": "가이드", + "text-fae-move6desc": "장막 너머에 있는 요정 왕국으로 갈 때, 함께 가기 원하는 상대를 끈 1 점을 사용해서 데려갈 수 있습니다. 이 주문은 한 두 장면 정도 이어지며, 지속시간이 끝난 후 양쪽 모두 현실 세계로 되돌아옵니다.", + "text-fae-move4name": "장막 너머", + "text-fae-move4desc": "요정왕과 접견을 하려면, 심연 들여다보기 판정을 하세요. 10 이상이면 요정왕이 기존 판정 결과와 더불어 당신이 누군가에게 끈 1점을 가지고 있다고 알려줍니다. 끈을 받으세요. 7-9면, 요정왕이 기존 판정 결과와 더불어 한 가지 요구를 합니다.", + "text-fae-sexmove": "당신이 다른 사람과 알몸으로 누워있을때, 당신은 그 사람에게 한 가지 약속을 청할 수 있습니다. 만약 상대가 거절한다면, 상대에게 끈 2점을 받습니다.", + "text-fae-darkestself": "당신이 말하는 모든 것이 약속처럼 보입니다. 당신이 듣는 모든 것이 약속처럼 보입니다. 약속이 깨지면, 피와 장난이 정의를 바로 세울 것입니다. 인간의 동정심 규칙에 당신은 굴복하지 않습니다. 어두운 자아를 벗어나려면, 어떤 방법으로든 반드시 당신이 가진 정의의 저울을 다시 조정해야 할 것입니다.", + "text-fae-advance1": "능력치 중 하나에 +1을 더합니다.", + "text-fae-advance2": "다른 요정 액션을 하나를 얻습니다.", + "text-fae-advance3": "다른 요정 액션을 하나를 얻습니다.", + "text-fae-advance4": "아무 스킨 액션을 하나 얻습니다.", + "text-fae-advance5": "아무 스킨 액션을 하나 얻습니다.", + "text-fae-advance6": "당신은 요정 배심원단에 소속됩니다.", + "lbl-ghost": "유령", + "text-ghostbackstory": "당신이 죽은 사람인 것과 어떻게 죽었는지를 아는 사람이 있습니다. 그 사람은 당신에게 끈 2점을 얻습니다.

    당신은 누군가가 잠자고 있는 침실 안에 있습니다. 당신은 그들에게 끈 1점을 받습니다.", + "text-ghostinfo": "당신은 극복하지 못한 트라우마를 얻습니다. 액션을 두 가지 더 고릅니다: ", + "text-ghost-move1name": "극복하지 못한 트라우마", + "text-ghost-move1desc": "어떠한 이유로든 자신이 죽었다는 사실을 떠올릴 때마다, 목이 메면서 충격 상태를 받습니다. 이미 충격 상태일 때는 적용되지 않습니다. 누군가 상태를 극복하도록 당신을 돕는다면, 둘 다 경험치를 받습니다.", + "text-ghost-move2name": "친절한 영혼", + "text-ghost-move2desc": "누군가 상태를 해소하려는 것을 도우면, 끈을 얻습니다.", + "text-ghost-move3name": "전이", + "text-ghost-move3desc": "당신이 시간을 들여서 다른 사람의 괴로움을 진심으로 귀 기울여 듣는다면, 상대는 피해 1점을 치료한 다음, 남은 자신의 피해를 당신에게 옮깁니다.", + "text-ghost-move4name": "책임 떠넘기기", + "text-ghost-move4desc": "당신이 충격 상태에 빠져있는 동안, 당신은 다른 사람들이 내가 죽은 건 너 때문이야 상태에 빠진 것처럼 행동할 수 있습니다.", + "text-ghost-move5name": "소름끼치는 목격자", + "text-ghost-move5desc": "당신이 다른 사람의 가장 사적인 순간-잠을 자고 있거나 화장을 하는 중-을 조용히 목격한다면, 그 사람에게서 끈을 1점 얻습니다.", + "text-ghost-move6name": "경계 없음", + "text-ghost-move6desc": "당신은 벽을 통과하거나 하늘을 날 수 있습니다.", + "text-ghost-sexmove": "누군가와 성관계를 맺으면, 양쪽 모두 서로에게 질문을 한 가지씩 할 수 있습니다. 이 질문은 캐릭터 연기로, 또는 플레이어끼리 대화로 물어볼 수 있습니다. 답변은 반드시 명확하고 정직해야 합니다", + "text-ghost-darkestself": "당신은 보이지 않고, 기척도 느껴지지 않습니다. 누구도 당신을 볼 수 없고, 느낄 수 없으며 당신의 목소리를 듣지 못합니다. 당신은 여전히 살아있지 않은 물체를 움직일 수 있지만, 그것이 다른 사람과 소통할 수 있는 유일한 방법입니다. 당신이 어두운 자아에서 벗어나려면, 누군가 당신의 존재를 인정하고 얼마나 당신이 곁에 있기를 원하는지 표현해야합니다.", + "text-ghost-advance1": "능력치 중 하나에 +1을 더합니다.", + "text-ghost-advance2": "다른 유령 액션을 하나를 얻습니다.", + "text-ghost-advance3": "다른 유령 액션을 하나를 얻습니다.", + "text-ghost-advance4": "아무 스킨 액션을 하나 얻습니다.", + "text-ghost-advance5": "아무 스킨 액션을 하나 얻습니다.", + "text-ghost-advance6": "당신은 귀신들린 집에 소속됩니다.", + "lbl-ghoul": "구울", + "text-ghoulbackstory": "죽음이 여러분에게서 영원히 사랑을 앗아갔다고 생각했을 때, 누군가 다시 사랑을 일깨워주었습니다. 상대에게 끈 1점을 줍니다.

    누군가 여러분이 죽는 광경을 목격했나요? 그렇다면 상대와 끈 2 점을 서로 주고받습니다.", + "lbl-hunger": "굶주림", + "text-ghoulinfo": "당신은 굶주림을 얻고 두 개의 액션을 더 고릅니다:", + "text-ghoul-move1name": "굶주림", + "text-ghoul-move1desc": "당신은 다음 중 한 가지 굶주림을 가집니다:", + "lbl-ghoulhunger1": "공포", + "lbl-ghoulhunger2": "힘", + "lbl-ghoulhunger3": "약탈", + "lbl-ghoulhunger4": "전율", + "text-ghoul-move1desc-cont": "당신이 앞뒤가리지 않고 굶주림을 채우려고 한다면, 판정에 +1을 추가합니다. 당신이 굶주림을 채울 절호의 기회를 무시한다면, 침착하기 판정을 합니다.", + "text-ghoul-move2name": "오른손이 원하는 것", + "text-ghoul-move2desc": "여러분의 육체에는 수많은 역사의 흔적이 남아있으며, 수많은 욕망이 서려있습니다. 굶주림을 하나 더 만듭니다.", + "text-ghoul-move3name": "포만", + "text-ghoul-move3desc": "굶주림을 채웠을 때, 한 가지를 선택합니다:
    ✦   피해를 1 치료합니다;
    ✦   경험치 1을 얻습니다;
    ✦   다음번에 보너스를 받습니다.", + "text-ghoul-move4name": "악인에게 짧은 휴식을", + "text-ghoul-move4desc": "죽으면 잠시 기다리세요. 몇 시간 후에, 완전히 회복한 상태로 일어납니다.", + "text-ghoul-move5name": "파수꾼 골렘", + "text-ghoul-move5desc": "자신이 보호받는다는 사실을 알지도 못하는 누군가를 지킬 때, 경험치를 받습니다.", + "text-ghoul-move6name": "종말", + "text-ghoul-move6desc": "당신은 자신이 어떻게 죽었는지 하나하나 모두 기억합니다. 당신이 자신의 죽음을 누군가에게 이야기할 때마다, 상대에게 죽음에 매혹되다 상태를 주고 냉정으로 흥분시키기 판정을 합니다.", + "text-ghoul-move7name": "죽은자들의 사기", + "text-ghoul-move7desc": "심연 들여다보기를 할 때, 심연은 당신에게 자신의 굶주림을 나누어줍니다. 당신은 심연이 준 굶주림을 자기 것으로 간주하며, 굶주림을 채울 때까지 유지합니다. 굶주림을 채우면, 경험치를 받습니다.", + "text-ghoul-sexmove": "당신이 누군가와 성관계를 맺으면, 새로운 굶주림을 하나 만듭니다.", + "text-ghoul-darkestself": "누그러진 줄 알았던 굶주림이 강해집니다. 굶주림을 채우는 일 밖에 머리 속에 들어오지 않습니다. 또한, 원래 지닌 특유의 갈망뿐만 아니라, 무언가 다른 것도 느껴집니다. 바로 모든 굶주림의 근원인 태고의 굶주림입니다. 피와 살, 육체말이지요. 어두운 자아를 벗어나려면, 굶주림을 채우는 탐닉에 빠지거나, 평정을 되찾을 수 있을 만큼 오랜 시간 동안 다른 사람들에게서 떨어져서 고립되어야 합니다.", + "text-ghoul-advance1": "능력치 중 하나에 +1을 더합니다.", + "text-ghoul-advance2": "다른 구울 액션을 하나를 얻습니다.", + "text-ghoul-advance3": "다른 구울 액션을 하나를 얻습니다.", + "text-ghoul-advance4": "아무 스킨 액션을 하나 얻습니다.", + "text-ghoul-advance5": "아무 스킨 액션을 하나 얻습니다.", + "text-ghoul-advance6": "당신은 난폭한 일당의 일원이 됩니다.", + "lbl-hollow": "공허", + "text-hollowbackstory": "당신은 누군가로부터 사회적인 단서를 받으면서 그 사람에 대해 많은 것을 배우게 되었습니다. 상대에게 끈 2점을 얻습니다.

    누군가 당신의 만들어진 과거를 알고, 그것이 모두 거짓임을 눈치챘습니다. 상대는 당신에게 끈 2점을 받습니다.", + "text-hollowinfo": "액션 두 가지를 고릅니다:", + "text-hollow-move1name": "없는 것보다는 낫지", + "text-hollow-move1desc": "상태를 얻을 때마다 경험치도 얻습니다.", + "text-hollow-move2name": "빈 캔버스", + "text-hollow-move2desc": "당신에게 붙은 상태처럼 행동했다면 그 상태를 지우고 판정에 +1보너스를 더합니다.", + "text-hollow-move3name": "다음에는 더 열심히 하자", + "text-hollow-move3desc": "실패하면, 적절한 상태를 하나 받고 다음 번 보너스를 받습니다.", + "text-hollow-move4name": "가짜", + "text-hollow-move4desc": "거짓말을 하는 동안 어떤 판정이든 +1 보너스를 더합니다", + "text-hollow-move5name": "탈바꿈", + "text-hollow-move5desc": "심연 들여다보기를 할 때, 7 이상이 나오면 심연은 당신이 어떤 존재가 되어야 하는지도 같이 보여줍니다. 당신은 능력치 둘을 서로 바꿀 수 있습니다.", + "text-hollow-move6name": "기이한 인상", + "text-hollow-move6desc": "주연 캐릭터 중 누군가 당신을 해치거나 회복하도록 돕는다면, 상대를 빤히 보면서 관찰할 수 있습니다. 관찰한 다음에는 상대의 스킨 액션 중 하나를 일시적으로 얻어 캐릭터 시트에 적습니다. 이 액션은 한 번 사용한 다음 사라집니다.", + "text-hollow-sexmove": "누군가와 성관계를 맺으면, 양쪽 플레이어는 이 섹스가 자신들의 캐릭터에게 당황스러웠는지, 아니면 만족스러웠는지 비밀리에 적습니다. 같은 답을 적었다면 둘 다 경험치를 받습니다.", + "text-hollow-darkestself": "당신의 육신은 감옥입니다. 당신이 있어야 할 곳은 이곳이 아닙니다. 당신은 육신을 위험에 빠뜨리고, 마치 육신이 당신을 고통스럽게 한 것처럼 육신을 고통스럽게 만듭니다. 분명 벗어날 방법이 있을 겁니다. 당신은 당신의 창조주를 만나 그가 당신에게 한 짓에 책임을 물어야합니다. 어두운 자아를 벗어나려면, 당신은 당신보다 더욱 잘못된 육체에 갇혀 있다고 느끼는 있는 다른 사람을 만나야합니다.", + "text-hollow-advance1": "능력치 중 하나에 +1을 더합니다.", + "text-hollow-advance2": "다른 공허 액션을 하나를 얻습니다.", + "text-hollow-advance3": "다른 공허 액션을 하나를 얻습니다.", + "text-hollow-advance4": "아무 스킨 액션을 하나 얻습니다.", + "text-hollow-advance5": "아무 스킨 액션을 하나 얻습니다.", + "text-hollow-advance6": "당신은 공허의 형제자매를 찾았습니다.", + "lbl-infernal": "인페르날", + "text-infernalbackstory": "당신은 빚을 졌습니다. 끈 3점을 어둠의 권세와 다른 캐릭터들 사이에 나누어 주세요.

    누군가 당신을 구원할 수 있다고 생각합니다. 그 사람에게 끈 1점을 받습니다.", + "lbl-darkpower": "어둠의 권세", + "text-infernalinfo": "당신은 영혼의 빚을 지며 한 가지 액션을 더 선택합니다:", + "text-infernal-move1name": "영혼의 빚", + "text-infernal-move1desc": "당신은 어둠의 권세에 빚을 집니다. 무슨 빚을 졌는지 정하고 어둠의 권세와 맺은 계약 두 가지를 선택합니다.

    어둠의 권세는 당신에게 끈을 받을 수 있습니다. 어둠의 권세가 끈 5점을 받으면, 당신은 어둠의 자아에 빠집니다.", + "text-infernal-move2name": "어둠의 모집책", + "text-infernal-move2desc": "순수한 영혼을 어둠에 권세에 데려가면, 경험치를 얻습니다.", + "text-infernal-move3name": "압박", + "text-infernal-move3desc": "누군가 당신에게 3개 이상의 끈을 받아서 가지고 있으면, 상대가 요구하는 일을 수행할 때 판정에 +1의 보너스를 더한다.", + "text-infernal-move4name": "스스로를 구할 수 없다.", + "text-infernal-move4desc": "누군가 당신을 혼자서 감당하기에 너무나 강력한 힘으로부터 구해주었을 때, 구해준 사람은 경험치를 받고 당신은 그 사람에게 끈 1점을 받습니다.", + "lbl-bargains": "계약", + "text-bargaininfo": "어둠의 권세와 맺은 계약을 두 가지 고릅니다.", + "text-bargains1-name": "당신에게서 흘러넘치는 힘", + "lbl-bargains1-desc": "어둠의 권세에 끈 1점을 주고 다음 번 판정에 +2 보너스를 더합니다.", + "text-bargains2-name": "무감각해지기", + "lbl-bargains2-desc": "어둠의 권세에 끈 1점을 주고 상태 하나 또는 피해를 2점까지 제거할 수 있습니다.", + "text-bargains3-name": "그 밖의 힘", + "lbl-bargains3-desc": "어둠의 권세에 끈 1점을 주고 이번에 한 번, 당신이 가지지 않은 액션을 사용할 수 있다. 어느 스킨의 액션이든 사용할 수 있습니다.", + "text-bargains4-name": "기이한 목소리", + "lbl-bargains4-desc": "어둠의 권세에 끈 1점을 주고 누군가의 비밀 하나를 알 수 있습니다. 해당 캐릭터의 주인은 캐릭터가 비밀리에 두려워하는 것, 비밀리에 바라던 것, 비밀리에 가진 힘 중 하나를 밝힙니다.(어떤 사항을 말할지는 캐릭터의 주인이 선택합니다.)", + "text-bargains5-name": "끈에 붙은", + "lbl-bargains5-desc": "어둠의 권세에 당신이 정말로, 정말로 원하는 소원을 하나 빌 수 있습니다. MC는 소원을 이루기 위해 치러야하는 대가를 내걸고, 소원이 성취될 때 여러분이 바라지 않는 반전 하나가 따를 것을 암시합니다. 대가를 치르면, 당신이 원하는 바를 얻을 수 있습니다.", + "text-infernal-sexmove": "성관계를 맺으면, 어둠의 권세는 당신에게 받은 끈 1점을 잃고 당신과 섹스한 상대가 끈 1점을 받습니다.", + "text-infernal-darkestself": "몸이 떨리고, 자신감은 떨어지고, 외로움을 느낍니다. 어둠의 권세가 벅차고, 한도가 없는 요구를 할 것입니다. 요구를 들어줄 때마다 점점 더 완전해지는 느낌이 들며 어둠의 권세의 끈을 하나씩 제거합니다. 어둠의 자아에서 벗어나려면, 어둠의 권세에게 준 끈이 모두 없어지거나 더욱 위험한 존재와 계약을 맺어야합니다.", + "text-infernal-advance1": "능력치 중 하나에 +1을 더합니다.", + "text-infernal-advance2": "다른 인페르날 액션을 하나를 얻습니다.", + "text-infernal-advance3": "다른 인페르날 액션을 하나를 얻습니다.", + "text-infernal-advance4": "아무 스킨 액션을 하나 얻습니다.", + "text-infernal-advance5": "아무 스킨 액션을 하나 얻습니다.", + "text-infernal-advance6": "집요하게 달라붙는 마귀들의 욕구를 채워주기 시작합니다.", + "lbl-mortal": "필멸자", + "text-mortalbackstory": "당신의 캐릭터 배경을 마지막으로 선언합니다.

    캐릭터 중 한 명을 연인으로 고르세요. 상대에게 끈 3점을 주고 끈 1점을 받습니다.", + "lbl-lover": "연인", + "text-mortalinfo": "당신은 진정한 사랑을 얻고 두 개의 액션을 더 고릅니다:", + "text-mortal-move1name": "진정한 사랑", + "text-mortal-move1desc": "당신에게는 언제나 연인이 한 명 있습니다. 첫 연인은 캐릭터 배경을 정할 때 선택합니다. 당신이 다른 사람과 사랑에 빠지면, 그 사람에게 끈 1점을 주며 그 사람은 당신의 새로운 연인이 됩니다. 당신은 당신의 연인의 마음에 불을 붙일때 항상 판정에 +1 보너스를 받습니다.", + "text-mortal-move2name": "나를 건드리면, 그를 건드리는 거야", + "text-mortal-move2desc": "당신이 연인의 이름을 들먹이면서 위협을 할 때, 닥치게하기나 침착하기 판정에 +2를 더합니다. 당신의 연인은 당신에게 끈 1점을 받습니다.", + "text-mortal-move3name": "마음 속에 파고들기", + "text-mortal-move3desc": "당신과 다른 캐릭터가 주고받은 끈이 5점 이상이면, 상대에 대한 모든 판정에 +1 보너스를 더한다.", + "text-mortal-move4name": "연민은 나의 무기요", + "text-mortal-move4desc": "상대의 본성을 이유로 누군가 당신을 다치게 한 사람을 용서할 때마다, 상대에게 끈 1점을 받습니다.", + "text-mortal-move5name": "변명은 나의 갑옷이라", + "text-mortal-move5desc": "연인이 가진 뻔한 문제를 외면하거나, 연인이 당신을 태하는 태도에 문제가 있다는 사실을 무시하면, 경험치를 받습니다.", + "text-mortal-move6name": "악순환", + "text-mortal-move6desc": "심연 들여다보기를 할 때, 피해를 1점 받습니다. 그리고 당신의 판정에 +2 보너스를 더합니다.", + "text-mortal-move7name": "토끼 굴 속으로 내려가기", + "text-mortal-move7desc": "당신이 끼어들 문제가 아님에도 불구하고 참견할 때, 그 상황에 관련이 있는 다른 사람은 당신에게 끈 1점을 받습니다. 당신은 경험치를 받습니다.", + "text-mortal-sexmove": "누군가와 성관계를 맺으면, 상대는 자기 내면에 깃든 사악한 무언가에 눈을 뜹니다. 다음번에 당신이 상대에게서 눈을 떼면, 상대는 어둠의 자아에 빠집니다.", + "text-mortal-darkestself": "누구도 당신을 이해하지 않습니다. 누구도 당신을 이해하려고 하지 않았습니다. 사랑하는 사람들을 위해 그토록 많은 것들 해주었는데, 그들은 당신을 함부로 대하고, 무시했습니다. 더는 참을 수 없습니다! 그들을 배신하세요. 방치하는 것이 어떤 의미인지 보여주세요. 그의 괴물성을 드러내고, 당신의 괴물성도 드러내세요. 당신은 당신 때문에 연인이 고통받는 모습을 보아야만 어두운 자아에서 벗어날 수 있습니다.", + "text-mortal-advance1": "능력치 중 하나에 +1을 더합니다.", + "text-mortal-advance2": "다른 필멸자 액션을 하나를 얻습니다.", + "text-mortal-advance3": "다른 필멸자 액션을 하나를 얻습니다.", + "text-mortal-advance4": "아무 스킨 액션을 하나 얻습니다.", + "text-mortal-advance5": "아무 스킨 액션을 하나 얻습니다.", + "text-mortal-advance6": "아무 스킨 액션을 하나 얻습니다.", + "lbl-queen": "여왕", + "text-queenbackstory": "당신의 패거리 중 조연 캐릭터 세 명의 이름을 지으세요. 각 캐릭터에게 끈 1점을 받습니다.

    여러분에게 위협적인 존재가 있습니다. 상대와 끈 1점을 주고받습니다.", + "lbl-clique": "파벌", + "text-queeninfo": "당신은 파벌을 얻으며, 다른 액션 하나를 더 고릅니다.", + "text-queen-move1name": "파벌", + "text-queen-move1desc": "당신은 이 근처에서 가장 강하고, 멋지고, 거친 파벌의 대장입니다. 파벌은 패거리로 간주합니다. 다음 중 당신 패거리의 강점을 하나 고르세요.:
    ✦   무장을 갖췄습니다. (총과 진짜로 위험한 물건을 갖췄습니다.),
    ✦   연줄이 있습니다. (돈과 마약에 연결되어있습니다.),
    ✦   재능이 있습니다. (밴드나 스포츠팀 활동을 합니다.),
    ✦   사교도입니다. (어둠의 맹세를 하고, 죽음도 불사합니다)", + "text-queen-move2name": "방패", + "text-queen-move2desc": "당신이 패거리 부하들에게 호위를 받을 때, 상대는 당신에 맞서는 모든 판정에 -1 페널티를 받습니다.", + "text-queen-move3name": "충성심 사기", + "text-queen-move3desc": "당신은 조연 캐릭터에게 끈 1점을 주고 당신이 원하는 일을 하도록 유혹할 수 있습니다. MC는 조연 캐릭터가 지금 당장 원하는 일을 어떤 종류의 뇌물이나 위협, 혹은 회유가 필요한지 말해줍니다.", + "text-queen-move4name": "적은 더욱 가까이", + "text-queen-move4desc": "누군가 당신을 배신하면, 상대에게 끈 1점을 받습니다.", + "text-queen-move5name": "여러 개의 몸", + "text-queen-move5desc": "누군가에게 패거리 부하 중 하나를 주겠다고 약속하면, 상대에게 흥분시키기 판정에 +2 보너스를 받습니다. 부하 중 하나가 누군가와 성관계를 맺으면, 여왕의 섹스 액션을 발동합니다.", + "text-queen-move6name": "스트리밍", + "text-queen-move6desc": "당신은 패거리 부하들과 정신적으로 연결되어 있습니다. 당신은 부하들의 감정과 공포를 항상 느낄 수 있습니다. 특정한 생각을 읽으려면, +1 보너스를 받고 심연 들여다보기 판정을 하세요.", + "text-queen-sexmove": "누군가와 성관계를 맺으면, 상대는 걔네 중 하나라는 상태를 받습니다. 이 상태가 유지되는 동안, 상대는 당신 패거리 중 하나로 간주됩니다.", + "text-queen-darkestself": "부하들이 기대를 저버렸습니다. 또다시 말이지요. 모두 부하들 탓입니다. 왜 부하들의 바보짓 때문에 당신이 피해를 받아야 하나요? 당신은 이들을 본보기로 삼아야 합니다. 잔인하고, 절대 흔들리지 않는 본보기 말입니다. 당신은 더 가치있는 사람에게 권력의 일부를 넘기거나, 자신의 힘을 증명하기 위해 무고한 사람을 짓밟으면 어두운 자아에서 벗어날 수 있습니다.", + "text-queen-advance1": "능력치 중 하나에 +1을 더합니다.", + "text-queen-advance2": "다른 여왕 액션을 하나를 얻습니다.", + "text-queen-advance3": "다른 여왕 액션을 하나를 얻습니다.", + "text-queen-advance4": "아무 스킨 액션을 하나 얻습니다.", + "text-queen-advance5": "아무 스킨 액션을 하나 얻습니다.", + "text-queen-advance6": "파벌을 하나 더 갖습니다. 다른 패거리의 디테일을 정하세요", + "lbl-vampire": "뱀파이어", + "text-vampirebackstory": "당신은 아름답습니다. 모두에게 끈 1점을 얻습니다.

    누군가 당신의 죽지 않는 목숨을 구했습니다. 그 사람은 당신에게서 끈 2점을 얻습니다.", + "text-vampireinfo": "액션 두 가지를 고릅니다:", + "text-vampire-move1name": "초대", + "text-vampire-move1desc": "초대받지 않으면 집에 들어 갈 수 없습니다. 누군가 들어오라고 초대하면 상대에게 끈 1점을 받습니다.", + "text-vampire-move2name": "최면", + "text-vampire-move2desc": "당신에게 받은 끈이 없는 상대에게 최면을 걸 수 있습니다. 열정으로 판정하세요. 10이상이면, 상대는 무엇이 잘못되었는지도 모른 채 당신이 원하는 대로 정확히 행동합니다. 7-9면, 최면에 걸리지만, 다음 중 하나를 고르세요:
    ✦   상대는 당신이 자신에게 무슨 일을 했는 지 정확히 깨닫습니다,
    ✦   상대는 당신이 시킨 일을 엉망으로 수행합니다.
    ✦   상대의 이성이 불안정해집니다.", + "text-vampire-move3name": "얼음처럼 차가운", + "text-vampire-move3desc": "닥치게 하기 판정에서 7 이상이 나오면, 선택지에서 하나 더 고릅니다.", + "text-vampire-move4name": "흡혈", + "text-vampire-move4desc": "당신은 먹이에서 직접 뜨거운 피를 빱니다. 상대가 처음으로 흡혈을 경험한다면, 양쪽 모두 경험치를 받습니다. 흡혈할 때 다음 중 두 가지를 선택하세요.:
    ✦   당신은 피해 1점을 치료합니다.
    ✦   당신은 다음 번 보너스를 받습니다.
    ✦   상대를 절대 죽게하지 않습니다.", + "text-vampire-move5name": "사냥감의 징표", + "text-vampire-move5desc": "당신과 흡혈 대상 사이에 초자연적인 유대가 생깁니다. 흡혈한 다음부터 상대가 어디 있는지, 혹은 잘 지내는지 알기 위해 심연 들여다보기를 하면, 어둠 능력치가 3인 것처럼 판정합니다.", + "text-vampire-move6name": "도망칠 수 없는", + "text-vampire-move6desc": "끈 1점을 사용해서 상대가 당신 앞에서 도망치지 못하도록 명령할 수 있습니다. 상대가 도망친다면, 상대에게 끈 2점을 받습니다.", + "text-vampire-sexmove": "당신이 누군가를 성적으로 거절하면, 상대에게 끈 1점을 받습니다.

    당신이 누군가와 성관계를 맺으면, 상대에 대한 끈 전부를 잃습니다.", + "text-vampire-darkestself": "모든 사람은 당신의 장기말이며, 놀잇감입니다. 당신은 고양이가 쥐를 가지고 놀 듯 재미로 사람을 약하게 만들고, 다치게 만듭니다. 어쩌면 완전히 쥐어짜서 완전히 말라비틀어지게 만들 수도 있겠지요. 물론 그 전에 천천히 즐겨야겠지만 말입니다. 어두운 자아에서 벗어나려면, 당신보다 강력한 존재가 당신에게 본때를 보여주어야합니다.", + "text-vampire-advance1": "능력치 중 하나에 +1을 더합니다.", + "text-vampire-advance2": "다른 뱀파이어 액션을 하나를 얻습니다.", + "text-vampire-advance3": "다른 뱀파이어 액션을 하나를 얻습니다.", + "text-vampire-advance4": "아무 스킨 액션을 하나 얻습니다.", + "text-vampire-advance5": "아무 스킨 액션을 하나 얻습니다.", + "text-vampire-advance6": "당신은 뱀파이어 코테리에 들어갑니다.", + "lbl-werewolf": "늑대인간", + "text-werewolfbackstory": "여러분은 속마음을 제대로 숨기지 못합니다. 모두에게 끈 1점씩 줍니다.

    여러분은 몇 주 동안 누군가를 멀리서 관찰했습니다. 이제 상대의 냄새와 버릇을 절대로 오인할 수 없습니다. 상대에게 끈 2점을 받습니다.", + "lbl-spiritconnection": "영혼의 연결", + "text-werewolfinfo": "액션 두 가지를 고릅니다:", + "text-werewolf-move1name": "원초적 지배", + "text-werewolf-move1desc": "누군가를 다치게 하면, 상대에게 끈 1점을 받습니다.", + "text-werewolf-move2name": "피 냄새", + "text-werewolf-move2desc": "이 장면에서 이미 피해를 받은 사람에게 맞서는 모든 판정에 +1 보너스를 받습니다.", + "text-werewolf-move3name": "달을 보고 울부짖다", + "text-werewolf-move3desc": "달빛을 쪼일 때, 당신은 어둠 능력치가 3인 것처럼 행동할 수 있습니다.", + "text-werewolf-move4name": "영혼의 갑주", + "text-werewolf-move4desc": "달빛이 비추는 동안 당신이 받는 모든 피해는 1감소하며, 침착하기 판정에 +2 보너스를 받습니다.", + "text-werewolf-move5name": "강화된 감각", + "text-werewolf-move5desc": "동물적인 본능에 의지해 긴장 상황을 파악하려고 하면, 어둠으로 판정합니다. 10이상이면 MC에게 아래 선택지에서 세 가지를 묻고 다음 번 보너스를 받습니다. 7-9면 한 가지를 묻고 다음 번 보너스를 받습니다.
    ✦   들어가거나 빠져나가기 가장 좋은 경로는 어디인가요?
    ✦   내가 가장 상대하기 쉬운 적은 누구인가요?
    ✦   상대에게 감춘 약점은 무엇인가요?
    ✦   내게 닥칠 가장 큰 위협은 무엇인가요?
    ✦   누가 이 상황을 통제하나요?", + "text-werewolf-move6name": "불안정", + "text-werewolf-move6desc": "어두운 자아에 빠지면, 경험치를 받습니다.", + "text-werewolf-sexmove": "누군가와 성관계를 맺으면, 둘 사이 깊은 영혼의 유대가 생깁니다. 둘 중 하나가 이 유대를 깨뜨릴 때까지(다른 사람과 성관계를 가져서) 상대를 지키는 모든 판정에 +1 보너스를 받습니다. 당신은 유대가 깨지는 순간 눈치챌 수 있습니다.
    ", + "text-werewolf-darkestself": "당신은 무시무시한 늑대 괴물로 변합니다. 힘과 지배를 갈망하고, 그 힘을 얻기 위해 피바람도 마다하지 않습니다. 누군가 당신의 앞을 가로막으려 한다면, 반드시 쓰러뜨리고 피를 봐야합니다. 어두운 자아에서 벗어나려면, 당신이 정말로 아끼는 이를 다치게 하거나 해가 떠야 합니다.", + "text-werewolf-advance1": "능력치 중 하나에 +1을 더합니다.", + "text-werewolf-advance2": "다른 늑대인간 액션을 하나를 얻습니다.", + "text-werewolf-advance3": "다른 늑대인간 액션을 하나를 얻습니다.", + "text-werewolf-advance4": "아무 스킨 액션을 하나 얻습니다.", + "text-werewolf-advance5": "아무 스킨 액션을 하나 얻습니다.", + "text-werewolf-advance6": "당신은 늑대 떼에 들어갑니다.", + "lbl-witch": "마녀", + "text-witchbackstory": "당신은 교감의 징표를 두 개 가지고 시작합니다. 누구의 징표인지, 어떤 물건인지 정하세요.

    다른 캐릭터 중 하나는 당신이 자기 친구의 물건을 뒤적이는 모습을 발견했지만, 아직 아무 말도 하지 않았습니다. 상대는 당신에게 끈 1점을 받습니다.", + "lbl-sympathetictokens": "교감의 징표", + "text-witchinfo": "당신은 교감의 징표와 주술을 얻습니다.", + "text-witch-move1name": "교감의 징표", + "text-witch-move1desc": "당신은 다른 사람에게 개인적으로 중요한 물건을 교감의 징표를 가져가서 힘을 얻습니다. 교감의 징표는 끈으로 간주합니다.", + "text-witch-move2name": "주술", + "text-witch-move2desc": "당신은 주술을 사용할 수 있습니다. 아는 주술 두 가지를 고르세요. 주술을 사용하려면 비밀스러운 의식을 치르면서 교감의 징표 하나를 소모하거나, 목표의 눈을 마주치고 입으로 주문을 외워야합니다. 그런 다음 어둠으로 판정하세요. 10이상이면 주술은 발휘되며 쉽게 해제할 수 있습니다. 7-9면, 주술은 발휘되지만, 다음 중 하나를 고르세요:
    ✦   주술은 당신에게 피해 1을 입힙니다
    ✦   주술은 기이한 부작용을 가집니다.
    ✦   당신은 어두운 자아를 발동합니다.", + "text-witch-move3name": "파격적인 마법", + "text-witch-move3desc": "주술 의식이 공동체의 도덕체, 성적 기준을 거스르면 주술 판정에 +1 보너스를 더합니다.", + "text-witch-move5name": "성소", + "text-witch-move5desc": "당신은 마녀의 술법을 부리는 비밀 장소를 가졌습니다. 이 장소에서 하는 모든 판정에 +1 보너스를 받습니다.", + "lbl-hexes": "주문", + "text-hexes1-name": "쇠약", + "lbl-hexes1-desc": "주문 대상자는 모든 머리카락이 빠지거나, 이가 떨어져 나가거나, 월경이 예상치 못할 때 심하게 찾아오거나, 피부가 누렇게 변하고 반점이 돋숩니다. 세부사항이 어떻든 나쁜 일이 일어납니다.", + "text-hexes2-name": "속박", + "lbl-hexes2-desc": "주문 대상자는 물리적으로 다른 사람을 해치지 못합니다.", + "text-hexes3-name": "거짓말의 종", + "lbl-hexes3-desc": "주문 대상자는 거짓말을 하려고 할 때, 날카롭게 울리는 듯한 소음을 듣습니다. 큰 거짓말을 하면 머리가 어지러워지면서 무릎을 꿇을 만큼 소음이 심해집니다. 심각한 거짓말을 하면 피해를 받거나 심지어는 뇌가 손상될 수도 있습니다.", + "text-hexes4-name": "감시", + "lbl-hexes4-desc": "당신은 깊은 잠에 빠져서 주문 대상자의 눈을 통해 세상을 봅니다. 당신은 주문 대상자가 무엇을 보았는지, 무슨 인상을 받고 어떻게 반응했는지 느낄 수 있습니다.", + "text-hexes5-name": "환각", + "lbl-hexes5-desc": "하나를 고르세요 : 뱀, 벌레, 악마의 얼굴, 거짓 예언, 존재하지도 않는 숨겨진 의미. 주문 대상자는 주변의 모든 것에서 당신이 선택한 환각을 봅니다. 당신은 정확히 어떤 영상을 보게 할지, 무엇을 눈앞에 나타나게 할지 조종할 수는 없습니다.", + "text-witch-sexmove": "성관계를 맺은 후, 당신은 상대의 교감의 징표를 하나 가져갑니다. 상대도 그 사실을 알며, 괜찮다고 생각합니다.", + "text-witch-darkestself": "이제 조용히 참고 기다린 시간은 끝났습니다. 당신은 이제 그들의 쓰레기 같은 짓거리를 그냥 넘기기에는 너무나도 강력합니다. 당신은 모욕을 받으면 상대가 누구든 주술을 겁니다. 당신이 건 주술은 모두 예상치 못한 부작용이 일어나며, 원래 의도보다 지나치게 강력합니다. 어두운 자아에서 벗어나려면, 반드시 당신이 가장 크게 다치게 한 상대에게 화해를 제의해야합니다.", + "text-witch-advance1": "능력치 중 하나에 +1을 더합니다.", + "text-witch-advance2": "다른 마녀 액션을 하나를 얻습니다.", + "text-witch-advance3": "나머지 주문을 모두 얻습니다.", + "text-witch-advance4": "새로운 주문을 만듭니다", + "text-witch-advance5": "아무 스킨 액션을 하나 얻습니다.", + "text-witch-advance6": "아무 스킨 액션을 하나 얻습니다.", + "text-witch-advance7": "당신은 마녀 집회에 들어갑니다.", + "lbl-customskin": "커스텀 스킨", + "text-custom-advance1": "능력치 중 하나에 +1을 더합니다.", + "text-custom-advance2": "다른 스킨 액션을 하나를 얻습니다.", + "text-custom-advance3": "다른 스킨 액션을 하나를 얻습니다.", + "text-custom-advance4": "아무 스킨 액션을 하나 얻습니다.", + "text-custom-advance5": "아무 스킨 액션을 하나 얻습니다." } diff --git a/Mork Borg/images/mork-borg-logo-purple.png b/Mork Borg/images/mork-borg-logo-purple.png new file mode 100644 index 0000000000..61f66aaf10 Binary files /dev/null and b/Mork Borg/images/mork-borg-logo-purple.png differ diff --git a/Mork Borg/images/mork-borg-sheet-column-bg.png b/Mork Borg/images/mork-borg-sheet-column-bg.png new file mode 100644 index 0000000000..32d63d6835 Binary files /dev/null and b/Mork Borg/images/mork-borg-sheet-column-bg.png differ diff --git a/Mork Borg/morkborgsheet.html b/Mork Borg/morkborgsheet.html new file mode 100644 index 0000000000..55724af3f3 --- /dev/null +++ b/Mork Borg/morkborgsheet.html @@ -0,0 +1,453 @@ +
    +
    + +
    + +
    + +
    +
    + + +
    +
    + + +
    + + +
    +
    + +
    +
    + Presence+d4 times per day +
    +
    + +
    +
    + + +
    +
    +
    + +
    +
    + + +
    + Presence DR12, or -d2 HP and no Powers for 1 hr. +
    +
    + +
    + +
    + Mörk Borg RPG logo + + +
    + +
    +
    + +
    +
    +
    + +
    + +
    +
    + +
    + +
    +
    +
    +
    +
    + +
    +
    + + +
    +
    +
    +
    +
    + +
    +
    + + +
    +
    +
    +
    + +
    +
    + +
    +
    +
    +
    + +
    + Agility + d6 +
    +
    + +
    +
    +
    +
    +
    + +
    +
    + + +
    +
    +
    +
    + +
    +
    + + +
    +
    +
    + + + + +
    + Maximum damage, Reroll, -d6 damage, DR-4, No Crit/Fumble +
    +
    +
    + +
    + + +
    +
    + + +
    +
    +
    + +
    +
    +
    + +
    +
    +
    + +
    +
    + +
    +
    +
    +
    + + + + +
    +
    +
    +
    + + + +
    + + + + + + + + + + +
    + + + + + +
    +
    + + + Strength+8 items or DR+2 on Agility/Strength tests + +
    + + +
    +
    +
    + +
    +
    + +
    +
    +
    + + +
    +
    +
    + +
    + +
    + +
    + + + + + + + + + + + + + + + +
    + +
    +
    + +
    + +
    +
    + +
    + daily powers + Power + + Strength + Agility + Defense + Initiative + Presence + Toughness + Omens + rests + Getting Better + HP check + HP gain + Debris roll + Strength increase? + Agility increase? + Presence increase? + Toughness increase? + + rolls + attacks + with + If hit + If crit + PC gains a free attack + If fumble + Double damage, armor/protection reduced one tier + Attack + Weapon breaks or is lost + Damage + currently + + for the day's potential misery + a psalm + +
    + + + diff --git a/Mork Borg/morkborgsheet.png b/Mork Borg/morkborgsheet.png new file mode 100644 index 0000000000..da77ab355c Binary files /dev/null and b/Mork Borg/morkborgsheet.png differ diff --git a/Mork Borg/morkborgstyle.css b/Mork Borg/morkborgstyle.css new file mode 100644 index 0000000000..62469cc5f6 --- /dev/null +++ b/Mork Borg/morkborgstyle.css @@ -0,0 +1,303 @@ +@import url('https://fonts.googleapis.com/css?family=Kristi|Waiting+for+the+Sunrise|Loved+by+the+King|Lacquer|UnifrakturCook:wght@700|UnifrakturMaguntia&display=swap'); + +/* Taken & modified from https://github.com/Roll20/roll20-character-sheets/blob/master/kitchensink/kitchensink.css */ + +/* Set the min-width so that when the window is resized the look will stay consistant */ + +.charsheet { + min-width: 800px; + background-color: black; + color: white; + padding: 0; + border: 10px solid black; +} + +/* Universal styling applied to all elements of these types */ + +h2 { + font-size: 2em; + margin-bottom: 10px; + text-align: center; +} + +a { + color: yellow; +} + +button { + color: black; + font-size: small; +} + +label { + display: inline-block; +} + +input { + display: inline-block; +} + +img { + max-height: 75px; +} + +textarea { + resize: vertical; + overflow-y: auto; + min-height: 5em; + width: 95%; +} + +/* Targetted styling that only effects elements with these classes */ +input.sheet-short, select.sheet-short { + min-width: 15%; + max-width: 20%; +} + +select.sheet-dtype { + vertical-align: top; + width: 60px; +} +span.sheet-dee { + font-size: 1.4em; + font-weight: bold; + left: -36%; + padding-right: 4px; + position: relative; + top: 3px; +} + +/* Targetted styling that only effects elements contained within the stated class */ +.sheet-stats h3 { + display: inline-block; + text-align: left; +} + +.sheet-stats h3:first-child { + margin-left: 35%; + margin-right: 15%; +} + +.sheet-stats input { + margin-right: 8%; + width: 17%; +} + +.sheet-rolltemplate-default caption { + background-color: rgb(241, 66, 175); + color: black; + font-weight: bold; +} + + +/* end of kitchen sink template CSS */ + +.charsheet .sheet-3colrow { + margin-right: 15px; +} + + +div.sheet-3colrow div.sheet-2colrow div.sheet-col { + width: calc(50% - 20px); +} + +div.sheet-col.sheet-wide { + width: 60%; +} + +label.sheet-inline { + display: inline; +} + +input[type="text"] { + max-width: 95%; +} + +input[type="text"].sheet-short { + max-width: 35%; +} + +select.sheet-mediumwidth, input[type="text"].sheet-mediumwidth { + max-width: 60%; +} + +.largedialog input[type="textarea"] { + width: 95%; +} + + +/* div-related style */ +div { + margin-bottom: 0.5em; + background-color: #fde12e; + color: black; +} + +div.sheet-transparent-bg { + rgba(0,0,0,0); +} + +div.sheet-section { + border: 7px solid black; + background-color: #fde12e; + margin: 0 0 10px 0; + padding-top: 0.5em; + padding-left: .25em; + padding-right: .25em; + width: 100%; +} + +div.sheet-yellow-border { + border: 7px solid #fde12e; +} + +div.sheet-transform-clockwise { + transform: rotate(2deg); +} + +div.sheet-transform-counterclockwise { + transform: rotate(-3deg); +} + +div.sheet-black-bg { + background-color: black; + color: white; +} + +div.sheet-yellow-bg { + background-color: #fde12e; + color: black; +} + +div.sheet-transparent-bg { + background: rgba(0,0,0,0); +} + +div.sheet-image-bg { + background-color: black; + background-image: url("https://raw.githubusercontent.com/brocktopus/roll20-character-sheets/morkborg/Mork%20Borg/images/mork-borg-sheet-column-bg.png"); + background-position: center 0; + background-repeat: no-repeat; +} + +div.sheet-pink-bg { + background-color: rgb(241, 66, 175); +} + +div.sheet-pink { + color: rgb(241, 66, 175); + background-color: black; +} + +div.sheet-white-bg, div.sheet-white-bg div { + background-color: white; +} + +.sheet-centered { + text-align: center; + margin-left: auto; + margin-right: auto; +} + +.sheet-col-custom { + width: 30%; + margin-right: 2%; + padding-left: 5%; + float: left; +} + +.sheet-col-right { + width: 50%; + text-align: right; + padding-right: 5%; + border-right: 2px solid black; +} + +.sheet-aligns-right { + text-align: right; +} + + +/* label, span, input styles */ +.sheet-floats { + float: left; +} + +.sheet-inline { + display: inline; +} + +span { + margin-bottom: 0.5em; + padding-bottom: 0.25em; + vertical-align: top; +} + +input[type="radio"] + label, input[type="checkbox"] + label { + display: inline-block; + height: 10px; + width: 10px; + font-size: 10px; + padding: .25em .25em 1em 0; + vertical-align: top; + text-align: center; +} + + +/* span-specific font families */ +span.sheet-monospace { + font-family: monospace; +} + +span.sheet-courier { + font-family: "Courier New", monospace; + font-weight: bolder; + font-size: 1.25em; + background-color: black; + color: white; + padding: .5em; + margin-bottom: -.5em; +} + +span.sheet-unifraktur { + /* font-family: 'UnifrakturCook', serif; */ + font-family: "UnifrakturMaguntia", serif; + font-size: 1.5em; +} + +span.sheet-lacquer { + font-family: "Lacquer"; + font-size: 1.5em; +} + +span.sheet-note { + font-size: .9em; +} + +.sheet-transform1 { + -webkit-transform: scale(0.95,1.5); + transform: scale(0.95,1.5); +} + +.sheet-transform2 { + -webkit-transform: scale(0.9,2.2); + transform: scale(0.9,2.2); +} + +.sheet-transform3 { + -webkit-transform: scale(0.77,1.9); + transform: scale(0.77,1.9); +} + +.sheet-no-display { + display: none; +} + +/* Span-specific text transformation, decoration, etc. */ +span.sheet-all-caps { + text-transform: uppercase; +} + +span.sheet-italic { + font-style: italic; +} diff --git a/Mork Borg/readme.md b/Mork Borg/readme.md new file mode 100644 index 0000000000..f93784dbc4 --- /dev/null +++ b/Mork Borg/readme.md @@ -0,0 +1,28 @@ +# _Mörk Borg_ Character Sheet + +This character sheet was developed for [_Mörk Borg_](http://www.morkborg.com). + +The game's official character generator, [SCVMBIRTHER](https://scvmbirther.makedatanotlore.dev/), is recommended for quick PC creation. + +To the best of my knowledge/ability, the sheet is set up for internationalization/translation of all text displayed in the sheet and outputted from sheet roll buttons. + + +## Thanks / Credit + +Several Roll20 players pitched in to offer feedback to the sheet as part of its development. Thank you very much: + +* [Adam](https://app.roll20.net/users/1303592/) +* [Alan B.](https://app.roll20.net/users/2038344/) +* [Amael R.](https://app.roll20.net/users/1582307/) +* [Brian F.](https://app.roll20.net/users/356583/) +* [Grumpy Gargamel](https://app.roll20.net/users/5807198/) +* [Hrvoje](https://app.roll20.net/users/749407/) +* [Identityflux](https://app.roll20.net/users/259210/) +* [Jason S.](https://app.roll20.net/users/3738061/) +* [Johan N.](https://app.roll20.net/users/335164/) +* [Johnny](https://app.roll20.net/users/1602210/) +* [Kevin P.](https://app.roll20.net/users/2777612/) +* [Michael H.](https://app.roll20.net/users/3219015/) +* [Nico](https://app.roll20.net/users/184028/) +* [Patrick B.](https://app.roll20.net/users/4605895/) +* [Stor-Thomas](https://app.roll20.net/users/763588/) diff --git a/Mork Borg/sheet.json b/Mork Borg/sheet.json new file mode 100644 index 0000000000..cb39c902e1 --- /dev/null +++ b/Mork Borg/sheet.json @@ -0,0 +1,8 @@ +{ +"html": "morkborgsheet.html", +"css": "morkborgstyle.css", +"authors": "Kevin B. (@brocktopus)", +"roll20userid": "250192", +"preview": "morkborgsheet.png", +"instructions": "Sheet for Mörk Borg RPG. The game's official character generator, [SCVMBIRTHER](https://scvmbirther.makedatanotlore.dev/), is recommended for quick PC creation." +} diff --git a/Mork Borg/translation.json b/Mork Borg/translation.json new file mode 100644 index 0000000000..a11c8f5881 --- /dev/null +++ b/Mork Borg/translation.json @@ -0,0 +1,77 @@ +{ +"scvmbirther-u":"SCVMBIRTHER", +"name-u":"Name", +"description-u":"Description", +"class-u":"Class", +"class-abilities-u":"Class Abilities", +"powers-u":"Powers", +"use-power-u":"Use Power", +"powers-note-u":"Presence+d4 times per day", +"powers-note2-u":"Presence DR12, or -d2 HP and no Powers for 1 hr.", +"powers-left-u":"Remaining", +"daily-power-roll":"rolls for daily powers", +"base-dr-u": "Base DR", +"hit-points-u":"Hit Points", +"current-hit-points-u":"Current", +"max-hit-points-u":"Max", +"rest-u":"Getting Rest", +"getting-better-u":"Getting Better", +"strength-u":"Strength", +"agility-u":"Agility", +"dr-modifier-u": "DR Modifier", +"defense-u":"Defense", +"initiative-u":"Initiative", +"initiative-note-u":"Agility + d6", +"presence-u":"Presence", +"toughness-u":"Toughness", +"omens-u":"Omens", +"omens-note-u":"Maximum damage, Reroll, -d6 damage, DR-4, No Crit/Fumble", +"weapons-u":"Weapons", +"weapons-type-u":"Type", +"weapons-damage-u":"Dmg Die", +"armor-u":"Armor", +"armor-tier-u":"Tier", +"shield-u":"Shield", +"no-u":"No", +"yes-u":"Yes", +"equipment-u":"Equipment", +"equipment-note-u":"Strength+8 items or DR+2 on Agility/Strength tests", +"equipment-item-u":"Item", +"equipment-item-large-u":"Large?", +"silver-u":"Silver", +"miseries-u":"Miseries", +"dawn-misery-u":"Dawn Roll", +"psalm-u":"Psalm Roll", +"labeldailypowers":"daily powers", +"labelpower":"Power", +"labelstrength":"Strength", +"labelagility":"Agility", +"labeldefense":"Defense", +"labelinitiative":"Initiative", +"labelpresence":"Presence", +"labeltoughness":"Toughness", +"labelomens":"Omens", +"labelrests":"rests", +"labelgettingbetter":"Getting Better", +"labelhpcheck":"HP check", +"labelhpgain":"HP gain", +"labeldebris":"Debris roll", +"labelstrinc":"Strength increase?", +"labelagiinc":"Agility increase?", +"labelpreinc":"Presence increase?", +"labeltouinc":"Toughness increase?", +"labelrolls":"rolls", +"labelattacks":"attacks", +"labelwith":"with", +"labelifhit":"If hit", +"labelifcrit":"If crit", +"labelcritmsg":"PC gains a free attack", +"labeliffumble":"If fumble", +"labelfumblemsg":"Double damage, armor/protection reduced one tier", +"labelattack":"Attack", +"labelattackfumble":"Weapon breaks or is lost", +"labeldamage":"Damage", +"labelcurrently":"currently", +"labeldailymisery":"for the day's potential misery", +"labelpsalm":"a misery psalm" +} diff --git a/Mork Borg/translations/af.json b/Mork Borg/translations/af.json new file mode 100644 index 0000000000..624fae482b --- /dev/null +++ b/Mork Borg/translations/af.json @@ -0,0 +1,77 @@ +{ + "scvmbirther-u": "SCVMBIRTHER", + "name-u": "Name", + "description-u": "Description", + "class-u": "Class", + "class-abilities-u": "Class Abilities", + "powers-u": "Powers", + "use-power-u": "Use Power", + "powers-note-u": "Presence+d4 times per day", + "powers-note2-u": "Presence DR12, or -d2 HP and no Powers for 1 hr.", + "powers-left-u": "Remaining", + "daily-power-roll": "rolls for daily powers", + "base-dr-u": "Base DR", + "hit-points-u": "Hit Points", + "current-hit-points-u": "Current", + "max-hit-points-u": "Max", + "rest-u": "Getting Rest", + "getting-better-u": "Getting Better", + "strength-u": "Strength", + "agility-u": "Agility", + "dr-modifier-u": "DR Modifier", + "defense-u": "Defense", + "initiative-u": "Initiative", + "initiative-note-u": "Agility + d6", + "presence-u": "Presence", + "toughness-u": "Toughness", + "omens-u": "Omens", + "omens-note-u": "Maximum damage, Reroll, -d6 damage, DR-4, No Crit/Fumble", + "weapons-u": "Weapons", + "weapons-type-u": "Type", + "weapons-damage-u": "Dmg Die", + "armor-u": "Armor", + "armor-tier-u": "Tier", + "shield-u": "Shield", + "no-u": "No", + "yes-u": "Yes", + "equipment-u": "Equipment", + "equipment-note-u": "Strength+8 items or DR+2 on Agility/Strength tests", + "equipment-item-u": "Item", + "equipment-item-large-u": "Large?", + "silver-u": "Silver", + "miseries-u": "Miseries", + "dawn-misery-u": "Dawn Roll", + "psalm-u": "Psalm Roll", + "labeldailypowers": "daily powers", + "labelpower": "Power", + "labelstrength": "Strength", + "labelagility": "Agility", + "labeldefense": "Defense", + "labelinitiative": "Initiative", + "labelpresence": "Presence", + "labeltoughness": "Toughness", + "labelomens": "Omens", + "labelrests": "rests", + "labelgettingbetter": "Getting Better", + "labelhpcheck": "HP check", + "labelhpgain": "HP gain", + "labeldebris": "Debris roll", + "labelstrinc": "Strength increase?", + "labelagiinc": "Agility increase?", + "labelpreinc": "Presence increase?", + "labeltouinc": "Toughness increase?", + "labelrolls": "rolls", + "labelattacks": "attacks", + "labelwith": "with", + "labelifhit": "If hit", + "labelifcrit": "If crit", + "labelcritmsg": "PC gains a free attack", + "labeliffumble": "If fumble", + "labelfumblemsg": "Double damage, armor/protection reduced one tier", + "labelattack": "Attack", + "labelattackfumble": "Weapon breaks or is lost", + "labeldamage": "Damage", + "labelcurrently": "currently", + "labeldailymisery": "for the day's potential misery", + "labelpsalm": "a misery psalm" +} diff --git a/Mork Borg/translations/cs.json b/Mork Borg/translations/cs.json new file mode 100644 index 0000000000..624fae482b --- /dev/null +++ b/Mork Borg/translations/cs.json @@ -0,0 +1,77 @@ +{ + "scvmbirther-u": "SCVMBIRTHER", + "name-u": "Name", + "description-u": "Description", + "class-u": "Class", + "class-abilities-u": "Class Abilities", + "powers-u": "Powers", + "use-power-u": "Use Power", + "powers-note-u": "Presence+d4 times per day", + "powers-note2-u": "Presence DR12, or -d2 HP and no Powers for 1 hr.", + "powers-left-u": "Remaining", + "daily-power-roll": "rolls for daily powers", + "base-dr-u": "Base DR", + "hit-points-u": "Hit Points", + "current-hit-points-u": "Current", + "max-hit-points-u": "Max", + "rest-u": "Getting Rest", + "getting-better-u": "Getting Better", + "strength-u": "Strength", + "agility-u": "Agility", + "dr-modifier-u": "DR Modifier", + "defense-u": "Defense", + "initiative-u": "Initiative", + "initiative-note-u": "Agility + d6", + "presence-u": "Presence", + "toughness-u": "Toughness", + "omens-u": "Omens", + "omens-note-u": "Maximum damage, Reroll, -d6 damage, DR-4, No Crit/Fumble", + "weapons-u": "Weapons", + "weapons-type-u": "Type", + "weapons-damage-u": "Dmg Die", + "armor-u": "Armor", + "armor-tier-u": "Tier", + "shield-u": "Shield", + "no-u": "No", + "yes-u": "Yes", + "equipment-u": "Equipment", + "equipment-note-u": "Strength+8 items or DR+2 on Agility/Strength tests", + "equipment-item-u": "Item", + "equipment-item-large-u": "Large?", + "silver-u": "Silver", + "miseries-u": "Miseries", + "dawn-misery-u": "Dawn Roll", + "psalm-u": "Psalm Roll", + "labeldailypowers": "daily powers", + "labelpower": "Power", + "labelstrength": "Strength", + "labelagility": "Agility", + "labeldefense": "Defense", + "labelinitiative": "Initiative", + "labelpresence": "Presence", + "labeltoughness": "Toughness", + "labelomens": "Omens", + "labelrests": "rests", + "labelgettingbetter": "Getting Better", + "labelhpcheck": "HP check", + "labelhpgain": "HP gain", + "labeldebris": "Debris roll", + "labelstrinc": "Strength increase?", + "labelagiinc": "Agility increase?", + "labelpreinc": "Presence increase?", + "labeltouinc": "Toughness increase?", + "labelrolls": "rolls", + "labelattacks": "attacks", + "labelwith": "with", + "labelifhit": "If hit", + "labelifcrit": "If crit", + "labelcritmsg": "PC gains a free attack", + "labeliffumble": "If fumble", + "labelfumblemsg": "Double damage, armor/protection reduced one tier", + "labelattack": "Attack", + "labelattackfumble": "Weapon breaks or is lost", + "labeldamage": "Damage", + "labelcurrently": "currently", + "labeldailymisery": "for the day's potential misery", + "labelpsalm": "a misery psalm" +} diff --git a/Mork Borg/translations/da.json b/Mork Borg/translations/da.json new file mode 100644 index 0000000000..624fae482b --- /dev/null +++ b/Mork Borg/translations/da.json @@ -0,0 +1,77 @@ +{ + "scvmbirther-u": "SCVMBIRTHER", + "name-u": "Name", + "description-u": "Description", + "class-u": "Class", + "class-abilities-u": "Class Abilities", + "powers-u": "Powers", + "use-power-u": "Use Power", + "powers-note-u": "Presence+d4 times per day", + "powers-note2-u": "Presence DR12, or -d2 HP and no Powers for 1 hr.", + "powers-left-u": "Remaining", + "daily-power-roll": "rolls for daily powers", + "base-dr-u": "Base DR", + "hit-points-u": "Hit Points", + "current-hit-points-u": "Current", + "max-hit-points-u": "Max", + "rest-u": "Getting Rest", + "getting-better-u": "Getting Better", + "strength-u": "Strength", + "agility-u": "Agility", + "dr-modifier-u": "DR Modifier", + "defense-u": "Defense", + "initiative-u": "Initiative", + "initiative-note-u": "Agility + d6", + "presence-u": "Presence", + "toughness-u": "Toughness", + "omens-u": "Omens", + "omens-note-u": "Maximum damage, Reroll, -d6 damage, DR-4, No Crit/Fumble", + "weapons-u": "Weapons", + "weapons-type-u": "Type", + "weapons-damage-u": "Dmg Die", + "armor-u": "Armor", + "armor-tier-u": "Tier", + "shield-u": "Shield", + "no-u": "No", + "yes-u": "Yes", + "equipment-u": "Equipment", + "equipment-note-u": "Strength+8 items or DR+2 on Agility/Strength tests", + "equipment-item-u": "Item", + "equipment-item-large-u": "Large?", + "silver-u": "Silver", + "miseries-u": "Miseries", + "dawn-misery-u": "Dawn Roll", + "psalm-u": "Psalm Roll", + "labeldailypowers": "daily powers", + "labelpower": "Power", + "labelstrength": "Strength", + "labelagility": "Agility", + "labeldefense": "Defense", + "labelinitiative": "Initiative", + "labelpresence": "Presence", + "labeltoughness": "Toughness", + "labelomens": "Omens", + "labelrests": "rests", + "labelgettingbetter": "Getting Better", + "labelhpcheck": "HP check", + "labelhpgain": "HP gain", + "labeldebris": "Debris roll", + "labelstrinc": "Strength increase?", + "labelagiinc": "Agility increase?", + "labelpreinc": "Presence increase?", + "labeltouinc": "Toughness increase?", + "labelrolls": "rolls", + "labelattacks": "attacks", + "labelwith": "with", + "labelifhit": "If hit", + "labelifcrit": "If crit", + "labelcritmsg": "PC gains a free attack", + "labeliffumble": "If fumble", + "labelfumblemsg": "Double damage, armor/protection reduced one tier", + "labelattack": "Attack", + "labelattackfumble": "Weapon breaks or is lost", + "labeldamage": "Damage", + "labelcurrently": "currently", + "labeldailymisery": "for the day's potential misery", + "labelpsalm": "a misery psalm" +} diff --git a/Mork Borg/translations/de.json b/Mork Borg/translations/de.json new file mode 100644 index 0000000000..624fae482b --- /dev/null +++ b/Mork Borg/translations/de.json @@ -0,0 +1,77 @@ +{ + "scvmbirther-u": "SCVMBIRTHER", + "name-u": "Name", + "description-u": "Description", + "class-u": "Class", + "class-abilities-u": "Class Abilities", + "powers-u": "Powers", + "use-power-u": "Use Power", + "powers-note-u": "Presence+d4 times per day", + "powers-note2-u": "Presence DR12, or -d2 HP and no Powers for 1 hr.", + "powers-left-u": "Remaining", + "daily-power-roll": "rolls for daily powers", + "base-dr-u": "Base DR", + "hit-points-u": "Hit Points", + "current-hit-points-u": "Current", + "max-hit-points-u": "Max", + "rest-u": "Getting Rest", + "getting-better-u": "Getting Better", + "strength-u": "Strength", + "agility-u": "Agility", + "dr-modifier-u": "DR Modifier", + "defense-u": "Defense", + "initiative-u": "Initiative", + "initiative-note-u": "Agility + d6", + "presence-u": "Presence", + "toughness-u": "Toughness", + "omens-u": "Omens", + "omens-note-u": "Maximum damage, Reroll, -d6 damage, DR-4, No Crit/Fumble", + "weapons-u": "Weapons", + "weapons-type-u": "Type", + "weapons-damage-u": "Dmg Die", + "armor-u": "Armor", + "armor-tier-u": "Tier", + "shield-u": "Shield", + "no-u": "No", + "yes-u": "Yes", + "equipment-u": "Equipment", + "equipment-note-u": "Strength+8 items or DR+2 on Agility/Strength tests", + "equipment-item-u": "Item", + "equipment-item-large-u": "Large?", + "silver-u": "Silver", + "miseries-u": "Miseries", + "dawn-misery-u": "Dawn Roll", + "psalm-u": "Psalm Roll", + "labeldailypowers": "daily powers", + "labelpower": "Power", + "labelstrength": "Strength", + "labelagility": "Agility", + "labeldefense": "Defense", + "labelinitiative": "Initiative", + "labelpresence": "Presence", + "labeltoughness": "Toughness", + "labelomens": "Omens", + "labelrests": "rests", + "labelgettingbetter": "Getting Better", + "labelhpcheck": "HP check", + "labelhpgain": "HP gain", + "labeldebris": "Debris roll", + "labelstrinc": "Strength increase?", + "labelagiinc": "Agility increase?", + "labelpreinc": "Presence increase?", + "labeltouinc": "Toughness increase?", + "labelrolls": "rolls", + "labelattacks": "attacks", + "labelwith": "with", + "labelifhit": "If hit", + "labelifcrit": "If crit", + "labelcritmsg": "PC gains a free attack", + "labeliffumble": "If fumble", + "labelfumblemsg": "Double damage, armor/protection reduced one tier", + "labelattack": "Attack", + "labelattackfumble": "Weapon breaks or is lost", + "labeldamage": "Damage", + "labelcurrently": "currently", + "labeldailymisery": "for the day's potential misery", + "labelpsalm": "a misery psalm" +} diff --git a/Mork Borg/translations/el.json b/Mork Borg/translations/el.json new file mode 100644 index 0000000000..624fae482b --- /dev/null +++ b/Mork Borg/translations/el.json @@ -0,0 +1,77 @@ +{ + "scvmbirther-u": "SCVMBIRTHER", + "name-u": "Name", + "description-u": "Description", + "class-u": "Class", + "class-abilities-u": "Class Abilities", + "powers-u": "Powers", + "use-power-u": "Use Power", + "powers-note-u": "Presence+d4 times per day", + "powers-note2-u": "Presence DR12, or -d2 HP and no Powers for 1 hr.", + "powers-left-u": "Remaining", + "daily-power-roll": "rolls for daily powers", + "base-dr-u": "Base DR", + "hit-points-u": "Hit Points", + "current-hit-points-u": "Current", + "max-hit-points-u": "Max", + "rest-u": "Getting Rest", + "getting-better-u": "Getting Better", + "strength-u": "Strength", + "agility-u": "Agility", + "dr-modifier-u": "DR Modifier", + "defense-u": "Defense", + "initiative-u": "Initiative", + "initiative-note-u": "Agility + d6", + "presence-u": "Presence", + "toughness-u": "Toughness", + "omens-u": "Omens", + "omens-note-u": "Maximum damage, Reroll, -d6 damage, DR-4, No Crit/Fumble", + "weapons-u": "Weapons", + "weapons-type-u": "Type", + "weapons-damage-u": "Dmg Die", + "armor-u": "Armor", + "armor-tier-u": "Tier", + "shield-u": "Shield", + "no-u": "No", + "yes-u": "Yes", + "equipment-u": "Equipment", + "equipment-note-u": "Strength+8 items or DR+2 on Agility/Strength tests", + "equipment-item-u": "Item", + "equipment-item-large-u": "Large?", + "silver-u": "Silver", + "miseries-u": "Miseries", + "dawn-misery-u": "Dawn Roll", + "psalm-u": "Psalm Roll", + "labeldailypowers": "daily powers", + "labelpower": "Power", + "labelstrength": "Strength", + "labelagility": "Agility", + "labeldefense": "Defense", + "labelinitiative": "Initiative", + "labelpresence": "Presence", + "labeltoughness": "Toughness", + "labelomens": "Omens", + "labelrests": "rests", + "labelgettingbetter": "Getting Better", + "labelhpcheck": "HP check", + "labelhpgain": "HP gain", + "labeldebris": "Debris roll", + "labelstrinc": "Strength increase?", + "labelagiinc": "Agility increase?", + "labelpreinc": "Presence increase?", + "labeltouinc": "Toughness increase?", + "labelrolls": "rolls", + "labelattacks": "attacks", + "labelwith": "with", + "labelifhit": "If hit", + "labelifcrit": "If crit", + "labelcritmsg": "PC gains a free attack", + "labeliffumble": "If fumble", + "labelfumblemsg": "Double damage, armor/protection reduced one tier", + "labelattack": "Attack", + "labelattackfumble": "Weapon breaks or is lost", + "labeldamage": "Damage", + "labelcurrently": "currently", + "labeldailymisery": "for the day's potential misery", + "labelpsalm": "a misery psalm" +} diff --git a/Mork Borg/translations/en.json b/Mork Borg/translations/en.json new file mode 100644 index 0000000000..624fae482b --- /dev/null +++ b/Mork Borg/translations/en.json @@ -0,0 +1,77 @@ +{ + "scvmbirther-u": "SCVMBIRTHER", + "name-u": "Name", + "description-u": "Description", + "class-u": "Class", + "class-abilities-u": "Class Abilities", + "powers-u": "Powers", + "use-power-u": "Use Power", + "powers-note-u": "Presence+d4 times per day", + "powers-note2-u": "Presence DR12, or -d2 HP and no Powers for 1 hr.", + "powers-left-u": "Remaining", + "daily-power-roll": "rolls for daily powers", + "base-dr-u": "Base DR", + "hit-points-u": "Hit Points", + "current-hit-points-u": "Current", + "max-hit-points-u": "Max", + "rest-u": "Getting Rest", + "getting-better-u": "Getting Better", + "strength-u": "Strength", + "agility-u": "Agility", + "dr-modifier-u": "DR Modifier", + "defense-u": "Defense", + "initiative-u": "Initiative", + "initiative-note-u": "Agility + d6", + "presence-u": "Presence", + "toughness-u": "Toughness", + "omens-u": "Omens", + "omens-note-u": "Maximum damage, Reroll, -d6 damage, DR-4, No Crit/Fumble", + "weapons-u": "Weapons", + "weapons-type-u": "Type", + "weapons-damage-u": "Dmg Die", + "armor-u": "Armor", + "armor-tier-u": "Tier", + "shield-u": "Shield", + "no-u": "No", + "yes-u": "Yes", + "equipment-u": "Equipment", + "equipment-note-u": "Strength+8 items or DR+2 on Agility/Strength tests", + "equipment-item-u": "Item", + "equipment-item-large-u": "Large?", + "silver-u": "Silver", + "miseries-u": "Miseries", + "dawn-misery-u": "Dawn Roll", + "psalm-u": "Psalm Roll", + "labeldailypowers": "daily powers", + "labelpower": "Power", + "labelstrength": "Strength", + "labelagility": "Agility", + "labeldefense": "Defense", + "labelinitiative": "Initiative", + "labelpresence": "Presence", + "labeltoughness": "Toughness", + "labelomens": "Omens", + "labelrests": "rests", + "labelgettingbetter": "Getting Better", + "labelhpcheck": "HP check", + "labelhpgain": "HP gain", + "labeldebris": "Debris roll", + "labelstrinc": "Strength increase?", + "labelagiinc": "Agility increase?", + "labelpreinc": "Presence increase?", + "labeltouinc": "Toughness increase?", + "labelrolls": "rolls", + "labelattacks": "attacks", + "labelwith": "with", + "labelifhit": "If hit", + "labelifcrit": "If crit", + "labelcritmsg": "PC gains a free attack", + "labeliffumble": "If fumble", + "labelfumblemsg": "Double damage, armor/protection reduced one tier", + "labelattack": "Attack", + "labelattackfumble": "Weapon breaks or is lost", + "labeldamage": "Damage", + "labelcurrently": "currently", + "labeldailymisery": "for the day's potential misery", + "labelpsalm": "a misery psalm" +} diff --git a/Mork Borg/translations/es.json b/Mork Borg/translations/es.json new file mode 100644 index 0000000000..624fae482b --- /dev/null +++ b/Mork Borg/translations/es.json @@ -0,0 +1,77 @@ +{ + "scvmbirther-u": "SCVMBIRTHER", + "name-u": "Name", + "description-u": "Description", + "class-u": "Class", + "class-abilities-u": "Class Abilities", + "powers-u": "Powers", + "use-power-u": "Use Power", + "powers-note-u": "Presence+d4 times per day", + "powers-note2-u": "Presence DR12, or -d2 HP and no Powers for 1 hr.", + "powers-left-u": "Remaining", + "daily-power-roll": "rolls for daily powers", + "base-dr-u": "Base DR", + "hit-points-u": "Hit Points", + "current-hit-points-u": "Current", + "max-hit-points-u": "Max", + "rest-u": "Getting Rest", + "getting-better-u": "Getting Better", + "strength-u": "Strength", + "agility-u": "Agility", + "dr-modifier-u": "DR Modifier", + "defense-u": "Defense", + "initiative-u": "Initiative", + "initiative-note-u": "Agility + d6", + "presence-u": "Presence", + "toughness-u": "Toughness", + "omens-u": "Omens", + "omens-note-u": "Maximum damage, Reroll, -d6 damage, DR-4, No Crit/Fumble", + "weapons-u": "Weapons", + "weapons-type-u": "Type", + "weapons-damage-u": "Dmg Die", + "armor-u": "Armor", + "armor-tier-u": "Tier", + "shield-u": "Shield", + "no-u": "No", + "yes-u": "Yes", + "equipment-u": "Equipment", + "equipment-note-u": "Strength+8 items or DR+2 on Agility/Strength tests", + "equipment-item-u": "Item", + "equipment-item-large-u": "Large?", + "silver-u": "Silver", + "miseries-u": "Miseries", + "dawn-misery-u": "Dawn Roll", + "psalm-u": "Psalm Roll", + "labeldailypowers": "daily powers", + "labelpower": "Power", + "labelstrength": "Strength", + "labelagility": "Agility", + "labeldefense": "Defense", + "labelinitiative": "Initiative", + "labelpresence": "Presence", + "labeltoughness": "Toughness", + "labelomens": "Omens", + "labelrests": "rests", + "labelgettingbetter": "Getting Better", + "labelhpcheck": "HP check", + "labelhpgain": "HP gain", + "labeldebris": "Debris roll", + "labelstrinc": "Strength increase?", + "labelagiinc": "Agility increase?", + "labelpreinc": "Presence increase?", + "labeltouinc": "Toughness increase?", + "labelrolls": "rolls", + "labelattacks": "attacks", + "labelwith": "with", + "labelifhit": "If hit", + "labelifcrit": "If crit", + "labelcritmsg": "PC gains a free attack", + "labeliffumble": "If fumble", + "labelfumblemsg": "Double damage, armor/protection reduced one tier", + "labelattack": "Attack", + "labelattackfumble": "Weapon breaks or is lost", + "labeldamage": "Damage", + "labelcurrently": "currently", + "labeldailymisery": "for the day's potential misery", + "labelpsalm": "a misery psalm" +} diff --git a/Mork Borg/translations/fr.json b/Mork Borg/translations/fr.json new file mode 100644 index 0000000000..624fae482b --- /dev/null +++ b/Mork Borg/translations/fr.json @@ -0,0 +1,77 @@ +{ + "scvmbirther-u": "SCVMBIRTHER", + "name-u": "Name", + "description-u": "Description", + "class-u": "Class", + "class-abilities-u": "Class Abilities", + "powers-u": "Powers", + "use-power-u": "Use Power", + "powers-note-u": "Presence+d4 times per day", + "powers-note2-u": "Presence DR12, or -d2 HP and no Powers for 1 hr.", + "powers-left-u": "Remaining", + "daily-power-roll": "rolls for daily powers", + "base-dr-u": "Base DR", + "hit-points-u": "Hit Points", + "current-hit-points-u": "Current", + "max-hit-points-u": "Max", + "rest-u": "Getting Rest", + "getting-better-u": "Getting Better", + "strength-u": "Strength", + "agility-u": "Agility", + "dr-modifier-u": "DR Modifier", + "defense-u": "Defense", + "initiative-u": "Initiative", + "initiative-note-u": "Agility + d6", + "presence-u": "Presence", + "toughness-u": "Toughness", + "omens-u": "Omens", + "omens-note-u": "Maximum damage, Reroll, -d6 damage, DR-4, No Crit/Fumble", + "weapons-u": "Weapons", + "weapons-type-u": "Type", + "weapons-damage-u": "Dmg Die", + "armor-u": "Armor", + "armor-tier-u": "Tier", + "shield-u": "Shield", + "no-u": "No", + "yes-u": "Yes", + "equipment-u": "Equipment", + "equipment-note-u": "Strength+8 items or DR+2 on Agility/Strength tests", + "equipment-item-u": "Item", + "equipment-item-large-u": "Large?", + "silver-u": "Silver", + "miseries-u": "Miseries", + "dawn-misery-u": "Dawn Roll", + "psalm-u": "Psalm Roll", + "labeldailypowers": "daily powers", + "labelpower": "Power", + "labelstrength": "Strength", + "labelagility": "Agility", + "labeldefense": "Defense", + "labelinitiative": "Initiative", + "labelpresence": "Presence", + "labeltoughness": "Toughness", + "labelomens": "Omens", + "labelrests": "rests", + "labelgettingbetter": "Getting Better", + "labelhpcheck": "HP check", + "labelhpgain": "HP gain", + "labeldebris": "Debris roll", + "labelstrinc": "Strength increase?", + "labelagiinc": "Agility increase?", + "labelpreinc": "Presence increase?", + "labeltouinc": "Toughness increase?", + "labelrolls": "rolls", + "labelattacks": "attacks", + "labelwith": "with", + "labelifhit": "If hit", + "labelifcrit": "If crit", + "labelcritmsg": "PC gains a free attack", + "labeliffumble": "If fumble", + "labelfumblemsg": "Double damage, armor/protection reduced one tier", + "labelattack": "Attack", + "labelattackfumble": "Weapon breaks or is lost", + "labeldamage": "Damage", + "labelcurrently": "currently", + "labeldailymisery": "for the day's potential misery", + "labelpsalm": "a misery psalm" +} diff --git a/Mork Borg/translations/he.json b/Mork Borg/translations/he.json new file mode 100644 index 0000000000..624fae482b --- /dev/null +++ b/Mork Borg/translations/he.json @@ -0,0 +1,77 @@ +{ + "scvmbirther-u": "SCVMBIRTHER", + "name-u": "Name", + "description-u": "Description", + "class-u": "Class", + "class-abilities-u": "Class Abilities", + "powers-u": "Powers", + "use-power-u": "Use Power", + "powers-note-u": "Presence+d4 times per day", + "powers-note2-u": "Presence DR12, or -d2 HP and no Powers for 1 hr.", + "powers-left-u": "Remaining", + "daily-power-roll": "rolls for daily powers", + "base-dr-u": "Base DR", + "hit-points-u": "Hit Points", + "current-hit-points-u": "Current", + "max-hit-points-u": "Max", + "rest-u": "Getting Rest", + "getting-better-u": "Getting Better", + "strength-u": "Strength", + "agility-u": "Agility", + "dr-modifier-u": "DR Modifier", + "defense-u": "Defense", + "initiative-u": "Initiative", + "initiative-note-u": "Agility + d6", + "presence-u": "Presence", + "toughness-u": "Toughness", + "omens-u": "Omens", + "omens-note-u": "Maximum damage, Reroll, -d6 damage, DR-4, No Crit/Fumble", + "weapons-u": "Weapons", + "weapons-type-u": "Type", + "weapons-damage-u": "Dmg Die", + "armor-u": "Armor", + "armor-tier-u": "Tier", + "shield-u": "Shield", + "no-u": "No", + "yes-u": "Yes", + "equipment-u": "Equipment", + "equipment-note-u": "Strength+8 items or DR+2 on Agility/Strength tests", + "equipment-item-u": "Item", + "equipment-item-large-u": "Large?", + "silver-u": "Silver", + "miseries-u": "Miseries", + "dawn-misery-u": "Dawn Roll", + "psalm-u": "Psalm Roll", + "labeldailypowers": "daily powers", + "labelpower": "Power", + "labelstrength": "Strength", + "labelagility": "Agility", + "labeldefense": "Defense", + "labelinitiative": "Initiative", + "labelpresence": "Presence", + "labeltoughness": "Toughness", + "labelomens": "Omens", + "labelrests": "rests", + "labelgettingbetter": "Getting Better", + "labelhpcheck": "HP check", + "labelhpgain": "HP gain", + "labeldebris": "Debris roll", + "labelstrinc": "Strength increase?", + "labelagiinc": "Agility increase?", + "labelpreinc": "Presence increase?", + "labeltouinc": "Toughness increase?", + "labelrolls": "rolls", + "labelattacks": "attacks", + "labelwith": "with", + "labelifhit": "If hit", + "labelifcrit": "If crit", + "labelcritmsg": "PC gains a free attack", + "labeliffumble": "If fumble", + "labelfumblemsg": "Double damage, armor/protection reduced one tier", + "labelattack": "Attack", + "labelattackfumble": "Weapon breaks or is lost", + "labeldamage": "Damage", + "labelcurrently": "currently", + "labeldailymisery": "for the day's potential misery", + "labelpsalm": "a misery psalm" +} diff --git a/Mork Borg/translations/it.json b/Mork Borg/translations/it.json new file mode 100644 index 0000000000..624fae482b --- /dev/null +++ b/Mork Borg/translations/it.json @@ -0,0 +1,77 @@ +{ + "scvmbirther-u": "SCVMBIRTHER", + "name-u": "Name", + "description-u": "Description", + "class-u": "Class", + "class-abilities-u": "Class Abilities", + "powers-u": "Powers", + "use-power-u": "Use Power", + "powers-note-u": "Presence+d4 times per day", + "powers-note2-u": "Presence DR12, or -d2 HP and no Powers for 1 hr.", + "powers-left-u": "Remaining", + "daily-power-roll": "rolls for daily powers", + "base-dr-u": "Base DR", + "hit-points-u": "Hit Points", + "current-hit-points-u": "Current", + "max-hit-points-u": "Max", + "rest-u": "Getting Rest", + "getting-better-u": "Getting Better", + "strength-u": "Strength", + "agility-u": "Agility", + "dr-modifier-u": "DR Modifier", + "defense-u": "Defense", + "initiative-u": "Initiative", + "initiative-note-u": "Agility + d6", + "presence-u": "Presence", + "toughness-u": "Toughness", + "omens-u": "Omens", + "omens-note-u": "Maximum damage, Reroll, -d6 damage, DR-4, No Crit/Fumble", + "weapons-u": "Weapons", + "weapons-type-u": "Type", + "weapons-damage-u": "Dmg Die", + "armor-u": "Armor", + "armor-tier-u": "Tier", + "shield-u": "Shield", + "no-u": "No", + "yes-u": "Yes", + "equipment-u": "Equipment", + "equipment-note-u": "Strength+8 items or DR+2 on Agility/Strength tests", + "equipment-item-u": "Item", + "equipment-item-large-u": "Large?", + "silver-u": "Silver", + "miseries-u": "Miseries", + "dawn-misery-u": "Dawn Roll", + "psalm-u": "Psalm Roll", + "labeldailypowers": "daily powers", + "labelpower": "Power", + "labelstrength": "Strength", + "labelagility": "Agility", + "labeldefense": "Defense", + "labelinitiative": "Initiative", + "labelpresence": "Presence", + "labeltoughness": "Toughness", + "labelomens": "Omens", + "labelrests": "rests", + "labelgettingbetter": "Getting Better", + "labelhpcheck": "HP check", + "labelhpgain": "HP gain", + "labeldebris": "Debris roll", + "labelstrinc": "Strength increase?", + "labelagiinc": "Agility increase?", + "labelpreinc": "Presence increase?", + "labeltouinc": "Toughness increase?", + "labelrolls": "rolls", + "labelattacks": "attacks", + "labelwith": "with", + "labelifhit": "If hit", + "labelifcrit": "If crit", + "labelcritmsg": "PC gains a free attack", + "labeliffumble": "If fumble", + "labelfumblemsg": "Double damage, armor/protection reduced one tier", + "labelattack": "Attack", + "labelattackfumble": "Weapon breaks or is lost", + "labeldamage": "Damage", + "labelcurrently": "currently", + "labeldailymisery": "for the day's potential misery", + "labelpsalm": "a misery psalm" +} diff --git a/Mork Borg/translations/ja.json b/Mork Borg/translations/ja.json new file mode 100644 index 0000000000..624fae482b --- /dev/null +++ b/Mork Borg/translations/ja.json @@ -0,0 +1,77 @@ +{ + "scvmbirther-u": "SCVMBIRTHER", + "name-u": "Name", + "description-u": "Description", + "class-u": "Class", + "class-abilities-u": "Class Abilities", + "powers-u": "Powers", + "use-power-u": "Use Power", + "powers-note-u": "Presence+d4 times per day", + "powers-note2-u": "Presence DR12, or -d2 HP and no Powers for 1 hr.", + "powers-left-u": "Remaining", + "daily-power-roll": "rolls for daily powers", + "base-dr-u": "Base DR", + "hit-points-u": "Hit Points", + "current-hit-points-u": "Current", + "max-hit-points-u": "Max", + "rest-u": "Getting Rest", + "getting-better-u": "Getting Better", + "strength-u": "Strength", + "agility-u": "Agility", + "dr-modifier-u": "DR Modifier", + "defense-u": "Defense", + "initiative-u": "Initiative", + "initiative-note-u": "Agility + d6", + "presence-u": "Presence", + "toughness-u": "Toughness", + "omens-u": "Omens", + "omens-note-u": "Maximum damage, Reroll, -d6 damage, DR-4, No Crit/Fumble", + "weapons-u": "Weapons", + "weapons-type-u": "Type", + "weapons-damage-u": "Dmg Die", + "armor-u": "Armor", + "armor-tier-u": "Tier", + "shield-u": "Shield", + "no-u": "No", + "yes-u": "Yes", + "equipment-u": "Equipment", + "equipment-note-u": "Strength+8 items or DR+2 on Agility/Strength tests", + "equipment-item-u": "Item", + "equipment-item-large-u": "Large?", + "silver-u": "Silver", + "miseries-u": "Miseries", + "dawn-misery-u": "Dawn Roll", + "psalm-u": "Psalm Roll", + "labeldailypowers": "daily powers", + "labelpower": "Power", + "labelstrength": "Strength", + "labelagility": "Agility", + "labeldefense": "Defense", + "labelinitiative": "Initiative", + "labelpresence": "Presence", + "labeltoughness": "Toughness", + "labelomens": "Omens", + "labelrests": "rests", + "labelgettingbetter": "Getting Better", + "labelhpcheck": "HP check", + "labelhpgain": "HP gain", + "labeldebris": "Debris roll", + "labelstrinc": "Strength increase?", + "labelagiinc": "Agility increase?", + "labelpreinc": "Presence increase?", + "labeltouinc": "Toughness increase?", + "labelrolls": "rolls", + "labelattacks": "attacks", + "labelwith": "with", + "labelifhit": "If hit", + "labelifcrit": "If crit", + "labelcritmsg": "PC gains a free attack", + "labeliffumble": "If fumble", + "labelfumblemsg": "Double damage, armor/protection reduced one tier", + "labelattack": "Attack", + "labelattackfumble": "Weapon breaks or is lost", + "labeldamage": "Damage", + "labelcurrently": "currently", + "labeldailymisery": "for the day's potential misery", + "labelpsalm": "a misery psalm" +} diff --git a/Mork Borg/translations/ko.json b/Mork Borg/translations/ko.json new file mode 100644 index 0000000000..624fae482b --- /dev/null +++ b/Mork Borg/translations/ko.json @@ -0,0 +1,77 @@ +{ + "scvmbirther-u": "SCVMBIRTHER", + "name-u": "Name", + "description-u": "Description", + "class-u": "Class", + "class-abilities-u": "Class Abilities", + "powers-u": "Powers", + "use-power-u": "Use Power", + "powers-note-u": "Presence+d4 times per day", + "powers-note2-u": "Presence DR12, or -d2 HP and no Powers for 1 hr.", + "powers-left-u": "Remaining", + "daily-power-roll": "rolls for daily powers", + "base-dr-u": "Base DR", + "hit-points-u": "Hit Points", + "current-hit-points-u": "Current", + "max-hit-points-u": "Max", + "rest-u": "Getting Rest", + "getting-better-u": "Getting Better", + "strength-u": "Strength", + "agility-u": "Agility", + "dr-modifier-u": "DR Modifier", + "defense-u": "Defense", + "initiative-u": "Initiative", + "initiative-note-u": "Agility + d6", + "presence-u": "Presence", + "toughness-u": "Toughness", + "omens-u": "Omens", + "omens-note-u": "Maximum damage, Reroll, -d6 damage, DR-4, No Crit/Fumble", + "weapons-u": "Weapons", + "weapons-type-u": "Type", + "weapons-damage-u": "Dmg Die", + "armor-u": "Armor", + "armor-tier-u": "Tier", + "shield-u": "Shield", + "no-u": "No", + "yes-u": "Yes", + "equipment-u": "Equipment", + "equipment-note-u": "Strength+8 items or DR+2 on Agility/Strength tests", + "equipment-item-u": "Item", + "equipment-item-large-u": "Large?", + "silver-u": "Silver", + "miseries-u": "Miseries", + "dawn-misery-u": "Dawn Roll", + "psalm-u": "Psalm Roll", + "labeldailypowers": "daily powers", + "labelpower": "Power", + "labelstrength": "Strength", + "labelagility": "Agility", + "labeldefense": "Defense", + "labelinitiative": "Initiative", + "labelpresence": "Presence", + "labeltoughness": "Toughness", + "labelomens": "Omens", + "labelrests": "rests", + "labelgettingbetter": "Getting Better", + "labelhpcheck": "HP check", + "labelhpgain": "HP gain", + "labeldebris": "Debris roll", + "labelstrinc": "Strength increase?", + "labelagiinc": "Agility increase?", + "labelpreinc": "Presence increase?", + "labeltouinc": "Toughness increase?", + "labelrolls": "rolls", + "labelattacks": "attacks", + "labelwith": "with", + "labelifhit": "If hit", + "labelifcrit": "If crit", + "labelcritmsg": "PC gains a free attack", + "labeliffumble": "If fumble", + "labelfumblemsg": "Double damage, armor/protection reduced one tier", + "labelattack": "Attack", + "labelattackfumble": "Weapon breaks or is lost", + "labeldamage": "Damage", + "labelcurrently": "currently", + "labeldailymisery": "for the day's potential misery", + "labelpsalm": "a misery psalm" +} diff --git a/Mork Borg/translations/nl.json b/Mork Borg/translations/nl.json new file mode 100644 index 0000000000..624fae482b --- /dev/null +++ b/Mork Borg/translations/nl.json @@ -0,0 +1,77 @@ +{ + "scvmbirther-u": "SCVMBIRTHER", + "name-u": "Name", + "description-u": "Description", + "class-u": "Class", + "class-abilities-u": "Class Abilities", + "powers-u": "Powers", + "use-power-u": "Use Power", + "powers-note-u": "Presence+d4 times per day", + "powers-note2-u": "Presence DR12, or -d2 HP and no Powers for 1 hr.", + "powers-left-u": "Remaining", + "daily-power-roll": "rolls for daily powers", + "base-dr-u": "Base DR", + "hit-points-u": "Hit Points", + "current-hit-points-u": "Current", + "max-hit-points-u": "Max", + "rest-u": "Getting Rest", + "getting-better-u": "Getting Better", + "strength-u": "Strength", + "agility-u": "Agility", + "dr-modifier-u": "DR Modifier", + "defense-u": "Defense", + "initiative-u": "Initiative", + "initiative-note-u": "Agility + d6", + "presence-u": "Presence", + "toughness-u": "Toughness", + "omens-u": "Omens", + "omens-note-u": "Maximum damage, Reroll, -d6 damage, DR-4, No Crit/Fumble", + "weapons-u": "Weapons", + "weapons-type-u": "Type", + "weapons-damage-u": "Dmg Die", + "armor-u": "Armor", + "armor-tier-u": "Tier", + "shield-u": "Shield", + "no-u": "No", + "yes-u": "Yes", + "equipment-u": "Equipment", + "equipment-note-u": "Strength+8 items or DR+2 on Agility/Strength tests", + "equipment-item-u": "Item", + "equipment-item-large-u": "Large?", + "silver-u": "Silver", + "miseries-u": "Miseries", + "dawn-misery-u": "Dawn Roll", + "psalm-u": "Psalm Roll", + "labeldailypowers": "daily powers", + "labelpower": "Power", + "labelstrength": "Strength", + "labelagility": "Agility", + "labeldefense": "Defense", + "labelinitiative": "Initiative", + "labelpresence": "Presence", + "labeltoughness": "Toughness", + "labelomens": "Omens", + "labelrests": "rests", + "labelgettingbetter": "Getting Better", + "labelhpcheck": "HP check", + "labelhpgain": "HP gain", + "labeldebris": "Debris roll", + "labelstrinc": "Strength increase?", + "labelagiinc": "Agility increase?", + "labelpreinc": "Presence increase?", + "labeltouinc": "Toughness increase?", + "labelrolls": "rolls", + "labelattacks": "attacks", + "labelwith": "with", + "labelifhit": "If hit", + "labelifcrit": "If crit", + "labelcritmsg": "PC gains a free attack", + "labeliffumble": "If fumble", + "labelfumblemsg": "Double damage, armor/protection reduced one tier", + "labelattack": "Attack", + "labelattackfumble": "Weapon breaks or is lost", + "labeldamage": "Damage", + "labelcurrently": "currently", + "labeldailymisery": "for the day's potential misery", + "labelpsalm": "a misery psalm" +} diff --git a/Mork Borg/translations/pl.json b/Mork Borg/translations/pl.json new file mode 100644 index 0000000000..624fae482b --- /dev/null +++ b/Mork Borg/translations/pl.json @@ -0,0 +1,77 @@ +{ + "scvmbirther-u": "SCVMBIRTHER", + "name-u": "Name", + "description-u": "Description", + "class-u": "Class", + "class-abilities-u": "Class Abilities", + "powers-u": "Powers", + "use-power-u": "Use Power", + "powers-note-u": "Presence+d4 times per day", + "powers-note2-u": "Presence DR12, or -d2 HP and no Powers for 1 hr.", + "powers-left-u": "Remaining", + "daily-power-roll": "rolls for daily powers", + "base-dr-u": "Base DR", + "hit-points-u": "Hit Points", + "current-hit-points-u": "Current", + "max-hit-points-u": "Max", + "rest-u": "Getting Rest", + "getting-better-u": "Getting Better", + "strength-u": "Strength", + "agility-u": "Agility", + "dr-modifier-u": "DR Modifier", + "defense-u": "Defense", + "initiative-u": "Initiative", + "initiative-note-u": "Agility + d6", + "presence-u": "Presence", + "toughness-u": "Toughness", + "omens-u": "Omens", + "omens-note-u": "Maximum damage, Reroll, -d6 damage, DR-4, No Crit/Fumble", + "weapons-u": "Weapons", + "weapons-type-u": "Type", + "weapons-damage-u": "Dmg Die", + "armor-u": "Armor", + "armor-tier-u": "Tier", + "shield-u": "Shield", + "no-u": "No", + "yes-u": "Yes", + "equipment-u": "Equipment", + "equipment-note-u": "Strength+8 items or DR+2 on Agility/Strength tests", + "equipment-item-u": "Item", + "equipment-item-large-u": "Large?", + "silver-u": "Silver", + "miseries-u": "Miseries", + "dawn-misery-u": "Dawn Roll", + "psalm-u": "Psalm Roll", + "labeldailypowers": "daily powers", + "labelpower": "Power", + "labelstrength": "Strength", + "labelagility": "Agility", + "labeldefense": "Defense", + "labelinitiative": "Initiative", + "labelpresence": "Presence", + "labeltoughness": "Toughness", + "labelomens": "Omens", + "labelrests": "rests", + "labelgettingbetter": "Getting Better", + "labelhpcheck": "HP check", + "labelhpgain": "HP gain", + "labeldebris": "Debris roll", + "labelstrinc": "Strength increase?", + "labelagiinc": "Agility increase?", + "labelpreinc": "Presence increase?", + "labeltouinc": "Toughness increase?", + "labelrolls": "rolls", + "labelattacks": "attacks", + "labelwith": "with", + "labelifhit": "If hit", + "labelifcrit": "If crit", + "labelcritmsg": "PC gains a free attack", + "labeliffumble": "If fumble", + "labelfumblemsg": "Double damage, armor/protection reduced one tier", + "labelattack": "Attack", + "labelattackfumble": "Weapon breaks or is lost", + "labeldamage": "Damage", + "labelcurrently": "currently", + "labeldailymisery": "for the day's potential misery", + "labelpsalm": "a misery psalm" +} diff --git a/Mork Borg/translations/pt.json b/Mork Borg/translations/pt.json new file mode 100644 index 0000000000..624fae482b --- /dev/null +++ b/Mork Borg/translations/pt.json @@ -0,0 +1,77 @@ +{ + "scvmbirther-u": "SCVMBIRTHER", + "name-u": "Name", + "description-u": "Description", + "class-u": "Class", + "class-abilities-u": "Class Abilities", + "powers-u": "Powers", + "use-power-u": "Use Power", + "powers-note-u": "Presence+d4 times per day", + "powers-note2-u": "Presence DR12, or -d2 HP and no Powers for 1 hr.", + "powers-left-u": "Remaining", + "daily-power-roll": "rolls for daily powers", + "base-dr-u": "Base DR", + "hit-points-u": "Hit Points", + "current-hit-points-u": "Current", + "max-hit-points-u": "Max", + "rest-u": "Getting Rest", + "getting-better-u": "Getting Better", + "strength-u": "Strength", + "agility-u": "Agility", + "dr-modifier-u": "DR Modifier", + "defense-u": "Defense", + "initiative-u": "Initiative", + "initiative-note-u": "Agility + d6", + "presence-u": "Presence", + "toughness-u": "Toughness", + "omens-u": "Omens", + "omens-note-u": "Maximum damage, Reroll, -d6 damage, DR-4, No Crit/Fumble", + "weapons-u": "Weapons", + "weapons-type-u": "Type", + "weapons-damage-u": "Dmg Die", + "armor-u": "Armor", + "armor-tier-u": "Tier", + "shield-u": "Shield", + "no-u": "No", + "yes-u": "Yes", + "equipment-u": "Equipment", + "equipment-note-u": "Strength+8 items or DR+2 on Agility/Strength tests", + "equipment-item-u": "Item", + "equipment-item-large-u": "Large?", + "silver-u": "Silver", + "miseries-u": "Miseries", + "dawn-misery-u": "Dawn Roll", + "psalm-u": "Psalm Roll", + "labeldailypowers": "daily powers", + "labelpower": "Power", + "labelstrength": "Strength", + "labelagility": "Agility", + "labeldefense": "Defense", + "labelinitiative": "Initiative", + "labelpresence": "Presence", + "labeltoughness": "Toughness", + "labelomens": "Omens", + "labelrests": "rests", + "labelgettingbetter": "Getting Better", + "labelhpcheck": "HP check", + "labelhpgain": "HP gain", + "labeldebris": "Debris roll", + "labelstrinc": "Strength increase?", + "labelagiinc": "Agility increase?", + "labelpreinc": "Presence increase?", + "labeltouinc": "Toughness increase?", + "labelrolls": "rolls", + "labelattacks": "attacks", + "labelwith": "with", + "labelifhit": "If hit", + "labelifcrit": "If crit", + "labelcritmsg": "PC gains a free attack", + "labeliffumble": "If fumble", + "labelfumblemsg": "Double damage, armor/protection reduced one tier", + "labelattack": "Attack", + "labelattackfumble": "Weapon breaks or is lost", + "labeldamage": "Damage", + "labelcurrently": "currently", + "labeldailymisery": "for the day's potential misery", + "labelpsalm": "a misery psalm" +} diff --git a/Mork Borg/translations/ru.json b/Mork Borg/translations/ru.json new file mode 100644 index 0000000000..624fae482b --- /dev/null +++ b/Mork Borg/translations/ru.json @@ -0,0 +1,77 @@ +{ + "scvmbirther-u": "SCVMBIRTHER", + "name-u": "Name", + "description-u": "Description", + "class-u": "Class", + "class-abilities-u": "Class Abilities", + "powers-u": "Powers", + "use-power-u": "Use Power", + "powers-note-u": "Presence+d4 times per day", + "powers-note2-u": "Presence DR12, or -d2 HP and no Powers for 1 hr.", + "powers-left-u": "Remaining", + "daily-power-roll": "rolls for daily powers", + "base-dr-u": "Base DR", + "hit-points-u": "Hit Points", + "current-hit-points-u": "Current", + "max-hit-points-u": "Max", + "rest-u": "Getting Rest", + "getting-better-u": "Getting Better", + "strength-u": "Strength", + "agility-u": "Agility", + "dr-modifier-u": "DR Modifier", + "defense-u": "Defense", + "initiative-u": "Initiative", + "initiative-note-u": "Agility + d6", + "presence-u": "Presence", + "toughness-u": "Toughness", + "omens-u": "Omens", + "omens-note-u": "Maximum damage, Reroll, -d6 damage, DR-4, No Crit/Fumble", + "weapons-u": "Weapons", + "weapons-type-u": "Type", + "weapons-damage-u": "Dmg Die", + "armor-u": "Armor", + "armor-tier-u": "Tier", + "shield-u": "Shield", + "no-u": "No", + "yes-u": "Yes", + "equipment-u": "Equipment", + "equipment-note-u": "Strength+8 items or DR+2 on Agility/Strength tests", + "equipment-item-u": "Item", + "equipment-item-large-u": "Large?", + "silver-u": "Silver", + "miseries-u": "Miseries", + "dawn-misery-u": "Dawn Roll", + "psalm-u": "Psalm Roll", + "labeldailypowers": "daily powers", + "labelpower": "Power", + "labelstrength": "Strength", + "labelagility": "Agility", + "labeldefense": "Defense", + "labelinitiative": "Initiative", + "labelpresence": "Presence", + "labeltoughness": "Toughness", + "labelomens": "Omens", + "labelrests": "rests", + "labelgettingbetter": "Getting Better", + "labelhpcheck": "HP check", + "labelhpgain": "HP gain", + "labeldebris": "Debris roll", + "labelstrinc": "Strength increase?", + "labelagiinc": "Agility increase?", + "labelpreinc": "Presence increase?", + "labeltouinc": "Toughness increase?", + "labelrolls": "rolls", + "labelattacks": "attacks", + "labelwith": "with", + "labelifhit": "If hit", + "labelifcrit": "If crit", + "labelcritmsg": "PC gains a free attack", + "labeliffumble": "If fumble", + "labelfumblemsg": "Double damage, armor/protection reduced one tier", + "labelattack": "Attack", + "labelattackfumble": "Weapon breaks or is lost", + "labeldamage": "Damage", + "labelcurrently": "currently", + "labeldailymisery": "for the day's potential misery", + "labelpsalm": "a misery psalm" +} diff --git a/Mork Borg/translations/sv.json b/Mork Borg/translations/sv.json new file mode 100644 index 0000000000..624fae482b --- /dev/null +++ b/Mork Borg/translations/sv.json @@ -0,0 +1,77 @@ +{ + "scvmbirther-u": "SCVMBIRTHER", + "name-u": "Name", + "description-u": "Description", + "class-u": "Class", + "class-abilities-u": "Class Abilities", + "powers-u": "Powers", + "use-power-u": "Use Power", + "powers-note-u": "Presence+d4 times per day", + "powers-note2-u": "Presence DR12, or -d2 HP and no Powers for 1 hr.", + "powers-left-u": "Remaining", + "daily-power-roll": "rolls for daily powers", + "base-dr-u": "Base DR", + "hit-points-u": "Hit Points", + "current-hit-points-u": "Current", + "max-hit-points-u": "Max", + "rest-u": "Getting Rest", + "getting-better-u": "Getting Better", + "strength-u": "Strength", + "agility-u": "Agility", + "dr-modifier-u": "DR Modifier", + "defense-u": "Defense", + "initiative-u": "Initiative", + "initiative-note-u": "Agility + d6", + "presence-u": "Presence", + "toughness-u": "Toughness", + "omens-u": "Omens", + "omens-note-u": "Maximum damage, Reroll, -d6 damage, DR-4, No Crit/Fumble", + "weapons-u": "Weapons", + "weapons-type-u": "Type", + "weapons-damage-u": "Dmg Die", + "armor-u": "Armor", + "armor-tier-u": "Tier", + "shield-u": "Shield", + "no-u": "No", + "yes-u": "Yes", + "equipment-u": "Equipment", + "equipment-note-u": "Strength+8 items or DR+2 on Agility/Strength tests", + "equipment-item-u": "Item", + "equipment-item-large-u": "Large?", + "silver-u": "Silver", + "miseries-u": "Miseries", + "dawn-misery-u": "Dawn Roll", + "psalm-u": "Psalm Roll", + "labeldailypowers": "daily powers", + "labelpower": "Power", + "labelstrength": "Strength", + "labelagility": "Agility", + "labeldefense": "Defense", + "labelinitiative": "Initiative", + "labelpresence": "Presence", + "labeltoughness": "Toughness", + "labelomens": "Omens", + "labelrests": "rests", + "labelgettingbetter": "Getting Better", + "labelhpcheck": "HP check", + "labelhpgain": "HP gain", + "labeldebris": "Debris roll", + "labelstrinc": "Strength increase?", + "labelagiinc": "Agility increase?", + "labelpreinc": "Presence increase?", + "labeltouinc": "Toughness increase?", + "labelrolls": "rolls", + "labelattacks": "attacks", + "labelwith": "with", + "labelifhit": "If hit", + "labelifcrit": "If crit", + "labelcritmsg": "PC gains a free attack", + "labeliffumble": "If fumble", + "labelfumblemsg": "Double damage, armor/protection reduced one tier", + "labelattack": "Attack", + "labelattackfumble": "Weapon breaks or is lost", + "labeldamage": "Damage", + "labelcurrently": "currently", + "labeldailymisery": "for the day's potential misery", + "labelpsalm": "a misery psalm" +} diff --git a/Mork Borg/translations/tr.json b/Mork Borg/translations/tr.json new file mode 100644 index 0000000000..624fae482b --- /dev/null +++ b/Mork Borg/translations/tr.json @@ -0,0 +1,77 @@ +{ + "scvmbirther-u": "SCVMBIRTHER", + "name-u": "Name", + "description-u": "Description", + "class-u": "Class", + "class-abilities-u": "Class Abilities", + "powers-u": "Powers", + "use-power-u": "Use Power", + "powers-note-u": "Presence+d4 times per day", + "powers-note2-u": "Presence DR12, or -d2 HP and no Powers for 1 hr.", + "powers-left-u": "Remaining", + "daily-power-roll": "rolls for daily powers", + "base-dr-u": "Base DR", + "hit-points-u": "Hit Points", + "current-hit-points-u": "Current", + "max-hit-points-u": "Max", + "rest-u": "Getting Rest", + "getting-better-u": "Getting Better", + "strength-u": "Strength", + "agility-u": "Agility", + "dr-modifier-u": "DR Modifier", + "defense-u": "Defense", + "initiative-u": "Initiative", + "initiative-note-u": "Agility + d6", + "presence-u": "Presence", + "toughness-u": "Toughness", + "omens-u": "Omens", + "omens-note-u": "Maximum damage, Reroll, -d6 damage, DR-4, No Crit/Fumble", + "weapons-u": "Weapons", + "weapons-type-u": "Type", + "weapons-damage-u": "Dmg Die", + "armor-u": "Armor", + "armor-tier-u": "Tier", + "shield-u": "Shield", + "no-u": "No", + "yes-u": "Yes", + "equipment-u": "Equipment", + "equipment-note-u": "Strength+8 items or DR+2 on Agility/Strength tests", + "equipment-item-u": "Item", + "equipment-item-large-u": "Large?", + "silver-u": "Silver", + "miseries-u": "Miseries", + "dawn-misery-u": "Dawn Roll", + "psalm-u": "Psalm Roll", + "labeldailypowers": "daily powers", + "labelpower": "Power", + "labelstrength": "Strength", + "labelagility": "Agility", + "labeldefense": "Defense", + "labelinitiative": "Initiative", + "labelpresence": "Presence", + "labeltoughness": "Toughness", + "labelomens": "Omens", + "labelrests": "rests", + "labelgettingbetter": "Getting Better", + "labelhpcheck": "HP check", + "labelhpgain": "HP gain", + "labeldebris": "Debris roll", + "labelstrinc": "Strength increase?", + "labelagiinc": "Agility increase?", + "labelpreinc": "Presence increase?", + "labeltouinc": "Toughness increase?", + "labelrolls": "rolls", + "labelattacks": "attacks", + "labelwith": "with", + "labelifhit": "If hit", + "labelifcrit": "If crit", + "labelcritmsg": "PC gains a free attack", + "labeliffumble": "If fumble", + "labelfumblemsg": "Double damage, armor/protection reduced one tier", + "labelattack": "Attack", + "labelattackfumble": "Weapon breaks or is lost", + "labeldamage": "Damage", + "labelcurrently": "currently", + "labeldailymisery": "for the day's potential misery", + "labelpsalm": "a misery psalm" +} diff --git a/Mork Borg/translations/zh.json b/Mork Borg/translations/zh.json new file mode 100644 index 0000000000..624fae482b --- /dev/null +++ b/Mork Borg/translations/zh.json @@ -0,0 +1,77 @@ +{ + "scvmbirther-u": "SCVMBIRTHER", + "name-u": "Name", + "description-u": "Description", + "class-u": "Class", + "class-abilities-u": "Class Abilities", + "powers-u": "Powers", + "use-power-u": "Use Power", + "powers-note-u": "Presence+d4 times per day", + "powers-note2-u": "Presence DR12, or -d2 HP and no Powers for 1 hr.", + "powers-left-u": "Remaining", + "daily-power-roll": "rolls for daily powers", + "base-dr-u": "Base DR", + "hit-points-u": "Hit Points", + "current-hit-points-u": "Current", + "max-hit-points-u": "Max", + "rest-u": "Getting Rest", + "getting-better-u": "Getting Better", + "strength-u": "Strength", + "agility-u": "Agility", + "dr-modifier-u": "DR Modifier", + "defense-u": "Defense", + "initiative-u": "Initiative", + "initiative-note-u": "Agility + d6", + "presence-u": "Presence", + "toughness-u": "Toughness", + "omens-u": "Omens", + "omens-note-u": "Maximum damage, Reroll, -d6 damage, DR-4, No Crit/Fumble", + "weapons-u": "Weapons", + "weapons-type-u": "Type", + "weapons-damage-u": "Dmg Die", + "armor-u": "Armor", + "armor-tier-u": "Tier", + "shield-u": "Shield", + "no-u": "No", + "yes-u": "Yes", + "equipment-u": "Equipment", + "equipment-note-u": "Strength+8 items or DR+2 on Agility/Strength tests", + "equipment-item-u": "Item", + "equipment-item-large-u": "Large?", + "silver-u": "Silver", + "miseries-u": "Miseries", + "dawn-misery-u": "Dawn Roll", + "psalm-u": "Psalm Roll", + "labeldailypowers": "daily powers", + "labelpower": "Power", + "labelstrength": "Strength", + "labelagility": "Agility", + "labeldefense": "Defense", + "labelinitiative": "Initiative", + "labelpresence": "Presence", + "labeltoughness": "Toughness", + "labelomens": "Omens", + "labelrests": "rests", + "labelgettingbetter": "Getting Better", + "labelhpcheck": "HP check", + "labelhpgain": "HP gain", + "labeldebris": "Debris roll", + "labelstrinc": "Strength increase?", + "labelagiinc": "Agility increase?", + "labelpreinc": "Presence increase?", + "labeltouinc": "Toughness increase?", + "labelrolls": "rolls", + "labelattacks": "attacks", + "labelwith": "with", + "labelifhit": "If hit", + "labelifcrit": "If crit", + "labelcritmsg": "PC gains a free attack", + "labeliffumble": "If fumble", + "labelfumblemsg": "Double damage, armor/protection reduced one tier", + "labelattack": "Attack", + "labelattackfumble": "Weapon breaks or is lost", + "labeldamage": "Damage", + "labelcurrently": "currently", + "labeldailymisery": "for the day's potential misery", + "labelpsalm": "a misery psalm" +} diff --git a/Mork Borg/translations/zu.json b/Mork Borg/translations/zu.json new file mode 100644 index 0000000000..ad17a088d3 --- /dev/null +++ b/Mork Borg/translations/zu.json @@ -0,0 +1,77 @@ +{ + "scvmbirther-u": "crwdns152330:0crwdne152330:0", + "name-u": "crwdns152332:0crwdne152332:0", + "description-u": "crwdns152334:0crwdne152334:0", + "class-u": "crwdns152336:0crwdne152336:0", + "class-abilities-u": "crwdns152338:0crwdne152338:0", + "powers-u": "crwdns152340:0crwdne152340:0", + "use-power-u": "crwdns152342:0crwdne152342:0", + "powers-note-u": "crwdns152344:0crwdne152344:0", + "powers-note2-u": "crwdns152346:0crwdne152346:0", + "powers-left-u": "crwdns152348:0crwdne152348:0", + "daily-power-roll": "crwdns152350:0crwdne152350:0", + "base-dr-u": "crwdns152352:0crwdne152352:0", + "hit-points-u": "crwdns152354:0crwdne152354:0", + "current-hit-points-u": "crwdns152356:0crwdne152356:0", + "max-hit-points-u": "crwdns152358:0crwdne152358:0", + "rest-u": "crwdns152360:0crwdne152360:0", + "getting-better-u": "crwdns152362:0crwdne152362:0", + "strength-u": "crwdns152364:0crwdne152364:0", + "agility-u": "crwdns152366:0crwdne152366:0", + "dr-modifier-u": "crwdns152368:0crwdne152368:0", + "defense-u": "crwdns152370:0crwdne152370:0", + "initiative-u": "crwdns152372:0crwdne152372:0", + "initiative-note-u": "crwdns152374:0crwdne152374:0", + "presence-u": "crwdns152376:0crwdne152376:0", + "toughness-u": "crwdns152378:0crwdne152378:0", + "omens-u": "crwdns152380:0crwdne152380:0", + "omens-note-u": "crwdns152382:0crwdne152382:0", + "weapons-u": "crwdns152384:0crwdne152384:0", + "weapons-type-u": "crwdns152386:0crwdne152386:0", + "weapons-damage-u": "crwdns152388:0crwdne152388:0", + "armor-u": "crwdns152390:0crwdne152390:0", + "armor-tier-u": "crwdns152392:0crwdne152392:0", + "shield-u": "crwdns152394:0crwdne152394:0", + "no-u": "crwdns152396:0crwdne152396:0", + "yes-u": "crwdns152398:0crwdne152398:0", + "equipment-u": "crwdns152400:0crwdne152400:0", + "equipment-note-u": "crwdns152402:0crwdne152402:0", + "equipment-item-u": "crwdns152404:0crwdne152404:0", + "equipment-item-large-u": "crwdns152406:0crwdne152406:0", + "silver-u": "crwdns152408:0crwdne152408:0", + "miseries-u": "crwdns152410:0crwdne152410:0", + "dawn-misery-u": "crwdns152412:0crwdne152412:0", + "psalm-u": "crwdns152414:0crwdne152414:0", + "labeldailypowers": "crwdns152416:0crwdne152416:0", + "labelpower": "crwdns152418:0crwdne152418:0", + "labelstrength": "crwdns152420:0crwdne152420:0", + "labelagility": "crwdns152422:0crwdne152422:0", + "labeldefense": "crwdns152424:0crwdne152424:0", + "labelinitiative": "crwdns152426:0crwdne152426:0", + "labelpresence": "crwdns152428:0crwdne152428:0", + "labeltoughness": "crwdns152430:0crwdne152430:0", + "labelomens": "crwdns152432:0crwdne152432:0", + "labelrests": "crwdns152434:0crwdne152434:0", + "labelgettingbetter": "crwdns152436:0crwdne152436:0", + "labelhpcheck": "crwdns152438:0crwdne152438:0", + "labelhpgain": "crwdns152440:0crwdne152440:0", + "labeldebris": "crwdns152442:0crwdne152442:0", + "labelstrinc": "crwdns152444:0crwdne152444:0", + "labelagiinc": "crwdns152446:0crwdne152446:0", + "labelpreinc": "crwdns152448:0crwdne152448:0", + "labeltouinc": "crwdns152450:0crwdne152450:0", + "labelrolls": "crwdns152452:0crwdne152452:0", + "labelattacks": "crwdns152454:0crwdne152454:0", + "labelwith": "crwdns152456:0crwdne152456:0", + "labelifhit": "crwdns152458:0crwdne152458:0", + "labelifcrit": "crwdns152460:0crwdne152460:0", + "labelcritmsg": "crwdns152462:0crwdne152462:0", + "labeliffumble": "crwdns152464:0crwdne152464:0", + "labelfumblemsg": "crwdns152466:0crwdne152466:0", + "labelattack": "crwdns152468:0crwdne152468:0", + "labelattackfumble": "crwdns152470:0crwdne152470:0", + "labeldamage": "crwdns152472:0crwdne152472:0", + "labelcurrently": "crwdns152474:0crwdne152474:0", + "labeldailymisery": "crwdns152476:0crwdne152476:0", + "labelpsalm": "crwdns152478:0crwdne152478:0" +} diff --git a/MorrowProject4e/sheet.json b/MorrowProject4e/sheet.json index 9409358841..c9fbb9941e 100644 --- a/MorrowProject4e/sheet.json +++ b/MorrowProject4e/sheet.json @@ -1,7 +1,7 @@ { "html": "MorrowProject4th.html", "css": "MorrowProject4th.css", - "authors": "Walt Shumate", + "authors": "David", "roll20userid": "720651", "preview": "MorrowProject4th.png", "instructions": "Character Sheet for The Morrow Project 4th Edition." diff --git a/Mothership/Mothership.css b/Mothership/Mothership.css index 3a36b6de67..bba7becbaf 100644 --- a/Mothership/Mothership.css +++ b/Mothership/Mothership.css @@ -1,240 +1,1017 @@ .sheet-main{ - font-size: 11px; - padding: -100px; - font-family: Tahoma, Geneva, sans-serif; - background-color: WhiteSmoke; + font-size: 11px; + padding: -100px; + font-family: Tahoma, Geneva, sans-serif; + background-color: WhiteSmoke; } input[type="text"], input[type="number"] { - font-size: 11px; - font-family: Tahoma, Geneva, sans-serif; - -moz-appearance: textfield; - -webkit-appearance: textfield; + font-size: 11px; + font-family: Tahoma, Geneva, sans-serif; + -moz-appearance: textfield; + -webkit-appearance: textfield; } .sheet-hidden { - display: none !important; + display: none !important; } .sheet-header { - background-color: black; - padding: 15px; - border-radius: 5px; - color: white; + background-color: #1F1C1D; + padding: 15px; + border-radius: 10px 0px 10px 10px; + color: white; } .sheet-stats { - width: 100%; - padding: 15px; - border-radius: 5px; + width: 100%; + padding: 15px; + border-radius: 5px; +} + +.sheet-unspent-pts { + float: right; + margin-right: 10px; + margin-bottom: 10px; } .sheet-sectionheader, .sheet-sectionheader > h3 { - width:100%; - text-align:center; - font-size:35px; - font-weight:bold; - color: white; - background-color: black; - border-spacing: 10px; - border-radius: 5px; + width:100%; + text-align:center; + font-size:35px; + font-weight:bold; + color: white; + background-color: #1F1C1D; + border-spacing: 10px; + border-radius: 5px; } .sheet-loadoutselector{ - text-align:center; - width: 100% - margin-top:20px; + text-align:center; + width: 100%; + margin-top: 20px; } -.sheet-loadoutselector>select{ - display: block; - margin: 0 auto; + +.sheet-loadoutselector > select{ + display: block; + margin: 0 auto; } .sheet-statname{ - font-size:15px; - font-weight:bold; - width:1%; + font-size:15px; + font-weight:bold; white-space:nowrap; - text-align:right; - vertical-align:middle; + text-align:right; + vertical-align:middle; +} +table .sheet-statname { + width:1%; } .sheet-statsbuttonrow{ width:6%; white-space:nowrap; - margin:15px; - text-align:center; + margin:15px; + text-align:center; } .sheet-statlabels{ - text-align: center; - + text-align: center; + } .sheet-otherdata{ - width: 100%; - font-size:13px; - font-weight:bold; - text-align:center; + width: 100%; + font-size:13px; + font-weight:bold; + text-align:center; } .sheet-skill{ - font-size:13px; - background-color: black; - color: white; - padding:3px 8px 3px 8px; - border-radius: 10px; - font-weight:bold; - text-align:left; + font-size:13px; + background-color: #1F1C1D; + color: white; + padding:3px 8px 3px 8px; + border-radius: 10px; + font-weight:bold; + text-align:left; } .sheet-skilltreerow>td{ - padding-bottom:10px; - text-align:left; + padding-bottom:10px; + text-align:left; } .sheet-skilltree{ - width: 100%; - padding-left:30px; + width: 100%; + padding-left:30px; } .sheet-skillheader{ - font-size:20px; - width:33%; - font-weight:bold; + font-size:20px; + width:33%; + font-weight:bold; } .sheet-classpanic{ - font-style: italic; - text-align: center; - width: 100%; - margin:10px; + font-style: italic; + text-align: center; + width: 100%; + margin:10px; } .sheet-panicbutton{ - font-size:13px; - font-weight:bold; - text-align:center; - padding: 13px; + font-size:13px; + font-weight:bold; + text-align:center; + padding: 13px; +} + +.sheet-edit-gear { + color: lightgray; + font-family: 'pictos'; + cursor: pointer; + font-size: 20px; + float: right; + margin-top: 5px; + margin-right: 5px; +} + +.sheet-settings-gear { + color: lightgray; + font-family: 'pictos'; + cursor: pointer; + font-size: 16px; +} + +.sheet-edit-gear:hover { + color: white; +} + +.sheet-settings { + background-color: white; + font-size: 12px; +} + +.sheet-settings label { + margin-bottom: 0; +} +.sheet-settings div { + margin-top: 10px; +} + +input.sheet-custom-skill-input { + background-color: transparent; + color: white; + font-weight: bold; + font-size: 13px; + border-color: transparent; + max-height: 22px; + margin-top: -4px; + margin-left: -4px; + text-transform: uppercase; +} + +.sheet-custom-skill { + display: none; +} + +.sheet-custom-skill-check { + opacity: 0; + margin-right: 2px; +} +.sheet-custom-skill-check:hover { + opacity: 100; +} +.sheet-custom-skill-check:checked { + opacity: 100; +} +.sheet-custom-skill-check:checked + .sheet-custom-skill { + display: initial; +} + +.sheet-credits-input { + width: auto !important; +} + +.sheet-combat-entry { + display: flex; + flex-wrap: wrap; + border: 2px solid darkgrey; + border-radius: 4px; + margin: 2px; +} + +.sheet-combat-entry:hover { + background-color: lightgrey; +} + +.sheet-equipment-row, +.sheet-combat-row { + display: flex; +} +.sheet-combat-entry label { + font-size: .9em; + margin-bottom: 0px; + text-align: center; + display: block; + width: auto; +} + +.sheet-combat-entry input[type="checkbox"] { + margin-left: 5px; + margin-top: 6px; +} + +.sheet-combat-entry div { + padding-right: 4px; +} + +.sheet-combat-entry input[type="text"].sheet-input-sm { + width: 4em; +} + +.sheet-ship-worksheet input.sheet-input-sm, +.sheet-combat-entry input[type="number"].sheet-input-sm { + width: 3em; +} + +.sheet-combat-entry .sheet-input-range { + width: 6em; +} + +.sheet-combat-entry input.sheet-input-xs { + width: 2em; +} + +.sheet-combat-entry .sheet-input-med { + width: 9em; +} + +.sheet-combat-entry label { + padding-right: 0; +} + +.sheet-ship-combat-row textarea, +.sheet-combat-entry textarea { + resize: vertical; + min-height: 18px; + height: 18px; + width: 14em; +} + +label.sheet-chooser { + cursor: pointer; + color: white; + border-radius: 5px; + padding: 0 0 5px 0; + margin: 0 0 -5px 0; + width: auto; +} +.sheet-chooser-left { + border-radius: 10px 0 0 0; +} + +.sheet-chooser-mid { + border-radius: 10px 0 0 0; + margin-left: -10px; + margin-right: -10px; +} + +.sheet-chooser-right { + border-radius: 10px 10px 0 0; +} + +input.sheet-type-select { + visibility: hidden; + display: none; + width: 0; +} + +input.sheet-type-select:checked + span { + background-color: #1F1C1D; +} + +.sheet-mode-span { + background-color: grey; + padding: 2px 25px; +} + +.sheet-mode-ribbon { + background-color: white; + display: flex; + height: 18px; +} + +input.sheet-settings-input[value="1"] .sheet-settings-gear { + color: black; +} +input.sheet-settings-input[value="1"] ~ div.sheet-settings { + display: block; +} +input.sheet-settings-input[value="0"] ~ div.sheet-settings { + display: none; +} + +input.sheet-mode-input[value="npc"] ~ div.sheet-pc, +input.sheet-mode-input[value="npc"] ~ div.sheet-ship { + display: none; +} +input.sheet-mode-input[value="pc"] ~ div.sheet-npc, +input.sheet-mode-input[value="pc"] ~ div.sheet-ship { + display: none; +} + +input.sheet-mode-input[value="ship"] ~ div.sheet-npc, +input.sheet-mode-input[value="ship"] ~ div.sheet-combat, +input.sheet-mode-input[value="ship"] ~ div.sheet-pc { + display: none; +} + +input.sheet-mode-input[value="npc"] ~ div.sheet-npc { + display: block; +} + + +input.sheet-mode-input[value="pc"] ~ div .sheet-npc-shoot { + display: none; +} + +input.sheet-mode-input[value="npc"] ~ div .sheet-pc-shoot { + display: none; +} + + +.sheet-npc { + display: none; +} + +.sheet-npc-stats-section { + display: grid; + align-items: center; + grid-template-columns: 1fr 1fr 1fr; +} +.sheet-npc-statrow { + display: flex; + justify-content: flex-end; +} +.sheet-npc-statrow > div.sheet-statname { + margin-right: 6px; +} +.sheet-npc-statrow > button.btn { + margin-left: 6px; + margin-right: 12px; +} + +.sheet-custom-stat-grid ~ .repcontainer { + display: grid; + align-items: center; + grid-template-columns: 1fr 1fr 1fr; +} + +input.sheet-npc-custom-stat { + background: transparent; + border: 0; + font-size: 15px; + font-weight: bold; + white-space: nowrap; + text-align: right; + width: 140px; +} + +.sheet-ship > .sheet-header, +.sheet-npc > .sheet-header { + display: flex; + align-items: center; +} + +.sheet-npc .sheet-npc-input { + width: 3.5em; + background-color: transparent; + border: 0; + border-bottom: 1px solid #1F1C1D; + outline: 0; + border-radius: 0; +} + +.sheet-npc input[type=number]::-webkit-inner-spin-button, +.sheet-npc input[type=number]::-webkit-outer-spin-button, +.sheet-ship input[type=number]::-webkit-inner-spin-button, +.sheet-ship input[type=number]::-webkit-outer-spin-button, +input[type=number].sheet-no-spinner::-webkit-inner-spin-button, +input[type=number].sheet-no-spinner::-webkit-outer-spin-button { + -webkit-appearance: none; + margin: 0; +} + +.sheet-npc-special-row { + display: flex; + flex-wrap: wrap; + border: 2px solid darkgrey; + border-radius: 2px; + padding: 4px; + margin: 2px; +} + +.sheet-npc-special-row button[type="roll"]::before { + font-family: 'pictos'; + content: 'w'; +} + +.sheet-npc-special-row:hover { + background-color: lightgrey; +} + +.sheet-npc-special-row input[type="text"] { + width: calc(100% - 64px); +} + +.sheet-npc-special-row input[type="checkbox"] { + width: 16px; + height: 27px; + opacity: 0; + cursor: pointer; +} + +.sheet-npc-special-row input[type="checkbox"] + span { + width: 5px; +} + +.sheet-npc-special-row input[type="checkbox"] + span::before { + content: "+"; + font-weight: bold; + font-size: 12px; + display: inline-block; + position: relative; + top: 5px; + left: -15px; + pointer-events: none; + background-color: #1F1C1D; + width: 16px; + border-radius: 8px; + color: white; + text-align: center; +} + +.sheet-npc-special-row input[type="checkbox"]:checked + span::before { + content: "-" +} + +.sheet-special-expansion { + display: block; + transition: max-height 0.5s ease-out; + opacity: 0; + max-height: 0; + overflow: hidden; + width: calc(100% - 16px); +} + +.sheet-special-expansion textarea { + min-height: 28px; + height: 84px; + margin-left: 3px; +} + +.sheet-npc-special-row input[type="checkbox"]:checked ~ div.sheet-special-expansion { + max-height: 700px; + opacity: 1; + transition: max-height 0.5s ease-in; +} + +.sheet-ship-nameplate { + display: grid; + margin-left: 5px; + grid-template-columns: 1fr 1fr; + grid-template-areas: + "name name" + "type class" +} + +.sheet-ship-name { + grid-area: name; +} + +.sheet-ship-class > input, +.sheet-ship-type > input { + width: 100px; + margin-right: 10px; +} + +.sheet-ship-type { + grid-area: type; +} + +.sheet-ship-class { + grid-area: class; +} + +.sheet-combat-entry input[type="checkbox"], +.sheet-ship input[type="checkbox"], +.sheet-mode-ribbon input[type="checkbox"] { + visibility: hidden; + display: none; + width: 0; +} + +.sheet-ship input[type="checkbox"]:checked + .sheet-edit-gear { + color: gray; +} +.sheet-ship input[type="checkbox"]:checked + .sheet-edit-gear:hover { + color: lightgray; +} +.sheet-ship .sheet-sectionheader > input { + display: inline-block; + +} +.sheet-ship .sheet-sectionheader > label { + display: contents; +} + +.sheet-edit-ship-container { + display: none; +} + +.sheet-edit-ship-input[value="1"] ~ .sheet-edit-ship-container { + display: block; +} + +.sheet-ship-worksheet { + display: grid; + grid-template-columns: 1fr 60px 60px 60px; + margin-left: 15px; + row-gap: 5px; +} +.sheet-ship-worksheet label { + font-size: .9em; + margin-bottom: 0px; + display: block; + width: auto; +} + +.sheet-ship-worksheet-section { + font-size: 18px; + font-weight: bold; + margin-left: 30px; + grid-column-start: 1; + grid-column-end: 4; +} + +.sheet-ship-worksheet-title { + background-color: #1F1C1D; + color: white; + font-weight: bold; + font-size: 14px; + border-radius: 10px; + padding: 2px 10px 2px 10px; + margin-left: -10px; +} + +.sheet-ship-worksheet-title + div { + display: inline; +} + +.sheet-ship-stats-container { + margin-top: 5px; + display: grid; + grid-template-columns: 1fr auto 2fr; + column-gap: 10px; +} + +.sheet-ship-statsleftcol { + display: grid; + grid-template-columns: 1fr; + row-gap: 5px; +} + +.sheet-ship-statrow { + display: grid; + grid-template-columns: 1fr 40px; + grid-template-rows: repeat(auto-fill, 40px); + max-width: 200px; + grid-column: 1; +} + +.sheet-ship-statsmidcol > div { + display: grid; + grid-template-columns: auto 40px 100px; +} + +.sheet-ship-statsrightcol { + display: grid; + grid-template-columns: repeat(auto-fill, 100px); + justify-content: center; +} + +.sheet-ship-statsrightcol label { + font-size: 10px; +} + +.sheet-ship-statsmidcol input { + width: 8em; + border: 0; + margin-bottom: -5px; +} + +.sheet-ship-statsmidcol div.sheet-statname { + margin-right: 10px; +} +.sheet-ship-statrow > div { + background-color: #1F1C1D; + color: white; + font-size: 20px; + font-weight: bold; + border-radius: 15px 0 0 15px; + padding-left: 20px; + padding-right: 20px; + margin-right: -15px; + margin-top: 5px; + margin-bottom: 5px; +} + +.sheet-ship-statrow > button.btn { + background-color: transparent; + border: 0; + background-image: unset; + padding: 0; +} + +.sheet-ship-statrow > button.btn::before { + content: unset; +} + +.sheet-ship-statsmidcol > div > input[disabled="true"], +.sheet-ship-statrow > button > input[disabled="true"] { + border-radius: 20px; + height: 40px; + width: 40px; + border: 2px solid #1F1C1D; + background-color: white; + color: #1F1C1D; + text-align: center; + font-size: 20px; + font-weight: bold; + z-index: 2; +} + +.sheet-ship-statrow > button > input[disabled="true"]:hover { + color: darkgray; +} + +.sheet-ship-statrow > button > input[disabled="true"]:active { + background-color: lightgrey; +} + + +label.sheet-ship-pillinput { + border-radius: 0 20px 20px 0; + height: 36px; + width: 70px; + border: 2px solid #1F1C1D; + background-color: white; + text-align: center; + font-size: 8px; + font-weight: bold; + padding-left: 8px; + margin-left: -15px; + z-index: 1; +} + +label.sheet-ship-pillinput > input { + background-color: transparent; + font-size: 20px; + font-weight: bold; + margin-bottom: -12px; + text-align: center; +} + +input.sheet-circleinput { + border-radius: 15px; + border: 2px solid #1F1C1D; + width: 30px; + text-align: center; + background-color: white; + font-weight: bold; +} + +.sheet-ship input.sheet-boxinput { + width: 6em; + border-radius: 0; + border: 2px solid #1F1C1D; + background-color: white; + font-weight: bold; + font-size: 14px; + text-align: center; +} + +.sheet-ship input.sheet-boxinput.small { + width: 2em; +} + +.sheet-ship input.sheet-boxinput[disabled="true"] { + background-color: transparent; +} + +.sheet-ship-statsmidcol .sheet-ship-hull-adjustment input[disabled="true"] { + width: 60px; +} +.sheet-ship-statsmidcol .sheet-ship-hull-adjustment label.sheet-ship-pillinput { + margin-left: 0px; +} + +.sheet-ship-breakpoint-widget { + display: flex; + margin-top: -8px; +} + +.sheet-ship-breakpoint-widget label { + font-size: 10px; + margin: 0; +} + +button.sheet-ship-critical { + max-height: 20px; +} + +.sheet-2-col-container { + display: grid; + grid-template-columns: 1fr 1fr; + column-gap: 15px; +} + +.sheet-equipment-row textarea { + min-height: 28px; + height: 28px; + width: 55%; + margin-left: 5px; + margin-right: 5px; +} +.sheet-equipment-row input[type="text"].sheet-underlined-input { + width: 40%; + height: 28px; + margin-left: 5px; +} + +.sheet-equipment-row textarea, +textarea.sheet-npc-special, +textarea.sheet-notes-field { + resize: vertical; + box-sizing: border-box; + color: #1F1C1D; +} + +input.sheet-underlined-input { + border: 0; + border-bottom: solid 2px darkgrey; + border-radius: 0; + background-color: transparent; + font-weight: bold; + width: 100%; + color: #1F1C1D; +} + +textarea.sheet-underlined-input { + margin-bottom: -3px; + border: 0; + border-bottom: darkgrey 2px solid; + border-radius: 0; + background-color: transparent; + font-weight: bold; + font-size: 11px; + color: #1F1C1D; +} + +.sheet-underlined-input::placeholder { + color: darkgrey; +} + +input.sheet-underlined-input.sheet-small { + width: 2em; +} + +input.sheet-underlined-input.sheet-medium { + width: 6em; +} + +.sheet-underlined-input.sheet-large { + width: 8em; +} + +.sheet-ship-cargo-row { + display: grid; + grid-template-columns: 1fr 4em; + column-gap: 5px; + grid-template-rows: repeat(auto-fill, 25px); + margin-left: 10px; +} + +.sheet-ship-crew-row { + display: grid; + grid-template-columns: 2fr 1fr; + column-gap: 5px; + grid-template-rows: repeat(auto-fill, 25px); + margin-left: 10px; +} + +.sheet-ship-combat-row { + display: flex; +} + +.sheet-ship-combat-row textarea { + width: 24em; +} + +.sheet-ship-combat-row label { + font-size: 10px; +} + +.sheet-ship-combat-row button { + max-height: 24px; + width: 24px; +} + +input.sheet-circle-checkbox[type="checkbox"] + span { + cursor: pointer; + border-radius: 10px; + border: #1F1C1D solid 1px; + min-height: 20px; + min-width: 20px; + display: inline-block; + margin-top: 8px; +} + +input.sheet-circle-checkbox[type="checkbox"]:hover + span { + background-color: white; +} + +input.sheet-circle-checkbox[type="checkbox"]:checked + span { + background-color: #1F1C1D; + color: white; +} + +label.sheet-tiny-label { + font-size: 8px; } /* ROLL TEMPLATES */ +.sheet-rolltemplate-shipcrittable .sheet-roll-charname, .sheet-rolltemplate-panictable .sheet-roll-charname, +.sheet-rolltemplate-panicandroid .sheet-roll-charname, .sheet-rolltemplate-panic .sheet-roll-charname, -.sheet-rolltemplate-mothership .sheet-roll-charname{ - font-size:18px; - font-weight:bold; - border: 1px solid black; +.sheet-rolltemplate-mothership .sheet-roll-charname, +.sheet-rolltemplate-attack .sheet-roll-charname, +.sheet-rolltemplate-mothership-generic .sheet-roll-charname{ + font-size:18px; + font-weight:bold; + border: 1px solid #1F1C1D; border-radius: 0px 0px 10px 10px; - color: white; - background-color: black; + color: white; + background-color: #1F1C1D; } - +.sheet-rolltemplate-shipcrittable .sheet-roll-result, .sheet-rolltemplate-panictable .sheet-roll-result, +.sheet-rolltemplate-panicandroid .sheet-roll-result, .sheet-rolltemplate-panic .sheet-roll-result, -.sheet-rolltemplate-mothership .sheet-roll-result{ - font-size:18px; - font-weight:bold; - background-color: WhiteSmoke; - border-top: 1px solid black; - padding: 2px 0px; +.sheet-rolltemplate-mothership .sheet-roll-result, +.sheet-rolltemplate-attack .sheet-roll-result, +.sheet-rolltemplate-mothership-generic .sheet-roll-result { + font-size:18px; + font-weight:bold; + background-color: WhiteSmoke; + border-top: 1px solid #1F1C1D; + padding: 2px 0px; } - +.sheet-rolltemplate-shipcrittable .inlinerollresult, .sheet-rolltemplate-panictable .inlinerollresult, +.sheet-rolltemplate-panicandroid .inlinerollresult, .sheet-rolltemplate-panic .inlinerollresult, -.sheet-rolltemplate-mothership .inlinerollresult{ - background-color: transparent; - font-size: 18px; +.sheet-rolltemplate-mothership .inlinerollresult, +.sheet-rolltemplate-attack .inlinerollresult, +.sheet-rolltemplate-mothership-generic .inlinerollresult { + background-color: transparent; + font-size: 18px; font-weight: bold; - border: 0px solid; - margin: 0px -3px; + border: 0px solid; + margin: 0px -3px; } - +.sheet-rolltemplate-shipcrittable .inlinerollresult.fullcrit, +.sheet-rolltemplate-shipcrittable .inlinerollresult.fullfail, .sheet-rolltemplate-panictable .inlinerollresult.fullcrit, .sheet-rolltemplate-panictable .inlinerollresult.fullfail, +.sheet-rolltemplate-panicandroid .inlinerollresult.fullcrit, +.sheet-rolltemplate-panicandroid .inlinerollresult.fullfail, .sheet-rolltemplate-panic .inlinerollresult.fullcrit, .sheet-rolltemplate-mothership .inlinerollresult.fullcrit, .sheet-rolltemplate-panic .inlinerollresult.fullfail, -.sheet-rolltemplate-mothership .inlinerollresult.fullfail{ - border: 0px solid; - border-color: WhiteSmoke; - margin: 0px -2px; - background-color: transparent; +.sheet-rolltemplate-mothership .inlinerollresult.fullfail, +.sheet-rolltemplate-attack .inlinerollresult.fullcrit, +.sheet-rolltemplate-attack .inlinerollresult.fullfail, +.sheet-rolltemplate-mothership-generic .inlinerollresult.fullfail, +.sheet-rolltemplate-mothership-generic .inlinerollresult.fullcrit { + border: 0px solid; + border-color: WhiteSmoke; + margin: 0px -2px; + background-color: transparent; } - +.sheet-rolltemplate-shipcrittable .sheet-roll-subheader, .sheet-rolltemplate-panictable .sheet-roll-subheader, +.sheet-rolltemplate-panicandroid .sheet-roll-subheader, .sheet-rolltemplate-panic .sheet-roll-subheader, -.sheet-rolltemplate-mothership .sheet-roll-subheader{ - text-align:center; - font-size:10px; - font-weight:bold; - background-color: WhiteSmoke; +.sheet-rolltemplate-mothership .sheet-roll-subheader, +.sheet-rolltemplate-attack .sheet-roll-subheader, +.sheet-rolltemplate-mothership-generic .sheet-roll-subheader { + text-align:center; + font-size:10px; + font-weight:bold; + background-color: WhiteSmoke; } - +.sheet-rolltemplate-shipcrittable .sheet-roll-row, .sheet-rolltemplate-panictable .sheet-roll-row, +.sheet-rolltemplate-panicandroid .sheet-roll-row, .sheet-rolltemplate-panic .sheet-roll-row, -.sheet-rolltemplate-mothership .sheet-roll-row{ - background-color: WhiteSmoke; - font-size: 12px +.sheet-rolltemplate-mothership .sheet-roll-row, +.sheet-rolltemplate-attack .sheet-roll-row, +.sheet-rolltemplate-mothership-generic .sheet-roll-row { + background-color: WhiteSmoke; + font-size: 12px } - +.sheet-rolltemplate-shipcrittable .sheet-roll-type, .sheet-rolltemplate-panictable .sheet-roll-type, +.sheet-rolltemplate-panicandroid .sheet-roll-type, .sheet-rolltemplate-panic .sheet-roll-type, -.sheet-rolltemplate-mothership .sheet-roll-type{ - text-align:center; - font-size:14px; - font-weight:bold; - color: white; - background-color: black; - border: 1px solid black; +.sheet-rolltemplate-mothership .sheet-roll-type, +.sheet-rolltemplate-attack .sheet-roll-type, +.sheet-rolltemplate-mothership-generic .sheet-roll-type { + text-align:center; + font-size:14px; + font-weight:bold; + color: white; + background-color: #1F1C1D; + border: 1px solid #1F1C1D; border-radius: 10px 10px 0px 0px; } - +.sheet-rolltemplate-shipcrittable, .sheet-rolltemplate-panictable, +.sheet-rolltemplate-panicandroid, .sheet-rolltemplate-panic, -.sheet-rolltemplate-mothership { - color: black; - border: 1px solid black; +.sheet-rolltemplate-mothership, +.sheet-rolltemplate-attack, +.sheet-rolltemplate-mothership-generic { + color: #1F1C1D; + border: 1px solid #1F1C1D; border-radius: 10px; background-color: white; - text-align: center; - font-family: Tahoma, Geneva, sans-serif; + text-align: center; + font-family: Tahoma, Geneva, sans-serif; } - +.sheet-rolltemplate-shipcrittable .sheet-roll-container, .sheet-rolltemplate-panictable .sheet-roll-container, +.sheet-rolltemplate-panicandroid .sheet-roll-container, .sheet-rolltemplate-panic .sheet-roll-container, -.sheet-rolltemplate-mothership .sheet-roll-container{ +.sheet-rolltemplate-mothership .sheet-roll-container, +.sheet-rolltemplate-attack .sheet-roll-container, +.sheet-rolltemplate-mothership-generic .sheet-roll-container { width: 100% } - .sheet-rolltemplate-panictable .sheet-roll-leftcol, +.sheet-rolltemplate-panicandroid .sheet-roll-leftcol, .sheet-rolltemplate-panic .sheet-roll-leftcol, -.sheet-rolltemplate-mothership .sheet-roll-leftcol{ -float: left; -width: 50%; +.sheet-rolltemplate-mothership .sheet-roll-leftcol, +.sheet-rolltemplate-attack .sheet-roll-leftcol { + float: left; + width: 50%; } .sheet-rolltemplate-panictable .sheet-roll-rightcol, +.sheet-rolltemplate-panicandroid .sheet-roll-rightcol, .sheet-rolltemplate-panic .sheet-roll-rightcol, -.sheet-rolltemplate-mothership .sheet-roll-rightcol{ -float:right; -width: 50% +.sheet-rolltemplate-mothership .sheet-roll-rightcol, +.sheet-rolltemplate-attack .sheet-roll-rightcol { + float:right; + width: 50% } +.sheet-rolltemplate-shipcrittable .sheet-roll-clear, .sheet-rolltemplate-panictable .sheet-roll-clear, +.sheet-rolltemplate-panicandroid .sheet-roll-clear, .sheet-rolltemplate-panic .sheet-roll-clear, -.sheet-rolltemplate-mothership .sheet-roll-clear{ -clear:both; -} \ No newline at end of file +.sheet-rolltemplate-mothership .sheet-roll-clear, +.sheet-rolltemplate-attack .sheet-roll-clear, +.sheet-rolltemplate-mothership-generic .sheet-roll-clear { + clear:both; +} + +.sheet-rolltemplate-attack .sheet-roll-row { + border-top: 1px solid #1F1C1D; +} diff --git a/Mothership/Mothership.html b/Mothership/Mothership.html index dd8c1e6e68..159ca7c097 100644 --- a/Mothership/Mothership.html +++ b/Mothership/Mothership.html @@ -1,8 +1,67 @@
    -
    -
    -
    - +
    @@ -730,7 +773,7 @@
    - +
    @@ -729,7 +730,7 @@ @@ -1702,8 +1703,8 @@ y
    - - + + - - + + - - + + - - + + - - + + - - + + + y +
    + + + + + + + + + + + + +   + +   +
    +
    +
    + + +
    +
    + + +
    +
    + +
    +
    +
    + + + + +
    +
    + + y +
    + + + + + + + + + + + + +   + +   +
    +
    +
    + + +
    +
    + + +
    +
    + +
    +
    +
    +
    + + + +
    +
    + + y +
    + + + + + + + + + + + + +   + +   +
    +
    +
    + + +
    +
    + + +
    +
    + +
    +
    +
    +
    + + + +
    +
    + + y +
    + + + + + + + + + + + + +   + +   +
    +
    +
    + + +
    +
    + + +
    +
    + +
    +
    +
    +
    + +
    @@ -2455,8 +2960,8 @@ y
    - - + + + y
    - - -   - +  
    - - + +
    @@ -3329,14 +3834,18 @@ on("change:Z change:A change:B change:C change:D change:E change:MuoChie change:MuLian change:A2 change:B2 change:C2 change:D2 change:E2 change:F2 change:A3 change:B3 change:C3 change:D3 change:E3 change:F3 change:A4 change:B4 change:C4 change:D4 change:E4 change:F4 change:A5 change:B5 change:C5 change:D5 change:E5 change:F5 change:A6 change:B6 change:C6 change:D6 change:E6 change:F6 change:A7 change:B7 change:C7 change:D7 change:E7 change:F7 change:A8 change:B8 change:C8 change:D8 change:E8 change:F8 change:A9 change:B9 change:C9 change:D9 change:E9 change:F9 change:A10 change:B10 change:C10 change:D10 change:E10 change:F10 change:A11 change:B11 change:C11 change:D11 change:E11 change:F11 change:A12 change:B12 change:C12 change:D12 change:E12 change:F12 change:Magic_A_Field change:Magic_B_Field change:Magic_C_Field change:Magic_D_Field change:Magic_E_Field change:Magic_F_Field", function () { Count() }); - on("change:Magic_01_Assigned_Skill change:Magic_02_Assigned_Skill change:Magic_03_Assigned_Skill change:Magic_04_Assigned_Skill change:Magic_05_Assigned_Skill change:Magic_06_Assigned_Skill change:Magic_Assigned_Skill", function() { - getAttrs(["Magic_01_Assigned_Skill","Magic_02_Assigned_Skill","Magic_03_Assigned_Skill","Magic_04_Assigned_Skill","Magic_05_Assigned_Skill","Magic_06_Assigned_Skill","Magic_Assigned_Skill"], function(values) { + on("change:Magic_01_Assigned_Skill change:Magic_02_Assigned_Skill change:Magic_03_Assigned_Skill change:Magic_04_Assigned_Skill change:Magic_05_Assigned_Skill change:Magic_06_Assigned_Skill change:Magic_07_Assigned_Skill change:Magic_08_Assigned_Skill change:Magic_09_Assigned_Skill change:Magic_10_Assigned_Skill change:Magic_Assigned_Skill", function() { + getAttrs(["Magic_01_Assigned_Skill","Magic_02_Assigned_Skill","Magic_03_Assigned_Skill","Magic_04_Assigned_Skill","Magic_05_Assigned_Skill","Magic_06_Assigned_Skill","Magic_07_Assigned_Skill","Magic_08_Assigned_Skill","Magic_09_Assigned_Skill","Magic_10_Assigned_Skill","Magic_Assigned_Skill"], function(values) { setAttrs({Magic_01_target: getName(values.Magic_01_Assigned_Skill)}); setAttrs({Magic_02_target: getName(values.Magic_02_Assigned_Skill)}); setAttrs({Magic_03_target: getName(values.Magic_03_Assigned_Skill)}); setAttrs({Magic_04_target: getName(values.Magic_04_Assigned_Skill)}); setAttrs({Magic_05_target: getName(values.Magic_05_Assigned_Skill)}); setAttrs({Magic_06_target: getName(values.Magic_06_Assigned_Skill)}); + setAttrs({Magic_07_target: getName(values.Magic_07_Assigned_Skill)}); + setAttrs({Magic_08_target: getName(values.Magic_08_Assigned_Skill)}); + setAttrs({Magic_09_target: getName(values.Magic_09_Assigned_Skill)}); + setAttrs({Magic_10_target: getName(values.Magic_10_Assigned_Skill)}); setAttrs({Magic_target: getName(values.Magic_Assigned_Skill)}); }); }); @@ -3749,24 +4258,25 @@ Event Table---------------------------------------------------------------------
    {{#ima_show}} -
    +
    {{/ima_show}} {{#ima_show_cust}} -
    +
    {{/ima_show_cust}} {{#name}}
    -
    +
    {{name}} + {{#skillname}} + {{skillname}} + {{/skillname}} {{#Types}} - ({{Types}}){{/Types}} - + ({{Types}}) + {{/Types}}
    {{#roll}}
    diff --git a/Magical Land of Yeld/magical-land-of-yeld.css b/Magical Land of Yeld/magical-land-of-yeld.css new file mode 100644 index 0000000000..28357f1625 --- /dev/null +++ b/Magical Land of Yeld/magical-land-of-yeld.css @@ -0,0 +1,350 @@ +@import url('https://fonts.googleapis.com/css?family=Bungee+Inline|Coming+Soon|Miltonian|Sedgwick+Ave&display=swap'); + +.sheet-characterwrapper { + +} +.sheet-maintitle { + font-size: 55px; + color: #348b71; + display: block; + text-align:center; + font-family: 'Bungee Inline', cursive; +} +/*-------------- Sheet Tabs --------------*/ +/*Configure the tab buttons*/ +.sheet-front, +.sheet-side, +.sheet-back { + display: none; + margin: auto; +} + +/* show the selected tab */ +.sheet-tabstoggle[value="front"] ~ div.sheet-front, +.sheet-tabstoggle[value="side"] ~ div.sheet-side, +.sheet-tabstoggle[value="back"] ~ div.sheet-back { + display: block; +} +.sheet-front { + width: calc(100% - 40px); + margin: auto; +} +/*-------------- Green Border ------------*/ +.sheet-green-border { + font-family: 'Sedgwick Ave', cursive; + background: #348b71; + border: 8px double white; + border-bottom-color: #b7e3d6; + border-radius: 15px; + padding: 5px 8px; + color: white; + font-size: 14px; + z-index: 1; + position: relative; + display: flex; + flex-wrap: wrap; + justify-content: center; + text-align: center; +} +.sheet-green-border input[type="text"] { + flex: 2; + padding-left: 15px; +} +.sheet-green-border input { + padding: 0px 5px; + background: none; + border: none; + color: #ffccff; + font-size: 14px; +} +.sheet-green-border input:hover { + background-color: #006666; +} +/*----------- Table CSS ---------------*/ +.sheet-greenzebra { + border: 2px solid black; + margin-top: -2px; + box-sizing: border-box; + width: 100%; +} +.sheet-greenzebra th { + background-color: black; + color: white; + font-size: .8em; + text-align: center; +} +.sheet-greenzebra tr:nth-child(odd) { + background-color: #b7e3d6; +} +.sheet-friendtable tr td:first-child { + border-right: 2px solid #348b71; +} +.sheet-friendtable tr td:last-child { + border-left: 2px solid #348b71; +} +.sheet-blacktable td { + border-right: 2px solid #348b71; + border-left: 2px solid #348b71; +} +.sheet-blacktable td:last-child {border-right-color: black;} +.sheet-blacktable td:first-child {border-left-color: black;} +.sheet-blacktable tr:last-child td {border-bottom-color: black;} + +.sheet-blacktable table { + border: 2px solid black; +} +.sheet-blacktable td:first-child {width: 30%;} +.sheet-blacktable td:last-child {width: 30px;} +.sheet-blacktable td:nth-child(3) {width: 100px;} +.sheet-greenzebra td {padding: 0px 5px;} +.sheet-greenzebra input[type="text"] { + font-family: 'Coming Soon', cursive; + padding: 0px 5px; + background: none; + border: none; + color: black; + font-size: 14px; + width: 100%; +} +.sheet-greenzebra input[type=number] { + background: none; + font-family: 'Sedgwick Ave', cursive; + font-size: 14px; + font-weight: bolder; + border: none; + text-align: center; + width: 30px; + height: 18px; + line-height: normal; +} +.sheet-shepherdtable td { + +} +/*----------- Flexbox CSS --------------*/ + +.sheet-flexrow { + display: flex; + flex-flow: row wrap; +} +.sheet-flexcol { + display: flex; + flex-flow: column; + flex: 1; +} +.sheet-largeflex { + flex: 2; +} + +.sheet-flexjustify { + justify-content: space-around; +} +.sheet-subcontent {width: calc(100% - 24px); margin-left: auto; margin-right: auto; text-align: center;} + +textarea { + font-family: 'Coming Soon', cursive; + font-size: 12px; + font-weight: bold; + background: repeating-linear-gradient( + to bottom, + #b7e3d6, + #b7e3d6 18px, + white 18px, + white); + background-size: 100% 36px; + width:100%; + border: 2px solid #006666; + position: relative; + z-index:0; + margin-top: -2px; + resize: none; + padding: 0px 5px; + box-sizing : border-box; +} +textarea:hover { + border: 2px solid #39a887; +} +.sheet-green-border input[type="number"] { + flex: 0; + width: 50px; + text-align: center; +} +/*------------------- Input Styling ---------------- */ + +input::-webkit-outer-spin-button, +input::-webkit-inner-spin-button { + -webkit-appearance: none; + -moz-appearance:textfield; + margin: 0; +} +.charsheet input[type='number'] { + -moz-appearance:textfield !important; +} + +textarea.sheet-smalltext {height: calc(calc(4 * calc(1em + 6px)) + 4px);} +textarea.sheet-largetext {height: calc(calc(21 * calc(1em + 6px)) + 4px);} + +/*--------------- Attribute Styling ------------------- */ +.sheet-attribute-wrapper { + width: 80px; + padding-top: 5px; + border: 8px double white; + border-radius: 0 0 50px 50px; + background-color: #348b71; + text-align: center; +} +.charsheet .sheet-attribute-wrapper button[type=roll]:before {content:"";} +.charsheet .sheet-attribute-wrapper button[type=roll] { + font-family: 'Sedgwick Ave', cursive; + font-size: 18px; + border: none; + color: white; + background: none; + padding: 4px 8px; +} +.sheet-bubble-wrapper { + border-radius: 100%; + background: white; + text-align: center; + height: 50px; + width: 50px; + margin: auto; + margin-top: 5px; + margin-bottom: 10px; +} +.sheet-bubble-wrapper input[type=number] { + font-family: 'Sedgwick Ave', cursive; + font-size: 18px; + font-weight: bolder; + border: none; + margin-top: 10px; + text-align: center; + width: 30px; +} +.sheet-bubble-wrapper .sheet-subscript { + font-family: 'Sedgwick Ave', cursive; + margin-top: -5px; +} +/*--------------- Equipment Styling -------------------*/ +.sheet-equipmentwrapper { + text-align: left; + justify-content: start; + width: 200px; + padding: 5px; + flex-basis: 170px; + flex-grow: 1; +} +.sheet-equipmentwrapper input[type=text] {width: 100%;} +.sheet-equipmentwrapper input[type=number] {width: 30px;} +.sheet-equipmentwrapper table {border-collapse:collapse;} +.sheet-equipmentwrapper table td {padding:0px; text-align: center;} +.sheet-equipmentwrapper textarea {margin:0px; display: block;} +.sheet-equipmentwrapper input[type=number] { + border-radius: 100%; + background: black; + text-align: center; + height: 40px; + width: 40px; + margin: auto; + font-size: 20px; + padding-top: 4px; +} +/*--------------- Proficiency Icons -----------------------*/ +.sheet-but_weaponprof { + display: inline-block; + width: auto; + margin: 0; + padding: 0; + +} +.sheet-but_weaponprof input { + display: none; +} +.sheet-but_weaponprof { + border: 2px solid black; +} +.sheet-but_weaponprof input[type="checkbox"] + img { + filter: contrast(50%); + opacity: .3; +} +.sheet-but_weaponprof input[type="checkbox"]:checked + img { + filter: contrast(100%); + opacity: 1; +} + +/*-------------- Key Icons -----------------*/ +.sheet-keys-table { + background: repeating-linear-gradient( + to right, + #b7e3d6, + #b7e3d6 40px, + white 40px, + white); + padding: 0px; + background-size: 80px 100%; + width: 280px; + height: 90px; + margin: auto; + border: 2px solid #006666; + margin-top: -2px; + display: flex; + justify-content: space-between; +} +.sheet-keylabel { + display: inline-block; + width: 40px; + height: 90px; + margin: 0px; + padding: 0px; + box-sizing: border-box; +} +.sheet-keylabel input { + display: none; +} + +.sheet-keylabel input[type="checkbox"] + img { + opacity: .5; +} +.sheet-keylabel input[type="checkbox"]:checked + img { + opacity: 1; +} +/*--------------- Miscellaneous Styling --------------- */ +.sheet-full {color: #348b71;} +.sheet-subscript {font-size: .8em;} +.sheet-equipicon { + position: absolute; + right: -5px; + top: -5px; + width: 30px; + height: 30px; + border: 2px solid #348b71; +} +.sheet-greenzebra input[type=number].sheet-shepherddice { + border-radius: 100%; + background: white; + color: black; + text-align: center; + height: 40px; + width: 40px; + margin: auto; + font-size: 20px; + padding-top: 4px; +} +.charsheet button.sheet-tabbutton { + font-family: Miltonian; + font-size: 20px; + color: white; + background: black; + width: 100px; + border: 5px double white; + margin-bottom: 20px; +} +.charsheet input[type=number].sheet-dice-full { + background: black; + color: #348b71; + width:30px; +} +.charsheet input[type=number].sheet-dice-now { + background: white; + color: black; + width:30px; +} \ No newline at end of file diff --git a/Magical Land of Yeld/magical-land-of-yeld.html b/Magical Land of Yeld/magical-land-of-yeld.html new file mode 100644 index 0000000000..dd054d72f7 --- /dev/null +++ b/Magical Land of Yeld/magical-land-of-yeld.html @@ -0,0 +1,663 @@ +
    + The Magical Land of Yeld + + +
    + + + +
    + + + +
    + +
    + +
    +
    Name:
    +
    Birthday:Age:
    +
    Friend type:
    +
    Job:
    +
    +
    + +
    +
    Just Remember
    +
    +
    Keys We've Collected
    +
    + + + + + + + +
    +
    +
    +
    + +
    +
    Weapons I Can Use
    +
    + + + + + + + + + + + + +
    +
    + +
    + +
    +
    My Friends
    Friend Type
    Job
    +
    +
    @@ -804,7 +847,7 @@
    - +
    @@ -818,7 +861,7 @@
    - +
    -
    diff --git a/Hero System 5R/Hero System 5R sample.png b/Hero System 5R/Hero System 5R sample.png new file mode 100644 index 0000000000..1574a0da07 Binary files /dev/null and b/Hero System 5R/Hero System 5R sample.png differ diff --git a/Hero System 5R/Hero System 5R.css b/Hero System 5R/Hero System 5R.css new file mode 100644 index 0000000000..36d5b76a3c --- /dev/null +++ b/Hero System 5R/Hero System 5R.css @@ -0,0 +1,673 @@ +/* Dan 3col 5R V1.4 051720 CSS */ +/* based on Chris's revamp of the 6th Ed 3 col */ +/* 1.3 change, allow for larger space to note END or Cost under powers/Equipment */ +/* 1.4 added css for the hit location template */ +/* 1.41 adjusted mv2 to be number input */ + +input[type=number] +{ + padding: 0; + margin:0; + border: .1em solid transparent; + background-color: transparent; + box-shadow: none; + font-size:100%; + text-align: center; + border-bottom: .1em solid black; + -moz-appearance:textfield; +} + +input[type=text] +{ + padding: 0; + margin:0; + border: .1em solid transparent; + background-color: transparent; + box-shadow: none; + font-size:100%; + text-align: center; + border-bottom:.1em solid black; +} + +input[type=number]::-webkit-inner-spin-button, +input[type=number]::-webkit-outer-spin-button +{ + -webkit-appearance: none; + margin: 0; +} + +div.sheet-single-col { + padding:none; + margin:none; + width:21.5em; + float:left; +} + +div.sheet-section { + border: .2em solid black; + border-radius: 1em; + /* font-size: 85%; */ + margin-bottom: 1em; + margin-left:.5em; + margin-right: .5em; +} + +div.sheet-subsection { + padding-top: 0em; + padding-left:.5em; + padding-right: .5em; + padding-bottom: 0; + padding-top:0em; +} + +div.sheet-section-title { + text-align: center; + font-weight: bold; + width: 100%; + border-bottom: .2em solid black; + margin-bottom: 1em; +} + +div.sheet-line +{ + border:none; + padding:0; + clear: left; + margin-top: -.5em; +} + +.sheet-head1, .input[type=text].sheet-head1 +{ + border-bottom: .1em solid transparent; + border-top: .1em solid transparent; + margin-bottom: .175em; + font-size:100%; +} + +div.sheet-head1, input[type=text].sheet-head1 +{ + margin:0; + padding:0; + float:left; + text-align:left; +} + +.sheet-cha1, .sheet-cha2, .sheet-cha3, .sheet-cha4, input[type=number].sheet-cha1, input[type=number].sheet-cha3, + input[type=number].sheet-cha4 +{ + margin-bottom: .175em; + font-size:100%; +} + +.sheet-cha1, .sheet-cha2, .sheet-cha3, .sheet-cha4 +{ + border-bottom: .1em solid transparent; + border-top: .1em solid transparent; +} + +div.sheet-cha1, input[type=number].sheet-cha1 +{ + float:left; + width: 25%; + text-align:center; +} + +div.sheet-cha2 +{ + float:left; + width: 20%; + text-align:left; + font-weight:bold; +} + +div.sheet-cha3, input[type=number].sheet-cha3 +{ + float:left; + width:20%; + text-align:center; +} + +div.sheet-cha4 +{ + float:left; + width:35%; + text-align:center; +} + +input[type=number].sheet-cha4 +{ + width:20%; + text-align:center; + font-size:100%; +} + +div.sheet-am1, div.sheet-am2, div.sheet-am3, div.sheet-am4, div.sheet-am5, input[type=text].sheet-am1, + input[type=text].sheet-am2, input[type=text].sheet-am3, input[type=text].sheet-am4, + input[type=text].sheet-am5 +{ + margin-bottom: -.15em; + font-size:80%; + letter-spacing:-.1em +} + +input[type=text].sheet-am1, input[type=text].sheet-am2, input[type=text].sheet-am3, input[type=text].sheet-am4, + input[type=text].sheet-am5 +{ + +} +div.sheet-am1, div.sheet-am2, div.sheet-am3, div.sheet-am4, div.sheet-am5 +{ + border-bottom: .1em solid transparent; + border-top: .1em solid transparent; +} + +div.sheet-am1, input[type=text].sheet-am1 +{ + float:left; + width:24%; + text-align:left; +} + +div.sheet-am2, input[type=text].sheet-am2 +{ + float:left; + width:11%; + text-align:center; +} + +div.sheet-am3, input[type=text].sheet-am3 +{ + float:left; + width:10%; + text-align:center; +} + +div.sheet-am4, input[type=text].sheet-am4 +{ + float:left; + width:10%; + text-align:center; +} + +div.sheet-am5, input[type=text].sheet-am5 +{ + float:left; + width:45%; + text-align:left; +} + +div.sheet-cs1, div.sheet-cs2, input[type=text].sheet-cs2 +{ + margin-bottom: .4em; + font-size:100%; +} + +div.sheet-cs1, div.sheet-cs2 +{ + border-bottom: .1em solid transparent; + border-top: .1em solid transparent; +} + +div.sheet-cs1 +{ + float:left; + width:22%; + text-align:left; +} + +div.sheet-cs2, input[type=number].sheet-cs2 +{ + float:left; + width:39%; + text-align:center; +} + +div.sheet-vs1, input[type=text].sheet-vs1 +{ + float:left; + text-align:left; + margin-bottom: .8em; + font-size:90%; +} + +div.sheet-vs1 +{ + border-bottom: .1em solid transparent; + border-top: .1em solid transparent; +} + +div.sheet-def1, div.sheet-def2, input[type=text].sheet-def2, input[type=text].sheet-def3 +{ + margin-bottom: .2em; + font-size:100%; +} + +div.sheet-def1, div.sheet-def2 +{ + border-bottom: .1em solid transparent; + border-top: .1em solid transparent; +} + +div.sheet-def1, input[type=text].sheet-def1 +{ + float:left; + width:40%; + text-align:left; + font-weight:bold; +} + +div.sheet-def2, input[type=text].sheet-def2 +{ + float:left; + width:60%; + text-align:center; +} + +div.sheet-es1, input[type=text].sheet-es1, input[type=text].sheet-es2 +{ + float:left; + margin-bottom: .3em; + font-size:90%; +} + +div.sheet-es1 +{ + border-bottom: .1em solid transparent; + border-top: .1em solid transparent; +} + +div.sheet-es1 +{ + text-align:left; +} + +input[type=text].sheet-es1 +{ + text-align:center; +} + +div.sheet-pts1, div.sheet-pts2, input[type=number].sheet-pts2 +{ + margin-bottom: .5em; + font-size:100%; +} + +div.sheet-pts1, div.sheet-pts2 +{ + border-bottom: .1em solid transparent; + border-top: .1em solid transparent; +} + +div.sheet-pts1 +{ + float:left; + width:60%; + text-align:left; +} + +div.sheet-pts2, input[type=number].sheet-pts2 +{ + float:left; + width:40%; + text-align:center; +} + +div.sheet-hl1, div.sheet-hl2, div.sheet-hl3, div.sheet-hl4, div.sheet-hl5, div.sheet-hl6, div.sheet-hl7, div.sheet-hl8, + div.sheet-hl9, div.sheet-hl10, div.sheet-hl11, div.sheet-hl12, + input[type=number].sheet-hl3, input[type=number].sheet-hl5, input[type=number].sheet-hl9, input[type=text].sheet-hl11, + input[type=text].sheet-hl12 +{ + margin-bottom: .3em; + font-size:80%; +} + +div.sheet-hl1, div.sheet-hl2, div.sheet-hl3, div.sheet-hl4, div.sheet-hl5, div.sheet-hl6, div.sheet-hl7, div.sheet-hl8, + div.sheet-hl9, div.sheet-hl10, div.sheet-hl11, div.sheet-hl12 +{ + border-bottom: .1em solid transparent; + border-top: .1em solid transparent; +} + +div.sheet-hl1 +{ + float:left; + width:15%; + text-align:center; +} + +div.sheet-hl2 +{ + float:left; + width:15%; + text-align:left; +} + +div.sheet-hl3, input[type=number].sheet-hl3 +{ + float:left; + width:14%; + text-align:center; +} + +div.sheet-hl4 +{ + float:left; + width:7%; + text-align:center; +} + +div.sheet-hl5, input[type=number].sheet-hl5 +{ + float:left; + width:9%; + text-align:center; +} + +div.sheet-hl6 +{ + float:left; + width:3%; + text-align:center; +} +div.sheet-hl7 +{ + float:left; + width:21%; + text-align:center; +} + +div.sheet-hl8 +{ + float:left; + width:35%; + text-align:center; + font-weight:bold; +} + +div.sheet-hl9, input[type=number].sheet-hl9 +{ + float:left; + width:21%; + text-align:center; +} + +div.sheet-hl10 +{ + float:left; + width:30%; + text-align:center; + font-weight:bold; +} + +div.sheet-hl11, input[type=text].sheet-hl11 +{ + float:left; + width:70%; + text-align:left; + border-bottom:.1em solid transparent; +} + +div.sheet-hl12, input[type=text].sheet-hl12 +{ + float:left; + width:100%; + text-align:left; + border-bottom:.1em solid transparent +} + +div.sheet-cm1, div.sheet-cm2, div.sheet-cm3, div.sheet-cm4, div.sheet-cm5, div.sheet-cm6, div.sheet-cm7 +{ + margin-bottom: -.5em; + font-size:80%; +} + +div.sheet-cm1, div.sheet-cm2, div.sheet-cm3, div.sheet-cm4, div.sheet-cm5, div.sheet-cm6, div.sheet-cm7 +{ + border-bottom: .1em solid transparent; + border-top: .1em solid transparent; +} + +div.sheet-cm1 +{ + float:left; + width:24%; + text-align:center; +} + +div.sheet-cm2 +{ + float:left; + width:11%; + text-align:center; +} + +div.sheet-cm3 +{ + float:left; + width:16%; + text-align:center; +} + +div.sheet-cm4 +{ + float:left; + width:62%; + text-align:left; +} + +div.sheet-cm5 +{ + float:left; + width:11%; + text-align:center; +} + +div.sheet-cm6 +{ + float:left; + width:27%em; + text-align:center; +} + +div.sheet-cm7 +{ + width:100%; + text-align:center; + font-style:italic; +} + +div.sheet-mv1, div.sheet-mv2, input[type=text].sheet-mv1, input[type=number].sheet-mv2, input[type=text].sheet-mv3 +{ + margin-bottom: .3em; + font-size:100%; +} + +div.sheet-mv1, div.sheet-mv2 +{ + border-bottom: .1em solid transparent; + border-top: .1em solid transparent; +} + +div.sheet-mv1, input[type=text].sheet-mv1 +{ + float:left; + width:40%; + text-align:left; +} + + +div.sheet-mv2, input[type=number].sheet-mv2 +{ + float:left; + width:30%; + text-align:center; +} + +div.sheet-mv3, input[type=text].sheet-mv3 +{ + float:left; + width:60%; + text-align:center; +} + +div.sheet-sk1, div.sheet-sk2, div.sheet-sk3, input[type=number].sheet-sk1, input[type=text].sheet-sk2, input[type=text].sheet-sk3 +{ + margin-bottom: -.14em; + font-size:100%; +} + +div.sheet-sk1, div.sheet-sk2, div.sheet-sk3 +{ + border-bottom: .1em solid transparent; + border-top: .1em solid transparent; +} + +div.sheet-sk1, input[type=number].sheet-sk1 +{ + float:left; + width:14%; + text-align:center; +} + +div.sheet-sk2, input[type=text].sheet-sk2 +{ + float:left; + width:72%; + text-align:left; +} + +div.sheet-sk3, input[type=text].sheet-sk3 +{ + float:left; + width:14%; + text-align:center; +} + +div.sheet-pow1, div.sheet-pow2, div.sheet-pow3, div.sheet-pow4, input[type=number].sheet-pow1, input[type=text].sheet-pow2, + input[type=text].sheet-pow3, input[type=text].sheet-pow4 +{ + margin-bottom: -.14em; + font-size:100%; +} + +div.sheet-pow1, div.sheet-pow2, div.sheet-pow3, div.sheet-pow4 +{ + border-bottom: .1em solid transparent; + border-top: .1em solid transparent; +} + +div.sheet-pow1, input[type=number].sheet-pow1 +{ + float:left; + width:7%; + text-align:center; +} + +div.sheet-pow2, input[type=text].sheet-pow2 +{ + float:left; + width:20%; + text-align:left; +} + +div.sheet-pow3, input[type=text].sheet-pow3 +{ + float:left; + width:63%; + text-align:left; +} + +div.sheet-pow4, input[type=text].sheet-pow4 +{ + float:left; + width:10%; + text-align:center; +} + +div.sheet-disad1, div.sheet-disad2, input[type=number].sheet-disad1, input[type=text].sheet-disad2 +{ + margin-bottom: -.14em; + font-size:100%; +} + +div.sheet-disad1, div.sheet-disad2 +{ + border-bottom: .1em solid transparent; + border-top: .1em solid transparent; +} + +div.sheet-disad1, input[type=number].sheet-disad1 +{ + float:left; + width:7%; + text-align:center; +} + +div.sheet-disad2, input[type=text].sheet-disad2 +{ + float:left; + width:93%; + text-align:left; +} + +/* ------------------------------------------------------- */ +/* */ +/* ROLL TEMPLATE(S) */ +/* */ +/* ------------------------------------------------------- */ + +.sheet-rolltemplate-hero6template div.sheet-rt-main-wrap +{ + padding-top: 16px; +} + +.sheet-rolltemplate-hero6template div.sheet-rt-main +{ + position: relative; + margin-right: 16px; + font-family: "Helvetica Neue", Helvetica, Arial, sans-serif; + background-color: white; + border: solid black 2px; + border-radius: 10px; +} + +.sheet-rolltemplate-hero6template div.sheet-rt-title +{ + min-height: 16px; + margin-top: -2px; + padding: 3px 18px 2px 0; + text-align: center; + color: #DDD; + background-color: black; + border-top-left-radius: 8px; + border-top-right-radius: 8px; + border-bottom: solid black 2px; +} + +.sheet-rolltemplate-hero6template div.sheet-rt-title > span +{ + display: block; + width: 60%; + margin-left: 4.5%; + transform: scalex(1.5); + transform-origin: bottom left; +} + +.sheet-rolltemplate-hero6template div.sheet-rt-line +{ + font-size: 12px; + margin-top: 2px; + margin-bottom: 2px; + padding: 3px 8px 2px 8px; +} + +.sheet-rolltemplate-hero6template div.sheet-rt-line > span:first-child +{ + font-weight: bold; + margin-right: 3px; +} + +.sheet-rolltemplate-hero6template div.sheet-rt-divider +{ + border-bottom: solid #DDD 1px; /* yeah, it's not rem */ +} diff --git a/Hero System 5R/Hero System 5R.html b/Hero System 5R/Hero System 5R.html new file mode 100644 index 0000000000..a29b016b3f --- /dev/null +++ b/Hero System 5R/Hero System 5R.html @@ -0,0 +1,1210 @@ + + + + + + + + + + +
    +
    +
    +
    Character Name:
    + +
    +
    +
    Alternate Identities:
    + +
    +
    +
    Player Name:
    + +
    +
    +
    Template Version: Dan 3col 5R V1.43
    +
    +
    +
    + + +
    +
    +
    +
    +
    +
    Characteristics
    +
    +
    +
    Val
    +
    Char
    +
    Points
    +
    Roll
    +
    +
    + +
    STR
    + +
    -
    +
    +
    + +
    DEX
    + +
    -
    +
    +
    + +
    CON
    + + +
    -
    +
    +
    + +
    BODY
    + +
     
    +
    +
    + +
    INT
    + + +
    -
    +
    +
    + +
    EGO
    + +
    -
    +
    +
    + +
    PRE
    + +
    -
    +
    +
    + +
    COM
    + +
    +
    + +
    PD
    + + +
     
    +
    +
    + +
    ED
    + +
     
    +
    +
    + +
    SPD
    + +
     
    +
    +
    + +
    REC
    + +
     
    +
    +
    + +
    END
    + +
     
    +
    +
    + +
    STUN
    + +
     
    +
    +
    +
    +
    +
    Attacks & Maneuvers
    +
    +
    +
    Maneuver
    +
    Phase
    +
    OCV
    +
    DCV
    +
    Effects
    +
    +
    +
    Block
    +
    ½
    +
    +0
    +
    +0
    +
    Block, Abort
    +
    +
    +
    Brace
    +
    0
    +
    +2
    +
    ½
    +
    +2 OCV vs. R. Mod
    +
    +
    +
    Disarm
    +
    ½
    +
    -2
    +
    +0
    +
    Disarm, STR v. STR
    +
    +
    +
    Dodge
    +
    ½
    +
    +0
    +
    +3
    +
    Abort, vs. all attacks
    +
    +
    +
    Grab
    +
    ½
    +
    -1
    +
    -1
    +
    Grab 2 limbs
    +
    +
    +
    Grab By
    +
    ½ †
    +
    -3
    +
    -4
    +
    Move & Grab; +(v/10) to STR
    +
    +
    +
    Haymaker
    +
    ½*
    +
    +0
    +
    -5
    +
    +4 DCs to attack
    +
    +
    +
    Move By
    +
    ½ †
    +
    -2
    +
    -2
    +
    STR/2 + v/10; you take ⅓
    +
    +
    +
    Move Through
    +
    ½ †
    +
    -v/10
    +
    -3
    +
    STR + v/6; you take ½ or full
    +
    +
    +
    Set
    +
    1
    +
    +1
    +
    +0
    +
    Ranged attacks only
    +
    +
    +
    Strike
    +
    ½
    +
    +0
    +
    +0
    +
    Normal HTH Attack
    +
    +
    + + + + + +
    +
    + + + + + +
    +
    + + + + + +
    +
    + + + + + +
    +
    + + + + + +
    +
    + + + + + +
    +
    + + + + + +
    +
    +
    +
    +
    +
    +
    Skills, Perks, & Talents
    +
    +
    +
    Cost
    +
    Name
    +
    Roll
    +
    +
    + + + +
    +
    + + + +
    +
    + + + +
    +
    + + + +
    +
    + + + +
    +
    + + + +
    +
    + + + +
    +
    + + + +
    +
    + + + +
    +
    + + + +
    +
    + + + +
    +
    + + + +
    +
    + + + +
    +
    + + + +
    +
    + + + +
    +
    + + + +
    +
    + + + +
    +
    + + + +
    +
    + + + +
    +
    + + + +
    +
    + + + +
    +
    + + + +
    +
    + + + +
    +
    + + + +
    +
    + + + +
    +
    + + + +
    +
    + + + +
    +
    + + + +
    +
    + + + +
    +
    + + + +
    +
    + + + +
    +
    + + + +
    +
    + + + +
    +
    + + + +
    +
    +
    + +
    +
    +
    +
    +
    +
    Current Status
    +
    +
    +
     
    +
    Maximum
    +
    Current
    +
    +
    +
    END
    + + +
    +
    +
    BODY
    + + +
    +
    +
    STUN
    + + +
    +
    +
    +
    +
    Combat Information
    +
    +
    +
    Phase
    + +
    +
    +
    OCV
    + +
    DCV
    + +
    ECV
    + +
    +
    +
    HTH Dam
    + +
    STR END Cost
    + +
    +
    +
    +
    +
    Range
    +
    0-4
    +
    5-8
    +
    9-16
    +
    17-32
    +
    33-64
    +
    65-128
    +
    +
    +
    OCV mod
    +
    -0
    +
    -2
    +
    -4
    +
    -6
    +
    -8
    +
    -10
    +
    +
    +
    +
    Targeting Locations
    +
    +
    +
    Target
    +
    Hit Location
    +
    To Hit
    +
    +
    +
    Head Shot
    +
    1d6+3
    +
    -4
    +
    +
    +
    High Shot
    +
    2d6+1
    +
    -2
    +
    +
    +
    Body Shot
    +
    2d6+4
    +
    -1
    +
    +
    +
    Low Shot
    +
    2d6+7
    +
    -2
    +
    +
    +
    Leg Shot
    +
    1d6+12
    +
    -4
    +
    +
    +
     
    +
    +
    +
    +
    +
    +
    Hit Locations
    +
    +
    +
    Roll
    +
    Location
    +
    STUNx
    +
    NSTUN
    +
    BODYx
    +
    TO Hit
    +
    +
    +
    3-5
    +
    Head
    +
    x5
    +
    x2
    +
    x2
    +
    -8
    +
    +
    +
    6
    +
    Hands
    +
    x1
    +
    x½
    +
    x½
    +
    -6
    +
    +
    +
    7-8
    +
    Arms
    +
    x2
    +
    x½
    +
    x½
    +
    -5
    +
    +
    +
    9
    +
    Shoulders
    +
    x3
    +
    x1
    +
    x1
    +
    -5
    +
    +
    +
    10-11
    +
    Chest
    +
    x3
    +
    x1
    +
    x1
    +
    -3
    +
    +
    +
    12
    +
    Stomach
    +
    x4
    +
    x1.5
    +
    x1
    +
    -7
    +
    +
    +
    13
    +
    Vitals
    +
    x4
    +
    x1.5
    +
    x2
    +
    -8
    +
    +
    +
    14
    +
    Thighs
    +
    xs
    +
    x1
    +
    x1
    +
    -4
    +
    +
    +
    15-16
    +
    Legs
    +
    x2
    +
    x½
    +
    x½
    +
    -6
    +
    +
    +
    17-18
    +
    Arms
    +
    x1
    +
    x½
    +
    x½
    +
    -8
    +
    +
    +
    +
    +
    Senses
    +
    +
    +
    Perception Roll (9+INT/5)
    + +
    +
    +
    Enhanced and Unusual Senses
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    +
    + +
    +
    +
    +
    +
    Experience Points
    +
    +
    +
    Total Points
    + +
    +
    +
    Total Experience Points
    + +
    +
    +
    Experience Spent
    + +
    +
    +
    Experience Unspent
    + +
    +
    +
    +
    +
    Defenses
    +
    +
    +
    Type
    +
    Amount/Effect
    +
    +
    +
    Normal PD
    + +
    +
    +
    Resistant PD
    + +
    +
    +
    Normal ED
    + +
    +
    +
    Resistant ED
    + +
    +
    +
    Mental Defense
    + +
    +
    +
    Power Defense
    + +
    +
    +
    Flash Defense
    + +
    +
    + + +
    +
    + + +
    +
    + + +
    +
    +
    +
    +
    Movement
    +
    +
    +
    Type
    +
    Combat
    +
    Noncombat
    +
    +
    +
    Run (6")
    + + +
    +
    +
    Swim (2")
    + + +
    +
    +
    H. Leap (2")
    + + + +
    +
    +
    V. Leap (1")
    + + +
    +
    + + + +
    +
    + + + +
    +
    + + + +
    +
    + + + +
    +
    +
    + +
    +
    +
    +
    +
    Powers & Equipment
    +
    +
    +
    Cost
    +
    Name
    +
    Powers/Equipment
    +
    END/WT
    +
    +
    + + + + +
    +
    + + + + +
    +
    + + + + +
    +
    + + + + +
    +
    + + + + +
    +
    + + + + +
    +
    + + + + +
    +
    + + + + +
    +
    + + + + +
    +
    + + + + +
    +
    + + + + +
    +
    + + + + +
    +
    + + + + +
    +
    + + + + +
    +
    + + + + +
    +
    + + + + +
    +
    + + + + +
    +
    + + + + +
    +
    + + + + +
    +
    + + + + +
    +
    + + + + +
    +
    + + + + +
    +
    + + + + +
    +
    + + + + +
    +
    + + + + +
    +
    + + + + +
    +
    + + + + +
    +
    + + + + +
    +
    + + + + +
    +
    + + + + +
    +
    + + + + +
    +
    + + + + +
    +
    + + + + +
    +
    + + + + +
    +
    + + + + +
    +
    + + + + +
    +
    +
    + +
    +
    +
    +
    Disadvantages
    +
    +
    +
    Cost
    +
    Disadvantage
    +
    +
    + + +
    +
    + + +
    +
    + + +
    +
    + + +
    +
    + + +
    +
    + + +
    +
    + + +
    +
    + + +
    +
    + + +
    +
    + + +
    +
    + + +
    +
    + + +
    +
    + + +
    + +
    +
    +
    + + + + + + + + +
    + + + +
    + +
    {{attacker}}
    + + {{#rollBetween() hitlocation 3 5}} +
    Head: x5 STUN, x2 Body
    + {{/rollBetween() hitlocation 3 5}} + + {{#rollTotal() hitlocation 6}} +
    Hands: x1 STUN, x½ BODY
    + {{/rollTotal() hitlocation 6}} + + {{#rollBetween() hitlocation 7 8}} +
    Arms: x2; STUN, x½ BODY
    + {{/rollBetween() hitlocation 7 8}} + + {{#rollTotal() hitlocation 9}} +
    Shoulders: x3 STUN, x1 BODY
    + {{/rollTotal() hitlocation 9}} + + {{#rollBetween() hitlocation 10 11}} +
    Chest: x3 STUN, x1 BODY
    + {{/rollBetween() hitlocation 10 11}} + + {{#rollTotal() hitlocation 12}} +
    Stomach: x4 STUN, x1 BODY
    + {{/rollTotal() hitlocation 12}} + + {{#rollTotal() hitlocation 13}} +
    Vitals: x4 STUN, x2 BODY
    + {{/rollTotal() hitlocation 13}} + + {{#rollTotal() hitlocation 14}} +
    Thighs: x2 STUN, x1 BODY
    + {{/rollTotal() hitlocation 14}} + + {{#rollBetween() hitlocation 15 16}} +
    Legs: x2 STUN, x½ BODY
    + {{/rollBetween() hitlocation 15 16}} + + {{#rollBetween() hitlocation 17 19}} +
    Feet: x1 STUN, x½ BODY
    + {{/rollBetween() hitlocation 17 19}} + + +
    + +
    + + +
    + diff --git a/Hero System 5R/hero-games-logo.jpg b/Hero System 5R/hero-games-logo.jpg new file mode 100644 index 0000000000..a23fa64bbb Binary files /dev/null and b/Hero System 5R/hero-games-logo.jpg differ diff --git a/Hero System 5R/sheet.json b/Hero System 5R/sheet.json new file mode 100644 index 0000000000..18b46dfc36 --- /dev/null +++ b/Hero System 5R/sheet.json @@ -0,0 +1,8 @@ +{ + "html": "Hero System 5R.html", + "css": "Hero System 5R.css", + "authors": "Dan LaPine", + "roll20userid": "4101975", + "preview": "Hero System 5R sample.png", + "instructions": "Updates tp a sheet modeled to look like the generic 6th edition Hero Games sheet, but is correct for 5R. This sheet does not take advantage of repeating fieldsets in order to preserve the layout. Includes Targeting and Hit location tables. Not intended for character generation" +} diff --git a/Heroclix/Documentation/Character Sheet BBCode.png b/Heroclix/Documentation/Character Sheet BBCode.png new file mode 100644 index 0000000000..e5498bd1d2 Binary files /dev/null and b/Heroclix/Documentation/Character Sheet BBCode.png differ diff --git a/Heroclix/Documentation/Character Sheet Populate.png b/Heroclix/Documentation/Character Sheet Populate.png new file mode 100644 index 0000000000..2b64604868 Binary files /dev/null and b/Heroclix/Documentation/Character Sheet Populate.png differ diff --git a/Heroclix/Documentation/Character Sheet.png b/Heroclix/Documentation/Character Sheet.png new file mode 100644 index 0000000000..0f0a15b97c Binary files /dev/null and b/Heroclix/Documentation/Character Sheet.png differ diff --git a/Heroclix/Documentation/Create Character.png b/Heroclix/Documentation/Create Character.png new file mode 100644 index 0000000000..dd8bbb7549 Binary files /dev/null and b/Heroclix/Documentation/Create Character.png differ diff --git a/Heroclix/Documentation/Filled Token On Map.png b/Heroclix/Documentation/Filled Token On Map.png new file mode 100644 index 0000000000..35b2f27dc5 Binary files /dev/null and b/Heroclix/Documentation/Filled Token On Map.png differ diff --git a/Heroclix/Documentation/Filled Token Settings.png b/Heroclix/Documentation/Filled Token Settings.png new file mode 100644 index 0000000000..22fe6b6f89 Binary files /dev/null and b/Heroclix/Documentation/Filled Token Settings.png differ diff --git a/Heroclix/Documentation/Final product.PNG b/Heroclix/Documentation/Final product.PNG new file mode 100644 index 0000000000..71259f83d9 Binary files /dev/null and b/Heroclix/Documentation/Final product.PNG differ diff --git a/Heroclix/Documentation/HCRealms BBCode.png b/Heroclix/Documentation/HCRealms BBCode.png new file mode 100644 index 0000000000..b4a577d807 Binary files /dev/null and b/Heroclix/Documentation/HCRealms BBCode.png differ diff --git a/Heroclix/Documentation/HCRealms DialCode Link.png b/Heroclix/Documentation/HCRealms DialCode Link.png new file mode 100644 index 0000000000..e4833890de Binary files /dev/null and b/Heroclix/Documentation/HCRealms DialCode Link.png differ diff --git a/Heroclix/Documentation/Populated Character Sheet.png b/Heroclix/Documentation/Populated Character Sheet.png new file mode 100644 index 0000000000..4d055a9402 Binary files /dev/null and b/Heroclix/Documentation/Populated Character Sheet.png differ diff --git a/Heroclix/Documentation/Token Settings.png b/Heroclix/Documentation/Token Settings.png new file mode 100644 index 0000000000..af6e856af7 Binary files /dev/null and b/Heroclix/Documentation/Token Settings.png differ diff --git a/Heroclix/README.md b/Heroclix/README.md new file mode 100644 index 0000000000..a4bf24de6c --- /dev/null +++ b/Heroclix/README.md @@ -0,0 +1,51 @@ +# Heroclix Roll20 Character Sheet + +**The Character Sheet / Map Visibility** + +The biggest problem with playing Heroclix on Roll20 is the lack of visibilty into the figures on map. You can have the dials open on HCRealms and check, but that current method makes it easy to miss changes in click on figures and hard to keep track of which of multiple of the same figure is on which click. The goal of this extension is to allow the dials to displayed on map in Roll20 to prevent those kinds of mistakes from happening and to make Roll20 play a little smoother. Once it's set up your character will look like this: + +![First Image](Documentation/Final%20product.PNG) + +The dial is above the figure and can be clicked by changing the value in the green bubble that appears when the figure is clicked. + +**Creating A New Figure** + +In order to use this character sheet you must first have access to a game using this character sheet. In order to gain acces to a roll20 game that uses this you must either have Roll20 Pro which allows you to use custom sheets and put the HTMl and CSS for this sheet into the settings page or contact me for an invite to game that uses the sheet. Once you are in a game that uses the sheet you must first add a character in the journal: + +![First Image](Documentation/Create%20Character.png) + +One the character has been created click save changes and go to the character sheet tab, it should look like this: + +![First Image](Documentation/Character%20Sheet.png) + +To fill in the character sheet manually just click the add button to add a new click and then enter the character's stats on that click. In order to load a character intro the sheet automatically go to hcrealms, and find the character you want to load in in the units section. click the dial button on the top right of the chracter dial, as shown below: + +![First Image](Documentation/HCRealms%20DialCode%20Link.png) + +Once on the Inline dial page copy the contents of the BBcode box, as shown below, and return to the character sheet: + +![First Image](Documentation/HCRealms%20BBCode.png) + +Paste the BBcode into the dial box on the character sheet and click the populate button + +![First Image](Documentation/Character%20Sheet%20BBCode.png) + +![First Image](Documentation/Character%20Sheet%20Populate.png) + +The result should look like this: + +![First Image](Documentation/Populated%20Character%20Sheet.png) + +**Adding the Token and Dial to the Map** + +Once your character sheet is populated, whether manually or automatically you have to add the image to the map and relate it to the character sheet so that the dial can appear on map. To get started click the settings button that appears when you click on the image, as shown below: + +![First Image](Documentation/Token%20Settings.png) + +Then relate the first bar to Clicks, the second to attack_current and the third to damage_current. If you aren't using an image of the actual character I reccomend using an image of a black square so that the bars show better on map and moving the bars to bottom overlapping in the advanced tab. Also check show nameplate if not using an actual image of the character. When you are done filling in the setting spage it should look like this: + +![First Image](Documentation/Filled%20Token%20Settings.png) + +To change clicks change the value in the green bubble when clicking on the character as shown below. Your final result should look like this: + +![First Image](Documentation/Filled%20Token%20On%20Map.png) diff --git a/Heroclix/clixSheet.css b/Heroclix/clixSheet.css new file mode 100644 index 0000000000..23d02590a4 --- /dev/null +++ b/Heroclix/clixSheet.css @@ -0,0 +1,89 @@ +.sheet-controls{ + display: flex; + padding: 10px 10px 20px 10px; + margin: 10px; + flex-wrap: wrap; + justify-content: center; + border-bottom: 1px solid #cdcdcd; +} +.sheet-controls div{ + margin-right: 10px; +} +.sheet-controls label{ + font-size: inherit; +} +.sheet-controls input{ + width: 60px; +} +.sheet-statsentry { + width: 150px; + height: 40px; + position: relative; + +} +.sheet-statsentry:focus { + position: relative; + width: 300px; + height: 300px; + z-index: 100; +} +.sheet-current_stats{ + display: flex; + padding: 10px; + margin: 10px; + flex-wrap: wrap; + justify-content: center; +} +.sheet-current_stats div{ + padding: 5px; + border: 1px solid #000000; + border-radius: 8px; + margin: 2px; + text-align: center; + background-color: #eeeeee; + width: 80px; + max-width: 80px; +} +.sheet-current_stats div *{ + text-align: center; +} +.sheet-current_stats input{ + border: none; + width: 60px; + font-size: 120%; + background-color: transparent; + cursor: default; +} +.sheet-powers{ + display: flex; + border-bottom: 1px solid #cdcdcd; + border-top: 1px solid #cdcdcd; + border-radius: 8px; + margin: 2px; + flex-wrap: wrap; + justify-content: center; +} + +.sheet-powers textarea{ + width: 100%; + box-sizing: border-box; +} +.repcontainer{ + display: flex; + flex-wrap: wrap; + justify-content: center; + margin-bottom: 20px; +} +.repcontainer select{ + width: 100px; + max-width: 100px; +} +.repitem{ + padding: 5px; + background-color: #eeeeee; + margin: 3px; +} +.repitem label { + font-size: 90%; + margin-bottom: 2px; +} diff --git a/Heroclix/clixSheet.html b/Heroclix/clixSheet.html new file mode 100644 index 0000000000..36caee59aa --- /dev/null +++ b/Heroclix/clixSheet.html @@ -0,0 +1,321 @@ +
    +
    +
    + + + +
    +
    + + +
    +
    + + +
    +
    +
    +
    + + +
    +
    + + +
    +
    + + +
    +
    + + +
    +
    +
    + + +
    + +
    +
    + + + +
    +
    + + + +
    +
    + + + +
    +
    + + + +
    +
    +
    + + diff --git a/Heroclix/clixSheetPreview.PNG b/Heroclix/clixSheetPreview.PNG new file mode 100644 index 0000000000..0c70d4906d Binary files /dev/null and b/Heroclix/clixSheetPreview.PNG differ diff --git a/Heroclix/sheet.json b/Heroclix/sheet.json new file mode 100644 index 0000000000..1438c80970 --- /dev/null +++ b/Heroclix/sheet.json @@ -0,0 +1,8 @@ +{ + "html": "clixSheet.html", + "css": "clixSheet.css", + "authors": "Devin Owens", + "roll20userid": "1113199", + "preview": "clixSheetPreview.PNG", + "instructions": "This is a character sheet to facilitate online Heroclix play, for more complete usage instructions see [the ReadME](github.com/Roll20/roll20-character-sheets/tree/master/Heroclix)" +} diff --git a/Heroquest_Glorantha/Heroquest_Glorantha.html b/Heroquest_Glorantha/Heroquest_Glorantha.html index ca8dcd8895..c82670ddc8 100644 --- a/Heroquest_Glorantha/Heroquest_Glorantha.html +++ b/Heroquest_Glorantha/Heroquest_Glorantha.html @@ -17,7 +17,7 @@
    -
    Unspent Additional Abilities: Ability Points: Magic Points: Hero Points:
    +
    Unspent Additional Abilities: Ability Points: Magic Points: Hero Points:
    @@ -99,7 +99,7 @@
    - +
    @@ -194,7 +194,7 @@
    - +
    @@ -289,7 +289,7 @@
    - +
    @@ -338,7 +338,7 @@

    Distinguishing
    Characteristic:

    - + @@ -365,7 +365,7 @@
    - + @@ -382,7 +382,7 @@
    - + @@ -399,7 +399,7 @@
    - + @@ -416,7 +416,7 @@
    - + @@ -433,7 +433,7 @@
    - + @@ -458,7 +458,7 @@
    - + @@ -472,7 +472,7 @@
    - + @@ -497,7 +497,7 @@ + +
    +
    +
    + + + + + + +
    +
    +
    +
    + +
    Nom
    +
    +
    Religion 
    +
    + + +
    Espèce
    +
    +
    + +
    +
    Intre
    +
    +
    Arak
    +
    + +
    +
    +
    Alignement
    +
    + + +
    Variété
    +
    +
    Titre
    +
    + + +
    Couleur
    +
    +
    Métier
    +
    + + +
    Régime alimentaire
    +
    +
    Sexe
    +
    + + +
    Caste
    +
    +
    Age
    +
    +
    + +
    + +
    + +
    + +
    + +
    +
    +
    +
    +
    +
    +
    +
    +
    + +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    + +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    + +
    + +
    +
    +
    +
    + + +
    +
    + +
    + +
    +
    +
    +
    + +
    + +
    +
    +
    +
    +
    +
    +
    + +
    +
    +
    + +
    + +
    +
    +
    + + +
    +
    +
    + +
    + +
    +
    +
    +
    + +
    + +
    +
    +
    +
    +
    +
    +
    + +
    +
    +
    + +
    + +
    +
    + + +
    +
    +
    +
    + +
    + +
    +
    +
    +
    + +
    + +
    +
    +
    +
    +
    +
    +
    +
    + + +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    + +
    +
    +
    + +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    + + +
    + + +
    +
    + +
    + +
    +
    +
    + Caste +
    + + + +
    +
    +
    +
    +
    +
    + +
    +
    +
    +
    + +
    +
    +
    +
    + +
    + +
    +
    +
    + +
    + Phéromone +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Antenne
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Esprit
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    + +
    +
    + Instinct +
    + +
    + Tir +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    + Conscience +
    + + +
    +
    +
    Mêlée
    +
    +
    + +
    + +
    +
    +
    +
    +
    +
    +
    +
    +
    Mandibule
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Aile
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Agilité
    +
    +
    +
    +
    +
    +
    +
    +
    +
    + +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Prédateur
    +
    +
    +
    +
    +
    +
    +
    +
    + +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Défense
    +
    +
    + +
    + Chrysalide +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Chitine
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Température
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    + Activité +
    + + +
    + Résistance +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    + Métabolisme +
    + +
    +
    +
    +
    +
    Capacités
    +
    +
    +
    +
    +
    +
    + +
    +
    +
    +
    + +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    + +
    Souillure
    + +
    +
    +
    +
    +
    +
    +
    +
    +
    + +
    Vitesse
    + +
    Vol
    +
    +
    +
    +
    +
    + + +
    Sol
    +
    +
    +
    +
    +
    + +
    +
    +
    +
    +
    Impact
    + +
    Courant
    +
    +
    +
    +
    +
    + +
    Max
    +
    +
    +
    +
    +
    + +
    +
    +
    +
    + +
    Initiative
    +
    Defense
    + +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    + +
    Carapace
    + +
    +
    +
    +
    +
    +
    +
    +
    +
    + +
    Blessures
    + +
    Courant
    +
    +
    +
    +
    +
    + + + +
    Max
    +
    +
    +
    +
    +
    + + +
    +
    +
    +
    + +
    Fluide
    + +
    Courant
    +
    +
    +
    +
    +
    + + +
    Max
    +
    +
    +
    +
    +
    + + +
    +
    + +
    +
    +
    +
    +
    + Armure +
    +
    +
    +
    +
    +
    + +
    +
    + +
    +
    +
    +
    + Bonus +
    +
    +
    +
    +
    +
    + +
    +
    + +
    +
    +
    +
    + Malus Initiative +
    +
    +
    + +
    + +
    +
    +
    +
    + Malus mobilité +
    +
    +
    + +
    + +
    +
    +
    +
    +
    +
    Equipements
    +
    +
    +
    + +
    +
    + +
    +
    + +
    +
    +
    +
    +
    + +
    +
    +
    +
    + Nom +
    +
    +
    +
    +
    + +
    + Type +
    +
    +
    +
    +
    + +
    + Dégâts +
    +
    +
    +
    +
    + +
    + Initiative +
    +
    +
    +
    +
    + +
    + Particularités +
    +
    +
    +
    + +
    +
    +
    +
    + +
    + +
    +
    +
    +
    +
    + +
    + +
    +
    +
    +
    +
    + +
    + +
    +
    +
    +
    +
    + +
    + +
    +
    +
    +
    +
    + +
    + +
    +
    +
    +
    +
    +
    +
    + +
    +
    +
    + Magie - Jeteur de sorts +
    +
    +
    + +
    + +
    +
    +
    +
    +
    +
    +
    + +
    +
    Mots de pouvoir
    +
    Sphères Magiques
    +
    +
    + Attaque +
    +
    + Altération +
    +
    + Contrôle +
    +
    + Connaissance +
    + +
    +
    + +
    +
    +
    +
    + +
    +
    + +
    +
    +
    +
    + +
    +
    + +
    +
    +
    +
    + +
    +
    + +
    +
    +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    +
    +
    + +
    +
    + +
    +
    +
    +
    + +
    +
    + +
    +
    +
    +
    + +
    +
    + +
    +
    +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    +
    +
    + +
    +
    + +
    +
    +
    +
    + +
    +
    + +
    +
    +
    +
    + +
    +
    + +
    +
    +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    +
    +
    + +
    +
    + +
    +
    +
    +
    + +
    +
    + +
    +
    +
    +
    + +
    +
    + +
    +
    +
    +
    + +
    +
    + +
    +
    +
    +
    +
    +
    + + + + +
    + + + + {{#rollLess() roll 3}} +
    + {{/rollLess() roll 3}} + {{#rollBetween() roll 4 21}} +
    + {{/rollBetween() roll 4 21}} + {{#rollBetween() roll 22 33}} +
    + {{/rollBetween() roll 22 33}} + {{#rollBetween() roll 34 39}} +
    + {{/rollBetween() roll 34 39}} + {{#rollGreater() roll 40}} +
    + {{/rollGreater() roll 40}} +
    +
    +
    \ No newline at end of file diff --git a/Insectopia/sheet.json b/Insectopia/sheet.json new file mode 100644 index 0000000000..b60eb83994 --- /dev/null +++ b/Insectopia/sheet.json @@ -0,0 +1,8 @@ +{ + "html": "Insectopia.html", + "css": "Insectopia.css", + "authors": "GiovanniNatale, Surfandko", + "roll20userid": "1342430", + "preview": "Insectopia-Preview.jpg", + "instructions": "Fiche de personnage Insectopia." +} \ No newline at end of file diff --git a/Inspectress-Inc/Inspectres.html b/Inspectress-Inc/Inspectres.html index bce2c77429..c04c049bad 100644 --- a/Inspectress-Inc/Inspectres.html +++ b/Inspectress-Inc/Inspectres.html @@ -14,7 +14,7 @@ - +

    diff --git a/Ironcrunch/.gitignore b/Ironcrunch/.gitignore new file mode 100644 index 0000000000..04c01ba7ba --- /dev/null +++ b/Ironcrunch/.gitignore @@ -0,0 +1,2 @@ +node_modules/ +dist/ \ No newline at end of file diff --git a/Ironcrunch/Ironcrunch.css b/Ironcrunch/Ironcrunch.css new file mode 100644 index 0000000000..58512effc5 --- /dev/null +++ b/Ironcrunch/Ironcrunch.css @@ -0,0 +1,3111 @@ + +@import url('https://fonts.googleapis.com/css?family=Montserrat:ital,wght@0,300;0,400;0,500;0,600;0,700;0,800;0,900;1,300;1,400;1,500;1,600;1,700;1,800;1,900|Crimson+Text:ital,wght@0,400;0,600;0,700;1,400;1,600;1,700|Roboto&display=swap'); +.charsheet { + width: 842px !important; + margin: 0 auto !important; + padding: 15px; + font-family: 'Montserrat', Arial, sans-serif; + font-weight: 600; +} +input[type=text] { + font-weight: 600; +} +select { + -webkit-appearance: none; + -moz-appearance: none; + text-indent: 1px; + text-overflow: ''; +} +select::-ms-expand { + display: none; +} +p { + font-family: 'Crimson Text', Arial, sans-serif; +} +h1 { + font-weight: bold; + width: 100%; + font-size: 28px; + text-align: center; + margin: 0 0 0px; + padding: 10; + text-transform: uppercase; +} +h2 { + font-weight: bold; + width: 100%; + font-size: 18px; + text-align: left; + margin: 0 0 0px; + padding: 0; + text-transform: uppercase; +} +h3 { + font-weight: bold; + width: 100%; + line-height: 24px; + font-size: 18px; + text-align: center; + margin: 0 0 0px; + padding: 0; + text-transform: uppercase; +} +.sheet-divide { + margin-top: 1em; +} +h3.sheet-divide::after, +h3.sheet-divide::before { + display: inline-block; + content: ""; + height: 5px; + border-top: 2px solid #4c4d4f; + top: 0; + width: 220px; +} +h3.sheet-site-divide::after, +h3.sheet-site-divide::before { + display: inline-block; + content: ""; + height: 5px; + border-top: 2px solid #4c4d4f; + top: 0; + width: 331px; +} +h3.sheet-site-denizens-divide::after, +h3.sheet-site-denizens-divide::before { + display: inline-block; + content: ""; + height: 5px; + border-top: 2px solid #4c4d4f; + top: 0; + width: 336px; +} +h3.sheet-site-divide-notes::after, +h3.sheet-site-divide-notes::before { + display: inline-block; + content: ""; + height: 5px; + border-top: 2px solid #4c4d4f; + top: 0; + width: 352px; +} +h4 { + font-weight: bold; + width: 100%; + font-size: 16px; + text-align: center; + margin: 0 0 0px; + padding: 0; + text-transform: uppercase; +} +h4.sheet-tab-title { + display: inline-block; +} +h5 { + font-weight: bold; + font-size: 12px; + text-align: left; + margin: 0 0 0px; + padding: 0; + text-transform: uppercase; +} +h6 { + font-size: 14px; + font-weight: bold; + text-align: left; + margin-top: 2px; +} +button[type="roll"] { + align-items: left; + color: #4c4d4f; + font-weight: normal; + font-size: 20px; + text-decoration: none; + background: none; + background-image: none; + border: none; + box-shadow: none; + text-shadow: none; + padding: 0px 0px 0px 0px; + margin: 0px 0px 0px 0px; + text-align: center; +} +button[type="roll"]:hover { + transition: 0.5s ease; +} +.sheet-heading-left { + text-align: left; +} +hr { + border: 0; + height: 1px; + background: #ccc; + background-image: linear-gradient(to right, #ccc, #333, #ccc); +} +textarea { + font-family: 'Crimson Text', Arial, sans-serif; + max-width: 828px; + border: 2px solid #4c4d4f; +} +.sheet-btn { + display: inline; + width: 100%; + font-weight: bold; + font-size: 14px; + padding: 0; + margin: 0.5em; + height: 40px; + padding: 0.2em 0.2em 0.2em 0.2em; + border: 2px solid #494a4c; + cursor: pointer; +} +.sheet-btn:hover { + background: #ccc; + transition: 0.5s ease; +} +.sheet-common-btn { + display: flex; + width: fit-content; + font-size: 14px; + padding: 0; + border: 2px solid #494a4c; + cursor: pointer; + width: -moz-fit-content; +} +.sheet-common-btn:hover { + background: #ccc; + transition: 0.5s ease; +} +.sheet-btn-content { + padding: 0.2em 0.2em 0.2em 0.2em; + width: 100%; + text-align: center; +} +.sheet-btn-input:checked ~ .sheet-btn-content { + background: #4c4d4f; + color: #fff; +} +button.btn.repcontrol_edit, +button.btn.repcontrol_add { + border: 2px solid #4c4d4f; + border-radius: 0; + font-weight: bold; + font-size: 12px; + text-shadow: none; + text-transform: uppercase; + padding: 0.2em; + margin: 0.3em; + color: #4c4d4f; + font-family: 'Montserrat', Arial, sans-serif; + background: #dfe0e2; +} +button.btn.repcontrol_edit:hover, +button.btn.repcontrol_add:hover { + background: #bcbec2; +} +button.btn.repcontrol_edit:focus, +button.btn.repcontrol_add:focus { + outline: 3px solid #fd0; + outline-offset: 0; + box-shadow: inset 0 0 0 1px; +} +button.btn.repcontrol_edit { + margin-right: 3px; +} +button.btn.repcontrol_add { + margin-left: 3px; +} +.sheet-modes { + display: flex; + justify-content: space-evenly; +} +h2.sheet-mode-title { + text-align: center; +} +div.sheet-mode-title { + margin-bottom: 2em; +} +label.sheet-mode { + text-align: center; +} +label.sheet-mode { + margin: 0.5em; + padding: 0; + cursor: pointer; + box-shadow: 1px 1px 19px 6px rgba(0,0,0,0.15); + opacity: 1; + z-index: 5; + width: auto; +} +label.sheet-mode:hover h4 { + color: #797979; + transition: 0.5s ease; +} +label.sheet-mode:hover .sheet-mode-image { + opacity: 0.7; + transition: 0.5s ease; +} +label.sheet-mode h4 { + margin-bottom: 0.5em; + margin-top: 0.5em; +} +input[type=radio].sheet-character-mode:checked ~ div.sheet-character-mode, +input[type=radio].sheet-companion-mode:checked ~ div.sheet-companion-mode, +input[type=radio].sheet-shared-mode:checked ~ div.sheet-shared-mode { + display: block; +} +input[type=checkbox].sheet-modes-show:checked ~ div.sheet-modes-show { + display: block; +} +div.sheet-mode { + display: flex; + justify-content: center; + width: fit-content; + width: -moz-fit-content; + margin: 0; +} +.sheet-mode-image { + display: flex; +} +input[type=radio].sheet-bonds:checked ~ div.sheet-bonds, +input[type=radio].sheet-summary:checked ~ div.sheet-summary, +input[type=radio].sheet-motivations:checked ~ div.sheet-motivations, +input[type=radio].sheet-vows:checked ~ div.sheet-vows, +input[type=radio].sheet-proficiencies:checked ~ div.sheet-proficiencies, +input[type=radio].sheet-conditions:checked ~ div.sheet-conditions, +input[type=radio].sheet-equipment:checked ~ div.sheet-equipment, +input[type=radio].sheet-assets:checked ~ div.sheet-assets, +input[type=radio].sheet-effort:checked ~ div.sheet-effort, +input[type=radio].sheet-moves:checked ~ div.sheet-moves, +input[type=radio].sheet-progress:checked ~ div.sheet-progress, +input[type=radio].sheet-oracles:checked ~ div.sheet-oracles, +input[type=radio].sheet-settings:checked ~ div.sheet-settings, +input[type=radio].sheet-sites:checked ~ div.sheet-sites { + display: block; + visibility: visible; + height: auto; + opacity: 1; + transition: 0.5s ease; +} +.sheet-sub-header { + margin-top: 1em; + border-bottom: 3px solid #4c4d4f; +} +.sheet-resources { + display: flex; + height: 2em; +} +.sheet-resource { + display: flex; +} +label.sheet-health-reset { + font-size: 14px; + border: 2px solid #4c4d4f; + margin: 0; + padding: 2px 7px 2px 6px; + cursor: pointer; +} +label.sheet-health-reset:hover { + background: #ccc; + transition: 0.5s ease; +} +h3.sheet-health-max { + font-size: 14px; + margin-right: 0.3em; + line-height: 23px; + padding-left: 0.3em; +} +h3.sheet-health-max-value { + padding-right: 0.3em; +} +.sheet-health-max-value { + font-size: 14px; + line-height: 22px; + color: #555; +} +.sheet-resource-value { + font-size: 14px; + width: 38px; + font-weight: bold; + padding: 0; + padding-left: 4px; + border-radius: 0; + background: #ccc; + border: 2px solid #4c4d4f; + margin: 0; + height: auto; + cursor: pointer; +} +.sheet-resource-title { + font-size: 14px; + width: auto; + border: 2px solid #4c4d4f; + line-height: 9px; + padding: 0.5em 0.43em 0.5em 0.43em; +} +input[type=text].sheet-resource-value { + width: 22px; + border: none; +} +.sheet-health-max-box { + display: flex; + background: #ccc; +} +.sheet-health-status-box { + display: flex; + border: 2px solid #4c4d4f; +} +.sheet-load-value { + width: 27px; +} +.sheet-misses-track { + margin-top: 1em; + width: 47em; + margin-left: 118px; +} +.sheet-clear-miss { + display: inline; + width: 100%; + font-weight: bold; + font-size: 14px; + padding: 0; + margin: 1em; + height: 40px; + padding: 0.2em 0.2em 0.2em 0.2em; + border: 2px solid #494a4c; + cursor: pointer; +} +.sheet-clear-miss:hover { + background-color: #ccc; + color: #4c4d4f; + transition: 0.5s ease; +} +.sheet-miss-input { + margin: 0 !important; +} +.sheet-bonds-track { + width: 437px; + margin-left: 203px; + margin-top: 0.5em; +} +.sheet-bonds { + margin-bottom: 0px; +} +.sheet-bond-component { + margin-top: 1em; +} +.sheet-bond { + display: flex; + flex-direction: column; + justify-content: center; + align-items: center; +} +.sheet-bond-container { + border: 2px solid #4c4d4f; + border-radius: 1em; + margin-bottom: 1em; + padding: 1em; +} +.sheet-bond-notes { + width: 99%; +} +.sheet-bond-name, +.sheet-bond-location, +.sheet-bond-descriptors { + border: none; + border-radius: 0em; + background: transparent; + padding: 0; + padding-left: 0.5em; +} +.sheet-bond-descriptors { + width: 43%; +} +.sheet-bond-location { + width: 40%; +} +p.sheet-bond-title { + text-align: left; + font-weight: bold; + margin: 0 0 0px; + padding: 0.1em 0.3em 0.3em 0.5em; + text-transform: uppercase; + font-family: 'Montserrat', Arial, sans-serif; + display: inline; + background: #4c4d4f; + color: #fff; + border-radius: 0.3em 0em 0em 0.3em; +} +.sheet-details-btn { + display: flex; + width: auto; + margin: 0.5em 0em 0em 0em; + height: auto; + padding: 0; +} +.sheet-bond-name::placeholder, +.sheet-bond-location::placeholder, +.sheet-bond-descriptors::placeholder { + color: #8a8a8a; +} +input[type="checkbox"].sheet-show-bond-info { + width: 4.5em; + height: 18px; + top: 0; + opacity: 0; + border-radius: 4px; + padding: 2px 4px; +} +input[type="checkbox"].sheet-show-bond-info:checked ~ div.sheet-show-bond-info { + display: flex; + flex-flow: row wrap; + visibility: visible; + height: auto; + opacity: 1; + transition: 0.5s ease; +} +input[type="checkbox"].sheet-show-bond-info:checked ~ span.sheet-show-bond-info { + border-radius: 4px; + padding: 2px 4px; + border: 1px solid; + background-color: #4c4d4f; + color: #fff; +} +input[type="checkbox"].sheet-show-bond-info:hover ~ span.sheet-show-bond-info { + border-radius: 4px; + padding: 2px 4px; + background-color: #ccc; + color: #4c4d4f; + transition: 0.5s ease; +} +span.sheet-show-bond-info { + margin-left: -4.9em; + border-radius: 4px; + padding: 2px 4px; + border: 1px solid; + font-weight: bold; +} +input.sheet-vow-name { + background: #ccc; + border: 2px solid #494a4c; + border-radius: 0; + margin-bottom: 0.2em; + margin-top: 1em; + background: #e6e7e8; + border: 2px solid #494a4c; + border-radius: 0; + margin-bottom: 0.2em; +} +input.sheet-vow-name:focus { + outline: 3px solid #fd0; + outline-offset: 0; + box-shadow: inset 0 0 0 2px; +} +.sheet-fulfill-vow:hover, +.sheet-mark-vow:hover, +.sheet-vow-clear-label:hover { + background-color: #ccc; + color: #4c4d4f; + transition: 0.5s ease; +} +.sheet-vows { + margin-bottom: 0px; +} +.sheet-vows-header { + display: flex; + justify-content: space-around; + align-items: center; + margin-bottom: 10px; +} +.sheet-vow { + display: flex; + flex-direction: column; + justify-content: center; + align-items: center; +} +.sheet-vow-name { + width: 100%; + font-weight: bold; + font-size: 14px; +} +.sheet-difficulty { + border: 2px solid #494a4c; + margin: 0.2em 0.5em 0.2em 0.5em; + padding: 0; + cursor: pointer; +} +.sheet-difficulty h5 { + text-align: center; +} +.sheet-difficulty input:checked ~ h5 { + background: #494a4c; + color: #fff; +} +.sheet-progress-header { + display: flex; + justify-content: space-around; + align-items: center; + margin-bottom: 10px; +} +.sheet-progress { + display: flex; + flex-direction: column; + justify-content: center; + align-items: center; +} +.sheet-progress-name { + width: 100%; + font-weight: bold; + font-size: 14px; +} +input.sheet-progress-name { + background: #e6e7e8; + border: 2px solid #494a4c; + border-radius: 0; + margin-bottom: 0.2em; +} +.sheet-progress-input { + width: 40px; + height: 40px; + font-size: 22px; + font-weight: bold; + background: transparent; + text-align: center; + justify-content: center; + align-items: center; + padding: 2px 0px 0px 12px; + margin-bottom: 0.4em; + cursor: pointer; + border: 2px solid #4c4d4f; + border-radius: 0; +} +.sheet-progress-input:hover { + background-color: #ccc; + transition: 0.5s ease; +} +.sheet-progress-input:focus { + outline: 3px solid #fd0; + outline-offset: 0; + box-shadow: inset 0 0 0 2px; +} +.sheet-pc-name:focus { + outline: 3px solid #fd0; + outline-offset: 0; + box-shadow: inset 0 0 0 2px; +} +.sheet-details-row { + display: flex; + justify-content: space-evenly; +} +.sheet-details-row .sheet-details-header { + color: #fff; + background: #4c4d4f; +} +.sheet-companion-detail + .sheet-details-header, +.sheet-character-detail + .sheet-details-header { + background: #4c4d4f; +} +.sheet-companion-detail, +.sheet-character-detail { + border: 2px solid #4c4d4f; + width: 100%; + padding: 0em 1em 0em 1em; + margin: 0.1em; +} +.sheet-companion-detail p, +.sheet-character-detail p { + width: 100%; + font-family: 'Montserrat', Arial, sans-serif; + margin: 0; +} +.sheet-companion-detail input, +.sheet-character-detail input { + width: 100%; + border: 0; + padding: 0; + outline-width: 0px; +} +.sheet-companion-detail input::placeholder, +.sheet-character-detail input::placeholder { + font-weight: 500; +} +.sheet-detail-columns { + display: flex; +} +.sheet-detail-column { + width: 50%; +} +.sheet-nav-bar { + display: flex; + justify-content: space-evenly; + margin-top: 0.5em; + flex-flow: column; +} +.sheet-nav-child { + border: 2px solid #4c4d4f; + width: 100%; + text-align-last: center; + margin: 0.1em; +} +.sheet-nav-child label { + margin: 0; + padding: 0; + cursor: pointer; +} +.sheet-nav-child label:hover { + background: #ccc; + transition: 0.5s ease; +} +.sheet-page-button-back { + padding: 0.1em 0em 0.1em 0em; + font-weight: 600; +} +.sheet-page-button:checked ~ div.sheet-page-button-back { + background: #4c4d4f; + color: #fff; + transition: 0.5s ease; +} +.sheet-summary { + margin-top: 1em; +} +.sheet-nav-row { + display: flex; +} +label.sheet-page-label { + text-align: center; +} +.sheet-header-items { + display: flex; + justify-content: space-between; + margin-bottom: 0.6em; +} +.sheet-character-title { + text-align: left; +} +.sheet-character-role, +.sheet-character-name { + width: 48%; +} +.sheet-footer { + margin-top: 3em; +} +.sheet-momentum { + display: flex; +} +input[type=checkbox].sheet-momentum-burn:hover ~ div.sheet-momentum-burn-back { + background-color: #ccc; + transition: 0.5s ease; +} +.sheet-momentum-box-input:hover ~ .sheet-momentum-box-back { + background: #ccc; + transition: 0.5s ease; +} +.sheet-momentum-box-input:checked ~ .sheet-momentum-box-back { + background: #4c4d4f; + color: #fff; + transition: 0.5s ease; +} +input[type=checkbox].sheet-momentum-burn { + width: 68px; + height: 30px; + opacity: 0; + border: 0; + vertical-align: top; +} +div.sheet-momentum-burn-back { + margin-top: -30px; + height: 30px; +} +div.sheet-momentum-burn { + border: 2px solid #4c4d4f; + width: 68px; + height: 30px; +} +span.sheet-momentum-burn { + font-weight: bold; + font-size: 18px; + line-height: 30px; + margin-left: -61px; +} +.sheet-momentum-box-input { + width: 36px; + height: 30px !important; + opacity: 0; + border: 0; +} +h3.sheet-momentum-burn { + margin-top: -20px; +} +.sheet-momentum-status-box { + width: 103px; + height: 30px; + display: flex; + flex-direction: row; + justify-content: center; + align-items: center; + border-radius: 0%; + background: transparent; + border: 2px solid #4c4d4f; + margin-bottom: 2px; +} +.sheet-momentum-status-value { + width: auto; + padding-right: 0.6em; +} +h3.sheet-momentum-max-box { + display: inline; + padding-left: 2em; + line-height: 30px; +} +h3.sheet-momentum-reset-box { + display: inline; + padding-left: 1em; + line-height: 30px; +} +.sheet-momentum-box-back { + height: 30px; + margin-top: -30px; +} +.sheet-momentum-box-value { + font-weight: bold; + height: 30px; + font-size: 16px; + line-height: 30px; + color: inherit; +} +.sheet-momentum-input { + font-weight: bold; + width: 30px; + font-size: 13px; + text-align: center; + background: transparent; +} +.sheet-momentum-box { + width: 36px; + height: 30px; + flex-direction: column; + justify-content: center; + align-items: center; + border-radius: 0%; + background: transparent; + border: 2px solid #4c4d4f; + margin-bottom: 2px; +} +.sheet-momentum-dark { + color: #fff; + border: 2px solid #4b4d4f; + background: #4b4d4f; + height: 30px; + width: 310px; +} +.sheet-momentum-title { + padding-top: 4px; + color: #fff; +} +.sheet-stats { + justify-content: space-evenly; + align-items: center; + border-radius: 0%; + margin-bottom: 1em; +} +.sheet-stat { + display: flex; + flex-direction: column; + justify-content: center; + align-items: center; + margin: 1em; +} +.sheet-stats-title { + width: 100px; +} +.sheet-stats-input { + font-weight: bold; + width: 60px; + line-height: 40px; + font-size: 28px; + text-align: center; + height: 50px !important; + border-radius: 0; +} +input.sheet-stats-input { + border: 2px solid #4c4d4f; + background: #e6e7e8; +} +input.sheet-stats-input:focus { + outline: 3px solid #fd0; + outline-offset: 0; + box-shadow: inset 0 0 0 2px; +} +label.sheet-roll-label { + margin: 0; + padding: 0em 0.4em 0em 0.4em; + width: auto; + border: 2px solid #4c4d4f; + cursor: pointer; + text-align: center; +} +label.sheet-roll-label:hover { + background: #ccc; + transition: 0.5s ease; +} +label.sheet-stat-toggle { + margin: 0; + padding: 0; + border: 2px solid #4c4d4f; + text-align: center; + cursor: pointer; +} +label.sheet-stat-toggle:hover { + background: #ccc; + transition: 0.5s ease; +} +input[type=radio].sheet-stat-set:checked ~ div.sheet-stat-set { + visibility: visible; + height: auto; + opacity: 1; + transition: 0.5s ease; + display: flex; + width: auto; + margin-left: 5em; +} +input[type=radio].sheet-stat-edit:checked ~ div.sheet-stat-edit { + visibility: visible; + height: auto; + opacity: 1; + transition: 0.5s ease; + display: flex; + width: auto; +} +div.sheet-stat-toggle.sheet-set-toggle { + width: 100%; + height: 0; + margin: 4em 1em 0em 1em; +} +div.sheet-stat-toggle.sheet-edit-toggle { + transform: rotate(90deg); + width: 100%; + height: 0; + margin-top: 3.45em; +} +.sheet-proficiencies-weapons { + display: flex; + flex-flow: wrap; +} +.sheet-proficiency { + width: 50%; + margin-top: 1em; +} +.sheet-option-list { + text-align: justify; + margin-left: 2em; +} +.sheet-proficiency-text { + font-size: 14px; + margin-left: 0.6em; + font-family: 'Crimson Text', Arial, sans-serif; + font-weight: 600; +} +input.sheet-motivation-aggravate_organization:checked ~ div.sheet-motivation-aggravate_organization { + display: block; +} +input.sheet-motivation-battling:checked ~ div.sheet-motivation-battling { + display: block; +} +input.sheet-motivation-carousing:checked ~ div.sheet-motivation-carousing { + display: block; +} +input.sheet-motivation-commanding:checked ~ div.sheet-motivation-commanding { + display: block; +} +input.sheet-motivation-cover_my_identity:checked ~ div.sheet-motivation-cover_my_identity { + display: block; +} +input.sheet-motivation-cover_my_past:checked ~ div.sheet-motivation-cover_my_past { + display: block; +} +input.sheet-motivation-discover_the_forgotten:checked ~ div.sheet-motivation-discover_the_forgotten { + display: block; +} +input.sheet-motivation-enforce_law:checked ~ div.sheet-motivation-enforce_law { + display: block; +} +input.sheet-motivation-gain_power:checked ~ div.sheet-motivation-gain_power { + display: block; +} +input.sheet-motivation-gain_renown:checked ~ div.sheet-motivation-gain_renown { + display: block; +} +input.sheet-motivation-gain_wealth:checked ~ div.sheet-motivation-gain_wealth { + display: block; +} +input.sheet-motivation-help_others:checked ~ div.sheet-motivation-help_others { + display: block; +} +input.sheet-motivation-making_deals:checked ~ div.sheet-motivation-making_deals { + display: block; +} +input.sheet-motivation-preserve_affinity:checked ~ div.sheet-motivation-preserve_affinity { + display: block; +} +input.sheet-motivation-preserve_nature:checked ~ div.sheet-motivation-preserve_nature { + display: block; +} +input.sheet-motivation-prove_myself:checked ~ div.sheet-motivation-prove_myself { + display: block; +} +input.sheet-motivation-pursue_courage:checked ~ div.sheet-motivation-pursue_courage { + display: block; +} +input.sheet-motivation-pursue_justice:checked ~ div.sheet-motivation-pursue_justice { + display: block; +} +input.sheet-motivation-pursue_peace:checked ~ div.sheet-motivation-pursue_peace { + display: block; +} +input.sheet-motivation-pursue_the_truth:checked ~ div.sheet-motivation-pursue_the_truth { + display: block; +} +input.sheet-motivation-rebel:checked ~ div.sheet-motivation-rebel { + display: block; +} +input.sheet-motivation-redeem_myself:checked ~ div.sheet-motivation-redeem_myself { + display: block; +} +input.sheet-motivation-safeguard_my_ward:checked ~ div.sheet-motivation-safeguard_my_ward { + display: block; +} +input.sheet-motivation-show_cleverness:checked ~ div.sheet-motivation-show_cleverness { + display: block; +} +input.sheet-motivation-suffering:checked ~ div.sheet-motivation-suffering { + display: block; +} +input.sheet-motivation-survive:checked ~ div.sheet-motivation-survive { + display: block; +} +input.sheet-motivation-uncover_my_past:checked ~ div.sheet-motivation-uncover_my_past { + display: block; +} +input.sheet-motivation-uphold_belief:checked ~ div.sheet-motivation-uphold_belief { + display: block; +} +input.sheet-motivation-uphold_nobility:checked ~ div.sheet-motivation-uphold_nobility { + display: block; +} +input.sheet-motivation-wandering:checked ~ div.sheet-motivation-wandering { + display: block; +} +.sheet-motivations .repcontainer { + display: flex; + justify-content: space-evenly; + margin-top: 1em; + flex-wrap: wrap; +} +.sheet-motivation { + width: 17em; + border: 2px solid #4c4d4f; + margin-bottom: 1em; + border-radius: 8px; +} +.sheet-motivation p { + font-size: 14px; + line-height: 16px; + font-weight: 500; +} +.sheet-motivation-dropdown { + border: 2px solid #4c4d4f; + background: #4c4d4f; + color: #fff; + text-align: center; + font-weight: bold; + font-variant: all-small-caps; + font-size: 18px; + text-align-last: center; + border-radius: 5px; + width: inherit; + padding: 0; + line-height: 23px; + cursor: pointer; + -webkit-appearance: menulist; +} +.sheet-motivation-container { + padding: 0em 1em 1em 1em; +} +.sheet-note-area:focus { + outline: 3px solid #fd0; + outline-offset: 0; + box-shadow: inset 0 0 0 2px; +} +div.sheet-search-bar { + display: flex; + justify-content: center; + width: 100%; + margin: 1em 0em 0.5em 0em; +} +div.sheet-preview-bar { + justify-content: space-between; + width: 100%; + display: flex; + margin: 1em 0em 0.5em 0em; +} +div.sheet-search-preview-bar { + display: flex; + width: auto; +} +div.sheet-move-nav-content { + padding: 0.2em; + width: 100%; +} +input.sheet-search-preview-bar { + width: 17.6em; + border: 2px solid #4c4d4f; + border-radius: 0; +} +input.sheet-search-preview-bar:focus { + outline: 3px solid #fd0; + outline-offset: 0; + box-shadow: inset 0 0 0 2px; +} +input.sheet-search-bar { + width: 50%; + border: 2px solid #4c4d4f; +} +input.sheet-search-bar:focus { + outline: 3px solid #fd0; + outline-offset: 0; + box-shadow: inset 0 0 0 2px; +} +input.sheet-table-btn:checked ~ div.sheet-move-nav-content { + background: #4c4d4f; + color: #fff; + transition: 0.5s ease; +} +.sheet-preview-container { + display: flex; + justify-content: space-between; + font-size: 1em; + flex-flow: row; + font-weight: normal; + height: auto; + margin-top: 1em; +} +.sheet-preview-container .sheet-move-scroll-list { + width: 21.9em; + overflow: auto; + border: 2px solid #4c4d4f; + padding: 0; + height: 50em; +} +.sheet-move-container { + display: flex; + flex-wrap: wrap; + flex-direction: column; + justify-content: space-between; + height: 43em; + margin-top: 1em; + display: flex; + font-size: 1em; + font-weight: normal; +} +.sheet-move-container .sheet-move-scroll-list { + overflow: auto; + border: 2px solid #4c4d4f; + padding: 1em; + width: max-content; +} +.sheet-move { + margin: 0em; + color: #4c4d4f; + display: flex; + padding: 0; +} +.sheet-move-group-title { + background: #4c4d4f; +} +.sheet-move-group-title h3 { + color: #fff; +} +.sheet-move-highlight:checked ~ .sheet-move-name { + background: #fd0; + outline-offset: 0; + box-shadow: inset 0 0 0 2px; +} +.sheet-move-list { + padding: 0; +} +.sheet-move-list label { + cursor: pointer; +} +.sheet-move-list div { + font-weight: 600; + width: 100%; + font-size: 14px; + text-align: center; + margin: 0 0 0px; + padding: 0.1em; + text-transform: none; +} +.sheet-move-list div:hover { + transition: 0.3s ease; + background: #606060 !important; + color: #fff; +} +.sheet-move-list:nth-child(2n + 1) { + background-color: #ddd; +} +.sheet-move-column { + display: flex; + flex-direction: column; + margin-right: 10px; +} +span.sheet-move-result { + width: 36em; +} +span.sheet-preview-move-roll { + width: 60%; + margin-left: 1em; +} +.sheet-move-group { + border: 2px solid #4c4d4f; + box-sizing: border-box; + width: 30%; + margin: 0.3em; + height: fit-content; + height: -moz-fit-content; +} +.sheet-move-group-scroll { + border: 2px solid #4c4d4f; + box-sizing: border-box; + height: fit-content; + height: -moz-fit-content; +} +.sheet-move-box:nth-child(n + 2) { + margin-top: 10px; +} +.sheet-move-title { + background-color: #4c4d4f; + color: #fff; + border-bottom: 1px solid #4c4d4f; + font-size: 1.4em; + font-weight: bold; + padding: 0.2em 0.5em 0.1em 0.7em; + text-transform: uppercase; + width: 11.7em; +} +.sheet-move-preview { + width: auto; +} +.sheet-move-page-footer { + text-align: right !important; + padding-right: 1em; +} +.sheet-move-preview-container { + width: 62%; +} +.sheet-move-preview-container p { + font-size: 15px; + margin: 0; +} +.sheet-move-preview-container ul { + margin: 2px 0px 5px 25px; + font-size: 15px; +} +.sheet-move-preview-container li { + font-size: 15px; +} +.sheet-move-show { + display: inline-flex; + font-size: 1em; + margin: 0em; + padding: 0.3em; +} +.sheet-move-show:hover { + background: #969696; + cursor: pointer; + transition: 0.5s ease; +} +.sheet-column-wrap { + flex-flow: column wrap; + width: 22.5em; +} +.sheet-move-delve-table { + width: auto !important; +} +.sheet-move-description { + font-family: 'Crimson Text', Arial, sans-serif; + padding: 1em; + border: 2px solid #4c4d4f; +} +.sheet-move-description p { + margin-bottom: 0.3em; +} +.sheet-move-table { + border: none; + width: 30.5em; + font-size: 12px; +} +.sheet-move-roll { + width: 18%; +} +.sheet-move-footer { + background-color: #434b4d; + color: #fff; + line-height: 0.9em; + font-size: 0.9em; + font-family: 'Crimson Text', Arial, sans-serif; + font-variant: small-caps; + font-weight: bold; + text-align: left; + padding: 0.5rem; +} +.sheet-close-preview { + width: 36.6em; + height: auto; + margin: 0; + font-weight: bold; + font-size: 14px; + padding: 0.2em 0.2em 0.2em 0.2em; + border: 2px solid #494a4c; + cursor: pointer; + text-align: center; +} +.sheet-close-preview:hover { + background-color: #ccc; + color: #4c4d4f; + transition: 0.5s ease; +} +.sheet-clear-search { + width: fit-content; + width: -moz-fit-content; + height: auto; + margin: 0; + font-weight: bold; + font-size: 14px; + padding: 0.2em 0.2em 0.2em 0.2em; + border: 2px solid #494a4c; + cursor: pointer; +} +.sheet-clear-search:hover { + background-color: #ccc; + color: #4c4d4f; + transition: 0.5s ease; +} +.sheet-selected-move { + z-index: 3; +} +.sheet-selected-move:checked ~ .sheet-move-name { + background: #434b4d !important; + color: #fff !important; +} +input.sheet-move-preview:checked ~ div.sheet-move-preview, +input.sheet-full-move-list:checked ~ div.sheet-full-move-list { + visibility: visible; + height: auto; + opacity: 1; + transition: 0.5s ease; +} +input[type=radio].sheet-face-danger:checked ~ div.sheet-face-danger, +input[type=radio].sheet-secure-an-advantage:checked ~ div.sheet-secure-an-advantage, +input[type=radio].sheet-gather-information:checked ~ div.sheet-gather-information, +input[type=radio].sheet-heal:checked ~ div.sheet-heal, +input[type=radio].sheet-resupply:checked ~ div.sheet-resupply, +input[type=radio].sheet-make-camp:checked ~ div.sheet-make-camp, +input[type=radio].sheet-undertake-a-journey:checked ~ div.sheet-undertake-a-journey, +input[type=radio].sheet-reach-your-destination:checked ~ div.sheet-reach-your-destination, +input[type=radio].sheet-compel:checked ~ div.sheet-compel, +input[type=radio].sheet-sojourn:checked ~ div.sheet-sojourn, +input[type=radio].sheet-draw-the-circle:checked ~ div.sheet-draw-the-circle, +input[type=radio].sheet-forge-a-bond:checked ~ div.sheet-forge-a-bond, +input[type=radio].sheet-test-your-bond:checked ~ div.sheet-test-your-bond, +input[type=radio].sheet-aid-an-ally:checked ~ div.sheet-aid-an-ally, +input[type=radio].sheet-write-your-epilogue:checked ~ div.sheet-write-your-epilogue, +input[type=radio].sheet-enter-the-fray:checked ~ div.sheet-enter-the-fray, +input[type=radio].sheet-strike:checked ~ div.sheet-strike, +input[type=radio].sheet-clash:checked ~ div.sheet-clash, +input[type=radio].sheet-turn-the-tide:checked ~ div.sheet-turn-the-tide, +input[type=radio].sheet-end-the-fight:checked ~ div.sheet-end-the-fight, +input[type=radio].sheet-battle:checked ~ div.sheet-battle, +input[type=radio].sheet-endure-harm:checked ~ div.sheet-endure-harm, +input[type=radio].sheet-face-death:checked ~ div.sheet-face-death, +input[type=radio].sheet-companion-endure-harm:checked ~ div.sheet-companion-endure-harm, +input[type=radio].sheet-endure-stress:checked ~ div.sheet-endure-stress, +input[type=radio].sheet-face-desolation:checked ~ div.sheet-face-desolation, +input[type=radio].sheet-out-of-supply:checked ~ div.sheet-out-of-supply, +input[type=radio].sheet-face-a-setback:checked ~ div.sheet-face-a-setback, +input[type=radio].sheet-swear-an-iron-vow:checked ~ div.sheet-swear-an-iron-vow, +input[type=radio].sheet-fulfill-your-vow:checked ~ div.sheet-fulfill-your-vow, +input[type=radio].sheet-reach-a-milestone:checked ~ div.sheet-reach-a-milestone, +input[type=radio].sheet-forsake-a-vow:checked ~ div.sheet-forsake-a-vow, +input[type=radio].sheet-advance:checked ~ div.sheet-advance, +input[type=radio].sheet-pay-the-price:checked ~ div.sheet-pay-the-price, +input[type=radio].sheet-ask-the-oracle:checked ~ div.sheet-ask-the-oracle, +input[type=radio].sheet-discover-a-site:checked ~ div.sheet-discover-a-site, +input[type=radio].sheet-delve-the-depths:checked ~ div.sheet-delve-the-depths, +input[type=radio].sheet-find-an-opportunity:checked ~ div.sheet-find-an-opportunity, +input[type=radio].sheet-reveal-a-danger:checked ~ div.sheet-reveal-a-danger, +input[type=radio].sheet-check-your-gear:checked ~ div.sheet-check-your-gear, +input[type=radio].sheet-locate-your-objective:checked ~ div.sheet-locate-your-objective, +input[type=radio].sheet-escape-the-depths:checked ~ div.sheet-escape-the-depths, +input[type=radio].sheet-reveal-danger-alt:checked ~ div.sheet-reveal-danger-alt, +input[type=radio].sheet-wield-rarity:checked ~ div.sheet-wield-rarity, +input[type=radio].sheet-mark-failure:checked ~ div.sheet-mark-failure, +input[type=radio].sheet-learn-from-failures:checked ~ div.sheet-learn-from-failures, +input[type=radio].sheet-advance-threat:checked ~ div.sheet-advance-threat, +input[type=radio].sheet-take-hiatus:checked ~ div.sheet-take-hiatus, +input[type=radio].sheet-burn-momentum:checked ~ div.sheet-burn-momentum, +input[type=radio].sheet-make-an-effort:checked ~ div.sheet-make-an-effort, +input[type=radio].sheet-show-resilience:checked ~ div.sheet-show-resilience, +input[type=radio].sheet-manifest-insanity:checked ~ div.sheet-manifest-insanity, +input[type=radio].sheet-take-on-overload:checked ~ div.sheet-take-on-overload, +input[type=radio].sheet-inflict-harm:checked ~ div.sheet-inflict-harm, +input[type=radio].sheet-foe-inflicts-harm:checked ~ div.sheet-foe-inflicts-harm, +input[type=radio].sheet-hearten:checked ~ div.sheet-hearten, +input[type=radio].sheet-patch-equipment:checked ~ div.sheet-patch-equipment, +input[type=radio].sheet-take-a-downtime:checked ~ div.sheet-take-a-downtime, +input[type=radio].sheet-learn-from-faults:checked ~ div.sheet-learn-from-faults, +input[type=radio].sheet-trade:checked ~ div.sheet-trade, +input[type=radio].sheet-take-conditional-companion:checked ~ div.sheet-take-conditional-companion, +input[type=radio].sheet-strengthen-their-loyalty:checked ~ div.sheet-strengthen-their-loyalty, +input[type=radio].sheet-companion-becomes-unconditional:checked ~ div.sheet-companion-becomes-unconditional, +input[type=radio].sheet-order-conditional-companion:checked ~ div.sheet-order-conditional-companion, +input[type=radio].sheet-not-assist-conditional-companion:checked ~ div.sheet-not-assist-conditional-companion, +input[type=radio].sheet-test-their-loyalty:checked ~ div.sheet-test-their-loyalty, +input[type=radio].sheet-conditional-companion-abandons:checked ~ div.sheet-conditional-companion-abandons, +input[type=radio].sheet-conditional-companion-acts:checked ~ div.sheet-conditional-companion-acts { + visibility: visible; + height: auto; + opacity: 1; + transition: 0.5s ease; +} +.sheet-move-nav-child { + display: flex; + width: auto; + height: 1.3em; + padding: 0; + margin: 0.2em 0em 0.2em 0em; + text-align: center; +} +::-webkit-scrollbar { + -webkit-appearance: none; + width: 7px; +} +::-webkit-scrollbar-thumb { + border-radius: 4px; + background-color: rgba(0,0,0,0.5); + box-shadow: 0 0 1px rgba(255,255,255,0.5); +} +.sheet-move-delve-column-stat-header, +.sheet-move-delve-stat-column { + width: 16%; +} +.sheet-move-delve-column-stat-header-1, +.sheet-move-delve-stat-column-1 { + width: 17%; +} +.sheet-move-delve-column-stat-header-2, +.sheet-move-delve-stat-column-2 { + width: 18%; +} +.sheet-move-delve-column-stat-header-3, +.sheet-move-delve-stat-column-3 { + width: 15%; +} +.sheet-move-delve-column-header, +.sheet-move-delve-column { + width: 50%; +} +.sheet-move-delve-column-stat-header, +.sheet-move-delve-column-stat-header-1, +.sheet-move-delve-column-stat-header-2, +.sheet-move-delve-column-stat-header-3, +.sheet-move-delve-column-header { + font-weight: bold; +} +.sheet-move-delve-row-header { + padding: 0px 5px 0px 5px; + display: flex; + height: auto; + border-bottom: 2px solid #4c4d4f; +} +.sheet-embedded-btn { + padding-top: 0.2em !important; + font-family: 'Montserrat', Arial, sans-serif; +} +.sheet-site-container { + border: 2px solid #4c4d4f; + border-radius: 0em; + margin-bottom: 1em; + padding: 1em; +} +.sheet-site-notes { + width: 97.5% !important; + height: 156px !important; + resize: none; + margin-left: 3px; + border-radius: 0; +} +.sheet-site-notes:focus { + outline: 3px solid #fd0; + outline-offset: 0; + box-shadow: inset 0 0 0 2px; +} +.sheet-site-name, +.sheet-site-location, +.sheet-site-descriptors { + border: none; + border-radius: 0em; + background: transparent; + padding: 0; + padding-left: 0.5em; + font-family: 'Montserrat', Arial, sans-serif; + font-weight: bold; + color: #4c4d4f; +} +.sheet-site-descriptors { + width: 43%; +} +.sheet-site-location { + width: 40%; +} +p.sheet-site-title { + text-align: left; + font-family: 'Montserrat', Arial, sans-serif; + font-weight: bold; + font-size: 16px; + margin: 0 0 0px; + padding: 0.1em 0.2em 0.08em 0.2em; + text-transform: uppercase; + vertical-align: bottom; + display: inline; + color: #4c4d4f; + border-radius: 0; +} +.sheet-site-name::placeholder, +.sheet-site-location::placeholder, +.sheet-site-descriptors::placeholder { + color: #8a8a8a; +} +.sheet-site-row { + display: flex; + flex-direction: row; + justify-content: space-between; + align-items: center; + margin-bottom: 1em; +} +.sheet-site-column { + flex-direction: row; + width: 48%; + padding: 0.5em 0em 0.5em 0.7em; +} +.sheet-denizen-row { + display: flex; + flex-direction: row; + justify-content: space-between; + align-items: center; + margin-bottom: 0.5em; +} +.sheet-denizen-column { + flex-direction: column; + justify-content: center; + align-items: center; + width: 22%; + padding: 0.5em 0em 0.5em 0em; +} +.sheet-denizen-option-column { + flex-direction: column; + justify-content: center; + align-items: center; + width: 22%; + padding: 0.5em 0.5em 0.5em 0.5em; +} +.sheet-denizen-option { + font-size: 12px; +} +.sheet-site-progress-header { + display: flex; + justify-content: space-around; + align-items: center; + margin-bottom: 10px; +} +.sheet-denizen-operand-column { + flex-direction: column; + justify-content: center; + align-items: center; + width: 2%; + padding: 0.5em 0.5em 0.5em 0.5em; +} +p.sheet-denizen-title { + text-align: left; + font-family: 'Montserrat', Arial, sans-serif; + font-weight: bold; + font-size: 12px; + margin: 0 0 0px; + text-transform: uppercase; + vertical-align: bottom; + display: inline; + color: #4c4d4f; +} +.sheet-denizen-input { + border: none; + border-radius: 0em; + background: transparent; + padding: 0.5em; + width: 96%; + margin-left: 3px; +} +.sheet-denizen-input:focus { + outline: 3px solid #fd0; + outline-offset: 0; + box-shadow: inset 0 0 0 2px; +} +.sheet-denizen-operand { + font-weight: bold; +} +.sheet-denizen-background, +.sheet-site-background { + background: #dedddc; +} +h3.sheet-site-divide::after, +h3.sheet-site-divide::before { + display: inline-block; + content: ""; + height: 5px; + border-top: 2px solid #4c4d4f; + top: 0; + width: 331px; +} +h3.sheet-site-denizens-divide::after, +h3.sheet-site-denizens-divide::before { + display: inline-block; + content: ""; + height: 5px; + border-top: 2px solid #4c4d4f; + top: 0; + width: 336px; +} +h3.sheet-site-divide-notes::after, +h3.sheet-site-divide-notes::before { + display: inline-block; + content: ""; + height: 5px; + border-top: 2px solid #4c4d4f; + top: 0; + width: 352px; +} +.sheet-sites-container { + margin-top: 1em; +} +label.sheet-site-details { + display: flex; + justify-content: center; + width: 48.7%; + margin: 0; + padding: 0; + height: auto; + border-radius: 0em; +} +.sheet-site-details-content { + width: 100%; + padding: 0.2em; + text-align: center; + border-radius: 0em; +} +.sheet-site-details-button:checked ~ .sheet-site-details-content { + background: #4c4d4f; + color: #fff; + transition: 0.5s ease; +} +.sheet-show-theme-domains, +.sheet-show-site-info { + margin-top: 0.5em; + transition: all 0.7s !important; +} +.sheet-show-theme-domains { + justify-content: space-between; +} +input[type="checkbox"].sheet-show-site-info:checked ~ div.sheet-show-site-info, +input[type="checkbox"].sheet-show-theme-domains:checked ~ div.sheet-show-theme-domains { + flex-flow: column; + visibility: visible; + transition: all 0.7s !important; + height: 640px; + opacity: 1; +} +div.sheet-show-theme-domains { + display: flex; + flex-flow: row !important; +} +h3.sheet-site-divide-notes { + margin-bottom: 0.5em; +} +input.sheet-site-name { + width: 70%; + padding: 2px; +} +input.sheet-site-name:focus { + outline: 3px solid #fd0; + outline-offset: 0; + box-shadow: inset 0 0 0 2px; +} +.sheet-site-card-container { + display: flex; + font-family: 'Crimson Text', Arial, sans-serif; + font-size: 1em; + padding: 1em; +} +.sheet-domain-cards, +.sheet-theme-cards { + border: 2px solid #4c4d4f; + border-radius: 1em; +} +.sheet-domain-header, +.sheet-theme-header { + margin-top: 0.7em; +} +.sheet-domain-column, +.sheet-theme-column { + width: 100%; +} +.sheet-card-column { + width: 48.7%; +} +.sheet-site-details-bar { + display: flex; + justify-content: space-between; +} +input[type='radio'].sheet-theme-cards:checked ~ div.sheet-theme-cards, +input[type='radio'].sheet-domain-cards:checked ~ div.sheet-domain-cards, +input[type='radio'].sheet-custom-cards:checked ~ div.sheet-custom-cards { + visibility: visible; + height: auto; + opacity: 1; + transition: 0.7s ease; +} +input[type='radio'].sheet-ancient:checked ~ div.sheet-ancient, +input[type='radio'].sheet-corrupted:checked ~ div.sheet-corrupted, +input[type='radio'].sheet-fortified:checked ~ div.sheet-fortified, +input[type='radio'].sheet-hallowed:checked ~ div.sheet-hallowed, +input[type='radio'].sheet-haunted:checked ~ div.sheet-haunted, +input[type='radio'].sheet-infested:checked ~ div.sheet-infested, +input[type='radio'].sheet-ravaged:checked ~ div.sheet-ravaged, +input[type='radio'].sheet-wild:checked ~ div.sheet-wild, +input[type='radio'].sheet-barrow:checked ~ div.sheet-barrow, +input[type='radio'].sheet-cavern:checked ~ div.sheet-cavern, +input[type='radio'].sheet-frozen-cavern:checked ~ div.sheet-frozen-cavern, +input[type='radio'].sheet-ice-reach:checked ~ div.sheet-ice-reach, +input[type='radio'].sheet-mine:checked ~ div.sheet-mine, +input[type='radio'].sheet-pass:checked ~ div.sheet-pass, +input[type='radio'].sheet-ruin:checked ~ div.sheet-ruin, +input[type='radio'].sheet-sea-cave:checked ~ div.sheet-sea-cave, +input[type='radio'].sheet-shadowfen:checked ~ div.sheet-shadowfen, +input[type='radio'].sheet-stronghold:checked ~ div.sheet-stronghold, +input[type='radio'].sheet-tanglewood:checked ~ div.sheet-tanglewood, +input[type='radio'].sheet-underkeep:checked ~ div.sheet-underkeep { + visibility: visible; + height: auto; + opacity: 1; + transition: 0.7s ease; +} +input[type="checkbox"].sheet-showhide:checked ~ div.sheet-showhide, +input[type="checkbox"].sheet-asset-companion:checked ~ div.sheet-companion, +input[type="checkbox"].sheet-asset-path:checked ~ div.sheet-path, +input[type="checkbox"].sheet-asset-combat-talent:checked ~ div.sheet-combat-talent, +input[type="checkbox"].sheet-asset-ritual:checked ~ div.sheet-ritual, +input[type="checkbox"].sheet-asset-custom:checked ~ div.sheet-asset-custom { + visibility: visible; + height: auto; + opacity: 1; + transition: 0.5s ease; +} +input[type="checkbox"].sheet-cave-lion:checked ~ div.sheet-cave-lion, +input[type="checkbox"].sheet-giant-spider:checked ~ div.sheet-giant-spider, +input[type="checkbox"].sheet-hawk:checked ~ div.sheet-hawk, +input[type="checkbox"].sheet-horse:checked ~ div.sheet-horse, +input[type="checkbox"].sheet-hound:checked ~ div.sheet-hound, +input[type="checkbox"].sheet-kindred:checked ~ div.sheet-kindred, +input[type="checkbox"].sheet-mammoth:checked ~ div.sheet-mammoth, +input[type="checkbox"].sheet-owl:checked ~ div.sheet-owl, +input[type="checkbox"].sheet-raven:checked ~ div.sheet-raven, +input[type="checkbox"].sheet-young-wyvern:checked ~ div.sheet-young-wyvern, +input[type="checkbox"].sheet-alchemist:checked ~ div.sheet-alchemist, +input[type="checkbox"].sheet-animal-kin:checked ~ div.sheet-animal-kin, +input[type="checkbox"].sheet-banner-sworn:checked ~ div.sheet-banner-sworn, +input[type="checkbox"].sheet-battle-scarred:checked ~ div.sheet-battle-scarred, +input[type="checkbox"].sheet-blade-bound:checked ~ div.sheet-blade-bound, +input[type="checkbox"].sheet-bonded:checked ~ div.sheet-bonded, +input[type="checkbox"].sheet-dancer:checked ~ div.sheet-dancer, +input[type="checkbox"].sheet-devotant:checked ~ div.sheet-devotant, +input[type="checkbox"].sheet-empowered:checked ~ div.sheet-empowered, +input[type="checkbox"].sheet-fortune-hunter:checked ~ div.sheet-fortune-hunter, +input[type="checkbox"].sheet-herbalist:checked ~ div.sheet-herbalist, +input[type="checkbox"].sheet-honorbound:checked ~ div.sheet-honorbound, +input[type="checkbox"].sheet-improviser:checked ~ div.sheet-improviser, +input[type="checkbox"].sheet-infiltrator:checked ~ div.sheet-infiltrator, +input[type="checkbox"].sheet-loyalist:checked ~ div.sheet-loyalist, +input[type="checkbox"].sheet-masked:checked ~ div.sheet-masked, +input[type="checkbox"].sheet-oathbreaker:checked ~ div.sheet-oathbreaker, +input[type="checkbox"].sheet-outcast:checked ~ div.sheet-outcast, +input[type="checkbox"].sheet-pretender:checked ~ div.sheet-pretender, +input[type="checkbox"].sheet-revenant:checked ~ div.sheet-revenant, +input[type="checkbox"].sheet-rider:checked ~ div.sheet-rider, +input[type="checkbox"].sheet-ritualist:checked ~ div.sheet-ritualist, +input[type="checkbox"].sheet-shadow-kin:checked ~ div.sheet-shadow-kin, +input[type="checkbox"].sheet-sighted:checked ~ div.sheet-sighted, +input[type="checkbox"].sheet-slayer:checked ~ div.sheet-slayer, +input[type="checkbox"].sheet-spirit-bound:checked ~ div.sheet-spirit-bound, +input[type="checkbox"].sheet-storyweaver:checked ~ div.sheet-storyweaver, +input[type="checkbox"].sheet-trickster:checked ~ div.sheet-trickster, +input[type="checkbox"].sheet-veteran:checked ~ div.sheet-veteran, +input[type="checkbox"].sheet-waterborn:checked ~ div.sheet-waterborn, +input[type="checkbox"].sheet-wayfinder:checked ~ div.sheet-wayfinder, +input[type="checkbox"].sheet-weapon-master:checked ~ div.sheet-weapon-master, +input[type="checkbox"].sheet-wildblood:checked ~ div.sheet-wildblood, +input[type="checkbox"].sheet-wright:checked ~ div.sheet-wright, +input[type="checkbox"].sheet-archer:checked ~ div.sheet-archer, +input[type="checkbox"].sheet-berserker:checked ~ div.sheet-berserker, +input[type="checkbox"].sheet-brawler:checked ~ div.sheet-brawler, +input[type="checkbox"].sheet-cutthroat:checked ~ div.sheet-cutthroat, +input[type="checkbox"].sheet-duelist:checked ~ div.sheet-duelist, +input[type="checkbox"].sheet-fletcher:checked ~ div.sheet-fletcher, +input[type="checkbox"].sheet-ironclad:checked ~ div.sheet-ironclad, +input[type="checkbox"].sheet-long-arm:checked ~ div.sheet-long-arm, +input[type="checkbox"].sheet-shield-bearer:checked ~ div.sheet-shield-bearer, +input[type="checkbox"].sheet-skirmisher:checked ~ div.sheet-skirmisher, +input[type="checkbox"].sheet-slinger:checked ~ div.sheet-slinger, +input[type="checkbox"].sheet-sunderer:checked ~ div.sheet-sunderer, +input[type="checkbox"].sheet-swordmaster:checked ~ div.sheet-swordmaster, +input[type="checkbox"].sheet-thunder-bringer:checked ~ div.sheet-thunder-bringer, +input[type="checkbox"].sheet-augur:checked ~ div.sheet-augur, +input[type="checkbox"].sheet-awakening:checked ~ div.sheet-awakening, +input[type="checkbox"].sheet-bind:checked ~ div.sheet-bind, +input[type="checkbox"].sheet-communion:checked ~ div.sheet-communion, +input[type="checkbox"].sheet-divination:checked ~ div.sheet-divination, +input[type="checkbox"].sheet-invoke:checked ~ div.sheet-invoke, +input[type="checkbox"].sheet-keen:checked ~ div.sheet-keen, +input[type="checkbox"].sheet-leech:checked ~ div.sheet-leech, +input[type="checkbox"].sheet-lightbearer:checked ~ div.sheet-lightbearer, +input[type="checkbox"].sheet-scry:checked ~ div.sheet-scry, +input[type="checkbox"].sheet-shadow-walk:checked ~ div.sheet-shadow-walk, +input[type="checkbox"].sheet-sway:checked ~ div.sheet-sway, +input[type="checkbox"].sheet-talisman:checked ~ div.sheet-talisman, +input[type="checkbox"].sheet-tether:checked ~ div.sheet-tether, +input[type="checkbox"].sheet-totem:checked ~ div.sheet-totem, +input[type="checkbox"].sheet-visage:checked ~ div.sheet-visage, +input[type="checkbox"].sheet-ward:checked ~ div.sheet-ward { + display: block; + visibility: visible; + height: auto; + opacity: 1; + transition: 0.5s ease; +} +select.sheet-path-dropdown option[value="alchemist"] ~ .sheet-alchemist { + display: flex; + visibility: visible; + height: auto; + opacity: 1; + transition: 0.5s ease; +} +input[type="radio"].sheet-asset-builder:checked ~ div.sheet-asset-builder, +input[type="radio"].sheet-asset-view:checked ~ div.sheet-asset-view { + display: block; + visibility: visible; + height: auto; + opacity: 1; + transition: 0.5s ease; +} +input[type="checkbox"].sheet-builder-titles-1:checked ~ div.sheet-builder-titles-1, +input[type="checkbox"].sheet-builder-titles-2:checked ~ div.sheet-builder-titles-2, +input[type="checkbox"].sheet-builder-titles-3:checked ~ div.sheet-builder-titles-3, +input[type="checkbox"].sheet-builder-ability-1-text:checked ~ div.sheet-builder-ability-1-text, +input[type="checkbox"].sheet-builder-ability-1-text-input:checked ~ div.sheet-builder-ability-1-text-input, +input[type="checkbox"].sheet-builder-ability-2-text:checked ~ div.sheet-builder-ability-2-text, +input[type="checkbox"].sheet-builder-ability-2-text-input:checked ~ div.sheet-builder-ability-2-text-input, +input[type="checkbox"].sheet-builder-ability-3-text:checked ~ div.sheet-builder-ability-3-text, +input[type="checkbox"].sheet-builder-ability-3-text-input:checked ~ div.sheet-builder-ability-3-text-input, +input[type="checkbox"].sheet-track-dropdown-1:checked ~ div.sheet-track-dropdown-1, +input[type="checkbox"].sheet-track-dropdown-2:checked ~ div.sheet-track-dropdown-2, +input[type="checkbox"].sheet-track-dropdown-3:checked ~ div.sheet-track-dropdown-3, +input[type="checkbox"].sheet-track-dropdown-4:checked ~ div.sheet-track-dropdown-4, +input[type="checkbox"].sheet-track-dropdown-5:checked ~ div.sheet-track-dropdown-5, +input[type="checkbox"].sheet-track-dropdown-6:checked ~ div.sheet-track-dropdown-6 { + display: flex; + visibility: visible; + height: auto; + opacity: 1; + transition: 0.5s ease; +} +div.sheet-builder-titles-1, +div.sheet-builder-titles-2, +div.sheet-builder-titles-3 { + flex-flow: column; + margin-bottom: 0.3em; +} +.sheet-view-title-width { + width: 22em; + margin: 0em 1em; +} +.sheet-asset-custom { + padding: 0.2em; +} +div.sheet-asset-view, +div.sheet-asset-builder { + margin-top: 0.3em; +} +input[type=checkbox].sheet-custom-asset-ability { + opacity: 1; + margin: 0px 5px 0 5px; +} +.sheet-custom-track { + width: 20.5em; + margin-top: 0em; +} +.sheet-ability-checkbox, +.sheet-build-text { + font-family: 'Crimson Text', Arial, sans-serif; + font-size: 13px; + resize: none; + height: 100px; + width: 22em; + margin: 0em 0.5em 0em 0.4em; +} +.sheet-ability-text { + font-family: 'Crimson Text', Arial, sans-serif; + font-size: 14.3px; + resize: none; + height: 100px; + margin-bottom: 0em; + width: 18em; +} +.sheet-builder-dropdown { + font-size: 14px; +} +.sheet-asset-description { + margin: 0 12px 5px 12px; + font-family: 'Crimson Text', Arial, sans-serif; +} +div.sheet-asset-ability { + width: 100%; + height: 100%; + margin: 0px 12px 6px 10px; +} +div.sheet-asset-ability ul { + margin-left: 15px; + margin-bottom: 0; +} +div.sheet-assets { + display: block !important; + text-align: left; +} +div.sheet-assets .repcontainer { + display: flex; + flex-flow: row wrap; + padding: 0.5em; + font-family: 'Crimson Text', Arial, sans-serif; + justify-content: space-evenly; +} +div.sheet-assets .repcontainer .repitem { + float: left !important; +} +.sheet-asset-write-in { + margin-bottom: 4px; +} +.sheet-asset-ability-write-in { + margin-top: 4px; +} +.sheet-asset-write-in, +.sheet-asset-ability-write-in { + display: flex; + white-space: nowrap; +} +.sheet-asset { + display: inline-block; + width: 320px; + max-width: 320px; + border: 2px solid #4c4d4f; + margin-bottom: 20px; + font-size: 14.3px; + line-height: 1.25; +} +.sheet-asset input.sheet-border-bottom { + border-bottom-color: #4c4d4f; +} +.sheet-asset-write-in input, +.sheet-asset-ability-write-in input { + height: 1.4em; + width: 100%; + padding: 0; + margin-left: 5px; + margin-top: 2px; + font-size: 15px; + font-weight: bold; +} +input[type="checkbox"].sheet-asset-ability { + opacity: 1 !important; + margin-top: 0.2em; +} +.sheet-asset-header { + background: #4c4d4f; + color: #fff; +} +.sheet-asset-type-selection { + background: #4c4d4f; + color: #fff; + border: 0; +} +.sheet-asset-type-dropdown { + color: #fff; + background: #4c4d4f; + width: auto; + font-size: 15px; + font-weight: bold; + text-transform: uppercase; + -webkit-appearance: menulist; + margin: 6px 4px; +} +.sheet-sub-dropdown { + -webkit-appearance: menulist; + width: auto; + margin: 7px 4px; + font-size: 17px; + font-weight: bold; + text-transform: uppercase; +} +.sheet-asset-track-wrapper { + margin: 10px; + display: flex; +} +.sheet-asset-track-box { + width: 100%; + display: flex; + flex-direction: column; + justify-content: center; + align-items: center; + border-radius: 0%; + background: transparent; + border: 2px solid #4c4d4f; + padding: 5px; + margin-bottom: 2px; +} +.sheet-asset-track-wrapper-wordy { + text-transform: uppercase; +} +.sheet-asset-track-wrapper-wordy .sheet-asset-track-box { + flex-direction: row; +} +.sheet-asset-track-box-display { + font-size: 17px; + font-weight: bold; +} +.sheet-condition-list { + display: flex; + flex-flow: row wrap; + justify-content: space-evenly; +} +.sheet-condition-component { + margin-top: 1em; +} +.sheet-condition-btn { + width: 14%; +} +input.sheet-condition-amnesiac:checked ~ div.sheet-condition-amnesiac { + visibility: visible; + height: auto; + opacity: 1; + transition: 0.5s ease; + border: 2px solid #4c4d4f; + margin-bottom: 1em; + width: 30%; + margin: 0em 0.5em 1em 0.5em; +} +input.sheet-condition-amok:checked ~ div.sheet-condition-amok { + visibility: visible; + height: auto; + opacity: 1; + transition: 0.5s ease; + border: 2px solid #4c4d4f; + margin-bottom: 1em; + width: 30%; + margin: 0em 0.5em 1em 0.5em; +} +input.sheet-condition-attached:checked ~ div.sheet-condition-attached { + visibility: visible; + height: auto; + opacity: 1; + transition: 0.5s ease; + border: 2px solid #4c4d4f; + margin-bottom: 1em; + width: 30%; + margin: 0em 0.5em 1em 0.5em; +} +input.sheet-condition-blinded:checked ~ div.sheet-condition-blinded { + visibility: visible; + height: auto; + opacity: 1; + transition: 0.5s ease; + border: 2px solid #4c4d4f; + margin-bottom: 1em; + width: 30%; + margin: 0em 0.5em 1em 0.5em; +} +input.sheet-condition-compulsed:checked ~ div.sheet-condition-compulsed { + visibility: visible; + height: auto; + opacity: 1; + transition: 0.5s ease; + border: 2px solid #4c4d4f; + margin-bottom: 1em; + width: 30%; + margin: 0em 0.5em 1em 0.5em; +} +input.sheet-condition-corrupted:checked ~ div.sheet-condition-corrupted { + visibility: visible; + height: auto; + opacity: 1; + transition: 0.5s ease; + border: 2px solid #4c4d4f; + margin-bottom: 1em; + width: 30%; + margin: 0em 0.5em 1em 0.5em; +} +input.sheet-condition-cursed:checked ~ div.sheet-condition-cursed { + visibility: visible; + height: auto; + opacity: 1; + transition: 0.5s ease; + border: 2px solid #4c4d4f; + margin-bottom: 1em; + width: 30%; + margin: 0em 0.5em 1em 0.5em; +} +input.sheet-condition-dazed:checked ~ div.sheet-condition-dazed { + visibility: visible; + height: auto; + opacity: 1; + transition: 0.5s ease; + border: 2px solid #4c4d4f; + margin-bottom: 1em; + width: 30%; + margin: 0em 0.5em 1em 0.5em; +} +input.sheet-condition-deafened:checked ~ div.sheet-condition-deafened { + visibility: visible; + height: auto; + opacity: 1; + transition: 0.5s ease; + border: 2px solid #4c4d4f; + margin-bottom: 1em; + width: 30%; + margin: 0em 0.5em 1em 0.5em; +} +input.sheet-condition-dying:checked ~ div.sheet-condition-dying { + visibility: visible; + height: auto; + opacity: 1; + transition: 0.5s ease; + border: 2px solid #4c4d4f; + margin-bottom: 1em; + width: 30%; + margin: 0em 0.5em 1em 0.5em; +} +input.sheet-condition-encumbered:checked ~ div.sheet-condition-encumbered { + visibility: visible; + height: auto; + opacity: 1; + transition: 0.5s ease; + border: 2px solid #4c4d4f; + margin-bottom: 1em; + width: 30%; + margin: 0em 0.5em 1em 0.5em; +} +input.sheet-condition-hallucinating:checked ~ div.sheet-condition-hallucinating { + visibility: visible; + height: auto; + opacity: 1; + transition: 0.5s ease; + border: 2px solid #4c4d4f; + margin-bottom: 1em; + width: 30%; + margin: 0em 0.5em 1em 0.5em; +} +input.sheet-condition-hyperthermic:checked ~ div.sheet-condition-hyperthermic { + visibility: visible; + height: auto; + opacity: 1; + transition: 0.5s ease; + border: 2px solid #4c4d4f; + margin-bottom: 1em; + width: 30%; + margin: 0em 0.5em 1em 0.5em; +} +input.sheet-condition-hypothermic:checked ~ div.sheet-condition-hypothermic { + visibility: visible; + height: auto; + opacity: 1; + transition: 0.5s ease; + border: 2px solid #4c4d4f; + margin-bottom: 1em; + width: 30%; + margin: 0em 0.5em 1em 0.5em; +} +input.sheet-condition-maimed:checked ~ div.sheet-condition-maimed { + visibility: visible; + height: auto; + opacity: 1; + transition: 0.5s ease; + border: 2px solid #4c4d4f; + margin-bottom: 1em; + width: 30%; + margin: 0em 0.5em 1em 0.5em; +} +input.sheet-condition-mute:checked ~ div.sheet-condition-mute { + visibility: visible; + height: auto; + opacity: 1; + transition: 0.5s ease; + border: 2px solid #4c4d4f; + margin-bottom: 1em; + width: 30%; + margin: 0em 0.5em 1em 0.5em; +} +input.sheet-condition-palsied:checked ~ div.sheet-condition-palsied { + visibility: visible; + height: auto; + opacity: 1; + transition: 0.5s ease; + border: 2px solid #4c4d4f; + margin-bottom: 1em; + width: 30%; + margin: 0em 0.5em 1em 0.5em; +} +input.sheet-condition-phobiac:checked ~ div.sheet-condition-phobiac { + visibility: visible; + height: auto; + opacity: 1; + transition: 0.5s ease; + border: 2px solid #4c4d4f; + margin-bottom: 1em; + width: 30%; + margin: 0em 0.5em 1em 0.5em; +} +input.sheet-condition-poisoned:checked ~ div.sheet-condition-poisoned { + visibility: visible; + height: auto; + opacity: 1; + transition: 0.5s ease; + border: 2px solid #4c4d4f; + margin-bottom: 1em; + width: 30%; + margin: 0em 0.5em 1em 0.5em; +} +input.sheet-condition-reeled:checked ~ div.sheet-condition-reeled { + visibility: visible; + height: auto; + opacity: 1; + transition: 0.5s ease; + border: 2px solid #4c4d4f; + margin-bottom: 1em; + width: 30%; + margin: 0em 0.5em 1em 0.5em; +} +input.sheet-condition-shaken:checked ~ div.sheet-condition-shaken { + visibility: visible; + height: auto; + opacity: 1; + transition: 0.5s ease; + border: 2px solid #4c4d4f; + margin-bottom: 1em; + width: 30%; + margin: 0em 0.5em 1em 0.5em; +} +input.sheet-condition-starved:checked ~ div.sheet-condition-starved { + visibility: visible; + height: auto; + opacity: 1; + transition: 0.5s ease; + border: 2px solid #4c4d4f; + margin-bottom: 1em; + width: 30%; + margin: 0em 0.5em 1em 0.5em; +} +input.sheet-condition-stupefied:checked ~ div.sheet-condition-stupefied { + visibility: visible; + height: auto; + opacity: 1; + transition: 0.5s ease; + border: 2px solid #4c4d4f; + margin-bottom: 1em; + width: 30%; + margin: 0em 0.5em 1em 0.5em; +} +input.sheet-condition-suffocated:checked ~ div.sheet-condition-suffocated { + visibility: visible; + height: auto; + opacity: 1; + transition: 0.5s ease; + border: 2px solid #4c4d4f; + margin-bottom: 1em; + width: 30%; + margin: 0em 0.5em 1em 0.5em; +} +input.sheet-condition-tormented:checked ~ div.sheet-condition-tormented { + visibility: visible; + height: auto; + opacity: 1; + transition: 0.5s ease; + border: 2px solid #4c4d4f; + margin-bottom: 1em; + width: 30%; + margin: 0em 0.5em 1em 0.5em; +} +input.sheet-condition-unconscious:checked ~ div.sheet-condition-unconscious { + visibility: visible; + height: auto; + opacity: 1; + transition: 0.5s ease; + border: 2px solid #4c4d4f; + margin-bottom: 1em; + width: 30%; + margin: 0em 0.5em 1em 0.5em; +} +input.sheet-condition-unprepared:checked ~ div.sheet-condition-unprepared { + visibility: visible; + height: auto; + opacity: 1; + transition: 0.5s ease; + border: 2px solid #4c4d4f; + margin-bottom: 1em; + width: 30%; + margin: 0em 0.5em 1em 0.5em; +} +input.sheet-condition-unsteady:checked ~ div.sheet-condition-unsteady { + visibility: visible; + height: auto; + opacity: 1; + transition: 0.5s ease; + border: 2px solid #4c4d4f; + margin-bottom: 1em; + width: 30%; + margin: 0em 0.5em 1em 0.5em; +} +input.sheet-condition-weakened:checked ~ div.sheet-condition-weakened { + visibility: visible; + height: auto; + opacity: 1; + transition: 0.5s ease; + border: 2px solid #4c4d4f; + margin-bottom: 1em; + width: 30%; + margin: 0em 0.5em 1em 0.5em; +} +input.sheet-condition-wounded:checked ~ div.sheet-condition-wounded { + visibility: visible; + height: auto; + opacity: 1; + transition: 0.5s ease; + border: 2px solid #4c4d4f; + margin-bottom: 1em; + width: 30%; + margin: 0em 0.5em 1em 0.5em; +} +.sheet-condition-cards { + display: flex; + flex-flow: row wrap; + margin-top: 0.5em; + justify-content: center; +} +.sheet-condition-card { + font-family: 'Crimson Text', Arial, sans-serif; + font-weight: normal; + margin: 0; + width: 0; +} +.sheet-card-header { + background: #4c4d4f; + color: #fff; + padding: 0.3em 0.5em 0.3em 0.5em; + font-family: 'Montserrat', Arial, sans-serif; + font-weight: bold; +} +.sheet-card-title { + padding: 0.5em 0.5em 0em 0.5em; +} +.sheet-card-body { + padding: 0.5em; + display: flex; + flex-flow: column; +} +.sheet-severity-track { + display: flex; + margin-top: 1em; +} +.sheet-track-child { + width: 100%; +} +.sheet-track-child .sheet-btn-content { + padding: 0.4em 0.2em 0.2em 0.2em; + align-self: center; +} +ul.sheet-condition-body-list { + margin: 0em 0.2em 0.3em 1.3em; +} +p.sheet-card-description, +p.sheet-severity-reduce, +p.sheet-condition-clear { + margin-bottom: 0.3em; +} +.sheet-equipment { + font-family: 'Crimson Text', Arial, sans-serif; +} +.sheet-equipment-container { + display: flex; + flex-flow: row; + justify-content: space-evenly; + border-bottom: 1px solid #4c4d4f; + font-family: 'Crimson Text', Arial, sans-serif; +} +.sheet-equipment-container input[type=text] { + width: 100%; + border: 0; + padding: 0; + outline: none; +} +.sheet-equipment-container input[type=text]::placeholder { + color: #7a7a7a; +} +.sheet-equipment-container .sheet-common-btn { + margin: 0; +} +.sheet-equipment-container-child { + width: 15%; + display: flex; +} +.sheet-equipment-container-child.sheet-armor-column-4 { + width: 20%; +} +.sheet-equipment-container-child.sheet-shield-column-1 { + width: 35%; +} +.sheet-equipment-container-child.sheet-shield-column-2 { + width: 15%; +} +.sheet-equipment-container-child.sheet-shield-column-3 { + width: 22%; +} +.sheet-equipment-container-child.sheet-shield-column-4 { + width: 14%; +} +.sheet-equipment-container-child.sheet-addon-column-1 { + width: 15%; +} +.sheet-equipment-container-child.sheet-addon-column-2 { + width: 77.5%; +} +.sheet-equipment-container-child.sheet-provision-column-1 { + width: 15%; +} +.sheet-equipment-container-child.sheet-provision-column-2 { + width: 70%; +} +.sheet-equipment-container-child.sheet-provision-column-3 { + width: 5%; +} +.sheet-equipment-container-child.sheet-armor-column-1 { + width: 24%; +} +.sheet-equipment-container-child.sheet-weapons-column-3 { + width: 40%; +} +.sheet-equipment-title { + margin: 0; +} +.sheet-table-header { + border-bottom: 2px solid #4c4d4f; + background: #e1e1e1; +} +label.sheet-equipment-table-btn { + border: 0; + border-left: 2px solid #4c4d4f; + border-right: 2px solid #4c4d4f; +} +div.sheet-equipment-table-btn { + font-size: 12px; + padding: 0.2em 0.1em 0.1em 0.1em; +} +.sheet-effort-container { + margin-top: 1em; + display: flex; + flex-flow: row wrap; +} +.sheet-group-title { + width: auto; + margin-bottom: 0.7em; + border-bottom: 2px solid #4c4d4f; + padding-bottom: 0.1em; +} +.sheet-group-container { + display: flex; + flex-flow: column wrap; + width: 50%; + margin-top: 1em; +} +.sheet-group-list { + display: flex; + flex-flow: column; + width: 100%; +} +.sheet-effort-track { + display: flex; +} +.sheet-effort-list { + display: flex; + justify-content: space-between; + padding: 0em 2em 0em 2em; +} +input.sheet-oracle-ironcrunch:checked ~ div.sheet-oracle-ironcrunch, +input.sheet-oracle-ironsworn:checked ~ div.sheet-oracle-ironsworn, +input.sheet-oracle-delve:checked ~ div.sheet-oracle-delve { + visibility: visible; + height: auto; + opacity: 1; + transition: 0.7s ease; +} +.sheet-oracle-btn { + margin: 0; + width: 100%; +} +.sheet-oracles { + display: flex; + flex-wrap: wrap; + flex-direction: column; +} +.sheet-oracle { + margin: 0em; + color: #4c4d4f; + display: flex; +} +input[type=radio].sheet-action:checked ~ div.sheet-action, +input[type=radio].sheet-theme:checked ~ div.sheet-theme, +input[type=radio].sheet-region:checked ~ div.sheet-region, +input[type=radio].sheet-location:checked ~ div.sheet-location, +input[type=radio].sheet-coastal-waters-location:checked ~ div.sheet-coastal-waters-location, +input[type=radio].sheet-location-descriptor:checked ~ div.sheet-location-descriptor, +input[type=radio].sheet-settlement-name:checked ~ div.sheet-settlement-name, +input[type=radio].sheet-quick-settlement-name:checked ~ div.sheet-quick-settlement-name, +input[type=radio].sheet-settlement-trouble:checked ~ div.sheet-settlement-trouble, +input[type=radio].sheet-character-role-oracle:checked ~ div.sheet-character-role-oracle, +input[type=radio].sheet-character-goal:checked ~ div.sheet-character-goal, +input[type=radio].sheet-character-descriptor:checked ~ div.sheet-character-descriptor, +input[type=radio].sheet-ironlander-names:checked ~ div.sheet-ironlander-names, +input[type=radio].sheet-elf-names:checked ~ div.sheet-elf-names, +input[type=radio].sheet-giant-names:checked ~ div.sheet-giant-names, +input[type=radio].sheet-varou-names:checked ~ div.sheet-varou-names, +input[type=radio].sheet-troll-names:checked ~ div.sheet-troll-names, +input[type=radio].sheet-combat-action:checked ~ div.sheet-combat-action, +input[type=radio].sheet-mystic-backlash:checked ~ div.sheet-mystic-backlash, +input[type=radio].sheet-major-plot-twist:checked ~ div.sheet-major-plot-twist, +input[type=radio].sheet-challenge-rank:checked ~ div.sheet-challenge-rank, +input[type=radio].sheet-pay-the-price:checked ~ div.sheet-pay-the-price, +input[type=radio].sheet-ask-the-oracle:checked ~ div.sheet-ask-the-oracle, +input[type=radio].sheet-endure-harm:checked ~ div.sheet-endure-harm, +input[type=radio].sheet-endure-stress:checked ~ div.sheet-endure-stress, +input[type=radio].sheet-feature-aspect:checked ~ div.sheet-feature-aspect, +input[type=radio].sheet-feature-focus:checked ~ div.sheet-feature-focus, +input[type=radio].sheet-site-name-format:checked ~ div.sheet-site-name-format, +input[type=radio].sheet-site-name-desc:checked ~ div.sheet-site-name-desc, +input[type=radio].sheet-site-name-detail:checked ~ div.sheet-site-name-detail, +input[type=radio].sheet-site-name-namesake:checked ~ div.sheet-site-name-namesake, +input[type=radio].sheet-site-name-place:checked ~ div.sheet-site-name-place, +input[type=radio].sheet-site-nature-theme:checked ~ div.sheet-site-nature-theme, +input[type=radio].sheet-site-nature-domain:checked ~ div.sheet-site-nature-domain, +input[type=radio].sheet-character-disposition:checked ~ div.sheet-character-disposition, +input[type=radio].sheet-character-activity:checked ~ div.sheet-character-activity, +input[type=radio].sheet-monstrosity-size:checked ~ div.sheet-monstrosity-size, +input[type=radio].sheet-monstrosity-primary-form:checked ~ div.sheet-monstrosity-primary-form, +input[type=radio].sheet-monstrosity-characteristics:checked ~ div.sheet-monstrosity-characteristics, +input[type=radio].sheet-monstrosity-abilities:checked ~ div.sheet-monstrosity-abilities, +input[type=radio].sheet-trap-event:checked ~ div.sheet-trap-event, +input[type=radio].sheet-trap-component:checked ~ div.sheet-trap-component, +input[type=radio].sheet-combat-event-method:checked ~ div.sheet-combat-event-method, +input[type=radio].sheet-combat-event-target:checked ~ div.sheet-combat-event-target, +input[type=radio].sheet-threat-category:checked ~ div.sheet-threat-category, +input[type=radio].sheet-threat-cursed-site:checked ~ div.sheet-threat-cursed-site, +input[type=radio].sheet-threat-burgeoning-conflict:checked ~ div.sheet-threat-burgeoning-conflict, +input[type=radio].sheet-threat-environmental-calamity:checked ~ div.sheet-threat-environmental-calamity, +input[type=radio].sheet-threat-malignant-plague:checked ~ div.sheet-threat-malignant-plague, +input[type=radio].sheet-threat-rampaging-creature:checked ~ div.sheet-threat-rampaging-creature, +input[type=radio].sheet-threat-ravaging-horde:checked ~ div.sheet-threat-ravaging-horde, +input[type=radio].sheet-threat-scheming-leader:checked ~ div.sheet-threat-scheming-leader, +input[type=radio].sheet-threat-power-hungry-mystic:checked ~ div.sheet-threat-power-hungry-mystic, +input[type=radio].sheet-threat-zealous-cult:checked ~ div.sheet-threat-zealous-cult, +input[type=radio].sheet-danger-category:checked ~ div.sheet-danger-category, +input[type=radio].sheet-danger-situation:checked ~ div.sheet-danger-situation, +input[type=radio].sheet-danger-road:checked ~ div.sheet-danger-road, +input[type=radio].sheet-danger-character:checked ~ div.sheet-danger-character, +input[type=radio].sheet-opportunity-item:checked ~ div.sheet-opportunity-item, +input[type=radio].sheet-opportunity-category:checked ~ div.sheet-opportunity-category, +input[type=radio].sheet-opportunity-character:checked ~ div.sheet-opportunity-character, +input[type=radio].sheet-opportunity-area:checked ~ div.sheet-opportunity-area, +input[type=radio].sheet-insanity-category:checked ~ div.sheet-insanity-category, +input[type=radio].sheet-insanity-short:checked ~ div.sheet-insanity-short, +input[type=radio].sheet-insanity-long:checked ~ div.sheet-insanity-long { + visibility: visible; + height: auto; + opacity: 1; + transition: 0.5s ease; +} +.sheet-oracle-container { + display: flex; + opacity: 1; + font-family: 'Montserrat', Arial, sans-serif; + font-size: 1em; + font-weight: bold; + justify-content: space-between; + margin-top: 1em; + padding: 0.1em; +} +.sheet-oracle-column { + display: flex; + flex-direction: column; +} +.sheet-theme-outline { + border: 1px solid #4c4d4f; +} +span.sheet-oracle-result { + width: 80%; +} +.sheet-oracle-box { + border: 2px solid #4c4d4f; + box-sizing: border-box; + width: 100%; +} +.sheet-oracle-box:nth-child(n+2) { + margin-top: 10px; +} +.sheet-oracle-title { + background-color: #4c4d4f; + color: #fff; + border-bottom: 1px solid #4c4d4f; + font-size: 1.4em; + font-weight: bold; + padding-left: 5px; + padding-right: 5px; + text-transform: uppercase; +} +.sheet-oracle-table-preview { + width: auto; +} +.sheet-oracle-show { + display: inline-flex; + font-size: 1em; + margin: 0em; + padding: 0.3em; +} +.sheet-oracle-show:hover { + background: #969696; + cursor: pointer; + transition: 0.5s ease; +} +.sheet-oracle-table { + border: 2px solid #4c4d4f; +} +.sheet-oracle-row:nth-child(2n+1), +.sheet-oracle:nth-child(2n+1) { + background-color: #ddd; +} +.sheet-oracle-row { + padding: 3px 0px 3px 0px; + display: flex; + height: auto; +} +.sheet-oracle-row-2-column { + width: 50%; +} +.sheet-oracle-row-3-column { + width: 33.33%; +} +.sheet-oracle-row-4-column { + width: 25%; +} +.sheet-oracle-roll { + width: 20%; + padding-left: 0.5em; +} +.sheet-oracle-table-2-column { + display: flex; + flex-flow: column wrap; + height: 48em; +} +.sheet-oracle-table-3-column { + display: flex; + flex-flow: column wrap; + height: 63em; +} +.sheet-oracle-table-4-column { + display: flex; + flex-flow: column wrap; + height: 93em; +} +.sheet-oracle-table-2-column-group { + display: flex; +} +.sheet-table-list { + width: 33%; +} +.sheet-oracle-column.sheet-table-main { + width: 66%; +} +.sheet-oracle-footer { + background-color: #434b4d; + color: #fff; + line-height: 0.9em; + font-size: 0.9em; + font-family: 'Montserrat', Arial, sans-serif; + font-variant: small-caps; + font-weight: bold; + text-align: left; + padding: 0.5rem; +} +.sheet-oracle-preview { + width: max-content; +} +.sheet-column-wrap { + width: 50%; +} +.sheet-debilities { + margin-bottom: 0px; +} +.sheet-debility { + display: flex; + flex-flow: row wrap; +} +.sheet-flex-container { + display: flex; +} +.sheet-flex-wrapper { + display: flex; + flex-direction: column; + margin-bottom: 10px; + font-weight: normal; + padding: 0.5em; +} +.sheet-track-box-input { + width: 80px; + height: 45px !important; + opacity: 0; + vertical-align: top; +} +.sheet-track-box-back { + width: 80px; + height: 45px; + margin-top: -45px; +} +.sheet-resources-box-input { + width: 80px; + height: 40px !important; + opacity: 0; + vertical-align: top; +} +.sheet-resources-box-back { + width: 80px; + height: 40px; + margin-top: -40px; +} +.sheet-track-box-input:hover ~ .sheet-track-box-back, +.sheet-resources-box-input:hover ~ .sheet-resources-box-back { + background: #ccc; + transition: 0.5s ease; +} +.sheet-track-box-input:checked ~ .sheet-track-box-back, +.sheet-resources-box-input:checked ~ .sheet-resources-box-back { + background: #4c4d4f; + color: #fff; + transition: 0.5s ease; +} +.sheet-track-box-value { + padding: 0px; + font-weight: bold; + height: 35px; + padding-top: 10px; + font-size: 18px; + color: inherit; +} +.sheet-resources-box-value { + padding: 0px; + font-weight: bold; + height: 35px; + padding-top: 10px; + font-size: 18px; + color: inherit; +} +.sheet-resources-title-box { + width: 80px; + height: 40px; + display: flex; + flex-direction: column; + justify-content: center; + align-items: center; + border-radius: 0%; + background: transparent; + border: 2px solid #4c4d4f; + margin-top: 20px; + margin-bottom: 2px; +} +.sheet-resources-box { + width: 80px; + height: 40px; + display: flex; + flex-direction: column; + justify-content: center; + align-items: center; + border-radius: 0%; + background: transparent; + border: 2px solid #4c4d4f; + margin-bottom: 2px; +} +.sheet-pc-name { + width: 100%; + font-weight: bold; + font-size: 14px; + border: 2px solid #4c4d4f; + background: #e6e7e8; + color: #4c4d4f; + border-radius: 0; +} +.sheet-debil-desc { + width: 100%; + font-weight: bold; + font-size: 14px; +} +.sheet-border { + border: 1px solid #ccc; + border-radius: 4px; +} +textarea.sheet-full-width { + width: 95%; + resize: vertical; +} +input.sheet-filler[type="radio"], +input[type="checkbox"].sheet-checkbox { + opacity: 0; + width: 16px; + height: 16px; + position: relative; + top: 5px; + left: 6px; + margin: -10px; + cursor: pointer; + z-index: 1; +} +/* Fake radio/checkbox */ +input[type="radio"] + span::before, +input[type="checkbox"].sheet-checkbox + span::before { + margin-right: 4px; + border: solid 1px #a8a8a8; + line-height: 14px; + text-align: center; + display: inline-block; + vertical-align: middle; + -moz-box-shadow: 0 0 2px #ccc; + -webkit-box-shadow: 0 0 2px #ccc; + box-shadow: 0 0 2px #ccc; + background: #f6f6f6; + background: -moz-radial-gradient(#f6f6f6, #dfdfdf); + background: -webkit-radial-gradient(#f6f6f6, #dfdfdf); + background: -ms-radial-gradient(#f6f6f6, #dfdfdf); + background: -o-radial-gradient(#f6f6f6, #dfdfdf); + background: radial-gradient(#f6f6f6, #dfdfdf); +} +input[type="checkbox"].sheet-checkbox + span::before, +input.sheet-filler[type="radio"] + span::before { + content: ""; + width: 14px; + height: 14px; + font-size: 12px; + -moz-border-radius: 3px; + -webkit-border-radius: 3px; + border-radius: 3px; +} +input[type="checkbox"].sheet-checkbox:checked + span::before { + content: "■"; +} +input.sheet-zeroxp[type="radio"] + span::before { + content: "0" !important; +} +input.sheet-filler[type="radio"] + span::before { + content: "■"; +} +/* Remove dot from all radios _after_ selected one */ +input.sheet-filler[type="radio"]:checked ~ input.sheet-filler[type="radio"] + span::before { + content: ""; +} +span.sheet-showhide:checked { + background-color: #4c4d4f; + color: #fff; + transition: 0.5s ease; +} +span.sheet-showhide { + display: inline; + border: 1px solid #ccc; + margin-right: 11px; + border-radius: 4px; + padding: 2px 4px; + font-weight: bold; + font-size: 14px; +} +span.sheet-showhide:hover { + cursor: pointer; + border-radius: 4px; + padding: 2px 4px; + background-color: #ccc; + color: #4c4d4f; + transition: 0.5s ease; +} +div.sheet-showhide { + visibility: hidden; + transition: opacity 1s ease-out; + opacity: 0; + height: 0; + overflow: hidden; +} +.sheet-hide { + display: none; +} +div.sheet-preview-roll { + padding: 0em; +} +span.sheet-preview-roll { + width: 30%; + margin-left: 1em; +} +.sheet-button-container { + width: 2.5em; + border: 2px solid #4c4d4f; +} +.sheet-button-container-preview { + width: 2.4em; +} +.sheet-no-border { + border: 0; +} +.sheet-requirement-area { + height: auto; + margin-bottom: 5px; +} +input.sheet-border-bottom { + border-bottom: 1px solid #4c4d4f; + border-radius: 0em; +} +.sheet-full-width { + width: 100%; + margin-top: 0.3em; +} +.sheet-rolltemplate-ironcrunch_oracles .sheet-result-row, +.sheet-rolltemplate-ironsworn_oracles .sheet-result-row, +.sheet-rolltemplate-delve_oracles .sheet-result-row { + padding: 0.5em; +} +.sheet-rolltemplate-ironcrunch_oracles .sheet-oracle-dice, +.sheet-rolltemplate-ironsworn_oracles .sheet-oracle-dice, +.sheet-rolltemplate-ironcrunch_delve .sheet-oracle-dice, +.sheet-rolltemplate-delve_oracles .sheet-oracle-dice { + align-self: center; + margin-right: 0.5em; +} +.sheet-rolltemplate-ironcrunch_oracles .sheet-oracle-dice span, +.sheet-rolltemplate-ironsworn_oracles .sheet-oracle-dice span, +.sheet-rolltemplate-ironcrunch_delve .sheet-oracle-dice span, +.sheet-rolltemplate-delve_oracles .sheet-oracle-dice span { + border: 0px !important; +} +.sheet-rolltemplate-ironcrunch_oracles .sheet-oracle-double-dice, +.sheet-rolltemplate-ironsworn_oracles .sheet-oracle-double-dice, +.sheet-rolltemplate-ironcrunch_delve .sheet-oracle-double-dice, +.sheet-rolltemplate-delve_oracles .sheet-oracle-double-dice { + width: 5.7em; + text-align: center; + padding: 0.1em; +} +.sheet-rolltemplate-ironcrunch_oracles .sheet-oracle-double-dice span, +.sheet-rolltemplate-ironsworn_oracles .sheet-oracle-double-dice span, +.sheet-rolltemplate-ironcrunch_delve .sheet-oracle-double-dice span, +.sheet-rolltemplate-delve_oracles .sheet-oracle-double-dice span { + border: 0px !important; +} +.sheet-rolltemplate-ironcrunch_oracles .sheet-roll-container, +.sheet-rolltemplate-ironsworn_oracles .sheet-roll-container, +.sheet-rolltemplate-delve_oracles .sheet-roll-container { + background: #33323c; + color: #fff; + font-size: 1em; + font-family: 'Roboto', Arial, sans-serif; + border: 1px solid #000; +} +.sheet-rolltemplate-ironcrunch_oracles .sheet-result-row, +.sheet-rolltemplate-ironsworn_oracles .sheet-result-row, +.sheet-rolltemplate-delve_oracles .sheet-result-row { + display: flex; + justify-content: space-between; +} +.sheet-rolltemplate-ironcrunch_oracles .sheet-roll-outcome, +.sheet-rolltemplate-ironsworn_oracles .sheet-roll-outcome, +.sheet-rolltemplate-delve_oracles .sheet-roll-outcome { + background: #403f4b; + border: 1px solid #000; +} +.sheet-rolltemplate-ironcrunch_oracles .inlinerollresult, +.sheet-rolltemplate-ironsworn_oracles .inlinerollresult, +.sheet-rolltemplate-delve_oracles .inlinerollresult { + display: inline-block; + min-width: 1.5em; + text-align: center; + border: 2px solid #33323c; + background: transparent; + border-radius: 1em; +} +.sheet-rolltemplate-ironcrunch_oracles .sheet-roll-outcome, +.sheet-rolltemplate-ironsworn_oracles .sheet-roll-outcome, +.sheet-rolltemplate-delve_oracles .sheet-roll-outcome { + background: #403f4b; + border: 1px solid #000; +} +.sheet-rolltemplate-ironcrunch_oracles .sheet-subheader, +.sheet-rolltemplate-ironsworn_oracles .sheet-subheader, +.sheet-rolltemplate-delve_oracles .sheet-subheader { + line-height: 1.5em; + font-style: italic; + font-weight: 900; + text-align: left; + padding: 0.4em 1em 0.4em 1em; + background-color: #23222b; +} +.sheet-rolltemplate-ironcrunch_oracles .sheet-subfooter, +.sheet-rolltemplate-ironsworn_oracles .sheet-subfooter, +.sheet-rolltemplate-delve_oracles .sheet-subfooter { + line-height: 1.5em; + font-style: italic; + font-weight: 900; + text-align: left; + padding: 0.4em 0em 0.4em 0em; + background-color: #403f4b; + width: 100%; + text-align: center; +} +.sheet-rolltemplate-ironcrunch_oracles .sheet-result-body, +.sheet-rolltemplate-ironsworn_oracles .sheet-result-body, +.sheet-rolltemplate-delve_oracles .sheet-result-body { + padding: 0.4em 1em 0.4em 1em; +} +.sheet-rolltemplate-ironcrunch_delve .sheet-rarity-die { + border-top: 2px solid #000; + background-color: #6a286a; + border-bottom: 2px solid #000; +} +.sheet-rolltemplate-ironcrunch_moves .sheet-roll-name { + padding: 0.2em 1em 0.2em 1em; + text-align: right; + font-variant-caps: all-small-caps; +} +.sheet-rolltemplate-ironcrunch_progress .sheet-progress-name { + padding: 0.2em 1em 0.2em 1em; + text-align: left; + font-variant-caps: all-small-caps; +} +.sheet-rolltemplate-ironcrunch_moves .sheet-roll-container, +.sheet-rolltemplate-ironcrunch_progress .sheet-roll-container { + background: #33323c; + color: #fff; + font-size: 1em; + font-family: 'Roboto', Arial, sans-serif; + border: 1px solid #000; +} +.sheet-rolltemplate-ironcrunch_moves .sheet-result-row, +.sheet-rolltemplate-ironcrunch_progress .sheet-result-row { + display: flex; + justify-content: space-between; +} +.sheet-rolltemplate-ironcrunch_moves .inlinerollresult, +.sheet-rolltemplate-ironcrunch_progress .inlinerollresult { + display: inline-block; + min-width: 1.5em; + text-align: center; + border: 2px solid #33323c; + background: transparent; + border-radius: 1em; +} +.sheet-rolltemplate-ironcrunch_progress .sheet-roll-outcome, +.sheet-rolltemplate-ironcrunch_moves .sheet-roll-outcome { + background: #403f4b; + border: 1px solid #000; +} +.sheet-rolltemplate-ironcrunch_moves .sheet-subheader, +.sheet-rolltemplate-ironcrunch_progress .sheet-subheader { + line-height: 1.5em; + font-style: italic; + font-weight: 900; + text-align: left; + padding: 0.4em 1em 0.4em 1em; + background-color: #23222b; +} +.sheet-rolltemplate-ironcrunch_moves .sheet-subfooter, +.sheet-rolltemplate-ironcrunch_progress .sheet-subfooter { + line-height: 1.5em; + font-style: italic; + font-weight: 900; + text-align: left; + padding: 0.4em 0em 0.4em 0em; + background-color: #403f4b; + width: 100%; +} +.sheet-rolltemplate-ironcrunch_moves .sheet-result-body, +.sheet-rolltemplate-ironcrunch_progress .sheet-result-body { + padding: 0.4em 1em 0.4em 1em; +} +.sheet-rolltemplate-ironcrunch_moves .sheet-alert, +.sheet-rolltemplate-ironcrunch_progress .sheet-alert { + margin: 0.2em 0.3em 0.2em 0.3em; + border-radius: 1em; + width: auto; + padding: 0.5em; +} +.sheet-rolltemplate-ironcrunch_moves .sheet-opportunity, +.sheet-rolltemplate-ironcrunch_progress .sheet-opportunity { + width: 4em; + margin: 0.3em; + border-radius: 1em; + background-color: #008a81; +} +.sheet-rolltemplate-ironcrunch_moves .sheet-strong-hit, +.sheet-rolltemplate-ironcrunch_progress .sheet-strong-hit { + width: 4em; + margin: 0.3em; + border-radius: 1em; + background-color: #1db980; +} +.sheet-rolltemplate-ironcrunch_moves .sheet-weak-hit, +.sheet-rolltemplate-ironcrunch_progress .sheet-weak-hit { + width: 4em; + margin: 0.3em; + border-radius: 1em; + background-color: #37efb9; +} +.sheet-rolltemplate-ironcrunch_moves .sheet-miss, +.sheet-rolltemplate-ironcrunch_progress .sheet-miss { + width: 4em; + margin: 0.3em; + border-radius: 1em; + background-color: #ec457d; +} +.sheet-rolltemplate-ironcrunch_moves .sheet-complication, +.sheet-rolltemplate-ironcrunch_progress .sheet-complication { + width: 4em; + margin: 0.3em; + border-radius: 1em; + background-color: #e30d46; +} +.sheet-rolltemplate-ironcrunch_moves .userscript-tcat, +.sheet-rolltemplate-ironcrunch_progress .userscript-tcat { + font-weight: 900; +} +.sheet-rolltemplate-ironcrunch_moves .sheet-momentum-title { + line-height: 22px; +} diff --git a/Ironcrunch/Ironcrunch.html b/Ironcrunch/Ironcrunch.html new file mode 100644 index 0000000000..2550fc3c8c --- /dev/null +++ b/Ironcrunch/Ironcrunch.html @@ -0,0 +1,20486 @@ + + +
    +
    +

    SELECT THE SHEET TYPE

    +
    +
    + +
    +
    + +
    +
    +
    +
    +

    CHARACTER

    + +
    +
    +

    ROLE / TITLE

    + +
    +
    +
    +
    + +

    HEALTH

    +
    + +
    +

    /

    +

    + +

    +
    +
    +
    +
    +

    SPIRIT

    + +
    +
    +

    SUPPLY

    + +
    +
    +

    WEALTH

    + +
    +
    +

    LOAD

    + +
    +
    +

    EXPERIENCE

    +
    + +
    +

    SPENT

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

    EDGE

    + MAX +
    +
    +

    HEART

    + MAX +
    +
    +

    IRON

    + MAX +
    +
    +

    SHADOW

    + MAX +
    +
    +

    WITS

    + MAX +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    +
    +
    +
    +
    +

    Ancestry + +

    +
    +
    +
    +

    Age

    + +
    +
    +

    Sex

    + +
    +
    +
    +

    Speed + +

    +
    +
    +
    +

    Resilience

    + +
    +
    +

    Max Load

    + +
    +
    +
    +
    +
    +

    Appearance + +

    +
    +
    +

    Alignment + +

    +
    +
    +
    +

     MISSES 

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

    NOTES


    + +
    +
    +
    +
    + +
    +

     VOWS 

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

     MOTIVATIONS 

    +
    +
    + + +
    +
    +

    You spurn an organization or community for ideological reasons.

    +
    +
    +

    Layer 1: When you speak in public, or show how to act, against the group you contemn.

    +
    +
    +

    Layer 2: When you act against the group you contemn.

    +
    +
    +

    Layer 3: When you put yourself at risk, or sacrifice something important, for acting against the group you contemn.

    +
    +
    +

    Buyoff: When the group you contemn either cease to exist, or you support it.

    +
    +
    + +
    +
    +

    You thrive for the thrills of combat.

    +
    +
    +

    Layer 1: When you engage in combat.

    +
    +
    +

    Layer 2: When you defeat someone in combat.

    +
    +
    +

    Layer 3: When you defeat someone more powerful than you in combat.

    +
    +
    +

    Buyoff: When you diffuse a violent situation or willingly pass up an opportunity to enter in battle.

    +
    +
    + +
    +
    +

    You thrive for making use of your wealth and time to make you, or others, feel good.

    +
    +
    +

    Layer 1: When you spent your wealth or valuable time to raise your spirit.

    +
    +
    +

    Layer 2: When you spent your wealth or valuable time to raise other's spirit.

    +
    +
    +

    Layer 3: When you postpone or decline a duty in order to spent wealth or valuable time to raise spirit, your or someone else's

    +
    +
    +

    Buyoff: When you refuse, or argue against, using your valuable time to raise spirit, yours orsomeone else's

    +
    +
    + +
    +
    +

    You are looking to stand out as an exemplar leader.

    +
    +
    +

    Layer 1: When you act according to the fact that you are in command.

    +
    +
    +

    Layer 2: When you issue an order to someone, get them to follow it, and it pays off favorably.

    +
    +
    +

    Layer 3: When you issue an order to a group, get them to follow it, and it pays off favorably.

    +
    +
    +

    Buyoff: When you willingly abdicate your leading position.

    +
    +
    + +
    +
    +

    Your real identity is something you are looking to cover from certain individuals.

    +
    +
    +

    Layer 1: When you make preparations to cover your identity.

    +
    +
    +

    Layer 2: When you cover your identity in a situation that demands it or be revealed.

    +
    +
    +

    Layer 3: When you cover your identity by convincing others despite suspicious.

    +
    +
    +

    Buyoff: When you willingly reveal your identity to whom you were not interested in revealing it, or they get to know it by other means.

    +
    +
    + +
    +
    +

    Your past is something you are looking to cover from certain individuals.

    +
    +
    +

    Layer 1: When you make preparations to cover your past.

    +
    +
    +

    Layer 2: When you cover your past in a situation that demands it to be revealed.

    +
    +
    +

    Layer 3: When you cover your past by convincing others despite suspicious.

    +
    +
    +

    Buyoff: When you willingly reveal your past to whom you were not interested in revealing it, or they get to know it by other means.

    +
    +
    + +
    +
    +

    You thrive to discover forgotten lore and uncovering secrets.

    +
    +
    +

    Layer 1: When you show what needs to be done to discover an important new fact, lost piece of information or item.

    +
    +
    +

    Layer 2: When you discover an important new fact, lost piece of information or item.

    +
    +
    +

    Layer 3: When you put yourself at risk, or sacrifice something important, for discovering an important new fact, lost piece of information or item.

    +
    +
    +

    Buyoff: When you willingly pass up an opportunity to learn something important or get a forgotten item.

    +
    +
    + +
    +
    +

    You procure rightfulness and make sure law is fulfilled whenever is up to you.

    +
    +
    +

    Layer 1: When you act to uphold the law.

    +
    +
    +

    Layer 2: When you act to prevent a crime committed by someone else.

    +
    +
    +

    Layer 3: When you put yourself at risk, or sacrifice something important, by acting to uphold the law or to prevent a crime committed by someone else.

    +
    +
    +

    Buyoff: When you break a law or allow someone to do it.

    +
    +
    + +
    +
    +

    You are looking to obtain power, whether it is prestige or a position.

    +
    +
    +

    Layer 1: When you get a new ability.

    +
    +
    +

    Layer 2: When you learn a new ability, get authority, or earn a boon from someone important.

    +
    +
    +

    Layer 3: When you put yourself at risk, or sacrifice something important, in order to learn a new ability, get authority or earn a boon from someone important.

    +
    +
    +

    Buyoff: When you willingly take a decision that makes eschew gain power, lose authority or lower your position.

    +
    +
    + +
    +
    +

    You are looking to make yourself a name.

    +
    +
    +

    Layer 1: When you do something to impress someone else.

    +
    +
    +

    Layer 2: When you get prestige or take credit for an action, whenever you have done it or not.

    +
    +
    +

    Layer 3: When you put yourself at risk, or sacrifice something important, by doing something to impress someone, or as consequence for taking credit for an action, whenever you have done it or not.

    +
    +
    +

    Buyoff: When you refuse taking credit for an accomplishment, or allow someone else to claim credit for something you accomplished.

    +
    +
    + +
    +
    +

    You are always in the look for valuable goods.

    +
    +
    +

    Layer 1: When you find wealth.

    +
    +
    +

    Layer 2: When you make a deal, or leverage a circumstance that favors you in wealth.

    +
    +
    +

    Layer 3: When you double your wealth or take more than that the double.

    +
    +
    +

    Buyoff: When you willingly give away from your wealth, or reject a payment or reward.

    +
    +
    + +
    +
    +

    You feel inclined to help those in need.

    +
    +
    +

    Layer 1: When you help who cannot help themselves.

    +
    +
    +

    Layer 2: When you put yourself in danger, or sacrifice something important, for helping someone else.

    +
    +
    +

    Layer 3: When you take someone in disfavorable circumstances and change their life to where they can help themselves.

    +
    +
    +

    Buyoff: When you willingly ignore a request for help or the fact that someone evidently needs it.

    +
    +
    + +
    +
    +

    You thrive on making negotiations.

    +
    +
    +

    Layer 1: When you get into an agreement, make a contract or offer a favor in exchange for something.

    +
    +
    +

    Layer 2: When you fulfill an agreement, a contract or get something in exchange for making a favor.

    +
    +
    +

    Layer 3: When you put yourself at risk, or sacrifice something important, in order to fulfill an agreement, a contract or making a favor in exchange for something.

    +
    +
    +

    Buyoff: When you turn down a chance to negotiate or pass up a deal that favors you.

    +
    +
    + +
    +
    +

    You have someone you are friend kindred to, for which you are strongly interested in keeping close.

    +
    +
    +

    Layer 1: When you act to leverage your affinity with your friend or kindred.

    +
    +
    +

    Layer 2: When you must make an important decision that is influenced by your friend or kindred.

    +
    +
    +

    Layer 3: When put yourself at risk, or sacrifice something important, by being loyal to your friend or kindred.

    +
    +
    +

    Buyoff: When your relationship with your friend or kindred is severed, or you do something that show that it is no longer a priority to you.

    +
    +
    + +
    +
    +

    You thrive for preserving nature.

    +
    +
    +

    Layer 1: When you act to preserve nature.

    +
    +
    +

    Layer 2: When you prevent someone else from causing damage to a natural element.

    +
    +
    +

    Layer 3: When put yourself at risk by preventing someone else from causing damage to a natural element or by offering aid to an element of nature.

    +
    +
    +

    Buyoff: When you cause damage to a natural element, willingly or not, or allow someone to do it.

    +
    +
    + +
    +
    +

    You are looking to prove yourself worthy.

    +
    +
    +

    Layer 1: When you take on a difficult challenge.

    +
    +
    +

    Layer 2: When you succeed at a challenging obstacle to accomplish a goal.

    +
    +
    +

    Layer 3: When you miss on a significantly risky task, but rise and try again.

    +
    +
    +

    Buyoff: When you willingly pass up an opportunity to test yourself, decline a challenge or give up on one.

    +
    +
    + +
    +
    +

    You procure bravery and make sure it is present whenever is up to you.

    +
    +
    +

    Layer 1: When you act despite a terrifying obstacle.

    +
    +
    +

    Layer 2: When you instill confidence in someone else, and it pays off favorably.

    +
    +
    +

    Layer 3: When your words or deeds fill others with courage, and it pays off favorably.

    +
    +
    +

    Buyoff: When you allow fear to overcome, or give up on an important task, because it would be too dangerous to proceed.

    +
    +
    + +
    +
    +

    You procure that your sense of fairness comes to fruition whenever is up to you.

    +
    +
    +

    Layer 1: When you successfully settle a conflict that results in a just outcome.

    +
    +
    +

    Layer 2: When you successfully settle a conflict in the presence of someone that differs from your sense of fairness.

    +
    +
    +

    Layer 3: When you bring justice to someone who deserved it.

    +
    +
    +

    Buyoff: When you commit to a morally questionable act, allow someone who deserves to be judged to avoid it or stand mute before injustice.

    +
    +
    + +
    +
    +

    You abhor violence.

    +
    +
    +

    Layer 1: When you act to show the importance of procuring peace.

    +
    +
    +

    Layer 2: When you diffuse a violent situation or prevent someone from recurring to violence.

    +
    +
    +

    Layer 3: When you refuse, or avoid, hurting someone else in a situation that demands it from you, because you, or someone else, was at risk.

    +
    +
    +

    Buyoff: When you willingly recur to violence or allow someone else to do it.

    +
    +
    + +
    +
    +

    You procure the truth to come out and uphold it whenever is up to you.

    +
    +
    +

    Layer 1: When you induce the truth coming out in a charged situation.

    +
    +
    +

    Layer 2: When you uphold the truth despise of opposition.

    +
    +
    +

    Layer 3: When you put yourself at risk, or sacrifice something important, by upholding the truth.

    +
    +
    +

    Buyoff: When you lie, or avoid the truth to come up.

    +
    +
    + +
    +
    +

    You despise structures that supports formal authorities among individuals.

    +
    +
    +

    Layer 1: When you disobey an authority.

    +
    +
    +

    Layer 2: When you act against an authority.

    +
    +
    +

    Layer 3: When you put yourself at risk, or sacrifice something important, for acting against an authority.

    +
    +
    +

    Buyoff: When you acknowledge, support, or become, an authority; or accept a favor from one.

    +
    +
    + +
    +
    +

    You are working towards gaining back trust and fixing previous wrongs.

    +
    +
    +

    Layer 1: When you act to leverage a fix towards your reputation.

    +
    +
    +

    Layer 2: When you prove yourself to someone who has doubts or thinks poorly of you.

    +
    +
    +

    Layer 3: When you put yourself at risk, or sacrifice something important, by acting to prove yourself to someone who has doubts or thinks poorly of you.

    +
    +
    +

    Buyoff: When you have cleared your reputation or give up on your redeeming path.

    +
    +
    + +
    +
    +

    You are looking to provide security and protection to an individual at all cost.

    +
    +
    +

    Layer 1: When you prevent your ward from doing something that would put them at risk.

    +
    +
    +

    Layer 2: When you put yourself at risk, or sacrifice something important, by protecting your ward.

    +
    +
    +

    Layer 3: When you rescue your ward from potential harm.

    +
    +
    +

    Buyoff: When you ward dies or your act as if protecting this person is not your priority, or is not your duty.

    +
    +
    + +
    +
    +

    You like using your intelligence to enrich your interactions and solve problems.

    +
    +
    +

    Layer 1: When you come up with a clever plan or point out something no one knew.

    +
    +
    +

    Layer 2: When you point out something no one knew and it pays off favorably.

    +
    +
    +

    Layer 3: When a plan previously elaborated by you pays off favorably.

    +
    +
    +

    Buyoff: When you refuse to share knowledge, practical or not, or refuse to provide your insight when others demand it.

    +
    +
    + +
    +
    +

    You are thriving on personal pain and martyrdom.

    +
    +
    +

    Layer 1: When you suffer physical or mental damage.

    +
    +
    +

    Layer 2: When you suffer physical or mental damage and your next move shows that you are not fleeing from the source of suffering.

    +
    +
    +

    Layer 3: When you get wounded or shaken.

    +
    +
    +

    Buyoff: When you willingly flee from a source of physical or mental damage.

    +
    +
    + +
    +
    +

    You avoid at all cost situations that put you in danger.

    +
    +
    +

    Layer 1: When you act to show the importance of avoiding perilous situations.

    +
    +
    +

    Layer 2: When you avoid a perilous situation.

    +
    +
    +

    Layer 3: When you flee from a source of physical or mental damage.

    +
    +
    +

    Buyoff: When you leap into danger with no hesitation.

    +
    +
    + +
    +
    +

    You are looking to retrieve information from your past.

    +
    +
    +

    Layer 1: When you get into a moment with the potential to give you something from your past.

    +
    +
    +

    Layer 2: When you learn or discover something from your past.

    +
    +
    +

    Layer 3: When you put yourself at risk, or sacrifice something important, for the sake of learning or discovering something from your past.

    +
    +
    +

    Buyoff: When you have uncovered all you needed to know from your past, or have let it go.

    +
    +
    + +
    +
    +

    You have a strong conviction that guides you and you want to give testimony of it to others.

    +
    +
    +

    Layer 1: When you explain or defend your belief to someone else.

    +
    +
    +

    Layer 2: When you convince someone else to your belief.

    +
    +
    +

    Layer 3: When you put yourself at risk, or sacrifice something important, by upholding your belief.

    +
    +
    +

    Buyoff: When you renounce your belief, talk against it or show that share it is no longer important to you.

    +
    +
    + +
    +
    +

    You believe yourself to be the cut above the common people.

    +
    +
    +

    Layer 1: When you demonstrate superiority by refusing to stoop to the level of the ones you think are below you.

    +
    +
    +

    Layer 2: When you, and the ones with you, get a benefit from your showcase of nobility.

    +
    +
    +

    Layer 3: When your noble traits overcome a problem.

    +
    +
    +

    Buyoff: When you show that you have got over yourself by denying any noble trait by act or words.

    +
    +
    + +
    +
    +

    You are in a personal journey to wander.

    +
    +
    +

    Layer 1: When you undertake a travel.

    +
    +
    +

    Layer 2: When you reach your destination after travelling.

    +
    +
    +

    Layer 3: When you meet a place new to you.

    +
    +
    +

    Buyoff: When you establish a settlement for you to reside, or when you willingly pass up the opportunity to meet a new place to you.

    +
    +
    +
    +
    +
    +
    +
    + +
    +

     BONDS 

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

    NAME:

    + + + +
    +
    +

    LOCATION:

    + +
    +
    +

    DESCRIPTORS:

    + +
    +
    +

    NOTES

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

     WEAPON PROFICIENCIES 

    +
    +
    +

    axes +
    + when you strike, clash, or battle, add +1. +
    +
    + when you inflict harm, add +1. +
    +
    + when you inflict harm, you may reroll. +
    +

    +
    +
    +

    polearms +
    + when you strike, clash, or battle, add +1. +
    +
    + when you inflict harm, add +1. +
    +
    + when you inflict harm, you may reroll. +
    +

    +
    +
    +

    swords +
    + when you strike, clash, or battle, add +1. +
    +
    + when you inflict harm, add +1. +
    +
    + when you inflict harm, you may reroll. +
    +

    +
    +
    +

    thrown weapons +
    + when you strike, clash, or battle, add +1. +
    +
    + when you inflict harm, add +1. +
    +
    + when you inflict harm, you may reroll. +
    +

    +
    +
    +

    whips & chains +
    + when you strike, clash, or battle, add +1. +
    +
    + when you inflict harm, add +1. +
    +
    + when you inflict harm, you may reroll. +
    +

    +
    +
    +

    blunt weapons +
    + when you strike, clash, or battle, add +1. +
    +
    + when you inflict harm, add +1. +
    +
    + when you inflict harm, you may reroll. +
    +

    +
    +
    +

    projectile weapons +
    + when you strike, clash, or battle, add +1. +
    +
    + when you inflict harm, add +1. +
    +
    + when you inflict harm, you may reroll. +
    +

    +
    +
    +

    stabbing weapons +
    + when you strike, clash, or battle, add +1. +
    +
    + when you inflict harm, add +1. +
    +
    + when you inflict harm, you may reroll. +
    +

    +
    +
    +

    unarmed +
    + when you strike, clash, or battle, add +1. +
    +
    + when you inflict harm, add +1. +
    +
    + when you inflict harm, you may reroll. +
    +

    +
    +
    +
    +
    +
    + +
    +

     CONDITIONS 

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

     CARDS 

    +
    + +
    +
    CONDITION
    +
    AMNESIAC
    +
    +

    You have forgotten your abilities.

    +
      +
    • Take two asset cards and pair them with this condition. You can't use them. If severity 2 or below is marked, unpair one asset card.
    • +
    +

    Reduce your severity by 1...

    +
      +
    • When you Sojourn, and score a strong hit.
    • +
    +

    Clear this condition...

    +
      +
    • When you Take a Downtime.
    • +
    +
    + + + + +
    +
    + +
    + +
    +
    CONDITION
    +
    AMOK
    +
    +

    You suffer outbursts of violent and homicidal rages directed at anyone near you.

    +
      +
    • When you Inflict Harm, add +X.
    • +
    +
      +
    • When you make a move and score a strong hit, roll an additional 1d8. If you roll as your heart or above, you give up to your behavior and Strike the nearest target, whether they are an ally, companion, foe or else
    • +
    +

    Reduce your severity by 1...

    +
      +
    • When you Inflict Harm.
    • +
    +
    + + + +
    +
    + +
    + +
    +
    CONDITION
    +
    ATTACHED
    +
    +

    You became obsessively attached to an object, type of object or person, and don't function properly without this

    +
      +
    • When you make a move while being more than 30 ft. away from the object or person, subtract -1.
    • +
    +

    Reduce your severity by 1...

    +
      +
    • When you make a move by being more than a 30 ft. away from the object, or person, and score a strong hit.
    • +
    +
    + + + + +
    +
    + +
    + +
    +
    CONDITION
    +
    BLINDED
    +
    +

    You are suffering from vision loss.

    +
      +
    • When you make a move involving this impairment (if such move is possible with this condition),subtract -1.
    • +
    +
      +
    • When you make a physical move against this foe involving this impairment, add +1.
    • +
    +

    Clear this condition...

    +
      +
    • When you Make Camp and choose to recuperate or Sojourn and choose to mend.
    • +
    +
      +
    • When you score a miss or as appropriate to the situation.
    • +
    +
    + +
    + +
    +
    CONDITION
    +
    COMPULSED
    +
    +

    You feel uncontrollably compelled to perform certain action, over and over (such as washing hands; touching things; praying; counting coins; touching a doorway at left, right and top before passing through it; constantly checking to see if your projectile weapon is loaded; eat something strange, dirt, slime, or offal; and so on).

    +
      +
    • When you have the opportunity to perform your compulsive action, roll an additional 1d8. If you roll as your heart or above, you feel the uncontrollable urge to perform your compulsive action. If you don't, Endure Stress (1 stress).
    • +
    +

    Reduce your severity by 1...

    +
      +
    • When you Hearten and score a strong hit.
    • +
    +
      +
    • When you Sojourn and choose to cheer.
    • +
    +
    + + + + +
    +
    + +
    + +
    +
    CONDITION
    +
    CORRUPTED
    +
    +

    Your experiences have left you emotionally scarred. You are at the threshold of losing yourself to darkness.

    +
      +
    • Reduce your maximum momentum by 1.
    • +
    +
      +
    • You struggle with a compulsion, quirk, or fear. Take a condition that can be taken from the Manifest Insanity tables (not amok nor amnesiac) and permanently pair it with this one; it cannot be cleared.
    • +
    +
    + +
    + +
    +
    CONDITION
    +
    CURSED
    +
    +

    Your faced death and returned with a soul-bond quest.

    +
      +
    • Reduce your max momentum by 1.
    • +
    +
      +
    • You have walked the lands beyond death. Take a condition that can be taken from the Manifest Insanity tables and pair it with this one; it is cleared once you are no longer cursed.
    • +
    +

    Clear this condition...

    +
      +
    • When you Fulfill Your Vow bond to this condition.
    • +
    +
    + +
    + +
    +
    CONDITION
    +
    DAZED
    +
    +

    You are unable to act or react properly.

    +
      +
    • When you make a move, subtract -1.
    • +
    +
      +
    • When you make a move against this foe involving their impairment, add +1.
    • +
    +

    Clear this condition...

    +
      +
    • When make a move and score strong hit.
    • +
    +
      +
    • When you Make Camp or Sojourn and score a hit.
    • +
    +
      +
    • When you make a move and score a miss, or as appropriate to the situation.
    • +
    +
    + +
    + +
    +
    CONDITION
    +
    DEAFENED
    +
    +

    You are suffering from hearing loss.

    +
      +
    • When you make a move relying on hearing (if such move is possible with this condition), subtract -X.
    • +
    +
      +
    • When you make a physical move against this foe involving this impairment, add +X.
    • +
    +

    Reduce your severity by 1...

    +
      +
    • When you Secure an Advantage by taking a breather in moderate ambience and score a strong hit.
    • +
    +
      +
    • When you score a miss or as appropriate to the situation.
    • +
    +

    Clear this condition...

    +
      +
    • When you Make Camp and choose to recuperate or Sojourn and choose to mend.
    • +
    +
      +
    • As appropriate to the circumstances.
    • +
    +
    + + +
    +
    + +
    + +
    +
    CONDITION
    +
    DYING
    +
    +

    Your life is running out.

    +
      +
    • If you don't Heal within an hour or two, Face Death
    • +
    +

    Clear this condition...

    +
      +
    • When someone else makes the Heal move on you and scores a hit.
    • +
    +
    + +
    + +
    +
    CONDITION
    +
    ENCUMBERED
    +
    +

    You are carrying excessive or cumbersome weight

    +
      +
    • Reduce the speed by -5 ft. (1 unit).
    • +
    +
      +
    • When you make a move, cancel your action die (without additions) when it matches your maximum load and up to 12.
    • +
    +
      +
    • When you make a physical move against this foe, add +2.
    • +
    +

    Clear this condition...

    +
      +
    • When you have a total of weight up to your maximum load or below
    • +
    +
      +
    • As appropriate to the circumstances.
    • +
    +
    + +
    + +
    +
    CONDITION
    +
    HALLUCINATING
    +
    +

    You tend to sense what is not there.

    +
      +
    • When you make a move, roll an additional 1d8. If you roll as your wits or above, you sense a hallucination; Endure Stress (X stress).
    • +
    +
      +
    • When you make a move and score a strong hit, this foe suffers -1 morale.
    • +
    +

    Reduce your severity by 1...

    +
      +
    • When you Hearten and score a strong hit.
    • +
    +
      +
    • When you Sojourn and choose to cheer.
    • +
    +
      +
    • When you score a miss.
    • +
    +
    + + +
    +
    + +
    + +
    +
    CONDITION
    +
    HYPERTHERMIC
    +
    +

    Your body is dangerously overheated.

    +
      +
    • When you make a move and fail to score a strong hit, Endure Harm (as per the severity). This is in addition to the move outcome.
    • +
    +
      +
    • When you make a move against this foe, and score a hit, they suffer -health as per the severity.
    • +
    +

    Clear this condition...

    +
      +
    • When you make a move while staying in an environment below 104º F/40º C, and score a strong hit.
    • +
    +
      +
    • When this foe stays in an environment below 104º F/40º C while you score a weak hit or miss.
    • +
    +
    + + +
    +
    + +
    + +
    +
    CONDITION
    +
    HYPOTHERMIC
    +
    +

    Your body is dangerously overcold.

    +
      +
    • When you make a move and fail to score a strong hit, Endure Harm (as per the severity). This is in addition to the move outcome
    • +
    +
      +
    • When you make a move against this foe, and score a hit, they suffer -health as per the severity.
    • +
    +

    Clear this condition...

    +
      +
    • When you make a move while staying in an environment above 40º F/4º C, and score a strong hit.
    • +
    +
      +
    • When this foe stays in an environment above 40º F/40º C while you score a weak hit or miss.
    • +
    +
    + + +
    +
    + +
    + +
    +
    CONDITION
    +
    MAIMED
    +
    +

    You have suffered a wound which causes you ongoing physical challenges.

    +
      +
    • Reduce your maximum momentum by 1.
    • +
    +
      +
    • You have a permanent injury that impacts your approach when facing physical challenges.
    • +
    +
      +
    • When you make a move +iron or +edge involving this impairment (if such move is possible with this condition), subtract -1.
    • +
    +
      +
    • When you make a physical move against this foe involving this impairment, add +1.
    • +
    +
    + +
    + +
    +
    CONDITION
    +
    MUTE
    +
    +

    You lost the ability to communicate via speech.

    +
      +
    • When you make a move relying on your speech, subtract -2.
    • +
    +
      +
    • When you make a move against this foe involving this impairment, add +2.
    • +
    +

    Clear this condition...

    +
      +
    • When you make a move relying on your speech and score a strong hit
    • +
    +
      +
    • When you score a miss or as appropriate to the situation.
    • +
    +
    + +
    + +
    +
    CONDITION
    +
    PALSIED
    +
    +

    Your mobility is constrained.

    +
      +
    • On severity 1, reduce the speed by -5 ft (1 unit).
    • +
    +
      +
    • On severity 2, reduce the speed to 0 ft.
    • +
    +
      +
    • When you make a physical move, subtract -X.
    • +
    +
      +
    • When you make a physical move against this foe, add +X.
    • +
    +

    Clear this condition...

    +
      +
    • On severity 1, when you Heal, Make Camp and choose to recuperate, or Sojourn and choose to mend.
    • +
    +
      +
    • On severity 1, as appropriate to the situation.
    • +
    +
      +
    • On 2, by getting free.
    • +
    +
    + + +
    +
    + +
    + +
    +
    CONDITION
    +
    PHOBIAC
    +
    +

    You persistently fear a particular object or situation (if possible, the source of mental shock). You might realize that the fear is excessive and irrational, but it is disturbing enough for you that your mind rejects it.

    +
      +
    • When you approach the object of the phobia, roll 1d8. If you roll as your heart or above, Endure Stress (1 stress).
    • +
    +
      +
    • When this foe approaches the object of the phobia roll 1d20. If you roll as the creature's standard morale or above, they suffer -1 morale.
    • +
    +

    Clear this condition...

    +
      +
    • When you Endure Stress because of this phobia, and score a strong hit, reduce your severity by 1.
    • +
    +
      +
    • When this foe approaches the object of the phobia, and you roll 1d20 scoring below the creatures standard morale, creature's standard morale reduce the severity by 1.
    • +
    +
    + + + + +
    +
    + +
    + +
    +
    CONDITION
    +
    POISONED
    +
    +

    A toxin corrodes your body.

    +
      +
    • When you roll up to X on your action die, Endure Harm (XP harm).
    • +
    +
      +
    • When you roll on your action die as per X (1=12, 2=11-12, 3=10-12, 4=9-12), this foe suffers -X health.
    • +
    +

    Reduce your severity by 1...

    +
      +
    • When you Heal with an antivenom.
    • +
    +
      +
    • As appropriate to the situation.
    • +
    +

    Clear this condition...

    +
      +
    • When you Sojourn and choose to mend.
    • +
    +
      +
    • As appropriate to the situation.
    • +
    +
    + + + + +
    +
    + +
    + +
    +
    CONDITION
    +
    REELED
    +
    +

    You are fighting to stay conscious.

    +
      +
    • Reduce your speed by -5 ft. (1 unit).
    • +
    +
      +
    • When you make a move +iron, subtract -1.
    • +
    +
      +
    • If you engage in any vigorous activity (such as running or fighting) before taking a breather for a few minutes, roll on the Endure Harm table (before resolving the other move).
    • +
    +

    Clear this condition...

    +
      +
    • When you, or someone else, makes the Heal move on you and scores a hit.
    • +
    +
    + +
    + +
    +
    CONDITION
    +
    SHAKEN
    +
    +

    You are despairing, distraught or frightened.

    +
      +
    • Reduce your maximum momentum by 1.
    • +
    +
      +
    • You cannot increase spirit.
    • +
    +
      +
    • When you make a move +heart, subtract -1.
    • +
    +
      +
    • Reduce this foe's morale by 2d4+2.
    • +
    +

    Clear this condition...

    +
      +
    • When you Sojourn and choose to cheer.
    • +
    +
      +
    • When you Hearten and score a hit.
    • +
    +
      +
    • When you Endure Stress, roll on the table, and roll 81 or above
    • +
    +
    + +
    + +
    +
    CONDITION
    +
    STARVED
    +
    +

    Your body lacks enough energy to sustain itself.

    +
      +
    • When you make a move, subtract -1.
    • +
    +
      +
    • When you make a move and fail to score a strong hit, Endure Harm (on a weak hit, 1P harm; on a miss, 2P harm). This is in addition to the move outcome.
    • +
    +
      +
    • When you make a physical move against this foe, add +1.
    • +
    +

    Clear this condition...

    +
      +
    • When you Make Camp or Sojourn and score a hit.
    • +
    +
      +
    • As appropriate to the situation.
    • +
    +
    + +
    + +
    +
    CONDITION
    +
    STUPEFIED
    +
    +

    You are deprived of sensitive cognition and acuity.

    +
      +
    • When you make a move +shadow or +wits, subtract -1.
    • +
    +
      +
    • When you make a move against this foe, add +1.
    • +
    +
      +
    • When this Foe Inflicts Harm, subtract -1.
    • +
    +

    Clear this condition...

    +
      +
    • When you Sojourn and choose to cheer or Make Camp and choose to focus.
    • +
    +
      +
    • When you score a miss or as appropriate to the situation.
    • +
    +
    + +
    + +
    +
    CONDITION
    +
    SUFFOCATED
    +
    +

    You are deprived of air or unable to breathe.

    +
      +
    • When you make a move and fail to score a strong hit, Endure Harm (1d4P harm). This is in addition to the move outcome.
    • +
    +
      +
    • When you make a move and score a hit, this foe suffers -1d4P harm).
    • +
    +

    Clear this condition...

    +
      +
    • When you Face Danger or Secure an Advantage by taking a breather, and score a hit
    • +
    +
      +
    • When you score a miss or as appropriate to the situation.
    • +
    +
    + +
    + +
    +
    CONDITION
    +
    TORMENTED
    +
    +

    You faced desolation and undertook a quest to prevent a dire future.

    +
      +
    • Reduce your maximum momentum by 1.
    • +
    +
      +
    • You suffered visions of your greatest fears.
    • +
    +
      +
    • Take another condition (one that can be taken from the Manifest Insanity tables) and pair it with this one; it is cleared once you are no longer tormented.
    • +
    +
      +
    • Reduce this foe's morale by 3d4+6.
    • +
    +

    Clear this condition...

    +
      +
    • When you Fulfill Your Vow bond to this condition
    • +
    +
    + +
    + +
    +
    CONDITION
    +
    UNCONSCIOUS
    +
    +

    You are incapacitated and out of action.

    +
      +
    • If you are vulnerable to a foe not inclined to show mercy, Face Death.
    • +
    +

    Clear this condition...

    +
      +
    • If left alone, you come back to your senses in an hour or two.
    • +
    +
    + +
    + +
    +
    CONDITION
    +
    UNPREPARED
    +
    +

    You are lacking the most basic provisions for a journey.

    +
      +
    • Reduce your max momentum by 1.
    • +
    +
      +
    • You cannot increase supply.
    • +
    +

    Clear this condition...

    +
      +
    • When you Sojourn and choose to equip.
    • +
    +
    + +
    + +
    +
    CONDITION
    +
    UNSTEADY
    +
    +

    Your psychomotor abilities are impaired.

    +
      +
    • When you make a move +edge, subtract -X, where X is the character marked state.
    • +
    +
      +
    • When you make a physical move against this foe, add +X.
    • +
    +

    Clear this condition...

    +
      +
    • When you Sojourn and choose to cheer or Make Camp and choose to relax.
    • +
    +
      +
    • When you Face Danger or Secure an Advantage by recovering your steadiness and score a strong hit
    • +
    +
      +
    • When you score a miss or as appropriate to the situation.
    • +
    +
    + + +
    +
    + +
    + +
    +
    CONDITION
    +
    WEAKENED
    +
    +

    Your energies are drained.

    +
      +
    • When you make a move +iron, subtract -X
    • +
    +
      +
    • When you Inflict Harm, subtract -X.
    • +
    +
      +
    • When you make a physical move against this foe, add +X.
    • +
    +
      +
    • When this Foe Inflicts Harm, subtract -X.
    • +
    +

    Clear this condition...

    +
      +
    • When you Sojourn and choose to mend, or Make Camp and choose to recuperate
    • +
    +
      +
    • As appropriate to the situation.
    • +
    +
    + + +
    +
    + +
    + +
    +
    CONDITION
    +
    WOUNDED
    +
    +

    You are severely injured and need treatment to recover.

    +
      +
    • Reduce your maximum momentum by 1.
    • +
    +
      +
    • You cannot increase health.
    • +
    +

    Clear this condition...

    +
      +
    • When you Sojourn and choose to mend.
    • +
    +
      +
    • When you Heal and score a hit
    • +
    +
    + +
    +
    + +
    +
    +
    + +
    +

    WEAPONS

    +
    +
    +
    +

    TYPE

    +
    +
    +

    HARM

    +
    +
    +

    ASPECTS

    +
    +
    +

    WEIGHT

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

    ARMOR

    +
    +
    +
    +

    TYPE

    +
    +
    +

    CLASS

    +
    +
    +

    PROTECTION

    +
    +
    +

    ENDURE HARM ADDITION

    +
    +
    +

    WEIGHT

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

    SHIELDS

    +
    +
    +
    +

    TYPE

    +
    +
    +

    HARM

    +
    +
    +

    FACE DANGER/CLASH ADDITION

    +
    +
    +

    WEIGHT

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

    ADDONS

    +
    +
    +
    +

    TYPE

    +
    +
    +

    EFFECT

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

    PROVISIONS

    +
    +
    +
    +

    ITEM

    +
    +
    +

    EFFECT

    +
    +
    +

    USES

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

     ASSETS 

    +
    +
    +
    +
    + +
    + +
    + + +
    +
    +
    Name: + +
    +
    Your cat takes down its prey.
    +
    +
    +
    + +
    Eager: When your cat chases down big game, you + may Resupply with +edge (instead of +wits). If you do, take +1 supply or +1 + momentum on a strong hit. +
    +
    +
    + +
    Inescapable: When you Enter the Fray or Strike by sending your cat to attack, roll +edge. On a hit, take +2 + momentum +
    +
    +
    + +
    Protective: When you Make Camp, your + cat is alert to trouble. If you or an ally choose to relax, take +1 spirit. If you + focus, take +1 momentum. +
    +
    +
    +
    +
    +
    0
    + +
    +
    +
    + 1
    + +
    +
    +
    + 2
    + +
    +
    +
    + 3
    + +
    +
    +
    + 4
    + +
    +
    +
    + +
    +
    +
    Name: + +
    +
    Your spider uncovers secrets.
    +
    +
    +
    + +
    Discreet: When you Secure an Advantage by sending your spider to scout a place, add +1 and take +1 momentum on a hit.
    +
    +
    + +
    Soul-Piercing: You may Face Danger +shadow by sending your spider to secretly study someone. On a hit, the spider + returns to reveal the target’s deepest fears through a reflection in its glassy + eyes. Use this to Gather Information and reroll any dice. +
    +
    +
    + +
    Ensnaring: When your spider sets a trap, add +1 + as you Enter the Fray +shadow. On a strong hit, also + inflict 2 harm. +
    +
    +
    +
    +
    +
    0
    + +
    +
    +
    + 1
    + +
    +
    +
    + 2
    + +
    +
    +
    + 3
    + +
    +
    +
    + 4
    + +
    +
    +
    + +
    +
    +
    Name: + +
    +
    Your hawk can aid you while it is aloft.
    +
    +
    +
    + +
    Far-seeing: When you + Undertake a + Journey, or when you Resupply by hunting for small game, add +1.
    +
    +
    + +
    Fierce: When you Secure an Advantage +edge using your hawk to harass and distract your foes, add +1 and take +1 momentum + on a hit. +
    +
    +
    + +
    Vigilant: When you Face Danger +wits to + detect an approaching threat, or when you Enter the Fray +wits against an + ambush, add +2. +
    +
    +
    +
    +
    +
    0
    + +
    +
    +
    + 1
    + +
    +
    +
    + 2
    + +
    +
    +
    + 3
    + +
    +
    +
    + +
    +
    +
    Name: + +
    +
    You and your horse ride as one.
    +
    +
    +
    + +
    Swift: When you Face Danger +edge using + your horse’s speed and grace, or when you Undertake a Journey, add +1. +
    +
    +
    + +
    Fearless: When you Enter the Fray orSecure an Advantage +heart by charging into combat, add +1 and take +1 + momentum on a hit. +
    +
    +
    + +
    Mighty: When you Strike or Clash at close range while mounted, add +1 and inflict +1 harm on a hit.
    +
    +
    +
    +
    +
    0
    + +
    +
    +
    + 1
    + +
    +
    +
    + 2
    + +
    +
    +
    + 3
    + +
    +
    +
    + 4
    + +
    +
    +
    + 5
    + +
    +
    +
    + +
    +
    +
    Name: + +
    +
    Your hound is your steadfast companion.
    +
    +
    +
    + +
    Sharp: When you Gather Information using your hound’s keen senses to track your quarry or investigate a scene, add +1 + and take +1 momentum on a hit. +
    +
    +
    + +
    Ferocious: When you Strike or Clash alongside your hound and score a hit, inflict +1 harm or take +1 + momentum. +
    +
    +
    + +
    Loyal: When you Endure Stress in the + company of your hound, add +1. +
    +
    +
    +
    +
    +
    0
    + +
    +
    +
    + 1
    + +
    +
    +
    + 2
    + +
    +
    +
    + 3
    + +
    +
    +
    + 4
    + +
    +
    +
    + +
    +
    +
    Name: + +
    +
    Your friend stands by you.
    +
    +
    +
    + +
    Skilled: When you make a move outside of combat + aided by your companion’s expertise, add +1. +
    Expertise: + +
    +
    +
    +
    + +
    Shield-Kin: When you Clash or Battle alongside your companion, or when you Face Danger against + an attack by standing together, add +1. +
    +
    +
    + +
    Bonded: Once you mark a bond with your + companion, add +1 when you Face Desolation in their presence. +
    +
    +
    +
    +
    +
    0
    + +
    +
    +
    + 1
    + +
    +
    +
    + 2
    + +
    +
    +
    + 3
    + +
    +
    +
    + 4
    + +
    +
    +
    + +
    +
    +
    Name: + +
    +
    Your mammoth walks a resolute path.
    +
    +
    +
    + +
    Lumbering: When your mammoth travels with you as + you Undertake a Journey, you may add +2 but suffer -1 momentum (decide + before rolling) +
    +
    +
    + +
    Beast of burden: When you make a move which + requires you to roll +supply, you may instead roll +your mammoth’s health. +
    +
    +
    + +
    Overpowering: When you Strike or Clash by riding your mammoth against a pack of foes, add +1 and inflict +1 + harm on a hit. +
    +
    +
    +
    +
    +
    0
    + +
    +
    +
    + 1
    + +
    +
    +
    + 2
    + +
    +
    +
    + 3
    + +
    +
    +
    + 4
    + +
    +
    +
    + 5
    + +
    +
    +
    + +
    +
    +
    Name: + +
    +
    Your owl soars through the darkness.
    +
    +
    +
    + +
    Nocturnal: If you Resupply at night by + sending your owl to hunt, take +2 momentum on a hit. When you + Enter the + Fray +wits against an ambush in darkness, add +1 and take +1 momentum on a + hit. +
    +
    +
    + +
    Sage: When you leverage your owl’s secret + knowledge to perform a ritual, add +1 or take +1 momentum on a hit (decide before + rolling). +
    +
    +
    + +
    Embodying: When you Face Death, take + your owl’s health as +momentum before you roll. +
    +
    +
    +
    +
    +
    0
    + +
    +
    +
    + 1
    + +
    +
    +
    + 2
    + +
    +
    +
    + 3
    + +
    +
    +
    + +
    +
    +
    Name: + +
    +
    Your raven heeds your call.
    +
    +
    +
    + +
    Sly: When you Secure an Advantage or Face Danger +shadow using your raven to perform trickery (such as creating + a distraction or stealing a small object) add +1 and take +1 momentum on a hit. +
    +
    +
    + +
    Knowing: When you Face Death, add +2 + and take +1 momentum on a hit. +
    +
    +
    + +
    Diligent: When your raven carries messages for + you, you may Secure an Advantage, Gather Information, orCompel from a distance. +
    +
    +
    +
    +
    +
    0
    + +
    +
    +
    + 1
    + +
    +
    +
    + 2
    + +
    +
    +
    + +
    +
    +
    Name: + +
    +
    Your wyvern won’t devour you. For now.
    +
    +
    +
    + +
    Insatiable: When you + Undertake a + Journey and score a hit, you may suffer -1 supply in exchange for +2 + momentum. +
    +
    +
    + +
    Indomitable: When you make the + Companion + Endure Harm move for your wyvern, add +2 and take +1 momentum on a hit.
    +
    +
    + +
    Savage: When you Strike by commanding + your wyvern to attack, roll +heart. Your wyvern inflicts 3 harm on a hit. +
    +
    +
    +
    +
    +
    0
    + +
    +
    +
    + 1
    + +
    +
    +
    + 2
    + +
    +
    +
    + 3
    + +
    +
    +
    + 4
    + +
    +
    +
    + 5
    + +
    +
    +
    +
    + +
    + + +
    +
    +
    + +
    + When you create an elixir, choose an effect: Deftness + (edge), audacity (heart), vigor (iron), slyness (shadow), or clarity (wits). Then, + suffer -1 supply and roll +wits. On a strong hit, you create a + single dose. The + character who consumes the elixir must Face Danger +iron and score a hit, + after which they add +1 when making a move with the related stat until their health, + spirit, or momentum fall below +1. On a weak hit, as above, but + suffer an additional + -1 supply to create it. +
    +
    +
    + +
    + As above, and you may choose two effects for a single + dose, or create two doses of the same effect. +
    +
    +
    + +
    + When you prepare an elixir, add +1 + and take +1 momentum on a hit. +
    +
    +
    +
    + +
    +
    +
    + +
    + When you make a move to pacify, calm, control, aid, or + fend off an animal (or an animal or beast companion), add +1 and take +1 momentum on + a hit. +
    +
    +
    + +
    + You may add or upgrade an animal or beast companion + asset for 1 fewer experience. Once you mark all their abilities, you may + Forge a + Bond with them and take an automatic strong hit. When you do, mark a bond + twice and take 1 experience. +
    +
    +
    + +
    + Once per fight, when you leverage your animal or beast + companion to make a move, reroll any dice. On a hit, take +1 momentum. +
    +
    +
    +
    + +
    +
    +
    Name: + +
    +
    Once you mark a bond with a leader or faction...
    +
    +
    +
    + +
    When you Swear an Iron Vow to serve your + leader or faction on a mission, you may reroll any dice. When you + Fulfill Your + Vow and mark experience, take +1 experience. +
    +
    +
    + +
    When you Sojourn or Make Camp in the + company of your banner-kin, add +1 and take +1 momentum on a hit +
    +
    +
    + +
    When you Enter the Fray bearing your banner, + add +1 and take +1 momentum on a hit. When you burn momentum while carrying your + banner in combat, take +1 momentum after you reset. +
    +
    +
    +
    + +
    +
    +
    Once you become maimed...
    +
    +
    +
    + +
    + You focus your energies: Reduce your edge or iron by 1 + and add +2 to wits or heart, or +1 to each (to a maximum of +4). +
    +
    +
    + +
    + You overcome your limitations: + Reduce your maximum health by 1. + Maimed no longer counts as a debility, + and does not reduce your maximum + momentum or reset value. When + you Endure Stress +heart, take +1 + momentum on a strong hit. +
    +
    +
    + +
    + You have stared down death before: + When you are at 0 health and + Endure + Harm, you may roll +wits or +heart + (instead of +health or +iron). If you + do, take +1 momentum on a hit. +
    +
    +
    +
    + +
    +
    +
    Name: + +
    +
    + Once you mark a bond with a kin-blade, a sentient + weapon imbued with the spirit of your ancestor... +
    +
    +
    +
    + +
    When you Enter the Fray or + Draw the + Circle while wielding your kin-blade, add +1 and take +1 momentum on a hit.
    +
    +
    + +
    When you Gather Information by listening to + the whispers of your kinblade, add +1 and take +2 momentum on a hit. Then,Endure Stress (2 stress). +
    +
    +
    + +
    When you Strike with your kin-blade to + inflict savage harm (decide before rolling), add +1 and inflict +2 harm on a + hit. Then, Endure Stress (2 stress). +
    +
    +
    +
    + +
    +
    +
    + +
    + When you make a move which gives you an add for + sharing + a bond, add +1 more. +
    +
    +
    + +
    + When you completely fill a box on your bonds + progress + track, envision what your relationships have taught you. Then, take 1 experience + and + +2 momentum. +
    +
    +
    + +
    + When you make a move in a crucial moment and score + amiss, you may cling to thoughts of your bond-kin for courage or + encouragement. If + you do, reroll any dice. On anothermiss, in addition to the + outcome + of the move, + you must mark shaken or corrupted. If both debilities are already marked, + Face + Desolation . +
    +
    +
    +
    + +
    +
    +
    + +
    When you Secure an Advantage +edge + by dancing for an audience, add +1 + and take +2 momentum on a hit. On a + strong hit, also add +2 (one time only) + if you make a move to interact with + someone in the audience. +
    +
    +
    + +
    When you Face Danger +edge in a fight by + nimbly avoiding your foe’s attacks, add +1 and take +1 momentum on a hit. +
    +
    +
    + +
    + When you or an ally make a progress move and roll a + hit, you may perform a dance to commemorate the event. If you do, roll +edge. On + astrong hit, you and each of your allies may take +2 momentum + and +1 + spirit. On aweak hit, you take +1 momentum or +1 spirit, but your allies + are + unmoved. +
    +
    +
    +
    + +
    +
    +
    God's Name: + +
    +
    Stat: + +
    +
    +
    +
    + +
    When you say your daily prayers, you may + Secure + an + Advantage by asking your god to grant a blessing. If you do, roll +your + god’s stat. On a hit, take +2 momentum. +
    +
    +
    + +
    When you Swear an Iron Vow to serve your + god + on a divine quest, you may roll +your god’s stat and reroll any dice. When youFulfill Your Vow and mark experience, take +1 experience. +
    +
    +
    + +
    When you Sojourn, and spread the word of + your + god, you may roll +your god’s stat. If you do, take +1 momentum on a hit. +
    +
    +
    +
    + +
    +
    +
    Title/Lineage: + +
    +
    +
    +
    + +
    When you Sojourn and score a weak hit + ormiss, you may claim the rights of hospitality warranted by your title or lineage. If + you + do, roll all dice again and add +1. On a miss, you are refused, + and + your presumption + causes significant new trouble. +
    +
    +
    + +
    When you exert your title or lineage toCompel, add +1 and take +1 momentum on a hit.
    +
    +
    + +
    When you forgo your title or lineage and + Forge + a + Bond as an equal, or when you Swear an Iron Vow to serve + someone + of a lower station, add +1 and take +1 momentum or +1 spirit on a hit. +
    +
    +
    +
    + +
    +
    +
    + +
    When you Swear an Iron Vow to + someone under the promise of payment, + add +1 and give the quest a special mark. + When you successfully Fulfill Your Vow to them, take +wealth equal to the rank + of the quest. If you leverage wealth when + making a move where resources are a + factor, add +wealth and suffer -1 wealth. +
    +
    +
    + +
    + When in a community or trading, you may suffer -1 + wealth and take +2 supply. +
    +
    +
    + +
    When you Resupply by scavenging or + looting, and score a strong hit with + a match, you may envision finding + an object of value. If you do, take +1 + supply (instead of +2) and +1 wealth. +
    +
    +
    +
    +
    +
    0
    + +
    +
    +
    + 1
    + +
    +
    +
    + 2
    + +
    +
    +
    + 3
    + +
    +
    +
    + 4
    + +
    +
    +
    + 5
    + +
    +
    +
    + +
    +
    +
    + +
    When you attempt to Heal using herbal + remedies, and you have at least +1 supply, you may choose one (decide before + rolling). +
      +
    • Add +2.
    • +
    • On a hit, take or give an additional +1 health.
    • +
    +
    +
    +
    + +
    When you Heal a companion, ally, or other + character, and score a hit, take +1 spirit or +1 momentum. +
    +
    +
    + +
    When you Make Camp and choose + the option to partake, you can create + a restorative meal. If you do, you and + your companions take +1 health. Any + allies who choose to partake also take + +1 health, and do not suffer -supply. +
    +
    +
    +
    + +
    +
    +
    + +
    When you Turn the Tide, envision how your + vows + give you strength in this moment. Then, when you make your move, add +2 (instead + of + +1) and take +1 momentum on a hit. +
    +
    +
    + +
    When you Secure an Advantage orCompel by telling a hard truth, add +1 and take +1 momentum on a hit. + On a + weak hit ormiss, envision how this truth complicates your + current + situation. +
    +
    +
    + +
    When you Fulfill Your Vow and score a + miss, you may reroll one challenge die. + If you score a miss again, reduce your + maximum spirit by 1. You may recover + this lost spirit when you next Fulfill Your Vow and score a strong hit. +
    +
    +
    +
    + +
    +
    +
    + +
    When you Check your Gear, you may roll + +wits + (instead of +supply). If you do, envision how you make do with a clever + solution, + and take +1 momentum on a hit. +
    +
    +
    + +
    When you Secure an Advantage or + Face + Danger by cobbling together an ad hoc tool or apparatus, add +1 and + take +1 + momentum on a hit. After you roll, you may also suffer -1 supply and add +1 + more. +
    +
    +
    + +
    + When you throw caution to the wind and make an + impulsive move in a risky situation, you may add +2. If you do, take +1 momentum + on + a strong hit, but count a weak hit as a miss. +
    +
    +
    +
    + +
    +
    +
    + +
    + When you make a move to breach, traverse, or hide + within an area held by an enemy force, add +1 and take +1 momentum on a hit. +
    +
    +
    + +
    When you Gather Information within an + enemy + area to discover their positions, plans, or methods, or when you + Secure an + Advantage within that area through observation, you may roll +shadow + (instead of +wits). If you do, take +1 momentum on a hit. +
    +
    +
    + +
    When you Resupply within an enemy area by + scavenging or looting, you may roll +shadow (instead of +wits). If you do, take + +1 + momentum or +1 supply on a hit. +
    +
    +
    +
    + +
    +
    +
    + +
    When you Aid Your Ally, add +1 and take +1 + momentum on a hit. This is in addition to the benefits taken by your ally. +
    +
    +
    + +
    When an ally makes the Endure Stress move + in + your company, they add +1 and you take +1 momentum on a hit. +
    +
    +
    + +
    + When you stand with your ally as they make a + progress + move, envision how you support them. Then, roll one challenge die. On a 1-9, + your + ally may replace one of their challenge dice with yours. On a 10, envision how + you + inadvertently undermine their action; your ally must replace their lowest + challenge + die with yours. +
    +
    +
    +
    + +
    +
    +
    + Once you mark a bond with elves, and are + gifted a + mask of precious elderwood... +
    +
    +
    +
    + +
    Choose your mask’s material. +
      +
    • Thunderwood: Edge / Health
    • +
    • Bloodwood: Iron / Health
    • +
    • Ghostwood: Shadow / Spirit
    • +
    • Whisperwood: Wits / Spirit
    • +
    When you wear the mask and make a move which uses its stat, add +1. If you roll + a 1 + on your action die, suffer -1 to the associated track (in addition to any other + outcome of the move). +
    +
    +
    + +
    + As above, and you may instead add +2 and suffer -2 + (decide before rolling). +
    +
    +
    + +
    When you Face Death or + Face + Desolation while wearing the mask, you may roll +its stat (instead of + +heart). +
    +
    +
    +
    + +
    +
    +
    Once you Forsake a Vow...
    +
    +
    +
    + +
    This asset counts as a debility. One time + only, + when you Swear an Iron Vow to redeem yourself (extreme or greater), + give + that vow a special mark. When you Reach a Milestone on the marked vow, + take + +2 momentum. +
    +
    +
    + +
    When you Secure an Advantage orCompel by reaffirming your commitment to your marked vow, add +1 and + take + +1 momentum on a hit. +
    +
    +
    + +
    When you Fulfill Your Vow on your marked + quest + and score a hit, you find redemption and automatically activate this ability at + no + cost. You may then improve one of your stats by +1 and + discard this + asset. +
    +
    +
    +
    + +
    +
    +
    + +
    + When your supply is reduced to 0, suffer any + remaining + -supply as -momentum. Then, roll +wits. On a strong hit, you + manage + to scrape by and + take +1 supply. On a weak hit, you may suffer -2 momentum in + exchange for +1 supply. + On a miss, you are Out of Supply +
    +
    +
    + +
    When you Sojourn, you may reroll any dice. + If + you do (decide before your first roll), your needs are few, but your isolation + sets + you apart from others. A strong hit counts as a weak hit. +
    +
    +
    + +
    When you Reach Your Destination and roll astrong hit, you recall or recognize something helpful about + this + place. Envision + what it is, and take +2 momentum. +
    +
    +
    +
    + +
    +
    +
    + +
    + When you establish a false identity, roll +shadow. + On astrong hit, you may add +2 when you make moves using this + identity + to deceive or + influence others. If you roll a 1 on your action die when using your false + identity, + someone doubts you. Make appropriate moves to reassure them or prevent them from + revealing the truth. On a weak hit, as above, but add +1 + (instead + of +2). +
    +
    +
    + +
    + As above, and you may roll +shadow (instead of + +heart) + when you Sojourn under your false identity. If you do, take +1 momentum + on + a hit. +
    +
    +
    + +
    When you Secure an Advantage by revealing + your + true identity in a dramatic moment, reroll any dice. +
    +
    +
    +
    + +
    +
    +
    Once you Face Death and return to the + world of the living... +
    +
    +
    +
    + +
    When you are at 0 health, and Endure Harm orFace Death, add +1. If you then burn momentum to improve your result, + envision what bond or vow binds you to this world, and take +2 momentum after + you + reset. +
    +
    +
    + +
    + When you make a move to investigate, oppose, or + interact with a horror, spirit, or other undead being, add +1. +
    +
    +
    + +
    When you bring death to your foe to + End the + Fight, you may burn momentum to cancel one (not both) of the challenge + dice + if your momentum is greater than the value of that die. If you do, + Endure + Stress (2 stress). +
    +
    +
    +
    + +
    +
    +
    If you are with your horse companion...
    +
    +
    +
    + +
    When you Heal your horse, or when you + Face + Danger to calm or encourage it, add +1 and take +1 momentum on a hit.
    +
    +
    + +
    When you Undertake a Journey, you may push + your horse harder and add +1 (after rolling). If you do, make the + Companion + Endure Harm move (1 harm). +
    +
    +
    + +
    When you Secure an Advantage +wits by + sizing + up a perilous situation from the saddle, you are one with your horse’s + instincts. + Add +1 and take +1 momentum on a hit. +
    +
    +
    +
    + +
    +
    +
    Once you Fulfill Your Vow (formidable + or + greater) in service to an elder mystic, and Forge a Bond to train with + them... +
    +
    +
    +
    + +
    When you Secure an Advantage to ready + yourself + for a ritual, envision how you prepare. Then, add +1 and take +1 momentum on a + hit. +
    +
    +
    + +
    + When you perform a ritual, you may suffer -1 supply + and + add +1 (decide before rolling). +
    +
    +
    + +
    + When you tattoo the essence of a new ritual onto + your + skin, envision the mark you create. You may then purchase and upgrade that + ritual + asset for 1 fewer experience. +
    +
    +
    +
    + +
    +
    +
    Once you become corrupted...
    +
    +
    +
    + +
    + You harden your heart: Reduce your heart stat by 1 + and + add up to +2 to shadow (to a maximum of +4). +
    +
    +
    + +
    + You are attuned to the realms of shadow: When you + perform a ritual, add +1. +
    +
    +
    + +
    You know the sly ways of death: When you + Face + Death, you may roll +shadow (instead of +heart). You may also suffer -1 + momentum and add +1 (decide before rolling). +
    +
    +
    +
    + +
    +
    +
    + +
    When you Face Danger or + Gather + Information to identify or detect mystic forces, add +1 and take +1 + momentum on a hit. +
    +
    +
    + +
    When you Compel, Forge a Bond, orTest Your Bond with a fellow mystic or mystical being, add +1 and take + +1 + momentum on a hit. +
    +
    +
    + +
    When you Secure an Advantage by studying + someone or something in a charged situation, add +1 and take +1 momentum on a + hit. + When you also pierce the veil to explore deeper truths (decide before rolling), + you + may reroll any dice. If you do, count a weak hit as a miss. +
    +
    +
    +
    + +
    +
    +
    + +
    When you Gather Information by tracking a + beast or horror, or when you Secure an Advantage by readying yourself + for a + fight against them, add +1 and take +1 momentum on a hit. +
    +
    +
    + +
    When you Swear an Iron Vow to slay a beast + or + horror, you may reroll any dice. When you Fulfill Your Vow and mark + experience, take +1 experience. +
    +
    +
    + +
    + When you slay a beast or horror (at least + formidable), + you may take a trophy and choose one. +
      +
    • + Power a ritual: When you or an ally make a ritual move, reroll any dice + (one + time only). +
    • +
    • Prove your worth: When you Sojourn, reroll any dice (one time + only). +
    • +
    +
    +
    +
    +
    + +
    +
    +
    + +
    + You are haunted by someone whose death you caused + through your actions or failures. When you consult with their spirit to + Secure + an Advantage or Gather Information, add +1 and take +2 + momentum on + a hit. On a weak hit, also Endure Stress (1 stress). +
    +
    +
    + +
    When you Face Death guided by the spirit, + add + +1. On a strong hit, envision what you learn and take 1 + experience. +
    +
    +
    + +
    One time only, when you successfully + Fulfill + Your + Vow (formidable or greater) in service to the spirit, choose one. +
      +
    • + Let them go: Take 2 experience for each marked ability and discard this + asset. +
    • +
    • Deepen your connection: Add +1 more when you leverage this asset.
    • +
    +
    +
    +
    +
    + +
    +
    +
    + +
    When you Secure an Advantage,Compel, + or Forge a Bond by sharing an inspiring or enlightening song, poem, or + tale, envision the story you tell. Then, add +1 and take +1 momentum on a hit. +
    +
    +
    + +
    When you Make Camp and choose the option + to + relax, you may share a story with your allies or compose a new story if alone. + If + you do, envision the story you tell and take +1 spirit or +1 momentum. Any + allies + who choose to relax in your company may also take +1 spirit or +1 momentum. +
    +
    +
    + +
    When you Sojourn within a community with + which + you share a bond, add +2 (instead of +1). +
    +
    +
    +
    + +
    +
    +
    + +
    When you Face Danger, + Secure an + Advantage, or Compel by lying, bluffing, stealing, or + cheating, + add +1. +
    +
    +
    + +
    When you Gather Information by + investigating a + devious scheme, you may roll +shadow (instead of +wits). If you do, take +2 + momentum + on a hit. +
    +
    +
    + +
    When you Forge a Bond for a relationship + founded on a lie, choose one. +
      +
    • Keep your secret: Roll +shadow (instead of +heart).
    • +
    • + Reveal the truth: Roll +heart. On a strong hit, mark a bond twice and + take 1 experience. A weak hit counts as a miss. +
    • +
    +
    +
    +
    +
    + +
    +
    +
    + +
    + When you burn momentum to + improve your result in combat, envision + how your hard-won fighting experience + gives you the upper hand. Then, take + +1 momentum after you reset, and add + +1 when you make your next move. + Once per fight, you also take initaitive + when burning momentum to improve a + miss to a weak hit. +
    +
    +
    + +
    When you Swear an Iron Vow to someone who + fought beside you, or Forge a Bond with them, add +2 and take +2 + momentum + on a hit. +
    +
    +
    + +
    When you Resupply by looting the dead on a + field of Battle, add +1 and take +1 momentum on a hit. +
    +
    +
    +
    + +
    +
    +
    + +
    When you Face Danger, + Gather + Information, or Secure an Advantage related to your knowledge + of + watercraft, water travel, or aquatic environments or creatures, add +1 and take + +1 + momentum on a hit. +
    +
    +
    + +
    When you Undertake a Journey by boat or + ship, + add +1. On a strong hit, also choose one. +
      +
    • The wind is at your back: Mark progress twice.
    • +
    • Find safe anchor: Make Camp now and reroll any dice.
    • +
    • Reap the bounty: Resupply now and reroll any dice.
    • +
    +
    +
    +
    + +
    When you Enter the Fray aboard a boat or + ship, + reroll any dice. +
    +
    +
    +
    + +
    +
    +
    + +
    When you Undertake a Journey, take + +1 momentum on a strong hit. If you + burn momentum to improve your + result, also take +1 momentum after + you reset +
    +
    +
    + +
    When you Secure an Advantage or + Gather + Information by carefully surveying the landscape or scouting ahead, add + +1 + and take +1 momentum on a hit. +
    +
    +
    + +
    When you Swear an Iron Vow to safely guide + someone on a perilous journey, you may reroll any dice. When you + Fulfill + Your + Vow and mark experience, take +1 experience. +
    +
    +
    +
    + +
    +
    +
    Once you Fulfill Your Vow (formidable + or + greater) in service to a seasoned warrior, and Forge a Bond to train with + them... +
    +
    +
    +
    + +
    When you Secure an Advantage by sizing up + your + foe in a fight, or in a charged situation which may lead to a fight, add +1 and + take + +1 momentum on a hit. +
    +
    +
    + +
    + When you study or train in a new weapon or + technique, + you may obtain and upgrade that combat talent for 1 fewer experience. +
    +
    +
    + +
    When you Turn the Tide with a sudden + change of + weapon or technique, and your next move is a Strike, you may add +1 and + inflict +2 harm on a strong hit. +
    +
    +
    +
    + +
    +
    +
    + +
    When you Face Danger, + Secure an + Advantage, or Gather Information using your knowledge of + tracking, + woodcraft, or woodland creatures, add +1. +
    +
    +
    + +
    When you Face Danger or + Secure an + Advantage by hiding or sneaking in the woodlands, add +1 and take +1 + momentum on a hit. +
    +
    +
    + +
    When you Make Camp in the woodlands, you + may + roll +wits (instead of +supply). If you do, you and your allies may each choose + 1 + more option on a hit. +
    +
    +
    +
    + +
    +
    +
    Specialty: + +
    +
    +
    +
    + +
    When you Secure an Advantage by crafting a + useful item using your specialty, or when you Face Danger to create or + repair an item in a perilous situation, add +1 and take +1 momentum on a hit +
    +
    +
    + +
    + As above, and you may suffer -1 supply (after you + roll) + to add an additional +1 +
    +
    +
    + +
    + When you give the item you create as a gift to + commemorate an important event or relationship, you may (one time only) reroll + any + dice when you Compel, Forge a Bond, or Test Your Bond . +
    +
    +
    +
    +
    + +
    + + +
    +
    +
    If you wield a bow...
    +
    +
    +
    + +
    When you Secure an Advantage by taking a moment to aim, choose your approach and add +1. +
      +
    • Trust your instincts: Roll +wits, and take +2 momentum on a strong hit.
    • +
    • Line up your shot: Roll +edge, and take +1 momentum on a hit.
    • +
    +
    +
    +
    + +
    Once per fight, when you Strikeor Clash, you may take extra shots and suffer -1 supply (decide before rolling). + When you do, reroll any dice. + On a hit, inflict +2 harm and take +1 momentum. +
    +
    +
    + +
    When you Resupplyby hunting, add +1 and take +1 momentum on a hit.
    +
    +
    +
    + +
    +
    +
    If you are clad only in animal pelts...
    +
    +
    +
    + +
    When you Secure an Advantage orCompel by embodying your wild nature, add +1 and take +1 momentum on a hit.
    +
    +
    + +
    When you Strike or Clash by unleashing your rage (decide before rolling), inflict + +1 harm on a hit. Then, choose one. +
      +
    • Push yourself: Endure Harm (1 harm).
    • +
    • Lose yourself: Endure Stress(1 stress).
    • +
    +
    +
    +
    + +
    When you Endure Harmin a fight, and your health is above 0, you may let the pain inflame + your wildness (decide before rolling). + If you then score a strong hit and choose to embrace the pain, take + +momentum equal to your remaining health. A weak hit counts as a miss. +
    +
    +
    +
    + +
    +
    +
    If you are unarmed or fighting with a non-deadly weapon...
    +
    +
    +
    + +
    When you Secure an Advantage +iron by engaging in close-quarters brawling + (such as punching, tripping, or grappling), + add +1. If you score a hit, you may also inflict 1 harm. +
    +
    +
    + +
    + When you use an unarmed attack or + simple weapon to Strike with deadly intent, add +2 and inflict 2 harm on + a hit (instead of 1). On a weak hit or miss, suffer -1 momentum + (in addition to any other outcome of the move). +
    +
    +
    + +
    When you Face Danger or Clash against a brawling attack, add +1 and take +1 momentum on a hit.
    +
    +
    +
    + +
    +
    +
    If you wield a dagger or knife...
    +
    +
    +
    + +
    When you are in position to Strike at an unsuspecting foe, choose one (before rolling). +
      +
    • Add +2 and take +1 momentum on a hit.
    • +
    • Inflict +2 harm on a hit.
    • +
    +
    +
    +
    + +
    When you Compel someone at the point of your blade, or when you rely on your blade to Face Danger, add +1.
    +
    +
    + +
    Once per fight, when you Secure an Advantage +shadow by performing a feint or misdirection, + reroll any dice and take +1 momentum on a hit. +
    +
    +
    +
    + +
    +
    +
    If you wield a bladed weapon in each hand...
    +
    +
    +
    + +
    When you Strike or Clash, you may add +2. If you do (decide before rolling), + inflict +1 harm on a strong hit and count a weak hit as a miss. +
    +
    +
    + +
    Once per fight, when you Secure an Advantage +edge by making a bold display of + your combat prowess, you may reroll any dice. +
    +
    +
    + +
    When you Draw the Circle, choose one (before rolling). +
      +
    • Add +2.
    • +
    • Take +2 momentum on a hit.
    • +
    +
    +
    +
    +
    + +
    +
    +
    +
    +
    +
    + +
    When you Secure an Advantage by crafting arrows of fine quality, add +1. Then, take +1 supply or +1 momentum on a hit.
    +
    +
    + +
    When you Resupply by recovering or gathering arrows after a Battle, add +2.
    +
    +
    + +
    + When you craft a single arrow designated for a + specific + foe, envision the process and materials, and roll +wits. On a strong hit, take both. On a weak hit, choose one. +
      +
    • Seeker: When a shooter uses the arrow to Strike orClash against this foe, reroll any dice (one time only).
    • +
    • + Ravager: When a shooter uses the arrow to inflict harm against this foe, + inflict +1d6 harm (one time only). +
    • +
    +
    +
    +
    +
    + +
    +
    +
    If you wear armor...
    +
    +
    +
    + +
    When you equip or adjust your armor, choose one. +
      +
    • Lightly armored: When you Endure Harm in a fight, add +1 + and + take +1 momentum on a hit. +
    • +
    • Geared for war: Mark encumbered. When you Endure Harm in + a + fight, add +2 and take +1 momentum on a hit. +
    • +
    +
    +
    +
    + +
    When you Clash while you are geared for + war, + add +1. +
    +
    +
    + +
    When you Compel in a situation where + strength + of arms is a factor, add +2. +
    +
    +
    +
    +
    +
    Lightly Armored
    + +
    +
    +
    Geared for War
    + +
    +
    +
    + +
    +
    +
    If you wield a staff...
    +
    +
    +
    + +
    + In your hands, a humble staff is a + deadly weapon (2 harm). When you + instead use it as a simple weapon (1 + harm), you may Strike or Clash +edge + (instead of iron). If you do, add +1 and take +1 momentum on a hit. +
    +
    +
    + +
    When you Secure an Advantage +edge using + your + staff to disarm, trip, shove, or stun your foe, add +1 and take +1 momentum on a + hit. +
    +
    +
    + +
    When you Undertake a Journey and score astrong hit, or if you accompany an ally who scores a strong hit + on + that move, your + staff provides support and comfort in your travels; take +1 momentum. +
    +
    +
    +
    + +
    +
    +
    If you wield a shield...
    +
    +
    +
    + +
    When you Face Danger using your shield as + cover, add +1. When you Clash in close quarters, take +1 momentum on a + strong hit. +
    +
    +
    + +
    + When you paint your shield with a meaningful + symbol, + envision what you create. Then, if you Endure Stress as you face off + against a fearsome foe, add +1 and take +1 momentum on a hit. +
    +
    +
    + +
    When forced to Endure Harm in a fight, you + may + instead sacrifice your shield and ignore all harm. If you do, the shield is + destroyed. Once per fight, you also take initiative when you sacrifice your + shield + to avoid harm. +
    +
    +
    +
    + +
    +
    +
    If you wield a spear...
    +
    +
    +
    + +
    When you Face Danger by holding a foe at + bay + using your spear’s reach, roll +iron or +edge. If you score a hit, you may... +
      +
    • Iron: Strike (if you have initiative) or Clash now, + and + add +1. +
    • +
    • Edge: Take +1 momentum.
    • +
    +
    +
    +
    + +
    When you Strike in close combat, you + may attempt to drive your spear home + (decide before rolling). If you do, add + +1 and inflict +2 harm on a hit. If you + score a hit and the fight continues, Face Danger +iron to recover your + spear. +
    +
    +
    + +
    When you Secure an Advantage by bracing + your + spear against a charging foe, add +1 and take +1 momentum on a hit. +
    +
    +
    +
    + +
    +
    +
    If you wield a sling...
    +
    +
    +
    + +
    + When launched from a sling, a simple + stone inflicts deadly harm (2 harm). + When you Enter the Fray by barraging + your foe with sling-bullets, inflict + harm on a strong hit. +
    +
    +
    + +
    When you Strike by launching stones at an + advancing foe, you may choose one (before rolling). +
      +
    • Hold them back: Retain initiative on a weak hit, but + inflict only 1 harm. +
    • +
    • Hit them hard: Inflict +1 harm on a hit, but suffer -1 momentum.
    • +
    +
    +
    +
    + +
    When you Secure an Advantage by preparing + stones of a special quality or material, add +1. Then, take +1 momentum or +1 + supply + on a hit. +
    +
    +
    +
    + +
    +
    +
    If you wield an axe...
    +
    +
    +
    + +
    When you Strike or Clash in close + quarters, you may suffer -1 momentum and inflict +1 harm on a hit (decide before + rolling). +
    +
    +
    + +
    + When you have your axe in hand, and use the promise + of + violence to Compel or Secure an Advantage, add +1 and take +1 + momentum on a hit. +
    +
    +
    + +
    + When you make a tribute to a fallen foe (formidable + or + greater) by carving a rune in the haft of your axe, roll +heart. On a + strong + hit, inflict +1d6 harm (one time only) when you Strike or Clash . + On aweak hit, as above, but this death weighs on you; + Endure + Stress (2 stress). +
    +
    +
    +
    + +
    +
    +
    If you wield a sword...
    +
    +
    +
    + +
    When you Strike or Clash and burn + momentum to improve your result, + inflict +2 harm. If the fight continues, add +1 on your next move. +
    +
    +
    + +
    When you Clash and score a + strong + hit, you may + add +1 if you immediately follow with a Strike. +
    +
    +
    + +
    When you Swear an Iron Vow by kneeling and + grasping your sword’s blade, add +1 and take +1 momentum on a hit. If you let + the + edge draw blood from your hands, Endure Harm (1 harm) in exchange for + an + additional +1 momentum on a hit. +
    +
    +
    +
    + +
    +
    +
    If you wield a mighty hammer...
    +
    +
    +
    + +
    When you Face Danger, + Secure an + Advantage, or Compel by hitting or breaking an inanimate + object, + add +1 and take +1 momentum on a hit. +
    +
    +
    + +
    When you Strike a foe to knock them + back, stun them, or put them off + balance, inflict 1 harm (instead of 2) + and take +2 momentum on a hit. On a + strong hit, you also create an opening + and add +1 on your next move. +
    +
    +
    + +
    When you Turn the Tide, you may + Strike with all the fury and power you + can muster. If you do (decide before + rolling), you may reroll any dice and + inflict +2 harm on a strong hit, but + count a weak hit as a miss. +
    +
    +
    +
    +
    + +
    + + +
    +
    +
    + +
    + When you summon a flock of crows and ask a single + question, roll +wits. On a strong hit, you interpret their + calls as + a helpful omen. + Envision the response (Ask the Oracle if unsure) and take +2 momentum. + On aweak hit, the crows ignore your question and offer a clue to an + unrelated problem or + opportunity in this area. Envision what you learn (Ask the Oracle if + unsure), and take +1 momentum. +
    +
    +
    + +
    + As above, and the crows + will also help + guide you on the proper path. On a + hit, add +1 on the next segment when + you Undertake a Journey. +
    +
    +
    + +
    + When you perform this ritual, add +1 and take +1 + momentum on a hit. +
    +
    +
    +
    + +
    +
    +
    + +
    + When you create a simulacrum, roll +heart. On a + strong + hit, your creation is given unnatural life. If it aids you as you make a move to + assault or overcome an obstacle through strength, add +2. It has 3 health and + suffers harm as appropriate, but is not a companion and may not be healed. At 0 + health, it is dead. On a weak hit, as above, but if you roll a + 1 on + your action die + when aided by your creation, you must Face Danger +heart to keep it + from + turning on you (as a formidable foe). +
    +
    +
    + +
    + Your simulacrum has 6 + health. +
    +
    +
    + +
    + When you perform this ritual, add +1 and take +1 + momentum on a hit. +
    +
    +
    +
    +
    +
    0
    + +
    +
    +
    + 1
    + +
    +
    +
    + 2
    + +
    +
    +
    + 3
    + +
    +
    +
    + 4
    + +
    +
    +
    + 5
    + +
    +
    +
    + 6
    + +
    +
    +
    + +
    +
    +
    + +
    + When you wear an animal pelt and dance in + moonlight, + roll +wits. On a strong hit, you or an ally may wear the pelt + and + add +1 when making + moves with the related stat (wolf-edge; bear-iron; deer-heart; fox-shadow; + boar-wits). If the wearer rolls a 1 on their action die while making a move + using + the pelt, the magic is spent. On a weak hit, as above, but the + wilds call as you + dance; Endure Stress (2 stress). +
    +
    +
    + +
    + As above, and you may + instead + perform this ritual wearing the pelt of a beast. If you do, name the related + stat + and add +2 (instead of +1). +
    +
    +
    + +
    + When you perform this ritual, add +1 and take +1 + momentum on a hit. +
    +
    +
    +
    + +
    +
    +
    + +
    + When you surround the remains of a recently + deceased + intelligent creature with lit candles, and summon its spirit, roll +heart. Add + +1 if + you share a bond. On a strong hit, the spirit appears and you + may + converse for a few + minutes. Make moves as appropriate (add +1). On a weak hit, as + above, but the spirit + also delivers troubling news unrelated to your purpose. Envision what it tells + you + (Ask the Oracle if unsure) and Endure Stress (1 stress). +
    +
    +
    + +
    + As above, and you may + also + commune with the long-dead. +
    +
    +
    + +
    + When you perform this ritual, add +1 and take +1 + momentum on a hit. +
    +
    +
    +
    + +
    +
    +
    + +
    + When you take a drop of blood from a willing + subject + (not yourself) and cast the rune-carved stones, roll +heart. On a + strong + hit, you + may read the runes to Gather Information about the subject and people + close + to them, including insight you and the subject have no knowledge of. If you do, + add + +1. On a weak hit, as above, but the answers are revealed only + with + extra time and + focus; suffer -2 momentum. +
    +
    +
    + +
    + As above, and your + divination + can also reveal information about the subject’s future. +
    +
    +
    + +
    + When you perform this ritual, add +1 and take +1 + momentum on a hit. +
    +
    +
    +
    + +
    +
    +
    + +
    + When you consume the mystical essence of your + surroundings, roll +wits. On a strong hit, add the value of + your + action die to your + essence track (max 6). You may then Secure an Advantage or + Face + Danger +essence to create minor mystical effects or illusions. If you + do, + suffer -1 essence and take +1 momentum on a hit. On a weak hit, as + above, but + capturing these energies is harrowing; Endure Stress (2 stress). +
    +
    +
    + +
    You may Compel +essence (and suffer -1 essence) through a show of power.
    +
    +
    + +
    + When you perform this ritual, add +1 and take +1 + essence on a hit. +
    +
    +
    +
    +
    +
    0
    + +
    +
    +
    + 1
    + +
    +
    +
    + 2
    + +
    +
    +
    + 3
    + +
    +
    +
    + 4
    + +
    +
    +
    + 5
    + +
    +
    +
    + 6
    + +
    +
    +
    + +
    +
    +
    + +
    + When you hold a weapon and sing a keen for those it + has + killed, roll +heart. On a strong hit, the wielder inflicts +1 + harm + when theyStrike or Clash . If they roll a 1 on their action die when + making + a move to inflict harm, the magic is spent. On a weak hit, as + above, but the voices + of those who were slain join in your song; Endure Stress (2 stress). +
    +
    +
    + +
    + As above, and the wielder + may + also (one time only) add +1 and take +2 momentum on a hit when they + Draw the + Circle, Enter the Fray, or Battle . +
    +
    +
    + +
    + When you perform this ritual, add +1 and take +1 + momentum on a hit. +
    +
    +
    +
    + +
    +
    +
    + +
    + When you mark your hands or weapon with an + intricate + blood rune, roll +iron. On a strong hit, the rune thirsts for + fresh + blood. One time + only, when you make a move to inflict harm, reroll any dice and inflict +2 harm + on a + hit. Then, for each point of harm inflicted, take +1 and allocate it as +health + or + +momentum. On a weak hit, as above, but this asset counts as a + debility until the + rune’s thirst is quenched. +
    +
    +
    + +
    + As above, and you may + also + touch an ally or companion and let them take +1 health or momentum for each + unallocated point. +
    +
    +
    + +
    + When you perform this ritual, add +1 and take +1 + momentum on a hit. +
    +
    +
    +
    + +
    +
    +
    + +
    + When you focus on a source of light and capture its + essence, roll +wits. On a strong hit, set your light track to + +6. + On a weak hit, make it +3. Then, when you make a move to overcome or navigate darkness, you may + add + +2 and suffer -1 light. +
    +
    +
    + +
    You may use your light toStrike or Clash against a dark-dwelling foe. Choose the amount + of + light to unleash, and roll +light (instead of +iron or +edge). Suffer -light + equal + to that amount. On a hit, your harm is 1+your unleashed light. +
    +
    +
    + +
    + When you perform this ritual, add +1 and take +1 + momentum on a hit. +
    +
    +
    +
    +
    +
    0
    + +
    +
    +
    + 1
    + +
    +
    +
    + 2
    + +
    +
    +
    + 3
    + +
    +
    +
    + 4
    + +
    +
    +
    + 5
    + +
    +
    +
    + 6
    + +
    +
    +
    + +
    +
    +
    + +
    + When you look into flames to study a remote person + or + location, roll +shadow. You or someone with you must have knowledge of the + target. + On a strong hit, you may Gather Information through + observation using + +shadow or +wits. On a weak hit, as above, but the flames are + hungry; choose one to + sacrifice. +
      +
    • Your blood: Endure Harm (2 harm).
    • +
    • Something precious: Endure Stress (2 stress).
    • +
    • Provisions: Suffer -2 supply.
    • +
    +
    +
    +
    + +
    + As above, and you may + instead study a + past event. +
    +
    +
    + +
    + When you perform this ritual, add +1 and take +1 + momentum on a hit. +
    +
    +
    +
    + +
    +
    +
    + +
    + When you cloak yourself with the gossamer veil of + the + shadow realms, roll +shadow. On a strong hit, take +1 momentum. + Then, reroll any + dice (one time only) when you make a move by ambushing, hiding, or sneaking. On + aweak hit, as above, but the shadows try to lead you astray. You + must first + Face + Danger to find your way. +
    +
    +
    + +
    + As above, and you may + also + travel along the hidden paths of the shadow realms to + Undertake a + Journey using +shadow (instead of +wits). If you do, Endure Stress (1 stress) + and + mark progress twice on a strong hit. +
    +
    +
    + +
    + When you perform this ritual, add +1 and take +1 + momentum on a hit. +
    +
    +
    +
    + +
    +
    +
    + +
    + When you speak a person’s name three times to the + wind, + roll +wits. On a strong hit, the wind whispers of this person’s + need. Envision what + you hear (Ask the Oracle if unsure). If you use this information or + fulfill + this need when you Compel them, you may reroll any dice (one time + only). On + a weak hit, as above, but this person’s need creates a + troubling + dilemma or + complication; Endure Stress (1 stress). +
    +
    +
    + +
    + As above, and if you roll + a + strong hit when you Compel, you may also reroll any dice (one time + only) + when you Gather Information from this person. +
    +
    +
    + +
    + When you perform this ritual, add +1 and take +1 + momentum on a hit. +
    +
    +
    +
    + +
    +
    +
    + +
    + When you fashion a charm, envision it and name the + specific person or creature it protects against. Then roll +wits. On astrong hit, when the wearer opposes the target through a move, add +2. If a 1 is rolled on + the + action die while making a move using the charm, the magic is spent. On aweak hit, as above, but the wearer adds +1 when making a move (instead of +2). +
    +
    +
    + +
    + As above, and you may + instead + fashion a charm which aids the wearer against all supernatural threats, such as + mystic rituals or horrors. +
    +
    +
    + +
    + When you perform this ritual, add +1 and take +1 + momentum on a hit. +
    +
    +
    +
    + +
    +
    +
    + +
    + When you commune with the spirits of a place, roll + +heart. If you share a bond with someone there, add +1. On a + strong + hit, you are + tethered. When you Undertake a Journey to return, you may roll +spirit + or + +heart (instead of +wits), and take +1 momentum on a hit. When you + Reach + Your + Destination, take +2 momentum on a strong hit. The tether is lost if + you + perform this ritual elsewhere, or when you Face Desolation . On aweak hit, as above, but the spirits reveal a disturbing aspect of the place; + Endure + Stress (2 stress). +
    +
    +
    + +
    + As above, and you may + also + reroll any dice when you Sojourn in the tethered place. +
    +
    +
    + +
    + When you perform this ritual, add +1 and take +1 + momentum on a hit. +
    +
    +
    +
    + +
    +
    +
    + +
    + When you hold a totem of your animal + or beast companion and focus on it, + roll +heart. On a strong hit, you are + bound together. Add +1 and take + +1 momentum on a hit when you + use a companion ability. If you roll + a 1 on your action die when using a + companion ability, the magic is spent. + On a weak hit, as above, but creating + this connection is unsettling; Endure Stress (1 stress). +
    +
    +
    + +
    + As above, and you may + also + perceive the world through your companion’s senses while you make moves aided by + them (even when you are apart). +
    +
    +
    + +
    + When you perform this ritual, add +1 and take +1 + momentum on a hit. +
    +
    +
    +
    + +
    +
    +
    + +
    + When you paint yourself in blood and ash, roll + +wits. + On a strong hit, you may add +2 and take +1 momentum on a hit + when + you + Secure an + Advantage or Compel using fear or intimidation. If you roll a + 1 on + your action die when making a move aided by your visage, the magic is spent. On + aweak hit, as above, but the blood must be your own; + Endure + Harm (2 harm). +
    +
    +
    + +
    + As above, and you may + also + add +1 when you Strike, Clash, or Battle . +
    +
    +
    + +
    + When you perform this ritual, add +1 and take +1 + momentum on a hit. +
    +
    +
    +
    + +
    +
    +
    + +
    + When you walk a wide circle, sprinkling the ground + with + salt, roll +wits. On a strong hit, choose two. On a + weak + hit, chose one. +
      +
    • When a foe first crosses the boundary, take +1 momentum.
    • +
    • + When you first inflict harm against a foe within the boundary, inflict + +1 + harm. +
    • +
    • Your ward is ‘likely’ (Ask the Oracle) to trap a foe within the + boundary. +
    • +
    +
    +
    +
    + +
    + As above, and improve the + effect of your ward (+2 momentum, +2 harm, and ‘almost certain’). +
    +
    +
    + +
    + When you perform this ritual, add +1 and take +1 + momentum on a hit. +
    +
    +
    +
    +
    + +
    + Builder + View +
    +
    Titles
    + +
    +
    Ability One
    + + +
    +
    Ability Two
    + + +
    +
    Ability Three
    + + +
    +
    Tracks
    + +
    +
    +
    +
    +
    + + +
    + +
    + +
    + + +
    + +
    + + + +
    +
    +
    + +
    + +
    + +
    +
    + +
    + +
    + + +
    +
    +
    +
    + +
    + +
    + +
    +
    + +
    + +
    + + +
    +
    +
    +
    + + +
    +
    + +
    + +
    +
    +
    +
    + +
    + + +
    +
    +
    +
    +
    +
    + + +
    +
    +
    +
    0
    + +
    +
    +
    + 1
    + +
    +
    +
    + +
    +
    +
    +
    0
    + +
    +
    +
    + 1
    + +
    +
    +
    + 2
    + +
    +
    +
    + +
    +
    +
    +
    0
    + +
    +
    +
    + 1
    + +
    +
    +
    + 2
    + +
    +
    +
    + 3
    + +
    +
    +
    + +
    +
    +
    +
    0
    + +
    +
    +
    + 1
    + +
    +
    +
    + 2
    + +
    +
    +
    + 3
    + +
    +
    +
    + 4
    + +
    +
    +
    + +
    +
    +
    +
    0
    + +
    +
    +
    + 1
    + +
    +
    +
    + 2
    + +
    +
    +
    + 3
    + +
    +
    +
    + 4
    + +
    +
    +
    + 5
    + +
    +
    +
    + +
    +
    +
    +
    0
    + +
    +
    +
    + 1
    + +
    +
    +
    + 2
    + +
    +
    +
    + 3
    + +
    +
    +
    + 4
    + +
    +
    +
    + 5
    + +
    +
    +
    + 6
    + +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    + +
    +

     EFFORT LEVELS 

    +
    +
    +

    ADVENTURE MOVES (♣)

    +
    +
    FACE DANGER
    +
    + + + + +
    +
    +
    +
    SECURE AN ADVANTAGE
    +
    + + + + +
    +
    +
    +
    GATHER INFORMATION
    +
    + + + + +
    +
    +
    +
    UNDERTAKE A JOURNEY
    +
    + + + + +
    +
    +
    +
    +

    COMBAT MOVES (♠)

    +
    +
    ENTER THE FRAY
    +
    + + + + +
    +
    +
    +
    STRIKE
    +
    + + + + +
    +
    +
    +
    CLASH
    +
    + + + + +
    +
    +
    +
    BATTLE
    +
    + + + + +
    +
    +
    +
    +

    RECOVERY MOVES (♥)

    +
    +
    HEAL
    +
    + + + + +
    +
    +
    +
    HEARTEN
    +
    + + + + +
    +
    +
    +
    PATCH EQUIPMENT
    +
    + + + + +
    +
    +
    +
    RESUPPLY
    +
    + + + + +
    +
    +
    +
    MAKE CAMP
    +
    + + + + +
    +
    +
    +
    +

    QUEST AND ASSET MOVES (♦)

    +
    +
    SWEAR AN IRON VOW
    +
    + + + + +
    +
    +
    +
    ASSET MOVES
    +
    + + + + +
    +
    +
    +
    +

    DELVE MOVES (♣)

    +
    +
    DELVE THE DEPTHS
    +
    + + + + +
    +
    +
    +
    CHECK YOUR GEAR
    +
    + + + + +
    +
    +
    +
    ESCAPE THE DEPTHS
    +
    + + + + +
    +
    +
    +
    +

    SUFFER MOVES (♠)

    +
    +
    ENDURE HARM
    +
    + + + + +
    +
    +
    +
    ENDURE STRESS
    +
    + + + + +
    +
    +
    +
    FACE DEATH
    +
    + + + + +
    +
    +
    +
    FACE DESOLATION
    +
    + + + + +
    +
    +
    +
    +

    RELATIONSHIP MOVES (♥)

    +
    +
    COMPEL
    +
    + + + + +
    +
    +
    +
    SOJOURN
    +
    + + + + +
    +
    +
    +
    DRAW THE CIRCLE
    +
    + + + + +
    +
    +
    +
    FORGE A BOND
    +
    + + + + +
    +
    +
    +
    TEST YOUR BOND
    +
    + + + + +
    +
    +
    +
    +

    COMPANION MOVES (♥)

    +
    +
    ORDER CONDITIONAL COMPANION
    +
    + + + + +
    +
    +
    +
    STRENGHTEN LOYALTY
    +
    + + + + +
    +
    +
    +
    TAKE CONDITIONAL COMPANION
    +
    + + + + +
    +
    +
    +
    TEST THEIR LOYALTY
    +
    + + + + +
    +
    +
    +
    +
    +
    +
    + +
    +

     MOVES 

    + +
    + +
    + +
    +
    +

    FATE MOVES

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

    SUFFER MOVES

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

    DELVE MOVES

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

    ADVENTURE MOVES

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

    COMBAT MOVES

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

    RECOVERY MOVES

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

    QUEST MOVES

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

    RELATIONSHIP MOVES

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

    COMPANION MOVES

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

    FATE MOVES

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

    SUFFER MOVES

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

    DELVE MOVES

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

    ADVENTURE MOVES

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

    COMBAT MOVES

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

    RECOVERY MOVES

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

    QUEST MOVES

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

    RELATIONSHIP MOVES

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

    COMPANION MOVES

    +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    +
    +
    + +
    +
    Advance
    +
    +

    When you focus on your skills, receive training, find inspiration, gain a companion, or one of these does the former, grows stronger, sharpen its senses or learns a new trick, you may...

    +

    Oathkeeper

    +
      +
    • Upgrade a stat for 8 experience.
    • +
    • Reduce any stat by 1 and add +1 to any other for 2 experience.
    • +
    • Upgrade a weapon proficiency for 2 experience.
    • +
    • Upgrade an effort level for 1 experience.
    • +
    • Acquire a companion asset for asset health+2 in experience.
    • +
    • Acquire an asset for 3 experience.
    • +
    • Upgrade an asset for 2 experience.
    • +
    +

    Humanoid Companion

    +
      +
    • Upgrade a stat for 6 experience.
    • +
    • Reduce any stat by 1 and add +1 to any other for 1 experience.
    • +
    • Upgrade the asset for 2 experience.
    • +
    • Upgrade a weapon proficiency for 2 experience.
    • +
    • Upgrade the asset for 2 experience.
    • +
    +

    Non-humanoid Companion

    +
      +
    • Upgrade a stat for 6 experience.
    • +
    • Reduce any stat by 1 and add +1 to any other for 1 experience.
    • +
    • Increase its protection for its next level in experience.
    • +
    • Increase its Face Danger/Clash addition for 4 experience.
    • +
    • Make piercing 1 harm for one of its attacks for its next piercing harm level in experience (maximum is 3 piercing harm per attack).
    • +
    • Upgrade an attack proficiency for 1 experience.
    • +
    • Add a secondary attack for its asset health in experience.
    • +
    • Upgrade the asset for 2 experience.
    • +
    +
    + +
    + +
    +
    Aid Your Ally
    +
    +

    When you Secure an Advantage in direct support of an ally, and score a hit, they (instead of you) can take the benefits of the move.

    +
    + +
    + +
    +
    Ask the Oracle
    +
    +

    When you seek to resolve questions, discover details in the world, determine how other characters respond, or trigger encounters or events, you may…

    +
      +
    • Draw a conclusion: Decide the answer based on the most interesting and obvious result.
    • +
    • Ask a yes/no question: Decide the odds of a ‘yes’, and roll on the table below to check the answer.
    • +
    • Pick two: Envision two options. Rate one as ‘likely’, and roll on the table below to see if it is true. If not, it is the other.
    • +
    • Spark an idea: Brainstorm or use a random prompt.
    • +
    +
    +
    +
    + +
    11 or greater + Almost + Certain +
    +
    +
    + +
    26 or greaterLikely +
    +
    +
    + +
    51 or greater50/50 +
    +
    +
    + +
    76 or greaterUnlikely +
    +
    +
    + +
    91 or greater + Small + Chance +
    + +
    +
    + +
    + +
    +
    Battle
    +
    + +
    +
    +

    When you fight a battle, and it happens in a blur, envision your objective and roll. If you primarily fight…

    +
      +
    • At range, or using speed and your surroundings to your advantage: Roll +edge.
    • +
    • Depending on your courage and others: Roll +heart.
    • +
    • In close to overpower your opponents: Roll +iron.
    • +
    • Using trickery to befuddle your opponents: Roll +shadow.
    • +
    • Using careful tactics to outsmart your opponents: Roll +wits.
    • +
    +

    On a strong hit, you achieve your objective with a hard-won victory. Choose one of the weak hit options of the End the Fight move.

    +

    On a weak hit, you achieve your objective, but not without a significant cost. Choose two of the weak hit options of the End the Fight move.

    +

    On a miss, you are defeated and the objective is lost to you. Pay the Price.

    +
    + +
    + +
    +
    Burn Momentum
    +
    +

    When you make a move, and have positive momentum, you may set your momentum to your reset value and cancel any challenge dice that are less than your current momentum value.

    +
    + +
    + +
    +
    Check Your Gear
    +
    +

    When you check to see if you have a specific helpful item, and you have at least +1 supply, roll +supply.

    +

    On a strong hit, you have it. Take +2 momentum.

    +

    On a weak hit, you have it, but your resources are diminished. Take +2 momentum and suffer -1 supply.

    +

    On a miss, you don’t have it and the situation grows more perilous. Pay the Price.

    +
    + +
    + +
    +
    Clash
    +
    + +
    +
    +

    When your foe has initiative and you fight back, determine if you are hitting your foe’s protection or breaking their defense rating. If your foe’s protection is 0 or you are doing the latter, fix one challenge die as per your foe’s defense rating. Then, envision the contending. If you…

    +
      +
    • Fight in close quarters: Roll +iron.
    • +
    • Exchange a volley at range, shoot at an advancing foe, or fight with a precise weapon: Roll +edge.
    • +
    +

    If you are using two light weapons, add +the harm of one of them to this move.

    +

    On a strong hit, Inflict Harm and choose one. You have the initiative.

    +
      +
    • You get in position: Take +2 momentum.
    • +
    • You find an opening: Inflict +1 harm.
    • +
    +

    On a weak hit, choose one.

    +
      +
    • Inflict Harm and Pay the Price. Your foe has initiative.
    • +
    • Take the initiative if you used a shield.
    • +
    +

    If you used a shield or attacked at ranged, also choose one.

    +
      +
    • You are overwhelmed: Suffer -2 momentum.
    • +
    • Your shield loses durability: Reduce its Face Danger/Clash addition by 1.
    • +
    • You wasted ammo: Suffer -1 supply.
    • +
    • The thrown weapon you used is lost or destroyed.
    • +
    +

    On a miss, you are outmatched. As above, but you don't Inflict Harm. Your foe has the initiative.

    +
    + +
    + +
    +
    Companion Becomes Unconditional
    +
    +

    When your conditional companion is determined to follow you, envision how they express their resolution to stand by your side unconditionally. Then, acquire a companion asset to represent them in exchange for the asset health+1 experience. Erase the goal and drives fields from their companion sheet. You no longer use their loyalty track.

    +
    + +
    + +
    +
    Compel
    +
    + +
    +
    +

    When you persuade someone to do something, envision your approach and roll. If you...

    +
      +
    • Charm, pacify, barter, or convince: Roll +heart (add +2 if you share a bond).
    • +
    • Threaten or incite: Roll +iron.
    • +
    • Lie or swindle: Roll +shadow.
    • +
    • Flaunting or boasting: Roll +wealth or +supply.
    • +
    +

    On a strong hit, they’ll do what you want or share what they know. Take +2 momentum. If you use this exchange to Gather Information, make that move now and add +2.

    +

    On a weak hit, as above, but they ask something of you in return; envision what they want. If you are making this move to persuade a conditional companion, suffer -1 loyalty instead.

    +

    On a miss, they refuse or make a demand which costs you greatly. Pay the Price; if you are making this move by interacting with a conditional companion, suffer -1 loyalty instead.

    +
    + +
    + +
    +
    Conditional Companion Abandons
    +
    +

    When your conditional companion has fulfilled their goal or is no longer willing to follow you, they will leave you at the next opportunity.

    +
    + +
    + +
    +
    Conditional Companion Acts
    +
    + +
    +
    +

    When a conditional companion is in position to make a move according to their drives, motivations or the fulfillment of their goal, they do so without suffering -loyalty. Make the move by rolling +their stat.

    +
    + +
    + +
    +
    Delve the Depths
    +
    + +
    +
    +

    When you traverse an area within a perilous site, envision your surroundings. Then, consider your approach. If you navigate this area…

    +
      +
    • With haste: Roll +edge.
    • +
    • With stealth or trickery: Roll +shadow.
    • +
    • With observation, intuition, or expertise: Roll +wits.
    • +
    +

    On a strong hit, you delve deeper. Mark progress and Find an Opportunity.

    +

    On a weak hit, roll on the following table according to your stat.

    +

    On a miss, Reveal a Danger.

    +
    +
    +
    Edge
    +
    Shadow
    +
    Wits
    +
    Weak Hit Result
    +
    +
    +
    1-45 (45%)
    +
    1-30 (30%)
    +
    1-40 (40%)
    +
    Mark progress and Reveal a Danger.
    +
    +
    +
    46-65 (20%)
    +
    31-65 (35%)
    +
    41-55 (15%)
    +
    Mark progress.
    +
    +
    +
    66-75 (10%)
    +
    66-90 (25%)
    +
    56-80 (25%)
    +
    Choose one: Mark progress or Find an Opportunity.
    +
    +
    +
    76-80 (5%)
    +
    91-99 (9%)
    +
    81-99 (19%)
    +
    Take both: Mark progress and Find an Opportunity.
    +
    +
    +
    81-100 (20%)
    +
    100 (1%)
    +
    100 (1%)
    +
    Mark progress twice and Reveal a Danger.
    +
    +
    +
    + +
    + +
    +
    Discover a Site
    +
    + +
    +
    +

    When you resolve to enter a perilous site in pursuit of an objective, choose the theme and domain which best represent its nature, and give it a rank.

    +
      +
    • Troublesome site: 3 progress per area.
    • +
    • Dangerous site: 2 progress per area.
    • +
    • Formidable site: 1 progress per area.
    • +
    • Extreme site: 2 ticks per area.
    • +
    • Epic site: 1 tick per area.
    • +
    +

    If you are returning to a previously explored site, roll both challenge dice, take the lowest value, and clear that number of progress boxes.

    +

    Then, Delve the Depths to explore this place.

    +
    + +
    + +
    +
    Draw the Circle
    +
    + +
    +
    +

    When you challenge someone to a formal duel, or accept a challenge, roll +heart. If you share a bond with this community, add +2.

    +

    On a strong hit, take +2 momentum. You may also choose any boasts and take +2 momentum for each.

    +

    On a weak hit, you may choose up to two boasts in exchange for +2 momentum for each.

    +
      +
    • Grant first strike: Your foe has initiative.
    • +
    • Bare yourself: Take no benefit of armor or shield.
    • +
    • Hold no iron: Take no benefit of weapons.
    • +
    • Bloody yourself: Endure Harm (1d3P harm) with no addition.
    • +
    • To the death: This fight must end with death.
    • +
    +

    On a miss, you begin the duel at a disadvantage. Pay the Price.

    +
    + +
    + +
    +
    End the Fight
    +
    + +
    +
    +

    Progress Move

    +

    When your foe’s health is below 10 for harm suffered, you may resolve the outcome of this fight. If you do, roll the challenge dice and compare to your progress.

    +

    On a strong hit, this foe is no longer in the fight. They are killed, out of action, flee, or surrender as appropriate to the situation and your intent.

    +

    On a weak hit, as above, but you must also choose one.

    +
      +
    • It’s worse than you thought: Endure Harm with no armor addition.
    • +
    • You are overcome: Endure Stress.
    • +
    • You harvest the spoils of the battle: Take a condition.
    • +
    • You suffer collateral damage: Something of value is lost or broken (suffer -supply or -wealth), or someone important must pay the cost.
    • +
    • A new danger or foe appears, or an existing danger worsens: Suffer
-2 momentum.
    • +
    • Others won’t forget or you are marked for vengeance: Suffer -3 momentum.
    • +
    • An objective falls out of reach: Forsake Your Vow.
    • +
    +

    On a miss, choose one.

    +
      +
    • Your foe has not given up; set their health to 50% of their maximum, rounding down. Then, Pay the Price.
    • +
    • You have lost this fight.
    • +
    +
    + +
    + +
    +
    Endure Harm
    +
    + +
    +
    +

    When you face physical damage, subtract your armor’s protection to the harm and suffer -health equal to the remaining harm. If your health is reduced 0, suffer -momentum equal to any remaining -health.

    +

    Then roll +iron.

    +

    On a strong hit, you stand firm. If your health is suffering harm, choose one.

    +
      +
    • Shake it off: If your health is greater than 0, suffer up to -2 momentum in exchange for the same amount of +health.
    • +
    • Embrace the pain: Take +2 momentum.
    • +
    +

    On a weak hit, you press on. If you wear armor which values are not at its minimum (0), choose one.

    +
      +
    • It loses coverage: Reduce its Endure Harm addition by 1.
    • +
    • It loses resistance: Suffer -1 to its protection.
    • +
    • You stumble: Suffer -2 momentum.
    • +
    +

    On a miss, also suffer -1 momentum. If you wear an armor which values are not at its minimum (0), choose as above. If you are at 0 health, you must take the wounded or maimed condition (if currently not taken) or roll on the following table.


    + +
    +
    1-10 (10%)The harm is mortal. Face Death.
    +
    11-20 (10%)Take the dying condition.
    +
    21-35 (15%)Take the unconscious condition.
    +
    36-50 (15%)Take the reeled condition.
    +
    51-100 (50%)You are battered but still standing.
    +
    +
    + +
    + +
    +
    Endure Stress
    +
    + +
    +
    +

    When you face mental shock or despair, suffer -spirit equal to your foe’s rank or as appropriate to the situation. If your spirit is reduced to 0, suffer -momentum equal to any remaining -spirit.

    +

    Then, roll +spirit or +heart, whichever is higher.

    +

    On a strong hit, choose one.

    +
      +
    • Shake it off: If your spirit is greater than 0, suffer -1 momentum in exchange for +1 spirit
    • +
    • Embrace the darkness: Take +2 momentum
    • +
    +

    On a weak hit, you press on.

    +

    On a miss, also suffer -1 momentum. If you are at 0 spirit, take the shaken or corrupted condition (if currently not taken) or roll on the following table.


    + +
    +
    1-10 (10%)You are overwhelmed. Face Desolation.
    +
    11-25 (15%)You give up. Forsake Your Vow (if possible, one relevant to your current crisis). If this is a companion, Test Their Loyalty.
    +
    26-50 (25%)You give in to a fear or compulsion, and act against your better instincts. Manifest Insanity.
    +
    51-80 (30%)You persevere.
    +
    81-85 (5%)You get a moment of clarity in the eye of the storm. If you have the shaken condition card, discard it. Take +4 spirit and +8 momentum. Then, add +2 to your next move.
    +
    86-90 (5%)You get virtuous in the face of chaos. If you have the shaken condition card, discard it. Then, take +4 spirit and draw up to your maximum of resilience cards.
    +
    91-95 (5%)Your body harvest vigor. If you have the shaken condition card, discard it. Then, take +4 spirit and +1d12 health.
    +
    96-100 (5%)Your spirit shines brightest against a backdrop of desolation. If you have the shaken condition card, discard it. Then, take +8 spirit.
    +
    +
    + +
    + +
    +
    Enter the Fray
    +
    + +
    +
    +

    When you enter in combat, determine who is in control. If you are...

    +
      +
    • Reacting: Roll +edge.
    • +
    • Facing off: Roll +heart.
    • +
    • Charging: Roll +iron.
    • +
    • Ambushing: Roll +shadow.
    • +
    • Ambushed: Roll +wits.
    • +
    +

    On a strong hit, take +4 momentum. You have initiative.

    +

    On a weak hit, choose one.

    +
      +
    • Bolster your position: Take +4 momentum. Your foe has initiative.
    • +
    • Prepare to act: Take initiative.
    • +
    +

    On a miss, combat begins with you at a disadvantage. Pay the Price. Your foe has initiative.

    +
    + +
    + +
    +
    Escape the Depths
    +
    + +
    +
    +

    When you flee or withdraw from a site, consider the situation and your approach. If you...

    +
      +
    • Find the fastest way out: Roll +edge.
    • +
    • Steel yourself against the horrors of this place: Roll +heart.
    • +
    • Fight your way out: Roll +iron.
    • +
    • Keep out of sight: Roll +shadow.
    • +
    • Retrace your steps or locate an alternate path: Roll +wits.
    • +
    +

    On a strong hit, you make your way safely out of the site. Take +2 momentum.

    +

    On a weak hit, you find your way out, but this place exacts its price. Choose one.

    +
      +
    • You are weary or wounded: Endure Harm with no armor addition (as per the site’s rank, piercing).
    • +
    • The experience leaves you shaken: Endure Stress (as per the site’s rank).
    • +
    • Your body or mind are marked. Take a condition.
    • +
    • You are delayed, and it costs you. Suffer -momentum as per the site’s rank.
    • +
    • You face a new complication as you emerge from the depths. Suffer -1 momentum.
    • +
    • A denizen plots their revenge. Suffer -3 momentum.
    • +
    +

    On a miss, a dire threat or imposing obstacle stands in your way. Reveal a Danger. If you survive, you may make your escape.

    +
    + +
    + +
    +
    Face a Setback
    +
    +

    When your momentum is at its minimum (-6), make a move if your action die matches your negative momentum, you must cancel your action die.

    +

    If you suffer additional -momentum, choose one.

    +
      +
    • Exchange each additional -momentum for any combination of -health, -spirit, -supply, -wealth or -companion’s loyalty as appropriate to the circumstances.
    • +
    • Envision an event or discovery which undermines your progress in a current quest, journey or fight. Then, for each additional -momentum, clear 1 unit of progress on that track per its rank (troublesome=clear 3 progress; dangerous=clear 2 progress; formidable=clear 1 progress; extreme=clear 2 ticks; epic=clear 1 tick).
    • +
    +
    + +
    + +
    +
    Face Danger
    +
    + +
    +
    +

    When you attempt something risky or react to an imminent threat, envision your action and roll. If you act...

    +
      +
    • With speed, agility, or precision: Roll +edge.
    • +
    • With charm, loyalty, or courage: Roll +heart.
    • +
    • With aggressive action, forceful defense, strength, or endurance: Roll +iron.
    • +
    • With deception, stealth, or trickery: Roll +shadow.
    • +
    • With expertise, insight, or observation: Roll +wits.
    • +
    +

    On a strong hit, you are successful. Take +2 momentum.

    +

    On a weak hit, you succeed, but face a troublesome cost. Choose one.

    +
      +
    • You are delayed, lose advantage, or face a new danger: Suffer -1 momentum (-2 if you used a shield).
    • +
    • Your shield loses durability: Reduce its Face Danger/Clash addition by 1.
    • +
    • You are tired or hurt: Endure Harm (1d3P harm).
    • +
    • You are dispirited or afraid: Endure Stress (1 stress).
    • +
    • You sacrifice resources: Suffer -1 supply or -1 wealth.
    • +
    • You get a negative condition: Take a condition.
    • +
    +

    On a miss, you fail, or your progress is undermined by a dramatic and costly turn of events. Pay the Price. If you are in combat.

    +
    + +
    + +
    +
    Face Death
    +
    + +
    +
    +

    When you are brought to the brink of death, roll +heart.

    +

    On a strong hit, death rejects you.

    +

    On a weak hit, choose one.

    +
      +
    • You die, but not before making a noble sacrifice. Envision your final moments.
    • +
    • Death desires something of you in exchange for your life. Envision what it wants, and Swear an Iron Vow (formidable or extreme) to complete that quest. If you fail to score a hit when you Swear an Iron Vow, or refuse the quest, you are dead. Otherwise, you return to the mortal world and are now cursed. You may only clear the cursed condition by completing the quest.
    • +
    +

    On a miss, you are dead.

    +
    + +
    + +
    +
    Face Desolation
    +
    + +
    +
    +

    When you are brought to the brink of desolation, roll +heart.

    +

    On a strong hit, you resist and press on.

    +

    On a weak hit, choose one.

    +
      +
    • Your spirit or sanity breaks, but not before you make a noble sacrifice. Envision your final moments.
    • +
    • You see a vision of a dreaded event coming to pass. Envision that dark future, and Swear an Iron Vow (formidable or extreme) to prevent it. If you fail to score a hit when you Swear an Iron Vow, or refuse the quest, you are lost. Otherwise, you return to your senses and are now tormented. You may only clear the tormented condition by completing the quest.
    • +
    +

    On a miss, you succumb to despair or horror and are lost.

    +
    + +
    + +
    +
    Find an Opportunity
    +
    +

    When you encounter a helpful situation or feature within a travel waypoint or a site, roll to determine what kind of opportunity you encounter.

    +
    + + + + +
    + +
    + +
    +
    1-55 (25%)Favorable Area.
    +
    56-80 (35%)Benign Character Encounter.
    +
    81-100 (40%)Item Finding
    +
    +
    + +
    + +
    +
    1-11(11%)The travel took shorter than expected. Take +1 momentum.
    +
    12-20 (9%)Elements of this area can be used to leverage your travel. If you Undertake a Journey, you may reroll any dice.
    +
    21-28 (8%)There is a path that seems to lead towards your destination. If you follow it, add +2 when you Undertake a Journey.
    +
    29-35 (7%)The travel has cleared your mind. If you Hearten, reroll any dice.
    +
    36-42 (7%)This seems to be an ideal place to find a moment of peace. If you Hearten, add +2.
    +
    43-49 (7%)This seems to be an ideal place to bolster your reserves. If you Resupply, add +2.
    +
    50-55 (6%)This seems to be a place safe enough to rest and recover for several hours. If you Make Camp, add +2.
    +
    56-61 (6%)You find a healthy settlement. If you Sojourn, add +1.
    +
    62-66 (5%)This area offers a captivating ambience or comfortable environment. If you Hearten, take +1 spirit on a hit.
    +
    67-71 (5%)This area offers enough to bolster your reserves if you dedicate enough to it. If you Resupply and score hit, you may suffer -1 momentum in exchange for +1 supply.
    +
    72-76 (5%)This waypoint offers more than needed for a modest rest. If you Make Camp, and score a hit, you may choose an extra option.
    +
    77-80 (4%)You seem to be closer to your destination than expected. Mark an additional progress in your journey track.
    +
    81-83 (3%)This area offers just what you need to camp. If you Make Camp, you may reroll any dice.
    +
    84-86 (3%)You reach this waypoint just at an opportune time to bolster your reserves. If you Resupply now, you may reroll any dice.
    +
    87-88 (2%)There is a hidden passage that could be a shortcut. If you Reach Your Destination, you may reroll any dice.
    +
    89-96 (8%)You reach a location of interest related to one of your quests or that might lead to one. Take +2 momentum.
    +
    97-98 (2%)Choose one result from this table.
    +
    99-100 (2%)Roll twice more on this table. Both results occur.
    +
    +
    + +
    + +
    +
    1-16 (16%)You encounter a traveler or denizen who might provide you guide in exchange for something of value. If you agree, suffer -1 wealth or -2 supply (your choice) in exchange for adding +3 next time you Undertake a Journey for this travel.
    +
    17-30 (14%)You encounter a traveler or denizen willing to provide you guide and supply. If he does, add +1 next time you Undertake a Journey for this travel and take +1 supply.
    +
    31-38 (8%)You encounter a traveler or denizen who might provide you health care in exchange for something of value. If you agree, suffer -1 wealth or -2 supply (your choice) in exchange for making the Hearten move now and add +3.
    +
    39-46 (8%)You encounter a traveler or denizen who might rise your spirit in exchange for something of value. If you agree, suffer -1 wealth or -2 supply (your choice) in exchange for making the Heal move now and add +3.
    +
    47-53 (7%)You encounter a traveler or denizen willing to rise your spirit. If he does, Hearten now and add +2.
    +
    54-60 (7%)You encounter a traveler or denizen willing to give you first aid. If he does, Heal now and add +2.
    +
    61-70 (10%)You encounter a provision trader.
    +
    71-75 (5%)You encounter an equipment trader.
    +
    76-79 (4%)You encounter a traveler or denizen with the potential of being a conditional companion with the goal of serving as hireling and the drive of getting wealth. If you Take a Conditional Companion, add +1.
    +
    80-83 (4%)You encounter a traveler or denizen with the potential of being a conditional companion. Take +1 momentum.
    +
    84-86 (3%)You encounter one or more travelers or denizens in need for help and with the means to reward you.
    +
    87-95 (9%)You encounter one or more characters related to one of you quests or that might lead to one. Take +2 momentum.
    +
    96-98 (3%)Roll twice more on this table. Use one result.
    +
    99-100 (2%)Choose one result from this table.
    +
    +
    + +
    + +
    +
    1-14 (14%)You find resources that bolster your reserves. Take +1 supply.
    +
    15-26 (12%)You find resources that bolster your reserves. Take +2 supply.
    +
    27-35 (9%)You find some valuable goods. Take +2 wealth.
    +
    36-42 (7%)You find some valuable goods. Take +2 wealth.
    +
    43-47 (5%)You find a consumable item of your choice or as appropriate to the circumstances.
    +
    48-51 (4%)You find two consumable items of your choice or as appropriate to the circumstances.
    +
    52-56 (5%)You find a weapon of cost d4 wealth cost or less of your choice as appropriate to the circumstances.
    +
    57-59 (3%)You find a weapon of cost d6 wealth or less of your choice as appropriate to the circumstances.
    +
    60-61 (2%)You find a weapon of cost d8+1 wealth or less of your choice as appropriate to the circumstances.
    +
    62-64 (3%)You find a shield of cost d4+1 wealth or less of your choice as appropriate to the circumstances.
    +
    65-66 (2%)You find a shield of cost d6+1 wealth or less of your choice as appropriate to the circumstances.
    +
    67-69 (3%)You find an armor of cost 1d4+3 wealth or less of your choice or as appropriate to the circumstances.
    +
    70-71 (2%)You find an armor of cost 1d6+3 wealth or less of your choice as appropriate to the circumstances.
    +
    72 (1%)You find an armor of cost 2d4+2 wealth or less of your choice as appropriate to the circumstances.
    +
    73-80 (8%)You find an addon of your choice or as appropriate to the circumstances.
    +
    81-89 (9%)You find an item of interest related to one of your quests or that might lead to one. Take +2 momentum.
    +
    90-100 (11%)Roll twice more on this table. Both results occur.
    +
    +
    +
    + +
    + +
    +
    Foe Inflicts Harm
    +
    +

    When you face harm from a foe, roll their combat move harm and Endure Harm with the resulting score.

    +
    + +
    + +
    +
    Forge a Bond
    +
    + +
    +
    +

    When you spend significant time with a person or community, stand together to face hardships, or make sacrifices for their cause, you can attempt to create a bond. When you do, roll +heart. If you make this move after you successfully Fulfill Your Vow to their benefit, you may reroll any dice.

    +

    On a strong hit, make note of the bond, mark a tick on your bond progress track, and choose one.

    +
      +
    • Take +2 spirit.
    • +
    • Take +4 momentum.
    • +
    +

    On a weak hit, they ask something more of you first. Envision what it is, do it (or Swear an Iron Vow), and mark the bond. If you refuse or fail, Pay the Price.

    +

    On a miss, they reject you. Pay the Price.

    +
    + +
    + +
    +
    Forsake Your Vow
    +
    +

    When you renounce your quest, betray your promise, or the goal is lost to you, clear the vow and Endure Stress. You suffer -spirit equal to the rank of your quest (troublesome=1; dangerous=2; formidable=3; extreme=4; epic=5).

    +

    If the vow was made to a person or community with whom you share a bond, Test Your Bond when you next meet.

    +
    + +
    + +
    +
    Fulfill Your Vow
    +
    + +
    +
    +

    Progress Move

    +

    When you achieve what you believe to be the fulfillment of your vow, roll the challenge dice and compare to your progress.

    +

    On a strong hit, your quest is complete. Mark experience (troublesome=1; dangerous=2; formidable=3; extreme=4; epic=5).

    +

    On a weak hit, there is more to be done or you realize the truth of your quest. Envision what you discover. Then, mark experience (troublesome=0; dangerous=1; formidable=2; extreme=3; epic=4). You may Swear an Iron Vow to set things right. If you do, add +1.

    +

    If you are fulfilling your vow in service of someone with the means, inclination, or obligation, to reward you materially, take +wealth. On a strong hit, take +wealth equal to the rank of the vow+2. On a weak hit, take +wealth equal to the rank of vow+1. If you are being rewarded with an item, its cost must be the same as the amount of wealth.

    +

    On a miss, your quest is undone. Envision what happens, and choose one.

    +
      +
    • You recommit: Clear all but one filled progress, and raise the quest’s rank by one (if not already epic).
    • +
    • You give up: Forsake Your Vow.
    • +
    +
    + +
    + +
    +
    Gather Information
    +
    + +
    +
    +

    When you search an area, ask questions, conduct an investigation, or follow a track, roll +wits. If you act within a community or ask questions of a person with whom you share a bond, add +2.

    +

    On a strong hit, you discover something helpful and specific. The path you must follow or action you must take to make progress is made clear. Envision what you learn, and take +4 momentum.

    +

    On a weak hit, you discover something helpful, but the information complicates your quest or a new danger is introduced. Envision what you discover, and take +2 momentum.

    +

    On a miss, your investigation unearths a dire threat or reveals an unwelcome truth that undermines your quest. Pay the Price.

    +
    + +
    + +
    +
    Heal
    +
    + +
    +
    +

    When you receive care or treat an injury or ailment, envision the situation and roll. If you…

    +
      +
    • Receive treatment from someone (not an ally or companion): Roll +iron.
    • +
    • Mend your own wounds: Roll +iron or +wits, whichever is lower.
    • +
    • Provide care: Roll +wits.
    • +
    +

    On a strong hit, your care is helpful. If you (or the ally under your care) have the palsied, wounded, reeled or dying conditions, you may clear them. Then, take or give up to +4 health.

    +

    If you are making this move using an antivenom, clear the poisoned condition instead of the stated above.

    +

    On a weak hit, as above, but you must suffer -2 supply or -2 momentum (your choice).

    +

    On a miss, the aid is ineffective. Pay the Price.

    +
    + +
    + +
    +
    Hearten
    +
    + +
    +
    +

    When you speak encouraging words, or find a moment of peace, to help you, or someone else, to recover from stress or emotional trauma, roll +heart.

    +

    On a strong hit, your heartening is helpful. If you (or the ally under your care) have the shaken condition, you may clear them; you may also reduce the severity of a compulsed and hallucinating conditions by 1. Then, take or give up to +3 spirit.

    +

    On a weak hit, as above, but you must suffer -2 momentum and don’t reduce the severity of any condition.

    +

    On a miss, your aid is ineffective. Pay the Price.

    +
    + +
    + +
    +
    Inflict Harm
    +
    +

    When you deal physical damage, roll your weapon’s harm. If you are hitting your foe’s protection and not breaking their defense rating, subtract your foe’s protection from each roll. Your foe suffers -health with the resulting score.

    +
    + +
    + +
    +
    Learn from Faults
    +
    + +
    +
    +

    When you spend time taking lessons from your failures and hardships, and your misses track is +6 or greater, roll the challenge dice and compare to your misses.

    +

    On a strong hit, your failures have paid off significantly for your personal growth. Take 3 experience and clear all progress. Then, choose one.

    +
      +
    • Rectify your ways: Reduce any stat by 1 and add +1 to any other.
    • +
    • Abandon a course: Discard a single asset card (not a companion) and take 2 experience for each marked ability.
    • +
    • Commit to a new goal: Swear an Iron Vow now, add +2 and take +2 momentum on a hit You may reroll.
    • +
    • Strengthen your willpower: Take +6 momentum.
    • +
    +

    On a weak hit, you learn from your missteps. Take 2 experience and clear all progress.

    +

    On a miss, you learn very little. Take 1 experience and clear all progress.

    +
    + +
    + +
    +
    Locate Your Objective
    +
    + +
    +
    +

    When your exploration of a site comes to an end, roll the challenge dice and compare to your progress.

    +

    On a strong hit, you locate your objective and the situation favors you. Choose one.

    +
      +
    • Make another move now (not a progress move), and add +2.
    • +
    • Take +2 momentum.
    • +
    +

    On a weak hit, you locate your objective but face an unforeseen hazard or complication. Envision what you find.

    +

    On a miss, your objective falls out of reach, you have been misled about the nature of your objective, or you discover that this site holds unexpected depths. If you continue your exploration, clear all but one filled progress and raise the site’s rank by one (if not already epic).

    +
    + +
    + +
    +
    Make an Effort
    +
    +

    When you make a move demanding more of yourself and have the required effort level, you may suffer -momentum in exchange for the same amount of your move effort level to addition to your roll.

    +
    + +
    + +
    +
    Make Camp
    +
    + +
    +
    +

    When you rest and recover for several hours in the wild, roll +supply.

    +

    On a strong hit, if you have the dazed or starved conditions, you may clear them. Then, you and your allies may each choose two.

    +

    On a weak hit, as above, but you and your allies may choose one instead.

    +
      +
    • Recuperate: Take +25% of your maximum health. If you have the blinded, deafened or weakened conditions, you may clear them.
    • +
    • Partake: Suffer -3 supply and take +25% of maximum health for you and any companions. If you or your companion you are partaking with has the conditions of in the above option, you may clear them.
    • +
    • Relax: Take +2 spirit. If you have the unsteady condition, you may clear it.
    • +
    • Focus: Take +3 momentum. If you have the stupefied condition, you may clear it.
    • +
    • Prepare: When you break camp, add +2 if you Undertake a Journey.
    • +
    +

    On a miss, you take no comfort. Pay the Price.

    +
    + +
    + +
    +
    Manifest Insanity
    +
    + +
    +
    +

    When you fail to struggle against a mental shock, make the most obvious negative outcome happen from the following tables, or roll on them to determine what kind of insanity you manifest.

    +
    + + + +
    + +
    + +
    +
    1-70 (70%)Short-term Insanity
    +
    71-100 (30%)Long-term Insanity
    +
    +
    + +
    + +
    +
    1-28 (28%)You get scared, and your next move should imply to flee as far as possible from the source of the fear or danger.
    +
    29-51 (23%)Your spirit is overwhelmed. Take the dazed condition.
    +
    52-69 (18%)You show hysteric and emotional outburst by screaming, laughing, crying. Every other ally and companion must Endure Stress (1d2 stress) as a result.
    +
    70-87 (18%)You begin babbling, coherently (logorrhoea) or incoherently. Your words show abuse, fear, hopelessness, irrationality or selfishness. Every other ally and companion must Endure Stress (1d3 stress) as a result.
    +
    88-95 (8%)You Inflict Harm on yourself.
    +
    96-100 (5%)You faint. Take the unconscious condition.
    +
    +
    + +
    + +
    +
    1-15 (15%)Take the phobiac (severity 4) condition.
    +
    16-29 (14%)Take the attached (severity 4) condition.
    +
    30-36 (7%)Take the hallucinating (severity 2) condition.
    +
    37-53 (17%)Take the compulsed (severity 4) condition.
    +
    54-57 (4%)You start suffering psychosomatic deafness. Take the deafened (severity +1) condition.
    +
    58-60 (3%)You start suffering psychosomatic blindness. Take the blind (severity +1) condition.
    +
    61-73 (13%)Take the mute condition.
    +
    74-85 (12%)You retreat into your mind, in a stupor state, assuming fetal position if not immediate danger is around, oblivious to events around you. Take the dazed, mute, shaken and unsteady (shaky) conditions.
    +
    86-93 (8%)You become catatonic. Take the dazed, mute and numb (severity +1) conditions.
    +
    94-98 (5%)Take the amok (severity 3) condition. Then, Clash the nearest target, whether they are an ally, companion, foe or else.
    +
    99-00 (2%)Take the amnesiac (severity 5) condition.
    +
    +
    +
    + +
    + +
    +
    Not Assist Conditional Companion
    +
    +

    When a conditional companion suffers the consequence of one of your moves and you don’t come to their aid, suffer -1 to their loyalty.

    +
    + +
    + +
    +
    Order Conditional Companion
    +
    + +
    +
    +

    When you ask a conditional companion to act for something not akin to their drives, motivations or the fulfillment of their goal, or if the conditional companion is a hireling, roll +loyalty. If you share a bond, you may reroll any dice.

    +

    On a strong hit, your Conditional Companion Acts, but suffer -1 to their loyalty.

    +

    On a weak hit, your Conditional Companion Acts, but not without whimper. Suffer -2 to their loyalty.

    +

    On a miss, your conditional companion refuses to follow your request. Suffer -2 to their loyalty.

    +
    + +
    + +
    +
    Out of Supply
    +
    +

    When your supply is exhausted (reduced to 0), take the unprepared condition. If you suffer additional -supply while unprepared, you must exchange each additional -supply for any combination of -health, -spirit, -wealth, -companion’s loyalty or -momentum as appropriate to the circumstances.

    +
    + +
    + +
    +
    Patch Equipment
    +
    + +
    +
    +

    When you attempt to amend an armor or shield, envision how provisions from your gear help you patch the piece of equipment and suffer -2 supply. Then, roll +wits.

    +

    On a strong hit, your amendment is efficient. Choose one.

    +
      +
    • Rise by 1 your armor’s protection.
    • +
    • Rise by 1 your armor’s Endure Harm addition.
    • +
    • Rise by 1 your shield’s Face Danger/Clash addition.
    • +
    +

    On a weak hit, as above, but the patch work takes longer than expected or demand extra resources. Suffer -2 momentum.

    +

    On a miss, your craft is ineffective. Pay the Price.

    +
    + +
    + +
    +
    Pay the Price
    +
    +

    When you suffer the outcome of a move, mark a tick on your miss track; if it is a progress move, mark two; on a match, mark the double. Then, draw a resilience card and choose one.

    +
      +
    • Make the most obvious negative outcome happen.
    • +
    • Envision two negative outcomes. Rate one as ‘likely’, and Ask the Oracle using the yes/no table. On a ‘yes’, make that outcome happen. Otherwise, make it the other.
    • +
    • Roll on the following table. If you have difficulty interpreting the result to fit the current situation, roll again.
    • +
    +
    +
    1-2 (2%)Roll again and apply that result but make it worse. If you roll this result yet again, think of something dreadful that changes the course of your quest and make it happen.
    +
    3-5 (3%)A person or community you trusted loses faith in you, or acts against you.
    +
    6-8 (3%)A person or community you care about is exposed to danger.
    +
    9-15 (7%)You are separated from something or someone.
    +
    16-22 (7%)Your action has an unintended effect.
    +
    23-29 (7%)Something of value is lost or destroyed.
    +
    30-36 (7%)The current situation worsens.
    +
    37-43 (7%)A new danger or foe is revealed.
    +
    44-52 (9%)It causes a delay or puts you at a disadvantage.
    +
    53-61 (9%)It is harmful.
    +
    62-70 (9%)It is stressful.
    +
    71-77 (7%)It is wasteful.
    +
    78-84 (7%)You got a negative condition.
    +
    85-89 (5%)A surprising development complicates your quest.
    +
    90-94 (5%)It forces you to act against your best intentions.
    +
    95-99 (5%)A friend, companion, or ally is put in harm’s way (or you are, if alone).
    +
    100 (1%)Roll twice more on this table. Both results occur. If they are the same result, make it worse.
    +
    +
    + +
    + +
    +
    Reach a Milestone
    +
    +

    When you make significant progress in your quest by overcoming a critical obstacle, completing a perilous journey, solving a complex mystery, defeating a powerful threat, gaining vital support, or acquiring a crucial item, you may mark progress.

    +
      +
    • Troublesome quest: Mark 3 progress.
    • +
    • Dangerous quest: Mark 2 progress.
    • +
    • Formidable quest: Mark 1 progress.
    • +
    • Extreme quest: Mark 2 ticks.
    • +
    • Epic quest: Mark 1 tick.
    • +
    +
    + +
    + +
    +
    Reach Your Destination
    +
    + +
    +
    +

    Progress Move

    +

    When your journey comes to an end, roll the challenge dice and compare to your progress. Momentum is ignored on this roll.

    +

    On a strong hit, the situation at your destination favors you. Choose one.

    +
      +
    • Make another move now (not a progress move), and add +2.
    • +
    • Take +2 momentum.
    • +
    +

    On a weak hit, you arrive but face an unforeseen hazard or complication. Envision what you find, and take +1 momentum.

    +

    On a miss, you have gone hopelessly astray, your objective is lost to you, or you were misled about your destination. If your journey continues, clear all but one filled progress, and raise the journey’s rank by one (if not already epic).

    +
    + +
    + +
    +
    Resupply
    +
    + +
    +
    +

    When you hunt, forage or scavenge, roll +wits.

    +

    On a strong hit, you bolster your resources. If you have the unprepared condition, you may clear it. Then, take up to +3 supply and +1d2-1 wealth.

    +

    On a weak hit, take up to +2 supply, but suffer -1 momentum for each.

    +

    On a hit, if you are looting the dead, envision what you loot according to the dead’s wearing, gear or nature and take +wealth according to its rank. If the rank is...

    +
      +
    • Troublesome: Take +1d2-1
    • +
    • Dangerous: Take +1d2 wealth.
    • +
    • Formidable: Take +1d3 wealth.
    • +
    • Extreme: Take +1d4 wealth.
    • +
    • Epic: Take +1d6 wealth.
    • +
    +

    On a miss, you find nothing helpful or your assumptions betray you. Pay the Price.

    +
    + +
    + +
    +
    Reveal a Danger
    +
    +

    When you are undertaking a journey and are waylaid by a perilous event, or delving the depths of a site and find yourself in a risky situation, make the most obvious negative outcome happen from the following tables, or roll on them to determine what kind of danger you encounter.

    +
    + + + + +
    + +
    + +
    +
    1-25 (25%)Worsening of the Situation
    +
    26-60 (35%)Unfavorable Road
    +
    61-100 (40%)Hostile Character Encounter
    +
    +
    + +
    + +
    +
    1-13 (13%)A portion of an edible resource got spoiled or lost. Suffer -1 supply. If your supply is 0, reroll on this table.
    +
    14-24 (11%)The travel is taking longer than expected. Suffer -1 momentum.
    +
    25-34 (10%)The trip was tough and left you tired. Endure Harm (1d4P harm).
    +
    35-42 (8%)The travel has drained your energies. Endure Harm (1d4P harm) and take the weakened (severity +1) condition.
    +
    43-50 (8%)The travel has left you stressed or mentally fatigued. Endure Stress (1d2 stress).
    +
    51-57 (7%)A friend or companion starts arguing for previous acts or complaining about the rough travel. Suffer -1d3 to their loyalty. If you don't have a companion, reroll on this table.
    +
    58-64 (7%)You realize you lost some valuable goods on the way. Suffer -2 wealth. If your wealth is reduced to 0, suffer -momentum to any remaining -wealth.
    +
    65-71 (7%)You realize too late that the supply container is broken and has a leak. Suffer -2 supply.
    +
    72-77 (6%)You realize you lost one of your valuable items on the way. Suffer -1 wealth. If your wealth is 0, reroll on this table.
    +
    78-83 (6%)You realize that one of the items you thought to be valuable, is actually not, or not worthy in its current state. Suffer -1 wealth and -1 momentum. If your wealth is an its minimum (0), reroll on this table.
    +
    84-89 (6%)You make a discovery that complicates one of your quests. Suffer -2 momentum.
    +
    90-94 (5%)A piece of equipment loses durability. Reduce any of your armor’s or shield’s values by 1. If you have no armor or shield item, reroll on this table.
    +
    95-97 (3%)You start suffering from muscle cramp, sprain or strain. Endure Harm (1d4P harm) and take the palsied (severity 1) condition.
    +
    98-99 (2%)You realize that one of your conditional companions is no longer by your side. Suffer -1 momentum. If you don't have a conditional companion, reroll on this table.
    +
    100 (1%)Roll twice more on this table. Both results occur. If they are the same result, double its effect.
    +
    +
    + +
    + +
    +
    1-13 (13%)The terrain or the weather plays against you, hindering you. Subtract -1 to your next move. Take the hyperthermic or hypothermic condition if appropriate.
    +
    14-25 (12%)An environmental hazard forces you to pass through this area in a precarious manner. If you make a move to resolve this danger, subtract -1.
    +
    26-35 (10%)Whether it is human made or a fortuity of nature, you, or someone with you, is victim of a trap. If you make a move of resolve this danger, subtract -1.
    +
    36-44 (9%)You suffer some bruises on the way. Endure Harm (1d4 harm).
    +
    45-52 (8%)You consumed some resources, and this road lacks sources to replenish from. Suffer -1 supply. If you Resupply, count a strong hit as a weak hit, and a weak hit as a miss.
    +
    53-60 (8%)The travel has been mentally grueling. Endure Stress (1 stress). If you Hearten, count a strong hit as a weak hit, and a weak hit as a miss.
    +
    61-68 (8%)You have not reached your waypoint yet, and this stop is too precarious to rest safely. If you Make Camp, count a strong hit as a weak hit, and a weak hit as a miss.
    +
    69-75 (7%)The path is broken and there doesn't seem to be a lead to follow it. Subtract -1 next time you Undertake a Journey for this travel.
    +
    76-81 (6%)An obstacle is blocking the path you intend to follow. Subtract -1 for your next move to resolve the obstacle or suffer -2 momentum causing a delay on your travel.
    +
    82-86 (5%)The path has a disturbing ambience or you find the horrible fate of a victim of this place. Endure Stress (1d4 stress).
    +
    87-90 (4%)The environment undermines the path or the weather is disorienting, and you find difficult to recognize the track. Subtract -2 next time you Undertake a Journey for this travel.
    +
    91-94 (4%)Whether it was something you ate or something in the surroundings, you are now ill. Endure Harm (1d4P harm) and take the poisoned (severity +1) condition.
    +
    95-97 (3%)Whether it was something you ate or something in the surroundings, you got poisoned. Take the poisoned (severity +2) condition.
    +
    98-99 (2%)You realized you have been following the wrong path, and trickery leads have left you astray. Clear 1d2 progress boxes in the journey track. Next time you Undertake a Journey, you don’t mark progress if you score a hit.
    +
    100 (1%)Roll twice more on this table. Both results occur. If they are the same result, double its effect.
    +
    +
    + +
    + +
    +
    1-13 (13%)You converge with one or multiple travelers or denizens in this area, facing off.
    +
    14-26 (13%)One or multiple unaware travelers or denizens are guarding this area, either laid in wait, patrolling or working.
    +
    27-39 (13%)You're ambushed, or attacked without warning.
    +
    40-51 (12%)Your presence has caught the attention of one or multiple travelers or denizens in the area.
    +
    52-63 (12%)Your arrival to this area has been expected.
    +
    64-75 (12%)You sense one or multiple presences lurking or stalking.
    +
    76-85 (10%)One or multiple unaware travelers or denizens are blocking or undermining the path in some way.
    +
    86-93 (8%)You find one or multiple travelers or denizens in unfavorable circumstances.
    +
    94-98 (5%)You find one or multiple travelers or denizens’ pets or underlings.
    +
    99-100 (2%)Roll twice more on this table, and use one result.
    +
    +
    +
    + +
    + +
    +
    Secure an Advantage
    +
    + +
    +
    +

    When you assess a situation, make preparations, or attempt to gain leverage, envision your action and roll. If you act... +

  • With speed, agility, or precision: Roll +edge.
  • +
  • With charm, loyalty, or courage: Roll +heart.
  • +
  • With aggressive action, forceful defense, strength, or endurance: Roll +iron.
  • +
  • With deception, stealth, or trickery: Roll +shadow.
  • +
  • With expertise, insight, or observation: Roll +wits.
  • +

    +

    On a strong hit, you gain advantage. Choose one. +

  • Take control: Make another move now (not a progress move), and add +2.
  • +
  • Prepare to act: Take +4 momentum.
  • +

    +

    On a weak hit, your advantage is short-lived. Take +2 momentum.

    +

    On a miss, you fail or your assumptions betray you. Pay the Price.

    +
    + +
    + +
    +
    Show Resilience
    +
    +

    When you make a move, and have in a hand a resilience card with the corresponding suit of the move, these beings…

    +
      +
    • Spades (♠): Combat and suffer moves.
    • +
    • Clubs (♣): Adventure and Delve moves.
    • +
    • Hearts (♥): Relationship, companion and recovery moves.
    • +
    • Diamonds (♦): Quest and asset moves.
    • +
    +

    You may…

    +
      +
    • Ready yourself to not make previous missteps: Play the resilience card before rolling.
    • +
    • Instantly recover from a misstep: Play the resilience card after rolling, but suffer -2 momentum.
    • +
    +

    Then, modify the roll as per the value of the card right before reshuffling back into the deck.

    +
      +
    • Ace: You may reroll any dice. Take +4 momentum.
    • +
    • K: Score a strong hit, or Inflict Harm once more and make it piercing.
    • +
    • Q: Count a miss as a weak hit, and a weak hit as a strong hit; or Inflict Harm once more.
    • +
    • J: Score a weak hit, or make the harm piercing.
    • +
    • 2-10: Add this amount to the roll.
    • +
    +
    + +
    + +
    +
    Sojourn
    +
    + +
    +
    +

    When you spend time in a community, roll +heart. If you share a bond, add +2.

    +

    On strong hit, clear a starved condition; then, you and your allies may each choose two from within the categories below. On a weak hit, choose one. If you share a bond, choose one more.

    +

    On a hit, you and your allies may each reduce the severity of the amnesiac condition by 1, or clear the dazed condition. Then, you and your allies may each focus on one of your chosen recover actions and roll +heart again. If you share a bond, add +2. On a strong hit, take the double for that action. On a weak hit, take +2 more. On a miss, it goes badly and you lose all benefits for that action.

    +

    Clear a Condition

    +
      +
    • Mend: Clear a blinded, deafened, palsied, poisoned, weakened and wounded condition. Then, take 25% of your maximum health.
    • +
    • Cheer: Reduce the severity of a compulsed and hallucinating condition by 1, and clear a shaken, stupefied and unsteady condition. Then, take +2 spirit.
    • +
    • Equip: Clear an unprepared condition. Then, take +2 supply.
    • +
    +

    Recover

    +
      +
    • Recuperate: Take +50% of maximum health for yourself and any companions.
    • +
    • Consort: Take +4 spirit.
    • +
    • Stock: Take +4 supply.
    • +
    • Plan: Take +4 momentum.
    • +
    +

    Cohabitate

    +
      +
    • Tune in to the bruits: Envision how you listen for rumors or acquire information from the community. Then, Gather Information, and add +4.
    • +
    • Provide aid: Envision what this community needs, or what trouble it is facing. If you chose to help, Swear an Iron Vow and add +2.
    • +
    +

    On a miss, you find no help here. Pay the Price.

    +
    + +
    + +
    +
    Strengthen Their Loyalty
    +
    + +
    +
    +

    When you dedicate yourself to spend a significant time with your companion, envision that moment and roll +heart. If your companion is a hireling, roll +wealth instead. If you share a bond, you may reroll any dice.

    +

    On a strong hit, your conditional companion feels more akin with your company. Give +your heart+2 to their loyalty. If the conditional companion is a hireling, also suffer -1 wealth. If you use this exchange to Forge a Bond, make that move now and add +2.

    +

    On a weak hit, as above, but you must also choose one.

    +
      +
    • It was emotionally demanding: Endure Stress (1 stress).
    • +
    • It was resource demanding: Suffer -1 supply.
    • +
    • It was time consuming: Suffer -2 momentum.
    • +
    +

    On a miss, the moment doesn’t go as expected. Pay the Price.

    +
    + +
    + +
    +
    Strike
    +
    + +
    +
    +

    When you have initiative and attack with the intent to inflict harm, determine if you are hitting your foe’s protection or breaking their defense rating. If you are foe’s protection is 0 or you are doing the latter, fix one challenge die as per your foe’s defense rating. Then, envision your approach. If you're making this move repeatedly, but with another offensive maneuver, add +1. If you…

    +
      +
    • Attack in close quarters: Roll +iron.
    • +
    • Attack at range or with a precise weapon: Roll +edge.
    • +
    • Attack an unaware target, or without warning, at close range: Roll +shadow.
    • +
    +

    On a strong hit, Inflict Harm and add +1. You retain the initiative.

    +

    On a weak hit, Inflict Harm and lose the initiative. If you are attacking at range, choose one.

    +
      +
    • Your attack winged: Roll twice and use the lowest result.
    • +
    • You wasted ammo: Suffer -1 supply.
    • +
    • Your thrown weapon is lost or destroyed.
    • +
    • You attract unexpected attention: Suffer -1 momentum.
    • +
    +

    If you are attacking a foe that is unaware and score a hit, envision you strike. On a strong hit, you go undetected; when you Inflict Harm, you may suffer -1 momentum and choose two. On a weak hit, you hit your target, but not without getting spotted; when you Inflict Harm, you may suffer -1 momentum and chose one; then, Enter the Fray.

    +
      +
    • You strike fiercely: Inflict +1d4 harm.
    • +
    • You strike on a weak spot: Your harm is penetrating.
    • +
    • You find the best way to strike: You may reroll any dice.
    • +
    +

    On a miss, your foe has initiative.

    +
    + +
    + +
    +
    Swear an Iron Vow
    +
    + +
    +
    +

    When you swear upon iron to complete a quest, write your vow and give the quest a rank. Then, roll +heart. If you make this vow to a person or community with whom you share a bond, add +2.

    +

    On a strong hit, you are emboldened and it is clear what you must do next. Take +2 momentum.

    +

    On a weak hit, you are determined but begin your quest with more questions than answers. Take +1 momentum, and envision what you do to find a path forward.

    +

    On a miss, you face a significant obstacle before you can begin your quest. Envision what stands in your way, and choose one.

    +
      +
    • You press on: Suffer -2 momentum, and do what you must to overcome this obstacle.
    • +
    • You give up: Forsake Your Vow.
    • +
    +
    + +
    + +
    +
    Take a Downtime
    +
    +

    When you spend weeks or months recuperating in a safe place and have at least 1 experience, suffer -1 experience in exchange of the following.

    +
      +
    • Clear your conditions (not corrupted nor maimed).
    • +
    • Set your tracks to their maximum.
    • +
    • Reset your momentum.
    • +
    • Take +2d4+2 wealth.
    • +
    +
    + +
    + +
    +
    Take Conditional Companion
    +
    + +
    +
    +

    When you meet a character with the same objective as you, or that is willing to follow you in exchange of getting paid, you may attempt to convince them to join your quest. If you do, roll +heart; if the character is a hireling, roll +wealth instead. If you share a bond, you may reroll any dice.

    +

    On a strong hit, the character joins you as a conditional companion. Fill their companion sheet, setting their loyalty track as your heart+2 (maximum is 10). If the companion is a hireling, suffer -2 wealth.

    +

    On a weak hit, as above, but they ask something of you in return; envision what they want.

    +

    On a miss, the character refuses to join you or make a demand that cost you greatly. Pay the Price.

    +
    + +
    + +
    +
    Take on Overload
    +
    +

    When you have more weight than your maximum load, take the encumbered condition.

    +
    + +
    + +
    +
    Test their Loyalty
    +
    + +
    +
    +

    When your conditional companion’s loyalty is at its minimum (0), you can attempt to convince them to stay by your side. If you do, roll +heart. If the companion is a hireling, roll +wealth instead. Add +2 if you share a bond. If their goal is lost to you, count this move as a miss.

    +

    On a strong hit, your companion stands by your side. Give +you heart+1 to their loyalty. Take +1 momentum.

    +

    On a weak hit, as above, but they ask something in return. Choose one.

    +
      +
    • Provisions: Suffer -2 supply.
    • +
    • A valuable item: Dicard an equipment or consumable item, or suffer -1 wealth.
    • +
    • A promise: Envision what they ask of you that need to be resolved besides their current goal, and Swear an Iron Vow to do it.
    • +
    +

    On a miss, or if you have no interest in them to follow you, the Conditional Companion Abandons you. If you share a bond with them, also Test Your Bond.

    +
    + +
    + +
    +
    Test Your Bond
    +
    + +
    +
    +

    When your bond is tested through conflict, betrayal, or circumstance, roll +heart.

    +

    On a strong hit, this test has strengthened your bond. Choose one.

    +
      +
    • Take +2 spirit.
    • +
    • Take +4 momentum.
    • +
    +

    On a weak hit, your bond is fragile and you must prove your loyalty. Envision what they ask of you, and do it (or Swear an Iron Vow). If you refuse or fail, clear the bond and Pay the Price.

    +

    On a miss, or if you have no interest in maintaining this relationship, clear the bond and Pay the Price.

    +
    + +
    + +
    +
    Trade
    +
    +

    When you meet someone that offers you an item or service in exchange for wealth, suffer -wealth as the cost of the item or service.

    +

    If you are acquiring supply, suffer -1 wealth in exchange for +2 supply.

    +

    If you are making this move to obtain wealth in exchange for supply or an item (that is not a consumable item), take +1 wealth per -2 supply, or +wealth as per the weight of the item in exchange for losing it.

    +
    + +
    + +
    +
    Turn the Tide
    +
    +

    Once per fight, when you risk it all, you may steal initiative from your foe to make a move (not a progress move). When you do, add +2 and take +2 momentum on a hit.

    +

    If you fail to score a hit on that move, you must suffer a dire outcome. Pay the Price.

    +
    + +
    + +
    +
    Undertake a Journey
    +
    + +
    +
    +

    When you travel across hazardous or unfamiliar lands, set the rank of your journey.

    +
      +
    • Troublesome journey: 3 progress per waypoint.
    • +
    • Dangerous journey: 2 progress per waypoint.
    • +
    • Formidable journey: 1 progress per waypoint.
    • +
    • Extreme journey: 2 ticks per waypoint.
    • +
    • Epic journey: 1 tick per waypoint.
    • +
    +

    Then, for each segment of your journey, roll +wits. If you are setting off from a community with which you share a bond, add +2 to your initial roll.

    +

    If you are making this move for the fourth time, without having done the Make Camp move or Sojourn move, take a condition as appropriate to the circumstances.

    +

    On a strong hit, choose one.

    +
      +
    • You make good use of your resources: Mark progress and take +2 momentum.
    • +
    • You move with scrutiny: Mark progress and Find an Opportunity.
    • +
    • You move at speed: Mark progress twice and take +1 momentum, but suffer -1 supply.
    • +
    +

    On a weak hit, choose one.

    +
      +
    • You go as expected: Mark progress, but suffer -1 supply.
    • +
    • You move with precaution: Mark progress and Find an Opportunity, but suffer -1 supply and -2 momentum.
    • +
    • You move at speed, but with a cost: Mark progress twice and take +1 momentum, but suffer -2 supply and Reveal a Danger.
    • +
    • You explore: Find an Opportunity, but suffer -1 momentum.
    • +
    +

    On a miss, you have gone hopelessly astray, your objective is lost to you, or you were misled about your destination. If your journey continues, clear all but one filled progress, and raise the journey's rank by one (if not already epic).

    +
    + +
    + +
    +
    Write Your Epilogue
    +
    + +
    +
    +

    Progress Move

    +

    When you retire from your life as an Oathkeeper, envision two things: What you hope for, and what you fear. Then, roll the challenge dice and compare to your bonds.

    +

    On a strong hit, things come to pass as you hoped.

    +

    On a weak hit, your life takes an unexpected turn, but not necessarily for the worse. You find yourself spending your days with someone or in a place you did not foresee. Envision it.

    +

    On a miss, your fears are realized.

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

     PROGRESS 

    +
    +

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

     ORACLES 

    +
    +
    +
    + +
    +
    + +
    +
    + +
    +
    +
    + +
    +
    +
    +
    +
    Reveal A Danger
    +
    +
    + +
    + +
    +
    +
    + +
    + +
    +
    +
    + +
    + +
    +
    +
    + +
    + +
    +
    +
    +
    Find An Opportunity
    +
    +
    + +
    + +
    +
    +
    + +
    + +
    +
    +
    + +
    + +
    +
    +
    + +
    + +
    +
    +
    +
    Manifest Insanity
    +
    +
    + +
    + +
    +
    +
    + +
    + +
    +
    +
    + +
    + +
    +
    +
    +
    + +
    +
    Category
    +
    +
    1-25 (25%)Worsening of the Situation
    +
    26-60 (35%)Unfavorable Road
    +
    61-100 (40%)Hostile Character Encounter
    +
    +
    + +
    +
    Worsening of the Situation
    +
    +
    1-13 (13%)A portion of an edible resource got spoiled or lost. Suffer -1 supply. If your supply is 0, reroll on this table.
    +
    14-24 (11%)The travel is taking longer than expected. Suffer -1 momentum.
    +
    25-34 (10%)The trip was tough and left you tired. Endure Harm (1d4P harm).
    +
    35-42 (8%)The travel has drained your energies. Endure Harm (1d4P harm) and take the weakened (severity +1) condition.
    +
    43-50 (8%)The travel has left you stressed or mentally fatigued. Endure Stress (1d2 stress).
    +
    51-57 (7%)A friend or companion starts arguing for previous acts or complaining about the rough travel. Suffer -1d3 to their loyalty. If you don't have a companion, reroll on this table.
    +
    58-64 (7%)You realize you lost some valuable goods on the way. Suffer -2 wealth. If your wealth is reduced to 0, suffer -momentum to any remaining -wealth.
    +
    65-71 (7%)You realize too late that the supply container is broken and has a leak. Suffer -2 supply.
    +
    72-77 (6%)You realize you lost one of your valuable items on the way. Suffer -1 wealth. If your wealth is 0, reroll on this table.
    +
    78-83 (6%)You realize that one of the items you thought to be valuable, is actually not, or not worthy in its current state. Suffer -1 wealth and -1 momentum. If your wealth is an its minimum (0), reroll on this table.
    +
    84-89 (6%)You make a discovery that complicates one of your quests. Suffer -2 momentum.
    +
    90-94 (5%)A piece of equipment loses durability. Reduce any of your armor’s or shield’s values by 1. If you have no armor or shield item, reroll on this table.
    +
    95-97 (3%)You start suffering from muscle cramp, sprain or strain. Endure Harm (1d4P harm) and take the palsied (severity 1) condition.
    +
    98-99 (2%)You realize that one of your conditional companions is no longer by your side. Suffer -1 momentum. If you don't have a conditional companion, reroll on this table.
    +
    100 (1%)Roll twice more on this table. Both results occur. If they are the same result, double its effect.
    +
    +
    + +
    +
    Unfavorable Road
    +
    +
    1-13 (13%)The terrain or the weather plays against you, hindering you. Subtract -1 to your next move. Take the hyperthermic or hypothermic condition if appropriate.
    +
    14-25 (12%)An environmental hazard forces you to pass through this area in a precarious manner. If you make a move to resolve this danger, subtract -1.
    +
    26-35 (10%)Whether it is human made or a fortuity of nature, you, or someone with you, is victim of a trap. If you make a move of resolve this danger, subtract -1.
    +
    36-44 (9%)You suffer some bruises on the way. Endure Harm (1d4 harm).
    +
    45-52 (8%)You consumed some resources, and this road lacks sources to replenish from. Suffer -1 supply. If you Resupply, count a strong hit as a weak hit, and a weak hit as a miss.
    +
    53-60 (8%)The travel has been mentally grueling. Endure Stress (1 stress). If you Hearten, count a strong hit as a weak hit, and a weak hit as a miss.
    +
    61-68 (8%)You have not reached your waypoint yet, and this stop is too precarious to rest safely. If you Make Camp, count a strong hit as a weak hit, and a weak hit as a miss.
    +
    69-75 (7%)The path is broken and there doesn't seem to be a lead to follow it. Subtract -1 next time you Undertake a Journey for this travel.
    +
    76-81 (6%)An obstacle is blocking the path you intend to follow. Subtract -1 for your next move to resolve the obstacle or suffer -2 momentum causing a delay on your travel.
    +
    82-86 (5%)The path has a disturbing ambience or you find the horrible fate of a victim of this place. Endure Stress (1d4 stress).
    +
    87-90 (4%)The environment undermines the path or the weather is disorienting, and you find difficult to recognize the track. Subtract -2 next time you Undertake a Journey for this travel.
    +
    91-94 (4%)Whether it was something you ate or something in the surroundings, you are now ill. Endure Harm (1d4P harm) and take the poisoned (severity +1) condition.
    +
    95-97 (3%)Whether it was something you ate or something in the surroundings, you got poisoned. Take the poisoned (severity +2) condition.
    +
    98-99 (2%)You realized you have been following the wrong path, and trickery leads have left you astray. Clear 1d2 progress boxes in the journey track. Next time you Undertake a Journey, you don’t mark progress if you score a hit.
    +
    100 (1%)Roll twice more on this table. Both results occur. If they are the same result, double its effect.
    +
    +
    + +
    +
    Hostile Character Encounter
    +
    +
    1-13 (13%)You converge with one or multiple travelers or denizens in this area, facing off.
    +
    14-26 (13%)One or multiple unaware travelers or denizens are guarding this area, either laid in wait, patrolling or working.
    +
    27-39 (13%)You're ambushed, or attacked without warning.
    +
    40-51 (12%)Your presence has caught the attention of one or multiple travelers or denizens in the area.
    +
    52-63 (12%)Your arrival to this area has been expected.
    +
    64-75 (12%)You sense one or multiple presences lurking or stalking.
    +
    76-85 (10%)One or multiple unaware travelers or denizens are blocking or undermining the path in some way.
    +
    86-93 (8%)You find one or multiple travelers or denizens in unfavorable circumstances.
    +
    94-98 (5%)You find one or multiple travelers or denizens’ pets or underlings.
    +
    99-100 (2%)Roll twice more on this table, and use one result.
    +
    +
    + +
    +
    Category
    +
    +
    1-55 (25%)Favorable Area.
    +
    56-80 (35%)Benign Character Encounter.
    +
    81-100 (40%)Item Finding
    +
    +
    + +
    +
    Favorable Area
    +
    +
    1-11(11%)The travel took shorter than expected. Take +1 momentum.
    +
    12-20 (9%)Elements of this area can be used to leverage your travel. If you Undertake a Journey, you may reroll any dice.
    +
    21-28 (8%)There is a path that seems to lead towards your destination. If you follow it, add +2 when you Undertake a Journey.
    +
    29-35 (7%)The travel has cleared your mind. If you Hearten, reroll any dice.
    +
    36-42 (7%)This seems to be an ideal place to find a moment of peace. If you Hearten, add +2.
    +
    43-49 (7%)This seems to be an ideal place to bolster your reserves. If you Resupply, add +2.
    +
    50-55 (6%)This seems to be a place safe enough to rest and recover for several hours. If you Make Camp, add +2.
    +
    56-61 (6%)You find a healthy settlement. If you Sojourn, add +1.
    +
    62-66 (5%)This area offers a captivating ambience or comfortable environment. If you Hearten, take +1 spirit on a hit.
    +
    67-71 (5%)This area offers enough to bolster your reserves if you dedicate enough to it. If you Resupply and score hit, you may suffer -1 momentum in exchange for +1 supply.
    +
    72-76 (5%)This waypoint offers more than needed for a modest rest. If you Make Camp, and score a hit, you may choose an extra option.
    +
    77-80 (4%)You seem to be closer to your destination than expected. Mark an additional progress in your journey track.
    +
    81-83 (3%)This area offers just what you need to camp. If you Make Camp, you may reroll any dice.
    +
    84-86 (3%)You reach this waypoint just at an opportune time to bolster your reserves. If you Resupply now, you may reroll any dice.
    +
    87-88 (2%)There is a hidden passage that could be a shortcut. If you Reach Your Destination, you may reroll any dice.
    +
    89-96 (8%)You reach a location of interest related to one of your quests or that might lead to one. Take +2 momentum.
    +
    97-98 (2%)Choose one result from this table.
    +
    99-100 (2%)Roll twice more on this table. Both results occur.
    +
    +
    + +
    +
    Benign Character Encounter
    +
    +
    1-16 (16%)You encounter a traveler or denizen who might provide you guide in exchange for something of value. If you agree, suffer -1 wealth or -2 supply (your choice) in exchange for adding +3 next time you Undertake a Journey for this travel.
    +
    17-30 (14%)You encounter a traveler or denizen willing to provide you guide and supply. If he does, add +1 next time you Undertake a Journey for this travel and take +1 supply.
    +
    31-38 (8%)You encounter a traveler or denizen who might provide you health care in exchange for something of value. If you agree, suffer -1 wealth or -2 supply (your choice) in exchange for making the Hearten move now and add +3.
    +
    39-46 (8%)You encounter a traveler or denizen who might rise your spirit in exchange for something of value. If you agree, suffer -1 wealth or -2 supply (your choice) in exchange for making the Heal move now and add +3.
    +
    47-53 (7%)You encounter a traveler or denizen willing to rise your spirit. If he does, Hearten now and add +2.
    +
    54-60 (7%)You encounter a traveler or denizen willing to give you first aid. If he does, Heal now and add +2.
    +
    61-70 (10%)You encounter a provision trader.
    +
    71-75 (5%)You encounter an equipment trader.
    +
    76-79 (4%)You encounter a traveler or denizen with the potential of being a conditional companion with the goal of serving as hireling and the drive of getting wealth. If you Take a Conditional Companion, add +1.
    +
    80-83 (4%)You encounter a traveler or denizen with the potential of being a conditional companion. Take +1 momentum.
    +
    84-86 (3%)You encounter one or more travelers or denizens in need for help and with the means to reward you.
    +
    87-95 (9%)You encounter one or more characters related to one of you quests or that might lead to one. Take +2 momentum.
    +
    96-98 (3%)Roll twice more on this table. Use one result.
    +
    99-100 (2%)Choose one result from this table.
    +
    +
    + +
    +
    Item Finding
    +
    +
    1-14 (14%)You find resources that bolster your reserves. Take +1 supply.
    +
    15-26 (12%)You find resources that bolster your reserves. Take +2 supply.
    +
    27-35 (9%)You find some valuable goods. Take +2 wealth.
    +
    36-42 (7%)You find some valuable goods. Take +2 wealth.
    +
    43-47 (5%)You find a consumable item of your choice or as appropriate to the circumstances.
    +
    48-51 (4%)You find two consumable items of your choice or as appropriate to the circumstances.
    +
    52-56 (5%)You find a weapon of cost d4 wealth cost or less of your choice as appropriate to the circumstances.
    +
    57-59 (3%)You find a weapon of cost d6 wealth or less of your choice as appropriate to the circumstances.
    +
    60-61 (2%)You find a weapon of cost d8+1 wealth or less of your choice as appropriate to the circumstances.
    +
    62-64 (3%)You find a shield of cost d4+1 wealth or less of your choice as appropriate to the circumstances.
    +
    65-66 (2%)You find a shield of cost d6+1 wealth or less of your choice as appropriate to the circumstances.
    +
    67-69 (3%)You find an armor of cost 1d4+3 wealth or less of your choice or as appropriate to the circumstances.
    +
    70-71 (2%)You find an armor of cost 1d6+3 wealth or less of your choice as appropriate to the circumstances.
    +
    72 (1%)You find an armor of cost 2d4+2 wealth or less of your choice as appropriate to the circumstances.
    +
    73-80 (8%)You find an addon of your choice or as appropriate to the circumstances.
    +
    81-89 (9%)You find an item of interest related to one of your quests or that might lead to one. Take +2 momentum.
    +
    90-100 (11%)Roll twice more on this table. Both results occur.
    +
    +
    + +
    +
    Category
    +
    +
    1-70 (70%)Short-term Insanity
    +
    71-100 (30%)Long-term Insanity
    +
    +
    + +
    +
    Short-term
    +
    +
    1-28 (28%)You get scared, and your next move should imply to flee as far as possible from the source of the fear or danger.
    +
    29-51 (23%)Your spirit is overwhelmed. Take the dazed condition.
    +
    52-69 (18%)You show hysteric and emotional outburst by screaming, laughing, crying. Every other ally and companion must Endure Stress (1d2 stress) as a result.
    +
    70-87 (18%)You begin babbling, coherently (logorrhoea) or incoherently. Your words show abuse, fear, hopelessness, irrationality or selfishness. Every other ally and companion must Endure Stress (1d3 stress) as a result.
    +
    88-95 (8%)You Inflict Harm on yourself.
    +
    96-100 (5%)You faint. Take the unconscious condition.
    +
    +
    + +
    +
    Long-term
    +
    +
    1-15 (15%)Take the phobiac (severity 4) condition.
    +
    16-29 (14%)Take the attached (severity 4) condition.
    +
    30-36 (7%)Take the hallucinating (severity 2) condition.
    +
    37-53 (17%)Take the compulsed (severity 4) condition.
    +
    54-57 (4%)You start suffering psychosomatic deafness. Take the deafened (severity +1) condition.
    +
    58-60 (3%)You start suffering psychosomatic blindness. Take the blind (severity +1) condition.
    +
    61-73 (13%)Take the mute condition.
    +
    74-85 (12%)You retreat into your mind, in a stupor state, assuming fetal position if not immediate danger is around, oblivious to events around you. Take the dazed, mute, shaken and unsteady (shaky) conditions.
    +
    86-93 (8%)You become catatonic. Take the dazed, mute and numb (severity +1) conditions.
    +
    94-98 (5%)Take the amok (severity 3) condition. Then, Clash the nearest target, whether they are an ally, companion, foe or else.
    +
    99-00 (2%)Take the amnesiac (severity 5) condition.
    +
    +
    +
    +
    +
    + +
    +
    +
    +
    +
    Plot
    +
    +
    + +
    + +
    +
    +
    + +
    + +
    +
    +
    + +
    + +
    +
    +
    + +
    + +
    +
    +
    + +
    + +
    +
    +
    + +
    + +
    +
    +
    + +
    + +
    +
    +
    +
    Locations
    +
    +
    + +
    + +
    +
    +
    + +
    + +
    +
    +
    + +
    + +
    +
    +
    + +
    + +
    +
    +
    + +
    + +
    +
    +
    + +
    + +
    +
    +
    +
    Character
    +
    +
    + +
    + +
    +
    +
    + +
    + +
    +
    +
    + +
    + +
    +
    +
    +
    Character Names
    +
    +
    + +
    + +
    +
    +
    + +
    + +
    +
    +
    + +
    + +
    +
    +
    + +
    + +
    +
    +
    + +
    + +
    +
    +
    +
    Moves
    +
    +
    + +
    + +
    +
    +
    + +
    +
    +
    + +
    + +
    +
    +
    + +
    + +
    +
    +
    +
    + +
    +
    ACTION
    +
    +
    1Scheme
    +
    2Clash
    +
    3Weaken
    +
    4Initiate
    +
    5Create
    +
    6Swear
    +
    7Avenge
    +
    8Guard
    +
    9Defeat
    +
    10Control
    +
    11Break
    +
    12Risk
    +
    13Surrender
    +
    14Inspect
    +
    15Raid
    +
    16Evade
    +
    17Assault
    +
    18Deflect
    +
    19Threaten
    +
    20Attack
    +
    21Leave
    +
    22Preserve
    +
    23Manipulate
    +
    24Remove
    +
    25Eliminate
    +
    26Withdraw
    +
    27Abandon
    +
    28Investigate
    +
    29Hold
    +
    30Focus
    +
    31Uncover
    +
    32Breach
    +
    33Aid
    +
    34Uphold
    +
    35Falter
    +
    36Suppress
    +
    37Hunt
    +
    38Share
    +
    39Destroy
    +
    40Avoid
    +
    41Reject
    +
    42Demand
    +
    43Explore
    +
    44Bolster
    +
    45Seize
    +
    46Mourn
    +
    47Reveal
    +
    48Gather
    +
    49Defy
    +
    50Transform
    +
    51Persevere
    +
    52Serve
    +
    53Begin
    +
    54Move
    +
    55Coordinate
    +
    56Resist
    +
    57Await
    +
    58Impress
    +
    59Take
    +
    60Oppose
    +
    61Capture
    +
    62Overwhelm
    +
    63Challenge
    +
    64Acquire
    +
    65Protect
    +
    66Finish
    +
    67Strengthen
    +
    68Restore
    +
    69Advance
    +
    70Command
    +
    71Refuse
    +
    72Find
    +
    73Deliver
    +
    74Hide
    +
    75Fortify
    +
    76Betray
    +
    77Secure
    +
    78Arrive
    +
    79Affect
    +
    80Change
    +
    81Defend
    +
    82Debate
    +
    83Support
    +
    84Follow
    +
    85Construct
    +
    86Locate
    +
    87Endure
    +
    88Release
    +
    89Lose
    +
    90Reduce
    +
    91Escalate
    +
    92Distract
    +
    93Journey
    +
    94Escort
    +
    95Learn
    +
    96Communicate
    +
    97Depart
    +
    98Search
    +
    99Charge
    +
    100Summon
    +
    +
    + +
    +
    THEME
    +
    +
    1Risk
    +
    2Ability
    +
    3Price
    +
    4Ally
    +
    5Battle
    +
    6Safety
    +
    7Survival
    +
    8Weapon
    +
    9Wound
    +
    10Shelter
    +
    11Leader
    +
    12Fear
    +
    13Time
    +
    14Duty
    +
    15Secret
    +
    16Innocence
    +
    17Renown
    +
    18Direction
    +
    19Death
    +
    20Honor
    +
    21Labor
    +
    22Solution
    +
    23Tool
    +
    24Balance
    +
    25Love
    +
    26Barrier
    +
    27Creation
    +
    28Decay
    +
    29Trade
    +
    30Bond
    +
    31Hope
    +
    32Superstition
    +
    33Peace
    +
    34Deception
    +
    35History
    +
    36World
    +
    37Vow
    +
    38Protection
    +
    39Nature
    +
    40Opinion
    +
    41Burden
    +
    42Vengeance
    +
    43Opportunity
    +
    44Faction
    +
    45Danger
    +
    46Corruption
    +
    47Freedom
    +
    48Debt
    +
    49Hate
    +
    50Possession
    +
    51Stranger
    +
    52Passage
    +
    53Land
    +
    54Creature
    +
    55Disease
    +
    56Advantage
    +
    57Blood
    +
    58Language
    +
    59Rumor
    +
    60Weakness
    +
    61Greed
    +
    62Family
    +
    63Resource
    +
    64Structure
    +
    65Dream
    +
    66Community
    +
    67War
    +
    68Portent
    +
    69Prize
    +
    70Destiny
    +
    71Momentum
    +
    72Power
    +
    73Memory
    +
    74Ruin
    +
    75Mysticism
    +
    76Rival
    +
    77Problem
    +
    78Idea
    +
    79Revenge
    +
    80Health
    +
    81Fellowship
    +
    82Enemy
    +
    83Religion
    +
    84Spirit
    +
    85Fame
    +
    86Desolation
    +
    87Strength
    +
    88Knowledge
    +
    89Truth
    +
    90Quest
    +
    91Pride
    +
    92Loss
    +
    93Law
    +
    94Path
    +
    95Warning
    +
    96Relationship
    +
    97Wealth
    +
    98Home
    +
    99Strategy
    +
    100Supply
    +
    +
    + +
    +
    COMBAT ACTION
    +
    +
    1-3 + Compel + a surrender.
    +
    4-6Coordinate with allies.
    +
    7-9 + Gather + reinforcements.
    +
    10-13Seize something or someone.
    +
    14-17Provoke a reckless response.
    +
    18-21Intimidate or frighten.
    +
    22-25Reveal a surprising truth.
    +
    26-29Shift focus to someone or something else.
    +
    30-33Destroy something, or render it useless.
    +
    34-39 + Take + a decisive action.
    +
    40-45Reinforce defenses.
    +
    46-52Ready an action.
    +
    53-60 + Use + the terrain to gain advantage.
    +
    61-68Leverage the advantage of a weapon or ability.
    +
    69-78Create an opportunity.
    +
    79-89Attack with precision.
    +
    90-99Attack with power.
    +
    100 + Take a + completely unexpected action.
    +
    +
    + +
    +
    SETTLEMENT TROUBLE
    +
    +
    1-2Outsiders rejected
    +
    3-4Dangerous discovery
    +
    5-6Dreadful omens
    +
    7-8Natural disaster
    +
    9-10 + Old + wounds reopened
    +
    11-12Important object is lost
    +
    13-14Someone is captured
    +
    15-16Mysterious phenomenon
    +
    17-18Revolt against a leader
    +
    19-20Vengeful outcast
    +
    21-22Rival settlement
    +
    23-24Nature strikes back
    +
    25-26Someone is missing
    +
    27-28Production halts
    +
    29-30Mysterious murders
    +
    31-32 + Debt + comes due
    +
    33-34Unjust leadership
    +
    35-36Disastrous accident
    +
    37-38 + In + league with the enemy
    +
    39-40Raiders prey on the weak
    +
    41-42Cursed past
    +
    43-44 + An + innocent is accused
    +
    45-46Corrupted by dark magic
    +
    47-48Isolated by brutal weather
    +
    49-50Provisions are scarce
    +
    51-52Sickness run amok
    +
    53-54Allies become enemies
    +
    55-56Attack is imminent
    +
    57-58 + Lost + caravan
    +
    59-60 + Dark + secret revealed
    +
    61-62Urgent expedition
    +
    63-64 + A + leader falls
    +
    65-66Families in conflict
    +
    67-68Incompetent leadership
    +
    69-70Reckless warmongering
    +
    71-72Beast on the hunt
    +
    73-74Betrayed from within
    +
    75-76Broken truce
    +
    77-78Wrathful haunt
    +
    79-80Conflict with firstborn
    +
    81-82Trade route blocked
    +
    83-84 + In + the crossfire
    +
    85-86Stranger causes discord
    +
    87-88Important event threatened
    +
    89-90Dangerous tradition
    +
    91-100 + Roll + twice
    +
    +
    + +
    +
    MAJOR PLOT TWIST
    +
    +
    1-5 + It was + all a diversion.
    +
    6-10 + A + dark secret is revealed.
    +
    11-15 + A + trap is sprung.
    +
    16-20 + An + assumption is revealed to be false.
    +
    21-25 + A + secret alliance is revealed.
    +
    26-30 + Your + actions benefit an enemy.
    +
    31-35Someone returns unexpectedly.
    +
    36-40 + A + more dangerous foe is revealed.
    +
    41-45 + You + and an enemy share a common goal.
    +
    46-50 + A + true identity is revealed.
    +
    51-55 + You + are betrayed by someone who was trusted.
    +
    56-60 + You + are too late.
    +
    61-65 + The + true enemy is revealed.
    +
    66-70 + The + enemy gains new allies.
    +
    71-75 + A + new danger appears.
    +
    76-80Someone or something goes missing.
    +
    81-85 + The + truth of a relationship is revealed.
    +
    86-90 + Two + seemingly unrelated situations are shown to be connected.
    +
    91-95Unexpected powers or abilities are revealed.
    +
    96-100 + Roll + twice more on this table. Both results occur. If they are the same result, make it more + dramatic.
    +
    +
    + +
    +
    MYSTIC BACKLASH
    +
    +
    1-4 + Your + ritual has the opposite effect.
    +
    5-8 + You + are sapped of strength.
    +
    9-12 + Your + friend, ally, or companion is adversely affected.
    +
    13-16 + You + destroy an important object.
    +
    17-20 + You + inadvertently summon a horror.
    +
    21-24 + You + collapse, and drift into a troubled sleep.
    +
    25-28 + You + undergo a physical torment which leaves its mark upon you.
    +
    29-32 + You + hear ghostly voices whispering of dark portents.
    +
    33-36 + You + are lost in shadow, and find yourself in another place without memory of how you got + there.
    +
    37-40 + You + alert someone or something to your presence.
    +
    41-44 + You + are not yourself, and act against a friend, ally, or companion.
    +
    45-48 + You + affect or damage your surroundings, causing a disturbance or potential harm.
    +
    49-52 + You + waste resources.
    +
    53-56 + You + suffer the loss of a sense for several hours.
    +
    57-60 + You + lose your connection to magic for a day or so, and cannot perform rituals.
    +
    61-64 + Your + ritual affects the target in an unexpected and problematic way.
    +
    65-68 + Your + ritual reveals a surprising and troubling truth.
    +
    69-72 + You + are tempted by dark powers.
    +
    73-76 + You + see a troubling vision of your future.
    +
    77-80 + You + can't perform this ritual again until you acquire an important component.
    +
    81-84 + You + develop a strange fear or compulsion.
    +
    85-88 + Your + ritual causes creatures to exhibit strange or aggressive behavior.
    +
    89-92 + You + are tormented by an apparition from your past.
    +
    93-96 + You + are wracked with sudden sickness.
    +
    97-100 + Roll + twice more on this table. Both results occur. If they are the same result, make it + worse.
    +
    +
    + +
    +
    CHALLENGE RANK
    +
    +
    1-20Troublesome
    +
    21-55Dangerous
    +
    56-80Formidable
    +
    81-93Extreme
    +
    94-100Epic
    +
    +
    + +
    +
    REGION
    +
    +
    1-12Barrier Islands
    +
    13-24Ragged Coast
    +
    25-34 + Deep + Wilds
    +
    35-46Flooded Lands
    +
    47-60Havens
    +
    61-72Hinterlands
    +
    73-84Tempest Hills
    +
    85-94Veiled Mountains
    +
    95-99Shattered Wastes
    +
    100Elsewhere
    +
    +
    + +
    +
    LOCATION
    +
    +
    1Hideout
    +
    2Ruin
    +
    3Mine
    +
    4Waste
    +
    5 + Mystical + Site
    +
    6Path
    +
    7Outpost
    +
    8Wall
    +
    9Battlefield
    +
    10Hovel
    +
    11Spring
    +
    12Lair
    +
    13Fort
    +
    14Bridge
    +
    15Camp
    +
    16Cairn/Grave
    +
    17-18Caravan
    +
    19-20Waterfall
    +
    21-22Cave
    +
    23-24Swamp
    +
    25-26Fen
    +
    27-28Ravine
    +
    29-30Road
    +
    31-32Tree
    +
    33-34Pond
    +
    35-36Fields
    +
    37-38Marsh
    +
    39-40Steading
    +
    41-42Rapids
    +
    43-44Pass
    +
    45-46Trail
    +
    47-48Glade
    +
    49-50Plain
    +
    51-52Ridge
    +
    53-54Cliff
    +
    55-56Grove
    +
    57-58Village
    +
    59-60Moor
    +
    61-62Thicket
    +
    63-64River Ford
    +
    65-66Valley
    +
    67-68Bay/Fjord
    +
    69-70Foothills
    +
    71-72Lake
    +
    73-75River
    +
    76-79Forest
    +
    80-83Coast
    +
    84-88Hill
    +
    89-93Mountain
    +
    94-99Woods
    +
    100Anomaly
    +
    +
    + +
    +
    COASTAL WATERS LOCATION
    +
    +
    1Fleet
    +
    2Sargassum
    +
    3Flotsam
    +
    4 + Mystical + Site
    +
    5Lair
    +
    6-10Wreck
    +
    11-15Harbor
    +
    16-23Ship
    +
    24-30Rocks
    +
    31-38Fjord
    +
    39-46Estuary
    +
    47-54Cove
    +
    55-62Bay
    +
    63-70Ice
    +
    71-85Island
    +
    86-99 + Open + Water
    +
    100Anomaly
    +
    +
    + +
    +
    LOCATION DESCRIPTOR
    +
    +
    1-2High
    +
    3-4Remote
    +
    5-6Exposed
    +
    7-8Small
    +
    9-10Broken
    +
    11-12Diverse
    +
    13-14Rough
    +
    15-16Dark
    +
    17-18Shadowy
    +
    19-20Contested
    +
    21-22Grim
    +
    23-24Wild
    +
    25-26Fertile
    +
    27-28Blocked
    +
    29-30Ancient
    +
    31-32Perilous
    +
    33-34Hidden
    +
    35-36Occupied
    +
    37-38Rich
    +
    39-40Big
    +
    41-42Savage
    +
    43-44Defended
    +
    45-46Withered
    +
    47-48Mystical
    +
    49-50Inaccessible
    +
    51-52Protected
    +
    53-54Abandoned
    +
    55-56Wide
    +
    57-58Foul
    +
    59-60Dead
    +
    61-62Ruined
    +
    63-64Barren
    +
    65-66Cold
    +
    67-68Blighted
    +
    69-70Low
    +
    71-72Beautiful
    +
    73-74Abundant
    +
    75-76Lush
    +
    77-78Flooded
    +
    79-80Empty
    +
    81-82Strange
    +
    83-84Corrupted
    +
    85-86Peaceful
    +
    87-88Forgotten
    +
    89-90Expansive
    +
    91-92Settled
    +
    93-94Dense
    +
    95-96Civilized
    +
    97-98Desolate
    +
    99-100Isolated
    +
    +
    + +
    +
    SETTLEMENT NAME
    +
    +
    01-15 + A + feature of the landscape. Envision what it is. What makes it unusual or distinctive?
    +
    16-30 + A + manmade edifice. What is it? Why is it important to this settlement’s history?
    +
    31-45 + A + creature. Why have the people of this settlement chosen this creature as their totem? How is + it represented in art or rituals?
    +
    46-60 + A + historical event. What happened here? What place or practice commemorates this event?
    +
    61-75 + A + word in an Old World language. What culture is represented by this word? What does it + translate to?
    +
    76-90 + A + season or environmental aspect. What influence does the weather have on this + settlement?
    +
    91-100Something Else....
    +
    +
    + +
    +
    QUICK SETTLEMENT NAME
    +
    +
    +
    PREFIX
    +
    1-4Bleak
    +
    5-8Green
    +
    9-12Wolf
    +
    13-16Raven
    +
    17-20Gray
    +
    21-24Red
    +
    25-28Axe
    +
    29-32Great
    +
    33-36Wood
    +
    37-40Low
    +
    41-44White
    +
    45-48Storm
    +
    49-52Black
    +
    53-56Mourn
    +
    57-60New
    +
    61-64Stone
    +
    65-68Grim
    +
    69-72Lost
    +
    73-76High
    +
    77-80Rock
    +
    81-84Shield
    +
    85-88Sword
    +
    89-92Frost
    +
    93-96Thorn
    +
    97-100Long
    +
    +
    +
    SUFFIX
    +
    1-4-moor
    +
    5-8-ford
    +
    9-12-crag
    +
    13-16-watch
    +
    17-20-hope
    +
    21-24-wood
    +
    25-28-ridge
    +
    29-32-stone
    +
    33-36-haven
    +
    37-40-fall(s)
    +
    41-44-river
    +
    45-48-field
    +
    49-52-hill
    +
    53-56-bridge
    +
    57-60-mark
    +
    61-64-cairn
    +
    65-68-land
    +
    69-72-hall
    +
    73-76-mount
    +
    77-80-rock
    +
    81-84-brook
    +
    85-88-barrow
    +
    89-92-stead
    +
    93-96-home
    +
    97-100-wick
    +
    +
    +
    + +
    +
    CHARACTER ROLE
    +
    +
    1-2Criminal
    +
    3-4Healer
    +
    5-6Bandit
    +
    7-9Guide
    +
    10-12Performer
    +
    13-15Miner
    +
    16-18Mercenary
    +
    19-21Outcast
    +
    22-24Vagrant
    +
    25-27Forester
    +
    28-30Traveler
    +
    31-33Mystic
    +
    34-36Priest
    +
    37-39Sailor
    +
    40-42Pilgrim
    +
    43-45Thief
    +
    46-48Adventurer
    +
    49-51Forager
    +
    52-54Leader
    +
    55-58Guard
    +
    59-62Artisan
    +
    63-66Scout
    +
    67-70Herder
    +
    71-74Fisher
    +
    75-79Warrior
    +
    80-84Hunter
    +
    85-89Raider
    +
    90-94Trader
    +
    95-99Farmer
    +
    100 + Unusual + role
    +
    +
    + +
    +
    CHARACTER GOAL
    +
    +
    1-3 + Obtain + an object
    +
    4-6 + Make + an agreement
    +
    7-9 + Build + a relationship
    +
    10-12Undermine a relationship
    +
    13-15 + Seek + a truth
    +
    16-18 + Pay + a debt
    +
    19-21Refute a falsehood
    +
    22-24 + Harm + a rival
    +
    25-27 + Cure + an ill
    +
    28-30 + Find + a person
    +
    31-33 + Find + a home
    +
    34-36Seize power
    +
    37-39Restore a relationship
    +
    40-42Create an item
    +
    43-45Travel to a place
    +
    46-48Secure provisions
    +
    49-51Rebel against power
    +
    52-54Collect a debt
    +
    55-57Protect a secret
    +
    58-60Spread faith
    +
    61-63Enrich themselves
    +
    64-66Protect a person
    +
    67-69Protect the status quo
    +
    70-72Advance status
    +
    73-75Defend a place
    +
    76-78Avenge a wrong
    +
    79-81Fulfill a duty
    +
    82-84 + Gain + knowledge
    +
    85-87Prove worthiness
    +
    88-90 + Find + redemption
    +
    91-92Escape from something
    +
    93-95Resolve a dispute
    +
    96-100 + Roll + twice
    +
    +
    + +
    +
    CHARACTER DESCRIPTOR
    +
    +
    1Stoic
    +
    2Attractive
    +
    3Passive
    +
    4Aloof
    +
    5Affectionate
    +
    6Generous
    +
    7Smug
    +
    8Armed
    +
    9Clever
    +
    10Brave
    +
    11Ugly
    +
    12Sociable
    +
    13Doomed
    +
    14Connected
    +
    15Bold
    +
    16Jealous
    +
    17Angry
    +
    18Active
    +
    19Suspicious
    +
    20Hostile
    +
    21Hardhearted
    +
    22Successful
    +
    23Talented
    +
    24Experienced
    +
    25Deceitful
    +
    26Ambitious
    +
    27Aggressive
    +
    28Conceited
    +
    29Proud
    +
    30Stern
    +
    31Dependent
    +
    32Wary
    +
    33Strong
    +
    34Insightful
    +
    35Dangerous
    +
    36Quirky
    +
    37Cheery
    +
    38Disfigured
    +
    39Intolerant
    +
    40Skilled
    +
    41Stingy
    +
    42Timid
    +
    43Insensitive
    +
    44Wild
    +
    45Bitter
    +
    46Cunning
    +
    47Remorseful
    +
    48Kind
    +
    49Charming
    +
    50Oblivious
    +
    51Critical
    +
    52Cautious
    +
    53Resourceful
    +
    54Weary
    +
    55Wounded
    +
    56Anxious
    +
    57Powerful
    +
    58Athletic
    +
    59Driven
    +
    60Cruel
    +
    61Quiet
    +
    62Honest
    +
    63Infamous
    +
    64Dying
    +
    65Reclusive
    +
    66Artistic
    +
    67Disabled
    +
    68Confused
    +
    69Manipulative
    +
    70Relaxed
    +
    71Stealthy
    +
    72Confident
    +
    73Weak
    +
    74Friendly
    +
    75Wise
    +
    76Influential
    +
    77Young
    +
    78Adventurous
    +
    79Oppressed
    +
    80Vengeful
    +
    81Cooperative
    +
    82Armored
    +
    83Apathetic
    +
    84Determined
    +
    85Loyal
    +
    86Sick
    +
    87Religious
    +
    88Selfish
    +
    89Old
    +
    90Fervent
    +
    91Violent
    +
    92Agreeable
    +
    93Hot-tempered
    +
    94Stubborn
    +
    95Incompetent
    +
    96Greedy
    +
    97Cowardly
    +
    98Obsessed
    +
    99Careless
    +
    100Ironsworn
    +
    +
    + +
    +
    IRONLANDER NAMES
    +
    +
    1Solana
    +
    2Keelan
    +
    3Cadigan
    +
    4Sola
    +
    5Kodroth
    +
    6Kione
    +
    7Katja
    +
    8Tio
    +
    9Artiga
    +
    10Eos
    +
    11Bastien
    +
    12Elli
    +
    13Maura
    +
    14Haleema
    +
    15Abella
    +
    16Morter
    +
    17Wulan
    +
    18Mai
    +
    19Farina
    +
    20Pearce
    +
    21Wynne
    +
    22Haf
    +
    23Aeddon
    +
    24Khinara
    +
    25Milla
    +
    26Nakata
    +
    27Kynan
    +
    28Kiah
    +
    29Jaggar
    +
    30Beca
    +
    31Ikram
    +
    32Melia
    +
    33Sidan
    +
    34Deshi
    +
    35Tessa
    +
    36Sibila
    +
    37Morien
    +
    38Mona
    +
    39Padma
    +
    40Avella
    +
    41Naila
    +
    42Lio
    +
    43Cera
    +
    44Ithela
    +
    45Zhan
    +
    46Kaivan
    +
    47Valeri
    +
    48Hirsham
    +
    49Pemba
    +
    50Edda
    +
    51Lestara
    +
    52Lago
    +
    53Elstan
    +
    54Saskia
    +
    55Kabeera
    +
    56Caldas
    +
    57Nisus
    +
    58Serene
    +
    59Chenda
    +
    60Themon
    +
    61Erin
    +
    62Alban
    +
    63Parcell
    +
    64Jelma
    +
    65Willa
    +
    66Nadira
    +
    67Gwen
    +
    68Amara
    +
    69Masias
    +
    70Kanno
    +
    71Razeena
    +
    72Mira
    +
    73Perella
    +
    74Myrick
    +
    75Qamar
    +
    76Kormak
    +
    77Zura
    +
    78Zanita
    +
    79Brynn
    +
    80Tegan
    +
    81Pendry
    +
    82Quinn
    +
    83Fanir
    +
    84Glain
    +
    85Emelyn
    +
    86Kendi
    +
    87Althus
    +
    88Leela
    +
    89Ishana
    +
    90Flint
    +
    91Delkash
    +
    92Nia
    +
    93Nan
    +
    94Keeara
    +
    95Katania
    +
    96Morell
    +
    97Temir
    +
    98Bas
    +
    99Sabine
    +
    100Tallus
    +
    101Segura
    +
    102Gethin
    +
    103Bataar
    +
    104Basira
    +
    105Joa
    +
    106Glynn
    +
    107Toran
    +
    108Arasen
    +
    109Kuron
    +
    110Griff
    +
    111Owena
    +
    112Adda
    +
    113Euros
    +
    114Kova
    +
    115Kara
    +
    116Morgan
    +
    117Nanda
    +
    118Tamara
    +
    119Asha
    +
    120Delos
    +
    121Torgan
    +
    122Makari
    +
    123Selva
    +
    124Kimura
    +
    125Rhian
    +
    126Tristan
    +
    127Siorra
    +
    128Sayer
    +
    129Cortina
    +
    130Vesna
    +
    131Kataka
    +
    132Keyshia
    +
    133Mila
    +
    134Lili
    +
    135Vigo
    +
    136Sadia
    +
    137Malik
    +
    138Dag
    +
    139Kuno
    +
    140Reva
    +
    141Kai
    +
    142Kalina
    +
    143Jihan
    +
    144Hennion
    +
    145Abram
    +
    146Aida
    +
    147Myrtle
    +
    148Nekun
    +
    149Menna
    +
    150Tahir
    +
    151Sarria
    +
    152Nakura
    +
    153Akiya
    +
    154Talan
    +
    155Mattick
    +
    156Okoth
    +
    157Khulan
    +
    158Verena
    +
    159Beltran
    +
    160Del
    +
    161Ranna
    +
    162Alina
    +
    163Muna
    +
    164Mura
    +
    165Torrens
    +
    166Yuda
    +
    167Nazmi
    +
    168Ghalen
    +
    169Sarda
    +
    170Shona
    +
    171Kalidas
    +
    172Wena
    +
    173Sendra
    +
    174Kori
    +
    175Setara
    +
    176Lucia
    +
    177Maya
    +
    178Reema
    +
    179Yorath
    +
    180Rhoddri
    +
    181Shekhar
    +
    182Servan
    +
    183Reese
    +
    184Kenrick
    +
    185Indirra
    +
    186Giliana
    +
    187Jebran
    +
    188Kotama
    +
    189Fara
    +
    190Katrin
    +
    191Namba
    +
    192Lona
    +
    193Taylah
    +
    194Kato
    +
    195Esra
    +
    196Eleri
    +
    197Irsia
    +
    198Kayu
    +
    199Bevan
    +
    200Chandra
    +
    +
    + +
    +
    ELF NAMES
    +
    +
    1-2Arsula
    +
    3-4Naidita
    +
    5-6Belesunna
    +
    7-8Vidarna
    +
    9-10Ninsunu
    +
    11-12Balathu
    +
    13-14Dorosi
    +
    15-16Gezera
    +
    17-18Zursan
    +
    19-20Seleeku
    +
    21-22Utamara
    +
    23-24Nebakay
    +
    25-26Dismashk
    +
    27-28Mitunu
    +
    29-30Atani
    +
    31-32Kinzura
    +
    33-34Sumula
    +
    35-36Ukames
    +
    37-38Ahmeshki
    +
    39-40Ilsit
    +
    41-42Mayatanay
    +
    43-44Etana
    +
    45-46Gamanna
    +
    47-48Nessana
    +
    49-50Uralar
    +
    51-52Tishetu
    +
    53-54Leucia
    +
    55-56Sutahe
    +
    57-58Dotani
    +
    59-60Uktannu
    +
    61-62Retenay
    +
    63-64Kendalanu
    +
    65-66Tahuta
    +
    67-68Mattissa
    +
    69-70Anatu
    +
    71-72Aralu
    +
    73-74Arakhi
    +
    75-76Ibrahem
    +
    77-78Sinosu
    +
    79-80Jemshida
    +
    81-82Visapni
    +
    83-84Hullata
    +
    85-86Sidura
    +
    87-88Kerihu
    +
    89-90Ereshki
    +
    91-92Cybela
    +
    93-94Anunna
    +
    95-96Otani
    +
    97-98Ditani
    +
    99-100Faraza
    +
    +
    + +
    +
    GIANT NAMES
    +
    +
    1-4Chony
    +
    5-8Banda
    +
    9-12Jochu
    +
    13-16Kira
    +
    17-20Khatir
    +
    21-24Chaidu
    +
    25-28Atan
    +
    29-32Buandu
    +
    33-36Javyn
    +
    37-40Khashin
    +
    41-44Bayara
    +
    45-48Temura
    +
    49-52Kidha
    +
    53-56Kathos
    +
    57-60Tanua
    +
    61-64Bashtu
    +
    65-68Jaran
    +
    69-72Othos
    +
    73-76Khutan
    +
    77-80Otaan
    +
    81-84Martu
    +
    85-88Baku
    +
    89-92Tuban
    +
    93-96Qudan
    +
    97-100Denua
    +
    +
    + +
    +
    VAROU NAMES
    +
    +
    1-4Vata
    +
    5-8Zora
    +
    9-12Jasna
    +
    13-16Charna
    +
    17-20Tana
    +
    21-24Soveen
    +
    25-28Radka
    +
    29-32Zlata
    +
    33-36Leesla
    +
    37-40Byna
    +
    41-44Meeka
    +
    45-48Iskra
    +
    49-52Jarek
    +
    53-56Darva
    +
    57-60Neda
    +
    61-64Keha
    +
    65-68Zhivka
    +
    69-72Kvata
    +
    73-76Staysa
    +
    77-80Evka
    +
    81-84Vuksha
    +
    85-88Muko
    +
    89-92Dreko
    +
    93-96Aleko
    +
    97-100Vojan
    +
    +
    + +
    +
    TROLL NAMES
    +
    +
    1-4Rattle
    +
    5-8Scratch
    +
    9-12Wallow
    +
    13-16Groak
    +
    17-20Gimble
    +
    21-24Scar
    +
    25-28Cratch
    +
    29-32Creech
    +
    33-36Shush
    +
    37-40Glush
    +
    41-44Slar
    +
    45-48Gnash
    +
    49-52Stoad
    +
    53-56Grig
    +
    57-60Bleat
    +
    61-64Chortle
    +
    65-68Cluck
    +
    69-72Slith
    +
    73-76Mongo
    +
    77-80Creak
    +
    81-84Burble
    +
    85-88Vrusk
    +
    89-92Snuffle
    +
    93-96Leech
    +
    97-100Herk
    +
    +
    + +
    +
    PAY THE PRICE
    +
    +
    1-2 + Roll + again and apply that result but make it worse. If you roll this result yet again, think of + something dreadful that changes the course of your quest (Ask the Oracle if unsure) + and make it happen.
    +
    3-5 + A + person or community you trusted loses faith in you, or acts against you.
    +
    6-9 + A + person or community you care about is exposed to danger.
    +
    10-16 + You + are separated from something or someone.
    +
    17-23 + Your + action has an unintended effect.
    +
    24-32Something of value is lost or destroyed.
    +
    33-41 + The + current situation worsens.
    +
    42-50 + A + new danger or foe is revealed.
    +
    51-59 + It + causes a delay or puts you at a disadvantage.
    +
    60-68 + It + is harmful.
    +
    69-77 + It + is stressful.
    +
    78-85 + A + surprising development complicates your quest.
    +
    86-90 + It + wastes resources.
    +
    91-94 + It + forces you to act against your best intentions.
    +
    95-98 + A + friend, companion, or ally is put in harm’s way (or you are, if alone)
    +
    99-100 + Roll + twice more on this table. Both results occur. If they are the same result, make it + worse.
    +
    +
    + +
    +
    ASK THE ORACLE
    +
    +
    +
    + +
    11 or greater + Almost + Certain +
    +
    +
    + +
    26 or greaterLikely +
    +
    +
    + +
    51 or greater50/50 +
    +
    +
    + +
    76 or greaterUnlikely +
    +
    +
    + +
    91 or greater + Small + Chance +
    +
    + +
    + +
    +
    ENDURE HARM
    +
    +
    1-10 (10%)The harm is mortal. Face Death.
    +
    11-20 (10%)Take the dying condition.
    +
    21-35 (15%)Take the unconscious condition.
    +
    36-50 (15%)Take the reeled condition.
    +
    51-100 (50%)You are battered but still standing.
    +
    +
    + +
    +
    ENDURE STRESS
    +
    +
    1-10 (10%)You are overwhelmed. Face Desolation.
    +
    11-25 (15%)You give up. Forsake Your Vow (if possible, one relevant to your current crisis). If this is a companion, Test Their Loyalty.
    +
    26-50 (25%)You give in to a fear or compulsion, and act against your better instincts. Manifest Insanity.
    +
    51-80 (30%)You persevere.
    +
    81-85 (5%)You get a moment of clarity in the eye of the storm. If you have the shaken condition card, discard it. Take +4 spirit and +8 momentum. Then, add +2 to your next move.
    +
    86-90 (5%)You get virtuous in the face of chaos. If you have the shaken condition card, discard it. Then, take +4 spirit and draw up to your maximum of resilience cards.
    +
    91-95 (5%)Your body harvest vigor. If you have the shaken condition card, discard it. Then, take +4 spirit and +1d12 health.
    +
    96-100 (5%)Your spirit shines brightest against a backdrop of desolation. If you have the shaken condition card, discard it. Then, take +8 spirit.
    +
    +
    +
    +
    +
    + +
    +
    +
    +
    +
    Feature
    +
    +
    + +
    + +
    +
    +
    + +
    + +
    +
    +
    +
    Site Name
    +
    +
    + +
    + +
    +
    +
    + +
    + +
    +
    +
    + +
    + +
    +
    +
    + +
    + +
    +
    +
    + +
    + +
    +
    +
    +
    Site Nature
    +
    +
    + +
    + +
    +
    +
    + +
    + +
    +
    +
    +
    Character
    +
    +
    + +
    + +
    +
    +
    + +
    + +
    +
    +
    +
    Monstrosity
    +
    +
    + +
    + +
    +
    +
    + +
    + +
    +
    +
    + +
    + +
    +
    +
    + +
    + +
    +
    +
    +
    Trap
    +
    +
    + +
    + +
    +
    +
    + +
    + +
    +
    +
    +
    Combat Event
    +
    +
    + +
    + +
    +
    +
    + +
    + +
    +
    +
    +
    Threat
    +
    +
    + +
    + +
    +
    +
    + +
    + +
    +
    +
    + +
    + +
    +
    +
    + +
    + +
    +
    +
    + +
    + +
    +
    +
    + +
    + +
    +
    +
    + +
    + +
    +
    +
    + +
    + +
    +
    +
    + +
    + +
    +
    +
    + +
    + +
    +
    +
    +
    + +
    +
    Feature: Aspect
    +
    +
    1-2Blocked
    +
    3-4Crafted
    +
    5-6Ancient
    +
    7-8Sunken
    +
    9-10Trapped
    +
    11-12Secret
    +
    13-14Toxic
    +
    15-16Ruined
    +
    17-18Defended
    +
    19-20Decaying
    +
    21-22Marked
    +
    23-24Guarded
    +
    25-26Inaccessible
    +
    27-28Foreboding
    +
    29-30Veiled
    +
    31-32Deep
    +
    33-34Depleted
    +
    35-36Foul
    +
    37-38Elevated
    +
    39-40Moving
    +
    41-42Unnatural
    +
    43-44Active
    +
    45-46Confined
    +
    47-48Fortified
    +
    49-50Collapsed
    +
    51-52Isolated
    +
    53-54Destroyed
    +
    55-56Open
    +
    57-58Sacred
    +
    59-60Flooded
    +
    61-62Complex
    +
    63-64Abundant
    +
    65-66Hidden
    +
    67-68Expansive
    +
    69-70Mysterious
    +
    71-72Unstable
    +
    73-74Fragile
    +
    75-76Broken
    +
    77-78Ensnaring
    +
    79-80Pillaged
    +
    81-82Sealed
    +
    83-84Makeshift
    +
    85-86Treacherous
    +
    87-88Natural
    +
    89-90Dead
    +
    91-92Unusual
    +
    93-94Abandoned
    +
    95-96Deadly
    +
    97-98Forgotten
    +
    99-100Mystical
    +
    +
    + +
    +
    Feature: Focus
    +
    +
    1-2Attack
    +
    3-4Threshold
    +
    5-6Boundary
    +
    7-8Alarm
    +
    9-10Exit
    +
    11-12Passage
    +
    13-14Crossing
    +
    15-16Trigger
    +
    17-18Trap
    +
    19-20Hideaway
    +
    21-22Nature
    +
    23-24Sign
    +
    25-26Refuge
    +
    27-28Valuables
    +
    29-30Breach
    +
    31-32Route
    +
    33-34Location
    +
    35-36Trail
    +
    37-38Supply
    +
    39-40History
    +
    41-42Prisoner
    +
    43-44Habitation
    +
    45-46Debris
    +
    47-48 Creature
    +
    49-50Lair
    +
    51-52Person
    +
    53-54Enclosure
    +
    55-56Remains
    +
    57-58Water
    +
    59-60Message
    +
    61-62Darkness
    +
    63-64Opening
    +
    65-66Weapon
    +
    67-68Entry
    +
    69-70Illumination
    +
    71-72Obstacle
    +
    73-74Craft
    +
    75-76Container
    +
    77-78Information
    +
    79-80Grave
    +
    81-82Equipment
    +
    83-84Shelter
    +
    85-86Denizen
    +
    87-88 Environment
    +
    89-90Material
    +
    91-92Resource
    +
    93-94Corruption
    +
    95-96Death
    +
    97-98Function
    +
    99-100Power
    +
    +
    + +
    +
    Site Name: Format
    +
    +
    1-25[Description] [Place]
    +
    26-50[Place] of [Detail]
    +
    51-70[Place] of [Description] [Detail]
    +
    71-80[Place] of [Namesake's] [Detail]
    +
    81-85[Namesake's] [Place]
    +
    86-95[Description] [Place] of [Namesake]
    +
    96-100[Place] of [Namesake]
    +
    +
    + +
    +
    Site Name: Description
    +
    +
    1-2Deep
    +
    3-4Tainted
    +
    5-6Grey
    +
    7-8Forgotten
    +
    9-10Flooded
    +
    11-12Forbidden
    +
    13-14Barren
    +
    15-16Lost
    +
    17-18Cursed
    +
    19-20Fell
    +
    21-22Sunken
    +
    23-24Nightmare
    +
    25-26Infernal
    +
    27-28Dark
    +
    29-30Bloodstained
    +
    31-32Haunted
    +
    33-34White
    +
    35-36Shrouded
    +
    37-38Wasted
    +
    39-40Grim
    +
    41-42Endless
    +
    43-44Crumbling
    +
    45-46Undying
    +
    47-48Bloodied
    +
    49-50Forsaken
    +
    51-52Silent
    +
    53-54Blighted
    +
    55-56Iron
    +
    57-58Frozen
    +
    59-60Abyssal
    +
    61-62Crimson
    +
    63-64Silver
    +
    65-66Desecrated
    +
    67-68Ashen
    +
    69-70Elder
    +
    71-72Scorched
    +
    73-74Unknown
    +
    75-76Scarred
    +
    77-78Broken
    +
    79-80Chaotic
    +
    81-82Black
    +
    83-84Hidden
    +
    85-86Sundered
    +
    87-88Shattered
    +
    89-90Dreaded
    +
    91-92Secret
    +
    93-94High
    +
    95-96Sacred
    +
    97-98Fallen
    +
    99-100Ruined
    +
    +
    + +
    +
    Site Name: Detail
    +
    +
    1-2Blight
    +
    3-4Strife
    +
    5-6Nightfall
    +
    7-8Fury
    +
    9-10Terror
    +
    11-12Truth
    +
    13-14Spring
    +
    15-16Sanctuary
    +
    17-18Bone
    +
    19-20Specters
    +
    21-22Daybreak
    +
    23-24Doom
    +
    25-26Treachery
    +
    27-28Blood
    +
    29-30War
    +
    31-32Torment
    +
    33-34Iron
    +
    35-36Silence
    +
    37-38Mist
    +
    39-40Isolation
    +
    41-42Runes
    +
    43-44Rot
    +
    45-46Corruption
    +
    47-48Prophecy
    +
    49-50Fate
    +
    51-52Twilight
    +
    53-54Power
    +
    55-56Darkness
    +
    57-58Gloom
    +
    59-60Storms
    +
    61-62Hope
    +
    63-64Lament
    +
    65-66Frost
    +
    67-68Souls
    +
    69-70Winter
    +
    71-72Sadness
    +
    73-74Desolation
    +
    75-76Bane
    +
    77-78Lies
    +
    79-80Ash
    +
    81-82Banishment
    +
    83-84Shadow
    +
    85-86Madness
    +
    87-88Stone
    +
    89-90Secrets
    +
    91-92Despair
    +
    93-94Blades
    +
    95-96Dread
    +
    97-98Light
    +
    99-100Wrath
    +
    +
    + +
    +
    Site Name: Namesake
    +
    +
    1-2Breckon
    +
    3-4Issara
    +
    5-6Milenna
    +
    7-8Thorval
    +
    9-10Khulan
    +
    11-12Aurvang
    +
    13-14Kalida
    +
    15-16Keeara
    +
    17-18Andor
    +
    19-20Zakaria
    +
    21-22Willa
    +
    23-24Etana
    +
    25-26Valgard
    +
    27-28Kenrick
    +
    29-30Wyland
    +
    31-32Sidura
    +
    33-34Svala
    +
    35-36Kajir
    +
    37-38Saiven
    +
    39-40Callwen
    +
    41-42Zhan
    +
    43-44Solana
    +
    45-46Ildar
    +
    47-48Keelan
    +
    49-50Thrain
    +
    51-52Kynan
    +
    53-54Jadina
    +
    55-56Radek
    +
    57-58Wulan
    +
    59-60Garion
    +
    61-62Eysa
    +
    63-64Kolor
    +
    65-66Katarra
    +
    67-68Dain
    +
    69-70Farina
    +
    71-72Yala
    +
    73-74Kodroth
    +
    75-76Morien
    +
    77-78Akida
    +
    79-80Haldorr
    +
    81-82Nyrad
    +
    83-84Edda
    +
    85-86Jorund
    +
    87-88Morraine
    +
    89-90Lindar
    +
    91-92Sithra
    +
    93-94Torgan
    +
    95-96Arnorr
    +
    97-98Thyri
    +
    99-100Erisia
    +
    +
    + +
    +
    Site Name: Place
    +
    +
    1-6Barrow
    +
    7-18Cavern
    +
    19-28Frozen Cavern
    +
    29-32Icereach
    +
    33-38Mine
    +
    39-48Pass
    +
    49-58Ruin
    +
    59-68Sea Cave
    +
    69-78Shadowfen
    +
    79-83Stronghold
    +
    84-95Tanglewood
    +
    96-100Underkeep
    +
    +
    + +
    +
    Site Nature: Theme
    +
    +
    1-11Ancient
    +
    12-23Corrupted
    +
    24-35Fortified
    +
    36-48Hallowed
    +
    49-61Haunted
    +
    62-74Infested
    +
    75-87Ravaged
    +
    88-100Wild
    +
    +
    + +
    +
    Site Nature: Domain
    +
    +
    1-6Barrow
    +
    7-18Cavern
    +
    19-28Frozen Cavern
    +
    29-32Icereach
    +
    33-38Mine
    +
    39-48Pass
    +
    49-58Ruin
    +
    59-68Sea Cave
    +
    69-78Shadowfen
    +
    79-83Stronghold
    +
    84-95Tanglewood
    +
    96-100Underkeep
    +
    +
    + +
    +
    Character: Disposition
    +
    +
    1-6Helpful
    +
    7-13Friendly
    +
    14-20Cooperative
    +
    21-28Curious
    +
    29-36Indifferent
    +
    37-47Suspicious
    +
    48-57Wanting
    +
    58-67Desperate
    +
    68-76Demanding
    +
    77-85Unfriendly
    +
    86-93Threatening
    +
    94-100Hostile
    +
    +
    + +
    +
    Character: Activity
    +
    +
    1-2Guarding
    +
    3-4Preserving
    +
    5-6Constructing
    +
    7-8Mending
    +
    9-10Assisting
    +
    11-12Securing
    +
    13-14Learning
    +
    15-16Sneaking
    +
    17-18Fleeing
    +
    19-20Sacrificing
    +
    21-22Creating
    +
    23-24Luring
    +
    25-26Hunting
    +
    27-28Seizing
    +
    29-30Bargaining
    +
    31-32Mimicking
    +
    33-34Tricking
    +
    35-36Tracking
    +
    37-38Escorting
    +
    39-40Hiding
    +
    41-42Raiding
    +
    43-44Socializing
    +
    45-46Exploring
    +
    47-48Journeying
    +
    49-50Supporting
    +
    51-52Avoiding
    +
    53-54Disabling
    +
    55-56Leading
    +
    57-58Assaulting
    +
    59-60Ensnaring
    +
    61-62Defending
    +
    63-64Recovering
    +
    65-66Patrolling
    +
    67-68Resting
    +
    69-70Distracting
    +
    71-72Leaving
    +
    73-74Fighting
    +
    75-76Ambushing
    +
    77-78Controlling
    +
    79-80Observing
    +
    81-82Gathering
    +
    83-84Suffering
    +
    85-86Threatening
    +
    87-88Searching
    +
    89-90Destroying
    +
    91-92Restoring
    +
    93-94Consuming
    +
    95-96Removing
    +
    97-98Inspecting
    +
    99-100Summoning
    +
    +
    + +
    +
    Monstrosity: Size
    +
    +
    1-5Tiny (rodent-sized)
    +
    6-30Small (hound-sized)
    +
    31-65Medium (person-sized)
    +
    66-94Large (giant-sized)
    +
    95-99Huge (whale-sized)
    +
    100Titanic (incomprehensible)
    +
    +
    + +
    +
    Monstrosity: Primary Form
    +
    +
    1-15Beast / mammal
    +
    16-25Humanoid
    +
    26-31Bird
    +
    32-37Spider
    +
    38-43Snake
    +
    44-49Worm / slug
    +
    50-55Lizard
    +
    56-61Insect
    +
    62-66Amorphous
    +
    67-69Crustacean
    +
    70-71Fish
    +
    72-73Octopoid
    +
    74-75Amphibian
    +
    76-77Plant
    +
    78Incorporeal
    +
    79Mineral
    +
    80Elemental
    +
    81-100Hybrid (roll twice)
    +
    +
    + +
    +
    Monstrosity: Characteristics
    +
    +
    1-5Extra limbs
    +
    6-10Fangs / rows of sharp teeth
    +
    11-15Claws / talons
    +
    16-20Strange color / markings
    +
    21-25Horns / tusks
    +
    26-30Oversized mouth
    +
    31-35Spikes / spines
    +
    36-40Tail
    +
    41-45Multi-segmented body
    +
    46-50Wings
    +
    51-54Stinger / barbs
    +
    55-58Many-eyed
    +
    59-62Distinctive sound
    +
    63-66Tentacles / tendrils
    +
    67-69Mandibles / pincers
    +
    70-72Luminescent
    +
    73-75Antennae / sensory organs
    +
    76-78Proboscis / inner jaw
    +
    79-81Exoskeleton / shell
    +
    82-84Bony protuberances
    +
    85-87Corrupted flesh
    +
    88-90Semi-transparent
    +
    91-93Scarred / injured
    +
    94-95Egg sac / carried offspring
    +
    96-97Rotting / skeletal
    +
    98Mummified / desiccated
    +
    99Multi-headed
    +
    100Etched with mystic runes
    +
    +
    + +
    +
    Monstrosity: Abilities
    +
    +
    1-4Keen senses
    +
    5-8Intimidating vocalization
    +
    9-12Climber
    +
    13-16Intelligent
    +
    17-20Swift
    +
    21-24Powerful bite
    +
    25-28Stealthy / ambusher
    +
    29-32Horrid visage
    +
    33-36Strong
    +
    37-40Camouflaged
    +
    41-43Flier / glider
    +
    44-46Poisonous
    +
    47-49Semiaquatic / swimmer
    +
    50-52Grappler / entangler
    +
    53-55Leaper
    +
    56-58Crusher / constrictor
    +
    59-61Armored
    +
    62-64Burrower
    +
    65-67Noxious smell
    +
    68-69Trap-setter
    +
    70-71Parasitic
    +
    72-73Vibration sense
    +
    74-75Breath weapon / toxic spew
    +
    76-77Mimicry
    +
    78-79Shapeshifting
    +
    80-81Control lesser creatures
    +
    82-83Echolocation
    +
    84-85Electric shock
    +
    86-87Acidic
    +
    88-89Symbiotic
    +
    90-91Shoot projectiles
    +
    92Paralyzing
    +
    93Immune to iron
    +
    94Feels no pain
    +
    95Enact rituals
    +
    96Create illusions
    +
    97Mind control / telepathy
    +
    98Move between realities
    +
    99Wield weapons
    +
    100Control elements
    +
    +
    + +
    +
    Trap: Event
    +
    +
    1-4Block
    +
    5-8Create
    +
    9-12Break
    +
    13-16Puncture
    +
    17-20Entangle
    +
    21-24Enclose
    +
    25-28Ambush
    +
    29-32Snare
    +
    33-36Change
    +
    37-40Imitate
    +
    41-44Crush
    +
    45-48Drop
    +
    49-52Conceal
    +
    53-56Lure
    +
    57-60Release
    +
    61-64Obscure
    +
    65-68Cut
    +
    69-72Smother
    +
    73-76Collapse
    +
    77-80Summon
    +
    81-84Move
    +
    85-88Surprise
    +
    89-92Divert
    +
    93-96Attack
    +
    97-100Trigger
    +
    +
    + +
    +
    Trap: Component
    +
    +
    1-4Pit
    +
    5-8Water
    +
    9-12Fire
    +
    13-16Projectile
    +
    17-20Passage
    +
    21-24Fall
    +
    25-28Debris
    +
    29-32Fear
    +
    33-36Alarm
    +
    37-40Trigger
    +
    41-44Cold
    +
    45-48Weapon
    +
    49-52Darkness
    +
    53-56Decay
    +
    57-60Path
    +
    61-64Stone
    +
    65-68Terrain
    +
    69-72Poison
    +
    73-76Barrier
    +
    77-80Overhead
    +
    81-84Magic
    +
    85-88Toxin
    +
    89-92Earth
    +
    93-96Light
    +
    97-100Denizen
    +
    +
    + +
    +
    Combat Event: Method
    +
    +
    1-2Defy
    +
    3-4Break
    +
    5-6Trick
    +
    7-8Evade
    +
    9-10Protect
    +
    11-12Overwhelm
    +
    13-14Persevere
    +
    15-16Assist
    +
    17-18Await
    +
    19-20Abort
    +
    21-22Block
    +
    23-24Collide
    +
    25-26Focus
    +
    27-28Advance
    +
    29-30Breach
    +
    31-32Endure
    +
    33-34Assault
    +
    35-36Charge
    +
    37-38Escalate
    +
    39-40Sunder
    +
    41-42Shatter
    +
    43-44Aim
    +
    45-46Stagger
    +
    47-48Counter
    +
    49-50Seize
    +
    51-52Impact
    +
    53-54Entangle
    +
    55-56Hold
    +
    57-58Deflect
    +
    59-60Drop
    +
    61-62Lose
    +
    63-64Sweep
    +
    65-66Secure
    +
    67-68Cover
    +
    69-70Withdraw
    +
    71-72Clash
    +
    73-74Amplify
    +
    75-76Batter
    +
    77-78Feint
    +
    79-80Shove
    +
    81-82Embed
    +
    83-84Affect
    +
    85-86Probe
    +
    87-88Force
    +
    89-90Intensify
    +
    91-92Distract
    +
    93-94Challenge
    +
    95-96Brawl
    +
    97-98Coordinate
    +
    99-100Overrun
    +
    +
    + +
    +
    Combat Event: Target
    +
    +
    1-2Control
    +
    3-4Defense
    +
    5-6Limbs
    +
    7-8Focus
    +
    9-10Advantage
    +
    11-12Range
    +
    13-14Stress
    +
    15-16Sense
    +
    17-18Weakness
    +
    19-20Opening
    +
    21-22Fear
    +
    23-24Instinct
    +
    25-26Footing
    +
    27-28Maneuver
    +
    29-30Reach
    +
    31-32Harm
    +
    33-34Finesse
    +
    35-36Weapon
    +
    37-38Environment
    +
    39-40Technique
    +
    41-42Surprise
    +
    43-44Pride
    +
    45-46Wound
    +
    47-48Precision
    +
    49-50Ally
    +
    51-52Ground
    +
    53-54Courage
    +
    55-56Companion
    +
    57-58Object
    +
    59-60Momentum
    +
    61-62Speed
    +
    63-64Strength
    +
    65-66Supply
    +
    67-68Terrain
    +
    69-70Armor
    +
    71-72Skill
    +
    73-74Body
    +
    75-76Protection
    +
    77-78Resolve
    +
    79-80Ferocity
    +
    81-82Shield
    +
    83-84Ammo
    +
    85-86Anger
    +
    87-88Opportunity
    +
    89-90Balance
    +
    91-92Position
    +
    93-94Barrier
    +
    95-96Strategy
    +
    97-98Grasp
    +
    99-100Power
    +
    +
    + +
    +
    Threat: Category
    +
    +
    1-10Burgeoning Conflict
    +
    11-20Cursed Site
    +
    21-30Environmental Calamity
    +
    31-40Malignant Plague
    +
    41-50Rampaging Creature
    +
    51-60Ravaging Horde
    +
    61-70Scheming Leader
    +
    71-80Power-Hungry Mystic
    +
    81-90Zealous Cult
    +
    91-100Roll Twice
    +
    +
    + +
    +
    Threat: Burgeoning Conflict
    +
    +
    1-10Allow warmongers to gain influence
    +
    11-20Break a treaty
    +
    21-30Force a hasty decision
    +
    31-40Deepen suspicions
    +
    41-50Trigger a confrontation
    +
    51-60Subvert a potential accord
    +
    61-70Isolate the antagonists
    +
    71-80Draw new battle lines
    +
    81-90Reveal an unexpected aspect of the dispute
    +
    91-100 + Introduce a new person or faction to complicate the + situation
    +
    +
    + +
    +
    Threat: Cursed Site
    +
    +
    1-10Unleash a creature or being
    +
    11-20Lure the unwary into its depths
    +
    21-30Offer promises of power
    +
    31-40Reveal a new aspect of its cursed history
    +
    41-50Expand its malignancy to surrounding lands
    +
    51-60Leave its mark on an inhabitant or visitor
    +
    61-70Reveal hidden depths
    +
    71-80Ensnare an important person or object
    +
    81-90Corrupt the environment
    +
    91-100Transform its nature
    +
    +
    + +
    +
    Threat: Environmental Calamity
    +
    +
    1-10Devastate a place
    +
    11-20Block a path
    +
    21-30Threaten a community with imminent destruction
    +
    31-40Manifest unexpected effects
    +
    41-50Expand in scope or intensity
    +
    51-60Allow someone to take advantage
    +
    61-70Deprive of resources
    +
    71-80Isolate an important person or community
    +
    81-90Force refugees into hostile lands
    +
    91-100Disrupt natural ecosystems
    +
    +
    + +
    +
    Threat: Malignant Plague
    +
    +
    1-10Manifest new symptoms or effects
    +
    11-20Infect someone important
    +
    21-30Expand to new territory or communities
    +
    31-40Allow someone to take advantage
    +
    41-50Allow someone to take the blame
    +
    51-60Create panic or disorder
    +
    61-70Force a horrible decision
    +
    71-80Lure into complacency
    +
    81-90Reveal the root of the sickness
    +
    91-100Undermine a potential cure
    +
    +
    + +
    +
    Threat: Rampaging Creature
    +
    +
    1-10Reveal a new aspect of its nature or abilities
    +
    11-20Expand its territory
    +
    21-30Make a sudden and brutal attack
    +
    31-40Control or influence lesser creatures
    +
    41-50Create confusion or strife
    +
    51-60Leave foreboding signs
    +
    61-70Lure the unwary
    +
    71-80Imperil an event
    +
    81-90Assert control over a location
    +
    91-100Threaten resources
    +
    +
    + +
    +
    Threat: Ravaging Horde
    +
    +
    1-10Overrun defenses
    +
    11-20Gather resources
    +
    21-30Attack a location
    +
    31-40Expand forces
    +
    41-50Appoint or reveal a leader
    +
    51-60Send forth a champion
    +
    61-70Create a diversion
    +
    71-80Undermine an opposing force from within
    +
    81-90Cut off supplies or reinforcements
    +
    91-100Employ a new weapon
    +
    +
    + +
    +
    Threat: Scheming Leader
    +
    +
    1-10Defeat an enemy
    +
    11-20Form a new alliance
    +
    21-30Usurp or undermine another leader
    +
    31-40Force the loyalty of a community or important person
    +
    41-50Enact a new law or tradition
    +
    51-60Rescind an old law or tradition
    +
    61-70Reveal a true intention
    +
    71-80Unravel an existing alliance
    +
    81-90Incite conflict
    +
    91-100Use an unexpected capability or asset
    +
    +
    + +
    +
    Threat: Power-Hungry Mystic
    +
    +
    1-10Gain hidden knowledge
    +
    11-20Assault an enemy with magic
    +
    21-30Despoil a place through magic
    +
    31-40Forge a bond with ancient forces
    +
    41-50Create magical wards or protections
    +
    51-60Obtain a powerful artifact
    +
    61-70Tempt with power or secrets
    +
    71-80Recruit a follower or ally
    +
    81-90Sacrifice something in exchange for greater power
    +
    91-100Use magic to trick or deceive
    +
    +
    + +
    +
    Threat: Zealous Cult
    +
    +
    1-10Overtake a faction or community
    +
    11-20Unlock secrets to greater power
    +
    21-30Establish false credibility
    +
    31-40Appoint or reveal a leader
    +
    41-50Lure new members or establish alliances
    +
    51-60Subvert opposition through devious schemes
    +
    61-70Attack opposition directly
    +
    71-80Spread the word of its doctrine
    +
    81-90Reveal a dire prophecy
    +
    91-100Reveal its true nature or goal
    +
    +
    +
    +
    +
    +
    +
    +
    + +
    +

     SITES 

    +
    +
    +
    +
    +
    +

    Site Name:

    + +
    +
    +

    Objective:

    + +
    +
    +
    +
    +

    Theme:

    + +
    +
    +

    Domain:

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

     DENIZENS 

    +
    +
    +

    Very Common 01-27

    + +
    +
    +

    Common 28-41

    + +
    +
    +

    Common 42-55

    + +
    +
    +

    Common 56-69

    + +
    +
    +
    +
    +

    Uncommon 70-75

    + +
    +
    +

    Uncommon 76-81

    + +
    +
    +

    Uncommon 82-87

    + +
    +
    +

    Uncommon 88-93

    + +
    +
    +
    +
    +

    Rare 94-95

    + +
    +
    +

    Rare 96-97

    + +
    +
    +

    Rare 98-99

    + +
    +
    +

    Unforeseen 100

    + +
    +
    +
    +
    +

    When the outcome of a move prompts an encounter with a denizen, you may:

    +
    +
    +

    >

    +
    +
    +

    Choose or introduce a denizen based on the situation and what you know of this place.

    +
    +
    +

    or

    +
    +
    +

    Roll on the matrix to generate a random encounter. If the field is blank, add a new denizen.

    +
    +
    +

    or

    +
    +
    +

    Identify a denizen as ‘likely’ to appear, and Ask the Oracle. If the answer is “no,” roll on the matrix.

    +
    +
    +

    or

    +
    +
    +

    Pick two denizens, rate one as ‘likely’, and Ask the Oracle to determine which you encounter.

    +
    +
    +
    +
    +

     NOTES 

    + +
    +
    + +
    +
    +

    Theme

    +
    +
    +
    + + + +
    +

    This place holds the secrets of a bygone age.

    +

    Features

    +
    +
    1-4Evidence of lost knowledge
    +
    5-8Inscrutable relics
    +
    9-12Ancient artistry or craft
    +
    13-16Preserved corpses or fossils
    +
    17-20Visions of this place in another time
    +
    +

    Dangers

    +
    +
    1-5Ancient trap
    +
    6-10Hazardous architecture or terrain
    +
    11-12Blocked or broken path
    +
    13-14Denizen protects an ancient secret
    +
    15-16Denizen reveres an ancient power
    +
    17-18Living relics of a lost age
    +
    19-20Ancient evil resurgent
    +
    21-22Dire warnings of a long-buried danger
    +
    23-24Ancient disease or contamination
    +
    25-26Artifact of terrible meaning or power
    +
    27-28Disturbing evidence of ancient wrongs
    +
    29-30Others seek power or knowledge
    +
    +
    + +
    +

    This place is tainted by dark magic.

    +

    Features

    +
    +
    1-4Mystic focus or conduit
    +
    5-8Strange environmental disturbances
    +
    9-12Mystic runes or markings
    +
    13-16Blight or decay
    +
    17-20Evidence of a foul ritual
    +
    +

    Dangers

    +
    +
    1-5Denizen spawned from dark magic
    +
    6-10Denizen controls dark magic
    +
    11-12Denizen corrupted by dark magic
    +
    13-14Corruption marks you
    +
    15-16Innocents held in thrall
    +
    17-18Revelations of a terrible truth
    +
    19-20Mystic trap or trigger
    +
    21-22Mystic barrier or ward
    +
    23-24Illusions lead you astray
    +
    25-26Dark ritual in progress
    +
    27-28Lingering effects of a dark ritual
    +
    29-30Dread harbingers of a greater magic
    +
    +
    + +
    +

    Foes defend this place against intruders.

    +

    Features

    +
    +
    1-4Camp or quarters
    +
    5-8Guarded location
    +
    9-12Storage or repository
    +
    13-16Work or training area
    +
    17-20Command center or leadership
    +
    +

    Dangers

    +
    +
    1-5Denizen patrols the area
    +
    6-10Denizen on guard
    +
    11-12Denizen ready to sound the alarm
    +
    13-14Denizen sets an ambush
    +
    15-16Denizen lures you into a trap
    +
    17-18Denizens converge on this area
    +
    19-20Pets or underlings
    +
    21-22Unexpected alliance revealed
    +
    23-24Nefarious plans revealed
    +
    25-26Unexpected leader revealed
    +
    27-28Trap
    +
    29-30Alarm trigger
    +
    +
    + +
    +

    The faithful worship here.

    +

    Features

    +
    +
    1-4Temple or altar
    +
    5-8Offerings or atonements
    +
    9-12Religious relic or idol
    +
    13-16Consecrated ground
    +
    17-20Dwellings or gathering place
    +
    +

    Dangers

    +
    +
    1-5Denizen defends their sanctum
    +
    6-10Denizen enacts the will of their god
    +
    11-12Denizen seeks martyrdom
    +
    13-14Secret of the faith is revealed
    +
    15-16Greater purpose is revealed
    +
    17-18Unexpected disciples are revealed
    +
    19-20Divine manifestations
    +
    21-22Aspect of the faith beguiles you
    +
    23-24Unexpected leader is revealed
    +
    25-26Embodiment of a god or myth
    +
    27-28Protective ward or barrier
    +
    29-30Prophecies reveal a dark fate
    +
    +
    + +
    +

    Restless spirits are bound to this place.

    +

    Features

    +
    +
    1-4Tomb or burial site
    +
    5-8Blood was spilled here
    +
    9-12Unnatural mists or darkness
    +
    13-16Messages from beyond the grave
    +
    17-20Apparitions of a person or event
    +
    +

    Dangers

    +
    +
    1-5Denizen haunts this area
    +
    6-10Unsettling sounds or foreboding signs
    +
    11-12Denizen attacks without warning
    +
    13-14Denizen makes a costly demand
    +
    15-16Denizen seizes your body or mind
    +
    17-18Denizen taunts or lures you
    +
    19-20A disturbing truth is revealed
    +
    21-22Frightening visions
    +
    23-24The environment is used against you
    +
    25-26Trickery leads you astray
    +
    27-28True nature of this place is revealed
    +
    29-30Sudden, shocking manifestation
    +
    +
    + +
    +

    Foul creatures dwell here.

    +

    Features

    +
    +
    1-4Inhabited nest
    +
    5-8Abandoned nest
    +
    9-12Ravaged terrain or architecture
    +
    13-16Remains or carrion
    +
    17-20Hoarded food
    +
    +

    Dangers

    +
    +
    1-5Denizens swarm and attack
    +
    6-10Toxic or sickening environment
    +
    11-12Denizen stalks you
    +
    13-14Denizen takes or destroys something
    +
    15-16Denizen reveals surprising cleverness
    +
    17-18Denizen guided by a greater threat
    +
    19-20Denizen blocks the path
    +
    21-22Denizen funnels you down a new path
    +
    23-24Denizen undermines the path
    +
    25-26Denizen lays in wait
    +
    27-28Trap or snare
    +
    29-30Victim’s horrible fate is revealed
    +
    +
    + +
    +

    Time, disaster, or strife have taken their toll.

    +

    Features

    +
    +
    1-4Path of destruction
    +
    5-8Abandoned or ruined dwelling
    +
    9-12Untouched or preserved area
    +
    13-16Traces of what was lost
    +
    17-20Ill-fated victims
    +
    +

    Dangers

    +
    +
    1-5Precarious architecture or terrain
    +
    6-10Imminent collapse or destruction
    +
    11-12Path undermined
    +
    13-14Blocked or broken path
    +
    15-16Vestiges of a destructive force
    +
    17-18Unexpected environmental threat
    +
    19-20Echoes of a troubling past
    +
    21-22Signs of a horrible fate
    +
    23-24Denizen seeks retribution
    +
    25-26Denizen leverages the environment
    +
    27-28Denizen restores what was lost
    +
    29-30Ravages return anew
    +
    +
    + +
    +

    Nature prevails in this place.

    +

    Features

    +
    +
    1-4Denizen’s lair
    +
    5-8Territorial markings
    +
    9-12Impressive flora or fauna
    +
    13-16Hunting ground or watering hole
    +
    17-20Remains or carrion
    +
    +

    Dangers

    +
    +
    1-5Denizen hunts
    +
    6-10Denizen strikes without warning
    +
    11-12Denizen leverages the environment
    +
    13-14Denizen wields unexpected abilities
    +
    15-16Denizen guided by a greater threat
    +
    17-18Denizen protects something
    +
    19-20Hazardous terrain
    +
    21-22Weather or environmental threat
    +
    23-24Benign aspect becomes a threat
    +
    25-26Overzealous hunter
    +
    27-28Disturbing evidence of a victim’s fate
    +
    29-30Ill-fated victim in danger
    +
    +
    +
    +
    +
    +
    +
    +

    Domain

    +
    +
    +
    + + + +
    +

    The dead are enshrined here.

    +

    Features

    +
    +
    21-43Burial chambers
    +
    44-56Maze of narrow passages
    +
    57-64Shrine
    +
    65-68Stately vault
    +
    69-72Offerings to the dead
    +
    73-76Statuary or tapestries
    +
    77-80Remains of a grave robber
    +
    81-84Mass grave
    +
    85-88Exhumed corpses
    +
    89-98Something unusual or unexpected
    +
    99You transition into a new theme
    +
    100You transition into a new domain
    +
    +

    Dangers

    +
    +
    31-33Denizen guards this area
    +
    34-36Trap
    +
    37-39Death makes its presence known
    +
    40-42Crumbling architecture
    +
    43-45Grave goods with hidden dangers
    +
    +
    + +
    +

    A place of stone and darkness.

    +

    Features

    +
    +
    21-43Twisting passages
    +
    44-56Cramped caves
    +
    57-64Vast chamber
    +
    65-68Subterranean waterway
    +
    69-72Cave pool
    +
    73-76Natural bridge
    +
    77-80Towering stone formations
    +
    81-84Natural illumination
    +
    85-88Dark pit
    +
    89-98Something unusual or unexpected
    +
    99You transition into a new theme
    +
    100You transition into a new domain
    +
    +

    Dangers

    +
    +
    31-33Denizen lairs here
    +
    34-36Cave-in
    +
    37-39Flooding
    +
    40-42Perilous climb or descent
    +
    43-45Fissure or sinkhole
    +
    +
    + +
    +

    A place of deep caves and enduring cold.

    +

    Features

    +
    +
    21-43Maze of icy tunnels
    +
    44-56Glistening cave
    +
    57-64Vast chamber
    +
    65-68Frigid waterway
    +
    69-72Icy pools
    +
    73-76Magnificent ice formations
    +
    77-80Frozen waterfall
    +
    81-84Deep crevasses
    +
    85-88Discovery locked in the ice
    +
    89-98Something unusual or unexpected
    +
    99You transition into a new theme
    +
    100You transition into a new domain
    +
    +

    Dangers

    +
    +
    31-33Denizen lairs here
    +
    34-36Fracturing ice
    +
    37-39Crumbling chasm
    +
    40-42Bitter chill
    +
    43-45Disorienting reflections
    +
    +
    + +
    +

    A frigid landscape formed of frozen seas.

    +

    Features

    +
    +
    21-43Plains of ice and snow
    +
    44-56Seawater channel
    +
    57-64Icy highlands
    +
    65-68Crevasse
    +
    69-72Ice floes
    +
    73-76Ship trapped in ice
    +
    77-80Animal herd or habitat
    +
    81-84Frozen carcass
    +
    85-88Camp or outpost
    +
    89-98Something unusual or unexpected
    +
    99You transition into a new theme
    +
    100You transition into a new domain
    +
    +

    Dangers

    +
    +
    31-33Denizen hunts
    +
    34-36Fragile ice above watery depths
    +
    37-39Perilous climb or descent
    +
    40-42Avalanche or icefall
    +
    43-45Foul weather
    +
    +
    + +
    +

    Tunnels dug greedily and deep.

    +

    Features

    +
    +
    21-43Cramped tunnels
    +
    44-56Mine works
    +
    57-64Excavated chamber
    +
    65-68Mineshaft
    +
    69-72Collapsed tunnel
    +
    73-76Cluttered storage
    +
    77-80Housing or common areas
    +
    81-84Flooded chamber
    +
    85-88Unearthed secret
    +
    89-98Something unusual or unexpected
    +
    99You transition into a new theme
    +
    100You transition into a new domain
    +
    +

    Dangers

    +
    +
    31-33Cave-in
    +
    34-36Flooding
    +
    37-39Unstable platforms or architecture
    +
    40-42Hazardous gas pocket
    +
    43-45Weakened terrain
    +
    +
    + +
    +

    Treacherous paths over high mountains.

    +

    Features

    +
    +
    21-43Winding mountain path
    +
    44-56Snowfield or glacial rocks
    +
    57-64River gorge
    +
    65-68Crashing waterfall
    +
    69-72Highland lake
    +
    73-76Forgotten cairn
    +
    77-80Bridge
    +
    81-84Overlook
    +
    85-88Camp or outpost
    +
    89-98Something unusual or unexpected
    +
    99You transition into a new theme
    +
    100You transition into a new domain
    +
    +

    Dangers

    +
    +
    31-33Denizen lairs here
    +
    34-36Denizen hunts
    +
    37-39Perilous climb or descent
    +
    40-42Avalanche or rockslide
    +
    43-45Foul weather
    +
    +
    + +
    +

    The crumbling legacy of a dead civilization.

    +

    Features

    +
    +
    21-43Crumbling corridors and chambers
    +
    44-56Collapsed architecture
    +
    57-64Rubble-choked hall
    +
    65-68Courtyard
    +
    69-72Archive or library
    +
    73-76Broken statuary or fading murals
    +
    77-80Preserved vault
    +
    81-84Temple to forgotten gods
    +
    85-88Mausoleum
    +
    89-98Something unusual or unexpected
    +
    99You transition into a new theme
    +
    100You transition into a new domain
    +
    +

    Dangers

    +
    +
    31-33Ancient mechanism or trap
    +
    34-36Collapsing wall or ceiling
    +
    37-39Blocked or broken passage
    +
    40-42Unstable floor above a new danger
    +
    43-45Ancient secrets best left buried
    +
    +
    + +
    +

    Stone passages carved by ocean waves.

    +

    Features

    +
    +
    21-43Watery tunnels
    +
    44-56Eroded chamber
    +
    57-64Flooded chamber
    +
    65-68Vast chamber
    +
    69-72Dry passages
    +
    73-76Freshwater inlet
    +
    77-80Rocky island
    +
    81-84Waterborne debris
    +
    85-88Shipwreck or boat
    +
    89-98Something unusual or unexpected
    +
    99You transition into a new theme
    +
    100You transition into a new domain
    +
    +

    Dangers

    +
    +
    31-33Denizen strikes without warning
    +
    34-36Denizen lurks below
    +
    37-39Flooding
    +
    40-42Rushing current
    +
    43-45Claustrophobic squeeze
    +
    +
    + +
    +

    A primeval marsh, cloaked in mist.

    +

    Features

    +
    +
    21-43Narrow path through a fetid bog
    +
    44-56Stagnant waterway
    +
    57-64Flooded thicket
    +
    65-68Island of dry land
    +
    69-72Submerged discovery
    +
    73-76Preserved corpses
    +
    77-80Overgrown structure
    +
    81-84Tall reeds
    +
    85-88Camp or outpost
    +
    89-98Something unusual or unexpected
    +
    99You transition into a new theme
    +
    100You transition into a new domain
    +
    +

    Dangers

    +
    +
    31-33Denizen hunts
    +
    34-36Deep water blocks the path
    +
    37-39Toxic environment
    +
    40-42Concealing or disorienting mist
    +
    43-45Hidden quagmire
    +
    +
    + +
    +

    A fortress secured against trespassers.

    +

    Features

    +
    +
    21-43Connecting passageways
    +
    44-56Barracks or common quarters
    +
    57-64Large hall
    +
    65-68Workshop or library
    +
    69-72Command center or leadership
    +
    73-76Ladder or stairwell
    +
    77-80Storage
    +
    81-84Kitchen or larder
    +
    85-88Courtyard
    +
    89-98Something unusual or unexpected
    +
    99You transition into a new theme
    +
    100You transition into a new domain
    +
    +

    Dangers

    +
    +
    31-33Blocked or guarded path
    +
    34-36Caught in the open
    +
    37-39Chokepoint
    +
    40-42Trap
    +
    43-45Alarm trigger
    +
    +
    + +
    +

    A perilous forest of eternal shadow.

    +

    Features

    +
    +
    21-43Dense thicket
    +
    44-56Overgrown path
    +
    57-64Waterway
    +
    65-68Clearing
    +
    69-72Elder tree
    +
    73-76Brambles
    +
    77-80Overgrown structure
    +
    81-84Rocky outcrop
    +
    85-88Camp or outpost
    +
    89-98Something unusual or unexpected
    +
    99You transition into a new theme
    +
    100You transition into a new domain
    +
    +

    Dangers

    +
    +
    31-33Denizen hunts
    +
    34-36Denizen lairs here
    +
    37-39Trap or snare
    +
    40-42Path leads you astray
    +
    43-45Entangling plant life
    +
    +
    + +
    +

    An age-old subterranean dungeon.

    +

    Features

    +
    +
    21-43Carved passages
    +
    44-56Hall or chamber
    +
    57-64Stairs into the depths
    +
    65-68Grand doorway or entrance
    +
    69-72Tomb or catacombs
    +
    73-76Rough-hewn cave
    +
    77-80Foundry or workshop
    +
    81-84Shrine or temple
    +
    85-88Imposing architecture or artistry
    +
    89-98Something unusual or unexpected
    +
    99You transition into a new theme
    +
    100You transition into a new domain
    +
    +

    Dangers

    +
    +
    31-33Ancient mechanism or trap
    +
    34-36Crumbling architecture
    +
    37-39Blocked or broken passage
    +
    40-42Artifact with a hidden danger
    +
    43-45Denizen lurks in darkness
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    + +
    +

     SETTINGS 

    +
    +
    + +
    + +
    +
    {{header}}
    {{#custom-oracle}} +
    +
    {{custom-oracle}}
    +
    {{/custom-oracle}} + + {{#revealADangerCategory}} +
    +
    {{revealADangerCategory}}
    +
    + {{#rollBetween() revealADangerCategory 1 25}} + Worsening of the Situation + {{/rollBetween() revealADangerCategory 1 25}} + {{#rollBetween() revealADangerCategory 26 60}} + Unfavorable Road + {{/rollBetween() revealADangerCategory 26 60}} + {{#rollBetween() revealADangerCategory 61 100}} + Hostile Character Encounter + {{/rollBetween() revealADangerCategory 61 100}} +
    +
    + {{/revealADangerCategory}} + + {{#revealADangerSituation}} +
    +
    {{revealADangerSituation}}
    +
    + {{#rollBetween() revealADangerSituation 1 13}} + A portion of an edible resource got spoiled or lost. Suffer -1 supply. If your supply is 0, reroll on this table. + {{/rollBetween() revealADangerSituation 1 13}} + {{#rollBetween() revealADangerSituation 14 24}} + The travel is taking longer than expected. Suffer -1 momentum. + {{/rollBetween() revealADangerSituation 14 24}} + {{#rollBetween() revealADangerSituation 25 34}} + The trip was tough and left you tired. Endure Harm (1d4P harm). + {{/rollBetween() revealADangerSituation 25 34}} + {{#rollBetween() revealADangerSituation 35 42}} + The travel has drained your energies. Endure Harm (1d4P harm) and take the weakened (severity +1) condition. + {{/rollBetween() revealADangerSituation 35 42}} + {{#rollBetween() revealADangerSituation 43 50}} + The travel has left you stressed or mentally fatigued. Endure Stress (1d2 stress). + {{/rollBetween() revealADangerSituation 43 50}} + {{#rollBetween() revealADangerSituation 51 57}} + A friend or companion starts arguing for previous acts or complaining about the rough travel. Suffer -1d3 to their loyalty. If you don't have a companion, reroll on this table. + {{/rollBetween() revealADangerSituation 51 57}} + {{#rollBetween() revealADangerSituation 58 64}} + You realize you lost some valuable goods on the way. Suffer -2 wealth. If your wealth is reduced to 0, suffer -momentum to any remaining -wealth. + {{/rollBetween() revealADangerSituation 58 64}} + {{#rollBetween() revealADangerSituation 65 71}} + You realize too late that the supply container is broken and has a leak. Suffer -2 supply. + {{/rollBetween() revealADangerSituation 65 71}} + {{#rollBetween() revealADangerSituation 72 77}} + You realize you lost one of your valuable items on the way. Suffer -1 wealth. If your wealth is 0, reroll on this table. + {{/rollBetween() revealADangerSituation 72 77}} + {{#rollBetween() revealADangerSituation 78 83}} + You realize that one of the items you thought to be valuable, is actually not, or not worthy in its current state. Suffer -1 wealth and -1 momentum. If your wealth is an its minimum (0), reroll on this table. + {{/rollBetween() revealADangerSituation 78 83}} + {{#rollBetween() revealADangerSituation 84 89}} + You make a discovery that complicates one of your quests. Suffer -2 momentum. + {{/rollBetween() revealADangerSituation 84 89}} + {{#rollBetween() revealADangerSituation 90 94}} + A piece of equipment loses durability. Reduce any of your armor’s or shield’s values by 1. If you have no armor or shield item, reroll on this table. + {{/rollBetween() revealADangerSituation 90 94}} + {{#rollBetween() revealADangerSituation 95 97}} + You start suffering from muscle cramp, sprain or strain. Endure Harm (1d4P harm) and take the palsied (severity 1) condition. + {{/rollBetween() revealADangerSituation 95 97}} + {{#rollBetween() revealADangerSituation 98 99}} + You realize that one of your conditional companions is no longer by your side. Suffer -1 momentum. If you don't have a conditional companion, reroll on this table. + {{/rollBetween() revealADangerSituation 98 99}} + {{#rollTotal() revealADangerSituation 100}} + Roll twice more on this table. Both results occur. If they are the same result, double its effect. + {{/rollTotal() revealADangerSituation 100}} +
    +
    + {{/revealADangerSituation}} + + {{#revealADangerRoad}} +
    +
    {{revealADangerRoad}}
    +
    + {{#rollBetween() revealADangerRoad 1 13}} + The terrain or the weather plays against you, hindering you. Subtract -1 to your next move. Take the hyperthermic or hypothermic condition if appropriate. + {{/rollBetween() revealADangerRoad 1 13}} + {{#rollBetween() revealADangerRoad 14 25}} + An environmental hazard forces you to pass through this area in a precarious manner. If you make a move to resolve this danger, subtract -1. + {{/rollBetween() revealADangerRoad 14 25}} + {{#rollBetween() revealADangerRoad 26 35}} + Whether it is human made or a fortuity of nature, you, or someone with you, is victim of a trap. If you make a move of resolve this danger, subtract -1. + {{/rollBetween() revealADangerRoad 26 35}} + {{#rollBetween() revealADangerRoad 36 44}} + You suffer some bruises on the way. Endure Harm (1d4 harm). + {{/rollBetween() revealADangerRoad 36 44}} + {{#rollBetween() revealADangerRoad 45 52}} + You consumed some resources, and this road lacks sources to replenish from. Suffer -1 supply. If you Resupply, count a strong hit as a weak hit, and a weak hit as a miss. + {{/rollBetween() revealADangerRoad 45 52}} + {{#rollBetween() revealADangerRoad 53 60}} + The travel has been mentally grueling. Endure Stress (1 stress). If you Hearten, count a strong hit as a weak hit, and a weak hit as a miss. + {{/rollBetween() revealADangerRoad 53 60}} + {{#rollBetween() revealADangerRoad 61 68}} + You have not reached your waypoint yet, and this stop is too precarious to rest safely. If you Make Camp, count a strong hit as a weak hit, and a weak hit as a miss. + {{/rollBetween() revealADangerRoad 61 68}} + {{#rollBetween() revealADangerRoad 69 75}} + The path is broken and there doesn't seem to be a lead to follow it. Subtract -1 next time you Undertake a Journey for this travel. + {{/rollBetween() revealADangerRoad 69 75}} + {{#rollBetween() revealADangerRoad 76 81}} + An obstacle is blocking the path you intend to follow. Subtract -1 for your next move to resolve the obstacle or suffer -2 momentum causing a delay on your travel. + {{/rollBetween() revealADangerRoad 76 81}} + {{#rollBetween() revealADangerRoad 82 86}} + The path has a disturbing ambience or you find the horrible fate of a victim of this place. Endure Stress (1d4 stress). + {{/rollBetween() revealADangerRoad 82 86}} + {{#rollBetween() revealADangerRoad 87 90}} + The environment undermines the path or the weather is disorienting, and you find difficult to recognize the track. Subtract -2 next time you Undertake a Journey for this travel. + {{/rollBetween() revealADangerRoad 87 90}} + {{#rollBetween() revealADangerRoad 91 94}} + Whether it was something you ate or something in the surroundings, you are now ill. Endure Harm (1d4P harm) and take the poisoned (severity +1) condition. + {{/rollBetween() revealADangerRoad 91 94}} + {{#rollBetween() revealADangerRoad 95 97}} + Whether it was something you ate or something in the surroundings, you got poisoned. Take the poisoned (severity +2) condition. + {{/rollBetween() revealADangerRoad 95 97}} + {{#rollBetween() revealADangerRoad 98 99}} + You realized you have been following the wrong path, and trickery leads have left you astray. Clear 1d2 progress boxes in the journey track. Next time you Undertake a Journey, you don’t mark progress if you score a hit. + {{/rollBetween() revealADangerRoad 98 99}} + {{#rollTotal() revealADangerRoad 100}} + Roll twice more on this table. Both results occur. If they are the same result, double its effect. + {{/rollTotal() revealADangerRoad 100}} +
    +
    + {{/revealADangerRoad}} + + {{#revealADangerEncounter}} +
    +
    {{revealADangerEncounter}}
    +
    + {{#rollBetween() revealADangerEncounter 1 13}} + You converge with one or multiple travelers or denizens in this area, facing off. + {{/rollBetween() revealADangerEncounter 1 13}} + {{#rollBetween() revealADangerEncounter 14 26}} + One or multiple unaware travelers or denizens are guarding this area, either laid in wait, patrolling or working. + {{/rollBetween() revealADangerEncounter 14 26}} + {{#rollBetween() revealADangerEncounter 27 39}} + You're ambushed, or attacked without warning. + {{/rollBetween() revealADangerEncounter 27 39}} + {{#rollBetween() revealADangerEncounter 40 51}} + Your presence has caught the attention of one or multiple travelers or denizens in the area. + {{/rollBetween() revealADangerEncounter 40 51}} + {{#rollBetween() revealADangerEncounter 52 63}} + Your arrival to this area has been expected. + {{/rollBetween() revealADangerEncounter 52 63}} + {{#rollBetween() revealADangerEncounter 64 75}} + You sense one or multiple presences lurking or stalking. + {{/rollBetween() revealADangerEncounter 64 75}} + {{#rollBetween() revealADangerEncounter 76 85}} + One or multiple unaware travelers or denizens are blocking or undermining the path in some way. + {{/rollBetween() revealADangerEncounter 76 85}} + {{#rollBetween() revealADangerEncounter 86 93}} + You find one or multiple travelers or denizens in unfavorable circumstances. + {{/rollBetween() revealADangerEncounter 86 93}} + {{#rollBetween() revealADangerEncounter 94 98}} + You find one or multiple travelers or denizens’ pets or underlings. + {{/rollBetween() revealADangerEncounter 94 98}} + {{#rollBetween() revealADangerEncounter 99 100}} + Roll twice more on this table, and use one result. + {{/rollBetween() revealADangerEncounter 99 100}} +
    +
    + {{/revealADangerEncounter}} + + {{#findAnOpportunityCategory}} +
    +
    {{findAnOpportunityCategory}}
    +
    + {{#rollBetween() findAnOpportunityCategory 1 55}} + Favorable Area. + {{/rollBetween() findAnOpportunityCategory 1 55}} + {{#rollBetween() findAnOpportunityCategory 56 80}} + Benign Character Encounter. + {{/rollBetween() findAnOpportunityCategory 56 80}} + {{#rollBetween() findAnOpportunityCategory 81 100}} + Item Finding + {{/rollBetween() findAnOpportunityCategory 81 100}} +
    +
    + {{/findAnOpportunityCategory}} + + {{#findAnOpportunityArea}} +
    +
    {{findAnOpportunityArea}}
    +
    + {{#rollBetween() findAnOpportunityArea 1 11}} + The travel took shorter than expected. Take +1 momentum. + {{/rollBetween() findAnOpportunityArea 1 11}} + {{#rollBetween() findAnOpportunityArea 12 20}} + Elements of this area can be used to leverage your travel. If you Undertake a Journey, you may reroll any dice. + {{/rollBetween() findAnOpportunityArea 12 20}} + {{#rollBetween() findAnOpportunityArea 21 28}} + There is a path that seems to lead towards your destination. If you follow it, add +2 when you Undertake a Journey. + {{/rollBetween() findAnOpportunityArea 21 28}} + {{#rollBetween() findAnOpportunityArea 29 35}} + The travel has cleared your mind. If you Hearten, reroll any dice. + {{/rollBetween() findAnOpportunityArea 29 35}} + {{#rollBetween() findAnOpportunityArea 36 42}} + This seems to be an ideal place to find a moment of peace. If you Hearten, add +2. + {{/rollBetween() findAnOpportunityArea 36 42}} + {{#rollBetween() findAnOpportunityArea 43 49}} + This seems to be an ideal place to bolster your reserves. If you Resupply, add +2. + {{/rollBetween() findAnOpportunityArea 43 49}} + {{#rollBetween() findAnOpportunityArea 50 55}} + This seems to be a place safe enough to rest and recover for several hours. If you Make Camp, add +2. + {{/rollBetween() findAnOpportunityArea 50 55}} + {{#rollBetween() findAnOpportunityArea 56 61}} + You find a healthy settlement. If you Sojourn, add +1. + {{/rollBetween() findAnOpportunityArea 56 61}} + {{#rollBetween() findAnOpportunityArea 62 66}} + This area offers a captivating ambience or comfortable environment. If you Hearten, take +1 spirit on a hit. + {{/rollBetween() findAnOpportunityArea 62 66}} + {{#rollBetween() findAnOpportunityArea 67 71}} + This area offers enough to bolster your reserves if you dedicate enough to it. If you Resupply and score hit, you may suffer -1 momentum in exchange for +1 supply. + {{/rollBetween() findAnOpportunityArea 67 71}} + {{#rollBetween() findAnOpportunityArea 72 76}} + This waypoint offers more than needed for a modest rest. If you Make Camp, and score a hit, you may choose an extra option. + {{/rollBetween() findAnOpportunityArea 72 76}} + {{#rollBetween() findAnOpportunityArea 77 80}} + You seem to be closer to your destination than expected. Mark an additional progress in your journey track. + {{/rollBetween() findAnOpportunityArea 77 80}} + {{#rollBetween() findAnOpportunityArea 81 83}} + This area offers just what you need to camp. If you Make Camp, you may reroll any dice. + {{/rollBetween() findAnOpportunityArea 81 83}} + {{#rollBetween() findAnOpportunityArea 84 86}} + You reach this waypoint just at an opportune time to bolster your reserves. If you Resupply now, you may reroll any dice. + {{/rollBetween() findAnOpportunityArea 84 86}} + {{#rollBetween() findAnOpportunityArea 87 88}} + There is a hidden passage that could be a shortcut. If you Reach Your Destination, you may reroll any dice. + {{/rollBetween() findAnOpportunityArea 87 88}} + {{#rollBetween() findAnOpportunityArea 89 96}} + You reach a location of interest related to one of your quests or that might lead to one. Take +2 momentum. + {{/rollBetween() findAnOpportunityArea 89 96}} + {{#rollBetween() findAnOpportunityArea 97 98}} + Choose one result from this table. + {{/rollBetween() findAnOpportunityArea 97 98}} + {{#rollBetween() findAnOpportunityArea 99 100}} + Roll twice more on this table. Both results occur. + {{/rollBetween() findAnOpportunityArea 99 100}} +
    +
    + {{/findAnOpportunityArea}} + + {{#findAnOpportunityCharacter}} +
    +
    {{findAnOpportunityCharacter}}
    +
    + {{#rollBetween() findAnOpportunityCharacter 1 16}} + You encounter a traveler or denizen who might provide you guide in exchange for something of value. If you agree, suffer -1 wealth or -2 supply (your choice) in exchange for adding +3 next time you Undertake a Journey for this travel. + {{/rollBetween() findAnOpportunityCharacter 1 16}} + {{#rollBetween() findAnOpportunityCharacter 17 30}} + You encounter a traveler or denizen willing to provide you guide and supply. If he does, add +1 next time you Undertake a Journey for this travel and take +1 supply. + {{/rollBetween() findAnOpportunityCharacter 17 30}} + {{#rollBetween() findAnOpportunityCharacter 31 38}} + You encounter a traveler or denizen who might provide you health care in exchange for something of value. If you agree, suffer -1 wealth or -2 supply (your choice) in exchange for making the Hearten move now and add +3. + {{/rollBetween() findAnOpportunityCharacter 31 38}} + {{#rollBetween() findAnOpportunityCharacter 39 46}} + You encounter a traveler or denizen who might rise your spirit in exchange for something of value. If you agree, suffer -1 wealth or -2 supply (your choice) in exchange for making the Heal move now and add +3. + {{/rollBetween() findAnOpportunityCharacter 39 46}} + {{#rollBetween() findAnOpportunityCharacter 47 53}} + You encounter a traveler or denizen willing to rise your spirit. If he does, Hearten now and add +2. + {{/rollBetween() findAnOpportunityCharacter 47 53}} + {{#rollBetween() findAnOpportunityCharacter 54 60}} + You encounter a traveler or denizen willing to give you first aid. If he does, Heal now and add +2. + {{/rollBetween() findAnOpportunityCharacter 54 60}} + {{#rollBetween() findAnOpportunityCharacter 61 70}} + You encounter a provision trader. + {{/rollBetween() findAnOpportunityCharacter 61 70}} + {{#rollBetween() findAnOpportunityCharacter 71 75}} + You encounter an equipment trader. + {{/rollBetween() findAnOpportunityCharacter 71 75}} + {{#rollBetween() findAnOpportunityCharacter 76 79}} + You encounter a traveler or denizen with the potential of being a conditional companion with the goal of serving as hireling and the drive of getting wealth. If you Take a Conditional Companion, add +1. + {{/rollBetween() findAnOpportunityCharacter 76 79}} + {{#rollBetween() findAnOpportunityCharacter 80 83}} + You encounter a traveler or denizen with the potential of being a conditional companion. Take +1 momentum. + {{/rollBetween() findAnOpportunityCharacter 80 83}} + {{#rollBetween() findAnOpportunityCharacter 84 86}} + You encounter one or more travelers or denizens in need for help and with the means to reward you. + {{/rollBetween() findAnOpportunityCharacter 84 86}} + {{#rollBetween() findAnOpportunityCharacter 87 95}} + You encounter one or more characters related to one of you quests or that might lead to one. Take +2 momentum. + {{/rollBetween() findAnOpportunityCharacter 87 95}} + {{#rollBetween() findAnOpportunityCharacter 96 98}} + Roll twice more on this table. Use one result. + {{/rollBetween() findAnOpportunityCharacter 96 98}} + {{#rollBetween() findAnOpportunityCharacter 99 100}} + Choose one result from this table. + {{/rollBetween() findAnOpportunityCharacter 99 100}} +
    +
    + {{/findAnOpportunityCharacter}} + + {{#findAnOpportunityItem}} +
    +
    {{findAnOpportunityItem}}
    +
    + {{#rollBetween() findAnOpportunityItem 1 14}} + You find resources that bolster your reserves. Take +1 supply. + {{/rollBetween() findAnOpportunityItem 1 14}} + {{#rollBetween() findAnOpportunityItem 15 26}} + You find resources that bolster your reserves. Take +2 supply. + {{/rollBetween() findAnOpportunityItem 15 26}} + {{#rollBetween() findAnOpportunityItem 27 35}} + You find some valuable goods. Take +2 wealth. + {{/rollBetween() findAnOpportunityItem 27 35}} + {{#rollBetween() findAnOpportunityItem 36 42}} + You find some valuable goods. Take +2 wealth. + {{/rollBetween() findAnOpportunityItem 36 42}} + {{#rollBetween() findAnOpportunityItem 43 47}} + You find a consumable item of your choice or as appropriate to the circumstances. + {{/rollBetween() findAnOpportunityItem 43 47}} + {{#rollBetween() findAnOpportunityItem 48 51}} + You find two consumable items of your choice or as appropriate to the circumstances. + {{/rollBetween() findAnOpportunityItem 48 51}} + {{#rollBetween() findAnOpportunityItem 52 56}} + You find a weapon of cost d4 wealth cost or less of your choice as appropriate to the circumstances. + {{/rollBetween() findAnOpportunityItem 52 56}} + {{#rollBetween() findAnOpportunityItem 57 59}} + You find a weapon of cost d6 wealth or less of your choice as appropriate to the circumstances. + {{/rollBetween() findAnOpportunityItem 57 59}} + {{#rollBetween() findAnOpportunityItem 60 61}} + You find a weapon of cost d8+1 wealth or less of your choice as appropriate to the circumstances. + {{/rollBetween() findAnOpportunityItem 60 61}} + {{#rollBetween() findAnOpportunityItem 62 64}} + You find a shield of cost d4+1 wealth or less of your choice as appropriate to the circumstances. + {{/rollBetween() findAnOpportunityItem 62 64}} + {{#rollBetween() findAnOpportunityItem 65 66}} + You find a shield of cost d6+1 wealth or less of your choice as appropriate to the circumstances. + {{/rollBetween() findAnOpportunityItem 65 66}} + {{#rollBetween() findAnOpportunityItem 67 69}} + You find an armor of cost 1d4+3 wealth or less of your choice or as appropriate to the circumstances. + {{/rollBetween() findAnOpportunityItem 67 69}} + {{#rollBetween() findAnOpportunityItem 70 71}} + You find an armor of cost 1d6+3 wealth or less of your choice as appropriate to the circumstances. + {{/rollBetween() findAnOpportunityItem 70 71}} + {{#rollTotal() findAnOpportunityItem 72}} + You find an armor of cost 2d4+2 wealth or less of your choice as appropriate to the circumstances. + {{/rollTotal() findAnOpportunityItem 72}} + {{#rollBetween() findAnOpportunityItem 73 80}} + You find an addon of your choice or as appropriate to the circumstances. + {{/rollBetween() findAnOpportunityItem 73 80}} + {{#rollBetween() findAnOpportunityItem 81 89}} + You find an item of interest related to one of your quests or that might lead to one. Take +2 momentum. + {{/rollBetween() findAnOpportunityItem 81 89}} + {{#rollBetween() findAnOpportunityItem 90 100}} + Roll twice more on this table. Both results occur. + {{/rollBetween() findAnOpportunityItem 90 100}} +
    +
    + {{/findAnOpportunityItem}} + + {{#ManifestInsanityCategory}} +
    +
    {{ManifestInsanityCategory}}
    +
    + {{#rollBetween() ManifestInsanityCategory 1 70}} + Short-term Insanity + {{/rollBetween() ManifestInsanityCategory 1 70}} + {{#rollBetween() ManifestInsanityCategory 71 100}} + Long-term Insanity + {{/rollBetween() ManifestInsanityCategory 71 100}} +
    +
    + {{/ManifestInsanityCategory}} + + {{#ManifestInsanityShort}} +
    +
    {{ManifestInsanityShort}}
    +
    + {{#rollBetween() ManifestInsanityShort 1 28}} + You get scared, and your next move should imply to flee as far as possible from the source of the fear or danger. + {{/rollBetween() ManifestInsanityShort 1 28}} + {{#rollBetween() ManifestInsanityShort 29 51}} + Your spirit is overwhelmed. Take the dazed condition. + {{/rollBetween() ManifestInsanityShort 29 51}} + {{#rollBetween() ManifestInsanityShort 52 69}} + You show hysteric and emotional outburst by screaming, laughing, crying. Every other ally and companion must Endure Stress (1d2 stress) as a result. + {{/rollBetween() ManifestInsanityShort 52 69}} + {{#rollBetween() ManifestInsanityShort 70 87}} + You begin babbling, coherently (logorrhoea) or incoherently. Your words show abuse, fear, hopelessness, irrationality or selfishness. Every other ally and companion must Endure Stress (1d3 stress) as a result. + {{/rollBetween() ManifestInsanityShort 70 87}} + {{#rollBetween() ManifestInsanityShort 88 95}} + You Inflict Harm on yourself. + {{/rollBetween() ManifestInsanityShort 88 95}} + {{#rollBetween() ManifestInsanityShort 96 100}} + You faint. Take the unconscious condition. + {{/rollBetween() ManifestInsanityShort 96 100}} +
    +
    + {{/ManifestInsanityShort}} + + {{#ManifestInsanityLong}} +
    +
    {{ManifestInsanityLong}}
    +
    + {{#rollBetween() ManifestInsanityLong 1 15}} + Take the phobiac (severity 4) condition. + {{/rollBetween() ManifestInsanityLong 1 15}} + {{#rollBetween() ManifestInsanityLong 16 29}} + Take the attached (severity 4) condition. + {{/rollBetween() ManifestInsanityLong 16 29}} + {{#rollBetween() ManifestInsanityLong 30 36}} + Take the hallucinating (severity 2) condition. + {{/rollBetween() ManifestInsanityLong 30 36}} + {{#rollBetween() ManifestInsanityLong 37 53}} + Take the compulsed (severity 4) condition. + {{/rollBetween() ManifestInsanityLong 37 53}} + {{#rollBetween() ManifestInsanityLong 54 57}} + You start suffering psychosomatic deafness. Take the deafened (severity +1) condition. + {{/rollBetween() ManifestInsanityLong 54 57}} + {{#rollBetween() ManifestInsanityLong 58 60}} + You start suffering psychosomatic blindness. Take the blind (severity +1) condition. + {{/rollBetween() ManifestInsanityLong 58 60}} + {{#rollBetween() ManifestInsanityLong 61 73}} + Take the mute condition. + {{/rollBetween() ManifestInsanityLong 61 73}} + {{#rollBetween() ManifestInsanityLong 74 85}} + You retreat into your mind, in a stupor state, assuming fetal position if not immediate danger is around, oblivious to events around you. Take the dazed, mute, shaken and unsteady (shaky) conditions. + {{/rollBetween() ManifestInsanityLong 74 85}} + {{#rollBetween() ManifestInsanityLong 86 93}} + You become catatonic. Take the dazed, mute and numb (severity +1) conditions. + {{/rollBetween() ManifestInsanityLong 86 93}} + {{#rollBetween() ManifestInsanityLong 94 98}} + Take the amok (severity 3) condition. Then, Clash the nearest target, whether they are an ally, companion, foe or else. + {{/rollBetween() ManifestInsanityLong 94 98}} + {{#rollBetween() ManifestInsanityLong 99 00}} + Take the amnesiac (severity 5) condition. + {{/rollBetween() ManifestInsanityLong 99 00}} +
    +
    + {{/ManifestInsanityLong}} +
    +
    + +
    +
    {{header}}
    {{#custom-oracle}} +
    +
    {{custom-oracle}}
    +
    {{/custom-oracle}} + {{#action}} +
    +
    {{action}}
    +
    {{#rollTotal() action 1}}Scheme{{/rollTotal() action 1}} + {{#rollTotal() action 2}}Clash{{/rollTotal() action 2}} + {{#rollTotal() action 3}}Weaken{{/rollTotal() action 3}} + {{#rollTotal() action 4}}Initiate{{/rollTotal() action 4}} + {{#rollTotal() action 5}}Create{{/rollTotal() action 5}} + {{#rollTotal() action 6}}Swear{{/rollTotal() action 6}} + {{#rollTotal() action 7}}Avenge{{/rollTotal() action 7}} + {{#rollTotal() action 8}}Guard{{/rollTotal() action 8}} + {{#rollTotal() action 9}}Defeat{{/rollTotal() action 9}} + {{#rollTotal() action 10}}Control{{/rollTotal() action 10}} + {{#rollTotal() action 11}}Break{{/rollTotal() action 11}} + {{#rollTotal() action 12}}Risk{{/rollTotal() action 12}} + {{#rollTotal() action 13}}Surrender{{/rollTotal() action 13}} + {{#rollTotal() action 14}}Inspect{{/rollTotal() action 14}} + {{#rollTotal() action 15}}Raid{{/rollTotal() action 15}} + {{#rollTotal() action 16}}Evade{{/rollTotal() action 16}} + {{#rollTotal() action 17}}Assault{{/rollTotal() action 17}} + {{#rollTotal() action 18}}Deflect{{/rollTotal() action 18}} + {{#rollTotal() action 19}}Threaten{{/rollTotal() action 19}} + {{#rollTotal() action 20}}Attack{{/rollTotal() action 20}} + {{#rollTotal() action 21}}Leave{{/rollTotal() action 21}} + {{#rollTotal() action 22}}Preserve{{/rollTotal() action 22}} + {{#rollTotal() action 23}}Manipulate{{/rollTotal() action 23}} + {{#rollTotal() action 24}}Remove{{/rollTotal() action 24}} + {{#rollTotal() action 25}}Eliminate{{/rollTotal() action 25}} + {{#rollTotal() action 26}}Withdraw{{/rollTotal() action 26}} + {{#rollTotal() action 27}}Abandon{{/rollTotal() action 27}} + {{#rollTotal() action 28}}Investigate{{/rollTotal() action 28}} + {{#rollTotal() action 29}}Hold{{/rollTotal() action 29}} + {{#rollTotal() action 30}}Focus{{/rollTotal() action 30}} + {{#rollTotal() action 31}}Uncover{{/rollTotal() action 31}} + {{#rollTotal() action 32}}Breach{{/rollTotal() action 32}} + {{#rollTotal() action 33}}Aid{{/rollTotal() action 33}} + {{#rollTotal() action 34}}Uphold{{/rollTotal() action 34}} + {{#rollTotal() action 35}}Falter{{/rollTotal() action 35}} + {{#rollTotal() action 36}}Suppress{{/rollTotal() action 36}} + {{#rollTotal() action 37}}Hunt{{/rollTotal() action 37}} + {{#rollTotal() action 38}}Share{{/rollTotal() action 38}} + {{#rollTotal() action 39}}Destroy{{/rollTotal() action 39}} + {{#rollTotal() action 40}}Avoid{{/rollTotal() action 40}} + {{#rollTotal() action 41}}Reject{{/rollTotal() action 41}} + {{#rollTotal() action 42}}Demand{{/rollTotal() action 42}} + {{#rollTotal() action 43}}Explore{{/rollTotal() action 43}} + {{#rollTotal() action 44}}Bolster{{/rollTotal() action 44}} + {{#rollTotal() action 45}}Seize{{/rollTotal() action 45}} + {{#rollTotal() action 46}}Mourn{{/rollTotal() action 46}} + {{#rollTotal() action 47}}Reveal{{/rollTotal() action 47}} + {{#rollTotal() action 48}}Gather{{/rollTotal() action 48}} + {{#rollTotal() action 49}}Defy{{/rollTotal() action 49}} + {{#rollTotal() action 50}}Transform{{/rollTotal() action 50}} + {{#rollTotal() action 51}}Persevere{{/rollTotal() action 51}} + {{#rollTotal() action 52}}Serve{{/rollTotal() action 52}} + {{#rollTotal() action 53}}Begin{{/rollTotal() action 53}} + {{#rollTotal() action 54}}Move{{/rollTotal() action 54}} + {{#rollTotal() action 55}}Coordinate{{/rollTotal() action 55}} + {{#rollTotal() action 56}}Resist{{/rollTotal() action 56}} + {{#rollTotal() action 57}}Await{{/rollTotal() action 57}} + {{#rollTotal() action 58}}Impress{{/rollTotal() action 58}} + {{#rollTotal() action 59}}Take{{/rollTotal() action 59}} + {{#rollTotal() action 60}}Oppose{{/rollTotal() action 60}} + {{#rollTotal() action 61}}Capture{{/rollTotal() action 61}} + {{#rollTotal() action 62}}Overwhelm{{/rollTotal() action 62}} + {{#rollTotal() action 63}}Challenge{{/rollTotal() action 63}} + {{#rollTotal() action 64}}Acquire{{/rollTotal() action 64}} + {{#rollTotal() action 65}}Protect{{/rollTotal() action 65}} + {{#rollTotal() action 66}}Finish{{/rollTotal() action 66}} + {{#rollTotal() action 67}}Strengthen{{/rollTotal() action 67}} + {{#rollTotal() action 68}}Restore{{/rollTotal() action 68}} + {{#rollTotal() action 69}}Advance{{/rollTotal() action 69}} + {{#rollTotal() action 70}}Command{{/rollTotal() action 70}} + {{#rollTotal() action 71}}Refuse{{/rollTotal() action 71}} + {{#rollTotal() action 72}}Find{{/rollTotal() action 72}} + {{#rollTotal() action 73}}Deliver{{/rollTotal() action 73}} + {{#rollTotal() action 74}}Hide{{/rollTotal() action 74}} + {{#rollTotal() action 75}}Fortify{{/rollTotal() action 75}} + {{#rollTotal() action 76}}Betray{{/rollTotal() action 76}} + {{#rollTotal() action 77}}Secure{{/rollTotal() action 77}} + {{#rollTotal() action 78}}Arrive{{/rollTotal() action 78}} + {{#rollTotal() action 79}}Affect{{/rollTotal() action 79}} + {{#rollTotal() action 80}}Change{{/rollTotal() action 80}} + {{#rollTotal() action 81}}Defend{{/rollTotal() action 81}} + {{#rollTotal() action 82}}Debate{{/rollTotal() action 82}} + {{#rollTotal() action 83}}Support{{/rollTotal() action 83}} + {{#rollTotal() action 84}}Follow{{/rollTotal() action 84}} + {{#rollTotal() action 85}}Construct{{/rollTotal() action 85}} + {{#rollTotal() action 86}}Locate{{/rollTotal() action 86}} + {{#rollTotal() action 87}}Endure{{/rollTotal() action 87}} + {{#rollTotal() action 88}}Release{{/rollTotal() action 88}} + {{#rollTotal() action 89}}Lose{{/rollTotal() action 89}} + {{#rollTotal() action 90}}Reduce{{/rollTotal() action 90}} + {{#rollTotal() action 91}}Escalate{{/rollTotal() action 91}} + {{#rollTotal() action 92}}Distract{{/rollTotal() action 92}} + {{#rollTotal() action 93}}Journey{{/rollTotal() action 93}} + {{#rollTotal() action 94}}Escort{{/rollTotal() action 94}} + {{#rollTotal() action 95}}Learn{{/rollTotal() action 95}} + {{#rollTotal() action 96}}Communicate{{/rollTotal() action 96}} + {{#rollTotal() action 97}}Depart{{/rollTotal() action 97}} + {{#rollTotal() action 98}}Search{{/rollTotal() action 98}} + {{#rollTotal() action 99}}Charge{{/rollTotal() action 99}} + {{#rollTotal() action 100}}Summon{{/rollTotal() action 100}} +
    +
    {{/action}} + {{#theme}} +
    +
    {{theme}}
    +
    {{#rollTotal() theme 1}}Risk{{/rollTotal() theme 1}} + {{#rollTotal() theme 2}}Ability{{/rollTotal() theme 2}} + {{#rollTotal() theme 3}}Price{{/rollTotal() theme 3}} + {{#rollTotal() theme 4}}Ally{{/rollTotal() theme 4}} + {{#rollTotal() theme 5}}Battle{{/rollTotal() theme 5}} + {{#rollTotal() theme 6}}Safety{{/rollTotal() theme 6}} + {{#rollTotal() theme 7}}Survival{{/rollTotal() theme 7}} + {{#rollTotal() theme 8}}Weapon{{/rollTotal() theme 8}} + {{#rollTotal() theme 9}}Wound{{/rollTotal() theme 9}} + {{#rollTotal() theme 10}}Shelter{{/rollTotal() theme 10}} + {{#rollTotal() theme 11}}Leader{{/rollTotal() theme 11}} + {{#rollTotal() theme 12}}Fear{{/rollTotal() theme 12}} + {{#rollTotal() theme 13}}Time{{/rollTotal() theme 13}} + {{#rollTotal() theme 14}}Duty{{/rollTotal() theme 14}} + {{#rollTotal() theme 15}}Secret{{/rollTotal() theme 15}} + {{#rollTotal() theme 16}}Innocence{{/rollTotal() theme 16}} + {{#rollTotal() theme 17}}Renown{{/rollTotal() theme 17}} + {{#rollTotal() theme 18}}Direction{{/rollTotal() theme 18}} + {{#rollTotal() theme 19}}Death{{/rollTotal() theme 19}} + {{#rollTotal() theme 20}}Honor{{/rollTotal() theme 20}} + {{#rollTotal() theme 21}}Labor{{/rollTotal() theme 21}} + {{#rollTotal() theme 22}}Solution{{/rollTotal() theme 22}} + {{#rollTotal() theme 23}}Tool{{/rollTotal() theme 23}} + {{#rollTotal() theme 24}}Balance{{/rollTotal() theme 24}} + {{#rollTotal() theme 25}}Love{{/rollTotal() theme 25}} + {{#rollTotal() theme 26}}Barrier{{/rollTotal() theme 26}} + {{#rollTotal() theme 27}}Creation{{/rollTotal() theme 27}} + {{#rollTotal() theme 28}}Decay{{/rollTotal() theme 28}} + {{#rollTotal() theme 29}}Trade{{/rollTotal() theme 29}} + {{#rollTotal() theme 30}}Bond{{/rollTotal() theme 30}} + {{#rollTotal() theme 31}}Hope{{/rollTotal() theme 31}} + {{#rollTotal() theme 32}}Superstition{{/rollTotal() theme 32}} + {{#rollTotal() theme 33}}Peace{{/rollTotal() theme 33}} + {{#rollTotal() theme 34}}Deception{{/rollTotal() theme 34}} + {{#rollTotal() theme 35}}History{{/rollTotal() theme 35}} + {{#rollTotal() theme 36}}World{{/rollTotal() theme 36}} + {{#rollTotal() theme 37}}Vow{{/rollTotal() theme 37}} + {{#rollTotal() theme 38}}Protection{{/rollTotal() theme 38}} + {{#rollTotal() theme 39}}Nature{{/rollTotal() theme 39}} + {{#rollTotal() theme 40}}Opinion{{/rollTotal() theme 40}} + {{#rollTotal() theme 41}}Burden{{/rollTotal() theme 41}} + {{#rollTotal() theme 42}}Vengeance{{/rollTotal() theme 42}} + {{#rollTotal() theme 43}}Opportunity{{/rollTotal() theme 43}} + {{#rollTotal() theme 44}}Faction{{/rollTotal() theme 44}} + {{#rollTotal() theme 45}}Danger{{/rollTotal() theme 45}} + {{#rollTotal() theme 46}}Corruption{{/rollTotal() theme 46}} + {{#rollTotal() theme 47}}Freedom{{/rollTotal() theme 47}} + {{#rollTotal() theme 48}}Debt{{/rollTotal() theme 48}} + {{#rollTotal() theme 49}}Hate{{/rollTotal() theme 49}} + {{#rollTotal() theme 50}}Possession{{/rollTotal() theme 50}} + {{#rollTotal() theme 51}}Stranger{{/rollTotal() theme 51}} + {{#rollTotal() theme 52}}Passage{{/rollTotal() theme 52}} + {{#rollTotal() theme 53}}Land{{/rollTotal() theme 53}} + {{#rollTotal() theme 54}}Creature{{/rollTotal() theme 54}} + {{#rollTotal() theme 55}}Disease{{/rollTotal() theme 55}} + {{#rollTotal() theme 56}}Advantage{{/rollTotal() theme 56}} + {{#rollTotal() theme 57}}Blood{{/rollTotal() theme 57}} + {{#rollTotal() theme 58}}Language{{/rollTotal() theme 58}} + {{#rollTotal() theme 59}}Rumor{{/rollTotal() theme 59}} + {{#rollTotal() theme 60}}Weakness{{/rollTotal() theme 60}} + {{#rollTotal() theme 61}}Greed{{/rollTotal() theme 61}} + {{#rollTotal() theme 62}}Family{{/rollTotal() theme 62}} + {{#rollTotal() theme 63}}Resource{{/rollTotal() theme 63}} + {{#rollTotal() theme 64}}Structure{{/rollTotal() theme 64}} + {{#rollTotal() theme 65}}Dream{{/rollTotal() theme 65}} + {{#rollTotal() theme 66}}Community{{/rollTotal() theme 66}} + {{#rollTotal() theme 67}}War{{/rollTotal() theme 67}} + {{#rollTotal() theme 68}}Portent{{/rollTotal() theme 68}} + {{#rollTotal() theme 69}}Prize{{/rollTotal() theme 69}} + {{#rollTotal() theme 70}}Destiny{{/rollTotal() theme 70}} + {{#rollTotal() theme 71}}Momentum{{/rollTotal() theme 71}} + {{#rollTotal() theme 72}}Power{{/rollTotal() theme 72}} + {{#rollTotal() theme 73}}Memory{{/rollTotal() theme 73}} + {{#rollTotal() theme 74}}Ruin{{/rollTotal() theme 74}} + {{#rollTotal() theme 75}}Mysticism{{/rollTotal() theme 75}} + {{#rollTotal() theme 76}}Rival{{/rollTotal() theme 76}} + {{#rollTotal() theme 77}}Problem{{/rollTotal() theme 77}} + {{#rollTotal() theme 78}}Idea{{/rollTotal() theme 78}} + {{#rollTotal() theme 79}}Revenge{{/rollTotal() theme 79}} + {{#rollTotal() theme 80}}Health{{/rollTotal() theme 80}} + {{#rollTotal() theme 81}}Fellowship{{/rollTotal() theme 81}} + {{#rollTotal() theme 82}}Enemy{{/rollTotal() theme 82}} + {{#rollTotal() theme 83}}Religion{{/rollTotal() theme 83}} + {{#rollTotal() theme 84}}Spirit{{/rollTotal() theme 84}} + {{#rollTotal() theme 85}}Fame{{/rollTotal() theme 85}} + {{#rollTotal() theme 86}}Desolation{{/rollTotal() theme 86}} + {{#rollTotal() theme 87}}Strength{{/rollTotal() theme 87}} + {{#rollTotal() theme 88}}Knowledge{{/rollTotal() theme 88}} + {{#rollTotal() theme 89}}Truth{{/rollTotal() theme 89}} + {{#rollTotal() theme 90}}Quest{{/rollTotal() theme 90}} + {{#rollTotal() theme 91}}Pride{{/rollTotal() theme 91}} + {{#rollTotal() theme 92}}Loss{{/rollTotal() theme 92}} + {{#rollTotal() theme 93}}Law{{/rollTotal() theme 93}} + {{#rollTotal() theme 94}}Path{{/rollTotal() theme 94}} + {{#rollTotal() theme 95}}Warning{{/rollTotal() theme 95}} + {{#rollTotal() theme 96}}Relationship{{/rollTotal() theme 96}} + {{#rollTotal() theme 97}}Wealth{{/rollTotal() theme 97}} + {{#rollTotal() theme 98}}Home{{/rollTotal() theme 98}} + {{#rollTotal() theme 99}}Strategy{{/rollTotal() theme 99}} + {{#rollTotal() theme 100}}Supply{{/rollTotal() theme 100}} +
    +
    {{/theme}} + {{#region}} +
    +
    {{region}}
    +
    {{#rollBetween() region 1 12}}Barrier Islands{{/rollBetween() region 1 12}} + {{#rollBetween() region 13 24}}Ragged Coast{{/rollBetween() region 13 24}} + {{#rollBetween() region 25 34}}Deep Wilds{{/rollBetween() region 25 34}} + {{#rollBetween() region 35 46}}Flooded Lands{{/rollBetween() region 35 46}} + {{#rollBetween() region 47 60}}Havens{{/rollBetween() region 47 60}} + {{#rollBetween() region 61 72}}Hinterlands{{/rollBetween() region 61 72}} + {{#rollBetween() region 73 84}}Tempest Hills{{/rollBetween() region 73 84}} + {{#rollBetween() region 85 94}}Veiled Mountains{{/rollBetween() region 85 94}} + {{#rollBetween() region 95 99}}Shattered Wastes{{/rollBetween() region 95 99}} + {{#rollTotal() region 100}}Elsewhere{{/rollTotal() region 100}} +
    +
    {{/region}} + {{#location}} +
    +
    {{location}}
    +
    {{#rollTotal() location 1}}Hideout{{/rollTotal() location 1}} + {{#rollTotal() location 2}}Ruin{{/rollTotal() location 2}} + {{#rollTotal() location 3}}Mine{{/rollTotal() location 3}} + {{#rollTotal() location 4}}Waste{{/rollTotal() location 4}} + {{#rollTotal() location 5}}Mystical Site{{/rollTotal() location 5}} + {{#rollTotal() location 6}}Path{{/rollTotal() location 6}} + {{#rollTotal() location 7}}Outpost{{/rollTotal() location 7}} + {{#rollTotal() location 8}}Wall{{/rollTotal() location 8}} + {{#rollTotal() location 9}}Battlefield{{/rollTotal() location 9}} + {{#rollTotal() location 10}}Hovel{{/rollTotal() location 10}} + {{#rollTotal() location 11}}Spring{{/rollTotal() location 11}} + {{#rollTotal() location 12}}Lair{{/rollTotal() location 12}} + {{#rollTotal() location 13}}Fort{{/rollTotal() location 13}} + {{#rollTotal() location 14}}Bridge{{/rollTotal() location 14}} + {{#rollTotal() location 15}}Camp{{/rollTotal() location 15}} + {{#rollTotal() location 16 }}Cairn/Grave{{/rollTotal() location 16 }} + {{#rollBetween() location 17 18 }}Caravan{{/rollBetween() location 17 18 }} + {{#rollBetween() location 19 20 }}Waterfall{{/rollBetween() location 19 20 }} + {{#rollBetween() location 21 22 }}Cave{{/rollBetween() location 21 22 }} + {{#rollBetween() location 23 24 }}Swamp{{/rollBetween() location 23 24 }} + {{#rollBetween() location 25 26 }}Fen{{/rollBetween() location 25 26 }} + {{#rollBetween() location 27 28 }}Ravine{{/rollBetween() location 27 28 }} + {{#rollBetween() location 29 30 }}Road{{/rollBetween() location 29 30 }} + {{#rollBetween() location 31 32 }}Tree{{/rollBetween() location 31 32 }} + {{#rollBetween() location 33 34 }}Pond{{/rollBetween() location 33 34 }} + {{#rollBetween() location 35 36 }}Fields{{/rollBetween() location 35 36 }} + {{#rollBetween() location 37 38 }}Marsh{{/rollBetween() location 37 38 }} + {{#rollBetween() location 39 40 }}Steading{{/rollBetween() location 39 40 }} + {{#rollBetween() location 41 42 }}Rapids{{/rollBetween() location 41 42 }} + {{#rollBetween() location 43 44 }}Pass{{/rollBetween() location 43 44 }} + {{#rollBetween() location 45 46 }}Trail{{/rollBetween() location 45 46 }} + {{#rollBetween() location 47 48 }}Glade{{/rollBetween() location 47 48 }} + {{#rollBetween() location 49 50 }}Plain{{/rollBetween() location 49 50 }} + {{#rollBetween() location 51 52 }}Ridge{{/rollBetween() location 51 52 }} + {{#rollBetween() location 53 54 }}Cliff{{/rollBetween() location 53 54 }} + {{#rollBetween() location 55 56 }}Grove{{/rollBetween() location 55 56 }} + {{#rollBetween() location 57 58 }}Village{{/rollBetween() location 57 58 }} + {{#rollBetween() location 59 60 }}Moor{{/rollBetween() location 59 60 }} + {{#rollBetween() location 61 62 }}Thicket{{/rollBetween() location 61 62 }} + {{#rollBetween() location 63 64 }}River Ford{{/rollBetween() location 63 64 }} + {{#rollBetween() location 65 66 }}Valley{{/rollBetween() location 65 66 }} + {{#rollBetween() location 67 68 }}Bay/Fjord{{/rollBetween() location 67 68 }} + {{#rollBetween() location 69 70 }}Foothills{{/rollBetween() location 69 70 }} + {{#rollBetween() location 71 72 }}Lake{{/rollBetween() location 71 72 }} + {{#rollBetween() location 73 75 }}River{{/rollBetween() location 73 75 }} + {{#rollBetween() location 76 79 }}Forest{{/rollBetween() location 76 79 }} + {{#rollBetween() location 80 83 }}Coast{{/rollBetween() location 80 83 }} + {{#rollBetween() location 84 88 }}Hill{{/rollBetween() location 84 88 }} + {{#rollBetween() location 89 93 }}Mountain{{/rollBetween() location 89 93 }} + {{#rollBetween() location 94 99 }}Woods{{/rollBetween() location 94 99 }} + {{#rollTotal() location 100}}Anomaly{{/rollTotal() location 100}} +
    +
    {{/location}} + {{#coastalWatersLocation}} +
    +
    {{coastalWatersLocation}}
    +
    {{#rollTotal() coastalWatersLocation 1}}Fleet{{/rollTotal() coastalWatersLocation 1}} + {{#rollTotal() coastalWatersLocation 2}}Sargassum{{/rollTotal() coastalWatersLocation 2}} + {{#rollTotal() coastalWatersLocation 3}}Flotsam{{/rollTotal() coastalWatersLocation 3}} + {{#rollTotal() coastalWatersLocation 4}}Mystical Site{{/rollTotal() coastalWatersLocation 4}} + {{#rollTotal() coastalWatersLocation 5}}Lair{{/rollTotal() coastalWatersLocation 5}} + {{#rollBetween() coastalWatersLocation 6 10}}Wreck{{/rollBetween() coastalWatersLocation 6 10}} + {{#rollBetween() coastalWatersLocation 11 15}}Harbor{{/rollBetween() coastalWatersLocation 11 15}} + {{#rollBetween() coastalWatersLocation 16 23}}Ship{{/rollBetween() coastalWatersLocation 16 23}} + {{#rollBetween() coastalWatersLocation 24 30}}Rocks{{/rollBetween() coastalWatersLocation 24 30}} + {{#rollBetween() coastalWatersLocation 31 38}}Fjord{{/rollBetween() coastalWatersLocation 31 38}} + {{#rollBetween() coastalWatersLocation 39 46}}Estuary{{/rollBetween() coastalWatersLocation 39 46}} + {{#rollBetween() coastalWatersLocation 47 54}}Cove{{/rollBetween() coastalWatersLocation 47 54}} + {{#rollBetween() coastalWatersLocation 55 62}}Bay{{/rollBetween() coastalWatersLocation 55 62}} + {{#rollBetween() coastalWatersLocation 63 70}}Ice{{/rollBetween() coastalWatersLocation 63 70}} + {{#rollBetween() coastalWatersLocation 71 85}}Island{{/rollBetween() coastalWatersLocation 71 85}} + {{#rollBetween() coastalWatersLocation 86 99}}Open Water{{/rollBetween() coastalWatersLocation 86 99}} + {{#rollTotal() coastalWatersLocation 100}}Anomaly{{/rollTotal() coastalWatersLocation 100}} +
    +
    {{/coastalWatersLocation}} + {{#locationDescriptor}} +
    +
    {{locationDescriptor}}
    +
    {{#rollBetween() locationDescriptor 1 2}}High {{/rollBetween() locationDescriptor 1 2}} + {{#rollBetween() locationDescriptor 3 4}}Remote {{/rollBetween() locationDescriptor 3 4}} + {{#rollBetween() locationDescriptor 5 6}}Exposed {{/rollBetween() locationDescriptor 5 6}} + {{#rollBetween() locationDescriptor 7 8}}Small {{/rollBetween() locationDescriptor 7 8}} + {{#rollBetween() locationDescriptor 9 10}}Broken {{/rollBetween() locationDescriptor 9 10}} + {{#rollBetween() locationDescriptor 11 12}}Diverse {{/rollBetween() locationDescriptor 11 12}} + {{#rollBetween() locationDescriptor 13 14}}Rough {{/rollBetween() locationDescriptor 13 14}} + {{#rollBetween() locationDescriptor 15 16}}Dark {{/rollBetween() locationDescriptor 15 16}} + {{#rollBetween() locationDescriptor 17 18}}Shadowy {{/rollBetween() locationDescriptor 17 18}} + {{#rollBetween() locationDescriptor 19 20}}Contested {{/rollBetween() locationDescriptor 19 20}} + {{#rollBetween() locationDescriptor 21 22}}Grim {{/rollBetween() locationDescriptor 21 22}} + {{#rollBetween() locationDescriptor 23 24}}Wild {{/rollBetween() locationDescriptor 23 24}} + {{#rollBetween() locationDescriptor 25 26}}Fertile {{/rollBetween() locationDescriptor 25 26}} + {{#rollBetween() locationDescriptor 27 28}}Blocked {{/rollBetween() locationDescriptor 27 28}} + {{#rollBetween() locationDescriptor 29 30}}Ancient {{/rollBetween() locationDescriptor 29 30}} + {{#rollBetween() locationDescriptor 31 32}}Perilous {{/rollBetween() locationDescriptor 31 32}} + {{#rollBetween() locationDescriptor 33 34}}Hidden{{/rollBetween() locationDescriptor 33 34}} + {{#rollBetween() locationDescriptor 35 36}}Occupied {{/rollBetween() locationDescriptor 35 36}} + {{#rollBetween() locationDescriptor 37 38}}Rich {{/rollBetween() locationDescriptor 37 38}} + {{#rollBetween() locationDescriptor 39 40}}Big {{/rollBetween() locationDescriptor 39 40}} + {{#rollBetween() locationDescriptor 41 42}}Savage {{/rollBetween() locationDescriptor 41 42}} + {{#rollBetween() locationDescriptor 43 44}}Defended {{/rollBetween() locationDescriptor 43 44}} + {{#rollBetween() locationDescriptor 45 46}}Withered {{/rollBetween() locationDescriptor 45 46}} + {{#rollBetween() locationDescriptor 47 48}}Mystical {{/rollBetween() locationDescriptor 47 48}} + {{#rollBetween() locationDescriptor 49 50}}Inaccessible {{/rollBetween() locationDescriptor 49 50}} + {{#rollBetween() locationDescriptor 51 52}}Protected {{/rollBetween() locationDescriptor 51 52}} + {{#rollBetween() locationDescriptor 53 54}}Abandoned {{/rollBetween() locationDescriptor 53 54}} + {{#rollBetween() locationDescriptor 55 56}}Wide {{/rollBetween() locationDescriptor 55 56}} + {{#rollBetween() locationDescriptor 57 58}}Foul {{/rollBetween() locationDescriptor 57 58}} + {{#rollBetween() locationDescriptor 59 60}}Dead {{/rollBetween() locationDescriptor 59 60}} + {{#rollBetween() locationDescriptor 61 62}}Ruined {{/rollBetween() locationDescriptor 61 62}} + {{#rollBetween() locationDescriptor 63 64}}Barren {{/rollBetween() locationDescriptor 63 64}} + {{#rollBetween() locationDescriptor 65 66}}Cold {{/rollBetween() locationDescriptor 65 66}} + {{#rollBetween() locationDescriptor 67 68}}Blighted{{/rollBetween() locationDescriptor 67 68}} + {{#rollBetween() locationDescriptor 69 70}}Low {{/rollBetween() locationDescriptor 69 70}} + {{#rollBetween() locationDescriptor 71 72}}Beautiful {{/rollBetween() locationDescriptor 71 72}} + {{#rollBetween() locationDescriptor 73 74}}Abundant {{/rollBetween() locationDescriptor 73 74}} + {{#rollBetween() locationDescriptor 75 76}}Lush {{/rollBetween() locationDescriptor 75 76}} + {{#rollBetween() locationDescriptor 77 78}}Flooded {{/rollBetween() locationDescriptor 77 78}} + {{#rollBetween() locationDescriptor 79 80}}Empty {{/rollBetween() locationDescriptor 79 80}} + {{#rollBetween() locationDescriptor 81 82}}Strange {{/rollBetween() locationDescriptor 81 82}} + {{#rollBetween() locationDescriptor 83 84}}Corrupted {{/rollBetween() locationDescriptor 83 84}} + {{#rollBetween() locationDescriptor 85 86}}Peaceful {{/rollBetween() locationDescriptor 85 86}} + {{#rollBetween() locationDescriptor 87 88}}Forgotten {{/rollBetween() locationDescriptor 87 88}} + {{#rollBetween() locationDescriptor 89 90}}Expansive {{/rollBetween() locationDescriptor 89 90}} + {{#rollBetween() locationDescriptor 91 92}}Settled {{/rollBetween() locationDescriptor 91 92}} + {{#rollBetween() locationDescriptor 93 94}}Dense {{/rollBetween() locationDescriptor 93 94}} + {{#rollBetween() locationDescriptor 95 96}}Civilized {{/rollBetween() locationDescriptor 95 96}} + {{#rollBetween() locationDescriptor 97 98}}Desolate {{/rollBetween() locationDescriptor 97 98}} + {{#rollBetween() locationDescriptor 99 100}}Isolated{{/rollBetween() locationDescriptor 99 100}} +
    +
    {{/locationDescriptor}} + {{#settlementName}} +
    +
    {{settlementName}}
    +
    {{#rollBetween() settlementName 01 15}}A feature of the landscape. Envision what it is. What makes it unusual or distinctive?{{/rollBetween() settlementName 01 15}} + {{#rollBetween() settlementName 16 30}}A manmade edifice. What is it? Why is it important to this settlement’s history?{{/rollBetween() settlementName 16 30}} + {{#rollBetween() settlementName 31 45}} + A creature. Why have the people of this settlement chosen this creature as their totem? How is it + represented in art or rituals?{{/rollBetween() settlementName 31 45}} + {{#rollBetween() settlementName 46 60}}A historical event. What happened here? What place or practice commemorates this event?{{/rollBetween() settlementName 46 60}} + {{#rollBetween() settlementName 61 75}} + A word in an Old World language. What culture is represented by this word? What does it translate + to?{{/rollBetween() settlementName 61 75}} + {{#rollBetween() settlementName 76 90}}A season or environmental aspect. What influence does the weather have on this settlement?{{/rollBetween() settlementName 76 90}} + {{#rollBetween() settlementName 91 100}}Something Else....{{/rollBetween() settlementName 91 100}} +
    +
    {{/settlementName}} + {{#quickSettlementName}} +
    +
    {{quickSettlementNamePrefix}}{{quickSettlementNameSuffix}}
    +
    {{#rollBetween() quickSettlementNamePrefix 1 4}}Bleak{{/rollBetween() quickSettlementNamePrefix 1 4}} + {{#rollBetween() quickSettlementNamePrefix 5 8}}Green{{/rollBetween() quickSettlementNamePrefix 5 8}} + {{#rollBetween() quickSettlementNamePrefix 9 12}}Wolf{{/rollBetween() quickSettlementNamePrefix 9 12}} + {{#rollBetween() quickSettlementNamePrefix 13 16}}Raven{{/rollBetween() quickSettlementNamePrefix 13 16}} + {{#rollBetween() quickSettlementNamePrefix 17 20}}Gray{{/rollBetween() quickSettlementNamePrefix 17 20}} + {{#rollBetween() quickSettlementNamePrefix 21 24}}Red{{/rollBetween() quickSettlementNamePrefix 21 24}} + {{#rollBetween() quickSettlementNamePrefix 25 28}}Axe{{/rollBetween() quickSettlementNamePrefix 25 28}} + {{#rollBetween() quickSettlementNamePrefix 29 32}}Great{{/rollBetween() quickSettlementNamePrefix 29 32}} + {{#rollBetween() quickSettlementNamePrefix 33 36}}Wood{{/rollBetween() quickSettlementNamePrefix 33 36}} + {{#rollBetween() quickSettlementNamePrefix 37 40}}Low{{/rollBetween() quickSettlementNamePrefix 37 40}} + {{#rollBetween() quickSettlementNamePrefix 41 44}}White{{/rollBetween() quickSettlementNamePrefix 41 44}} + {{#rollBetween() quickSettlementNamePrefix 45 48}}Storm{{/rollBetween() quickSettlementNamePrefix 45 48}} + {{#rollBetween() quickSettlementNamePrefix 49 52}}Black{{/rollBetween() quickSettlementNamePrefix 49 52}} + {{#rollBetween() quickSettlementNamePrefix 53 56}}Mourn{{/rollBetween() quickSettlementNamePrefix 53 56}} + {{#rollBetween() quickSettlementNamePrefix 57 60}}New{{/rollBetween() quickSettlementNamePrefix 57 60}} + {{#rollBetween() quickSettlementNamePrefix 61 64}}Stone{{/rollBetween() quickSettlementNamePrefix 61 64}} + {{#rollBetween() quickSettlementNamePrefix 65 68}}Grim{{/rollBetween() quickSettlementNamePrefix 65 68}} + {{#rollBetween() quickSettlementNamePrefix 69 72}}Lost{{/rollBetween() quickSettlementNamePrefix 69 72}} + {{#rollBetween() quickSettlementNamePrefix 73 76}}High{{/rollBetween() quickSettlementNamePrefix 73 76}} + {{#rollBetween() quickSettlementNamePrefix 77 80}}Rock{{/rollBetween() quickSettlementNamePrefix 77 80}} + {{#rollBetween() quickSettlementNamePrefix 81 84}}Shield{{/rollBetween() quickSettlementNamePrefix 81 84}} + {{#rollBetween() quickSettlementNamePrefix 85 88}}Sword{{/rollBetween() quickSettlementNamePrefix 85 88}} + {{#rollBetween() quickSettlementNamePrefix 89 92}}Frost{{/rollBetween() quickSettlementNamePrefix 89 92}} + {{#rollBetween() quickSettlementNamePrefix 93 96}}Thorn{{/rollBetween() quickSettlementNamePrefix 93 96}} + {{#rollBetween() quickSettlementNamePrefix 97 100}}Long{{/rollBetween() quickSettlementNamePrefix 97 100}} + {{#rollBetween() quickSettlementNameSuffix 1 4}}moor{{/rollBetween() quickSettlementNameSuffix 1 4}} + {{#rollBetween() quickSettlementNameSuffix 5 8}}ford{{/rollBetween() quickSettlementNameSuffix 5 8}} + {{#rollBetween() quickSettlementNameSuffix 9 12}}crag{{/rollBetween() quickSettlementNameSuffix 9 12}} + {{#rollBetween() quickSettlementNameSuffix 13 16}}watch{{/rollBetween() quickSettlementNameSuffix 13 16}} + {{#rollBetween() quickSettlementNameSuffix 17 20}}hope{{/rollBetween() quickSettlementNameSuffix 17 20}} + {{#rollBetween() quickSettlementNameSuffix 21 24}}wood{{/rollBetween() quickSettlementNameSuffix 21 24}} + {{#rollBetween() quickSettlementNameSuffix 25 28}}ridge{{/rollBetween() quickSettlementNameSuffix 25 28}} + {{#rollBetween() quickSettlementNameSuffix 29 32}}stone{{/rollBetween() quickSettlementNameSuffix 29 32}} + {{#rollBetween() quickSettlementNameSuffix 33 36}}haven{{/rollBetween() quickSettlementNameSuffix 33 36}} + {{#rollBetween() quickSettlementNameSuffix 37 40}}fall(s){{/rollBetween() quickSettlementNameSuffix 37 40}} + {{#rollBetween() quickSettlementNameSuffix 41 44}}river{{/rollBetween() quickSettlementNameSuffix 41 44}} + {{#rollBetween() quickSettlementNameSuffix 45 48}}field{{/rollBetween() quickSettlementNameSuffix 45 48}} + {{#rollBetween() quickSettlementNameSuffix 49 52}}hill{{/rollBetween() quickSettlementNameSuffix 49 52}} + {{#rollBetween() quickSettlementNameSuffix 53 56}}bridge{{/rollBetween() quickSettlementNameSuffix 53 56}} + {{#rollBetween() quickSettlementNameSuffix 57 60}}mark{{/rollBetween() quickSettlementNameSuffix 57 60}} + {{#rollBetween() quickSettlementNameSuffix 61 64}}cairn{{/rollBetween() quickSettlementNameSuffix 61 64}} + {{#rollBetween() quickSettlementNameSuffix 65 68}}land{{/rollBetween() quickSettlementNameSuffix 65 68}} + {{#rollBetween() quickSettlementNameSuffix 69 72}}hall{{/rollBetween() quickSettlementNameSuffix 69 72}} + {{#rollBetween() quickSettlementNameSuffix 73 76}}mount{{/rollBetween() quickSettlementNameSuffix 73 76}} + {{#rollBetween() quickSettlementNameSuffix 77 80}}rock{{/rollBetween() quickSettlementNameSuffix 77 80}} + {{#rollBetween() quickSettlementNameSuffix 81 84}}brook{{/rollBetween() quickSettlementNameSuffix 81 84}} + {{#rollBetween() quickSettlementNameSuffix 85 88}}barrow{{/rollBetween() quickSettlementNameSuffix 85 88}} + {{#rollBetween() quickSettlementNameSuffix 89 92}}stead{{/rollBetween() quickSettlementNameSuffix 89 92}} + {{#rollBetween() quickSettlementNameSuffix 93 96}}home{{/rollBetween() quickSettlementNameSuffix 93 96}} + {{#rollBetween() quickSettlementNameSuffix 97 100}}wick{{/rollBetween() quickSettlementNameSuffix 97 100}} +
    +
    {{/quickSettlementName}} + {{#settlementTrouble}} +
    +
    {{settlementTrouble}}
    +
    {{#rollBetween() settlementTrouble 1 2}}Outsiders rejected{{/rollBetween() settlementTrouble 1 2}} + {{#rollBetween() settlementTrouble 3 4}}Dangerous discovery{{/rollBetween() settlementTrouble 3 4}} + {{#rollBetween() settlementTrouble 5 6}}Dreadful omens{{/rollBetween() settlementTrouble 5 6}} + {{#rollBetween() settlementTrouble 7 8}}Natural disaster{{/rollBetween() settlementTrouble 7 8}} + {{#rollBetween() settlementTrouble 9 10}}Old wounds reopened{{/rollBetween() settlementTrouble 9 10}} + {{#rollBetween() settlementTrouble 11 12}}Important object is lost{{/rollBetween() settlementTrouble 11 12}} + {{#rollBetween() settlementTrouble 13 14}}Someone is captured{{/rollBetween() settlementTrouble 13 14}} + {{#rollBetween() settlementTrouble 15 16}}Mysterious phenomenon{{/rollBetween() settlementTrouble 15 16}} + {{#rollBetween() settlementTrouble 17 18}}Revolt against a leader{{/rollBetween() settlementTrouble 17 18}} + {{#rollBetween() settlementTrouble 19 20}}Vengeful outcast{{/rollBetween() settlementTrouble 19 20}} + {{#rollBetween() settlementTrouble 21 22}}Rival settlement{{/rollBetween() settlementTrouble 21 22}} + {{#rollBetween() settlementTrouble 23 24}}Nature strikes back{{/rollBetween() settlementTrouble 23 24}} + {{#rollBetween() settlementTrouble 25 26}}Someone is missing{{/rollBetween() settlementTrouble 25 26}} + {{#rollBetween() settlementTrouble 27 28}}Production halts{{/rollBetween() settlementTrouble 27 28}} + {{#rollBetween() settlementTrouble 29 30}}Mysterious murders{{/rollBetween() settlementTrouble 29 30}} + {{#rollBetween() settlementTrouble 31 32}}Debt comes due{{/rollBetween() settlementTrouble 31 32}} + {{#rollBetween() settlementTrouble 33 34}}Unjust leadership{{/rollBetween() settlementTrouble 33 34}} + {{#rollBetween() settlementTrouble 35 36}}Disastrous accident{{/rollBetween() settlementTrouble 35 36}} + {{#rollBetween() settlementTrouble 37 38}}In league with the enemy{{/rollBetween() settlementTrouble 37 38}} + {{#rollBetween() settlementTrouble 39 40}}Raiders prey on the weak{{/rollBetween() settlementTrouble 39 40}} + {{#rollBetween() settlementTrouble 41 42}}Cursed past{{/rollBetween() settlementTrouble 41 42}} + {{#rollBetween() settlementTrouble 43 44}}An innocent is accused{{/rollBetween() settlementTrouble 43 44}} + {{#rollBetween() settlementTrouble 45 46}}Corrupted by dark magic{{/rollBetween() settlementTrouble 45 46}} + {{#rollBetween() settlementTrouble 47 48}}Isolated by brutal weather{{/rollBetween() settlementTrouble 47 48}} + {{#rollBetween() settlementTrouble 49 50}}Provisions are scarce{{/rollBetween() settlementTrouble 49 50}} + {{#rollBetween() settlementTrouble 51 52}}Sickness run amok{{/rollBetween() settlementTrouble 51 52}} + {{#rollBetween() settlementTrouble 53 54}}Allies become enemies{{/rollBetween() settlementTrouble 53 54}} + {{#rollBetween() settlementTrouble 55 56}}Attack is imminent{{/rollBetween() settlementTrouble 55 56}} + {{#rollBetween() settlementTrouble 57 58}}Lost caravan{{/rollBetween() settlementTrouble 57 58}} + {{#rollBetween() settlementTrouble 59 60}}Dark secret revealed{{/rollBetween() settlementTrouble 59 60}} + {{#rollBetween() settlementTrouble 61 62}}Urgent expedition{{/rollBetween() settlementTrouble 61 62}} + {{#rollBetween() settlementTrouble 63 64}}A leader falls{{/rollBetween() settlementTrouble 63 64}} + {{#rollBetween() settlementTrouble 65 66}}Families in conflict{{/rollBetween() settlementTrouble 65 66}} + {{#rollBetween() settlementTrouble 67 68}}Incompetent leadership{{/rollBetween() settlementTrouble 67 68}} + {{#rollBetween() settlementTrouble 69 70}}Reckless warmongering{{/rollBetween() settlementTrouble 69 70}} + {{#rollBetween() settlementTrouble 71 72}}Beast on the hunt{{/rollBetween() settlementTrouble 71 72}} + {{#rollBetween() settlementTrouble 73 74}}Betrayed from within{{/rollBetween() settlementTrouble 73 74}} + {{#rollBetween() settlementTrouble 75 76}}Broken truce{{/rollBetween() settlementTrouble 75 76}} + {{#rollBetween() settlementTrouble 77 78}}Wrathful haunt{{/rollBetween() settlementTrouble 77 78}} + {{#rollBetween() settlementTrouble 79 80}}Conflict with firstborn{{/rollBetween() settlementTrouble 79 80}} + {{#rollBetween() settlementTrouble 81 82}}Trade route blocked{{/rollBetween() settlementTrouble 81 82}} + {{#rollBetween() settlementTrouble 83 84}}In the crossfire{{/rollBetween() settlementTrouble 83 84}} + {{#rollBetween() settlementTrouble 85 86}}Stranger causes discord{{/rollBetween() settlementTrouble 85 86}} + {{#rollBetween() settlementTrouble 87 88}}Important event threatened{{/rollBetween() settlementTrouble 87 88}} + {{#rollBetween() settlementTrouble 89 90}}Dangerous tradition{{/rollBetween() settlementTrouble 89 90}} + {{#rollBetween() settlementTrouble 91 100}}Roll twice{{/rollBetween() settlementTrouble 91 100}} +
    +
    {{/settlementTrouble}} + {{#characterRole}} +
    +
    {{characterRole}}
    +
    {{#rollBetween() characterRole 1 2}}Criminal{{/rollBetween() characterRole 1 2}} + {{#rollBetween() characterRole 3 4}}Healer{{/rollBetween() characterRole 3 4}} + {{#rollBetween() characterRole 5 6}}Bandit{{/rollBetween() characterRole 5 6}} + {{#rollBetween() characterRole 7 9}}Guide{{/rollBetween() characterRole 7 9}} + {{#rollBetween() characterRole 10 12}}Performer{{/rollBetween() characterRole 10 12}} + {{#rollBetween() characterRole 13 15}}Miner{{/rollBetween() characterRole 13 15}} + {{#rollBetween() characterRole 16 18}}Mercenary{{/rollBetween() characterRole 16 18}} + {{#rollBetween() characterRole 19 21}}Outcast{{/rollBetween() characterRole 19 21}} + {{#rollBetween() characterRole 22 24}}Vagrant{{/rollBetween() characterRole 22 24}} + {{#rollBetween() characterRole 25 27}}Forester{{/rollBetween() characterRole 25 27}} + {{#rollBetween() characterRole 28 30}}Traveler{{/rollBetween() characterRole 28 30}} + {{#rollBetween() characterRole 31 33}}Mystic{{/rollBetween() characterRole 31 33}} + {{#rollBetween() characterRole 34 36}}Priest{{/rollBetween() characterRole 34 36}} + {{#rollBetween() characterRole 37 39}}Sailor{{/rollBetween() characterRole 37 39}} + {{#rollBetween() characterRole 40 42}}Pilgrim{{/rollBetween() characterRole 40 42}} + {{#rollBetween() characterRole 43 45}}Thief{{/rollBetween() characterRole 43 45}} + {{#rollBetween() characterRole 46 48}}Adventurer{{/rollBetween() characterRole 46 48}} + {{#rollBetween() characterRole 49 51}}Forager{{/rollBetween() characterRole 49 51}} + {{#rollBetween() characterRole 52 54}}Leader{{/rollBetween() characterRole 52 54}} + {{#rollBetween() characterRole 55 58}}Guard{{/rollBetween() characterRole 55 58}} + {{#rollBetween() characterRole 59 62}}Artisan{{/rollBetween() characterRole 59 62}} + {{#rollBetween() characterRole 63 66}}Scout{{/rollBetween() characterRole 63 66}} + {{#rollBetween() characterRole 67 70}}Herder{{/rollBetween() characterRole 67 70}} + {{#rollBetween() characterRole 71 74}}Fisher{{/rollBetween() characterRole 71 74}} + {{#rollBetween() characterRole 75 79}}Warrior{{/rollBetween() characterRole 75 79}} + {{#rollBetween() characterRole 80 84}}Hunter{{/rollBetween() characterRole 80 84}} + {{#rollBetween() characterRole 85 89}}Raider{{/rollBetween() characterRole 85 89}} + {{#rollBetween() characterRole 90 94}}Trader{{/rollBetween() characterRole 90 94}} + {{#rollBetween() characterRole 95 99}}Farmer{{/rollBetween() characterRole 95 99}} + {{#rollTotal() characterRole 100}}Unusual role{{/rollTotal() characterRole 100}} +
    +
    {{/characterRole}} + {{#characterGoal}} +
    +
    {{characterGoal}}
    +
    {{#rollBetween() characterGoal 1 3}}Obtain an object{{/rollBetween() characterGoal 1 3}} + {{#rollBetween() characterGoal 4 6}}Make an agreement{{/rollBetween() characterGoal 4 6}} + {{#rollBetween() characterGoal 7 9}}Build a relationship{{/rollBetween() characterGoal 7 9}} + {{#rollBetween() characterGoal 10 12}}Undermine a relationship{{/rollBetween() characterGoal 10 12}} + {{#rollBetween() characterGoal 13 15}}Seek a truth{{/rollBetween() characterGoal 13 15}} + {{#rollBetween() characterGoal 16 18}}Pay a debt{{/rollBetween() characterGoal 16 18}} + {{#rollBetween() characterGoal 19 21}}Refute a falsehood{{/rollBetween() characterGoal 19 21}} + {{#rollBetween() characterGoal 22 24}}Harm a rival{{/rollBetween() characterGoal 22 24}} + {{#rollBetween() characterGoal 25 27}}Cure an ill{{/rollBetween() characterGoal 25 27}} + {{#rollBetween() characterGoal 28 30}}Find a person{{/rollBetween() characterGoal 28 30}} + {{#rollBetween() characterGoal 31 33}}Find a home{{/rollBetween() characterGoal 31 33}} + {{#rollBetween() characterGoal 34 36}}Seize power{{/rollBetween() characterGoal 34 36}} + {{#rollBetween() characterGoal 37 39}}Restore a relationship{{/rollBetween() characterGoal 37 39}} + {{#rollBetween() characterGoal 40 42}}Create an item{{/rollBetween() characterGoal 40 42}} + {{#rollBetween() characterGoal 43 45}}Travel to a place{{/rollBetween() characterGoal 43 45}} + {{#rollBetween() characterGoal 46 48}}Secure provisions{{/rollBetween() characterGoal 46 48}} + {{#rollBetween() characterGoal 49 51}}Rebel against power{{/rollBetween() characterGoal 49 51}} + {{#rollBetween() characterGoal 52 54}}Collect a debt{{/rollBetween() characterGoal 52 54}} + {{#rollBetween() characterGoal 55 57}}Protect a secret{{/rollBetween() characterGoal 55 57}} + {{#rollBetween() characterGoal 58 60}}Spread faith{{/rollBetween() characterGoal 58 60}} + {{#rollBetween() characterGoal 61 63}}Enrich themselves{{/rollBetween() characterGoal 61 63}} + {{#rollBetween() characterGoal 64 66}}Protect a person{{/rollBetween() characterGoal 64 66}} + {{#rollBetween() characterGoal 67 69}}Protect the status quo{{/rollBetween() characterGoal 67 69}} + {{#rollBetween() characterGoal 70 72}}Advance status{{/rollBetween() characterGoal 70 72}} + {{#rollBetween() characterGoal 73 75}}Defend a place{{/rollBetween() characterGoal 73 75}} + {{#rollBetween() characterGoal 76 78}}Avenge a wrong{{/rollBetween() characterGoal 76 78}} + {{#rollBetween() characterGoal 79 81}}Fulfill a duty{{/rollBetween() characterGoal 79 81}} + {{#rollBetween() characterGoal 82 84}}Gain knowledge{{/rollBetween() characterGoal 82 84}} + {{#rollBetween() characterGoal 85 87}}Prove worthiness{{/rollBetween() characterGoal 85 87}} + {{#rollBetween() characterGoal 88 90}}Find redemption{{/rollBetween() characterGoal 88 90}} + {{#rollBetween() characterGoal 91 92}}Escape from something{{/rollBetween() characterGoal 91 92}} + {{#rollBetween() characterGoal 93 95}}Resolve a dispute{{/rollBetween() characterGoal 93 95}} + {{#rollBetween() characterGoal 96 100}}Roll twice{{/rollBetween() characterGoal 96 100}} +
    +
    {{/characterGoal}} + {{#characterDescriptor}} +
    +
    {{characterDescriptor}}
    +
    {{#rollTotal() characterDescriptor 1}}Stoic{{/rollTotal() characterDescriptor 1}} + {{#rollTotal() characterDescriptor 2}}Attractive{{/rollTotal() characterDescriptor 2}} + {{#rollTotal() characterDescriptor 3}}Passive{{/rollTotal() characterDescriptor 3}} + {{#rollTotal() characterDescriptor 4}}Aloof{{/rollTotal() characterDescriptor 4}} + {{#rollTotal() characterDescriptor 5}}Affectionate{{/rollTotal() characterDescriptor 5}} + {{#rollTotal() characterDescriptor 6}}Generous{{/rollTotal() characterDescriptor 6}} + {{#rollTotal() characterDescriptor 7}}Smug{{/rollTotal() characterDescriptor 7}} + {{#rollTotal() characterDescriptor 8}}Armed{{/rollTotal() characterDescriptor 8}} + {{#rollTotal() characterDescriptor 9}}Clever{{/rollTotal() characterDescriptor 9}} + {{#rollTotal() characterDescriptor 10}}Brave{{/rollTotal() characterDescriptor 10}} + {{#rollTotal() characterDescriptor 11}}Ugly{{/rollTotal() characterDescriptor 11}} + {{#rollTotal() characterDescriptor 12}}Sociable{{/rollTotal() characterDescriptor 12}} + {{#rollTotal() characterDescriptor 13}}Doomed{{/rollTotal() characterDescriptor 13}} + {{#rollTotal() characterDescriptor 14}}Connected{{/rollTotal() characterDescriptor 14}} + {{#rollTotal() characterDescriptor 15}}Bold{{/rollTotal() characterDescriptor 15}} + {{#rollTotal() characterDescriptor 16}}Jealous{{/rollTotal() characterDescriptor 16}} + {{#rollTotal() characterDescriptor 17}}Angry{{/rollTotal() characterDescriptor 17}} + {{#rollTotal() characterDescriptor 18}}Active{{/rollTotal() characterDescriptor 18}} + {{#rollTotal() characterDescriptor 19}}Suspicious{{/rollTotal() characterDescriptor 19}} + {{#rollTotal() characterDescriptor 20}}Hostile{{/rollTotal() characterDescriptor 20}} + {{#rollTotal() characterDescriptor 21}}Hardhearted{{/rollTotal() characterDescriptor 21}} + {{#rollTotal() characterDescriptor 22}}Successful{{/rollTotal() characterDescriptor 22}} + {{#rollTotal() characterDescriptor 23}}Talented{{/rollTotal() characterDescriptor 23}} + {{#rollTotal() characterDescriptor 24}}Experienced{{/rollTotal() characterDescriptor 24}} + {{#rollTotal() characterDescriptor 25}}Deceitful{{/rollTotal() characterDescriptor 25}} + {{#rollTotal() characterDescriptor 26}}Ambitious{{/rollTotal() characterDescriptor 26}} + {{#rollTotal() characterDescriptor 27}}Aggressive{{/rollTotal() characterDescriptor 27}} + {{#rollTotal() characterDescriptor 28}}Conceited{{/rollTotal() characterDescriptor 28}} + {{#rollTotal() characterDescriptor 29}}Proud{{/rollTotal() characterDescriptor 29}} + {{#rollTotal() characterDescriptor 30}}Stern{{/rollTotal() characterDescriptor 30}} + {{#rollTotal() characterDescriptor 31}}Dependent{{/rollTotal() characterDescriptor 31}} + {{#rollTotal() characterDescriptor 32}}Wary{{/rollTotal() characterDescriptor 32}} + {{#rollTotal() characterDescriptor 33}}Strong{{/rollTotal() characterDescriptor 33}} + {{#rollTotal() characterDescriptor 34}}Insightful{{/rollTotal() characterDescriptor 34}} + {{#rollTotal() characterDescriptor 35}}Dangerous{{/rollTotal() characterDescriptor 35}} + {{#rollTotal() characterDescriptor 36}}Quirky{{/rollTotal() characterDescriptor 36}} + {{#rollTotal() characterDescriptor 37}}Cheery{{/rollTotal() characterDescriptor 37}} + {{#rollTotal() characterDescriptor 38}}Disfigured{{/rollTotal() characterDescriptor 38}} + {{#rollTotal() characterDescriptor 39}}Intolerant{{/rollTotal() characterDescriptor 39}} + {{#rollTotal() characterDescriptor 40}}Skilled{{/rollTotal() characterDescriptor 40}} + {{#rollTotal() characterDescriptor 41}}Stingy{{/rollTotal() characterDescriptor 41}} + {{#rollTotal() characterDescriptor 42}}Timid{{/rollTotal() characterDescriptor 42}} + {{#rollTotal() characterDescriptor 43}}Insensitive{{/rollTotal() characterDescriptor 43}} + {{#rollTotal() characterDescriptor 44}}Wild{{/rollTotal() characterDescriptor 44}} + {{#rollTotal() characterDescriptor 45}}Bitter{{/rollTotal() characterDescriptor 45}} + {{#rollTotal() characterDescriptor 46}}Cunning{{/rollTotal() characterDescriptor 46}} + {{#rollTotal() characterDescriptor 47}}Remorseful{{/rollTotal() characterDescriptor 47}} + {{#rollTotal() characterDescriptor 48}}Kind{{/rollTotal() characterDescriptor 48}} + {{#rollTotal() characterDescriptor 49}}Charming{{/rollTotal() characterDescriptor 49}} + {{#rollTotal() characterDescriptor 50}}Oblivious{{/rollTotal() characterDescriptor 50}} + {{#rollTotal() characterDescriptor 51}}Critical{{/rollTotal() characterDescriptor 51}} + {{#rollTotal() characterDescriptor 52}}Cautious{{/rollTotal() characterDescriptor 52}} + {{#rollTotal() characterDescriptor 53}}Resourceful{{/rollTotal() characterDescriptor 53}} + {{#rollTotal() characterDescriptor 54}}Weary{{/rollTotal() characterDescriptor 54}} + {{#rollTotal() characterDescriptor 55}}Wounded{{/rollTotal() characterDescriptor 55}} + {{#rollTotal() characterDescriptor 56}}Anxious{{/rollTotal() characterDescriptor 56}} + {{#rollTotal() characterDescriptor 57}}Powerful{{/rollTotal() characterDescriptor 57}} + {{#rollTotal() characterDescriptor 58}}Athletic{{/rollTotal() characterDescriptor 58}} + {{#rollTotal() characterDescriptor 59}}Driven{{/rollTotal() characterDescriptor 59}} + {{#rollTotal() characterDescriptor 60}}Cruel{{/rollTotal() characterDescriptor 60}} + {{#rollTotal() characterDescriptor 61}}Quiet{{/rollTotal() characterDescriptor 61}} + {{#rollTotal() characterDescriptor 62}}Honest{{/rollTotal() characterDescriptor 62}} + {{#rollTotal() characterDescriptor 63}}Infamous{{/rollTotal() characterDescriptor 63}} + {{#rollTotal() characterDescriptor 64}}Dying{{/rollTotal() characterDescriptor 64}} + {{#rollTotal() characterDescriptor 65}}Reclusive{{/rollTotal() characterDescriptor 65}} + {{#rollTotal() characterDescriptor 66}}Artistic{{/rollTotal() characterDescriptor 66}} + {{#rollTotal() characterDescriptor 67}}Disabled{{/rollTotal() characterDescriptor 67}} + {{#rollTotal() characterDescriptor 68}}Confused{{/rollTotal() characterDescriptor 68}} + {{#rollTotal() characterDescriptor 69}}Manipulative{{/rollTotal() characterDescriptor 69}} + {{#rollTotal() characterDescriptor 70}}Relaxed{{/rollTotal() characterDescriptor 70}} + {{#rollTotal() characterDescriptor 71}}Stealthy{{/rollTotal() characterDescriptor 71}} + {{#rollTotal() characterDescriptor 72}}Confident{{/rollTotal() characterDescriptor 72}} + {{#rollTotal() characterDescriptor 73}}Weak{{/rollTotal() characterDescriptor 73}} + {{#rollTotal() characterDescriptor 74}}Friendly{{/rollTotal() characterDescriptor 74}} + {{#rollTotal() characterDescriptor 75}}Wise{{/rollTotal() characterDescriptor 75}} + {{#rollTotal() characterDescriptor 76}}Influential{{/rollTotal() characterDescriptor 76}} + {{#rollTotal() characterDescriptor 77}}Young{{/rollTotal() characterDescriptor 77}} + {{#rollTotal() characterDescriptor 78}}Adventurous{{/rollTotal() characterDescriptor 78}} + {{#rollTotal() characterDescriptor 79}}Oppressed{{/rollTotal() characterDescriptor 79}} + {{#rollTotal() characterDescriptor 80}}Vengeful{{/rollTotal() characterDescriptor 80}} + {{#rollTotal() characterDescriptor 81}}Cooperative{{/rollTotal() characterDescriptor 81}} + {{#rollTotal() characterDescriptor 82}}Armored{{/rollTotal() characterDescriptor 82}} + {{#rollTotal() characterDescriptor 83}}Apathetic{{/rollTotal() characterDescriptor 83}} + {{#rollTotal() characterDescriptor 84}}Determined{{/rollTotal() characterDescriptor 84}} + {{#rollTotal() characterDescriptor 85}}Loyal{{/rollTotal() characterDescriptor 85}} + {{#rollTotal() characterDescriptor 86}}Sick{{/rollTotal() characterDescriptor 86}} + {{#rollTotal() characterDescriptor 87}}Religious{{/rollTotal() characterDescriptor 87}} + {{#rollTotal() characterDescriptor 88}}Selfish{{/rollTotal() characterDescriptor 88}} + {{#rollTotal() characterDescriptor 89}}Old{{/rollTotal() characterDescriptor 89}} + {{#rollTotal() characterDescriptor 90}}Fervent{{/rollTotal() characterDescriptor 90}} + {{#rollTotal() characterDescriptor 91}}Violent{{/rollTotal() characterDescriptor 91}} + {{#rollTotal() characterDescriptor 92}}Agreeable{{/rollTotal() characterDescriptor 92}} + {{#rollTotal() characterDescriptor 93}}Hot-tempered{{/rollTotal() characterDescriptor 93}} + {{#rollTotal() characterDescriptor 94}}Stubborn{{/rollTotal() characterDescriptor 94}} + {{#rollTotal() characterDescriptor 95}}Incompetent{{/rollTotal() characterDescriptor 95}} + {{#rollTotal() characterDescriptor 96}}Greedy{{/rollTotal() characterDescriptor 96}} + {{#rollTotal() characterDescriptor 97}}Cowardly{{/rollTotal() characterDescriptor 97}} + {{#rollTotal() characterDescriptor 98}}Obsessed{{/rollTotal() characterDescriptor 98}} + {{#rollTotal() characterDescriptor 99}}Careless{{/rollTotal() characterDescriptor 99}} + {{#rollTotal() characterDescriptor 100}}Ironsworn{{/rollTotal() characterDescriptor 100}} +
    +
    {{/characterDescriptor}} + {{#ironlanderNames}} +
    +
    {{ironlanderNames}}
    +
    {{#rollTotal() ironlanderNames 1}}Solana{{/rollTotal() ironlanderNames 1}} + {{#rollTotal() ironlanderNames 2}}Keelan{{/rollTotal() ironlanderNames 2}} + {{#rollTotal() ironlanderNames 3}}Cadigan{{/rollTotal() ironlanderNames 3}} + {{#rollTotal() ironlanderNames 4}}Sola{{/rollTotal() ironlanderNames 4}} + {{#rollTotal() ironlanderNames 5}}Kodroth{{/rollTotal() ironlanderNames 5}} + {{#rollTotal() ironlanderNames 6}}Kione{{/rollTotal() ironlanderNames 6}} + {{#rollTotal() ironlanderNames 7}}Katja{{/rollTotal() ironlanderNames 7}} + {{#rollTotal() ironlanderNames 8}}Tio{{/rollTotal() ironlanderNames 8}} + {{#rollTotal() ironlanderNames 9}}Artiga{{/rollTotal() ironlanderNames 9}} + {{#rollTotal() ironlanderNames 10}}Eos{{/rollTotal() ironlanderNames 10}} + {{#rollTotal() ironlanderNames 11}}Bastien{{/rollTotal() ironlanderNames 11}} + {{#rollTotal() ironlanderNames 12}}Elli{{/rollTotal() ironlanderNames 12}} + {{#rollTotal() ironlanderNames 13}}Maura{{/rollTotal() ironlanderNames 13}} + {{#rollTotal() ironlanderNames 14}}Haleema{{/rollTotal() ironlanderNames 14}} + {{#rollTotal() ironlanderNames 15}}Abella{{/rollTotal() ironlanderNames 15}} + {{#rollTotal() ironlanderNames 16}}Morter{{/rollTotal() ironlanderNames 16}} + {{#rollTotal() ironlanderNames 17}}Wulan{{/rollTotal() ironlanderNames 17}} + {{#rollTotal() ironlanderNames 18}}Mai{{/rollTotal() ironlanderNames 18}} + {{#rollTotal() ironlanderNames 19}}Farina{{/rollTotal() ironlanderNames 19}} + {{#rollTotal() ironlanderNames 20}}Pearce{{/rollTotal() ironlanderNames 20}} + {{#rollTotal() ironlanderNames 21}}Wynne{{/rollTotal() ironlanderNames 21}} + {{#rollTotal() ironlanderNames 22}}Haf{{/rollTotal() ironlanderNames 22}} + {{#rollTotal() ironlanderNames 23}}Aeddon{{/rollTotal() ironlanderNames 23}} + {{#rollTotal() ironlanderNames 24}}Khinara{{/rollTotal() ironlanderNames 24}} + {{#rollTotal() ironlanderNames 25}}Milla{{/rollTotal() ironlanderNames 25}} + {{#rollTotal() ironlanderNames 26}}Nakata{{/rollTotal() ironlanderNames 26}} + {{#rollTotal() ironlanderNames 27}}Kynan{{/rollTotal() ironlanderNames 27}} + {{#rollTotal() ironlanderNames 28}}Kiah{{/rollTotal() ironlanderNames 28}} + {{#rollTotal() ironlanderNames 29}}Jaggar{{/rollTotal() ironlanderNames 29}} + {{#rollTotal() ironlanderNames 30}}Beca{{/rollTotal() ironlanderNames 30}} + {{#rollTotal() ironlanderNames 31}}Ikram{{/rollTotal() ironlanderNames 31}} + {{#rollTotal() ironlanderNames 32}}Melia{{/rollTotal() ironlanderNames 32}} + {{#rollTotal() ironlanderNames 33}}Sidan{{/rollTotal() ironlanderNames 33}} + {{#rollTotal() ironlanderNames 34}}Deshi{{/rollTotal() ironlanderNames 34}} + {{#rollTotal() ironlanderNames 35}}Tessa{{/rollTotal() ironlanderNames 35}} + {{#rollTotal() ironlanderNames 36}}Sibila{{/rollTotal() ironlanderNames 36}} + {{#rollTotal() ironlanderNames 37}}Morien{{/rollTotal() ironlanderNames 37}} + {{#rollTotal() ironlanderNames 38}}Mona{{/rollTotal() ironlanderNames 38}} + {{#rollTotal() ironlanderNames 39}}Padma{{/rollTotal() ironlanderNames 39}} + {{#rollTotal() ironlanderNames 40}}Avella{{/rollTotal() ironlanderNames 40}} + {{#rollTotal() ironlanderNames 41}}Naila{{/rollTotal() ironlanderNames 41}} + {{#rollTotal() ironlanderNames 42}}Lio{{/rollTotal() ironlanderNames 42}} + {{#rollTotal() ironlanderNames 43}}Cera{{/rollTotal() ironlanderNames 43}} + {{#rollTotal() ironlanderNames 44}}Ithela{{/rollTotal() ironlanderNames 44}} + {{#rollTotal() ironlanderNames 45}}Zhan{{/rollTotal() ironlanderNames 45}} + {{#rollTotal() ironlanderNames 46}}Kaivan{{/rollTotal() ironlanderNames 46}} + {{#rollTotal() ironlanderNames 47}}Valeri{{/rollTotal() ironlanderNames 47}} + {{#rollTotal() ironlanderNames 48}}Hirsham{{/rollTotal() ironlanderNames 48}} + {{#rollTotal() ironlanderNames 49}}Pemba{{/rollTotal() ironlanderNames 49}} + {{#rollTotal() ironlanderNames 50}}Edda{{/rollTotal() ironlanderNames 50}} + {{#rollTotal() ironlanderNames 51}}Lestara{{/rollTotal() ironlanderNames 51}} + {{#rollTotal() ironlanderNames 52}}Lago{{/rollTotal() ironlanderNames 52}} + {{#rollTotal() ironlanderNames 53}}Elstan{{/rollTotal() ironlanderNames 53}} + {{#rollTotal() ironlanderNames 54}}Saskia{{/rollTotal() ironlanderNames 54}} + {{#rollTotal() ironlanderNames 55}}Kabeera{{/rollTotal() ironlanderNames 55}} + {{#rollTotal() ironlanderNames 56}}Caldas{{/rollTotal() ironlanderNames 56}} + {{#rollTotal() ironlanderNames 57}}Nisus{{/rollTotal() ironlanderNames 57}} + {{#rollTotal() ironlanderNames 58}}Serene{{/rollTotal() ironlanderNames 58}} + {{#rollTotal() ironlanderNames 59}}Chenda{{/rollTotal() ironlanderNames 59}} + {{#rollTotal() ironlanderNames 60}}Themon{{/rollTotal() ironlanderNames 60}} + {{#rollTotal() ironlanderNames 61}}Erin{{/rollTotal() ironlanderNames 61}} + {{#rollTotal() ironlanderNames 62}}Alban{{/rollTotal() ironlanderNames 62}} + {{#rollTotal() ironlanderNames 63}}Parcell{{/rollTotal() ironlanderNames 63}} + {{#rollTotal() ironlanderNames 64}}Jelma{{/rollTotal() ironlanderNames 64}} + {{#rollTotal() ironlanderNames 65}}Willa{{/rollTotal() ironlanderNames 65}} + {{#rollTotal() ironlanderNames 66}}Nadira{{/rollTotal() ironlanderNames 66}} + {{#rollTotal() ironlanderNames 67}}Gwen{{/rollTotal() ironlanderNames 67}} + {{#rollTotal() ironlanderNames 68}}Amara{{/rollTotal() ironlanderNames 68}} + {{#rollTotal() ironlanderNames 69}}Masias{{/rollTotal() ironlanderNames 69}} + {{#rollTotal() ironlanderNames 70}}Kanno{{/rollTotal() ironlanderNames 70}} + {{#rollTotal() ironlanderNames 71}}Razeena{{/rollTotal() ironlanderNames 71}} + {{#rollTotal() ironlanderNames 72}}Mira{{/rollTotal() ironlanderNames 72}} + {{#rollTotal() ironlanderNames 73}}Perella{{/rollTotal() ironlanderNames 73}} + {{#rollTotal() ironlanderNames 74}}Myrick{{/rollTotal() ironlanderNames 74}} + {{#rollTotal() ironlanderNames 75}}Qamar{{/rollTotal() ironlanderNames 75}} + {{#rollTotal() ironlanderNames 76}}Kormak{{/rollTotal() ironlanderNames 76}} + {{#rollTotal() ironlanderNames 77}}Zura{{/rollTotal() ironlanderNames 77}} + {{#rollTotal() ironlanderNames 78}}Zanita{{/rollTotal() ironlanderNames 78}} + {{#rollTotal() ironlanderNames 79}}Brynn{{/rollTotal() ironlanderNames 79}} + {{#rollTotal() ironlanderNames 80}}Tegan{{/rollTotal() ironlanderNames 80}} + {{#rollTotal() ironlanderNames 81}}Pendry{{/rollTotal() ironlanderNames 81}} + {{#rollTotal() ironlanderNames 82}}Quinn{{/rollTotal() ironlanderNames 82}} + {{#rollTotal() ironlanderNames 83}}Fanir{{/rollTotal() ironlanderNames 83}} + {{#rollTotal() ironlanderNames 84}}Glain{{/rollTotal() ironlanderNames 84}} + {{#rollTotal() ironlanderNames 85}}Emelyn{{/rollTotal() ironlanderNames 85}} + {{#rollTotal() ironlanderNames 86}}Kendi{{/rollTotal() ironlanderNames 86}} + {{#rollTotal() ironlanderNames 87}}Althus{{/rollTotal() ironlanderNames 87}} + {{#rollTotal() ironlanderNames 88}}Leela{{/rollTotal() ironlanderNames 88}} + {{#rollTotal() ironlanderNames 89}}Ishana{{/rollTotal() ironlanderNames 89}} + {{#rollTotal() ironlanderNames 90}}Flint{{/rollTotal() ironlanderNames 90}} + {{#rollTotal() ironlanderNames 91}}Delkash{{/rollTotal() ironlanderNames 91}} + {{#rollTotal() ironlanderNames 92}}Nia{{/rollTotal() ironlanderNames 92}} + {{#rollTotal() ironlanderNames 93}}Nan{{/rollTotal() ironlanderNames 93}} + {{#rollTotal() ironlanderNames 94}}Keeara{{/rollTotal() ironlanderNames 94}} + {{#rollTotal() ironlanderNames 95}}Katania{{/rollTotal() ironlanderNames 95}} + {{#rollTotal() ironlanderNames 96}}Morell{{/rollTotal() ironlanderNames 96}} + {{#rollTotal() ironlanderNames 97}}Temir{{/rollTotal() ironlanderNames 97}} + {{#rollTotal() ironlanderNames 98}}Bas{{/rollTotal() ironlanderNames 98}} + {{#rollTotal() ironlanderNames 99}}Sabine{{/rollTotal() ironlanderNames 99}} + {{#rollTotal() ironlanderNames 100}}Tallus{{/rollTotal() ironlanderNames 100}} + {{#rollTotal() ironlanderNames 101}}Segura{{/rollTotal() ironlanderNames 101}} + {{#rollTotal() ironlanderNames 102}}Gethin{{/rollTotal() ironlanderNames 102}} + {{#rollTotal() ironlanderNames 103}}Bataar{{/rollTotal() ironlanderNames 103}} + {{#rollTotal() ironlanderNames 104}}Basira{{/rollTotal() ironlanderNames 104}} + {{#rollTotal() ironlanderNames 105}}Joa{{/rollTotal() ironlanderNames 105}} + {{#rollTotal() ironlanderNames 106}}Glynn{{/rollTotal() ironlanderNames 106}} + {{#rollTotal() ironlanderNames 107}}Toran{{/rollTotal() ironlanderNames 107}} + {{#rollTotal() ironlanderNames 108}}Arasen{{/rollTotal() ironlanderNames 108}} + {{#rollTotal() ironlanderNames 109}}Kuron{{/rollTotal() ironlanderNames 109}} + {{#rollTotal() ironlanderNames 110}}Griff{{/rollTotal() ironlanderNames 110}} + {{#rollTotal() ironlanderNames 111}}Owena{{/rollTotal() ironlanderNames 111}} + {{#rollTotal() ironlanderNames 112}}Adda{{/rollTotal() ironlanderNames 112}} + {{#rollTotal() ironlanderNames 113}}Euros{{/rollTotal() ironlanderNames 113}} + {{#rollTotal() ironlanderNames 114}}Kova{{/rollTotal() ironlanderNames 114}} + {{#rollTotal() ironlanderNames 115}}Kara{{/rollTotal() ironlanderNames 115}} + {{#rollTotal() ironlanderNames 116}}Morgan{{/rollTotal() ironlanderNames 116}} + {{#rollTotal() ironlanderNames 117}}Nanda{{/rollTotal() ironlanderNames 117}} + {{#rollTotal() ironlanderNames 118}}Tamara{{/rollTotal() ironlanderNames 118}} + {{#rollTotal() ironlanderNames 119}}Asha{{/rollTotal() ironlanderNames 119}} + {{#rollTotal() ironlanderNames 120}}Delos{{/rollTotal() ironlanderNames 120}} + {{#rollTotal() ironlanderNames 121}}Torgan{{/rollTotal() ironlanderNames 121}} + {{#rollTotal() ironlanderNames 122}}Makari{{/rollTotal() ironlanderNames 122}} + {{#rollTotal() ironlanderNames 123}}Selva{{/rollTotal() ironlanderNames 123}} + {{#rollTotal() ironlanderNames 124}}Kimura{{/rollTotal() ironlanderNames 124}} + {{#rollTotal() ironlanderNames 125}}Rhian{{/rollTotal() ironlanderNames 125}} + {{#rollTotal() ironlanderNames 126}}Tristan{{/rollTotal() ironlanderNames 126}} + {{#rollTotal() ironlanderNames 127}}Siorra{{/rollTotal() ironlanderNames 127}} + {{#rollTotal() ironlanderNames 128}}Sayer{{/rollTotal() ironlanderNames 128}} + {{#rollTotal() ironlanderNames 129}}Cortina{{/rollTotal() ironlanderNames 129}} + {{#rollTotal() ironlanderNames 130}}Vesna{{/rollTotal() ironlanderNames 130}} + {{#rollTotal() ironlanderNames 131}}Kataka{{/rollTotal() ironlanderNames 131}} + {{#rollTotal() ironlanderNames 132}}Keyshia{{/rollTotal() ironlanderNames 132}} + {{#rollTotal() ironlanderNames 133}}Mila{{/rollTotal() ironlanderNames 133}} + {{#rollTotal() ironlanderNames 134}}Lili{{/rollTotal() ironlanderNames 134}} + {{#rollTotal() ironlanderNames 135}}Vigo{{/rollTotal() ironlanderNames 135}} + {{#rollTotal() ironlanderNames 136}}Sadia{{/rollTotal() ironlanderNames 136}} + {{#rollTotal() ironlanderNames 137}}Malik{{/rollTotal() ironlanderNames 137}} + {{#rollTotal() ironlanderNames 138}}Dag{{/rollTotal() ironlanderNames 138}} + {{#rollTotal() ironlanderNames 139}}Kuno{{/rollTotal() ironlanderNames 139}} + {{#rollTotal() ironlanderNames 140}}Reva{{/rollTotal() ironlanderNames 140}} + {{#rollTotal() ironlanderNames 141}}Kai{{/rollTotal() ironlanderNames 141}} + {{#rollTotal() ironlanderNames 142}}Kalina{{/rollTotal() ironlanderNames 142}} + {{#rollTotal() ironlanderNames 143}}Jihan{{/rollTotal() ironlanderNames 143}} + {{#rollTotal() ironlanderNames 144}}Hennion{{/rollTotal() ironlanderNames 144}} + {{#rollTotal() ironlanderNames 145}}Abram{{/rollTotal() ironlanderNames 145}} + {{#rollTotal() ironlanderNames 146}}Aida{{/rollTotal() ironlanderNames 146}} + {{#rollTotal() ironlanderNames 147}}Myrtle{{/rollTotal() ironlanderNames 147}} + {{#rollTotal() ironlanderNames 148}}Nekun{{/rollTotal() ironlanderNames 148}} + {{#rollTotal() ironlanderNames 149}}Menna{{/rollTotal() ironlanderNames 149}} + {{#rollTotal() ironlanderNames 150}}Tahir{{/rollTotal() ironlanderNames 150}} + {{#rollTotal() ironlanderNames 151}}Sarria{{/rollTotal() ironlanderNames 151}} + {{#rollTotal() ironlanderNames 152}}Nakura{{/rollTotal() ironlanderNames 152}} + {{#rollTotal() ironlanderNames 153}}Akiya{{/rollTotal() ironlanderNames 153}} + {{#rollTotal() ironlanderNames 154}}Talan{{/rollTotal() ironlanderNames 154}} + {{#rollTotal() ironlanderNames 155}}Mattick{{/rollTotal() ironlanderNames 155}} + {{#rollTotal() ironlanderNames 156}}Okoth{{/rollTotal() ironlanderNames 156}} + {{#rollTotal() ironlanderNames 157}}Khulan{{/rollTotal() ironlanderNames 157}} + {{#rollTotal() ironlanderNames 158}}Verena{{/rollTotal() ironlanderNames 158}} + {{#rollTotal() ironlanderNames 159}}Beltran{{/rollTotal() ironlanderNames 159}} + {{#rollTotal() ironlanderNames 160}}Del{{/rollTotal() ironlanderNames 160}} + {{#rollTotal() ironlanderNames 161}}Ranna{{/rollTotal() ironlanderNames 161}} + {{#rollTotal() ironlanderNames 162}}Alina{{/rollTotal() ironlanderNames 162}} + {{#rollTotal() ironlanderNames 163}}Muna{{/rollTotal() ironlanderNames 163}} + {{#rollTotal() ironlanderNames 164}}Mura{{/rollTotal() ironlanderNames 164}} + {{#rollTotal() ironlanderNames 165}}Torrens{{/rollTotal() ironlanderNames 165}} + {{#rollTotal() ironlanderNames 166}}Yuda{{/rollTotal() ironlanderNames 166}} + {{#rollTotal() ironlanderNames 167}}Nazmi{{/rollTotal() ironlanderNames 167}} + {{#rollTotal() ironlanderNames 168}}Ghalen{{/rollTotal() ironlanderNames 168}} + {{#rollTotal() ironlanderNames 169}}Sarda{{/rollTotal() ironlanderNames 169}} + {{#rollTotal() ironlanderNames 170}}Shona{{/rollTotal() ironlanderNames 170}} + {{#rollTotal() ironlanderNames 171}}Kalidas{{/rollTotal() ironlanderNames 171}} + {{#rollTotal() ironlanderNames 172}}Wena{{/rollTotal() ironlanderNames 172}} + {{#rollTotal() ironlanderNames 173}}Sendra{{/rollTotal() ironlanderNames 173}} + {{#rollTotal() ironlanderNames 174}}Kori{{/rollTotal() ironlanderNames 174}} + {{#rollTotal() ironlanderNames 175}}Setara{{/rollTotal() ironlanderNames 175}} + {{#rollTotal() ironlanderNames 176}}Lucia{{/rollTotal() ironlanderNames 176}} + {{#rollTotal() ironlanderNames 177}}Maya{{/rollTotal() ironlanderNames 177}} + {{#rollTotal() ironlanderNames 178}}Reema{{/rollTotal() ironlanderNames 178}} + {{#rollTotal() ironlanderNames 179}}Yorath{{/rollTotal() ironlanderNames 179}} + {{#rollTotal() ironlanderNames 180}}Rhoddri{{/rollTotal() ironlanderNames 180}} + {{#rollTotal() ironlanderNames 181}}Shekhar{{/rollTotal() ironlanderNames 181}} + {{#rollTotal() ironlanderNames 182}}Servan{{/rollTotal() ironlanderNames 182}} + {{#rollTotal() ironlanderNames 183}}Reese{{/rollTotal() ironlanderNames 183}} + {{#rollTotal() ironlanderNames 184}}Kenrick{{/rollTotal() ironlanderNames 184}} + {{#rollTotal() ironlanderNames 185}}Indirra{{/rollTotal() ironlanderNames 185}} + {{#rollTotal() ironlanderNames 186}}Giliana{{/rollTotal() ironlanderNames 186}} + {{#rollTotal() ironlanderNames 187}}Jebran{{/rollTotal() ironlanderNames 187}} + {{#rollTotal() ironlanderNames 188}}Kotama{{/rollTotal() ironlanderNames 188}} + {{#rollTotal() ironlanderNames 189}}Fara{{/rollTotal() ironlanderNames 189}} + {{#rollTotal() ironlanderNames 190}}Katrin{{/rollTotal() ironlanderNames 190}} + {{#rollTotal() ironlanderNames 191}}Namba{{/rollTotal() ironlanderNames 191}} + {{#rollTotal() ironlanderNames 192}}Lona{{/rollTotal() ironlanderNames 192}} + {{#rollTotal() ironlanderNames 193}}Taylah{{/rollTotal() ironlanderNames 193}} + {{#rollTotal() ironlanderNames 194}}Kato{{/rollTotal() ironlanderNames 194}} + {{#rollTotal() ironlanderNames 195}}Esra{{/rollTotal() ironlanderNames 195}} + {{#rollTotal() ironlanderNames 196}}Eleri{{/rollTotal() ironlanderNames 196}} + {{#rollTotal() ironlanderNames 197}}Irsia{{/rollTotal() ironlanderNames 197}} + {{#rollTotal() ironlanderNames 198}}Kayu{{/rollTotal() ironlanderNames 198}} + {{#rollTotal() ironlanderNames 199}}Bevan{{/rollTotal() ironlanderNames 199}} + {{#rollTotal() ironlanderNames 200}}Chandra{{/rollTotal() ironlanderNames 200}} +
    +
    {{/ironlanderNames}} + {{#elfNames}} +
    +
    {{elfNames}}
    +
    {{#rollBetween() elfNames 1 2}}Arsula{{/rollBetween() elfNames 1 2}} + {{#rollBetween() elfNames 3 4}}Naidita{{/rollBetween() elfNames 3 4}} + {{#rollBetween() elfNames 5 6}}Belesunna{{/rollBetween() elfNames 5 6}} + {{#rollBetween() elfNames 7 8}}Vidarna{{/rollBetween() elfNames 7 8}} + {{#rollBetween() elfNames 9 10}}Ninsunu{{/rollBetween() elfNames 9 10}} + {{#rollBetween() elfNames 11 12}}Balathu{{/rollBetween() elfNames 11 12}} + {{#rollBetween() elfNames 13 14}}Dorosi{{/rollBetween() elfNames 13 14}} + {{#rollBetween() elfNames 15 16}}Gezera{{/rollBetween() elfNames 15 16}} + {{#rollBetween() elfNames 17 18}}Zursan{{/rollBetween() elfNames 17 18}} + {{#rollBetween() elfNames 19 20}}Seleeku{{/rollBetween() elfNames 19 20}} + {{#rollBetween() elfNames 21 22}}Utamara{{/rollBetween() elfNames 21 22}} + {{#rollBetween() elfNames 23 24}}Nebakay{{/rollBetween() elfNames 23 24}} + {{#rollBetween() elfNames 25 26}}Dismashk{{/rollBetween() elfNames 25 26}} + {{#rollBetween() elfNames 27 28}}Mitunu{{/rollBetween() elfNames 27 28}} + {{#rollBetween() elfNames 29 30}}Atani{{/rollBetween() elfNames 29 30}} + {{#rollBetween() elfNames 31 32}}Kinzura{{/rollBetween() elfNames 31 32}} + {{#rollBetween() elfNames 33 34}}Sumula{{/rollBetween() elfNames 33 34}} + {{#rollBetween() elfNames 35 36}}Ukames{{/rollBetween() elfNames 35 36}} + {{#rollBetween() elfNames 37 38}}Ahmeshki{{/rollBetween() elfNames 37 38}} + {{#rollBetween() elfNames 39 40}}Ilsit{{/rollBetween() elfNames 39 40}} + {{#rollBetween() elfNames 41 42}}Mayatanay{{/rollBetween() elfNames 41 42}} + {{#rollBetween() elfNames 43 44}}Etana{{/rollBetween() elfNames 43 44}} + {{#rollBetween() elfNames 45 46}}Gamanna{{/rollBetween() elfNames 45 46}} + {{#rollBetween() elfNames 47 48}}Nessana{{/rollBetween() elfNames 47 48}} + {{#rollBetween() elfNames 49 50}}Uralar{{/rollBetween() elfNames 49 50}} + {{#rollBetween() elfNames 51 52}}Tishetu{{/rollBetween() elfNames 51 52}} + {{#rollBetween() elfNames 53 54}}Leucia{{/rollBetween() elfNames 53 54}} + {{#rollBetween() elfNames 55 56}}Sutahe{{/rollBetween() elfNames 55 56}} + {{#rollBetween() elfNames 57 58}}Dotani{{/rollBetween() elfNames 57 58}} + {{#rollBetween() elfNames 59 60}}Uktannu{{/rollBetween() elfNames 59 60}} + {{#rollBetween() elfNames 61 62}}Retenay{{/rollBetween() elfNames 61 62}} + {{#rollBetween() elfNames 63 64}}Kendalanu{{/rollBetween() elfNames 63 64}} + {{#rollBetween() elfNames 65 66}}Tahuta{{/rollBetween() elfNames 65 66}} + {{#rollBetween() elfNames 67 68}}Mattissa{{/rollBetween() elfNames 67 68}} + {{#rollBetween() elfNames 69 70}}Anatu{{/rollBetween() elfNames 69 70}} + {{#rollBetween() elfNames 71 72}}Aralu{{/rollBetween() elfNames 71 72}} + {{#rollBetween() elfNames 73 74}}Arakhi{{/rollBetween() elfNames 73 74}} + {{#rollBetween() elfNames 75 76}}Ibrahem{{/rollBetween() elfNames 75 76}} + {{#rollBetween() elfNames 77 78}}Sinosu{{/rollBetween() elfNames 77 78}} + {{#rollBetween() elfNames 79 80}}Jemshida{{/rollBetween() elfNames 79 80}} + {{#rollBetween() elfNames 81 82}}Visapni{{/rollBetween() elfNames 81 82}} + {{#rollBetween() elfNames 83 84}}Hullata{{/rollBetween() elfNames 83 84}} + {{#rollBetween() elfNames 85 86}}Sidura{{/rollBetween() elfNames 85 86}} + {{#rollBetween() elfNames 87 88}}Kerihu{{/rollBetween() elfNames 87 88}} + {{#rollBetween() elfNames 89 90}}Ereshki{{/rollBetween() elfNames 89 90}} + {{#rollBetween() elfNames 91 92}}Cybela{{/rollBetween() elfNames 91 92}} + {{#rollBetween() elfNames 93 94}}Anunna{{/rollBetween() elfNames 93 94}} + {{#rollBetween() elfNames 95 96}}Otani{{/rollBetween() elfNames 95 96}} + {{#rollBetween() elfNames 97 98}}Ditani{{/rollBetween() elfNames 97 98}} + {{#rollBetween() elfNames 99 100}}Faraza{{/rollBetween() elfNames 99 100}} +
    +
    {{/elfNames}} + {{#giantNames}} +
    +
    {{giantNames}}
    +
    {{#rollBetween() giantNames 1 4}}Chony{{/rollBetween() giantNames 1 4}} + {{#rollBetween() giantNames 5 8}}Banda{{/rollBetween() giantNames 5 8}} + {{#rollBetween() giantNames 9 12}}Jochu{{/rollBetween() giantNames 9 12}} + {{#rollBetween() giantNames 13 16}}Kira{{/rollBetween() giantNames 13 16}} + {{#rollBetween() giantNames 17 20}}Khatir{{/rollBetween() giantNames 17 20}} + {{#rollBetween() giantNames 21 24}}Chaidu{{/rollBetween() giantNames 21 24}} + {{#rollBetween() giantNames 25 28}}Atan{{/rollBetween() giantNames 25 28}} + {{#rollBetween() giantNames 29 32}}Buandu{{/rollBetween() giantNames 29 32}} + {{#rollBetween() giantNames 33 36}}Javyn{{/rollBetween() giantNames 33 36}} + {{#rollBetween() giantNames 37 40}}Khashin{{/rollBetween() giantNames 37 40}} + {{#rollBetween() giantNames 41 44}}Bayara{{/rollBetween() giantNames 41 44}} + {{#rollBetween() giantNames 45 48}}Temura{{/rollBetween() giantNames 45 48}} + {{#rollBetween() giantNames 49 52}}Kidha{{/rollBetween() giantNames 49 52}} + {{#rollBetween() giantNames 53 56}}Kathos{{/rollBetween() giantNames 53 56}} + {{#rollBetween() giantNames 57 60}}Tanua{{/rollBetween() giantNames 57 60}} + {{#rollBetween() giantNames 61 64}}Bashtu{{/rollBetween() giantNames 61 64}} + {{#rollBetween() giantNames 65 68}}Jaran{{/rollBetween() giantNames 65 68}} + {{#rollBetween() giantNames 69 72}}Othos{{/rollBetween() giantNames 69 72}} + {{#rollBetween() giantNames 73 76}}Khutan{{/rollBetween() giantNames 73 76}} + {{#rollBetween() giantNames 77 80}}Otaan{{/rollBetween() giantNames 77 80}} + {{#rollBetween() giantNames 81 84}}Martu{{/rollBetween() giantNames 81 84}} + {{#rollBetween() giantNames 85 88}}Baku{{/rollBetween() giantNames 85 88}} + {{#rollBetween() giantNames 89 92}}Tuban{{/rollBetween() giantNames 89 92}} + {{#rollBetween() giantNames 93 96}}Qudan{{/rollBetween() giantNames 93 96}} + {{#rollBetween() giantNames 97 100}}Denua{{/rollBetween() giantNames 97 100}} +
    +
    {{/giantNames}} + {{#varouNames}} +
    +
    {{varouNames}}
    +
    {{#rollBetween() varouNames 1 4}}Vata{{/rollBetween() varouNames 1 4}} + {{#rollBetween() varouNames 5 8}}Zora{{/rollBetween() varouNames 5 8}} + {{#rollBetween() varouNames 9 12}}Jasna{{/rollBetween() varouNames 9 12}} + {{#rollBetween() varouNames 13 16}}Charna{{/rollBetween() varouNames 13 16}} + {{#rollBetween() varouNames 17 20}}Tana{{/rollBetween() varouNames 17 20}} + {{#rollBetween() varouNames 21 24}}Soveen{{/rollBetween() varouNames 21 24}} + {{#rollBetween() varouNames 25 28}}Radka{{/rollBetween() varouNames 25 28}} + {{#rollBetween() varouNames 29 32}}Zlata{{/rollBetween() varouNames 29 32}} + {{#rollBetween() varouNames 33 36}}Leesla{{/rollBetween() varouNames 33 36}} + {{#rollBetween() varouNames 37 40}}Byna{{/rollBetween() varouNames 37 40}} + {{#rollBetween() varouNames 41 44}}Meeka{{/rollBetween() varouNames 41 44}} + {{#rollBetween() varouNames 45 48}}Iskra{{/rollBetween() varouNames 45 48}} + {{#rollBetween() varouNames 49 52}}Jarek{{/rollBetween() varouNames 49 52}} + {{#rollBetween() varouNames 53 56}}Darva{{/rollBetween() varouNames 53 56}} + {{#rollBetween() varouNames 57 60}}Neda{{/rollBetween() varouNames 57 60}} + {{#rollBetween() varouNames 61 64}}Keha{{/rollBetween() varouNames 61 64}} + {{#rollBetween() varouNames 65 68}}Zhivka{{/rollBetween() varouNames 65 68}} + {{#rollBetween() varouNames 69 72}}Kvata{{/rollBetween() varouNames 69 72}} + {{#rollBetween() varouNames 73 76}}Staysa{{/rollBetween() varouNames 73 76}} + {{#rollBetween() varouNames 77 80}}Evka{{/rollBetween() varouNames 77 80}} + {{#rollBetween() varouNames 81 84}}Vuksha{{/rollBetween() varouNames 81 84}} + {{#rollBetween() varouNames 85 88}}Muko{{/rollBetween() varouNames 85 88}} + {{#rollBetween() varouNames 89 92}}Dreko{{/rollBetween() varouNames 89 92}} + {{#rollBetween() varouNames 93 96}}Aleko{{/rollBetween() varouNames 93 96}} + {{#rollBetween() varouNames 97 100}}Vojan{{/rollBetween() varouNames 97 100}} +
    +
    {{/varouNames}} + {{#trollNames}} +
    +
    {{trollNames}}
    +
    {{#rollBetween() trollNames 1 4}}Rattle{{/rollBetween() trollNames 1 4}} + {{#rollBetween() trollNames 5 8}}Scratch{{/rollBetween() trollNames 5 8}} + {{#rollBetween() trollNames 9 12}}Wallow{{/rollBetween() trollNames 9 12}} + {{#rollBetween() trollNames 13 16}}Groak{{/rollBetween() trollNames 13 16}} + {{#rollBetween() trollNames 17 20}}Gimble{{/rollBetween() trollNames 17 20}} + {{#rollBetween() trollNames 21 24}}Scar{{/rollBetween() trollNames 21 24}} + {{#rollBetween() trollNames 25 28}}Cratch{{/rollBetween() trollNames 25 28}} + {{#rollBetween() trollNames 29 32}}Creech{{/rollBetween() trollNames 29 32}} + {{#rollBetween() trollNames 33 36}}Shush{{/rollBetween() trollNames 33 36}} + {{#rollBetween() trollNames 37 40}}Glush{{/rollBetween() trollNames 37 40}} + {{#rollBetween() trollNames 41 44}}Slar{{/rollBetween() trollNames 41 44}} + {{#rollBetween() trollNames 45 48}}Gnash{{/rollBetween() trollNames 45 48}} + {{#rollBetween() trollNames 49 52}}Stoad{{/rollBetween() trollNames 49 52}} + {{#rollBetween() trollNames 53 56}}Grig{{/rollBetween() trollNames 53 56}} + {{#rollBetween() trollNames 57 60}}Bleat{{/rollBetween() trollNames 57 60}} + {{#rollBetween() trollNames 61 64}}Chortle{{/rollBetween() trollNames 61 64}} + {{#rollBetween() trollNames 65 68}}Cluck{{/rollBetween() trollNames 65 68}} + {{#rollBetween() trollNames 69 72}}Slith{{/rollBetween() trollNames 69 72}} + {{#rollBetween() trollNames 73 76}}Mongo{{/rollBetween() trollNames 73 76}} + {{#rollBetween() trollNames 77 80}}Creak{{/rollBetween() trollNames 77 80}} + {{#rollBetween() trollNames 81 84}}Burble{{/rollBetween() trollNames 81 84}} + {{#rollBetween() trollNames 85 88}}Vrusk{{/rollBetween() trollNames 85 88}} + {{#rollBetween() trollNames 89 92}}Snuffle{{/rollBetween() trollNames 89 92}} + {{#rollBetween() trollNames 93 96}}Leech{{/rollBetween() trollNames 93 96}} + {{#rollBetween() trollNames 97 100}}Herk{{/rollBetween() trollNames 97 100}} +
    +
    {{/trollNames}} + {{#combatAction}} +
    +
    {{combatAction}}
    +
    {{#rollBetween() combatAction 1 3}}Compel a surrender.{{/rollBetween() combatAction 1 3}} + {{#rollBetween() combatAction 4 6}}Coordinate with allies.{{/rollBetween() combatAction 4 6}} + {{#rollBetween() combatAction 7 9}}Gather reinforcements{{/rollBetween() combatAction 7 9}} + {{#rollBetween() combatAction 10 13}}Seize something or someone{{/rollBetween() combatAction 10 13}} + {{#rollBetween() combatAction 14 17}}Provoke a reckless response{{/rollBetween() combatAction 14 17}} + {{#rollBetween() combatAction 18 21}}Intimidate or frighten{{/rollBetween() combatAction 18 21}} + {{#rollBetween() combatAction 22 25}}Reveal a surprising truth.{{/rollBetween() combatAction 22 25}} + {{#rollBetween() combatAction 26 29}}Shift focus to someone or something else.{{/rollBetween() combatAction 26 29}} + {{#rollBetween() combatAction 30 33}}Destroy something, or render it useless.{{/rollBetween() combatAction 30 33}} + {{#rollBetween() combatAction 34 39}}Take a decisive action.{{/rollBetween() combatAction 34 39}} + {{#rollBetween() combatAction 40 45}}Reinforce defenses.{{/rollBetween() combatAction 40 45}} + {{#rollBetween() combatAction 46 52}}Ready an action.{{/rollBetween() combatAction 46 52}} + {{#rollBetween() combatAction 53 60}}Use the terrain to gain advantage. {{/rollBetween() combatAction 53 60}} + {{#rollBetween() combatAction 61 68}}Leverage the advantage of a weapon or ability.{{/rollBetween() combatAction 61 68}} + {{#rollBetween() combatAction 69 78}}Create an opportunity.{{/rollBetween() combatAction 69 78}} + {{#rollBetween() combatAction 79 89}}Attack with precision. {{/rollBetween() combatAction 79 89}} + {{#rollBetween() combatAction 90 99}}Attack with power.{{/rollBetween() combatAction 90 99}} + {{#rollTotal() combatAction 100}}Take a completely unexpected action.{{/rollTotal() combatAction 100}} +
    +
    {{/combatAction}} + {{#mysticBacklash}} +
    +
    {{mysticBacklash}}
    +
    {{#rollBetween() mysticBacklash 1 4}}Your ritual has the opposite affect.{{/rollBetween() mysticBacklash 1 4}} + {{#rollBetween() mysticBacklash 5 8}}You are sapped of strength.{{/rollBetween() mysticBacklash 5 8}} + {{#rollBetween() mysticBacklash 9 12}}Your friend, ally, or companion is adversely affected.{{/rollBetween() mysticBacklash 9 12}} + {{#rollBetween() mysticBacklash 13 16}}You destroy an important object.{{/rollBetween() mysticBacklash 13 16}} + {{#rollBetween() mysticBacklash 17 20}}You inadvertently summon a horror.{{/rollBetween() mysticBacklash 17 20}} + {{#rollBetween() mysticBacklash 21 24}}You collapse, and drift into a troubled sleep.{{/rollBetween() mysticBacklash 21 24}} + {{#rollBetween() mysticBacklash 25 28}}You undergo a physical torment which leaves its mark upon you.{{/rollBetween() mysticBacklash 25 28}} + {{#rollBetween() mysticBacklash 29 32}}You hear ghostly voices whispering of dark portents.{{/rollBetween() mysticBacklash 29 32}} + {{#rollBetween() mysticBacklash 33 36}} + You are lost in shadow, and find yourself in another place without memory of how you got + there.{{/rollBetween() mysticBacklash 33 36}} + {{#rollBetween() mysticBacklash 37 40}}You alert someone or something to your presence.{{/rollBetween() mysticBacklash 37 40}} + {{#rollBetween() mysticBacklash 41 44}}You are not yourself, and act against a friend, ally, or companion.{{/rollBetween() mysticBacklash 41 44}} + {{#rollBetween() mysticBacklash 45 48}}You affect or damage your surroundings, causing a disturbance or potential harm.{{/rollBetween() mysticBacklash 45 48}} + {{#rollBetween() mysticBacklash 49 52}}You waste resources.{{/rollBetween() mysticBacklash 49 52}} + {{#rollBetween() mysticBacklash 53 56}}You suffer the loss of a sense for several hours.{{/rollBetween() mysticBacklash 53 56}} + {{#rollBetween() mysticBacklash 57 60}}You lose your connection to magic for a day or so, and cannot perform rituals.{{/rollBetween() mysticBacklash 57 60}} + {{#rollBetween() mysticBacklash 61 64}}Your ritual affects the target in an unexpected and problematic way.{{/rollBetween() mysticBacklash 61 64}} + {{#rollBetween() mysticBacklash 65 68}}Your ritual reveals a surprising and troubling truth.{{/rollBetween() mysticBacklash 65 68}} + {{#rollBetween() mysticBacklash 69 72}}You are tempted by dark powers.{{/rollBetween() mysticBacklash 69 72}} + {{#rollBetween() mysticBacklash 73 76}}You see a troubling vision of your future.{{/rollBetween() mysticBacklash 73 76}} + {{#rollBetween() mysticBacklash 77 80}}You can't perform this ritual again until you acquire an important component.{{/rollBetween() mysticBacklash 77 80}} + {{#rollBetween() mysticBacklash 81 84}}You develop a strange fear or compulsion.{{/rollBetween() mysticBacklash 81 84}} + {{#rollBetween() mysticBacklash 85 88}}Your ritual causes creatures to exhibit strange or aggressive behavior.{{/rollBetween() mysticBacklash 85 88}} + {{#rollBetween() mysticBacklash 89 92}}You are tormented by an apparition from your past.{{/rollBetween() mysticBacklash 89 92}} + {{#rollBetween() mysticBacklash 93 96}}You are wracked with sudden sickness.{{/rollBetween() mysticBacklash 93 96}} + {{#rollBetween() mysticBacklash 97 100}} + Roll twice more on this table. Both results occur. If they are the same result, make it + worse{{/rollBetween() mysticBacklash 97 100}} +
    +
    {{/mysticBacklash}} + {{#majorPlotTwist}} +
    +
    {{majorPlotTwist}}
    +
    {{#rollBetween() majorPlotTwist 1 5}}It was all a diversion.{{/rollBetween() majorPlotTwist 1 5}} + {{#rollBetween() majorPlotTwist 6 10}}A dark secret is revealed.{{/rollBetween() majorPlotTwist 6 10}} + {{#rollBetween() majorPlotTwist 11 15}}A trap is sprung.{{/rollBetween() majorPlotTwist 11 15}} + {{#rollBetween() majorPlotTwist 16 20}}An assumption is revealed to be false.{{/rollBetween() majorPlotTwist 16 20}} + {{#rollBetween() majorPlotTwist 21 25}}A secret alliance is revealed.{{/rollBetween() majorPlotTwist 21 25}} + {{#rollBetween() majorPlotTwist 26 30}}Your actions benefit an enemy.{{/rollBetween() majorPlotTwist 26 30}} + {{#rollBetween() majorPlotTwist 31 35}}Someone returns unexpectedly.{{/rollBetween() majorPlotTwist 31 35}} + {{#rollBetween() majorPlotTwist 36 40}}A more dangerous foe is revealed.{{/rollBetween() majorPlotTwist 36 40}} + {{#rollBetween() majorPlotTwist 41 45}}You and an enemy share a common goal.{{/rollBetween() majorPlotTwist 41 45}} + {{#rollBetween() majorPlotTwist 46 50}}A true identity is revealed.{{/rollBetween() majorPlotTwist 46 50}} + {{#rollBetween() majorPlotTwist 51 55}}You are betrayed by someone who was trusted.{{/rollBetween() majorPlotTwist 51 55}} + {{#rollBetween() majorPlotTwist 56 60}}You are too late.{{/rollBetween() majorPlotTwist 56 60}} + {{#rollBetween() majorPlotTwist 61 65}}The true enemy is revealed.{{/rollBetween() majorPlotTwist 61 65}} + {{#rollBetween() majorPlotTwist 66 70}}The enemy gains new allies.{{/rollBetween() majorPlotTwist 66 70}} + {{#rollBetween() majorPlotTwist 71 75}}A new danger appears.{{/rollBetween() majorPlotTwist 71 75}} + {{#rollBetween() majorPlotTwist 76 80}}Someone or something goes missing.{{/rollBetween() majorPlotTwist 76 80}} + {{#rollBetween() majorPlotTwist 81 85}}The truth of a relationship is revealed.{{/rollBetween() majorPlotTwist 81 85}} + {{#rollBetween() majorPlotTwist 86 90}}Two seemingly unrelated situations are shown to be connected.{{/rollBetween() majorPlotTwist 86 90}} + {{#rollBetween() majorPlotTwist 91 95}}Unexpected powers or abilities are revealed.{{/rollBetween() majorPlotTwist 91 95}} + {{#rollBetween() majorPlotTwist 96 100}} + Roll twice more on this table. Both results occur. If they are the same result, make it more + dramatic.{{/rollBetween() majorPlotTwist 96 100}} +
    +
    {{/majorPlotTwist}} + {{#challengeRank}} +
    +
    {{challengeRank}}
    +
    {{#rollBetween() challengeRank 1 20}}Troublesome{{/rollBetween() challengeRank 1 20}} + {{#rollBetween() challengeRank 21 55}}Dangerous{{/rollBetween() challengeRank 21 55}} + {{#rollBetween() challengeRank 56 80}}Formidable{{/rollBetween() challengeRank 56 80}} + {{#rollBetween() challengeRank 81 93}}Extreme{{/rollBetween() challengeRank 81 93}} + {{#rollBetween() challengeRank 94 100}}Epic{{/rollBetween() challengeRank 94 100}} +
    +
    {{/challengeRank}} + {{#almostCertain}} + {{#rollBetween() almostCertain 11 100}} +
    +
    {{almostCertain}}
    +
    Yes
    +
    {{#rollTotal() almostCertain 11}} +
    +
    An extreme result or twist has occurred.
    +
    {{/rollTotal() almostCertain 11}} + {{/rollBetween() almostCertain 11 100}} + {{#^rollBetween() almostCertain 11 100}} +
    +
    {{almostCertain}}
    +
    No
    +
    {{/^rollBetween() almostCertain 11 100}} + {{/almostCertain}} + {{#likely}} + {{#rollBetween() likely 26 100}} +
    +
    {{likely}}
    +
    Yes
    +
    {{#rollTotal() likely 26}} +
    +
    An extreme result or twist has occurred.
    +
    {{/rollTotal() likely 26}} + {{/rollBetween() likely 26 100}} + {{#^rollBetween() likely 26 100}} +
    +
    {{likely}}
    +
    No
    +
    {{/^rollBetween() likely 26 100}} + {{/likely}} + {{#fiftyFifty}} + {{#rollBetween() fiftyFifty 51 100}} +
    +
    {{fiftyFifty}}
    +
    Yes
    +
    {{#rollTotal() fiftyFifty 51}} +
    +
    An extreme result or twist has occurred.
    +
    {{/rollTotal() fiftyFifty 51}} + {{/rollBetween() fiftyFifty 51 100}} + {{#^rollBetween() fiftyFifty 51 100}} +
    +
    {{fiftyFifty}}
    +
    No
    +
    {{/^rollBetween() fiftyFifty 51 100}} + {{/fiftyFifty}} + {{#unlikely}} + {{#rollBetween() unlikely 76 100}} +
    +
    {{unlikely}}
    +
    Yes
    +
    {{#rollTotal() unlikely 76}} +
    +
    An extreme result or twist has occurred.
    +
    {{/rollTotal() unlikely 76}} + {{/rollBetween() unlikely 76 100}} + {{#^rollBetween() unlikely 76 100}} +
    +
    {{unlikely}}
    +
    No
    +
    {{/^rollBetween() unlikely 76 100}} + {{/unlikely}} + {{#smallChance}} + {{#rollBetween() smallChance 91 100}} +
    +
    {{smallChance}}
    +
    Yes
    +
    {{#rollTotal() smallChance 91}} +
    +
    An extreme result or twist has occurred.
    +
    {{/rollTotal() smallChance 91}} + {{/rollBetween() smallChance 91 100}} + {{#^rollBetween() smallChance 91 100}} +
    +
    {{smallChance}}
    +
    No
    +
    {{/^rollBetween() smallChance 91 100}} + {{/smallChance}} + {{#payThePrice}} +
    +
    {{payThePrice}}
    +
    {{#rollBetween() payThePrice 1 2}}Roll again and apply that result but make it worse. If you roll this result yet again, think of something dreadful that changes the course of your quest and make it happen.{{/rollBetween() payThePrice 1 2}} + {{#rollBetween() payThePrice 3 5}}A person or community you trusted loses faith in you, or acts against you.{{/rollBetween() payThePrice 3 5}} + {{#rollBetween() payThePrice 6 8}}A person or community you care about is exposed to danger.{{/rollBetween() payThePrice 6 8}} + {{#rollBetween() payThePrice 9 15}}You are separated from something or someone.{{/rollBetween() payThePrice 9 15}} + {{#rollBetween() payThePrice 16 22}}Your action has an unintended effect.{{/rollBetween() payThePrice 16 22}} + {{#rollBetween() payThePrice 23 29}}Something of value is lost or destroyed.{{/rollBetween() payThePrice 23 29}} + {{#rollBetween() payThePrice 30 36}}The current situation worsens{{/rollBetween() payThePrice 30 36}} + {{#rollBetween() payThePrice 37 43}}A new danger or foe is revealed.{{/rollBetween() payThePrice 37 43}} + {{#rollBetween() payThePrice 44 52}}It causes a delay or puts you at a disadvantage.{{/rollBetween() payThePrice 44 52}} + {{#rollBetween() payThePrice 53 61}}It is harmful.{{/rollBetween() payThePrice 53 61}} + {{#rollBetween() payThePrice 62 70}}It is stressful.{{/rollBetween() payThePrice 62 70}} + {{#rollBetween() payThePrice 71 77}}It is wasteful.{{/rollBetween() payThePrice 71 77}} + {{#rollBetween() payThePrice 78 84}}You got a negative condition.{{/rollBetween() payThePrice 78 84}} + {{#rollBetween() payThePrice 85 89}}A surprising development complicates your quest.{{/rollBetween() payThePrice 85 89}} + {{#rollBetween() payThePrice 90 94}}It forces you to act against your best intentions.{{/rollBetween() payThePrice 90 94}} + {{#rollBetween() payThePrice 95 99}}A friend, companion, or ally is put in harm’s way (or you are, if alone).{{/rollBetween() payThePrice 95 99}} + {{#rollTotal() payThePrice 100}}Roll twice more on this table. Both results occur. If they are the same result, make it worse.{{/rollTotal() payThePrice 100}} +
    +
    {{/payThePrice}} + {{#endureHarm}} +
    +
    {{endureHarm}}
    +
    {{#rollBetween() endureHarm 1 10}}The harm is mortal. Face Death.{{/rollBetween() endureHarm 1 10}} + {{#rollBetween() endureHarm 11 20}}You are dying. You need to Heal within an hour or two, or Face Death.{{/rollBetween() endureHarm 11 20}} + {{#rollBetween() endureHarm 21 35}} + You are unconscious and out of action. If left alone, you come back to your senses in + an hour or two. If you are vulnerable to a foe not inclined to show mercy, + Face + Death.{{/rollBetween() endureHarm 21 35}} + {{#rollBetween() endureHarm 36 50}} + You are reeling and fighting to stay conscious. If you engage in any vigorous activity + (such as running or fighting) before taking a breather for a few minutes, roll on this table again + (before resolving the other move).{{/rollBetween() endureHarm 36 50}} + {{#rollBetween() endureHarm 51 100}}You are battered but still standing.{{/rollBetween() endureHarm 51 100}} +
    +
    {{/endureHarm}} + {{#endureStress}} +
    +
    {{endureStress}}
    +
    {{#rollBetween() endureStress 1 10}}You are overwhelmed. Face Desolation.{{/rollBetween() endureStress 1 10}} + {{#rollBetween() endureStress 11 25}}You give up. Forsake Your Vow (if possible, one relevant to your current crisis). If this is a companion, Test Their Loyalty.{{/rollBetween() endureStress 11 25}} + {{#rollBetween() endureStress 26 50}}You give in to a fear or compulsion, and act against your better instincts. Manifest Insanity.{{/rollBetween() endureStress 26 50}} + {{#rollBetween() endureStress 51 80}}You persevere.{{/rollBetween() endureStress 51 80}} + {{#rollBetween() endureStress 81 85}}You get a moment of clarity in the eye of the storm. If you have the shaken condition card, discard it. Take +4 spirit and +8 momentum. Then, add +2 to your next move.{{/rollBetween() endureStress 81 85}} + {{#rollBetween() endureStress 86 90}}You get virtuous in the face of chaos. If you have the shaken condition card, discard it. Then, take +4 spirit and draw up to your maximum of resilience cards.{{/rollBetween() endureStress 86 90}} + {{#rollBetween() endureStress 91 95}}Your body harvest vigor. If you have the shaken condition card, discard it. Then, take +4 spirit and +1d12 health.{{/rollBetween() endureStress 91 95}} + {{#rollBetween() endureStress 96 100}}Your spirit shines brightest against a backdrop of desolation. If you have the shaken condition card, discard it. Then, take +8 spirit.{{/rollBetween() endureStress 96 100}} +
    +
    {{/endureStress}} +
    +
    + +
    +
    {{header}}
    {{#featureAspect}} +
    +
    {{featureAspect}}
    +
    + {{#rollBetween() featureAspect 1 2}} + Blocked + {{/rollBetween() featureAspect 1 2}} + {{#rollBetween() featureAspect 3 4}} + Crafted + {{/rollBetween() featureAspect 3 4}} + {{#rollBetween() featureAspect 5 6}} + Ancient + {{/rollBetween() featureAspect 5 6}} + {{#rollBetween() featureAspect 7 8}} + Sunken + {{/rollBetween() featureAspect 7 8}} + {{#rollBetween() featureAspect 9 10}} + Trapped + {{/rollBetween() featureAspect 9 10}} + {{#rollBetween() featureAspect 11 12}} + Secret + {{/rollBetween() featureAspect 11 12}} + {{#rollBetween() featureAspect 13 14}} + Toxic + {{/rollBetween() featureAspect 13 14}} + {{#rollBetween() featureAspect 15 16}} + Ruined + {{/rollBetween() featureAspect 15 16}} + {{#rollBetween() featureAspect 17 18}} + Defended + {{/rollBetween() featureAspect 17 18}} + {{#rollBetween() featureAspect 19 20}} + Decaying + {{/rollBetween() featureAspect 19 20}} + {{#rollBetween() featureAspect 21 22}} + Marked + {{/rollBetween() featureAspect 21 22}} + {{#rollBetween() featureAspect 23 24}} + Guarded + {{/rollBetween() featureAspect 23 24}} + {{#rollBetween() featureAspect 25 26}} + Inaccessible + {{/rollBetween() featureAspect 25 26}} + {{#rollBetween() featureAspect 27 28}} + Foreboding + {{/rollBetween() featureAspect 27 28}} + {{#rollBetween() featureAspect 29 30}} + Veiled + {{/rollBetween() featureAspect 29 30}} + {{#rollBetween() featureAspect 31 32}} + Deep + {{/rollBetween() featureAspect 31 32}} + {{#rollBetween() featureAspect 33 34}} + Depleted + {{/rollBetween() featureAspect 33 34}} + {{#rollBetween() featureAspect 35 36}} + Foul + {{/rollBetween() featureAspect 35 36}} + {{#rollBetween() featureAspect 37 38}} + Elevated + {{/rollBetween() featureAspect 37 38}} + {{#rollBetween() featureAspect 39 40}} + Moving + {{/rollBetween() featureAspect 39 40}} + {{#rollBetween() featureAspect 41 42}} + Unnatural + {{/rollBetween() featureAspect 41 42}} + {{#rollBetween() featureAspect 43 44}} + Active + {{/rollBetween() featureAspect 43 44}} + {{#rollBetween() featureAspect 45 46}} + Confined + {{/rollBetween() featureAspect 45 46}} + {{#rollBetween() featureAspect 47 48}} + Fortified + {{/rollBetween() featureAspect 47 48}} + {{#rollBetween() featureAspect 49 50}} + Collapsed + {{/rollBetween() featureAspect 49 50}} + {{#rollBetween() featureAspect 51 52}} + Isolated + {{/rollBetween() featureAspect 51 52}} + {{#rollBetween() featureAspect 53 54}} + Destroyed + {{/rollBetween() featureAspect 53 54}} + {{#rollBetween() featureAspect 55 56}} + Open + {{/rollBetween() featureAspect 55 56}} + {{#rollBetween() featureAspect 57 58}} + Sacred + {{/rollBetween() featureAspect 57 58}} + {{#rollBetween() featureAspect 59 60}} + Flooded + {{/rollBetween() featureAspect 59 60}} + {{#rollBetween() featureAspect 61 62}} + Complex + {{/rollBetween() featureAspect 61 62}} + {{#rollBetween() featureAspect 63 64}} + Abundant + {{/rollBetween() featureAspect 63 64}} + {{#rollBetween() featureAspect 65 66}} + Hidden + {{/rollBetween() featureAspect 65 66}} + {{#rollBetween() featureAspect 67 68}} + Expansive + {{/rollBetween() featureAspect 67 68}} + {{#rollBetween() featureAspect 69 70}} + Mysterious + {{/rollBetween() featureAspect 69 70}} + {{#rollBetween() featureAspect 71 72}} + Unstable + {{/rollBetween() featureAspect 71 72}} + {{#rollBetween() featureAspect 73 74}} + Fragile + {{/rollBetween() featureAspect 73 74}} + {{#rollBetween() featureAspect 75 76}} + Broken + {{/rollBetween() featureAspect 75 76}} + {{#rollBetween() featureAspect 77 78}} + Ensnaring + {{/rollBetween() featureAspect 77 78}} + {{#rollBetween() featureAspect 79 80}} + Pillaged + {{/rollBetween() featureAspect 79 80}} + {{#rollBetween() featureAspect 81 82}} + Sealed + {{/rollBetween() featureAspect 81 82}} + {{#rollBetween() featureAspect 83 84}} + Makeshift + {{/rollBetween() featureAspect 83 84}} + {{#rollBetween() featureAspect 85 86}} + Treacherous + {{/rollBetween() featureAspect 85 86}} + {{#rollBetween() featureAspect 87 88}} + Natural + {{/rollBetween() featureAspect 87 88}} + {{#rollBetween() featureAspect 89 90}} + Dead + {{/rollBetween() featureAspect 89 90}} + {{#rollBetween() featureAspect 91 92}} + Unusual + {{/rollBetween() featureAspect 91 92}} + {{#rollBetween() featureAspect 93 94}} + Abandoned + {{/rollBetween() featureAspect 93 94}} + {{#rollBetween() featureAspect 95 96}} + Deadly + {{/rollBetween() featureAspect 95 96}} + {{#rollBetween() featureAspect 97 98}} + Forgotten + {{/rollBetween() featureAspect 97 98}} + {{#rollBetween() featureAspect 99 100}} + Mystical + {{/rollBetween() featureAspect 99 100}} +
    +
    {{/featureAspect}} + {{#featureFocus}} +
    +
    {{featureFocus}}
    +
    + {{#rollBetween() featureFocus 1 2}} + Attack + {{/rollBetween() featureFocus 1 2}} + {{#rollBetween() featureFocus 3 4}} + Threshold + {{/rollBetween() featureFocus 3 4}} + {{#rollBetween() featureFocus 5 6}} + Boundary + {{/rollBetween() featureFocus 5 6}} + {{#rollBetween() featureFocus 7 8}} + Alarm + {{/rollBetween() featureFocus 7 8}} + {{#rollBetween() featureFocus 9 10}} + Exit + {{/rollBetween() featureFocus 9 10}} + {{#rollBetween() featureFocus 11 12}} + Passage + {{/rollBetween() featureFocus 11 12}} + {{#rollBetween() featureFocus 13 14}} + Crossing + {{/rollBetween() featureFocus 13 14}} + {{#rollBetween() featureFocus 15 16}} + Trigger + {{/rollBetween() featureFocus 15 16}} + {{#rollBetween() featureFocus 17 18}} + Trap + {{/rollBetween() featureFocus 17 18}} + {{#rollBetween() featureFocus 19 20}} + Hideaway + {{/rollBetween() featureFocus 19 20}} + {{#rollBetween() featureFocus 21 22}} + Nature + {{/rollBetween() featureFocus 21 22}} + {{#rollBetween() featureFocus 23 24}} + Sign + {{/rollBetween() featureFocus 23 24}} + {{#rollBetween() featureFocus 25 26}} + Refuge + {{/rollBetween() featureFocus 25 26}} + {{#rollBetween() featureFocus 27 28}} + Valuables + {{/rollBetween() featureFocus 27 28}} + {{#rollBetween() featureFocus 29 30}} + Breach + {{/rollBetween() featureFocus 29 30}} + {{#rollBetween() featureFocus 31 32}} + Route + {{/rollBetween() featureFocus 31 32}} + {{#rollBetween() featureFocus 33 34}} + Location + {{/rollBetween() featureFocus 33 34}} + {{#rollBetween() featureFocus 35 36}} + Trail + {{/rollBetween() featureFocus 35 36}} + {{#rollBetween() featureFocus 37 38}} + Supply + {{/rollBetween() featureFocus 37 38}} + {{#rollBetween() featureFocus 39 40}} + History + {{/rollBetween() featureFocus 39 40}} + {{#rollBetween() featureFocus 41 42}} + Prisoner + {{/rollBetween() featureFocus 41 42}} + {{#rollBetween() featureFocus 43 44}} + Habitation + {{/rollBetween() featureFocus 43 44}} + {{#rollBetween() featureFocus 45 46}} + Debris + {{/rollBetween() featureFocus 45 46}} + {{#rollBetween() featureFocus 47 48}} + Creature + {{/rollBetween() featureFocus 47 48}} + {{#rollBetween() featureFocus 49 50}} + Lair + {{/rollBetween() featureFocus 49 50}} + {{#rollBetween() featureFocus 51 52}} + Person + {{/rollBetween() featureFocus 51 52}} + {{#rollBetween() featureFocus 53 54}} + Enclosure + {{/rollBetween() featureFocus 53 54}} + {{#rollBetween() featureFocus 55 56}} + Remains + {{/rollBetween() featureFocus 55 56}} + {{#rollBetween() featureFocus 57 58}} + Water + {{/rollBetween() featureFocus 57 58}} + {{#rollBetween() featureFocus 59 60}} + Message + {{/rollBetween() featureFocus 59 60}} + {{#rollBetween() featureFocus 61 62}} + Darkness + {{/rollBetween() featureFocus 61 62}} + {{#rollBetween() featureFocus 63 64}} + Opening + {{/rollBetween() featureFocus 63 64}} + {{#rollBetween() featureFocus 65 66}} + Weapon + {{/rollBetween() featureFocus 65 66}} + {{#rollBetween() featureFocus 67 68}} + Entry + {{/rollBetween() featureFocus 67 68}} + {{#rollBetween() featureFocus 69 70}} + Illumination + {{/rollBetween() featureFocus 69 70}} + {{#rollBetween() featureFocus 71 72}} + Obstacle + {{/rollBetween() featureFocus 71 72}} + {{#rollBetween() featureFocus 73 74}} + Craft + {{/rollBetween() featureFocus 73 74}} + {{#rollBetween() featureFocus 75 76}} + Container + {{/rollBetween() featureFocus 75 76}} + {{#rollBetween() featureFocus 77 78}} + Information + {{/rollBetween() featureFocus 77 78}} + {{#rollBetween() featureFocus 79 80}} + Grave + {{/rollBetween() featureFocus 79 80}} + {{#rollBetween() featureFocus 81 82}} + Equipment + {{/rollBetween() featureFocus 81 82}} + {{#rollBetween() featureFocus 83 84}} + Shelter + {{/rollBetween() featureFocus 83 84}} + {{#rollBetween() featureFocus 85 86}} + Denizen + {{/rollBetween() featureFocus 85 86}} + {{#rollBetween() featureFocus 87 88}} + Environment + {{/rollBetween() featureFocus 87 88}} + {{#rollBetween() featureFocus 89 90}} + Material + {{/rollBetween() featureFocus 89 90}} + {{#rollBetween() featureFocus 91 92}} + Resource + {{/rollBetween() featureFocus 91 92}} + {{#rollBetween() featureFocus 93 94}} + Corruption + {{/rollBetween() featureFocus 93 94}} + {{#rollBetween() featureFocus 95 96}} + Death + {{/rollBetween() featureFocus 95 96}} + {{#rollBetween() featureFocus 97 98}} + Function + {{/rollBetween() featureFocus 97 98}} + {{#rollBetween() featureFocus 99 100}} + Power + {{/rollBetween() featureFocus 99 100}} +
    +
    {{/featureFocus}} + {{#siteNameFormat}} +
    +
    {{siteNameFormat}}
    +
    + {{#rollBetween() siteNameFormat 1 25}} + [Description] [Place] + {{/rollBetween() siteNameFormat 1 25}} + {{#rollBetween() siteNameFormat 26 50}} + [Place] of [Detail] + {{/rollBetween() siteNameFormat 26 50}} + {{#rollBetween() siteNameFormat 51 70}} + [Place] of [Description] [Detail] + {{/rollBetween() siteNameFormat 51 70}} + {{#rollBetween() siteNameFormat 71 80}} + [Place] of [Namesake's] [Detail] + {{/rollBetween() siteNameFormat 71 80}} + {{#rollBetween() siteNameFormat 81 85}} + [Namesake's] [Place] + {{/rollBetween() siteNameFormat 81 85}} + {{#rollBetween() siteNameFormat 86 95}} + [Description] [Place] of [Namesake] + {{/rollBetween() siteNameFormat 86 95}} + {{#rollBetween() siteNameFormat 96 100}} + [Place] of [Namesake] + {{/rollBetween() siteNameFormat 96 100}} +
    +
    {{/siteNameFormat}} + {{#siteNameDesc}} +
    +
    {{siteNameDesc}}
    +
    + {{#rollBetween() siteNameDesc 1 2}} + Deep + {{/rollBetween() siteNameDesc 1 2}} + {{#rollBetween() siteNameDesc 3 4}} + Tainted + {{/rollBetween() siteNameDesc 3 4}} + {{#rollBetween() siteNameDesc 5 6}} + Grey + {{/rollBetween() siteNameDesc 5 6}} + {{#rollBetween() siteNameDesc 7 8}} + Forgotten + {{/rollBetween() siteNameDesc 7 8}} + {{#rollBetween() siteNameDesc 9 10}} + Flooded + {{/rollBetween() siteNameDesc 9 10}} + {{#rollBetween() siteNameDesc 11 12}} + Forbidden + {{/rollBetween() siteNameDesc 11 12}} + {{#rollBetween() siteNameDesc 13 14}} + Barren + {{/rollBetween() siteNameDesc 13 14}} + {{#rollBetween() siteNameDesc 15 16}} + Lost + {{/rollBetween() siteNameDesc 15 16}} + {{#rollBetween() siteNameDesc 17 18}} + Cursed + {{/rollBetween() siteNameDesc 17 18}} + {{#rollBetween() siteNameDesc 19 20}} + Fell + {{/rollBetween() siteNameDesc 19 20}} + {{#rollBetween() siteNameDesc 21 22}} + Sunken + {{/rollBetween() siteNameDesc 21 22}} + {{#rollBetween() siteNameDesc 23 24}} + Nightmare + {{/rollBetween() siteNameDesc 23 24}} + {{#rollBetween() siteNameDesc 25 26}} + Infernal + {{/rollBetween() siteNameDesc 25 26}} + {{#rollBetween() siteNameDesc 27 28}} + Dark + {{/rollBetween() siteNameDesc 27 28}} + {{#rollBetween() siteNameDesc 29 30}} + Bloodstained + {{/rollBetween() siteNameDesc 29 30}} + {{#rollBetween() siteNameDesc 31 32}} + Haunted + {{/rollBetween() siteNameDesc 31 32}} + {{#rollBetween() siteNameDesc 33 34}} + White + {{/rollBetween() siteNameDesc 33 34}} + {{#rollBetween() siteNameDesc 35 36}} + Shrouded + {{/rollBetween() siteNameDesc 35 36}} + {{#rollBetween() siteNameDesc 37 38}} + Wasted + {{/rollBetween() siteNameDesc 37 38}} + {{#rollBetween() siteNameDesc 39 40}} + Grim + {{/rollBetween() siteNameDesc 39 40}} + {{#rollBetween() siteNameDesc 41 42}} + Endless + {{/rollBetween() siteNameDesc 41 42}} + {{#rollBetween() siteNameDesc 43 44}} + Crumbling + {{/rollBetween() siteNameDesc 43 44}} + {{#rollBetween() siteNameDesc 45 46}} + Undying + {{/rollBetween() siteNameDesc 45 46}} + {{#rollBetween() siteNameDesc 47 48}} + Bloodied + {{/rollBetween() siteNameDesc 47 48}} + {{#rollBetween() siteNameDesc 49 50}} + Forsaken + {{/rollBetween() siteNameDesc 49 50}} + {{#rollBetween() siteNameDesc 51 52}} + Silent + {{/rollBetween() siteNameDesc 51 52}} + {{#rollBetween() siteNameDesc 53 54}} + Blighted + {{/rollBetween() siteNameDesc 53 54}} + {{#rollBetween() siteNameDesc 55 56}} + Iron + {{/rollBetween() siteNameDesc 55 56}} + {{#rollBetween() siteNameDesc 57 58}} + Frozen + {{/rollBetween() siteNameDesc 57 58}} + {{#rollBetween() siteNameDesc 59 60}} + Abyssal + {{/rollBetween() siteNameDesc 59 60}} + {{#rollBetween() siteNameDesc 61 62}} + Crimson + {{/rollBetween() siteNameDesc 61 62}} + {{#rollBetween() siteNameDesc 63 64}} + Silver + {{/rollBetween() siteNameDesc 63 64}} + {{#rollBetween() siteNameDesc 65 66}} + Desecrated + {{/rollBetween() siteNameDesc 65 66}} + {{#rollBetween() siteNameDesc 67 68}} + Ashen + {{/rollBetween() siteNameDesc 67 68}} + {{#rollBetween() siteNameDesc 69 70}} + Elder + {{/rollBetween() siteNameDesc 69 70}} + {{#rollBetween() siteNameDesc 71 72}} + Scorched + {{/rollBetween() siteNameDesc 71 72}} + {{#rollBetween() siteNameDesc 73 74}} + Unknown + {{/rollBetween() siteNameDesc 73 74}} + {{#rollBetween() siteNameDesc 75 76}} + Scarred + {{/rollBetween() siteNameDesc 75 76}} + {{#rollBetween() siteNameDesc 77 78}} + Broken + {{/rollBetween() siteNameDesc 77 78}} + {{#rollBetween() siteNameDesc 79 80}} + Chaotic + {{/rollBetween() siteNameDesc 79 80}} + {{#rollBetween() siteNameDesc 81 82}} + Black + {{/rollBetween() siteNameDesc 81 82}} + {{#rollBetween() siteNameDesc 83 84}} + Hidden + {{/rollBetween() siteNameDesc 83 84}} + {{#rollBetween() siteNameDesc 85 86}} + Sundered + {{/rollBetween() siteNameDesc 85 86}} + {{#rollBetween() siteNameDesc 87 88}} + Shattered + {{/rollBetween() siteNameDesc 87 88}} + {{#rollBetween() siteNameDesc 89 90}} + Dreaded + {{/rollBetween() siteNameDesc 89 90}} + {{#rollBetween() siteNameDesc 91 92}} + Secret + {{/rollBetween() siteNameDesc 91 92}} + {{#rollBetween() siteNameDesc 93 94}} + High + {{/rollBetween() siteNameDesc 93 94}} + {{#rollBetween() siteNameDesc 95 96}} + Sacred + {{/rollBetween() siteNameDesc 95 96}} + {{#rollBetween() siteNameDesc 97 98}} + Fallen + {{/rollBetween() siteNameDesc 97 98}} + {{#rollBetween() siteNameDesc 99 100}} + Ruined + {{/rollBetween() siteNameDesc 99 100}} +
    +
    {{/siteNameDesc}} + {{#siteNameDetail}} +
    +
    {{siteNameDetail}}
    +
    + {{#rollBetween() siteNameDetail 1 2}} + Blight + {{/rollBetween() siteNameDetail 1 2}} + {{#rollBetween() siteNameDetail 3 4}} + Strife + {{/rollBetween() siteNameDetail 3 4}} + {{#rollBetween() siteNameDetail 5 6}} + Nightfall + {{/rollBetween() siteNameDetail 5 6}} + {{#rollBetween() siteNameDetail 7 8}} + Fury + {{/rollBetween() siteNameDetail 7 8}} + {{#rollBetween() siteNameDetail 9 10}} + Terror + {{/rollBetween() siteNameDetail 9 10}} + {{#rollBetween() siteNameDetail 11 12}} + Truth + {{/rollBetween() siteNameDetail 11 12}} + {{#rollBetween() siteNameDetail 13 14}} + Spring + {{/rollBetween() siteNameDetail 13 14}} + {{#rollBetween() siteNameDetail 15 16}} + Sanctuary + {{/rollBetween() siteNameDetail 15 16}} + {{#rollBetween() siteNameDetail 17 18}} + Bone + {{/rollBetween() siteNameDetail 17 18}} + {{#rollBetween() siteNameDetail 19 20}} + Specters + {{/rollBetween() siteNameDetail 19 20}} + {{#rollBetween() siteNameDetail 21 22}} + Daybreak + {{/rollBetween() siteNameDetail 21 22}} + {{#rollBetween() siteNameDetail 23 24}} + Doom + {{/rollBetween() siteNameDetail 23 24}} + {{#rollBetween() siteNameDetail 25 26}} + Treachery + {{/rollBetween() siteNameDetail 25 26}} + {{#rollBetween() siteNameDetail 27 28}} + Blood + {{/rollBetween() siteNameDetail 27 28}} + {{#rollBetween() siteNameDetail 29 30}} + War + {{/rollBetween() siteNameDetail 29 30}} + {{#rollBetween() siteNameDetail 31 32}} + Torment + {{/rollBetween() siteNameDetail 31 32}} + {{#rollBetween() siteNameDetail 33 34}} + Iron + {{/rollBetween() siteNameDetail 33 34}} + {{#rollBetween() siteNameDetail 35 36}} + Silence + {{/rollBetween() siteNameDetail 35 36}} + {{#rollBetween() siteNameDetail 37 38}} + Mist + {{/rollBetween() siteNameDetail 37 38}} + {{#rollBetween() siteNameDetail 39 40}} + Isolation + {{/rollBetween() siteNameDetail 39 40}} + {{#rollBetween() siteNameDetail 41 42}} + Runes + {{/rollBetween() siteNameDetail 41 42}} + {{#rollBetween() siteNameDetail 43 44}} + Rot + {{/rollBetween() siteNameDetail 43 44}} + {{#rollBetween() siteNameDetail 45 46}} + Corruption + {{/rollBetween() siteNameDetail 45 46}} + {{#rollBetween() siteNameDetail 47 48}} + Prophecy + {{/rollBetween() siteNameDetail 47 48}} + {{#rollBetween() siteNameDetail 49 50}} + Fate + {{/rollBetween() siteNameDetail 49 50}} + {{#rollBetween() siteNameDetail 51 52}} + Twilight + {{/rollBetween() siteNameDetail 51 52}} + {{#rollBetween() siteNameDetail 53 54}} + Power + {{/rollBetween() siteNameDetail 53 54}} + {{#rollBetween() siteNameDetail 55 56}} + Darkness + {{/rollBetween() siteNameDetail 55 56}} + {{#rollBetween() siteNameDetail 57 58}} + Gloom + {{/rollBetween() siteNameDetail 57 58}} + {{#rollBetween() siteNameDetail 59 60}} + Storms + {{/rollBetween() siteNameDetail 59 60}} + {{#rollBetween() siteNameDetail 61 62}} + Hope + {{/rollBetween() siteNameDetail 61 62}} + {{#rollBetween() siteNameDetail 63 64}} + Lament + {{/rollBetween() siteNameDetail 63 64}} + {{#rollBetween() siteNameDetail 65 66}} + Frost + {{/rollBetween() siteNameDetail 65 66}} + {{#rollBetween() siteNameDetail 67 68}} + Souls + {{/rollBetween() siteNameDetail 67 68}} + {{#rollBetween() siteNameDetail 69 70}} + Winter + {{/rollBetween() siteNameDetail 69 70}} + {{#rollBetween() siteNameDetail 71 72}} + Sadness + {{/rollBetween() siteNameDetail 71 72}} + {{#rollBetween() siteNameDetail 73 74}} + Desolation + {{/rollBetween() siteNameDetail 73 74}} + {{#rollBetween() siteNameDetail 75 76}} + Bane + {{/rollBetween() siteNameDetail 75 76}} + {{#rollBetween() siteNameDetail 77 78}} + Lies + {{/rollBetween() siteNameDetail 77 78}} + {{#rollBetween() siteNameDetail 79 80}} + Ash + {{/rollBetween() siteNameDetail 79 80}} + {{#rollBetween() siteNameDetail 81 82}} + Banishment + {{/rollBetween() siteNameDetail 81 82}} + {{#rollBetween() siteNameDetail 83 84}} + Shadow + {{/rollBetween() siteNameDetail 83 84}} + {{#rollBetween() siteNameDetail 85 86}} + Madness + {{/rollBetween() siteNameDetail 85 86}} + {{#rollBetween() siteNameDetail 87 88}} + Stone + {{/rollBetween() siteNameDetail 87 88}} + {{#rollBetween() siteNameDetail 89 90}} + Secrets + {{/rollBetween() siteNameDetail 89 90}} + {{#rollBetween() siteNameDetail 91 92}} + Despair + {{/rollBetween() siteNameDetail 91 92}} + {{#rollBetween() siteNameDetail 93 94}} + Blades + {{/rollBetween() siteNameDetail 93 94}} + {{#rollBetween() siteNameDetail 95 96}} + Dread + {{/rollBetween() siteNameDetail 95 96}} + {{#rollBetween() siteNameDetail 97 98}} + Light + {{/rollBetween() siteNameDetail 97 98}} + {{#rollBetween() siteNameDetail 99 100}} + Wrath + {{/rollBetween() siteNameDetail 99 100}} +
    +
    {{/siteNameDetail}} + {{#siteNameNamesake}} +
    +
    {{siteNameNamesake}}
    +
    + {{#rollBetween() siteNameNamesake 1 2}} + Breckon + {{/rollBetween() siteNameNamesake 1 2}} + {{#rollBetween() siteNameNamesake 3 4}} + Issara + {{/rollBetween() siteNameNamesake 3 4}} + {{#rollBetween() siteNameNamesake 5 6}} + Milenna + {{/rollBetween() siteNameNamesake 5 6}} + {{#rollBetween() siteNameNamesake 7 8}} + Thorval + {{/rollBetween() siteNameNamesake 7 8}} + {{#rollBetween() siteNameNamesake 9 10}} + Khulan + {{/rollBetween() siteNameNamesake 9 10}} + {{#rollBetween() siteNameNamesake 11 12}} + Aurvang + {{/rollBetween() siteNameNamesake 11 12}} + {{#rollBetween() siteNameNamesake 13 14}} + Kalida + {{/rollBetween() siteNameNamesake 13 14}} + {{#rollBetween() siteNameNamesake 15 16}} + Keeara + {{/rollBetween() siteNameNamesake 15 16}} + {{#rollBetween() siteNameNamesake 17 18}} + Andor + {{/rollBetween() siteNameNamesake 17 18}} + {{#rollBetween() siteNameNamesake 19 20}} + Zakaria + {{/rollBetween() siteNameNamesake 19 20}} + {{#rollBetween() siteNameNamesake 21 22}} + Willa + {{/rollBetween() siteNameNamesake 21 22}} + {{#rollBetween() siteNameNamesake 23 24}} + Etana + {{/rollBetween() siteNameNamesake 23 24}} + {{#rollBetween() siteNameNamesake 25 26}} + Valgard + {{/rollBetween() siteNameNamesake 25 26}} + {{#rollBetween() siteNameNamesake 27 28}} + Kenrick + {{/rollBetween() siteNameNamesake 27 28}} + {{#rollBetween() siteNameNamesake 29 30}} + Wyland + {{/rollBetween() siteNameNamesake 29 30}} + {{#rollBetween() siteNameNamesake 31 32}} + Sidura + {{/rollBetween() siteNameNamesake 31 32}} + {{#rollBetween() siteNameNamesake 33 34}} + Svala + {{/rollBetween() siteNameNamesake 33 34}} + {{#rollBetween() siteNameNamesake 35 36}} + Kajir + {{/rollBetween() siteNameNamesake 35 36}} + {{#rollBetween() siteNameNamesake 37 38}} + Saiven + {{/rollBetween() siteNameNamesake 37 38}} + {{#rollBetween() siteNameNamesake 39 40}} + Callwen + {{/rollBetween() siteNameNamesake 39 40}} + {{#rollBetween() siteNameNamesake 41 42}} + Zhan + {{/rollBetween() siteNameNamesake 41 42}} + {{#rollBetween() siteNameNamesake 43 44}} + Solana + {{/rollBetween() siteNameNamesake 43 44}} + {{#rollBetween() siteNameNamesake 45 46}} + Ildar + {{/rollBetween() siteNameNamesake 45 46}} + {{#rollBetween() siteNameNamesake 47 48}} + Keelan + {{/rollBetween() siteNameNamesake 47 48}} + {{#rollBetween() siteNameNamesake 49 50}} + Thrain + {{/rollBetween() siteNameNamesake 49 50}} + {{#rollBetween() siteNameNamesake 51 52}} + Kynan + {{/rollBetween() siteNameNamesake 51 52}} + {{#rollBetween() siteNameNamesake 53 54}} + Jadina + {{/rollBetween() siteNameNamesake 53 54}} + {{#rollBetween() siteNameNamesake 55 56}} + Radek + {{/rollBetween() siteNameNamesake 55 56}} + {{#rollBetween() siteNameNamesake 57 58}} + Wulan + {{/rollBetween() siteNameNamesake 57 58}} + {{#rollBetween() siteNameNamesake 59 60}} + Garion + {{/rollBetween() siteNameNamesake 59 60}} + {{#rollBetween() siteNameNamesake 61 62}} + Eysa + {{/rollBetween() siteNameNamesake 61 62}} + {{#rollBetween() siteNameNamesake 63 64}} + Kolor + {{/rollBetween() siteNameNamesake 63 64}} + {{#rollBetween() siteNameNamesake 65 66}} + Katarra + {{/rollBetween() siteNameNamesake 65 66}} + {{#rollBetween() siteNameNamesake 67 68}} + Dain + {{/rollBetween() siteNameNamesake 67 68}} + {{#rollBetween() siteNameNamesake 69 70}} + Farina + {{/rollBetween() siteNameNamesake 69 70}} + {{#rollBetween() siteNameNamesake 71 72}} + Yala + {{/rollBetween() siteNameNamesake 71 72}} + {{#rollBetween() siteNameNamesake 73 74}} + Kodroth + {{/rollBetween() siteNameNamesake 73 74}} + {{#rollBetween() siteNameNamesake 75 76}} + Morien + {{/rollBetween() siteNameNamesake 75 76}} + {{#rollBetween() siteNameNamesake 77 78}} + Akida + {{/rollBetween() siteNameNamesake 77 78}} + {{#rollBetween() siteNameNamesake 79 80}} + Haldorr + {{/rollBetween() siteNameNamesake 79 80}} + {{#rollBetween() siteNameNamesake 81 82}} + Nyrad + {{/rollBetween() siteNameNamesake 81 82}} + {{#rollBetween() siteNameNamesake 83 84}} + Edda + {{/rollBetween() siteNameNamesake 83 84}} + {{#rollBetween() siteNameNamesake 85 86}} + Jorund + {{/rollBetween() siteNameNamesake 85 86}} + {{#rollBetween() siteNameNamesake 87 88}} + Morraine + {{/rollBetween() siteNameNamesake 87 88}} + {{#rollBetween() siteNameNamesake 89 90}} + Lindar + {{/rollBetween() siteNameNamesake 89 90}} + {{#rollBetween() siteNameNamesake 91 92}} + Sithra + {{/rollBetween() siteNameNamesake 91 92}} + {{#rollBetween() siteNameNamesake 93 94}} + Torgan + {{/rollBetween() siteNameNamesake 93 94}} + {{#rollBetween() siteNameNamesake 95 96}} + Arnorr + {{/rollBetween() siteNameNamesake 95 96}} + {{#rollBetween() siteNameNamesake 97 98}} + Thyri + {{/rollBetween() siteNameNamesake 97 98}} + {{#rollBetween() siteNameNamesake 99 100}} + Erisia + {{/rollBetween() siteNameNamesake 99 100}} +
    +
    {{/siteNameNamesake}} + {{#siteNamePlace}} +
    +
    {{siteNamePlace}}
    +
    + {{#rollBetween() siteNamePlace 1 6}} + Barrow + {{/rollBetween() siteNamePlace 1 6}} + {{#rollBetween() siteNamePlace 7 18}} + Cavern + {{/rollBetween() siteNamePlace 7 18}} + {{#rollBetween() siteNamePlace 19 28}} + Frozen Cavern + {{/rollBetween() siteNamePlace 19 28}} + {{#rollBetween() siteNamePlace 29 32}} + Icereach + {{/rollBetween() siteNamePlace 29 32}} + {{#rollBetween() siteNamePlace 33 38}} + Mine + {{/rollBetween() siteNamePlace 33 38}} + {{#rollBetween() siteNamePlace 39 48}} + Pass + {{/rollBetween() siteNamePlace 39 48}} + {{#rollBetween() siteNamePlace 49 58}} + Ruin + {{/rollBetween() siteNamePlace 49 58}} + {{#rollBetween() siteNamePlace 59 68}} + Sea Cave + {{/rollBetween() siteNamePlace 59 68}} + {{#rollBetween() siteNamePlace 69 78}} + Shadowfen + {{/rollBetween() siteNamePlace 69 78}} + {{#rollBetween() siteNamePlace 79 83}} + Stronghold + {{/rollBetween() siteNamePlace 79 83}} + {{#rollBetween() siteNamePlace 84 95}} + Tanglewood + {{/rollBetween() siteNamePlace 84 95}} + {{#rollBetween() siteNamePlace 96 100}} + Underkeep + {{/rollBetween() siteNamePlace 96 100}} +
    +
    {{/siteNamePlace}} + {{#siteNatureTheme}} +
    +
    {{siteNatureTheme}}
    +
    + {{#rollBetween() siteNatureTheme 1 11}} + Ancient + {{/rollBetween() siteNatureTheme 1 11}} + {{#rollBetween() siteNatureTheme 12 23}} + Corrupted + {{/rollBetween() siteNatureTheme 12 23}} + {{#rollBetween() siteNatureTheme 24 35}} + Fortified + {{/rollBetween() siteNatureTheme 24 35}} + {{#rollBetween() siteNatureTheme 36 48}} + Hallowed + {{/rollBetween() siteNatureTheme 36 48}} + {{#rollBetween() siteNatureTheme 49 61}} + Haunted + {{/rollBetween() siteNatureTheme 49 61}} + {{#rollBetween() siteNatureTheme 62 74}} + Infested + {{/rollBetween() siteNatureTheme 62 74}} + {{#rollBetween() siteNatureTheme 75 87}} + Ravaged + {{/rollBetween() siteNatureTheme 75 87}} + {{#rollBetween() siteNatureTheme 88 100}} + Wild + {{/rollBetween() siteNatureTheme 88 100}} +
    +
    {{/siteNatureTheme}} + {{#siteNatureDomain}} +
    +
    {{siteNatureDomain}}
    +
    + {{#rollBetween() siteNatureDomain 1 6}} + Barrow + {{/rollBetween() siteNatureDomain 1 6}} + {{#rollBetween() siteNatureDomain 7 18}} + Cavern + {{/rollBetween() siteNatureDomain 7 18}} + {{#rollBetween() siteNatureDomain 19 28}} + Frozen Cavern + {{/rollBetween() siteNatureDomain 19 28}} + {{#rollBetween() siteNatureDomain 29 32}} + Icereach + {{/rollBetween() siteNatureDomain 29 32}} + {{#rollBetween() siteNatureDomain 33 38}} + Mine + {{/rollBetween() siteNatureDomain 33 38}} + {{#rollBetween() siteNatureDomain 39 48}} + Pass + {{/rollBetween() siteNatureDomain 39 48}} + {{#rollBetween() siteNatureDomain 49 58}} + Ruin + {{/rollBetween() siteNatureDomain 49 58}} + {{#rollBetween() siteNatureDomain 59 68}} + Sea Cave + {{/rollBetween() siteNatureDomain 59 68}} + {{#rollBetween() siteNatureDomain 69 78}} + Shadowfen + {{/rollBetween() siteNatureDomain 69 78}} + {{#rollBetween() siteNatureDomain 79 83}} + Stronghold + {{/rollBetween() siteNatureDomain 79 83}} + {{#rollBetween() siteNatureDomain 84 95}} + Tanglewood + {{/rollBetween() siteNatureDomain 84 95}} + {{#rollBetween() siteNatureDomain 96 100}} + Underkeep + {{/rollBetween() siteNatureDomain 96 100}} +
    +
    {{/siteNatureDomain}} + {{#characterDisposition}} +
    +
    {{characterDisposition}}
    +
    + {{#rollBetween() characterDisposition 1 6}} + Helpful + {{/rollBetween() characterDisposition 1 6}} + {{#rollBetween() characterDisposition 7 13}} + Friendly + {{/rollBetween() characterDisposition 7 13}} + {{#rollBetween() characterDisposition 14 20}} + Cooperative + {{/rollBetween() characterDisposition 14 20}} + {{#rollBetween() characterDisposition 21 28}} + Curious + {{/rollBetween() characterDisposition 21 28}} + {{#rollBetween() characterDisposition 29 36}} + Indifferent + {{/rollBetween() characterDisposition 29 36}} + {{#rollBetween() characterDisposition 37 47}} + Suspicious + {{/rollBetween() characterDisposition 37 47}} + {{#rollBetween() characterDisposition 48 57}} + Wanting + {{/rollBetween() characterDisposition 48 57}} + {{#rollBetween() characterDisposition 48 67}} + Desperate + {{/rollBetween() characterDisposition 48 67}} + {{#rollBetween() characterDisposition 68 76}} + Demanding + {{/rollBetween() characterDisposition 68 76}} + {{#rollBetween() characterDisposition 77 85}} + Unfriendly + {{/rollBetween() characterDisposition 77 85}} + {{#rollBetween() characterDisposition 86 93}} + Threatening + {{/rollBetween() characterDisposition 86 93}} + {{#rollBetween() characterDisposition 94 100}} + Hostile + {{/rollBetween() characterDisposition 94 100}} +
    +
    {{/characterDisposition}} + {{#characterActivity}} +
    +
    {{characterActivity}}
    +
    + {{#rollBetween() characterActivity 1 2}} + Guarding + {{/rollBetween() characterActivity 1 2}} + {{#rollBetween() characterActivity 3 4}} + Preserving + {{/rollBetween() characterActivity 3 4}} + {{#rollBetween() characterActivity 5 6}} + Constructing + {{/rollBetween() characterActivity 5 6}} + {{#rollBetween() characterActivity 7 8}} + Mending + {{/rollBetween() characterActivity 7 8}} + {{#rollBetween() characterActivity 9 10}} + Assisting + {{/rollBetween() characterActivity 9 10}} + {{#rollBetween() characterActivity 11 12}} + Securing + {{/rollBetween() characterActivity 11 12}} + {{#rollBetween() characterActivity 13 14}} + Learning + {{/rollBetween() characterActivity 13 14}} + {{#rollBetween() characterActivity 15 16}} + Sneaking + {{/rollBetween() characterActivity 15 16}} + {{#rollBetween() characterActivity 17 18}} + Fleeing + {{/rollBetween() characterActivity 17 18}} + {{#rollBetween() characterActivity 19 20}} + Sacrificing + {{/rollBetween() characterActivity 19 20}} + {{#rollBetween() characterActivity 21 22}} + Creating + {{/rollBetween() characterActivity 21 22}} + {{#rollBetween() characterActivity 23 24}} + Luring + {{/rollBetween() characterActivity 23 24}} + {{#rollBetween() characterActivity 25 26}} + Hunting + {{/rollBetween() characterActivity 25 26}} + {{#rollBetween() characterActivity 27 28}} + Seizing + {{/rollBetween() characterActivity 27 28}} + {{#rollBetween() characterActivity 29 30}} + Bargaining + {{/rollBetween() characterActivity 29 30}} + {{#rollBetween() characterActivity 31 32}} + Mimicking + {{/rollBetween() characterActivity 31 32}} + {{#rollBetween() characterActivity 33 34}} + Tricking + {{/rollBetween() characterActivity 33 34}} + {{#rollBetween() characterActivity 35 36}} + Tracking + {{/rollBetween() characterActivity 35 36}} + {{#rollBetween() characterActivity 37 38}} + Escorting + {{/rollBetween() characterActivity 37 38}} + {{#rollBetween() characterActivity 39 40}} + Hiding + {{/rollBetween() characterActivity 39 40}} + {{#rollBetween() characterActivity 41 42}} + Raiding + {{/rollBetween() characterActivity 41 42}} + {{#rollBetween() characterActivity 43 44}} + Socializing + {{/rollBetween() characterActivity 43 44}} + {{#rollBetween() characterActivity 45 46}} + Exploring + {{/rollBetween() characterActivity 45 46}} + {{#rollBetween() characterActivity 47 48}} + Journeying + {{/rollBetween() characterActivity 47 48}} + {{#rollBetween() characterActivity 49 50}} + Supporting + {{/rollBetween() characterActivity 49 50}} + {{#rollBetween() characterActivity 51 52}} + Avoiding + {{/rollBetween() characterActivity 51 52}} + {{#rollBetween() characterActivity 53 54}} + Disabling + {{/rollBetween() characterActivity 53 54}} + {{#rollBetween() characterActivity 55 56}} + Leading + {{/rollBetween() characterActivity 55 56}} + {{#rollBetween() characterActivity 57 58}} + Assaulting + {{/rollBetween() characterActivity 57 58}} + {{#rollBetween() characterActivity 59 60}} + Ensnaring + {{/rollBetween() characterActivity 59 60}} + {{#rollBetween() characterActivity 61 62}} + Defending + {{/rollBetween() characterActivity 61 62}} + {{#rollBetween() characterActivity 63 64}} + Recovering + {{/rollBetween() characterActivity 63 64}} + {{#rollBetween() characterActivity 65 66}} + Patrolling + {{/rollBetween() characterActivity 65 66}} + {{#rollBetween() characterActivity 67 68}} + Resting + {{/rollBetween() characterActivity 67 68}} + {{#rollBetween() characterActivity 69 70}} + Distracting + {{/rollBetween() characterActivity 69 70}} + {{#rollBetween() characterActivity 71 72}} + Leaving + {{/rollBetween() characterActivity 71 72}} + {{#rollBetween() characterActivity 73 74}} + Fighting + {{/rollBetween() characterActivity 73 74}} + {{#rollBetween() characterActivity 75 76}} + Ambushing + {{/rollBetween() characterActivity 75 76}} + {{#rollBetween() characterActivity 77 78}} + Controlling + {{/rollBetween() characterActivity 77 78}} + {{#rollBetween() characterActivity 79 80}} + Observing + {{/rollBetween() characterActivity 79 80}} + {{#rollBetween() characterActivity 81 82}} + Gathering + {{/rollBetween() characterActivity 81 82}} + {{#rollBetween() characterActivity 83 84}} + Suffering + {{/rollBetween() characterActivity 83 84}} + {{#rollBetween() characterActivity 85 86}} + Threatening + {{/rollBetween() characterActivity 85 86}} + {{#rollBetween() characterActivity 87 88}} + Searching + {{/rollBetween() characterActivity 87 88}} + {{#rollBetween() characterActivity 89 90}} + Destroying + {{/rollBetween() characterActivity 89 90}} + {{#rollBetween() characterActivity 91 92}} + Restoring + {{/rollBetween() characterActivity 91 92}} + {{#rollBetween() characterActivity 93 94}} + Consuming + {{/rollBetween() characterActivity 93 94}} + {{#rollBetween() characterActivity 95 96}} + Removing + {{/rollBetween() characterActivity 95 96}} + {{#rollBetween() characterActivity 97 98}} + Inspecting + {{/rollBetween() characterActivity 97 98}} + {{#rollBetween() characterActivity 99 100}} + Summoning + {{/rollBetween() characterActivity 99 100}} +
    +
    {{/characterActivity}} + {{#monstrositySize}} +
    +
    {{monstrositySize}}
    +
    + {{#rollBetween() monstrositySize 1 5}} + Tiny (rodent-sized) + {{/rollBetween() monstrositySize 1 5}} + {{#rollBetween() monstrositySize 6 30}} + Small (hound-sized) + {{/rollBetween() monstrositySize 6 30}} + {{#rollBetween() monstrositySize 31 65}} + Medium (person-sized) + {{/rollBetween() monstrositySize 31 65}} + {{#rollBetween() monstrositySize 66 94}} + Large (giant-sized) + {{/rollBetween() monstrositySize 66 94}} + {{#rollBetween() monstrositySize 95 99}} + Huge (whale-sized) + {{/rollBetween() monstrositySize 95 99}} + {{#rollTotal() monstrositySize 100}} + Titanic (incomprehensible) + {{/rollTotal() monstrositySize 100}} +
    +
    {{/monstrositySize}} + {{#monstrosityPrimaryForm}} +
    +
    {{monstrosityPrimaryForm}}
    +
    + {{#rollBetween() monstrosityPrimaryForm 1 15}} + Beast / mammal + {{/rollBetween() monstrosityPrimaryForm 1 15}} + {{#rollBetween() monstrosityPrimaryForm 16 25}} + Humanoid + {{/rollBetween() monstrosityPrimaryForm 16 25}} + {{#rollBetween() monstrosityPrimaryForm 26 31}} + Bird + {{/rollBetween() monstrosityPrimaryForm 26 31}} + {{#rollBetween() monstrosityPrimaryForm 32 37}} + Spider + {{/rollBetween() monstrosityPrimaryForm 32 37}} + {{#rollBetween() monstrosityPrimaryForm 38 43}} + Snake + {{/rollBetween() monstrosityPrimaryForm 38 43}} + {{#rollBetween() monstrosityPrimaryForm 44 49}} + Worm / slug + {{/rollBetween() monstrosityPrimaryForm 44 49}} + {{#rollBetween() monstrosityPrimaryForm 50 55}} + Lizard + {{/rollBetween() monstrosityPrimaryForm 50 55}} + {{#rollBetween() monstrosityPrimaryForm 56 61}} + Insect + {{/rollBetween() monstrosityPrimaryForm 56 61}} + {{#rollBetween() monstrosityPrimaryForm 62 66}} + Amorphous + {{/rollBetween() monstrosityPrimaryForm 62 66}} + {{#rollBetween() monstrosityPrimaryForm 67 69}} + Crustacean + {{/rollBetween() monstrosityPrimaryForm 67 69}} + {{#rollBetween() monstrosityPrimaryForm 70 71}} + Fish + {{/rollBetween() monstrosityPrimaryForm 70 71}} + {{#rollBetween() monstrosityPrimaryForm 72 73}} + Octopoid + {{/rollBetween() monstrosityPrimaryForm 72 73}} + {{#rollBetween() monstrosityPrimaryForm 74 75}} + Amphibian + {{/rollBetween() monstrosityPrimaryForm 74 75}} + {{#rollBetween() monstrosityPrimaryForm 76 77}} + Plant + {{/rollBetween() monstrosityPrimaryForm 76 77}} + {{#rollTotal() monstrosityPrimaryForm 78}} + Incorporeal + {{/rollTotal() monstrosityPrimaryForm 78}} + {{#rollTotal() monstrosityPrimaryForm 79}} + Mineral + {{/rollTotal() monstrosityPrimaryForm 79}} + {{#rollTotal() monstrosityPrimaryForm 80}} + Elementa + {{/rollTotal() monstrosityPrimaryForm 80}} + {{#rollBetween() monstrosityPrimaryForm 81 100}} + Hybrid (roll twice) + {{/rollBetween() monstrosityPrimaryForm 81 100}} +
    +
    {{/monstrosityPrimaryForm}} + {{#monstrosityCharacteristics}} +
    +
    {{monstrosityCharacteristics}}
    +
    + {{#rollBetween() monstrosityCharacteristics 1 5}} + Extra limbs + {{/rollBetween() monstrosityCharacteristics 1 5}} + {{#rollBetween() monstrosityCharacteristics 6 10}} + Fangs / rows of sharp teeth + {{/rollBetween() monstrosityCharacteristics 6 10}} + {{#rollBetween() monstrosityCharacteristics 11 15}} + Claws / talons + {{/rollBetween() monstrosityCharacteristics 11 15}} + {{#rollBetween() monstrosityCharacteristics 16 20}} + Strange color / markings + {{/rollBetween() monstrosityCharacteristics 16 20}} + {{#rollBetween() monstrosityCharacteristics 21 25}} + Horns / tusks + {{/rollBetween() monstrosityCharacteristics 21 25}} + {{#rollBetween() monstrosityCharacteristics 26 30}} + Oversized mouth + {{/rollBetween() monstrosityCharacteristics 26 30}} + {{#rollBetween() monstrosityCharacteristics 31 35}} + Spikes / spines + {{/rollBetween() monstrosityCharacteristics 31 35}} + {{#rollBetween() monstrosityCharacteristics 36 40}} + Tail + {{/rollBetween() monstrosityCharacteristics 36 40}} + {{#rollBetween() monstrosityCharacteristics 41 45}} + Multi-segmented body + {{/rollBetween() monstrosityCharacteristics 41 45}} + {{#rollBetween() monstrosityCharacteristics 46 50}} + Wings + {{/rollBetween() monstrosityCharacteristics 46 50}} + {{#rollBetween() monstrosityCharacteristics 51 54}} + Stinger / barbs + {{/rollBetween() monstrosityCharacteristics 51 54}} + {{#rollBetween() monstrosityCharacteristics 55 58}} + Many-eyed + {{/rollBetween() monstrosityCharacteristics 55 58}} + {{#rollBetween() monstrosityCharacteristics 59 62}} + Distinctive sound + {{/rollBetween() monstrosityCharacteristics 59 62}} + {{#rollBetween() monstrosityCharacteristics 63 66}} + Tentacles / tendrils + {{/rollBetween() monstrosityCharacteristics 63 66}} + {{#rollBetween() monstrosityCharacteristics 67 69}} + Mandibles / pincers + {{/rollBetween() monstrosityCharacteristics 67 69}} + {{#rollBetween() monstrosityCharacteristics 70 72}} + Luminescent + {{/rollBetween() monstrosityCharacteristics 70 72}} + {{#rollBetween() monstrosityCharacteristics 73 75}} + Antennae / sensory organs + {{/rollBetween() monstrosityCharacteristics 73 75}} + {{#rollBetween() monstrosityCharacteristics 76 78}} + Proboscis / inner jaw + {{/rollBetween() monstrosityCharacteristics 76 78}} + {{#rollBetween() monstrosityCharacteristics 79 81}} + Exoskeleton / shell + {{/rollBetween() monstrosityCharacteristics 79 81}} + {{#rollBetween() monstrosityCharacteristics 82 84}} + Bony protuberances + {{/rollBetween() monstrosityCharacteristics 82 84}} + {{#rollBetween() monstrosityCharacteristics 85 87}} + Corrupted flesh + {{/rollBetween() monstrosityCharacteristics 85 87}} + {{#rollBetween() monstrosityCharacteristics 88 90}} + Semi-transparent + {{/rollBetween() monstrosityCharacteristics 88 90}} + {{#rollBetween() monstrosityCharacteristics 91 93}} + Scarred / injured + {{/rollBetween() monstrosityCharacteristics 91 93}} + {{#rollBetween() monstrosityCharacteristics 94 95}} + Egg sac / carried offspring + {{/rollBetween() monstrosityCharacteristics 94 95}} + {{#rollBetween() monstrosityCharacteristics 96 97}} + Rotting / skeletal + {{/rollBetween() monstrosityCharacteristics 96 97}} + {{#rollTotal() monstrosityCharacteristics 98}} + Mummified / desiccated + {{/rollTotal() monstrosityCharacteristics 98}} + {{#rollTotal() monstrosityCharacteristics 99}} + Multi-headed + {{/rollTotal() monstrosityCharacteristics 99}} + {{#rollTotal() monstrosityCharacteristics 100}} + Etched with mystic runes + {{/rollTotal() monstrosityCharacteristics 100}} +
    +
    {{/monstrosityCharacteristics}} + {{#monstrosityAbilities}} +
    +
    {{monstrosityAbilities}}
    +
    + {{#rollBetween() monstrosityAbilities 1 4}} + Keen senses + {{/rollBetween() monstrosityAbilities 1 4}} + {{#rollBetween() monstrosityAbilities 5 8}} + Intimidating vocalization + {{/rollBetween() monstrosityAbilities 5 8}} + {{#rollBetween() monstrosityAbilities 9 12}} + Climber + {{/rollBetween() monstrosityAbilities 9 12}} + {{#rollBetween() monstrosityAbilities 13 16}} + Intelligent + {{/rollBetween() monstrosityAbilities 13 16}} + {{#rollBetween() monstrosityAbilities 17 20}} + Swift + {{/rollBetween() monstrosityAbilities 17 20}} + {{#rollBetween() monstrosityAbilities 21 24}} + Powerful bite + {{/rollBetween() monstrosityAbilities 21 24}} + {{#rollBetween() monstrosityAbilities 25 28}} + Stealthy / ambusher + {{/rollBetween() monstrosityAbilities 25 28}} + {{#rollBetween() monstrosityAbilities 29 32}} + Horrid visage + {{/rollBetween() monstrosityAbilities 29 32}} + {{#rollBetween() monstrosityAbilities 33 36}} + Strong + {{/rollBetween() monstrosityAbilities 33 36}} + {{#rollBetween() monstrosityAbilities 37 40}} + Camouflaged + {{/rollBetween() monstrosityAbilities 37 40}} + {{#rollBetween() monstrosityAbilities 41 43}} + Flier / glider + {{/rollBetween() monstrosityAbilities 41 43}} + {{#rollBetween() monstrosityAbilities 44 46}} + Poisonous + {{/rollBetween() monstrosityAbilities 44 46}} + {{#rollBetween() monstrosityAbilities 47 49}} + Semiaquatic / swimmer + {{/rollBetween() monstrosityAbilities 47 49}} + {{#rollBetween() monstrosityAbilities 50 52}} + Grappler / entangler + {{/rollBetween() monstrosityAbilities 50 52}} + {{#rollBetween() monstrosityAbilities 53 55}} + Leaper + {{/rollBetween() monstrosityAbilities 53 55}} + {{#rollBetween() monstrosityAbilities 56 58}} + Crusher / constrictor + {{/rollBetween() monstrosityAbilities 56 58}} + {{#rollBetween() monstrosityAbilities 59 61}} + Armored + {{/rollBetween() monstrosityAbilities 59 61}} + {{#rollBetween() monstrosityAbilities 62 64}} + Burrower + {{/rollBetween() monstrosityAbilities 62 64}} + {{#rollBetween() monstrosityAbilities 65 67}} + Noxious smell + {{/rollBetween() monstrosityAbilities 65 67}} + {{#rollBetween() monstrosityAbilities 68 69}} + Trap-setter + {{/rollBetween() monstrosityAbilities 68 69}} + {{#rollBetween() monstrosityAbilities 70 71}} + Parasitic + {{/rollBetween() monstrosityAbilities 70 71}} + {{#rollBetween() monstrosityAbilities 72 73}} + Vibration sense + {{/rollBetween() monstrosityAbilities 72 73}} + {{#rollBetween() monstrosityAbilities 74 75}} + Breath weapon / toxic spew + {{/rollBetween() monstrosityAbilities 74 75}} + {{#rollBetween() monstrosityAbilities 76 77}} + Mimicry + {{/rollBetween() monstrosityAbilities 76 77}} + {{#rollBetween() monstrosityAbilities 78 79}} + Shapeshifting + {{/rollBetween() monstrosityAbilities 78 79}} + {{#rollBetween() monstrosityAbilities 80 81}} + Control lesser creatures + {{/rollBetween() monstrosityAbilities 80 81}} + {{#rollBetween() monstrosityAbilities 82 83}} + Echolocation + {{/rollBetween() monstrosityAbilities 82 83}} + {{#rollBetween() monstrosityAbilities 84 85}} + Electric shock + {{/rollBetween() monstrosityAbilities 84 85}} + {{#rollBetween() monstrosityAbilities 86 87}} + Acidic + {{/rollBetween() monstrosityAbilities 86 87}} + {{#rollBetween() monstrosityAbilities 88 89}} + Symbiotic + {{/rollBetween() monstrosityAbilities 88 89}} + {{#rollBetween() monstrosityAbilities 90 91}} + Shoot projectiles + {{/rollBetween() monstrosityAbilities 90 91}} + {{#rollTotal() monstrosityAbilities 92}} + Paralyzing + {{/rollTotal() monstrosityAbilities 92}} + {{#rollTotal() monstrosityAbilities 93}} + Immune to iron + {{/rollTotal() monstrosityAbilities 93}} + {{#rollTotal() monstrosityAbilities 94}} + Feels no pain + {{/rollTotal() monstrosityAbilities 94}} + {{#rollTotal() monstrosityAbilities 95}} + Enact rituals + {{/rollTotal() monstrosityAbilities 95}} + {{#rollTotal() monstrosityAbilities 96}} + Create illusions + {{/rollTotal() monstrosityAbilities 96}} + {{#rollTotal() monstrosityAbilities 97}} + Mind control / telepathy + {{/rollTotal() monstrosityAbilities 97}} + {{#rollTotal() monstrosityAbilities 98}} + Move between realities + {{/rollTotal() monstrosityAbilities 98}} + {{#rollTotal() monstrosityAbilities 99}} + Wield weapons + {{/rollTotal() monstrosityAbilities 99}} + {{#rollTotal() monstrosityAbilities 100}} + Control elements + {{/rollTotal() monstrosityAbilities 100}} +
    +
    {{/monstrosityAbilities}} + {{#trapEvent}} +
    +
    {{trapEvent}}
    +
    + {{#rollBetween() trapEvent 1 4}} + Block + {{/rollBetween() trapEvent 1 4}} + {{#rollBetween() trapEvent 5 8}} + Create + {{/rollBetween() trapEvent 5 8}} + {{#rollBetween() trapEvent 9 12}} + Break + {{/rollBetween() trapEvent 9 12}} + {{#rollBetween() trapEvent 13 16}} + Puncture + {{/rollBetween() trapEvent 13 16}} + {{#rollBetween() trapEvent 17 20}} + Entangle + {{/rollBetween() trapEvent 17 20}} + {{#rollBetween() trapEvent 21 24}} + Enclose + {{/rollBetween() trapEvent 21 24}} + {{#rollBetween() trapEvent 25 28}} + Ambush + {{/rollBetween() trapEvent 25 28}} + {{#rollBetween() trapEvent 29 32}} + Snare + {{/rollBetween() trapEvent 29 32}} + {{#rollBetween() trapEvent 33 36}} + Change + {{/rollBetween() trapEvent 33 36}} + {{#rollBetween() trapEvent 37 40}} + Imitate + {{/rollBetween() trapEvent 37 40}} + {{#rollBetween() trapEvent 41 44}} + Crush + {{/rollBetween() trapEvent 41 44}} + {{#rollBetween() trapEvent 45 48}} + Drop + {{/rollBetween() trapEvent 45 48}} + {{#rollBetween() trapEvent 49 52}} + Conceal + {{/rollBetween() trapEvent 49 52}} + {{#rollBetween() trapEvent 53 56}} + Lure + {{/rollBetween() trapEvent 53 56}} + {{#rollBetween() trapEvent 57 60}} + Release + {{/rollBetween() trapEvent 57 60}} + {{#rollBetween() trapEvent 61 64}} + Obscure + {{/rollBetween() trapEvent 61 64}} + {{#rollBetween() trapEvent 65 68}} + Cut + {{/rollBetween() trapEvent 65 68}} + {{#rollBetween() trapEvent 69 72}} + Smother + {{/rollBetween() trapEvent 69 72}} + {{#rollBetween() trapEvent 73 76}} + Collapse + {{/rollBetween() trapEvent 73 76}} + {{#rollBetween() trapEvent 77 80}} + Summon + {{/rollBetween() trapEvent 77 80}} + {{#rollBetween() trapEvent 81 84}} + Move + {{/rollBetween() trapEvent 81 84}} + {{#rollBetween() trapEvent 85 88}} + Surprise + {{/rollBetween() trapEvent 85 88}} + {{#rollBetween() trapEvent 89 92}} + Divert + {{/rollBetween() trapEvent 89 92}} + {{#rollBetween() trapEvent 93 96}} + Attack + {{/rollBetween() trapEvent 93 96}} + {{#rollBetween() trapEvent 97 100}} + Trigger + {{/rollBetween() trapEvent 97 100}} +
    +
    {{/trapEvent}} + {{#trapComponent}} +
    +
    {{trapComponent}}
    +
    + {{#rollBetween() trapComponent 1 4}} + Pit + {{/rollBetween() trapComponent 1 4}} + {{#rollBetween() trapComponent 5 8}} + Water + {{/rollBetween() trapComponent 5 8}} + {{#rollBetween() trapComponent 9 12}} + Fire + {{/rollBetween() trapComponent 9 12}} + {{#rollBetween() trapComponent 13 16}} + Projectile + {{/rollBetween() trapComponent 13 16}} + {{#rollBetween() trapComponent 17 20}} + Passage + {{/rollBetween() trapComponent 17 20}} + {{#rollBetween() trapComponent 21 24}} + Fall + {{/rollBetween() trapComponent 21 24}} + {{#rollBetween() trapComponent 25 28}} + Debris + {{/rollBetween() trapComponent 25 28}} + {{#rollBetween() trapComponent 29 32}} + Fear + {{/rollBetween() trapComponent 29 32}} + {{#rollBetween() trapComponent 33 36}} + Alarm + {{/rollBetween() trapComponent 33 36}} + {{#rollBetween() trapComponent 37 40}} + Trigger + {{/rollBetween() trapComponent 37 40}} + {{#rollBetween() trapComponent 41 44}} + Cold + {{/rollBetween() trapComponent 41 44}} + {{#rollBetween() trapComponent 45 48}} + Weapon + {{/rollBetween() trapComponent 45 48}} + {{#rollBetween() trapComponent 49 52}} + Darkness + {{/rollBetween() trapComponent 49 52}} + {{#rollBetween() trapComponent 53 56}} + Decay + {{/rollBetween() trapComponent 53 56}} + {{#rollBetween() trapComponent 57 60}} + Path + {{/rollBetween() trapComponent 57 60}} + {{#rollBetween() trapComponent 61 64}} + Stone + {{/rollBetween() trapComponent 61 64}} + {{#rollBetween() trapComponent 65 68}} + Terrain + {{/rollBetween() trapComponent 65 68}} + {{#rollBetween() trapComponent 69 72}} + Poison + {{/rollBetween() trapComponent 69 72}} + {{#rollBetween() trapComponent 73 76}} + Barrier + {{/rollBetween() trapComponent 73 76}} + {{#rollBetween() trapComponent 77 80}} + Overhead + {{/rollBetween() trapComponent 77 80}} + {{#rollBetween() trapComponent 81 84}} + Magic + {{/rollBetween() trapComponent 81 84}} + {{#rollBetween() trapComponent 85 88}} + Toxin + {{/rollBetween() trapComponent 85 88}} + {{#rollBetween() trapComponent 89 92}} + Earth + {{/rollBetween() trapComponent 89 92}} + {{#rollBetween() trapComponent 93 96}} + Light + {{/rollBetween() trapComponent 93 96}} + {{#rollBetween() trapComponent 97 100}} + Denizen + {{/rollBetween() trapComponent 97 100}} +
    +
    {{/trapComponent}} + {{#combatEventMethod}} +
    +
    {{combatEventMethod}}
    +
    + {{#rollBetween() combatEventMethod 1 2}} + Defy + {{/rollBetween() combatEventMethod 1 2}} + {{#rollBetween() combatEventMethod 3 4}} + Break + {{/rollBetween() combatEventMethod 3 4}} + {{#rollBetween() combatEventMethod 5 6}} + Trick + {{/rollBetween() combatEventMethod 5 6}} + {{#rollBetween() combatEventMethod 7 8}} + Evade + {{/rollBetween() combatEventMethod 7 8}} + {{#rollBetween() combatEventMethod 9 10}} + Protect + {{/rollBetween() combatEventMethod 9 10}} + {{#rollBetween() combatEventMethod 11 12}} + Overwhelm + {{/rollBetween() combatEventMethod 11 12}} + {{#rollBetween() combatEventMethod 13 14}} + Persevere + {{/rollBetween() combatEventMethod 13 14}} + {{#rollBetween() combatEventMethod 15 16}} + Assist + {{/rollBetween() combatEventMethod 15 16}} + {{#rollBetween() combatEventMethod 17 18}} + Await + {{/rollBetween() combatEventMethod 17 18}} + {{#rollBetween() combatEventMethod 19 20}} + Abort + {{/rollBetween() combatEventMethod 19 20}} + {{#rollBetween() combatEventMethod 21 22}} + Block + {{/rollBetween() combatEventMethod 21 22}} + {{#rollBetween() combatEventMethod 23 24}} + Collide + {{/rollBetween() combatEventMethod 23 24}} + {{#rollBetween() combatEventMethod 25 26}} + Focus + {{/rollBetween() combatEventMethod 25 26}} + {{#rollBetween() combatEventMethod 27 28}} + Advance + {{/rollBetween() combatEventMethod 27 28}} + {{#rollBetween() combatEventMethod 29 30}} + Breach + {{/rollBetween() combatEventMethod 29 30}} + {{#rollBetween() combatEventMethod 31 32}} + Endure + {{/rollBetween() combatEventMethod 31 32}} + {{#rollBetween() combatEventMethod 33 34}} + Assault + {{/rollBetween() combatEventMethod 33 34}} + {{#rollBetween() combatEventMethod 35 36}} + Charge + {{/rollBetween() combatEventMethod 35 36}} + {{#rollBetween() combatEventMethod 37 38}} + Escalate + {{/rollBetween() combatEventMethod 37 38}} + {{#rollBetween() combatEventMethod 39 40}} + Sunder + {{/rollBetween() combatEventMethod 39 40}} + {{#rollBetween() combatEventMethod 41 42}} + Shatter + {{/rollBetween() combatEventMethod 41 42}} + {{#rollBetween() combatEventMethod 43 44}} + Aim + {{/rollBetween() combatEventMethod 43 44}} + {{#rollBetween() combatEventMethod 45 46}} + Stagger + {{/rollBetween() combatEventMethod 45 46}} + {{#rollBetween() combatEventMethod 47 48}} + Counter + {{/rollBetween() combatEventMethod 47 48}} + {{#rollBetween() combatEventMethod 49 50}} + Seize + {{/rollBetween() combatEventMethod 49 50}} + {{#rollBetween() combatEventMethod 51 52}} + Impact + {{/rollBetween() combatEventMethod 51 52}} + {{#rollBetween() combatEventMethod 53 54}} + Entangle + {{/rollBetween() combatEventMethod 53 54}} + {{#rollBetween() combatEventMethod 55 56}} + Hold + {{/rollBetween() combatEventMethod 55 56}} + {{#rollBetween() combatEventMethod 57 58}} + Deflect + {{/rollBetween() combatEventMethod 57 58}} + {{#rollBetween() combatEventMethod 59 60}} + Drop + {{/rollBetween() combatEventMethod 59 60}} + {{#rollBetween() combatEventMethod 61 62}} + Lose + {{/rollBetween() combatEventMethod 61 62}} + {{#rollBetween() combatEventMethod 63 64}} + Sweep + {{/rollBetween() combatEventMethod 63 64}} + {{#rollBetween() combatEventMethod 65 66}} + Secure + {{/rollBetween() combatEventMethod 65 66}} + {{#rollBetween() combatEventMethod 67 68}} + Cover + {{/rollBetween() combatEventMethod 67 68}} + {{#rollBetween() combatEventMethod 69 70}} + Withdraw + {{/rollBetween() combatEventMethod 69 70}} + {{#rollBetween() combatEventMethod 71 72}} + Clash + {{/rollBetween() combatEventMethod 71 72}} + {{#rollBetween() combatEventMethod 73 74}} + Amplify + {{/rollBetween() combatEventMethod 73 74}} + {{#rollBetween() combatEventMethod 75 76}} + Batter + {{/rollBetween() combatEventMethod 75 76}} + {{#rollBetween() combatEventMethod 77 78}} + Feint + {{/rollBetween() combatEventMethod 77 78}} + {{#rollBetween() combatEventMethod 79 80}} + Shove + {{/rollBetween() combatEventMethod 79 80}} + {{#rollBetween() combatEventMethod 81 82}} + Embed + {{/rollBetween() combatEventMethod 81 82}} + {{#rollBetween() combatEventMethod 83 84}} + Affect + {{/rollBetween() combatEventMethod 83 84}} + {{#rollBetween() combatEventMethod 85 86}} + Probe + {{/rollBetween() combatEventMethod 85 86}} + {{#rollBetween() combatEventMethod 87 88}} + Force + {{/rollBetween() combatEventMethod 87 88}} + {{#rollBetween() combatEventMethod 89 90}} + Intensify + {{/rollBetween() combatEventMethod 89 90}} + {{#rollBetween() combatEventMethod 91 92}} + Distract + {{/rollBetween() combatEventMethod 91 92}} + {{#rollBetween() combatEventMethod 93 94}} + Challenge + {{/rollBetween() combatEventMethod 93 94}} + {{#rollBetween() combatEventMethod 95 96}} + Brawl + {{/rollBetween() combatEventMethod 95 96}} + {{#rollBetween() combatEventMethod 97 98}} + Coordinate + {{/rollBetween() combatEventMethod 97 98}} + {{#rollBetween() combatEventMethod 99 100}} + Overrun + {{/rollBetween() combatEventMethod 99 100}} +
    +
    {{/combatEventMethod}} + {{#combatEventTarget}} +
    +
    {{combatEventTarget}}
    +
    + {{#rollBetween() combatEventTarget 1 2}} + Control + {{/rollBetween() combatEventTarget 1 2}} + {{#rollBetween() combatEventTarget 3 4}} + Defense + {{/rollBetween() combatEventTarget 3 4}} + {{#rollBetween() combatEventTarget 5 6}} + Limbs + {{/rollBetween() combatEventTarget 5 6}} + {{#rollBetween() combatEventTarget 7 8}} + Focus + {{/rollBetween() combatEventTarget 7 8}} + {{#rollBetween() combatEventTarget 9 10}} + Advantage + {{/rollBetween() combatEventTarget 9 10}} + {{#rollBetween() combatEventTarget 11 12}} + Range + {{/rollBetween() combatEventTarget 11 12}} + {{#rollBetween() combatEventTarget 13 14}} + Stress + {{/rollBetween() combatEventTarget 13 14}} + {{#rollBetween() combatEventTarget 15 16}} + Sense + {{/rollBetween() combatEventTarget 15 16}} + {{#rollBetween() combatEventTarget 17 18}} + Weakness + {{/rollBetween() combatEventTarget 17 18}} + {{#rollBetween() combatEventTarget 19 20}} + Opening + {{/rollBetween() combatEventTarget 19 20}} + {{#rollBetween() combatEventTarget 21 22}} + Fear + {{/rollBetween() combatEventTarget 21 22}} + {{#rollBetween() combatEventTarget 23 24}} + Instinct + {{/rollBetween() combatEventTarget 23 24}} + {{#rollBetween() combatEventTarget 25 26}} + Footing + {{/rollBetween() combatEventTarget 25 26}} + {{#rollBetween() combatEventTarget 27 28}} + Maneuver + {{/rollBetween() combatEventTarget 27 28}} + {{#rollBetween() combatEventTarget 29 30}} + Reach + {{/rollBetween() combatEventTarget 29 30}} + {{#rollBetween() combatEventTarget 31 32}} + Harm + {{/rollBetween() combatEventTarget 31 32}} + {{#rollBetween() combatEventTarget 33 34}} + Finesse + {{/rollBetween() combatEventTarget 33 34}} + {{#rollBetween() combatEventTarget 35 36}} + Weapon + {{/rollBetween() combatEventTarget 35 36}} + {{#rollBetween() combatEventTarget 37 38}} + Environment + {{/rollBetween() combatEventTarget 37 38}} + {{#rollBetween() combatEventTarget 39 40}} + Technique + {{/rollBetween() combatEventTarget 39 40}} + {{#rollBetween() combatEventTarget 41 42}} + Surprise + {{/rollBetween() combatEventTarget 41 42}} + {{#rollBetween() combatEventTarget 43 44}} + Pride + {{/rollBetween() combatEventTarget 43 44}} + {{#rollBetween() combatEventTarget 45 46}} + Wound + {{/rollBetween() combatEventTarget 45 46}} + {{#rollBetween() combatEventTarget 47 48}} + Precision + {{/rollBetween() combatEventTarget 47 48}} + {{#rollBetween() combatEventTarget 49 50}} + Ally + {{/rollBetween() combatEventTarget 49 50}} + {{#rollBetween() combatEventTarget 51 52}} + Ground + {{/rollBetween() combatEventTarget 51 52}} + {{#rollBetween() combatEventTarget 53 54}} + Courage + {{/rollBetween() combatEventTarget 53 54}} + {{#rollBetween() combatEventTarget 55 56}} + Companion + {{/rollBetween() combatEventTarget 55 56}} + {{#rollBetween() combatEventTarget 57 58}} + Object + {{/rollBetween() combatEventTarget 57 58}} + {{#rollBetween() combatEventTarget 59 60}} + Momentum + {{/rollBetween() combatEventTarget 59 60}} + {{#rollBetween() combatEventTarget 61 62}} + Speed + {{/rollBetween() combatEventTarget 61 62}} + {{#rollBetween() combatEventTarget 63 64}} + Strength + {{/rollBetween() combatEventTarget 63 64}} + {{#rollBetween() combatEventTarget 65 66}} + Supply + {{/rollBetween() combatEventTarget 65 66}} + {{#rollBetween() combatEventTarget 67 68}} + Terrain + {{/rollBetween() combatEventTarget 67 68}} + {{#rollBetween() combatEventTarget 69 70}} + Armor + {{/rollBetween() combatEventTarget 69 70}} + {{#rollBetween() combatEventTarget 71 72}} + Skill + {{/rollBetween() combatEventTarget 71 72}} + {{#rollBetween() combatEventTarget 73 74}} + Body + {{/rollBetween() combatEventTarget 73 74}} + {{#rollBetween() combatEventTarget 75 76}} + Protection + {{/rollBetween() combatEventTarget 75 76}} + {{#rollBetween() combatEventTarget 77 78}} + Resolve + {{/rollBetween() combatEventTarget 77 78}} + {{#rollBetween() combatEventTarget 79 80}} + Ferocity + {{/rollBetween() combatEventTarget 79 80}} + {{#rollBetween() combatEventTarget 81 82}} + Shield + {{/rollBetween() combatEventTarget 81 82}} + {{#rollBetween() combatEventTarget 83 84}} + Ammo + {{/rollBetween() combatEventTarget 83 84}} + {{#rollBetween() combatEventTarget 85 86}} + Anger + {{/rollBetween() combatEventTarget 85 86}} + {{#rollBetween() combatEventTarget 87 88}} + Opportunity + {{/rollBetween() combatEventTarget 87 88}} + {{#rollBetween() combatEventTarget 89 90}} + Balance + {{/rollBetween() combatEventTarget 89 90}} + {{#rollBetween() combatEventTarget 91 92}} + Position + {{/rollBetween() combatEventTarget 91 92}} + {{#rollBetween() combatEventTarget 93 94}} + Barrier + {{/rollBetween() combatEventTarget 93 94}} + {{#rollBetween() combatEventTarget 95 96}} + Strategy + {{/rollBetween() combatEventTarget 95 96}} + {{#rollBetween() combatEventTarget 97 98}} + Grasp + {{/rollBetween() combatEventTarget 97 98}} + {{#rollBetween() combatEventTarget 99 100}} + Power + {{/rollBetween() combatEventTarget 99 100}} +
    +
    {{/combatEventTarget}} + {{#threatCategory}} +
    +
    {{threatCategory}}
    +
    + {{#rollBetween() threatCategory 1 10}} + Burgeoning Conflict + {{/rollBetween() threatCategory 1 10}} + {{#rollBetween() threatCategory 11 20}} + Cursed Site + {{/rollBetween() threatCategory 11 20}} + {{#rollBetween() threatCategory 21 30}} + Environmental Calamity + {{/rollBetween() threatCategory 21 30}} + {{#rollBetween() threatCategory 31 40}} + Malignant Plague + {{/rollBetween() threatCategory 31 40}} + {{#rollBetween() threatCategory 41 50}} + Rampaging Creature + {{/rollBetween() threatCategory 41 50}} + {{#rollBetween() threatCategory 51 60}} + Ravaging Horde + {{/rollBetween() threatCategory 51 60}} + {{#rollBetween() threatCategory 61 70}} + Scheming Leader + {{/rollBetween() threatCategory 61 70}} + {{#rollBetween() threatCategory 71 80}} + Power-Hungry Mystic + {{/rollBetween() threatCategory 71 80}} + {{#rollBetween() threatCategory 81 90}} + Zealous Cult + {{/rollBetween() threatCategory 81 90}} + {{#rollBetween() threatCategory 91 100}} + Roll Twice + {{/rollBetween() threatCategory 91 100}} +
    +
    {{/threatCategory}} + {{#threatBurgeoningConflict}} +
    +
    {{threatBurgeoningConflict}}
    +
    + {{#rollBetween() threatBurgeoningConflict 1 10}} + Allow warmongers to gain influence + {{/rollBetween() threatBurgeoningConflict 1 10}} + {{#rollBetween() threatBurgeoningConflict 11 20}} + Break a treaty + {{/rollBetween() threatBurgeoningConflict 11 20}} + {{#rollBetween() threatBurgeoningConflict 21 30}} + Force a hasty decision + {{/rollBetween() threatBurgeoningConflict 21 30}} + {{#rollBetween() threatBurgeoningConflict 31 40}} + Deepen suspicions + {{/rollBetween() threatBurgeoningConflict 31 40}} + {{#rollBetween() threatBurgeoningConflict 41 50}} + Trigger a confrontation + {{/rollBetween() threatBurgeoningConflict 41 50}} + {{#rollBetween() threatBurgeoningConflict 51 60}} + Subvert a potential accord + {{/rollBetween() threatBurgeoningConflict 51 60}} + {{#rollBetween() threatBurgeoningConflict 61 70}} + Isolate the antagonists + {{/rollBetween() threatBurgeoningConflict 61 70}} + {{#rollBetween() threatBurgeoningConflict 71 80}} + Draw new battle lines + {{/rollBetween() threatBurgeoningConflict 71 80}} + {{#rollBetween() threatBurgeoningConflict 81 90}} + Reveal an unexpected aspect of the dispute + {{/rollBetween() threatBurgeoningConflict 81 90}} + {{#rollBetween() threatBurgeoningConflict 91 100}} + Introduce a new person or faction to complicate the situation + {{/rollBetween() threatBurgeoningConflict 91 100}} +
    +
    {{/threatBurgeoningConflict}} + {{#threatCursedSite}} +
    +
    {{threatCursedSite}}
    +
    + {{#rollBetween() threatCursedSite 1 10}} + Unleash a creature or being + {{/rollBetween() threatCursedSite 1 10}} + {{#rollBetween() threatCursedSite 11 20}} + Lure the unwary into its depths + {{/rollBetween() threatCursedSite 11 20}} + {{#rollBetween() threatCursedSite 21 30}} + Offer promises of power + {{/rollBetween() threatCursedSite 21 30}} + {{#rollBetween() threatCursedSite 31 40}} + Reveal a new aspect of its cursed history + {{/rollBetween() threatCursedSite 31 40}} + {{#rollBetween() threatCursedSite 41 50}} + Expand its malignancy to surrounding lands + {{/rollBetween() threatCursedSite 41 50}} + {{#rollBetween() threatCursedSite 51 60}} + Leave its mark on an inhabitant or visitor + {{/rollBetween() threatCursedSite 51 60}} + {{#rollBetween() threatCursedSite 61 70}} + Reveal hidden depths + {{/rollBetween() threatCursedSite 61 70}} + {{#rollBetween() threatCursedSite 71 80}} + Ensnare an important person or object + {{/rollBetween() threatCursedSite 71 80}} + {{#rollBetween() threatCursedSite 81 90}} + Corrupt the environment + {{/rollBetween() threatCursedSite 81 90}} + {{#rollBetween() threatCursedSite 91 100}} + Transform its nature + {{/rollBetween() threatCursedSite 91 100}} +
    +
    {{/threatCursedSite}} + {{#threatEnvironmentalCalamity}} +
    +
    {{threatEnvironmentalCalamity}}
    +
    + {{#rollBetween() threatEnvironmentalCalamity 1 10}} + Devastate a place + {{/rollBetween() threatEnvironmentalCalamity 1 10}} + {{#rollBetween() threatEnvironmentalCalamity 11 20}} + Block a path + {{/rollBetween() threatEnvironmentalCalamity 11 20}} + {{#rollBetween() threatEnvironmentalCalamity 21 30}} + Threaten a community with imminent destruction + {{/rollBetween() threatEnvironmentalCalamity 21 30}} + {{#rollBetween() threatEnvironmentalCalamity 31 40}} + Manifest unexpected effects + {{/rollBetween() threatEnvironmentalCalamity 31 40}} + {{#rollBetween() threatEnvironmentalCalamity 41 50}} + Expand in scope or intensity + {{/rollBetween() threatEnvironmentalCalamity 41 50}} + {{#rollBetween() threatEnvironmentalCalamity 51 60}} + Allow someone to take advantage + {{/rollBetween() threatEnvironmentalCalamity 51 60}} + {{#rollBetween() threatEnvironmentalCalamity 61 70}} + Deprive of resources + {{/rollBetween() threatEnvironmentalCalamity 61 70}} + {{#rollBetween() threatEnvironmentalCalamity 71 80}} + Isolate an important person or community + {{/rollBetween() threatEnvironmentalCalamity 71 80}} + {{#rollBetween() threatEnvironmentalCalamity 81 90}} + Force refugees into hostile lands + {{/rollBetween() threatEnvironmentalCalamity 81 90}} + {{#rollBetween() threatEnvironmentalCalamity 91 100}} + Disrupt natural ecosystems + {{/rollBetween() threatEnvironmentalCalamity 91 100}} +
    +
    {{/threatEnvironmentalCalamity}} + {{#threatMalignantPlague}} +
    +
    {{threatMalignantPlague}}
    +
    + {{#rollBetween() threatMalignantPlague 1 10}} + Manifest new symptoms or effects + {{/rollBetween() threatMalignantPlague 1 10}} + {{#rollBetween() threatMalignantPlague 11 20}} + Infect someone important + {{/rollBetween() threatMalignantPlague 11 20}} + {{#rollBetween() threatMalignantPlague 21 30}} + Expand to new territory or communities + {{/rollBetween() threatMalignantPlague 21 30}} + {{#rollBetween() threatMalignantPlague 31 40}} + Allow someone to take advantage + {{/rollBetween() threatMalignantPlague 31 40}} + {{#rollBetween() threatMalignantPlague 41 50}} + Allow someone to take the blame + {{/rollBetween() threatMalignantPlague 41 50}} + {{#rollBetween() threatMalignantPlague 51 60}} + Create panic or disorder + {{/rollBetween() threatMalignantPlague 51 60}} + {{#rollBetween() threatMalignantPlague 61 70}} + Force a horrible decision + {{/rollBetween() threatMalignantPlague 61 70}} + {{#rollBetween() threatMalignantPlague 71 80}} + Lure into complacency + {{/rollBetween() threatMalignantPlague 71 80}} + {{#rollBetween() threatMalignantPlague 81 90}} + Reveal the root of the sickness + {{/rollBetween() threatMalignantPlague 81 90}} + {{#rollBetween() threatMalignantPlague 91 100}} + Undermine a potential cure + {{/rollBetween() threatMalignantPlague 91 100}} +
    +
    {{/threatMalignantPlague}} + {{#threatRampagingCreature}} +
    +
    {{threatRampagingCreature}}
    +
    + {{#rollBetween() threatRampagingCreature 1 10}} + Reveal a new aspect of its nature or abilities + {{/rollBetween() threatRampagingCreature 1 10}} + {{#rollBetween() threatRampagingCreature 11 20}} + Expand its territory + {{/rollBetween() threatRampagingCreature 11 20}} + {{#rollBetween() threatRampagingCreature 21 30}} + Make a sudden and brutal attack + {{/rollBetween() threatRampagingCreature 21 30}} + {{#rollBetween() threatRampagingCreature 31 40}} + Control or influence lesser creatures + {{/rollBetween() threatRampagingCreature 31 40}} + {{#rollBetween() threatRampagingCreature 41 50}} + Create confusion or strife + {{/rollBetween() threatRampagingCreature 41 50}} + {{#rollBetween() threatRampagingCreature 51 60}} + Leave foreboding signs + {{/rollBetween() threatRampagingCreature 51 60}} + {{#rollBetween() threatRampagingCreature 61 70}} + Lure the unwary + {{/rollBetween() threatRampagingCreature 61 70}} + {{#rollBetween() threatRampagingCreature 71 80}} + Imperil an event + {{/rollBetween() threatRampagingCreature 71 80}} + {{#rollBetween() threatRampagingCreature 81 90}} + Assert control over a location + {{/rollBetween() threatRampagingCreature 81 90}} + {{#rollBetween() threatRampagingCreature 91 100}} + Threaten resources + {{/rollBetween() threatRampagingCreature 91 100}} +
    +
    {{/threatRampagingCreature}} + {{#threatRavagingHorde}} +
    +
    {{threatRavagingHorde}}
    +
    + {{#rollBetween() threatRavagingHorde 1 10}} + Overrun defenses + {{/rollBetween() threatRavagingHorde 1 10}} + {{#rollBetween() threatRavagingHorde 11 20}} + Gather resources + {{/rollBetween() threatRavagingHorde 11 20}} + {{#rollBetween() threatRavagingHorde 21 30}} + Attack a location + {{/rollBetween() threatRavagingHorde 21 30}} + {{#rollBetween() threatRavagingHorde 31 40}} + Expand forces + {{/rollBetween() threatRavagingHorde 31 40}} + {{#rollBetween() threatRavagingHorde 41 50}} + Appoint or reveal a leader + {{/rollBetween() threatRavagingHorde 41 50}} + {{#rollBetween() threatRavagingHorde 51 60}} + Send forth a champion + {{/rollBetween() threatRavagingHorde 51 60}} + {{#rollBetween() threatRavagingHorde 61 70}} + Create a diversion + {{/rollBetween() threatRavagingHorde 61 70}} + {{#rollBetween() threatRavagingHorde 71 80}} + Undermine an opposing force from within + {{/rollBetween() threatRavagingHorde 71 80}} + {{#rollBetween() threatRavagingHorde 81 90}} + Cut off supplies or reinforcements + {{/rollBetween() threatRavagingHorde 81 90}} + {{#rollBetween() threatRavagingHorde 91 100}} + Employ a new weapon + {{/rollBetween() threatRavagingHorde 91 100}} +
    +
    {{/threatRavagingHorde}} + {{#threatSchemingLeader}} +
    +
    {{threatSchemingLeader}}
    +
    + {{#rollBetween() threatSchemingLeader 1 10}} + Defeat an enemy + {{/rollBetween() threatSchemingLeader 1 10}} + {{#rollBetween() threatSchemingLeader 11 20}} + Form a new alliance + {{/rollBetween() threatSchemingLeader 11 20}} + {{#rollBetween() threatSchemingLeader 21 30}} + Usurp or undermine another leader + {{/rollBetween() threatSchemingLeader 21 30}} + {{#rollBetween() threatSchemingLeader 31 40}} + Force the loyalty of a community or important person + {{/rollBetween() threatSchemingLeader 31 40}} + {{#rollBetween() threatSchemingLeader 41 50}} + Enact a new law or tradition + {{/rollBetween() threatSchemingLeader 41 50}} + {{#rollBetween() threatSchemingLeader 51 60}} + Rescind an old law or tradition + {{/rollBetween() threatSchemingLeader 51 60}} + {{#rollBetween() threatSchemingLeader 61 70}} + Reveal a true intention + {{/rollBetween() threatSchemingLeader 61 70}} + {{#rollBetween() threatSchemingLeader 71 80}} + Unravel an existing alliance + {{/rollBetween() threatSchemingLeader 71 80}} + {{#rollBetween() threatSchemingLeader 81 90}} + Incite conflict + {{/rollBetween() threatSchemingLeader 81 90}} + {{#rollBetween() threatSchemingLeader 91 100}} + Use an unexpected capability or asset + {{/rollBetween() threatSchemingLeader 91 100}} +
    +
    {{/threatSchemingLeader}} + {{#threatPowerHungryMystic}} +
    +
    {{threatPowerHungryMystic}}
    +
    + {{#rollBetween() threatPowerHungryMystic 1 10}} + Gain hidden knowledge + {{/rollBetween() threatPowerHungryMystic 1 10}} + {{#rollBetween() threatPowerHungryMystic 11 20}} + Assault an enemy with magic + {{/rollBetween() threatPowerHungryMystic 11 20}} + {{#rollBetween() threatPowerHungryMystic 21 30}} + Despoil a place through magic + {{/rollBetween() threatPowerHungryMystic 21 30}} + {{#rollBetween() threatPowerHungryMystic 31 40}} + Forge a bond with ancient forces + {{/rollBetween() threatPowerHungryMystic 31 40}} + {{#rollBetween() threatPowerHungryMystic 41 50}} + Create magical wards or protections + {{/rollBetween() threatPowerHungryMystic 41 50}} + {{#rollBetween() threatPowerHungryMystic 51 60}} + Obtain a powerful artifact + {{/rollBetween() threatPowerHungryMystic 51 60}} + {{#rollBetween() threatPowerHungryMystic 61 70}} + Tempt with power or secrets + {{/rollBetween() threatPowerHungryMystic 61 70}} + {{#rollBetween() threatPowerHungryMystic 71 80}} + Recruit a follower or ally + {{/rollBetween() threatPowerHungryMystic 71 80}} + {{#rollBetween() threatPowerHungryMystic 81 90}} + Sacrifice something in exchange for greater power + {{/rollBetween() threatPowerHungryMystic 81 90}} + {{#rollBetween() threatPowerHungryMystic 91 100}} + Use magic to trick or deceive + {{/rollBetween() threatPowerHungryMystic 91 100}} +
    +
    {{/threatPowerHungryMystic}} + {{#threatZealousCult}} +
    +
    {{threatZealousCult}}
    +
    + {{#rollBetween() threatZealousCult 1 10}} + Overtake a faction or community + {{/rollBetween() threatZealousCult 1 10}} + {{#rollBetween() threatZealousCult 11 20}} + Unlock secrets to greater power + {{/rollBetween() threatZealousCult 11 20}} + {{#rollBetween() threatZealousCult 21 30}} + Establish false credibility + {{/rollBetween() threatZealousCult 21 30}} + {{#rollBetween() threatZealousCult 31 40}} + Appoint or reveal a leader + {{/rollBetween() threatZealousCult 31 40}} + {{#rollBetween() threatZealousCult 41 50}} + Lure new members or establish alliances + {{/rollBetween() threatZealousCult 41 50}} + {{#rollBetween() threatZealousCult 51 60}} + Subvert opposition through devious schemes + {{/rollBetween() threatZealousCult 51 60}} + {{#rollBetween() threatZealousCult 61 70}} + Attack opposition directly + {{/rollBetween() threatZealousCult 61 70}} + {{#rollBetween() threatZealousCult 71 80}} + Spread the word of its doctrine + {{/rollBetween() threatZealousCult 71 80}} + {{#rollBetween() threatZealousCult 81 90}} + Reveal a dire prophecy + {{/rollBetween() threatZealousCult 81 90}} + {{#rollBetween() threatZealousCult 91 100}} + Reveal its true nature or goal + {{/rollBetween() threatZealousCult 91 100}} +
    +
    {{/threatZealousCult}} +
    +
    + +
    {{#action}} +
    {{header}}
    +
    {{name}}
    {{#rollTotal() encumbered 1}} + {{#rollBetween() action loadEncMin loadEncMax}} +
    +
    Previous Action Score:
    +
    {{action}}
    +
    +
    +
    Encumbered: Action die cancelled for being greater than or matching max load.
    +
    +
    +
    Stat + Add:
    +
    {{stat}} + {{add}}
    +
    +
    +
    New Action Score:
    +
    {{modifiers}}
    +
    +
    +
    Challenge Dice:
    +
    {{challenge1}} {{challenge2}}
    +
    {{#rollGreater() modifiers challenge1}} + {{#rollTotal() challenge1 challenge2}} +
    +
    +
    OPPORTUNITY
    +
    {{/rollTotal() challenge1 challenge2}} + {{#^rollTotal() challenge1 challenge2}} + {{#rollGreater() modifiers challenge2}} +
    +
    +
    STRONG HIT
    +
    {{/rollGreater() modifiers challenge2}} + {{#^rollGreater() modifiers challenge2}} +
    +
    +
    WEAK HIT
    +
    {{#rollGreater() momentum challenge2}} +
    +
    Momentum:
    +
    {{momentum}}
    +
    +
    +
    +
    Burn Momentum: Strong Hit
    +
    {{/rollGreater() momentum challenge2}} + {{/^rollGreater() modifiers challenge2}} + {{/^rollTotal() challenge1 challenge2}} + {{/rollGreater() modifiers challenge1}} + {{#^rollGreater() modifiers challenge1}} + {{#rollTotal() challenge1 challenge2}} +
    +
    +
    COMPLICATION
    +
    {{#rollGreater() momentum challenge1}} +
    +
    Momentum:
    +
    {{momentum}}
    +
    +
    +
    +
    Burn Momentum: Strong Hit
    +
    {{/rollGreater() momentum challenge1}} + {{/rollTotal() challenge1 challenge2}} + {{#^rollTotal() challenge1 challenge2}} + {{#rollGreater() modifiers challenge2}} +
    +
    +
    WEAK HIT
    +
    {{#rollGreater() momentum challenge1}} +
    +
    Momentum:
    +
    {{momentum}}
    +
    +
    +
    +
    Burn Momentum: Strong Hit
    +
    {{/rollGreater() momentum challenge1}} + {{/rollGreater() modifiers challenge2}} + {{#^rollGreater() modifiers challenge2}} +
    +
    +
    MISS
    +
    {{#rollGreater() momentum challenge1}} + {{#rollGreater() momentum challenge2}} +
    +
    Momentum:
    +
    {{momentum}}
    +
    +
    +
    +
    Burn Momentum: Strong Hit
    +
    {{/rollGreater() momentum challenge2}} + {{#^rollGreater() momentum challenge2}} +
    +
    Momentum:
    +
    {{momentum}}
    +
    +
    +
    +
    Burn Momentum: Weak Hit
    +
    {{/^rollGreater() momentum challenge2}} + {{/rollGreater() momentum challenge1}} + {{#^rollGreater() momentum challenge1}} + {{#rollGreater() momentum challenge2}} +
    +
    Momentum:
    +
    {{momentum}}
    +
    +
    +
    +
    Burn Momentum: Weak Hit
    +
    {{/rollGreater() momentum challenge2}} + {{/^rollGreater() momentum challenge1}} + {{/^rollGreater() modifiers challenge2}} + {{/^rollTotal() challenge1 challenge2}} + {{/^rollGreater() modifiers challenge1}}{{/rollBetween() action loadEncMin loadEncMax}} + {{#^rollBetween() action loadEncMin loadEncMax}} + {{#rollLess() momentum 0}}{{#rollTotal() momentum -1}} + {{#rollTotal() action negate1}} +
    +
    Previous Action Score:
    +
    {{action}}
    +
    +
    +
    Action die cancelled for matching negative momentum.
    +
    +
    +
    Stat + Add:
    +
    {{stat}} + {{add}}
    +
    +
    +
    New Action Score:
    +
    {{modifiers}}
    +
    +
    +
    Challenge Dice:
    +
    {{challenge1}} {{challenge2}}
    +
    {{#rollGreater() modifiers challenge1}} + {{#rollTotal() challenge1 challenge2}} +
    +
    +
    OPPORTUNITY
    +
    {{/rollTotal() challenge1 challenge2}} + {{#^rollTotal() challenge1 challenge2}} + {{#rollGreater() modifiers challenge2}} +
    +
    +
    STRONG HIT
    +
    {{/rollGreater() modifiers challenge2}} + {{#^rollGreater() modifiers challenge2}} +
    +
    +
    WEAK HIT
    +
    {{/^rollGreater() modifiers challenge2}} + {{/^rollTotal() challenge1 challenge2}} + {{/rollGreater() modifiers challenge1}} + {{#^rollGreater() modifiers challenge1}} + {{#rollTotal() challenge1 challenge2}} +
    +
    +
    COMPLICATION
    +
    {{/rollTotal() challenge1 challenge2}} + {{#^rollTotal() challenge1 challenge2}} + {{#rollGreater() modifiers challenge2}} +
    +
    +
    WEAK HIT
    +
    {{/rollGreater() modifiers challenge2}} + {{#^rollGreater() modifiers challenge2}} +
    +
    +
    MISS
    +
    {{/^rollGreater() modifiers challenge2}} + {{/^rollTotal() challenge1 challenge2}} + {{/^rollGreater() modifiers challenge1}}{{/rollTotal() action negate1}} + {{#^rollTotal() action negate1}} + {{#rollTotal() action negate2}} +
    +
    Previous Action Score:
    +
    {{action}}
    +
    +
    +
    Action die cancelled for matching negative momentum.
    +
    +
    +
    Stat + Add:
    +
    {{stat}} + {{add}}
    +
    +
    +
    New Action Score:
    +
    {{modifiers}}
    +
    +
    +
    Challenge Dice:
    +
    {{challenge1}} {{challenge2}}
    +
    {{#rollGreater() modifiers challenge1}} + {{#rollTotal() challenge1 challenge2}} +
    +
    +
    OPPORTUNITY
    +
    {{/rollTotal() challenge1 challenge2}} + {{#^rollTotal() challenge1 challenge2}} + {{#rollGreater() modifiers challenge2}} +
    +
    +
    STRONG HIT
    +
    {{/rollGreater() modifiers challenge2}} + {{#^rollGreater() modifiers challenge2}} +
    +
    +
    WEAK HIT
    +
    {{/^rollGreater() modifiers challenge2}} + {{/^rollTotal() challenge1 challenge2}} + {{/rollGreater() modifiers challenge1}} + {{#^rollGreater() modifiers challenge1}} + {{#rollTotal() challenge1 challenge2}} +
    +
    +
    COMPLICATION
    +
    {{/rollTotal() challenge1 challenge2}} + {{#^rollTotal() challenge1 challenge2}} + {{#rollGreater() modifiers challenge2}} +
    +
    +
    WEAK HIT
    +
    {{/rollGreater() modifiers challenge2}} + {{#^rollGreater() modifiers challenge2}} +
    +
    +
    MISS
    +
    {{/^rollGreater() modifiers challenge2}} + {{/^rollTotal() challenge1 challenge2}} + {{/^rollGreater() modifiers challenge1}}{{/rollTotal() action negate2}} + {{#^rollTotal() action negate2}} +
    +
    Action Score:
    +
    {{action}}
    +
    +
    +
    Challenge Dice:
    +
    {{challenge1}} {{challenge2}}
    +
    {{#rollGreater() action challenge1}} + {{#rollTotal() challenge1 challenge2}} +
    +
    +
    OPPORTUNITY
    +
    {{/rollTotal() challenge1 challenge2}} + {{#^rollTotal() challenge1 challenge2}} + {{#rollGreater() action challenge2}} +
    +
    +
    STRONG HIT
    +
    {{/rollGreater() action challenge2}} + {{#^rollGreater() action challenge2}} +
    +
    +
    WEAK HIT
    +
    {{/^rollGreater() action challenge2}} + {{/^rollTotal() challenge1 challenge2}} + {{/rollGreater() action challenge1}} + {{#^rollGreater() action challenge1}} + {{#rollTotal() challenge1 challenge2}} +
    +
    +
    COMPLICATION
    +
    {{/rollTotal() challenge1 challenge2}} + {{#^rollTotal() challenge1 challenge2}} + {{#rollGreater() action challenge2}} +
    +
    +
    WEAK HIT
    +
    {{/rollGreater() action challenge2}} + {{#^rollGreater() action challenge2}} +
    +
    +
    MISS
    +
    {{/^rollGreater() action challenge2}} + {{/^rollTotal() challenge1 challenge2}} + {{/^rollGreater() action challenge1}}{{/^rollTotal() action negate2}} + {{/^rollTotal() action negate1}} + {{/rollTotal() momentum -1}}{{#rollTotal() momentum -2}} + {{#rollTotal() action negate3}} +
    +
    Previous Action Score:
    +
    {{action}}
    +
    +
    +
    Action die cancelled for matching negative momentum.
    +
    +
    +
    Stat + Add:
    +
    {{stat}} + {{add}}
    +
    +
    +
    New Action Score:
    +
    {{modifiers}}
    +
    +
    +
    Challenge Dice:
    +
    {{challenge1}} {{challenge2}}
    +
    {{#rollGreater() modifiers challenge1}} + {{#rollTotal() challenge1 challenge2}} +
    +
    +
    OPPORTUNITY
    +
    {{/rollTotal() challenge1 challenge2}} + {{#^rollTotal() challenge1 challenge2}} + {{#rollGreater() modifiers challenge2}} +
    +
    +
    STRONG HIT
    +
    {{/rollGreater() modifiers challenge2}} + {{#^rollGreater() modifiers challenge2}} +
    +
    +
    WEAK HIT
    +
    {{/^rollGreater() modifiers challenge2}} + {{/^rollTotal() challenge1 challenge2}} + {{/rollGreater() modifiers challenge1}} + {{#^rollGreater() modifiers challenge1}} + {{#rollTotal() challenge1 challenge2}} +
    +
    +
    COMPLICATION
    +
    {{/rollTotal() challenge1 challenge2}} + {{#^rollTotal() challenge1 challenge2}} + {{#rollGreater() modifiers challenge2}} +
    +
    +
    WEAK HIT
    +
    {{/rollGreater() modifiers challenge2}} + {{#^rollGreater() modifiers challenge2}} +
    +
    +
    MISS
    +
    {{/^rollGreater() modifiers challenge2}} + {{/^rollTotal() challenge1 challenge2}} + {{/^rollGreater() modifiers challenge1}}{{/rollTotal() action negate3}} + {{#^rollTotal() action negate3}} + {{#rollTotal() action negate4}} +
    +
    Previous Action Score:
    +
    {{action}}
    +
    +
    +
    Action die cancelled for matching negative momentum.
    +
    +
    +
    Stat + Add:
    +
    {{stat}} + {{add}}
    +
    +
    +
    New Action Score:
    +
    {{modifiers}}
    +
    +
    +
    Challenge Dice:
    +
    {{challenge1}} {{challenge2}}
    +
    {{#rollGreater() modifiers challenge1}} + {{#rollTotal() challenge1 challenge2}} +
    +
    +
    OPPORTUNITY
    +
    {{/rollTotal() challenge1 challenge2}} + {{#^rollTotal() challenge1 challenge2}} + {{#rollGreater() modifiers challenge2}} +
    +
    +
    STRONG HIT
    +
    {{/rollGreater() modifiers challenge2}} + {{#^rollGreater() modifiers challenge2}} +
    +
    +
    WEAK HIT
    +
    {{/^rollGreater() modifiers challenge2}} + {{/^rollTotal() challenge1 challenge2}} + {{/rollGreater() modifiers challenge1}} + {{#^rollGreater() modifiers challenge1}} + {{#rollTotal() challenge1 challenge2}} +
    +
    +
    COMPLICATION
    +
    {{/rollTotal() challenge1 challenge2}} + {{#^rollTotal() challenge1 challenge2}} + {{#rollGreater() modifiers challenge2}} +
    +
    +
    WEAK HIT
    +
    {{/rollGreater() modifiers challenge2}} + {{#^rollGreater() modifiers challenge2}} +
    +
    +
    MISS
    +
    {{/^rollGreater() modifiers challenge2}} + {{/^rollTotal() challenge1 challenge2}} + {{/^rollGreater() modifiers challenge1}}{{/rollTotal() action negate4}} + {{#^rollTotal() action negate4}} +
    +
    Action Score:
    +
    {{action}}
    +
    +
    +
    Challenge Dice:
    +
    {{challenge1}} {{challenge2}}
    +
    {{#rollGreater() action challenge1}} + {{#rollTotal() challenge1 challenge2}} +
    +
    +
    OPPORTUNITY
    +
    {{/rollTotal() challenge1 challenge2}} + {{#^rollTotal() challenge1 challenge2}} + {{#rollGreater() action challenge2}} +
    +
    +
    STRONG HIT
    +
    {{/rollGreater() action challenge2}} + {{#^rollGreater() action challenge2}} +
    +
    +
    WEAK HIT
    +
    {{/^rollGreater() action challenge2}} + {{/^rollTotal() challenge1 challenge2}} + {{/rollGreater() action challenge1}} + {{#^rollGreater() action challenge1}} + {{#rollTotal() challenge1 challenge2}} +
    +
    +
    COMPLICATION
    +
    {{/rollTotal() challenge1 challenge2}} + {{#^rollTotal() challenge1 challenge2}} + {{#rollGreater() action challenge2}} +
    +
    +
    WEAK HIT
    +
    {{/rollGreater() action challenge2}} + {{#^rollGreater() action challenge2}} +
    +
    +
    MISS
    +
    {{/^rollGreater() action challenge2}} + {{/^rollTotal() challenge1 challenge2}} + {{/^rollGreater() action challenge1}}{{/^rollTotal() action negate4}} + {{/^rollTotal() action negate3}} + {{/rollTotal() momentum -2}}{{#rollTotal() momentum -3}} + {{#rollTotal() action negate5}} +
    +
    Previous Action Score:
    +
    {{action}}
    +
    +
    +
    Action die cancelled for matching negative momentum.
    +
    +
    +
    Stat + Add:
    +
    {{stat}} + {{add}}
    +
    +
    +
    New Action Score:
    +
    {{modifiers}}
    +
    +
    +
    Challenge Dice:
    +
    {{challenge1}} {{challenge2}}
    +
    {{#rollGreater() modifiers challenge1}} + {{#rollTotal() challenge1 challenge2}} +
    +
    +
    OPPORTUNITY
    +
    {{/rollTotal() challenge1 challenge2}} + {{#^rollTotal() challenge1 challenge2}} + {{#rollGreater() modifiers challenge2}} +
    +
    +
    STRONG HIT
    +
    {{/rollGreater() modifiers challenge2}} + {{#^rollGreater() modifiers challenge2}} +
    +
    +
    WEAK HIT
    +
    {{/^rollGreater() modifiers challenge2}} + {{/^rollTotal() challenge1 challenge2}} + {{/rollGreater() modifiers challenge1}} + {{#^rollGreater() modifiers challenge1}} + {{#rollTotal() challenge1 challenge2}} +
    +
    +
    COMPLICATION
    +
    {{/rollTotal() challenge1 challenge2}} + {{#^rollTotal() challenge1 challenge2}} + {{#rollGreater() modifiers challenge2}} +
    +
    +
    WEAK HIT
    +
    {{/rollGreater() modifiers challenge2}} + {{#^rollGreater() modifiers challenge2}} +
    +
    +
    MISS
    +
    {{/^rollGreater() modifiers challenge2}} + {{/^rollTotal() challenge1 challenge2}} + {{/^rollGreater() modifiers challenge1}}{{/rollTotal() action negate5}} + {{#^rollTotal() action negate5}} + {{#rollTotal() action negate6}} +
    +
    Previous Action Score:
    +
    {{action}}
    +
    +
    +
    Action die cancelled for matching negative momentum.
    +
    +
    +
    Stat + Add:
    +
    {{stat}} + {{add}}
    +
    +
    +
    New Action Score:
    +
    {{modifiers}}
    +
    +
    +
    Challenge Dice:
    +
    {{challenge1}} {{challenge2}}
    +
    {{#rollGreater() modifiers challenge1}} + {{#rollTotal() challenge1 challenge2}} +
    +
    +
    OPPORTUNITY
    +
    {{/rollTotal() challenge1 challenge2}} + {{#^rollTotal() challenge1 challenge2}} + {{#rollGreater() modifiers challenge2}} +
    +
    +
    STRONG HIT
    +
    {{/rollGreater() modifiers challenge2}} + {{#^rollGreater() modifiers challenge2}} +
    +
    +
    WEAK HIT
    +
    {{/^rollGreater() modifiers challenge2}} + {{/^rollTotal() challenge1 challenge2}} + {{/rollGreater() modifiers challenge1}} + {{#^rollGreater() modifiers challenge1}} + {{#rollTotal() challenge1 challenge2}} +
    +
    +
    COMPLICATION
    +
    {{/rollTotal() challenge1 challenge2}} + {{#^rollTotal() challenge1 challenge2}} + {{#rollGreater() modifiers challenge2}} +
    +
    +
    WEAK HIT
    +
    {{/rollGreater() modifiers challenge2}} + {{#^rollGreater() modifiers challenge2}} +
    +
    +
    MISS
    +
    {{/^rollGreater() modifiers challenge2}} + {{/^rollTotal() challenge1 challenge2}} + {{/^rollGreater() modifiers challenge1}}{{/rollTotal() action negate6}} + {{#^rollTotal() action negate6}} +
    +
    Action Score:
    +
    {{action}}
    +
    +
    +
    Challenge Dice:
    +
    {{challenge1}} {{challenge2}}
    +
    {{#rollGreater() action challenge1}} + {{#rollTotal() challenge1 challenge2}} +
    +
    +
    OPPORTUNITY
    +
    {{/rollTotal() challenge1 challenge2}} + {{#^rollTotal() challenge1 challenge2}} + {{#rollGreater() action challenge2}} +
    +
    +
    STRONG HIT
    +
    {{/rollGreater() action challenge2}} + {{#^rollGreater() action challenge2}} +
    +
    +
    WEAK HIT
    +
    {{/^rollGreater() action challenge2}} + {{/^rollTotal() challenge1 challenge2}} + {{/rollGreater() action challenge1}} + {{#^rollGreater() action challenge1}} + {{#rollTotal() challenge1 challenge2}} +
    +
    +
    COMPLICATION
    +
    {{/rollTotal() challenge1 challenge2}} + {{#^rollTotal() challenge1 challenge2}} + {{#rollGreater() action challenge2}} +
    +
    +
    WEAK HIT
    +
    {{/rollGreater() action challenge2}} + {{#^rollGreater() action challenge2}} +
    +
    +
    MISS
    +
    {{/^rollGreater() action challenge2}} + {{/^rollTotal() challenge1 challenge2}} + {{/^rollGreater() action challenge1}}{{/^rollTotal() action negate6}} + {{/^rollTotal() action negate5}} + {{/rollTotal() momentum -3}}{{#rollTotal() momentum -4}} + {{#rollTotal() action negate7}} +
    +
    Previous Action Score:
    +
    {{action}}
    +
    +
    +
    Action die cancelled for matching negative momentum.
    +
    +
    +
    Stat + Add:
    +
    {{stat}} + {{add}}
    +
    +
    +
    New Action Score:
    +
    {{modifiers}}
    +
    +
    +
    Challenge Dice:
    +
    {{challenge1}} {{challenge2}}
    +
    {{#rollGreater() modifiers challenge1}} + {{#rollTotal() challenge1 challenge2}} +
    +
    +
    OPPORTUNITY
    +
    {{/rollTotal() challenge1 challenge2}} + {{#^rollTotal() challenge1 challenge2}} + {{#rollGreater() modifiers challenge2}} +
    +
    +
    STRONG HIT
    +
    {{/rollGreater() modifiers challenge2}} + {{#^rollGreater() modifiers challenge2}} +
    +
    +
    WEAK HIT
    +
    {{/^rollGreater() modifiers challenge2}} + {{/^rollTotal() challenge1 challenge2}} + {{/rollGreater() modifiers challenge1}} + {{#^rollGreater() modifiers challenge1}} + {{#rollTotal() challenge1 challenge2}} +
    +
    +
    COMPLICATION
    +
    {{/rollTotal() challenge1 challenge2}} + {{#^rollTotal() challenge1 challenge2}} + {{#rollGreater() modifiers challenge2}} +
    +
    +
    WEAK HIT
    +
    {{/rollGreater() modifiers challenge2}} + {{#^rollGreater() modifiers challenge2}} +
    +
    +
    MISS
    +
    {{/^rollGreater() modifiers challenge2}} + {{/^rollTotal() challenge1 challenge2}} + {{/^rollGreater() modifiers challenge1}}{{/rollTotal() action negate7}} + {{#^rollTotal() action negate7}} + {{#rollTotal() action negate8}} +
    +
    Previous Action Score:
    +
    {{action}}
    +
    +
    +
    Action die cancelled for matching negative momentum.
    +
    +
    +
    Stat + Add:
    +
    {{stat}} + {{add}}
    +
    +
    +
    New Action Score:
    +
    {{modifiers}}
    +
    +
    +
    Challenge Dice:
    +
    {{challenge1}} {{challenge2}}
    +
    {{#rollGreater() modifiers challenge1}} + {{#rollTotal() challenge1 challenge2}} +
    +
    +
    OPPORTUNITY
    +
    {{/rollTotal() challenge1 challenge2}} + {{#^rollTotal() challenge1 challenge2}} + {{#rollGreater() modifiers challenge2}} +
    +
    +
    STRONG HIT
    +
    {{/rollGreater() modifiers challenge2}} + {{#^rollGreater() modifiers challenge2}} +
    +
    +
    WEAK HIT
    +
    {{/^rollGreater() modifiers challenge2}} + {{/^rollTotal() challenge1 challenge2}} + {{/rollGreater() modifiers challenge1}} + {{#^rollGreater() modifiers challenge1}} + {{#rollTotal() challenge1 challenge2}} +
    +
    +
    COMPLICATION
    +
    {{/rollTotal() challenge1 challenge2}} + {{#^rollTotal() challenge1 challenge2}} + {{#rollGreater() modifiers challenge2}} +
    +
    +
    WEAK HIT
    +
    {{/rollGreater() modifiers challenge2}} + {{#^rollGreater() modifiers challenge2}} +
    +
    +
    MISS
    +
    {{/^rollGreater() modifiers challenge2}} + {{/^rollTotal() challenge1 challenge2}} + {{/^rollGreater() modifiers challenge1}}{{/rollTotal() action negate8}} + {{#^rollTotal() action negate8}} +
    +
    Action Score:
    +
    {{action}}
    +
    +
    +
    Challenge Dice:
    +
    {{challenge1}} {{challenge2}}
    +
    {{#rollGreater() action challenge1}} + {{#rollTotal() challenge1 challenge2}} +
    +
    +
    OPPORTUNITY
    +
    {{/rollTotal() challenge1 challenge2}} + {{#^rollTotal() challenge1 challenge2}} + {{#rollGreater() action challenge2}} +
    +
    +
    STRONG HIT
    +
    {{/rollGreater() action challenge2}} + {{#^rollGreater() action challenge2}} +
    +
    +
    WEAK HIT
    +
    {{/^rollGreater() action challenge2}} + {{/^rollTotal() challenge1 challenge2}} + {{/rollGreater() action challenge1}} + {{#^rollGreater() action challenge1}} + {{#rollTotal() challenge1 challenge2}} +
    +
    +
    COMPLICATION
    +
    {{/rollTotal() challenge1 challenge2}} + {{#^rollTotal() challenge1 challenge2}} + {{#rollGreater() action challenge2}} +
    +
    +
    WEAK HIT
    +
    {{/rollGreater() action challenge2}} + {{#^rollGreater() action challenge2}} +
    +
    +
    MISS
    +
    {{/^rollGreater() action challenge2}} + {{/^rollTotal() challenge1 challenge2}} + {{/^rollGreater() action challenge1}}{{/^rollTotal() action negate8}} + {{/^rollTotal() action negate7}} + {{/rollTotal() momentum -4}}{{#rollTotal() momentum -5}} + {{#rollTotal() action negate9}} +
    +
    Previous Action Score:
    +
    {{action}}
    +
    +
    +
    Action die cancelled for matching negative momentum.
    +
    +
    +
    Stat + Add:
    +
    {{stat}} + {{add}}
    +
    +
    +
    New Action Score:
    +
    {{modifiers}}
    +
    +
    +
    Challenge Dice:
    +
    {{challenge1}} {{challenge2}}
    +
    {{#rollGreater() modifiers challenge1}} + {{#rollTotal() challenge1 challenge2}} +
    +
    +
    OPPORTUNITY
    +
    {{/rollTotal() challenge1 challenge2}} + {{#^rollTotal() challenge1 challenge2}} + {{#rollGreater() modifiers challenge2}} +
    +
    +
    STRONG HIT
    +
    {{/rollGreater() modifiers challenge2}} + {{#^rollGreater() modifiers challenge2}} +
    +
    +
    WEAK HIT
    +
    {{/^rollGreater() modifiers challenge2}} + {{/^rollTotal() challenge1 challenge2}} + {{/rollGreater() modifiers challenge1}} + {{#^rollGreater() modifiers challenge1}} + {{#rollTotal() challenge1 challenge2}} +
    +
    +
    COMPLICATION
    +
    {{/rollTotal() challenge1 challenge2}} + {{#^rollTotal() challenge1 challenge2}} + {{#rollGreater() modifiers challenge2}} +
    +
    +
    WEAK HIT
    +
    {{/rollGreater() modifiers challenge2}} + {{#^rollGreater() modifiers challenge2}} +
    +
    +
    MISS
    +
    {{/^rollGreater() modifiers challenge2}} + {{/^rollTotal() challenge1 challenge2}} + {{/^rollGreater() modifiers challenge1}}{{/rollTotal() action negate9}} + {{#^rollTotal() action negate9}} + {{#rollTotal() action negate10}} +
    +
    Previous Action Score:
    +
    {{action}}
    +
    +
    +
    Action die cancelled for matching negative momentum.
    +
    +
    +
    Stat + Add:
    +
    {{stat}} + {{add}}
    +
    +
    +
    New Action Score:
    +
    {{modifiers}}
    +
    +
    +
    Challenge Dice:
    +
    {{challenge1}} {{challenge2}}
    +
    {{#rollGreater() modifiers challenge1}} + {{#rollTotal() challenge1 challenge2}} +
    +
    +
    OPPORTUNITY
    +
    {{/rollTotal() challenge1 challenge2}} + {{#^rollTotal() challenge1 challenge2}} + {{#rollGreater() modifiers challenge2}} +
    +
    +
    STRONG HIT
    +
    {{/rollGreater() modifiers challenge2}} + {{#^rollGreater() modifiers challenge2}} +
    +
    +
    WEAK HIT
    +
    {{/^rollGreater() modifiers challenge2}} + {{/^rollTotal() challenge1 challenge2}} + {{/rollGreater() modifiers challenge1}} + {{#^rollGreater() modifiers challenge1}} + {{#rollTotal() challenge1 challenge2}} +
    +
    +
    COMPLICATION
    +
    {{/rollTotal() challenge1 challenge2}} + {{#^rollTotal() challenge1 challenge2}} + {{#rollGreater() modifiers challenge2}} +
    +
    +
    WEAK HIT
    +
    {{/rollGreater() modifiers challenge2}} + {{#^rollGreater() modifiers challenge2}} +
    +
    +
    MISS
    +
    {{/^rollGreater() modifiers challenge2}} + {{/^rollTotal() challenge1 challenge2}} + {{/^rollGreater() modifiers challenge1}}{{/rollTotal() action negate10}} + {{#^rollTotal() action negate10}} +
    +
    Action Score:
    +
    {{action}}
    +
    +
    +
    Challenge Dice:
    +
    {{challenge1}} {{challenge2}}
    +
    {{#rollGreater() action challenge1}} + {{#rollTotal() challenge1 challenge2}} +
    +
    +
    OPPORTUNITY
    +
    {{/rollTotal() challenge1 challenge2}} + {{#^rollTotal() challenge1 challenge2}} + {{#rollGreater() action challenge2}} +
    +
    +
    STRONG HIT
    +
    {{/rollGreater() action challenge2}} + {{#^rollGreater() action challenge2}} +
    +
    +
    WEAK HIT
    +
    {{/^rollGreater() action challenge2}} + {{/^rollTotal() challenge1 challenge2}} + {{/rollGreater() action challenge1}} + {{#^rollGreater() action challenge1}} + {{#rollTotal() challenge1 challenge2}} +
    +
    +
    COMPLICATION
    +
    {{/rollTotal() challenge1 challenge2}} + {{#^rollTotal() challenge1 challenge2}} + {{#rollGreater() action challenge2}} +
    +
    +
    WEAK HIT
    +
    {{/rollGreater() action challenge2}} + {{#^rollGreater() action challenge2}} +
    +
    +
    MISS
    +
    {{/^rollGreater() action challenge2}} + {{/^rollTotal() challenge1 challenge2}} + {{/^rollGreater() action challenge1}}{{/^rollTotal() action negate10}} + {{/^rollTotal() action negate9}} + {{/rollTotal() momentum -5}}{{#rollTotal() momentum -6}} + {{#rollTotal() action negate11}} +
    +
    Previous Action Score:
    +
    {{action}}
    +
    +
    +
    Action die cancelled for matching negative momentum.
    +
    +
    +
    Stat + Add:
    +
    {{stat}} + {{add}}
    +
    +
    +
    New Action Score:
    +
    {{modifiers}}
    +
    +
    +
    Challenge Dice:
    +
    {{challenge1}} {{challenge2}}
    +
    {{#rollGreater() modifiers challenge1}} + {{#rollTotal() challenge1 challenge2}} +
    +
    +
    OPPORTUNITY
    +
    {{/rollTotal() challenge1 challenge2}} + {{#^rollTotal() challenge1 challenge2}} + {{#rollGreater() modifiers challenge2}} +
    +
    +
    STRONG HIT
    +
    {{/rollGreater() modifiers challenge2}} + {{#^rollGreater() modifiers challenge2}} +
    +
    +
    WEAK HIT
    +
    {{/^rollGreater() modifiers challenge2}} + {{/^rollTotal() challenge1 challenge2}} + {{/rollGreater() modifiers challenge1}} + {{#^rollGreater() modifiers challenge1}} + {{#rollTotal() challenge1 challenge2}} +
    +
    +
    COMPLICATION
    +
    {{/rollTotal() challenge1 challenge2}} + {{#^rollTotal() challenge1 challenge2}} + {{#rollGreater() modifiers challenge2}} +
    +
    +
    WEAK HIT
    +
    {{/rollGreater() modifiers challenge2}} + {{#^rollGreater() modifiers challenge2}} +
    +
    +
    MISS
    +
    {{/^rollGreater() modifiers challenge2}} + {{/^rollTotal() challenge1 challenge2}} + {{/^rollGreater() modifiers challenge1}}{{/rollTotal() action negate11}} + {{#^rollTotal() action negate11}} + {{#rollTotal() action negate12}} +
    +
    Previous Action Score:
    +
    {{action}}
    +
    +
    +
    Action die cancelled for matching negative momentum.
    +
    +
    +
    Stat + Add:
    +
    {{stat}} + {{add}}
    +
    +
    +
    New Action Score:
    +
    {{modifiers}}
    +
    +
    +
    Challenge Dice:
    +
    {{challenge1}} {{challenge2}}
    +
    {{#rollGreater() modifiers challenge1}} + {{#rollTotal() challenge1 challenge2}} +
    +
    +
    OPPORTUNITY
    +
    {{/rollTotal() challenge1 challenge2}} + {{#^rollTotal() challenge1 challenge2}} + {{#rollGreater() modifiers challenge2}} +
    +
    +
    STRONG HIT
    +
    {{/rollGreater() modifiers challenge2}} + {{#^rollGreater() modifiers challenge2}} +
    +
    +
    WEAK HIT
    +
    {{/^rollGreater() modifiers challenge2}} + {{/^rollTotal() challenge1 challenge2}} + {{/rollGreater() modifiers challenge1}} + {{#^rollGreater() modifiers challenge1}} + {{#rollTotal() challenge1 challenge2}} +
    +
    +
    COMPLICATION
    +
    {{/rollTotal() challenge1 challenge2}} + {{#^rollTotal() challenge1 challenge2}} + {{#rollGreater() modifiers challenge2}} +
    +
    +
    WEAK HIT
    +
    {{/rollGreater() modifiers challenge2}} + {{#^rollGreater() modifiers challenge2}} +
    +
    +
    MISS
    +
    {{/^rollGreater() modifiers challenge2}} + {{/^rollTotal() challenge1 challenge2}} + {{/^rollGreater() modifiers challenge1}}{{/rollTotal() action negate12}} + {{#^rollTotal() action negate12}} +
    +
    Action Score:
    +
    {{action}}
    +
    +
    +
    Challenge Dice:
    +
    {{challenge1}} {{challenge2}}
    +
    {{#rollGreater() action challenge1}} + {{#rollTotal() challenge1 challenge2}} +
    +
    +
    OPPORTUNITY
    +
    {{/rollTotal() challenge1 challenge2}} + {{#^rollTotal() challenge1 challenge2}} + {{#rollGreater() action challenge2}} +
    +
    +
    STRONG HIT
    +
    {{/rollGreater() action challenge2}} + {{#^rollGreater() action challenge2}} +
    +
    +
    WEAK HIT
    +
    {{/^rollGreater() action challenge2}} + {{/^rollTotal() challenge1 challenge2}} + {{/rollGreater() action challenge1}} + {{#^rollGreater() action challenge1}} + {{#rollTotal() challenge1 challenge2}} +
    +
    +
    COMPLICATION
    +
    {{/rollTotal() challenge1 challenge2}} + {{#^rollTotal() challenge1 challenge2}} + {{#rollGreater() action challenge2}} +
    +
    +
    WEAK HIT
    +
    {{/rollGreater() action challenge2}} + {{#^rollGreater() action challenge2}} +
    +
    +
    MISS
    +
    {{/^rollGreater() action challenge2}} + {{/^rollTotal() challenge1 challenge2}} + {{/^rollGreater() action challenge1}}{{/^rollTotal() action negate12}} + {{/^rollTotal() action negate11}} + {{/rollTotal() momentum -6}}{{/rollLess() momentum 0}} + {{#^rollLess() momentum 0}} +
    +
    Action Score:
    +
    {{action}}
    +
    +
    +
    Challenge Dice:
    +
    {{challenge1}} {{challenge2}}
    +
    {{#rollGreater() action challenge1}} + {{#rollTotal() challenge1 challenge2}} +
    +
    +
    OPPORTUNITY
    +
    {{/rollTotal() challenge1 challenge2}} + {{#^rollTotal() challenge1 challenge2}} + {{#rollGreater() action challenge2}} +
    +
    +
    STRONG HIT
    +
    {{/rollGreater() action challenge2}} + {{#^rollGreater() action challenge2}} +
    +
    +
    WEAK HIT
    +
    {{#rollGreater() momentum challenge2}} +
    +
    Momentum:
    +
    {{momentum}}
    +
    +
    +
    +
    Burn Momentum: Strong Hit
    +
    {{/rollGreater() momentum challenge2}} + {{/^rollGreater() action challenge2}} + {{/^rollTotal() challenge1 challenge2}} + {{/rollGreater() action challenge1}} + {{#^rollGreater() action challenge1}} + {{#rollTotal() challenge1 challenge2}} +
    +
    +
    COMPLICATION
    +
    {{#rollGreater() momentum challenge1}} +
    +
    Momentum:
    +
    {{momentum}}
    +
    +
    +
    +
    Burn Momentum: Strong Hit
    +
    {{/rollGreater() momentum challenge1}} + {{/rollTotal() challenge1 challenge2}} + {{#^rollTotal() challenge1 challenge2}} + {{#rollGreater() action challenge2}} +
    +
    +
    WEAK HIT
    +
    {{#rollGreater() momentum challenge1}} +
    +
    Momentum:
    +
    {{momentum}}
    +
    +
    +
    +
    Burn Momentum: Strong Hit
    +
    {{/rollGreater() momentum challenge1}} + {{/rollGreater() action challenge2}} + {{#^rollGreater() action challenge2}} +
    +
    +
    MISS
    +
    {{#rollGreater() momentum challenge1}} + {{#rollGreater() momentum challenge2}} +
    +
    Momentum:
    +
    {{momentum}}
    +
    +
    +
    +
    Burn Momentum: Strong Hit
    +
    {{/rollGreater() momentum challenge2}} + {{#^rollGreater() momentum challenge2}} +
    +
    Momentum:
    +
    {{momentum}}
    +
    +
    +
    +
    Burn Momentum: Weak Hit
    +
    {{/^rollGreater() momentum challenge2}} + {{/rollGreater() momentum challenge1}} + {{#^rollGreater() momentum challenge1}} + {{#rollGreater() momentum challenge2}} +
    +
    Momentum:
    +
    {{momentum}}
    +
    +
    +
    +
    Burn Momentum: Weak Hit
    +
    {{/rollGreater() momentum challenge2}} + {{/^rollGreater() momentum challenge1}} + {{/^rollGreater() action challenge2}} + {{/^rollTotal() challenge1 challenge2}} + {{/^rollGreater() action challenge1}}{{/^rollLess() momentum 0}} + {{/^rollBetween() action loadEncMin loadEncMax}} + {{/rollTotal() encumbered 1}} + {{#^rollTotal() encumbered 1}} + {{#rollLess() momentum 0}}{{#rollTotal() momentum -1}} + {{#rollTotal() action negate1}} +
    +
    Previous Action Score:
    +
    {{action}}
    +
    +
    +
    Action die cancelled for matching negative momentum.
    +
    +
    +
    Stat + Add:
    +
    {{stat}} + {{add}}
    +
    +
    +
    New Action Score:
    +
    {{modifiers}}
    +
    +
    +
    Challenge Dice:
    +
    {{challenge1}} {{challenge2}}
    +
    {{#rollGreater() modifiers challenge1}} + {{#rollTotal() challenge1 challenge2}} +
    +
    +
    OPPORTUNITY
    +
    {{/rollTotal() challenge1 challenge2}} + {{#^rollTotal() challenge1 challenge2}} + {{#rollGreater() modifiers challenge2}} +
    +
    +
    STRONG HIT
    +
    {{/rollGreater() modifiers challenge2}} + {{#^rollGreater() modifiers challenge2}} +
    +
    +
    WEAK HIT
    +
    {{/^rollGreater() modifiers challenge2}} + {{/^rollTotal() challenge1 challenge2}} + {{/rollGreater() modifiers challenge1}} + {{#^rollGreater() modifiers challenge1}} + {{#rollTotal() challenge1 challenge2}} +
    +
    +
    COMPLICATION
    +
    {{/rollTotal() challenge1 challenge2}} + {{#^rollTotal() challenge1 challenge2}} + {{#rollGreater() modifiers challenge2}} +
    +
    +
    WEAK HIT
    +
    {{/rollGreater() modifiers challenge2}} + {{#^rollGreater() modifiers challenge2}} +
    +
    +
    MISS
    +
    {{/^rollGreater() modifiers challenge2}} + {{/^rollTotal() challenge1 challenge2}} + {{/^rollGreater() modifiers challenge1}}{{/rollTotal() action negate1}} + {{#^rollTotal() action negate1}} + {{#rollTotal() action negate2}} +
    +
    Previous Action Score:
    +
    {{action}}
    +
    +
    +
    Action die cancelled for matching negative momentum.
    +
    +
    +
    Stat + Add:
    +
    {{stat}} + {{add}}
    +
    +
    +
    New Action Score:
    +
    {{modifiers}}
    +
    +
    +
    Challenge Dice:
    +
    {{challenge1}} {{challenge2}}
    +
    {{#rollGreater() modifiers challenge1}} + {{#rollTotal() challenge1 challenge2}} +
    +
    +
    OPPORTUNITY
    +
    {{/rollTotal() challenge1 challenge2}} + {{#^rollTotal() challenge1 challenge2}} + {{#rollGreater() modifiers challenge2}} +
    +
    +
    STRONG HIT
    +
    {{/rollGreater() modifiers challenge2}} + {{#^rollGreater() modifiers challenge2}} +
    +
    +
    WEAK HIT
    +
    {{/^rollGreater() modifiers challenge2}} + {{/^rollTotal() challenge1 challenge2}} + {{/rollGreater() modifiers challenge1}} + {{#^rollGreater() modifiers challenge1}} + {{#rollTotal() challenge1 challenge2}} +
    +
    +
    COMPLICATION
    +
    {{/rollTotal() challenge1 challenge2}} + {{#^rollTotal() challenge1 challenge2}} + {{#rollGreater() modifiers challenge2}} +
    +
    +
    WEAK HIT
    +
    {{/rollGreater() modifiers challenge2}} + {{#^rollGreater() modifiers challenge2}} +
    +
    +
    MISS
    +
    {{/^rollGreater() modifiers challenge2}} + {{/^rollTotal() challenge1 challenge2}} + {{/^rollGreater() modifiers challenge1}}{{/rollTotal() action negate2}} + {{#^rollTotal() action negate2}} +
    +
    Action Score:
    +
    {{action}}
    +
    +
    +
    Challenge Dice:
    +
    {{challenge1}} {{challenge2}}
    +
    {{#rollGreater() action challenge1}} + {{#rollTotal() challenge1 challenge2}} +
    +
    +
    OPPORTUNITY
    +
    {{/rollTotal() challenge1 challenge2}} + {{#^rollTotal() challenge1 challenge2}} + {{#rollGreater() action challenge2}} +
    +
    +
    STRONG HIT
    +
    {{/rollGreater() action challenge2}} + {{#^rollGreater() action challenge2}} +
    +
    +
    WEAK HIT
    +
    {{/^rollGreater() action challenge2}} + {{/^rollTotal() challenge1 challenge2}} + {{/rollGreater() action challenge1}} + {{#^rollGreater() action challenge1}} + {{#rollTotal() challenge1 challenge2}} +
    +
    +
    COMPLICATION
    +
    {{/rollTotal() challenge1 challenge2}} + {{#^rollTotal() challenge1 challenge2}} + {{#rollGreater() action challenge2}} +
    +
    +
    WEAK HIT
    +
    {{/rollGreater() action challenge2}} + {{#^rollGreater() action challenge2}} +
    +
    +
    MISS
    +
    {{/^rollGreater() action challenge2}} + {{/^rollTotal() challenge1 challenge2}} + {{/^rollGreater() action challenge1}}{{/^rollTotal() action negate2}} + {{/^rollTotal() action negate1}} + {{/rollTotal() momentum -1}}{{#rollTotal() momentum -2}} + {{#rollTotal() action negate3}} +
    +
    Previous Action Score:
    +
    {{action}}
    +
    +
    +
    Action die cancelled for matching negative momentum.
    +
    +
    +
    Stat + Add:
    +
    {{stat}} + {{add}}
    +
    +
    +
    New Action Score:
    +
    {{modifiers}}
    +
    +
    +
    Challenge Dice:
    +
    {{challenge1}} {{challenge2}}
    +
    {{#rollGreater() modifiers challenge1}} + {{#rollTotal() challenge1 challenge2}} +
    +
    +
    OPPORTUNITY
    +
    {{/rollTotal() challenge1 challenge2}} + {{#^rollTotal() challenge1 challenge2}} + {{#rollGreater() modifiers challenge2}} +
    +
    +
    STRONG HIT
    +
    {{/rollGreater() modifiers challenge2}} + {{#^rollGreater() modifiers challenge2}} +
    +
    +
    WEAK HIT
    +
    {{/^rollGreater() modifiers challenge2}} + {{/^rollTotal() challenge1 challenge2}} + {{/rollGreater() modifiers challenge1}} + {{#^rollGreater() modifiers challenge1}} + {{#rollTotal() challenge1 challenge2}} +
    +
    +
    COMPLICATION
    +
    {{/rollTotal() challenge1 challenge2}} + {{#^rollTotal() challenge1 challenge2}} + {{#rollGreater() modifiers challenge2}} +
    +
    +
    WEAK HIT
    +
    {{/rollGreater() modifiers challenge2}} + {{#^rollGreater() modifiers challenge2}} +
    +
    +
    MISS
    +
    {{/^rollGreater() modifiers challenge2}} + {{/^rollTotal() challenge1 challenge2}} + {{/^rollGreater() modifiers challenge1}}{{/rollTotal() action negate3}} + {{#^rollTotal() action negate3}} + {{#rollTotal() action negate4}} +
    +
    Previous Action Score:
    +
    {{action}}
    +
    +
    +
    Action die cancelled for matching negative momentum.
    +
    +
    +
    Stat + Add:
    +
    {{stat}} + {{add}}
    +
    +
    +
    New Action Score:
    +
    {{modifiers}}
    +
    +
    +
    Challenge Dice:
    +
    {{challenge1}} {{challenge2}}
    +
    {{#rollGreater() modifiers challenge1}} + {{#rollTotal() challenge1 challenge2}} +
    +
    +
    OPPORTUNITY
    +
    {{/rollTotal() challenge1 challenge2}} + {{#^rollTotal() challenge1 challenge2}} + {{#rollGreater() modifiers challenge2}} +
    +
    +
    STRONG HIT
    +
    {{/rollGreater() modifiers challenge2}} + {{#^rollGreater() modifiers challenge2}} +
    +
    +
    WEAK HIT
    +
    {{/^rollGreater() modifiers challenge2}} + {{/^rollTotal() challenge1 challenge2}} + {{/rollGreater() modifiers challenge1}} + {{#^rollGreater() modifiers challenge1}} + {{#rollTotal() challenge1 challenge2}} +
    +
    +
    COMPLICATION
    +
    {{/rollTotal() challenge1 challenge2}} + {{#^rollTotal() challenge1 challenge2}} + {{#rollGreater() modifiers challenge2}} +
    +
    +
    WEAK HIT
    +
    {{/rollGreater() modifiers challenge2}} + {{#^rollGreater() modifiers challenge2}} +
    +
    +
    MISS
    +
    {{/^rollGreater() modifiers challenge2}} + {{/^rollTotal() challenge1 challenge2}} + {{/^rollGreater() modifiers challenge1}}{{/rollTotal() action negate4}} + {{#^rollTotal() action negate4}} +
    +
    Action Score:
    +
    {{action}}
    +
    +
    +
    Challenge Dice:
    +
    {{challenge1}} {{challenge2}}
    +
    {{#rollGreater() action challenge1}} + {{#rollTotal() challenge1 challenge2}} +
    +
    +
    OPPORTUNITY
    +
    {{/rollTotal() challenge1 challenge2}} + {{#^rollTotal() challenge1 challenge2}} + {{#rollGreater() action challenge2}} +
    +
    +
    STRONG HIT
    +
    {{/rollGreater() action challenge2}} + {{#^rollGreater() action challenge2}} +
    +
    +
    WEAK HIT
    +
    {{/^rollGreater() action challenge2}} + {{/^rollTotal() challenge1 challenge2}} + {{/rollGreater() action challenge1}} + {{#^rollGreater() action challenge1}} + {{#rollTotal() challenge1 challenge2}} +
    +
    +
    COMPLICATION
    +
    {{/rollTotal() challenge1 challenge2}} + {{#^rollTotal() challenge1 challenge2}} + {{#rollGreater() action challenge2}} +
    +
    +
    WEAK HIT
    +
    {{/rollGreater() action challenge2}} + {{#^rollGreater() action challenge2}} +
    +
    +
    MISS
    +
    {{/^rollGreater() action challenge2}} + {{/^rollTotal() challenge1 challenge2}} + {{/^rollGreater() action challenge1}}{{/^rollTotal() action negate4}} + {{/^rollTotal() action negate3}} + {{/rollTotal() momentum -2}}{{#rollTotal() momentum -3}} + {{#rollTotal() action negate5}} +
    +
    Previous Action Score:
    +
    {{action}}
    +
    +
    +
    Action die cancelled for matching negative momentum.
    +
    +
    +
    Stat + Add:
    +
    {{stat}} + {{add}}
    +
    +
    +
    New Action Score:
    +
    {{modifiers}}
    +
    +
    +
    Challenge Dice:
    +
    {{challenge1}} {{challenge2}}
    +
    {{#rollGreater() modifiers challenge1}} + {{#rollTotal() challenge1 challenge2}} +
    +
    +
    OPPORTUNITY
    +
    {{/rollTotal() challenge1 challenge2}} + {{#^rollTotal() challenge1 challenge2}} + {{#rollGreater() modifiers challenge2}} +
    +
    +
    STRONG HIT
    +
    {{/rollGreater() modifiers challenge2}} + {{#^rollGreater() modifiers challenge2}} +
    +
    +
    WEAK HIT
    +
    {{/^rollGreater() modifiers challenge2}} + {{/^rollTotal() challenge1 challenge2}} + {{/rollGreater() modifiers challenge1}} + {{#^rollGreater() modifiers challenge1}} + {{#rollTotal() challenge1 challenge2}} +
    +
    +
    COMPLICATION
    +
    {{/rollTotal() challenge1 challenge2}} + {{#^rollTotal() challenge1 challenge2}} + {{#rollGreater() modifiers challenge2}} +
    +
    +
    WEAK HIT
    +
    {{/rollGreater() modifiers challenge2}} + {{#^rollGreater() modifiers challenge2}} +
    +
    +
    MISS
    +
    {{/^rollGreater() modifiers challenge2}} + {{/^rollTotal() challenge1 challenge2}} + {{/^rollGreater() modifiers challenge1}}{{/rollTotal() action negate5}} + {{#^rollTotal() action negate5}} + {{#rollTotal() action negate6}} +
    +
    Previous Action Score:
    +
    {{action}}
    +
    +
    +
    Action die cancelled for matching negative momentum.
    +
    +
    +
    Stat + Add:
    +
    {{stat}} + {{add}}
    +
    +
    +
    New Action Score:
    +
    {{modifiers}}
    +
    +
    +
    Challenge Dice:
    +
    {{challenge1}} {{challenge2}}
    +
    {{#rollGreater() modifiers challenge1}} + {{#rollTotal() challenge1 challenge2}} +
    +
    +
    OPPORTUNITY
    +
    {{/rollTotal() challenge1 challenge2}} + {{#^rollTotal() challenge1 challenge2}} + {{#rollGreater() modifiers challenge2}} +
    +
    +
    STRONG HIT
    +
    {{/rollGreater() modifiers challenge2}} + {{#^rollGreater() modifiers challenge2}} +
    +
    +
    WEAK HIT
    +
    {{/^rollGreater() modifiers challenge2}} + {{/^rollTotal() challenge1 challenge2}} + {{/rollGreater() modifiers challenge1}} + {{#^rollGreater() modifiers challenge1}} + {{#rollTotal() challenge1 challenge2}} +
    +
    +
    COMPLICATION
    +
    {{/rollTotal() challenge1 challenge2}} + {{#^rollTotal() challenge1 challenge2}} + {{#rollGreater() modifiers challenge2}} +
    +
    +
    WEAK HIT
    +
    {{/rollGreater() modifiers challenge2}} + {{#^rollGreater() modifiers challenge2}} +
    +
    +
    MISS
    +
    {{/^rollGreater() modifiers challenge2}} + {{/^rollTotal() challenge1 challenge2}} + {{/^rollGreater() modifiers challenge1}}{{/rollTotal() action negate6}} + {{#^rollTotal() action negate6}} +
    +
    Action Score:
    +
    {{action}}
    +
    +
    +
    Challenge Dice:
    +
    {{challenge1}} {{challenge2}}
    +
    {{#rollGreater() action challenge1}} + {{#rollTotal() challenge1 challenge2}} +
    +
    +
    OPPORTUNITY
    +
    {{/rollTotal() challenge1 challenge2}} + {{#^rollTotal() challenge1 challenge2}} + {{#rollGreater() action challenge2}} +
    +
    +
    STRONG HIT
    +
    {{/rollGreater() action challenge2}} + {{#^rollGreater() action challenge2}} +
    +
    +
    WEAK HIT
    +
    {{/^rollGreater() action challenge2}} + {{/^rollTotal() challenge1 challenge2}} + {{/rollGreater() action challenge1}} + {{#^rollGreater() action challenge1}} + {{#rollTotal() challenge1 challenge2}} +
    +
    +
    COMPLICATION
    +
    {{/rollTotal() challenge1 challenge2}} + {{#^rollTotal() challenge1 challenge2}} + {{#rollGreater() action challenge2}} +
    +
    +
    WEAK HIT
    +
    {{/rollGreater() action challenge2}} + {{#^rollGreater() action challenge2}} +
    +
    +
    MISS
    +
    {{/^rollGreater() action challenge2}} + {{/^rollTotal() challenge1 challenge2}} + {{/^rollGreater() action challenge1}}{{/^rollTotal() action negate6}} + {{/^rollTotal() action negate5}} + {{/rollTotal() momentum -3}}{{#rollTotal() momentum -4}} + {{#rollTotal() action negate7}} +
    +
    Previous Action Score:
    +
    {{action}}
    +
    +
    +
    Action die cancelled for matching negative momentum.
    +
    +
    +
    Stat + Add:
    +
    {{stat}} + {{add}}
    +
    +
    +
    New Action Score:
    +
    {{modifiers}}
    +
    +
    +
    Challenge Dice:
    +
    {{challenge1}} {{challenge2}}
    +
    {{#rollGreater() modifiers challenge1}} + {{#rollTotal() challenge1 challenge2}} +
    +
    +
    OPPORTUNITY
    +
    {{/rollTotal() challenge1 challenge2}} + {{#^rollTotal() challenge1 challenge2}} + {{#rollGreater() modifiers challenge2}} +
    +
    +
    STRONG HIT
    +
    {{/rollGreater() modifiers challenge2}} + {{#^rollGreater() modifiers challenge2}} +
    +
    +
    WEAK HIT
    +
    {{/^rollGreater() modifiers challenge2}} + {{/^rollTotal() challenge1 challenge2}} + {{/rollGreater() modifiers challenge1}} + {{#^rollGreater() modifiers challenge1}} + {{#rollTotal() challenge1 challenge2}} +
    +
    +
    COMPLICATION
    +
    {{/rollTotal() challenge1 challenge2}} + {{#^rollTotal() challenge1 challenge2}} + {{#rollGreater() modifiers challenge2}} +
    +
    +
    WEAK HIT
    +
    {{/rollGreater() modifiers challenge2}} + {{#^rollGreater() modifiers challenge2}} +
    +
    +
    MISS
    +
    {{/^rollGreater() modifiers challenge2}} + {{/^rollTotal() challenge1 challenge2}} + {{/^rollGreater() modifiers challenge1}}{{/rollTotal() action negate7}} + {{#^rollTotal() action negate7}} + {{#rollTotal() action negate8}} +
    +
    Previous Action Score:
    +
    {{action}}
    +
    +
    +
    Action die cancelled for matching negative momentum.
    +
    +
    +
    Stat + Add:
    +
    {{stat}} + {{add}}
    +
    +
    +
    New Action Score:
    +
    {{modifiers}}
    +
    +
    +
    Challenge Dice:
    +
    {{challenge1}} {{challenge2}}
    +
    {{#rollGreater() modifiers challenge1}} + {{#rollTotal() challenge1 challenge2}} +
    +
    +
    OPPORTUNITY
    +
    {{/rollTotal() challenge1 challenge2}} + {{#^rollTotal() challenge1 challenge2}} + {{#rollGreater() modifiers challenge2}} +
    +
    +
    STRONG HIT
    +
    {{/rollGreater() modifiers challenge2}} + {{#^rollGreater() modifiers challenge2}} +
    +
    +
    WEAK HIT
    +
    {{/^rollGreater() modifiers challenge2}} + {{/^rollTotal() challenge1 challenge2}} + {{/rollGreater() modifiers challenge1}} + {{#^rollGreater() modifiers challenge1}} + {{#rollTotal() challenge1 challenge2}} +
    +
    +
    COMPLICATION
    +
    {{/rollTotal() challenge1 challenge2}} + {{#^rollTotal() challenge1 challenge2}} + {{#rollGreater() modifiers challenge2}} +
    +
    +
    WEAK HIT
    +
    {{/rollGreater() modifiers challenge2}} + {{#^rollGreater() modifiers challenge2}} +
    +
    +
    MISS
    +
    {{/^rollGreater() modifiers challenge2}} + {{/^rollTotal() challenge1 challenge2}} + {{/^rollGreater() modifiers challenge1}}{{/rollTotal() action negate8}} + {{#^rollTotal() action negate8}} +
    +
    Action Score:
    +
    {{action}}
    +
    +
    +
    Challenge Dice:
    +
    {{challenge1}} {{challenge2}}
    +
    {{#rollGreater() action challenge1}} + {{#rollTotal() challenge1 challenge2}} +
    +
    +
    OPPORTUNITY
    +
    {{/rollTotal() challenge1 challenge2}} + {{#^rollTotal() challenge1 challenge2}} + {{#rollGreater() action challenge2}} +
    +
    +
    STRONG HIT
    +
    {{/rollGreater() action challenge2}} + {{#^rollGreater() action challenge2}} +
    +
    +
    WEAK HIT
    +
    {{/^rollGreater() action challenge2}} + {{/^rollTotal() challenge1 challenge2}} + {{/rollGreater() action challenge1}} + {{#^rollGreater() action challenge1}} + {{#rollTotal() challenge1 challenge2}} +
    +
    +
    COMPLICATION
    +
    {{/rollTotal() challenge1 challenge2}} + {{#^rollTotal() challenge1 challenge2}} + {{#rollGreater() action challenge2}} +
    +
    +
    WEAK HIT
    +
    {{/rollGreater() action challenge2}} + {{#^rollGreater() action challenge2}} +
    +
    +
    MISS
    +
    {{/^rollGreater() action challenge2}} + {{/^rollTotal() challenge1 challenge2}} + {{/^rollGreater() action challenge1}}{{/^rollTotal() action negate8}} + {{/^rollTotal() action negate7}} + {{/rollTotal() momentum -4}}{{#rollTotal() momentum -5}} + {{#rollTotal() action negate9}} +
    +
    Previous Action Score:
    +
    {{action}}
    +
    +
    +
    Action die cancelled for matching negative momentum.
    +
    +
    +
    Stat + Add:
    +
    {{stat}} + {{add}}
    +
    +
    +
    New Action Score:
    +
    {{modifiers}}
    +
    +
    +
    Challenge Dice:
    +
    {{challenge1}} {{challenge2}}
    +
    {{#rollGreater() modifiers challenge1}} + {{#rollTotal() challenge1 challenge2}} +
    +
    +
    OPPORTUNITY
    +
    {{/rollTotal() challenge1 challenge2}} + {{#^rollTotal() challenge1 challenge2}} + {{#rollGreater() modifiers challenge2}} +
    +
    +
    STRONG HIT
    +
    {{/rollGreater() modifiers challenge2}} + {{#^rollGreater() modifiers challenge2}} +
    +
    +
    WEAK HIT
    +
    {{/^rollGreater() modifiers challenge2}} + {{/^rollTotal() challenge1 challenge2}} + {{/rollGreater() modifiers challenge1}} + {{#^rollGreater() modifiers challenge1}} + {{#rollTotal() challenge1 challenge2}} +
    +
    +
    COMPLICATION
    +
    {{/rollTotal() challenge1 challenge2}} + {{#^rollTotal() challenge1 challenge2}} + {{#rollGreater() modifiers challenge2}} +
    +
    +
    WEAK HIT
    +
    {{/rollGreater() modifiers challenge2}} + {{#^rollGreater() modifiers challenge2}} +
    +
    +
    MISS
    +
    {{/^rollGreater() modifiers challenge2}} + {{/^rollTotal() challenge1 challenge2}} + {{/^rollGreater() modifiers challenge1}}{{/rollTotal() action negate9}} + {{#^rollTotal() action negate9}} + {{#rollTotal() action negate10}} +
    +
    Previous Action Score:
    +
    {{action}}
    +
    +
    +
    Action die cancelled for matching negative momentum.
    +
    +
    +
    Stat + Add:
    +
    {{stat}} + {{add}}
    +
    +
    +
    New Action Score:
    +
    {{modifiers}}
    +
    +
    +
    Challenge Dice:
    +
    {{challenge1}} {{challenge2}}
    +
    {{#rollGreater() modifiers challenge1}} + {{#rollTotal() challenge1 challenge2}} +
    +
    +
    OPPORTUNITY
    +
    {{/rollTotal() challenge1 challenge2}} + {{#^rollTotal() challenge1 challenge2}} + {{#rollGreater() modifiers challenge2}} +
    +
    +
    STRONG HIT
    +
    {{/rollGreater() modifiers challenge2}} + {{#^rollGreater() modifiers challenge2}} +
    +
    +
    WEAK HIT
    +
    {{/^rollGreater() modifiers challenge2}} + {{/^rollTotal() challenge1 challenge2}} + {{/rollGreater() modifiers challenge1}} + {{#^rollGreater() modifiers challenge1}} + {{#rollTotal() challenge1 challenge2}} +
    +
    +
    COMPLICATION
    +
    {{/rollTotal() challenge1 challenge2}} + {{#^rollTotal() challenge1 challenge2}} + {{#rollGreater() modifiers challenge2}} +
    +
    +
    WEAK HIT
    +
    {{/rollGreater() modifiers challenge2}} + {{#^rollGreater() modifiers challenge2}} +
    +
    +
    MISS
    +
    {{/^rollGreater() modifiers challenge2}} + {{/^rollTotal() challenge1 challenge2}} + {{/^rollGreater() modifiers challenge1}}{{/rollTotal() action negate10}} + {{#^rollTotal() action negate10}} +
    +
    Action Score:
    +
    {{action}}
    +
    +
    +
    Challenge Dice:
    +
    {{challenge1}} {{challenge2}}
    +
    {{#rollGreater() action challenge1}} + {{#rollTotal() challenge1 challenge2}} +
    +
    +
    OPPORTUNITY
    +
    {{/rollTotal() challenge1 challenge2}} + {{#^rollTotal() challenge1 challenge2}} + {{#rollGreater() action challenge2}} +
    +
    +
    STRONG HIT
    +
    {{/rollGreater() action challenge2}} + {{#^rollGreater() action challenge2}} +
    +
    +
    WEAK HIT
    +
    {{/^rollGreater() action challenge2}} + {{/^rollTotal() challenge1 challenge2}} + {{/rollGreater() action challenge1}} + {{#^rollGreater() action challenge1}} + {{#rollTotal() challenge1 challenge2}} +
    +
    +
    COMPLICATION
    +
    {{/rollTotal() challenge1 challenge2}} + {{#^rollTotal() challenge1 challenge2}} + {{#rollGreater() action challenge2}} +
    +
    +
    WEAK HIT
    +
    {{/rollGreater() action challenge2}} + {{#^rollGreater() action challenge2}} +
    +
    +
    MISS
    +
    {{/^rollGreater() action challenge2}} + {{/^rollTotal() challenge1 challenge2}} + {{/^rollGreater() action challenge1}}{{/^rollTotal() action negate10}} + {{/^rollTotal() action negate9}} + {{/rollTotal() momentum -5}}{{#rollTotal() momentum -6}} + {{#rollTotal() action negate11}} +
    +
    Previous Action Score:
    +
    {{action}}
    +
    +
    +
    Action die cancelled for matching negative momentum.
    +
    +
    +
    Stat + Add:
    +
    {{stat}} + {{add}}
    +
    +
    +
    New Action Score:
    +
    {{modifiers}}
    +
    +
    +
    Challenge Dice:
    +
    {{challenge1}} {{challenge2}}
    +
    {{#rollGreater() modifiers challenge1}} + {{#rollTotal() challenge1 challenge2}} +
    +
    +
    OPPORTUNITY
    +
    {{/rollTotal() challenge1 challenge2}} + {{#^rollTotal() challenge1 challenge2}} + {{#rollGreater() modifiers challenge2}} +
    +
    +
    STRONG HIT
    +
    {{/rollGreater() modifiers challenge2}} + {{#^rollGreater() modifiers challenge2}} +
    +
    +
    WEAK HIT
    +
    {{/^rollGreater() modifiers challenge2}} + {{/^rollTotal() challenge1 challenge2}} + {{/rollGreater() modifiers challenge1}} + {{#^rollGreater() modifiers challenge1}} + {{#rollTotal() challenge1 challenge2}} +
    +
    +
    COMPLICATION
    +
    {{/rollTotal() challenge1 challenge2}} + {{#^rollTotal() challenge1 challenge2}} + {{#rollGreater() modifiers challenge2}} +
    +
    +
    WEAK HIT
    +
    {{/rollGreater() modifiers challenge2}} + {{#^rollGreater() modifiers challenge2}} +
    +
    +
    MISS
    +
    {{/^rollGreater() modifiers challenge2}} + {{/^rollTotal() challenge1 challenge2}} + {{/^rollGreater() modifiers challenge1}}{{/rollTotal() action negate11}} + {{#^rollTotal() action negate11}} + {{#rollTotal() action negate12}} +
    +
    Previous Action Score:
    +
    {{action}}
    +
    +
    +
    Action die cancelled for matching negative momentum.
    +
    +
    +
    Stat + Add:
    +
    {{stat}} + {{add}}
    +
    +
    +
    New Action Score:
    +
    {{modifiers}}
    +
    +
    +
    Challenge Dice:
    +
    {{challenge1}} {{challenge2}}
    +
    {{#rollGreater() modifiers challenge1}} + {{#rollTotal() challenge1 challenge2}} +
    +
    +
    OPPORTUNITY
    +
    {{/rollTotal() challenge1 challenge2}} + {{#^rollTotal() challenge1 challenge2}} + {{#rollGreater() modifiers challenge2}} +
    +
    +
    STRONG HIT
    +
    {{/rollGreater() modifiers challenge2}} + {{#^rollGreater() modifiers challenge2}} +
    +
    +
    WEAK HIT
    +
    {{/^rollGreater() modifiers challenge2}} + {{/^rollTotal() challenge1 challenge2}} + {{/rollGreater() modifiers challenge1}} + {{#^rollGreater() modifiers challenge1}} + {{#rollTotal() challenge1 challenge2}} +
    +
    +
    COMPLICATION
    +
    {{/rollTotal() challenge1 challenge2}} + {{#^rollTotal() challenge1 challenge2}} + {{#rollGreater() modifiers challenge2}} +
    +
    +
    WEAK HIT
    +
    {{/rollGreater() modifiers challenge2}} + {{#^rollGreater() modifiers challenge2}} +
    +
    +
    MISS
    +
    {{/^rollGreater() modifiers challenge2}} + {{/^rollTotal() challenge1 challenge2}} + {{/^rollGreater() modifiers challenge1}}{{/rollTotal() action negate12}} + {{#^rollTotal() action negate12}} +
    +
    Action Score:
    +
    {{action}}
    +
    +
    +
    Challenge Dice:
    +
    {{challenge1}} {{challenge2}}
    +
    {{#rollGreater() action challenge1}} + {{#rollTotal() challenge1 challenge2}} +
    +
    +
    OPPORTUNITY
    +
    {{/rollTotal() challenge1 challenge2}} + {{#^rollTotal() challenge1 challenge2}} + {{#rollGreater() action challenge2}} +
    +
    +
    STRONG HIT
    +
    {{/rollGreater() action challenge2}} + {{#^rollGreater() action challenge2}} +
    +
    +
    WEAK HIT
    +
    {{/^rollGreater() action challenge2}} + {{/^rollTotal() challenge1 challenge2}} + {{/rollGreater() action challenge1}} + {{#^rollGreater() action challenge1}} + {{#rollTotal() challenge1 challenge2}} +
    +
    +
    COMPLICATION
    +
    {{/rollTotal() challenge1 challenge2}} + {{#^rollTotal() challenge1 challenge2}} + {{#rollGreater() action challenge2}} +
    +
    +
    WEAK HIT
    +
    {{/rollGreater() action challenge2}} + {{#^rollGreater() action challenge2}} +
    +
    +
    MISS
    +
    {{/^rollGreater() action challenge2}} + {{/^rollTotal() challenge1 challenge2}} + {{/^rollGreater() action challenge1}}{{/^rollTotal() action negate12}} + {{/^rollTotal() action negate11}} + {{/rollTotal() momentum -6}}{{/rollLess() momentum 0}} + {{#^rollLess() momentum 0}} +
    +
    Action Score:
    +
    {{action}}
    +
    +
    +
    Challenge Dice:
    +
    {{challenge1}} {{challenge2}}
    +
    {{#rollGreater() action challenge1}} + {{#rollTotal() challenge1 challenge2}} +
    +
    +
    OPPORTUNITY
    +
    {{/rollTotal() challenge1 challenge2}} + {{#^rollTotal() challenge1 challenge2}} + {{#rollGreater() action challenge2}} +
    +
    +
    STRONG HIT
    +
    {{/rollGreater() action challenge2}} + {{#^rollGreater() action challenge2}} +
    +
    +
    WEAK HIT
    +
    {{#rollGreater() momentum challenge2}} +
    +
    Momentum:
    +
    {{momentum}}
    +
    +
    +
    +
    Burn Momentum: Strong Hit
    +
    {{/rollGreater() momentum challenge2}} + {{/^rollGreater() action challenge2}} + {{/^rollTotal() challenge1 challenge2}} + {{/rollGreater() action challenge1}} + {{#^rollGreater() action challenge1}} + {{#rollTotal() challenge1 challenge2}} +
    +
    +
    COMPLICATION
    +
    {{#rollGreater() momentum challenge1}} +
    +
    Momentum:
    +
    {{momentum}}
    +
    +
    +
    +
    Burn Momentum: Strong Hit
    +
    {{/rollGreater() momentum challenge1}} + {{/rollTotal() challenge1 challenge2}} + {{#^rollTotal() challenge1 challenge2}} + {{#rollGreater() action challenge2}} +
    +
    +
    WEAK HIT
    +
    {{#rollGreater() momentum challenge1}} +
    +
    Momentum:
    +
    {{momentum}}
    +
    +
    +
    +
    Burn Momentum: Strong Hit
    +
    {{/rollGreater() momentum challenge1}} + {{/rollGreater() action challenge2}} + {{#^rollGreater() action challenge2}} +
    +
    +
    MISS
    +
    {{#rollGreater() momentum challenge1}} + {{#rollGreater() momentum challenge2}} +
    +
    Momentum:
    +
    {{momentum}}
    +
    +
    +
    +
    Burn Momentum: Strong Hit
    +
    {{/rollGreater() momentum challenge2}} + {{#^rollGreater() momentum challenge2}} +
    +
    Momentum:
    +
    {{momentum}}
    +
    +
    +
    +
    Burn Momentum: Weak Hit
    +
    {{/^rollGreater() momentum challenge2}} + {{/rollGreater() momentum challenge1}} + {{#^rollGreater() momentum challenge1}} + {{#rollGreater() momentum challenge2}} +
    +
    Momentum:
    +
    {{momentum}}
    +
    +
    +
    +
    Burn Momentum: Weak Hit
    +
    {{/rollGreater() momentum challenge2}} + {{/^rollGreater() momentum challenge1}} + {{/^rollGreater() action challenge2}} + {{/^rollTotal() challenge1 challenge2}} + {{/^rollGreater() action challenge1}}{{/^rollLess() momentum 0}} + {{/^rollTotal() encumbered 1}} + {{/action}} + {{#custom}} + {{#header}} +
    +
    {{header}}
    +
    {{/header}} +
    +
    {{name}}
    +
    {{#allprops() custom name header}} +
    +
    {{key}}
    +
    {{value}}
    +
    {{/allprops() custom name header}} + {{/custom}} +
    +
    + +
    {{#progress}} +
    {{header}}
    +
    {{progress_name}}
    +
    +
    {{progress_type}} Progress:
    +
    {{progress}}
    +
    +
    +
    Challenge Dice:
    +
    {{challenge1}} {{challenge2}}
    +
    {{#rollGreater() progress challenge1}} + {{#rollTotal() challenge1 challenge2}} +
    +
    +
    OPPORTUNITY
    +
    {{/rollTotal() challenge1 challenge2}} + {{#^rollTotal() challenge1 challenge2}} + {{#rollGreater() progress challenge2}} +
    +
    +
    STRONG HIT
    +
    {{/rollGreater() progress challenge2}} + {{#^rollGreater() progress challenge2}} +
    +
    +
    WEAK HIT
    +
    {{/^rollGreater() progress challenge2}} + {{/^rollTotal() challenge1 challenge2}} + {{/rollGreater() progress challenge1}} + {{#^rollGreater() progress challenge1}} + {{#rollTotal() challenge1 challenge2}} +
    +
    +
    COMPLICATION
    +
    {{/rollTotal() challenge1 challenge2}} + {{#^rollTotal() challenge1 challenge2}} + {{#rollGreater() progress challenge2}} +
    +
    +
    WEAK HIT
    +
    {{/rollGreater() progress challenge2}} + {{#^rollGreater() progress challenge2}} +
    +
    +
    MISS
    +
    {{/^rollGreater() progress challenge2}} + {{/^rollTotal() challenge1 challenge2}} + {{/^rollGreater() progress challenge1}} + {{/progress}} +
    +
    + \ No newline at end of file diff --git a/Ironcrunch/Ironcrunch.png b/Ironcrunch/Ironcrunch.png new file mode 100644 index 0000000000..bf4d816105 Binary files /dev/null and b/Ironcrunch/Ironcrunch.png differ diff --git a/Ironcrunch/README.md b/Ironcrunch/README.md new file mode 100644 index 0000000000..f88d02ba0d --- /dev/null +++ b/Ironcrunch/README.md @@ -0,0 +1,45 @@ +# Ironcrunch - Character Sheet +## Preview Image +![alt text](assets/character-sheet.png "Preview of Character Sheet Layout") +## Building Sheet +This sheet uses [pugjs](https://www.google.com) for HTML templating, along with [Stylus](https://www.google.com) from CSS templating. +To build finished sheet run the following commands from command line or terminal: +```bash +cd src +npm install + +// Mac or Linux +npm run build:pug +// Windows +npm run build:pug:win + +npm run build:css +``` +These will then generate a dist folder that will have the finished code. From their you can upload them into the custom sheet sandbox for testing. + +## Coding Standards +### Comments +```pug +//- + Generates a repeating fieldset for bonds. + Expands when clicking the DETAILS label. + + @mixin + @outputs repeating html fieldset + + @memberof components/bonds +``` + +## Compatibility +The sheet has been tested across multiple browsers and devices, show below in the compatibility matrix: +|Browser|Windows|MacOs|Android|iOS| +|---|---|---|---|---| +|Chrome|yes|yes|yes|yes| +|Firefox|yes|yes|yes|yes| +|Safari|no|yes|no|yes| + +## Licensing +Ironcrunch is licensed under Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International license. Explicit permission has been given from the developer to include rulebook content such as Moves, Assets, Oracles, Ancestries, Equipment, etc... + +### Ironcrunch License +This work is based on Ironsworn (found at www.ironswornrpg.com), created by Shawn Tomkin, and licensed for our use under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International license. \ No newline at end of file diff --git a/Ironcrunch/assets/character-sheet.png b/Ironcrunch/assets/character-sheet.png new file mode 100644 index 0000000000..2c26b3691f Binary files /dev/null and b/Ironcrunch/assets/character-sheet.png differ diff --git a/Ironcrunch/assets/placeholder.png b/Ironcrunch/assets/placeholder.png new file mode 100644 index 0000000000..520a34ac31 Binary files /dev/null and b/Ironcrunch/assets/placeholder.png differ diff --git a/Ironcrunch/sheet.json b/Ironcrunch/sheet.json new file mode 100644 index 0000000000..8990dfae19 --- /dev/null +++ b/Ironcrunch/sheet.json @@ -0,0 +1,8 @@ +{ + "html": "Ironcrunch.html", + "css": "Ironcrunch.css", + "authors": "Ayethin", + "roll20userid": "188691", + "preview": "Ironcrunch.png", + "instructions": "Character Sheet for Ironcrunch, an Ironsworn TTRPG Supplement." +} diff --git a/Ironcrunch/src/.gitignore b/Ironcrunch/src/.gitignore new file mode 100644 index 0000000000..40b878db5b --- /dev/null +++ b/Ironcrunch/src/.gitignore @@ -0,0 +1 @@ +node_modules/ \ No newline at end of file diff --git a/Ironcrunch/src/Ironcrunch.pug b/Ironcrunch/src/Ironcrunch.pug new file mode 100644 index 0000000000..9b11a24925 --- /dev/null +++ b/Ironcrunch/src/Ironcrunch.pug @@ -0,0 +1,8 @@ +//- Sheet Index +include ./pages/index + +//- Roll Templates +include ./roll-templates/index + +//- Sheet Workers +include ./workers/ironcrunch diff --git a/Ironcrunch/src/Ironcrunch.styl b/Ironcrunch/src/Ironcrunch.styl new file mode 100644 index 0000000000..643b48d6e8 --- /dev/null +++ b/Ironcrunch/src/Ironcrunch.styl @@ -0,0 +1,464 @@ +// Fonts +@css { + @import url('https://fonts.googleapis.com/css?family=Montserrat:ital,wght@0,300;0,400;0,500;0,600;0,700;0,800;0,900;1,300;1,400;1,500;1,600;1,700;1,800;1,900|Crimson+Text:ital,wght@0,400;0,600;0,700;1,400;1,600;1,700|Roboto&display=swap'); +} + +// Common +@import './common/stylus/shared' + +// Sheet Core +.charsheet + width 842px !important + margin 0 auto !important + padding 15px + std-font() + font-weight: 600; + +input[type=text] + font-weight: 600; + +select + -webkit-appearance: none + -moz-appearance: none + text-indent: 1px + text-overflow: '' + +select::-ms-expand + display: none + +p + std-font('Crimson Text') + +h1 + font-weight: bold + width: 100% + font-size: 28px + text-align: center + margin: 0 0 0px + padding: 10 + text-transform: uppercase + +h2 + font-weight: bold + width: 100% + font-size: 18px + text-align: left + margin: 0 0 0px + padding: 0 + text-transform: uppercase + +h3 + font-weight: bold + width: 100% + line-height: 24px + font-size: 18px + text-align: center + margin: 0 0 0px + padding: 0 + text-transform: uppercase + +.sheet-divide + margin-top 1em + +h3.sheet-divide::after, +h3.sheet-divide::before + display: inline-block + content: "" + height: 5px + border-top: 2px solid #4C4D4F + top: 0 + width: 220px + +h3.sheet-site-divide::after, +h3.sheet-site-divide::before + display: inline-block + content: "" + height: 5px + border-top: 2px solid #4C4D4F + top: 0 + width: 331px + +h3.sheet-site-denizens-divide::after, +h3.sheet-site-denizens-divide::before + display: inline-block + content: "" + height: 5px + border-top: 2px solid #4C4D4F + top: 0 + width: 336px + +h3.sheet-site-divide-notes::after, +h3.sheet-site-divide-notes::before + display: inline-block + content: "" + height: 5px + border-top: 2px solid #4C4D4F + top: 0 + width: 352px + +h4 + font-weight: bold + width: 100% + font-size: 16px + text-align: center + margin: 0 0 0px + padding: 0 + text-transform: uppercase + +h4.sheet-tab-title + display: inline-block + +h5 + font-weight: bold + font-size: 12px + text-align: left + margin: 0 0 0px + padding: 0 + text-transform: uppercase + +h6 + font-size: 14px + font-weight: bold + text-align: left + margin-top: 2px + +button[type="roll"] + align-items: left + color: #4C4D4F + font-weight: normal + font-size: 20px + text-decoration: none + background: none + background-image: none + border: none + box-shadow: none + text-shadow: none + padding: 0px 0px 0px 0px + margin: 0px 0px 0px 0px + text-align: center + +button[type="roll"]:hover + transition: .5s ease + +.sheet-heading-left + text-align: left + +hr + border: 0 + height: 1px + background #ccc + background-image: linear-gradient(to right, #ccc, #333, #ccc) + +textarea + std-font('Crimson Text') + max-width 828px + border: 2px solid #4C4D4F + +.sheet-btn + display: inline + width: 100% + font-weight: bold + font-size: 14px + padding 0 + margin 0.5em + height 40px + padding 0.2em 0.2em 0.2em 0.2em + border: 2px solid #494a4c + cursor: pointer + &:hover + background #ccc + transition .5s ease + +.sheet-common-btn + btn() + &:hover + background #ccc + transition .5s ease + +.sheet-btn-content + padding 0.2em 0.2em 0.2em 0.2em + width 100% + text-align center + +.sheet-btn-input + &:checked + & ~ .sheet-btn-content + background #4c4d4f + color #fff + +button.btn.repcontrol_edit, +button.btn.repcontrol_add + border: 2px solid #4C4D4F + border-radius 0 + font-weight bold + font-size 12px + text-shadow none + text-transform uppercase + padding 0.2em + margin 0.3em + color #4C4D4F + std-font() + background #dfe0e2 + &:hover + background #bcbec2 + &:focus + input-highlight(1px) + +button.btn.repcontrol_edit + margin-right 3px + +button.btn.repcontrol_add + margin-left 3px + +// Pages +@import './pages/index' + +// Components +@import './components/resources/resources' +@import './components/misses/misses' +@import './components/bonds/bonds' +@import './components/vows/vows' +@import './components/progress/progress' +@import './components/details/details' +@import './components/nav/nav-bar' +@import './components/header/header' +@import './components/momentum/momentum' +@import './components/stats/stats' +@import './components/proficiencies/proficiencies' +@import './components/motivations/motivations' +@import './components/notes/notes' +@import './components/moves/moves' +@import './components/sites/sites' +@import './components/assets/assets' +@import './components/conditions/conditions' +@import './components/equipment/equipment' +@import './components/effort/effort' +@import './components/oracles/oracles' + + +.sheet-debilities + margin-bottom: 0px + +.sheet-debility + display: flex + flex-flow: row wrap + +.sheet-flex-container + display: flex + +.sheet-flex-wrapper + display flex + flex-direction column + margin-bottom 10px + font-weight normal + padding 0.5em + +.sheet-track-box-input + width: 80px + height: 45px !important + opacity: 0 + vertical-align: top + +.sheet-track-box-back + width: 80px + height: 45px + margin-top: -45px + +.sheet-resources-box-input + width: 80px + height: 40px !important + opacity: 0 + vertical-align: top + +.sheet-resources-box-back + width: 80px + height: 40px + margin-top: -40px + +.sheet-track-box-input:hover ~ .sheet-track-box-back, +.sheet-resources-box-input:hover ~ .sheet-resources-box-back + background: #ccc + transition: .5s ease; + +.sheet-track-box-input:checked ~ .sheet-track-box-back, +.sheet-resources-box-input:checked ~ .sheet-resources-box-back + background: #4C4D4F + color: white + transition: .5s ease; + +.sheet-track-box-value + padding: 0px + font-weight: bold + height: 35px + padding-top: 10px + font-size: 18px + color: inherit + +.sheet-resources-box-value + padding: 0px + font-weight: bold + height: 35px + padding-top: 10px + font-size: 18px + color: inherit + +.sheet-resources-title-box + width: 80px + height: 40px + display: flex + flex-direction: column + justify-content: center + align-items: center + border-radius: 0% + background: transparent + border: 2px solid #4C4D4F + margin-top: 20px + margin-bottom: 2px + +.sheet-resources-box + width: 80px + height: 40px + display: flex + flex-direction: column + justify-content: center + align-items: center + border-radius: 0% + background: transparent + border: 2px solid #4C4D4F + margin-bottom: 2px + +.sheet-pc-name + width: 100% + font-weight: bold + font-size: 14px + border: 2px solid #4C4D4F + background: #E6E7E8 + color: #4C4D4F + border-radius: 0 + +.sheet-debil-desc + width: 100% + font-weight: bold + font-size: 14px + +.sheet-border + border: 1px solid #ccc + border-radius: 4px + +textarea.sheet-full-width + width: 95% + resize: vertical + +input.sheet-filler[type="radio"], +input[type="checkbox"].sheet-checkbox + opacity: 0 + width: 16px + height: 16px + position: relative + top: 5px + left: 6px + margin: -10px + cursor: pointer + z-index: 1 + +/* Fake radio/checkbox */ +input[type="radio"] + span::before, +input[type="checkbox"].sheet-checkbox + span::before + margin-right: 4px + border: solid 1px #a8a8a8 + line-height: 14px + text-align: center + display: inline-block + vertical-align: middle + -moz-box-shadow: 0 0 2px #ccc + -webkit-box-shadow: 0 0 2px #ccc + box-shadow: 0 0 2px #ccc + background: #f6f6f6 + background: -moz-radial-gradient(#f6f6f6, #dfdfdf) + background: -webkit-radial-gradient(#f6f6f6, #dfdfdf) + background: -ms-radial-gradient(#f6f6f6, #dfdfdf) + background: -o-radial-gradient(#f6f6f6, #dfdfdf) + background: radial-gradient(#f6f6f6, #dfdfdf) + +input[type="checkbox"].sheet-checkbox + span::before, +input.sheet-filler[type="radio"] + span::before + content: "" + width: 14px + height: 14px + font-size: 12px + -moz-border-radius: 3px + -webkit-border-radius: 3px + border-radius: 3px + +input[type="checkbox"].sheet-checkbox:checked + span::before + content: "■" + +input.sheet-zeroxp[type="radio"] + span::before + content: "0" !important + +input.sheet-filler[type="radio"] + span::before + content: "■" + +/* Remove dot from all radios _after_ selected one */ +input.sheet-filler[type="radio"]:checked ~ input.sheet-filler[type="radio"] + span::before + content: "" + +span.sheet-showhide:checked + background-color: #4C4D4F + color: white + transition: .5s ease; + +span.sheet-showhide + display: inline + border: 1px solid #ccc + margin-right: 11px + border-radius: 4px + padding: 2px 4px + font-weight: bold + font-size: 14px + +span.sheet-showhide:hover + cursor: pointer + border-radius: 4px + padding: 2px 4px + background-color: #ccc + color: #4C4D4F + transition: .5s ease; + +div.sheet-showhide + hide() + +.sheet-hide + display none + +div.sheet-preview-roll + padding: 0em + +span.sheet-preview-roll + width: 30% + margin-left: 1em + +.sheet-button-container + width: 2.5em + border: 2px solid #4C4D4F + +.sheet-button-container-preview + width: 2.4em + +.sheet-no-border + border: 0 + +.sheet-requirement-area + height: auto + margin-bottom: 5px + +input.sheet-border-bottom + border-bottom: 1px solid #4C4D4F + border-radius: 0em + +.sheet-full-width + width: 100% + margin-top: 0.3em + +// Roll Templates +@import './roll-templates/template' \ No newline at end of file diff --git a/Ironcrunch/src/common/pug/button.pug b/Ironcrunch/src/common/pug/button.pug new file mode 100644 index 0000000000..e4acf2a89a --- /dev/null +++ b/Ironcrunch/src/common/pug/button.pug @@ -0,0 +1,9 @@ +mixin btn(opts) + if opts.classes + label(class=`sheet-common-btn ${opts.classes}`) + input.sheet-btn-input.sheet-hide(type=opts.type name=`attr_${opts.attribute}_button`) + .sheet-btn-content=opts.text + else + label.sheet-common-btn + input.sheet-btn-input.sheet-hide(type=opts.type name=`attr_${opts.attribute}_button`) + .sheet-btn-content=opts.text \ No newline at end of file diff --git a/Ironcrunch/src/common/pug/shared-tables.pug b/Ironcrunch/src/common/pug/shared-tables.pug new file mode 100644 index 0000000000..6e27d25998 --- /dev/null +++ b/Ironcrunch/src/common/pug/shared-tables.pug @@ -0,0 +1,44 @@ +mixin endureStressTable + .sheet-oracle-table + .oracle-row + span.sheet-oracle-roll 1-10 (10%) + span.sheet-oracle-result You are overwhelmed. Face Desolation. + .oracle-row + span.sheet-oracle-roll 11-25 (15%) + span.sheet-oracle-result You give up. Forsake Your Vow (if possible, one relevant to your current crisis). If this is a companion, Test Their Loyalty. + .oracle-row + span.sheet-oracle-roll 26-50 (25%) + span.sheet-oracle-result You give in to a fear or compulsion, and act against your better instincts. Manifest Insanity. + .oracle-row + span.sheet-oracle-roll 51-80 (30%) + span.sheet-oracle-result You persevere. + .oracle-row + span.sheet-oracle-roll 81-85 (5%) + span.sheet-oracle-result You get a moment of clarity in the eye of the storm. If you have the shaken condition card, discard it. Take +4 spirit and +8 momentum. Then, add +2 to your next move. + .oracle-row + span.sheet-oracle-roll 86-90 (5%) + span.sheet-oracle-result You get virtuous in the face of chaos. If you have the shaken condition card, discard it. Then, take +4 spirit and draw up to your maximum of resilience cards. + .oracle-row + span.sheet-oracle-roll 91-95 (5%) + span.sheet-oracle-result Your body harvest vigor. If you have the shaken condition card, discard it. Then, take +4 spirit and +1d12 health. + .oracle-row + span.sheet-oracle-roll 96-100 (5%) + span.sheet-oracle-result Your spirit shines brightest against a backdrop of desolation. If you have the shaken condition card, discard it. Then, take +8 spirit. + +mixin endureHarmTable + .sheet-oracle-table + .oracle-row + span.sheet-oracle-roll 1-10 (10%) + span.sheet-oracle-result The harm is mortal. Face Death. + .oracle-row + span.sheet-oracle-roll 11-20 (10%) + span.sheet-oracle-result Take the dying condition. + .oracle-row + span.sheet-oracle-roll 21-35 (15%) + span.sheet-oracle-result Take the unconscious condition. + .oracle-row + span.sheet-oracle-roll 36-50 (15%) + span.sheet-oracle-result Take the reeled condition. + .oracle-row + span.sheet-oracle-roll 51-100 (50%) + span.sheet-oracle-result You are battered but still standing. \ No newline at end of file diff --git a/Ironcrunch/src/common/stylus/shared.styl b/Ironcrunch/src/common/stylus/shared.styl new file mode 100644 index 0000000000..b311da75aa --- /dev/null +++ b/Ironcrunch/src/common/stylus/shared.styl @@ -0,0 +1,39 @@ +btn() + display flex + width fit-content + font-size 14px + padding 0 + border 2px solid #494a4c + cursor pointer + width -moz-fit-content + +input-highlight(shadow) + outline 3px solid #fd0 + outline-offset 0 + box-shadow inset 0 0 0 shadow + +hide() + visibility hidden + transition opacity 1s ease-out + opacity 0 + height 0 + overflow hidden + +show-hide(time = 0.5s) + visibility visible + height auto + opacity 1 + transition time ease + +borderCommon() + border 2px solid #4C4D4F + +dark() + background #4C4D4F + color white + +std-font(primary = false) + if primary + font-family primary, Arial, sans-serif + else + font-family 'Montserrat', Arial, sans-serif \ No newline at end of file diff --git a/Ironcrunch/src/components/assets/assets.pug b/Ironcrunch/src/components/assets/assets.pug new file mode 100644 index 0000000000..daa42f35a5 --- /dev/null +++ b/Ironcrunch/src/components/assets/assets.pug @@ -0,0 +1,24 @@ +include ./data/companions +include ./data/paths +include ./data/combat-talents +include ./data/rituals +include ./data/custom + +mixin assets() + .sheet-assets + fieldset.repeating_assets.sheet-fixed-width + .sheet-asset + .sheet-asset-header + select.sheet-asset-type-dropdown(name='attr_assettype') + option(value='' disabled='' selected='') Select + option(value='companion') Companion + option(value='path') Path + option(value='combat-talent') Combat Talent + option(value='ritual') Ritual + option(value='custom') Custom + + +companionAssets + +pathAssets + +combatTalentAssets + +ritualAssets + +customAssets \ No newline at end of file diff --git a/Ironcrunch/src/components/assets/assets.styl b/Ironcrunch/src/components/assets/assets.styl new file mode 100644 index 0000000000..a9cf3518a3 --- /dev/null +++ b/Ironcrunch/src/components/assets/assets.styl @@ -0,0 +1,273 @@ +input[type="checkbox"].sheet-showhide:checked ~ div.sheet-showhide, +input[type="checkbox"].sheet-asset-companion:checked ~ div.sheet-companion, +input[type="checkbox"].sheet-asset-path:checked ~ div.sheet-path, +input[type="checkbox"].sheet-asset-combat-talent:checked ~ div.sheet-combat-talent, +input[type="checkbox"].sheet-asset-ritual:checked ~ div.sheet-ritual, +input[type="checkbox"].sheet-asset-custom:checked ~ div.sheet-asset-custom + show-hide() + +input[type="checkbox"].sheet-cave-lion:checked ~ div.sheet-cave-lion, +input[type="checkbox"].sheet-giant-spider:checked ~ div.sheet-giant-spider, +input[type="checkbox"].sheet-hawk:checked ~ div.sheet-hawk, +input[type="checkbox"].sheet-horse:checked ~ div.sheet-horse, +input[type="checkbox"].sheet-hound:checked ~ div.sheet-hound, +input[type="checkbox"].sheet-kindred:checked ~ div.sheet-kindred, +input[type="checkbox"].sheet-mammoth:checked ~ div.sheet-mammoth, +input[type="checkbox"].sheet-owl:checked ~ div.sheet-owl, +input[type="checkbox"].sheet-raven:checked ~ div.sheet-raven, +input[type="checkbox"].sheet-young-wyvern:checked ~ div.sheet-young-wyvern, +input[type="checkbox"].sheet-alchemist:checked ~ div.sheet-alchemist, +input[type="checkbox"].sheet-animal-kin:checked ~ div.sheet-animal-kin, +input[type="checkbox"].sheet-banner-sworn:checked ~ div.sheet-banner-sworn, +input[type="checkbox"].sheet-battle-scarred:checked ~ div.sheet-battle-scarred, +input[type="checkbox"].sheet-blade-bound:checked ~ div.sheet-blade-bound, +input[type="checkbox"].sheet-bonded:checked ~ div.sheet-bonded, +input[type="checkbox"].sheet-dancer:checked ~ div.sheet-dancer, +input[type="checkbox"].sheet-devotant:checked ~ div.sheet-devotant, +input[type="checkbox"].sheet-empowered:checked ~ div.sheet-empowered, +input[type="checkbox"].sheet-fortune-hunter:checked ~ div.sheet-fortune-hunter, +input[type="checkbox"].sheet-herbalist:checked ~ div.sheet-herbalist, +input[type="checkbox"].sheet-honorbound:checked ~ div.sheet-honorbound, +input[type="checkbox"].sheet-improviser:checked ~ div.sheet-improviser, +input[type="checkbox"].sheet-infiltrator:checked ~ div.sheet-infiltrator, +input[type="checkbox"].sheet-loyalist:checked ~ div.sheet-loyalist, +input[type="checkbox"].sheet-masked:checked ~ div.sheet-masked, +input[type="checkbox"].sheet-oathbreaker:checked ~ div.sheet-oathbreaker, +input[type="checkbox"].sheet-outcast:checked ~ div.sheet-outcast, +input[type="checkbox"].sheet-pretender:checked ~ div.sheet-pretender, +input[type="checkbox"].sheet-revenant:checked ~ div.sheet-revenant, +input[type="checkbox"].sheet-rider:checked ~ div.sheet-rider, +input[type="checkbox"].sheet-ritualist:checked ~ div.sheet-ritualist, +input[type="checkbox"].sheet-shadow-kin:checked ~ div.sheet-shadow-kin, +input[type="checkbox"].sheet-sighted:checked ~ div.sheet-sighted, +input[type="checkbox"].sheet-slayer:checked ~ div.sheet-slayer, +input[type="checkbox"].sheet-spirit-bound:checked ~ div.sheet-spirit-bound, +input[type="checkbox"].sheet-storyweaver:checked ~ div.sheet-storyweaver, +input[type="checkbox"].sheet-trickster:checked ~ div.sheet-trickster, +input[type="checkbox"].sheet-veteran:checked ~ div.sheet-veteran, +input[type="checkbox"].sheet-waterborn:checked ~ div.sheet-waterborn, +input[type="checkbox"].sheet-wayfinder:checked ~ div.sheet-wayfinder, +input[type="checkbox"].sheet-weapon-master:checked ~ div.sheet-weapon-master, +input[type="checkbox"].sheet-wildblood:checked ~ div.sheet-wildblood, +input[type="checkbox"].sheet-wright:checked ~ div.sheet-wright, +input[type="checkbox"].sheet-archer:checked ~ div.sheet-archer, +input[type="checkbox"].sheet-berserker:checked ~ div.sheet-berserker, +input[type="checkbox"].sheet-brawler:checked ~ div.sheet-brawler, +input[type="checkbox"].sheet-cutthroat:checked ~ div.sheet-cutthroat, +input[type="checkbox"].sheet-duelist:checked ~ div.sheet-duelist, +input[type="checkbox"].sheet-fletcher:checked ~ div.sheet-fletcher, +input[type="checkbox"].sheet-ironclad:checked ~ div.sheet-ironclad, +input[type="checkbox"].sheet-long-arm:checked ~ div.sheet-long-arm, +input[type="checkbox"].sheet-shield-bearer:checked ~ div.sheet-shield-bearer, +input[type="checkbox"].sheet-skirmisher:checked ~ div.sheet-skirmisher, +input[type="checkbox"].sheet-slinger:checked ~ div.sheet-slinger, +input[type="checkbox"].sheet-sunderer:checked ~ div.sheet-sunderer, +input[type="checkbox"].sheet-swordmaster:checked ~ div.sheet-swordmaster, +input[type="checkbox"].sheet-thunder-bringer:checked ~ div.sheet-thunder-bringer, +input[type="checkbox"].sheet-augur:checked ~ div.sheet-augur, +input[type="checkbox"].sheet-awakening:checked ~ div.sheet-awakening, +input[type="checkbox"].sheet-bind:checked ~ div.sheet-bind, +input[type="checkbox"].sheet-communion:checked ~ div.sheet-communion, +input[type="checkbox"].sheet-divination:checked ~ div.sheet-divination, +input[type="checkbox"].sheet-invoke:checked ~ div.sheet-invoke, +input[type="checkbox"].sheet-keen:checked ~ div.sheet-keen, +input[type="checkbox"].sheet-leech:checked ~ div.sheet-leech, +input[type="checkbox"].sheet-lightbearer:checked ~ div.sheet-lightbearer, +input[type="checkbox"].sheet-scry:checked ~ div.sheet-scry, +input[type="checkbox"].sheet-shadow-walk:checked ~ div.sheet-shadow-walk, +input[type="checkbox"].sheet-sway:checked ~ div.sheet-sway, +input[type="checkbox"].sheet-talisman:checked ~ div.sheet-talisman, +input[type="checkbox"].sheet-tether:checked ~ div.sheet-tether, +input[type="checkbox"].sheet-totem:checked ~ div.sheet-totem, +input[type="checkbox"].sheet-visage:checked ~ div.sheet-visage, +input[type="checkbox"].sheet-ward:checked ~ div.sheet-ward + display block + show-hide() + +select + &.sheet-path-dropdown + option[value="alchemist"] + & ~ .sheet-alchemist + display flex + show-hide() + +input[type="radio"].sheet-asset-builder:checked ~ div.sheet-asset-builder, +input[type="radio"].sheet-asset-view:checked ~ div.sheet-asset-view + display block + show-hide() + +input[type="checkbox"].sheet-builder-titles-1:checked ~ div.sheet-builder-titles-1, +input[type="checkbox"].sheet-builder-titles-2:checked ~ div.sheet-builder-titles-2, +input[type="checkbox"].sheet-builder-titles-3:checked ~ div.sheet-builder-titles-3, +input[type="checkbox"].sheet-builder-ability-1-text:checked ~ div.sheet-builder-ability-1-text, +input[type="checkbox"].sheet-builder-ability-1-text-input:checked ~ div.sheet-builder-ability-1-text-input, +input[type="checkbox"].sheet-builder-ability-2-text:checked ~ div.sheet-builder-ability-2-text, +input[type="checkbox"].sheet-builder-ability-2-text-input:checked ~ div.sheet-builder-ability-2-text-input, +input[type="checkbox"].sheet-builder-ability-3-text:checked ~ div.sheet-builder-ability-3-text, +input[type="checkbox"].sheet-builder-ability-3-text-input:checked ~ div.sheet-builder-ability-3-text-input, +input[type="checkbox"].sheet-track-dropdown-1:checked ~ div.sheet-track-dropdown-1, +input[type="checkbox"].sheet-track-dropdown-2:checked ~ div.sheet-track-dropdown-2, +input[type="checkbox"].sheet-track-dropdown-3:checked ~ div.sheet-track-dropdown-3, +input[type="checkbox"].sheet-track-dropdown-4:checked ~ div.sheet-track-dropdown-4, +input[type="checkbox"].sheet-track-dropdown-5:checked ~ div.sheet-track-dropdown-5, +input[type="checkbox"].sheet-track-dropdown-6:checked ~ div.sheet-track-dropdown-6 + display flex + show-hide() + +div.sheet-builder-titles-1, +div.sheet-builder-titles-2, +div.sheet-builder-titles-3 + flex-flow column + margin-bottom 0.3em + +.sheet-view-title-width + width 22em + margin 0em 1em + +.sheet-asset-custom + padding 0.2em + +div.sheet-asset-view, +div.sheet-asset-builder + margin-top 0.3em + +input[type=checkbox].sheet-custom-asset-ability + opacity 1 + margin 0px 5px 0 5px + +.sheet-custom-track + width 20.5em + margin-top 0em + +.sheet-ability-checkbox, +.sheet-build-text + std-font('Crimson Text') + font-size 13px + resize none + height 100px + width 22em + margin 0em 0.5em 0em 0.4em + +.sheet-ability-text + std-font('Crimson Text') + font-size 14.3px + resize none + height 100px + margin-bottom 0em + width 18em + +.sheet-builder-dropdown + font-size 14px + +.sheet-asset-description + margin 0 12px 5px 12px + std-font('Crimson Text') + +div + &.sheet-asset-ability + width 100% + height 100% + margin 0px 12px 6px 10px + ul + margin-left 15px + margin-bottom 0 + &.sheet-assets + display block !important + text-align left + .repcontainer + display flex + flex-flow row wrap + padding 0.5em + std-font('Crimson Text') + justify-content space-evenly + .repitem + float left !important + +.sheet-asset-write-in + margin-bottom 4px + +.sheet-asset-ability-write-in + margin-top 4px + +.sheet-asset-write-in, +.sheet-asset-ability-write-in + display flex + white-space nowrap + +.sheet-asset + display inline-block + width 320px + max-width 320px + border 2px solid #4C4D4F + margin-bottom 20px + font-size 14.3px + line-height 1.25 + input + &.sheet-border-bottom + border-bottom-color #4C4D4F + +.sheet-asset-write-in input, +.sheet-asset-ability-write-in input + height 1.4em + width 100% + padding 0 + margin-left 5px + margin-top 2px + font-size 15px + font-weight bold + +input[type="checkbox"].sheet-asset-ability + opacity 1 !important + margin-top 0.2em + +.sheet-asset-header + background #4C4D4F + color #fff + +.sheet-asset-type-selection + background #4C4D4F + color #fff + border 0 + +.sheet-asset-type-dropdown + color #fff + background #4C4D4F + width auto + font-size 15px + font-weight bold + text-transform uppercase + -webkit-appearance menulist + margin 6px 4px + +.sheet-sub-dropdown + -webkit-appearance menulist + width auto + margin 7px 4px + font-size 17px + font-weight bold + text-transform uppercase + +.sheet-asset-track-wrapper + margin 10px + display flex + +.sheet-asset-track-box + width 100% + display flex + flex-direction column + justify-content center + align-items center + border-radius 0% + background transparent + border 2px solid #4C4D4F + padding 5px + margin-bottom 2px + +.sheet-asset-track-wrapper-wordy + text-transform uppercase + .sheet-asset-track-box + flex-direction row + +.sheet-asset-track-box-display + font-size 17px + font-weight bold \ No newline at end of file diff --git a/Ironcrunch/src/components/assets/data/combat-talents.pug b/Ironcrunch/src/components/assets/data/combat-talents.pug new file mode 100644 index 0000000000..642bc677a5 --- /dev/null +++ b/Ironcrunch/src/components/assets/data/combat-talents.pug @@ -0,0 +1,550 @@ +mixin combatTalentAssets + input.sheet-asset-combat-talent.sheet-hide(type='checkbox' name='attr_assetcombat-talent') + .sheet-combat-talent.sheet-showhide + select.sheet-sub-dropdown(name='attr_assetdropdowncombattalent') + option(value='' disabled='' selected='') Select + option(value='archer') Archer + option(value='berserker') Berserker + option(value='brawler') Brawler + option(value='cutthroat') Cutthroat + option(value='duelist') Duelist + option(value='fletcher') Fletcher + option(value='ironclad') Ironclad + option(value='long-arm') Long-arm + option(value='shield-bearer') Shield-bearer + option(value='skirmisher') Skirmisher + option(value='slinger') Slinger + option(value='sunderer') Sunderer + option(value='swordmaster') Swordmaster + option(value='thunder-bringer') Thunder-bringer + input.sheet-archer.sheet-hide(type='checkbox' name='attr_assetcombattalentdivarcher') + .sheet-archer.sheet-hide + .sheet-asset-description + .sheet-asset-description-text If you wield a bow... + .sheet-flex-wrapper + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_archer1' checked='') + .sheet-asset-ability + | When you + em Secure an Advantage + | by taking a moment to aim, choose your approach and add +1. + ul + li Trust your instincts: Roll +wits, and take +2 momentum on a strong hit. + li Line up your shot: Roll +edge, and take +1 momentum on a hit. + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_archer2') + .sheet-asset-ability + | Once per fight, when you + em Strike + | or + em Clash + | , you may take extra shots and suffer -1 supply (decide before rolling). + | When you do, reroll any dice. + | On a hit, inflict +2 harm and take +1 momentum. + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_archer3') + .sheet-asset-ability + | When you + em Resupply + | by hunting, add +1 and take +1 momentum on a hit. + input.sheet-berserker.sheet-hide(type='checkbox' name='attr_assetcombattalentdivberserker') + .sheet-berserker.sheet-hide + .sheet-asset-description + .sheet-asset-description-text If you are clad only in animal pelts... + .sheet-flex-wrapper + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_berserker1' checked='') + .sheet-asset-ability + | When you + em Secure an Advantage + | or + em Compel + | by embodying your wild nature, add +1 and take +1 momentum on a hit. + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_berserker2') + .sheet-asset-ability + | When you + em Strike + | or + em Clash + | by unleashing your rage (decide before rolling), inflict + | +1 harm on a hit. Then, choose one. + ul + li + | Push yourself: + em Endure Harm + | (1 harm). + li + | Lose yourself: + em Endure Stress + | (1 stress). + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_berserker3') + .sheet-asset-ability + | When you + em Endure Harm + | in a fight, and your health is above 0, you may let the pain inflame + | your wildness (decide before rolling). + | If you then score a strong hit and choose to embrace the pain, take + | +momentum equal to your remaining health. A weak hit counts as a miss. + input.sheet-brawler.sheet-hide(type='checkbox' name='attr_assetcombattalentdivbrawler') + .sheet-brawler.sheet-hide + .sheet-asset-description + .sheet-requirement-area.sheet-brawler-req + | If you are unarmed or fighting with a non-deadly weapon... + .sheet-flex-wrapper + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_brawler1' checked='') + .sheet-asset-ability + | When you + em Secure an Advantage + | +iron by engaging in close-quarters brawling + | (such as punching, tripping, or grappling), + | add +1. If you score a hit, you may also inflict 1 harm. + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_brawler2') + .sheet-asset-ability + | When you use an unarmed attack or + | simple weapon to + em Strike + | with deadly intent, add +2 and inflict 2 harm on + | a hit (instead of 1). On a weak hit or miss, suffer -1 momentum + | (in addition to any other outcome of the move). + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_brawler3') + .sheet-asset-ability + | When you + em Face Danger + | or + em Clash + | against a brawling attack, add +1 and take +1 momentum on a hit. + input.sheet-cutthroat.sheet-hide(type='checkbox' name='attr_assetcombattalentdivcutthroat') + .sheet-cutthroat.sheet-hide + .sheet-asset-description + .sheet-asset-description-text If you wield a dagger or knife... + .sheet-flex-wrapper + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_cutthroat1' checked='') + .sheet-asset-ability + | When you are in position to + em Strike + | at an unsuspecting foe, choose one (before rolling). + ul + li Add +2 and take +1 momentum on a hit. + li Inflict +2 harm on a hit. + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_cutthroat2') + .sheet-asset-ability + | When you + em Compel + | someone at the point of your blade, or when you rely on your blade to + em Face Danger + | , add +1. + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_cutthroat3') + .sheet-asset-ability + | Once per fight, when you + em + | Secure an Advantage +shadow by performing a feint or misdirection, + | reroll any dice and take +1 momentum on a hit. + input.sheet-duelist.sheet-hide(type='checkbox' name='attr_assetcombattalentdivduelist') + .sheet-duelist.sheet-hide + .sheet-asset-description + .sheet-asset-description-text + | If you wield a bladed weapon in each hand... + .sheet-flex-wrapper + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_duelist1' checked='') + .sheet-asset-ability + | When you + em Strike + | or + em Clash + | , you may add +2. If you do (decide before rolling), + | inflict +1 harm on a strong hit and count a weak hit as a miss. + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_duelist2') + .sheet-asset-ability + | Once per fight, when you + em + | Secure an Advantage +edge by making a bold display of + | your combat prowess, you may reroll any dice. + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_duelist3') + .sheet-asset-ability + | When you + em Draw the Circle + | , choose one (before rolling). + ul + li Add +2. + li Take +2 momentum on a hit. + input.sheet-fletcher.sheet-hide(type='checkbox' name='attr_assetcombattalentdivfletcher') + .sheet-fletcher.sheet-hide + .sheet-asset-description + .sheet-asset-description-text + .sheet-flex-wrapper + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_fletcher1' checked='') + .sheet-asset-ability + | When you + em Secure an Advantage + | by crafting arrows of fine quality, add +1. Then, take +1 supply or +1 momentum on a hit. + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_fletcher2') + .sheet-asset-ability + | When you + em Resupply + | by recovering or gathering arrows after a + em Battle + | , add +2. + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_fletcher3') + .sheet-asset-ability + | When you craft a single arrow designated for a + | specific + | foe, envision the process and materials, and roll +wits. On a + strong + | strong hit, + | take both. On a + strong weak hit, + | choose one. + ul + li + | Seeker: When a shooter uses the arrow to + em Strike + | or + em Clash + | against this foe, reroll any dice (one time only). + li + | Ravager: When a shooter uses the arrow to inflict harm against this foe, + | inflict +1d6 harm (one time only). + input.sheet-ironclad.sheet-hide(type='checkbox' name='attr_assetcombattalentdivironclad') + .sheet-ironclad.sheet-hide + .sheet-asset-description + .sheet-asset-description-text If you wear armor... + .sheet-flex-wrapper + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_ironclad1' checked='') + .sheet-asset-ability + | When you equip or adjust your armor, choose one. + ul + li + b Lightly armored: + | When you + em Endure Harm + | in a fight, add +1 + | and + | take +1 momentum on a hit. + li + b Geared for war: + | Mark encumbered. When you + em Endure Harm + | in + | a + | fight, add +2 and take +1 momentum on a hit. + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_ironclad2') + .sheet-asset-ability + | When you + em Clash + | while you are geared for + | war, + | add +1. + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_ironclad3') + .sheet-asset-ability + | When you + em Compel + | in a situation where + | strength + | of arms is a factor, add +2. + .sheet-asset-track-wrapper.sheet-asset-track-wrapper-wordy + .sheet-asset-track-box + .sheet-asset-track-box-display Lightly Armored + input(type='radio' name='attr_assettrack_ironclad' value='0') + .sheet-asset-track-box + .sheet-asset-track-box-display Geared for War + input(type='radio' name='attr_assettrack_ironclad' value='1') + input.sheet-long-arm.sheet-hide(type='checkbox' name='attr_assetcombattalentdivlong-arm') + .sheet-long-arm.sheet-hide + .sheet-asset-description + .sheet-asset-description-text If you wield a staff... + .sheet-flex-wrapper + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_longarm1' checked='') + .sheet-asset-ability + | In your hands, a humble staff is a + | deadly weapon (2 harm). When you + | instead use it as a simple weapon (1 + | harm), you may + em Strike + | or + em Clash + | +edge + | (instead of iron). If you do, add +1 and take +1 momentum on a hit. + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_longarm2') + .sheet-asset-ability + | When you + em Secure an Advantage + | +edge using + | your + | staff to disarm, trip, shove, or stun your foe, add +1 and take +1 momentum on a + | hit. + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_longarm3') + .sheet-asset-ability + | When you + em Undertake a Journey + | and score a + strong strong hit, + | or if you accompany an ally who scores a strong hit + | on + | that move, your + | staff provides support and comfort in your travels; take +1 momentum. + input.sheet-shield-bearer.sheet-hide(type='checkbox' name='attr_assetcombattalentdivshield-bearer') + .sheet-shield-bearer.sheet-hide + .sheet-asset-description + .sheet-asset-description-text If you wield a shield... + .sheet-flex-wrapper + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_shieldbearer1' checked='') + .sheet-asset-ability + | When you + em Face Danger + | using your shield as + | cover, add +1. When you + em Clash + | in close quarters, take +1 momentum on a + | strong hit. + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_shieldbearer2') + .sheet-asset-ability + | When you paint your shield with a meaningful + | symbol, + | envision what you create. Then, if you + em Endure Stress + | as you face off + | against a fearsome foe, add +1 and take +1 momentum on a hit. + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_shieldbearer3') + .sheet-asset-ability + | When forced to + em Endure Harm + | in a fight, you + | may + | instead sacrifice your shield and ignore all harm. If you do, the shield is + | destroyed. Once per fight, you also take initiative when you sacrifice your + | shield + | to avoid harm. + input.sheet-skirmisher.sheet-hide(type='checkbox' name='attr_assetcombattalentdivskirmisher') + .sheet-skirmisher.sheet-hide + .sheet-asset-description + .sheet-asset-description-text If you wield a spear... + .sheet-flex-wrapper + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_skirmisher1' checked='') + .sheet-asset-ability + | When you + em Face Danger + | by holding a foe at + | bay + | using your spear’s reach, roll +iron or +edge. If you score a hit, you may... + ul + li + | Iron: + em Strike + | (if you have initiative) or + em Clash + | now, + | and + | add +1. + li Edge: Take +1 momentum. + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_skirmisher2') + .sheet-asset-ability + | When you + em Strike + | in close combat, you + | may attempt to drive your spear home + | (decide before rolling). If you do, add + | +1 and inflict +2 harm on a hit. If you + | score a hit and the fight continues, + em Face Danger + | +iron to recover your + | spear. + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_skirmisher3') + .sheet-asset-ability + | When you + em Secure an Advantage + | by bracing + | your + | spear against a charging foe, add +1 and take +1 momentum on a hit. + input.sheet-slinger.sheet-hide(type='checkbox' name='attr_assetcombattalentdivslinger') + .sheet-slinger.sheet-hide + .sheet-asset-description + .sheet-asset-description-text If you wield a sling... + .sheet-flex-wrapper + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_slinger1' checked='') + .sheet-asset-ability + | When launched from a sling, a simple + | stone inflicts deadly harm (2 harm). + | When you + em Enter the Fray + | by barraging + | your foe with sling-bullets, inflict + | harm on a strong hit. + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_slinger2') + .sheet-asset-ability + | When you + em Strike + | by launching stones at an + | advancing foe, you may choose one (before rolling). + ul + li + | Hold them back: Retain initiative on a + strong weak hit, + | but + | inflict only 1 harm. + li Hit them hard: Inflict +1 harm on a hit, but suffer -1 momentum. + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_slinger3') + .sheet-asset-ability + | When you + em Secure an Advantage + | by preparing + | stones of a special quality or material, add +1. Then, take +1 momentum or +1 + | supply + | on a hit. + input.sheet-sunderer.sheet-hide(type='checkbox' name='attr_assetcombattalentdivsunderer') + .sheet-sunderer.sheet-hide + .sheet-asset-description + .sheet-asset-description-text If you wield an axe... + .sheet-flex-wrapper + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_sunderer1' checked='') + .sheet-asset-ability + | When you + em Strike + | or + em Clash + | in close + | quarters, you may suffer -1 momentum and inflict +1 harm on a hit (decide before + | rolling). + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_sunderer2') + .sheet-asset-ability + | When you have your axe in hand, and use the promise + | of + | violence to + em Compel + | or + em Secure an Advantage + | , add +1 and take +1 + | momentum on a hit. + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_sunderer3') + .sheet-asset-ability + | When you make a tribute to a fallen foe (formidable + | or + | greater) by carving a rune in the haft of your axe, roll +heart. On a + strong + | strong + | hit, + | inflict +1d6 harm (one time only) when you + em Strike + | or + em Clash + | . + | On a + strong weak hit, + | as above, but this death weighs on you; + em + | Endure + | Stress + | (2 stress). + input.sheet-swordmaster.sheet-hide(type='checkbox' name='attr_assetcombattalentdivswordmaster') + .sheet-swordmaster.sheet-hide + .sheet-asset-description + .sheet-asset-description-text If you wield a sword... + .sheet-flex-wrapper + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_swordmaster1' checked='') + .sheet-asset-ability + | When you + em Strike + | or + em Clash + | and burn + | momentum to improve your result, + | inflict +2 harm. If the fight continues, add +1 on your next move. + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_swordmaster2') + .sheet-asset-ability + | When you + em Clash + | and score a + strong + | strong + | hit, + | you may + | add +1 if you immediately follow with a + em Strike + | . + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_swordmaster3') + .sheet-asset-ability + | When you + em Swear an Iron Vow + | by kneeling and + | grasping your sword’s blade, add +1 and take +1 momentum on a hit. If you let + | the + | edge draw blood from your hands, + em Endure Harm + | (1 harm) in exchange for + | an + | additional +1 momentum on a hit. + input.sheet-thunder-bringer.sheet-hide(type='checkbox' name='attr_assetcombattalentdivthunder-bringer') + .sheet-thunder-bringer.sheet-hide + .sheet-asset-description + .sheet-asset-description-text If you wield a mighty hammer... + .sheet-flex-wrapper + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_thunderbringer1' checked='') + .sheet-asset-ability + | When you + em Face Danger + | , + em + | Secure an + | Advantage + | , or + em Compel + | by hitting or breaking an inanimate + | object, + | add +1 and take +1 momentum on a hit. + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_thunderbringer2') + .sheet-asset-ability + | When you + em Strike + | a foe to knock them + | back, stun them, or put them off + | balance, inflict 1 harm (instead of 2) + | and take +2 momentum on a hit. On a + | strong hit, you also create an opening + | and add +1 on your next move. + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_thunderbringer3') + .sheet-asset-ability + | When you + em Turn the Tide + | , you may + | Strike with all the fury and power you + | can muster. If you do (decide before + | rolling), you may reroll any dice and + | inflict +2 harm on a strong hit, but + | count a weak hit as a miss. diff --git a/Ironcrunch/src/components/assets/data/companions.pug b/Ironcrunch/src/components/assets/data/companions.pug new file mode 100644 index 0000000000..84a14cf979 --- /dev/null +++ b/Ironcrunch/src/components/assets/data/companions.pug @@ -0,0 +1,533 @@ +mixin companionAssets + input.sheet-asset-companion.sheet-hide(type='checkbox' name='attr_assetcompanion') + .sheet-companion.sheet-showhide + select.sheet-sub-dropdown(name='attr_assetDropdownCompanion') + option(value='' disabled='' selected='') Select + option(value='cave-lion') Cave Lion + option(value='giant-spider') Giant Spider + option(value='hawk') Hawk + option(value='horse') Horse + option(value='hound') Hound + option(value='kindred') Kindred + option(value='mammoth') Mammoth + option(value='owl') Owl + option(value='raven') Raven + option(value='young-wyvern') Young Wyvern + input.sheet-cave-lion.sheet-hide(type='checkbox' name='attr_assetcompaniondivcave-lion') + .sheet-cave-lion.sheet-hide + .sheet-asset-description + .sheet-asset-write-in + | Name: + input.sheet-border-bottom.sheet-no-border(type='text' name='attr_assetname' value='') + .sheet-asset-description-text Your cat takes down its prey. + .sheet-flex-wrapper + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_cavelion1') + .sheet-asset-ability + b Eager: + | When your cat chases down big game, you + | may + em Resupply + | with +edge (instead of +wits). If you do, take +1 supply or +1 + | momentum on a strong hit. + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_cavelion2') + .sheet-asset-ability + b Inescapable: + | When you + em Enter the Fray + | or + em Strike + | by sending your cat to attack, roll +edge. On a hit, take +2 + | momentum + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_cavelion3') + .sheet-asset-ability + b Protective: + | When you + em Make Camp + | , your + | cat is alert to trouble. If you or an ally choose to relax, take +1 spirit. If you + | focus, take +1 momentum. + .sheet-asset-track-wrapper + .sheet-asset-track-box + .sheet-asset-track-box-display 0 + input(type='radio' name='attr_assettrack_cavelion' value='0') + .sheet-asset-track-box + .sheet-asset-track-box-display + 1 + input(type='radio' name='attr_assettrack_cavelion' value='1') + .sheet-asset-track-box + .sheet-asset-track-box-display + 2 + input(type='radio' name='attr_assettrack_cavelion' value='2') + .sheet-asset-track-box + .sheet-asset-track-box-display + 3 + input(type='radio' name='attr_assettrack_cavelion' value='3') + .sheet-asset-track-box + .sheet-asset-track-box-display + 4 + input(type='radio' name='attr_assettrack_cavelion' value='4') + input.sheet-giant-spider.sheet-hide(type='checkbox' name='attr_assetcompaniondivgiant-spider') + .sheet-giant-spider.sheet-hide + .sheet-asset-description + .sheet-asset-write-in + | Name: + input.sheet-border-bottom.sheet-no-border(type='text' name='attr_assetname' value='') + .sheet-asset-description-text Your spider uncovers secrets. + .sheet-flex-wrapper + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_giantspider1') + .sheet-asset-ability + b Discreet: + | When you + em Secure an Advantage + | by sending your spider to scout a place, add +1 and take +1 momentum on a hit. + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_giantspider2') + .sheet-asset-ability + b Soul-Piercing: + | You may + em Face Danger + | +shadow by sending your spider to secretly study someone. On a hit, the spider + | returns to reveal the target’s deepest fears through a reflection in its glassy + | eyes. Use this to + em Gather Information + | and reroll any dice. + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_giantspider3') + .sheet-asset-ability + b Ensnaring: + | When your spider sets a trap, add +1 + | as you + em Enter the Fray + | +shadow. On a + strong strong hit, + | also + | inflict 2 harm. + .sheet-asset-track-wrapper + .sheet-asset-track-box + .sheet-asset-track-box-display 0 + input(type='radio' name='attr_assettrack_giantspider' value='0') + .sheet-asset-track-box + .sheet-asset-track-box-display + 1 + input(type='radio' name='attr_assettrack_giantspider' value='1') + .sheet-asset-track-box + .sheet-asset-track-box-display + 2 + input(type='radio' name='attr_assettrack_giantspider' value='2') + .sheet-asset-track-box + .sheet-asset-track-box-display + 3 + input(type='radio' name='attr_assettrack_giantspider' value='3') + .sheet-asset-track-box + .sheet-asset-track-box-display + 4 + input(type='radio' name='attr_assettrack_giantspider' value='4') + input.sheet-hawk.sheet-hide(type='checkbox' name='attr_assetcompaniondivhawk') + .sheet-hawk.sheet-hide + .sheet-asset-description + .sheet-asset-write-in + | Name: + input.sheet-border-bottom.sheet-no-border(type='text' name='attr_assetname' value='') + .sheet-asset-description-text Your hawk can aid you while it is aloft. + .sheet-flex-wrapper + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_hawk1') + .sheet-asset-ability + b Far-seeing: + | When you + em + | Undertake a + | Journey + | , or when you + em Resupply + | by hunting for small game, add +1. + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_hawk2') + .sheet-asset-ability + b Fierce: + | When you + em Secure an Advantage + | +edge using your hawk to harass and distract your foes, add +1 and take +1 momentum + | on a hit. + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_hawk3') + .sheet-asset-ability + b Vigilant: + | When you + em Face Danger + | +wits to + | detect an approaching threat, or when you + em Enter the Fray + | +wits against an + | ambush, add +2. + .sheet-asset-track-wrapper + .sheet-asset-track-box + .sheet-asset-track-box-display 0 + input(type='radio' name='attr_assettrack_hawk' value='0') + .sheet-asset-track-box + .sheet-asset-track-box-display + 1 + input(type='radio' name='attr_assettrack_hawk' value='1') + .sheet-asset-track-box + .sheet-asset-track-box-display + 2 + input(type='radio' name='attr_assettrack_hawk' value='2') + .sheet-asset-track-box + .sheet-asset-track-box-display + 3 + input(type='radio' name='attr_assettrack_hawk' value='3') + input.sheet-horse.sheet-hide(type='checkbox' name='attr_assetcompaniondivhorse') + .sheet-horse.sheet-hide + .sheet-asset-description + .sheet-asset-write-in + | Name: + input.sheet-border-bottom.sheet-no-border(type='text' name='attr_assetname' value='') + .sheet-asset-description-text You and your horse ride as one. + .sheet-flex-wrapper + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_horse1') + .sheet-asset-ability + b Swift: + | When you + em Face Danger + | +edge using + | your horse’s speed and grace, or when you + em Undertake a Journey + | , add +1. + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_horse2') + .sheet-asset-ability + b Fearless: + | When you + em Enter the Fray + | or + em Secure an Advantage + | +heart by charging into combat, add +1 and take +1 + | momentum on a hit. + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_horse3') + .sheet-asset-ability + b Mighty: + | When you + em Strike + | or + em Clash + | at close range while mounted, add +1 and inflict +1 harm on a hit. + .sheet-asset-track-wrapper + .sheet-asset-track-box + .sheet-asset-track-box-display 0 + input(type='radio' name='attr_assettrack_horse' value='0') + .sheet-asset-track-box + .sheet-asset-track-box-display + 1 + input(type='radio' name='attr_assettrack_horse' value='1') + .sheet-asset-track-box + .sheet-asset-track-box-display + 2 + input(type='radio' name='attr_assettrack_horse' value='2') + .sheet-asset-track-box + .sheet-asset-track-box-display + 3 + input(type='radio' name='attr_assettrack_horse' value='3') + .sheet-asset-track-box + .sheet-asset-track-box-display + 4 + input(type='radio' name='attr_assettrack_horse' value='4') + .sheet-asset-track-box + .sheet-asset-track-box-display + 5 + input(type='radio' name='attr_assettrack_horse' value='5') + input.sheet-hound.sheet-hide(type='checkbox' name='attr_assetcompaniondivhound') + .sheet-hound.sheet-hide + .sheet-asset-description + .sheet-asset-write-in + | Name: + input.sheet-border-bottom.sheet-no-border(type='text' name='attr_assetname' value='') + .sheet-asset-description-text Your hound is your steadfast companion. + .sheet-flex-wrapper + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_hound1') + .sheet-asset-ability + b Sharp: + | When you + em Gather Information + | using your hound’s keen senses to track your quarry or investigate a scene, add +1 + | and take +1 momentum on a hit. + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_hound2') + .sheet-asset-ability + b Ferocious: + | When you + em Strike + | or + em Clash + | alongside your hound and score a hit, inflict +1 harm or take +1 + | momentum. + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_hound3') + .sheet-asset-ability + b Loyal: + | When you + em Endure Stress + | in the + | company of your hound, add +1. + .sheet-asset-track-wrapper + .sheet-asset-track-box + .sheet-asset-track-box-display 0 + input(type='radio' name='attr_assettrack_hound' value='0') + .sheet-asset-track-box + .sheet-asset-track-box-display + 1 + input(type='radio' name='attr_assettrack_hound' value='1') + .sheet-asset-track-box + .sheet-asset-track-box-display + 2 + input(type='radio' name='attr_assettrack_hound' value='2') + .sheet-asset-track-box + .sheet-asset-track-box-display + 3 + input(type='radio' name='attr_assettrack_hound' value='3') + .sheet-asset-track-box + .sheet-asset-track-box-display + 4 + input(type='radio' name='attr_assettrack_hound' value='4') + input.sheet-kindred.sheet-hide(type='checkbox' name='attr_assetcompaniondivkindred') + .sheet-kindred.sheet-hide + .sheet-asset-description + .sheet-asset-write-in + | Name: + input.sheet-border-bottom.sheet-no-border(type='text' name='attr_assetname' value='') + .sheet-asset-description-text Your friend stands by you. + .sheet-flex-wrapper + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_kindred1') + .sheet-asset-ability + b Skilled: + | When you make a move outside of combat + | aided by your companion’s expertise, add +1. + .sheet-asset-ability-write-in + | Expertise: + input.sheet-border-bottom.sheet-no-border(type='text' name='attr_assetexpertise' value='') + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_kindred2') + .sheet-asset-ability + b Shield-Kin: + | When you + em Clash + | or + em Battle + | alongside your companion, or when you + em Face Danger + | against + | an attack by standing together, add +1. + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_kindred3') + .sheet-asset-ability + b Bonded: + | Once you mark a bond with your + | companion, add +1 when you + em Face Desolation + | in their presence. + .sheet-asset-track-wrapper + .sheet-asset-track-box + .sheet-asset-track-box-display 0 + input(type='radio' name='attr_assettrack_kindred' value='0') + .sheet-asset-track-box + .sheet-asset-track-box-display + 1 + input(type='radio' name='attr_assettrack_kindred' value='1') + .sheet-asset-track-box + .sheet-asset-track-box-display + 2 + input(type='radio' name='attr_assettrack_kindred' value='2') + .sheet-asset-track-box + .sheet-asset-track-box-display + 3 + input(type='radio' name='attr_assettrack_kindred' value='3') + .sheet-asset-track-box + .sheet-asset-track-box-display + 4 + input(type='radio' name='attr_assettrack_kindred' value='4') + input.sheet-mammoth.sheet-hide(type='checkbox' name='attr_assetcompaniondivmammoth') + .sheet-mammoth.sheet-hide + .sheet-asset-description + .sheet-asset-write-in + | Name: + input.sheet-border-bottom.sheet-no-border(type='text' name='attr_assetname' value='') + .sheet-asset-description-text Your mammoth walks a resolute path. + .sheet-flex-wrapper + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_mammoth1') + .sheet-asset-ability + b Lumbering: + | When your mammoth travels with you as + | you + em Undertake a Journey + | , you may add +2 but suffer -1 momentum (decide + | before rolling) + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_mammoth2') + .sheet-asset-ability + b Beast of burden: + | When you make a move which + | requires you to roll +supply, you may instead roll +your mammoth’s health. + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_mammoth3') + .sheet-asset-ability + b Overpowering: + | When you + em Strike + | or + em Clash + | by riding your mammoth against a pack of foes, add +1 and inflict +1 + | harm on a hit. + .sheet-asset-track-wrapper + .sheet-asset-track-box + .sheet-asset-track-box-display 0 + input(type='radio' name='attr_assettrack_mammoth' value='0') + .sheet-asset-track-box + .sheet-asset-track-box-display + 1 + input(type='radio' name='attr_assettrack_mammoth' value='1') + .sheet-asset-track-box + .sheet-asset-track-box-display + 2 + input(type='radio' name='attr_assettrack_mammoth' value='2') + .sheet-asset-track-box + .sheet-asset-track-box-display + 3 + input(type='radio' name='attr_assettrack_mammoth' value='3') + .sheet-asset-track-box + .sheet-asset-track-box-display + 4 + input(type='radio' name='attr_assettrack_mammoth' value='4') + .sheet-asset-track-box + .sheet-asset-track-box-display + 5 + input(type='radio' name='attr_assettrack_mammoth' value='5') + input.sheet-owl.sheet-hide(type='checkbox' name='attr_assetcompaniondivowl') + .sheet-owl.sheet-hide + .sheet-asset-description + .sheet-asset-write-in + | Name: + input.sheet-border-bottom.sheet-no-border(type='text' name='attr_assetname' value='') + .sheet-asset-description-text Your owl soars through the darkness. + .sheet-flex-wrapper + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_owl1') + .sheet-asset-ability + b Nocturnal: + | If you + em Resupply + | at night by + | sending your owl to hunt, take +2 momentum on a hit. When you + em + | Enter the + | Fray + | +wits against an ambush in darkness, add +1 and take +1 momentum on a + | hit. + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_owl2') + .sheet-asset-ability + b Sage: + | When you leverage your owl’s secret + | knowledge to perform a ritual, add +1 or take +1 momentum on a hit (decide before + | rolling). + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_owl3') + .sheet-asset-ability + b Embodying: + | When you + em Face Death + | , take + | your owl’s health as +momentum before you roll. + .sheet-asset-track-wrapper + .sheet-asset-track-box + .sheet-asset-track-box-display 0 + input(type='radio' name='attr_assettrack_owl' value='0') + .sheet-asset-track-box + .sheet-asset-track-box-display + 1 + input(type='radio' name='attr_assettrack_owl' value='1') + .sheet-asset-track-box + .sheet-asset-track-box-display + 2 + input(type='radio' name='attr_assettrack_owl' value='2') + .sheet-asset-track-box + .sheet-asset-track-box-display + 3 + input(type='radio' name='attr_assettrack_owl' value='3') + input.sheet-raven.sheet-hide(type='checkbox' name='attr_assetcompaniondivraven') + .sheet-raven.sheet-hide + .sheet-asset-description + .sheet-asset-write-in + | Name: + input.sheet-border-bottom.sheet-no-border(type='text' name='attr_assetname' value='') + .sheet-asset-description-text Your raven heeds your call. + .sheet-flex-wrapper + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_raven1') + .sheet-asset-ability + b Sly: + | When you + em Secure an Advantage + | or + em Face Danger + | +shadow using your raven to perform trickery (such as creating + | a distraction or stealing a small object) add +1 and take +1 momentum on a hit. + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_raven2') + .sheet-asset-ability + b Knowing: + | When you + em Face Death + | , add +2 + | and take +1 momentum on a hit. + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_raven3') + .sheet-asset-ability + b Diligent: + | When your raven carries messages for + | you, you may + em Secure an Advantage + | , + em Gather Information + | , or + em Compel + | from a distance. + .sheet-asset-track-wrapper + .sheet-asset-track-box + .sheet-asset-track-box-display 0 + input(type='radio' name='attr_assettrack_raven' value='0') + .sheet-asset-track-box + .sheet-asset-track-box-display + 1 + input(type='radio' name='attr_assettrack_raven' value='1') + .sheet-asset-track-box + .sheet-asset-track-box-display + 2 + input(type='radio' name='attr_assettrack_raven' value='2') + input.sheet-young-wyvern.sheet-hide(type='checkbox' name='attr_assetcompaniondivyoung-wyvern') + .sheet-young-wyvern.sheet-hide + .sheet-asset-description + .sheet-asset-write-in + | Name: + input.sheet-border-bottom.sheet-no-border(type='text' name='attr_assetname' value='') + .sheet-asset-description-text Your wyvern won’t devour you. For now. + .sheet-flex-wrapper + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_youngwyvern1') + .sheet-asset-ability + b Insatiable: + | When you + em + | Undertake a + | Journey + | and score a hit, you may suffer -1 supply in exchange for +2 + | momentum. + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_youngwyvern2') + .sheet-asset-ability + b Indomitable: + | When you make the + em + | Companion + | Endure Harm + | move for your wyvern, add +2 and take +1 momentum on a hit. + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_youngwyvern3') + .sheet-asset-ability + b Savage: + | When you + em Strike + | by commanding + | your wyvern to attack, roll +heart. Your wyvern inflicts 3 harm on a hit. + .sheet-asset-track-wrapper + .sheet-asset-track-box + .sheet-asset-track-box-display 0 + input(type='radio' name='attr_assettrack_youngwyvern' value='0') + .sheet-asset-track-box + .sheet-asset-track-box-display + 1 + input(type='radio' name='attr_assettrack_youngwyvern' value='1') + .sheet-asset-track-box + .sheet-asset-track-box-display + 2 + input(type='radio' name='attr_assettrack_youngwyvern' value='2') + .sheet-asset-track-box + .sheet-asset-track-box-display + 3 + input(type='radio' name='attr_assettrack_youngwyvern' value='3') + .sheet-asset-track-box + .sheet-asset-track-box-display + 4 + input(type='radio' name='attr_assettrack_youngwyvern' value='4') + .sheet-asset-track-box + .sheet-asset-track-box-display + 5 + input(type='radio' name='attr_assettrack_youngwyvern' value='5') diff --git a/Ironcrunch/src/components/assets/data/custom.pug b/Ironcrunch/src/components/assets/data/custom.pug new file mode 100644 index 0000000000..d0fd55b212 --- /dev/null +++ b/Ironcrunch/src/components/assets/data/custom.pug @@ -0,0 +1,206 @@ +mixin customAssets + input.sheet-asset-custom.sheet-hide(type='checkbox' name='attr_assetcustom') + .sheet-asset-custom.sheet-showhide + input.sheet-asset-builder(type='radio' name='attr_custom-asset-page' value='1' checked='') + span.sheet-custom-asset-page Builder + input.sheet-asset-view(type='radio' name='attr_custom-asset-page' value='2') + span.sheet-custom-asset-page View + .sheet-asset-builder.sheet-hide + .sheet-builder-titles + | Titles + br + select.sheet-sub-dropdown.sheet-builder-dropdown(name='attr_builder-titles') + option(value='0' selected='') None + option(value='1') 1 Input + option(value='2') 2 Inputs + option(value='3') 3 Inputs + .sheet-builder-ability-1 + | Ability One + br + select.sheet-sub-dropdown(name='attr_builder-ability-1') + option(value='' selected='' disabled='') Select + option(value='text') Text Box + option(value='text-input') Text Box with Input + textarea.sheet-build-text(name='attr_builder-ability-1-text-area') + .sheet-builder-ability-2 + | Ability Two + br + select.sheet-sub-dropdown(name='attr_builder-ability-2') + option(value='' selected='' disabled='') Select + option(value='text') Text Box + option(value='text-input') Text Box with Input + textarea.sheet-build-text(name='attr_builder-ability-2-text-area') + .sheet-builder-ability-3 + | Ability Three + br + select.sheet-sub-dropdown(name='attr_builder-ability-3') + option(value='' selected='' disabled='') Select + option(value='text') Text Box + option(value='text-input') Text Box with Input + textarea.sheet-build-text(name='attr_builder-ability-3-text-area') + .sheet-builder-tracks + | Tracks + br + select.sheet-sub-dropdown(name='attr_track-dropdown') + option(value='0' selected='') None + option(value='1') 0 to 1 + option(value='2') 0 to 2 + option(value='3') 0 to 3 + option(value='4') 0 to 4 + option(value='5') 0 to 5 + option(value='6') 0 to 6 + .sheet-asset-view.sheet-hide + .sheet-flex-wrapper + .sheet-flex-container + input.sheet-builder-titles-0.sheet-hide(type='checkbox' name='attr_builder-titles-0') + input.sheet-builder-titles-1.sheet-hide(type='checkbox' name='attr_builder-titles-1') + .sheet-builder-titles-1.sheet-hide + input.sheet-border-bottom.sheet-no-border.sheet-view-title-width(type='text' name='attr_builder-titles-1-1' value='') + input.sheet-builder-titles-2.sheet-hide(type='checkbox' name='attr_builder-titles-2') + .sheet-builder-titles-2.sheet-hide + input.sheet-border-bottom.sheet-no-border.sheet-view-title-width(type='text' name='attr_builder-titles-2-1' value='') + input.sheet-border-bottom.sheet-no-border.sheet-view-title-width(type='text' name='attr_builder-titles-2-2' value='') + input.sheet-builder-titles-3.sheet-hide(type='checkbox' name='attr_builder-titles-3') + .sheet-builder-titles-3.sheet-hide + input.sheet-border-bottom.sheet-no-border.sheet-view-title-width(type='text' name='attr_builder-titles-3-1' value='') + input.sheet-border-bottom.sheet-no-border.sheet-view-title-width(type='text' name='attr_builder-titles-3-2' value='') + input.sheet-border-bottom.sheet-no-border.sheet-view-title-width(type='text' name='attr_builder-titles-3-3' value='') + .sheet-flex-container + input.sheet-builder-ability-1-text.sheet-hide(type='checkbox' name='attr_builder-ability-1-text') + .sheet-builder-ability-1-text.sheet-hide + input.sheet-custom-asset-ability(type='checkbox' name='attr_assetcheckbox_builder-ability-1') + .sheet-asset-ability + textarea.sheet-no-border.sheet-ability-text(name='attr_builder-ability-1-text-area' readonly='') + input.sheet-builder-ability-1-text-input.sheet-hide(type='checkbox' name='attr_builder-ability-1-text-input') + .sheet-builder-ability-1-text-input.sheet-hide + input.sheet-custom-asset-ability(type='checkbox' name='attr_assetcheckbox_builder-ability-1') + .sheet-asset-ability + textarea.sheet-no-border.sheet-ability-text(name='attr_builder-ability-1-text-area' readonly='') + input.sheet-border-bottom.sheet-no-border(type='text' name='attr_builder-ability-1-custom-text-input' value='') + .sheet-flex-container + input.sheet-builder-ability-2-text.sheet-hide(type='checkbox' name='attr_builder-ability-2-text') + .sheet-builder-ability-2-text.sheet-hide + input.sheet-custom-asset-ability(type='checkbox' name='attr_assetcheckbox_builder-ability-2') + .sheet-asset-ability + textarea.sheet-no-border.sheet-ability-text(name='attr_builder-ability-2-text-area' readonly='') + input.sheet-builder-ability-2-text-input.sheet-hide(type='checkbox' name='attr_builder-ability-2-text-input') + .sheet-builder-ability-2-text-input.sheet-hide + input.sheet-custom-asset-ability(type='checkbox' name='attr_assetcheckbox_builder-ability-2') + .sheet-asset-ability + textarea.sheet-no-border.sheet-ability-text(name='attr_builder-ability-2-text-area' readonly='') + input.sheet-border-bottom.sheet-no-border(type='text' name='attr_builder-ability-2-custom-text-input' value='') + .sheet-flex-container + input.sheet-builder-ability-3-text.sheet-hide(type='checkbox' name='attr_builder-ability-3-text') + input.sheet-builder-ability-3-text-input.sheet-hide(type='checkbox' name='attr_builder-ability-3-text-input') + .sheet-builder-ability-3-text.sheet-hide + .sheet-flex-container + input.sheet-custom-asset-ability(type='checkbox' name='attr_assetcheckbox_builder-ability-3') + .sheet-asset-ability + textarea.sheet-no-border.sheet-ability-text(name='attr_builder-ability-3-text-area' readonly='') + .sheet-builder-ability-3-text-input.sheet-hide + input.sheet-custom-asset-ability(type='checkbox' name='attr_assetcheckbox_builder-ability-3') + .sheet-asset-ability + textarea.sheet-no-border.sheet-ability-text(name='attr_builder-ability-3-text-area' readonly='') + input.sheet-border-bottom.sheet-no-border(type='text' name='attr_builder-ability-3-custom-text-input' value='') + .sheet-flex-wrapper + .sheet-flex-container + input.sheet-track-dropdown-0.sheet-hide(type='checkbox' name='attr_track-dropdown-0') + input.sheet-track-dropdown-1.sheet-hide(type='checkbox' name='attr_track-dropdown-1') + .sheet-track-dropdown-1.sheet-hide + .sheet-asset-track-wrapper.sheet-custom-track + .sheet-asset-track-box + .sheet-asset-track-box-display 0 + input(type='radio' name='attr_custom-asset-track' value='0') + .sheet-asset-track-box + .sheet-asset-track-box-display + 1 + input(type='radio' name='attr_custom-asset-track' value='1') + input.sheet-track-dropdown-2.sheet-hide(type='checkbox' name='attr_track-dropdown-2') + .sheet-track-dropdown-2.sheet-hide + .sheet-asset-track-wrapper.sheet-custom-track + .sheet-asset-track-box + .sheet-asset-track-box-display 0 + input(type='radio' name='attr_custom-asset-track' value='0') + .sheet-asset-track-box + .sheet-asset-track-box-display + 1 + input(type='radio' name='attr_custom-asset-track' value='1') + .sheet-asset-track-box + .sheet-asset-track-box-display + 2 + input(type='radio' name='attr_custom-asset-track' value='2') + input.sheet-track-dropdown-3.sheet-hide(type='checkbox' name='attr_track-dropdown-3') + .sheet-track-dropdown-3.sheet-hide + .sheet-asset-track-wrapper.sheet-custom-track + .sheet-asset-track-box + .sheet-asset-track-box-display 0 + input(type='radio' name='attr_custom-asset-track' value='0') + .sheet-asset-track-box + .sheet-asset-track-box-display + 1 + input(type='radio' name='attr_custom-asset-track' value='1') + .sheet-asset-track-box + .sheet-asset-track-box-display + 2 + input(type='radio' name='attr_custom-asset-track' value='2') + .sheet-asset-track-box + .sheet-asset-track-box-display + 3 + input(type='radio' name='attr_custom-asset-track' value='3') + input.sheet-track-dropdown-4.sheet-hide(type='checkbox' name='attr_track-dropdown-4') + .sheet-track-dropdown-4.sheet-hide + .sheet-asset-track-wrapper.sheet-custom-track + .sheet-asset-track-box + .sheet-asset-track-box-display 0 + input(type='radio' name='attr_custom-asset-track' value='0') + .sheet-asset-track-box + .sheet-asset-track-box-display + 1 + input(type='radio' name='attr_custom-asset-track' value='1') + .sheet-asset-track-box + .sheet-asset-track-box-display + 2 + input(type='radio' name='attr_custom-asset-track' value='2') + .sheet-asset-track-box + .sheet-asset-track-box-display + 3 + input(type='radio' name='attr_custom-asset-track' value='3') + .sheet-asset-track-box + .sheet-asset-track-box-display + 4 + input(type='radio' name='attr_custom-asset-track' value='4') + input.sheet-track-dropdown-5.sheet-hide(type='checkbox' name='attr_track-dropdown-5') + .sheet-track-dropdown-5.sheet-hide + .sheet-asset-track-wrapper.sheet-custom-track + .sheet-asset-track-box + .sheet-asset-track-box-display 0 + input(type='radio' name='attr_custom-asset-track' value='0') + .sheet-asset-track-box + .sheet-asset-track-box-display + 1 + input(type='radio' name='attr_custom-asset-track' value='1') + .sheet-asset-track-box + .sheet-asset-track-box-display + 2 + input(type='radio' name='attr_custom-asset-track' value='2') + .sheet-asset-track-box + .sheet-asset-track-box-display + 3 + input(type='radio' name='attr_custom-asset-track' value='3') + .sheet-asset-track-box + .sheet-asset-track-box-display + 4 + input(type='radio' name='attr_custom-asset-track' value='4') + .sheet-asset-track-box + .sheet-asset-track-box-display + 5 + input(type='radio' name='attr_custom-asset-track' value='5') + input.sheet-track-dropdown-6.sheet-hide(type='checkbox' name='attr_track-dropdown-6') + .sheet-track-dropdown-6.sheet-hide + .sheet-asset-track-wrapper.sheet-custom-track + .sheet-asset-track-box + .sheet-asset-track-box-display 0 + input(type='radio' name='attr_custom-asset-track' value='0') + .sheet-asset-track-box + .sheet-asset-track-box-display + 1 + input(type='radio' name='attr_custom-asset-track' value='1') + .sheet-asset-track-box + .sheet-asset-track-box-display + 2 + input(type='radio' name='attr_custom-asset-track' value='2') + .sheet-asset-track-box + .sheet-asset-track-box-display + 3 + input(type='radio' name='attr_custom-asset-track' value='3') + .sheet-asset-track-box + .sheet-asset-track-box-display + 4 + input(type='radio' name='attr_custom-asset-track' value='4') + .sheet-asset-track-box + .sheet-asset-track-box-display + 5 + input(type='radio' name='attr_custom-asset-track' value='5') + .sheet-asset-track-box + .sheet-asset-track-box-display + 6 + input(type='radio' name='attr_custom-asset-track' value='6') diff --git a/Ironcrunch/src/components/assets/data/paths.pug b/Ironcrunch/src/components/assets/data/paths.pug new file mode 100644 index 0000000000..07037a6ff7 --- /dev/null +++ b/Ironcrunch/src/components/assets/data/paths.pug @@ -0,0 +1,1300 @@ +mixin pathAssets + input.sheet-asset-path.sheet-hide(type='checkbox' name='attr_assetpath') + .sheet-path.sheet-showhide + select.sheet-sub-dropdown.sheet-path-dropdown(name='attr_assetDropdownPath') + option(value='' disabled='' selected='') Select + option(value='alchemist') Alchemist + option(value='animal-kin') Animal-kin + option(value='banner-sworn') Banner-sworn + option(value='battle-scarred') Battle-scarred + option(value='blade-bound') Blade-bound + option(value='bonded') Bonded + option(value='dancer') Dancer + option(value='devotant') Devotant + option(value='empowered') Empowered + option(value='fortune-hunter') Fortune-hunter + option(value='herbalist') Herbalist + option(value='honorbound') Honorbound + option(value='improviser') Improviser + option(value='infiltrator') Infiltrator + option(value='loyalist') Loyalist + option(value='masked') Masked + option(value='oathbreaker') Oathbreaker + option(value='outcast') Outcast + option(value='pretender') Pretender + option(value='revenant') Revenant + option(value='rider') Rider + option(value='ritualist') Ritualist + option(value='shadow-kin') Shadow-kin + option(value='sighted') Sighted + option(value='slayer') Slayer + option(value='spirit-bound') Spirit-bound + option(value='storyweaver') Storyweaver + option(value='trickster') Trickster + option(value='veteran') Veteran + option(value='waterborn') Waterborn + option(value='wayfinder') Wayfinder + option(value='weapon-master') Weaponmaster + option(value='wildblood') Wildblood + option(value='wright') Wright + input.sheet-alchemist.sheet-hide(type='checkbox' name='attr_assetpathdivalchemist') + .sheet-alchemist.sheet-hide + .sheet-flex-wrapper + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_alchemist1' checked='') + .sheet-asset-ability + | When you create an elixir, choose an effect: Deftness + | (edge), audacity (heart), vigor (iron), slyness (shadow), or clarity (wits). Then, + | suffer -1 supply and roll +wits. On a + strong strong hit, + | you create a + | single dose. The + | character who consumes the elixir must + em Face Danger + | +iron and score a hit, + | after which they add +1 when making a move with the related stat until their health, + | spirit, or momentum fall below +1. On a + strong weak hit, + | as above, but + | suffer an additional + | -1 supply to create it. + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_alchemist2') + .sheet-asset-ability + | As above, and you may choose two effects for a single + | dose, or create two doses of the same effect. + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_alchemist3') + .sheet-asset-ability + | When you prepare an elixir, add +1 + | and take +1 momentum on a hit. + input.sheet-animal-kin.sheet-hide(type='checkbox' name='attr_assetpathdivanimal-kin') + .sheet-animal-kin.sheet-hide + .sheet-flex-wrapper + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_animalkin1' checked='') + .sheet-asset-ability + | When you make a move to pacify, calm, control, aid, or + | fend off an animal (or an animal or beast companion), add +1 and take +1 momentum on + | a hit. + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_animalkin2') + .sheet-asset-ability + | You may add or upgrade an animal or beast companion + | asset for 1 fewer experience. Once you mark all their abilities, you may + em + | Forge a + | Bond + | with them and take an automatic strong hit. When you do, mark a bond + | twice and take 1 experience. + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_animalkin3') + .sheet-asset-ability + | Once per fight, when you leverage your animal or beast + | companion to make a move, reroll any dice. On a hit, take +1 momentum. + input.sheet-banner-sworn.sheet-hide(type='checkbox' name='attr_assetpathdivbanner-sworn') + .sheet-banner-sworn.sheet-hide + .sheet-asset-description + .sheet-asset-write-in + | Name: + input.sheet-border-bottom.sheet-no-border(type='text' name='attr_assetpathnameinput' value='') + .sheet-asset-description-text + | Once you mark a bond with a leader or faction... + .sheet-flex-wrapper + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_bannersworn1' checked='') + .sheet-asset-ability + | When you + em Swear an Iron Vow + | to serve your + | leader or faction on a mission, you may reroll any dice. When you + em + | Fulfill Your + | Vow + | and mark experience, take +1 experience. + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_bannersworn2') + .sheet-asset-ability + | When you + em Sojourn + | or + em Make Camp + | in the + | company of your banner-kin, add +1 and take +1 momentum on a hit + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_bannersworn3') + .sheet-asset-ability + | When you + em Enter the Fray + | bearing your banner, + | add +1 and take +1 momentum on a hit. When you burn momentum while carrying your + | banner in combat, take +1 momentum after you reset. + input.sheet-battle-scarred.sheet-hide(type='checkbox' name='attr_assetpathdivbattle-scarred') + .sheet-battle-scarred.sheet-hide + .sheet-asset-description + .sheet-asset-description-text Once you become maimed... + .sheet-flex-wrapper + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_battlescarred1') + .sheet-asset-ability + | You focus your energies: Reduce your edge or iron by 1 + | and add +2 to wits or heart, or +1 to each (to a maximum of +4). + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_battlescarred2') + .sheet-asset-ability + | You overcome your limitations: + | Reduce your maximum health by 1. + | Maimed no longer counts as a debility, + | and does not reduce your maximum + | momentum or reset value. When + | you + em Endure Stress + | +heart, take +1 + | momentum on a strong hit. + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_battlescarred3') + .sheet-asset-ability + | You have stared down death before: + | When you are at 0 health and + em + | Endure + | Harm + | , you may roll +wits or +heart + | (instead of +health or +iron). If you + | do, take +1 momentum on a hit. + input.sheet-blade-bound.sheet-hide(type='checkbox' name='attr_assetpathdivblade-bound') + .sheet-blade-bound.sheet-hide + .sheet-asset-description + .sheet-asset-write-in + | Name: + input.sheet-border-bottom.sheet-no-border(type='text' name='attr_assetpathnameinput' value='') + .sheet-asset-description-text + | Once you mark a bond with a kin-blade, a sentient + | weapon imbued with the spirit of your ancestor... + .sheet-flex-wrapper + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_bladebound1') + .sheet-asset-ability + | When you + em Enter the Fray + | or + em + | Draw the + | Circle + | while wielding your kin-blade, add +1 and take +1 momentum on a hit. + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_bladebound2') + .sheet-asset-ability + | When you + em Gather Information + | by listening to + | the whispers of your kinblade, add +1 and take +2 momentum on a hit. Then, + em Endure Stress + | (2 stress). + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_bladebound3') + .sheet-asset-ability + | When you + em Strike + | with your kin-blade to + | inflict savage harm (decide before rolling), add +1 and inflict +2 harm on a + | hit. Then, + em Endure Stress + | (2 stress). + input.sheet-bonded.sheet-hide(type='checkbox' name='attr_assetpathdivbonded') + .sheet-bonded.sheet-hide + .sheet-flex-wrapper + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_bonded1' checked='') + .sheet-asset-ability + | When you make a move which gives you an add for + | sharing + | a bond, add +1 more. + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_bonded2') + .sheet-asset-ability + | When you completely fill a box on your bonds + | progress + | track, envision what your relationships have taught you. Then, take 1 experience + | and + | +2 momentum. + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_bonded3') + .sheet-asset-ability + | When you make a move in a crucial moment and score + | a + strong miss, + | you may cling to thoughts of your bond-kin for courage or + | encouragement. If + | you do, reroll any dice. On another + strong miss, + | in addition to the + | outcome + | of the move, + | you must mark shaken or corrupted. If both debilities are already marked, + em + | Face + | Desolation + | . + input.sheet-dancer.sheet-hide(type='checkbox' name='attr_assetpathdivdancer') + .sheet-dancer.sheet-hide + .sheet-flex-wrapper + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_dancer1' checked='') + .sheet-asset-ability + | When you + em Secure an Advantage + | +edge + | by dancing for an audience, add +1 + | and take +2 momentum on a hit. On a + | strong hit, also add +2 (one time only) + | if you make a move to interact with + | someone in the audience. + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_dancer2') + .sheet-asset-ability + | When you + em Face Danger + | +edge in a fight by + | nimbly avoiding your foe’s attacks, add +1 and take +1 momentum on a hit. + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_dancer3') + .sheet-asset-ability + | When you or an ally make a progress move and roll a + | hit, you may perform a dance to commemorate the event. If you do, roll +edge. On + | a + strong strong hit, + | you and each of your allies may take +2 momentum + | and +1 + | spirit. On a + strong weak hit, + | you take +1 momentum or +1 spirit, but your allies + | are + | unmoved. + input.sheet-devotant.sheet-hide(type='checkbox' name='attr_assetpathdivdevotant') + .sheet-devotant.sheet-hide + .sheet-asset-description + .sheet-asset-write-in + | God's Name: + input.sheet-border-bottom.sheet-no-border(type='text' name='attr_assetgodsnameinput' value='') + .sheet-asset-write-in + | Stat: + input.sheet-border-bottom.sheet-no-border(type='text' name='attr_assetstatinput' value='') + .sheet-flex-wrapper + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_devotant1' checked='') + .sheet-asset-ability + | When you say your daily prayers, you may + em + | Secure + | an + | Advantage + | by asking your god to grant a blessing. If you do, roll +your + | god’s stat. On a hit, take +2 momentum. + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_devotant2') + .sheet-asset-ability + | When you + em Swear an Iron Vow + | to serve your + | god + | on a divine quest, you may roll +your god’s stat and reroll any dice. When you + em Fulfill Your Vow + | and mark experience, take +1 experience. + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_devotant3') + .sheet-asset-ability + | When you + em Sojourn + | , and spread the word of + | your + | god, you may roll +your god’s stat. If you do, take +1 momentum on a hit. + input.sheet-empowered.sheet-hide(type='checkbox' name='attr_assetpathdivempowered') + .sheet-empowered.sheet-hide + .sheet-asset-description + .sheet-asset-write-in + | Title/Lineage: + input.sheet-border-bottom.sheet-no-border(type='text' name='attr_assettitleinput' value='') + .sheet-flex-wrapper + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_empowered1' checked='') + .sheet-asset-ability + | When you + em Sojourn + | and score a weak hit + | or + strong miss, + | you may claim the rights of hospitality warranted by your title or lineage. If + | you + | do, roll all dice again and add +1. On a + strong miss, + | you are refused, + | and + | your presumption + | causes significant new trouble. + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_empowered2') + .sheet-asset-ability + | When you exert your title or lineage to + em Compel + | , add +1 and take +1 momentum on a hit. + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_empowered3') + .sheet-asset-ability + | When you forgo your title or lineage and + em + | Forge + | a + | Bond + | as an equal, or when you + em Swear an Iron Vow + | to serve + | someone + | of a lower station, add +1 and take +1 momentum or +1 spirit on a hit. + input.sheet-fortune-hunter.sheet-hide(type='checkbox' name='attr_assetpathdivfortune-hunter') + .sheet-fortune-hunter.sheet-hide + .sheet-flex-wrapper + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_fortunehunter1' checked='') + .sheet-asset-ability + | When you + em Swear an Iron Vow + | to + | someone under the promise of payment, + | add +1 and give the quest a special mark. + | When you successfully + em Fulfill Your Vow + | to them, take +wealth equal to the rank + | of the quest. If you leverage wealth when + | making a move where resources are a + | factor, add +wealth and suffer -1 wealth. + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_fortunehunter2') + .sheet-asset-ability + | When in a community or trading, you may suffer -1 + | wealth and take +2 supply. + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_fortunehunter3') + .sheet-asset-ability + | When you + em Resupply + | by scavenging or + | looting, and score a strong hit with + | a match, you may envision finding + | an object of value. If you do, take +1 + | supply (instead of +2) and +1 wealth. + .sheet-asset-track-wrapper + .sheet-asset-track-box + .sheet-asset-track-box-display 0 + input(type='radio' name='attr_assettrack_fortunehunter' value='0') + .sheet-asset-track-box + .sheet-asset-track-box-display + 1 + input(type='radio' name='attr_assettrack_fortunehunter' value='1') + .sheet-asset-track-box + .sheet-asset-track-box-display + 2 + input(type='radio' name='attr_assettrack_fortunehunter' value='2') + .sheet-asset-track-box + .sheet-asset-track-box-display + 3 + input(type='radio' name='attr_assettrack_fortunehunter' value='3') + .sheet-asset-track-box + .sheet-asset-track-box-display + 4 + input(type='radio' name='attr_assettrack_fortunehunter' value='4') + .sheet-asset-track-box + .sheet-asset-track-box-display + 5 + input(type='radio' name='attr_assettrack_fortunehunter' value='5') + input.sheet-herbalist.sheet-hide(type='checkbox' name='attr_assetpathdivherbalist') + .sheet-herbalist.sheet-hide + .sheet-flex-wrapper + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_herbalist1' checked='') + .sheet-asset-ability + | When you attempt to + em Heal + | using herbal + | remedies, and you have at least +1 supply, you may choose one (decide before + | rolling). + ul + li Add +2. + li On a hit, take or give an additional +1 health. + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_herbalist2') + .sheet-asset-ability + | When you + em Heal + | a companion, ally, or other + | character, and score a hit, take +1 spirit or +1 momentum. + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_herbalist3') + .sheet-asset-ability + | When you + em Make Camp + | and choose + | the option to partake, you can create + | a restorative meal. If you do, you and + | your companions take +1 health. Any + | allies who choose to partake also take + | +1 health, and do not suffer -supply. + input.sheet-honorbound.sheet-hide(type='checkbox' name='attr_assetpathdivhonorbound') + .sheet-honorbound.sheet-hide + .sheet-flex-wrapper + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_honorbound1' checked='') + .sheet-asset-ability + | When you + em Turn the Tide + | , envision how your + | vows + | give you strength in this moment. Then, when you make your move, add +2 (instead + | of + | +1) and take +1 momentum on a hit. + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_honorbound2') + .sheet-asset-ability + | When you + em Secure an Advantage + | or + em Compel + | by telling a hard truth, add +1 and take +1 momentum on a hit. + | On a + | weak hit or + strong miss, + | envision how this truth complicates your + | current + | situation. + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_honorbound3') + .sheet-asset-ability + | When you + em Fulfill Your Vow + | and score a + | miss, you may reroll one challenge die. + | If you score a miss again, reduce your + | maximum spirit by 1. You may recover + | this lost spirit when you next + em Fulfill Your Vow + | and score a strong hit. + input.sheet-improviser.sheet-hide(type='checkbox' name='attr_assetpathdivimproviser') + .sheet-improviser.sheet-hide + .sheet-flex-wrapper + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_improviser1' checked='') + .sheet-asset-ability + | When you + em Check your Gear + | , you may roll + | +wits + | (instead of +supply). If you do, envision how you make do with a clever + | solution, + | and take +1 momentum on a hit. + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_improviser2') + .sheet-asset-ability + | When you + em Secure an Advantage + | or + em + | Face + | Danger + | by cobbling together an ad hoc tool or apparatus, add +1 and + | take +1 + | momentum on a hit. After you roll, you may also suffer -1 supply and add +1 + | more. + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_improviser3') + .sheet-asset-ability + | When you throw caution to the wind and make an + | impulsive move in a risky situation, you may add +2. If you do, take +1 momentum + | on + | a + strong strong hit, + | but count a weak hit as a miss. + input.sheet-infiltrator.sheet-hide(type='checkbox' name='attr_assetpathdivinfiltrator') + .sheet-infiltrator.sheet-hide + .sheet-flex-wrapper + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_infiltrator1' checked='') + .sheet-asset-ability + | When you make a move to breach, traverse, or hide + | within an area held by an enemy force, add +1 and take +1 momentum on a hit. + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_infiltrator2') + .sheet-asset-ability + | When you + em Gather Information + | within an + | enemy + | area to discover their positions, plans, or methods, or when you + em + | Secure an + | Advantage + | within that area through observation, you may roll +shadow + | (instead of +wits). If you do, take +1 momentum on a hit. + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_infiltrator3') + .sheet-asset-ability + | When you + em Resupply + | within an enemy area by + | scavenging or looting, you may roll +shadow (instead of +wits). If you do, take + | +1 + | momentum or +1 supply on a hit. + input.sheet-loyalist.sheet-hide(type='checkbox' name='attr_assetpathdivloyalist') + .sheet-loyalist.sheet-hide + .sheet-flex-wrapper + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_loyalist1' checked='') + .sheet-asset-ability + | When you + em Aid Your Ally + | , add +1 and take +1 + | momentum on a hit. This is in addition to the benefits taken by your ally. + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_loyalist2') + .sheet-asset-ability + | When an ally makes the + em Endure Stress + | move + | in + | your company, they add +1 and you take +1 momentum on a hit. + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_loyalist3') + .sheet-asset-ability + | When you stand with your ally as they make a + | progress + | move, envision how you support them. Then, roll one challenge die. On a 1-9, + | your + | ally may replace one of their challenge dice with yours. On a 10, envision how + | you + | inadvertently undermine their action; your ally must replace their lowest + | challenge + | die with yours. + input.sheet-masked.sheet-hide(type='checkbox' name='attr_assetpathdivmasked') + .sheet-masked.sheet-hide + .sheet-asset-description + .sheet-asset-description-text + | Once you mark a bond with elves, and are + | gifted a + | mask of precious elderwood... + .sheet-flex-wrapper + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_masked1' checked='') + .sheet-asset-ability + | Choose your mask’s material. + ul + li Thunderwood: Edge / Health + li Bloodwood: Iron / Health + li Ghostwood: Shadow / Spirit + li Whisperwood: Wits / Spirit + | When you wear the mask and make a move which uses its stat, add +1. If you roll + | a 1 + | on your action die, suffer -1 to the associated track (in addition to any other + | outcome of the move). + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_masked2') + .sheet-asset-ability + | As above, and you may instead add +2 and suffer -2 + | (decide before rolling). + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_masked3') + .sheet-asset-ability + | When you + em Face Death + | or + em + | Face + | Desolation + | while wearing the mask, you may roll +its stat (instead of + | +heart). + input.sheet-oathbreaker.sheet-hide(type='checkbox' name='attr_assetpathdivoathbreaker') + .sheet-oathbreaker.sheet-hide + .sheet-asset-description + .sheet-asset-description-text + | Once you + em Forsake a Vow + | ... + .sheet-flex-wrapper + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_oathbreaker1' checked='') + .sheet-asset-ability + b This asset counts as a debility. + | One time + | only, + | when you + em Swear an Iron Vow + | to redeem yourself (extreme or greater), + | give + | that vow a special mark. When you + em Reach a Milestone + | on the marked vow, + | take + | +2 momentum. + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_oathbreaker2') + .sheet-asset-ability + | When you + em Secure an Advantage + | or + em Compel + | by reaffirming your commitment to your marked vow, add +1 and + | take + | +1 momentum on a hit. + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_oathbreaker3') + .sheet-asset-ability + | When you + em Fulfill Your Vow + | on your marked + | quest + | and score a hit, you find redemption and automatically activate this ability at + | no + | cost. You may then improve one of your stats by +1 and + b + | discard this + | asset + | . + input.sheet-outcast.sheet-hide(type='checkbox' name='attr_assetpathdivoutcast') + .sheet-outcast.sheet-hide + .sheet-flex-wrapper + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_outcast1' checked='') + .sheet-asset-ability + | When your supply is reduced to 0, suffer any + | remaining + | -supply as -momentum. Then, roll +wits. On a + strong strong hit, + | you + | manage + | to scrape by and + | take +1 supply. On a + strong weak hit, + | you may suffer -2 momentum in + | exchange for +1 supply. + | On a + strong miss, + | you are + em Out of Supply + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_outcast2') + .sheet-asset-ability + | When you + em Sojourn + | , you may reroll any dice. + | If + | you do (decide before your first roll), your needs are few, but your isolation + | sets + | you apart from others. A strong hit counts as a weak hit. + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_outcast3') + .sheet-asset-ability + | When you + em Reach Your Destination + | and roll a + strong strong hit, + | you recall or recognize something helpful about + | this + | place. Envision + | what it is, and take +2 momentum. + input.sheet-pretender.sheet-hide(type='checkbox' name='attr_assetpathdivpretender') + .sheet-pretender.sheet-hide + .sheet-flex-wrapper + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_pretender1' checked='') + .sheet-asset-ability + | When you establish a false identity, roll +shadow. + | On a + strong strong hit, + | you may add +2 when you make moves using this + | identity + | to deceive or + | influence others. If you roll a 1 on your action die when using your false + | identity, + | someone doubts you. Make appropriate moves to reassure them or prevent them from + | revealing the truth. On a + strong weak hit, + | as above, but add +1 + | (instead + | of +2). + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_pretender2') + .sheet-asset-ability + | As above, and you may roll +shadow (instead of + | +heart) + | when you + em Sojourn + | under your false identity. If you do, take +1 momentum + | on + | a hit. + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_pretender3') + .sheet-asset-ability + | When you + em Secure an Advantage + | by revealing + | your + | true identity in a dramatic moment, reroll any dice. + input.sheet-revenant.sheet-hide(type='checkbox' name='attr_assetpathdivrevenant') + .sheet-revenant.sheet-hide + .sheet-asset-description + .sheet-asset-description-text + | Once you + em Face Death + | and return to the + | world of the living... + .sheet-flex-wrapper + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_revenant1' checked='') + .sheet-asset-ability + | When you are at 0 health, and + em Endure Harm + | or + em Face Death + | , add +1. If you then burn momentum to improve your result, + | envision what bond or vow binds you to this world, and take +2 momentum after + | you + | reset. + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_revenant2') + .sheet-asset-ability + | When you make a move to investigate, oppose, or + | interact with a horror, spirit, or other undead being, add +1. + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_revenant3') + .sheet-asset-ability + | When you bring death to your foe to + em + | End the + | Fight + | , you may burn momentum to cancel one (not both) of the challenge + | dice + | if your momentum is greater than the value of that die. If you do, + em + | Endure + | Stress + | (2 stress). + input.sheet-rider.sheet-hide(type='checkbox' name='attr_assetpathdivrider') + .sheet-rider.sheet-hide + .sheet-asset-description + .sheet-asset-description-text If you are with your horse companion... + .sheet-flex-wrapper + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_rider1' checked='') + .sheet-asset-ability + | When you + em Heal + | your horse, or when you + em + | Face + | Danger + | to calm or encourage it, add +1 and take +1 momentum on a hit. + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_rider2') + .sheet-asset-ability + | When you + em Undertake a Journey + | , you may push + | your horse harder and add +1 (after rolling). If you do, make the + em + | Companion + | Endure Harm + | move (1 harm). + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_rider3') + .sheet-asset-ability + | When you + em Secure an Advantage + | +wits by + | sizing + | up a perilous situation from the saddle, you are one with your horse’s + | instincts. + | Add +1 and take +1 momentum on a hit. + input.sheet-ritualist.sheet-hide(type='checkbox' name='attr_assetpathdivritualist') + .sheet-ritualist.sheet-hide + .sheet-asset-description + .sheet-asset-description-text + | Once you + em Fulfill Your Vow + | (formidable + | or + | greater) in service to an elder mystic, and + em Forge a Bond + | to train with + | them... + .sheet-flex-wrapper + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_ritualist1' checked='') + .sheet-asset-ability + | When you + em Secure an Advantage + | to ready + | yourself + | for a ritual, envision how you prepare. Then, add +1 and take +1 momentum on a + | hit. + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_ritualist2') + .sheet-asset-ability + | When you perform a ritual, you may suffer -1 supply + | and + | add +1 (decide before rolling). + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_ritualist3') + .sheet-asset-ability + | When you tattoo the essence of a new ritual onto + | your + | skin, envision the mark you create. You may then purchase and upgrade that + | ritual + | asset for 1 fewer experience. + input.sheet-shadow-kin.sheet-hide(type='checkbox' name='attr_assetpathdivshadow-kin') + .sheet-shadow-kin.sheet-hide + .sheet-asset-description + .sheet-asset-description-text Once you become corrupted... + .sheet-flex-wrapper + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_shadowkin1') + .sheet-asset-ability + | You harden your heart: Reduce your heart stat by 1 + | and + | add up to +2 to shadow (to a maximum of +4). + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_shadowkin2') + .sheet-asset-ability + | You are attuned to the realms of shadow: When you + | perform a ritual, add +1. + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_shadowkin3') + .sheet-asset-ability + | You know the sly ways of death: When you + em + | Face + | Death + | , you may roll +shadow (instead of +heart). You may also suffer -1 + | momentum and add +1 (decide before rolling). + input.sheet-sighted.sheet-hide(type='checkbox' name='attr_assetpathdivsighted') + .sheet-sighted.sheet-hide + .sheet-flex-wrapper + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_sighted1' checked='') + .sheet-asset-ability + | When you + em Face Danger + | or + em + | Gather + | Information + | to identify or detect mystic forces, add +1 and take +1 + | momentum on a hit. + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_sighted2') + .sheet-asset-ability + | When you + em Compel + | , + em Forge a Bond + | , or + em Test Your Bond + | with a fellow mystic or mystical being, add +1 and take + | +1 + | momentum on a hit. + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_sighted3') + .sheet-asset-ability + | When you + em Secure an Advantage + | by studying + | someone or something in a charged situation, add +1 and take +1 momentum on a + | hit. + | When you also pierce the veil to explore deeper truths (decide before rolling), + | you + | may reroll any dice. If you do, count a weak hit as a miss. + input.sheet-slayer.sheet-hide(type='checkbox' name='attr_assetpathdivslayer') + .sheet-slayer.sheet-hide + .sheet-flex-wrapper + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_slayer1' checked='') + .sheet-asset-ability + | When you + em Gather Information + | by tracking a + | beast or horror, or when you + em Secure an Advantage + | by readying yourself + | for a + | fight against them, add +1 and take +1 momentum on a hit. + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_slayer2') + .sheet-asset-ability + | When you + em Swear an Iron Vow + | to slay a beast + | or + | horror, you may reroll any dice. When you + em Fulfill Your Vow + | and mark + | experience, take +1 experience. + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_slayer3') + .sheet-asset-ability + | When you slay a beast or horror (at least + | formidable), + | you may take a trophy and choose one. + ul + li + | Power a ritual: When you or an ally make a ritual move, reroll any dice + | (one + | time only). + li + | Prove your worth: When you + em Sojourn + | , reroll any dice (one time + | only). + input.sheet-spirit-bound.sheet-hide(type='checkbox' name='attr_assetpathdivspirit-bound') + .sheet-spirit-bound.sheet-hide + .sheet-flex-wrapper + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_spiritbound1' checked='') + .sheet-asset-ability + | You are haunted by someone whose death you caused + | through your actions or failures. When you consult with their spirit to + em + | Secure + | an Advantage + | or + em Gather Information + | , add +1 and take +2 + | momentum on + | a hit. On a + strong weak hit, + | also + em Endure Stress + | (1 stress). + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_spiritbound2') + .sheet-asset-ability + | When you + em Face Death + | guided by the spirit, + | add + | +1. On a + strong strong hit, + | envision what you learn and take 1 + | experience. + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_spiritbound3') + .sheet-asset-ability + | One time only, when you successfully + em + | Fulfill + | Your + | Vow + | (formidable or greater) in service to the spirit, choose one. + ul + li + | Let them go: Take 2 experience for each marked ability and discard this + | asset. + li Deepen your connection: Add +1 more when you leverage this asset. + input.sheet-storyweaver.sheet-hide(type='checkbox' name='attr_assetpathdivstoryweaver') + .sheet-storyweaver.sheet-hide + .sheet-flex-wrapper + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_storyweaver1' checked='') + .sheet-asset-ability + | When you + em Secure an Advantage + | , + em Compel + | , + | or + em Forge a Bond + | by sharing an inspiring or enlightening song, poem, or + | tale, envision the story you tell. Then, add +1 and take +1 momentum on a hit. + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_storyweaver2') + .sheet-asset-ability + | When you + em Make Camp + | and choose the option + | to + | relax, you may share a story with your allies or compose a new story if alone. + | If + | you do, envision the story you tell and take +1 spirit or +1 momentum. Any + | allies + | who choose to relax in your company may also take +1 spirit or +1 momentum. + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_storyweaver3') + .sheet-asset-ability + | When you + em Sojourn + | within a community with + | which + | you share a bond, add +2 (instead of +1). + input.sheet-trickster.sheet-hide(type='checkbox' name='attr_assetpathdivtrickster') + .sheet-trickster.sheet-hide + .sheet-flex-wrapper + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_trickster1' checked='') + .sheet-asset-ability + | When you + em Face Danger + | , + em + | Secure an + | Advantage + | , or + em Compel + | by lying, bluffing, stealing, or + | cheating, + | add +1. + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_trickster2') + .sheet-asset-ability + | When you + em Gather Information + | by + | investigating a + | devious scheme, you may roll +shadow (instead of +wits). If you do, take +2 + | momentum + | on a hit. + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_trickster3') + .sheet-asset-ability + | When you + em Forge a Bond + | for a relationship + | founded on a lie, choose one. + ul + li Keep your secret: Roll +shadow (instead of +heart). + li + | Reveal the truth: Roll +heart. On a strong hit, mark a bond twice and + | take 1 experience. A weak hit counts as a miss. + input.sheet-veteran.sheet-hide(type='checkbox' name='attr_assetpathdivveteran') + .sheet-veteran.sheet-hide + .sheet-flex-wrapper + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_veteran1' checked='') + .sheet-asset-ability + | When you burn momentum to + | improve your result in combat, envision + | how your hard-won fighting experience + | gives you the upper hand. Then, take + | +1 momentum after you reset, and add + | +1 when you make your next move. + | Once per fight, you also take initaitive + | when burning momentum to improve a + | miss to a weak hit. + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_veteran2') + .sheet-asset-ability + | When you + em Swear an Iron Vow + | to someone who + | fought beside you, or + em Forge a Bond + | with them, add +2 and take +2 + | momentum + | on a hit. + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_veteran3') + .sheet-asset-ability + | When you + em Resupply + | by looting the dead on a + | field of + em Battle + | , add +1 and take +1 momentum on a hit. + input.sheet-waterborn.sheet-hide(type='checkbox' name='attr_assetpathdivwaterborn') + .sheet-waterborn.sheet-hide + .sheet-flex-wrapper + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_waterborn1' checked='') + .sheet-asset-ability + | When you + em Face Danger + | , + em + | Gather + | Information + | , or + em Secure an Advantage + | related to your knowledge + | of + | watercraft, water travel, or aquatic environments or creatures, add +1 and take + | +1 + | momentum on a hit. + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_waterborn2') + .sheet-asset-ability + | When you + em Undertake a Journey + | by boat or + | ship, + | add +1. On a + strong strong hit, + | also choose one. + ul + li The wind is at your back: Mark progress twice. + li + | Find safe anchor: + em Make Camp + | now and reroll any dice. + li + | Reap the bounty: + em Resupply + | now and reroll any dice. + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_waterborn3') + .sheet-asset-ability + | When you + em Enter the Fray + | aboard a boat or + | ship, + | reroll any dice. + input.sheet-wayfinder.sheet-hide(type='checkbox' name='attr_assetpathdivwayfinder') + .sheet-wayfinder.sheet-hide + .sheet-flex-wrapper + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_wayfinder1' checked='') + .sheet-asset-ability + | When you + em Undertake a Journey, + | take + | +1 momentum on a strong hit. If you + | burn momentum to improve your + | result, also take +1 momentum after + | you reset + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_wayfinder2') + .sheet-asset-ability + | When you + em Secure an Advantage + | or + em + | Gather + | Information + | by carefully surveying the landscape or scouting ahead, add + | +1 + | and take +1 momentum on a hit. + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_wayfinder3') + .sheet-asset-ability + | When you + em Swear an Iron Vow + | to safely guide + | someone on a perilous journey, you may reroll any dice. When you + em + | Fulfill + | Your + | Vow + | and mark experience, take +1 experience. + input.sheet-weapon-master.sheet-hide(type='checkbox' name='attr_assetpathdivweapon-master') + .sheet-weapon-master.sheet-hide + .sheet-asset-description + .sheet-asset-description-text + | Once you + em Fulfill Your Vow + | (formidable + | or + | greater) in service to a seasoned warrior, and + em Forge a Bond + | to train with + | them... + .sheet-flex-wrapper + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_weaponmaster1' checked='') + .sheet-asset-ability + | When you + em Secure an Advantage + | by sizing up + | your + | foe in a fight, or in a charged situation which may lead to a fight, add +1 and + | take + | +1 momentum on a hit. + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_weaponmaster2') + .sheet-asset-ability + | When you study or train in a new weapon or + | technique, + | you may obtain and upgrade that combat talent for 1 fewer experience. + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_weaponmaster3') + .sheet-asset-ability + | When you + em Turn the Tide + | with a sudden + | change of + | weapon or technique, and your next move is a + em Strike + | , you may add +1 and + | inflict +2 harm on a strong hit. + input.sheet-wildblood.sheet-hide(type='checkbox' name='attr_assetpathdivwildblood') + .sheet-wildblood.sheet-hide + .sheet-flex-wrapper + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_wildblood1' checked='') + .sheet-asset-ability + | When you + em Face Danger + | , + em + | Secure an + | Advantage + | , or + em Gather Information + | using your knowledge of + | tracking, + | woodcraft, or woodland creatures, add +1. + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_wildblood2') + .sheet-asset-ability + | When you + em Face Danger + | or + em + | Secure an + | Advantage + | by hiding or sneaking in the woodlands, add +1 and take +1 + | momentum on a hit. + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_wildblood3') + .sheet-asset-ability + | When you + em Make Camp + | in the woodlands, you + | may + | roll +wits (instead of +supply). If you do, you and your allies may each choose + | 1 + | more option on a hit. + input.sheet-wright.sheet-hide(type='checkbox' name='attr_assetpathdivwright') + .sheet-wright.sheet-hide + .sheet-asset-description + .sheet-asset-write-in + | Specialty: + input.sheet-border-bottom.sheet-no-border(type='text' name='attr_assetspecialityinput' value='') + .sheet-flex-wrapper + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_wright1' checked='') + .sheet-asset-ability + | When you + em Secure an Advantage + | by crafting a + | useful item using your specialty, or when you + em Face Danger + | to create or + | repair an item in a perilous situation, add +1 and take +1 momentum on a hit + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_wright2') + .sheet-asset-ability + | As above, and you may suffer -1 supply (after you + | roll) + | to add an additional +1 + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_wright3') + .sheet-asset-ability + | When you give the item you create as a gift to + | commemorate an important event or relationship, you may (one time only) reroll + | any + | dice when you + em Compel + | , + em Forge a Bond + | , or + em Test Your Bond + | . diff --git a/Ironcrunch/src/components/assets/data/rituals.pug b/Ironcrunch/src/components/assets/data/rituals.pug new file mode 100644 index 0000000000..3855765509 --- /dev/null +++ b/Ironcrunch/src/components/assets/data/rituals.pug @@ -0,0 +1,724 @@ +mixin ritualAssets + input.sheet-asset-ritual.sheet-hide(type='checkbox' name='attr_assetritual') + .sheet-ritual.sheet-showhide + select.sheet-sub-dropdown(name='attr_assetdropdownritual') + option(value='' disabled='' selected='') Select + option(value='augur') Augur + option(value='awakening') Awakening + option(value='bind') Bind + option(value='communion') Communion + option(value='divination') Divination + option(value='invoke') Invoke + option(value='keen') Keen + option(value='leech') Leech + option(value='lightbearer') Lightbearer + option(value='scry') Scry + option(value='shadow-walk') Shadow-walk + option(value='sway') Sway + option(value='talisman') Talisman + option(value='tether') Tether + option(value='totem') Totem + option(value='visage') Visage + option(value='ward') Ward + input.sheet-augur.sheet-hide(type='checkbox' name='attr_assetritualdivaugur') + .sheet-augur.sheet-hide + .sheet-flex-wrapper + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_augur1' checked='') + .sheet-asset-ability + | When you summon a flock of crows and ask a single + | question, roll +wits. On a + strong strong hit, + | you interpret their + | calls as + | a helpful omen. + | Envision the response ( + em Ask the Oracle + | if unsure) and take +2 momentum. + | On a + strong weak hit, + | the crows ignore your question and offer a clue to an + | unrelated problem or + | opportunity in this area. Envision what you learn ( + em Ask the Oracle + | if + | unsure), and take +1 momentum. + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_augur2') + .sheet-asset-ability(name='attr_assetability2') + | As above, and the crows + | will also help + | guide you on the proper path. On a + | hit, add +1 on the next segment when + | you + em Undertake a Journey + | . + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_augur3') + .sheet-asset-ability + | When you perform this ritual, add +1 and take +1 + | momentum on a hit. + input.sheet-awakening.sheet-hide(type='checkbox' name='attr_assetritualdivawakening') + .sheet-awakening.sheet-hide + .sheet-flex-wrapper + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_awakening1' checked='') + .sheet-asset-ability + | When you create a simulacrum, roll +heart. On a + | strong + | hit, your creation is given unnatural life. If it aids you as you make a move to + | assault or overcome an obstacle through strength, add +2. It has 3 health and + | suffers harm as appropriate, but is not a companion and may not be healed. At 0 + | health, it is dead. On a + strong weak hit, + | as above, but if you roll a + | 1 on + | your action die + | when aided by your creation, you must + em Face Danger + | +heart to keep it + | from + | turning on you (as a formidable foe). + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_awakening2') + .sheet-asset-ability(name='attr_assetability2') + | Your simulacrum has 6 + | health. + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_awakening3') + .sheet-asset-ability + | When you perform this ritual, add +1 and take +1 + | momentum on a hit. + .sheet-asset-track-wrapper + .sheet-asset-track-box + .sheet-asset-track-box-display 0 + input(type='radio' name='attr_assettrack_awakening' value='0') + .sheet-asset-track-box + .sheet-asset-track-box-display + 1 + input(type='radio' name='attr_assettrack_awakening' value='1') + .sheet-asset-track-box + .sheet-asset-track-box-display + 2 + input(type='radio' name='attr_assettrack_awakening' value='2') + .sheet-asset-track-box + .sheet-asset-track-box-display + 3 + input(type='radio' name='attr_assettrack_awakening' value='3') + .sheet-asset-track-box + .sheet-asset-track-box-display + 4 + input(type='radio' name='attr_assettrack_awakening' value='4') + .sheet-asset-track-box + .sheet-asset-track-box-display + 5 + input(type='radio' name='attr_assettrack_awakening' value='5') + .sheet-asset-track-box + .sheet-asset-track-box-display + 6 + input(type='radio' name='attr_assettrack_awakening' value='6') + input.sheet-bind.sheet-hide(type='checkbox' name='attr_assetritualdivbind') + .sheet-bind.sheet-hide + .sheet-flex-wrapper + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_bind1' checked='') + .sheet-asset-ability + | When you wear an animal pelt and dance in + | moonlight, + | roll +wits. On a + strong strong hit, + | you or an ally may wear the pelt + | and + | add +1 when making + | moves with the related stat (wolf-edge; bear-iron; deer-heart; fox-shadow; + | boar-wits). If the wearer rolls a 1 on their action die while making a move + | using + | the pelt, the magic is spent. On a + strong weak hit, + | as above, but the + | wilds call as you + | dance; + em Endure Stress + | (2 stress). + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_bind2') + .sheet-asset-ability(name='attr_assetability2') + | As above, and you may + | instead + | perform this ritual wearing the pelt of a beast. If you do, name the related + | stat + | and add +2 (instead of +1). + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_bind3') + .sheet-asset-ability + | When you perform this ritual, add +1 and take +1 + | momentum on a hit. + input.sheet-communion.sheet-hide(type='checkbox' name='attr_assetritualdivcommunion') + .sheet-communion.sheet-hide + .sheet-flex-wrapper + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_communion1' checked='') + .sheet-asset-ability + | When you surround the remains of a recently + | deceased + | intelligent creature with lit candles, and summon its spirit, roll +heart. Add + | +1 if + | you share a bond. On a + strong strong hit, + | the spirit appears and you + | may + | converse for a few + | minutes. Make moves as appropriate (add +1). On a + strong weak hit, + | as + | above, but the spirit + | also delivers troubling news unrelated to your purpose. Envision what it tells + | you + | ( + em Ask the Oracle + | if unsure) and + em Endure Stress + | (1 stress). + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_communion2') + .sheet-asset-ability(name='attr_assetability2') + | As above, and you may + | also + | commune with the long-dead. + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_communion3') + .sheet-asset-ability + | When you perform this ritual, add +1 and take +1 + | momentum on a hit. + input.sheet-divination.sheet-hide(type='checkbox' name='attr_assetritualdivdivination') + .sheet-divination.sheet-hide + .sheet-flex-wrapper + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_divination1' checked='') + .sheet-asset-ability + | When you take a drop of blood from a willing + | subject + | (not yourself) and cast the rune-carved stones, roll +heart. On a + strong + | strong + | hit, + | you + | may read the runes to + em Gather Information + | about the subject and people + | close + | to them, including insight you and the subject have no knowledge of. If you do, + | add + | +1. On a + strong weak hit, + | as above, but the answers are revealed only + | with + | extra time and + | focus; suffer -2 momentum. + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_divination2') + .sheet-asset-ability(name='attr_assetability2') + | As above, and your + | divination + | can also reveal information about the subject’s future. + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_divination3') + .sheet-asset-ability + | When you perform this ritual, add +1 and take +1 + | momentum on a hit. + input.sheet-invoke.sheet-hide(type='checkbox' name='attr_assetritualdivinvoke') + .sheet-invoke.sheet-hide + .sheet-flex-wrapper + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_invoke1' checked='') + .sheet-asset-ability + | When you consume the mystical essence of your + | surroundings, roll +wits. On a + strong strong hit, + | add the value of + | your + | action die to your + | essence track (max 6). You may then + em Secure an Advantage + | or + em + | Face + | Danger + | +essence to create minor mystical effects or illusions. If you + | do, + | suffer -1 essence and take +1 momentum on a hit. On a + strong weak hit, + | as + | above, but + | capturing these energies is harrowing; + em Endure Stress + | (2 stress). + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_invoke2') + .sheet-asset-ability(name='attr_assetability2') + | You may + em Compel + | +essence (and suffer -1 essence) through a show of power. + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_invoke3') + .sheet-asset-ability + | When you perform this ritual, add +1 and take +1 + | essence on a hit. + .sheet-asset-track-wrapper + .sheet-asset-track-box + .sheet-asset-track-box-display 0 + input(type='radio' name='attr_assettrack_invoke' value='0') + .sheet-asset-track-box + .sheet-asset-track-box-display + 1 + input(type='radio' name='attr_assettrack_invoke' value='1') + .sheet-asset-track-box + .sheet-asset-track-box-display + 2 + input(type='radio' name='attr_assettrack_invoke' value='2') + .sheet-asset-track-box + .sheet-asset-track-box-display + 3 + input(type='radio' name='attr_assettrack_invoke' value='3') + .sheet-asset-track-box + .sheet-asset-track-box-display + 4 + input(type='radio' name='attr_assettrack_invoke' value='4') + .sheet-asset-track-box + .sheet-asset-track-box-display + 5 + input(type='radio' name='attr_assettrack_invoke' value='5') + .sheet-asset-track-box + .sheet-asset-track-box-display + 6 + input(type='radio' name='attr_assettrack_invoke' value='6') + input.sheet-keen.sheet-hide(type='checkbox' name='attr_assetritualdivkeen') + .sheet-keen.sheet-hide + .sheet-flex-wrapper + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_keen1' checked='') + .sheet-asset-ability + | When you hold a weapon and sing a keen for those it + | has + | killed, roll +heart. On a + strong strong hit, + | the wielder inflicts +1 + | harm + | when they + em Strike + | or + em Clash + | . If they roll a 1 on their action die when + | making + | a move to inflict harm, the magic is spent. On a + strong weak hit, + | as + | above, but the voices + | of those who were slain join in your song; + em Endure Stress + | (2 stress). + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_keen2') + .sheet-asset-ability(name='attr_assetability2') + | As above, and the wielder + | may + | also (one time only) add +1 and take +2 momentum on a hit when they + em + | Draw the + | Circle + | , + em Enter the Fray + | , or + em Battle + | . + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_keen3') + .sheet-asset-ability + | When you perform this ritual, add +1 and take +1 + | momentum on a hit. + input.sheet-leech.sheet-hide(type='checkbox' name='attr_assetritualdivleech') + .sheet-leech.sheet-hide + .sheet-flex-wrapper + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_leech1' checked='') + .sheet-asset-ability + | When you mark your hands or weapon with an + | intricate + | blood rune, roll +iron. On a + strong strong hit, + | the rune thirsts for + | fresh + | blood. One time + | only, when you make a move to inflict harm, reroll any dice and inflict +2 harm + | on a + | hit. Then, for each point of harm inflicted, take +1 and allocate it as +health + | or + | +momentum. On a + strong weak hit, + | as above, but this asset counts as a + | debility until the + | rune’s thirst is quenched. + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_leech2') + .sheet-asset-ability(name='attr_assetability2') + | As above, and you may + | also + | touch an ally or companion and let them take +1 health or momentum for each + | unallocated point. + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_leech3') + .sheet-asset-ability + | When you perform this ritual, add +1 and take +1 + | momentum on a hit. + input.sheet-lightbearer.sheet-hide(type='checkbox' name='attr_assetritualdivlightbearer') + .sheet-lightbearer.sheet-hide + .sheet-flex-wrapper + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_lightbearer1' checked='') + .sheet-asset-ability + | When you focus on a source of light and capture its + | essence, roll +wits. On a + strong strong hit, + | set your light track to + | +6. + | On a + strong weak hit, + | make it +3. Then, when you make a move to overcome or navigate darkness, you may + | add + | +2 and suffer -1 light. + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_lightbearer2') + .sheet-asset-ability(name='attr_assetability2') + | You may use your light to + em Strike + | or + em Clash + | against a dark-dwelling foe. Choose the amount + | of + | light to unleash, and roll +light (instead of +iron or +edge). Suffer -light + | equal + | to that amount. On a hit, your harm is 1+your unleashed light. + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_lightbearer3') + .sheet-asset-ability + | When you perform this ritual, add +1 and take +1 + | momentum on a hit. + .sheet-asset-track-wrapper + .sheet-asset-track-box + .sheet-asset-track-box-display 0 + input(type='radio' name='attr_assettrack_lightbearer' value='0') + .sheet-asset-track-box + .sheet-asset-track-box-display + 1 + input(type='radio' name='attr_assettrack_lightbearer' value='1') + .sheet-asset-track-box + .sheet-asset-track-box-display + 2 + input(type='radio' name='attr_assettrack_lightbearer' value='2') + .sheet-asset-track-box + .sheet-asset-track-box-display + 3 + input(type='radio' name='attr_assettrack_lightbearer' value='3') + .sheet-asset-track-box + .sheet-asset-track-box-display + 4 + input(type='radio' name='attr_assettrack_lightbearer' value='4') + .sheet-asset-track-box + .sheet-asset-track-box-display + 5 + input(type='radio' name='attr_assettrack_lightbearer' value='5') + .sheet-asset-track-box + .sheet-asset-track-box-display + 6 + input(type='radio' name='attr_assettrack_lightbearer' value='6') + input.sheet-scry.sheet-hide(type='checkbox' name='attr_assetritualdivscry') + .sheet-scry.sheet-hide + .sheet-flex-wrapper + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_scry1' checked='') + .sheet-asset-ability + | When you look into flames to study a remote person + | or + | location, roll +shadow. You or someone with you must have knowledge of the + | target. + | On a + strong strong hit, + | you may + em Gather Information + | through + | observation using + | +shadow or +wits. On a + strong weak hit, + | as above, but the flames are + | hungry; choose one to + | sacrifice. + ul + li + | Your blood: + em Endure Harm + | (2 harm). + li + | Something precious: + em Endure Stress + | (2 stress). + li Provisions: Suffer -2 supply. + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_scry2') + .sheet-asset-ability(name='attr_assetability2') + | As above, and you may + | instead study a + | past event. + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_scry3') + .sheet-asset-ability + | When you perform this ritual, add +1 and take +1 + | momentum on a hit. + input.sheet-shadow-walk.sheet-hide(type='checkbox' name='attr_assetritualdivshadow-walk') + .sheet-shadow-walk.sheet-hide + .sheet-flex-wrapper + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_shadowwalk1' checked='') + .sheet-asset-ability + | When you cloak yourself with the gossamer veil of + | the + | shadow realms, roll +shadow. On a + strong strong hit, + | take +1 momentum. + | Then, reroll any + | dice (one time only) when you make a move by ambushing, hiding, or sneaking. On + | a + strong weak hit, + | as above, but the shadows try to lead you astray. You + | must first + em + | Face + | Danger + | to find your way. + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_shadowwalk2') + .sheet-asset-ability(name='attr_assetability2') + | As above, and you may + | also + | travel along the hidden paths of the shadow realms to + em + | Undertake a + | Journey + | using +shadow (instead of +wits). If you do, + em Endure Stress + | (1 stress) + | and + | mark progress twice on a strong hit. + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_shadowwalk3') + .sheet-asset-ability + | When you perform this ritual, add +1 and take +1 + | momentum on a hit. + input.sheet-sway.sheet-hide(type='checkbox' name='attr_assetritualdivsway') + .sheet-sway.sheet-hide + .sheet-flex-wrapper + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_sway1' checked='') + .sheet-asset-ability + | When you speak a person’s name three times to the + | wind, + | roll +wits. On a + strong strong hit, + | the wind whispers of this person’s + | need. Envision what + | you hear ( + em Ask the Oracle + | if unsure). If you use this information or + | fulfill + | this need when you + em Compel + | them, you may reroll any dice (one time + | only). On + | a + strong weak hit, + | as above, but this person’s need creates a + | troubling + | dilemma or + | complication; + em Endure Stress + | (1 stress). + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_sway2') + .sheet-asset-ability(name='attr_assetability2') + | As above, and if you roll + | a + | strong hit when you + em Compel + | , you may also reroll any dice (one time + | only) + | when you + em Gather Information + | from this person. + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_sway3') + .sheet-asset-ability + | When you perform this ritual, add +1 and take +1 + | momentum on a hit. + input.sheet-talisman.sheet-hide(type='checkbox' name='attr_assetritualdivtalisman') + .sheet-talisman.sheet-hide + .sheet-flex-wrapper + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_talisman1' checked='') + .sheet-asset-ability + | When you fashion a charm, envision it and name the + | specific person or creature it protects against. Then roll +wits. On a + strong strong hit, + | when the wearer opposes the target through a move, add +2. If a 1 is rolled on + | the + | action die while making a move using the charm, the magic is spent. On a + strong weak hit, + | as above, but the wearer adds +1 when making a move (instead of +2). + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_talisman2') + .sheet-asset-ability(name='attr_assetability2') + | As above, and you may + | instead + | fashion a charm which aids the wearer against all supernatural threats, such as + | mystic rituals or horrors. + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_talisman3') + .sheet-asset-ability + | When you perform this ritual, add +1 and take +1 + | momentum on a hit. + input.sheet-tether.sheet-hide(type='checkbox' name='attr_assetritualdivtether') + .sheet-tether.sheet-hide + .sheet-flex-wrapper + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_tether1' checked='') + .sheet-asset-ability + | When you commune with the spirits of a place, roll + | +heart. If you share a bond with someone there, add +1. On a + strong + | strong + | hit, + | you are + | tethered. When you + em Undertake a Journey + | to return, you may roll +spirit + | or + | +heart (instead of +wits), and take +1 momentum on a hit. When you + em + | Reach + | Your + | Destination + | , take +2 momentum on a strong hit. The tether is lost if + | you + | perform this ritual elsewhere, or when you + em Face Desolation + | . On a + strong weak hit, + | as above, but the spirits reveal a disturbing aspect of the place; + em + | Endure + | Stress + | (2 stress). + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_tether2') + .sheet-asset-ability(name='attr_assetability2') + | As above, and you may + | also + | reroll any dice when you + em Sojourn + | in the tethered place. + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_tether3') + .sheet-asset-ability + | When you perform this ritual, add +1 and take +1 + | momentum on a hit. + input.sheet-totem.sheet-hide(type='checkbox' name='attr_assetritualdivtotem') + .sheet-totem.sheet-hide + .sheet-flex-wrapper + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_totem1' checked='') + .sheet-asset-ability + | When you hold a totem of your animal + | or beast companion and focus on it, + | roll +heart. On a strong hit, you are + | bound together. Add +1 and take + | +1 momentum on a hit when you + | use a companion ability. If you roll + | a 1 on your action die when using a + | companion ability, the magic is spent. + | On a weak hit, as above, but creating + | this connection is unsettling; + em Endure Stress + | (1 stress). + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_totem2') + .sheet-asset-ability(name='attr_assetability2') + | As above, and you may + | also + | perceive the world through your companion’s senses while you make moves aided by + | them (even when you are apart). + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_totem3') + .sheet-asset-ability + | When you perform this ritual, add +1 and take +1 + | momentum on a hit. + input.sheet-visage.sheet-hide(type='checkbox' name='attr_assetritualdivvisage') + .sheet-visage.sheet-hide + .sheet-flex-wrapper + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_visage1' checked='') + .sheet-asset-ability + | When you paint yourself in blood and ash, roll + | +wits. + | On a + strong strong hit, + | you may add +2 and take +1 momentum on a hit + | when + | you + em + | Secure an + | Advantage + | or + em Compel + | using fear or intimidation. If you roll a + | 1 on + | your action die when making a move aided by your visage, the magic is spent. On + | a + strong weak hit, + | as above, but the blood must be your own; + em + | Endure + | Harm + | (2 harm). + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_visage2') + .sheet-asset-ability(name='attr_assetability2') + | As above, and you may + | also + | add +1 when you + em Strike + | , + em Clash + | , or + em Battle + | . + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_visage3') + .sheet-asset-ability + | When you perform this ritual, add +1 and take +1 + | momentum on a hit. + input.sheet-ward.sheet-hide(type='checkbox' name='attr_assetritualdivward') + .sheet-ward.sheet-hide + .sheet-flex-wrapper + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_ward1' checked='') + .sheet-asset-ability + | When you walk a wide circle, sprinkling the ground + | with + | salt, roll +wits. On a + strong strong hit, + | choose two. On a + strong + | weak + | hit, + | chose one. + ul + li When a foe first crosses the boundary, take +1 momentum. + li + | When you first inflict harm against a foe within the boundary, inflict + | +1 + | harm. + li + | Your ward is ‘likely’ ( + em Ask the Oracle + | ) to trap a foe within the + | boundary. + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_ward2') + .sheet-asset-ability(name='attr_assetability2') + | As above, and improve the + | effect of your ward (+2 momentum, +2 harm, and ‘almost certain’). + .sheet-flex-container + input.sheet-asset-ability(type='checkbox' name='attr_assetcheckbox_ward3') + .sheet-asset-ability + | When you perform this ritual, add +1 and take +1 + | momentum on a hit. diff --git a/Ironcrunch/src/components/bonds/bonds.pug b/Ironcrunch/src/components/bonds/bonds.pug new file mode 100644 index 0000000000..cc16073ad8 --- /dev/null +++ b/Ironcrunch/src/components/bonds/bonds.pug @@ -0,0 +1,31 @@ +//- + Generates a repeating fieldset for bonds. + Expands when clicking the DETAILS label. + + @mixin + @outputs repeating html fieldset + + @memberof components/bonds + +mixin bonds() + .sheet-bond-component + fieldset.repeating_bonds + .sheet-bond-container + p.sheet-bond-title NAME: + input.sheet-border-bottom.sheet-bond-name(type='text' name='attr_bond-name' placeholder='Name') + label.sheet-btn.sheet-details-btn + input.sheet-hide.sheet-btn-input(type='checkbox' name='attr_details_button') + .sheet-btn-content DETAILS + + input.sheet-hide.sheet-show-bond-info(type='checkbox' name='attr_details') + .sheet-show-bond-info.sheet-showhide + .sheet-full-width + p.sheet-bond-title LOCATION: + input.sheet-bond-location.sheet-border-bottom(type='text' name='attr_bond-location' placeholder='Location') + .sheet-full-width + p.sheet-bond-title DESCRIPTORS: + input.sheet-bond-descriptors.sheet-border-bottom(type='text' name='attr_bond-descriptors' placeholder='Descriptors') + .sheet-full-width + p.sheet-bond-title.sheet-bond-notes-title(style='border-radius: 0.3em 0.3em 0em 0em') + | NOTES + textarea.sheet-bond-notes(name='attr_bond-notes') \ No newline at end of file diff --git a/Ironcrunch/src/components/bonds/bonds.styl b/Ironcrunch/src/components/bonds/bonds.styl new file mode 100644 index 0000000000..27215f91b5 --- /dev/null +++ b/Ironcrunch/src/components/bonds/bonds.styl @@ -0,0 +1,102 @@ +.sheet-bonds-track + width 437px + margin-left 203px + margin-top 0.5em + +.sheet-bonds + margin-bottom 0px + +.sheet-bond-component + margin-top 1em + +.sheet-bond + display flex + flex-direction column + justify-content center + align-items center + +.sheet-bond-container + border 2px solid #4C4D4F + border-radius 1em + margin-bottom 1em + padding 1em + +.sheet-bond-notes + width 99% + +.sheet-bond-name, +.sheet-bond-location, +.sheet-bond-descriptors + border none + border-radius 0em + background transparent + padding 0 + padding-left 0.5em + +.sheet-bond-descriptors + width 43% + +.sheet-bond-location + width 40% + +p + &.sheet-bond-title + text-align left + font-weight bold + margin 0 0 0px + padding 0.1em 0.3em 0.3em 0.5em + text-transform uppercase + std-font() + display inline + background #4c4d4f + color #fff + border-radius 0.3em 0em 0em 0.3em + +.sheet-details-btn + display flex + width auto + margin 0.5em 0em 0em 0em + height auto + padding 0 + +.sheet-bond-name::placeholder, +.sheet-bond-location::placeholder, +.sheet-bond-descriptors::placeholder + color #8a8a8a + +input[type="checkbox"].sheet-show-bond-info + width 4.5em + height 18px + top 0 + opacity 0 + border-radius 4px + padding 2px 4px + &:checked + & ~ div + &.sheet-show-bond-info + display flex + flex-flow row wrap + show-hide() + & ~ span + &.sheet-show-bond-info + border-radius 4px + padding 2px 4px + border 1px solid + background-color #4C4D4F + color #fff + &:hover + & ~ span + &.sheet-show-bond-info + border-radius 4px + padding 2px 4px + background-color #ccc + color #4c4d4f + transition 0.5s ease + +span + &.sheet-show-bond-info + margin-left -4.9em + border-radius 4px + padding 2px 4px + border 1px solid + font-weight bold diff --git a/Ironcrunch/src/components/bonds/track.pug b/Ironcrunch/src/components/bonds/track.pug new file mode 100644 index 0000000000..080c8dee37 --- /dev/null +++ b/Ironcrunch/src/components/bonds/track.pug @@ -0,0 +1,16 @@ +- var track = [ 0, 1, 2, 3, 4, 5, 6, 7, 8, 9 ] +include ../progress/mixins/box + +mixin bondsTrack() + div.sheet-bonds-track + div + each index in track + select(name=`attr_bond-${index}` class="sheet-progress-input") + +progressBox + input( + type="text" + class="sheet-hide" + name="attr_bond-filled" + value="floor((@{bond-0}+@{bond-1}+@{bond-2}+@{bond-3}+@{bond-4}+@{bond-5}+@{bond-6}+@{bond-7}+@{bond-8}+@{bond-9})/4)" + disabled="true" + ) diff --git a/Ironcrunch/src/components/conditions/cards.pug b/Ironcrunch/src/components/conditions/cards.pug new file mode 100644 index 0000000000..9f35f3976d --- /dev/null +++ b/Ironcrunch/src/components/conditions/cards.pug @@ -0,0 +1,12 @@ +include ./data/list +include ./mixins/card-body + +mixin conditionCards(opts) + each condition in conditions + input(type='checkbox' class=`sheet-hide sheet-condition-${condition.attribute}` name=`attr_${condition.attribute}`) + div(class=`sheet-condition-card sheet-showhide sheet-condition-${condition.attribute}`) + .sheet-card-header CONDITION + .sheet-card-title #{condition.text.toUpperCase()} + .sheet-card-body + +cardBody(condition.attribute) + .sheet-card-footer \ No newline at end of file diff --git a/Ironcrunch/src/components/conditions/conditions.pug b/Ironcrunch/src/components/conditions/conditions.pug new file mode 100644 index 0000000000..c2e309f05b --- /dev/null +++ b/Ironcrunch/src/components/conditions/conditions.pug @@ -0,0 +1,8 @@ +include ../../common/pug/button +include ./data/list + +mixin conditionList(opts) + .sheet-condition-component + .sheet-condition-list + each condition in conditions + +btn(condition) diff --git a/Ironcrunch/src/components/conditions/conditions.styl b/Ironcrunch/src/components/conditions/conditions.styl new file mode 100644 index 0000000000..3f318d2532 --- /dev/null +++ b/Ironcrunch/src/components/conditions/conditions.styl @@ -0,0 +1,65 @@ +conditions = amnesiac amok attached blinded compulsed corrupted cursed dazed deafened dying encumbered hallucinating hyperthermic hypothermic maimed mute palsied phobiac poisoned reeled shaken starved stupefied suffocated tormented unconscious unprepared unsteady weakened wounded + +.sheet-condition-list + display flex + flex-flow row wrap + justify-content space-evenly + +.sheet-condition-component + margin-top 1em + +.sheet-condition-btn + width 14% + +for id in conditions + input.sheet-condition-{id}:checked ~ div.sheet-condition-{id} + show-hide() + border: 2px solid #4c4d4f + margin-bottom 1em + width 30% + margin 0em 0.5em 1em 0.5em + +.sheet-condition-cards + display flex + flex-flow row wrap + margin-top 0.5em + justify-content center + +.sheet-condition-card + std-font('Crimson Text') + font-weight normal + margin 0 + width 0 + +.sheet-card-header + dark() + padding 0.3em 0.5em 0.3em 0.5em + std-font() + font-weight bold + +.sheet-card-title + padding 0.5em 0.5em 0em 0.5em + +.sheet-card-body + padding 0.5em + display: flex + flex-flow: column + +.sheet-severity-track + display flex + margin-top 1em + +.sheet-track-child + width 100% + .sheet-btn-content + padding 0.4em 0.2em 0.2em 0.2em + align-self center + +ul.sheet-condition-body-list + margin 0em 0.2em 0.3em 1.3em + + +p.sheet-card-description, +p.sheet-severity-reduce, +p.sheet-condition-clear + margin-bottom 0.3em \ No newline at end of file diff --git a/Ironcrunch/src/components/conditions/data/list.pug b/Ironcrunch/src/components/conditions/data/list.pug new file mode 100644 index 0000000000..75fcd064fa --- /dev/null +++ b/Ironcrunch/src/components/conditions/data/list.pug @@ -0,0 +1,794 @@ +- + var conditions = [ + { type: 'checkbox', attribute: 'amnesiac', text: 'Amnesiac', classes: 'sheet-condition-btn' }, + { type: 'checkbox', attribute: 'amok', text: 'Amok', classes: 'sheet-condition-btn' }, + { type: 'checkbox', attribute: 'attached', text: 'Attached', classes: 'sheet-condition-btn' }, + { type: 'checkbox', attribute: 'blinded', text: 'Blinded', classes: 'sheet-condition-btn' }, + { type: 'checkbox', attribute: 'compulsed', text: 'Compulsed', classes: 'sheet-condition-btn' }, + { type: 'checkbox', attribute: 'corrupted', text: 'Corrupted', classes: 'sheet-condition-btn' }, + { type: 'checkbox', attribute: 'cursed', text: 'Cursed', classes: 'sheet-condition-btn' }, + { type: 'checkbox', attribute: 'dazed', text: 'Dazed', classes: 'sheet-condition-btn' }, + { type: 'checkbox', attribute: 'deafened', text: 'Deafened', classes: 'sheet-condition-btn' }, + { type: 'checkbox', attribute: 'dying', text: 'Dying', classes: 'sheet-condition-btn' }, + { type: 'checkbox', attribute: 'encumbered', text: 'Encumbered', classes: 'sheet-condition-btn' }, + { type: 'checkbox', attribute: 'hallucinating', text: 'Hallucinating', classes: 'sheet-condition-btn' }, + { type: 'checkbox', attribute: 'hyperthermic', text: 'Hyperthermic', classes: 'sheet-condition-btn' }, + { type: 'checkbox', attribute: 'hypothermic', text: 'Hypothermic', classes: 'sheet-condition-btn' }, + { type: 'checkbox', attribute: 'maimed', text: 'Maimed', classes: 'sheet-condition-btn' }, + { type: 'checkbox', attribute: 'mute', text: 'Mute', classes: 'sheet-condition-btn' }, + { type: 'checkbox', attribute: 'palsied', text: 'Palsied', classes: 'sheet-condition-btn' }, + { type: 'checkbox', attribute: 'phobiac', text: 'Phobiac', classes: 'sheet-condition-btn' }, + { type: 'checkbox', attribute: 'poisoned', text: 'Poisoned', classes: 'sheet-condition-btn' }, + { type: 'checkbox', attribute: 'reeled', text: 'Reeled', classes: 'sheet-condition-btn' }, + { type: 'checkbox', attribute: 'shaken', text: 'Shaken', classes: 'sheet-condition-btn' }, + { type: 'checkbox', attribute: 'starved', text: 'Starved', classes: 'sheet-condition-btn' }, + { type: 'checkbox', attribute: 'stupefied', text: 'Stupefied', classes: 'sheet-condition-btn' }, + { type: 'checkbox', attribute: 'suffocated', text: 'Suffocated', classes: 'sheet-condition-btn' }, + { type: 'checkbox', attribute: 'tormented', text: 'Tormented', classes: 'sheet-condition-btn' }, + { type: 'checkbox', attribute: 'unconscious', text: 'Unconscious', classes: 'sheet-condition-btn' }, + { type: 'checkbox', attribute: 'unprepared', text: 'Unprepared', classes: 'sheet-condition-btn' }, + { type: 'checkbox', attribute: 'unsteady', text: 'Unsteady', classes: 'sheet-condition-btn' }, + { type: 'checkbox', attribute: 'weakened', text: 'Weakened', classes: 'sheet-condition-btn' }, + { type: 'checkbox', attribute: 'wounded', text: 'Wounded', classes: 'sheet-condition-btn' } + ] + +- + var conditionsBody = { + amnesiac: { + description: 'You have forgotten your abilities.', + points: [ + { + char: true, + text: "Take two asset cards and pair them with this condition. You can't use them. If severity 2 or below is marked, unpair one asset card." + } + ], + severity: { + reduce: [ + { + char: true, + text: 'When you Sojourn, and score a strong hit.' + } + ], + track: [{ value: 1 }, { value: 2 }, { value: 3 }, { value: 4 }] + }, + clear: [ + { + char: true, + text: 'When you Take a Downtime.' + } + ] + }, + amok: { + description: 'You suffer outbursts of violent and homicidal rages directed at anyone near you.', + points: [ + { + char: true, + text: "When you Inflict Harm, add +X." + }, + { + char: true, + text: "When you make a move and score a strong hit, roll an additional 1d8. If you roll as your heart or above, you give up to your behavior and Strike the nearest target, whether they are an ally, companion, foe or else" + } + ], + severity: { + reduce: [ + { + char: true, + text: 'When you Inflict Harm.' + } + ], + track: [{ value: 1 }, { value: 2 }, { value: 3 }] + } + }, + attached: { + description: "You became obsessively attached to an object, type of object or person, and don't function properly without this", + points: [ + { + char: true, + text: "When you make a move while being more than 30 ft. away from the object or person, subtract -1." + } + ], + severity: { + reduce: [ + { + char: true, + text: 'When you make a move by being more than a 30 ft. away from the object, or person, and score a strong hit.' + } + ], + track: [{ value: 1 }, { value: 2 }, { value: 3 }, { value: 4 }] + } + }, + blinded: { + description: 'You are suffering from vision loss.', + points: [ + { + char: true, + text: "When you make a move involving this impairment (if such move is possible with this condition),subtract -1." + }, + { + foe: true, + text: " When you make a physical move against this foe involving this impairment, add +1." + } + ], + clear: [ + { + char: true, + text: 'When you Make Camp and choose to recuperate or Sojourn and choose to mend.' + }, + { + foe: true, + text: 'When you score a miss or as appropriate to the situation.' + } + ] + }, + compulsed: { + description: 'You feel uncontrollably compelled to perform certain action, over and over (such as washing hands; touching things; praying; counting coins; touching a doorway at left, right and top before passing through it; constantly checking to see if your projectile weapon is loaded; eat something strange, dirt, slime, or offal; and so on).', + points: [ + { + char: true, + text: "When you have the opportunity to perform your compulsive action, roll an additional 1d8. If you roll as your heart or above, you feel the uncontrollable urge to perform your compulsive action. If you don't, Endure Stress (1 stress)." + } + ], + severity: { + reduce: [ + { + char: true, + text: 'When you Hearten and score a strong hit.' + }, + { + char: true, + text: 'When you Sojourn and choose to cheer.' + } + ], + track: [{ value: 1 }, { value: 2 }, { value: 3 }, { value: 4 }] + } + }, + corrupted: { + description: 'Your experiences have left you emotionally scarred. You are at the threshold of losing yourself to darkness.', + points: [ + { + char: true, + text: "Reduce your maximum momentum by 1." + }, + { + char: true, + text: "You struggle with a compulsion, quirk, or fear. Take a condition that can be taken from the Manifest Insanity tables (not amok nor amnesiac) and permanently pair it with this one; it cannot be cleared." + } + ] + }, + cursed: { + description: 'Your faced death and returned with a soul-bond quest.', + points: [ + { + char: true, + text: "Reduce your max momentum by 1." + }, + { + char: true, + text: "You have walked the lands beyond death. Take a condition that can be taken from the Manifest Insanity tables and pair it with this one; it is cleared once you are no longer cursed." + } + ], + clear: [ + { + char: true, + text: 'When you Fulfill Your Vow bond to this condition.' + } + ] + }, + dazed: { + description: 'You are unable to act or react properly.', + points: [ + { + char: true, + text: "When you make a move, subtract -1." + }, + { + foe: true, + text: "When you make a move against this foe involving their impairment, add +1." + } + ], + clear: [ + { + char: true, + text: 'When make a move and score strong hit.' + }, + { + char: true, + text: 'When you Make Camp or Sojourn and score a hit.' + }, + { + foe: true, + text: 'When you make a move and score a miss, or as appropriate to the situation.' + } + ] + }, + deafened: { + description: 'You are suffering from hearing loss.', + points: [ + { + char: true, + text: "When you make a move relying on hearing (if such move is possible with this condition), subtract -X." + }, + { + foe: true, + text: "When you make a physical move against this foe involving this impairment, add +X." + } + ], + severity: { + reduce: [ + { + char: true, + text: 'When you Secure an Advantage by taking a breather in moderate ambience and score a strong hit. ' + }, + { + foe: true, + text: 'When you score a miss or as appropriate to the situation.' + } + ], + track: [{ value: 1, text: 'moderate' }, { value: 2, text: 'severe' }] + }, + clear: [ + { + char: true, + text: 'When you Make Camp and choose to recuperate or Sojourn and choose to mend.' + }, + { + foe: true, + text: 'As appropriate to the circumstances.' + } + ] + }, + dying: { + description: 'Your life is running out.', + points: [ + { + char: true, + text: "If you don't Heal within an hour or two, Face Death" + } + ], + clear: [ + { + char: true, + text: 'When someone else makes the Heal move on you and scores a hit.' + } + ] + }, + encumbered: { + description: 'You are carrying excessive or cumbersome weight', + points: [ + { + char: true, + foe: true, + text: "Reduce the speed by -5 ft. (1 unit)." + }, + { + char: true, + text: "When you make a move, cancel your action die (without additions) when it matches your maximum load and up to 12." + }, + { + foe: true, + text: "When you make a physical move against this foe, add +2." + } + ], + clear: [ + { + char: true, + text: ' When you have a total of weight up to your maximum load or below' + }, + { + foe: true, + text: 'As appropriate to the circumstances.' + } + ] + }, + hallucinating: { + description: 'You tend to sense what is not there.', + points: [ + { + char: true, + text: "When you make a move, roll an additional 1d8. If you roll as your wits or above, you sense a hallucination; Endure Stress (X stress)." + }, + { + foe: true, + text: "When you make a move and score a strong hit, this foe suffers -1 morale." + } + ], + severity: { + reduce: [ + { + char: true, + text: 'When you Hearten and score a strong hit.' + }, + { + char: true, + text: 'When you Sojourn and choose to cheer.' + }, + { + foe: true, + text: 'When you score a miss.' + } + ], + track: [{ value: 1 }, { value: 2 }] + } + }, + hyperthermic: { + description: 'Your body is dangerously overheated.', + points: [ + { + char: true, + text: "When you make a move and fail to score a strong hit, Endure Harm (as per the severity). This is in addition to the move outcome." + }, + { + foe: true, + text: "When you make a move against this foe, and score a hit, they suffer -health as per the severity." + } + ], + severity: { + track: [{ value: 1, text: '104º F/40º C
    (1d3P harm)' }, { value: 2, text: '140º F/60º C
    (1d4P harm)' }] + }, + clear: [ + { + char: true, + text: 'When you make a move while staying in an environment below 104º F/40º C, and score a strong hit.' + }, + { + foe: true, + text: 'When this foe stays in an environment below 104º F/40º C while you score a weak hit or miss.' + } + ] + }, + hypothermic: { + description: 'Your body is dangerously overcold.', + points: [ + { + char: true, + text: "When you make a move and fail to score a strong hit, Endure Harm (as per the severity). This is in addition to the move outcome" + }, + { + foe: true, + text: "When you make a move against this foe, and score a hit, they suffer -health as per the severity." + } + ], + severity: { + track: [{ value: 1, text: '40º F/4º C
    (1d3P harm)' }, { value: 2, text: '-20º F/-28º C
    (1d4Pharm)' }] + }, + clear: [ + { + char: true, + text: 'When you make a move while staying in an environment above 40º F/4º C, and score a strong hit.' + }, + { + foe: true, + text: ' When this foe stays in an environment above 40º F/40º C while you score a weak hit or miss.' + } + ] + }, + maimed: { + description: 'You have suffered a wound which causes you ongoing physical challenges.', + points: [ + { + char: true, + text: " Reduce your maximum momentum by 1." + }, + { + char: true, + text: "You have a permanent injury that impacts your approach when facing physical challenges." + }, + { + char: true, + text: "When you make a move +iron or +edge involving this impairment (if such move is possible with this condition), subtract -1." + }, + { + foe: true, + text: "When you make a physical move against this foe involving this impairment, add +1." + } + ] + }, + mute: { + description: 'You lost the ability to communicate via speech.', + points: [ + { + char: true, + text: "When you make a move relying on your speech, subtract -2." + }, + { + foe: true, + text: "When you make a move against this foe involving this impairment, add +2." + } + ], + clear: [ + { + char: true, + text: 'When you make a move relying on your speech and score a strong hit' + }, + { + char: true, + text: 'When you score a miss or as appropriate to the situation.' + } + ] + }, + palsied: { + description: 'Your mobility is constrained.', + points: [ + { + char: true, + text: "On severity 1, reduce the speed by -5 ft (1 unit)." + }, + { + char: true, + text: "On severity 2, reduce the speed to 0 ft." + }, + { + char: true, + text: "When you make a physical move, subtract -X." + }, + { + foe: true, + text: "When you make a physical move against this foe, add +X." + } + ], + severity: { + track: [{ value: 1, text: 'Cramped
    Sprained
    Strained' }, { value: 2, text: 'Restrained' }] + }, + clear: [ + { + char: true, + text: 'On severity 1, when you Heal, Make Camp and choose to recuperate, or Sojourn and choose to mend.' + }, + { + foe: true, + text: 'On severity 1, as appropriate to the situation.' + }, + { + char: true, + foe: true, + text: 'On 2, by getting free.' + } + ] + }, + phobiac: { + description: 'You persistently fear a particular object or situation (if possible, the source of mental shock). You might realize that the fear is excessive and irrational, but it is disturbing enough for you that your mind rejects it.', + points: [ + { + char: true, + text: "When you approach the object of the phobia, roll 1d8. If you roll as your heart or above, Endure Stress (1 stress)." + }, + { + foe: true, + text: "When this foe approaches the object of the phobia roll 1d20. If you roll as the creature's standard morale or above, they suffer -1 morale." + } + ], + severity: { + track: [{ value: 1 }, { value: 2 }, { value: 3 }, { value: 4 }] + }, + clear: [ + { + char: true, + text: 'When you Endure Stress because of this phobia, and score a strong hit, reduce your severity by 1.' + }, + { + foe: true, + text: "When this foe approaches the object of the phobia, and you roll 1d20 scoring below the creatures standard morale, creature's standard morale reduce the severity by 1." + } + ] + }, + poisoned: { + description: 'A toxin corrodes your body.', + points: [ + { + char: true, + text: "When you roll up to X on your action die, Endure Harm (XP harm)." + }, + { + foe: true, + text: "When you roll on your action die as per X (1=12, 2=11-12, 3=10-12, 4=9-12), this foe suffers -X health." + } + ], + severity: { + reduce: [ + { + char: true, + text: 'When you Heal with an antivenom.' + }, + { + foe: true, + text: 'As appropriate to the situation.' + } + ], + track: [{ value: 1, text: 'Minor' }, { value: 2, text: 'Mod.' }, { value: 3, text: 'Severe' }, { value: 4, text: 'Fatal' }] + }, + clear: [ + { + char: true, + text: 'When you Sojourn and choose to mend.' + }, + { + foe: true, + text: 'As appropriate to the situation.' + } + ] + }, + reeled: { + description: 'You are fighting to stay conscious.', + points: [ + { + char: true, + text: "Reduce your speed by -5 ft. (1 unit)." + }, + { + char: true, + text: "When you make a move +iron, subtract -1." + }, + { + char: true, + text: "If you engage in any vigorous activity (such as running or fighting) before taking a breather for a few minutes, roll on the Endure Harm table (before resolving the other move)." + } + ], + clear: [ + { + char: true, + text: 'When you, or someone else, makes the Heal move on you and scores a hit.' + } + ] + }, + shaken: { + description: 'You are despairing, distraught or frightened.', + points: [ + { + char: true, + text: "Reduce your maximum momentum by 1." + }, + { + char: true, + text: "You cannot increase spirit." + }, + { + char: true, + text: "When you make a move +heart, subtract -1." + }, + { + foe: true, + text: "Reduce this foe's morale by 2d4+2." + } + ], + clear: [ + { + char: true, + text: 'When you Sojourn and choose to cheer.' + }, + { + char: true, + text: 'When you Hearten and score a hit.' + }, + { + char: true, + text: 'When you Endure Stress, roll on the table, and roll 81 or above' + } + ] + }, + starved: { + description: 'Your body lacks enough energy to sustain itself.', + points: [ + { + char: true, + text: "When you make a move, subtract -1." + }, + { + char: true, + text: "When you make a move and fail to score a strong hit, Endure Harm (on a weak hit, 1P harm; on a miss, 2P harm). This is in addition to the move outcome." + }, + { + char: true, + text: "When you make a physical move against this foe, add +1." + } + ], + clear: [ + { + char: true, + text: 'When you Make Camp or Sojourn and score a hit.' + }, + { + char: true, + text: 'As appropriate to the situation.' + } + ] + }, + stupefied: { + description: 'You are deprived of sensitive cognition and acuity.', + points: [ + { + char: true, + text: "When you make a move +shadow or +wits, subtract -1." + }, + { + foe: true, + text: " When you make a move against this foe, add +1." + }, + { + foe: true, + text: "When this Foe Inflicts Harm, subtract -1." + } + ], + clear: [ + { + char: true, + text: 'When you Sojourn and choose to cheer or Make Camp and choose to focus.' + }, + { + char: true, + text: 'When you score a miss or as appropriate to the situation.' + } + ] + }, + suffocated: { + description: 'You are deprived of air or unable to breathe.', + points: [ + { + char: true, + text: "When you make a move and fail to score a strong hit, Endure Harm (1d4P harm). This is in addition to the move outcome." + }, + { + foe: true, + text: "When you make a move and score a hit, this foe suffers -1d4P harm)." + } + ], + clear: [ + { + char: true, + text: 'When you Face Danger or Secure an Advantage by taking a breather, and score a hit' + }, + { + foe: true, + text: 'When you score a miss or as appropriate to the situation.' + } + ] + }, + tormented: { + description: 'You faced desolation and undertook a quest to prevent a dire future.', + points: [ + { + char: true, + text: "Reduce your maximum momentum by 1." + }, + { + char: true, + text: "You suffered visions of your greatest fears." + }, + { + char: true, + text: "Take another condition (one that can be taken from the Manifest Insanity tables) and pair it with this one; it is cleared once you are no longer tormented." + }, + { + foe: true, + text: "Reduce this foe's morale by 3d4+6." + } + ], + clear: [ + { + char: true, + text: 'When you Fulfill Your Vow bond to this condition' + } + ] + }, + unconscious: { + description: 'You are incapacitated and out of action.', + points: [ + { + char: true, + text: "If you are vulnerable to a foe not inclined to show mercy, Face Death." + } + ], + clear: [ + { + char: true, + text: 'If left alone, you come back to your senses in an hour or two.' + } + ] + }, + unprepared: { + description: 'You are lacking the most basic provisions for a journey.', + points: [ + { + char: true, + text: "Reduce your max momentum by 1." + }, + { + char: true, + text: "You cannot increase supply." + } + ], + clear: [ + { + char: true, + text: 'When you Sojourn and choose to equip.' + } + ] + }, + unsteady: { + description: 'Your psychomotor abilities are impaired.', + points: [ + { + char: true, + text: "When you make a move +edge, subtract -X, where X is the character marked state." + }, + { + foe: true, + text: "When you make a physical move against this foe, add +X." + } + ], + severity: { + track: [{ value: 1, text: 'Dizzy' }, { value: 2, text: 'Shaky' }] + }, + clear: [ + { + char: true, + text: 'When you Sojourn and choose to cheer or Make Camp and choose to relax.' + }, + { + char: true, + text: 'When you Face Danger or Secure an Advantage by recovering your steadiness and score a strong hit' + }, + { + foe: true, + text: 'When you score a miss or as appropriate to the situation.' + } + ] + }, + weakened: { + description: 'Your energies are drained.', + points: [ + { + char: true, + text: "When you make a move +iron, subtract -X" + }, + { + char: true, + text: "When you Inflict Harm, subtract -X." + }, + { + foe: true, + text: "When you make a physical move against this foe, add +X." + }, + { + foe: true, + text: "When this Foe Inflicts Harm, subtract -X." + } + ], + severity: { + track: [{ value: 1, text: 'Fatigued' }, { value: 2, text: 'Exhausted' }] + }, + clear: [ + { + char: true, + text: 'When you Sojourn and choose to mend, or Make Camp and choose to recuperate' + }, + { + foe: true, + text: 'As appropriate to the situation.' + } + ] + }, + wounded: { + description: 'You are severely injured and need treatment to recover.', + points: [ + { + char: true, + text: "Reduce your maximum momentum by 1." + }, + { + char: true, + text: "You cannot increase health." + } + ], + clear: [ + { + char: true, + text: 'When you Sojourn and choose to mend.' + }, + { + char: true, + text: 'When you Heal and score a hit' + } + ] + } + } diff --git a/Ironcrunch/src/components/conditions/mixins/card-body.pug b/Ironcrunch/src/components/conditions/mixins/card-body.pug new file mode 100644 index 0000000000..f656877d09 --- /dev/null +++ b/Ironcrunch/src/components/conditions/mixins/card-body.pug @@ -0,0 +1,41 @@ +include ../data/list + +mixin cardBody(id) + - var condition = conditionsBody[id] + p.sheet-card-description=condition.description + each point in condition.points + ul.sheet-condition-body-list + if point.foe + li.sheet-foe-bullet!=point.text + else + li.sheet-char-bullet!=point.text + + if condition.severity + if condition.severity.reduce + - var reduce = condition.severity.reduce + p.sheet-severity-reduce Reduce your severity by 1... + each point in reduce + ul.sheet-condition-body-list + if point.foe + li.sheet-foe-bullet!=point.text + else + li.sheet-char-bullet!=point.text + + if condition.clear + p.sheet-condition-clear Clear this condition... + each point in condition.clear + ul.sheet-condition-body-list + if point.foe + li.sheet-foe-bullet!=point.text + else + li.sheet-char-bullet!=point.text + + if condition.severity + .sheet-severity-track + each part, index in condition.severity.track + label.sheet-common-btn.sheet-track-child + input.sheet-btn-input.sheet-hide.sheet-track-btn(type='radio' name=`attr_${id}_track` value=index) + if part.text + .sheet-btn-content!=part.text + else + .sheet-btn-content!=part.value diff --git a/Ironcrunch/src/components/details/character.pug b/Ironcrunch/src/components/details/character.pug new file mode 100644 index 0000000000..7c843864e6 --- /dev/null +++ b/Ironcrunch/src/components/details/character.pug @@ -0,0 +1,33 @@ +- + var character = { + type: 'character', + rows: [ + { + details: [ + { id: 'ancestry', text: 'Ancestry' }, + { + columns: [ + { id: 'age', text: 'Age' }, + { id: 'sex', text: 'Sex' } + ] + }, + { id: 'speed', text: 'Speed' }, + { + columns: [ + { id: 'resilience', text: 'Resilience' }, + { id: 'max_load', text: 'Max Load' } + ] + } + ], + }, + { + details: [ + { id: 'appearance', text: 'Appearance' }, + { id: 'alignment', text: 'Alignment' } + ] + } + ] + } + +include ./mixins/details ++details(character) diff --git a/Ironcrunch/src/components/details/companion.pug b/Ironcrunch/src/components/details/companion.pug new file mode 100644 index 0000000000..e6ecfd51f1 --- /dev/null +++ b/Ironcrunch/src/components/details/companion.pug @@ -0,0 +1,50 @@ +- + var companion = { + type: 'companion', + rows: [ + { + details: [ + { id: 'ancestry', text: 'Ancestry' }, + { id: 'asset', text: 'Asset' } + ], + }, + { + details: [ + { + columns: [ + { id: 'age', text: 'Age' }, + { id: 'sex', text: 'Sex' } + ] + }, + { id: 'speed', text: 'Speed' }, + { id: 'alignment', text: 'Alignment' } + ] + }, + { + details: [ + { id: 'drives', text: 'Drives/Motivations' } + ] + }, + { + details: [ + { id: 'goal', text: 'Goal' } + ] + }, + { + details: [ + { header: 'AS FOE' } + ] + }, + { + details: [ + { id: 'readiness', text: 'Readiness' }, + { id: 'intelligence', text: 'Intelligence' }, + { id: 'morale', text: 'morale' }, + { id: 'def_rating', text: 'Def. Rating' } + ] + } + ] + } + +include ./mixins/details ++details(companion) diff --git a/Ironcrunch/src/components/details/details.styl b/Ironcrunch/src/components/details/details.styl new file mode 100644 index 0000000000..9debf54d1b --- /dev/null +++ b/Ironcrunch/src/components/details/details.styl @@ -0,0 +1,43 @@ +.sheet-pc-name + &:focus + outline 3px solid #ffdd00 + outline-offset 0 + box-shadow inset 0 0 0 2px + +.sheet-details-row + display flex + justify-content space-evenly + .sheet-details-header + color white + background #4C4D4F + +.sheet-companion-detail + .sheet-details-header, +.sheet-character-detail + .sheet-details-header + background #4C4D4F + +.sheet-companion-detail, +.sheet-character-detail + borderCommon() + width 100% + padding: 0em 1em 0em 1em + margin: 0.1em; + p + width 100% + std-font() + margin 0 + input + width 100% + border 0 + padding 0 + outline-width: 0px; + &::placeholder + font-weight 500 + + + + +.sheet-detail-columns + display flex + +.sheet-detail-column + width 50% \ No newline at end of file diff --git a/Ironcrunch/src/components/details/mixins/details.pug b/Ironcrunch/src/components/details/mixins/details.pug new file mode 100644 index 0000000000..f1c5415093 --- /dev/null +++ b/Ironcrunch/src/components/details/mixins/details.pug @@ -0,0 +1,19 @@ +mixin details(option) + div(class=`sheet-${option.type}-details`) + each row in option.rows + .sheet-details-row + each detail in row.details + if detail.columns + div(class=`sheet-${option.type}-detail sheet-detail-columns`) + each column in detail.columns + .sheet-detail-column + p=column.text + input(type='text' name=`attr_${column.id}` placeholder=column.text) + else if detail.header + div(class=`sheet-${option.type}-detail sheet-details-header`) + .sheet-details-header + h3.sheet-details-header=detail.header + else + div(class=`sheet-${option.type}-detail`) + p=detail.text + input(type='text' name=`attr_${detail.id}` placeholder=detail.text) \ No newline at end of file diff --git a/Ironcrunch/src/components/difficulties/array.pug b/Ironcrunch/src/components/difficulties/array.pug new file mode 100644 index 0000000000..55b81abaa3 --- /dev/null +++ b/Ironcrunch/src/components/difficulties/array.pug @@ -0,0 +1 @@ +- var difficulties = { 1:{ text: 'Troublesome', checked: true }, 2:{ text: 'Dangerous' }, 3:{ text: 'Formidable' }, 4:{ text: 'Extreme'}, 5:{ text: 'Epic' }} \ No newline at end of file diff --git a/Ironcrunch/src/components/effort/data.pug b/Ironcrunch/src/components/effort/data.pug new file mode 100644 index 0000000000..b5f2e4d847 --- /dev/null +++ b/Ironcrunch/src/components/effort/data.pug @@ -0,0 +1,74 @@ +- + var efforts = [ + { + name: 'ADVENTURE MOVES (♣)', + moves: [ + 'FACE DANGER', + 'SECURE AN ADVANTAGE', + 'GATHER INFORMATION', + 'UNDERTAKE A JOURNEY' + ] + }, + { + name: 'COMBAT MOVES (♠)', + moves: [ + 'ENTER THE FRAY', + 'STRIKE', + 'CLASH', + 'BATTLE' + ] + }, + { + name: 'RECOVERY MOVES (♥)', + moves: [ + 'HEAL', + 'HEARTEN', + 'PATCH EQUIPMENT', + 'RESUPPLY', + 'MAKE CAMP' + ] + }, + { + name: 'QUEST AND ASSET MOVES (♦)', + moves: [ + 'SWEAR AN IRON VOW', + 'ASSET MOVES' + ] + }, + { + name: 'DELVE MOVES (♣)', + moves: [ + 'DELVE THE DEPTHS', + 'CHECK YOUR GEAR', + 'ESCAPE THE DEPTHS' + ] + }, + { + name: 'SUFFER MOVES (♠)', + moves: [ + 'ENDURE HARM', + 'ENDURE STRESS', + 'FACE DEATH', + 'FACE DESOLATION' + ] + }, + { + name: 'RELATIONSHIP MOVES (♥)', + moves: [ + 'COMPEL', + 'SOJOURN', + 'DRAW THE CIRCLE', + 'FORGE A BOND', + 'TEST YOUR BOND' + ] + }, + { + name: 'COMPANION MOVES (♥)', + moves: [ + 'ORDER CONDITIONAL COMPANION', + 'STRENGHTEN LOYALTY', + 'TAKE CONDITIONAL COMPANION', + 'TEST THEIR LOYALTY' + ] + } + ] \ No newline at end of file diff --git a/Ironcrunch/src/components/effort/effort.pug b/Ironcrunch/src/components/effort/effort.pug new file mode 100644 index 0000000000..6361f7a6a4 --- /dev/null +++ b/Ironcrunch/src/components/effort/effort.pug @@ -0,0 +1,20 @@ +mixin effortGroup(group) + .sheet-group-container + h4.sheet-group-title=group.name + each move in group.moves + .sheet-effort-list + .sheet-effort-name=move + .sheet-effort-track + - var attr = move.toLowerCase().replace(/\s/g, '_') + label.sheet-common-btn + input.sheet-hide.sheet-btn-input(type='radio' name=`attr_effort_${attr}` value='0' checked) + .sheet-btn-content 0 + label.sheet-common-btn + input.sheet-hide.sheet-btn-input(type='radio' name=`attr_effort_${attr}` value='1') + .sheet-btn-content +1 + label.sheet-common-btn + input.sheet-hide.sheet-btn-input(type='radio' name=`attr_effort_${attr}` value='2') + .sheet-btn-content +2 + label.sheet-common-btn + input.sheet-hide.sheet-btn-input(type='radio' name=`attr_effort_${attr}` value='3') + .sheet-btn-content +3 diff --git a/Ironcrunch/src/components/effort/effort.styl b/Ironcrunch/src/components/effort/effort.styl new file mode 100644 index 0000000000..991a8a4c34 --- /dev/null +++ b/Ironcrunch/src/components/effort/effort.styl @@ -0,0 +1,29 @@ +.sheet-effort-container + margin-top 1em + display flex + flex-flow row wrap + +.sheet-group-title + width auto + margin-bottom 0.7em + border-bottom 2px solid #4C4D4F + padding-bottom 0.1em + +.sheet-group-container + display flex + flex-flow column wrap + width 50% + margin-top 1em + +.sheet-group-list + display flex + flex-flow column + width 100% + +.sheet-effort-track + display flex + +.sheet-effort-list + display flex + justify-content space-between + padding 0em 2em 0em 2em diff --git a/Ironcrunch/src/components/equipment/addons/addons.pug b/Ironcrunch/src/components/equipment/addons/addons.pug new file mode 100644 index 0000000000..415deb7a0d --- /dev/null +++ b/Ironcrunch/src/components/equipment/addons/addons.pug @@ -0,0 +1,13 @@ +mixin addons + .sheet-equipment-component + .sheet-equipment-container.sheet-table-header + .sheet-equipment-container-child.sheet-addon-column-1 + p.sheet-equipment-title TYPE + .sheet-equipment-container-child.sheet-addon-column-2 + p.sheet-equipment-title EFFECT + fieldset.repeating_addon + .sheet-equipment-container + .sheet-equipment-container-child.sheet-addon-column-1 + input(type='text' class='sheet-addon-type' name='attr_addon_type' placeholder='Type') + .sheet-equipment-container-child.sheet-addon-column-2 + input(type='text' class='sheet-addon-effect' name='attr_addon_effect' placeholder='Effect') \ No newline at end of file diff --git a/Ironcrunch/src/components/equipment/armor/armor.pug b/Ironcrunch/src/components/equipment/armor/armor.pug new file mode 100644 index 0000000000..c2bdc69865 --- /dev/null +++ b/Ironcrunch/src/components/equipment/armor/armor.pug @@ -0,0 +1,25 @@ +mixin armor + .sheet-equipment-component + .sheet-equipment-container.sheet-table-header + .sheet-equipment-container-child.sheet-armor-column-1 + p.sheet-equipment-title TYPE + .sheet-equipment-container-child.sheet-armor-column-2 + p.sheet-equipment-title CLASS + .sheet-equipment-container-child.sheet-armor-column-3 + p.sheet-equipment-title PROTECTION + .sheet-equipment-container-child.sheet-armor-column-4 + p.sheet-equipment-title ENDURE HARM ADDITION + .sheet-equipment-container-child.sheet-armor-column-5 + p.sheet-equipment-title WEIGHT + fieldset.repeating_armor + .sheet-equipment-container + .sheet-equipment-container-child.sheet-armor-column-1 + input(type='text' class='sheet-armor-type' name='attr_armor_type' placeholder='Type') + .sheet-equipment-container-child.sheet-armor-column-2 + input(type='text' class='sheet-armor-class' name='attr_armor_class' placeholder='Light/Heavy') + .sheet-equipment-container-child.sheet-armor-column-3 + input(type='text' class='sheet-armor-protection' name='attr_armor_protection' placeholder='0' value='0') + .sheet-equipment-container-child.sheet-armor-column-4 + input(type='text' class='sheet-armor-addition' name='attr_armor_addition' placeholder='0' value='0') + .sheet-equipment-container-child.sheet-armor-column-5 + input(type='text' class='sheet-armor-weight' name='attr_armor_weight' placeholder='0' value='0') \ No newline at end of file diff --git a/Ironcrunch/src/components/equipment/equipment.styl b/Ironcrunch/src/components/equipment/equipment.styl new file mode 100644 index 0000000000..c29454c81e --- /dev/null +++ b/Ironcrunch/src/components/equipment/equipment.styl @@ -0,0 +1,62 @@ +.sheet-equipment + std-font('Crimson Text') + +.sheet-equipment-container + display flex + flex-flow row + justify-content space-evenly + border-bottom 1px solid #4C4D4F + std-font('Crimson Text') + input[type=text] + width 100% + border 0 + padding 0 + outline none + &::placeholder + color #7a7a7a + .sheet-common-btn + margin 0 + +.sheet-equipment-container-child + width 15% + display flex + &.sheet-armor-column-4 + width 20% + &.sheet-shield-column-1 + width 35% + &.sheet-shield-column-2 + width 15% + &.sheet-shield-column-3 + width 22% + &.sheet-shield-column-4 + width 14% + &.sheet-addon-column-1 + width 15% + &.sheet-addon-column-2 + width 77.5% + &.sheet-provision-column-1 + width 15% + &.sheet-provision-column-2 + width 70% + &.sheet-provision-column-3 + width 5% + &.sheet-armor-column-1 + width 24% + &.sheet-weapons-column-3 + width 40% + +.sheet-equipment-title + margin 0 + +.sheet-table-header + border-bottom 2px solid #4C4D4F + background #e1e1e1 + +label.sheet-equipment-table-btn + border 0 + border-left 2px solid #4C4D4F + border-right 2px solid #4C4D4F + +div.sheet-equipment-table-btn + font-size 12px + padding 0.2em 0.1em 0.1em 0.1em \ No newline at end of file diff --git a/Ironcrunch/src/components/equipment/provisions/provisions.pug b/Ironcrunch/src/components/equipment/provisions/provisions.pug new file mode 100644 index 0000000000..9e9a4f46ec --- /dev/null +++ b/Ironcrunch/src/components/equipment/provisions/provisions.pug @@ -0,0 +1,17 @@ +mixin provisions + .sheet-equipment-component + .sheet-equipment-container.sheet-table-header + .sheet-equipment-container-child.sheet-provision-column-1 + p.sheet-equipment-title ITEM + .sheet-equipment-container-child.sheet-provision-column-2 + p.sheet-equipment-title EFFECT + .sheet-equipment-container-child.sheet-provision-column-3 + p.sheet-equipment-title USES + fieldset.repeating_provision + .sheet-equipment-container + .sheet-equipment-container-child.sheet-provision-column-1 + input(type='text' class='sheet-provision-type' name='attr_provision_item' placeholder='Item') + .sheet-equipment-container-child.sheet-provision-column-2 + input(type='text' class='sheet-provision-protection' name='attr_provision_effect' placeholder='Effect') + .sheet-equipment-container-child.sheet-provision-column-3 + input(type='text' class='sheet-provision-addition' name='attr_provision_uses' placeholder='0' value='0') diff --git a/Ironcrunch/src/components/equipment/shields/shields.pug b/Ironcrunch/src/components/equipment/shields/shields.pug new file mode 100644 index 0000000000..6eb835caf9 --- /dev/null +++ b/Ironcrunch/src/components/equipment/shields/shields.pug @@ -0,0 +1,21 @@ +mixin shields + .sheet-equipment-component + .sheet-equipment-container.sheet-table-header + .sheet-equipment-container-child.sheet-shield-column-1 + p.sheet-equipment-title TYPE + .sheet-equipment-container-child.sheet-shield-column-2 + p.sheet-equipment-title HARM + .sheet-equipment-container-child.sheet-shield-column-3 + p.sheet-equipment-title FACE DANGER/CLASH ADDITION + .sheet-equipment-container-child.sheet-shield-column-4 + p.sheet-equipment-title WEIGHT + fieldset.repeating_shield + .sheet-equipment-container + .sheet-equipment-container-child.sheet-shield-column-1 + input(type='text' class='sheet-shield-type' name='attr_shield_type' placeholde='Type') + .sheet-equipment-container-child.sheet-shield-column-2 + input(type='text' class='sheet-shield-harm' name='attr_shield_harm' placeholder='1h: 0') + .sheet-equipment-container-child.sheet-shield-column-3 + input(type='text' class='sheet-shield-addition' name='attr_shield_addition' placeholder='+0' value='+0') + .sheet-equipment-container-child.sheet-shield-column-4 + input(type='text' class='sheet-shield-weight' name='attr_shield_weight' placeholder='0' value='0') \ No newline at end of file diff --git a/Ironcrunch/src/components/equipment/weapons/weapons.pug b/Ironcrunch/src/components/equipment/weapons/weapons.pug new file mode 100644 index 0000000000..78d5737c5e --- /dev/null +++ b/Ironcrunch/src/components/equipment/weapons/weapons.pug @@ -0,0 +1,21 @@ +mixin weapons + .sheet-equipment-component + .sheet-equipment-container.sheet-table-header + .sheet-equipment-container-child.sheet-weapons-column-1 + p.sheet-equipment-title TYPE + .sheet-equipment-container-child.sheet-weapons-column-2 + p.sheet-equipment-title HARM + .sheet-equipment-container-child.sheet-weapons-column-3 + p.sheet-equipment-title ASPECTS + .sheet-equipment-container-child.sheet-weapons-column-4 + p.sheet-equipment-title WEIGHT + fieldset.repeating_weapon + .sheet-equipment-container + .sheet-equipment-container-child.sheet-weapons-column-1 + input(type='text' class='sheet-weapon-type' name='attr_weapon_type' placeholder='Type') + .sheet-equipment-container-child.sheet-weapons-column-2 + input(type='text' class='sheet-weapon-harm' name='attr_weapon_harm' placeholder='0') + .sheet-equipment-container-child.sheet-weapons-column-3 + input(type='text' class='sheet-weapon-aspects' name='attr_weapon_aspects' placeholder='Aspects') + .sheet-equipment-container-child.sheet-weapons-column-4 + input(type='text' class='sheet-weapon-weight' name='attr_weapon_weight' placeholder='0') \ No newline at end of file diff --git a/Ironcrunch/src/components/header/character.pug b/Ironcrunch/src/components/header/character.pug new file mode 100644 index 0000000000..c1fca77479 --- /dev/null +++ b/Ironcrunch/src/components/header/character.pug @@ -0,0 +1,10 @@ +- var trackValues = { 5: '+5', 4: '+4', 3: '+4', 2: '+2', 1: '+1', 0: '0' } +div.sheet-header + div.sheet-header-items + div.sheet-character-name + h3.sheet-character-title CHARACTER + input(type='text' class='sheet-pc-name' name='attr_character_name' placeholder='Character Name') + div.sheet-character-role + h3.sheet-character-title ROLE / TITLE + input(type='text' class='sheet-pc-name' name='attr_character_role' placeholder='Character Role / Title') + include ../resources/character diff --git a/Ironcrunch/src/components/header/companion.pug b/Ironcrunch/src/components/header/companion.pug new file mode 100644 index 0000000000..ae155f68fb --- /dev/null +++ b/Ironcrunch/src/components/header/companion.pug @@ -0,0 +1,10 @@ +- var trackValues = { 5: '+5', 4: '+4', 3: '+4', 2: '+2', 1: '+1', 0: '0' } +div.sheet-header + div.sheet-header-items + div.sheet-character-name + h3.sheet-character-title COMPANION + input(type='text' class='sheet-pc-name' name='attr_companion_name' placeholder='Companion Name') + div.sheet-character-role + h3.sheet-character-title ROLE / TITLE + input(type='text' class='sheet-pc-name' name='attr_companion_role' placeholder='Companion Role / Title') + include ../resources/companion diff --git a/Ironcrunch/src/components/header/header.styl b/Ironcrunch/src/components/header/header.styl new file mode 100644 index 0000000000..2da5943cd8 --- /dev/null +++ b/Ironcrunch/src/components/header/header.styl @@ -0,0 +1,11 @@ +.sheet-header-items + display flex + justify-content space-between + margin-bottom 0.6em + +.sheet-character-title + text-align left + +.sheet-character-role, +.sheet-character-name + width 48% diff --git a/Ironcrunch/src/components/misses/misses.styl b/Ironcrunch/src/components/misses/misses.styl new file mode 100644 index 0000000000..a9cce04112 --- /dev/null +++ b/Ironcrunch/src/components/misses/misses.styl @@ -0,0 +1,24 @@ +.sheet-misses-track + margin-top 1em + width 47em + margin-left 118px + +.sheet-clear-miss + display: inline + width: 100% + font-weight: bold + font-size: 14px + padding 0 + margin 1em + height 40px + padding 0.2em 0.2em 0.2em 0.2em + border: 2px solid #494a4c + cursor: pointer + +.sheet-clear-miss:hover + background-color: #ccc + color: #4C4D4F + transition .5s ease + +.sheet-miss-input + margin 0 !important \ No newline at end of file diff --git a/Ironcrunch/src/components/misses/track.pug b/Ironcrunch/src/components/misses/track.pug new file mode 100644 index 0000000000..21824a385a --- /dev/null +++ b/Ironcrunch/src/components/misses/track.pug @@ -0,0 +1,25 @@ +- var track = [ 0, 1, 2, 3, 4, 5, 6, 7, 8, 9 ] +include ../progress/mixins/box + +h3.sheet-divide  MISSES  +.sheet-misses-track + div + label.sheet-clear-miss CLEAR + input(class="sheet-clear-miss sheet-hide" type="checkbox" name="attr_clear_misses") + each index in track + select(name=`attr_miss-${index}` class="sheet-progress-input sheet-miss-input") + +progressBox + label.sheet-btn LEARN + button( + type="roll" + class='sheet-hide' + name="rollMisses" + value="&{template:ironcrunch_progress} {{progress_type=Misses}} {{header=@{character_name} Learn from Faults }} {{progress=[[@{misses-filled}]]}} {{challenge1=[[d10]]}} {{challenge2=[[d10]]}}" + ) + input( + type="text" + class="sheet-hide" + name="attr_misses-filled" + value="floor((@{miss-0}+@{miss-1}+@{miss-2}+@{miss-3}+@{miss-4}+@{miss-5}+@{miss-6}+@{miss-7}+@{miss-8}+@{miss-9})/4)" + disabled="true" + ) \ No newline at end of file diff --git a/Ironcrunch/src/components/momentum/momentum.pug b/Ironcrunch/src/components/momentum/momentum.pug new file mode 100644 index 0000000000..9afbd28da0 --- /dev/null +++ b/Ironcrunch/src/components/momentum/momentum.pug @@ -0,0 +1,49 @@ +include ./tracks +div.sheet-footer + div.sheet-momentum + each object in momentumPositiveTrack + div.sheet-momentum-box + if object.checked + input( + type='radio' + name='attr_momentum' + class='sheet-momentum-box-input' + value=object.value + checked + ) + else + input( + type='radio' + name='attr_momentum' + class='sheet-momentum-box-input' + value=object.value + ) + div.sheet-momentum-box-back + h3.sheet-momentum-box-value=object.text + + div.sheet-momentum + div.sheet-momentum.sheet-momentum-dark + h3.sheet-momentum-title Momentum + + div.sheet-momentum-burn + input(type='checkbox' class='sheet-momentum-burn' title='Burn Momentum' name='attr_momentumBurn') + span.sheet-momentum-burn BURN + div.sheet-momentum-burn-back + + div.sheet-momentum-status-box + h3.sheet-momentum-max MAX + h3.sheet-momentum-status-value + span(name='attr_momentum_max') + input(type='text' class='sheet-hide' name='attr_momentum_max' value='20') + + div.sheet-momentum-status-box + h3.sheet-momentum-reset RESET + h3.sheet-momentum-status-value + span(name='attr_momentum_reset') + input(type='text' class='sheet-hide' name='attr_momentum_reset' value='2') + + each object in momentumNegativeTrack + div.sheet-momentum-box + input(type='radio' name='attr_momentum' class='sheet-momentum-box-input' value=object.value) + div.sheet-momentum-box-back + h3.sheet-momentum-box-value=object.text \ No newline at end of file diff --git a/Ironcrunch/src/components/momentum/momentum.styl b/Ironcrunch/src/components/momentum/momentum.styl new file mode 100644 index 0000000000..eddf863fa0 --- /dev/null +++ b/Ironcrunch/src/components/momentum/momentum.styl @@ -0,0 +1,115 @@ +.sheet-footer + margin-top 3em + +.sheet-momentum + display flex + +input[type=checkbox].sheet-momentum-burn:hover ~ div.sheet-momentum-burn-back + background-color #ccc + transition: .5s ease; + +.sheet-momentum-box-input:hover ~ .sheet-momentum-box-back + background: #ccc + transition: .5s ease; + +.sheet-momentum-box-input:checked ~ .sheet-momentum-box-back + background: #4C4D4F + color: white + transition: .5s ease; + +input[type=checkbox].sheet-momentum-burn + width 68px + height 30px + opacity 0 + border 0 + vertical-align top + +div.sheet-momentum-burn-back + margin-top: -30px + height: 30px + +div.sheet-momentum-burn + borderCommon() + width 68px + height 30px + +span.sheet-momentum-burn + font-weight bold + font-size 18px + line-height: 30px; + margin-left -61px + +.sheet-momentum-box-input + width 36px + height 30px !important + opacity 0 + border 0 + +h3.sheet-momentum-burn + margin-top -20px + +.sheet-momentum-status-box + width: 103px + height: 30px + display: flex + flex-direction: row + justify-content: center + align-items: center + border-radius: 0% + background: transparent + border: 2px solid #4c4d4f + margin-bottom: 2px + +.sheet-momentum-status-value + width auto + padding-right 0.6em + +h3.sheet-momentum-max-box + display: inline + padding-left: 2em + line-height: 30px + +h3.sheet-momentum-reset-box + display: inline + padding-left: 1em + line-height: 30px + +.sheet-momentum-box-back + height 30px + margin-top -30px + +.sheet-momentum-box-value + font-weight bold + height 30px + font-size 16px + line-height 30px + color inherit + +.sheet-momentum-input + font-weight bold + width 30px + font-size 13px + text-align center + background transparent + +.sheet-momentum-box + width 36px + height 30px + flex-direction column + justify-content center + align-items center + border-radius 0% + background transparent + borderCommon() + margin-bottom 2px + +.sheet-momentum-dark + color white + border: 2px solid #4b4d4f + background: #4b4d4f + height: 30px + width: 310px + +.sheet-momentum-title + padding-top 4px + color white \ No newline at end of file diff --git a/Ironcrunch/src/components/momentum/tracks.pug b/Ironcrunch/src/components/momentum/tracks.pug new file mode 100644 index 0000000000..55367bb7cf --- /dev/null +++ b/Ironcrunch/src/components/momentum/tracks.pug @@ -0,0 +1,34 @@ +- + var momentumPositiveTrack = [ + { value: '20', text: '+20' }, + { value: '19', text: '+19' }, + { value: '18', text: '+18' }, + { value: '17', text: '+17' }, + { value: '16', text: '+16' }, + { value: '15', text: '+15' }, + { value: '14', text: '+14' }, + { value: '13', text: '+13' }, + { value: '12', text: '+12' }, + { value: '11', text: '+11' }, + { value: '10', text: '+10' }, + { value: '9', text: '+9' }, + { value: '8', text: '+8' }, + { value: '7', text: '+7' }, + { value: '6', text: '+6' }, + { value: '5', text: '+5' }, + { value: '4', text: '+4' }, + { value: '3', text: '+3' }, + { value: '2', text: '+2', checked: true }, + { value: '1', text: '+1' }, + { value: '0', text: '0' }, + ] + +- + var momentumNegativeTrack = [ + { value: '-1', text: '-1' }, + { value: '-2', text: '-2' }, + { value: '-3', text: '-3' }, + { value: '-4', text: '-4' }, + { value: '-5', text: '-5' }, + { value: '-6', text: '-6' } + ] \ No newline at end of file diff --git a/Ironcrunch/src/components/motivations/data/motivation-list.pug b/Ironcrunch/src/components/motivations/data/motivation-list.pug new file mode 100644 index 0000000000..e7adf17f4c --- /dev/null +++ b/Ironcrunch/src/components/motivations/data/motivation-list.pug @@ -0,0 +1,273 @@ +- + var motivations = [ + { + id: 'aggravate_organization', + text: 'Aggravate Organization', + description: 'You spurn an organization or community for ideological reasons.', + layer1: 'When you speak in public, or show how to act, against the group you contemn.', + layer2: 'When you act against the group you contemn.', + layer3: 'When you put yourself at risk, or sacrifice something important, for acting against the group you contemn.', + buyoff: 'When the group you contemn either cease to exist, or you support it.' + }, + { + id: 'battling', + text: 'Battling', + description: 'You thrive for the thrills of combat.', + layer1: 'When you engage in combat.', + layer2: 'When you defeat someone in combat.', + layer3: "When you defeat someone more powerful than you in combat.", + buyoff: 'When you diffuse a violent situation or willingly pass up an opportunity to enter in battle.' + }, + { + id: 'carousing', + text: 'Carousing', + description: 'You thrive for making use of your wealth and time to make you, or others, feel good.', + layer1: 'When you spent your wealth or valuable time to raise your spirit.', + layer2: "When you spent your wealth or valuable time to raise other's spirit.", + layer3: "When you postpone or decline a duty in order to spent wealth or valuable time to raise spirit, your or someone else's", + buyoff: "When you refuse, or argue against, using your valuable time to raise spirit, yours orsomeone else's" + }, + { + id: 'commanding', + text: 'Commanding', + description: 'You are looking to stand out as an exemplar leader.', + layer1: 'When you act according to the fact that you are in command.', + layer2: 'When you issue an order to someone, get them to follow it, and it pays off favorably.', + layer3: 'When you issue an order to a group, get them to follow it, and it pays off favorably.', + buyoff: 'When you willingly abdicate your leading position.' + }, + { + id: 'cover_my_identity', + text: 'Cover My Identity', + description: 'Your real identity is something you are looking to cover from certain individuals.', + layer1: 'When you make preparations to cover your identity.', + layer2: 'When you cover your identity in a situation that demands it or be revealed.', + layer3: 'When you cover your identity by convincing others despite suspicious.', + buyoff: 'When you willingly reveal your identity to whom you were not interested in revealing it, or they get to know it by other means.' + }, + { + id: 'cover_my_past', + text: 'Cover My Past ', + description: 'Your past is something you are looking to cover from certain individuals.', + layer1: 'When you make preparations to cover your past.', + layer2: 'When you cover your past in a situation that demands it to be revealed.', + layer3: 'When you cover your past by convincing others despite suspicious.', + buyoff: 'When you willingly reveal your past to whom you were not interested in revealing it, or they get to know it by other means.' + }, + { + id: 'discover_the_forgotten', + text: 'Discover the Forgotten', + description: 'You thrive to discover forgotten lore and uncovering secrets.', + layer1: 'When you show what needs to be done to discover an important new fact, lost piece of information or item.', + layer2: 'When you discover an important new fact, lost piece of information or item.', + layer3: 'When you put yourself at risk, or sacrifice something important, for discovering an important new fact, lost piece of information or item.', + buyoff: 'When you willingly pass up an opportunity to learn something important or get a forgotten item.' + }, + { + id: 'enforce_law', + text: 'Enforce Law', + description: 'You procure rightfulness and make sure law is fulfilled whenever is up to you.', + layer1: 'When you act to uphold the law.', + layer2: 'When you act to prevent a crime committed by someone else.', + layer3: 'When you put yourself at risk, or sacrifice something important, by acting to uphold the law or to prevent a crime committed by someone else.', + buyoff: 'When you break a law or allow someone to do it.' + }, + { + id: 'gain_power', + text: 'Gain Power ', + description: 'You are looking to obtain power, whether it is prestige or a position.', + layer1: 'When you get a new ability.', + layer2: 'When you learn a new ability, get authority, or earn a boon from someone important.', + layer3: 'When you put yourself at risk, or sacrifice something important, in order to learn a new ability, get authority or earn a boon from someone important.', + buyoff: 'When you willingly take a decision that makes eschew gain power, lose authority or lower your position.' + }, + { + id: 'gain_renown', + text: 'Gain Renown', + description: 'You are looking to make yourself a name.', + layer1: 'When you do something to impress someone else.', + layer2: 'When you get prestige or take credit for an action, whenever you have done it or not.', + layer3: 'When you put yourself at risk, or sacrifice something important, by doing something to impress someone, or as consequence for taking credit for an action, whenever you have done it or not.', + buyoff: 'When you refuse taking credit for an accomplishment, or allow someone else to claim credit for something you accomplished.' + }, + { + id: 'gain_wealth', + text: 'Gain Wealth', + description: 'You are always in the look for valuable goods.', + layer1: 'When you find wealth.', + layer2: 'When you make a deal, or leverage a circumstance that favors you in wealth.', + layer3: 'When you double your wealth or take more than that the double.', + buyoff: 'When you willingly give away from your wealth, or reject a payment or reward.' + }, + { + id: 'help_others', + text: 'Help Others', + description: 'You feel inclined to help those in need.', + layer1: 'When you help who cannot help themselves.', + layer2: 'When you put yourself in danger, or sacrifice something important, for helping someone else.', + layer3: 'When you take someone in disfavorable circumstances and change their life to where they can help themselves.', + buyoff: 'When you willingly ignore a request for help or the fact that someone evidently needs it.' + }, + { + id: 'making_deals', + text: 'Making Deals', + description: 'You thrive on making negotiations.', + layer1: 'When you get into an agreement, make a contract or offer a favor in exchange for something.', + layer2: 'When you fulfill an agreement, a contract or get something in exchange for making a favor.', + layer3: 'When you put yourself at risk, or sacrifice something important, in order to fulfill an agreement, a contract or making a favor in exchange for something.', + buyoff: 'When you turn down a chance to negotiate or pass up a deal that favors you.' + }, + { + id: 'preserve_affinity', + text: 'Preserve Affinity', + description: 'You have someone you are friend kindred to, for which you are strongly interested in keeping close.', + layer1: 'When you act to leverage your affinity with your friend or kindred.', + layer2: 'When you must make an important decision that is influenced by your friend or kindred.', + layer3: 'When put yourself at risk, or sacrifice something important, by being loyal to your friend or kindred.', + buyoff: 'When your relationship with your friend or kindred is severed, or you do something that show that it is no longer a priority to you.' + }, + { + id: 'preserve_nature', + text: 'Preserve Nature', + description: 'You thrive for preserving nature.', + layer1: 'When you act to preserve nature.', + layer2: 'When you prevent someone else from causing damage to a natural element.', + layer3: 'When put yourself at risk by preventing someone else from causing damage to a natural element or by offering aid to an element of nature.', + buyoff: 'When you cause damage to a natural element, willingly or not, or allow someone to do it.' + }, + { + id: 'prove_myself', + text: 'Prove Myself', + description: 'You are looking to prove yourself worthy.', + layer1: 'When you take on a difficult challenge.', + layer2: 'When you succeed at a challenging obstacle to accomplish a goal.', + layer3: 'When you miss on a significantly risky task, but rise and try again.', + buyoff: 'When you willingly pass up an opportunity to test yourself, decline a challenge or give up on one.' + }, + { + id: 'pursue_courage', + text: 'Pursue Courage', + description: 'You procure bravery and make sure it is present whenever is up to you.', + layer1: 'When you act despite a terrifying obstacle.', + layer2: 'When you instill confidence in someone else, and it pays off favorably.', + layer3: 'When your words or deeds fill others with courage, and it pays off favorably.', + buyoff: 'When you allow fear to overcome, or give up on an important task, because it would be too dangerous to proceed.' + }, + { + id: 'pursue_justice', + text: 'Pursue Justice ', + description: 'You procure that your sense of fairness comes to fruition whenever is up to you.', + layer1: 'When you successfully settle a conflict that results in a just outcome.', + layer2: 'When you successfully settle a conflict in the presence of someone that differs from your sense of fairness.', + layer3: 'When you bring justice to someone who deserved it.', + buyoff: 'When you commit to a morally questionable act, allow someone who deserves to be judged to avoid it or stand mute before injustice.' + }, + { + id: 'pursue_peace', + text: 'Pursue Peace', + description: 'You abhor violence.', + layer1: 'When you act to show the importance of procuring peace.', + layer2: 'When you diffuse a violent situation or prevent someone from recurring to violence.', + layer3: 'When you refuse, or avoid, hurting someone else in a situation that demands it from you, because you, or someone else, was at risk.', + buyoff: 'When you willingly recur to violence or allow someone else to do it.' + }, + { + id: 'pursue_the_truth', + text: 'Pursue the Truth', + description: 'You procure the truth to come out and uphold it whenever is up to you.', + layer1: 'When you induce the truth coming out in a charged situation.', + layer2: 'When you uphold the truth despise of opposition.', + layer3: 'When you put yourself at risk, or sacrifice something important, by upholding the truth.', + buyoff: 'When you lie, or avoid the truth to come up.' + }, + { + id: 'rebel', + text: 'Rebel', + description: 'You despise structures that supports formal authorities among individuals.', + layer1: 'When you disobey an authority.', + layer2: 'When you act against an authority.', + layer3: 'When you put yourself at risk, or sacrifice something important, for acting against an authority.', + buyoff: 'When you acknowledge, support, or become, an authority; or accept a favor from one.' + }, + { + id: 'redeem_myself', + text: 'Redeem Myself', + description: 'You are working towards gaining back trust and fixing previous wrongs.', + layer1: 'When you act to leverage a fix towards your reputation.', + layer2: 'When you prove yourself to someone who has doubts or thinks poorly of you.', + layer3: 'When you put yourself at risk, or sacrifice something important, by acting to prove yourself to someone who has doubts or thinks poorly of you.', + buyoff: 'When you have cleared your reputation or give up on your redeeming path.' + }, + { + id: 'safeguard_my_ward', + text: 'Safeguard My Ward', + description: 'You are looking to provide security and protection to an individual at all cost.', + layer1: 'When you prevent your ward from doing something that would put them at risk.', + layer2: 'When you put yourself at risk, or sacrifice something important, by protecting your ward.', + layer3: 'When you rescue your ward from potential harm.', + buyoff: 'When you ward dies or your act as if protecting this person is not your priority, or is not your duty.' + }, + { + id: 'show_cleverness', + text: 'Show Cleverness', + description: 'You like using your intelligence to enrich your interactions and solve problems.', + layer1: 'When you come up with a clever plan or point out something no one knew.', + layer2: 'When you point out something no one knew and it pays off favorably.', + layer3: 'When a plan previously elaborated by you pays off favorably.', + buyoff: 'When you refuse to share knowledge, practical or not, or refuse to provide your insight when others demand it.' + }, + { + id: 'suffering', + text: 'Suffering', + description: 'You are thriving on personal pain and martyrdom.', + layer1: 'When you suffer physical or mental damage.', + layer2: 'When you suffer physical or mental damage and your next move shows that you are not fleeing from the source of suffering.', + layer3: 'When you get wounded or shaken.', + buyoff: 'When you willingly flee from a source of physical or mental damage.' + }, + { + id: 'survive', + text: 'Survive', + description: 'You avoid at all cost situations that put you in danger.', + layer1: 'When you act to show the importance of avoiding perilous situations.', + layer2: 'When you avoid a perilous situation.', + layer3: 'When you flee from a source of physical or mental damage.', + buyoff: 'When you leap into danger with no hesitation.' + }, + { + id: 'uncover_my_past', + text: 'Uncover My Past', + description: 'You are looking to retrieve information from your past.', + layer1: 'When you get into a moment with the potential to give you something from your past.', + layer2: 'When you learn or discover something from your past.', + layer3: 'When you put yourself at risk, or sacrifice something important, for the sake of learning or discovering something from your past.', + buyoff: 'When you have uncovered all you needed to know from your past, or have let it go.' + }, + { + id: 'uphold_belief', + text: 'Uphold Belief', + description: 'You have a strong conviction that guides you and you want to give testimony of it to others.', + layer1: 'When you explain or defend your belief to someone else.', + layer2: 'When you convince someone else to your belief.', + layer3: 'When you put yourself at risk, or sacrifice something important, by upholding your belief.', + buyoff: 'When you renounce your belief, talk against it or show that share it is no longer important to you.' + }, + { + id: 'uphold_nobility', + text: 'Uphold Nobility', + description: 'You believe yourself to be the cut above the common people.', + layer1: 'When you demonstrate superiority by refusing to stoop to the level of the ones you think are below you.', + layer2: 'When you, and the ones with you, get a benefit from your showcase of nobility.', + layer3: 'When your noble traits overcome a problem.', + buyoff: 'When you show that you have got over yourself by denying any noble trait by act or words.' + }, + { + id: 'wandering', + text: 'Wandering', + description: 'You are in a personal journey to wander.', + layer1: 'When you undertake a travel.', + layer2: 'When you reach your destination after travelling.', + layer3: 'When you meet a place new to you.', + buyoff: 'When you establish a settlement for you to reside, or when you willingly pass up the opportunity to meet a new place to you.' + } + ] diff --git a/Ironcrunch/src/components/motivations/motivations.pug b/Ironcrunch/src/components/motivations/motivations.pug new file mode 100644 index 0000000000..d2323852fb --- /dev/null +++ b/Ironcrunch/src/components/motivations/motivations.pug @@ -0,0 +1,32 @@ +include ./data/motivation-list + +//- + TODO: Cusom Motivations + + Iterates through the motivation list and generates + the individual cards as a repeating fieldset. + +fieldset.repeating_motivations + div.sheet-motivation + select(class='sheet-motivation-dropdown' name='attr_motivation_select') + option(value='' disabled selected) SELECT + each motivation in motivations + option(value=motivation.id)=motivation.text + + each motivation in motivations + input( + type='checkbox' + class=`sheet-motivation-${motivation.id} sheet-hide` + name=`attr_motivation_${motivation.id}` + ) + div(class=`sheet-motivation-${motivation.id} sheet-motivation-container sheet-hide`) + div(class='sheet-motivation-description') + p=motivation.description + div(class='sheet-motivation-layer') + p!=`Layer 1: ${motivation.layer1}` + div(class='sheet-motivation-layer') + p!=`Layer 2: ${motivation.layer2}` + div(class='sheet-motivation-layer') + p!=`Layer 3: ${motivation.layer3}` + div(class='sheet-motivation-buyoff') + p!=`Buyoff: ${motivation.buyoff}` \ No newline at end of file diff --git a/Ironcrunch/src/components/motivations/motivations.styl b/Ironcrunch/src/components/motivations/motivations.styl new file mode 100644 index 0000000000..c687f4d7b8 --- /dev/null +++ b/Ironcrunch/src/components/motivations/motivations.styl @@ -0,0 +1,41 @@ +motivations = aggravate_organization battling carousing commanding cover_my_identity cover_my_past discover_the_forgotten enforce_law gain_power gain_renown gain_wealth help_others making_deals preserve_affinity preserve_nature prove_myself pursue_courage pursue_justice pursue_peace pursue_the_truth rebel redeem_myself safeguard_my_ward show_cleverness suffering survive uncover_my_past uphold_belief uphold_nobility wandering + +for id in motivations + input.sheet-motivation-{id}:checked ~ div.sheet-motivation-{id} + display block + +.sheet-motivations + .repcontainer + display flex + justify-content space-evenly + margin-top 1em + flex-wrap: wrap; + +.sheet-motivation + width 17em + borderCommon() + margin-bottom 1em + border-radius 8px + p + font-size 14px + line-height 16px + font-weight 500 + +.sheet-motivation-dropdown + borderCommon() + background #4c4d4f + color #fff + text-align center + font-weight bold + font-variant all-small-caps + font-size 18px + text-align-last center + border-radius 5px + width inherit + padding 0 + line-height 23px + cursor pointer + -webkit-appearance menulist + +.sheet-motivation-container + padding 0em 1em 1em 1em \ No newline at end of file diff --git a/Ironcrunch/src/components/moves/content/advance.pug b/Ironcrunch/src/components/moves/content/advance.pug new file mode 100644 index 0000000000..35361a006a --- /dev/null +++ b/Ironcrunch/src/components/moves/content/advance.pug @@ -0,0 +1,31 @@ +include ../mixins/container + +mixin Advance(values) + +container(values) + p When you focus on your skills, receive training, find inspiration, gain a companion, or one of these does the former, grows stronger, sharpen its senses or learns a new trick, you may... + p Oathkeeper + ul + li Upgrade a stat for 8 experience. + li Reduce any stat by 1 and add +1 to any other for 2 experience. + li Upgrade a weapon proficiency for 2 experience. + li Upgrade an effort level for 1 experience. + li Acquire a companion asset for asset health+2 in experience. + li Acquire an asset for 3 experience. + li Upgrade an asset for 2 experience. + p Humanoid Companion + ul + li Upgrade a stat for 6 experience. + li Reduce any stat by 1 and add +1 to any other for 1 experience. + li Upgrade the asset for 2 experience. + li Upgrade a weapon proficiency for 2 experience. + li Upgrade the asset for 2 experience. + p Non-humanoid Companion + ul + li Upgrade a stat for 6 experience. + li Reduce any stat by 1 and add +1 to any other for 1 experience. + li Increase its protection for its next level in experience. + li Increase its Face Danger/Clash addition for 4 experience. + li Make piercing 1 harm for one of its attacks for its next piercing harm level in experience (maximum is 3 piercing harm per attack). + li Upgrade an attack proficiency for 1 experience. + li Add a secondary attack for its asset health in experience. + li Upgrade the asset for 2 experience. \ No newline at end of file diff --git a/Ironcrunch/src/components/moves/content/aid-your-ally.pug b/Ironcrunch/src/components/moves/content/aid-your-ally.pug new file mode 100644 index 0000000000..7987dc927a --- /dev/null +++ b/Ironcrunch/src/components/moves/content/aid-your-ally.pug @@ -0,0 +1,5 @@ +include ../mixins/container + +mixin AidYourAlly(values) + +container(values) + p When you Secure an Advantage in direct support of an ally, and score a hit, they (instead of you) can take the benefits of the move. diff --git a/Ironcrunch/src/components/moves/content/ask-the-oracle.pug b/Ironcrunch/src/components/moves/content/ask-the-oracle.pug new file mode 100644 index 0000000000..4989eb3fcd --- /dev/null +++ b/Ironcrunch/src/components/moves/content/ask-the-oracle.pug @@ -0,0 +1,41 @@ +include ../mixins/container + +mixin AskTheOracle(values) + +container(values) + p When you seek to resolve questions, discover details in the world, determine how other characters respond, or trigger encounters or events, you may… + ul + li Draw a conclusion: Decide the answer based on the most interesting and obvious result. + li Ask a yes/no question: Decide the odds of a ‘yes’, and roll on the table below to check the answer. + li Pick two: Envision two options. Rate one as ‘likely’, and roll on the table below to see if it is true. If not, it is the other. + li Spark an idea: Brainstorm or use a random prompt. + .oracle-table + .oracle-row + .button-container-preview + button(type='roll' title='Almost Certain' name='rollalmostcertain' value='&{template:ironsworn_oracles} {{header=Almost Certain}} {{almostCertain=[[d100]]}}') + span.oracle-roll.preview-roll 11 or greater + span.oracle-result + | Almost + | Certain + .oracle-row + .button-container-preview + button(type='roll' title='Likely' name='rolllikely' value='&{template:ironsworn_oracles} {{header=Likely}} {{likely=[[d100]]}}') + span.oracle-roll.preview-roll 26 or greater + span.oracle-result Likely + .oracle-row + .button-container-preview + button(type='roll' title='50/50' name='rollfiftyfifty' value='&{template:ironsworn_oracles} {{header=50/50}} {{fiftyFifty=[[d100]]}}') + span.oracle-roll.preview-roll 51 or greater + span.oracle-result 50/50 + .oracle-row + .button-container-preview + button(type='roll' title='Unlikely' name='rollunlikely' value='&{template:ironsworn_oracles} {{header=Unlikely}} {{unlikely=[[d100]]}}') + span.oracle-roll.preview-roll 76 or greater + span.oracle-result Unlikely + .oracle-row + .button-container-preview + button(type='roll' title='Small Chance' name='rollsmallchance' value='&{template:ironsworn_oracles} {{header=Small Chance}} {{smallChance=[[d100]]}}') + span.oracle-roll.preview-roll 91 or greater + span.oracle-result + | Small + | Chance + .oracle-footer On a match, an extreme result or twist has occurred. diff --git a/Ironcrunch/src/components/moves/content/battle.pug b/Ironcrunch/src/components/moves/content/battle.pug new file mode 100644 index 0000000000..0a6236fd78 --- /dev/null +++ b/Ironcrunch/src/components/moves/content/battle.pug @@ -0,0 +1,14 @@ +include ../mixins/container + +mixin Battle(values) + +container(values) + p When you fight a battle, and it happens in a blur, envision your objective and roll. If you primarily fight… + ul + li At range, or using speed and your surroundings to your advantage: Roll +edge. + li Depending on your courage and others: Roll +heart. + li In close to overpower your opponents: Roll +iron. + li Using trickery to befuddle your opponents: Roll +shadow. + li Using careful tactics to outsmart your opponents: Roll +wits. + p On a strong hit, you achieve your objective with a hard-won victory. Choose one of the weak hit options of the End the Fight move. + p On a weak hit, you achieve your objective, but not without a significant cost. Choose two of the weak hit options of the End the Fight move. + p On a miss, you are defeated and the objective is lost to you. Pay the Price. diff --git a/Ironcrunch/src/components/moves/content/burn-momentum.pug b/Ironcrunch/src/components/moves/content/burn-momentum.pug new file mode 100644 index 0000000000..c12413c621 --- /dev/null +++ b/Ironcrunch/src/components/moves/content/burn-momentum.pug @@ -0,0 +1,5 @@ +include ../mixins/container + +mixin BurnMomentum(values) + +container(values) + p When you make a move, and have positive momentum, you may set your momentum to your reset value and cancel any challenge dice that are less than your current momentum value. diff --git a/Ironcrunch/src/components/moves/content/check-your-gear.pug b/Ironcrunch/src/components/moves/content/check-your-gear.pug new file mode 100644 index 0000000000..33a396348b --- /dev/null +++ b/Ironcrunch/src/components/moves/content/check-your-gear.pug @@ -0,0 +1,8 @@ +include ../mixins/container + +mixin CheckYourGear(values) + +container(values) + p When you check to see if you have a specific helpful item, and you have at least +1 supply, roll +supply. + p On a strong hit, you have it. Take +2 momentum. + p On a weak hit, you have it, but your resources are diminished. Take +2 momentum and suffer -1 supply. + p On a miss, you don’t have it and the situation grows more perilous. Pay the Price. diff --git a/Ironcrunch/src/components/moves/content/clash.pug b/Ironcrunch/src/components/moves/content/clash.pug new file mode 100644 index 0000000000..09957787f1 --- /dev/null +++ b/Ironcrunch/src/components/moves/content/clash.pug @@ -0,0 +1,24 @@ +include ../mixins/container + +mixin Clash(values) + +container(values) + p When your foe has initiative and you fight back, determine if you are hitting your foe’s protection or breaking their defense rating. If your foe’s protection is 0 or you are doing the latter, fix one challenge die as per your foe’s defense rating. Then, envision the contending. If you… + ul + li Fight in close quarters: Roll +iron. + li Exchange a volley at range, shoot at an advancing foe, or fight with a precise weapon: Roll +edge. + p If you are using two light weapons, add +the harm of one of them to this move. + p On a strong hit, Inflict Harm and choose one. You have the initiative. + ul + li You get in position: Take +2 momentum. + li You find an opening: Inflict +1 harm. + p On a weak hit, choose one. + ul + li Inflict Harm and Pay the Price. Your foe has initiative. + li Take the initiative if you used a shield. + p If you used a shield or attacked at ranged, also choose one. + ul + li You are overwhelmed: Suffer -2 momentum. + li Your shield loses durability: Reduce its Face Danger/Clash addition by 1. + li You wasted ammo: Suffer -1 supply. + li The thrown weapon you used is lost or destroyed. + p On a miss, you are outmatched. As above, but you don't Inflict Harm. Your foe has the initiative. diff --git a/Ironcrunch/src/components/moves/content/companion-becomes-unconditional.pug b/Ironcrunch/src/components/moves/content/companion-becomes-unconditional.pug new file mode 100644 index 0000000000..f06274d63c --- /dev/null +++ b/Ironcrunch/src/components/moves/content/companion-becomes-unconditional.pug @@ -0,0 +1,5 @@ +include ../mixins/container + +mixin CompanionBecomesUnconditional(values) + +container(values) + p When your conditional companion is determined to follow you, envision how they express their resolution to stand by your side unconditionally. Then, acquire a companion asset to represent them in exchange for the asset health+1 experience. Erase the goal and drives fields from their companion sheet. You no longer use their loyalty track. diff --git a/Ironcrunch/src/components/moves/content/compel.pug b/Ironcrunch/src/components/moves/content/compel.pug new file mode 100644 index 0000000000..fead7a1789 --- /dev/null +++ b/Ironcrunch/src/components/moves/content/compel.pug @@ -0,0 +1,13 @@ +include ../mixins/container + +mixin Compel(values) + +container(values) + p When you persuade someone to do something, envision your approach and roll. If you... + ul + li Charm, pacify, barter, or convince: Roll +heart (add +2 if you share a bond). + li Threaten or incite: Roll +iron. + li Lie or swindle: Roll +shadow. + li Flaunting or boasting: Roll +wealth or +supply. + p On a strong hit, they’ll do what you want or share what they know. Take +2 momentum. If you use this exchange to Gather Information, make that move now and add +2. + p On a weak hit, as above, but they ask something of you in return; envision what they want. If you are making this move to persuade a conditional companion, suffer -1 loyalty instead. + p On a miss, they refuse or make a demand which costs you greatly. Pay the Price; if you are making this move by interacting with a conditional companion, suffer -1 loyalty instead. \ No newline at end of file diff --git a/Ironcrunch/src/components/moves/content/conditional-companion-abandons.pug b/Ironcrunch/src/components/moves/content/conditional-companion-abandons.pug new file mode 100644 index 0000000000..147f75cc68 --- /dev/null +++ b/Ironcrunch/src/components/moves/content/conditional-companion-abandons.pug @@ -0,0 +1,5 @@ +include ../mixins/container + +mixin ConditionalCompanionAbandons(values) + +container(values) + p When your conditional companion has fulfilled their goal or is no longer willing to follow you, they will leave you at the next opportunity. \ No newline at end of file diff --git a/Ironcrunch/src/components/moves/content/conditional-companion-acts.pug b/Ironcrunch/src/components/moves/content/conditional-companion-acts.pug new file mode 100644 index 0000000000..05ffafbf74 --- /dev/null +++ b/Ironcrunch/src/components/moves/content/conditional-companion-acts.pug @@ -0,0 +1,5 @@ +include ../mixins/container + +mixin ConditionalCompanionActs(values) + +container(values) + p When a conditional companion is in position to make a move according to their drives, motivations or the fulfillment of their goal, they do so without suffering -loyalty. Make the move by rolling +their stat. \ No newline at end of file diff --git a/Ironcrunch/src/components/moves/content/delve-the-depths.pug b/Ironcrunch/src/components/moves/content/delve-the-depths.pug new file mode 100644 index 0000000000..473d477177 --- /dev/null +++ b/Ironcrunch/src/components/moves/content/delve-the-depths.pug @@ -0,0 +1,43 @@ +include ../mixins/container + +mixin DelveTheDepths(values) + +container(values) + p When you traverse an area within a perilous site, envision your surroundings. Then, consider your approach. If you navigate this area… + ul + li With haste: Roll +edge. + li With stealth or trickery: Roll +shadow. + li With observation, intuition, or expertise: Roll +wits. + p On a strong hit, you delve deeper. Mark progress and Find an Opportunity. + p On a weak hit, roll on the following table according to your stat. + p On a miss, Reveal a Danger. + .sheet-move-table.sheet-move-delve-table + .sheet-move-delve-row-header + .sheet-move-delve-column-stat-header-1 Edge + .sheet-move-delve-column-stat-header-2 Shadow + .sheet-move-delve-column-stat-header-3 Wits + .sheet-move-delve-column-header Weak Hit Result + .sheet-oracle-row + .sheet-move-delve-stat-column-1 1-45 (45%) + .sheet-move-delve-stat-column-2 1-30 (30%) + .sheet-move-delve-stat-column-3 1-40 (40%) + .sheet-move-delve-column Mark progress and Reveal a Danger. + .sheet-oracle-row + .sheet-move-delve-stat-column-1 46-65 (20%) + .sheet-move-delve-stat-column-2 31-65 (35%) + .sheet-move-delve-stat-column-3 41-55 (15%) + .sheet-move-delve-column Mark progress. + .sheet-oracle-row + .sheet-move-delve-stat-column-1 66-75 (10%) + .sheet-move-delve-stat-column-2 66-90 (25%) + .sheet-move-delve-stat-column-3 56-80 (25%) + .sheet-move-delve-column Choose one: Mark progress or Find an Opportunity. + .sheet-oracle-row + .sheet-move-delve-stat-column-1 76-80 (5%) + .sheet-move-delve-stat-column-2 91-99 (9%) + .sheet-move-delve-stat-column-3 81-99 (19%) + .sheet-move-delve-column Take both: Mark progress and Find an Opportunity. + .sheet-oracle-row + .sheet-move-delve-stat-column-1 81-100 (20%) + .sheet-move-delve-stat-column-2 100 (1%) + .sheet-move-delve-stat-column-3 100 (1%) + .sheet-move-delve-column Mark progress twice and Reveal a Danger. diff --git a/Ironcrunch/src/components/moves/content/discover-a-site.pug b/Ironcrunch/src/components/moves/content/discover-a-site.pug new file mode 100644 index 0000000000..8f8b93f02c --- /dev/null +++ b/Ironcrunch/src/components/moves/content/discover-a-site.pug @@ -0,0 +1,15 @@ +include ../mixins/container + +mixin DiscoverASite(values) + +container(values) + p When you resolve to enter a perilous site in pursuit of an objective, choose the theme and domain which best represent its nature, and give it a rank. + ul + li Troublesome site: 3 progress per area. + li Dangerous site: 2 progress per area. + li Formidable site: 1 progress per area. + li Extreme site: 2 ticks per area. + li Epic site: 1 tick per area. + p If you are returning to a previously explored site, roll both challenge dice, take the lowest value, and clear that number of progress boxes. + p Then, Delve the Depths to explore this place. + +//- {{discoverSite=[[2d10kl1]]}} \ No newline at end of file diff --git a/Ironcrunch/src/components/moves/content/draw-the-circle.pug b/Ironcrunch/src/components/moves/content/draw-the-circle.pug new file mode 100644 index 0000000000..08d2fbfcaa --- /dev/null +++ b/Ironcrunch/src/components/moves/content/draw-the-circle.pug @@ -0,0 +1,14 @@ +include ../mixins/container + +mixin DrawTheCircle(values) + +container(values) + p When you challenge someone to a formal duel, or accept a challenge, roll +heart. If you share a bond with this community, add +2. + p On a strong hit, take +2 momentum. You may also choose any boasts and take +2 momentum for each. + p On a weak hit, you may choose up to two boasts in exchange for +2 momentum for each. + ul + li Grant first strike: Your foe has initiative. + li Bare yourself: Take no benefit of armor or shield. + li Hold no iron: Take no benefit of weapons. + li Bloody yourself: Endure Harm (1d3P harm) with no addition. + li To the death: This fight must end with death. + p On a miss, you begin the duel at a disadvantage. Pay the Price. \ No newline at end of file diff --git a/Ironcrunch/src/components/moves/content/end-the-fight.pug b/Ironcrunch/src/components/moves/content/end-the-fight.pug new file mode 100644 index 0000000000..521ea2ead9 --- /dev/null +++ b/Ironcrunch/src/components/moves/content/end-the-fight.pug @@ -0,0 +1,20 @@ +include ../mixins/container + +mixin EndTheFight(values) + +container(values) + p Progress Move + p When your foe’s health is below 10 for harm suffered, you may resolve the outcome of this fight. If you do, roll the challenge dice and compare to your progress. + p On a strong hit, this foe is no longer in the fight. They are killed, out of action, flee, or surrender as appropriate to the situation and your intent. + p On a weak hit, as above, but you must also choose one. + ul + li It’s worse than you thought: Endure Harm with no armor addition. + li You are overcome: Endure Stress. + li You harvest the spoils of the battle: Take a condition. + li You suffer collateral damage: Something of value is lost or broken (suffer -supply or -wealth), or someone important must pay the cost. + li A new danger or foe appears, or an existing danger worsens: Suffer
-2 momentum. + li Others won’t forget or you are marked for vengeance: Suffer -3 momentum. + li An objective falls out of reach: Forsake Your Vow. + p On a miss, choose one. + ul + li Your foe has not given up; set their health to 50% of their maximum, rounding down. Then, Pay the Price. + li You have lost this fight. diff --git a/Ironcrunch/src/components/moves/content/endure-harm.pug b/Ironcrunch/src/components/moves/content/endure-harm.pug new file mode 100644 index 0000000000..3ff780829d --- /dev/null +++ b/Ironcrunch/src/components/moves/content/endure-harm.pug @@ -0,0 +1,21 @@ +include ../mixins/container +include ../../../common/pug/shared-tables + +mixin EndureHarm(values) + +container(values) + p When you face physical damage, subtract your armor’s protection to the harm and suffer -health equal to the remaining harm. If your health is reduced 0, suffer -momentum equal to any remaining -health. + p Then roll +iron. + p On a strong hit, you stand firm. If your health is suffering harm, choose one. + ul + li Shake it off: If your health is greater than 0, suffer up to -2 momentum in exchange for the same amount of +health. + li Embrace the pain: Take +2 momentum. + p On a weak hit, you press on. If you wear armor which values are not at its minimum (0), choose one. + ul + li It loses coverage: Reduce its Endure Harm addition by 1. + li It loses resistance: Suffer -1 to its protection. + li You stumble: Suffer -2 momentum. + p On a miss, also suffer -1 momentum. If you wear an armor which values are not at its minimum (0), choose as above. If you are at 0 health, you must take the wounded or maimed condition (if currently not taken) or roll on the following table. + br + label.sheet-roll-label.sheet-embedded-btn ROLL ORACLE + button.sheet-hide(type='roll' title='Endure Harm Oracle' name='RollEndureHarmOracle' value='&{template:ironsworn_oracles} {{header=Endure Harm Oracle}} {{endureHarm=[[d100]]}}') + +endureHarmTable \ No newline at end of file diff --git a/Ironcrunch/src/components/moves/content/endure-stress.pug b/Ironcrunch/src/components/moves/content/endure-stress.pug new file mode 100644 index 0000000000..1c68c9d5aa --- /dev/null +++ b/Ironcrunch/src/components/moves/content/endure-stress.pug @@ -0,0 +1,16 @@ +include ../mixins/container + +mixin EndureStress(values) + +container(values) + p When you face mental shock or despair, suffer -spirit equal to your foe’s rank or as appropriate to the situation. If your spirit is reduced to 0, suffer -momentum equal to any remaining -spirit. + p Then, roll +spirit or +heart, whichever is higher. + p On a strong hit, choose one. + ul + li Shake it off: If your spirit is greater than 0, suffer -1 momentum in exchange for +1 spirit + li Embrace the darkness: Take +2 momentum + p On a weak hit, you press on. + p On a miss, also suffer -1 momentum. If you are at 0 spirit, take the shaken or corrupted condition (if currently not taken) or roll on the following table. + br + label.sheet-roll-label.sheet-embedded-btn ROLL ORACLE + button.sheet-hide(type='roll' title='Endure Stress Oracle' name='rollendurestressoracle' value='&{template:ironsworn_oracles} {{header=Endure Stress Oracle}} {{endureStress=[[d100]]}}') + +endureStressTable diff --git a/Ironcrunch/src/components/moves/content/enter-the-fray.pug b/Ironcrunch/src/components/moves/content/enter-the-fray.pug new file mode 100644 index 0000000000..a40762d29e --- /dev/null +++ b/Ironcrunch/src/components/moves/content/enter-the-fray.pug @@ -0,0 +1,17 @@ +include ../mixins/container + +mixin EnterTheFray(values) + +container(values) + p When you enter in combat, determine who is in control. If you are... + ul + li Reacting: Roll +edge. + li Facing off: Roll +heart. + li Charging: Roll +iron. + li Ambushing: Roll +shadow. + li Ambushed: Roll +wits. + p On a strong hit, take +4 momentum. You have initiative. + p On a weak hit, choose one. + ul + li Bolster your position: Take +4 momentum. Your foe has initiative. + li Prepare to act: Take initiative. + p On a miss, combat begins with you at a disadvantage. Pay the Price. Your foe has initiative. \ No newline at end of file diff --git a/Ironcrunch/src/components/moves/content/escape-the-depths.pug b/Ironcrunch/src/components/moves/content/escape-the-depths.pug new file mode 100644 index 0000000000..d2468bf39d --- /dev/null +++ b/Ironcrunch/src/components/moves/content/escape-the-depths.pug @@ -0,0 +1,21 @@ +include ../mixins/container + +mixin EscapeTheDepths(values) + +container(values) + p When you flee or withdraw from a site, consider the situation and your approach. If you... + ul + li Find the fastest way out: Roll +edge. + li Steel yourself against the horrors of this place: Roll +heart. + li Fight your way out: Roll +iron. + li Keep out of sight: Roll +shadow. + li Retrace your steps or locate an alternate path: Roll +wits. + p On a strong hit, you make your way safely out of the site. Take +2 momentum. + p On a weak hit, you find your way out, but this place exacts its price. Choose one. + ul + li You are weary or wounded: Endure Harm with no armor addition (as per the site’s rank, piercing). + li The experience leaves you shaken: Endure Stress (as per the site’s rank). + li Your body or mind are marked. Take a condition. + li You are delayed, and it costs you. Suffer -momentum as per the site’s rank. + li You face a new complication as you emerge from the depths. Suffer -1 momentum. + li A denizen plots their revenge. Suffer -3 momentum. + p On a miss, a dire threat or imposing obstacle stands in your way. Reveal a Danger. If you survive, you may make your escape. diff --git a/Ironcrunch/src/components/moves/content/face-a-setback.pug b/Ironcrunch/src/components/moves/content/face-a-setback.pug new file mode 100644 index 0000000000..cd597c835c --- /dev/null +++ b/Ironcrunch/src/components/moves/content/face-a-setback.pug @@ -0,0 +1,9 @@ +include ../mixins/container + +mixin FaceASetback(values) + +container(values) + p When your momentum is at its minimum (-6), make a move if your action die matches your negative momentum, you must cancel your action die. + p If you suffer additional -momentum, choose one. + ul + li Exchange each additional -momentum for any combination of -health, -spirit, -supply, -wealth or -companion’s loyalty as appropriate to the circumstances. + li Envision an event or discovery which undermines your progress in a current quest, journey or fight. Then, for each additional -momentum, clear 1 unit of progress on that track per its rank (troublesome=clear 3 progress; dangerous=clear 2 progress; formidable=clear 1 progress; extreme=clear 2 ticks; epic=clear 1 tick). \ No newline at end of file diff --git a/Ironcrunch/src/components/moves/content/face-danger.pug b/Ironcrunch/src/components/moves/content/face-danger.pug new file mode 100644 index 0000000000..159624c11f --- /dev/null +++ b/Ironcrunch/src/components/moves/content/face-danger.pug @@ -0,0 +1,21 @@ +include ../mixins/container + +mixin FaceDanger(values) + +container(values) + p When you attempt something risky or react to an imminent threat, envision your action and roll. If you act... + ul + li With speed, agility, or precision: Roll +edge. + li With charm, loyalty, or courage: Roll +heart. + li With aggressive action, forceful defense, strength, or endurance: Roll +iron. + li With deception, stealth, or trickery: Roll +shadow. + li With expertise, insight, or observation: Roll +wits. + p On a strong hit, you are successful. Take +2 momentum. + p On a weak hit, you succeed, but face a troublesome cost. Choose one. + ul + li You are delayed, lose advantage, or face a new danger: Suffer -1 momentum (-2 if you used a shield). + li Your shield loses durability: Reduce its Face Danger/Clash addition by 1. + li You are tired or hurt: Endure Harm (1d3P harm). + li You are dispirited or afraid: Endure Stress (1 stress). + li You sacrifice resources: Suffer -1 supply or -1 wealth. + li You get a negative condition: Take a condition. + p On a miss, you fail, or your progress is undermined by a dramatic and costly turn of events. Pay the Price. If you are in combat. diff --git a/Ironcrunch/src/components/moves/content/face-death.pug b/Ironcrunch/src/components/moves/content/face-death.pug new file mode 100644 index 0000000000..d0e1b9c52a --- /dev/null +++ b/Ironcrunch/src/components/moves/content/face-death.pug @@ -0,0 +1,13 @@ +include ../mixins/container + +mixin FaceDeath(values) + +container(values) + p When you are brought to the brink of death, roll +heart. + p On a strong hit, death rejects you. + p On a weak hit, choose one. + ul + li You die, but not before making a noble sacrifice. Envision your final moments. + li Death desires something of you in exchange for your life. Envision what it wants, and Swear an Iron Vow (formidable or extreme) to complete that quest. If you fail to score a hit when you Swear an Iron Vow, or refuse the quest, you are dead. Otherwise, you return to the mortal world and are now cursed. You may only clear the cursed condition by completing the quest. + p On a miss, you are dead. + +//- TODO: {{owl=[[?{Owl Companion|No,0|Yes,?{Owl's Health&#124;0&#125;}]]}} \ No newline at end of file diff --git a/Ironcrunch/src/components/moves/content/face-desolation.pug b/Ironcrunch/src/components/moves/content/face-desolation.pug new file mode 100644 index 0000000000..a84830b46e --- /dev/null +++ b/Ironcrunch/src/components/moves/content/face-desolation.pug @@ -0,0 +1,11 @@ +include ../mixins/container + +mixin FaceDesolation(values) + +container(values) + p When you are brought to the brink of desolation, roll +heart. + p On a strong hit, you resist and press on. + p On a weak hit, choose one. + ul + li Your spirit or sanity breaks, but not before you make a noble sacrifice. Envision your final moments. + li You see a vision of a dreaded event coming to pass. Envision that dark future, and Swear an Iron Vow (formidable or extreme) to prevent it. If you fail to score a hit when you Swear an Iron Vow, or refuse the quest, you are lost. Otherwise, you return to your senses and are now tormented. You may only clear the tormented condition by completing the quest. + p On a miss, you succumb to despair or horror and are lost. diff --git a/Ironcrunch/src/components/moves/content/find-an-opportunity.pug b/Ironcrunch/src/components/moves/content/find-an-opportunity.pug new file mode 100644 index 0000000000..2bf830401b --- /dev/null +++ b/Ironcrunch/src/components/moves/content/find-an-opportunity.pug @@ -0,0 +1,8 @@ +include ../mixins/container +include ../mixins/oracle-table +include ../../../data/oracles + +mixin FindAnOpportunity(values) + +container(values) + p When you encounter a helpful situation or feature within a travel waypoint or a site, roll to determine what kind of opportunity you encounter. + +oracleTable(oracles.ironcrunch['Find An Opportunity'], 'ironcrunch') \ No newline at end of file diff --git a/Ironcrunch/src/components/moves/content/foe-inflicts-harm.pug b/Ironcrunch/src/components/moves/content/foe-inflicts-harm.pug new file mode 100644 index 0000000000..1c8ba96340 --- /dev/null +++ b/Ironcrunch/src/components/moves/content/foe-inflicts-harm.pug @@ -0,0 +1,5 @@ +include ../mixins/container + +mixin FoeInflictsHarm(values) + +container(values) + p When you face harm from a foe, roll their combat move harm and Endure Harm with the resulting score. diff --git a/Ironcrunch/src/components/moves/content/forge-a-bond.pug b/Ironcrunch/src/components/moves/content/forge-a-bond.pug new file mode 100644 index 0000000000..90c2820b94 --- /dev/null +++ b/Ironcrunch/src/components/moves/content/forge-a-bond.pug @@ -0,0 +1,11 @@ +include ../mixins/container + +mixin ForgeABond(values) + +container(values) + p When you spend significant time with a person or community, stand together to face hardships, or make sacrifices for their cause, you can attempt to create a bond. When you do, roll +heart. If you make this move after you successfully Fulfill Your Vow to their benefit, you may reroll any dice. + p On a strong hit, make note of the bond, mark a tick on your bond progress track, and choose one. + ul + li Take +2 spirit. + li Take +4 momentum. + p On a weak hit, they ask something more of you first. Envision what it is, do it (or Swear an Iron Vow), and mark the bond. If you refuse or fail, Pay the Price. + p On a miss, they reject you. Pay the Price. diff --git a/Ironcrunch/src/components/moves/content/forsake-your-vow.pug b/Ironcrunch/src/components/moves/content/forsake-your-vow.pug new file mode 100644 index 0000000000..32a6963cdf --- /dev/null +++ b/Ironcrunch/src/components/moves/content/forsake-your-vow.pug @@ -0,0 +1,6 @@ +include ../mixins/container + +mixin ForsakeYourVow(values) + +container(values) + p When you renounce your quest, betray your promise, or the goal is lost to you, clear the vow and Endure Stress. You suffer -spirit equal to the rank of your quest (troublesome=1; dangerous=2; formidable=3; extreme=4; epic=5). + p If the vow was made to a person or community with whom you share a bond, Test Your Bond when you next meet. \ No newline at end of file diff --git a/Ironcrunch/src/components/moves/content/fulfill-your-vow.pug b/Ironcrunch/src/components/moves/content/fulfill-your-vow.pug new file mode 100644 index 0000000000..f2e63d7a64 --- /dev/null +++ b/Ironcrunch/src/components/moves/content/fulfill-your-vow.pug @@ -0,0 +1,13 @@ +include ../mixins/container + +mixin FulfillYourVow(values) + +container(values) + p Progress Move + p When you achieve what you believe to be the fulfillment of your vow, roll the challenge dice and compare to your progress. + p On a strong hit, your quest is complete. Mark experience (troublesome=1; dangerous=2; formidable=3; extreme=4; epic=5). + p On a weak hit, there is more to be done or you realize the truth of your quest. Envision what you discover. Then, mark experience (troublesome=0; dangerous=1; formidable=2; extreme=3; epic=4). You may Swear an Iron Vow to set things right. If you do, add +1. + p If you are fulfilling your vow in service of someone with the means, inclination, or obligation, to reward you materially, take +wealth. On a strong hit, take +wealth equal to the rank of the vow+2. On a weak hit, take +wealth equal to the rank of vow+1. If you are being rewarded with an item, its cost must be the same as the amount of wealth. + p On a miss, your quest is undone. Envision what happens, and choose one. + ul + li You recommit: Clear all but one filled progress, and raise the quest’s rank by one (if not already epic). + li You give up: Forsake Your Vow. \ No newline at end of file diff --git a/Ironcrunch/src/components/moves/content/gather-information.pug b/Ironcrunch/src/components/moves/content/gather-information.pug new file mode 100644 index 0000000000..63d36af229 --- /dev/null +++ b/Ironcrunch/src/components/moves/content/gather-information.pug @@ -0,0 +1,8 @@ +include ../mixins/container + +mixin GatherInformation(values) + +container(values) + p When you search an area, ask questions, conduct an investigation, or follow a track, roll +wits. If you act within a community or ask questions of a person with whom you share a bond, add +2. + p On a strong hit, you discover something helpful and specific. The path you must follow or action you must take to make progress is made clear. Envision what you learn, and take +4 momentum. + p On a weak hit, you discover something helpful, but the information complicates your quest or a new danger is introduced. Envision what you discover, and take +2 momentum. + p On a miss, your investigation unearths a dire threat or reveals an unwelcome truth that undermines your quest. Pay the Price. diff --git a/Ironcrunch/src/components/moves/content/heal.pug b/Ironcrunch/src/components/moves/content/heal.pug new file mode 100644 index 0000000000..082d0a7947 --- /dev/null +++ b/Ironcrunch/src/components/moves/content/heal.pug @@ -0,0 +1,13 @@ +include ../mixins/container + +mixin Heal(values) + +container(values) + p When you receive care or treat an injury or ailment, envision the situation and roll. If you… + ul + li Receive treatment from someone (not an ally or companion): Roll +iron. + li Mend your own wounds: Roll +iron or +wits, whichever is lower. + li Provide care: Roll +wits. + p On a strong hit, your care is helpful. If you (or the ally under your care) have the palsied, wounded, reeled or dying conditions, you may clear them. Then, take or give up to +4 health. + p If you are making this move using an antivenom, clear the poisoned condition instead of the stated above. + p On a weak hit, as above, but you must suffer -2 supply or -2 momentum (your choice). + p On a miss, the aid is ineffective. Pay the Price. diff --git a/Ironcrunch/src/components/moves/content/hearten.pug b/Ironcrunch/src/components/moves/content/hearten.pug new file mode 100644 index 0000000000..927425c608 --- /dev/null +++ b/Ironcrunch/src/components/moves/content/hearten.pug @@ -0,0 +1,8 @@ +include ../mixins/container + +mixin Hearten(values) + +container(values) + p When you speak encouraging words, or find a moment of peace, to help you, or someone else, to recover from stress or emotional trauma, roll +heart. + p On a strong hit, your heartening is helpful. If you (or the ally under your care) have the shaken condition, you may clear them; you may also reduce the severity of a compulsed and hallucinating conditions by 1. Then, take or give up to +3 spirit. + p On a weak hit, as above, but you must suffer -2 momentum and don’t reduce the severity of any condition. + p On a miss, your aid is ineffective. Pay the Price. \ No newline at end of file diff --git a/Ironcrunch/src/components/moves/content/inflict-harm.pug b/Ironcrunch/src/components/moves/content/inflict-harm.pug new file mode 100644 index 0000000000..39a7749ff9 --- /dev/null +++ b/Ironcrunch/src/components/moves/content/inflict-harm.pug @@ -0,0 +1,5 @@ +include ../mixins/container + +mixin InflictHarm(values) + +container(values) + p When you deal physical damage, roll your weapon’s harm. If you are hitting your foe’s protection and not breaking their defense rating, subtract your foe’s protection from each roll. Your foe suffers -health with the resulting score. \ No newline at end of file diff --git a/Ironcrunch/src/components/moves/content/learn-from-faults.pug b/Ironcrunch/src/components/moves/content/learn-from-faults.pug new file mode 100644 index 0000000000..e8bdfb46fd --- /dev/null +++ b/Ironcrunch/src/components/moves/content/learn-from-faults.pug @@ -0,0 +1,13 @@ +include ../mixins/container + +mixin LearnFromFaults(values) + +container(values) + p When you spend time taking lessons from your failures and hardships, and your misses track is +6 or greater, roll the challenge dice and compare to your misses. + p On a strong hit, your failures have paid off significantly for your personal growth. Take 3 experience and clear all progress. Then, choose one. + ul + li Rectify your ways: Reduce any stat by 1 and add +1 to any other. + li Abandon a course: Discard a single asset card (not a companion) and take 2 experience for each marked ability. + li Commit to a new goal: Swear an Iron Vow now, add +2 and take +2 momentum on a hit You may reroll. + li Strengthen your willpower: Take +6 momentum. + p On a weak hit, you learn from your missteps. Take 2 experience and clear all progress. + p On a miss, you learn very little. Take 1 experience and clear all progress. \ No newline at end of file diff --git a/Ironcrunch/src/components/moves/content/locate-your-objective.pug b/Ironcrunch/src/components/moves/content/locate-your-objective.pug new file mode 100644 index 0000000000..d8d2bd9908 --- /dev/null +++ b/Ironcrunch/src/components/moves/content/locate-your-objective.pug @@ -0,0 +1,11 @@ +include ../mixins/container + +mixin LocateYourObjective(values) + +container(values) + p When your exploration of a site comes to an end, roll the challenge dice and compare to your progress. + p On a strong hit, you locate your objective and the situation favors you. Choose one. + ul + li Make another move now (not a progress move), and add +2. + li Take +2 momentum. + p On a weak hit, you locate your objective but face an unforeseen hazard or complication. Envision what you find. + p On a miss, your objective falls out of reach, you have been misled about the nature of your objective, or you discover that this site holds unexpected depths. If you continue your exploration, clear all but one filled progress and raise the site’s rank by one (if not already epic). \ No newline at end of file diff --git a/Ironcrunch/src/components/moves/content/make-an-effort.pug b/Ironcrunch/src/components/moves/content/make-an-effort.pug new file mode 100644 index 0000000000..8c7730d386 --- /dev/null +++ b/Ironcrunch/src/components/moves/content/make-an-effort.pug @@ -0,0 +1,5 @@ +include ../mixins/container + +mixin MakeAnEffort(values) + +container(values) + p When you make a move demanding more of yourself and have the required effort level, you may suffer -momentum in exchange for the same amount of your move effort level to addition to your roll. \ No newline at end of file diff --git a/Ironcrunch/src/components/moves/content/make-camp.pug b/Ironcrunch/src/components/moves/content/make-camp.pug new file mode 100644 index 0000000000..f4f2f75ee2 --- /dev/null +++ b/Ironcrunch/src/components/moves/content/make-camp.pug @@ -0,0 +1,14 @@ +include ../mixins/container + +mixin MakeCamp(values) + +container(values) + p When you rest and recover for several hours in the wild, roll +supply. + p On a strong hit, if you have the dazed or starved conditions, you may clear them. Then, you and your allies may each choose two. + p On a weak hit, as above, but you and your allies may choose one instead. + ul + li Recuperate: Take +25% of your maximum health. If you have the blinded, deafened or weakened conditions, you may clear them. + li Partake: Suffer -3 supply and take +25% of maximum health for you and any companions. If you or your companion you are partaking with has the conditions of in the above option, you may clear them. + li Relax: Take +2 spirit. If you have the unsteady condition, you may clear it. + li Focus: Take +3 momentum. If you have the stupefied condition, you may clear it. + li Prepare: When you break camp, add +2 if you Undertake a Journey. + p On a miss, you take no comfort. Pay the Price. \ No newline at end of file diff --git a/Ironcrunch/src/components/moves/content/manifest-insanity.pug b/Ironcrunch/src/components/moves/content/manifest-insanity.pug new file mode 100644 index 0000000000..f695517c28 --- /dev/null +++ b/Ironcrunch/src/components/moves/content/manifest-insanity.pug @@ -0,0 +1,10 @@ +include ../mixins/container +include ../mixins/oracle-table +include ../../../data/oracles + +mixin ManifestInsanity(values) + - var type = 'ironcrunch' + - var key = 'Manifest Insanity' + +container(values) + p When you fail to struggle against a mental shock, make the most obvious negative outcome happen from the following tables, or roll on them to determine what kind of insanity you manifest. + +oracleTable(oracles[type][key], `${type}`) \ No newline at end of file diff --git a/Ironcrunch/src/components/moves/content/not-assist-conditional-companion.pug b/Ironcrunch/src/components/moves/content/not-assist-conditional-companion.pug new file mode 100644 index 0000000000..d897ccc36b --- /dev/null +++ b/Ironcrunch/src/components/moves/content/not-assist-conditional-companion.pug @@ -0,0 +1,5 @@ +include ../mixins/container + +mixin NotAssistConditionalCompanion(values) + +container(values) + p When a conditional companion suffers the consequence of one of your moves and you don’t come to their aid, suffer -1 to their loyalty. diff --git a/Ironcrunch/src/components/moves/content/order-conditional-companion.pug b/Ironcrunch/src/components/moves/content/order-conditional-companion.pug new file mode 100644 index 0000000000..80f1b5bbbc --- /dev/null +++ b/Ironcrunch/src/components/moves/content/order-conditional-companion.pug @@ -0,0 +1,8 @@ +include ../mixins/container + +mixin OrderConditionalCompanion(values) + +container(values) + p When you ask a conditional companion to act for something not akin to their drives, motivations or the fulfillment of their goal, or if the conditional companion is a hireling, roll +loyalty. If you share a bond, you may reroll any dice. + p On a strong hit, your Conditional Companion Acts, but suffer -1 to their loyalty. + p On a weak hit, your Conditional Companion Acts, but not without whimper. Suffer -2 to their loyalty. + p On a miss, your conditional companion refuses to follow your request. Suffer -2 to their loyalty. \ No newline at end of file diff --git a/Ironcrunch/src/components/moves/content/out-of-supply.pug b/Ironcrunch/src/components/moves/content/out-of-supply.pug new file mode 100644 index 0000000000..a549666b46 --- /dev/null +++ b/Ironcrunch/src/components/moves/content/out-of-supply.pug @@ -0,0 +1,5 @@ +include ../mixins/container + +mixin OutOfSupply(values) + +container(values) + p When your supply is exhausted (reduced to 0), take the unprepared condition. If you suffer additional -supply while unprepared, you must exchange each additional -supply for any combination of -health, -spirit, -wealth, -companion’s loyalty or -momentum as appropriate to the circumstances. diff --git a/Ironcrunch/src/components/moves/content/patch-equipment.pug b/Ironcrunch/src/components/moves/content/patch-equipment.pug new file mode 100644 index 0000000000..3676a6c0be --- /dev/null +++ b/Ironcrunch/src/components/moves/content/patch-equipment.pug @@ -0,0 +1,12 @@ +include ../mixins/container + +mixin PatchEquipment(values) + +container(values) + p When you attempt to amend an armor or shield, envision how provisions from your gear help you patch the piece of equipment and suffer -2 supply. Then, roll +wits. + p On a strong hit, your amendment is efficient. Choose one. + ul + li Rise by 1 your armor’s protection. + li Rise by 1 your armor’s Endure Harm addition. + li Rise by 1 your shield’s Face Danger/Clash addition. + p On a weak hit, as above, but the patch work takes longer than expected or demand extra resources. Suffer -2 momentum. + p On a miss, your craft is ineffective. Pay the Price. \ No newline at end of file diff --git a/Ironcrunch/src/components/moves/content/pay-the-price.pug b/Ironcrunch/src/components/moves/content/pay-the-price.pug new file mode 100644 index 0000000000..447defb2cd --- /dev/null +++ b/Ironcrunch/src/components/moves/content/pay-the-price.pug @@ -0,0 +1,61 @@ +include ../mixins/container + +mixin PayThePrice(values) + +container(values) + p When you suffer the outcome of a move, mark a tick on your miss track; if it is a progress move, mark two; on a match, mark the double. Then, draw a resilience card and choose one. + ul + li Make the most obvious negative outcome happen. + li Envision two negative outcomes. Rate one as ‘likely’, and Ask the Oracle using the yes/no table. On a ‘yes’, make that outcome happen. Otherwise, make it the other. + li Roll on the following table. If you have difficulty interpreting the result to fit the current situation, roll again. + .sheet-oracle-table + .oracle-row + span.sheet-oracle-roll 1-2 (2%) + span.sheet-oracle-result Roll again and apply that result but make it worse. If you roll this result yet again, think of something dreadful that changes the course of your quest and make it happen. + .oracle-row + span.sheet-oracle-roll 3-5 (3%) + span.sheet-oracle-result A person or community you trusted loses faith in you, or acts against you. + .oracle-row + span.sheet-oracle-roll 6-8 (3%) + span.sheet-oracle-result A person or community you care about is exposed to danger. + .oracle-row + span.sheet-oracle-roll 9-15 (7%) + span.sheet-oracle-result You are separated from something or someone. + .oracle-row + span.sheet-oracle-roll 16-22 (7%) + span.sheet-oracle-result Your action has an unintended effect. + .oracle-row + span.sheet-oracle-roll 23-29 (7%) + span.sheet-oracle-result Something of value is lost or destroyed. + .oracle-row + span.sheet-oracle-roll 30-36 (7%) + span.sheet-oracle-result The current situation worsens. + .oracle-row + span.sheet-oracle-roll 37-43 (7%) + span.sheet-oracle-result A new danger or foe is revealed. + .oracle-row + span.sheet-oracle-roll 44-52 (9%) + span.sheet-oracle-result It causes a delay or puts you at a disadvantage. + .oracle-row + span.sheet-oracle-roll 53-61 (9%) + span.sheet-oracle-result It is harmful. + .oracle-row + span.sheet-oracle-roll 62-70 (9%) + span.sheet-oracle-result It is stressful. + .oracle-row + span.sheet-oracle-roll 71-77 (7%) + span.sheet-oracle-result It is wasteful. + .oracle-row + span.sheet-oracle-roll 78-84 (7%) + span.sheet-oracle-result You got a negative condition. + .oracle-row + span.sheet-oracle-roll 85-89 (5%) + span.sheet-oracle-result A surprising development complicates your quest. + .oracle-row + span.sheet-oracle-roll 90-94 (5%) + span.sheet-oracle-result It forces you to act against your best intentions. + .oracle-row + span.sheet-oracle-roll 95-99 (5%) + span.sheet-oracle-result A friend, companion, or ally is put in harm’s way (or you are, if alone). + .oracle-row + span.sheet-oracle-roll 100 (1%) + span.sheet-oracle-result Roll twice more on this table. Both results occur. If they are the same result, make it worse. \ No newline at end of file diff --git a/Ironcrunch/src/components/moves/content/reach-a-milestone.pug b/Ironcrunch/src/components/moves/content/reach-a-milestone.pug new file mode 100644 index 0000000000..0fab3c9fd0 --- /dev/null +++ b/Ironcrunch/src/components/moves/content/reach-a-milestone.pug @@ -0,0 +1,11 @@ +include ../mixins/container + +mixin ReachAMilestone(values) + +container(values) + p When you make significant progress in your quest by overcoming a critical obstacle, completing a perilous journey, solving a complex mystery, defeating a powerful threat, gaining vital support, or acquiring a crucial item, you may mark progress. + ul + li Troublesome quest: Mark 3 progress. + li Dangerous quest: Mark 2 progress. + li Formidable quest: Mark 1 progress. + li Extreme quest: Mark 2 ticks. + li Epic quest: Mark 1 tick. diff --git a/Ironcrunch/src/components/moves/content/reach-your-destination.pug b/Ironcrunch/src/components/moves/content/reach-your-destination.pug new file mode 100644 index 0000000000..c071b5ddc3 --- /dev/null +++ b/Ironcrunch/src/components/moves/content/reach-your-destination.pug @@ -0,0 +1,12 @@ +include ../mixins/container + +mixin ReachYourDestination(values) + +container(values) + p Progress Move + p When your journey comes to an end, roll the challenge dice and compare to your progress. Momentum is ignored on this roll. + p On a strong hit, the situation at your destination favors you. Choose one. + ul + li Make another move now (not a progress move), and add +2. + li Take +2 momentum. + p On a weak hit, you arrive but face an unforeseen hazard or complication. Envision what you find, and take +1 momentum. + p On a miss, you have gone hopelessly astray, your objective is lost to you, or you were misled about your destination. If your journey continues, clear all but one filled progress, and raise the journey’s rank by one (if not already epic). diff --git a/Ironcrunch/src/components/moves/content/resupply.pug b/Ironcrunch/src/components/moves/content/resupply.pug new file mode 100644 index 0000000000..911dd5e9b0 --- /dev/null +++ b/Ironcrunch/src/components/moves/content/resupply.pug @@ -0,0 +1,15 @@ +include ../mixins/container + +mixin Resupply(values) + +container(values) + p When you hunt, forage or scavenge, roll +wits. + p On a strong hit, you bolster your resources. If you have the unprepared condition, you may clear it. Then, take up to +3 supply and +1d2-1 wealth. + p On a weak hit, take up to +2 supply, but suffer -1 momentum for each. + p On a hit, if you are looting the dead, envision what you loot according to the dead’s wearing, gear or nature and take +wealth according to its rank. If the rank is... + ul + li Troublesome: Take +1d2-1 + li Dangerous: Take +1d2 wealth. + li Formidable: Take +1d3 wealth. + li Extreme: Take +1d4 wealth. + li Epic: Take +1d6 wealth. + p On a miss, you find nothing helpful or your assumptions betray you. Pay the Price. \ No newline at end of file diff --git a/Ironcrunch/src/components/moves/content/reveal-a-danger.pug b/Ironcrunch/src/components/moves/content/reveal-a-danger.pug new file mode 100644 index 0000000000..6049ae9540 --- /dev/null +++ b/Ironcrunch/src/components/moves/content/reveal-a-danger.pug @@ -0,0 +1,8 @@ +include ../mixins/container +include ../mixins/oracle-table +include ../../../data/oracles + +mixin RevealADanger(values) + +container(values) + p When you are undertaking a journey and are waylaid by a perilous event, or delving the depths of a site and find yourself in a risky situation, make the most obvious negative outcome happen from the following tables, or roll on them to determine what kind of danger you encounter. + +oracleTable(oracles.ironcrunch['Reveal A Danger'], 'ironcrunch') diff --git a/Ironcrunch/src/components/moves/content/secure-an-advantage.pug b/Ironcrunch/src/components/moves/content/secure-an-advantage.pug new file mode 100644 index 0000000000..4042b25204 --- /dev/null +++ b/Ironcrunch/src/components/moves/content/secure-an-advantage.pug @@ -0,0 +1,15 @@ +include ../mixins/container + +mixin SecureAnAdvantage(values) + +container(values) + p When you assess a situation, make preparations, or attempt to gain leverage, envision your action and roll. If you act... + li With speed, agility, or precision: Roll +edge. + li With charm, loyalty, or courage: Roll +heart. + li With aggressive action, forceful defense, strength, or endurance: Roll +iron. + li With deception, stealth, or trickery: Roll +shadow. + li With expertise, insight, or observation: Roll +wits. + p On a strong hit, you gain advantage. Choose one. + li Take control: Make another move now (not a progress move), and add +2. + li Prepare to act: Take +4 momentum. + p On a weak hit, your advantage is short-lived. Take +2 momentum. + p On a miss, you fail or your assumptions betray you. Pay the Price. diff --git a/Ironcrunch/src/components/moves/content/show-resilience.pug b/Ironcrunch/src/components/moves/content/show-resilience.pug new file mode 100644 index 0000000000..f8336089e5 --- /dev/null +++ b/Ironcrunch/src/components/moves/content/show-resilience.pug @@ -0,0 +1,21 @@ +include ../mixins/container + +mixin ShowResilience(values) + +container(values) + p When you make a move, and have in a hand a resilience card with the corresponding suit of the move, these beings… + ul + li Spades (♠): Combat and suffer moves. + li Clubs (♣): Adventure and Delve moves. + li Hearts (♥): Relationship, companion and recovery moves. + li Diamonds (♦): Quest and asset moves. + p You may… + ul + li Ready yourself to not make previous missteps: Play the resilience card before rolling. + li Instantly recover from a misstep: Play the resilience card after rolling, but suffer -2 momentum. + p Then, modify the roll as per the value of the card right before reshuffling back into the deck. + ul + li Ace: You may reroll any dice. Take +4 momentum. + li K: Score a strong hit, or Inflict Harm once more and make it piercing. + li Q: Count a miss as a weak hit, and a weak hit as a strong hit; or Inflict Harm once more. + li J: Score a weak hit, or make the harm piercing. + li 2-10: Add this amount to the roll. \ No newline at end of file diff --git a/Ironcrunch/src/components/moves/content/sojourn.pug b/Ironcrunch/src/components/moves/content/sojourn.pug new file mode 100644 index 0000000000..842654abc0 --- /dev/null +++ b/Ironcrunch/src/components/moves/content/sojourn.pug @@ -0,0 +1,24 @@ + +include ../mixins/container + +mixin Sojourn(values) + +container(values) + p When you spend time in a community, roll +heart. If you share a bond, add +2. + p On strong hit, clear a starved condition; then, you and your allies may each choose two from within the categories below. On a weak hit, choose one. If you share a bond, choose one more. + p On a hit, you and your allies may each reduce the severity of the amnesiac condition by 1, or clear the dazed condition. Then, you and your allies may each focus on one of your chosen recover actions and roll +heart again. If you share a bond, add +2. On a strong hit, take the double for that action. On a weak hit, take +2 more. On a miss, it goes badly and you lose all benefits for that action. + p Clear a Condition + ul + li Mend: Clear a blinded, deafened, palsied, poisoned, weakened and wounded condition. Then, take 25% of your maximum health. + li Cheer: Reduce the severity of a compulsed and hallucinating condition by 1, and clear a shaken, stupefied and unsteady condition. Then, take +2 spirit. + li Equip: Clear an unprepared condition. Then, take +2 supply. + p Recover + ul + li Recuperate: Take +50% of maximum health for yourself and any companions. + li Consort: Take +4 spirit. + li Stock: Take +4 supply. + li Plan: Take +4 momentum. + p Cohabitate + ul + li Tune in to the bruits: Envision how you listen for rumors or acquire information from the community. Then, Gather Information, and add +4. + li Provide aid: Envision what this community needs, or what trouble it is facing. If you chose to help, Swear an Iron Vow and add +2. + p On a miss, you find no help here. Pay the Price. \ No newline at end of file diff --git a/Ironcrunch/src/components/moves/content/strengthen-their-loyalty.pug b/Ironcrunch/src/components/moves/content/strengthen-their-loyalty.pug new file mode 100644 index 0000000000..c0e89a542a --- /dev/null +++ b/Ironcrunch/src/components/moves/content/strengthen-their-loyalty.pug @@ -0,0 +1,12 @@ +include ../mixins/container + +mixin StrengthenTheirLoyalty(values) + +container(values) + p When you dedicate yourself to spend a significant time with your companion, envision that moment and roll +heart. If your companion is a hireling, roll +wealth instead. If you share a bond, you may reroll any dice. + p On a strong hit, your conditional companion feels more akin with your company. Give +your heart+2 to their loyalty. If the conditional companion is a hireling, also suffer -1 wealth. If you use this exchange to Forge a Bond, make that move now and add +2. + p On a weak hit, as above, but you must also choose one. + ul + li It was emotionally demanding: Endure Stress (1 stress). + li It was resource demanding: Suffer -1 supply. + li It was time consuming: Suffer -2 momentum. + p On a miss, the moment doesn’t go as expected. Pay the Price. diff --git a/Ironcrunch/src/components/moves/content/strike.pug b/Ironcrunch/src/components/moves/content/strike.pug new file mode 100644 index 0000000000..774fa6d4cf --- /dev/null +++ b/Ironcrunch/src/components/moves/content/strike.pug @@ -0,0 +1,22 @@ +include ../mixins/container + +mixin Strike(values) + +container(values) + p When you have initiative and attack with the intent to inflict harm, determine if you are hitting your foe’s protection or breaking their defense rating. If you are foe’s protection is 0 or you are doing the latter, fix one challenge die as per your foe’s defense rating. Then, envision your approach. If you're making this move repeatedly, but with another offensive maneuver, add +1. If you… + ul + li Attack in close quarters: Roll +iron. + li Attack at range or with a precise weapon: Roll +edge. + li Attack an unaware target, or without warning, at close range: Roll +shadow. + p On a strong hit, Inflict Harm and add +1. You retain the initiative. + p On a weak hit, Inflict Harm and lose the initiative. If you are attacking at range, choose one. + ul + li Your attack winged: Roll twice and use the lowest result. + li You wasted ammo: Suffer -1 supply. + li Your thrown weapon is lost or destroyed. + li You attract unexpected attention: Suffer -1 momentum. + p If you are attacking a foe that is unaware and score a hit, envision you strike. On a strong hit, you go undetected; when you Inflict Harm, you may suffer -1 momentum and choose two. On a weak hit, you hit your target, but not without getting spotted; when you Inflict Harm, you may suffer -1 momentum and chose one; then, Enter the Fray. + ul + li You strike fiercely: Inflict +1d4 harm. + li You strike on a weak spot: Your harm is penetrating. + li You find the best way to strike: You may reroll any dice. + p On a miss, your foe has initiative. \ No newline at end of file diff --git a/Ironcrunch/src/components/moves/content/swear-an-iron-vow.pug b/Ironcrunch/src/components/moves/content/swear-an-iron-vow.pug new file mode 100644 index 0000000000..c751753d96 --- /dev/null +++ b/Ironcrunch/src/components/moves/content/swear-an-iron-vow.pug @@ -0,0 +1,11 @@ +include ../mixins/container + +mixin SwearAnIronVow(values) + +container(values) + p When you swear upon iron to complete a quest, write your vow and give the quest a rank. Then, roll +heart. If you make this vow to a person or community with whom you share a bond, add +2. + p On a strong hit, you are emboldened and it is clear what you must do next. Take +2 momentum. + p On a weak hit, you are determined but begin your quest with more questions than answers. Take +1 momentum, and envision what you do to find a path forward. + p On a miss, you face a significant obstacle before you can begin your quest. Envision what stands in your way, and choose one. + ul + li You press on: Suffer -2 momentum, and do what you must to overcome this obstacle. + li You give up: Forsake Your Vow. \ No newline at end of file diff --git a/Ironcrunch/src/components/moves/content/take-a-downtime.pug b/Ironcrunch/src/components/moves/content/take-a-downtime.pug new file mode 100644 index 0000000000..10661ab82a --- /dev/null +++ b/Ironcrunch/src/components/moves/content/take-a-downtime.pug @@ -0,0 +1,10 @@ +include ../mixins/container + +mixin TakeADowntime(values) + +container(values) + p When you spend weeks or months recuperating in a safe place and have at least 1 experience, suffer -1 experience in exchange of the following. + ul + li Clear your conditions (not corrupted nor maimed). + li Set your tracks to their maximum. + li Reset your momentum. + li Take +2d4+2 wealth. \ No newline at end of file diff --git a/Ironcrunch/src/components/moves/content/take-conditional-companion.pug b/Ironcrunch/src/components/moves/content/take-conditional-companion.pug new file mode 100644 index 0000000000..0cd7e8144d --- /dev/null +++ b/Ironcrunch/src/components/moves/content/take-conditional-companion.pug @@ -0,0 +1,8 @@ +include ../mixins/container + +mixin TakeConditionalCompanion(values) + +container(values) + p When you meet a character with the same objective as you, or that is willing to follow you in exchange of getting paid, you may attempt to convince them to join your quest. If you do, roll +heart; if the character is a hireling, roll +wealth instead. If you share a bond, you may reroll any dice. + p On a strong hit, the character joins you as a conditional companion. Fill their companion sheet, setting their loyalty track as your heart+2 (maximum is 10). If the companion is a hireling, suffer -2 wealth. + p On a weak hit, as above, but they ask something of you in return; envision what they want. + p On a miss, the character refuses to join you or make a demand that cost you greatly. Pay the Price. diff --git a/Ironcrunch/src/components/moves/content/take-on-overload.pug b/Ironcrunch/src/components/moves/content/take-on-overload.pug new file mode 100644 index 0000000000..8e541bfa65 --- /dev/null +++ b/Ironcrunch/src/components/moves/content/take-on-overload.pug @@ -0,0 +1,5 @@ +include ../mixins/container + +mixin TakeOnOverload(values) + +container(values) + p When you have more weight than your maximum load, take the encumbered condition. \ No newline at end of file diff --git a/Ironcrunch/src/components/moves/content/test-their-loyalty.pug b/Ironcrunch/src/components/moves/content/test-their-loyalty.pug new file mode 100644 index 0000000000..8645e2c343 --- /dev/null +++ b/Ironcrunch/src/components/moves/content/test-their-loyalty.pug @@ -0,0 +1,12 @@ +include ../mixins/container + +mixin TestTheirLoyalty(values) + +container(values) + p When your conditional companion’s loyalty is at its minimum (0), you can attempt to convince them to stay by your side. If you do, roll +heart. If the companion is a hireling, roll +wealth instead. Add +2 if you share a bond. If their goal is lost to you, count this move as a miss. + p On a strong hit, your companion stands by your side. Give +you heart+1 to their loyalty. Take +1 momentum. + p On a weak hit, as above, but they ask something in return. Choose one. + ul + li Provisions: Suffer -2 supply. + li A valuable item: Dicard an equipment or consumable item, or suffer -1 wealth. + li A promise: Envision what they ask of you that need to be resolved besides their current goal, and Swear an Iron Vow to do it. + p On a miss, or if you have no interest in them to follow you, the Conditional Companion Abandons you. If you share a bond with them, also Test Your Bond. \ No newline at end of file diff --git a/Ironcrunch/src/components/moves/content/test-your-bond.pug b/Ironcrunch/src/components/moves/content/test-your-bond.pug new file mode 100644 index 0000000000..62303b49e9 --- /dev/null +++ b/Ironcrunch/src/components/moves/content/test-your-bond.pug @@ -0,0 +1,11 @@ +include ../mixins/container + +mixin TestYourBond(values) + +container(values) + p When your bond is tested through conflict, betrayal, or circumstance, roll +heart. + p On a strong hit, this test has strengthened your bond. Choose one. + ul + li Take +2 spirit. + li Take +4 momentum. + p On a weak hit, your bond is fragile and you must prove your loyalty. Envision what they ask of you, and do it (or Swear an Iron Vow). If you refuse or fail, clear the bond and Pay the Price. + p On a miss, or if you have no interest in maintaining this relationship, clear the bond and Pay the Price. \ No newline at end of file diff --git a/Ironcrunch/src/components/moves/content/trade.pug b/Ironcrunch/src/components/moves/content/trade.pug new file mode 100644 index 0000000000..e4f98061cd --- /dev/null +++ b/Ironcrunch/src/components/moves/content/trade.pug @@ -0,0 +1,7 @@ +include ../mixins/container + +mixin Trade(values) + +container(values) + p When you meet someone that offers you an item or service in exchange for wealth, suffer -wealth as the cost of the item or service. + p If you are acquiring supply, suffer -1 wealth in exchange for +2 supply. + p If you are making this move to obtain wealth in exchange for supply or an item (that is not a consumable item), take +1 wealth per -2 supply, or +wealth as per the weight of the item in exchange for losing it. \ No newline at end of file diff --git a/Ironcrunch/src/components/moves/content/turn-the-tide.pug b/Ironcrunch/src/components/moves/content/turn-the-tide.pug new file mode 100644 index 0000000000..ed073fd369 --- /dev/null +++ b/Ironcrunch/src/components/moves/content/turn-the-tide.pug @@ -0,0 +1,6 @@ +include ../mixins/container + +mixin TurnTheTide(values) + +container(values) + p Once per fight, when you risk it all, you may steal initiative from your foe to make a move (not a progress move). When you do, add +2 and take +2 momentum on a hit. + p If you fail to score a hit on that move, you must suffer a dire outcome. Pay the Price. diff --git a/Ironcrunch/src/components/moves/content/undertake-a-journey.pug b/Ironcrunch/src/components/moves/content/undertake-a-journey.pug new file mode 100644 index 0000000000..70944ebd2b --- /dev/null +++ b/Ironcrunch/src/components/moves/content/undertake-a-journey.pug @@ -0,0 +1,25 @@ +include ../mixins/container + +mixin UndertakeAJourney(values) + +container(values) + p When you travel across hazardous or unfamiliar lands, set the rank of your journey. + ul + li Troublesome journey: 3 progress per waypoint. + li Dangerous journey: 2 progress per waypoint. + li Formidable journey: 1 progress per waypoint. + li Extreme journey: 2 ticks per waypoint. + li Epic journey: 1 tick per waypoint. + p Then, for each segment of your journey, roll +wits. If you are setting off from a community with which you share a bond, add +2 to your initial roll. + p If you are making this move for the fourth time, without having done the Make Camp move or Sojourn move, take a condition as appropriate to the circumstances. + p On a strong hit, choose one. + ul + li You make good use of your resources: Mark progress and take +2 momentum. + li You move with scrutiny: Mark progress and Find an Opportunity. + li You move at speed: Mark progress twice and take +1 momentum, but suffer -1 supply. + p On a weak hit, choose one. + ul + li You go as expected: Mark progress, but suffer -1 supply. + li You move with precaution: Mark progress and Find an Opportunity, but suffer -1 supply and -2 momentum. + li You move at speed, but with a cost: Mark progress twice and take +1 momentum, but suffer -2 supply and Reveal a Danger. + li You explore: Find an Opportunity, but suffer -1 momentum. + p On a miss, you have gone hopelessly astray, your objective is lost to you, or you were misled about your destination. If your journey continues, clear all but one filled progress, and raise the journey's rank by one (if not already epic). diff --git a/Ironcrunch/src/components/moves/content/write-your-epilogue.pug b/Ironcrunch/src/components/moves/content/write-your-epilogue.pug new file mode 100644 index 0000000000..526c4746f5 --- /dev/null +++ b/Ironcrunch/src/components/moves/content/write-your-epilogue.pug @@ -0,0 +1,9 @@ +include ../mixins/container + +mixin WriteYourEpilogue(values) + +container(values) + p Progress Move + p When you retire from your life as an Oathkeeper, envision two things: What you hope for, and what you fear. Then, roll the challenge dice and compare to your bonds. + p On a strong hit, things come to pass as you hoped. + p On a weak hit, your life takes an unexpected turn, but not necessarily for the worse. You find yourself spending your days with someone or in a place you did not foresee. Envision it. + p On a miss, your fears are realized. \ No newline at end of file diff --git a/Ironcrunch/src/components/moves/mixins/container.pug b/Ironcrunch/src/components/moves/mixins/container.pug new file mode 100644 index 0000000000..308b16ead1 --- /dev/null +++ b/Ironcrunch/src/components/moves/mixins/container.pug @@ -0,0 +1,36 @@ +mixin container(opts) + input(type='radio' name='attr_move_preview' class=`sheet-${opts.class} sheet-hide` value=opts.radio) + div(class=`sheet-${opts.class} sheet-showhide`) + div.sheet-move-title.sheet-move-preview=opts.title + if opts.roll + div.sheet-roll-viewer + if opts.progress + label.sheet-roll-label Roll Progress + button( + type="roll" + title=opts.title + name=`roll${opts.name}` + class='sheet-hide' + value=`&{template:ironcrunch_progress} {{header=@{character_name}}} {{progress_name=${opts.title}}} {{progress=[[?{Filled Progress|0}]]}} {{challenge1=[[d10]]}} {{challenge2=[[d10]]}}` + ) + else if opts.oracle + label.sheet-roll-label Roll Oracle + button( + type="roll" + title=opts.title + name=`roll${opts.name}` + class='sheet-hide' + value=`&{template:${opts.type}} {{header=${opts.title}}} {{${opts.name}=[[d100]]}}` + ) + else + label.sheet-roll-label Roll + button( + type="roll" + title=`${opts.title} Move` + class='sheet-hide' + name=`roll${opts.name}` + value!=`&{template:ironcrunch_moves} {{header=@{character_name}}} {{name=${opts.title}}} {{action=[[d12+${opts.stat}+(?{Modifier|0})]]}} {{negate1=[[1+${opts.stat_repeat}+(?{Modifier|0})]]}} {{negate2=[[2+${opts.stat_repeat}+(?{Modifier|0})]]}} {{negate3=[[3+${opts.stat_repeat}+(?{Modifier|0})]]}} {{negate4=[[4+${opts.stat_repeat}+(?{Modifier|0})]]}} {{negate5=[[5+${opts.stat_repeat}+(?{Modifier|0})]]}} {{negate6=[[6+${opts.stat_repeat}+(?{Modifier|0})]]}} {{negate7=[[7+${opts.stat_repeat}+(?{Modifier|0})]]}} {{negate8=[[8+${opts.stat_repeat}+(?{Modifier|0})]]}} {{negate9=[[9+${opts.stat_repeat}+(?{Modifier|0})]]}} {{negate10=[[10+${opts.stat_repeat}+(?{Modifier|0})]]}} {{negate11=[[11+${opts.stat_repeat}+(?{Modifier|0})]]}} {{negate12=[[12+${opts.stat_repeat}+(?{Modifier|0})]]}} {{challenge1=[[d20]]}} {{challenge2=[[d20]]}} {{momentum=[[@{momentum}]]}} {{modifiers=[[${opts.stat_repeat}+(?{Modifier|0})]]}} {{add=[[(?{Modifier|0})]]}} {{stat=[[${opts.stat_repeat}]]}} {{loadEncMin=[[@{max_load}+${opts.stat_repeat}+(?{Modifier|0})]]}} {{loadEncMax=[[12+${opts.stat_repeat}+(?{Modifier|0})]]}} {{encumbered=[[@{encumbered_enabled}]]}}` + ) + div.sheet-move-description + block + div.sheet-oracle-footer.sheet-move-page-footer=`Ironcrunch - ${opts.page}` \ No newline at end of file diff --git a/Ironcrunch/src/components/moves/mixins/oracle-table.pug b/Ironcrunch/src/components/moves/mixins/oracle-table.pug new file mode 100644 index 0000000000..4d96eb8c5f --- /dev/null +++ b/Ironcrunch/src/components/moves/mixins/oracle-table.pug @@ -0,0 +1,21 @@ +mixin oracleTable(group, type, key) + .move-sub-nav + each oracle, index in group.oracles + label.btn.move-nav-child + input(type='radio' name=`attr_${group.id}_button` class='hide table-btn' value=index) + .move-nav-content=oracle.name + each oracle, index in group.oracles + input(type='radio' name=`attr_${group.id}_tables` class=`${oracle.class} hide` value=index) + div(class=`${oracle.class} showhide`) + label.sheet-roll-label.sheet-embedded-btn Roll Oracle + button.sheet-hide( + type='roll' + title=`@{roll_${group.id}_oracle}` + name=`roll_${group.id}_oracle` + value=`&{template:${type}_oracles} {{header=${oracle.name}}} {{${oracle.roll_id}=[[${oracle.dice}]]}}` + ) + .sheet-oracle-table + each row in oracle.rows + .oracle-row + span.sheet-oracle-roll=row.roll + span.sheet-oracle-result!=row.result \ No newline at end of file diff --git a/Ironcrunch/src/components/moves/mixins/strong.pug b/Ironcrunch/src/components/moves/mixins/strong.pug new file mode 100644 index 0000000000..1173f51cdd --- /dev/null +++ b/Ironcrunch/src/components/moves/mixins/strong.pug @@ -0,0 +1,2 @@ +mixin strong(value) + #{value} \ No newline at end of file diff --git a/Ironcrunch/src/components/moves/moves.pug b/Ironcrunch/src/components/moves/moves.pug new file mode 100644 index 0000000000..81382febe2 --- /dev/null +++ b/Ironcrunch/src/components/moves/moves.pug @@ -0,0 +1,171 @@ +//- TODO: Convert oracle moves to all use data json +include ../../data/group-list +include ../../data/move-list +include ./mixins/container + +//- ## Search Bar +input(type='radio' class='sheet-hide sheet-full-move-list' name='attr_move_view' value='1' checked) +div.sheet-full-move-list.sheet-showhide + div.sheet-search-bar + input(type='text' class='sheet-search-bar' name='attr_move_search' placeholder='Search') + label.sheet-clear-search CLEAR + input(type='checkbox' class='sheet-hide' name='attr_clear_search') + //- ## List of Moves + div.sheet-move-container + input(type='radio' class='sheet-hide' name='attr_selected_move') + each group in moveGroups + div.sheet-move-group + div.sheet-move-group-title + h3=group.title + each move in group.moves + div.sheet-move-list + label.sheet-move + input(type='radio' class='sheet-hide sheet-selected-move' name='attr_selected_move' value=move.value) + input(type='checkbox' class='sheet-hide sheet-move-highlight' name=`attr_${move.value}_highlight`) + div.sheet-move-name=move.name +//- ## Move Details +input(type='radio' class='sheet-hide sheet-move-preview' name='attr_move_view' value='2') +div.sheet-move-preview.sheet-showhide + div.sheet-preview-bar + div.sheet-search-preview-bar + input(type='text' class='sheet-search-preview-bar' name='attr_move_search' placeholder='Search') + label.sheet-clear-search CLEAR + input(type='checkbox' class='sheet-hide' name='attr_clear_search') + div.sheet-close-bar + label.sheet-close-preview CLOSE PREVIEW + input(type='checkbox' class='sheet-hide' name='attr_close_move_preview') + div.sheet-preview-container + div.sheet-move-scroll-list + each group in moveGroups + div.sheet-move-group-scroll + div.sheet-move-group-title + h3=group.title + each move in group.moves + div.sheet-move-list + label.sheet-move + input(type='radio' class='sheet-hide' name='attr_selected_move' value=move.value) + input(type='checkbox' class='sheet-hide sheet-move-highlight' name=`attr_${move.value}_highlight`) + div.sheet-move-name=move.name + div.sheet-move-preview-container + include ./content/advance + +Advance(moveList.advance) + include ./content/aid-your-ally + +AidYourAlly(moveList.aid_your_ally) + include ./content/ask-the-oracle + +AskTheOracle(moveList.ask_the_oracle) + include ./content/battle + +Battle(moveList.battle) + include ./content/burn-momentum + +BurnMomentum(moveList.burn_momentum) + include ./content/check-your-gear + +CheckYourGear(moveList.check_your_gear) + include ./content/clash + +Clash(moveList.clash) + include ./content/companion-becomes-unconditional + +CompanionBecomesUnconditional(moveList.companion_becomes_unconditional) + include ./content/compel + +Compel(moveList.compel) + include ./content/conditional-companion-abandons + +ConditionalCompanionAbandons(moveList.conditional_companion_abandons) + include ./content/conditional-companion-acts + +ConditionalCompanionActs(moveList.conditional_companion_acts) + include ./content/delve-the-depths + +DelveTheDepths(moveList.delve_the_depths) + include ./content/discover-a-site + +DiscoverASite(moveList.discover_a_site) + include ./content/draw-the-circle + +DrawTheCircle(moveList.draw_the_circle) + include ./content/end-the-fight + +EndTheFight(moveList.end_the_fight) + include ./content/endure-harm + +EndureHarm(moveList.endure_harm) + include ./content/endure-stress + +EndureStress(moveList.endure_stress) + include ./content/enter-the-fray + +EnterTheFray(moveList.enter_the_fray) + include ./content/escape-the-depths + +EscapeTheDepths(moveList.escape_the_depths) + include ./content/face-a-setback + +FaceASetback(moveList.face_a_setback) + include ./content/face-danger + +FaceDanger(moveList.face_danger) + include ./content/face-death + +FaceDeath(moveList.face_death) + include ./content/face-desolation + +FaceDesolation(moveList.face_desolation) + include ./content/find-an-opportunity + +FindAnOpportunity(moveList.find_an_opportunity) + include ./content/foe-inflicts-harm + +FoeInflictsHarm(moveList.foe_inflicts_harm) + include ./content/forge-a-bond + +ForgeABond(moveList.forge_a_bond) + include ./content/forsake-your-vow + +ForsakeYourVow(moveList.forsake_your_vow) + include ./content/fulfill-your-vow + +FulfillYourVow(moveList.fulfill_your_vow) + include ./content/gather-information + +GatherInformation(moveList.gather_information) + include ./content/heal + +Heal(moveList.heal) + include ./content/hearten + +Hearten(moveList.hearten) + include ./content/inflict-harm + +InflictHarm(moveList.inflict_harm) + include ./content/learn-from-faults + +LearnFromFaults(moveList.learn_from_faults) + include ./content/locate-your-objective + +LocateYourObjective(moveList.locate_your_objective) + include ./content/make-an-effort + +MakeAnEffort(moveList.make_an_effort) + include ./content/make-camp + +MakeCamp(moveList.make_camp) + include ./content/manifest-insanity + +ManifestInsanity(moveList.manifest_insanity) + include ./content/not-assist-conditional-companion + +NotAssistConditionalCompanion(moveList.not_assist_conditional_companion) + include ./content/order-conditional-companion + +OrderConditionalCompanion(moveList.order_conditional_companion) + include ./content/out-of-supply + +OutOfSupply(moveList.out_of_supply) + include ./content/patch-equipment + +PatchEquipment(moveList.patch_equipment) + include ./content/pay-the-price + +PayThePrice(moveList.pay_the_price) + include ./content/reach-a-milestone + +ReachAMilestone(moveList.reach_a_milestone) + include ./content/reach-your-destination + +ReachYourDestination(moveList.reach_your_destination) + include ./content/resupply + +Resupply(moveList.resupply) + include ./content/reveal-a-danger + +RevealADanger(moveList.reveal_a_danger) + include ./content/secure-an-advantage + +SecureAnAdvantage(moveList.secure_an_advantage) + include ./content/show-resilience + +ShowResilience(moveList.show_resilience) + include ./content/sojourn + +Sojourn(moveList.sojourn) + include ./content/strengthen-their-loyalty + +StrengthenTheirLoyalty(moveList.strengthen_their_loyalty) + include ./content/strike + +Strike(moveList.strike) + include ./content/swear-an-iron-vow + +SwearAnIronVow(moveList.swear_an_iron_vow) + include ./content/take-a-downtime + +TakeADowntime(moveList.take_a_downtime) + include ./content/take-conditional-companion + +TakeConditionalCompanion(moveList.take_conditional_companion) + include ./content/take-on-overload + +TakeOnOverload(moveList.take_on_overload) + include ./content/test-their-loyalty + +TestTheirLoyalty(moveList.test_their_loyalty) + include ./content/test-your-bond + +TestYourBond(moveList.test_your_bond) + include ./content/trade + +Trade(moveList.trade) + include ./content/turn-the-tide + +TurnTheTide(moveList.turn_the_tide) + include ./content/undertake-a-journey + +UndertakeAJourney(moveList.undertake_a_journey) + include ./content/write-your-epilogue + +WriteYourEpilogue(moveList.write_your_epilogue) diff --git a/Ironcrunch/src/components/moves/moves.styl b/Ironcrunch/src/components/moves/moves.styl new file mode 100644 index 0000000000..76b8b011cd --- /dev/null +++ b/Ironcrunch/src/components/moves/moves.styl @@ -0,0 +1,387 @@ +div + &.sheet-search-bar + display flex + justify-content center + width 100% + margin 1em 0em 0.5em 0em + &.sheet-preview-bar + justify-content space-between + width 100% + display flex + margin 1em 0em 0.5em 0em + &.sheet-search-preview-bar + display flex + width auto + &.sheet-move-nav-content + padding 0.2em + width 100% + +input + &.sheet-search-preview-bar + width 17.6em + border 2px solid #4C4D4F + border-radius 0 + &:focus + outline 3px solid #fd0 + outline-offset 0 + box-shadow inset 0 0 0 2px + &.sheet-search-bar + width 50% + border 2px solid #4C4D4F + &:focus + outline 3px solid #fd0 + outline-offset 0 + box-shadow inset 0 0 0 2px + &.sheet-table-btn + &:checked + & ~ div + &.sheet-move-nav-content + background #4c4d4f + color #fff + transition 0.5s ease + +.sheet-preview-container + display flex + justify-content space-between + font-size 1em + flex-flow row + font-weight normal + height auto + margin-top 1em + .sheet-move-scroll-list + width 21.9em + overflow auto + border 2px solid #4C4D4F + padding 0 + height 50em + +.sheet-move-container + display flex + flex-wrap wrap + flex-direction column + justify-content space-between + height 43em + margin-top 1em + display flex + font-size 1em + font-weight normal + .sheet-move-scroll-list + overflow auto + border 2px solid #4C4D4F + padding 1em + width max-content + +.sheet-move + margin 0em + color #4c4d4f + display flex + padding 0 + +.sheet-move-group-title + background #4c4d4f + h3 + color #fff + +.sheet-move-highlight + &:checked + & ~ .sheet-move-name + background #fd0 + outline-offset 0 + box-shadow inset 0 0 0 2px + +.sheet-move-list + padding 0 + label + cursor pointer + div + font-weight 600 + width 100% + font-size 14px + text-align center + margin 0 0 0px + padding 0.1em + text-transform none + &:hover + transition 0.3s ease + background #606060 !important + color #fff + &:nth-child(2n + & + 1) + background-color #ddd + +.sheet-move-column + display flex + flex-direction column + margin-right 10px + +span + &.sheet-move-result + width 36em + &.sheet-preview-move-roll + width 60% + margin-left 1em + +.sheet-move-group + border 2px solid #4C4D4F + box-sizing border-box + width 30% + margin 0.3em + height fit-content + height -moz-fit-content + +.sheet-move-group-scroll + border 2px solid #4C4D4F + box-sizing border-box + height fit-content + height -moz-fit-content + +.sheet-move-box + &:nth-child(n + & + 2) + margin-top 10px + +.sheet-move-title + background-color #4C4D4F + color #fff + border-bottom 1px solid #4C4D4F + font-size 1.4em + font-weight bold + padding 0.2em 0.5em 0.1em 0.7em + text-transform uppercase + width 11.7em + +.sheet-move-preview + width auto + +.sheet-move-page-footer + text-align right !important + padding-right 1em + +.sheet-move-preview-container + width 62% + p + font-size 15px + margin 0 + ul + margin 2px 0px 5px 25px + font-size 15px + li + font-size 15px + +.sheet-move-show + display inline-flex + font-size 1em + margin 0em + padding 0.3em + &:hover + background #969696 + cursor pointer + transition 0.5s ease + +.sheet-column-wrap + flex-flow column wrap + width 22.5em + +.sheet-move-delve-table + width auto !important + +.sheet-move-description + std-font('Crimson Text') + padding 1em + border 2px solid #4C4D4F + p + margin-bottom 0.3em + +.sheet-move-table + border none + width 30.5em + font-size 12px + +.sheet-move-roll + width 18% + +.sheet-move-footer + background-color #434b4d + color #fff + line-height 0.9em + font-size 0.9em + std-font('Crimson Text') + font-variant small-caps + font-weight bold + text-align left + padding 0.5rem + +.sheet-close-preview + width 36.6em + height auto + margin 0 + font-weight bold + font-size 14px + padding 0.2em 0.2em 0.2em 0.2em + border 2px solid #494a4c + cursor pointer + text-align center + &:hover + background-color #ccc + color #4c4d4f + transition 0.5s ease + +.sheet-clear-search + width fit-content + width -moz-fit-content + height auto + margin 0 + font-weight bold + font-size 14px + padding 0.2em 0.2em 0.2em 0.2em + border 2px solid #494a4c + cursor pointer + &:hover + background-color #ccc + color #4c4d4f + transition 0.5s ease + +.sheet-selected-move + z-index 3 + &:checked + & ~ .sheet-move-name + background #434b4d !important + color #fff !important + +input.sheet-move-preview:checked ~ div.sheet-move-preview, +input.sheet-full-move-list:checked ~ div.sheet-full-move-list + show-hide() + +input[type=radio].sheet-face-danger:checked ~ div.sheet-face-danger, +input[type=radio].sheet-secure-an-advantage:checked ~ div.sheet-secure-an-advantage, +input[type=radio].sheet-gather-information:checked ~ div.sheet-gather-information, +input[type=radio].sheet-heal:checked ~ div.sheet-heal, +input[type=radio].sheet-resupply:checked ~ div.sheet-resupply, +input[type=radio].sheet-make-camp:checked ~ div.sheet-make-camp, +input[type=radio].sheet-undertake-a-journey:checked ~ div.sheet-undertake-a-journey, +input[type=radio].sheet-reach-your-destination:checked ~ div.sheet-reach-your-destination, +input[type=radio].sheet-compel:checked ~ div.sheet-compel, +input[type=radio].sheet-sojourn:checked ~ div.sheet-sojourn, +input[type=radio].sheet-draw-the-circle:checked ~ div.sheet-draw-the-circle, +input[type=radio].sheet-forge-a-bond:checked ~ div.sheet-forge-a-bond, +input[type=radio].sheet-test-your-bond:checked ~ div.sheet-test-your-bond, +input[type=radio].sheet-aid-an-ally:checked ~ div.sheet-aid-an-ally, +input[type=radio].sheet-write-your-epilogue:checked ~ div.sheet-write-your-epilogue, +input[type=radio].sheet-enter-the-fray:checked ~ div.sheet-enter-the-fray, +input[type=radio].sheet-strike:checked ~ div.sheet-strike, +input[type=radio].sheet-clash:checked ~ div.sheet-clash, +input[type=radio].sheet-turn-the-tide:checked ~ div.sheet-turn-the-tide, +input[type=radio].sheet-end-the-fight:checked ~ div.sheet-end-the-fight, +input[type=radio].sheet-battle:checked ~ div.sheet-battle, +input[type=radio].sheet-endure-harm:checked ~ div.sheet-endure-harm, +input[type=radio].sheet-face-death:checked ~ div.sheet-face-death, +input[type=radio].sheet-companion-endure-harm:checked ~ div.sheet-companion-endure-harm, +input[type=radio].sheet-endure-stress:checked ~ div.sheet-endure-stress, +input[type=radio].sheet-face-desolation:checked ~ div.sheet-face-desolation, +input[type=radio].sheet-out-of-supply:checked ~ div.sheet-out-of-supply, +input[type=radio].sheet-face-a-setback:checked ~ div.sheet-face-a-setback, +input[type=radio].sheet-swear-an-iron-vow:checked ~ div.sheet-swear-an-iron-vow, +input[type=radio].sheet-fulfill-your-vow:checked ~ div.sheet-fulfill-your-vow, +input[type=radio].sheet-reach-a-milestone:checked ~ div.sheet-reach-a-milestone, +input[type=radio].sheet-forsake-a-vow:checked ~ div.sheet-forsake-a-vow, +input[type=radio].sheet-advance:checked ~ div.sheet-advance, +input[type=radio].sheet-pay-the-price:checked ~ div.sheet-pay-the-price, +input[type=radio].sheet-ask-the-oracle:checked ~ div.sheet-ask-the-oracle, +input[type=radio].sheet-discover-a-site:checked ~ div.sheet-discover-a-site, +input[type=radio].sheet-delve-the-depths:checked ~ div.sheet-delve-the-depths, +input[type=radio].sheet-find-an-opportunity:checked ~ div.sheet-find-an-opportunity, +input[type=radio].sheet-reveal-a-danger:checked ~ div.sheet-reveal-a-danger, +input[type=radio].sheet-check-your-gear:checked ~ div.sheet-check-your-gear, +input[type=radio].sheet-locate-your-objective:checked ~ div.sheet-locate-your-objective, +input[type=radio].sheet-escape-the-depths:checked ~ div.sheet-escape-the-depths, +input[type=radio].sheet-reveal-danger-alt:checked ~ div.sheet-reveal-danger-alt, +input[type=radio].sheet-wield-rarity:checked ~ div.sheet-wield-rarity, +input[type=radio].sheet-mark-failure:checked ~ div.sheet-mark-failure, +input[type=radio].sheet-learn-from-failures:checked ~ div.sheet-learn-from-failures, +input[type=radio].sheet-advance-threat:checked ~ div.sheet-advance-threat, +input[type=radio].sheet-take-hiatus:checked ~ div.sheet-take-hiatus, +input[type=radio].sheet-burn-momentum:checked ~ div.sheet-burn-momentum, +input[type=radio].sheet-make-an-effort:checked ~ div.sheet-make-an-effort, +input[type=radio].sheet-show-resilience:checked ~ div.sheet-show-resilience, +input[type=radio].sheet-manifest-insanity:checked ~ div.sheet-manifest-insanity, +input[type=radio].sheet-take-on-overload:checked ~ div.sheet-take-on-overload, +input[type=radio].sheet-inflict-harm:checked ~ div.sheet-inflict-harm, +input[type=radio].sheet-foe-inflicts-harm:checked ~ div.sheet-foe-inflicts-harm, +input[type=radio].sheet-hearten:checked ~ div.sheet-hearten, +input[type=radio].sheet-patch-equipment:checked ~ div.sheet-patch-equipment, +input[type=radio].sheet-take-a-downtime:checked ~ div.sheet-take-a-downtime, +input[type=radio].sheet-learn-from-faults:checked ~ div.sheet-learn-from-faults, +input[type=radio].sheet-trade:checked ~ div.sheet-trade, +input[type=radio].sheet-take-conditional-companion:checked ~ div.sheet-take-conditional-companion, +input[type=radio].sheet-strengthen-their-loyalty:checked ~ div.sheet-strengthen-their-loyalty, +input[type=radio].sheet-companion-becomes-unconditional:checked ~ div.sheet-companion-becomes-unconditional, +input[type=radio].sheet-order-conditional-companion:checked ~ div.sheet-order-conditional-companion, +input[type=radio].sheet-not-assist-conditional-companion:checked ~ div.sheet-not-assist-conditional-companion, +input[type=radio].sheet-test-their-loyalty:checked ~ div.sheet-test-their-loyalty, +input[type=radio].sheet-conditional-companion-abandons:checked ~ div.sheet-conditional-companion-abandons, +input[type=radio].sheet-conditional-companion-acts:checked ~ div.sheet-conditional-companion-acts + show-hide() + +// input.sheet-danger-situation:checked ~ div.sheet-danger-situation, +// input.sheet-danger-road:checked ~ div.sheet-danger-road, +// input.sheet-danger-character:checked ~ div.sheet-danger-character, +// input.sheet-opportunity-item:checked ~ div.sheet-opportunity-item, +// input.sheet-opportunity-character:checked ~ div.sheet-opportunity-character, +// input.sheet-opportunity-area:checked ~ div.sheet-opportunity-area, +// input.sheet-insanity-short:checked ~ div.sheet-insanity-short, +// input.sheet-insanity-long:checked ~ div.sheet-insanity-long +// show-hide() + +.sheet-move-nav-child + display flex + width auto + height 1.3em + padding 0 + margin 0.2em 0em 0.2em 0em + text-align center + +::-webkit-scrollbar + -webkit-appearance none + width 7px + +::-webkit-scrollbar-thumb + border-radius 4px + background-color rgba(0,0,0,0.5) + box-shadow 0 0 1px rgba(255,255,255,0.5) + +.sheet-move-delve-column-stat-header, +.sheet-move-delve-stat-column + width 16% + +.sheet-move-delve-column-stat-header-1, +.sheet-move-delve-stat-column-1 + width 17% + +.sheet-move-delve-column-stat-header-2, +.sheet-move-delve-stat-column-2 + width 18% + +.sheet-move-delve-column-stat-header-3, +.sheet-move-delve-stat-column-3 + width 15% + +.sheet-move-delve-column-header, +.sheet-move-delve-column + width 50% + +.sheet-move-delve-column-stat-header, +.sheet-move-delve-column-stat-header-1, +.sheet-move-delve-column-stat-header-2, +.sheet-move-delve-column-stat-header-3, +.sheet-move-delve-column-header + font-weight bold + +.sheet-move-delve-row-header + padding 0px 5px 0px 5px + display flex + height auto + border-bottom 2px solid #4c4d4f + +.sheet-embedded-btn + padding-top 0.2em !important + std-font() \ No newline at end of file diff --git a/Ironcrunch/src/components/nav/character.pug b/Ironcrunch/src/components/nav/character.pug new file mode 100644 index 0000000000..2a64539deb --- /dev/null +++ b/Ironcrunch/src/components/nav/character.pug @@ -0,0 +1,36 @@ +- + var rows = [ + { + pages: [ + { id: '1', text: 'Summary', checked: true }, + { id: '2', text: 'Vows' }, + { id: '3', text: 'Motivations' }, + { id: '4', text: 'Bonds' }, + { id: '11', text: 'Progress' }, + { id: '6', text: 'Conditions' } + ] + }, + { + pages: [ + { id: '7', text: 'Equipment' }, + { id: '5', text: 'Proficiencies' }, + { id: '8', text: 'Assets' }, + { id: '9', text: 'Effort' }, + { id: '10', text: 'Moves' }, + { id: '12', text: 'Oracles' }, + { id: '14', text: 'Sites' } + ] + } + ] + +div.sheet-nav-bar + each row in rows + div.sheet-nav-row + each page in row.pages + div.sheet-nav-child + label.sheet-page-label + if page.checked + input(type='radio' name='attr_character_page_button' class='sheet-hide sheet-page-button' value=page.id checked) + else + input(type='radio' name='attr_character_page_button' class='sheet-hide sheet-page-button' value=page.id) + div.sheet-page-button-back=page.text diff --git a/Ironcrunch/src/components/nav/companion.pug b/Ironcrunch/src/components/nav/companion.pug new file mode 100644 index 0000000000..6125007acb --- /dev/null +++ b/Ironcrunch/src/components/nav/companion.pug @@ -0,0 +1,12 @@ +- + var pages = [ + { id: '1', text: 'Summary' }, + { id: '2', text: 'Proficiencies' } + ] + +div.sheet-nav-bar + each page in pages + div.sheet-nav-child + label.sheet-page-label + input(type='radio' name='attr_companion_page_button' class='sheet-hide sheet-page-button' value=page.id) + div.sheet-page-button-back=page.text diff --git a/Ironcrunch/src/components/nav/nav-bar.styl b/Ironcrunch/src/components/nav/nav-bar.styl new file mode 100644 index 0000000000..e47e8986af --- /dev/null +++ b/Ironcrunch/src/components/nav/nav-bar.styl @@ -0,0 +1,39 @@ +.sheet-nav-bar + display flex + justify-content space-evenly + margin-top 0.5em + flex-flow column + +.sheet-nav-child + borderCommon() + width 100% + text-align-last center + margin 0.1em + label + margin 0 + padding 0 + cursor pointer + &:hover + background #ccc + transition 0.5s ease + +.sheet-page-button-back + padding 0.1em 0em 0.1em 0em + font-weight 600 + +.sheet-page-button + &:checked + & ~ div + &.sheet-page-button-back + background #4c4d4f + color #fff + transition 0.5s ease + +.sheet-summary + margin-top 1em + +.sheet-nav-row + display flex + +label.sheet-page-label + text-align center \ No newline at end of file diff --git a/Ironcrunch/src/components/notes/notes.pug b/Ironcrunch/src/components/notes/notes.pug new file mode 100644 index 0000000000..4867ef0273 --- /dev/null +++ b/Ironcrunch/src/components/notes/notes.pug @@ -0,0 +1,4 @@ +div + h3(class='sheet-divide' style='margin-top: 1em;') NOTES + br + textarea(class="sheet-note-area" name='attr_sheet-notes') diff --git a/Ironcrunch/src/components/notes/notes.styl b/Ironcrunch/src/components/notes/notes.styl new file mode 100644 index 0000000000..c6cd20b204 --- /dev/null +++ b/Ironcrunch/src/components/notes/notes.styl @@ -0,0 +1,5 @@ +.sheet-note-area + &:focus + outline 3px solid #ffdd00 + outline-offset 0 + box-shadow inset 0 0 0 2px \ No newline at end of file diff --git a/Ironcrunch/src/components/oracles/delve.pug b/Ironcrunch/src/components/oracles/delve.pug new file mode 100644 index 0000000000..ed6d0c763c --- /dev/null +++ b/Ironcrunch/src/components/oracles/delve.pug @@ -0,0 +1,2434 @@ +mixin delveOracles + .oracle-container + .oracle-column.table-list + .oracle-box + .oracle-title Feature + .oracle + .button-container + button(type='roll' title='Feature: Aspect' name='roll_feature_aspect_oracle' value='&{template:delve_oracles} {{header=Feature: Aspect}} {{featureAspect=[[d100]]}}') + label.common-btn.oracle-btn + input.hide.btn-input(type='radio' title='@{oracle_delve_button}' name='attr_oracle_delve_button' value='1') + .btn-content Aspect + .oracle + .button-container + button(type='roll' title='Feature: Focus' name='roll_feature_focus_oracle' value='&{template:delve_oracles} {{header=Feature: Focus}} {{featureFocus=[[d100]]}}') + label.common-btn.oracle-btn + input.hide.btn-input(type='radio' title='@{oracle_delve_button}' name='attr_oracle_delve_button' value='2') + .btn-content Focus + .oracle-box + .oracle-title Site Name + .oracle + .button-container + button(type='roll' title='Site Name: Format' name='rollsiteNameFormatoracle' value='&{template:delve_oracles} {{header=Site Name: Format}} {{siteNameFormat=[[d100]]}}') + label.common-btn.oracle-btn + input.hide.btn-input(type='radio' title='@{oracle_delve_button}' name='attr_oracle_delve_button' value='3') + .btn-content Format + .oracle + .button-container + button(type='roll' title='Site Name: Description' name='rollsiteNameDescoracle' value='&{template:delve_oracles} {{header=Site Name: Description}} {{siteNameDesc=[[d100]]}}') + label.common-btn.oracle-btn + input.hide.btn-input(type='radio' title='@{oracle_delve_button}' name='attr_oracle_delve_button' value='4') + .btn-content Description + .oracle + .button-container + button(type='roll' title='Site Name: Detail' name='roll_site_name_detail_oracle' value='&{template:delve_oracles} {{header=Site Name: Detail}} {{siteNameDetail=[[d100]]}}') + label.common-btn.oracle-btn + input.hide.btn-input(type='radio' title='@{oracle_delve_button}' name='attr_oracle_delve_button' value='5') + .btn-content Detail + .oracle + .button-container + button(type='roll' title='Site Name: Namesake' name='roll_site_name_namesake_oracle' value='&{template:delve_oracles} {{header=Site Name: Namesake}} {{siteNameNamesake=[[d100]]}}') + label.common-btn.oracle-btn + input.hide.btn-input(type='radio' title='@{oracle_delve_button}' name='attr_oracle_delve_button' value='6') + .btn-content Namesake + .oracle + .button-container + button(type='roll' title='Site Name: Place' name='roll_site_name_place_oracle' value='&{template:delve_oracles} {{header=siteNamePlace}} {{siteNamePlace=[[d100]]}}') + label.common-btn.oracle-btn + input.hide.btn-input(type='radio' title='@{oracle_delve_button}' name='attr_oracle_delve_button' value='7') + .btn-content Place + .oracle-box + .oracle-title Site Nature + .oracle + .button-container + button(type='roll' title='Site Nature: Theme' name='roll_site_nature_theme_oracle' value='&{template:delve_oracles} {{header=Site Nature: Theme}} {{siteNatureTheme=[[d100]]}}') + label.common-btn.oracle-btn + input.hide.btn-input(type='radio' title='@{oracle_delve_button}' name='attr_oracle_delve_button' value='8') + .btn-content Theme + .oracle + .button-container + button(type='roll' title='Site Nature: Domain' name='roll_site_nature_domain_oracle' value='&{template:delve_oracles} {{header=Site Nature: Domain}} {{siteNatureDomain=[[d100]]}}') + label.common-btn.oracle-btn + input.hide.btn-input(type='radio' title='@{oracle_delve_button}' name='attr_oracle_delve_button' value='9') + .btn-content Domain + .oracle-box + .oracle-title Character + .oracle + .button-container + button#characterDispositionOracleRoll(type='roll' title='Character: Disposition' name='roll_character_disposition_oracle' value='&{template:delve_oracles} {{header=Character: Disposition}} {{characterDisposition=[[d100]]}}') + label.common-btn.oracle-btn + input.hide.btn-input(type='radio' title='@{oracle_delve_button}' name='attr_oracle_delve_button' value='10') + .btn-content Disposition + .oracle + .button-container + button#characterActivityOracleRoll(type='roll' title='Character: Activity' name='roll_character_activity_oracle' value='&{template:delve_oracles} {{header=Character: Activity}} {{characterActivity=[[d100]]}}') + label.common-btn.oracle-btn + input.hide.btn-input(type='radio' title='@{oracle_delve_button}' name='attr_oracle_delve_button' value='11') + .btn-content Activity + .oracle-box + .oracle-title Monstrosity + .oracle + .button-container + button(type='roll' title='Monstrosity: Size' name='roll_monstrosity_size_oracle' value='&{template:delve_oracles} {{header=Monstrosity: Size}} {{monstrositySize=[[d100]]}}') + label.common-btn.oracle-btn + input.hide.btn-input(type='radio' title='@{oracle_delve_button}' name='attr_oracle_delve_button' value='12') + .btn-content Size + .oracle + .button-container + button(type='roll' title='Monstrosity: Primary Form' name='roll_monstrosity_primary_form_oracle' value='&{template:delve_oracles} {{header=Monstrosity: Primary Form}} {{monstrosityPrimaryForm=[[d100]]}}') + label.common-btn.oracle-btn + input.hide.btn-input(type='radio' title='@{oracle_delve_button}' name='attr_oracle_delve_button' value='13') + .btn-content Primary Form + .oracle + .button-container + button(type='roll' title='Monstrosity: Characteristics' name='roll_monstrosity_characteristics_oracle' value='&{template:delve_oracles} {{header=Monstrosity: Characteristics}} {{monstrosityCharacteristics=[[d100]]}}') + label.common-btn.oracle-btn + input.hide.btn-input(type='radio' title='@{oracle_delve_button}' name='attr_oracle_delve_button' value='14') + .btn-content Characteristics + .oracle + .button-container + button(type='roll' title='Monstrosity: Abilities' name='roll_monstrosity_abilities_oracle' value='&{template:delve_oracles} {{header=Monstrosity: Abilities}} {{monstrosityAbilities=[[d100]]}}') + label.common-btn.oracle-btn + input.hide.btn-input(type='radio' title='@{oracle_delve_button}' name='attr_oracle_delve_button' value='15') + .btn-content Abilities + .oracle-box + .oracle-title Trap + .oracle + .button-container + button(type='roll' title='Trap: Event' name='roll_trap_event_oracle' value='&{template:delve_oracles} {{header=Trap: Event}} {{trapEvent=[[d100]]}}') + label.common-btn.oracle-btn + input.hide.btn-input(type='radio' title='@{oracle_delve_button}' name='attr_oracle_delve_button' value='16') + .btn-content Event + .oracle + .button-container + button(type='roll' title='Trap: Component' name='roll_trap_component_oracle' value='&{template:delve_oracles} {{header=Trap: Component}} {{trapComponent=[[d100]]}}') + label.common-btn.oracle-btn + input.hide.btn-input(type='radio' title='@{oracle_delve_button}' name='attr_oracle_delve_button' value='17') + .btn-content Component + .oracle-box + .oracle-title Combat Event + .oracle + .button-container + button(type='roll' title='Combat Event: Method' name='roll_combat_event_method_oracle' value='&{template:delve_oracles} {{header=Combat Event: Method}} {{combatEventMethod=[[d100]]}}') + label.common-btn.oracle-btn + input.hide.btn-input(type='radio' title='@{oracle_delve_button}' name='attr_oracle_delve_button' value='18') + .btn-content Method + .oracle + .button-container + button(type='roll' title='Combat Event: Target' name='roll_combat_event_target_oracle' value='&{template:delve_oracles} {{header=Combat Event: Target}} {{combatEventTarget=[[d100]]}}') + label.common-btn.oracle-btn + input.hide.btn-input(type='radio' title='@{oracle_delve_button}' name='attr_oracle_delve_button' value='19') + .btn-content Target + .oracle-box + .oracle-title Threat + .oracle + .button-container + button(type='roll' title='Threat: Category' name='roll_threat_category_oracle' value='&{template:delve_oracles} {{header=Threat: Category}} {{threatCategory=[[d100]]}}') + label.common-btn.oracle-btn + input.hide.btn-input(type='radio' title='@{oracle_delve_button}' name='attr_oracle_delve_button' value='20') + .btn-content Category + .oracle + .button-container + button(type='roll' title='Threat: Burgeoning Conflict' name='roll_threat_burgeoning_conflict_oracle' value='&{template:delve_oracles} {{header=Threat: Burgeoning Conflict}} {{threatBurgeoningConflict=[[d100]]}}') + label.common-btn.oracle-btn + input.hide.btn-input(type='radio' title='@{oracle_delve_button}' name='attr_oracle_delve_button' value='21') + .btn-content Burgeoning Conflict + .oracle + .button-container + button(type='roll' title='Threat: Cursed Site' name='roll_threat_cursed_site_oracle' value='&{template:delve_oracles} {{header=Threat: Cursed Site}} {{threatCursedSite=[[d100]]}}') + label.common-btn.oracle-btn + input.hide.btn-input(type='radio' title='@{oracle_delve_button}' name='attr_oracle_delve_button' value='22') + .btn-content Cursed Site + .oracle + .button-container + button(type='roll' title='Threat: Environmental Calamity' name='roll_threat_environmental_calamity_oracle' value='&{template:delve_oracles} {{header=Threat: Environmental Calamity}} {{threatEnvironmentalCalamity=[[d100]]}}') + label.common-btn.oracle-btn + input.hide.btn-input(type='radio' title='@{oracle_delve_button}' name='attr_oracle_delve_button' value='23') + .btn-content Environmental Calamity + .oracle + .button-container + button(type='roll' title='Threat: Malignant Plague' name='roll_threat_malignant_plague_oracle' value='&{template:delve_oracles} {{header=Threat: Malignant Plague}} {{threatMalignantPlague=[[d100]]}}') + label.common-btn.oracle-btn + input.hide.btn-input(type='radio' title='@{oracle_delve_button}' name='attr_oracle_delve_button' value='24') + .btn-content Malignant Plague + .oracle + .button-container + button(type='roll' title='Threat: Rampaging Creature' name='roll_threat_rampaging_creature_oracle' value='&{template:delve_oracles} {{header=Threat: Rampaging Creature}} {{threatRampagingCreature=[[d100]]}}') + label.common-btn.oracle-btn + input.hide.btn-input(type='radio' title='@{oracle_delve_button}' name='attr_oracle_delve_button' value='25') + .btn-content Rampaging Creature + .oracle + .button-container + button(type='roll' title='Threat: Ravaging Horde' name='roll_threat_ravaging_horde_oracle' value='&{template:delve_oracles} {{header=Threat: Ravaging Horde}} {{threatRavagingHorde=[[d100]]}}') + label.common-btn.oracle-btn + input.hide.btn-input(type='radio' title='@{oracle_delve_button}' name='attr_oracle_delve_button' value='26') + .btn-content Ravaging Horde + .oracle + .button-container + button(type='roll' title='Threat: Scheming Leader' name='roll_threat_scheming_leader_oracle' value='&{template:delve_oracles} {{header=Threat: Scheming Leader}} {{threatSchemingLeader=[[d100]]}}') + label.common-btn.oracle-btn + input.hide.btn-input(type='radio' title='@{oracle_delve_button}' name='attr_oracle_delve_button' value='27') + .btn-content Scheming Leader + .oracle + .button-container + button(type='roll' title='Threat: Power-Hungry Mystic' name='roll_threat_power_hungry_mystic_oracle' value='&{template:delve_oracles} {{header=Threat: Power-Hungry Mystic}} {{threatPowerHungryMystic=[[d100]]}}') + label.common-btn.oracle-btn + input.hide.btn-input(type='radio' title='@{oracle_delve_button}' name='attr_oracle_delve_button' value='28') + .btn-content Power-Hungry Mystic + .oracle + .button-container + button(type='roll' title='Threat: Zealous Cult' name='roll_threat_zealous_cult_oracle' value='&{template:delve_oracles} {{header=Threat: Zealous Cult}} {{threatZealousCult=[[d100]]}}') + label.common-btn.oracle-btn + input.hide.btn-input(type='radio' title='@{oracle_delve_button}' name='attr_oracle_delve_button' value='29') + .btn-content Zealous Cult + + .oracle-column.table-main + input.feature-aspect.hide(type='radio' name='attr_oracle_delve' value='1') + .feature-aspect.showhide + .oracle-title.oracle-table-preview Feature: Aspect + .oracle-table.oracle-table-2-column + .oracle-row.oracle-row-2-column + span.oracle-roll 1-2 + span.oracle-result Blocked + .oracle-row.oracle-row-2-column + span.oracle-roll 3-4 + span.oracle-result Crafted + .oracle-row.oracle-row-2-column + span.oracle-roll 5-6 + span.oracle-result Ancient + .oracle-row.oracle-row-2-column + span.oracle-roll 7-8 + span.oracle-result Sunken + .oracle-row.oracle-row-2-column + span.oracle-roll 9-10 + span.oracle-result Trapped + .oracle-row.oracle-row-2-column + span.oracle-roll 11-12 + span.oracle-result Secret + .oracle-row.oracle-row-2-column + span.oracle-roll 13-14 + span.oracle-result Toxic + .oracle-row.oracle-row-2-column + span.oracle-roll 15-16 + span.oracle-result Ruined + .oracle-row.oracle-row-2-column + span.oracle-roll 17-18 + span.oracle-result Defended + .oracle-row.oracle-row-2-column + span.oracle-roll 19-20 + span.oracle-result Decaying + .oracle-row.oracle-row-2-column + span.oracle-roll 21-22 + span.oracle-result Marked + .oracle-row.oracle-row-2-column + span.oracle-roll 23-24 + span.oracle-result Guarded + .oracle-row.oracle-row-2-column + span.oracle-roll 25-26 + span.oracle-result Inaccessible + .oracle-row.oracle-row-2-column + span.oracle-roll 27-28 + span.oracle-result Foreboding + .oracle-row.oracle-row-2-column + span.oracle-roll 29-30 + span.oracle-result Veiled + .oracle-row.oracle-row-2-column + span.oracle-roll 31-32 + span.oracle-result Deep + .oracle-row.oracle-row-2-column + span.oracle-roll 33-34 + span.oracle-result Depleted + .oracle-row.oracle-row-2-column + span.oracle-roll 35-36 + span.oracle-result Foul + .oracle-row.oracle-row-2-column + span.oracle-roll 37-38 + span.oracle-result Elevated + .oracle-row.oracle-row-2-column + span.oracle-roll 39-40 + span.oracle-result Moving + .oracle-row.oracle-row-2-column + span.oracle-roll 41-42 + span.oracle-result Unnatural + .oracle-row.oracle-row-2-column + span.oracle-roll 43-44 + span.oracle-result Active + .oracle-row.oracle-row-2-column + span.oracle-roll 45-46 + span.oracle-result Confined + .oracle-row.oracle-row-2-column + span.oracle-roll 47-48 + span.oracle-result Fortified + .oracle-row.oracle-row-2-column + span.oracle-roll 49-50 + span.oracle-result Collapsed + .oracle-row.oracle-row-2-column + span.oracle-roll 51-52 + span.oracle-result Isolated + .oracle-row.oracle-row-2-column + span.oracle-roll 53-54 + span.oracle-result Destroyed + .oracle-row.oracle-row-2-column + span.oracle-roll 55-56 + span.oracle-result Open + .oracle-row.oracle-row-2-column + span.oracle-roll 57-58 + span.oracle-result Sacred + .oracle-row.oracle-row-2-column + span.oracle-roll 59-60 + span.oracle-result Flooded + .oracle-row.oracle-row-2-column + span.oracle-roll 61-62 + span.oracle-result Complex + .oracle-row.oracle-row-2-column + span.oracle-roll 63-64 + span.oracle-result Abundant + .oracle-row.oracle-row-2-column + span.oracle-roll 65-66 + span.oracle-result Hidden + .oracle-row.oracle-row-2-column + span.oracle-roll 67-68 + span.oracle-result Expansive + .oracle-row.oracle-row-2-column + span.oracle-roll 69-70 + span.oracle-result Mysterious + .oracle-row.oracle-row-2-column + span.oracle-roll 71-72 + span.oracle-result Unstable + .oracle-row.oracle-row-2-column + span.oracle-roll 73-74 + span.oracle-result Fragile + .oracle-row.oracle-row-2-column + span.oracle-roll 75-76 + span.oracle-result Broken + .oracle-row.oracle-row-2-column + span.oracle-roll 77-78 + span.oracle-result Ensnaring + .oracle-row.oracle-row-2-column + span.oracle-roll 79-80 + span.oracle-result Pillaged + .oracle-row.oracle-row-2-column + span.oracle-roll 81-82 + span.oracle-result Sealed + .oracle-row.oracle-row-2-column + span.oracle-roll 83-84 + span.oracle-result Makeshift + .oracle-row.oracle-row-2-column + span.oracle-roll 85-86 + span.oracle-result Treacherous + .oracle-row.oracle-row-2-column + span.oracle-roll 87-88 + span.oracle-result Natural + .oracle-row.oracle-row-2-column + span.oracle-roll 89-90 + span.oracle-result Dead + .oracle-row.oracle-row-2-column + span.oracle-roll 91-92 + span.oracle-result Unusual + .oracle-row.oracle-row-2-column + span.oracle-roll 93-94 + span.oracle-result Abandoned + .oracle-row.oracle-row-2-column + span.oracle-roll 95-96 + span.oracle-result Deadly + .oracle-row.oracle-row-2-column + span.oracle-roll 97-98 + span.oracle-result Forgotten + .oracle-row.oracle-row-2-column + span.oracle-roll 99-100 + span.oracle-result Mystical + + input.feature-focus.hide(type='radio' name='attr_oracle_delve' value='2') + .feature-focus.showhide + .oracle-title.oracle-table-preview Feature: Focus + .oracle-table.oracle-table-2-column + .oracle-row.oracle-row-2-column + span.oracle-roll 1-2 + span.oracle-result Attack + .oracle-row.oracle-row-2-column + span.oracle-roll 3-4 + span.oracle-result Threshold + .oracle-row.oracle-row-2-column + span.oracle-roll 5-6 + span.oracle-result Boundary + .oracle-row.oracle-row-2-column + span.oracle-roll 7-8 + span.oracle-result Alarm + .oracle-row.oracle-row-2-column + span.oracle-roll 9-10 + span.oracle-result Exit + .oracle-row.oracle-row-2-column + span.oracle-roll 11-12 + span.oracle-result Passage + .oracle-row.oracle-row-2-column + span.oracle-roll 13-14 + span.oracle-result Crossing + .oracle-row.oracle-row-2-column + span.oracle-roll 15-16 + span.oracle-result Trigger + .oracle-row.oracle-row-2-column + span.oracle-roll 17-18 + span.oracle-result Trap + .oracle-row.oracle-row-2-column + span.oracle-roll 19-20 + span.oracle-result Hideaway + .oracle-row.oracle-row-2-column + span.oracle-roll 21-22 + span.oracle-result Nature + .oracle-row.oracle-row-2-column + span.oracle-roll 23-24 + span.oracle-result Sign + .oracle-row.oracle-row-2-column + span.oracle-roll 25-26 + span.oracle-result Refuge + .oracle-row.oracle-row-2-column + span.oracle-roll 27-28 + span.oracle-result Valuables + .oracle-row.oracle-row-2-column + span.oracle-roll 29-30 + span.oracle-result Breach + .oracle-row.oracle-row-2-column + span.oracle-roll 31-32 + span.oracle-result Route + .oracle-row.oracle-row-2-column + span.oracle-roll 33-34 + span.oracle-result Location + .oracle-row.oracle-row-2-column + span.oracle-roll 35-36 + span.oracle-result Trail + .oracle-row.oracle-row-2-column + span.oracle-roll 37-38 + span.oracle-result Supply + .oracle-row.oracle-row-2-column + span.oracle-roll 39-40 + span.oracle-result History + .oracle-row.oracle-row-2-column + span.oracle-roll 41-42 + span.oracle-result + | Prisoner + .oracle-row.oracle-row-2-column + span.oracle-roll 43-44 + span.oracle-result + | Habitation + .oracle-row.oracle-row-2-column + span.oracle-roll 45-46 + span.oracle-result Debris + .oracle-row.oracle-row-2-column + span.oracle-roll 47-48 + span.oracle-result Creature + .oracle-row.oracle-row-2-column + span.oracle-roll 49-50 + span.oracle-result Lair + .oracle-row.oracle-row-2-column + span.oracle-roll 51-52 + span.oracle-result Person + .oracle-row.oracle-row-2-column + span.oracle-roll 53-54 + span.oracle-result Enclosure + .oracle-row.oracle-row-2-column + span.oracle-roll 55-56 + span.oracle-result Remains + .oracle-row.oracle-row-2-column + span.oracle-roll 57-58 + span.oracle-result Water + .oracle-row.oracle-row-2-column + span.oracle-roll 59-60 + span.oracle-result Message + .oracle-row.oracle-row-2-column + span.oracle-roll 61-62 + span.oracle-result Darkness + .oracle-row.oracle-row-2-column + span.oracle-roll 63-64 + span.oracle-result Opening + .oracle-row.oracle-row-2-column + span.oracle-roll 65-66 + span.oracle-result Weapon + .oracle-row.oracle-row-2-column + span.oracle-roll 67-68 + span.oracle-result Entry + .oracle-row.oracle-row-2-column + span.oracle-roll 69-70 + span.oracle-result Illumination + .oracle-row.oracle-row-2-column + span.oracle-roll 71-72 + span.oracle-result Obstacle + .oracle-row.oracle-row-2-column + span.oracle-roll 73-74 + span.oracle-result Craft + .oracle-row.oracle-row-2-column + span.oracle-roll 75-76 + span.oracle-result Container + .oracle-row.oracle-row-2-column + span.oracle-roll 77-78 + span.oracle-result Information + .oracle-row.oracle-row-2-column + span.oracle-roll 79-80 + span.oracle-result Grave + .oracle-row.oracle-row-2-column + span.oracle-roll 81-82 + span.oracle-result Equipment + .oracle-row.oracle-row-2-column + span.oracle-roll 83-84 + span.oracle-result Shelter + .oracle-row.oracle-row-2-column + span.oracle-roll 85-86 + span.oracle-result Denizen + .oracle-row.oracle-row-2-column + span.oracle-roll 87-88 + span.oracle-result Environment + .oracle-row.oracle-row-2-column + span.oracle-roll 89-90 + span.oracle-result Material + .oracle-row.oracle-row-2-column + span.oracle-roll 91-92 + span.oracle-result Resource + .oracle-row.oracle-row-2-column + span.oracle-roll 93-94 + span.oracle-result Corruption + .oracle-row.oracle-row-2-column + span.oracle-roll 95-96 + span.oracle-result Death + .oracle-row.oracle-row-2-column + span.oracle-roll 97-98 + span.oracle-result Function + .oracle-row.oracle-row-2-column + span.oracle-roll 99-100 + span.oracle-result Power + + input.site-name-format.hide(type='radio' name='attr_oracle_delve' value='3') + .site-name-format.showhide + .oracle-title.oracle-table-preview Site Name: Format + .oracle-table + .oracle-row + span.oracle-roll 1-25 + span.oracle-result [Description] [Place] + .oracle-row + span.oracle-roll 26-50 + span.oracle-result [Place] of [Detail] + .oracle-row + span.oracle-roll 51-70 + span.oracle-result [Place] of [Description] [Detail] + .oracle-row + span.oracle-roll 71-80 + span.oracle-result [Place] of [Namesake's] [Detail] + .oracle-row + span.oracle-roll 81-85 + span.oracle-result [Namesake's] [Place] + .oracle-row + span.oracle-roll 86-95 + span.oracle-result [Description] [Place] of [Namesake] + .oracle-row + span.oracle-roll 96-100 + span.oracle-result [Place] of [Namesake] + + input.site-name-desc.hide(type='radio' name='attr_oracle_delve' value='4') + .site-name-desc.showhide + .oracle-title.oracle-table-preview Site Name: Description + .oracle-table.oracle-table-2-column + .oracle-row.oracle-row-2-column + span.oracle-roll 1-2 + span.oracle-result Deep + .oracle-row.oracle-row-2-column + span.oracle-roll 3-4 + span.oracle-result Tainted + .oracle-row.oracle-row-2-column + span.oracle-roll 5-6 + span.oracle-result Grey + .oracle-row.oracle-row-2-column + span.oracle-roll 7-8 + span.oracle-result Forgotten + .oracle-row.oracle-row-2-column + span.oracle-roll 9-10 + span.oracle-result Flooded + .oracle-row.oracle-row-2-column + span.oracle-roll 11-12 + span.oracle-result + | Forbidden + .oracle-row.oracle-row-2-column + span.oracle-roll 13-14 + span.oracle-result Barren + .oracle-row.oracle-row-2-column + span.oracle-roll 15-16 + span.oracle-result Lost + .oracle-row.oracle-row-2-column + span.oracle-roll 17-18 + span.oracle-result Cursed + .oracle-row.oracle-row-2-column + span.oracle-roll 19-20 + span.oracle-result Fell + .oracle-row.oracle-row-2-column + span.oracle-roll 21-22 + span.oracle-result Sunken + .oracle-row.oracle-row-2-column + span.oracle-roll 23-24 + span.oracle-result Nightmare + .oracle-row.oracle-row-2-column + span.oracle-roll 25-26 + span.oracle-result Infernal + .oracle-row.oracle-row-2-column + span.oracle-roll 27-28 + span.oracle-result Dark + .oracle-row.oracle-row-2-column + span.oracle-roll 29-30 + span.oracle-result Bloodstained + .oracle-row.oracle-row-2-column + span.oracle-roll 31-32 + span.oracle-result Haunted + .oracle-row.oracle-row-2-column + span.oracle-roll + | 33-34 + span.oracle-result White + .oracle-row.oracle-row-2-column + span.oracle-roll 35-36 + span.oracle-result Shrouded + .oracle-row.oracle-row-2-column + span.oracle-roll 37-38 + span.oracle-result Wasted + .oracle-row.oracle-row-2-column + span.oracle-roll 39-40 + span.oracle-result Grim + .oracle-row.oracle-row-2-column + span.oracle-roll 41-42 + span.oracle-result Endless + .oracle-row.oracle-row-2-column + span.oracle-roll 43-44 + span.oracle-result Crumbling + .oracle-row.oracle-row-2-column + span.oracle-roll 45-46 + span.oracle-result Undying + .oracle-row.oracle-row-2-column + span.oracle-roll 47-48 + span.oracle-result Bloodied + .oracle-row.oracle-row-2-column + span.oracle-roll 49-50 + span.oracle-result Forsaken + .oracle-row.oracle-row-2-column + span.oracle-roll 51-52 + span.oracle-result Silent + .oracle-row.oracle-row-2-column + span.oracle-roll 53-54 + span.oracle-result Blighted + .oracle-row.oracle-row-2-column + span.oracle-roll 55-56 + span.oracle-result Iron + .oracle-row.oracle-row-2-column + span.oracle-roll 57-58 + span.oracle-result Frozen + .oracle-row.oracle-row-2-column + span.oracle-roll 59-60 + span.oracle-result Abyssal + .oracle-row.oracle-row-2-column + span.oracle-roll 61-62 + span.oracle-result Crimson + .oracle-row.oracle-row-2-column + span.oracle-roll 63-64 + span.oracle-result Silver + .oracle-row.oracle-row-2-column + span.oracle-roll 65-66 + span.oracle-result Desecrated + .oracle-row.oracle-row-2-column + span.oracle-roll 67-68 + span.oracle-result Ashen + .oracle-row.oracle-row-2-column + span.oracle-roll 69-70 + span.oracle-result Elder + .oracle-row.oracle-row-2-column + span.oracle-roll 71-72 + span.oracle-result Scorched + .oracle-row.oracle-row-2-column + span.oracle-roll 73-74 + span.oracle-result Unknown + .oracle-row.oracle-row-2-column + span.oracle-roll 75-76 + span.oracle-result Scarred + .oracle-row.oracle-row-2-column + span.oracle-roll 77-78 + span.oracle-result Broken + .oracle-row.oracle-row-2-column + span.oracle-roll 79-80 + span.oracle-result Chaotic + .oracle-row.oracle-row-2-column + span.oracle-roll 81-82 + span.oracle-result Black + .oracle-row.oracle-row-2-column + span.oracle-roll 83-84 + span.oracle-result Hidden + .oracle-row.oracle-row-2-column + span.oracle-roll 85-86 + span.oracle-result Sundered + .oracle-row.oracle-row-2-column + span.oracle-roll 87-88 + span.oracle-result Shattered + .oracle-row.oracle-row-2-column + span.oracle-roll 89-90 + span.oracle-result Dreaded + .oracle-row.oracle-row-2-column + span.oracle-roll 91-92 + span.oracle-result Secret + .oracle-row.oracle-row-2-column + span.oracle-roll 93-94 + span.oracle-result High + .oracle-row.oracle-row-2-column + span.oracle-roll 95-96 + span.oracle-result Sacred + .oracle-row.oracle-row-2-column + span.oracle-roll 97-98 + span.oracle-result Fallen + .oracle-row.oracle-row-2-column + span.oracle-roll 99-100 + span.oracle-result Ruined + + input.site-name-detail.hide(type='radio' name='attr_oracle_delve' value='5') + .site-name-detail.showhide + .oracle-title.oracle-table-preview Site Name: Detail + .oracle-table.oracle-table-2-column + .oracle-row.oracle-row-2-column + span.oracle-roll 1-2 + span.oracle-result Blight + .oracle-row.oracle-row-2-column + span.oracle-roll 3-4 + span.oracle-result Strife + .oracle-row.oracle-row-2-column + span.oracle-roll 5-6 + span.oracle-result Nightfall + .oracle-row.oracle-row-2-column + span.oracle-roll 7-8 + span.oracle-result Fury + .oracle-row.oracle-row-2-column + span.oracle-roll 9-10 + span.oracle-result Terror + .oracle-row.oracle-row-2-column + span.oracle-roll 11-12 + span.oracle-result + | Truth + .oracle-row.oracle-row-2-column + span.oracle-roll 13-14 + span.oracle-result Spring + .oracle-row.oracle-row-2-column + span.oracle-roll 15-16 + span.oracle-result Sanctuary + .oracle-row.oracle-row-2-column + span.oracle-roll 17-18 + span.oracle-result Bone + .oracle-row.oracle-row-2-column + span.oracle-roll 19-20 + span.oracle-result Specters + .oracle-row.oracle-row-2-column + span.oracle-roll 21-22 + span.oracle-result Daybreak + .oracle-row.oracle-row-2-column + span.oracle-roll 23-24 + span.oracle-result Doom + .oracle-row.oracle-row-2-column + span.oracle-roll 25-26 + span.oracle-result Treachery + .oracle-row.oracle-row-2-column + span.oracle-roll 27-28 + span.oracle-result Blood + .oracle-row.oracle-row-2-column + span.oracle-roll 29-30 + span.oracle-result War + .oracle-row.oracle-row-2-column + span.oracle-roll 31-32 + span.oracle-result Torment + .oracle-row.oracle-row-2-column + span.oracle-roll + | 33-34 + span.oracle-result Iron + .oracle-row.oracle-row-2-column + span.oracle-roll 35-36 + span.oracle-result Silence + .oracle-row.oracle-row-2-column + span.oracle-roll 37-38 + span.oracle-result Mist + .oracle-row.oracle-row-2-column + span.oracle-roll 39-40 + span.oracle-result Isolation + .oracle-row.oracle-row-2-column + span.oracle-roll 41-42 + span.oracle-result Runes + .oracle-row.oracle-row-2-column + span.oracle-roll 43-44 + span.oracle-result Rot + .oracle-row.oracle-row-2-column + span.oracle-roll 45-46 + span.oracle-result Corruption + .oracle-row.oracle-row-2-column + span.oracle-roll 47-48 + span.oracle-result Prophecy + .oracle-row.oracle-row-2-column + span.oracle-roll 49-50 + span.oracle-result Fate + .oracle-row.oracle-row-2-column + span.oracle-roll 51-52 + span.oracle-result Twilight + .oracle-row.oracle-row-2-column + span.oracle-roll 53-54 + span.oracle-result Power + .oracle-row.oracle-row-2-column + span.oracle-roll 55-56 + span.oracle-result Darkness + .oracle-row.oracle-row-2-column + span.oracle-roll 57-58 + span.oracle-result Gloom + .oracle-row.oracle-row-2-column + span.oracle-roll 59-60 + span.oracle-result Storms + .oracle-row.oracle-row-2-column + span.oracle-roll 61-62 + span.oracle-result Hope + .oracle-row.oracle-row-2-column + span.oracle-roll 63-64 + span.oracle-result Lament + .oracle-row.oracle-row-2-column + span.oracle-roll 65-66 + span.oracle-result Frost + .oracle-row.oracle-row-2-column + span.oracle-roll 67-68 + span.oracle-result Souls + .oracle-row.oracle-row-2-column + span.oracle-roll 69-70 + span.oracle-result Winter + .oracle-row.oracle-row-2-column + span.oracle-roll 71-72 + span.oracle-result Sadness + .oracle-row.oracle-row-2-column + span.oracle-roll 73-74 + span.oracle-result Desolation + .oracle-row.oracle-row-2-column + span.oracle-roll 75-76 + span.oracle-result Bane + .oracle-row.oracle-row-2-column + span.oracle-roll 77-78 + span.oracle-result Lies + .oracle-row.oracle-row-2-column + span.oracle-roll 79-80 + span.oracle-result Ash + .oracle-row.oracle-row-2-column + span.oracle-roll 81-82 + span.oracle-result Banishment + .oracle-row.oracle-row-2-column + span.oracle-roll 83-84 + span.oracle-result Shadow + .oracle-row.oracle-row-2-column + span.oracle-roll 85-86 + span.oracle-result Madness + .oracle-row.oracle-row-2-column + span.oracle-roll 87-88 + span.oracle-result Stone + .oracle-row.oracle-row-2-column + span.oracle-roll 89-90 + span.oracle-result Secrets + .oracle-row.oracle-row-2-column + span.oracle-roll 91-92 + span.oracle-result Despair + .oracle-row.oracle-row-2-column + span.oracle-roll 93-94 + span.oracle-result Blades + .oracle-row.oracle-row-2-column + span.oracle-roll 95-96 + span.oracle-result Dread + .oracle-row.oracle-row-2-column + span.oracle-roll 97-98 + span.oracle-result Light + .oracle-row.oracle-row-2-column + span.oracle-roll 99-100 + span.oracle-result Wrath + + input.site-name-namesake.hide(type='radio' name='attr_oracle_delve' value='6') + .site-name-namesake.showhide + .oracle-title.oracle-table-preview Site Name: Namesake + .oracle-table.oracle-table-2-column + .oracle-row.oracle-row-2-column + span.oracle-roll 1-2 + span.oracle-result Breckon + .oracle-row.oracle-row-2-column + span.oracle-roll 3-4 + span.oracle-result Issara + .oracle-row.oracle-row-2-column + span.oracle-roll 5-6 + span.oracle-result Milenna + .oracle-row.oracle-row-2-column + span.oracle-roll 7-8 + span.oracle-result Thorval + .oracle-row.oracle-row-2-column + span.oracle-roll 9-10 + span.oracle-result Khulan + .oracle-row.oracle-row-2-column + span.oracle-roll 11-12 + span.oracle-result + | Aurvang + .oracle-row.oracle-row-2-column + span.oracle-roll 13-14 + span.oracle-result Kalida + .oracle-row.oracle-row-2-column + span.oracle-roll 15-16 + span.oracle-result Keeara + .oracle-row.oracle-row-2-column + span.oracle-roll 17-18 + span.oracle-result Andor + .oracle-row.oracle-row-2-column + span.oracle-roll 19-20 + span.oracle-result Zakaria + .oracle-row.oracle-row-2-column + span.oracle-roll 21-22 + span.oracle-result Willa + .oracle-row.oracle-row-2-column + span.oracle-roll 23-24 + span.oracle-result Etana + .oracle-row.oracle-row-2-column + span.oracle-roll 25-26 + span.oracle-result Valgard + .oracle-row.oracle-row-2-column + span.oracle-roll 27-28 + span.oracle-result Kenrick + .oracle-row.oracle-row-2-column + span.oracle-roll 29-30 + span.oracle-result Wyland + .oracle-row.oracle-row-2-column + span.oracle-roll 31-32 + span.oracle-result Sidura + .oracle-row.oracle-row-2-column + span.oracle-roll + | 33-34 + span.oracle-result Svala + .oracle-row.oracle-row-2-column + span.oracle-roll 35-36 + span.oracle-result Kajir + .oracle-row.oracle-row-2-column + span.oracle-roll 37-38 + span.oracle-result Saiven + .oracle-row.oracle-row-2-column + span.oracle-roll 39-40 + span.oracle-result Callwen + .oracle-row.oracle-row-2-column + span.oracle-roll 41-42 + span.oracle-result Zhan + .oracle-row.oracle-row-2-column + span.oracle-roll 43-44 + span.oracle-result Solana + .oracle-row.oracle-row-2-column + span.oracle-roll 45-46 + span.oracle-result Ildar + .oracle-row.oracle-row-2-column + span.oracle-roll 47-48 + span.oracle-result Keelan + .oracle-row.oracle-row-2-column + span.oracle-roll 49-50 + span.oracle-result Thrain + .oracle-row.oracle-row-2-column + span.oracle-roll 51-52 + span.oracle-result Kynan + .oracle-row.oracle-row-2-column + span.oracle-roll 53-54 + span.oracle-result Jadina + .oracle-row.oracle-row-2-column + span.oracle-roll 55-56 + span.oracle-result Radek + .oracle-row.oracle-row-2-column + span.oracle-roll 57-58 + span.oracle-result Wulan + .oracle-row.oracle-row-2-column + span.oracle-roll 59-60 + span.oracle-result Garion + .oracle-row.oracle-row-2-column + span.oracle-roll 61-62 + span.oracle-result Eysa + .oracle-row.oracle-row-2-column + span.oracle-roll 63-64 + span.oracle-result Kolor + .oracle-row.oracle-row-2-column + span.oracle-roll 65-66 + span.oracle-result Katarra + .oracle-row.oracle-row-2-column + span.oracle-roll 67-68 + span.oracle-result Dain + .oracle-row.oracle-row-2-column + span.oracle-roll 69-70 + span.oracle-result Farina + .oracle-row.oracle-row-2-column + span.oracle-roll 71-72 + span.oracle-result Yala + .oracle-row.oracle-row-2-column + span.oracle-roll 73-74 + span.oracle-result Kodroth + .oracle-row.oracle-row-2-column + span.oracle-roll 75-76 + span.oracle-result Morien + .oracle-row.oracle-row-2-column + span.oracle-roll 77-78 + span.oracle-result Akida + .oracle-row.oracle-row-2-column + span.oracle-roll 79-80 + span.oracle-result Haldorr + .oracle-row.oracle-row-2-column + span.oracle-roll 81-82 + span.oracle-result Nyrad + .oracle-row.oracle-row-2-column + span.oracle-roll 83-84 + span.oracle-result Edda + .oracle-row.oracle-row-2-column + span.oracle-roll 85-86 + span.oracle-result Jorund + .oracle-row.oracle-row-2-column + span.oracle-roll 87-88 + span.oracle-result Morraine + .oracle-row.oracle-row-2-column + span.oracle-roll 89-90 + span.oracle-result Lindar + .oracle-row.oracle-row-2-column + span.oracle-roll 91-92 + span.oracle-result Sithra + .oracle-row.oracle-row-2-column + span.oracle-roll 93-94 + span.oracle-result Torgan + .oracle-row.oracle-row-2-column + span.oracle-roll 95-96 + span.oracle-result Arnorr + .oracle-row.oracle-row-2-column + span.oracle-roll 97-98 + span.oracle-result Thyri + .oracle-row.oracle-row-2-column + span.oracle-roll 99-100 + span.oracle-result Erisia + + input.site-name-place.hide(type='radio' name='attr_oracle_delve' value='7') + .site-name-place.showhide + .oracle-title.oracle-table-preview Site Name: Place + .oracle-table + .oracle-row + span.oracle-roll 1-6 + span.oracle-result Barrow + .oracle-row + span.oracle-roll 7-18 + span.oracle-result Cavern + .oracle-row + span.oracle-roll 19-28 + span.oracle-result Frozen Cavern + .oracle-row + span.oracle-roll 29-32 + span.oracle-result Icereach + .oracle-row + span.oracle-roll 33-38 + span.oracle-result Mine + .oracle-row + span.oracle-roll 39-48 + span.oracle-result Pass + .oracle-row + span.oracle-roll 49-58 + span.oracle-result Ruin + .oracle-row + span.oracle-roll 59-68 + span.oracle-result Sea Cave + .oracle-row + span.oracle-roll 69-78 + span.oracle-result Shadowfen + .oracle-row + span.oracle-roll 79-83 + span.oracle-result Stronghold + .oracle-row + span.oracle-roll 84-95 + span.oracle-result Tanglewood + .oracle-row + span.oracle-roll 96-100 + span.oracle-result Underkeep + + input.site-nature-theme.hide(type='radio' name='attr_oracle_delve' value='8') + .site-nature-theme.showhide + .oracle-title.oracle-table-preview Site Nature: Theme + .oracle-table + .oracle-row + span.oracle-roll 1-11 + span.oracle-result Ancient + .oracle-row + span.oracle-roll 12-23 + span.oracle-result Corrupted + .oracle-row + span.oracle-roll 24-35 + span.oracle-result Fortified + .oracle-row + span.oracle-roll 36-48 + span.oracle-result Hallowed + .oracle-row + span.oracle-roll 49-61 + span.oracle-result Haunted + .oracle-row + span.oracle-roll 62-74 + span.oracle-result Infested + .oracle-row + span.oracle-roll 75-87 + span.oracle-result Ravaged + .oracle-row + span.oracle-roll 88-100 + span.oracle-result Wild + + input.site-nature-domain.hide(type='radio' name='attr_oracle_delve' value='9') + .site-nature-domain.showhide + .oracle-title.oracle-table-preview Site Nature: Domain + .oracle-table + .oracle-row + span.oracle-roll 1-6 + span.oracle-result Barrow + .oracle-row + span.oracle-roll 7-18 + span.oracle-result Cavern + .oracle-row + span.oracle-roll 19-28 + span.oracle-result Frozen Cavern + .oracle-row + span.oracle-roll 29-32 + span.oracle-result Icereach + .oracle-row + span.oracle-roll 33-38 + span.oracle-result Mine + .oracle-row + span.oracle-roll 39-48 + span.oracle-result Pass + .oracle-row + span.oracle-roll 49-58 + span.oracle-result Ruin + .oracle-row + span.oracle-roll 59-68 + span.oracle-result Sea Cave + .oracle-row + span.oracle-roll 69-78 + span.oracle-result Shadowfen + .oracle-row + span.oracle-roll 79-83 + span.oracle-result Stronghold + .oracle-row + span.oracle-roll 84-95 + span.oracle-result Tanglewood + .oracle-row + span.oracle-roll 96-100 + span.oracle-result Underkeep + + input.character-disposition.hide(type='radio' name='attr_oracle_delve' value='10') + .character-disposition.showhide + .oracle-title.oracle-table-preview Character: Disposition + .oracle-table + .oracle-row + span.oracle-roll 1-6 + span.oracle-result Helpful + .oracle-row + span.oracle-roll 7-13 + span.oracle-result Friendly + .oracle-row + span.oracle-roll 14-20 + span.oracle-result Cooperative + .oracle-row + span.oracle-roll 21-28 + span.oracle-result Curious + .oracle-row + span.oracle-roll 29-36 + span.oracle-result Indifferent + .oracle-row + span.oracle-roll 37-47 + span.oracle-result Suspicious + .oracle-row + span.oracle-roll 48-57 + span.oracle-result Wanting + .oracle-row + span.oracle-roll 58-67 + span.oracle-result Desperate + .oracle-row + span.oracle-roll 68-76 + span.oracle-result Demanding + .oracle-row + span.oracle-roll 77-85 + span.oracle-result Unfriendly + .oracle-row + span.oracle-roll 86-93 + span.oracle-result Threatening + .oracle-row + span.oracle-roll 94-100 + span.oracle-result Hostile + + input.character-activity.hide(type='radio' name='attr_oracle_delve' value='11') + .character-activity.showhide + .oracle-title.oracle-table-preview Character: Activity + .oracle-table.oracle-table-2-column + .oracle-row.oracle-row-2-column + span.oracle-roll 1-2 + span.oracle-result Guarding + .oracle-row.oracle-row-2-column + span.oracle-roll 3-4 + span.oracle-result Preserving + .oracle-row.oracle-row-2-column + span.oracle-roll 5-6 + span.oracle-result Constructing + .oracle-row.oracle-row-2-column + span.oracle-roll 7-8 + span.oracle-result Mending + .oracle-row.oracle-row-2-column + span.oracle-roll 9-10 + span.oracle-result Assisting + .oracle-row.oracle-row-2-column + span.oracle-roll 11-12 + span.oracle-result + | Securing + .oracle-row.oracle-row-2-column + span.oracle-roll 13-14 + span.oracle-result Learning + .oracle-row.oracle-row-2-column + span.oracle-roll 15-16 + span.oracle-result Sneaking + .oracle-row.oracle-row-2-column + span.oracle-roll 17-18 + span.oracle-result Fleeing + .oracle-row.oracle-row-2-column + span.oracle-roll 19-20 + span.oracle-result Sacrificing + .oracle-row.oracle-row-2-column + span.oracle-roll 21-22 + span.oracle-result Creating + .oracle-row.oracle-row-2-column + span.oracle-roll 23-24 + span.oracle-result Luring + .oracle-row.oracle-row-2-column + span.oracle-roll 25-26 + span.oracle-result Hunting + .oracle-row.oracle-row-2-column + span.oracle-roll 27-28 + span.oracle-result Seizing + .oracle-row.oracle-row-2-column + span.oracle-roll 29-30 + span.oracle-result Bargaining + .oracle-row.oracle-row-2-column + span.oracle-roll 31-32 + span.oracle-result Mimicking + .oracle-row.oracle-row-2-column + span.oracle-roll + | 33-34 + span.oracle-result Tricking + .oracle-row.oracle-row-2-column + span.oracle-roll 35-36 + span.oracle-result Tracking + .oracle-row.oracle-row-2-column + span.oracle-roll 37-38 + span.oracle-result Escorting + .oracle-row.oracle-row-2-column + span.oracle-roll 39-40 + span.oracle-result Hiding + .oracle-row.oracle-row-2-column + span.oracle-roll 41-42 + span.oracle-result Raiding + .oracle-row.oracle-row-2-column + span.oracle-roll 43-44 + span.oracle-result Socializing + .oracle-row.oracle-row-2-column + span.oracle-roll 45-46 + span.oracle-result Exploring + .oracle-row.oracle-row-2-column + span.oracle-roll 47-48 + span.oracle-result Journeying + .oracle-row.oracle-row-2-column + span.oracle-roll 49-50 + span.oracle-result Supporting + .oracle-row.oracle-row-2-column + span.oracle-roll 51-52 + span.oracle-result Avoiding + .oracle-row.oracle-row-2-column + span.oracle-roll 53-54 + span.oracle-result Disabling + .oracle-row.oracle-row-2-column + span.oracle-roll 55-56 + span.oracle-result Leading + .oracle-row.oracle-row-2-column + span.oracle-roll 57-58 + span.oracle-result Assaulting + .oracle-row.oracle-row-2-column + span.oracle-roll 59-60 + span.oracle-result Ensnaring + .oracle-row.oracle-row-2-column + span.oracle-roll 61-62 + span.oracle-result Defending + .oracle-row.oracle-row-2-column + span.oracle-roll 63-64 + span.oracle-result Recovering + .oracle-row.oracle-row-2-column + span.oracle-roll 65-66 + span.oracle-result Patrolling + .oracle-row.oracle-row-2-column + span.oracle-roll 67-68 + span.oracle-result Resting + .oracle-row.oracle-row-2-column + span.oracle-roll 69-70 + span.oracle-result Distracting + .oracle-row.oracle-row-2-column + span.oracle-roll 71-72 + span.oracle-result Leaving + .oracle-row.oracle-row-2-column + span.oracle-roll 73-74 + span.oracle-result Fighting + .oracle-row.oracle-row-2-column + span.oracle-roll 75-76 + span.oracle-result Ambushing + .oracle-row.oracle-row-2-column + span.oracle-roll 77-78 + span.oracle-result Controlling + .oracle-row.oracle-row-2-column + span.oracle-roll 79-80 + span.oracle-result Observing + .oracle-row.oracle-row-2-column + span.oracle-roll 81-82 + span.oracle-result Gathering + .oracle-row.oracle-row-2-column + span.oracle-roll 83-84 + span.oracle-result Suffering + .oracle-row.oracle-row-2-column + span.oracle-roll 85-86 + span.oracle-result Threatening + .oracle-row.oracle-row-2-column + span.oracle-roll 87-88 + span.oracle-result Searching + .oracle-row.oracle-row-2-column + span.oracle-roll 89-90 + span.oracle-result Destroying + .oracle-row.oracle-row-2-column + span.oracle-roll 91-92 + span.oracle-result Restoring + .oracle-row.oracle-row-2-column + span.oracle-roll 93-94 + span.oracle-result Consuming + .oracle-row.oracle-row-2-column + span.oracle-roll 95-96 + span.oracle-result Removing + .oracle-row.oracle-row-2-column + span.oracle-roll 97-98 + span.oracle-result Inspecting + .oracle-row.oracle-row-2-column + span.oracle-roll 99-100 + span.oracle-result Summoning + + input.monstrosity-size.hide(type='radio' name='attr_oracle_delve' value='12') + .monstrosity-size.showhide + .oracle-title.oracle-table-preview Monstrosity: Size + .oracle-table + .oracle-row + span.oracle-roll 1-5 + span.oracle-result Tiny (rodent-sized) + .oracle-row + span.oracle-roll 6-30 + span.oracle-result Small (hound-sized) + .oracle-row + span.oracle-roll 31-65 + span.oracle-result Medium (person-sized) + .oracle-row + span.oracle-roll 66-94 + span.oracle-result Large (giant-sized) + .oracle-row + span.oracle-roll 95-99 + span.oracle-result Huge (whale-sized) + .oracle-row + span.oracle-roll 100 + span.oracle-result Titanic (incomprehensible) + + input.monstrosity-primary-form.hide(type='radio' name='attr_oracle_delve' value='13') + .monstrosity-primary-form.showhide + .oracle-title.oracle-table-preview Monstrosity: Primary Form + .oracle-table + .oracle-row + span.oracle-roll 1-15 + span.oracle-result Beast / mammal + .oracle-row + span.oracle-roll 16-25 + span.oracle-result Humanoid + .oracle-row + span.oracle-roll 26-31 + span.oracle-result Bird + .oracle-row + span.oracle-roll 32-37 + span.oracle-result Spider + .oracle-row + span.oracle-roll 38-43 + span.oracle-result Snake + .oracle-row + span.oracle-roll 44-49 + span.oracle-result Worm / slug + .oracle-row + span.oracle-roll 50-55 + span.oracle-result Lizard + .oracle-row + span.oracle-roll 56-61 + span.oracle-result Insect + .oracle-row + span.oracle-roll 62-66 + span.oracle-result Amorphous + .oracle-row + span.oracle-roll 67-69 + span.oracle-result Crustacean + .oracle-row + span.oracle-roll 70-71 + span.oracle-result Fish + .oracle-row + span.oracle-roll 72-73 + span.oracle-result Octopoid + .oracle-row + span.oracle-roll 74-75 + span.oracle-result Amphibian + .oracle-row + span.oracle-roll 76-77 + span.oracle-result Plant + .oracle-row + span.oracle-roll 78 + span.oracle-result Incorporeal + .oracle-row + span.oracle-roll 79 + span.oracle-result Mineral + .oracle-row + span.oracle-roll 80 + span.oracle-result Elemental + .oracle-row + span.oracle-roll 81-100 + span.oracle-result Hybrid (roll twice) + + input.monstrosity-characteristics.hide(type='radio' name='attr_oracle_delve' value='14') + .monstrosity-characteristics.showhide + .oracle-title.oracle-table-preview Monstrosity: Characteristics + .oracle-table + .oracle-row + span.oracle-roll 1-5 + span.oracle-result Extra limbs + .oracle-row + span.oracle-roll 6-10 + span.oracle-result Fangs / rows of sharp teeth + .oracle-row + span.oracle-roll 11-15 + span.oracle-result Claws / talons + .oracle-row + span.oracle-roll 16-20 + span.oracle-result Strange color / markings + .oracle-row + span.oracle-roll 21-25 + span.oracle-result Horns / tusks + .oracle-row + span.oracle-roll 26-30 + span.oracle-result Oversized mouth + .oracle-row + span.oracle-roll 31-35 + span.oracle-result Spikes / spines + .oracle-row + span.oracle-roll 36-40 + span.oracle-result Tail + .oracle-row + span.oracle-roll 41-45 + span.oracle-result Multi-segmented body + .oracle-row + span.oracle-roll 46-50 + span.oracle-result Wings + .oracle-row + span.oracle-roll 51-54 + span.oracle-result Stinger / barbs + .oracle-row + span.oracle-roll 55-58 + span.oracle-result Many-eyed + .oracle-row + span.oracle-roll 59-62 + span.oracle-result Distinctive sound + .oracle-row + span.oracle-roll 63-66 + span.oracle-result Tentacles / tendrils + .oracle-row + span.oracle-roll 67-69 + span.oracle-result Mandibles / pincers + .oracle-row + span.oracle-roll 70-72 + span.oracle-result Luminescent + .oracle-row + span.oracle-roll 73-75 + span.oracle-result Antennae / sensory organs + .oracle-row + span.oracle-roll 76-78 + span.oracle-result Proboscis / inner jaw + .oracle-row + span.oracle-roll 79-81 + span.oracle-result Exoskeleton / shell + .oracle-row + span.oracle-roll 82-84 + span.oracle-result Bony protuberances + .oracle-row + span.oracle-roll 85-87 + span.oracle-result Corrupted flesh + .oracle-row + span.oracle-roll 88-90 + span.oracle-result Semi-transparent + .oracle-row + span.oracle-roll 91-93 + span.oracle-result Scarred / injured + .oracle-row + span.oracle-roll 94-95 + span.oracle-result Egg sac / carried offspring + .oracle-row + span.oracle-roll 96-97 + span.oracle-result Rotting / skeletal + .oracle-row + span.oracle-roll 98 + span.oracle-result Mummified / desiccated + .oracle-row + span.oracle-roll 99 + span.oracle-result Multi-headed + .oracle-row + span.oracle-roll 100 + span.oracle-result Etched with mystic runes + + input.monstrosity-abilities.hide(type='radio' name='attr_oracle_delve' value='15') + .monstrosity-abilities.showhide + .oracle-title.oracle-table-preview Monstrosity: Abilities + .oracle-table + .oracle-row + span.oracle-roll 1-4 + span.oracle-result Keen senses + .oracle-row + span.oracle-roll 5-8 + span.oracle-result Intimidating vocalization + .oracle-row + span.oracle-roll 9-12 + span.oracle-result Climber + .oracle-row + span.oracle-roll 13-16 + span.oracle-result Intelligent + .oracle-row + span.oracle-roll 17-20 + span.oracle-result Swift + .oracle-row + span.oracle-roll 21-24 + span.oracle-result Powerful bite + .oracle-row + span.oracle-roll 25-28 + span.oracle-result Stealthy / ambusher + .oracle-row + span.oracle-roll 29-32 + span.oracle-result Horrid visage + .oracle-row + span.oracle-roll 33-36 + span.oracle-result Strong + .oracle-row + span.oracle-roll 37-40 + span.oracle-result Camouflaged + .oracle-row + span.oracle-roll 41-43 + span.oracle-result Flier / glider + .oracle-row + span.oracle-roll 44-46 + span.oracle-result Poisonous + .oracle-row + span.oracle-roll 47-49 + span.oracle-result Semiaquatic / swimmer + .oracle-row + span.oracle-roll 50-52 + span.oracle-result Grappler / entangler + .oracle-row + span.oracle-roll 53-55 + span.oracle-result Leaper + .oracle-row + span.oracle-roll 56-58 + span.oracle-result Crusher / constrictor + .oracle-row + span.oracle-roll 59-61 + span.oracle-result Armored + .oracle-row + span.oracle-roll 62-64 + span.oracle-result Burrower + .oracle-row + span.oracle-roll 65-67 + span.oracle-result Noxious smell + .oracle-row + span.oracle-roll 68-69 + span.oracle-result Trap-setter + .oracle-row + span.oracle-roll 70-71 + span.oracle-result Parasitic + .oracle-row + span.oracle-roll 72-73 + span.oracle-result Vibration sense + .oracle-row + span.oracle-roll 74-75 + span.oracle-result Breath weapon / toxic spew + .oracle-row + span.oracle-roll 76-77 + span.oracle-result Mimicry + .oracle-row + span.oracle-roll 78-79 + span.oracle-result Shapeshifting + .oracle-row + span.oracle-roll 80-81 + span.oracle-result Control lesser creatures + .oracle-row + span.oracle-roll 82-83 + span.oracle-result Echolocation + .oracle-row + span.oracle-roll 84-85 + span.oracle-result Electric shock + .oracle-row + span.oracle-roll 86-87 + span.oracle-result Acidic + .oracle-row + span.oracle-roll 88-89 + span.oracle-result Symbiotic + .oracle-row + span.oracle-roll 90-91 + span.oracle-result Shoot projectiles + .oracle-row + span.oracle-roll 92 + span.oracle-result Paralyzing + .oracle-row + span.oracle-roll 93 + span.oracle-result Immune to iron + .oracle-row + span.oracle-roll 94 + span.oracle-result Feels no pain + .oracle-row + span.oracle-roll 95 + span.oracle-result Enact rituals + .oracle-row + span.oracle-roll 96 + span.oracle-result Create illusions + .oracle-row + span.oracle-roll 97 + span.oracle-result Mind control / telepathy + .oracle-row + span.oracle-roll 98 + span.oracle-result Move between realities + .oracle-row + span.oracle-roll 99 + span.oracle-result Wield weapons + .oracle-row + span.oracle-roll 100 + span.oracle-result Control elements + + input.trap-event.hide(type='radio' name='attr_oracle_delve' value='16') + .trap-event.showhide + .oracle-title.oracle-table-preview Trap: Event + .oracle-table + .oracle-row + span.oracle-roll 1-4 + span.oracle-result Block + .oracle-row + span.oracle-roll 5-8 + span.oracle-result Create + .oracle-row + span.oracle-roll 9-12 + span.oracle-result Break + .oracle-row + span.oracle-roll 13-16 + span.oracle-result Puncture + .oracle-row + span.oracle-roll 17-20 + span.oracle-result Entangle + .oracle-row + span.oracle-roll 21-24 + span.oracle-result Enclose + .oracle-row + span.oracle-roll 25-28 + span.oracle-result Ambush + .oracle-row + span.oracle-roll 29-32 + span.oracle-result Snare + .oracle-row + span.oracle-roll 33-36 + span.oracle-result Change + .oracle-row + span.oracle-roll 37-40 + span.oracle-result Imitate + .oracle-row + span.oracle-roll 41-44 + span.oracle-result Crush + .oracle-row + span.oracle-roll 45-48 + span.oracle-result Drop + .oracle-row + span.oracle-roll 49-52 + span.oracle-result Conceal + .oracle-row + span.oracle-roll 53-56 + span.oracle-result Lure + .oracle-row + span.oracle-roll 57-60 + span.oracle-result Release + .oracle-row + span.oracle-roll 61-64 + span.oracle-result Obscure + .oracle-row + span.oracle-roll 65-68 + span.oracle-result Cut + .oracle-row + span.oracle-roll 69-72 + span.oracle-result Smother + .oracle-row + span.oracle-roll 73-76 + span.oracle-result Collapse + .oracle-row + span.oracle-roll 77-80 + span.oracle-result Summon + .oracle-row + span.oracle-roll 81-84 + span.oracle-result Move + .oracle-row + span.oracle-roll 85-88 + span.oracle-result Surprise + .oracle-row + span.oracle-roll 89-92 + span.oracle-result Divert + .oracle-row + span.oracle-roll 93-96 + span.oracle-result Attack + .oracle-row + span.oracle-roll 97-100 + span.oracle-result Trigger + + input.trap-component.hide(type='radio' name='attr_oracle_delve' value='17') + .trap-component.showhide + .oracle-title.oracle-table-preview Trap: Component + .oracle-table + .oracle-row + span.oracle-roll 1-4 + span.oracle-result Pit + .oracle-row + span.oracle-roll 5-8 + span.oracle-result Water + .oracle-row + span.oracle-roll 9-12 + span.oracle-result Fire + .oracle-row + span.oracle-roll 13-16 + span.oracle-result Projectile + .oracle-row + span.oracle-roll 17-20 + span.oracle-result Passage + .oracle-row + span.oracle-roll 21-24 + span.oracle-result Fall + .oracle-row + span.oracle-roll 25-28 + span.oracle-result Debris + .oracle-row + span.oracle-roll 29-32 + span.oracle-result Fear + .oracle-row + span.oracle-roll 33-36 + span.oracle-result Alarm + .oracle-row + span.oracle-roll 37-40 + span.oracle-result Trigger + .oracle-row + span.oracle-roll 41-44 + span.oracle-result Cold + .oracle-row + span.oracle-roll 45-48 + span.oracle-result Weapon + .oracle-row + span.oracle-roll 49-52 + span.oracle-result Darkness + .oracle-row + span.oracle-roll 53-56 + span.oracle-result Decay + .oracle-row + span.oracle-roll 57-60 + span.oracle-result Path + .oracle-row + span.oracle-roll 61-64 + span.oracle-result Stone + .oracle-row + span.oracle-roll 65-68 + span.oracle-result Terrain + .oracle-row + span.oracle-roll 69-72 + span.oracle-result Poison + .oracle-row + span.oracle-roll 73-76 + span.oracle-result Barrier + .oracle-row + span.oracle-roll 77-80 + span.oracle-result Overhead + .oracle-row + span.oracle-roll 81-84 + span.oracle-result Magic + .oracle-row + span.oracle-roll 85-88 + span.oracle-result Toxin + .oracle-row + span.oracle-roll 89-92 + span.oracle-result Earth + .oracle-row + span.oracle-roll 93-96 + span.oracle-result Light + .oracle-row + span.oracle-roll 97-100 + span.oracle-result Denizen + + input.combat-event-method.hide(type='radio' name='attr_oracle_delve' value='18') + .combat-event-method.showhide + .oracle-title.oracle-table-preview Combat Event: Method + .oracle-table.oracle-table-2-column + .oracle-row.oracle-row-2-column + span.oracle-roll 1-2 + span.oracle-result Defy + .oracle-row.oracle-row-2-column + span.oracle-roll 3-4 + span.oracle-result Break + .oracle-row.oracle-row-2-column + span.oracle-roll 5-6 + span.oracle-result Trick + .oracle-row.oracle-row-2-column + span.oracle-roll 7-8 + span.oracle-result Evade + .oracle-row.oracle-row-2-column + span.oracle-roll 9-10 + span.oracle-result Protect + .oracle-row.oracle-row-2-column + span.oracle-roll 11-12 + span.oracle-result + | Overwhelm + .oracle-row.oracle-row-2-column + span.oracle-roll 13-14 + span.oracle-result Persevere + .oracle-row.oracle-row-2-column + span.oracle-roll 15-16 + span.oracle-result Assist + .oracle-row.oracle-row-2-column + span.oracle-roll 17-18 + span.oracle-result Await + .oracle-row.oracle-row-2-column + span.oracle-roll 19-20 + span.oracle-result Abort + .oracle-row.oracle-row-2-column + span.oracle-roll 21-22 + span.oracle-result Block + .oracle-row.oracle-row-2-column + span.oracle-roll 23-24 + span.oracle-result Collide + .oracle-row.oracle-row-2-column + span.oracle-roll 25-26 + span.oracle-result Focus + .oracle-row.oracle-row-2-column + span.oracle-roll 27-28 + span.oracle-result Advance + .oracle-row.oracle-row-2-column + span.oracle-roll 29-30 + span.oracle-result Breach + .oracle-row.oracle-row-2-column + span.oracle-roll 31-32 + span.oracle-result Endure + .oracle-row.oracle-row-2-column + span.oracle-roll + | 33-34 + span.oracle-result Assault + .oracle-row.oracle-row-2-column + span.oracle-roll 35-36 + span.oracle-result Charge + .oracle-row.oracle-row-2-column + span.oracle-roll 37-38 + span.oracle-result Escalate + .oracle-row.oracle-row-2-column + span.oracle-roll 39-40 + span.oracle-result Sunder + .oracle-row.oracle-row-2-column + span.oracle-roll 41-42 + span.oracle-result Shatter + .oracle-row.oracle-row-2-column + span.oracle-roll 43-44 + span.oracle-result Aim + .oracle-row.oracle-row-2-column + span.oracle-roll 45-46 + span.oracle-result Stagger + .oracle-row.oracle-row-2-column + span.oracle-roll 47-48 + span.oracle-result Counter + .oracle-row.oracle-row-2-column + span.oracle-roll 49-50 + span.oracle-result Seize + .oracle-row.oracle-row-2-column + span.oracle-roll 51-52 + span.oracle-result Impact + .oracle-row.oracle-row-2-column + span.oracle-roll 53-54 + span.oracle-result Entangle + .oracle-row.oracle-row-2-column + span.oracle-roll 55-56 + span.oracle-result Hold + .oracle-row.oracle-row-2-column + span.oracle-roll 57-58 + span.oracle-result Deflect + .oracle-row.oracle-row-2-column + span.oracle-roll 59-60 + span.oracle-result Drop + .oracle-row.oracle-row-2-column + span.oracle-roll 61-62 + span.oracle-result Lose + .oracle-row.oracle-row-2-column + span.oracle-roll 63-64 + span.oracle-result Sweep + .oracle-row.oracle-row-2-column + span.oracle-roll 65-66 + span.oracle-result Secure + .oracle-row.oracle-row-2-column + span.oracle-roll 67-68 + span.oracle-result Cover + .oracle-row.oracle-row-2-column + span.oracle-roll 69-70 + span.oracle-result Withdraw + .oracle-row.oracle-row-2-column + span.oracle-roll 71-72 + span.oracle-result Clash + .oracle-row.oracle-row-2-column + span.oracle-roll 73-74 + span.oracle-result Amplify + .oracle-row.oracle-row-2-column + span.oracle-roll 75-76 + span.oracle-result Batter + .oracle-row.oracle-row-2-column + span.oracle-roll 77-78 + span.oracle-result Feint + .oracle-row.oracle-row-2-column + span.oracle-roll 79-80 + span.oracle-result Shove + .oracle-row.oracle-row-2-column + span.oracle-roll 81-82 + span.oracle-result Embed + .oracle-row.oracle-row-2-column + span.oracle-roll 83-84 + span.oracle-result Affect + .oracle-row.oracle-row-2-column + span.oracle-roll 85-86 + span.oracle-result Probe + .oracle-row.oracle-row-2-column + span.oracle-roll 87-88 + span.oracle-result Force + .oracle-row.oracle-row-2-column + span.oracle-roll 89-90 + span.oracle-result Intensify + .oracle-row.oracle-row-2-column + span.oracle-roll 91-92 + span.oracle-result Distract + .oracle-row.oracle-row-2-column + span.oracle-roll 93-94 + span.oracle-result Challenge + .oracle-row.oracle-row-2-column + span.oracle-roll 95-96 + span.oracle-result Brawl + .oracle-row.oracle-row-2-column + span.oracle-roll 97-98 + span.oracle-result Coordinate + .oracle-row.oracle-row-2-column + span.oracle-roll 99-100 + span.oracle-result Overrun + + input.combat-event-target.hide(type='radio' name='attr_oracle_delve' value='19') + .combat-event-target.showhide + .oracle-title.oracle-table-preview Combat Event: Target + .oracle-table-2-column.oracle-table + .oracle-row.oracle-row-2-column + span.oracle-roll 1-2 + span.oracle-result Control + .oracle-row.oracle-row-2-column + span.oracle-roll 3-4 + span.oracle-result Defense + .oracle-row.oracle-row-2-column + span.oracle-roll 5-6 + span.oracle-result Limbs + .oracle-row.oracle-row-2-column + span.oracle-roll 7-8 + span.oracle-result Focus + .oracle-row.oracle-row-2-column + span.oracle-roll 9-10 + span.oracle-result Advantage + .oracle-row.oracle-row-2-column + span.oracle-roll 11-12 + span.oracle-result + | Range + .oracle-row.oracle-row-2-column + span.oracle-roll 13-14 + span.oracle-result Stress + .oracle-row.oracle-row-2-column + span.oracle-roll 15-16 + span.oracle-result Sense + .oracle-row.oracle-row-2-column + span.oracle-roll 17-18 + span.oracle-result Weakness + .oracle-row.oracle-row-2-column + span.oracle-roll 19-20 + span.oracle-result Opening + .oracle-row.oracle-row-2-column + span.oracle-roll 21-22 + span.oracle-result Fear + .oracle-row.oracle-row-2-column + span.oracle-roll 23-24 + span.oracle-result Instinct + .oracle-row.oracle-row-2-column + span.oracle-roll 25-26 + span.oracle-result Footing + .oracle-row.oracle-row-2-column + span.oracle-roll 27-28 + span.oracle-result Maneuver + .oracle-row.oracle-row-2-column + span.oracle-roll 29-30 + span.oracle-result Reach + .oracle-row.oracle-row-2-column + span.oracle-roll 31-32 + span.oracle-result Harm + .oracle-row.oracle-row-2-column + span.oracle-roll + | 33-34 + span.oracle-result Finesse + .oracle-row.oracle-row-2-column + span.oracle-roll 35-36 + span.oracle-result Weapon + .oracle-row.oracle-row-2-column + span.oracle-roll 37-38 + span.oracle-result Environment + .oracle-row.oracle-row-2-column + span.oracle-roll 39-40 + span.oracle-result Technique + .oracle-row.oracle-row-2-column + span.oracle-roll 41-42 + span.oracle-result Surprise + .oracle-row.oracle-row-2-column + span.oracle-roll 43-44 + span.oracle-result Pride + .oracle-row.oracle-row-2-column + span.oracle-roll 45-46 + span.oracle-result Wound + .oracle-row.oracle-row-2-column + span.oracle-roll 47-48 + span.oracle-result Precision + .oracle-row.oracle-row-2-column + span.oracle-roll 49-50 + span.oracle-result Ally + .oracle-row.oracle-row-2-column + span.oracle-roll 51-52 + span.oracle-result Ground + .oracle-row.oracle-row-2-column + span.oracle-roll 53-54 + span.oracle-result Courage + .oracle-row.oracle-row-2-column + span.oracle-roll 55-56 + span.oracle-result Companion + .oracle-row.oracle-row-2-column + span.oracle-roll 57-58 + span.oracle-result Object + .oracle-row.oracle-row-2-column + span.oracle-roll 59-60 + span.oracle-result Momentum + .oracle-row.oracle-row-2-column + span.oracle-roll 61-62 + span.oracle-result Speed + .oracle-row.oracle-row-2-column + span.oracle-roll 63-64 + span.oracle-result Strength + .oracle-row.oracle-row-2-column + span.oracle-roll 65-66 + span.oracle-result Supply + .oracle-row.oracle-row-2-column + span.oracle-roll 67-68 + span.oracle-result Terrain + .oracle-row.oracle-row-2-column + span.oracle-roll 69-70 + span.oracle-result Armor + .oracle-row.oracle-row-2-column + span.oracle-roll 71-72 + span.oracle-result Skill + .oracle-row.oracle-row-2-column + span.oracle-roll 73-74 + span.oracle-result Body + .oracle-row.oracle-row-2-column + span.oracle-roll 75-76 + span.oracle-result Protection + .oracle-row.oracle-row-2-column + span.oracle-roll 77-78 + span.oracle-result Resolve + .oracle-row.oracle-row-2-column + span.oracle-roll 79-80 + span.oracle-result Ferocity + .oracle-row.oracle-row-2-column + span.oracle-roll 81-82 + span.oracle-result Shield + .oracle-row.oracle-row-2-column + span.oracle-roll 83-84 + span.oracle-result Ammo + .oracle-row.oracle-row-2-column + span.oracle-roll 85-86 + span.oracle-result Anger + .oracle-row.oracle-row-2-column + span.oracle-roll 87-88 + span.oracle-result Opportunity + .oracle-row.oracle-row-2-column + span.oracle-roll 89-90 + span.oracle-result Balance + .oracle-row.oracle-row-2-column + span.oracle-roll 91-92 + span.oracle-result Position + .oracle-row.oracle-row-2-column + span.oracle-roll 93-94 + span.oracle-result Barrier + .oracle-row.oracle-row-2-column + span.oracle-roll 95-96 + span.oracle-result Strategy + .oracle-row.oracle-row-2-column + span.oracle-roll 97-98 + span.oracle-result Grasp + .oracle-row.oracle-row-2-column + span.oracle-roll 99-100 + span.oracle-result Power + + input.threat-category.hide(type='radio' name='attr_oracle_delve' value='20') + .threat-category.showhide + .oracle-title.oracle-table-preview Threat: Category + .oracle-table + .oracle-row + span.oracle-roll 1-10 + span.oracle-result Burgeoning Conflict + .oracle-row + span.oracle-roll 11-20 + span.oracle-result Cursed Site + .oracle-row + span.oracle-roll 21-30 + span.oracle-result Environmental Calamity + .oracle-row + span.oracle-roll 31-40 + span.oracle-result Malignant Plague + .oracle-row + span.oracle-roll 41-50 + span.oracle-result Rampaging Creature + .oracle-row + span.oracle-roll 51-60 + span.oracle-result Ravaging Horde + .oracle-row + span.oracle-roll 61-70 + span.oracle-result Scheming Leader + .oracle-row + span.oracle-roll 71-80 + span.oracle-result Power-Hungry Mystic + .oracle-row + span.oracle-roll 81-90 + span.oracle-result Zealous Cult + .oracle-row + span.oracle-roll 91-100 + span.oracle-result Roll Twice + + input.threat-burgeoning-conflict.hide(type='radio' name='attr_oracle_delve' value='21') + .threat-burgeoning-conflict.showhide + .oracle-title.oracle-table-preview Threat: Burgeoning Conflict + .oracle-table + .oracle-row + span.oracle-roll 1-10 + span.oracle-result Allow warmongers to gain influence + .oracle-row + span.oracle-roll 11-20 + span.oracle-result Break a treaty + .oracle-row + span.oracle-roll 21-30 + span.oracle-result Force a hasty decision + .oracle-row + span.oracle-roll 31-40 + span.oracle-result Deepen suspicions + .oracle-row + span.oracle-roll 41-50 + span.oracle-result Trigger a confrontation + .oracle-row + span.oracle-roll 51-60 + span.oracle-result Subvert a potential accord + .oracle-row + span.oracle-roll 61-70 + span.oracle-result Isolate the antagonists + .oracle-row + span.oracle-roll 71-80 + span.oracle-result Draw new battle lines + .oracle-row + span.oracle-roll 81-90 + span.oracle-result Reveal an unexpected aspect of the dispute + .oracle-row + span.oracle-roll 91-100 + span.oracle-result + | Introduce a new person or faction to complicate the + | situation + + input.threat-cursed-site.hide(type='radio' name='attr_oracle_delve' value='22') + .threat-cursed-site.showhide + .oracle-title.oracle-table-preview Threat: Cursed Site + .oracle-table + .oracle-row + span.oracle-roll 1-10 + span.oracle-result Unleash a creature or being + .oracle-row + span.oracle-roll 11-20 + span.oracle-result Lure the unwary into its depths + .oracle-row + span.oracle-roll 21-30 + span.oracle-result Offer promises of power + .oracle-row + span.oracle-roll 31-40 + span.oracle-result Reveal a new aspect of its cursed history + .oracle-row + span.oracle-roll 41-50 + span.oracle-result Expand its malignancy to surrounding lands + .oracle-row + span.oracle-roll 51-60 + span.oracle-result Leave its mark on an inhabitant or visitor + .oracle-row + span.oracle-roll 61-70 + span.oracle-result Reveal hidden depths + .oracle-row + span.oracle-roll 71-80 + span.oracle-result Ensnare an important person or object + .oracle-row + span.oracle-roll 81-90 + span.oracle-result Corrupt the environment + .oracle-row + span.oracle-roll 91-100 + span.oracle-result Transform its nature + + input.threat-environmental-calamity.hide(type='radio' name='attr_oracle_delve' value='23') + .threat-environmental-calamity.showhide + .oracle-title.oracle-table-preview Threat: Environmental Calamity + .oracle-table + .oracle-row + span.oracle-roll 1-10 + span.oracle-result Devastate a place + .oracle-row + span.oracle-roll 11-20 + span.oracle-result Block a path + .oracle-row + span.oracle-roll 21-30 + span.oracle-result Threaten a community with imminent destruction + .oracle-row + span.oracle-roll 31-40 + span.oracle-result Manifest unexpected effects + .oracle-row + span.oracle-roll 41-50 + span.oracle-result Expand in scope or intensity + .oracle-row + span.oracle-roll 51-60 + span.oracle-result Allow someone to take advantage + .oracle-row + span.oracle-roll 61-70 + span.oracle-result Deprive of resources + .oracle-row + span.oracle-roll 71-80 + span.oracle-result Isolate an important person or community + .oracle-row + span.oracle-roll 81-90 + span.oracle-result Force refugees into hostile lands + .oracle-row + span.oracle-roll 91-100 + span.oracle-result Disrupt natural ecosystems + + input.threat-malignant-plague.hide(type='radio' name='attr_oracle_delve' value='24') + .threat-malignant-plague.showhide + .oracle-title.oracle-table-preview Threat: Malignant Plague + .oracle-table + .oracle-row + span.oracle-roll 1-10 + span.oracle-result Manifest new symptoms or effects + .oracle-row + span.oracle-roll 11-20 + span.oracle-result Infect someone important + .oracle-row + span.oracle-roll 21-30 + span.oracle-result Expand to new territory or communities + .oracle-row + span.oracle-roll 31-40 + span.oracle-result Allow someone to take advantage + .oracle-row + span.oracle-roll 41-50 + span.oracle-result Allow someone to take the blame + .oracle-row + span.oracle-roll 51-60 + span.oracle-result Create panic or disorder + .oracle-row + span.oracle-roll 61-70 + span.oracle-result Force a horrible decision + .oracle-row + span.oracle-roll 71-80 + span.oracle-result Lure into complacency + .oracle-row + span.oracle-roll 81-90 + span.oracle-result Reveal the root of the sickness + .oracle-row + span.oracle-roll 91-100 + span.oracle-result Undermine a potential cure + + input.threat-rampaging-creature.hide(type='radio' name='attr_oracle_delve' value='25') + .threat-rampaging-creature.showhide + .oracle-title.oracle-table-preview Threat: Rampaging Creature + .oracle-table + .oracle-row + span.oracle-roll 1-10 + span.oracle-result Reveal a new aspect of its nature or abilities + .oracle-row + span.oracle-roll 11-20 + span.oracle-result Expand its territory + .oracle-row + span.oracle-roll 21-30 + span.oracle-result Make a sudden and brutal attack + .oracle-row + span.oracle-roll 31-40 + span.oracle-result Control or influence lesser creatures + .oracle-row + span.oracle-roll 41-50 + span.oracle-result Create confusion or strife + .oracle-row + span.oracle-roll 51-60 + span.oracle-result Leave foreboding signs + .oracle-row + span.oracle-roll 61-70 + span.oracle-result Lure the unwary + .oracle-row + span.oracle-roll 71-80 + span.oracle-result Imperil an event + .oracle-row + span.oracle-roll 81-90 + span.oracle-result Assert control over a location + .oracle-row + span.oracle-roll 91-100 + span.oracle-result Threaten resources + + input.threat-ravaging-horde.hide(type='radio' name='attr_oracle_delve' value='26') + .threat-ravaging-horde.showhide + .oracle-title.oracle-table-preview Threat: Ravaging Horde + .oracle-table + .oracle-row + span.oracle-roll 1-10 + span.oracle-result Overrun defenses + .oracle-row + span.oracle-roll 11-20 + span.oracle-result Gather resources + .oracle-row + span.oracle-roll 21-30 + span.oracle-result Attack a location + .oracle-row + span.oracle-roll 31-40 + span.oracle-result Expand forces + .oracle-row + span.oracle-roll 41-50 + span.oracle-result Appoint or reveal a leader + .oracle-row + span.oracle-roll 51-60 + span.oracle-result Send forth a champion + .oracle-row + span.oracle-roll 61-70 + span.oracle-result Create a diversion + .oracle-row + span.oracle-roll 71-80 + span.oracle-result Undermine an opposing force from within + .oracle-row + span.oracle-roll 81-90 + span.oracle-result Cut off supplies or reinforcements + .oracle-row + span.oracle-roll 91-100 + span.oracle-result Employ a new weapon + + input.threat-scheming-leader.hide(type='radio' name='attr_oracle_delve' value='27') + .threat-scheming-leader.showhide + .oracle-title.oracle-table-preview Threat: Scheming Leader + .oracle-table + .oracle-row + span.oracle-roll 1-10 + span.oracle-result Defeat an enemy + .oracle-row + span.oracle-roll 11-20 + span.oracle-result Form a new alliance + .oracle-row + span.oracle-roll 21-30 + span.oracle-result Usurp or undermine another leader + .oracle-row + span.oracle-roll 31-40 + span.oracle-result Force the loyalty of a community or important person + .oracle-row + span.oracle-roll 41-50 + span.oracle-result Enact a new law or tradition + .oracle-row + span.oracle-roll 51-60 + span.oracle-result Rescind an old law or tradition + .oracle-row + span.oracle-roll 61-70 + span.oracle-result Reveal a true intention + .oracle-row + span.oracle-roll 71-80 + span.oracle-result Unravel an existing alliance + .oracle-row + span.oracle-roll 81-90 + span.oracle-result Incite conflict + .oracle-row + span.oracle-roll 91-100 + span.oracle-result Use an unexpected capability or asset + + input.threat-power-hungry-mystic.hide(type='radio' name='attr_oracle_delve' value='28') + .threat-power-hungry-mystic.showhide + .oracle-title.oracle-table-preview Threat: Power-Hungry Mystic + .oracle-table + .oracle-row + span.oracle-roll 1-10 + span.oracle-result Gain hidden knowledge + .oracle-row + span.oracle-roll 11-20 + span.oracle-result Assault an enemy with magic + .oracle-row + span.oracle-roll 21-30 + span.oracle-result Despoil a place through magic + .oracle-row + span.oracle-roll 31-40 + span.oracle-result Forge a bond with ancient forces + .oracle-row + span.oracle-roll 41-50 + span.oracle-result Create magical wards or protections + .oracle-row + span.oracle-roll 51-60 + span.oracle-result Obtain a powerful artifact + .oracle-row + span.oracle-roll 61-70 + span.oracle-result Tempt with power or secrets + .oracle-row + span.oracle-roll 71-80 + span.oracle-result Recruit a follower or ally + .oracle-row + span.oracle-roll 81-90 + span.oracle-result Sacrifice something in exchange for greater power + .oracle-row + span.oracle-roll 91-100 + span.oracle-result Use magic to trick or deceive + + input.threat-zealous-cult.hide(type='radio' name='attr_oracle_delve' value='29') + .threat-zealous-cult.showhide + .oracle-title.oracle-table-preview Threat: Zealous Cult + .oracle-table + .oracle-row + span.oracle-roll 1-10 + span.oracle-result Overtake a faction or community + .oracle-row + span.oracle-roll 11-20 + span.oracle-result Unlock secrets to greater power + .oracle-row + span.oracle-roll 21-30 + span.oracle-result Establish false credibility + .oracle-row + span.oracle-roll 31-40 + span.oracle-result Appoint or reveal a leader + .oracle-row + span.oracle-roll 41-50 + span.oracle-result Lure new members or establish alliances + .oracle-row + span.oracle-roll 51-60 + span.oracle-result Subvert opposition through devious schemes + .oracle-row + span.oracle-roll 61-70 + span.oracle-result Attack opposition directly + .oracle-row + span.oracle-roll 71-80 + span.oracle-result Spread the word of its doctrine + .oracle-row + span.oracle-roll 81-90 + span.oracle-result Reveal a dire prophecy + .oracle-row + span.oracle-roll 91-100 + span.oracle-result Reveal its true nature or goal diff --git a/Ironcrunch/src/components/oracles/ironsworn.pug b/Ironcrunch/src/components/oracles/ironsworn.pug new file mode 100644 index 0000000000..d92fd4b26f --- /dev/null +++ b/Ironcrunch/src/components/oracles/ironsworn.pug @@ -0,0 +1,3545 @@ +include ../../common/pug/shared-tables + +mixin ironswornOracles + .oracle-container + .oracle-column.table-list + .oracle-box + .oracle-title Plot + .oracle + .button-container + button(type='roll' title='Action Oracle' name='roll_action_oracle' value='&{template:ironsworn_oracles} {{header=Action Oracle}} {{action=[[d100]]}}') + label.common-btn.oracle-btn + input.hide.btn-input(type='radio' title='@{oracle_ironsworn_button}' name='attr_oracle_ironsworn_button' value='1') + .btn-content Action + .oracle + .button-container + button(type='roll' title='Theme Oracle' name='roll_theme_oracle' value='&{template:ironsworn_oracles} {{header=Theme Oracle}} {{theme=[[d100]]}}') + label.common-btn.oracle-btn + input.hide.btn-input(type='radio' title='@{oracle_ironsworn_button}' name='attr_oracle_ironsworn_button' value='2') + .btn-content Theme + .oracle + .button-container + button(type='roll' title='Combat Actions Oracle' name='roll_combat_action_oracle' value='&{template:ironsworn_oracles} {{header=Combat Actions Oracle}} {{combatAction=[[d100]]}}') + label.common-btn.oracle-btn + input.hide.btn-input(type='radio' title='@{oracle_ironsworn_button}' name='attr_oracle_ironsworn_button' value='3') + .btn-content Combat Actions + .oracle + .button-container + button(type='roll' title='Settlement Trouble Oracle' name='roll_settlement_trouble_oracle' value='&{template:ironsworn_oracles} {{header=Settlement Trouble Oracle}} {{settlementTrouble=[[d100]]}}') + label.common-btn.oracle-btn + input.hide.btn-input(type='radio' title='@{oracle_ironsworn_button}' name='attr_oracle_ironsworn_button' value='4') + .btn-content Settlement Trouble + .oracle + .button-container + button(type='roll' title='Major Plot Twist Oracle' name='roll_major_plot_twist_oracle' value='&{template:ironsworn_oracles} {{header=Major Plot Twist Oracle}} {{majorPlotTwist=[[d100]]}}') + label.common-btn.oracle-btn + input.hide.btn-input(type='radio' title='@{oracle_ironsworn_button}' name='attr_oracle_ironsworn_button' value='5') + .btn-content Major Plot Twist + .oracle + .button-container + button(type='roll' title='Mystic Backlash Oracle' name='rollmysticbacklashoracle' value='&{template:ironsworn_oracles} {{header=Mystic Backlash Oracle}} {{mysticBacklash=[[d100]]}}') + label.common-btn.oracle-btn + input.hide.btn-input(type='radio' title='@{oracle_ironsworn_button}' name='attr_oracle_ironsworn_button' value='6') + .btn-content Mystic Backlash + .oracle + .button-container + button(type='roll' title='Challenge Rank Oracle' name='rollchallengerankoracle' value='&{template:ironsworn_oracles} {{header=Challenge Rank Oracle}} {{challengeRank=[[d100]]}}') + label.common-btn.oracle-btn + input.hide.btn-input(type='radio' title='@{oracle_ironsworn_button}' name='attr_oracle_ironsworn_button' value='7') + .btn-content Challenge Rank + .oracle-box + .oracle-title Locations + .oracle + .button-container + button(type='roll' title='Region Oracle' name='rollregionoracle' value='&{template:ironsworn_oracles} {{header=Region Oracle}} {{region=[[d100]]}}') + label.common-btn.oracle-btn + input.hide.btn-input(type='radio' title='@{oracle_ironsworn_button}' name='attr_oracle_ironsworn_button' value='8') + .btn-content Region + .oracle + .button-container + button(type='roll' title='Location Oracle' name='rollLocationoracle' value='&{template:ironsworn_oracles} {{header=location Oracle}} {{location=[[d100]]}}') + label.common-btn.oracle-btn + input.hide.btn-input(type='radio' title='@{oracle_ironsworn_button}' name='attr_oracle_ironsworn_button' value='9') + .btn-content Location + .oracle + .button-container + button(type='roll' title='Costal Waters Location Oracle' name='rollcoastalwaterslocationoracle' value='&{template:ironsworn_oracles} {{header=Coastal Waters Location Oracle}} {{coastalWatersLocation=[[d100]]}}') + label.common-btn.oracle-btn + input.hide.btn-input(type='radio' title='@{oracle_ironsworn_button}' name='attr_oracle_ironsworn_button' value='10') + .btn-content Costal Waters Location + .oracle + .button-container + button(type='roll' title='Location Descriptor Oracle' name='rolllocationdescriptororacle' value='&{template:ironsworn_oracles} {{header=Location Descriptor Oracle}} {{locationDescriptor=[[d100]]}}') + label.common-btn.oracle-btn + input.hide.btn-input(type='radio' title='@{oracle_ironsworn_button}' name='attr_oracle_ironsworn_button' value='11') + .btn-content Location Descriptor + .oracle + .button-container + button(type='roll' title='Settlement Name Oracle' name='rollsettlementnameoracle' value='&{template:ironsworn_oracles} {{header=Settlement Name Oracle}} {{settlementName=[[d100]]}}') + label.common-btn.oracle-btn + input.hide.btn-input(type='radio' title='@{oracle_ironsworn_button}' name='attr_oracle_ironsworn_button' value='12') + .btn-content Settlement Name + .oracle + .button-container + button(type='roll' title='Quick Settlement Name Oracle' name='rollquicksettlementnameoracle' value='&{template:ironsworn_oracles} {{header=Quick Settlement Name Oracle}} {{quickSettlementName=[[0]]}} {{quickSettlementNamePrefix=[[d100]]}} {{quickSettlementNameSuffix=[[d100]]}}') + label.common-btn.oracle-btn + input.hide.btn-input(type='radio' title='@{oracle_ironsworn_button}' name='attr_oracle_ironsworn_button' value='13') + .btn-content Quick Settlement Name + .oracle-box + .oracle-title Character + .oracle + .button-container + button(type='roll' title='Character Role Oracle' name='rollcharacterroleoracle' value='&{template:ironsworn_oracles} {{header=Character Role Oracle}} {{characterRole=[[d100]]}}') + label.common-btn.oracle-btn + input.hide.btn-input(type='radio' title='@{oracle_ironsworn_button}' name='attr_oracle_ironsworn_button' value='14') + .btn-content Character Role + .oracle + .button-container + button(type='roll' title='Character Goal Oracle' name='rollcharactergoaloracle' value='&{template:ironsworn_oracles} {{header=Character Goal Oracle}} {{characterGoal=[[d100]]}}') + label.common-btn.oracle-btn + input.hide.btn-input(type='radio' title='@{oracle_ironsworn_button}' name='attr_oracle_ironsworn_button' value='15') + .btn-content Character Goal + .oracle + .button-container + button(type='roll' title='Character Descriptor Oracle' name='rollcharacterdescriptororacle' value='&{template:ironsworn_oracles} {{header=Character Descriptor Oracle}} {{characterDescriptor=[[d100]]}}') + label.common-btn.oracle-btn + input.hide.btn-input(type='radio' title='@{oracle_ironsworn_button}' name='attr_oracle_ironsworn_button' value='16') + .btn-content Character Descriptor + .oracle-box + .oracle-title Character Names + .oracle + .button-container + button(type='roll' title='Ironlander Names Oracle' name='rollironlandernamesoracle' value='&{template:ironsworn_oracles} {{header=Ironlander Names Oracle}} {{ironlanderNames=[[1d200]]}}') + label.common-btn.oracle-btn + input.hide.btn-input(type='radio' title='@{oracle_ironsworn_button}' name='attr_oracle_ironsworn_button' value='17') + .btn-content Ironlander Names + .oracle + .button-container + button(type='roll' title='Elf Names Oracle' name='rollElf Namesoracle' value='&{template:ironsworn_oracles} {{header=Elf Names Oracle}} {{elfNames=[[d100]]}}') + label.common-btn.oracle-btn + input.hide.btn-input(type='radio' title='@{oracle_ironsworn_button}' name='attr_oracle_ironsworn_button' value='18') + .btn-content Elf Names + .oracle + .button-container + button(type='roll' title='Giant Names Oracle' name='rollgiantnamesoracle' value='&{template:ironsworn_oracles} {{header=Giant Names Oracle}} {{giantNames=[[d100]]}}') + label.common-btn.oracle-btn + input.hide.btn-input(type='radio' title='@{oracle_ironsworn_button}' name='attr_oracle_ironsworn_button' value='19') + .btn-content Giant Names + .oracle + .button-container + button(type='roll' title='Varou Names Oracle' name='rollvarounamesoracle' value='&{template:ironsworn_oracles} {{header=Varou Names Oracle}} {{varouNames=[[d100]]}}') + label.common-btn.oracle-btn + input.hide.btn-input(type='radio' title='@{oracle_ironsworn_button}' name='attr_oracle_ironsworn_button' value='20') + .btn-content Varou Names + .oracle + .button-container + button(type='roll' title='Troll Names Oracle' name='rolltrollnamesoracle' value='&{template:ironsworn_oracles} {{header=Troll Names Oracle}} {{trollNames=[[d100]]}}') + label.common-btn.oracle-btn + input.hide.btn-input(type='radio' title='@{oracle_ironsworn_button}' name='attr_oracle_ironsworn_button' value='21') + .btn-content Troll Names + .oracle-box + .oracle-title Moves + .oracle + .button-container + button(type='roll' title='Pay the Price Oracle' name='rollpaythepriceoracle' value='&{template:ironsworn_oracles} {{header=Pay the Price Oracle}} {{payThePrice=[[d100]]}}') + label.common-btn.oracle-btn + input.hide.btn-input(type='radio' title='@{oracle_ironsworn_button}' name='attr_oracle_ironsworn_button' value='22') + .btn-content Pay the Price + .oracle + .button-container + label.common-btn.oracle-btn + input.hide.btn-input(type='radio' title='@{oracle_ironsworn_button}' name='attr_oracle_ironsworn_button' value='23') + .btn-content Ask the Oracle + .oracle + .button-container + button(type='roll' title='Endure Harm Oracle' name='rollendureharmoracle' value='&{template:ironsworn_oracles} {{header=Endure Harm Oracle}} {{endureHarm=[[d100]]}}') + label.common-btn.oracle-btn + input.hide.btn-input(type='radio' title='@{oracle_ironsworn_button}' name='attr_oracle_ironsworn_button' value='24') + .btn-content Endure Harm + .oracle + .button-container + button(type='roll' title='Endure Stress Oracle' name='rollendurestressoracle' value='&{template:ironsworn_oracles} {{header=Endure Stress Oracle}} {{endureStress=[[d100]]}}') + label.common-btn.oracle-btn + input.hide.btn-input(type='radio' title='@{oracle_ironsworn_button}' name='attr_oracle_ironsworn_button' value='25') + .btn-content Endure Stress + + .oracle-column.table-main + input.action.hide(type='radio' name='attr_oracle_ironsworn' value='1') + .action.showhide + .oracle-title.oracle-table-preview ACTION + .oracle-table.oracle-table-3-column + .oracle-row.oracle-row-3-column + span.oracle-roll 1 + span.oracle-result Scheme + .oracle-row.oracle-row-3-column + span.oracle-roll 2 + span.oracle-result Clash + .oracle-row.oracle-row-3-column + span.oracle-roll 3 + span.oracle-result Weaken + .oracle-row.oracle-row-3-column + span.oracle-roll 4 + span.oracle-result Initiate + .oracle-row.oracle-row-3-column + span.oracle-roll 5 + span.oracle-result Create + .oracle-row.oracle-row-3-column + span.oracle-roll 6 + span.oracle-result Swear + .oracle-row.oracle-row-3-column + span.oracle-roll 7 + span.oracle-result Avenge + .oracle-row.oracle-row-3-column + span.oracle-roll 8 + span.oracle-result Guard + .oracle-row.oracle-row-3-column + span.oracle-roll 9 + span.oracle-result Defeat + .oracle-row.oracle-row-3-column + span.oracle-roll 10 + span.oracle-result Control + .oracle-row.oracle-row-3-column + span.oracle-roll 11 + span.oracle-result Break + .oracle-row.oracle-row-3-column + span.oracle-roll 12 + span.oracle-result Risk + .oracle-row.oracle-row-3-column + span.oracle-roll 13 + span.oracle-result Surrender + .oracle-row.oracle-row-3-column + span.oracle-roll 14 + span.oracle-result Inspect + .oracle-row.oracle-row-3-column + span.oracle-roll 15 + span.oracle-result Raid + .oracle-row.oracle-row-3-column + span.oracle-roll 16 + span.oracle-result Evade + .oracle-row.oracle-row-3-column + span.oracle-roll 17 + span.oracle-result Assault + .oracle-row.oracle-row-3-column + span.oracle-roll 18 + span.oracle-result Deflect + .oracle-row.oracle-row-3-column + span.oracle-roll 19 + span.oracle-result Threaten + .oracle-row.oracle-row-3-column + span.oracle-roll 20 + span.oracle-result Attack + .oracle-row.oracle-row-3-column + span.oracle-roll 21 + span.oracle-result Leave + .oracle-row.oracle-row-3-column + span.oracle-roll 22 + span.oracle-result Preserve + .oracle-row.oracle-row-3-column + span.oracle-roll 23 + span.oracle-result Manipulate + .oracle-row.oracle-row-3-column + span.oracle-roll 24 + span.oracle-result Remove + .oracle-row.oracle-row-3-column + span.oracle-roll 25 + span.oracle-result Eliminate + .oracle-row.oracle-row-3-column + span.oracle-roll 26 + span.oracle-result Withdraw + .oracle-row.oracle-row-3-column + span.oracle-roll 27 + span.oracle-result Abandon + .oracle-row.oracle-row-3-column + span.oracle-roll 28 + span.oracle-result Investigate + .oracle-row.oracle-row-3-column + span.oracle-roll 29 + span.oracle-result Hold + .oracle-row.oracle-row-3-column + span.oracle-roll 30 + span.oracle-result Focus + .oracle-row.oracle-row-3-column + span.oracle-roll 31 + span.oracle-result Uncover + .oracle-row.oracle-row-3-column + span.oracle-roll 32 + span.oracle-result Breach + .oracle-row.oracle-row-3-column + span.oracle-roll 33 + span.oracle-result Aid + .oracle-row.oracle-row-3-column + span.oracle-roll 34 + span.oracle-result Uphold + .oracle-row.oracle-row-3-column + span.oracle-roll 35 + span.oracle-result Falter + .oracle-row.oracle-row-3-column + span.oracle-roll 36 + span.oracle-result Suppress + .oracle-row.oracle-row-3-column + span.oracle-roll 37 + span.oracle-result Hunt + .oracle-row.oracle-row-3-column + span.oracle-roll 38 + span.oracle-result Share + .oracle-row.oracle-row-3-column + span.oracle-roll 39 + span.oracle-result Destroy + .oracle-row.oracle-row-3-column + span.oracle-roll 40 + span.oracle-result Avoid + .oracle-row.oracle-row-3-column + span.oracle-roll 41 + span.oracle-result Reject + .oracle-row.oracle-row-3-column + span.oracle-roll 42 + span.oracle-result Demand + .oracle-row.oracle-row-3-column + span.oracle-roll 43 + span.oracle-result Explore + .oracle-row.oracle-row-3-column + span.oracle-roll 44 + span.oracle-result Bolster + .oracle-row.oracle-row-3-column + span.oracle-roll 45 + span.oracle-result Seize + .oracle-row.oracle-row-3-column + span.oracle-roll 46 + span.oracle-result Mourn + .oracle-row.oracle-row-3-column + span.oracle-roll 47 + span.oracle-result Reveal + .oracle-row.oracle-row-3-column + span.oracle-roll 48 + span.oracle-result Gather + .oracle-row.oracle-row-3-column + span.oracle-roll 49 + span.oracle-result Defy + .oracle-row.oracle-row-3-column + span.oracle-roll 50 + span.oracle-result Transform + .oracle-row.oracle-row-3-column + span.oracle-roll 51 + span.oracle-result Persevere + .oracle-row.oracle-row-3-column + span.oracle-roll 52 + span.oracle-result Serve + .oracle-row.oracle-row-3-column + span.oracle-roll 53 + span.oracle-result Begin + .oracle-row.oracle-row-3-column + span.oracle-roll 54 + span.oracle-result Move + .oracle-row.oracle-row-3-column + span.oracle-roll 55 + span.oracle-result Coordinate + .oracle-row.oracle-row-3-column + span.oracle-roll 56 + span.oracle-result Resist + .oracle-row.oracle-row-3-column + span.oracle-roll 57 + span.oracle-result Await + .oracle-row.oracle-row-3-column + span.oracle-roll 58 + span.oracle-result Impress + .oracle-row.oracle-row-3-column + span.oracle-roll 59 + span.oracle-result Take + .oracle-row.oracle-row-3-column + span.oracle-roll 60 + span.oracle-result Oppose + .oracle-row.oracle-row-3-column + span.oracle-roll 61 + span.oracle-result Capture + .oracle-row.oracle-row-3-column + span.oracle-roll 62 + span.oracle-result Overwhelm + .oracle-row.oracle-row-3-column + span.oracle-roll 63 + span.oracle-result Challenge + .oracle-row.oracle-row-3-column + span.oracle-roll 64 + span.oracle-result Acquire + .oracle-row.oracle-row-3-column + span.oracle-roll 65 + span.oracle-result Protect + .oracle-row.oracle-row-3-column + span.oracle-roll 66 + span.oracle-result Finish + .oracle-row.oracle-row-3-column + span.oracle-roll 67 + span.oracle-result Strengthen + .oracle-row.oracle-row-3-column + span.oracle-roll 68 + span.oracle-result Restore + .oracle-row.oracle-row-3-column + span.oracle-roll 69 + span.oracle-result Advance + .oracle-row.oracle-row-3-column + span.oracle-roll 70 + span.oracle-result Command + .oracle-row.oracle-row-3-column + span.oracle-roll 71 + span.oracle-result Refuse + .oracle-row.oracle-row-3-column + span.oracle-roll 72 + span.oracle-result Find + .oracle-row.oracle-row-3-column + span.oracle-roll 73 + span.oracle-result Deliver + .oracle-row.oracle-row-3-column + span.oracle-roll 74 + span.oracle-result Hide + .oracle-row.oracle-row-3-column + span.oracle-roll 75 + span.oracle-result Fortify + .oracle-row.oracle-row-3-column + span.oracle-roll 76 + span.oracle-result Betray + .oracle-row.oracle-row-3-column + span.oracle-roll 77 + span.oracle-result Secure + .oracle-row.oracle-row-3-column + span.oracle-roll 78 + span.oracle-result Arrive + .oracle-row.oracle-row-3-column + span.oracle-roll 79 + span.oracle-result Affect + .oracle-row.oracle-row-3-column + span.oracle-roll 80 + span.oracle-result Change + .oracle-row.oracle-row-3-column + span.oracle-roll 81 + span.oracle-result Defend + .oracle-row.oracle-row-3-column + span.oracle-roll 82 + span.oracle-result Debate + .oracle-row.oracle-row-3-column + span.oracle-roll 83 + span.oracle-result Support + .oracle-row.oracle-row-3-column + span.oracle-roll 84 + span.oracle-result Follow + .oracle-row.oracle-row-3-column + span.oracle-roll 85 + span.oracle-result Construct + .oracle-row.oracle-row-3-column + span.oracle-roll 86 + span.oracle-result Locate + .oracle-row.oracle-row-3-column + span.oracle-roll 87 + span.oracle-result Endure + .oracle-row.oracle-row-3-column + span.oracle-roll 88 + span.oracle-result Release + .oracle-row.oracle-row-3-column + span.oracle-roll 89 + span.oracle-result Lose + .oracle-row.oracle-row-3-column + span.oracle-roll 90 + span.oracle-result Reduce + .oracle-row.oracle-row-3-column + span.oracle-roll 91 + span.oracle-result Escalate + .oracle-row.oracle-row-3-column + span.oracle-roll 92 + span.oracle-result Distract + .oracle-row.oracle-row-3-column + span.oracle-roll 93 + span.oracle-result Journey + .oracle-row.oracle-row-3-column + span.oracle-roll 94 + span.oracle-result Escort + .oracle-row.oracle-row-3-column + span.oracle-roll 95 + span.oracle-result Learn + .oracle-row.oracle-row-3-column + span.oracle-roll 96 + span.oracle-result Communicate + .oracle-row.oracle-row-3-column + span.oracle-roll 97 + span.oracle-result Depart + .oracle-row.oracle-row-3-column + span.oracle-roll 98 + span.oracle-result Search + .oracle-row.oracle-row-3-column + span.oracle-roll 99 + span.oracle-result Charge + .oracle-row.oracle-row-3-column + span.oracle-roll 100 + span.oracle-result Summon + + input.theme.hide(type='radio' name='attr_oracle_ironsworn' value='2') + .theme.showhide + .oracle-title.oracle-table-preview THEME + .oracle-table.oracle-table-3-column + .oracle-row.oracle-row-3-column + span.oracle-roll 1 + span.oracle-result + | Risk + .oracle-row.oracle-row-3-column + span.oracle-roll 2 + span.oracle-result + | Ability + .oracle-row.oracle-row-3-column + span.oracle-roll 3 + span.oracle-result + | Price + .oracle-row.oracle-row-3-column + span.oracle-roll 4 + span.oracle-result + | Ally + .oracle-row.oracle-row-3-column + span.oracle-roll 5 + span.oracle-result + | Battle + .oracle-row.oracle-row-3-column + span.oracle-roll 6 + span.oracle-result + | Safety + .oracle-row.oracle-row-3-column + span.oracle-roll 7 + span.oracle-result + | Survival + .oracle-row.oracle-row-3-column + span.oracle-roll 8 + span.oracle-result + | Weapon + .oracle-row.oracle-row-3-column + span.oracle-roll 9 + span.oracle-result + | Wound + .oracle-row.oracle-row-3-column + span.oracle-roll 10 + span.oracle-result Shelter + .oracle-row.oracle-row-3-column + span.oracle-roll 11 + span.oracle-result Leader + .oracle-row.oracle-row-3-column + span.oracle-roll 12 + span.oracle-result Fear + .oracle-row.oracle-row-3-column + span.oracle-roll 13 + span.oracle-result Time + .oracle-row.oracle-row-3-column + span.oracle-roll 14 + span.oracle-result Duty + .oracle-row.oracle-row-3-column + span.oracle-roll 15 + span.oracle-result Secret + .oracle-row.oracle-row-3-column + span.oracle-roll 16 + span.oracle-result Innocence + .oracle-row.oracle-row-3-column + span.oracle-roll 17 + span.oracle-result Renown + .oracle-row.oracle-row-3-column + span.oracle-roll 18 + span.oracle-result Direction + .oracle-row.oracle-row-3-column + span.oracle-roll 19 + span.oracle-result Death + .oracle-row.oracle-row-3-column + span.oracle-roll 20 + span.oracle-result Honor + .oracle-row.oracle-row-3-column + span.oracle-roll 21 + span.oracle-result Labor + .oracle-row.oracle-row-3-column + span.oracle-roll 22 + span.oracle-result Solution + .oracle-row.oracle-row-3-column + span.oracle-roll 23 + span.oracle-result Tool + .oracle-row.oracle-row-3-column + span.oracle-roll 24 + span.oracle-result Balance + .oracle-row.oracle-row-3-column + span.oracle-roll 25 + span.oracle-result Love + .oracle-row.oracle-row-3-column + span.oracle-roll 26 + span.oracle-result Barrier + .oracle-row.oracle-row-3-column + span.oracle-roll 27 + span.oracle-result Creation + .oracle-row.oracle-row-3-column + span.oracle-roll 28 + span.oracle-result Decay + .oracle-row.oracle-row-3-column + span.oracle-roll 29 + span.oracle-result Trade + .oracle-row.oracle-row-3-column + span.oracle-roll 30 + span.oracle-result Bond + .oracle-row.oracle-row-3-column + span.oracle-roll 31 + span.oracle-result Hope + .oracle-row.oracle-row-3-column + span.oracle-roll 32 + span.oracle-result Superstition + .oracle-row.oracle-row-3-column + span.oracle-roll 33 + span.oracle-result Peace + .oracle-row.oracle-row-3-column + span.oracle-roll 34 + span.oracle-result Deception + .oracle-row.oracle-row-3-column + span.oracle-roll 35 + span.oracle-result History + .oracle-row.oracle-row-3-column + span.oracle-roll 36 + span.oracle-result World + .oracle-row.oracle-row-3-column + span.oracle-roll 37 + span.oracle-result Vow + .oracle-row.oracle-row-3-column + span.oracle-roll 38 + span.oracle-result Protection + .oracle-row.oracle-row-3-column + span.oracle-roll 39 + span.oracle-result Nature + .oracle-row.oracle-row-3-column + span.oracle-roll 40 + span.oracle-result Opinion + .oracle-row.oracle-row-3-column + span.oracle-roll 41 + span.oracle-result Burden + .oracle-row.oracle-row-3-column + span.oracle-roll 42 + span.oracle-result Vengeance + .oracle-row.oracle-row-3-column + span.oracle-roll 43 + span.oracle-result Opportunity + .oracle-row.oracle-row-3-column + span.oracle-roll 44 + span.oracle-result Faction + .oracle-row.oracle-row-3-column + span.oracle-roll 45 + span.oracle-result Danger + .oracle-row.oracle-row-3-column + span.oracle-roll 46 + span.oracle-result Corruption + .oracle-row.oracle-row-3-column + span.oracle-roll 47 + span.oracle-result Freedom + .oracle-row.oracle-row-3-column + span.oracle-roll 48 + span.oracle-result Debt + .oracle-row.oracle-row-3-column + span.oracle-roll 49 + span.oracle-result Hate + .oracle-row.oracle-row-3-column + span.oracle-roll 50 + span.oracle-result Possession + .oracle-row.oracle-row-3-column + span.oracle-roll 51 + span.oracle-result Stranger + .oracle-row.oracle-row-3-column + span.oracle-roll 52 + span.oracle-result Passage + .oracle-row.oracle-row-3-column + span.oracle-roll 53 + span.oracle-result Land + .oracle-row.oracle-row-3-column + span.oracle-roll 54 + span.oracle-result Creature + .oracle-row.oracle-row-3-column + span.oracle-roll 55 + span.oracle-result Disease + .oracle-row.oracle-row-3-column + span.oracle-roll 56 + span.oracle-result Advantage + .oracle-row.oracle-row-3-column + span.oracle-roll 57 + span.oracle-result Blood + .oracle-row.oracle-row-3-column + span.oracle-roll 58 + span.oracle-result Language + .oracle-row.oracle-row-3-column + span.oracle-roll 59 + span.oracle-result Rumor + .oracle-row.oracle-row-3-column + span.oracle-roll 60 + span.oracle-result Weakness + .oracle-row.oracle-row-3-column + span.oracle-roll 61 + span.oracle-result Greed + .oracle-row.oracle-row-3-column + span.oracle-roll 62 + span.oracle-result Family + .oracle-row.oracle-row-3-column + span.oracle-roll 63 + span.oracle-result Resource + .oracle-row.oracle-row-3-column + span.oracle-roll 64 + span.oracle-result Structure + .oracle-row.oracle-row-3-column + span.oracle-roll 65 + span.oracle-result Dream + .oracle-row.oracle-row-3-column + span.oracle-roll 66 + span.oracle-result Community + .oracle-row.oracle-row-3-column + span.oracle-roll 67 + span.oracle-result War + .oracle-row.oracle-row-3-column + span.oracle-roll 68 + span.oracle-result Portent + .oracle-row.oracle-row-3-column + span.oracle-roll 69 + span.oracle-result Prize + .oracle-row.oracle-row-3-column + span.oracle-roll 70 + span.oracle-result Destiny + .oracle-row.oracle-row-3-column + span.oracle-roll 71 + span.oracle-result Momentum + .oracle-row.oracle-row-3-column + span.oracle-roll 72 + span.oracle-result Power + .oracle-row.oracle-row-3-column + span.oracle-roll 73 + span.oracle-result Memory + .oracle-row.oracle-row-3-column + span.oracle-roll 74 + span.oracle-result Ruin + .oracle-row.oracle-row-3-column + span.oracle-roll 75 + span.oracle-result Mysticism + .oracle-row.oracle-row-3-column + span.oracle-roll 76 + span.oracle-result Rival + .oracle-row.oracle-row-3-column + span.oracle-roll 77 + span.oracle-result Problem + .oracle-row.oracle-row-3-column + span.oracle-roll 78 + span.oracle-result Idea + .oracle-row.oracle-row-3-column + span.oracle-roll 79 + span.oracle-result Revenge + .oracle-row.oracle-row-3-column + span.oracle-roll 80 + span.oracle-result Health + .oracle-row.oracle-row-3-column + span.oracle-roll 81 + span.oracle-result Fellowship + .oracle-row.oracle-row-3-column + span.oracle-roll 82 + span.oracle-result Enemy + .oracle-row.oracle-row-3-column + span.oracle-roll 83 + span.oracle-result Religion + .oracle-row.oracle-row-3-column + span.oracle-roll 84 + span.oracle-result Spirit + .oracle-row.oracle-row-3-column + span.oracle-roll 85 + span.oracle-result Fame + .oracle-row.oracle-row-3-column + span.oracle-roll 86 + span.oracle-result Desolation + .oracle-row.oracle-row-3-column + span.oracle-roll 87 + span.oracle-result Strength + .oracle-row.oracle-row-3-column + span.oracle-roll 88 + span.oracle-result Knowledge + .oracle-row.oracle-row-3-column + span.oracle-roll 89 + span.oracle-result Truth + .oracle-row.oracle-row-3-column + span.oracle-roll 90 + span.oracle-result Quest + .oracle-row.oracle-row-3-column + span.oracle-roll 91 + span.oracle-result Pride + .oracle-row.oracle-row-3-column + span.oracle-roll 92 + span.oracle-result Loss + .oracle-row.oracle-row-3-column + span.oracle-roll 93 + span.oracle-result Law + .oracle-row.oracle-row-3-column + span.oracle-roll 94 + span.oracle-result Path + .oracle-row.oracle-row-3-column + span.oracle-roll 95 + span.oracle-result Warning + .oracle-row.oracle-row-3-column + span.oracle-roll 96 + span.oracle-result Relationship + .oracle-row.oracle-row-3-column + span.oracle-roll 97 + span.oracle-result Wealth + .oracle-row.oracle-row-3-column + span.oracle-roll 98 + span.oracle-result Home + .oracle-row.oracle-row-3-column + span.oracle-roll 99 + span.oracle-result Strategy + .oracle-row.oracle-row-3-column + span.oracle-roll 100 + span.oracle-result Supply + + input.combat-action.hide(type='radio' name='attr_oracle_ironsworn' value='3') + .combat-action.showhide + .oracle-title.oracle-table-preview COMBAT ACTION + .oracle-table + .oracle-row + span.oracle-roll 1-3 + span.oracle-result + | Compel + | a surrender. + .oracle-row + span.oracle-roll 4-6 + span.oracle-result Coordinate with allies. + .oracle-row + span.oracle-roll 7-9 + span.oracle-result + | Gather + | reinforcements. + .oracle-row + span.oracle-roll 10-13 + span.oracle-result Seize something or someone. + .oracle-row + span.oracle-roll 14-17 + span.oracle-result Provoke a reckless response. + .oracle-row + span.oracle-roll 18-21 + span.oracle-result Intimidate or frighten. + .oracle-row + span.oracle-roll 22-25 + span.oracle-result Reveal a surprising truth. + .oracle-row + span.oracle-roll 26-29 + span.oracle-result Shift focus to someone or something else. + .oracle-row + span.oracle-roll 30-33 + span.oracle-result Destroy something, or render it useless. + .oracle-row + span.oracle-roll 34-39 + span.oracle-result + | Take + | a decisive action. + .oracle-row + span.oracle-roll 40-45 + span.oracle-result Reinforce defenses. + .oracle-row + span.oracle-roll 46-52 + span.oracle-result Ready an action. + .oracle-row + span.oracle-roll 53-60 + span.oracle-result + | Use + | the terrain to gain advantage. + .oracle-row + span.oracle-roll 61-68 + span.oracle-result Leverage the advantage of a weapon or ability. + .oracle-row + span.oracle-roll 69-78 + span.oracle-result Create an opportunity. + .oracle-row + span.oracle-roll 79-89 + span.oracle-result Attack with precision. + .oracle-row + span.oracle-roll 90-99 + span.oracle-result Attack with power. + .oracle-row + span.oracle-roll 100 + span.oracle-result + | Take a + | completely unexpected action. + + input.settlement-trouble.hide(type='radio' name='attr_oracle_ironsworn' value='4') + .settlement-trouble.showhide + .oracle-title.oracle-table-preview SETTLEMENT TROUBLE + .oracle-table.oracle-table-2-column + .oracle-row.oracle-row-2-column + span.oracle-roll 1-2 + span.oracle-result Outsiders rejected + .oracle-row.oracle-row-2-column + span.oracle-roll 3-4 + span.oracle-result Dangerous discovery + .oracle-row.oracle-row-2-column + span.oracle-roll 5-6 + span.oracle-result Dreadful omens + .oracle-row.oracle-row-2-column + span.oracle-roll 7-8 + span.oracle-result Natural disaster + .oracle-row.oracle-row-2-column + span.oracle-roll 9-10 + span.oracle-result + | Old + | wounds reopened + .oracle-row.oracle-row-2-column + span.oracle-roll 11-12 + span.oracle-result Important object is lost + .oracle-row.oracle-row-2-column + span.oracle-roll 13-14 + span.oracle-result Someone is captured + .oracle-row.oracle-row-2-column + span.oracle-roll 15-16 + span.oracle-result Mysterious phenomenon + .oracle-row.oracle-row-2-column + span.oracle-roll 17-18 + span.oracle-result Revolt against a leader + .oracle-row.oracle-row-2-column + span.oracle-roll 19-20 + span.oracle-result Vengeful outcast + .oracle-row.oracle-row-2-column + span.oracle-roll 21-22 + span.oracle-result Rival settlement + .oracle-row.oracle-row-2-column + span.oracle-roll 23-24 + span.oracle-result Nature strikes back + .oracle-row.oracle-row-2-column + span.oracle-roll 25-26 + span.oracle-result Someone is missing + .oracle-row.oracle-row-2-column + span.oracle-roll 27-28 + span.oracle-result Production halts + .oracle-row.oracle-row-2-column + span.oracle-roll 29-30 + span.oracle-result Mysterious murders + .oracle-row.oracle-row-2-column + span.oracle-roll 31-32 + span.oracle-result + | Debt + | comes due + .oracle-row.oracle-row-2-column + span.oracle-roll 33-34 + span.oracle-result Unjust leadership + .oracle-row.oracle-row-2-column + span.oracle-roll 35-36 + span.oracle-result Disastrous accident + .oracle-row.oracle-row-2-column + span.oracle-roll 37-38 + span.oracle-result + | In + | league with the enemy + .oracle-row.oracle-row-2-column + span.oracle-roll 39-40 + span.oracle-result Raiders prey on the weak + .oracle-row.oracle-row-2-column + span.oracle-roll 41-42 + span.oracle-result Cursed past + .oracle-row.oracle-row-2-column + span.oracle-roll 43-44 + span.oracle-result + | An + | innocent is accused + .oracle-row.oracle-row-2-column + span.oracle-roll 45-46 + span.oracle-result Corrupted by dark magic + .oracle-row.oracle-row-2-column + span.oracle-roll 47-48 + span.oracle-result Isolated by brutal weather + .oracle-row.oracle-row-2-column + span.oracle-roll 49-50 + span.oracle-result Provisions are scarce + .oracle-row.oracle-row-2-column + span.oracle-roll 51-52 + span.oracle-result Sickness run amok + .oracle-row.oracle-row-2-column + span.oracle-roll 53-54 + span.oracle-result Allies become enemies + .oracle-row.oracle-row-2-column + span.oracle-roll 55-56 + span.oracle-result Attack is imminent + .oracle-row.oracle-row-2-column + span.oracle-roll 57-58 + span.oracle-result + | Lost + | caravan + .oracle-row.oracle-row-2-column + span.oracle-roll 59-60 + span.oracle-result + | Dark + | secret revealed + .oracle-row.oracle-row-2-column + span.oracle-roll 61-62 + span.oracle-result Urgent expedition + .oracle-row.oracle-row-2-column + span.oracle-roll 63-64 + span.oracle-result + | A + | leader falls + .oracle-row.oracle-row-2-column + span.oracle-roll 65-66 + span.oracle-result Families in conflict + .oracle-row.oracle-row-2-column + span.oracle-roll 67-68 + span.oracle-result Incompetent leadership + .oracle-row.oracle-row-2-column + span.oracle-roll 69-70 + span.oracle-result Reckless warmongering + .oracle-row.oracle-row-2-column + span.oracle-roll 71-72 + span.oracle-result Beast on the hunt + .oracle-row.oracle-row-2-column + span.oracle-roll 73-74 + span.oracle-result Betrayed from within + .oracle-row.oracle-row-2-column + span.oracle-roll 75-76 + span.oracle-result Broken truce + .oracle-row.oracle-row-2-column + span.oracle-roll 77-78 + span.oracle-result Wrathful haunt + .oracle-row.oracle-row-2-column + span.oracle-roll 79-80 + span.oracle-result Conflict with firstborn + .oracle-row.oracle-row-2-column + span.oracle-roll 81-82 + span.oracle-result Trade route blocked + .oracle-row.oracle-row-2-column + span.oracle-roll 83-84 + span.oracle-result + | In + | the crossfire + .oracle-row.oracle-row-2-column + span.oracle-roll 85-86 + span.oracle-result Stranger causes discord + .oracle-row.oracle-row-2-column + span.oracle-roll 87-88 + span.oracle-result Important event threatened + .oracle-row.oracle-row-2-column + span.oracle-roll 89-90 + span.oracle-result Dangerous tradition + .oracle-row.oracle-row-2-column + span.oracle-roll 91-100 + span.oracle-result + | Roll + | twice + + input.major-plot-twist.hide(type='radio' name='attr_oracle_ironsworn' value='5') + .major-plot-twist.showhide + .oracle-title.oracle-table-preview MAJOR PLOT TWIST + .oracle-table + .oracle-row + span.oracle-roll 1-5 + span.oracle-result + | It was + | all a diversion. + .oracle-row + span.oracle-roll 6-10 + span.oracle-result + | A + | dark secret is revealed. + .oracle-row + span.oracle-roll 11-15 + span.oracle-result + | A + | trap is sprung. + .oracle-row + span.oracle-roll 16-20 + span.oracle-result + | An + | assumption is revealed to be false. + .oracle-row + span.oracle-roll 21-25 + span.oracle-result + | A + | secret alliance is revealed. + .oracle-row + span.oracle-roll 26-30 + span.oracle-result + | Your + | actions benefit an enemy. + .oracle-row + span.oracle-roll 31-35 + span.oracle-result Someone returns unexpectedly. + .oracle-row + span.oracle-roll 36-40 + span.oracle-result + | A + | more dangerous foe is revealed. + .oracle-row + span.oracle-roll 41-45 + span.oracle-result + | You + | and an enemy share a common goal. + .oracle-row + span.oracle-roll 46-50 + span.oracle-result + | A + | true identity is revealed. + .oracle-row + span.oracle-roll 51-55 + span.oracle-result + | You + | are betrayed by someone who was trusted. + .oracle-row + span.oracle-roll 56-60 + span.oracle-result + | You + | are too late. + .oracle-row + span.oracle-roll 61-65 + span.oracle-result + | The + | true enemy is revealed. + .oracle-row + span.oracle-roll 66-70 + span.oracle-result + | The + | enemy gains new allies. + .oracle-row + span.oracle-roll 71-75 + span.oracle-result + | A + | new danger appears. + .oracle-row + span.oracle-roll 76-80 + span.oracle-result Someone or something goes missing. + .oracle-row + span.oracle-roll 81-85 + span.oracle-result + | The + | truth of a relationship is revealed. + .oracle-row + span.oracle-roll 86-90 + span.oracle-result + | Two + | seemingly unrelated situations are shown to be connected. + .oracle-row + span.oracle-roll 91-95 + span.oracle-result Unexpected powers or abilities are revealed. + .oracle-row + span.oracle-roll 96-100 + span.oracle-result + | Roll + | twice more on this table. Both results occur. If they are the same result, make it more + | dramatic. + + input.mystic-backlash.hide(type='radio' name='attr_oracle_ironsworn' value='6') + .mystic-backlash.showhide + .oracle-title.oracle-table-preview MYSTIC BACKLASH + .oracle-table + .oracle-row + span.oracle-roll 1-4 + span.oracle-result + | Your + | ritual has the opposite effect. + .oracle-row + span.oracle-roll 5-8 + span.oracle-result + | You + | are sapped of strength. + .oracle-row + span.oracle-roll 9-12 + span.oracle-result + | Your + | friend, ally, or companion is adversely affected. + .oracle-row + span.oracle-roll 13-16 + span.oracle-result + | You + | destroy an important object. + .oracle-row + span.oracle-roll 17-20 + span.oracle-result + | You + | inadvertently summon a horror. + .oracle-row + span.oracle-roll 21-24 + span.oracle-result + | You + | collapse, and drift into a troubled sleep. + .oracle-row + span.oracle-roll 25-28 + span.oracle-result + | You + | undergo a physical torment which leaves its mark upon you. + .oracle-row + span.oracle-roll 29-32 + span.oracle-result + | You + | hear ghostly voices whispering of dark portents. + .oracle-row + span.oracle-roll 33-36 + span.oracle-result + | You + | are lost in shadow, and find yourself in another place without memory of how you got + | there. + .oracle-row + span.oracle-roll 37-40 + span.oracle-result + | You + | alert someone or something to your presence. + .oracle-row + span.oracle-roll 41-44 + span.oracle-result + | You + | are not yourself, and act against a friend, ally, or companion. + .oracle-row + span.oracle-roll 45-48 + span.oracle-result + | You + | affect or damage your surroundings, causing a disturbance or potential harm. + .oracle-row + span.oracle-roll 49-52 + span.oracle-result + | You + | waste resources. + .oracle-row + span.oracle-roll 53-56 + span.oracle-result + | You + | suffer the loss of a sense for several hours. + .oracle-row + span.oracle-roll 57-60 + span.oracle-result + | You + | lose your connection to magic for a day or so, and cannot perform rituals. + .oracle-row + span.oracle-roll 61-64 + span.oracle-result + | Your + | ritual affects the target in an unexpected and problematic way. + .oracle-row + span.oracle-roll 65-68 + span.oracle-result + | Your + | ritual reveals a surprising and troubling truth. + .oracle-row + span.oracle-roll 69-72 + span.oracle-result + | You + | are tempted by dark powers. + .oracle-row + span.oracle-roll 73-76 + span.oracle-result + | You + | see a troubling vision of your future. + .oracle-row + span.oracle-roll 77-80 + span.oracle-result + | You + | can't perform this ritual again until you acquire an important component. + .oracle-row + span.oracle-roll 81-84 + span.oracle-result + | You + | develop a strange fear or compulsion. + .oracle-row + span.oracle-roll 85-88 + span.oracle-result + | Your + | ritual causes creatures to exhibit strange or aggressive behavior. + .oracle-row + span.oracle-roll 89-92 + span.oracle-result + | You + | are tormented by an apparition from your past. + .oracle-row + span.oracle-roll 93-96 + span.oracle-result + | You + | are wracked with sudden sickness. + .oracle-row + span.oracle-roll 97-100 + span.oracle-result + | Roll + | twice more on this table. Both results occur. If they are the same result, make it + | worse. + + input.challenge-rank.hide(type='radio' name='attr_oracle_ironsworn' value='7') + .challenge-rank.showhide + .oracle-title.oracle-table-preview CHALLENGE RANK + .oracle-table + .oracle-row + span.oracle-roll 1-20 + span.oracle-result Troublesome + .oracle-row + span.oracle-roll 21-55 + span.oracle-result Dangerous + .oracle-row + span.oracle-roll 56-80 + span.oracle-result Formidable + .oracle-row + span.oracle-roll 81-93 + span.oracle-result Extreme + .oracle-row + span.oracle-roll 94-100 + span.oracle-result Epic + + input.region.hide(type='radio' name='attr_oracle_ironsworn' value='8') + .region.showhide + .oracle-title.oracle-table-preview REGION + .oracle-table + .oracle-row + span.oracle-roll 1-12 + span.oracle-result Barrier Islands + .oracle-row + span.oracle-roll 13-24 + span.oracle-result Ragged Coast + .oracle-row + span.oracle-roll 25-34 + span.oracle-result + | Deep + | Wilds + .oracle-row + span.oracle-roll 35-46 + span.oracle-result Flooded Lands + .oracle-row + span.oracle-roll 47-60 + span.oracle-result Havens + .oracle-row + span.oracle-roll 61-72 + span.oracle-result Hinterlands + .oracle-row + span.oracle-roll 73-84 + span.oracle-result Tempest Hills + .oracle-row + span.oracle-roll 85-94 + span.oracle-result Veiled Mountains + .oracle-row + span.oracle-roll 95-99 + span.oracle-result Shattered Wastes + .oracle-row + span.oracle-roll 100 + span.oracle-result Elsewhere + + input.location.hide(type='radio' name='attr_oracle_ironsworn' value='9') + .location.showhide + .oracle-title.oracle-table-preview LOCATION + .oracle-table.oracle-table-2-column + .oracle-row.oracle-row-2-column + span.oracle-roll 1 + span.oracle-result Hideout + .oracle-row.oracle-row-2-column + span.oracle-roll 2 + span.oracle-result Ruin + .oracle-row.oracle-row-2-column + span.oracle-roll 3 + span.oracle-result Mine + .oracle-row.oracle-row-2-column + span.oracle-roll 4 + span.oracle-result Waste + .oracle-row.oracle-row-2-column + span.oracle-roll 5 + span.oracle-result + | Mystical + | Site + .oracle-row.oracle-row-2-column + span.oracle-roll 6 + span.oracle-result Path + .oracle-row.oracle-row-2-column + span.oracle-roll 7 + span.oracle-result Outpost + .oracle-row.oracle-row-2-column + span.oracle-roll 8 + span.oracle-result Wall + .oracle-row.oracle-row-2-column + span.oracle-roll 9 + span.oracle-result Battlefield + .oracle-row.oracle-row-2-column + span.oracle-roll 10 + span.oracle-result Hovel + .oracle-row.oracle-row-2-column + span.oracle-roll 11 + span.oracle-result Spring + .oracle-row.oracle-row-2-column + span.oracle-roll 12 + span.oracle-result Lair + .oracle-row.oracle-row-2-column + span.oracle-roll 13 + span.oracle-result Fort + .oracle-row.oracle-row-2-column + span.oracle-roll 14 + span.oracle-result Bridge + .oracle-row.oracle-row-2-column + span.oracle-roll 15 + span.oracle-result Camp + .oracle-row.oracle-row-2-column + span.oracle-roll 16 + span.oracle-result Cairn/Grave + .oracle-row.oracle-row-2-column + span.oracle-roll 17-18 + span.oracle-result Caravan + .oracle-row.oracle-row-2-column + span.oracle-roll 19-20 + span.oracle-result Waterfall + .oracle-row.oracle-row-2-column + span.oracle-roll 21-22 + span.oracle-result Cave + .oracle-row.oracle-row-2-column + span.oracle-roll 23-24 + span.oracle-result Swamp + .oracle-row.oracle-row-2-column + span.oracle-roll 25-26 + span.oracle-result Fen + .oracle-row.oracle-row-2-column + span.oracle-roll 27-28 + span.oracle-result Ravine + .oracle-row.oracle-row-2-column + span.oracle-roll 29-30 + span.oracle-result Road + .oracle-row.oracle-row-2-column + span.oracle-roll 31-32 + span.oracle-result Tree + .oracle-row.oracle-row-2-column + span.oracle-roll 33-34 + span.oracle-result Pond + .oracle-row.oracle-row-2-column + span.oracle-roll 35-36 + span.oracle-result Fields + .oracle-row.oracle-row-2-column + span.oracle-roll 37-38 + span.oracle-result Marsh + .oracle-row.oracle-row-2-column + span.oracle-roll 39-40 + span.oracle-result Steading + .oracle-row.oracle-row-2-column + span.oracle-roll 41-42 + span.oracle-result Rapids + .oracle-row.oracle-row-2-column + span.oracle-roll 43-44 + span.oracle-result Pass + .oracle-row.oracle-row-2-column + span.oracle-roll 45-46 + span.oracle-result Trail + .oracle-row.oracle-row-2-column + span.oracle-roll 47-48 + span.oracle-result Glade + .oracle-row.oracle-row-2-column + span.oracle-roll 49-50 + span.oracle-result Plain + .oracle-row.oracle-row-2-column + span.oracle-roll 51-52 + span.oracle-result Ridge + .oracle-row.oracle-row-2-column + span.oracle-roll 53-54 + span.oracle-result Cliff + .oracle-row.oracle-row-2-column + span.oracle-roll 55-56 + span.oracle-result Grove + .oracle-row.oracle-row-2-column + span.oracle-roll 57-58 + span.oracle-result Village + .oracle-row.oracle-row-2-column + span.oracle-roll 59-60 + span.oracle-result Moor + .oracle-row.oracle-row-2-column + span.oracle-roll 61-62 + span.oracle-result Thicket + .oracle-row.oracle-row-2-column + span.oracle-roll 63-64 + span.oracle-result River Ford + .oracle-row.oracle-row-2-column + span.oracle-roll 65-66 + span.oracle-result Valley + .oracle-row.oracle-row-2-column + span.oracle-roll 67-68 + span.oracle-result Bay/Fjord + .oracle-row.oracle-row-2-column + span.oracle-roll 69-70 + span.oracle-result Foothills + .oracle-row.oracle-row-2-column + span.oracle-roll 71-72 + span.oracle-result Lake + .oracle-row.oracle-row-2-column + span.oracle-roll 73-75 + span.oracle-result River + .oracle-row.oracle-row-2-column + span.oracle-roll 76-79 + span.oracle-result Forest + .oracle-row.oracle-row-2-column + span.oracle-roll 80-83 + span.oracle-result Coast + .oracle-row.oracle-row-2-column + span.oracle-roll 84-88 + span.oracle-result Hill + .oracle-row.oracle-row-2-column + span.oracle-roll 89-93 + span.oracle-result Mountain + .oracle-row.oracle-row-2-column + span.oracle-roll 94-99 + span.oracle-result Woods + .oracle-row.oracle-row-2-column + span.oracle-roll 100 + span.oracle-result Anomaly + + input.coastal-waters-location.hide(type='radio' name='attr_oracle_ironsworn' value='10') + .coastal-waters-location.showhide + .oracle-title.oracle-table-preview COASTAL WATERS LOCATION + .oracle-table + .oracle-row + span.oracle-roll 1 + span.oracle-result Fleet + .oracle-row + span.oracle-roll 2 + span.oracle-result Sargassum + .oracle-row + span.oracle-roll 3 + span.oracle-result Flotsam + .oracle-row + span.oracle-roll 4 + span.oracle-result + | Mystical + | Site + .oracle-row + span.oracle-roll 5 + span.oracle-result + | Lair + .oracle-row + span.oracle-roll 6-10 + span.oracle-result Wreck + .oracle-row + span.oracle-roll 11-15 + span.oracle-result Harbor + .oracle-row + span.oracle-roll 16-23 + span.oracle-result + | Ship + .oracle-row + span.oracle-roll 24-30 + span.oracle-result Rocks + .oracle-row + span.oracle-roll 31-38 + span.oracle-result Fjord + .oracle-row + span.oracle-roll 39-46 + span.oracle-result Estuary + .oracle-row + span.oracle-roll 47-54 + span.oracle-result Cove + .oracle-row + span.oracle-roll 55-62 + span.oracle-result + | Bay + .oracle-row + span.oracle-roll 63-70 + span.oracle-result + | Ice + .oracle-row + span.oracle-roll 71-85 + span.oracle-result Island + .oracle-row + span.oracle-roll 86-99 + span.oracle-result + | Open + | Water + .oracle-row + span.oracle-roll 100 + span.oracle-result Anomaly + + input.location-descriptor.hide(type='radio' name='attr_oracle_ironsworn' value='11') + .location-descriptor.showhide + .oracle-title.oracle-table-preview LOCATION DESCRIPTOR + .oracle-table.oracle-table-2-column + .oracle-row.oracle-row-2-column + span.oracle-roll 1-2 + span.oracle-result High + .oracle-row.oracle-row-2-column + span.oracle-roll 3-4 + span.oracle-result Remote + .oracle-row.oracle-row-2-column + span.oracle-roll 5-6 + span.oracle-result Exposed + .oracle-row.oracle-row-2-column + span.oracle-roll 7-8 + span.oracle-result Small + .oracle-row.oracle-row-2-column + span.oracle-roll 9-10 + span.oracle-result Broken + .oracle-row.oracle-row-2-column + span.oracle-roll 11-12 + span.oracle-result Diverse + .oracle-row.oracle-row-2-column + span.oracle-roll 13-14 + span.oracle-result Rough + .oracle-row.oracle-row-2-column + span.oracle-roll 15-16 + span.oracle-result Dark + .oracle-row.oracle-row-2-column + span.oracle-roll 17-18 + span.oracle-result Shadowy + .oracle-row.oracle-row-2-column + span.oracle-roll 19-20 + span.oracle-result Contested + .oracle-row.oracle-row-2-column + span.oracle-roll 21-22 + span.oracle-result Grim + .oracle-row.oracle-row-2-column + span.oracle-roll 23-24 + span.oracle-result Wild + .oracle-row.oracle-row-2-column + span.oracle-roll 25-26 + span.oracle-result Fertile + .oracle-row.oracle-row-2-column + span.oracle-roll 27-28 + span.oracle-result Blocked + .oracle-row.oracle-row-2-column + span.oracle-roll 29-30 + span.oracle-result Ancient + .oracle-row.oracle-row-2-column + span.oracle-roll 31-32 + span.oracle-result Perilous + .oracle-row.oracle-row-2-column + span.oracle-roll 33-34 + span.oracle-result Hidden + .oracle-row.oracle-row-2-column + span.oracle-roll 35-36 + span.oracle-result Occupied + .oracle-row.oracle-row-2-column + span.oracle-roll 37-38 + span.oracle-result Rich + .oracle-row.oracle-row-2-column + span.oracle-roll 39-40 + span.oracle-result Big + .oracle-row.oracle-row-2-column + span.oracle-roll 41-42 + span.oracle-result Savage + .oracle-row.oracle-row-2-column + span.oracle-roll 43-44 + span.oracle-result Defended + .oracle-row.oracle-row-2-column + span.oracle-roll 45-46 + span.oracle-result Withered + .oracle-row.oracle-row-2-column + span.oracle-roll 47-48 + span.oracle-result Mystical + .oracle-row.oracle-row-2-column + span.oracle-roll 49-50 + span.oracle-result Inaccessible + .oracle-row.oracle-row-2-column + span.oracle-roll 51-52 + span.oracle-result Protected + .oracle-row.oracle-row-2-column + span.oracle-roll 53-54 + span.oracle-result Abandoned + .oracle-row.oracle-row-2-column + span.oracle-roll 55-56 + span.oracle-result Wide + .oracle-row.oracle-row-2-column + span.oracle-roll 57-58 + span.oracle-result Foul + .oracle-row.oracle-row-2-column + span.oracle-roll 59-60 + span.oracle-result Dead + .oracle-row.oracle-row-2-column + span.oracle-roll 61-62 + span.oracle-result Ruined + .oracle-row.oracle-row-2-column + span.oracle-roll 63-64 + span.oracle-result Barren + .oracle-row.oracle-row-2-column + span.oracle-roll 65-66 + span.oracle-result Cold + .oracle-row.oracle-row-2-column + span.oracle-roll 67-68 + span.oracle-result Blighted + .oracle-row.oracle-row-2-column + span.oracle-roll 69-70 + span.oracle-result Low + .oracle-row.oracle-row-2-column + span.oracle-roll 71-72 + span.oracle-result Beautiful + .oracle-row.oracle-row-2-column + span.oracle-roll 73-74 + span.oracle-result Abundant + .oracle-row.oracle-row-2-column + span.oracle-roll 75-76 + span.oracle-result Lush + .oracle-row.oracle-row-2-column + span.oracle-roll 77-78 + span.oracle-result Flooded + .oracle-row.oracle-row-2-column + span.oracle-roll 79-80 + span.oracle-result Empty + .oracle-row.oracle-row-2-column + span.oracle-roll 81-82 + span.oracle-result Strange + .oracle-row.oracle-row-2-column + span.oracle-roll 83-84 + span.oracle-result Corrupted + .oracle-row.oracle-row-2-column + span.oracle-roll 85-86 + span.oracle-result Peaceful + .oracle-row.oracle-row-2-column + span.oracle-roll 87-88 + span.oracle-result Forgotten + .oracle-row.oracle-row-2-column + span.oracle-roll 89-90 + span.oracle-result Expansive + .oracle-row.oracle-row-2-column + span.oracle-roll 91-92 + span.oracle-result Settled + .oracle-row.oracle-row-2-column + span.oracle-roll 93-94 + span.oracle-result Dense + .oracle-row.oracle-row-2-column + span.oracle-roll 95-96 + span.oracle-result Civilized + .oracle-row.oracle-row-2-column + span.oracle-roll 97-98 + span.oracle-result Desolate + .oracle-row.oracle-row-2-column + span.oracle-roll 99-100 + span.oracle-result Isolated + + input.settlement-name.hide(type='radio' name='attr_oracle_ironsworn' value='12') + .settlement-name.showhide + .oracle-title.oracle-table-preview SETTLEMENT NAME + .oracle-table + .oracle-row + span.oracle-roll 01-15 + span.oracle-result + | A + | feature of the landscape. Envision what it is. What makes it unusual or distinctive? + .oracle-row + span.oracle-roll 16-30 + span.oracle-result + | A + | manmade edifice. What is it? Why is it important to this settlement’s history? + .oracle-row + span.oracle-roll 31-45 + span.oracle-result + | A + | creature. Why have the people of this settlement chosen this creature as their totem? How is + | it represented in art or rituals? + .oracle-row + span.oracle-roll 46-60 + span.oracle-result + | A + | historical event. What happened here? What place or practice commemorates this event? + .oracle-row + span.oracle-roll 61-75 + span.oracle-result + | A + | word in an Old World language. What culture is represented by this word? What does it + | translate to? + .oracle-row + span.oracle-roll 76-90 + span.oracle-result + | A + | season or environmental aspect. What influence does the weather have on this + | settlement? + .oracle-row + span.oracle-roll 91-100 + span.oracle-result Something Else.... + + input.quick-settlement-name.hide(type='radio' name='attr_oracle_ironsworn' value='13') + .quick-settlement-name.showhide + .oracle-title.oracle-table-preview QUICK SETTLEMENT NAME + .oracle-table.oracle-table-2-column-group + .flex-column.column-wrap + .oracle-title.oracle-table-preview PREFIX + .oracle-row + span.oracle-roll 1-4 + span.oracle-result Bleak + .oracle-row + span.oracle-roll 5-8 + span.oracle-result Green + .oracle-row + span.oracle-roll 9-12 + span.oracle-result Wolf + .oracle-row + span.oracle-roll 13-16 + span.oracle-result Raven + .oracle-row + span.oracle-roll 17-20 + span.oracle-result Gray + .oracle-row + span.oracle-roll 21-24 + span.oracle-result Red + .oracle-row + span.oracle-roll 25-28 + span.oracle-result Axe + .oracle-row + span.oracle-roll 29-32 + span.oracle-result Great + .oracle-row + span.oracle-roll 33-36 + span.oracle-result Wood + .oracle-row + span.oracle-roll 37-40 + span.oracle-result Low + .oracle-row + span.oracle-roll 41-44 + span.oracle-result White + .oracle-row + span.oracle-roll 45-48 + span.oracle-result Storm + .oracle-row + span.oracle-roll 49-52 + span.oracle-result Black + .oracle-row + span.oracle-roll 53-56 + span.oracle-result Mourn + .oracle-row + span.oracle-roll 57-60 + span.oracle-result New + .oracle-row + span.oracle-roll 61-64 + span.oracle-result Stone + .oracle-row + span.oracle-roll 65-68 + span.oracle-result Grim + .oracle-row + span.oracle-roll 69-72 + span.oracle-result Lost + .oracle-row + span.oracle-roll 73-76 + span.oracle-result High + .oracle-row + span.oracle-roll 77-80 + span.oracle-result Rock + .oracle-row + span.oracle-roll 81-84 + span.oracle-result Shield + .oracle-row + span.oracle-roll 85-88 + span.oracle-result Sword + .oracle-row + span.oracle-roll 89-92 + span.oracle-result Frost + .oracle-row + span.oracle-roll 93-96 + span.oracle-result Thorn + .oracle-row + span.oracle-roll 97-100 + span.oracle-result Long + .flex-column.column-wrap + .oracle-title.oracle-table-preview SUFFIX + .oracle-row + span.oracle-roll 1-4 + span.oracle-result -moor + .oracle-row + span.oracle-roll 5-8 + span.oracle-result -ford + .oracle-row + span.oracle-roll 9-12 + span.oracle-result -crag + .oracle-row + span.oracle-roll 13-16 + span.oracle-result -watch + .oracle-row + span.oracle-roll 17-20 + span.oracle-result -hope + .oracle-row + span.oracle-roll 21-24 + span.oracle-result -wood + .oracle-row + span.oracle-roll 25-28 + span.oracle-result -ridge + .oracle-row + span.oracle-roll 29-32 + span.oracle-result -stone + .oracle-row + span.oracle-roll 33-36 + span.oracle-result -haven + .oracle-row + span.oracle-roll 37-40 + span.oracle-result -fall(s) + .oracle-row + span.oracle-roll 41-44 + span.oracle-result -river + .oracle-row + span.oracle-roll 45-48 + span.oracle-result -field + .oracle-row + span.oracle-roll 49-52 + span.oracle-result -hill + .oracle-row + span.oracle-roll 53-56 + span.oracle-result -bridge + .oracle-row + span.oracle-roll 57-60 + span.oracle-result -mark + .oracle-row + span.oracle-roll 61-64 + span.oracle-result -cairn + .oracle-row + span.oracle-roll 65-68 + span.oracle-result -land + .oracle-row + span.oracle-roll 69-72 + span.oracle-result -hall + .oracle-row + span.oracle-roll 73-76 + span.oracle-result -mount + .oracle-row + span.oracle-roll 77-80 + span.oracle-result -rock + .oracle-row + span.oracle-roll 81-84 + span.oracle-result -brook + .oracle-row + span.oracle-roll 85-88 + span.oracle-result -barrow + .oracle-row + span.oracle-roll 89-92 + span.oracle-result -stead + .oracle-row + span.oracle-roll 93-96 + span.oracle-result -home + .oracle-row + span.oracle-roll 97-100 + span.oracle-result -wick + + input.character-role-oracle.hide(type='radio' name='attr_oracle_ironsworn' value='14') + .character-role-oracle.showhide + .oracle-title.oracle-table-preview CHARACTER ROLE + .oracle-table + .oracle-row + span.oracle-roll 1-2 + span.oracle-result Criminal + .oracle-row + span.oracle-roll 3-4 + span.oracle-result Healer + .oracle-row + span.oracle-roll 5-6 + span.oracle-result Bandit + .oracle-row + span.oracle-roll 7-9 + span.oracle-result Guide + .oracle-row + span.oracle-roll 10-12 + span.oracle-result Performer + .oracle-row + span.oracle-roll 13-15 + span.oracle-result Miner + .oracle-row + span.oracle-roll 16-18 + span.oracle-result Mercenary + .oracle-row + span.oracle-roll 19-21 + span.oracle-result Outcast + .oracle-row + span.oracle-roll 22-24 + span.oracle-result Vagrant + .oracle-row + span.oracle-roll 25-27 + span.oracle-result Forester + .oracle-row + span.oracle-roll 28-30 + span.oracle-result Traveler + .oracle-row + span.oracle-roll 31-33 + span.oracle-result Mystic + .oracle-row + span.oracle-roll 34-36 + span.oracle-result Priest + .oracle-row + span.oracle-roll 37-39 + span.oracle-result Sailor + .oracle-row + span.oracle-roll 40-42 + span.oracle-result Pilgrim + .oracle-row + span.oracle-roll 43-45 + span.oracle-result Thief + .oracle-row + span.oracle-roll 46-48 + span.oracle-result Adventurer + .oracle-row + span.oracle-roll 49-51 + span.oracle-result Forager + .oracle-row + span.oracle-roll 52-54 + span.oracle-result Leader + .oracle-row + span.oracle-roll 55-58 + span.oracle-result Guard + .oracle-row + span.oracle-roll 59-62 + span.oracle-result Artisan + .oracle-row + span.oracle-roll 63-66 + span.oracle-result Scout + .oracle-row + span.oracle-roll 67-70 + span.oracle-result Herder + .oracle-row + span.oracle-roll 71-74 + span.oracle-result Fisher + .oracle-row + span.oracle-roll 75-79 + span.oracle-result Warrior + .oracle-row + span.oracle-roll 80-84 + span.oracle-result Hunter + .oracle-row + span.oracle-roll 85-89 + span.oracle-result Raider + .oracle-row + span.oracle-roll 90-94 + span.oracle-result Trader + .oracle-row + span.oracle-roll 95-99 + span.oracle-result Farmer + .oracle-row + span.oracle-roll 100 + span.oracle-result + | Unusual + | role + + input.character-goal.hide(type='radio' name='attr_oracle_ironsworn' value='15') + .character-goal.showhide + .oracle-title.oracle-table-preview CHARACTER GOAL + .oracle-table + .oracle-row + span.oracle-roll 1-3 + span.oracle-result + | Obtain + | an object + .oracle-row + span.oracle-roll 4-6 + span.oracle-result + | Make + | an agreement + .oracle-row + span.oracle-roll 7-9 + span.oracle-result + | Build + | a relationship + .oracle-row + span.oracle-roll 10-12 + span.oracle-result Undermine a relationship + .oracle-row + span.oracle-roll 13-15 + span.oracle-result + | Seek + | a truth + .oracle-row + span.oracle-roll 16-18 + span.oracle-result + | Pay + | a debt + .oracle-row + span.oracle-roll 19-21 + span.oracle-result Refute a falsehood + .oracle-row + span.oracle-roll 22-24 + span.oracle-result + | Harm + | a rival + .oracle-row + span.oracle-roll 25-27 + span.oracle-result + | Cure + | an ill + .oracle-row + span.oracle-roll 28-30 + span.oracle-result + | Find + | a person + .oracle-row + span.oracle-roll 31-33 + span.oracle-result + | Find + | a home + .oracle-row + span.oracle-roll 34-36 + span.oracle-result Seize power + .oracle-row + span.oracle-roll 37-39 + span.oracle-result Restore a relationship + .oracle-row + span.oracle-roll 40-42 + span.oracle-result Create an item + .oracle-row + span.oracle-roll 43-45 + span.oracle-result Travel to a place + .oracle-row + span.oracle-roll 46-48 + span.oracle-result Secure provisions + .oracle-row + span.oracle-roll 49-51 + span.oracle-result Rebel against power + .oracle-row + span.oracle-roll 52-54 + span.oracle-result Collect a debt + .oracle-row + span.oracle-roll 55-57 + span.oracle-result Protect a secret + .oracle-row + span.oracle-roll 58-60 + span.oracle-result Spread faith + .oracle-row + span.oracle-roll 61-63 + span.oracle-result Enrich themselves + .oracle-row + span.oracle-roll 64-66 + span.oracle-result Protect a person + .oracle-row + span.oracle-roll 67-69 + span.oracle-result Protect the status quo + .oracle-row + span.oracle-roll 70-72 + span.oracle-result Advance status + .oracle-row + span.oracle-roll 73-75 + span.oracle-result Defend a place + .oracle-row + span.oracle-roll 76-78 + span.oracle-result Avenge a wrong + .oracle-row + span.oracle-roll 79-81 + span.oracle-result Fulfill a duty + .oracle-row + span.oracle-roll 82-84 + span.oracle-result + | Gain + | knowledge + .oracle-row + span.oracle-roll 85-87 + span.oracle-result Prove worthiness + .oracle-row + span.oracle-roll 88-90 + span.oracle-result + | Find + | redemption + .oracle-row + span.oracle-roll 91-92 + span.oracle-result Escape from something + .oracle-row + span.oracle-roll 93-95 + span.oracle-result Resolve a dispute + .oracle-row + span.oracle-roll 96-100 + span.oracle-result + | Roll + | twice + + input.character-descriptor.hide(type='radio' name='attr_oracle_ironsworn' value='16') + .character-descriptor.showhide + .oracle-title.oracle-table-preview CHARACTER DESCRIPTOR + .oracle-table.oracle-table-3-column + .oracle-row.oracle-row-3-column + span.oracle-roll 1 + span.oracle-result Stoic + .oracle-row.oracle-row-3-column + span.oracle-roll 2 + span.oracle-result Attractive + .oracle-row.oracle-row-3-column + span.oracle-roll 3 + span.oracle-result Passive + .oracle-row.oracle-row-3-column + span.oracle-roll 4 + span.oracle-result Aloof + .oracle-row.oracle-row-3-column + span.oracle-roll 5 + span.oracle-result Affectionate + .oracle-row.oracle-row-3-column + span.oracle-roll 6 + span.oracle-result Generous + .oracle-row.oracle-row-3-column + span.oracle-roll 7 + span.oracle-result Smug + .oracle-row.oracle-row-3-column + span.oracle-roll 8 + span.oracle-result Armed + .oracle-row.oracle-row-3-column + span.oracle-roll 9 + span.oracle-result Clever + .oracle-row.oracle-row-3-column + span.oracle-roll 10 + span.oracle-result Brave + .oracle-row.oracle-row-3-column + span.oracle-roll 11 + span.oracle-result Ugly + .oracle-row.oracle-row-3-column + span.oracle-roll 12 + span.oracle-result Sociable + .oracle-row.oracle-row-3-column + span.oracle-roll 13 + span.oracle-result Doomed + .oracle-row.oracle-row-3-column + span.oracle-roll 14 + span.oracle-result Connected + .oracle-row.oracle-row-3-column + span.oracle-roll 15 + span.oracle-result Bold + .oracle-row.oracle-row-3-column + span.oracle-roll 16 + span.oracle-result Jealous + .oracle-row.oracle-row-3-column + span.oracle-roll 17 + span.oracle-result Angry + .oracle-row.oracle-row-3-column + span.oracle-roll 18 + span.oracle-result Active + .oracle-row.oracle-row-3-column + span.oracle-roll 19 + span.oracle-result Suspicious + .oracle-row.oracle-row-3-column + span.oracle-roll 20 + span.oracle-result Hostile + .oracle-row.oracle-row-3-column + span.oracle-roll 21 + span.oracle-result Hardhearted + .oracle-row.oracle-row-3-column + span.oracle-roll 22 + span.oracle-result Successful + .oracle-row.oracle-row-3-column + span.oracle-roll 23 + span.oracle-result Talented + .oracle-row.oracle-row-3-column + span.oracle-roll 24 + span.oracle-result Experienced + .oracle-row.oracle-row-3-column + span.oracle-roll 25 + span.oracle-result Deceitful + .oracle-row.oracle-row-3-column + span.oracle-roll 26 + span.oracle-result Ambitious + .oracle-row.oracle-row-3-column + span.oracle-roll 27 + span.oracle-result Aggressive + .oracle-row.oracle-row-3-column + span.oracle-roll 28 + span.oracle-result Conceited + .oracle-row.oracle-row-3-column + span.oracle-roll 29 + span.oracle-result Proud + .oracle-row.oracle-row-3-column + span.oracle-roll 30 + span.oracle-result Stern + .oracle-row.oracle-row-3-column + span.oracle-roll 31 + span.oracle-result Dependent + .oracle-row.oracle-row-3-column + span.oracle-roll 32 + span.oracle-result Wary + .oracle-row.oracle-row-3-column + span.oracle-roll 33 + span.oracle-result Strong + .oracle-row.oracle-row-3-column + span.oracle-roll 34 + span.oracle-result Insightful + .oracle-row.oracle-row-3-column + span.oracle-roll 35 + span.oracle-result Dangerous + .oracle-row.oracle-row-3-column + span.oracle-roll 36 + span.oracle-result Quirky + .oracle-row.oracle-row-3-column + span.oracle-roll 37 + span.oracle-result Cheery + .oracle-row.oracle-row-3-column + span.oracle-roll 38 + span.oracle-result Disfigured + .oracle-row.oracle-row-3-column + span.oracle-roll 39 + span.oracle-result Intolerant + .oracle-row.oracle-row-3-column + span.oracle-roll 40 + span.oracle-result Skilled + .oracle-row.oracle-row-3-column + span.oracle-roll 41 + span.oracle-result Stingy + .oracle-row.oracle-row-3-column + span.oracle-roll 42 + span.oracle-result Timid + .oracle-row.oracle-row-3-column + span.oracle-roll 43 + span.oracle-result Insensitive + .oracle-row.oracle-row-3-column + span.oracle-roll 44 + span.oracle-result Wild + .oracle-row.oracle-row-3-column + span.oracle-roll 45 + span.oracle-result Bitter + .oracle-row.oracle-row-3-column + span.oracle-roll 46 + span.oracle-result Cunning + .oracle-row.oracle-row-3-column + span.oracle-roll 47 + span.oracle-result Remorseful + .oracle-row.oracle-row-3-column + span.oracle-roll 48 + span.oracle-result Kind + .oracle-row.oracle-row-3-column + span.oracle-roll 49 + span.oracle-result Charming + .oracle-row.oracle-row-3-column + span.oracle-roll 50 + span.oracle-result Oblivious + .oracle-row.oracle-row-3-column + span.oracle-roll 51 + span.oracle-result Critical + .oracle-row.oracle-row-3-column + span.oracle-roll 52 + span.oracle-result Cautious + .oracle-row.oracle-row-3-column + span.oracle-roll 53 + span.oracle-result Resourceful + .oracle-row.oracle-row-3-column + span.oracle-roll 54 + span.oracle-result Weary + .oracle-row.oracle-row-3-column + span.oracle-roll 55 + span.oracle-result Wounded + .oracle-row.oracle-row-3-column + span.oracle-roll 56 + span.oracle-result Anxious + .oracle-row.oracle-row-3-column + span.oracle-roll 57 + span.oracle-result Powerful + .oracle-row.oracle-row-3-column + span.oracle-roll 58 + span.oracle-result Athletic + .oracle-row.oracle-row-3-column + span.oracle-roll 59 + span.oracle-result Driven + .oracle-row.oracle-row-3-column + span.oracle-roll 60 + span.oracle-result Cruel + .oracle-row.oracle-row-3-column + span.oracle-roll 61 + span.oracle-result Quiet + .oracle-row.oracle-row-3-column + span.oracle-roll 62 + span.oracle-result Honest + .oracle-row.oracle-row-3-column + span.oracle-roll 63 + span.oracle-result Infamous + .oracle-row.oracle-row-3-column + span.oracle-roll 64 + span.oracle-result Dying + .oracle-row.oracle-row-3-column + span.oracle-roll 65 + span.oracle-result Reclusive + .oracle-row.oracle-row-3-column + span.oracle-roll 66 + span.oracle-result Artistic + .oracle-row.oracle-row-3-column + span.oracle-roll 67 + span.oracle-result Disabled + .oracle-row.oracle-row-3-column + span.oracle-roll 68 + span.oracle-result Confused + .oracle-row.oracle-row-3-column + span.oracle-roll 69 + span.oracle-result Manipulative + .oracle-row.oracle-row-3-column + span.oracle-roll 70 + span.oracle-result Relaxed + .oracle-row.oracle-row-3-column + span.oracle-roll 71 + span.oracle-result Stealthy + .oracle-row.oracle-row-3-column + span.oracle-roll 72 + span.oracle-result Confident + .oracle-row.oracle-row-3-column + span.oracle-roll 73 + span.oracle-result Weak + .oracle-row.oracle-row-3-column + span.oracle-roll 74 + span.oracle-result Friendly + .oracle-row.oracle-row-3-column + span.oracle-roll 75 + span.oracle-result Wise + .oracle-row.oracle-row-3-column + span.oracle-roll 76 + span.oracle-result Influential + .oracle-row.oracle-row-3-column + span.oracle-roll 77 + span.oracle-result Young + .oracle-row.oracle-row-3-column + span.oracle-roll 78 + span.oracle-result Adventurous + .oracle-row.oracle-row-3-column + span.oracle-roll 79 + span.oracle-result Oppressed + .oracle-row.oracle-row-3-column + span.oracle-roll 80 + span.oracle-result Vengeful + .oracle-row.oracle-row-3-column + span.oracle-roll 81 + span.oracle-result Cooperative + .oracle-row.oracle-row-3-column + span.oracle-roll 82 + span.oracle-result Armored + .oracle-row.oracle-row-3-column + span.oracle-roll 83 + span.oracle-result Apathetic + .oracle-row.oracle-row-3-column + span.oracle-roll 84 + span.oracle-result Determined + .oracle-row.oracle-row-3-column + span.oracle-roll 85 + span.oracle-result Loyal + .oracle-row.oracle-row-3-column + span.oracle-roll 86 + span.oracle-result Sick + .oracle-row.oracle-row-3-column + span.oracle-roll 87 + span.oracle-result Religious + .oracle-row.oracle-row-3-column + span.oracle-roll 88 + span.oracle-result Selfish + .oracle-row.oracle-row-3-column + span.oracle-roll 89 + span.oracle-result Old + .oracle-row.oracle-row-3-column + span.oracle-roll 90 + span.oracle-result Fervent + .oracle-row.oracle-row-3-column + span.oracle-roll 91 + span.oracle-result Violent + .oracle-row.oracle-row-3-column + span.oracle-roll 92 + span.oracle-result Agreeable + .oracle-row.oracle-row-3-column + span.oracle-roll 93 + span.oracle-result Hot-tempered + .oracle-row.oracle-row-3-column + span.oracle-roll 94 + span.oracle-result Stubborn + .oracle-row.oracle-row-3-column + span.oracle-roll 95 + span.oracle-result Incompetent + .oracle-row.oracle-row-3-column + span.oracle-roll 96 + span.oracle-result Greedy + .oracle-row.oracle-row-3-column + span.oracle-roll 97 + span.oracle-result Cowardly + .oracle-row.oracle-row-3-column + span.oracle-roll 98 + span.oracle-result Obsessed + .oracle-row.oracle-row-3-column + span.oracle-roll 99 + span.oracle-result Careless + .oracle-row.oracle-row-3-column + span.oracle-roll 100 + span.oracle-result Ironsworn + + input.ironlander-names.hide(type='radio' name='attr_oracle_ironsworn' value='17') + .ironlander-names.showhide.oracle-previews + .oracle-title.oracle-table-preview IRONLANDER NAMES + .oracle-table.oracle-table-4-column + .oracle-row.oracle-row-4-column + span.oracle-roll 1 + span.oracle-result Solana + .oracle-row.oracle-row-4-column + span.oracle-roll 2 + span.oracle-result Keelan + .oracle-row.oracle-row-4-column + span.oracle-roll 3 + span.oracle-result Cadigan + .oracle-row.oracle-row-4-column + span.oracle-roll 4 + span.oracle-result Sola + .oracle-row.oracle-row-4-column + span.oracle-roll 5 + span.oracle-result Kodroth + .oracle-row.oracle-row-4-column + span.oracle-roll 6 + span.oracle-result Kione + .oracle-row.oracle-row-4-column + span.oracle-roll 7 + span.oracle-result Katja + .oracle-row.oracle-row-4-column + span.oracle-roll 8 + span.oracle-result Tio + .oracle-row.oracle-row-4-column + span.oracle-roll 9 + span.oracle-result Artiga + .oracle-row.oracle-row-4-column + span.oracle-roll 10 + span.oracle-result Eos + .oracle-row.oracle-row-4-column + span.oracle-roll 11 + span.oracle-result Bastien + .oracle-row.oracle-row-4-column + span.oracle-roll 12 + span.oracle-result Elli + .oracle-row.oracle-row-4-column + span.oracle-roll 13 + span.oracle-result Maura + .oracle-row.oracle-row-4-column + span.oracle-roll 14 + span.oracle-result Haleema + .oracle-row.oracle-row-4-column + span.oracle-roll 15 + span.oracle-result Abella + .oracle-row.oracle-row-4-column + span.oracle-roll 16 + span.oracle-result Morter + .oracle-row.oracle-row-4-column + span.oracle-roll 17 + span.oracle-result Wulan + .oracle-row.oracle-row-4-column + span.oracle-roll 18 + span.oracle-result Mai + .oracle-row.oracle-row-4-column + span.oracle-roll 19 + span.oracle-result Farina + .oracle-row.oracle-row-4-column + span.oracle-roll 20 + span.oracle-result Pearce + .oracle-row.oracle-row-4-column + span.oracle-roll 21 + span.oracle-result Wynne + .oracle-row.oracle-row-4-column + span.oracle-roll 22 + span.oracle-result Haf + .oracle-row.oracle-row-4-column + span.oracle-roll 23 + span.oracle-result Aeddon + .oracle-row.oracle-row-4-column + span.oracle-roll 24 + span.oracle-result Khinara + .oracle-row.oracle-row-4-column + span.oracle-roll 25 + span.oracle-result Milla + .oracle-row.oracle-row-4-column + span.oracle-roll 26 + span.oracle-result Nakata + .oracle-row.oracle-row-4-column + span.oracle-roll 27 + span.oracle-result Kynan + .oracle-row.oracle-row-4-column + span.oracle-roll 28 + span.oracle-result Kiah + .oracle-row.oracle-row-4-column + span.oracle-roll 29 + span.oracle-result Jaggar + .oracle-row.oracle-row-4-column + span.oracle-roll 30 + span.oracle-result Beca + .oracle-row.oracle-row-4-column + span.oracle-roll 31 + span.oracle-result Ikram + .oracle-row.oracle-row-4-column + span.oracle-roll 32 + span.oracle-result Melia + .oracle-row.oracle-row-4-column + span.oracle-roll 33 + span.oracle-result Sidan + .oracle-row.oracle-row-4-column + span.oracle-roll 34 + span.oracle-result Deshi + .oracle-row.oracle-row-4-column + span.oracle-roll 35 + span.oracle-result Tessa + .oracle-row.oracle-row-4-column + span.oracle-roll 36 + span.oracle-result Sibila + .oracle-row.oracle-row-4-column + span.oracle-roll 37 + span.oracle-result Morien + .oracle-row.oracle-row-4-column + span.oracle-roll 38 + span.oracle-result Mona + .oracle-row.oracle-row-4-column + span.oracle-roll 39 + span.oracle-result Padma + .oracle-row.oracle-row-4-column + span.oracle-roll 40 + span.oracle-result Avella + .oracle-row.oracle-row-4-column + span.oracle-roll 41 + span.oracle-result Naila + .oracle-row.oracle-row-4-column + span.oracle-roll 42 + span.oracle-result Lio + .oracle-row.oracle-row-4-column + span.oracle-roll 43 + span.oracle-result Cera + .oracle-row.oracle-row-4-column + span.oracle-roll 44 + span.oracle-result Ithela + .oracle-row.oracle-row-4-column + span.oracle-roll 45 + span.oracle-result Zhan + .oracle-row.oracle-row-4-column + span.oracle-roll 46 + span.oracle-result Kaivan + .oracle-row.oracle-row-4-column + span.oracle-roll 47 + span.oracle-result Valeri + .oracle-row.oracle-row-4-column + span.oracle-roll 48 + span.oracle-result Hirsham + .oracle-row.oracle-row-4-column + span.oracle-roll 49 + span.oracle-result Pemba + .oracle-row.oracle-row-4-column + span.oracle-roll 50 + span.oracle-result Edda + .oracle-row.oracle-row-4-column + span.oracle-roll 51 + span.oracle-result Lestara + .oracle-row.oracle-row-4-column + span.oracle-roll 52 + span.oracle-result Lago + .oracle-row.oracle-row-4-column + span.oracle-roll 53 + span.oracle-result Elstan + .oracle-row.oracle-row-4-column + span.oracle-roll 54 + span.oracle-result Saskia + .oracle-row.oracle-row-4-column + span.oracle-roll 55 + span.oracle-result Kabeera + .oracle-row.oracle-row-4-column + span.oracle-roll 56 + span.oracle-result Caldas + .oracle-row.oracle-row-4-column + span.oracle-roll 57 + span.oracle-result Nisus + .oracle-row.oracle-row-4-column + span.oracle-roll 58 + span.oracle-result Serene + .oracle-row.oracle-row-4-column + span.oracle-roll 59 + span.oracle-result Chenda + .oracle-row.oracle-row-4-column + span.oracle-roll 60 + span.oracle-result Themon + .oracle-row.oracle-row-4-column + span.oracle-roll 61 + span.oracle-result Erin + .oracle-row.oracle-row-4-column + span.oracle-roll 62 + span.oracle-result Alban + .oracle-row.oracle-row-4-column + span.oracle-roll 63 + span.oracle-result Parcell + .oracle-row.oracle-row-4-column + span.oracle-roll 64 + span.oracle-result Jelma + .oracle-row.oracle-row-4-column + span.oracle-roll 65 + span.oracle-result Willa + .oracle-row.oracle-row-4-column + span.oracle-roll 66 + span.oracle-result Nadira + .oracle-row.oracle-row-4-column + span.oracle-roll 67 + span.oracle-result Gwen + .oracle-row.oracle-row-4-column + span.oracle-roll 68 + span.oracle-result Amara + .oracle-row.oracle-row-4-column + span.oracle-roll 69 + span.oracle-result Masias + .oracle-row.oracle-row-4-column + span.oracle-roll 70 + span.oracle-result Kanno + .oracle-row.oracle-row-4-column + span.oracle-roll 71 + span.oracle-result Razeena + .oracle-row.oracle-row-4-column + span.oracle-roll 72 + span.oracle-result Mira + .oracle-row.oracle-row-4-column + span.oracle-roll 73 + span.oracle-result Perella + .oracle-row.oracle-row-4-column + span.oracle-roll 74 + span.oracle-result Myrick + .oracle-row.oracle-row-4-column + span.oracle-roll 75 + span.oracle-result Qamar + .oracle-row.oracle-row-4-column + span.oracle-roll 76 + span.oracle-result Kormak + .oracle-row.oracle-row-4-column + span.oracle-roll 77 + span.oracle-result Zura + .oracle-row.oracle-row-4-column + span.oracle-roll 78 + span.oracle-result Zanita + .oracle-row.oracle-row-4-column + span.oracle-roll 79 + span.oracle-result Brynn + .oracle-row.oracle-row-4-column + span.oracle-roll 80 + span.oracle-result Tegan + .oracle-row.oracle-row-4-column + span.oracle-roll 81 + span.oracle-result Pendry + .oracle-row.oracle-row-4-column + span.oracle-roll 82 + span.oracle-result Quinn + .oracle-row.oracle-row-4-column + span.oracle-roll 83 + span.oracle-result Fanir + .oracle-row.oracle-row-4-column + span.oracle-roll 84 + span.oracle-result Glain + .oracle-row.oracle-row-4-column + span.oracle-roll 85 + span.oracle-result Emelyn + .oracle-row.oracle-row-4-column + span.oracle-roll 86 + span.oracle-result Kendi + .oracle-row.oracle-row-4-column + span.oracle-roll 87 + span.oracle-result Althus + .oracle-row.oracle-row-4-column + span.oracle-roll 88 + span.oracle-result Leela + .oracle-row.oracle-row-4-column + span.oracle-roll 89 + span.oracle-result Ishana + .oracle-row.oracle-row-4-column + span.oracle-roll 90 + span.oracle-result Flint + .oracle-row.oracle-row-4-column + span.oracle-roll 91 + span.oracle-result Delkash + .oracle-row.oracle-row-4-column + span.oracle-roll 92 + span.oracle-result Nia + .oracle-row.oracle-row-4-column + span.oracle-roll 93 + span.oracle-result Nan + .oracle-row.oracle-row-4-column + span.oracle-roll 94 + span.oracle-result Keeara + .oracle-row.oracle-row-4-column + span.oracle-roll 95 + span.oracle-result Katania + .oracle-row.oracle-row-4-column + span.oracle-roll 96 + span.oracle-result Morell + .oracle-row.oracle-row-4-column + span.oracle-roll 97 + span.oracle-result Temir + .oracle-row.oracle-row-4-column + span.oracle-roll 98 + span.oracle-result Bas + .oracle-row.oracle-row-4-column + span.oracle-roll 99 + span.oracle-result Sabine + .oracle-row.oracle-row-4-column + span.oracle-roll 100 + span.oracle-result Tallus + .oracle-row.oracle-row-4-column + span.oracle-roll 101 + span.oracle-result Segura + .oracle-row.oracle-row-4-column + span.oracle-roll 102 + span.oracle-result Gethin + .oracle-row.oracle-row-4-column + span.oracle-roll 103 + span.oracle-result Bataar + .oracle-row.oracle-row-4-column + span.oracle-roll 104 + span.oracle-result Basira + .oracle-row.oracle-row-4-column + span.oracle-roll 105 + span.oracle-result Joa + .oracle-row.oracle-row-4-column + span.oracle-roll 106 + span.oracle-result Glynn + .oracle-row.oracle-row-4-column + span.oracle-roll 107 + span.oracle-result Toran + .oracle-row.oracle-row-4-column + span.oracle-roll 108 + span.oracle-result Arasen + .oracle-row.oracle-row-4-column + span.oracle-roll 109 + span.oracle-result Kuron + .oracle-row.oracle-row-4-column + span.oracle-roll 110 + span.oracle-result Griff + .oracle-row.oracle-row-4-column + span.oracle-roll 111 + span.oracle-result Owena + .oracle-row.oracle-row-4-column + span.oracle-roll 112 + span.oracle-result Adda + .oracle-row.oracle-row-4-column + span.oracle-roll 113 + span.oracle-result Euros + .oracle-row.oracle-row-4-column + span.oracle-roll 114 + span.oracle-result Kova + .oracle-row.oracle-row-4-column + span.oracle-roll 115 + span.oracle-result Kara + .oracle-row.oracle-row-4-column + span.oracle-roll 116 + span.oracle-result Morgan + .oracle-row.oracle-row-4-column + span.oracle-roll 117 + span.oracle-result Nanda + .oracle-row.oracle-row-4-column + span.oracle-roll 118 + span.oracle-result Tamara + .oracle-row.oracle-row-4-column + span.oracle-roll 119 + span.oracle-result Asha + .oracle-row.oracle-row-4-column + span.oracle-roll 120 + span.oracle-result Delos + .oracle-row.oracle-row-4-column + span.oracle-roll 121 + span.oracle-result Torgan + .oracle-row.oracle-row-4-column + span.oracle-roll 122 + span.oracle-result Makari + .oracle-row.oracle-row-4-column + span.oracle-roll 123 + span.oracle-result Selva + .oracle-row.oracle-row-4-column + span.oracle-roll 124 + span.oracle-result Kimura + .oracle-row.oracle-row-4-column + span.oracle-roll 125 + span.oracle-result Rhian + .oracle-row.oracle-row-4-column + span.oracle-roll 126 + span.oracle-result Tristan + .oracle-row.oracle-row-4-column + span.oracle-roll 127 + span.oracle-result Siorra + .oracle-row.oracle-row-4-column + span.oracle-roll 128 + span.oracle-result Sayer + .oracle-row.oracle-row-4-column + span.oracle-roll 129 + span.oracle-result Cortina + .oracle-row.oracle-row-4-column + span.oracle-roll 130 + span.oracle-result Vesna + .oracle-row.oracle-row-4-column + span.oracle-roll 131 + span.oracle-result Kataka + .oracle-row.oracle-row-4-column + span.oracle-roll 132 + span.oracle-result Keyshia + .oracle-row.oracle-row-4-column + span.oracle-roll 133 + span.oracle-result Mila + .oracle-row.oracle-row-4-column + span.oracle-roll 134 + span.oracle-result Lili + .oracle-row.oracle-row-4-column + span.oracle-roll 135 + span.oracle-result Vigo + .oracle-row.oracle-row-4-column + span.oracle-roll 136 + span.oracle-result Sadia + .oracle-row.oracle-row-4-column + span.oracle-roll 137 + span.oracle-result Malik + .oracle-row.oracle-row-4-column + span.oracle-roll 138 + span.oracle-result Dag + .oracle-row.oracle-row-4-column + span.oracle-roll 139 + span.oracle-result Kuno + .oracle-row.oracle-row-4-column + span.oracle-roll 140 + span.oracle-result Reva + .oracle-row.oracle-row-4-column + span.oracle-roll 141 + span.oracle-result Kai + .oracle-row.oracle-row-4-column + span.oracle-roll 142 + span.oracle-result Kalina + .oracle-row.oracle-row-4-column + span.oracle-roll 143 + span.oracle-result Jihan + .oracle-row.oracle-row-4-column + span.oracle-roll 144 + span.oracle-result Hennion + .oracle-row.oracle-row-4-column + span.oracle-roll 145 + span.oracle-result Abram + .oracle-row.oracle-row-4-column + span.oracle-roll 146 + span.oracle-result Aida + .oracle-row.oracle-row-4-column + span.oracle-roll 147 + span.oracle-result Myrtle + .oracle-row.oracle-row-4-column + span.oracle-roll 148 + span.oracle-result Nekun + .oracle-row.oracle-row-4-column + span.oracle-roll 149 + span.oracle-result Menna + .oracle-row.oracle-row-4-column + span.oracle-roll 150 + span.oracle-result Tahir + .oracle-row.oracle-row-4-column + span.oracle-roll 151 + span.oracle-result Sarria + .oracle-row.oracle-row-4-column + span.oracle-roll 152 + span.oracle-result Nakura + .oracle-row.oracle-row-4-column + span.oracle-roll 153 + span.oracle-result Akiya + .oracle-row.oracle-row-4-column + span.oracle-roll 154 + span.oracle-result Talan + .oracle-row.oracle-row-4-column + span.oracle-roll 155 + span.oracle-result Mattick + .oracle-row.oracle-row-4-column + span.oracle-roll 156 + span.oracle-result Okoth + .oracle-row.oracle-row-4-column + span.oracle-roll 157 + span.oracle-result Khulan + .oracle-row.oracle-row-4-column + span.oracle-roll 158 + span.oracle-result Verena + .oracle-row.oracle-row-4-column + span.oracle-roll 159 + span.oracle-result Beltran + .oracle-row.oracle-row-4-column + span.oracle-roll 160 + span.oracle-result Del + .oracle-row.oracle-row-4-column + span.oracle-roll 161 + span.oracle-result Ranna + .oracle-row.oracle-row-4-column + span.oracle-roll 162 + span.oracle-result Alina + .oracle-row.oracle-row-4-column + span.oracle-roll 163 + span.oracle-result Muna + .oracle-row.oracle-row-4-column + span.oracle-roll 164 + span.oracle-result Mura + .oracle-row.oracle-row-4-column + span.oracle-roll 165 + span.oracle-result Torrens + .oracle-row.oracle-row-4-column + span.oracle-roll 166 + span.oracle-result Yuda + .oracle-row.oracle-row-4-column + span.oracle-roll 167 + span.oracle-result Nazmi + .oracle-row.oracle-row-4-column + span.oracle-roll 168 + span.oracle-result Ghalen + .oracle-row.oracle-row-4-column + span.oracle-roll 169 + span.oracle-result Sarda + .oracle-row.oracle-row-4-column + span.oracle-roll 170 + span.oracle-result Shona + .oracle-row.oracle-row-4-column + span.oracle-roll 171 + span.oracle-result Kalidas + .oracle-row.oracle-row-4-column + span.oracle-roll 172 + span.oracle-result Wena + .oracle-row.oracle-row-4-column + span.oracle-roll 173 + span.oracle-result Sendra + .oracle-row.oracle-row-4-column + span.oracle-roll 174 + span.oracle-result Kori + .oracle-row.oracle-row-4-column + span.oracle-roll 175 + span.oracle-result Setara + .oracle-row.oracle-row-4-column + span.oracle-roll 176 + span.oracle-result Lucia + .oracle-row.oracle-row-4-column + span.oracle-roll 177 + span.oracle-result Maya + .oracle-row.oracle-row-4-column + span.oracle-roll 178 + span.oracle-result Reema + .oracle-row.oracle-row-4-column + span.oracle-roll 179 + span.oracle-result Yorath + .oracle-row.oracle-row-4-column + span.oracle-roll 180 + span.oracle-result Rhoddri + .oracle-row.oracle-row-4-column + span.oracle-roll 181 + span.oracle-result Shekhar + .oracle-row.oracle-row-4-column + span.oracle-roll 182 + span.oracle-result Servan + .oracle-row.oracle-row-4-column + span.oracle-roll 183 + span.oracle-result Reese + .oracle-row.oracle-row-4-column + span.oracle-roll 184 + span.oracle-result Kenrick + .oracle-row.oracle-row-4-column + span.oracle-roll 185 + span.oracle-result Indirra + .oracle-row.oracle-row-4-column + span.oracle-roll 186 + span.oracle-result Giliana + .oracle-row.oracle-row-4-column + span.oracle-roll 187 + span.oracle-result Jebran + .oracle-row.oracle-row-4-column + span.oracle-roll 188 + span.oracle-result Kotama + .oracle-row.oracle-row-4-column + span.oracle-roll 189 + span.oracle-result Fara + .oracle-row.oracle-row-4-column + span.oracle-roll 190 + span.oracle-result Katrin + .oracle-row.oracle-row-4-column + span.oracle-roll 191 + span.oracle-result Namba + .oracle-row.oracle-row-4-column + span.oracle-roll 192 + span.oracle-result Lona + .oracle-row.oracle-row-4-column + span.oracle-roll 193 + span.oracle-result Taylah + .oracle-row.oracle-row-4-column + span.oracle-roll 194 + span.oracle-result Kato + .oracle-row.oracle-row-4-column + span.oracle-roll 195 + span.oracle-result Esra + .oracle-row.oracle-row-4-column + span.oracle-roll 196 + span.oracle-result Eleri + .oracle-row.oracle-row-4-column + span.oracle-roll 197 + span.oracle-result Irsia + .oracle-row.oracle-row-4-column + span.oracle-roll 198 + span.oracle-result Kayu + .oracle-row.oracle-row-4-column + span.oracle-roll 199 + span.oracle-result Bevan + .oracle-row.oracle-row-4-column + span.oracle-roll 200 + span.oracle-result Chandra + + input.elf-names.hide(type='radio' name='attr_oracle_ironsworn' value='18') + .elf-names.showhide + .oracle-title.oracle-table-preview ELF NAMES + .oracle-table.oracle-table-2-column + .oracle-row.oracle-row-2-column + span.oracle-roll 1-2 + span.oracle-result Arsula + .oracle-row.oracle-row-2-column + span.oracle-roll 3-4 + span.oracle-result Naidita + .oracle-row.oracle-row-2-column + span.oracle-roll 5-6 + span.oracle-result Belesunna + .oracle-row.oracle-row-2-column + span.oracle-roll 7-8 + span.oracle-result Vidarna + .oracle-row.oracle-row-2-column + span.oracle-roll 9-10 + span.oracle-result Ninsunu + .oracle-row.oracle-row-2-column + span.oracle-roll 11-12 + span.oracle-result Balathu + .oracle-row.oracle-row-2-column + span.oracle-roll 13-14 + span.oracle-result Dorosi + .oracle-row.oracle-row-2-column + span.oracle-roll 15-16 + span.oracle-result Gezera + .oracle-row.oracle-row-2-column + span.oracle-roll 17-18 + span.oracle-result Zursan + .oracle-row.oracle-row-2-column + span.oracle-roll 19-20 + span.oracle-result Seleeku + .oracle-row.oracle-row-2-column + span.oracle-roll 21-22 + span.oracle-result Utamara + .oracle-row.oracle-row-2-column + span.oracle-roll 23-24 + span.oracle-result Nebakay + .oracle-row.oracle-row-2-column + span.oracle-roll 25-26 + span.oracle-result Dismashk + .oracle-row.oracle-row-2-column + span.oracle-roll 27-28 + span.oracle-result Mitunu + .oracle-row.oracle-row-2-column + span.oracle-roll 29-30 + span.oracle-result Atani + .oracle-row.oracle-row-2-column + span.oracle-roll 31-32 + span.oracle-result Kinzura + .oracle-row.oracle-row-2-column + span.oracle-roll 33-34 + span.oracle-result Sumula + .oracle-row.oracle-row-2-column + span.oracle-roll 35-36 + span.oracle-result Ukames + .oracle-row.oracle-row-2-column + span.oracle-roll 37-38 + span.oracle-result Ahmeshki + .oracle-row.oracle-row-2-column + span.oracle-roll 39-40 + span.oracle-result Ilsit + .oracle-row.oracle-row-2-column + span.oracle-roll 41-42 + span.oracle-result Mayatanay + .oracle-row.oracle-row-2-column + span.oracle-roll 43-44 + span.oracle-result Etana + .oracle-row.oracle-row-2-column + span.oracle-roll 45-46 + span.oracle-result Gamanna + .oracle-row.oracle-row-2-column + span.oracle-roll 47-48 + span.oracle-result Nessana + .oracle-row.oracle-row-2-column + span.oracle-roll 49-50 + span.oracle-result Uralar + .oracle-row.oracle-row-2-column + span.oracle-roll 51-52 + span.oracle-result Tishetu + .oracle-row.oracle-row-2-column + span.oracle-roll 53-54 + span.oracle-result Leucia + .oracle-row.oracle-row-2-column + span.oracle-roll 55-56 + span.oracle-result Sutahe + .oracle-row.oracle-row-2-column + span.oracle-roll 57-58 + span.oracle-result Dotani + .oracle-row.oracle-row-2-column + span.oracle-roll 59-60 + span.oracle-result Uktannu + .oracle-row.oracle-row-2-column + span.oracle-roll 61-62 + span.oracle-result Retenay + .oracle-row.oracle-row-2-column + span.oracle-roll 63-64 + span.oracle-result Kendalanu + .oracle-row.oracle-row-2-column + span.oracle-roll 65-66 + span.oracle-result Tahuta + .oracle-row.oracle-row-2-column + span.oracle-roll 67-68 + span.oracle-result Mattissa + .oracle-row.oracle-row-2-column + span.oracle-roll 69-70 + span.oracle-result Anatu + .oracle-row.oracle-row-2-column + span.oracle-roll 71-72 + span.oracle-result Aralu + .oracle-row.oracle-row-2-column + span.oracle-roll 73-74 + span.oracle-result Arakhi + .oracle-row.oracle-row-2-column + span.oracle-roll 75-76 + span.oracle-result Ibrahem + .oracle-row.oracle-row-2-column + span.oracle-roll 77-78 + span.oracle-result Sinosu + .oracle-row.oracle-row-2-column + span.oracle-roll 79-80 + span.oracle-result Jemshida + .oracle-row.oracle-row-2-column + span.oracle-roll 81-82 + span.oracle-result Visapni + .oracle-row.oracle-row-2-column + span.oracle-roll 83-84 + span.oracle-result Hullata + .oracle-row.oracle-row-2-column + span.oracle-roll 85-86 + span.oracle-result Sidura + .oracle-row.oracle-row-2-column + span.oracle-roll 87-88 + span.oracle-result Kerihu + .oracle-row.oracle-row-2-column + span.oracle-roll 89-90 + span.oracle-result Ereshki + .oracle-row.oracle-row-2-column + span.oracle-roll 91-92 + span.oracle-result Cybela + .oracle-row.oracle-row-2-column + span.oracle-roll 93-94 + span.oracle-result Anunna + .oracle-row.oracle-row-2-column + span.oracle-roll 95-96 + span.oracle-result Otani + .oracle-row.oracle-row-2-column + span.oracle-roll 97-98 + span.oracle-result Ditani + .oracle-row.oracle-row-2-column + span.oracle-roll 99-100 + span.oracle-result Faraza + + input.giant-names.hide(type='radio' name='attr_oracle_ironsworn' value='19') + .giant-names.showhide + .oracle-title.oracle-table-preview GIANT NAMES + .oracle-table + .oracle-row + span.oracle-roll 1-4 + span.oracle-result Chony + .oracle-row + span.oracle-roll 5-8 + span.oracle-result Banda + .oracle-row + span.oracle-roll 9-12 + span.oracle-result Jochu + .oracle-row + span.oracle-roll 13-16 + span.oracle-result Kira + .oracle-row + span.oracle-roll 17-20 + span.oracle-result Khatir + .oracle-row + span.oracle-roll 21-24 + span.oracle-result Chaidu + .oracle-row + span.oracle-roll 25-28 + span.oracle-result Atan + .oracle-row + span.oracle-roll 29-32 + span.oracle-result Buandu + .oracle-row + span.oracle-roll 33-36 + span.oracle-result Javyn + .oracle-row + span.oracle-roll 37-40 + span.oracle-result Khashin + .oracle-row + span.oracle-roll 41-44 + span.oracle-result Bayara + .oracle-row + span.oracle-roll 45-48 + span.oracle-result Temura + .oracle-row + span.oracle-roll 49-52 + span.oracle-result Kidha + .oracle-row + span.oracle-roll 53-56 + span.oracle-result Kathos + .oracle-row + span.oracle-roll 57-60 + span.oracle-result Tanua + .oracle-row + span.oracle-roll 61-64 + span.oracle-result Bashtu + .oracle-row + span.oracle-roll 65-68 + span.oracle-result Jaran + .oracle-row + span.oracle-roll 69-72 + span.oracle-result Othos + .oracle-row + span.oracle-roll 73-76 + span.oracle-result Khutan + .oracle-row + span.oracle-roll 77-80 + span.oracle-result Otaan + .oracle-row + span.oracle-roll 81-84 + span.oracle-result Martu + .oracle-row + span.oracle-roll 85-88 + span.oracle-result Baku + .oracle-row + span.oracle-roll 89-92 + span.oracle-result Tuban + .oracle-row + span.oracle-roll 93-96 + span.oracle-result Qudan + .oracle-row + span.oracle-roll 97-100 + span.oracle-result Denua + + input.varou-names.hide(type='radio' name='attr_oracle_ironsworn' value='20') + .varou-names.showhide + .oracle-title.oracle-table-preview VAROU NAMES + .oracle-table + .oracle-row + span.oracle-roll 1-4 + span.oracle-result Vata + .oracle-row + span.oracle-roll 5-8 + span.oracle-result Zora + .oracle-row + span.oracle-roll 9-12 + span.oracle-result Jasna + .oracle-row + span.oracle-roll 13-16 + span.oracle-result Charna + .oracle-row + span.oracle-roll 17-20 + span.oracle-result Tana + .oracle-row + span.oracle-roll 21-24 + span.oracle-result Soveen + .oracle-row + span.oracle-roll 25-28 + span.oracle-result Radka + .oracle-row + span.oracle-roll 29-32 + span.oracle-result Zlata + .oracle-row + span.oracle-roll 33-36 + span.oracle-result Leesla + .oracle-row + span.oracle-roll 37-40 + span.oracle-result Byna + .oracle-row + span.oracle-roll 41-44 + span.oracle-result Meeka + .oracle-row + span.oracle-roll 45-48 + span.oracle-result Iskra + .oracle-row + span.oracle-roll 49-52 + span.oracle-result Jarek + .oracle-row + span.oracle-roll 53-56 + span.oracle-result Darva + .oracle-row + span.oracle-roll 57-60 + span.oracle-result Neda + .oracle-row + span.oracle-roll 61-64 + span.oracle-result Keha + .oracle-row + span.oracle-roll 65-68 + span.oracle-result Zhivka + .oracle-row + span.oracle-roll 69-72 + span.oracle-result Kvata + .oracle-row + span.oracle-roll 73-76 + span.oracle-result Staysa + .oracle-row + span.oracle-roll 77-80 + span.oracle-result Evka + .oracle-row + span.oracle-roll 81-84 + span.oracle-result Vuksha + .oracle-row + span.oracle-roll 85-88 + span.oracle-result Muko + .oracle-row + span.oracle-roll 89-92 + span.oracle-result Dreko + .oracle-row + span.oracle-roll 93-96 + span.oracle-result Aleko + .oracle-row + span.oracle-roll 97-100 + span.oracle-result Vojan + + input.troll-names.hide(type='radio' name='attr_oracle_ironsworn' value='21') + .troll-names.showhide + .oracle-title.oracle-table-preview TROLL NAMES + .oracle-table + .oracle-row + span.oracle-roll 1-4 + span.oracle-result Rattle + .oracle-row + span.oracle-roll 5-8 + span.oracle-result Scratch + .oracle-row + span.oracle-roll 9-12 + span.oracle-result Wallow + .oracle-row + span.oracle-roll 13-16 + span.oracle-result Groak + .oracle-row + span.oracle-roll 17-20 + span.oracle-result Gimble + .oracle-row + span.oracle-roll 21-24 + span.oracle-result Scar + .oracle-row + span.oracle-roll 25-28 + span.oracle-result Cratch + .oracle-row + span.oracle-roll 29-32 + span.oracle-result Creech + .oracle-row + span.oracle-roll 33-36 + span.oracle-result Shush + .oracle-row + span.oracle-roll 37-40 + span.oracle-result Glush + .oracle-row + span.oracle-roll 41-44 + span.oracle-result Slar + .oracle-row + span.oracle-roll 45-48 + span.oracle-result Gnash + .oracle-row + span.oracle-roll 49-52 + span.oracle-result Stoad + .oracle-row + span.oracle-roll 53-56 + span.oracle-result Grig + .oracle-row + span.oracle-roll 57-60 + span.oracle-result Bleat + .oracle-row + span.oracle-roll 61-64 + span.oracle-result Chortle + .oracle-row + span.oracle-roll 65-68 + span.oracle-result Cluck + .oracle-row + span.oracle-roll 69-72 + span.oracle-result Slith + .oracle-row + span.oracle-roll 73-76 + span.oracle-result Mongo + .oracle-row + span.oracle-roll 77-80 + span.oracle-result Creak + .oracle-row + span.oracle-roll 81-84 + span.oracle-result Burble + .oracle-row + span.oracle-roll 85-88 + span.oracle-result Vrusk + .oracle-row + span.oracle-roll 89-92 + span.oracle-result Snuffle + .oracle-row + span.oracle-roll 93-96 + span.oracle-result Leech + .oracle-row + span.oracle-roll 97-100 + span.oracle-result Herk + + input.pay-the-price.hide(type='radio' name='attr_oracle_ironsworn' value='22') + .pay-the-price.showhide + .oracle-title.oracle-table-preview PAY THE PRICE + .oracle-table + .oracle-row + span.oracle-roll 1-2 + span.oracle-result + | Roll + | again and apply that result but make it worse. If you roll this result yet again, think of + | something dreadful that changes the course of your quest ( + em Ask the Oracle + | if unsure) + | and make it happen. + .oracle-row + span.oracle-roll 3-5 + span.oracle-result + | A + | person or community you trusted loses faith in you, or acts against you. + .oracle-row + span.oracle-roll 6-9 + span.oracle-result + | A + | person or community you care about is exposed to danger. + .oracle-row + span.oracle-roll 10-16 + span.oracle-result + | You + | are separated from something or someone. + .oracle-row + span.oracle-roll 17-23 + span.oracle-result + | Your + | action has an unintended effect. + .oracle-row + span.oracle-roll 24-32 + span.oracle-result Something of value is lost or destroyed. + .oracle-row + span.oracle-roll 33-41 + span.oracle-result + | The + | current situation worsens. + .oracle-row + span.oracle-roll 42-50 + span.oracle-result + | A + | new danger or foe is revealed. + .oracle-row + span.oracle-roll 51-59 + span.oracle-result + | It + | causes a delay or puts you at a disadvantage. + .oracle-row + span.oracle-roll 60-68 + span.oracle-result + | It + | is harmful. + .oracle-row + span.oracle-roll 69-77 + span.oracle-result + | It + | is stressful. + .oracle-row + span.oracle-roll 78-85 + span.oracle-result + | A + | surprising development complicates your quest. + .oracle-row + span.oracle-roll 86-90 + span.oracle-result + | It + | wastes resources. + .oracle-row + span.oracle-roll 91-94 + span.oracle-result + | It + | forces you to act against your best intentions. + .oracle-row + span.oracle-roll 95-98 + span.oracle-result + | A + | friend, companion, or ally is put in harm’s way (or you are, if alone) + .oracle-row + span.oracle-roll 99-100 + span.oracle-result + | Roll + | twice more on this table. Both results occur. If they are the same result, make it + | worse. + + input.ask-the-oracle.hide(type='radio' name='attr_oracle_ironsworn' value='23') + .ask-the-oracle.showhide + .oracle-title.oracle-table-preview ASK THE ORACLE + .oracle-table + .oracle-row + .button-container-preview + button(type='roll' title='Almost Certain' name='rollalmostcertain' value='&{template:ironsworn_oracles} {{header=Almost Certain}} {{almostCertain=[[d100]]}}') + span.oracle-roll.preview-roll 11 or greater + span.oracle-result + | Almost + | Certain + .oracle-row + .button-container-preview + button(type='roll' title='Likely' name='rolllikely' value='&{template:ironsworn_oracles} {{header=Likely}} {{likely=[[d100]]}}') + span.oracle-roll.preview-roll 26 or greater + span.oracle-result Likely + .oracle-row + .button-container-preview + button(type='roll' title='50/50' name='rollfiftyfifty' value='&{template:ironsworn_oracles} {{header=50/50}} {{fiftyFifty=[[d100]]}}') + span.oracle-roll.preview-roll 51 or greater + span.oracle-result 50/50 + .oracle-row + .button-container-preview + button(type='roll' title='Unlikely' name='rollunlikely' value='&{template:ironsworn_oracles} {{header=Unlikely}} {{unlikely=[[d100]]}}') + span.oracle-roll.preview-roll 76 or greater + span.oracle-result Unlikely + .oracle-row + .button-container-preview + button(type='roll' title='Small Chance' name='rollsmallchance' value='&{template:ironsworn_oracles} {{header=Small Chance}} {{smallChance=[[d100]]}}') + span.oracle-roll.preview-roll 91 or greater + span.oracle-result + | Small + | Chance + .oracle-footer On a match, an extreme result or twist has occurred. + + input.endure-harm.hide(type='radio' name='attr_oracle_ironsworn' value='24') + .endure-harm.showhide + .oracle-title.oracle-table-preview ENDURE HARM + +endureHarmTable + + input.endure-stress.hide(type='radio' name='attr_oracle_ironsworn' value='25') + .endure-stress.showhide + .oracle-title.oracle-table-preview ENDURE STRESS + +endureStressTable diff --git a/Ironcrunch/src/components/oracles/oracle-builder.pug b/Ironcrunch/src/components/oracles/oracle-builder.pug new file mode 100644 index 0000000000..39b974ab6d --- /dev/null +++ b/Ironcrunch/src/components/oracles/oracle-builder.pug @@ -0,0 +1,32 @@ +mixin oracleRollGroup(group, type, key) + .oracle-box + .oracle-title=key + each oracle in group.oracles + .oracle + .button-container + - var id = oracle.class.toLowerCase().replace(/-/g, '_') + button( + type='roll' + title=`@{roll_${id}_oracle}` + name=`roll_${id}_oracle` + value=`&{template:${type}_oracles} {{header=${oracle.name}}} {{${oracle.roll_id}=[[${oracle.dice}]]}}` + ) + label.common-btn.oracle-btn + input.hide.btn-input( + type='radio' + title=`@{oracle_${type}_button}` + name=`attr_oracle_${type}_button` + value=id + ) + .btn-content=oracle.name + +mixin oracleBuilder(opts, type) + - var id = opts.class.toLowerCase().replace(/-/g, '_') + input(class=`${opts.class} hide` type='radio' name=`attr_oracle_${type}` value=id) + div(class=`${opts.class} showhide`) + .oracle-title.oracle-table-preview=opts.name + .oracle-table + each row in opts.rows + .oracle-row + span.oracle-roll=row.roll + span.oracle-result!=row.result diff --git a/Ironcrunch/src/components/oracles/oracles.styl b/Ironcrunch/src/components/oracles/oracles.styl new file mode 100644 index 0000000000..fc7aeacf81 --- /dev/null +++ b/Ironcrunch/src/components/oracles/oracles.styl @@ -0,0 +1,202 @@ +column-wrap(height) + display: flex; + flex-flow: column wrap; + height: height + +input.sheet-oracle-ironcrunch:checked ~ div.sheet-oracle-ironcrunch, +input.sheet-oracle-ironsworn:checked ~ div.sheet-oracle-ironsworn, +input.sheet-oracle-delve:checked ~ div.sheet-oracle-delve + show-hide(0.7s) + +.sheet-oracle-btn + margin 0 + width 100% + +.sheet-oracles + display: flex + flex-wrap: wrap + flex-direction: column + +.sheet-oracle + margin: 0em + color: #4C4D4F + display: flex + +input[type=radio].sheet-action:checked ~ div.sheet-action, +input[type=radio].sheet-theme:checked ~ div.sheet-theme, +input[type=radio].sheet-region:checked ~ div.sheet-region, +input[type=radio].sheet-location:checked ~ div.sheet-location, +input[type=radio].sheet-coastal-waters-location:checked ~ div.sheet-coastal-waters-location, +input[type=radio].sheet-location-descriptor:checked ~ div.sheet-location-descriptor, +input[type=radio].sheet-settlement-name:checked ~ div.sheet-settlement-name, +input[type=radio].sheet-quick-settlement-name:checked ~ div.sheet-quick-settlement-name, +input[type=radio].sheet-settlement-trouble:checked ~ div.sheet-settlement-trouble, +input[type=radio].sheet-character-role-oracle:checked ~ div.sheet-character-role-oracle, +input[type=radio].sheet-character-goal:checked ~ div.sheet-character-goal, +input[type=radio].sheet-character-descriptor:checked ~ div.sheet-character-descriptor, +input[type=radio].sheet-ironlander-names:checked ~ div.sheet-ironlander-names, +input[type=radio].sheet-elf-names:checked ~ div.sheet-elf-names, +input[type=radio].sheet-giant-names:checked ~ div.sheet-giant-names, +input[type=radio].sheet-varou-names:checked ~ div.sheet-varou-names, +input[type=radio].sheet-troll-names:checked ~ div.sheet-troll-names, +input[type=radio].sheet-combat-action:checked ~ div.sheet-combat-action, +input[type=radio].sheet-mystic-backlash:checked ~ div.sheet-mystic-backlash, +input[type=radio].sheet-major-plot-twist:checked ~ div.sheet-major-plot-twist, +input[type=radio].sheet-challenge-rank:checked ~ div.sheet-challenge-rank, +input[type=radio].sheet-pay-the-price:checked ~ div.sheet-pay-the-price, +input[type=radio].sheet-ask-the-oracle:checked ~ div.sheet-ask-the-oracle, +input[type=radio].sheet-endure-harm:checked ~ div.sheet-endure-harm, +input[type=radio].sheet-endure-stress:checked ~ div.sheet-endure-stress, +input[type=radio].sheet-feature-aspect:checked ~ div.sheet-feature-aspect, +input[type=radio].sheet-feature-focus:checked ~ div.sheet-feature-focus, +input[type=radio].sheet-site-name-format:checked ~ div.sheet-site-name-format, +input[type=radio].sheet-site-name-desc:checked ~ div.sheet-site-name-desc, +input[type=radio].sheet-site-name-detail:checked ~ div.sheet-site-name-detail, +input[type=radio].sheet-site-name-namesake:checked ~ div.sheet-site-name-namesake, +input[type=radio].sheet-site-name-place:checked ~ div.sheet-site-name-place, +input[type=radio].sheet-site-nature-theme:checked ~ div.sheet-site-nature-theme, +input[type=radio].sheet-site-nature-domain:checked ~ div.sheet-site-nature-domain, +input[type=radio].sheet-character-disposition:checked ~ div.sheet-character-disposition, +input[type=radio].sheet-character-activity:checked ~ div.sheet-character-activity, +input[type=radio].sheet-monstrosity-size:checked ~ div.sheet-monstrosity-size, +input[type=radio].sheet-monstrosity-primary-form:checked ~ div.sheet-monstrosity-primary-form, +input[type=radio].sheet-monstrosity-characteristics:checked ~ div.sheet-monstrosity-characteristics, +input[type=radio].sheet-monstrosity-abilities:checked ~ div.sheet-monstrosity-abilities, +input[type=radio].sheet-trap-event:checked ~ div.sheet-trap-event, +input[type=radio].sheet-trap-component:checked ~ div.sheet-trap-component, +input[type=radio].sheet-combat-event-method:checked ~ div.sheet-combat-event-method, +input[type=radio].sheet-combat-event-target:checked ~ div.sheet-combat-event-target, +input[type=radio].sheet-threat-category:checked ~ div.sheet-threat-category, +input[type=radio].sheet-threat-cursed-site:checked ~ div.sheet-threat-cursed-site, +input[type=radio].sheet-threat-burgeoning-conflict:checked ~ div.sheet-threat-burgeoning-conflict, +input[type=radio].sheet-threat-environmental-calamity:checked ~ div.sheet-threat-environmental-calamity , +input[type=radio].sheet-threat-malignant-plague:checked ~ div.sheet-threat-malignant-plague, +input[type=radio].sheet-threat-rampaging-creature:checked ~ div.sheet-threat-rampaging-creature, +input[type=radio].sheet-threat-ravaging-horde:checked ~ div.sheet-threat-ravaging-horde, +input[type=radio].sheet-threat-scheming-leader:checked ~ div.sheet-threat-scheming-leader, +input[type=radio].sheet-threat-power-hungry-mystic:checked ~ div.sheet-threat-power-hungry-mystic, +input[type=radio].sheet-threat-zealous-cult:checked ~ div.sheet-threat-zealous-cult, +input[type=radio].sheet-danger-category:checked ~ div.sheet-danger-category, +input[type=radio].sheet-danger-situation:checked ~ div.sheet-danger-situation, +input[type=radio].sheet-danger-road:checked ~ div.sheet-danger-road, +input[type=radio].sheet-danger-character:checked ~ div.sheet-danger-character, +input[type=radio].sheet-opportunity-item:checked ~ div.sheet-opportunity-item, +input[type=radio].sheet-opportunity-category:checked ~ div.sheet-opportunity-category, +input[type=radio].sheet-opportunity-character:checked ~ div.sheet-opportunity-character, +input[type=radio].sheet-opportunity-area:checked ~ div.sheet-opportunity-area, +input[type=radio].sheet-insanity-category:checked ~ div.sheet-insanity-category, +input[type=radio].sheet-insanity-short:checked ~ div.sheet-insanity-short, +input[type=radio].sheet-insanity-long:checked ~ div.sheet-insanity-long + show-hide() + +.sheet-oracle-container + display flex + opacity 1 + std-font() + font-size 1em + font-weight bold + justify-content space-between + margin-top 1em + padding 0.1em + +.sheet-oracle-column + display flex + flex-direction column + +.sheet-theme-outline + border: 1px solid #4C4D4F + +span.sheet-oracle-result + width 80% + +.sheet-oracle-box + border: 2px solid #4C4D4F + box-sizing: border-box + width: 100% + +.sheet-oracle-box:nth-child(n+2) + margin-top: 10px + +.sheet-oracle-title + background-color: #4C4D4F + color: #fff + border-bottom: 1px solid #4C4D4F + font-size: 1.4em + font-weight: bold + padding-left: 5px + padding-right: 5px + text-transform: uppercase + +.sheet-oracle-table-preview + width: auto + +.sheet-oracle-show + display inline-flex + font-size 1em + margin 0em + padding 0.3em + +.sheet-oracle-show:hover + background #969696 + cursor pointer + transition .5s ease + +.sheet-oracle-table + border 2px solid #4C4D4F + +.sheet-oracle-row:nth-child(2n+1), +.sheet-oracle:nth-child(2n+1) + background-color: #ddd + +.sheet-oracle-row + padding 3px 0px 3px 0px + display flex + height: auto + +.sheet-oracle-row-2-column + width 50% + +.sheet-oracle-row-3-column + width: 33.33% + +.sheet-oracle-row-4-column + width: 25% + +.sheet-oracle-roll + width: 20% + padding-left 0.5em + +.sheet-oracle-table-2-column + column-wrap(48em) + +.sheet-oracle-table-3-column + column-wrap(63em) + +.sheet-oracle-table-4-column + column-wrap(93em) + +.sheet-oracle-table-2-column-group + display flex + +.sheet-table-list + width 33% + +.sheet-oracle-column.sheet-table-main + width 66% + +.sheet-oracle-footer + background-color: #434b4d + color: #ffffff + line-height: 0.9em + font-size: 0.9em + std-font() + font-variant: small-caps + font-weight: bold + text-align: left + padding: 0.5rem + +.sheet-oracle-preview + width max-content + +.sheet-column-wrap + width 50% \ No newline at end of file diff --git a/Ironcrunch/src/components/proficiencies/proficiencies.styl b/Ironcrunch/src/components/proficiencies/proficiencies.styl new file mode 100644 index 0000000000..2babd1f9b1 --- /dev/null +++ b/Ironcrunch/src/components/proficiencies/proficiencies.styl @@ -0,0 +1,17 @@ +.sheet-proficiencies-weapons + display flex + flex-flow wrap + +.sheet-proficiency + width 50% + margin-top 1em + +.sheet-option-list + text-align justify + margin-left 2em + +.sheet-proficiency-text + font-size 14px + margin-left 0.6em + std-font('Crimson Text') + font-weight 600 diff --git a/Ironcrunch/src/components/proficiencies/weapons.pug b/Ironcrunch/src/components/proficiencies/weapons.pug new file mode 100644 index 0000000000..b4bc0f8931 --- /dev/null +++ b/Ironcrunch/src/components/proficiencies/weapons.pug @@ -0,0 +1,16 @@ +- var weapons = [ 'axes', 'polearms', 'swords', 'thrown weapons', 'whips & chains', 'blunt weapons', 'projectile weapons', 'stabbing weapons', 'unarmed' ] +- + var options = [ + 'when you strike, clash, or battle, add +1.', + 'when you inflict harm, add +1.', + 'when you inflict harm, you may reroll.' + ] + +div.sheet-proficiencies-weapons + each weapon in weapons + div.sheet-proficiency + h3.sheet-proficiency-title=weapon + each option, index in options + div.sheet-option-list + input(type='checkbox' name=`attr_${weapon}_proficiency_${index}`) + span.sheet-proficiency-text!=option \ No newline at end of file diff --git a/Ironcrunch/src/components/progress/mixins/box.pug b/Ironcrunch/src/components/progress/mixins/box.pug new file mode 100644 index 0000000000..5332c058dc --- /dev/null +++ b/Ironcrunch/src/components/progress/mixins/box.pug @@ -0,0 +1,8 @@ +//- TODO use div rather than ASCII characters??? +mixin progressBox + option(value="0" selected) + option(value="1") - + option(value="2") + + option(value="3") * + option(value="4") # + diff --git a/Ironcrunch/src/components/progress/progress.pug b/Ironcrunch/src/components/progress/progress.pug new file mode 100644 index 0000000000..7682a78d96 --- /dev/null +++ b/Ironcrunch/src/components/progress/progress.pug @@ -0,0 +1,33 @@ +- var track = [ 0, 1, 2, 3, 4, 5, 6, 7, 8, 9 ] +include ../difficulties/array +include ./mixins/box + +fieldset.repeating_progress + div + br + input.sheet-progress-name(type='text' name='attr_name') + .sheet-progress-header + each difficulty, index in difficulties + label.sheet-difficulty + if difficulty.checked + input(type="radio" class="sheet-hide" name="attr_rank" value=index checked) + else + input(type="radio" class="sheet-hide" name="attr_rank" value=index) + h5=difficulty.text + .sheet-progress + div + label.sheet-btn MARK + input(class="sheet-mark-vow sheet-hide" type="checkbox" name="attr_mark_progress") + label.sheet-btn CLEAR + input(class="sheet-clear-vow sheet-hide" type="checkbox" name="attr_clear_progress") + each index in track + select(name=`attr_progress_${index}` class="sheet-progress-input") + +progressBox + label.sheet-btn CONCLUDE + button( + type="roll" + class='sheet-hide' + name="rollProgress" + value='&{template:ironcrunch_progress} {{header=@{character_name} Conclude Your Progress}} {{progress_name=@{name}}} {{progress=[[@{progress-filled}]]}} {{challenge1=[[d10]]}} {{challenge2=[[d10]]}}' + ) + input.sheet-hide(type='text' name='attr_progress-filled' value='floor((@{progress_0}+@{progress_1}+@{progress_2}+@{progress_3}+@{progress_4}+@{progress_5}+@{progress_6}+@{progress_7}+@{progress_8}+@{progress_9})/4)' disabled='true') diff --git a/Ironcrunch/src/components/progress/progress.styl b/Ironcrunch/src/components/progress/progress.styl new file mode 100644 index 0000000000..bab7fefccd --- /dev/null +++ b/Ironcrunch/src/components/progress/progress.styl @@ -0,0 +1,45 @@ +.sheet-progress-header + display flex + justify-content space-around + align-items center + margin-bottom 10px + +.sheet-progress + display flex + flex-direction column + justify-content center + align-items center + +.sheet-progress-name + width 100% + font-weight bold + font-size 14px + +input + &.sheet-progress-name + background #e6e7e8 + border 2px solid #494a4c + border-radius 0 + margin-bottom 0.2em + +.sheet-progress-input + width 40px + height 40px + font-size 22px + font-weight bold + background transparent + text-align center + justify-content center + align-items center + padding 2px 0px 0px 12px + margin-bottom 0.4em + cursor pointer + borderCommon() + border-radius 0 + &:hover + background-color #ccc + transition 0.5s ease + &:focus + outline 3px solid #fd0 + outline-offset 0 + box-shadow inset 0 0 0 2px \ No newline at end of file diff --git a/Ironcrunch/src/components/resources/character.pug b/Ironcrunch/src/components/resources/character.pug new file mode 100644 index 0000000000..55139e9b60 --- /dev/null +++ b/Ironcrunch/src/components/resources/character.pug @@ -0,0 +1,45 @@ +include ./tracks.pug +div.sheet-resources + div.sheet-resource + label.sheet-health-reset RESET + input(type="checkbox" class="sheet-health-reset sheet-hide" name="attr_health_reset") + h2.sheet-resource-title HEALTH + div.sheet-health-status-box + input(type='text' class="sheet-resource-value" name="attr_health" value="20") + div.sheet-health-max-box + h3.sheet-health-max / + h3.sheet-health-max-value + span(class="sheet-health-max-value" name='attr_max_health') + input(type='text' class='sheet-hide' name='attr_max_health' value='20') + + div.sheet-resource + h2.sheet-resource-title SPIRIT + select(class="sheet-resource-value" name='attr_spirit') + each val in trackValuesTen + option(value=val)=`+${val}` + + div.sheet-resource + h2.sheet-resource-title SUPPLY + select(class="sheet-resource-value" name='attr_supply') + each val in trackValuesTen + option(value=val)=`+${val}` + + div.sheet-resource + h2.sheet-resource-title WEALTH + select(class="sheet-resource-value" name='attr_wealth') + each val in trackValuesTen + option(value=val)=`+${val}` + + div.sheet-resource + h2.sheet-resource-title LOAD + select(class="sheet-resource-value sheet-load-value" name='attr_load') + each val in trackValuesTwelve + option(value=val)=val + + div.sheet-resource + h2.sheet-resource-title EXPERIENCE + div.sheet-health-status-box + input(type='text' class="sheet-resource-value" name="attr_xp" value="0") + h2.sheet-resource-title SPENT + div.sheet-health-status-box + input(type='text' class="sheet-resource-value" name="attr_total_xp" value="0") \ No newline at end of file diff --git a/Ironcrunch/src/components/resources/companion.pug b/Ironcrunch/src/components/resources/companion.pug new file mode 100644 index 0000000000..3e4be6ca3e --- /dev/null +++ b/Ironcrunch/src/components/resources/companion.pug @@ -0,0 +1,25 @@ +include ./tracks.pug +div.sheet-resources + div.sheet-resource + label.sheet-health-reset RESET + input(type="checkbox" class="sheet-health-reset sheet-hide" name="attr_health_reset") + h2.sheet-resource-title HEALTH + div.sheet-health-status-box + input(type='text' class="sheet-resource-value" name="attr_health" value="20") + div.sheet-health-max-box + h3.sheet-health-max / + h3.sheet-health-max-value + span(class="sheet-health-max-value" name='attr_max_health') + input(type='text' class='sheet-hide' name='attr_max_health' value='20') + + div.sheet-resource + h2.sheet-resource-title SPIRIT & LOYALTY + select(class="sheet-resource-value" name='attr_spirit') + each val in trackValuesTen + option(value=val)=`+${val}` + + div.sheet-resource + h2.sheet-resource-title LOAD + select(class="sheet-resource-value sheet-load-value" name='attr_load') + each val in trackValuesTwelve + option(value=val)=val \ No newline at end of file diff --git a/Ironcrunch/src/components/resources/resources.styl b/Ironcrunch/src/components/resources/resources.styl new file mode 100644 index 0000000000..0f977b9d7a --- /dev/null +++ b/Ironcrunch/src/components/resources/resources.styl @@ -0,0 +1,66 @@ +.sheet-resources + display flex + height 2em + +.sheet-resource + display flex + +label + &.sheet-health-reset + font-size 14px + borderCommon() + margin 0 + padding 2px 7px 2px 6px + cursor pointer + &:hover + background #ccc + transition 0.5s ease + +h3 + &.sheet-health-max + font-size 14px + margin-right 0.3em + line-height 23px + padding-left 0.3em + &.sheet-health-max-value + padding-right 0.3em + +.sheet-health-max-value + font-size 14px + line-height 22px + color #555 + +.sheet-resource-value + font-size 14px + width 38px + font-weight bold + padding 0 + padding-left 4px + border-radius 0 + background #ccc + borderCommon() + margin 0 + height auto + cursor pointer + +.sheet-resource-title + font-size 14px + width auto + borderCommon() + line-height 9px + padding 0.5em 0.43em 0.5em 0.43em + +input[type=text].sheet-resource-value + width 22px + border none + +.sheet-health-max-box + display flex + background #ccc + +.sheet-health-status-box + display flex + borderCommon() + +.sheet-load-value + width 27px \ No newline at end of file diff --git a/Ironcrunch/src/components/resources/tracks.pug b/Ironcrunch/src/components/resources/tracks.pug new file mode 100644 index 0000000000..14d0aa4061 --- /dev/null +++ b/Ironcrunch/src/components/resources/tracks.pug @@ -0,0 +1,4 @@ +- var trackValuesHealth = [ 40, 30, 20, 10, 100 ] +- var trackValuesTen = [ 10, 9, 8, 7, 6, 5, 4, 3, 2, 1, 0 ] +- var trackValuesTwelve = [ 12, 11, 10, 9, 8, 7, 6, 5, 4, 3, 2, 1, 0 ] +- var trackValuesNine = [ 9, 8, 7, 6, 5, 4, 3, 2, 1, 0 ] \ No newline at end of file diff --git a/Ironcrunch/src/components/settings/settings.pug b/Ironcrunch/src/components/settings/settings.pug new file mode 100644 index 0000000000..e69de29bb2 diff --git a/Ironcrunch/src/components/sites/cards/custom.pug b/Ironcrunch/src/components/sites/cards/custom.pug new file mode 100644 index 0000000000..e69de29bb2 diff --git a/Ironcrunch/src/components/sites/cards/domains.pug b/Ironcrunch/src/components/sites/cards/domains.pug new file mode 100644 index 0000000000..c1c5c97986 --- /dev/null +++ b/Ironcrunch/src/components/sites/cards/domains.pug @@ -0,0 +1,718 @@ +- var domains = [ 'barrow', 'cavern', 'frozen_cavern', 'ice_reach', 'mine', 'pass', 'ruin', 'sea_cave', 'shadowfen', 'stronghold', 'tanglewood', 'underkeep' ] + +.sheet-domain-cards + .sheet-site-card-container + .sheet-domain-column + select(class='sheet-motivation-dropdown' name='attr_domain_select') + option(value='' disabled selected) SELECT + each domain in domains + option(value=domain) #{domain.replace('_', ' ').toUpperCase()} + + input(type='radio' class='sheet-hide' name='attr_domain' value='' checked) + input.sheet-barrow.sheet-hide(type='radio' name='attr_domain' value='barrow') + .sheet-barrow.sheet-domain-container.sheet-showhide + p.sheet-theme-body The dead are enshrined here. + h3.sheet-theme-header Features + .sheet-theme-table + .oracle-row + span.sheet-oracle-roll 21-43 + span.sheet-oracle-result Burial chambers + .oracle-row + span.sheet-oracle-roll 44-56 + span.sheet-oracle-result Maze of narrow passages + .oracle-row + span.sheet-oracle-roll 57-64 + span.sheet-oracle-result Shrine + .oracle-row + span.sheet-oracle-roll 65-68 + span.sheet-oracle-result Stately vault + .oracle-row + span.sheet-oracle-roll 69-72 + span.sheet-oracle-result Offerings to the dead + .oracle-row + span.sheet-oracle-roll 73-76 + span.sheet-oracle-result Statuary or tapestries + .oracle-row + span.sheet-oracle-roll 77-80 + span.sheet-oracle-result Remains of a grave robber + .oracle-row + span.sheet-oracle-roll 81-84 + span.sheet-oracle-result Mass grave + .oracle-row + span.sheet-oracle-roll 85-88 + span.sheet-oracle-result Exhumed corpses + .oracle-row + span.sheet-oracle-roll 89-98 + span.sheet-oracle-result Something unusual or unexpected + .oracle-row + span.sheet-oracle-roll 99 + span.sheet-oracle-result You transition into a new theme + .oracle-row + span.sheet-oracle-roll 100 + span.sheet-oracle-result You transition into a new domain + h3.sheet-theme-header Dangers + .sheet-theme-table + .oracle-row + span.sheet-oracle-roll 31-33 + span.sheet-oracle-result Denizen guards this area + .oracle-row + span.sheet-oracle-roll 34-36 + span.sheet-oracle-result Trap + .oracle-row + span.sheet-oracle-roll 37-39 + span.sheet-oracle-result Death makes its presence known + .oracle-row + span.sheet-oracle-roll 40-42 + span.sheet-oracle-result Crumbling architecture + .oracle-row + span.sheet-oracle-roll 43-45 + span.sheet-oracle-result Grave goods with hidden dangers + + input.sheet-cavern.sheet-hide(type='radio' name='attr_domain' value='cavern') + .sheet-cavern.sheet-domain-container.sheet-showhide + p.sheet-theme-body A place of stone and darkness. + h3.sheet-theme-header Features + .sheet-theme-table + .oracle-row + span.sheet-oracle-roll 21-43 + span.sheet-oracle-result Twisting passages + .oracle-row + span.sheet-oracle-roll 44-56 + span.sheet-oracle-result Cramped caves + .oracle-row + span.sheet-oracle-roll 57-64 + span.sheet-oracle-result Vast chamber + .oracle-row + span.sheet-oracle-roll 65-68 + span.sheet-oracle-result Subterranean waterway + .oracle-row + span.sheet-oracle-roll 69-72 + span.sheet-oracle-result Cave pool + .oracle-row + span.sheet-oracle-roll 73-76 + span.sheet-oracle-result Natural bridge + .oracle-row + span.sheet-oracle-roll 77-80 + span.sheet-oracle-result Towering stone formations + .oracle-row + span.sheet-oracle-roll 81-84 + span.sheet-oracle-result Natural illumination + .oracle-row + span.sheet-oracle-roll 85-88 + span.sheet-oracle-result Dark pit + .oracle-row + span.sheet-oracle-roll 89-98 + span.sheet-oracle-result Something unusual or unexpected + .oracle-row + span.sheet-oracle-roll 99 + span.sheet-oracle-result You transition into a new theme + .oracle-row + span.sheet-oracle-roll 100 + span.sheet-oracle-result You transition into a new domain + h3.sheet-theme-header Dangers + .sheet-theme-table + .oracle-row + span.sheet-oracle-roll 31-33 + span.sheet-oracle-result Denizen lairs here + .oracle-row + span.sheet-oracle-roll 34-36 + span.sheet-oracle-result Cave-in + .oracle-row + span.sheet-oracle-roll 37-39 + span.sheet-oracle-result Flooding + .oracle-row + span.sheet-oracle-roll 40-42 + span.sheet-oracle-result Perilous climb or descent + .oracle-row + span.sheet-oracle-roll 43-45 + span.sheet-oracle-result Fissure or sinkhole + + input.sheet-frozen-cavern.sheet-hide(type='radio' name='attr_domain' value='frozen_cavern') + .sheet-frozen-cavern.sheet-domain-container.sheet-showhide + p.sheet-theme-body A place of deep caves and enduring cold. + h3.sheet-theme-header Features + .sheet-theme-table + .oracle-row + span.sheet-oracle-roll 21-43 + span.sheet-oracle-result Maze of icy tunnels + .oracle-row + span.sheet-oracle-roll 44-56 + span.sheet-oracle-result Glistening cave + .oracle-row + span.sheet-oracle-roll 57-64 + span.sheet-oracle-result Vast chamber + .oracle-row + span.sheet-oracle-roll 65-68 + span.sheet-oracle-result Frigid waterway + .oracle-row + span.sheet-oracle-roll 69-72 + span.sheet-oracle-result Icy pools + .oracle-row + span.sheet-oracle-roll 73-76 + span.sheet-oracle-result Magnificent ice formations + .oracle-row + span.sheet-oracle-roll 77-80 + span.sheet-oracle-result Frozen waterfall + .oracle-row + span.sheet-oracle-roll 81-84 + span.sheet-oracle-result Deep crevasses + .oracle-row + span.sheet-oracle-roll 85-88 + span.sheet-oracle-result Discovery locked in the ice + .oracle-row + span.sheet-oracle-roll 89-98 + span.sheet-oracle-result Something unusual or unexpected + .oracle-row + span.sheet-oracle-roll 99 + span.sheet-oracle-result You transition into a new theme + .oracle-row + span.sheet-oracle-roll 100 + span.sheet-oracle-result You transition into a new domain + h3.sheet-theme-header Dangers + .sheet-theme-table + .oracle-row + span.sheet-oracle-roll 31-33 + span.sheet-oracle-result Denizen lairs here + .oracle-row + span.sheet-oracle-roll 34-36 + span.sheet-oracle-result Fracturing ice + .oracle-row + span.sheet-oracle-roll 37-39 + span.sheet-oracle-result Crumbling chasm + .oracle-row + span.sheet-oracle-roll 40-42 + span.sheet-oracle-result Bitter chill + .oracle-row + span.sheet-oracle-roll 43-45 + span.sheet-oracle-result Disorienting reflections + + input.sheet-ice-reach.sheet-hide(type='radio' name='attr_domain' value='ice_reach') + .sheet-ice-reach.sheet-domain-container.sheet-showhide + p.sheet-theme-body A frigid landscape formed of frozen seas. + h3.sheet-theme-header Features + .sheet-theme-table + .oracle-row + span.sheet-oracle-roll 21-43 + span.sheet-oracle-result Plains of ice and snow + .oracle-row + span.sheet-oracle-roll 44-56 + span.sheet-oracle-result Seawater channel + .oracle-row + span.sheet-oracle-roll 57-64 + span.sheet-oracle-result Icy highlands + .oracle-row + span.sheet-oracle-roll 65-68 + span.sheet-oracle-result Crevasse + .oracle-row + span.sheet-oracle-roll 69-72 + span.sheet-oracle-result Ice floes + .oracle-row + span.sheet-oracle-roll 73-76 + span.sheet-oracle-result Ship trapped in ice + .oracle-row + span.sheet-oracle-roll 77-80 + span.sheet-oracle-result Animal herd or habitat + .oracle-row + span.sheet-oracle-roll 81-84 + span.sheet-oracle-result Frozen carcass + .oracle-row + span.sheet-oracle-roll 85-88 + span.sheet-oracle-result Camp or outpost + .oracle-row + span.sheet-oracle-roll 89-98 + span.sheet-oracle-result Something unusual or unexpected + .oracle-row + span.sheet-oracle-roll 99 + span.sheet-oracle-result You transition into a new theme + .oracle-row + span.sheet-oracle-roll 100 + span.sheet-oracle-result You transition into a new domain + h3.sheet-theme-header Dangers + .sheet-theme-table + .oracle-row + span.sheet-oracle-roll 31-33 + span.sheet-oracle-result Denizen hunts + .oracle-row + span.sheet-oracle-roll 34-36 + span.sheet-oracle-result Fragile ice above watery depths + .oracle-row + span.sheet-oracle-roll 37-39 + span.sheet-oracle-result Perilous climb or descent + .oracle-row + span.sheet-oracle-roll 40-42 + span.sheet-oracle-result Avalanche or icefall + .oracle-row + span.sheet-oracle-roll 43-45 + span.sheet-oracle-result Foul weather + + input.sheet-mine.sheet-hide(type='radio' name='attr_domain' value='mine') + .sheet-mine.sheet-domain-container.sheet-showhide + p.sheet-theme-body Tunnels dug greedily and deep. + h3.sheet-theme-header Features + .sheet-theme-table + .oracle-row + span.sheet-oracle-roll 21-43 + span.sheet-oracle-result Cramped tunnels + .oracle-row + span.sheet-oracle-roll 44-56 + span.sheet-oracle-result Mine works + .oracle-row + span.sheet-oracle-roll 57-64 + span.sheet-oracle-result Excavated chamber + .oracle-row + span.sheet-oracle-roll 65-68 + span.sheet-oracle-result Mineshaft + .oracle-row + span.sheet-oracle-roll 69-72 + span.sheet-oracle-result Collapsed tunnel + .oracle-row + span.sheet-oracle-roll 73-76 + span.sheet-oracle-result Cluttered storage + .oracle-row + span.sheet-oracle-roll 77-80 + span.sheet-oracle-result Housing or common areas + .oracle-row + span.sheet-oracle-roll 81-84 + span.sheet-oracle-result Flooded chamber + .oracle-row + span.sheet-oracle-roll 85-88 + span.sheet-oracle-result Unearthed secret + .oracle-row + span.sheet-oracle-roll 89-98 + span.sheet-oracle-result Something unusual or unexpected + .oracle-row + span.sheet-oracle-roll 99 + span.sheet-oracle-result You transition into a new theme + .oracle-row + span.sheet-oracle-roll 100 + span.sheet-oracle-result You transition into a new domain + h3.sheet-theme-header Dangers + .sheet-theme-table + .oracle-row + span.sheet-oracle-roll 31-33 + span.sheet-oracle-result Cave-in + .oracle-row + span.sheet-oracle-roll 34-36 + span.sheet-oracle-result Flooding + .oracle-row + span.sheet-oracle-roll 37-39 + span.sheet-oracle-result Unstable platforms or architecture + .oracle-row + span.sheet-oracle-roll 40-42 + span.sheet-oracle-result Hazardous gas pocket + .oracle-row + span.sheet-oracle-roll 43-45 + span.sheet-oracle-result Weakened terrain + + input.sheet-pass.sheet-hide(type='radio' name='attr_domain' value='pass') + .sheet-pass.sheet-domain-container.sheet-showhide + p.sheet-theme-body Treacherous paths over high mountains. + h3.sheet-theme-header Features + .sheet-theme-table + .oracle-row + span.sheet-oracle-roll 21-43 + span.sheet-oracle-result Winding mountain path + .oracle-row + span.sheet-oracle-roll 44-56 + span.sheet-oracle-result Snowfield or glacial rocks + .oracle-row + span.sheet-oracle-roll 57-64 + span.sheet-oracle-result River gorge + .oracle-row + span.sheet-oracle-roll 65-68 + span.sheet-oracle-result Crashing waterfall + .oracle-row + span.sheet-oracle-roll 69-72 + span.sheet-oracle-result Highland lake + .oracle-row + span.sheet-oracle-roll 73-76 + span.sheet-oracle-result Forgotten cairn + .oracle-row + span.sheet-oracle-roll 77-80 + span.sheet-oracle-result Bridge + .oracle-row + span.sheet-oracle-roll 81-84 + span.sheet-oracle-result Overlook + .oracle-row + span.sheet-oracle-roll 85-88 + span.sheet-oracle-result Camp or outpost + .oracle-row + span.sheet-oracle-roll 89-98 + span.sheet-oracle-result Something unusual or unexpected + .oracle-row + span.sheet-oracle-roll 99 + span.sheet-oracle-result You transition into a new theme + .oracle-row + span.sheet-oracle-roll 100 + span.sheet-oracle-result You transition into a new domain + h3.sheet-theme-header Dangers + .sheet-theme-table + .oracle-row + span.sheet-oracle-roll 31-33 + span.sheet-oracle-result Denizen lairs here + .oracle-row + span.sheet-oracle-roll 34-36 + span.sheet-oracle-result Denizen hunts + .oracle-row + span.sheet-oracle-roll 37-39 + span.sheet-oracle-result Perilous climb or descent + .oracle-row + span.sheet-oracle-roll 40-42 + span.sheet-oracle-result Avalanche or rockslide + .oracle-row + span.sheet-oracle-roll 43-45 + span.sheet-oracle-result Foul weather + + input.sheet-ruin.sheet-hide(type='radio' name='attr_domain' value='ruin') + .sheet-ruin.sheet-domain-container.sheet-showhide + p.sheet-theme-body The crumbling legacy of a dead civilization. + h3.sheet-theme-header Features + .sheet-theme-table + .oracle-row + span.sheet-oracle-roll 21-43 + span.sheet-oracle-result Crumbling corridors and chambers + .oracle-row + span.sheet-oracle-roll 44-56 + span.sheet-oracle-result Collapsed architecture + .oracle-row + span.sheet-oracle-roll 57-64 + span.sheet-oracle-result Rubble-choked hall + .oracle-row + span.sheet-oracle-roll 65-68 + span.sheet-oracle-result Courtyard + .oracle-row + span.sheet-oracle-roll 69-72 + span.sheet-oracle-result Archive or library + .oracle-row + span.sheet-oracle-roll 73-76 + span.sheet-oracle-result Broken statuary or fading murals + .oracle-row + span.sheet-oracle-roll 77-80 + span.sheet-oracle-result Preserved vault + .oracle-row + span.sheet-oracle-roll 81-84 + span.sheet-oracle-result Temple to forgotten gods + .oracle-row + span.sheet-oracle-roll 85-88 + span.sheet-oracle-result Mausoleum + .oracle-row + span.sheet-oracle-roll 89-98 + span.sheet-oracle-result Something unusual or unexpected + .oracle-row + span.sheet-oracle-roll 99 + span.sheet-oracle-result You transition into a new theme + .oracle-row + span.sheet-oracle-roll 100 + span.sheet-oracle-result You transition into a new domain + h3.sheet-theme-header Dangers + .sheet-theme-table + .oracle-row + span.sheet-oracle-roll 31-33 + span.sheet-oracle-result Ancient mechanism or trap + .oracle-row + span.sheet-oracle-roll 34-36 + span.sheet-oracle-result Collapsing wall or ceiling + .oracle-row + span.sheet-oracle-roll 37-39 + span.sheet-oracle-result Blocked or broken passage + .oracle-row + span.sheet-oracle-roll 40-42 + span.sheet-oracle-result Unstable floor above a new danger + .oracle-row + span.sheet-oracle-roll 43-45 + span.sheet-oracle-result Ancient secrets best left buried + + input.sheet-sea-cave.sheet-hide(type='radio' name='attr_domain' value='sea_cave') + .sheet-sea-cave.sheet-domain-container.sheet-showhide + p.sheet-theme-body Stone passages carved by ocean waves. + h3.sheet-theme-header Features + .sheet-theme-table + .oracle-row + span.sheet-oracle-roll 21-43 + span.sheet-oracle-result Watery tunnels + .oracle-row + span.sheet-oracle-roll 44-56 + span.sheet-oracle-result Eroded chamber + .oracle-row + span.sheet-oracle-roll 57-64 + span.sheet-oracle-result Flooded chamber + .oracle-row + span.sheet-oracle-roll 65-68 + span.sheet-oracle-result Vast chamber + .oracle-row + span.sheet-oracle-roll 69-72 + span.sheet-oracle-result Dry passages + .oracle-row + span.sheet-oracle-roll 73-76 + span.sheet-oracle-result Freshwater inlet + .oracle-row + span.sheet-oracle-roll 77-80 + span.sheet-oracle-result Rocky island + .oracle-row + span.sheet-oracle-roll 81-84 + span.sheet-oracle-result Waterborne debris + .oracle-row + span.sheet-oracle-roll 85-88 + span.sheet-oracle-result Shipwreck or boat + .oracle-row + span.sheet-oracle-roll 89-98 + span.sheet-oracle-result Something unusual or unexpected + .oracle-row + span.sheet-oracle-roll 99 + span.sheet-oracle-result You transition into a new theme + .oracle-row + span.sheet-oracle-roll 100 + span.sheet-oracle-result You transition into a new domain + h3.sheet-theme-header Dangers + .sheet-theme-table + .oracle-row + span.sheet-oracle-roll 31-33 + span.sheet-oracle-result Denizen strikes without warning + .oracle-row + span.sheet-oracle-roll 34-36 + span.sheet-oracle-result Denizen lurks below + .oracle-row + span.sheet-oracle-roll 37-39 + span.sheet-oracle-result Flooding + .oracle-row + span.sheet-oracle-roll 40-42 + span.sheet-oracle-result Rushing current + .oracle-row + span.sheet-oracle-roll 43-45 + span.sheet-oracle-result Claustrophobic squeeze + + input.sheet-shadowfen.sheet-hide(type='radio' name='attr_domain' value='shadowfen') + .sheet-shadowfen.sheet-domain-container.sheet-showhide + p.sheet-theme-body A primeval marsh, cloaked in mist. + h3.sheet-theme-header Features + .sheet-theme-table + .oracle-row + span.sheet-oracle-roll 21-43 + span.sheet-oracle-result Narrow path through a fetid bog + .oracle-row + span.sheet-oracle-roll 44-56 + span.sheet-oracle-result Stagnant waterway + .oracle-row + span.sheet-oracle-roll 57-64 + span.sheet-oracle-result Flooded thicket + .oracle-row + span.sheet-oracle-roll 65-68 + span.sheet-oracle-result Island of dry land + .oracle-row + span.sheet-oracle-roll 69-72 + span.sheet-oracle-result Submerged discovery + .oracle-row + span.sheet-oracle-roll 73-76 + span.sheet-oracle-result Preserved corpses + .oracle-row + span.sheet-oracle-roll 77-80 + span.sheet-oracle-result Overgrown structure + .oracle-row + span.sheet-oracle-roll 81-84 + span.sheet-oracle-result Tall reeds + .oracle-row + span.sheet-oracle-roll 85-88 + span.sheet-oracle-result Camp or outpost + .oracle-row + span.sheet-oracle-roll 89-98 + span.sheet-oracle-result Something unusual or unexpected + .oracle-row + span.sheet-oracle-roll 99 + span.sheet-oracle-result You transition into a new theme + .oracle-row + span.sheet-oracle-roll 100 + span.sheet-oracle-result You transition into a new domain + h3.sheet-theme-header Dangers + .sheet-theme-table + .oracle-row + span.sheet-oracle-roll 31-33 + span.sheet-oracle-result Denizen hunts + .oracle-row + span.sheet-oracle-roll 34-36 + span.sheet-oracle-result Deep water blocks the path + .oracle-row + span.sheet-oracle-roll 37-39 + span.sheet-oracle-result Toxic environment + .oracle-row + span.sheet-oracle-roll 40-42 + span.sheet-oracle-result Concealing or disorienting mist + .oracle-row + span.sheet-oracle-roll 43-45 + span.sheet-oracle-result Hidden quagmire + + input.sheet-stronghold.sheet-hide(type='radio' name='attr_domain' value='stronghold') + .sheet-stronghold.sheet-domain-container.sheet-showhide + p.sheet-theme-body A fortress secured against trespassers. + h3.sheet-theme-header Features + .sheet-theme-table + .oracle-row + span.sheet-oracle-roll 21-43 + span.sheet-oracle-result Connecting passageways + .oracle-row + span.sheet-oracle-roll 44-56 + span.sheet-oracle-result Barracks or common quarters + .oracle-row + span.sheet-oracle-roll 57-64 + span.sheet-oracle-result Large hall + .oracle-row + span.sheet-oracle-roll 65-68 + span.sheet-oracle-result Workshop or library + .oracle-row + span.sheet-oracle-roll 69-72 + span.sheet-oracle-result Command center or leadership + .oracle-row + span.sheet-oracle-roll 73-76 + span.sheet-oracle-result Ladder or stairwell + .oracle-row + span.sheet-oracle-roll 77-80 + span.sheet-oracle-result Storage + .oracle-row + span.sheet-oracle-roll 81-84 + span.sheet-oracle-result Kitchen or larder + .oracle-row + span.sheet-oracle-roll 85-88 + span.sheet-oracle-result Courtyard + .oracle-row + span.sheet-oracle-roll 89-98 + span.sheet-oracle-result Something unusual or unexpected + .oracle-row + span.sheet-oracle-roll 99 + span.sheet-oracle-result You transition into a new theme + .oracle-row + span.sheet-oracle-roll 100 + span.sheet-oracle-result You transition into a new domain + h3.sheet-theme-header Dangers + .sheet-theme-table + .oracle-row + span.sheet-oracle-roll 31-33 + span.sheet-oracle-result Blocked or guarded path + .oracle-row + span.sheet-oracle-roll 34-36 + span.sheet-oracle-result Caught in the open + .oracle-row + span.sheet-oracle-roll 37-39 + span.sheet-oracle-result Chokepoint + .oracle-row + span.sheet-oracle-roll 40-42 + span.sheet-oracle-result Trap + .oracle-row + span.sheet-oracle-roll 43-45 + span.sheet-oracle-result Alarm trigger + + input.sheet-tanglewood.sheet-hide(type='radio' name='attr_domain' value='tanglewood') + .sheet-tanglewood.sheet-domain-container.sheet-showhide + p.sheet-theme-body A perilous forest of eternal shadow. + h3.sheet-theme-header Features + .sheet-theme-table + .oracle-row + span.sheet-oracle-roll 21-43 + span.sheet-oracle-result Dense thicket + .oracle-row + span.sheet-oracle-roll 44-56 + span.sheet-oracle-result Overgrown path + .oracle-row + span.sheet-oracle-roll 57-64 + span.sheet-oracle-result Waterway + .oracle-row + span.sheet-oracle-roll 65-68 + span.sheet-oracle-result Clearing + .oracle-row + span.sheet-oracle-roll 69-72 + span.sheet-oracle-result Elder tree + .oracle-row + span.sheet-oracle-roll 73-76 + span.sheet-oracle-result Brambles + .oracle-row + span.sheet-oracle-roll 77-80 + span.sheet-oracle-result Overgrown structure + .oracle-row + span.sheet-oracle-roll 81-84 + span.sheet-oracle-result Rocky outcrop + .oracle-row + span.sheet-oracle-roll 85-88 + span.sheet-oracle-result Camp or outpost + .oracle-row + span.sheet-oracle-roll 89-98 + span.sheet-oracle-result Something unusual or unexpected + .oracle-row + span.sheet-oracle-roll 99 + span.sheet-oracle-result You transition into a new theme + .oracle-row + span.sheet-oracle-roll 100 + span.sheet-oracle-result You transition into a new domain + h3.sheet-theme-header Dangers + .sheet-theme-table + .oracle-row + span.sheet-oracle-roll 31-33 + span.sheet-oracle-result Denizen hunts + .oracle-row + span.sheet-oracle-roll 34-36 + span.sheet-oracle-result Denizen lairs here + .oracle-row + span.sheet-oracle-roll 37-39 + span.sheet-oracle-result Trap or snare + .oracle-row + span.sheet-oracle-roll 40-42 + span.sheet-oracle-result Path leads you astray + .oracle-row + span.sheet-oracle-roll 43-45 + span.sheet-oracle-result Entangling plant life + + input.sheet-underkeep.sheet-hide(type='radio' name='attr_domain' value='underkeep') + .sheet-underkeep.sheet-domain-container.sheet-showhide + p.sheet-theme-body An age-old subterranean dungeon. + h3.sheet-theme-header Features + .sheet-theme-table + .oracle-row + span.sheet-oracle-roll 21-43 + span.sheet-oracle-result Carved passages + .oracle-row + span.sheet-oracle-roll 44-56 + span.sheet-oracle-result Hall or chamber + .oracle-row + span.sheet-oracle-roll 57-64 + span.sheet-oracle-result Stairs into the depths + .oracle-row + span.sheet-oracle-roll 65-68 + span.sheet-oracle-result Grand doorway or entrance + .oracle-row + span.sheet-oracle-roll 69-72 + span.sheet-oracle-result Tomb or catacombs + .oracle-row + span.sheet-oracle-roll 73-76 + span.sheet-oracle-result Rough-hewn cave + .oracle-row + span.sheet-oracle-roll 77-80 + span.sheet-oracle-result Foundry or workshop + .oracle-row + span.sheet-oracle-roll 81-84 + span.sheet-oracle-result Shrine or temple + .oracle-row + span.sheet-oracle-roll 85-88 + span.sheet-oracle-result Imposing architecture or artistry + .oracle-row + span.sheet-oracle-roll 89-98 + span.sheet-oracle-result Something unusual or unexpected + .oracle-row + span.sheet-oracle-roll 99 + span.sheet-oracle-result You transition into a new theme + .oracle-row + span.sheet-oracle-roll 100 + span.sheet-oracle-result You transition into a new domain + h3.sheet-theme-header Dangers + .sheet-theme-table + .oracle-row + span.sheet-oracle-roll 31-33 + span.sheet-oracle-result Ancient mechanism or trap + .oracle-row + span.sheet-oracle-roll 34-36 + span.sheet-oracle-result Crumbling architecture + .oracle-row + span.sheet-oracle-roll 37-39 + span.sheet-oracle-result Blocked or broken passage + .oracle-row + span.sheet-oracle-roll 40-42 + span.sheet-oracle-result Artifact with a hidden danger + .oracle-row + span.sheet-oracle-roll 43-45 + span.sheet-oracle-result Denizen lurks in darkness diff --git a/Ironcrunch/src/components/sites/cards/themes.pug b/Ironcrunch/src/components/sites/cards/themes.pug new file mode 100644 index 0000000000..6370bc4eac --- /dev/null +++ b/Ironcrunch/src/components/sites/cards/themes.pug @@ -0,0 +1,482 @@ +- var themes = [ 'ancient', 'corrupted', 'fortified', 'hallowed', 'haunted', 'infested', 'ravaged', 'wild' ] + +.sheet-theme-cards + .sheet-site-card-container + .sheet-theme-column + select(class='sheet-motivation-dropdown' name='attr_theme_select') + option(value='' disabled selected) SELECT + each theme in themes + option(value=theme) #{theme.toUpperCase()} + + input(type='radio' class='sheet-hide' name='attr_theme' value='' checked) + input(type='radio' class='sheet-ancient sheet-hide' name='attr_theme' value='ancient') + .sheet-ancient.sheet-theme-container.sheet-showhide + p.sheet-theme-body This place holds the secrets of a bygone age. + h3.sheet-theme-header Features + .sheet-theme-table + .oracle-row + span.sheet-oracle-roll 1-4 + span.sheet-oracle-result Evidence of lost knowledge + .oracle-row + span.sheet-oracle-roll 5-8 + span.sheet-oracle-result Inscrutable relics + .oracle-row + span.sheet-oracle-roll 9-12 + span.sheet-oracle-result Ancient artistry or craft + .oracle-row + span.sheet-oracle-roll 13-16 + span.sheet-oracle-result Preserved corpses or fossils + .oracle-row + span.sheet-oracle-roll 17-20 + span.sheet-oracle-result Visions of this place in another time + h3.sheet-theme-header Dangers + .sheet-theme-table + .oracle-row + span.sheet-oracle-roll 1-5 + span.sheet-oracle-result Ancient trap + .oracle-row + span.sheet-oracle-roll 6-10 + span.sheet-oracle-result Hazardous architecture or terrain + .oracle-row + span.sheet-oracle-roll 11-12 + span.sheet-oracle-result Blocked or broken path + .oracle-row + span.sheet-oracle-roll 13-14 + span.sheet-oracle-result Denizen protects an ancient secret + .oracle-row + span.sheet-oracle-roll 15-16 + span.sheet-oracle-result Denizen reveres an ancient power + .oracle-row + span.sheet-oracle-roll 17-18 + span.sheet-oracle-result Living relics of a lost age + .oracle-row + span.sheet-oracle-roll 19-20 + span.sheet-oracle-result Ancient evil resurgent + .oracle-row + span.sheet-oracle-roll 21-22 + span.sheet-oracle-result Dire warnings of a long-buried danger + .oracle-row + span.sheet-oracle-roll 23-24 + span.sheet-oracle-result Ancient disease or contamination + .oracle-row + span.sheet-oracle-roll 25-26 + span.sheet-oracle-result Artifact of terrible meaning or power + .oracle-row + span.sheet-oracle-roll 27-28 + span.sheet-oracle-result Disturbing evidence of ancient wrongs + .oracle-row + span.sheet-oracle-roll 29-30 + span.sheet-oracle-result Others seek power or knowledge + + input(type='radio' class='sheet-corrupted sheet-hide' name='attr_theme' value='corrupted') + .sheet-corrupted.sheet-theme-container.sheet-showhide + p.sheet-theme-body This place is tainted by dark magic. + h3.sheet-theme-header Features + .sheet-theme-table + .oracle-row + span.sheet-oracle-roll 1-4 + span.sheet-oracle-result Mystic focus or conduit + .oracle-row + span.sheet-oracle-roll 5-8 + span.sheet-oracle-result Strange environmental disturbances + .oracle-row + span.sheet-oracle-roll 9-12 + span.sheet-oracle-result Mystic runes or markings + .oracle-row + span.sheet-oracle-roll 13-16 + span.sheet-oracle-result Blight or decay + .oracle-row + span.sheet-oracle-roll 17-20 + span.sheet-oracle-result Evidence of a foul ritual + h3.sheet-theme-header Dangers + .sheet-theme-table + .oracle-row + span.sheet-oracle-roll 1-5 + span.sheet-oracle-result Denizen spawned from dark magic + .oracle-row + span.sheet-oracle-roll 6-10 + span.sheet-oracle-result Denizen controls dark magic + .oracle-row + span.sheet-oracle-roll 11-12 + span.sheet-oracle-result Denizen corrupted by dark magic + .oracle-row + span.sheet-oracle-roll 13-14 + span.sheet-oracle-result Corruption marks you + .oracle-row + span.sheet-oracle-roll 15-16 + span.sheet-oracle-result Innocents held in thrall + .oracle-row + span.sheet-oracle-roll 17-18 + span.sheet-oracle-result Revelations of a terrible truth + .oracle-row + span.sheet-oracle-roll 19-20 + span.sheet-oracle-result Mystic trap or trigger + .oracle-row + span.sheet-oracle-roll 21-22 + span.sheet-oracle-result Mystic barrier or ward + .oracle-row + span.sheet-oracle-roll 23-24 + span.sheet-oracle-result Illusions lead you astray + .oracle-row + span.sheet-oracle-roll 25-26 + span.sheet-oracle-result Dark ritual in progress + .oracle-row + span.sheet-oracle-roll 27-28 + span.sheet-oracle-result Lingering effects of a dark ritual + .oracle-row + span.sheet-oracle-roll 29-30 + span.sheet-oracle-result Dread harbingers of a greater magic + + input(type='radio' class='sheet-fortified sheet-hide' name='attr_theme' value='fortified') + .sheet-fortified.sheet-theme-container.sheet-showhide + p.sheet-theme-body Foes defend this place against intruders. + h3.sheet-theme-header Features + .sheet-theme-table + .oracle-row + span.sheet-oracle-roll 1-4 + span.sheet-oracle-result Camp or quarters + .oracle-row + span.sheet-oracle-roll 5-8 + span.sheet-oracle-result Guarded location + .oracle-row + span.sheet-oracle-roll 9-12 + span.sheet-oracle-result Storage or repository + .oracle-row + span.sheet-oracle-roll 13-16 + span.sheet-oracle-result Work or training area + .oracle-row + span.sheet-oracle-roll 17-20 + span.sheet-oracle-result Command center or leadership + h3.sheet-theme-header Dangers + .sheet-theme-table + .oracle-row + span.sheet-oracle-roll 1-5 + span.sheet-oracle-result Denizen patrols the area + .oracle-row + span.sheet-oracle-roll 6-10 + span.sheet-oracle-result Denizen on guard + .oracle-row + span.sheet-oracle-roll 11-12 + span.sheet-oracle-result Denizen ready to sound the alarm + .oracle-row + span.sheet-oracle-roll 13-14 + span.sheet-oracle-result Denizen sets an ambush + .oracle-row + span.sheet-oracle-roll 15-16 + span.sheet-oracle-result Denizen lures you into a trap + .oracle-row + span.sheet-oracle-roll 17-18 + span.sheet-oracle-result Denizens converge on this area + .oracle-row + span.sheet-oracle-roll 19-20 + span.sheet-oracle-result Pets or underlings + .oracle-row + span.sheet-oracle-roll 21-22 + span.sheet-oracle-result Unexpected alliance revealed + .oracle-row + span.sheet-oracle-roll 23-24 + span.sheet-oracle-result Nefarious plans revealed + .oracle-row + span.sheet-oracle-roll 25-26 + span.sheet-oracle-result Unexpected leader revealed + .oracle-row + span.sheet-oracle-roll 27-28 + span.sheet-oracle-result Trap + .oracle-row + span.sheet-oracle-roll 29-30 + span.sheet-oracle-result Alarm trigger + + input(type='radio' class='sheet-hallowed sheet-hide' name='attr_theme' value='hallowed') + .sheet-hallowed.sheet-theme-container.sheet-showhide + p.sheet-theme-body The faithful worship here. + h3.sheet-theme-header Features + .sheet-theme-table + .oracle-row + span.sheet-oracle-roll 1-4 + span.sheet-oracle-result Temple or altar + .oracle-row + span.sheet-oracle-roll 5-8 + span.sheet-oracle-result Offerings or atonements + .oracle-row + span.sheet-oracle-roll 9-12 + span.sheet-oracle-result Religious relic or idol + .oracle-row + span.sheet-oracle-roll 13-16 + span.sheet-oracle-result Consecrated ground + .oracle-row + span.sheet-oracle-roll 17-20 + span.sheet-oracle-result Dwellings or gathering place + h3.sheet-theme-header Dangers + .sheet-theme-table + .oracle-row + span.sheet-oracle-roll 1-5 + span.sheet-oracle-result Denizen defends their sanctum + .oracle-row + span.sheet-oracle-roll 6-10 + span.sheet-oracle-result Denizen enacts the will of their god + .oracle-row + span.sheet-oracle-roll 11-12 + span.sheet-oracle-result Denizen seeks martyrdom + .oracle-row + span.sheet-oracle-roll 13-14 + span.sheet-oracle-result Secret of the faith is revealed + .oracle-row + span.sheet-oracle-roll 15-16 + span.sheet-oracle-result Greater purpose is revealed + .oracle-row + span.sheet-oracle-roll 17-18 + span.sheet-oracle-result Unexpected disciples are revealed + .oracle-row + span.sheet-oracle-roll 19-20 + span.sheet-oracle-result Divine manifestations + .oracle-row + span.sheet-oracle-roll 21-22 + span.sheet-oracle-result Aspect of the faith beguiles you + .oracle-row + span.sheet-oracle-roll 23-24 + span.sheet-oracle-result Unexpected leader is revealed + .oracle-row + span.sheet-oracle-roll 25-26 + span.sheet-oracle-result Embodiment of a god or myth + .oracle-row + span.sheet-oracle-roll 27-28 + span.sheet-oracle-result Protective ward or barrier + .oracle-row + span.sheet-oracle-roll 29-30 + span.sheet-oracle-result Prophecies reveal a dark fate + + input(type='radio' class='sheet-haunted sheet-hide' name='attr_theme' value='haunted') + .sheet-haunted.sheet-theme-container.sheet-showhide + p.sheet-theme-body Restless spirits are bound to this place. + h3.sheet-theme-header Features + .sheet-theme-table + .oracle-row + span.sheet-oracle-roll 1-4 + span.sheet-oracle-result Tomb or burial site + .oracle-row + span.sheet-oracle-roll 5-8 + span.sheet-oracle-result Blood was spilled here + .oracle-row + span.sheet-oracle-roll 9-12 + span.sheet-oracle-result Unnatural mists or darkness + .oracle-row + span.sheet-oracle-roll 13-16 + span.sheet-oracle-result Messages from beyond the grave + .oracle-row + span.sheet-oracle-roll 17-20 + span.sheet-oracle-result Apparitions of a person or event + h3.sheet-theme-header Dangers + .sheet-theme-table + .oracle-row + span.sheet-oracle-roll 1-5 + span.sheet-oracle-result Denizen haunts this area + .oracle-row + span.sheet-oracle-roll 6-10 + span.sheet-oracle-result Unsettling sounds or foreboding signs + .oracle-row + span.sheet-oracle-roll 11-12 + span.sheet-oracle-result Denizen attacks without warning + .oracle-row + span.sheet-oracle-roll 13-14 + span.sheet-oracle-result Denizen makes a costly demand + .oracle-row + span.sheet-oracle-roll 15-16 + span.sheet-oracle-result Denizen seizes your body or mind + .oracle-row + span.sheet-oracle-roll 17-18 + span.sheet-oracle-result Denizen taunts or lures you + .oracle-row + span.sheet-oracle-roll 19-20 + span.sheet-oracle-result A disturbing truth is revealed + .oracle-row + span.sheet-oracle-roll 21-22 + span.sheet-oracle-result Frightening visions + .oracle-row + span.sheet-oracle-roll 23-24 + span.sheet-oracle-result The environment is used against you + .oracle-row + span.sheet-oracle-roll 25-26 + span.sheet-oracle-result Trickery leads you astray + .oracle-row + span.sheet-oracle-roll 27-28 + span.sheet-oracle-result True nature of this place is revealed + .oracle-row + span.sheet-oracle-roll 29-30 + span.sheet-oracle-result Sudden, shocking manifestation + + input(type='radio' class='sheet-infested sheet-hide' name='attr_theme' value='infested') + .sheet-infested.sheet-theme-container.sheet-showhide + p.sheet-theme-body Foul creatures dwell here. + h3.sheet-theme-header Features + .sheet-theme-table + .oracle-row + span.sheet-oracle-roll 1-4 + span.sheet-oracle-result Inhabited nest + .oracle-row + span.sheet-oracle-roll 5-8 + span.sheet-oracle-result Abandoned nest + .oracle-row + span.sheet-oracle-roll 9-12 + span.sheet-oracle-result Ravaged terrain or architecture + .oracle-row + span.sheet-oracle-roll 13-16 + span.sheet-oracle-result Remains or carrion + .oracle-row + span.sheet-oracle-roll 17-20 + span.sheet-oracle-result Hoarded food + h3.sheet-theme-header Dangers + .sheet-theme-table + .oracle-row + span.sheet-oracle-roll 1-5 + span.sheet-oracle-result Denizens swarm and attack + .oracle-row + span.sheet-oracle-roll 6-10 + span.sheet-oracle-result Toxic or sickening environment + .oracle-row + span.sheet-oracle-roll 11-12 + span.sheet-oracle-result Denizen stalks you + .oracle-row + span.sheet-oracle-roll 13-14 + span.sheet-oracle-result Denizen takes or destroys something + .oracle-row + span.sheet-oracle-roll 15-16 + span.sheet-oracle-result Denizen reveals surprising cleverness + .oracle-row + span.sheet-oracle-roll 17-18 + span.sheet-oracle-result Denizen guided by a greater threat + .oracle-row + span.sheet-oracle-roll 19-20 + span.sheet-oracle-result Denizen blocks the path + .oracle-row + span.sheet-oracle-roll 21-22 + span.sheet-oracle-result Denizen funnels you down a new path + .oracle-row + span.sheet-oracle-roll 23-24 + span.sheet-oracle-result Denizen undermines the path + .oracle-row + span.sheet-oracle-roll 25-26 + span.sheet-oracle-result Denizen lays in wait + .oracle-row + span.sheet-oracle-roll 27-28 + span.sheet-oracle-result Trap or snare + .oracle-row + span.sheet-oracle-roll 29-30 + span.sheet-oracle-result Victim’s horrible fate is revealed + + input(type='radio' class='sheet-ravaged sheet-hide' name='attr_theme' value='ravaged') + .sheet-ravaged.sheet-theme-container.sheet-showhide + p.sheet-theme-body Time, disaster, or strife have taken their toll. + h3.sheet-theme-header Features + .sheet-theme-table + .oracle-row + span.sheet-oracle-roll 1-4 + span.sheet-oracle-result Path of destruction + .oracle-row + span.sheet-oracle-roll 5-8 + span.sheet-oracle-result Abandoned or ruined dwelling + .oracle-row + span.sheet-oracle-roll 9-12 + span.sheet-oracle-result Untouched or preserved area + .oracle-row + span.sheet-oracle-roll 13-16 + span.sheet-oracle-result Traces of what was lost + .oracle-row + span.sheet-oracle-roll 17-20 + span.sheet-oracle-result Ill-fated victims + h3.sheet-theme-header Dangers + .sheet-theme-table + .oracle-row + span.sheet-oracle-roll 1-5 + span.sheet-oracle-result Precarious architecture or terrain + .oracle-row + span.sheet-oracle-roll 6-10 + span.sheet-oracle-result Imminent collapse or destruction + .oracle-row + span.sheet-oracle-roll 11-12 + span.sheet-oracle-result Path undermined + .oracle-row + span.sheet-oracle-roll 13-14 + span.sheet-oracle-result Blocked or broken path + .oracle-row + span.sheet-oracle-roll 15-16 + span.sheet-oracle-result Vestiges of a destructive force + .oracle-row + span.sheet-oracle-roll 17-18 + span.sheet-oracle-result Unexpected environmental threat + .oracle-row + span.sheet-oracle-roll 19-20 + span.sheet-oracle-result Echoes of a troubling past + .oracle-row + span.sheet-oracle-roll 21-22 + span.sheet-oracle-result Signs of a horrible fate + .oracle-row + span.sheet-oracle-roll 23-24 + span.sheet-oracle-result Denizen seeks retribution + .oracle-row + span.sheet-oracle-roll 25-26 + span.sheet-oracle-result Denizen leverages the environment + .oracle-row + span.sheet-oracle-roll 27-28 + span.sheet-oracle-result Denizen restores what was lost + .oracle-row + span.sheet-oracle-roll 29-30 + span.sheet-oracle-result Ravages return anew + + input(type='radio' class='sheet-wild sheet-hide' name='attr_theme' value='wild') + .sheet-wild.sheet-theme-container.sheet-showhide + p.sheet-theme-body Nature prevails in this place. + h3.sheet-theme-header Features + .sheet-theme-table + .oracle-row + span.sheet-oracle-roll 1-4 + span.sheet-oracle-result Denizen’s lair + .oracle-row + span.sheet-oracle-roll 5-8 + span.sheet-oracle-result Territorial markings + .oracle-row + span.sheet-oracle-roll 9-12 + span.sheet-oracle-result Impressive flora or fauna + .oracle-row + span.sheet-oracle-roll 13-16 + span.sheet-oracle-result Hunting ground or watering hole + .oracle-row + span.sheet-oracle-roll 17-20 + span.sheet-oracle-result Remains or carrion + h3.sheet-theme-header Dangers + .sheet-theme-table + .oracle-row + span.sheet-oracle-roll 1-5 + span.sheet-oracle-result Denizen hunts + .oracle-row + span.sheet-oracle-roll 6-10 + span.sheet-oracle-result Denizen strikes without warning + .oracle-row + span.sheet-oracle-roll 11-12 + span.sheet-oracle-result Denizen leverages the environment + .oracle-row + span.sheet-oracle-roll 13-14 + span.sheet-oracle-result Denizen wields unexpected abilities + .oracle-row + span.sheet-oracle-roll 15-16 + span.sheet-oracle-result Denizen guided by a greater threat + .oracle-row + span.sheet-oracle-roll 17-18 + span.sheet-oracle-result Denizen protects something + .oracle-row + span.sheet-oracle-roll 19-20 + span.sheet-oracle-result Hazardous terrain + .oracle-row + span.sheet-oracle-roll 21-22 + span.sheet-oracle-result Weather or environmental threat + .oracle-row + span.sheet-oracle-roll 23-24 + span.sheet-oracle-result Benign aspect becomes a threat + .oracle-row + span.sheet-oracle-roll 25-26 + span.sheet-oracle-result Overzealous hunter + .oracle-row + span.sheet-oracle-roll 27-28 + span.sheet-oracle-result Disturbing evidence of a victim’s fate + .oracle-row + span.sheet-oracle-roll 29-30 + span.sheet-oracle-result Ill-fated victim in danger \ No newline at end of file diff --git a/Ironcrunch/src/components/sites/sites.pug b/Ironcrunch/src/components/sites/sites.pug new file mode 100644 index 0000000000..f2506c9488 --- /dev/null +++ b/Ironcrunch/src/components/sites/sites.pug @@ -0,0 +1,180 @@ +include ../difficulties/array + +.sheet-sites-container + fieldset.repeating_sites + .sheet-site-container + .sheet-site-row + .sheet-site-column.sheet-site-background + p.sheet-site-title Site Name: + input(type="text" class="sheet-site-name" name="attr_site-name" placeholder="Site Name") + .sheet-site-column.sheet-site-background + p.sheet-site-title Objective: + input(type="text" class="sheet-site-name" name="attr_site-objective" placeholder="Objective") + .sheet-site-row.sheet-site-background + .sheet-site-column + p.sheet-site-title Theme: + input(type="text" class="sheet-site-name" name="attr_site-theme" placeholder="Theme") + .sheet-site-column + p.sheet-site-title Domain: + input(type="text" class="sheet-site-name" name="attr_site-domain" placeholder="Domain") + .sheet-site-details-bar + label.sheet-site-details.sheet-btn + input(type='checkbox' class='sheet-hide sheet-site-details-button' name='attr_site_details_button') + .sheet-site-details-content DETAILS + label.sheet-site-details.sheet-btn + input(type='checkbox' class='sheet-hide sheet-site-details-button' name='attr_site_theme_domain_button') + .sheet-site-details-content THEMES & DOMAINS + + input(type="checkbox" class="sheet-show-site-info sheet-hide" name="attr_site_details") + .sheet-show-site-info.sheet-showhide + .sheet-full-width + .sheet-site-progress-header + each difficulty, index in difficulties + label.sheet-difficulty + if difficulty.checked + input(type="radio" class="sheet-hide" name="attr_rank" value=index checked) + else + input(type="radio" class="sheet-hide" name="attr_rank" value=index) + h5=difficulty.text + .sheet-progress + div + select(name="attr_progress_one" class="sheet-progress-input") + option(value="0" selected) + option(value="1") - + option(value="2") + + option(value="3") * + option(value="4") # + select(name="attr_progress_two" class="sheet-progress-input") + option(value="0" selected) + option(value="1") - + option(value="2") + + option(value="3") * + option(value="4") # + select(name="attr_progress_three" class="sheet-progress-input") + option(value="0" selected) + option(value="1") - + option(value="2") + + option(value="3") * + option(value="4") # + select(name="attr_progress_four" class="sheet-progress-input") + option(value="0" selected) + option(value="1") - + option(value="2") + + option(value="3") * + option(value="4") # + select(name="attr_progress_five" class="sheet-progress-input") + option(value="0" selected) + option(value="1") - + option(value="2") + + option(value="3") * + option(value="4") # + select(name="attr_progress_six" class="sheet-progress-input") + option(value="0" selected) + option(value="1") - + option(value="2") + + option(value="3") * + option(value="4") # + select(name="attr_progress_seven" class="sheet-progress-input") + option(value="0" selected) + option(value="1") - + option(value="2") + + option(value="3") * + option(value="4") # + select(name="attr_progress_eight" class="sheet-progress-input") + option(value="0" selected) + option(value="1") - + option(value="2") + + option(value="3") * + option(value="4") # + select(name="attr_progress_nine" class="sheet-progress-input") + option(value="0" selected) + option(value="1") - + option(value="2") + + option(value="3") * + option(value="4") # + select(name="attr_progress_ten" class="sheet-progress-input") + option(value="0" selected) + option(value="1") - + option(value="2") + + option(value="3") * + option(value="4") # + button(type="roll" title="Conclude your progress" name="rollprogress1" value="&{template:ironcrunch_progress} {{header=@{character_name} Conclude Your Progress}} {{progressname=@{site-name}}} {{progress=[[@{progress-filled}]]}} {{challenge1=[[d10]]}} {{challenge2=[[d10]]}}") + input(type="text" class="sheet-hide" name="attr_progress-filled" value="floor((@{progress_one}+@{progress_two}+@{progress_three}+@{progress_four}+@{progress_five}+@{progress_six}+@{progress_seven}+@{progress_eight}+@{progress_nine}+@{progress_ten})/4)" disabled="true") + + .sheet-full-width + h3.sheet-site-denizens-divide  DENIZENS  + + .sheet-denizen-row + .sheet-denizen-column + p.sheet-denizen-title Very Common 01-27 + input(type="text" class="sheet-denizen-input sheet-denizen-background" name="attr_vCommonDen1" placeholder="Denizen") + .sheet-denizen-column + p.sheet-denizen-title Common 28-41 + input(type="text" class="sheet-denizen-input sheet-denizen-background" name="attr_CommonDen1" placeholder="Denizen") + .sheet-denizen-column + p.sheet-denizen-title Common 42-55 + input(type="text" class="sheet-denizen-input sheet-denizen-background" name="attr_CommonDen2" placeholder="Denizen") + .sheet-denizen-column + p.sheet-denizen-title Common 56-69 + input(type="text" class="sheet-denizen-input sheet-denizen-background" name="attr_CommonDen3" placeholder="Denizen") + + .sheet-denizen-row + .sheet-denizen-column + p.sheet-denizen-title Uncommon 70-75 + input(type="text" class="sheet-denizen-input sheet-denizen-background" name="attr_uncommonDen1" placeholder="Denizen") + .sheet-denizen-column + p.sheet-denizen-title Uncommon 76-81 + input(type="text" class="sheet-denizen-input sheet-denizen-background" name="attr_uncommonDen2" placeholder="Denizen") + .sheet-denizen-column + p.sheet-denizen-title Uncommon 82-87 + input(type="text" class="sheet-denizen-input sheet-denizen-background" name="attr_uncommonDen3" placeholder="Denizen") + .sheet-denizen-column + p.sheet-denizen-title Uncommon 88-93 + input(type="text" class="sheet-denizen-input sheet-denizen-background" name="attr_uncommonDen4" placeholder="Denizen") + + .sheet-denizen-row + .sheet-denizen-column + p.sheet-denizen-title Rare 94-95 + input(type="text" class="sheet-denizen-input sheet-denizen-background" name="attr_rareDen1" placeholder="Denizen") + .sheet-denizen-column + p.sheet-denizen-title Rare 96-97 + input(type="text" class="sheet-denizen-input sheet-denizen-background" name="attr_rareDen2" placeholder="Denizen") + .sheet-denizen-column + p.sheet-denizen-title Rare 98-99 + input(type="text" class="sheet-denizen-input sheet-denizen-background" name="attr_rareDen3" placeholder="Denizen") + .sheet-denizen-column + p.sheet-denizen-title Unforeseen 100 + input(type="text" class="sheet-denizen-input sheet-denizen-background" name="attr_unforeseenDen1" placeholder="Denizen") + + .sheet-denizen-row + .sheet-denizen-option-column + p.sheet-denizen-option When the outcome of a move prompts an encounter with a denizen, you may: + .sheet-denizen-operand-column + p.sheet-denizen-operand > + .sheet-denizen-option-column + p.sheet-denizen-option Choose or introduce a denizen based on the situation and what you know of this place. + .sheet-denizen-operand-column + p.sheet-denizen-operand or + .sheet-denizen-option-column + p.sheet-denizen-option Roll on the matrix to generate a random encounter. If the field is blank, add a new denizen. + .sheet-denizen-operand-column + p.sheet-denizen-operand or + .sheet-denizen-option-column + p.sheet-denizen-option Identify a denizen as ‘likely’ to appear, and Ask the Oracle. If the answer is “no,” roll on the matrix. + .sheet-denizen-operand-column + p.sheet-denizen-operand or + .sheet-denizen-option-column + p.sheet-denizen-option Pick two denizens, rate one as ‘likely’, and Ask the Oracle to determine which you encounter. + + .sheet-full-width + h3.sheet-site-divide-notes  NOTES  + textarea(class="sheet-site-notes" name="attr_site-notes") + + input(type="checkbox" class="sheet-show-theme-domains sheet-hide" name="attr_site_theme_domain") + .sheet-show-theme-domains.sheet-showhide + .sheet-card-column + h3 Theme + include ./cards/themes + .sheet-card-column + h3 Domain + include ./cards/domains diff --git a/Ironcrunch/src/components/sites/sites.styl b/Ironcrunch/src/components/sites/sites.styl new file mode 100644 index 0000000000..a3f8c9274b --- /dev/null +++ b/Ironcrunch/src/components/sites/sites.styl @@ -0,0 +1,269 @@ +.sheet-site-container { + border: 2px solid #4C4D4F; + border-radius: 0em; + margin-bottom: 1em; + padding: 1em; +} +.sheet-site-notes { + width: 97.5% !important; + height: 156px !important; + resize: none; + margin-left: 3px; + border-radius: 0; +} +.sheet-site-notes:focus { + outline: 3px solid #fd0; + outline-offset: 0; + box-shadow: inset 0 0 0 2px; +} +.sheet-site-name, +.sheet-site-location, +.sheet-site-descriptors { + border: none; + border-radius: 0em; + background: transparent; + padding: 0; + padding-left: 0.5em; + std-font() + font-weight: bold; + color: #4c4d4f; +} +.sheet-site-descriptors { + width: 43%; +} +.sheet-site-location { + width: 40%; +} +p.sheet-site-title { + text-align: left; + std-font() + font-weight: bold; + font-size: 16px; + margin: 0 0 0px; + padding: 0.1em 0.2em 0.08em 0.2em; + text-transform: uppercase; + vertical-align: bottom; + display: inline; + color: #4c4d4f; + border-radius: 0; +} +.sheet-site-name::placeholder, +.sheet-site-location::placeholder, +.sheet-site-descriptors::placeholder { + color: #8a8a8a; +} +.sheet-site-row { + display: flex; + flex-direction: row; + justify-content: space-between; + align-items: center; + margin-bottom: 1em; +} +.sheet-site-column { + flex-direction: row; + width: 48%; + padding: 0.5em 0em 0.5em 0.7em; +} +.sheet-denizen-row { + display: flex; + flex-direction: row; + justify-content: space-between; + align-items: center; + margin-bottom: 0.5em; +} +.sheet-denizen-column { + flex-direction: column; + justify-content: center; + align-items: center; + width: 22%; + padding: 0.5em 0em 0.5em 0em; +} +.sheet-denizen-option-column { + flex-direction: column; + justify-content: center; + align-items: center; + width: 22%; + padding: 0.5em 0.5em 0.5em 0.5em; +} +.sheet-denizen-option { + font-size: 12px; +} +.sheet-site-progress-header { + display: flex; + justify-content: space-around; + align-items: center; + margin-bottom: 10px; +} +.sheet-denizen-operand-column { + flex-direction: column; + justify-content: center; + align-items: center; + width: 2%; + padding: 0.5em 0.5em 0.5em 0.5em; +} +p.sheet-denizen-title { + text-align: left; + std-font() + font-weight: bold; + font-size: 12px; + margin: 0 0 0px; + text-transform: uppercase; + vertical-align: bottom; + display: inline; + color: #4c4d4f; +} +.sheet-denizen-input { + border: none; + border-radius: 0em; + background: transparent; + padding: 0.5em; + width: 96%; + margin-left: 3px; +} +.sheet-denizen-input:focus { + outline: 3px solid #fd0; + outline-offset: 0; + box-shadow: inset 0 0 0 2px; +} +.sheet-denizen-operand { + font-weight: bold; +} +.sheet-denizen-background, +.sheet-site-background { + background: #dedddc; +} +h3.sheet-site-divide::after, +h3.sheet-site-divide::before { + display: inline-block; + content: ""; + height: 5px; + border-top: 2px solid #4c4d4f; + top: 0; + width: 331px; +} +h3.sheet-site-denizens-divide::after, +h3.sheet-site-denizens-divide::before { + display: inline-block; + content: ""; + height: 5px; + border-top: 2px solid #4c4d4f; + top: 0; + width: 336px; +} +h3.sheet-site-divide-notes::after, +h3.sheet-site-divide-notes::before { + display: inline-block; + content: ""; + height: 5px; + border-top: 2px solid #4c4d4f; + top: 0; + width: 352px; +} +.sheet-sites-container { + margin-top: 1em; +} +label.sheet-site-details { + display: flex; + justify-content: center; + width: 48.7%; + margin: 0; + padding: 0; + height: auto; + border-radius: 0em; +} +.sheet-site-details-content { + width: 100%; + padding: 0.2em; + text-align: center; + border-radius: 0em; +} +.sheet-site-details-button:checked ~ .sheet-site-details-content { + background: #4c4d4f; + color: #fff; + transition: 0.5s ease; +} +.sheet-show-theme-domains, +.sheet-show-site-info { + margin-top: 0.5em; + transition: all 0.7s !important; +} +.sheet-show-theme-domains { + justify-content: space-between; +} +input[type="checkbox"].sheet-show-site-info:checked ~ div.sheet-show-site-info, +input[type="checkbox"].sheet-show-theme-domains:checked ~ div.sheet-show-theme-domains { + flex-flow: column; + visibility: visible; + transition: all 0.7s !important; + height: 640px; + opacity: 1; +} +div.sheet-show-theme-domains { + display: flex; + flex-flow: row !important; +} +h3.sheet-site-divide-notes { + margin-bottom: 0.5em; +} +input.sheet-site-name { + width: 70%; + padding: 2px; +} +input.sheet-site-name:focus { + outline: 3px solid #fd0; + outline-offset: 0; + box-shadow: inset 0 0 0 2px; +} +.sheet-site-card-container { + display: flex; + std-font('Crimson Text') + font-size: 1em; + padding: 1em; +} +.sheet-domain-cards, +.sheet-theme-cards { + border: 2px solid #4c4d4f; + border-radius: 1em; +} +.sheet-domain-header, +.sheet-theme-header { + margin-top: 0.7em; +} +.sheet-domain-column, +.sheet-theme-column { + width: 100%; +} +.sheet-card-column { + width: 48.7%; +} +.sheet-site-details-bar { + display: flex; + justify-content: space-between; +} +input[type='radio'].sheet-theme-cards:checked ~ div.sheet-theme-cards, +input[type='radio'].sheet-domain-cards:checked ~ div.sheet-domain-cards, +input[type='radio'].sheet-custom-cards:checked ~ div.sheet-custom-cards { + show-hide(0.7s) +} +input[type='radio'].sheet-ancient:checked ~ div.sheet-ancient, +input[type='radio'].sheet-corrupted:checked ~ div.sheet-corrupted, +input[type='radio'].sheet-fortified:checked ~ div.sheet-fortified, +input[type='radio'].sheet-hallowed:checked ~ div.sheet-hallowed, +input[type='radio'].sheet-haunted:checked ~ div.sheet-haunted, +input[type='radio'].sheet-infested:checked ~ div.sheet-infested, +input[type='radio'].sheet-ravaged:checked ~ div.sheet-ravaged, +input[type='radio'].sheet-wild:checked ~ div.sheet-wild, +input[type='radio'].sheet-barrow:checked ~ div.sheet-barrow, +input[type='radio'].sheet-cavern:checked ~ div.sheet-cavern, +input[type='radio'].sheet-frozen-cavern:checked ~ div.sheet-frozen-cavern, +input[type='radio'].sheet-ice-reach:checked ~ div.sheet-ice-reach, +input[type='radio'].sheet-mine:checked ~ div.sheet-mine, +input[type='radio'].sheet-pass:checked ~ div.sheet-pass, +input[type='radio'].sheet-ruin:checked ~ div.sheet-ruin, +input[type='radio'].sheet-sea-cave:checked ~ div.sheet-sea-cave, +input[type='radio'].sheet-shadowfen:checked ~ div.sheet-shadowfen, +input[type='radio'].sheet-stronghold:checked ~ div.sheet-stronghold, +input[type='radio'].sheet-tanglewood:checked ~ div.sheet-tanglewood, +input[type='radio'].sheet-underkeep:checked ~ div.sheet-underkeep { + show-hide(0.7s) +} \ No newline at end of file diff --git a/Ironcrunch/src/components/stats/character.pug b/Ironcrunch/src/components/stats/character.pug new file mode 100644 index 0000000000..817ee65777 --- /dev/null +++ b/Ironcrunch/src/components/stats/character.pug @@ -0,0 +1,16 @@ +include ./mixins/stats + +div.sheet-stats + input(type='radio' class='sheet-hide sheet-stat-edit' name='attr_stat_mode' value='1' checked) + div.sheet-stat-edit.sheet-showhide + div.sheet-stat-toggle.sheet-set-toggle + label.sheet-stat-toggle.sheet-set-toggle SET + input(type='radio' class='sheet-hide' name='attr_stat_mode_button' value='2') + +statBuilder() + + input(type='radio' class='sheet-hide sheet-stat-set' name='attr_stat_mode' value='2') + div.sheet-stat-set.sheet-showhide + +statStatic() + div.sheet-stat-toggle.sheet-edit-toggle + label.sheet-stat-toggle.sheet-edit-toggle EDIT + input(type='radio' class='sheet-hide' name='attr_stat_mode_button' value='1') \ No newline at end of file diff --git a/Ironcrunch/src/components/stats/companion.pug b/Ironcrunch/src/components/stats/companion.pug new file mode 100644 index 0000000000..9c63763c94 --- /dev/null +++ b/Ironcrunch/src/components/stats/companion.pug @@ -0,0 +1,20 @@ +include ./mixins/stats + +div.sheet-stats + +statBuilder() + div.sheet-stat + h3.sheet-stats-title Protection + input( + type='text' + class='sheet-stats-input' + name=`attr_protection` + value='0' + ) + div.sheet-stat + h3.sheet-stats-title Face Danger / Clash Add + input( + type='text' + class='sheet-stats-input' + name=`attr_protection` + value='0' + ) \ No newline at end of file diff --git a/Ironcrunch/src/components/stats/mixins/stats.pug b/Ironcrunch/src/components/stats/mixins/stats.pug new file mode 100644 index 0000000000..90b47c60c1 --- /dev/null +++ b/Ironcrunch/src/components/stats/mixins/stats.pug @@ -0,0 +1,29 @@ +- var stats = [{ lower: 'edge', upper: 'EDGE', capital: 'Edge', placeholder: 'grace' }, { lower: 'heart', upper: 'HEART', capital: 'Heart', placeholder: 'soul' }, { lower: 'iron', upper: 'IRON', capital: 'Iron', placeholder: 'body', }, { lower: 'shadow', upper: 'SHADOW', capital: 'Shadow', placeholder: 'guile' }, { lower: 'wits', upper: 'WITS', capital: 'Wits', placeholder: 'mind' }] + +mixin statBuilder() + each stat in stats + div.sheet-stat + h3.sheet-stats-title=stat.upper + input( + type='text' + class='sheet-stats-input' + name=`attr_${stat.lower}` + value='1' + ) + span(class='sheet-stats-max') MAX + span(class='sheet-stats-max' name=`attr_max_${stat.lower}`) + +mixin statStatic() + each stat in stats + div.sheet-stat + label.sheet-roll-label + h3.sheet-stats-title=stat.upper + span(class='sheet-stats-input' name=`attr_${stat.lower}`) + button( + type='roll' + class='sheet-hide' + title=`Roll +${stat.capital}` + name=`roll${stat.capital}` + value=`&{template:ironcrunch_moves} {{header=@{character_name}}} {{name=Roll +${stat.lower}}} {{action=[[d12+@{${stat.lower}}+(?{Modifier|0})]]}} {{negate1=[[1+@{${stat.lower}}+(?{Modifier|0})]]}} {{negate2=[[2+@{${stat.lower}}+(?{Modifier|0})]]}} {{negate3=[[3+@{${stat.lower}}+(?{Modifier|0})]]}} {{negate4=[[4+@{${stat.lower}}+(?{Modifier|0})]]}} {{negate5=[[5+@{${stat.lower}}+(?{Modifier|0})]]}} {{negate6=[[6+@{${stat.lower}}+(?{Modifier|0})]]}} {{negate7=[[7+@{${stat.lower}}+(?{Modifier|0})]]}} {{negate8=[[8+@{${stat.lower}}+(?{Modifier|0})]]}} {{negate9=[[9+@{${stat.lower}}+(?{Modifier|0})]]}} {{negate10=[[10+@{${stat.lower}}+(?{Modifier|0})]]}} {{negate11=[[11+@{${stat.lower}}+(?{Modifier|0})]]}} {{negate12=[[12+@{${stat.lower}}+(?{Modifier|0})]]}} {{challenge1=[[d20]]}} {{challenge2=[[d20]]}} {{momentum=[[@{momentum}]]}} {{modifiers=[[@{${stat.lower}}+(?{Modifier|0})]]}} {{add=[[(?{Modifier|0})]]}} {{stat=[[@{${stat.lower}}]]}} {{loadEncMin=[[@{max_load}+@{${stat.lower}}+(?{Modifier|0})]]}} {{loadEncMax=[[12+@{${stat.lower}}+(?{Modifier|0})]]}} {{encumbered=[[@{encumbered_enabled}]]}}` + ) + \ No newline at end of file diff --git a/Ironcrunch/src/components/stats/stats.styl b/Ironcrunch/src/components/stats/stats.styl new file mode 100644 index 0000000000..0c4a730443 --- /dev/null +++ b/Ironcrunch/src/components/stats/stats.styl @@ -0,0 +1,83 @@ +.sheet-stats + justify-content space-evenly + align-items center + border-radius 0% + margin-bottom 1em + +.sheet-stat + display flex + flex-direction column + justify-content center + align-items center + margin 1em + +.sheet-stats-title + width 100px + +.sheet-stats-input + font-weight bold + width 60px + line-height 40px + font-size 28px + text-align center + height 50px !important + border-radius 0 + +input + &.sheet-stats-input + borderCommon() + background #e6e7e8 + &:focus + outline 3px solid #fd0 + outline-offset 0 + box-shadow inset 0 0 0 2px + +label + &.sheet-roll-label + margin 0 + padding 0em 0.4em 0em 0.4em + width auto + borderCommon() + cursor pointer + text-align center + &:hover + background #ccc + transition 0.5s ease + &.sheet-stat-toggle + margin 0 + padding 0 + borderCommon() + text-align center + cursor pointer + &:hover + background #ccc + transition 0.5s ease + +input[type=radio].sheet-stat-set + &:checked + & ~ div + &.sheet-stat-set + show-hide() + display flex + width auto + margin-left 5em + +input[type=radio].sheet-stat-edit + &:checked + & ~ div + &.sheet-stat-edit + show-hide() + display flex + width auto + +div + &.sheet-stat-toggle + &.sheet-set-toggle + width 100% + height 0 + margin 4em 1em 0em 1em + &.sheet-edit-toggle + transform rotate(90deg) + width 100% + height 0 + margin-top 3.45em \ No newline at end of file diff --git a/Ironcrunch/src/components/vows/vows.pug b/Ironcrunch/src/components/vows/vows.pug new file mode 100644 index 0000000000..4e8ffa9a56 --- /dev/null +++ b/Ironcrunch/src/components/vows/vows.pug @@ -0,0 +1,42 @@ +- var track = [ 0, 1, 2, 3, 4, 5, 6, 7, 8, 9 ] +include ../difficulties/array +include ../progress/mixins/box + +div.sheet-vows + fieldset.repeating_vow + input(type="text" class="sheet-vow-name" name="attr_vow_name") + div.sheet-vows-header + each difficulty, index in difficulties + label.sheet-difficulty + if difficulty.checked + input(type="radio" class="sheet-hide" name="attr_rank" value=index checked) + else + input(type="radio" class="sheet-hide" name="attr_rank" value=index) + h5=difficulty.text + + div.sheet-vow + div + label.sheet-btn MARK + input(class="sheet-mark-vow sheet-hide" type="checkbox" name="attr_mark_progress") + label.sheet-btn CLEAR + input(class="sheet-clear-vow sheet-hide" type="checkbox" name="attr_clear_progress") + each index in track + select(name=`attr_progress_${index}` class="sheet-progress-input") + +progressBox + label.sheet-btn FULFILL + button( + type="roll" + class='sheet-hide' + name="rollVow" + value="&{template:ironcrunch_progress} {{progress_type=Vow}} {{header=@{character_name} Fulfill Your Vow }} {{progress_name=@{vow_name}}} {{progress=[[@{vow-filled}]]}} {{challenge1=[[d10]]}} {{challenge2=[[d10]]}}" + ) + input( + type="text" + class="sheet-hide" + name="attr_vow-filled" + value="floor((@{progress_0}+@{progress_1}+@{progress_2}+@{progress_3}+@{progress_4}+@{progress_5}+@{progress_6}+@{progress_7}+@{progress_8}+@{progress_9})/4)" + disabled + ) + //- h3 Vow Archive + //- fieldset.repeating_vowarchive + //- span(name="attr_vow_name") diff --git a/Ironcrunch/src/components/vows/vows.styl b/Ironcrunch/src/components/vows/vows.styl new file mode 100644 index 0000000000..de500bb704 --- /dev/null +++ b/Ironcrunch/src/components/vows/vows.styl @@ -0,0 +1,55 @@ +input + &.sheet-vow-name + background #ccc + border 2px solid #494a4c + border-radius 0 + margin-bottom 0.2em + margin-top 1em + background #e6e7e8 + border 2px solid #494a4c + border-radius 0 + margin-bottom 0.2em + &:focus + outline 3px solid #fd0 + outline-offset 0 + box-shadow inset 0 0 0 2px + +.sheet-fulfill-vow:hover, +.sheet-mark-vow:hover, +.sheet-vow-clear-label:hover + background-color #ccc + color #4c4d4f + transition 0.5s ease + +.sheet-vows + margin-bottom 0px + +.sheet-vows-header + display flex + justify-content space-around + align-items center + margin-bottom 10px + +.sheet-vow + display flex + flex-direction column + justify-content center + align-items center + +.sheet-vow-name + width 100% + font-weight bold + font-size 14px + +.sheet-difficulty + border 2px solid #494a4c + margin 0.2em 0.5em 0.2em 0.5em + padding 0 + cursor pointer + h5 + text-align center + input + &:checked + & ~ h5 + background #494a4c + color #fff \ No newline at end of file diff --git a/Ironcrunch/src/data/group-list.pug b/Ironcrunch/src/data/group-list.pug new file mode 100644 index 0000000000..ebcb7eeb3d --- /dev/null +++ b/Ironcrunch/src/data/group-list.pug @@ -0,0 +1,106 @@ +- + var moveGroups = [ + { + title: 'FATE MOVES', + moves: [ + { name: 'Pay the Price', value: 'pay_the_price' }, + { name: 'Ask the Oracle', value: 'ask_the_oracle' }, + { name: 'Burn Momentum', value: 'burn_momentum' }, + { name: 'Make an Effort', value: 'make_an_effort' }, + { name: 'Show Resilience', value: 'show_resilience' }, + { name: 'Find an Opportunity', value: 'find_an_opportunity' }, + { name: 'Reveal a Danger', value: 'reveal_a_danger' }, + { name: 'Manifest Insanity', value: 'manifest_insanity' } + ] + }, + { + title: 'SUFFER MOVES', + moves: [ + { name: 'Endure Harm', value: 'endure_harm' }, + { name: 'Endure Stress', value: 'endure_stress' }, + { name: 'Face Death', value: 'face_death' }, + { name: 'Face Desolation', value: 'face_desolation' }, + { name: 'Face a Setback', value: 'face_a_setback' }, + { name: 'Out of Supply', value: 'out_of_supply' }, + { name: 'Take on Overload', value: 'take_on_overload' } + ] + }, + { + title: 'DELVE MOVES', + moves: [ + { name: 'Discover a Site', value: 'discover_a_site' }, + { name: 'Delve the Depths', value: 'delve_the_depths' }, + { name: 'Check Your Gear', value: 'check_your_gear' }, + { name: 'Locate Your Objective', value: 'locate_your_objective' }, + { name: 'Escape the Depths', value: 'escape_the_depths' } + ] + }, + { + title: 'ADVENTURE MOVES', + moves: [ + { name: 'Face Danger', value: 'face_danger' }, + { name: 'Secure an Advantage', value: 'secure_an_advantage' }, + { name: 'Gather Information', value: 'gather_information' }, + { name: 'Undertake a Journey', value: 'undertake_a_journey' }, + { name: 'Reach Your Destination', value: 'reach_your_destination' } + ] + }, + { + title: 'COMBAT MOVES', + moves: [ + { name: 'Strike', value: 'strike' }, + { name: 'Clash', value: 'clash' }, + { name: 'Turn the Tide', value: 'turn_the_tide' }, + { name: 'Inflict Harm', value: 'inflict_harm' }, + { name: 'Foe Inflicts Harm', value: 'foe_inflicts_harm' }, + { name: 'Enter the Fray', value: 'enter_the_fray' }, + { name: 'Battle', value: 'battle' }, + { name: 'End the Fight', value: 'end_the_fight' } + ] + }, + { + title: 'RECOVERY MOVES', + moves: [ + { name: 'Heal', value: 'heal' }, + { name: 'Hearten', value: 'hearten' }, + { name: 'Patch Equipment', value: 'patch_equipment' }, + { name: 'Resupply', value: 'resupply' }, + { name: 'Make Camp', value: 'make_camp' }, + { name: 'Take a Downtime', value: 'take_a_downtime' } + ] + }, + { + title: 'QUEST MOVES', + moves: [ + { name: 'Swear An Iron Vow', value: 'swear_an_iron_vow' }, + { name: 'Fulfill Your Vow', value: 'fulfill_your_vow' }, + { name: 'Learn From Faults', value: 'learn_from_faults' }, + { name: 'Advance', value: 'advance' }, + { name: 'Trade', value: 'trade' } + ] + }, + { + title: 'RELATIONSHIP MOVES', + moves: [ + { name: 'Compel', value: 'compel' }, + { name: 'Sojourn', value: 'sojourn' }, + { name: 'Draw the Circle', value: 'draw_the_circle' }, + { name: 'Forge a Bond', value: 'forge_a_bond' }, + { name: 'Test Your Bond', value: 'test_your_bond' }, + { name: 'Write Your Epilogue', value: 'write_your_epilogue' } + ] + }, + { + title: 'COMPANION MOVES', + moves: [ + { name: 'Take Conditional Companion', value: 'take_conditional_companion' }, + { name: 'Conditional Companion Acts', value: 'conditional_companion_acts' }, + { name: 'Strengthen Their Loyalty', value: 'strengthen_their_loyalty' }, + { name: 'Conditional Companion Abandons', value: 'conditional_companion_abandons' }, + { name: 'Order Conditional Companion', value: 'order_conditional_companion' }, + { name: 'Not Assist Conditional Companion', value: 'not_assist_conditional_companion' }, + { name: 'Test Their Loyalty', value: 'test_their_loyalty' }, + { name: 'Companion Becomes Unconditional', value: 'companion_becomes_unconditional' } + ] + }, + ] \ No newline at end of file diff --git a/Ironcrunch/src/data/move-list.pug b/Ironcrunch/src/data/move-list.pug new file mode 100644 index 0000000000..09762c0d49 --- /dev/null +++ b/Ironcrunch/src/data/move-list.pug @@ -0,0 +1,541 @@ +- + var moveList = { + advance: { + title: 'Advance', + name: 'advance', + class: 'advance', + page: 'page X', + radio: 'advance' + }, + aid_your_ally: { + title: 'Aid Your Ally', + name: 'aidYourAlly', + class: 'aid-your-ally', + page: 'page X', + radio: 'aid_your_ally', + stat: `?{Stat|Edge, @{edge}|Iron, @{iron}|Heart, @{heart}|Shadow, @{shadow}|Wits, @{wits}}`, + stat_repeat: '?{Stat}' + }, + ask_the_oracle: { + title: 'Ask the Oracle', + name: 'askTheOracle', + class: 'ask-the-oracle', + page: 'page X', + radio: 'ask_the_oracle' + }, + battle: { + title: 'Battle', + name: 'Battle', + class: 'battle', + page: 'page X', + radio: 'battle', + stat: `?{Stat|Edge, @{edge}|Iron, @{iron}|Heart, @{heart}|Shadow, @{shadow}|Wits, @{wits}}`, + stat_repeat: '?{Stat}', + roll: true + }, + burn_momentum: { + title: 'Burn Momentum', + name: 'burnMomentum', + class: 'burn-momentum', + page: 'page X', + radio: 'burn_momentum' + }, + check_your_gear: { + title: 'Check Your Gear', + name: 'checkYourGear', + class: 'check-your-gear', + page: 'page X', + radio: 'check_your_gear', + stat: `?{Stat|Supply,@{supply}|Wits - Improviser,@{wits}}`, + stat_repeat: '?{Stat}' + }, + clash: { + title: 'Clash', + name: 'clash', + class: 'clash', + page: 'page X', + radio: 'clash', + stat: `?{Stat|Edge,@{edge}|Iron,@{iron}|Light - Lightbearer,?{Light&#124;0&#125;}`, + stat_repeat: '?{Stat}', + roll: true + }, + companion_becomes_unconditional: { + title: 'Companion Becomes Unconditional', + name: 'companionBecomesUnconditional', + class: 'companion-becomes-unconditional', + page: 'page X', + radio: 'companion_becomes_unconditional' + }, + compel: { + title: 'Compel', + name: 'compel', + class: 'compel', + page: 'page X', + radio: 'compel', + stat: `?{Stat|Iron,@{iron}|Heart,@{heart}|Shadow,@{shadow}|Essence - Invoke,?{Essence&#124;0&#125;}`, + stat_repeat: '?{Stat}', + roll: true + }, + conditional_companion_abandons: { + title: 'Conditional Companion Abandons', + name: 'conditionalCompanionAbandons', + class: 'conditional-companion-abandons', + page: 'page X', + radio: 'conditional_companion_abandons' + }, + conditional_companion_acts: { + title: 'Conditional Companion Acts', + name: 'conditionalCompanionActs', + class: 'conditional-companion-acts', + page: 'page X', + radio: 'conditional_companion_acts', + stat: `?{Stat|0}`, + stat_repeat: '?{Stat}', + roll: true + }, + delve_the_depths: { + title: 'Delve the Depths', + name: 'delveTheDepths', + class: 'delve-the-depths', + page: 'page X', + radio: 'delve_the_depths', + stat: `?{Stat|Edge,@{edge}|Shadow,@{shadow}|Wits,@{wits}}`, + stat_repeat: '?{Stat}', + roll: true + }, + discover_a_site: { + title: 'Discover a Site', + name: 'discoverASite', + class: 'discover-a-site', + page: 'page X', + radio: 'discover_a_site', + roll: true, + discover: true + }, + draw_the_circle: { + title: 'Draw the Circle', + name: 'drawTheCircle', + class: 'draw-the-circle', + page: 'page X', + radio: 'draw_the_circle', + stat: `@{heart}`, + stat_repeat: '@{heart}', + roll: true + }, + end_the_fight: { + title: 'End the Fight', + name: 'endTheFight', + class: 'end-the-fight', + page: 'page X', + radio: 'end_the_fight', + roll: true, + progress: true + }, + endure_harm: { + title: 'Endure Harm', + name: 'endureHarm', + class: 'endure-harm', + page: 'page X', + radio: 'endure_harm', + stat: `@{iron}`, + stat_repeat: '@{iron}', + roll: true + }, + endure_stress: { + title: 'Endure Stress', + name: 'endureStress', + class: 'endure-stress', + page: 'page X', + radio: 'endure_stress', + stat: `?{Stat|Spirit,@{spirit}|Heart,@{heart}}`, + stat_repeat: '?{Stat}', + roll: true + }, + enter_the_fray: { + title: 'Enter the Fray', + name: 'enterTheFray', + class: 'enter-the-fray', + page: 'page X', + radio: 'enter_the_fray', + stat: `?{Stat|Heart, @{heart}|Shadow, @{shadow}|Wits, @{wits}}`, + stat_repeat: '?{Stat}', + roll: true + }, + escape_the_depths: { + title: 'Escape the Depths', + name: 'escapeTheDepths', + class: 'escape-the-depths', + page: 'page X', + radio: 'escape_the_depths', + stat: `?{Stat|Edge,@{edge}|Heart,@{heart}|Iron,@{iron}|Wits,@{wits}|Shadow,@{shadow}}`, + stat_repeat: '?{Stat}', + roll: true + }, + face_a_setback: { + title: 'Face a Setback', + name: 'faceASetback', + class: 'face-a-setback', + page: 'page X', + radio: 'face_a_setback', + }, + face_danger: { + title: 'Face Danger', + name: 'faceDanger', + class: 'face-danger', + page: 'page X', + radio: 'face_danger', + stat: `?{Stat|Edge,@{edge}|Iron,@{iron}|Heart,@{heart}|Shadow,@{shadow}|Wits,@{wits}|Essence - Invoke,?{Essence&#124;0&#125;}`, + stat_repeat: '?{Stat}', + roll: true + }, + face_death: { + title: 'Face Death', + name: 'faceDeath', + class: 'face-death', + page: 'page X', + radio: 'face_death', + stat: `?{Stat|Heart,@{heart}|Shadow - Shadow-kin,@{shadow}}`, + stat_repeat: '?{Stat}', + roll: true, + owl: true + }, + face_desolation: { + title: 'Face Desolation', + name: 'faceDesolation', + class: 'face-desolation', + page: 'page X', + radio: 'face_desolation', + stat: `@{heart}`, + stat_repeat: '@{heart}', + roll: true + }, + find_an_opportunity: { + title: 'Find an Opportunity', + name: 'findAnOpportunity', + class: 'find-an-opportunity', + page: 'page X', + radio: 'find_an_opportunity' + }, + foe_inflicts_harm: { + title: 'Foe Inflicts Harm', + name: 'foeInflictsHarm', + class: 'foe-inflicts-harm', + page: 'page X', + radio: 'foe_inflicts_harm' + }, + forge_a_bond: { + title: 'Forge a Bond', + name: 'forgeABond', + class: 'forge-a-bond', + page: 'page X', + radio: 'forge_a_bond', + stat: `?{Stat|Heart,@{heart}|Shadow - Trickster,@{shadow}}`, + stat_repeat: '?{Stat}', + roll: true + }, + forsake_your_vow: { + title: 'Forsake Your Vow', + name: 'forsakeYourVow', + class: 'forsake-your-vow', + page: 'page X', + radio: 'forsake_your_vow', + }, + fulfill_your_vow: { + title: 'Fulfill Your Vow', + name: 'fulfillYourVow', + class: 'fulfill-your-vow', + page: 'page X', + radio: 'fulfill_your_vow', + roll: true, + progress: true + }, + gather_information: { + title: 'Gather Information', + name: 'gatherInformation', + class: 'gather-information', + page: 'page X', + radio: 'gather_information', + stat: `?{Stat|Wits,@{wits}|Shadow - Infiltrator/Trickster/Scry,@{shadow}}`, + stat_repeat: '?{Stat}', + roll: true + }, + heal: { + title: 'Heal', + name: 'heal', + class: 'heal', + page: 'page X', + radio: 'heal', + stat: `?{Stat|Wits,@{wits}|Iron,@{iron}}`, + stat_repeat: '?{Stat}', + roll: true + }, + hearten: { + title: 'Hearten', + name: 'hearten', + class: 'hearten', + page: 'page X', + radio: 'hearten', + stat: `@{heart}`, + stat_repeat: '@{heart}', + roll: true + }, + inflict_harm: { + title: 'Inflict Harm', + name: 'inflictHarm', + class: 'inflict-harm', + page: 'page X', + radio: 'inflict_harm' + }, + learn_from_faults: { + title: 'Learn from Faults', + name: 'learnFromFaults', + class: 'learn-from-faults', + page: 'page X', + radio: 'learn_from_faults', + roll: true, + progress: true + }, + locate_your_objective: { + title: 'Locate Your Objective', + name: 'locateYourObjective', + class: 'locate-your-objective', + page: 'page X', + radio: 'locate_your_objective', + roll: true, + progress: true + }, + make_an_effort: { + title: 'Make an Effort', + name: 'makeAnEffort', + class: 'make-an-effort', + page: 'page X', + radio: 'make_an_effort' + }, + make_camp: { + title: 'Make Camp', + name: 'makeCamp', + class: 'make-camp', + page: 'page X', + radio: 'make_camp', + stat: `?{Stat|Supply,@{supply}|Wits - Wildblood,@{wits}|Health - Mammoth,?{Mammoth's Health&#124;0&#125;}`, + stat_repeat: '?{Stat}', + roll: true + }, + manifest_insanity: { + title: 'Manifest Insanity', + name: 'manifestInsanity', + class: 'manifest-insanity', + page: 'page X', + radio: 'manifest_insanity', + roll: true, + oracle: 'ironcrunch_oracles' + }, + not_assist_conditional_companion: { + title: 'Not Assist Conditional Companion', + name: 'notAssistConditionalCompanion', + class: 'not-assist-conditional-companion', + page: 'page X', + radio: 'not_assist_conditional_companion' + }, + order_conditional_companion: { + title: 'Order Conditional Companion', + name: 'orderConditionalCompanion', + class: 'order-conditional-companion', + page: 'page X', + radio: 'order_conditional_companion', + stat: `?{Loyalty|0}`, + stat_repeat: '?{Loyalty}', + roll: true + }, + out_of_supply: { + title: 'Out of Supply', + name: 'outOfSupply', + class: 'out-of-supply', + page: 'page X', + radio: 'out_of_supply' + }, + patch_equipment: { + title: 'Patch Equipment', + name: 'patchEquipment', + class: 'patch-equipment', + page: 'page X', + radio: 'patch_equipment', + stat: `@{wits}`, + stat_repeat: '@{wits}', + roll: true + }, + pay_the_price: { + title: 'Pay the Price', + name: 'payThePrice', + class: 'pay-the-price', + page: 'page X', + radio: 'pay_the_price' + }, + reach_a_milestone: { + title: 'Reach a Milestone', + name: 'reachAMilestone', + class: 'reach-a-milestone', + page: 'page X', + radio: 'reach_a_milestone' + }, + reach_your_destination: { + title: 'Reach Your Destination', + name: 'reachYourDestination', + class: 'reach-your-destination', + page: 'page X', + radio: 'reach_your_destination', + roll: true, + progress: true + }, + resupply: { + title: 'Resupply', + name: 'resupply', + class: 'resupply', + page: 'page X', + radio: 'resupply', + stat: `?{Stat|Wits,@{wits}|Edge - Cave Lion,@{edge}|Shadow - Infiltrator,@{shadow}}`, + stat_repeat: '?{Stat}', + roll: true + }, + reveal_a_danger: { + title: 'Reveal a Danger', + name: 'revealADanger', + class: 'reveal-a-danger', + page: 'page X', + radio: 'reveal_a_danger' + }, + secure_an_advantage: { + title: 'Secure an Advantage', + name: 'secureAnAdvantage', + class: 'secure-an-advantage', + page: 'page X', + radio: 'secure_an_advantage', + stat: `?{Stat|Edge,@{edge}|Iron,@{iron}|Heart,@{heart}|Shadow,@{shadow}|Wits,@{wits}|God's Stat - Devotant,?{God's Stat&#124;0&#125;|Essence - Invoke,?{Essence&#124;0&#125;}`, + stat_repeat: '?{Stat}', + roll: true + }, + show_resilience: { + title: 'Show Resilience', + name: 'showResilience', + class: 'show-resilience', + page: 'page X', + radio: 'show_resilience' + }, + sojourn: { + title: 'Sojourn', + name: 'sojourn', + class: 'sojourn', + page: 'page X', + radio: 'sojourn', + stat: `?{Stat|Heart,@{heart}|Shadow - Pretender,@{shadow}|God's Stat - Devotant,?{God's Stat&#124;0&#125;}`, + stat_repeat: '?{Stat}', + roll: true + }, + strengthen_their_loyalty: { + title: 'Strengthen Their Loyalty', + name: 'strengthenTheirLoyalty', + class: 'strengthen-their-loyalty', + page: 'page X', + radio: 'strengthen_their_loyalty', + stat: `?{Stat|Heart,@{heart}|Wealth,@{wealth}}`, + stat_repeat: '?{Stat}', + roll: true + }, + strike: { + title: 'Strike', + name: 'strike', + class: 'strike', + page: 'page X', + radio: 'strike', + stat: `?{Stat|Edge,@{edge}|Iron,@{iron}|Light - Lightbearer,?{Light&#124;0&#125;}`, + stat_repeat: '?{Stat}', + roll: true + }, + swear_an_iron_vow: { + title: 'Swear an Iron Vow', + name: 'swearAnIronVow', + class: 'swear-an-iron-vow', + page: 'page X', + radio: 'swear_an_iron_vow', + stat: `?{Stat|Heart,@{heart}|God's Stat - Devotant,?{God's Stat&#124;0&#125;}`, + stat_repeat: '?{Stat}', + roll: true + }, + take_a_downtime: { + title: 'Take a Downtime', + name: 'takeADowntime', + class: 'take-a-downtime', + page: 'page X', + radio: 'take_a_downtime' + }, + take_conditional_companion: { + title: 'Take Conditional Companion', + name: 'takeConditionalCompanion', + class: 'take-conditional-companion', + page: 'page X', + radio: 'take_conditional_companion', + stat: `?{Stat|Heart,@{heart}|Wealth,@{wealth}}`, + stat_repeat: '?{Stat}', + roll: true + }, + take_on_overload: { + title: 'Take on Overload', + name: 'takeOnOverload', + class: 'take-on-overload', + page: 'page X', + radio: 'take_on_overload' + }, + test_their_loyalty: { + title: 'Test their Loyalty', + name: 'testTheirLoyalty', + class: 'test-their-loyalty', + page: 'page X', + radio: 'test_their_loyalty', + stat: `?{Stat|Heart,@{heart}|Wealth,@{wealth}}`, + stat_repeat: '?{Stat}', + roll: true + }, + test_your_bond: { + title: 'Test Your Bond', + name: 'testYourBond', + class: 'test-your-bond', + page: 'page X', + radio: 'test_your_bond', + stat: `@{heart}`, + stat_repeat: '@{heart}', + roll: true + }, + trade: { + title: 'Trade', + name: 'trade', + class: 'trade', + page: 'page X', + radio: 'trade' + }, + turn_the_tide: { + title: 'Turn the Tide', + name: 'turnTheTide', + class: 'turn-the-tide', + page: 'page X', + radio: 'turn_the_tide' + }, + undertake_a_journey: { + title: 'Undertake a Journey', + name: 'undertakeAJourney', + class: 'undertake-a-journey', + page: 'page X', + radio: 'undertake_a_journey', + stat: `?{Stat|Wits,@{wits}|Shadow - Shadow-walk,@{shadow}|Spirit or Heart - Tether,?{Tether Stat&#124;Spirit&#44;@{spirit}&#124;Heart&#44;@{heart}&#125;}`, + stat_repeat: '?{Stat}', + roll: true + }, + write_your_epilogue: { + title: 'Write Your Epilogue', + name: 'writeYourEpilogue', + class: 'write-your-epilogue', + page: 'page X', + radio: 'write_your_epilogue', + roll: true, + progress: true + } + } \ No newline at end of file diff --git a/Ironcrunch/src/data/oracles.pug b/Ironcrunch/src/data/oracles.pug new file mode 100644 index 0000000000..3062d84a76 --- /dev/null +++ b/Ironcrunch/src/data/oracles.pug @@ -0,0 +1,679 @@ +- + var + oracles = { + ironcrunch: { + 'Reveal A Danger': { + id: 'reveal_a_danger', + oracles: [ + { + name: 'Category', + class: 'danger-category', + roll_id: 'revealADangerCategory', + dice: 'd100', + rows: [ + { + type: 'Between', + roll: '1-25 (25%)', + result: 'Worsening of the Situation' + }, + { + type: 'Between', + roll: '26-60 (35%)', + result: 'Unfavorable Road' + }, + { + type: 'Between', + roll: '61-100 (40%)', + result: 'Hostile Character Encounter' + } + ] + }, + { + name: 'Worsening of the Situation', + class: 'danger-situation', + roll_id: 'revealADangerSituation', + dice: 'd100', + rows: [ + { + type: 'Between', + roll: '1-13 (13%)', + result: "A portion of an edible resource got spoiled or lost. Suffer -1 supply. If your supply is 0, reroll on this table." + }, + { + type: 'Between', + roll: "14-24 (11%)", + result: "The travel is taking longer than expected. Suffer -1 momentum." + }, + { + type: 'Between', + roll: "25-34 (10%)", + result: "The trip was tough and left you tired. Endure Harm (1d4P harm)." + }, + { + type: 'Between', + roll: "35-42 (8%)", + result: "The travel has drained your energies. Endure Harm (1d4P harm) and take the weakened (severity +1) condition." + }, + { + type: 'Between', + roll: "43-50 (8%)", + result: "The travel has left you stressed or mentally fatigued. Endure Stress (1d2 stress)." + }, + { + type: 'Between', + roll: "51-57 (7%)", + result: "A friend or companion starts arguing for previous acts or complaining about the rough travel. Suffer -1d3 to their loyalty. If you don't have a companion, reroll on this table." + }, + { + type: 'Between', + roll: "58-64 (7%)", + result: "You realize you lost some valuable goods on the way. Suffer -2 wealth. If your wealth is reduced to 0, suffer -momentum to any remaining -wealth." + }, + { + type: 'Between', + roll: "65-71 (7%)", + result: "You realize too late that the supply container is broken and has a leak. Suffer -2 supply." + }, + { + type: 'Between', + roll: "72-77 (6%)", + result: "You realize you lost one of your valuable items on the way. Suffer -1 wealth. If your wealth is 0, reroll on this table." + }, + { + type: 'Between', + roll: "78-83 (6%)", + result: "You realize that one of the items you thought to be valuable, is actually not, or not worthy in its current state. Suffer -1 wealth and -1 momentum. If your wealth is an its minimum (0), reroll on this table." + }, + { + type: 'Between', + roll: "84-89 (6%)", + result: "You make a discovery that complicates one of your quests. Suffer -2 momentum." + }, + { + type: 'Between', + roll: "90-94 (5%)", + result: "A piece of equipment loses durability. Reduce any of your armor’s or shield’s values by 1. If you have no armor or shield item, reroll on this table." + }, + { + type: 'Between', + roll: "95-97 (3%)", + result: "You start suffering from muscle cramp, sprain or strain. Endure Harm (1d4P harm) and take the palsied (severity 1) condition." + }, + { + type: 'Between', + roll: "98-99 (2%)", + result: "You realize that one of your conditional companions is no longer by your side. Suffer -1 momentum. If you don't have a conditional companion, reroll on this table." + }, + { + type: 'Total', + roll: "100 (1%)", + result: "Roll twice more on this table. Both results occur. If they are the same result, double its effect." + } + ] + }, + { + name: "Unfavorable Road", + class: "danger-road", + roll_id: 'revealADangerRoad', + dice: 'd100', + rows: [ + { + type: 'Between', + roll: "1-13 (13%)", + result: "The terrain or the weather plays against you, hindering you. Subtract -1 to your next move. Take the hyperthermic or hypothermic condition if appropriate." + }, + { + type: 'Between', + roll: "14-25 (12%)", + result: "An environmental hazard forces you to pass through this area in a precarious manner. If you make a move to resolve this danger, subtract -1." + }, + { + type: 'Between', + roll: "26-35 (10%)", + result: "Whether it is human made or a fortuity of nature, you, or someone with you, is victim of a trap. If you make a move of resolve this danger, subtract -1." + }, + { + type: 'Between', + roll: "36-44 (9%)", + result: "You suffer some bruises on the way. Endure Harm (1d4 harm)." + }, + { + type: 'Between', + roll: "45-52 (8%)", + result: "You consumed some resources, and this road lacks sources to replenish from. Suffer -1 supply. If you Resupply, count a strong hit as a weak hit, and a weak hit as a miss." + }, + { + type: 'Between', + roll: "53-60 (8%)", + result: "The travel has been mentally grueling. Endure Stress (1 stress). If you Hearten, count a strong hit as a weak hit, and a weak hit as a miss." + }, + { + type: 'Between', + roll: "61-68 (8%)", + result: "You have not reached your waypoint yet, and this stop is too precarious to rest safely. If you Make Camp, count a strong hit as a weak hit, and a weak hit as a miss." + }, + { + type: 'Between', + roll: "69-75 (7%)", + result: "The path is broken and there doesn't seem to be a lead to follow it. Subtract -1 next time you Undertake a Journey for this travel." + }, + { + type: 'Between', + roll: "76-81 (6%)", + result: "An obstacle is blocking the path you intend to follow. Subtract -1 for your next move to resolve the obstacle or suffer -2 momentum causing a delay on your travel." + }, + { + type: 'Between', + roll: "82-86 (5%)", + result: "The path has a disturbing ambience or you find the horrible fate of a victim of this place. Endure Stress (1d4 stress)." + }, + { + type: 'Between', + roll: "87-90 (4%)", + result: "The environment undermines the path or the weather is disorienting, and you find difficult to recognize the track. Subtract -2 next time you Undertake a Journey for this travel." + }, + { + type: 'Between', + roll: "91-94 (4%)", + result: "Whether it was something you ate or something in the surroundings, you are now ill. Endure Harm (1d4P harm) and take the poisoned (severity +1) condition." + }, + { + type: 'Between', + roll: "95-97 (3%)", + result: "Whether it was something you ate or something in the surroundings, you got poisoned. Take the poisoned (severity +2) condition." + }, + { + type: 'Between', + roll: "98-99 (2%)", + result: "You realized you have been following the wrong path, and trickery leads have left you astray. Clear 1d2 progress boxes in the journey track. Next time you Undertake a Journey, you don’t mark progress if you score a hit." + }, + { + type: 'Total', + roll: "100 (1%)", + result: "Roll twice more on this table. Both results occur. If they are the same result, double its effect." + } + ] + }, + { + name: "Hostile Character Encounter", + class: "danger-character", + roll_id: 'revealADangerEncounter', + dice: 'd100', + rows: [ + { + type: 'Between', + roll: "1-13 (13%)", + result: "You converge with one or multiple travelers or denizens in this area, facing off." + }, + { + type: 'Between', + roll: "14-26 (13%)", + result: "One or multiple unaware travelers or denizens are guarding this area, either laid in wait, patrolling or working." + }, + { + type: 'Between', + roll: "27-39 (13%)", + result: "You're ambushed, or attacked without warning." + }, + { + type: 'Between', + roll: "40-51 (12%)", + result: "Your presence has caught the attention of one or multiple travelers or denizens in the area." + }, + { + type: 'Between', + roll: "52-63 (12%)", + result: "Your arrival to this area has been expected." + }, + { + type: 'Between', + roll: "64-75 (12%)", + result: "You sense one or multiple presences lurking or stalking." + }, + { + type: 'Between', + roll: "76-85 (10%)", + result: "One or multiple unaware travelers or denizens are blocking or undermining the path in some way." + }, + { + type: 'Between', + roll: "86-93 (8%)", + result: "You find one or multiple travelers or denizens in unfavorable circumstances." + }, + { + type: 'Between', + roll: "94-98 (5%)", + result: "You find one or multiple travelers or denizens’ pets or underlings." + }, + { + type: 'Between', + roll: "99-100 (2%)", + result: "Roll twice more on this table, and use one result." + } + ] + } + ] + }, + 'Find An Opportunity': { + id: 'find_an_opportunity', + oracles: [ + { + name: 'Category', + class: 'opportunity-category', + roll_id: 'findAnOpportunityCategory', + dice: 'd100', + rows: [ + { + type: 'Between', + roll: '1-55 (25%)', + result: 'Favorable Area.' + }, + { + type: 'Between', + roll: '56-80 (35%)', + result: 'Benign Character Encounter.' + }, + { + type: 'Between', + roll: '81-100 (40%)', + result: 'Item Finding' + } + ] + }, + { + name: 'Favorable Area', + class: 'opportunity-area', + roll_id: 'findAnOpportunityArea', + dice: 'd100', + rows: [ + { + type: 'Between', + roll: '1-11(11%)', + result: "The travel took shorter than expected. Take +1 momentum." + }, + { + type: 'Between', + roll: '12-20 (9%)', + result: "Elements of this area can be used to leverage your travel. If you Undertake a Journey, you may reroll any dice." + }, + { + type: 'Between', + roll: '21-28 (8%)', + result: "There is a path that seems to lead towards your destination. If you follow it, add +2 when you Undertake a Journey." + }, + { + type: 'Between', + roll: '29-35 (7%)', + result: "The travel has cleared your mind. If you Hearten, reroll any dice." + }, + { + type: 'Between', + roll: '36-42 (7%)', + result: "This seems to be an ideal place to find a moment of peace. If you Hearten, add +2." + }, + { + type: 'Between', + roll: '43-49 (7%)', + result: "This seems to be an ideal place to bolster your reserves. If you Resupply, add +2." + }, + { + type: 'Between', + roll: '50-55 (6%)', + result: "This seems to be a place safe enough to rest and recover for several hours. If you Make Camp, add +2." + }, + { + type: 'Between', + roll: '56-61 (6%)', + result: "You find a healthy settlement. If you Sojourn, add +1." + }, + { + type: 'Between', + roll: '62-66 (5%)', + result: "This area offers a captivating ambience or comfortable environment. If you Hearten, take +1 spirit on a hit." + }, + { + type: 'Between', + roll: '67-71 (5%)', + result: "This area offers enough to bolster your reserves if you dedicate enough to it. If you Resupply and score hit, you may suffer -1 momentum in exchange for +1 supply." + }, + { + type: 'Between', + roll: '72-76 (5%)', + result: "This waypoint offers more than needed for a modest rest. If you Make Camp, and score a hit, you may choose an extra option." + }, + { + type: 'Between', + roll: '77-80 (4%)', + result: "You seem to be closer to your destination than expected. Mark an additional progress in your journey track." + }, + { + type: 'Between', + roll: '81-83 (3%)', + result: "This area offers just what you need to camp. If you Make Camp, you may reroll any dice." + }, + { + type: 'Between', + roll: '84-86 (3%)', + result: "You reach this waypoint just at an opportune time to bolster your reserves. If you Resupply now, you may reroll any dice." + }, + { + type: 'Between', + roll: '87-88 (2%)', + result: "There is a hidden passage that could be a shortcut. If you Reach Your Destination, you may reroll any dice." + }, + { + type: 'Between', + roll: '89-96 (8%)', + result: "You reach a location of interest related to one of your quests or that might lead to one. Take +2 momentum." + }, + { + type: 'Between', + roll: '97-98 (2%)', + result: "Choose one result from this table." + }, + { + type: 'Between', + roll: '99-100 (2%)', + result: "Roll twice more on this table. Both results occur." + } + ] + }, + { + name: "Benign Character Encounter", + class: "opportunity-character", + roll_id: 'findAnOpportunityCharacter', + dice: 'd100', + rows: [ + { + type: 'Between', + roll: '1-16 (16%)', + result: "You encounter a traveler or denizen who might provide you guide in exchange for something of value. If you agree, suffer -1 wealth or -2 supply (your choice) in exchange for adding +3 next time you Undertake a Journey for this travel." + }, + { + type: 'Between', + roll: '17-30 (14%)', + result: "You encounter a traveler or denizen willing to provide you guide and supply. If he does, add +1 next time you Undertake a Journey for this travel and take +1 supply." + }, + { + type: 'Between', + roll: '31-38 (8%)', + result: "You encounter a traveler or denizen who might provide you health care in exchange for something of value. If you agree, suffer -1 wealth or -2 supply (your choice) in exchange for making the Hearten move now and add +3." + }, + { + type: 'Between', + roll: '39-46 (8%)', + result: "You encounter a traveler or denizen who might rise your spirit in exchange for something of value. If you agree, suffer -1 wealth or -2 supply (your choice) in exchange for making the Heal move now and add +3." + }, + { + type: 'Between', + roll: '47-53 (7%)', + result: "You encounter a traveler or denizen willing to rise your spirit. If he does, Hearten now and add +2." + }, + { + type: 'Between', + roll: '54-60 (7%)', + result: "You encounter a traveler or denizen willing to give you first aid. If he does, Heal now and add +2." + }, + { + type: 'Between', + roll: '61-70 (10%)', + result: "You encounter a provision trader." + }, + { + type: 'Between', + roll: '71-75 (5%)', + result: "You encounter an equipment trader." + }, + { + type: 'Between', + roll: '76-79 (4%)', + result: "You encounter a traveler or denizen with the potential of being a conditional companion with the goal of serving as hireling and the drive of getting wealth. If you Take a Conditional Companion, add +1." + }, + { + type: 'Between', + roll: '80-83 (4%)', + result: "You encounter a traveler or denizen with the potential of being a conditional companion. Take +1 momentum." + }, + { + type: 'Between', + roll: '84-86 (3%)', + result: "You encounter one or more travelers or denizens in need for help and with the means to reward you." + }, + { + type: 'Between', + roll: '87-95 (9%)', + result: "You encounter one or more characters related to one of you quests or that might lead to one. Take +2 momentum." + }, + { + type: 'Between', + roll: '96-98 (3%)', + result: "Roll twice more on this table. Use one result." + }, + { + type: 'Between', + roll: '99-100 (2%)', + result: "Choose one result from this table." + } + ] + }, + { + name: "Item Finding", + class: "opportunity-item", + roll_id: 'findAnOpportunityItem', + dice: 'd100', + rows: [ + { + type: 'Between', + roll: '1-14 (14%)', + result: "You find resources that bolster your reserves. Take +1 supply." + }, + { + type: 'Between', + roll: '15-26 (12%)', + result: "You find resources that bolster your reserves. Take +2 supply." + }, + { + type: 'Between', + roll: '27-35 (9%)', + result: "You find some valuable goods. Take +2 wealth." + }, + { + type: 'Between', + roll: '36-42 (7%)', + result: "You find some valuable goods. Take +2 wealth." + }, + { + type: 'Between', + roll: '43-47 (5%)', + result: "You find a consumable item of your choice or as appropriate to the circumstances." + }, + { + type: 'Between', + roll: '48-51 (4%)', + result: "You find two consumable items of your choice or as appropriate to the circumstances." + }, + { + type: 'Between', + roll: '52-56 (5%)', + result: "You find a weapon of cost d4 wealth cost or less of your choice as appropriate to the circumstances." + }, + { + type: 'Between', + roll: '57-59 (3%)', + result: "You find a weapon of cost d6 wealth or less of your choice as appropriate to the circumstances." + }, + { + type: 'Between', + roll: '60-61 (2%)', + result: "You find a weapon of cost d8+1 wealth or less of your choice as appropriate to the circumstances." + }, + { + type: 'Between', + roll: '62-64 (3%)', + result: "You find a shield of cost d4+1 wealth or less of your choice as appropriate to the circumstances." + }, + { + type: 'Between', + roll: '65-66 (2%)', + result: "You find a shield of cost d6+1 wealth or less of your choice as appropriate to the circumstances." + }, + { + type: 'Between', + roll: '67-69 (3%)', + result: "You find an armor of cost 1d4+3 wealth or less of your choice or as appropriate to the circumstances." + }, + { + type: 'Between', + roll: '70-71 (2%)', + result: "You find an armor of cost 1d6+3 wealth or less of your choice as appropriate to the circumstances." + }, + { + type: 'Total', + roll: '72 (1%)', + result: "You find an armor of cost 2d4+2 wealth or less of your choice as appropriate to the circumstances." + }, + { + type: 'Between', + roll: '73-80 (8%)', + result: "You find an addon of your choice or as appropriate to the circumstances." + }, + { + type: 'Between', + roll: '81-89 (9%)', + result: "You find an item of interest related to one of your quests or that might lead to one. Take +2 momentum." + }, + { + type: 'Between', + roll: '90-100 (11%)', + result: "Roll twice more on this table. Both results occur." + } + ] + } + ], + }, + 'Manifest Insanity': { + id: 'manifest_insanity', + oracles: [ + { + name: 'Category', + class: 'insanity-category', + roll_id: 'ManifestInsanityCategory', + dice: 'd100', + rows: [ + { + type: 'Between', + roll: '1-70 (70%)', + result: 'Short-term Insanity' + }, + { + type: 'Between', + roll: '71-100 (30%)', + result: 'Long-term Insanity' + } + ] + }, + { + name: 'Short-term', + class: 'insanity-short', + roll_id: 'ManifestInsanityShort', + dice: 'd100', + rows: [ + { + type: 'Between', + roll: '1-28 (28%)', + result: "You get scared, and your next move should imply to flee as far as possible from the source of the fear or danger." + }, + { + type: 'Between', + roll: '29-51 (23%)', + result: "Your spirit is overwhelmed. Take the dazed condition." + }, + { + type: 'Between', + roll: '52-69 (18%)', + result: "You show hysteric and emotional outburst by screaming, laughing, crying. Every other ally and companion must Endure Stress (1d2 stress) as a result." + }, + { + type: 'Between', + roll: '70-87 (18%)', + result: "You begin babbling, coherently (logorrhoea) or incoherently. Your words show abuse, fear, hopelessness, irrationality or selfishness. Every other ally and companion must Endure Stress (1d3 stress) as a result." + }, + { + type: 'Between', + roll: '88-95 (8%)', + result: "You Inflict Harm on yourself." + }, + { + type: 'Between', + roll: '96-100 (5%)', + result: "You faint. Take the unconscious condition." + } + ] + }, + { + name: 'Long-term', + class: 'insanity-long', + roll_id: 'ManifestInsanityLong', + dice: 'd100', + rows: [ + { + type: 'Between', + roll: '1-15 (15%)', + result: "Take the phobiac (severity 4) condition." + }, + { + type: 'Between', + roll: '16-29 (14%)', + result: "Take the attached (severity 4) condition." + }, + { + type: 'Between', + roll: '30-36 (7%)', + result: "Take the hallucinating (severity 2) condition." + }, + { + type: 'Between', + roll: '37-53 (17%)', + result: "Take the compulsed (severity 4) condition." + }, + { + type: 'Between', + roll: '54-57 (4%)', + result: "You start suffering psychosomatic deafness. Take the deafened (severity +1) condition." + }, + { + type: 'Between', + roll: '58-60 (3%)', + result: "You start suffering psychosomatic blindness. Take the blind (severity +1) condition." + }, + { + type: 'Between', + roll: '61-73 (13%)', + result: "Take the mute condition." + }, + { + type: 'Between', + roll: '74-85 (12%)', + result: "You retreat into your mind, in a stupor state, assuming fetal position if not immediate danger is around, oblivious to events around you. Take the dazed, mute, shaken and unsteady (shaky) conditions." + }, + { + type: 'Between', + roll: '86-93 (8%)', + result: "You become catatonic. Take the dazed, mute and numb (severity +1) conditions." + }, + { + type: 'Between', + roll: '94-98 (5%)', + result: "Take the amok (severity 3) condition. Then, Clash the nearest target, whether they are an ally, companion, foe or else." + }, + { + type: 'Between', + roll: '99-00 (2%)', + result: "Take the amnesiac (severity 5) condition." + } + ] + } + ] + } + } + } diff --git a/Ironcrunch/src/package-lock.json b/Ironcrunch/src/package-lock.json new file mode 100644 index 0000000000..fbd20d5abe --- /dev/null +++ b/Ironcrunch/src/package-lock.json @@ -0,0 +1,1422 @@ +{ + "name": "ironcrunch", + "version": "0.0.1", + "lockfileVersion": 1, + "requires": true, + "dependencies": { + "@babel/code-frame": { + "version": "7.8.3", + "resolved": "https://registry.npmjs.org/@babel/code-frame/-/code-frame-7.8.3.tgz", + "integrity": "sha512-a9gxpmdXtZEInkCSHUJDLHZVBgb1QS0jhss4cPP93EW7s+uC5bikET2twEF3KV+7rDblJcmNvTR7VJejqd2C2g==", + "requires": { + "@babel/highlight": "7.9.0" + } + }, + "@babel/helper-validator-identifier": { + "version": "7.9.5", + "resolved": "https://registry.npmjs.org/@babel/helper-validator-identifier/-/helper-validator-identifier-7.9.5.tgz", + "integrity": "sha512-/8arLKUFq882w4tWGj9JYzRpAlZgiWUJ+dtteNTDqrRBz9Iguck9Rn3ykuBDoUwh2TO4tSAJlrxDUOXWklJe4g==" + }, + "@babel/highlight": { + "version": "7.9.0", + "resolved": "https://registry.npmjs.org/@babel/highlight/-/highlight-7.9.0.tgz", + "integrity": "sha512-lJZPilxX7Op3Nv/2cvFdnlepPXDxi29wxteT57Q965oc5R9v86ztx0jfxVrTcBk8C2kcPkkDa2Z4T3ZsPPVWsQ==", + "requires": { + "@babel/helper-validator-identifier": "7.9.5", + "chalk": "2.4.2", + "js-tokens": "4.0.0" + }, + "dependencies": { + "ansi-styles": { + "version": "3.2.1", + "resolved": "https://registry.npmjs.org/ansi-styles/-/ansi-styles-3.2.1.tgz", + "integrity": "sha512-VT0ZI6kZRdTh8YyJw3SMbYm/u+NqfsAxEpWO0Pf9sq8/e94WxxOpPKx9FR1FlyCtOVDNOQ+8ntlqFxiRc+r5qA==", + "requires": { + "color-convert": "1.9.3" + } + }, + "chalk": { + "version": "2.4.2", + "resolved": "https://registry.npmjs.org/chalk/-/chalk-2.4.2.tgz", + "integrity": "sha512-Mti+f9lpJNcwF4tWV8/OrTTtF1gZi+f8FqlyAdouralcFWFQWF2+NgCHShjkCb+IFBLq9buZwE1xckQU4peSuQ==", + "requires": { + "ansi-styles": "3.2.1", + "escape-string-regexp": "1.0.5", + "supports-color": "5.5.0" + } + }, + "supports-color": { + "version": "5.5.0", + "resolved": "https://registry.npmjs.org/supports-color/-/supports-color-5.5.0.tgz", + "integrity": "sha512-QjVjwdXIt408MIiAqCX4oUKsgU2EqAGzs2Ppkm4aQYbjm+ZEWEcW4SfFNTr4uMNZma0ey4f5lgLrkB0aX0QMow==", + "requires": { + "has-flag": "3.0.0" + } + } + } + }, + "@babel/runtime": { + "version": "7.9.2", + "resolved": "https://registry.npmjs.org/@babel/runtime/-/runtime-7.9.2.tgz", + "integrity": "sha512-NE2DtOdufG7R5vnfQUTehdTfNycfUANEtCa9PssN9O/xmTzP4E08UI797ixaei6hBEVL9BI/PsdJS5x7mWoB9Q==", + "requires": { + "regenerator-runtime": "0.13.5" + }, + "dependencies": { + "regenerator-runtime": { + "version": "0.13.5", + "resolved": "https://registry.npmjs.org/regenerator-runtime/-/regenerator-runtime-0.13.5.tgz", + "integrity": "sha512-ZS5w8CpKFinUzOwW3c83oPeVXoNsrLsaCoLtJvAClH135j/R77RuymhiSErhm2lKcwSCIpmvIWSbDkIfAqKQlA==" + } + } + }, + "@types/babel-types": { + "version": "7.0.7", + "resolved": "https://registry.npmjs.org/@types/babel-types/-/babel-types-7.0.7.tgz", + "integrity": "sha512-dBtBbrc+qTHy1WdfHYjBwRln4+LWqASWakLHsWHR2NWHIFkv4W3O070IGoGLEBrJBvct3r0L1BUPuvURi7kYUQ==" + }, + "@types/babylon": { + "version": "6.16.5", + "resolved": "https://registry.npmjs.org/@types/babylon/-/babylon-6.16.5.tgz", + "integrity": "sha512-xH2e58elpj1X4ynnKp9qSnWlsRTIs6n3tgLGNfwAGHwePw0mulHQllV34n0T25uYSu1k0hRKkWXF890B1yS47w==", + "requires": { + "@types/babel-types": "7.0.7" + } + }, + "@types/color-name": { + "version": "1.1.1", + "resolved": "https://registry.npmjs.org/@types/color-name/-/color-name-1.1.1.tgz", + "integrity": "sha512-rr+OQyAjxze7GgWrSaJwydHStIhHq2lvY3BOC2Mj7KnzI7XK0Uw1TOOdI9lDoajEbSWLiYgoo4f1R51erQfhPQ==" + }, + "@types/parse-json": { + "version": "4.0.0", + "resolved": "https://registry.npmjs.org/@types/parse-json/-/parse-json-4.0.0.tgz", + "integrity": "sha512-//oorEZjL6sbPcKUaCdIGlIUeH26mgzimjBB77G6XRgnDl/L5wOnpyBGRe/Mmf5CVW3PwEBE1NjiMZ/ssFh4wA==" + }, + "@types/yargs": { + "version": "15.0.4", + "resolved": "https://registry.npmjs.org/@types/yargs/-/yargs-15.0.4.tgz", + "integrity": "sha512-9T1auFmbPZoxHz0enUFlUuKRy3it01R+hlggyVUMtnCTQRunsQYifnSGb8hET4Xo8yiC0o0r1paW3ud5+rbURg==", + "requires": { + "@types/yargs-parser": "15.0.0" + } + }, + "@types/yargs-parser": { + "version": "15.0.0", + "resolved": "https://registry.npmjs.org/@types/yargs-parser/-/yargs-parser-15.0.0.tgz", + "integrity": "sha512-FA/BWv8t8ZWJ+gEOnLLd8ygxH/2UFbAvgEonyfN6yWGLKc7zVjbpl2Y4CTjid9h2RfgPP6SEt6uHwEOply00yw==" + }, + "acorn": { + "version": "3.3.0", + "resolved": "https://registry.npmjs.org/acorn/-/acorn-3.3.0.tgz", + "integrity": "sha1-ReN/s56No/JbruP/U2niu18iAXo=" + }, + "acorn-globals": { + "version": "3.1.0", + "resolved": "https://registry.npmjs.org/acorn-globals/-/acorn-globals-3.1.0.tgz", + "integrity": "sha1-/YJw9x+7SZawBPqIDuXUZXOnMb8=", + "requires": { + "acorn": "4.0.13" + }, + "dependencies": { + "acorn": { + "version": "4.0.13", + "resolved": "https://registry.npmjs.org/acorn/-/acorn-4.0.13.tgz", + "integrity": "sha1-EFSVrlNh1pe9GVyCUZLhrX8lN4c=" + } + } + }, + "align-text": { + "version": "0.1.4", + "resolved": "https://registry.npmjs.org/align-text/-/align-text-0.1.4.tgz", + "integrity": "sha1-DNkKVhCT810KmSVsIrcGlDP60Rc=", + "requires": { + "kind-of": "3.2.2", + "longest": "1.0.1", + "repeat-string": "1.6.1" + } + }, + "ansi-regex": { + "version": "2.1.1", + "resolved": "https://registry.npmjs.org/ansi-regex/-/ansi-regex-2.1.1.tgz", + "integrity": "sha1-w7M6te42DYbg5ijwRorn7yfWVN8=" + }, + "ansi-styles": { + "version": "2.2.1", + "resolved": "https://registry.npmjs.org/ansi-styles/-/ansi-styles-2.2.1.tgz", + "integrity": "sha1-tDLdM1i2NM914eRmQ2gkBTPB3b4=" + }, + "asap": { + "version": "2.0.6", + "resolved": "https://registry.npmjs.org/asap/-/asap-2.0.6.tgz", + "integrity": "sha1-5QNHYR1+aQlDIIu9r+vLwvuGbUY=" + }, + "async": { + "version": "2.6.3", + "resolved": "https://registry.npmjs.org/async/-/async-2.6.3.tgz", + "integrity": "sha512-zflvls11DCy+dQWzTW2dzuilv8Z5X/pjfmZOWba6TNIVDm+2UDaJmXSOXlasHKfNBs8oo3M0aT50fDEWfKZjXg==", + "requires": { + "lodash": "4.17.15" + } + }, + "atob": { + "version": "2.1.2", + "resolved": "https://registry.npmjs.org/atob/-/atob-2.1.2.tgz", + "integrity": "sha512-Wm6ukoaOGJi/73p/cl2GvLjTI5JM1k/O14isD73YML8StrH/7/lRFgmg8nICZgD3bZZvjwCGxtMOD3wWNAu8cg==" + }, + "babel-runtime": { + "version": "6.26.0", + "resolved": "https://registry.npmjs.org/babel-runtime/-/babel-runtime-6.26.0.tgz", + "integrity": "sha1-llxwWGaOgrVde/4E/yM3vItWR/4=", + "requires": { + "core-js": "2.6.11", + "regenerator-runtime": "0.11.1" + } + }, + "babel-types": { + "version": "6.26.0", + "resolved": "https://registry.npmjs.org/babel-types/-/babel-types-6.26.0.tgz", + "integrity": "sha1-o7Bz+Uq0nrb6Vc1lInozQ4BjJJc=", + "requires": { + "babel-runtime": "6.26.0", + "esutils": "2.0.3", + "lodash": "4.17.15", + "to-fast-properties": "1.0.3" + } + }, + "babylon": { + "version": "6.18.0", + "resolved": "https://registry.npmjs.org/babylon/-/babylon-6.18.0.tgz", + "integrity": "sha512-q/UEjfGJ2Cm3oKV71DJz9d25TPnq5rhBVL2Q4fA5wcC3jcrdn7+SssEybFIxwAvvP+YCsCYNKughoF33GxgycQ==" + }, + "balanced-match": { + "version": "1.0.0", + "resolved": "https://registry.npmjs.org/balanced-match/-/balanced-match-1.0.0.tgz", + "integrity": "sha1-ibTRmasr7kneFk6gK4nORi1xt2c=" + }, + "brace-expansion": { + "version": "1.1.11", + "resolved": "https://registry.npmjs.org/brace-expansion/-/brace-expansion-1.1.11.tgz", + "integrity": "sha512-iCuPHDFgrHX7H2vEI/5xpz07zSHB00TpugqhmYtVmMO6518mCuRMoOYFldEBl0g187ufozdaHgWKcYFb61qGiA==", + "requires": { + "balanced-match": "1.0.0", + "concat-map": "0.0.1" + } + }, + "callsites": { + "version": "3.1.0", + "resolved": "https://registry.npmjs.org/callsites/-/callsites-3.1.0.tgz", + "integrity": "sha512-P8BjAsXvZS+VIDUI11hHCQEv74YT67YUi5JJFNWIqL235sBmjX4+qx9Muvls5ivyNENctx46xQLQ3aTuE7ssaQ==" + }, + "camelcase": { + "version": "1.2.1", + "resolved": "https://registry.npmjs.org/camelcase/-/camelcase-1.2.1.tgz", + "integrity": "sha1-m7UwTS4LVmmLLHWLCKPqqdqlijk=" + }, + "center-align": { + "version": "0.1.3", + "resolved": "https://registry.npmjs.org/center-align/-/center-align-0.1.3.tgz", + "integrity": "sha1-qg0yYptu6XIgBBHL1EYckHvCt60=", + "requires": { + "align-text": "0.1.4", + "lazy-cache": "1.0.4" + } + }, + "chalk": { + "version": "1.1.3", + "resolved": "https://registry.npmjs.org/chalk/-/chalk-1.1.3.tgz", + "integrity": "sha1-qBFcVeSnAv5NFQq9OHKCKn4J/Jg=", + "requires": { + "ansi-styles": "2.2.1", + "escape-string-regexp": "1.0.5", + "has-ansi": "2.0.0", + "strip-ansi": "3.0.1", + "supports-color": "2.0.0" + } + }, + "character-parser": { + "version": "2.2.0", + "resolved": "https://registry.npmjs.org/character-parser/-/character-parser-2.2.0.tgz", + "integrity": "sha1-x84o821LzZdE5f/CxfzeHHMmH8A=", + "requires": { + "is-regex": "1.0.5" + } + }, + "ci-info": { + "version": "2.0.0", + "resolved": "https://registry.npmjs.org/ci-info/-/ci-info-2.0.0.tgz", + "integrity": "sha512-5tK7EtrZ0N+OLFMthtqOj4fI2Jeb88C4CAZPu25LDVUgXJ0A3Js4PMGqrn0JU1W0Mh1/Z8wZzYPxqUrXeBboCQ==" + }, + "clean-css": { + "version": "4.2.3", + "resolved": "https://registry.npmjs.org/clean-css/-/clean-css-4.2.3.tgz", + "integrity": "sha512-VcMWDN54ZN/DS+g58HYL5/n4Zrqe8vHJpGA8KdgUXFU4fuP/aHNw8eld9SyEIyabIMJX/0RaY/fplOo5hYLSFA==", + "requires": { + "source-map": "0.6.1" + } + }, + "cliui": { + "version": "2.1.0", + "resolved": "https://registry.npmjs.org/cliui/-/cliui-2.1.0.tgz", + "integrity": "sha1-S0dXYP+AJkx2LDoXGQMukcf+oNE=", + "requires": { + "center-align": "0.1.3", + "right-align": "0.1.3", + "wordwrap": "0.0.2" + } + }, + "clone": { + "version": "1.0.4", + "resolved": "https://registry.npmjs.org/clone/-/clone-1.0.4.tgz", + "integrity": "sha1-2jCcwmPfFZlMaIypAheco8fNfH4=" + }, + "color-convert": { + "version": "1.9.3", + "resolved": "https://registry.npmjs.org/color-convert/-/color-convert-1.9.3.tgz", + "integrity": "sha512-QfAUtd+vFdAtFQcC8CCyYt1fYWxSqAiK2cSD6zDB8N3cpsEBAvRxp9zOGg6G/SHHJYAT88/az/IuDGALsNVbGg==", + "requires": { + "color-name": "1.1.3" + } + }, + "color-name": { + "version": "1.1.3", + "resolved": "https://registry.npmjs.org/color-name/-/color-name-1.1.3.tgz", + "integrity": "sha1-p9BVi9icQveV3UIyj3QIMcpTvCU=" + }, + "columnify": { + "version": "1.5.4", + "resolved": "https://registry.npmjs.org/columnify/-/columnify-1.5.4.tgz", + "integrity": "sha1-Rzfd8ce2mop8NAVweC6UfuyOeLs=", + "requires": { + "strip-ansi": "3.0.1", + "wcwidth": "1.0.1" + } + }, + "commander": { + "version": "2.20.3", + "resolved": "https://registry.npmjs.org/commander/-/commander-2.20.3.tgz", + "integrity": "sha512-GpVkmM8vF2vQUkj2LvZmD35JxeJOLCwJ9cUkugyk2nuhbv3+mJvpLYYt+0+USMxE+oj+ey/lJEnhZw75x/OMcQ==" + }, + "compare-versions": { + "version": "3.6.0", + "resolved": "https://registry.npmjs.org/compare-versions/-/compare-versions-3.6.0.tgz", + "integrity": "sha512-W6Af2Iw1z4CB7q4uU4hv646dW9GQuBM+YpC0UvUCWSD8w90SJjp+ujJuXaEMtAXBtSqGfMPuFOVn4/+FlaqfBA==" + }, + "concat-map": { + "version": "0.0.1", + "resolved": "https://registry.npmjs.org/concat-map/-/concat-map-0.0.1.tgz", + "integrity": "sha1-2Klr13/Wjfd5OnMDajug1UBdR3s=" + }, + "constantinople": { + "version": "3.1.2", + "resolved": "https://registry.npmjs.org/constantinople/-/constantinople-3.1.2.tgz", + "integrity": "sha512-yePcBqEFhLOqSBtwYOGGS1exHo/s1xjekXiinh4itpNQGCu4KA1euPh1fg07N2wMITZXQkBz75Ntdt1ctGZouw==", + "requires": { + "@types/babel-types": "7.0.7", + "@types/babylon": "6.16.5", + "babel-types": "6.26.0", + "babylon": "6.18.0" + } + }, + "core-js": { + "version": "2.6.11", + "resolved": "https://registry.npmjs.org/core-js/-/core-js-2.6.11.tgz", + "integrity": "sha512-5wjnpaT/3dV+XB4borEsnAYQchn00XSgTAWKDkEqv+K8KevjbzmofK6hfJ9TZIlpj2N0xQpazy7PiRQiWHqzWg==" + }, + "cosmiconfig": { + "version": "6.0.0", + "resolved": "https://registry.npmjs.org/cosmiconfig/-/cosmiconfig-6.0.0.tgz", + "integrity": "sha512-xb3ZL6+L8b9JLLCx3ZdoZy4+2ECphCMo2PwqgP1tlfVq6M6YReyzBJtvWWtbDSpNr9hn96pkCiZqUcFEc+54Qg==", + "requires": { + "@types/parse-json": "4.0.0", + "import-fresh": "3.2.1", + "parse-json": "5.0.0", + "path-type": "4.0.0", + "yaml": "1.9.2" + } + }, + "css": { + "version": "2.2.4", + "resolved": "https://registry.npmjs.org/css/-/css-2.2.4.tgz", + "integrity": "sha512-oUnjmWpy0niI3x/mPL8dVEI1l7MnG3+HHyRPHf+YFSbK+svOhXpmSOcDURUh2aOCgl2grzrOPt1nHLuCVFULLw==", + "requires": { + "inherits": "2.0.4", + "source-map": "0.6.1", + "source-map-resolve": "0.5.3", + "urix": "0.1.0" + } + }, + "css-parse": { + "version": "2.0.0", + "resolved": "https://registry.npmjs.org/css-parse/-/css-parse-2.0.0.tgz", + "integrity": "sha1-pGjuZnwW2BzPBcWMONKpfHgNv9Q=", + "requires": { + "css": "2.2.4" + } + }, + "css-selector-parser": { + "version": "1.4.1", + "resolved": "https://registry.npmjs.org/css-selector-parser/-/css-selector-parser-1.4.1.tgz", + "integrity": "sha512-HYPSb7y/Z7BNDCOrakL4raGO2zltZkbeXyAd6Tg9obzix6QhzxCotdBl6VT0Dv4vZfJGVz3WL/xaEI9Ly3ul0g==" + }, + "decamelize": { + "version": "1.2.0", + "resolved": "https://registry.npmjs.org/decamelize/-/decamelize-1.2.0.tgz", + "integrity": "sha1-9lNNFRSCabIDUue+4m9QH5oZEpA=" + }, + "decode-uri-component": { + "version": "0.2.0", + "resolved": "https://registry.npmjs.org/decode-uri-component/-/decode-uri-component-0.2.0.tgz", + "integrity": "sha1-6zkTMzRYd1y4TNGh+uBiEGu4dUU=" + }, + "defaults": { + "version": "1.0.3", + "resolved": "https://registry.npmjs.org/defaults/-/defaults-1.0.3.tgz", + "integrity": "sha1-xlYFHpgX2f8I7YgUd/P+QBnz730=", + "requires": { + "clone": "1.0.4" + } + }, + "doctypes": { + "version": "1.1.0", + "resolved": "https://registry.npmjs.org/doctypes/-/doctypes-1.1.0.tgz", + "integrity": "sha1-6oCxBqh1OHdOijpKWv4pPeSJ4Kk=" + }, + "emoji-regex": { + "version": "7.0.3", + "resolved": "https://registry.npmjs.org/emoji-regex/-/emoji-regex-7.0.3.tgz", + "integrity": "sha512-CwBLREIQ7LvYFB0WyRvwhq5N5qPhc6PMjD6bYggFlI5YyDgl+0vxq5VHbMOFqLg7hfWzmu8T5Z1QofhmTIhItA==" + }, + "error-ex": { + "version": "1.3.2", + "resolved": "https://registry.npmjs.org/error-ex/-/error-ex-1.3.2.tgz", + "integrity": "sha512-7dFHNmqeFSEt2ZBsCriorKnn3Z2pj+fd9kmI6QoWw4//DL+icEBfc0U7qJCisqrTsKTjw4fNFy2pW9OqStD84g==", + "requires": { + "is-arrayish": "0.2.1" + } + }, + "escape-string-regexp": { + "version": "1.0.5", + "resolved": "https://registry.npmjs.org/escape-string-regexp/-/escape-string-regexp-1.0.5.tgz", + "integrity": "sha1-G2HAViGQqN/2rjuyzwIAyhMLhtQ=" + }, + "escaper": { + "version": "3.0.3", + "resolved": "https://registry.npmjs.org/escaper/-/escaper-3.0.3.tgz", + "integrity": "sha512-vspXdaMYWzEqpbym0NNU/cyDs2hH5JJGIqplEty9jsZfmYGTMyCt15c9yKoAtIdDOHipjYmCJVQwZ6wO8zXX6Q==" + }, + "esutils": { + "version": "2.0.3", + "resolved": "https://registry.npmjs.org/esutils/-/esutils-2.0.3.tgz", + "integrity": "sha512-kVscqXk4OCp68SZ0dkgEKVi6/8ij300KBWTJq32P/dYeWTSwK41WyTxalN1eRmA5Z9UU/LX9D7FWSmV9SAYx6g==" + }, + "find-line-column": { + "version": "0.5.2", + "resolved": "https://registry.npmjs.org/find-line-column/-/find-line-column-0.5.2.tgz", + "integrity": "sha1-2wAjj/hoVRoYLnShA0FtKVqYyMo=" + }, + "find-up": { + "version": "4.1.0", + "resolved": "https://registry.npmjs.org/find-up/-/find-up-4.1.0.tgz", + "integrity": "sha512-PpOwAdQ/YlXQ2vj8a3h8IipDuYRi3wceVQQGYWxNINccq40Anw7BlsEXCMbt1Zt+OLA6Fq9suIpIWD0OsnISlw==", + "requires": { + "locate-path": "5.0.0", + "path-exists": "4.0.0" + } + }, + "find-versions": { + "version": "3.2.0", + "resolved": "https://registry.npmjs.org/find-versions/-/find-versions-3.2.0.tgz", + "integrity": "sha512-P8WRou2S+oe222TOCHitLy8zj+SIsVJh52VP4lvXkaFVnOFFdoWv1H1Jjvel1aI6NCFOAaeAVm8qrI0odiLcww==", + "requires": { + "semver-regex": "2.0.0" + } + }, + "fs.realpath": { + "version": "1.0.0", + "resolved": "https://registry.npmjs.org/fs.realpath/-/fs.realpath-1.0.0.tgz", + "integrity": "sha1-FQStJSMVjKpA20onh8sBQRmU6k8=" + }, + "function-bind": { + "version": "1.1.1", + "resolved": "https://registry.npmjs.org/function-bind/-/function-bind-1.1.1.tgz", + "integrity": "sha512-yIovAzMX49sF8Yl58fSCWJ5svSLuaibPxXQJFLmBObTuCr0Mf1KiPopGM9NiFjiYBCbfaa2Fh6breQ6ANVTI0A==" + }, + "get-caller-file": { + "version": "2.0.5", + "resolved": "https://registry.npmjs.org/get-caller-file/-/get-caller-file-2.0.5.tgz", + "integrity": "sha512-DyFP3BM/3YHTQOCUL/w0OZHR0lpKeGrxotcHWcqNEdnltqFwXVfhEBQ94eIo34AfQpo0rGki4cyIiftY06h2Fg==" + }, + "glob": { + "version": "7.1.6", + "resolved": "https://registry.npmjs.org/glob/-/glob-7.1.6.tgz", + "integrity": "sha512-LwaxwyZ72Lk7vZINtNNrywX0ZuLyStrdDtabefZKAY5ZGJhVtgdznluResxNmPitE0SAO+O26sWTHeKSI2wMBA==", + "requires": { + "fs.realpath": "1.0.0", + "inflight": "1.0.6", + "inherits": "2.0.4", + "minimatch": "3.0.4", + "once": "1.4.0", + "path-is-absolute": "1.0.1" + } + }, + "has": { + "version": "1.0.3", + "resolved": "https://registry.npmjs.org/has/-/has-1.0.3.tgz", + "integrity": "sha512-f2dvO0VU6Oej7RkWJGrehjbzMAjFp5/VKPp5tTpWIV4JHHZK1/BxbFRtf/siA2SWTe09caDmVtYYzWEIbBS4zw==", + "requires": { + "function-bind": "1.1.1" + } + }, + "has-ansi": { + "version": "2.0.0", + "resolved": "https://registry.npmjs.org/has-ansi/-/has-ansi-2.0.0.tgz", + "integrity": "sha1-NPUEnOHs3ysGSa8+8k5F7TVBbZE=", + "requires": { + "ansi-regex": "2.1.1" + } + }, + "has-flag": { + "version": "3.0.0", + "resolved": "https://registry.npmjs.org/has-flag/-/has-flag-3.0.0.tgz", + "integrity": "sha1-tdRU3CGZriJWmfNGfloH87lVuv0=" + }, + "husky": { + "version": "4.2.5", + "resolved": "https://registry.npmjs.org/husky/-/husky-4.2.5.tgz", + "integrity": "sha512-SYZ95AjKcX7goYVZtVZF2i6XiZcHknw50iXvY7b0MiGoj5RwdgRQNEHdb+gPDPCXKlzwrybjFjkL6FOj8uRhZQ==", + "requires": { + "chalk": "4.0.0", + "ci-info": "2.0.0", + "compare-versions": "3.6.0", + "cosmiconfig": "6.0.0", + "find-versions": "3.2.0", + "opencollective-postinstall": "2.0.2", + "pkg-dir": "4.2.0", + "please-upgrade-node": "3.2.0", + "slash": "3.0.0", + "which-pm-runs": "1.0.0" + }, + "dependencies": { + "ansi-styles": { + "version": "4.2.1", + "resolved": "https://registry.npmjs.org/ansi-styles/-/ansi-styles-4.2.1.tgz", + "integrity": "sha512-9VGjrMsG1vePxcSweQsN20KY/c4zN0h9fLjqAbwbPfahM3t+NL+M9HC8xeXG2I8pX5NoamTGNuomEUFI7fcUjA==", + "requires": { + "@types/color-name": "1.1.1", + "color-convert": "2.0.1" + } + }, + "chalk": { + "version": "4.0.0", + "resolved": "https://registry.npmjs.org/chalk/-/chalk-4.0.0.tgz", + "integrity": "sha512-N9oWFcegS0sFr9oh1oz2d7Npos6vNoWW9HvtCg5N1KRFpUhaAhvTv5Y58g880fZaEYSNm3qDz8SU1UrGvp+n7A==", + "requires": { + "ansi-styles": "4.2.1", + "supports-color": "7.1.0" + } + }, + "color-convert": { + "version": "2.0.1", + "resolved": "https://registry.npmjs.org/color-convert/-/color-convert-2.0.1.tgz", + "integrity": "sha512-RRECPsj7iu/xb5oKYcsFHSppFNnsj/52OVTRKb4zP5onXwVF3zVmmToNcOfGC+CRDpfK/U584fMg38ZHCaElKQ==", + "requires": { + "color-name": "1.1.4" + } + }, + "color-name": { + "version": "1.1.4", + "resolved": "https://registry.npmjs.org/color-name/-/color-name-1.1.4.tgz", + "integrity": "sha512-dOy+3AuW3a2wNbZHIuMZpTcgjGuLU/uBL/ubcZF9OXbDo8ff4O8yVp5Bf0efS8uEoYo5q4Fx7dY9OgQGXgAsQA==" + }, + "has-flag": { + "version": "4.0.0", + "resolved": "https://registry.npmjs.org/has-flag/-/has-flag-4.0.0.tgz", + "integrity": "sha512-EykJT/Q1KjTWctppgIAgfSO0tKVuZUjhgMr17kqTumMl6Afv3EISleU7qZUzoXDFTAHTDC4NOoG/ZxU3EvlMPQ==" + }, + "supports-color": { + "version": "7.1.0", + "resolved": "https://registry.npmjs.org/supports-color/-/supports-color-7.1.0.tgz", + "integrity": "sha512-oRSIpR8pxT1Wr2FquTNnGet79b3BWljqOuoW/h4oBhxJ/HUbX5nX6JSruTkvXDCFMwDPvsaTTbvMLKZWSy0R5g==", + "requires": { + "has-flag": "4.0.0" + } + } + } + }, + "import-fresh": { + "version": "3.2.1", + "resolved": "https://registry.npmjs.org/import-fresh/-/import-fresh-3.2.1.tgz", + "integrity": "sha512-6e1q1cnWP2RXD9/keSkxHScg508CdXqXWgWBaETNhyuBFz+kUZlKboh+ISK+bU++DmbHimVBrOz/zzPe0sZ3sQ==", + "requires": { + "parent-module": "1.0.1", + "resolve-from": "4.0.0" + } + }, + "inflight": { + "version": "1.0.6", + "resolved": "https://registry.npmjs.org/inflight/-/inflight-1.0.6.tgz", + "integrity": "sha1-Sb1jMdfQLQwJvJEKEHW6gWW1bfk=", + "requires": { + "once": "1.4.0", + "wrappy": "1.0.2" + } + }, + "inherits": { + "version": "2.0.4", + "resolved": "https://registry.npmjs.org/inherits/-/inherits-2.0.4.tgz", + "integrity": "sha512-k/vGaX4/Yla3WzyMCvTQOXYeIHvqOKtnqBduzTHpzpQZzAskKMhZ2K+EnBiSM9zGSoIFeMpXKxa4dYeZIQqewQ==" + }, + "is-arrayish": { + "version": "0.2.1", + "resolved": "https://registry.npmjs.org/is-arrayish/-/is-arrayish-0.2.1.tgz", + "integrity": "sha1-d8mYQFJ6qOyxqLppe4BkWnqSap0=" + }, + "is-buffer": { + "version": "1.1.6", + "resolved": "https://registry.npmjs.org/is-buffer/-/is-buffer-1.1.6.tgz", + "integrity": "sha512-NcdALwpXkTm5Zvvbk7owOUSvVvBKDgKP5/ewfXEznmQFfs4ZRmanOeKBTjRVjka3QFoN6XJ+9F3USqfHqTaU5w==" + }, + "is-expression": { + "version": "3.0.0", + "resolved": "https://registry.npmjs.org/is-expression/-/is-expression-3.0.0.tgz", + "integrity": "sha1-Oayqa+f9HzRx3ELHQW5hwkMXrJ8=", + "requires": { + "acorn": "4.0.13", + "object-assign": "4.1.1" + }, + "dependencies": { + "acorn": { + "version": "4.0.13", + "resolved": "https://registry.npmjs.org/acorn/-/acorn-4.0.13.tgz", + "integrity": "sha1-EFSVrlNh1pe9GVyCUZLhrX8lN4c=" + } + } + }, + "is-fullwidth-code-point": { + "version": "2.0.0", + "resolved": "https://registry.npmjs.org/is-fullwidth-code-point/-/is-fullwidth-code-point-2.0.0.tgz", + "integrity": "sha1-o7MKXE8ZkYMWeqq5O+764937ZU8=" + }, + "is-promise": { + "version": "2.1.0", + "resolved": "https://registry.npmjs.org/is-promise/-/is-promise-2.1.0.tgz", + "integrity": "sha1-eaKp7OfwlugPNtKy87wWwf9L8/o=" + }, + "is-regex": { + "version": "1.0.5", + "resolved": "https://registry.npmjs.org/is-regex/-/is-regex-1.0.5.tgz", + "integrity": "sha512-vlKW17SNq44owv5AQR3Cq0bQPEb8+kF3UKZ2fiZNOWtztYE5i0CzCZxFDwO58qAOWtxdBRVO/V5Qin1wjCqFYQ==", + "requires": { + "has": "1.0.3" + } + }, + "js-stringify": { + "version": "1.0.2", + "resolved": "https://registry.npmjs.org/js-stringify/-/js-stringify-1.0.2.tgz", + "integrity": "sha1-Fzb939lyTyijaCrcYjCufk6Weds=" + }, + "js-tokens": { + "version": "4.0.0", + "resolved": "https://registry.npmjs.org/js-tokens/-/js-tokens-4.0.0.tgz", + "integrity": "sha512-RdJUflcE3cUzKiMqQgsCu06FPu9UdIJO0beYbPhHN4k6apgJtifcoCtT9bcxOpYBtpD2kCM6Sbzg4CausW/PKQ==" + }, + "json-parse-better-errors": { + "version": "1.0.2", + "resolved": "https://registry.npmjs.org/json-parse-better-errors/-/json-parse-better-errors-1.0.2.tgz", + "integrity": "sha512-mrqyZKfX5EhL7hvqcV6WG1yYjnjeuYDzDhhcAAUrq8Po85NBQBJP+ZDUT75qZQ98IkUoBqdkExkukOU7Ts2wrw==" + }, + "jstransformer": { + "version": "1.0.0", + "resolved": "https://registry.npmjs.org/jstransformer/-/jstransformer-1.0.0.tgz", + "integrity": "sha1-7Yvwkh4vPx7U1cGkT2hwntJHIsM=", + "requires": { + "is-promise": "2.1.0", + "promise": "7.3.1" + } + }, + "kind-of": { + "version": "3.2.2", + "resolved": "https://registry.npmjs.org/kind-of/-/kind-of-3.2.2.tgz", + "integrity": "sha1-MeohpzS6ubuw8yRm2JOupR5KPGQ=", + "requires": { + "is-buffer": "1.1.6" + } + }, + "lazy-cache": { + "version": "1.0.4", + "resolved": "https://registry.npmjs.org/lazy-cache/-/lazy-cache-1.0.4.tgz", + "integrity": "sha1-odePw6UEdMuAhF07O24dpJpEbo4=" + }, + "lines-and-columns": { + "version": "1.1.6", + "resolved": "https://registry.npmjs.org/lines-and-columns/-/lines-and-columns-1.1.6.tgz", + "integrity": "sha1-HADHQ7QzzQpOgHWPe2SldEDZ/wA=" + }, + "locate-path": { + "version": "5.0.0", + "resolved": "https://registry.npmjs.org/locate-path/-/locate-path-5.0.0.tgz", + "integrity": "sha512-t7hw9pI+WvuwNJXwk5zVHpyhIqzg2qTlklJOf0mVxGSbe3Fp2VieZcduNYjaLDoy6p9uGpQEGWG87WpMKlNq8g==", + "requires": { + "p-locate": "4.1.0" + } + }, + "lodash": { + "version": "4.17.15", + "resolved": "https://registry.npmjs.org/lodash/-/lodash-4.17.15.tgz", + "integrity": "sha512-8xOcRHvCjnocdS5cpwXQXVzmmh5e5+saE2QGoeQmbKmRS6J3VQppPOIt0MnmE+4xlZoumy0GPG0D0MVIQbNA1A==" + }, + "longest": { + "version": "1.0.1", + "resolved": "https://registry.npmjs.org/longest/-/longest-1.0.1.tgz", + "integrity": "sha1-MKCy2jj3N3DoKUoNIuZiXtd9AJc=" + }, + "minimatch": { + "version": "3.0.4", + "resolved": "https://registry.npmjs.org/minimatch/-/minimatch-3.0.4.tgz", + "integrity": "sha512-yJHVQEhyqPLUTgt9B83PXu6W3rx4MvvHvSUvToogpwoGDOUQ+yDrR0HRot+yOCdCO7u4hX3pWft6kWBBcqh0UA==", + "requires": { + "brace-expansion": "1.1.11" + } + }, + "minimist": { + "version": "1.2.5", + "resolved": "https://registry.npmjs.org/minimist/-/minimist-1.2.5.tgz", + "integrity": "sha512-FM9nNUYrRBAELZQT3xeZQ7fmMOBg6nWNmJKTcgsJeaLstP/UODVpGsr5OhXhhXg6f+qtJ8uiZ+PUxkDWcgIXLw==" + }, + "mkdirp": { + "version": "0.5.5", + "resolved": "https://registry.npmjs.org/mkdirp/-/mkdirp-0.5.5.tgz", + "integrity": "sha512-NKmAlESf6jMGym1++R0Ra7wvhV+wFW63FaSOFPwRahvea0gMUcGUhVeAg/0BC0wiv9ih5NYPB1Wn1UEI1/L+xQ==", + "requires": { + "minimist": "1.2.5" + } + }, + "ms": { + "version": "2.0.0", + "resolved": "https://registry.npmjs.org/ms/-/ms-2.0.0.tgz", + "integrity": "sha1-VgiurfwAvmwpAd9fmGF4jeDVl8g=" + }, + "native-require": { + "version": "1.1.4", + "resolved": "https://registry.npmjs.org/native-require/-/native-require-1.1.4.tgz", + "integrity": "sha512-fOB7diEP3ErNZnMh+Zqdufw79rIPrcAbHanixB5WoWpfU06ZfoUjynGDDQ22uKBhkpgzcI3WXQglhzpWBPKKGA==" + }, + "node-watch": { + "version": "0.6.3", + "resolved": "https://registry.npmjs.org/node-watch/-/node-watch-0.6.3.tgz", + "integrity": "sha512-InVPsg51EemnMVH3fvrrSVgqVBMlksZ/mK7ZDWx/NuWdNQi28wcVJX1/BP38alraPFXbRi9jZ35OfK4Ra7l8Bg==" + }, + "object-assign": { + "version": "4.1.1", + "resolved": "https://registry.npmjs.org/object-assign/-/object-assign-4.1.1.tgz", + "integrity": "sha1-IQmtx5ZYh8/AXLvUQsrIv7s2CGM=" + }, + "once": { + "version": "1.4.0", + "resolved": "https://registry.npmjs.org/once/-/once-1.4.0.tgz", + "integrity": "sha1-WDsap3WWHUsROsF9nFC6753Xa9E=", + "requires": { + "wrappy": "1.0.2" + } + }, + "opencollective-postinstall": { + "version": "2.0.2", + "resolved": "https://registry.npmjs.org/opencollective-postinstall/-/opencollective-postinstall-2.0.2.tgz", + "integrity": "sha512-pVOEP16TrAO2/fjej1IdOyupJY8KDUM1CvsaScRbw6oddvpQoOfGk4ywha0HKKVAD6RkW4x6Q+tNBwhf3Bgpuw==" + }, + "p-limit": { + "version": "2.3.0", + "resolved": "https://registry.npmjs.org/p-limit/-/p-limit-2.3.0.tgz", + "integrity": "sha512-//88mFWSJx8lxCzwdAABTJL2MyWB12+eIY7MDL2SqLmAkeKU9qxRvWuSyTjm3FUmpBEMuFfckAIqEaVGUDxb6w==", + "requires": { + "p-try": "2.2.0" + } + }, + "p-locate": { + "version": "4.1.0", + "resolved": "https://registry.npmjs.org/p-locate/-/p-locate-4.1.0.tgz", + "integrity": "sha512-R79ZZ/0wAxKGu3oYMlz8jy/kbhsNrS7SKZ7PxEHBgJ5+F2mtFW2fK2cOtBh1cHYkQsbzFV7I+EoRKe6Yt0oK7A==", + "requires": { + "p-limit": "2.3.0" + } + }, + "p-try": { + "version": "2.2.0", + "resolved": "https://registry.npmjs.org/p-try/-/p-try-2.2.0.tgz", + "integrity": "sha512-R4nPAVTAU0B9D35/Gk3uJf/7XYbQcyohSKdvAxIRSNghFl4e71hVoGnBNQz9cWaXxO2I10KTC+3jMdvvoKw6dQ==" + }, + "parent-module": { + "version": "1.0.1", + "resolved": "https://registry.npmjs.org/parent-module/-/parent-module-1.0.1.tgz", + "integrity": "sha512-GQ2EWRpQV8/o+Aw8YqtfZZPfNRWZYkbidE9k5rpl/hC3vtHHBfGm2Ifi6qWV+coDGkrUKZAxE3Lot5kcsRlh+g==", + "requires": { + "callsites": "3.1.0" + } + }, + "parse-json": { + "version": "5.0.0", + "resolved": "https://registry.npmjs.org/parse-json/-/parse-json-5.0.0.tgz", + "integrity": "sha512-OOY5b7PAEFV0E2Fir1KOkxchnZNCdowAJgQ5NuxjpBKTRP3pQhwkrkxqQjeoKJ+fO7bCpmIZaogI4eZGDMEGOw==", + "requires": { + "@babel/code-frame": "7.8.3", + "error-ex": "1.3.2", + "json-parse-better-errors": "1.0.2", + "lines-and-columns": "1.1.6" + } + }, + "path-exists": { + "version": "4.0.0", + "resolved": "https://registry.npmjs.org/path-exists/-/path-exists-4.0.0.tgz", + "integrity": "sha512-ak9Qy5Q7jYb2Wwcey5Fpvg2KoAc/ZIhLSLOSBmRmygPsGwkVVt0fZa0qrtMz+m6tJTAHfZQ8FnmB4MG4LWy7/w==" + }, + "path-is-absolute": { + "version": "1.0.1", + "resolved": "https://registry.npmjs.org/path-is-absolute/-/path-is-absolute-1.0.1.tgz", + "integrity": "sha1-F0uSaHNVNP+8es5r9TpanhtcX18=" + }, + "path-parse": { + "version": "1.0.6", + "resolved": "https://registry.npmjs.org/path-parse/-/path-parse-1.0.6.tgz", + "integrity": "sha512-GSmOT2EbHrINBf9SR7CDELwlJ8AENk3Qn7OikK4nFYAu3Ote2+JYNVvkpAEQm3/TLNEJFD/xZJjzyxg3KBWOzw==" + }, + "path-type": { + "version": "4.0.0", + "resolved": "https://registry.npmjs.org/path-type/-/path-type-4.0.0.tgz", + "integrity": "sha512-gDKb8aZMDeD/tZWs9P6+q0J9Mwkdl6xMV8TjnGP3qJVJ06bdMgkbBlLU8IdfOsIsFz2BW1rNVT3XuNEl8zPAvw==" + }, + "pkg-dir": { + "version": "4.2.0", + "resolved": "https://registry.npmjs.org/pkg-dir/-/pkg-dir-4.2.0.tgz", + "integrity": "sha512-HRDzbaKjC+AOWVXxAU/x54COGeIv9eb+6CkDSQoNTt4XyWoIJvuPsXizxu/Fr23EiekbtZwmh1IcIG/l/a10GQ==", + "requires": { + "find-up": "4.1.0" + } + }, + "please-upgrade-node": { + "version": "3.2.0", + "resolved": "https://registry.npmjs.org/please-upgrade-node/-/please-upgrade-node-3.2.0.tgz", + "integrity": "sha512-gQR3WpIgNIKwBMVLkpMUeR3e1/E1y42bqDQZfql+kDeXd8COYfM8PQA4X6y7a8u9Ua9FHmsrrmirW2vHs45hWg==", + "requires": { + "semver-compare": "1.0.0" + } + }, + "prettier": { + "version": "1.19.1", + "resolved": "https://registry.npmjs.org/prettier/-/prettier-1.19.1.tgz", + "integrity": "sha512-s7PoyDv/II1ObgQunCbB9PdLmUcBZcnWOcxDh7O0N/UwDEsHyqkW+Qh28jW+mVuCdx7gLB0BotYI1Y6uI9iyew==" + }, + "promise": { + "version": "7.3.1", + "resolved": "https://registry.npmjs.org/promise/-/promise-7.3.1.tgz", + "integrity": "sha512-nolQXZ/4L+bP/UGlkfaIujX9BKxGwmQ9OT4mOt5yvy8iK1h3wqTEJCijzGANTCCl9nWjY41juyAn2K3Q1hLLTg==", + "requires": { + "asap": "2.0.6" + } + }, + "pug": { + "version": "2.0.4", + "resolved": "https://registry.npmjs.org/pug/-/pug-2.0.4.tgz", + "integrity": "sha512-XhoaDlvi6NIzL49nu094R2NA6P37ijtgMDuWE+ofekDChvfKnzFal60bhSdiy8y2PBO6fmz3oMEIcfpBVRUdvw==", + "requires": { + "pug-code-gen": "2.0.2", + "pug-filters": "3.1.1", + "pug-lexer": "4.1.0", + "pug-linker": "3.0.6", + "pug-load": "2.0.12", + "pug-parser": "5.0.1", + "pug-runtime": "2.0.5", + "pug-strip-comments": "1.0.4" + } + }, + "pug-attrs": { + "version": "2.0.4", + "resolved": "https://registry.npmjs.org/pug-attrs/-/pug-attrs-2.0.4.tgz", + "integrity": "sha512-TaZ4Z2TWUPDJcV3wjU3RtUXMrd3kM4Wzjbe3EWnSsZPsJ3LDI0F3yCnf2/W7PPFF+edUFQ0HgDL1IoxSz5K8EQ==", + "requires": { + "constantinople": "3.1.2", + "js-stringify": "1.0.2", + "pug-runtime": "2.0.5" + } + }, + "pug-cli": { + "version": "1.0.0-alpha6", + "resolved": "https://registry.npmjs.org/pug-cli/-/pug-cli-1.0.0-alpha6.tgz", + "integrity": "sha1-HKU56krA67ac5KroSu7V1k/+ZQE=", + "requires": { + "chalk": "1.1.3", + "commander": "2.20.3", + "mkdirp": "0.5.5", + "pug": "2.0.4" + } + }, + "pug-code-gen": { + "version": "2.0.2", + "resolved": "https://registry.npmjs.org/pug-code-gen/-/pug-code-gen-2.0.2.tgz", + "integrity": "sha512-kROFWv/AHx/9CRgoGJeRSm+4mLWchbgpRzTEn8XCiwwOy6Vh0gAClS8Vh5TEJ9DBjaP8wCjS3J6HKsEsYdvaCw==", + "requires": { + "constantinople": "3.1.2", + "doctypes": "1.1.0", + "js-stringify": "1.0.2", + "pug-attrs": "2.0.4", + "pug-error": "1.3.3", + "pug-runtime": "2.0.5", + "void-elements": "2.0.1", + "with": "5.1.1" + } + }, + "pug-error": { + "version": "1.3.3", + "resolved": "https://registry.npmjs.org/pug-error/-/pug-error-1.3.3.tgz", + "integrity": "sha512-qE3YhESP2mRAWMFJgKdtT5D7ckThRScXRwkfo+Erqga7dyJdY3ZquspprMCj/9sJ2ijm5hXFWQE/A3l4poMWiQ==" + }, + "pug-filters": { + "version": "3.1.1", + "resolved": "https://registry.npmjs.org/pug-filters/-/pug-filters-3.1.1.tgz", + "integrity": "sha512-lFfjNyGEyVWC4BwX0WyvkoWLapI5xHSM3xZJFUhx4JM4XyyRdO8Aucc6pCygnqV2uSgJFaJWW3Ft1wCWSoQkQg==", + "requires": { + "clean-css": "4.2.3", + "constantinople": "3.1.2", + "jstransformer": "1.0.0", + "pug-error": "1.3.3", + "pug-walk": "1.1.8", + "resolve": "1.15.1", + "uglify-js": "2.8.29" + } + }, + "pug-lexer": { + "version": "4.1.0", + "resolved": "https://registry.npmjs.org/pug-lexer/-/pug-lexer-4.1.0.tgz", + "integrity": "sha512-i55yzEBtjm0mlplW4LoANq7k3S8gDdfC6+LThGEvsK4FuobcKfDAwt6V4jKPH9RtiE3a2Akfg5UpafZ1OksaPA==", + "requires": { + "character-parser": "2.2.0", + "is-expression": "3.0.0", + "pug-error": "1.3.3" + } + }, + "pug-linker": { + "version": "3.0.6", + "resolved": "https://registry.npmjs.org/pug-linker/-/pug-linker-3.0.6.tgz", + "integrity": "sha512-bagfuHttfQOpANGy1Y6NJ+0mNb7dD2MswFG2ZKj22s8g0wVsojpRlqveEQHmgXXcfROB2RT6oqbPYr9EN2ZWzg==", + "requires": { + "pug-error": "1.3.3", + "pug-walk": "1.1.8" + } + }, + "pug-lint": { + "version": "2.6.0", + "resolved": "https://registry.npmjs.org/pug-lint/-/pug-lint-2.6.0.tgz", + "integrity": "sha512-bCENAUT0grCSlUBIfX1USjpZPQWs5QccxVZoCIT4S+IevTn9NqJyzhrcyq/CFVSCOp9Z+pdwPQIkzdCvZ1pGlQ==", + "requires": { + "acorn": "4.0.13", + "commander": "2.20.3", + "css-selector-parser": "1.4.1", + "find-line-column": "0.5.2", + "glob": "7.1.6", + "minimatch": "3.0.4", + "path-is-absolute": "1.0.1", + "pug-attrs": "2.0.4", + "pug-error": "1.3.3", + "pug-lexer": "4.1.0", + "resolve": "1.15.1", + "strip-json-comments": "2.0.1", + "void-elements": "2.0.1" + }, + "dependencies": { + "acorn": { + "version": "4.0.13", + "resolved": "https://registry.npmjs.org/acorn/-/acorn-4.0.13.tgz", + "integrity": "sha1-EFSVrlNh1pe9GVyCUZLhrX8lN4c=" + } + } + }, + "pug-load": { + "version": "2.0.12", + "resolved": "https://registry.npmjs.org/pug-load/-/pug-load-2.0.12.tgz", + "integrity": "sha512-UqpgGpyyXRYgJs/X60sE6SIf8UBsmcHYKNaOccyVLEuT6OPBIMo6xMPhoJnqtB3Q3BbO4Z3Bjz5qDsUWh4rXsg==", + "requires": { + "object-assign": "4.1.1", + "pug-walk": "1.1.8" + } + }, + "pug-parser": { + "version": "5.0.1", + "resolved": "https://registry.npmjs.org/pug-parser/-/pug-parser-5.0.1.tgz", + "integrity": "sha512-nGHqK+w07p5/PsPIyzkTQfzlYfuqoiGjaoqHv1LjOv2ZLXmGX1O+4Vcvps+P4LhxZ3drYSljjq4b+Naid126wA==", + "requires": { + "pug-error": "1.3.3", + "token-stream": "0.0.1" + } + }, + "pug-runtime": { + "version": "2.0.5", + "resolved": "https://registry.npmjs.org/pug-runtime/-/pug-runtime-2.0.5.tgz", + "integrity": "sha512-P+rXKn9un4fQY77wtpcuFyvFaBww7/91f3jHa154qU26qFAnOe6SW1CbIDcxiG5lLK9HazYrMCCuDvNgDQNptw==" + }, + "pug-strip-comments": { + "version": "1.0.4", + "resolved": "https://registry.npmjs.org/pug-strip-comments/-/pug-strip-comments-1.0.4.tgz", + "integrity": "sha512-i5j/9CS4yFhSxHp5iKPHwigaig/VV9g+FgReLJWWHEHbvKsbqL0oP/K5ubuLco6Wu3Kan5p7u7qk8A4oLLh6vw==", + "requires": { + "pug-error": "1.3.3" + } + }, + "pug-walk": { + "version": "1.1.8", + "resolved": "https://registry.npmjs.org/pug-walk/-/pug-walk-1.1.8.tgz", + "integrity": "sha512-GMu3M5nUL3fju4/egXwZO0XLi6fW/K3T3VTgFQ14GxNi8btlxgT5qZL//JwZFm/2Fa64J/PNS8AZeys3wiMkVA==" + }, + "regenerator-runtime": { + "version": "0.11.1", + "resolved": "https://registry.npmjs.org/regenerator-runtime/-/regenerator-runtime-0.11.1.tgz", + "integrity": "sha512-MguG95oij0fC3QV3URf4V2SDYGJhJnJGqvIIgdECeODCT98wSWDAJ94SSuVpYQUoTcGUIL6L4yNB7j1DFFHSBg==" + }, + "repeat-string": { + "version": "1.6.1", + "resolved": "https://registry.npmjs.org/repeat-string/-/repeat-string-1.6.1.tgz", + "integrity": "sha1-jcrkcOHIirwtYA//Sndihtp15jc=" + }, + "require-directory": { + "version": "2.1.1", + "resolved": "https://registry.npmjs.org/require-directory/-/require-directory-2.1.1.tgz", + "integrity": "sha1-jGStX9MNqxyXbiNE/+f3kqam30I=" + }, + "require-main-filename": { + "version": "2.0.0", + "resolved": "https://registry.npmjs.org/require-main-filename/-/require-main-filename-2.0.0.tgz", + "integrity": "sha512-NKN5kMDylKuldxYLSUfrbo5Tuzh4hd+2E8NPPX02mZtn1VuREQToYe/ZdlJy+J3uCpfaiGF05e7B8W0iXbQHmg==" + }, + "resolve": { + "version": "1.15.1", + "resolved": "https://registry.npmjs.org/resolve/-/resolve-1.15.1.tgz", + "integrity": "sha512-84oo6ZTtoTUpjgNEr5SJyzQhzL72gaRodsSfyxC/AXRvwu0Yse9H8eF9IpGo7b8YetZhlI6v7ZQ6bKBFV/6S7w==", + "requires": { + "path-parse": "1.0.6" + } + }, + "resolve-from": { + "version": "4.0.0", + "resolved": "https://registry.npmjs.org/resolve-from/-/resolve-from-4.0.0.tgz", + "integrity": "sha512-pb/MYmXstAkysRFx8piNI1tGFNQIFA3vkE3Gq4EuA1dF6gHp/+vgZqsCGJapvy8N3Q+4o7FwvquPJcnZ7RYy4g==" + }, + "resolve-url": { + "version": "0.2.1", + "resolved": "https://registry.npmjs.org/resolve-url/-/resolve-url-0.2.1.tgz", + "integrity": "sha1-LGN/53yJOv0qZj/iGqkIAGjiBSo=" + }, + "right-align": { + "version": "0.1.3", + "resolved": "https://registry.npmjs.org/right-align/-/right-align-0.1.3.tgz", + "integrity": "sha1-YTObci/mo1FWiSENJOFMlhSGE+8=", + "requires": { + "align-text": "0.1.4" + } + }, + "safer-buffer": { + "version": "2.1.2", + "resolved": "https://registry.npmjs.org/safer-buffer/-/safer-buffer-2.1.2.tgz", + "integrity": "sha512-YZo3K82SD7Riyi0E1EQPojLz7kpepnSQI9IyPbHHg1XXXevb5dJI7tpyN2ADxGcQbHG7vcyRHk0cbwqcQriUtg==" + }, + "sax": { + "version": "1.2.4", + "resolved": "https://registry.npmjs.org/sax/-/sax-1.2.4.tgz", + "integrity": "sha512-NqVDv9TpANUjFm0N8uM5GxL36UgKi9/atZw+x7YFnQ8ckwFGKrl4xX4yWtrey3UJm5nP1kUbnYgLopqWNSRhWw==" + }, + "semver-compare": { + "version": "1.0.0", + "resolved": "https://registry.npmjs.org/semver-compare/-/semver-compare-1.0.0.tgz", + "integrity": "sha1-De4hahyUGrN+nvsXiPavxf9VN/w=" + }, + "semver-regex": { + "version": "2.0.0", + "resolved": "https://registry.npmjs.org/semver-regex/-/semver-regex-2.0.0.tgz", + "integrity": "sha512-mUdIBBvdn0PLOeP3TEkMH7HHeUP3GjsXCwKarjv/kGmUFOYg1VqEemKhoQpWMu6X2I8kHeuVdGibLGkVK+/5Qw==" + }, + "set-blocking": { + "version": "2.0.0", + "resolved": "https://registry.npmjs.org/set-blocking/-/set-blocking-2.0.0.tgz", + "integrity": "sha1-BF+XgtARrppoA93TgrJDkrPYkPc=" + }, + "slash": { + "version": "3.0.0", + "resolved": "https://registry.npmjs.org/slash/-/slash-3.0.0.tgz", + "integrity": "sha512-g9Q1haeby36OSStwb4ntCGGGaKsaVSjQ68fBxoQcutl5fS1vuY18H3wSt3jFyFtrkx+Kz0V1G85A4MyAdDMi2Q==" + }, + "source-map": { + "version": "0.6.1", + "resolved": "https://registry.npmjs.org/source-map/-/source-map-0.6.1.tgz", + "integrity": "sha512-UjgapumWlbMhkBgzT7Ykc5YXUT46F0iKu8SGXq0bcwP5dz/h0Plj6enJqjz1Zbq2l5WaqYnrVbwWOWMyF3F47g==" + }, + "source-map-resolve": { + "version": "0.5.3", + "resolved": "https://registry.npmjs.org/source-map-resolve/-/source-map-resolve-0.5.3.tgz", + "integrity": "sha512-Htz+RnsXWk5+P2slx5Jh3Q66vhQj1Cllm0zvnaY98+NFx+Dv2CF/f5O/t8x+KaNdrdIAsruNzoh/KpialbqAnw==", + "requires": { + "atob": "2.1.2", + "decode-uri-component": "0.2.0", + "resolve-url": "0.2.1", + "source-map-url": "0.4.0", + "urix": "0.1.0" + } + }, + "source-map-url": { + "version": "0.4.0", + "resolved": "https://registry.npmjs.org/source-map-url/-/source-map-url-0.4.0.tgz", + "integrity": "sha1-PpNdfd1zYxuXZZlW1VEo6HtQhKM=" + }, + "stlint": { + "version": "1.0.62", + "resolved": "https://registry.npmjs.org/stlint/-/stlint-1.0.62.tgz", + "integrity": "sha512-dLJO/hBJ5PVwBs4szTFCJZHvmSVXkPdRFGCNWScfZ8LdDO+Jtysx+zfrUDy6ueMZQCLo3W9nmUwcLsXGCZEy4Q==", + "requires": { + "@types/yargs": "15.0.4", + "async": "2.6.3", + "chalk": "2.4.2", + "columnify": "1.5.4", + "escaper": "3.0.3", + "glob": "7.1.6", + "husky": "4.2.5", + "native-require": "1.1.4", + "node-watch": "0.6.3", + "prettier": "1.19.1", + "strip-json-comments": "2.0.1", + "stylus": "0.54.7", + "yargs": "13.3.2" + }, + "dependencies": { + "ansi-regex": { + "version": "4.1.0", + "resolved": "https://registry.npmjs.org/ansi-regex/-/ansi-regex-4.1.0.tgz", + "integrity": "sha512-1apePfXM1UOSqw0o9IiFAovVz9M5S1Dg+4TrDwfMewQ6p/rmMueb7tWZjQ1rx4Loy1ArBggoqGpfqqdI4rondg==" + }, + "ansi-styles": { + "version": "3.2.1", + "resolved": "https://registry.npmjs.org/ansi-styles/-/ansi-styles-3.2.1.tgz", + "integrity": "sha512-VT0ZI6kZRdTh8YyJw3SMbYm/u+NqfsAxEpWO0Pf9sq8/e94WxxOpPKx9FR1FlyCtOVDNOQ+8ntlqFxiRc+r5qA==", + "requires": { + "color-convert": "1.9.3" + } + }, + "chalk": { + "version": "2.4.2", + "resolved": "https://registry.npmjs.org/chalk/-/chalk-2.4.2.tgz", + "integrity": "sha512-Mti+f9lpJNcwF4tWV8/OrTTtF1gZi+f8FqlyAdouralcFWFQWF2+NgCHShjkCb+IFBLq9buZwE1xckQU4peSuQ==", + "requires": { + "ansi-styles": "3.2.1", + "escape-string-regexp": "1.0.5", + "supports-color": "5.5.0" + } + }, + "cliui": { + "version": "5.0.0", + "resolved": "https://registry.npmjs.org/cliui/-/cliui-5.0.0.tgz", + "integrity": "sha512-PYeGSEmmHM6zvoef2w8TPzlrnNpXIjTipYK780YswmIP9vjxmd6Y2a3CB2Ks6/AU8NHjZugXvo8w3oWM2qnwXA==", + "requires": { + "string-width": "3.1.0", + "strip-ansi": "5.2.0", + "wrap-ansi": "5.1.0" + } + }, + "find-up": { + "version": "3.0.0", + "resolved": "https://registry.npmjs.org/find-up/-/find-up-3.0.0.tgz", + "integrity": "sha512-1yD6RmLI1XBfxugvORwlck6f75tYL+iR0jqwsOrOxMZyGYqUuDhJ0l4AXdO1iX/FTs9cBAMEk1gWSEx1kSbylg==", + "requires": { + "locate-path": "3.0.0" + } + }, + "locate-path": { + "version": "3.0.0", + "resolved": "https://registry.npmjs.org/locate-path/-/locate-path-3.0.0.tgz", + "integrity": "sha512-7AO748wWnIhNqAuaty2ZWHkQHRSNfPVIsPIfwEOWO22AmaoVrWavlOcMR5nzTLNYvp36X220/maaRsrec1G65A==", + "requires": { + "p-locate": "3.0.0", + "path-exists": "3.0.0" + } + }, + "p-locate": { + "version": "3.0.0", + "resolved": "https://registry.npmjs.org/p-locate/-/p-locate-3.0.0.tgz", + "integrity": "sha512-x+12w/To+4GFfgJhBEpiDcLozRJGegY+Ei7/z0tSLkMmxGZNybVMSfWj9aJn8Z5Fc7dBUNJOOVgPv2H7IwulSQ==", + "requires": { + "p-limit": "2.3.0" + } + }, + "path-exists": { + "version": "3.0.0", + "resolved": "https://registry.npmjs.org/path-exists/-/path-exists-3.0.0.tgz", + "integrity": "sha1-zg6+ql94yxiSXqfYENe1mwEP1RU=" + }, + "strip-ansi": { + "version": "5.2.0", + "resolved": "https://registry.npmjs.org/strip-ansi/-/strip-ansi-5.2.0.tgz", + "integrity": "sha512-DuRs1gKbBqsMKIZlrffwlug8MHkcnpjs5VPmL1PAh+mA30U0DTotfDZ0d2UUsXpPmPmMMJ6W773MaA3J+lbiWA==", + "requires": { + "ansi-regex": "4.1.0" + } + }, + "supports-color": { + "version": "5.5.0", + "resolved": "https://registry.npmjs.org/supports-color/-/supports-color-5.5.0.tgz", + "integrity": "sha512-QjVjwdXIt408MIiAqCX4oUKsgU2EqAGzs2Ppkm4aQYbjm+ZEWEcW4SfFNTr4uMNZma0ey4f5lgLrkB0aX0QMow==", + "requires": { + "has-flag": "3.0.0" + } + }, + "yargs": { + "version": "13.3.2", + "resolved": "https://registry.npmjs.org/yargs/-/yargs-13.3.2.tgz", + "integrity": "sha512-AX3Zw5iPruN5ie6xGRIDgqkT+ZhnRlZMLMHAs8tg7nRruy2Nb+i5o9bwghAogtM08q1dpr2LVoS8KSTMYpWXUw==", + "requires": { + "cliui": "5.0.0", + "find-up": "3.0.0", + "get-caller-file": "2.0.5", + "require-directory": "2.1.1", + "require-main-filename": "2.0.0", + "set-blocking": "2.0.0", + "string-width": "3.1.0", + "which-module": "2.0.0", + "y18n": "4.0.0", + "yargs-parser": "13.1.2" + } + } + } + }, + "string-width": { + "version": "3.1.0", + "resolved": "https://registry.npmjs.org/string-width/-/string-width-3.1.0.tgz", + "integrity": "sha512-vafcv6KjVZKSgz06oM/H6GDBrAtz8vdhQakGjFIvNrHA6y3HCF1CInLy+QLq8dTJPQ1b+KDUqDFctkdRW44e1w==", + "requires": { + "emoji-regex": "7.0.3", + "is-fullwidth-code-point": "2.0.0", + "strip-ansi": "5.2.0" + }, + "dependencies": { + "ansi-regex": { + "version": "4.1.0", + "resolved": "https://registry.npmjs.org/ansi-regex/-/ansi-regex-4.1.0.tgz", + "integrity": "sha512-1apePfXM1UOSqw0o9IiFAovVz9M5S1Dg+4TrDwfMewQ6p/rmMueb7tWZjQ1rx4Loy1ArBggoqGpfqqdI4rondg==" + }, + "strip-ansi": { + "version": "5.2.0", + "resolved": "https://registry.npmjs.org/strip-ansi/-/strip-ansi-5.2.0.tgz", + "integrity": "sha512-DuRs1gKbBqsMKIZlrffwlug8MHkcnpjs5VPmL1PAh+mA30U0DTotfDZ0d2UUsXpPmPmMMJ6W773MaA3J+lbiWA==", + "requires": { + "ansi-regex": "4.1.0" + } + } + } + }, + "strip-ansi": { + "version": "3.0.1", + "resolved": "https://registry.npmjs.org/strip-ansi/-/strip-ansi-3.0.1.tgz", + "integrity": "sha1-ajhfuIU9lS1f8F0Oiq+UJ43GPc8=", + "requires": { + "ansi-regex": "2.1.1" + } + }, + "strip-json-comments": { + "version": "2.0.1", + "resolved": "https://registry.npmjs.org/strip-json-comments/-/strip-json-comments-2.0.1.tgz", + "integrity": "sha1-PFMZQukIwml8DsNEhYwobHygpgo=" + }, + "stylus": { + "version": "0.54.7", + "resolved": "https://registry.npmjs.org/stylus/-/stylus-0.54.7.tgz", + "integrity": "sha512-Yw3WMTzVwevT6ZTrLCYNHAFmanMxdylelL3hkWNgPMeTCpMwpV3nXjpOHuBXtFv7aiO2xRuQS6OoAdgkNcSNug==", + "requires": { + "css-parse": "2.0.0", + "debug": "3.1.0", + "glob": "7.1.6", + "mkdirp": "0.5.5", + "safer-buffer": "2.1.2", + "sax": "1.2.4", + "semver": "6.3.0", + "source-map": "0.7.3" + }, + "dependencies": { + "debug": { + "version": "3.1.0", + "resolved": "https://registry.npmjs.org/debug/-/debug-3.1.0.tgz", + "integrity": "sha512-OX8XqP7/1a9cqkxYw2yXss15f26NKWBpDXQd0/uK/KPqdQhxbPa994hnzjcE2VqQpDslf55723cKPUOGSmMY3g==", + "requires": { + "ms": "2.0.0" + } + }, + "semver": { + "version": "6.3.0", + "resolved": "https://registry.npmjs.org/semver/-/semver-6.3.0.tgz", + "integrity": "sha512-b39TBaTSfV6yBrapU89p5fKekE2m/NwnDocOVruQFS1/veMgdzuPcnOM34M6CwxW8jH/lxEa5rBoDeUwu5HHTw==" + }, + "source-map": { + "version": "0.7.3", + "resolved": "https://registry.npmjs.org/source-map/-/source-map-0.7.3.tgz", + "integrity": "sha512-CkCj6giN3S+n9qrYiBTX5gystlENnRW5jZeNLHpe6aue+SrHcG5VYwujhW9s4dY31mEGsxBDrHR6oI69fTXsaQ==" + } + } + }, + "supports-color": { + "version": "2.0.0", + "resolved": "https://registry.npmjs.org/supports-color/-/supports-color-2.0.0.tgz", + "integrity": "sha1-U10EXOa2Nj+kARcIRimZXp3zJMc=" + }, + "to-fast-properties": { + "version": "1.0.3", + "resolved": "https://registry.npmjs.org/to-fast-properties/-/to-fast-properties-1.0.3.tgz", + "integrity": "sha1-uDVx+k2MJbguIxsG46MFXeTKGkc=" + }, + "token-stream": { + "version": "0.0.1", + "resolved": "https://registry.npmjs.org/token-stream/-/token-stream-0.0.1.tgz", + "integrity": "sha1-zu78cXp2xDFvEm0LnbqlXX598Bo=" + }, + "uglify-js": { + "version": "2.8.29", + "resolved": "https://registry.npmjs.org/uglify-js/-/uglify-js-2.8.29.tgz", + "integrity": "sha1-KcVzMUgFe7Th913zW3qcty5qWd0=", + "requires": { + "source-map": "0.5.7", + "uglify-to-browserify": "1.0.2", + "yargs": "3.10.0" + }, + "dependencies": { + "source-map": { + "version": "0.5.7", + "resolved": "https://registry.npmjs.org/source-map/-/source-map-0.5.7.tgz", + "integrity": "sha1-igOdLRAh0i0eoUyA2OpGi6LvP8w=" + } + } + }, + "uglify-to-browserify": { + "version": "1.0.2", + "resolved": "https://registry.npmjs.org/uglify-to-browserify/-/uglify-to-browserify-1.0.2.tgz", + "integrity": "sha1-bgkk1r2mta/jSeOabWMoUKD4grc=", + "optional": true + }, + "urix": { + "version": "0.1.0", + "resolved": "https://registry.npmjs.org/urix/-/urix-0.1.0.tgz", + "integrity": "sha1-2pN/emLiH+wf0Y1Js1wpNQZ6bHI=" + }, + "void-elements": { + "version": "2.0.1", + "resolved": "https://registry.npmjs.org/void-elements/-/void-elements-2.0.1.tgz", + "integrity": "sha1-wGavtYK7HLQSjWDqkjkulNXp2+w=" + }, + "wcwidth": { + "version": "1.0.1", + "resolved": "https://registry.npmjs.org/wcwidth/-/wcwidth-1.0.1.tgz", + "integrity": "sha1-8LDc+RW8X/FSivrbLA4XtTLaL+g=", + "requires": { + "defaults": "1.0.3" + } + }, + "which-module": { + "version": "2.0.0", + "resolved": "https://registry.npmjs.org/which-module/-/which-module-2.0.0.tgz", + "integrity": "sha1-2e8H3Od7mQK4o6j6SzHD4/fm6Ho=" + }, + "which-pm-runs": { + "version": "1.0.0", + "resolved": "https://registry.npmjs.org/which-pm-runs/-/which-pm-runs-1.0.0.tgz", + "integrity": "sha1-Zws6+8VS4LVd9rd4DKdGFfI60cs=" + }, + "window-size": { + "version": "0.1.0", + "resolved": "https://registry.npmjs.org/window-size/-/window-size-0.1.0.tgz", + "integrity": "sha1-VDjNLqk7IC76Ohn+iIeu58lPnJ0=" + }, + "with": { + "version": "5.1.1", + "resolved": "https://registry.npmjs.org/with/-/with-5.1.1.tgz", + "integrity": "sha1-+k2qktrzLE6pTtRTyB8EaGtXXf4=", + "requires": { + "acorn": "3.3.0", + "acorn-globals": "3.1.0" + } + }, + "wordwrap": { + "version": "0.0.2", + "resolved": "https://registry.npmjs.org/wordwrap/-/wordwrap-0.0.2.tgz", + "integrity": "sha1-t5Zpu0LstAn4PVg8rVLKF+qhZD8=" + }, + "wrap-ansi": { + "version": "5.1.0", + "resolved": "https://registry.npmjs.org/wrap-ansi/-/wrap-ansi-5.1.0.tgz", + "integrity": "sha512-QC1/iN/2/RPVJ5jYK8BGttj5z83LmSKmvbvrXPNCLZSEb32KKVDJDl/MOt2N01qU2H/FkzEa9PKto1BqDjtd7Q==", + "requires": { + "ansi-styles": "3.2.1", + "string-width": "3.1.0", + "strip-ansi": "5.2.0" + }, + "dependencies": { + "ansi-regex": { + "version": "4.1.0", + "resolved": "https://registry.npmjs.org/ansi-regex/-/ansi-regex-4.1.0.tgz", + "integrity": "sha512-1apePfXM1UOSqw0o9IiFAovVz9M5S1Dg+4TrDwfMewQ6p/rmMueb7tWZjQ1rx4Loy1ArBggoqGpfqqdI4rondg==" + }, + "ansi-styles": { + "version": "3.2.1", + "resolved": "https://registry.npmjs.org/ansi-styles/-/ansi-styles-3.2.1.tgz", + "integrity": "sha512-VT0ZI6kZRdTh8YyJw3SMbYm/u+NqfsAxEpWO0Pf9sq8/e94WxxOpPKx9FR1FlyCtOVDNOQ+8ntlqFxiRc+r5qA==", + "requires": { + "color-convert": "1.9.3" + } + }, + "strip-ansi": { + "version": "5.2.0", + "resolved": "https://registry.npmjs.org/strip-ansi/-/strip-ansi-5.2.0.tgz", + "integrity": "sha512-DuRs1gKbBqsMKIZlrffwlug8MHkcnpjs5VPmL1PAh+mA30U0DTotfDZ0d2UUsXpPmPmMMJ6W773MaA3J+lbiWA==", + "requires": { + "ansi-regex": "4.1.0" + } + } + } + }, + "wrappy": { + "version": "1.0.2", + "resolved": "https://registry.npmjs.org/wrappy/-/wrappy-1.0.2.tgz", + "integrity": "sha1-tSQ9jz7BqjXxNkYFvA0QNuMKtp8=" + }, + "y18n": { + "version": "4.0.0", + "resolved": "https://registry.npmjs.org/y18n/-/y18n-4.0.0.tgz", + "integrity": "sha512-r9S/ZyXu/Xu9q1tYlpsLIsa3EeLXXk0VwlxqTcFRfg9EhMW+17kbt9G0NrgCmhGb5vT2hyhJZLfDGx+7+5Uj/w==" + }, + "yaml": { + "version": "1.9.2", + "resolved": "https://registry.npmjs.org/yaml/-/yaml-1.9.2.tgz", + "integrity": "sha512-HPT7cGGI0DuRcsO51qC1j9O16Dh1mZ2bnXwsi0jrSpsLz0WxOLSLXfkABVl6bZO629py3CU+OMJtpNHDLB97kg==", + "requires": { + "@babel/runtime": "7.9.2" + } + }, + "yargs": { + "version": "3.10.0", + "resolved": "https://registry.npmjs.org/yargs/-/yargs-3.10.0.tgz", + "integrity": "sha1-9+572FfdfB0tOMDnTvvWgdFDH9E=", + "requires": { + "camelcase": "1.2.1", + "cliui": "2.1.0", + "decamelize": "1.2.0", + "window-size": "0.1.0" + } + }, + "yargs-parser": { + "version": "13.1.2", + "resolved": "https://registry.npmjs.org/yargs-parser/-/yargs-parser-13.1.2.tgz", + "integrity": "sha512-3lbsNRf/j+A4QuSZfDRA7HRSfWrzO0YjqTJd5kjAq37Zep1CEgaYmrH9Q3GwPiB9cHyd1Y1UwggGhJGoxipbzg==", + "requires": { + "camelcase": "5.3.1", + "decamelize": "1.2.0" + }, + "dependencies": { + "camelcase": { + "version": "5.3.1", + "resolved": "https://registry.npmjs.org/camelcase/-/camelcase-5.3.1.tgz", + "integrity": "sha512-L28STB170nwWS63UjtlEOE3dldQApaJXZkOI1uMFfzf3rRuPegHaHesyee+YxQ+W6SvRDQV6UrdOdRiR153wJg==" + } + } + } + } +} diff --git a/Ironcrunch/src/package.json b/Ironcrunch/src/package.json new file mode 100644 index 0000000000..565185795f --- /dev/null +++ b/Ironcrunch/src/package.json @@ -0,0 +1,22 @@ +{ + "name": "ironcrunch", + "version": "0.0.1", + "description": "Roll20 character sheet for the RPG ironcrunch", + "main": "ironcrunch.html", + "scripts": { + "build:pug": "NODE_OPTIONS=--max-old-space-size=8192 pug -w . -o ../dist -P", + "build:pug:win": "pug -w . -o ../dist -P", + "build:css": "stylus -w . -o ../dist", + "lint:pug": "pug-lint", + "lint:css": "stlint", + "migrate": "mv ../dist/Ironcrunch.html ../Ironcrunch.html && mv ../dist/Ironcrunch.css ../Ironcrunch.css" + }, + "author": "Ayethin", + "dependencies": { + "pug": "2.0.4", + "pug-cli": "1.0.0-alpha6", + "pug-lint": "2.6.0", + "stlint": "1.0.62", + "stylus": "0.54.7" + } +} diff --git a/Ironcrunch/src/pages/character/assets.pug b/Ironcrunch/src/pages/character/assets.pug new file mode 100644 index 0000000000..c30120acef --- /dev/null +++ b/Ironcrunch/src/pages/character/assets.pug @@ -0,0 +1,7 @@ +include ../../components/assets/assets + +div.sheet-page-container + input(type='radio' name='attr_character_page' class='sheet-assets sheet-hide' value='8') + div.sheet-assets.sheet-showhide + h3.sheet-divide  ASSETS  + +assets \ No newline at end of file diff --git a/Ironcrunch/src/pages/character/bonds.pug b/Ironcrunch/src/pages/character/bonds.pug new file mode 100644 index 0000000000..c76ee77ebd --- /dev/null +++ b/Ironcrunch/src/pages/character/bonds.pug @@ -0,0 +1,9 @@ +include ../../components/bonds/track +include ../../components/bonds/bonds + +div.sheet-page-container + input(type='radio' name='attr_character_page' class='sheet-bonds sheet-hide' value='4') + div.sheet-bonds.sheet-showhide + h3.sheet-divide  BONDS  + +bondsTrack + +bonds \ No newline at end of file diff --git a/Ironcrunch/src/pages/character/conditions.pug b/Ironcrunch/src/pages/character/conditions.pug new file mode 100644 index 0000000000..a6321a22fa --- /dev/null +++ b/Ironcrunch/src/pages/character/conditions.pug @@ -0,0 +1,13 @@ +include ../../components/conditions/conditions +include ../../components/conditions/cards + +div.sheet-page-container + input(type='radio' name='attr_character_page' class='sheet-conditions sheet-hide' value='6') + div.sheet-conditions.sheet-showhide + h3.sheet-divide  CONDITIONS  + +conditionList({character: true}) + h3.sheet-divide  CARDS  + .sheet-condition-cards + +conditionCards({character: true}) + //- Hidden Logic + input.sheet-hide(type='text' name="attr_encumbered_enabled" value='0') \ No newline at end of file diff --git a/Ironcrunch/src/pages/character/effort.pug b/Ironcrunch/src/pages/character/effort.pug new file mode 100644 index 0000000000..738adfaf0e --- /dev/null +++ b/Ironcrunch/src/pages/character/effort.pug @@ -0,0 +1,10 @@ +include ../../components/effort/effort +include ../../components/effort/data + +div.sheet-page-container + input(type='radio' name='attr_character_page' class='sheet-effort sheet-hide' value='9') + div.sheet-effort.sheet-showhide + h3.sheet-divide  EFFORT LEVELS  + .sheet-effort-container + each group in efforts + +effortGroup(group) \ No newline at end of file diff --git a/Ironcrunch/src/pages/character/equipment.pug b/Ironcrunch/src/pages/character/equipment.pug new file mode 100644 index 0000000000..5962d74958 --- /dev/null +++ b/Ironcrunch/src/pages/character/equipment.pug @@ -0,0 +1,19 @@ +include ../../components/equipment/weapons/weapons +include ../../components/equipment/armor/armor +include ../../components/equipment/shields/shields +include ../../components/equipment/addons/addons +include ../../components/equipment/provisions/provisions + +div.sheet-page-container + input(type='radio' name='attr_character_page' class='sheet-equipment sheet-hide' value='7') + div.sheet-equipment.sheet-showhide + h4.sheet-sub-header WEAPONS + +weapons + h4.sheet-sub-header ARMOR + +armor + h4.sheet-sub-header SHIELDS + +shields + h4.sheet-sub-header ADDONS + +addons + h4.sheet-sub-header PROVISIONS + +provisions \ No newline at end of file diff --git a/Ironcrunch/src/pages/character/index.pug b/Ironcrunch/src/pages/character/index.pug new file mode 100644 index 0000000000..4366e568d2 --- /dev/null +++ b/Ironcrunch/src/pages/character/index.pug @@ -0,0 +1,24 @@ +//- Header +include ../../components/header/character + +//- Nav Bar +include ../../components/nav/character + +//- Pages +include ./summary +include ./vows +include ./motivations +include ./bonds +include ./proficiencies +include ./conditions +include ./equipment +include ./assets +include ./effort +include ./moves +include ./progress +include ./oracles +include ./sites +include ./settings + +//- Footer +include ../../components/momentum/momentum \ No newline at end of file diff --git a/Ironcrunch/src/pages/character/motivations.pug b/Ironcrunch/src/pages/character/motivations.pug new file mode 100644 index 0000000000..cc5afa6335 --- /dev/null +++ b/Ironcrunch/src/pages/character/motivations.pug @@ -0,0 +1,5 @@ +div.sheet-page-container + input(type='radio' name='attr_character_page' class='sheet-motivations sheet-hide' value='3') + div.sheet-motivations.sheet-showhide + h3.sheet-divide  MOTIVATIONS  + include ../../components/motivations/motivations \ No newline at end of file diff --git a/Ironcrunch/src/pages/character/moves.pug b/Ironcrunch/src/pages/character/moves.pug new file mode 100644 index 0000000000..d58b17f2a7 --- /dev/null +++ b/Ironcrunch/src/pages/character/moves.pug @@ -0,0 +1,5 @@ +div.sheet-page-container + input(type='radio' name='attr_character_page' class='sheet-moves sheet-hide' value='10') + div.sheet-moves.sheet-showhide + h3.sheet-divide  MOVES  + include ../../components/moves/moves \ No newline at end of file diff --git a/Ironcrunch/src/pages/character/oracles.pug b/Ironcrunch/src/pages/character/oracles.pug new file mode 100644 index 0000000000..24d04df1a3 --- /dev/null +++ b/Ironcrunch/src/pages/character/oracles.pug @@ -0,0 +1,46 @@ +include ../../components/oracles/ironsworn +include ../../components/oracles/delve +include ../../components/oracles/oracle-builder +include ../../data/oracles + +div.sheet-page-container + input(type='radio' name='attr_character_page' class='sheet-oracles sheet-hide' value='12') + div.sheet-oracles.sheet-showhide + h3.sheet-divide  ORACLES  + .sheet-nav-bar + .sheet-nav-row + .sheet-nav-child + label.sheet-page-label + input(type='radio' name='attr_oracle_page_button' class='sheet-hide sheet-page-button' value='1' checked) + .sheet-page-button-back IRONCRUNCH + .sheet-nav-child + label.sheet-page-label + input(type='radio' name='attr_oracle_page_button' class='sheet-hide sheet-page-button' value='2' checked) + .sheet-page-button-back IRONSWORN + .sheet-nav-child + label.sheet-page-label + input(type='radio' name='attr_oracle_page_button' class='sheet-hide sheet-page-button' value='3') + div.sheet-page-button-back DELVE + + //- - var oracleList = [ 'ironcrunch', 'ironsworn', 'delve' ] + input.sheet-hide.sheet-oracle-ironcrunch(type='radio' name='attr_oracle_page' value='1' checked) + .sheet-oracle-ironcrunch.sheet-showhide + .oracle-container + .oracle-column.table-list + each group, key in oracles.ironcrunch + +oracleRollGroup(group, 'ironcrunch', key) + + .oracle-column.table-main + each group in oracles.ironcrunch + each oracle in group.oracles + +oracleBuilder(oracle, 'ironcrunch') + + input.sheet-hide.sheet-oracle-ironsworn(type='radio' name='attr_oracle_page' value='2') + .sheet-oracle-ironsworn.sheet-showhide + //- TODO: Covert into oracle builder + +ironswornOracles + + input.sheet-hide.sheet-oracle-delve(type='radio' name='attr_oracle_page' value='3') + .sheet-oracle-delve.sheet-showhide + //- TODO: Covert into oracle builder + +delveOracles \ No newline at end of file diff --git a/Ironcrunch/src/pages/character/proficiencies.pug b/Ironcrunch/src/pages/character/proficiencies.pug new file mode 100644 index 0000000000..6c21294004 --- /dev/null +++ b/Ironcrunch/src/pages/character/proficiencies.pug @@ -0,0 +1,5 @@ +div.sheet-page-container + input(type='radio' name='attr_character_page' class='sheet-proficiencies sheet-hide' value='5') + div.sheet-proficiencies.sheet-showhide + h3.sheet-divide  WEAPON PROFICIENCIES  + include ../../components/proficiencies/weapons \ No newline at end of file diff --git a/Ironcrunch/src/pages/character/progress.pug b/Ironcrunch/src/pages/character/progress.pug new file mode 100644 index 0000000000..bcbd664536 --- /dev/null +++ b/Ironcrunch/src/pages/character/progress.pug @@ -0,0 +1,5 @@ +div.sheet-page-container + input(type='radio' name='attr_character_page' class='sheet-progress sheet-hide' value='11') + div.sheet-progress.sheet-showhide + h3.sheet-divide  PROGRESS  + include ../../components/progress/progress \ No newline at end of file diff --git a/Ironcrunch/src/pages/character/settings.pug b/Ironcrunch/src/pages/character/settings.pug new file mode 100644 index 0000000000..8eebfd759b --- /dev/null +++ b/Ironcrunch/src/pages/character/settings.pug @@ -0,0 +1,5 @@ +div.sheet-page-container + input(type='radio' name='attr_character_page' class='sheet-settings sheet-hide' value='13') + div.sheet-settings.sheet-showhide + h3.sheet-divide  SETTINGS  + include ../../components/settings/settings \ No newline at end of file diff --git a/Ironcrunch/src/pages/character/sites.pug b/Ironcrunch/src/pages/character/sites.pug new file mode 100644 index 0000000000..5347fa3dba --- /dev/null +++ b/Ironcrunch/src/pages/character/sites.pug @@ -0,0 +1,5 @@ +div.sheet-page-container + input(type='radio' name='attr_character_page' class='sheet-sites sheet-hide' value='14') + div.sheet-sites.sheet-showhide + h3.sheet-divide  SITES  + include ../../components/sites/sites \ No newline at end of file diff --git a/Ironcrunch/src/pages/character/summary.pug b/Ironcrunch/src/pages/character/summary.pug new file mode 100644 index 0000000000..fbc7ecb656 --- /dev/null +++ b/Ironcrunch/src/pages/character/summary.pug @@ -0,0 +1,7 @@ +div.sheet-page-container + input(type='radio' name='attr_character_page' class='sheet-summary sheet-hide' value='1' checked) + div.sheet-summary.sheet-showhide + include ../../components/stats/character + include ../../components/details/character + include ../../components/misses/track + include ../../components/notes/notes \ No newline at end of file diff --git a/Ironcrunch/src/pages/character/vows.pug b/Ironcrunch/src/pages/character/vows.pug new file mode 100644 index 0000000000..f3d8469326 --- /dev/null +++ b/Ironcrunch/src/pages/character/vows.pug @@ -0,0 +1,5 @@ +div.sheet-page-container + input(type='radio' name='attr_character_page' class='sheet-vows sheet-hide' value='2') + div.sheet-vows.sheet-showhide + h3.sheet-divide  VOWS  + include ../../components/vows/vows \ No newline at end of file diff --git a/Ironcrunch/src/pages/companion/index.pug b/Ironcrunch/src/pages/companion/index.pug new file mode 100644 index 0000000000..c7aad047e1 --- /dev/null +++ b/Ironcrunch/src/pages/companion/index.pug @@ -0,0 +1,9 @@ +//- Header +include ../../components/header/companion + +//- Nav Bar +include ../../components/nav/companion + +//- Pages +include ./summary +include ./proficiencies \ No newline at end of file diff --git a/Ironcrunch/src/pages/companion/proficiencies.pug b/Ironcrunch/src/pages/companion/proficiencies.pug new file mode 100644 index 0000000000..6c69d711c6 --- /dev/null +++ b/Ironcrunch/src/pages/companion/proficiencies.pug @@ -0,0 +1,4 @@ +input(type='radio' name='attr_companion_page' class='sheet-proficiencies sheet-hide' value='2') +div.sheet-proficiencies.sheet-showhide + h3.sheet-divide  WEAPON PROFICIENCIES  + include ../../components/proficiencies/weapons \ No newline at end of file diff --git a/Ironcrunch/src/pages/companion/summary.pug b/Ironcrunch/src/pages/companion/summary.pug new file mode 100644 index 0000000000..f4156aa308 --- /dev/null +++ b/Ironcrunch/src/pages/companion/summary.pug @@ -0,0 +1,5 @@ +input(type='radio' name='attr_companion_page' class='sheet-summary sheet-hide' value='1' checked) +div.sheet-summary.sheet-showhide + include ../../components/stats/companion + include ../../components/details/companion + include ../../components/notes/notes \ No newline at end of file diff --git a/Ironcrunch/src/pages/index.pug b/Ironcrunch/src/pages/index.pug new file mode 100644 index 0000000000..d457087812 --- /dev/null +++ b/Ironcrunch/src/pages/index.pug @@ -0,0 +1,27 @@ +//- - var pages = [ 'character', 'companion', 'shared', 'foe' ] +- var pages = [ 'character' ] +input(type='checkbox' name='attr_modes_choice' class='modes-show hide' checked) +div.modes-show.hide + div.mode-title + h2.mode-title SELECT THE SHEET TYPE + div.modes + + each page, index in pages + label.mode + h4=page.toUpperCase() + div.mode + input(type='radio' name='attr_mode_button' class='hide' value=index) + div.mode-image + img(src='https://raw.githubusercontent.com/Roll20/roll20-character-sheets/Ironcrunch/assets/character-sheet.png') + +input(type='radio' name='attr_mode' class='character-mode hide' value='0') +div.character-mode.hide + include ./character/index + +//- input(type='radio' name='attr_mode' class='companion-mode hide' value='1') +//- div.companion-mode.hide +//- include ./companion/index + +//- input(type='radio' name='attr_mode' class='shared-mode hide' value='2') +//- div.shared-mode.hide +//- include ./shared/index \ No newline at end of file diff --git a/Ironcrunch/src/pages/index.styl b/Ironcrunch/src/pages/index.styl new file mode 100644 index 0000000000..14003fa170 --- /dev/null +++ b/Ironcrunch/src/pages/index.styl @@ -0,0 +1,70 @@ +.sheet-modes + display flex + justify-content space-evenly + +h2.sheet-mode-title + text-align center + +div.sheet-mode-title + margin-bottom 2em + +label.sheet-mode + text-align center + +label.sheet-mode + margin 0.5em + padding 0 + cursor pointer + box-shadow: 1px 1px 19px 6px rgba(0,0,0,0.15); + opacity 1 + z-index 5 + width: auto; + &:hover + h4 + color #797979 + transition: .5s ease; + .sheet-mode-image + opacity 0.7 + transition: .5s ease; + h4 + margin-bottom 0.5em + margin-top 0.5em + +input[type=radio].sheet-character-mode:checked ~ div.sheet-character-mode, +input[type=radio].sheet-companion-mode:checked ~ div.sheet-companion-mode, +input[type=radio].sheet-shared-mode:checked ~ div.sheet-shared-mode + display block + +input[type=checkbox].sheet-modes-show:checked ~ div.sheet-modes-show + display block + +div.sheet-mode + display: flex + justify-content: center + width fit-content + width -moz-fit-content + margin 0 + +.sheet-mode-image + display flex + +input[type=radio].sheet-bonds:checked ~ div.sheet-bonds, +input[type=radio].sheet-summary:checked ~ div.sheet-summary, +input[type=radio].sheet-motivations:checked ~ div.sheet-motivations, +input[type=radio].sheet-vows:checked ~ div.sheet-vows, +input[type=radio].sheet-proficiencies:checked ~ div.sheet-proficiencies, +input[type=radio].sheet-conditions:checked ~ div.sheet-conditions, +input[type=radio].sheet-equipment:checked ~ div.sheet-equipment, +input[type=radio].sheet-assets:checked ~ div.sheet-assets, +input[type=radio].sheet-effort:checked ~ div.sheet-effort, +input[type=radio].sheet-moves:checked ~ div.sheet-moves, +input[type=radio].sheet-progress:checked ~ div.sheet-progress, +input[type=radio].sheet-oracles:checked ~ div.sheet-oracles, +input[type=radio].sheet-settings:checked ~ div.sheet-settings, +input[type=radio].sheet-sites:checked ~ div.sheet-sites + display block + show-hide() + +.sheet-sub-header + margin-top 1em + border-bottom 3px solid #4C4D4F \ No newline at end of file diff --git a/Ironcrunch/src/pages/shared/index.pug b/Ironcrunch/src/pages/shared/index.pug new file mode 100644 index 0000000000..e69de29bb2 diff --git a/Ironcrunch/src/roll-templates/index.pug b/Ironcrunch/src/roll-templates/index.pug new file mode 100644 index 0000000000..57fea52504 --- /dev/null +++ b/Ironcrunch/src/roll-templates/index.pug @@ -0,0 +1,5 @@ +include ./oracles/ironcrunch +include ./oracles/ironsworn +include ./oracles/delve +include ./moves/moves +include ./progress/progress diff --git a/Ironcrunch/src/roll-templates/mixins/actions.pug b/Ironcrunch/src/roll-templates/mixins/actions.pug new file mode 100644 index 0000000000..dd201ca0a6 --- /dev/null +++ b/Ironcrunch/src/roll-templates/mixins/actions.pug @@ -0,0 +1,80 @@ +include ./outcomes +include ./body + +mixin standardAction(type) + | {{#rollGreater() #{type} challenge1}} + | {{#rollTotal() challenge1 challenge2}} + +opportunity + | {{/rollTotal() challenge1 challenge2}} + | {{#^rollTotal() challenge1 challenge2}} + | {{#rollGreater() #{type} challenge2}} + +strongHit + | {{/rollGreater() #{type} challenge2}} + | {{#^rollGreater() #{type} challenge2}} + +weakHit + | {{/^rollGreater() #{type} challenge2}} + | {{/^rollTotal() challenge1 challenge2}} + | {{/rollGreater() #{type} challenge1}} + | {{#^rollGreater() #{type} challenge1}} + | {{#rollTotal() challenge1 challenge2}} + +complication + | {{/rollTotal() challenge1 challenge2}} + | {{#^rollTotal() challenge1 challenge2}} + | {{#rollGreater() #{type} challenge2}} + +weakHit + | {{/rollGreater() #{type} challenge2}} + | {{#^rollGreater() #{type} challenge2}} + +miss + | {{/^rollGreater() #{type} challenge2}} + | {{/^rollTotal() challenge1 challenge2}} + | {{/^rollGreater() #{type} challenge1}} + +mixin standardActionWithMomentum(type) + | {{#rollGreater() #{type} challenge1}} + | {{#rollTotal() challenge1 challenge2}} + +opportunity + | {{/rollTotal() challenge1 challenge2}} + | {{#^rollTotal() challenge1 challenge2}} + | {{#rollGreater() #{type} challenge2}} + +strongHit + | {{/rollGreater() #{type} challenge2}} + | {{#^rollGreater() #{type} challenge2}} + +weakHit + | {{#rollGreater() momentum challenge2}} + +momentumStrongHit + | {{/rollGreater() momentum challenge2}} + | {{/^rollGreater() #{type} challenge2}} + | {{/^rollTotal() challenge1 challenge2}} + | {{/rollGreater() #{type} challenge1}} + | {{#^rollGreater() #{type} challenge1}} + | {{#rollTotal() challenge1 challenge2}} + +complication + | {{#rollGreater() momentum challenge1}} + +momentumStrongHit + | {{/rollGreater() momentum challenge1}} + | {{/rollTotal() challenge1 challenge2}} + | {{#^rollTotal() challenge1 challenge2}} + | {{#rollGreater() #{type} challenge2}} + +weakHit + | {{#rollGreater() momentum challenge1}} + +momentumStrongHit + | {{/rollGreater() momentum challenge1}} + | {{/rollGreater() #{type} challenge2}} + | {{#^rollGreater() #{type} challenge2}} + +miss + | {{#rollGreater() momentum challenge1}} + | {{#rollGreater() momentum challenge2}} + +momentumStrongHit + | {{/rollGreater() momentum challenge2}} + | {{#^rollGreater() momentum challenge2}} + +momentumWeakHit + | {{/^rollGreater() momentum challenge2}} + | {{/rollGreater() momentum challenge1}} + | {{#^rollGreater() momentum challenge1}} + | {{#rollGreater() momentum challenge2}} + +momentumWeakHit + | {{/rollGreater() momentum challenge2}} + | {{/^rollGreater() momentum challenge1}} + | {{/^rollGreater() #{type} challenge2}} + | {{/^rollTotal() challenge1 challenge2}} + | {{/^rollGreater() #{type} challenge1}} diff --git a/Ironcrunch/src/roll-templates/mixins/body.pug b/Ironcrunch/src/roll-templates/mixins/body.pug new file mode 100644 index 0000000000..007cc7739f --- /dev/null +++ b/Ironcrunch/src/roll-templates/mixins/body.pug @@ -0,0 +1,21 @@ +mixin challengeDice + .sheet-result-body.sheet-result-row + div Challenge Dice: + div {{challenge1}} {{challenge2}} + +mixin actionBody + .sheet-result-body.sheet-result-row + div Action Score: + div {{action}} + +challengeDice + +mixin progressBody + .sheet-result-body.sheet-result-row + div {{progress_type}} Progress: + div {{progress}} + +challengeDice + +mixin momentumBody + .sheet-result-body.sheet-result-row + div.sheet-momentum-title Momentum: + div {{momentum}} \ No newline at end of file diff --git a/Ironcrunch/src/roll-templates/mixins/headers.pug b/Ironcrunch/src/roll-templates/mixins/headers.pug new file mode 100644 index 0000000000..5936dcf33a --- /dev/null +++ b/Ironcrunch/src/roll-templates/mixins/headers.pug @@ -0,0 +1,10 @@ +mixin subHeader + div.sheet-subheader {{header}} + +mixin actionHeader + +subHeader + div.sheet-roll-name {{name}} + +mixin progressHeader + +subHeader + div.sheet-progress-name {{progress_name}} \ No newline at end of file diff --git a/Ironcrunch/src/roll-templates/mixins/negations.pug b/Ironcrunch/src/roll-templates/mixins/negations.pug new file mode 100644 index 0000000000..6dbfc755c4 --- /dev/null +++ b/Ironcrunch/src/roll-templates/mixins/negations.pug @@ -0,0 +1,42 @@ +include ./actions +include ./body + +mixin actionDieNegated(opts) + div.sheet-result-body.sheet-result-row + div Previous Action Score: + div {{action}} + div.sheet-result-body.sheet-result-row + if opts.momentum + div.sheet-subfooter.sheet-alert Action die cancelled for matching negative momentum. + if opts.encumbered + div.sheet-subfooter.sheet-alert Encumbered: Action die cancelled for being greater than or matching max load. + div.sheet-result-body.sheet-result-row + div Stat + Add: + div {{stat}} + {{add}} + div.sheet-result-body.sheet-result-row + div New Action Score: + div {{modifiers}} + div.sheet-result-body.sheet-result-row + div Challenge Dice: + div {{challenge1}} {{challenge2}} + if opts.encumbered + +standardActionWithMomentum('modifiers') + else + +standardAction('modifiers') + +mixin negationRoll(opts) + | {{#rollTotal() momentum #{opts.momentum}}} + | {{#rollTotal() action negate#{opts.die1}}} + +actionDieNegated({momentum: true}) + | {{/rollTotal() action negate#{opts.die1}}} + | {{#^rollTotal() action negate#{opts.die1}}} + | {{#rollTotal() action negate#{opts.die2}}} + +actionDieNegated({momentum: true}) + | {{/rollTotal() action negate#{opts.die2}}} + | {{#^rollTotal() action negate#{opts.die2}}} + +actionBody + +standardAction('action') + | {{/^rollTotal() action negate#{opts.die2}}} + | {{/^rollTotal() action negate#{opts.die1}}} + | {{/rollTotal() momentum #{opts.momentum}}} + \ No newline at end of file diff --git a/Ironcrunch/src/roll-templates/mixins/oracles.pug b/Ironcrunch/src/roll-templates/mixins/oracles.pug new file mode 100644 index 0000000000..e69de29bb2 diff --git a/Ironcrunch/src/roll-templates/mixins/outcomes.pug b/Ironcrunch/src/roll-templates/mixins/outcomes.pug new file mode 100644 index 0000000000..5558242965 --- /dev/null +++ b/Ironcrunch/src/roll-templates/mixins/outcomes.pug @@ -0,0 +1,38 @@ +include ./body + +mixin opportunity + div.sheet-result-row.sheet-roll-outcome + div.sheet-opportunity + div.sheet-subfooter OPPORTUNITY + +mixin strongHit + div.sheet-result-row.sheet-roll-outcome + div.sheet-strong-hit + div.sheet-subfooter STRONG HIT + +mixin momentumStrongHit + +momentumBody + div.sheet-result-row.sheet-roll-outcome + div.sheet-strong-hit + div.sheet-subfooter Burn Momentum: Strong Hit + +mixin weakHit + div.sheet-result-row.sheet-roll-outcome + div.sheet-weak-hit + div.sheet-subfooter WEAK HIT + +mixin momentumWeakHit + +momentumBody + div.sheet-result-row.sheet-roll-outcome + div.sheet-weak-hit + div.sheet-subfooter Burn Momentum: Weak Hit + +mixin miss + div.sheet-result-row.sheet-roll-outcome + div.sheet-miss + div.sheet-subfooter MISS + +mixin complication + div.sheet-result-row.sheet-roll-outcome + div.sheet-complication + div.sheet-subfooter COMPLICATION diff --git a/Ironcrunch/src/roll-templates/mixins/outcomes.styl b/Ironcrunch/src/roll-templates/mixins/outcomes.styl new file mode 100644 index 0000000000..3502abda73 --- /dev/null +++ b/Ironcrunch/src/roll-templates/mixins/outcomes.styl @@ -0,0 +1,5 @@ +outcome-base(background) + width 4em + margin 0.3em + border-radius 1em + background-color background \ No newline at end of file diff --git a/Ironcrunch/src/roll-templates/mixins/rolls.styl b/Ironcrunch/src/roll-templates/mixins/rolls.styl new file mode 100644 index 0000000000..73c54b145e --- /dev/null +++ b/Ironcrunch/src/roll-templates/mixins/rolls.styl @@ -0,0 +1,27 @@ +sub-base(background, padding) + line-height 1.5em + font-style italic + font-weight 900 + text-align left + padding padding + background-color background + +name-base(align) + padding 0.2em 1em 0.2em 1em + text-align align + font-variant-caps all-small-caps + +roll-container() + background #33323c + color white + font-size 1em + std-font('Roboto') + border 1px solid black + +inline-roll() + display inline-block + min-width 1.5em + text-align center + border 2px solid #33323c + background transparent + border-radius 1em \ No newline at end of file diff --git a/Ironcrunch/src/roll-templates/moves/moves.pug b/Ironcrunch/src/roll-templates/moves/moves.pug new file mode 100644 index 0000000000..0c7c811b1d --- /dev/null +++ b/Ironcrunch/src/roll-templates/moves/moves.pug @@ -0,0 +1,58 @@ +include ../mixins/negations +include ../mixins/headers +include ../mixins/body +include ../mixins/actions + +- + var momentumNeg = [ + { momentum: '-1', die1: '1', die2: '2' }, + { momentum: '-2', die1: '3', die2: '4' }, + { momentum: '-3', die1: '5', die2: '6' }, + { momentum: '-4', die1: '7', die2: '8' }, + { momentum: '-5', die1: '9', die2: '10' }, + { momentum: '-6', die1: '11', die2: '12' } + ] + +rolltemplate.sheet-rolltemplate-ironcrunch_moves + div.sheet-roll-container + | {{#action}} + +actionHeader + | {{#rollTotal() encumbered 1}} + | {{#rollBetween() action loadEncMin loadEncMax}} + +actionDieNegated({encumbered: true}) + | {{/rollBetween() action loadEncMin loadEncMax}} + | {{#^rollBetween() action loadEncMin loadEncMax}} + | {{#rollLess() momentum 0}} + each momentum in momentumNeg + +negationRoll(momentum) + | {{/rollLess() momentum 0}} + | {{#^rollLess() momentum 0}} + +actionBody + +standardActionWithMomentum('action') + | {{/^rollLess() momentum 0}} + | {{/^rollBetween() action loadEncMin loadEncMax}} + | {{/rollTotal() encumbered 1}} + | {{#^rollTotal() encumbered 1}} + | {{#rollLess() momentum 0}} + each momentum in momentumNeg + +negationRoll(momentum) + | {{/rollLess() momentum 0}} + | {{#^rollLess() momentum 0}} + +actionBody + +standardActionWithMomentum('action') + | {{/^rollLess() momentum 0}} + | {{/^rollTotal() encumbered 1}} + | {{/action}} + | {{#custom}} + | {{#header}} + div.sheet-result-body.sheet-result-row + div.sheet-subheader {{header}} + | {{/header}} + div.sheet-result-body.sheet-result-row + div {{name}} + | {{#allprops() custom name header}} + div.sheet-result-body.sheet-result-row + div {{key}} + div {{value}} + | {{/allprops() custom name header}} + | {{/custom}} \ No newline at end of file diff --git a/Ironcrunch/src/roll-templates/oracles/delve.pug b/Ironcrunch/src/roll-templates/oracles/delve.pug new file mode 100644 index 0000000000..a049a22ade --- /dev/null +++ b/Ironcrunch/src/roll-templates/oracles/delve.pug @@ -0,0 +1,2256 @@ +rolltemplate.sheet-rolltemplate-delve_oracles + .sheet-roll-container + .sheet-subheader {{header}} + | {{#featureAspect}} + .sheet-result-row + .sheet-oracle-dice + | {{featureAspect}} + .sheet-oracle-table-text + | {{#rollBetween() featureAspect 1 2}} + | Blocked + | {{/rollBetween() featureAspect 1 2}} + | {{#rollBetween() featureAspect 3 4}} + | Crafted + | {{/rollBetween() featureAspect 3 4}} + | {{#rollBetween() featureAspect 5 6}} + | Ancient + | {{/rollBetween() featureAspect 5 6}} + | {{#rollBetween() featureAspect 7 8}} + | Sunken + | {{/rollBetween() featureAspect 7 8}} + | {{#rollBetween() featureAspect 9 10}} + | Trapped + | {{/rollBetween() featureAspect 9 10}} + | {{#rollBetween() featureAspect 11 12}} + | Secret + | {{/rollBetween() featureAspect 11 12}} + | {{#rollBetween() featureAspect 13 14}} + | Toxic + | {{/rollBetween() featureAspect 13 14}} + | {{#rollBetween() featureAspect 15 16}} + | Ruined + | {{/rollBetween() featureAspect 15 16}} + | {{#rollBetween() featureAspect 17 18}} + | Defended + | {{/rollBetween() featureAspect 17 18}} + | {{#rollBetween() featureAspect 19 20}} + | Decaying + | {{/rollBetween() featureAspect 19 20}} + | {{#rollBetween() featureAspect 21 22}} + | Marked + | {{/rollBetween() featureAspect 21 22}} + | {{#rollBetween() featureAspect 23 24}} + | Guarded + | {{/rollBetween() featureAspect 23 24}} + | {{#rollBetween() featureAspect 25 26}} + | Inaccessible + | {{/rollBetween() featureAspect 25 26}} + | {{#rollBetween() featureAspect 27 28}} + | Foreboding + | {{/rollBetween() featureAspect 27 28}} + | {{#rollBetween() featureAspect 29 30}} + | Veiled + | {{/rollBetween() featureAspect 29 30}} + | {{#rollBetween() featureAspect 31 32}} + | Deep + | {{/rollBetween() featureAspect 31 32}} + | {{#rollBetween() featureAspect 33 34}} + | Depleted + | {{/rollBetween() featureAspect 33 34}} + | {{#rollBetween() featureAspect 35 36}} + | Foul + | {{/rollBetween() featureAspect 35 36}} + | {{#rollBetween() featureAspect 37 38}} + | Elevated + | {{/rollBetween() featureAspect 37 38}} + | {{#rollBetween() featureAspect 39 40}} + | Moving + | {{/rollBetween() featureAspect 39 40}} + | {{#rollBetween() featureAspect 41 42}} + | Unnatural + | {{/rollBetween() featureAspect 41 42}} + | {{#rollBetween() featureAspect 43 44}} + | Active + | {{/rollBetween() featureAspect 43 44}} + | {{#rollBetween() featureAspect 45 46}} + | Confined + | {{/rollBetween() featureAspect 45 46}} + | {{#rollBetween() featureAspect 47 48}} + | Fortified + | {{/rollBetween() featureAspect 47 48}} + | {{#rollBetween() featureAspect 49 50}} + | Collapsed + | {{/rollBetween() featureAspect 49 50}} + | {{#rollBetween() featureAspect 51 52}} + | Isolated + | {{/rollBetween() featureAspect 51 52}} + | {{#rollBetween() featureAspect 53 54}} + | Destroyed + | {{/rollBetween() featureAspect 53 54}} + | {{#rollBetween() featureAspect 55 56}} + | Open + | {{/rollBetween() featureAspect 55 56}} + | {{#rollBetween() featureAspect 57 58}} + | Sacred + | {{/rollBetween() featureAspect 57 58}} + | {{#rollBetween() featureAspect 59 60}} + | Flooded + | {{/rollBetween() featureAspect 59 60}} + | {{#rollBetween() featureAspect 61 62}} + | Complex + | {{/rollBetween() featureAspect 61 62}} + | {{#rollBetween() featureAspect 63 64}} + | Abundant + | {{/rollBetween() featureAspect 63 64}} + | {{#rollBetween() featureAspect 65 66}} + | Hidden + | {{/rollBetween() featureAspect 65 66}} + | {{#rollBetween() featureAspect 67 68}} + | Expansive + | {{/rollBetween() featureAspect 67 68}} + | {{#rollBetween() featureAspect 69 70}} + | Mysterious + | {{/rollBetween() featureAspect 69 70}} + | {{#rollBetween() featureAspect 71 72}} + | Unstable + | {{/rollBetween() featureAspect 71 72}} + | {{#rollBetween() featureAspect 73 74}} + | Fragile + | {{/rollBetween() featureAspect 73 74}} + | {{#rollBetween() featureAspect 75 76}} + | Broken + | {{/rollBetween() featureAspect 75 76}} + | {{#rollBetween() featureAspect 77 78}} + | Ensnaring + | {{/rollBetween() featureAspect 77 78}} + | {{#rollBetween() featureAspect 79 80}} + | Pillaged + | {{/rollBetween() featureAspect 79 80}} + | {{#rollBetween() featureAspect 81 82}} + | Sealed + | {{/rollBetween() featureAspect 81 82}} + | {{#rollBetween() featureAspect 83 84}} + | Makeshift + | {{/rollBetween() featureAspect 83 84}} + | {{#rollBetween() featureAspect 85 86}} + | Treacherous + | {{/rollBetween() featureAspect 85 86}} + | {{#rollBetween() featureAspect 87 88}} + | Natural + | {{/rollBetween() featureAspect 87 88}} + | {{#rollBetween() featureAspect 89 90}} + | Dead + | {{/rollBetween() featureAspect 89 90}} + | {{#rollBetween() featureAspect 91 92}} + | Unusual + | {{/rollBetween() featureAspect 91 92}} + | {{#rollBetween() featureAspect 93 94}} + | Abandoned + | {{/rollBetween() featureAspect 93 94}} + | {{#rollBetween() featureAspect 95 96}} + | Deadly + | {{/rollBetween() featureAspect 95 96}} + | {{#rollBetween() featureAspect 97 98}} + | Forgotten + | {{/rollBetween() featureAspect 97 98}} + | {{#rollBetween() featureAspect 99 100}} + | Mystical + | {{/rollBetween() featureAspect 99 100}} + | {{/featureAspect}} + | {{#featureFocus}} + .sheet-result-row + .sheet-oracle-dice + | {{featureFocus}} + .sheet-oracle-table-text + | {{#rollBetween() featureFocus 1 2}} + | Attack + | {{/rollBetween() featureFocus 1 2}} + | {{#rollBetween() featureFocus 3 4}} + | Threshold + | {{/rollBetween() featureFocus 3 4}} + | {{#rollBetween() featureFocus 5 6}} + | Boundary + | {{/rollBetween() featureFocus 5 6}} + | {{#rollBetween() featureFocus 7 8}} + | Alarm + | {{/rollBetween() featureFocus 7 8}} + | {{#rollBetween() featureFocus 9 10}} + | Exit + | {{/rollBetween() featureFocus 9 10}} + | {{#rollBetween() featureFocus 11 12}} + | Passage + | {{/rollBetween() featureFocus 11 12}} + | {{#rollBetween() featureFocus 13 14}} + | Crossing + | {{/rollBetween() featureFocus 13 14}} + | {{#rollBetween() featureFocus 15 16}} + | Trigger + | {{/rollBetween() featureFocus 15 16}} + | {{#rollBetween() featureFocus 17 18}} + | Trap + | {{/rollBetween() featureFocus 17 18}} + | {{#rollBetween() featureFocus 19 20}} + | Hideaway + | {{/rollBetween() featureFocus 19 20}} + | {{#rollBetween() featureFocus 21 22}} + | Nature + | {{/rollBetween() featureFocus 21 22}} + | {{#rollBetween() featureFocus 23 24}} + | Sign + | {{/rollBetween() featureFocus 23 24}} + | {{#rollBetween() featureFocus 25 26}} + | Refuge + | {{/rollBetween() featureFocus 25 26}} + | {{#rollBetween() featureFocus 27 28}} + | Valuables + | {{/rollBetween() featureFocus 27 28}} + | {{#rollBetween() featureFocus 29 30}} + | Breach + | {{/rollBetween() featureFocus 29 30}} + | {{#rollBetween() featureFocus 31 32}} + | Route + | {{/rollBetween() featureFocus 31 32}} + | {{#rollBetween() featureFocus 33 34}} + | Location + | {{/rollBetween() featureFocus 33 34}} + | {{#rollBetween() featureFocus 35 36}} + | Trail + | {{/rollBetween() featureFocus 35 36}} + | {{#rollBetween() featureFocus 37 38}} + | Supply + | {{/rollBetween() featureFocus 37 38}} + | {{#rollBetween() featureFocus 39 40}} + | History + | {{/rollBetween() featureFocus 39 40}} + | {{#rollBetween() featureFocus 41 42}} + | Prisoner + | {{/rollBetween() featureFocus 41 42}} + | {{#rollBetween() featureFocus 43 44}} + | Habitation + | {{/rollBetween() featureFocus 43 44}} + | {{#rollBetween() featureFocus 45 46}} + | Debris + | {{/rollBetween() featureFocus 45 46}} + | {{#rollBetween() featureFocus 47 48}} + | Creature + | {{/rollBetween() featureFocus 47 48}} + | {{#rollBetween() featureFocus 49 50}} + | Lair + | {{/rollBetween() featureFocus 49 50}} + | {{#rollBetween() featureFocus 51 52}} + | Person + | {{/rollBetween() featureFocus 51 52}} + | {{#rollBetween() featureFocus 53 54}} + | Enclosure + | {{/rollBetween() featureFocus 53 54}} + | {{#rollBetween() featureFocus 55 56}} + | Remains + | {{/rollBetween() featureFocus 55 56}} + | {{#rollBetween() featureFocus 57 58}} + | Water + | {{/rollBetween() featureFocus 57 58}} + | {{#rollBetween() featureFocus 59 60}} + | Message + | {{/rollBetween() featureFocus 59 60}} + | {{#rollBetween() featureFocus 61 62}} + | Darkness + | {{/rollBetween() featureFocus 61 62}} + | {{#rollBetween() featureFocus 63 64}} + | Opening + | {{/rollBetween() featureFocus 63 64}} + | {{#rollBetween() featureFocus 65 66}} + | Weapon + | {{/rollBetween() featureFocus 65 66}} + | {{#rollBetween() featureFocus 67 68}} + | Entry + | {{/rollBetween() featureFocus 67 68}} + | {{#rollBetween() featureFocus 69 70}} + | Illumination + | {{/rollBetween() featureFocus 69 70}} + | {{#rollBetween() featureFocus 71 72}} + | Obstacle + | {{/rollBetween() featureFocus 71 72}} + | {{#rollBetween() featureFocus 73 74}} + | Craft + | {{/rollBetween() featureFocus 73 74}} + | {{#rollBetween() featureFocus 75 76}} + | Container + | {{/rollBetween() featureFocus 75 76}} + | {{#rollBetween() featureFocus 77 78}} + | Information + | {{/rollBetween() featureFocus 77 78}} + | {{#rollBetween() featureFocus 79 80}} + | Grave + | {{/rollBetween() featureFocus 79 80}} + | {{#rollBetween() featureFocus 81 82}} + | Equipment + | {{/rollBetween() featureFocus 81 82}} + | {{#rollBetween() featureFocus 83 84}} + | Shelter + | {{/rollBetween() featureFocus 83 84}} + | {{#rollBetween() featureFocus 85 86}} + | Denizen + | {{/rollBetween() featureFocus 85 86}} + | {{#rollBetween() featureFocus 87 88}} + | Environment + | {{/rollBetween() featureFocus 87 88}} + | {{#rollBetween() featureFocus 89 90}} + | Material + | {{/rollBetween() featureFocus 89 90}} + | {{#rollBetween() featureFocus 91 92}} + | Resource + | {{/rollBetween() featureFocus 91 92}} + | {{#rollBetween() featureFocus 93 94}} + | Corruption + | {{/rollBetween() featureFocus 93 94}} + | {{#rollBetween() featureFocus 95 96}} + | Death + | {{/rollBetween() featureFocus 95 96}} + | {{#rollBetween() featureFocus 97 98}} + | Function + | {{/rollBetween() featureFocus 97 98}} + | {{#rollBetween() featureFocus 99 100}} + | Power + | {{/rollBetween() featureFocus 99 100}} + | {{/featureFocus}} + | {{#siteNameFormat}} + .sheet-result-row + .sheet-oracle-dice + | {{siteNameFormat}} + .sheet-oracle-table-text + | {{#rollBetween() siteNameFormat 1 25}} + | [Description] [Place] + | {{/rollBetween() siteNameFormat 1 25}} + | {{#rollBetween() siteNameFormat 26 50}} + | [Place] of [Detail] + | {{/rollBetween() siteNameFormat 26 50}} + | {{#rollBetween() siteNameFormat 51 70}} + | [Place] of [Description] [Detail] + | {{/rollBetween() siteNameFormat 51 70}} + | {{#rollBetween() siteNameFormat 71 80}} + | [Place] of [Namesake's] [Detail] + | {{/rollBetween() siteNameFormat 71 80}} + | {{#rollBetween() siteNameFormat 81 85}} + | [Namesake's] [Place] + | {{/rollBetween() siteNameFormat 81 85}} + | {{#rollBetween() siteNameFormat 86 95}} + | [Description] [Place] of [Namesake] + | {{/rollBetween() siteNameFormat 86 95}} + | {{#rollBetween() siteNameFormat 96 100}} + | [Place] of [Namesake] + | {{/rollBetween() siteNameFormat 96 100}} + | {{/siteNameFormat}} + | {{#siteNameDesc}} + .sheet-result-row + .sheet-oracle-dice + | {{siteNameDesc}} + .sheet-oracle-table-text + | {{#rollBetween() siteNameDesc 1 2}} + | Deep + | {{/rollBetween() siteNameDesc 1 2}} + | {{#rollBetween() siteNameDesc 3 4}} + | Tainted + | {{/rollBetween() siteNameDesc 3 4}} + | {{#rollBetween() siteNameDesc 5 6}} + | Grey + | {{/rollBetween() siteNameDesc 5 6}} + | {{#rollBetween() siteNameDesc 7 8}} + | Forgotten + | {{/rollBetween() siteNameDesc 7 8}} + | {{#rollBetween() siteNameDesc 9 10}} + | Flooded + | {{/rollBetween() siteNameDesc 9 10}} + | {{#rollBetween() siteNameDesc 11 12}} + | Forbidden + | {{/rollBetween() siteNameDesc 11 12}} + | {{#rollBetween() siteNameDesc 13 14}} + | Barren + | {{/rollBetween() siteNameDesc 13 14}} + | {{#rollBetween() siteNameDesc 15 16}} + | Lost + | {{/rollBetween() siteNameDesc 15 16}} + | {{#rollBetween() siteNameDesc 17 18}} + | Cursed + | {{/rollBetween() siteNameDesc 17 18}} + | {{#rollBetween() siteNameDesc 19 20}} + | Fell + | {{/rollBetween() siteNameDesc 19 20}} + | {{#rollBetween() siteNameDesc 21 22}} + | Sunken + | {{/rollBetween() siteNameDesc 21 22}} + | {{#rollBetween() siteNameDesc 23 24}} + | Nightmare + | {{/rollBetween() siteNameDesc 23 24}} + | {{#rollBetween() siteNameDesc 25 26}} + | Infernal + | {{/rollBetween() siteNameDesc 25 26}} + | {{#rollBetween() siteNameDesc 27 28}} + | Dark + | {{/rollBetween() siteNameDesc 27 28}} + | {{#rollBetween() siteNameDesc 29 30}} + | Bloodstained + | {{/rollBetween() siteNameDesc 29 30}} + | {{#rollBetween() siteNameDesc 31 32}} + | Haunted + | {{/rollBetween() siteNameDesc 31 32}} + | {{#rollBetween() siteNameDesc 33 34}} + | White + | {{/rollBetween() siteNameDesc 33 34}} + | {{#rollBetween() siteNameDesc 35 36}} + | Shrouded + | {{/rollBetween() siteNameDesc 35 36}} + | {{#rollBetween() siteNameDesc 37 38}} + | Wasted + | {{/rollBetween() siteNameDesc 37 38}} + | {{#rollBetween() siteNameDesc 39 40}} + | Grim + | {{/rollBetween() siteNameDesc 39 40}} + | {{#rollBetween() siteNameDesc 41 42}} + | Endless + | {{/rollBetween() siteNameDesc 41 42}} + | {{#rollBetween() siteNameDesc 43 44}} + | Crumbling + | {{/rollBetween() siteNameDesc 43 44}} + | {{#rollBetween() siteNameDesc 45 46}} + | Undying + | {{/rollBetween() siteNameDesc 45 46}} + | {{#rollBetween() siteNameDesc 47 48}} + | Bloodied + | {{/rollBetween() siteNameDesc 47 48}} + | {{#rollBetween() siteNameDesc 49 50}} + | Forsaken + | {{/rollBetween() siteNameDesc 49 50}} + | {{#rollBetween() siteNameDesc 51 52}} + | Silent + | {{/rollBetween() siteNameDesc 51 52}} + | {{#rollBetween() siteNameDesc 53 54}} + | Blighted + | {{/rollBetween() siteNameDesc 53 54}} + | {{#rollBetween() siteNameDesc 55 56}} + | Iron + | {{/rollBetween() siteNameDesc 55 56}} + | {{#rollBetween() siteNameDesc 57 58}} + | Frozen + | {{/rollBetween() siteNameDesc 57 58}} + | {{#rollBetween() siteNameDesc 59 60}} + | Abyssal + | {{/rollBetween() siteNameDesc 59 60}} + | {{#rollBetween() siteNameDesc 61 62}} + | Crimson + | {{/rollBetween() siteNameDesc 61 62}} + | {{#rollBetween() siteNameDesc 63 64}} + | Silver + | {{/rollBetween() siteNameDesc 63 64}} + | {{#rollBetween() siteNameDesc 65 66}} + | Desecrated + | {{/rollBetween() siteNameDesc 65 66}} + | {{#rollBetween() siteNameDesc 67 68}} + | Ashen + | {{/rollBetween() siteNameDesc 67 68}} + | {{#rollBetween() siteNameDesc 69 70}} + | Elder + | {{/rollBetween() siteNameDesc 69 70}} + | {{#rollBetween() siteNameDesc 71 72}} + | Scorched + | {{/rollBetween() siteNameDesc 71 72}} + | {{#rollBetween() siteNameDesc 73 74}} + | Unknown + | {{/rollBetween() siteNameDesc 73 74}} + | {{#rollBetween() siteNameDesc 75 76}} + | Scarred + | {{/rollBetween() siteNameDesc 75 76}} + | {{#rollBetween() siteNameDesc 77 78}} + | Broken + | {{/rollBetween() siteNameDesc 77 78}} + | {{#rollBetween() siteNameDesc 79 80}} + | Chaotic + | {{/rollBetween() siteNameDesc 79 80}} + | {{#rollBetween() siteNameDesc 81 82}} + | Black + | {{/rollBetween() siteNameDesc 81 82}} + | {{#rollBetween() siteNameDesc 83 84}} + | Hidden + | {{/rollBetween() siteNameDesc 83 84}} + | {{#rollBetween() siteNameDesc 85 86}} + | Sundered + | {{/rollBetween() siteNameDesc 85 86}} + | {{#rollBetween() siteNameDesc 87 88}} + | Shattered + | {{/rollBetween() siteNameDesc 87 88}} + | {{#rollBetween() siteNameDesc 89 90}} + | Dreaded + | {{/rollBetween() siteNameDesc 89 90}} + | {{#rollBetween() siteNameDesc 91 92}} + | Secret + | {{/rollBetween() siteNameDesc 91 92}} + | {{#rollBetween() siteNameDesc 93 94}} + | High + | {{/rollBetween() siteNameDesc 93 94}} + | {{#rollBetween() siteNameDesc 95 96}} + | Sacred + | {{/rollBetween() siteNameDesc 95 96}} + | {{#rollBetween() siteNameDesc 97 98}} + | Fallen + | {{/rollBetween() siteNameDesc 97 98}} + | {{#rollBetween() siteNameDesc 99 100}} + | Ruined + | {{/rollBetween() siteNameDesc 99 100}} + | {{/siteNameDesc}} + | {{#siteNameDetail}} + .sheet-result-row + .sheet-oracle-dice + | {{siteNameDetail}} + .sheet-oracle-table-text + | {{#rollBetween() siteNameDetail 1 2}} + | Blight + | {{/rollBetween() siteNameDetail 1 2}} + | {{#rollBetween() siteNameDetail 3 4}} + | Strife + | {{/rollBetween() siteNameDetail 3 4}} + | {{#rollBetween() siteNameDetail 5 6}} + | Nightfall + | {{/rollBetween() siteNameDetail 5 6}} + | {{#rollBetween() siteNameDetail 7 8}} + | Fury + | {{/rollBetween() siteNameDetail 7 8}} + | {{#rollBetween() siteNameDetail 9 10}} + | Terror + | {{/rollBetween() siteNameDetail 9 10}} + | {{#rollBetween() siteNameDetail 11 12}} + | Truth + | {{/rollBetween() siteNameDetail 11 12}} + | {{#rollBetween() siteNameDetail 13 14}} + | Spring + | {{/rollBetween() siteNameDetail 13 14}} + | {{#rollBetween() siteNameDetail 15 16}} + | Sanctuary + | {{/rollBetween() siteNameDetail 15 16}} + | {{#rollBetween() siteNameDetail 17 18}} + | Bone + | {{/rollBetween() siteNameDetail 17 18}} + | {{#rollBetween() siteNameDetail 19 20}} + | Specters + | {{/rollBetween() siteNameDetail 19 20}} + | {{#rollBetween() siteNameDetail 21 22}} + | Daybreak + | {{/rollBetween() siteNameDetail 21 22}} + | {{#rollBetween() siteNameDetail 23 24}} + | Doom + | {{/rollBetween() siteNameDetail 23 24}} + | {{#rollBetween() siteNameDetail 25 26}} + | Treachery + | {{/rollBetween() siteNameDetail 25 26}} + | {{#rollBetween() siteNameDetail 27 28}} + | Blood + | {{/rollBetween() siteNameDetail 27 28}} + | {{#rollBetween() siteNameDetail 29 30}} + | War + | {{/rollBetween() siteNameDetail 29 30}} + | {{#rollBetween() siteNameDetail 31 32}} + | Torment + | {{/rollBetween() siteNameDetail 31 32}} + | {{#rollBetween() siteNameDetail 33 34}} + | Iron + | {{/rollBetween() siteNameDetail 33 34}} + | {{#rollBetween() siteNameDetail 35 36}} + | Silence + | {{/rollBetween() siteNameDetail 35 36}} + | {{#rollBetween() siteNameDetail 37 38}} + | Mist + | {{/rollBetween() siteNameDetail 37 38}} + | {{#rollBetween() siteNameDetail 39 40}} + | Isolation + | {{/rollBetween() siteNameDetail 39 40}} + | {{#rollBetween() siteNameDetail 41 42}} + | Runes + | {{/rollBetween() siteNameDetail 41 42}} + | {{#rollBetween() siteNameDetail 43 44}} + | Rot + | {{/rollBetween() siteNameDetail 43 44}} + | {{#rollBetween() siteNameDetail 45 46}} + | Corruption + | {{/rollBetween() siteNameDetail 45 46}} + | {{#rollBetween() siteNameDetail 47 48}} + | Prophecy + | {{/rollBetween() siteNameDetail 47 48}} + | {{#rollBetween() siteNameDetail 49 50}} + | Fate + | {{/rollBetween() siteNameDetail 49 50}} + | {{#rollBetween() siteNameDetail 51 52}} + | Twilight + | {{/rollBetween() siteNameDetail 51 52}} + | {{#rollBetween() siteNameDetail 53 54}} + | Power + | {{/rollBetween() siteNameDetail 53 54}} + | {{#rollBetween() siteNameDetail 55 56}} + | Darkness + | {{/rollBetween() siteNameDetail 55 56}} + | {{#rollBetween() siteNameDetail 57 58}} + | Gloom + | {{/rollBetween() siteNameDetail 57 58}} + | {{#rollBetween() siteNameDetail 59 60}} + | Storms + | {{/rollBetween() siteNameDetail 59 60}} + | {{#rollBetween() siteNameDetail 61 62}} + | Hope + | {{/rollBetween() siteNameDetail 61 62}} + | {{#rollBetween() siteNameDetail 63 64}} + | Lament + | {{/rollBetween() siteNameDetail 63 64}} + | {{#rollBetween() siteNameDetail 65 66}} + | Frost + | {{/rollBetween() siteNameDetail 65 66}} + | {{#rollBetween() siteNameDetail 67 68}} + | Souls + | {{/rollBetween() siteNameDetail 67 68}} + | {{#rollBetween() siteNameDetail 69 70}} + | Winter + | {{/rollBetween() siteNameDetail 69 70}} + | {{#rollBetween() siteNameDetail 71 72}} + | Sadness + | {{/rollBetween() siteNameDetail 71 72}} + | {{#rollBetween() siteNameDetail 73 74}} + | Desolation + | {{/rollBetween() siteNameDetail 73 74}} + | {{#rollBetween() siteNameDetail 75 76}} + | Bane + | {{/rollBetween() siteNameDetail 75 76}} + | {{#rollBetween() siteNameDetail 77 78}} + | Lies + | {{/rollBetween() siteNameDetail 77 78}} + | {{#rollBetween() siteNameDetail 79 80}} + | Ash + | {{/rollBetween() siteNameDetail 79 80}} + | {{#rollBetween() siteNameDetail 81 82}} + | Banishment + | {{/rollBetween() siteNameDetail 81 82}} + | {{#rollBetween() siteNameDetail 83 84}} + | Shadow + | {{/rollBetween() siteNameDetail 83 84}} + | {{#rollBetween() siteNameDetail 85 86}} + | Madness + | {{/rollBetween() siteNameDetail 85 86}} + | {{#rollBetween() siteNameDetail 87 88}} + | Stone + | {{/rollBetween() siteNameDetail 87 88}} + | {{#rollBetween() siteNameDetail 89 90}} + | Secrets + | {{/rollBetween() siteNameDetail 89 90}} + | {{#rollBetween() siteNameDetail 91 92}} + | Despair + | {{/rollBetween() siteNameDetail 91 92}} + | {{#rollBetween() siteNameDetail 93 94}} + | Blades + | {{/rollBetween() siteNameDetail 93 94}} + | {{#rollBetween() siteNameDetail 95 96}} + | Dread + | {{/rollBetween() siteNameDetail 95 96}} + | {{#rollBetween() siteNameDetail 97 98}} + | Light + | {{/rollBetween() siteNameDetail 97 98}} + | {{#rollBetween() siteNameDetail 99 100}} + | Wrath + | {{/rollBetween() siteNameDetail 99 100}} + | {{/siteNameDetail}} + | {{#siteNameNamesake}} + .sheet-result-row + .sheet-oracle-dice + | {{siteNameNamesake}} + .sheet-oracle-table-text + | {{#rollBetween() siteNameNamesake 1 2}} + | Breckon + | {{/rollBetween() siteNameNamesake 1 2}} + | {{#rollBetween() siteNameNamesake 3 4}} + | Issara + | {{/rollBetween() siteNameNamesake 3 4}} + | {{#rollBetween() siteNameNamesake 5 6}} + | Milenna + | {{/rollBetween() siteNameNamesake 5 6}} + | {{#rollBetween() siteNameNamesake 7 8}} + | Thorval + | {{/rollBetween() siteNameNamesake 7 8}} + | {{#rollBetween() siteNameNamesake 9 10}} + | Khulan + | {{/rollBetween() siteNameNamesake 9 10}} + | {{#rollBetween() siteNameNamesake 11 12}} + | Aurvang + | {{/rollBetween() siteNameNamesake 11 12}} + | {{#rollBetween() siteNameNamesake 13 14}} + | Kalida + | {{/rollBetween() siteNameNamesake 13 14}} + | {{#rollBetween() siteNameNamesake 15 16}} + | Keeara + | {{/rollBetween() siteNameNamesake 15 16}} + | {{#rollBetween() siteNameNamesake 17 18}} + | Andor + | {{/rollBetween() siteNameNamesake 17 18}} + | {{#rollBetween() siteNameNamesake 19 20}} + | Zakaria + | {{/rollBetween() siteNameNamesake 19 20}} + | {{#rollBetween() siteNameNamesake 21 22}} + | Willa + | {{/rollBetween() siteNameNamesake 21 22}} + | {{#rollBetween() siteNameNamesake 23 24}} + | Etana + | {{/rollBetween() siteNameNamesake 23 24}} + | {{#rollBetween() siteNameNamesake 25 26}} + | Valgard + | {{/rollBetween() siteNameNamesake 25 26}} + | {{#rollBetween() siteNameNamesake 27 28}} + | Kenrick + | {{/rollBetween() siteNameNamesake 27 28}} + | {{#rollBetween() siteNameNamesake 29 30}} + | Wyland + | {{/rollBetween() siteNameNamesake 29 30}} + | {{#rollBetween() siteNameNamesake 31 32}} + | Sidura + | {{/rollBetween() siteNameNamesake 31 32}} + | {{#rollBetween() siteNameNamesake 33 34}} + | Svala + | {{/rollBetween() siteNameNamesake 33 34}} + | {{#rollBetween() siteNameNamesake 35 36}} + | Kajir + | {{/rollBetween() siteNameNamesake 35 36}} + | {{#rollBetween() siteNameNamesake 37 38}} + | Saiven + | {{/rollBetween() siteNameNamesake 37 38}} + | {{#rollBetween() siteNameNamesake 39 40}} + | Callwen + | {{/rollBetween() siteNameNamesake 39 40}} + | {{#rollBetween() siteNameNamesake 41 42}} + | Zhan + | {{/rollBetween() siteNameNamesake 41 42}} + | {{#rollBetween() siteNameNamesake 43 44}} + | Solana + | {{/rollBetween() siteNameNamesake 43 44}} + | {{#rollBetween() siteNameNamesake 45 46}} + | Ildar + | {{/rollBetween() siteNameNamesake 45 46}} + | {{#rollBetween() siteNameNamesake 47 48}} + | Keelan + | {{/rollBetween() siteNameNamesake 47 48}} + | {{#rollBetween() siteNameNamesake 49 50}} + | Thrain + | {{/rollBetween() siteNameNamesake 49 50}} + | {{#rollBetween() siteNameNamesake 51 52}} + | Kynan + | {{/rollBetween() siteNameNamesake 51 52}} + | {{#rollBetween() siteNameNamesake 53 54}} + | Jadina + | {{/rollBetween() siteNameNamesake 53 54}} + | {{#rollBetween() siteNameNamesake 55 56}} + | Radek + | {{/rollBetween() siteNameNamesake 55 56}} + | {{#rollBetween() siteNameNamesake 57 58}} + | Wulan + | {{/rollBetween() siteNameNamesake 57 58}} + | {{#rollBetween() siteNameNamesake 59 60}} + | Garion + | {{/rollBetween() siteNameNamesake 59 60}} + | {{#rollBetween() siteNameNamesake 61 62}} + | Eysa + | {{/rollBetween() siteNameNamesake 61 62}} + | {{#rollBetween() siteNameNamesake 63 64}} + | Kolor + | {{/rollBetween() siteNameNamesake 63 64}} + | {{#rollBetween() siteNameNamesake 65 66}} + | Katarra + | {{/rollBetween() siteNameNamesake 65 66}} + | {{#rollBetween() siteNameNamesake 67 68}} + | Dain + | {{/rollBetween() siteNameNamesake 67 68}} + | {{#rollBetween() siteNameNamesake 69 70}} + | Farina + | {{/rollBetween() siteNameNamesake 69 70}} + | {{#rollBetween() siteNameNamesake 71 72}} + | Yala + | {{/rollBetween() siteNameNamesake 71 72}} + | {{#rollBetween() siteNameNamesake 73 74}} + | Kodroth + | {{/rollBetween() siteNameNamesake 73 74}} + | {{#rollBetween() siteNameNamesake 75 76}} + | Morien + | {{/rollBetween() siteNameNamesake 75 76}} + | {{#rollBetween() siteNameNamesake 77 78}} + | Akida + | {{/rollBetween() siteNameNamesake 77 78}} + | {{#rollBetween() siteNameNamesake 79 80}} + | Haldorr + | {{/rollBetween() siteNameNamesake 79 80}} + | {{#rollBetween() siteNameNamesake 81 82}} + | Nyrad + | {{/rollBetween() siteNameNamesake 81 82}} + | {{#rollBetween() siteNameNamesake 83 84}} + | Edda + | {{/rollBetween() siteNameNamesake 83 84}} + | {{#rollBetween() siteNameNamesake 85 86}} + | Jorund + | {{/rollBetween() siteNameNamesake 85 86}} + | {{#rollBetween() siteNameNamesake 87 88}} + | Morraine + | {{/rollBetween() siteNameNamesake 87 88}} + | {{#rollBetween() siteNameNamesake 89 90}} + | Lindar + | {{/rollBetween() siteNameNamesake 89 90}} + | {{#rollBetween() siteNameNamesake 91 92}} + | Sithra + | {{/rollBetween() siteNameNamesake 91 92}} + | {{#rollBetween() siteNameNamesake 93 94}} + | Torgan + | {{/rollBetween() siteNameNamesake 93 94}} + | {{#rollBetween() siteNameNamesake 95 96}} + | Arnorr + | {{/rollBetween() siteNameNamesake 95 96}} + | {{#rollBetween() siteNameNamesake 97 98}} + | Thyri + | {{/rollBetween() siteNameNamesake 97 98}} + | {{#rollBetween() siteNameNamesake 99 100}} + | Erisia + | {{/rollBetween() siteNameNamesake 99 100}} + | {{/siteNameNamesake}} + | {{#siteNamePlace}} + .sheet-result-row + .sheet-oracle-dice + | {{siteNamePlace}} + .sheet-oracle-table-text + | {{#rollBetween() siteNamePlace 1 6}} + | Barrow + | {{/rollBetween() siteNamePlace 1 6}} + | {{#rollBetween() siteNamePlace 7 18}} + | Cavern + | {{/rollBetween() siteNamePlace 7 18}} + | {{#rollBetween() siteNamePlace 19 28}} + | Frozen Cavern + | {{/rollBetween() siteNamePlace 19 28}} + | {{#rollBetween() siteNamePlace 29 32}} + | Icereach + | {{/rollBetween() siteNamePlace 29 32}} + | {{#rollBetween() siteNamePlace 33 38}} + | Mine + | {{/rollBetween() siteNamePlace 33 38}} + | {{#rollBetween() siteNamePlace 39 48}} + | Pass + | {{/rollBetween() siteNamePlace 39 48}} + | {{#rollBetween() siteNamePlace 49 58}} + | Ruin + | {{/rollBetween() siteNamePlace 49 58}} + | {{#rollBetween() siteNamePlace 59 68}} + | Sea Cave + | {{/rollBetween() siteNamePlace 59 68}} + | {{#rollBetween() siteNamePlace 69 78}} + | Shadowfen + | {{/rollBetween() siteNamePlace 69 78}} + | {{#rollBetween() siteNamePlace 79 83}} + | Stronghold + | {{/rollBetween() siteNamePlace 79 83}} + | {{#rollBetween() siteNamePlace 84 95}} + | Tanglewood + | {{/rollBetween() siteNamePlace 84 95}} + | {{#rollBetween() siteNamePlace 96 100}} + | Underkeep + | {{/rollBetween() siteNamePlace 96 100}} + | {{/siteNamePlace}} + | {{#siteNatureTheme}} + .sheet-result-row + .sheet-oracle-dice + | {{siteNatureTheme}} + .sheet-oracle-table-text + | {{#rollBetween() siteNatureTheme 1 11}} + | Ancient + | {{/rollBetween() siteNatureTheme 1 11}} + | {{#rollBetween() siteNatureTheme 12 23}} + | Corrupted + | {{/rollBetween() siteNatureTheme 12 23}} + | {{#rollBetween() siteNatureTheme 24 35}} + | Fortified + | {{/rollBetween() siteNatureTheme 24 35}} + | {{#rollBetween() siteNatureTheme 36 48}} + | Hallowed + | {{/rollBetween() siteNatureTheme 36 48}} + | {{#rollBetween() siteNatureTheme 49 61}} + | Haunted + | {{/rollBetween() siteNatureTheme 49 61}} + | {{#rollBetween() siteNatureTheme 62 74}} + | Infested + | {{/rollBetween() siteNatureTheme 62 74}} + | {{#rollBetween() siteNatureTheme 75 87}} + | Ravaged + | {{/rollBetween() siteNatureTheme 75 87}} + | {{#rollBetween() siteNatureTheme 88 100}} + | Wild + | {{/rollBetween() siteNatureTheme 88 100}} + | {{/siteNatureTheme}} + | {{#siteNatureDomain}} + .sheet-result-row + .sheet-oracle-dice + | {{siteNatureDomain}} + .sheet-oracle-table-text + | {{#rollBetween() siteNatureDomain 1 6}} + | Barrow + | {{/rollBetween() siteNatureDomain 1 6}} + | {{#rollBetween() siteNatureDomain 7 18}} + | Cavern + | {{/rollBetween() siteNatureDomain 7 18}} + | {{#rollBetween() siteNatureDomain 19 28}} + | Frozen Cavern + | {{/rollBetween() siteNatureDomain 19 28}} + | {{#rollBetween() siteNatureDomain 29 32}} + | Icereach + | {{/rollBetween() siteNatureDomain 29 32}} + | {{#rollBetween() siteNatureDomain 33 38}} + | Mine + | {{/rollBetween() siteNatureDomain 33 38}} + | {{#rollBetween() siteNatureDomain 39 48}} + | Pass + | {{/rollBetween() siteNatureDomain 39 48}} + | {{#rollBetween() siteNatureDomain 49 58}} + | Ruin + | {{/rollBetween() siteNatureDomain 49 58}} + | {{#rollBetween() siteNatureDomain 59 68}} + | Sea Cave + | {{/rollBetween() siteNatureDomain 59 68}} + | {{#rollBetween() siteNatureDomain 69 78}} + | Shadowfen + | {{/rollBetween() siteNatureDomain 69 78}} + | {{#rollBetween() siteNatureDomain 79 83}} + | Stronghold + | {{/rollBetween() siteNatureDomain 79 83}} + | {{#rollBetween() siteNatureDomain 84 95}} + | Tanglewood + | {{/rollBetween() siteNatureDomain 84 95}} + | {{#rollBetween() siteNatureDomain 96 100}} + | Underkeep + | {{/rollBetween() siteNatureDomain 96 100}} + | {{/siteNatureDomain}} + | {{#characterDisposition}} + .sheet-result-row + .sheet-oracle-dice + | {{characterDisposition}} + .sheet-oracle-table-text + | {{#rollBetween() characterDisposition 1 6}} + | Helpful + | {{/rollBetween() characterDisposition 1 6}} + | {{#rollBetween() characterDisposition 7 13}} + | Friendly + | {{/rollBetween() characterDisposition 7 13}} + | {{#rollBetween() characterDisposition 14 20}} + | Cooperative + | {{/rollBetween() characterDisposition 14 20}} + | {{#rollBetween() characterDisposition 21 28}} + | Curious + | {{/rollBetween() characterDisposition 21 28}} + | {{#rollBetween() characterDisposition 29 36}} + | Indifferent + | {{/rollBetween() characterDisposition 29 36}} + | {{#rollBetween() characterDisposition 37 47}} + | Suspicious + | {{/rollBetween() characterDisposition 37 47}} + | {{#rollBetween() characterDisposition 48 57}} + | Wanting + | {{/rollBetween() characterDisposition 48 57}} + | {{#rollBetween() characterDisposition 48 67}} + | Desperate + | {{/rollBetween() characterDisposition 48 67}} + | {{#rollBetween() characterDisposition 68 76}} + | Demanding + | {{/rollBetween() characterDisposition 68 76}} + | {{#rollBetween() characterDisposition 77 85}} + | Unfriendly + | {{/rollBetween() characterDisposition 77 85}} + | {{#rollBetween() characterDisposition 86 93}} + | Threatening + | {{/rollBetween() characterDisposition 86 93}} + | {{#rollBetween() characterDisposition 94 100}} + | Hostile + | {{/rollBetween() characterDisposition 94 100}} + | {{/characterDisposition}} + | {{#characterActivity}} + .sheet-result-row + .sheet-oracle-dice + | {{characterActivity}} + .sheet-oracle-table-text + | {{#rollBetween() characterActivity 1 2}} + | Guarding + | {{/rollBetween() characterActivity 1 2}} + | {{#rollBetween() characterActivity 3 4}} + | Preserving + | {{/rollBetween() characterActivity 3 4}} + | {{#rollBetween() characterActivity 5 6}} + | Constructing + | {{/rollBetween() characterActivity 5 6}} + | {{#rollBetween() characterActivity 7 8}} + | Mending + | {{/rollBetween() characterActivity 7 8}} + | {{#rollBetween() characterActivity 9 10}} + | Assisting + | {{/rollBetween() characterActivity 9 10}} + | {{#rollBetween() characterActivity 11 12}} + | Securing + | {{/rollBetween() characterActivity 11 12}} + | {{#rollBetween() characterActivity 13 14}} + | Learning + | {{/rollBetween() characterActivity 13 14}} + | {{#rollBetween() characterActivity 15 16}} + | Sneaking + | {{/rollBetween() characterActivity 15 16}} + | {{#rollBetween() characterActivity 17 18}} + | Fleeing + | {{/rollBetween() characterActivity 17 18}} + | {{#rollBetween() characterActivity 19 20}} + | Sacrificing + | {{/rollBetween() characterActivity 19 20}} + | {{#rollBetween() characterActivity 21 22}} + | Creating + | {{/rollBetween() characterActivity 21 22}} + | {{#rollBetween() characterActivity 23 24}} + | Luring + | {{/rollBetween() characterActivity 23 24}} + | {{#rollBetween() characterActivity 25 26}} + | Hunting + | {{/rollBetween() characterActivity 25 26}} + | {{#rollBetween() characterActivity 27 28}} + | Seizing + | {{/rollBetween() characterActivity 27 28}} + | {{#rollBetween() characterActivity 29 30}} + | Bargaining + | {{/rollBetween() characterActivity 29 30}} + | {{#rollBetween() characterActivity 31 32}} + | Mimicking + | {{/rollBetween() characterActivity 31 32}} + | {{#rollBetween() characterActivity 33 34}} + | Tricking + | {{/rollBetween() characterActivity 33 34}} + | {{#rollBetween() characterActivity 35 36}} + | Tracking + | {{/rollBetween() characterActivity 35 36}} + | {{#rollBetween() characterActivity 37 38}} + | Escorting + | {{/rollBetween() characterActivity 37 38}} + | {{#rollBetween() characterActivity 39 40}} + | Hiding + | {{/rollBetween() characterActivity 39 40}} + | {{#rollBetween() characterActivity 41 42}} + | Raiding + | {{/rollBetween() characterActivity 41 42}} + | {{#rollBetween() characterActivity 43 44}} + | Socializing + | {{/rollBetween() characterActivity 43 44}} + | {{#rollBetween() characterActivity 45 46}} + | Exploring + | {{/rollBetween() characterActivity 45 46}} + | {{#rollBetween() characterActivity 47 48}} + | Journeying + | {{/rollBetween() characterActivity 47 48}} + | {{#rollBetween() characterActivity 49 50}} + | Supporting + | {{/rollBetween() characterActivity 49 50}} + | {{#rollBetween() characterActivity 51 52}} + | Avoiding + | {{/rollBetween() characterActivity 51 52}} + | {{#rollBetween() characterActivity 53 54}} + | Disabling + | {{/rollBetween() characterActivity 53 54}} + | {{#rollBetween() characterActivity 55 56}} + | Leading + | {{/rollBetween() characterActivity 55 56}} + | {{#rollBetween() characterActivity 57 58}} + | Assaulting + | {{/rollBetween() characterActivity 57 58}} + | {{#rollBetween() characterActivity 59 60}} + | Ensnaring + | {{/rollBetween() characterActivity 59 60}} + | {{#rollBetween() characterActivity 61 62}} + | Defending + | {{/rollBetween() characterActivity 61 62}} + | {{#rollBetween() characterActivity 63 64}} + | Recovering + | {{/rollBetween() characterActivity 63 64}} + | {{#rollBetween() characterActivity 65 66}} + | Patrolling + | {{/rollBetween() characterActivity 65 66}} + | {{#rollBetween() characterActivity 67 68}} + | Resting + | {{/rollBetween() characterActivity 67 68}} + | {{#rollBetween() characterActivity 69 70}} + | Distracting + | {{/rollBetween() characterActivity 69 70}} + | {{#rollBetween() characterActivity 71 72}} + | Leaving + | {{/rollBetween() characterActivity 71 72}} + | {{#rollBetween() characterActivity 73 74}} + | Fighting + | {{/rollBetween() characterActivity 73 74}} + | {{#rollBetween() characterActivity 75 76}} + | Ambushing + | {{/rollBetween() characterActivity 75 76}} + | {{#rollBetween() characterActivity 77 78}} + | Controlling + | {{/rollBetween() characterActivity 77 78}} + | {{#rollBetween() characterActivity 79 80}} + | Observing + | {{/rollBetween() characterActivity 79 80}} + | {{#rollBetween() characterActivity 81 82}} + | Gathering + | {{/rollBetween() characterActivity 81 82}} + | {{#rollBetween() characterActivity 83 84}} + | Suffering + | {{/rollBetween() characterActivity 83 84}} + | {{#rollBetween() characterActivity 85 86}} + | Threatening + | {{/rollBetween() characterActivity 85 86}} + | {{#rollBetween() characterActivity 87 88}} + | Searching + | {{/rollBetween() characterActivity 87 88}} + | {{#rollBetween() characterActivity 89 90}} + | Destroying + | {{/rollBetween() characterActivity 89 90}} + | {{#rollBetween() characterActivity 91 92}} + | Restoring + | {{/rollBetween() characterActivity 91 92}} + | {{#rollBetween() characterActivity 93 94}} + | Consuming + | {{/rollBetween() characterActivity 93 94}} + | {{#rollBetween() characterActivity 95 96}} + | Removing + | {{/rollBetween() characterActivity 95 96}} + | {{#rollBetween() characterActivity 97 98}} + | Inspecting + | {{/rollBetween() characterActivity 97 98}} + | {{#rollBetween() characterActivity 99 100}} + | Summoning + | {{/rollBetween() characterActivity 99 100}} + | {{/characterActivity}} + | {{#monstrositySize}} + .sheet-result-row + .sheet-oracle-dice + | {{monstrositySize}} + .sheet-oracle-table-text + | {{#rollBetween() monstrositySize 1 5}} + | Tiny (rodent-sized) + | {{/rollBetween() monstrositySize 1 5}} + | {{#rollBetween() monstrositySize 6 30}} + | Small (hound-sized) + | {{/rollBetween() monstrositySize 6 30}} + | {{#rollBetween() monstrositySize 31 65}} + | Medium (person-sized) + | {{/rollBetween() monstrositySize 31 65}} + | {{#rollBetween() monstrositySize 66 94}} + | Large (giant-sized) + | {{/rollBetween() monstrositySize 66 94}} + | {{#rollBetween() monstrositySize 95 99}} + | Huge (whale-sized) + | {{/rollBetween() monstrositySize 95 99}} + | {{#rollTotal() monstrositySize 100}} + | Titanic (incomprehensible) + | {{/rollTotal() monstrositySize 100}} + | {{/monstrositySize}} + | {{#monstrosityPrimaryForm}} + .sheet-result-row + .sheet-oracle-dice + | {{monstrosityPrimaryForm}} + .sheet-oracle-table-text + | {{#rollBetween() monstrosityPrimaryForm 1 15}} + | Beast / mammal + | {{/rollBetween() monstrosityPrimaryForm 1 15}} + | {{#rollBetween() monstrosityPrimaryForm 16 25}} + | Humanoid + | {{/rollBetween() monstrosityPrimaryForm 16 25}} + | {{#rollBetween() monstrosityPrimaryForm 26 31}} + | Bird + | {{/rollBetween() monstrosityPrimaryForm 26 31}} + | {{#rollBetween() monstrosityPrimaryForm 32 37}} + | Spider + | {{/rollBetween() monstrosityPrimaryForm 32 37}} + | {{#rollBetween() monstrosityPrimaryForm 38 43}} + | Snake + | {{/rollBetween() monstrosityPrimaryForm 38 43}} + | {{#rollBetween() monstrosityPrimaryForm 44 49}} + | Worm / slug + | {{/rollBetween() monstrosityPrimaryForm 44 49}} + | {{#rollBetween() monstrosityPrimaryForm 50 55}} + | Lizard + | {{/rollBetween() monstrosityPrimaryForm 50 55}} + | {{#rollBetween() monstrosityPrimaryForm 56 61}} + | Insect + | {{/rollBetween() monstrosityPrimaryForm 56 61}} + | {{#rollBetween() monstrosityPrimaryForm 62 66}} + | Amorphous + | {{/rollBetween() monstrosityPrimaryForm 62 66}} + | {{#rollBetween() monstrosityPrimaryForm 67 69}} + | Crustacean + | {{/rollBetween() monstrosityPrimaryForm 67 69}} + | {{#rollBetween() monstrosityPrimaryForm 70 71}} + | Fish + | {{/rollBetween() monstrosityPrimaryForm 70 71}} + | {{#rollBetween() monstrosityPrimaryForm 72 73}} + | Octopoid + | {{/rollBetween() monstrosityPrimaryForm 72 73}} + | {{#rollBetween() monstrosityPrimaryForm 74 75}} + | Amphibian + | {{/rollBetween() monstrosityPrimaryForm 74 75}} + | {{#rollBetween() monstrosityPrimaryForm 76 77}} + | Plant + | {{/rollBetween() monstrosityPrimaryForm 76 77}} + | {{#rollTotal() monstrosityPrimaryForm 78}} + | Incorporeal + | {{/rollTotal() monstrosityPrimaryForm 78}} + | {{#rollTotal() monstrosityPrimaryForm 79}} + | Mineral + | {{/rollTotal() monstrosityPrimaryForm 79}} + | {{#rollTotal() monstrosityPrimaryForm 80}} + | Elementa + | {{/rollTotal() monstrosityPrimaryForm 80}} + | {{#rollBetween() monstrosityPrimaryForm 81 100}} + | Hybrid (roll twice) + | {{/rollBetween() monstrosityPrimaryForm 81 100}} + | {{/monstrosityPrimaryForm}} + | {{#monstrosityCharacteristics}} + .sheet-result-row + .sheet-oracle-dice + | {{monstrosityCharacteristics}} + .sheet-oracle-table-text + | {{#rollBetween() monstrosityCharacteristics 1 5}} + | Extra limbs + | {{/rollBetween() monstrosityCharacteristics 1 5}} + | {{#rollBetween() monstrosityCharacteristics 6 10}} + | Fangs / rows of sharp teeth + | {{/rollBetween() monstrosityCharacteristics 6 10}} + | {{#rollBetween() monstrosityCharacteristics 11 15}} + | Claws / talons + | {{/rollBetween() monstrosityCharacteristics 11 15}} + | {{#rollBetween() monstrosityCharacteristics 16 20}} + | Strange color / markings + | {{/rollBetween() monstrosityCharacteristics 16 20}} + | {{#rollBetween() monstrosityCharacteristics 21 25}} + | Horns / tusks + | {{/rollBetween() monstrosityCharacteristics 21 25}} + | {{#rollBetween() monstrosityCharacteristics 26 30}} + | Oversized mouth + | {{/rollBetween() monstrosityCharacteristics 26 30}} + | {{#rollBetween() monstrosityCharacteristics 31 35}} + | Spikes / spines + | {{/rollBetween() monstrosityCharacteristics 31 35}} + | {{#rollBetween() monstrosityCharacteristics 36 40}} + | Tail + | {{/rollBetween() monstrosityCharacteristics 36 40}} + | {{#rollBetween() monstrosityCharacteristics 41 45}} + | Multi-segmented body + | {{/rollBetween() monstrosityCharacteristics 41 45}} + | {{#rollBetween() monstrosityCharacteristics 46 50}} + | Wings + | {{/rollBetween() monstrosityCharacteristics 46 50}} + | {{#rollBetween() monstrosityCharacteristics 51 54}} + | Stinger / barbs + | {{/rollBetween() monstrosityCharacteristics 51 54}} + | {{#rollBetween() monstrosityCharacteristics 55 58}} + | Many-eyed + | {{/rollBetween() monstrosityCharacteristics 55 58}} + | {{#rollBetween() monstrosityCharacteristics 59 62}} + | Distinctive sound + | {{/rollBetween() monstrosityCharacteristics 59 62}} + | {{#rollBetween() monstrosityCharacteristics 63 66}} + | Tentacles / tendrils + | {{/rollBetween() monstrosityCharacteristics 63 66}} + | {{#rollBetween() monstrosityCharacteristics 67 69}} + | Mandibles / pincers + | {{/rollBetween() monstrosityCharacteristics 67 69}} + | {{#rollBetween() monstrosityCharacteristics 70 72}} + | Luminescent + | {{/rollBetween() monstrosityCharacteristics 70 72}} + | {{#rollBetween() monstrosityCharacteristics 73 75}} + | Antennae / sensory organs + | {{/rollBetween() monstrosityCharacteristics 73 75}} + | {{#rollBetween() monstrosityCharacteristics 76 78}} + | Proboscis / inner jaw + | {{/rollBetween() monstrosityCharacteristics 76 78}} + | {{#rollBetween() monstrosityCharacteristics 79 81}} + | Exoskeleton / shell + | {{/rollBetween() monstrosityCharacteristics 79 81}} + | {{#rollBetween() monstrosityCharacteristics 82 84}} + | Bony protuberances + | {{/rollBetween() monstrosityCharacteristics 82 84}} + | {{#rollBetween() monstrosityCharacteristics 85 87}} + | Corrupted flesh + | {{/rollBetween() monstrosityCharacteristics 85 87}} + | {{#rollBetween() monstrosityCharacteristics 88 90}} + | Semi-transparent + | {{/rollBetween() monstrosityCharacteristics 88 90}} + | {{#rollBetween() monstrosityCharacteristics 91 93}} + | Scarred / injured + | {{/rollBetween() monstrosityCharacteristics 91 93}} + | {{#rollBetween() monstrosityCharacteristics 94 95}} + | Egg sac / carried offspring + | {{/rollBetween() monstrosityCharacteristics 94 95}} + | {{#rollBetween() monstrosityCharacteristics 96 97}} + | Rotting / skeletal + | {{/rollBetween() monstrosityCharacteristics 96 97}} + | {{#rollTotal() monstrosityCharacteristics 98}} + | Mummified / desiccated + | {{/rollTotal() monstrosityCharacteristics 98}} + | {{#rollTotal() monstrosityCharacteristics 99}} + | Multi-headed + | {{/rollTotal() monstrosityCharacteristics 99}} + | {{#rollTotal() monstrosityCharacteristics 100}} + | Etched with mystic runes + | {{/rollTotal() monstrosityCharacteristics 100}} + | {{/monstrosityCharacteristics}} + | {{#monstrosityAbilities}} + .sheet-result-row + .sheet-oracle-dice + | {{monstrosityAbilities}} + .sheet-oracle-table-text + | {{#rollBetween() monstrosityAbilities 1 4}} + | Keen senses + | {{/rollBetween() monstrosityAbilities 1 4}} + | {{#rollBetween() monstrosityAbilities 5 8}} + | Intimidating vocalization + | {{/rollBetween() monstrosityAbilities 5 8}} + | {{#rollBetween() monstrosityAbilities 9 12}} + | Climber + | {{/rollBetween() monstrosityAbilities 9 12}} + | {{#rollBetween() monstrosityAbilities 13 16}} + | Intelligent + | {{/rollBetween() monstrosityAbilities 13 16}} + | {{#rollBetween() monstrosityAbilities 17 20}} + | Swift + | {{/rollBetween() monstrosityAbilities 17 20}} + | {{#rollBetween() monstrosityAbilities 21 24}} + | Powerful bite + | {{/rollBetween() monstrosityAbilities 21 24}} + | {{#rollBetween() monstrosityAbilities 25 28}} + | Stealthy / ambusher + | {{/rollBetween() monstrosityAbilities 25 28}} + | {{#rollBetween() monstrosityAbilities 29 32}} + | Horrid visage + | {{/rollBetween() monstrosityAbilities 29 32}} + | {{#rollBetween() monstrosityAbilities 33 36}} + | Strong + | {{/rollBetween() monstrosityAbilities 33 36}} + | {{#rollBetween() monstrosityAbilities 37 40}} + | Camouflaged + | {{/rollBetween() monstrosityAbilities 37 40}} + | {{#rollBetween() monstrosityAbilities 41 43}} + | Flier / glider + | {{/rollBetween() monstrosityAbilities 41 43}} + | {{#rollBetween() monstrosityAbilities 44 46}} + | Poisonous + | {{/rollBetween() monstrosityAbilities 44 46}} + | {{#rollBetween() monstrosityAbilities 47 49}} + | Semiaquatic / swimmer + | {{/rollBetween() monstrosityAbilities 47 49}} + | {{#rollBetween() monstrosityAbilities 50 52}} + | Grappler / entangler + | {{/rollBetween() monstrosityAbilities 50 52}} + | {{#rollBetween() monstrosityAbilities 53 55}} + | Leaper + | {{/rollBetween() monstrosityAbilities 53 55}} + | {{#rollBetween() monstrosityAbilities 56 58}} + | Crusher / constrictor + | {{/rollBetween() monstrosityAbilities 56 58}} + | {{#rollBetween() monstrosityAbilities 59 61}} + | Armored + | {{/rollBetween() monstrosityAbilities 59 61}} + | {{#rollBetween() monstrosityAbilities 62 64}} + | Burrower + | {{/rollBetween() monstrosityAbilities 62 64}} + | {{#rollBetween() monstrosityAbilities 65 67}} + | Noxious smell + | {{/rollBetween() monstrosityAbilities 65 67}} + | {{#rollBetween() monstrosityAbilities 68 69}} + | Trap-setter + | {{/rollBetween() monstrosityAbilities 68 69}} + | {{#rollBetween() monstrosityAbilities 70 71}} + | Parasitic + | {{/rollBetween() monstrosityAbilities 70 71}} + | {{#rollBetween() monstrosityAbilities 72 73}} + | Vibration sense + | {{/rollBetween() monstrosityAbilities 72 73}} + | {{#rollBetween() monstrosityAbilities 74 75}} + | Breath weapon / toxic spew + | {{/rollBetween() monstrosityAbilities 74 75}} + | {{#rollBetween() monstrosityAbilities 76 77}} + | Mimicry + | {{/rollBetween() monstrosityAbilities 76 77}} + | {{#rollBetween() monstrosityAbilities 78 79}} + | Shapeshifting + | {{/rollBetween() monstrosityAbilities 78 79}} + | {{#rollBetween() monstrosityAbilities 80 81}} + | Control lesser creatures + | {{/rollBetween() monstrosityAbilities 80 81}} + | {{#rollBetween() monstrosityAbilities 82 83}} + | Echolocation + | {{/rollBetween() monstrosityAbilities 82 83}} + | {{#rollBetween() monstrosityAbilities 84 85}} + | Electric shock + | {{/rollBetween() monstrosityAbilities 84 85}} + | {{#rollBetween() monstrosityAbilities 86 87}} + | Acidic + | {{/rollBetween() monstrosityAbilities 86 87}} + | {{#rollBetween() monstrosityAbilities 88 89}} + | Symbiotic + | {{/rollBetween() monstrosityAbilities 88 89}} + | {{#rollBetween() monstrosityAbilities 90 91}} + | Shoot projectiles + | {{/rollBetween() monstrosityAbilities 90 91}} + | {{#rollTotal() monstrosityAbilities 92}} + | Paralyzing + | {{/rollTotal() monstrosityAbilities 92}} + | {{#rollTotal() monstrosityAbilities 93}} + | Immune to iron + | {{/rollTotal() monstrosityAbilities 93}} + | {{#rollTotal() monstrosityAbilities 94}} + | Feels no pain + | {{/rollTotal() monstrosityAbilities 94}} + | {{#rollTotal() monstrosityAbilities 95}} + | Enact rituals + | {{/rollTotal() monstrosityAbilities 95}} + | {{#rollTotal() monstrosityAbilities 96}} + | Create illusions + | {{/rollTotal() monstrosityAbilities 96}} + | {{#rollTotal() monstrosityAbilities 97}} + | Mind control / telepathy + | {{/rollTotal() monstrosityAbilities 97}} + | {{#rollTotal() monstrosityAbilities 98}} + | Move between realities + | {{/rollTotal() monstrosityAbilities 98}} + | {{#rollTotal() monstrosityAbilities 99}} + | Wield weapons + | {{/rollTotal() monstrosityAbilities 99}} + | {{#rollTotal() monstrosityAbilities 100}} + | Control elements + | {{/rollTotal() monstrosityAbilities 100}} + | {{/monstrosityAbilities}} + | {{#trapEvent}} + .sheet-result-row + .sheet-oracle-dice + | {{trapEvent}} + .sheet-oracle-table-text + | {{#rollBetween() trapEvent 1 4}} + | Block + | {{/rollBetween() trapEvent 1 4}} + | {{#rollBetween() trapEvent 5 8}} + | Create + | {{/rollBetween() trapEvent 5 8}} + | {{#rollBetween() trapEvent 9 12}} + | Break + | {{/rollBetween() trapEvent 9 12}} + | {{#rollBetween() trapEvent 13 16}} + | Puncture + | {{/rollBetween() trapEvent 13 16}} + | {{#rollBetween() trapEvent 17 20}} + | Entangle + | {{/rollBetween() trapEvent 17 20}} + | {{#rollBetween() trapEvent 21 24}} + | Enclose + | {{/rollBetween() trapEvent 21 24}} + | {{#rollBetween() trapEvent 25 28}} + | Ambush + | {{/rollBetween() trapEvent 25 28}} + | {{#rollBetween() trapEvent 29 32}} + | Snare + | {{/rollBetween() trapEvent 29 32}} + | {{#rollBetween() trapEvent 33 36}} + | Change + | {{/rollBetween() trapEvent 33 36}} + | {{#rollBetween() trapEvent 37 40}} + | Imitate + | {{/rollBetween() trapEvent 37 40}} + | {{#rollBetween() trapEvent 41 44}} + | Crush + | {{/rollBetween() trapEvent 41 44}} + | {{#rollBetween() trapEvent 45 48}} + | Drop + | {{/rollBetween() trapEvent 45 48}} + | {{#rollBetween() trapEvent 49 52}} + | Conceal + | {{/rollBetween() trapEvent 49 52}} + | {{#rollBetween() trapEvent 53 56}} + | Lure + | {{/rollBetween() trapEvent 53 56}} + | {{#rollBetween() trapEvent 57 60}} + | Release + | {{/rollBetween() trapEvent 57 60}} + | {{#rollBetween() trapEvent 61 64}} + | Obscure + | {{/rollBetween() trapEvent 61 64}} + | {{#rollBetween() trapEvent 65 68}} + | Cut + | {{/rollBetween() trapEvent 65 68}} + | {{#rollBetween() trapEvent 69 72}} + | Smother + | {{/rollBetween() trapEvent 69 72}} + | {{#rollBetween() trapEvent 73 76}} + | Collapse + | {{/rollBetween() trapEvent 73 76}} + | {{#rollBetween() trapEvent 77 80}} + | Summon + | {{/rollBetween() trapEvent 77 80}} + | {{#rollBetween() trapEvent 81 84}} + | Move + | {{/rollBetween() trapEvent 81 84}} + | {{#rollBetween() trapEvent 85 88}} + | Surprise + | {{/rollBetween() trapEvent 85 88}} + | {{#rollBetween() trapEvent 89 92}} + | Divert + | {{/rollBetween() trapEvent 89 92}} + | {{#rollBetween() trapEvent 93 96}} + | Attack + | {{/rollBetween() trapEvent 93 96}} + | {{#rollBetween() trapEvent 97 100}} + | Trigger + | {{/rollBetween() trapEvent 97 100}} + | {{/trapEvent}} + | {{#trapComponent}} + .sheet-result-row + .sheet-oracle-dice + | {{trapComponent}} + .sheet-oracle-table-text + | {{#rollBetween() trapComponent 1 4}} + | Pit + | {{/rollBetween() trapComponent 1 4}} + | {{#rollBetween() trapComponent 5 8}} + | Water + | {{/rollBetween() trapComponent 5 8}} + | {{#rollBetween() trapComponent 9 12}} + | Fire + | {{/rollBetween() trapComponent 9 12}} + | {{#rollBetween() trapComponent 13 16}} + | Projectile + | {{/rollBetween() trapComponent 13 16}} + | {{#rollBetween() trapComponent 17 20}} + | Passage + | {{/rollBetween() trapComponent 17 20}} + | {{#rollBetween() trapComponent 21 24}} + | Fall + | {{/rollBetween() trapComponent 21 24}} + | {{#rollBetween() trapComponent 25 28}} + | Debris + | {{/rollBetween() trapComponent 25 28}} + | {{#rollBetween() trapComponent 29 32}} + | Fear + | {{/rollBetween() trapComponent 29 32}} + | {{#rollBetween() trapComponent 33 36}} + | Alarm + | {{/rollBetween() trapComponent 33 36}} + | {{#rollBetween() trapComponent 37 40}} + | Trigger + | {{/rollBetween() trapComponent 37 40}} + | {{#rollBetween() trapComponent 41 44}} + | Cold + | {{/rollBetween() trapComponent 41 44}} + | {{#rollBetween() trapComponent 45 48}} + | Weapon + | {{/rollBetween() trapComponent 45 48}} + | {{#rollBetween() trapComponent 49 52}} + | Darkness + | {{/rollBetween() trapComponent 49 52}} + | {{#rollBetween() trapComponent 53 56}} + | Decay + | {{/rollBetween() trapComponent 53 56}} + | {{#rollBetween() trapComponent 57 60}} + | Path + | {{/rollBetween() trapComponent 57 60}} + | {{#rollBetween() trapComponent 61 64}} + | Stone + | {{/rollBetween() trapComponent 61 64}} + | {{#rollBetween() trapComponent 65 68}} + | Terrain + | {{/rollBetween() trapComponent 65 68}} + | {{#rollBetween() trapComponent 69 72}} + | Poison + | {{/rollBetween() trapComponent 69 72}} + | {{#rollBetween() trapComponent 73 76}} + | Barrier + | {{/rollBetween() trapComponent 73 76}} + | {{#rollBetween() trapComponent 77 80}} + | Overhead + | {{/rollBetween() trapComponent 77 80}} + | {{#rollBetween() trapComponent 81 84}} + | Magic + | {{/rollBetween() trapComponent 81 84}} + | {{#rollBetween() trapComponent 85 88}} + | Toxin + | {{/rollBetween() trapComponent 85 88}} + | {{#rollBetween() trapComponent 89 92}} + | Earth + | {{/rollBetween() trapComponent 89 92}} + | {{#rollBetween() trapComponent 93 96}} + | Light + | {{/rollBetween() trapComponent 93 96}} + | {{#rollBetween() trapComponent 97 100}} + | Denizen + | {{/rollBetween() trapComponent 97 100}} + | {{/trapComponent}} + | {{#combatEventMethod}} + .sheet-result-row + .sheet-oracle-dice + | {{combatEventMethod}} + .sheet-oracle-table-text + | {{#rollBetween() combatEventMethod 1 2}} + | Defy + | {{/rollBetween() combatEventMethod 1 2}} + | {{#rollBetween() combatEventMethod 3 4}} + | Break + | {{/rollBetween() combatEventMethod 3 4}} + | {{#rollBetween() combatEventMethod 5 6}} + | Trick + | {{/rollBetween() combatEventMethod 5 6}} + | {{#rollBetween() combatEventMethod 7 8}} + | Evade + | {{/rollBetween() combatEventMethod 7 8}} + | {{#rollBetween() combatEventMethod 9 10}} + | Protect + | {{/rollBetween() combatEventMethod 9 10}} + | {{#rollBetween() combatEventMethod 11 12}} + | Overwhelm + | {{/rollBetween() combatEventMethod 11 12}} + | {{#rollBetween() combatEventMethod 13 14}} + | Persevere + | {{/rollBetween() combatEventMethod 13 14}} + | {{#rollBetween() combatEventMethod 15 16}} + | Assist + | {{/rollBetween() combatEventMethod 15 16}} + | {{#rollBetween() combatEventMethod 17 18}} + | Await + | {{/rollBetween() combatEventMethod 17 18}} + | {{#rollBetween() combatEventMethod 19 20}} + | Abort + | {{/rollBetween() combatEventMethod 19 20}} + | {{#rollBetween() combatEventMethod 21 22}} + | Block + | {{/rollBetween() combatEventMethod 21 22}} + | {{#rollBetween() combatEventMethod 23 24}} + | Collide + | {{/rollBetween() combatEventMethod 23 24}} + | {{#rollBetween() combatEventMethod 25 26}} + | Focus + | {{/rollBetween() combatEventMethod 25 26}} + | {{#rollBetween() combatEventMethod 27 28}} + | Advance + | {{/rollBetween() combatEventMethod 27 28}} + | {{#rollBetween() combatEventMethod 29 30}} + | Breach + | {{/rollBetween() combatEventMethod 29 30}} + | {{#rollBetween() combatEventMethod 31 32}} + | Endure + | {{/rollBetween() combatEventMethod 31 32}} + | {{#rollBetween() combatEventMethod 33 34}} + | Assault + | {{/rollBetween() combatEventMethod 33 34}} + | {{#rollBetween() combatEventMethod 35 36}} + | Charge + | {{/rollBetween() combatEventMethod 35 36}} + | {{#rollBetween() combatEventMethod 37 38}} + | Escalate + | {{/rollBetween() combatEventMethod 37 38}} + | {{#rollBetween() combatEventMethod 39 40}} + | Sunder + | {{/rollBetween() combatEventMethod 39 40}} + | {{#rollBetween() combatEventMethod 41 42}} + | Shatter + | {{/rollBetween() combatEventMethod 41 42}} + | {{#rollBetween() combatEventMethod 43 44}} + | Aim + | {{/rollBetween() combatEventMethod 43 44}} + | {{#rollBetween() combatEventMethod 45 46}} + | Stagger + | {{/rollBetween() combatEventMethod 45 46}} + | {{#rollBetween() combatEventMethod 47 48}} + | Counter + | {{/rollBetween() combatEventMethod 47 48}} + | {{#rollBetween() combatEventMethod 49 50}} + | Seize + | {{/rollBetween() combatEventMethod 49 50}} + | {{#rollBetween() combatEventMethod 51 52}} + | Impact + | {{/rollBetween() combatEventMethod 51 52}} + | {{#rollBetween() combatEventMethod 53 54}} + | Entangle + | {{/rollBetween() combatEventMethod 53 54}} + | {{#rollBetween() combatEventMethod 55 56}} + | Hold + | {{/rollBetween() combatEventMethod 55 56}} + | {{#rollBetween() combatEventMethod 57 58}} + | Deflect + | {{/rollBetween() combatEventMethod 57 58}} + | {{#rollBetween() combatEventMethod 59 60}} + | Drop + | {{/rollBetween() combatEventMethod 59 60}} + | {{#rollBetween() combatEventMethod 61 62}} + | Lose + | {{/rollBetween() combatEventMethod 61 62}} + | {{#rollBetween() combatEventMethod 63 64}} + | Sweep + | {{/rollBetween() combatEventMethod 63 64}} + | {{#rollBetween() combatEventMethod 65 66}} + | Secure + | {{/rollBetween() combatEventMethod 65 66}} + | {{#rollBetween() combatEventMethod 67 68}} + | Cover + | {{/rollBetween() combatEventMethod 67 68}} + | {{#rollBetween() combatEventMethod 69 70}} + | Withdraw + | {{/rollBetween() combatEventMethod 69 70}} + | {{#rollBetween() combatEventMethod 71 72}} + | Clash + | {{/rollBetween() combatEventMethod 71 72}} + | {{#rollBetween() combatEventMethod 73 74}} + | Amplify + | {{/rollBetween() combatEventMethod 73 74}} + | {{#rollBetween() combatEventMethod 75 76}} + | Batter + | {{/rollBetween() combatEventMethod 75 76}} + | {{#rollBetween() combatEventMethod 77 78}} + | Feint + | {{/rollBetween() combatEventMethod 77 78}} + | {{#rollBetween() combatEventMethod 79 80}} + | Shove + | {{/rollBetween() combatEventMethod 79 80}} + | {{#rollBetween() combatEventMethod 81 82}} + | Embed + | {{/rollBetween() combatEventMethod 81 82}} + | {{#rollBetween() combatEventMethod 83 84}} + | Affect + | {{/rollBetween() combatEventMethod 83 84}} + | {{#rollBetween() combatEventMethod 85 86}} + | Probe + | {{/rollBetween() combatEventMethod 85 86}} + | {{#rollBetween() combatEventMethod 87 88}} + | Force + | {{/rollBetween() combatEventMethod 87 88}} + | {{#rollBetween() combatEventMethod 89 90}} + | Intensify + | {{/rollBetween() combatEventMethod 89 90}} + | {{#rollBetween() combatEventMethod 91 92}} + | Distract + | {{/rollBetween() combatEventMethod 91 92}} + | {{#rollBetween() combatEventMethod 93 94}} + | Challenge + | {{/rollBetween() combatEventMethod 93 94}} + | {{#rollBetween() combatEventMethod 95 96}} + | Brawl + | {{/rollBetween() combatEventMethod 95 96}} + | {{#rollBetween() combatEventMethod 97 98}} + | Coordinate + | {{/rollBetween() combatEventMethod 97 98}} + | {{#rollBetween() combatEventMethod 99 100}} + | Overrun + | {{/rollBetween() combatEventMethod 99 100}} + | {{/combatEventMethod}} + | {{#combatEventTarget}} + .sheet-result-row + .sheet-oracle-dice + | {{combatEventTarget}} + .sheet-oracle-table-text + | {{#rollBetween() combatEventTarget 1 2}} + | Control + | {{/rollBetween() combatEventTarget 1 2}} + | {{#rollBetween() combatEventTarget 3 4}} + | Defense + | {{/rollBetween() combatEventTarget 3 4}} + | {{#rollBetween() combatEventTarget 5 6}} + | Limbs + | {{/rollBetween() combatEventTarget 5 6}} + | {{#rollBetween() combatEventTarget 7 8}} + | Focus + | {{/rollBetween() combatEventTarget 7 8}} + | {{#rollBetween() combatEventTarget 9 10}} + | Advantage + | {{/rollBetween() combatEventTarget 9 10}} + | {{#rollBetween() combatEventTarget 11 12}} + | Range + | {{/rollBetween() combatEventTarget 11 12}} + | {{#rollBetween() combatEventTarget 13 14}} + | Stress + | {{/rollBetween() combatEventTarget 13 14}} + | {{#rollBetween() combatEventTarget 15 16}} + | Sense + | {{/rollBetween() combatEventTarget 15 16}} + | {{#rollBetween() combatEventTarget 17 18}} + | Weakness + | {{/rollBetween() combatEventTarget 17 18}} + | {{#rollBetween() combatEventTarget 19 20}} + | Opening + | {{/rollBetween() combatEventTarget 19 20}} + | {{#rollBetween() combatEventTarget 21 22}} + | Fear + | {{/rollBetween() combatEventTarget 21 22}} + | {{#rollBetween() combatEventTarget 23 24}} + | Instinct + | {{/rollBetween() combatEventTarget 23 24}} + | {{#rollBetween() combatEventTarget 25 26}} + | Footing + | {{/rollBetween() combatEventTarget 25 26}} + | {{#rollBetween() combatEventTarget 27 28}} + | Maneuver + | {{/rollBetween() combatEventTarget 27 28}} + | {{#rollBetween() combatEventTarget 29 30}} + | Reach + | {{/rollBetween() combatEventTarget 29 30}} + | {{#rollBetween() combatEventTarget 31 32}} + | Harm + | {{/rollBetween() combatEventTarget 31 32}} + | {{#rollBetween() combatEventTarget 33 34}} + | Finesse + | {{/rollBetween() combatEventTarget 33 34}} + | {{#rollBetween() combatEventTarget 35 36}} + | Weapon + | {{/rollBetween() combatEventTarget 35 36}} + | {{#rollBetween() combatEventTarget 37 38}} + | Environment + | {{/rollBetween() combatEventTarget 37 38}} + | {{#rollBetween() combatEventTarget 39 40}} + | Technique + | {{/rollBetween() combatEventTarget 39 40}} + | {{#rollBetween() combatEventTarget 41 42}} + | Surprise + | {{/rollBetween() combatEventTarget 41 42}} + | {{#rollBetween() combatEventTarget 43 44}} + | Pride + | {{/rollBetween() combatEventTarget 43 44}} + | {{#rollBetween() combatEventTarget 45 46}} + | Wound + | {{/rollBetween() combatEventTarget 45 46}} + | {{#rollBetween() combatEventTarget 47 48}} + | Precision + | {{/rollBetween() combatEventTarget 47 48}} + | {{#rollBetween() combatEventTarget 49 50}} + | Ally + | {{/rollBetween() combatEventTarget 49 50}} + | {{#rollBetween() combatEventTarget 51 52}} + | Ground + | {{/rollBetween() combatEventTarget 51 52}} + | {{#rollBetween() combatEventTarget 53 54}} + | Courage + | {{/rollBetween() combatEventTarget 53 54}} + | {{#rollBetween() combatEventTarget 55 56}} + | Companion + | {{/rollBetween() combatEventTarget 55 56}} + | {{#rollBetween() combatEventTarget 57 58}} + | Object + | {{/rollBetween() combatEventTarget 57 58}} + | {{#rollBetween() combatEventTarget 59 60}} + | Momentum + | {{/rollBetween() combatEventTarget 59 60}} + | {{#rollBetween() combatEventTarget 61 62}} + | Speed + | {{/rollBetween() combatEventTarget 61 62}} + | {{#rollBetween() combatEventTarget 63 64}} + | Strength + | {{/rollBetween() combatEventTarget 63 64}} + | {{#rollBetween() combatEventTarget 65 66}} + | Supply + | {{/rollBetween() combatEventTarget 65 66}} + | {{#rollBetween() combatEventTarget 67 68}} + | Terrain + | {{/rollBetween() combatEventTarget 67 68}} + | {{#rollBetween() combatEventTarget 69 70}} + | Armor + | {{/rollBetween() combatEventTarget 69 70}} + | {{#rollBetween() combatEventTarget 71 72}} + | Skill + | {{/rollBetween() combatEventTarget 71 72}} + | {{#rollBetween() combatEventTarget 73 74}} + | Body + | {{/rollBetween() combatEventTarget 73 74}} + | {{#rollBetween() combatEventTarget 75 76}} + | Protection + | {{/rollBetween() combatEventTarget 75 76}} + | {{#rollBetween() combatEventTarget 77 78}} + | Resolve + | {{/rollBetween() combatEventTarget 77 78}} + | {{#rollBetween() combatEventTarget 79 80}} + | Ferocity + | {{/rollBetween() combatEventTarget 79 80}} + | {{#rollBetween() combatEventTarget 81 82}} + | Shield + | {{/rollBetween() combatEventTarget 81 82}} + | {{#rollBetween() combatEventTarget 83 84}} + | Ammo + | {{/rollBetween() combatEventTarget 83 84}} + | {{#rollBetween() combatEventTarget 85 86}} + | Anger + | {{/rollBetween() combatEventTarget 85 86}} + | {{#rollBetween() combatEventTarget 87 88}} + | Opportunity + | {{/rollBetween() combatEventTarget 87 88}} + | {{#rollBetween() combatEventTarget 89 90}} + | Balance + | {{/rollBetween() combatEventTarget 89 90}} + | {{#rollBetween() combatEventTarget 91 92}} + | Position + | {{/rollBetween() combatEventTarget 91 92}} + | {{#rollBetween() combatEventTarget 93 94}} + | Barrier + | {{/rollBetween() combatEventTarget 93 94}} + | {{#rollBetween() combatEventTarget 95 96}} + | Strategy + | {{/rollBetween() combatEventTarget 95 96}} + | {{#rollBetween() combatEventTarget 97 98}} + | Grasp + | {{/rollBetween() combatEventTarget 97 98}} + | {{#rollBetween() combatEventTarget 99 100}} + | Power + | {{/rollBetween() combatEventTarget 99 100}} + | {{/combatEventTarget}} + | {{#threatCategory}} + .sheet-result-row + .sheet-oracle-dice + | {{threatCategory}} + .sheet-oracle-table-text + | {{#rollBetween() threatCategory 1 10}} + | Burgeoning Conflict + | {{/rollBetween() threatCategory 1 10}} + | {{#rollBetween() threatCategory 11 20}} + | Cursed Site + | {{/rollBetween() threatCategory 11 20}} + | {{#rollBetween() threatCategory 21 30}} + | Environmental Calamity + | {{/rollBetween() threatCategory 21 30}} + | {{#rollBetween() threatCategory 31 40}} + | Malignant Plague + | {{/rollBetween() threatCategory 31 40}} + | {{#rollBetween() threatCategory 41 50}} + | Rampaging Creature + | {{/rollBetween() threatCategory 41 50}} + | {{#rollBetween() threatCategory 51 60}} + | Ravaging Horde + | {{/rollBetween() threatCategory 51 60}} + | {{#rollBetween() threatCategory 61 70}} + | Scheming Leader + | {{/rollBetween() threatCategory 61 70}} + | {{#rollBetween() threatCategory 71 80}} + | Power-Hungry Mystic + | {{/rollBetween() threatCategory 71 80}} + | {{#rollBetween() threatCategory 81 90}} + | Zealous Cult + | {{/rollBetween() threatCategory 81 90}} + | {{#rollBetween() threatCategory 91 100}} + | Roll Twice + | {{/rollBetween() threatCategory 91 100}} + | {{/threatCategory}} + | {{#threatBurgeoningConflict}} + .sheet-result-row + .sheet-oracle-dice + | {{threatBurgeoningConflict}} + .sheet-oracle-table-text + | {{#rollBetween() threatBurgeoningConflict 1 10}} + | Allow warmongers to gain influence + | {{/rollBetween() threatBurgeoningConflict 1 10}} + | {{#rollBetween() threatBurgeoningConflict 11 20}} + | Break a treaty + | {{/rollBetween() threatBurgeoningConflict 11 20}} + | {{#rollBetween() threatBurgeoningConflict 21 30}} + | Force a hasty decision + | {{/rollBetween() threatBurgeoningConflict 21 30}} + | {{#rollBetween() threatBurgeoningConflict 31 40}} + | Deepen suspicions + | {{/rollBetween() threatBurgeoningConflict 31 40}} + | {{#rollBetween() threatBurgeoningConflict 41 50}} + | Trigger a confrontation + | {{/rollBetween() threatBurgeoningConflict 41 50}} + | {{#rollBetween() threatBurgeoningConflict 51 60}} + | Subvert a potential accord + | {{/rollBetween() threatBurgeoningConflict 51 60}} + | {{#rollBetween() threatBurgeoningConflict 61 70}} + | Isolate the antagonists + | {{/rollBetween() threatBurgeoningConflict 61 70}} + | {{#rollBetween() threatBurgeoningConflict 71 80}} + | Draw new battle lines + | {{/rollBetween() threatBurgeoningConflict 71 80}} + | {{#rollBetween() threatBurgeoningConflict 81 90}} + | Reveal an unexpected aspect of the dispute + | {{/rollBetween() threatBurgeoningConflict 81 90}} + | {{#rollBetween() threatBurgeoningConflict 91 100}} + | Introduce a new person or faction to complicate the situation + | {{/rollBetween() threatBurgeoningConflict 91 100}} + | {{/threatBurgeoningConflict}} + | {{#threatCursedSite}} + .sheet-result-row + .sheet-oracle-dice + | {{threatCursedSite}} + .sheet-oracle-table-text + | {{#rollBetween() threatCursedSite 1 10}} + | Unleash a creature or being + | {{/rollBetween() threatCursedSite 1 10}} + | {{#rollBetween() threatCursedSite 11 20}} + | Lure the unwary into its depths + | {{/rollBetween() threatCursedSite 11 20}} + | {{#rollBetween() threatCursedSite 21 30}} + | Offer promises of power + | {{/rollBetween() threatCursedSite 21 30}} + | {{#rollBetween() threatCursedSite 31 40}} + | Reveal a new aspect of its cursed history + | {{/rollBetween() threatCursedSite 31 40}} + | {{#rollBetween() threatCursedSite 41 50}} + | Expand its malignancy to surrounding lands + | {{/rollBetween() threatCursedSite 41 50}} + | {{#rollBetween() threatCursedSite 51 60}} + | Leave its mark on an inhabitant or visitor + | {{/rollBetween() threatCursedSite 51 60}} + | {{#rollBetween() threatCursedSite 61 70}} + | Reveal hidden depths + | {{/rollBetween() threatCursedSite 61 70}} + | {{#rollBetween() threatCursedSite 71 80}} + | Ensnare an important person or object + | {{/rollBetween() threatCursedSite 71 80}} + | {{#rollBetween() threatCursedSite 81 90}} + | Corrupt the environment + | {{/rollBetween() threatCursedSite 81 90}} + | {{#rollBetween() threatCursedSite 91 100}} + | Transform its nature + | {{/rollBetween() threatCursedSite 91 100}} + | {{/threatCursedSite}} + | {{#threatEnvironmentalCalamity}} + .sheet-result-row + .sheet-oracle-dice + | {{threatEnvironmentalCalamity}} + .sheet-oracle-table-text + | {{#rollBetween() threatEnvironmentalCalamity 1 10}} + | Devastate a place + | {{/rollBetween() threatEnvironmentalCalamity 1 10}} + | {{#rollBetween() threatEnvironmentalCalamity 11 20}} + | Block a path + | {{/rollBetween() threatEnvironmentalCalamity 11 20}} + | {{#rollBetween() threatEnvironmentalCalamity 21 30}} + | Threaten a community with imminent destruction + | {{/rollBetween() threatEnvironmentalCalamity 21 30}} + | {{#rollBetween() threatEnvironmentalCalamity 31 40}} + | Manifest unexpected effects + | {{/rollBetween() threatEnvironmentalCalamity 31 40}} + | {{#rollBetween() threatEnvironmentalCalamity 41 50}} + | Expand in scope or intensity + | {{/rollBetween() threatEnvironmentalCalamity 41 50}} + | {{#rollBetween() threatEnvironmentalCalamity 51 60}} + | Allow someone to take advantage + | {{/rollBetween() threatEnvironmentalCalamity 51 60}} + | {{#rollBetween() threatEnvironmentalCalamity 61 70}} + | Deprive of resources + | {{/rollBetween() threatEnvironmentalCalamity 61 70}} + | {{#rollBetween() threatEnvironmentalCalamity 71 80}} + | Isolate an important person or community + | {{/rollBetween() threatEnvironmentalCalamity 71 80}} + | {{#rollBetween() threatEnvironmentalCalamity 81 90}} + | Force refugees into hostile lands + | {{/rollBetween() threatEnvironmentalCalamity 81 90}} + | {{#rollBetween() threatEnvironmentalCalamity 91 100}} + | Disrupt natural ecosystems + | {{/rollBetween() threatEnvironmentalCalamity 91 100}} + | {{/threatEnvironmentalCalamity}} + | {{#threatMalignantPlague}} + .sheet-result-row + .sheet-oracle-dice + | {{threatMalignantPlague}} + .sheet-oracle-table-text + | {{#rollBetween() threatMalignantPlague 1 10}} + | Manifest new symptoms or effects + | {{/rollBetween() threatMalignantPlague 1 10}} + | {{#rollBetween() threatMalignantPlague 11 20}} + | Infect someone important + | {{/rollBetween() threatMalignantPlague 11 20}} + | {{#rollBetween() threatMalignantPlague 21 30}} + | Expand to new territory or communities + | {{/rollBetween() threatMalignantPlague 21 30}} + | {{#rollBetween() threatMalignantPlague 31 40}} + | Allow someone to take advantage + | {{/rollBetween() threatMalignantPlague 31 40}} + | {{#rollBetween() threatMalignantPlague 41 50}} + | Allow someone to take the blame + | {{/rollBetween() threatMalignantPlague 41 50}} + | {{#rollBetween() threatMalignantPlague 51 60}} + | Create panic or disorder + | {{/rollBetween() threatMalignantPlague 51 60}} + | {{#rollBetween() threatMalignantPlague 61 70}} + | Force a horrible decision + | {{/rollBetween() threatMalignantPlague 61 70}} + | {{#rollBetween() threatMalignantPlague 71 80}} + | Lure into complacency + | {{/rollBetween() threatMalignantPlague 71 80}} + | {{#rollBetween() threatMalignantPlague 81 90}} + | Reveal the root of the sickness + | {{/rollBetween() threatMalignantPlague 81 90}} + | {{#rollBetween() threatMalignantPlague 91 100}} + | Undermine a potential cure + | {{/rollBetween() threatMalignantPlague 91 100}} + | {{/threatMalignantPlague}} + | {{#threatRampagingCreature}} + .sheet-result-row + .sheet-oracle-dice + | {{threatRampagingCreature}} + .sheet-oracle-table-text + | {{#rollBetween() threatRampagingCreature 1 10}} + | Reveal a new aspect of its nature or abilities + | {{/rollBetween() threatRampagingCreature 1 10}} + | {{#rollBetween() threatRampagingCreature 11 20}} + | Expand its territory + | {{/rollBetween() threatRampagingCreature 11 20}} + | {{#rollBetween() threatRampagingCreature 21 30}} + | Make a sudden and brutal attack + | {{/rollBetween() threatRampagingCreature 21 30}} + | {{#rollBetween() threatRampagingCreature 31 40}} + | Control or influence lesser creatures + | {{/rollBetween() threatRampagingCreature 31 40}} + | {{#rollBetween() threatRampagingCreature 41 50}} + | Create confusion or strife + | {{/rollBetween() threatRampagingCreature 41 50}} + | {{#rollBetween() threatRampagingCreature 51 60}} + | Leave foreboding signs + | {{/rollBetween() threatRampagingCreature 51 60}} + | {{#rollBetween() threatRampagingCreature 61 70}} + | Lure the unwary + | {{/rollBetween() threatRampagingCreature 61 70}} + | {{#rollBetween() threatRampagingCreature 71 80}} + | Imperil an event + | {{/rollBetween() threatRampagingCreature 71 80}} + | {{#rollBetween() threatRampagingCreature 81 90}} + | Assert control over a location + | {{/rollBetween() threatRampagingCreature 81 90}} + | {{#rollBetween() threatRampagingCreature 91 100}} + | Threaten resources + | {{/rollBetween() threatRampagingCreature 91 100}} + | {{/threatRampagingCreature}} + | {{#threatRavagingHorde}} + .sheet-result-row + .sheet-oracle-dice + | {{threatRavagingHorde}} + .sheet-oracle-table-text + | {{#rollBetween() threatRavagingHorde 1 10}} + | Overrun defenses + | {{/rollBetween() threatRavagingHorde 1 10}} + | {{#rollBetween() threatRavagingHorde 11 20}} + | Gather resources + | {{/rollBetween() threatRavagingHorde 11 20}} + | {{#rollBetween() threatRavagingHorde 21 30}} + | Attack a location + | {{/rollBetween() threatRavagingHorde 21 30}} + | {{#rollBetween() threatRavagingHorde 31 40}} + | Expand forces + | {{/rollBetween() threatRavagingHorde 31 40}} + | {{#rollBetween() threatRavagingHorde 41 50}} + | Appoint or reveal a leader + | {{/rollBetween() threatRavagingHorde 41 50}} + | {{#rollBetween() threatRavagingHorde 51 60}} + | Send forth a champion + | {{/rollBetween() threatRavagingHorde 51 60}} + | {{#rollBetween() threatRavagingHorde 61 70}} + | Create a diversion + | {{/rollBetween() threatRavagingHorde 61 70}} + | {{#rollBetween() threatRavagingHorde 71 80}} + | Undermine an opposing force from within + | {{/rollBetween() threatRavagingHorde 71 80}} + | {{#rollBetween() threatRavagingHorde 81 90}} + | Cut off supplies or reinforcements + | {{/rollBetween() threatRavagingHorde 81 90}} + | {{#rollBetween() threatRavagingHorde 91 100}} + | Employ a new weapon + | {{/rollBetween() threatRavagingHorde 91 100}} + | {{/threatRavagingHorde}} + | {{#threatSchemingLeader}} + .sheet-result-row + .sheet-oracle-dice + | {{threatSchemingLeader}} + .sheet-oracle-table-text + | {{#rollBetween() threatSchemingLeader 1 10}} + | Defeat an enemy + | {{/rollBetween() threatSchemingLeader 1 10}} + | {{#rollBetween() threatSchemingLeader 11 20}} + | Form a new alliance + | {{/rollBetween() threatSchemingLeader 11 20}} + | {{#rollBetween() threatSchemingLeader 21 30}} + | Usurp or undermine another leader + | {{/rollBetween() threatSchemingLeader 21 30}} + | {{#rollBetween() threatSchemingLeader 31 40}} + | Force the loyalty of a community or important person + | {{/rollBetween() threatSchemingLeader 31 40}} + | {{#rollBetween() threatSchemingLeader 41 50}} + | Enact a new law or tradition + | {{/rollBetween() threatSchemingLeader 41 50}} + | {{#rollBetween() threatSchemingLeader 51 60}} + | Rescind an old law or tradition + | {{/rollBetween() threatSchemingLeader 51 60}} + | {{#rollBetween() threatSchemingLeader 61 70}} + | Reveal a true intention + | {{/rollBetween() threatSchemingLeader 61 70}} + | {{#rollBetween() threatSchemingLeader 71 80}} + | Unravel an existing alliance + | {{/rollBetween() threatSchemingLeader 71 80}} + | {{#rollBetween() threatSchemingLeader 81 90}} + | Incite conflict + | {{/rollBetween() threatSchemingLeader 81 90}} + | {{#rollBetween() threatSchemingLeader 91 100}} + | Use an unexpected capability or asset + | {{/rollBetween() threatSchemingLeader 91 100}} + | {{/threatSchemingLeader}} + | {{#threatPowerHungryMystic}} + .sheet-result-row + .sheet-oracle-dice + | {{threatPowerHungryMystic}} + .sheet-oracle-table-text + | {{#rollBetween() threatPowerHungryMystic 1 10}} + | Gain hidden knowledge + | {{/rollBetween() threatPowerHungryMystic 1 10}} + | {{#rollBetween() threatPowerHungryMystic 11 20}} + | Assault an enemy with magic + | {{/rollBetween() threatPowerHungryMystic 11 20}} + | {{#rollBetween() threatPowerHungryMystic 21 30}} + | Despoil a place through magic + | {{/rollBetween() threatPowerHungryMystic 21 30}} + | {{#rollBetween() threatPowerHungryMystic 31 40}} + | Forge a bond with ancient forces + | {{/rollBetween() threatPowerHungryMystic 31 40}} + | {{#rollBetween() threatPowerHungryMystic 41 50}} + | Create magical wards or protections + | {{/rollBetween() threatPowerHungryMystic 41 50}} + | {{#rollBetween() threatPowerHungryMystic 51 60}} + | Obtain a powerful artifact + | {{/rollBetween() threatPowerHungryMystic 51 60}} + | {{#rollBetween() threatPowerHungryMystic 61 70}} + | Tempt with power or secrets + | {{/rollBetween() threatPowerHungryMystic 61 70}} + | {{#rollBetween() threatPowerHungryMystic 71 80}} + | Recruit a follower or ally + | {{/rollBetween() threatPowerHungryMystic 71 80}} + | {{#rollBetween() threatPowerHungryMystic 81 90}} + | Sacrifice something in exchange for greater power + | {{/rollBetween() threatPowerHungryMystic 81 90}} + | {{#rollBetween() threatPowerHungryMystic 91 100}} + | Use magic to trick or deceive + | {{/rollBetween() threatPowerHungryMystic 91 100}} + | {{/threatPowerHungryMystic}} + | {{#threatZealousCult}} + .sheet-result-row + .sheet-oracle-dice + | {{threatZealousCult}} + .sheet-oracle-table-text + | {{#rollBetween() threatZealousCult 1 10}} + | Overtake a faction or community + | {{/rollBetween() threatZealousCult 1 10}} + | {{#rollBetween() threatZealousCult 11 20}} + | Unlock secrets to greater power + | {{/rollBetween() threatZealousCult 11 20}} + | {{#rollBetween() threatZealousCult 21 30}} + | Establish false credibility + | {{/rollBetween() threatZealousCult 21 30}} + | {{#rollBetween() threatZealousCult 31 40}} + | Appoint or reveal a leader + | {{/rollBetween() threatZealousCult 31 40}} + | {{#rollBetween() threatZealousCult 41 50}} + | Lure new members or establish alliances + | {{/rollBetween() threatZealousCult 41 50}} + | {{#rollBetween() threatZealousCult 51 60}} + | Subvert opposition through devious schemes + | {{/rollBetween() threatZealousCult 51 60}} + | {{#rollBetween() threatZealousCult 61 70}} + | Attack opposition directly + | {{/rollBetween() threatZealousCult 61 70}} + | {{#rollBetween() threatZealousCult 71 80}} + | Spread the word of its doctrine + | {{/rollBetween() threatZealousCult 71 80}} + | {{#rollBetween() threatZealousCult 81 90}} + | Reveal a dire prophecy + | {{/rollBetween() threatZealousCult 81 90}} + | {{#rollBetween() threatZealousCult 91 100}} + | Reveal its true nature or goal + | {{/rollBetween() threatZealousCult 91 100}} + | {{/threatZealousCult}} diff --git a/Ironcrunch/src/roll-templates/oracles/ironcrunch.pug b/Ironcrunch/src/roll-templates/oracles/ironcrunch.pug new file mode 100644 index 0000000000..f8c718b695 --- /dev/null +++ b/Ironcrunch/src/roll-templates/oracles/ironcrunch.pug @@ -0,0 +1,27 @@ +include ../../data/oracles + +rolltemplate.sheet-rolltemplate-ironcrunch_oracles + .sheet-roll-container + .sheet-subheader {{header}} + | {{#custom-oracle}} + .sheet-result-row + .sheet-oracle-table-text {{custom-oracle}} + | {{/custom-oracle}} + each group in oracles.ironcrunch + each oracle in group.oracles + | + | {{##{oracle.roll_id}}} + .sheet-result-row + .sheet-oracle-dice + span {{#{oracle.roll_id}}} + .sheet-oracle-table-text + each row in oracle.rows + - var rollValues = row.roll.match(/(\d+-\d*)|(\d+)/gm)[0].replace('-', ' ') + | + | {{#roll#{row.type}() #{oracle.roll_id} #{rollValues}}} + | + span!=row.result + | + | {{/roll#{row.type}() #{oracle.roll_id} #{rollValues}}} + | + | {{/#{oracle.roll_id}}} \ No newline at end of file diff --git a/Ironcrunch/src/roll-templates/oracles/ironsworn.pug b/Ironcrunch/src/roll-templates/oracles/ironsworn.pug new file mode 100644 index 0000000000..19a562e88a --- /dev/null +++ b/Ironcrunch/src/roll-templates/oracles/ironsworn.pug @@ -0,0 +1,3330 @@ +rolltemplate.sheet-rolltemplate-ironsworn_oracles + .sheet-roll-container + .sheet-subheader {{header}} + | {{#custom-oracle}} + .sheet-result-row + .sheet-oracle-table-text {{custom-oracle}} + | {{/custom-oracle}} + | {{#action}} + .sheet-result-row + .sheet-oracle-dice + span {{action}} + .sheet-oracle-table-text + | {{#rollTotal() action 1}} + span Scheme + | {{/rollTotal() action 1}} + | {{#rollTotal() action 2}} + span Clash + | {{/rollTotal() action 2}} + | {{#rollTotal() action 3}} + span Weaken + | {{/rollTotal() action 3}} + | {{#rollTotal() action 4}} + span Initiate + | {{/rollTotal() action 4}} + | {{#rollTotal() action 5}} + span Create + | {{/rollTotal() action 5}} + | {{#rollTotal() action 6}} + span Swear + | {{/rollTotal() action 6}} + | {{#rollTotal() action 7}} + span Avenge + | {{/rollTotal() action 7}} + | {{#rollTotal() action 8}} + span Guard + | {{/rollTotal() action 8}} + | {{#rollTotal() action 9}} + span Defeat + | {{/rollTotal() action 9}} + | {{#rollTotal() action 10}} + span Control + | {{/rollTotal() action 10}} + | {{#rollTotal() action 11}} + span Break + | {{/rollTotal() action 11}} + | {{#rollTotal() action 12}} + span Risk + | {{/rollTotal() action 12}} + | {{#rollTotal() action 13}} + span Surrender + | {{/rollTotal() action 13}} + | {{#rollTotal() action 14}} + span Inspect + | {{/rollTotal() action 14}} + | {{#rollTotal() action 15}} + span Raid + | {{/rollTotal() action 15}} + | {{#rollTotal() action 16}} + span Evade + | {{/rollTotal() action 16}} + | {{#rollTotal() action 17}} + span Assault + | {{/rollTotal() action 17}} + | {{#rollTotal() action 18}} + span Deflect + | {{/rollTotal() action 18}} + | {{#rollTotal() action 19}} + span Threaten + | {{/rollTotal() action 19}} + | {{#rollTotal() action 20}} + span Attack + | {{/rollTotal() action 20}} + | {{#rollTotal() action 21}} + span Leave + | {{/rollTotal() action 21}} + | {{#rollTotal() action 22}} + span Preserve + | {{/rollTotal() action 22}} + | {{#rollTotal() action 23}} + span Manipulate + | {{/rollTotal() action 23}} + | {{#rollTotal() action 24}} + span Remove + | {{/rollTotal() action 24}} + | {{#rollTotal() action 25}} + span Eliminate + | {{/rollTotal() action 25}} + | {{#rollTotal() action 26}} + span Withdraw + | {{/rollTotal() action 26}} + | {{#rollTotal() action 27}} + span Abandon + | {{/rollTotal() action 27}} + | {{#rollTotal() action 28}} + span Investigate + | {{/rollTotal() action 28}} + | {{#rollTotal() action 29}} + span Hold + | {{/rollTotal() action 29}} + | {{#rollTotal() action 30}} + span Focus + | {{/rollTotal() action 30}} + | {{#rollTotal() action 31}} + span Uncover + | {{/rollTotal() action 31}} + | {{#rollTotal() action 32}} + span Breach + | {{/rollTotal() action 32}} + | {{#rollTotal() action 33}} + span Aid + | {{/rollTotal() action 33}} + | {{#rollTotal() action 34}} + span Uphold + | {{/rollTotal() action 34}} + | {{#rollTotal() action 35}} + span Falter + | {{/rollTotal() action 35}} + | {{#rollTotal() action 36}} + span Suppress + | {{/rollTotal() action 36}} + | {{#rollTotal() action 37}} + span Hunt + | {{/rollTotal() action 37}} + | {{#rollTotal() action 38}} + span Share + | {{/rollTotal() action 38}} + | {{#rollTotal() action 39}} + span Destroy + | {{/rollTotal() action 39}} + | {{#rollTotal() action 40}} + span Avoid + | {{/rollTotal() action 40}} + | {{#rollTotal() action 41}} + span Reject + | {{/rollTotal() action 41}} + | {{#rollTotal() action 42}} + span Demand + | {{/rollTotal() action 42}} + | {{#rollTotal() action 43}} + span Explore + | {{/rollTotal() action 43}} + | {{#rollTotal() action 44}} + span Bolster + | {{/rollTotal() action 44}} + | {{#rollTotal() action 45}} + span Seize + | {{/rollTotal() action 45}} + | {{#rollTotal() action 46}} + span Mourn + | {{/rollTotal() action 46}} + | {{#rollTotal() action 47}} + span Reveal + | {{/rollTotal() action 47}} + | {{#rollTotal() action 48}} + span Gather + | {{/rollTotal() action 48}} + | {{#rollTotal() action 49}} + span Defy + | {{/rollTotal() action 49}} + | {{#rollTotal() action 50}} + span Transform + | {{/rollTotal() action 50}} + | {{#rollTotal() action 51}} + span Persevere + | {{/rollTotal() action 51}} + | {{#rollTotal() action 52}} + span Serve + | {{/rollTotal() action 52}} + | {{#rollTotal() action 53}} + span Begin + | {{/rollTotal() action 53}} + | {{#rollTotal() action 54}} + span Move + | {{/rollTotal() action 54}} + | {{#rollTotal() action 55}} + span Coordinate + | {{/rollTotal() action 55}} + | {{#rollTotal() action 56}} + span Resist + | {{/rollTotal() action 56}} + | {{#rollTotal() action 57}} + span Await + | {{/rollTotal() action 57}} + | {{#rollTotal() action 58}} + span Impress + | {{/rollTotal() action 58}} + | {{#rollTotal() action 59}} + span Take + | {{/rollTotal() action 59}} + | {{#rollTotal() action 60}} + span Oppose + | {{/rollTotal() action 60}} + | {{#rollTotal() action 61}} + span Capture + | {{/rollTotal() action 61}} + | {{#rollTotal() action 62}} + span Overwhelm + | {{/rollTotal() action 62}} + | {{#rollTotal() action 63}} + span Challenge + | {{/rollTotal() action 63}} + | {{#rollTotal() action 64}} + span Acquire + | {{/rollTotal() action 64}} + | {{#rollTotal() action 65}} + span Protect + | {{/rollTotal() action 65}} + | {{#rollTotal() action 66}} + span Finish + | {{/rollTotal() action 66}} + | {{#rollTotal() action 67}} + span Strengthen + | {{/rollTotal() action 67}} + | {{#rollTotal() action 68}} + span Restore + | {{/rollTotal() action 68}} + | {{#rollTotal() action 69}} + span Advance + | {{/rollTotal() action 69}} + | {{#rollTotal() action 70}} + span Command + | {{/rollTotal() action 70}} + | {{#rollTotal() action 71}} + span Refuse + | {{/rollTotal() action 71}} + | {{#rollTotal() action 72}} + span Find + | {{/rollTotal() action 72}} + | {{#rollTotal() action 73}} + span Deliver + | {{/rollTotal() action 73}} + | {{#rollTotal() action 74}} + span Hide + | {{/rollTotal() action 74}} + | {{#rollTotal() action 75}} + span Fortify + | {{/rollTotal() action 75}} + | {{#rollTotal() action 76}} + span Betray + | {{/rollTotal() action 76}} + | {{#rollTotal() action 77}} + span Secure + | {{/rollTotal() action 77}} + | {{#rollTotal() action 78}} + span Arrive + | {{/rollTotal() action 78}} + | {{#rollTotal() action 79}} + span Affect + | {{/rollTotal() action 79}} + | {{#rollTotal() action 80}} + span Change + | {{/rollTotal() action 80}} + | {{#rollTotal() action 81}} + span Defend + | {{/rollTotal() action 81}} + | {{#rollTotal() action 82}} + span Debate + | {{/rollTotal() action 82}} + | {{#rollTotal() action 83}} + span Support + | {{/rollTotal() action 83}} + | {{#rollTotal() action 84}} + span Follow + | {{/rollTotal() action 84}} + | {{#rollTotal() action 85}} + span Construct + | {{/rollTotal() action 85}} + | {{#rollTotal() action 86}} + span Locate + | {{/rollTotal() action 86}} + | {{#rollTotal() action 87}} + span Endure + | {{/rollTotal() action 87}} + | {{#rollTotal() action 88}} + span Release + | {{/rollTotal() action 88}} + | {{#rollTotal() action 89}} + span Lose + | {{/rollTotal() action 89}} + | {{#rollTotal() action 90}} + span Reduce + | {{/rollTotal() action 90}} + | {{#rollTotal() action 91}} + span Escalate + | {{/rollTotal() action 91}} + | {{#rollTotal() action 92}} + span Distract + | {{/rollTotal() action 92}} + | {{#rollTotal() action 93}} + span Journey + | {{/rollTotal() action 93}} + | {{#rollTotal() action 94}} + span Escort + | {{/rollTotal() action 94}} + | {{#rollTotal() action 95}} + span Learn + | {{/rollTotal() action 95}} + | {{#rollTotal() action 96}} + span Communicate + | {{/rollTotal() action 96}} + | {{#rollTotal() action 97}} + span Depart + | {{/rollTotal() action 97}} + | {{#rollTotal() action 98}} + span Search + | {{/rollTotal() action 98}} + | {{#rollTotal() action 99}} + span Charge + | {{/rollTotal() action 99}} + | {{#rollTotal() action 100}} + span Summon + | {{/rollTotal() action 100}} + | {{/action}} + | {{#theme}} + .sheet-result-row + .sheet-oracle-dice + span {{theme}} + .sheet-oracle-table-text + | {{#rollTotal() theme 1}} + span Risk + | {{/rollTotal() theme 1}} + | {{#rollTotal() theme 2}} + span Ability + | {{/rollTotal() theme 2}} + | {{#rollTotal() theme 3}} + span Price + | {{/rollTotal() theme 3}} + | {{#rollTotal() theme 4}} + span Ally + | {{/rollTotal() theme 4}} + | {{#rollTotal() theme 5}} + span Battle + | {{/rollTotal() theme 5}} + | {{#rollTotal() theme 6}} + span Safety + | {{/rollTotal() theme 6}} + | {{#rollTotal() theme 7}} + span Survival + | {{/rollTotal() theme 7}} + | {{#rollTotal() theme 8}} + span Weapon + | {{/rollTotal() theme 8}} + | {{#rollTotal() theme 9}} + span Wound + | {{/rollTotal() theme 9}} + | {{#rollTotal() theme 10}} + span Shelter + | {{/rollTotal() theme 10}} + | {{#rollTotal() theme 11}} + span Leader + | {{/rollTotal() theme 11}} + | {{#rollTotal() theme 12}} + span Fear + | {{/rollTotal() theme 12}} + | {{#rollTotal() theme 13}} + span Time + | {{/rollTotal() theme 13}} + | {{#rollTotal() theme 14}} + span Duty + | {{/rollTotal() theme 14}} + | {{#rollTotal() theme 15}} + span Secret + | {{/rollTotal() theme 15}} + | {{#rollTotal() theme 16}} + span Innocence + | {{/rollTotal() theme 16}} + | {{#rollTotal() theme 17}} + span Renown + | {{/rollTotal() theme 17}} + | {{#rollTotal() theme 18}} + span Direction + | {{/rollTotal() theme 18}} + | {{#rollTotal() theme 19}} + span Death + | {{/rollTotal() theme 19}} + | {{#rollTotal() theme 20}} + span Honor + | {{/rollTotal() theme 20}} + | {{#rollTotal() theme 21}} + span Labor + | {{/rollTotal() theme 21}} + | {{#rollTotal() theme 22}} + span Solution + | {{/rollTotal() theme 22}} + | {{#rollTotal() theme 23}} + span Tool + | {{/rollTotal() theme 23}} + | {{#rollTotal() theme 24}} + span Balance + | {{/rollTotal() theme 24}} + | {{#rollTotal() theme 25}} + span Love + | {{/rollTotal() theme 25}} + | {{#rollTotal() theme 26}} + span Barrier + | {{/rollTotal() theme 26}} + | {{#rollTotal() theme 27}} + span Creation + | {{/rollTotal() theme 27}} + | {{#rollTotal() theme 28}} + span Decay + | {{/rollTotal() theme 28}} + | {{#rollTotal() theme 29}} + span Trade + | {{/rollTotal() theme 29}} + | {{#rollTotal() theme 30}} + span Bond + | {{/rollTotal() theme 30}} + | {{#rollTotal() theme 31}} + span Hope + | {{/rollTotal() theme 31}} + | {{#rollTotal() theme 32}} + span Superstition + | {{/rollTotal() theme 32}} + | {{#rollTotal() theme 33}} + span Peace + | {{/rollTotal() theme 33}} + | {{#rollTotal() theme 34}} + span Deception + | {{/rollTotal() theme 34}} + | {{#rollTotal() theme 35}} + span History + | {{/rollTotal() theme 35}} + | {{#rollTotal() theme 36}} + span World + | {{/rollTotal() theme 36}} + | {{#rollTotal() theme 37}} + span Vow + | {{/rollTotal() theme 37}} + | {{#rollTotal() theme 38}} + span Protection + | {{/rollTotal() theme 38}} + | {{#rollTotal() theme 39}} + span Nature + | {{/rollTotal() theme 39}} + | {{#rollTotal() theme 40}} + span Opinion + | {{/rollTotal() theme 40}} + | {{#rollTotal() theme 41}} + span Burden + | {{/rollTotal() theme 41}} + | {{#rollTotal() theme 42}} + span Vengeance + | {{/rollTotal() theme 42}} + | {{#rollTotal() theme 43}} + span Opportunity + | {{/rollTotal() theme 43}} + | {{#rollTotal() theme 44}} + span Faction + | {{/rollTotal() theme 44}} + | {{#rollTotal() theme 45}} + span Danger + | {{/rollTotal() theme 45}} + | {{#rollTotal() theme 46}} + span Corruption + | {{/rollTotal() theme 46}} + | {{#rollTotal() theme 47}} + span Freedom + | {{/rollTotal() theme 47}} + | {{#rollTotal() theme 48}} + span Debt + | {{/rollTotal() theme 48}} + | {{#rollTotal() theme 49}} + span Hate + | {{/rollTotal() theme 49}} + | {{#rollTotal() theme 50}} + span Possession + | {{/rollTotal() theme 50}} + | {{#rollTotal() theme 51}} + span Stranger + | {{/rollTotal() theme 51}} + | {{#rollTotal() theme 52}} + span Passage + | {{/rollTotal() theme 52}} + | {{#rollTotal() theme 53}} + span Land + | {{/rollTotal() theme 53}} + | {{#rollTotal() theme 54}} + span Creature + | {{/rollTotal() theme 54}} + | {{#rollTotal() theme 55}} + span Disease + | {{/rollTotal() theme 55}} + | {{#rollTotal() theme 56}} + span Advantage + | {{/rollTotal() theme 56}} + | {{#rollTotal() theme 57}} + span Blood + | {{/rollTotal() theme 57}} + | {{#rollTotal() theme 58}} + span Language + | {{/rollTotal() theme 58}} + | {{#rollTotal() theme 59}} + span Rumor + | {{/rollTotal() theme 59}} + | {{#rollTotal() theme 60}} + span Weakness + | {{/rollTotal() theme 60}} + | {{#rollTotal() theme 61}} + span Greed + | {{/rollTotal() theme 61}} + | {{#rollTotal() theme 62}} + span Family + | {{/rollTotal() theme 62}} + | {{#rollTotal() theme 63}} + span Resource + | {{/rollTotal() theme 63}} + | {{#rollTotal() theme 64}} + span Structure + | {{/rollTotal() theme 64}} + | {{#rollTotal() theme 65}} + span Dream + | {{/rollTotal() theme 65}} + | {{#rollTotal() theme 66}} + span Community + | {{/rollTotal() theme 66}} + | {{#rollTotal() theme 67}} + span War + | {{/rollTotal() theme 67}} + | {{#rollTotal() theme 68}} + span Portent + | {{/rollTotal() theme 68}} + | {{#rollTotal() theme 69}} + span Prize + | {{/rollTotal() theme 69}} + | {{#rollTotal() theme 70}} + span Destiny + | {{/rollTotal() theme 70}} + | {{#rollTotal() theme 71}} + span Momentum + | {{/rollTotal() theme 71}} + | {{#rollTotal() theme 72}} + span Power + | {{/rollTotal() theme 72}} + | {{#rollTotal() theme 73}} + span Memory + | {{/rollTotal() theme 73}} + | {{#rollTotal() theme 74}} + span Ruin + | {{/rollTotal() theme 74}} + | {{#rollTotal() theme 75}} + span Mysticism + | {{/rollTotal() theme 75}} + | {{#rollTotal() theme 76}} + span Rival + | {{/rollTotal() theme 76}} + | {{#rollTotal() theme 77}} + span Problem + | {{/rollTotal() theme 77}} + | {{#rollTotal() theme 78}} + span Idea + | {{/rollTotal() theme 78}} + | {{#rollTotal() theme 79}} + span Revenge + | {{/rollTotal() theme 79}} + | {{#rollTotal() theme 80}} + span Health + | {{/rollTotal() theme 80}} + | {{#rollTotal() theme 81}} + span Fellowship + | {{/rollTotal() theme 81}} + | {{#rollTotal() theme 82}} + span Enemy + | {{/rollTotal() theme 82}} + | {{#rollTotal() theme 83}} + span Religion + | {{/rollTotal() theme 83}} + | {{#rollTotal() theme 84}} + span Spirit + | {{/rollTotal() theme 84}} + | {{#rollTotal() theme 85}} + span Fame + | {{/rollTotal() theme 85}} + | {{#rollTotal() theme 86}} + span Desolation + | {{/rollTotal() theme 86}} + | {{#rollTotal() theme 87}} + span Strength + | {{/rollTotal() theme 87}} + | {{#rollTotal() theme 88}} + span Knowledge + | {{/rollTotal() theme 88}} + | {{#rollTotal() theme 89}} + span Truth + | {{/rollTotal() theme 89}} + | {{#rollTotal() theme 90}} + span Quest + | {{/rollTotal() theme 90}} + | {{#rollTotal() theme 91}} + span Pride + | {{/rollTotal() theme 91}} + | {{#rollTotal() theme 92}} + span Loss + | {{/rollTotal() theme 92}} + | {{#rollTotal() theme 93}} + span Law + | {{/rollTotal() theme 93}} + | {{#rollTotal() theme 94}} + span Path + | {{/rollTotal() theme 94}} + | {{#rollTotal() theme 95}} + span Warning + | {{/rollTotal() theme 95}} + | {{#rollTotal() theme 96}} + span Relationship + | {{/rollTotal() theme 96}} + | {{#rollTotal() theme 97}} + span Wealth + | {{/rollTotal() theme 97}} + | {{#rollTotal() theme 98}} + span Home + | {{/rollTotal() theme 98}} + | {{#rollTotal() theme 99}} + span Strategy + | {{/rollTotal() theme 99}} + | {{#rollTotal() theme 100}} + span Supply + | {{/rollTotal() theme 100}} + | {{/theme}} + | {{#region}} + .sheet-result-row + .sheet-oracle-dice + span {{region}} + .sheet-oracle-table-text + | {{#rollBetween() region 1 12}} + span Barrier Islands + | {{/rollBetween() region 1 12}} + | {{#rollBetween() region 13 24}} + span Ragged Coast + | {{/rollBetween() region 13 24}} + | {{#rollBetween() region 25 34}} + span Deep Wilds + | {{/rollBetween() region 25 34}} + | {{#rollBetween() region 35 46}} + span Flooded Lands + | {{/rollBetween() region 35 46}} + | {{#rollBetween() region 47 60}} + span Havens + | {{/rollBetween() region 47 60}} + | {{#rollBetween() region 61 72}} + span Hinterlands + | {{/rollBetween() region 61 72}} + | {{#rollBetween() region 73 84}} + span Tempest Hills + | {{/rollBetween() region 73 84}} + | {{#rollBetween() region 85 94}} + span Veiled Mountains + | {{/rollBetween() region 85 94}} + | {{#rollBetween() region 95 99}} + span Shattered Wastes + | {{/rollBetween() region 95 99}} + | {{#rollTotal() region 100}} + span Elsewhere + | {{/rollTotal() region 100}} + | {{/region}} + | {{#location}} + .sheet-result-row + .sheet-oracle-dice + span {{location}} + .sheet-oracle-table-text + | {{#rollTotal() location 1}} + span Hideout + | {{/rollTotal() location 1}} + | {{#rollTotal() location 2}} + span Ruin + | {{/rollTotal() location 2}} + | {{#rollTotal() location 3}} + span Mine + | {{/rollTotal() location 3}} + | {{#rollTotal() location 4}} + span Waste + | {{/rollTotal() location 4}} + | {{#rollTotal() location 5}} + span Mystical Site + | {{/rollTotal() location 5}} + | {{#rollTotal() location 6}} + span Path + | {{/rollTotal() location 6}} + | {{#rollTotal() location 7}} + span Outpost + | {{/rollTotal() location 7}} + | {{#rollTotal() location 8}} + span Wall + | {{/rollTotal() location 8}} + | {{#rollTotal() location 9}} + span Battlefield + | {{/rollTotal() location 9}} + | {{#rollTotal() location 10}} + span Hovel + | {{/rollTotal() location 10}} + | {{#rollTotal() location 11}} + span Spring + | {{/rollTotal() location 11}} + | {{#rollTotal() location 12}} + span Lair + | {{/rollTotal() location 12}} + | {{#rollTotal() location 13}} + span Fort + | {{/rollTotal() location 13}} + | {{#rollTotal() location 14}} + span Bridge + | {{/rollTotal() location 14}} + | {{#rollTotal() location 15}} + span Camp + | {{/rollTotal() location 15}} + | {{#rollTotal() location 16 }} + span Cairn/Grave + | {{/rollTotal() location 16 }} + | {{#rollBetween() location 17 18 }} + span Caravan + | {{/rollBetween() location 17 18 }} + | {{#rollBetween() location 19 20 }} + span Waterfall + | {{/rollBetween() location 19 20 }} + | {{#rollBetween() location 21 22 }} + span Cave + | {{/rollBetween() location 21 22 }} + | {{#rollBetween() location 23 24 }} + span Swamp + | {{/rollBetween() location 23 24 }} + | {{#rollBetween() location 25 26 }} + span Fen + | {{/rollBetween() location 25 26 }} + | {{#rollBetween() location 27 28 }} + span Ravine + | {{/rollBetween() location 27 28 }} + | {{#rollBetween() location 29 30 }} + span Road + | {{/rollBetween() location 29 30 }} + | {{#rollBetween() location 31 32 }} + span Tree + | {{/rollBetween() location 31 32 }} + | {{#rollBetween() location 33 34 }} + span Pond + | {{/rollBetween() location 33 34 }} + | {{#rollBetween() location 35 36 }} + span Fields + | {{/rollBetween() location 35 36 }} + | {{#rollBetween() location 37 38 }} + span Marsh + | {{/rollBetween() location 37 38 }} + | {{#rollBetween() location 39 40 }} + span Steading + | {{/rollBetween() location 39 40 }} + | {{#rollBetween() location 41 42 }} + span Rapids + | {{/rollBetween() location 41 42 }} + | {{#rollBetween() location 43 44 }} + span Pass + | {{/rollBetween() location 43 44 }} + | {{#rollBetween() location 45 46 }} + span Trail + | {{/rollBetween() location 45 46 }} + | {{#rollBetween() location 47 48 }} + span Glade + | {{/rollBetween() location 47 48 }} + | {{#rollBetween() location 49 50 }} + span Plain + | {{/rollBetween() location 49 50 }} + | {{#rollBetween() location 51 52 }} + span Ridge + | {{/rollBetween() location 51 52 }} + | {{#rollBetween() location 53 54 }} + span Cliff + | {{/rollBetween() location 53 54 }} + | {{#rollBetween() location 55 56 }} + span Grove + | {{/rollBetween() location 55 56 }} + | {{#rollBetween() location 57 58 }} + span Village + | {{/rollBetween() location 57 58 }} + | {{#rollBetween() location 59 60 }} + span Moor + | {{/rollBetween() location 59 60 }} + | {{#rollBetween() location 61 62 }} + span Thicket + | {{/rollBetween() location 61 62 }} + | {{#rollBetween() location 63 64 }} + span River Ford + | {{/rollBetween() location 63 64 }} + | {{#rollBetween() location 65 66 }} + span Valley + | {{/rollBetween() location 65 66 }} + | {{#rollBetween() location 67 68 }} + span Bay/Fjord + | {{/rollBetween() location 67 68 }} + | {{#rollBetween() location 69 70 }} + span Foothills + | {{/rollBetween() location 69 70 }} + | {{#rollBetween() location 71 72 }} + span Lake + | {{/rollBetween() location 71 72 }} + | {{#rollBetween() location 73 75 }} + span River + | {{/rollBetween() location 73 75 }} + | {{#rollBetween() location 76 79 }} + span Forest + | {{/rollBetween() location 76 79 }} + | {{#rollBetween() location 80 83 }} + span Coast + | {{/rollBetween() location 80 83 }} + | {{#rollBetween() location 84 88 }} + span Hill + | {{/rollBetween() location 84 88 }} + | {{#rollBetween() location 89 93 }} + span Mountain + | {{/rollBetween() location 89 93 }} + | {{#rollBetween() location 94 99 }} + span Woods + | {{/rollBetween() location 94 99 }} + | {{#rollTotal() location 100}} + span Anomaly + | {{/rollTotal() location 100}} + | {{/location}} + | {{#coastalWatersLocation}} + .sheet-result-row + .sheet-oracle-dice + span {{coastalWatersLocation}} + .sheet-oracle-table-text + | {{#rollTotal() coastalWatersLocation 1}} + span Fleet + | {{/rollTotal() coastalWatersLocation 1}} + | {{#rollTotal() coastalWatersLocation 2}} + span Sargassum + | {{/rollTotal() coastalWatersLocation 2}} + | {{#rollTotal() coastalWatersLocation 3}} + span Flotsam + | {{/rollTotal() coastalWatersLocation 3}} + | {{#rollTotal() coastalWatersLocation 4}} + span Mystical Site + | {{/rollTotal() coastalWatersLocation 4}} + | {{#rollTotal() coastalWatersLocation 5}} + span Lair + | {{/rollTotal() coastalWatersLocation 5}} + | {{#rollBetween() coastalWatersLocation 6 10}} + span Wreck + | {{/rollBetween() coastalWatersLocation 6 10}} + | {{#rollBetween() coastalWatersLocation 11 15}} + span Harbor + | {{/rollBetween() coastalWatersLocation 11 15}} + | {{#rollBetween() coastalWatersLocation 16 23}} + span Ship + | {{/rollBetween() coastalWatersLocation 16 23}} + | {{#rollBetween() coastalWatersLocation 24 30}} + span Rocks + | {{/rollBetween() coastalWatersLocation 24 30}} + | {{#rollBetween() coastalWatersLocation 31 38}} + span Fjord + | {{/rollBetween() coastalWatersLocation 31 38}} + | {{#rollBetween() coastalWatersLocation 39 46}} + span Estuary + | {{/rollBetween() coastalWatersLocation 39 46}} + | {{#rollBetween() coastalWatersLocation 47 54}} + span Cove + | {{/rollBetween() coastalWatersLocation 47 54}} + | {{#rollBetween() coastalWatersLocation 55 62}} + span Bay + | {{/rollBetween() coastalWatersLocation 55 62}} + | {{#rollBetween() coastalWatersLocation 63 70}} + span Ice + | {{/rollBetween() coastalWatersLocation 63 70}} + | {{#rollBetween() coastalWatersLocation 71 85}} + span Island + | {{/rollBetween() coastalWatersLocation 71 85}} + | {{#rollBetween() coastalWatersLocation 86 99}} + span Open Water + | {{/rollBetween() coastalWatersLocation 86 99}} + | {{#rollTotal() coastalWatersLocation 100}} + span Anomaly + | {{/rollTotal() coastalWatersLocation 100}} + | {{/coastalWatersLocation}} + | {{#locationDescriptor}} + .sheet-result-row + .sheet-oracle-dice + span {{locationDescriptor}} + .sheet-oracle-table-text + | {{#rollBetween() locationDescriptor 1 2}} + span High + | {{/rollBetween() locationDescriptor 1 2}} + | {{#rollBetween() locationDescriptor 3 4}} + span Remote + | {{/rollBetween() locationDescriptor 3 4}} + | {{#rollBetween() locationDescriptor 5 6}} + span Exposed + | {{/rollBetween() locationDescriptor 5 6}} + | {{#rollBetween() locationDescriptor 7 8}} + span Small + | {{/rollBetween() locationDescriptor 7 8}} + | {{#rollBetween() locationDescriptor 9 10}} + span Broken + | {{/rollBetween() locationDescriptor 9 10}} + | {{#rollBetween() locationDescriptor 11 12}} + span Diverse + | {{/rollBetween() locationDescriptor 11 12}} + | {{#rollBetween() locationDescriptor 13 14}} + span Rough + | {{/rollBetween() locationDescriptor 13 14}} + | {{#rollBetween() locationDescriptor 15 16}} + span Dark + | {{/rollBetween() locationDescriptor 15 16}} + | {{#rollBetween() locationDescriptor 17 18}} + span Shadowy + | {{/rollBetween() locationDescriptor 17 18}} + | {{#rollBetween() locationDescriptor 19 20}} + span Contested + | {{/rollBetween() locationDescriptor 19 20}} + | {{#rollBetween() locationDescriptor 21 22}} + span Grim + | {{/rollBetween() locationDescriptor 21 22}} + | {{#rollBetween() locationDescriptor 23 24}} + span Wild + | {{/rollBetween() locationDescriptor 23 24}} + | {{#rollBetween() locationDescriptor 25 26}} + span Fertile + | {{/rollBetween() locationDescriptor 25 26}} + | {{#rollBetween() locationDescriptor 27 28}} + span Blocked + | {{/rollBetween() locationDescriptor 27 28}} + | {{#rollBetween() locationDescriptor 29 30}} + span Ancient + | {{/rollBetween() locationDescriptor 29 30}} + | {{#rollBetween() locationDescriptor 31 32}} + span Perilous + | {{/rollBetween() locationDescriptor 31 32}} + | {{#rollBetween() locationDescriptor 33 34}} + span Hidden + | {{/rollBetween() locationDescriptor 33 34}} + | {{#rollBetween() locationDescriptor 35 36}} + span Occupied + | {{/rollBetween() locationDescriptor 35 36}} + | {{#rollBetween() locationDescriptor 37 38}} + span Rich + | {{/rollBetween() locationDescriptor 37 38}} + | {{#rollBetween() locationDescriptor 39 40}} + span Big + | {{/rollBetween() locationDescriptor 39 40}} + | {{#rollBetween() locationDescriptor 41 42}} + span Savage + | {{/rollBetween() locationDescriptor 41 42}} + | {{#rollBetween() locationDescriptor 43 44}} + span Defended + | {{/rollBetween() locationDescriptor 43 44}} + | {{#rollBetween() locationDescriptor 45 46}} + span Withered + | {{/rollBetween() locationDescriptor 45 46}} + | {{#rollBetween() locationDescriptor 47 48}} + span Mystical + | {{/rollBetween() locationDescriptor 47 48}} + | {{#rollBetween() locationDescriptor 49 50}} + span Inaccessible + | {{/rollBetween() locationDescriptor 49 50}} + | {{#rollBetween() locationDescriptor 51 52}} + span Protected + | {{/rollBetween() locationDescriptor 51 52}} + | {{#rollBetween() locationDescriptor 53 54}} + span Abandoned + | {{/rollBetween() locationDescriptor 53 54}} + | {{#rollBetween() locationDescriptor 55 56}} + span Wide + | {{/rollBetween() locationDescriptor 55 56}} + | {{#rollBetween() locationDescriptor 57 58}} + span Foul + | {{/rollBetween() locationDescriptor 57 58}} + | {{#rollBetween() locationDescriptor 59 60}} + span Dead + | {{/rollBetween() locationDescriptor 59 60}} + | {{#rollBetween() locationDescriptor 61 62}} + span Ruined + | {{/rollBetween() locationDescriptor 61 62}} + | {{#rollBetween() locationDescriptor 63 64}} + span Barren + | {{/rollBetween() locationDescriptor 63 64}} + | {{#rollBetween() locationDescriptor 65 66}} + span Cold + | {{/rollBetween() locationDescriptor 65 66}} + | {{#rollBetween() locationDescriptor 67 68}} + span Blighted + | {{/rollBetween() locationDescriptor 67 68}} + | {{#rollBetween() locationDescriptor 69 70}} + span Low + | {{/rollBetween() locationDescriptor 69 70}} + | {{#rollBetween() locationDescriptor 71 72}} + span Beautiful + | {{/rollBetween() locationDescriptor 71 72}} + | {{#rollBetween() locationDescriptor 73 74}} + span Abundant + | {{/rollBetween() locationDescriptor 73 74}} + | {{#rollBetween() locationDescriptor 75 76}} + span Lush + | {{/rollBetween() locationDescriptor 75 76}} + | {{#rollBetween() locationDescriptor 77 78}} + span Flooded + | {{/rollBetween() locationDescriptor 77 78}} + | {{#rollBetween() locationDescriptor 79 80}} + span Empty + | {{/rollBetween() locationDescriptor 79 80}} + | {{#rollBetween() locationDescriptor 81 82}} + span Strange + | {{/rollBetween() locationDescriptor 81 82}} + | {{#rollBetween() locationDescriptor 83 84}} + span Corrupted + | {{/rollBetween() locationDescriptor 83 84}} + | {{#rollBetween() locationDescriptor 85 86}} + span Peaceful + | {{/rollBetween() locationDescriptor 85 86}} + | {{#rollBetween() locationDescriptor 87 88}} + span Forgotten + | {{/rollBetween() locationDescriptor 87 88}} + | {{#rollBetween() locationDescriptor 89 90}} + span Expansive + | {{/rollBetween() locationDescriptor 89 90}} + | {{#rollBetween() locationDescriptor 91 92}} + span Settled + | {{/rollBetween() locationDescriptor 91 92}} + | {{#rollBetween() locationDescriptor 93 94}} + span Dense + | {{/rollBetween() locationDescriptor 93 94}} + | {{#rollBetween() locationDescriptor 95 96}} + span Civilized + | {{/rollBetween() locationDescriptor 95 96}} + | {{#rollBetween() locationDescriptor 97 98}} + span Desolate + | {{/rollBetween() locationDescriptor 97 98}} + | {{#rollBetween() locationDescriptor 99 100}} + span Isolated + | {{/rollBetween() locationDescriptor 99 100}} + | {{/locationDescriptor}} + | {{#settlementName}} + .sheet-result-row + .sheet-oracle-dice + span {{settlementName}} + .sheet-oracle-table-text + | {{#rollBetween() settlementName 01 15}} + span + | A feature of the landscape. Envision what it is. What makes it unusual or distinctive? + | {{/rollBetween() settlementName 01 15}} + | {{#rollBetween() settlementName 16 30}} + span A manmade edifice. What is it? Why is it important to this settlement’s history? + | {{/rollBetween() settlementName 16 30}} + | {{#rollBetween() settlementName 31 45}} + span + | A creature. Why have the people of this settlement chosen this creature as their totem? How is it + | represented in art or rituals? + | {{/rollBetween() settlementName 31 45}} + | {{#rollBetween() settlementName 46 60}} + span + | A historical event. What happened here? What place or practice commemorates this event? + | {{/rollBetween() settlementName 46 60}} + | {{#rollBetween() settlementName 61 75}} + span + | A word in an Old World language. What culture is represented by this word? What does it translate + | to? + | {{/rollBetween() settlementName 61 75}} + | {{#rollBetween() settlementName 76 90}} + span + | A season or environmental aspect. What influence does the weather have on this settlement? + | {{/rollBetween() settlementName 76 90}} + | {{#rollBetween() settlementName 91 100}} + span Something Else.... + | {{/rollBetween() settlementName 91 100}} + | {{/settlementName}} + | {{#quickSettlementName}} + .sheet-result-row + .sheet-oracle-double-dice + span {{quickSettlementNamePrefix}}{{quickSettlementNameSuffix}} + .sheet-oracle-table-text + | {{#rollBetween() quickSettlementNamePrefix 1 4}} + span Bleak + | {{/rollBetween() quickSettlementNamePrefix 1 4}} + | {{#rollBetween() quickSettlementNamePrefix 5 8}} + span Green + | {{/rollBetween() quickSettlementNamePrefix 5 8}} + | {{#rollBetween() quickSettlementNamePrefix 9 12}} + span Wolf + | {{/rollBetween() quickSettlementNamePrefix 9 12}} + | {{#rollBetween() quickSettlementNamePrefix 13 16}} + span Raven + | {{/rollBetween() quickSettlementNamePrefix 13 16}} + | {{#rollBetween() quickSettlementNamePrefix 17 20}} + span Gray + | {{/rollBetween() quickSettlementNamePrefix 17 20}} + | {{#rollBetween() quickSettlementNamePrefix 21 24}} + span Red + | {{/rollBetween() quickSettlementNamePrefix 21 24}} + | {{#rollBetween() quickSettlementNamePrefix 25 28}} + span Axe + | {{/rollBetween() quickSettlementNamePrefix 25 28}} + | {{#rollBetween() quickSettlementNamePrefix 29 32}} + span Great + | {{/rollBetween() quickSettlementNamePrefix 29 32}} + | {{#rollBetween() quickSettlementNamePrefix 33 36}} + span Wood + | {{/rollBetween() quickSettlementNamePrefix 33 36}} + | {{#rollBetween() quickSettlementNamePrefix 37 40}} + span Low + | {{/rollBetween() quickSettlementNamePrefix 37 40}} + | {{#rollBetween() quickSettlementNamePrefix 41 44}} + span White + | {{/rollBetween() quickSettlementNamePrefix 41 44}} + | {{#rollBetween() quickSettlementNamePrefix 45 48}} + span Storm + | {{/rollBetween() quickSettlementNamePrefix 45 48}} + | {{#rollBetween() quickSettlementNamePrefix 49 52}} + span Black + | {{/rollBetween() quickSettlementNamePrefix 49 52}} + | {{#rollBetween() quickSettlementNamePrefix 53 56}} + span Mourn + | {{/rollBetween() quickSettlementNamePrefix 53 56}} + | {{#rollBetween() quickSettlementNamePrefix 57 60}} + span New + | {{/rollBetween() quickSettlementNamePrefix 57 60}} + | {{#rollBetween() quickSettlementNamePrefix 61 64}} + span Stone + | {{/rollBetween() quickSettlementNamePrefix 61 64}} + | {{#rollBetween() quickSettlementNamePrefix 65 68}} + span Grim + | {{/rollBetween() quickSettlementNamePrefix 65 68}} + | {{#rollBetween() quickSettlementNamePrefix 69 72}} + span Lost + | {{/rollBetween() quickSettlementNamePrefix 69 72}} + | {{#rollBetween() quickSettlementNamePrefix 73 76}} + span High + | {{/rollBetween() quickSettlementNamePrefix 73 76}} + | {{#rollBetween() quickSettlementNamePrefix 77 80}} + span Rock + | {{/rollBetween() quickSettlementNamePrefix 77 80}} + | {{#rollBetween() quickSettlementNamePrefix 81 84}} + span Shield + | {{/rollBetween() quickSettlementNamePrefix 81 84}} + | {{#rollBetween() quickSettlementNamePrefix 85 88}} + span Sword + | {{/rollBetween() quickSettlementNamePrefix 85 88}} + | {{#rollBetween() quickSettlementNamePrefix 89 92}} + span Frost + | {{/rollBetween() quickSettlementNamePrefix 89 92}} + | {{#rollBetween() quickSettlementNamePrefix 93 96}} + span Thorn + | {{/rollBetween() quickSettlementNamePrefix 93 96}} + | {{#rollBetween() quickSettlementNamePrefix 97 100}} + span Long + | {{/rollBetween() quickSettlementNamePrefix 97 100}} + | {{#rollBetween() quickSettlementNameSuffix 1 4}} + span moor + | {{/rollBetween() quickSettlementNameSuffix 1 4}} + | {{#rollBetween() quickSettlementNameSuffix 5 8}} + span ford + | {{/rollBetween() quickSettlementNameSuffix 5 8}} + | {{#rollBetween() quickSettlementNameSuffix 9 12}} + span crag + | {{/rollBetween() quickSettlementNameSuffix 9 12}} + | {{#rollBetween() quickSettlementNameSuffix 13 16}} + span watch + | {{/rollBetween() quickSettlementNameSuffix 13 16}} + | {{#rollBetween() quickSettlementNameSuffix 17 20}} + span hope + | {{/rollBetween() quickSettlementNameSuffix 17 20}} + | {{#rollBetween() quickSettlementNameSuffix 21 24}} + span wood + | {{/rollBetween() quickSettlementNameSuffix 21 24}} + | {{#rollBetween() quickSettlementNameSuffix 25 28}} + span ridge + | {{/rollBetween() quickSettlementNameSuffix 25 28}} + | {{#rollBetween() quickSettlementNameSuffix 29 32}} + span stone + | {{/rollBetween() quickSettlementNameSuffix 29 32}} + | {{#rollBetween() quickSettlementNameSuffix 33 36}} + span haven + | {{/rollBetween() quickSettlementNameSuffix 33 36}} + | {{#rollBetween() quickSettlementNameSuffix 37 40}} + span fall(s) + | {{/rollBetween() quickSettlementNameSuffix 37 40}} + | {{#rollBetween() quickSettlementNameSuffix 41 44}} + span river + | {{/rollBetween() quickSettlementNameSuffix 41 44}} + | {{#rollBetween() quickSettlementNameSuffix 45 48}} + span field + | {{/rollBetween() quickSettlementNameSuffix 45 48}} + | {{#rollBetween() quickSettlementNameSuffix 49 52}} + span hill + | {{/rollBetween() quickSettlementNameSuffix 49 52}} + | {{#rollBetween() quickSettlementNameSuffix 53 56}} + span bridge + | {{/rollBetween() quickSettlementNameSuffix 53 56}} + | {{#rollBetween() quickSettlementNameSuffix 57 60}} + span mark + | {{/rollBetween() quickSettlementNameSuffix 57 60}} + | {{#rollBetween() quickSettlementNameSuffix 61 64}} + span cairn + | {{/rollBetween() quickSettlementNameSuffix 61 64}} + | {{#rollBetween() quickSettlementNameSuffix 65 68}} + span land + | {{/rollBetween() quickSettlementNameSuffix 65 68}} + | {{#rollBetween() quickSettlementNameSuffix 69 72}} + span hall + | {{/rollBetween() quickSettlementNameSuffix 69 72}} + | {{#rollBetween() quickSettlementNameSuffix 73 76}} + span mount + | {{/rollBetween() quickSettlementNameSuffix 73 76}} + | {{#rollBetween() quickSettlementNameSuffix 77 80}} + span rock + | {{/rollBetween() quickSettlementNameSuffix 77 80}} + | {{#rollBetween() quickSettlementNameSuffix 81 84}} + span brook + | {{/rollBetween() quickSettlementNameSuffix 81 84}} + | {{#rollBetween() quickSettlementNameSuffix 85 88}} + span barrow + | {{/rollBetween() quickSettlementNameSuffix 85 88}} + | {{#rollBetween() quickSettlementNameSuffix 89 92}} + span stead + | {{/rollBetween() quickSettlementNameSuffix 89 92}} + | {{#rollBetween() quickSettlementNameSuffix 93 96}} + span home + | {{/rollBetween() quickSettlementNameSuffix 93 96}} + | {{#rollBetween() quickSettlementNameSuffix 97 100}} + span wick + | {{/rollBetween() quickSettlementNameSuffix 97 100}} + | {{/quickSettlementName}} + | {{#settlementTrouble}} + .sheet-result-row + .sheet-oracle-dice + span {{settlementTrouble}} + .sheet-oracle-table-text + | {{#rollBetween() settlementTrouble 1 2}} + span Outsiders rejected + | {{/rollBetween() settlementTrouble 1 2}} + | {{#rollBetween() settlementTrouble 3 4}} + span Dangerous discovery + | {{/rollBetween() settlementTrouble 3 4}} + | {{#rollBetween() settlementTrouble 5 6}} + span Dreadful omens + | {{/rollBetween() settlementTrouble 5 6}} + | {{#rollBetween() settlementTrouble 7 8}} + span Natural disaster + | {{/rollBetween() settlementTrouble 7 8}} + | {{#rollBetween() settlementTrouble 9 10}} + span Old wounds reopened + | {{/rollBetween() settlementTrouble 9 10}} + | {{#rollBetween() settlementTrouble 11 12}} + span Important object is lost + | {{/rollBetween() settlementTrouble 11 12}} + | {{#rollBetween() settlementTrouble 13 14}} + span Someone is captured + | {{/rollBetween() settlementTrouble 13 14}} + | {{#rollBetween() settlementTrouble 15 16}} + span Mysterious phenomenon + | {{/rollBetween() settlementTrouble 15 16}} + | {{#rollBetween() settlementTrouble 17 18}} + span Revolt against a leader + | {{/rollBetween() settlementTrouble 17 18}} + | {{#rollBetween() settlementTrouble 19 20}} + span Vengeful outcast + | {{/rollBetween() settlementTrouble 19 20}} + | {{#rollBetween() settlementTrouble 21 22}} + span Rival settlement + | {{/rollBetween() settlementTrouble 21 22}} + | {{#rollBetween() settlementTrouble 23 24}} + span Nature strikes back + | {{/rollBetween() settlementTrouble 23 24}} + | {{#rollBetween() settlementTrouble 25 26}} + span Someone is missing + | {{/rollBetween() settlementTrouble 25 26}} + | {{#rollBetween() settlementTrouble 27 28}} + span Production halts + | {{/rollBetween() settlementTrouble 27 28}} + | {{#rollBetween() settlementTrouble 29 30}} + span Mysterious murders + | {{/rollBetween() settlementTrouble 29 30}} + | {{#rollBetween() settlementTrouble 31 32}} + span Debt comes due + | {{/rollBetween() settlementTrouble 31 32}} + | {{#rollBetween() settlementTrouble 33 34}} + span Unjust leadership + | {{/rollBetween() settlementTrouble 33 34}} + | {{#rollBetween() settlementTrouble 35 36}} + span Disastrous accident + | {{/rollBetween() settlementTrouble 35 36}} + | {{#rollBetween() settlementTrouble 37 38}} + span In league with the enemy + | {{/rollBetween() settlementTrouble 37 38}} + | {{#rollBetween() settlementTrouble 39 40}} + span Raiders prey on the weak + | {{/rollBetween() settlementTrouble 39 40}} + | {{#rollBetween() settlementTrouble 41 42}} + span Cursed past + | {{/rollBetween() settlementTrouble 41 42}} + | {{#rollBetween() settlementTrouble 43 44}} + span An innocent is accused + | {{/rollBetween() settlementTrouble 43 44}} + | {{#rollBetween() settlementTrouble 45 46}} + span Corrupted by dark magic + | {{/rollBetween() settlementTrouble 45 46}} + | {{#rollBetween() settlementTrouble 47 48}} + span Isolated by brutal weather + | {{/rollBetween() settlementTrouble 47 48}} + | {{#rollBetween() settlementTrouble 49 50}} + span Provisions are scarce + | {{/rollBetween() settlementTrouble 49 50}} + | {{#rollBetween() settlementTrouble 51 52}} + span Sickness run amok + | {{/rollBetween() settlementTrouble 51 52}} + | {{#rollBetween() settlementTrouble 53 54}} + span Allies become enemies + | {{/rollBetween() settlementTrouble 53 54}} + | {{#rollBetween() settlementTrouble 55 56}} + span Attack is imminent + | {{/rollBetween() settlementTrouble 55 56}} + | {{#rollBetween() settlementTrouble 57 58}} + span Lost caravan + | {{/rollBetween() settlementTrouble 57 58}} + | {{#rollBetween() settlementTrouble 59 60}} + span Dark secret revealed + | {{/rollBetween() settlementTrouble 59 60}} + | {{#rollBetween() settlementTrouble 61 62}} + span Urgent expedition + | {{/rollBetween() settlementTrouble 61 62}} + | {{#rollBetween() settlementTrouble 63 64}} + span A leader falls + | {{/rollBetween() settlementTrouble 63 64}} + | {{#rollBetween() settlementTrouble 65 66}} + span Families in conflict + | {{/rollBetween() settlementTrouble 65 66}} + | {{#rollBetween() settlementTrouble 67 68}} + span Incompetent leadership + | {{/rollBetween() settlementTrouble 67 68}} + | {{#rollBetween() settlementTrouble 69 70}} + span Reckless warmongering + | {{/rollBetween() settlementTrouble 69 70}} + | {{#rollBetween() settlementTrouble 71 72}} + span Beast on the hunt + | {{/rollBetween() settlementTrouble 71 72}} + | {{#rollBetween() settlementTrouble 73 74}} + span Betrayed from within + | {{/rollBetween() settlementTrouble 73 74}} + | {{#rollBetween() settlementTrouble 75 76}} + span Broken truce + | {{/rollBetween() settlementTrouble 75 76}} + | {{#rollBetween() settlementTrouble 77 78}} + span Wrathful haunt + | {{/rollBetween() settlementTrouble 77 78}} + | {{#rollBetween() settlementTrouble 79 80}} + span Conflict with firstborn + | {{/rollBetween() settlementTrouble 79 80}} + | {{#rollBetween() settlementTrouble 81 82}} + span Trade route blocked + | {{/rollBetween() settlementTrouble 81 82}} + | {{#rollBetween() settlementTrouble 83 84}} + span In the crossfire + | {{/rollBetween() settlementTrouble 83 84}} + | {{#rollBetween() settlementTrouble 85 86}} + span Stranger causes discord + | {{/rollBetween() settlementTrouble 85 86}} + | {{#rollBetween() settlementTrouble 87 88}} + span Important event threatened + | {{/rollBetween() settlementTrouble 87 88}} + | {{#rollBetween() settlementTrouble 89 90}} + span Dangerous tradition + | {{/rollBetween() settlementTrouble 89 90}} + | {{#rollBetween() settlementTrouble 91 100}} + span Roll twice + | {{/rollBetween() settlementTrouble 91 100}} + | {{/settlementTrouble}} + | {{#characterRole}} + .sheet-result-row + .sheet-oracle-dice + span {{characterRole}} + .sheet-oracle-table-text + | {{#rollBetween() characterRole 1 2}} + span Criminal + | {{/rollBetween() characterRole 1 2}} + | {{#rollBetween() characterRole 3 4}} + span Healer + | {{/rollBetween() characterRole 3 4}} + | {{#rollBetween() characterRole 5 6}} + span Bandit + | {{/rollBetween() characterRole 5 6}} + | {{#rollBetween() characterRole 7 9}} + span Guide + | {{/rollBetween() characterRole 7 9}} + | {{#rollBetween() characterRole 10 12}} + span Performer + | {{/rollBetween() characterRole 10 12}} + | {{#rollBetween() characterRole 13 15}} + span Miner + | {{/rollBetween() characterRole 13 15}} + | {{#rollBetween() characterRole 16 18}} + span Mercenary + | {{/rollBetween() characterRole 16 18}} + | {{#rollBetween() characterRole 19 21}} + span Outcast + | {{/rollBetween() characterRole 19 21}} + | {{#rollBetween() characterRole 22 24}} + span Vagrant + | {{/rollBetween() characterRole 22 24}} + | {{#rollBetween() characterRole 25 27}} + span Forester + | {{/rollBetween() characterRole 25 27}} + | {{#rollBetween() characterRole 28 30}} + span Traveler + | {{/rollBetween() characterRole 28 30}} + | {{#rollBetween() characterRole 31 33}} + span Mystic + | {{/rollBetween() characterRole 31 33}} + | {{#rollBetween() characterRole 34 36}} + span Priest + | {{/rollBetween() characterRole 34 36}} + | {{#rollBetween() characterRole 37 39}} + span Sailor + | {{/rollBetween() characterRole 37 39}} + | {{#rollBetween() characterRole 40 42}} + span Pilgrim + | {{/rollBetween() characterRole 40 42}} + | {{#rollBetween() characterRole 43 45}} + span Thief + | {{/rollBetween() characterRole 43 45}} + | {{#rollBetween() characterRole 46 48}} + span Adventurer + | {{/rollBetween() characterRole 46 48}} + | {{#rollBetween() characterRole 49 51}} + span Forager + | {{/rollBetween() characterRole 49 51}} + | {{#rollBetween() characterRole 52 54}} + span Leader + | {{/rollBetween() characterRole 52 54}} + | {{#rollBetween() characterRole 55 58}} + span Guard + | {{/rollBetween() characterRole 55 58}} + | {{#rollBetween() characterRole 59 62}} + span Artisan + | {{/rollBetween() characterRole 59 62}} + | {{#rollBetween() characterRole 63 66}} + span Scout + | {{/rollBetween() characterRole 63 66}} + | {{#rollBetween() characterRole 67 70}} + span Herder + | {{/rollBetween() characterRole 67 70}} + | {{#rollBetween() characterRole 71 74}} + span Fisher + | {{/rollBetween() characterRole 71 74}} + | {{#rollBetween() characterRole 75 79}} + span Warrior + | {{/rollBetween() characterRole 75 79}} + | {{#rollBetween() characterRole 80 84}} + span Hunter + | {{/rollBetween() characterRole 80 84}} + | {{#rollBetween() characterRole 85 89}} + span Raider + | {{/rollBetween() characterRole 85 89}} + | {{#rollBetween() characterRole 90 94}} + span Trader + | {{/rollBetween() characterRole 90 94}} + | {{#rollBetween() characterRole 95 99}} + span Farmer + | {{/rollBetween() characterRole 95 99}} + | {{#rollTotal() characterRole 100}} + span Unusual role + | {{/rollTotal() characterRole 100}} + | {{/characterRole}} + | {{#characterGoal}} + .sheet-result-row + .sheet-oracle-dice + span {{characterGoal}} + .sheet-oracle-table-text + | {{#rollBetween() characterGoal 1 3}} + span Obtain an object + | {{/rollBetween() characterGoal 1 3}} + | {{#rollBetween() characterGoal 4 6}} + span Make an agreement + | {{/rollBetween() characterGoal 4 6}} + | {{#rollBetween() characterGoal 7 9}} + span Build a relationship + | {{/rollBetween() characterGoal 7 9}} + | {{#rollBetween() characterGoal 10 12}} + span Undermine a relationship + | {{/rollBetween() characterGoal 10 12}} + | {{#rollBetween() characterGoal 13 15}} + span Seek a truth + | {{/rollBetween() characterGoal 13 15}} + | {{#rollBetween() characterGoal 16 18}} + span Pay a debt + | {{/rollBetween() characterGoal 16 18}} + | {{#rollBetween() characterGoal 19 21}} + span Refute a falsehood + | {{/rollBetween() characterGoal 19 21}} + | {{#rollBetween() characterGoal 22 24}} + span Harm a rival + | {{/rollBetween() characterGoal 22 24}} + | {{#rollBetween() characterGoal 25 27}} + span Cure an ill + | {{/rollBetween() characterGoal 25 27}} + | {{#rollBetween() characterGoal 28 30}} + span Find a person + | {{/rollBetween() characterGoal 28 30}} + | {{#rollBetween() characterGoal 31 33}} + span Find a home + | {{/rollBetween() characterGoal 31 33}} + | {{#rollBetween() characterGoal 34 36}} + span Seize power + | {{/rollBetween() characterGoal 34 36}} + | {{#rollBetween() characterGoal 37 39}} + span Restore a relationship + | {{/rollBetween() characterGoal 37 39}} + | {{#rollBetween() characterGoal 40 42}} + span Create an item + | {{/rollBetween() characterGoal 40 42}} + | {{#rollBetween() characterGoal 43 45}} + span Travel to a place + | {{/rollBetween() characterGoal 43 45}} + | {{#rollBetween() characterGoal 46 48}} + span Secure provisions + | {{/rollBetween() characterGoal 46 48}} + | {{#rollBetween() characterGoal 49 51}} + span Rebel against power + | {{/rollBetween() characterGoal 49 51}} + | {{#rollBetween() characterGoal 52 54}} + span Collect a debt + | {{/rollBetween() characterGoal 52 54}} + | {{#rollBetween() characterGoal 55 57}} + span Protect a secret + | {{/rollBetween() characterGoal 55 57}} + | {{#rollBetween() characterGoal 58 60}} + span Spread faith + | {{/rollBetween() characterGoal 58 60}} + | {{#rollBetween() characterGoal 61 63}} + span Enrich themselves + | {{/rollBetween() characterGoal 61 63}} + | {{#rollBetween() characterGoal 64 66}} + span Protect a person + | {{/rollBetween() characterGoal 64 66}} + | {{#rollBetween() characterGoal 67 69}} + span Protect the status quo + | {{/rollBetween() characterGoal 67 69}} + | {{#rollBetween() characterGoal 70 72}} + span Advance status + | {{/rollBetween() characterGoal 70 72}} + | {{#rollBetween() characterGoal 73 75}} + span Defend a place + | {{/rollBetween() characterGoal 73 75}} + | {{#rollBetween() characterGoal 76 78}} + span Avenge a wrong + | {{/rollBetween() characterGoal 76 78}} + | {{#rollBetween() characterGoal 79 81}} + span Fulfill a duty + | {{/rollBetween() characterGoal 79 81}} + | {{#rollBetween() characterGoal 82 84}} + span Gain knowledge + | {{/rollBetween() characterGoal 82 84}} + | {{#rollBetween() characterGoal 85 87}} + span Prove worthiness + | {{/rollBetween() characterGoal 85 87}} + | {{#rollBetween() characterGoal 88 90}} + span Find redemption + | {{/rollBetween() characterGoal 88 90}} + | {{#rollBetween() characterGoal 91 92}} + span Escape from something + | {{/rollBetween() characterGoal 91 92}} + | {{#rollBetween() characterGoal 93 95}} + span Resolve a dispute + | {{/rollBetween() characterGoal 93 95}} + | {{#rollBetween() characterGoal 96 100}} + span Roll twice + | {{/rollBetween() characterGoal 96 100}} + | {{/characterGoal}} + | {{#characterDescriptor}} + .sheet-result-row + .sheet-oracle-dice + span {{characterDescriptor}} + .sheet-oracle-table-text + | {{#rollTotal() characterDescriptor 1}} + span Stoic + | {{/rollTotal() characterDescriptor 1}} + | {{#rollTotal() characterDescriptor 2}} + span Attractive + | {{/rollTotal() characterDescriptor 2}} + | {{#rollTotal() characterDescriptor 3}} + span Passive + | {{/rollTotal() characterDescriptor 3}} + | {{#rollTotal() characterDescriptor 4}} + span Aloof + | {{/rollTotal() characterDescriptor 4}} + | {{#rollTotal() characterDescriptor 5}} + span Affectionate + | {{/rollTotal() characterDescriptor 5}} + | {{#rollTotal() characterDescriptor 6}} + span Generous + | {{/rollTotal() characterDescriptor 6}} + | {{#rollTotal() characterDescriptor 7}} + span Smug + | {{/rollTotal() characterDescriptor 7}} + | {{#rollTotal() characterDescriptor 8}} + span Armed + | {{/rollTotal() characterDescriptor 8}} + | {{#rollTotal() characterDescriptor 9}} + span Clever + | {{/rollTotal() characterDescriptor 9}} + | {{#rollTotal() characterDescriptor 10}} + span Brave + | {{/rollTotal() characterDescriptor 10}} + | {{#rollTotal() characterDescriptor 11}} + span Ugly + | {{/rollTotal() characterDescriptor 11}} + | {{#rollTotal() characterDescriptor 12}} + span Sociable + | {{/rollTotal() characterDescriptor 12}} + | {{#rollTotal() characterDescriptor 13}} + span Doomed + | {{/rollTotal() characterDescriptor 13}} + | {{#rollTotal() characterDescriptor 14}} + span Connected + | {{/rollTotal() characterDescriptor 14}} + | {{#rollTotal() characterDescriptor 15}} + span Bold + | {{/rollTotal() characterDescriptor 15}} + | {{#rollTotal() characterDescriptor 16}} + span Jealous + | {{/rollTotal() characterDescriptor 16}} + | {{#rollTotal() characterDescriptor 17}} + span Angry + | {{/rollTotal() characterDescriptor 17}} + | {{#rollTotal() characterDescriptor 18}} + span Active + | {{/rollTotal() characterDescriptor 18}} + | {{#rollTotal() characterDescriptor 19}} + span Suspicious + | {{/rollTotal() characterDescriptor 19}} + | {{#rollTotal() characterDescriptor 20}} + span Hostile + | {{/rollTotal() characterDescriptor 20}} + | {{#rollTotal() characterDescriptor 21}} + span Hardhearted + | {{/rollTotal() characterDescriptor 21}} + | {{#rollTotal() characterDescriptor 22}} + span Successful + | {{/rollTotal() characterDescriptor 22}} + | {{#rollTotal() characterDescriptor 23}} + span Talented + | {{/rollTotal() characterDescriptor 23}} + | {{#rollTotal() characterDescriptor 24}} + span Experienced + | {{/rollTotal() characterDescriptor 24}} + | {{#rollTotal() characterDescriptor 25}} + span Deceitful + | {{/rollTotal() characterDescriptor 25}} + | {{#rollTotal() characterDescriptor 26}} + span Ambitious + | {{/rollTotal() characterDescriptor 26}} + | {{#rollTotal() characterDescriptor 27}} + span Aggressive + | {{/rollTotal() characterDescriptor 27}} + | {{#rollTotal() characterDescriptor 28}} + span Conceited + | {{/rollTotal() characterDescriptor 28}} + | {{#rollTotal() characterDescriptor 29}} + span Proud + | {{/rollTotal() characterDescriptor 29}} + | {{#rollTotal() characterDescriptor 30}} + span Stern + | {{/rollTotal() characterDescriptor 30}} + | {{#rollTotal() characterDescriptor 31}} + span Dependent + | {{/rollTotal() characterDescriptor 31}} + | {{#rollTotal() characterDescriptor 32}} + span Wary + | {{/rollTotal() characterDescriptor 32}} + | {{#rollTotal() characterDescriptor 33}} + span Strong + | {{/rollTotal() characterDescriptor 33}} + | {{#rollTotal() characterDescriptor 34}} + span Insightful + | {{/rollTotal() characterDescriptor 34}} + | {{#rollTotal() characterDescriptor 35}} + span Dangerous + | {{/rollTotal() characterDescriptor 35}} + | {{#rollTotal() characterDescriptor 36}} + span Quirky + | {{/rollTotal() characterDescriptor 36}} + | {{#rollTotal() characterDescriptor 37}} + span Cheery + | {{/rollTotal() characterDescriptor 37}} + | {{#rollTotal() characterDescriptor 38}} + span Disfigured + | {{/rollTotal() characterDescriptor 38}} + | {{#rollTotal() characterDescriptor 39}} + span Intolerant + | {{/rollTotal() characterDescriptor 39}} + | {{#rollTotal() characterDescriptor 40}} + span Skilled + | {{/rollTotal() characterDescriptor 40}} + | {{#rollTotal() characterDescriptor 41}} + span Stingy + | {{/rollTotal() characterDescriptor 41}} + | {{#rollTotal() characterDescriptor 42}} + span Timid + | {{/rollTotal() characterDescriptor 42}} + | {{#rollTotal() characterDescriptor 43}} + span Insensitive + | {{/rollTotal() characterDescriptor 43}} + | {{#rollTotal() characterDescriptor 44}} + span Wild + | {{/rollTotal() characterDescriptor 44}} + | {{#rollTotal() characterDescriptor 45}} + span Bitter + | {{/rollTotal() characterDescriptor 45}} + | {{#rollTotal() characterDescriptor 46}} + span Cunning + | {{/rollTotal() characterDescriptor 46}} + | {{#rollTotal() characterDescriptor 47}} + span Remorseful + | {{/rollTotal() characterDescriptor 47}} + | {{#rollTotal() characterDescriptor 48}} + span Kind + | {{/rollTotal() characterDescriptor 48}} + | {{#rollTotal() characterDescriptor 49}} + span Charming + | {{/rollTotal() characterDescriptor 49}} + | {{#rollTotal() characterDescriptor 50}} + span Oblivious + | {{/rollTotal() characterDescriptor 50}} + | {{#rollTotal() characterDescriptor 51}} + span Critical + | {{/rollTotal() characterDescriptor 51}} + | {{#rollTotal() characterDescriptor 52}} + span Cautious + | {{/rollTotal() characterDescriptor 52}} + | {{#rollTotal() characterDescriptor 53}} + span Resourceful + | {{/rollTotal() characterDescriptor 53}} + | {{#rollTotal() characterDescriptor 54}} + span Weary + | {{/rollTotal() characterDescriptor 54}} + | {{#rollTotal() characterDescriptor 55}} + span Wounded + | {{/rollTotal() characterDescriptor 55}} + | {{#rollTotal() characterDescriptor 56}} + span Anxious + | {{/rollTotal() characterDescriptor 56}} + | {{#rollTotal() characterDescriptor 57}} + span Powerful + | {{/rollTotal() characterDescriptor 57}} + | {{#rollTotal() characterDescriptor 58}} + span Athletic + | {{/rollTotal() characterDescriptor 58}} + | {{#rollTotal() characterDescriptor 59}} + span Driven + | {{/rollTotal() characterDescriptor 59}} + | {{#rollTotal() characterDescriptor 60}} + span Cruel + | {{/rollTotal() characterDescriptor 60}} + | {{#rollTotal() characterDescriptor 61}} + span Quiet + | {{/rollTotal() characterDescriptor 61}} + | {{#rollTotal() characterDescriptor 62}} + span Honest + | {{/rollTotal() characterDescriptor 62}} + | {{#rollTotal() characterDescriptor 63}} + span Infamous + | {{/rollTotal() characterDescriptor 63}} + | {{#rollTotal() characterDescriptor 64}} + span Dying + | {{/rollTotal() characterDescriptor 64}} + | {{#rollTotal() characterDescriptor 65}} + span Reclusive + | {{/rollTotal() characterDescriptor 65}} + | {{#rollTotal() characterDescriptor 66}} + span Artistic + | {{/rollTotal() characterDescriptor 66}} + | {{#rollTotal() characterDescriptor 67}} + span Disabled + | {{/rollTotal() characterDescriptor 67}} + | {{#rollTotal() characterDescriptor 68}} + span Confused + | {{/rollTotal() characterDescriptor 68}} + | {{#rollTotal() characterDescriptor 69}} + span Manipulative + | {{/rollTotal() characterDescriptor 69}} + | {{#rollTotal() characterDescriptor 70}} + span Relaxed + | {{/rollTotal() characterDescriptor 70}} + | {{#rollTotal() characterDescriptor 71}} + span Stealthy + | {{/rollTotal() characterDescriptor 71}} + | {{#rollTotal() characterDescriptor 72}} + span Confident + | {{/rollTotal() characterDescriptor 72}} + | {{#rollTotal() characterDescriptor 73}} + span Weak + | {{/rollTotal() characterDescriptor 73}} + | {{#rollTotal() characterDescriptor 74}} + span Friendly + | {{/rollTotal() characterDescriptor 74}} + | {{#rollTotal() characterDescriptor 75}} + span Wise + | {{/rollTotal() characterDescriptor 75}} + | {{#rollTotal() characterDescriptor 76}} + span Influential + | {{/rollTotal() characterDescriptor 76}} + | {{#rollTotal() characterDescriptor 77}} + span Young + | {{/rollTotal() characterDescriptor 77}} + | {{#rollTotal() characterDescriptor 78}} + span Adventurous + | {{/rollTotal() characterDescriptor 78}} + | {{#rollTotal() characterDescriptor 79}} + span Oppressed + | {{/rollTotal() characterDescriptor 79}} + | {{#rollTotal() characterDescriptor 80}} + span Vengeful + | {{/rollTotal() characterDescriptor 80}} + | {{#rollTotal() characterDescriptor 81}} + span Cooperative + | {{/rollTotal() characterDescriptor 81}} + | {{#rollTotal() characterDescriptor 82}} + span Armored + | {{/rollTotal() characterDescriptor 82}} + | {{#rollTotal() characterDescriptor 83}} + span Apathetic + | {{/rollTotal() characterDescriptor 83}} + | {{#rollTotal() characterDescriptor 84}} + span Determined + | {{/rollTotal() characterDescriptor 84}} + | {{#rollTotal() characterDescriptor 85}} + span Loyal + | {{/rollTotal() characterDescriptor 85}} + | {{#rollTotal() characterDescriptor 86}} + span Sick + | {{/rollTotal() characterDescriptor 86}} + | {{#rollTotal() characterDescriptor 87}} + span Religious + | {{/rollTotal() characterDescriptor 87}} + | {{#rollTotal() characterDescriptor 88}} + span Selfish + | {{/rollTotal() characterDescriptor 88}} + | {{#rollTotal() characterDescriptor 89}} + span Old + | {{/rollTotal() characterDescriptor 89}} + | {{#rollTotal() characterDescriptor 90}} + span Fervent + | {{/rollTotal() characterDescriptor 90}} + | {{#rollTotal() characterDescriptor 91}} + span Violent + | {{/rollTotal() characterDescriptor 91}} + | {{#rollTotal() characterDescriptor 92}} + span Agreeable + | {{/rollTotal() characterDescriptor 92}} + | {{#rollTotal() characterDescriptor 93}} + span Hot-tempered + | {{/rollTotal() characterDescriptor 93}} + | {{#rollTotal() characterDescriptor 94}} + span Stubborn + | {{/rollTotal() characterDescriptor 94}} + | {{#rollTotal() characterDescriptor 95}} + span Incompetent + | {{/rollTotal() characterDescriptor 95}} + | {{#rollTotal() characterDescriptor 96}} + span Greedy + | {{/rollTotal() characterDescriptor 96}} + | {{#rollTotal() characterDescriptor 97}} + span Cowardly + | {{/rollTotal() characterDescriptor 97}} + | {{#rollTotal() characterDescriptor 98}} + span Obsessed + | {{/rollTotal() characterDescriptor 98}} + | {{#rollTotal() characterDescriptor 99}} + span Careless + | {{/rollTotal() characterDescriptor 99}} + | {{#rollTotal() characterDescriptor 100}} + span Ironsworn + | {{/rollTotal() characterDescriptor 100}} + | {{/characterDescriptor}} + | {{#ironlanderNames}} + .sheet-result-row + .sheet-oracle-dice + span {{ironlanderNames}} + .sheet-oracle-table-text + | {{#rollTotal() ironlanderNames 1}} + span Solana + | {{/rollTotal() ironlanderNames 1}} + | {{#rollTotal() ironlanderNames 2}} + span Keelan + | {{/rollTotal() ironlanderNames 2}} + | {{#rollTotal() ironlanderNames 3}} + span Cadigan + | {{/rollTotal() ironlanderNames 3}} + | {{#rollTotal() ironlanderNames 4}} + span Sola + | {{/rollTotal() ironlanderNames 4}} + | {{#rollTotal() ironlanderNames 5}} + span Kodroth + | {{/rollTotal() ironlanderNames 5}} + | {{#rollTotal() ironlanderNames 6}} + span Kione + | {{/rollTotal() ironlanderNames 6}} + | {{#rollTotal() ironlanderNames 7}} + span Katja + | {{/rollTotal() ironlanderNames 7}} + | {{#rollTotal() ironlanderNames 8}} + span Tio + | {{/rollTotal() ironlanderNames 8}} + | {{#rollTotal() ironlanderNames 9}} + span Artiga + | {{/rollTotal() ironlanderNames 9}} + | {{#rollTotal() ironlanderNames 10}} + span Eos + | {{/rollTotal() ironlanderNames 10}} + | {{#rollTotal() ironlanderNames 11}} + span Bastien + | {{/rollTotal() ironlanderNames 11}} + | {{#rollTotal() ironlanderNames 12}} + span Elli + | {{/rollTotal() ironlanderNames 12}} + | {{#rollTotal() ironlanderNames 13}} + span Maura + | {{/rollTotal() ironlanderNames 13}} + | {{#rollTotal() ironlanderNames 14}} + span Haleema + | {{/rollTotal() ironlanderNames 14}} + | {{#rollTotal() ironlanderNames 15}} + span Abella + | {{/rollTotal() ironlanderNames 15}} + | {{#rollTotal() ironlanderNames 16}} + span Morter + | {{/rollTotal() ironlanderNames 16}} + | {{#rollTotal() ironlanderNames 17}} + span Wulan + | {{/rollTotal() ironlanderNames 17}} + | {{#rollTotal() ironlanderNames 18}} + span Mai + | {{/rollTotal() ironlanderNames 18}} + | {{#rollTotal() ironlanderNames 19}} + span Farina + | {{/rollTotal() ironlanderNames 19}} + | {{#rollTotal() ironlanderNames 20}} + span Pearce + | {{/rollTotal() ironlanderNames 20}} + | {{#rollTotal() ironlanderNames 21}} + span Wynne + | {{/rollTotal() ironlanderNames 21}} + | {{#rollTotal() ironlanderNames 22}} + span Haf + | {{/rollTotal() ironlanderNames 22}} + | {{#rollTotal() ironlanderNames 23}} + span Aeddon + | {{/rollTotal() ironlanderNames 23}} + | {{#rollTotal() ironlanderNames 24}} + span Khinara + | {{/rollTotal() ironlanderNames 24}} + | {{#rollTotal() ironlanderNames 25}} + span Milla + | {{/rollTotal() ironlanderNames 25}} + | {{#rollTotal() ironlanderNames 26}} + span Nakata + | {{/rollTotal() ironlanderNames 26}} + | {{#rollTotal() ironlanderNames 27}} + span Kynan + | {{/rollTotal() ironlanderNames 27}} + | {{#rollTotal() ironlanderNames 28}} + span Kiah + | {{/rollTotal() ironlanderNames 28}} + | {{#rollTotal() ironlanderNames 29}} + span Jaggar + | {{/rollTotal() ironlanderNames 29}} + | {{#rollTotal() ironlanderNames 30}} + span Beca + | {{/rollTotal() ironlanderNames 30}} + | {{#rollTotal() ironlanderNames 31}} + span Ikram + | {{/rollTotal() ironlanderNames 31}} + | {{#rollTotal() ironlanderNames 32}} + span Melia + | {{/rollTotal() ironlanderNames 32}} + | {{#rollTotal() ironlanderNames 33}} + span Sidan + | {{/rollTotal() ironlanderNames 33}} + | {{#rollTotal() ironlanderNames 34}} + span Deshi + | {{/rollTotal() ironlanderNames 34}} + | {{#rollTotal() ironlanderNames 35}} + span Tessa + | {{/rollTotal() ironlanderNames 35}} + | {{#rollTotal() ironlanderNames 36}} + span Sibila + | {{/rollTotal() ironlanderNames 36}} + | {{#rollTotal() ironlanderNames 37}} + span Morien + | {{/rollTotal() ironlanderNames 37}} + | {{#rollTotal() ironlanderNames 38}} + span Mona + | {{/rollTotal() ironlanderNames 38}} + | {{#rollTotal() ironlanderNames 39}} + span Padma + | {{/rollTotal() ironlanderNames 39}} + | {{#rollTotal() ironlanderNames 40}} + span Avella + | {{/rollTotal() ironlanderNames 40}} + | {{#rollTotal() ironlanderNames 41}} + span Naila + | {{/rollTotal() ironlanderNames 41}} + | {{#rollTotal() ironlanderNames 42}} + span Lio + | {{/rollTotal() ironlanderNames 42}} + | {{#rollTotal() ironlanderNames 43}} + span Cera + | {{/rollTotal() ironlanderNames 43}} + | {{#rollTotal() ironlanderNames 44}} + span Ithela + | {{/rollTotal() ironlanderNames 44}} + | {{#rollTotal() ironlanderNames 45}} + span Zhan + | {{/rollTotal() ironlanderNames 45}} + | {{#rollTotal() ironlanderNames 46}} + span Kaivan + | {{/rollTotal() ironlanderNames 46}} + | {{#rollTotal() ironlanderNames 47}} + span Valeri + | {{/rollTotal() ironlanderNames 47}} + | {{#rollTotal() ironlanderNames 48}} + span Hirsham + | {{/rollTotal() ironlanderNames 48}} + | {{#rollTotal() ironlanderNames 49}} + span Pemba + | {{/rollTotal() ironlanderNames 49}} + | {{#rollTotal() ironlanderNames 50}} + span Edda + | {{/rollTotal() ironlanderNames 50}} + | {{#rollTotal() ironlanderNames 51}} + span Lestara + | {{/rollTotal() ironlanderNames 51}} + | {{#rollTotal() ironlanderNames 52}} + span Lago + | {{/rollTotal() ironlanderNames 52}} + | {{#rollTotal() ironlanderNames 53}} + span Elstan + | {{/rollTotal() ironlanderNames 53}} + | {{#rollTotal() ironlanderNames 54}} + span Saskia + | {{/rollTotal() ironlanderNames 54}} + | {{#rollTotal() ironlanderNames 55}} + span Kabeera + | {{/rollTotal() ironlanderNames 55}} + | {{#rollTotal() ironlanderNames 56}} + span Caldas + | {{/rollTotal() ironlanderNames 56}} + | {{#rollTotal() ironlanderNames 57}} + span Nisus + | {{/rollTotal() ironlanderNames 57}} + | {{#rollTotal() ironlanderNames 58}} + span Serene + | {{/rollTotal() ironlanderNames 58}} + | {{#rollTotal() ironlanderNames 59}} + span Chenda + | {{/rollTotal() ironlanderNames 59}} + | {{#rollTotal() ironlanderNames 60}} + span Themon + | {{/rollTotal() ironlanderNames 60}} + | {{#rollTotal() ironlanderNames 61}} + span Erin + | {{/rollTotal() ironlanderNames 61}} + | {{#rollTotal() ironlanderNames 62}} + span Alban + | {{/rollTotal() ironlanderNames 62}} + | {{#rollTotal() ironlanderNames 63}} + span Parcell + | {{/rollTotal() ironlanderNames 63}} + | {{#rollTotal() ironlanderNames 64}} + span Jelma + | {{/rollTotal() ironlanderNames 64}} + | {{#rollTotal() ironlanderNames 65}} + span Willa + | {{/rollTotal() ironlanderNames 65}} + | {{#rollTotal() ironlanderNames 66}} + span Nadira + | {{/rollTotal() ironlanderNames 66}} + | {{#rollTotal() ironlanderNames 67}} + span Gwen + | {{/rollTotal() ironlanderNames 67}} + | {{#rollTotal() ironlanderNames 68}} + span Amara + | {{/rollTotal() ironlanderNames 68}} + | {{#rollTotal() ironlanderNames 69}} + span Masias + | {{/rollTotal() ironlanderNames 69}} + | {{#rollTotal() ironlanderNames 70}} + span Kanno + | {{/rollTotal() ironlanderNames 70}} + | {{#rollTotal() ironlanderNames 71}} + span Razeena + | {{/rollTotal() ironlanderNames 71}} + | {{#rollTotal() ironlanderNames 72}} + span Mira + | {{/rollTotal() ironlanderNames 72}} + | {{#rollTotal() ironlanderNames 73}} + span Perella + | {{/rollTotal() ironlanderNames 73}} + | {{#rollTotal() ironlanderNames 74}} + span Myrick + | {{/rollTotal() ironlanderNames 74}} + | {{#rollTotal() ironlanderNames 75}} + span Qamar + | {{/rollTotal() ironlanderNames 75}} + | {{#rollTotal() ironlanderNames 76}} + span Kormak + | {{/rollTotal() ironlanderNames 76}} + | {{#rollTotal() ironlanderNames 77}} + span Zura + | {{/rollTotal() ironlanderNames 77}} + | {{#rollTotal() ironlanderNames 78}} + span Zanita + | {{/rollTotal() ironlanderNames 78}} + | {{#rollTotal() ironlanderNames 79}} + span Brynn + | {{/rollTotal() ironlanderNames 79}} + | {{#rollTotal() ironlanderNames 80}} + span Tegan + | {{/rollTotal() ironlanderNames 80}} + | {{#rollTotal() ironlanderNames 81}} + span Pendry + | {{/rollTotal() ironlanderNames 81}} + | {{#rollTotal() ironlanderNames 82}} + span Quinn + | {{/rollTotal() ironlanderNames 82}} + | {{#rollTotal() ironlanderNames 83}} + span Fanir + | {{/rollTotal() ironlanderNames 83}} + | {{#rollTotal() ironlanderNames 84}} + span Glain + | {{/rollTotal() ironlanderNames 84}} + | {{#rollTotal() ironlanderNames 85}} + span Emelyn + | {{/rollTotal() ironlanderNames 85}} + | {{#rollTotal() ironlanderNames 86}} + span Kendi + | {{/rollTotal() ironlanderNames 86}} + | {{#rollTotal() ironlanderNames 87}} + span Althus + | {{/rollTotal() ironlanderNames 87}} + | {{#rollTotal() ironlanderNames 88}} + span Leela + | {{/rollTotal() ironlanderNames 88}} + | {{#rollTotal() ironlanderNames 89}} + span Ishana + | {{/rollTotal() ironlanderNames 89}} + | {{#rollTotal() ironlanderNames 90}} + span Flint + | {{/rollTotal() ironlanderNames 90}} + | {{#rollTotal() ironlanderNames 91}} + span Delkash + | {{/rollTotal() ironlanderNames 91}} + | {{#rollTotal() ironlanderNames 92}} + span Nia + | {{/rollTotal() ironlanderNames 92}} + | {{#rollTotal() ironlanderNames 93}} + span Nan + | {{/rollTotal() ironlanderNames 93}} + | {{#rollTotal() ironlanderNames 94}} + span Keeara + | {{/rollTotal() ironlanderNames 94}} + | {{#rollTotal() ironlanderNames 95}} + span Katania + | {{/rollTotal() ironlanderNames 95}} + | {{#rollTotal() ironlanderNames 96}} + span Morell + | {{/rollTotal() ironlanderNames 96}} + | {{#rollTotal() ironlanderNames 97}} + span Temir + | {{/rollTotal() ironlanderNames 97}} + | {{#rollTotal() ironlanderNames 98}} + span Bas + | {{/rollTotal() ironlanderNames 98}} + | {{#rollTotal() ironlanderNames 99}} + span Sabine + | {{/rollTotal() ironlanderNames 99}} + | {{#rollTotal() ironlanderNames 100}} + span Tallus + | {{/rollTotal() ironlanderNames 100}} + | {{#rollTotal() ironlanderNames 101}} + span Segura + | {{/rollTotal() ironlanderNames 101}} + | {{#rollTotal() ironlanderNames 102}} + span Gethin + | {{/rollTotal() ironlanderNames 102}} + | {{#rollTotal() ironlanderNames 103}} + span Bataar + | {{/rollTotal() ironlanderNames 103}} + | {{#rollTotal() ironlanderNames 104}} + span Basira + | {{/rollTotal() ironlanderNames 104}} + | {{#rollTotal() ironlanderNames 105}} + span Joa + | {{/rollTotal() ironlanderNames 105}} + | {{#rollTotal() ironlanderNames 106}} + span Glynn + | {{/rollTotal() ironlanderNames 106}} + | {{#rollTotal() ironlanderNames 107}} + span Toran + | {{/rollTotal() ironlanderNames 107}} + | {{#rollTotal() ironlanderNames 108}} + span Arasen + | {{/rollTotal() ironlanderNames 108}} + | {{#rollTotal() ironlanderNames 109}} + span Kuron + | {{/rollTotal() ironlanderNames 109}} + | {{#rollTotal() ironlanderNames 110}} + span Griff + | {{/rollTotal() ironlanderNames 110}} + | {{#rollTotal() ironlanderNames 111}} + span Owena + | {{/rollTotal() ironlanderNames 111}} + | {{#rollTotal() ironlanderNames 112}} + span Adda + | {{/rollTotal() ironlanderNames 112}} + | {{#rollTotal() ironlanderNames 113}} + span Euros + | {{/rollTotal() ironlanderNames 113}} + | {{#rollTotal() ironlanderNames 114}} + span Kova + | {{/rollTotal() ironlanderNames 114}} + | {{#rollTotal() ironlanderNames 115}} + span Kara + | {{/rollTotal() ironlanderNames 115}} + | {{#rollTotal() ironlanderNames 116}} + span Morgan + | {{/rollTotal() ironlanderNames 116}} + | {{#rollTotal() ironlanderNames 117}} + span Nanda + | {{/rollTotal() ironlanderNames 117}} + | {{#rollTotal() ironlanderNames 118}} + span Tamara + | {{/rollTotal() ironlanderNames 118}} + | {{#rollTotal() ironlanderNames 119}} + span Asha + | {{/rollTotal() ironlanderNames 119}} + | {{#rollTotal() ironlanderNames 120}} + span Delos + | {{/rollTotal() ironlanderNames 120}} + | {{#rollTotal() ironlanderNames 121}} + span Torgan + | {{/rollTotal() ironlanderNames 121}} + | {{#rollTotal() ironlanderNames 122}} + span Makari + | {{/rollTotal() ironlanderNames 122}} + | {{#rollTotal() ironlanderNames 123}} + span Selva + | {{/rollTotal() ironlanderNames 123}} + | {{#rollTotal() ironlanderNames 124}} + span Kimura + | {{/rollTotal() ironlanderNames 124}} + | {{#rollTotal() ironlanderNames 125}} + span Rhian + | {{/rollTotal() ironlanderNames 125}} + | {{#rollTotal() ironlanderNames 126}} + span Tristan + | {{/rollTotal() ironlanderNames 126}} + | {{#rollTotal() ironlanderNames 127}} + span Siorra + | {{/rollTotal() ironlanderNames 127}} + | {{#rollTotal() ironlanderNames 128}} + span Sayer + | {{/rollTotal() ironlanderNames 128}} + | {{#rollTotal() ironlanderNames 129}} + span Cortina + | {{/rollTotal() ironlanderNames 129}} + | {{#rollTotal() ironlanderNames 130}} + span Vesna + | {{/rollTotal() ironlanderNames 130}} + | {{#rollTotal() ironlanderNames 131}} + span Kataka + | {{/rollTotal() ironlanderNames 131}} + | {{#rollTotal() ironlanderNames 132}} + span Keyshia + | {{/rollTotal() ironlanderNames 132}} + | {{#rollTotal() ironlanderNames 133}} + span Mila + | {{/rollTotal() ironlanderNames 133}} + | {{#rollTotal() ironlanderNames 134}} + span Lili + | {{/rollTotal() ironlanderNames 134}} + | {{#rollTotal() ironlanderNames 135}} + span Vigo + | {{/rollTotal() ironlanderNames 135}} + | {{#rollTotal() ironlanderNames 136}} + span Sadia + | {{/rollTotal() ironlanderNames 136}} + | {{#rollTotal() ironlanderNames 137}} + span Malik + | {{/rollTotal() ironlanderNames 137}} + | {{#rollTotal() ironlanderNames 138}} + span Dag + | {{/rollTotal() ironlanderNames 138}} + | {{#rollTotal() ironlanderNames 139}} + span Kuno + | {{/rollTotal() ironlanderNames 139}} + | {{#rollTotal() ironlanderNames 140}} + span Reva + | {{/rollTotal() ironlanderNames 140}} + | {{#rollTotal() ironlanderNames 141}} + span Kai + | {{/rollTotal() ironlanderNames 141}} + | {{#rollTotal() ironlanderNames 142}} + span Kalina + | {{/rollTotal() ironlanderNames 142}} + | {{#rollTotal() ironlanderNames 143}} + span Jihan + | {{/rollTotal() ironlanderNames 143}} + | {{#rollTotal() ironlanderNames 144}} + span Hennion + | {{/rollTotal() ironlanderNames 144}} + | {{#rollTotal() ironlanderNames 145}} + span Abram + | {{/rollTotal() ironlanderNames 145}} + | {{#rollTotal() ironlanderNames 146}} + span Aida + | {{/rollTotal() ironlanderNames 146}} + | {{#rollTotal() ironlanderNames 147}} + span Myrtle + | {{/rollTotal() ironlanderNames 147}} + | {{#rollTotal() ironlanderNames 148}} + span Nekun + | {{/rollTotal() ironlanderNames 148}} + | {{#rollTotal() ironlanderNames 149}} + span Menna + | {{/rollTotal() ironlanderNames 149}} + | {{#rollTotal() ironlanderNames 150}} + span Tahir + | {{/rollTotal() ironlanderNames 150}} + | {{#rollTotal() ironlanderNames 151}} + span Sarria + | {{/rollTotal() ironlanderNames 151}} + | {{#rollTotal() ironlanderNames 152}} + span Nakura + | {{/rollTotal() ironlanderNames 152}} + | {{#rollTotal() ironlanderNames 153}} + span Akiya + | {{/rollTotal() ironlanderNames 153}} + | {{#rollTotal() ironlanderNames 154}} + span Talan + | {{/rollTotal() ironlanderNames 154}} + | {{#rollTotal() ironlanderNames 155}} + span Mattick + | {{/rollTotal() ironlanderNames 155}} + | {{#rollTotal() ironlanderNames 156}} + span Okoth + | {{/rollTotal() ironlanderNames 156}} + | {{#rollTotal() ironlanderNames 157}} + span Khulan + | {{/rollTotal() ironlanderNames 157}} + | {{#rollTotal() ironlanderNames 158}} + span Verena + | {{/rollTotal() ironlanderNames 158}} + | {{#rollTotal() ironlanderNames 159}} + span Beltran + | {{/rollTotal() ironlanderNames 159}} + | {{#rollTotal() ironlanderNames 160}} + span Del + | {{/rollTotal() ironlanderNames 160}} + | {{#rollTotal() ironlanderNames 161}} + span Ranna + | {{/rollTotal() ironlanderNames 161}} + | {{#rollTotal() ironlanderNames 162}} + span Alina + | {{/rollTotal() ironlanderNames 162}} + | {{#rollTotal() ironlanderNames 163}} + span Muna + | {{/rollTotal() ironlanderNames 163}} + | {{#rollTotal() ironlanderNames 164}} + span Mura + | {{/rollTotal() ironlanderNames 164}} + | {{#rollTotal() ironlanderNames 165}} + span Torrens + | {{/rollTotal() ironlanderNames 165}} + | {{#rollTotal() ironlanderNames 166}} + span Yuda + | {{/rollTotal() ironlanderNames 166}} + | {{#rollTotal() ironlanderNames 167}} + span Nazmi + | {{/rollTotal() ironlanderNames 167}} + | {{#rollTotal() ironlanderNames 168}} + span Ghalen + | {{/rollTotal() ironlanderNames 168}} + | {{#rollTotal() ironlanderNames 169}} + span Sarda + | {{/rollTotal() ironlanderNames 169}} + | {{#rollTotal() ironlanderNames 170}} + span Shona + | {{/rollTotal() ironlanderNames 170}} + | {{#rollTotal() ironlanderNames 171}} + span Kalidas + | {{/rollTotal() ironlanderNames 171}} + | {{#rollTotal() ironlanderNames 172}} + span Wena + | {{/rollTotal() ironlanderNames 172}} + | {{#rollTotal() ironlanderNames 173}} + span Sendra + | {{/rollTotal() ironlanderNames 173}} + | {{#rollTotal() ironlanderNames 174}} + span Kori + | {{/rollTotal() ironlanderNames 174}} + | {{#rollTotal() ironlanderNames 175}} + span Setara + | {{/rollTotal() ironlanderNames 175}} + | {{#rollTotal() ironlanderNames 176}} + span Lucia + | {{/rollTotal() ironlanderNames 176}} + | {{#rollTotal() ironlanderNames 177}} + span Maya + | {{/rollTotal() ironlanderNames 177}} + | {{#rollTotal() ironlanderNames 178}} + span Reema + | {{/rollTotal() ironlanderNames 178}} + | {{#rollTotal() ironlanderNames 179}} + span Yorath + | {{/rollTotal() ironlanderNames 179}} + | {{#rollTotal() ironlanderNames 180}} + span Rhoddri + | {{/rollTotal() ironlanderNames 180}} + | {{#rollTotal() ironlanderNames 181}} + span Shekhar + | {{/rollTotal() ironlanderNames 181}} + | {{#rollTotal() ironlanderNames 182}} + span Servan + | {{/rollTotal() ironlanderNames 182}} + | {{#rollTotal() ironlanderNames 183}} + span Reese + | {{/rollTotal() ironlanderNames 183}} + | {{#rollTotal() ironlanderNames 184}} + span Kenrick + | {{/rollTotal() ironlanderNames 184}} + | {{#rollTotal() ironlanderNames 185}} + span Indirra + | {{/rollTotal() ironlanderNames 185}} + | {{#rollTotal() ironlanderNames 186}} + span Giliana + | {{/rollTotal() ironlanderNames 186}} + | {{#rollTotal() ironlanderNames 187}} + span Jebran + | {{/rollTotal() ironlanderNames 187}} + | {{#rollTotal() ironlanderNames 188}} + span Kotama + | {{/rollTotal() ironlanderNames 188}} + | {{#rollTotal() ironlanderNames 189}} + span Fara + | {{/rollTotal() ironlanderNames 189}} + | {{#rollTotal() ironlanderNames 190}} + span Katrin + | {{/rollTotal() ironlanderNames 190}} + | {{#rollTotal() ironlanderNames 191}} + span Namba + | {{/rollTotal() ironlanderNames 191}} + | {{#rollTotal() ironlanderNames 192}} + span Lona + | {{/rollTotal() ironlanderNames 192}} + | {{#rollTotal() ironlanderNames 193}} + span Taylah + | {{/rollTotal() ironlanderNames 193}} + | {{#rollTotal() ironlanderNames 194}} + span Kato + | {{/rollTotal() ironlanderNames 194}} + | {{#rollTotal() ironlanderNames 195}} + span Esra + | {{/rollTotal() ironlanderNames 195}} + | {{#rollTotal() ironlanderNames 196}} + span Eleri + | {{/rollTotal() ironlanderNames 196}} + | {{#rollTotal() ironlanderNames 197}} + span Irsia + | {{/rollTotal() ironlanderNames 197}} + | {{#rollTotal() ironlanderNames 198}} + span Kayu + | {{/rollTotal() ironlanderNames 198}} + | {{#rollTotal() ironlanderNames 199}} + span Bevan + | {{/rollTotal() ironlanderNames 199}} + | {{#rollTotal() ironlanderNames 200}} + span Chandra + | {{/rollTotal() ironlanderNames 200}} + | {{/ironlanderNames}} + | {{#elfNames}} + .sheet-result-row + .sheet-oracle-dice + span {{elfNames}} + .sheet-oracle-table-text + | {{#rollBetween() elfNames 1 2}} + span Arsula + | {{/rollBetween() elfNames 1 2}} + | {{#rollBetween() elfNames 3 4}} + span Naidita + | {{/rollBetween() elfNames 3 4}} + | {{#rollBetween() elfNames 5 6}} + span Belesunna + | {{/rollBetween() elfNames 5 6}} + | {{#rollBetween() elfNames 7 8}} + span Vidarna + | {{/rollBetween() elfNames 7 8}} + | {{#rollBetween() elfNames 9 10}} + span Ninsunu + | {{/rollBetween() elfNames 9 10}} + | {{#rollBetween() elfNames 11 12}} + span Balathu + | {{/rollBetween() elfNames 11 12}} + | {{#rollBetween() elfNames 13 14}} + span Dorosi + | {{/rollBetween() elfNames 13 14}} + | {{#rollBetween() elfNames 15 16}} + span Gezera + | {{/rollBetween() elfNames 15 16}} + | {{#rollBetween() elfNames 17 18}} + span Zursan + | {{/rollBetween() elfNames 17 18}} + | {{#rollBetween() elfNames 19 20}} + span Seleeku + | {{/rollBetween() elfNames 19 20}} + | {{#rollBetween() elfNames 21 22}} + span Utamara + | {{/rollBetween() elfNames 21 22}} + | {{#rollBetween() elfNames 23 24}} + span Nebakay + | {{/rollBetween() elfNames 23 24}} + | {{#rollBetween() elfNames 25 26}} + span Dismashk + | {{/rollBetween() elfNames 25 26}} + | {{#rollBetween() elfNames 27 28}} + span Mitunu + | {{/rollBetween() elfNames 27 28}} + | {{#rollBetween() elfNames 29 30}} + span Atani + | {{/rollBetween() elfNames 29 30}} + | {{#rollBetween() elfNames 31 32}} + span Kinzura + | {{/rollBetween() elfNames 31 32}} + | {{#rollBetween() elfNames 33 34}} + span Sumula + | {{/rollBetween() elfNames 33 34}} + | {{#rollBetween() elfNames 35 36}} + span Ukames + | {{/rollBetween() elfNames 35 36}} + | {{#rollBetween() elfNames 37 38}} + span Ahmeshki + | {{/rollBetween() elfNames 37 38}} + | {{#rollBetween() elfNames 39 40}} + span Ilsit + | {{/rollBetween() elfNames 39 40}} + | {{#rollBetween() elfNames 41 42}} + span Mayatanay + | {{/rollBetween() elfNames 41 42}} + | {{#rollBetween() elfNames 43 44}} + span Etana + | {{/rollBetween() elfNames 43 44}} + | {{#rollBetween() elfNames 45 46}} + span Gamanna + | {{/rollBetween() elfNames 45 46}} + | {{#rollBetween() elfNames 47 48}} + span Nessana + | {{/rollBetween() elfNames 47 48}} + | {{#rollBetween() elfNames 49 50}} + span Uralar + | {{/rollBetween() elfNames 49 50}} + | {{#rollBetween() elfNames 51 52}} + span Tishetu + | {{/rollBetween() elfNames 51 52}} + | {{#rollBetween() elfNames 53 54}} + span Leucia + | {{/rollBetween() elfNames 53 54}} + | {{#rollBetween() elfNames 55 56}} + span Sutahe + | {{/rollBetween() elfNames 55 56}} + | {{#rollBetween() elfNames 57 58}} + span Dotani + | {{/rollBetween() elfNames 57 58}} + | {{#rollBetween() elfNames 59 60}} + span Uktannu + | {{/rollBetween() elfNames 59 60}} + | {{#rollBetween() elfNames 61 62}} + span Retenay + | {{/rollBetween() elfNames 61 62}} + | {{#rollBetween() elfNames 63 64}} + span Kendalanu + | {{/rollBetween() elfNames 63 64}} + | {{#rollBetween() elfNames 65 66}} + span Tahuta + | {{/rollBetween() elfNames 65 66}} + | {{#rollBetween() elfNames 67 68}} + span Mattissa + | {{/rollBetween() elfNames 67 68}} + | {{#rollBetween() elfNames 69 70}} + span Anatu + | {{/rollBetween() elfNames 69 70}} + | {{#rollBetween() elfNames 71 72}} + span Aralu + | {{/rollBetween() elfNames 71 72}} + | {{#rollBetween() elfNames 73 74}} + span Arakhi + | {{/rollBetween() elfNames 73 74}} + | {{#rollBetween() elfNames 75 76}} + span Ibrahem + | {{/rollBetween() elfNames 75 76}} + | {{#rollBetween() elfNames 77 78}} + span Sinosu + | {{/rollBetween() elfNames 77 78}} + | {{#rollBetween() elfNames 79 80}} + span Jemshida + | {{/rollBetween() elfNames 79 80}} + | {{#rollBetween() elfNames 81 82}} + span Visapni + | {{/rollBetween() elfNames 81 82}} + | {{#rollBetween() elfNames 83 84}} + span Hullata + | {{/rollBetween() elfNames 83 84}} + | {{#rollBetween() elfNames 85 86}} + span Sidura + | {{/rollBetween() elfNames 85 86}} + | {{#rollBetween() elfNames 87 88}} + span Kerihu + | {{/rollBetween() elfNames 87 88}} + | {{#rollBetween() elfNames 89 90}} + span Ereshki + | {{/rollBetween() elfNames 89 90}} + | {{#rollBetween() elfNames 91 92}} + span Cybela + | {{/rollBetween() elfNames 91 92}} + | {{#rollBetween() elfNames 93 94}} + span Anunna + | {{/rollBetween() elfNames 93 94}} + | {{#rollBetween() elfNames 95 96}} + span Otani + | {{/rollBetween() elfNames 95 96}} + | {{#rollBetween() elfNames 97 98}} + span Ditani + | {{/rollBetween() elfNames 97 98}} + | {{#rollBetween() elfNames 99 100}} + span Faraza + | {{/rollBetween() elfNames 99 100}} + | {{/elfNames}} + | {{#giantNames}} + .sheet-result-row + .sheet-oracle-dice + span {{giantNames}} + .sheet-oracle-table-text + | {{#rollBetween() giantNames 1 4}} + span Chony + | {{/rollBetween() giantNames 1 4}} + | {{#rollBetween() giantNames 5 8}} + span Banda + | {{/rollBetween() giantNames 5 8}} + | {{#rollBetween() giantNames 9 12}} + span Jochu + | {{/rollBetween() giantNames 9 12}} + | {{#rollBetween() giantNames 13 16}} + span Kira + | {{/rollBetween() giantNames 13 16}} + | {{#rollBetween() giantNames 17 20}} + span Khatir + | {{/rollBetween() giantNames 17 20}} + | {{#rollBetween() giantNames 21 24}} + span Chaidu + | {{/rollBetween() giantNames 21 24}} + | {{#rollBetween() giantNames 25 28}} + span Atan + | {{/rollBetween() giantNames 25 28}} + | {{#rollBetween() giantNames 29 32}} + span Buandu + | {{/rollBetween() giantNames 29 32}} + | {{#rollBetween() giantNames 33 36}} + span Javyn + | {{/rollBetween() giantNames 33 36}} + | {{#rollBetween() giantNames 37 40}} + span Khashin + | {{/rollBetween() giantNames 37 40}} + | {{#rollBetween() giantNames 41 44}} + span Bayara + | {{/rollBetween() giantNames 41 44}} + | {{#rollBetween() giantNames 45 48}} + span Temura + | {{/rollBetween() giantNames 45 48}} + | {{#rollBetween() giantNames 49 52}} + span Kidha + | {{/rollBetween() giantNames 49 52}} + | {{#rollBetween() giantNames 53 56}} + span Kathos + | {{/rollBetween() giantNames 53 56}} + | {{#rollBetween() giantNames 57 60}} + span Tanua + | {{/rollBetween() giantNames 57 60}} + | {{#rollBetween() giantNames 61 64}} + span Bashtu + | {{/rollBetween() giantNames 61 64}} + | {{#rollBetween() giantNames 65 68}} + span Jaran + | {{/rollBetween() giantNames 65 68}} + | {{#rollBetween() giantNames 69 72}} + span Othos + | {{/rollBetween() giantNames 69 72}} + | {{#rollBetween() giantNames 73 76}} + span Khutan + | {{/rollBetween() giantNames 73 76}} + | {{#rollBetween() giantNames 77 80}} + span Otaan + | {{/rollBetween() giantNames 77 80}} + | {{#rollBetween() giantNames 81 84}} + span Martu + | {{/rollBetween() giantNames 81 84}} + | {{#rollBetween() giantNames 85 88}} + span Baku + | {{/rollBetween() giantNames 85 88}} + | {{#rollBetween() giantNames 89 92}} + span Tuban + | {{/rollBetween() giantNames 89 92}} + | {{#rollBetween() giantNames 93 96}} + span Qudan + | {{/rollBetween() giantNames 93 96}} + | {{#rollBetween() giantNames 97 100}} + span Denua + | {{/rollBetween() giantNames 97 100}} + | {{/giantNames}} + | {{#varouNames}} + .sheet-result-row + .sheet-oracle-dice + span {{varouNames}} + .sheet-oracle-table-text + | {{#rollBetween() varouNames 1 4}} + span Vata + | {{/rollBetween() varouNames 1 4}} + | {{#rollBetween() varouNames 5 8}} + span Zora + | {{/rollBetween() varouNames 5 8}} + | {{#rollBetween() varouNames 9 12}} + span Jasna + | {{/rollBetween() varouNames 9 12}} + | {{#rollBetween() varouNames 13 16}} + span Charna + | {{/rollBetween() varouNames 13 16}} + | {{#rollBetween() varouNames 17 20}} + span Tana + | {{/rollBetween() varouNames 17 20}} + | {{#rollBetween() varouNames 21 24}} + span Soveen + | {{/rollBetween() varouNames 21 24}} + | {{#rollBetween() varouNames 25 28}} + span Radka + | {{/rollBetween() varouNames 25 28}} + | {{#rollBetween() varouNames 29 32}} + span Zlata + | {{/rollBetween() varouNames 29 32}} + | {{#rollBetween() varouNames 33 36}} + span Leesla + | {{/rollBetween() varouNames 33 36}} + | {{#rollBetween() varouNames 37 40}} + span Byna + | {{/rollBetween() varouNames 37 40}} + | {{#rollBetween() varouNames 41 44}} + span Meeka + | {{/rollBetween() varouNames 41 44}} + | {{#rollBetween() varouNames 45 48}} + span Iskra + | {{/rollBetween() varouNames 45 48}} + | {{#rollBetween() varouNames 49 52}} + span Jarek + | {{/rollBetween() varouNames 49 52}} + | {{#rollBetween() varouNames 53 56}} + span Darva + | {{/rollBetween() varouNames 53 56}} + | {{#rollBetween() varouNames 57 60}} + span Neda + | {{/rollBetween() varouNames 57 60}} + | {{#rollBetween() varouNames 61 64}} + span Keha + | {{/rollBetween() varouNames 61 64}} + | {{#rollBetween() varouNames 65 68}} + span Zhivka + | {{/rollBetween() varouNames 65 68}} + | {{#rollBetween() varouNames 69 72}} + span Kvata + | {{/rollBetween() varouNames 69 72}} + | {{#rollBetween() varouNames 73 76}} + span Staysa + | {{/rollBetween() varouNames 73 76}} + | {{#rollBetween() varouNames 77 80}} + span Evka + | {{/rollBetween() varouNames 77 80}} + | {{#rollBetween() varouNames 81 84}} + span Vuksha + | {{/rollBetween() varouNames 81 84}} + | {{#rollBetween() varouNames 85 88}} + span Muko + | {{/rollBetween() varouNames 85 88}} + | {{#rollBetween() varouNames 89 92}} + span Dreko + | {{/rollBetween() varouNames 89 92}} + | {{#rollBetween() varouNames 93 96}} + span Aleko + | {{/rollBetween() varouNames 93 96}} + | {{#rollBetween() varouNames 97 100}} + span Vojan + | {{/rollBetween() varouNames 97 100}} + | {{/varouNames}} + | {{#trollNames}} + .sheet-result-row + .sheet-oracle-dice + span {{trollNames}} + .sheet-oracle-table-text + | {{#rollBetween() trollNames 1 4}} + span Rattle + | {{/rollBetween() trollNames 1 4}} + | {{#rollBetween() trollNames 5 8}} + span Scratch + | {{/rollBetween() trollNames 5 8}} + | {{#rollBetween() trollNames 9 12}} + span Wallow + | {{/rollBetween() trollNames 9 12}} + | {{#rollBetween() trollNames 13 16}} + span Groak + | {{/rollBetween() trollNames 13 16}} + | {{#rollBetween() trollNames 17 20}} + span Gimble + | {{/rollBetween() trollNames 17 20}} + | {{#rollBetween() trollNames 21 24}} + span Scar + | {{/rollBetween() trollNames 21 24}} + | {{#rollBetween() trollNames 25 28}} + span Cratch + | {{/rollBetween() trollNames 25 28}} + | {{#rollBetween() trollNames 29 32}} + span Creech + | {{/rollBetween() trollNames 29 32}} + | {{#rollBetween() trollNames 33 36}} + span Shush + | {{/rollBetween() trollNames 33 36}} + | {{#rollBetween() trollNames 37 40}} + span Glush + | {{/rollBetween() trollNames 37 40}} + | {{#rollBetween() trollNames 41 44}} + span Slar + | {{/rollBetween() trollNames 41 44}} + | {{#rollBetween() trollNames 45 48}} + span Gnash + | {{/rollBetween() trollNames 45 48}} + | {{#rollBetween() trollNames 49 52}} + span Stoad + | {{/rollBetween() trollNames 49 52}} + | {{#rollBetween() trollNames 53 56}} + span Grig + | {{/rollBetween() trollNames 53 56}} + | {{#rollBetween() trollNames 57 60}} + span Bleat + | {{/rollBetween() trollNames 57 60}} + | {{#rollBetween() trollNames 61 64}} + span Chortle + | {{/rollBetween() trollNames 61 64}} + | {{#rollBetween() trollNames 65 68}} + span Cluck + | {{/rollBetween() trollNames 65 68}} + | {{#rollBetween() trollNames 69 72}} + span Slith + | {{/rollBetween() trollNames 69 72}} + | {{#rollBetween() trollNames 73 76}} + span Mongo + | {{/rollBetween() trollNames 73 76}} + | {{#rollBetween() trollNames 77 80}} + span Creak + | {{/rollBetween() trollNames 77 80}} + | {{#rollBetween() trollNames 81 84}} + span Burble + | {{/rollBetween() trollNames 81 84}} + | {{#rollBetween() trollNames 85 88}} + span Vrusk + | {{/rollBetween() trollNames 85 88}} + | {{#rollBetween() trollNames 89 92}} + span Snuffle + | {{/rollBetween() trollNames 89 92}} + | {{#rollBetween() trollNames 93 96}} + span Leech + | {{/rollBetween() trollNames 93 96}} + | {{#rollBetween() trollNames 97 100}} + span Herk + | {{/rollBetween() trollNames 97 100}} + | {{/trollNames}} + | {{#combatAction}} + .sheet-result-row + .sheet-oracle-dice + span {{combatAction}} + .sheet-oracle-table-text + | {{#rollBetween() combatAction 1 3}} + span Compel a surrender. + | {{/rollBetween() combatAction 1 3}} + | {{#rollBetween() combatAction 4 6}} + span Coordinate with allies. + | {{/rollBetween() combatAction 4 6}} + | {{#rollBetween() combatAction 7 9}} + span Gather reinforcements + | {{/rollBetween() combatAction 7 9}} + | {{#rollBetween() combatAction 10 13}} + span Seize something or someone + | {{/rollBetween() combatAction 10 13}} + | {{#rollBetween() combatAction 14 17}} + span Provoke a reckless response + | {{/rollBetween() combatAction 14 17}} + | {{#rollBetween() combatAction 18 21}} + span Intimidate or frighten + | {{/rollBetween() combatAction 18 21}} + | {{#rollBetween() combatAction 22 25}} + span Reveal a surprising truth. + | {{/rollBetween() combatAction 22 25}} + | {{#rollBetween() combatAction 26 29}} + span Shift focus to someone or something else. + | {{/rollBetween() combatAction 26 29}} + | {{#rollBetween() combatAction 30 33}} + span Destroy something, or render it useless. + | {{/rollBetween() combatAction 30 33}} + | {{#rollBetween() combatAction 34 39}} + span Take a decisive action. + | {{/rollBetween() combatAction 34 39}} + | {{#rollBetween() combatAction 40 45}} + span Reinforce defenses. + | {{/rollBetween() combatAction 40 45}} + | {{#rollBetween() combatAction 46 52}} + span Ready an action. + | {{/rollBetween() combatAction 46 52}} + | {{#rollBetween() combatAction 53 60}} + span Use the terrain to gain advantage. + | {{/rollBetween() combatAction 53 60}} + | {{#rollBetween() combatAction 61 68}} + span Leverage the advantage of a weapon or ability. + | {{/rollBetween() combatAction 61 68}} + | {{#rollBetween() combatAction 69 78}} + span Create an opportunity. + | {{/rollBetween() combatAction 69 78}} + | {{#rollBetween() combatAction 79 89}} + span Attack with precision. + | {{/rollBetween() combatAction 79 89}} + | {{#rollBetween() combatAction 90 99}} + span Attack with power. + | {{/rollBetween() combatAction 90 99}} + | {{#rollTotal() combatAction 100}} + span Take a completely unexpected action. + | {{/rollTotal() combatAction 100}} + | {{/combatAction}} + | {{#mysticBacklash}} + .sheet-result-row + .sheet-oracle-dice + span {{mysticBacklash}} + .sheet-oracle-table-text + | {{#rollBetween() mysticBacklash 1 4}} + span Your ritual has the opposite affect. + | {{/rollBetween() mysticBacklash 1 4}} + | {{#rollBetween() mysticBacklash 5 8}} + span You are sapped of strength. + | {{/rollBetween() mysticBacklash 5 8}} + | {{#rollBetween() mysticBacklash 9 12}} + span Your friend, ally, or companion is adversely affected. + | {{/rollBetween() mysticBacklash 9 12}} + | {{#rollBetween() mysticBacklash 13 16}} + span You destroy an important object. + | {{/rollBetween() mysticBacklash 13 16}} + | {{#rollBetween() mysticBacklash 17 20}} + span You inadvertently summon a horror. + | {{/rollBetween() mysticBacklash 17 20}} + | {{#rollBetween() mysticBacklash 21 24}} + span You collapse, and drift into a troubled sleep. + | {{/rollBetween() mysticBacklash 21 24}} + | {{#rollBetween() mysticBacklash 25 28}} + span You undergo a physical torment which leaves its mark upon you. + | {{/rollBetween() mysticBacklash 25 28}} + | {{#rollBetween() mysticBacklash 29 32}} + span You hear ghostly voices whispering of dark portents. + | {{/rollBetween() mysticBacklash 29 32}} + | {{#rollBetween() mysticBacklash 33 36}} + span + | You are lost in shadow, and find yourself in another place without memory of how you got + | there. + | {{/rollBetween() mysticBacklash 33 36}} + | {{#rollBetween() mysticBacklash 37 40}} + span You alert someone or something to your presence. + | {{/rollBetween() mysticBacklash 37 40}} + | {{#rollBetween() mysticBacklash 41 44}} + span You are not yourself, and act against a friend, ally, or companion. + | {{/rollBetween() mysticBacklash 41 44}} + | {{#rollBetween() mysticBacklash 45 48}} + span You affect or damage your surroundings, causing a disturbance or potential harm. + | {{/rollBetween() mysticBacklash 45 48}} + | {{#rollBetween() mysticBacklash 49 52}} + span You waste resources. + | {{/rollBetween() mysticBacklash 49 52}} + | {{#rollBetween() mysticBacklash 53 56}} + span You suffer the loss of a sense for several hours. + | {{/rollBetween() mysticBacklash 53 56}} + | {{#rollBetween() mysticBacklash 57 60}} + span You lose your connection to magic for a day or so, and cannot perform rituals. + | {{/rollBetween() mysticBacklash 57 60}} + | {{#rollBetween() mysticBacklash 61 64}} + span Your ritual affects the target in an unexpected and problematic way. + | {{/rollBetween() mysticBacklash 61 64}} + | {{#rollBetween() mysticBacklash 65 68}} + span Your ritual reveals a surprising and troubling truth. + | {{/rollBetween() mysticBacklash 65 68}} + | {{#rollBetween() mysticBacklash 69 72}} + span You are tempted by dark powers. + | {{/rollBetween() mysticBacklash 69 72}} + | {{#rollBetween() mysticBacklash 73 76}} + span You see a troubling vision of your future. + | {{/rollBetween() mysticBacklash 73 76}} + | {{#rollBetween() mysticBacklash 77 80}} + span You can't perform this ritual again until you acquire an important component. + | {{/rollBetween() mysticBacklash 77 80}} + | {{#rollBetween() mysticBacklash 81 84}} + span You develop a strange fear or compulsion. + | {{/rollBetween() mysticBacklash 81 84}} + | {{#rollBetween() mysticBacklash 85 88}} + span Your ritual causes creatures to exhibit strange or aggressive behavior. + | {{/rollBetween() mysticBacklash 85 88}} + | {{#rollBetween() mysticBacklash 89 92}} + span You are tormented by an apparition from your past. + | {{/rollBetween() mysticBacklash 89 92}} + | {{#rollBetween() mysticBacklash 93 96}} + span You are wracked with sudden sickness. + | {{/rollBetween() mysticBacklash 93 96}} + | {{#rollBetween() mysticBacklash 97 100}} + span + | Roll twice more on this table. Both results occur. If they are the same result, make it + | worse + | {{/rollBetween() mysticBacklash 97 100}} + | {{/mysticBacklash}} + | {{#majorPlotTwist}} + .sheet-result-row + .sheet-oracle-dice + span {{majorPlotTwist}} + .sheet-oracle-table-text + | {{#rollBetween() majorPlotTwist 1 5}} + span It was all a diversion. + | {{/rollBetween() majorPlotTwist 1 5}} + | {{#rollBetween() majorPlotTwist 6 10}} + span A dark secret is revealed. + | {{/rollBetween() majorPlotTwist 6 10}} + | {{#rollBetween() majorPlotTwist 11 15}} + span A trap is sprung. + | {{/rollBetween() majorPlotTwist 11 15}} + | {{#rollBetween() majorPlotTwist 16 20}} + span An assumption is revealed to be false. + | {{/rollBetween() majorPlotTwist 16 20}} + | {{#rollBetween() majorPlotTwist 21 25}} + span A secret alliance is revealed. + | {{/rollBetween() majorPlotTwist 21 25}} + | {{#rollBetween() majorPlotTwist 26 30}} + span Your actions benefit an enemy. + | {{/rollBetween() majorPlotTwist 26 30}} + | {{#rollBetween() majorPlotTwist 31 35}} + span Someone returns unexpectedly. + | {{/rollBetween() majorPlotTwist 31 35}} + | {{#rollBetween() majorPlotTwist 36 40}} + span A more dangerous foe is revealed. + | {{/rollBetween() majorPlotTwist 36 40}} + | {{#rollBetween() majorPlotTwist 41 45}} + span You and an enemy share a common goal. + | {{/rollBetween() majorPlotTwist 41 45}} + | {{#rollBetween() majorPlotTwist 46 50}} + span A true identity is revealed. + | {{/rollBetween() majorPlotTwist 46 50}} + | {{#rollBetween() majorPlotTwist 51 55}} + span You are betrayed by someone who was trusted. + | {{/rollBetween() majorPlotTwist 51 55}} + | {{#rollBetween() majorPlotTwist 56 60}} + span You are too late. + | {{/rollBetween() majorPlotTwist 56 60}} + | {{#rollBetween() majorPlotTwist 61 65}} + span The true enemy is revealed. + | {{/rollBetween() majorPlotTwist 61 65}} + | {{#rollBetween() majorPlotTwist 66 70}} + span The enemy gains new allies. + | {{/rollBetween() majorPlotTwist 66 70}} + | {{#rollBetween() majorPlotTwist 71 75}} + span A new danger appears. + | {{/rollBetween() majorPlotTwist 71 75}} + | {{#rollBetween() majorPlotTwist 76 80}} + span Someone or something goes missing. + | {{/rollBetween() majorPlotTwist 76 80}} + | {{#rollBetween() majorPlotTwist 81 85}} + span The truth of a relationship is revealed. + | {{/rollBetween() majorPlotTwist 81 85}} + | {{#rollBetween() majorPlotTwist 86 90}} + span Two seemingly unrelated situations are shown to be connected. + | {{/rollBetween() majorPlotTwist 86 90}} + | {{#rollBetween() majorPlotTwist 91 95}} + span Unexpected powers or abilities are revealed. + | {{/rollBetween() majorPlotTwist 91 95}} + | {{#rollBetween() majorPlotTwist 96 100}} + span + | Roll twice more on this table. Both results occur. If they are the same result, make it more + | dramatic. + | {{/rollBetween() majorPlotTwist 96 100}} + | {{/majorPlotTwist}} + | {{#challengeRank}} + .sheet-result-row + .sheet-oracle-dice + span {{challengeRank}} + .sheet-oracle-table-text + | {{#rollBetween() challengeRank 1 20}} + span Troublesome + | {{/rollBetween() challengeRank 1 20}} + | {{#rollBetween() challengeRank 21 55}} + span Dangerous + | {{/rollBetween() challengeRank 21 55}} + | {{#rollBetween() challengeRank 56 80}} + span Formidable + | {{/rollBetween() challengeRank 56 80}} + | {{#rollBetween() challengeRank 81 93}} + span Extreme + | {{/rollBetween() challengeRank 81 93}} + | {{#rollBetween() challengeRank 94 100}} + span Epic + | {{/rollBetween() challengeRank 94 100}} + | {{/challengeRank}} + | {{#almostCertain}} + | {{#rollBetween() almostCertain 11 100}} + .sheet-result-row + .sheet-oracle-dice + span {{almostCertain}} + .sheet-oracle-table-text + span Yes + | {{#rollTotal() almostCertain 11}} + .sheet-result-row + .sheet-subfooter.sheet-opportunity An extreme result or twist has occurred. + | {{/rollTotal() almostCertain 11}} + | {{/rollBetween() almostCertain 11 100}} + | {{#^rollBetween() almostCertain 11 100}} + .sheet-result-row + .sheet-oracle-dice + span {{almostCertain}} + .sheet-oracle-table-text + span No + | {{/^rollBetween() almostCertain 11 100}} + | {{/almostCertain}} + | {{#likely}} + | {{#rollBetween() likely 26 100}} + .sheet-result-row + .sheet-oracle-dice + span {{likely}} + .sheet-oracle-table-text + span Yes + | {{#rollTotal() likely 26}} + .sheet-result-row + .sheet-subfooter.sheet-opportunity An extreme result or twist has occurred. + | {{/rollTotal() likely 26}} + | {{/rollBetween() likely 26 100}} + | {{#^rollBetween() likely 26 100}} + .sheet-result-row + .sheet-oracle-dice + span {{likely}} + .sheet-oracle-table-text + span No + | {{/^rollBetween() likely 26 100}} + | {{/likely}} + | {{#fiftyFifty}} + | {{#rollBetween() fiftyFifty 51 100}} + .sheet-result-row + .sheet-oracle-dice + span {{fiftyFifty}} + .sheet-oracle-table-text + span Yes + | {{#rollTotal() fiftyFifty 51}} + .sheet-result-row + .sheet-subfooter.sheet-opportunity An extreme result or twist has occurred. + | {{/rollTotal() fiftyFifty 51}} + | {{/rollBetween() fiftyFifty 51 100}} + | {{#^rollBetween() fiftyFifty 51 100}} + .sheet-result-row + .sheet-oracle-dice + span {{fiftyFifty}} + .sheet-oracle-table-text + span No + | {{/^rollBetween() fiftyFifty 51 100}} + | {{/fiftyFifty}} + | {{#unlikely}} + | {{#rollBetween() unlikely 76 100}} + .sheet-result-row + .sheet-oracle-dice + span {{unlikely}} + .sheet-oracle-table-text + span Yes + | {{#rollTotal() unlikely 76}} + .sheet-result-row + .sheet-subfooter.sheet-opportunity An extreme result or twist has occurred. + | {{/rollTotal() unlikely 76}} + | {{/rollBetween() unlikely 76 100}} + | {{#^rollBetween() unlikely 76 100}} + .sheet-result-row + .sheet-oracle-dice + span {{unlikely}} + .sheet-oracle-table-text + span No + | {{/^rollBetween() unlikely 76 100}} + | {{/unlikely}} + | {{#smallChance}} + | {{#rollBetween() smallChance 91 100}} + .sheet-result-row + .sheet-oracle-dice + span {{smallChance}} + .sheet-oracle-table-text + span Yes + | {{#rollTotal() smallChance 91}} + .sheet-result-row + .sheet-subfooter.sheet-opportunity An extreme result or twist has occurred. + | {{/rollTotal() smallChance 91}} + | {{/rollBetween() smallChance 91 100}} + | {{#^rollBetween() smallChance 91 100}} + .sheet-result-row + .sheet-oracle-dice + span {{smallChance}} + .sheet-oracle-table-text + span No + | {{/^rollBetween() smallChance 91 100}} + | {{/smallChance}} + + | {{#payThePrice}} + .sheet-result-row + .sheet-oracle-dice + span {{payThePrice}} + .sheet-oracle-table-text + | {{#rollBetween() payThePrice 1 2}} + span Roll again and apply that result but make it worse. If you roll this result yet again, think of something dreadful that changes the course of your quest and make it happen. + | {{/rollBetween() payThePrice 1 2}} + | {{#rollBetween() payThePrice 3 5}} + span A person or community you trusted loses faith in you, or acts against you. + | {{/rollBetween() payThePrice 3 5}} + | {{#rollBetween() payThePrice 6 8}} + span A person or community you care about is exposed to danger. + | {{/rollBetween() payThePrice 6 8}} + | {{#rollBetween() payThePrice 9 15}} + span You are separated from something or someone. + | {{/rollBetween() payThePrice 9 15}} + | {{#rollBetween() payThePrice 16 22}} + span Your action has an unintended effect. + | {{/rollBetween() payThePrice 16 22}} + | {{#rollBetween() payThePrice 23 29}} + span Something of value is lost or destroyed. + | {{/rollBetween() payThePrice 23 29}} + | {{#rollBetween() payThePrice 30 36}} + span The current situation worsens + | {{/rollBetween() payThePrice 30 36}} + | {{#rollBetween() payThePrice 37 43}} + span A new danger or foe is revealed. + | {{/rollBetween() payThePrice 37 43}} + | {{#rollBetween() payThePrice 44 52}} + span It causes a delay or puts you at a disadvantage. + | {{/rollBetween() payThePrice 44 52}} + | {{#rollBetween() payThePrice 53 61}} + span It is harmful. + | {{/rollBetween() payThePrice 53 61}} + | {{#rollBetween() payThePrice 62 70}} + span It is stressful. + | {{/rollBetween() payThePrice 62 70}} + | {{#rollBetween() payThePrice 71 77}} + span It is wasteful. + | {{/rollBetween() payThePrice 71 77}} + | {{#rollBetween() payThePrice 78 84}} + span You got a negative condition. + | {{/rollBetween() payThePrice 78 84}} + | {{#rollBetween() payThePrice 85 89}} + span A surprising development complicates your quest. + | {{/rollBetween() payThePrice 85 89}} + | {{#rollBetween() payThePrice 90 94}} + span It forces you to act against your best intentions. + | {{/rollBetween() payThePrice 90 94}} + | {{#rollBetween() payThePrice 95 99}} + span A friend, companion, or ally is put in harm’s way (or you are, if alone). + | {{/rollBetween() payThePrice 95 99}} + | {{#rollTotal() payThePrice 100}} + span Roll twice more on this table. Both results occur. If they are the same result, make it worse. + | {{/rollTotal() payThePrice 100}} + | {{/payThePrice}} + + | {{#endureHarm}} + .sheet-result-row + .sheet-oracle-dice + span {{endureHarm}} + .sheet-oracle-table-text + | {{#rollBetween() endureHarm 1 10}} + span + | The harm is mortal. + em Face Death. + | {{/rollBetween() endureHarm 1 10}} + | {{#rollBetween() endureHarm 11 20}} + span + | You are dying. You need to Heal within an hour or two, or + em Face Death. + | {{/rollBetween() endureHarm 11 20}} + | {{#rollBetween() endureHarm 21 35}} + span + | You are unconscious and out of action. If left alone, you come back to your senses in + | an hour or two. If you are vulnerable to a foe not inclined to show mercy, + em + | Face + | Death. + | {{/rollBetween() endureHarm 21 35}} + | {{#rollBetween() endureHarm 36 50}} + span + | You are reeling and fighting to stay conscious. If you engage in any vigorous activity + | (such as running or fighting) before taking a breather for a few minutes, roll on this table again + | (before resolving the other move). + | {{/rollBetween() endureHarm 36 50}} + | {{#rollBetween() endureHarm 51 100}} + span You are battered but still standing. + | {{/rollBetween() endureHarm 51 100}} + | {{/endureHarm}} + + | {{#endureStress}} + .sheet-result-row + .sheet-oracle-dice + span {{endureStress}} + .sheet-oracle-table-text + | {{#rollBetween() endureStress 1 10}} + span You are overwhelmed. Face Desolation. + | {{/rollBetween() endureStress 1 10}} + | {{#rollBetween() endureStress 11 25}} + span You give up. Forsake Your Vow (if possible, one relevant to your current crisis). If this is a companion, Test Their Loyalty. + | {{/rollBetween() endureStress 11 25}} + | {{#rollBetween() endureStress 26 50}} + span You give in to a fear or compulsion, and act against your better instincts. Manifest Insanity. + | {{/rollBetween() endureStress 26 50}} + | {{#rollBetween() endureStress 51 80}} + span You persevere. + | {{/rollBetween() endureStress 51 80}} + | {{#rollBetween() endureStress 81 85}} + span You get a moment of clarity in the eye of the storm. If you have the shaken condition card, discard it. Take +4 spirit and +8 momentum. Then, add +2 to your next move. + | {{/rollBetween() endureStress 81 85}} + | {{#rollBetween() endureStress 86 90}} + span You get virtuous in the face of chaos. If you have the shaken condition card, discard it. Then, take +4 spirit and draw up to your maximum of resilience cards. + | {{/rollBetween() endureStress 86 90}} + | {{#rollBetween() endureStress 91 95}} + span Your body harvest vigor. If you have the shaken condition card, discard it. Then, take +4 spirit and +1d12 health. + | {{/rollBetween() endureStress 91 95}} + | {{#rollBetween() endureStress 96 100}} + span Your spirit shines brightest against a backdrop of desolation. If you have the shaken condition card, discard it. Then, take +8 spirit. + | {{/rollBetween() endureStress 96 100}} + | {{/endureStress}} diff --git a/Ironcrunch/src/roll-templates/oracles/oracles.styl b/Ironcrunch/src/roll-templates/oracles/oracles.styl new file mode 100644 index 0000000000..e09c586173 --- /dev/null +++ b/Ironcrunch/src/roll-templates/oracles/oracles.styl @@ -0,0 +1,76 @@ +.sheet-rolltemplate-ironcrunch_oracles .sheet-result-row, +.sheet-rolltemplate-ironsworn_oracles .sheet-result-row, +.sheet-rolltemplate-delve_oracles .sheet-result-row + padding 0.5em + +.sheet-rolltemplate-ironcrunch_oracles .sheet-oracle-dice, +.sheet-rolltemplate-ironsworn_oracles .sheet-oracle-dice, +.sheet-rolltemplate-ironcrunch_delve .sheet-oracle-dice, +.sheet-rolltemplate-delve_oracles .sheet-oracle-dice + align-self center + margin-right 0.5em + +.sheet-rolltemplate-ironcrunch_oracles .sheet-oracle-dice span, +.sheet-rolltemplate-ironsworn_oracles .sheet-oracle-dice span, +.sheet-rolltemplate-ironcrunch_delve .sheet-oracle-dice span, +.sheet-rolltemplate-delve_oracles .sheet-oracle-dice span + border 0px !important + +.sheet-rolltemplate-ironcrunch_oracles .sheet-oracle-double-dice, +.sheet-rolltemplate-ironsworn_oracles .sheet-oracle-double-dice, +.sheet-rolltemplate-ironcrunch_delve .sheet-oracle-double-dice, +.sheet-rolltemplate-delve_oracles .sheet-oracle-double-dice + width 5.7em + text-align center + padding 0.1em + +.sheet-rolltemplate-ironcrunch_oracles .sheet-oracle-double-dice span, +.sheet-rolltemplate-ironsworn_oracles .sheet-oracle-double-dice span, +.sheet-rolltemplate-ironcrunch_delve .sheet-oracle-double-dice span, +.sheet-rolltemplate-delve_oracles .sheet-oracle-double-dice span + border 0px !important + +.sheet-rolltemplate-ironcrunch_oracles .sheet-roll-container, +.sheet-rolltemplate-ironsworn_oracles .sheet-roll-container, +.sheet-rolltemplate-delve_oracles .sheet-roll-container + roll-container() + +.sheet-rolltemplate-ironcrunch_oracles .sheet-result-row, +.sheet-rolltemplate-ironsworn_oracles .sheet-result-row, +.sheet-rolltemplate-delve_oracles .sheet-result-row + display flex + justify-content space-between + +.sheet-rolltemplate-ironcrunch_oracles .sheet-roll-outcome, +.sheet-rolltemplate-ironsworn_oracles .sheet-roll-outcome, +.sheet-rolltemplate-delve_oracles .sheet-roll-outcome + background #403f4b + border 1px solid black + +.sheet-rolltemplate-ironcrunch_oracles .inlinerollresult, +.sheet-rolltemplate-ironsworn_oracles .inlinerollresult, +.sheet-rolltemplate-delve_oracles .inlinerollresult + inline-roll() + +.sheet-rolltemplate-ironcrunch_oracles .sheet-roll-outcome, +.sheet-rolltemplate-ironsworn_oracles .sheet-roll-outcome, +.sheet-rolltemplate-delve_oracles .sheet-roll-outcome + background #403f4b + border 1px solid black + +.sheet-rolltemplate-ironcrunch_oracles .sheet-subheader, +.sheet-rolltemplate-ironsworn_oracles .sheet-subheader, +.sheet-rolltemplate-delve_oracles .sheet-subheader + sub-base(#23222b, 0.4em 1em 0.4em 1em) + +.sheet-rolltemplate-ironcrunch_oracles .sheet-subfooter, +.sheet-rolltemplate-ironsworn_oracles .sheet-subfooter, +.sheet-rolltemplate-delve_oracles .sheet-subfooter + sub-base(#403f4b, 0.4em 0em 0.4em 0em) + width 100% + text-align center + +.sheet-rolltemplate-ironcrunch_oracles .sheet-result-body, +.sheet-rolltemplate-ironsworn_oracles .sheet-result-body, +.sheet-rolltemplate-delve_oracles .sheet-result-body + padding 0.4em 1em 0.4em 1em \ No newline at end of file diff --git a/Ironcrunch/src/roll-templates/progress/progress.pug b/Ironcrunch/src/roll-templates/progress/progress.pug new file mode 100644 index 0000000000..b5decd11c5 --- /dev/null +++ b/Ironcrunch/src/roll-templates/progress/progress.pug @@ -0,0 +1,36 @@ +include ../mixins/headers +include ../mixins/body +include ../mixins/outcomes + +rolltemplate.sheet-rolltemplate-ironcrunch_progress + div.sheet-roll-container + | {{#progress}} + +progressHeader + +progressBody + | {{#rollGreater() progress challenge1}} + | {{#rollTotal() challenge1 challenge2}} + +opportunity + | {{/rollTotal() challenge1 challenge2}} + | {{#^rollTotal() challenge1 challenge2}} + | {{#rollGreater() progress challenge2}} + +strongHit + | {{/rollGreater() progress challenge2}} + | {{#^rollGreater() progress challenge2}} + +weakHit + | {{/^rollGreater() progress challenge2}} + | {{/^rollTotal() challenge1 challenge2}} + | {{/rollGreater() progress challenge1}} + | {{#^rollGreater() progress challenge1}} + | {{#rollTotal() challenge1 challenge2}} + +complication + | {{/rollTotal() challenge1 challenge2}} + | {{#^rollTotal() challenge1 challenge2}} + | {{#rollGreater() progress challenge2}} + +weakHit + | {{/rollGreater() progress challenge2}} + | {{#^rollGreater() progress challenge2}} + +miss + | {{/^rollGreater() progress challenge2}} + | {{/^rollTotal() challenge1 challenge2}} + | {{/^rollGreater() progress challenge1}} + | {{/progress}} \ No newline at end of file diff --git a/Ironcrunch/src/roll-templates/template.styl b/Ironcrunch/src/roll-templates/template.styl new file mode 100644 index 0000000000..7c3989fc00 --- /dev/null +++ b/Ironcrunch/src/roll-templates/template.styl @@ -0,0 +1,79 @@ +@import './mixins/outcomes' +@import './mixins/rolls' +@import './oracles/oracles' + +.sheet-rolltemplate-ironcrunch_delve .sheet-rarity-die + border-top 2px solid #000000 + background-color #6a286a + border-bottom 2px solid #000000 + +.sheet-rolltemplate-ironcrunch_moves .sheet-roll-name + name-base(right) + +.sheet-rolltemplate-ironcrunch_progress .sheet-progress-name + name-base(left) + +.sheet-rolltemplate-ironcrunch_moves .sheet-roll-container, +.sheet-rolltemplate-ironcrunch_progress .sheet-roll-container + roll-container() + +.sheet-rolltemplate-ironcrunch_moves .sheet-result-row, +.sheet-rolltemplate-ironcrunch_progress .sheet-result-row + display flex + justify-content space-between + +.sheet-rolltemplate-ironcrunch_moves .inlinerollresult, +.sheet-rolltemplate-ironcrunch_progress .inlinerollresult + inline-roll() + +.sheet-rolltemplate-ironcrunch_progress .sheet-roll-outcome, +.sheet-rolltemplate-ironcrunch_moves .sheet-roll-outcome + background #403f4b + border 1px solid black + +.sheet-rolltemplate-ironcrunch_moves .sheet-subheader, +.sheet-rolltemplate-ironcrunch_progress .sheet-subheader + sub-base(#23222b, 0.4em 1em 0.4em 1em) + +.sheet-rolltemplate-ironcrunch_moves .sheet-subfooter, +.sheet-rolltemplate-ironcrunch_progress .sheet-subfooter + sub-base(#403f4b, 0.4em 0em 0.4em 0em) + width 100% + +.sheet-rolltemplate-ironcrunch_moves .sheet-result-body, +.sheet-rolltemplate-ironcrunch_progress .sheet-result-body + padding 0.4em 1em 0.4em 1em + +.sheet-rolltemplate-ironcrunch_moves .sheet-alert, +.sheet-rolltemplate-ironcrunch_progress .sheet-alert + margin 0.2em 0.3em 0.2em 0.3em + border-radius 1em + width auto + padding 0.5em + +.sheet-rolltemplate-ironcrunch_moves .sheet-opportunity, +.sheet-rolltemplate-ironcrunch_progress .sheet-opportunity + outcome-base(#008a81) + +.sheet-rolltemplate-ironcrunch_moves .sheet-strong-hit, +.sheet-rolltemplate-ironcrunch_progress .sheet-strong-hit + outcome-base(#1db980) + +.sheet-rolltemplate-ironcrunch_moves .sheet-weak-hit, +.sheet-rolltemplate-ironcrunch_progress .sheet-weak-hit + outcome-base(#37efb9) + +.sheet-rolltemplate-ironcrunch_moves .sheet-miss, +.sheet-rolltemplate-ironcrunch_progress .sheet-miss + outcome-base(#ec457d) + +.sheet-rolltemplate-ironcrunch_moves .sheet-complication, +.sheet-rolltemplate-ironcrunch_progress .sheet-complication + outcome-base(#e30d46) + +.sheet-rolltemplate-ironcrunch_moves .userscript-tcat, +.sheet-rolltemplate-ironcrunch_progress .userscript-tcat + font-weight 900 + +.sheet-rolltemplate-ironcrunch_moves .sheet-momentum-title + line-height 22px \ No newline at end of file diff --git a/Ironcrunch/src/workers/Ironcrunch.pug b/Ironcrunch/src/workers/Ironcrunch.pug new file mode 100644 index 0000000000..d33a315a34 --- /dev/null +++ b/Ironcrunch/src/workers/Ironcrunch.pug @@ -0,0 +1,13 @@ +script(type="text/worker") + include ./scripts/ancestry.js + include ./scripts/assets.js + include ./scripts/conditions.js + include ./scripts/equipment.js + include ./scripts/momentum.js + include ./scripts/motivations.js + include ./scripts/moves.js + include ./scripts/oracles.js + include ./scripts/pages.js + include ./scripts/progress.js + include ./scripts/sites.js + include ./scripts/stats.js \ No newline at end of file diff --git a/Ironcrunch/src/workers/scripts/ancestry.js b/Ironcrunch/src/workers/scripts/ancestry.js new file mode 100644 index 0000000000..9eefec926c --- /dev/null +++ b/Ironcrunch/src/workers/scripts/ancestry.js @@ -0,0 +1,325 @@ + +const ancestries = { + 'construct': { + stats: { edge: 2, heart: 0, iron: 4, shadow: 3, wits: 2 }, + aspects: [ 'Gifted', 'Fated', 'Martially trained', 'Versatile', 'Burdened', 'Immune', 'Resistant', 'Valorous' ], + age: { young: null, mature: null } + }, + 'dark dwarf': { + stats: { edge: 1, heart: 1, iron: 4, shadow: 5, wits: 2 }, + aspects: [ 'Adaptable', 'Immune', 'Dark vision', 'Strong', 'Depths denizen', 'Brutal', 'Crafty', 'Resistant' ], + age: { young: 55, mature: 120 } + }, + 'dark elf': { + stats: { edge: 3, heart: 0, iron: 2, shadow: 6, wits: 2 }, + aspects: [ 'Martially trained', 'Adaptable', 'Immune', 'Dark vision', 'Keen senses', 'Tricky', 'Depths denizen', 'Conniving' ], + age: { young: 153, mature: 330 } + }, + 'deep gnome': { + stats: { edge: 1, heart: 1, iron: 3, shadow: 4, wits: 4 }, + aspects: [ 'Lucky', 'Striver', 'Dark vision', 'Keen senses', 'Smart', 'Depths denizen', 'Resistant' ], + age: { young: 55, mature: 120 } + }, + 'dwarf': { + stats: { edge: 1, heart: 2, iron: 4, shadow: 3, wits: 3 }, + aspects: [ 'Martially trained', 'Adaptable', 'Dark vision', 'Strong', 'Depths denizen', 'Crafty', 'Forager', 'Resistant' ], + age: { young: 55, mature: 120 } + }, + 'ebu gogo': { + stats: { edge: 5, heart: 1, iron: 3, shadow: 4, wits: 0 }, + aspects: [ 'Dark vision', 'Keen senses', 'Light-footed', 'Tricky', 'Depths denizen', 'Brutal', 'Forager', 'Valorous' ], + age: { young: 20, mature: 45 } + }, + 'elf': { + stats: { edge: 4, heart: 2, iron: 1, shadow: 3, wits: 3 }, + aspects: [ 'Martially trained', 'Adaptable', 'Immune', 'Keen senses', 'Light-footed', 'Intuitive traveller', 'Sensitive', 'Survivalist' ], + age: { young: 153, mature: 330 } + }, + 'gnome': { + stats: { edge: 0, heart: 4, iron: 2, shadow: 3, wits: 4 }, + aspects: [ 'Lucky', 'Striver', 'Keen senses', 'Smart', 'Inquisitive', 'Charming', 'Cheerful', 'Crafty', 'Resistant' ], + age: { young: 55, mature: 120 } + }, + 'goblin': { + stats: { edge: 4, heart: 1, iron: 1, shadow: 5, wits: 2 }, + aspects: [ 'Martially trained', 'Striver', 'Dark vision', 'Keen senses', 'Light-footed', 'Tricky', 'Conniving', 'Forager', 'Survivalist' ], + age: { young: 15, mature: 36 } + }, + 'half elf': { + stats: { edge: 3, heart: 3, iron: 1, shadow: 3, wits: 3 }, + aspects: [ 'Versatile', 'Keen senses', 'Smart', 'Charming', 'Intuitive traveler', 'Congenial', 'Survivalist' ], + age: { young: 27, mature: 60 } + }, + 'half-ogre': { + stats: { edge: 1, heart: 2, iron: 5, shadow: 4, wits: 1 }, + aspects: [ 'Striver', 'Dark vision', 'Rampager', 'Strong', 'Intimidating', 'Brutal', 'Resistant', 'Valorous' ], + age: { young: 18, mature: 42 } + }, + 'half-orc': { + stats: { edge: 2, heart: 2, iron: 4, shadow: 3, wits: 2 }, + aspects: [ 'Martially trained', 'Adaptable', 'Dark vision', 'Strong', 'Intimidating', 'Brutal', 'Hard to die' ], + age: { young: 18, mature: 42 } + }, + 'half-troll': { + stats: { edge: 2, heart: 3, iron: 4, shadow: 3, wits: 1 }, + aspects: [ 'Naturally armed', 'Striver', 'Dark vision', 'Strong', 'Regenerative', 'Forager', 'Survivalist', 'Resistant', 'Valorous' ], + age: { young: 15, mature: 36 } + }, + 'halfling': { + stats: { edge: 3, heart: 5, iron: 0, shadow: 3, wits: 2 }, + aspects: [ 'Lucky', 'Adaptable', 'Keen senses', 'Light-footed', 'Brave', 'Valorous' ], + age: { young: 27, mature: 60 } + }, + 'hobgoblin': { + stats: { edge: 3, heart: 1, iron: 3, shadow: 4, wits: 2 }, + aspects: [ 'Martially trained', 'Striver', 'Dark vision', 'Keen senses', 'Strong', 'Tricky', 'Intimidating', 'Brutal', 'Resistant' ], + age: { young: 15, mature: 36 } + }, + 'human': { + stats: { edge: 2, heart: 2, iron: 2, shadow: 2, wits: 2 }, + aspects: [ 'High potential', 'Gifted', 'Specialized', 'Fated', 'Versatile', 'Inquisitive', 'Congenial' ], + age: { young: 20, mature: 45 } + }, + 'menehune': { + stats: { edge: 2, heart: 3, iron: 0, shadow: 3, wits: 5 }, + aspects: [ 'Adaptable', 'Dark vision', 'Keen senses', 'Light-footed', 'Smart', 'Intuitive traveller' ], + age: { young: 55, mature: 120 } + }, + 'samsaran': { + stats: { edge: 2, heart: 3, iron: 0, shadow: 3, wits: 5 }, + aspects: [ 'Specialized', 'Fated', 'Striver', 'Smart', 'Hard to die' ], + age: { young: 83, mature: 180 } + }, + 'undead': { + stats: { edge: 2, heart: 1, iron: 2, shadow: 6, wits: 2 }, + aspects: [ 'Fated', 'Striver', 'Burdened', 'Immune', 'Depths denizen', 'Resistant', 'Valorous', 'Hard to die' ], + age: { young: null, mature: null } + }, + 'air sprite': { + stats: {edge: 4, heart: 2, iron: 0, shadow: 5, wits: 2}, + aspects: ['Martially trained', 'Striver', 'Immune', 'Light-footed', 'Tricky', 'Charming', 'Conniving', 'Inquisitive', 'Intuitive traveller', 'Cheerful'], + age: { young: 83, mature: 180 } + }, + 'airborn': { + stats: {edge: 4, heart: 2, iron: 1, shadow: 4, wits: 2}, + aspects: ['Martially trained', 'Striver', 'Immune', 'Light-footed', 'Tricky', 'Elemental kin', 'Intuitive traveller', 'Conniving '], + age: { young: 20, mature: 45 } + }, + 'earth sprite': { + stats: {edge: 2, heart: 2, iron: 4, shadow: 5, wits: 0 }, + aspects: ['Martially trained', 'Immune', 'Crewed', 'Strong', 'Tricky ', 'Intimidating', 'Valorous', 'Hard to die'], + age: { young: 83, mature: 180 } + }, + 'earthborn': { + stats: {edge: 1, heart: 2, iron: 5, shadow: 3, wits: 2}, + aspects: ['Martially trained', 'Striver', 'Immune', 'Strong', 'Elemental kin', 'Resistant', 'Hard to die'], + age: { young: 20, mature: 45 } + }, + 'fire sprite': { + stats: {edge: 2, heart: 4, iron: 2, shadow: 3, wits: 2 }, + aspects: ['Martially trained', 'Immune', 'Crewed', 'Strong', 'Tricky ', 'Intimidating', 'Valorous', 'Hard to die'], + age: { young: 83, mature: 180 } + }, + 'fireborn': { + stats: {edge: 2, heart: 5, iron: 2, shadow: 2, wits: 2 }, + aspects: ['Fated ', 'Immune ', 'Rampager ', 'Brave ', 'Elemental kin', 'Intimidating', 'Brutal'], + age: { young: 20, mature: 45 } + }, + 'water sprite': { + stats: {edge: 3, heart: 2, iron: 1, shadow: 3, wits: 3 }, + aspects: ['Fated ', 'Versatile ', 'Immune ', 'Smart ', 'Charming', 'Conniving', 'Sensitive'], + age: { young: 83, mature: 180 } + }, + 'waterborn': { + stats: {edge: 2, heart: 1, iron: 2, shadow: 3, wits: 5}, + aspects: ['Fated ', 'Versatile ', 'Immune ', 'Smart ', 'Elemental kin'], + age: { young: 20, mature: 45 } + }, + 'amphibian': { + stats: {edge: 3, heart: 2, iron: 2, shadow: 4, wits: 2 }, + aspects: ['Adaptable ','Immune ','Dark vision ','Keen senses ','Tricky','Animal kin','Regenerative'], + age: { young: 15, mature: 36 } + }, + 'apefolk': { + stats: {edge: 3, heart: 2, iron: 4, shadow: 1, wits: 3 }, + aspects: ['Martially trained','Rampager','Light-footed','Strong ','Animal kin','Intimidating','Brutal','Valorous'], + age: { young: 15, mature: 36 } + }, + 'chiropteran': { + stats: {edge: 3, heart: 1, iron: 1, shadow: 6, wits: 2 }, + aspects: ['Naturally armed ','Dark vision ','Keen senses ','Crewed ','Light-footed','Tricky','Animal kin','Valorous'], + age: { young: 20, mature: 45 } + }, + 'elephantine': { + stats: {edge: 0, heart: 3, iron: 4, shadow: 2, wits: 4 }, + aspects: ['Naturally armed ','Rampager ','Keen senses ','Brave ','Strong ','Intuitive traveller ','Animal kin ','Resistant'], + age: { young: 27, mature: 60 } + }, + 'faun': { + stats: {edge: 2, heart: 5, iron: 1, shadow: 2, wits: 3}, + aspects: ['Naturally armed ','Brave ','Smart ','Intuitive traveler ','Animal kin','Charming','Sensitive','Cheerful ','Survivalist'], + age: { young: 20, mature: 45 } + }, + 'feline': { + stats: {edge: 5, heart: 1, iron: 1, shadow: 4, wits: 2}, + aspects: ['Naturally armed ','Dark vision ','Keen senses', 'Light-footed','Tricky','Inquisitive','Intuitive traveller ','Animal kin','Predator','Survivalist'], + age: { young: 20, mature: 45 } + }, + 'hogfolk': { + stats: {edge: 2, heart: 1, iron: 3, shadow: 2, wits: 5 }, + aspects: ['Rampager ','Keen senses ','Strong ','Smart ','Inquisitive ','Animal kin','Forager','Survivalist'], + age: { young: 20, mature: 45 } + }, + 'houndfolk': { + stats: {edge: 2, heart: 4, iron: 2, shadow: 2, wits: 3}, + aspects: ['Naturally armed ','Striver ','Keen senses ','Brave ','Smart','Animal kin','Charming','Intimidating ','Congenial','Cheerful'], + age: { young: 20, mature: 45 } + }, + 'kitsune': { + stats: {edge: 3, heart: 2, iron: 0, shadow: 6, wits: 2 }, + aspects: ['Naturally armed ','Keen senses ','Light-footed ','Tricky ','Animal kin','Conniving','Cheerful','Forager'], + age: { young: 20, mature: 45 } + }, + 'leporine': { + stats: {edge: 3, heart: 5, iron: 1, shadow: 2, wits: 2 }, + aspects: ['Lucky ','Dark vision ','Keen senses ','Light-footed ','Brave','Animal kin','Valorous'], + age: { young: 20, mature: 45 } + }, + 'lizardfolk': { + stats: {edge: 3, heart: 2, iron: 4, shadow: 4, wits: 0}, + aspects: ['Naturally armed ','Immune ','Dark vision', 'Light-footed','Tricky','Animal kin','Regenerative ','Resistant'], + age: { young: 20, mature: 45 } + }, + 'lupine': { + stats: {edge: 5, heart: 0, iron: 3, shadow: 3, wits: 2}, + aspects: ['Naturally armed ','Dark vision ','Keen senses', 'Light-footed','Animal kin','Intimidating','Brutal ','Predator','Valorous'], + age: { young: 20, mature: 45 } + }, + 'minotaur': { + stats: {edge: 2, heart: 0, iron: 5, shadow: 3, wits: 3}, + aspects: ['Naturally armed ','Dark vision ','Rampager ','Strong ','Depths denizen','Animal kin','Intimidating','Brutal ','Hard to die'], + age: { young: 20, mature: 45 } + }, + 'ophidian': { + stats: {edge: 3, heart: 1, iron: 2, shadow: 6, wits: 1 }, + aspects: ['Immune ','Dark vision ','Keen senses ','Light-footed ','Tricky','Animal kin','Conniving','Brutal','Predator'], + age: { young: 27, mature: 60 } + }, + 'owlfolk': { + stats: {edge: 2, heart: 0, iron: 2, shadow: 4, wits: 5 }, + aspects: ['Dark vision ','Keen senses ','Tricky ','Smart', 'Animal kin','Predator','Valorous','Hard to die'], + age: { young: 15, mature: 36 } + }, + 'pantherine': { + stats: {edge: 3, heart: 0, iron: 4, shadow: 4, wits: 2}, + aspects: ['Martially trained ','Dark vision ','Keen senses ','Strong ','Tricky','Animal king','Intimidating','Brutal', 'Predator'], + age: { young: 20, mature: 45 } + }, + 'raccoonian': { + stats: {edge: 3, heart: 2, iron: 0, shadow: 4, wits: 4}, + aspects: ['Immune ','Dark vision ','Light-footed ','Tricky ','Smart ','Inquisitive','Animal kin','Charming','Forager', 'Survivalist'], + age: { young: 20, mature: 45 } + }, + 'raptorfolk': { + stats: {edge: 4, heart: 2, iron: 2, shadow: 1, wits: 4}, + aspects: ['Martially trained ','Keen senses ','Light-footed ','Smart ','Inquisitive','Intuitive traveller','Animal kin ','Charming','Predator','Survivalist'], + age: { young: 15, mature: 36 } + }, + 'rhinofolk': { + stats: {edge: 1, heart: 3, iron: 5, shadow: 2, wits: 2}, + aspects: ['Naturally armed ','Keen senses ','Brave ','Strong ','Animal kin','Brutal','Survivalist','Resistant'], + age: { young: 27, mature: 60 } + }, + 'rodentfolk': { + stats: {edge: 3, heart: 0, iron: 2, shadow: 5, wits: 3}, + aspects: ['Naturally armed ','Dark vision ','Keen senses ','Tricky ','Smart','Inquisitive','Depths denizen','Animal kin ','Forager','Survivalist'], + age: { young: 20, mature: 45 } + }, + 'tengu': { + stats: {edge: 3, heart: 1, iron: 1, shadow: 5, wits: 3}, + aspects: ['Naturally armed ','Light-footed ','Tricky ','Inquisitive ','Animal kin ','Conniving ','Forager ','Survivalist ','Hard to die'], + age: { young: 20, mature: 45 } + }, + 'testudine': { + stats: {edge: 0, heart: 3, iron: 2, shadow: 3, wits: 5}, + aspects: ['Striver ','Brave ','Smart ','Inquisitive ','Animal kin ','Charming','Sensitive','Resistant','Hard to die'], + age: { young: 27, mature: 60 } + }, + 'ursine': { + stats: {edge: 0, heart: 3, iron: 5, shadow: 3, wits: 2}, + aspects: ['Naturally armed ','Immune ','Dark vision ','Keen senses ','Brave ','Strong ','Animal kin ','Intimidating','Resistant'], + age: { young: 20, mature: 45 } + }, + 'vanara': { + stats: {edge: 5, heart: 2, iron: 1, shadow: 3, wits: 2}, + aspects: ['Lucky ','Light-footed ','Tricky','Animal kin ','Charming ','Conniving ','Congenial ','Cheerful ','Valorous'], + age: { young: 20, mature: 45 } + }, +} + +on('change:ancestry', function(values) { + try { + let selectedAncestry = ancestries[values.newValue.toLowerCase()] + setAttrs({ + 'edge': selectedAncestry.stats.edge, + 'heart': selectedAncestry.stats.heart, + 'iron': selectedAncestry.stats.iron, + 'shadow': selectedAncestry.stats.shadow, + 'wits': selectedAncestry.stats.wits + }); + } catch (e) { + console.error('Ancestry does not exist.') + } +}); + +const ageModifiers = { + 'young': { edge: 3, heart: 1, iron: 3, shadow: 2, wits: 1 }, + 'adult': { edge: 2, heart: 2, iron: 2, shadow: 2, wits: 2 }, + 'mature': { edge: 1, heart: 3, iron: 1, shadow: 2, wits: 3 } +} + +on('change:age', function(values) { + try { + const ageValue = values.newValue.toLowerCase() + let selectedAge + if (ageValue == 'young' || ageValue == 'adult' || ageValue == 'mature') { + selectedAge = ageModifiers[values.newValue.toLowerCase()] + updateStats(selectedAge) + } else { + getAttrs(['ancestry'], function(ancestryValue) { + let selectedAncestry = ancestries[ancestryValue.ancestry.toLowerCase()] + if (parseInt(ageValue) <= selectedAncestry.age.young) { + selectedAge = ageModifiers['young'] + updateStats(selectedAge) + } else if (parseInt(ageValue) > selectedAncestry.age.young && parseInt(ageValue) < selectedAncestry.age.mature) { + selectedAge = ageModifiers['adult'] + updateStats(selectedAge) + } else if (parseInt(ageValue) >= selectedAncestry.age.mature) { + selectedAge = ageModifiers['mature'] + updateStats(selectedAge) + } else { + console.error('Age value is not a number.') + } + }) + } + + function updateStats (selectedAge) { + getAttrs(['edge','heart','iron','shadow','wits'], function(values) { + const maxEdge = parseInt(values.edge) + parseInt(selectedAge.edge) + const maxHeart = parseInt(values.heart) + parseInt(selectedAge.heart) + const maxIron = parseInt(values.iron) + parseInt(selectedAge.iron) + const maxShadow = parseInt(values.shadow) + parseInt(selectedAge.shadow) + const maxWits = parseInt(values.wits) + parseInt(selectedAge.wits) + setAttrs({ + 'max_edge': maxEdge, + 'max_heart': maxHeart, + 'max_iron': maxIron, + 'max_shadow': maxShadow, + 'max_wits': maxWits + }); + }); + } + } catch (e) { + console.error('Age value is not supported.') + } +}); \ No newline at end of file diff --git a/Ironcrunch/src/workers/scripts/assets.js b/Ironcrunch/src/workers/scripts/assets.js new file mode 100644 index 0000000000..cba8987272 --- /dev/null +++ b/Ironcrunch/src/workers/scripts/assets.js @@ -0,0 +1,69 @@ +on('change:repeating_assets:assettype', function(values) { + setAttrs({ + ['repeating_assets_Asset' + values.previousValue]: 'off', + ['repeating_assets_Asset' + values.newValue]: 'on' + }); +}); + +on('change:repeating_assets:assetDropdownCompanion', function(values) { + setAttrs({ + ['repeating_assets_AssetCompanionDiv' + values.previousValue]: 'off', + ['repeating_assets_AssetCompanionDiv' + values.newValue]: 'on' + }); +}); + +on('change:repeating_assets:assetDropdownPath', function(values) { + setAttrs({ + ['repeating_assets_AssetPathDiv' + values.previousValue]: 'off', + ['repeating_assets_AssetPathDiv' + values.newValue]: 'on' + }); +}); + +on('change:repeating_assets:assetDropdownCombatTalent', function(values) { + setAttrs({ + ['repeating_assets_AssetCombatTalentDiv' + values.previousValue]: 'off', + ['repeating_assets_AssetCombatTalentDiv' + values.newValue]: 'on' + }); +}); + +on('change:repeating_assets:assetDropdownRitual', function(values) { + setAttrs({ + ['repeating_assets_AssetRitualDiv' + values.previousValue]: 'off', + ['repeating_assets_AssetRitualDiv' + values.newValue]: 'on' + }); +}); + +on('change:repeating_assets:builder-titles', function(values) { + setAttrs({ + ['repeating_assets_builder-titles-' + values.previousValue]: 'off', + ['repeating_assets_builder-titles-' + values.newValue]: 'on' + }); +}); + +on('change:repeating_assets:builder-ability-1', function(values) { + setAttrs({ + ['repeating_assets_builder-ability-1-' + values.previousValue]: 'off', + ['repeating_assets_builder-ability-1-' + values.newValue]: 'on' + }); +}); + +on('change:repeating_assets:builder-ability-2', function(values) { + setAttrs({ + ['repeating_assets_builder-ability-2-' + values.previousValue]: 'off', + ['repeating_assets_builder-ability-2-' + values.newValue]: 'on' + }); +}); + +on('change:repeating_assets:builder-ability-3', function(values) { + setAttrs({ + ['repeating_assets_builder-ability-3-' + values.previousValue]: 'off', + ['repeating_assets_builder-ability-3-' + values.newValue]: 'on' + }); +}); + +on('change:repeating_assets:track-dropdown', function(values) { + setAttrs({ + ['repeating_assets_track-dropdown-' + values.previousValue]: 'off', + ['repeating_assets_track-dropdown-' + values.newValue]: 'on' + }); +}); diff --git a/Ironcrunch/src/workers/scripts/conditions.js b/Ironcrunch/src/workers/scripts/conditions.js new file mode 100644 index 0000000000..acd2120b5b --- /dev/null +++ b/Ironcrunch/src/workers/scripts/conditions.js @@ -0,0 +1,157 @@ +on('change:amnesiac_button', function(eventinfo) { + setAttrs({ + amnesiac: eventinfo.newValue + }); +}); +on('change:amok_button', function(eventinfo) { + setAttrs({ + amok: eventinfo.newValue + }); +}); +on('change:attached_button', function(eventinfo) { + setAttrs({ + attached: eventinfo.newValue + }); +}); +on('change:blinded_button', function(eventinfo) { + setAttrs({ + blinded: eventinfo.newValue + }); +}); +on('change:compulsed_button', function(eventinfo) { + setAttrs({ + compulsed: eventinfo.newValue + }); +}); +on('change:corrupted_button', function(eventinfo) { + setAttrs({ + corrupted: eventinfo.newValue + }); +}); + +on('change:cursed_button', function(eventinfo) { + setAttrs({ + cursed: eventinfo.newValue + }); +}); +on('change:dazed_button', function(eventinfo) { + setAttrs({ + dazed: eventinfo.newValue + }); +}); +on('change:deafened_button', function(eventinfo) { + setAttrs({ + deafened: eventinfo.newValue + }); +}); +on('change:dying_button', function(eventinfo) { + setAttrs({ + dying: eventinfo.newValue + }); +}); +on('change:encumbered_button', function(eventinfo) { + setAttrs({ + encumbered: eventinfo.newValue + }); +}); +on('change:hallucinating_button', function(eventinfo) { + setAttrs({ + hallucinating: eventinfo.newValue + }); +}); +on('change:hyperthermic_button', function(eventinfo) { + setAttrs({ + hyperthermic: eventinfo.newValue + }); +}); +on('change:hypothermic_button', function(eventinfo) { + setAttrs({ + hypothermic: eventinfo.newValue + }); +}); +on('change:maimed_button', function(eventinfo) { + setAttrs({ + maimed: eventinfo.newValue + }); +}); +on('change:mute_button', function(eventinfo) { + setAttrs({ + mute: eventinfo.newValue + }); +}); +on('change:palsied_button', function(eventinfo) { + setAttrs({ + palsied: eventinfo.newValue + }); +}); +on('change:phobiac_button', function(eventinfo) { + setAttrs({ + phobiac: eventinfo.newValue + }); +}); +on('change:poisoned_button', function(eventinfo) { + setAttrs({ + poisoned: eventinfo.newValue + }); +}); +on('change:reeled_button', function(eventinfo) { + setAttrs({ + reeled: eventinfo.newValue + }); +}); +on('change:shaken_button', function(eventinfo) { + setAttrs({ + shaken: eventinfo.newValue + }); +}); +on('change:starved_button', function(eventinfo) { + setAttrs({ + starved: eventinfo.newValue + }); +}); +on('change:stupefied_button', function(eventinfo) { + setAttrs({ + stupefied: eventinfo.newValue + }); +}); +on('change:suffocated_button', function(eventinfo) { + setAttrs({ + suffocated: eventinfo.newValue + }); +}); +on('change:tormented_button', function(eventinfo) { + setAttrs({ + tormented: eventinfo.newValue + }); +}); +on('change:unconscious_button', function(eventinfo) { + setAttrs({ + unconscious: eventinfo.newValue + }); +}); +on('change:unprepared_button', function(eventinfo) { + setAttrs({ + unprepared: eventinfo.newValue + }); +}); +on('change:unsteady_button', function(eventinfo) { + setAttrs({ + unsteady: eventinfo.newValue + }); +}); +on('change:weakened_button', function(eventinfo) { + setAttrs({ + weakened: eventinfo.newValue + }); +}); +on('change:wounded_button', function(eventinfo) { + setAttrs({ + wounded: eventinfo.newValue + }); +}); +on('change:encumbered', function(eventinfo) { + const state = (eventinfo.newValue == 'on') ? '1' : '0' + setAttrs({ + encumbered_enabled: state + }); +}); \ No newline at end of file diff --git a/Ironcrunch/src/workers/scripts/equipment.js b/Ironcrunch/src/workers/scripts/equipment.js new file mode 100644 index 0000000000..86926af353 --- /dev/null +++ b/Ironcrunch/src/workers/scripts/equipment.js @@ -0,0 +1 @@ +// TODO: Adding auto fill for equipment \ No newline at end of file diff --git a/Ironcrunch/src/workers/scripts/momentum.js b/Ironcrunch/src/workers/scripts/momentum.js new file mode 100644 index 0000000000..6dbbbf1165 --- /dev/null +++ b/Ironcrunch/src/workers/scripts/momentum.js @@ -0,0 +1,33 @@ +// Debilities update Momentum MAX and RESET. +on('change:corrupted change:cursed change:maimed change:shaken change:tormented change:unprepared change:wounded', function() { + var numDebilities=0 + getAttrs(["corrupted","cursed", "maimed", "shaken", "tormented", "unprepared", "wounded", "momentum_max", "momentum_reset"], function(values) { + if(values.corrupted == "on") numDebilities=numDebilities+1; + if(values.cursed == "on") numDebilities=numDebilities+1; + if(values.maimed == "on") numDebilities=numDebilities+1; + if(values.shaken == "on") numDebilities=numDebilities+1; + if(values.tormented == "on") numDebilities=numDebilities+1; + if(values.unprepared == "on") numDebilities=numDebilities+1; + if(values.wounded == "on") numDebilities=numDebilities+1; + setAttrs({ momentum_max: (20 - numDebilities)}); + if (numDebilities===0) setAttrs({ momentum_reset: 2}); + if (numDebilities===1) setAttrs({ momentum_reset: 1}); + if (numDebilities>1) setAttrs({ momentum_reset: 0}); + }); +}); + +// Do not allow Momentum to go over MAX. +on('change:momentum change:momentum_max', function() { + getAttrs(["momentum","momentum_max"], function(values) { + if(parseInt(values.momentum) > parseInt(values.momentum_max)) setAttrs({ momentum: parseInt(values.momentum_max)}); + }); +}); + +on('change:momentumBurn', function() { + getAttrs([ "momentum_reset" ], function(values) { + setAttrs({ + momentum: parseInt(values.momentum_reset), + momentumBurn: 'off' + }); + }); +}); \ No newline at end of file diff --git a/Ironcrunch/src/workers/scripts/motivations.js b/Ironcrunch/src/workers/scripts/motivations.js new file mode 100644 index 0000000000..ef5b9fbb95 --- /dev/null +++ b/Ironcrunch/src/workers/scripts/motivations.js @@ -0,0 +1,6 @@ +on('change:repeating_motivations:motivation_select', function(values) { + setAttrs({ + ['repeating_motivations_motivation_' + values.previousValue]: 'off', + ['repeating_motivations_motivation_' + values.newValue]: 'on' + }); +}); \ No newline at end of file diff --git a/Ironcrunch/src/workers/scripts/moves.js b/Ironcrunch/src/workers/scripts/moves.js new file mode 100644 index 0000000000..97ed924fc2 --- /dev/null +++ b/Ironcrunch/src/workers/scripts/moves.js @@ -0,0 +1,125 @@ +const moves = [ + { name: 'Pay the Price', value: 'pay_the_price' }, + { name: 'Ask the Oracle', value: 'ask_the_oracle' }, + { name: 'Burn Momentum', value: 'burn_momentum' }, + { name: 'Make an Effort', value: 'make_an_effort' }, + { name: 'Show Resilience', value: 'show_resilience' }, + { name: 'Find an Opportunity', value: 'find_an_opportunity' }, + { name: 'Reveal a Danger', value: 'reveal_a_danger' }, + { name: 'Manifest Insanity', value: 'manifest_insanity' }, + { name: 'Endure Harm', value: 'endure_harm' }, + { name: 'Endure Stress', value: 'endure_stress' }, + { name: 'Face Death', value: 'face_death' }, + { name: 'Face Desolation', value: 'face_desolation' }, + { name: 'Face a Setback', value: 'face_a_setback' }, + { name: 'Out of Supply', value: 'out_of_supply' }, + { name: 'Take on Overload', value: 'take_on_overload' }, + { name: 'Discover a Site', value: 'discover_a_sight' }, + { name: 'Delve the Depths', value: 'delve_the_depths' }, + { name: 'Check Your Gear', value: 'check_your_gear' }, + { name: 'Locate Your Objective', value: 'locate_your_objective' }, + { name: 'Escape the Depths', value: 'escape_the_depths' }, + { name: 'Face Danger', value: 'face_danger' }, + { name: 'Secure an Advantage', value: 'secure_an_advantage' }, + { name: 'Gather Information', value: 'gather_information' }, + { name: 'Undertake a Journey', value: 'undertake_a_journey' }, + { name: 'Reach Your Destination', value: 'reach_your_destination' }, + { name: 'Strike', value: 'strike' }, + { name: 'Clash', value: 'clash' }, + { name: 'Turn the Tide', value: 'turn_the_tide' }, + { name: 'Inflict Harm', value: 'inflict_harm' }, + { name: 'Foe Inflicts Harm', value: 'foe_inflicts_harm' }, + { name: 'Enter the Fray', value: 'enter_the_fray' }, + { name: 'Battle', value: 'battle' }, + { name: 'End the Fight', value: 'end_the_fight' }, + { name: 'Heal', value: 'heal' }, + { name: 'Hearten', value: 'hearten' }, + { name: 'Patch Equipment', value: 'patch_equipment' }, + { name: 'Resupply', value: 'resupply' }, + { name: 'Make Camp', value: 'make_camp' }, + { name: 'Take a Downtime', value: 'take_a_downtime' }, + { name: 'Swear An Iron Vow', value: 'swear_an_iron_vow' }, + { name: 'Fulfill Your Vow', value: 'fulfill_your_vow' }, + { name: 'Learn From Faults', value: 'learn_from_faults' }, + { name: 'Advance', value: 'advance' }, + { name: 'Trade', value: 'trade' }, + { name: 'Compel', value: 'compel' }, + { name: 'Sojourn', value: 'sojourn' }, + { name: 'Draw the Circle', value: 'draw_the_circle' }, + { name: 'Forge a Bond', value: 'forge_a_bond' }, + { name: 'Test Your Bond', value: 'test_your_bond' }, + { name: 'Write Your Epilogue', value: 'write_your_epilogue' }, + { name: 'Take Conditional Companion', value: 'take_conditional_companion' }, + { name: 'Conditional Companion Acts', value: 'conditional_companion_acts' }, + { name: 'Strengthen Their Loyalty', value: 'strengthen_their_loyalty' }, + { name: 'Conditional Companion Abandons', value: 'conditional_companion_abandons' }, + { name: 'Order Conditional Companion', value: 'order_conditional_companion' }, + { name: 'Not Assist Conditional Companion', value: 'not_assist_conditional_companion' }, + { name: 'Test Their Loyalty', value: 'test_their_loyalty' }, + { name: 'Companion Becomes Unconditional', value: 'companion_becomes_unconditional' } +] + +// Search and Highlight Move +on('change:move_search', function(eventinfo) { + for (var move of moves) { + if (!eventinfo.newValue) { + setAttrs({ + [`${move.value}_highlight`]: 'off' + }); + } else if (move.name.toLocaleLowerCase().includes(eventinfo.newValue.toLocaleLowerCase())) { + setAttrs({ + [`${move.value}_highlight`]: 'on' + }); + } else { + setAttrs({ + [`${move.value}_highlight`]: 'off' + }); + }; + }; +}); + +on('change:clear_search', function() { + setAttrs({ + clear_search: 'off', + move_search: '' + }); + for (var move of moves) { + setAttrs({ + [`${move.value}_highlight`]: 'off', + }); + }; +}); + +on('change:selected_move', function(eventinfo) { + if (eventinfo.newValue !== 'none') { + setAttrs({ + move_view: '2', + move_preview: eventinfo.newValue + }); + } +}); + +on('change:close_move_preview', function() { + setAttrs({ + move_view: '1', + selected_move: 'none' + }); +}); + +on('change:reveal_a_danger_button', function(eventinfo) { + setAttrs({ + reveal_a_danger_tables: eventinfo.newValue + }); +}); + +on('change:find_an_opportunity_button', function(eventinfo) { + setAttrs({ + find_an_opportunity_tables: eventinfo.newValue + }); +}); + +on('change:manifest_insanity_button', function(eventinfo) { + setAttrs({ + manifest_insanity_tables: eventinfo.newValue + }); +}); \ No newline at end of file diff --git a/Ironcrunch/src/workers/scripts/oracles.js b/Ironcrunch/src/workers/scripts/oracles.js new file mode 100644 index 0000000000..b33bcc02fa --- /dev/null +++ b/Ironcrunch/src/workers/scripts/oracles.js @@ -0,0 +1,24 @@ +on('change:oracle_ironsworn_button', function(eventinfo) { + setAttrs({ + oracle_ironsworn: eventinfo.newValue, + }); +}); + +on('change:oracle_ironcrunch_button', function(eventinfo) { + setAttrs({ + oracle_ironcrunch: eventinfo.newValue, + }); +}); + + +on('change:oracle_delve_button', function(eventinfo) { + setAttrs({ + oracle_delve: eventinfo.newValue, + }); +}); + +on('change:oracle_page_button', function(eventinfo) { + setAttrs({ + oracle_page: eventinfo.newValue, + }); +}); \ No newline at end of file diff --git a/Ironcrunch/src/workers/scripts/pages.js b/Ironcrunch/src/workers/scripts/pages.js new file mode 100644 index 0000000000..d71c25391f --- /dev/null +++ b/Ironcrunch/src/workers/scripts/pages.js @@ -0,0 +1,36 @@ +on('change:character_page_button', function(eventinfo) { + setAttrs({ + character_page: eventinfo.newValue + }); +}); + +on('change:companion_page_button', function(eventinfo) { + setAttrs({ + companion_page: eventinfo.newValue + }); +}); + +on('change:shared_page_button', function(eventinfo) { + setAttrs({ + shared_page: eventinfo.newValue + }); +}); + +on('change:mode_button', function(eventinfo) { + setAttrs({ + mode: eventinfo.newValue, + modes_choice: 'off' + }); +}); + +on('change:stat_mode_button', function(eventinfo) { + setAttrs({ + stat_mode: eventinfo.newValue, + }); +}); + +on('change:repeating_bonds:details_button', function(eventinfo) { + setAttrs({ + repeating_bonds_details: eventinfo.newValue, + }); +}); \ No newline at end of file diff --git a/Ironcrunch/src/workers/scripts/progress.js b/Ironcrunch/src/workers/scripts/progress.js new file mode 100644 index 0000000000..a6a108732d --- /dev/null +++ b/Ironcrunch/src/workers/scripts/progress.js @@ -0,0 +1,126 @@ +function getCurrentProgress (progressValues) { + let total = 0 + progressValues.map(x =>{ total = x + total }) + return total +} + +function updateProgressValues (newValue) { + let progressNumber = 0 + for (; newValue > 0;) { + let updateValue = (newValue < 4) ? newValue : 4 + setAttrs({ + ['repeating_progress_progress_' + progressNumber]: updateValue + }) + newValue = newValue - updateValue + progressNumber++ + } +} + +function updateProgress (mark, progressArray) { + let newValue = mark + getCurrentProgress(progressArray) + let finalValue = (newValue < 40) ? newValue : 40 + updateProgressValues(finalValue) +} + +function chosenDifficulty (rank) { + switch (rank) { + case 1: + return 12 + break; + case 2: + return 8 + break; + case 3: + return 4 + break; + case 4: + return 2 + break; + case 5: + return 1 + break; + default: + return null + } +} + +on('change:repeating_progress:mark_progress change:repeating_vow:mark_progress', function(values) { + const type = values.sourceAttribute.match(/repeating_(.*?)_/)[1] + getAttrs([ + `repeating_${type}_rank`, + `repeating_${type}_progress_0`, + `repeating_${type}_progress_1`, + `repeating_${type}_progress_2`, + `repeating_${type}_progress_3`, + `repeating_${type}_progress_4`, + `repeating_${type}_progress_5`, + `repeating_${type}_progress_6`, + `repeating_${type}_progress_7`, + `repeating_${type}_progress_8`, + `repeating_${type}_progress_9` + ], + function(attrValues) { + const progress = [ + parseInt(attrValues[`repeating_${type}_progress_0`]), + parseInt(attrValues[`repeating_${type}_progress_1`]), + parseInt(attrValues[`repeating_${type}_progress_2`]), + parseInt(attrValues[`repeating_${type}_progress_3`]), + parseInt(attrValues[`repeating_${type}_progress_4`]), + parseInt(attrValues[`repeating_${type}_progress_5`]), + parseInt(attrValues[`repeating_${type}_progress_6`]), + parseInt(attrValues[`repeating_${type}_progress_7`]), + parseInt(attrValues[`repeating_${type}_progress_8`]), + parseInt(attrValues[`repeating_${type}_progress_9`]) + ] + const rank = parseInt(attrValues[`repeating_${type}_rank`]) + const mark = chosenDifficulty(rank) + updateProgress(mark, progress) + }); +}); + +on('change:repeating_progress:clear_progress change:repeating_vow:clear_progress', function(values) { + const type = values.sourceAttribute.match(/repeating_(.*?)_/)[1] + setAttrs({ + ['repeating_' + type + '_progress_0']: '0', + ['repeating_' + type + '_progress_1']: '0', + ['repeating_' + type + '_progress_2']: '0', + ['repeating_' + type + '_progress_3']: '0', + ['repeating_' + type + '_progress_4']: '0', + ['repeating_' + type + '_progress_5']: '0', + ['repeating_' + type + '_progress_6']: '0', + ['repeating_' + type + '_progress_7']: '0', + ['repeating_' + type + '_progress_8']: '0', + ['repeating_' + type + '_progress_9']: '0' + }); +}); + +on('change:clear_misses', function() { + setAttrs({ + 'miss-0': '0', + 'miss-1': '0', + 'miss-2': '0', + 'miss-3': '0', + 'miss-4': '0', + 'miss-5': '0', + 'miss-6': '0', + 'miss-7': '0', + 'miss-8': '0', + 'miss-9': '0', + 'clear_misses': 'off' + }); +}); + +on('remove:repeating_vow', function(eventinfo) { + setArchive(eventinfo) +}); + +function setArchive (eventinfo) { + // let vowName = eventinfo.removedInfo[`${eventinfo.sourceAttribute}_vow_name`] + // console.log(vowName) + let vowName = eventinfo.removedInfo[`${eventinfo.sourceAttribute}_vow_name`] + let newrowid = generateRowID(); + let attrs = {}; + attrs['repeating_vowarchive_' + newrowid + '_vow_name'] = vowName + console.log(attrs) + setAttrs(attrs); +} \ No newline at end of file diff --git a/Ironcrunch/src/workers/scripts/sites.js b/Ironcrunch/src/workers/scripts/sites.js new file mode 100644 index 0000000000..78642d7bc3 --- /dev/null +++ b/Ironcrunch/src/workers/scripts/sites.js @@ -0,0 +1,39 @@ +on('change:repeating_sites:site_details_button', function(eventinfo) { + if (eventinfo.newValue == 'on') { + setAttrs({ + repeating_sites_site_details: eventinfo.newValue, + repeating_sites_site_theme_domain: 'off', + repeating_sites_site_theme_domain_button: 'off' + }); + } else { + setAttrs({ + repeating_sites_site_details: eventinfo.newValue, + }); + } +}); + +on('change:repeating_sites:site_theme_domain_button', function(eventinfo) { + if (eventinfo.newValue == 'on') { + setAttrs({ + repeating_sites_site_theme_domain: eventinfo.newValue, + repeating_sites_site_details: 'off', + repeating_sites_site_details_button: 'off' + }); + } else { + setAttrs({ + repeating_sites_site_theme_domain: eventinfo.newValue, + }); + } +}); + +on('change:repeating_sites:theme_select', function(eventinfo) { + setAttrs({ + repeating_sites_theme: eventinfo.newValue, + }); +}); + +on('change:repeating_sites:domain_select', function(eventinfo) { + setAttrs({ + repeating_sites_domain: eventinfo.newValue, + }); +}); \ No newline at end of file diff --git a/Ironcrunch/src/workers/scripts/stats.js b/Ironcrunch/src/workers/scripts/stats.js new file mode 100644 index 0000000000..79e7f347c2 --- /dev/null +++ b/Ironcrunch/src/workers/scripts/stats.js @@ -0,0 +1,103 @@ +var updateMaxHealth = function() { + getAttrs(['iron'], function(v) { + let max_health = (v.iron*4)+16 + setAttrs({ + max_health: max_health + }); + }); +}; + +//Calculate Max Health +on('change:iron', function() { + updateMaxHealth(); +}); + +//Reset Health if set above Max +on('change:health', function(healthChange) { + getAttrs(["max_health"], function(values) { + if (parseInt(healthChange.newValue) > parseInt(values.max_health)) { + setAttrs({health: values.max_health}); + } + }); +}); + +on('change:health_reset', function() { + getAttrs(["max_health"], function(values) { + setAttrs({health: values.max_health}); + }); +}); + +//Cannot increase Health while Wounded +//Health reaching 0 marks Wounded +on('change:health', function(eventinfo) { + getAttrs(["debilWounded"], function(values) { + if(values.debilWounded == "on") { + if (parseInt(eventinfo.newValue) > parseInt(eventinfo.previousValue)) { + setAttrs({health: eventinfo.previousValue}); + } + } + }); +}); + +//Cannot increase Spirit while Shaken +//Spirit reaching 0 marks Shaken +on('change:spirit', function(eventinfo) { + getAttrs(["debilShaken"], function(values) { + if(values.debilShaken == "on") { + if (parseInt(eventinfo.newValue) > parseInt(eventinfo.previousValue)) { + setAttrs({spirit: eventinfo.previousValue}); + } + } + }); +}); + +//Cannot increase Supply while Unprepared +//Supply reaching 0 marks Unprepared +on('change:supply', function(eventinfo) { + getAttrs(["unprepared"], function(values) { + if(values.unprepared == "on") { + if (parseInt(eventinfo.newValue) > parseInt(eventinfo.previousValue)) { + setAttrs({supply: eventinfo.previousValue}); + } + } + }); + if (parseInt(eventinfo.newValue) === 0) setAttrs({unprepared_button: "on"}); +}); + +// Edge sets Speed value +on('change:edge', function(eventinfo) { + setAttrs({speed: speedValues[eventinfo.newValue].full}); +}); + +const speedValues = { + '8': { full: '40ft/20ft. 12m/6m. 8/4', imperial: '40ft/20ft', metric: '12 m/6 m. ', units: '8/4' }, + '7': { full: '40ft/20ft. 12m/6m. 8/4', imperial: '40ft/20ft',metric: '12m/6m. ', units: '8/4' }, + '6': { full: '35ft/15ft. 10.5m/4.5m. 7/3', imperial: '35ft/15ft',metric: '10.5m/4.5m.', units: '7/3' }, + '5': { full: '35ft/15ft. 10.5m/4.5m. 7/3', imperial: '35ft/15ft',metric: '10.5m/4.5m.', units: '7/3' }, + '4': { full: '30ft/15ft. 9m/4.5m. 6/3', imperial: '30ft/15ft',metric: '9m/4.5m.', units: '6/3' }, + '3': { full: '30ft/15ft. 9m/4.5m. 6/3', imperial: '30ft/15ft',metric: '9m/4.5m.', units: '6/3' }, + '2': { full: '25ft/10ft. 7.5m/3m. 5/2', imperial: '25ft/10ft',metric: '7.5m/3m.', units: '5/2' }, + '1': { full: '25ft/10ft. 7.5m/3m. 5/2', imperial: '25ft/10ft',metric: '7.5m/3m.', units: '5/2' }, + '0': { full: '25ft/10ft. 7.5m/3m. 5/2', imperial: '25ft/10ft',metric: '7.5m/3m.', units: '5/2' } +} + +// Heart sets Resilience value +on('change:heart', function(eventinfo) { + let resValue = parseInt(eventinfo.newValue) + 1 + setAttrs({resilience: resValue}); +}); + +// Iron sets Max Load value +on('change:iron', function(eventinfo) { + let loadValue = parseInt(eventinfo.newValue) + 4 + setAttrs({max_load: loadValue}); +}); + +// Setting Encumbered if load is over max +on('change:load', function(eventinfo) { + getAttrs(['max_load'], function(values) { + if (parseInt(eventinfo.newValue) > parseInt(values.max_load)) { + setAttrs({encumbered: 'on'}); + } + }); +}); \ No newline at end of file diff --git a/Ironsworn/Ironsworn.html b/Ironsworn/Ironsworn.html index 63cede7189..6915da716e 100644 --- a/Ironsworn/Ironsworn.html +++ b/Ironsworn/Ironsworn.html @@ -8008,7 +8008,7 @@
    + value="&{template:ironsworn} {{header=@{character_name}}} {{name=Swear an Iron Vow}} {{action=[[1d6+?{Stat|Heart,@{heart}|God's Stat - Devotant,?{God's Stat&#124;0&#125;}+(?{Modifier|0})]]}} {{challenge1=[[d10]]}} {{challenge2=[[d10]]}} {{momentum=[[@{momentum}]]}} {{modifiers=[[?{Stat}+(?{Modifier|0})]]}} {{add=[[(?{Modifier|0})]]}} {{stat=[[?{Stat}]]}} {{fake_roll=[[0-(@{momentum})]]}} {{momentum_cancel=[[(?{Stat}+(?{Modifier|0}))-(@{momentum})]]}}">
    @@ -11443,7 +11443,7 @@
    + value="&{template:ironsworndelveoracles} {{header=Site Name: Place}} {{siteNamePlace=[[d100]]}}">
    @@ -18340,6 +18340,25 @@ {{/endureHarm}} + {{#endureStress}} +
    + + + + {{/endureStress}}
    @@ -892,7 +935,7 @@
    - +
    @@ -906,7 +949,7 @@
    - +
    @@ -982,47 +1025,206 @@
    -
    - +
    +
    -
    -
    -
    -
    - - - - - - - - - - - + + + +
    - - - -
    - - -
    +
    + + + + + + + + + +
    +
    +
    +
    + + +
    +
    +
    +
    +
    +
    + + + + + + + + + + + +
    +
    +
    +
    +
    +
    +
    + + +
    + + - - - + + + + + + + + + + + + + + + + + + + + + + + + +
    + + + + + + +
    - - -
    -
    -
    -
    - - -
    -
    -
    + + + + + + + +
    +
    + + + + + + + +
    +
    + + + + + + + + +
    +
    + + + + + + + + + +
    +
    +
    +
    + + + + + + + +
    +
    + + + + + + + +
    + + + +
    +
    +
    +
    + + + + + + + +
    + + + +
    +
    +
    +
    +
    + +
    +
    +
    @@ -1030,20 +1232,20 @@
    -
    +

    - - - - - - - - - - + + + + + + + + + +
    DescriptionHandRangeDamMagWeiTechSlotsAttDefDescriptionHandRangeDamMagWeiTechSlotsAttDef
    @@ -1103,18 +1305,18 @@
    -
    +

    - - - - - - - - + + + + + + + +
    DescriptionHandDefAttWeiTechSlotsDefDescriptionHandDefAttWeiTechSlotsDef
    @@ -1181,15 +1383,15 @@
    -
    +

    - - - - - + + + + +
    DescriptionHandWeiTechSlotsDescriptionHandWeiTechSlots
    @@ -1244,13 +1446,13 @@
    - - - - - - - + + + + + + +
    TypeRangeDamMunitionsPropertiesTechAttTypeRangeDamMunitionsPropertiesTechAtt
    @@ -1315,15 +1517,15 @@
    -
    +

    - - - - - + + + + +
    DescriptionArWeiTechSlotsDescriptionArWeiTechSlots
    @@ -1361,9 +1563,46 @@
    -
    + +
    +
    +
    + + + + + + + +
    DescriptionDiffBonAct
    +
    + + + + + + + + + +
    + + + + + + + + + +
    + +
    +
    +
    +
    -
    +

    @@ -1371,9 +1610,9 @@ {{#type}} - + {{/type}} {{#rollResult}} - + - + {{/rollBetween() rollResult malfunction 18}} @@ -7679,17 +9035,24 @@ If you're using an unarmed parry, attacker may choose to hit the original target {{#damageRoll}} - + {{#minDamageNote}} - + {{/minDamageNote}} @@ -7734,42 +9097,52 @@ If you're using an unarmed parry, attacker may choose to hit the original target {{#castingTime}} - + {{/castingTime}} {{#castingDuration}} - + {{/castingDuration}} {{#castingCost}} - + {{/castingCost}} {{#castingMaintain}} - + {{/castingMaintain}} {{#castingResist}} - + {{/castingResist}} {{#castingClass}} - + {{/castingClass}} @@ -7777,9 +9150,11 @@ If you're using an unarmed parry, attacker may choose to hit the original target {{#recoil}} @@ -7792,13 +9167,14 @@ If you're using an unarmed parry, attacker may choose to hit the original target diff --git a/GURPS/sheet.json b/GURPS/sheet.json index c6b6884afa..7f5aa4aeb5 100644 --- a/GURPS/sheet.json +++ b/GURPS/sheet.json @@ -1,227 +1,260 @@ { "html": "gurps.html", "css": "gurps.css", - "authors": "Devindra Payment (@Ardnived), Joseph Mason (@sdJasper), Ken Foubert (@MadCoder), Mike Wilson (@Mike W), SᵃᵛᵃGᵉ", - "roll20userid": "185617,106713,945642,1414610,313347", + "authors": "Devindra Payment (@Ardnived), Joseph Mason (@sdJasper), Ken Foubert (@MadCoder), Mike Wilson (@Mike W), SᵃᵛᵃGᵉ, Tame Flame", + "roll20userid": "185617,106713,945642,1414610,313347,4822134", "preview": "gurps.png", - "instructions": "Compatible with GURPS 4th edition. Check out the [GURPS Sheet Guide](https://wiki.roll20.net/GURPS_4th_Edition) on the wiki.", - "useroptions": [ + "instructions": "Compatible with GURPS 4th edition. n Check out the [GURPS Sheet Guide](https://wiki.roll20.net/GURPS_4th_Edition) on the wiki.", + "useroptions": [ { "attribute": "modifier", "displayname": "Roll Modifier Option", - "displaytranslationkey": "roll-modifier-option", + "displaytranslationkey": "sheet-roll-modifier-option", "type": "select", - "options":[ - "No Modifier Prompt|0", - "Single Modifier Prompt|[[?{Modifier|0}]]", - "Extended Modifier Prompts|[[?{Modifier|0}]] +[[?{Shock|0}]] + [[?{Reeling or Staggered|0}]] + [[?{Off-Hand|0}]] + [[?{Familiarity|0}]]" + "options": [ + "No Modifier Prompt|0", + "Single Modifier Prompt|[[?{Modifier|0}]]", + "Extended Modifier Prompts|[[?{Modifier|0}]] +[[?{Shock|0}]] + [[?{Reeling or Staggered|0}]] + [[?{Off-Hand|0}]] + [[?{Familiarity|0}]]" ], - "optiontranslationkeys":[ - "no-modifier-prompt", - "single-modifier-prompt", - "extended-modifier-prompts" + "optiontranslationkeys": [ + "sheet-no-modifier-prompt", + "sheet-single-modifier-prompt", + "sheet-extended-modifier-prompts" ], - "default":"0", - "description":"Select the modifier option to use when clicking a dice roll icon on the character sheet.", - "descriptiontranslationkey":"roll-modifier-option-desc" + "default": "0", + "description": "Select the modifier option to use when clicking a dice roll icon on the character sheet.", + "descriptiontranslationkey": "sheet-roll-modifier-option-desc" }, { "attribute": "roll", "displayname": "Chat Roll Display", - "displaytranslationkey": "chat-roll-display-option", + "displaytranslationkey": "sheet-chat-roll-display-option", "type": "select", - "options":[ - "Public Rolls|", - "Private Skill Levels deprecated|/w gm --l ", - "Private Rolls|/w gm " + "options": [ + "Public Rolls|", + "Private Skill Levels deprecated|/w gm --l ", + "Private Rolls|/w gm " ], - "optiontranslationkeys":[ - "public-rolls", - "private-skill-levels", - "private-rolls" + "optiontranslationkeys": [ + "sheet-public-rolls", + "sheet-private-skill-levels", + "sheet-private-rolls" ], - "default":"", - "description":"Select how rolls are display in chat window. Private Skill Levels deprecated will default to private, since it doesn't work with rolltemplates.", - "descriptiontranslationkey":"chat-roll-dislpay-option-desc" + "default": "", + "description": "Select how rolls are display in chat window. Private Skill Levels deprecated will default to private, since it doesn't work with rolltemplates.", + "descriptiontranslationkey": "sheet-chat-roll-dislpay-option-desc" }, { "attribute": "speed_tracker", "displayname": "Basic Speed Button Option", - "displaytranslationkey": "basic-speed-button-option", + "displaytranslationkey": "sheet-basic-speed-button-option", "type": "select", - "options":[ - "Public Speed Tracker|/em", - "Private Speed Tracker|/w gm" + "options": [ + "Public Speed Tracker|/em", + "Private Speed Tracker|/w gm" ], - "optiontranslationkeys":[ - "public-speed-tracker", - "private-speed-tracker" + "optiontranslationkeys": [ + "public-speed-tracker", + "private-speed-tracker" ], - "default":"/em", - "description":"Select how the basic speed button is displayed in chat window.", - "descriptiontranslationkey":"basic-speed-button-option-desc" + "default": "/em", + "description": "Select how the basic speed button is displayed in chat window.", + "descriptiontranslationkey": "sheet-basic-speed-button-option-desc" }, { "attribute": "use_unspent_box", "displayname": "Enter unspent points", - "displaytranslationkey": "enter-unspent-points", + "displaytranslationkey": "sheet-enter-unspent-points", "type": "checkbox", "value": "1", - "checked": "checked", - "description":"If checked, show text box for unspent points. If unchecked, unspent points is calculated from Total Points text box.", - "descriptiontranslationkey":"enter-unspent-points-desc" + "description": "If checked, show text box for unspent points. If unchecked, unspent points is calculated from Total Points text box.", + "descriptiontranslationkey": "sheet-enter-unspent-points-desc" }, { "attribute": "use_malfunction", "displayname": "Use malfunction", - "displaytranslationkey": "use-malfunction", + "displaytranslationkey": "sheet-use-malfunction", "type": "checkbox", "value": "1", "checked": "checked", - "description":"If checked, rolltable will check for malfunction.", - "descriptiontranslationkey":"use-malfunction-desc" + "description": "If checked, rolltable will check for malfunction.", + "descriptiontranslationkey": "sheet-use-malfunction-desc" }, { "attribute": "damage_dice_type", "displayname": "Damage Dice Icon", - "displaytranslationkey": "damage-dice-icon", + "displaytranslationkey": "sheet-damage-dice-icon", "type": "select", - "options":[ - "Pow|explode", - "Gray d6|d6black", - "White d20|d20blank", - "Skull|d4skull" + "options": [ + "Pow|explode", + "Gray d6|d6black", + "White d20|d20blank", + "Skull|d4skull" ], - "optiontranslationkeys":[ - "pow", - "gray-d6", - "white-d20", - "skull" + "optiontranslationkeys": [ + "sheet-pow", + "sheet-gray-d6", + "sheet-white-d20", + "sheet-skull" ], - "default":"explode", - "description":"Select icon to use for damage dice.", - "descriptiontranslationkey":"damage-dice-icon-desc" + "default": "explode", + "description": "Select icon to use for damage dice.", + "descriptiontranslationkey": "sheet-damage-dice-icon-desc" }, { "attribute": "mod_cascade", "displayname": "Attribute Modifications", - "displaytranslationkey": "attribute-mods-option", + "displaytranslationkey": "sheet-attribute-mods-option", "type": "select", - "options":[ - "Mods to attributes increase all derived stats (including HP, FP)|all", - "Mods to attributes increase most derived stats (not HP, FP)|some", - "Mods to attributes do not increase derived stats|none" + "options": [ + "Mods to attributes increase all derived stats (including HP, FP)|all", + "Mods to attributes increase most derived stats (not HP, FP)|some", + "Mods to attributes do not increase derived stats|none" ], - "optiontranslationkeys":[ - "mods-to-attributes-increase-all-derived-stats", - "mods-to-attributes-increase-most-derived-stats", - "mods-to-attributes-do-not-increase-derived-stats" + "optiontranslationkeys": [ + "sheet-mods-to-attributes-increase-all-derived-stats", + "sheet-mods-to-attributes-increase-most-derived-stats", + "sheet-mods-to-attributes-do-not-increase-derived-stats" ], - "default":"all", - "description":"Select option on how to apply modifications to attributes.", - "descriptiontranslationkey":"attribute-mods-option-desc" + "default": "all", + "description": "Select option on how to apply modifications to attributes.", + "descriptiontranslationkey": "sheet-attribute-mods-option-desc" }, { "attribute": "use_critical_plus_10", "displayname": "Critical Successes", - "displaytranslationkey": "critical-successes-option", + "displaytranslationkey": "sheet-critical-successes-option", "type": "select", - "options":[ - "Use rules as written|1", + "options": [ + "Use rules as written|1", "Only on a 3 or 4|0", "Turn Off|2" ], - "optiontranslationkeys":[ - "use-rules-as-written", - "only-on-a-3-or-4", - "turn-off" + "optiontranslationkeys": [ + "sheet-use-rules-as-written", + "sheet-only-on-a-3-or-4", + "sheet-turn-off" ], - "default":"1", - "description":"Select option to determine critical success on a skill roll on rolltemplatse.", - "descriptiontranslationkey":"critical-successes-option-desc" + "default": "1", + "description": "Select option to determine critical success on a skill roll on rolltemplates.", + "descriptiontranslationkey": "sheet-critical-successes-option-desc" }, { "attribute": "use_damage_type_notes", "displayname": "Show Damage Type Notes", - "displaytranslationkey": "show-damage-type-notes", + "displaytranslationkey": "sheet-show-damage-type-notes", "type": "checkbox", "value": "1", - "description":"If checked, damage type notes will be added to the damage roll table.", - "descriptiontranslationkey":"show-damage-type-notes-desc" + "checked": "checked", + "description": "If checked, damage type notes will be added to the damage roll table.", + "descriptiontranslationkey": "sheet-show-damage-type-notes-desc" }, { - "attribute": "damage_type_note_spec", - "displayname": "Damage Type Note Special", - "displaytranslationkey": "damage-type-note-spec", - "type": "text", - "default": "See notes for weapon.", - "description": "Enter notes for Special damage type.", - "descriptiontranslationkey": "damage-type-note-spec-desc" + "attribute": "damage_type_note_spec", + "displayname": "Damage Type Note Special", + "displaytranslationkey": "sheet-damage-type-note-spec", + "type": "text", + "default": "See notes for weapon.", + "description": "Enter notes for Special damage type.", + "descriptiontranslationkey": "sheet-damage-type-note-spec-desc" }, { - "attribute": "penalty_per_spell_on", - "displayname": "Penalty for each spell ON", - "displaytranslationkey": "penalty-per-spell-on", - "type": "text", - "default": "-1", - "description": "Enter a negative integer for the penalty.", - "descriptiontranslationkey": "penalty-per-spell-on-desc" + "attribute": "penalty_per_spell_on", + "displayname": "Penalty for each spell ON", + "displaytranslationkey": "sheet-penalty-per-spell-on", + "type": "text", + "default": "-1", + "description": "Enter a negative integer for the penalty.", + "descriptiontranslationkey": "sheet-penalty-per-spell-on-desc" }, { - "attribute": "penalty_per_spell_maintained", - "displayname": "Penalty for each spell MAINTAINED", - "displaytranslationkey": "penalty-per-spell-maintained", - "type": "text", - "default": "-3", - "description": "Enter a negative integer for the penalty.", - "descriptiontranslationkey": "penalty-per-spell-maintained-desc" + "attribute": "penalty_per_spell_maintained", + "displayname": "Penalty for each spell MAINTAINED", + "displaytranslationkey": "sheet-penalty-per-spell-maintained", + "type": "text", + "default": "-3", + "description": "Enter a negative integer for the penalty.", + "descriptiontranslationkey": "sheet-penalty-per-spell-maintained-desc" }, { "attribute": "fragmentation_recoil", "displayname": "Fragmentation Recoil", - "displaytranslationkey": "fragmentation-recoil", + "displaytranslationkey": "sheet-fragmentation-recoil", "type": "text", "default": "3", "description": "Recoil for Fragmentation Damage.", - "descriptiontranslationkey": "penalty-per-spell-maintained-desc" - }, - { + "descriptiontranslationkey": "sheet-penalty-per-spell-maintained-desc" + }, + { "attribute": "point_summary_layout", "displayname": "Point Summary Layout", - "displaytranslationkey": "point-summary-layout-option", + "displaytranslationkey": "sheet-point-summary-layout-option", "type": "select", - "options":[ - "GURPS Character Assistant|1", - "GURPS Character Sheet|2", - "Display All|3" + "options": [ + "GURPS Character Assistant|1", + "GURPS Character Sheet|2", + "Display All|3" ], - "optiontranslationkeys":[ - "point-summary-layout-option-value-gca", - "point-summary-layout-option-value-gcs", - "point-summary-layout-option-value-all" + "optiontranslationkeys": [ + "sheet-point-summary-layout-option-value-gca", + "sheet-point-summary-layout-option-value-gcs", + "sheet-point-summary-layout-option-value-all" ], - "default":"1", - "description":"Select option on how to display the Point Summary Table.", - "descriptiontranslationkey":"point-summary-layout-option-desc" + "default": "1", + "description": "Select option on how to display the Point Summary Table.", + "descriptiontranslationkey": "sheet-point-summary-layout-option-desc" }, { "attribute": "show_old_techniques", "displayname": "Show Original Techniques Table", - "displaytranslationkey": "show-old-techniques", + "displaytranslationkey": "sheet-show-old-techniques", "type": "checkbox", "value": "1", - "checked": "checked", - "description":"If checked, original techniques table will be visible.", - "descriptiontranslationkey":"show-old-techniques-desc" + "description": "If checked, original techniques table will be visible.", + "descriptiontranslationkey": "sheet-show-old-techniques-desc" }, { "attribute": "show_new_techniques", "displayname": "Show Revised Techniques Table", - "displaytranslationkey": "show-new-techniques", + "displaytranslationkey": "sheet-show-new-techniques", "type": "checkbox", "value": "1", - "description":"If checked, revised techniques table will be visible.", - "descriptiontranslationkey":"show-new-techniques-desc" + "checked": "checked", + "description": "If checked, revised techniques table will be visible.", + "descriptiontranslationkey": "sheet-show-new-techniques-desc" + }, + { + "attribute": "show_raw_defensive_notes", + "displayname": "Show Active Defense Notes", + "displaytranslationkey": "sheet-show-raw-defense=notes", + "type": "checkbox", + "value": "1", + "checked": "checked", + "description": "If checked, show Rules as Written (RAW) for Active Defense success/fail notes.", + "descriptiontranslationkey": "sheet-show-raw-defense=notes-desc" + }, + { + "attribute": "sheetstyle", + "displayname": "Sheet Style", + "displaytranslationkey": "sheet-style-option", + "type": "select", + "options": [ + "Green|0", + "Blue|1", + "Beige|2", + "Gray|3", + "Class White|4" + ], + "optiontranslationkeys": [ + "sheet-style-green", + "sheet-style-blue", + "sheet-style-beige", + "sheet-style-gray", + "sheet-style-white" + ], + "default": "4", + "description": "Select a visual style for the character sheet.", + "descriptiontranslationkey": "sheet-style-desc" } ] } \ No newline at end of file diff --git a/GURPS/translations/en.json b/GURPS/translations/en.json new file mode 100644 index 0000000000..ed227d4b22 --- /dev/null +++ b/GURPS/translations/en.json @@ -0,0 +1,592 @@ +{ + "sheet-roll-modifier-option": "Roll Modifier Option", + "sheet-roll-modifier-option-desc": "Select the modifier option to use when clicking a dice roll icon on the character sheet.", + "sheet-chat-roll-display-option": "Chat Roll Display", + "sheet-chat-roll-dislpay-option-desc": "Select how rolls are display in chat window. Private Skill Levels deprecated will default to private, since it doesn't work with rolltemplates.", + "sheet-basic-speed-button-option": "Basic Speed Button Option", + "sheet-basic-speed-button-option-desc": "Select how the basic speed button is displayed in chat window.", + "sheet-enter-unspent-points": "Enter unspent points", + "sheet-enter-unspent-points-desc": "If checked, show text box for unspent points. If unchecked, unspent points is calculated from Total Points text box.", + "sheet-use-malfunction": "Use malfunction", + "sheet-use-malfunction-desc": "If checked, rolltable will check for malfunction.", + "sheet-damage-dice-icon": "Damage Dice Icon", + "sheet-damage-dice-icon-desc": "Select icon to use for damage dice.", + "sheet-attribute-mods-option": "Attribute Modifications", + "sheet-attribute-mods-option-desc": "Select option on how to apply modifications to attributes.", + "sheet-critical-successes-option": "Critical Successes", + "sheet-critical-successes-option-desc": "Select option to determine critical success on a skill roll on rolltemplates.", + "sheet-show-damage-type-notes": "Show Damage Type Notes", + "sheet-show-damage-type-notes-desc": "If checked, damage type notes will be added to the damage roll table.", + "sheet-damage-type-note-spec": "Damage Type Note Special", + "sheet-damage-type-note-spec-desc": "Enter notes for Special damage type.", + "sheet-penalty-per-spell-on": "Penalty for each spell ON", + "sheet-penalty-per-spell-on-desc": "Enter a negative integer for the penalty.", + "sheet-penalty-per-spell-maintained": "Penalty for each spell MAINTAINED", + "sheet-penalty-per-spell-maintained-desc": "Recoil for Fragmentation Damage.", + "sheet-fragmentation-recoil": "Fragmentation Recoil", + "sheet-point-summary-layout-option": "Point Summary Layout", + "sheet-point-summary-layout-option-desc": "Select option on how to display the Point Summary Table.", + "sheet-show-old-techniques": "Show Original Techniques Table", + "sheet-show-old-techniques-desc": "If checked, original techniques table will be visible.", + "sheet-show-new-techniques": "Show Revised Techniques Table", + "sheet-show-new-techniques-desc": "If checked, revised techniques table will be visible.", + "sheet-show-raw-defense=notes": "Show Active Defense Notes", + "sheet-show-raw-defense=notes-desc": "If checked, show Rules as Written (RAW) for Active Defense success/fail notes.", + "sheet-style-option": "Sheet Style", + "sheet-style-desc": "Select a visual style for the character sheet.", + "announcements": "Announcements", + "sheet-version-title": "GURPS Character Sheet Version:", + "hide-until-next-update": "Hide until next update", + "view-all-updates": "View All Updates", + "tab-general": "General", + "tab-traits": "Traits", + "tab-bio-misc": "Bio\\Misc", + "tab-skills": "Skills", + "tab-combat": "Combat", + "tab-inventory": "Inventory", + "tab-grimoire": "Grimoire", + "tab-updates": "Updates", + "attributes-label": "Attributes", + "abbreviation-modifier-label": "Mod", + "attributes-modifier-tooltip": "\nA modifier that will be applied to your
    \nattribute. All derived attributes draw their
    \nbase from your unmodified attributes.
    \nTherefore this MOD will generally only
    \naffect direct attribute rolls and skill rolls.\n\t\t\t\t\t\t\t", + "abbreviation-character-points-label": "Pts", + "abreviation-strength": "ST", + "attributes-strength-tooltip": "\nStrength 10pts/level - Unmodified
    \nCost reduced by -10% (Max -80%) per SM+1 (B15)\n\t\t\t\t\t\t\t\t", + "abbreviation-dexterity": "DX", + "attributes-dexterity-tooltip": "Dexterity 20pts/level - Unmodified:", + "abbreviation-intelligence": "IQ", + "attributes-intelligence-tooltip": "Intelligence 20pts/level -Unmodified:", + "abbreviation-health": "HT", + "attributes-health-tooltip": "Health 10pts/level - Unmodified:", + "abbreviation-perception": "Per", + "attributes-perception-tooltip": "\nPerception: Based on Intelligence
    \n5pts/level
    \nCheck the box to whisper perception roll to GM.
    \nUnmodified: \n\t\t\t\t\t\t\t\t\t", + "attribute-vision": "Vision", + "attributes-vision-tooltip": "\nVisual Perception
    \nBased on Perception
    \n2pts/level
    \nUnmodified: \n\t\t\t\t\t\t\t", + "attribute-hearing": "Hearing", + "attribute-hearing-tooltip": "\nAudio Perception
    \nBased on Perception
    \n2pts/level
    \nUnmodified: \n\t\t\t\t\t\t\t", + "attribute-smell": "Smell", + "attribute-smell-tooltip": "\nSmell & Taste Perception (B35)
    \nBased on Perception
    \n2pts/level
    \nUnmodified: \n\t\t\t\t\t\t\t", + "attribute-touch": "Touch", + "attribute-touch-tooltip": "\nTouch Perception
    \nBased on Perception
    \n2pts/level
    \nUnmodified: \n\t\t\t\t\t\t\t", + "attribute-will": "Will", + "attribute-will-tooltip": "\nWillpower
    \nBased on Intelligence
    \n5pts/level
    \nUnmodified: \n\t\t\t\t\t\t\t", + "attribute-fright": "Fright", + "attribute-fright-tooltip": "\nFright Check (B360)
    \nBased on Willpower
    \n2pts/level
    \nUnmodified: \n
    \nSee extensive list of Modifiers B360 & GURPS Horror p139-142.\n\t\t\t\t\t\t\t", + "abbreviation-threshold": "Thresh", + "attribute-fright-check-threshold-tooltip": "\nFright Check Threshold - Uses Rule of 14 (B360). By default this value is 13.
    \nThis means that a roll of 14 or more is automatically a failure.
    \nThis Threshold can be modifier by the Perks of Brave (Dungeon Fantasy 11, p11) or Rule of 15
    \n(Power Ups 2, p13).
    \nWill and/or Fright plus bonuses (like Fearlessness or Combat Reflexes) must total 14+ for this
    \nto be useful, of course!
    \nNote: A Fright Check can be used for Awe and Confusion. (Powers p84 under Terror) and the Awe and
    \nConfusion Check Table for failures. (Powers p85).\n\t\t\t\t\t\t\t", + "fright-check-label": "Fright Check", + "attribute-unstun": "Unstun", + "attribute-unstun-tooltip": "\nRecover from physical stun, based on Health.
    \nRoll at the end of your turn after Do Nothing
    \nHigh Pain Threshold +3 to check
    \nLow Pain Threshold -3 to check\n\t\t\t\t\t\t\t", + "abbreviation-knock-down": "K Down", + "attribute-knock-down-tooltip": "\nKnockdown & Stunning Check, based on Health.
    \nRoll:
    \nWhenever you suffer a major wound. B420
    \nWhenever you are struck in the head (skull, face, or eye) or
    \nvitals for enough injury to cause a shock penalty,
    \nYou must make an immediate HT roll to avoid knockdown and stunning.
    \n>Modifiers:
    \n-5 for a major wound to the face or vitals (or to the groin, on a humanoid male).
    \n-10 for a major wound to the skull or eye.
    \n+3 High Pain Threshold
    \n-4 Low Pain Threshold\n\t\t\t\t\t\t\t", + "abbreviation-unconscious": "Unc.", + "attribute-unconscious-check-tooltip": "\nUnconscious Check, based on Health
    \nIf HP zero or less, roll per turn to take an Active Action.
    \n-1 per full multiple of HP below zero.
    \nHard/Easy to Kill: Gives +/- per level to Unconscious Check
    \nFit +1 to Unc. Check . Very Fit +2 to Unc. Check\n\t\t\t\t\t\t\t", + "abbreviation-death-check": "Death", + "attribute-death-check-tooltip": "\nDeath Check, based on Health.
    \nOn damage taken: Immediately Roll a Death Check if you are
    \nat-1xHP or more.
    \nRoll again each time you suffer injury equal to a further
    \nmultiple of your HP. (-2xHP, -3xHP, -4xHP)
    \nImmediate Death at -5xHP
    \nHard/Easy to Kill: Gives +/- per level to a Death Check
    \nFit +1 to Death Check . Very Fit +2 to Death Check\n\t\t\t\t\t\t\t", + "speed-label": "Speed", + "attribute-speed-tooltip": "\nBasic Speed
    \nBased on Health and Dexterity
    \n5pts/0.25
    \nUnmodified: \n\t\t\t\t\t\t\t", + "attribute-move": "Move", + "attribute-move-tooltip": "\nBasic Move - Based on Basic Speed - 5pts/level - Unmodified:
    \nNote: The Move score automatically adjusts for Encumbrance and for HP and/or FP loss below 1/3. (B419, B426)\n\t\t\t\t\t\t\t", + "abbreviation-enhanced": "Enhncd", + "attribute-enhanced-ground-move-tooltip": "\nEnhanced ground move. \n
    \n10pts per half level. Can use up|down arrow keys\n
    \nLevel: \n\t\t\t\t\t\t\t", + "attribute-dodge": "Dodge", + "attribute-dodge-tooltip": "\nDodge - Based on Basic Speed - Unmodified:
    \nNote: The Dodge score automatically adjusts for HP and/or FP loss below 1/3. (B419, B426)\n\t\t\t\t\t\t\t", + "abbreviation-lifting-strength": "Lift ST", + "attribute-lifting-strength-tooltip": "\nLifting Strength (B65)
    \nBased on Strength 3pts/level
    \nUnmodified: \n\t\t\t\t\t\t\t", + "attribute-lift": "Lift", + "attribute-basic-lift-tooltip": "Basic Lift Table B17, in pounds. (B15)", + "attribute-striking": "Striking", + "attribute-striking-strength-tooltip": "\nStriking Strength
    \nBased on Strength
    \n5pts/level
    \nUnmodified: \n\t\t\t\t\t\t\t", + "attribute-thrust": "Thrust", + "attribute-thrust-damage-table": "\n\t\t\t\t\t\t\t\tThrust Damage
    \n\t\t\t\t\t\t\t\t
    See B16 for the complete table.
    \n\t\t\t\t\t\t\t\t
    - - - + + +
    DescriptionWeiTechDescriptionWeiTech
    @@ -1417,9 +1656,9 @@
    - - - + + +
    DescriptionWeiTechDescriptionWeiTech
    diff --git a/Degenesis/images/accessoire-DEGENESIS.png b/Degenesis/images/accessoire-DEGENESIS.png new file mode 100644 index 0000000000..2a2d0372a8 Binary files /dev/null and b/Degenesis/images/accessoire-DEGENESIS.png differ diff --git a/Degenesis/images/bas-DEGENESIS.png b/Degenesis/images/bas-DEGENESIS.png new file mode 100644 index 0000000000..db150296ec Binary files /dev/null and b/Degenesis/images/bas-DEGENESIS.png differ diff --git a/Degenesis/images/degenesis-arti.png b/Degenesis/images/degenesis-arti.png new file mode 100644 index 0000000000..1a06cbbd86 Binary files /dev/null and b/Degenesis/images/degenesis-arti.png differ diff --git a/Degenesis/images/degenesis-combat.png b/Degenesis/images/degenesis-combat.png new file mode 100644 index 0000000000..9d45704233 Binary files /dev/null and b/Degenesis/images/degenesis-combat.png differ diff --git a/Degenesis/images/degenesis-comp.png b/Degenesis/images/degenesis-comp.png new file mode 100644 index 0000000000..3f2a4d42a5 Binary files /dev/null and b/Degenesis/images/degenesis-comp.png differ diff --git a/Degenesis/images/degenesis-def.png b/Degenesis/images/degenesis-def.png new file mode 100644 index 0000000000..ff0aebdb39 Binary files /dev/null and b/Degenesis/images/degenesis-def.png differ diff --git a/Degenesis/images/degenesis-soins.png b/Degenesis/images/degenesis-soins.png new file mode 100644 index 0000000000..116dc5b966 Binary files /dev/null and b/Degenesis/images/degenesis-soins.png differ diff --git a/Degenesis/images/degenesis_logo-4eb61d7.png b/Degenesis/images/degenesis_logo-4eb61d7.png new file mode 100644 index 0000000000..6f4c8eb56c Binary files /dev/null and b/Degenesis/images/degenesis_logo-4eb61d7.png differ diff --git a/Degenesis/images/fond-DEGENESIS.png b/Degenesis/images/fond-DEGENESIS.png new file mode 100644 index 0000000000..5e151eb57a Binary files /dev/null and b/Degenesis/images/fond-DEGENESIS.png differ diff --git a/Degenesis/images/fond-titre.png b/Degenesis/images/fond-titre.png new file mode 100644 index 0000000000..6a6e735451 Binary files /dev/null and b/Degenesis/images/fond-titre.png differ diff --git a/Degenesis/images/haut-DEGENESIS.png b/Degenesis/images/haut-DEGENESIS.png new file mode 100644 index 0000000000..29b2844ce3 Binary files /dev/null and b/Degenesis/images/haut-DEGENESIS.png differ diff --git a/Degenesis/images/logo-DEGENESIS.png b/Degenesis/images/logo-DEGENESIS.png new file mode 100644 index 0000000000..7fa2fb5ce6 Binary files /dev/null and b/Degenesis/images/logo-DEGENESIS.png differ diff --git a/Degenesis/images/pts-DEGENESIS.png b/Degenesis/images/pts-DEGENESIS.png new file mode 100644 index 0000000000..c85e521453 Binary files /dev/null and b/Degenesis/images/pts-DEGENESIS.png differ diff --git a/Degenesis/images/separation.png b/Degenesis/images/separation.png new file mode 100644 index 0000000000..1ccd361ba3 Binary files /dev/null and b/Degenesis/images/separation.png differ diff --git a/Degenesis/images/status-DEGENESIS.png b/Degenesis/images/status-DEGENESIS.png new file mode 100644 index 0000000000..b73367d4fa Binary files /dev/null and b/Degenesis/images/status-DEGENESIS.png differ diff --git a/Degenesis/translations/af.json b/Degenesis/translations/af.json index 2e1ebd890c..d921ee2079 100644 --- a/Degenesis/translations/af.json +++ b/Degenesis/translations/af.json @@ -239,7 +239,7 @@ "PassiveBase-u": "Base ", "PassiveActual-t": "Your actual passive defense (Base defense/Standing/Cover/Moving)", "PassiveActual-u": "Actual ", - "Successes-u": "successes", + "Successes-u": "success", "damages-u": "damages", "tests-u": "tests", "Effects-p": "Effects", diff --git a/Degenesis/translations/cs.json b/Degenesis/translations/cs.json index 2e1ebd890c..d921ee2079 100644 --- a/Degenesis/translations/cs.json +++ b/Degenesis/translations/cs.json @@ -239,7 +239,7 @@ "PassiveBase-u": "Base ", "PassiveActual-t": "Your actual passive defense (Base defense/Standing/Cover/Moving)", "PassiveActual-u": "Actual ", - "Successes-u": "successes", + "Successes-u": "success", "damages-u": "damages", "tests-u": "tests", "Effects-p": "Effects", diff --git a/Degenesis/translations/da.json b/Degenesis/translations/da.json index 2e1ebd890c..d921ee2079 100644 --- a/Degenesis/translations/da.json +++ b/Degenesis/translations/da.json @@ -239,7 +239,7 @@ "PassiveBase-u": "Base ", "PassiveActual-t": "Your actual passive defense (Base defense/Standing/Cover/Moving)", "PassiveActual-u": "Actual ", - "Successes-u": "successes", + "Successes-u": "success", "damages-u": "damages", "tests-u": "tests", "Effects-p": "Effects", diff --git a/Degenesis/translations/de.json b/Degenesis/translations/de.json index 2e1ebd890c..d921ee2079 100644 --- a/Degenesis/translations/de.json +++ b/Degenesis/translations/de.json @@ -239,7 +239,7 @@ "PassiveBase-u": "Base ", "PassiveActual-t": "Your actual passive defense (Base defense/Standing/Cover/Moving)", "PassiveActual-u": "Actual ", - "Successes-u": "successes", + "Successes-u": "success", "damages-u": "damages", "tests-u": "tests", "Effects-p": "Effects", diff --git a/Degenesis/translations/el.json b/Degenesis/translations/el.json index 2e1ebd890c..d921ee2079 100644 --- a/Degenesis/translations/el.json +++ b/Degenesis/translations/el.json @@ -239,7 +239,7 @@ "PassiveBase-u": "Base ", "PassiveActual-t": "Your actual passive defense (Base defense/Standing/Cover/Moving)", "PassiveActual-u": "Actual ", - "Successes-u": "successes", + "Successes-u": "success", "damages-u": "damages", "tests-u": "tests", "Effects-p": "Effects", diff --git a/Degenesis/translations/en.json b/Degenesis/translations/en.json index 2e1ebd890c..d921ee2079 100644 --- a/Degenesis/translations/en.json +++ b/Degenesis/translations/en.json @@ -239,7 +239,7 @@ "PassiveBase-u": "Base ", "PassiveActual-t": "Your actual passive defense (Base defense/Standing/Cover/Moving)", "PassiveActual-u": "Actual ", - "Successes-u": "successes", + "Successes-u": "success", "damages-u": "damages", "tests-u": "tests", "Effects-p": "Effects", diff --git a/Degenesis/translations/es.json b/Degenesis/translations/es.json index 4d4ac99a0c..4cea68aca9 100644 --- a/Degenesis/translations/es.json +++ b/Degenesis/translations/es.json @@ -239,7 +239,7 @@ "PassiveBase-u": "Base ", "PassiveActual-t": "Tu actual defensa pasiva (Base defense/Standing/Cover/Moving)", "PassiveActual-u": "Actual ", - "Successes-u": "Éxitos", + "Successes-u": "success", "damages-u": "daños", "tests-u": "tests", "Effects-p": "Efectos", diff --git a/Degenesis/translations/he.json b/Degenesis/translations/he.json index 2e1ebd890c..d921ee2079 100644 --- a/Degenesis/translations/he.json +++ b/Degenesis/translations/he.json @@ -239,7 +239,7 @@ "PassiveBase-u": "Base ", "PassiveActual-t": "Your actual passive defense (Base defense/Standing/Cover/Moving)", "PassiveActual-u": "Actual ", - "Successes-u": "successes", + "Successes-u": "success", "damages-u": "damages", "tests-u": "tests", "Effects-p": "Effects", diff --git a/Degenesis/translations/it.json b/Degenesis/translations/it.json index 2e1ebd890c..d921ee2079 100644 --- a/Degenesis/translations/it.json +++ b/Degenesis/translations/it.json @@ -239,7 +239,7 @@ "PassiveBase-u": "Base ", "PassiveActual-t": "Your actual passive defense (Base defense/Standing/Cover/Moving)", "PassiveActual-u": "Actual ", - "Successes-u": "successes", + "Successes-u": "success", "damages-u": "damages", "tests-u": "tests", "Effects-p": "Effects", diff --git a/Degenesis/translations/ja.json b/Degenesis/translations/ja.json index 2e1ebd890c..d921ee2079 100644 --- a/Degenesis/translations/ja.json +++ b/Degenesis/translations/ja.json @@ -239,7 +239,7 @@ "PassiveBase-u": "Base ", "PassiveActual-t": "Your actual passive defense (Base defense/Standing/Cover/Moving)", "PassiveActual-u": "Actual ", - "Successes-u": "successes", + "Successes-u": "success", "damages-u": "damages", "tests-u": "tests", "Effects-p": "Effects", diff --git a/Degenesis/translations/ko.json b/Degenesis/translations/ko.json index 2e1ebd890c..d921ee2079 100644 --- a/Degenesis/translations/ko.json +++ b/Degenesis/translations/ko.json @@ -239,7 +239,7 @@ "PassiveBase-u": "Base ", "PassiveActual-t": "Your actual passive defense (Base defense/Standing/Cover/Moving)", "PassiveActual-u": "Actual ", - "Successes-u": "successes", + "Successes-u": "success", "damages-u": "damages", "tests-u": "tests", "Effects-p": "Effects", diff --git a/Degenesis/translations/nl.json b/Degenesis/translations/nl.json index 2e1ebd890c..d921ee2079 100644 --- a/Degenesis/translations/nl.json +++ b/Degenesis/translations/nl.json @@ -239,7 +239,7 @@ "PassiveBase-u": "Base ", "PassiveActual-t": "Your actual passive defense (Base defense/Standing/Cover/Moving)", "PassiveActual-u": "Actual ", - "Successes-u": "successes", + "Successes-u": "success", "damages-u": "damages", "tests-u": "tests", "Effects-p": "Effects", diff --git a/Degenesis/translations/pt.json b/Degenesis/translations/pt.json index 70c0307609..b889d89a4e 100644 --- a/Degenesis/translations/pt.json +++ b/Degenesis/translations/pt.json @@ -239,7 +239,7 @@ "PassiveBase-u": "Base ", "PassiveActual-t": "Your actual passive defense (Base defense/Standing/Cover/Moving)", "PassiveActual-u": "Actual ", - "Successes-u": "successes", + "Successes-u": "success", "damages-u": "damages", "tests-u": "tests", "Effects-p": "Effects", diff --git a/Degenesis/translations/ru.json b/Degenesis/translations/ru.json index 2e1ebd890c..d921ee2079 100644 --- a/Degenesis/translations/ru.json +++ b/Degenesis/translations/ru.json @@ -239,7 +239,7 @@ "PassiveBase-u": "Base ", "PassiveActual-t": "Your actual passive defense (Base defense/Standing/Cover/Moving)", "PassiveActual-u": "Actual ", - "Successes-u": "successes", + "Successes-u": "success", "damages-u": "damages", "tests-u": "tests", "Effects-p": "Effects", diff --git a/Degenesis/translations/sv.json b/Degenesis/translations/sv.json index 2e1ebd890c..d921ee2079 100644 --- a/Degenesis/translations/sv.json +++ b/Degenesis/translations/sv.json @@ -239,7 +239,7 @@ "PassiveBase-u": "Base ", "PassiveActual-t": "Your actual passive defense (Base defense/Standing/Cover/Moving)", "PassiveActual-u": "Actual ", - "Successes-u": "successes", + "Successes-u": "success", "damages-u": "damages", "tests-u": "tests", "Effects-p": "Effects", diff --git a/Degenesis/translations/tr.json b/Degenesis/translations/tr.json index 2e1ebd890c..d921ee2079 100644 --- a/Degenesis/translations/tr.json +++ b/Degenesis/translations/tr.json @@ -239,7 +239,7 @@ "PassiveBase-u": "Base ", "PassiveActual-t": "Your actual passive defense (Base defense/Standing/Cover/Moving)", "PassiveActual-u": "Actual ", - "Successes-u": "successes", + "Successes-u": "success", "damages-u": "damages", "tests-u": "tests", "Effects-p": "Effects", diff --git a/Degenesis/translations/zh.json b/Degenesis/translations/zh.json index 2e1ebd890c..d921ee2079 100644 --- a/Degenesis/translations/zh.json +++ b/Degenesis/translations/zh.json @@ -239,7 +239,7 @@ "PassiveBase-u": "Base ", "PassiveActual-t": "Your actual passive defense (Base defense/Standing/Cover/Moving)", "PassiveActual-u": "Actual ", - "Successes-u": "successes", + "Successes-u": "success", "damages-u": "damages", "tests-u": "tests", "Effects-p": "Effects", diff --git a/Delta Green 2/translations/fr.json b/Delta Green 2/translations/fr.json index 4615f5b958..7223c15b77 100644 --- a/Delta Green 2/translations/fr.json +++ b/Delta Green 2/translations/fr.json @@ -11,321 +11,321 @@ "11. bonds": "11. liens", "112382": "112382", "12. motivations and mental disorders": "12. motivations et désordres mentaux", - "13. incidents of san loss without going insane": "13. incidents of san loss without going insane", - "14. wounds and ailments": "14. wounds and ailments", - "15. armor and gear": "15. armure et équipement", + "13. incidents of san loss without going insane": "13. perte de SAN sans devenir fou", + "14. wounds and ailments": "14. blessures et maladies", + "15. armor and gear": "15. armure et équipements", "16. weapons": "16. armes", "17. personal details and notes": "17. détails personnels et notes", - "18. developments which affect home and family": "18. developments which affect home and family", - "19. special training": "19. special training", - "2. profession (rank if applicable)": "2. profession (rang le cas échéant)", - "20. authorizing officer": "20. authorizing officer", - "21. agent signature": "21. agent signature", + "18. developments which affect home and family": "18. développements qui affectent le foyer et la famille", + "19. special training": "19. entraînement spécial", + "2. profession (rank if applicable)": "2. profession (rang si applicable)", + "20. authorizing officer": "20. ordonnateur", + "21. agent signature": "21. signature de l'agent", "3. employer": "3. employeur", "315": "315", "4. nationality": "4. nationalité", "5. sex": "5. sexe", "6. age and d.o.b.": "6. âge et date de naissance", - "7. education and occupational history": "7. education and occupational history", - "8 points of thick hide": "8 points of thick hide", + "7. education and occupational history": "7. éducation et historique professionel", + "8 points of thick hide": "8 points d'armure", "8. statistics": "8. statistiques", - "accounting fail checkbox": "accounting fail checkbox", - "accounting rank": "accounting rank", - "accounting roll": "accounting roll", - "accounting": "accounting", - "adapted": "adapted", - "age": "âge et date de naissance", - "agent signature": "agent signature", - "alertness fail checkbox": "alertness fail checkbox", - "alertness rank": "alertness rank", + "accounting fail checkbox": "case échec en comptabilité", + "accounting rank": "niveau en comptabilité", + "accounting roll": "jet de comptabilité", + "accounting": "comptabilité", + "adapted": "adapté", + "age": "Âge", + "agent signature": "Signature de l'agent", + "alertness fail checkbox": "case échec en vigilance", + "alertness rank": "niveau en vigilance", "alertness": "vigilance", - "ammo input": "ammo input", + "ammo input": "nombre de munitions", "ammo": "munitions", - "anthropology fail checkbox": "anthropology fail checkbox", - "anthropology rank": "anthropology rank", + "anthropology fail checkbox": "case échec en anthropologie", + "anthropology rank": "niveau en anthropologie", "anthropology": "anthropologie", - "applicable skill sets": "applicable skill sets", - "archeology fail checkbox": "archeology fail checkbox", - "archeology rank": "archeology rank", + "applicable skill sets": "compétences applicables", + "archeology fail checkbox": "case échec en archéologie", + "archeology rank": "niveau en archéologie", "archeology": "archéologie", "armor and gear": "armure et équipement", - "armor piercing input": "armor piercing input", - "armor piercing": "armor piercing", - "armor": "armure", - "art fail checkbox": "art fail checkbox", - "art name": "art name", - "art rank": "art rank", - "art roll": "art roll", - "artillery fail checkbox": "artillery fail checkbox", - "artillery rank": "artillery rank", - "artillery roll": "artillery roll", + "armor piercing input": "valeur de perforation d'armure", + "armor piercing": "perforation d'armure", + "armor": "Armure et équipements", + "art fail checkbox": "case échec en art", + "art name": "Nom de l'art", + "art rank": "niveau en art", + "art roll": "jet d'art", + "artillery fail checkbox": "case échec en artillerie", + "artillery rank": "niveau en artillerie", + "artillery roll": "jet d'artillerie", "artillery": "artillerie", - "athletics fail checkbox": "athletics fail checkbox", - "athletics rank": "athletics rank", - "athletics roll": "athletics roll", + "athletics fail checkbox": "case échec en athlétisme", + "athletics rank": "niveau en athlétisme", + "athletics roll": "jet d'athlétisme", "athletics": "athlétisme", "attack": "attaque", "attacks": "attaques", - "authorizing officer": "authorizing officer", - "base range input": "base range input", - "base range": "base range", - "Body armor reduces the damage of all attacks except Called Shots and successful Lethality rolls.": "Body armor reduces the damage of all attacks except Called Shots and successful Lethality rolls.", - "bond name": "bond name", - "bond score": "bond score", + "authorizing officer": "Ordonnateur", + "base range input": "valeur de portée", + "base range": "portée", + "Body armor reduces the damage of all attacks except Called Shots and successful Lethality rolls.": "Les gilets pare-balles réduisent les dégâts de toutes les attaques, à l'exception des Tirs Visés et des jets de mortalité réussis.", + "bond name": "nom du lien", + "bond score": "valeur du lien", "BP": "BP", - "breaking point": "breaking point", - "bureaucracy fail checkbox": "bureaucracy fail checkbox", - "bureaucracy rank": "bureaucracy rank", - "bureaucracy roll": "bureaucracy roll", - "bureaucracy": "bureaucracy", + "breaking point": "point de rupture", + "bureaucracy fail checkbox": "case échec en administration", + "bureaucracy rank": "niveau en administration", + "bureaucracy roll": "jet d'administration", + "bureaucracy": "administration", "CHA": "CHA", "character name": "Nom du personnage", - "charisma distinguishing features": "charisma distinguishing features", + "charisma distinguishing features": "Traits distinctifs de charisme", "charisma roll": "jet de Charisme", "charisma score": "score de charisme", "charisma": "charisme", "Check a box when you attempt to use a skill and fail. After the session, add 1 to each checked skill and erase all checks.": "Cochez une case lorsque vous essayez d'utiliser une compétence et que vous échouez. Après la session, ajoutez 1 à chaque compétence cochée et effacez tous les coches.", "checkbox for first aid": "case à cocher pour premiers secours", - "computer science fail checkbox": "computer science fail checkbox", - "computer science rank": "computer science rank", - "computer science roll": "computer science roll", - "computer science": "computer science", + "computer science fail checkbox": "case échec en informatique", + "computer science rank": "niveau en informatique", + "computer science roll": "jet d'informatique", + "computer science": "informatique", "CON": "CON", - "constitution distinguishing features": "constitution distinguishing features", + "constitution distinguishing features": "Traits distinctifs de constitution", "constitution roll": "jet de constitution", "constitution score": "score de constitution", "constitution": "constitution", - "craft fail checkbox": "case à cocher d'échec d'artisanat", + "craft fail checkbox": "case échec en artisanat", "craft name": "nom de l'artisanat", - "craft rank": "rang d'artisanat", + "craft rank": "niveau en artisanat", "craft roll": "jet d'artisanat", "craft": "artisanat", - "criminology fail checkbox": "criminology fail checkbox", - "criminology rank": "rang de criminologie", + "criminology fail checkbox": "case échec en criminologie", + "criminology rank": "niveau en criminologie", "criminology roll": "jet de criminologie", "criminology": "criminologie", "current status:": "statut actuel :", - "damage input": "damage input", + "damage input": "valeur de dégât", "damage": "dégâts", "DD": "DD", - "demolitions fail checkbox": "demolitions fail checkbox", - "demolitions rank": "demolitions rank", - "demolitions roll": "demolitions roll", - "demolitions": "demolitions", - "developments which affect home and family": "developments which affect home and family", + "demolitions fail checkbox": "case échec en démolition", + "demolitions rank": "niveau en démolition", + "demolitions roll": "jet de démolition", + "demolitions": "démolition", + "developments which affect home and family": "développements qui affectent le foyer et la famille", "DEX": "DEX", - "dexterity distinguishing features": "dexterity distinguishing features", + "dexterity distinguishing features": "Traits distinctifs de dexterité", "dexterity roll": "jet de dexterité", "dexterity score": "score de dexterité", "dexterity": "dextérité", - "disguise fail checkbox": "disguise fail checkbox", - "disguise rank": "rang de déguisement", + "disguise fail checkbox": "case échec en déguisement", + "disguise rank": "niveau en déguisement", "disguise roll": "jet de déguisement", "disguise": "déguisement", - "distinguishing features": "distinguishing features", - "dodge fail checkbox": "dodge fail checkbox", - "dodge rank": "rang d'esquive", + "distinguishing features": "Traits distinctifs", + "dodge fail checkbox": "case échec en esquive", + "dodge rank": "niveau en esquive", "dodge roll": "jet d'esquive", "dodge": "esquive", - "drive fail checkbox": "drive fail checkbox", - "drive rank": "rang de conduite", + "drive fail checkbox": "case échec en conduite", + "drive rank": "niveau en conduite", "drive roll": "jet de conduite", "drive": "conduite", - "education": "education and occupational history", - "employer": "employeur", + "education": "Éducation et historique professionel", + "employer": "Employeur", "enter a name for non-player character": "saisissez un nom de personnage non joueur", "enter armor text": "saisie du texte de l'armure", - "enter hit points": "enter hit points", - "enter npc description": "enter npc description", - "enter willpower points": "enter willpower points", + "enter hit points": "indiquez les points de vie", + "enter npc description": "décrivez le PNJ", + "enter willpower points": "indiquez les points de volonté", "equipment": "équipement", - "firearms fail checkbox": "firearms fail checkbox", - "firearms rank": "firearms rank", - "firearms roll": "firearms roll", - "firearms": "armes a feu", - "first aid fail checkbox": "case à cocher d'échec de premiers secours", - "first aid rank": "rang de premiers secours", + "firearms fail checkbox": "case échec en armes à feu", + "firearms rank": "niveau en armes à feu", + "firearms roll": "jet d'armes à feu", + "firearms": "armes à feu", + "first aid fail checkbox": "case échec en premiers secours", + "first aid rank": "niveau en premiers secours", "first aid roll": "jet de premiers secours", "first aid": "premiers secours", - "forensics fail checkbox": "forensics fail checkbox", - "forensics rank": "forensics rank", - "forensics roll": "forensics roll", - "forensics": "forensics", - "foriegn languages and other skills:": "foriegn languages and other skills:", - "gm whisper toggle": "murmurer au MJ ?", + "forensics fail checkbox": "case échec en médecine légale", + "forensics rank": "niveau en médecine légale", + "forensics roll": "jet de médecine légale", + "forensics": "médecine légale", + "foriegn languages and other skills:": "langues étrangères et autres compétences :", + "gm whisper toggle": "chuchoter au MJ ?", "GM Whisper": "Chuchoter au MJ", "Has First Aid been attempted since the last injury?": "Est-ce que des premiers soins ont été tentés depuis la dernière blessure?", - "heavy machinery fail checkbox": "heavy machinery fail checkbox", - "heavy machinery rank": "heavy machinery rank", - "heavy machinery roll": "heavy machinery roll", - "heavy machinery": "heavy machinery", - "heavy weapons fail checkbox": "heavy weapons fail checkbox", - "heavy weapons rank": "heavy weapons rank", - "heavy weapons roll": "heavy weapons roll", + "heavy machinery fail checkbox": "case échec en machinerie lourde", + "heavy machinery rank": "niveau en machinerie lourde", + "heavy machinery roll": "jet de machinerie lourde", + "heavy machinery": "machinerie lourde", + "heavy weapons fail checkbox": "case échec en armes lourdes", + "heavy weapons rank": "niveau en armes lourdes", + "heavy weapons roll": "jet d'armes lourdes", "heavy weapons": "armes lourdes", - "helplessness 1": "helplessness 1", - "helplessness 2": "helplessness 2", - "helplessness 3": "helplessness 3", - "helplessness": "helplessness", - "history fail checkbox": "history fail checkbox", - "history rank": "history rank", - "history roll": "history roll", + "helplessness 1": "impuissance 1", + "helplessness 2": "impuissance 2", + "helplessness 3": "impuissance 3", + "helplessness": "impuissance", + "history fail checkbox": "case échec en histoire", + "history rank": "niveau en histoire", + "history roll": "jet d'histoire", "history": "histoire", "hit points": "points de vie", "HP": "HP", - "HUMINT fail checkbox": "HUMINT fail checkbox", - "HUMINT rank": "HUMINT rank", - "HUMINT roll": "HUMINT roll", + "HUMINT fail checkbox": "case échec en HUMINT", + "HUMINT rank": "niveau en HUMINT", + "HUMINT roll": "jet d'HUMINT", "HUMINT": "HUMINT", - "injuries": "injuries", + "injuries": "Blessures et maladies", "INT": "INT", - "intelligence distinguishing features": "intelligence distinguishing features", + "intelligence distinguishing features": "Traits distinctifs d'intelligence", "intelligence roll": "jet d'intelligence", "intelligence score": "score d'intelligence", "intelligence": "intelligence", - "kill radius input": "kill radius input", - "kill radius": "kill radius", - "law fail checkbox": "case à cocher d'échec de loi", - "law rank": "rang de loi", + "kill radius input": "rayon d'action", + "kill radius": "rayon d'action", + "law fail checkbox": "case échec en loi", + "law rank": "niveau en loi", "law roll": "jet de loi", "law": "loi/droit", - "lethality % input": "lethality % input", - "lethality %": "lethality %", - "medicine fail checkbox": "medicine fail checkbox", - "medicine rank": "medicine rank", - "medicine roll": "medicine roll", - "medicine": "medicine", - "melee weapons fail checkbox": "melee weapons fail checkbox", - "melee weapons rank": "melee weapons rank", - "melee weapons roll": "melee weapons roll", - "melee weapons": "melee weapons", - "military science fail checkbox": "military science fail checkbox", - "military science name": "military science name", - "military science rank": "military science rank", - "military science roll": "military science roll", - "military science": "military science", - "motivations": "motivations", - "name": "name", - "nationality": "nationality", - "navigate fail checkbox": "navigate fail checkbox", - "navigate rank": "navigate rank", - "navigate roll": "navigate roll", - "navigate": "navigate", - "notes": "notes", - "npc": "NPC", - "occult fail checkbox": "occult fail checkbox", - "occult rank": "occult rank", - "occult roll": "occult roll", - "occult": "occult", + "lethality % input": "mortalité %", + "lethality %": "mortalité %", + "medicine fail checkbox": "case échec en médicine", + "medicine rank": "niveau en médicine", + "medicine roll": "jet de médicine", + "medicine": "médicine", + "melee weapons fail checkbox": "case échec en armes de mêlée", + "melee weapons rank": "niveau en armes de mêlée", + "melee weapons roll": "jet d'armes de mêlée", + "melee weapons": "armes de mêlée", + "military science fail checkbox": "case échec en expertise militaire", + "military science name": "nom d'une expertise militaire", + "military science rank": "niveau en expertise militaire", + "military science roll": "jet d'expertise militaire", + "military science": "expertise militaire", + "motivations": "Motivations", + "name": "Nom", + "nationality": "Nationalité", + "navigate fail checkbox": "case échec en navigation", + "navigate rank": "niveau en navigation", + "navigate roll": "jet de navigation", + "navigate": "navigation", + "notes": "Notes", + "npc": "PNJ", + "occult fail checkbox": "case échec en occultisme", + "occult rank": "niveau en occultisme", + "occult roll": "jet d'occultisme", + "occult": "occultisme", "off": "off", "on": "on", - "other notes name": "other notes name", - "other notes": "other notes", - "pc": "PC", - "personal data": "personal data", - "persuade fail checkbox": "persuade fail checkbox", - "persuade rank": "persuade rank", - "persuade roll": "persuade roll", - "persuade": "persuade", - "pharmacy fail checkbox": "pharmacy fail checkbox", - "pharmacy rank": "pharmacy rank", - "pharmacy roll": "pharmacy roll", - "pharmacy": "pharmacy", - "pilot fail checkbox": "pilot fail checkbox", - "pilot name": "pilot name", - "pilot rank": "pilot rank", - "pilot roll": "pilot roll", - "pilot": "pilot", - "Please indicate why this agent was recruited and why the agent agreed to be recruited.": "Please indicate why this agent was recruited and why the agent agreed to be recruited.", - "POW": "POW", - "power distinguishing features": "power distinguishing features", - "power roll": "power roll", - "power score": "power score", - "power": "power", - "psychotherapy fail checkbox": "psychotherapy fail checkbox", - "psychotherapy rank": "psychotherapy rank", - "psychotherapy roll": "psychotherapy roll", - "psychotherapy": "psychotherapy", - "pyschological data": "pyschological data", - "rank": "rank", - "remarks": "remarks", - "ride fail checkbox": "ride fail checkbox", - "ride rank": "ride rank", - "ride roll": "ride roll", - "ride": "ride", - "roll": "roll", + "other notes name": "nom des autres notes", + "other notes": "autres notes", + "pc": "PJ", + "personal data": "données personnelles", + "persuade fail checkbox": "case échec en persuasion", + "persuade rank": "niveau en persuasion", + "persuade roll": "jet de persuasion", + "persuade": "persuasion", + "pharmacy fail checkbox": "case échec en pharmacie", + "pharmacy rank": "niveau en pharmacie", + "pharmacy roll": "jet de pharmacie", + "pharmacy": "pharmacie", + "pilot fail checkbox": "case échec en pilotage", + "pilot name": "type de pilotage", + "pilot rank": "niveau en pilotage", + "pilot roll": "jet de pilotage", + "pilot": "pilotage", + "Please indicate why this agent was recruited and why the agent agreed to be recruited.": "Veuillez indiquer pourquoi cet agent a été recruté et pourquoi il a accepté de l'être.", + "POW": "POU", + "power distinguishing features": "Traits distinctifs de pouvoir", + "power roll": "jet de pouvoir", + "power score": "score de pouvoir", + "power": "pouvoir", + "psychotherapy fail checkbox": "case échec en psychothérapie", + "psychotherapy rank": "niveau en psychothérapie", + "psychotherapy roll": "jet de psychothérapie", + "psychotherapy": "psychothérapie", + "pyschological data": "données psychologiques", + "rank": "niveau", + "remarks": "observations", + "ride fail checkbox": "case échec en équitation", + "ride rank": "niveau en équitation", + "ride roll": "jet de équitation", + "ride": "équitation", + "roll": "jet", "SAN": "SAN", - "sanity points": "sanity points", - "science fail checkbox": "science fail checkbox", - "science name": "science name", - "science rank": "science rank", - "science roll": "science roll", + "sanity points": "santé mentale", + "science fail checkbox": "case échec en science", + "science name": "type de science", + "science rank": "niveau en science", + "science roll": "jet de science", "science": "science", "score": "score", - "search fail checkbox": "search fail checkbox", - "search rank": "search rank", - "search roll": "search roll", - "search": "search", - "sex": "sex", - "sheet settings toggle": "sheet settings toggle", - "sheet settings": "sheet settings", - "sheet type": "Sheet Type", - "Sheet Type": "Sheet Type", - "SIGINT fail checkbox": "SIGINT fail checkbox", - "SIGINT rank": "SIGINT rank", - "SIGINT roll": "SIGINT roll", + "search fail checkbox": "case échec en recherche", + "search rank": "niveau en recherche", + "search roll": "jet de recherche", + "search": "recherche", + "sex": "Sexe", + "sheet settings toggle": "activation des paramètres de la feuille de personnage", + "sheet settings": "paramètres de la feuille", + "sheet type": "PJ/PNJ", + "Sheet Type": "PJ/PNJ", + "SIGINT fail checkbox": "case échec en SIGINT", + "SIGINT rank": "niveau en SIGINT", + "SIGINT roll": "jet de SIGINT", "SIGINT": "SIGINT", - "skill % input": "skill % input", - "skill %": "skill %", - "skill fail checkbox": "skill fail checkbox", - "skill name": "skill name", - "skill or stat used": "skill or stat used", - "skill rank": "skill rank", - "skill roll": "skill roll", - "skill": "skill", - "skills": "skills", - "special training input": "special training input", - "statistical data": "statistical data", - "stealth fail checkbox": "stealth fail checkbox", - "stealth rank": "stealth rank", - "stealth roll": "stealth roll", - "stealth": "stealth", - "STR": "STR", - "strength distinguishing features": "strength distinguishing features", - "strength roll": "strength roll", - "strength score": "strength score", - "strength": "strength", - "surgery fail checkbox": "surgery fail checkbox", - "surgery rank": "surgery rank", - "surgery roll": "surgery roll", - "surgery": "surgery", - "survival fail checkbox": "survival fail checkbox", - "survival rank": "survival rank", - "survival roll": "survival roll", - "survival": "survival", - "swim fail checkbox": "swim fail checkbox", - "swim rank": "swim rank", - "swim roll": "swim roll", - "swim": "swim", + "skill % input": "compétence %", + "skill %": "compétence %", + "skill fail checkbox": "case échec en compétence", + "skill name": "nom de la compétence", + "skill or stat used": "compétence ou caractéristique utilisée", + "skill rank": "niveau de compétence", + "skill roll": "jet de compétence", + "skill": "compétence", + "skills": "compétences", + "special training input": "entraînement spécial", + "statistical data": "données statistiques", + "stealth fail checkbox": "case échec en discrétion", + "stealth rank": "niveau en discrétion", + "stealth roll": "jet de discrétion", + "stealth": "discrétion", + "STR": "FOR", + "strength distinguishing features": "Traits distinctifs de force", + "strength roll": "jet de force", + "strength score": "score de force", + "strength": "force", + "surgery fail checkbox": "case échec en chirurgie", + "surgery rank": "niveau en chirurgie", + "surgery roll": "jet de chirurgie", + "surgery": "chirurgie", + "survival fail checkbox": "case échec en survie", + "survival rank": "niveau en survie", + "survival roll": "jet de survie", + "survival": "survie", + "swim fail checkbox": "case échec en natation", + "swim rank": "niveau en natation", + "swim roll": "jet de natation", + "swim": "natation", "top secret//orcon//special access required delta green agent documenation sheet": "top secret//orcon//special access required delta green agent documenation sheet ", - "unarmed combat fail checkbox": "unarmed combat fail checkbox", - "unarmed combat rank": "unarmed combat rank", - "unarmed combat roll": "unarmed combat roll", - "unarmed combat": "unarmed combat", + "unarmed combat fail checkbox": "case échec en corps à corps", + "unarmed combat rank": "niveau en corps à corps", + "unarmed combat roll": "jet de corps à corps", + "unarmed combat": "corps à corps", "united states form": "united states form", - "unnatural fail checkbox": "unnatural fail checkbox", - "unnatural rank": "unnatural rank", - "unnatural roll": "unnatural roll", - "unnatural": "unnatural", + "unnatural fail checkbox": "case échec en paranaturel", + "unnatural rank": "niveau en paranaturel", + "unnatural roll": "jet de paranaturel", + "unnatural": "paranaturel", "violence 1": "violence 1", "violence 2": "violence 2", "violence 3": "violence 3", "violence": "violence", - "weapons input": "weapons input", - "weapons": "weapons", - "whisper rolls to gm": "whisper rolls to gm", - "willpower points": "willpower points", + "weapons input": "armes", + "weapons": "Arme", + "whisper rolls to gm": "jets cachés au MJ", + "willpower points": "points de volonté", "WP": "WP", "x5": "x5", - "yes: only Medicine, Surgery, or long-term rest can help further.": "yes: only Medicine, Surgery, or long-term rest can help further." + "yes: only Medicine, Surgery, or long-term rest can help further.": "oui: seuls la médecine, la chirurgie ou le repos de longue durée peuvent aider." } diff --git a/Delta Green 2/translations/ko.json b/Delta Green 2/translations/ko.json index d93e7e74a6..0ae9c91a18 100644 --- a/Delta Green 2/translations/ko.json +++ b/Delta Green 2/translations/ko.json @@ -1,5 +1,5 @@ { - "art": "art", + "art": "예술", "(0%)": "(0%)", "(10%)": "(10%)", "(20%)": "(20%)", diff --git a/Dominion/Dominion.css b/Dominion/Dominion.css new file mode 100644 index 0000000000..a14db53f20 --- /dev/null +++ b/Dominion/Dominion.css @@ -0,0 +1,556 @@ +.charsheet div, +.charsheet p { + -webkit-hyphens: auto; + -moz-hyphens: auto; + hyphens: auto; +} + +.charsheet .sheet-3colrow .sheet-col { + width: calc(33% - 30px) !important; +} + +div.sheet-Null, +div.sheet-Cavalier, +div.sheet-Connetable, +div.sheet-Courtisan, +div.sheet-Gargouille, +div.sheet-Golem, +div.sheet-Espion, +div.sheet-Negociant, +div.sheet-Pontife, +div.sheet-Scientiste, +div.sheet-Seigneur, +div.sheet-Autre, +div.sheet-Lieutenant, + +div.sheet-sante0, +div.sheet-sante1, +div.sheet-sante2, +div.sheet-sante3, +div.sheet-sante4, +div.sheet-sante5, +div.sheet-sante6, + +div.sheet-role1, +div.sheet-role2, +div.sheet-role3, +div.sheet-role4, +div.sheet-role5, +div.sheet-role6 +{ + display: none; +} + +div.sheet-Family, +div.sheet-Character{ + display: none; +} + +.sheet-hidden, +.charsheet input[type="radio"] { + display: none; +} + +input.sheet-type-selector { + width: 170px; + height: 20px; + display: none; + opacity: 0; + z-index: 1; + margin: 0; + padding: 0; + position: absolute; +} +.sheet-3waybox:checked + .sheet-3waybox, { + display: inline-block; +} + +/* Styling of the span common to all states */ +span.sheet-type-selector { + border: solid 1px #a7a7a7; + text-align: center; + display: inline-block; + background: #cccccc; + color: #3f3f3f; + width: 170px; + height: 20px; + font-size: 11px; + text-transform: uppercase; + letter-spacing: 1px; + font-family: serif; + font-weight: 600; + cursor: pointer; +} +input.sheet-type-selector:hover ~ span { + color: #ca9d00; +} + +/* Here you can style the span depending on what state is toggled */ +input.sheet-type-selector[value="character"]:checked ~ span::before { + content: "Mode Dignite"; +} +input.sheet-type-selector[value="family"]:checked ~ span::before { + content: "Mode Maison"; +} + + +input[type="radio"][value="0"].sheet-cplaybook:checked ~ div.sheet-Null, +input[type="radio"][value="1"].sheet-cplaybook:checked ~ div.sheet-Cavalier, +input[type="radio"][value="2"].sheet-cplaybook:checked ~ div.sheet-Connetable, +input[type="radio"][value="3"].sheet-cplaybook:checked ~ div.sheet-Courtisan, +input[type="radio"][value="4"].sheet-cplaybook:checked ~ div.sheet-Gargouille, +input[type="radio"][value="5"].sheet-cplaybook:checked ~ div.sheet-Golem, +input[type="radio"][value="6"].sheet-cplaybook:checked ~ div.sheet-Espion, +input[type="radio"][value="7"].sheet-cplaybook:checked ~ div.sheet-Negociant, +input[type="radio"][value="8"].sheet-cplaybook:checked ~ div.sheet-Pontife, +input[type="radio"][value="9"].sheet-cplaybook:checked ~ div.sheet-Scientiste, +input[type="radio"][value="10"].sheet-cplaybook:checked ~ div.sheet-Seigneur, +input[type="radio"][value="11"].sheet-cplaybook:checked ~ div.sheet-Autre, +input[type="radio"][value="99"].sheet-cplaybook:checked ~ div.sheet-Lieutenant, + +input[type="radio"][value="family"]:checked ~ div.sheet-Family, +input[type="radio"][value="character"]:checked ~ div.sheet-Character +{ + display: block; +} + +option.sheet-SkinSelect:checked +{ + display: none; +} + +input[type="radio"][value="0"].sheet-santecheck:checked ~ div.sheet-sante0, +input[type="radio"][value="1"].sheet-santecheck:checked ~ div.sheet-sante1, +input[type="radio"][value="2"].sheet-santecheck:checked ~ div.sheet-sante2, +input[type="radio"][value="3"].sheet-santecheck:checked ~ div.sheet-sante3, +input[type="radio"][value="4"].sheet-santecheck:checked ~ div.sheet-sante4, +input[type="radio"][value="5"].sheet-santecheck:checked ~ div.sheet-sante5, +input[type="radio"][value="6"].sheet-santecheck:checked ~ div.sheet-sante6, +input[type="radio"][value="1"].sheet-rolecheck:checked ~ div.sheet-role1, +input[type="radio"][value="2"].sheet-rolecheck:checked ~ div.sheet-role2, +input[type="radio"][value="3"].sheet-rolecheck:checked ~ div.sheet-role3, +input[type="radio"][value="4"].sheet-rolecheck:checked ~ div.sheet-role4, +input[type="radio"][value="5"].sheet-rolecheck:checked ~ div.sheet-role5, +input[type="radio"][value="6"].sheet-rolecheck:checked ~ div.sheet-role6 +{ + display: inline-block; +} + +.charsheet button[type="roll"]:hover { + color: #ca9d00; + /*color: #e4bd1e;*/ +} + +.sheet-stats { + text-align:center; +} + +.sheet-stats input[type="number"] { + font-size:13px; + color:black; + height:30px + text-align:center; +} + +.sheet-stats button[type="roll"]::before{ + content: ""; + font-size:10px; +} + +.sheet-stats button[type="roll"] { + text-decoration:none; + border:none; + background:none; + border:none; + box-shadow:none; + font-size:13px; + padding:0; + font-weight:bold; +} + +hr.sheet-stats { + display: block; + height: 4px; + border: 0; + /*border-top: 4px solid #dac590;*/ + border-top: 4px solid black; + margin: 1em 0; + padding: 0; +} + +hr { + display: block; + height: 4px; + border: 0; + border-top: 1px solid #000; + margin: 1em 0; + padding: 0; +} + +textarea { + resize:vertical; + width:95%; +} + +textarea:focus { + border-color: #ca9d00; +} + +.sheet-rolelieutenant select { + color: #ca9d00; + text-align: center; + font-weight: bold; +} + +h1 { + font-size: 120%; + font-family:"Tahoma"; + color: black; + padding-left:30px; + /*text-shadow: 1px 0 0 #cbb385, 0 1px 0 #cbb385, 0 -1px 0 #cbb385, -1px 0 0 #cbb385;*/ +} + +label { + font-weight:normal; + font-family:"Helvetica Neue",Helvetica,Arial,sans-serif; + font-size:13px; + cursor:pointer; + display:inline-block; +} + +img { + vertical-align:top; + display:inline-block; +} + +label input[type="radio"]:checked + span, +label input[type="radio"]:hover + span, +label input[type="checkbox"]:checked + span, +input[type="checkbox"]:checked + b, +input[type="checkbox"]:hover + b, +input[type="radio"]:checked + span + b, +input[type="radio"]:hover + span + b, +input[type="radio"]:checked + b, +input[type="radio"]:hover + b, +label input[type="checkbox"]:hover + span, +input[type="radio"]:checked + input[type="text"], +input[type="checkbox"]:checked + input[type="text"] +{ + color: #ca9d00; + border-color: #ca9d00; +} + +input[type="checkbox"] { + margin-bottom:3px; +} + +input[type="number"] { + text-align:center; + color:black; +} + +.sheet-Null img { + margin-right:10px; + vertical-align:middle; + width: 10%; +} + +.sheet-Null img +span { + display: inline-block; + width: 80%; + vertical-align:middle; +} + +.sheet-moves label, +.sheet-rang label, +.sheet-progression label, +.sheet-fatalitesautre label, +.sheet-equipementautre label, +.sheet-looks label{ + padding:0; + margin:0; +} + +.sheet-looks input[type="text"] { + color: #ca9d00; +} + +input:focus +{ + border-color: #ca9d00; +} + +.sheet-moves input[type="text"], +.sheet-moves textarea { + border:none; + border-radius:0; + background:none; +} + +.sheet-moves input[type="text"] { + font-weight:bold; +} + +.sheet-stats input[type="checkbox"], +.sheet-equipement input[type="checkbox"], +.sheet-sante input[type="checkbox"], +.sheet-fatalites input[type="checkbox"], +.sheet-rang input[type="checkbox"], +.sheet-progression input[type="checkbox"] +{ + display:none; +} + +.sheet-equipementautre input[type="text"], +.sheet-fatalitesautre input[type="text"] { + width: 92%; +} + +.sheet-sante input[type="text"] { + font-weight:bold; + border:none; + border-radius:0; + background:none; + padding:0; + margin-bottom:2px; +} + +.sheet-relations input[type="text"] { + border:none; + border-radius:0; + background:none; + padding:0; + margin-bottom:2px; + width:75%; +} + +.sheet-relations input[type="text"]:first-child { + font-weight:bold; + color: #ca9d00; + width: 20%; +} + +.sheet-rang input[type="checkbox"] { + display: inline-block; +} + +.sheet-etat { + margin-top:5px; + text-align: center; +} + + + +/*-----radio boxes-----*/ + +/* -----Hide actual radio----- */ +input.sheet-normal[type="radio"] +{ + opacity: 0; + width: 16px; + height: 16px; + position: relative; + top: 5px; + left: 6px; + margin: -10px; + cursor: pointer; + z-index: 1; + display:inline; +} + +/* -----Fake radio----- */ +input.sheet-normal[type="radio"] + span::before +{ + margin-right: 2px; + border: solid 1px #a8a8a8; + line-height: 12px; + text-align: center; + display: inline-block; + vertical-align: middle; + + -moz-box-shadow: 0 0 2px #ccc; + -webkit-box-shadow: 0 0 2px #ccc; + box-shadow: 0 0 2px #ccc; + + background: black; + + font-family: 'New Times Roman'; + color:black; + content: ""; + width: 11px; + height: 11px; + font-size: 3em; + text-shadow:none; + + -moz-border-radius: 50%; + -webkit-border-radius: 50%; + border-radius: 50%; +} + +/* -----Remove dot from all radios _after_ selected one----- */ +input.sheet-normal[type="radio"]:checked ~ input.sheet-normal[type="radio"] + span::before +{ + content: ""; + background:white; +} + +/*------------empty traits-----------*/ +input.sheet-zero[type="radio"]:checked + span::before +{ + opacity: 0.2; +} + +input.sheet-zero[type="radio"]:hover + span::before +{ + opacity: 1; +} + +input.sheet-zero[type="radio"] + span::before +{ + font-size: 12px; + content: "✖"; + opacity: 0.25; +} + +.sheet-rolltemplate-default caption { + text-align: center; +} + +.sheet-rolltemplate-dominion div { + text-align: center; + background:#1000a0; +} + +.sheet-rolltemplate-dominion h1 { + font-size: 120%; + font-family:"Tahoma"; + color: black; + /*color: #aaabac;*/ + /*color: #ca9d00;*/ + color: #ca9d00; + /*background: black;*/ + position: relative; + text-shadow: 1px 0 0 #563f00, 0 1px 0 #563f00, 0 -1px 0 #563f00, -1px 0 0 #563f00; +} + +.sheet-rolltemplate-dominion h1:after { + content: ''; + width: 116.5px; + height: 2px; + background: #ca9d00; + position: absolute; + bottom: -4px; + left:58.25px +} + +/*.sheet-rolltemplate-dominion div.sheet-container { + background: black; + vertical-align: middle; +}*/ + +.sheet-rolltemplate-dominion div.sheet-container:first-child { + border: 2px solid #ca9d00; +} + +.sheet-rolltemplate-dominion .sheet-success div { + background: #368212; +} + +.sheet-rolltemplate-dominion .sheet-failure div { + background: #B31515; +} + +.sheet-rolltemplate-dominion .sheet-success div.sheet-result { + width: 80%; + display: inline-block; + font-weight: bold; + font-size: 20px; + height: 37px; + vertical-align: middle; + line-height: 37px; + /*color: #22AA22;*/ + /*9b7403 563f00*/ + /*color: #368212;*/ + color: #ca9d00; + text-shadow: 1px 0 0 #563f00, 0 1px 0 #563f00, 0 -1px 0 #563f00, -1px 0 0 #563f00; +} +.sheet-rolltemplate-dominion div.sheet-result { + width: 80%; + display: inline-block; + font-weight: bold; + font-size: 20px; + height: 37px; + vertical-align: middle; + line-height: 37px; + /*color: #000080;*/ + color: #ca9d00; + text-shadow: 1px 0 0 #563f00, 0 1px 0 #563f00, 0 -1px 0 #563f00, -1px 0 0 #563f00; + padding-top: 5px; +} +.sheet-rolltemplate-dominion .sheet-failure div.sheet-result { + width: 80%; + display: inline-block; + font-weight: bold; + font-size: 20px; + height: 37px; + vertical-align: middle; + line-height: 37px; + /*color: #B31515;*/ + color:#ca9d00; + text-shadow: 1px 0 0 #563f00, 0 1px 0 #563f00, 0 -1px 0 #563f00, -1px 0 0 #563f00; +} + +.sheet-rolltemplate-dominion div.sheet-jet { + width: 15%; + display: inline-block; + font-size: 20px; + height: 37px; + line-height: 37px; + vertical-align: middle; + /*text-shadow: 1px 0 0 #ca9d00, 0 1px 0 #ca9d00, 0 -1px 0 #ca9d00, -1px 0 0 #ca9d00;*/ + text-shadow: 1px 0 0 #563f00, 0 1px 0 #563f00, 0 -1px 0 #563f00, -1px 0 0 #563f00; + padding-top: 5px; +} + +/* 10+ colour */ +.sheet-rolltemplate-dominion .sheet-success .inlinerollresult, +.sheet-rolltemplate-dominion .sheet-success .inlinerollresult.fullcrit, +.sheet-rolltemplate-dominion .sheet-success .inlinerollresult.fullfail, +.sheet-rolltemplate-dominion .sheet-success .inlinerollresult.importantroll{ + background-color: transparent; + /*color: #22AA22;*/ + /*color: #368212;*/ + border: none; +} + +/* 7-9 colour */ +.sheet-rolltemplate-dominion .inlinerollresult, +.sheet-rolltemplate-dominion .inlinerollresult.fullcrit, +.sheet-rolltemplate-dominion .inlinerollresult.fullfail, +.sheet-rolltemplate-dominion .inlinerollresult.importantroll{ + background-color: transparent; + /*color: #000080;*/ + /*color: #1000a0;*/ + color:#ca9d00; + border: none; +} + +/* 6- colour */ +.sheet-rolltemplate-dominion .sheet-failure .inlinerollresult, +.sheet-rolltemplate-dominion .sheet-failure .inlinerollresult.fullcrit, +.sheet-rolltemplate-dominion .sheet-failure .inlinerollresult.fullfail, +.sheet-rolltemplate-dominion .sheet-failure .inlinerollresult.importantroll{ + background-color: transparent; + /*color: #B31515;*/ + border: none; +} + +input[type="checkbox"].sheet-expander + span::after { + content: "▼"; + position: relative; + left: -13px; +} + +input[type="checkbox"].sheet-expander:checked + span::after { + content: "▲"; +} \ No newline at end of file diff --git a/Dominion/Dominion.html b/Dominion/Dominion.html new file mode 100644 index 0000000000..9cf4a302f3 --- /dev/null +++ b/Dominion/Dominion.html @@ -0,0 +1,3639 @@ +
    +

    Titre Dominion

    + + + + + + +
    +
    +
    +

    + + Nom: + + Statut: + + + + Fief: +

    +
    +
    + +
    +
    +
    + Devise: +
    +
    + +
    +
    +

    Traditions

    + ◈ Origines:
    + ◈ Patriciens:
    + ◈ Plébéiens:
    +
    +
    +
    +

    Activités

    +
    + +
    +
    +
    +
    +
    +
    + +
    +
    +
    Nom du fief:
    +
    Nature du fief:
    +
    +
    + +
    +
    +
    +

    Fief

    +

    ◈ Environnement:
    +

    +

    ◈ Faune:
    +

    +

    ◈ Flore:
    +

    + +
    + +

    Siège

    +

    ◈ Nom:
    +

    +

    ◈ Décor:
    +

    +

    ◈ Palais:
    + +

    +
    +
    +
    +

    Caractéristiques

    + +

    Avantages

    + +

    Désavantages

    + +
    +
    +
    + +
    + +
    +
    +

    Alliés & Ennemis

    + +
    +
    +

    Seconds rôles

    + +
    +
    +
    +
    + +
    +
    +
    +

    + + Nom: + Maison: + + Dignité: + +

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

    Sélectionnez une Dignité ci-dessus pour commencer

    +

    Dignités

    + Le Chevalier:
    +

    + Vous êtes le meilleur guerrier de la Maison, celui qu’on désigne comme champion lors des duels. Votre lame a fait couler le sang + de l’ennemi d’innombrables fois et votre bouclier a su protéger votre seigneur. Sous les coups de dague, vous serez le premier à tomber. + Tel est votre devoir, tel est votre honneur.

    + + Le Connétable:
    +

    + Vous êtes le commandant des soldats, le maître de guerre, le fin stratège de la Maison. Vos conquêtes en son nom sont nombreuses + et vos partisans trouvent en vous la Discipline d’un puissant dirigeant. Cela fait de vous quelqu’un de dangereux sur l’échiquier politique.

    + + Le Courtisan:
    +

    + Vous êtes l’émissaire de votre Maison, celui qui porte les réponses du seigneur, que cela soit un poignard ou un cadeau. Favori du + seigneur, vous vous faites baladin, confident et peut-être amant. Vous prodiguez vos sages conseils dans la chambre du prince. Votre + position fait des envieux. Et donc des ennemis.

    + + La Gargouille:
    +

    + Vous êtes un fantôme rescapé du passé, un mauvais souvenir qui n’en finit pas de resurgir. Votre corps héberge les mémoires de + plusieurs vies passées et votre esprit confus tente de garder le contrôle. Mais à qui votre loyauté est-elle réellement destinée ? À + vos créateurs ou à ceux que vous vous souvenez avoir connus et aimés ?

    + + Le Golem:
    +

    + Vous avez été façonné dans des cuves, génétiquement modifié pour posséder des capacités surhumaines et devenir l’assassin ultime. + Vous êtes une aberration. Vous êtes une arme ou un outil utile. Mais pas un être humain.

    + + Le Maître-Espion:
    +

    + Vous dirigez généralement les sicaires et les espions, et vous avez l’habitude de laisser traîner vos oreilles partout. Mais prenez + garde à ne pas en savoir trop ou vous deviendrez gênant. Et bientôt ce sera votre gorge qui sera tranchée sur les ordres de votre maître.

    + + Le Négociant:
    +

    + Le sage conseille, le pieux prie, le prince gouverne et vous, vous vous enrichissez. Votre empire est financier et de l’argent naît + le pouvoir. Au contact du vrai monde, vous avez la tête fermement sur les épaules. Pour l’instant, du moins.

    + + Le Pontife:
    +

    + Vous êtes celui qui parle le langage des dieux, celui qui fait respecter le culte des ancêtres. Il est un monde que peu de gens + appréhendent ; là est votre fardeau, là est votre sacerdoce, là est votre don. Votre pouvoir, bien que spirituel et non pas temporel, + n’en est pas moins immense.

    + + Le Scientiste:
    +

    + Vous êtes un homme de science, un alchimiste ou un érudit, dont le cerveau est capable d’accomplir des miracles. Fleuron de la + Raison, vous conduirez votre Maison vers un Âge d’Or. Mais à trop vouloir repousser les limites de la connaissance, n’allez-vous pas + sombrer dans l’infâme ?

    + + Le Seigneur:
    +

    + Vous êtes né pour diriger votre Maison et avez été éduqué dans ce seul et unique but. C’est une tâche colossale et dangereuse. + Vos amis peuvent se révéler être vos ennemis, ceux qui vous protègent être ceux qui vous assassineront. Le pouvoir est à ce prix: + il fait disparaître la notion même de confiance.

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

    Profils de Vertus

    + Choisissez un profil:
    + + + +
    +
    +
    +

    Apparence

    + Choisissez un de chaque:
    + ◈ Expression: , + , + , + , + .
    + ◈ Physique: , + , + , + , + .
    + ◈ Cheveux: , + , + , + , + .
    + ◈ Habits: , + , + , + , + .
    +
    +
    +
    + +
    + +
    +
    +
    +

    Santé             + + + + + + + +

    + + +
    + + + + + +
    + Santé 0 +
    +
    + Santé 1 +
    +
    + Santé 2 +
    +
    + Santé 3 +
    +
    + Santé 4 +
    +
    + Santé 5 +
    +
    + Santé 6 +
    +
    +
    +
    +
    +
    +

    Fatalités

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

    Rang

    + Choisissez si vous êtes Patricien ou Plébéien: +

    Vous avez accès aux manœuvres de Patricien. Ajoutez un point dans une de vos vertus (max +2).

    +

    Vous avez accès aux manœuvres de Plébéien. Choisissez une manœuvre de Chevalier supplémentaire.

    +
    +
    +

    Relations

    + Demandez qui parmi les protagonistes: +

    ◈ vous a causé une blessure, physique ou mentale, + dont vous ne vous êtes pas remis ? Donnez-lui l’Ascendant.

    +

    ◈ a la chance de pouvoir vous considérer comme son ami ? Donnez-lui l’Ascendant.

    +

    ◈ a conscience de pouvoir vous désigner comme son champion, si un combat devait survenir ? Donnez-lui l’Ascendant.

    +
    +
    +

    Équipement

    +       Choisissez trois armes dans la liste suivante: + + + + + + + + + +       Choisissez trois objets dans la liste suivante. + + + + + +
    +
    +
    +
    +

    Manœuvres de Chevalier

    + Choisissez une manœuvre de Chevalier parmi les suivantes:
    +

    + Quand vous participez à une bataille, lancez 2d6+Valeur. Sur 10 ou plus, retenez 2-Bottes. Sur 7-9, retenez 1-botte. Sur 6 ou moins, retenez 1-botte et le MJ joue une de ses manœuvres.
    +       Vous pouvez dépenser une retenue de vos Bottes afin de:
    +       ◈ désigner un PNJ à votre portée. Vous le tuez, le désarmez ou le mettez hors-combat, au choix du MJ ;
    +       ◈ désigner un allié à votre portée. Vous redirigez sur vous une attaque qui le ciblait ;
    +       ◈ désigner un personnage hors de votre portée. Vous vous retrouvez à sa portée, que vous parveniez à le rejoindre ou que ce soit lui qui vienne à vous ;
    +       ◈ désigner un adversaire important à votre portée. Il doit vous combattre. +

    +

    + Quand vous faites face à des adversaires en surnombre, vous éliminez votre handicap de taille comme si vous comptiez comme une +décurie à vous tout seul. +

    +

    + Vous êtes immunisé à toutes les formes de poisons communs et connaissez leurs antidotes. +

    +

    + Quand un protagoniste ou un second rôle subit des Dégâts, vous pouvez les subir à sa place. Vous gagnez l’Ascendant + sur lui. +

    +

    + En début de session, lancez 2d6+Valeur. Sur 10 ou plus, retenez 1-Apparition. Quand vous dépensez cette retenue, + gagnez +1 sur votre prochain jet. Sur 7-9, retenez 1-Apparition. À tout moment, vous pouvez dépenser cette retenue pour vous trouver dans une + scène où vous étiez absent, avec ou sans justification. +

    + Autres manœuvres: +
    + + + +
    +
    +
    +
    + +
    + +
    +
    +
    +

    Histoire & Notes

    + +
    +
    +

    Ascendants

    + +
    +
    +
    + +
    + +
    +

    Progression

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

    Profils de Vertus

    + Choisissez un profil:
    + + + +
    +
    +
    +

    Apparence

    + Choisissez un de chaque:
    + ◈ Expression: , + , + , + , + .
    + ◈ Physique: , + , + , + , + .
    + ◈ Cheveux: , + , + , + , + .
    + ◈ Habits: , + , + , + , + .
    +
    +
    +
    + +
    + +
    +
    +
    +

    Santé             + + + + + + + +

    + + +
    + + + + + +
    + Santé 0 +
    +
    + Santé 1 +
    +
    + Santé 2 +
    +
    + Santé 3 +
    +
    + Santé 4 +
    +
    + Santé 5 +
    +
    + Santé 6 +
    +
    +
    +
    +
    +
    +

    Fatalités

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

    Rang

    + Choisissez si vous êtes Patricien ou Plébéien: +

    Vous avez accès aux manœuvres de Patricien. Ajoutez un point dans une de vos vertus (max +2).

    +

    Vous avez accès aux manœuvres de Plébéien. Choisissez une manœuvre de Connétable supplémentaire.

    +
    +
    +

    Relations

    + Demandez qui parmi les protagonistes: +

    ◈ a su vous tenir tête, en parole ou en acte ? Donnez-lui l’Ascendant.

    +

    ◈ a combattu à vos côtés lors d’un moment désespéré ? Donnez-lui l’Ascendant.

    +

    ◈ a toutes les chances selon vous de provoquer de gros problèmes ?

    +
    +
    +

    Équipement

    +       Choisissez trois armes dans la liste suivante: + + + + + + + +       Choisissez trois objets dans la liste suivante. + + + + + + + +
    +
    +
    +
    +

    Manœuvres de Connétable

    + Choisissez une manœuvre de Connétable parmi les suivantes:
    +

    + Vous êtes à la tête d’une petite compagnie de soldats (+centurie, 2-Dégâts, 1-Armure, +solde). Quand vous faites appel à vos hommes, pour combattre ou pour faire une démonstration de force, gagnez +1 continu.
    + À la fin d’une session où vous avez fait appel à vos hommes, lancez 2d6+Valeur. Sur 7-9, choisissez une option dans la liste suivante:
    +       ◈ vous devez payer le solde de vos hommes (1-Budget) ;
    +       ◈ vous devez purger dans leurs rangs toute dissension ou perdre leur loyauté. +

    +

    + Retenez un commandement supplémentaire lorsque vous menez une bataille en étant à la tête de vos troupes. De plus, vous disposez + de l’option supplémentaire suivante:
    +       ◈ utiliser une partie de vos hommes pour frapper un point faible ou créer une diversion. +

    +

    + Quand vous mettez hors de combat un adversaire, vous pouvez décider de prendre l’Ascendant sur lui au lieu de lui infliger des + Dégâts. Il demeure malgré tout hors de combat, comme s’il avait normalement subi les Dégâts. +

    +

    + Quand vous vous trouvez au sein d’une bataille, lancez 2d6+Valeur. Sur 10 ou plus, posez deux questions parmi la liste suivante. + Sur 7-9, posez une question parmi la liste suivante. Sur 6 ou moins, posez une question et le MJ joue une de ses manœuvres.
    +       ◈ Qui est mon ennemi le plus dangereux ?
    +       ◈ Quel est le point faible de mon ennemi ?
    +       ◈ Où se trouve mon véritable ennemi ?
    +       ◈ Quel va être le prochain coup de mon ennemi ?
    +       ◈ Qui devrait avoir le dessus dans ce combat ? +

    +

    + Quand vous vous lancez tête baissée dans le coeur de la bataille, vous gagnez armure +1. Ce bonus s’applique aussi à + vos troupes. +

    + Autres manœuvres: +
    + + + +
    +
    +
    +
    + +
    + +
    +
    +
    +

    Histoire & Notes

    + +
    +
    +

    Ascendants

    + +
    +
    +
    + +
    + +
    +

    Progression

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

    Profils de Vertus

    + Choisissez un profil:
    + + + +
    +
    +
    +

    Apparence

    + Choisissez un de chaque:
    + ◈ Expression: , + , + , + , + .
    + ◈ Physique: , + , + , + , + .
    + ◈ Cheveux: , + , + , + , + .
    + ◈ Habits: , + , + , + , + .
    +
    +
    +
    + +
    + +
    +
    +
    +

    Santé             + + + + + + + +

    + + +
    + + + + + +
    + Santé 0 +
    +
    + Santé 1 +
    +
    + Santé 2 +
    +
    + Santé 3 +
    +
    + Santé 4 +
    +
    + Santé 5 +
    +
    + Santé 6 +
    +
    +
    +
    +
    +
    +

    Fatalités

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

    Rang

    + Choisissez si vous êtes Patricien ou Plébéien: +

    Vous avez accès aux manœuvres de Patricien. Ajoutez un point dans une de vos vertus (max +2).

    +

    Vous avez accès aux manœuvres de Plébéien. Choisissez une manœuvre de Courtisan supplémentaire.

    +
    +
    +

    Relations

    + Demandez qui parmi les protagonistes: +

    ◈ bénéficie de votre loyauté aveugle ? Donnez-lui l’Ascendant.

    +

    ◈ supporte avec vous le poids d’un terrible secret ?

    +

    ◈ éprouve de longue date des sentiments amoureux vous concernant ?

    +
    +
    +

    Équipement

    +       Choisissez deux armes dans la liste suivante: + + + + + + +       Choisissez quatre objets dans la liste suivante. + + + + + + + + + +
    +
    +
    +
    +

    Manœuvres de Courtisan

    + Choisissez une manœuvre de Courtisan parmi les suivantes:
    +

    + Quand vous vous renseignez au sujet d’un personnage important en questionnant serviteurs et gens du commun, lancez 2d6+Finesse. Sur 10 ou plus, posez deux questions dans la liste suivante. Sur 7-9, posez une question dans la liste suivante. Sur 6 ou moins, posez une question et le MJ joue une de ses manœuvres.
    +       ◈ Avec qui a-t-il été vu dernièrement ?
    +       ◈ Qui est son amant actuellement ?
    +       ◈ Où puis-je le rencontrer ?
    +       ◈ Quel malheur l’a récemment affligé ? +

    +

    + Quand vous servez une boisson ou une nourriture empoisonnée à un personnage important sur lequel vous avez l’Ascendant, perdez votre Ascendant et lancez 2d6+Discipline. Sur 7 ou plus, si vous ne fournissez pas l’antidote dans les heures qui viennent, il souffre d’un empoisonnement et subit 1-dégât (+perforant). Sur 10 ou plus, choisissez un effet supplémentaire dans la liste suivante:
    +       ◈ la victime subit 3-Dégâts supplémentaires (+perforant) ;
    +       ◈ la victime tombe dans un profond sommeil pour une journée ;
    +       ◈ la victime est malade comme un chien pendant plusieurs jours. +

    +

    + Quand vous passez du temps seul à seul avec un personnage important, vous prenez l’Ascendant sur lui. Votre charme a tout simplement agi. Un personnage ainsi charmé ne voudra jamais vous faire sciemment du mal tant que vous gardez l’Ascendant sur lui. +

    +

    + Quand vous accomplissez une performance artistique devant un public, lancez 2d6+Finesse. Sur 10 ou plus, retenez 2-Emprises. Des présents luxueux vous sont adressés, vous faisant gagner 1-Budget. Sur 7-9, retenez 1-Emprise. Sur 6 ou moins, retenez 1-Emprise et le MJ joue une de ses manœuvres.
    +       Vous pouvez dépenser une retenue de vos Emprises afin de désigner un PNJ et l’inciter à:
    +       ◈ vous rencontrer à votre convenance ;
    +       ◈ vous demander conseil ;
    +       ◈ vous donner l’Ascendant. +

    +

    + Lorsque vous tissez votre toile, vous pouvez choisir les deux options. Si vous n’en prenez qu’une, vous pouvez tisser votre toile une seconde fois durant cette session. +

    + Autres manœuvres: +
    + + + +
    +
    +
    +
    + +
    + +
    +
    +
    +

    Histoire & Notes

    + +
    +
    +

    Ascendants

    + +
    +
    +
    + +
    + +
    +

    Progression

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

    Profils de Vertus

    + Choisissez un profil:
    + + + +
    +
    +
    +

    Apparence

    + Choisissez un de chaque:
    + ◈ Expression: , + , + , + , + .
    + ◈ Physique: , + , + , + , + .
    + ◈ Cheveux: , + , + , + , + .
    + ◈ Habits: , + , + , + , + .
    +
    +
    +
    + +
    + +
    +
    +
    +

    Santé             + + + + + + + +

    + + +
    + + + + + +
    + Santé 0 +
    +
    + Santé 1 +
    +
    + Santé 2 +
    +
    + Santé 3 +
    +
    + Santé 4 +
    +
    + Santé 5 +
    +
    + Santé 6 +
    +
    +
    +
    +
    +
    +

    Fatalités

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

    Rang

    + Choisissez si vous êtes Patricien ou Plébéien: +

    Vous avez accès aux manœuvres de Patricien. Ajoutez un point dans une de vos vertus (max +2).

    +

    Vous avez accès aux manœuvres de Plébéien. Choisissez une manœuvre de Gargouille supplémentaire.

    +
    +
    +

    Relations

    + Demandez qui parmi les protagonistes: +

    ◈ vous a connu lors d’une autre incarnation, que vous en ayez conscience ou non ?

    +

    ◈ a vu en vous une menace et n’en démord pas ?

    +

    ◈ est le seul visage qui vous est connu depuis que vous êtes revenu parmi les vivants ? Donnez-lui l’Ascendant.

    +
    +
    +

    Équipement

    +       Choisissez deux armes dans la liste suivante: + + + + + + + +       Choisissez quatre objets dans la liste suivante. + + + + + + + + +
    +
    +
    +
    +

    Manœuvres de Gargouille

    + Vous commencez avec la manœuvre de Gargouille suivante:
    +

    + Vous disposez d’une cinquième vertu: Échos. Par défaut, sa valeur est de -2. Quand vous obtenez un résultat de 6 ou moins sur un jet de dés, augmentez Échos d’un point (avec comme score maximum +3). Quand du temps passe, Échos revient à sa valeur par défaut.
    + Quand vous êtes tué, vous pouvez dépenser 1-Budget pour revenir parmi les vivants avec un nouveau corps, sauf si votre mort est due à la fatalité « J’ai poussé mon dernier soupir ». Quand votre corps est tué, annoncez quel personnage vous considérez responsable de votre mort. Vous prenez l’Ascendant sur lui. Échos revient à sa valeur par défaut.
    +

    + +

    +

    +

    + Quand vous étudiez un groupe de personnes que vous avez pu connaître dans une vie antérieure, lancez 2d6+Échos. Sur 10 ou plus, posez deux questions dans la liste suivante. Sur 7-9, posez une question dans la liste suivante. Sur 6 ou moins, posez une question et le MJ joue une de ses manœuvres.
    +       ◈ En quoi leur mentalité a-t-elle changé ?
    +       ◈ En quoi leurs forces ont-elles changé ?
    +       ◈ Comment pourrais-je les convaincre de me reprendre dans leurs rangs ?
    +       ◈ Qui a pris le contrôle de ce groupe et par quel moyen le dirige-t-il ? +

    +

    + Quand vous cherchez à retrouver des compagnons de vos anciens exploits, lancez 2d6+Échos. Sur 7 ou plus, vous les retrouvez mais ils ne sont plus en état de vous accompagner. Si vous faites vos preuves auprès de la nouvelle génération, vous gagnerez de nouveaux compagnons compétents. Le MJ vous expliquera ce que vous devez accomplir pour faire vos preuves. Sur 10 ou plus, vous les retrouvez et s’ils ne sont plus en état de vous accompagner, ils ont vanté vos exploits. La communauté dont ils font partie vous est favorable et vous rendra n’importe quel service qui ne la met pas en danger.
    + Quand du temps passe, vous pouvez à nouveau chercher d’anciens compagnons. +

    +

    + Baisser d’un point votre score d’Échos (sans pouvoir descendre en-dessous de -2) vous permet d’effectuer un exploit proprement surhumain, comme bondir sur plusieurs dizaines de mètres, courir aussi vite que l’animal le plus rapide, ou soulever plusieurs centaines de kilos. +

    +

    + Si vous êtes Patricien, vous gagnez la manœuvre de Plébéien passer inaperçu. +

    + Autres manœuvres: +
    + + + +
    +
    +
    +
    + +
    + +
    +
    +
    +

    Histoire & Notes

    + +
    +
    +

    Ascendants

    + +
    +
    +
    + +
    + +
    +

    Progression

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

    Profils de Vertus

    + Choisissez un profil:
    + + + +
    +
    +
    +

    Apparence

    + Choisissez un de chaque:
    + ◈ Expression: , + , + , + , + .
    + ◈ Physique: , + , + , + , + .
    + ◈ Cheveux: , + , + , + , + .
    + ◈ Habits: , + , + , + , + .
    +
    +
    +
    + +
    + +
    +
    +
    +

    Santé             + + + + + + + +

    + + +
    + + + + + +
    + Santé 0 +
    +
    + Santé 1 +
    +
    + Santé 2 +
    +
    + Santé 3 +
    +
    + Santé 4 +
    +
    + Santé 5 +
    +
    + Santé 6 +
    +
    +
    +
    +
    +
    +

    Fatalités

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

    Rang

    + Choisissez si vous êtes Patricien ou Plébéien: +

    Vous avez accès aux manœuvres de Patricien. Ajoutez un point dans une de vos vertus (max +2).

    +

    Vous avez accès aux manœuvres de Plébéien. Choisissez une manœuvre de Golem supplémentaire.

    +
    +
    +

    Relations

    + Demandez qui parmi les protagonistes: +

    ◈ vous a pris sous son aile, en dépit de l’infamie que vous représentez ?

    +

    ◈ a su incarner pour vous une once de beauté et de pureté dans ce monde de souffrances ? Donnez-lui l’Ascendant ;

    +

    ◈ a montré ouvertement qu’il vous abhorrait ?

    +
    +
    +

    Équipement

    +       Choisissez deux armes dans la liste suivante: + + + + + + +       Choisissez quatre objets dans la liste suivante. + + + + + + + +
    +
    +
    +
    +

    Manœuvres de Golem

    + Choisissez une manœuvre de Golem parmi les suivantes:
    +

    + Le façonnage génétique du sujet vous a éveillé, volontairement ou non, à la trame du Destin. Quand vous vous concentrez pour l’examiner, choisissez une option parmi la liste suivante:
    +       ◈ vous découvrez la localisation d’une personne ou d’un objet ;
    +       ◈ vous vous dissimulez ou dissimulez quelqu’un de pareille scrutation ;
    +       ◈ vous voyez un événement qui a marqué le lieu où vous vous trouvez.
    + Par défaut, la trame est instable, capricieuse ou incomplète. Lancez 2d6+Fortune. Sur 7-9, choisissez une option parmi la liste suivante:
    +       ◈ les mânes ne sont pas courroucés ; +       ◈ les manipulations sont plus fines, les informations plus précises. +

    +

    + Quand vous avez le temps d’étudier un personnage afin de prendre son apparence, lancez 2d6+Discipline. Sur 7 ou plus, vous prenez son apparence et pourriez tromper n’importe qui, sauf en cas d’examen attentif. Sur 10 ou plus, vous prenez son apparence et pourriez tromper n’importe qui, y compris un proche, et même résister à un examen scrupuleux ou à un long interrogatoire. +

    +

    + En début de session, vous pouvez soustraire un point à l’une de vos vertus (minimum -2) pour gagner un point dans une autre vertu (maximum +3). Le changement disparaît à la fin de la session. +

    +

    + Le façonnage génétique que vous avez subi vous permet de scruter les plis du Destin. Quand vous assistez à une situation violente, lancez 2d6+Fortune. Sur 10 ou plus, vous êtes certain que vous survivrez à cette situation. Vous avez armure +1 durant cette scène. Sur 7-9, nommez un personnage important qui va mourir. Le MJ fera tout pour que cette vision se réalise. Si ce personnage est un protagoniste et qu’il ne meurt pas à l’issue de cette situation, il coche l’état « maudit ». +

    +

    + Quand vous dévorez le cerveau de quelqu’un, vous accédez à l’ensemble de ses souvenirs. +

    + Autres manœuvres: +
    + + + +
    +
    +
    +
    + +
    + +
    +
    +
    +

    Histoire & Notes

    + +
    +
    +

    Ascendants

    + +
    +
    +
    + +
    + +
    +

    Progression

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

    Profils de Vertus

    + Choisissez un profil:
    + + + +
    +
    +
    +

    Apparence

    + Choisissez un de chaque:
    + ◈ Expression: , + , + , + , + .
    + ◈ Physique: , + , + , + , + .
    + ◈ Cheveux: , + , + , + , + .
    + ◈ Habits: , + , + , + , + .
    +
    +
    +
    + +
    + +
    +
    +
    +

    Santé             + + + + + + + +

    + + +
    + + + + + +
    + Santé 0 +
    +
    + Santé 1 +
    +
    + Santé 2 +
    +
    + Santé 3 +
    +
    + Santé 4 +
    +
    + Santé 5 +
    +
    + Santé 6 +
    +
    +
    +
    +
    +
    +

    Fatalités

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

    Rang

    + Choisissez si vous êtes Patricien ou Plébéien: +

    Vous avez accès aux manœuvres de Patricien. Ajoutez un point dans une de vos vertus (max +2).

    +

    Vous avez accès aux manœuvres de Plébéien. Choisissez une manœuvre de Maître-Espion supplémentaire.

    +
    +
    +

    Relations

    + Demandez qui parmi les protagonistes: +

    ◈ a suscité votre méfiance, raison pour laquelle vous le surveillez discrètement ?

    +

    ◈ a échappé à un mauvais pas grâce à vos bons soins ?

    +

    ◈ vous a prouvé par le passé qu’il savait garder un secret. Donnez-lui l’Ascendant.

    +
    +
    +

    Équipement

    +       Choisissez deux armes dans la liste suivante: + + + + + + +       Choisissez quatre objets dans la liste suivante. + + + + + + + + +
    +
    +
    +
    +

    Manœuvres de Maître-Espion

    + Choisissez une manœuvre de Maître-Espion parmi les suivantes:
    +

    + Quand vous combattez un adversaire et que vous faites usage de tactiques déloyales pour le vaincre, cochez l’état « honni » pour lui infliger vos Dégâts. +

    +

    + Vos yeux et vos oreilles sont partout. Quand vous essayez d’en apprendre davantage sur un personnage important, lancez 2d6+Discipline. Sur 10 ou plus, posez deux questions dans la liste suivante. Sur 7-9, posez une question dans la liste suivante. Sur 6 ou moins, posez une question et le MJ joue une de ses manœuvres.
    +       ◈ Quelle est sa principale motivation ?
    +       ◈ Quel est son principal objectif ?
    +       ◈ Qu’est-ce qui est important à ses yeux ?
    +       ◈ En quoi m’est-il vulnérable ? +

    +

    + Quand vous vous infiltrez dans un endroit gardé ou sécurisé, lancez 2d6+Discipline. Sur 10 ou plus, retenez 2-Dissimulations. Sur 7-9, retenez 1-Dissimulation. Sur 6 ou moins, retenez 1-Dissimulation et le MJ joue une de ses manœuvres.
    +       Vous pouvez dépenser une retenue de vos Dissimulations afin de:
    +       ◈ passer une mesure de sécurité ou un garde ;
    +       ◈ désactiver une mesure de sécurité ou neutraliser un garde ;
    +       ◈ éviter de vous faire repérer. +

    +

    + Vous savez toujours lorsque quelqu’un vous ment. +

    +

    + Dépensez de 1 à 3 Budget(s) lorsque vous vous chargez d’éliminer un second rôle, et lancez 2d6+Budget(s) dépensé(s). Sur 7 ou plus, vous êtes face à votre cible, prêt à frapper, sans qu’il y ait de témoins gênants. Sur 10 ou plus, choisissez une option parmi la liste suivante.
    +       ◈ Votre cible n’est ni protégée, ni préparée à votre venue.
    +       ◈ Vous vous êtes ménagé une fuite sûre. +

    + Autres manœuvres: +
    + + + +
    +
    +
    +
    + +
    + +
    +
    +
    +

    Histoire & Notes

    + +
    +
    +

    Ascendants

    + +
    +
    +
    + +
    + +
    +

    Progression

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

    Profils de Vertus

    + Choisissez un profil:
    + + + +
    +
    +
    +

    Apparence

    + Choisissez un de chaque:
    + ◈ Expression: , + , + , + , + .
    + ◈ Physique: , + , + , + , + .
    + ◈ Cheveux: , + , + , + , + .
    + ◈ Habits: , + , + , + , + .
    +
    +
    +
    + +
    + +
    +
    +
    +

    Santé             + + + + + + + +

    + + +
    + + + + + +
    + Santé 0 +
    +
    + Santé 1 +
    +
    + Santé 2 +
    +
    + Santé 3 +
    +
    + Santé 4 +
    +
    + Santé 5 +
    +
    + Santé 6 +
    +
    +
    +
    +
    +
    +

    Fatalités

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

    Rang

    + Choisissez si vous êtes Patricien ou Plébéien: +

    Vous avez accès aux manœuvres de Patricien. Ajoutez un point dans une de vos vertus (max +2).

    +

    Vous avez accès aux manœuvres de Plébéien. Choisissez une manœuvre de Négociant supplémentaire.

    +
    +
    +

    Relations

    + Demandez qui parmi les protagonistes: +

    ◈ a profité de votre générosité, avec ou sans contrepartie ?

    +

    ◈ a volé ce qui vous appartenait ou vous revenait de plein droit ?

    +

    ◈ a entretenu avec vous des rapports intimes, en secret ou ouvertement ?

    +
    +
    +

    Équipement

    +       Choisissez deux armes dans la liste suivante: + + + + + +       Choisissez quatre objets dans la liste suivante. + + + + + + + + + +
    +
    +
    +
    +

    Manœuvres de Négociant

    + Choisissez une manœuvre de Négociant parmi les suivantes:
    +

    + Vous avez des affidés aux bons endroits, prêts à vous épauler. Quand vous faites passer le mot qu’ils doivent vous rapporter quelque chose de précis (information, personne ou bien), lancez 2d6+Fortune. Sur 10 ou plus, choisissez les deux options dans la liste suivante. Sur 7-9, choisissez une seule option dans la liste suivante.
    +       ◈ Vos affidés vous apportent exactement ce que vous avez demandé.
    +       ◈ Vous n’avez pas à rencontrer un intermédiaire ou à dépenser 1-Budget pour l’obtenir. +

    +

    + Quand vous êtes pris dans une situation périlleuse et que vous pouvez avoir prévu une issue de secours, lancez 2d6+Fortune. Sur 10 ou plus, vous pouvez rester ou vous enfuir à tout moment. Quelqu’un peut vous accompagner dans votre fuite si vous le souhaitez. Sur 7-9, il vous faut déguerpir maintenant ou vous devrez sacrifier quelque chose durant votre fuite. +

    +

    + Vous pouvez dépenser 1-Budget pour vous octroyer un +1 sur un jet, comme si vous vous aidiez. +

    +

    + Quand vous découvrez, entendez parler, ou observez quelque chose que vous souhaitez acquérir à tout prix, lancez 2d6+Fortune. Sur 10 ou plus, posez deux questions dans la liste suivante. Sur 7-9, posez une question dans la liste suivante. Sur 6 ou moins, posez une question et le MJ joue une de ses manœuvres.
    +       ◈ Comment puis-je l’acquérir ?
    +       ◈ Qui m’empêchera de m’en emparer ?
    +       ◈ Qui essaiera de me le reprendre ?
    +       ◈ Quelle est sa véritable valeur ?
    +       ◈ À qui le céder pour en tirer le plus grand profit ? +

    +

    + Quand du temps passe, lancez 2d6+Fortune. Sur 10 ou plus, vos affaires sont fructueuses. Gagnez 2-Budgets. Sur 7-9, vos affaires peuvent vous rapporter 2-Budgets mais au détriment d’un protagoniste ou d’un second rôle. Un second rôle vous en tiendra fortement rigueur ; un protagoniste fera comme bon lui semble. +

    + Autres manœuvres: +
    + + + +
    +
    +
    +
    + +
    + +
    +
    +
    +

    Histoire & Notes

    + +
    +
    +

    Ascendants

    + +
    +
    +
    + +
    + +
    +

    Progression

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

    Profils de Vertus

    + Choisissez un profil:
    + + + +
    +
    +
    +

    Apparence

    + Choisissez un de chaque:
    + ◈ Expression: , + , + , + , + .
    + ◈ Physique: , + , + , + , + .
    + ◈ Cheveux: , + , + , + , + .
    + ◈ Habits: , + , + , + , + .
    +
    +
    +
    + +
    + +
    +
    +
    +

    Santé             + + + + + + + +

    + + +
    + + + + + +
    + Santé 0 +
    +
    + Santé 1 +
    +
    + Santé 2 +
    +
    + Santé 3 +
    +
    + Santé 4 +
    +
    + Santé 5 +
    +
    + Santé 6 +
    +
    +
    +
    +
    +
    +

    Fatalités

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

    Rang

    + Choisissez si vous êtes Patricien ou Plébéien: +

    Vous avez accès aux manœuvres de Patricien. Ajoutez un point dans une de vos vertus (max +2).

    +

    Vous avez accès aux manœuvres de Plébéien. Choisissez une manœuvre de Pontife supplémentaire.

    +
    +
    +

    Relations

    + Demandez qui parmi les protagonistes: +

    ◈ a provoqué la colère des dieux ou de ses ancêtres et porte désormais le sceau du malheur ?

    +

    ◈ a voyagé longuement à vos côtés lors d’un pèlerinage ?

    +

    ◈ a égalé, si ce n’est surpassé, votre sagesse, tout du moins en apparence ?

    +
    +
    +

    Équipement

    +       Choisissez une arme dans la liste suivante: + + + + +       Choisissez cinq objets dans la liste suivante. + + + + + + + + + +
    +
    +
    +
    +

    Manœuvres de Pontife

    + Choisissez une manœuvre de Pontife parmi les suivantes:
    +

    + Quand vous apposez vos mains, peau contre peau, sur un patient blessé ou maudit, priez que les dieux guérissent ce mal et lancez 2d6+Fortune. Sur 7 ou plus, effacez l’état « blessé » ou l’état « maudit » du patient. Vous gagnez l’Ascendant sur le patient. Sur 7-9, cochez un état, en priorité celui que vous venez d’effacer. +

    +

    + Vous savez lire en partie les trames du Destin et produire de véritables augures. En début de session, révélez laquelle des vertus est favorisée. Les jets y faisant appel se font avec +1 continu. Le MJ choisira une vertu défavorisée: les jets y faisant appel se font à -1 continu. De plus, quand vous conseillez un protagoniste sur la meilleure façon d’agir, et qu’il suit votre conseil, il peut demander votre aide qu’il ait ou non l’Ascendant sur vous et sans que vous gagniez en conséquence l’Ascendant sur lui. +

    +

    + Vous êtes capable de voir les alternatives possibles du Destin. Quand vous méditez afin d’interroger les trames du Destin, indiquez au MJ à quel événement à venir vous vous intéressez, puis lancez 2d6+Fortune. Le MJ vous annoncera une issue plaisante et une issue déplaisante. Sur 7 ou plus, si vous aidez à la réalisation de l’issue déplaisante, gagnez +1 continu ; si vous aidez à la réalisation de l’issue plaisante, vous devez rester de marbre. Sur 10 ou plus, retenez 2-Prémonitions. Vous pouvez dépenser vos retenues de Prémonitions pour:
    +       ◈ faire subir -2 au jet d’un protagoniste ;
    +       ◈ faire gagner +1 au jet d’un protagoniste.
    +       Sur 6 ou moins, le MJ retient 2-Prémonitions qu’il peut utiliser comme ci-dessus. +

    +

    + Quand vous souhaitez désamorcer une situation violente, faites des gestes de paix ou prononcez des paroles de paix, puis lancez 2d6+Fortune. Sur 10 ou plus, vous gagnez l’Ascendant sur les antagonistes et ceux-ci ne peuvent s’affronter en votre présence. Sur 7-9, les antagonistes doivent soit vous donner l’Ascendant soit rester de marbre s’ils maintiennent leurs projets de violence. +

    +

    + Les mânes de vos ancêtres vous confèrent 1-Armure, quelles que soient les circonstances. Si vous portez une armure, utilisez son score d’armure à la place. +

    + Autres manœuvres: +
    + + + +
    +
    +
    +
    + +
    + +
    +
    +
    +

    Histoire & Notes

    + +
    +
    +

    Ascendants

    + +
    +
    +
    + +
    + +
    +

    Progression

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

    Profils de Vertus

    + Choisissez un profil:
    + + + +
    +
    +
    +

    Apparence

    + Choisissez un de chaque:
    + ◈ Expression: , + , + , + , + .
    + ◈ Physique: , + , + , + , + .
    + ◈ Cheveux: , + , + , + , + .
    + ◈ Habits: , + , + , + , + .
    +
    +
    +
    + +
    + +
    +
    +
    +

    Santé             + + + + + + + +

    + + +
    + + + + + +
    + Santé 0 +
    +
    + Santé 1 +
    +
    + Santé 2 +
    +
    + Santé 3 +
    +
    + Santé 4 +
    +
    + Santé 5 +
    +
    + Santé 6 +
    +
    +
    +
    +
    +
    +

    Fatalités

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

    Rang

    + Choisissez si vous êtes Patricien ou Plébéien: +

    Vous avez accès aux manœuvres de Patricien. Ajoutez un point dans une de vos vertus (max +2).

    +

    Vous avez accès aux manœuvres de Plébéien. Choisissez une manœuvre de Scientiste supplémentaire.

    +
    +
    +

    Relations

    + Demandez qui parmi les protagonistes: +

    ◈ sert de témoin, de pourvoyeur ou de cobaye à vos expérimentations ?

    +

    ◈ est la cible de votre mépris en raison de ses raisonnements archaïques ?

    +

    ◈ considère que rien de bon n’adviendra des domaines scientifiques dont vous vantez le mérite ?

    +
    +
    +

    Équipement

    +       Choisissez une arme dans la liste suivante: + + + +       Choisissez cinq objets dans la liste suivante. + + + + + + + + +
    +
    +
    +
    +

    Manœuvres de Scientiste

    + Choisissez une manœuvre de Scientiste parmi les suivantes:
    +

    + Vous possédez des moyens sécurisés d’adresser des messages secrets. Quand vous transmettez un message secret, décrivez la méthode et indiquez son destinataire, puis lancez 2d6+Discipline. Sur un 7 ou plus, le message atteint son destinataire. Sur un 7-9, entre la méthode et le destinataire, choisissez lequel des deux est compromis.
    + Quand vous décryptez un message secret, lancez 2d6+Discipline. Sur un 7-9, vous parvenez à déduire le sens du texte. Le MJ choisit si vous finissez par le comprendre au dernier moment ou si vous n’obtenez que des indications vagues et confuses. Sur un 10+, vous déduisez le sens du texte et obtenez la clef de cryptage. À moins que cette clef soit changée, vous déchiffrerez sans effort les messages suivants. +

    +

    + Quand du temps passe, retenez 2-Gadgets. Vous pouvez dépenser une de ces retenues à tout moment pour obtenir tout équipement possédant l’étiquette +interdit. +

    +

    + Quand vous arrivez dans un lieu étranger, lancez 2d6+Discipline. Sur 10 ou plus, posez deux questions dans la liste suivante. Sur 7-9, posez une question dans la liste suivante. Sur 6 ou moins, posez une question et le MJ joue une de ses manoeuvres.
    +       ◈ De quel danger d’origine naturelle devrais-je me méfier actuellement ?
    +       ◈ Que dois-je faire pour être accepté par les gens du cru ?
    +       ◈ Qui contrôle cet endroit ?
    +       ◈ Quel est le meilleur moyen de survivre dans cet endroit ? +

    +

    + Quand un patient se trouve sous votre garde, dépensez 1-Budget pour qu’il efface tous ses segments de Dégâts cochés, l’état « blessé » ou l’état « fébrile ». Vous prenez l’Ascendant sur lui. +

    +

    + Vous êtes spécialisé dans un domaine scientifique particulier, comme la génétique, l’armement ou la poliorcétique. Vous disposez d’un laboratoire et de plusieurs assistants pour mener à bien vos recherches et expériences. Dépensez de 1 à 3 Budget(s) lorsque vous modifiez un lieu, un équipement, une créature ou un individu, décidez d’une étiquette, positive ou négative, ou d’une modification génétique que vous souhaitez lui attribuer, puis lancez 2d6+Budget(s) dépensé(s). Sur 7-9, s’il s’agit d’une personne ou d’un animal, la cible choisit si la modification est +douloureuse ou +instable. S’il s’agit d’un lieu ou d’un équipement, la modification est +fragile.
    + Si votre projet est trop ambitieux au vu des moyens dont vous disposez, le MJ peut ajouter une ou plusieurs conditions supplémentaires selon la logique de la fiction. Vous devrez ainsi peut-être:
    +       ◈ accomplir une tâche préliminaire ;
    +       ◈ obtenir de l’aide ;
    +       ◈ acquérir une ressource ou du matériel ;
    +       ◈ y consacrer beaucoup de temps – des jours, des semaines ou des mois ;
    +       ◈ y consacrer davantage de Budget ou de Privilège. +

    + Autres manœuvres: +
    + + + +
    +
    +
    +
    + +
    + +
    +
    +
    +

    Histoire & Notes

    + +
    +
    +

    Ascendants

    + +
    +
    +
    + +
    + +
    +

    Progression

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

    Profils de Vertus

    + Choisissez un profil:
    + + + +
    +
    +
    +

    Apparence

    + Choisissez un de chaque:
    + ◈ Expression: , + , + , + , + .
    + ◈ Physique: , + , + , + , + .
    + ◈ Cheveux: , + , + , + , + .
    + ◈ Habits: , + , + , + , + .
    +
    +
    +
    + +
    + +
    +
    +
    +

    Santé             + + + + + + + +

    + +
    + + + + + +
    + Santé 0 +
    +
    + Santé 1 +
    +
    + Santé 2 +
    +
    + Santé 3 +
    +
    + Santé 4 +
    +
    + Santé 5 +
    +
    + Santé 6 +
    +
    +
    +
    +
    +
    +

    Fatalités

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

    Rang

    + Vous êtes Patricien: +

    Vous avez accès aux manœuvres de Patricien. Ajoutez un point dans une de vos vertus (max +2).

    +

    Vous avez accès aux manœuvres de Plébéien. Choisissez une manœuvre de Seigneur supplémentaire.

    +
    +
    +

    Relations

    + Demandez qui parmi les protagonistes: +

    ◈ vous a servi de mentor depuis votre enfance ? Donnez-lui l’Ascendant ;

    +

    ◈ a été à vos côtés depuis le premier jour de votre accession au pouvoir ? Donnez-lui l’Ascendant ;

    +

    ◈ voit en vous la personne qui apportera les changements nécessaires à la Maison ?

    +
    +
    +

    Équipement

    +       Choisissez deux armes dans la liste suivante: + + + + + + +       Choisissez quatre objets dans la liste suivante. + + + + + + + + +
    +
    +
    +
    +

    Manœuvres de Seigneur

    + Choisissez une manœuvre de Seigneur parmi les suivantes:
    +

    + Quand vous participez à une cérémonie publique et que vous vous montrez à tous ou que vous délivrez un discours éloquent, lancez 2d6+Finesse. Sur 7 ou plus, la foule présente accomplira du mieux qu’elle peut ce qu’elle pense que vous attendez d’elle. Sur 10 ou plus, la foule est transportée. Vous bénéficiez de armure +1 tant qu’elle vous entoure. +

    +

    + Quand vous aboyez des ordres, y compris sur une personnage sur lequel vous n’avez pas l’Ascendant, lancez 2d6+Finesse. Sur 10 ou plus, il doit soit vous obéir, soit vous donner l’Ascendant. Sur 7-9, il peut également s’enfuir ou s’opposer, quitte à s’en prendre directement à vous. Si vous aviez l’Ascendant et que le personnage vous obéit, vous perdez l’Ascendant. Un protagoniste peut toujours cocher un état approprié pour agir comme bon lui semble. +

    +

    + En début de session, si votre Fief est sécurisé et votre règne incontesté, lancez 2d6+Finesse. Sur 7 ou plus, votre prestige au sein du Dominion s’accroît. Prenez l’Ascendant sur n’importe quel personnage, protagoniste ou second rôle ; et gagnez 1-Privilège ou 1-Budget, ce gain disparaît à la fin de la session si vous ne l’avez pas dépensé. Sur 7-9, il y a eu une complication en rapport avec un des désavantages de votre Fief. +

    +

    + Vous savez piloter n’importe quel véhicule avec maestria. Quand vous montez à bord d’un véhicule et que vous en prenez les commandes, retenez 2-Cascades. Vous pouvez dépenser une retenue de vos Cascades afin de:
    +       ◈ éviter un danger, comme un tir de missile, ou un obstacle ;
    +       ◈ distancer un poursuivant ou rattraper un poursuivi ;
    +       ◈ maintenir le contrôle de votre véhicule ;
    +       ◈ impressionner ou effrayer un second rôle. +

    +

    + Quand vous rencontrez un second rôle pour la première fois, lancez 2d6+Finesse. Sur 7 ou plus, dites ce qu’il a entendu dire sur vous ; le MJ interprétera ce personnage en fonction de cette réponse. Sur 7-9, indiquez également de quel vice ou secret, réel ou imaginaire, il a entendu parler à votre propos. +

    + Autres manœuvres: +
    + + + +
    +
    +
    +
    + +
    + +
    +
    +
    +

    Histoire & Notes

    + +
    +
    +

    Ascendants

    + +
    +
    +
    + +
    + +
    +

    Progression

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

    Apparence

    + Choisissez un qualificatif pour chaque critère:
    +
    +
    +

    ◈ Expression:


    +

    ◈ Physique:


    +
    +
    +
    +
    +

    ◈ Cheveux:


    +

    ◈ Habits:


    +
    +
    +
    + +
    + +
    +
    +
    +

    Santé             + + + + + + + +

    + +
    + + + + + +
    + Santé 0 +
    +
    + Santé 1 +
    +
    + Santé 2 +
    +
    + Santé 3 +
    +
    + Santé 4 +
    +
    + Santé 5 +
    +
    + Santé 6 +
    +
    +
    +
    +
    +
    +

    Fatalités

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

    Rang

    + Choisissez si vous êtes Patricien ou Plébéien: +

    Vous avez accès aux manœuvres de Patricien. Ajoutez un point dans une de vos vertus (max +2).

    +

    Vous avez accès aux manœuvres de Plébéien. Choisissez une manœuvre de Dignité supplémentaire.

    +
    +
    +

    Relations

    + Demandez qui parmi les protagonistes: +

    ◈ + +

    +

    ◈ + +

    +

    ◈ + +

    +
    +
    +

    Équipement

    + +
    + +
    +
    +
    +
    +
    +

    Manœuvres de Autre

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

    Histoire & Notes

    + +
    +
    +

    Ascendants

    + +
    +
    +
    + +
    + +
    +

    Progression

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

    Apparence

    + Choisissez un qualificatif pour chaque critère:
    +
    +
    +

    ◈ Expression:


    +

    ◈ Physique:


    +
    +
    +
    +
    +

    ◈ Cheveux:


    +

    ◈ Habits:


    +
    +
    +
    + +
    + +
    +
    +
    +

    Santé             + + + + + + + +

    + +
    + + + + + +
    + Santé 0 +
    +
    + Santé 1 +
    +
    + Santé 2 +
    +
    + Santé 3 +
    +
    + Santé 4 +
    +
    + Santé 5 +
    +
    + Santé 6 +
    +
    +
    +
    +
    +
    +

    Rôle

    + + + + + + + +
    +

    Vous êtes sans doute un peu aveuglé, mais il n’en demeure pas moins que vous êtes sincèrement dévoué aux membres de votre Maison. Cela fait un long moment que vous êtes particulièrement lié à l’un de ses membres. Quand vous êtes confronté à une adversité plus forte que vous, décrivez un moment que vous avez passé avec un protagoniste et qui vous donne la force de vous surpasser. Vous gagnez +1 Compétence pour votre prochain jet. Si le protagoniste auquel vous êtes lié vient à mourir, vous disparaissez également.

    +
    +
    +

    Avec l’âge, vous avez dû laisser votre place à un protagoniste, plus jeune et plus talentueux. Depuis vous le guidez et lui enseignez les ficelles du métier. Il a encore beaucoup à apprendre mais vous espérez lui éviter de reproduire vos erreurs. Quand vous donnez un conseil à votre élève, décrivez l’erreur aux conséquences funestes que vous avez commise par le passé qui lui est liée. Si vous réussissez à faire amende honorable, vous gagnez +1 Compétence (max +2). Si le protagoniste auquel vous êtes lié vient à mourir, vous disparaissez également.

    +
    +
    +

    Issu d’une autre Maison, alliée ou ennemie, vous avez été placé dans cette Maison pour des raisons diplomatiques qui vous échappent. Vous avez ensuite grandi aux côtés d’un des protagonistes. Depuis, vous espérez ne jamais avoir à devoir choisir entre les intérêts de ces deux Maisons. Quand vous êtes partagé entre plusieurs allégeances, demandez au joueur du protagoniste ce qu’il ferait à votre place. Si vous agissez autrement, vous gagnez +1 Compétence (max +2). Quand vous subissez au moins 1-Dégât pour le compte du protagoniste, vous gagnez +1 compétence pour votre prochain jet.

    +
    +
    +

    Jadis, vous comptiez parmi les ennemis de la Maison. Avec le temps, le Destin en a décidé autrement et à présent vous la servez. Cela n’empêche pas que certains vous regardent toujours d’un mauvais oeil. Quand vous êtes confronté à la suspicion de la Maison en raison de votre ancienne allégeance, décrivez les méfaits que vous avez commis par le passé et nommez un second rôle qui en a été la victime. Si vous réussissez à faire amende honorable auprès de lui, vous gagnez +1 Compétence (max +2).

    +
    +
    +

    Vous êtes un ancien esclave tiré des griffes d’une vie de souffrances et d’humiliation au sein d’une autre Maison par le protagoniste que vous servez. Vous lui devez la vie sauve, aussi votre loyauté envers lui est-elle sans limite. Quand vous êtes confronté à un ennemi ou un traumatisme en lien avec votre passé avant de rentrer au service de votre Maison, décrivez les tourments de votre âme et nommez un second rôle qui en est responsable. Si vous réussissez à vous venger de cet individu, vous gagnez +1 Compétence (max +2). Si le protagoniste auquel vous êtes lié vient à mourir, vous disparaissez également.

    +
    +
    +

    Pour une raison ou une autre, que vous soyez forcé ou non, vous avez décidé de trahir votre Maison. Vous savez que cela s’apprendra tôt ou tard mais, pour l’instant, vous continuez à jouer la comédie. Vous avez +1 Compétence (max +2). Quand vous auriez l’occasion de frapper mais retenez votre main, révélez pourquoi l’heure n’est pas encore venue de vous dévoiler. Vous gagnez +1 Compétence pour votre prochain jet.

    +
    +
    +
    +
    + +
    + +
    +
    +
    +

    Équipement

    + +
    + +
    +
    +
    +
    +
    +

    Manœuvres de Lieutenant

    +

    + Quand vous accomplissez les ordres du protagoniste dont vous êtes le lieutenant et que cette tâche correspond à vos attributions, lancez 2d6+Compétence. Par défaut, vous débutez avec Compétence+1.
    + Sur 10 ou plus, vous accomplissez votre objectif et donnez un +1 à suivre sur la prochaine action du protagoniste que vous servez.
    + Sur 7-9, vous accomplissez votre objectif mais vous devez choisir une option dans la liste suivante.
    +       ◈ Vous êtes capturé ou grièvement blessé, ou votre tâche vous occupe pendant un long moment. Vous êtes hors-jeu jusqu’à la fin de la session ou jusqu’à ce que du temps passe (au choix du MJ).
    +       ◈ Vous êtes ébranlé. Des séquelles vous affaiblissent. Vous subissez -1 Compétence continu.
    +       Si vous choisissez de vous sacrifier, considérez votre résultat comme un résultat de 10 ou plus. +

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

    Histoire & Notes

    + +
    +
    +
    +
    +
    +
    + + + + + + {{#rollGreater() roll 9}} +
    +
    +

    {{name}}

    +
    {{roll}}
    +
    Succès complet
    +
    +
    + {{/rollGreater() roll 9}} + + {{#rollBetween() roll 7 9}} +
    +
    +

    {{name}}

    +
    {{roll}}
    +
    Succès partiel
    +
    +
    + {{/rollBetween() roll 7 9}} + + {{#rollLess() roll 7}} +
    +
    +

    {{name}}

    +
    {{roll}}
    +
    Raté
    +
    +
    + {{/rollLess() roll 7}} +
    + + \ No newline at end of file diff --git a/Dominion/Dominion.png b/Dominion/Dominion.png new file mode 100644 index 0000000000..a985136315 Binary files /dev/null and b/Dominion/Dominion.png differ diff --git a/Dominion/images/Compte à rebours 1.png b/Dominion/images/Compte à rebours 1.png new file mode 100644 index 0000000000..a5fe2d4010 Binary files /dev/null and b/Dominion/images/Compte à rebours 1.png differ diff --git a/Dominion/images/Compte à rebours 2.png b/Dominion/images/Compte à rebours 2.png new file mode 100644 index 0000000000..8677b2d49f Binary files /dev/null and b/Dominion/images/Compte à rebours 2.png differ diff --git a/Dominion/images/Compte à rebours 3.png b/Dominion/images/Compte à rebours 3.png new file mode 100644 index 0000000000..788eadccdf Binary files /dev/null and b/Dominion/images/Compte à rebours 3.png differ diff --git a/Dominion/images/Compte à rebours 4.png b/Dominion/images/Compte à rebours 4.png new file mode 100644 index 0000000000..051c1847f3 Binary files /dev/null and b/Dominion/images/Compte à rebours 4.png differ diff --git a/Dominion/images/Compte à rebours 5.png b/Dominion/images/Compte à rebours 5.png new file mode 100644 index 0000000000..afdf856820 Binary files /dev/null and b/Dominion/images/Compte à rebours 5.png differ diff --git a/Dominion/images/Compte à rebours 6.png b/Dominion/images/Compte à rebours 6.png new file mode 100644 index 0000000000..2340b034da Binary files /dev/null and b/Dominion/images/Compte à rebours 6.png differ diff --git a/Dominion/images/Compte à rebours 7.png b/Dominion/images/Compte à rebours 7.png new file mode 100644 index 0000000000..2a62bebe50 Binary files /dev/null and b/Dominion/images/Compte à rebours 7.png differ diff --git a/Dominion/images/DominionBanniere.png b/Dominion/images/DominionBanniere.png new file mode 100644 index 0000000000..74b7e7837c Binary files /dev/null and b/Dominion/images/DominionBanniere.png differ diff --git a/Dominion/sheet.json b/Dominion/sheet.json new file mode 100644 index 0000000000..c9c3dcb54d --- /dev/null +++ b/Dominion/sheet.json @@ -0,0 +1,8 @@ +{ + "html": "Dominion.html", + "css": "Dominion.css", + "authors": "Sheershym", + "roll20userid": "911144", + "preview": "Dominion.png", + "instructions": "Fiche de personnage pour *[Dominion](https://khelren.itch.io/dominion): Jeux de pouvoirs et Maisons nobles*. " +} \ No newline at end of file diff --git a/Drakar_och_Demoner-91/README.md b/Drakar_och_Demoner-91/README.md new file mode 100644 index 0000000000..f59b5e874c --- /dev/null +++ b/Drakar_och_Demoner-91/README.md @@ -0,0 +1,12 @@ +# Drakar och Demoner 1991 version + +Character sheet in Swedish for [Drakar och Demoner](https://sv.wikipedia.org/wiki/Drakar_och_Demoner#Femte_utg%C3%A5van,_1991) from 1991. + +## Contributors +[Andreas Drougge](https://app.roll20.net/users/5973081/) + +## Versions +### v1.01 (2020-05-27) +* fixes checkboxes for head, didn't save previously + +### v1.0 (2020-04-21) \ No newline at end of file diff --git a/Drakar_och_Demoner-91/dod_91.css b/Drakar_och_Demoner-91/dod_91.css new file mode 100644 index 0000000000..95e0c3b933 --- /dev/null +++ b/Drakar_och_Demoner-91/dod_91.css @@ -0,0 +1,624 @@ +.sheet-dod { + max-width: 832px; + background: whie; + color: black; + font-size: 13px; + line-height: 18px; + margin: 0; + overflow: visible; + padding: 0; + font-family: Helvetica, Sans-Serif; +} + +.sheet-dod-table { + display: table; + width: 100%; +} +.sheet-dod-table-no-border { + display: table; + width: 100%; + border: none; +} + +.sheet-dod-table-border { + display: table; + width: 100%; + border: 1px solid black; +} + +.sheet-dod-row { + display: table-row; + width: 100%; + height: 30px; +} + +.sheet-dod-row-40 { + display: table-row; + width: 100%; + height: 39px; +} + +.sheet-dod-row-20 { + display: table-row; + width: 100%; + height: 20px; +} + +.sheet-dod-row .sheet-dod-header { + background-color: #fd5232; + font-size: 14px; + font-weight: bold; + text-align: left; +} +.sheet-dod-header { + background-color: #fd5232; + font-size: 14px; + font-weight: bold; + text-align: left; +} + +.sheet-dod-cell { + display: table-cell; + vertical-align: middle; + font-size: 14px; + border: 1px solid black; +} + +.sheet-dod-cell-no-border { + display: table-cell; + vertical-align: middle; + font-size: 14px; + border: 1px solid black; + border: none; + text-underline-position: below; +} + +.sheet-dod-cell-66 { + width: 66%; +} + +.sheet-dod-cell-50 { + width: 50%; +} + +.sheet-dod-cell-45 { + width: 45%; +} + +.sheet-dod-cell-33 { + width: 33%; +} + +.sheet-dod-cell-30 { + width: 30%; +} + +.sheet-dod-cell-25 { + width: 25%; +} +.sheet-dod-cell-10 { + width: 10%; +} + +.sheet-dod-row-top { + vertical-align: top; +} + +.sheet-dod-cell-text { + display: table-cell; + vertical-align: middle; + border: 1px solid black; + width: 180px; + min-width: 80px; + max-width: 180px; + padding-left: 5px; +} + +.sheet-dod-cell-text input { + display: table-cell; + vertical-align: middle; + text-align: left; + width: 95%; + height: 100%; + border-width:0px; + border:none; + box-shadow: none; +} +.sheet-dod-cell-text input:focus { + outline:none!important; +} + +.sheet-dod-cell-no-border-text { + display: table-cell; + vertical-align: middle; + border: none; + width: 180px; + min-width: 80px; + max-width: 180px; + padding-left: 5px; +} + +.sheet-dod-cell-no-border-text input { + display: table-cell; + vertical-align: middle; + text-align: left; + width: 95%; + height: 100%; + border:0px; + box-shadow: none; + border-bottom: 1px solid black; +} +.sheet-dod-cell-no-border-text input:focus { + outline:none!important; +} + + +.sheet-dod-cell-fv { + display: table-cell; + vertical-align: middle; + text-align: center; + /* width: 100%;*/ + border: 1px solid black; + min-width: 40px; + max-width: 80px; +} +.sheet-dod-cell-fv input { + display: table-cell; + vertical-align: middle; + text-align: center; + width: 90%; + height: 100%; + border-width:0px; + border:none; + box-shadow: none; + background: none; +} +.sheet-dod-cell-fv input:focus { + outline:none!important; +} + +.sheet-dod-cell-logo { + display: table-cell; + vertical-align: bottom; + text-align: center; + width: 350px; + /*border: 1px solid black;*/ + border-bottom: 0px; +} +.sheet-dod-cell-logo img { + max-width: 300px; +} + +.sheet-dod-cell-logo-img { + display: table-cell; + vertical-align: bottom; + text-align: center; + padding-top: 10px; + border: 1px solid black; + border-bottom: 0px; + height: 45px; +} +.sheet-dod-cell-roll { + display: table-cell; + vertical-align: top; + text-align: center; + font-size: 20px; + border: 1px solid black; + border-top: 0px; + font-family: "Times New Roman", "Times"; + font-size: 20.5px; +} +.sheet-dod-cell-roll hr { + border: 1px solid black; + border-radius: 1px; + padding-top: 0px; + padding-bottom: 0px; + width: 300px; +} + +.sheet-dod-floating-label-group { + position: relative; + width: 100%; + height: 100%; + padding-left: 5px; +} +.sheet-dod-floating-label-group .sheet-dod-floating-label { + position: absolute; + pointer-events: none; + top: 3px; + left: 10px; + transition: all 0.1s ease; +} +.sheet-dod-floating-label-group input:focus ~ .sheet-dod-floating-label, +.sheet-dod-floating-label-group input:not(:focus):valid ~ .sheet-dod-floating-label { + font-size: 9px; + top: -8px; + bottom: 0px; + left: 5px; + opacity: 1; + border-width:0px; + border:none; + box-shadow: none; + outline:none!important; +} +.sheet-dod-floating-label-group input:focus { + outline:none!important; +} +.sheet-dod-floating-label-group input { + display: table-cell; + vertical-align: middle; + text-align: left; + font-size: 14px; + width: 90%; + height: 90%; + border-width:0px; + border:none; + box-shadow: none; +} + + +.sheet-dod-pc-tab > input, +.sheet-dod-tab1, +.sheet-dod-tab2 { + display: none; +} + +.sheet-dod-input1:checked ~ .sheet-dod-tab1, +.sheet-dod-input2:checked ~ .sheet-dod-tab2 { + display: block; +} + +.sheet-dod-input1:checked ~ ul > li label.sheet-filter-label1, +.sheet-dod-input2:checked ~ ul > li label.sheet-filter-label2 { + background: #fd5232; +} + + +.sheet-dod-pc-tab ul { + list-style: none; +} + +.sheet-filter-label1, +.sheet-filter-label2 { + float: left; + font-family: "Times New Roman", "Times"; + padding: 15px 25px; + margin: 0px; + border: 1px solid black; + border-bottom: 0; + background: white; + color: black; + cursor:pointer; + width: 70px; + font-weight: normal; +} + +.sheet-filter-label1:hover, +.sheet-filter-label2:hover { + background: #f86a31; +} + + +.sheet-dod-cell-body { + display: table-cell; + position: relative; + border: 0px; +} +.sheet-dod-cell-body-head { + position: absolute; + top: 10px; + left: 50px; + border: 1px solid black; +} + +.sheet-dod-cell-body-chest { + position: absolute; + top: 40px; + left: 300px; + border: 1px solid black; +} + +.sheet-dod-cell-body-rarm { + position: absolute; + top: 90px; + left: 30px; + border: 1px solid black; +} + +.sheet-dod-cell-body-larm { + position: absolute; + top: 150px; + left: 330px; + border: 1px solid black; +} + +.sheet-dod-cell-body-stomach { + position: absolute; + top: 170px; + left: 30px; + border: 1px solid black; +} + +.sheet-dod-cell-body-lleg { + position: absolute; + top: 260px; + left: 330px; + border: 1px solid black; +} + +.sheet-dod-cell-body-rleg { + position: absolute; + top: 270px; + left: 30px; + border: 1px solid black; +} + +.sheet-dod-cell-tot-kp { + position: absolute; + top: 360px; + left: 372px; + border: 1px solid black; +} + +.sheet-dod-cell-tot-psy { + position: absolute; + top: 422px; + left: 372px; + border: 1px solid black; +} + + + +.sheet-span-kp input { + vertical-align: middle; + text-align: left; + width: 70px; + height: 15px; + border-top: none; + border-left: none; + border-right: none; + border-bottom: 1px solid black; + box-shadow: none; + background: none; +} +.sheet-dod-cell-kp input:focus { + outline:none!important; +} +.sheet-span-kp-abs input { + vertical-align: middle; + text-align: center; + padding-left: 10px; + width: 30px; + height: 15px; + border-top: none; + border-left: none; + border-right: none; + border-bottom: 1px solid black; + box-shadow: none; +} +.sheet-dod-cell-kp-abs input:focus { + outline:none!important; +} + +.sheet-dod-cell-tot-checkbox { + margin-left: 5px; +} + +.sheet-dod-damage-start { + margin-top: 330px; +} + +.sheet-dod-roll-button:focus { + outline:none!important; +} +.sheet-dod-roll-button { + background: none!important; + border: none; + padding: 0!important; + cursor: pointer; + font-size: 14px; +} + +button[type=roll]:before { + font-family: "dicefontd20"; + content: "A"; +} +.sheet-dod-float-left { + float: left; +} +.sheet-dod-float-left-70 { + float: left; + width: 70%; +} +.sheet-dod-float-left-80 { + float: left; + width: 80%; +} +.sheet-dod-roll-d20-right { + float: right; + text-align: right; + margin-right: 3px; +} + +/* rolltemplate design */ + + +/*.sheet-rolltemplate-dodDefault .sheet-template-row div:nth-child(odd) { + background-color: rgba(217, 217, 214,1); +} + +.sheet-rolltemplate-dodDefault .sheet-template-row div:nth-child(even) { + background-color: rgba(233, 233, 233,1); +}*/ + +.sheet-rolltemplate-dodDefault .sheet-template-row .inlinerollresult { + display: inline-block; + min-width: 1.5em; + text-align: center; + /*border: 2px solid rgba(167, 168, 170,1);*/ + border: none; + background: none; +} + +.sheet-rolltemplate-dodDefault .sheet-template-row .sheet-template-skill .inlinerollresult.fullcrit { + color: #3FB315; + border: none; +} + +.sheet-rolltemplate-dodDefault .sheet-template-row .sheet-template-skill .inlinerollresult.fullfail { + /*color: #B31515;*/ + color: #fd5232; + border: none; +} + +.sheet-rolltemplate-dodDefault .sheet-template-row .sheet-template-skill .inlinerollresult.importantroll { + color: #4A57ED; + border: none; +} + +/**TEST**/ + +.sheet-rolltemplate-dodDefault .sheet-template-float-left-70 +.sheet-rolltemplate-dodDefault .sheet-template-float-left-80 +.sheet-rolltemplate-dodDefault .sheet-template-float-right +{ + display: inline-block; + zoom: 1; + *display: inline; + letter-spacing: normal; + word-spacing: normal; + vertical-align: top; + text-rendering: auto; +} + + +.sheet-rolltemplate-dodDefault .sheet-template-float-left-70 { + /*float: left; + width: 70%; + */ + width: 70% +} +.sheet-rolltemplate-dodDefault .sheet-template-float-left-80 { + float: left; + width: 80%; +} +.sheet-rolltemplate-dodDefault .sheet-template-float-right { + vertical-align: bottom; + /*float: right; + text-align: right; + width: 20%; + margin-right: 3px; + */ +} + + +.sheet-rolltemplate-dodDefault .sheet-template-rt-card { + width: 95%; + background-color: #FFFFFF; + font-size: 11px; + -webkit-border-radius: 5px; + -moz-border-radius: 5px; + border-radius: 5px; + border: black 1px solid; + padding: 5px 0px 10px 0px; + -webkit-box-sizing: border-box; + -moz-box-sizing: border-box; + box-sizing: border-box; +} + +.sheet-rolltemplate-dodDefault .sheet-template-rt-header { + text-align: center; + position: relative; + color: #fff; + margin: 0 -10px 10px -10px; + padding: 5px 0; + background-color: #5c5c5c; + background-image: linear-gradient(rgba(255, 255, 255, .3), rgba(255, 255, 255, 0)); + -moz-box-shadow: 0 2px 0 rgba(0, 0, 0, .3); + -webkit-box-shadow: 0 2px 0 rgba(0, 0, 0, .3); + box-shadow: 0 2px 0 rgba(0, 0, 0, .3); +} + +.sheet-rolltemplate-dodDefault .sheet-template-rt-header:before, +.sheet-rolltemplate-dodDefault .sheet-template-rt-header:after { + content: ''; + position: absolute; + border-style: solid; + border-color: transparent; + bottom: -10px; +} + +.sheet-rolltemplate-dodDefault .sheet-template-rt-header:before { + border-width: 0 10px 10px 0; + border-right-color: #222; + left: 0; +} + +.sheet-rolltemplate-dodDefault .sheet-template-rt-header:after { + border-width: 0 0 10px 10px; + border-left-color: #222; + right: 0; +} + +.sheet-rolltemplate-dodDefault .sheet-template-rt-title { + font-size: 1.5em; +} + +.sheet-rolltemplate-dodDefault .sheet-template-rt-key { + font-weight: bold; + font-family: Arial, Helvetica, sans-serif; + font-size: 1.1em; + -moz-text-decoration-color: #D64541; + text-decoration-color: #D64541; + -webkit-box-sizing: border-box; + -moz-box-sizing: border-box; + box-sizing: border-box; + max-width: 160px; + padding: 2px 2px 2px 0px; +} + +.sheet-rolltemplate-dodDefault .sheet-template-rt-value { + -webkit-box-sizing: border-box; + -moz-box-sizing: border-box; + box-sizing: border-box; + margin-top: 2px; +} + +.sheet-rolltemplate-dodDefault .sheet-template--ignored-roll .inlinerollresult { + opacity: 0.5; +} + +.sheet-rolltemplate-dodDefault .sheet-template-no-roll-highlight .inlinerollresult { + background-color: inherit; + border: 0; + padding: 0; + font-weight: normal; + cursor: help; + font-size: 1em; +} + +.sheet-rolltemplate-dodDefault .sheet-template-main-content { + border: none; + padding-left: 5px; +} + +.sheet-rolltemplate-dodDefault .sheet-template-main-content hr.sheet-roll { + width: 80%; + margin-left: auto; + margin-right: auto; + color: #D64541; + background-color: #D64541; + height: 1px; +} + +.sheet-rolltemplate-dodDefault .sheet-template-rt-value .sheet-template-no-roll-highlight .inlinerollresult .fullfail +.sheet-rolltemplate-dodDefault .sheet-template-rt-value .sheet-template-no-roll-highlight .inlinerollresult .fullcrit { + border: 0; +} + +@media screen and ( max-width: 800px ) { + .sheet-dod-cell-logo { width: 200px; } + .sheet-dod-cell-logo img { width: 150px; } + .sheet-dod-cell-roll { font-size: 18px; } + .sheet-dod-cell-roll hr { width: 150px; } +} diff --git a/Drakar_och_Demoner-91/dod_91.html b/Drakar_och_Demoner-91/dod_91.html new file mode 100644 index 0000000000..3509a78820 --- /dev/null +++ b/Drakar_och_Demoner-91/dod_91.html @@ -0,0 +1,2778 @@ + +
    + +
    + + + +
      +
    • + +
    • +
    • + +
    • +
    + + +
    + + +
    +
    + +
    +
    +
    +
    +
    + + Spelare +
    +
    +
    +
    + + Spelledare +
    +
    +
    +
    +
    +
    +
    +
    + + Namn +
    +
    +
    +
    +
    +
    +
    +
    + + Ras +
    +
    +
    +
    + + Kön +
    +
    +
    +
    + + Socialt stånd +
    +
    +
    +
    +
    +
    +
    +
    + + Yrke +
    +
    +
    +
    + + Svärdshand +
    +
    +
    +
    + + Ålder +
    +
    +
    +
    + +
    + +
    +
    + + + +
    +
    +
    +
    +
    + +
    +
    +
    Grundegenskap
    +
    BC
    +
    FV
    +
    +
    +
    +
    Styrka
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Fysik
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Smidighet
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Intellegens
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Psyke
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Karisma
    +
    + +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Stolek
    +
    +
    +
    +
    +
    +
    +
    +
    +
    + + +
    +
    +
    Primära färdigheter
    +
    erf
    +
    FV
    +
    +
    +
    +
    Bluffa (KAR)
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Finna dolda ting (INT)
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Första hjälpen (INT)
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Gömma sig (INT)
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Hoppa (SMI)
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Klättra (SMI)
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Köpslå (KAR)
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Lyssna (INT)
    +
    +
    +
    +
    +
    +
    +
    +
    +
    L/S modersmål (spec)
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Rida (SMI)
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Sjunga (KAR)
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Slagsmål (STY)
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Smyga (SMI)
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Spåra (INT)
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Spåra (SMI)
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Tala modersmål (spec)
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Upptäcka fara (PSY)
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Värdera (INT)
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Övertala (KAR)
    +
    +
    +
    +
    +
    +
    +
    + +
    +
    +
    +
    + +
    +
    +
    +
    + + Utseende +
    +
    +
    +
    +
    +
    + +
    +
    +
    +
    + +
    +
    +
    +
    +
    + +
    +
    +
    Särskilda + förmågor +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    + + +
    +
    +
    + Hjältepoäng
    +
    +
    +
    +
    + + +
    +
    +
    Yrkesfärdigheter
    +
    erf
    +
    FV
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    + + +
    +
    +
    Språk (INT)
    +
    FV
    +
    B-FV
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    + +
    +
    + +
    +
    +
    Sekund. färdigheter +
    +
    erf.
    +
    FV
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    + +
    +
    +
    +
    +
    +
    +
    +
    + +
    + +
    + +
    + + +
    +
    +
    + +
    + +
    +
    +
    + +
    +
    + Huvud + () +
    +
    + + + + Rustning +
    + + + + () +
    + + + + Abs () +
    +
    +
    + + +
    +
    + Bröstkorg + () +
    +
    + + + + Rustning +
    + + + + () +
    + + + + Abs () +
    +
    +
    + + +
    +
    + H. Arm + () +
    +
    + + + + Rustning +
    + + + + () +
    + + + + Abs () +
    +
    +
    + + +
    +
    + V. Arm + () +
    +
    + + + + Rustning +
    + + + + () +
    + + + + Abs () +
    +
    +
    + + +
    +
    + Mage + () +
    +
    + + + + Rustning +
    + + + + () +
    + + + + Abs () +
    +
    +
    + + +
    +
    + V. Ben + () +
    +
    + + + + Rustning +
    + + + + () +
    + + + + Abs () +
    +
    +
    + + +
    +
    + H. Ben + () +
    +
    + + + + Rustning +
    + + + + () +
    + + + + Abs () +
    +
    +
    + + +
    + +
    + +
    + +
    + +
    +
    +
    + + +
    + +
    + +
    + +
    + +
    +
    +
    + +
    +
    +
    + +
    + +
    + +
    +
    +
    +
    + Skadebonus +
    +
    +
    + +
    +
    + +
    +
    +
    +
    Tot. + KP
    +
     
    +
    +
    +
    + +
    +
    + +
    +
    +
    +
     
    +
    Normal +
    +
    Maximal +
    +
    + +
    +
    + +
    +
    +
    +
    + +
    +
     
    +
    +
    +
    + +
    +
    + +
    +
    +
    +
    + Bärförmåga
    +
    +
    +
    + +
    +
    + +
    +
    +
    +
    PSY +
    +
     
    +
    +
    +
    + +
    + +
    + +
    +
    +
    +
    + Förflyttning
    +
    +
    +
    + +
    +
    + +
    +
    +
    +
    + +
    +
     
    +
    +
    +
    + +
    + +
    + +
    +
    +
    +
    Vapen/Sköld
    +
    +
    +
    +
    FV
    +
    Skada
    +
    BV
    +
    Längd
    +
    Räckv
    +
    Erf
    +
    Vikt
    +
    +
    +
    +
    +
    +
    + +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    + +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    + +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    + +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    + +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    + +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    + +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    + + +
    + + +
    + +
    +
    +
    Besvärjelser
    +
    erf.
    +
    S
    +
    +
    +
    +
    +
    + +
    +
    +
    +
    +
    +
    +
    +
    +
    + +
    +
    +
    +
    +
    +
    +
    +
    +
    + +
    +
    +
    +
    +
    +
    +
    +
    +
    + +
    +
    +
    +
    +
    +
    +
    +
    +
    + +
    +
    +
    +
    +
    +
    +
    +
    +
    + +
    +
    +
    +
    +
    +
    +
    +
    +
    + +
    +
    +
    +
    +
    +
    +
    +
    +
    + +
    +
    +
    +
    +
    +
    +
    +
    +
    + +
    +
    +
    +
    +
    +
    +
    +
    +
    + +
    +
    +
    +
    +
    +
    +
    +
    +
    + +
    +
    +
    +
    +
    +
    +
    +
    +
    + +
    +
    +
    +
    +
    +
    +
    +
    +
    + +
    +
    +
    +
    +
    +
    +
    +
    +
    + +
    +
    +
    +
    +
    +
    +
    +
    +
    + +
    +
    +
    +
    +
    +
    +
    +
    +
    + +
    +
    +
    +
    +
    +
    +
    +
    +
    + +
    +
    +
    +
    +
    +
    +
    +
    +
    + +
    +
    +
    +
    +
    +
    +
    +
    +
    + +
    +
    +
    +
    +
    +
    + + + +
    +
    +
    Pengar
    +
    gm
    +
    sm
    +
    km
    +
    +
    +
    i börs
    +
    +
    +
    +
    +
    +
    på bank
    +
    +
    +
    +
    +
    + +
    +
    +
    Juveler
    +
    +
    +
    + +
    + +
    +
    + +
    +
    +
    Utrustning
    +
    vikt
    +
     
    +
     
    +
     
    +
     
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    + + +
    + +
    + + +
    +
    Version 1.01
    +
    + +
    + + + + + + + + +
    +
    +
    {{char_name}}
    +
    +
    + {{#initiative}} +
    +
    Initiativ:
    +
    {{initiative}}
    +
    + {{/initiative}} + {{#skill}} +
    +
    {{skill_name}} ({{skill}})
    +
    {{rolls}}
    +
    + {{/skill}} + {{#effectgrade}} +
    +
    Effektgrad:
    +
    {{effectgrade}}
    +
    + {{/effectgrade}} + {{#damage}} +
    +
    Strid:
    +
    {{^range}}När{{/range}}{{#range}}Avstånd{{/range}}
    +
    +
    +
    Skada:
    +
    {{damage}}
    +
    + {{^range}} +
    +
    Skadebonus:
    +
    {{skadebonus}}
    +
    +
    +
    Träffyta:
    +
    + {{#rollBetween() traffyta 1 2}} + Väster ben + {{/rollBetween() traffyta 1 2}} + {{#rollBetween() traffyta 3 4}} + Höger ben + {{/rollBetween() traffyta 3 4}} + {{#rollBetween() traffyta 5 8}} + Mage + {{/rollBetween() traffyta 5 8}} + {{#rollBetween() traffyta 9 11}} + Vänster arm + {{/rollBetween() traffyta 9 11}} + {{#rollBetween() traffyta 12 14}} + Höger arm + {{/rollBetween() traffyta 12 14}} + {{#rollBetween() traffyta 15 16}} + Bröstkorg + {{/rollBetween() traffyta 15 16}} + {{#rollBetween() traffyta 17 20}} + Huvud + {{/rollBetween() traffyta 17 20}} +
    +
    + {{/range}} + {{#range}} +
    +
    Träffyta:
    +
    + {{#rollBetween() traffyta 1 3}} + Väster ben + {{/rollBetween() traffyta 1 3}} + {{#rollBetween() traffyta 4 6}} + Höger ben + {{/rollBetween() traffyta 4 6}} + {{#rollBetween() traffyta 7 9}} + Mage + {{/rollBetween() traffyta 7 9}} + {{#rollBetween() traffyta 10 11}} + Vänster arm + {{/rollBetween() traffyta 10 11}} + {{#rollBetween() traffyta 12 13}} + Höger arm + {{/rollBetween() traffyta 12 13}} + {{#rollBetween() traffyta 14 18}} + Bröstkorg + {{/rollBetween() traffyta 14 18}} + {{#rollBetween() traffyta 19 20}} + Huvud + {{/rollBetween() traffyta 19 20}} +
    +
    + {{/range}} + + {{/damage}} +
    +
    +
    + + +
    +
    {{char_name}}
    + {{#initiative}} +
    Initiativ: {{initiative}}
    + {{/initiative}} + {{#skill}} +
    {{skill_name}} ({{skill}}): {{rolls}}
    + {{/skill}} + {{#effectgrade}} +
    Effektgrad: {{effectgrade}}
    + {{/effectgrade}} + {{#attack}} +
    Anfall: {{attack}} {{attackadvantage}} mot ABS
    + {{/attack}} + {{#damage}} +
    Type: {{^range}}Närstrid{{/range}}{{#range}}Avståndsstrid{{/range}}
    +
    Skada: {{damage}}
    + {{^range}} +
    Skadebonus: {{skadebonus}}
    +
    Träffyta: {{traffyta}}
    + {{/range}} + {{#range}} +
    Träffyta: + +
    + {{/range}} + {{/damage}} + {{#atteffect}} +
    + Effekt: {{atteffect}} +
    + {{/atteffect}} +
    +
    + diff --git a/Drakar_och_Demoner-91/dod_91.png b/Drakar_och_Demoner-91/dod_91.png new file mode 100644 index 0000000000..d4fd7f9631 Binary files /dev/null and b/Drakar_och_Demoner-91/dod_91.png differ diff --git a/Drakar_och_Demoner-91/img/dod_91_logo.png b/Drakar_och_Demoner-91/img/dod_91_logo.png new file mode 100644 index 0000000000..6574d40c2f Binary files /dev/null and b/Drakar_och_Demoner-91/img/dod_91_logo.png differ diff --git a/Drakar_och_Demoner-91/img/dod_91_logo.svg b/Drakar_och_Demoner-91/img/dod_91_logo.svg new file mode 100644 index 0000000000..2be851c4d5 --- /dev/null +++ b/Drakar_och_Demoner-91/img/dod_91_logo.svg @@ -0,0 +1,542 @@ + + + + diff --git a/Drakar_och_Demoner-91/sheet.json b/Drakar_och_Demoner-91/sheet.json new file mode 100644 index 0000000000..038e000878 --- /dev/null +++ b/Drakar_och_Demoner-91/sheet.json @@ -0,0 +1,8 @@ +{ + "html": "dod_91.html", + "css": "dod_91.css", + "authors": "Andreas Drougge", + "roll20userid": "5973081", + "preview": "dod_91.png", + "instructions": "This sheet is designed for use with the Swedish Drakar och Demoner version 91.\nCheck [Readme](https://github.com/Roll20/roll20-character-sheets/tree/master/Drakar_och_Demoner-91) for more info and changelog." +} diff --git a/Dresden Files Role-Playing Game/DFRPG.css b/Dresden Files Role-Playing Game/DFRPG.css index 688315b4f0..f149dc3f87 100644 --- a/Dresden Files Role-Playing Game/DFRPG.css +++ b/Dresden Files Role-Playing Game/DFRPG.css @@ -89,7 +89,7 @@ h2 { } input { - font-size: 1.8em; + font-size: 1.5em; } input[type="text"]:not(:focus) { @@ -161,9 +161,9 @@ div.sheet-page { border-width: 2px 2px 0px 2px; } -.sheet-tabstoggle[value="worksheet"] ~ #sheet-worksheet-button, -.sheet-tabstoggle[value="charsheet"] ~ #sheet-charsheet-button, -.sheet-tabstoggle[value="spellsheet"] ~ span #sheet-spellsheet-button, +.sheet-tabstoggle[value="worksheet"] ~ #sheet-workbutton, +.sheet-tabstoggle[value="charsheet"] ~ #sheet-charbutton, +.sheet-tabstoggle[value="spellsheet"] ~ span #sheet-spellbutton, .sheet-tabstoggle[value="city-high"] ~ #sheet-city-high-button, .sheet-tabstoggle[value="city-locs"] ~ #sheet-city-locs-button, .sheet-tabstoggle[value="city-face"] ~ #sheet-city-face-button, @@ -551,8 +551,7 @@ button.sheet-refresh-fate { border-radius: 50%; font-size: 2em; border-width: 1px; - background: url(https://i.imgur.com/DBK5i45.png); - /* background: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Dresden%20Files%20Role-Playing%20Game/pentagram.png);*/ + background: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Dresden%20Files%20Role-Playing%20Game/pentagram.png); background-position: center; background-size: cover; } @@ -757,6 +756,7 @@ button.sheet-skill-roll-button.sheet-skill-compact-button { input.sheet-round.sheet-big { height: 50px; width: 50px; + font-size: 2em; } .sheet-core-skill-name { @@ -975,15 +975,6 @@ input.sheet-round.sheet-big { width: 10%; } -.sheet-enchanted-item-desc { -} - -.sheet-enchanted-item-effect { -} - -.sheet-enchanted-item-slots { -} - .sheet-rote-button { width: 10%; margin-left: 8px; @@ -1075,6 +1066,13 @@ input.sheet-round.sheet-big { height: 3em; } +.sheet-use-enchanted-item select, +.sheet-rote-shifts-stress select { + width: 130px; + height: 1.6em; + padding: 0px; +} + .sheet-use-enchanted-item input[type="number"].sheet-small { height: 1.1em; padding: 0px; @@ -1333,11 +1331,14 @@ input.sheet-round.sheet-big { .sheet-tabstoggle[value="city-locs"] ~ #sheet-city-locs, .sheet-tabstoggle[value="city-face"] ~ #sheet-city-face, .sheet-tabstoggle[value="config"] ~ #sheet-config, +.sheet-aspecttoggle[value="1"] ~ #sheet-temp-aspects, .sheet-skilltoggle[value="1"] ~ #sheet-skills_compact_view, .sheet-skilltoggle[value="0"] ~ #sheet-skills_expanded_view, .sheet-skill_tier_toggle[value="1"] + .sheet-skill_tier, .sheet-evotoggle[value="0"] ~ #sheet-evocation_specializations, .sheet-evotoggle[value="1"] ~ #sheet-evocation_elements, +.sheet-evotoggle[value="0"] ~ .sheet-evo-spec, +.sheet-evotoggle[value="1"] ~ .sheet-evo-name, .sheet-spelltotaltoggle[value="0"] ~ #sheet-spell_totals, .sheet-focus-evothau[value="evocation"] ~ #sheet-focus-item-evocation, .sheet-focus-evothau[value="thaumaturgy"] ~ #sheet-focus-item-thaumaturgy, @@ -1363,6 +1364,8 @@ input.sheet-round.sheet-big { display: inline; } +/* ROLL TEMPLATES */ + .sheet-rolltemplate-descriptiveroll .sheet-rolltemplate-container, .sheet-rolltemplate-simpleroll .sheet-rolltemplate-container { border: 1px solid black; @@ -1418,19 +1421,20 @@ input.sheet-round.sheet-big { padding: 0px; } +.sheet-rolltemplate-descriptiveroll .sheet-rolltemplate-note .inlinerollresult, .sheet-rolltemplate-simpleroll .sheet-rolltemplate-note .inlinerollresult { - font-size: 1.5em; + font-size: 1.2em; border: none; background: none; display: inline-block; - padding-top: 8px; + padding: 8px 0px 0px; } .sheet-rolltemplate-descriptiveroll .sheet-rolltemplate-note, .sheet-rolltemplate-simpleroll .sheet-rolltemplate-note { background:white; border-top: 1px gray solid; - padding: 8px 4px; + padding: 4px; } .sheet-rolltemplate-descriptiveroll .sheet-rolltemplate-note .sheet-rolltemplate-key, @@ -1440,7 +1444,6 @@ input.sheet-round.sheet-big { padding: 8px; height: 100%; vertical-align: top; - font-size: 1.2em; font-weight: bold; } diff --git a/Dresden Files Role-Playing Game/DFRPG.html b/Dresden Files Role-Playing Game/DFRPG.html index f087720a66..bbe6d27e8d 100644 --- a/Dresden Files Role-Playing Game/DFRPG.html +++ b/Dresden Files Role-Playing Game/DFRPG.html @@ -12,7 +12,7 @@ - +

    The Dresden Files Role-Playing Game

    @@ -257,6 +257,14 @@ + + +
    + Temporary Aspects +
    + +
    +
    @@ -500,7 +508,7 @@
    Moderate
    Any
    -
    -2
    +
    -4
    @@ -508,7 +516,7 @@
    Severe
    Any
    -
    -2
    +
    -6
    @@ -516,7 +524,7 @@
    Extreme
    Any
    -
    -2
    +
    -8
    Replace Permanent
    @@ -637,31 +645,31 @@
    - - - - - - - - - - - - - - - - - - - - - - - - - + + + + + + + + + + + + + + + + + + + + + + + + +
    @@ -677,31 +685,31 @@
    - - - - - - - - - - - - - - - - - - - - - - - - - + + + + + + + + + + + + + + + + + + + + + + + + +
    @@ -717,31 +725,31 @@
    - - - - - - - - - - - - - - - - - - - - - - - - - + + + + + + + + + + + + + + + + + + + + + + + + +
    @@ -757,31 +765,31 @@
    - - - - - - - - - - - - - - - - - - - - - - - - - + + + + + + + + + + + + + + + + + + + + + + + + +
    @@ -797,31 +805,31 @@
    - - - - - - - - - - - - - - - - - - - - - - - - - + + + + + + + + + + + + + + + + + + + + + + + + +
    @@ -837,31 +845,31 @@
    - - - - - - - - - - - - - - - - - - - - - - - - - + + + + + + + + + + + + + + + + + + + + + + + + +
    @@ -877,31 +885,31 @@
    - - - - - - - - - - - - - - - - - - - - - - - - - + + + + + + + + + + + + + + + + + + + + + + + + +
    @@ -917,31 +925,31 @@
    - - - - - - - - - - - - - - - - - - - - - - - - - + + + + + + + + + + + + + + + + + + + + + + + + +
    @@ -957,63 +965,62 @@
    - - - - - - - - - - - - - - - - - - - - - - - - - + + + + + + + + + + + + + + + + + + + + + + + + +
    -
    -
    -
    -
    -
    -
    -
    -
    -
    -
    -
    -
    -
    -
    -
    -
    -
    -
    -
    -
    -
    -
    -
    -
    -
    -
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    @@ -1160,7 +1167,9 @@
    - Evocation Specializations + + Evocation Specializations + Evocation Elements
    Element
    @@ -1182,7 +1191,9 @@
    - Evocation Elements + + Evocation Specializations + Evocation Elements
    @@ -1437,7 +1448,37 @@ Uses: - /session + / + +
    @@ -1495,6 +1536,35 @@ Stress: +
    @@ -1803,6 +1873,12 @@
    +
    + Show temporary aspects? + + +
    +
    Show mediocre skills in compact view? @@ -1816,7 +1892,7 @@
    - Hide Spell Totals Workspace? + Hide spell totals workspace?
    @@ -1824,23 +1900,29 @@
    Show all evocation elements? + +
    + +
    + Show expanded evocation view? +
    - Show Expanded Focus Item View? + Show expanded focus item view?
    - Show Expanded Enchanted Item View? + Show expanded enchanted item view?
    - Show Expanded Rote Spell View? + Show expanded rote spell view?
    @@ -2060,7 +2142,154 @@ {{/rollLess() roll -2}}
    - {{#allprops() name check verb roll}} + {{#descriptiveroll}} +
    +
    + {{descriptivename}} +
    +
    + {{#rollGreater() descriptiveroll 8}} + Legendary+ (+{{descriptiveroll}}) + {{/rollGreater() descriptiveroll 8}} + {{#rollTotal() descriptiveroll 8}} + Legendary (+{{descriptiveroll}}) + {{/rollTotal() descriptiveroll 8}} + {{#rollTotal() descriptiveroll 7}} + Epic (+{{descriptiveroll}}) + {{/rollTotal() descriptiveroll 7}} + {{#rollTotal() descriptiveroll 6}} + Fantastic (+{{descriptiveroll}}) + {{/rollTotal() descriptiveroll 6}} + {{#rollTotal() descriptiveroll 5}} + Superb (+{{descriptiveroll}}) + {{/rollTotal() descriptiveroll 5}} + {{#rollTotal() descriptiveroll 4}} + Great (+{{descriptiveroll}}) + {{/rollTotal() descriptiveroll 4}} + {{#rollTotal() descriptiveroll 3}} + Good (+{{descriptiveroll}}) + {{/rollTotal() descriptiveroll 3}} + {{#rollTotal() descriptiveroll 2}} + Fair (+{{descriptiveroll}}) + {{/rollTotal() descriptiveroll 2}} + {{#rollTotal() descriptiveroll 1}} + Average (+{{descriptiveroll}}) + {{/rollTotal() descriptiveroll 1}} + {{#rollTotal() descriptiveroll 0}} + Mediocre (+{{descriptiveroll}}) + {{/rollTotal() descriptiveroll 0}} + {{#rollTotal() descriptiveroll -1}} + Poor ({{descriptiveroll}}) + {{/rollTotal() descriptiveroll -1}} + {{#rollTotal() descriptiveroll -2}} + Terrible ({{descriptiveroll}}) + {{/rollTotal() descriptiveroll -2}} + {{#rollLess() descriptiveroll -2}} + Terrible- ({{descriptiveroll}}) + {{/rollLess() descriptiveroll -2}} +
    +
    + {{/descriptiveroll}} + + {{#descriptiveroll2}} +
    +
    + {{descriptivename2}} +
    +
    + {{#rollGreater() descriptiveroll2 8}} + Legendary+ (+{{descriptiveroll2}}) + {{/rollGreater() descriptiveroll2 8}} + {{#rollTotal() descriptiveroll2 8}} + Legendary (+{{descriptiveroll2}}) + {{/rollTotal() descriptiveroll2 8}} + {{#rollTotal() descriptiveroll2 7}} + Epic (+{{descriptiveroll2}}) + {{/rollTotal() descriptiveroll2 7}} + {{#rollTotal() descriptiveroll2 6}} + Fantastic (+{{descriptiveroll2}}) + {{/rollTotal() descriptiveroll2 6}} + {{#rollTotal() descriptiveroll2 5}} + Superb (+{{descriptiveroll2}}) + {{/rollTotal() descriptiveroll2 5}} + {{#rollTotal() descriptiveroll2 4}} + Great (+{{descriptiveroll2}}) + {{/rollTotal() descriptiveroll2 4}} + {{#rollTotal() descriptiveroll2 3}} + Good (+{{descriptiveroll2}}) + {{/rollTotal() descriptiveroll2 3}} + {{#rollTotal() descriptiveroll2 2}} + Fair (+{{descriptiveroll2}}) + {{/rollTotal() descriptiveroll2 2}} + {{#rollTotal() descriptiveroll2 1}} + Average (+{{descriptiveroll2}}) + {{/rollTotal() descriptiveroll2 1}} + {{#rollTotal() descriptiveroll2 0}} + Mediocre (+{{descriptiveroll2}}) + {{/rollTotal() descriptiveroll2 0}} + {{#rollTotal() descriptiveroll2 -1}} + Poor ({{descriptiveroll2}}) + {{/rollTotal() descriptiveroll2 -1}} + {{#rollTotal() descriptiveroll2 -2}} + Terrible ({{descriptiveroll2}}) + {{/rollTotal() descriptiveroll2 -2}} + {{#rollLess() descriptiveroll2 -2}} + Terrible- ({{descriptiveroll2}}) + {{/rollLess() descriptiveroll2 -2}} +
    +
    + {{/descriptiveroll2}} + + {{#descriptiveroll3}} +
    +
    + {{descriptivename3}} +
    +
    + {{#rollGreater() descriptiveroll3 8}} + Legendary+ (+{{descriptiveroll3}}) + {{/rollGreater() descriptiveroll3 8}} + {{#rollTotal() descriptiveroll3 8}} + Legendary (+{{descriptiveroll3}}) + {{/rollTotal() descriptiveroll3 8}} + {{#rollTotal() descriptiveroll3 7}} + Epic (+{{descriptiveroll3}}) + {{/rollTotal() descriptiveroll3 7}} + {{#rollTotal() descriptiveroll3 6}} + Fantastic (+{{descriptiveroll3}}) + {{/rollTotal() descriptiveroll3 6}} + {{#rollTotal() descriptiveroll3 5}} + Superb (+{{descriptiveroll3}}) + {{/rollTotal() descriptiveroll3 5}} + {{#rollTotal() descriptiveroll3 4}} + Great (+{{descriptiveroll3}}) + {{/rollTotal() descriptiveroll3 4}} + {{#rollTotal() descriptiveroll3 3}} + Good (+{{descriptiveroll3}}) + {{/rollTotal() descriptiveroll3 3}} + {{#rollTotal() descriptiveroll3 2}} + Fair (+{{descriptiveroll3}}) + {{/rollTotal() descriptiveroll3 2}} + {{#rollTotal() descriptiveroll3 1}} + Average (+{{descriptiveroll3}}) + {{/rollTotal() descriptiveroll3 1}} + {{#rollTotal() descriptiveroll3 0}} + Mediocre (+{{descriptiveroll3}}) + {{/rollTotal() descriptiveroll3 0}} + {{#rollTotal() descriptiveroll3 -1}} + Poor ({{descriptiveroll3}}) + {{/rollTotal() descriptiveroll3 -1}} + {{#rollTotal() descriptiveroll3 -2}} + Terrible ({{descriptiveroll3}}) + {{/rollTotal() descriptiveroll3 -2}} + {{#rollLess() descriptiveroll3 -2}} + Terrible- ({{descriptiveroll3}}) + {{/rollLess() descriptiveroll3 -2}} +
    +
    + {{/descriptiveroll3}} + + {{#allprops() roll name check verb descriptivename descriptiveroll descriptivename2 descriptiveroll2 descriptivename3 descriptiveroll3}}
    {{key}} @@ -2069,7 +2298,7 @@ {{value}}
    - {{/allprops() name check verb roll}} + {{/allprops() roll name check verb descriptivename descriptiveroll descriptivename2 descriptiveroll2 descriptivename3 descriptiveroll3}}
    @@ -2083,7 +2312,154 @@ {{/check}}
    - {{#allprops() name check verb}} + {{#descriptiveroll}} +
    +
    + {{descriptivename}} +
    +
    + {{#rollGreater() descriptiveroll 8}} + Legendary+ (+{{descriptiveroll}}) + {{/rollGreater() descriptiveroll 8}} + {{#rollTotal() descriptiveroll 8}} + Legendary (+{{descriptiveroll}}) + {{/rollTotal() descriptiveroll 8}} + {{#rollTotal() descriptiveroll 7}} + Epic (+{{descriptiveroll}}) + {{/rollTotal() descriptiveroll 7}} + {{#rollTotal() descriptiveroll 6}} + Fantastic (+{{descriptiveroll}}) + {{/rollTotal() descriptiveroll 6}} + {{#rollTotal() descriptiveroll 5}} + Superb (+{{descriptiveroll}}) + {{/rollTotal() descriptiveroll 5}} + {{#rollTotal() descriptiveroll 4}} + Great (+{{descriptiveroll}}) + {{/rollTotal() descriptiveroll 4}} + {{#rollTotal() descriptiveroll 3}} + Good (+{{descriptiveroll}}) + {{/rollTotal() descriptiveroll 3}} + {{#rollTotal() descriptiveroll 2}} + Fair (+{{descriptiveroll}}) + {{/rollTotal() descriptiveroll 2}} + {{#rollTotal() descriptiveroll 1}} + Average (+{{descriptiveroll}}) + {{/rollTotal() descriptiveroll 1}} + {{#rollTotal() descriptiveroll 0}} + Mediocre (+{{descriptiveroll}}) + {{/rollTotal() descriptiveroll 0}} + {{#rollTotal() descriptiveroll -1}} + Poor ({{descriptiveroll}}) + {{/rollTotal() descriptiveroll -1}} + {{#rollTotal() descriptiveroll -2}} + Terrible ({{descriptiveroll}}) + {{/rollTotal() descriptiveroll -2}} + {{#rollLess() descriptiveroll -2}} + Terrible- ({{descriptiveroll}}) + {{/rollLess() descriptiveroll -2}} +
    +
    + {{/descriptiveroll}} + + {{#descriptiveroll2}} +
    +
    + {{descriptivename2}} +
    +
    + {{#rollGreater() descriptiveroll2 8}} + Legendary+ (+{{descriptiveroll2}}) + {{/rollGreater() descriptiveroll2 8}} + {{#rollTotal() descriptiveroll2 8}} + Legendary (+{{descriptiveroll2}}) + {{/rollTotal() descriptiveroll2 8}} + {{#rollTotal() descriptiveroll2 7}} + Epic (+{{descriptiveroll2}}) + {{/rollTotal() descriptiveroll2 7}} + {{#rollTotal() descriptiveroll2 6}} + Fantastic (+{{descriptiveroll2}}) + {{/rollTotal() descriptiveroll2 6}} + {{#rollTotal() descriptiveroll2 5}} + Superb (+{{descriptiveroll2}}) + {{/rollTotal() descriptiveroll2 5}} + {{#rollTotal() descriptiveroll2 4}} + Great (+{{descriptiveroll2}}) + {{/rollTotal() descriptiveroll2 4}} + {{#rollTotal() descriptiveroll2 3}} + Good (+{{descriptiveroll2}}) + {{/rollTotal() descriptiveroll2 3}} + {{#rollTotal() descriptiveroll2 2}} + Fair (+{{descriptiveroll2}}) + {{/rollTotal() descriptiveroll2 2}} + {{#rollTotal() descriptiveroll2 1}} + Average (+{{descriptiveroll2}}) + {{/rollTotal() descriptiveroll2 1}} + {{#rollTotal() descriptiveroll2 0}} + Mediocre (+{{descriptiveroll2}}) + {{/rollTotal() descriptiveroll2 0}} + {{#rollTotal() descriptiveroll2 -1}} + Poor ({{descriptiveroll2}}) + {{/rollTotal() descriptiveroll2 -1}} + {{#rollTotal() descriptiveroll2 -2}} + Terrible ({{descriptiveroll2}}) + {{/rollTotal() descriptiveroll2 -2}} + {{#rollLess() descriptiveroll2 -2}} + Terrible- ({{descriptiveroll2}}) + {{/rollLess() descriptiveroll2 -2}} +
    +
    + {{/descriptiveroll2}} + + {{#descriptiveroll3}} +
    +
    + {{descriptivename3}} +
    +
    + {{#rollGreater() descriptiveroll3 8}} + Legendary+ (+{{descriptiveroll3}}) + {{/rollGreater() descriptiveroll3 8}} + {{#rollTotal() descriptiveroll3 8}} + Legendary (+{{descriptiveroll3}}) + {{/rollTotal() descriptiveroll3 8}} + {{#rollTotal() descriptiveroll3 7}} + Epic (+{{descriptiveroll3}}) + {{/rollTotal() descriptiveroll3 7}} + {{#rollTotal() descriptiveroll3 6}} + Fantastic (+{{descriptiveroll3}}) + {{/rollTotal() descriptiveroll3 6}} + {{#rollTotal() descriptiveroll3 5}} + Superb (+{{descriptiveroll3}}) + {{/rollTotal() descriptiveroll3 5}} + {{#rollTotal() descriptiveroll3 4}} + Great (+{{descriptiveroll3}}) + {{/rollTotal() descriptiveroll3 4}} + {{#rollTotal() descriptiveroll3 3}} + Good (+{{descriptiveroll3}}) + {{/rollTotal() descriptiveroll3 3}} + {{#rollTotal() descriptiveroll3 2}} + Fair (+{{descriptiveroll3}}) + {{/rollTotal() descriptiveroll3 2}} + {{#rollTotal() descriptiveroll3 1}} + Average (+{{descriptiveroll3}}) + {{/rollTotal() descriptiveroll3 1}} + {{#rollTotal() descriptiveroll3 0}} + Mediocre (+{{descriptiveroll3}}) + {{/rollTotal() descriptiveroll3 0}} + {{#rollTotal() descriptiveroll3 -1}} + Poor ({{descriptiveroll3}}) + {{/rollTotal() descriptiveroll3 -1}} + {{#rollTotal() descriptiveroll3 -2}} + Terrible ({{descriptiveroll3}}) + {{/rollTotal() descriptiveroll3 -2}} + {{#rollLess() descriptiveroll3 -2}} + Terrible- ({{descriptiveroll3}}) + {{/rollLess() descriptiveroll3 -2}} +
    +
    + {{/descriptiveroll3}} + + {{#allprops() name check verb descriptivename descriptiveroll descriptivename2 descriptiveroll2 descriptivename3 descriptiveroll3}}
    {{key}} @@ -2092,6 +2468,6 @@ {{value}}
    - {{/allprops() name check verb}} + {{/allprops() name check verb descriptivename descriptiveroll descriptivename2 descriptiveroll2 descriptivename3 descriptiveroll3}} \ No newline at end of file diff --git a/Dresden Files Role-Playing Game/sheet.json b/Dresden Files Role-Playing Game/sheet.json index 4e9588368e..0d13e69cfd 100644 --- a/Dresden Files Role-Playing Game/sheet.json +++ b/Dresden Files Role-Playing Game/sheet.json @@ -4,5 +4,5 @@ "authors": "Teddy McCormick", "preview": "preview.png", "roll20userid": "28338", - "instructions": "A character and city sheet designed for the Dresden Files Role-Playing Game. Designed to match the pen-and-paper sheets as much as possible by default, with toggleable options to expand/reorganize some fields for easier online play.\n\n\nIncludes two roll templates: descriptiveroll and simpleroll. Both templates accept a 'name' value for the character name, a optional 'verb' value that comes after the name (for example, 'Steve rolls...'), and a 'check' value that is the title of the roll (typically, the skill rolled).\n\nThe descriptiveroll template outputs a 'roll' value that evaluates to a number into a description based on the Fate ladder; for example, '{{roll=[[4]]}}' would display 'Great (+4)'. Any other values are included below the roll result. The simpleroll template skips the ladder result display, but is otherwise identical.\n\n\nUses the same attribute names as the DFRPG sheet by Brian Shields, so the two sheets are mostly compatible if you want to switch between them. The only major incompatibility is the skill list, which functions completely differently here." + "instructions": "A character and city sheet designed for the Dresden Files Role-Playing Game. Designed to match the pen-and-paper sheets as much as possible by default, with toggleable options to expand/reorganize some fields for easier online play.\n\n\nIncludes two roll templates: descriptiveroll and simpleroll. For the header, the templates accept a 'name' value for the character name, an optional 'verb' value that comes after the name (for example, 'Steve rolls...'), and a 'check' value that is the title of the roll (typically, the skill rolled). Then, both templates accept a descriptiveroll value which converts a roll into its equivalent on the Fate ladder, and a (technically optional) descriptivename value will display as the key. For example, '{{descriptivename=Discipline}} {{descriptiveroll=[[4]]}}' would display 'Discipline | Great (+4)'. It also supports descriptiveroll2 and 3 (along with descriptivename2 and 3) should you want multiple named roll results in one template roll.\n\nThe descriptiveroll template is functionally identical to the simpleroll template, except that it also accepts a 'roll' value, which it converts to its equivalent on the Fate ladder, and displays large and centered.\n\n\nThis sheet uses the same attribute names as the DFRPG sheet by Brian Shields, so the two sheets are mostly compatible if you want to switch between them. The only major incompatibility is the skill list, which functions completely differently here." } \ No newline at end of file diff --git a/DungeonWorldFrench/dwfr.css b/DungeonWorldFrench/dwfr.css index a6144db0ea..c17b579731 100644 --- a/DungeonWorldFrench/dwfr.css +++ b/DungeonWorldFrench/dwfr.css @@ -1,6 +1,9 @@ +@import url('https://fonts.googleapis.com/css?family=Balthazar|Roboto&display=swap'); .charsheet { width: 850px; background: white; + font-family: Balthazar; + font-size: 1.1em; } div{ border-radius: 0px; @@ -11,36 +14,65 @@ textarea { box-sizing: border-box; width: 100%; } - +textarea:focus, +input:focus, +select:focus, +button:focus { + outline: none; +} textarea, -input { +input, +input[type=number] { outline: none; box-shadow: none; margin-bottom: 1px; - font-family: Arial; + font-family: Roboto; border-radius: 0px; + color: #160101; + border-color: transparent; + background-color: white; +} +textarea:hover, +input:hover, +input[type=number]:hover { + border-color: #490403; +} +input[type=number] { + -moz-appearance: textfield; + appearance: textfield; + margin: 0; + text-align: center; +} +input[type=number]::-webkit-inner-spin-button, +input[type=number]::-webkit-outer-spin-button { + -webkit-appearance: none; + margin: 0; } - .sheet-header textarea, .sheet-header input { border: none; } - +textarea:placeholder-shown, +input:placeholder-shown, +input[type=number]:placeholder-shown { + background-color:#DDD5D0 +} input[type=number], input[type="text"] { width: 100%; } -input[type=number]{ - text-align: right; -} select { width: auto; margin: 0; + font-family: Roboto; + color: #160101; + border:none; } input[disabled], input[readonly] { -moz-appearance: textfield; + background-color: #DDD5D0; } input[type=number]:disabled::-webkit-inner-spin-button, input[type=number]:disabled::-webkit-outer-spin-button, @@ -56,6 +88,14 @@ input[type=number]:read-only::-webkit-outer-spin-button { background-image: none; border: none; } +/* ===== GENERAL CLASSES ===== */ +.sheet-smalltext { + font-size: 0.9em; +} +.sheet-small-margin { + margin: 0 0.3em; +} + /* ===== LAYOUT ===== */ .sheet-col-left { display: inline-block; @@ -73,10 +113,105 @@ input[type=number]:read-only::-webkit-outer-spin-button { .sheet-toggle:checked ~ .sheet-show { display: none; } +/* === ETATS === */ +label.sheet-etat { + position: relative; + width: -moz-fit-content; + cursor: pointer; + text-align: center; + font-size: 0.9em; + text-transform: none; + font-family: Roboto; + width: 100%; +} +label.sheet-etat input[type="checkbox"] { + position: absolute; + z-index: 1; + opacity: 0; +} +label.sheet-etat span { + color: #CCC; + font-weight: normal; +} +label.sheet-etat span:hover{ + color: white; +} +label.sheet-etat span::before { + font-family: pictos; + font-size: 1.1em; + content: "*"; + margin-right: 0.3em; +} +label.sheet-etat input[type="checkbox"]:checked ~ span { + color: white; + font-weight: bold; +} +label.sheet-etat input[type="checkbox"]:checked ~ span::before { + content: "!"; + font-weight: normal; +} + + +/* === OPTIONS === */ +.sheet-options-ligne { + display: flex; + align-items: baseline; + justify-content: center; +} +.sheet-options-ligne div.sheet-header, +.sheet-options-ligne label { + margin-right: 0.3em; +} +.sheet-options-ligne label { + position: relative; + width: fit-content; + width: -moz-fit-content; + cursor: pointer; + font-family: Roboto; + font-size: 1em; + font-weight: normal; +} +.sheet-options-ligne label input[type="checkbox"], +.sheet-options-ligne label input[type="radio"] { + position: absolute; + z-index: 1; + opacity: 0; +} +.sheet-options-ligne label span { + border-style: solid; + border-color: transparent; + border-width: 0px 0px 1px 0px; + border-radius: 0 1em 1em 0; + color: #666666; + width: fit-content; + width: -moz-fit-content; + padding: 0.3em; +} +.sheet-options-ligne label span:hover{ + border-color: #690805; +} +.sheet-options-ligne label span::after { + font-family: pictos; + font-size: 1.1em; + content: "*"; + margin-left: 0.3em; +} +.sheet-options-ligne label input[type="checkbox"]:checked ~ span, +.sheet-options-ligne label input[type="radio"]:checked ~ span { + color: #490403; + border-color: #490403; +} +.sheet-options-ligne label input[type="checkbox"]:checked ~ span::after, +.sheet-options-ligne label input[type="radio"]:checked ~ span::after { + content: "3"; +} + /* ===== SECTION HEADERS ===== */ .sheet-header { - display: inline-block; - background: linear-gradient(to right bottom, #3D2923 40%, #700200, #DE6928); + display: inline-flex; + align-items: center; + justify-content: space-between; + background: linear-gradient(to right bottom, #160101 40%, #700200, #DE6928); color: #fff; padding: 2px 0px; vertical-align: middle; @@ -85,7 +220,6 @@ input[type=number]:read-only::-webkit-outer-spin-button { line-height: 32px; font-size: 1.1em; margin: 3px 0px; - box-align: center; border-radius: 0px; padding: 2px 2px 2px 8px; } @@ -114,34 +248,39 @@ input[type=number]:read-only::-webkit-outer-spin-button { width: 2em; } button[type="roll"] { - height: 28px; - width: 28px; - margin: 2px; - padding: 4px; - padding-top: 5px; - - font-size: 20px; - text-align: center; - + height: 20px !important; + margin: 0 !important; + padding: 0 !important; background: white; border: none; - border-radius: 0px; + font-size: 1.1em !important; + color: #490403; +} +button[type="roll"]:before { + content: 'l' !important; + font-family: 'dicefontd6' !important; + font-size: 1.5em; + color: #490403; + font-weight: bold; } button[type="roll"]:hover{ color: #DE6928; /* #700200; #CD071E; */ font-weight: bold; } +button[type="roll"]:hover:before { + content: 'L' !important; + font-weight: normal; +} .sheet-header > * { text-align: right; height: 100%; } .sheet-header .sheet-section-name { - display: inline-block; + display: inline-flex; margin-right: 2px; - font-weight: bold; - text-align: left; + font-size: 1.1em; } -/* ===== MAIN HEADER ===== */ + /* ===== MAIN HEADER ===== */ .sheet-topbar { display: block; padding: 4px; @@ -161,28 +300,31 @@ button[type="roll"]:hover{ height: 45px; padding: 3px; margin: 0; - font-size: 22px; - font-weight: bold; + font-size: 1.8em; line-height: 36px; } +.sheet-topbar select option { + font-size: 1.2em; +} .sheet-topbar .sheet-field-name { width: 370px; text-align: center; background-color: white; - color: #3D2923; + color: #160101; +} +.sheet-topbar input.sheet-field-class, +.sheet-topbar select.sheet-field-class { + background: linear-gradient(to bottom right, #160101 40%, #700200, #DE6928); + color: white; + font-family: Balthazar; } .sheet-topbar input.sheet-field-class { width: 200px; text-align: center; - /* background-color: #3D2923; */ - background: linear-gradient(to bottom right, #3D2923 40%, #700200, #DE6928); - color: white; } .sheet-topbar select.sheet-field-class { width: 26px; text-align: left; - background: linear-gradient(to bottom right, #3D2923 40%, #700200, #DE6928); - color: white; } .sheet-topbar select.sheet-field-class option { color: black; @@ -193,10 +335,6 @@ button[type="roll"]:hover{ width: 100%; text-align: center; } -.sheet-statistics .sheet-header { - /* width: 18%; - margin-right: 0.6%; */ -} .sheet-statistics .sheet-header:last-child { margin-right: 0; } @@ -205,6 +343,7 @@ button[type="roll"]:hover{ display: block; width:100%; margin-bottom: 10px; + margin-top: 10px; } .sheet-attributes .sheet-header { height: auto; @@ -216,24 +355,25 @@ button[type="roll"]:hover{ } .sheet-attributes .sheet-header > label { height: 1em; - width: 100px; + width: fit-content; + width: -moz-fit-content; margin: 0; - padding: 1px 2px; - margin: 0 12px; + padding: 0 0.3em; text-transform: uppercase; text-align: center; font-weight: normal; - font-size: 12px; + font-size: 1em; background: white; - transform: skew(-10deg); - -webkit-transform: skew(-10deg); position: absolute; + color: #490403; /* #690805; */ } .sheet-attributes .sheet-header > label.sheet-top { - top: -5px; + top: -0.3em; + left: 0.5em; } .sheet-attributes .sheet-header > label.sheet-bottom { - bottom: -2px; + bottom: -0.3em; + right: 0.5em; } .sheet-attributes .sheet-header input[type=number] { background: white; @@ -251,23 +391,19 @@ button[type="roll"]:hover{ padding: 1px; overflow: hidden; line-height: 14px; - font-size: 12px; + font-size: 1em; text-align: center; text-transform: uppercase; font-weight: bold; } -.sheet-attributes .sheet-row-2 label { - color: #DDD; - font-size: 80%; -} .sheet-attributes .sheet-row-2 input { height: 14px; margin: 0; } .sheet-attributes .sheet-row-3 button { position: absolute; - right: 2px; - bottom: 2px; + right: 0.5em; + bottom: 0.6em; z-index: 1; } /* ==== Matériel ==== */ @@ -276,14 +412,14 @@ button[type="roll"]:hover{ padding: 0; margin: 0; padding: 2px 0px 2px 0px; - border-bottom : 1px dashed #3D2923; + border-bottom : 1px dashed #160101; } .sheet-section-gear input { height: 25px; } .sheet-section-gear span { - color: gray; - font-size: 12px; + color: #690805; + font-size: 1em; } .sheet-section-gear input[name="attr_itemname"] { width: 250px; @@ -315,7 +451,7 @@ input[type="checkbox"].sheet-dispcheck{ z-index: 2; margin: 0; } -input[type="checkbox"].sheet-dispcheck + span{ +input[type="checkbox"].sheet-dispcheck + span { display: inline-block; text-align: center; padding: 0; @@ -326,16 +462,20 @@ input[type="checkbox"].sheet-dispcheck + span{ height: 20px; z-index: 1; font-family: pictos; - color: #DDB29B; /* #EFBAC1; */ + color: #DDB29B; font-size: 20px; line-height: 20px; } -input[type="checkbox"].sheet-dispcheck:hover + span{ - color: #DE6928; /* #ADDDAD; */ +input[type="checkbox"].sheet-dispcheck:checked:hover + span, +input[type="checkbox"].sheet-dispcheck:hover + span { + color: #490403; } input[type="checkbox"].sheet-dispcheck:checked + span{ + color: #DE6928; +} +input[type="checkbox"].sheet-dispcheck:checked + span + input[type="text"] { font-weight: bold; - color: #700200; /* #557F55; */ + border-bottom-color: #160101; } div.sheet-dispcheck { width: 100%; @@ -347,7 +487,8 @@ input[type="checkbox"].sheet-dispcheck:checked ~ div.sheet-dispcheck { div.sheet-dispactionjet{ display: none; } -input[type="checkbox"].sheet-selcheck:checked ~ div.sheet-dispactionjet{ +input[type="checkbox"].sheet-selcheck:checked + div.sheet-dispactionjet +, input[type="checkbox"].sheet-selcheck:checked + span + div.sheet-dispactionjet { display: block; } div.sheet-dispdegmod{ @@ -357,7 +498,7 @@ input[type="checkbox"].sheet-selcheck:checked ~ div.sheet-dispdegmod{ display: inline-block; } /* ===== Sélection Check ===== */ -input[type="checkbox"].sheet-selcheck{ +input[type="checkbox"].sheet-selcheck { width: 20px; height: 20px; max-width: 20px; @@ -365,6 +506,9 @@ input[type="checkbox"].sheet-selcheck{ z-index: 2; margin: 0; } +input[type="checkbox"].sheet-selcheck.sheet-hidden { + display: none; +} input[type="checkbox"].sheet-selcheck + span{ display: inline-block; text-align: center; @@ -376,16 +520,16 @@ input[type="checkbox"].sheet-selcheck + span{ height: 20px; z-index: 1; font-family: pictos; - color: #DDB29B; /* #EFBAC1; */ + color: #DDB29B; font-size: 20px; line-height: 20px; } input[type="checkbox"].sheet-selcheck:hover + span{ - color: #DE6928; /* #ADDDAD; */ + color: #DE6928; } input[type="checkbox"].sheet-selcheck:checked + span{ font-weight: bold; - color: #700200; /* #557F55; */ + color: #490403; } /* ==== Action ==== */ div.sheet-action { @@ -393,24 +537,31 @@ div.sheet-action { padding: 0; margin: 0; padding: 2px 0px 2px 0px; - border-bottom : 1px dashed #3D2923; -} -button[type="roll"].sheet-btAction { - width: 20px; - margin: 0px 1px 0px 1px; - font-size: 20px; -} -div.sheet-actionligne{ - display: block; - width: 100%; + border-bottom : 1px dashed #160101; } span.sheet-action { min-width: 60px; white-space: nowrap; display: inline-block; text-align: right; - color: gray; - font-style: italic; + color: #690805; + font-size: 1.1em; + margin-right: 2px; +} +div.sheet-actionligne { + display: flex; + align-items: baseline; + flex-flow: row wrap; + width: 100%; +} +div.sheet-actionligne span { + white-space: nowrap; + color: #690805; + font-size: 1.1em; + margin: 0px 2px 0px 2px; +} +div.sheet-actionligne span.sheet-action { + margin: 0px 2px 0px 0px; } select.sheet-action{ padding: 0; @@ -422,16 +573,20 @@ input[type=number].sheet-action{ width: 35px; } input[type="text"].sheet-actionname { - font-weight: bold; width: 460px; height: 25px; - font-size: 14px; + font-size: 1em; } textarea.sheet-actiondesc { resize: vertical; width: 450px; display: inline-block; } +input[type="text"].sheet-degmod { + padding: 2px; + width: 5em; + text-align: center; +} /* ===== Onglets ===== */ div.sheet-onglbase, div.sheet-onglspecial, @@ -444,8 +599,8 @@ div.sheet-onglrecrue{ width: 100%; text-align: left; vertical-align: middle; - margin: 1px 0px 1px 0px; - border: 1px solid #3D2923; + margin: -1px 0px 1px 0px; + border: 1px solid #160101; padding: 3px; z-index: 0; min-height: 250px; @@ -476,24 +631,18 @@ input[type="radio"].sheet-onglnote + span, input[type="radio"].sheet-onglrecrue + span{ color: #666666; background-color: #BBBBBB; - font-size:15px; text-align:center; display: inline-block; width: 85px; - height: 20px; - margin: 0; margin-left: -85px; margin-right: -4px; - padding:0; - margin-bottom: -2px; - padding-top: 5px; - font-size: 0.9em; + font-size: 1.1em; border-style: solid; border-width: 1px; border-left-color: #666666; border-top-color: #666666; border-right-color: #666666; - border-bottom-color: #3D2923; + border-bottom-color: #160101; border-top-left-radius: 0px; border-top-right-radius: 15px; z-index: 1; @@ -505,15 +654,12 @@ input[type="radio"].sheet-onglavance:checked + span, input[type="radio"].sheet-onglsort:checked + span, input[type="radio"].sheet-onglnote:checked + span, input[type="radio"].sheet-onglrecrue:checked + span{ - font-weight: bold; - /* color: #3D2923; - background-color: white; */ color: white; - background: linear-gradient(to top left, #3D2923 40%, #700200, #DE6928); - border-left-color: #3D2923; - border-top-color: #3D2923; - border-right-color: #3D2923; - border-bottom-color: #3D2923; + background: linear-gradient(to top left, #160101 40%, #700200, #DE6928); + border-left-color: #160101; + border-top-color: #160101; + border-right-color: #160101; + border-bottom-color: #160101; } input[type="radio"].sheet-onglbase:checked ~ div.sheet-onglbase{ display: block; @@ -583,98 +729,84 @@ input[type="radio"].sheet-voleur:checked ~ div.sheet-voleur { padding: 0; } /* ==== TEMPLATES ==== */ -.sheet-rolltemplate-jet table{ +.sheet-rolltemplate-jet { + font-size: 1em; +} +.sheet-rolltemplate-jet .sheet-tpl-main{ background: white; - border: 1px solid #3D2923; - border-radius: 6px; width: 100%; - padding: 2px; - font-family: 'Verdana'; - color: #3D2923; - font-size: 0.9em; + font-family: Roboto; + color: #160101; + box-shadow: 10px 6px 6px #666666; + margin-bottom: 5px; + margin-left: -5px; } -.sheet-rolltemplate-jet tr{ - padding-top: 2px; - padding-bottom: 2px; - padding-right: 0px; - padding-left: 0px; -} -.sheet-rolltemplate-jet th{ - padding: 3px; - font-size: 1.1em; +.sheet-rolltemplate-jet .sheet-tpl-pc { text-align: center; - font-family: 'Contrail One'; + font-family: Balthazar; + font-size: 1.25em; + padding: 0.15em; +} +.sheet-rolltemplate-jet .sheet-tpl-title{ + font-size: 1.3em; + text-align: center; + font-family: Balthazar; color: white; - /* background: #3D2923; */ - background: linear-gradient(to right, #3D2923 40%, #700200, #DE6928); + background: linear-gradient(to right, #160101 40%, #700200, #DE6928); + font-weight: normal; + padding: 0.3em; } -.sheet-rolltemplate-jet td{ - padding: 2px; - text-align: left; +.sheet-rolltemplate-jet div.sheet-tpl-line { + display: flex; + align-items: baseline; + justify-content: flex-start; + padding-top: 0.1em; + padding-right: 0.2em; + padding-bottom: 0.1em; + padding-left: 0.2em; } -.sheet-rolltemplate-jet td.sheet-tcat{ - color: #3D2923; - font-style: italic; +.sheet-rolltemplate-jet .sheet-tpl-label { + color: #690805; + font-family: Balthazar; + font-size: 1.25em; text-align: right; - border-right: 1px dashed #3D2923; + min-width: 25%; + padding-right: 0.2em; } -.sheet-rolltemplate-jet .sheet-subheader{ - font-style: italic; - text-align: right; - border-bottom: 1px dashed #3D2923; - color: #3D2923; -} -.sheet-rolltemplate-jet .sheet-desctitre{ - font-style: italic; - text-align: right; - border-bottom: 1px dashed #3D2923; - border-top: 1px solid #3D2923; - color: #3D2923; -} -.sheet-rolltemplate-jet div.sheet-jetdesc{ - font-family: 'Verdana', serif; - font-size: 0.9em; +.sheet-rolltemplate-jet div.sheet-jetdesc { + font-family: Roboto; max-height: 140px; overflow-y: auto; + padding: 0.2em; } -.sheet-rolltemplate-jet .inlinerollresult{ - font-size: 1em; +.sheet-rolltemplate-jet .inlinerollresult, +.sheet-rolltemplate-jet .inlinerollresult.fullcrit, +.sheet-rolltemplate-jet .inlinerollresult.fullfail, +.sheet-rolltemplate-jet .inlinerollresult.importantroll { + font-size: 1.2em; background-color: transparent; - border-width: 0px 0px 0px 0px; - border-top-style: none; - border-right-style: none; - border-left-style: none; - border-bottom-style: none; + border: none; } -.sheet-rolltemplate-jet .inlinerollresult.fullcrit{ - color: #3FB315; - font-size: 1em; - background-color: transparent; - border-width: 0px 0px 0px 0px; - border-top-style: none; - border-right-style: none; - border-left-style: none; - border-bottom-style: none; +.sheet-rolltemplate-jet .sheet-success, +.sheet-rolltemplate-jet .sheet-success .inlinerollresult { + color: darkgreen; } -.sheet-rolltemplate-jet .inlinerollresult.fullfail{ +.sheet-rolltemplate-jet .sheet-partial, +.sheet-rolltemplate-jet .sheet-partial .inlinerollresult { + color: #160101; +} +.sheet-rolltemplate-jet .sheet-failure, +.sheet-rolltemplate-jet .sheet-failure .inlinerollresult { color: #B31515; - font-size: 1em; - background-color: transparent; - border-width: 0px 0px 0px 0px; - border-top-style: none; - border-right-style: none; - border-left-style: none; - border-bottom-style: none; } -.sheet-rolltemplate-jet .inlinerollresult.importantroll{ - color: #4A57ED; - font-size: 1em; - background-color: transparent; - border-width: 0px 0px 0px 0px; - border-top-style: none; - border-right-style: none; - border-left-style: none; - border-bottom-style: none; +.sheet-rolltemplate-jet .sheet-damage .inlinerollresult.fullcrit { + color: darkgreen; +} +.sheet-rolltemplate-jet .sheet-damage .inlinerollresult.fullfail { + color: #B31515; +} +.sheet-rolltemplate-jet .sheet-damage .inlinerollresult.importantroll { + color: darkblue; } /* ===== REPEATING SECTIONS CTRL ===== */ @@ -695,9 +827,9 @@ input[type="radio"].sheet-voleur:checked ~ div.sheet-voleur { .repcontrol .repcontrol_add:before, .repcontrol .repcontrol_edit:after { font-family: pictos; - color: #700200; + color: #490403; display: inline-block; - border: 1px solid #700200; + border: 1px solid #490403; border-radius: 50%; font-size: 14px; padding: 2px; @@ -736,4 +868,4 @@ input[type="radio"].sheet-voleur:checked ~ div.sheet-voleur { padding: 0px; height: 18px; width: 18px; -} +} \ No newline at end of file diff --git a/DungeonWorldFrench/dwfr.htm b/DungeonWorldFrench/dwfr.html similarity index 60% rename from DungeonWorldFrench/dwfr.htm rename to DungeonWorldFrench/dwfr.html index 2f14a83c68..ccba6931ee 100644 --- a/DungeonWorldFrench/dwfr.htm +++ b/DungeonWorldFrench/dwfr.html @@ -1,7 +1,7 @@
    Dungeon World VF, feuille version 3.5 (29/01/2019) -
    +
    - +
    @@ -26,7 +26,7 @@
    Dégâts
    - + @@ -43,15 +43,16 @@
    PX
    / - +
    PV
    / - - (Base - ) + + (Base + + )
    @@ -59,162 +60,180 @@
    - -
    - +
    +
    + +
    +
    + +
    +
    + + +
    - -
    - -
    - -
    - - -
    -
    - -
    - +
    +
    + +
    +
    + +
    +
    + + +
    - -
    - -
    - -
    - - -
    -
    - -
    - +
    +
    + +
    +
    + +
    +
    + + +
    - -
    - -
    - -
    - - -
    -
    - -
    - +
    +
    + +
    +
    + +
    +
    + + +
    - -
    - -
    - -
    - - -
    -
    - -
    - +
    +
    + +
    +
    + +
    +
    + + +
    - -
    - -
    - -
    - - -
    -
    - -
    - +
    +
    + +
    +
    + +
    +
    + + +
    - -
    - -
    - -
    - - -
    -
    + +
    +
    + Option de Jet  +
    + + + + +
    + Option de Dégâts  +
    + +
    +
    Alignement
    - +
    - +
    Peuple
    - +
    - +
    @@ -223,7 +242,7 @@
    - +
    @@ -233,19 +252,20 @@ Charge / - - (Base - ) + + (Base + + )
    - + Poids Util. / - +
    @@ -256,13 +276,8 @@
    -
    +
    Actions -
    - Bonus aux jets -   - Bonus aux dégâts -
    Base @@ -279,15 +294,15 @@ value="&{template:jet} {{perso=@{character_name}}} {{name=@{taillename}}} {{subtags=Action de Base}} {{jetshow=[[1]]}} {{jet=[[2d6 + (@{taillemod})[Mod.Carac.] + (@{taillebonus})[Bonus] + (@{jetpjbonus})[Bonus circonstanciel] ]]}} {{sucsup=@{taillesucsup}}} {{succes=@{taillesucces}}} {{partiel=@{taillepartiel}}} {{echec=@{tailleechec}}} {{degatsaction=@{tailledegats}}}" > y - +
    Desc : - +
    Jet : - 2d6 + + 2d6 + - + + +  Cette Action inflige des dégâts 3 -
    +
    +
    + + + + +
    Sur 12+ : - +
    Sur 10+ : - +
    Sur 7-9 : - +
    Sur 6- : - +
    @@ -327,15 +346,15 @@ value="&{template:jet} {{perso=@{character_name}}} {{name=@{salvename}}} {{subtags=Action de Base}} {{jetshow=[[1]]}} {{jet=[[2d6+(@{salvemod})[Mod.Carac.]+(@{salvebonus})[Bonus] + (@{jetpjbonus})[Bonus circonstanciel] ]]}} {{succes=@{salvesucces}}} {{partiel=@{salvepartiel}}} {{sucsup=@{salvesucsup}}} {{echec=@{salveechec}}} {{degatsaction=@{salvedegats}}}" > y - +
    Desc : - +
    Jet : - 2d6 + + 2d6 + - + + +  Cette Action inflige des dégâts 3 -
    +
    +
    +
    Sur 12+ : - +
    Sur 10+ : - +
    Sur 7-9 : - +
    Sur 6- : - +
    @@ -373,44 +392,44 @@
    FOR + >FOR DEX + >DEX CON + >CON INT + >INT SAG + >SAG CHA + >CHA y - +
    Desc : - +
    Sur 12+ : - +
    Sur 10+ : - +
    Sur 7-9 : - +
    Sur 6- : - +
    @@ -420,15 +439,15 @@ value="&{template:jet} {{perso=@{character_name}}} {{name=@{defendrename}}} {{subtags=Action de Base}} {{jetshow=[[1]]}} {{jet=[[2d6 + (@{defendremod})[Mod.Carac.] +(@{defendrebonus})[Bonus] + (@{jetpjbonus})[Bonus circonstanciel] ]]}} {{sucsup=@{defendresucsup}}} {{echec=@{defendreechec}}} {{succes=@{defendresucces}}} {{partiel=@{defendrepartiel}}}" > y - +
    Desc : - +
    Jet : - 2d6 + + 2d6 + - + + +
    Sur 12+ : - +
    Sur 10+ : -
    Sur 7-9 : -
    Sur 6- : - +
    @@ -467,15 +486,15 @@ value="&{template:jet} {{perso=@{character_name}}} {{name=@{etalername}}} {{subtags=Action de Base}} {{jetshow=[[1]]}} {{jet=[[2d6 + (@{etalermod})[Mod.Carac.] +(@{etalerbonus})[Bonus] + (@{jetpjbonus})[Bonus circonstanciel] ]]}} {{sucsup=@{etalersucsup}}} {{echec=@{etalerechec}}} {{succes=@{etalersucces}}} {{partiel=@{etalerpartiel}}}" > y - +
    Desc : - +
    Jet : - 2d6 + + 2d6 + - + + +
    Sur 12+ : - +
    Sur 10+ : - +
    Sur 7-9 : - +
    Sur 6- : - +
    @@ -512,15 +531,15 @@ value="&{template:jet} {{perso=@{character_name}}} {{name=@{discernername}}} {{subtags=Action de Base}} {{jetshow=[[1]]}} {{jet=[[2d6 + (@{discernermod})[Mod.Carac.] + (@{discernerbonus})[Bonus] + (@{jetpjbonus})[Bonus circonstanciel] ]]}} {{sucsup=@{discernersucsup}}} {{echec=@{discernerechec}}} {{succes=@{discernersucces}}} {{partiel=@{discernerpartiel}}}" > y - +
    Desc : - +
    Jet : - 2d6 + + 2d6 + - + + +
    Sur 12+ : - +
    Sur 10+ : - +
    Sur 7-9 : - +
    Sur 6- : - +
    @@ -557,15 +576,15 @@ value="&{template:jet} {{perso=@{character_name}}} {{name=@{negociername}}} {{subtags=Action de Base}} {{jetshow=[[1]]}} {{jet=[[2d6 + (@{negociermod})[Mod.Carac.] + (@{negocierbonus})[Bonus] + (@{jetpjbonus})[Bonus circonstanciel] ]]}} {{sucsup=@{negociersucsup}}} {{echec=@{negocierechec}}} {{succes=@{negociersucces}}} {{partiel=@{negocierpartiel}}}" > y - +
    Desc : - +
    Jet : - 2d6 + + 2d6 + - + + +
    Sur 12+ : - +
    Sur 10+ : - +
    Sur 7-9 : - +
    Sur 6- : - +
    @@ -602,11 +621,11 @@ value="&{template:jet} {{perso=@{character_name}}} {{name=@{aidername}}} {{subtags=Action de Base}} {{jetshow=[[1]]}} {{jet=[[2d6 + (?{LIENS|0})[Liens] + (@{jetpjbonus})[Bonus circonstanciel] ]]}} {{sucsup=@{aidersucsup}}} {{echec=@{aiderechec}}} {{succes=@{aidersucces}}} {{partiel=@{aiderpartiel}}}" > y - +
    Desc : - +
    Jet : @@ -614,19 +633,19 @@
    Sur 12+ : - +
    Sur 10+ : - +
    Sur 7-9 : - +
    Sur 6- : - +
    @@ -637,26 +656,26 @@ value="&{template:jet} {{perso=@{character_name}}} {{name=@{actionbasename}}} {{subtags=Action de Base}} {{jetshow=[[@{actionbasejet}]]}} {{jet=@{actionbaseroll}}} {{descshow=[[@{actionbasebodydisp}]]}} {{desc=@{actionbasebody}}} {{sucsup=@{actionbasesucsup}}} {{succes=@{actionbasesucces}}} {{partiel=@{actionbasepartiel}}} {{echec=@{actionbaseechec}}} {{degatsaction=@{actionbasedegats}}}" > y - +
    E Desc : - +
    - Cette Action inflige des dégâts + Cette Action inflige des dégâts 3 -
    + +
    +
    - Cette Action nécessite un jet + Cette Action nécessite un jet 3
    Jet : - 2d6 + + 2d6 + - + + +
    Sur 12+ : - +
    Sur 10+ : - +
    Sur 7-9 : - +
    Sur 6- : - +
    @@ -700,15 +719,15 @@ value="&{template:jet} {{perso=@{character_name}}} {{name=@{soupirname}}} {{subtags=Action Spéciale}} {{jetshow=[[1]]}} {{jet=[[2d6 + (@{soupirmod})[Mod.Carac.] + (@{soupirbonus})[Bonus] + (@{jetpjbonus})[Bonus circonstanciel] ]]}} {{sucsup=@{soupirsucsup}}} {{succes=@{soupirsucces}}} {{partiel=@{soupirpartiel}}} {{echec=@{soupirechec}}}" > y - +
    Desc : - +
    Jet : - 2d6 + + 2d6 + - + + +
    Sur 12+ : - +
    Sur 10+ : - +
    Sur 7-9 : - +
    Sur 6- : - +
    @@ -745,11 +764,11 @@ value="&{template:jet} {{perso=@{character_name}}} {{name=@{campname}}} {{subtags=Action Spéciale}} {{descshow=[[1]]}} {{desc=@{campbody}}}" > y - +
    Desc : - +
    @@ -759,11 +778,11 @@ value="&{template:jet} {{perso=@{character_name}}} {{name=@{encombrementname}}} {{subtags=Action Spéciale}} {{descshow=[[1]]}} {{desc=@{encombrementbody}}}" > y - +
    Desc : - +
    @@ -773,15 +792,15 @@ value="&{template:jet} {{perso=@{character_name}}} {{name=@{gardename}}} {{subtags=Action Spéciale}} {{jetshow=[[1]]}} {{jet=[[2d6 + (@{gardemod})[Mod.Carac.] + (@{gardebonus})[Bonus] + (@{jetpjbonus})[Bonus circonstanciel] ]]}} {{sucsup=@{gardesucsup}}} {{succes=@{gardesucces}}} {{partiel=@{gardepartiel}}} {{echec=@{gardeechec}}}" > y - +
    Desc : - +
    Jet : - 2d6 + + 2d6 + - + + +
    Sur 12+ : - +
    Sur 10+ : - +
    Sur 7-9 : - +
    Sur 6- : - +
    @@ -818,16 +837,16 @@ value="&{template:jet} {{perso=@{character_name}}} {{name=@{voyagename}}} {{subtags=Action Spéciale}} {{jetshow=[[1]]}} {{jet=[[2d6 + (@{voyagemod})[Mod.Carac.] + (@{voyagebonus})[Bonus] + (@{jetpjbonus})[Bonus circonstanciel] ]]}} {{sucsup=@{voyagesucsup}}} {{succes=@{voyagesucces}}} {{partiel=@{voyagepartiel}}} {{echec=@{voyageechec}}}" > y - +
    Desc : -
    Jet : - 2d6 + + 2d6 + - + + +
    Sur 12+ : - +
    Sur 10+ : - +
    Sur 7-9 : - +
    Sur 6- : - +
    @@ -864,11 +883,11 @@ value="&{template:jet} {{perso=@{character_name}}} {{name=@{sessionname}}} {{subtags=Action Spéciale}} {{descshow=[[1]]}} {{desc=@{sessionbody}}}" > y - +
    Desc : - +
    @@ -878,11 +897,11 @@ value="&{template:jet} {{perso=@{character_name}}} {{name=@{niveauname}}} {{subtags=Action Spéciale}} {{descshow=[[1]]}} {{desc=@{niveaubody}}}" > y - +
    Desc : - +
    @@ -892,15 +911,15 @@ value="&{template:jet} {{perso=@{character_name}}} {{name=@{ripaillername}}} {{subtags=Action Spéciale}} {{jetshow=[[1]]}} {{jet=[[2d6 + (@{ripaillermod})[Mod.Carac.] + (@{ripaillerbonus})[Bonus] + (?{Tranches de 100 Po|0})[Tranches de 100 Po] ]]}} {{sucsup=@{ripaillersucsup}}} {{succes=@{ripaillersucces}}} {{partiel=@{ripaillerpartiel}}} {{echec=@{ripaillerechec}}}" > y - +
    Desc : - +
    Jet : - 2d6 + + 2d6 + - + + +
    Sur 12+ : - +
    Sur 10+ : - +
    Sur 7-9 : - +
    Sur 6- : - +
    @@ -937,15 +956,15 @@ value="&{template:jet} {{perso=@{character_name}}} {{name=@{achatsname}}} {{subtags=Action Spéciale}} {{jetshow=[[1]]}} {{jet=[[2d6 + (@{achatsmod})[Mod.Carac.] + (@{achatsbonus})[Bonus] + (@{jetpjbonus})[Bonus circonstanciel] ]]}} {{sucsup=@{achatssucsup}}} {{succes=@{achatssucces}}} {{partiel=@{achatspartiel}}} {{echec=@{achatsechec}}}" > y - +
    Desc : - +
    Jet : - 2d6 + + 2d6 + - + + +
    Sur 12+ : - +
    Sur 10+ : - +
    Sur 7-9 : - +
    Sur 6- : - +
    @@ -982,11 +1001,11 @@ value="&{template:jet} {{perso=@{character_name}}} {{name=@{recuperername}}} {{subtags=Action Spéciale}} {{descshow=[[1]]}} {{desc=@{recupererbody}}}" > y - +
    Desc : - +
    @@ -996,15 +1015,15 @@ value="&{template:jet} {{perso=@{character_name}}} {{name=@{recrutername}}} {{subtags=Action Spéciale}} {{jetshow=[[1]]}} {{jet=[[2d6 + (@{recrutermod})[Mod.Carac.] + (@{recruterbonus})[Bonus] + (?{Modificateurs|0})[Modificateurs] ]]}} {{descshow=[[1]]}} {{desc=@{recruterbody}}}" > y - +
    Desc : - +
    Jet : - 2d6 + + 2d6 + - + + +
    @@ -1025,15 +1044,15 @@ value="&{template:jet} {{perso=@{character_name}}} {{name=@{avisrechname}}} {{subtags=Action Spéciale}} {{jetshow=[[1]]}} {{jet=[[2d6 + (@{avisrechmod})[Mod.Carac.] + (@{avisrechbonus})[Bonus] + (@{jetpjbonus})[Bonus circonstanciel] ]]}} {{sucsup=@{avisrechsucsup}}} {{echec=@{avisrechechec}}} {{succes=@{avisrechsucces}}} {{partiel=@{avisrechpartiel}}}" > y - +
    Desc : - +
    Jet : - 2d6 + + 2d6 + - + + +
    Sur 12+ : - +
    Sur 10+ : - +
    Sur 7-9 : -
    Sur 6- : - +
    @@ -1071,11 +1090,11 @@ value="&{template:jet} {{perso=@{character_name}}} {{name=@{preparationname}}} {{subtags=Action Spéciale}} {{descshow=[[1]]}} {{desc=@{preparationbody}}}" > y - +
    Desc : - +
    @@ -1086,26 +1105,26 @@ value="&{template:jet} {{perso=@{character_name}}} {{name=@{actionspename}}} {{subtags=Action Spéciale}} {{jetshow=[[@{actionspejet}]]}} {{jet=@{actionsperoll}}} {{descshow=[[@{actionspebodydisp}]]}} {{desc=@{actionspebody}}} {{sucsup=@{actionspesucsup}}} {{succes=@{actionspesucces}}} {{partiel=@{actionspepartiel}}} {{echec=@{actionspeechec}}} {{degatsaction=@{actionspedegats}}}" > y - +
    E Desc : - +
    - Cette Action inflige des dégâts + Cette Action inflige des dégâts 3 -
    + +
    +
    - Cette Action nécessite un jet + Cette Action nécessite un jet 3
    Jet : - 2d6 + + 2d6 + - + + +
    Sur 12+ : - +
    Sur 10+ : - +
    Sur 7-9 : - +
    Sur 6- : - +
    @@ -1164,11 +1183,11 @@ value="&{template:jet} {{perso=@{character_name}}} {{name=@{barbare-acier-name}}} {{subtags=Action de Base}} {{descshow=[[1]]}} {{desc=@{barbare-acier-body}}}" > y - +
    Desc : - +
    @@ -1178,11 +1197,11 @@ value="&{template:jet} {{perso=@{character_name}}} {{name=@{barbare-poil-name}}} {{subtags=Action de Base}} {{descshow=[[1]]}} {{desc=@{barbare-poil-body}}}" > y - +
    Desc : - +
    @@ -1192,11 +1211,11 @@ value="&{template:jet} {{perso=@{character_name}}} {{name=@{barbare-appetit-name}}} {{subtags=Action de Base}} {{descshow=[[0]]}} {{desc=@{barbare-appetit-body}}} {{info=Ambition n°1}} {{infoval=@{barbare-appetit-ambition1}}} {{info2=Ambition n°2}} {{info2val=@{barbare-appetit-ambition2}}} {{info3=Ambition n°3}} {{info3val=@{barbare-appetit-ambition3}}}" > y - +
    Desc : - +
    Ambition n°1 : @@ -1240,11 +1259,11 @@ value="&{template:jet} {{perso=@{character_name}}} {{name=@{barbare-garder-name}}} {{subtags=Action de Base}} {{descshow=[[1]]}} {{desc=@{barbare-garder-body}}}" > y - +
    Desc : - +
    @@ -1254,11 +1273,11 @@ value="&{template:jet} {{perso=@{character_name}}} {{name=@{barbare-costaud-name}}} {{subtags=Action de Base}} {{descshow=[[1]]}} {{desc=@{barbare-costaud-body}}}" > y - +
    Desc : - +
    @@ -1268,15 +1287,15 @@ value="&{template:jet} {{perso=@{character_name}}} {{name=@{barbare-attend-name}}} {{subtags=Action de Base}} {{jetshow=[[1]]}} {{jet=[[2d6 + (@{barbare-attend-mod})[Mod.Carac.] + (@{barbare-attend-bonus})[Bonus] + (@{jetpjbonus})[Bonus circonstanciel] ]]}} {{sucsup=@{barbare-attend-sucsup}}} {{succes=@{barbare-attend-succes}}} {{partiel=@{barbare-attend-partiel}}} {{echec=@{barbare-attend-echec}}}" > y - +
    Desc : - +
    Jet : - 2d6 + + 2d6 + - + + +
    Sur 12+ : - +
    Sur 10+ : - +
    Sur 7-9 : - +
    Sur 6- : - +
    @@ -1317,15 +1336,15 @@ value="&{template:jet} {{perso=@{character_name}}} {{name=@{barde-art-name}}} {{subtags=Action de Départ de Barde}} {{jetshow=[[1]]}} {{jet=[[2d6 + (@{barde-art-mod})[Mod.Carac.] + (@{barde-art-bonus})[Bonus] + (@{jetpjbonus})[Bonus circonstanciel] ]]}} {{sucsup=@{barde-art-sucsup}}} {{echec=@{barde-art-echec}}} {{succes=@{barde-art-succes}}} {{partiel=@{barde-art-partiel}}}" > y - +
    Desc : - +
    Jet : - 2d6 + + 2d6 + - + + +
    Sur 12+ : - +
    Sur 10+ : - +
    Sur 7-9 : - +
    Sur 6- : - +
    @@ -1362,11 +1381,11 @@ value="&{template:jet} {{perso=@{character_name}}} {{name=@{barde-havre-name}}} {{subtags=Action de Départ de Barde}} {{descshow=[[1]]}} {{desc=@{barde-havre-body}}}" > y - +
    Desc : - +
    @@ -1376,11 +1395,11 @@ value="&{template:jet} {{perso=@{character_name}}} {{name=@{barde-savoir-name}}} {{subtags=Action de Départ de Barde}} {{descshow=[[1]]}} {{desc=@{barde-savoir-body}}} {{info=Domaine de connaissance}} {{infoval=@{barde-savoir-domaine}}}" > y - +
    Desc : - +
    Domaine de Connaissance : @@ -1402,11 +1421,11 @@ value="&{template:jet} {{perso=@{character_name}}} {{name=@{barde-charmant-name}}} {{subtags=Action de Départ de Barde}} {{descshow=[[1]]}} {{desc=@{barde-charmant-body}}}" > y - +
    Desc : - +
    @@ -1420,15 +1439,15 @@ value="&{template:jet} {{perso=@{character_name}}} {{name=@{cambrioleur-piege-name}}} {{subtags=Action de Base}} {{jetshow=[[1]]}} {{jet=[[2d6 + (@{cambrioleur-piege-mod})[Mod.Carac.] + (@{cambrioleur-piege-bonus})[Bonus] + (@{jetpjbonus})[Bonus circonstanciel] ]]}} {{sucsup=@{cambrioleur-piege-sucsup}}} {{succes=@{cambrioleur-piege-succes}}} {{partiel=@{cambrioleur-piege-partiel}}} {{echec=@{cambrioleur-piege-echec}}}" > y - +
    Desc : - +
    Jet : - 2d6 + + 2d6 + - + + +
    Sur 12+ : - +
    Sur 10+ : -
    Sur 7-9 : - +
    Sur 6- : - +
    @@ -1466,15 +1485,15 @@ value="&{template:jet} {{perso=@{character_name}}} {{name=@{cambrioleur-ficelle-name}}} {{subtags=Action de Base}} {{jetshow=[[1]]}} {{jet=[[2d6 + (@{cambrioleur-ficelle-mod})[Mod.Carac.] + (@{cambrioleur-ficelle-bonus})[Bonus] + (@{jetpjbonus})[Bonus circonstanciel] ]]}} {{sucsup=@{cambrioleur-ficelle-sucsup}}} {{succes=@{cambrioleur-ficelle-succes}}} {{partiel=@{cambrioleur-ficelle-partiel}}} {{echec=@{cambrioleur-ficelle-echec}}}" > y - +
    Desc : - +
    Jet : - 2d6 + + 2d6 + - + + +
    Sur 12+ : - +
    Sur 10+ : -
    Sur 7-9 : - +
    Sur 6- : - +
    @@ -1512,11 +1531,11 @@ value="&{template:jet} {{perso=@{character_name}}} {{name=@{cambrioleur-morale-name}}} {{subtags=Action de Base}} {{descshow=[[1]]}} {{desc=@{cambrioleur-morale-body}}}" > y - +
    Desc : - +
    @@ -1526,15 +1545,15 @@ value="&{template:jet} {{perso=@{character_name}}} {{name=@{cambrioleur-sournoise-name}}} {{subtags=Action de Base}} {{jetshow=[[1]]}} {{jet=[[2d6 + (@{cambrioleur-sournoise-mod})[Mod.Carac.] + (@{cambrioleur-sournoise-bonus})[Bonus] + (@{jetpjbonus})[Bonus circonstanciel] ]]}} {{sucsup=@{cambrioleur-sournoise-sucsup}}} {{succes=@{cambrioleur-sournoise-succes}}} {{partiel=@{cambrioleur-sournoise-partiel}}} {{echec=@{cambrioleur-sournoise-echec}}}" > y - +
    Desc : - +
    Jet : - 2d6 + + 2d6 + - + + +
    Sur 12+ : - +
    Sur 10+ : - +
    Sur 7-9 : - +
    Sur 6- : - +
    @@ -1571,11 +1590,11 @@ value="&{template:jet} {{perso=@{character_name}}} {{name=@{cambrioleur-dissimulation-name}}} {{subtags=Action de Base}} {{descshow=[[1]]}} {{desc=@{cambrioleur-dissimulation-body}}}" > y - +
    Desc : - +
    @@ -1585,11 +1604,11 @@ value="&{template:jet} {{perso=@{character_name}}} {{name=@{cambrioleur-pied-name}}} {{subtags=Action de Base}} {{descshow=[[1]]}} {{desc=@{cambrioleur-pied-body}}}" > y - +
    Desc : - +
    @@ -1603,11 +1622,11 @@ value="&{template:jet} {{perso=@{character_name}}} {{name=@{chaman-murmures-name}}} {{subtags=Action de Base}} {{descshow=[[1]]}} {{desc=@{chaman-murmures-body}}}" > y - +
    Desc : - +
    @@ -1617,15 +1636,15 @@ value="&{template:jet} {{perso=@{character_name}}} {{name=@{chaman-pacte-name}}} {{subtags=Action de Base}} {{descshow=[[1]]}} {{desc=@{chaman-pacte-body}}} {{info=Apparence}} {{infoval=@{chaman-pacte-apptotem}}} {{info2=Totems}} {{info2val=@{chaman-pacte-nbtotem}}}" > y - +
    Desc : - +
    App. : - +
    Totems : @@ -1639,11 +1658,11 @@ value="&{template:jet} {{perso=@{character_name}}} {{name=@{chaman-creation-name}}} {{subtags=Action de Base}} {{descshow=[[1]]}} {{desc=@{chaman-creation-body}}}" > y - +
    Desc : - +
    @@ -1653,15 +1672,15 @@ value="&{template:jet} {{perso=@{character_name}}} {{name=@{chaman-langage-name}}} {{subtags=Action de Base}} {{jetshow=[[1]]}} {{jet=[[2d6 + (@{chaman-langage-mod})[Mod.Carac.] + (@{chaman-langage-bonus})[Bonus] + (@{jetpjbonus})[Bonus circonstanciel] ]]}} {{sucsup=@{chaman-langage-sucsup}}} {{succes=@{chaman-langage-succes}}} {{partiel=@{chaman-langage-partiel}}} {{echec=@{chaman-langage-echec}}}" > y - +
    Desc : - +
    Jet : - 2d6 + + 2d6 + - + + +
    Sur 12+ : - +
    Sur 10+ : - +
    Sur 7-9 : - +
    Sur 6- : - +
    @@ -1698,15 +1717,15 @@ value="&{template:jet} {{perso=@{character_name}}} {{name=@{chaman-capture-name}}} {{subtags=Action de Base}} {{jetshow=[[1]]}} {{jet=[[2d6 + (@{chaman-capture-mod})[Mod.Carac.] + (@{chaman-capture-bonus})[Bonus] + (@{jetpjbonus})[Bonus circonstanciel] ]]}} {{sucsup=@{chaman-capture-sucsup}}} {{succes=@{chaman-capture-succes}}} {{partiel=@{chaman-capture-partiel}}} {{echec=@{chaman-capture-echec}}}" > y - +
    Desc : - +
    Jet : - 2d6 + + 2d6 + - + + +
    Sur 12+ : - +
    Sur 10+ : - +
    Sur 7-9 : - +
    Sur 6- : - +
    @@ -1747,11 +1766,11 @@ value="&{template:jet} {{perso=@{character_name}}} {{name=@{clerc-dieu-name}}} {{subtags=Action de Départ de Clerc}} {{descshow=[[1]]}} {{desc=@{clerc-dieu-body}}} {{info=Domaine}} {{infoval=@{clerc-dieu-domaine}}} {{info2=Précepte}} {{info2val=Votre religion @{clerc-dieu-precepte}}}" > y - +
    Desc : - +
    Domaine : @@ -1782,11 +1801,11 @@ value="&{template:jet} {{perso=@{character_name}}} {{name=@{clerc-inspiration-name}}} {{subtags=Action de Départ de Clerc}} {{descshow=[[1]]}} {{desc=@{clerc-inspiration-body}}}" > y - +
    Desc : - +
    @@ -1796,15 +1815,15 @@ value="&{template:jet} {{perso=@{character_name}}} {{name=@{clerc-repousser-name}}} {{subtags=Action de Départ de Clerc}} {{jetshow=[[1]]}} {{jet=[[2d6 + (@{clerc-repousser-mod})[Mod.Carac.] + (@{clerc-repousser-bonus})[Bonus] + (@{jetpjbonus})[Bonus circonstanciel] ]]}} {{sucsup=@{clerc-repousser-sucsup}}} {{echec=@{clerc-repousser-echec}}} {{succes=@{clerc-repousser-succes}}} {{partiel=@{clerc-repousser-partiel}}}" > y - +
    Desc : - +
    Jet : - 2d6 + + 2d6 + - + + +
    Sur 12+ : - +
    Sur 10+ : - +
    Sur 7-9 : - +
    Sur 6- : - +
    @@ -1841,11 +1860,11 @@ value="&{template:jet} {{perso=@{character_name}}} {{name=@{clerc-communier-name}}} {{subtags=Action de Départ de Clerc}} {{descshow=[[1]]}} {{desc=@{clerc-communier-body}}}" > y - +
    Desc : - +
    @@ -1855,15 +1874,15 @@ value="&{template:jet} {{perso=@{character_name}}} {{name=@{clerc-sort-name}}} {{subtags=Action de Départ de Clerc}} {{jetshow=[[1]]}} {{jet=[[2d6 + (@{clerc-sort-mod})[Mod.Carac.] + (@{clerc-sort-bonus})[Bonus] + (@{jetpjbonus})[Bonus circonstanciel] ]]}} {{sucsup=@{clerc-sort-sucsup}}} {{echec=@{clerc-sort-echec}}} {{succes=@{clerc-sort-succes}}} {{partiel=@{clerc-sort-partiel}}}" > y - +
    Desc : - +
    Jet : - 2d6 + + 2d6 + - + + +
    Sur 12+ : - +
    Sur 10+ : - +
    Sur 7-9 : - +
    Sur 6- : - +
    @@ -1904,11 +1923,11 @@ value="&{template:jet} {{perso=@{character_name}}} {{name=@{druide-essence-name}}} {{subtags=Action de Départ de Druide}} {{descshow=[[1]]}} {{desc=@{druide-essence-body}}}" > y - +
    Desc : - +
    @@ -1918,15 +1937,15 @@ value="&{template:jet} {{perso=@{character_name}}} {{name=@{druide-changeforme-name}}} {{subtags=Action de Départ de Druide}} {{jetshow=[[1]]}} {{jet=[[2d6 + (@{druide-changeforme-mod})[Mod.Carac.] + (@{druide-changeforme-bonus})[Bonus] + (@{jetpjbonus})[Bonus circonstanciel] ]]}} {{sucsup=@{druide-changeforme-sucsup}}} {{succes=@{druide-changeforme-succes}}} {{partiel=@{druide-changeforme-partiel}}} {{echec=@{druide-changeforme-echec}}}" > y - +
    Desc : - +
    Jet : - 2d6 + + 2d6 + - + + +
    Sur 12+ : - +
    Sur 10+ : - +
    Sur 7-9 : - +
    Sur 6- : - +
    @@ -1963,11 +1982,11 @@ value="&{template:jet} {{perso=@{character_name}}} {{name=@{druide-nourri-name}}} {{subtags=Action de Départ de Druide}} {{descshow=[[1]]}} {{desc=@{druide-nourri-body}}}" > y - +
    Desc : - +
    @@ -1977,11 +1996,11 @@ value="&{template:jet} {{perso=@{character_name}}} {{name=@{druide-langue-name}}} {{subtags=Action de Départ de Druide}} {{descshow=[[1]]}} {{desc=@{druide-langue-body}}}" > y - +
    Desc : - +
    @@ -1991,11 +2010,11 @@ value="&{template:jet} {{perso=@{character_name}}} {{name=@{druide-enfant-name}}} {{subtags=Action de Départ de Druide}} {{descshow=[[1]]}} {{desc=@{druide-enfant-body}}} {{info=Région}} {{infoval=@{druide-enfant-region}}} {{info2=Aspect}} {{info2val=@{druide-enfant-aspect}}}" > y - +
    Desc : - +
    Région : @@ -2015,7 +2034,7 @@
    Aspect : - +
    @@ -2029,15 +2048,15 @@ value="&{template:jet} {{perso=@{character_name}}} {{name=@{guerrier-forcer-name}}} {{subtags=Action de Départ de Guerrier}} {{jetshow=[[1]]}} {{jet=[[2d6 + (@{guerrier-forcer-mod})[Mod.Carac.] + (@{guerrier-forcer-bonus})[Bonus] + (@{jetpjbonus})[Bonus circonstanciel] ]]}} {{sucsup=@{guerrier-forcer-sucsup}}} {{echec=@{guerrier-forcer-echec}}} {{succes=@{guerrier-forcer-succes}}} {{partiel=@{guerrier-forcer-partiel}}}" > y - +
    Desc : - +
    Jet : - 2d6 + + 2d6 + - + + +
    Sur 12+ : - +
    Sur 10+ : - +
    Sur 7-9 : - +
    Sur 6- : - +
    @@ -2074,11 +2093,11 @@ value="&{template:jet} {{perso=@{character_name}}} {{name=@{guerrier-cuirasse-name}}} {{subtags=Action de Départ de Guerrier}} {{descshow=[[1]]}} {{desc=@{guerrier-cuirasse-body}}}" > y - +
    Desc : - +
    @@ -2088,11 +2107,11 @@ value="&{template:jet} {{perso=@{character_name}}} {{name=@{guerrier-arme-name}}} {{subtags=Action de Départ de Guerrier}} {{descshow=[[1]]}} {{desc=@{guerrier-arme-arme} / @{guerrier-arme-portee}}} {{info=Amélioration 1}} {{infoval=@{guerrier-arme-amelioration1}}} {{info2=Amélioration 2}} {{info2val=@{guerrier-arme-amelioration2}}} {{info3=Apparence}} {{info3val=@{guerrier-arme-apparence}}}" > y - +
    Desc : - +
    Arme : @@ -2161,15 +2180,15 @@ value="&{template:jet} {{perso=@{character_name}}} {{name=@{immolateur-tison-name}}} {{subtags=Action de Base}} {{jetshow=[[1]]}} {{jet=[[2d6 + (@{immolateur-tison-mod})[Mod.Carac.] + (@{immolateur-tison-bonus})[Bonus] + (@{jetpjbonus})[Bonus circonstanciel] ]]}} {{sucsup=@{immolateur-tison-sucsup}}} {{succes=@{immolateur-tison-succes}}} {{partiel=@{immolateur-tison-partiel}}} {{echec=@{immolateur-tison-echec}}}" > y - +
    Desc : - +
    Jet : - 2d6 + + 2d6 + - + + +
    Sur 12+ : - +
    Sur 10+ : -
    Sur 7-9 : - +
    Sur 6- : - +
    @@ -2207,11 +2226,11 @@ value="&{template:jet} {{perso=@{character_name}}} {{name=@{immolateur-feu-name}}} {{subtags=Action de Base}} {{descshow=[[1]]}} {{desc=@{immolateur-feu-body}}} {{info=Utilisations}} {{infoval=[[1d4]]}}" > y - +
    Desc : - +
    @@ -2221,15 +2240,15 @@ value="&{template:jet} {{perso=@{character_name}}} {{name=@{immolateur-zuko-name}}} {{subtags=Action de Base}} {{jetshow=[[1]]}} {{jet=[[2d6 + (@{immolateur-zuko-mod})[Mod.Carac.] + (@{immolateur-zuko-bonus})[Bonus] + (@{jetpjbonus})[Bonus circonstanciel] ]]}} {{sucsup=@{immolateur-zuko-sucsup}}} {{succes=@{immolateur-zuko-succes}}} {{partiel=@{immolateur-zuko-partiel}}} {{echec=@{immolateur-zuko-echec}}}" > y - +
    Desc : - +
    Jet : - 2d6 + + 2d6 + - + + +
    Sur 12+ : - +
    Sur 10+ : - +
    Sur 7-9 : - +
    Sur 6- : - +
    @@ -2266,11 +2285,11 @@ value="&{template:jet} {{perso=@{character_name}}} {{name=@{immolateur-allumer-name}}} {{subtags=Action de Base}} {{descshow=[[1]]}} {{desc=@{immolateur-allumer-body}}}" > y - +
    Desc : - +
    @@ -2280,11 +2299,11 @@ value="&{template:jet} {{perso=@{character_name}}} {{name=@{immolateur-main-name}}} {{subtags=Action de Base}} {{descshow=[[1]]}} {{desc=@{immolateur-main-body}}}" > y - +
    Desc : - +
    @@ -2298,11 +2317,11 @@ value="&{template:jet} {{perso=@{character_name}}} {{name=@{magicien-defense-name}}} {{subtags=Action de Départ de Magicien}} {{descshow=[[1]]}} {{desc=@{magicien-defense-body}}}" > y - +
    Desc : - +
    @@ -2312,11 +2331,11 @@ value="&{template:jet} {{perso=@{character_name}}} {{name=@{magicien-rituel-name}}} {{subtags=Action de Départ de Magicien}} {{descshow=[[1]]}} {{desc=@{magicien-rituel-body}}}" > y - +
    Desc : - +
    @@ -2326,11 +2345,11 @@ value="&{template:jet} {{perso=@{character_name}}} {{name=@{magicien-grimoire-name}}} {{subtags=Action de Départ de Magicien}} {{descshow=[[1]]}} {{desc=@{magicien-grimoire-body}}}" > y - +
    Desc : - +
    @@ -2340,11 +2359,11 @@ value="&{template:jet} {{perso=@{character_name}}} {{name=@{magicien-preparer-name}}} {{subtags=Action de Départ de Magicien}} {{descshow=[[1]]}} {{desc=@{magicien-preparer-body}}}" > y - +
    Desc : - +
    @@ -2354,15 +2373,15 @@ value="&{template:jet} {{perso=@{character_name}}} {{name=@{magicien-sort-name}}} {{subtags=Action de Départ de Magicien}} {{jetshow=[[1]]}} {{jet=[[2d6 + (@{magicien-sort-mod})[Mod.Carac.] + (@{magicien-sort-bonus})[Bonus] + (@{jetpjbonus})[Bonus circonstanciel] ]]}} {{sucsup=@{magicien-sort-sucsup}}} {{echec=@{magicien-sort-echec}}} {{succes=@{magicien-sort-succes}}} {{partiel=@{magicien-sort-partiel}}}" > y - +
    Desc : - +
    Jet : - 2d6 + + 2d6 + - + + +
    Sur 12+ : - +
    Sur 10+ : - +
    Sur 7-9 : - +
    Sur 6- : - +
    @@ -2403,15 +2422,15 @@ value="&{template:jet} {{perso=@{character_name}}} {{name=@{paladin-imposition-name}}} {{subtags=Action de Départ de Paladin}} {{jetshow=[[1]]}} {{jet=[[2d6 + (@{paladin-imposition-mod})[Mod.Carac.] + (@{paladin-imposition-bonus})[Bonus] + (@{jetpjbonus})[Bonus circonstanciel] ]]}} {{sucsup=@{paladin-imposition-sucsup}}} {{echec=@{paladin-imposition-echec}}} {{succes=@{paladin-imposition-succes}}} {{partiel=@{paladin-imposition-partiel}}}" > y - +
    Desc : - +
    Jet : - 2d6 + + 2d6 + - + + +
    Sur 12+ : - +
    Sur 10+ : - +
    Sur 7-9 : - +
    Sur 6- : - +
    @@ -2448,11 +2467,11 @@ value="&{template:jet} {{perso=@{character_name}}} {{name=@{paladin-cuirasse-name}}} {{subtags=Action de Départ de Paladin}} {{descshow=[[1]]}} {{desc=@{paladin-cuirasse-body}}}" > y - +
    Desc : - +
    @@ -2462,15 +2481,15 @@ value="&{template:jet} {{perso=@{character_name}}} {{name=@{paladin-loi-name}}} {{subtags=Action de Départ de Paladin}} {{jetshow=[[1]]}} {{jet=[[2d6 + (@{paladin-loi-mod})[Mod.Carac.] + (@{paladin-loi-bonus})[Bonus] + (@{jetpjbonus})[Bonus circonstanciel] ]]}} {{sucsup=@{paladin-loi-sucsup}}} {{succes=@{paladin-loi-succes}}} {{partiel=@{paladin-loi-partiel}}} {{echec=@{paladin-loi-echec}}}" > y - +
    Desc : - +
    Jet : - 2d6 + + 2d6 + - + + +
    Sur 12+ : - +
    Sur 10+ : - +
    Sur 7-9 : - +
    Sur 6- : - +
    @@ -2507,23 +2526,23 @@ value="&{template:jet} {{perso=@{character_name}}} {{name=@{paladin-quete-name}}} {{subtags=Action de Départ de Paladin}} {{info=Nature}} {{infoval=@{paladin-quete-nature}}} {{info2=Bénédiction(s)}} {{info2val=@{paladin-quete-benediction}}} {{info3=Voeux}} {{info3val=@{paladin-quete-voeux}}}" > y - +
    Desc : - +
    Nature : - +
    Bénédiction(s) : - +
    Voeux : - +
    @@ -2537,11 +2556,11 @@ value="&{template:jet} {{perso=@{character_name}}} {{name=@{ranger-familier-name}}} {{subtags=Action de Départ de Ranger}} {{descshow=[[1]]}} {{desc=Race : @{ranger-familier-race} / Base : @{ranger-familier-base}}} {{info=Qualités}} {{infoval=@{ranger-familier-qualites}}} {{info2=Dressages}} {{info2val=@{ranger-familier-dressages}}} {{info3=Faiblesses}} {{info3val=@{ranger-familier-faiblesses}}}" > y - +
    Desc : - +
    Race : @@ -2570,15 +2589,15 @@
    Qualités : - +
    Dressages : - +
    Faiblesses : - +
    @@ -2588,11 +2607,11 @@ value="&{template:jet} {{perso=@{character_name}}} {{name=@{ranger-ordonner-name}}} {{subtags=Action de Départ de Ranger}} {{descshow=[[1]]}} {{desc=@{ranger-ordonner-body}}}" > y - +
    Desc : - +
    @@ -2602,15 +2621,15 @@ value="&{template:jet} {{perso=@{character_name}}} {{name=@{ranger-chasser-name}}} {{subtags=Action de Départ de Ranger}} {{jetshow=[[1]]}} {{jet=[[2d6 + (@{ranger-chasser-mod})[Mod.Carac.] + (@{ranger-chasser-bonus})[Bonus] + (@{jetpjbonus})[Bonus circonstanciel] ]]}} {{sucsup=@{ranger-chasser-sucsup}}} {{echec=@{ranger-chasser-echec}}} {{succes=@{ranger-chasser-succes}}} {{partiel=@{ranger-chasser-partiel}}}" > y - +
    Desc : - +
    Jet : - 2d6 + + 2d6 + - + + +
    Sur 12+ : - +
    Sur 10+ : - +
    Sur 7-9 : - +
    Sur 6- : - +
    @@ -2647,15 +2666,15 @@ value="&{template:jet} {{perso=@{character_name}}} {{name=@{ranger-tir-name}}} {{subtags=Action de Départ de Ranger}} {{jetshow=[[1]]}} {{jet=[[2d6 + (@{ranger-tir-mod})[Mod.Carac.] + (@{ranger-tir-bonus})[Bonus] + (@{jetpjbonus})[Bonus circonstanciel] ]]}} {{sucsup=@{ranger-tir-sucsup}}} {{echec=@{ranger-tir-echec}}} {{succes=@{ranger-tir-succes}}} {{partiel=@{ranger-tir-partiel}}} {{degatsaction=@{ranger-tir-degats}}}" > y - +
    Desc : - +
    Jet : - 2d6 + + 2d6 + - + + +  Cette Action inflige des dégâts 3 @@ -2673,19 +2692,19 @@
    Sur 12+ : - +
    Sur 10+ : - +
    Sur 7-9 : - +
    Sur 6- : - +
    @@ -2699,15 +2718,15 @@ value="&{template:jet} {{perso=@{character_name}}} {{name=@{voleur-piege-name}}} {{subtags=Action de Départ de Voleur}} {{jetshow=[[1]]}} {{jet=[[2d6 + (@{voleur-piege-mod})[Mod.Carac.] + (@{voleur-piege-bonus})[Bonus] + (@{jetpjbonus})[Bonus circonstanciel] ]]}} {{sucsup=@{voleur-piege-sucsup}}} {{echec=@{voleur-piege-echec}}} {{succes=@{voleur-piege-succes}}} {{partiel=@{voleur-piege-partiel}}}" > y - +
    Desc : - +
    Jet : - 2d6 + + 2d6 + - + + +
    Sur 12+ : - +
    Sur 10+ : - +
    Sur 7-9 : - +
    Sur 6- : - +
    @@ -2744,15 +2763,15 @@ value="&{template:jet} {{perso=@{character_name}}} {{name=@{voleur-metier-name}}} {{subtags=Action de Départ de Voleur}} {{jetshow=[[1]]}} {{jet=[[2d6 + (@{voleur-metier-mod})[Mod.Carac.] + (@{voleur-metier-bonus})[Bonus] + (@{jetpjbonus})[Bonus circonstanciel] ]]}} {{sucsup=@{voleur-metier-sucsup}}} {{echec=@{voleur-metier-echec}}} {{succes=@{voleur-metier-succes}}} {{partiel=@{voleur-metier-partiel}}}" > y - +
    Desc : - +
    Jet : - 2d6 + + 2d6 + - + + +
    Sur 12+ : - +
    Sur 10+ : - +
    Sur 7-9 : - +
    Sur 6- : - +
    @@ -2789,15 +2808,15 @@ value="&{template:jet} {{perso=@{character_name}}} {{name=@{voleur-sournoise-name}}} {{subtags=Action de Départ de Voleur}} {{jetshow=[[1]]}} {{jet=[[2d6 + (@{voleur-sournoise-mod})[Mod.Carac.] + (@{voleur-sournoise-bonus})[Bonus] + (@{jetpjbonus})[Bonus circonstanciel] ]]}} {{sucsup=@{voleur-sournoise-sucsup}}} {{echec=@{voleur-sournoise-echec}}} {{succes=@{voleur-sournoise-succes}}} {{partiel=@{voleur-sournoise-partiel}}} {{degatsaction=@{voleur-sournoise-degats}}}" > y - +
    Desc : - +
    Jet : - 2d6 + + 2d6 + - + + +  Cette Action inflige des dégâts 3 @@ -2815,19 +2834,19 @@
    Sur 12+ : - +
    Sur 10+ : - +
    Sur 7-9 : - +
    Sur 6- : - +
    @@ -2837,11 +2856,11 @@ value="&{template:jet} {{perso=@{character_name}}} {{name=@{voleur-empoisonneur-name}}} {{subtags=Action de Départ de Voleur}} {{descshow=[[1]]}} {{desc=@{voleur-empoisonneur-body}}}" > y - +
    Desc : - +
    @@ -2851,11 +2870,11 @@ value="&{template:jet} {{perso=@{character_name}}} {{name=@{voleur-morale-name}}} {{subtags=Action de Départ de Voleur}} {{descshow=[[1]]}} {{desc=@{voleur-morale-body}}}" > y - +
    Desc : - +
    @@ -2868,26 +2887,26 @@ value="&{template:jet} {{perso=@{character_name}}} {{name=@{actiondepname}}} {{subtags=Action de Départ}} {{jetshow=[[@{actiondepjet}]]}} {{jet=@{actiondeproll}}} {{descshow=[[@{actiondepbodydisp}]]}} {{desc=@{actiondepbody}}}{{sucsup=@{actiondepsucsup}}} {{succes=@{actiondepsucces}}} {{partiel=@{actiondeppartiel}}} {{echec=@{actiondepechec}}} {{degatsaction=@{actiondepdegats}}}" > y - +
    E Desc : - +
    - Cette Action inflige des dégâts + Cette Action inflige des dégâts 3 -
    + +
    +
    - Cette Action nécessite un jet + Cette Action nécessite un jet 3
    Jet : - 2d6 + + 2d6 + - + + +
    Sur 12+ : - +
    Sur 10+ : - +
    Sur 7-9 : - +
    Sur 6- : - +
    @@ -2931,54 +2950,59 @@ value="&{template:jet} {{perso=@{character_name}}} {{name=@{movename}}} {{subtags=Action Avancée}} {{jetshow=[[@{movejet}]]}} {{jet=@{moveroll}}} {{descshow=[[@{movebodydisp}]]}} {{desc=@{movebody}}} {{sucsup=@{movesucsup}}} {{succes=@{movesucces}}} {{partiel=@{movepartiel}}} {{echec=@{moveechec}}} {{degatsaction=@{movedegats}}}" > y - +
    E Desc : - +
    - Cette Action inflige des dégâts + Cette Action inflige des dégâts 3 -
    + +
    + + + + +
    - Cette Action nécessite un jet + Cette Action nécessite un jet 3 -
    -
    - Jet : - - 2d6 + - - + - -
    -
    - Sur 12+ : - -
    -
    - Sur 10+ : - -
    -
    - Sur 7-9 : - -
    -
    - Sur 6- : - -
    +
    + +
    +
    + Jet : + + 2d6 + + + + + +
    +
    + Sur 12+ : + +
    +
    + Sur 10+ : + +
    +
    + Sur 7-9 : + +
    +
    + Sur 6- : +
    @@ -2993,12 +3017,10 @@ / Maximum - -
    - ( = Niveau - + - ) -
    + + ( = Niveau + + + )
    @@ -3006,7 +3028,7 @@ value="&{template:jet} {{perso=@{character_name}}} {{name=@{spellname}}} {{subtags=Sort}} {{jetshow=[[@{spelljet}]]}} {{jetsort=@{spellroll}}} {{descshow=[[@{spellbodydisp}]]}} {{desc=@{spellbody}}}" > y - + Niveau : Préparé : @@ -3016,13 +3038,13 @@
    E Desc : - +
    3 Jet : - +
    @@ -3042,7 +3064,7 @@
    - +
    @@ -3050,12 +3072,12 @@
    Nom - + Salaire - +
    Loyauté @@ -3079,7 +3101,7 @@
    Notes - +
    @@ -3097,129 +3119,127 @@ - +
    {{#perso}} -
    - - +
    {{perso}}
    {{/perso}} - +
    {{name}}
    {{#subtags}} - +
    {{subtags}}
    {{/subtags}} {{#info}} - - - - +
    + {{info}} + {{infoval}} +
    {{/info}} {{#info2}} - - - - +
    + {{info2}} + {{info2val}} +
    {{/info2}} {{#info3}} - - - - +
    + {{info3}} + {{info3val}} +
    {{/info3}} {{#desc}} {{#rollTotal() descshow 1}} - +
    {{desc}}
    {{/rollTotal() descshow 1}} {{/desc}} {{#jet}} {{#rollTotal() jetshow 1}} - - - - + + {{#rollGreater() degatsaction 0}} {{#rollGreater() jet 6}} - - - - +
    + Dégâts + {{degatsaction}} +
    {{/rollGreater() jet 6}} {{/rollGreater() degatsaction 0}} {{#sucsup}} {{#rollGreater() jet 11}} - +
    {{sucsup}}
    {{/rollGreater() jet 11}} {{#rollBetween() jet 10 11}} {{#succes}} - +
    {{succes}}
    {{/succes}} {{/rollBetween() jet 10 11}} {{/sucsup}} {{^sucsup}} {{#succes}} {{#rollGreater() jet 9}} - +
    {{succes}}
    {{/rollGreater() jet 9}} {{/succes}} {{/sucsup}} {{#partiel}} {{#rollBetween() jet 7 9}} - +
    {{partiel}}
    {{/rollBetween() jet 7 9}} {{/partiel}} {{#echec}} {{#rollLess() jet 7}} - +
    {{echec}}
    {{/rollLess() jet 7}} {{/echec}} {{/rollTotal() jetshow 1}} {{#rollTotal() jetshow 0}} {{#rollGreater() degatsaction 0}} - - - - +
    + Dégâts + {{degatsaction}} +
    {{/rollGreater() degatsaction 0}} {{/rollTotal() jetshow 0}} {{/jet}} {{#degats}} - - - - +
    + Jet + {{degats}} +
    {{/degats}} {{#jetsort}} {{#rollTotal() jetshow 1}} - - - - +
    + Jet + {{jetsort}} +
    {{/rollTotal() jetshow 1}} {{/jetsort}} -
    {{perso}}
    {{name}}
    {{subtags}}
    {{info}}{{infoval}}
    {{info2}}{{info2val}}
    {{info3}}{{info3val}}
    {{desc}}
    Jet - {{jet}} +
    + Jet + {{#sucsup}} {{#rollGreater() jet 11}} - (succès exceptionnel) + {{jet}} (succès exceptionnel) {{/rollGreater() jet 11}} {{#rollBetween() jet 10 11}} - (succès complet) + {{jet}} (succès complet) {{/rollBetween() jet 10 11}} {{/sucsup}} {{^sucsup}} {{#rollGreater() jet 9}} - (succès complet) + {{jet}} (succès complet) {{/rollGreater() jet 9}} {{/sucsup}} {{#rollBetween() jet 7 9}} - (succès partiel) + {{jet}} (succès partiel) {{/rollBetween() jet 7 9}} {{#rollLess() jet 7}} - (échec) + {{jet}} (échec) + +1 PX ! {{/rollLess() jet 7}} -
    Dégâts{{degatsaction}}
    {{sucsup}}
    {{succes}}
    {{succes}}
    {{partiel}}
    {{echec}}
    Dégâts{{degatsaction}}
    Jet{{degats}}
    Jet{{jetsort}}
    +
    - + +
    +
    +

    Strength

    + - +
    +
    +

    Dexterity

    + - +
    +
    +

    Constitution

    + - +
    +
    +

    Intelligence

    + - +
    +
    +

    Wisdom

    + - +
    +
    +

    Charisma

    + - +
    +
    +
    + Hit Points: + Suggested Abilities: + Class Spellcasting Ability: +
    +
    + + +
    +
    +

    Strength

    + - +
    +
    +

    Dexterity

    + - +
    +
    +

    Constitution

    + - +
    +
    +

    Intelligence

    + - +
    +
    +

    Wisdom

    + - +
    +
    +

    Charisma

    + - +
    +
    +
    + Hit Points: + Spellcasting DC: + +
    +
    + + + + + + + +
    + + + + + + + + + +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Removed spells will be marked with a r symbol so you can find it easily if you change your mind.
    +
    +
    +
    +
    + + + + + + + + + + + + + + + +

    + +
    + + +
    +
    +

    You can increase two of your abilities by 1, or one of your abilities by 2

    +
    +
    + + + + +
    + + +
    +
    Strength
    +
    +
    + + + + +
    + + +
    +
    Dexterity
    +
    +
    + + + + +
    + + +
    +
    Constitution
    +
    +
    + + + + +
    + + +
    +
    Intelligence
    +
    +
    + + + + +
    + + +
    +
    Wisdom
    +
    +
    + + + + +
    + + +
    +
    Charisma
    +
    +
    +
    +
    + +
    +
    + + + + + + + + +
    +
    +
      +
    +
    + + +
    +

    Welcome to the Charactermancer!

    +

    The Charactermancer is step-by-step process that makes building a character simple and streamlined. Changes are saved as you progress, but have no fear. The character sheet is only updated when you have completed your review.

    +

    Your Compendium Awaits.

    +

    The Charactermancer currently supports Dungeons & Dragons 5th Edition SRD, Player's Handbook, and Guildmasters' Guide to Ravnica. You can add the Player's Handbook and Guildmasters' Guide to Ravnica to your compendium in the Marketplace, or the game owner can share their compendium with everyone in the game.

    +

    Get started by clicking "Next".

    + +
    + + + +
    +
    +

    Where would you like to go, traveler?

    + + + +

    Discard and Exit will discard all choices you’ve made in Charactermancer and let you edit your character sheet directly.

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

    Where would you like to go, Traveler?

    + + + +

    Discard and Exit will discard any choices made and let you edit your character sheet directly.

    +
    + + +
    +
    + + +
    +
    +
      +
    +
    +
    +
    +
    + +
    + +
    +
    +
    +
    + +
    +
    + Saving Throw Proficiency: + + + + + + + +
    +
    +
    +
    + +
    + +
    +
    +
    +
    +
    + + + + +
    +
    + + +
    +
    +

    Equipment

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

    Where would you like to go, Traveler?

    + + + +

    Discard and Exit will discard all choices you’ve made in Charactermancer and let you edit your character sheet directly.

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

    Select your choices:

    + +
    +
    +

    Select your choices:

    +

    + + +

    +
    +
    +

    + We rolled your dice! Check the chat window to view your results in detail. Assign the results below to your preferred attributes: +

    +
    +
    +

    Select your choices:

    +

    + Available Points:   + +

    +
    +
    +
    +
    +
    + Strength: + +
    +
    + Dexterity: + +
    +
    + Constitution: + +
    +
    + Intelligence: + +
    +
    + Wisdom: + +
    +
    + Charisma: + +
    +
    +
    +
    +
    + +

    Input your scores:

    +
    +
    +
    + Strength: + +
    +
    + Dexterity: + +
    +
    + Constitution: + +
    +
    + Intelligence: + +
    +
    + Wisdom: + +
    +
    + Charisma: + +
    +
    +
    +
    +
    + +
    +
    +
    + +
    + + + +
    +
    +

    Where would you like to go, Traveler?

    + + + +

    Discard and Exit will discard all choices you’ve made in Charactermancer and let you edit your character sheet directly.

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

    + Equipment: + + +

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

    Where would you like to go, Traveler?

    + + + +

    Discard and Exit will discard all choices you’ve made in Charactermancer and let you edit your character sheet directly.

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

    + You have not yet selected a class. +

    +

    + You have created a custom class; you can add equipment to the character sheet after you have finished the Charactermancer. +

    +

    + Pick your equipment: + Class: () +

    +
    +

    + How would you like to choose your equipment? + Class: () +

    + +
    +
    +
    +

    + Equipment from Class + () +

    +

    + Starting Cubil: +

    +

    + +

    +

    +

    + +
    +

    +
    +
    +

    + +

    +

    + +

    + + +

    + +

    + + +

    + +

    + + +

    + +

    + + +
    +
    + NO CLASS HAS BEEN SELECTED OR SELECTED CLASS DOES NOT HAVE STANDARD EQUIPMENT. CLASS EQUIPMENT CANNOT BE CHOSEN AT THIS TIME. +
    +
    +

    + You have not yet selected a background. +

    +

    + Equipment from Background + () +

    +

    + You have chosen starting cubil and do not get equipment from your background. +

    +

    + +

    +
    +

    + +

    + +

    + +

    + +

    + +

    + +

    + +

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

    Where would you like to go, Traveler?

    + + + +

    Discard and Exit will discard all choices you’ve made in Charactermancer and let you edit your character sheet directly.

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

    Cosmic forces are a mystery to you.

    +

    Your character doesn't have spells at this level. Click "Next" to review your character!

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

    Where would you like to go, Traveler?

    + + + +

    Discard and Exit will discard all choices you’ve made in Charactermancer and let you edit your character sheet directly.

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

    A feat represents accomplishment, grit, determination, and expertise. It is the reward for hard work.

    +

    You really haven't done that much yet.

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

    Expertise

    + + + +
    +
    +

    + + +

    +
    +
    +

    + + +

    +
    +
    +

    + + +

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

    Where would you like to go, Traveler?

    + + + +

    Discard and Exit will discard all choices you’ve made in Charactermancer and let you edit your character sheet directly.

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

    Where would you like to go, Traveler?

    + + + +

    Discard and Exit will discard all choices you’ve made in Charactermancer and let you edit your character sheet directly.

    +
    +
    +
    + + +
    +
    +
      +
    +
    +

    The only choice left is to press on or turn back. If you're editing an existing character, all your existing data will be lost into the void when you apply your changes.

    +

    +

    Review your choices:

    +
    +
    +

    Race

    +
    +
    +
    + Return to: + +
    +
    +
    +

    Class

    +
    +
    +
    + Return to: + +
    +
    +
    +

    Abilities

    +
    +
    +
    + Return to: + +
    +
    +
    +

    Background

    +
    +
    +
    + Return to: + +
    +
    +
    +

    Equipment

    +
    +
    +
    + Return to: + +
    +
    +
    +

    Spells

    +
    +
    +
    + Return to: + +
    +
    +
    +

    Feats

    +
    +
    +
    +
    +

    Bio

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

    Where would you like to go, Traveler?

    + + + +

    Discard and Exit will discard all choices you’ve made in Charactermancer and let you edit your character sheet directly.

    +
    +
    +
    + + +
    +
    +
    +

    Building your character...

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

    Welcome to the Charactermancer Level Up!

    +

    Look at you, with all that experience. Now it's time to claim your reward. You'll walk through the step-by-step process to make a few decisions, and your character will be at the next level in no time. Changes are saved as you move through the process, but if you change your mind, you'll need to revisit the steps and choices that come after.

    +

    Your Compendium Awaits.

    +

    The Charactermancer currently supports Dungeons & Dragons 5th Edition SRD, Player's Handbook, and Guildmasters' Guide to Ravnica. Xanathar's Guide to everything will be supported in the coming weeks. You can add the Player's Handbook and Guildmasters' Guide to Ravnica to your compendium in the Marketplace, or the game owner can share their compendium with everyone in the game.

    +

    Get started by clicking "Next".

    +
    + + + +
    +
    +

    Where would you like to go, traveler?

    + + +

    Discard and Exit will discard all choices you’ve made in Charactermancer and let you edit your character sheet directly.

    +
    + + + + + + + + +
    +
    + + +
    +
    +
      +
    1. +
    +
    +
    +

    Your existing class levels have been pre-populated for you. By default your primary class has been set to be increased by one level. You can change how many levels to increase below, as well as adding a new multiclass.

    +

    In each class section you'll have the option to take the average number of hit points or to roll randomly, choose class features for the levels you're advancing, and choose your subclass if appropriate.

    +
    +
    +
    +
    +
    + + + +
    +
    + The Level Up tool does not support custom classes at this time. +
    +
    +
    + +
    +
    + + + +
    +
    +
    +

    HP

    + + +
    + +
    +
    + +
    + 9 +
    +
    +
    +

    Class Features:

    + +
    +
    +
    +
    + +
    +
    +
    +

    Subclass Features:

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

    HP

    + + +
    + +
    +
    + +
    + 9 +
    +
    +
    +

    Class Features:

    + +
    +
    +
    +
    + +
    +
    +
    +

    Subclass Features:

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

    HP

    + + +
    + +
    +
    + +
    + 9 +
    +
    +
    +

    Class Features:

    + +
    +
    +
    +
    + +
    +
    +
    +

    Subclass Features:

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

    HP

    + + +
    + +
    +
    + +
    + 9 +
    +
    +
    +

    Class Features:

    + +
    +
    +
    +
    + +
    +
    +
    +

    Subclass Features:

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

    Where would you like to go, Traveler?

    + + +

    Discard and Exit will discard all choices you’ve made in Charactermancer and let you edit your character sheet directly.

    +
    + + + + + + + + + + + + + + + + + + + + + + + +
    +
    + + +
    +
    +
      +
    1. +
    +
    +
    +
    + +
    +
    +
    +
    + + + +
    +
    +

    Where would you like to go, Traveler?

    + + +

    Discard and Exit will discard all choices you’ve made in Charactermancer and let you edit your character sheet directly.

    +
    +
    +
    + + +
    +
    +
      +
    1. +
    +
    +
    +
    + +
    +
    +
    +
    + + + +
    +
    +

    Where would you like to go, Traveler?

    + + +

    Discard and Exit will discard all choices you’ve made in Charactermancer and let you edit your character sheet directly.

    +
    +
    +
    + + +
    +
    +
      +
    1. +
    +
    + +
    +

    Listed here are the current spells your character already knows. If you gained access to more spells during your advancement you will be able to select them below. Check next to the spells you wish to learn. The Charactermancer will help you pick the right number of spells and from the correct list. If your class has the option to swap out spells, you can do so by unselecting currently known spells which will allow you to select new ones in their place.

    +

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

    Where would you like to go, Traveler?

    + + +

    Discard and Exit will discard all choices you’ve made in Charactermancer and let you edit your character sheet directly.

    +
    + + + + + + +
    +
    + + +
    +
    +
      +
    1. +
    +
    +
    +
    +

    Before Leveling

    +
    +
    +
    +

    After Leveling

    +
    +
    +
    +
    +

    Features

    +
    +
    +
    +
    +

    Spells

    +
    +
    +
    + Return to: + +
    +
    +
    + + + +
    +
    +

    Where would you like to go, Traveler?

    + + +

    Discard and Exit will discard all choices you’ve made in Charactermancer and let you edit your character sheet directly.

    +
    +
    +
    + + +
    +
    +
      +
    1. +
    +
    + +
    +

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

    Where would you like to go, Traveler?

    + + +

    Discard and Exit will discard all choices you’ve made in Charactermancer and let you edit your character sheet directly.

    +
    + + + + + +
    +
    \ No newline at end of file diff --git a/Esper_Genesis_5E/Preview/EG Sheet Roll20.png b/Esper_Genesis_5E/Preview/EG Sheet Roll20.png new file mode 100644 index 0000000000..955a5622e3 Binary files /dev/null and b/Esper_Genesis_5E/Preview/EG Sheet Roll20.png differ diff --git a/Esper_Genesis_5E/sheet.json b/Esper_Genesis_5E/sheet.json new file mode 100644 index 0000000000..e8d3d4e039 --- /dev/null +++ b/Esper_Genesis_5E/sheet.json @@ -0,0 +1,243 @@ +{ + "html": "EG_Sheet.html", + "css": "EG_Sheet.css", + "authors": "Rich Lescouflair (original sheet by Steve K. and Phil B.)", + "roll20userid": "1471558", + "preview": "EG Sheet Roll20.png", + "compendium": "dnd5e", + "instructions": "This sheet is for use with the Esper Genesis 5E RPG. It is adapted from The D&D 5th Edition Legacy sheet.", + "useroptions": [ + { + "attribute": "npc", + "displayname": "NPC/SHIP", + "displaytranslationkey": "npc-u", + "type": "checkbox", + "value": "1", + "description": "The NPC/SHIP option sets new characters to default to the NPC or SHIP card style sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely represent none player characters.", + "descriptiontranslationkey": "npc-info" + }, + { + "attribute": "rtype", + "displayname": "Roll Queries", + "displaytranslationkey": "roll-queries:-u", + "type": "select", + "options": [ + "Advantage Toggle|@{advantagetoggle}", + "Always Roll Advantage|{{always=1}} {{r2=[[1d20", + "Query Advantage|{{query=1}} ?{Advantage?|Normal Roll,{{normal=1}} {{r2=[[0d20|Advantage,{{advantage=1}} {{r2=[[1d20|Disadvantage,{{disadvantage=1}} {{r2=[[1d20}", + "Never Roll Advantage|{{normal=1}} {{r2=[[0d20" + ], + "optiontranslationkeys": ["always-roll-adv","toggle-roll-adv","query-roll-adv","never-roll-adv"], + "default": "{{always=1}} {{r2=[[1d20", + "description": "D20 Rolls output according to this option. Always Roll Advantage is the default setting and will roll two D20 on every roll in case of advantage. The expectation is that if there is no advantage or disadvantage you use the left most result. The Advantage Toggle option adds three new buttons to the top of the sheet so that you can toggle advantage on a case by case basis. Query Advantage gives you a prompt every roll asking if the roll has advantage. Never Roll Advantage always rolls a single D20 on any given roll, expecting the player to roll a second time in case of advantage or disadvantage.", + "descriptiontranslationkey": "roll-queries-info" + }, + { + "attribute": "wtype", + "displayname": "Whisper Rolls to GM", + "displaytranslationkey": "whisp-rolls-gm:-u", + "type": "select", + "options": [ + "Never Whisper Rolls|", + "Whisper Toggle|@{whispertoggle}", + "Query Whisper|?{Whisper?|Public Roll,|Whisper Roll,/w gm }", + "Always Whisper Rolls|/w gm " + ], + "optiontranslationkeys": ["never-whisper-roll","toggle-roll-whisper","query-whisper-roll","always-whisper-roll"], + "default": "", + "description": "All sheet rolls are sent to all players in chat by default. Whisper Toggle gives a set of buttons to quick select your preference on the fly. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.", + "descriptiontranslationkey": "whisp-rolls-gm-info" + }, + { + "attribute": "dtype", + "displayname": "Auto Damage Roll", + "displaytranslationkey": "auto-dmg-roll:-u", + "type": "select", + "options": [ + "Don't Auto Roll Damage|pick", + "Auto Roll Damage & Crit|full" + ], + "optiontranslationkeys": ["never-roll-dmg","always-roll-dmg"], + "default": "pick", + "description": "By default, attack damage rolls are not rolled until the hit is confirmed. Damage is rolled from the chat roll template by clicking on the name of the attack in the right hand bar, which then displays the damage. The default method is compatible with 3D dice. Optionally, you can choose to have the Auto Roll Damage & Crit option which will roll damage and critical hit dice at the same time of the attack, presenting all possible outcomes at the time of the attack.", + "descriptiontranslationkey": "auto-dmg-roll-info" + }, + { + "attribute": "core_die", + "displayname": "CORE DIE ROLL:", + "displaytranslationkey": "core-die-roll:-u", + "type": "text", + "default": "1d20", + "description": "Changing the core die will replace the normal 1d20 made with almost all rolls with a randomizer of your choice, such as 2d10 or 3d6.", + "descriptiontranslationkey": "core-die-roll-info" + }, + { + "attribute": "pb_type", + "displayname": "PROFICIENCY BONUS:", + "displaytranslationkey": "prof-bonus:-u", + "type": "select", + "options": [ + "By Level (Default)|level", + "Proficency Die (DMG)|die", + "Custom|custom" + ], + "optiontranslationkeys": ["by-level","prof-die","custom"], + "default": "level", + "description": "By default, the character's Proficiency Bonus will be automatically calculated based off of their total level as is the standard method in the PHB. The Proficency Die option supports the alternate method outlined in the DMG where, instead of a flat bonus, a die is rolled instead. The Custom option allows you to replace the PB with anything of your choosing.", + "descriptiontranslationkey": "pb-type-info" + }, + { + "attribute": "pb_custom", + "displayname": "CUSTOM PROFICIENCY BONUS:", + "displaytranslationkey": "custom-pb:-u", + "type": "text", + "default": "", + "description": "When the Proficiency Bonus type is set to Custom, the character sheet will use this value for the character's Proficiency Bonus.", + "descriptiontranslationkey": "pb-custom-info" + }, + { + "attribute": "init_tiebreaker", + "displayname": "ADD DEX TIEBREAKER TO INITIATIVE", + "displaytranslationkey": "add-dex-tiebreaker-u", + "type": "checkbox", + "value": "@{dexterity}/100", + "description": "Adds the character's dexterity score as a decimal to the end of the initiative bonus for purposes of breaking ties.", + "descriptiontranslationkey": "init-tiebreaker-info" + }, + { + "attribute": "global_save_mod_flag", + "displayname": "SHOW GLOBAL SAVE MODIFIER FIELD", + "displaytranslationkey": "show-global-save-field-u", + "type": "checkbox", + "value": "1", + "description": "Creates a custom global save modifier field, underneath the SAVING THROWS section of the character sheet. Anything put there will be applied to any save roll. Perfect for regular but not permanent bonuses like the Sensory Boost power.", + "descriptiontranslationkey": "global-save-info" + }, + { + "attribute": "global_skill_mod_flag", + "displayname": "SHOW GLOBAL SKILL MODIFIER FIELD", + "displaytranslationkey": "show-global-skill-field-u", + "type": "checkbox", + "value": "1", + "description": "Creates a custom global skill modifier field, underneath the SKILLS section of the character sheet. Anything put there will be applied to any save roll. Perfect for regular but not permanent bonuses like the Amplify Ability power.", + "descriptiontranslationkey": "global-skill-info" + }, + { + "attribute": "global_attack_mod_flag", + "displayname": "SHOW GLOBAL ATTACK MODIFIER FIELD", + "displaytranslationkey": "show-global-attack-field-u", + "type": "checkbox", + "value": "1", + "description": "Creates a custom global attack modifier field, underneath the ATTACKS AND SPELL CASTING section of the character sheet. Anything put there will be applied to any attack to-hit roll. Perfect for regular but not permanent bonuses to attack like the Sensory Boost power.", + "descriptiontranslationkey": "global-attack-info" + }, + { + "attribute": "global_damage_mod_flag", + "displayname": "SHOW GLOBAL DAMAGE MODIFIER FIELD", + "displaytranslationkey": "show-global-damage-field-u", + "type": "checkbox", + "value": "1", + "description": "Creates a custom global damage modifier field, underneath the ATTACKS AND SPELL CASTING section of the character sheet. Anything put there will be applied to any attack damage roll. Perfect for regular but not permanent bonuses to damage like the Deft Strike ability.", + "descriptiontranslationkey": "global-damage-info" + }, + { + "attribute": "charname_output", + "displayname": "Add Character Name To Templates", + "displaytranslationkey": "add-char-to-templates:-u", + "type": "select", + "options": [ + "On|{{charname=@{character_name}}}", + "Off|charname=@{character_name}" + ], + "optiontranslationkeys": ["on","off"], + "default": "charname=@{character_name}", + "description": "Character names are not added to the roll template by default, and are only displayed as normal in the chat tab as the player/character selected as 'Speaking As'. Turning this option on adds the character making the roll's name to the template, useful for players representing multiple characters.", + "descriptiontranslationkey": "add-char-to-templates-info" + }, + { + "attribute": "level_calculations", + "displayname": "AUTO LEVEL CALCULATIONS:", + "displaytranslationkey": "level-calculations:-u", + "type": "select", + "options": [ + "On|on", + "Off|off" + ], + "optiontranslationkeys": ["on","off"], + "default": "on", + "description": "By default changing character levels will automatically set power slots and hit dice. Changing this setting to off prevents this behavior.", + "descriptiontranslationkey": "auto-level-calc-info" + }, + { + "attribute": "encumberance_setting", + "displayname": "Encumbrance", + "displaytranslationkey": "encumbrance:-u", + "type": "select", + "options": [ + "Simple|off", + "Variant (Core M. p160)|on", + "Off|disabled" + ], + "optiontranslationkeys": ["simple","variant-phb","off"], + "default": "on", + "description": "The sheet uses the variant encumbrance rules on page 160 of the Core Manual. The Off option disables the variant rules and only uses a basic over-limit inventory weight check.", + "descriptiontranslationkey": "encumbrance-info" + }, + { + "attribute": "simpleinventory", + "displayname": "Inventory", + "displaytranslationkey": "inventory:-u", + "type": "select", + "options": [ + "Compendium Compatible|complex", + "Simple|simple" + ], + "optiontranslationkeys": ["compendium-compatible","simple"], + "default": "complex", + "description": "Character Inventories default to the complex style that is compatible with the Roll20 5E Compendium. This includes granular item amounts/weights, weight and encumbrance tracking, sorting, AC calculations, automatic attack generation, and more. The Simple option provides a text field for item lists for players who want more manual control over the sheet.", + "descriptiontranslationkey": "inventory-info" + }, + { + "attribute": "simpletraits", + "displayname": "FEATURES & TRAITS", + "displaytranslationkey": "feats-traits-u", + "type": "select", + "options": [ + "Compendium Compatible|complex", + "Simple|simple" + ], + "optiontranslationkeys": ["compendium-compatible","simple"], + "default": "complex", + "description": "Character FEATURES AND TRAITS section defaults to the complex style that is compatible with the Roll20 5E Compendium. The Simple option provides a text field for players who want more manual control over the sheet.", + "descriptiontranslationkey": "simple-traits-info" + }, + { + "attribute": "simpleproficencies", + "displayname": "PROFICIENCIES & LANGUAGES", + "displaytranslationkey": "prof-langs-u", + "type": "select", + "options": [ + "Compendium Compatible|complex", + "Simple|simple" + ], + "optiontranslationkeys": ["compendium-compatible","simple"], + "default": "complex", + "description": "Character OTHER PROFICIENCIES & LANGUAGES section defaults to the complex style that is compatible with the Roll20 5E Compendium. The Simple option provides a text field for players who want more manual control over the sheet.", + "descriptiontranslationkey": "simple-proficiencies-info" + }, + { + "attribute": "npc_name_flag", + "displayname": "NPC NAME IN ROLLS:", + "displaytranslationkey": "npc-name-in-rolls:-u", + "type": "select", + "options": [ + "Show|{{name=@{npc_name}}}", + "Hide|0" + ], + "optiontranslationkeys": ["show","hide"], + "default": "{{name=@{npc_name}}}", + "description": "In NPC roll results, show or hide the name of the NPC in the roll result card.", + "descriptiontranslationkey": "npc-name-in-rolls-desc:-u" + } + ] +} diff --git a/Esper_Genesis_5E/translation.json b/Esper_Genesis_5E/translation.json new file mode 100644 index 0000000000..a26581dda1 --- /dev/null +++ b/Esper_Genesis_5E/translation.json @@ -0,0 +1,719 @@ +{ + "skills-list": "acrobatics,astrophysics,athletics,computers,deception,insight,intimidation,investigation,lore,mechanics,medicine,perception,performance,persuasion,sleight_of_hand,stealth,survival,xenobiology", + "npc-options-u": "NPC OPTIONS", + "ship-options-u": "SHIP OPTIONS", + "name-u": "NAME", + "npc-type-u": "NPC TYPE", + "ship-type-u": "SHIP TYPE", + "npc-type-place": "Medium cyborg, any evil alignment", + "ship-type-place": "Medium ship", + "armor-class-u": "ARMOR CLASS", + "class-u": "CLASS", + "type-u": "TYPE", + "maneuver-defense-u": "MANEUVER DEFENSE", + "maneuver-save-u": "MANEUVER SAVE DC", + "abilities-u": "ABILITIES", + "npc-armor-place": "light trooper", + "hit-points-u": "HIT POINTS", + "hull-points-u": "HULL POINTS", + "formula-u": "FORMULA", + "speed-u": "SPEED", + "npc-speed-place": "30 ft., fly 60ft.", + "ship-speed-place": "6", + "piloting-u": "PILOTING BONUS (Dex Bonus + Proficiency Bonus)", + "attributes-u": "ATTRIBUTES", + "ship-attributes-u": "ATTRIBUTES (PILOT/CREW)", + "str-u": "STR", + "dex-u": "DEX", + "con-u": "CON", + "int-u": "INT", + "wis-u": "WIS", + "cha-u": "CHA", + "npcs-u": "NPC", + "ships-u": "SHIP", + "ship-dex-u": "DEX—[PILOT]", + "ship-int-u": "INT—[TECH]", + "ship-wis-u": "WIS—[TECH]", + "sensor-u": "SENSOR RANGE", + "saves-u": "SAVES", + "skills-u": "SKILLS", + "acrobatics-u": "ACROBATICS", + "mechanics-u": "MECHANICS", + "astrophysics-u": "ASTROPHYSICS", + "athletics-u": "ATHLETICS", + "deception-u": "DECEPTION", + "lore-u": "LORE", + "insight-u": "INSIGHT", + "intimidation-u": "INTIMIDATION", + "investigation-u": "INVESTIGATION", + "medicine-u": "MEDICINE", + "xenobiology-u": "XENOBIOLOGY", + "perception-u": "PERCEPTION", + "performance-u": "PERFORMANCE", + "persuasion-u": "PERSUASION", + "computers-u": "COMPUTERS", + "sleight_of_hand-u": "SLEIGHT OF HAND", + "stealth-u": "STEALTH", + "survival-u": "SURVIVAL", + "damage-vuln-u": "DAMAGE VULNERABILITIES", + "npc-dmg-vuln-place": "fire", + "ship-dmg-vuln-place": "lightning", + "damage-res-u": "DAMAGE RESISTANCES", + "npc-dmg-res-place": "cold", + "ship-dmg-res-place": "acid, fire", + "damage-imm-u": "DAMAGE IMMUNITIES", + "npc-dmg-imm-place": "lightning, thunder", + "ship-dmg-imm-place": "cold", + "cond-imm-u": "CONDITION IMMUNITIES", + "npc-cond-imm-place": "charmed", + "ship-cond-imm-place": "impaired", + "senses-u": "SENSES", + "npc-senses-place": "darkvision 120ft., passive Perception 16", + "ship-senses-place": "6", + "langs-u": "LANGUAGES", + "lang-u": "LANGUAGE", + "npc-langs-place": "Alphaline, Common, Nesieve", + "challenge-u": "CHALLENGE", + "xp-u": "XP", + "spellcast-npc-u": "ESPER NPC", + "spell-ability-u": "ESPER ABILITY", + "none-u": "NONE", + "strength-u": "STRENGTH", + "strength-save-u": "STRENGTH SAVE", + "dexterity-u": "DEXTERITY", + "dexterity-save-u": "DEXTERITY SAVE", + "constitution-u": "CONSTITUTION", + "constitution-save-u": "CONSTITUTION SAVE", + "intelligence-u": "INTELLIGENCE", + "intelligence-save-u": "INTELLIGENCE SAVE", + "wisdom-u": "WISDOM", + "wisdom-save-u": "WISDOM SAVE", + "charisma-u": "CHARISMA", + "charisma-save-u": "CHARISMA SAVE", + "spell-dc-u": "POWER DC", + "spell-atk-bonus-u": "POWER ATTACK BONUS", + "has-reaction-u": "HAS REACTIONS", + "leg-actions:-u": "LEGENDARY ACTIONS:", + "gen-opts-u": "GENERAL OPTIONS", + "npc-u": "NPC/SHIP", + "roll-queries:-u": "ROLL QUERIES:", + "always-adv": "Always Roll Advantage", + "adv-toggle": "Advantage Toggle", + "query-adv": "Query Advantage", + "never-adv": "Never Roll Advantage", + "whisp-rolls-gm:-u": "WHISPER ROLLS TO GM:", + "never-whisp": "Never Whisper Rolls", + "query-whisp": "Query Whisper", + "always-whisp": "Always Whisper Rolls", + "auto-dmg-roll:-u": "AUTO DAMAGE ROLL:", + "never-dmg": "Don't Auto Roll Damage", + "always-dmg": "Auto Roll Damage & Crit", + "ac": "Armor Class", + "hp": "Hit Points", + "hlp": "Hull Points", + "speed": "Speed", + "maneuver-defense": "Maneuver Defense", + "maneuver-save": "Maneuver Save DC", + "sensors": "Sensor Range", + "piloting": "Piloting Check", + "pilot-bonus": "Piloting Bonus", + "language-proficiencies": "Language Proficiencies:", + "skill-proficiencies": "Skill Proficiencies:", + "weapon-proficiencies": "Weapon Proficiencies", + "armor-proficiencies": "Armor Proficiencies:", + "tool-proficiencies": "Tool Proficiencies:", + "saving-throw": "Saving Throws", + "str": "Str", + "dex": "Dex", + "con": "Con", + "int": "Int", + "wis": "Wis", + "cha": "Cha", + "skills": "Skills", + "acrobatics": "Acrobatics", + "mechanics": "Mechanics", + "astrophysics": "Astrophysics", + "athletics": "Athletics", + "deception": "Deception", + "lore": "Lore", + "insight": "Insight", + "intimidation": "Intimidation", + "investigation": "Investigation", + "medicine": "Medicine", + "xenobiology": "Xenobiology", + "perception": "Perception", + "performance": "Performance", + "persuasion": "Persuasion", + "computers": "Computers", + "sleight_of_hand": "Sleight of Hand", + "stealth": "Stealth", + "survival": "Survival", + "dmg-vuln": "Damage Vulnerabilities", + "dmg-res": "Damage Resistances", + "dmg-imm": "Damage Immunities", + "cond-imm": "Condition Immunities", + "senses": "Senses", + "langs": "Languages", + "challenge": "Challenge", + "npc-trait-name-place": "False Appearance.", + "npc-trait-desc-place": "If the velbast fails...", + "actions": "Actions", + "adv": "Advantage", + "norm": "Normal", + "disadv": "Disadvantage", + "name:-u": "NAME:", + "attack-u": "ATTACK", + "type:-u": "TYPE:", + "melee": "Melee", + "ranged": "Ranged", + "range-reach:-u": "RANGE/REACH:", + "range-reach-place": "5 ft.", + "to-hit:-u": "TO HIT:", + "target:-u": "TARGET:", + "target:": "Target:", + "to-hit-place": "One target", + "on-hit:-u": "ON HIT:", + "on-hit-place": "slashing", + "on-hit2:-u": "ON HIT 2:", + "on-hit-2-place": "fire", + "hit:": "Hit: ", + "reactions": "Reactions", + "npc-repeating-name-place": "Parry.", + "npc-repeating-desc-place": "The creature adds 2 to its AC against...", + "traits": "Traits", + "features": "Features", + "spells": "Powers", + "prep-u": "PREP", + "school:-u": "DOMAIN:", + "alteration": "Alteration", + "clairsentient": "Clairsentient", + "elemental": "Elemental", + "kinesis": "Kinesis", + "metaphase": "Metaphase", + "psychogenic": "Psychogenic", + "technique": "Technique", + "ritual": "CONVENTIONAL", + "ritual-l": "conventional", + "range:-u": "RANGE:", + "range:": "Range:", + "pointcost:-u": "POINT COST:", + "pointcost:": "Point Cost:", + "spell-component-verbal": "V", + "spell-component-somatic": "S", + "spell-component-material": "M", + "spell-ritual": "R", + "spell-concentration": "C", + "ruby-dust-place": "ruby dust worth 50gp", + "concentration-u": "CONCENTRATION", + "concentration": "Concentration", + "duration:-u": "DURATION:", + "duration:": "Duration:", + "difficulty-class-abv": "DC", + "output:-u": "OUTPUT:", + "powercard-u": "POWERCARD", + "spell-atk:-u": "POWER ATTACK:", + "none": "None", + "dmg:-u": "DAMAGE:", + "dmg2:-u": "DAMAGE2:", + "healing:-u": "HEALING:", + "add-ability-mod-u": "ADD ABILITY MOD TO DAMAGE OR HEALING", + "effect:-u": "EFFECT:", + "npc-atk-effect-place": "Half damage", + "desc:-u": "DESCRIPTION:", + "at-higher-lvl:-u": "AT HIGHER RANKS:", + "at-higher-lvl": "At Higher Ranks", + "higher-lvl-cast": "Higher Rank Use", + "leg-actions": "Legendary Actions", + "leg-actions-desc": "The can take legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The regains spent legendary actions at the start of its turn.", + "atk-range-place": "5 ft.", + "atk-target-place": "One target", + "atk-dmg-type-place": "slashing", + "atk-dmg-type2-place": "fire", + "adv-u": "ADVANTAGE", + "norm-u": "NORMAL", + "disadv-u": "DISADVANTAGE", + "core-u": "CORE", + "bio-u": "BIO", + "gear-u": "GEAR", + "spells-u": "POWERS", + "feats-u": "FEATS", + "review-u": "REVIEW", + "char-name-u": "CHARACTER NAME", + "adept": "Adept", + "barbarian": "Barbarian", + "cybermancer": "Cybermancer", + "engineer": "Engineer", + "hunter": "Hunter", + "melder": "Melder", + "sentinel": "Sentinel", + "specialist": "Specialist", + "warrior": "Warrior", + "class-level-u": "CLASS & LEVEL", + "background-u": "BACKGROUND", + "background": "Background", + "race-u": "RACE", + "alignment-u": "ALIGNMENT", + "alignment": "Alignment:", + "exp-pts-u": "EXPERIENCE POINTS", + "inspiration-u": "INSPIRATION", + "prof-bonus-u": "PROFICIENCY BONUS", + "strength": "Strength", + "strength-save": "Strength Save", + "dexterity": "Dexterity", + "dexterity-save": "Dexterity Save", + "constitution": "Constitution", + "constitution-save": "Constitution Save", + "intelligence": "Intelligence", + "intelligence-save": "Intelligence Save", + "wisdom": "Wisdom", + "wisdom-save": "Wisdom Save", + "charisma": "Charisma", + "charisma-save": "Charisma Save", + "saving-throws-u": "SAVING THROWS", + "acrobatics-core": "Acrobatics (Dex)", + "mechanics-core": "Mechanics (Wis)", + "astrophysics-core": "Astrophysics (Int)", + "athletics-core": "Athletics (Str)", + "deception-core": "Deception (Cha)", + "lore-core": "Lore (Int)", + "insight-core": "Insight (Wis)", + "intimidation-core": "Intimidation (Cha)", + "investigation-core": "Investigation (Int)", + "medicine-core": "Medicine (Wis)", + "xenobiology-core": "Xenobiology (Int)", + "perception-core": "Perception (Wis)", + "performance-core": "Performance (Cha)", + "persuasion-core": "Persuasion (Cha)", + "computers-core": "Computers (Int)", + "sleight_of_hand-core": "Sleight of Hand (Dex)", + "stealth-core": "Stealth (Dex)", + "survival-core": "Survival (Wis)", + "pass-wis-u": "PASSIVE WISDOM (PERCEPTION)", + "tool-u": "TOOL", + "pro-u": "PRO", + "attr-u": "ATTRIBUTE", + "prof-bonus:-u": "PROFICIENCY BONUS:", + "prof-u": "PROFICIENT", + "proficency-u": "PROFICIENCY", + "expertise-u": "EXPERTISE", + "jack-of-all-u": "JACK OF ALL TRADES", + "attr:-u": "ATTRIBUTE:", + "tool-prof-u": "TOOL PROFICIENCIES", + "weapon-proficiencies-u": "WEAPON PROFICIENCIES", + "other-prof-langs-u": "OTHER PROFICIENCIES & LANGUAGES", + "prof-langs-u": "PROFICIENCIES & LANGUAGES", + "init": "Initiative", + "init-u": "INITIATIVE", + "hp-max-u": "Hit Point Maximum", + "hp-current-u": "CURRENT HIT POINTS", + "hp-temp-u": "TEMPORARY HIT POINTS", + "total": "Total", + "hit-dice-u": "HIT DICE", + "successes-u": "SUCCESSES", + "failures-u": "FAILURES", + "death-save-u": "DEATH SAVE", + "death-saves-u": "DEATH SAVES", + "exhaustion-setting-u": "SHOW EXHAUSTION TRACKING:", + "exhaustion-u": "EXHAUSTION LEVEL", + "exhaustion-0": "No effect", + "exhaustion-1": "Disadvantage on ability checks", + "exhaustion-2": "Speed halved", + "exhaustion-3": "Disadvantage on attack rolls and saving throws", + "exhaustion-4": "Hit point maximum halved", + "exhaustion-5": "Speed reduced to 0", + "exhaustion-6": "Death", + "atk-u": "ATK", + "dmg-type-u": "DAMAGE/TYPE", + "attack:-u": "ATTACK:", + "proficient-u": "PROFICIENT", + "range-place": "Self (60-foot cone)", + "enhanced-bonus:-u": "ENHANCED BONUS:", + "crit-range-u": "CRIT RANGE:", + "damage:-u": "DAMAGE:", + "dmg-type-place": "Slashing", + "crit:-u": "CRIT:", + "damage2:-u": "DAMAGE2:", + "saving-throw:-u": "SAVING THROW:", + "vs-dc:-u": "VS DC:", + "spell-u": "POWER", + "flat-u": "FLAT", + "save": "Save", + "save-effect:-u": "SAVE EFFECT:", + "save-effect-place": "half damage", + "ammunition:-u": "AMMUNITION:", + "ammunition-place": "Arrows", + "description:-u": "DESCRIPTION:", + "description:": "Description:", + "description-place": "Up to 2 creatures within 5 feet", + "atk-spellcasting-u": "ATTACKS & ESPER POWERS", + "copper-piece-u": "CP", + "silver-piece-u": "SP", + "electrum-piece-u": "EP", + "cubil-coin-u": "COINS", + "cubil-cred-u": "CUBIL", + "warning-armor-sets-u": "WARNING - AC IS NOT INCORRECT. UNEQUIP EXTRA ARMOR OR SHIELD FROM ITEM DETAILS.", + "item-name-u": "ITEM NAME", + "equipped-u": "EQUIPPED", + "use-as-resource-u": "USE AS A RESOURCE", + "prop:-u": "PROP:", + "mods:-u": "MODS:", + "total-weight-u": "TOTAL WEIGHT", + "immobile-u": "IMMOBILE", + "heavily-encumbered-u": "HEAVILY ENCUMBERED", + "encumbered-u": "ENCUMBERED", + "over-carrying-cap-u": "OVER CARRYING CAPACITY", + "equipment-u": "EQUIPMENT", + "personality-traits-u": "PERSONALITY TRAITS", + "ideals-u": "IDEALS", + "bonds-u": "BONDS", + "flaws-u": "FLAWS", + "class-resource-u": "CLASS RESOURCE", + "other-resource-u": "OTHER RESOURCE", + "feats-traits-u": "FEATURES & TRAITS", + "age-u": "AGE", + "size-u": "SIZE", + "size": "Size", + "height-u": "HEIGHT", + "weight-u": "WEIGHT", + "eye-u": "EYES", + "skin-u": "SKIN", + "hair-u": "HAIR", + "char-appearance-u": "CHARACTER APPEARANCE", + "char-backstory-u": "CHARACTER BACKSTORY", + "allies-orgs-u": "ALLIES & ORGANIZATIONS", + "add-feats-traits-u": "ADDITIONAL FEATURES & TRAITS", + "feat-u": "FEAT", + "treasure-u": "TREASURE", + "spell-save-dc-u": "POWER SAVE DC", + "cantrips-u": "PRIME POWERS", + "ritual-u": "CONVENTIONAL", + "casting-time:-u": "ACTIVATION TIME:", + "casting-time:": "Activation Time:", + "at-higher-lvl-dmg:-u": "HIGHER LVL CAST DMG:", + "half-dmg-place": "Half damage", + "hit-die:-u": "HIT DIE:", + "initiative-mod:-u": "INITIATIVE MODIFIER:", + "glob-saving-mod:-u": "GLOBAL SAVING THROW MODIFIER:", + "glob-ac-mod:-u": "GLOBAL ARMOR CLASS MODIFIER:", + "glob-atk-mod:-u": "GLOBAL POWER ATTACK MODIFIER:", + "pass-perc-mod:-u": "PASSIVE PERCEPTION MODIFIER:", + "death-save-mod:-u": "DEATH SAVE MODIFIER:", + "magic-caster-lvl:-u": "CHANNELER/FORGER LEVEL:", + "halfling-luck-u": "HALFLING LUCK", + "arcane-fighter-u": "JUSTICAR", + "arcane-rogue-u": "ARTIFICE", + "class-options-u": "CLASS OPTIONS ()", + "class:-u": "CLASS:", + "subclass:-u": "SUBCLASS:", + "race:-u": "RACE:", + "subrace:-u": "SUBRACE:", + "subrace": "Subrace:", + "subrace-ability-increase": "Subrace Ability Score Increase:", + "2nd-class:-u": "2ND CLASS:", + "lvl:-u": "LEVEL:", + "3rd-class:-u": "3RD CLASS:", + "4th-class:-u": "4TH CLASS:", + "mutliclass-opts-u": "MULTICLASS OPTIONS", + "use-cust-class-u": "USE CUSTOM CLASS", + "class-name:-u": "CLASS NAME:", + "spellcasting-ability:-u": "ESPER ABILITY:", + "spell-slots:-u": "POWER SLOTS:", + "spell-full-u": "FULL (Adept, Engineer, Melder)", + "spell-half-u": "HALF (Hunter, Sentinel)", + "spell-third-u": "THIRD (Artifice, Justicar)", + "tech-slots-u": "TECH SLOTS", + "esper-powers-u": "ESPER POWERS", + "tp-max-u": "Talent Point Maximum", + "tp-current-u": "TALENT POINTS REMAINING", + "talent-slots-label": "TALENT SLOTS (Cybermancer)", + "talent-slots-u": "Max Talent Slots", + "used-talent-slots": "Slots Remaining", + "em_available": "Gained?", + "em_used": "Used", + "esper-mastery-u": "ESPER MASTERY", + "max-rank-u": "Rank", + "cust-class-opts": "CUSTOM CLASS OPTIONS", + "normal": "Normal", + "expirtise": "Expertise", + "skill-opts-u": "SKILL OPTIONS", + "version": "v", + "always-roll-adv": "Always Roll Advantage", + "toggle-roll-adv": "Advantage Toggle", + "query-roll-adv": "Query Advantage", + "never-roll-adv": "Never Roll Advantage", + "never-whisper-roll": "Never Whisper Rolls", + "query-whisper-roll": "Query Whisper", + "always-whisper-roll": "Always Whisper Rolls", + "never-roll-dmg": "Don't Auto Roll Damage", + "always-roll-dmg": "Auto Roll Damage & Crit", + "add-char-to-templates:-u": "ADD CHARACTER NAME TO TEMPLATES:", + "on": "On", + "off": "Off", + "inventory:-u": "INVENTORY:", + "compendium-compatible": "Compendium Compatible", + "simple": "Simple", + "encumbrance:-u": "ENCUMBRANCE:", + "ammo-tracking:-u": "AMMO TRACKING:", + "general-opts-u": "GENERAL OPTIONS", + "transition-text": "Clicking one of the images below will reformat the data from your current sheet to this sheet. These changes are permanent and cannot be undone.", + "transition-text-highlight": "Please make a copy of your game before you use this tool.", + "choose-sheet-transfer": "CHOOSE THE SHEET YOU ARE TRANSFERING FROM", + "community-sheet-u": "COMMUNITY SHEET", + "shaped-sheet-u": "SHAPED SHEET", + "transition-opts-u": "TRANSITION OPTIONS", + "portions-sheet-utilize": "Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https://wiki.roll20.net/SRD_5.0_OGL_License", + "api-required-title": "Try it now with easy one click API installation available with your Pro subscription.", + "api-required-u": "(API REQUIRED)", + "spell_dc_mod:-u": "POWER SAVE DC MOD:", + "custom_ac:-u": "CUSTOM AC:", + "npc-info": "The NPC option sets new characters to default to the NPC card style sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely representing non player characters.", + "npc-pc": "NPC/PC", + "roll-queries-info": "D20 Rolls output according to this option. Always Roll Advantage is the default setting and will roll two D20 on every roll in case of advantage. The expectation is that if there is no advantage or disadvantage you use the left most result. The Advantage Toggle option adds three new buttons to the top of the sheet so that you can toggle advantage on a case by case basis. Query Advantage gives you a prompt every roll asking if the roll has advantage. Never Roll Advantage always rolls a single D20 on any given roll, expecting the player to roll a second time in case of advantage or disadvantage.", + "whisp-rolls-gm-info": "All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.", + "auto-dmg-roll-info": "By default, attack damage rolls are not rolled until the hit is confirmed. Damage is rolled from the chat roll template by clicking on the name of the attack in the right hand bar, which then displays the damage. The default method is compatible with 3D dice. Optionally, you can choose to have the Auto Roll Damage & Crit option which will roll damage and critical hit dice at the same time of the attack, presenting all possible outcomes at the time of the attack.", + "add-char-to-templates-info": "Character names are not added to the roll template by default, and are only displayed as normal in the chat tab as the player/character selected as 'Speaking As'. Turning this option on adds the character making the roll's name to the template, useful for players representing multiple characters.", + "inventory-info": "Character Inventories default to the complex style that is compatible with the Roll20 5E Compendium. This includes granular item amounts/weights, weight and encumbrance tracking, sorting, AC calculations, automatic attack generation, and more. The Simple option provides a text field for item lists for players who want more manual control over the sheet.", + "encumbrance-info": "The sheet uses the variant encumbrance rules on page 160 of the Core Manual. The Off option disables the variant rules and only uses a basic over-limit inventory weight check.", + "ammo-tracking-info": "Provides automatic ammo tracking with the 5th Edition OGL by Roll20 Companion API Script.", + "dungeons-and-dragons-styling": "DUNGEONS AND DRAGONS STYLING", + "dungeons-and-dragons-styling-info": "Turns on Dungeons and Dragons styling for both the character sheet and roll templates. This setting is automatically applied to all character sheets and cannot be selectively used.", + "cd-bar1-value:-u": "BAR 1 VALUE:", + "cd-bar1-max:-u": "BAR 1 MAX:", + "cd-bar1-link:-u": "BAR 1 LINK:", + "cd-bar1-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 1's value to this attribute.", + "cd-bar1-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 1's max to this attribute.", + "cd-bar1-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 1's value to this attribute. If set this will override all other bar settings.", + "cd-bar2-value:-u": "BAR 2 VALUE:", + "cd-bar2-max:-u": "BAR 2 MAX:", + "cd-bar2-link:-u": "BAR 2 LINK:", + "cd-bar2-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 2's value to this attribute.", + "cd-bar2-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 2's max to this attribute.", + "cd-bar2-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 2's value to this attribute. If set this will override all other bar settings.", + "cd-bar3-value:-u": "BAR 3 VALUE:", + "cd-bar3-max:-u": "BAR 3 MAX:", + "cd-bar3-link:-u": "BAR 3 LINK:", + "cd-bar3-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 3's value to this attribute.", + "cd-bar3-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 3's max to this attribute.", + "cd-bar3-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 3's value to this attribute. If set this will override all other bar settings.", + "npc-name-in-rolls:-u": "NPC NAME IN ROLLS:", + "ship-name-in-rolls:-u": "SHIP NAME IN ROLLS:", + "show": "Show", + "hide": "Hide", + "npc-name-in-rolls-desc:-u": "In NPC roll results, show or hide the name of the NPC in the roll result card.", + "ship-name-in-rolls-desc:-u": "In SHIP roll results, show or hide the name of the SHIP in the roll result card.", + "public:-u": "PUBLIC", + "to-gm:-u": "TO GM", + "toggle-roll-whisper": "Whisper Toggle", + "attribute-opts-u": "ATTRIBUTE OPTIONS", + "save-opts-u": "SAVE OPTIONS", + "by-level": "By Level (Default)", + "prof-die": "Proficiency Die (DMG)", + "custom": "Custom", + "core-die-roll:-u": "CORE DIE ROLL:", + "has-attack-u": "HAS AN ATTACK", + "variant-phb": "Variant (Core M. p160)", + "carrying-capacity-mod:-u": "CARRYING CAPACITY MODIFIER:", + "armor-class-tracking:-u": "ARMOR CLASS TRACKING:", + "automatic": "Automatic", + "cantrip-progression:-u": "PRIME PROGRESSION", + "cantrip-dice-u": "PRIME DICE", + "cantrip-beam-u": "PRIME BEAM", + "slots_total-u": "SLOTS TOTAL", + "slots_remaining-u": "SLOTS REMAINING", + "level-calculations:-u": "AUTO LEVEL CALCULATIONS:", + "spell_slot_modifiers-u": "TECH SLOT MODIFIERS", + "lvl-u": "RANK", + "include_spell_desc:-u": "INCLUDE POWER DESCRIPTION IN ATTACK:", + "token_size-u": "TOKEN SIZE", + "add-dex-tiebreaker-u": "ADD DEX TIEBREAKER TO INITIATIVE", + "initiative-style:-u": "INITIATIVE STYLE:", + "query-attr-u": "QUERY ATTRIBUTE", + "custom-skills-u": "CUSTOM SKILLS", + "weapon-u": "WEAPON", + "armor-u": "ARMOR", + "other-u": "OTHER", + "source:-u": "SOURCE:", + "source-type:-u": "SOURCE TYPE:", + "racial": "Species", + "class": "Class", + "feat": "Feat", + "feats": "Feats", + "other": "Other", + "partial": "Partial", + "show_all": "Show All", + "cr_only": "C&R Only", + "spell-icons:-u": "POWER ICONS:", + "custom-pb:-u": "CUSTOM PROFICIENCY BONUS:", + "show-global-attack-field-u": "SHOW GLOBAL ATTACK MODIFIER FIELD", + "show-global-damage-field-u": "SHOW GLOBAL DAMAGE MODIFIER FIELD", + "show-global-save-field-u": "SHOW GLOBAL SAVE MODIFIER FIELD", + "show-global-skill-field-u": "SHOW GLOBAL SKILL MODIFIER FIELD", + "global-attack-u": "GLOBAL ATTACK MODIFIER", + "global-damage-u": "GLOBAL DAMAGE MODIFIER", + "global-save-u": "GLOBAL SAVE MODIFIER", + "global-skill-u": "GLOBAL SKILL MODIFIER", + "global-damage": "Global Damage Modifier", + "core-die-roll-info": "Changing the core die will replace the normal 1d20 made with almost all rolls with a randomizer of your choice, such as 2d10 or 3d6.", + "pb-type-info": "By default, the character's Proficiency Bonus will be automatically calculated based off of their total level as is the standard method in the Core Manual. The Proficiency Die option supports the alternate method outlined in the DMG where, instead of a flat bonus, a die is rolled instead. The Custom option allows you to replace the PB with anything of your choosing.", + "global-save-info": "Creates a custom global save modifier field, underneath the SAVING THROWS section of the character sheet. Anything put there will be applied to any save roll. Perfect for regular but not permanent bonuses like the Sensory Boost power.", + "global-skill-info": "Creates a custom global skill modifier field, underneath the SKILLS section of the character sheet. Anything put there will be applied to any save roll. Perfect for regular but not permanent bonuses like the Amplify Ability power.", + "global-attack-info": "Creates a custom global attack modifier field, underneath the ATTACKS AND ESPER POWERS section of the character sheet. Anything put there will be applied to any attack to-hit roll. Perfect for regular but not permanent bonuses to attack like the Sensory Boost power.", + "global-damage-info": "Creates a custom global damage modifier field, underneath the ATTACKS AND ESPER POWERS section of the character sheet. Anything put there will be applied to any attack damage roll. Perfect for regular but not permanent bonuses to damage like the Deft Strike ability.", + "auto-level-calc-info": "By default changing character levels will automatically set spell slots and hit dice. Changing this setting to off prevents this behavior.", + "simple-traits-info": "Character FEATURES AND TRAITS section defaults to the complex style that is compatible with the Roll20 5E Compendium. The Simple option provides a text field for players who want more manual control over the sheet.", + "simple-proficiencies-info": "Character OTHER PROFICIENCIES & LANGUAGES section defaults to the complex style that is compatible with the Roll20 5E Compendium. The Simple option provides a text field for players who want more manual control over the sheet.", + "init-tiebreaker-info": "Adds the character's dexterity score as a decimal to the end of the initiative bonus for purposes of breaking ties.", + "b-custom-info": "When the Proficiency Bonus type is set to Custom, the character sheet will use this value for the character's Proficiency Bonus.", + "footer-wiki-link": "This sheet was created from the 5th Edition OGL character sheet by Roll20. For game information, visit http://espergenesis.com", + "accepting-drop-u": "ACCEPTING DROP FROM COMPENDIUM", + "are_you_sure": "Are you sure you want to turn this character into a ", + "yes": "Yes", + "next": "Next", + "cancel": "Cancel", + "cancel-u": "CANCEL", + "choose": "Choose", + "innate:-u": "INNATE:", + "mod:-u": "MOD:", + "hpmods:-u": "HP MODIFIERS:", + "charmancer-welcome": "Welcome to the Charactermancer!", + "charmancer-what-is": "The Charactermancer is a step-by-step process that makes building a character simple and streamlined. Changes are saved as you progress, but the character sheet is only updated when the Charactermancer has been completed.", + "get-started": "Get started by clicking Next.", + "opt-out-u": "OPT OUT", + "charmancer-compendium": "Your Compendium Awaits.", + "charmancer-compendium-detail": "The Charactermancer currently supports Dungeons & Dragons 5th Edition SRD and the Player's Handbook. You can add the Player's Handbook to your compendium in the Marketplace, or the game owner can share their compendium with everyone in the game.", + "charmancer-choose-race": "Choose a Race:", + "charmancer-custom-race-name": "Custom Race Name:", + "charmancer-custom-subclass-name:": "Custom sublass Name:", + "charmancer-additional-cantrips": "Additional Cantrips", + "charmancer-additional-lvl-1-spells": "Additional Level 1 Spells", + "suggested-abilities": "Suggested Abilities: ", + "class-spellcasting": "Class Spellcasting Ability: ", + "ability-score-increase": "Ability Score Increase:", + "lawful-good": "Lawful Good", + "neutral-good": "Neutral Good", + "chaotic-good": "Chaotic Good", + "lawful-neutral": "Lawful Neutral", + "neutral": "Neutral", + "chaotic-neutral": "Chaotic Neutral", + "lawful-evil": "Lawful Evil", + "neutral-evil": "Neutral Evil", + "chaotic-evil": "Chaotic Evil", + "tiny": "Tiny", + "small": "Small", + "medium": "Medium", + "large": "Large", + "huge": "Huge", + "age": "Age:", + "gargantuan": "Gargantuan", + "step1-equipment": "Step 5: Equipment", + "equipment-from-background": "Equipment from Background", + "equipment-from-class": "Equipment from Class", + "class-equipment": "Class Equipment", + "starting-wealth": "Starting Wealth (Core)", + "starting-cubil:": "Starting Cubil:", + "no_class_warning-u": "NO CLASS HAS BEEN SELECTED OR SELECTED CLASS DOES NOT HAVE STANDARD EQUIPMENT. CLASS EQUIPMENT CANNOT BE CHOSEN AT THIS TIME.", + "standard-array": "Standard Array", + "roll-for-stats": "Roll for Stats", + "standard-roll": "Roll 4d6, drop lowest", + "charmancer-cancel-heading": "Where would you like to go, traveler?", + "continue-charmancer": "Continue Charactermancer", + "save_progress_and_exit": "Save and Exit", + "cancel_charactermancer": "Discard and exit", + "charmancer-discard-warning": "Discard and Exit will cause all choices to be lost.", + "mancer-opts-u": "CHARACTERMANCER OPTIONS", + "relaunch-lvl1mancer-u": "LAUNCH LEVEL 1 CHARACTERMANCER (CANNOT BE UNDONE)", + "point-buy": "Point Buy", + "available-points:": "Available Points: ", + "equipment-choice-text": "How would you like to choose your equipment?", + "charmancer-start": "Start", + "clear-abilities": "Clear Assignment", + "use-charactermancer-for-new:-u": "USE LEVEL 1 CHARACTERMANCER FOR NEW CHARACTERS:", + "use-charactermancer-for-new-info": "With this option enabled all new characters will open with the Level 1 Roll20 Charactermancer. Disabling this option will start new characters directly on the character sheet disabling the Level 1 Charactermancer, which can still be manually run from the Settings tab of the character sheet.", + "feat-pre-check": "Look carefully! Prerequisites are not checked automatically.", + "stats-rolled-hint": "We rolled your dice! Check the chat window to view your results in detail. Assign the results below to your preferred attributes:", + "return-to:": "Return to: ", + "do_you_want_mancer": "How do you want to create this character?", + "no": "No", + "global-ac-u": "GLOBAL AC MODIFIER", + "show-global-ac-field-u": "SHOW GLOBAL AC MODIFIER FIELD", + "warning-customac-u": "ATTENTION - CUSTOM AC IS NOT BEING USED. TO USE CUSTOM AC, UNEQUIP ARMOR.", + "manual": "Edit sheet directly", + "npc-new": "Create an NPC", + "mancer-confirm-yes": "Use the Charactermancer", + "allow-shields-u": "ALLOW SHIELDS?", + "levels-u": "LEVELS", + "features-u": "FEATURES", + "asi-u": "ABILITY SCORE INCREASE / FEATS", + "charmancer-leveler-what-is": "The Charactermancer is a step-by-step process that makes leveling up a character simple and streamlined. Changes are saved as you progress, but the character sheet is only updated when the Charactermancer has been completed.", + "charmancer-leveler-level-info1": "Your existing class levels have been pre-populated for you. By default your primary class has been set to be increased by one level. You can change how many levels to increase below, as well as adding a new multiclass.", + "charmancer-leveler-level-info2": "In each class section you'll have the option to take the average number of hit points or to roll randomly, choose class features for the levels you're advancing, and choose your subclass if appropriate.", + "charmancer-leveler-spells-info": "Listed here are the current spells your character already knows. If you gained access to more spells during your advancement you will be able to select them below. Check next to the spells you wish to learn. The Charactermancer will help you pick the right number of spells and from the correct list. If your class has the option to swap out spells, you can do so by unselecting currently known spells which will allow you to select new ones in their place.", + "total-level-u": "TOTAL LEVEL", + "main-class-level-u": "MAIN CLASS LEVEL", + "class-2-level-u": "CLASS 2 LEVEL", + "class-3-level-u": "CLASS 3 LEVEL", + "class-4-level-u": "CLASS 4 LEVEL", + "levels:-u": "LEVELS:", + "warning-leveler_start-u": "ATTENTION - YOU CANNOT LAUNCH THE CHARACTERMANCER LEVEL UP UNTIL YOU HAVE A CLASS, LEVEL, AND HP SET FOR LEVEL ONE. PLEASE RUN THE CHARACTERMANCER CREATOR FIRST. THE LEVEL UP TOOL DOESN'T WORK WITH CUSTOM CLASSES OR IF THE MULTICLASS OPTIONS ARE SET UP INCORRECTLY.", + "charmancer-leveler-custom-class-warning": "The Level Up tool does not support custom classes at this time.", + "charmancer-welcome-lp": "Welcome to Charactermancer Level Up!", + "charmancer-leveler-what-is-lp": "Look at you, with all that experience. Now it's time to claim your reward. You'll walk through the step-by-step process to make a few decisions, and your character will be at the next level in no time. Changes are saved as you move through the process, but if you change your mind, you'll need to revisit the steps and choices that come after.", + "charmancer-compendium-detail-lp": "The Charactermancer currently supports Dungeons & Dragons 5th Edition SRD, Player's Handbook, and Guildmasters' Guide to Ravnica. Xanathar's Guide to Everything will be supported in the coming weeks. You can add the Player's Handbook and Guildmasters' Guide to Ravnica to your compendium in the Marketplace, or the game owner can share their compendium with everyone in the game.", + "roll:-u": "ROLL:", + "roll": "Roll", + "prerequisite:": "Prerequisite:", + "back": "BACK", + "back-to-top": "Back to Top", + "choose-a-class:": "Choose a Class:", + "custom-class-name:": "Custom Class Name", + "charmancer-class-features:": "Class Features: ", + "charmancer-subclass-features:": "Subclass Features:", + "hit-die:": "Hit Die:", + "average": "Average", + "hp-u": "HP", + "saving-throw-proficiency": "Saving Throw Proficiency", + "armor": "Armor", + "equipment": "Equipment:", + "language": "Language", + "skill": "Skill", + "tool": "Tool", + "weapon": "Weapon", + "add-another-feature": "Add Another Feature", + "add-another-proficiency": "Add Another Proficiency", + "innate-spellcasting:": "Innate Powers:", + "spellcasting-ability": "Esper Ability:", + "number-of-cantrips": "Number of Primes:", + "number-of-lvl-1-spells": "Number of Level 1 Spells:", + "spell-list": "Powers List:", + "done": "Done", + "ability-score-method": "Ability Score Method:", + "select-your-choices": "Select Your Choices:", + "input-your-scores": "Input Your Scores:", + "choose-background": "Choose a Background:", + "personality-traits": "Personality Traits", + "ideal": "Ideal", + "bond": "Bond", + "flaw": "Flaw", + "you-have-chosen-starting-cubil": "You have chosen starting cubil and do not get equipment from your background.", + "you-have-created-custom-class": "You have created a custom class; you can add equipment to the character sheet after you have finished the Charactermancer.", + "arcane-is-mystery": "Cosmic forces are a mystery to you.", + "your-character-dont-have-spells-this-lvl": "Your character doesn't have powers at this level. Click “Next” to review your character!", + "charmancer-a-feat-represents": "A feat represents accomplishment, grit, determination, and expertise. It is the reward for hard work.", + "you-really-havent-done": "You really haven't done that much yet", + "review-your-choices": "Review your choices:", + "race": "Race", + "abilities": "Abilities", + "bio": "Bio", + "name-background": "Name:", + "building-your-character": "Building your character...", + "charmancer-only-choice-left-is-on-or": "The only choice left is to press on or turn back. If you're editing an existing character, all your existing data will be lost into the void when you apply your changes.", + "apply-changes": "Apply Changes", + "pick-your-equipment": "Pick your equipment", + "you-havent-chosen-background": "You have not yet selected a background.", + "you-havent-selected-class": "You have not yet selected a class.", + "ability-score": "Ability Score", + "you-can-increase-two-abilites": "You can increase two of your abilities by 1, or one of your abilities by 2", + "before-leveling": "Before Leveling", + "after-leveling": "After Leveling", + "charmancer-removed-spells-marked-pt1": "Removed spells will be marked with a r symbol so you can find it easily if you change your mind." +} diff --git a/Esper_Genesis_5E/translations/af.json b/Esper_Genesis_5E/translations/af.json new file mode 100644 index 0000000000..a26581dda1 --- /dev/null +++ b/Esper_Genesis_5E/translations/af.json @@ -0,0 +1,719 @@ +{ + "skills-list": "acrobatics,astrophysics,athletics,computers,deception,insight,intimidation,investigation,lore,mechanics,medicine,perception,performance,persuasion,sleight_of_hand,stealth,survival,xenobiology", + "npc-options-u": "NPC OPTIONS", + "ship-options-u": "SHIP OPTIONS", + "name-u": "NAME", + "npc-type-u": "NPC TYPE", + "ship-type-u": "SHIP TYPE", + "npc-type-place": "Medium cyborg, any evil alignment", + "ship-type-place": "Medium ship", + "armor-class-u": "ARMOR CLASS", + "class-u": "CLASS", + "type-u": "TYPE", + "maneuver-defense-u": "MANEUVER DEFENSE", + "maneuver-save-u": "MANEUVER SAVE DC", + "abilities-u": "ABILITIES", + "npc-armor-place": "light trooper", + "hit-points-u": "HIT POINTS", + "hull-points-u": "HULL POINTS", + "formula-u": "FORMULA", + "speed-u": "SPEED", + "npc-speed-place": "30 ft., fly 60ft.", + "ship-speed-place": "6", + "piloting-u": "PILOTING BONUS (Dex Bonus + Proficiency Bonus)", + "attributes-u": "ATTRIBUTES", + "ship-attributes-u": "ATTRIBUTES (PILOT/CREW)", + "str-u": "STR", + "dex-u": "DEX", + "con-u": "CON", + "int-u": "INT", + "wis-u": "WIS", + "cha-u": "CHA", + "npcs-u": "NPC", + "ships-u": "SHIP", + "ship-dex-u": "DEX—[PILOT]", + "ship-int-u": "INT—[TECH]", + "ship-wis-u": "WIS—[TECH]", + "sensor-u": "SENSOR RANGE", + "saves-u": "SAVES", + "skills-u": "SKILLS", + "acrobatics-u": "ACROBATICS", + "mechanics-u": "MECHANICS", + "astrophysics-u": "ASTROPHYSICS", + "athletics-u": "ATHLETICS", + "deception-u": "DECEPTION", + "lore-u": "LORE", + "insight-u": "INSIGHT", + "intimidation-u": "INTIMIDATION", + "investigation-u": "INVESTIGATION", + "medicine-u": "MEDICINE", + "xenobiology-u": "XENOBIOLOGY", + "perception-u": "PERCEPTION", + "performance-u": "PERFORMANCE", + "persuasion-u": "PERSUASION", + "computers-u": "COMPUTERS", + "sleight_of_hand-u": "SLEIGHT OF HAND", + "stealth-u": "STEALTH", + "survival-u": "SURVIVAL", + "damage-vuln-u": "DAMAGE VULNERABILITIES", + "npc-dmg-vuln-place": "fire", + "ship-dmg-vuln-place": "lightning", + "damage-res-u": "DAMAGE RESISTANCES", + "npc-dmg-res-place": "cold", + "ship-dmg-res-place": "acid, fire", + "damage-imm-u": "DAMAGE IMMUNITIES", + "npc-dmg-imm-place": "lightning, thunder", + "ship-dmg-imm-place": "cold", + "cond-imm-u": "CONDITION IMMUNITIES", + "npc-cond-imm-place": "charmed", + "ship-cond-imm-place": "impaired", + "senses-u": "SENSES", + "npc-senses-place": "darkvision 120ft., passive Perception 16", + "ship-senses-place": "6", + "langs-u": "LANGUAGES", + "lang-u": "LANGUAGE", + "npc-langs-place": "Alphaline, Common, Nesieve", + "challenge-u": "CHALLENGE", + "xp-u": "XP", + "spellcast-npc-u": "ESPER NPC", + "spell-ability-u": "ESPER ABILITY", + "none-u": "NONE", + "strength-u": "STRENGTH", + "strength-save-u": "STRENGTH SAVE", + "dexterity-u": "DEXTERITY", + "dexterity-save-u": "DEXTERITY SAVE", + "constitution-u": "CONSTITUTION", + "constitution-save-u": "CONSTITUTION SAVE", + "intelligence-u": "INTELLIGENCE", + "intelligence-save-u": "INTELLIGENCE SAVE", + "wisdom-u": "WISDOM", + "wisdom-save-u": "WISDOM SAVE", + "charisma-u": "CHARISMA", + "charisma-save-u": "CHARISMA SAVE", + "spell-dc-u": "POWER DC", + "spell-atk-bonus-u": "POWER ATTACK BONUS", + "has-reaction-u": "HAS REACTIONS", + "leg-actions:-u": "LEGENDARY ACTIONS:", + "gen-opts-u": "GENERAL OPTIONS", + "npc-u": "NPC/SHIP", + "roll-queries:-u": "ROLL QUERIES:", + "always-adv": "Always Roll Advantage", + "adv-toggle": "Advantage Toggle", + "query-adv": "Query Advantage", + "never-adv": "Never Roll Advantage", + "whisp-rolls-gm:-u": "WHISPER ROLLS TO GM:", + "never-whisp": "Never Whisper Rolls", + "query-whisp": "Query Whisper", + "always-whisp": "Always Whisper Rolls", + "auto-dmg-roll:-u": "AUTO DAMAGE ROLL:", + "never-dmg": "Don't Auto Roll Damage", + "always-dmg": "Auto Roll Damage & Crit", + "ac": "Armor Class", + "hp": "Hit Points", + "hlp": "Hull Points", + "speed": "Speed", + "maneuver-defense": "Maneuver Defense", + "maneuver-save": "Maneuver Save DC", + "sensors": "Sensor Range", + "piloting": "Piloting Check", + "pilot-bonus": "Piloting Bonus", + "language-proficiencies": "Language Proficiencies:", + "skill-proficiencies": "Skill Proficiencies:", + "weapon-proficiencies": "Weapon Proficiencies", + "armor-proficiencies": "Armor Proficiencies:", + "tool-proficiencies": "Tool Proficiencies:", + "saving-throw": "Saving Throws", + "str": "Str", + "dex": "Dex", + "con": "Con", + "int": "Int", + "wis": "Wis", + "cha": "Cha", + "skills": "Skills", + "acrobatics": "Acrobatics", + "mechanics": "Mechanics", + "astrophysics": "Astrophysics", + "athletics": "Athletics", + "deception": "Deception", + "lore": "Lore", + "insight": "Insight", + "intimidation": "Intimidation", + "investigation": "Investigation", + "medicine": "Medicine", + "xenobiology": "Xenobiology", + "perception": "Perception", + "performance": "Performance", + "persuasion": "Persuasion", + "computers": "Computers", + "sleight_of_hand": "Sleight of Hand", + "stealth": "Stealth", + "survival": "Survival", + "dmg-vuln": "Damage Vulnerabilities", + "dmg-res": "Damage Resistances", + "dmg-imm": "Damage Immunities", + "cond-imm": "Condition Immunities", + "senses": "Senses", + "langs": "Languages", + "challenge": "Challenge", + "npc-trait-name-place": "False Appearance.", + "npc-trait-desc-place": "If the velbast fails...", + "actions": "Actions", + "adv": "Advantage", + "norm": "Normal", + "disadv": "Disadvantage", + "name:-u": "NAME:", + "attack-u": "ATTACK", + "type:-u": "TYPE:", + "melee": "Melee", + "ranged": "Ranged", + "range-reach:-u": "RANGE/REACH:", + "range-reach-place": "5 ft.", + "to-hit:-u": "TO HIT:", + "target:-u": "TARGET:", + "target:": "Target:", + "to-hit-place": "One target", + "on-hit:-u": "ON HIT:", + "on-hit-place": "slashing", + "on-hit2:-u": "ON HIT 2:", + "on-hit-2-place": "fire", + "hit:": "Hit: ", + "reactions": "Reactions", + "npc-repeating-name-place": "Parry.", + "npc-repeating-desc-place": "The creature adds 2 to its AC against...", + "traits": "Traits", + "features": "Features", + "spells": "Powers", + "prep-u": "PREP", + "school:-u": "DOMAIN:", + "alteration": "Alteration", + "clairsentient": "Clairsentient", + "elemental": "Elemental", + "kinesis": "Kinesis", + "metaphase": "Metaphase", + "psychogenic": "Psychogenic", + "technique": "Technique", + "ritual": "CONVENTIONAL", + "ritual-l": "conventional", + "range:-u": "RANGE:", + "range:": "Range:", + "pointcost:-u": "POINT COST:", + "pointcost:": "Point Cost:", + "spell-component-verbal": "V", + "spell-component-somatic": "S", + "spell-component-material": "M", + "spell-ritual": "R", + "spell-concentration": "C", + "ruby-dust-place": "ruby dust worth 50gp", + "concentration-u": "CONCENTRATION", + "concentration": "Concentration", + "duration:-u": "DURATION:", + "duration:": "Duration:", + "difficulty-class-abv": "DC", + "output:-u": "OUTPUT:", + "powercard-u": "POWERCARD", + "spell-atk:-u": "POWER ATTACK:", + "none": "None", + "dmg:-u": "DAMAGE:", + "dmg2:-u": "DAMAGE2:", + "healing:-u": "HEALING:", + "add-ability-mod-u": "ADD ABILITY MOD TO DAMAGE OR HEALING", + "effect:-u": "EFFECT:", + "npc-atk-effect-place": "Half damage", + "desc:-u": "DESCRIPTION:", + "at-higher-lvl:-u": "AT HIGHER RANKS:", + "at-higher-lvl": "At Higher Ranks", + "higher-lvl-cast": "Higher Rank Use", + "leg-actions": "Legendary Actions", + "leg-actions-desc": "The can take legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The regains spent legendary actions at the start of its turn.", + "atk-range-place": "5 ft.", + "atk-target-place": "One target", + "atk-dmg-type-place": "slashing", + "atk-dmg-type2-place": "fire", + "adv-u": "ADVANTAGE", + "norm-u": "NORMAL", + "disadv-u": "DISADVANTAGE", + "core-u": "CORE", + "bio-u": "BIO", + "gear-u": "GEAR", + "spells-u": "POWERS", + "feats-u": "FEATS", + "review-u": "REVIEW", + "char-name-u": "CHARACTER NAME", + "adept": "Adept", + "barbarian": "Barbarian", + "cybermancer": "Cybermancer", + "engineer": "Engineer", + "hunter": "Hunter", + "melder": "Melder", + "sentinel": "Sentinel", + "specialist": "Specialist", + "warrior": "Warrior", + "class-level-u": "CLASS & LEVEL", + "background-u": "BACKGROUND", + "background": "Background", + "race-u": "RACE", + "alignment-u": "ALIGNMENT", + "alignment": "Alignment:", + "exp-pts-u": "EXPERIENCE POINTS", + "inspiration-u": "INSPIRATION", + "prof-bonus-u": "PROFICIENCY BONUS", + "strength": "Strength", + "strength-save": "Strength Save", + "dexterity": "Dexterity", + "dexterity-save": "Dexterity Save", + "constitution": "Constitution", + "constitution-save": "Constitution Save", + "intelligence": "Intelligence", + "intelligence-save": "Intelligence Save", + "wisdom": "Wisdom", + "wisdom-save": "Wisdom Save", + "charisma": "Charisma", + "charisma-save": "Charisma Save", + "saving-throws-u": "SAVING THROWS", + "acrobatics-core": "Acrobatics (Dex)", + "mechanics-core": "Mechanics (Wis)", + "astrophysics-core": "Astrophysics (Int)", + "athletics-core": "Athletics (Str)", + "deception-core": "Deception (Cha)", + "lore-core": "Lore (Int)", + "insight-core": "Insight (Wis)", + "intimidation-core": "Intimidation (Cha)", + "investigation-core": "Investigation (Int)", + "medicine-core": "Medicine (Wis)", + "xenobiology-core": "Xenobiology (Int)", + "perception-core": "Perception (Wis)", + "performance-core": "Performance (Cha)", + "persuasion-core": "Persuasion (Cha)", + "computers-core": "Computers (Int)", + "sleight_of_hand-core": "Sleight of Hand (Dex)", + "stealth-core": "Stealth (Dex)", + "survival-core": "Survival (Wis)", + "pass-wis-u": "PASSIVE WISDOM (PERCEPTION)", + "tool-u": "TOOL", + "pro-u": "PRO", + "attr-u": "ATTRIBUTE", + "prof-bonus:-u": "PROFICIENCY BONUS:", + "prof-u": "PROFICIENT", + "proficency-u": "PROFICIENCY", + "expertise-u": "EXPERTISE", + "jack-of-all-u": "JACK OF ALL TRADES", + "attr:-u": "ATTRIBUTE:", + "tool-prof-u": "TOOL PROFICIENCIES", + "weapon-proficiencies-u": "WEAPON PROFICIENCIES", + "other-prof-langs-u": "OTHER PROFICIENCIES & LANGUAGES", + "prof-langs-u": "PROFICIENCIES & LANGUAGES", + "init": "Initiative", + "init-u": "INITIATIVE", + "hp-max-u": "Hit Point Maximum", + "hp-current-u": "CURRENT HIT POINTS", + "hp-temp-u": "TEMPORARY HIT POINTS", + "total": "Total", + "hit-dice-u": "HIT DICE", + "successes-u": "SUCCESSES", + "failures-u": "FAILURES", + "death-save-u": "DEATH SAVE", + "death-saves-u": "DEATH SAVES", + "exhaustion-setting-u": "SHOW EXHAUSTION TRACKING:", + "exhaustion-u": "EXHAUSTION LEVEL", + "exhaustion-0": "No effect", + "exhaustion-1": "Disadvantage on ability checks", + "exhaustion-2": "Speed halved", + "exhaustion-3": "Disadvantage on attack rolls and saving throws", + "exhaustion-4": "Hit point maximum halved", + "exhaustion-5": "Speed reduced to 0", + "exhaustion-6": "Death", + "atk-u": "ATK", + "dmg-type-u": "DAMAGE/TYPE", + "attack:-u": "ATTACK:", + "proficient-u": "PROFICIENT", + "range-place": "Self (60-foot cone)", + "enhanced-bonus:-u": "ENHANCED BONUS:", + "crit-range-u": "CRIT RANGE:", + "damage:-u": "DAMAGE:", + "dmg-type-place": "Slashing", + "crit:-u": "CRIT:", + "damage2:-u": "DAMAGE2:", + "saving-throw:-u": "SAVING THROW:", + "vs-dc:-u": "VS DC:", + "spell-u": "POWER", + "flat-u": "FLAT", + "save": "Save", + "save-effect:-u": "SAVE EFFECT:", + "save-effect-place": "half damage", + "ammunition:-u": "AMMUNITION:", + "ammunition-place": "Arrows", + "description:-u": "DESCRIPTION:", + "description:": "Description:", + "description-place": "Up to 2 creatures within 5 feet", + "atk-spellcasting-u": "ATTACKS & ESPER POWERS", + "copper-piece-u": "CP", + "silver-piece-u": "SP", + "electrum-piece-u": "EP", + "cubil-coin-u": "COINS", + "cubil-cred-u": "CUBIL", + "warning-armor-sets-u": "WARNING - AC IS NOT INCORRECT. UNEQUIP EXTRA ARMOR OR SHIELD FROM ITEM DETAILS.", + "item-name-u": "ITEM NAME", + "equipped-u": "EQUIPPED", + "use-as-resource-u": "USE AS A RESOURCE", + "prop:-u": "PROP:", + "mods:-u": "MODS:", + "total-weight-u": "TOTAL WEIGHT", + "immobile-u": "IMMOBILE", + "heavily-encumbered-u": "HEAVILY ENCUMBERED", + "encumbered-u": "ENCUMBERED", + "over-carrying-cap-u": "OVER CARRYING CAPACITY", + "equipment-u": "EQUIPMENT", + "personality-traits-u": "PERSONALITY TRAITS", + "ideals-u": "IDEALS", + "bonds-u": "BONDS", + "flaws-u": "FLAWS", + "class-resource-u": "CLASS RESOURCE", + "other-resource-u": "OTHER RESOURCE", + "feats-traits-u": "FEATURES & TRAITS", + "age-u": "AGE", + "size-u": "SIZE", + "size": "Size", + "height-u": "HEIGHT", + "weight-u": "WEIGHT", + "eye-u": "EYES", + "skin-u": "SKIN", + "hair-u": "HAIR", + "char-appearance-u": "CHARACTER APPEARANCE", + "char-backstory-u": "CHARACTER BACKSTORY", + "allies-orgs-u": "ALLIES & ORGANIZATIONS", + "add-feats-traits-u": "ADDITIONAL FEATURES & TRAITS", + "feat-u": "FEAT", + "treasure-u": "TREASURE", + "spell-save-dc-u": "POWER SAVE DC", + "cantrips-u": "PRIME POWERS", + "ritual-u": "CONVENTIONAL", + "casting-time:-u": "ACTIVATION TIME:", + "casting-time:": "Activation Time:", + "at-higher-lvl-dmg:-u": "HIGHER LVL CAST DMG:", + "half-dmg-place": "Half damage", + "hit-die:-u": "HIT DIE:", + "initiative-mod:-u": "INITIATIVE MODIFIER:", + "glob-saving-mod:-u": "GLOBAL SAVING THROW MODIFIER:", + "glob-ac-mod:-u": "GLOBAL ARMOR CLASS MODIFIER:", + "glob-atk-mod:-u": "GLOBAL POWER ATTACK MODIFIER:", + "pass-perc-mod:-u": "PASSIVE PERCEPTION MODIFIER:", + "death-save-mod:-u": "DEATH SAVE MODIFIER:", + "magic-caster-lvl:-u": "CHANNELER/FORGER LEVEL:", + "halfling-luck-u": "HALFLING LUCK", + "arcane-fighter-u": "JUSTICAR", + "arcane-rogue-u": "ARTIFICE", + "class-options-u": "CLASS OPTIONS ()", + "class:-u": "CLASS:", + "subclass:-u": "SUBCLASS:", + "race:-u": "RACE:", + "subrace:-u": "SUBRACE:", + "subrace": "Subrace:", + "subrace-ability-increase": "Subrace Ability Score Increase:", + "2nd-class:-u": "2ND CLASS:", + "lvl:-u": "LEVEL:", + "3rd-class:-u": "3RD CLASS:", + "4th-class:-u": "4TH CLASS:", + "mutliclass-opts-u": "MULTICLASS OPTIONS", + "use-cust-class-u": "USE CUSTOM CLASS", + "class-name:-u": "CLASS NAME:", + "spellcasting-ability:-u": "ESPER ABILITY:", + "spell-slots:-u": "POWER SLOTS:", + "spell-full-u": "FULL (Adept, Engineer, Melder)", + "spell-half-u": "HALF (Hunter, Sentinel)", + "spell-third-u": "THIRD (Artifice, Justicar)", + "tech-slots-u": "TECH SLOTS", + "esper-powers-u": "ESPER POWERS", + "tp-max-u": "Talent Point Maximum", + "tp-current-u": "TALENT POINTS REMAINING", + "talent-slots-label": "TALENT SLOTS (Cybermancer)", + "talent-slots-u": "Max Talent Slots", + "used-talent-slots": "Slots Remaining", + "em_available": "Gained?", + "em_used": "Used", + "esper-mastery-u": "ESPER MASTERY", + "max-rank-u": "Rank", + "cust-class-opts": "CUSTOM CLASS OPTIONS", + "normal": "Normal", + "expirtise": "Expertise", + "skill-opts-u": "SKILL OPTIONS", + "version": "v", + "always-roll-adv": "Always Roll Advantage", + "toggle-roll-adv": "Advantage Toggle", + "query-roll-adv": "Query Advantage", + "never-roll-adv": "Never Roll Advantage", + "never-whisper-roll": "Never Whisper Rolls", + "query-whisper-roll": "Query Whisper", + "always-whisper-roll": "Always Whisper Rolls", + "never-roll-dmg": "Don't Auto Roll Damage", + "always-roll-dmg": "Auto Roll Damage & Crit", + "add-char-to-templates:-u": "ADD CHARACTER NAME TO TEMPLATES:", + "on": "On", + "off": "Off", + "inventory:-u": "INVENTORY:", + "compendium-compatible": "Compendium Compatible", + "simple": "Simple", + "encumbrance:-u": "ENCUMBRANCE:", + "ammo-tracking:-u": "AMMO TRACKING:", + "general-opts-u": "GENERAL OPTIONS", + "transition-text": "Clicking one of the images below will reformat the data from your current sheet to this sheet. These changes are permanent and cannot be undone.", + "transition-text-highlight": "Please make a copy of your game before you use this tool.", + "choose-sheet-transfer": "CHOOSE THE SHEET YOU ARE TRANSFERING FROM", + "community-sheet-u": "COMMUNITY SHEET", + "shaped-sheet-u": "SHAPED SHEET", + "transition-opts-u": "TRANSITION OPTIONS", + "portions-sheet-utilize": "Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https://wiki.roll20.net/SRD_5.0_OGL_License", + "api-required-title": "Try it now with easy one click API installation available with your Pro subscription.", + "api-required-u": "(API REQUIRED)", + "spell_dc_mod:-u": "POWER SAVE DC MOD:", + "custom_ac:-u": "CUSTOM AC:", + "npc-info": "The NPC option sets new characters to default to the NPC card style sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely representing non player characters.", + "npc-pc": "NPC/PC", + "roll-queries-info": "D20 Rolls output according to this option. Always Roll Advantage is the default setting and will roll two D20 on every roll in case of advantage. The expectation is that if there is no advantage or disadvantage you use the left most result. The Advantage Toggle option adds three new buttons to the top of the sheet so that you can toggle advantage on a case by case basis. Query Advantage gives you a prompt every roll asking if the roll has advantage. Never Roll Advantage always rolls a single D20 on any given roll, expecting the player to roll a second time in case of advantage or disadvantage.", + "whisp-rolls-gm-info": "All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.", + "auto-dmg-roll-info": "By default, attack damage rolls are not rolled until the hit is confirmed. Damage is rolled from the chat roll template by clicking on the name of the attack in the right hand bar, which then displays the damage. The default method is compatible with 3D dice. Optionally, you can choose to have the Auto Roll Damage & Crit option which will roll damage and critical hit dice at the same time of the attack, presenting all possible outcomes at the time of the attack.", + "add-char-to-templates-info": "Character names are not added to the roll template by default, and are only displayed as normal in the chat tab as the player/character selected as 'Speaking As'. Turning this option on adds the character making the roll's name to the template, useful for players representing multiple characters.", + "inventory-info": "Character Inventories default to the complex style that is compatible with the Roll20 5E Compendium. This includes granular item amounts/weights, weight and encumbrance tracking, sorting, AC calculations, automatic attack generation, and more. The Simple option provides a text field for item lists for players who want more manual control over the sheet.", + "encumbrance-info": "The sheet uses the variant encumbrance rules on page 160 of the Core Manual. The Off option disables the variant rules and only uses a basic over-limit inventory weight check.", + "ammo-tracking-info": "Provides automatic ammo tracking with the 5th Edition OGL by Roll20 Companion API Script.", + "dungeons-and-dragons-styling": "DUNGEONS AND DRAGONS STYLING", + "dungeons-and-dragons-styling-info": "Turns on Dungeons and Dragons styling for both the character sheet and roll templates. This setting is automatically applied to all character sheets and cannot be selectively used.", + "cd-bar1-value:-u": "BAR 1 VALUE:", + "cd-bar1-max:-u": "BAR 1 MAX:", + "cd-bar1-link:-u": "BAR 1 LINK:", + "cd-bar1-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 1's value to this attribute.", + "cd-bar1-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 1's max to this attribute.", + "cd-bar1-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 1's value to this attribute. If set this will override all other bar settings.", + "cd-bar2-value:-u": "BAR 2 VALUE:", + "cd-bar2-max:-u": "BAR 2 MAX:", + "cd-bar2-link:-u": "BAR 2 LINK:", + "cd-bar2-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 2's value to this attribute.", + "cd-bar2-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 2's max to this attribute.", + "cd-bar2-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 2's value to this attribute. If set this will override all other bar settings.", + "cd-bar3-value:-u": "BAR 3 VALUE:", + "cd-bar3-max:-u": "BAR 3 MAX:", + "cd-bar3-link:-u": "BAR 3 LINK:", + "cd-bar3-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 3's value to this attribute.", + "cd-bar3-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 3's max to this attribute.", + "cd-bar3-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 3's value to this attribute. If set this will override all other bar settings.", + "npc-name-in-rolls:-u": "NPC NAME IN ROLLS:", + "ship-name-in-rolls:-u": "SHIP NAME IN ROLLS:", + "show": "Show", + "hide": "Hide", + "npc-name-in-rolls-desc:-u": "In NPC roll results, show or hide the name of the NPC in the roll result card.", + "ship-name-in-rolls-desc:-u": "In SHIP roll results, show or hide the name of the SHIP in the roll result card.", + "public:-u": "PUBLIC", + "to-gm:-u": "TO GM", + "toggle-roll-whisper": "Whisper Toggle", + "attribute-opts-u": "ATTRIBUTE OPTIONS", + "save-opts-u": "SAVE OPTIONS", + "by-level": "By Level (Default)", + "prof-die": "Proficiency Die (DMG)", + "custom": "Custom", + "core-die-roll:-u": "CORE DIE ROLL:", + "has-attack-u": "HAS AN ATTACK", + "variant-phb": "Variant (Core M. p160)", + "carrying-capacity-mod:-u": "CARRYING CAPACITY MODIFIER:", + "armor-class-tracking:-u": "ARMOR CLASS TRACKING:", + "automatic": "Automatic", + "cantrip-progression:-u": "PRIME PROGRESSION", + "cantrip-dice-u": "PRIME DICE", + "cantrip-beam-u": "PRIME BEAM", + "slots_total-u": "SLOTS TOTAL", + "slots_remaining-u": "SLOTS REMAINING", + "level-calculations:-u": "AUTO LEVEL CALCULATIONS:", + "spell_slot_modifiers-u": "TECH SLOT MODIFIERS", + "lvl-u": "RANK", + "include_spell_desc:-u": "INCLUDE POWER DESCRIPTION IN ATTACK:", + "token_size-u": "TOKEN SIZE", + "add-dex-tiebreaker-u": "ADD DEX TIEBREAKER TO INITIATIVE", + "initiative-style:-u": "INITIATIVE STYLE:", + "query-attr-u": "QUERY ATTRIBUTE", + "custom-skills-u": "CUSTOM SKILLS", + "weapon-u": "WEAPON", + "armor-u": "ARMOR", + "other-u": "OTHER", + "source:-u": "SOURCE:", + "source-type:-u": "SOURCE TYPE:", + "racial": "Species", + "class": "Class", + "feat": "Feat", + "feats": "Feats", + "other": "Other", + "partial": "Partial", + "show_all": "Show All", + "cr_only": "C&R Only", + "spell-icons:-u": "POWER ICONS:", + "custom-pb:-u": "CUSTOM PROFICIENCY BONUS:", + "show-global-attack-field-u": "SHOW GLOBAL ATTACK MODIFIER FIELD", + "show-global-damage-field-u": "SHOW GLOBAL DAMAGE MODIFIER FIELD", + "show-global-save-field-u": "SHOW GLOBAL SAVE MODIFIER FIELD", + "show-global-skill-field-u": "SHOW GLOBAL SKILL MODIFIER FIELD", + "global-attack-u": "GLOBAL ATTACK MODIFIER", + "global-damage-u": "GLOBAL DAMAGE MODIFIER", + "global-save-u": "GLOBAL SAVE MODIFIER", + "global-skill-u": "GLOBAL SKILL MODIFIER", + "global-damage": "Global Damage Modifier", + "core-die-roll-info": "Changing the core die will replace the normal 1d20 made with almost all rolls with a randomizer of your choice, such as 2d10 or 3d6.", + "pb-type-info": "By default, the character's Proficiency Bonus will be automatically calculated based off of their total level as is the standard method in the Core Manual. The Proficiency Die option supports the alternate method outlined in the DMG where, instead of a flat bonus, a die is rolled instead. The Custom option allows you to replace the PB with anything of your choosing.", + "global-save-info": "Creates a custom global save modifier field, underneath the SAVING THROWS section of the character sheet. Anything put there will be applied to any save roll. Perfect for regular but not permanent bonuses like the Sensory Boost power.", + "global-skill-info": "Creates a custom global skill modifier field, underneath the SKILLS section of the character sheet. Anything put there will be applied to any save roll. Perfect for regular but not permanent bonuses like the Amplify Ability power.", + "global-attack-info": "Creates a custom global attack modifier field, underneath the ATTACKS AND ESPER POWERS section of the character sheet. Anything put there will be applied to any attack to-hit roll. Perfect for regular but not permanent bonuses to attack like the Sensory Boost power.", + "global-damage-info": "Creates a custom global damage modifier field, underneath the ATTACKS AND ESPER POWERS section of the character sheet. Anything put there will be applied to any attack damage roll. Perfect for regular but not permanent bonuses to damage like the Deft Strike ability.", + "auto-level-calc-info": "By default changing character levels will automatically set spell slots and hit dice. Changing this setting to off prevents this behavior.", + "simple-traits-info": "Character FEATURES AND TRAITS section defaults to the complex style that is compatible with the Roll20 5E Compendium. The Simple option provides a text field for players who want more manual control over the sheet.", + "simple-proficiencies-info": "Character OTHER PROFICIENCIES & LANGUAGES section defaults to the complex style that is compatible with the Roll20 5E Compendium. The Simple option provides a text field for players who want more manual control over the sheet.", + "init-tiebreaker-info": "Adds the character's dexterity score as a decimal to the end of the initiative bonus for purposes of breaking ties.", + "b-custom-info": "When the Proficiency Bonus type is set to Custom, the character sheet will use this value for the character's Proficiency Bonus.", + "footer-wiki-link": "This sheet was created from the 5th Edition OGL character sheet by Roll20. For game information, visit http://espergenesis.com", + "accepting-drop-u": "ACCEPTING DROP FROM COMPENDIUM", + "are_you_sure": "Are you sure you want to turn this character into a ", + "yes": "Yes", + "next": "Next", + "cancel": "Cancel", + "cancel-u": "CANCEL", + "choose": "Choose", + "innate:-u": "INNATE:", + "mod:-u": "MOD:", + "hpmods:-u": "HP MODIFIERS:", + "charmancer-welcome": "Welcome to the Charactermancer!", + "charmancer-what-is": "The Charactermancer is a step-by-step process that makes building a character simple and streamlined. Changes are saved as you progress, but the character sheet is only updated when the Charactermancer has been completed.", + "get-started": "Get started by clicking Next.", + "opt-out-u": "OPT OUT", + "charmancer-compendium": "Your Compendium Awaits.", + "charmancer-compendium-detail": "The Charactermancer currently supports Dungeons & Dragons 5th Edition SRD and the Player's Handbook. You can add the Player's Handbook to your compendium in the Marketplace, or the game owner can share their compendium with everyone in the game.", + "charmancer-choose-race": "Choose a Race:", + "charmancer-custom-race-name": "Custom Race Name:", + "charmancer-custom-subclass-name:": "Custom sublass Name:", + "charmancer-additional-cantrips": "Additional Cantrips", + "charmancer-additional-lvl-1-spells": "Additional Level 1 Spells", + "suggested-abilities": "Suggested Abilities: ", + "class-spellcasting": "Class Spellcasting Ability: ", + "ability-score-increase": "Ability Score Increase:", + "lawful-good": "Lawful Good", + "neutral-good": "Neutral Good", + "chaotic-good": "Chaotic Good", + "lawful-neutral": "Lawful Neutral", + "neutral": "Neutral", + "chaotic-neutral": "Chaotic Neutral", + "lawful-evil": "Lawful Evil", + "neutral-evil": "Neutral Evil", + "chaotic-evil": "Chaotic Evil", + "tiny": "Tiny", + "small": "Small", + "medium": "Medium", + "large": "Large", + "huge": "Huge", + "age": "Age:", + "gargantuan": "Gargantuan", + "step1-equipment": "Step 5: Equipment", + "equipment-from-background": "Equipment from Background", + "equipment-from-class": "Equipment from Class", + "class-equipment": "Class Equipment", + "starting-wealth": "Starting Wealth (Core)", + "starting-cubil:": "Starting Cubil:", + "no_class_warning-u": "NO CLASS HAS BEEN SELECTED OR SELECTED CLASS DOES NOT HAVE STANDARD EQUIPMENT. CLASS EQUIPMENT CANNOT BE CHOSEN AT THIS TIME.", + "standard-array": "Standard Array", + "roll-for-stats": "Roll for Stats", + "standard-roll": "Roll 4d6, drop lowest", + "charmancer-cancel-heading": "Where would you like to go, traveler?", + "continue-charmancer": "Continue Charactermancer", + "save_progress_and_exit": "Save and Exit", + "cancel_charactermancer": "Discard and exit", + "charmancer-discard-warning": "Discard and Exit will cause all choices to be lost.", + "mancer-opts-u": "CHARACTERMANCER OPTIONS", + "relaunch-lvl1mancer-u": "LAUNCH LEVEL 1 CHARACTERMANCER (CANNOT BE UNDONE)", + "point-buy": "Point Buy", + "available-points:": "Available Points: ", + "equipment-choice-text": "How would you like to choose your equipment?", + "charmancer-start": "Start", + "clear-abilities": "Clear Assignment", + "use-charactermancer-for-new:-u": "USE LEVEL 1 CHARACTERMANCER FOR NEW CHARACTERS:", + "use-charactermancer-for-new-info": "With this option enabled all new characters will open with the Level 1 Roll20 Charactermancer. Disabling this option will start new characters directly on the character sheet disabling the Level 1 Charactermancer, which can still be manually run from the Settings tab of the character sheet.", + "feat-pre-check": "Look carefully! Prerequisites are not checked automatically.", + "stats-rolled-hint": "We rolled your dice! Check the chat window to view your results in detail. Assign the results below to your preferred attributes:", + "return-to:": "Return to: ", + "do_you_want_mancer": "How do you want to create this character?", + "no": "No", + "global-ac-u": "GLOBAL AC MODIFIER", + "show-global-ac-field-u": "SHOW GLOBAL AC MODIFIER FIELD", + "warning-customac-u": "ATTENTION - CUSTOM AC IS NOT BEING USED. TO USE CUSTOM AC, UNEQUIP ARMOR.", + "manual": "Edit sheet directly", + "npc-new": "Create an NPC", + "mancer-confirm-yes": "Use the Charactermancer", + "allow-shields-u": "ALLOW SHIELDS?", + "levels-u": "LEVELS", + "features-u": "FEATURES", + "asi-u": "ABILITY SCORE INCREASE / FEATS", + "charmancer-leveler-what-is": "The Charactermancer is a step-by-step process that makes leveling up a character simple and streamlined. Changes are saved as you progress, but the character sheet is only updated when the Charactermancer has been completed.", + "charmancer-leveler-level-info1": "Your existing class levels have been pre-populated for you. By default your primary class has been set to be increased by one level. You can change how many levels to increase below, as well as adding a new multiclass.", + "charmancer-leveler-level-info2": "In each class section you'll have the option to take the average number of hit points or to roll randomly, choose class features for the levels you're advancing, and choose your subclass if appropriate.", + "charmancer-leveler-spells-info": "Listed here are the current spells your character already knows. If you gained access to more spells during your advancement you will be able to select them below. Check next to the spells you wish to learn. The Charactermancer will help you pick the right number of spells and from the correct list. If your class has the option to swap out spells, you can do so by unselecting currently known spells which will allow you to select new ones in their place.", + "total-level-u": "TOTAL LEVEL", + "main-class-level-u": "MAIN CLASS LEVEL", + "class-2-level-u": "CLASS 2 LEVEL", + "class-3-level-u": "CLASS 3 LEVEL", + "class-4-level-u": "CLASS 4 LEVEL", + "levels:-u": "LEVELS:", + "warning-leveler_start-u": "ATTENTION - YOU CANNOT LAUNCH THE CHARACTERMANCER LEVEL UP UNTIL YOU HAVE A CLASS, LEVEL, AND HP SET FOR LEVEL ONE. PLEASE RUN THE CHARACTERMANCER CREATOR FIRST. THE LEVEL UP TOOL DOESN'T WORK WITH CUSTOM CLASSES OR IF THE MULTICLASS OPTIONS ARE SET UP INCORRECTLY.", + "charmancer-leveler-custom-class-warning": "The Level Up tool does not support custom classes at this time.", + "charmancer-welcome-lp": "Welcome to Charactermancer Level Up!", + "charmancer-leveler-what-is-lp": "Look at you, with all that experience. Now it's time to claim your reward. You'll walk through the step-by-step process to make a few decisions, and your character will be at the next level in no time. Changes are saved as you move through the process, but if you change your mind, you'll need to revisit the steps and choices that come after.", + "charmancer-compendium-detail-lp": "The Charactermancer currently supports Dungeons & Dragons 5th Edition SRD, Player's Handbook, and Guildmasters' Guide to Ravnica. Xanathar's Guide to Everything will be supported in the coming weeks. You can add the Player's Handbook and Guildmasters' Guide to Ravnica to your compendium in the Marketplace, or the game owner can share their compendium with everyone in the game.", + "roll:-u": "ROLL:", + "roll": "Roll", + "prerequisite:": "Prerequisite:", + "back": "BACK", + "back-to-top": "Back to Top", + "choose-a-class:": "Choose a Class:", + "custom-class-name:": "Custom Class Name", + "charmancer-class-features:": "Class Features: ", + "charmancer-subclass-features:": "Subclass Features:", + "hit-die:": "Hit Die:", + "average": "Average", + "hp-u": "HP", + "saving-throw-proficiency": "Saving Throw Proficiency", + "armor": "Armor", + "equipment": "Equipment:", + "language": "Language", + "skill": "Skill", + "tool": "Tool", + "weapon": "Weapon", + "add-another-feature": "Add Another Feature", + "add-another-proficiency": "Add Another Proficiency", + "innate-spellcasting:": "Innate Powers:", + "spellcasting-ability": "Esper Ability:", + "number-of-cantrips": "Number of Primes:", + "number-of-lvl-1-spells": "Number of Level 1 Spells:", + "spell-list": "Powers List:", + "done": "Done", + "ability-score-method": "Ability Score Method:", + "select-your-choices": "Select Your Choices:", + "input-your-scores": "Input Your Scores:", + "choose-background": "Choose a Background:", + "personality-traits": "Personality Traits", + "ideal": "Ideal", + "bond": "Bond", + "flaw": "Flaw", + "you-have-chosen-starting-cubil": "You have chosen starting cubil and do not get equipment from your background.", + "you-have-created-custom-class": "You have created a custom class; you can add equipment to the character sheet after you have finished the Charactermancer.", + "arcane-is-mystery": "Cosmic forces are a mystery to you.", + "your-character-dont-have-spells-this-lvl": "Your character doesn't have powers at this level. Click “Next” to review your character!", + "charmancer-a-feat-represents": "A feat represents accomplishment, grit, determination, and expertise. It is the reward for hard work.", + "you-really-havent-done": "You really haven't done that much yet", + "review-your-choices": "Review your choices:", + "race": "Race", + "abilities": "Abilities", + "bio": "Bio", + "name-background": "Name:", + "building-your-character": "Building your character...", + "charmancer-only-choice-left-is-on-or": "The only choice left is to press on or turn back. If you're editing an existing character, all your existing data will be lost into the void when you apply your changes.", + "apply-changes": "Apply Changes", + "pick-your-equipment": "Pick your equipment", + "you-havent-chosen-background": "You have not yet selected a background.", + "you-havent-selected-class": "You have not yet selected a class.", + "ability-score": "Ability Score", + "you-can-increase-two-abilites": "You can increase two of your abilities by 1, or one of your abilities by 2", + "before-leveling": "Before Leveling", + "after-leveling": "After Leveling", + "charmancer-removed-spells-marked-pt1": "Removed spells will be marked with a r symbol so you can find it easily if you change your mind." +} diff --git a/Esper_Genesis_5E/translations/cs.json b/Esper_Genesis_5E/translations/cs.json new file mode 100644 index 0000000000..a26581dda1 --- /dev/null +++ b/Esper_Genesis_5E/translations/cs.json @@ -0,0 +1,719 @@ +{ + "skills-list": "acrobatics,astrophysics,athletics,computers,deception,insight,intimidation,investigation,lore,mechanics,medicine,perception,performance,persuasion,sleight_of_hand,stealth,survival,xenobiology", + "npc-options-u": "NPC OPTIONS", + "ship-options-u": "SHIP OPTIONS", + "name-u": "NAME", + "npc-type-u": "NPC TYPE", + "ship-type-u": "SHIP TYPE", + "npc-type-place": "Medium cyborg, any evil alignment", + "ship-type-place": "Medium ship", + "armor-class-u": "ARMOR CLASS", + "class-u": "CLASS", + "type-u": "TYPE", + "maneuver-defense-u": "MANEUVER DEFENSE", + "maneuver-save-u": "MANEUVER SAVE DC", + "abilities-u": "ABILITIES", + "npc-armor-place": "light trooper", + "hit-points-u": "HIT POINTS", + "hull-points-u": "HULL POINTS", + "formula-u": "FORMULA", + "speed-u": "SPEED", + "npc-speed-place": "30 ft., fly 60ft.", + "ship-speed-place": "6", + "piloting-u": "PILOTING BONUS (Dex Bonus + Proficiency Bonus)", + "attributes-u": "ATTRIBUTES", + "ship-attributes-u": "ATTRIBUTES (PILOT/CREW)", + "str-u": "STR", + "dex-u": "DEX", + "con-u": "CON", + "int-u": "INT", + "wis-u": "WIS", + "cha-u": "CHA", + "npcs-u": "NPC", + "ships-u": "SHIP", + "ship-dex-u": "DEX—[PILOT]", + "ship-int-u": "INT—[TECH]", + "ship-wis-u": "WIS—[TECH]", + "sensor-u": "SENSOR RANGE", + "saves-u": "SAVES", + "skills-u": "SKILLS", + "acrobatics-u": "ACROBATICS", + "mechanics-u": "MECHANICS", + "astrophysics-u": "ASTROPHYSICS", + "athletics-u": "ATHLETICS", + "deception-u": "DECEPTION", + "lore-u": "LORE", + "insight-u": "INSIGHT", + "intimidation-u": "INTIMIDATION", + "investigation-u": "INVESTIGATION", + "medicine-u": "MEDICINE", + "xenobiology-u": "XENOBIOLOGY", + "perception-u": "PERCEPTION", + "performance-u": "PERFORMANCE", + "persuasion-u": "PERSUASION", + "computers-u": "COMPUTERS", + "sleight_of_hand-u": "SLEIGHT OF HAND", + "stealth-u": "STEALTH", + "survival-u": "SURVIVAL", + "damage-vuln-u": "DAMAGE VULNERABILITIES", + "npc-dmg-vuln-place": "fire", + "ship-dmg-vuln-place": "lightning", + "damage-res-u": "DAMAGE RESISTANCES", + "npc-dmg-res-place": "cold", + "ship-dmg-res-place": "acid, fire", + "damage-imm-u": "DAMAGE IMMUNITIES", + "npc-dmg-imm-place": "lightning, thunder", + "ship-dmg-imm-place": "cold", + "cond-imm-u": "CONDITION IMMUNITIES", + "npc-cond-imm-place": "charmed", + "ship-cond-imm-place": "impaired", + "senses-u": "SENSES", + "npc-senses-place": "darkvision 120ft., passive Perception 16", + "ship-senses-place": "6", + "langs-u": "LANGUAGES", + "lang-u": "LANGUAGE", + "npc-langs-place": "Alphaline, Common, Nesieve", + "challenge-u": "CHALLENGE", + "xp-u": "XP", + "spellcast-npc-u": "ESPER NPC", + "spell-ability-u": "ESPER ABILITY", + "none-u": "NONE", + "strength-u": "STRENGTH", + "strength-save-u": "STRENGTH SAVE", + "dexterity-u": "DEXTERITY", + "dexterity-save-u": "DEXTERITY SAVE", + "constitution-u": "CONSTITUTION", + "constitution-save-u": "CONSTITUTION SAVE", + "intelligence-u": "INTELLIGENCE", + "intelligence-save-u": "INTELLIGENCE SAVE", + "wisdom-u": "WISDOM", + "wisdom-save-u": "WISDOM SAVE", + "charisma-u": "CHARISMA", + "charisma-save-u": "CHARISMA SAVE", + "spell-dc-u": "POWER DC", + "spell-atk-bonus-u": "POWER ATTACK BONUS", + "has-reaction-u": "HAS REACTIONS", + "leg-actions:-u": "LEGENDARY ACTIONS:", + "gen-opts-u": "GENERAL OPTIONS", + "npc-u": "NPC/SHIP", + "roll-queries:-u": "ROLL QUERIES:", + "always-adv": "Always Roll Advantage", + "adv-toggle": "Advantage Toggle", + "query-adv": "Query Advantage", + "never-adv": "Never Roll Advantage", + "whisp-rolls-gm:-u": "WHISPER ROLLS TO GM:", + "never-whisp": "Never Whisper Rolls", + "query-whisp": "Query Whisper", + "always-whisp": "Always Whisper Rolls", + "auto-dmg-roll:-u": "AUTO DAMAGE ROLL:", + "never-dmg": "Don't Auto Roll Damage", + "always-dmg": "Auto Roll Damage & Crit", + "ac": "Armor Class", + "hp": "Hit Points", + "hlp": "Hull Points", + "speed": "Speed", + "maneuver-defense": "Maneuver Defense", + "maneuver-save": "Maneuver Save DC", + "sensors": "Sensor Range", + "piloting": "Piloting Check", + "pilot-bonus": "Piloting Bonus", + "language-proficiencies": "Language Proficiencies:", + "skill-proficiencies": "Skill Proficiencies:", + "weapon-proficiencies": "Weapon Proficiencies", + "armor-proficiencies": "Armor Proficiencies:", + "tool-proficiencies": "Tool Proficiencies:", + "saving-throw": "Saving Throws", + "str": "Str", + "dex": "Dex", + "con": "Con", + "int": "Int", + "wis": "Wis", + "cha": "Cha", + "skills": "Skills", + "acrobatics": "Acrobatics", + "mechanics": "Mechanics", + "astrophysics": "Astrophysics", + "athletics": "Athletics", + "deception": "Deception", + "lore": "Lore", + "insight": "Insight", + "intimidation": "Intimidation", + "investigation": "Investigation", + "medicine": "Medicine", + "xenobiology": "Xenobiology", + "perception": "Perception", + "performance": "Performance", + "persuasion": "Persuasion", + "computers": "Computers", + "sleight_of_hand": "Sleight of Hand", + "stealth": "Stealth", + "survival": "Survival", + "dmg-vuln": "Damage Vulnerabilities", + "dmg-res": "Damage Resistances", + "dmg-imm": "Damage Immunities", + "cond-imm": "Condition Immunities", + "senses": "Senses", + "langs": "Languages", + "challenge": "Challenge", + "npc-trait-name-place": "False Appearance.", + "npc-trait-desc-place": "If the velbast fails...", + "actions": "Actions", + "adv": "Advantage", + "norm": "Normal", + "disadv": "Disadvantage", + "name:-u": "NAME:", + "attack-u": "ATTACK", + "type:-u": "TYPE:", + "melee": "Melee", + "ranged": "Ranged", + "range-reach:-u": "RANGE/REACH:", + "range-reach-place": "5 ft.", + "to-hit:-u": "TO HIT:", + "target:-u": "TARGET:", + "target:": "Target:", + "to-hit-place": "One target", + "on-hit:-u": "ON HIT:", + "on-hit-place": "slashing", + "on-hit2:-u": "ON HIT 2:", + "on-hit-2-place": "fire", + "hit:": "Hit: ", + "reactions": "Reactions", + "npc-repeating-name-place": "Parry.", + "npc-repeating-desc-place": "The creature adds 2 to its AC against...", + "traits": "Traits", + "features": "Features", + "spells": "Powers", + "prep-u": "PREP", + "school:-u": "DOMAIN:", + "alteration": "Alteration", + "clairsentient": "Clairsentient", + "elemental": "Elemental", + "kinesis": "Kinesis", + "metaphase": "Metaphase", + "psychogenic": "Psychogenic", + "technique": "Technique", + "ritual": "CONVENTIONAL", + "ritual-l": "conventional", + "range:-u": "RANGE:", + "range:": "Range:", + "pointcost:-u": "POINT COST:", + "pointcost:": "Point Cost:", + "spell-component-verbal": "V", + "spell-component-somatic": "S", + "spell-component-material": "M", + "spell-ritual": "R", + "spell-concentration": "C", + "ruby-dust-place": "ruby dust worth 50gp", + "concentration-u": "CONCENTRATION", + "concentration": "Concentration", + "duration:-u": "DURATION:", + "duration:": "Duration:", + "difficulty-class-abv": "DC", + "output:-u": "OUTPUT:", + "powercard-u": "POWERCARD", + "spell-atk:-u": "POWER ATTACK:", + "none": "None", + "dmg:-u": "DAMAGE:", + "dmg2:-u": "DAMAGE2:", + "healing:-u": "HEALING:", + "add-ability-mod-u": "ADD ABILITY MOD TO DAMAGE OR HEALING", + "effect:-u": "EFFECT:", + "npc-atk-effect-place": "Half damage", + "desc:-u": "DESCRIPTION:", + "at-higher-lvl:-u": "AT HIGHER RANKS:", + "at-higher-lvl": "At Higher Ranks", + "higher-lvl-cast": "Higher Rank Use", + "leg-actions": "Legendary Actions", + "leg-actions-desc": "The can take legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The regains spent legendary actions at the start of its turn.", + "atk-range-place": "5 ft.", + "atk-target-place": "One target", + "atk-dmg-type-place": "slashing", + "atk-dmg-type2-place": "fire", + "adv-u": "ADVANTAGE", + "norm-u": "NORMAL", + "disadv-u": "DISADVANTAGE", + "core-u": "CORE", + "bio-u": "BIO", + "gear-u": "GEAR", + "spells-u": "POWERS", + "feats-u": "FEATS", + "review-u": "REVIEW", + "char-name-u": "CHARACTER NAME", + "adept": "Adept", + "barbarian": "Barbarian", + "cybermancer": "Cybermancer", + "engineer": "Engineer", + "hunter": "Hunter", + "melder": "Melder", + "sentinel": "Sentinel", + "specialist": "Specialist", + "warrior": "Warrior", + "class-level-u": "CLASS & LEVEL", + "background-u": "BACKGROUND", + "background": "Background", + "race-u": "RACE", + "alignment-u": "ALIGNMENT", + "alignment": "Alignment:", + "exp-pts-u": "EXPERIENCE POINTS", + "inspiration-u": "INSPIRATION", + "prof-bonus-u": "PROFICIENCY BONUS", + "strength": "Strength", + "strength-save": "Strength Save", + "dexterity": "Dexterity", + "dexterity-save": "Dexterity Save", + "constitution": "Constitution", + "constitution-save": "Constitution Save", + "intelligence": "Intelligence", + "intelligence-save": "Intelligence Save", + "wisdom": "Wisdom", + "wisdom-save": "Wisdom Save", + "charisma": "Charisma", + "charisma-save": "Charisma Save", + "saving-throws-u": "SAVING THROWS", + "acrobatics-core": "Acrobatics (Dex)", + "mechanics-core": "Mechanics (Wis)", + "astrophysics-core": "Astrophysics (Int)", + "athletics-core": "Athletics (Str)", + "deception-core": "Deception (Cha)", + "lore-core": "Lore (Int)", + "insight-core": "Insight (Wis)", + "intimidation-core": "Intimidation (Cha)", + "investigation-core": "Investigation (Int)", + "medicine-core": "Medicine (Wis)", + "xenobiology-core": "Xenobiology (Int)", + "perception-core": "Perception (Wis)", + "performance-core": "Performance (Cha)", + "persuasion-core": "Persuasion (Cha)", + "computers-core": "Computers (Int)", + "sleight_of_hand-core": "Sleight of Hand (Dex)", + "stealth-core": "Stealth (Dex)", + "survival-core": "Survival (Wis)", + "pass-wis-u": "PASSIVE WISDOM (PERCEPTION)", + "tool-u": "TOOL", + "pro-u": "PRO", + "attr-u": "ATTRIBUTE", + "prof-bonus:-u": "PROFICIENCY BONUS:", + "prof-u": "PROFICIENT", + "proficency-u": "PROFICIENCY", + "expertise-u": "EXPERTISE", + "jack-of-all-u": "JACK OF ALL TRADES", + "attr:-u": "ATTRIBUTE:", + "tool-prof-u": "TOOL PROFICIENCIES", + "weapon-proficiencies-u": "WEAPON PROFICIENCIES", + "other-prof-langs-u": "OTHER PROFICIENCIES & LANGUAGES", + "prof-langs-u": "PROFICIENCIES & LANGUAGES", + "init": "Initiative", + "init-u": "INITIATIVE", + "hp-max-u": "Hit Point Maximum", + "hp-current-u": "CURRENT HIT POINTS", + "hp-temp-u": "TEMPORARY HIT POINTS", + "total": "Total", + "hit-dice-u": "HIT DICE", + "successes-u": "SUCCESSES", + "failures-u": "FAILURES", + "death-save-u": "DEATH SAVE", + "death-saves-u": "DEATH SAVES", + "exhaustion-setting-u": "SHOW EXHAUSTION TRACKING:", + "exhaustion-u": "EXHAUSTION LEVEL", + "exhaustion-0": "No effect", + "exhaustion-1": "Disadvantage on ability checks", + "exhaustion-2": "Speed halved", + "exhaustion-3": "Disadvantage on attack rolls and saving throws", + "exhaustion-4": "Hit point maximum halved", + "exhaustion-5": "Speed reduced to 0", + "exhaustion-6": "Death", + "atk-u": "ATK", + "dmg-type-u": "DAMAGE/TYPE", + "attack:-u": "ATTACK:", + "proficient-u": "PROFICIENT", + "range-place": "Self (60-foot cone)", + "enhanced-bonus:-u": "ENHANCED BONUS:", + "crit-range-u": "CRIT RANGE:", + "damage:-u": "DAMAGE:", + "dmg-type-place": "Slashing", + "crit:-u": "CRIT:", + "damage2:-u": "DAMAGE2:", + "saving-throw:-u": "SAVING THROW:", + "vs-dc:-u": "VS DC:", + "spell-u": "POWER", + "flat-u": "FLAT", + "save": "Save", + "save-effect:-u": "SAVE EFFECT:", + "save-effect-place": "half damage", + "ammunition:-u": "AMMUNITION:", + "ammunition-place": "Arrows", + "description:-u": "DESCRIPTION:", + "description:": "Description:", + "description-place": "Up to 2 creatures within 5 feet", + "atk-spellcasting-u": "ATTACKS & ESPER POWERS", + "copper-piece-u": "CP", + "silver-piece-u": "SP", + "electrum-piece-u": "EP", + "cubil-coin-u": "COINS", + "cubil-cred-u": "CUBIL", + "warning-armor-sets-u": "WARNING - AC IS NOT INCORRECT. UNEQUIP EXTRA ARMOR OR SHIELD FROM ITEM DETAILS.", + "item-name-u": "ITEM NAME", + "equipped-u": "EQUIPPED", + "use-as-resource-u": "USE AS A RESOURCE", + "prop:-u": "PROP:", + "mods:-u": "MODS:", + "total-weight-u": "TOTAL WEIGHT", + "immobile-u": "IMMOBILE", + "heavily-encumbered-u": "HEAVILY ENCUMBERED", + "encumbered-u": "ENCUMBERED", + "over-carrying-cap-u": "OVER CARRYING CAPACITY", + "equipment-u": "EQUIPMENT", + "personality-traits-u": "PERSONALITY TRAITS", + "ideals-u": "IDEALS", + "bonds-u": "BONDS", + "flaws-u": "FLAWS", + "class-resource-u": "CLASS RESOURCE", + "other-resource-u": "OTHER RESOURCE", + "feats-traits-u": "FEATURES & TRAITS", + "age-u": "AGE", + "size-u": "SIZE", + "size": "Size", + "height-u": "HEIGHT", + "weight-u": "WEIGHT", + "eye-u": "EYES", + "skin-u": "SKIN", + "hair-u": "HAIR", + "char-appearance-u": "CHARACTER APPEARANCE", + "char-backstory-u": "CHARACTER BACKSTORY", + "allies-orgs-u": "ALLIES & ORGANIZATIONS", + "add-feats-traits-u": "ADDITIONAL FEATURES & TRAITS", + "feat-u": "FEAT", + "treasure-u": "TREASURE", + "spell-save-dc-u": "POWER SAVE DC", + "cantrips-u": "PRIME POWERS", + "ritual-u": "CONVENTIONAL", + "casting-time:-u": "ACTIVATION TIME:", + "casting-time:": "Activation Time:", + "at-higher-lvl-dmg:-u": "HIGHER LVL CAST DMG:", + "half-dmg-place": "Half damage", + "hit-die:-u": "HIT DIE:", + "initiative-mod:-u": "INITIATIVE MODIFIER:", + "glob-saving-mod:-u": "GLOBAL SAVING THROW MODIFIER:", + "glob-ac-mod:-u": "GLOBAL ARMOR CLASS MODIFIER:", + "glob-atk-mod:-u": "GLOBAL POWER ATTACK MODIFIER:", + "pass-perc-mod:-u": "PASSIVE PERCEPTION MODIFIER:", + "death-save-mod:-u": "DEATH SAVE MODIFIER:", + "magic-caster-lvl:-u": "CHANNELER/FORGER LEVEL:", + "halfling-luck-u": "HALFLING LUCK", + "arcane-fighter-u": "JUSTICAR", + "arcane-rogue-u": "ARTIFICE", + "class-options-u": "CLASS OPTIONS ()", + "class:-u": "CLASS:", + "subclass:-u": "SUBCLASS:", + "race:-u": "RACE:", + "subrace:-u": "SUBRACE:", + "subrace": "Subrace:", + "subrace-ability-increase": "Subrace Ability Score Increase:", + "2nd-class:-u": "2ND CLASS:", + "lvl:-u": "LEVEL:", + "3rd-class:-u": "3RD CLASS:", + "4th-class:-u": "4TH CLASS:", + "mutliclass-opts-u": "MULTICLASS OPTIONS", + "use-cust-class-u": "USE CUSTOM CLASS", + "class-name:-u": "CLASS NAME:", + "spellcasting-ability:-u": "ESPER ABILITY:", + "spell-slots:-u": "POWER SLOTS:", + "spell-full-u": "FULL (Adept, Engineer, Melder)", + "spell-half-u": "HALF (Hunter, Sentinel)", + "spell-third-u": "THIRD (Artifice, Justicar)", + "tech-slots-u": "TECH SLOTS", + "esper-powers-u": "ESPER POWERS", + "tp-max-u": "Talent Point Maximum", + "tp-current-u": "TALENT POINTS REMAINING", + "talent-slots-label": "TALENT SLOTS (Cybermancer)", + "talent-slots-u": "Max Talent Slots", + "used-talent-slots": "Slots Remaining", + "em_available": "Gained?", + "em_used": "Used", + "esper-mastery-u": "ESPER MASTERY", + "max-rank-u": "Rank", + "cust-class-opts": "CUSTOM CLASS OPTIONS", + "normal": "Normal", + "expirtise": "Expertise", + "skill-opts-u": "SKILL OPTIONS", + "version": "v", + "always-roll-adv": "Always Roll Advantage", + "toggle-roll-adv": "Advantage Toggle", + "query-roll-adv": "Query Advantage", + "never-roll-adv": "Never Roll Advantage", + "never-whisper-roll": "Never Whisper Rolls", + "query-whisper-roll": "Query Whisper", + "always-whisper-roll": "Always Whisper Rolls", + "never-roll-dmg": "Don't Auto Roll Damage", + "always-roll-dmg": "Auto Roll Damage & Crit", + "add-char-to-templates:-u": "ADD CHARACTER NAME TO TEMPLATES:", + "on": "On", + "off": "Off", + "inventory:-u": "INVENTORY:", + "compendium-compatible": "Compendium Compatible", + "simple": "Simple", + "encumbrance:-u": "ENCUMBRANCE:", + "ammo-tracking:-u": "AMMO TRACKING:", + "general-opts-u": "GENERAL OPTIONS", + "transition-text": "Clicking one of the images below will reformat the data from your current sheet to this sheet. These changes are permanent and cannot be undone.", + "transition-text-highlight": "Please make a copy of your game before you use this tool.", + "choose-sheet-transfer": "CHOOSE THE SHEET YOU ARE TRANSFERING FROM", + "community-sheet-u": "COMMUNITY SHEET", + "shaped-sheet-u": "SHAPED SHEET", + "transition-opts-u": "TRANSITION OPTIONS", + "portions-sheet-utilize": "Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https://wiki.roll20.net/SRD_5.0_OGL_License", + "api-required-title": "Try it now with easy one click API installation available with your Pro subscription.", + "api-required-u": "(API REQUIRED)", + "spell_dc_mod:-u": "POWER SAVE DC MOD:", + "custom_ac:-u": "CUSTOM AC:", + "npc-info": "The NPC option sets new characters to default to the NPC card style sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely representing non player characters.", + "npc-pc": "NPC/PC", + "roll-queries-info": "D20 Rolls output according to this option. Always Roll Advantage is the default setting and will roll two D20 on every roll in case of advantage. The expectation is that if there is no advantage or disadvantage you use the left most result. The Advantage Toggle option adds three new buttons to the top of the sheet so that you can toggle advantage on a case by case basis. Query Advantage gives you a prompt every roll asking if the roll has advantage. Never Roll Advantage always rolls a single D20 on any given roll, expecting the player to roll a second time in case of advantage or disadvantage.", + "whisp-rolls-gm-info": "All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.", + "auto-dmg-roll-info": "By default, attack damage rolls are not rolled until the hit is confirmed. Damage is rolled from the chat roll template by clicking on the name of the attack in the right hand bar, which then displays the damage. The default method is compatible with 3D dice. Optionally, you can choose to have the Auto Roll Damage & Crit option which will roll damage and critical hit dice at the same time of the attack, presenting all possible outcomes at the time of the attack.", + "add-char-to-templates-info": "Character names are not added to the roll template by default, and are only displayed as normal in the chat tab as the player/character selected as 'Speaking As'. Turning this option on adds the character making the roll's name to the template, useful for players representing multiple characters.", + "inventory-info": "Character Inventories default to the complex style that is compatible with the Roll20 5E Compendium. This includes granular item amounts/weights, weight and encumbrance tracking, sorting, AC calculations, automatic attack generation, and more. The Simple option provides a text field for item lists for players who want more manual control over the sheet.", + "encumbrance-info": "The sheet uses the variant encumbrance rules on page 160 of the Core Manual. The Off option disables the variant rules and only uses a basic over-limit inventory weight check.", + "ammo-tracking-info": "Provides automatic ammo tracking with the 5th Edition OGL by Roll20 Companion API Script.", + "dungeons-and-dragons-styling": "DUNGEONS AND DRAGONS STYLING", + "dungeons-and-dragons-styling-info": "Turns on Dungeons and Dragons styling for both the character sheet and roll templates. This setting is automatically applied to all character sheets and cannot be selectively used.", + "cd-bar1-value:-u": "BAR 1 VALUE:", + "cd-bar1-max:-u": "BAR 1 MAX:", + "cd-bar1-link:-u": "BAR 1 LINK:", + "cd-bar1-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 1's value to this attribute.", + "cd-bar1-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 1's max to this attribute.", + "cd-bar1-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 1's value to this attribute. If set this will override all other bar settings.", + "cd-bar2-value:-u": "BAR 2 VALUE:", + "cd-bar2-max:-u": "BAR 2 MAX:", + "cd-bar2-link:-u": "BAR 2 LINK:", + "cd-bar2-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 2's value to this attribute.", + "cd-bar2-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 2's max to this attribute.", + "cd-bar2-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 2's value to this attribute. If set this will override all other bar settings.", + "cd-bar3-value:-u": "BAR 3 VALUE:", + "cd-bar3-max:-u": "BAR 3 MAX:", + "cd-bar3-link:-u": "BAR 3 LINK:", + "cd-bar3-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 3's value to this attribute.", + "cd-bar3-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 3's max to this attribute.", + "cd-bar3-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 3's value to this attribute. If set this will override all other bar settings.", + "npc-name-in-rolls:-u": "NPC NAME IN ROLLS:", + "ship-name-in-rolls:-u": "SHIP NAME IN ROLLS:", + "show": "Show", + "hide": "Hide", + "npc-name-in-rolls-desc:-u": "In NPC roll results, show or hide the name of the NPC in the roll result card.", + "ship-name-in-rolls-desc:-u": "In SHIP roll results, show or hide the name of the SHIP in the roll result card.", + "public:-u": "PUBLIC", + "to-gm:-u": "TO GM", + "toggle-roll-whisper": "Whisper Toggle", + "attribute-opts-u": "ATTRIBUTE OPTIONS", + "save-opts-u": "SAVE OPTIONS", + "by-level": "By Level (Default)", + "prof-die": "Proficiency Die (DMG)", + "custom": "Custom", + "core-die-roll:-u": "CORE DIE ROLL:", + "has-attack-u": "HAS AN ATTACK", + "variant-phb": "Variant (Core M. p160)", + "carrying-capacity-mod:-u": "CARRYING CAPACITY MODIFIER:", + "armor-class-tracking:-u": "ARMOR CLASS TRACKING:", + "automatic": "Automatic", + "cantrip-progression:-u": "PRIME PROGRESSION", + "cantrip-dice-u": "PRIME DICE", + "cantrip-beam-u": "PRIME BEAM", + "slots_total-u": "SLOTS TOTAL", + "slots_remaining-u": "SLOTS REMAINING", + "level-calculations:-u": "AUTO LEVEL CALCULATIONS:", + "spell_slot_modifiers-u": "TECH SLOT MODIFIERS", + "lvl-u": "RANK", + "include_spell_desc:-u": "INCLUDE POWER DESCRIPTION IN ATTACK:", + "token_size-u": "TOKEN SIZE", + "add-dex-tiebreaker-u": "ADD DEX TIEBREAKER TO INITIATIVE", + "initiative-style:-u": "INITIATIVE STYLE:", + "query-attr-u": "QUERY ATTRIBUTE", + "custom-skills-u": "CUSTOM SKILLS", + "weapon-u": "WEAPON", + "armor-u": "ARMOR", + "other-u": "OTHER", + "source:-u": "SOURCE:", + "source-type:-u": "SOURCE TYPE:", + "racial": "Species", + "class": "Class", + "feat": "Feat", + "feats": "Feats", + "other": "Other", + "partial": "Partial", + "show_all": "Show All", + "cr_only": "C&R Only", + "spell-icons:-u": "POWER ICONS:", + "custom-pb:-u": "CUSTOM PROFICIENCY BONUS:", + "show-global-attack-field-u": "SHOW GLOBAL ATTACK MODIFIER FIELD", + "show-global-damage-field-u": "SHOW GLOBAL DAMAGE MODIFIER FIELD", + "show-global-save-field-u": "SHOW GLOBAL SAVE MODIFIER FIELD", + "show-global-skill-field-u": "SHOW GLOBAL SKILL MODIFIER FIELD", + "global-attack-u": "GLOBAL ATTACK MODIFIER", + "global-damage-u": "GLOBAL DAMAGE MODIFIER", + "global-save-u": "GLOBAL SAVE MODIFIER", + "global-skill-u": "GLOBAL SKILL MODIFIER", + "global-damage": "Global Damage Modifier", + "core-die-roll-info": "Changing the core die will replace the normal 1d20 made with almost all rolls with a randomizer of your choice, such as 2d10 or 3d6.", + "pb-type-info": "By default, the character's Proficiency Bonus will be automatically calculated based off of their total level as is the standard method in the Core Manual. The Proficiency Die option supports the alternate method outlined in the DMG where, instead of a flat bonus, a die is rolled instead. The Custom option allows you to replace the PB with anything of your choosing.", + "global-save-info": "Creates a custom global save modifier field, underneath the SAVING THROWS section of the character sheet. Anything put there will be applied to any save roll. Perfect for regular but not permanent bonuses like the Sensory Boost power.", + "global-skill-info": "Creates a custom global skill modifier field, underneath the SKILLS section of the character sheet. Anything put there will be applied to any save roll. Perfect for regular but not permanent bonuses like the Amplify Ability power.", + "global-attack-info": "Creates a custom global attack modifier field, underneath the ATTACKS AND ESPER POWERS section of the character sheet. Anything put there will be applied to any attack to-hit roll. Perfect for regular but not permanent bonuses to attack like the Sensory Boost power.", + "global-damage-info": "Creates a custom global damage modifier field, underneath the ATTACKS AND ESPER POWERS section of the character sheet. Anything put there will be applied to any attack damage roll. Perfect for regular but not permanent bonuses to damage like the Deft Strike ability.", + "auto-level-calc-info": "By default changing character levels will automatically set spell slots and hit dice. Changing this setting to off prevents this behavior.", + "simple-traits-info": "Character FEATURES AND TRAITS section defaults to the complex style that is compatible with the Roll20 5E Compendium. The Simple option provides a text field for players who want more manual control over the sheet.", + "simple-proficiencies-info": "Character OTHER PROFICIENCIES & LANGUAGES section defaults to the complex style that is compatible with the Roll20 5E Compendium. The Simple option provides a text field for players who want more manual control over the sheet.", + "init-tiebreaker-info": "Adds the character's dexterity score as a decimal to the end of the initiative bonus for purposes of breaking ties.", + "b-custom-info": "When the Proficiency Bonus type is set to Custom, the character sheet will use this value for the character's Proficiency Bonus.", + "footer-wiki-link": "This sheet was created from the 5th Edition OGL character sheet by Roll20. For game information, visit http://espergenesis.com", + "accepting-drop-u": "ACCEPTING DROP FROM COMPENDIUM", + "are_you_sure": "Are you sure you want to turn this character into a ", + "yes": "Yes", + "next": "Next", + "cancel": "Cancel", + "cancel-u": "CANCEL", + "choose": "Choose", + "innate:-u": "INNATE:", + "mod:-u": "MOD:", + "hpmods:-u": "HP MODIFIERS:", + "charmancer-welcome": "Welcome to the Charactermancer!", + "charmancer-what-is": "The Charactermancer is a step-by-step process that makes building a character simple and streamlined. Changes are saved as you progress, but the character sheet is only updated when the Charactermancer has been completed.", + "get-started": "Get started by clicking Next.", + "opt-out-u": "OPT OUT", + "charmancer-compendium": "Your Compendium Awaits.", + "charmancer-compendium-detail": "The Charactermancer currently supports Dungeons & Dragons 5th Edition SRD and the Player's Handbook. You can add the Player's Handbook to your compendium in the Marketplace, or the game owner can share their compendium with everyone in the game.", + "charmancer-choose-race": "Choose a Race:", + "charmancer-custom-race-name": "Custom Race Name:", + "charmancer-custom-subclass-name:": "Custom sublass Name:", + "charmancer-additional-cantrips": "Additional Cantrips", + "charmancer-additional-lvl-1-spells": "Additional Level 1 Spells", + "suggested-abilities": "Suggested Abilities: ", + "class-spellcasting": "Class Spellcasting Ability: ", + "ability-score-increase": "Ability Score Increase:", + "lawful-good": "Lawful Good", + "neutral-good": "Neutral Good", + "chaotic-good": "Chaotic Good", + "lawful-neutral": "Lawful Neutral", + "neutral": "Neutral", + "chaotic-neutral": "Chaotic Neutral", + "lawful-evil": "Lawful Evil", + "neutral-evil": "Neutral Evil", + "chaotic-evil": "Chaotic Evil", + "tiny": "Tiny", + "small": "Small", + "medium": "Medium", + "large": "Large", + "huge": "Huge", + "age": "Age:", + "gargantuan": "Gargantuan", + "step1-equipment": "Step 5: Equipment", + "equipment-from-background": "Equipment from Background", + "equipment-from-class": "Equipment from Class", + "class-equipment": "Class Equipment", + "starting-wealth": "Starting Wealth (Core)", + "starting-cubil:": "Starting Cubil:", + "no_class_warning-u": "NO CLASS HAS BEEN SELECTED OR SELECTED CLASS DOES NOT HAVE STANDARD EQUIPMENT. CLASS EQUIPMENT CANNOT BE CHOSEN AT THIS TIME.", + "standard-array": "Standard Array", + "roll-for-stats": "Roll for Stats", + "standard-roll": "Roll 4d6, drop lowest", + "charmancer-cancel-heading": "Where would you like to go, traveler?", + "continue-charmancer": "Continue Charactermancer", + "save_progress_and_exit": "Save and Exit", + "cancel_charactermancer": "Discard and exit", + "charmancer-discard-warning": "Discard and Exit will cause all choices to be lost.", + "mancer-opts-u": "CHARACTERMANCER OPTIONS", + "relaunch-lvl1mancer-u": "LAUNCH LEVEL 1 CHARACTERMANCER (CANNOT BE UNDONE)", + "point-buy": "Point Buy", + "available-points:": "Available Points: ", + "equipment-choice-text": "How would you like to choose your equipment?", + "charmancer-start": "Start", + "clear-abilities": "Clear Assignment", + "use-charactermancer-for-new:-u": "USE LEVEL 1 CHARACTERMANCER FOR NEW CHARACTERS:", + "use-charactermancer-for-new-info": "With this option enabled all new characters will open with the Level 1 Roll20 Charactermancer. Disabling this option will start new characters directly on the character sheet disabling the Level 1 Charactermancer, which can still be manually run from the Settings tab of the character sheet.", + "feat-pre-check": "Look carefully! Prerequisites are not checked automatically.", + "stats-rolled-hint": "We rolled your dice! Check the chat window to view your results in detail. Assign the results below to your preferred attributes:", + "return-to:": "Return to: ", + "do_you_want_mancer": "How do you want to create this character?", + "no": "No", + "global-ac-u": "GLOBAL AC MODIFIER", + "show-global-ac-field-u": "SHOW GLOBAL AC MODIFIER FIELD", + "warning-customac-u": "ATTENTION - CUSTOM AC IS NOT BEING USED. TO USE CUSTOM AC, UNEQUIP ARMOR.", + "manual": "Edit sheet directly", + "npc-new": "Create an NPC", + "mancer-confirm-yes": "Use the Charactermancer", + "allow-shields-u": "ALLOW SHIELDS?", + "levels-u": "LEVELS", + "features-u": "FEATURES", + "asi-u": "ABILITY SCORE INCREASE / FEATS", + "charmancer-leveler-what-is": "The Charactermancer is a step-by-step process that makes leveling up a character simple and streamlined. Changes are saved as you progress, but the character sheet is only updated when the Charactermancer has been completed.", + "charmancer-leveler-level-info1": "Your existing class levels have been pre-populated for you. By default your primary class has been set to be increased by one level. You can change how many levels to increase below, as well as adding a new multiclass.", + "charmancer-leveler-level-info2": "In each class section you'll have the option to take the average number of hit points or to roll randomly, choose class features for the levels you're advancing, and choose your subclass if appropriate.", + "charmancer-leveler-spells-info": "Listed here are the current spells your character already knows. If you gained access to more spells during your advancement you will be able to select them below. Check next to the spells you wish to learn. The Charactermancer will help you pick the right number of spells and from the correct list. If your class has the option to swap out spells, you can do so by unselecting currently known spells which will allow you to select new ones in their place.", + "total-level-u": "TOTAL LEVEL", + "main-class-level-u": "MAIN CLASS LEVEL", + "class-2-level-u": "CLASS 2 LEVEL", + "class-3-level-u": "CLASS 3 LEVEL", + "class-4-level-u": "CLASS 4 LEVEL", + "levels:-u": "LEVELS:", + "warning-leveler_start-u": "ATTENTION - YOU CANNOT LAUNCH THE CHARACTERMANCER LEVEL UP UNTIL YOU HAVE A CLASS, LEVEL, AND HP SET FOR LEVEL ONE. PLEASE RUN THE CHARACTERMANCER CREATOR FIRST. THE LEVEL UP TOOL DOESN'T WORK WITH CUSTOM CLASSES OR IF THE MULTICLASS OPTIONS ARE SET UP INCORRECTLY.", + "charmancer-leveler-custom-class-warning": "The Level Up tool does not support custom classes at this time.", + "charmancer-welcome-lp": "Welcome to Charactermancer Level Up!", + "charmancer-leveler-what-is-lp": "Look at you, with all that experience. Now it's time to claim your reward. You'll walk through the step-by-step process to make a few decisions, and your character will be at the next level in no time. Changes are saved as you move through the process, but if you change your mind, you'll need to revisit the steps and choices that come after.", + "charmancer-compendium-detail-lp": "The Charactermancer currently supports Dungeons & Dragons 5th Edition SRD, Player's Handbook, and Guildmasters' Guide to Ravnica. Xanathar's Guide to Everything will be supported in the coming weeks. You can add the Player's Handbook and Guildmasters' Guide to Ravnica to your compendium in the Marketplace, or the game owner can share their compendium with everyone in the game.", + "roll:-u": "ROLL:", + "roll": "Roll", + "prerequisite:": "Prerequisite:", + "back": "BACK", + "back-to-top": "Back to Top", + "choose-a-class:": "Choose a Class:", + "custom-class-name:": "Custom Class Name", + "charmancer-class-features:": "Class Features: ", + "charmancer-subclass-features:": "Subclass Features:", + "hit-die:": "Hit Die:", + "average": "Average", + "hp-u": "HP", + "saving-throw-proficiency": "Saving Throw Proficiency", + "armor": "Armor", + "equipment": "Equipment:", + "language": "Language", + "skill": "Skill", + "tool": "Tool", + "weapon": "Weapon", + "add-another-feature": "Add Another Feature", + "add-another-proficiency": "Add Another Proficiency", + "innate-spellcasting:": "Innate Powers:", + "spellcasting-ability": "Esper Ability:", + "number-of-cantrips": "Number of Primes:", + "number-of-lvl-1-spells": "Number of Level 1 Spells:", + "spell-list": "Powers List:", + "done": "Done", + "ability-score-method": "Ability Score Method:", + "select-your-choices": "Select Your Choices:", + "input-your-scores": "Input Your Scores:", + "choose-background": "Choose a Background:", + "personality-traits": "Personality Traits", + "ideal": "Ideal", + "bond": "Bond", + "flaw": "Flaw", + "you-have-chosen-starting-cubil": "You have chosen starting cubil and do not get equipment from your background.", + "you-have-created-custom-class": "You have created a custom class; you can add equipment to the character sheet after you have finished the Charactermancer.", + "arcane-is-mystery": "Cosmic forces are a mystery to you.", + "your-character-dont-have-spells-this-lvl": "Your character doesn't have powers at this level. Click “Next” to review your character!", + "charmancer-a-feat-represents": "A feat represents accomplishment, grit, determination, and expertise. It is the reward for hard work.", + "you-really-havent-done": "You really haven't done that much yet", + "review-your-choices": "Review your choices:", + "race": "Race", + "abilities": "Abilities", + "bio": "Bio", + "name-background": "Name:", + "building-your-character": "Building your character...", + "charmancer-only-choice-left-is-on-or": "The only choice left is to press on or turn back. If you're editing an existing character, all your existing data will be lost into the void when you apply your changes.", + "apply-changes": "Apply Changes", + "pick-your-equipment": "Pick your equipment", + "you-havent-chosen-background": "You have not yet selected a background.", + "you-havent-selected-class": "You have not yet selected a class.", + "ability-score": "Ability Score", + "you-can-increase-two-abilites": "You can increase two of your abilities by 1, or one of your abilities by 2", + "before-leveling": "Before Leveling", + "after-leveling": "After Leveling", + "charmancer-removed-spells-marked-pt1": "Removed spells will be marked with a r symbol so you can find it easily if you change your mind." +} diff --git a/Esper_Genesis_5E/translations/da.json b/Esper_Genesis_5E/translations/da.json new file mode 100644 index 0000000000..a26581dda1 --- /dev/null +++ b/Esper_Genesis_5E/translations/da.json @@ -0,0 +1,719 @@ +{ + "skills-list": "acrobatics,astrophysics,athletics,computers,deception,insight,intimidation,investigation,lore,mechanics,medicine,perception,performance,persuasion,sleight_of_hand,stealth,survival,xenobiology", + "npc-options-u": "NPC OPTIONS", + "ship-options-u": "SHIP OPTIONS", + "name-u": "NAME", + "npc-type-u": "NPC TYPE", + "ship-type-u": "SHIP TYPE", + "npc-type-place": "Medium cyborg, any evil alignment", + "ship-type-place": "Medium ship", + "armor-class-u": "ARMOR CLASS", + "class-u": "CLASS", + "type-u": "TYPE", + "maneuver-defense-u": "MANEUVER DEFENSE", + "maneuver-save-u": "MANEUVER SAVE DC", + "abilities-u": "ABILITIES", + "npc-armor-place": "light trooper", + "hit-points-u": "HIT POINTS", + "hull-points-u": "HULL POINTS", + "formula-u": "FORMULA", + "speed-u": "SPEED", + "npc-speed-place": "30 ft., fly 60ft.", + "ship-speed-place": "6", + "piloting-u": "PILOTING BONUS (Dex Bonus + Proficiency Bonus)", + "attributes-u": "ATTRIBUTES", + "ship-attributes-u": "ATTRIBUTES (PILOT/CREW)", + "str-u": "STR", + "dex-u": "DEX", + "con-u": "CON", + "int-u": "INT", + "wis-u": "WIS", + "cha-u": "CHA", + "npcs-u": "NPC", + "ships-u": "SHIP", + "ship-dex-u": "DEX—[PILOT]", + "ship-int-u": "INT—[TECH]", + "ship-wis-u": "WIS—[TECH]", + "sensor-u": "SENSOR RANGE", + "saves-u": "SAVES", + "skills-u": "SKILLS", + "acrobatics-u": "ACROBATICS", + "mechanics-u": "MECHANICS", + "astrophysics-u": "ASTROPHYSICS", + "athletics-u": "ATHLETICS", + "deception-u": "DECEPTION", + "lore-u": "LORE", + "insight-u": "INSIGHT", + "intimidation-u": "INTIMIDATION", + "investigation-u": "INVESTIGATION", + "medicine-u": "MEDICINE", + "xenobiology-u": "XENOBIOLOGY", + "perception-u": "PERCEPTION", + "performance-u": "PERFORMANCE", + "persuasion-u": "PERSUASION", + "computers-u": "COMPUTERS", + "sleight_of_hand-u": "SLEIGHT OF HAND", + "stealth-u": "STEALTH", + "survival-u": "SURVIVAL", + "damage-vuln-u": "DAMAGE VULNERABILITIES", + "npc-dmg-vuln-place": "fire", + "ship-dmg-vuln-place": "lightning", + "damage-res-u": "DAMAGE RESISTANCES", + "npc-dmg-res-place": "cold", + "ship-dmg-res-place": "acid, fire", + "damage-imm-u": "DAMAGE IMMUNITIES", + "npc-dmg-imm-place": "lightning, thunder", + "ship-dmg-imm-place": "cold", + "cond-imm-u": "CONDITION IMMUNITIES", + "npc-cond-imm-place": "charmed", + "ship-cond-imm-place": "impaired", + "senses-u": "SENSES", + "npc-senses-place": "darkvision 120ft., passive Perception 16", + "ship-senses-place": "6", + "langs-u": "LANGUAGES", + "lang-u": "LANGUAGE", + "npc-langs-place": "Alphaline, Common, Nesieve", + "challenge-u": "CHALLENGE", + "xp-u": "XP", + "spellcast-npc-u": "ESPER NPC", + "spell-ability-u": "ESPER ABILITY", + "none-u": "NONE", + "strength-u": "STRENGTH", + "strength-save-u": "STRENGTH SAVE", + "dexterity-u": "DEXTERITY", + "dexterity-save-u": "DEXTERITY SAVE", + "constitution-u": "CONSTITUTION", + "constitution-save-u": "CONSTITUTION SAVE", + "intelligence-u": "INTELLIGENCE", + "intelligence-save-u": "INTELLIGENCE SAVE", + "wisdom-u": "WISDOM", + "wisdom-save-u": "WISDOM SAVE", + "charisma-u": "CHARISMA", + "charisma-save-u": "CHARISMA SAVE", + "spell-dc-u": "POWER DC", + "spell-atk-bonus-u": "POWER ATTACK BONUS", + "has-reaction-u": "HAS REACTIONS", + "leg-actions:-u": "LEGENDARY ACTIONS:", + "gen-opts-u": "GENERAL OPTIONS", + "npc-u": "NPC/SHIP", + "roll-queries:-u": "ROLL QUERIES:", + "always-adv": "Always Roll Advantage", + "adv-toggle": "Advantage Toggle", + "query-adv": "Query Advantage", + "never-adv": "Never Roll Advantage", + "whisp-rolls-gm:-u": "WHISPER ROLLS TO GM:", + "never-whisp": "Never Whisper Rolls", + "query-whisp": "Query Whisper", + "always-whisp": "Always Whisper Rolls", + "auto-dmg-roll:-u": "AUTO DAMAGE ROLL:", + "never-dmg": "Don't Auto Roll Damage", + "always-dmg": "Auto Roll Damage & Crit", + "ac": "Armor Class", + "hp": "Hit Points", + "hlp": "Hull Points", + "speed": "Speed", + "maneuver-defense": "Maneuver Defense", + "maneuver-save": "Maneuver Save DC", + "sensors": "Sensor Range", + "piloting": "Piloting Check", + "pilot-bonus": "Piloting Bonus", + "language-proficiencies": "Language Proficiencies:", + "skill-proficiencies": "Skill Proficiencies:", + "weapon-proficiencies": "Weapon Proficiencies", + "armor-proficiencies": "Armor Proficiencies:", + "tool-proficiencies": "Tool Proficiencies:", + "saving-throw": "Saving Throws", + "str": "Str", + "dex": "Dex", + "con": "Con", + "int": "Int", + "wis": "Wis", + "cha": "Cha", + "skills": "Skills", + "acrobatics": "Acrobatics", + "mechanics": "Mechanics", + "astrophysics": "Astrophysics", + "athletics": "Athletics", + "deception": "Deception", + "lore": "Lore", + "insight": "Insight", + "intimidation": "Intimidation", + "investigation": "Investigation", + "medicine": "Medicine", + "xenobiology": "Xenobiology", + "perception": "Perception", + "performance": "Performance", + "persuasion": "Persuasion", + "computers": "Computers", + "sleight_of_hand": "Sleight of Hand", + "stealth": "Stealth", + "survival": "Survival", + "dmg-vuln": "Damage Vulnerabilities", + "dmg-res": "Damage Resistances", + "dmg-imm": "Damage Immunities", + "cond-imm": "Condition Immunities", + "senses": "Senses", + "langs": "Languages", + "challenge": "Challenge", + "npc-trait-name-place": "False Appearance.", + "npc-trait-desc-place": "If the velbast fails...", + "actions": "Actions", + "adv": "Advantage", + "norm": "Normal", + "disadv": "Disadvantage", + "name:-u": "NAME:", + "attack-u": "ATTACK", + "type:-u": "TYPE:", + "melee": "Melee", + "ranged": "Ranged", + "range-reach:-u": "RANGE/REACH:", + "range-reach-place": "5 ft.", + "to-hit:-u": "TO HIT:", + "target:-u": "TARGET:", + "target:": "Target:", + "to-hit-place": "One target", + "on-hit:-u": "ON HIT:", + "on-hit-place": "slashing", + "on-hit2:-u": "ON HIT 2:", + "on-hit-2-place": "fire", + "hit:": "Hit: ", + "reactions": "Reactions", + "npc-repeating-name-place": "Parry.", + "npc-repeating-desc-place": "The creature adds 2 to its AC against...", + "traits": "Traits", + "features": "Features", + "spells": "Powers", + "prep-u": "PREP", + "school:-u": "DOMAIN:", + "alteration": "Alteration", + "clairsentient": "Clairsentient", + "elemental": "Elemental", + "kinesis": "Kinesis", + "metaphase": "Metaphase", + "psychogenic": "Psychogenic", + "technique": "Technique", + "ritual": "CONVENTIONAL", + "ritual-l": "conventional", + "range:-u": "RANGE:", + "range:": "Range:", + "pointcost:-u": "POINT COST:", + "pointcost:": "Point Cost:", + "spell-component-verbal": "V", + "spell-component-somatic": "S", + "spell-component-material": "M", + "spell-ritual": "R", + "spell-concentration": "C", + "ruby-dust-place": "ruby dust worth 50gp", + "concentration-u": "CONCENTRATION", + "concentration": "Concentration", + "duration:-u": "DURATION:", + "duration:": "Duration:", + "difficulty-class-abv": "DC", + "output:-u": "OUTPUT:", + "powercard-u": "POWERCARD", + "spell-atk:-u": "POWER ATTACK:", + "none": "None", + "dmg:-u": "DAMAGE:", + "dmg2:-u": "DAMAGE2:", + "healing:-u": "HEALING:", + "add-ability-mod-u": "ADD ABILITY MOD TO DAMAGE OR HEALING", + "effect:-u": "EFFECT:", + "npc-atk-effect-place": "Half damage", + "desc:-u": "DESCRIPTION:", + "at-higher-lvl:-u": "AT HIGHER RANKS:", + "at-higher-lvl": "At Higher Ranks", + "higher-lvl-cast": "Higher Rank Use", + "leg-actions": "Legendary Actions", + "leg-actions-desc": "The can take legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The regains spent legendary actions at the start of its turn.", + "atk-range-place": "5 ft.", + "atk-target-place": "One target", + "atk-dmg-type-place": "slashing", + "atk-dmg-type2-place": "fire", + "adv-u": "ADVANTAGE", + "norm-u": "NORMAL", + "disadv-u": "DISADVANTAGE", + "core-u": "CORE", + "bio-u": "BIO", + "gear-u": "GEAR", + "spells-u": "POWERS", + "feats-u": "FEATS", + "review-u": "REVIEW", + "char-name-u": "CHARACTER NAME", + "adept": "Adept", + "barbarian": "Barbarian", + "cybermancer": "Cybermancer", + "engineer": "Engineer", + "hunter": "Hunter", + "melder": "Melder", + "sentinel": "Sentinel", + "specialist": "Specialist", + "warrior": "Warrior", + "class-level-u": "CLASS & LEVEL", + "background-u": "BACKGROUND", + "background": "Background", + "race-u": "RACE", + "alignment-u": "ALIGNMENT", + "alignment": "Alignment:", + "exp-pts-u": "EXPERIENCE POINTS", + "inspiration-u": "INSPIRATION", + "prof-bonus-u": "PROFICIENCY BONUS", + "strength": "Strength", + "strength-save": "Strength Save", + "dexterity": "Dexterity", + "dexterity-save": "Dexterity Save", + "constitution": "Constitution", + "constitution-save": "Constitution Save", + "intelligence": "Intelligence", + "intelligence-save": "Intelligence Save", + "wisdom": "Wisdom", + "wisdom-save": "Wisdom Save", + "charisma": "Charisma", + "charisma-save": "Charisma Save", + "saving-throws-u": "SAVING THROWS", + "acrobatics-core": "Acrobatics (Dex)", + "mechanics-core": "Mechanics (Wis)", + "astrophysics-core": "Astrophysics (Int)", + "athletics-core": "Athletics (Str)", + "deception-core": "Deception (Cha)", + "lore-core": "Lore (Int)", + "insight-core": "Insight (Wis)", + "intimidation-core": "Intimidation (Cha)", + "investigation-core": "Investigation (Int)", + "medicine-core": "Medicine (Wis)", + "xenobiology-core": "Xenobiology (Int)", + "perception-core": "Perception (Wis)", + "performance-core": "Performance (Cha)", + "persuasion-core": "Persuasion (Cha)", + "computers-core": "Computers (Int)", + "sleight_of_hand-core": "Sleight of Hand (Dex)", + "stealth-core": "Stealth (Dex)", + "survival-core": "Survival (Wis)", + "pass-wis-u": "PASSIVE WISDOM (PERCEPTION)", + "tool-u": "TOOL", + "pro-u": "PRO", + "attr-u": "ATTRIBUTE", + "prof-bonus:-u": "PROFICIENCY BONUS:", + "prof-u": "PROFICIENT", + "proficency-u": "PROFICIENCY", + "expertise-u": "EXPERTISE", + "jack-of-all-u": "JACK OF ALL TRADES", + "attr:-u": "ATTRIBUTE:", + "tool-prof-u": "TOOL PROFICIENCIES", + "weapon-proficiencies-u": "WEAPON PROFICIENCIES", + "other-prof-langs-u": "OTHER PROFICIENCIES & LANGUAGES", + "prof-langs-u": "PROFICIENCIES & LANGUAGES", + "init": "Initiative", + "init-u": "INITIATIVE", + "hp-max-u": "Hit Point Maximum", + "hp-current-u": "CURRENT HIT POINTS", + "hp-temp-u": "TEMPORARY HIT POINTS", + "total": "Total", + "hit-dice-u": "HIT DICE", + "successes-u": "SUCCESSES", + "failures-u": "FAILURES", + "death-save-u": "DEATH SAVE", + "death-saves-u": "DEATH SAVES", + "exhaustion-setting-u": "SHOW EXHAUSTION TRACKING:", + "exhaustion-u": "EXHAUSTION LEVEL", + "exhaustion-0": "No effect", + "exhaustion-1": "Disadvantage on ability checks", + "exhaustion-2": "Speed halved", + "exhaustion-3": "Disadvantage on attack rolls and saving throws", + "exhaustion-4": "Hit point maximum halved", + "exhaustion-5": "Speed reduced to 0", + "exhaustion-6": "Death", + "atk-u": "ATK", + "dmg-type-u": "DAMAGE/TYPE", + "attack:-u": "ATTACK:", + "proficient-u": "PROFICIENT", + "range-place": "Self (60-foot cone)", + "enhanced-bonus:-u": "ENHANCED BONUS:", + "crit-range-u": "CRIT RANGE:", + "damage:-u": "DAMAGE:", + "dmg-type-place": "Slashing", + "crit:-u": "CRIT:", + "damage2:-u": "DAMAGE2:", + "saving-throw:-u": "SAVING THROW:", + "vs-dc:-u": "VS DC:", + "spell-u": "POWER", + "flat-u": "FLAT", + "save": "Save", + "save-effect:-u": "SAVE EFFECT:", + "save-effect-place": "half damage", + "ammunition:-u": "AMMUNITION:", + "ammunition-place": "Arrows", + "description:-u": "DESCRIPTION:", + "description:": "Description:", + "description-place": "Up to 2 creatures within 5 feet", + "atk-spellcasting-u": "ATTACKS & ESPER POWERS", + "copper-piece-u": "CP", + "silver-piece-u": "SP", + "electrum-piece-u": "EP", + "cubil-coin-u": "COINS", + "cubil-cred-u": "CUBIL", + "warning-armor-sets-u": "WARNING - AC IS NOT INCORRECT. UNEQUIP EXTRA ARMOR OR SHIELD FROM ITEM DETAILS.", + "item-name-u": "ITEM NAME", + "equipped-u": "EQUIPPED", + "use-as-resource-u": "USE AS A RESOURCE", + "prop:-u": "PROP:", + "mods:-u": "MODS:", + "total-weight-u": "TOTAL WEIGHT", + "immobile-u": "IMMOBILE", + "heavily-encumbered-u": "HEAVILY ENCUMBERED", + "encumbered-u": "ENCUMBERED", + "over-carrying-cap-u": "OVER CARRYING CAPACITY", + "equipment-u": "EQUIPMENT", + "personality-traits-u": "PERSONALITY TRAITS", + "ideals-u": "IDEALS", + "bonds-u": "BONDS", + "flaws-u": "FLAWS", + "class-resource-u": "CLASS RESOURCE", + "other-resource-u": "OTHER RESOURCE", + "feats-traits-u": "FEATURES & TRAITS", + "age-u": "AGE", + "size-u": "SIZE", + "size": "Size", + "height-u": "HEIGHT", + "weight-u": "WEIGHT", + "eye-u": "EYES", + "skin-u": "SKIN", + "hair-u": "HAIR", + "char-appearance-u": "CHARACTER APPEARANCE", + "char-backstory-u": "CHARACTER BACKSTORY", + "allies-orgs-u": "ALLIES & ORGANIZATIONS", + "add-feats-traits-u": "ADDITIONAL FEATURES & TRAITS", + "feat-u": "FEAT", + "treasure-u": "TREASURE", + "spell-save-dc-u": "POWER SAVE DC", + "cantrips-u": "PRIME POWERS", + "ritual-u": "CONVENTIONAL", + "casting-time:-u": "ACTIVATION TIME:", + "casting-time:": "Activation Time:", + "at-higher-lvl-dmg:-u": "HIGHER LVL CAST DMG:", + "half-dmg-place": "Half damage", + "hit-die:-u": "HIT DIE:", + "initiative-mod:-u": "INITIATIVE MODIFIER:", + "glob-saving-mod:-u": "GLOBAL SAVING THROW MODIFIER:", + "glob-ac-mod:-u": "GLOBAL ARMOR CLASS MODIFIER:", + "glob-atk-mod:-u": "GLOBAL POWER ATTACK MODIFIER:", + "pass-perc-mod:-u": "PASSIVE PERCEPTION MODIFIER:", + "death-save-mod:-u": "DEATH SAVE MODIFIER:", + "magic-caster-lvl:-u": "CHANNELER/FORGER LEVEL:", + "halfling-luck-u": "HALFLING LUCK", + "arcane-fighter-u": "JUSTICAR", + "arcane-rogue-u": "ARTIFICE", + "class-options-u": "CLASS OPTIONS ()", + "class:-u": "CLASS:", + "subclass:-u": "SUBCLASS:", + "race:-u": "RACE:", + "subrace:-u": "SUBRACE:", + "subrace": "Subrace:", + "subrace-ability-increase": "Subrace Ability Score Increase:", + "2nd-class:-u": "2ND CLASS:", + "lvl:-u": "LEVEL:", + "3rd-class:-u": "3RD CLASS:", + "4th-class:-u": "4TH CLASS:", + "mutliclass-opts-u": "MULTICLASS OPTIONS", + "use-cust-class-u": "USE CUSTOM CLASS", + "class-name:-u": "CLASS NAME:", + "spellcasting-ability:-u": "ESPER ABILITY:", + "spell-slots:-u": "POWER SLOTS:", + "spell-full-u": "FULL (Adept, Engineer, Melder)", + "spell-half-u": "HALF (Hunter, Sentinel)", + "spell-third-u": "THIRD (Artifice, Justicar)", + "tech-slots-u": "TECH SLOTS", + "esper-powers-u": "ESPER POWERS", + "tp-max-u": "Talent Point Maximum", + "tp-current-u": "TALENT POINTS REMAINING", + "talent-slots-label": "TALENT SLOTS (Cybermancer)", + "talent-slots-u": "Max Talent Slots", + "used-talent-slots": "Slots Remaining", + "em_available": "Gained?", + "em_used": "Used", + "esper-mastery-u": "ESPER MASTERY", + "max-rank-u": "Rank", + "cust-class-opts": "CUSTOM CLASS OPTIONS", + "normal": "Normal", + "expirtise": "Expertise", + "skill-opts-u": "SKILL OPTIONS", + "version": "v", + "always-roll-adv": "Always Roll Advantage", + "toggle-roll-adv": "Advantage Toggle", + "query-roll-adv": "Query Advantage", + "never-roll-adv": "Never Roll Advantage", + "never-whisper-roll": "Never Whisper Rolls", + "query-whisper-roll": "Query Whisper", + "always-whisper-roll": "Always Whisper Rolls", + "never-roll-dmg": "Don't Auto Roll Damage", + "always-roll-dmg": "Auto Roll Damage & Crit", + "add-char-to-templates:-u": "ADD CHARACTER NAME TO TEMPLATES:", + "on": "On", + "off": "Off", + "inventory:-u": "INVENTORY:", + "compendium-compatible": "Compendium Compatible", + "simple": "Simple", + "encumbrance:-u": "ENCUMBRANCE:", + "ammo-tracking:-u": "AMMO TRACKING:", + "general-opts-u": "GENERAL OPTIONS", + "transition-text": "Clicking one of the images below will reformat the data from your current sheet to this sheet. These changes are permanent and cannot be undone.", + "transition-text-highlight": "Please make a copy of your game before you use this tool.", + "choose-sheet-transfer": "CHOOSE THE SHEET YOU ARE TRANSFERING FROM", + "community-sheet-u": "COMMUNITY SHEET", + "shaped-sheet-u": "SHAPED SHEET", + "transition-opts-u": "TRANSITION OPTIONS", + "portions-sheet-utilize": "Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https://wiki.roll20.net/SRD_5.0_OGL_License", + "api-required-title": "Try it now with easy one click API installation available with your Pro subscription.", + "api-required-u": "(API REQUIRED)", + "spell_dc_mod:-u": "POWER SAVE DC MOD:", + "custom_ac:-u": "CUSTOM AC:", + "npc-info": "The NPC option sets new characters to default to the NPC card style sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely representing non player characters.", + "npc-pc": "NPC/PC", + "roll-queries-info": "D20 Rolls output according to this option. Always Roll Advantage is the default setting and will roll two D20 on every roll in case of advantage. The expectation is that if there is no advantage or disadvantage you use the left most result. The Advantage Toggle option adds three new buttons to the top of the sheet so that you can toggle advantage on a case by case basis. Query Advantage gives you a prompt every roll asking if the roll has advantage. Never Roll Advantage always rolls a single D20 on any given roll, expecting the player to roll a second time in case of advantage or disadvantage.", + "whisp-rolls-gm-info": "All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.", + "auto-dmg-roll-info": "By default, attack damage rolls are not rolled until the hit is confirmed. Damage is rolled from the chat roll template by clicking on the name of the attack in the right hand bar, which then displays the damage. The default method is compatible with 3D dice. Optionally, you can choose to have the Auto Roll Damage & Crit option which will roll damage and critical hit dice at the same time of the attack, presenting all possible outcomes at the time of the attack.", + "add-char-to-templates-info": "Character names are not added to the roll template by default, and are only displayed as normal in the chat tab as the player/character selected as 'Speaking As'. Turning this option on adds the character making the roll's name to the template, useful for players representing multiple characters.", + "inventory-info": "Character Inventories default to the complex style that is compatible with the Roll20 5E Compendium. This includes granular item amounts/weights, weight and encumbrance tracking, sorting, AC calculations, automatic attack generation, and more. The Simple option provides a text field for item lists for players who want more manual control over the sheet.", + "encumbrance-info": "The sheet uses the variant encumbrance rules on page 160 of the Core Manual. The Off option disables the variant rules and only uses a basic over-limit inventory weight check.", + "ammo-tracking-info": "Provides automatic ammo tracking with the 5th Edition OGL by Roll20 Companion API Script.", + "dungeons-and-dragons-styling": "DUNGEONS AND DRAGONS STYLING", + "dungeons-and-dragons-styling-info": "Turns on Dungeons and Dragons styling for both the character sheet and roll templates. This setting is automatically applied to all character sheets and cannot be selectively used.", + "cd-bar1-value:-u": "BAR 1 VALUE:", + "cd-bar1-max:-u": "BAR 1 MAX:", + "cd-bar1-link:-u": "BAR 1 LINK:", + "cd-bar1-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 1's value to this attribute.", + "cd-bar1-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 1's max to this attribute.", + "cd-bar1-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 1's value to this attribute. If set this will override all other bar settings.", + "cd-bar2-value:-u": "BAR 2 VALUE:", + "cd-bar2-max:-u": "BAR 2 MAX:", + "cd-bar2-link:-u": "BAR 2 LINK:", + "cd-bar2-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 2's value to this attribute.", + "cd-bar2-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 2's max to this attribute.", + "cd-bar2-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 2's value to this attribute. If set this will override all other bar settings.", + "cd-bar3-value:-u": "BAR 3 VALUE:", + "cd-bar3-max:-u": "BAR 3 MAX:", + "cd-bar3-link:-u": "BAR 3 LINK:", + "cd-bar3-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 3's value to this attribute.", + "cd-bar3-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 3's max to this attribute.", + "cd-bar3-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 3's value to this attribute. If set this will override all other bar settings.", + "npc-name-in-rolls:-u": "NPC NAME IN ROLLS:", + "ship-name-in-rolls:-u": "SHIP NAME IN ROLLS:", + "show": "Show", + "hide": "Hide", + "npc-name-in-rolls-desc:-u": "In NPC roll results, show or hide the name of the NPC in the roll result card.", + "ship-name-in-rolls-desc:-u": "In SHIP roll results, show or hide the name of the SHIP in the roll result card.", + "public:-u": "PUBLIC", + "to-gm:-u": "TO GM", + "toggle-roll-whisper": "Whisper Toggle", + "attribute-opts-u": "ATTRIBUTE OPTIONS", + "save-opts-u": "SAVE OPTIONS", + "by-level": "By Level (Default)", + "prof-die": "Proficiency Die (DMG)", + "custom": "Custom", + "core-die-roll:-u": "CORE DIE ROLL:", + "has-attack-u": "HAS AN ATTACK", + "variant-phb": "Variant (Core M. p160)", + "carrying-capacity-mod:-u": "CARRYING CAPACITY MODIFIER:", + "armor-class-tracking:-u": "ARMOR CLASS TRACKING:", + "automatic": "Automatic", + "cantrip-progression:-u": "PRIME PROGRESSION", + "cantrip-dice-u": "PRIME DICE", + "cantrip-beam-u": "PRIME BEAM", + "slots_total-u": "SLOTS TOTAL", + "slots_remaining-u": "SLOTS REMAINING", + "level-calculations:-u": "AUTO LEVEL CALCULATIONS:", + "spell_slot_modifiers-u": "TECH SLOT MODIFIERS", + "lvl-u": "RANK", + "include_spell_desc:-u": "INCLUDE POWER DESCRIPTION IN ATTACK:", + "token_size-u": "TOKEN SIZE", + "add-dex-tiebreaker-u": "ADD DEX TIEBREAKER TO INITIATIVE", + "initiative-style:-u": "INITIATIVE STYLE:", + "query-attr-u": "QUERY ATTRIBUTE", + "custom-skills-u": "CUSTOM SKILLS", + "weapon-u": "WEAPON", + "armor-u": "ARMOR", + "other-u": "OTHER", + "source:-u": "SOURCE:", + "source-type:-u": "SOURCE TYPE:", + "racial": "Species", + "class": "Class", + "feat": "Feat", + "feats": "Feats", + "other": "Other", + "partial": "Partial", + "show_all": "Show All", + "cr_only": "C&R Only", + "spell-icons:-u": "POWER ICONS:", + "custom-pb:-u": "CUSTOM PROFICIENCY BONUS:", + "show-global-attack-field-u": "SHOW GLOBAL ATTACK MODIFIER FIELD", + "show-global-damage-field-u": "SHOW GLOBAL DAMAGE MODIFIER FIELD", + "show-global-save-field-u": "SHOW GLOBAL SAVE MODIFIER FIELD", + "show-global-skill-field-u": "SHOW GLOBAL SKILL MODIFIER FIELD", + "global-attack-u": "GLOBAL ATTACK MODIFIER", + "global-damage-u": "GLOBAL DAMAGE MODIFIER", + "global-save-u": "GLOBAL SAVE MODIFIER", + "global-skill-u": "GLOBAL SKILL MODIFIER", + "global-damage": "Global Damage Modifier", + "core-die-roll-info": "Changing the core die will replace the normal 1d20 made with almost all rolls with a randomizer of your choice, such as 2d10 or 3d6.", + "pb-type-info": "By default, the character's Proficiency Bonus will be automatically calculated based off of their total level as is the standard method in the Core Manual. The Proficiency Die option supports the alternate method outlined in the DMG where, instead of a flat bonus, a die is rolled instead. The Custom option allows you to replace the PB with anything of your choosing.", + "global-save-info": "Creates a custom global save modifier field, underneath the SAVING THROWS section of the character sheet. Anything put there will be applied to any save roll. Perfect for regular but not permanent bonuses like the Sensory Boost power.", + "global-skill-info": "Creates a custom global skill modifier field, underneath the SKILLS section of the character sheet. Anything put there will be applied to any save roll. Perfect for regular but not permanent bonuses like the Amplify Ability power.", + "global-attack-info": "Creates a custom global attack modifier field, underneath the ATTACKS AND ESPER POWERS section of the character sheet. Anything put there will be applied to any attack to-hit roll. Perfect for regular but not permanent bonuses to attack like the Sensory Boost power.", + "global-damage-info": "Creates a custom global damage modifier field, underneath the ATTACKS AND ESPER POWERS section of the character sheet. Anything put there will be applied to any attack damage roll. Perfect for regular but not permanent bonuses to damage like the Deft Strike ability.", + "auto-level-calc-info": "By default changing character levels will automatically set spell slots and hit dice. Changing this setting to off prevents this behavior.", + "simple-traits-info": "Character FEATURES AND TRAITS section defaults to the complex style that is compatible with the Roll20 5E Compendium. The Simple option provides a text field for players who want more manual control over the sheet.", + "simple-proficiencies-info": "Character OTHER PROFICIENCIES & LANGUAGES section defaults to the complex style that is compatible with the Roll20 5E Compendium. The Simple option provides a text field for players who want more manual control over the sheet.", + "init-tiebreaker-info": "Adds the character's dexterity score as a decimal to the end of the initiative bonus for purposes of breaking ties.", + "b-custom-info": "When the Proficiency Bonus type is set to Custom, the character sheet will use this value for the character's Proficiency Bonus.", + "footer-wiki-link": "This sheet was created from the 5th Edition OGL character sheet by Roll20. For game information, visit http://espergenesis.com", + "accepting-drop-u": "ACCEPTING DROP FROM COMPENDIUM", + "are_you_sure": "Are you sure you want to turn this character into a ", + "yes": "Yes", + "next": "Next", + "cancel": "Cancel", + "cancel-u": "CANCEL", + "choose": "Choose", + "innate:-u": "INNATE:", + "mod:-u": "MOD:", + "hpmods:-u": "HP MODIFIERS:", + "charmancer-welcome": "Welcome to the Charactermancer!", + "charmancer-what-is": "The Charactermancer is a step-by-step process that makes building a character simple and streamlined. Changes are saved as you progress, but the character sheet is only updated when the Charactermancer has been completed.", + "get-started": "Get started by clicking Next.", + "opt-out-u": "OPT OUT", + "charmancer-compendium": "Your Compendium Awaits.", + "charmancer-compendium-detail": "The Charactermancer currently supports Dungeons & Dragons 5th Edition SRD and the Player's Handbook. You can add the Player's Handbook to your compendium in the Marketplace, or the game owner can share their compendium with everyone in the game.", + "charmancer-choose-race": "Choose a Race:", + "charmancer-custom-race-name": "Custom Race Name:", + "charmancer-custom-subclass-name:": "Custom sublass Name:", + "charmancer-additional-cantrips": "Additional Cantrips", + "charmancer-additional-lvl-1-spells": "Additional Level 1 Spells", + "suggested-abilities": "Suggested Abilities: ", + "class-spellcasting": "Class Spellcasting Ability: ", + "ability-score-increase": "Ability Score Increase:", + "lawful-good": "Lawful Good", + "neutral-good": "Neutral Good", + "chaotic-good": "Chaotic Good", + "lawful-neutral": "Lawful Neutral", + "neutral": "Neutral", + "chaotic-neutral": "Chaotic Neutral", + "lawful-evil": "Lawful Evil", + "neutral-evil": "Neutral Evil", + "chaotic-evil": "Chaotic Evil", + "tiny": "Tiny", + "small": "Small", + "medium": "Medium", + "large": "Large", + "huge": "Huge", + "age": "Age:", + "gargantuan": "Gargantuan", + "step1-equipment": "Step 5: Equipment", + "equipment-from-background": "Equipment from Background", + "equipment-from-class": "Equipment from Class", + "class-equipment": "Class Equipment", + "starting-wealth": "Starting Wealth (Core)", + "starting-cubil:": "Starting Cubil:", + "no_class_warning-u": "NO CLASS HAS BEEN SELECTED OR SELECTED CLASS DOES NOT HAVE STANDARD EQUIPMENT. CLASS EQUIPMENT CANNOT BE CHOSEN AT THIS TIME.", + "standard-array": "Standard Array", + "roll-for-stats": "Roll for Stats", + "standard-roll": "Roll 4d6, drop lowest", + "charmancer-cancel-heading": "Where would you like to go, traveler?", + "continue-charmancer": "Continue Charactermancer", + "save_progress_and_exit": "Save and Exit", + "cancel_charactermancer": "Discard and exit", + "charmancer-discard-warning": "Discard and Exit will cause all choices to be lost.", + "mancer-opts-u": "CHARACTERMANCER OPTIONS", + "relaunch-lvl1mancer-u": "LAUNCH LEVEL 1 CHARACTERMANCER (CANNOT BE UNDONE)", + "point-buy": "Point Buy", + "available-points:": "Available Points: ", + "equipment-choice-text": "How would you like to choose your equipment?", + "charmancer-start": "Start", + "clear-abilities": "Clear Assignment", + "use-charactermancer-for-new:-u": "USE LEVEL 1 CHARACTERMANCER FOR NEW CHARACTERS:", + "use-charactermancer-for-new-info": "With this option enabled all new characters will open with the Level 1 Roll20 Charactermancer. Disabling this option will start new characters directly on the character sheet disabling the Level 1 Charactermancer, which can still be manually run from the Settings tab of the character sheet.", + "feat-pre-check": "Look carefully! Prerequisites are not checked automatically.", + "stats-rolled-hint": "We rolled your dice! Check the chat window to view your results in detail. Assign the results below to your preferred attributes:", + "return-to:": "Return to: ", + "do_you_want_mancer": "How do you want to create this character?", + "no": "No", + "global-ac-u": "GLOBAL AC MODIFIER", + "show-global-ac-field-u": "SHOW GLOBAL AC MODIFIER FIELD", + "warning-customac-u": "ATTENTION - CUSTOM AC IS NOT BEING USED. TO USE CUSTOM AC, UNEQUIP ARMOR.", + "manual": "Edit sheet directly", + "npc-new": "Create an NPC", + "mancer-confirm-yes": "Use the Charactermancer", + "allow-shields-u": "ALLOW SHIELDS?", + "levels-u": "LEVELS", + "features-u": "FEATURES", + "asi-u": "ABILITY SCORE INCREASE / FEATS", + "charmancer-leveler-what-is": "The Charactermancer is a step-by-step process that makes leveling up a character simple and streamlined. Changes are saved as you progress, but the character sheet is only updated when the Charactermancer has been completed.", + "charmancer-leveler-level-info1": "Your existing class levels have been pre-populated for you. By default your primary class has been set to be increased by one level. You can change how many levels to increase below, as well as adding a new multiclass.", + "charmancer-leveler-level-info2": "In each class section you'll have the option to take the average number of hit points or to roll randomly, choose class features for the levels you're advancing, and choose your subclass if appropriate.", + "charmancer-leveler-spells-info": "Listed here are the current spells your character already knows. If you gained access to more spells during your advancement you will be able to select them below. Check next to the spells you wish to learn. The Charactermancer will help you pick the right number of spells and from the correct list. If your class has the option to swap out spells, you can do so by unselecting currently known spells which will allow you to select new ones in their place.", + "total-level-u": "TOTAL LEVEL", + "main-class-level-u": "MAIN CLASS LEVEL", + "class-2-level-u": "CLASS 2 LEVEL", + "class-3-level-u": "CLASS 3 LEVEL", + "class-4-level-u": "CLASS 4 LEVEL", + "levels:-u": "LEVELS:", + "warning-leveler_start-u": "ATTENTION - YOU CANNOT LAUNCH THE CHARACTERMANCER LEVEL UP UNTIL YOU HAVE A CLASS, LEVEL, AND HP SET FOR LEVEL ONE. PLEASE RUN THE CHARACTERMANCER CREATOR FIRST. THE LEVEL UP TOOL DOESN'T WORK WITH CUSTOM CLASSES OR IF THE MULTICLASS OPTIONS ARE SET UP INCORRECTLY.", + "charmancer-leveler-custom-class-warning": "The Level Up tool does not support custom classes at this time.", + "charmancer-welcome-lp": "Welcome to Charactermancer Level Up!", + "charmancer-leveler-what-is-lp": "Look at you, with all that experience. Now it's time to claim your reward. You'll walk through the step-by-step process to make a few decisions, and your character will be at the next level in no time. Changes are saved as you move through the process, but if you change your mind, you'll need to revisit the steps and choices that come after.", + "charmancer-compendium-detail-lp": "The Charactermancer currently supports Dungeons & Dragons 5th Edition SRD, Player's Handbook, and Guildmasters' Guide to Ravnica. Xanathar's Guide to Everything will be supported in the coming weeks. You can add the Player's Handbook and Guildmasters' Guide to Ravnica to your compendium in the Marketplace, or the game owner can share their compendium with everyone in the game.", + "roll:-u": "ROLL:", + "roll": "Roll", + "prerequisite:": "Prerequisite:", + "back": "BACK", + "back-to-top": "Back to Top", + "choose-a-class:": "Choose a Class:", + "custom-class-name:": "Custom Class Name", + "charmancer-class-features:": "Class Features: ", + "charmancer-subclass-features:": "Subclass Features:", + "hit-die:": "Hit Die:", + "average": "Average", + "hp-u": "HP", + "saving-throw-proficiency": "Saving Throw Proficiency", + "armor": "Armor", + "equipment": "Equipment:", + "language": "Language", + "skill": "Skill", + "tool": "Tool", + "weapon": "Weapon", + "add-another-feature": "Add Another Feature", + "add-another-proficiency": "Add Another Proficiency", + "innate-spellcasting:": "Innate Powers:", + "spellcasting-ability": "Esper Ability:", + "number-of-cantrips": "Number of Primes:", + "number-of-lvl-1-spells": "Number of Level 1 Spells:", + "spell-list": "Powers List:", + "done": "Done", + "ability-score-method": "Ability Score Method:", + "select-your-choices": "Select Your Choices:", + "input-your-scores": "Input Your Scores:", + "choose-background": "Choose a Background:", + "personality-traits": "Personality Traits", + "ideal": "Ideal", + "bond": "Bond", + "flaw": "Flaw", + "you-have-chosen-starting-cubil": "You have chosen starting cubil and do not get equipment from your background.", + "you-have-created-custom-class": "You have created a custom class; you can add equipment to the character sheet after you have finished the Charactermancer.", + "arcane-is-mystery": "Cosmic forces are a mystery to you.", + "your-character-dont-have-spells-this-lvl": "Your character doesn't have powers at this level. Click “Next” to review your character!", + "charmancer-a-feat-represents": "A feat represents accomplishment, grit, determination, and expertise. It is the reward for hard work.", + "you-really-havent-done": "You really haven't done that much yet", + "review-your-choices": "Review your choices:", + "race": "Race", + "abilities": "Abilities", + "bio": "Bio", + "name-background": "Name:", + "building-your-character": "Building your character...", + "charmancer-only-choice-left-is-on-or": "The only choice left is to press on or turn back. If you're editing an existing character, all your existing data will be lost into the void when you apply your changes.", + "apply-changes": "Apply Changes", + "pick-your-equipment": "Pick your equipment", + "you-havent-chosen-background": "You have not yet selected a background.", + "you-havent-selected-class": "You have not yet selected a class.", + "ability-score": "Ability Score", + "you-can-increase-two-abilites": "You can increase two of your abilities by 1, or one of your abilities by 2", + "before-leveling": "Before Leveling", + "after-leveling": "After Leveling", + "charmancer-removed-spells-marked-pt1": "Removed spells will be marked with a r symbol so you can find it easily if you change your mind." +} diff --git a/Esper_Genesis_5E/translations/de.json b/Esper_Genesis_5E/translations/de.json new file mode 100644 index 0000000000..a26581dda1 --- /dev/null +++ b/Esper_Genesis_5E/translations/de.json @@ -0,0 +1,719 @@ +{ + "skills-list": "acrobatics,astrophysics,athletics,computers,deception,insight,intimidation,investigation,lore,mechanics,medicine,perception,performance,persuasion,sleight_of_hand,stealth,survival,xenobiology", + "npc-options-u": "NPC OPTIONS", + "ship-options-u": "SHIP OPTIONS", + "name-u": "NAME", + "npc-type-u": "NPC TYPE", + "ship-type-u": "SHIP TYPE", + "npc-type-place": "Medium cyborg, any evil alignment", + "ship-type-place": "Medium ship", + "armor-class-u": "ARMOR CLASS", + "class-u": "CLASS", + "type-u": "TYPE", + "maneuver-defense-u": "MANEUVER DEFENSE", + "maneuver-save-u": "MANEUVER SAVE DC", + "abilities-u": "ABILITIES", + "npc-armor-place": "light trooper", + "hit-points-u": "HIT POINTS", + "hull-points-u": "HULL POINTS", + "formula-u": "FORMULA", + "speed-u": "SPEED", + "npc-speed-place": "30 ft., fly 60ft.", + "ship-speed-place": "6", + "piloting-u": "PILOTING BONUS (Dex Bonus + Proficiency Bonus)", + "attributes-u": "ATTRIBUTES", + "ship-attributes-u": "ATTRIBUTES (PILOT/CREW)", + "str-u": "STR", + "dex-u": "DEX", + "con-u": "CON", + "int-u": "INT", + "wis-u": "WIS", + "cha-u": "CHA", + "npcs-u": "NPC", + "ships-u": "SHIP", + "ship-dex-u": "DEX—[PILOT]", + "ship-int-u": "INT—[TECH]", + "ship-wis-u": "WIS—[TECH]", + "sensor-u": "SENSOR RANGE", + "saves-u": "SAVES", + "skills-u": "SKILLS", + "acrobatics-u": "ACROBATICS", + "mechanics-u": "MECHANICS", + "astrophysics-u": "ASTROPHYSICS", + "athletics-u": "ATHLETICS", + "deception-u": "DECEPTION", + "lore-u": "LORE", + "insight-u": "INSIGHT", + "intimidation-u": "INTIMIDATION", + "investigation-u": "INVESTIGATION", + "medicine-u": "MEDICINE", + "xenobiology-u": "XENOBIOLOGY", + "perception-u": "PERCEPTION", + "performance-u": "PERFORMANCE", + "persuasion-u": "PERSUASION", + "computers-u": "COMPUTERS", + "sleight_of_hand-u": "SLEIGHT OF HAND", + "stealth-u": "STEALTH", + "survival-u": "SURVIVAL", + "damage-vuln-u": "DAMAGE VULNERABILITIES", + "npc-dmg-vuln-place": "fire", + "ship-dmg-vuln-place": "lightning", + "damage-res-u": "DAMAGE RESISTANCES", + "npc-dmg-res-place": "cold", + "ship-dmg-res-place": "acid, fire", + "damage-imm-u": "DAMAGE IMMUNITIES", + "npc-dmg-imm-place": "lightning, thunder", + "ship-dmg-imm-place": "cold", + "cond-imm-u": "CONDITION IMMUNITIES", + "npc-cond-imm-place": "charmed", + "ship-cond-imm-place": "impaired", + "senses-u": "SENSES", + "npc-senses-place": "darkvision 120ft., passive Perception 16", + "ship-senses-place": "6", + "langs-u": "LANGUAGES", + "lang-u": "LANGUAGE", + "npc-langs-place": "Alphaline, Common, Nesieve", + "challenge-u": "CHALLENGE", + "xp-u": "XP", + "spellcast-npc-u": "ESPER NPC", + "spell-ability-u": "ESPER ABILITY", + "none-u": "NONE", + "strength-u": "STRENGTH", + "strength-save-u": "STRENGTH SAVE", + "dexterity-u": "DEXTERITY", + "dexterity-save-u": "DEXTERITY SAVE", + "constitution-u": "CONSTITUTION", + "constitution-save-u": "CONSTITUTION SAVE", + "intelligence-u": "INTELLIGENCE", + "intelligence-save-u": "INTELLIGENCE SAVE", + "wisdom-u": "WISDOM", + "wisdom-save-u": "WISDOM SAVE", + "charisma-u": "CHARISMA", + "charisma-save-u": "CHARISMA SAVE", + "spell-dc-u": "POWER DC", + "spell-atk-bonus-u": "POWER ATTACK BONUS", + "has-reaction-u": "HAS REACTIONS", + "leg-actions:-u": "LEGENDARY ACTIONS:", + "gen-opts-u": "GENERAL OPTIONS", + "npc-u": "NPC/SHIP", + "roll-queries:-u": "ROLL QUERIES:", + "always-adv": "Always Roll Advantage", + "adv-toggle": "Advantage Toggle", + "query-adv": "Query Advantage", + "never-adv": "Never Roll Advantage", + "whisp-rolls-gm:-u": "WHISPER ROLLS TO GM:", + "never-whisp": "Never Whisper Rolls", + "query-whisp": "Query Whisper", + "always-whisp": "Always Whisper Rolls", + "auto-dmg-roll:-u": "AUTO DAMAGE ROLL:", + "never-dmg": "Don't Auto Roll Damage", + "always-dmg": "Auto Roll Damage & Crit", + "ac": "Armor Class", + "hp": "Hit Points", + "hlp": "Hull Points", + "speed": "Speed", + "maneuver-defense": "Maneuver Defense", + "maneuver-save": "Maneuver Save DC", + "sensors": "Sensor Range", + "piloting": "Piloting Check", + "pilot-bonus": "Piloting Bonus", + "language-proficiencies": "Language Proficiencies:", + "skill-proficiencies": "Skill Proficiencies:", + "weapon-proficiencies": "Weapon Proficiencies", + "armor-proficiencies": "Armor Proficiencies:", + "tool-proficiencies": "Tool Proficiencies:", + "saving-throw": "Saving Throws", + "str": "Str", + "dex": "Dex", + "con": "Con", + "int": "Int", + "wis": "Wis", + "cha": "Cha", + "skills": "Skills", + "acrobatics": "Acrobatics", + "mechanics": "Mechanics", + "astrophysics": "Astrophysics", + "athletics": "Athletics", + "deception": "Deception", + "lore": "Lore", + "insight": "Insight", + "intimidation": "Intimidation", + "investigation": "Investigation", + "medicine": "Medicine", + "xenobiology": "Xenobiology", + "perception": "Perception", + "performance": "Performance", + "persuasion": "Persuasion", + "computers": "Computers", + "sleight_of_hand": "Sleight of Hand", + "stealth": "Stealth", + "survival": "Survival", + "dmg-vuln": "Damage Vulnerabilities", + "dmg-res": "Damage Resistances", + "dmg-imm": "Damage Immunities", + "cond-imm": "Condition Immunities", + "senses": "Senses", + "langs": "Languages", + "challenge": "Challenge", + "npc-trait-name-place": "False Appearance.", + "npc-trait-desc-place": "If the velbast fails...", + "actions": "Actions", + "adv": "Advantage", + "norm": "Normal", + "disadv": "Disadvantage", + "name:-u": "NAME:", + "attack-u": "ATTACK", + "type:-u": "TYPE:", + "melee": "Melee", + "ranged": "Ranged", + "range-reach:-u": "RANGE/REACH:", + "range-reach-place": "5 ft.", + "to-hit:-u": "TO HIT:", + "target:-u": "TARGET:", + "target:": "Target:", + "to-hit-place": "One target", + "on-hit:-u": "ON HIT:", + "on-hit-place": "slashing", + "on-hit2:-u": "ON HIT 2:", + "on-hit-2-place": "fire", + "hit:": "Hit: ", + "reactions": "Reactions", + "npc-repeating-name-place": "Parry.", + "npc-repeating-desc-place": "The creature adds 2 to its AC against...", + "traits": "Traits", + "features": "Features", + "spells": "Powers", + "prep-u": "PREP", + "school:-u": "DOMAIN:", + "alteration": "Alteration", + "clairsentient": "Clairsentient", + "elemental": "Elemental", + "kinesis": "Kinesis", + "metaphase": "Metaphase", + "psychogenic": "Psychogenic", + "technique": "Technique", + "ritual": "CONVENTIONAL", + "ritual-l": "conventional", + "range:-u": "RANGE:", + "range:": "Range:", + "pointcost:-u": "POINT COST:", + "pointcost:": "Point Cost:", + "spell-component-verbal": "V", + "spell-component-somatic": "S", + "spell-component-material": "M", + "spell-ritual": "R", + "spell-concentration": "C", + "ruby-dust-place": "ruby dust worth 50gp", + "concentration-u": "CONCENTRATION", + "concentration": "Concentration", + "duration:-u": "DURATION:", + "duration:": "Duration:", + "difficulty-class-abv": "DC", + "output:-u": "OUTPUT:", + "powercard-u": "POWERCARD", + "spell-atk:-u": "POWER ATTACK:", + "none": "None", + "dmg:-u": "DAMAGE:", + "dmg2:-u": "DAMAGE2:", + "healing:-u": "HEALING:", + "add-ability-mod-u": "ADD ABILITY MOD TO DAMAGE OR HEALING", + "effect:-u": "EFFECT:", + "npc-atk-effect-place": "Half damage", + "desc:-u": "DESCRIPTION:", + "at-higher-lvl:-u": "AT HIGHER RANKS:", + "at-higher-lvl": "At Higher Ranks", + "higher-lvl-cast": "Higher Rank Use", + "leg-actions": "Legendary Actions", + "leg-actions-desc": "The can take legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The regains spent legendary actions at the start of its turn.", + "atk-range-place": "5 ft.", + "atk-target-place": "One target", + "atk-dmg-type-place": "slashing", + "atk-dmg-type2-place": "fire", + "adv-u": "ADVANTAGE", + "norm-u": "NORMAL", + "disadv-u": "DISADVANTAGE", + "core-u": "CORE", + "bio-u": "BIO", + "gear-u": "GEAR", + "spells-u": "POWERS", + "feats-u": "FEATS", + "review-u": "REVIEW", + "char-name-u": "CHARACTER NAME", + "adept": "Adept", + "barbarian": "Barbarian", + "cybermancer": "Cybermancer", + "engineer": "Engineer", + "hunter": "Hunter", + "melder": "Melder", + "sentinel": "Sentinel", + "specialist": "Specialist", + "warrior": "Warrior", + "class-level-u": "CLASS & LEVEL", + "background-u": "BACKGROUND", + "background": "Background", + "race-u": "RACE", + "alignment-u": "ALIGNMENT", + "alignment": "Alignment:", + "exp-pts-u": "EXPERIENCE POINTS", + "inspiration-u": "INSPIRATION", + "prof-bonus-u": "PROFICIENCY BONUS", + "strength": "Strength", + "strength-save": "Strength Save", + "dexterity": "Dexterity", + "dexterity-save": "Dexterity Save", + "constitution": "Constitution", + "constitution-save": "Constitution Save", + "intelligence": "Intelligence", + "intelligence-save": "Intelligence Save", + "wisdom": "Wisdom", + "wisdom-save": "Wisdom Save", + "charisma": "Charisma", + "charisma-save": "Charisma Save", + "saving-throws-u": "SAVING THROWS", + "acrobatics-core": "Acrobatics (Dex)", + "mechanics-core": "Mechanics (Wis)", + "astrophysics-core": "Astrophysics (Int)", + "athletics-core": "Athletics (Str)", + "deception-core": "Deception (Cha)", + "lore-core": "Lore (Int)", + "insight-core": "Insight (Wis)", + "intimidation-core": "Intimidation (Cha)", + "investigation-core": "Investigation (Int)", + "medicine-core": "Medicine (Wis)", + "xenobiology-core": "Xenobiology (Int)", + "perception-core": "Perception (Wis)", + "performance-core": "Performance (Cha)", + "persuasion-core": "Persuasion (Cha)", + "computers-core": "Computers (Int)", + "sleight_of_hand-core": "Sleight of Hand (Dex)", + "stealth-core": "Stealth (Dex)", + "survival-core": "Survival (Wis)", + "pass-wis-u": "PASSIVE WISDOM (PERCEPTION)", + "tool-u": "TOOL", + "pro-u": "PRO", + "attr-u": "ATTRIBUTE", + "prof-bonus:-u": "PROFICIENCY BONUS:", + "prof-u": "PROFICIENT", + "proficency-u": "PROFICIENCY", + "expertise-u": "EXPERTISE", + "jack-of-all-u": "JACK OF ALL TRADES", + "attr:-u": "ATTRIBUTE:", + "tool-prof-u": "TOOL PROFICIENCIES", + "weapon-proficiencies-u": "WEAPON PROFICIENCIES", + "other-prof-langs-u": "OTHER PROFICIENCIES & LANGUAGES", + "prof-langs-u": "PROFICIENCIES & LANGUAGES", + "init": "Initiative", + "init-u": "INITIATIVE", + "hp-max-u": "Hit Point Maximum", + "hp-current-u": "CURRENT HIT POINTS", + "hp-temp-u": "TEMPORARY HIT POINTS", + "total": "Total", + "hit-dice-u": "HIT DICE", + "successes-u": "SUCCESSES", + "failures-u": "FAILURES", + "death-save-u": "DEATH SAVE", + "death-saves-u": "DEATH SAVES", + "exhaustion-setting-u": "SHOW EXHAUSTION TRACKING:", + "exhaustion-u": "EXHAUSTION LEVEL", + "exhaustion-0": "No effect", + "exhaustion-1": "Disadvantage on ability checks", + "exhaustion-2": "Speed halved", + "exhaustion-3": "Disadvantage on attack rolls and saving throws", + "exhaustion-4": "Hit point maximum halved", + "exhaustion-5": "Speed reduced to 0", + "exhaustion-6": "Death", + "atk-u": "ATK", + "dmg-type-u": "DAMAGE/TYPE", + "attack:-u": "ATTACK:", + "proficient-u": "PROFICIENT", + "range-place": "Self (60-foot cone)", + "enhanced-bonus:-u": "ENHANCED BONUS:", + "crit-range-u": "CRIT RANGE:", + "damage:-u": "DAMAGE:", + "dmg-type-place": "Slashing", + "crit:-u": "CRIT:", + "damage2:-u": "DAMAGE2:", + "saving-throw:-u": "SAVING THROW:", + "vs-dc:-u": "VS DC:", + "spell-u": "POWER", + "flat-u": "FLAT", + "save": "Save", + "save-effect:-u": "SAVE EFFECT:", + "save-effect-place": "half damage", + "ammunition:-u": "AMMUNITION:", + "ammunition-place": "Arrows", + "description:-u": "DESCRIPTION:", + "description:": "Description:", + "description-place": "Up to 2 creatures within 5 feet", + "atk-spellcasting-u": "ATTACKS & ESPER POWERS", + "copper-piece-u": "CP", + "silver-piece-u": "SP", + "electrum-piece-u": "EP", + "cubil-coin-u": "COINS", + "cubil-cred-u": "CUBIL", + "warning-armor-sets-u": "WARNING - AC IS NOT INCORRECT. UNEQUIP EXTRA ARMOR OR SHIELD FROM ITEM DETAILS.", + "item-name-u": "ITEM NAME", + "equipped-u": "EQUIPPED", + "use-as-resource-u": "USE AS A RESOURCE", + "prop:-u": "PROP:", + "mods:-u": "MODS:", + "total-weight-u": "TOTAL WEIGHT", + "immobile-u": "IMMOBILE", + "heavily-encumbered-u": "HEAVILY ENCUMBERED", + "encumbered-u": "ENCUMBERED", + "over-carrying-cap-u": "OVER CARRYING CAPACITY", + "equipment-u": "EQUIPMENT", + "personality-traits-u": "PERSONALITY TRAITS", + "ideals-u": "IDEALS", + "bonds-u": "BONDS", + "flaws-u": "FLAWS", + "class-resource-u": "CLASS RESOURCE", + "other-resource-u": "OTHER RESOURCE", + "feats-traits-u": "FEATURES & TRAITS", + "age-u": "AGE", + "size-u": "SIZE", + "size": "Size", + "height-u": "HEIGHT", + "weight-u": "WEIGHT", + "eye-u": "EYES", + "skin-u": "SKIN", + "hair-u": "HAIR", + "char-appearance-u": "CHARACTER APPEARANCE", + "char-backstory-u": "CHARACTER BACKSTORY", + "allies-orgs-u": "ALLIES & ORGANIZATIONS", + "add-feats-traits-u": "ADDITIONAL FEATURES & TRAITS", + "feat-u": "FEAT", + "treasure-u": "TREASURE", + "spell-save-dc-u": "POWER SAVE DC", + "cantrips-u": "PRIME POWERS", + "ritual-u": "CONVENTIONAL", + "casting-time:-u": "ACTIVATION TIME:", + "casting-time:": "Activation Time:", + "at-higher-lvl-dmg:-u": "HIGHER LVL CAST DMG:", + "half-dmg-place": "Half damage", + "hit-die:-u": "HIT DIE:", + "initiative-mod:-u": "INITIATIVE MODIFIER:", + "glob-saving-mod:-u": "GLOBAL SAVING THROW MODIFIER:", + "glob-ac-mod:-u": "GLOBAL ARMOR CLASS MODIFIER:", + "glob-atk-mod:-u": "GLOBAL POWER ATTACK MODIFIER:", + "pass-perc-mod:-u": "PASSIVE PERCEPTION MODIFIER:", + "death-save-mod:-u": "DEATH SAVE MODIFIER:", + "magic-caster-lvl:-u": "CHANNELER/FORGER LEVEL:", + "halfling-luck-u": "HALFLING LUCK", + "arcane-fighter-u": "JUSTICAR", + "arcane-rogue-u": "ARTIFICE", + "class-options-u": "CLASS OPTIONS ()", + "class:-u": "CLASS:", + "subclass:-u": "SUBCLASS:", + "race:-u": "RACE:", + "subrace:-u": "SUBRACE:", + "subrace": "Subrace:", + "subrace-ability-increase": "Subrace Ability Score Increase:", + "2nd-class:-u": "2ND CLASS:", + "lvl:-u": "LEVEL:", + "3rd-class:-u": "3RD CLASS:", + "4th-class:-u": "4TH CLASS:", + "mutliclass-opts-u": "MULTICLASS OPTIONS", + "use-cust-class-u": "USE CUSTOM CLASS", + "class-name:-u": "CLASS NAME:", + "spellcasting-ability:-u": "ESPER ABILITY:", + "spell-slots:-u": "POWER SLOTS:", + "spell-full-u": "FULL (Adept, Engineer, Melder)", + "spell-half-u": "HALF (Hunter, Sentinel)", + "spell-third-u": "THIRD (Artifice, Justicar)", + "tech-slots-u": "TECH SLOTS", + "esper-powers-u": "ESPER POWERS", + "tp-max-u": "Talent Point Maximum", + "tp-current-u": "TALENT POINTS REMAINING", + "talent-slots-label": "TALENT SLOTS (Cybermancer)", + "talent-slots-u": "Max Talent Slots", + "used-talent-slots": "Slots Remaining", + "em_available": "Gained?", + "em_used": "Used", + "esper-mastery-u": "ESPER MASTERY", + "max-rank-u": "Rank", + "cust-class-opts": "CUSTOM CLASS OPTIONS", + "normal": "Normal", + "expirtise": "Expertise", + "skill-opts-u": "SKILL OPTIONS", + "version": "v", + "always-roll-adv": "Always Roll Advantage", + "toggle-roll-adv": "Advantage Toggle", + "query-roll-adv": "Query Advantage", + "never-roll-adv": "Never Roll Advantage", + "never-whisper-roll": "Never Whisper Rolls", + "query-whisper-roll": "Query Whisper", + "always-whisper-roll": "Always Whisper Rolls", + "never-roll-dmg": "Don't Auto Roll Damage", + "always-roll-dmg": "Auto Roll Damage & Crit", + "add-char-to-templates:-u": "ADD CHARACTER NAME TO TEMPLATES:", + "on": "On", + "off": "Off", + "inventory:-u": "INVENTORY:", + "compendium-compatible": "Compendium Compatible", + "simple": "Simple", + "encumbrance:-u": "ENCUMBRANCE:", + "ammo-tracking:-u": "AMMO TRACKING:", + "general-opts-u": "GENERAL OPTIONS", + "transition-text": "Clicking one of the images below will reformat the data from your current sheet to this sheet. These changes are permanent and cannot be undone.", + "transition-text-highlight": "Please make a copy of your game before you use this tool.", + "choose-sheet-transfer": "CHOOSE THE SHEET YOU ARE TRANSFERING FROM", + "community-sheet-u": "COMMUNITY SHEET", + "shaped-sheet-u": "SHAPED SHEET", + "transition-opts-u": "TRANSITION OPTIONS", + "portions-sheet-utilize": "Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https://wiki.roll20.net/SRD_5.0_OGL_License", + "api-required-title": "Try it now with easy one click API installation available with your Pro subscription.", + "api-required-u": "(API REQUIRED)", + "spell_dc_mod:-u": "POWER SAVE DC MOD:", + "custom_ac:-u": "CUSTOM AC:", + "npc-info": "The NPC option sets new characters to default to the NPC card style sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely representing non player characters.", + "npc-pc": "NPC/PC", + "roll-queries-info": "D20 Rolls output according to this option. Always Roll Advantage is the default setting and will roll two D20 on every roll in case of advantage. The expectation is that if there is no advantage or disadvantage you use the left most result. The Advantage Toggle option adds three new buttons to the top of the sheet so that you can toggle advantage on a case by case basis. Query Advantage gives you a prompt every roll asking if the roll has advantage. Never Roll Advantage always rolls a single D20 on any given roll, expecting the player to roll a second time in case of advantage or disadvantage.", + "whisp-rolls-gm-info": "All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.", + "auto-dmg-roll-info": "By default, attack damage rolls are not rolled until the hit is confirmed. Damage is rolled from the chat roll template by clicking on the name of the attack in the right hand bar, which then displays the damage. The default method is compatible with 3D dice. Optionally, you can choose to have the Auto Roll Damage & Crit option which will roll damage and critical hit dice at the same time of the attack, presenting all possible outcomes at the time of the attack.", + "add-char-to-templates-info": "Character names are not added to the roll template by default, and are only displayed as normal in the chat tab as the player/character selected as 'Speaking As'. Turning this option on adds the character making the roll's name to the template, useful for players representing multiple characters.", + "inventory-info": "Character Inventories default to the complex style that is compatible with the Roll20 5E Compendium. This includes granular item amounts/weights, weight and encumbrance tracking, sorting, AC calculations, automatic attack generation, and more. The Simple option provides a text field for item lists for players who want more manual control over the sheet.", + "encumbrance-info": "The sheet uses the variant encumbrance rules on page 160 of the Core Manual. The Off option disables the variant rules and only uses a basic over-limit inventory weight check.", + "ammo-tracking-info": "Provides automatic ammo tracking with the 5th Edition OGL by Roll20 Companion API Script.", + "dungeons-and-dragons-styling": "DUNGEONS AND DRAGONS STYLING", + "dungeons-and-dragons-styling-info": "Turns on Dungeons and Dragons styling for both the character sheet and roll templates. This setting is automatically applied to all character sheets and cannot be selectively used.", + "cd-bar1-value:-u": "BAR 1 VALUE:", + "cd-bar1-max:-u": "BAR 1 MAX:", + "cd-bar1-link:-u": "BAR 1 LINK:", + "cd-bar1-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 1's value to this attribute.", + "cd-bar1-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 1's max to this attribute.", + "cd-bar1-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 1's value to this attribute. If set this will override all other bar settings.", + "cd-bar2-value:-u": "BAR 2 VALUE:", + "cd-bar2-max:-u": "BAR 2 MAX:", + "cd-bar2-link:-u": "BAR 2 LINK:", + "cd-bar2-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 2's value to this attribute.", + "cd-bar2-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 2's max to this attribute.", + "cd-bar2-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 2's value to this attribute. If set this will override all other bar settings.", + "cd-bar3-value:-u": "BAR 3 VALUE:", + "cd-bar3-max:-u": "BAR 3 MAX:", + "cd-bar3-link:-u": "BAR 3 LINK:", + "cd-bar3-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 3's value to this attribute.", + "cd-bar3-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 3's max to this attribute.", + "cd-bar3-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 3's value to this attribute. If set this will override all other bar settings.", + "npc-name-in-rolls:-u": "NPC NAME IN ROLLS:", + "ship-name-in-rolls:-u": "SHIP NAME IN ROLLS:", + "show": "Show", + "hide": "Hide", + "npc-name-in-rolls-desc:-u": "In NPC roll results, show or hide the name of the NPC in the roll result card.", + "ship-name-in-rolls-desc:-u": "In SHIP roll results, show or hide the name of the SHIP in the roll result card.", + "public:-u": "PUBLIC", + "to-gm:-u": "TO GM", + "toggle-roll-whisper": "Whisper Toggle", + "attribute-opts-u": "ATTRIBUTE OPTIONS", + "save-opts-u": "SAVE OPTIONS", + "by-level": "By Level (Default)", + "prof-die": "Proficiency Die (DMG)", + "custom": "Custom", + "core-die-roll:-u": "CORE DIE ROLL:", + "has-attack-u": "HAS AN ATTACK", + "variant-phb": "Variant (Core M. p160)", + "carrying-capacity-mod:-u": "CARRYING CAPACITY MODIFIER:", + "armor-class-tracking:-u": "ARMOR CLASS TRACKING:", + "automatic": "Automatic", + "cantrip-progression:-u": "PRIME PROGRESSION", + "cantrip-dice-u": "PRIME DICE", + "cantrip-beam-u": "PRIME BEAM", + "slots_total-u": "SLOTS TOTAL", + "slots_remaining-u": "SLOTS REMAINING", + "level-calculations:-u": "AUTO LEVEL CALCULATIONS:", + "spell_slot_modifiers-u": "TECH SLOT MODIFIERS", + "lvl-u": "RANK", + "include_spell_desc:-u": "INCLUDE POWER DESCRIPTION IN ATTACK:", + "token_size-u": "TOKEN SIZE", + "add-dex-tiebreaker-u": "ADD DEX TIEBREAKER TO INITIATIVE", + "initiative-style:-u": "INITIATIVE STYLE:", + "query-attr-u": "QUERY ATTRIBUTE", + "custom-skills-u": "CUSTOM SKILLS", + "weapon-u": "WEAPON", + "armor-u": "ARMOR", + "other-u": "OTHER", + "source:-u": "SOURCE:", + "source-type:-u": "SOURCE TYPE:", + "racial": "Species", + "class": "Class", + "feat": "Feat", + "feats": "Feats", + "other": "Other", + "partial": "Partial", + "show_all": "Show All", + "cr_only": "C&R Only", + "spell-icons:-u": "POWER ICONS:", + "custom-pb:-u": "CUSTOM PROFICIENCY BONUS:", + "show-global-attack-field-u": "SHOW GLOBAL ATTACK MODIFIER FIELD", + "show-global-damage-field-u": "SHOW GLOBAL DAMAGE MODIFIER FIELD", + "show-global-save-field-u": "SHOW GLOBAL SAVE MODIFIER FIELD", + "show-global-skill-field-u": "SHOW GLOBAL SKILL MODIFIER FIELD", + "global-attack-u": "GLOBAL ATTACK MODIFIER", + "global-damage-u": "GLOBAL DAMAGE MODIFIER", + "global-save-u": "GLOBAL SAVE MODIFIER", + "global-skill-u": "GLOBAL SKILL MODIFIER", + "global-damage": "Global Damage Modifier", + "core-die-roll-info": "Changing the core die will replace the normal 1d20 made with almost all rolls with a randomizer of your choice, such as 2d10 or 3d6.", + "pb-type-info": "By default, the character's Proficiency Bonus will be automatically calculated based off of their total level as is the standard method in the Core Manual. The Proficiency Die option supports the alternate method outlined in the DMG where, instead of a flat bonus, a die is rolled instead. The Custom option allows you to replace the PB with anything of your choosing.", + "global-save-info": "Creates a custom global save modifier field, underneath the SAVING THROWS section of the character sheet. Anything put there will be applied to any save roll. Perfect for regular but not permanent bonuses like the Sensory Boost power.", + "global-skill-info": "Creates a custom global skill modifier field, underneath the SKILLS section of the character sheet. Anything put there will be applied to any save roll. Perfect for regular but not permanent bonuses like the Amplify Ability power.", + "global-attack-info": "Creates a custom global attack modifier field, underneath the ATTACKS AND ESPER POWERS section of the character sheet. Anything put there will be applied to any attack to-hit roll. Perfect for regular but not permanent bonuses to attack like the Sensory Boost power.", + "global-damage-info": "Creates a custom global damage modifier field, underneath the ATTACKS AND ESPER POWERS section of the character sheet. Anything put there will be applied to any attack damage roll. Perfect for regular but not permanent bonuses to damage like the Deft Strike ability.", + "auto-level-calc-info": "By default changing character levels will automatically set spell slots and hit dice. Changing this setting to off prevents this behavior.", + "simple-traits-info": "Character FEATURES AND TRAITS section defaults to the complex style that is compatible with the Roll20 5E Compendium. The Simple option provides a text field for players who want more manual control over the sheet.", + "simple-proficiencies-info": "Character OTHER PROFICIENCIES & LANGUAGES section defaults to the complex style that is compatible with the Roll20 5E Compendium. The Simple option provides a text field for players who want more manual control over the sheet.", + "init-tiebreaker-info": "Adds the character's dexterity score as a decimal to the end of the initiative bonus for purposes of breaking ties.", + "b-custom-info": "When the Proficiency Bonus type is set to Custom, the character sheet will use this value for the character's Proficiency Bonus.", + "footer-wiki-link": "This sheet was created from the 5th Edition OGL character sheet by Roll20. For game information, visit http://espergenesis.com", + "accepting-drop-u": "ACCEPTING DROP FROM COMPENDIUM", + "are_you_sure": "Are you sure you want to turn this character into a ", + "yes": "Yes", + "next": "Next", + "cancel": "Cancel", + "cancel-u": "CANCEL", + "choose": "Choose", + "innate:-u": "INNATE:", + "mod:-u": "MOD:", + "hpmods:-u": "HP MODIFIERS:", + "charmancer-welcome": "Welcome to the Charactermancer!", + "charmancer-what-is": "The Charactermancer is a step-by-step process that makes building a character simple and streamlined. Changes are saved as you progress, but the character sheet is only updated when the Charactermancer has been completed.", + "get-started": "Get started by clicking Next.", + "opt-out-u": "OPT OUT", + "charmancer-compendium": "Your Compendium Awaits.", + "charmancer-compendium-detail": "The Charactermancer currently supports Dungeons & Dragons 5th Edition SRD and the Player's Handbook. You can add the Player's Handbook to your compendium in the Marketplace, or the game owner can share their compendium with everyone in the game.", + "charmancer-choose-race": "Choose a Race:", + "charmancer-custom-race-name": "Custom Race Name:", + "charmancer-custom-subclass-name:": "Custom sublass Name:", + "charmancer-additional-cantrips": "Additional Cantrips", + "charmancer-additional-lvl-1-spells": "Additional Level 1 Spells", + "suggested-abilities": "Suggested Abilities: ", + "class-spellcasting": "Class Spellcasting Ability: ", + "ability-score-increase": "Ability Score Increase:", + "lawful-good": "Lawful Good", + "neutral-good": "Neutral Good", + "chaotic-good": "Chaotic Good", + "lawful-neutral": "Lawful Neutral", + "neutral": "Neutral", + "chaotic-neutral": "Chaotic Neutral", + "lawful-evil": "Lawful Evil", + "neutral-evil": "Neutral Evil", + "chaotic-evil": "Chaotic Evil", + "tiny": "Tiny", + "small": "Small", + "medium": "Medium", + "large": "Large", + "huge": "Huge", + "age": "Age:", + "gargantuan": "Gargantuan", + "step1-equipment": "Step 5: Equipment", + "equipment-from-background": "Equipment from Background", + "equipment-from-class": "Equipment from Class", + "class-equipment": "Class Equipment", + "starting-wealth": "Starting Wealth (Core)", + "starting-cubil:": "Starting Cubil:", + "no_class_warning-u": "NO CLASS HAS BEEN SELECTED OR SELECTED CLASS DOES NOT HAVE STANDARD EQUIPMENT. CLASS EQUIPMENT CANNOT BE CHOSEN AT THIS TIME.", + "standard-array": "Standard Array", + "roll-for-stats": "Roll for Stats", + "standard-roll": "Roll 4d6, drop lowest", + "charmancer-cancel-heading": "Where would you like to go, traveler?", + "continue-charmancer": "Continue Charactermancer", + "save_progress_and_exit": "Save and Exit", + "cancel_charactermancer": "Discard and exit", + "charmancer-discard-warning": "Discard and Exit will cause all choices to be lost.", + "mancer-opts-u": "CHARACTERMANCER OPTIONS", + "relaunch-lvl1mancer-u": "LAUNCH LEVEL 1 CHARACTERMANCER (CANNOT BE UNDONE)", + "point-buy": "Point Buy", + "available-points:": "Available Points: ", + "equipment-choice-text": "How would you like to choose your equipment?", + "charmancer-start": "Start", + "clear-abilities": "Clear Assignment", + "use-charactermancer-for-new:-u": "USE LEVEL 1 CHARACTERMANCER FOR NEW CHARACTERS:", + "use-charactermancer-for-new-info": "With this option enabled all new characters will open with the Level 1 Roll20 Charactermancer. Disabling this option will start new characters directly on the character sheet disabling the Level 1 Charactermancer, which can still be manually run from the Settings tab of the character sheet.", + "feat-pre-check": "Look carefully! Prerequisites are not checked automatically.", + "stats-rolled-hint": "We rolled your dice! Check the chat window to view your results in detail. Assign the results below to your preferred attributes:", + "return-to:": "Return to: ", + "do_you_want_mancer": "How do you want to create this character?", + "no": "No", + "global-ac-u": "GLOBAL AC MODIFIER", + "show-global-ac-field-u": "SHOW GLOBAL AC MODIFIER FIELD", + "warning-customac-u": "ATTENTION - CUSTOM AC IS NOT BEING USED. TO USE CUSTOM AC, UNEQUIP ARMOR.", + "manual": "Edit sheet directly", + "npc-new": "Create an NPC", + "mancer-confirm-yes": "Use the Charactermancer", + "allow-shields-u": "ALLOW SHIELDS?", + "levels-u": "LEVELS", + "features-u": "FEATURES", + "asi-u": "ABILITY SCORE INCREASE / FEATS", + "charmancer-leveler-what-is": "The Charactermancer is a step-by-step process that makes leveling up a character simple and streamlined. Changes are saved as you progress, but the character sheet is only updated when the Charactermancer has been completed.", + "charmancer-leveler-level-info1": "Your existing class levels have been pre-populated for you. By default your primary class has been set to be increased by one level. You can change how many levels to increase below, as well as adding a new multiclass.", + "charmancer-leveler-level-info2": "In each class section you'll have the option to take the average number of hit points or to roll randomly, choose class features for the levels you're advancing, and choose your subclass if appropriate.", + "charmancer-leveler-spells-info": "Listed here are the current spells your character already knows. If you gained access to more spells during your advancement you will be able to select them below. Check next to the spells you wish to learn. The Charactermancer will help you pick the right number of spells and from the correct list. If your class has the option to swap out spells, you can do so by unselecting currently known spells which will allow you to select new ones in their place.", + "total-level-u": "TOTAL LEVEL", + "main-class-level-u": "MAIN CLASS LEVEL", + "class-2-level-u": "CLASS 2 LEVEL", + "class-3-level-u": "CLASS 3 LEVEL", + "class-4-level-u": "CLASS 4 LEVEL", + "levels:-u": "LEVELS:", + "warning-leveler_start-u": "ATTENTION - YOU CANNOT LAUNCH THE CHARACTERMANCER LEVEL UP UNTIL YOU HAVE A CLASS, LEVEL, AND HP SET FOR LEVEL ONE. PLEASE RUN THE CHARACTERMANCER CREATOR FIRST. THE LEVEL UP TOOL DOESN'T WORK WITH CUSTOM CLASSES OR IF THE MULTICLASS OPTIONS ARE SET UP INCORRECTLY.", + "charmancer-leveler-custom-class-warning": "The Level Up tool does not support custom classes at this time.", + "charmancer-welcome-lp": "Welcome to Charactermancer Level Up!", + "charmancer-leveler-what-is-lp": "Look at you, with all that experience. Now it's time to claim your reward. You'll walk through the step-by-step process to make a few decisions, and your character will be at the next level in no time. Changes are saved as you move through the process, but if you change your mind, you'll need to revisit the steps and choices that come after.", + "charmancer-compendium-detail-lp": "The Charactermancer currently supports Dungeons & Dragons 5th Edition SRD, Player's Handbook, and Guildmasters' Guide to Ravnica. Xanathar's Guide to Everything will be supported in the coming weeks. You can add the Player's Handbook and Guildmasters' Guide to Ravnica to your compendium in the Marketplace, or the game owner can share their compendium with everyone in the game.", + "roll:-u": "ROLL:", + "roll": "Roll", + "prerequisite:": "Prerequisite:", + "back": "BACK", + "back-to-top": "Back to Top", + "choose-a-class:": "Choose a Class:", + "custom-class-name:": "Custom Class Name", + "charmancer-class-features:": "Class Features: ", + "charmancer-subclass-features:": "Subclass Features:", + "hit-die:": "Hit Die:", + "average": "Average", + "hp-u": "HP", + "saving-throw-proficiency": "Saving Throw Proficiency", + "armor": "Armor", + "equipment": "Equipment:", + "language": "Language", + "skill": "Skill", + "tool": "Tool", + "weapon": "Weapon", + "add-another-feature": "Add Another Feature", + "add-another-proficiency": "Add Another Proficiency", + "innate-spellcasting:": "Innate Powers:", + "spellcasting-ability": "Esper Ability:", + "number-of-cantrips": "Number of Primes:", + "number-of-lvl-1-spells": "Number of Level 1 Spells:", + "spell-list": "Powers List:", + "done": "Done", + "ability-score-method": "Ability Score Method:", + "select-your-choices": "Select Your Choices:", + "input-your-scores": "Input Your Scores:", + "choose-background": "Choose a Background:", + "personality-traits": "Personality Traits", + "ideal": "Ideal", + "bond": "Bond", + "flaw": "Flaw", + "you-have-chosen-starting-cubil": "You have chosen starting cubil and do not get equipment from your background.", + "you-have-created-custom-class": "You have created a custom class; you can add equipment to the character sheet after you have finished the Charactermancer.", + "arcane-is-mystery": "Cosmic forces are a mystery to you.", + "your-character-dont-have-spells-this-lvl": "Your character doesn't have powers at this level. Click “Next” to review your character!", + "charmancer-a-feat-represents": "A feat represents accomplishment, grit, determination, and expertise. It is the reward for hard work.", + "you-really-havent-done": "You really haven't done that much yet", + "review-your-choices": "Review your choices:", + "race": "Race", + "abilities": "Abilities", + "bio": "Bio", + "name-background": "Name:", + "building-your-character": "Building your character...", + "charmancer-only-choice-left-is-on-or": "The only choice left is to press on or turn back. If you're editing an existing character, all your existing data will be lost into the void when you apply your changes.", + "apply-changes": "Apply Changes", + "pick-your-equipment": "Pick your equipment", + "you-havent-chosen-background": "You have not yet selected a background.", + "you-havent-selected-class": "You have not yet selected a class.", + "ability-score": "Ability Score", + "you-can-increase-two-abilites": "You can increase two of your abilities by 1, or one of your abilities by 2", + "before-leveling": "Before Leveling", + "after-leveling": "After Leveling", + "charmancer-removed-spells-marked-pt1": "Removed spells will be marked with a r symbol so you can find it easily if you change your mind." +} diff --git a/Esper_Genesis_5E/translations/el.json b/Esper_Genesis_5E/translations/el.json new file mode 100644 index 0000000000..a26581dda1 --- /dev/null +++ b/Esper_Genesis_5E/translations/el.json @@ -0,0 +1,719 @@ +{ + "skills-list": "acrobatics,astrophysics,athletics,computers,deception,insight,intimidation,investigation,lore,mechanics,medicine,perception,performance,persuasion,sleight_of_hand,stealth,survival,xenobiology", + "npc-options-u": "NPC OPTIONS", + "ship-options-u": "SHIP OPTIONS", + "name-u": "NAME", + "npc-type-u": "NPC TYPE", + "ship-type-u": "SHIP TYPE", + "npc-type-place": "Medium cyborg, any evil alignment", + "ship-type-place": "Medium ship", + "armor-class-u": "ARMOR CLASS", + "class-u": "CLASS", + "type-u": "TYPE", + "maneuver-defense-u": "MANEUVER DEFENSE", + "maneuver-save-u": "MANEUVER SAVE DC", + "abilities-u": "ABILITIES", + "npc-armor-place": "light trooper", + "hit-points-u": "HIT POINTS", + "hull-points-u": "HULL POINTS", + "formula-u": "FORMULA", + "speed-u": "SPEED", + "npc-speed-place": "30 ft., fly 60ft.", + "ship-speed-place": "6", + "piloting-u": "PILOTING BONUS (Dex Bonus + Proficiency Bonus)", + "attributes-u": "ATTRIBUTES", + "ship-attributes-u": "ATTRIBUTES (PILOT/CREW)", + "str-u": "STR", + "dex-u": "DEX", + "con-u": "CON", + "int-u": "INT", + "wis-u": "WIS", + "cha-u": "CHA", + "npcs-u": "NPC", + "ships-u": "SHIP", + "ship-dex-u": "DEX—[PILOT]", + "ship-int-u": "INT—[TECH]", + "ship-wis-u": "WIS—[TECH]", + "sensor-u": "SENSOR RANGE", + "saves-u": "SAVES", + "skills-u": "SKILLS", + "acrobatics-u": "ACROBATICS", + "mechanics-u": "MECHANICS", + "astrophysics-u": "ASTROPHYSICS", + "athletics-u": "ATHLETICS", + "deception-u": "DECEPTION", + "lore-u": "LORE", + "insight-u": "INSIGHT", + "intimidation-u": "INTIMIDATION", + "investigation-u": "INVESTIGATION", + "medicine-u": "MEDICINE", + "xenobiology-u": "XENOBIOLOGY", + "perception-u": "PERCEPTION", + "performance-u": "PERFORMANCE", + "persuasion-u": "PERSUASION", + "computers-u": "COMPUTERS", + "sleight_of_hand-u": "SLEIGHT OF HAND", + "stealth-u": "STEALTH", + "survival-u": "SURVIVAL", + "damage-vuln-u": "DAMAGE VULNERABILITIES", + "npc-dmg-vuln-place": "fire", + "ship-dmg-vuln-place": "lightning", + "damage-res-u": "DAMAGE RESISTANCES", + "npc-dmg-res-place": "cold", + "ship-dmg-res-place": "acid, fire", + "damage-imm-u": "DAMAGE IMMUNITIES", + "npc-dmg-imm-place": "lightning, thunder", + "ship-dmg-imm-place": "cold", + "cond-imm-u": "CONDITION IMMUNITIES", + "npc-cond-imm-place": "charmed", + "ship-cond-imm-place": "impaired", + "senses-u": "SENSES", + "npc-senses-place": "darkvision 120ft., passive Perception 16", + "ship-senses-place": "6", + "langs-u": "LANGUAGES", + "lang-u": "LANGUAGE", + "npc-langs-place": "Alphaline, Common, Nesieve", + "challenge-u": "CHALLENGE", + "xp-u": "XP", + "spellcast-npc-u": "ESPER NPC", + "spell-ability-u": "ESPER ABILITY", + "none-u": "NONE", + "strength-u": "STRENGTH", + "strength-save-u": "STRENGTH SAVE", + "dexterity-u": "DEXTERITY", + "dexterity-save-u": "DEXTERITY SAVE", + "constitution-u": "CONSTITUTION", + "constitution-save-u": "CONSTITUTION SAVE", + "intelligence-u": "INTELLIGENCE", + "intelligence-save-u": "INTELLIGENCE SAVE", + "wisdom-u": "WISDOM", + "wisdom-save-u": "WISDOM SAVE", + "charisma-u": "CHARISMA", + "charisma-save-u": "CHARISMA SAVE", + "spell-dc-u": "POWER DC", + "spell-atk-bonus-u": "POWER ATTACK BONUS", + "has-reaction-u": "HAS REACTIONS", + "leg-actions:-u": "LEGENDARY ACTIONS:", + "gen-opts-u": "GENERAL OPTIONS", + "npc-u": "NPC/SHIP", + "roll-queries:-u": "ROLL QUERIES:", + "always-adv": "Always Roll Advantage", + "adv-toggle": "Advantage Toggle", + "query-adv": "Query Advantage", + "never-adv": "Never Roll Advantage", + "whisp-rolls-gm:-u": "WHISPER ROLLS TO GM:", + "never-whisp": "Never Whisper Rolls", + "query-whisp": "Query Whisper", + "always-whisp": "Always Whisper Rolls", + "auto-dmg-roll:-u": "AUTO DAMAGE ROLL:", + "never-dmg": "Don't Auto Roll Damage", + "always-dmg": "Auto Roll Damage & Crit", + "ac": "Armor Class", + "hp": "Hit Points", + "hlp": "Hull Points", + "speed": "Speed", + "maneuver-defense": "Maneuver Defense", + "maneuver-save": "Maneuver Save DC", + "sensors": "Sensor Range", + "piloting": "Piloting Check", + "pilot-bonus": "Piloting Bonus", + "language-proficiencies": "Language Proficiencies:", + "skill-proficiencies": "Skill Proficiencies:", + "weapon-proficiencies": "Weapon Proficiencies", + "armor-proficiencies": "Armor Proficiencies:", + "tool-proficiencies": "Tool Proficiencies:", + "saving-throw": "Saving Throws", + "str": "Str", + "dex": "Dex", + "con": "Con", + "int": "Int", + "wis": "Wis", + "cha": "Cha", + "skills": "Skills", + "acrobatics": "Acrobatics", + "mechanics": "Mechanics", + "astrophysics": "Astrophysics", + "athletics": "Athletics", + "deception": "Deception", + "lore": "Lore", + "insight": "Insight", + "intimidation": "Intimidation", + "investigation": "Investigation", + "medicine": "Medicine", + "xenobiology": "Xenobiology", + "perception": "Perception", + "performance": "Performance", + "persuasion": "Persuasion", + "computers": "Computers", + "sleight_of_hand": "Sleight of Hand", + "stealth": "Stealth", + "survival": "Survival", + "dmg-vuln": "Damage Vulnerabilities", + "dmg-res": "Damage Resistances", + "dmg-imm": "Damage Immunities", + "cond-imm": "Condition Immunities", + "senses": "Senses", + "langs": "Languages", + "challenge": "Challenge", + "npc-trait-name-place": "False Appearance.", + "npc-trait-desc-place": "If the velbast fails...", + "actions": "Actions", + "adv": "Advantage", + "norm": "Normal", + "disadv": "Disadvantage", + "name:-u": "NAME:", + "attack-u": "ATTACK", + "type:-u": "TYPE:", + "melee": "Melee", + "ranged": "Ranged", + "range-reach:-u": "RANGE/REACH:", + "range-reach-place": "5 ft.", + "to-hit:-u": "TO HIT:", + "target:-u": "TARGET:", + "target:": "Target:", + "to-hit-place": "One target", + "on-hit:-u": "ON HIT:", + "on-hit-place": "slashing", + "on-hit2:-u": "ON HIT 2:", + "on-hit-2-place": "fire", + "hit:": "Hit: ", + "reactions": "Reactions", + "npc-repeating-name-place": "Parry.", + "npc-repeating-desc-place": "The creature adds 2 to its AC against...", + "traits": "Traits", + "features": "Features", + "spells": "Powers", + "prep-u": "PREP", + "school:-u": "DOMAIN:", + "alteration": "Alteration", + "clairsentient": "Clairsentient", + "elemental": "Elemental", + "kinesis": "Kinesis", + "metaphase": "Metaphase", + "psychogenic": "Psychogenic", + "technique": "Technique", + "ritual": "CONVENTIONAL", + "ritual-l": "conventional", + "range:-u": "RANGE:", + "range:": "Range:", + "pointcost:-u": "POINT COST:", + "pointcost:": "Point Cost:", + "spell-component-verbal": "V", + "spell-component-somatic": "S", + "spell-component-material": "M", + "spell-ritual": "R", + "spell-concentration": "C", + "ruby-dust-place": "ruby dust worth 50gp", + "concentration-u": "CONCENTRATION", + "concentration": "Concentration", + "duration:-u": "DURATION:", + "duration:": "Duration:", + "difficulty-class-abv": "DC", + "output:-u": "OUTPUT:", + "powercard-u": "POWERCARD", + "spell-atk:-u": "POWER ATTACK:", + "none": "None", + "dmg:-u": "DAMAGE:", + "dmg2:-u": "DAMAGE2:", + "healing:-u": "HEALING:", + "add-ability-mod-u": "ADD ABILITY MOD TO DAMAGE OR HEALING", + "effect:-u": "EFFECT:", + "npc-atk-effect-place": "Half damage", + "desc:-u": "DESCRIPTION:", + "at-higher-lvl:-u": "AT HIGHER RANKS:", + "at-higher-lvl": "At Higher Ranks", + "higher-lvl-cast": "Higher Rank Use", + "leg-actions": "Legendary Actions", + "leg-actions-desc": "The can take legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The regains spent legendary actions at the start of its turn.", + "atk-range-place": "5 ft.", + "atk-target-place": "One target", + "atk-dmg-type-place": "slashing", + "atk-dmg-type2-place": "fire", + "adv-u": "ADVANTAGE", + "norm-u": "NORMAL", + "disadv-u": "DISADVANTAGE", + "core-u": "CORE", + "bio-u": "BIO", + "gear-u": "GEAR", + "spells-u": "POWERS", + "feats-u": "FEATS", + "review-u": "REVIEW", + "char-name-u": "CHARACTER NAME", + "adept": "Adept", + "barbarian": "Barbarian", + "cybermancer": "Cybermancer", + "engineer": "Engineer", + "hunter": "Hunter", + "melder": "Melder", + "sentinel": "Sentinel", + "specialist": "Specialist", + "warrior": "Warrior", + "class-level-u": "CLASS & LEVEL", + "background-u": "BACKGROUND", + "background": "Background", + "race-u": "RACE", + "alignment-u": "ALIGNMENT", + "alignment": "Alignment:", + "exp-pts-u": "EXPERIENCE POINTS", + "inspiration-u": "INSPIRATION", + "prof-bonus-u": "PROFICIENCY BONUS", + "strength": "Strength", + "strength-save": "Strength Save", + "dexterity": "Dexterity", + "dexterity-save": "Dexterity Save", + "constitution": "Constitution", + "constitution-save": "Constitution Save", + "intelligence": "Intelligence", + "intelligence-save": "Intelligence Save", + "wisdom": "Wisdom", + "wisdom-save": "Wisdom Save", + "charisma": "Charisma", + "charisma-save": "Charisma Save", + "saving-throws-u": "SAVING THROWS", + "acrobatics-core": "Acrobatics (Dex)", + "mechanics-core": "Mechanics (Wis)", + "astrophysics-core": "Astrophysics (Int)", + "athletics-core": "Athletics (Str)", + "deception-core": "Deception (Cha)", + "lore-core": "Lore (Int)", + "insight-core": "Insight (Wis)", + "intimidation-core": "Intimidation (Cha)", + "investigation-core": "Investigation (Int)", + "medicine-core": "Medicine (Wis)", + "xenobiology-core": "Xenobiology (Int)", + "perception-core": "Perception (Wis)", + "performance-core": "Performance (Cha)", + "persuasion-core": "Persuasion (Cha)", + "computers-core": "Computers (Int)", + "sleight_of_hand-core": "Sleight of Hand (Dex)", + "stealth-core": "Stealth (Dex)", + "survival-core": "Survival (Wis)", + "pass-wis-u": "PASSIVE WISDOM (PERCEPTION)", + "tool-u": "TOOL", + "pro-u": "PRO", + "attr-u": "ATTRIBUTE", + "prof-bonus:-u": "PROFICIENCY BONUS:", + "prof-u": "PROFICIENT", + "proficency-u": "PROFICIENCY", + "expertise-u": "EXPERTISE", + "jack-of-all-u": "JACK OF ALL TRADES", + "attr:-u": "ATTRIBUTE:", + "tool-prof-u": "TOOL PROFICIENCIES", + "weapon-proficiencies-u": "WEAPON PROFICIENCIES", + "other-prof-langs-u": "OTHER PROFICIENCIES & LANGUAGES", + "prof-langs-u": "PROFICIENCIES & LANGUAGES", + "init": "Initiative", + "init-u": "INITIATIVE", + "hp-max-u": "Hit Point Maximum", + "hp-current-u": "CURRENT HIT POINTS", + "hp-temp-u": "TEMPORARY HIT POINTS", + "total": "Total", + "hit-dice-u": "HIT DICE", + "successes-u": "SUCCESSES", + "failures-u": "FAILURES", + "death-save-u": "DEATH SAVE", + "death-saves-u": "DEATH SAVES", + "exhaustion-setting-u": "SHOW EXHAUSTION TRACKING:", + "exhaustion-u": "EXHAUSTION LEVEL", + "exhaustion-0": "No effect", + "exhaustion-1": "Disadvantage on ability checks", + "exhaustion-2": "Speed halved", + "exhaustion-3": "Disadvantage on attack rolls and saving throws", + "exhaustion-4": "Hit point maximum halved", + "exhaustion-5": "Speed reduced to 0", + "exhaustion-6": "Death", + "atk-u": "ATK", + "dmg-type-u": "DAMAGE/TYPE", + "attack:-u": "ATTACK:", + "proficient-u": "PROFICIENT", + "range-place": "Self (60-foot cone)", + "enhanced-bonus:-u": "ENHANCED BONUS:", + "crit-range-u": "CRIT RANGE:", + "damage:-u": "DAMAGE:", + "dmg-type-place": "Slashing", + "crit:-u": "CRIT:", + "damage2:-u": "DAMAGE2:", + "saving-throw:-u": "SAVING THROW:", + "vs-dc:-u": "VS DC:", + "spell-u": "POWER", + "flat-u": "FLAT", + "save": "Save", + "save-effect:-u": "SAVE EFFECT:", + "save-effect-place": "half damage", + "ammunition:-u": "AMMUNITION:", + "ammunition-place": "Arrows", + "description:-u": "DESCRIPTION:", + "description:": "Description:", + "description-place": "Up to 2 creatures within 5 feet", + "atk-spellcasting-u": "ATTACKS & ESPER POWERS", + "copper-piece-u": "CP", + "silver-piece-u": "SP", + "electrum-piece-u": "EP", + "cubil-coin-u": "COINS", + "cubil-cred-u": "CUBIL", + "warning-armor-sets-u": "WARNING - AC IS NOT INCORRECT. UNEQUIP EXTRA ARMOR OR SHIELD FROM ITEM DETAILS.", + "item-name-u": "ITEM NAME", + "equipped-u": "EQUIPPED", + "use-as-resource-u": "USE AS A RESOURCE", + "prop:-u": "PROP:", + "mods:-u": "MODS:", + "total-weight-u": "TOTAL WEIGHT", + "immobile-u": "IMMOBILE", + "heavily-encumbered-u": "HEAVILY ENCUMBERED", + "encumbered-u": "ENCUMBERED", + "over-carrying-cap-u": "OVER CARRYING CAPACITY", + "equipment-u": "EQUIPMENT", + "personality-traits-u": "PERSONALITY TRAITS", + "ideals-u": "IDEALS", + "bonds-u": "BONDS", + "flaws-u": "FLAWS", + "class-resource-u": "CLASS RESOURCE", + "other-resource-u": "OTHER RESOURCE", + "feats-traits-u": "FEATURES & TRAITS", + "age-u": "AGE", + "size-u": "SIZE", + "size": "Size", + "height-u": "HEIGHT", + "weight-u": "WEIGHT", + "eye-u": "EYES", + "skin-u": "SKIN", + "hair-u": "HAIR", + "char-appearance-u": "CHARACTER APPEARANCE", + "char-backstory-u": "CHARACTER BACKSTORY", + "allies-orgs-u": "ALLIES & ORGANIZATIONS", + "add-feats-traits-u": "ADDITIONAL FEATURES & TRAITS", + "feat-u": "FEAT", + "treasure-u": "TREASURE", + "spell-save-dc-u": "POWER SAVE DC", + "cantrips-u": "PRIME POWERS", + "ritual-u": "CONVENTIONAL", + "casting-time:-u": "ACTIVATION TIME:", + "casting-time:": "Activation Time:", + "at-higher-lvl-dmg:-u": "HIGHER LVL CAST DMG:", + "half-dmg-place": "Half damage", + "hit-die:-u": "HIT DIE:", + "initiative-mod:-u": "INITIATIVE MODIFIER:", + "glob-saving-mod:-u": "GLOBAL SAVING THROW MODIFIER:", + "glob-ac-mod:-u": "GLOBAL ARMOR CLASS MODIFIER:", + "glob-atk-mod:-u": "GLOBAL POWER ATTACK MODIFIER:", + "pass-perc-mod:-u": "PASSIVE PERCEPTION MODIFIER:", + "death-save-mod:-u": "DEATH SAVE MODIFIER:", + "magic-caster-lvl:-u": "CHANNELER/FORGER LEVEL:", + "halfling-luck-u": "HALFLING LUCK", + "arcane-fighter-u": "JUSTICAR", + "arcane-rogue-u": "ARTIFICE", + "class-options-u": "CLASS OPTIONS ()", + "class:-u": "CLASS:", + "subclass:-u": "SUBCLASS:", + "race:-u": "RACE:", + "subrace:-u": "SUBRACE:", + "subrace": "Subrace:", + "subrace-ability-increase": "Subrace Ability Score Increase:", + "2nd-class:-u": "2ND CLASS:", + "lvl:-u": "LEVEL:", + "3rd-class:-u": "3RD CLASS:", + "4th-class:-u": "4TH CLASS:", + "mutliclass-opts-u": "MULTICLASS OPTIONS", + "use-cust-class-u": "USE CUSTOM CLASS", + "class-name:-u": "CLASS NAME:", + "spellcasting-ability:-u": "ESPER ABILITY:", + "spell-slots:-u": "POWER SLOTS:", + "spell-full-u": "FULL (Adept, Engineer, Melder)", + "spell-half-u": "HALF (Hunter, Sentinel)", + "spell-third-u": "THIRD (Artifice, Justicar)", + "tech-slots-u": "TECH SLOTS", + "esper-powers-u": "ESPER POWERS", + "tp-max-u": "Talent Point Maximum", + "tp-current-u": "TALENT POINTS REMAINING", + "talent-slots-label": "TALENT SLOTS (Cybermancer)", + "talent-slots-u": "Max Talent Slots", + "used-talent-slots": "Slots Remaining", + "em_available": "Gained?", + "em_used": "Used", + "esper-mastery-u": "ESPER MASTERY", + "max-rank-u": "Rank", + "cust-class-opts": "CUSTOM CLASS OPTIONS", + "normal": "Normal", + "expirtise": "Expertise", + "skill-opts-u": "SKILL OPTIONS", + "version": "v", + "always-roll-adv": "Always Roll Advantage", + "toggle-roll-adv": "Advantage Toggle", + "query-roll-adv": "Query Advantage", + "never-roll-adv": "Never Roll Advantage", + "never-whisper-roll": "Never Whisper Rolls", + "query-whisper-roll": "Query Whisper", + "always-whisper-roll": "Always Whisper Rolls", + "never-roll-dmg": "Don't Auto Roll Damage", + "always-roll-dmg": "Auto Roll Damage & Crit", + "add-char-to-templates:-u": "ADD CHARACTER NAME TO TEMPLATES:", + "on": "On", + "off": "Off", + "inventory:-u": "INVENTORY:", + "compendium-compatible": "Compendium Compatible", + "simple": "Simple", + "encumbrance:-u": "ENCUMBRANCE:", + "ammo-tracking:-u": "AMMO TRACKING:", + "general-opts-u": "GENERAL OPTIONS", + "transition-text": "Clicking one of the images below will reformat the data from your current sheet to this sheet. These changes are permanent and cannot be undone.", + "transition-text-highlight": "Please make a copy of your game before you use this tool.", + "choose-sheet-transfer": "CHOOSE THE SHEET YOU ARE TRANSFERING FROM", + "community-sheet-u": "COMMUNITY SHEET", + "shaped-sheet-u": "SHAPED SHEET", + "transition-opts-u": "TRANSITION OPTIONS", + "portions-sheet-utilize": "Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https://wiki.roll20.net/SRD_5.0_OGL_License", + "api-required-title": "Try it now with easy one click API installation available with your Pro subscription.", + "api-required-u": "(API REQUIRED)", + "spell_dc_mod:-u": "POWER SAVE DC MOD:", + "custom_ac:-u": "CUSTOM AC:", + "npc-info": "The NPC option sets new characters to default to the NPC card style sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely representing non player characters.", + "npc-pc": "NPC/PC", + "roll-queries-info": "D20 Rolls output according to this option. Always Roll Advantage is the default setting and will roll two D20 on every roll in case of advantage. The expectation is that if there is no advantage or disadvantage you use the left most result. The Advantage Toggle option adds three new buttons to the top of the sheet so that you can toggle advantage on a case by case basis. Query Advantage gives you a prompt every roll asking if the roll has advantage. Never Roll Advantage always rolls a single D20 on any given roll, expecting the player to roll a second time in case of advantage or disadvantage.", + "whisp-rolls-gm-info": "All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.", + "auto-dmg-roll-info": "By default, attack damage rolls are not rolled until the hit is confirmed. Damage is rolled from the chat roll template by clicking on the name of the attack in the right hand bar, which then displays the damage. The default method is compatible with 3D dice. Optionally, you can choose to have the Auto Roll Damage & Crit option which will roll damage and critical hit dice at the same time of the attack, presenting all possible outcomes at the time of the attack.", + "add-char-to-templates-info": "Character names are not added to the roll template by default, and are only displayed as normal in the chat tab as the player/character selected as 'Speaking As'. Turning this option on adds the character making the roll's name to the template, useful for players representing multiple characters.", + "inventory-info": "Character Inventories default to the complex style that is compatible with the Roll20 5E Compendium. This includes granular item amounts/weights, weight and encumbrance tracking, sorting, AC calculations, automatic attack generation, and more. The Simple option provides a text field for item lists for players who want more manual control over the sheet.", + "encumbrance-info": "The sheet uses the variant encumbrance rules on page 160 of the Core Manual. The Off option disables the variant rules and only uses a basic over-limit inventory weight check.", + "ammo-tracking-info": "Provides automatic ammo tracking with the 5th Edition OGL by Roll20 Companion API Script.", + "dungeons-and-dragons-styling": "DUNGEONS AND DRAGONS STYLING", + "dungeons-and-dragons-styling-info": "Turns on Dungeons and Dragons styling for both the character sheet and roll templates. This setting is automatically applied to all character sheets and cannot be selectively used.", + "cd-bar1-value:-u": "BAR 1 VALUE:", + "cd-bar1-max:-u": "BAR 1 MAX:", + "cd-bar1-link:-u": "BAR 1 LINK:", + "cd-bar1-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 1's value to this attribute.", + "cd-bar1-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 1's max to this attribute.", + "cd-bar1-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 1's value to this attribute. If set this will override all other bar settings.", + "cd-bar2-value:-u": "BAR 2 VALUE:", + "cd-bar2-max:-u": "BAR 2 MAX:", + "cd-bar2-link:-u": "BAR 2 LINK:", + "cd-bar2-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 2's value to this attribute.", + "cd-bar2-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 2's max to this attribute.", + "cd-bar2-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 2's value to this attribute. If set this will override all other bar settings.", + "cd-bar3-value:-u": "BAR 3 VALUE:", + "cd-bar3-max:-u": "BAR 3 MAX:", + "cd-bar3-link:-u": "BAR 3 LINK:", + "cd-bar3-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 3's value to this attribute.", + "cd-bar3-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 3's max to this attribute.", + "cd-bar3-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 3's value to this attribute. If set this will override all other bar settings.", + "npc-name-in-rolls:-u": "NPC NAME IN ROLLS:", + "ship-name-in-rolls:-u": "SHIP NAME IN ROLLS:", + "show": "Show", + "hide": "Hide", + "npc-name-in-rolls-desc:-u": "In NPC roll results, show or hide the name of the NPC in the roll result card.", + "ship-name-in-rolls-desc:-u": "In SHIP roll results, show or hide the name of the SHIP in the roll result card.", + "public:-u": "PUBLIC", + "to-gm:-u": "TO GM", + "toggle-roll-whisper": "Whisper Toggle", + "attribute-opts-u": "ATTRIBUTE OPTIONS", + "save-opts-u": "SAVE OPTIONS", + "by-level": "By Level (Default)", + "prof-die": "Proficiency Die (DMG)", + "custom": "Custom", + "core-die-roll:-u": "CORE DIE ROLL:", + "has-attack-u": "HAS AN ATTACK", + "variant-phb": "Variant (Core M. p160)", + "carrying-capacity-mod:-u": "CARRYING CAPACITY MODIFIER:", + "armor-class-tracking:-u": "ARMOR CLASS TRACKING:", + "automatic": "Automatic", + "cantrip-progression:-u": "PRIME PROGRESSION", + "cantrip-dice-u": "PRIME DICE", + "cantrip-beam-u": "PRIME BEAM", + "slots_total-u": "SLOTS TOTAL", + "slots_remaining-u": "SLOTS REMAINING", + "level-calculations:-u": "AUTO LEVEL CALCULATIONS:", + "spell_slot_modifiers-u": "TECH SLOT MODIFIERS", + "lvl-u": "RANK", + "include_spell_desc:-u": "INCLUDE POWER DESCRIPTION IN ATTACK:", + "token_size-u": "TOKEN SIZE", + "add-dex-tiebreaker-u": "ADD DEX TIEBREAKER TO INITIATIVE", + "initiative-style:-u": "INITIATIVE STYLE:", + "query-attr-u": "QUERY ATTRIBUTE", + "custom-skills-u": "CUSTOM SKILLS", + "weapon-u": "WEAPON", + "armor-u": "ARMOR", + "other-u": "OTHER", + "source:-u": "SOURCE:", + "source-type:-u": "SOURCE TYPE:", + "racial": "Species", + "class": "Class", + "feat": "Feat", + "feats": "Feats", + "other": "Other", + "partial": "Partial", + "show_all": "Show All", + "cr_only": "C&R Only", + "spell-icons:-u": "POWER ICONS:", + "custom-pb:-u": "CUSTOM PROFICIENCY BONUS:", + "show-global-attack-field-u": "SHOW GLOBAL ATTACK MODIFIER FIELD", + "show-global-damage-field-u": "SHOW GLOBAL DAMAGE MODIFIER FIELD", + "show-global-save-field-u": "SHOW GLOBAL SAVE MODIFIER FIELD", + "show-global-skill-field-u": "SHOW GLOBAL SKILL MODIFIER FIELD", + "global-attack-u": "GLOBAL ATTACK MODIFIER", + "global-damage-u": "GLOBAL DAMAGE MODIFIER", + "global-save-u": "GLOBAL SAVE MODIFIER", + "global-skill-u": "GLOBAL SKILL MODIFIER", + "global-damage": "Global Damage Modifier", + "core-die-roll-info": "Changing the core die will replace the normal 1d20 made with almost all rolls with a randomizer of your choice, such as 2d10 or 3d6.", + "pb-type-info": "By default, the character's Proficiency Bonus will be automatically calculated based off of their total level as is the standard method in the Core Manual. The Proficiency Die option supports the alternate method outlined in the DMG where, instead of a flat bonus, a die is rolled instead. The Custom option allows you to replace the PB with anything of your choosing.", + "global-save-info": "Creates a custom global save modifier field, underneath the SAVING THROWS section of the character sheet. Anything put there will be applied to any save roll. Perfect for regular but not permanent bonuses like the Sensory Boost power.", + "global-skill-info": "Creates a custom global skill modifier field, underneath the SKILLS section of the character sheet. Anything put there will be applied to any save roll. Perfect for regular but not permanent bonuses like the Amplify Ability power.", + "global-attack-info": "Creates a custom global attack modifier field, underneath the ATTACKS AND ESPER POWERS section of the character sheet. Anything put there will be applied to any attack to-hit roll. Perfect for regular but not permanent bonuses to attack like the Sensory Boost power.", + "global-damage-info": "Creates a custom global damage modifier field, underneath the ATTACKS AND ESPER POWERS section of the character sheet. Anything put there will be applied to any attack damage roll. Perfect for regular but not permanent bonuses to damage like the Deft Strike ability.", + "auto-level-calc-info": "By default changing character levels will automatically set spell slots and hit dice. Changing this setting to off prevents this behavior.", + "simple-traits-info": "Character FEATURES AND TRAITS section defaults to the complex style that is compatible with the Roll20 5E Compendium. The Simple option provides a text field for players who want more manual control over the sheet.", + "simple-proficiencies-info": "Character OTHER PROFICIENCIES & LANGUAGES section defaults to the complex style that is compatible with the Roll20 5E Compendium. The Simple option provides a text field for players who want more manual control over the sheet.", + "init-tiebreaker-info": "Adds the character's dexterity score as a decimal to the end of the initiative bonus for purposes of breaking ties.", + "b-custom-info": "When the Proficiency Bonus type is set to Custom, the character sheet will use this value for the character's Proficiency Bonus.", + "footer-wiki-link": "This sheet was created from the 5th Edition OGL character sheet by Roll20. For game information, visit http://espergenesis.com", + "accepting-drop-u": "ACCEPTING DROP FROM COMPENDIUM", + "are_you_sure": "Are you sure you want to turn this character into a ", + "yes": "Yes", + "next": "Next", + "cancel": "Cancel", + "cancel-u": "CANCEL", + "choose": "Choose", + "innate:-u": "INNATE:", + "mod:-u": "MOD:", + "hpmods:-u": "HP MODIFIERS:", + "charmancer-welcome": "Welcome to the Charactermancer!", + "charmancer-what-is": "The Charactermancer is a step-by-step process that makes building a character simple and streamlined. Changes are saved as you progress, but the character sheet is only updated when the Charactermancer has been completed.", + "get-started": "Get started by clicking Next.", + "opt-out-u": "OPT OUT", + "charmancer-compendium": "Your Compendium Awaits.", + "charmancer-compendium-detail": "The Charactermancer currently supports Dungeons & Dragons 5th Edition SRD and the Player's Handbook. You can add the Player's Handbook to your compendium in the Marketplace, or the game owner can share their compendium with everyone in the game.", + "charmancer-choose-race": "Choose a Race:", + "charmancer-custom-race-name": "Custom Race Name:", + "charmancer-custom-subclass-name:": "Custom sublass Name:", + "charmancer-additional-cantrips": "Additional Cantrips", + "charmancer-additional-lvl-1-spells": "Additional Level 1 Spells", + "suggested-abilities": "Suggested Abilities: ", + "class-spellcasting": "Class Spellcasting Ability: ", + "ability-score-increase": "Ability Score Increase:", + "lawful-good": "Lawful Good", + "neutral-good": "Neutral Good", + "chaotic-good": "Chaotic Good", + "lawful-neutral": "Lawful Neutral", + "neutral": "Neutral", + "chaotic-neutral": "Chaotic Neutral", + "lawful-evil": "Lawful Evil", + "neutral-evil": "Neutral Evil", + "chaotic-evil": "Chaotic Evil", + "tiny": "Tiny", + "small": "Small", + "medium": "Medium", + "large": "Large", + "huge": "Huge", + "age": "Age:", + "gargantuan": "Gargantuan", + "step1-equipment": "Step 5: Equipment", + "equipment-from-background": "Equipment from Background", + "equipment-from-class": "Equipment from Class", + "class-equipment": "Class Equipment", + "starting-wealth": "Starting Wealth (Core)", + "starting-cubil:": "Starting Cubil:", + "no_class_warning-u": "NO CLASS HAS BEEN SELECTED OR SELECTED CLASS DOES NOT HAVE STANDARD EQUIPMENT. CLASS EQUIPMENT CANNOT BE CHOSEN AT THIS TIME.", + "standard-array": "Standard Array", + "roll-for-stats": "Roll for Stats", + "standard-roll": "Roll 4d6, drop lowest", + "charmancer-cancel-heading": "Where would you like to go, traveler?", + "continue-charmancer": "Continue Charactermancer", + "save_progress_and_exit": "Save and Exit", + "cancel_charactermancer": "Discard and exit", + "charmancer-discard-warning": "Discard and Exit will cause all choices to be lost.", + "mancer-opts-u": "CHARACTERMANCER OPTIONS", + "relaunch-lvl1mancer-u": "LAUNCH LEVEL 1 CHARACTERMANCER (CANNOT BE UNDONE)", + "point-buy": "Point Buy", + "available-points:": "Available Points: ", + "equipment-choice-text": "How would you like to choose your equipment?", + "charmancer-start": "Start", + "clear-abilities": "Clear Assignment", + "use-charactermancer-for-new:-u": "USE LEVEL 1 CHARACTERMANCER FOR NEW CHARACTERS:", + "use-charactermancer-for-new-info": "With this option enabled all new characters will open with the Level 1 Roll20 Charactermancer. Disabling this option will start new characters directly on the character sheet disabling the Level 1 Charactermancer, which can still be manually run from the Settings tab of the character sheet.", + "feat-pre-check": "Look carefully! Prerequisites are not checked automatically.", + "stats-rolled-hint": "We rolled your dice! Check the chat window to view your results in detail. Assign the results below to your preferred attributes:", + "return-to:": "Return to: ", + "do_you_want_mancer": "How do you want to create this character?", + "no": "No", + "global-ac-u": "GLOBAL AC MODIFIER", + "show-global-ac-field-u": "SHOW GLOBAL AC MODIFIER FIELD", + "warning-customac-u": "ATTENTION - CUSTOM AC IS NOT BEING USED. TO USE CUSTOM AC, UNEQUIP ARMOR.", + "manual": "Edit sheet directly", + "npc-new": "Create an NPC", + "mancer-confirm-yes": "Use the Charactermancer", + "allow-shields-u": "ALLOW SHIELDS?", + "levels-u": "LEVELS", + "features-u": "FEATURES", + "asi-u": "ABILITY SCORE INCREASE / FEATS", + "charmancer-leveler-what-is": "The Charactermancer is a step-by-step process that makes leveling up a character simple and streamlined. Changes are saved as you progress, but the character sheet is only updated when the Charactermancer has been completed.", + "charmancer-leveler-level-info1": "Your existing class levels have been pre-populated for you. By default your primary class has been set to be increased by one level. You can change how many levels to increase below, as well as adding a new multiclass.", + "charmancer-leveler-level-info2": "In each class section you'll have the option to take the average number of hit points or to roll randomly, choose class features for the levels you're advancing, and choose your subclass if appropriate.", + "charmancer-leveler-spells-info": "Listed here are the current spells your character already knows. If you gained access to more spells during your advancement you will be able to select them below. Check next to the spells you wish to learn. The Charactermancer will help you pick the right number of spells and from the correct list. If your class has the option to swap out spells, you can do so by unselecting currently known spells which will allow you to select new ones in their place.", + "total-level-u": "TOTAL LEVEL", + "main-class-level-u": "MAIN CLASS LEVEL", + "class-2-level-u": "CLASS 2 LEVEL", + "class-3-level-u": "CLASS 3 LEVEL", + "class-4-level-u": "CLASS 4 LEVEL", + "levels:-u": "LEVELS:", + "warning-leveler_start-u": "ATTENTION - YOU CANNOT LAUNCH THE CHARACTERMANCER LEVEL UP UNTIL YOU HAVE A CLASS, LEVEL, AND HP SET FOR LEVEL ONE. PLEASE RUN THE CHARACTERMANCER CREATOR FIRST. THE LEVEL UP TOOL DOESN'T WORK WITH CUSTOM CLASSES OR IF THE MULTICLASS OPTIONS ARE SET UP INCORRECTLY.", + "charmancer-leveler-custom-class-warning": "The Level Up tool does not support custom classes at this time.", + "charmancer-welcome-lp": "Welcome to Charactermancer Level Up!", + "charmancer-leveler-what-is-lp": "Look at you, with all that experience. Now it's time to claim your reward. You'll walk through the step-by-step process to make a few decisions, and your character will be at the next level in no time. Changes are saved as you move through the process, but if you change your mind, you'll need to revisit the steps and choices that come after.", + "charmancer-compendium-detail-lp": "The Charactermancer currently supports Dungeons & Dragons 5th Edition SRD, Player's Handbook, and Guildmasters' Guide to Ravnica. Xanathar's Guide to Everything will be supported in the coming weeks. You can add the Player's Handbook and Guildmasters' Guide to Ravnica to your compendium in the Marketplace, or the game owner can share their compendium with everyone in the game.", + "roll:-u": "ROLL:", + "roll": "Roll", + "prerequisite:": "Prerequisite:", + "back": "BACK", + "back-to-top": "Back to Top", + "choose-a-class:": "Choose a Class:", + "custom-class-name:": "Custom Class Name", + "charmancer-class-features:": "Class Features: ", + "charmancer-subclass-features:": "Subclass Features:", + "hit-die:": "Hit Die:", + "average": "Average", + "hp-u": "HP", + "saving-throw-proficiency": "Saving Throw Proficiency", + "armor": "Armor", + "equipment": "Equipment:", + "language": "Language", + "skill": "Skill", + "tool": "Tool", + "weapon": "Weapon", + "add-another-feature": "Add Another Feature", + "add-another-proficiency": "Add Another Proficiency", + "innate-spellcasting:": "Innate Powers:", + "spellcasting-ability": "Esper Ability:", + "number-of-cantrips": "Number of Primes:", + "number-of-lvl-1-spells": "Number of Level 1 Spells:", + "spell-list": "Powers List:", + "done": "Done", + "ability-score-method": "Ability Score Method:", + "select-your-choices": "Select Your Choices:", + "input-your-scores": "Input Your Scores:", + "choose-background": "Choose a Background:", + "personality-traits": "Personality Traits", + "ideal": "Ideal", + "bond": "Bond", + "flaw": "Flaw", + "you-have-chosen-starting-cubil": "You have chosen starting cubil and do not get equipment from your background.", + "you-have-created-custom-class": "You have created a custom class; you can add equipment to the character sheet after you have finished the Charactermancer.", + "arcane-is-mystery": "Cosmic forces are a mystery to you.", + "your-character-dont-have-spells-this-lvl": "Your character doesn't have powers at this level. Click “Next” to review your character!", + "charmancer-a-feat-represents": "A feat represents accomplishment, grit, determination, and expertise. It is the reward for hard work.", + "you-really-havent-done": "You really haven't done that much yet", + "review-your-choices": "Review your choices:", + "race": "Race", + "abilities": "Abilities", + "bio": "Bio", + "name-background": "Name:", + "building-your-character": "Building your character...", + "charmancer-only-choice-left-is-on-or": "The only choice left is to press on or turn back. If you're editing an existing character, all your existing data will be lost into the void when you apply your changes.", + "apply-changes": "Apply Changes", + "pick-your-equipment": "Pick your equipment", + "you-havent-chosen-background": "You have not yet selected a background.", + "you-havent-selected-class": "You have not yet selected a class.", + "ability-score": "Ability Score", + "you-can-increase-two-abilites": "You can increase two of your abilities by 1, or one of your abilities by 2", + "before-leveling": "Before Leveling", + "after-leveling": "After Leveling", + "charmancer-removed-spells-marked-pt1": "Removed spells will be marked with a r symbol so you can find it easily if you change your mind." +} diff --git a/Esper_Genesis_5E/translations/en.json b/Esper_Genesis_5E/translations/en.json new file mode 100644 index 0000000000..a26581dda1 --- /dev/null +++ b/Esper_Genesis_5E/translations/en.json @@ -0,0 +1,719 @@ +{ + "skills-list": "acrobatics,astrophysics,athletics,computers,deception,insight,intimidation,investigation,lore,mechanics,medicine,perception,performance,persuasion,sleight_of_hand,stealth,survival,xenobiology", + "npc-options-u": "NPC OPTIONS", + "ship-options-u": "SHIP OPTIONS", + "name-u": "NAME", + "npc-type-u": "NPC TYPE", + "ship-type-u": "SHIP TYPE", + "npc-type-place": "Medium cyborg, any evil alignment", + "ship-type-place": "Medium ship", + "armor-class-u": "ARMOR CLASS", + "class-u": "CLASS", + "type-u": "TYPE", + "maneuver-defense-u": "MANEUVER DEFENSE", + "maneuver-save-u": "MANEUVER SAVE DC", + "abilities-u": "ABILITIES", + "npc-armor-place": "light trooper", + "hit-points-u": "HIT POINTS", + "hull-points-u": "HULL POINTS", + "formula-u": "FORMULA", + "speed-u": "SPEED", + "npc-speed-place": "30 ft., fly 60ft.", + "ship-speed-place": "6", + "piloting-u": "PILOTING BONUS (Dex Bonus + Proficiency Bonus)", + "attributes-u": "ATTRIBUTES", + "ship-attributes-u": "ATTRIBUTES (PILOT/CREW)", + "str-u": "STR", + "dex-u": "DEX", + "con-u": "CON", + "int-u": "INT", + "wis-u": "WIS", + "cha-u": "CHA", + "npcs-u": "NPC", + "ships-u": "SHIP", + "ship-dex-u": "DEX—[PILOT]", + "ship-int-u": "INT—[TECH]", + "ship-wis-u": "WIS—[TECH]", + "sensor-u": "SENSOR RANGE", + "saves-u": "SAVES", + "skills-u": "SKILLS", + "acrobatics-u": "ACROBATICS", + "mechanics-u": "MECHANICS", + "astrophysics-u": "ASTROPHYSICS", + "athletics-u": "ATHLETICS", + "deception-u": "DECEPTION", + "lore-u": "LORE", + "insight-u": "INSIGHT", + "intimidation-u": "INTIMIDATION", + "investigation-u": "INVESTIGATION", + "medicine-u": "MEDICINE", + "xenobiology-u": "XENOBIOLOGY", + "perception-u": "PERCEPTION", + "performance-u": "PERFORMANCE", + "persuasion-u": "PERSUASION", + "computers-u": "COMPUTERS", + "sleight_of_hand-u": "SLEIGHT OF HAND", + "stealth-u": "STEALTH", + "survival-u": "SURVIVAL", + "damage-vuln-u": "DAMAGE VULNERABILITIES", + "npc-dmg-vuln-place": "fire", + "ship-dmg-vuln-place": "lightning", + "damage-res-u": "DAMAGE RESISTANCES", + "npc-dmg-res-place": "cold", + "ship-dmg-res-place": "acid, fire", + "damage-imm-u": "DAMAGE IMMUNITIES", + "npc-dmg-imm-place": "lightning, thunder", + "ship-dmg-imm-place": "cold", + "cond-imm-u": "CONDITION IMMUNITIES", + "npc-cond-imm-place": "charmed", + "ship-cond-imm-place": "impaired", + "senses-u": "SENSES", + "npc-senses-place": "darkvision 120ft., passive Perception 16", + "ship-senses-place": "6", + "langs-u": "LANGUAGES", + "lang-u": "LANGUAGE", + "npc-langs-place": "Alphaline, Common, Nesieve", + "challenge-u": "CHALLENGE", + "xp-u": "XP", + "spellcast-npc-u": "ESPER NPC", + "spell-ability-u": "ESPER ABILITY", + "none-u": "NONE", + "strength-u": "STRENGTH", + "strength-save-u": "STRENGTH SAVE", + "dexterity-u": "DEXTERITY", + "dexterity-save-u": "DEXTERITY SAVE", + "constitution-u": "CONSTITUTION", + "constitution-save-u": "CONSTITUTION SAVE", + "intelligence-u": "INTELLIGENCE", + "intelligence-save-u": "INTELLIGENCE SAVE", + "wisdom-u": "WISDOM", + "wisdom-save-u": "WISDOM SAVE", + "charisma-u": "CHARISMA", + "charisma-save-u": "CHARISMA SAVE", + "spell-dc-u": "POWER DC", + "spell-atk-bonus-u": "POWER ATTACK BONUS", + "has-reaction-u": "HAS REACTIONS", + "leg-actions:-u": "LEGENDARY ACTIONS:", + "gen-opts-u": "GENERAL OPTIONS", + "npc-u": "NPC/SHIP", + "roll-queries:-u": "ROLL QUERIES:", + "always-adv": "Always Roll Advantage", + "adv-toggle": "Advantage Toggle", + "query-adv": "Query Advantage", + "never-adv": "Never Roll Advantage", + "whisp-rolls-gm:-u": "WHISPER ROLLS TO GM:", + "never-whisp": "Never Whisper Rolls", + "query-whisp": "Query Whisper", + "always-whisp": "Always Whisper Rolls", + "auto-dmg-roll:-u": "AUTO DAMAGE ROLL:", + "never-dmg": "Don't Auto Roll Damage", + "always-dmg": "Auto Roll Damage & Crit", + "ac": "Armor Class", + "hp": "Hit Points", + "hlp": "Hull Points", + "speed": "Speed", + "maneuver-defense": "Maneuver Defense", + "maneuver-save": "Maneuver Save DC", + "sensors": "Sensor Range", + "piloting": "Piloting Check", + "pilot-bonus": "Piloting Bonus", + "language-proficiencies": "Language Proficiencies:", + "skill-proficiencies": "Skill Proficiencies:", + "weapon-proficiencies": "Weapon Proficiencies", + "armor-proficiencies": "Armor Proficiencies:", + "tool-proficiencies": "Tool Proficiencies:", + "saving-throw": "Saving Throws", + "str": "Str", + "dex": "Dex", + "con": "Con", + "int": "Int", + "wis": "Wis", + "cha": "Cha", + "skills": "Skills", + "acrobatics": "Acrobatics", + "mechanics": "Mechanics", + "astrophysics": "Astrophysics", + "athletics": "Athletics", + "deception": "Deception", + "lore": "Lore", + "insight": "Insight", + "intimidation": "Intimidation", + "investigation": "Investigation", + "medicine": "Medicine", + "xenobiology": "Xenobiology", + "perception": "Perception", + "performance": "Performance", + "persuasion": "Persuasion", + "computers": "Computers", + "sleight_of_hand": "Sleight of Hand", + "stealth": "Stealth", + "survival": "Survival", + "dmg-vuln": "Damage Vulnerabilities", + "dmg-res": "Damage Resistances", + "dmg-imm": "Damage Immunities", + "cond-imm": "Condition Immunities", + "senses": "Senses", + "langs": "Languages", + "challenge": "Challenge", + "npc-trait-name-place": "False Appearance.", + "npc-trait-desc-place": "If the velbast fails...", + "actions": "Actions", + "adv": "Advantage", + "norm": "Normal", + "disadv": "Disadvantage", + "name:-u": "NAME:", + "attack-u": "ATTACK", + "type:-u": "TYPE:", + "melee": "Melee", + "ranged": "Ranged", + "range-reach:-u": "RANGE/REACH:", + "range-reach-place": "5 ft.", + "to-hit:-u": "TO HIT:", + "target:-u": "TARGET:", + "target:": "Target:", + "to-hit-place": "One target", + "on-hit:-u": "ON HIT:", + "on-hit-place": "slashing", + "on-hit2:-u": "ON HIT 2:", + "on-hit-2-place": "fire", + "hit:": "Hit: ", + "reactions": "Reactions", + "npc-repeating-name-place": "Parry.", + "npc-repeating-desc-place": "The creature adds 2 to its AC against...", + "traits": "Traits", + "features": "Features", + "spells": "Powers", + "prep-u": "PREP", + "school:-u": "DOMAIN:", + "alteration": "Alteration", + "clairsentient": "Clairsentient", + "elemental": "Elemental", + "kinesis": "Kinesis", + "metaphase": "Metaphase", + "psychogenic": "Psychogenic", + "technique": "Technique", + "ritual": "CONVENTIONAL", + "ritual-l": "conventional", + "range:-u": "RANGE:", + "range:": "Range:", + "pointcost:-u": "POINT COST:", + "pointcost:": "Point Cost:", + "spell-component-verbal": "V", + "spell-component-somatic": "S", + "spell-component-material": "M", + "spell-ritual": "R", + "spell-concentration": "C", + "ruby-dust-place": "ruby dust worth 50gp", + "concentration-u": "CONCENTRATION", + "concentration": "Concentration", + "duration:-u": "DURATION:", + "duration:": "Duration:", + "difficulty-class-abv": "DC", + "output:-u": "OUTPUT:", + "powercard-u": "POWERCARD", + "spell-atk:-u": "POWER ATTACK:", + "none": "None", + "dmg:-u": "DAMAGE:", + "dmg2:-u": "DAMAGE2:", + "healing:-u": "HEALING:", + "add-ability-mod-u": "ADD ABILITY MOD TO DAMAGE OR HEALING", + "effect:-u": "EFFECT:", + "npc-atk-effect-place": "Half damage", + "desc:-u": "DESCRIPTION:", + "at-higher-lvl:-u": "AT HIGHER RANKS:", + "at-higher-lvl": "At Higher Ranks", + "higher-lvl-cast": "Higher Rank Use", + "leg-actions": "Legendary Actions", + "leg-actions-desc": "The can take legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The regains spent legendary actions at the start of its turn.", + "atk-range-place": "5 ft.", + "atk-target-place": "One target", + "atk-dmg-type-place": "slashing", + "atk-dmg-type2-place": "fire", + "adv-u": "ADVANTAGE", + "norm-u": "NORMAL", + "disadv-u": "DISADVANTAGE", + "core-u": "CORE", + "bio-u": "BIO", + "gear-u": "GEAR", + "spells-u": "POWERS", + "feats-u": "FEATS", + "review-u": "REVIEW", + "char-name-u": "CHARACTER NAME", + "adept": "Adept", + "barbarian": "Barbarian", + "cybermancer": "Cybermancer", + "engineer": "Engineer", + "hunter": "Hunter", + "melder": "Melder", + "sentinel": "Sentinel", + "specialist": "Specialist", + "warrior": "Warrior", + "class-level-u": "CLASS & LEVEL", + "background-u": "BACKGROUND", + "background": "Background", + "race-u": "RACE", + "alignment-u": "ALIGNMENT", + "alignment": "Alignment:", + "exp-pts-u": "EXPERIENCE POINTS", + "inspiration-u": "INSPIRATION", + "prof-bonus-u": "PROFICIENCY BONUS", + "strength": "Strength", + "strength-save": "Strength Save", + "dexterity": "Dexterity", + "dexterity-save": "Dexterity Save", + "constitution": "Constitution", + "constitution-save": "Constitution Save", + "intelligence": "Intelligence", + "intelligence-save": "Intelligence Save", + "wisdom": "Wisdom", + "wisdom-save": "Wisdom Save", + "charisma": "Charisma", + "charisma-save": "Charisma Save", + "saving-throws-u": "SAVING THROWS", + "acrobatics-core": "Acrobatics (Dex)", + "mechanics-core": "Mechanics (Wis)", + "astrophysics-core": "Astrophysics (Int)", + "athletics-core": "Athletics (Str)", + "deception-core": "Deception (Cha)", + "lore-core": "Lore (Int)", + "insight-core": "Insight (Wis)", + "intimidation-core": "Intimidation (Cha)", + "investigation-core": "Investigation (Int)", + "medicine-core": "Medicine (Wis)", + "xenobiology-core": "Xenobiology (Int)", + "perception-core": "Perception (Wis)", + "performance-core": "Performance (Cha)", + "persuasion-core": "Persuasion (Cha)", + "computers-core": "Computers (Int)", + "sleight_of_hand-core": "Sleight of Hand (Dex)", + "stealth-core": "Stealth (Dex)", + "survival-core": "Survival (Wis)", + "pass-wis-u": "PASSIVE WISDOM (PERCEPTION)", + "tool-u": "TOOL", + "pro-u": "PRO", + "attr-u": "ATTRIBUTE", + "prof-bonus:-u": "PROFICIENCY BONUS:", + "prof-u": "PROFICIENT", + "proficency-u": "PROFICIENCY", + "expertise-u": "EXPERTISE", + "jack-of-all-u": "JACK OF ALL TRADES", + "attr:-u": "ATTRIBUTE:", + "tool-prof-u": "TOOL PROFICIENCIES", + "weapon-proficiencies-u": "WEAPON PROFICIENCIES", + "other-prof-langs-u": "OTHER PROFICIENCIES & LANGUAGES", + "prof-langs-u": "PROFICIENCIES & LANGUAGES", + "init": "Initiative", + "init-u": "INITIATIVE", + "hp-max-u": "Hit Point Maximum", + "hp-current-u": "CURRENT HIT POINTS", + "hp-temp-u": "TEMPORARY HIT POINTS", + "total": "Total", + "hit-dice-u": "HIT DICE", + "successes-u": "SUCCESSES", + "failures-u": "FAILURES", + "death-save-u": "DEATH SAVE", + "death-saves-u": "DEATH SAVES", + "exhaustion-setting-u": "SHOW EXHAUSTION TRACKING:", + "exhaustion-u": "EXHAUSTION LEVEL", + "exhaustion-0": "No effect", + "exhaustion-1": "Disadvantage on ability checks", + "exhaustion-2": "Speed halved", + "exhaustion-3": "Disadvantage on attack rolls and saving throws", + "exhaustion-4": "Hit point maximum halved", + "exhaustion-5": "Speed reduced to 0", + "exhaustion-6": "Death", + "atk-u": "ATK", + "dmg-type-u": "DAMAGE/TYPE", + "attack:-u": "ATTACK:", + "proficient-u": "PROFICIENT", + "range-place": "Self (60-foot cone)", + "enhanced-bonus:-u": "ENHANCED BONUS:", + "crit-range-u": "CRIT RANGE:", + "damage:-u": "DAMAGE:", + "dmg-type-place": "Slashing", + "crit:-u": "CRIT:", + "damage2:-u": "DAMAGE2:", + "saving-throw:-u": "SAVING THROW:", + "vs-dc:-u": "VS DC:", + "spell-u": "POWER", + "flat-u": "FLAT", + "save": "Save", + "save-effect:-u": "SAVE EFFECT:", + "save-effect-place": "half damage", + "ammunition:-u": "AMMUNITION:", + "ammunition-place": "Arrows", + "description:-u": "DESCRIPTION:", + "description:": "Description:", + "description-place": "Up to 2 creatures within 5 feet", + "atk-spellcasting-u": "ATTACKS & ESPER POWERS", + "copper-piece-u": "CP", + "silver-piece-u": "SP", + "electrum-piece-u": "EP", + "cubil-coin-u": "COINS", + "cubil-cred-u": "CUBIL", + "warning-armor-sets-u": "WARNING - AC IS NOT INCORRECT. UNEQUIP EXTRA ARMOR OR SHIELD FROM ITEM DETAILS.", + "item-name-u": "ITEM NAME", + "equipped-u": "EQUIPPED", + "use-as-resource-u": "USE AS A RESOURCE", + "prop:-u": "PROP:", + "mods:-u": "MODS:", + "total-weight-u": "TOTAL WEIGHT", + "immobile-u": "IMMOBILE", + "heavily-encumbered-u": "HEAVILY ENCUMBERED", + "encumbered-u": "ENCUMBERED", + "over-carrying-cap-u": "OVER CARRYING CAPACITY", + "equipment-u": "EQUIPMENT", + "personality-traits-u": "PERSONALITY TRAITS", + "ideals-u": "IDEALS", + "bonds-u": "BONDS", + "flaws-u": "FLAWS", + "class-resource-u": "CLASS RESOURCE", + "other-resource-u": "OTHER RESOURCE", + "feats-traits-u": "FEATURES & TRAITS", + "age-u": "AGE", + "size-u": "SIZE", + "size": "Size", + "height-u": "HEIGHT", + "weight-u": "WEIGHT", + "eye-u": "EYES", + "skin-u": "SKIN", + "hair-u": "HAIR", + "char-appearance-u": "CHARACTER APPEARANCE", + "char-backstory-u": "CHARACTER BACKSTORY", + "allies-orgs-u": "ALLIES & ORGANIZATIONS", + "add-feats-traits-u": "ADDITIONAL FEATURES & TRAITS", + "feat-u": "FEAT", + "treasure-u": "TREASURE", + "spell-save-dc-u": "POWER SAVE DC", + "cantrips-u": "PRIME POWERS", + "ritual-u": "CONVENTIONAL", + "casting-time:-u": "ACTIVATION TIME:", + "casting-time:": "Activation Time:", + "at-higher-lvl-dmg:-u": "HIGHER LVL CAST DMG:", + "half-dmg-place": "Half damage", + "hit-die:-u": "HIT DIE:", + "initiative-mod:-u": "INITIATIVE MODIFIER:", + "glob-saving-mod:-u": "GLOBAL SAVING THROW MODIFIER:", + "glob-ac-mod:-u": "GLOBAL ARMOR CLASS MODIFIER:", + "glob-atk-mod:-u": "GLOBAL POWER ATTACK MODIFIER:", + "pass-perc-mod:-u": "PASSIVE PERCEPTION MODIFIER:", + "death-save-mod:-u": "DEATH SAVE MODIFIER:", + "magic-caster-lvl:-u": "CHANNELER/FORGER LEVEL:", + "halfling-luck-u": "HALFLING LUCK", + "arcane-fighter-u": "JUSTICAR", + "arcane-rogue-u": "ARTIFICE", + "class-options-u": "CLASS OPTIONS ()", + "class:-u": "CLASS:", + "subclass:-u": "SUBCLASS:", + "race:-u": "RACE:", + "subrace:-u": "SUBRACE:", + "subrace": "Subrace:", + "subrace-ability-increase": "Subrace Ability Score Increase:", + "2nd-class:-u": "2ND CLASS:", + "lvl:-u": "LEVEL:", + "3rd-class:-u": "3RD CLASS:", + "4th-class:-u": "4TH CLASS:", + "mutliclass-opts-u": "MULTICLASS OPTIONS", + "use-cust-class-u": "USE CUSTOM CLASS", + "class-name:-u": "CLASS NAME:", + "spellcasting-ability:-u": "ESPER ABILITY:", + "spell-slots:-u": "POWER SLOTS:", + "spell-full-u": "FULL (Adept, Engineer, Melder)", + "spell-half-u": "HALF (Hunter, Sentinel)", + "spell-third-u": "THIRD (Artifice, Justicar)", + "tech-slots-u": "TECH SLOTS", + "esper-powers-u": "ESPER POWERS", + "tp-max-u": "Talent Point Maximum", + "tp-current-u": "TALENT POINTS REMAINING", + "talent-slots-label": "TALENT SLOTS (Cybermancer)", + "talent-slots-u": "Max Talent Slots", + "used-talent-slots": "Slots Remaining", + "em_available": "Gained?", + "em_used": "Used", + "esper-mastery-u": "ESPER MASTERY", + "max-rank-u": "Rank", + "cust-class-opts": "CUSTOM CLASS OPTIONS", + "normal": "Normal", + "expirtise": "Expertise", + "skill-opts-u": "SKILL OPTIONS", + "version": "v", + "always-roll-adv": "Always Roll Advantage", + "toggle-roll-adv": "Advantage Toggle", + "query-roll-adv": "Query Advantage", + "never-roll-adv": "Never Roll Advantage", + "never-whisper-roll": "Never Whisper Rolls", + "query-whisper-roll": "Query Whisper", + "always-whisper-roll": "Always Whisper Rolls", + "never-roll-dmg": "Don't Auto Roll Damage", + "always-roll-dmg": "Auto Roll Damage & Crit", + "add-char-to-templates:-u": "ADD CHARACTER NAME TO TEMPLATES:", + "on": "On", + "off": "Off", + "inventory:-u": "INVENTORY:", + "compendium-compatible": "Compendium Compatible", + "simple": "Simple", + "encumbrance:-u": "ENCUMBRANCE:", + "ammo-tracking:-u": "AMMO TRACKING:", + "general-opts-u": "GENERAL OPTIONS", + "transition-text": "Clicking one of the images below will reformat the data from your current sheet to this sheet. These changes are permanent and cannot be undone.", + "transition-text-highlight": "Please make a copy of your game before you use this tool.", + "choose-sheet-transfer": "CHOOSE THE SHEET YOU ARE TRANSFERING FROM", + "community-sheet-u": "COMMUNITY SHEET", + "shaped-sheet-u": "SHAPED SHEET", + "transition-opts-u": "TRANSITION OPTIONS", + "portions-sheet-utilize": "Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https://wiki.roll20.net/SRD_5.0_OGL_License", + "api-required-title": "Try it now with easy one click API installation available with your Pro subscription.", + "api-required-u": "(API REQUIRED)", + "spell_dc_mod:-u": "POWER SAVE DC MOD:", + "custom_ac:-u": "CUSTOM AC:", + "npc-info": "The NPC option sets new characters to default to the NPC card style sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely representing non player characters.", + "npc-pc": "NPC/PC", + "roll-queries-info": "D20 Rolls output according to this option. Always Roll Advantage is the default setting and will roll two D20 on every roll in case of advantage. The expectation is that if there is no advantage or disadvantage you use the left most result. The Advantage Toggle option adds three new buttons to the top of the sheet so that you can toggle advantage on a case by case basis. Query Advantage gives you a prompt every roll asking if the roll has advantage. Never Roll Advantage always rolls a single D20 on any given roll, expecting the player to roll a second time in case of advantage or disadvantage.", + "whisp-rolls-gm-info": "All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.", + "auto-dmg-roll-info": "By default, attack damage rolls are not rolled until the hit is confirmed. Damage is rolled from the chat roll template by clicking on the name of the attack in the right hand bar, which then displays the damage. The default method is compatible with 3D dice. Optionally, you can choose to have the Auto Roll Damage & Crit option which will roll damage and critical hit dice at the same time of the attack, presenting all possible outcomes at the time of the attack.", + "add-char-to-templates-info": "Character names are not added to the roll template by default, and are only displayed as normal in the chat tab as the player/character selected as 'Speaking As'. Turning this option on adds the character making the roll's name to the template, useful for players representing multiple characters.", + "inventory-info": "Character Inventories default to the complex style that is compatible with the Roll20 5E Compendium. This includes granular item amounts/weights, weight and encumbrance tracking, sorting, AC calculations, automatic attack generation, and more. The Simple option provides a text field for item lists for players who want more manual control over the sheet.", + "encumbrance-info": "The sheet uses the variant encumbrance rules on page 160 of the Core Manual. The Off option disables the variant rules and only uses a basic over-limit inventory weight check.", + "ammo-tracking-info": "Provides automatic ammo tracking with the 5th Edition OGL by Roll20 Companion API Script.", + "dungeons-and-dragons-styling": "DUNGEONS AND DRAGONS STYLING", + "dungeons-and-dragons-styling-info": "Turns on Dungeons and Dragons styling for both the character sheet and roll templates. This setting is automatically applied to all character sheets and cannot be selectively used.", + "cd-bar1-value:-u": "BAR 1 VALUE:", + "cd-bar1-max:-u": "BAR 1 MAX:", + "cd-bar1-link:-u": "BAR 1 LINK:", + "cd-bar1-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 1's value to this attribute.", + "cd-bar1-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 1's max to this attribute.", + "cd-bar1-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 1's value to this attribute. If set this will override all other bar settings.", + "cd-bar2-value:-u": "BAR 2 VALUE:", + "cd-bar2-max:-u": "BAR 2 MAX:", + "cd-bar2-link:-u": "BAR 2 LINK:", + "cd-bar2-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 2's value to this attribute.", + "cd-bar2-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 2's max to this attribute.", + "cd-bar2-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 2's value to this attribute. If set this will override all other bar settings.", + "cd-bar3-value:-u": "BAR 3 VALUE:", + "cd-bar3-max:-u": "BAR 3 MAX:", + "cd-bar3-link:-u": "BAR 3 LINK:", + "cd-bar3-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 3's value to this attribute.", + "cd-bar3-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 3's max to this attribute.", + "cd-bar3-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 3's value to this attribute. If set this will override all other bar settings.", + "npc-name-in-rolls:-u": "NPC NAME IN ROLLS:", + "ship-name-in-rolls:-u": "SHIP NAME IN ROLLS:", + "show": "Show", + "hide": "Hide", + "npc-name-in-rolls-desc:-u": "In NPC roll results, show or hide the name of the NPC in the roll result card.", + "ship-name-in-rolls-desc:-u": "In SHIP roll results, show or hide the name of the SHIP in the roll result card.", + "public:-u": "PUBLIC", + "to-gm:-u": "TO GM", + "toggle-roll-whisper": "Whisper Toggle", + "attribute-opts-u": "ATTRIBUTE OPTIONS", + "save-opts-u": "SAVE OPTIONS", + "by-level": "By Level (Default)", + "prof-die": "Proficiency Die (DMG)", + "custom": "Custom", + "core-die-roll:-u": "CORE DIE ROLL:", + "has-attack-u": "HAS AN ATTACK", + "variant-phb": "Variant (Core M. p160)", + "carrying-capacity-mod:-u": "CARRYING CAPACITY MODIFIER:", + "armor-class-tracking:-u": "ARMOR CLASS TRACKING:", + "automatic": "Automatic", + "cantrip-progression:-u": "PRIME PROGRESSION", + "cantrip-dice-u": "PRIME DICE", + "cantrip-beam-u": "PRIME BEAM", + "slots_total-u": "SLOTS TOTAL", + "slots_remaining-u": "SLOTS REMAINING", + "level-calculations:-u": "AUTO LEVEL CALCULATIONS:", + "spell_slot_modifiers-u": "TECH SLOT MODIFIERS", + "lvl-u": "RANK", + "include_spell_desc:-u": "INCLUDE POWER DESCRIPTION IN ATTACK:", + "token_size-u": "TOKEN SIZE", + "add-dex-tiebreaker-u": "ADD DEX TIEBREAKER TO INITIATIVE", + "initiative-style:-u": "INITIATIVE STYLE:", + "query-attr-u": "QUERY ATTRIBUTE", + "custom-skills-u": "CUSTOM SKILLS", + "weapon-u": "WEAPON", + "armor-u": "ARMOR", + "other-u": "OTHER", + "source:-u": "SOURCE:", + "source-type:-u": "SOURCE TYPE:", + "racial": "Species", + "class": "Class", + "feat": "Feat", + "feats": "Feats", + "other": "Other", + "partial": "Partial", + "show_all": "Show All", + "cr_only": "C&R Only", + "spell-icons:-u": "POWER ICONS:", + "custom-pb:-u": "CUSTOM PROFICIENCY BONUS:", + "show-global-attack-field-u": "SHOW GLOBAL ATTACK MODIFIER FIELD", + "show-global-damage-field-u": "SHOW GLOBAL DAMAGE MODIFIER FIELD", + "show-global-save-field-u": "SHOW GLOBAL SAVE MODIFIER FIELD", + "show-global-skill-field-u": "SHOW GLOBAL SKILL MODIFIER FIELD", + "global-attack-u": "GLOBAL ATTACK MODIFIER", + "global-damage-u": "GLOBAL DAMAGE MODIFIER", + "global-save-u": "GLOBAL SAVE MODIFIER", + "global-skill-u": "GLOBAL SKILL MODIFIER", + "global-damage": "Global Damage Modifier", + "core-die-roll-info": "Changing the core die will replace the normal 1d20 made with almost all rolls with a randomizer of your choice, such as 2d10 or 3d6.", + "pb-type-info": "By default, the character's Proficiency Bonus will be automatically calculated based off of their total level as is the standard method in the Core Manual. The Proficiency Die option supports the alternate method outlined in the DMG where, instead of a flat bonus, a die is rolled instead. The Custom option allows you to replace the PB with anything of your choosing.", + "global-save-info": "Creates a custom global save modifier field, underneath the SAVING THROWS section of the character sheet. Anything put there will be applied to any save roll. Perfect for regular but not permanent bonuses like the Sensory Boost power.", + "global-skill-info": "Creates a custom global skill modifier field, underneath the SKILLS section of the character sheet. Anything put there will be applied to any save roll. Perfect for regular but not permanent bonuses like the Amplify Ability power.", + "global-attack-info": "Creates a custom global attack modifier field, underneath the ATTACKS AND ESPER POWERS section of the character sheet. Anything put there will be applied to any attack to-hit roll. Perfect for regular but not permanent bonuses to attack like the Sensory Boost power.", + "global-damage-info": "Creates a custom global damage modifier field, underneath the ATTACKS AND ESPER POWERS section of the character sheet. Anything put there will be applied to any attack damage roll. Perfect for regular but not permanent bonuses to damage like the Deft Strike ability.", + "auto-level-calc-info": "By default changing character levels will automatically set spell slots and hit dice. Changing this setting to off prevents this behavior.", + "simple-traits-info": "Character FEATURES AND TRAITS section defaults to the complex style that is compatible with the Roll20 5E Compendium. The Simple option provides a text field for players who want more manual control over the sheet.", + "simple-proficiencies-info": "Character OTHER PROFICIENCIES & LANGUAGES section defaults to the complex style that is compatible with the Roll20 5E Compendium. The Simple option provides a text field for players who want more manual control over the sheet.", + "init-tiebreaker-info": "Adds the character's dexterity score as a decimal to the end of the initiative bonus for purposes of breaking ties.", + "b-custom-info": "When the Proficiency Bonus type is set to Custom, the character sheet will use this value for the character's Proficiency Bonus.", + "footer-wiki-link": "This sheet was created from the 5th Edition OGL character sheet by Roll20. For game information, visit http://espergenesis.com", + "accepting-drop-u": "ACCEPTING DROP FROM COMPENDIUM", + "are_you_sure": "Are you sure you want to turn this character into a ", + "yes": "Yes", + "next": "Next", + "cancel": "Cancel", + "cancel-u": "CANCEL", + "choose": "Choose", + "innate:-u": "INNATE:", + "mod:-u": "MOD:", + "hpmods:-u": "HP MODIFIERS:", + "charmancer-welcome": "Welcome to the Charactermancer!", + "charmancer-what-is": "The Charactermancer is a step-by-step process that makes building a character simple and streamlined. Changes are saved as you progress, but the character sheet is only updated when the Charactermancer has been completed.", + "get-started": "Get started by clicking Next.", + "opt-out-u": "OPT OUT", + "charmancer-compendium": "Your Compendium Awaits.", + "charmancer-compendium-detail": "The Charactermancer currently supports Dungeons & Dragons 5th Edition SRD and the Player's Handbook. You can add the Player's Handbook to your compendium in the Marketplace, or the game owner can share their compendium with everyone in the game.", + "charmancer-choose-race": "Choose a Race:", + "charmancer-custom-race-name": "Custom Race Name:", + "charmancer-custom-subclass-name:": "Custom sublass Name:", + "charmancer-additional-cantrips": "Additional Cantrips", + "charmancer-additional-lvl-1-spells": "Additional Level 1 Spells", + "suggested-abilities": "Suggested Abilities: ", + "class-spellcasting": "Class Spellcasting Ability: ", + "ability-score-increase": "Ability Score Increase:", + "lawful-good": "Lawful Good", + "neutral-good": "Neutral Good", + "chaotic-good": "Chaotic Good", + "lawful-neutral": "Lawful Neutral", + "neutral": "Neutral", + "chaotic-neutral": "Chaotic Neutral", + "lawful-evil": "Lawful Evil", + "neutral-evil": "Neutral Evil", + "chaotic-evil": "Chaotic Evil", + "tiny": "Tiny", + "small": "Small", + "medium": "Medium", + "large": "Large", + "huge": "Huge", + "age": "Age:", + "gargantuan": "Gargantuan", + "step1-equipment": "Step 5: Equipment", + "equipment-from-background": "Equipment from Background", + "equipment-from-class": "Equipment from Class", + "class-equipment": "Class Equipment", + "starting-wealth": "Starting Wealth (Core)", + "starting-cubil:": "Starting Cubil:", + "no_class_warning-u": "NO CLASS HAS BEEN SELECTED OR SELECTED CLASS DOES NOT HAVE STANDARD EQUIPMENT. CLASS EQUIPMENT CANNOT BE CHOSEN AT THIS TIME.", + "standard-array": "Standard Array", + "roll-for-stats": "Roll for Stats", + "standard-roll": "Roll 4d6, drop lowest", + "charmancer-cancel-heading": "Where would you like to go, traveler?", + "continue-charmancer": "Continue Charactermancer", + "save_progress_and_exit": "Save and Exit", + "cancel_charactermancer": "Discard and exit", + "charmancer-discard-warning": "Discard and Exit will cause all choices to be lost.", + "mancer-opts-u": "CHARACTERMANCER OPTIONS", + "relaunch-lvl1mancer-u": "LAUNCH LEVEL 1 CHARACTERMANCER (CANNOT BE UNDONE)", + "point-buy": "Point Buy", + "available-points:": "Available Points: ", + "equipment-choice-text": "How would you like to choose your equipment?", + "charmancer-start": "Start", + "clear-abilities": "Clear Assignment", + "use-charactermancer-for-new:-u": "USE LEVEL 1 CHARACTERMANCER FOR NEW CHARACTERS:", + "use-charactermancer-for-new-info": "With this option enabled all new characters will open with the Level 1 Roll20 Charactermancer. Disabling this option will start new characters directly on the character sheet disabling the Level 1 Charactermancer, which can still be manually run from the Settings tab of the character sheet.", + "feat-pre-check": "Look carefully! Prerequisites are not checked automatically.", + "stats-rolled-hint": "We rolled your dice! Check the chat window to view your results in detail. Assign the results below to your preferred attributes:", + "return-to:": "Return to: ", + "do_you_want_mancer": "How do you want to create this character?", + "no": "No", + "global-ac-u": "GLOBAL AC MODIFIER", + "show-global-ac-field-u": "SHOW GLOBAL AC MODIFIER FIELD", + "warning-customac-u": "ATTENTION - CUSTOM AC IS NOT BEING USED. TO USE CUSTOM AC, UNEQUIP ARMOR.", + "manual": "Edit sheet directly", + "npc-new": "Create an NPC", + "mancer-confirm-yes": "Use the Charactermancer", + "allow-shields-u": "ALLOW SHIELDS?", + "levels-u": "LEVELS", + "features-u": "FEATURES", + "asi-u": "ABILITY SCORE INCREASE / FEATS", + "charmancer-leveler-what-is": "The Charactermancer is a step-by-step process that makes leveling up a character simple and streamlined. Changes are saved as you progress, but the character sheet is only updated when the Charactermancer has been completed.", + "charmancer-leveler-level-info1": "Your existing class levels have been pre-populated for you. By default your primary class has been set to be increased by one level. You can change how many levels to increase below, as well as adding a new multiclass.", + "charmancer-leveler-level-info2": "In each class section you'll have the option to take the average number of hit points or to roll randomly, choose class features for the levels you're advancing, and choose your subclass if appropriate.", + "charmancer-leveler-spells-info": "Listed here are the current spells your character already knows. If you gained access to more spells during your advancement you will be able to select them below. Check next to the spells you wish to learn. The Charactermancer will help you pick the right number of spells and from the correct list. If your class has the option to swap out spells, you can do so by unselecting currently known spells which will allow you to select new ones in their place.", + "total-level-u": "TOTAL LEVEL", + "main-class-level-u": "MAIN CLASS LEVEL", + "class-2-level-u": "CLASS 2 LEVEL", + "class-3-level-u": "CLASS 3 LEVEL", + "class-4-level-u": "CLASS 4 LEVEL", + "levels:-u": "LEVELS:", + "warning-leveler_start-u": "ATTENTION - YOU CANNOT LAUNCH THE CHARACTERMANCER LEVEL UP UNTIL YOU HAVE A CLASS, LEVEL, AND HP SET FOR LEVEL ONE. PLEASE RUN THE CHARACTERMANCER CREATOR FIRST. THE LEVEL UP TOOL DOESN'T WORK WITH CUSTOM CLASSES OR IF THE MULTICLASS OPTIONS ARE SET UP INCORRECTLY.", + "charmancer-leveler-custom-class-warning": "The Level Up tool does not support custom classes at this time.", + "charmancer-welcome-lp": "Welcome to Charactermancer Level Up!", + "charmancer-leveler-what-is-lp": "Look at you, with all that experience. Now it's time to claim your reward. You'll walk through the step-by-step process to make a few decisions, and your character will be at the next level in no time. Changes are saved as you move through the process, but if you change your mind, you'll need to revisit the steps and choices that come after.", + "charmancer-compendium-detail-lp": "The Charactermancer currently supports Dungeons & Dragons 5th Edition SRD, Player's Handbook, and Guildmasters' Guide to Ravnica. Xanathar's Guide to Everything will be supported in the coming weeks. You can add the Player's Handbook and Guildmasters' Guide to Ravnica to your compendium in the Marketplace, or the game owner can share their compendium with everyone in the game.", + "roll:-u": "ROLL:", + "roll": "Roll", + "prerequisite:": "Prerequisite:", + "back": "BACK", + "back-to-top": "Back to Top", + "choose-a-class:": "Choose a Class:", + "custom-class-name:": "Custom Class Name", + "charmancer-class-features:": "Class Features: ", + "charmancer-subclass-features:": "Subclass Features:", + "hit-die:": "Hit Die:", + "average": "Average", + "hp-u": "HP", + "saving-throw-proficiency": "Saving Throw Proficiency", + "armor": "Armor", + "equipment": "Equipment:", + "language": "Language", + "skill": "Skill", + "tool": "Tool", + "weapon": "Weapon", + "add-another-feature": "Add Another Feature", + "add-another-proficiency": "Add Another Proficiency", + "innate-spellcasting:": "Innate Powers:", + "spellcasting-ability": "Esper Ability:", + "number-of-cantrips": "Number of Primes:", + "number-of-lvl-1-spells": "Number of Level 1 Spells:", + "spell-list": "Powers List:", + "done": "Done", + "ability-score-method": "Ability Score Method:", + "select-your-choices": "Select Your Choices:", + "input-your-scores": "Input Your Scores:", + "choose-background": "Choose a Background:", + "personality-traits": "Personality Traits", + "ideal": "Ideal", + "bond": "Bond", + "flaw": "Flaw", + "you-have-chosen-starting-cubil": "You have chosen starting cubil and do not get equipment from your background.", + "you-have-created-custom-class": "You have created a custom class; you can add equipment to the character sheet after you have finished the Charactermancer.", + "arcane-is-mystery": "Cosmic forces are a mystery to you.", + "your-character-dont-have-spells-this-lvl": "Your character doesn't have powers at this level. Click “Next” to review your character!", + "charmancer-a-feat-represents": "A feat represents accomplishment, grit, determination, and expertise. It is the reward for hard work.", + "you-really-havent-done": "You really haven't done that much yet", + "review-your-choices": "Review your choices:", + "race": "Race", + "abilities": "Abilities", + "bio": "Bio", + "name-background": "Name:", + "building-your-character": "Building your character...", + "charmancer-only-choice-left-is-on-or": "The only choice left is to press on or turn back. If you're editing an existing character, all your existing data will be lost into the void when you apply your changes.", + "apply-changes": "Apply Changes", + "pick-your-equipment": "Pick your equipment", + "you-havent-chosen-background": "You have not yet selected a background.", + "you-havent-selected-class": "You have not yet selected a class.", + "ability-score": "Ability Score", + "you-can-increase-two-abilites": "You can increase two of your abilities by 1, or one of your abilities by 2", + "before-leveling": "Before Leveling", + "after-leveling": "After Leveling", + "charmancer-removed-spells-marked-pt1": "Removed spells will be marked with a r symbol so you can find it easily if you change your mind." +} diff --git a/Esper_Genesis_5E/translations/es.json b/Esper_Genesis_5E/translations/es.json new file mode 100644 index 0000000000..a26581dda1 --- /dev/null +++ b/Esper_Genesis_5E/translations/es.json @@ -0,0 +1,719 @@ +{ + "skills-list": "acrobatics,astrophysics,athletics,computers,deception,insight,intimidation,investigation,lore,mechanics,medicine,perception,performance,persuasion,sleight_of_hand,stealth,survival,xenobiology", + "npc-options-u": "NPC OPTIONS", + "ship-options-u": "SHIP OPTIONS", + "name-u": "NAME", + "npc-type-u": "NPC TYPE", + "ship-type-u": "SHIP TYPE", + "npc-type-place": "Medium cyborg, any evil alignment", + "ship-type-place": "Medium ship", + "armor-class-u": "ARMOR CLASS", + "class-u": "CLASS", + "type-u": "TYPE", + "maneuver-defense-u": "MANEUVER DEFENSE", + "maneuver-save-u": "MANEUVER SAVE DC", + "abilities-u": "ABILITIES", + "npc-armor-place": "light trooper", + "hit-points-u": "HIT POINTS", + "hull-points-u": "HULL POINTS", + "formula-u": "FORMULA", + "speed-u": "SPEED", + "npc-speed-place": "30 ft., fly 60ft.", + "ship-speed-place": "6", + "piloting-u": "PILOTING BONUS (Dex Bonus + Proficiency Bonus)", + "attributes-u": "ATTRIBUTES", + "ship-attributes-u": "ATTRIBUTES (PILOT/CREW)", + "str-u": "STR", + "dex-u": "DEX", + "con-u": "CON", + "int-u": "INT", + "wis-u": "WIS", + "cha-u": "CHA", + "npcs-u": "NPC", + "ships-u": "SHIP", + "ship-dex-u": "DEX—[PILOT]", + "ship-int-u": "INT—[TECH]", + "ship-wis-u": "WIS—[TECH]", + "sensor-u": "SENSOR RANGE", + "saves-u": "SAVES", + "skills-u": "SKILLS", + "acrobatics-u": "ACROBATICS", + "mechanics-u": "MECHANICS", + "astrophysics-u": "ASTROPHYSICS", + "athletics-u": "ATHLETICS", + "deception-u": "DECEPTION", + "lore-u": "LORE", + "insight-u": "INSIGHT", + "intimidation-u": "INTIMIDATION", + "investigation-u": "INVESTIGATION", + "medicine-u": "MEDICINE", + "xenobiology-u": "XENOBIOLOGY", + "perception-u": "PERCEPTION", + "performance-u": "PERFORMANCE", + "persuasion-u": "PERSUASION", + "computers-u": "COMPUTERS", + "sleight_of_hand-u": "SLEIGHT OF HAND", + "stealth-u": "STEALTH", + "survival-u": "SURVIVAL", + "damage-vuln-u": "DAMAGE VULNERABILITIES", + "npc-dmg-vuln-place": "fire", + "ship-dmg-vuln-place": "lightning", + "damage-res-u": "DAMAGE RESISTANCES", + "npc-dmg-res-place": "cold", + "ship-dmg-res-place": "acid, fire", + "damage-imm-u": "DAMAGE IMMUNITIES", + "npc-dmg-imm-place": "lightning, thunder", + "ship-dmg-imm-place": "cold", + "cond-imm-u": "CONDITION IMMUNITIES", + "npc-cond-imm-place": "charmed", + "ship-cond-imm-place": "impaired", + "senses-u": "SENSES", + "npc-senses-place": "darkvision 120ft., passive Perception 16", + "ship-senses-place": "6", + "langs-u": "LANGUAGES", + "lang-u": "LANGUAGE", + "npc-langs-place": "Alphaline, Common, Nesieve", + "challenge-u": "CHALLENGE", + "xp-u": "XP", + "spellcast-npc-u": "ESPER NPC", + "spell-ability-u": "ESPER ABILITY", + "none-u": "NONE", + "strength-u": "STRENGTH", + "strength-save-u": "STRENGTH SAVE", + "dexterity-u": "DEXTERITY", + "dexterity-save-u": "DEXTERITY SAVE", + "constitution-u": "CONSTITUTION", + "constitution-save-u": "CONSTITUTION SAVE", + "intelligence-u": "INTELLIGENCE", + "intelligence-save-u": "INTELLIGENCE SAVE", + "wisdom-u": "WISDOM", + "wisdom-save-u": "WISDOM SAVE", + "charisma-u": "CHARISMA", + "charisma-save-u": "CHARISMA SAVE", + "spell-dc-u": "POWER DC", + "spell-atk-bonus-u": "POWER ATTACK BONUS", + "has-reaction-u": "HAS REACTIONS", + "leg-actions:-u": "LEGENDARY ACTIONS:", + "gen-opts-u": "GENERAL OPTIONS", + "npc-u": "NPC/SHIP", + "roll-queries:-u": "ROLL QUERIES:", + "always-adv": "Always Roll Advantage", + "adv-toggle": "Advantage Toggle", + "query-adv": "Query Advantage", + "never-adv": "Never Roll Advantage", + "whisp-rolls-gm:-u": "WHISPER ROLLS TO GM:", + "never-whisp": "Never Whisper Rolls", + "query-whisp": "Query Whisper", + "always-whisp": "Always Whisper Rolls", + "auto-dmg-roll:-u": "AUTO DAMAGE ROLL:", + "never-dmg": "Don't Auto Roll Damage", + "always-dmg": "Auto Roll Damage & Crit", + "ac": "Armor Class", + "hp": "Hit Points", + "hlp": "Hull Points", + "speed": "Speed", + "maneuver-defense": "Maneuver Defense", + "maneuver-save": "Maneuver Save DC", + "sensors": "Sensor Range", + "piloting": "Piloting Check", + "pilot-bonus": "Piloting Bonus", + "language-proficiencies": "Language Proficiencies:", + "skill-proficiencies": "Skill Proficiencies:", + "weapon-proficiencies": "Weapon Proficiencies", + "armor-proficiencies": "Armor Proficiencies:", + "tool-proficiencies": "Tool Proficiencies:", + "saving-throw": "Saving Throws", + "str": "Str", + "dex": "Dex", + "con": "Con", + "int": "Int", + "wis": "Wis", + "cha": "Cha", + "skills": "Skills", + "acrobatics": "Acrobatics", + "mechanics": "Mechanics", + "astrophysics": "Astrophysics", + "athletics": "Athletics", + "deception": "Deception", + "lore": "Lore", + "insight": "Insight", + "intimidation": "Intimidation", + "investigation": "Investigation", + "medicine": "Medicine", + "xenobiology": "Xenobiology", + "perception": "Perception", + "performance": "Performance", + "persuasion": "Persuasion", + "computers": "Computers", + "sleight_of_hand": "Sleight of Hand", + "stealth": "Stealth", + "survival": "Survival", + "dmg-vuln": "Damage Vulnerabilities", + "dmg-res": "Damage Resistances", + "dmg-imm": "Damage Immunities", + "cond-imm": "Condition Immunities", + "senses": "Senses", + "langs": "Languages", + "challenge": "Challenge", + "npc-trait-name-place": "False Appearance.", + "npc-trait-desc-place": "If the velbast fails...", + "actions": "Actions", + "adv": "Advantage", + "norm": "Normal", + "disadv": "Disadvantage", + "name:-u": "NAME:", + "attack-u": "ATTACK", + "type:-u": "TYPE:", + "melee": "Melee", + "ranged": "Ranged", + "range-reach:-u": "RANGE/REACH:", + "range-reach-place": "5 ft.", + "to-hit:-u": "TO HIT:", + "target:-u": "TARGET:", + "target:": "Target:", + "to-hit-place": "One target", + "on-hit:-u": "ON HIT:", + "on-hit-place": "slashing", + "on-hit2:-u": "ON HIT 2:", + "on-hit-2-place": "fire", + "hit:": "Hit: ", + "reactions": "Reactions", + "npc-repeating-name-place": "Parry.", + "npc-repeating-desc-place": "The creature adds 2 to its AC against...", + "traits": "Traits", + "features": "Features", + "spells": "Powers", + "prep-u": "PREP", + "school:-u": "DOMAIN:", + "alteration": "Alteration", + "clairsentient": "Clairsentient", + "elemental": "Elemental", + "kinesis": "Kinesis", + "metaphase": "Metaphase", + "psychogenic": "Psychogenic", + "technique": "Technique", + "ritual": "CONVENTIONAL", + "ritual-l": "conventional", + "range:-u": "RANGE:", + "range:": "Range:", + "pointcost:-u": "POINT COST:", + "pointcost:": "Point Cost:", + "spell-component-verbal": "V", + "spell-component-somatic": "S", + "spell-component-material": "M", + "spell-ritual": "R", + "spell-concentration": "C", + "ruby-dust-place": "ruby dust worth 50gp", + "concentration-u": "CONCENTRATION", + "concentration": "Concentration", + "duration:-u": "DURATION:", + "duration:": "Duration:", + "difficulty-class-abv": "DC", + "output:-u": "OUTPUT:", + "powercard-u": "POWERCARD", + "spell-atk:-u": "POWER ATTACK:", + "none": "None", + "dmg:-u": "DAMAGE:", + "dmg2:-u": "DAMAGE2:", + "healing:-u": "HEALING:", + "add-ability-mod-u": "ADD ABILITY MOD TO DAMAGE OR HEALING", + "effect:-u": "EFFECT:", + "npc-atk-effect-place": "Half damage", + "desc:-u": "DESCRIPTION:", + "at-higher-lvl:-u": "AT HIGHER RANKS:", + "at-higher-lvl": "At Higher Ranks", + "higher-lvl-cast": "Higher Rank Use", + "leg-actions": "Legendary Actions", + "leg-actions-desc": "The can take legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The regains spent legendary actions at the start of its turn.", + "atk-range-place": "5 ft.", + "atk-target-place": "One target", + "atk-dmg-type-place": "slashing", + "atk-dmg-type2-place": "fire", + "adv-u": "ADVANTAGE", + "norm-u": "NORMAL", + "disadv-u": "DISADVANTAGE", + "core-u": "CORE", + "bio-u": "BIO", + "gear-u": "GEAR", + "spells-u": "POWERS", + "feats-u": "FEATS", + "review-u": "REVIEW", + "char-name-u": "CHARACTER NAME", + "adept": "Adept", + "barbarian": "Barbarian", + "cybermancer": "Cybermancer", + "engineer": "Engineer", + "hunter": "Hunter", + "melder": "Melder", + "sentinel": "Sentinel", + "specialist": "Specialist", + "warrior": "Warrior", + "class-level-u": "CLASS & LEVEL", + "background-u": "BACKGROUND", + "background": "Background", + "race-u": "RACE", + "alignment-u": "ALIGNMENT", + "alignment": "Alignment:", + "exp-pts-u": "EXPERIENCE POINTS", + "inspiration-u": "INSPIRATION", + "prof-bonus-u": "PROFICIENCY BONUS", + "strength": "Strength", + "strength-save": "Strength Save", + "dexterity": "Dexterity", + "dexterity-save": "Dexterity Save", + "constitution": "Constitution", + "constitution-save": "Constitution Save", + "intelligence": "Intelligence", + "intelligence-save": "Intelligence Save", + "wisdom": "Wisdom", + "wisdom-save": "Wisdom Save", + "charisma": "Charisma", + "charisma-save": "Charisma Save", + "saving-throws-u": "SAVING THROWS", + "acrobatics-core": "Acrobatics (Dex)", + "mechanics-core": "Mechanics (Wis)", + "astrophysics-core": "Astrophysics (Int)", + "athletics-core": "Athletics (Str)", + "deception-core": "Deception (Cha)", + "lore-core": "Lore (Int)", + "insight-core": "Insight (Wis)", + "intimidation-core": "Intimidation (Cha)", + "investigation-core": "Investigation (Int)", + "medicine-core": "Medicine (Wis)", + "xenobiology-core": "Xenobiology (Int)", + "perception-core": "Perception (Wis)", + "performance-core": "Performance (Cha)", + "persuasion-core": "Persuasion (Cha)", + "computers-core": "Computers (Int)", + "sleight_of_hand-core": "Sleight of Hand (Dex)", + "stealth-core": "Stealth (Dex)", + "survival-core": "Survival (Wis)", + "pass-wis-u": "PASSIVE WISDOM (PERCEPTION)", + "tool-u": "TOOL", + "pro-u": "PRO", + "attr-u": "ATTRIBUTE", + "prof-bonus:-u": "PROFICIENCY BONUS:", + "prof-u": "PROFICIENT", + "proficency-u": "PROFICIENCY", + "expertise-u": "EXPERTISE", + "jack-of-all-u": "JACK OF ALL TRADES", + "attr:-u": "ATTRIBUTE:", + "tool-prof-u": "TOOL PROFICIENCIES", + "weapon-proficiencies-u": "WEAPON PROFICIENCIES", + "other-prof-langs-u": "OTHER PROFICIENCIES & LANGUAGES", + "prof-langs-u": "PROFICIENCIES & LANGUAGES", + "init": "Initiative", + "init-u": "INITIATIVE", + "hp-max-u": "Hit Point Maximum", + "hp-current-u": "CURRENT HIT POINTS", + "hp-temp-u": "TEMPORARY HIT POINTS", + "total": "Total", + "hit-dice-u": "HIT DICE", + "successes-u": "SUCCESSES", + "failures-u": "FAILURES", + "death-save-u": "DEATH SAVE", + "death-saves-u": "DEATH SAVES", + "exhaustion-setting-u": "SHOW EXHAUSTION TRACKING:", + "exhaustion-u": "EXHAUSTION LEVEL", + "exhaustion-0": "No effect", + "exhaustion-1": "Disadvantage on ability checks", + "exhaustion-2": "Speed halved", + "exhaustion-3": "Disadvantage on attack rolls and saving throws", + "exhaustion-4": "Hit point maximum halved", + "exhaustion-5": "Speed reduced to 0", + "exhaustion-6": "Death", + "atk-u": "ATK", + "dmg-type-u": "DAMAGE/TYPE", + "attack:-u": "ATTACK:", + "proficient-u": "PROFICIENT", + "range-place": "Self (60-foot cone)", + "enhanced-bonus:-u": "ENHANCED BONUS:", + "crit-range-u": "CRIT RANGE:", + "damage:-u": "DAMAGE:", + "dmg-type-place": "Slashing", + "crit:-u": "CRIT:", + "damage2:-u": "DAMAGE2:", + "saving-throw:-u": "SAVING THROW:", + "vs-dc:-u": "VS DC:", + "spell-u": "POWER", + "flat-u": "FLAT", + "save": "Save", + "save-effect:-u": "SAVE EFFECT:", + "save-effect-place": "half damage", + "ammunition:-u": "AMMUNITION:", + "ammunition-place": "Arrows", + "description:-u": "DESCRIPTION:", + "description:": "Description:", + "description-place": "Up to 2 creatures within 5 feet", + "atk-spellcasting-u": "ATTACKS & ESPER POWERS", + "copper-piece-u": "CP", + "silver-piece-u": "SP", + "electrum-piece-u": "EP", + "cubil-coin-u": "COINS", + "cubil-cred-u": "CUBIL", + "warning-armor-sets-u": "WARNING - AC IS NOT INCORRECT. UNEQUIP EXTRA ARMOR OR SHIELD FROM ITEM DETAILS.", + "item-name-u": "ITEM NAME", + "equipped-u": "EQUIPPED", + "use-as-resource-u": "USE AS A RESOURCE", + "prop:-u": "PROP:", + "mods:-u": "MODS:", + "total-weight-u": "TOTAL WEIGHT", + "immobile-u": "IMMOBILE", + "heavily-encumbered-u": "HEAVILY ENCUMBERED", + "encumbered-u": "ENCUMBERED", + "over-carrying-cap-u": "OVER CARRYING CAPACITY", + "equipment-u": "EQUIPMENT", + "personality-traits-u": "PERSONALITY TRAITS", + "ideals-u": "IDEALS", + "bonds-u": "BONDS", + "flaws-u": "FLAWS", + "class-resource-u": "CLASS RESOURCE", + "other-resource-u": "OTHER RESOURCE", + "feats-traits-u": "FEATURES & TRAITS", + "age-u": "AGE", + "size-u": "SIZE", + "size": "Size", + "height-u": "HEIGHT", + "weight-u": "WEIGHT", + "eye-u": "EYES", + "skin-u": "SKIN", + "hair-u": "HAIR", + "char-appearance-u": "CHARACTER APPEARANCE", + "char-backstory-u": "CHARACTER BACKSTORY", + "allies-orgs-u": "ALLIES & ORGANIZATIONS", + "add-feats-traits-u": "ADDITIONAL FEATURES & TRAITS", + "feat-u": "FEAT", + "treasure-u": "TREASURE", + "spell-save-dc-u": "POWER SAVE DC", + "cantrips-u": "PRIME POWERS", + "ritual-u": "CONVENTIONAL", + "casting-time:-u": "ACTIVATION TIME:", + "casting-time:": "Activation Time:", + "at-higher-lvl-dmg:-u": "HIGHER LVL CAST DMG:", + "half-dmg-place": "Half damage", + "hit-die:-u": "HIT DIE:", + "initiative-mod:-u": "INITIATIVE MODIFIER:", + "glob-saving-mod:-u": "GLOBAL SAVING THROW MODIFIER:", + "glob-ac-mod:-u": "GLOBAL ARMOR CLASS MODIFIER:", + "glob-atk-mod:-u": "GLOBAL POWER ATTACK MODIFIER:", + "pass-perc-mod:-u": "PASSIVE PERCEPTION MODIFIER:", + "death-save-mod:-u": "DEATH SAVE MODIFIER:", + "magic-caster-lvl:-u": "CHANNELER/FORGER LEVEL:", + "halfling-luck-u": "HALFLING LUCK", + "arcane-fighter-u": "JUSTICAR", + "arcane-rogue-u": "ARTIFICE", + "class-options-u": "CLASS OPTIONS ()", + "class:-u": "CLASS:", + "subclass:-u": "SUBCLASS:", + "race:-u": "RACE:", + "subrace:-u": "SUBRACE:", + "subrace": "Subrace:", + "subrace-ability-increase": "Subrace Ability Score Increase:", + "2nd-class:-u": "2ND CLASS:", + "lvl:-u": "LEVEL:", + "3rd-class:-u": "3RD CLASS:", + "4th-class:-u": "4TH CLASS:", + "mutliclass-opts-u": "MULTICLASS OPTIONS", + "use-cust-class-u": "USE CUSTOM CLASS", + "class-name:-u": "CLASS NAME:", + "spellcasting-ability:-u": "ESPER ABILITY:", + "spell-slots:-u": "POWER SLOTS:", + "spell-full-u": "FULL (Adept, Engineer, Melder)", + "spell-half-u": "HALF (Hunter, Sentinel)", + "spell-third-u": "THIRD (Artifice, Justicar)", + "tech-slots-u": "TECH SLOTS", + "esper-powers-u": "ESPER POWERS", + "tp-max-u": "Talent Point Maximum", + "tp-current-u": "TALENT POINTS REMAINING", + "talent-slots-label": "TALENT SLOTS (Cybermancer)", + "talent-slots-u": "Max Talent Slots", + "used-talent-slots": "Slots Remaining", + "em_available": "Gained?", + "em_used": "Used", + "esper-mastery-u": "ESPER MASTERY", + "max-rank-u": "Rank", + "cust-class-opts": "CUSTOM CLASS OPTIONS", + "normal": "Normal", + "expirtise": "Expertise", + "skill-opts-u": "SKILL OPTIONS", + "version": "v", + "always-roll-adv": "Always Roll Advantage", + "toggle-roll-adv": "Advantage Toggle", + "query-roll-adv": "Query Advantage", + "never-roll-adv": "Never Roll Advantage", + "never-whisper-roll": "Never Whisper Rolls", + "query-whisper-roll": "Query Whisper", + "always-whisper-roll": "Always Whisper Rolls", + "never-roll-dmg": "Don't Auto Roll Damage", + "always-roll-dmg": "Auto Roll Damage & Crit", + "add-char-to-templates:-u": "ADD CHARACTER NAME TO TEMPLATES:", + "on": "On", + "off": "Off", + "inventory:-u": "INVENTORY:", + "compendium-compatible": "Compendium Compatible", + "simple": "Simple", + "encumbrance:-u": "ENCUMBRANCE:", + "ammo-tracking:-u": "AMMO TRACKING:", + "general-opts-u": "GENERAL OPTIONS", + "transition-text": "Clicking one of the images below will reformat the data from your current sheet to this sheet. These changes are permanent and cannot be undone.", + "transition-text-highlight": "Please make a copy of your game before you use this tool.", + "choose-sheet-transfer": "CHOOSE THE SHEET YOU ARE TRANSFERING FROM", + "community-sheet-u": "COMMUNITY SHEET", + "shaped-sheet-u": "SHAPED SHEET", + "transition-opts-u": "TRANSITION OPTIONS", + "portions-sheet-utilize": "Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https://wiki.roll20.net/SRD_5.0_OGL_License", + "api-required-title": "Try it now with easy one click API installation available with your Pro subscription.", + "api-required-u": "(API REQUIRED)", + "spell_dc_mod:-u": "POWER SAVE DC MOD:", + "custom_ac:-u": "CUSTOM AC:", + "npc-info": "The NPC option sets new characters to default to the NPC card style sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely representing non player characters.", + "npc-pc": "NPC/PC", + "roll-queries-info": "D20 Rolls output according to this option. Always Roll Advantage is the default setting and will roll two D20 on every roll in case of advantage. The expectation is that if there is no advantage or disadvantage you use the left most result. The Advantage Toggle option adds three new buttons to the top of the sheet so that you can toggle advantage on a case by case basis. Query Advantage gives you a prompt every roll asking if the roll has advantage. Never Roll Advantage always rolls a single D20 on any given roll, expecting the player to roll a second time in case of advantage or disadvantage.", + "whisp-rolls-gm-info": "All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.", + "auto-dmg-roll-info": "By default, attack damage rolls are not rolled until the hit is confirmed. Damage is rolled from the chat roll template by clicking on the name of the attack in the right hand bar, which then displays the damage. The default method is compatible with 3D dice. Optionally, you can choose to have the Auto Roll Damage & Crit option which will roll damage and critical hit dice at the same time of the attack, presenting all possible outcomes at the time of the attack.", + "add-char-to-templates-info": "Character names are not added to the roll template by default, and are only displayed as normal in the chat tab as the player/character selected as 'Speaking As'. Turning this option on adds the character making the roll's name to the template, useful for players representing multiple characters.", + "inventory-info": "Character Inventories default to the complex style that is compatible with the Roll20 5E Compendium. This includes granular item amounts/weights, weight and encumbrance tracking, sorting, AC calculations, automatic attack generation, and more. The Simple option provides a text field for item lists for players who want more manual control over the sheet.", + "encumbrance-info": "The sheet uses the variant encumbrance rules on page 160 of the Core Manual. The Off option disables the variant rules and only uses a basic over-limit inventory weight check.", + "ammo-tracking-info": "Provides automatic ammo tracking with the 5th Edition OGL by Roll20 Companion API Script.", + "dungeons-and-dragons-styling": "DUNGEONS AND DRAGONS STYLING", + "dungeons-and-dragons-styling-info": "Turns on Dungeons and Dragons styling for both the character sheet and roll templates. This setting is automatically applied to all character sheets and cannot be selectively used.", + "cd-bar1-value:-u": "BAR 1 VALUE:", + "cd-bar1-max:-u": "BAR 1 MAX:", + "cd-bar1-link:-u": "BAR 1 LINK:", + "cd-bar1-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 1's value to this attribute.", + "cd-bar1-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 1's max to this attribute.", + "cd-bar1-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 1's value to this attribute. If set this will override all other bar settings.", + "cd-bar2-value:-u": "BAR 2 VALUE:", + "cd-bar2-max:-u": "BAR 2 MAX:", + "cd-bar2-link:-u": "BAR 2 LINK:", + "cd-bar2-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 2's value to this attribute.", + "cd-bar2-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 2's max to this attribute.", + "cd-bar2-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 2's value to this attribute. If set this will override all other bar settings.", + "cd-bar3-value:-u": "BAR 3 VALUE:", + "cd-bar3-max:-u": "BAR 3 MAX:", + "cd-bar3-link:-u": "BAR 3 LINK:", + "cd-bar3-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 3's value to this attribute.", + "cd-bar3-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 3's max to this attribute.", + "cd-bar3-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 3's value to this attribute. If set this will override all other bar settings.", + "npc-name-in-rolls:-u": "NPC NAME IN ROLLS:", + "ship-name-in-rolls:-u": "SHIP NAME IN ROLLS:", + "show": "Show", + "hide": "Hide", + "npc-name-in-rolls-desc:-u": "In NPC roll results, show or hide the name of the NPC in the roll result card.", + "ship-name-in-rolls-desc:-u": "In SHIP roll results, show or hide the name of the SHIP in the roll result card.", + "public:-u": "PUBLIC", + "to-gm:-u": "TO GM", + "toggle-roll-whisper": "Whisper Toggle", + "attribute-opts-u": "ATTRIBUTE OPTIONS", + "save-opts-u": "SAVE OPTIONS", + "by-level": "By Level (Default)", + "prof-die": "Proficiency Die (DMG)", + "custom": "Custom", + "core-die-roll:-u": "CORE DIE ROLL:", + "has-attack-u": "HAS AN ATTACK", + "variant-phb": "Variant (Core M. p160)", + "carrying-capacity-mod:-u": "CARRYING CAPACITY MODIFIER:", + "armor-class-tracking:-u": "ARMOR CLASS TRACKING:", + "automatic": "Automatic", + "cantrip-progression:-u": "PRIME PROGRESSION", + "cantrip-dice-u": "PRIME DICE", + "cantrip-beam-u": "PRIME BEAM", + "slots_total-u": "SLOTS TOTAL", + "slots_remaining-u": "SLOTS REMAINING", + "level-calculations:-u": "AUTO LEVEL CALCULATIONS:", + "spell_slot_modifiers-u": "TECH SLOT MODIFIERS", + "lvl-u": "RANK", + "include_spell_desc:-u": "INCLUDE POWER DESCRIPTION IN ATTACK:", + "token_size-u": "TOKEN SIZE", + "add-dex-tiebreaker-u": "ADD DEX TIEBREAKER TO INITIATIVE", + "initiative-style:-u": "INITIATIVE STYLE:", + "query-attr-u": "QUERY ATTRIBUTE", + "custom-skills-u": "CUSTOM SKILLS", + "weapon-u": "WEAPON", + "armor-u": "ARMOR", + "other-u": "OTHER", + "source:-u": "SOURCE:", + "source-type:-u": "SOURCE TYPE:", + "racial": "Species", + "class": "Class", + "feat": "Feat", + "feats": "Feats", + "other": "Other", + "partial": "Partial", + "show_all": "Show All", + "cr_only": "C&R Only", + "spell-icons:-u": "POWER ICONS:", + "custom-pb:-u": "CUSTOM PROFICIENCY BONUS:", + "show-global-attack-field-u": "SHOW GLOBAL ATTACK MODIFIER FIELD", + "show-global-damage-field-u": "SHOW GLOBAL DAMAGE MODIFIER FIELD", + "show-global-save-field-u": "SHOW GLOBAL SAVE MODIFIER FIELD", + "show-global-skill-field-u": "SHOW GLOBAL SKILL MODIFIER FIELD", + "global-attack-u": "GLOBAL ATTACK MODIFIER", + "global-damage-u": "GLOBAL DAMAGE MODIFIER", + "global-save-u": "GLOBAL SAVE MODIFIER", + "global-skill-u": "GLOBAL SKILL MODIFIER", + "global-damage": "Global Damage Modifier", + "core-die-roll-info": "Changing the core die will replace the normal 1d20 made with almost all rolls with a randomizer of your choice, such as 2d10 or 3d6.", + "pb-type-info": "By default, the character's Proficiency Bonus will be automatically calculated based off of their total level as is the standard method in the Core Manual. The Proficiency Die option supports the alternate method outlined in the DMG where, instead of a flat bonus, a die is rolled instead. The Custom option allows you to replace the PB with anything of your choosing.", + "global-save-info": "Creates a custom global save modifier field, underneath the SAVING THROWS section of the character sheet. Anything put there will be applied to any save roll. Perfect for regular but not permanent bonuses like the Sensory Boost power.", + "global-skill-info": "Creates a custom global skill modifier field, underneath the SKILLS section of the character sheet. Anything put there will be applied to any save roll. Perfect for regular but not permanent bonuses like the Amplify Ability power.", + "global-attack-info": "Creates a custom global attack modifier field, underneath the ATTACKS AND ESPER POWERS section of the character sheet. Anything put there will be applied to any attack to-hit roll. Perfect for regular but not permanent bonuses to attack like the Sensory Boost power.", + "global-damage-info": "Creates a custom global damage modifier field, underneath the ATTACKS AND ESPER POWERS section of the character sheet. Anything put there will be applied to any attack damage roll. Perfect for regular but not permanent bonuses to damage like the Deft Strike ability.", + "auto-level-calc-info": "By default changing character levels will automatically set spell slots and hit dice. Changing this setting to off prevents this behavior.", + "simple-traits-info": "Character FEATURES AND TRAITS section defaults to the complex style that is compatible with the Roll20 5E Compendium. The Simple option provides a text field for players who want more manual control over the sheet.", + "simple-proficiencies-info": "Character OTHER PROFICIENCIES & LANGUAGES section defaults to the complex style that is compatible with the Roll20 5E Compendium. The Simple option provides a text field for players who want more manual control over the sheet.", + "init-tiebreaker-info": "Adds the character's dexterity score as a decimal to the end of the initiative bonus for purposes of breaking ties.", + "b-custom-info": "When the Proficiency Bonus type is set to Custom, the character sheet will use this value for the character's Proficiency Bonus.", + "footer-wiki-link": "This sheet was created from the 5th Edition OGL character sheet by Roll20. For game information, visit http://espergenesis.com", + "accepting-drop-u": "ACCEPTING DROP FROM COMPENDIUM", + "are_you_sure": "Are you sure you want to turn this character into a ", + "yes": "Yes", + "next": "Next", + "cancel": "Cancel", + "cancel-u": "CANCEL", + "choose": "Choose", + "innate:-u": "INNATE:", + "mod:-u": "MOD:", + "hpmods:-u": "HP MODIFIERS:", + "charmancer-welcome": "Welcome to the Charactermancer!", + "charmancer-what-is": "The Charactermancer is a step-by-step process that makes building a character simple and streamlined. Changes are saved as you progress, but the character sheet is only updated when the Charactermancer has been completed.", + "get-started": "Get started by clicking Next.", + "opt-out-u": "OPT OUT", + "charmancer-compendium": "Your Compendium Awaits.", + "charmancer-compendium-detail": "The Charactermancer currently supports Dungeons & Dragons 5th Edition SRD and the Player's Handbook. You can add the Player's Handbook to your compendium in the Marketplace, or the game owner can share their compendium with everyone in the game.", + "charmancer-choose-race": "Choose a Race:", + "charmancer-custom-race-name": "Custom Race Name:", + "charmancer-custom-subclass-name:": "Custom sublass Name:", + "charmancer-additional-cantrips": "Additional Cantrips", + "charmancer-additional-lvl-1-spells": "Additional Level 1 Spells", + "suggested-abilities": "Suggested Abilities: ", + "class-spellcasting": "Class Spellcasting Ability: ", + "ability-score-increase": "Ability Score Increase:", + "lawful-good": "Lawful Good", + "neutral-good": "Neutral Good", + "chaotic-good": "Chaotic Good", + "lawful-neutral": "Lawful Neutral", + "neutral": "Neutral", + "chaotic-neutral": "Chaotic Neutral", + "lawful-evil": "Lawful Evil", + "neutral-evil": "Neutral Evil", + "chaotic-evil": "Chaotic Evil", + "tiny": "Tiny", + "small": "Small", + "medium": "Medium", + "large": "Large", + "huge": "Huge", + "age": "Age:", + "gargantuan": "Gargantuan", + "step1-equipment": "Step 5: Equipment", + "equipment-from-background": "Equipment from Background", + "equipment-from-class": "Equipment from Class", + "class-equipment": "Class Equipment", + "starting-wealth": "Starting Wealth (Core)", + "starting-cubil:": "Starting Cubil:", + "no_class_warning-u": "NO CLASS HAS BEEN SELECTED OR SELECTED CLASS DOES NOT HAVE STANDARD EQUIPMENT. CLASS EQUIPMENT CANNOT BE CHOSEN AT THIS TIME.", + "standard-array": "Standard Array", + "roll-for-stats": "Roll for Stats", + "standard-roll": "Roll 4d6, drop lowest", + "charmancer-cancel-heading": "Where would you like to go, traveler?", + "continue-charmancer": "Continue Charactermancer", + "save_progress_and_exit": "Save and Exit", + "cancel_charactermancer": "Discard and exit", + "charmancer-discard-warning": "Discard and Exit will cause all choices to be lost.", + "mancer-opts-u": "CHARACTERMANCER OPTIONS", + "relaunch-lvl1mancer-u": "LAUNCH LEVEL 1 CHARACTERMANCER (CANNOT BE UNDONE)", + "point-buy": "Point Buy", + "available-points:": "Available Points: ", + "equipment-choice-text": "How would you like to choose your equipment?", + "charmancer-start": "Start", + "clear-abilities": "Clear Assignment", + "use-charactermancer-for-new:-u": "USE LEVEL 1 CHARACTERMANCER FOR NEW CHARACTERS:", + "use-charactermancer-for-new-info": "With this option enabled all new characters will open with the Level 1 Roll20 Charactermancer. Disabling this option will start new characters directly on the character sheet disabling the Level 1 Charactermancer, which can still be manually run from the Settings tab of the character sheet.", + "feat-pre-check": "Look carefully! Prerequisites are not checked automatically.", + "stats-rolled-hint": "We rolled your dice! Check the chat window to view your results in detail. Assign the results below to your preferred attributes:", + "return-to:": "Return to: ", + "do_you_want_mancer": "How do you want to create this character?", + "no": "No", + "global-ac-u": "GLOBAL AC MODIFIER", + "show-global-ac-field-u": "SHOW GLOBAL AC MODIFIER FIELD", + "warning-customac-u": "ATTENTION - CUSTOM AC IS NOT BEING USED. TO USE CUSTOM AC, UNEQUIP ARMOR.", + "manual": "Edit sheet directly", + "npc-new": "Create an NPC", + "mancer-confirm-yes": "Use the Charactermancer", + "allow-shields-u": "ALLOW SHIELDS?", + "levels-u": "LEVELS", + "features-u": "FEATURES", + "asi-u": "ABILITY SCORE INCREASE / FEATS", + "charmancer-leveler-what-is": "The Charactermancer is a step-by-step process that makes leveling up a character simple and streamlined. Changes are saved as you progress, but the character sheet is only updated when the Charactermancer has been completed.", + "charmancer-leveler-level-info1": "Your existing class levels have been pre-populated for you. By default your primary class has been set to be increased by one level. You can change how many levels to increase below, as well as adding a new multiclass.", + "charmancer-leveler-level-info2": "In each class section you'll have the option to take the average number of hit points or to roll randomly, choose class features for the levels you're advancing, and choose your subclass if appropriate.", + "charmancer-leveler-spells-info": "Listed here are the current spells your character already knows. If you gained access to more spells during your advancement you will be able to select them below. Check next to the spells you wish to learn. The Charactermancer will help you pick the right number of spells and from the correct list. If your class has the option to swap out spells, you can do so by unselecting currently known spells which will allow you to select new ones in their place.", + "total-level-u": "TOTAL LEVEL", + "main-class-level-u": "MAIN CLASS LEVEL", + "class-2-level-u": "CLASS 2 LEVEL", + "class-3-level-u": "CLASS 3 LEVEL", + "class-4-level-u": "CLASS 4 LEVEL", + "levels:-u": "LEVELS:", + "warning-leveler_start-u": "ATTENTION - YOU CANNOT LAUNCH THE CHARACTERMANCER LEVEL UP UNTIL YOU HAVE A CLASS, LEVEL, AND HP SET FOR LEVEL ONE. PLEASE RUN THE CHARACTERMANCER CREATOR FIRST. THE LEVEL UP TOOL DOESN'T WORK WITH CUSTOM CLASSES OR IF THE MULTICLASS OPTIONS ARE SET UP INCORRECTLY.", + "charmancer-leveler-custom-class-warning": "The Level Up tool does not support custom classes at this time.", + "charmancer-welcome-lp": "Welcome to Charactermancer Level Up!", + "charmancer-leveler-what-is-lp": "Look at you, with all that experience. Now it's time to claim your reward. You'll walk through the step-by-step process to make a few decisions, and your character will be at the next level in no time. Changes are saved as you move through the process, but if you change your mind, you'll need to revisit the steps and choices that come after.", + "charmancer-compendium-detail-lp": "The Charactermancer currently supports Dungeons & Dragons 5th Edition SRD, Player's Handbook, and Guildmasters' Guide to Ravnica. Xanathar's Guide to Everything will be supported in the coming weeks. You can add the Player's Handbook and Guildmasters' Guide to Ravnica to your compendium in the Marketplace, or the game owner can share their compendium with everyone in the game.", + "roll:-u": "ROLL:", + "roll": "Roll", + "prerequisite:": "Prerequisite:", + "back": "BACK", + "back-to-top": "Back to Top", + "choose-a-class:": "Choose a Class:", + "custom-class-name:": "Custom Class Name", + "charmancer-class-features:": "Class Features: ", + "charmancer-subclass-features:": "Subclass Features:", + "hit-die:": "Hit Die:", + "average": "Average", + "hp-u": "HP", + "saving-throw-proficiency": "Saving Throw Proficiency", + "armor": "Armor", + "equipment": "Equipment:", + "language": "Language", + "skill": "Skill", + "tool": "Tool", + "weapon": "Weapon", + "add-another-feature": "Add Another Feature", + "add-another-proficiency": "Add Another Proficiency", + "innate-spellcasting:": "Innate Powers:", + "spellcasting-ability": "Esper Ability:", + "number-of-cantrips": "Number of Primes:", + "number-of-lvl-1-spells": "Number of Level 1 Spells:", + "spell-list": "Powers List:", + "done": "Done", + "ability-score-method": "Ability Score Method:", + "select-your-choices": "Select Your Choices:", + "input-your-scores": "Input Your Scores:", + "choose-background": "Choose a Background:", + "personality-traits": "Personality Traits", + "ideal": "Ideal", + "bond": "Bond", + "flaw": "Flaw", + "you-have-chosen-starting-cubil": "You have chosen starting cubil and do not get equipment from your background.", + "you-have-created-custom-class": "You have created a custom class; you can add equipment to the character sheet after you have finished the Charactermancer.", + "arcane-is-mystery": "Cosmic forces are a mystery to you.", + "your-character-dont-have-spells-this-lvl": "Your character doesn't have powers at this level. Click “Next” to review your character!", + "charmancer-a-feat-represents": "A feat represents accomplishment, grit, determination, and expertise. It is the reward for hard work.", + "you-really-havent-done": "You really haven't done that much yet", + "review-your-choices": "Review your choices:", + "race": "Race", + "abilities": "Abilities", + "bio": "Bio", + "name-background": "Name:", + "building-your-character": "Building your character...", + "charmancer-only-choice-left-is-on-or": "The only choice left is to press on or turn back. If you're editing an existing character, all your existing data will be lost into the void when you apply your changes.", + "apply-changes": "Apply Changes", + "pick-your-equipment": "Pick your equipment", + "you-havent-chosen-background": "You have not yet selected a background.", + "you-havent-selected-class": "You have not yet selected a class.", + "ability-score": "Ability Score", + "you-can-increase-two-abilites": "You can increase two of your abilities by 1, or one of your abilities by 2", + "before-leveling": "Before Leveling", + "after-leveling": "After Leveling", + "charmancer-removed-spells-marked-pt1": "Removed spells will be marked with a r symbol so you can find it easily if you change your mind." +} diff --git a/Esper_Genesis_5E/translations/fr.json b/Esper_Genesis_5E/translations/fr.json new file mode 100644 index 0000000000..a26581dda1 --- /dev/null +++ b/Esper_Genesis_5E/translations/fr.json @@ -0,0 +1,719 @@ +{ + "skills-list": "acrobatics,astrophysics,athletics,computers,deception,insight,intimidation,investigation,lore,mechanics,medicine,perception,performance,persuasion,sleight_of_hand,stealth,survival,xenobiology", + "npc-options-u": "NPC OPTIONS", + "ship-options-u": "SHIP OPTIONS", + "name-u": "NAME", + "npc-type-u": "NPC TYPE", + "ship-type-u": "SHIP TYPE", + "npc-type-place": "Medium cyborg, any evil alignment", + "ship-type-place": "Medium ship", + "armor-class-u": "ARMOR CLASS", + "class-u": "CLASS", + "type-u": "TYPE", + "maneuver-defense-u": "MANEUVER DEFENSE", + "maneuver-save-u": "MANEUVER SAVE DC", + "abilities-u": "ABILITIES", + "npc-armor-place": "light trooper", + "hit-points-u": "HIT POINTS", + "hull-points-u": "HULL POINTS", + "formula-u": "FORMULA", + "speed-u": "SPEED", + "npc-speed-place": "30 ft., fly 60ft.", + "ship-speed-place": "6", + "piloting-u": "PILOTING BONUS (Dex Bonus + Proficiency Bonus)", + "attributes-u": "ATTRIBUTES", + "ship-attributes-u": "ATTRIBUTES (PILOT/CREW)", + "str-u": "STR", + "dex-u": "DEX", + "con-u": "CON", + "int-u": "INT", + "wis-u": "WIS", + "cha-u": "CHA", + "npcs-u": "NPC", + "ships-u": "SHIP", + "ship-dex-u": "DEX—[PILOT]", + "ship-int-u": "INT—[TECH]", + "ship-wis-u": "WIS—[TECH]", + "sensor-u": "SENSOR RANGE", + "saves-u": "SAVES", + "skills-u": "SKILLS", + "acrobatics-u": "ACROBATICS", + "mechanics-u": "MECHANICS", + "astrophysics-u": "ASTROPHYSICS", + "athletics-u": "ATHLETICS", + "deception-u": "DECEPTION", + "lore-u": "LORE", + "insight-u": "INSIGHT", + "intimidation-u": "INTIMIDATION", + "investigation-u": "INVESTIGATION", + "medicine-u": "MEDICINE", + "xenobiology-u": "XENOBIOLOGY", + "perception-u": "PERCEPTION", + "performance-u": "PERFORMANCE", + "persuasion-u": "PERSUASION", + "computers-u": "COMPUTERS", + "sleight_of_hand-u": "SLEIGHT OF HAND", + "stealth-u": "STEALTH", + "survival-u": "SURVIVAL", + "damage-vuln-u": "DAMAGE VULNERABILITIES", + "npc-dmg-vuln-place": "fire", + "ship-dmg-vuln-place": "lightning", + "damage-res-u": "DAMAGE RESISTANCES", + "npc-dmg-res-place": "cold", + "ship-dmg-res-place": "acid, fire", + "damage-imm-u": "DAMAGE IMMUNITIES", + "npc-dmg-imm-place": "lightning, thunder", + "ship-dmg-imm-place": "cold", + "cond-imm-u": "CONDITION IMMUNITIES", + "npc-cond-imm-place": "charmed", + "ship-cond-imm-place": "impaired", + "senses-u": "SENSES", + "npc-senses-place": "darkvision 120ft., passive Perception 16", + "ship-senses-place": "6", + "langs-u": "LANGUAGES", + "lang-u": "LANGUAGE", + "npc-langs-place": "Alphaline, Common, Nesieve", + "challenge-u": "CHALLENGE", + "xp-u": "XP", + "spellcast-npc-u": "ESPER NPC", + "spell-ability-u": "ESPER ABILITY", + "none-u": "NONE", + "strength-u": "STRENGTH", + "strength-save-u": "STRENGTH SAVE", + "dexterity-u": "DEXTERITY", + "dexterity-save-u": "DEXTERITY SAVE", + "constitution-u": "CONSTITUTION", + "constitution-save-u": "CONSTITUTION SAVE", + "intelligence-u": "INTELLIGENCE", + "intelligence-save-u": "INTELLIGENCE SAVE", + "wisdom-u": "WISDOM", + "wisdom-save-u": "WISDOM SAVE", + "charisma-u": "CHARISMA", + "charisma-save-u": "CHARISMA SAVE", + "spell-dc-u": "POWER DC", + "spell-atk-bonus-u": "POWER ATTACK BONUS", + "has-reaction-u": "HAS REACTIONS", + "leg-actions:-u": "LEGENDARY ACTIONS:", + "gen-opts-u": "GENERAL OPTIONS", + "npc-u": "NPC/SHIP", + "roll-queries:-u": "ROLL QUERIES:", + "always-adv": "Always Roll Advantage", + "adv-toggle": "Advantage Toggle", + "query-adv": "Query Advantage", + "never-adv": "Never Roll Advantage", + "whisp-rolls-gm:-u": "WHISPER ROLLS TO GM:", + "never-whisp": "Never Whisper Rolls", + "query-whisp": "Query Whisper", + "always-whisp": "Always Whisper Rolls", + "auto-dmg-roll:-u": "AUTO DAMAGE ROLL:", + "never-dmg": "Don't Auto Roll Damage", + "always-dmg": "Auto Roll Damage & Crit", + "ac": "Armor Class", + "hp": "Hit Points", + "hlp": "Hull Points", + "speed": "Speed", + "maneuver-defense": "Maneuver Defense", + "maneuver-save": "Maneuver Save DC", + "sensors": "Sensor Range", + "piloting": "Piloting Check", + "pilot-bonus": "Piloting Bonus", + "language-proficiencies": "Language Proficiencies:", + "skill-proficiencies": "Skill Proficiencies:", + "weapon-proficiencies": "Weapon Proficiencies", + "armor-proficiencies": "Armor Proficiencies:", + "tool-proficiencies": "Tool Proficiencies:", + "saving-throw": "Saving Throws", + "str": "Str", + "dex": "Dex", + "con": "Con", + "int": "Int", + "wis": "Wis", + "cha": "Cha", + "skills": "Skills", + "acrobatics": "Acrobatics", + "mechanics": "Mechanics", + "astrophysics": "Astrophysics", + "athletics": "Athletics", + "deception": "Deception", + "lore": "Lore", + "insight": "Insight", + "intimidation": "Intimidation", + "investigation": "Investigation", + "medicine": "Medicine", + "xenobiology": "Xenobiology", + "perception": "Perception", + "performance": "Performance", + "persuasion": "Persuasion", + "computers": "Computers", + "sleight_of_hand": "Sleight of Hand", + "stealth": "Stealth", + "survival": "Survival", + "dmg-vuln": "Damage Vulnerabilities", + "dmg-res": "Damage Resistances", + "dmg-imm": "Damage Immunities", + "cond-imm": "Condition Immunities", + "senses": "Senses", + "langs": "Languages", + "challenge": "Challenge", + "npc-trait-name-place": "False Appearance.", + "npc-trait-desc-place": "If the velbast fails...", + "actions": "Actions", + "adv": "Advantage", + "norm": "Normal", + "disadv": "Disadvantage", + "name:-u": "NAME:", + "attack-u": "ATTACK", + "type:-u": "TYPE:", + "melee": "Melee", + "ranged": "Ranged", + "range-reach:-u": "RANGE/REACH:", + "range-reach-place": "5 ft.", + "to-hit:-u": "TO HIT:", + "target:-u": "TARGET:", + "target:": "Target:", + "to-hit-place": "One target", + "on-hit:-u": "ON HIT:", + "on-hit-place": "slashing", + "on-hit2:-u": "ON HIT 2:", + "on-hit-2-place": "fire", + "hit:": "Hit: ", + "reactions": "Reactions", + "npc-repeating-name-place": "Parry.", + "npc-repeating-desc-place": "The creature adds 2 to its AC against...", + "traits": "Traits", + "features": "Features", + "spells": "Powers", + "prep-u": "PREP", + "school:-u": "DOMAIN:", + "alteration": "Alteration", + "clairsentient": "Clairsentient", + "elemental": "Elemental", + "kinesis": "Kinesis", + "metaphase": "Metaphase", + "psychogenic": "Psychogenic", + "technique": "Technique", + "ritual": "CONVENTIONAL", + "ritual-l": "conventional", + "range:-u": "RANGE:", + "range:": "Range:", + "pointcost:-u": "POINT COST:", + "pointcost:": "Point Cost:", + "spell-component-verbal": "V", + "spell-component-somatic": "S", + "spell-component-material": "M", + "spell-ritual": "R", + "spell-concentration": "C", + "ruby-dust-place": "ruby dust worth 50gp", + "concentration-u": "CONCENTRATION", + "concentration": "Concentration", + "duration:-u": "DURATION:", + "duration:": "Duration:", + "difficulty-class-abv": "DC", + "output:-u": "OUTPUT:", + "powercard-u": "POWERCARD", + "spell-atk:-u": "POWER ATTACK:", + "none": "None", + "dmg:-u": "DAMAGE:", + "dmg2:-u": "DAMAGE2:", + "healing:-u": "HEALING:", + "add-ability-mod-u": "ADD ABILITY MOD TO DAMAGE OR HEALING", + "effect:-u": "EFFECT:", + "npc-atk-effect-place": "Half damage", + "desc:-u": "DESCRIPTION:", + "at-higher-lvl:-u": "AT HIGHER RANKS:", + "at-higher-lvl": "At Higher Ranks", + "higher-lvl-cast": "Higher Rank Use", + "leg-actions": "Legendary Actions", + "leg-actions-desc": "The can take legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The regains spent legendary actions at the start of its turn.", + "atk-range-place": "5 ft.", + "atk-target-place": "One target", + "atk-dmg-type-place": "slashing", + "atk-dmg-type2-place": "fire", + "adv-u": "ADVANTAGE", + "norm-u": "NORMAL", + "disadv-u": "DISADVANTAGE", + "core-u": "CORE", + "bio-u": "BIO", + "gear-u": "GEAR", + "spells-u": "POWERS", + "feats-u": "FEATS", + "review-u": "REVIEW", + "char-name-u": "CHARACTER NAME", + "adept": "Adept", + "barbarian": "Barbarian", + "cybermancer": "Cybermancer", + "engineer": "Engineer", + "hunter": "Hunter", + "melder": "Melder", + "sentinel": "Sentinel", + "specialist": "Specialist", + "warrior": "Warrior", + "class-level-u": "CLASS & LEVEL", + "background-u": "BACKGROUND", + "background": "Background", + "race-u": "RACE", + "alignment-u": "ALIGNMENT", + "alignment": "Alignment:", + "exp-pts-u": "EXPERIENCE POINTS", + "inspiration-u": "INSPIRATION", + "prof-bonus-u": "PROFICIENCY BONUS", + "strength": "Strength", + "strength-save": "Strength Save", + "dexterity": "Dexterity", + "dexterity-save": "Dexterity Save", + "constitution": "Constitution", + "constitution-save": "Constitution Save", + "intelligence": "Intelligence", + "intelligence-save": "Intelligence Save", + "wisdom": "Wisdom", + "wisdom-save": "Wisdom Save", + "charisma": "Charisma", + "charisma-save": "Charisma Save", + "saving-throws-u": "SAVING THROWS", + "acrobatics-core": "Acrobatics (Dex)", + "mechanics-core": "Mechanics (Wis)", + "astrophysics-core": "Astrophysics (Int)", + "athletics-core": "Athletics (Str)", + "deception-core": "Deception (Cha)", + "lore-core": "Lore (Int)", + "insight-core": "Insight (Wis)", + "intimidation-core": "Intimidation (Cha)", + "investigation-core": "Investigation (Int)", + "medicine-core": "Medicine (Wis)", + "xenobiology-core": "Xenobiology (Int)", + "perception-core": "Perception (Wis)", + "performance-core": "Performance (Cha)", + "persuasion-core": "Persuasion (Cha)", + "computers-core": "Computers (Int)", + "sleight_of_hand-core": "Sleight of Hand (Dex)", + "stealth-core": "Stealth (Dex)", + "survival-core": "Survival (Wis)", + "pass-wis-u": "PASSIVE WISDOM (PERCEPTION)", + "tool-u": "TOOL", + "pro-u": "PRO", + "attr-u": "ATTRIBUTE", + "prof-bonus:-u": "PROFICIENCY BONUS:", + "prof-u": "PROFICIENT", + "proficency-u": "PROFICIENCY", + "expertise-u": "EXPERTISE", + "jack-of-all-u": "JACK OF ALL TRADES", + "attr:-u": "ATTRIBUTE:", + "tool-prof-u": "TOOL PROFICIENCIES", + "weapon-proficiencies-u": "WEAPON PROFICIENCIES", + "other-prof-langs-u": "OTHER PROFICIENCIES & LANGUAGES", + "prof-langs-u": "PROFICIENCIES & LANGUAGES", + "init": "Initiative", + "init-u": "INITIATIVE", + "hp-max-u": "Hit Point Maximum", + "hp-current-u": "CURRENT HIT POINTS", + "hp-temp-u": "TEMPORARY HIT POINTS", + "total": "Total", + "hit-dice-u": "HIT DICE", + "successes-u": "SUCCESSES", + "failures-u": "FAILURES", + "death-save-u": "DEATH SAVE", + "death-saves-u": "DEATH SAVES", + "exhaustion-setting-u": "SHOW EXHAUSTION TRACKING:", + "exhaustion-u": "EXHAUSTION LEVEL", + "exhaustion-0": "No effect", + "exhaustion-1": "Disadvantage on ability checks", + "exhaustion-2": "Speed halved", + "exhaustion-3": "Disadvantage on attack rolls and saving throws", + "exhaustion-4": "Hit point maximum halved", + "exhaustion-5": "Speed reduced to 0", + "exhaustion-6": "Death", + "atk-u": "ATK", + "dmg-type-u": "DAMAGE/TYPE", + "attack:-u": "ATTACK:", + "proficient-u": "PROFICIENT", + "range-place": "Self (60-foot cone)", + "enhanced-bonus:-u": "ENHANCED BONUS:", + "crit-range-u": "CRIT RANGE:", + "damage:-u": "DAMAGE:", + "dmg-type-place": "Slashing", + "crit:-u": "CRIT:", + "damage2:-u": "DAMAGE2:", + "saving-throw:-u": "SAVING THROW:", + "vs-dc:-u": "VS DC:", + "spell-u": "POWER", + "flat-u": "FLAT", + "save": "Save", + "save-effect:-u": "SAVE EFFECT:", + "save-effect-place": "half damage", + "ammunition:-u": "AMMUNITION:", + "ammunition-place": "Arrows", + "description:-u": "DESCRIPTION:", + "description:": "Description:", + "description-place": "Up to 2 creatures within 5 feet", + "atk-spellcasting-u": "ATTACKS & ESPER POWERS", + "copper-piece-u": "CP", + "silver-piece-u": "SP", + "electrum-piece-u": "EP", + "cubil-coin-u": "COINS", + "cubil-cred-u": "CUBIL", + "warning-armor-sets-u": "WARNING - AC IS NOT INCORRECT. UNEQUIP EXTRA ARMOR OR SHIELD FROM ITEM DETAILS.", + "item-name-u": "ITEM NAME", + "equipped-u": "EQUIPPED", + "use-as-resource-u": "USE AS A RESOURCE", + "prop:-u": "PROP:", + "mods:-u": "MODS:", + "total-weight-u": "TOTAL WEIGHT", + "immobile-u": "IMMOBILE", + "heavily-encumbered-u": "HEAVILY ENCUMBERED", + "encumbered-u": "ENCUMBERED", + "over-carrying-cap-u": "OVER CARRYING CAPACITY", + "equipment-u": "EQUIPMENT", + "personality-traits-u": "PERSONALITY TRAITS", + "ideals-u": "IDEALS", + "bonds-u": "BONDS", + "flaws-u": "FLAWS", + "class-resource-u": "CLASS RESOURCE", + "other-resource-u": "OTHER RESOURCE", + "feats-traits-u": "FEATURES & TRAITS", + "age-u": "AGE", + "size-u": "SIZE", + "size": "Size", + "height-u": "HEIGHT", + "weight-u": "WEIGHT", + "eye-u": "EYES", + "skin-u": "SKIN", + "hair-u": "HAIR", + "char-appearance-u": "CHARACTER APPEARANCE", + "char-backstory-u": "CHARACTER BACKSTORY", + "allies-orgs-u": "ALLIES & ORGANIZATIONS", + "add-feats-traits-u": "ADDITIONAL FEATURES & TRAITS", + "feat-u": "FEAT", + "treasure-u": "TREASURE", + "spell-save-dc-u": "POWER SAVE DC", + "cantrips-u": "PRIME POWERS", + "ritual-u": "CONVENTIONAL", + "casting-time:-u": "ACTIVATION TIME:", + "casting-time:": "Activation Time:", + "at-higher-lvl-dmg:-u": "HIGHER LVL CAST DMG:", + "half-dmg-place": "Half damage", + "hit-die:-u": "HIT DIE:", + "initiative-mod:-u": "INITIATIVE MODIFIER:", + "glob-saving-mod:-u": "GLOBAL SAVING THROW MODIFIER:", + "glob-ac-mod:-u": "GLOBAL ARMOR CLASS MODIFIER:", + "glob-atk-mod:-u": "GLOBAL POWER ATTACK MODIFIER:", + "pass-perc-mod:-u": "PASSIVE PERCEPTION MODIFIER:", + "death-save-mod:-u": "DEATH SAVE MODIFIER:", + "magic-caster-lvl:-u": "CHANNELER/FORGER LEVEL:", + "halfling-luck-u": "HALFLING LUCK", + "arcane-fighter-u": "JUSTICAR", + "arcane-rogue-u": "ARTIFICE", + "class-options-u": "CLASS OPTIONS ()", + "class:-u": "CLASS:", + "subclass:-u": "SUBCLASS:", + "race:-u": "RACE:", + "subrace:-u": "SUBRACE:", + "subrace": "Subrace:", + "subrace-ability-increase": "Subrace Ability Score Increase:", + "2nd-class:-u": "2ND CLASS:", + "lvl:-u": "LEVEL:", + "3rd-class:-u": "3RD CLASS:", + "4th-class:-u": "4TH CLASS:", + "mutliclass-opts-u": "MULTICLASS OPTIONS", + "use-cust-class-u": "USE CUSTOM CLASS", + "class-name:-u": "CLASS NAME:", + "spellcasting-ability:-u": "ESPER ABILITY:", + "spell-slots:-u": "POWER SLOTS:", + "spell-full-u": "FULL (Adept, Engineer, Melder)", + "spell-half-u": "HALF (Hunter, Sentinel)", + "spell-third-u": "THIRD (Artifice, Justicar)", + "tech-slots-u": "TECH SLOTS", + "esper-powers-u": "ESPER POWERS", + "tp-max-u": "Talent Point Maximum", + "tp-current-u": "TALENT POINTS REMAINING", + "talent-slots-label": "TALENT SLOTS (Cybermancer)", + "talent-slots-u": "Max Talent Slots", + "used-talent-slots": "Slots Remaining", + "em_available": "Gained?", + "em_used": "Used", + "esper-mastery-u": "ESPER MASTERY", + "max-rank-u": "Rank", + "cust-class-opts": "CUSTOM CLASS OPTIONS", + "normal": "Normal", + "expirtise": "Expertise", + "skill-opts-u": "SKILL OPTIONS", + "version": "v", + "always-roll-adv": "Always Roll Advantage", + "toggle-roll-adv": "Advantage Toggle", + "query-roll-adv": "Query Advantage", + "never-roll-adv": "Never Roll Advantage", + "never-whisper-roll": "Never Whisper Rolls", + "query-whisper-roll": "Query Whisper", + "always-whisper-roll": "Always Whisper Rolls", + "never-roll-dmg": "Don't Auto Roll Damage", + "always-roll-dmg": "Auto Roll Damage & Crit", + "add-char-to-templates:-u": "ADD CHARACTER NAME TO TEMPLATES:", + "on": "On", + "off": "Off", + "inventory:-u": "INVENTORY:", + "compendium-compatible": "Compendium Compatible", + "simple": "Simple", + "encumbrance:-u": "ENCUMBRANCE:", + "ammo-tracking:-u": "AMMO TRACKING:", + "general-opts-u": "GENERAL OPTIONS", + "transition-text": "Clicking one of the images below will reformat the data from your current sheet to this sheet. These changes are permanent and cannot be undone.", + "transition-text-highlight": "Please make a copy of your game before you use this tool.", + "choose-sheet-transfer": "CHOOSE THE SHEET YOU ARE TRANSFERING FROM", + "community-sheet-u": "COMMUNITY SHEET", + "shaped-sheet-u": "SHAPED SHEET", + "transition-opts-u": "TRANSITION OPTIONS", + "portions-sheet-utilize": "Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https://wiki.roll20.net/SRD_5.0_OGL_License", + "api-required-title": "Try it now with easy one click API installation available with your Pro subscription.", + "api-required-u": "(API REQUIRED)", + "spell_dc_mod:-u": "POWER SAVE DC MOD:", + "custom_ac:-u": "CUSTOM AC:", + "npc-info": "The NPC option sets new characters to default to the NPC card style sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely representing non player characters.", + "npc-pc": "NPC/PC", + "roll-queries-info": "D20 Rolls output according to this option. Always Roll Advantage is the default setting and will roll two D20 on every roll in case of advantage. The expectation is that if there is no advantage or disadvantage you use the left most result. The Advantage Toggle option adds three new buttons to the top of the sheet so that you can toggle advantage on a case by case basis. Query Advantage gives you a prompt every roll asking if the roll has advantage. Never Roll Advantage always rolls a single D20 on any given roll, expecting the player to roll a second time in case of advantage or disadvantage.", + "whisp-rolls-gm-info": "All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.", + "auto-dmg-roll-info": "By default, attack damage rolls are not rolled until the hit is confirmed. Damage is rolled from the chat roll template by clicking on the name of the attack in the right hand bar, which then displays the damage. The default method is compatible with 3D dice. Optionally, you can choose to have the Auto Roll Damage & Crit option which will roll damage and critical hit dice at the same time of the attack, presenting all possible outcomes at the time of the attack.", + "add-char-to-templates-info": "Character names are not added to the roll template by default, and are only displayed as normal in the chat tab as the player/character selected as 'Speaking As'. Turning this option on adds the character making the roll's name to the template, useful for players representing multiple characters.", + "inventory-info": "Character Inventories default to the complex style that is compatible with the Roll20 5E Compendium. This includes granular item amounts/weights, weight and encumbrance tracking, sorting, AC calculations, automatic attack generation, and more. The Simple option provides a text field for item lists for players who want more manual control over the sheet.", + "encumbrance-info": "The sheet uses the variant encumbrance rules on page 160 of the Core Manual. The Off option disables the variant rules and only uses a basic over-limit inventory weight check.", + "ammo-tracking-info": "Provides automatic ammo tracking with the 5th Edition OGL by Roll20 Companion API Script.", + "dungeons-and-dragons-styling": "DUNGEONS AND DRAGONS STYLING", + "dungeons-and-dragons-styling-info": "Turns on Dungeons and Dragons styling for both the character sheet and roll templates. This setting is automatically applied to all character sheets and cannot be selectively used.", + "cd-bar1-value:-u": "BAR 1 VALUE:", + "cd-bar1-max:-u": "BAR 1 MAX:", + "cd-bar1-link:-u": "BAR 1 LINK:", + "cd-bar1-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 1's value to this attribute.", + "cd-bar1-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 1's max to this attribute.", + "cd-bar1-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 1's value to this attribute. If set this will override all other bar settings.", + "cd-bar2-value:-u": "BAR 2 VALUE:", + "cd-bar2-max:-u": "BAR 2 MAX:", + "cd-bar2-link:-u": "BAR 2 LINK:", + "cd-bar2-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 2's value to this attribute.", + "cd-bar2-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 2's max to this attribute.", + "cd-bar2-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 2's value to this attribute. If set this will override all other bar settings.", + "cd-bar3-value:-u": "BAR 3 VALUE:", + "cd-bar3-max:-u": "BAR 3 MAX:", + "cd-bar3-link:-u": "BAR 3 LINK:", + "cd-bar3-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 3's value to this attribute.", + "cd-bar3-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 3's max to this attribute.", + "cd-bar3-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 3's value to this attribute. If set this will override all other bar settings.", + "npc-name-in-rolls:-u": "NPC NAME IN ROLLS:", + "ship-name-in-rolls:-u": "SHIP NAME IN ROLLS:", + "show": "Show", + "hide": "Hide", + "npc-name-in-rolls-desc:-u": "In NPC roll results, show or hide the name of the NPC in the roll result card.", + "ship-name-in-rolls-desc:-u": "In SHIP roll results, show or hide the name of the SHIP in the roll result card.", + "public:-u": "PUBLIC", + "to-gm:-u": "TO GM", + "toggle-roll-whisper": "Whisper Toggle", + "attribute-opts-u": "ATTRIBUTE OPTIONS", + "save-opts-u": "SAVE OPTIONS", + "by-level": "By Level (Default)", + "prof-die": "Proficiency Die (DMG)", + "custom": "Custom", + "core-die-roll:-u": "CORE DIE ROLL:", + "has-attack-u": "HAS AN ATTACK", + "variant-phb": "Variant (Core M. p160)", + "carrying-capacity-mod:-u": "CARRYING CAPACITY MODIFIER:", + "armor-class-tracking:-u": "ARMOR CLASS TRACKING:", + "automatic": "Automatic", + "cantrip-progression:-u": "PRIME PROGRESSION", + "cantrip-dice-u": "PRIME DICE", + "cantrip-beam-u": "PRIME BEAM", + "slots_total-u": "SLOTS TOTAL", + "slots_remaining-u": "SLOTS REMAINING", + "level-calculations:-u": "AUTO LEVEL CALCULATIONS:", + "spell_slot_modifiers-u": "TECH SLOT MODIFIERS", + "lvl-u": "RANK", + "include_spell_desc:-u": "INCLUDE POWER DESCRIPTION IN ATTACK:", + "token_size-u": "TOKEN SIZE", + "add-dex-tiebreaker-u": "ADD DEX TIEBREAKER TO INITIATIVE", + "initiative-style:-u": "INITIATIVE STYLE:", + "query-attr-u": "QUERY ATTRIBUTE", + "custom-skills-u": "CUSTOM SKILLS", + "weapon-u": "WEAPON", + "armor-u": "ARMOR", + "other-u": "OTHER", + "source:-u": "SOURCE:", + "source-type:-u": "SOURCE TYPE:", + "racial": "Species", + "class": "Class", + "feat": "Feat", + "feats": "Feats", + "other": "Other", + "partial": "Partial", + "show_all": "Show All", + "cr_only": "C&R Only", + "spell-icons:-u": "POWER ICONS:", + "custom-pb:-u": "CUSTOM PROFICIENCY BONUS:", + "show-global-attack-field-u": "SHOW GLOBAL ATTACK MODIFIER FIELD", + "show-global-damage-field-u": "SHOW GLOBAL DAMAGE MODIFIER FIELD", + "show-global-save-field-u": "SHOW GLOBAL SAVE MODIFIER FIELD", + "show-global-skill-field-u": "SHOW GLOBAL SKILL MODIFIER FIELD", + "global-attack-u": "GLOBAL ATTACK MODIFIER", + "global-damage-u": "GLOBAL DAMAGE MODIFIER", + "global-save-u": "GLOBAL SAVE MODIFIER", + "global-skill-u": "GLOBAL SKILL MODIFIER", + "global-damage": "Global Damage Modifier", + "core-die-roll-info": "Changing the core die will replace the normal 1d20 made with almost all rolls with a randomizer of your choice, such as 2d10 or 3d6.", + "pb-type-info": "By default, the character's Proficiency Bonus will be automatically calculated based off of their total level as is the standard method in the Core Manual. The Proficiency Die option supports the alternate method outlined in the DMG where, instead of a flat bonus, a die is rolled instead. The Custom option allows you to replace the PB with anything of your choosing.", + "global-save-info": "Creates a custom global save modifier field, underneath the SAVING THROWS section of the character sheet. Anything put there will be applied to any save roll. Perfect for regular but not permanent bonuses like the Sensory Boost power.", + "global-skill-info": "Creates a custom global skill modifier field, underneath the SKILLS section of the character sheet. Anything put there will be applied to any save roll. Perfect for regular but not permanent bonuses like the Amplify Ability power.", + "global-attack-info": "Creates a custom global attack modifier field, underneath the ATTACKS AND ESPER POWERS section of the character sheet. Anything put there will be applied to any attack to-hit roll. Perfect for regular but not permanent bonuses to attack like the Sensory Boost power.", + "global-damage-info": "Creates a custom global damage modifier field, underneath the ATTACKS AND ESPER POWERS section of the character sheet. Anything put there will be applied to any attack damage roll. Perfect for regular but not permanent bonuses to damage like the Deft Strike ability.", + "auto-level-calc-info": "By default changing character levels will automatically set spell slots and hit dice. Changing this setting to off prevents this behavior.", + "simple-traits-info": "Character FEATURES AND TRAITS section defaults to the complex style that is compatible with the Roll20 5E Compendium. The Simple option provides a text field for players who want more manual control over the sheet.", + "simple-proficiencies-info": "Character OTHER PROFICIENCIES & LANGUAGES section defaults to the complex style that is compatible with the Roll20 5E Compendium. The Simple option provides a text field for players who want more manual control over the sheet.", + "init-tiebreaker-info": "Adds the character's dexterity score as a decimal to the end of the initiative bonus for purposes of breaking ties.", + "b-custom-info": "When the Proficiency Bonus type is set to Custom, the character sheet will use this value for the character's Proficiency Bonus.", + "footer-wiki-link": "This sheet was created from the 5th Edition OGL character sheet by Roll20. For game information, visit http://espergenesis.com", + "accepting-drop-u": "ACCEPTING DROP FROM COMPENDIUM", + "are_you_sure": "Are you sure you want to turn this character into a ", + "yes": "Yes", + "next": "Next", + "cancel": "Cancel", + "cancel-u": "CANCEL", + "choose": "Choose", + "innate:-u": "INNATE:", + "mod:-u": "MOD:", + "hpmods:-u": "HP MODIFIERS:", + "charmancer-welcome": "Welcome to the Charactermancer!", + "charmancer-what-is": "The Charactermancer is a step-by-step process that makes building a character simple and streamlined. Changes are saved as you progress, but the character sheet is only updated when the Charactermancer has been completed.", + "get-started": "Get started by clicking Next.", + "opt-out-u": "OPT OUT", + "charmancer-compendium": "Your Compendium Awaits.", + "charmancer-compendium-detail": "The Charactermancer currently supports Dungeons & Dragons 5th Edition SRD and the Player's Handbook. You can add the Player's Handbook to your compendium in the Marketplace, or the game owner can share their compendium with everyone in the game.", + "charmancer-choose-race": "Choose a Race:", + "charmancer-custom-race-name": "Custom Race Name:", + "charmancer-custom-subclass-name:": "Custom sublass Name:", + "charmancer-additional-cantrips": "Additional Cantrips", + "charmancer-additional-lvl-1-spells": "Additional Level 1 Spells", + "suggested-abilities": "Suggested Abilities: ", + "class-spellcasting": "Class Spellcasting Ability: ", + "ability-score-increase": "Ability Score Increase:", + "lawful-good": "Lawful Good", + "neutral-good": "Neutral Good", + "chaotic-good": "Chaotic Good", + "lawful-neutral": "Lawful Neutral", + "neutral": "Neutral", + "chaotic-neutral": "Chaotic Neutral", + "lawful-evil": "Lawful Evil", + "neutral-evil": "Neutral Evil", + "chaotic-evil": "Chaotic Evil", + "tiny": "Tiny", + "small": "Small", + "medium": "Medium", + "large": "Large", + "huge": "Huge", + "age": "Age:", + "gargantuan": "Gargantuan", + "step1-equipment": "Step 5: Equipment", + "equipment-from-background": "Equipment from Background", + "equipment-from-class": "Equipment from Class", + "class-equipment": "Class Equipment", + "starting-wealth": "Starting Wealth (Core)", + "starting-cubil:": "Starting Cubil:", + "no_class_warning-u": "NO CLASS HAS BEEN SELECTED OR SELECTED CLASS DOES NOT HAVE STANDARD EQUIPMENT. CLASS EQUIPMENT CANNOT BE CHOSEN AT THIS TIME.", + "standard-array": "Standard Array", + "roll-for-stats": "Roll for Stats", + "standard-roll": "Roll 4d6, drop lowest", + "charmancer-cancel-heading": "Where would you like to go, traveler?", + "continue-charmancer": "Continue Charactermancer", + "save_progress_and_exit": "Save and Exit", + "cancel_charactermancer": "Discard and exit", + "charmancer-discard-warning": "Discard and Exit will cause all choices to be lost.", + "mancer-opts-u": "CHARACTERMANCER OPTIONS", + "relaunch-lvl1mancer-u": "LAUNCH LEVEL 1 CHARACTERMANCER (CANNOT BE UNDONE)", + "point-buy": "Point Buy", + "available-points:": "Available Points: ", + "equipment-choice-text": "How would you like to choose your equipment?", + "charmancer-start": "Start", + "clear-abilities": "Clear Assignment", + "use-charactermancer-for-new:-u": "USE LEVEL 1 CHARACTERMANCER FOR NEW CHARACTERS:", + "use-charactermancer-for-new-info": "With this option enabled all new characters will open with the Level 1 Roll20 Charactermancer. Disabling this option will start new characters directly on the character sheet disabling the Level 1 Charactermancer, which can still be manually run from the Settings tab of the character sheet.", + "feat-pre-check": "Look carefully! Prerequisites are not checked automatically.", + "stats-rolled-hint": "We rolled your dice! Check the chat window to view your results in detail. Assign the results below to your preferred attributes:", + "return-to:": "Return to: ", + "do_you_want_mancer": "How do you want to create this character?", + "no": "No", + "global-ac-u": "GLOBAL AC MODIFIER", + "show-global-ac-field-u": "SHOW GLOBAL AC MODIFIER FIELD", + "warning-customac-u": "ATTENTION - CUSTOM AC IS NOT BEING USED. TO USE CUSTOM AC, UNEQUIP ARMOR.", + "manual": "Edit sheet directly", + "npc-new": "Create an NPC", + "mancer-confirm-yes": "Use the Charactermancer", + "allow-shields-u": "ALLOW SHIELDS?", + "levels-u": "LEVELS", + "features-u": "FEATURES", + "asi-u": "ABILITY SCORE INCREASE / FEATS", + "charmancer-leveler-what-is": "The Charactermancer is a step-by-step process that makes leveling up a character simple and streamlined. Changes are saved as you progress, but the character sheet is only updated when the Charactermancer has been completed.", + "charmancer-leveler-level-info1": "Your existing class levels have been pre-populated for you. By default your primary class has been set to be increased by one level. You can change how many levels to increase below, as well as adding a new multiclass.", + "charmancer-leveler-level-info2": "In each class section you'll have the option to take the average number of hit points or to roll randomly, choose class features for the levels you're advancing, and choose your subclass if appropriate.", + "charmancer-leveler-spells-info": "Listed here are the current spells your character already knows. If you gained access to more spells during your advancement you will be able to select them below. Check next to the spells you wish to learn. The Charactermancer will help you pick the right number of spells and from the correct list. If your class has the option to swap out spells, you can do so by unselecting currently known spells which will allow you to select new ones in their place.", + "total-level-u": "TOTAL LEVEL", + "main-class-level-u": "MAIN CLASS LEVEL", + "class-2-level-u": "CLASS 2 LEVEL", + "class-3-level-u": "CLASS 3 LEVEL", + "class-4-level-u": "CLASS 4 LEVEL", + "levels:-u": "LEVELS:", + "warning-leveler_start-u": "ATTENTION - YOU CANNOT LAUNCH THE CHARACTERMANCER LEVEL UP UNTIL YOU HAVE A CLASS, LEVEL, AND HP SET FOR LEVEL ONE. PLEASE RUN THE CHARACTERMANCER CREATOR FIRST. THE LEVEL UP TOOL DOESN'T WORK WITH CUSTOM CLASSES OR IF THE MULTICLASS OPTIONS ARE SET UP INCORRECTLY.", + "charmancer-leveler-custom-class-warning": "The Level Up tool does not support custom classes at this time.", + "charmancer-welcome-lp": "Welcome to Charactermancer Level Up!", + "charmancer-leveler-what-is-lp": "Look at you, with all that experience. Now it's time to claim your reward. You'll walk through the step-by-step process to make a few decisions, and your character will be at the next level in no time. Changes are saved as you move through the process, but if you change your mind, you'll need to revisit the steps and choices that come after.", + "charmancer-compendium-detail-lp": "The Charactermancer currently supports Dungeons & Dragons 5th Edition SRD, Player's Handbook, and Guildmasters' Guide to Ravnica. Xanathar's Guide to Everything will be supported in the coming weeks. You can add the Player's Handbook and Guildmasters' Guide to Ravnica to your compendium in the Marketplace, or the game owner can share their compendium with everyone in the game.", + "roll:-u": "ROLL:", + "roll": "Roll", + "prerequisite:": "Prerequisite:", + "back": "BACK", + "back-to-top": "Back to Top", + "choose-a-class:": "Choose a Class:", + "custom-class-name:": "Custom Class Name", + "charmancer-class-features:": "Class Features: ", + "charmancer-subclass-features:": "Subclass Features:", + "hit-die:": "Hit Die:", + "average": "Average", + "hp-u": "HP", + "saving-throw-proficiency": "Saving Throw Proficiency", + "armor": "Armor", + "equipment": "Equipment:", + "language": "Language", + "skill": "Skill", + "tool": "Tool", + "weapon": "Weapon", + "add-another-feature": "Add Another Feature", + "add-another-proficiency": "Add Another Proficiency", + "innate-spellcasting:": "Innate Powers:", + "spellcasting-ability": "Esper Ability:", + "number-of-cantrips": "Number of Primes:", + "number-of-lvl-1-spells": "Number of Level 1 Spells:", + "spell-list": "Powers List:", + "done": "Done", + "ability-score-method": "Ability Score Method:", + "select-your-choices": "Select Your Choices:", + "input-your-scores": "Input Your Scores:", + "choose-background": "Choose a Background:", + "personality-traits": "Personality Traits", + "ideal": "Ideal", + "bond": "Bond", + "flaw": "Flaw", + "you-have-chosen-starting-cubil": "You have chosen starting cubil and do not get equipment from your background.", + "you-have-created-custom-class": "You have created a custom class; you can add equipment to the character sheet after you have finished the Charactermancer.", + "arcane-is-mystery": "Cosmic forces are a mystery to you.", + "your-character-dont-have-spells-this-lvl": "Your character doesn't have powers at this level. Click “Next” to review your character!", + "charmancer-a-feat-represents": "A feat represents accomplishment, grit, determination, and expertise. It is the reward for hard work.", + "you-really-havent-done": "You really haven't done that much yet", + "review-your-choices": "Review your choices:", + "race": "Race", + "abilities": "Abilities", + "bio": "Bio", + "name-background": "Name:", + "building-your-character": "Building your character...", + "charmancer-only-choice-left-is-on-or": "The only choice left is to press on or turn back. If you're editing an existing character, all your existing data will be lost into the void when you apply your changes.", + "apply-changes": "Apply Changes", + "pick-your-equipment": "Pick your equipment", + "you-havent-chosen-background": "You have not yet selected a background.", + "you-havent-selected-class": "You have not yet selected a class.", + "ability-score": "Ability Score", + "you-can-increase-two-abilites": "You can increase two of your abilities by 1, or one of your abilities by 2", + "before-leveling": "Before Leveling", + "after-leveling": "After Leveling", + "charmancer-removed-spells-marked-pt1": "Removed spells will be marked with a r symbol so you can find it easily if you change your mind." +} diff --git a/Esper_Genesis_5E/translations/he.json b/Esper_Genesis_5E/translations/he.json new file mode 100644 index 0000000000..a26581dda1 --- /dev/null +++ b/Esper_Genesis_5E/translations/he.json @@ -0,0 +1,719 @@ +{ + "skills-list": "acrobatics,astrophysics,athletics,computers,deception,insight,intimidation,investigation,lore,mechanics,medicine,perception,performance,persuasion,sleight_of_hand,stealth,survival,xenobiology", + "npc-options-u": "NPC OPTIONS", + "ship-options-u": "SHIP OPTIONS", + "name-u": "NAME", + "npc-type-u": "NPC TYPE", + "ship-type-u": "SHIP TYPE", + "npc-type-place": "Medium cyborg, any evil alignment", + "ship-type-place": "Medium ship", + "armor-class-u": "ARMOR CLASS", + "class-u": "CLASS", + "type-u": "TYPE", + "maneuver-defense-u": "MANEUVER DEFENSE", + "maneuver-save-u": "MANEUVER SAVE DC", + "abilities-u": "ABILITIES", + "npc-armor-place": "light trooper", + "hit-points-u": "HIT POINTS", + "hull-points-u": "HULL POINTS", + "formula-u": "FORMULA", + "speed-u": "SPEED", + "npc-speed-place": "30 ft., fly 60ft.", + "ship-speed-place": "6", + "piloting-u": "PILOTING BONUS (Dex Bonus + Proficiency Bonus)", + "attributes-u": "ATTRIBUTES", + "ship-attributes-u": "ATTRIBUTES (PILOT/CREW)", + "str-u": "STR", + "dex-u": "DEX", + "con-u": "CON", + "int-u": "INT", + "wis-u": "WIS", + "cha-u": "CHA", + "npcs-u": "NPC", + "ships-u": "SHIP", + "ship-dex-u": "DEX—[PILOT]", + "ship-int-u": "INT—[TECH]", + "ship-wis-u": "WIS—[TECH]", + "sensor-u": "SENSOR RANGE", + "saves-u": "SAVES", + "skills-u": "SKILLS", + "acrobatics-u": "ACROBATICS", + "mechanics-u": "MECHANICS", + "astrophysics-u": "ASTROPHYSICS", + "athletics-u": "ATHLETICS", + "deception-u": "DECEPTION", + "lore-u": "LORE", + "insight-u": "INSIGHT", + "intimidation-u": "INTIMIDATION", + "investigation-u": "INVESTIGATION", + "medicine-u": "MEDICINE", + "xenobiology-u": "XENOBIOLOGY", + "perception-u": "PERCEPTION", + "performance-u": "PERFORMANCE", + "persuasion-u": "PERSUASION", + "computers-u": "COMPUTERS", + "sleight_of_hand-u": "SLEIGHT OF HAND", + "stealth-u": "STEALTH", + "survival-u": "SURVIVAL", + "damage-vuln-u": "DAMAGE VULNERABILITIES", + "npc-dmg-vuln-place": "fire", + "ship-dmg-vuln-place": "lightning", + "damage-res-u": "DAMAGE RESISTANCES", + "npc-dmg-res-place": "cold", + "ship-dmg-res-place": "acid, fire", + "damage-imm-u": "DAMAGE IMMUNITIES", + "npc-dmg-imm-place": "lightning, thunder", + "ship-dmg-imm-place": "cold", + "cond-imm-u": "CONDITION IMMUNITIES", + "npc-cond-imm-place": "charmed", + "ship-cond-imm-place": "impaired", + "senses-u": "SENSES", + "npc-senses-place": "darkvision 120ft., passive Perception 16", + "ship-senses-place": "6", + "langs-u": "LANGUAGES", + "lang-u": "LANGUAGE", + "npc-langs-place": "Alphaline, Common, Nesieve", + "challenge-u": "CHALLENGE", + "xp-u": "XP", + "spellcast-npc-u": "ESPER NPC", + "spell-ability-u": "ESPER ABILITY", + "none-u": "NONE", + "strength-u": "STRENGTH", + "strength-save-u": "STRENGTH SAVE", + "dexterity-u": "DEXTERITY", + "dexterity-save-u": "DEXTERITY SAVE", + "constitution-u": "CONSTITUTION", + "constitution-save-u": "CONSTITUTION SAVE", + "intelligence-u": "INTELLIGENCE", + "intelligence-save-u": "INTELLIGENCE SAVE", + "wisdom-u": "WISDOM", + "wisdom-save-u": "WISDOM SAVE", + "charisma-u": "CHARISMA", + "charisma-save-u": "CHARISMA SAVE", + "spell-dc-u": "POWER DC", + "spell-atk-bonus-u": "POWER ATTACK BONUS", + "has-reaction-u": "HAS REACTIONS", + "leg-actions:-u": "LEGENDARY ACTIONS:", + "gen-opts-u": "GENERAL OPTIONS", + "npc-u": "NPC/SHIP", + "roll-queries:-u": "ROLL QUERIES:", + "always-adv": "Always Roll Advantage", + "adv-toggle": "Advantage Toggle", + "query-adv": "Query Advantage", + "never-adv": "Never Roll Advantage", + "whisp-rolls-gm:-u": "WHISPER ROLLS TO GM:", + "never-whisp": "Never Whisper Rolls", + "query-whisp": "Query Whisper", + "always-whisp": "Always Whisper Rolls", + "auto-dmg-roll:-u": "AUTO DAMAGE ROLL:", + "never-dmg": "Don't Auto Roll Damage", + "always-dmg": "Auto Roll Damage & Crit", + "ac": "Armor Class", + "hp": "Hit Points", + "hlp": "Hull Points", + "speed": "Speed", + "maneuver-defense": "Maneuver Defense", + "maneuver-save": "Maneuver Save DC", + "sensors": "Sensor Range", + "piloting": "Piloting Check", + "pilot-bonus": "Piloting Bonus", + "language-proficiencies": "Language Proficiencies:", + "skill-proficiencies": "Skill Proficiencies:", + "weapon-proficiencies": "Weapon Proficiencies", + "armor-proficiencies": "Armor Proficiencies:", + "tool-proficiencies": "Tool Proficiencies:", + "saving-throw": "Saving Throws", + "str": "Str", + "dex": "Dex", + "con": "Con", + "int": "Int", + "wis": "Wis", + "cha": "Cha", + "skills": "Skills", + "acrobatics": "Acrobatics", + "mechanics": "Mechanics", + "astrophysics": "Astrophysics", + "athletics": "Athletics", + "deception": "Deception", + "lore": "Lore", + "insight": "Insight", + "intimidation": "Intimidation", + "investigation": "Investigation", + "medicine": "Medicine", + "xenobiology": "Xenobiology", + "perception": "Perception", + "performance": "Performance", + "persuasion": "Persuasion", + "computers": "Computers", + "sleight_of_hand": "Sleight of Hand", + "stealth": "Stealth", + "survival": "Survival", + "dmg-vuln": "Damage Vulnerabilities", + "dmg-res": "Damage Resistances", + "dmg-imm": "Damage Immunities", + "cond-imm": "Condition Immunities", + "senses": "Senses", + "langs": "Languages", + "challenge": "Challenge", + "npc-trait-name-place": "False Appearance.", + "npc-trait-desc-place": "If the velbast fails...", + "actions": "Actions", + "adv": "Advantage", + "norm": "Normal", + "disadv": "Disadvantage", + "name:-u": "NAME:", + "attack-u": "ATTACK", + "type:-u": "TYPE:", + "melee": "Melee", + "ranged": "Ranged", + "range-reach:-u": "RANGE/REACH:", + "range-reach-place": "5 ft.", + "to-hit:-u": "TO HIT:", + "target:-u": "TARGET:", + "target:": "Target:", + "to-hit-place": "One target", + "on-hit:-u": "ON HIT:", + "on-hit-place": "slashing", + "on-hit2:-u": "ON HIT 2:", + "on-hit-2-place": "fire", + "hit:": "Hit: ", + "reactions": "Reactions", + "npc-repeating-name-place": "Parry.", + "npc-repeating-desc-place": "The creature adds 2 to its AC against...", + "traits": "Traits", + "features": "Features", + "spells": "Powers", + "prep-u": "PREP", + "school:-u": "DOMAIN:", + "alteration": "Alteration", + "clairsentient": "Clairsentient", + "elemental": "Elemental", + "kinesis": "Kinesis", + "metaphase": "Metaphase", + "psychogenic": "Psychogenic", + "technique": "Technique", + "ritual": "CONVENTIONAL", + "ritual-l": "conventional", + "range:-u": "RANGE:", + "range:": "Range:", + "pointcost:-u": "POINT COST:", + "pointcost:": "Point Cost:", + "spell-component-verbal": "V", + "spell-component-somatic": "S", + "spell-component-material": "M", + "spell-ritual": "R", + "spell-concentration": "C", + "ruby-dust-place": "ruby dust worth 50gp", + "concentration-u": "CONCENTRATION", + "concentration": "Concentration", + "duration:-u": "DURATION:", + "duration:": "Duration:", + "difficulty-class-abv": "DC", + "output:-u": "OUTPUT:", + "powercard-u": "POWERCARD", + "spell-atk:-u": "POWER ATTACK:", + "none": "None", + "dmg:-u": "DAMAGE:", + "dmg2:-u": "DAMAGE2:", + "healing:-u": "HEALING:", + "add-ability-mod-u": "ADD ABILITY MOD TO DAMAGE OR HEALING", + "effect:-u": "EFFECT:", + "npc-atk-effect-place": "Half damage", + "desc:-u": "DESCRIPTION:", + "at-higher-lvl:-u": "AT HIGHER RANKS:", + "at-higher-lvl": "At Higher Ranks", + "higher-lvl-cast": "Higher Rank Use", + "leg-actions": "Legendary Actions", + "leg-actions-desc": "The can take legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The regains spent legendary actions at the start of its turn.", + "atk-range-place": "5 ft.", + "atk-target-place": "One target", + "atk-dmg-type-place": "slashing", + "atk-dmg-type2-place": "fire", + "adv-u": "ADVANTAGE", + "norm-u": "NORMAL", + "disadv-u": "DISADVANTAGE", + "core-u": "CORE", + "bio-u": "BIO", + "gear-u": "GEAR", + "spells-u": "POWERS", + "feats-u": "FEATS", + "review-u": "REVIEW", + "char-name-u": "CHARACTER NAME", + "adept": "Adept", + "barbarian": "Barbarian", + "cybermancer": "Cybermancer", + "engineer": "Engineer", + "hunter": "Hunter", + "melder": "Melder", + "sentinel": "Sentinel", + "specialist": "Specialist", + "warrior": "Warrior", + "class-level-u": "CLASS & LEVEL", + "background-u": "BACKGROUND", + "background": "Background", + "race-u": "RACE", + "alignment-u": "ALIGNMENT", + "alignment": "Alignment:", + "exp-pts-u": "EXPERIENCE POINTS", + "inspiration-u": "INSPIRATION", + "prof-bonus-u": "PROFICIENCY BONUS", + "strength": "Strength", + "strength-save": "Strength Save", + "dexterity": "Dexterity", + "dexterity-save": "Dexterity Save", + "constitution": "Constitution", + "constitution-save": "Constitution Save", + "intelligence": "Intelligence", + "intelligence-save": "Intelligence Save", + "wisdom": "Wisdom", + "wisdom-save": "Wisdom Save", + "charisma": "Charisma", + "charisma-save": "Charisma Save", + "saving-throws-u": "SAVING THROWS", + "acrobatics-core": "Acrobatics (Dex)", + "mechanics-core": "Mechanics (Wis)", + "astrophysics-core": "Astrophysics (Int)", + "athletics-core": "Athletics (Str)", + "deception-core": "Deception (Cha)", + "lore-core": "Lore (Int)", + "insight-core": "Insight (Wis)", + "intimidation-core": "Intimidation (Cha)", + "investigation-core": "Investigation (Int)", + "medicine-core": "Medicine (Wis)", + "xenobiology-core": "Xenobiology (Int)", + "perception-core": "Perception (Wis)", + "performance-core": "Performance (Cha)", + "persuasion-core": "Persuasion (Cha)", + "computers-core": "Computers (Int)", + "sleight_of_hand-core": "Sleight of Hand (Dex)", + "stealth-core": "Stealth (Dex)", + "survival-core": "Survival (Wis)", + "pass-wis-u": "PASSIVE WISDOM (PERCEPTION)", + "tool-u": "TOOL", + "pro-u": "PRO", + "attr-u": "ATTRIBUTE", + "prof-bonus:-u": "PROFICIENCY BONUS:", + "prof-u": "PROFICIENT", + "proficency-u": "PROFICIENCY", + "expertise-u": "EXPERTISE", + "jack-of-all-u": "JACK OF ALL TRADES", + "attr:-u": "ATTRIBUTE:", + "tool-prof-u": "TOOL PROFICIENCIES", + "weapon-proficiencies-u": "WEAPON PROFICIENCIES", + "other-prof-langs-u": "OTHER PROFICIENCIES & LANGUAGES", + "prof-langs-u": "PROFICIENCIES & LANGUAGES", + "init": "Initiative", + "init-u": "INITIATIVE", + "hp-max-u": "Hit Point Maximum", + "hp-current-u": "CURRENT HIT POINTS", + "hp-temp-u": "TEMPORARY HIT POINTS", + "total": "Total", + "hit-dice-u": "HIT DICE", + "successes-u": "SUCCESSES", + "failures-u": "FAILURES", + "death-save-u": "DEATH SAVE", + "death-saves-u": "DEATH SAVES", + "exhaustion-setting-u": "SHOW EXHAUSTION TRACKING:", + "exhaustion-u": "EXHAUSTION LEVEL", + "exhaustion-0": "No effect", + "exhaustion-1": "Disadvantage on ability checks", + "exhaustion-2": "Speed halved", + "exhaustion-3": "Disadvantage on attack rolls and saving throws", + "exhaustion-4": "Hit point maximum halved", + "exhaustion-5": "Speed reduced to 0", + "exhaustion-6": "Death", + "atk-u": "ATK", + "dmg-type-u": "DAMAGE/TYPE", + "attack:-u": "ATTACK:", + "proficient-u": "PROFICIENT", + "range-place": "Self (60-foot cone)", + "enhanced-bonus:-u": "ENHANCED BONUS:", + "crit-range-u": "CRIT RANGE:", + "damage:-u": "DAMAGE:", + "dmg-type-place": "Slashing", + "crit:-u": "CRIT:", + "damage2:-u": "DAMAGE2:", + "saving-throw:-u": "SAVING THROW:", + "vs-dc:-u": "VS DC:", + "spell-u": "POWER", + "flat-u": "FLAT", + "save": "Save", + "save-effect:-u": "SAVE EFFECT:", + "save-effect-place": "half damage", + "ammunition:-u": "AMMUNITION:", + "ammunition-place": "Arrows", + "description:-u": "DESCRIPTION:", + "description:": "Description:", + "description-place": "Up to 2 creatures within 5 feet", + "atk-spellcasting-u": "ATTACKS & ESPER POWERS", + "copper-piece-u": "CP", + "silver-piece-u": "SP", + "electrum-piece-u": "EP", + "cubil-coin-u": "COINS", + "cubil-cred-u": "CUBIL", + "warning-armor-sets-u": "WARNING - AC IS NOT INCORRECT. UNEQUIP EXTRA ARMOR OR SHIELD FROM ITEM DETAILS.", + "item-name-u": "ITEM NAME", + "equipped-u": "EQUIPPED", + "use-as-resource-u": "USE AS A RESOURCE", + "prop:-u": "PROP:", + "mods:-u": "MODS:", + "total-weight-u": "TOTAL WEIGHT", + "immobile-u": "IMMOBILE", + "heavily-encumbered-u": "HEAVILY ENCUMBERED", + "encumbered-u": "ENCUMBERED", + "over-carrying-cap-u": "OVER CARRYING CAPACITY", + "equipment-u": "EQUIPMENT", + "personality-traits-u": "PERSONALITY TRAITS", + "ideals-u": "IDEALS", + "bonds-u": "BONDS", + "flaws-u": "FLAWS", + "class-resource-u": "CLASS RESOURCE", + "other-resource-u": "OTHER RESOURCE", + "feats-traits-u": "FEATURES & TRAITS", + "age-u": "AGE", + "size-u": "SIZE", + "size": "Size", + "height-u": "HEIGHT", + "weight-u": "WEIGHT", + "eye-u": "EYES", + "skin-u": "SKIN", + "hair-u": "HAIR", + "char-appearance-u": "CHARACTER APPEARANCE", + "char-backstory-u": "CHARACTER BACKSTORY", + "allies-orgs-u": "ALLIES & ORGANIZATIONS", + "add-feats-traits-u": "ADDITIONAL FEATURES & TRAITS", + "feat-u": "FEAT", + "treasure-u": "TREASURE", + "spell-save-dc-u": "POWER SAVE DC", + "cantrips-u": "PRIME POWERS", + "ritual-u": "CONVENTIONAL", + "casting-time:-u": "ACTIVATION TIME:", + "casting-time:": "Activation Time:", + "at-higher-lvl-dmg:-u": "HIGHER LVL CAST DMG:", + "half-dmg-place": "Half damage", + "hit-die:-u": "HIT DIE:", + "initiative-mod:-u": "INITIATIVE MODIFIER:", + "glob-saving-mod:-u": "GLOBAL SAVING THROW MODIFIER:", + "glob-ac-mod:-u": "GLOBAL ARMOR CLASS MODIFIER:", + "glob-atk-mod:-u": "GLOBAL POWER ATTACK MODIFIER:", + "pass-perc-mod:-u": "PASSIVE PERCEPTION MODIFIER:", + "death-save-mod:-u": "DEATH SAVE MODIFIER:", + "magic-caster-lvl:-u": "CHANNELER/FORGER LEVEL:", + "halfling-luck-u": "HALFLING LUCK", + "arcane-fighter-u": "JUSTICAR", + "arcane-rogue-u": "ARTIFICE", + "class-options-u": "CLASS OPTIONS ()", + "class:-u": "CLASS:", + "subclass:-u": "SUBCLASS:", + "race:-u": "RACE:", + "subrace:-u": "SUBRACE:", + "subrace": "Subrace:", + "subrace-ability-increase": "Subrace Ability Score Increase:", + "2nd-class:-u": "2ND CLASS:", + "lvl:-u": "LEVEL:", + "3rd-class:-u": "3RD CLASS:", + "4th-class:-u": "4TH CLASS:", + "mutliclass-opts-u": "MULTICLASS OPTIONS", + "use-cust-class-u": "USE CUSTOM CLASS", + "class-name:-u": "CLASS NAME:", + "spellcasting-ability:-u": "ESPER ABILITY:", + "spell-slots:-u": "POWER SLOTS:", + "spell-full-u": "FULL (Adept, Engineer, Melder)", + "spell-half-u": "HALF (Hunter, Sentinel)", + "spell-third-u": "THIRD (Artifice, Justicar)", + "tech-slots-u": "TECH SLOTS", + "esper-powers-u": "ESPER POWERS", + "tp-max-u": "Talent Point Maximum", + "tp-current-u": "TALENT POINTS REMAINING", + "talent-slots-label": "TALENT SLOTS (Cybermancer)", + "talent-slots-u": "Max Talent Slots", + "used-talent-slots": "Slots Remaining", + "em_available": "Gained?", + "em_used": "Used", + "esper-mastery-u": "ESPER MASTERY", + "max-rank-u": "Rank", + "cust-class-opts": "CUSTOM CLASS OPTIONS", + "normal": "Normal", + "expirtise": "Expertise", + "skill-opts-u": "SKILL OPTIONS", + "version": "v", + "always-roll-adv": "Always Roll Advantage", + "toggle-roll-adv": "Advantage Toggle", + "query-roll-adv": "Query Advantage", + "never-roll-adv": "Never Roll Advantage", + "never-whisper-roll": "Never Whisper Rolls", + "query-whisper-roll": "Query Whisper", + "always-whisper-roll": "Always Whisper Rolls", + "never-roll-dmg": "Don't Auto Roll Damage", + "always-roll-dmg": "Auto Roll Damage & Crit", + "add-char-to-templates:-u": "ADD CHARACTER NAME TO TEMPLATES:", + "on": "On", + "off": "Off", + "inventory:-u": "INVENTORY:", + "compendium-compatible": "Compendium Compatible", + "simple": "Simple", + "encumbrance:-u": "ENCUMBRANCE:", + "ammo-tracking:-u": "AMMO TRACKING:", + "general-opts-u": "GENERAL OPTIONS", + "transition-text": "Clicking one of the images below will reformat the data from your current sheet to this sheet. These changes are permanent and cannot be undone.", + "transition-text-highlight": "Please make a copy of your game before you use this tool.", + "choose-sheet-transfer": "CHOOSE THE SHEET YOU ARE TRANSFERING FROM", + "community-sheet-u": "COMMUNITY SHEET", + "shaped-sheet-u": "SHAPED SHEET", + "transition-opts-u": "TRANSITION OPTIONS", + "portions-sheet-utilize": "Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https://wiki.roll20.net/SRD_5.0_OGL_License", + "api-required-title": "Try it now with easy one click API installation available with your Pro subscription.", + "api-required-u": "(API REQUIRED)", + "spell_dc_mod:-u": "POWER SAVE DC MOD:", + "custom_ac:-u": "CUSTOM AC:", + "npc-info": "The NPC option sets new characters to default to the NPC card style sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely representing non player characters.", + "npc-pc": "NPC/PC", + "roll-queries-info": "D20 Rolls output according to this option. Always Roll Advantage is the default setting and will roll two D20 on every roll in case of advantage. The expectation is that if there is no advantage or disadvantage you use the left most result. The Advantage Toggle option adds three new buttons to the top of the sheet so that you can toggle advantage on a case by case basis. Query Advantage gives you a prompt every roll asking if the roll has advantage. Never Roll Advantage always rolls a single D20 on any given roll, expecting the player to roll a second time in case of advantage or disadvantage.", + "whisp-rolls-gm-info": "All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.", + "auto-dmg-roll-info": "By default, attack damage rolls are not rolled until the hit is confirmed. Damage is rolled from the chat roll template by clicking on the name of the attack in the right hand bar, which then displays the damage. The default method is compatible with 3D dice. Optionally, you can choose to have the Auto Roll Damage & Crit option which will roll damage and critical hit dice at the same time of the attack, presenting all possible outcomes at the time of the attack.", + "add-char-to-templates-info": "Character names are not added to the roll template by default, and are only displayed as normal in the chat tab as the player/character selected as 'Speaking As'. Turning this option on adds the character making the roll's name to the template, useful for players representing multiple characters.", + "inventory-info": "Character Inventories default to the complex style that is compatible with the Roll20 5E Compendium. This includes granular item amounts/weights, weight and encumbrance tracking, sorting, AC calculations, automatic attack generation, and more. The Simple option provides a text field for item lists for players who want more manual control over the sheet.", + "encumbrance-info": "The sheet uses the variant encumbrance rules on page 160 of the Core Manual. The Off option disables the variant rules and only uses a basic over-limit inventory weight check.", + "ammo-tracking-info": "Provides automatic ammo tracking with the 5th Edition OGL by Roll20 Companion API Script.", + "dungeons-and-dragons-styling": "DUNGEONS AND DRAGONS STYLING", + "dungeons-and-dragons-styling-info": "Turns on Dungeons and Dragons styling for both the character sheet and roll templates. This setting is automatically applied to all character sheets and cannot be selectively used.", + "cd-bar1-value:-u": "BAR 1 VALUE:", + "cd-bar1-max:-u": "BAR 1 MAX:", + "cd-bar1-link:-u": "BAR 1 LINK:", + "cd-bar1-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 1's value to this attribute.", + "cd-bar1-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 1's max to this attribute.", + "cd-bar1-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 1's value to this attribute. If set this will override all other bar settings.", + "cd-bar2-value:-u": "BAR 2 VALUE:", + "cd-bar2-max:-u": "BAR 2 MAX:", + "cd-bar2-link:-u": "BAR 2 LINK:", + "cd-bar2-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 2's value to this attribute.", + "cd-bar2-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 2's max to this attribute.", + "cd-bar2-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 2's value to this attribute. If set this will override all other bar settings.", + "cd-bar3-value:-u": "BAR 3 VALUE:", + "cd-bar3-max:-u": "BAR 3 MAX:", + "cd-bar3-link:-u": "BAR 3 LINK:", + "cd-bar3-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 3's value to this attribute.", + "cd-bar3-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 3's max to this attribute.", + "cd-bar3-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 3's value to this attribute. If set this will override all other bar settings.", + "npc-name-in-rolls:-u": "NPC NAME IN ROLLS:", + "ship-name-in-rolls:-u": "SHIP NAME IN ROLLS:", + "show": "Show", + "hide": "Hide", + "npc-name-in-rolls-desc:-u": "In NPC roll results, show or hide the name of the NPC in the roll result card.", + "ship-name-in-rolls-desc:-u": "In SHIP roll results, show or hide the name of the SHIP in the roll result card.", + "public:-u": "PUBLIC", + "to-gm:-u": "TO GM", + "toggle-roll-whisper": "Whisper Toggle", + "attribute-opts-u": "ATTRIBUTE OPTIONS", + "save-opts-u": "SAVE OPTIONS", + "by-level": "By Level (Default)", + "prof-die": "Proficiency Die (DMG)", + "custom": "Custom", + "core-die-roll:-u": "CORE DIE ROLL:", + "has-attack-u": "HAS AN ATTACK", + "variant-phb": "Variant (Core M. p160)", + "carrying-capacity-mod:-u": "CARRYING CAPACITY MODIFIER:", + "armor-class-tracking:-u": "ARMOR CLASS TRACKING:", + "automatic": "Automatic", + "cantrip-progression:-u": "PRIME PROGRESSION", + "cantrip-dice-u": "PRIME DICE", + "cantrip-beam-u": "PRIME BEAM", + "slots_total-u": "SLOTS TOTAL", + "slots_remaining-u": "SLOTS REMAINING", + "level-calculations:-u": "AUTO LEVEL CALCULATIONS:", + "spell_slot_modifiers-u": "TECH SLOT MODIFIERS", + "lvl-u": "RANK", + "include_spell_desc:-u": "INCLUDE POWER DESCRIPTION IN ATTACK:", + "token_size-u": "TOKEN SIZE", + "add-dex-tiebreaker-u": "ADD DEX TIEBREAKER TO INITIATIVE", + "initiative-style:-u": "INITIATIVE STYLE:", + "query-attr-u": "QUERY ATTRIBUTE", + "custom-skills-u": "CUSTOM SKILLS", + "weapon-u": "WEAPON", + "armor-u": "ARMOR", + "other-u": "OTHER", + "source:-u": "SOURCE:", + "source-type:-u": "SOURCE TYPE:", + "racial": "Species", + "class": "Class", + "feat": "Feat", + "feats": "Feats", + "other": "Other", + "partial": "Partial", + "show_all": "Show All", + "cr_only": "C&R Only", + "spell-icons:-u": "POWER ICONS:", + "custom-pb:-u": "CUSTOM PROFICIENCY BONUS:", + "show-global-attack-field-u": "SHOW GLOBAL ATTACK MODIFIER FIELD", + "show-global-damage-field-u": "SHOW GLOBAL DAMAGE MODIFIER FIELD", + "show-global-save-field-u": "SHOW GLOBAL SAVE MODIFIER FIELD", + "show-global-skill-field-u": "SHOW GLOBAL SKILL MODIFIER FIELD", + "global-attack-u": "GLOBAL ATTACK MODIFIER", + "global-damage-u": "GLOBAL DAMAGE MODIFIER", + "global-save-u": "GLOBAL SAVE MODIFIER", + "global-skill-u": "GLOBAL SKILL MODIFIER", + "global-damage": "Global Damage Modifier", + "core-die-roll-info": "Changing the core die will replace the normal 1d20 made with almost all rolls with a randomizer of your choice, such as 2d10 or 3d6.", + "pb-type-info": "By default, the character's Proficiency Bonus will be automatically calculated based off of their total level as is the standard method in the Core Manual. The Proficiency Die option supports the alternate method outlined in the DMG where, instead of a flat bonus, a die is rolled instead. The Custom option allows you to replace the PB with anything of your choosing.", + "global-save-info": "Creates a custom global save modifier field, underneath the SAVING THROWS section of the character sheet. Anything put there will be applied to any save roll. Perfect for regular but not permanent bonuses like the Sensory Boost power.", + "global-skill-info": "Creates a custom global skill modifier field, underneath the SKILLS section of the character sheet. Anything put there will be applied to any save roll. Perfect for regular but not permanent bonuses like the Amplify Ability power.", + "global-attack-info": "Creates a custom global attack modifier field, underneath the ATTACKS AND ESPER POWERS section of the character sheet. Anything put there will be applied to any attack to-hit roll. Perfect for regular but not permanent bonuses to attack like the Sensory Boost power.", + "global-damage-info": "Creates a custom global damage modifier field, underneath the ATTACKS AND ESPER POWERS section of the character sheet. Anything put there will be applied to any attack damage roll. Perfect for regular but not permanent bonuses to damage like the Deft Strike ability.", + "auto-level-calc-info": "By default changing character levels will automatically set spell slots and hit dice. Changing this setting to off prevents this behavior.", + "simple-traits-info": "Character FEATURES AND TRAITS section defaults to the complex style that is compatible with the Roll20 5E Compendium. The Simple option provides a text field for players who want more manual control over the sheet.", + "simple-proficiencies-info": "Character OTHER PROFICIENCIES & LANGUAGES section defaults to the complex style that is compatible with the Roll20 5E Compendium. The Simple option provides a text field for players who want more manual control over the sheet.", + "init-tiebreaker-info": "Adds the character's dexterity score as a decimal to the end of the initiative bonus for purposes of breaking ties.", + "b-custom-info": "When the Proficiency Bonus type is set to Custom, the character sheet will use this value for the character's Proficiency Bonus.", + "footer-wiki-link": "This sheet was created from the 5th Edition OGL character sheet by Roll20. For game information, visit http://espergenesis.com", + "accepting-drop-u": "ACCEPTING DROP FROM COMPENDIUM", + "are_you_sure": "Are you sure you want to turn this character into a ", + "yes": "Yes", + "next": "Next", + "cancel": "Cancel", + "cancel-u": "CANCEL", + "choose": "Choose", + "innate:-u": "INNATE:", + "mod:-u": "MOD:", + "hpmods:-u": "HP MODIFIERS:", + "charmancer-welcome": "Welcome to the Charactermancer!", + "charmancer-what-is": "The Charactermancer is a step-by-step process that makes building a character simple and streamlined. Changes are saved as you progress, but the character sheet is only updated when the Charactermancer has been completed.", + "get-started": "Get started by clicking Next.", + "opt-out-u": "OPT OUT", + "charmancer-compendium": "Your Compendium Awaits.", + "charmancer-compendium-detail": "The Charactermancer currently supports Dungeons & Dragons 5th Edition SRD and the Player's Handbook. You can add the Player's Handbook to your compendium in the Marketplace, or the game owner can share their compendium with everyone in the game.", + "charmancer-choose-race": "Choose a Race:", + "charmancer-custom-race-name": "Custom Race Name:", + "charmancer-custom-subclass-name:": "Custom sublass Name:", + "charmancer-additional-cantrips": "Additional Cantrips", + "charmancer-additional-lvl-1-spells": "Additional Level 1 Spells", + "suggested-abilities": "Suggested Abilities: ", + "class-spellcasting": "Class Spellcasting Ability: ", + "ability-score-increase": "Ability Score Increase:", + "lawful-good": "Lawful Good", + "neutral-good": "Neutral Good", + "chaotic-good": "Chaotic Good", + "lawful-neutral": "Lawful Neutral", + "neutral": "Neutral", + "chaotic-neutral": "Chaotic Neutral", + "lawful-evil": "Lawful Evil", + "neutral-evil": "Neutral Evil", + "chaotic-evil": "Chaotic Evil", + "tiny": "Tiny", + "small": "Small", + "medium": "Medium", + "large": "Large", + "huge": "Huge", + "age": "Age:", + "gargantuan": "Gargantuan", + "step1-equipment": "Step 5: Equipment", + "equipment-from-background": "Equipment from Background", + "equipment-from-class": "Equipment from Class", + "class-equipment": "Class Equipment", + "starting-wealth": "Starting Wealth (Core)", + "starting-cubil:": "Starting Cubil:", + "no_class_warning-u": "NO CLASS HAS BEEN SELECTED OR SELECTED CLASS DOES NOT HAVE STANDARD EQUIPMENT. CLASS EQUIPMENT CANNOT BE CHOSEN AT THIS TIME.", + "standard-array": "Standard Array", + "roll-for-stats": "Roll for Stats", + "standard-roll": "Roll 4d6, drop lowest", + "charmancer-cancel-heading": "Where would you like to go, traveler?", + "continue-charmancer": "Continue Charactermancer", + "save_progress_and_exit": "Save and Exit", + "cancel_charactermancer": "Discard and exit", + "charmancer-discard-warning": "Discard and Exit will cause all choices to be lost.", + "mancer-opts-u": "CHARACTERMANCER OPTIONS", + "relaunch-lvl1mancer-u": "LAUNCH LEVEL 1 CHARACTERMANCER (CANNOT BE UNDONE)", + "point-buy": "Point Buy", + "available-points:": "Available Points: ", + "equipment-choice-text": "How would you like to choose your equipment?", + "charmancer-start": "Start", + "clear-abilities": "Clear Assignment", + "use-charactermancer-for-new:-u": "USE LEVEL 1 CHARACTERMANCER FOR NEW CHARACTERS:", + "use-charactermancer-for-new-info": "With this option enabled all new characters will open with the Level 1 Roll20 Charactermancer. Disabling this option will start new characters directly on the character sheet disabling the Level 1 Charactermancer, which can still be manually run from the Settings tab of the character sheet.", + "feat-pre-check": "Look carefully! Prerequisites are not checked automatically.", + "stats-rolled-hint": "We rolled your dice! Check the chat window to view your results in detail. Assign the results below to your preferred attributes:", + "return-to:": "Return to: ", + "do_you_want_mancer": "How do you want to create this character?", + "no": "No", + "global-ac-u": "GLOBAL AC MODIFIER", + "show-global-ac-field-u": "SHOW GLOBAL AC MODIFIER FIELD", + "warning-customac-u": "ATTENTION - CUSTOM AC IS NOT BEING USED. TO USE CUSTOM AC, UNEQUIP ARMOR.", + "manual": "Edit sheet directly", + "npc-new": "Create an NPC", + "mancer-confirm-yes": "Use the Charactermancer", + "allow-shields-u": "ALLOW SHIELDS?", + "levels-u": "LEVELS", + "features-u": "FEATURES", + "asi-u": "ABILITY SCORE INCREASE / FEATS", + "charmancer-leveler-what-is": "The Charactermancer is a step-by-step process that makes leveling up a character simple and streamlined. Changes are saved as you progress, but the character sheet is only updated when the Charactermancer has been completed.", + "charmancer-leveler-level-info1": "Your existing class levels have been pre-populated for you. By default your primary class has been set to be increased by one level. You can change how many levels to increase below, as well as adding a new multiclass.", + "charmancer-leveler-level-info2": "In each class section you'll have the option to take the average number of hit points or to roll randomly, choose class features for the levels you're advancing, and choose your subclass if appropriate.", + "charmancer-leveler-spells-info": "Listed here are the current spells your character already knows. If you gained access to more spells during your advancement you will be able to select them below. Check next to the spells you wish to learn. The Charactermancer will help you pick the right number of spells and from the correct list. If your class has the option to swap out spells, you can do so by unselecting currently known spells which will allow you to select new ones in their place.", + "total-level-u": "TOTAL LEVEL", + "main-class-level-u": "MAIN CLASS LEVEL", + "class-2-level-u": "CLASS 2 LEVEL", + "class-3-level-u": "CLASS 3 LEVEL", + "class-4-level-u": "CLASS 4 LEVEL", + "levels:-u": "LEVELS:", + "warning-leveler_start-u": "ATTENTION - YOU CANNOT LAUNCH THE CHARACTERMANCER LEVEL UP UNTIL YOU HAVE A CLASS, LEVEL, AND HP SET FOR LEVEL ONE. PLEASE RUN THE CHARACTERMANCER CREATOR FIRST. THE LEVEL UP TOOL DOESN'T WORK WITH CUSTOM CLASSES OR IF THE MULTICLASS OPTIONS ARE SET UP INCORRECTLY.", + "charmancer-leveler-custom-class-warning": "The Level Up tool does not support custom classes at this time.", + "charmancer-welcome-lp": "Welcome to Charactermancer Level Up!", + "charmancer-leveler-what-is-lp": "Look at you, with all that experience. Now it's time to claim your reward. You'll walk through the step-by-step process to make a few decisions, and your character will be at the next level in no time. Changes are saved as you move through the process, but if you change your mind, you'll need to revisit the steps and choices that come after.", + "charmancer-compendium-detail-lp": "The Charactermancer currently supports Dungeons & Dragons 5th Edition SRD, Player's Handbook, and Guildmasters' Guide to Ravnica. Xanathar's Guide to Everything will be supported in the coming weeks. You can add the Player's Handbook and Guildmasters' Guide to Ravnica to your compendium in the Marketplace, or the game owner can share their compendium with everyone in the game.", + "roll:-u": "ROLL:", + "roll": "Roll", + "prerequisite:": "Prerequisite:", + "back": "BACK", + "back-to-top": "Back to Top", + "choose-a-class:": "Choose a Class:", + "custom-class-name:": "Custom Class Name", + "charmancer-class-features:": "Class Features: ", + "charmancer-subclass-features:": "Subclass Features:", + "hit-die:": "Hit Die:", + "average": "Average", + "hp-u": "HP", + "saving-throw-proficiency": "Saving Throw Proficiency", + "armor": "Armor", + "equipment": "Equipment:", + "language": "Language", + "skill": "Skill", + "tool": "Tool", + "weapon": "Weapon", + "add-another-feature": "Add Another Feature", + "add-another-proficiency": "Add Another Proficiency", + "innate-spellcasting:": "Innate Powers:", + "spellcasting-ability": "Esper Ability:", + "number-of-cantrips": "Number of Primes:", + "number-of-lvl-1-spells": "Number of Level 1 Spells:", + "spell-list": "Powers List:", + "done": "Done", + "ability-score-method": "Ability Score Method:", + "select-your-choices": "Select Your Choices:", + "input-your-scores": "Input Your Scores:", + "choose-background": "Choose a Background:", + "personality-traits": "Personality Traits", + "ideal": "Ideal", + "bond": "Bond", + "flaw": "Flaw", + "you-have-chosen-starting-cubil": "You have chosen starting cubil and do not get equipment from your background.", + "you-have-created-custom-class": "You have created a custom class; you can add equipment to the character sheet after you have finished the Charactermancer.", + "arcane-is-mystery": "Cosmic forces are a mystery to you.", + "your-character-dont-have-spells-this-lvl": "Your character doesn't have powers at this level. Click “Next” to review your character!", + "charmancer-a-feat-represents": "A feat represents accomplishment, grit, determination, and expertise. It is the reward for hard work.", + "you-really-havent-done": "You really haven't done that much yet", + "review-your-choices": "Review your choices:", + "race": "Race", + "abilities": "Abilities", + "bio": "Bio", + "name-background": "Name:", + "building-your-character": "Building your character...", + "charmancer-only-choice-left-is-on-or": "The only choice left is to press on or turn back. If you're editing an existing character, all your existing data will be lost into the void when you apply your changes.", + "apply-changes": "Apply Changes", + "pick-your-equipment": "Pick your equipment", + "you-havent-chosen-background": "You have not yet selected a background.", + "you-havent-selected-class": "You have not yet selected a class.", + "ability-score": "Ability Score", + "you-can-increase-two-abilites": "You can increase two of your abilities by 1, or one of your abilities by 2", + "before-leveling": "Before Leveling", + "after-leveling": "After Leveling", + "charmancer-removed-spells-marked-pt1": "Removed spells will be marked with a r symbol so you can find it easily if you change your mind." +} diff --git a/Esper_Genesis_5E/translations/it.json b/Esper_Genesis_5E/translations/it.json new file mode 100644 index 0000000000..a26581dda1 --- /dev/null +++ b/Esper_Genesis_5E/translations/it.json @@ -0,0 +1,719 @@ +{ + "skills-list": "acrobatics,astrophysics,athletics,computers,deception,insight,intimidation,investigation,lore,mechanics,medicine,perception,performance,persuasion,sleight_of_hand,stealth,survival,xenobiology", + "npc-options-u": "NPC OPTIONS", + "ship-options-u": "SHIP OPTIONS", + "name-u": "NAME", + "npc-type-u": "NPC TYPE", + "ship-type-u": "SHIP TYPE", + "npc-type-place": "Medium cyborg, any evil alignment", + "ship-type-place": "Medium ship", + "armor-class-u": "ARMOR CLASS", + "class-u": "CLASS", + "type-u": "TYPE", + "maneuver-defense-u": "MANEUVER DEFENSE", + "maneuver-save-u": "MANEUVER SAVE DC", + "abilities-u": "ABILITIES", + "npc-armor-place": "light trooper", + "hit-points-u": "HIT POINTS", + "hull-points-u": "HULL POINTS", + "formula-u": "FORMULA", + "speed-u": "SPEED", + "npc-speed-place": "30 ft., fly 60ft.", + "ship-speed-place": "6", + "piloting-u": "PILOTING BONUS (Dex Bonus + Proficiency Bonus)", + "attributes-u": "ATTRIBUTES", + "ship-attributes-u": "ATTRIBUTES (PILOT/CREW)", + "str-u": "STR", + "dex-u": "DEX", + "con-u": "CON", + "int-u": "INT", + "wis-u": "WIS", + "cha-u": "CHA", + "npcs-u": "NPC", + "ships-u": "SHIP", + "ship-dex-u": "DEX—[PILOT]", + "ship-int-u": "INT—[TECH]", + "ship-wis-u": "WIS—[TECH]", + "sensor-u": "SENSOR RANGE", + "saves-u": "SAVES", + "skills-u": "SKILLS", + "acrobatics-u": "ACROBATICS", + "mechanics-u": "MECHANICS", + "astrophysics-u": "ASTROPHYSICS", + "athletics-u": "ATHLETICS", + "deception-u": "DECEPTION", + "lore-u": "LORE", + "insight-u": "INSIGHT", + "intimidation-u": "INTIMIDATION", + "investigation-u": "INVESTIGATION", + "medicine-u": "MEDICINE", + "xenobiology-u": "XENOBIOLOGY", + "perception-u": "PERCEPTION", + "performance-u": "PERFORMANCE", + "persuasion-u": "PERSUASION", + "computers-u": "COMPUTERS", + "sleight_of_hand-u": "SLEIGHT OF HAND", + "stealth-u": "STEALTH", + "survival-u": "SURVIVAL", + "damage-vuln-u": "DAMAGE VULNERABILITIES", + "npc-dmg-vuln-place": "fire", + "ship-dmg-vuln-place": "lightning", + "damage-res-u": "DAMAGE RESISTANCES", + "npc-dmg-res-place": "cold", + "ship-dmg-res-place": "acid, fire", + "damage-imm-u": "DAMAGE IMMUNITIES", + "npc-dmg-imm-place": "lightning, thunder", + "ship-dmg-imm-place": "cold", + "cond-imm-u": "CONDITION IMMUNITIES", + "npc-cond-imm-place": "charmed", + "ship-cond-imm-place": "impaired", + "senses-u": "SENSES", + "npc-senses-place": "darkvision 120ft., passive Perception 16", + "ship-senses-place": "6", + "langs-u": "LANGUAGES", + "lang-u": "LANGUAGE", + "npc-langs-place": "Alphaline, Common, Nesieve", + "challenge-u": "CHALLENGE", + "xp-u": "XP", + "spellcast-npc-u": "ESPER NPC", + "spell-ability-u": "ESPER ABILITY", + "none-u": "NONE", + "strength-u": "STRENGTH", + "strength-save-u": "STRENGTH SAVE", + "dexterity-u": "DEXTERITY", + "dexterity-save-u": "DEXTERITY SAVE", + "constitution-u": "CONSTITUTION", + "constitution-save-u": "CONSTITUTION SAVE", + "intelligence-u": "INTELLIGENCE", + "intelligence-save-u": "INTELLIGENCE SAVE", + "wisdom-u": "WISDOM", + "wisdom-save-u": "WISDOM SAVE", + "charisma-u": "CHARISMA", + "charisma-save-u": "CHARISMA SAVE", + "spell-dc-u": "POWER DC", + "spell-atk-bonus-u": "POWER ATTACK BONUS", + "has-reaction-u": "HAS REACTIONS", + "leg-actions:-u": "LEGENDARY ACTIONS:", + "gen-opts-u": "GENERAL OPTIONS", + "npc-u": "NPC/SHIP", + "roll-queries:-u": "ROLL QUERIES:", + "always-adv": "Always Roll Advantage", + "adv-toggle": "Advantage Toggle", + "query-adv": "Query Advantage", + "never-adv": "Never Roll Advantage", + "whisp-rolls-gm:-u": "WHISPER ROLLS TO GM:", + "never-whisp": "Never Whisper Rolls", + "query-whisp": "Query Whisper", + "always-whisp": "Always Whisper Rolls", + "auto-dmg-roll:-u": "AUTO DAMAGE ROLL:", + "never-dmg": "Don't Auto Roll Damage", + "always-dmg": "Auto Roll Damage & Crit", + "ac": "Armor Class", + "hp": "Hit Points", + "hlp": "Hull Points", + "speed": "Speed", + "maneuver-defense": "Maneuver Defense", + "maneuver-save": "Maneuver Save DC", + "sensors": "Sensor Range", + "piloting": "Piloting Check", + "pilot-bonus": "Piloting Bonus", + "language-proficiencies": "Language Proficiencies:", + "skill-proficiencies": "Skill Proficiencies:", + "weapon-proficiencies": "Weapon Proficiencies", + "armor-proficiencies": "Armor Proficiencies:", + "tool-proficiencies": "Tool Proficiencies:", + "saving-throw": "Saving Throws", + "str": "Str", + "dex": "Dex", + "con": "Con", + "int": "Int", + "wis": "Wis", + "cha": "Cha", + "skills": "Skills", + "acrobatics": "Acrobatics", + "mechanics": "Mechanics", + "astrophysics": "Astrophysics", + "athletics": "Athletics", + "deception": "Deception", + "lore": "Lore", + "insight": "Insight", + "intimidation": "Intimidation", + "investigation": "Investigation", + "medicine": "Medicine", + "xenobiology": "Xenobiology", + "perception": "Perception", + "performance": "Performance", + "persuasion": "Persuasion", + "computers": "Computers", + "sleight_of_hand": "Sleight of Hand", + "stealth": "Stealth", + "survival": "Survival", + "dmg-vuln": "Damage Vulnerabilities", + "dmg-res": "Damage Resistances", + "dmg-imm": "Damage Immunities", + "cond-imm": "Condition Immunities", + "senses": "Senses", + "langs": "Languages", + "challenge": "Challenge", + "npc-trait-name-place": "False Appearance.", + "npc-trait-desc-place": "If the velbast fails...", + "actions": "Actions", + "adv": "Advantage", + "norm": "Normal", + "disadv": "Disadvantage", + "name:-u": "NAME:", + "attack-u": "ATTACK", + "type:-u": "TYPE:", + "melee": "Melee", + "ranged": "Ranged", + "range-reach:-u": "RANGE/REACH:", + "range-reach-place": "5 ft.", + "to-hit:-u": "TO HIT:", + "target:-u": "TARGET:", + "target:": "Target:", + "to-hit-place": "One target", + "on-hit:-u": "ON HIT:", + "on-hit-place": "slashing", + "on-hit2:-u": "ON HIT 2:", + "on-hit-2-place": "fire", + "hit:": "Hit: ", + "reactions": "Reactions", + "npc-repeating-name-place": "Parry.", + "npc-repeating-desc-place": "The creature adds 2 to its AC against...", + "traits": "Traits", + "features": "Features", + "spells": "Powers", + "prep-u": "PREP", + "school:-u": "DOMAIN:", + "alteration": "Alteration", + "clairsentient": "Clairsentient", + "elemental": "Elemental", + "kinesis": "Kinesis", + "metaphase": "Metaphase", + "psychogenic": "Psychogenic", + "technique": "Technique", + "ritual": "CONVENTIONAL", + "ritual-l": "conventional", + "range:-u": "RANGE:", + "range:": "Range:", + "pointcost:-u": "POINT COST:", + "pointcost:": "Point Cost:", + "spell-component-verbal": "V", + "spell-component-somatic": "S", + "spell-component-material": "M", + "spell-ritual": "R", + "spell-concentration": "C", + "ruby-dust-place": "ruby dust worth 50gp", + "concentration-u": "CONCENTRATION", + "concentration": "Concentration", + "duration:-u": "DURATION:", + "duration:": "Duration:", + "difficulty-class-abv": "DC", + "output:-u": "OUTPUT:", + "powercard-u": "POWERCARD", + "spell-atk:-u": "POWER ATTACK:", + "none": "None", + "dmg:-u": "DAMAGE:", + "dmg2:-u": "DAMAGE2:", + "healing:-u": "HEALING:", + "add-ability-mod-u": "ADD ABILITY MOD TO DAMAGE OR HEALING", + "effect:-u": "EFFECT:", + "npc-atk-effect-place": "Half damage", + "desc:-u": "DESCRIPTION:", + "at-higher-lvl:-u": "AT HIGHER RANKS:", + "at-higher-lvl": "At Higher Ranks", + "higher-lvl-cast": "Higher Rank Use", + "leg-actions": "Legendary Actions", + "leg-actions-desc": "The can take legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The regains spent legendary actions at the start of its turn.", + "atk-range-place": "5 ft.", + "atk-target-place": "One target", + "atk-dmg-type-place": "slashing", + "atk-dmg-type2-place": "fire", + "adv-u": "ADVANTAGE", + "norm-u": "NORMAL", + "disadv-u": "DISADVANTAGE", + "core-u": "CORE", + "bio-u": "BIO", + "gear-u": "GEAR", + "spells-u": "POWERS", + "feats-u": "FEATS", + "review-u": "REVIEW", + "char-name-u": "CHARACTER NAME", + "adept": "Adept", + "barbarian": "Barbarian", + "cybermancer": "Cybermancer", + "engineer": "Engineer", + "hunter": "Hunter", + "melder": "Melder", + "sentinel": "Sentinel", + "specialist": "Specialist", + "warrior": "Warrior", + "class-level-u": "CLASS & LEVEL", + "background-u": "BACKGROUND", + "background": "Background", + "race-u": "RACE", + "alignment-u": "ALIGNMENT", + "alignment": "Alignment:", + "exp-pts-u": "EXPERIENCE POINTS", + "inspiration-u": "INSPIRATION", + "prof-bonus-u": "PROFICIENCY BONUS", + "strength": "Strength", + "strength-save": "Strength Save", + "dexterity": "Dexterity", + "dexterity-save": "Dexterity Save", + "constitution": "Constitution", + "constitution-save": "Constitution Save", + "intelligence": "Intelligence", + "intelligence-save": "Intelligence Save", + "wisdom": "Wisdom", + "wisdom-save": "Wisdom Save", + "charisma": "Charisma", + "charisma-save": "Charisma Save", + "saving-throws-u": "SAVING THROWS", + "acrobatics-core": "Acrobatics (Dex)", + "mechanics-core": "Mechanics (Wis)", + "astrophysics-core": "Astrophysics (Int)", + "athletics-core": "Athletics (Str)", + "deception-core": "Deception (Cha)", + "lore-core": "Lore (Int)", + "insight-core": "Insight (Wis)", + "intimidation-core": "Intimidation (Cha)", + "investigation-core": "Investigation (Int)", + "medicine-core": "Medicine (Wis)", + "xenobiology-core": "Xenobiology (Int)", + "perception-core": "Perception (Wis)", + "performance-core": "Performance (Cha)", + "persuasion-core": "Persuasion (Cha)", + "computers-core": "Computers (Int)", + "sleight_of_hand-core": "Sleight of Hand (Dex)", + "stealth-core": "Stealth (Dex)", + "survival-core": "Survival (Wis)", + "pass-wis-u": "PASSIVE WISDOM (PERCEPTION)", + "tool-u": "TOOL", + "pro-u": "PRO", + "attr-u": "ATTRIBUTE", + "prof-bonus:-u": "PROFICIENCY BONUS:", + "prof-u": "PROFICIENT", + "proficency-u": "PROFICIENCY", + "expertise-u": "EXPERTISE", + "jack-of-all-u": "JACK OF ALL TRADES", + "attr:-u": "ATTRIBUTE:", + "tool-prof-u": "TOOL PROFICIENCIES", + "weapon-proficiencies-u": "WEAPON PROFICIENCIES", + "other-prof-langs-u": "OTHER PROFICIENCIES & LANGUAGES", + "prof-langs-u": "PROFICIENCIES & LANGUAGES", + "init": "Initiative", + "init-u": "INITIATIVE", + "hp-max-u": "Hit Point Maximum", + "hp-current-u": "CURRENT HIT POINTS", + "hp-temp-u": "TEMPORARY HIT POINTS", + "total": "Total", + "hit-dice-u": "HIT DICE", + "successes-u": "SUCCESSES", + "failures-u": "FAILURES", + "death-save-u": "DEATH SAVE", + "death-saves-u": "DEATH SAVES", + "exhaustion-setting-u": "SHOW EXHAUSTION TRACKING:", + "exhaustion-u": "EXHAUSTION LEVEL", + "exhaustion-0": "No effect", + "exhaustion-1": "Disadvantage on ability checks", + "exhaustion-2": "Speed halved", + "exhaustion-3": "Disadvantage on attack rolls and saving throws", + "exhaustion-4": "Hit point maximum halved", + "exhaustion-5": "Speed reduced to 0", + "exhaustion-6": "Death", + "atk-u": "ATK", + "dmg-type-u": "DAMAGE/TYPE", + "attack:-u": "ATTACK:", + "proficient-u": "PROFICIENT", + "range-place": "Self (60-foot cone)", + "enhanced-bonus:-u": "ENHANCED BONUS:", + "crit-range-u": "CRIT RANGE:", + "damage:-u": "DAMAGE:", + "dmg-type-place": "Slashing", + "crit:-u": "CRIT:", + "damage2:-u": "DAMAGE2:", + "saving-throw:-u": "SAVING THROW:", + "vs-dc:-u": "VS DC:", + "spell-u": "POWER", + "flat-u": "FLAT", + "save": "Save", + "save-effect:-u": "SAVE EFFECT:", + "save-effect-place": "half damage", + "ammunition:-u": "AMMUNITION:", + "ammunition-place": "Arrows", + "description:-u": "DESCRIPTION:", + "description:": "Description:", + "description-place": "Up to 2 creatures within 5 feet", + "atk-spellcasting-u": "ATTACKS & ESPER POWERS", + "copper-piece-u": "CP", + "silver-piece-u": "SP", + "electrum-piece-u": "EP", + "cubil-coin-u": "COINS", + "cubil-cred-u": "CUBIL", + "warning-armor-sets-u": "WARNING - AC IS NOT INCORRECT. UNEQUIP EXTRA ARMOR OR SHIELD FROM ITEM DETAILS.", + "item-name-u": "ITEM NAME", + "equipped-u": "EQUIPPED", + "use-as-resource-u": "USE AS A RESOURCE", + "prop:-u": "PROP:", + "mods:-u": "MODS:", + "total-weight-u": "TOTAL WEIGHT", + "immobile-u": "IMMOBILE", + "heavily-encumbered-u": "HEAVILY ENCUMBERED", + "encumbered-u": "ENCUMBERED", + "over-carrying-cap-u": "OVER CARRYING CAPACITY", + "equipment-u": "EQUIPMENT", + "personality-traits-u": "PERSONALITY TRAITS", + "ideals-u": "IDEALS", + "bonds-u": "BONDS", + "flaws-u": "FLAWS", + "class-resource-u": "CLASS RESOURCE", + "other-resource-u": "OTHER RESOURCE", + "feats-traits-u": "FEATURES & TRAITS", + "age-u": "AGE", + "size-u": "SIZE", + "size": "Size", + "height-u": "HEIGHT", + "weight-u": "WEIGHT", + "eye-u": "EYES", + "skin-u": "SKIN", + "hair-u": "HAIR", + "char-appearance-u": "CHARACTER APPEARANCE", + "char-backstory-u": "CHARACTER BACKSTORY", + "allies-orgs-u": "ALLIES & ORGANIZATIONS", + "add-feats-traits-u": "ADDITIONAL FEATURES & TRAITS", + "feat-u": "FEAT", + "treasure-u": "TREASURE", + "spell-save-dc-u": "POWER SAVE DC", + "cantrips-u": "PRIME POWERS", + "ritual-u": "CONVENTIONAL", + "casting-time:-u": "ACTIVATION TIME:", + "casting-time:": "Activation Time:", + "at-higher-lvl-dmg:-u": "HIGHER LVL CAST DMG:", + "half-dmg-place": "Half damage", + "hit-die:-u": "HIT DIE:", + "initiative-mod:-u": "INITIATIVE MODIFIER:", + "glob-saving-mod:-u": "GLOBAL SAVING THROW MODIFIER:", + "glob-ac-mod:-u": "GLOBAL ARMOR CLASS MODIFIER:", + "glob-atk-mod:-u": "GLOBAL POWER ATTACK MODIFIER:", + "pass-perc-mod:-u": "PASSIVE PERCEPTION MODIFIER:", + "death-save-mod:-u": "DEATH SAVE MODIFIER:", + "magic-caster-lvl:-u": "CHANNELER/FORGER LEVEL:", + "halfling-luck-u": "HALFLING LUCK", + "arcane-fighter-u": "JUSTICAR", + "arcane-rogue-u": "ARTIFICE", + "class-options-u": "CLASS OPTIONS ()", + "class:-u": "CLASS:", + "subclass:-u": "SUBCLASS:", + "race:-u": "RACE:", + "subrace:-u": "SUBRACE:", + "subrace": "Subrace:", + "subrace-ability-increase": "Subrace Ability Score Increase:", + "2nd-class:-u": "2ND CLASS:", + "lvl:-u": "LEVEL:", + "3rd-class:-u": "3RD CLASS:", + "4th-class:-u": "4TH CLASS:", + "mutliclass-opts-u": "MULTICLASS OPTIONS", + "use-cust-class-u": "USE CUSTOM CLASS", + "class-name:-u": "CLASS NAME:", + "spellcasting-ability:-u": "ESPER ABILITY:", + "spell-slots:-u": "POWER SLOTS:", + "spell-full-u": "FULL (Adept, Engineer, Melder)", + "spell-half-u": "HALF (Hunter, Sentinel)", + "spell-third-u": "THIRD (Artifice, Justicar)", + "tech-slots-u": "TECH SLOTS", + "esper-powers-u": "ESPER POWERS", + "tp-max-u": "Talent Point Maximum", + "tp-current-u": "TALENT POINTS REMAINING", + "talent-slots-label": "TALENT SLOTS (Cybermancer)", + "talent-slots-u": "Max Talent Slots", + "used-talent-slots": "Slots Remaining", + "em_available": "Gained?", + "em_used": "Used", + "esper-mastery-u": "ESPER MASTERY", + "max-rank-u": "Rank", + "cust-class-opts": "CUSTOM CLASS OPTIONS", + "normal": "Normal", + "expirtise": "Expertise", + "skill-opts-u": "SKILL OPTIONS", + "version": "v", + "always-roll-adv": "Always Roll Advantage", + "toggle-roll-adv": "Advantage Toggle", + "query-roll-adv": "Query Advantage", + "never-roll-adv": "Never Roll Advantage", + "never-whisper-roll": "Never Whisper Rolls", + "query-whisper-roll": "Query Whisper", + "always-whisper-roll": "Always Whisper Rolls", + "never-roll-dmg": "Don't Auto Roll Damage", + "always-roll-dmg": "Auto Roll Damage & Crit", + "add-char-to-templates:-u": "ADD CHARACTER NAME TO TEMPLATES:", + "on": "On", + "off": "Off", + "inventory:-u": "INVENTORY:", + "compendium-compatible": "Compendium Compatible", + "simple": "Simple", + "encumbrance:-u": "ENCUMBRANCE:", + "ammo-tracking:-u": "AMMO TRACKING:", + "general-opts-u": "GENERAL OPTIONS", + "transition-text": "Clicking one of the images below will reformat the data from your current sheet to this sheet. These changes are permanent and cannot be undone.", + "transition-text-highlight": "Please make a copy of your game before you use this tool.", + "choose-sheet-transfer": "CHOOSE THE SHEET YOU ARE TRANSFERING FROM", + "community-sheet-u": "COMMUNITY SHEET", + "shaped-sheet-u": "SHAPED SHEET", + "transition-opts-u": "TRANSITION OPTIONS", + "portions-sheet-utilize": "Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https://wiki.roll20.net/SRD_5.0_OGL_License", + "api-required-title": "Try it now with easy one click API installation available with your Pro subscription.", + "api-required-u": "(API REQUIRED)", + "spell_dc_mod:-u": "POWER SAVE DC MOD:", + "custom_ac:-u": "CUSTOM AC:", + "npc-info": "The NPC option sets new characters to default to the NPC card style sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely representing non player characters.", + "npc-pc": "NPC/PC", + "roll-queries-info": "D20 Rolls output according to this option. Always Roll Advantage is the default setting and will roll two D20 on every roll in case of advantage. The expectation is that if there is no advantage or disadvantage you use the left most result. The Advantage Toggle option adds three new buttons to the top of the sheet so that you can toggle advantage on a case by case basis. Query Advantage gives you a prompt every roll asking if the roll has advantage. Never Roll Advantage always rolls a single D20 on any given roll, expecting the player to roll a second time in case of advantage or disadvantage.", + "whisp-rolls-gm-info": "All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.", + "auto-dmg-roll-info": "By default, attack damage rolls are not rolled until the hit is confirmed. Damage is rolled from the chat roll template by clicking on the name of the attack in the right hand bar, which then displays the damage. The default method is compatible with 3D dice. Optionally, you can choose to have the Auto Roll Damage & Crit option which will roll damage and critical hit dice at the same time of the attack, presenting all possible outcomes at the time of the attack.", + "add-char-to-templates-info": "Character names are not added to the roll template by default, and are only displayed as normal in the chat tab as the player/character selected as 'Speaking As'. Turning this option on adds the character making the roll's name to the template, useful for players representing multiple characters.", + "inventory-info": "Character Inventories default to the complex style that is compatible with the Roll20 5E Compendium. This includes granular item amounts/weights, weight and encumbrance tracking, sorting, AC calculations, automatic attack generation, and more. The Simple option provides a text field for item lists for players who want more manual control over the sheet.", + "encumbrance-info": "The sheet uses the variant encumbrance rules on page 160 of the Core Manual. The Off option disables the variant rules and only uses a basic over-limit inventory weight check.", + "ammo-tracking-info": "Provides automatic ammo tracking with the 5th Edition OGL by Roll20 Companion API Script.", + "dungeons-and-dragons-styling": "DUNGEONS AND DRAGONS STYLING", + "dungeons-and-dragons-styling-info": "Turns on Dungeons and Dragons styling for both the character sheet and roll templates. This setting is automatically applied to all character sheets and cannot be selectively used.", + "cd-bar1-value:-u": "BAR 1 VALUE:", + "cd-bar1-max:-u": "BAR 1 MAX:", + "cd-bar1-link:-u": "BAR 1 LINK:", + "cd-bar1-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 1's value to this attribute.", + "cd-bar1-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 1's max to this attribute.", + "cd-bar1-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 1's value to this attribute. If set this will override all other bar settings.", + "cd-bar2-value:-u": "BAR 2 VALUE:", + "cd-bar2-max:-u": "BAR 2 MAX:", + "cd-bar2-link:-u": "BAR 2 LINK:", + "cd-bar2-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 2's value to this attribute.", + "cd-bar2-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 2's max to this attribute.", + "cd-bar2-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 2's value to this attribute. If set this will override all other bar settings.", + "cd-bar3-value:-u": "BAR 3 VALUE:", + "cd-bar3-max:-u": "BAR 3 MAX:", + "cd-bar3-link:-u": "BAR 3 LINK:", + "cd-bar3-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 3's value to this attribute.", + "cd-bar3-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 3's max to this attribute.", + "cd-bar3-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 3's value to this attribute. If set this will override all other bar settings.", + "npc-name-in-rolls:-u": "NPC NAME IN ROLLS:", + "ship-name-in-rolls:-u": "SHIP NAME IN ROLLS:", + "show": "Show", + "hide": "Hide", + "npc-name-in-rolls-desc:-u": "In NPC roll results, show or hide the name of the NPC in the roll result card.", + "ship-name-in-rolls-desc:-u": "In SHIP roll results, show or hide the name of the SHIP in the roll result card.", + "public:-u": "PUBLIC", + "to-gm:-u": "TO GM", + "toggle-roll-whisper": "Whisper Toggle", + "attribute-opts-u": "ATTRIBUTE OPTIONS", + "save-opts-u": "SAVE OPTIONS", + "by-level": "By Level (Default)", + "prof-die": "Proficiency Die (DMG)", + "custom": "Custom", + "core-die-roll:-u": "CORE DIE ROLL:", + "has-attack-u": "HAS AN ATTACK", + "variant-phb": "Variant (Core M. p160)", + "carrying-capacity-mod:-u": "CARRYING CAPACITY MODIFIER:", + "armor-class-tracking:-u": "ARMOR CLASS TRACKING:", + "automatic": "Automatic", + "cantrip-progression:-u": "PRIME PROGRESSION", + "cantrip-dice-u": "PRIME DICE", + "cantrip-beam-u": "PRIME BEAM", + "slots_total-u": "SLOTS TOTAL", + "slots_remaining-u": "SLOTS REMAINING", + "level-calculations:-u": "AUTO LEVEL CALCULATIONS:", + "spell_slot_modifiers-u": "TECH SLOT MODIFIERS", + "lvl-u": "RANK", + "include_spell_desc:-u": "INCLUDE POWER DESCRIPTION IN ATTACK:", + "token_size-u": "TOKEN SIZE", + "add-dex-tiebreaker-u": "ADD DEX TIEBREAKER TO INITIATIVE", + "initiative-style:-u": "INITIATIVE STYLE:", + "query-attr-u": "QUERY ATTRIBUTE", + "custom-skills-u": "CUSTOM SKILLS", + "weapon-u": "WEAPON", + "armor-u": "ARMOR", + "other-u": "OTHER", + "source:-u": "SOURCE:", + "source-type:-u": "SOURCE TYPE:", + "racial": "Species", + "class": "Class", + "feat": "Feat", + "feats": "Feats", + "other": "Other", + "partial": "Partial", + "show_all": "Show All", + "cr_only": "C&R Only", + "spell-icons:-u": "POWER ICONS:", + "custom-pb:-u": "CUSTOM PROFICIENCY BONUS:", + "show-global-attack-field-u": "SHOW GLOBAL ATTACK MODIFIER FIELD", + "show-global-damage-field-u": "SHOW GLOBAL DAMAGE MODIFIER FIELD", + "show-global-save-field-u": "SHOW GLOBAL SAVE MODIFIER FIELD", + "show-global-skill-field-u": "SHOW GLOBAL SKILL MODIFIER FIELD", + "global-attack-u": "GLOBAL ATTACK MODIFIER", + "global-damage-u": "GLOBAL DAMAGE MODIFIER", + "global-save-u": "GLOBAL SAVE MODIFIER", + "global-skill-u": "GLOBAL SKILL MODIFIER", + "global-damage": "Global Damage Modifier", + "core-die-roll-info": "Changing the core die will replace the normal 1d20 made with almost all rolls with a randomizer of your choice, such as 2d10 or 3d6.", + "pb-type-info": "By default, the character's Proficiency Bonus will be automatically calculated based off of their total level as is the standard method in the Core Manual. The Proficiency Die option supports the alternate method outlined in the DMG where, instead of a flat bonus, a die is rolled instead. The Custom option allows you to replace the PB with anything of your choosing.", + "global-save-info": "Creates a custom global save modifier field, underneath the SAVING THROWS section of the character sheet. Anything put there will be applied to any save roll. Perfect for regular but not permanent bonuses like the Sensory Boost power.", + "global-skill-info": "Creates a custom global skill modifier field, underneath the SKILLS section of the character sheet. Anything put there will be applied to any save roll. Perfect for regular but not permanent bonuses like the Amplify Ability power.", + "global-attack-info": "Creates a custom global attack modifier field, underneath the ATTACKS AND ESPER POWERS section of the character sheet. Anything put there will be applied to any attack to-hit roll. Perfect for regular but not permanent bonuses to attack like the Sensory Boost power.", + "global-damage-info": "Creates a custom global damage modifier field, underneath the ATTACKS AND ESPER POWERS section of the character sheet. Anything put there will be applied to any attack damage roll. Perfect for regular but not permanent bonuses to damage like the Deft Strike ability.", + "auto-level-calc-info": "By default changing character levels will automatically set spell slots and hit dice. Changing this setting to off prevents this behavior.", + "simple-traits-info": "Character FEATURES AND TRAITS section defaults to the complex style that is compatible with the Roll20 5E Compendium. The Simple option provides a text field for players who want more manual control over the sheet.", + "simple-proficiencies-info": "Character OTHER PROFICIENCIES & LANGUAGES section defaults to the complex style that is compatible with the Roll20 5E Compendium. The Simple option provides a text field for players who want more manual control over the sheet.", + "init-tiebreaker-info": "Adds the character's dexterity score as a decimal to the end of the initiative bonus for purposes of breaking ties.", + "b-custom-info": "When the Proficiency Bonus type is set to Custom, the character sheet will use this value for the character's Proficiency Bonus.", + "footer-wiki-link": "This sheet was created from the 5th Edition OGL character sheet by Roll20. For game information, visit http://espergenesis.com", + "accepting-drop-u": "ACCEPTING DROP FROM COMPENDIUM", + "are_you_sure": "Are you sure you want to turn this character into a ", + "yes": "Yes", + "next": "Next", + "cancel": "Cancel", + "cancel-u": "CANCEL", + "choose": "Choose", + "innate:-u": "INNATE:", + "mod:-u": "MOD:", + "hpmods:-u": "HP MODIFIERS:", + "charmancer-welcome": "Welcome to the Charactermancer!", + "charmancer-what-is": "The Charactermancer is a step-by-step process that makes building a character simple and streamlined. Changes are saved as you progress, but the character sheet is only updated when the Charactermancer has been completed.", + "get-started": "Get started by clicking Next.", + "opt-out-u": "OPT OUT", + "charmancer-compendium": "Your Compendium Awaits.", + "charmancer-compendium-detail": "The Charactermancer currently supports Dungeons & Dragons 5th Edition SRD and the Player's Handbook. You can add the Player's Handbook to your compendium in the Marketplace, or the game owner can share their compendium with everyone in the game.", + "charmancer-choose-race": "Choose a Race:", + "charmancer-custom-race-name": "Custom Race Name:", + "charmancer-custom-subclass-name:": "Custom sublass Name:", + "charmancer-additional-cantrips": "Additional Cantrips", + "charmancer-additional-lvl-1-spells": "Additional Level 1 Spells", + "suggested-abilities": "Suggested Abilities: ", + "class-spellcasting": "Class Spellcasting Ability: ", + "ability-score-increase": "Ability Score Increase:", + "lawful-good": "Lawful Good", + "neutral-good": "Neutral Good", + "chaotic-good": "Chaotic Good", + "lawful-neutral": "Lawful Neutral", + "neutral": "Neutral", + "chaotic-neutral": "Chaotic Neutral", + "lawful-evil": "Lawful Evil", + "neutral-evil": "Neutral Evil", + "chaotic-evil": "Chaotic Evil", + "tiny": "Tiny", + "small": "Small", + "medium": "Medium", + "large": "Large", + "huge": "Huge", + "age": "Age:", + "gargantuan": "Gargantuan", + "step1-equipment": "Step 5: Equipment", + "equipment-from-background": "Equipment from Background", + "equipment-from-class": "Equipment from Class", + "class-equipment": "Class Equipment", + "starting-wealth": "Starting Wealth (Core)", + "starting-cubil:": "Starting Cubil:", + "no_class_warning-u": "NO CLASS HAS BEEN SELECTED OR SELECTED CLASS DOES NOT HAVE STANDARD EQUIPMENT. CLASS EQUIPMENT CANNOT BE CHOSEN AT THIS TIME.", + "standard-array": "Standard Array", + "roll-for-stats": "Roll for Stats", + "standard-roll": "Roll 4d6, drop lowest", + "charmancer-cancel-heading": "Where would you like to go, traveler?", + "continue-charmancer": "Continue Charactermancer", + "save_progress_and_exit": "Save and Exit", + "cancel_charactermancer": "Discard and exit", + "charmancer-discard-warning": "Discard and Exit will cause all choices to be lost.", + "mancer-opts-u": "CHARACTERMANCER OPTIONS", + "relaunch-lvl1mancer-u": "LAUNCH LEVEL 1 CHARACTERMANCER (CANNOT BE UNDONE)", + "point-buy": "Point Buy", + "available-points:": "Available Points: ", + "equipment-choice-text": "How would you like to choose your equipment?", + "charmancer-start": "Start", + "clear-abilities": "Clear Assignment", + "use-charactermancer-for-new:-u": "USE LEVEL 1 CHARACTERMANCER FOR NEW CHARACTERS:", + "use-charactermancer-for-new-info": "With this option enabled all new characters will open with the Level 1 Roll20 Charactermancer. Disabling this option will start new characters directly on the character sheet disabling the Level 1 Charactermancer, which can still be manually run from the Settings tab of the character sheet.", + "feat-pre-check": "Look carefully! Prerequisites are not checked automatically.", + "stats-rolled-hint": "We rolled your dice! Check the chat window to view your results in detail. Assign the results below to your preferred attributes:", + "return-to:": "Return to: ", + "do_you_want_mancer": "How do you want to create this character?", + "no": "No", + "global-ac-u": "GLOBAL AC MODIFIER", + "show-global-ac-field-u": "SHOW GLOBAL AC MODIFIER FIELD", + "warning-customac-u": "ATTENTION - CUSTOM AC IS NOT BEING USED. TO USE CUSTOM AC, UNEQUIP ARMOR.", + "manual": "Edit sheet directly", + "npc-new": "Create an NPC", + "mancer-confirm-yes": "Use the Charactermancer", + "allow-shields-u": "ALLOW SHIELDS?", + "levels-u": "LEVELS", + "features-u": "FEATURES", + "asi-u": "ABILITY SCORE INCREASE / FEATS", + "charmancer-leveler-what-is": "The Charactermancer is a step-by-step process that makes leveling up a character simple and streamlined. Changes are saved as you progress, but the character sheet is only updated when the Charactermancer has been completed.", + "charmancer-leveler-level-info1": "Your existing class levels have been pre-populated for you. By default your primary class has been set to be increased by one level. You can change how many levels to increase below, as well as adding a new multiclass.", + "charmancer-leveler-level-info2": "In each class section you'll have the option to take the average number of hit points or to roll randomly, choose class features for the levels you're advancing, and choose your subclass if appropriate.", + "charmancer-leveler-spells-info": "Listed here are the current spells your character already knows. If you gained access to more spells during your advancement you will be able to select them below. Check next to the spells you wish to learn. The Charactermancer will help you pick the right number of spells and from the correct list. If your class has the option to swap out spells, you can do so by unselecting currently known spells which will allow you to select new ones in their place.", + "total-level-u": "TOTAL LEVEL", + "main-class-level-u": "MAIN CLASS LEVEL", + "class-2-level-u": "CLASS 2 LEVEL", + "class-3-level-u": "CLASS 3 LEVEL", + "class-4-level-u": "CLASS 4 LEVEL", + "levels:-u": "LEVELS:", + "warning-leveler_start-u": "ATTENTION - YOU CANNOT LAUNCH THE CHARACTERMANCER LEVEL UP UNTIL YOU HAVE A CLASS, LEVEL, AND HP SET FOR LEVEL ONE. PLEASE RUN THE CHARACTERMANCER CREATOR FIRST. THE LEVEL UP TOOL DOESN'T WORK WITH CUSTOM CLASSES OR IF THE MULTICLASS OPTIONS ARE SET UP INCORRECTLY.", + "charmancer-leveler-custom-class-warning": "The Level Up tool does not support custom classes at this time.", + "charmancer-welcome-lp": "Welcome to Charactermancer Level Up!", + "charmancer-leveler-what-is-lp": "Look at you, with all that experience. Now it's time to claim your reward. You'll walk through the step-by-step process to make a few decisions, and your character will be at the next level in no time. Changes are saved as you move through the process, but if you change your mind, you'll need to revisit the steps and choices that come after.", + "charmancer-compendium-detail-lp": "The Charactermancer currently supports Dungeons & Dragons 5th Edition SRD, Player's Handbook, and Guildmasters' Guide to Ravnica. Xanathar's Guide to Everything will be supported in the coming weeks. You can add the Player's Handbook and Guildmasters' Guide to Ravnica to your compendium in the Marketplace, or the game owner can share their compendium with everyone in the game.", + "roll:-u": "ROLL:", + "roll": "Roll", + "prerequisite:": "Prerequisite:", + "back": "BACK", + "back-to-top": "Back to Top", + "choose-a-class:": "Choose a Class:", + "custom-class-name:": "Custom Class Name", + "charmancer-class-features:": "Class Features: ", + "charmancer-subclass-features:": "Subclass Features:", + "hit-die:": "Hit Die:", + "average": "Average", + "hp-u": "HP", + "saving-throw-proficiency": "Saving Throw Proficiency", + "armor": "Armor", + "equipment": "Equipment:", + "language": "Language", + "skill": "Skill", + "tool": "Tool", + "weapon": "Weapon", + "add-another-feature": "Add Another Feature", + "add-another-proficiency": "Add Another Proficiency", + "innate-spellcasting:": "Innate Powers:", + "spellcasting-ability": "Esper Ability:", + "number-of-cantrips": "Number of Primes:", + "number-of-lvl-1-spells": "Number of Level 1 Spells:", + "spell-list": "Powers List:", + "done": "Done", + "ability-score-method": "Ability Score Method:", + "select-your-choices": "Select Your Choices:", + "input-your-scores": "Input Your Scores:", + "choose-background": "Choose a Background:", + "personality-traits": "Personality Traits", + "ideal": "Ideal", + "bond": "Bond", + "flaw": "Flaw", + "you-have-chosen-starting-cubil": "You have chosen starting cubil and do not get equipment from your background.", + "you-have-created-custom-class": "You have created a custom class; you can add equipment to the character sheet after you have finished the Charactermancer.", + "arcane-is-mystery": "Cosmic forces are a mystery to you.", + "your-character-dont-have-spells-this-lvl": "Your character doesn't have powers at this level. Click “Next” to review your character!", + "charmancer-a-feat-represents": "A feat represents accomplishment, grit, determination, and expertise. It is the reward for hard work.", + "you-really-havent-done": "You really haven't done that much yet", + "review-your-choices": "Review your choices:", + "race": "Race", + "abilities": "Abilities", + "bio": "Bio", + "name-background": "Name:", + "building-your-character": "Building your character...", + "charmancer-only-choice-left-is-on-or": "The only choice left is to press on or turn back. If you're editing an existing character, all your existing data will be lost into the void when you apply your changes.", + "apply-changes": "Apply Changes", + "pick-your-equipment": "Pick your equipment", + "you-havent-chosen-background": "You have not yet selected a background.", + "you-havent-selected-class": "You have not yet selected a class.", + "ability-score": "Ability Score", + "you-can-increase-two-abilites": "You can increase two of your abilities by 1, or one of your abilities by 2", + "before-leveling": "Before Leveling", + "after-leveling": "After Leveling", + "charmancer-removed-spells-marked-pt1": "Removed spells will be marked with a r symbol so you can find it easily if you change your mind." +} diff --git a/Esper_Genesis_5E/translations/ja.json b/Esper_Genesis_5E/translations/ja.json new file mode 100644 index 0000000000..a26581dda1 --- /dev/null +++ b/Esper_Genesis_5E/translations/ja.json @@ -0,0 +1,719 @@ +{ + "skills-list": "acrobatics,astrophysics,athletics,computers,deception,insight,intimidation,investigation,lore,mechanics,medicine,perception,performance,persuasion,sleight_of_hand,stealth,survival,xenobiology", + "npc-options-u": "NPC OPTIONS", + "ship-options-u": "SHIP OPTIONS", + "name-u": "NAME", + "npc-type-u": "NPC TYPE", + "ship-type-u": "SHIP TYPE", + "npc-type-place": "Medium cyborg, any evil alignment", + "ship-type-place": "Medium ship", + "armor-class-u": "ARMOR CLASS", + "class-u": "CLASS", + "type-u": "TYPE", + "maneuver-defense-u": "MANEUVER DEFENSE", + "maneuver-save-u": "MANEUVER SAVE DC", + "abilities-u": "ABILITIES", + "npc-armor-place": "light trooper", + "hit-points-u": "HIT POINTS", + "hull-points-u": "HULL POINTS", + "formula-u": "FORMULA", + "speed-u": "SPEED", + "npc-speed-place": "30 ft., fly 60ft.", + "ship-speed-place": "6", + "piloting-u": "PILOTING BONUS (Dex Bonus + Proficiency Bonus)", + "attributes-u": "ATTRIBUTES", + "ship-attributes-u": "ATTRIBUTES (PILOT/CREW)", + "str-u": "STR", + "dex-u": "DEX", + "con-u": "CON", + "int-u": "INT", + "wis-u": "WIS", + "cha-u": "CHA", + "npcs-u": "NPC", + "ships-u": "SHIP", + "ship-dex-u": "DEX—[PILOT]", + "ship-int-u": "INT—[TECH]", + "ship-wis-u": "WIS—[TECH]", + "sensor-u": "SENSOR RANGE", + "saves-u": "SAVES", + "skills-u": "SKILLS", + "acrobatics-u": "ACROBATICS", + "mechanics-u": "MECHANICS", + "astrophysics-u": "ASTROPHYSICS", + "athletics-u": "ATHLETICS", + "deception-u": "DECEPTION", + "lore-u": "LORE", + "insight-u": "INSIGHT", + "intimidation-u": "INTIMIDATION", + "investigation-u": "INVESTIGATION", + "medicine-u": "MEDICINE", + "xenobiology-u": "XENOBIOLOGY", + "perception-u": "PERCEPTION", + "performance-u": "PERFORMANCE", + "persuasion-u": "PERSUASION", + "computers-u": "COMPUTERS", + "sleight_of_hand-u": "SLEIGHT OF HAND", + "stealth-u": "STEALTH", + "survival-u": "SURVIVAL", + "damage-vuln-u": "DAMAGE VULNERABILITIES", + "npc-dmg-vuln-place": "fire", + "ship-dmg-vuln-place": "lightning", + "damage-res-u": "DAMAGE RESISTANCES", + "npc-dmg-res-place": "cold", + "ship-dmg-res-place": "acid, fire", + "damage-imm-u": "DAMAGE IMMUNITIES", + "npc-dmg-imm-place": "lightning, thunder", + "ship-dmg-imm-place": "cold", + "cond-imm-u": "CONDITION IMMUNITIES", + "npc-cond-imm-place": "charmed", + "ship-cond-imm-place": "impaired", + "senses-u": "SENSES", + "npc-senses-place": "darkvision 120ft., passive Perception 16", + "ship-senses-place": "6", + "langs-u": "LANGUAGES", + "lang-u": "LANGUAGE", + "npc-langs-place": "Alphaline, Common, Nesieve", + "challenge-u": "CHALLENGE", + "xp-u": "XP", + "spellcast-npc-u": "ESPER NPC", + "spell-ability-u": "ESPER ABILITY", + "none-u": "NONE", + "strength-u": "STRENGTH", + "strength-save-u": "STRENGTH SAVE", + "dexterity-u": "DEXTERITY", + "dexterity-save-u": "DEXTERITY SAVE", + "constitution-u": "CONSTITUTION", + "constitution-save-u": "CONSTITUTION SAVE", + "intelligence-u": "INTELLIGENCE", + "intelligence-save-u": "INTELLIGENCE SAVE", + "wisdom-u": "WISDOM", + "wisdom-save-u": "WISDOM SAVE", + "charisma-u": "CHARISMA", + "charisma-save-u": "CHARISMA SAVE", + "spell-dc-u": "POWER DC", + "spell-atk-bonus-u": "POWER ATTACK BONUS", + "has-reaction-u": "HAS REACTIONS", + "leg-actions:-u": "LEGENDARY ACTIONS:", + "gen-opts-u": "GENERAL OPTIONS", + "npc-u": "NPC/SHIP", + "roll-queries:-u": "ROLL QUERIES:", + "always-adv": "Always Roll Advantage", + "adv-toggle": "Advantage Toggle", + "query-adv": "Query Advantage", + "never-adv": "Never Roll Advantage", + "whisp-rolls-gm:-u": "WHISPER ROLLS TO GM:", + "never-whisp": "Never Whisper Rolls", + "query-whisp": "Query Whisper", + "always-whisp": "Always Whisper Rolls", + "auto-dmg-roll:-u": "AUTO DAMAGE ROLL:", + "never-dmg": "Don't Auto Roll Damage", + "always-dmg": "Auto Roll Damage & Crit", + "ac": "Armor Class", + "hp": "Hit Points", + "hlp": "Hull Points", + "speed": "Speed", + "maneuver-defense": "Maneuver Defense", + "maneuver-save": "Maneuver Save DC", + "sensors": "Sensor Range", + "piloting": "Piloting Check", + "pilot-bonus": "Piloting Bonus", + "language-proficiencies": "Language Proficiencies:", + "skill-proficiencies": "Skill Proficiencies:", + "weapon-proficiencies": "Weapon Proficiencies", + "armor-proficiencies": "Armor Proficiencies:", + "tool-proficiencies": "Tool Proficiencies:", + "saving-throw": "Saving Throws", + "str": "Str", + "dex": "Dex", + "con": "Con", + "int": "Int", + "wis": "Wis", + "cha": "Cha", + "skills": "Skills", + "acrobatics": "Acrobatics", + "mechanics": "Mechanics", + "astrophysics": "Astrophysics", + "athletics": "Athletics", + "deception": "Deception", + "lore": "Lore", + "insight": "Insight", + "intimidation": "Intimidation", + "investigation": "Investigation", + "medicine": "Medicine", + "xenobiology": "Xenobiology", + "perception": "Perception", + "performance": "Performance", + "persuasion": "Persuasion", + "computers": "Computers", + "sleight_of_hand": "Sleight of Hand", + "stealth": "Stealth", + "survival": "Survival", + "dmg-vuln": "Damage Vulnerabilities", + "dmg-res": "Damage Resistances", + "dmg-imm": "Damage Immunities", + "cond-imm": "Condition Immunities", + "senses": "Senses", + "langs": "Languages", + "challenge": "Challenge", + "npc-trait-name-place": "False Appearance.", + "npc-trait-desc-place": "If the velbast fails...", + "actions": "Actions", + "adv": "Advantage", + "norm": "Normal", + "disadv": "Disadvantage", + "name:-u": "NAME:", + "attack-u": "ATTACK", + "type:-u": "TYPE:", + "melee": "Melee", + "ranged": "Ranged", + "range-reach:-u": "RANGE/REACH:", + "range-reach-place": "5 ft.", + "to-hit:-u": "TO HIT:", + "target:-u": "TARGET:", + "target:": "Target:", + "to-hit-place": "One target", + "on-hit:-u": "ON HIT:", + "on-hit-place": "slashing", + "on-hit2:-u": "ON HIT 2:", + "on-hit-2-place": "fire", + "hit:": "Hit: ", + "reactions": "Reactions", + "npc-repeating-name-place": "Parry.", + "npc-repeating-desc-place": "The creature adds 2 to its AC against...", + "traits": "Traits", + "features": "Features", + "spells": "Powers", + "prep-u": "PREP", + "school:-u": "DOMAIN:", + "alteration": "Alteration", + "clairsentient": "Clairsentient", + "elemental": "Elemental", + "kinesis": "Kinesis", + "metaphase": "Metaphase", + "psychogenic": "Psychogenic", + "technique": "Technique", + "ritual": "CONVENTIONAL", + "ritual-l": "conventional", + "range:-u": "RANGE:", + "range:": "Range:", + "pointcost:-u": "POINT COST:", + "pointcost:": "Point Cost:", + "spell-component-verbal": "V", + "spell-component-somatic": "S", + "spell-component-material": "M", + "spell-ritual": "R", + "spell-concentration": "C", + "ruby-dust-place": "ruby dust worth 50gp", + "concentration-u": "CONCENTRATION", + "concentration": "Concentration", + "duration:-u": "DURATION:", + "duration:": "Duration:", + "difficulty-class-abv": "DC", + "output:-u": "OUTPUT:", + "powercard-u": "POWERCARD", + "spell-atk:-u": "POWER ATTACK:", + "none": "None", + "dmg:-u": "DAMAGE:", + "dmg2:-u": "DAMAGE2:", + "healing:-u": "HEALING:", + "add-ability-mod-u": "ADD ABILITY MOD TO DAMAGE OR HEALING", + "effect:-u": "EFFECT:", + "npc-atk-effect-place": "Half damage", + "desc:-u": "DESCRIPTION:", + "at-higher-lvl:-u": "AT HIGHER RANKS:", + "at-higher-lvl": "At Higher Ranks", + "higher-lvl-cast": "Higher Rank Use", + "leg-actions": "Legendary Actions", + "leg-actions-desc": "The can take legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The regains spent legendary actions at the start of its turn.", + "atk-range-place": "5 ft.", + "atk-target-place": "One target", + "atk-dmg-type-place": "slashing", + "atk-dmg-type2-place": "fire", + "adv-u": "ADVANTAGE", + "norm-u": "NORMAL", + "disadv-u": "DISADVANTAGE", + "core-u": "CORE", + "bio-u": "BIO", + "gear-u": "GEAR", + "spells-u": "POWERS", + "feats-u": "FEATS", + "review-u": "REVIEW", + "char-name-u": "CHARACTER NAME", + "adept": "Adept", + "barbarian": "Barbarian", + "cybermancer": "Cybermancer", + "engineer": "Engineer", + "hunter": "Hunter", + "melder": "Melder", + "sentinel": "Sentinel", + "specialist": "Specialist", + "warrior": "Warrior", + "class-level-u": "CLASS & LEVEL", + "background-u": "BACKGROUND", + "background": "Background", + "race-u": "RACE", + "alignment-u": "ALIGNMENT", + "alignment": "Alignment:", + "exp-pts-u": "EXPERIENCE POINTS", + "inspiration-u": "INSPIRATION", + "prof-bonus-u": "PROFICIENCY BONUS", + "strength": "Strength", + "strength-save": "Strength Save", + "dexterity": "Dexterity", + "dexterity-save": "Dexterity Save", + "constitution": "Constitution", + "constitution-save": "Constitution Save", + "intelligence": "Intelligence", + "intelligence-save": "Intelligence Save", + "wisdom": "Wisdom", + "wisdom-save": "Wisdom Save", + "charisma": "Charisma", + "charisma-save": "Charisma Save", + "saving-throws-u": "SAVING THROWS", + "acrobatics-core": "Acrobatics (Dex)", + "mechanics-core": "Mechanics (Wis)", + "astrophysics-core": "Astrophysics (Int)", + "athletics-core": "Athletics (Str)", + "deception-core": "Deception (Cha)", + "lore-core": "Lore (Int)", + "insight-core": "Insight (Wis)", + "intimidation-core": "Intimidation (Cha)", + "investigation-core": "Investigation (Int)", + "medicine-core": "Medicine (Wis)", + "xenobiology-core": "Xenobiology (Int)", + "perception-core": "Perception (Wis)", + "performance-core": "Performance (Cha)", + "persuasion-core": "Persuasion (Cha)", + "computers-core": "Computers (Int)", + "sleight_of_hand-core": "Sleight of Hand (Dex)", + "stealth-core": "Stealth (Dex)", + "survival-core": "Survival (Wis)", + "pass-wis-u": "PASSIVE WISDOM (PERCEPTION)", + "tool-u": "TOOL", + "pro-u": "PRO", + "attr-u": "ATTRIBUTE", + "prof-bonus:-u": "PROFICIENCY BONUS:", + "prof-u": "PROFICIENT", + "proficency-u": "PROFICIENCY", + "expertise-u": "EXPERTISE", + "jack-of-all-u": "JACK OF ALL TRADES", + "attr:-u": "ATTRIBUTE:", + "tool-prof-u": "TOOL PROFICIENCIES", + "weapon-proficiencies-u": "WEAPON PROFICIENCIES", + "other-prof-langs-u": "OTHER PROFICIENCIES & LANGUAGES", + "prof-langs-u": "PROFICIENCIES & LANGUAGES", + "init": "Initiative", + "init-u": "INITIATIVE", + "hp-max-u": "Hit Point Maximum", + "hp-current-u": "CURRENT HIT POINTS", + "hp-temp-u": "TEMPORARY HIT POINTS", + "total": "Total", + "hit-dice-u": "HIT DICE", + "successes-u": "SUCCESSES", + "failures-u": "FAILURES", + "death-save-u": "DEATH SAVE", + "death-saves-u": "DEATH SAVES", + "exhaustion-setting-u": "SHOW EXHAUSTION TRACKING:", + "exhaustion-u": "EXHAUSTION LEVEL", + "exhaustion-0": "No effect", + "exhaustion-1": "Disadvantage on ability checks", + "exhaustion-2": "Speed halved", + "exhaustion-3": "Disadvantage on attack rolls and saving throws", + "exhaustion-4": "Hit point maximum halved", + "exhaustion-5": "Speed reduced to 0", + "exhaustion-6": "Death", + "atk-u": "ATK", + "dmg-type-u": "DAMAGE/TYPE", + "attack:-u": "ATTACK:", + "proficient-u": "PROFICIENT", + "range-place": "Self (60-foot cone)", + "enhanced-bonus:-u": "ENHANCED BONUS:", + "crit-range-u": "CRIT RANGE:", + "damage:-u": "DAMAGE:", + "dmg-type-place": "Slashing", + "crit:-u": "CRIT:", + "damage2:-u": "DAMAGE2:", + "saving-throw:-u": "SAVING THROW:", + "vs-dc:-u": "VS DC:", + "spell-u": "POWER", + "flat-u": "FLAT", + "save": "Save", + "save-effect:-u": "SAVE EFFECT:", + "save-effect-place": "half damage", + "ammunition:-u": "AMMUNITION:", + "ammunition-place": "Arrows", + "description:-u": "DESCRIPTION:", + "description:": "Description:", + "description-place": "Up to 2 creatures within 5 feet", + "atk-spellcasting-u": "ATTACKS & ESPER POWERS", + "copper-piece-u": "CP", + "silver-piece-u": "SP", + "electrum-piece-u": "EP", + "cubil-coin-u": "COINS", + "cubil-cred-u": "CUBIL", + "warning-armor-sets-u": "WARNING - AC IS NOT INCORRECT. UNEQUIP EXTRA ARMOR OR SHIELD FROM ITEM DETAILS.", + "item-name-u": "ITEM NAME", + "equipped-u": "EQUIPPED", + "use-as-resource-u": "USE AS A RESOURCE", + "prop:-u": "PROP:", + "mods:-u": "MODS:", + "total-weight-u": "TOTAL WEIGHT", + "immobile-u": "IMMOBILE", + "heavily-encumbered-u": "HEAVILY ENCUMBERED", + "encumbered-u": "ENCUMBERED", + "over-carrying-cap-u": "OVER CARRYING CAPACITY", + "equipment-u": "EQUIPMENT", + "personality-traits-u": "PERSONALITY TRAITS", + "ideals-u": "IDEALS", + "bonds-u": "BONDS", + "flaws-u": "FLAWS", + "class-resource-u": "CLASS RESOURCE", + "other-resource-u": "OTHER RESOURCE", + "feats-traits-u": "FEATURES & TRAITS", + "age-u": "AGE", + "size-u": "SIZE", + "size": "Size", + "height-u": "HEIGHT", + "weight-u": "WEIGHT", + "eye-u": "EYES", + "skin-u": "SKIN", + "hair-u": "HAIR", + "char-appearance-u": "CHARACTER APPEARANCE", + "char-backstory-u": "CHARACTER BACKSTORY", + "allies-orgs-u": "ALLIES & ORGANIZATIONS", + "add-feats-traits-u": "ADDITIONAL FEATURES & TRAITS", + "feat-u": "FEAT", + "treasure-u": "TREASURE", + "spell-save-dc-u": "POWER SAVE DC", + "cantrips-u": "PRIME POWERS", + "ritual-u": "CONVENTIONAL", + "casting-time:-u": "ACTIVATION TIME:", + "casting-time:": "Activation Time:", + "at-higher-lvl-dmg:-u": "HIGHER LVL CAST DMG:", + "half-dmg-place": "Half damage", + "hit-die:-u": "HIT DIE:", + "initiative-mod:-u": "INITIATIVE MODIFIER:", + "glob-saving-mod:-u": "GLOBAL SAVING THROW MODIFIER:", + "glob-ac-mod:-u": "GLOBAL ARMOR CLASS MODIFIER:", + "glob-atk-mod:-u": "GLOBAL POWER ATTACK MODIFIER:", + "pass-perc-mod:-u": "PASSIVE PERCEPTION MODIFIER:", + "death-save-mod:-u": "DEATH SAVE MODIFIER:", + "magic-caster-lvl:-u": "CHANNELER/FORGER LEVEL:", + "halfling-luck-u": "HALFLING LUCK", + "arcane-fighter-u": "JUSTICAR", + "arcane-rogue-u": "ARTIFICE", + "class-options-u": "CLASS OPTIONS ()", + "class:-u": "CLASS:", + "subclass:-u": "SUBCLASS:", + "race:-u": "RACE:", + "subrace:-u": "SUBRACE:", + "subrace": "Subrace:", + "subrace-ability-increase": "Subrace Ability Score Increase:", + "2nd-class:-u": "2ND CLASS:", + "lvl:-u": "LEVEL:", + "3rd-class:-u": "3RD CLASS:", + "4th-class:-u": "4TH CLASS:", + "mutliclass-opts-u": "MULTICLASS OPTIONS", + "use-cust-class-u": "USE CUSTOM CLASS", + "class-name:-u": "CLASS NAME:", + "spellcasting-ability:-u": "ESPER ABILITY:", + "spell-slots:-u": "POWER SLOTS:", + "spell-full-u": "FULL (Adept, Engineer, Melder)", + "spell-half-u": "HALF (Hunter, Sentinel)", + "spell-third-u": "THIRD (Artifice, Justicar)", + "tech-slots-u": "TECH SLOTS", + "esper-powers-u": "ESPER POWERS", + "tp-max-u": "Talent Point Maximum", + "tp-current-u": "TALENT POINTS REMAINING", + "talent-slots-label": "TALENT SLOTS (Cybermancer)", + "talent-slots-u": "Max Talent Slots", + "used-talent-slots": "Slots Remaining", + "em_available": "Gained?", + "em_used": "Used", + "esper-mastery-u": "ESPER MASTERY", + "max-rank-u": "Rank", + "cust-class-opts": "CUSTOM CLASS OPTIONS", + "normal": "Normal", + "expirtise": "Expertise", + "skill-opts-u": "SKILL OPTIONS", + "version": "v", + "always-roll-adv": "Always Roll Advantage", + "toggle-roll-adv": "Advantage Toggle", + "query-roll-adv": "Query Advantage", + "never-roll-adv": "Never Roll Advantage", + "never-whisper-roll": "Never Whisper Rolls", + "query-whisper-roll": "Query Whisper", + "always-whisper-roll": "Always Whisper Rolls", + "never-roll-dmg": "Don't Auto Roll Damage", + "always-roll-dmg": "Auto Roll Damage & Crit", + "add-char-to-templates:-u": "ADD CHARACTER NAME TO TEMPLATES:", + "on": "On", + "off": "Off", + "inventory:-u": "INVENTORY:", + "compendium-compatible": "Compendium Compatible", + "simple": "Simple", + "encumbrance:-u": "ENCUMBRANCE:", + "ammo-tracking:-u": "AMMO TRACKING:", + "general-opts-u": "GENERAL OPTIONS", + "transition-text": "Clicking one of the images below will reformat the data from your current sheet to this sheet. These changes are permanent and cannot be undone.", + "transition-text-highlight": "Please make a copy of your game before you use this tool.", + "choose-sheet-transfer": "CHOOSE THE SHEET YOU ARE TRANSFERING FROM", + "community-sheet-u": "COMMUNITY SHEET", + "shaped-sheet-u": "SHAPED SHEET", + "transition-opts-u": "TRANSITION OPTIONS", + "portions-sheet-utilize": "Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https://wiki.roll20.net/SRD_5.0_OGL_License", + "api-required-title": "Try it now with easy one click API installation available with your Pro subscription.", + "api-required-u": "(API REQUIRED)", + "spell_dc_mod:-u": "POWER SAVE DC MOD:", + "custom_ac:-u": "CUSTOM AC:", + "npc-info": "The NPC option sets new characters to default to the NPC card style sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely representing non player characters.", + "npc-pc": "NPC/PC", + "roll-queries-info": "D20 Rolls output according to this option. Always Roll Advantage is the default setting and will roll two D20 on every roll in case of advantage. The expectation is that if there is no advantage or disadvantage you use the left most result. The Advantage Toggle option adds three new buttons to the top of the sheet so that you can toggle advantage on a case by case basis. Query Advantage gives you a prompt every roll asking if the roll has advantage. Never Roll Advantage always rolls a single D20 on any given roll, expecting the player to roll a second time in case of advantage or disadvantage.", + "whisp-rolls-gm-info": "All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.", + "auto-dmg-roll-info": "By default, attack damage rolls are not rolled until the hit is confirmed. Damage is rolled from the chat roll template by clicking on the name of the attack in the right hand bar, which then displays the damage. The default method is compatible with 3D dice. Optionally, you can choose to have the Auto Roll Damage & Crit option which will roll damage and critical hit dice at the same time of the attack, presenting all possible outcomes at the time of the attack.", + "add-char-to-templates-info": "Character names are not added to the roll template by default, and are only displayed as normal in the chat tab as the player/character selected as 'Speaking As'. Turning this option on adds the character making the roll's name to the template, useful for players representing multiple characters.", + "inventory-info": "Character Inventories default to the complex style that is compatible with the Roll20 5E Compendium. This includes granular item amounts/weights, weight and encumbrance tracking, sorting, AC calculations, automatic attack generation, and more. The Simple option provides a text field for item lists for players who want more manual control over the sheet.", + "encumbrance-info": "The sheet uses the variant encumbrance rules on page 160 of the Core Manual. The Off option disables the variant rules and only uses a basic over-limit inventory weight check.", + "ammo-tracking-info": "Provides automatic ammo tracking with the 5th Edition OGL by Roll20 Companion API Script.", + "dungeons-and-dragons-styling": "DUNGEONS AND DRAGONS STYLING", + "dungeons-and-dragons-styling-info": "Turns on Dungeons and Dragons styling for both the character sheet and roll templates. This setting is automatically applied to all character sheets and cannot be selectively used.", + "cd-bar1-value:-u": "BAR 1 VALUE:", + "cd-bar1-max:-u": "BAR 1 MAX:", + "cd-bar1-link:-u": "BAR 1 LINK:", + "cd-bar1-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 1's value to this attribute.", + "cd-bar1-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 1's max to this attribute.", + "cd-bar1-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 1's value to this attribute. If set this will override all other bar settings.", + "cd-bar2-value:-u": "BAR 2 VALUE:", + "cd-bar2-max:-u": "BAR 2 MAX:", + "cd-bar2-link:-u": "BAR 2 LINK:", + "cd-bar2-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 2's value to this attribute.", + "cd-bar2-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 2's max to this attribute.", + "cd-bar2-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 2's value to this attribute. If set this will override all other bar settings.", + "cd-bar3-value:-u": "BAR 3 VALUE:", + "cd-bar3-max:-u": "BAR 3 MAX:", + "cd-bar3-link:-u": "BAR 3 LINK:", + "cd-bar3-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 3's value to this attribute.", + "cd-bar3-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 3's max to this attribute.", + "cd-bar3-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 3's value to this attribute. If set this will override all other bar settings.", + "npc-name-in-rolls:-u": "NPC NAME IN ROLLS:", + "ship-name-in-rolls:-u": "SHIP NAME IN ROLLS:", + "show": "Show", + "hide": "Hide", + "npc-name-in-rolls-desc:-u": "In NPC roll results, show or hide the name of the NPC in the roll result card.", + "ship-name-in-rolls-desc:-u": "In SHIP roll results, show or hide the name of the SHIP in the roll result card.", + "public:-u": "PUBLIC", + "to-gm:-u": "TO GM", + "toggle-roll-whisper": "Whisper Toggle", + "attribute-opts-u": "ATTRIBUTE OPTIONS", + "save-opts-u": "SAVE OPTIONS", + "by-level": "By Level (Default)", + "prof-die": "Proficiency Die (DMG)", + "custom": "Custom", + "core-die-roll:-u": "CORE DIE ROLL:", + "has-attack-u": "HAS AN ATTACK", + "variant-phb": "Variant (Core M. p160)", + "carrying-capacity-mod:-u": "CARRYING CAPACITY MODIFIER:", + "armor-class-tracking:-u": "ARMOR CLASS TRACKING:", + "automatic": "Automatic", + "cantrip-progression:-u": "PRIME PROGRESSION", + "cantrip-dice-u": "PRIME DICE", + "cantrip-beam-u": "PRIME BEAM", + "slots_total-u": "SLOTS TOTAL", + "slots_remaining-u": "SLOTS REMAINING", + "level-calculations:-u": "AUTO LEVEL CALCULATIONS:", + "spell_slot_modifiers-u": "TECH SLOT MODIFIERS", + "lvl-u": "RANK", + "include_spell_desc:-u": "INCLUDE POWER DESCRIPTION IN ATTACK:", + "token_size-u": "TOKEN SIZE", + "add-dex-tiebreaker-u": "ADD DEX TIEBREAKER TO INITIATIVE", + "initiative-style:-u": "INITIATIVE STYLE:", + "query-attr-u": "QUERY ATTRIBUTE", + "custom-skills-u": "CUSTOM SKILLS", + "weapon-u": "WEAPON", + "armor-u": "ARMOR", + "other-u": "OTHER", + "source:-u": "SOURCE:", + "source-type:-u": "SOURCE TYPE:", + "racial": "Species", + "class": "Class", + "feat": "Feat", + "feats": "Feats", + "other": "Other", + "partial": "Partial", + "show_all": "Show All", + "cr_only": "C&R Only", + "spell-icons:-u": "POWER ICONS:", + "custom-pb:-u": "CUSTOM PROFICIENCY BONUS:", + "show-global-attack-field-u": "SHOW GLOBAL ATTACK MODIFIER FIELD", + "show-global-damage-field-u": "SHOW GLOBAL DAMAGE MODIFIER FIELD", + "show-global-save-field-u": "SHOW GLOBAL SAVE MODIFIER FIELD", + "show-global-skill-field-u": "SHOW GLOBAL SKILL MODIFIER FIELD", + "global-attack-u": "GLOBAL ATTACK MODIFIER", + "global-damage-u": "GLOBAL DAMAGE MODIFIER", + "global-save-u": "GLOBAL SAVE MODIFIER", + "global-skill-u": "GLOBAL SKILL MODIFIER", + "global-damage": "Global Damage Modifier", + "core-die-roll-info": "Changing the core die will replace the normal 1d20 made with almost all rolls with a randomizer of your choice, such as 2d10 or 3d6.", + "pb-type-info": "By default, the character's Proficiency Bonus will be automatically calculated based off of their total level as is the standard method in the Core Manual. The Proficiency Die option supports the alternate method outlined in the DMG where, instead of a flat bonus, a die is rolled instead. The Custom option allows you to replace the PB with anything of your choosing.", + "global-save-info": "Creates a custom global save modifier field, underneath the SAVING THROWS section of the character sheet. Anything put there will be applied to any save roll. Perfect for regular but not permanent bonuses like the Sensory Boost power.", + "global-skill-info": "Creates a custom global skill modifier field, underneath the SKILLS section of the character sheet. Anything put there will be applied to any save roll. Perfect for regular but not permanent bonuses like the Amplify Ability power.", + "global-attack-info": "Creates a custom global attack modifier field, underneath the ATTACKS AND ESPER POWERS section of the character sheet. Anything put there will be applied to any attack to-hit roll. Perfect for regular but not permanent bonuses to attack like the Sensory Boost power.", + "global-damage-info": "Creates a custom global damage modifier field, underneath the ATTACKS AND ESPER POWERS section of the character sheet. Anything put there will be applied to any attack damage roll. Perfect for regular but not permanent bonuses to damage like the Deft Strike ability.", + "auto-level-calc-info": "By default changing character levels will automatically set spell slots and hit dice. Changing this setting to off prevents this behavior.", + "simple-traits-info": "Character FEATURES AND TRAITS section defaults to the complex style that is compatible with the Roll20 5E Compendium. The Simple option provides a text field for players who want more manual control over the sheet.", + "simple-proficiencies-info": "Character OTHER PROFICIENCIES & LANGUAGES section defaults to the complex style that is compatible with the Roll20 5E Compendium. The Simple option provides a text field for players who want more manual control over the sheet.", + "init-tiebreaker-info": "Adds the character's dexterity score as a decimal to the end of the initiative bonus for purposes of breaking ties.", + "b-custom-info": "When the Proficiency Bonus type is set to Custom, the character sheet will use this value for the character's Proficiency Bonus.", + "footer-wiki-link": "This sheet was created from the 5th Edition OGL character sheet by Roll20. For game information, visit http://espergenesis.com", + "accepting-drop-u": "ACCEPTING DROP FROM COMPENDIUM", + "are_you_sure": "Are you sure you want to turn this character into a ", + "yes": "Yes", + "next": "Next", + "cancel": "Cancel", + "cancel-u": "CANCEL", + "choose": "Choose", + "innate:-u": "INNATE:", + "mod:-u": "MOD:", + "hpmods:-u": "HP MODIFIERS:", + "charmancer-welcome": "Welcome to the Charactermancer!", + "charmancer-what-is": "The Charactermancer is a step-by-step process that makes building a character simple and streamlined. Changes are saved as you progress, but the character sheet is only updated when the Charactermancer has been completed.", + "get-started": "Get started by clicking Next.", + "opt-out-u": "OPT OUT", + "charmancer-compendium": "Your Compendium Awaits.", + "charmancer-compendium-detail": "The Charactermancer currently supports Dungeons & Dragons 5th Edition SRD and the Player's Handbook. You can add the Player's Handbook to your compendium in the Marketplace, or the game owner can share their compendium with everyone in the game.", + "charmancer-choose-race": "Choose a Race:", + "charmancer-custom-race-name": "Custom Race Name:", + "charmancer-custom-subclass-name:": "Custom sublass Name:", + "charmancer-additional-cantrips": "Additional Cantrips", + "charmancer-additional-lvl-1-spells": "Additional Level 1 Spells", + "suggested-abilities": "Suggested Abilities: ", + "class-spellcasting": "Class Spellcasting Ability: ", + "ability-score-increase": "Ability Score Increase:", + "lawful-good": "Lawful Good", + "neutral-good": "Neutral Good", + "chaotic-good": "Chaotic Good", + "lawful-neutral": "Lawful Neutral", + "neutral": "Neutral", + "chaotic-neutral": "Chaotic Neutral", + "lawful-evil": "Lawful Evil", + "neutral-evil": "Neutral Evil", + "chaotic-evil": "Chaotic Evil", + "tiny": "Tiny", + "small": "Small", + "medium": "Medium", + "large": "Large", + "huge": "Huge", + "age": "Age:", + "gargantuan": "Gargantuan", + "step1-equipment": "Step 5: Equipment", + "equipment-from-background": "Equipment from Background", + "equipment-from-class": "Equipment from Class", + "class-equipment": "Class Equipment", + "starting-wealth": "Starting Wealth (Core)", + "starting-cubil:": "Starting Cubil:", + "no_class_warning-u": "NO CLASS HAS BEEN SELECTED OR SELECTED CLASS DOES NOT HAVE STANDARD EQUIPMENT. CLASS EQUIPMENT CANNOT BE CHOSEN AT THIS TIME.", + "standard-array": "Standard Array", + "roll-for-stats": "Roll for Stats", + "standard-roll": "Roll 4d6, drop lowest", + "charmancer-cancel-heading": "Where would you like to go, traveler?", + "continue-charmancer": "Continue Charactermancer", + "save_progress_and_exit": "Save and Exit", + "cancel_charactermancer": "Discard and exit", + "charmancer-discard-warning": "Discard and Exit will cause all choices to be lost.", + "mancer-opts-u": "CHARACTERMANCER OPTIONS", + "relaunch-lvl1mancer-u": "LAUNCH LEVEL 1 CHARACTERMANCER (CANNOT BE UNDONE)", + "point-buy": "Point Buy", + "available-points:": "Available Points: ", + "equipment-choice-text": "How would you like to choose your equipment?", + "charmancer-start": "Start", + "clear-abilities": "Clear Assignment", + "use-charactermancer-for-new:-u": "USE LEVEL 1 CHARACTERMANCER FOR NEW CHARACTERS:", + "use-charactermancer-for-new-info": "With this option enabled all new characters will open with the Level 1 Roll20 Charactermancer. Disabling this option will start new characters directly on the character sheet disabling the Level 1 Charactermancer, which can still be manually run from the Settings tab of the character sheet.", + "feat-pre-check": "Look carefully! Prerequisites are not checked automatically.", + "stats-rolled-hint": "We rolled your dice! Check the chat window to view your results in detail. Assign the results below to your preferred attributes:", + "return-to:": "Return to: ", + "do_you_want_mancer": "How do you want to create this character?", + "no": "No", + "global-ac-u": "GLOBAL AC MODIFIER", + "show-global-ac-field-u": "SHOW GLOBAL AC MODIFIER FIELD", + "warning-customac-u": "ATTENTION - CUSTOM AC IS NOT BEING USED. TO USE CUSTOM AC, UNEQUIP ARMOR.", + "manual": "Edit sheet directly", + "npc-new": "Create an NPC", + "mancer-confirm-yes": "Use the Charactermancer", + "allow-shields-u": "ALLOW SHIELDS?", + "levels-u": "LEVELS", + "features-u": "FEATURES", + "asi-u": "ABILITY SCORE INCREASE / FEATS", + "charmancer-leveler-what-is": "The Charactermancer is a step-by-step process that makes leveling up a character simple and streamlined. Changes are saved as you progress, but the character sheet is only updated when the Charactermancer has been completed.", + "charmancer-leveler-level-info1": "Your existing class levels have been pre-populated for you. By default your primary class has been set to be increased by one level. You can change how many levels to increase below, as well as adding a new multiclass.", + "charmancer-leveler-level-info2": "In each class section you'll have the option to take the average number of hit points or to roll randomly, choose class features for the levels you're advancing, and choose your subclass if appropriate.", + "charmancer-leveler-spells-info": "Listed here are the current spells your character already knows. If you gained access to more spells during your advancement you will be able to select them below. Check next to the spells you wish to learn. The Charactermancer will help you pick the right number of spells and from the correct list. If your class has the option to swap out spells, you can do so by unselecting currently known spells which will allow you to select new ones in their place.", + "total-level-u": "TOTAL LEVEL", + "main-class-level-u": "MAIN CLASS LEVEL", + "class-2-level-u": "CLASS 2 LEVEL", + "class-3-level-u": "CLASS 3 LEVEL", + "class-4-level-u": "CLASS 4 LEVEL", + "levels:-u": "LEVELS:", + "warning-leveler_start-u": "ATTENTION - YOU CANNOT LAUNCH THE CHARACTERMANCER LEVEL UP UNTIL YOU HAVE A CLASS, LEVEL, AND HP SET FOR LEVEL ONE. PLEASE RUN THE CHARACTERMANCER CREATOR FIRST. THE LEVEL UP TOOL DOESN'T WORK WITH CUSTOM CLASSES OR IF THE MULTICLASS OPTIONS ARE SET UP INCORRECTLY.", + "charmancer-leveler-custom-class-warning": "The Level Up tool does not support custom classes at this time.", + "charmancer-welcome-lp": "Welcome to Charactermancer Level Up!", + "charmancer-leveler-what-is-lp": "Look at you, with all that experience. Now it's time to claim your reward. You'll walk through the step-by-step process to make a few decisions, and your character will be at the next level in no time. Changes are saved as you move through the process, but if you change your mind, you'll need to revisit the steps and choices that come after.", + "charmancer-compendium-detail-lp": "The Charactermancer currently supports Dungeons & Dragons 5th Edition SRD, Player's Handbook, and Guildmasters' Guide to Ravnica. Xanathar's Guide to Everything will be supported in the coming weeks. You can add the Player's Handbook and Guildmasters' Guide to Ravnica to your compendium in the Marketplace, or the game owner can share their compendium with everyone in the game.", + "roll:-u": "ROLL:", + "roll": "Roll", + "prerequisite:": "Prerequisite:", + "back": "BACK", + "back-to-top": "Back to Top", + "choose-a-class:": "Choose a Class:", + "custom-class-name:": "Custom Class Name", + "charmancer-class-features:": "Class Features: ", + "charmancer-subclass-features:": "Subclass Features:", + "hit-die:": "Hit Die:", + "average": "Average", + "hp-u": "HP", + "saving-throw-proficiency": "Saving Throw Proficiency", + "armor": "Armor", + "equipment": "Equipment:", + "language": "Language", + "skill": "Skill", + "tool": "Tool", + "weapon": "Weapon", + "add-another-feature": "Add Another Feature", + "add-another-proficiency": "Add Another Proficiency", + "innate-spellcasting:": "Innate Powers:", + "spellcasting-ability": "Esper Ability:", + "number-of-cantrips": "Number of Primes:", + "number-of-lvl-1-spells": "Number of Level 1 Spells:", + "spell-list": "Powers List:", + "done": "Done", + "ability-score-method": "Ability Score Method:", + "select-your-choices": "Select Your Choices:", + "input-your-scores": "Input Your Scores:", + "choose-background": "Choose a Background:", + "personality-traits": "Personality Traits", + "ideal": "Ideal", + "bond": "Bond", + "flaw": "Flaw", + "you-have-chosen-starting-cubil": "You have chosen starting cubil and do not get equipment from your background.", + "you-have-created-custom-class": "You have created a custom class; you can add equipment to the character sheet after you have finished the Charactermancer.", + "arcane-is-mystery": "Cosmic forces are a mystery to you.", + "your-character-dont-have-spells-this-lvl": "Your character doesn't have powers at this level. Click “Next” to review your character!", + "charmancer-a-feat-represents": "A feat represents accomplishment, grit, determination, and expertise. It is the reward for hard work.", + "you-really-havent-done": "You really haven't done that much yet", + "review-your-choices": "Review your choices:", + "race": "Race", + "abilities": "Abilities", + "bio": "Bio", + "name-background": "Name:", + "building-your-character": "Building your character...", + "charmancer-only-choice-left-is-on-or": "The only choice left is to press on or turn back. If you're editing an existing character, all your existing data will be lost into the void when you apply your changes.", + "apply-changes": "Apply Changes", + "pick-your-equipment": "Pick your equipment", + "you-havent-chosen-background": "You have not yet selected a background.", + "you-havent-selected-class": "You have not yet selected a class.", + "ability-score": "Ability Score", + "you-can-increase-two-abilites": "You can increase two of your abilities by 1, or one of your abilities by 2", + "before-leveling": "Before Leveling", + "after-leveling": "After Leveling", + "charmancer-removed-spells-marked-pt1": "Removed spells will be marked with a r symbol so you can find it easily if you change your mind." +} diff --git a/Esper_Genesis_5E/translations/ko.json b/Esper_Genesis_5E/translations/ko.json new file mode 100644 index 0000000000..a26581dda1 --- /dev/null +++ b/Esper_Genesis_5E/translations/ko.json @@ -0,0 +1,719 @@ +{ + "skills-list": "acrobatics,astrophysics,athletics,computers,deception,insight,intimidation,investigation,lore,mechanics,medicine,perception,performance,persuasion,sleight_of_hand,stealth,survival,xenobiology", + "npc-options-u": "NPC OPTIONS", + "ship-options-u": "SHIP OPTIONS", + "name-u": "NAME", + "npc-type-u": "NPC TYPE", + "ship-type-u": "SHIP TYPE", + "npc-type-place": "Medium cyborg, any evil alignment", + "ship-type-place": "Medium ship", + "armor-class-u": "ARMOR CLASS", + "class-u": "CLASS", + "type-u": "TYPE", + "maneuver-defense-u": "MANEUVER DEFENSE", + "maneuver-save-u": "MANEUVER SAVE DC", + "abilities-u": "ABILITIES", + "npc-armor-place": "light trooper", + "hit-points-u": "HIT POINTS", + "hull-points-u": "HULL POINTS", + "formula-u": "FORMULA", + "speed-u": "SPEED", + "npc-speed-place": "30 ft., fly 60ft.", + "ship-speed-place": "6", + "piloting-u": "PILOTING BONUS (Dex Bonus + Proficiency Bonus)", + "attributes-u": "ATTRIBUTES", + "ship-attributes-u": "ATTRIBUTES (PILOT/CREW)", + "str-u": "STR", + "dex-u": "DEX", + "con-u": "CON", + "int-u": "INT", + "wis-u": "WIS", + "cha-u": "CHA", + "npcs-u": "NPC", + "ships-u": "SHIP", + "ship-dex-u": "DEX—[PILOT]", + "ship-int-u": "INT—[TECH]", + "ship-wis-u": "WIS—[TECH]", + "sensor-u": "SENSOR RANGE", + "saves-u": "SAVES", + "skills-u": "SKILLS", + "acrobatics-u": "ACROBATICS", + "mechanics-u": "MECHANICS", + "astrophysics-u": "ASTROPHYSICS", + "athletics-u": "ATHLETICS", + "deception-u": "DECEPTION", + "lore-u": "LORE", + "insight-u": "INSIGHT", + "intimidation-u": "INTIMIDATION", + "investigation-u": "INVESTIGATION", + "medicine-u": "MEDICINE", + "xenobiology-u": "XENOBIOLOGY", + "perception-u": "PERCEPTION", + "performance-u": "PERFORMANCE", + "persuasion-u": "PERSUASION", + "computers-u": "COMPUTERS", + "sleight_of_hand-u": "SLEIGHT OF HAND", + "stealth-u": "STEALTH", + "survival-u": "SURVIVAL", + "damage-vuln-u": "DAMAGE VULNERABILITIES", + "npc-dmg-vuln-place": "fire", + "ship-dmg-vuln-place": "lightning", + "damage-res-u": "DAMAGE RESISTANCES", + "npc-dmg-res-place": "cold", + "ship-dmg-res-place": "acid, fire", + "damage-imm-u": "DAMAGE IMMUNITIES", + "npc-dmg-imm-place": "lightning, thunder", + "ship-dmg-imm-place": "cold", + "cond-imm-u": "CONDITION IMMUNITIES", + "npc-cond-imm-place": "charmed", + "ship-cond-imm-place": "impaired", + "senses-u": "SENSES", + "npc-senses-place": "darkvision 120ft., passive Perception 16", + "ship-senses-place": "6", + "langs-u": "LANGUAGES", + "lang-u": "LANGUAGE", + "npc-langs-place": "Alphaline, Common, Nesieve", + "challenge-u": "CHALLENGE", + "xp-u": "XP", + "spellcast-npc-u": "ESPER NPC", + "spell-ability-u": "ESPER ABILITY", + "none-u": "NONE", + "strength-u": "STRENGTH", + "strength-save-u": "STRENGTH SAVE", + "dexterity-u": "DEXTERITY", + "dexterity-save-u": "DEXTERITY SAVE", + "constitution-u": "CONSTITUTION", + "constitution-save-u": "CONSTITUTION SAVE", + "intelligence-u": "INTELLIGENCE", + "intelligence-save-u": "INTELLIGENCE SAVE", + "wisdom-u": "WISDOM", + "wisdom-save-u": "WISDOM SAVE", + "charisma-u": "CHARISMA", + "charisma-save-u": "CHARISMA SAVE", + "spell-dc-u": "POWER DC", + "spell-atk-bonus-u": "POWER ATTACK BONUS", + "has-reaction-u": "HAS REACTIONS", + "leg-actions:-u": "LEGENDARY ACTIONS:", + "gen-opts-u": "GENERAL OPTIONS", + "npc-u": "NPC/SHIP", + "roll-queries:-u": "ROLL QUERIES:", + "always-adv": "Always Roll Advantage", + "adv-toggle": "Advantage Toggle", + "query-adv": "Query Advantage", + "never-adv": "Never Roll Advantage", + "whisp-rolls-gm:-u": "WHISPER ROLLS TO GM:", + "never-whisp": "Never Whisper Rolls", + "query-whisp": "Query Whisper", + "always-whisp": "Always Whisper Rolls", + "auto-dmg-roll:-u": "AUTO DAMAGE ROLL:", + "never-dmg": "Don't Auto Roll Damage", + "always-dmg": "Auto Roll Damage & Crit", + "ac": "Armor Class", + "hp": "Hit Points", + "hlp": "Hull Points", + "speed": "Speed", + "maneuver-defense": "Maneuver Defense", + "maneuver-save": "Maneuver Save DC", + "sensors": "Sensor Range", + "piloting": "Piloting Check", + "pilot-bonus": "Piloting Bonus", + "language-proficiencies": "Language Proficiencies:", + "skill-proficiencies": "Skill Proficiencies:", + "weapon-proficiencies": "Weapon Proficiencies", + "armor-proficiencies": "Armor Proficiencies:", + "tool-proficiencies": "Tool Proficiencies:", + "saving-throw": "Saving Throws", + "str": "Str", + "dex": "Dex", + "con": "Con", + "int": "Int", + "wis": "Wis", + "cha": "Cha", + "skills": "Skills", + "acrobatics": "Acrobatics", + "mechanics": "Mechanics", + "astrophysics": "Astrophysics", + "athletics": "Athletics", + "deception": "Deception", + "lore": "Lore", + "insight": "Insight", + "intimidation": "Intimidation", + "investigation": "Investigation", + "medicine": "Medicine", + "xenobiology": "Xenobiology", + "perception": "Perception", + "performance": "Performance", + "persuasion": "Persuasion", + "computers": "Computers", + "sleight_of_hand": "Sleight of Hand", + "stealth": "Stealth", + "survival": "Survival", + "dmg-vuln": "Damage Vulnerabilities", + "dmg-res": "Damage Resistances", + "dmg-imm": "Damage Immunities", + "cond-imm": "Condition Immunities", + "senses": "Senses", + "langs": "Languages", + "challenge": "Challenge", + "npc-trait-name-place": "False Appearance.", + "npc-trait-desc-place": "If the velbast fails...", + "actions": "Actions", + "adv": "Advantage", + "norm": "Normal", + "disadv": "Disadvantage", + "name:-u": "NAME:", + "attack-u": "ATTACK", + "type:-u": "TYPE:", + "melee": "Melee", + "ranged": "Ranged", + "range-reach:-u": "RANGE/REACH:", + "range-reach-place": "5 ft.", + "to-hit:-u": "TO HIT:", + "target:-u": "TARGET:", + "target:": "Target:", + "to-hit-place": "One target", + "on-hit:-u": "ON HIT:", + "on-hit-place": "slashing", + "on-hit2:-u": "ON HIT 2:", + "on-hit-2-place": "fire", + "hit:": "Hit: ", + "reactions": "Reactions", + "npc-repeating-name-place": "Parry.", + "npc-repeating-desc-place": "The creature adds 2 to its AC against...", + "traits": "Traits", + "features": "Features", + "spells": "Powers", + "prep-u": "PREP", + "school:-u": "DOMAIN:", + "alteration": "Alteration", + "clairsentient": "Clairsentient", + "elemental": "Elemental", + "kinesis": "Kinesis", + "metaphase": "Metaphase", + "psychogenic": "Psychogenic", + "technique": "Technique", + "ritual": "CONVENTIONAL", + "ritual-l": "conventional", + "range:-u": "RANGE:", + "range:": "Range:", + "pointcost:-u": "POINT COST:", + "pointcost:": "Point Cost:", + "spell-component-verbal": "V", + "spell-component-somatic": "S", + "spell-component-material": "M", + "spell-ritual": "R", + "spell-concentration": "C", + "ruby-dust-place": "ruby dust worth 50gp", + "concentration-u": "CONCENTRATION", + "concentration": "Concentration", + "duration:-u": "DURATION:", + "duration:": "Duration:", + "difficulty-class-abv": "DC", + "output:-u": "OUTPUT:", + "powercard-u": "POWERCARD", + "spell-atk:-u": "POWER ATTACK:", + "none": "None", + "dmg:-u": "DAMAGE:", + "dmg2:-u": "DAMAGE2:", + "healing:-u": "HEALING:", + "add-ability-mod-u": "ADD ABILITY MOD TO DAMAGE OR HEALING", + "effect:-u": "EFFECT:", + "npc-atk-effect-place": "Half damage", + "desc:-u": "DESCRIPTION:", + "at-higher-lvl:-u": "AT HIGHER RANKS:", + "at-higher-lvl": "At Higher Ranks", + "higher-lvl-cast": "Higher Rank Use", + "leg-actions": "Legendary Actions", + "leg-actions-desc": "The can take legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The regains spent legendary actions at the start of its turn.", + "atk-range-place": "5 ft.", + "atk-target-place": "One target", + "atk-dmg-type-place": "slashing", + "atk-dmg-type2-place": "fire", + "adv-u": "ADVANTAGE", + "norm-u": "NORMAL", + "disadv-u": "DISADVANTAGE", + "core-u": "CORE", + "bio-u": "BIO", + "gear-u": "GEAR", + "spells-u": "POWERS", + "feats-u": "FEATS", + "review-u": "REVIEW", + "char-name-u": "CHARACTER NAME", + "adept": "Adept", + "barbarian": "Barbarian", + "cybermancer": "Cybermancer", + "engineer": "Engineer", + "hunter": "Hunter", + "melder": "Melder", + "sentinel": "Sentinel", + "specialist": "Specialist", + "warrior": "Warrior", + "class-level-u": "CLASS & LEVEL", + "background-u": "BACKGROUND", + "background": "Background", + "race-u": "RACE", + "alignment-u": "ALIGNMENT", + "alignment": "Alignment:", + "exp-pts-u": "EXPERIENCE POINTS", + "inspiration-u": "INSPIRATION", + "prof-bonus-u": "PROFICIENCY BONUS", + "strength": "Strength", + "strength-save": "Strength Save", + "dexterity": "Dexterity", + "dexterity-save": "Dexterity Save", + "constitution": "Constitution", + "constitution-save": "Constitution Save", + "intelligence": "Intelligence", + "intelligence-save": "Intelligence Save", + "wisdom": "Wisdom", + "wisdom-save": "Wisdom Save", + "charisma": "Charisma", + "charisma-save": "Charisma Save", + "saving-throws-u": "SAVING THROWS", + "acrobatics-core": "Acrobatics (Dex)", + "mechanics-core": "Mechanics (Wis)", + "astrophysics-core": "Astrophysics (Int)", + "athletics-core": "Athletics (Str)", + "deception-core": "Deception (Cha)", + "lore-core": "Lore (Int)", + "insight-core": "Insight (Wis)", + "intimidation-core": "Intimidation (Cha)", + "investigation-core": "Investigation (Int)", + "medicine-core": "Medicine (Wis)", + "xenobiology-core": "Xenobiology (Int)", + "perception-core": "Perception (Wis)", + "performance-core": "Performance (Cha)", + "persuasion-core": "Persuasion (Cha)", + "computers-core": "Computers (Int)", + "sleight_of_hand-core": "Sleight of Hand (Dex)", + "stealth-core": "Stealth (Dex)", + "survival-core": "Survival (Wis)", + "pass-wis-u": "PASSIVE WISDOM (PERCEPTION)", + "tool-u": "TOOL", + "pro-u": "PRO", + "attr-u": "ATTRIBUTE", + "prof-bonus:-u": "PROFICIENCY BONUS:", + "prof-u": "PROFICIENT", + "proficency-u": "PROFICIENCY", + "expertise-u": "EXPERTISE", + "jack-of-all-u": "JACK OF ALL TRADES", + "attr:-u": "ATTRIBUTE:", + "tool-prof-u": "TOOL PROFICIENCIES", + "weapon-proficiencies-u": "WEAPON PROFICIENCIES", + "other-prof-langs-u": "OTHER PROFICIENCIES & LANGUAGES", + "prof-langs-u": "PROFICIENCIES & LANGUAGES", + "init": "Initiative", + "init-u": "INITIATIVE", + "hp-max-u": "Hit Point Maximum", + "hp-current-u": "CURRENT HIT POINTS", + "hp-temp-u": "TEMPORARY HIT POINTS", + "total": "Total", + "hit-dice-u": "HIT DICE", + "successes-u": "SUCCESSES", + "failures-u": "FAILURES", + "death-save-u": "DEATH SAVE", + "death-saves-u": "DEATH SAVES", + "exhaustion-setting-u": "SHOW EXHAUSTION TRACKING:", + "exhaustion-u": "EXHAUSTION LEVEL", + "exhaustion-0": "No effect", + "exhaustion-1": "Disadvantage on ability checks", + "exhaustion-2": "Speed halved", + "exhaustion-3": "Disadvantage on attack rolls and saving throws", + "exhaustion-4": "Hit point maximum halved", + "exhaustion-5": "Speed reduced to 0", + "exhaustion-6": "Death", + "atk-u": "ATK", + "dmg-type-u": "DAMAGE/TYPE", + "attack:-u": "ATTACK:", + "proficient-u": "PROFICIENT", + "range-place": "Self (60-foot cone)", + "enhanced-bonus:-u": "ENHANCED BONUS:", + "crit-range-u": "CRIT RANGE:", + "damage:-u": "DAMAGE:", + "dmg-type-place": "Slashing", + "crit:-u": "CRIT:", + "damage2:-u": "DAMAGE2:", + "saving-throw:-u": "SAVING THROW:", + "vs-dc:-u": "VS DC:", + "spell-u": "POWER", + "flat-u": "FLAT", + "save": "Save", + "save-effect:-u": "SAVE EFFECT:", + "save-effect-place": "half damage", + "ammunition:-u": "AMMUNITION:", + "ammunition-place": "Arrows", + "description:-u": "DESCRIPTION:", + "description:": "Description:", + "description-place": "Up to 2 creatures within 5 feet", + "atk-spellcasting-u": "ATTACKS & ESPER POWERS", + "copper-piece-u": "CP", + "silver-piece-u": "SP", + "electrum-piece-u": "EP", + "cubil-coin-u": "COINS", + "cubil-cred-u": "CUBIL", + "warning-armor-sets-u": "WARNING - AC IS NOT INCORRECT. UNEQUIP EXTRA ARMOR OR SHIELD FROM ITEM DETAILS.", + "item-name-u": "ITEM NAME", + "equipped-u": "EQUIPPED", + "use-as-resource-u": "USE AS A RESOURCE", + "prop:-u": "PROP:", + "mods:-u": "MODS:", + "total-weight-u": "TOTAL WEIGHT", + "immobile-u": "IMMOBILE", + "heavily-encumbered-u": "HEAVILY ENCUMBERED", + "encumbered-u": "ENCUMBERED", + "over-carrying-cap-u": "OVER CARRYING CAPACITY", + "equipment-u": "EQUIPMENT", + "personality-traits-u": "PERSONALITY TRAITS", + "ideals-u": "IDEALS", + "bonds-u": "BONDS", + "flaws-u": "FLAWS", + "class-resource-u": "CLASS RESOURCE", + "other-resource-u": "OTHER RESOURCE", + "feats-traits-u": "FEATURES & TRAITS", + "age-u": "AGE", + "size-u": "SIZE", + "size": "Size", + "height-u": "HEIGHT", + "weight-u": "WEIGHT", + "eye-u": "EYES", + "skin-u": "SKIN", + "hair-u": "HAIR", + "char-appearance-u": "CHARACTER APPEARANCE", + "char-backstory-u": "CHARACTER BACKSTORY", + "allies-orgs-u": "ALLIES & ORGANIZATIONS", + "add-feats-traits-u": "ADDITIONAL FEATURES & TRAITS", + "feat-u": "FEAT", + "treasure-u": "TREASURE", + "spell-save-dc-u": "POWER SAVE DC", + "cantrips-u": "PRIME POWERS", + "ritual-u": "CONVENTIONAL", + "casting-time:-u": "ACTIVATION TIME:", + "casting-time:": "Activation Time:", + "at-higher-lvl-dmg:-u": "HIGHER LVL CAST DMG:", + "half-dmg-place": "Half damage", + "hit-die:-u": "HIT DIE:", + "initiative-mod:-u": "INITIATIVE MODIFIER:", + "glob-saving-mod:-u": "GLOBAL SAVING THROW MODIFIER:", + "glob-ac-mod:-u": "GLOBAL ARMOR CLASS MODIFIER:", + "glob-atk-mod:-u": "GLOBAL POWER ATTACK MODIFIER:", + "pass-perc-mod:-u": "PASSIVE PERCEPTION MODIFIER:", + "death-save-mod:-u": "DEATH SAVE MODIFIER:", + "magic-caster-lvl:-u": "CHANNELER/FORGER LEVEL:", + "halfling-luck-u": "HALFLING LUCK", + "arcane-fighter-u": "JUSTICAR", + "arcane-rogue-u": "ARTIFICE", + "class-options-u": "CLASS OPTIONS ()", + "class:-u": "CLASS:", + "subclass:-u": "SUBCLASS:", + "race:-u": "RACE:", + "subrace:-u": "SUBRACE:", + "subrace": "Subrace:", + "subrace-ability-increase": "Subrace Ability Score Increase:", + "2nd-class:-u": "2ND CLASS:", + "lvl:-u": "LEVEL:", + "3rd-class:-u": "3RD CLASS:", + "4th-class:-u": "4TH CLASS:", + "mutliclass-opts-u": "MULTICLASS OPTIONS", + "use-cust-class-u": "USE CUSTOM CLASS", + "class-name:-u": "CLASS NAME:", + "spellcasting-ability:-u": "ESPER ABILITY:", + "spell-slots:-u": "POWER SLOTS:", + "spell-full-u": "FULL (Adept, Engineer, Melder)", + "spell-half-u": "HALF (Hunter, Sentinel)", + "spell-third-u": "THIRD (Artifice, Justicar)", + "tech-slots-u": "TECH SLOTS", + "esper-powers-u": "ESPER POWERS", + "tp-max-u": "Talent Point Maximum", + "tp-current-u": "TALENT POINTS REMAINING", + "talent-slots-label": "TALENT SLOTS (Cybermancer)", + "talent-slots-u": "Max Talent Slots", + "used-talent-slots": "Slots Remaining", + "em_available": "Gained?", + "em_used": "Used", + "esper-mastery-u": "ESPER MASTERY", + "max-rank-u": "Rank", + "cust-class-opts": "CUSTOM CLASS OPTIONS", + "normal": "Normal", + "expirtise": "Expertise", + "skill-opts-u": "SKILL OPTIONS", + "version": "v", + "always-roll-adv": "Always Roll Advantage", + "toggle-roll-adv": "Advantage Toggle", + "query-roll-adv": "Query Advantage", + "never-roll-adv": "Never Roll Advantage", + "never-whisper-roll": "Never Whisper Rolls", + "query-whisper-roll": "Query Whisper", + "always-whisper-roll": "Always Whisper Rolls", + "never-roll-dmg": "Don't Auto Roll Damage", + "always-roll-dmg": "Auto Roll Damage & Crit", + "add-char-to-templates:-u": "ADD CHARACTER NAME TO TEMPLATES:", + "on": "On", + "off": "Off", + "inventory:-u": "INVENTORY:", + "compendium-compatible": "Compendium Compatible", + "simple": "Simple", + "encumbrance:-u": "ENCUMBRANCE:", + "ammo-tracking:-u": "AMMO TRACKING:", + "general-opts-u": "GENERAL OPTIONS", + "transition-text": "Clicking one of the images below will reformat the data from your current sheet to this sheet. These changes are permanent and cannot be undone.", + "transition-text-highlight": "Please make a copy of your game before you use this tool.", + "choose-sheet-transfer": "CHOOSE THE SHEET YOU ARE TRANSFERING FROM", + "community-sheet-u": "COMMUNITY SHEET", + "shaped-sheet-u": "SHAPED SHEET", + "transition-opts-u": "TRANSITION OPTIONS", + "portions-sheet-utilize": "Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https://wiki.roll20.net/SRD_5.0_OGL_License", + "api-required-title": "Try it now with easy one click API installation available with your Pro subscription.", + "api-required-u": "(API REQUIRED)", + "spell_dc_mod:-u": "POWER SAVE DC MOD:", + "custom_ac:-u": "CUSTOM AC:", + "npc-info": "The NPC option sets new characters to default to the NPC card style sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely representing non player characters.", + "npc-pc": "NPC/PC", + "roll-queries-info": "D20 Rolls output according to this option. Always Roll Advantage is the default setting and will roll two D20 on every roll in case of advantage. The expectation is that if there is no advantage or disadvantage you use the left most result. The Advantage Toggle option adds three new buttons to the top of the sheet so that you can toggle advantage on a case by case basis. Query Advantage gives you a prompt every roll asking if the roll has advantage. Never Roll Advantage always rolls a single D20 on any given roll, expecting the player to roll a second time in case of advantage or disadvantage.", + "whisp-rolls-gm-info": "All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.", + "auto-dmg-roll-info": "By default, attack damage rolls are not rolled until the hit is confirmed. Damage is rolled from the chat roll template by clicking on the name of the attack in the right hand bar, which then displays the damage. The default method is compatible with 3D dice. Optionally, you can choose to have the Auto Roll Damage & Crit option which will roll damage and critical hit dice at the same time of the attack, presenting all possible outcomes at the time of the attack.", + "add-char-to-templates-info": "Character names are not added to the roll template by default, and are only displayed as normal in the chat tab as the player/character selected as 'Speaking As'. Turning this option on adds the character making the roll's name to the template, useful for players representing multiple characters.", + "inventory-info": "Character Inventories default to the complex style that is compatible with the Roll20 5E Compendium. This includes granular item amounts/weights, weight and encumbrance tracking, sorting, AC calculations, automatic attack generation, and more. The Simple option provides a text field for item lists for players who want more manual control over the sheet.", + "encumbrance-info": "The sheet uses the variant encumbrance rules on page 160 of the Core Manual. The Off option disables the variant rules and only uses a basic over-limit inventory weight check.", + "ammo-tracking-info": "Provides automatic ammo tracking with the 5th Edition OGL by Roll20 Companion API Script.", + "dungeons-and-dragons-styling": "DUNGEONS AND DRAGONS STYLING", + "dungeons-and-dragons-styling-info": "Turns on Dungeons and Dragons styling for both the character sheet and roll templates. This setting is automatically applied to all character sheets and cannot be selectively used.", + "cd-bar1-value:-u": "BAR 1 VALUE:", + "cd-bar1-max:-u": "BAR 1 MAX:", + "cd-bar1-link:-u": "BAR 1 LINK:", + "cd-bar1-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 1's value to this attribute.", + "cd-bar1-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 1's max to this attribute.", + "cd-bar1-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 1's value to this attribute. If set this will override all other bar settings.", + "cd-bar2-value:-u": "BAR 2 VALUE:", + "cd-bar2-max:-u": "BAR 2 MAX:", + "cd-bar2-link:-u": "BAR 2 LINK:", + "cd-bar2-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 2's value to this attribute.", + "cd-bar2-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 2's max to this attribute.", + "cd-bar2-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 2's value to this attribute. If set this will override all other bar settings.", + "cd-bar3-value:-u": "BAR 3 VALUE:", + "cd-bar3-max:-u": "BAR 3 MAX:", + "cd-bar3-link:-u": "BAR 3 LINK:", + "cd-bar3-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 3's value to this attribute.", + "cd-bar3-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 3's max to this attribute.", + "cd-bar3-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 3's value to this attribute. If set this will override all other bar settings.", + "npc-name-in-rolls:-u": "NPC NAME IN ROLLS:", + "ship-name-in-rolls:-u": "SHIP NAME IN ROLLS:", + "show": "Show", + "hide": "Hide", + "npc-name-in-rolls-desc:-u": "In NPC roll results, show or hide the name of the NPC in the roll result card.", + "ship-name-in-rolls-desc:-u": "In SHIP roll results, show or hide the name of the SHIP in the roll result card.", + "public:-u": "PUBLIC", + "to-gm:-u": "TO GM", + "toggle-roll-whisper": "Whisper Toggle", + "attribute-opts-u": "ATTRIBUTE OPTIONS", + "save-opts-u": "SAVE OPTIONS", + "by-level": "By Level (Default)", + "prof-die": "Proficiency Die (DMG)", + "custom": "Custom", + "core-die-roll:-u": "CORE DIE ROLL:", + "has-attack-u": "HAS AN ATTACK", + "variant-phb": "Variant (Core M. p160)", + "carrying-capacity-mod:-u": "CARRYING CAPACITY MODIFIER:", + "armor-class-tracking:-u": "ARMOR CLASS TRACKING:", + "automatic": "Automatic", + "cantrip-progression:-u": "PRIME PROGRESSION", + "cantrip-dice-u": "PRIME DICE", + "cantrip-beam-u": "PRIME BEAM", + "slots_total-u": "SLOTS TOTAL", + "slots_remaining-u": "SLOTS REMAINING", + "level-calculations:-u": "AUTO LEVEL CALCULATIONS:", + "spell_slot_modifiers-u": "TECH SLOT MODIFIERS", + "lvl-u": "RANK", + "include_spell_desc:-u": "INCLUDE POWER DESCRIPTION IN ATTACK:", + "token_size-u": "TOKEN SIZE", + "add-dex-tiebreaker-u": "ADD DEX TIEBREAKER TO INITIATIVE", + "initiative-style:-u": "INITIATIVE STYLE:", + "query-attr-u": "QUERY ATTRIBUTE", + "custom-skills-u": "CUSTOM SKILLS", + "weapon-u": "WEAPON", + "armor-u": "ARMOR", + "other-u": "OTHER", + "source:-u": "SOURCE:", + "source-type:-u": "SOURCE TYPE:", + "racial": "Species", + "class": "Class", + "feat": "Feat", + "feats": "Feats", + "other": "Other", + "partial": "Partial", + "show_all": "Show All", + "cr_only": "C&R Only", + "spell-icons:-u": "POWER ICONS:", + "custom-pb:-u": "CUSTOM PROFICIENCY BONUS:", + "show-global-attack-field-u": "SHOW GLOBAL ATTACK MODIFIER FIELD", + "show-global-damage-field-u": "SHOW GLOBAL DAMAGE MODIFIER FIELD", + "show-global-save-field-u": "SHOW GLOBAL SAVE MODIFIER FIELD", + "show-global-skill-field-u": "SHOW GLOBAL SKILL MODIFIER FIELD", + "global-attack-u": "GLOBAL ATTACK MODIFIER", + "global-damage-u": "GLOBAL DAMAGE MODIFIER", + "global-save-u": "GLOBAL SAVE MODIFIER", + "global-skill-u": "GLOBAL SKILL MODIFIER", + "global-damage": "Global Damage Modifier", + "core-die-roll-info": "Changing the core die will replace the normal 1d20 made with almost all rolls with a randomizer of your choice, such as 2d10 or 3d6.", + "pb-type-info": "By default, the character's Proficiency Bonus will be automatically calculated based off of their total level as is the standard method in the Core Manual. The Proficiency Die option supports the alternate method outlined in the DMG where, instead of a flat bonus, a die is rolled instead. The Custom option allows you to replace the PB with anything of your choosing.", + "global-save-info": "Creates a custom global save modifier field, underneath the SAVING THROWS section of the character sheet. Anything put there will be applied to any save roll. Perfect for regular but not permanent bonuses like the Sensory Boost power.", + "global-skill-info": "Creates a custom global skill modifier field, underneath the SKILLS section of the character sheet. Anything put there will be applied to any save roll. Perfect for regular but not permanent bonuses like the Amplify Ability power.", + "global-attack-info": "Creates a custom global attack modifier field, underneath the ATTACKS AND ESPER POWERS section of the character sheet. Anything put there will be applied to any attack to-hit roll. Perfect for regular but not permanent bonuses to attack like the Sensory Boost power.", + "global-damage-info": "Creates a custom global damage modifier field, underneath the ATTACKS AND ESPER POWERS section of the character sheet. Anything put there will be applied to any attack damage roll. Perfect for regular but not permanent bonuses to damage like the Deft Strike ability.", + "auto-level-calc-info": "By default changing character levels will automatically set spell slots and hit dice. Changing this setting to off prevents this behavior.", + "simple-traits-info": "Character FEATURES AND TRAITS section defaults to the complex style that is compatible with the Roll20 5E Compendium. The Simple option provides a text field for players who want more manual control over the sheet.", + "simple-proficiencies-info": "Character OTHER PROFICIENCIES & LANGUAGES section defaults to the complex style that is compatible with the Roll20 5E Compendium. The Simple option provides a text field for players who want more manual control over the sheet.", + "init-tiebreaker-info": "Adds the character's dexterity score as a decimal to the end of the initiative bonus for purposes of breaking ties.", + "b-custom-info": "When the Proficiency Bonus type is set to Custom, the character sheet will use this value for the character's Proficiency Bonus.", + "footer-wiki-link": "This sheet was created from the 5th Edition OGL character sheet by Roll20. For game information, visit http://espergenesis.com", + "accepting-drop-u": "ACCEPTING DROP FROM COMPENDIUM", + "are_you_sure": "Are you sure you want to turn this character into a ", + "yes": "Yes", + "next": "Next", + "cancel": "Cancel", + "cancel-u": "CANCEL", + "choose": "Choose", + "innate:-u": "INNATE:", + "mod:-u": "MOD:", + "hpmods:-u": "HP MODIFIERS:", + "charmancer-welcome": "Welcome to the Charactermancer!", + "charmancer-what-is": "The Charactermancer is a step-by-step process that makes building a character simple and streamlined. Changes are saved as you progress, but the character sheet is only updated when the Charactermancer has been completed.", + "get-started": "Get started by clicking Next.", + "opt-out-u": "OPT OUT", + "charmancer-compendium": "Your Compendium Awaits.", + "charmancer-compendium-detail": "The Charactermancer currently supports Dungeons & Dragons 5th Edition SRD and the Player's Handbook. You can add the Player's Handbook to your compendium in the Marketplace, or the game owner can share their compendium with everyone in the game.", + "charmancer-choose-race": "Choose a Race:", + "charmancer-custom-race-name": "Custom Race Name:", + "charmancer-custom-subclass-name:": "Custom sublass Name:", + "charmancer-additional-cantrips": "Additional Cantrips", + "charmancer-additional-lvl-1-spells": "Additional Level 1 Spells", + "suggested-abilities": "Suggested Abilities: ", + "class-spellcasting": "Class Spellcasting Ability: ", + "ability-score-increase": "Ability Score Increase:", + "lawful-good": "Lawful Good", + "neutral-good": "Neutral Good", + "chaotic-good": "Chaotic Good", + "lawful-neutral": "Lawful Neutral", + "neutral": "Neutral", + "chaotic-neutral": "Chaotic Neutral", + "lawful-evil": "Lawful Evil", + "neutral-evil": "Neutral Evil", + "chaotic-evil": "Chaotic Evil", + "tiny": "Tiny", + "small": "Small", + "medium": "Medium", + "large": "Large", + "huge": "Huge", + "age": "Age:", + "gargantuan": "Gargantuan", + "step1-equipment": "Step 5: Equipment", + "equipment-from-background": "Equipment from Background", + "equipment-from-class": "Equipment from Class", + "class-equipment": "Class Equipment", + "starting-wealth": "Starting Wealth (Core)", + "starting-cubil:": "Starting Cubil:", + "no_class_warning-u": "NO CLASS HAS BEEN SELECTED OR SELECTED CLASS DOES NOT HAVE STANDARD EQUIPMENT. CLASS EQUIPMENT CANNOT BE CHOSEN AT THIS TIME.", + "standard-array": "Standard Array", + "roll-for-stats": "Roll for Stats", + "standard-roll": "Roll 4d6, drop lowest", + "charmancer-cancel-heading": "Where would you like to go, traveler?", + "continue-charmancer": "Continue Charactermancer", + "save_progress_and_exit": "Save and Exit", + "cancel_charactermancer": "Discard and exit", + "charmancer-discard-warning": "Discard and Exit will cause all choices to be lost.", + "mancer-opts-u": "CHARACTERMANCER OPTIONS", + "relaunch-lvl1mancer-u": "LAUNCH LEVEL 1 CHARACTERMANCER (CANNOT BE UNDONE)", + "point-buy": "Point Buy", + "available-points:": "Available Points: ", + "equipment-choice-text": "How would you like to choose your equipment?", + "charmancer-start": "Start", + "clear-abilities": "Clear Assignment", + "use-charactermancer-for-new:-u": "USE LEVEL 1 CHARACTERMANCER FOR NEW CHARACTERS:", + "use-charactermancer-for-new-info": "With this option enabled all new characters will open with the Level 1 Roll20 Charactermancer. Disabling this option will start new characters directly on the character sheet disabling the Level 1 Charactermancer, which can still be manually run from the Settings tab of the character sheet.", + "feat-pre-check": "Look carefully! Prerequisites are not checked automatically.", + "stats-rolled-hint": "We rolled your dice! Check the chat window to view your results in detail. Assign the results below to your preferred attributes:", + "return-to:": "Return to: ", + "do_you_want_mancer": "How do you want to create this character?", + "no": "No", + "global-ac-u": "GLOBAL AC MODIFIER", + "show-global-ac-field-u": "SHOW GLOBAL AC MODIFIER FIELD", + "warning-customac-u": "ATTENTION - CUSTOM AC IS NOT BEING USED. TO USE CUSTOM AC, UNEQUIP ARMOR.", + "manual": "Edit sheet directly", + "npc-new": "Create an NPC", + "mancer-confirm-yes": "Use the Charactermancer", + "allow-shields-u": "ALLOW SHIELDS?", + "levels-u": "LEVELS", + "features-u": "FEATURES", + "asi-u": "ABILITY SCORE INCREASE / FEATS", + "charmancer-leveler-what-is": "The Charactermancer is a step-by-step process that makes leveling up a character simple and streamlined. Changes are saved as you progress, but the character sheet is only updated when the Charactermancer has been completed.", + "charmancer-leveler-level-info1": "Your existing class levels have been pre-populated for you. By default your primary class has been set to be increased by one level. You can change how many levels to increase below, as well as adding a new multiclass.", + "charmancer-leveler-level-info2": "In each class section you'll have the option to take the average number of hit points or to roll randomly, choose class features for the levels you're advancing, and choose your subclass if appropriate.", + "charmancer-leveler-spells-info": "Listed here are the current spells your character already knows. If you gained access to more spells during your advancement you will be able to select them below. Check next to the spells you wish to learn. The Charactermancer will help you pick the right number of spells and from the correct list. If your class has the option to swap out spells, you can do so by unselecting currently known spells which will allow you to select new ones in their place.", + "total-level-u": "TOTAL LEVEL", + "main-class-level-u": "MAIN CLASS LEVEL", + "class-2-level-u": "CLASS 2 LEVEL", + "class-3-level-u": "CLASS 3 LEVEL", + "class-4-level-u": "CLASS 4 LEVEL", + "levels:-u": "LEVELS:", + "warning-leveler_start-u": "ATTENTION - YOU CANNOT LAUNCH THE CHARACTERMANCER LEVEL UP UNTIL YOU HAVE A CLASS, LEVEL, AND HP SET FOR LEVEL ONE. PLEASE RUN THE CHARACTERMANCER CREATOR FIRST. THE LEVEL UP TOOL DOESN'T WORK WITH CUSTOM CLASSES OR IF THE MULTICLASS OPTIONS ARE SET UP INCORRECTLY.", + "charmancer-leveler-custom-class-warning": "The Level Up tool does not support custom classes at this time.", + "charmancer-welcome-lp": "Welcome to Charactermancer Level Up!", + "charmancer-leveler-what-is-lp": "Look at you, with all that experience. Now it's time to claim your reward. You'll walk through the step-by-step process to make a few decisions, and your character will be at the next level in no time. Changes are saved as you move through the process, but if you change your mind, you'll need to revisit the steps and choices that come after.", + "charmancer-compendium-detail-lp": "The Charactermancer currently supports Dungeons & Dragons 5th Edition SRD, Player's Handbook, and Guildmasters' Guide to Ravnica. Xanathar's Guide to Everything will be supported in the coming weeks. You can add the Player's Handbook and Guildmasters' Guide to Ravnica to your compendium in the Marketplace, or the game owner can share their compendium with everyone in the game.", + "roll:-u": "ROLL:", + "roll": "Roll", + "prerequisite:": "Prerequisite:", + "back": "BACK", + "back-to-top": "Back to Top", + "choose-a-class:": "Choose a Class:", + "custom-class-name:": "Custom Class Name", + "charmancer-class-features:": "Class Features: ", + "charmancer-subclass-features:": "Subclass Features:", + "hit-die:": "Hit Die:", + "average": "Average", + "hp-u": "HP", + "saving-throw-proficiency": "Saving Throw Proficiency", + "armor": "Armor", + "equipment": "Equipment:", + "language": "Language", + "skill": "Skill", + "tool": "Tool", + "weapon": "Weapon", + "add-another-feature": "Add Another Feature", + "add-another-proficiency": "Add Another Proficiency", + "innate-spellcasting:": "Innate Powers:", + "spellcasting-ability": "Esper Ability:", + "number-of-cantrips": "Number of Primes:", + "number-of-lvl-1-spells": "Number of Level 1 Spells:", + "spell-list": "Powers List:", + "done": "Done", + "ability-score-method": "Ability Score Method:", + "select-your-choices": "Select Your Choices:", + "input-your-scores": "Input Your Scores:", + "choose-background": "Choose a Background:", + "personality-traits": "Personality Traits", + "ideal": "Ideal", + "bond": "Bond", + "flaw": "Flaw", + "you-have-chosen-starting-cubil": "You have chosen starting cubil and do not get equipment from your background.", + "you-have-created-custom-class": "You have created a custom class; you can add equipment to the character sheet after you have finished the Charactermancer.", + "arcane-is-mystery": "Cosmic forces are a mystery to you.", + "your-character-dont-have-spells-this-lvl": "Your character doesn't have powers at this level. Click “Next” to review your character!", + "charmancer-a-feat-represents": "A feat represents accomplishment, grit, determination, and expertise. It is the reward for hard work.", + "you-really-havent-done": "You really haven't done that much yet", + "review-your-choices": "Review your choices:", + "race": "Race", + "abilities": "Abilities", + "bio": "Bio", + "name-background": "Name:", + "building-your-character": "Building your character...", + "charmancer-only-choice-left-is-on-or": "The only choice left is to press on or turn back. If you're editing an existing character, all your existing data will be lost into the void when you apply your changes.", + "apply-changes": "Apply Changes", + "pick-your-equipment": "Pick your equipment", + "you-havent-chosen-background": "You have not yet selected a background.", + "you-havent-selected-class": "You have not yet selected a class.", + "ability-score": "Ability Score", + "you-can-increase-two-abilites": "You can increase two of your abilities by 1, or one of your abilities by 2", + "before-leveling": "Before Leveling", + "after-leveling": "After Leveling", + "charmancer-removed-spells-marked-pt1": "Removed spells will be marked with a r symbol so you can find it easily if you change your mind." +} diff --git a/Esper_Genesis_5E/translations/nl.json b/Esper_Genesis_5E/translations/nl.json new file mode 100644 index 0000000000..a26581dda1 --- /dev/null +++ b/Esper_Genesis_5E/translations/nl.json @@ -0,0 +1,719 @@ +{ + "skills-list": "acrobatics,astrophysics,athletics,computers,deception,insight,intimidation,investigation,lore,mechanics,medicine,perception,performance,persuasion,sleight_of_hand,stealth,survival,xenobiology", + "npc-options-u": "NPC OPTIONS", + "ship-options-u": "SHIP OPTIONS", + "name-u": "NAME", + "npc-type-u": "NPC TYPE", + "ship-type-u": "SHIP TYPE", + "npc-type-place": "Medium cyborg, any evil alignment", + "ship-type-place": "Medium ship", + "armor-class-u": "ARMOR CLASS", + "class-u": "CLASS", + "type-u": "TYPE", + "maneuver-defense-u": "MANEUVER DEFENSE", + "maneuver-save-u": "MANEUVER SAVE DC", + "abilities-u": "ABILITIES", + "npc-armor-place": "light trooper", + "hit-points-u": "HIT POINTS", + "hull-points-u": "HULL POINTS", + "formula-u": "FORMULA", + "speed-u": "SPEED", + "npc-speed-place": "30 ft., fly 60ft.", + "ship-speed-place": "6", + "piloting-u": "PILOTING BONUS (Dex Bonus + Proficiency Bonus)", + "attributes-u": "ATTRIBUTES", + "ship-attributes-u": "ATTRIBUTES (PILOT/CREW)", + "str-u": "STR", + "dex-u": "DEX", + "con-u": "CON", + "int-u": "INT", + "wis-u": "WIS", + "cha-u": "CHA", + "npcs-u": "NPC", + "ships-u": "SHIP", + "ship-dex-u": "DEX—[PILOT]", + "ship-int-u": "INT—[TECH]", + "ship-wis-u": "WIS—[TECH]", + "sensor-u": "SENSOR RANGE", + "saves-u": "SAVES", + "skills-u": "SKILLS", + "acrobatics-u": "ACROBATICS", + "mechanics-u": "MECHANICS", + "astrophysics-u": "ASTROPHYSICS", + "athletics-u": "ATHLETICS", + "deception-u": "DECEPTION", + "lore-u": "LORE", + "insight-u": "INSIGHT", + "intimidation-u": "INTIMIDATION", + "investigation-u": "INVESTIGATION", + "medicine-u": "MEDICINE", + "xenobiology-u": "XENOBIOLOGY", + "perception-u": "PERCEPTION", + "performance-u": "PERFORMANCE", + "persuasion-u": "PERSUASION", + "computers-u": "COMPUTERS", + "sleight_of_hand-u": "SLEIGHT OF HAND", + "stealth-u": "STEALTH", + "survival-u": "SURVIVAL", + "damage-vuln-u": "DAMAGE VULNERABILITIES", + "npc-dmg-vuln-place": "fire", + "ship-dmg-vuln-place": "lightning", + "damage-res-u": "DAMAGE RESISTANCES", + "npc-dmg-res-place": "cold", + "ship-dmg-res-place": "acid, fire", + "damage-imm-u": "DAMAGE IMMUNITIES", + "npc-dmg-imm-place": "lightning, thunder", + "ship-dmg-imm-place": "cold", + "cond-imm-u": "CONDITION IMMUNITIES", + "npc-cond-imm-place": "charmed", + "ship-cond-imm-place": "impaired", + "senses-u": "SENSES", + "npc-senses-place": "darkvision 120ft., passive Perception 16", + "ship-senses-place": "6", + "langs-u": "LANGUAGES", + "lang-u": "LANGUAGE", + "npc-langs-place": "Alphaline, Common, Nesieve", + "challenge-u": "CHALLENGE", + "xp-u": "XP", + "spellcast-npc-u": "ESPER NPC", + "spell-ability-u": "ESPER ABILITY", + "none-u": "NONE", + "strength-u": "STRENGTH", + "strength-save-u": "STRENGTH SAVE", + "dexterity-u": "DEXTERITY", + "dexterity-save-u": "DEXTERITY SAVE", + "constitution-u": "CONSTITUTION", + "constitution-save-u": "CONSTITUTION SAVE", + "intelligence-u": "INTELLIGENCE", + "intelligence-save-u": "INTELLIGENCE SAVE", + "wisdom-u": "WISDOM", + "wisdom-save-u": "WISDOM SAVE", + "charisma-u": "CHARISMA", + "charisma-save-u": "CHARISMA SAVE", + "spell-dc-u": "POWER DC", + "spell-atk-bonus-u": "POWER ATTACK BONUS", + "has-reaction-u": "HAS REACTIONS", + "leg-actions:-u": "LEGENDARY ACTIONS:", + "gen-opts-u": "GENERAL OPTIONS", + "npc-u": "NPC/SHIP", + "roll-queries:-u": "ROLL QUERIES:", + "always-adv": "Always Roll Advantage", + "adv-toggle": "Advantage Toggle", + "query-adv": "Query Advantage", + "never-adv": "Never Roll Advantage", + "whisp-rolls-gm:-u": "WHISPER ROLLS TO GM:", + "never-whisp": "Never Whisper Rolls", + "query-whisp": "Query Whisper", + "always-whisp": "Always Whisper Rolls", + "auto-dmg-roll:-u": "AUTO DAMAGE ROLL:", + "never-dmg": "Don't Auto Roll Damage", + "always-dmg": "Auto Roll Damage & Crit", + "ac": "Armor Class", + "hp": "Hit Points", + "hlp": "Hull Points", + "speed": "Speed", + "maneuver-defense": "Maneuver Defense", + "maneuver-save": "Maneuver Save DC", + "sensors": "Sensor Range", + "piloting": "Piloting Check", + "pilot-bonus": "Piloting Bonus", + "language-proficiencies": "Language Proficiencies:", + "skill-proficiencies": "Skill Proficiencies:", + "weapon-proficiencies": "Weapon Proficiencies", + "armor-proficiencies": "Armor Proficiencies:", + "tool-proficiencies": "Tool Proficiencies:", + "saving-throw": "Saving Throws", + "str": "Str", + "dex": "Dex", + "con": "Con", + "int": "Int", + "wis": "Wis", + "cha": "Cha", + "skills": "Skills", + "acrobatics": "Acrobatics", + "mechanics": "Mechanics", + "astrophysics": "Astrophysics", + "athletics": "Athletics", + "deception": "Deception", + "lore": "Lore", + "insight": "Insight", + "intimidation": "Intimidation", + "investigation": "Investigation", + "medicine": "Medicine", + "xenobiology": "Xenobiology", + "perception": "Perception", + "performance": "Performance", + "persuasion": "Persuasion", + "computers": "Computers", + "sleight_of_hand": "Sleight of Hand", + "stealth": "Stealth", + "survival": "Survival", + "dmg-vuln": "Damage Vulnerabilities", + "dmg-res": "Damage Resistances", + "dmg-imm": "Damage Immunities", + "cond-imm": "Condition Immunities", + "senses": "Senses", + "langs": "Languages", + "challenge": "Challenge", + "npc-trait-name-place": "False Appearance.", + "npc-trait-desc-place": "If the velbast fails...", + "actions": "Actions", + "adv": "Advantage", + "norm": "Normal", + "disadv": "Disadvantage", + "name:-u": "NAME:", + "attack-u": "ATTACK", + "type:-u": "TYPE:", + "melee": "Melee", + "ranged": "Ranged", + "range-reach:-u": "RANGE/REACH:", + "range-reach-place": "5 ft.", + "to-hit:-u": "TO HIT:", + "target:-u": "TARGET:", + "target:": "Target:", + "to-hit-place": "One target", + "on-hit:-u": "ON HIT:", + "on-hit-place": "slashing", + "on-hit2:-u": "ON HIT 2:", + "on-hit-2-place": "fire", + "hit:": "Hit: ", + "reactions": "Reactions", + "npc-repeating-name-place": "Parry.", + "npc-repeating-desc-place": "The creature adds 2 to its AC against...", + "traits": "Traits", + "features": "Features", + "spells": "Powers", + "prep-u": "PREP", + "school:-u": "DOMAIN:", + "alteration": "Alteration", + "clairsentient": "Clairsentient", + "elemental": "Elemental", + "kinesis": "Kinesis", + "metaphase": "Metaphase", + "psychogenic": "Psychogenic", + "technique": "Technique", + "ritual": "CONVENTIONAL", + "ritual-l": "conventional", + "range:-u": "RANGE:", + "range:": "Range:", + "pointcost:-u": "POINT COST:", + "pointcost:": "Point Cost:", + "spell-component-verbal": "V", + "spell-component-somatic": "S", + "spell-component-material": "M", + "spell-ritual": "R", + "spell-concentration": "C", + "ruby-dust-place": "ruby dust worth 50gp", + "concentration-u": "CONCENTRATION", + "concentration": "Concentration", + "duration:-u": "DURATION:", + "duration:": "Duration:", + "difficulty-class-abv": "DC", + "output:-u": "OUTPUT:", + "powercard-u": "POWERCARD", + "spell-atk:-u": "POWER ATTACK:", + "none": "None", + "dmg:-u": "DAMAGE:", + "dmg2:-u": "DAMAGE2:", + "healing:-u": "HEALING:", + "add-ability-mod-u": "ADD ABILITY MOD TO DAMAGE OR HEALING", + "effect:-u": "EFFECT:", + "npc-atk-effect-place": "Half damage", + "desc:-u": "DESCRIPTION:", + "at-higher-lvl:-u": "AT HIGHER RANKS:", + "at-higher-lvl": "At Higher Ranks", + "higher-lvl-cast": "Higher Rank Use", + "leg-actions": "Legendary Actions", + "leg-actions-desc": "The can take legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The regains spent legendary actions at the start of its turn.", + "atk-range-place": "5 ft.", + "atk-target-place": "One target", + "atk-dmg-type-place": "slashing", + "atk-dmg-type2-place": "fire", + "adv-u": "ADVANTAGE", + "norm-u": "NORMAL", + "disadv-u": "DISADVANTAGE", + "core-u": "CORE", + "bio-u": "BIO", + "gear-u": "GEAR", + "spells-u": "POWERS", + "feats-u": "FEATS", + "review-u": "REVIEW", + "char-name-u": "CHARACTER NAME", + "adept": "Adept", + "barbarian": "Barbarian", + "cybermancer": "Cybermancer", + "engineer": "Engineer", + "hunter": "Hunter", + "melder": "Melder", + "sentinel": "Sentinel", + "specialist": "Specialist", + "warrior": "Warrior", + "class-level-u": "CLASS & LEVEL", + "background-u": "BACKGROUND", + "background": "Background", + "race-u": "RACE", + "alignment-u": "ALIGNMENT", + "alignment": "Alignment:", + "exp-pts-u": "EXPERIENCE POINTS", + "inspiration-u": "INSPIRATION", + "prof-bonus-u": "PROFICIENCY BONUS", + "strength": "Strength", + "strength-save": "Strength Save", + "dexterity": "Dexterity", + "dexterity-save": "Dexterity Save", + "constitution": "Constitution", + "constitution-save": "Constitution Save", + "intelligence": "Intelligence", + "intelligence-save": "Intelligence Save", + "wisdom": "Wisdom", + "wisdom-save": "Wisdom Save", + "charisma": "Charisma", + "charisma-save": "Charisma Save", + "saving-throws-u": "SAVING THROWS", + "acrobatics-core": "Acrobatics (Dex)", + "mechanics-core": "Mechanics (Wis)", + "astrophysics-core": "Astrophysics (Int)", + "athletics-core": "Athletics (Str)", + "deception-core": "Deception (Cha)", + "lore-core": "Lore (Int)", + "insight-core": "Insight (Wis)", + "intimidation-core": "Intimidation (Cha)", + "investigation-core": "Investigation (Int)", + "medicine-core": "Medicine (Wis)", + "xenobiology-core": "Xenobiology (Int)", + "perception-core": "Perception (Wis)", + "performance-core": "Performance (Cha)", + "persuasion-core": "Persuasion (Cha)", + "computers-core": "Computers (Int)", + "sleight_of_hand-core": "Sleight of Hand (Dex)", + "stealth-core": "Stealth (Dex)", + "survival-core": "Survival (Wis)", + "pass-wis-u": "PASSIVE WISDOM (PERCEPTION)", + "tool-u": "TOOL", + "pro-u": "PRO", + "attr-u": "ATTRIBUTE", + "prof-bonus:-u": "PROFICIENCY BONUS:", + "prof-u": "PROFICIENT", + "proficency-u": "PROFICIENCY", + "expertise-u": "EXPERTISE", + "jack-of-all-u": "JACK OF ALL TRADES", + "attr:-u": "ATTRIBUTE:", + "tool-prof-u": "TOOL PROFICIENCIES", + "weapon-proficiencies-u": "WEAPON PROFICIENCIES", + "other-prof-langs-u": "OTHER PROFICIENCIES & LANGUAGES", + "prof-langs-u": "PROFICIENCIES & LANGUAGES", + "init": "Initiative", + "init-u": "INITIATIVE", + "hp-max-u": "Hit Point Maximum", + "hp-current-u": "CURRENT HIT POINTS", + "hp-temp-u": "TEMPORARY HIT POINTS", + "total": "Total", + "hit-dice-u": "HIT DICE", + "successes-u": "SUCCESSES", + "failures-u": "FAILURES", + "death-save-u": "DEATH SAVE", + "death-saves-u": "DEATH SAVES", + "exhaustion-setting-u": "SHOW EXHAUSTION TRACKING:", + "exhaustion-u": "EXHAUSTION LEVEL", + "exhaustion-0": "No effect", + "exhaustion-1": "Disadvantage on ability checks", + "exhaustion-2": "Speed halved", + "exhaustion-3": "Disadvantage on attack rolls and saving throws", + "exhaustion-4": "Hit point maximum halved", + "exhaustion-5": "Speed reduced to 0", + "exhaustion-6": "Death", + "atk-u": "ATK", + "dmg-type-u": "DAMAGE/TYPE", + "attack:-u": "ATTACK:", + "proficient-u": "PROFICIENT", + "range-place": "Self (60-foot cone)", + "enhanced-bonus:-u": "ENHANCED BONUS:", + "crit-range-u": "CRIT RANGE:", + "damage:-u": "DAMAGE:", + "dmg-type-place": "Slashing", + "crit:-u": "CRIT:", + "damage2:-u": "DAMAGE2:", + "saving-throw:-u": "SAVING THROW:", + "vs-dc:-u": "VS DC:", + "spell-u": "POWER", + "flat-u": "FLAT", + "save": "Save", + "save-effect:-u": "SAVE EFFECT:", + "save-effect-place": "half damage", + "ammunition:-u": "AMMUNITION:", + "ammunition-place": "Arrows", + "description:-u": "DESCRIPTION:", + "description:": "Description:", + "description-place": "Up to 2 creatures within 5 feet", + "atk-spellcasting-u": "ATTACKS & ESPER POWERS", + "copper-piece-u": "CP", + "silver-piece-u": "SP", + "electrum-piece-u": "EP", + "cubil-coin-u": "COINS", + "cubil-cred-u": "CUBIL", + "warning-armor-sets-u": "WARNING - AC IS NOT INCORRECT. UNEQUIP EXTRA ARMOR OR SHIELD FROM ITEM DETAILS.", + "item-name-u": "ITEM NAME", + "equipped-u": "EQUIPPED", + "use-as-resource-u": "USE AS A RESOURCE", + "prop:-u": "PROP:", + "mods:-u": "MODS:", + "total-weight-u": "TOTAL WEIGHT", + "immobile-u": "IMMOBILE", + "heavily-encumbered-u": "HEAVILY ENCUMBERED", + "encumbered-u": "ENCUMBERED", + "over-carrying-cap-u": "OVER CARRYING CAPACITY", + "equipment-u": "EQUIPMENT", + "personality-traits-u": "PERSONALITY TRAITS", + "ideals-u": "IDEALS", + "bonds-u": "BONDS", + "flaws-u": "FLAWS", + "class-resource-u": "CLASS RESOURCE", + "other-resource-u": "OTHER RESOURCE", + "feats-traits-u": "FEATURES & TRAITS", + "age-u": "AGE", + "size-u": "SIZE", + "size": "Size", + "height-u": "HEIGHT", + "weight-u": "WEIGHT", + "eye-u": "EYES", + "skin-u": "SKIN", + "hair-u": "HAIR", + "char-appearance-u": "CHARACTER APPEARANCE", + "char-backstory-u": "CHARACTER BACKSTORY", + "allies-orgs-u": "ALLIES & ORGANIZATIONS", + "add-feats-traits-u": "ADDITIONAL FEATURES & TRAITS", + "feat-u": "FEAT", + "treasure-u": "TREASURE", + "spell-save-dc-u": "POWER SAVE DC", + "cantrips-u": "PRIME POWERS", + "ritual-u": "CONVENTIONAL", + "casting-time:-u": "ACTIVATION TIME:", + "casting-time:": "Activation Time:", + "at-higher-lvl-dmg:-u": "HIGHER LVL CAST DMG:", + "half-dmg-place": "Half damage", + "hit-die:-u": "HIT DIE:", + "initiative-mod:-u": "INITIATIVE MODIFIER:", + "glob-saving-mod:-u": "GLOBAL SAVING THROW MODIFIER:", + "glob-ac-mod:-u": "GLOBAL ARMOR CLASS MODIFIER:", + "glob-atk-mod:-u": "GLOBAL POWER ATTACK MODIFIER:", + "pass-perc-mod:-u": "PASSIVE PERCEPTION MODIFIER:", + "death-save-mod:-u": "DEATH SAVE MODIFIER:", + "magic-caster-lvl:-u": "CHANNELER/FORGER LEVEL:", + "halfling-luck-u": "HALFLING LUCK", + "arcane-fighter-u": "JUSTICAR", + "arcane-rogue-u": "ARTIFICE", + "class-options-u": "CLASS OPTIONS ()", + "class:-u": "CLASS:", + "subclass:-u": "SUBCLASS:", + "race:-u": "RACE:", + "subrace:-u": "SUBRACE:", + "subrace": "Subrace:", + "subrace-ability-increase": "Subrace Ability Score Increase:", + "2nd-class:-u": "2ND CLASS:", + "lvl:-u": "LEVEL:", + "3rd-class:-u": "3RD CLASS:", + "4th-class:-u": "4TH CLASS:", + "mutliclass-opts-u": "MULTICLASS OPTIONS", + "use-cust-class-u": "USE CUSTOM CLASS", + "class-name:-u": "CLASS NAME:", + "spellcasting-ability:-u": "ESPER ABILITY:", + "spell-slots:-u": "POWER SLOTS:", + "spell-full-u": "FULL (Adept, Engineer, Melder)", + "spell-half-u": "HALF (Hunter, Sentinel)", + "spell-third-u": "THIRD (Artifice, Justicar)", + "tech-slots-u": "TECH SLOTS", + "esper-powers-u": "ESPER POWERS", + "tp-max-u": "Talent Point Maximum", + "tp-current-u": "TALENT POINTS REMAINING", + "talent-slots-label": "TALENT SLOTS (Cybermancer)", + "talent-slots-u": "Max Talent Slots", + "used-talent-slots": "Slots Remaining", + "em_available": "Gained?", + "em_used": "Used", + "esper-mastery-u": "ESPER MASTERY", + "max-rank-u": "Rank", + "cust-class-opts": "CUSTOM CLASS OPTIONS", + "normal": "Normal", + "expirtise": "Expertise", + "skill-opts-u": "SKILL OPTIONS", + "version": "v", + "always-roll-adv": "Always Roll Advantage", + "toggle-roll-adv": "Advantage Toggle", + "query-roll-adv": "Query Advantage", + "never-roll-adv": "Never Roll Advantage", + "never-whisper-roll": "Never Whisper Rolls", + "query-whisper-roll": "Query Whisper", + "always-whisper-roll": "Always Whisper Rolls", + "never-roll-dmg": "Don't Auto Roll Damage", + "always-roll-dmg": "Auto Roll Damage & Crit", + "add-char-to-templates:-u": "ADD CHARACTER NAME TO TEMPLATES:", + "on": "On", + "off": "Off", + "inventory:-u": "INVENTORY:", + "compendium-compatible": "Compendium Compatible", + "simple": "Simple", + "encumbrance:-u": "ENCUMBRANCE:", + "ammo-tracking:-u": "AMMO TRACKING:", + "general-opts-u": "GENERAL OPTIONS", + "transition-text": "Clicking one of the images below will reformat the data from your current sheet to this sheet. These changes are permanent and cannot be undone.", + "transition-text-highlight": "Please make a copy of your game before you use this tool.", + "choose-sheet-transfer": "CHOOSE THE SHEET YOU ARE TRANSFERING FROM", + "community-sheet-u": "COMMUNITY SHEET", + "shaped-sheet-u": "SHAPED SHEET", + "transition-opts-u": "TRANSITION OPTIONS", + "portions-sheet-utilize": "Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https://wiki.roll20.net/SRD_5.0_OGL_License", + "api-required-title": "Try it now with easy one click API installation available with your Pro subscription.", + "api-required-u": "(API REQUIRED)", + "spell_dc_mod:-u": "POWER SAVE DC MOD:", + "custom_ac:-u": "CUSTOM AC:", + "npc-info": "The NPC option sets new characters to default to the NPC card style sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely representing non player characters.", + "npc-pc": "NPC/PC", + "roll-queries-info": "D20 Rolls output according to this option. Always Roll Advantage is the default setting and will roll two D20 on every roll in case of advantage. The expectation is that if there is no advantage or disadvantage you use the left most result. The Advantage Toggle option adds three new buttons to the top of the sheet so that you can toggle advantage on a case by case basis. Query Advantage gives you a prompt every roll asking if the roll has advantage. Never Roll Advantage always rolls a single D20 on any given roll, expecting the player to roll a second time in case of advantage or disadvantage.", + "whisp-rolls-gm-info": "All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.", + "auto-dmg-roll-info": "By default, attack damage rolls are not rolled until the hit is confirmed. Damage is rolled from the chat roll template by clicking on the name of the attack in the right hand bar, which then displays the damage. The default method is compatible with 3D dice. Optionally, you can choose to have the Auto Roll Damage & Crit option which will roll damage and critical hit dice at the same time of the attack, presenting all possible outcomes at the time of the attack.", + "add-char-to-templates-info": "Character names are not added to the roll template by default, and are only displayed as normal in the chat tab as the player/character selected as 'Speaking As'. Turning this option on adds the character making the roll's name to the template, useful for players representing multiple characters.", + "inventory-info": "Character Inventories default to the complex style that is compatible with the Roll20 5E Compendium. This includes granular item amounts/weights, weight and encumbrance tracking, sorting, AC calculations, automatic attack generation, and more. The Simple option provides a text field for item lists for players who want more manual control over the sheet.", + "encumbrance-info": "The sheet uses the variant encumbrance rules on page 160 of the Core Manual. The Off option disables the variant rules and only uses a basic over-limit inventory weight check.", + "ammo-tracking-info": "Provides automatic ammo tracking with the 5th Edition OGL by Roll20 Companion API Script.", + "dungeons-and-dragons-styling": "DUNGEONS AND DRAGONS STYLING", + "dungeons-and-dragons-styling-info": "Turns on Dungeons and Dragons styling for both the character sheet and roll templates. This setting is automatically applied to all character sheets and cannot be selectively used.", + "cd-bar1-value:-u": "BAR 1 VALUE:", + "cd-bar1-max:-u": "BAR 1 MAX:", + "cd-bar1-link:-u": "BAR 1 LINK:", + "cd-bar1-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 1's value to this attribute.", + "cd-bar1-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 1's max to this attribute.", + "cd-bar1-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 1's value to this attribute. If set this will override all other bar settings.", + "cd-bar2-value:-u": "BAR 2 VALUE:", + "cd-bar2-max:-u": "BAR 2 MAX:", + "cd-bar2-link:-u": "BAR 2 LINK:", + "cd-bar2-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 2's value to this attribute.", + "cd-bar2-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 2's max to this attribute.", + "cd-bar2-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 2's value to this attribute. If set this will override all other bar settings.", + "cd-bar3-value:-u": "BAR 3 VALUE:", + "cd-bar3-max:-u": "BAR 3 MAX:", + "cd-bar3-link:-u": "BAR 3 LINK:", + "cd-bar3-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 3's value to this attribute.", + "cd-bar3-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 3's max to this attribute.", + "cd-bar3-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 3's value to this attribute. If set this will override all other bar settings.", + "npc-name-in-rolls:-u": "NPC NAME IN ROLLS:", + "ship-name-in-rolls:-u": "SHIP NAME IN ROLLS:", + "show": "Show", + "hide": "Hide", + "npc-name-in-rolls-desc:-u": "In NPC roll results, show or hide the name of the NPC in the roll result card.", + "ship-name-in-rolls-desc:-u": "In SHIP roll results, show or hide the name of the SHIP in the roll result card.", + "public:-u": "PUBLIC", + "to-gm:-u": "TO GM", + "toggle-roll-whisper": "Whisper Toggle", + "attribute-opts-u": "ATTRIBUTE OPTIONS", + "save-opts-u": "SAVE OPTIONS", + "by-level": "By Level (Default)", + "prof-die": "Proficiency Die (DMG)", + "custom": "Custom", + "core-die-roll:-u": "CORE DIE ROLL:", + "has-attack-u": "HAS AN ATTACK", + "variant-phb": "Variant (Core M. p160)", + "carrying-capacity-mod:-u": "CARRYING CAPACITY MODIFIER:", + "armor-class-tracking:-u": "ARMOR CLASS TRACKING:", + "automatic": "Automatic", + "cantrip-progression:-u": "PRIME PROGRESSION", + "cantrip-dice-u": "PRIME DICE", + "cantrip-beam-u": "PRIME BEAM", + "slots_total-u": "SLOTS TOTAL", + "slots_remaining-u": "SLOTS REMAINING", + "level-calculations:-u": "AUTO LEVEL CALCULATIONS:", + "spell_slot_modifiers-u": "TECH SLOT MODIFIERS", + "lvl-u": "RANK", + "include_spell_desc:-u": "INCLUDE POWER DESCRIPTION IN ATTACK:", + "token_size-u": "TOKEN SIZE", + "add-dex-tiebreaker-u": "ADD DEX TIEBREAKER TO INITIATIVE", + "initiative-style:-u": "INITIATIVE STYLE:", + "query-attr-u": "QUERY ATTRIBUTE", + "custom-skills-u": "CUSTOM SKILLS", + "weapon-u": "WEAPON", + "armor-u": "ARMOR", + "other-u": "OTHER", + "source:-u": "SOURCE:", + "source-type:-u": "SOURCE TYPE:", + "racial": "Species", + "class": "Class", + "feat": "Feat", + "feats": "Feats", + "other": "Other", + "partial": "Partial", + "show_all": "Show All", + "cr_only": "C&R Only", + "spell-icons:-u": "POWER ICONS:", + "custom-pb:-u": "CUSTOM PROFICIENCY BONUS:", + "show-global-attack-field-u": "SHOW GLOBAL ATTACK MODIFIER FIELD", + "show-global-damage-field-u": "SHOW GLOBAL DAMAGE MODIFIER FIELD", + "show-global-save-field-u": "SHOW GLOBAL SAVE MODIFIER FIELD", + "show-global-skill-field-u": "SHOW GLOBAL SKILL MODIFIER FIELD", + "global-attack-u": "GLOBAL ATTACK MODIFIER", + "global-damage-u": "GLOBAL DAMAGE MODIFIER", + "global-save-u": "GLOBAL SAVE MODIFIER", + "global-skill-u": "GLOBAL SKILL MODIFIER", + "global-damage": "Global Damage Modifier", + "core-die-roll-info": "Changing the core die will replace the normal 1d20 made with almost all rolls with a randomizer of your choice, such as 2d10 or 3d6.", + "pb-type-info": "By default, the character's Proficiency Bonus will be automatically calculated based off of their total level as is the standard method in the Core Manual. The Proficiency Die option supports the alternate method outlined in the DMG where, instead of a flat bonus, a die is rolled instead. The Custom option allows you to replace the PB with anything of your choosing.", + "global-save-info": "Creates a custom global save modifier field, underneath the SAVING THROWS section of the character sheet. Anything put there will be applied to any save roll. Perfect for regular but not permanent bonuses like the Sensory Boost power.", + "global-skill-info": "Creates a custom global skill modifier field, underneath the SKILLS section of the character sheet. Anything put there will be applied to any save roll. Perfect for regular but not permanent bonuses like the Amplify Ability power.", + "global-attack-info": "Creates a custom global attack modifier field, underneath the ATTACKS AND ESPER POWERS section of the character sheet. Anything put there will be applied to any attack to-hit roll. Perfect for regular but not permanent bonuses to attack like the Sensory Boost power.", + "global-damage-info": "Creates a custom global damage modifier field, underneath the ATTACKS AND ESPER POWERS section of the character sheet. Anything put there will be applied to any attack damage roll. Perfect for regular but not permanent bonuses to damage like the Deft Strike ability.", + "auto-level-calc-info": "By default changing character levels will automatically set spell slots and hit dice. Changing this setting to off prevents this behavior.", + "simple-traits-info": "Character FEATURES AND TRAITS section defaults to the complex style that is compatible with the Roll20 5E Compendium. The Simple option provides a text field for players who want more manual control over the sheet.", + "simple-proficiencies-info": "Character OTHER PROFICIENCIES & LANGUAGES section defaults to the complex style that is compatible with the Roll20 5E Compendium. The Simple option provides a text field for players who want more manual control over the sheet.", + "init-tiebreaker-info": "Adds the character's dexterity score as a decimal to the end of the initiative bonus for purposes of breaking ties.", + "b-custom-info": "When the Proficiency Bonus type is set to Custom, the character sheet will use this value for the character's Proficiency Bonus.", + "footer-wiki-link": "This sheet was created from the 5th Edition OGL character sheet by Roll20. For game information, visit http://espergenesis.com", + "accepting-drop-u": "ACCEPTING DROP FROM COMPENDIUM", + "are_you_sure": "Are you sure you want to turn this character into a ", + "yes": "Yes", + "next": "Next", + "cancel": "Cancel", + "cancel-u": "CANCEL", + "choose": "Choose", + "innate:-u": "INNATE:", + "mod:-u": "MOD:", + "hpmods:-u": "HP MODIFIERS:", + "charmancer-welcome": "Welcome to the Charactermancer!", + "charmancer-what-is": "The Charactermancer is a step-by-step process that makes building a character simple and streamlined. Changes are saved as you progress, but the character sheet is only updated when the Charactermancer has been completed.", + "get-started": "Get started by clicking Next.", + "opt-out-u": "OPT OUT", + "charmancer-compendium": "Your Compendium Awaits.", + "charmancer-compendium-detail": "The Charactermancer currently supports Dungeons & Dragons 5th Edition SRD and the Player's Handbook. You can add the Player's Handbook to your compendium in the Marketplace, or the game owner can share their compendium with everyone in the game.", + "charmancer-choose-race": "Choose a Race:", + "charmancer-custom-race-name": "Custom Race Name:", + "charmancer-custom-subclass-name:": "Custom sublass Name:", + "charmancer-additional-cantrips": "Additional Cantrips", + "charmancer-additional-lvl-1-spells": "Additional Level 1 Spells", + "suggested-abilities": "Suggested Abilities: ", + "class-spellcasting": "Class Spellcasting Ability: ", + "ability-score-increase": "Ability Score Increase:", + "lawful-good": "Lawful Good", + "neutral-good": "Neutral Good", + "chaotic-good": "Chaotic Good", + "lawful-neutral": "Lawful Neutral", + "neutral": "Neutral", + "chaotic-neutral": "Chaotic Neutral", + "lawful-evil": "Lawful Evil", + "neutral-evil": "Neutral Evil", + "chaotic-evil": "Chaotic Evil", + "tiny": "Tiny", + "small": "Small", + "medium": "Medium", + "large": "Large", + "huge": "Huge", + "age": "Age:", + "gargantuan": "Gargantuan", + "step1-equipment": "Step 5: Equipment", + "equipment-from-background": "Equipment from Background", + "equipment-from-class": "Equipment from Class", + "class-equipment": "Class Equipment", + "starting-wealth": "Starting Wealth (Core)", + "starting-cubil:": "Starting Cubil:", + "no_class_warning-u": "NO CLASS HAS BEEN SELECTED OR SELECTED CLASS DOES NOT HAVE STANDARD EQUIPMENT. CLASS EQUIPMENT CANNOT BE CHOSEN AT THIS TIME.", + "standard-array": "Standard Array", + "roll-for-stats": "Roll for Stats", + "standard-roll": "Roll 4d6, drop lowest", + "charmancer-cancel-heading": "Where would you like to go, traveler?", + "continue-charmancer": "Continue Charactermancer", + "save_progress_and_exit": "Save and Exit", + "cancel_charactermancer": "Discard and exit", + "charmancer-discard-warning": "Discard and Exit will cause all choices to be lost.", + "mancer-opts-u": "CHARACTERMANCER OPTIONS", + "relaunch-lvl1mancer-u": "LAUNCH LEVEL 1 CHARACTERMANCER (CANNOT BE UNDONE)", + "point-buy": "Point Buy", + "available-points:": "Available Points: ", + "equipment-choice-text": "How would you like to choose your equipment?", + "charmancer-start": "Start", + "clear-abilities": "Clear Assignment", + "use-charactermancer-for-new:-u": "USE LEVEL 1 CHARACTERMANCER FOR NEW CHARACTERS:", + "use-charactermancer-for-new-info": "With this option enabled all new characters will open with the Level 1 Roll20 Charactermancer. Disabling this option will start new characters directly on the character sheet disabling the Level 1 Charactermancer, which can still be manually run from the Settings tab of the character sheet.", + "feat-pre-check": "Look carefully! Prerequisites are not checked automatically.", + "stats-rolled-hint": "We rolled your dice! Check the chat window to view your results in detail. Assign the results below to your preferred attributes:", + "return-to:": "Return to: ", + "do_you_want_mancer": "How do you want to create this character?", + "no": "No", + "global-ac-u": "GLOBAL AC MODIFIER", + "show-global-ac-field-u": "SHOW GLOBAL AC MODIFIER FIELD", + "warning-customac-u": "ATTENTION - CUSTOM AC IS NOT BEING USED. TO USE CUSTOM AC, UNEQUIP ARMOR.", + "manual": "Edit sheet directly", + "npc-new": "Create an NPC", + "mancer-confirm-yes": "Use the Charactermancer", + "allow-shields-u": "ALLOW SHIELDS?", + "levels-u": "LEVELS", + "features-u": "FEATURES", + "asi-u": "ABILITY SCORE INCREASE / FEATS", + "charmancer-leveler-what-is": "The Charactermancer is a step-by-step process that makes leveling up a character simple and streamlined. Changes are saved as you progress, but the character sheet is only updated when the Charactermancer has been completed.", + "charmancer-leveler-level-info1": "Your existing class levels have been pre-populated for you. By default your primary class has been set to be increased by one level. You can change how many levels to increase below, as well as adding a new multiclass.", + "charmancer-leveler-level-info2": "In each class section you'll have the option to take the average number of hit points or to roll randomly, choose class features for the levels you're advancing, and choose your subclass if appropriate.", + "charmancer-leveler-spells-info": "Listed here are the current spells your character already knows. If you gained access to more spells during your advancement you will be able to select them below. Check next to the spells you wish to learn. The Charactermancer will help you pick the right number of spells and from the correct list. If your class has the option to swap out spells, you can do so by unselecting currently known spells which will allow you to select new ones in their place.", + "total-level-u": "TOTAL LEVEL", + "main-class-level-u": "MAIN CLASS LEVEL", + "class-2-level-u": "CLASS 2 LEVEL", + "class-3-level-u": "CLASS 3 LEVEL", + "class-4-level-u": "CLASS 4 LEVEL", + "levels:-u": "LEVELS:", + "warning-leveler_start-u": "ATTENTION - YOU CANNOT LAUNCH THE CHARACTERMANCER LEVEL UP UNTIL YOU HAVE A CLASS, LEVEL, AND HP SET FOR LEVEL ONE. PLEASE RUN THE CHARACTERMANCER CREATOR FIRST. THE LEVEL UP TOOL DOESN'T WORK WITH CUSTOM CLASSES OR IF THE MULTICLASS OPTIONS ARE SET UP INCORRECTLY.", + "charmancer-leveler-custom-class-warning": "The Level Up tool does not support custom classes at this time.", + "charmancer-welcome-lp": "Welcome to Charactermancer Level Up!", + "charmancer-leveler-what-is-lp": "Look at you, with all that experience. Now it's time to claim your reward. You'll walk through the step-by-step process to make a few decisions, and your character will be at the next level in no time. Changes are saved as you move through the process, but if you change your mind, you'll need to revisit the steps and choices that come after.", + "charmancer-compendium-detail-lp": "The Charactermancer currently supports Dungeons & Dragons 5th Edition SRD, Player's Handbook, and Guildmasters' Guide to Ravnica. Xanathar's Guide to Everything will be supported in the coming weeks. You can add the Player's Handbook and Guildmasters' Guide to Ravnica to your compendium in the Marketplace, or the game owner can share their compendium with everyone in the game.", + "roll:-u": "ROLL:", + "roll": "Roll", + "prerequisite:": "Prerequisite:", + "back": "BACK", + "back-to-top": "Back to Top", + "choose-a-class:": "Choose a Class:", + "custom-class-name:": "Custom Class Name", + "charmancer-class-features:": "Class Features: ", + "charmancer-subclass-features:": "Subclass Features:", + "hit-die:": "Hit Die:", + "average": "Average", + "hp-u": "HP", + "saving-throw-proficiency": "Saving Throw Proficiency", + "armor": "Armor", + "equipment": "Equipment:", + "language": "Language", + "skill": "Skill", + "tool": "Tool", + "weapon": "Weapon", + "add-another-feature": "Add Another Feature", + "add-another-proficiency": "Add Another Proficiency", + "innate-spellcasting:": "Innate Powers:", + "spellcasting-ability": "Esper Ability:", + "number-of-cantrips": "Number of Primes:", + "number-of-lvl-1-spells": "Number of Level 1 Spells:", + "spell-list": "Powers List:", + "done": "Done", + "ability-score-method": "Ability Score Method:", + "select-your-choices": "Select Your Choices:", + "input-your-scores": "Input Your Scores:", + "choose-background": "Choose a Background:", + "personality-traits": "Personality Traits", + "ideal": "Ideal", + "bond": "Bond", + "flaw": "Flaw", + "you-have-chosen-starting-cubil": "You have chosen starting cubil and do not get equipment from your background.", + "you-have-created-custom-class": "You have created a custom class; you can add equipment to the character sheet after you have finished the Charactermancer.", + "arcane-is-mystery": "Cosmic forces are a mystery to you.", + "your-character-dont-have-spells-this-lvl": "Your character doesn't have powers at this level. Click “Next” to review your character!", + "charmancer-a-feat-represents": "A feat represents accomplishment, grit, determination, and expertise. It is the reward for hard work.", + "you-really-havent-done": "You really haven't done that much yet", + "review-your-choices": "Review your choices:", + "race": "Race", + "abilities": "Abilities", + "bio": "Bio", + "name-background": "Name:", + "building-your-character": "Building your character...", + "charmancer-only-choice-left-is-on-or": "The only choice left is to press on or turn back. If you're editing an existing character, all your existing data will be lost into the void when you apply your changes.", + "apply-changes": "Apply Changes", + "pick-your-equipment": "Pick your equipment", + "you-havent-chosen-background": "You have not yet selected a background.", + "you-havent-selected-class": "You have not yet selected a class.", + "ability-score": "Ability Score", + "you-can-increase-two-abilites": "You can increase two of your abilities by 1, or one of your abilities by 2", + "before-leveling": "Before Leveling", + "after-leveling": "After Leveling", + "charmancer-removed-spells-marked-pt1": "Removed spells will be marked with a r symbol so you can find it easily if you change your mind." +} diff --git a/Esper_Genesis_5E/translations/pl.json b/Esper_Genesis_5E/translations/pl.json new file mode 100644 index 0000000000..a26581dda1 --- /dev/null +++ b/Esper_Genesis_5E/translations/pl.json @@ -0,0 +1,719 @@ +{ + "skills-list": "acrobatics,astrophysics,athletics,computers,deception,insight,intimidation,investigation,lore,mechanics,medicine,perception,performance,persuasion,sleight_of_hand,stealth,survival,xenobiology", + "npc-options-u": "NPC OPTIONS", + "ship-options-u": "SHIP OPTIONS", + "name-u": "NAME", + "npc-type-u": "NPC TYPE", + "ship-type-u": "SHIP TYPE", + "npc-type-place": "Medium cyborg, any evil alignment", + "ship-type-place": "Medium ship", + "armor-class-u": "ARMOR CLASS", + "class-u": "CLASS", + "type-u": "TYPE", + "maneuver-defense-u": "MANEUVER DEFENSE", + "maneuver-save-u": "MANEUVER SAVE DC", + "abilities-u": "ABILITIES", + "npc-armor-place": "light trooper", + "hit-points-u": "HIT POINTS", + "hull-points-u": "HULL POINTS", + "formula-u": "FORMULA", + "speed-u": "SPEED", + "npc-speed-place": "30 ft., fly 60ft.", + "ship-speed-place": "6", + "piloting-u": "PILOTING BONUS (Dex Bonus + Proficiency Bonus)", + "attributes-u": "ATTRIBUTES", + "ship-attributes-u": "ATTRIBUTES (PILOT/CREW)", + "str-u": "STR", + "dex-u": "DEX", + "con-u": "CON", + "int-u": "INT", + "wis-u": "WIS", + "cha-u": "CHA", + "npcs-u": "NPC", + "ships-u": "SHIP", + "ship-dex-u": "DEX—[PILOT]", + "ship-int-u": "INT—[TECH]", + "ship-wis-u": "WIS—[TECH]", + "sensor-u": "SENSOR RANGE", + "saves-u": "SAVES", + "skills-u": "SKILLS", + "acrobatics-u": "ACROBATICS", + "mechanics-u": "MECHANICS", + "astrophysics-u": "ASTROPHYSICS", + "athletics-u": "ATHLETICS", + "deception-u": "DECEPTION", + "lore-u": "LORE", + "insight-u": "INSIGHT", + "intimidation-u": "INTIMIDATION", + "investigation-u": "INVESTIGATION", + "medicine-u": "MEDICINE", + "xenobiology-u": "XENOBIOLOGY", + "perception-u": "PERCEPTION", + "performance-u": "PERFORMANCE", + "persuasion-u": "PERSUASION", + "computers-u": "COMPUTERS", + "sleight_of_hand-u": "SLEIGHT OF HAND", + "stealth-u": "STEALTH", + "survival-u": "SURVIVAL", + "damage-vuln-u": "DAMAGE VULNERABILITIES", + "npc-dmg-vuln-place": "fire", + "ship-dmg-vuln-place": "lightning", + "damage-res-u": "DAMAGE RESISTANCES", + "npc-dmg-res-place": "cold", + "ship-dmg-res-place": "acid, fire", + "damage-imm-u": "DAMAGE IMMUNITIES", + "npc-dmg-imm-place": "lightning, thunder", + "ship-dmg-imm-place": "cold", + "cond-imm-u": "CONDITION IMMUNITIES", + "npc-cond-imm-place": "charmed", + "ship-cond-imm-place": "impaired", + "senses-u": "SENSES", + "npc-senses-place": "darkvision 120ft., passive Perception 16", + "ship-senses-place": "6", + "langs-u": "LANGUAGES", + "lang-u": "LANGUAGE", + "npc-langs-place": "Alphaline, Common, Nesieve", + "challenge-u": "CHALLENGE", + "xp-u": "XP", + "spellcast-npc-u": "ESPER NPC", + "spell-ability-u": "ESPER ABILITY", + "none-u": "NONE", + "strength-u": "STRENGTH", + "strength-save-u": "STRENGTH SAVE", + "dexterity-u": "DEXTERITY", + "dexterity-save-u": "DEXTERITY SAVE", + "constitution-u": "CONSTITUTION", + "constitution-save-u": "CONSTITUTION SAVE", + "intelligence-u": "INTELLIGENCE", + "intelligence-save-u": "INTELLIGENCE SAVE", + "wisdom-u": "WISDOM", + "wisdom-save-u": "WISDOM SAVE", + "charisma-u": "CHARISMA", + "charisma-save-u": "CHARISMA SAVE", + "spell-dc-u": "POWER DC", + "spell-atk-bonus-u": "POWER ATTACK BONUS", + "has-reaction-u": "HAS REACTIONS", + "leg-actions:-u": "LEGENDARY ACTIONS:", + "gen-opts-u": "GENERAL OPTIONS", + "npc-u": "NPC/SHIP", + "roll-queries:-u": "ROLL QUERIES:", + "always-adv": "Always Roll Advantage", + "adv-toggle": "Advantage Toggle", + "query-adv": "Query Advantage", + "never-adv": "Never Roll Advantage", + "whisp-rolls-gm:-u": "WHISPER ROLLS TO GM:", + "never-whisp": "Never Whisper Rolls", + "query-whisp": "Query Whisper", + "always-whisp": "Always Whisper Rolls", + "auto-dmg-roll:-u": "AUTO DAMAGE ROLL:", + "never-dmg": "Don't Auto Roll Damage", + "always-dmg": "Auto Roll Damage & Crit", + "ac": "Armor Class", + "hp": "Hit Points", + "hlp": "Hull Points", + "speed": "Speed", + "maneuver-defense": "Maneuver Defense", + "maneuver-save": "Maneuver Save DC", + "sensors": "Sensor Range", + "piloting": "Piloting Check", + "pilot-bonus": "Piloting Bonus", + "language-proficiencies": "Language Proficiencies:", + "skill-proficiencies": "Skill Proficiencies:", + "weapon-proficiencies": "Weapon Proficiencies", + "armor-proficiencies": "Armor Proficiencies:", + "tool-proficiencies": "Tool Proficiencies:", + "saving-throw": "Saving Throws", + "str": "Str", + "dex": "Dex", + "con": "Con", + "int": "Int", + "wis": "Wis", + "cha": "Cha", + "skills": "Skills", + "acrobatics": "Acrobatics", + "mechanics": "Mechanics", + "astrophysics": "Astrophysics", + "athletics": "Athletics", + "deception": "Deception", + "lore": "Lore", + "insight": "Insight", + "intimidation": "Intimidation", + "investigation": "Investigation", + "medicine": "Medicine", + "xenobiology": "Xenobiology", + "perception": "Perception", + "performance": "Performance", + "persuasion": "Persuasion", + "computers": "Computers", + "sleight_of_hand": "Sleight of Hand", + "stealth": "Stealth", + "survival": "Survival", + "dmg-vuln": "Damage Vulnerabilities", + "dmg-res": "Damage Resistances", + "dmg-imm": "Damage Immunities", + "cond-imm": "Condition Immunities", + "senses": "Senses", + "langs": "Languages", + "challenge": "Challenge", + "npc-trait-name-place": "False Appearance.", + "npc-trait-desc-place": "If the velbast fails...", + "actions": "Actions", + "adv": "Advantage", + "norm": "Normal", + "disadv": "Disadvantage", + "name:-u": "NAME:", + "attack-u": "ATTACK", + "type:-u": "TYPE:", + "melee": "Melee", + "ranged": "Ranged", + "range-reach:-u": "RANGE/REACH:", + "range-reach-place": "5 ft.", + "to-hit:-u": "TO HIT:", + "target:-u": "TARGET:", + "target:": "Target:", + "to-hit-place": "One target", + "on-hit:-u": "ON HIT:", + "on-hit-place": "slashing", + "on-hit2:-u": "ON HIT 2:", + "on-hit-2-place": "fire", + "hit:": "Hit: ", + "reactions": "Reactions", + "npc-repeating-name-place": "Parry.", + "npc-repeating-desc-place": "The creature adds 2 to its AC against...", + "traits": "Traits", + "features": "Features", + "spells": "Powers", + "prep-u": "PREP", + "school:-u": "DOMAIN:", + "alteration": "Alteration", + "clairsentient": "Clairsentient", + "elemental": "Elemental", + "kinesis": "Kinesis", + "metaphase": "Metaphase", + "psychogenic": "Psychogenic", + "technique": "Technique", + "ritual": "CONVENTIONAL", + "ritual-l": "conventional", + "range:-u": "RANGE:", + "range:": "Range:", + "pointcost:-u": "POINT COST:", + "pointcost:": "Point Cost:", + "spell-component-verbal": "V", + "spell-component-somatic": "S", + "spell-component-material": "M", + "spell-ritual": "R", + "spell-concentration": "C", + "ruby-dust-place": "ruby dust worth 50gp", + "concentration-u": "CONCENTRATION", + "concentration": "Concentration", + "duration:-u": "DURATION:", + "duration:": "Duration:", + "difficulty-class-abv": "DC", + "output:-u": "OUTPUT:", + "powercard-u": "POWERCARD", + "spell-atk:-u": "POWER ATTACK:", + "none": "None", + "dmg:-u": "DAMAGE:", + "dmg2:-u": "DAMAGE2:", + "healing:-u": "HEALING:", + "add-ability-mod-u": "ADD ABILITY MOD TO DAMAGE OR HEALING", + "effect:-u": "EFFECT:", + "npc-atk-effect-place": "Half damage", + "desc:-u": "DESCRIPTION:", + "at-higher-lvl:-u": "AT HIGHER RANKS:", + "at-higher-lvl": "At Higher Ranks", + "higher-lvl-cast": "Higher Rank Use", + "leg-actions": "Legendary Actions", + "leg-actions-desc": "The can take legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The regains spent legendary actions at the start of its turn.", + "atk-range-place": "5 ft.", + "atk-target-place": "One target", + "atk-dmg-type-place": "slashing", + "atk-dmg-type2-place": "fire", + "adv-u": "ADVANTAGE", + "norm-u": "NORMAL", + "disadv-u": "DISADVANTAGE", + "core-u": "CORE", + "bio-u": "BIO", + "gear-u": "GEAR", + "spells-u": "POWERS", + "feats-u": "FEATS", + "review-u": "REVIEW", + "char-name-u": "CHARACTER NAME", + "adept": "Adept", + "barbarian": "Barbarian", + "cybermancer": "Cybermancer", + "engineer": "Engineer", + "hunter": "Hunter", + "melder": "Melder", + "sentinel": "Sentinel", + "specialist": "Specialist", + "warrior": "Warrior", + "class-level-u": "CLASS & LEVEL", + "background-u": "BACKGROUND", + "background": "Background", + "race-u": "RACE", + "alignment-u": "ALIGNMENT", + "alignment": "Alignment:", + "exp-pts-u": "EXPERIENCE POINTS", + "inspiration-u": "INSPIRATION", + "prof-bonus-u": "PROFICIENCY BONUS", + "strength": "Strength", + "strength-save": "Strength Save", + "dexterity": "Dexterity", + "dexterity-save": "Dexterity Save", + "constitution": "Constitution", + "constitution-save": "Constitution Save", + "intelligence": "Intelligence", + "intelligence-save": "Intelligence Save", + "wisdom": "Wisdom", + "wisdom-save": "Wisdom Save", + "charisma": "Charisma", + "charisma-save": "Charisma Save", + "saving-throws-u": "SAVING THROWS", + "acrobatics-core": "Acrobatics (Dex)", + "mechanics-core": "Mechanics (Wis)", + "astrophysics-core": "Astrophysics (Int)", + "athletics-core": "Athletics (Str)", + "deception-core": "Deception (Cha)", + "lore-core": "Lore (Int)", + "insight-core": "Insight (Wis)", + "intimidation-core": "Intimidation (Cha)", + "investigation-core": "Investigation (Int)", + "medicine-core": "Medicine (Wis)", + "xenobiology-core": "Xenobiology (Int)", + "perception-core": "Perception (Wis)", + "performance-core": "Performance (Cha)", + "persuasion-core": "Persuasion (Cha)", + "computers-core": "Computers (Int)", + "sleight_of_hand-core": "Sleight of Hand (Dex)", + "stealth-core": "Stealth (Dex)", + "survival-core": "Survival (Wis)", + "pass-wis-u": "PASSIVE WISDOM (PERCEPTION)", + "tool-u": "TOOL", + "pro-u": "PRO", + "attr-u": "ATTRIBUTE", + "prof-bonus:-u": "PROFICIENCY BONUS:", + "prof-u": "PROFICIENT", + "proficency-u": "PROFICIENCY", + "expertise-u": "EXPERTISE", + "jack-of-all-u": "JACK OF ALL TRADES", + "attr:-u": "ATTRIBUTE:", + "tool-prof-u": "TOOL PROFICIENCIES", + "weapon-proficiencies-u": "WEAPON PROFICIENCIES", + "other-prof-langs-u": "OTHER PROFICIENCIES & LANGUAGES", + "prof-langs-u": "PROFICIENCIES & LANGUAGES", + "init": "Initiative", + "init-u": "INITIATIVE", + "hp-max-u": "Hit Point Maximum", + "hp-current-u": "CURRENT HIT POINTS", + "hp-temp-u": "TEMPORARY HIT POINTS", + "total": "Total", + "hit-dice-u": "HIT DICE", + "successes-u": "SUCCESSES", + "failures-u": "FAILURES", + "death-save-u": "DEATH SAVE", + "death-saves-u": "DEATH SAVES", + "exhaustion-setting-u": "SHOW EXHAUSTION TRACKING:", + "exhaustion-u": "EXHAUSTION LEVEL", + "exhaustion-0": "No effect", + "exhaustion-1": "Disadvantage on ability checks", + "exhaustion-2": "Speed halved", + "exhaustion-3": "Disadvantage on attack rolls and saving throws", + "exhaustion-4": "Hit point maximum halved", + "exhaustion-5": "Speed reduced to 0", + "exhaustion-6": "Death", + "atk-u": "ATK", + "dmg-type-u": "DAMAGE/TYPE", + "attack:-u": "ATTACK:", + "proficient-u": "PROFICIENT", + "range-place": "Self (60-foot cone)", + "enhanced-bonus:-u": "ENHANCED BONUS:", + "crit-range-u": "CRIT RANGE:", + "damage:-u": "DAMAGE:", + "dmg-type-place": "Slashing", + "crit:-u": "CRIT:", + "damage2:-u": "DAMAGE2:", + "saving-throw:-u": "SAVING THROW:", + "vs-dc:-u": "VS DC:", + "spell-u": "POWER", + "flat-u": "FLAT", + "save": "Save", + "save-effect:-u": "SAVE EFFECT:", + "save-effect-place": "half damage", + "ammunition:-u": "AMMUNITION:", + "ammunition-place": "Arrows", + "description:-u": "DESCRIPTION:", + "description:": "Description:", + "description-place": "Up to 2 creatures within 5 feet", + "atk-spellcasting-u": "ATTACKS & ESPER POWERS", + "copper-piece-u": "CP", + "silver-piece-u": "SP", + "electrum-piece-u": "EP", + "cubil-coin-u": "COINS", + "cubil-cred-u": "CUBIL", + "warning-armor-sets-u": "WARNING - AC IS NOT INCORRECT. UNEQUIP EXTRA ARMOR OR SHIELD FROM ITEM DETAILS.", + "item-name-u": "ITEM NAME", + "equipped-u": "EQUIPPED", + "use-as-resource-u": "USE AS A RESOURCE", + "prop:-u": "PROP:", + "mods:-u": "MODS:", + "total-weight-u": "TOTAL WEIGHT", + "immobile-u": "IMMOBILE", + "heavily-encumbered-u": "HEAVILY ENCUMBERED", + "encumbered-u": "ENCUMBERED", + "over-carrying-cap-u": "OVER CARRYING CAPACITY", + "equipment-u": "EQUIPMENT", + "personality-traits-u": "PERSONALITY TRAITS", + "ideals-u": "IDEALS", + "bonds-u": "BONDS", + "flaws-u": "FLAWS", + "class-resource-u": "CLASS RESOURCE", + "other-resource-u": "OTHER RESOURCE", + "feats-traits-u": "FEATURES & TRAITS", + "age-u": "AGE", + "size-u": "SIZE", + "size": "Size", + "height-u": "HEIGHT", + "weight-u": "WEIGHT", + "eye-u": "EYES", + "skin-u": "SKIN", + "hair-u": "HAIR", + "char-appearance-u": "CHARACTER APPEARANCE", + "char-backstory-u": "CHARACTER BACKSTORY", + "allies-orgs-u": "ALLIES & ORGANIZATIONS", + "add-feats-traits-u": "ADDITIONAL FEATURES & TRAITS", + "feat-u": "FEAT", + "treasure-u": "TREASURE", + "spell-save-dc-u": "POWER SAVE DC", + "cantrips-u": "PRIME POWERS", + "ritual-u": "CONVENTIONAL", + "casting-time:-u": "ACTIVATION TIME:", + "casting-time:": "Activation Time:", + "at-higher-lvl-dmg:-u": "HIGHER LVL CAST DMG:", + "half-dmg-place": "Half damage", + "hit-die:-u": "HIT DIE:", + "initiative-mod:-u": "INITIATIVE MODIFIER:", + "glob-saving-mod:-u": "GLOBAL SAVING THROW MODIFIER:", + "glob-ac-mod:-u": "GLOBAL ARMOR CLASS MODIFIER:", + "glob-atk-mod:-u": "GLOBAL POWER ATTACK MODIFIER:", + "pass-perc-mod:-u": "PASSIVE PERCEPTION MODIFIER:", + "death-save-mod:-u": "DEATH SAVE MODIFIER:", + "magic-caster-lvl:-u": "CHANNELER/FORGER LEVEL:", + "halfling-luck-u": "HALFLING LUCK", + "arcane-fighter-u": "JUSTICAR", + "arcane-rogue-u": "ARTIFICE", + "class-options-u": "CLASS OPTIONS ()", + "class:-u": "CLASS:", + "subclass:-u": "SUBCLASS:", + "race:-u": "RACE:", + "subrace:-u": "SUBRACE:", + "subrace": "Subrace:", + "subrace-ability-increase": "Subrace Ability Score Increase:", + "2nd-class:-u": "2ND CLASS:", + "lvl:-u": "LEVEL:", + "3rd-class:-u": "3RD CLASS:", + "4th-class:-u": "4TH CLASS:", + "mutliclass-opts-u": "MULTICLASS OPTIONS", + "use-cust-class-u": "USE CUSTOM CLASS", + "class-name:-u": "CLASS NAME:", + "spellcasting-ability:-u": "ESPER ABILITY:", + "spell-slots:-u": "POWER SLOTS:", + "spell-full-u": "FULL (Adept, Engineer, Melder)", + "spell-half-u": "HALF (Hunter, Sentinel)", + "spell-third-u": "THIRD (Artifice, Justicar)", + "tech-slots-u": "TECH SLOTS", + "esper-powers-u": "ESPER POWERS", + "tp-max-u": "Talent Point Maximum", + "tp-current-u": "TALENT POINTS REMAINING", + "talent-slots-label": "TALENT SLOTS (Cybermancer)", + "talent-slots-u": "Max Talent Slots", + "used-talent-slots": "Slots Remaining", + "em_available": "Gained?", + "em_used": "Used", + "esper-mastery-u": "ESPER MASTERY", + "max-rank-u": "Rank", + "cust-class-opts": "CUSTOM CLASS OPTIONS", + "normal": "Normal", + "expirtise": "Expertise", + "skill-opts-u": "SKILL OPTIONS", + "version": "v", + "always-roll-adv": "Always Roll Advantage", + "toggle-roll-adv": "Advantage Toggle", + "query-roll-adv": "Query Advantage", + "never-roll-adv": "Never Roll Advantage", + "never-whisper-roll": "Never Whisper Rolls", + "query-whisper-roll": "Query Whisper", + "always-whisper-roll": "Always Whisper Rolls", + "never-roll-dmg": "Don't Auto Roll Damage", + "always-roll-dmg": "Auto Roll Damage & Crit", + "add-char-to-templates:-u": "ADD CHARACTER NAME TO TEMPLATES:", + "on": "On", + "off": "Off", + "inventory:-u": "INVENTORY:", + "compendium-compatible": "Compendium Compatible", + "simple": "Simple", + "encumbrance:-u": "ENCUMBRANCE:", + "ammo-tracking:-u": "AMMO TRACKING:", + "general-opts-u": "GENERAL OPTIONS", + "transition-text": "Clicking one of the images below will reformat the data from your current sheet to this sheet. These changes are permanent and cannot be undone.", + "transition-text-highlight": "Please make a copy of your game before you use this tool.", + "choose-sheet-transfer": "CHOOSE THE SHEET YOU ARE TRANSFERING FROM", + "community-sheet-u": "COMMUNITY SHEET", + "shaped-sheet-u": "SHAPED SHEET", + "transition-opts-u": "TRANSITION OPTIONS", + "portions-sheet-utilize": "Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https://wiki.roll20.net/SRD_5.0_OGL_License", + "api-required-title": "Try it now with easy one click API installation available with your Pro subscription.", + "api-required-u": "(API REQUIRED)", + "spell_dc_mod:-u": "POWER SAVE DC MOD:", + "custom_ac:-u": "CUSTOM AC:", + "npc-info": "The NPC option sets new characters to default to the NPC card style sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely representing non player characters.", + "npc-pc": "NPC/PC", + "roll-queries-info": "D20 Rolls output according to this option. Always Roll Advantage is the default setting and will roll two D20 on every roll in case of advantage. The expectation is that if there is no advantage or disadvantage you use the left most result. The Advantage Toggle option adds three new buttons to the top of the sheet so that you can toggle advantage on a case by case basis. Query Advantage gives you a prompt every roll asking if the roll has advantage. Never Roll Advantage always rolls a single D20 on any given roll, expecting the player to roll a second time in case of advantage or disadvantage.", + "whisp-rolls-gm-info": "All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.", + "auto-dmg-roll-info": "By default, attack damage rolls are not rolled until the hit is confirmed. Damage is rolled from the chat roll template by clicking on the name of the attack in the right hand bar, which then displays the damage. The default method is compatible with 3D dice. Optionally, you can choose to have the Auto Roll Damage & Crit option which will roll damage and critical hit dice at the same time of the attack, presenting all possible outcomes at the time of the attack.", + "add-char-to-templates-info": "Character names are not added to the roll template by default, and are only displayed as normal in the chat tab as the player/character selected as 'Speaking As'. Turning this option on adds the character making the roll's name to the template, useful for players representing multiple characters.", + "inventory-info": "Character Inventories default to the complex style that is compatible with the Roll20 5E Compendium. This includes granular item amounts/weights, weight and encumbrance tracking, sorting, AC calculations, automatic attack generation, and more. The Simple option provides a text field for item lists for players who want more manual control over the sheet.", + "encumbrance-info": "The sheet uses the variant encumbrance rules on page 160 of the Core Manual. The Off option disables the variant rules and only uses a basic over-limit inventory weight check.", + "ammo-tracking-info": "Provides automatic ammo tracking with the 5th Edition OGL by Roll20 Companion API Script.", + "dungeons-and-dragons-styling": "DUNGEONS AND DRAGONS STYLING", + "dungeons-and-dragons-styling-info": "Turns on Dungeons and Dragons styling for both the character sheet and roll templates. This setting is automatically applied to all character sheets and cannot be selectively used.", + "cd-bar1-value:-u": "BAR 1 VALUE:", + "cd-bar1-max:-u": "BAR 1 MAX:", + "cd-bar1-link:-u": "BAR 1 LINK:", + "cd-bar1-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 1's value to this attribute.", + "cd-bar1-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 1's max to this attribute.", + "cd-bar1-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 1's value to this attribute. If set this will override all other bar settings.", + "cd-bar2-value:-u": "BAR 2 VALUE:", + "cd-bar2-max:-u": "BAR 2 MAX:", + "cd-bar2-link:-u": "BAR 2 LINK:", + "cd-bar2-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 2's value to this attribute.", + "cd-bar2-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 2's max to this attribute.", + "cd-bar2-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 2's value to this attribute. If set this will override all other bar settings.", + "cd-bar3-value:-u": "BAR 3 VALUE:", + "cd-bar3-max:-u": "BAR 3 MAX:", + "cd-bar3-link:-u": "BAR 3 LINK:", + "cd-bar3-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 3's value to this attribute.", + "cd-bar3-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 3's max to this attribute.", + "cd-bar3-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 3's value to this attribute. If set this will override all other bar settings.", + "npc-name-in-rolls:-u": "NPC NAME IN ROLLS:", + "ship-name-in-rolls:-u": "SHIP NAME IN ROLLS:", + "show": "Show", + "hide": "Hide", + "npc-name-in-rolls-desc:-u": "In NPC roll results, show or hide the name of the NPC in the roll result card.", + "ship-name-in-rolls-desc:-u": "In SHIP roll results, show or hide the name of the SHIP in the roll result card.", + "public:-u": "PUBLIC", + "to-gm:-u": "TO GM", + "toggle-roll-whisper": "Whisper Toggle", + "attribute-opts-u": "ATTRIBUTE OPTIONS", + "save-opts-u": "SAVE OPTIONS", + "by-level": "By Level (Default)", + "prof-die": "Proficiency Die (DMG)", + "custom": "Custom", + "core-die-roll:-u": "CORE DIE ROLL:", + "has-attack-u": "HAS AN ATTACK", + "variant-phb": "Variant (Core M. p160)", + "carrying-capacity-mod:-u": "CARRYING CAPACITY MODIFIER:", + "armor-class-tracking:-u": "ARMOR CLASS TRACKING:", + "automatic": "Automatic", + "cantrip-progression:-u": "PRIME PROGRESSION", + "cantrip-dice-u": "PRIME DICE", + "cantrip-beam-u": "PRIME BEAM", + "slots_total-u": "SLOTS TOTAL", + "slots_remaining-u": "SLOTS REMAINING", + "level-calculations:-u": "AUTO LEVEL CALCULATIONS:", + "spell_slot_modifiers-u": "TECH SLOT MODIFIERS", + "lvl-u": "RANK", + "include_spell_desc:-u": "INCLUDE POWER DESCRIPTION IN ATTACK:", + "token_size-u": "TOKEN SIZE", + "add-dex-tiebreaker-u": "ADD DEX TIEBREAKER TO INITIATIVE", + "initiative-style:-u": "INITIATIVE STYLE:", + "query-attr-u": "QUERY ATTRIBUTE", + "custom-skills-u": "CUSTOM SKILLS", + "weapon-u": "WEAPON", + "armor-u": "ARMOR", + "other-u": "OTHER", + "source:-u": "SOURCE:", + "source-type:-u": "SOURCE TYPE:", + "racial": "Species", + "class": "Class", + "feat": "Feat", + "feats": "Feats", + "other": "Other", + "partial": "Partial", + "show_all": "Show All", + "cr_only": "C&R Only", + "spell-icons:-u": "POWER ICONS:", + "custom-pb:-u": "CUSTOM PROFICIENCY BONUS:", + "show-global-attack-field-u": "SHOW GLOBAL ATTACK MODIFIER FIELD", + "show-global-damage-field-u": "SHOW GLOBAL DAMAGE MODIFIER FIELD", + "show-global-save-field-u": "SHOW GLOBAL SAVE MODIFIER FIELD", + "show-global-skill-field-u": "SHOW GLOBAL SKILL MODIFIER FIELD", + "global-attack-u": "GLOBAL ATTACK MODIFIER", + "global-damage-u": "GLOBAL DAMAGE MODIFIER", + "global-save-u": "GLOBAL SAVE MODIFIER", + "global-skill-u": "GLOBAL SKILL MODIFIER", + "global-damage": "Global Damage Modifier", + "core-die-roll-info": "Changing the core die will replace the normal 1d20 made with almost all rolls with a randomizer of your choice, such as 2d10 or 3d6.", + "pb-type-info": "By default, the character's Proficiency Bonus will be automatically calculated based off of their total level as is the standard method in the Core Manual. The Proficiency Die option supports the alternate method outlined in the DMG where, instead of a flat bonus, a die is rolled instead. The Custom option allows you to replace the PB with anything of your choosing.", + "global-save-info": "Creates a custom global save modifier field, underneath the SAVING THROWS section of the character sheet. Anything put there will be applied to any save roll. Perfect for regular but not permanent bonuses like the Sensory Boost power.", + "global-skill-info": "Creates a custom global skill modifier field, underneath the SKILLS section of the character sheet. Anything put there will be applied to any save roll. Perfect for regular but not permanent bonuses like the Amplify Ability power.", + "global-attack-info": "Creates a custom global attack modifier field, underneath the ATTACKS AND ESPER POWERS section of the character sheet. Anything put there will be applied to any attack to-hit roll. Perfect for regular but not permanent bonuses to attack like the Sensory Boost power.", + "global-damage-info": "Creates a custom global damage modifier field, underneath the ATTACKS AND ESPER POWERS section of the character sheet. Anything put there will be applied to any attack damage roll. Perfect for regular but not permanent bonuses to damage like the Deft Strike ability.", + "auto-level-calc-info": "By default changing character levels will automatically set spell slots and hit dice. Changing this setting to off prevents this behavior.", + "simple-traits-info": "Character FEATURES AND TRAITS section defaults to the complex style that is compatible with the Roll20 5E Compendium. The Simple option provides a text field for players who want more manual control over the sheet.", + "simple-proficiencies-info": "Character OTHER PROFICIENCIES & LANGUAGES section defaults to the complex style that is compatible with the Roll20 5E Compendium. The Simple option provides a text field for players who want more manual control over the sheet.", + "init-tiebreaker-info": "Adds the character's dexterity score as a decimal to the end of the initiative bonus for purposes of breaking ties.", + "b-custom-info": "When the Proficiency Bonus type is set to Custom, the character sheet will use this value for the character's Proficiency Bonus.", + "footer-wiki-link": "This sheet was created from the 5th Edition OGL character sheet by Roll20. For game information, visit http://espergenesis.com", + "accepting-drop-u": "ACCEPTING DROP FROM COMPENDIUM", + "are_you_sure": "Are you sure you want to turn this character into a ", + "yes": "Yes", + "next": "Next", + "cancel": "Cancel", + "cancel-u": "CANCEL", + "choose": "Choose", + "innate:-u": "INNATE:", + "mod:-u": "MOD:", + "hpmods:-u": "HP MODIFIERS:", + "charmancer-welcome": "Welcome to the Charactermancer!", + "charmancer-what-is": "The Charactermancer is a step-by-step process that makes building a character simple and streamlined. Changes are saved as you progress, but the character sheet is only updated when the Charactermancer has been completed.", + "get-started": "Get started by clicking Next.", + "opt-out-u": "OPT OUT", + "charmancer-compendium": "Your Compendium Awaits.", + "charmancer-compendium-detail": "The Charactermancer currently supports Dungeons & Dragons 5th Edition SRD and the Player's Handbook. You can add the Player's Handbook to your compendium in the Marketplace, or the game owner can share their compendium with everyone in the game.", + "charmancer-choose-race": "Choose a Race:", + "charmancer-custom-race-name": "Custom Race Name:", + "charmancer-custom-subclass-name:": "Custom sublass Name:", + "charmancer-additional-cantrips": "Additional Cantrips", + "charmancer-additional-lvl-1-spells": "Additional Level 1 Spells", + "suggested-abilities": "Suggested Abilities: ", + "class-spellcasting": "Class Spellcasting Ability: ", + "ability-score-increase": "Ability Score Increase:", + "lawful-good": "Lawful Good", + "neutral-good": "Neutral Good", + "chaotic-good": "Chaotic Good", + "lawful-neutral": "Lawful Neutral", + "neutral": "Neutral", + "chaotic-neutral": "Chaotic Neutral", + "lawful-evil": "Lawful Evil", + "neutral-evil": "Neutral Evil", + "chaotic-evil": "Chaotic Evil", + "tiny": "Tiny", + "small": "Small", + "medium": "Medium", + "large": "Large", + "huge": "Huge", + "age": "Age:", + "gargantuan": "Gargantuan", + "step1-equipment": "Step 5: Equipment", + "equipment-from-background": "Equipment from Background", + "equipment-from-class": "Equipment from Class", + "class-equipment": "Class Equipment", + "starting-wealth": "Starting Wealth (Core)", + "starting-cubil:": "Starting Cubil:", + "no_class_warning-u": "NO CLASS HAS BEEN SELECTED OR SELECTED CLASS DOES NOT HAVE STANDARD EQUIPMENT. CLASS EQUIPMENT CANNOT BE CHOSEN AT THIS TIME.", + "standard-array": "Standard Array", + "roll-for-stats": "Roll for Stats", + "standard-roll": "Roll 4d6, drop lowest", + "charmancer-cancel-heading": "Where would you like to go, traveler?", + "continue-charmancer": "Continue Charactermancer", + "save_progress_and_exit": "Save and Exit", + "cancel_charactermancer": "Discard and exit", + "charmancer-discard-warning": "Discard and Exit will cause all choices to be lost.", + "mancer-opts-u": "CHARACTERMANCER OPTIONS", + "relaunch-lvl1mancer-u": "LAUNCH LEVEL 1 CHARACTERMANCER (CANNOT BE UNDONE)", + "point-buy": "Point Buy", + "available-points:": "Available Points: ", + "equipment-choice-text": "How would you like to choose your equipment?", + "charmancer-start": "Start", + "clear-abilities": "Clear Assignment", + "use-charactermancer-for-new:-u": "USE LEVEL 1 CHARACTERMANCER FOR NEW CHARACTERS:", + "use-charactermancer-for-new-info": "With this option enabled all new characters will open with the Level 1 Roll20 Charactermancer. Disabling this option will start new characters directly on the character sheet disabling the Level 1 Charactermancer, which can still be manually run from the Settings tab of the character sheet.", + "feat-pre-check": "Look carefully! Prerequisites are not checked automatically.", + "stats-rolled-hint": "We rolled your dice! Check the chat window to view your results in detail. Assign the results below to your preferred attributes:", + "return-to:": "Return to: ", + "do_you_want_mancer": "How do you want to create this character?", + "no": "No", + "global-ac-u": "GLOBAL AC MODIFIER", + "show-global-ac-field-u": "SHOW GLOBAL AC MODIFIER FIELD", + "warning-customac-u": "ATTENTION - CUSTOM AC IS NOT BEING USED. TO USE CUSTOM AC, UNEQUIP ARMOR.", + "manual": "Edit sheet directly", + "npc-new": "Create an NPC", + "mancer-confirm-yes": "Use the Charactermancer", + "allow-shields-u": "ALLOW SHIELDS?", + "levels-u": "LEVELS", + "features-u": "FEATURES", + "asi-u": "ABILITY SCORE INCREASE / FEATS", + "charmancer-leveler-what-is": "The Charactermancer is a step-by-step process that makes leveling up a character simple and streamlined. Changes are saved as you progress, but the character sheet is only updated when the Charactermancer has been completed.", + "charmancer-leveler-level-info1": "Your existing class levels have been pre-populated for you. By default your primary class has been set to be increased by one level. You can change how many levels to increase below, as well as adding a new multiclass.", + "charmancer-leveler-level-info2": "In each class section you'll have the option to take the average number of hit points or to roll randomly, choose class features for the levels you're advancing, and choose your subclass if appropriate.", + "charmancer-leveler-spells-info": "Listed here are the current spells your character already knows. If you gained access to more spells during your advancement you will be able to select them below. Check next to the spells you wish to learn. The Charactermancer will help you pick the right number of spells and from the correct list. If your class has the option to swap out spells, you can do so by unselecting currently known spells which will allow you to select new ones in their place.", + "total-level-u": "TOTAL LEVEL", + "main-class-level-u": "MAIN CLASS LEVEL", + "class-2-level-u": "CLASS 2 LEVEL", + "class-3-level-u": "CLASS 3 LEVEL", + "class-4-level-u": "CLASS 4 LEVEL", + "levels:-u": "LEVELS:", + "warning-leveler_start-u": "ATTENTION - YOU CANNOT LAUNCH THE CHARACTERMANCER LEVEL UP UNTIL YOU HAVE A CLASS, LEVEL, AND HP SET FOR LEVEL ONE. PLEASE RUN THE CHARACTERMANCER CREATOR FIRST. THE LEVEL UP TOOL DOESN'T WORK WITH CUSTOM CLASSES OR IF THE MULTICLASS OPTIONS ARE SET UP INCORRECTLY.", + "charmancer-leveler-custom-class-warning": "The Level Up tool does not support custom classes at this time.", + "charmancer-welcome-lp": "Welcome to Charactermancer Level Up!", + "charmancer-leveler-what-is-lp": "Look at you, with all that experience. Now it's time to claim your reward. You'll walk through the step-by-step process to make a few decisions, and your character will be at the next level in no time. Changes are saved as you move through the process, but if you change your mind, you'll need to revisit the steps and choices that come after.", + "charmancer-compendium-detail-lp": "The Charactermancer currently supports Dungeons & Dragons 5th Edition SRD, Player's Handbook, and Guildmasters' Guide to Ravnica. Xanathar's Guide to Everything will be supported in the coming weeks. You can add the Player's Handbook and Guildmasters' Guide to Ravnica to your compendium in the Marketplace, or the game owner can share their compendium with everyone in the game.", + "roll:-u": "ROLL:", + "roll": "Roll", + "prerequisite:": "Prerequisite:", + "back": "BACK", + "back-to-top": "Back to Top", + "choose-a-class:": "Choose a Class:", + "custom-class-name:": "Custom Class Name", + "charmancer-class-features:": "Class Features: ", + "charmancer-subclass-features:": "Subclass Features:", + "hit-die:": "Hit Die:", + "average": "Average", + "hp-u": "HP", + "saving-throw-proficiency": "Saving Throw Proficiency", + "armor": "Armor", + "equipment": "Equipment:", + "language": "Language", + "skill": "Skill", + "tool": "Tool", + "weapon": "Weapon", + "add-another-feature": "Add Another Feature", + "add-another-proficiency": "Add Another Proficiency", + "innate-spellcasting:": "Innate Powers:", + "spellcasting-ability": "Esper Ability:", + "number-of-cantrips": "Number of Primes:", + "number-of-lvl-1-spells": "Number of Level 1 Spells:", + "spell-list": "Powers List:", + "done": "Done", + "ability-score-method": "Ability Score Method:", + "select-your-choices": "Select Your Choices:", + "input-your-scores": "Input Your Scores:", + "choose-background": "Choose a Background:", + "personality-traits": "Personality Traits", + "ideal": "Ideal", + "bond": "Bond", + "flaw": "Flaw", + "you-have-chosen-starting-cubil": "You have chosen starting cubil and do not get equipment from your background.", + "you-have-created-custom-class": "You have created a custom class; you can add equipment to the character sheet after you have finished the Charactermancer.", + "arcane-is-mystery": "Cosmic forces are a mystery to you.", + "your-character-dont-have-spells-this-lvl": "Your character doesn't have powers at this level. Click “Next” to review your character!", + "charmancer-a-feat-represents": "A feat represents accomplishment, grit, determination, and expertise. It is the reward for hard work.", + "you-really-havent-done": "You really haven't done that much yet", + "review-your-choices": "Review your choices:", + "race": "Race", + "abilities": "Abilities", + "bio": "Bio", + "name-background": "Name:", + "building-your-character": "Building your character...", + "charmancer-only-choice-left-is-on-or": "The only choice left is to press on or turn back. If you're editing an existing character, all your existing data will be lost into the void when you apply your changes.", + "apply-changes": "Apply Changes", + "pick-your-equipment": "Pick your equipment", + "you-havent-chosen-background": "You have not yet selected a background.", + "you-havent-selected-class": "You have not yet selected a class.", + "ability-score": "Ability Score", + "you-can-increase-two-abilites": "You can increase two of your abilities by 1, or one of your abilities by 2", + "before-leveling": "Before Leveling", + "after-leveling": "After Leveling", + "charmancer-removed-spells-marked-pt1": "Removed spells will be marked with a r symbol so you can find it easily if you change your mind." +} diff --git a/Esper_Genesis_5E/translations/pt.json b/Esper_Genesis_5E/translations/pt.json new file mode 100644 index 0000000000..a26581dda1 --- /dev/null +++ b/Esper_Genesis_5E/translations/pt.json @@ -0,0 +1,719 @@ +{ + "skills-list": "acrobatics,astrophysics,athletics,computers,deception,insight,intimidation,investigation,lore,mechanics,medicine,perception,performance,persuasion,sleight_of_hand,stealth,survival,xenobiology", + "npc-options-u": "NPC OPTIONS", + "ship-options-u": "SHIP OPTIONS", + "name-u": "NAME", + "npc-type-u": "NPC TYPE", + "ship-type-u": "SHIP TYPE", + "npc-type-place": "Medium cyborg, any evil alignment", + "ship-type-place": "Medium ship", + "armor-class-u": "ARMOR CLASS", + "class-u": "CLASS", + "type-u": "TYPE", + "maneuver-defense-u": "MANEUVER DEFENSE", + "maneuver-save-u": "MANEUVER SAVE DC", + "abilities-u": "ABILITIES", + "npc-armor-place": "light trooper", + "hit-points-u": "HIT POINTS", + "hull-points-u": "HULL POINTS", + "formula-u": "FORMULA", + "speed-u": "SPEED", + "npc-speed-place": "30 ft., fly 60ft.", + "ship-speed-place": "6", + "piloting-u": "PILOTING BONUS (Dex Bonus + Proficiency Bonus)", + "attributes-u": "ATTRIBUTES", + "ship-attributes-u": "ATTRIBUTES (PILOT/CREW)", + "str-u": "STR", + "dex-u": "DEX", + "con-u": "CON", + "int-u": "INT", + "wis-u": "WIS", + "cha-u": "CHA", + "npcs-u": "NPC", + "ships-u": "SHIP", + "ship-dex-u": "DEX—[PILOT]", + "ship-int-u": "INT—[TECH]", + "ship-wis-u": "WIS—[TECH]", + "sensor-u": "SENSOR RANGE", + "saves-u": "SAVES", + "skills-u": "SKILLS", + "acrobatics-u": "ACROBATICS", + "mechanics-u": "MECHANICS", + "astrophysics-u": "ASTROPHYSICS", + "athletics-u": "ATHLETICS", + "deception-u": "DECEPTION", + "lore-u": "LORE", + "insight-u": "INSIGHT", + "intimidation-u": "INTIMIDATION", + "investigation-u": "INVESTIGATION", + "medicine-u": "MEDICINE", + "xenobiology-u": "XENOBIOLOGY", + "perception-u": "PERCEPTION", + "performance-u": "PERFORMANCE", + "persuasion-u": "PERSUASION", + "computers-u": "COMPUTERS", + "sleight_of_hand-u": "SLEIGHT OF HAND", + "stealth-u": "STEALTH", + "survival-u": "SURVIVAL", + "damage-vuln-u": "DAMAGE VULNERABILITIES", + "npc-dmg-vuln-place": "fire", + "ship-dmg-vuln-place": "lightning", + "damage-res-u": "DAMAGE RESISTANCES", + "npc-dmg-res-place": "cold", + "ship-dmg-res-place": "acid, fire", + "damage-imm-u": "DAMAGE IMMUNITIES", + "npc-dmg-imm-place": "lightning, thunder", + "ship-dmg-imm-place": "cold", + "cond-imm-u": "CONDITION IMMUNITIES", + "npc-cond-imm-place": "charmed", + "ship-cond-imm-place": "impaired", + "senses-u": "SENSES", + "npc-senses-place": "darkvision 120ft., passive Perception 16", + "ship-senses-place": "6", + "langs-u": "LANGUAGES", + "lang-u": "LANGUAGE", + "npc-langs-place": "Alphaline, Common, Nesieve", + "challenge-u": "CHALLENGE", + "xp-u": "XP", + "spellcast-npc-u": "ESPER NPC", + "spell-ability-u": "ESPER ABILITY", + "none-u": "NONE", + "strength-u": "STRENGTH", + "strength-save-u": "STRENGTH SAVE", + "dexterity-u": "DEXTERITY", + "dexterity-save-u": "DEXTERITY SAVE", + "constitution-u": "CONSTITUTION", + "constitution-save-u": "CONSTITUTION SAVE", + "intelligence-u": "INTELLIGENCE", + "intelligence-save-u": "INTELLIGENCE SAVE", + "wisdom-u": "WISDOM", + "wisdom-save-u": "WISDOM SAVE", + "charisma-u": "CHARISMA", + "charisma-save-u": "CHARISMA SAVE", + "spell-dc-u": "POWER DC", + "spell-atk-bonus-u": "POWER ATTACK BONUS", + "has-reaction-u": "HAS REACTIONS", + "leg-actions:-u": "LEGENDARY ACTIONS:", + "gen-opts-u": "GENERAL OPTIONS", + "npc-u": "NPC/SHIP", + "roll-queries:-u": "ROLL QUERIES:", + "always-adv": "Always Roll Advantage", + "adv-toggle": "Advantage Toggle", + "query-adv": "Query Advantage", + "never-adv": "Never Roll Advantage", + "whisp-rolls-gm:-u": "WHISPER ROLLS TO GM:", + "never-whisp": "Never Whisper Rolls", + "query-whisp": "Query Whisper", + "always-whisp": "Always Whisper Rolls", + "auto-dmg-roll:-u": "AUTO DAMAGE ROLL:", + "never-dmg": "Don't Auto Roll Damage", + "always-dmg": "Auto Roll Damage & Crit", + "ac": "Armor Class", + "hp": "Hit Points", + "hlp": "Hull Points", + "speed": "Speed", + "maneuver-defense": "Maneuver Defense", + "maneuver-save": "Maneuver Save DC", + "sensors": "Sensor Range", + "piloting": "Piloting Check", + "pilot-bonus": "Piloting Bonus", + "language-proficiencies": "Language Proficiencies:", + "skill-proficiencies": "Skill Proficiencies:", + "weapon-proficiencies": "Weapon Proficiencies", + "armor-proficiencies": "Armor Proficiencies:", + "tool-proficiencies": "Tool Proficiencies:", + "saving-throw": "Saving Throws", + "str": "Str", + "dex": "Dex", + "con": "Con", + "int": "Int", + "wis": "Wis", + "cha": "Cha", + "skills": "Skills", + "acrobatics": "Acrobatics", + "mechanics": "Mechanics", + "astrophysics": "Astrophysics", + "athletics": "Athletics", + "deception": "Deception", + "lore": "Lore", + "insight": "Insight", + "intimidation": "Intimidation", + "investigation": "Investigation", + "medicine": "Medicine", + "xenobiology": "Xenobiology", + "perception": "Perception", + "performance": "Performance", + "persuasion": "Persuasion", + "computers": "Computers", + "sleight_of_hand": "Sleight of Hand", + "stealth": "Stealth", + "survival": "Survival", + "dmg-vuln": "Damage Vulnerabilities", + "dmg-res": "Damage Resistances", + "dmg-imm": "Damage Immunities", + "cond-imm": "Condition Immunities", + "senses": "Senses", + "langs": "Languages", + "challenge": "Challenge", + "npc-trait-name-place": "False Appearance.", + "npc-trait-desc-place": "If the velbast fails...", + "actions": "Actions", + "adv": "Advantage", + "norm": "Normal", + "disadv": "Disadvantage", + "name:-u": "NAME:", + "attack-u": "ATTACK", + "type:-u": "TYPE:", + "melee": "Melee", + "ranged": "Ranged", + "range-reach:-u": "RANGE/REACH:", + "range-reach-place": "5 ft.", + "to-hit:-u": "TO HIT:", + "target:-u": "TARGET:", + "target:": "Target:", + "to-hit-place": "One target", + "on-hit:-u": "ON HIT:", + "on-hit-place": "slashing", + "on-hit2:-u": "ON HIT 2:", + "on-hit-2-place": "fire", + "hit:": "Hit: ", + "reactions": "Reactions", + "npc-repeating-name-place": "Parry.", + "npc-repeating-desc-place": "The creature adds 2 to its AC against...", + "traits": "Traits", + "features": "Features", + "spells": "Powers", + "prep-u": "PREP", + "school:-u": "DOMAIN:", + "alteration": "Alteration", + "clairsentient": "Clairsentient", + "elemental": "Elemental", + "kinesis": "Kinesis", + "metaphase": "Metaphase", + "psychogenic": "Psychogenic", + "technique": "Technique", + "ritual": "CONVENTIONAL", + "ritual-l": "conventional", + "range:-u": "RANGE:", + "range:": "Range:", + "pointcost:-u": "POINT COST:", + "pointcost:": "Point Cost:", + "spell-component-verbal": "V", + "spell-component-somatic": "S", + "spell-component-material": "M", + "spell-ritual": "R", + "spell-concentration": "C", + "ruby-dust-place": "ruby dust worth 50gp", + "concentration-u": "CONCENTRATION", + "concentration": "Concentration", + "duration:-u": "DURATION:", + "duration:": "Duration:", + "difficulty-class-abv": "DC", + "output:-u": "OUTPUT:", + "powercard-u": "POWERCARD", + "spell-atk:-u": "POWER ATTACK:", + "none": "None", + "dmg:-u": "DAMAGE:", + "dmg2:-u": "DAMAGE2:", + "healing:-u": "HEALING:", + "add-ability-mod-u": "ADD ABILITY MOD TO DAMAGE OR HEALING", + "effect:-u": "EFFECT:", + "npc-atk-effect-place": "Half damage", + "desc:-u": "DESCRIPTION:", + "at-higher-lvl:-u": "AT HIGHER RANKS:", + "at-higher-lvl": "At Higher Ranks", + "higher-lvl-cast": "Higher Rank Use", + "leg-actions": "Legendary Actions", + "leg-actions-desc": "The can take legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The regains spent legendary actions at the start of its turn.", + "atk-range-place": "5 ft.", + "atk-target-place": "One target", + "atk-dmg-type-place": "slashing", + "atk-dmg-type2-place": "fire", + "adv-u": "ADVANTAGE", + "norm-u": "NORMAL", + "disadv-u": "DISADVANTAGE", + "core-u": "CORE", + "bio-u": "BIO", + "gear-u": "GEAR", + "spells-u": "POWERS", + "feats-u": "FEATS", + "review-u": "REVIEW", + "char-name-u": "CHARACTER NAME", + "adept": "Adept", + "barbarian": "Barbarian", + "cybermancer": "Cybermancer", + "engineer": "Engineer", + "hunter": "Hunter", + "melder": "Melder", + "sentinel": "Sentinel", + "specialist": "Specialist", + "warrior": "Warrior", + "class-level-u": "CLASS & LEVEL", + "background-u": "BACKGROUND", + "background": "Background", + "race-u": "RACE", + "alignment-u": "ALIGNMENT", + "alignment": "Alignment:", + "exp-pts-u": "EXPERIENCE POINTS", + "inspiration-u": "INSPIRATION", + "prof-bonus-u": "PROFICIENCY BONUS", + "strength": "Strength", + "strength-save": "Strength Save", + "dexterity": "Dexterity", + "dexterity-save": "Dexterity Save", + "constitution": "Constitution", + "constitution-save": "Constitution Save", + "intelligence": "Intelligence", + "intelligence-save": "Intelligence Save", + "wisdom": "Wisdom", + "wisdom-save": "Wisdom Save", + "charisma": "Charisma", + "charisma-save": "Charisma Save", + "saving-throws-u": "SAVING THROWS", + "acrobatics-core": "Acrobatics (Dex)", + "mechanics-core": "Mechanics (Wis)", + "astrophysics-core": "Astrophysics (Int)", + "athletics-core": "Athletics (Str)", + "deception-core": "Deception (Cha)", + "lore-core": "Lore (Int)", + "insight-core": "Insight (Wis)", + "intimidation-core": "Intimidation (Cha)", + "investigation-core": "Investigation (Int)", + "medicine-core": "Medicine (Wis)", + "xenobiology-core": "Xenobiology (Int)", + "perception-core": "Perception (Wis)", + "performance-core": "Performance (Cha)", + "persuasion-core": "Persuasion (Cha)", + "computers-core": "Computers (Int)", + "sleight_of_hand-core": "Sleight of Hand (Dex)", + "stealth-core": "Stealth (Dex)", + "survival-core": "Survival (Wis)", + "pass-wis-u": "PASSIVE WISDOM (PERCEPTION)", + "tool-u": "TOOL", + "pro-u": "PRO", + "attr-u": "ATTRIBUTE", + "prof-bonus:-u": "PROFICIENCY BONUS:", + "prof-u": "PROFICIENT", + "proficency-u": "PROFICIENCY", + "expertise-u": "EXPERTISE", + "jack-of-all-u": "JACK OF ALL TRADES", + "attr:-u": "ATTRIBUTE:", + "tool-prof-u": "TOOL PROFICIENCIES", + "weapon-proficiencies-u": "WEAPON PROFICIENCIES", + "other-prof-langs-u": "OTHER PROFICIENCIES & LANGUAGES", + "prof-langs-u": "PROFICIENCIES & LANGUAGES", + "init": "Initiative", + "init-u": "INITIATIVE", + "hp-max-u": "Hit Point Maximum", + "hp-current-u": "CURRENT HIT POINTS", + "hp-temp-u": "TEMPORARY HIT POINTS", + "total": "Total", + "hit-dice-u": "HIT DICE", + "successes-u": "SUCCESSES", + "failures-u": "FAILURES", + "death-save-u": "DEATH SAVE", + "death-saves-u": "DEATH SAVES", + "exhaustion-setting-u": "SHOW EXHAUSTION TRACKING:", + "exhaustion-u": "EXHAUSTION LEVEL", + "exhaustion-0": "No effect", + "exhaustion-1": "Disadvantage on ability checks", + "exhaustion-2": "Speed halved", + "exhaustion-3": "Disadvantage on attack rolls and saving throws", + "exhaustion-4": "Hit point maximum halved", + "exhaustion-5": "Speed reduced to 0", + "exhaustion-6": "Death", + "atk-u": "ATK", + "dmg-type-u": "DAMAGE/TYPE", + "attack:-u": "ATTACK:", + "proficient-u": "PROFICIENT", + "range-place": "Self (60-foot cone)", + "enhanced-bonus:-u": "ENHANCED BONUS:", + "crit-range-u": "CRIT RANGE:", + "damage:-u": "DAMAGE:", + "dmg-type-place": "Slashing", + "crit:-u": "CRIT:", + "damage2:-u": "DAMAGE2:", + "saving-throw:-u": "SAVING THROW:", + "vs-dc:-u": "VS DC:", + "spell-u": "POWER", + "flat-u": "FLAT", + "save": "Save", + "save-effect:-u": "SAVE EFFECT:", + "save-effect-place": "half damage", + "ammunition:-u": "AMMUNITION:", + "ammunition-place": "Arrows", + "description:-u": "DESCRIPTION:", + "description:": "Description:", + "description-place": "Up to 2 creatures within 5 feet", + "atk-spellcasting-u": "ATTACKS & ESPER POWERS", + "copper-piece-u": "CP", + "silver-piece-u": "SP", + "electrum-piece-u": "EP", + "cubil-coin-u": "COINS", + "cubil-cred-u": "CUBIL", + "warning-armor-sets-u": "WARNING - AC IS NOT INCORRECT. UNEQUIP EXTRA ARMOR OR SHIELD FROM ITEM DETAILS.", + "item-name-u": "ITEM NAME", + "equipped-u": "EQUIPPED", + "use-as-resource-u": "USE AS A RESOURCE", + "prop:-u": "PROP:", + "mods:-u": "MODS:", + "total-weight-u": "TOTAL WEIGHT", + "immobile-u": "IMMOBILE", + "heavily-encumbered-u": "HEAVILY ENCUMBERED", + "encumbered-u": "ENCUMBERED", + "over-carrying-cap-u": "OVER CARRYING CAPACITY", + "equipment-u": "EQUIPMENT", + "personality-traits-u": "PERSONALITY TRAITS", + "ideals-u": "IDEALS", + "bonds-u": "BONDS", + "flaws-u": "FLAWS", + "class-resource-u": "CLASS RESOURCE", + "other-resource-u": "OTHER RESOURCE", + "feats-traits-u": "FEATURES & TRAITS", + "age-u": "AGE", + "size-u": "SIZE", + "size": "Size", + "height-u": "HEIGHT", + "weight-u": "WEIGHT", + "eye-u": "EYES", + "skin-u": "SKIN", + "hair-u": "HAIR", + "char-appearance-u": "CHARACTER APPEARANCE", + "char-backstory-u": "CHARACTER BACKSTORY", + "allies-orgs-u": "ALLIES & ORGANIZATIONS", + "add-feats-traits-u": "ADDITIONAL FEATURES & TRAITS", + "feat-u": "FEAT", + "treasure-u": "TREASURE", + "spell-save-dc-u": "POWER SAVE DC", + "cantrips-u": "PRIME POWERS", + "ritual-u": "CONVENTIONAL", + "casting-time:-u": "ACTIVATION TIME:", + "casting-time:": "Activation Time:", + "at-higher-lvl-dmg:-u": "HIGHER LVL CAST DMG:", + "half-dmg-place": "Half damage", + "hit-die:-u": "HIT DIE:", + "initiative-mod:-u": "INITIATIVE MODIFIER:", + "glob-saving-mod:-u": "GLOBAL SAVING THROW MODIFIER:", + "glob-ac-mod:-u": "GLOBAL ARMOR CLASS MODIFIER:", + "glob-atk-mod:-u": "GLOBAL POWER ATTACK MODIFIER:", + "pass-perc-mod:-u": "PASSIVE PERCEPTION MODIFIER:", + "death-save-mod:-u": "DEATH SAVE MODIFIER:", + "magic-caster-lvl:-u": "CHANNELER/FORGER LEVEL:", + "halfling-luck-u": "HALFLING LUCK", + "arcane-fighter-u": "JUSTICAR", + "arcane-rogue-u": "ARTIFICE", + "class-options-u": "CLASS OPTIONS ()", + "class:-u": "CLASS:", + "subclass:-u": "SUBCLASS:", + "race:-u": "RACE:", + "subrace:-u": "SUBRACE:", + "subrace": "Subrace:", + "subrace-ability-increase": "Subrace Ability Score Increase:", + "2nd-class:-u": "2ND CLASS:", + "lvl:-u": "LEVEL:", + "3rd-class:-u": "3RD CLASS:", + "4th-class:-u": "4TH CLASS:", + "mutliclass-opts-u": "MULTICLASS OPTIONS", + "use-cust-class-u": "USE CUSTOM CLASS", + "class-name:-u": "CLASS NAME:", + "spellcasting-ability:-u": "ESPER ABILITY:", + "spell-slots:-u": "POWER SLOTS:", + "spell-full-u": "FULL (Adept, Engineer, Melder)", + "spell-half-u": "HALF (Hunter, Sentinel)", + "spell-third-u": "THIRD (Artifice, Justicar)", + "tech-slots-u": "TECH SLOTS", + "esper-powers-u": "ESPER POWERS", + "tp-max-u": "Talent Point Maximum", + "tp-current-u": "TALENT POINTS REMAINING", + "talent-slots-label": "TALENT SLOTS (Cybermancer)", + "talent-slots-u": "Max Talent Slots", + "used-talent-slots": "Slots Remaining", + "em_available": "Gained?", + "em_used": "Used", + "esper-mastery-u": "ESPER MASTERY", + "max-rank-u": "Rank", + "cust-class-opts": "CUSTOM CLASS OPTIONS", + "normal": "Normal", + "expirtise": "Expertise", + "skill-opts-u": "SKILL OPTIONS", + "version": "v", + "always-roll-adv": "Always Roll Advantage", + "toggle-roll-adv": "Advantage Toggle", + "query-roll-adv": "Query Advantage", + "never-roll-adv": "Never Roll Advantage", + "never-whisper-roll": "Never Whisper Rolls", + "query-whisper-roll": "Query Whisper", + "always-whisper-roll": "Always Whisper Rolls", + "never-roll-dmg": "Don't Auto Roll Damage", + "always-roll-dmg": "Auto Roll Damage & Crit", + "add-char-to-templates:-u": "ADD CHARACTER NAME TO TEMPLATES:", + "on": "On", + "off": "Off", + "inventory:-u": "INVENTORY:", + "compendium-compatible": "Compendium Compatible", + "simple": "Simple", + "encumbrance:-u": "ENCUMBRANCE:", + "ammo-tracking:-u": "AMMO TRACKING:", + "general-opts-u": "GENERAL OPTIONS", + "transition-text": "Clicking one of the images below will reformat the data from your current sheet to this sheet. These changes are permanent and cannot be undone.", + "transition-text-highlight": "Please make a copy of your game before you use this tool.", + "choose-sheet-transfer": "CHOOSE THE SHEET YOU ARE TRANSFERING FROM", + "community-sheet-u": "COMMUNITY SHEET", + "shaped-sheet-u": "SHAPED SHEET", + "transition-opts-u": "TRANSITION OPTIONS", + "portions-sheet-utilize": "Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https://wiki.roll20.net/SRD_5.0_OGL_License", + "api-required-title": "Try it now with easy one click API installation available with your Pro subscription.", + "api-required-u": "(API REQUIRED)", + "spell_dc_mod:-u": "POWER SAVE DC MOD:", + "custom_ac:-u": "CUSTOM AC:", + "npc-info": "The NPC option sets new characters to default to the NPC card style sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely representing non player characters.", + "npc-pc": "NPC/PC", + "roll-queries-info": "D20 Rolls output according to this option. Always Roll Advantage is the default setting and will roll two D20 on every roll in case of advantage. The expectation is that if there is no advantage or disadvantage you use the left most result. The Advantage Toggle option adds three new buttons to the top of the sheet so that you can toggle advantage on a case by case basis. Query Advantage gives you a prompt every roll asking if the roll has advantage. Never Roll Advantage always rolls a single D20 on any given roll, expecting the player to roll a second time in case of advantage or disadvantage.", + "whisp-rolls-gm-info": "All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.", + "auto-dmg-roll-info": "By default, attack damage rolls are not rolled until the hit is confirmed. Damage is rolled from the chat roll template by clicking on the name of the attack in the right hand bar, which then displays the damage. The default method is compatible with 3D dice. Optionally, you can choose to have the Auto Roll Damage & Crit option which will roll damage and critical hit dice at the same time of the attack, presenting all possible outcomes at the time of the attack.", + "add-char-to-templates-info": "Character names are not added to the roll template by default, and are only displayed as normal in the chat tab as the player/character selected as 'Speaking As'. Turning this option on adds the character making the roll's name to the template, useful for players representing multiple characters.", + "inventory-info": "Character Inventories default to the complex style that is compatible with the Roll20 5E Compendium. This includes granular item amounts/weights, weight and encumbrance tracking, sorting, AC calculations, automatic attack generation, and more. The Simple option provides a text field for item lists for players who want more manual control over the sheet.", + "encumbrance-info": "The sheet uses the variant encumbrance rules on page 160 of the Core Manual. The Off option disables the variant rules and only uses a basic over-limit inventory weight check.", + "ammo-tracking-info": "Provides automatic ammo tracking with the 5th Edition OGL by Roll20 Companion API Script.", + "dungeons-and-dragons-styling": "DUNGEONS AND DRAGONS STYLING", + "dungeons-and-dragons-styling-info": "Turns on Dungeons and Dragons styling for both the character sheet and roll templates. This setting is automatically applied to all character sheets and cannot be selectively used.", + "cd-bar1-value:-u": "BAR 1 VALUE:", + "cd-bar1-max:-u": "BAR 1 MAX:", + "cd-bar1-link:-u": "BAR 1 LINK:", + "cd-bar1-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 1's value to this attribute.", + "cd-bar1-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 1's max to this attribute.", + "cd-bar1-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 1's value to this attribute. If set this will override all other bar settings.", + "cd-bar2-value:-u": "BAR 2 VALUE:", + "cd-bar2-max:-u": "BAR 2 MAX:", + "cd-bar2-link:-u": "BAR 2 LINK:", + "cd-bar2-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 2's value to this attribute.", + "cd-bar2-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 2's max to this attribute.", + "cd-bar2-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 2's value to this attribute. If set this will override all other bar settings.", + "cd-bar3-value:-u": "BAR 3 VALUE:", + "cd-bar3-max:-u": "BAR 3 MAX:", + "cd-bar3-link:-u": "BAR 3 LINK:", + "cd-bar3-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 3's value to this attribute.", + "cd-bar3-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 3's max to this attribute.", + "cd-bar3-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 3's value to this attribute. If set this will override all other bar settings.", + "npc-name-in-rolls:-u": "NPC NAME IN ROLLS:", + "ship-name-in-rolls:-u": "SHIP NAME IN ROLLS:", + "show": "Show", + "hide": "Hide", + "npc-name-in-rolls-desc:-u": "In NPC roll results, show or hide the name of the NPC in the roll result card.", + "ship-name-in-rolls-desc:-u": "In SHIP roll results, show or hide the name of the SHIP in the roll result card.", + "public:-u": "PUBLIC", + "to-gm:-u": "TO GM", + "toggle-roll-whisper": "Whisper Toggle", + "attribute-opts-u": "ATTRIBUTE OPTIONS", + "save-opts-u": "SAVE OPTIONS", + "by-level": "By Level (Default)", + "prof-die": "Proficiency Die (DMG)", + "custom": "Custom", + "core-die-roll:-u": "CORE DIE ROLL:", + "has-attack-u": "HAS AN ATTACK", + "variant-phb": "Variant (Core M. p160)", + "carrying-capacity-mod:-u": "CARRYING CAPACITY MODIFIER:", + "armor-class-tracking:-u": "ARMOR CLASS TRACKING:", + "automatic": "Automatic", + "cantrip-progression:-u": "PRIME PROGRESSION", + "cantrip-dice-u": "PRIME DICE", + "cantrip-beam-u": "PRIME BEAM", + "slots_total-u": "SLOTS TOTAL", + "slots_remaining-u": "SLOTS REMAINING", + "level-calculations:-u": "AUTO LEVEL CALCULATIONS:", + "spell_slot_modifiers-u": "TECH SLOT MODIFIERS", + "lvl-u": "RANK", + "include_spell_desc:-u": "INCLUDE POWER DESCRIPTION IN ATTACK:", + "token_size-u": "TOKEN SIZE", + "add-dex-tiebreaker-u": "ADD DEX TIEBREAKER TO INITIATIVE", + "initiative-style:-u": "INITIATIVE STYLE:", + "query-attr-u": "QUERY ATTRIBUTE", + "custom-skills-u": "CUSTOM SKILLS", + "weapon-u": "WEAPON", + "armor-u": "ARMOR", + "other-u": "OTHER", + "source:-u": "SOURCE:", + "source-type:-u": "SOURCE TYPE:", + "racial": "Species", + "class": "Class", + "feat": "Feat", + "feats": "Feats", + "other": "Other", + "partial": "Partial", + "show_all": "Show All", + "cr_only": "C&R Only", + "spell-icons:-u": "POWER ICONS:", + "custom-pb:-u": "CUSTOM PROFICIENCY BONUS:", + "show-global-attack-field-u": "SHOW GLOBAL ATTACK MODIFIER FIELD", + "show-global-damage-field-u": "SHOW GLOBAL DAMAGE MODIFIER FIELD", + "show-global-save-field-u": "SHOW GLOBAL SAVE MODIFIER FIELD", + "show-global-skill-field-u": "SHOW GLOBAL SKILL MODIFIER FIELD", + "global-attack-u": "GLOBAL ATTACK MODIFIER", + "global-damage-u": "GLOBAL DAMAGE MODIFIER", + "global-save-u": "GLOBAL SAVE MODIFIER", + "global-skill-u": "GLOBAL SKILL MODIFIER", + "global-damage": "Global Damage Modifier", + "core-die-roll-info": "Changing the core die will replace the normal 1d20 made with almost all rolls with a randomizer of your choice, such as 2d10 or 3d6.", + "pb-type-info": "By default, the character's Proficiency Bonus will be automatically calculated based off of their total level as is the standard method in the Core Manual. The Proficiency Die option supports the alternate method outlined in the DMG where, instead of a flat bonus, a die is rolled instead. The Custom option allows you to replace the PB with anything of your choosing.", + "global-save-info": "Creates a custom global save modifier field, underneath the SAVING THROWS section of the character sheet. Anything put there will be applied to any save roll. Perfect for regular but not permanent bonuses like the Sensory Boost power.", + "global-skill-info": "Creates a custom global skill modifier field, underneath the SKILLS section of the character sheet. Anything put there will be applied to any save roll. Perfect for regular but not permanent bonuses like the Amplify Ability power.", + "global-attack-info": "Creates a custom global attack modifier field, underneath the ATTACKS AND ESPER POWERS section of the character sheet. Anything put there will be applied to any attack to-hit roll. Perfect for regular but not permanent bonuses to attack like the Sensory Boost power.", + "global-damage-info": "Creates a custom global damage modifier field, underneath the ATTACKS AND ESPER POWERS section of the character sheet. Anything put there will be applied to any attack damage roll. Perfect for regular but not permanent bonuses to damage like the Deft Strike ability.", + "auto-level-calc-info": "By default changing character levels will automatically set spell slots and hit dice. Changing this setting to off prevents this behavior.", + "simple-traits-info": "Character FEATURES AND TRAITS section defaults to the complex style that is compatible with the Roll20 5E Compendium. The Simple option provides a text field for players who want more manual control over the sheet.", + "simple-proficiencies-info": "Character OTHER PROFICIENCIES & LANGUAGES section defaults to the complex style that is compatible with the Roll20 5E Compendium. The Simple option provides a text field for players who want more manual control over the sheet.", + "init-tiebreaker-info": "Adds the character's dexterity score as a decimal to the end of the initiative bonus for purposes of breaking ties.", + "b-custom-info": "When the Proficiency Bonus type is set to Custom, the character sheet will use this value for the character's Proficiency Bonus.", + "footer-wiki-link": "This sheet was created from the 5th Edition OGL character sheet by Roll20. For game information, visit http://espergenesis.com", + "accepting-drop-u": "ACCEPTING DROP FROM COMPENDIUM", + "are_you_sure": "Are you sure you want to turn this character into a ", + "yes": "Yes", + "next": "Next", + "cancel": "Cancel", + "cancel-u": "CANCEL", + "choose": "Choose", + "innate:-u": "INNATE:", + "mod:-u": "MOD:", + "hpmods:-u": "HP MODIFIERS:", + "charmancer-welcome": "Welcome to the Charactermancer!", + "charmancer-what-is": "The Charactermancer is a step-by-step process that makes building a character simple and streamlined. Changes are saved as you progress, but the character sheet is only updated when the Charactermancer has been completed.", + "get-started": "Get started by clicking Next.", + "opt-out-u": "OPT OUT", + "charmancer-compendium": "Your Compendium Awaits.", + "charmancer-compendium-detail": "The Charactermancer currently supports Dungeons & Dragons 5th Edition SRD and the Player's Handbook. You can add the Player's Handbook to your compendium in the Marketplace, or the game owner can share their compendium with everyone in the game.", + "charmancer-choose-race": "Choose a Race:", + "charmancer-custom-race-name": "Custom Race Name:", + "charmancer-custom-subclass-name:": "Custom sublass Name:", + "charmancer-additional-cantrips": "Additional Cantrips", + "charmancer-additional-lvl-1-spells": "Additional Level 1 Spells", + "suggested-abilities": "Suggested Abilities: ", + "class-spellcasting": "Class Spellcasting Ability: ", + "ability-score-increase": "Ability Score Increase:", + "lawful-good": "Lawful Good", + "neutral-good": "Neutral Good", + "chaotic-good": "Chaotic Good", + "lawful-neutral": "Lawful Neutral", + "neutral": "Neutral", + "chaotic-neutral": "Chaotic Neutral", + "lawful-evil": "Lawful Evil", + "neutral-evil": "Neutral Evil", + "chaotic-evil": "Chaotic Evil", + "tiny": "Tiny", + "small": "Small", + "medium": "Medium", + "large": "Large", + "huge": "Huge", + "age": "Age:", + "gargantuan": "Gargantuan", + "step1-equipment": "Step 5: Equipment", + "equipment-from-background": "Equipment from Background", + "equipment-from-class": "Equipment from Class", + "class-equipment": "Class Equipment", + "starting-wealth": "Starting Wealth (Core)", + "starting-cubil:": "Starting Cubil:", + "no_class_warning-u": "NO CLASS HAS BEEN SELECTED OR SELECTED CLASS DOES NOT HAVE STANDARD EQUIPMENT. CLASS EQUIPMENT CANNOT BE CHOSEN AT THIS TIME.", + "standard-array": "Standard Array", + "roll-for-stats": "Roll for Stats", + "standard-roll": "Roll 4d6, drop lowest", + "charmancer-cancel-heading": "Where would you like to go, traveler?", + "continue-charmancer": "Continue Charactermancer", + "save_progress_and_exit": "Save and Exit", + "cancel_charactermancer": "Discard and exit", + "charmancer-discard-warning": "Discard and Exit will cause all choices to be lost.", + "mancer-opts-u": "CHARACTERMANCER OPTIONS", + "relaunch-lvl1mancer-u": "LAUNCH LEVEL 1 CHARACTERMANCER (CANNOT BE UNDONE)", + "point-buy": "Point Buy", + "available-points:": "Available Points: ", + "equipment-choice-text": "How would you like to choose your equipment?", + "charmancer-start": "Start", + "clear-abilities": "Clear Assignment", + "use-charactermancer-for-new:-u": "USE LEVEL 1 CHARACTERMANCER FOR NEW CHARACTERS:", + "use-charactermancer-for-new-info": "With this option enabled all new characters will open with the Level 1 Roll20 Charactermancer. Disabling this option will start new characters directly on the character sheet disabling the Level 1 Charactermancer, which can still be manually run from the Settings tab of the character sheet.", + "feat-pre-check": "Look carefully! Prerequisites are not checked automatically.", + "stats-rolled-hint": "We rolled your dice! Check the chat window to view your results in detail. Assign the results below to your preferred attributes:", + "return-to:": "Return to: ", + "do_you_want_mancer": "How do you want to create this character?", + "no": "No", + "global-ac-u": "GLOBAL AC MODIFIER", + "show-global-ac-field-u": "SHOW GLOBAL AC MODIFIER FIELD", + "warning-customac-u": "ATTENTION - CUSTOM AC IS NOT BEING USED. TO USE CUSTOM AC, UNEQUIP ARMOR.", + "manual": "Edit sheet directly", + "npc-new": "Create an NPC", + "mancer-confirm-yes": "Use the Charactermancer", + "allow-shields-u": "ALLOW SHIELDS?", + "levels-u": "LEVELS", + "features-u": "FEATURES", + "asi-u": "ABILITY SCORE INCREASE / FEATS", + "charmancer-leveler-what-is": "The Charactermancer is a step-by-step process that makes leveling up a character simple and streamlined. Changes are saved as you progress, but the character sheet is only updated when the Charactermancer has been completed.", + "charmancer-leveler-level-info1": "Your existing class levels have been pre-populated for you. By default your primary class has been set to be increased by one level. You can change how many levels to increase below, as well as adding a new multiclass.", + "charmancer-leveler-level-info2": "In each class section you'll have the option to take the average number of hit points or to roll randomly, choose class features for the levels you're advancing, and choose your subclass if appropriate.", + "charmancer-leveler-spells-info": "Listed here are the current spells your character already knows. If you gained access to more spells during your advancement you will be able to select them below. Check next to the spells you wish to learn. The Charactermancer will help you pick the right number of spells and from the correct list. If your class has the option to swap out spells, you can do so by unselecting currently known spells which will allow you to select new ones in their place.", + "total-level-u": "TOTAL LEVEL", + "main-class-level-u": "MAIN CLASS LEVEL", + "class-2-level-u": "CLASS 2 LEVEL", + "class-3-level-u": "CLASS 3 LEVEL", + "class-4-level-u": "CLASS 4 LEVEL", + "levels:-u": "LEVELS:", + "warning-leveler_start-u": "ATTENTION - YOU CANNOT LAUNCH THE CHARACTERMANCER LEVEL UP UNTIL YOU HAVE A CLASS, LEVEL, AND HP SET FOR LEVEL ONE. PLEASE RUN THE CHARACTERMANCER CREATOR FIRST. THE LEVEL UP TOOL DOESN'T WORK WITH CUSTOM CLASSES OR IF THE MULTICLASS OPTIONS ARE SET UP INCORRECTLY.", + "charmancer-leveler-custom-class-warning": "The Level Up tool does not support custom classes at this time.", + "charmancer-welcome-lp": "Welcome to Charactermancer Level Up!", + "charmancer-leveler-what-is-lp": "Look at you, with all that experience. Now it's time to claim your reward. You'll walk through the step-by-step process to make a few decisions, and your character will be at the next level in no time. Changes are saved as you move through the process, but if you change your mind, you'll need to revisit the steps and choices that come after.", + "charmancer-compendium-detail-lp": "The Charactermancer currently supports Dungeons & Dragons 5th Edition SRD, Player's Handbook, and Guildmasters' Guide to Ravnica. Xanathar's Guide to Everything will be supported in the coming weeks. You can add the Player's Handbook and Guildmasters' Guide to Ravnica to your compendium in the Marketplace, or the game owner can share their compendium with everyone in the game.", + "roll:-u": "ROLL:", + "roll": "Roll", + "prerequisite:": "Prerequisite:", + "back": "BACK", + "back-to-top": "Back to Top", + "choose-a-class:": "Choose a Class:", + "custom-class-name:": "Custom Class Name", + "charmancer-class-features:": "Class Features: ", + "charmancer-subclass-features:": "Subclass Features:", + "hit-die:": "Hit Die:", + "average": "Average", + "hp-u": "HP", + "saving-throw-proficiency": "Saving Throw Proficiency", + "armor": "Armor", + "equipment": "Equipment:", + "language": "Language", + "skill": "Skill", + "tool": "Tool", + "weapon": "Weapon", + "add-another-feature": "Add Another Feature", + "add-another-proficiency": "Add Another Proficiency", + "innate-spellcasting:": "Innate Powers:", + "spellcasting-ability": "Esper Ability:", + "number-of-cantrips": "Number of Primes:", + "number-of-lvl-1-spells": "Number of Level 1 Spells:", + "spell-list": "Powers List:", + "done": "Done", + "ability-score-method": "Ability Score Method:", + "select-your-choices": "Select Your Choices:", + "input-your-scores": "Input Your Scores:", + "choose-background": "Choose a Background:", + "personality-traits": "Personality Traits", + "ideal": "Ideal", + "bond": "Bond", + "flaw": "Flaw", + "you-have-chosen-starting-cubil": "You have chosen starting cubil and do not get equipment from your background.", + "you-have-created-custom-class": "You have created a custom class; you can add equipment to the character sheet after you have finished the Charactermancer.", + "arcane-is-mystery": "Cosmic forces are a mystery to you.", + "your-character-dont-have-spells-this-lvl": "Your character doesn't have powers at this level. Click “Next” to review your character!", + "charmancer-a-feat-represents": "A feat represents accomplishment, grit, determination, and expertise. It is the reward for hard work.", + "you-really-havent-done": "You really haven't done that much yet", + "review-your-choices": "Review your choices:", + "race": "Race", + "abilities": "Abilities", + "bio": "Bio", + "name-background": "Name:", + "building-your-character": "Building your character...", + "charmancer-only-choice-left-is-on-or": "The only choice left is to press on or turn back. If you're editing an existing character, all your existing data will be lost into the void when you apply your changes.", + "apply-changes": "Apply Changes", + "pick-your-equipment": "Pick your equipment", + "you-havent-chosen-background": "You have not yet selected a background.", + "you-havent-selected-class": "You have not yet selected a class.", + "ability-score": "Ability Score", + "you-can-increase-two-abilites": "You can increase two of your abilities by 1, or one of your abilities by 2", + "before-leveling": "Before Leveling", + "after-leveling": "After Leveling", + "charmancer-removed-spells-marked-pt1": "Removed spells will be marked with a r symbol so you can find it easily if you change your mind." +} diff --git a/Esper_Genesis_5E/translations/ru.json b/Esper_Genesis_5E/translations/ru.json new file mode 100644 index 0000000000..a26581dda1 --- /dev/null +++ b/Esper_Genesis_5E/translations/ru.json @@ -0,0 +1,719 @@ +{ + "skills-list": "acrobatics,astrophysics,athletics,computers,deception,insight,intimidation,investigation,lore,mechanics,medicine,perception,performance,persuasion,sleight_of_hand,stealth,survival,xenobiology", + "npc-options-u": "NPC OPTIONS", + "ship-options-u": "SHIP OPTIONS", + "name-u": "NAME", + "npc-type-u": "NPC TYPE", + "ship-type-u": "SHIP TYPE", + "npc-type-place": "Medium cyborg, any evil alignment", + "ship-type-place": "Medium ship", + "armor-class-u": "ARMOR CLASS", + "class-u": "CLASS", + "type-u": "TYPE", + "maneuver-defense-u": "MANEUVER DEFENSE", + "maneuver-save-u": "MANEUVER SAVE DC", + "abilities-u": "ABILITIES", + "npc-armor-place": "light trooper", + "hit-points-u": "HIT POINTS", + "hull-points-u": "HULL POINTS", + "formula-u": "FORMULA", + "speed-u": "SPEED", + "npc-speed-place": "30 ft., fly 60ft.", + "ship-speed-place": "6", + "piloting-u": "PILOTING BONUS (Dex Bonus + Proficiency Bonus)", + "attributes-u": "ATTRIBUTES", + "ship-attributes-u": "ATTRIBUTES (PILOT/CREW)", + "str-u": "STR", + "dex-u": "DEX", + "con-u": "CON", + "int-u": "INT", + "wis-u": "WIS", + "cha-u": "CHA", + "npcs-u": "NPC", + "ships-u": "SHIP", + "ship-dex-u": "DEX—[PILOT]", + "ship-int-u": "INT—[TECH]", + "ship-wis-u": "WIS—[TECH]", + "sensor-u": "SENSOR RANGE", + "saves-u": "SAVES", + "skills-u": "SKILLS", + "acrobatics-u": "ACROBATICS", + "mechanics-u": "MECHANICS", + "astrophysics-u": "ASTROPHYSICS", + "athletics-u": "ATHLETICS", + "deception-u": "DECEPTION", + "lore-u": "LORE", + "insight-u": "INSIGHT", + "intimidation-u": "INTIMIDATION", + "investigation-u": "INVESTIGATION", + "medicine-u": "MEDICINE", + "xenobiology-u": "XENOBIOLOGY", + "perception-u": "PERCEPTION", + "performance-u": "PERFORMANCE", + "persuasion-u": "PERSUASION", + "computers-u": "COMPUTERS", + "sleight_of_hand-u": "SLEIGHT OF HAND", + "stealth-u": "STEALTH", + "survival-u": "SURVIVAL", + "damage-vuln-u": "DAMAGE VULNERABILITIES", + "npc-dmg-vuln-place": "fire", + "ship-dmg-vuln-place": "lightning", + "damage-res-u": "DAMAGE RESISTANCES", + "npc-dmg-res-place": "cold", + "ship-dmg-res-place": "acid, fire", + "damage-imm-u": "DAMAGE IMMUNITIES", + "npc-dmg-imm-place": "lightning, thunder", + "ship-dmg-imm-place": "cold", + "cond-imm-u": "CONDITION IMMUNITIES", + "npc-cond-imm-place": "charmed", + "ship-cond-imm-place": "impaired", + "senses-u": "SENSES", + "npc-senses-place": "darkvision 120ft., passive Perception 16", + "ship-senses-place": "6", + "langs-u": "LANGUAGES", + "lang-u": "LANGUAGE", + "npc-langs-place": "Alphaline, Common, Nesieve", + "challenge-u": "CHALLENGE", + "xp-u": "XP", + "spellcast-npc-u": "ESPER NPC", + "spell-ability-u": "ESPER ABILITY", + "none-u": "NONE", + "strength-u": "STRENGTH", + "strength-save-u": "STRENGTH SAVE", + "dexterity-u": "DEXTERITY", + "dexterity-save-u": "DEXTERITY SAVE", + "constitution-u": "CONSTITUTION", + "constitution-save-u": "CONSTITUTION SAVE", + "intelligence-u": "INTELLIGENCE", + "intelligence-save-u": "INTELLIGENCE SAVE", + "wisdom-u": "WISDOM", + "wisdom-save-u": "WISDOM SAVE", + "charisma-u": "CHARISMA", + "charisma-save-u": "CHARISMA SAVE", + "spell-dc-u": "POWER DC", + "spell-atk-bonus-u": "POWER ATTACK BONUS", + "has-reaction-u": "HAS REACTIONS", + "leg-actions:-u": "LEGENDARY ACTIONS:", + "gen-opts-u": "GENERAL OPTIONS", + "npc-u": "NPC/SHIP", + "roll-queries:-u": "ROLL QUERIES:", + "always-adv": "Always Roll Advantage", + "adv-toggle": "Advantage Toggle", + "query-adv": "Query Advantage", + "never-adv": "Never Roll Advantage", + "whisp-rolls-gm:-u": "WHISPER ROLLS TO GM:", + "never-whisp": "Never Whisper Rolls", + "query-whisp": "Query Whisper", + "always-whisp": "Always Whisper Rolls", + "auto-dmg-roll:-u": "AUTO DAMAGE ROLL:", + "never-dmg": "Don't Auto Roll Damage", + "always-dmg": "Auto Roll Damage & Crit", + "ac": "Armor Class", + "hp": "Hit Points", + "hlp": "Hull Points", + "speed": "Speed", + "maneuver-defense": "Maneuver Defense", + "maneuver-save": "Maneuver Save DC", + "sensors": "Sensor Range", + "piloting": "Piloting Check", + "pilot-bonus": "Piloting Bonus", + "language-proficiencies": "Language Proficiencies:", + "skill-proficiencies": "Skill Proficiencies:", + "weapon-proficiencies": "Weapon Proficiencies", + "armor-proficiencies": "Armor Proficiencies:", + "tool-proficiencies": "Tool Proficiencies:", + "saving-throw": "Saving Throws", + "str": "Str", + "dex": "Dex", + "con": "Con", + "int": "Int", + "wis": "Wis", + "cha": "Cha", + "skills": "Skills", + "acrobatics": "Acrobatics", + "mechanics": "Mechanics", + "astrophysics": "Astrophysics", + "athletics": "Athletics", + "deception": "Deception", + "lore": "Lore", + "insight": "Insight", + "intimidation": "Intimidation", + "investigation": "Investigation", + "medicine": "Medicine", + "xenobiology": "Xenobiology", + "perception": "Perception", + "performance": "Performance", + "persuasion": "Persuasion", + "computers": "Computers", + "sleight_of_hand": "Sleight of Hand", + "stealth": "Stealth", + "survival": "Survival", + "dmg-vuln": "Damage Vulnerabilities", + "dmg-res": "Damage Resistances", + "dmg-imm": "Damage Immunities", + "cond-imm": "Condition Immunities", + "senses": "Senses", + "langs": "Languages", + "challenge": "Challenge", + "npc-trait-name-place": "False Appearance.", + "npc-trait-desc-place": "If the velbast fails...", + "actions": "Actions", + "adv": "Advantage", + "norm": "Normal", + "disadv": "Disadvantage", + "name:-u": "NAME:", + "attack-u": "ATTACK", + "type:-u": "TYPE:", + "melee": "Melee", + "ranged": "Ranged", + "range-reach:-u": "RANGE/REACH:", + "range-reach-place": "5 ft.", + "to-hit:-u": "TO HIT:", + "target:-u": "TARGET:", + "target:": "Target:", + "to-hit-place": "One target", + "on-hit:-u": "ON HIT:", + "on-hit-place": "slashing", + "on-hit2:-u": "ON HIT 2:", + "on-hit-2-place": "fire", + "hit:": "Hit: ", + "reactions": "Reactions", + "npc-repeating-name-place": "Parry.", + "npc-repeating-desc-place": "The creature adds 2 to its AC against...", + "traits": "Traits", + "features": "Features", + "spells": "Powers", + "prep-u": "PREP", + "school:-u": "DOMAIN:", + "alteration": "Alteration", + "clairsentient": "Clairsentient", + "elemental": "Elemental", + "kinesis": "Kinesis", + "metaphase": "Metaphase", + "psychogenic": "Psychogenic", + "technique": "Technique", + "ritual": "CONVENTIONAL", + "ritual-l": "conventional", + "range:-u": "RANGE:", + "range:": "Range:", + "pointcost:-u": "POINT COST:", + "pointcost:": "Point Cost:", + "spell-component-verbal": "V", + "spell-component-somatic": "S", + "spell-component-material": "M", + "spell-ritual": "R", + "spell-concentration": "C", + "ruby-dust-place": "ruby dust worth 50gp", + "concentration-u": "CONCENTRATION", + "concentration": "Concentration", + "duration:-u": "DURATION:", + "duration:": "Duration:", + "difficulty-class-abv": "DC", + "output:-u": "OUTPUT:", + "powercard-u": "POWERCARD", + "spell-atk:-u": "POWER ATTACK:", + "none": "None", + "dmg:-u": "DAMAGE:", + "dmg2:-u": "DAMAGE2:", + "healing:-u": "HEALING:", + "add-ability-mod-u": "ADD ABILITY MOD TO DAMAGE OR HEALING", + "effect:-u": "EFFECT:", + "npc-atk-effect-place": "Half damage", + "desc:-u": "DESCRIPTION:", + "at-higher-lvl:-u": "AT HIGHER RANKS:", + "at-higher-lvl": "At Higher Ranks", + "higher-lvl-cast": "Higher Rank Use", + "leg-actions": "Legendary Actions", + "leg-actions-desc": "The can take legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The regains spent legendary actions at the start of its turn.", + "atk-range-place": "5 ft.", + "atk-target-place": "One target", + "atk-dmg-type-place": "slashing", + "atk-dmg-type2-place": "fire", + "adv-u": "ADVANTAGE", + "norm-u": "NORMAL", + "disadv-u": "DISADVANTAGE", + "core-u": "CORE", + "bio-u": "BIO", + "gear-u": "GEAR", + "spells-u": "POWERS", + "feats-u": "FEATS", + "review-u": "REVIEW", + "char-name-u": "CHARACTER NAME", + "adept": "Adept", + "barbarian": "Barbarian", + "cybermancer": "Cybermancer", + "engineer": "Engineer", + "hunter": "Hunter", + "melder": "Melder", + "sentinel": "Sentinel", + "specialist": "Specialist", + "warrior": "Warrior", + "class-level-u": "CLASS & LEVEL", + "background-u": "BACKGROUND", + "background": "Background", + "race-u": "RACE", + "alignment-u": "ALIGNMENT", + "alignment": "Alignment:", + "exp-pts-u": "EXPERIENCE POINTS", + "inspiration-u": "INSPIRATION", + "prof-bonus-u": "PROFICIENCY BONUS", + "strength": "Strength", + "strength-save": "Strength Save", + "dexterity": "Dexterity", + "dexterity-save": "Dexterity Save", + "constitution": "Constitution", + "constitution-save": "Constitution Save", + "intelligence": "Intelligence", + "intelligence-save": "Intelligence Save", + "wisdom": "Wisdom", + "wisdom-save": "Wisdom Save", + "charisma": "Charisma", + "charisma-save": "Charisma Save", + "saving-throws-u": "SAVING THROWS", + "acrobatics-core": "Acrobatics (Dex)", + "mechanics-core": "Mechanics (Wis)", + "astrophysics-core": "Astrophysics (Int)", + "athletics-core": "Athletics (Str)", + "deception-core": "Deception (Cha)", + "lore-core": "Lore (Int)", + "insight-core": "Insight (Wis)", + "intimidation-core": "Intimidation (Cha)", + "investigation-core": "Investigation (Int)", + "medicine-core": "Medicine (Wis)", + "xenobiology-core": "Xenobiology (Int)", + "perception-core": "Perception (Wis)", + "performance-core": "Performance (Cha)", + "persuasion-core": "Persuasion (Cha)", + "computers-core": "Computers (Int)", + "sleight_of_hand-core": "Sleight of Hand (Dex)", + "stealth-core": "Stealth (Dex)", + "survival-core": "Survival (Wis)", + "pass-wis-u": "PASSIVE WISDOM (PERCEPTION)", + "tool-u": "TOOL", + "pro-u": "PRO", + "attr-u": "ATTRIBUTE", + "prof-bonus:-u": "PROFICIENCY BONUS:", + "prof-u": "PROFICIENT", + "proficency-u": "PROFICIENCY", + "expertise-u": "EXPERTISE", + "jack-of-all-u": "JACK OF ALL TRADES", + "attr:-u": "ATTRIBUTE:", + "tool-prof-u": "TOOL PROFICIENCIES", + "weapon-proficiencies-u": "WEAPON PROFICIENCIES", + "other-prof-langs-u": "OTHER PROFICIENCIES & LANGUAGES", + "prof-langs-u": "PROFICIENCIES & LANGUAGES", + "init": "Initiative", + "init-u": "INITIATIVE", + "hp-max-u": "Hit Point Maximum", + "hp-current-u": "CURRENT HIT POINTS", + "hp-temp-u": "TEMPORARY HIT POINTS", + "total": "Total", + "hit-dice-u": "HIT DICE", + "successes-u": "SUCCESSES", + "failures-u": "FAILURES", + "death-save-u": "DEATH SAVE", + "death-saves-u": "DEATH SAVES", + "exhaustion-setting-u": "SHOW EXHAUSTION TRACKING:", + "exhaustion-u": "EXHAUSTION LEVEL", + "exhaustion-0": "No effect", + "exhaustion-1": "Disadvantage on ability checks", + "exhaustion-2": "Speed halved", + "exhaustion-3": "Disadvantage on attack rolls and saving throws", + "exhaustion-4": "Hit point maximum halved", + "exhaustion-5": "Speed reduced to 0", + "exhaustion-6": "Death", + "atk-u": "ATK", + "dmg-type-u": "DAMAGE/TYPE", + "attack:-u": "ATTACK:", + "proficient-u": "PROFICIENT", + "range-place": "Self (60-foot cone)", + "enhanced-bonus:-u": "ENHANCED BONUS:", + "crit-range-u": "CRIT RANGE:", + "damage:-u": "DAMAGE:", + "dmg-type-place": "Slashing", + "crit:-u": "CRIT:", + "damage2:-u": "DAMAGE2:", + "saving-throw:-u": "SAVING THROW:", + "vs-dc:-u": "VS DC:", + "spell-u": "POWER", + "flat-u": "FLAT", + "save": "Save", + "save-effect:-u": "SAVE EFFECT:", + "save-effect-place": "half damage", + "ammunition:-u": "AMMUNITION:", + "ammunition-place": "Arrows", + "description:-u": "DESCRIPTION:", + "description:": "Description:", + "description-place": "Up to 2 creatures within 5 feet", + "atk-spellcasting-u": "ATTACKS & ESPER POWERS", + "copper-piece-u": "CP", + "silver-piece-u": "SP", + "electrum-piece-u": "EP", + "cubil-coin-u": "COINS", + "cubil-cred-u": "CUBIL", + "warning-armor-sets-u": "WARNING - AC IS NOT INCORRECT. UNEQUIP EXTRA ARMOR OR SHIELD FROM ITEM DETAILS.", + "item-name-u": "ITEM NAME", + "equipped-u": "EQUIPPED", + "use-as-resource-u": "USE AS A RESOURCE", + "prop:-u": "PROP:", + "mods:-u": "MODS:", + "total-weight-u": "TOTAL WEIGHT", + "immobile-u": "IMMOBILE", + "heavily-encumbered-u": "HEAVILY ENCUMBERED", + "encumbered-u": "ENCUMBERED", + "over-carrying-cap-u": "OVER CARRYING CAPACITY", + "equipment-u": "EQUIPMENT", + "personality-traits-u": "PERSONALITY TRAITS", + "ideals-u": "IDEALS", + "bonds-u": "BONDS", + "flaws-u": "FLAWS", + "class-resource-u": "CLASS RESOURCE", + "other-resource-u": "OTHER RESOURCE", + "feats-traits-u": "FEATURES & TRAITS", + "age-u": "AGE", + "size-u": "SIZE", + "size": "Size", + "height-u": "HEIGHT", + "weight-u": "WEIGHT", + "eye-u": "EYES", + "skin-u": "SKIN", + "hair-u": "HAIR", + "char-appearance-u": "CHARACTER APPEARANCE", + "char-backstory-u": "CHARACTER BACKSTORY", + "allies-orgs-u": "ALLIES & ORGANIZATIONS", + "add-feats-traits-u": "ADDITIONAL FEATURES & TRAITS", + "feat-u": "FEAT", + "treasure-u": "TREASURE", + "spell-save-dc-u": "POWER SAVE DC", + "cantrips-u": "PRIME POWERS", + "ritual-u": "CONVENTIONAL", + "casting-time:-u": "ACTIVATION TIME:", + "casting-time:": "Activation Time:", + "at-higher-lvl-dmg:-u": "HIGHER LVL CAST DMG:", + "half-dmg-place": "Half damage", + "hit-die:-u": "HIT DIE:", + "initiative-mod:-u": "INITIATIVE MODIFIER:", + "glob-saving-mod:-u": "GLOBAL SAVING THROW MODIFIER:", + "glob-ac-mod:-u": "GLOBAL ARMOR CLASS MODIFIER:", + "glob-atk-mod:-u": "GLOBAL POWER ATTACK MODIFIER:", + "pass-perc-mod:-u": "PASSIVE PERCEPTION MODIFIER:", + "death-save-mod:-u": "DEATH SAVE MODIFIER:", + "magic-caster-lvl:-u": "CHANNELER/FORGER LEVEL:", + "halfling-luck-u": "HALFLING LUCK", + "arcane-fighter-u": "JUSTICAR", + "arcane-rogue-u": "ARTIFICE", + "class-options-u": "CLASS OPTIONS ()", + "class:-u": "CLASS:", + "subclass:-u": "SUBCLASS:", + "race:-u": "RACE:", + "subrace:-u": "SUBRACE:", + "subrace": "Subrace:", + "subrace-ability-increase": "Subrace Ability Score Increase:", + "2nd-class:-u": "2ND CLASS:", + "lvl:-u": "LEVEL:", + "3rd-class:-u": "3RD CLASS:", + "4th-class:-u": "4TH CLASS:", + "mutliclass-opts-u": "MULTICLASS OPTIONS", + "use-cust-class-u": "USE CUSTOM CLASS", + "class-name:-u": "CLASS NAME:", + "spellcasting-ability:-u": "ESPER ABILITY:", + "spell-slots:-u": "POWER SLOTS:", + "spell-full-u": "FULL (Adept, Engineer, Melder)", + "spell-half-u": "HALF (Hunter, Sentinel)", + "spell-third-u": "THIRD (Artifice, Justicar)", + "tech-slots-u": "TECH SLOTS", + "esper-powers-u": "ESPER POWERS", + "tp-max-u": "Talent Point Maximum", + "tp-current-u": "TALENT POINTS REMAINING", + "talent-slots-label": "TALENT SLOTS (Cybermancer)", + "talent-slots-u": "Max Talent Slots", + "used-talent-slots": "Slots Remaining", + "em_available": "Gained?", + "em_used": "Used", + "esper-mastery-u": "ESPER MASTERY", + "max-rank-u": "Rank", + "cust-class-opts": "CUSTOM CLASS OPTIONS", + "normal": "Normal", + "expirtise": "Expertise", + "skill-opts-u": "SKILL OPTIONS", + "version": "v", + "always-roll-adv": "Always Roll Advantage", + "toggle-roll-adv": "Advantage Toggle", + "query-roll-adv": "Query Advantage", + "never-roll-adv": "Never Roll Advantage", + "never-whisper-roll": "Never Whisper Rolls", + "query-whisper-roll": "Query Whisper", + "always-whisper-roll": "Always Whisper Rolls", + "never-roll-dmg": "Don't Auto Roll Damage", + "always-roll-dmg": "Auto Roll Damage & Crit", + "add-char-to-templates:-u": "ADD CHARACTER NAME TO TEMPLATES:", + "on": "On", + "off": "Off", + "inventory:-u": "INVENTORY:", + "compendium-compatible": "Compendium Compatible", + "simple": "Simple", + "encumbrance:-u": "ENCUMBRANCE:", + "ammo-tracking:-u": "AMMO TRACKING:", + "general-opts-u": "GENERAL OPTIONS", + "transition-text": "Clicking one of the images below will reformat the data from your current sheet to this sheet. These changes are permanent and cannot be undone.", + "transition-text-highlight": "Please make a copy of your game before you use this tool.", + "choose-sheet-transfer": "CHOOSE THE SHEET YOU ARE TRANSFERING FROM", + "community-sheet-u": "COMMUNITY SHEET", + "shaped-sheet-u": "SHAPED SHEET", + "transition-opts-u": "TRANSITION OPTIONS", + "portions-sheet-utilize": "Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https://wiki.roll20.net/SRD_5.0_OGL_License", + "api-required-title": "Try it now with easy one click API installation available with your Pro subscription.", + "api-required-u": "(API REQUIRED)", + "spell_dc_mod:-u": "POWER SAVE DC MOD:", + "custom_ac:-u": "CUSTOM AC:", + "npc-info": "The NPC option sets new characters to default to the NPC card style sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely representing non player characters.", + "npc-pc": "NPC/PC", + "roll-queries-info": "D20 Rolls output according to this option. Always Roll Advantage is the default setting and will roll two D20 on every roll in case of advantage. The expectation is that if there is no advantage or disadvantage you use the left most result. The Advantage Toggle option adds three new buttons to the top of the sheet so that you can toggle advantage on a case by case basis. Query Advantage gives you a prompt every roll asking if the roll has advantage. Never Roll Advantage always rolls a single D20 on any given roll, expecting the player to roll a second time in case of advantage or disadvantage.", + "whisp-rolls-gm-info": "All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.", + "auto-dmg-roll-info": "By default, attack damage rolls are not rolled until the hit is confirmed. Damage is rolled from the chat roll template by clicking on the name of the attack in the right hand bar, which then displays the damage. The default method is compatible with 3D dice. Optionally, you can choose to have the Auto Roll Damage & Crit option which will roll damage and critical hit dice at the same time of the attack, presenting all possible outcomes at the time of the attack.", + "add-char-to-templates-info": "Character names are not added to the roll template by default, and are only displayed as normal in the chat tab as the player/character selected as 'Speaking As'. Turning this option on adds the character making the roll's name to the template, useful for players representing multiple characters.", + "inventory-info": "Character Inventories default to the complex style that is compatible with the Roll20 5E Compendium. This includes granular item amounts/weights, weight and encumbrance tracking, sorting, AC calculations, automatic attack generation, and more. The Simple option provides a text field for item lists for players who want more manual control over the sheet.", + "encumbrance-info": "The sheet uses the variant encumbrance rules on page 160 of the Core Manual. The Off option disables the variant rules and only uses a basic over-limit inventory weight check.", + "ammo-tracking-info": "Provides automatic ammo tracking with the 5th Edition OGL by Roll20 Companion API Script.", + "dungeons-and-dragons-styling": "DUNGEONS AND DRAGONS STYLING", + "dungeons-and-dragons-styling-info": "Turns on Dungeons and Dragons styling for both the character sheet and roll templates. This setting is automatically applied to all character sheets and cannot be selectively used.", + "cd-bar1-value:-u": "BAR 1 VALUE:", + "cd-bar1-max:-u": "BAR 1 MAX:", + "cd-bar1-link:-u": "BAR 1 LINK:", + "cd-bar1-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 1's value to this attribute.", + "cd-bar1-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 1's max to this attribute.", + "cd-bar1-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 1's value to this attribute. If set this will override all other bar settings.", + "cd-bar2-value:-u": "BAR 2 VALUE:", + "cd-bar2-max:-u": "BAR 2 MAX:", + "cd-bar2-link:-u": "BAR 2 LINK:", + "cd-bar2-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 2's value to this attribute.", + "cd-bar2-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 2's max to this attribute.", + "cd-bar2-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 2's value to this attribute. If set this will override all other bar settings.", + "cd-bar3-value:-u": "BAR 3 VALUE:", + "cd-bar3-max:-u": "BAR 3 MAX:", + "cd-bar3-link:-u": "BAR 3 LINK:", + "cd-bar3-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 3's value to this attribute.", + "cd-bar3-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 3's max to this attribute.", + "cd-bar3-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 3's value to this attribute. If set this will override all other bar settings.", + "npc-name-in-rolls:-u": "NPC NAME IN ROLLS:", + "ship-name-in-rolls:-u": "SHIP NAME IN ROLLS:", + "show": "Show", + "hide": "Hide", + "npc-name-in-rolls-desc:-u": "In NPC roll results, show or hide the name of the NPC in the roll result card.", + "ship-name-in-rolls-desc:-u": "In SHIP roll results, show or hide the name of the SHIP in the roll result card.", + "public:-u": "PUBLIC", + "to-gm:-u": "TO GM", + "toggle-roll-whisper": "Whisper Toggle", + "attribute-opts-u": "ATTRIBUTE OPTIONS", + "save-opts-u": "SAVE OPTIONS", + "by-level": "By Level (Default)", + "prof-die": "Proficiency Die (DMG)", + "custom": "Custom", + "core-die-roll:-u": "CORE DIE ROLL:", + "has-attack-u": "HAS AN ATTACK", + "variant-phb": "Variant (Core M. p160)", + "carrying-capacity-mod:-u": "CARRYING CAPACITY MODIFIER:", + "armor-class-tracking:-u": "ARMOR CLASS TRACKING:", + "automatic": "Automatic", + "cantrip-progression:-u": "PRIME PROGRESSION", + "cantrip-dice-u": "PRIME DICE", + "cantrip-beam-u": "PRIME BEAM", + "slots_total-u": "SLOTS TOTAL", + "slots_remaining-u": "SLOTS REMAINING", + "level-calculations:-u": "AUTO LEVEL CALCULATIONS:", + "spell_slot_modifiers-u": "TECH SLOT MODIFIERS", + "lvl-u": "RANK", + "include_spell_desc:-u": "INCLUDE POWER DESCRIPTION IN ATTACK:", + "token_size-u": "TOKEN SIZE", + "add-dex-tiebreaker-u": "ADD DEX TIEBREAKER TO INITIATIVE", + "initiative-style:-u": "INITIATIVE STYLE:", + "query-attr-u": "QUERY ATTRIBUTE", + "custom-skills-u": "CUSTOM SKILLS", + "weapon-u": "WEAPON", + "armor-u": "ARMOR", + "other-u": "OTHER", + "source:-u": "SOURCE:", + "source-type:-u": "SOURCE TYPE:", + "racial": "Species", + "class": "Class", + "feat": "Feat", + "feats": "Feats", + "other": "Other", + "partial": "Partial", + "show_all": "Show All", + "cr_only": "C&R Only", + "spell-icons:-u": "POWER ICONS:", + "custom-pb:-u": "CUSTOM PROFICIENCY BONUS:", + "show-global-attack-field-u": "SHOW GLOBAL ATTACK MODIFIER FIELD", + "show-global-damage-field-u": "SHOW GLOBAL DAMAGE MODIFIER FIELD", + "show-global-save-field-u": "SHOW GLOBAL SAVE MODIFIER FIELD", + "show-global-skill-field-u": "SHOW GLOBAL SKILL MODIFIER FIELD", + "global-attack-u": "GLOBAL ATTACK MODIFIER", + "global-damage-u": "GLOBAL DAMAGE MODIFIER", + "global-save-u": "GLOBAL SAVE MODIFIER", + "global-skill-u": "GLOBAL SKILL MODIFIER", + "global-damage": "Global Damage Modifier", + "core-die-roll-info": "Changing the core die will replace the normal 1d20 made with almost all rolls with a randomizer of your choice, such as 2d10 or 3d6.", + "pb-type-info": "By default, the character's Proficiency Bonus will be automatically calculated based off of their total level as is the standard method in the Core Manual. The Proficiency Die option supports the alternate method outlined in the DMG where, instead of a flat bonus, a die is rolled instead. The Custom option allows you to replace the PB with anything of your choosing.", + "global-save-info": "Creates a custom global save modifier field, underneath the SAVING THROWS section of the character sheet. Anything put there will be applied to any save roll. Perfect for regular but not permanent bonuses like the Sensory Boost power.", + "global-skill-info": "Creates a custom global skill modifier field, underneath the SKILLS section of the character sheet. Anything put there will be applied to any save roll. Perfect for regular but not permanent bonuses like the Amplify Ability power.", + "global-attack-info": "Creates a custom global attack modifier field, underneath the ATTACKS AND ESPER POWERS section of the character sheet. Anything put there will be applied to any attack to-hit roll. Perfect for regular but not permanent bonuses to attack like the Sensory Boost power.", + "global-damage-info": "Creates a custom global damage modifier field, underneath the ATTACKS AND ESPER POWERS section of the character sheet. Anything put there will be applied to any attack damage roll. Perfect for regular but not permanent bonuses to damage like the Deft Strike ability.", + "auto-level-calc-info": "By default changing character levels will automatically set spell slots and hit dice. Changing this setting to off prevents this behavior.", + "simple-traits-info": "Character FEATURES AND TRAITS section defaults to the complex style that is compatible with the Roll20 5E Compendium. The Simple option provides a text field for players who want more manual control over the sheet.", + "simple-proficiencies-info": "Character OTHER PROFICIENCIES & LANGUAGES section defaults to the complex style that is compatible with the Roll20 5E Compendium. The Simple option provides a text field for players who want more manual control over the sheet.", + "init-tiebreaker-info": "Adds the character's dexterity score as a decimal to the end of the initiative bonus for purposes of breaking ties.", + "b-custom-info": "When the Proficiency Bonus type is set to Custom, the character sheet will use this value for the character's Proficiency Bonus.", + "footer-wiki-link": "This sheet was created from the 5th Edition OGL character sheet by Roll20. For game information, visit http://espergenesis.com", + "accepting-drop-u": "ACCEPTING DROP FROM COMPENDIUM", + "are_you_sure": "Are you sure you want to turn this character into a ", + "yes": "Yes", + "next": "Next", + "cancel": "Cancel", + "cancel-u": "CANCEL", + "choose": "Choose", + "innate:-u": "INNATE:", + "mod:-u": "MOD:", + "hpmods:-u": "HP MODIFIERS:", + "charmancer-welcome": "Welcome to the Charactermancer!", + "charmancer-what-is": "The Charactermancer is a step-by-step process that makes building a character simple and streamlined. Changes are saved as you progress, but the character sheet is only updated when the Charactermancer has been completed.", + "get-started": "Get started by clicking Next.", + "opt-out-u": "OPT OUT", + "charmancer-compendium": "Your Compendium Awaits.", + "charmancer-compendium-detail": "The Charactermancer currently supports Dungeons & Dragons 5th Edition SRD and the Player's Handbook. You can add the Player's Handbook to your compendium in the Marketplace, or the game owner can share their compendium with everyone in the game.", + "charmancer-choose-race": "Choose a Race:", + "charmancer-custom-race-name": "Custom Race Name:", + "charmancer-custom-subclass-name:": "Custom sublass Name:", + "charmancer-additional-cantrips": "Additional Cantrips", + "charmancer-additional-lvl-1-spells": "Additional Level 1 Spells", + "suggested-abilities": "Suggested Abilities: ", + "class-spellcasting": "Class Spellcasting Ability: ", + "ability-score-increase": "Ability Score Increase:", + "lawful-good": "Lawful Good", + "neutral-good": "Neutral Good", + "chaotic-good": "Chaotic Good", + "lawful-neutral": "Lawful Neutral", + "neutral": "Neutral", + "chaotic-neutral": "Chaotic Neutral", + "lawful-evil": "Lawful Evil", + "neutral-evil": "Neutral Evil", + "chaotic-evil": "Chaotic Evil", + "tiny": "Tiny", + "small": "Small", + "medium": "Medium", + "large": "Large", + "huge": "Huge", + "age": "Age:", + "gargantuan": "Gargantuan", + "step1-equipment": "Step 5: Equipment", + "equipment-from-background": "Equipment from Background", + "equipment-from-class": "Equipment from Class", + "class-equipment": "Class Equipment", + "starting-wealth": "Starting Wealth (Core)", + "starting-cubil:": "Starting Cubil:", + "no_class_warning-u": "NO CLASS HAS BEEN SELECTED OR SELECTED CLASS DOES NOT HAVE STANDARD EQUIPMENT. CLASS EQUIPMENT CANNOT BE CHOSEN AT THIS TIME.", + "standard-array": "Standard Array", + "roll-for-stats": "Roll for Stats", + "standard-roll": "Roll 4d6, drop lowest", + "charmancer-cancel-heading": "Where would you like to go, traveler?", + "continue-charmancer": "Continue Charactermancer", + "save_progress_and_exit": "Save and Exit", + "cancel_charactermancer": "Discard and exit", + "charmancer-discard-warning": "Discard and Exit will cause all choices to be lost.", + "mancer-opts-u": "CHARACTERMANCER OPTIONS", + "relaunch-lvl1mancer-u": "LAUNCH LEVEL 1 CHARACTERMANCER (CANNOT BE UNDONE)", + "point-buy": "Point Buy", + "available-points:": "Available Points: ", + "equipment-choice-text": "How would you like to choose your equipment?", + "charmancer-start": "Start", + "clear-abilities": "Clear Assignment", + "use-charactermancer-for-new:-u": "USE LEVEL 1 CHARACTERMANCER FOR NEW CHARACTERS:", + "use-charactermancer-for-new-info": "With this option enabled all new characters will open with the Level 1 Roll20 Charactermancer. Disabling this option will start new characters directly on the character sheet disabling the Level 1 Charactermancer, which can still be manually run from the Settings tab of the character sheet.", + "feat-pre-check": "Look carefully! Prerequisites are not checked automatically.", + "stats-rolled-hint": "We rolled your dice! Check the chat window to view your results in detail. Assign the results below to your preferred attributes:", + "return-to:": "Return to: ", + "do_you_want_mancer": "How do you want to create this character?", + "no": "No", + "global-ac-u": "GLOBAL AC MODIFIER", + "show-global-ac-field-u": "SHOW GLOBAL AC MODIFIER FIELD", + "warning-customac-u": "ATTENTION - CUSTOM AC IS NOT BEING USED. TO USE CUSTOM AC, UNEQUIP ARMOR.", + "manual": "Edit sheet directly", + "npc-new": "Create an NPC", + "mancer-confirm-yes": "Use the Charactermancer", + "allow-shields-u": "ALLOW SHIELDS?", + "levels-u": "LEVELS", + "features-u": "FEATURES", + "asi-u": "ABILITY SCORE INCREASE / FEATS", + "charmancer-leveler-what-is": "The Charactermancer is a step-by-step process that makes leveling up a character simple and streamlined. Changes are saved as you progress, but the character sheet is only updated when the Charactermancer has been completed.", + "charmancer-leveler-level-info1": "Your existing class levels have been pre-populated for you. By default your primary class has been set to be increased by one level. You can change how many levels to increase below, as well as adding a new multiclass.", + "charmancer-leveler-level-info2": "In each class section you'll have the option to take the average number of hit points or to roll randomly, choose class features for the levels you're advancing, and choose your subclass if appropriate.", + "charmancer-leveler-spells-info": "Listed here are the current spells your character already knows. If you gained access to more spells during your advancement you will be able to select them below. Check next to the spells you wish to learn. The Charactermancer will help you pick the right number of spells and from the correct list. If your class has the option to swap out spells, you can do so by unselecting currently known spells which will allow you to select new ones in their place.", + "total-level-u": "TOTAL LEVEL", + "main-class-level-u": "MAIN CLASS LEVEL", + "class-2-level-u": "CLASS 2 LEVEL", + "class-3-level-u": "CLASS 3 LEVEL", + "class-4-level-u": "CLASS 4 LEVEL", + "levels:-u": "LEVELS:", + "warning-leveler_start-u": "ATTENTION - YOU CANNOT LAUNCH THE CHARACTERMANCER LEVEL UP UNTIL YOU HAVE A CLASS, LEVEL, AND HP SET FOR LEVEL ONE. PLEASE RUN THE CHARACTERMANCER CREATOR FIRST. THE LEVEL UP TOOL DOESN'T WORK WITH CUSTOM CLASSES OR IF THE MULTICLASS OPTIONS ARE SET UP INCORRECTLY.", + "charmancer-leveler-custom-class-warning": "The Level Up tool does not support custom classes at this time.", + "charmancer-welcome-lp": "Welcome to Charactermancer Level Up!", + "charmancer-leveler-what-is-lp": "Look at you, with all that experience. Now it's time to claim your reward. You'll walk through the step-by-step process to make a few decisions, and your character will be at the next level in no time. Changes are saved as you move through the process, but if you change your mind, you'll need to revisit the steps and choices that come after.", + "charmancer-compendium-detail-lp": "The Charactermancer currently supports Dungeons & Dragons 5th Edition SRD, Player's Handbook, and Guildmasters' Guide to Ravnica. Xanathar's Guide to Everything will be supported in the coming weeks. You can add the Player's Handbook and Guildmasters' Guide to Ravnica to your compendium in the Marketplace, or the game owner can share their compendium with everyone in the game.", + "roll:-u": "ROLL:", + "roll": "Roll", + "prerequisite:": "Prerequisite:", + "back": "BACK", + "back-to-top": "Back to Top", + "choose-a-class:": "Choose a Class:", + "custom-class-name:": "Custom Class Name", + "charmancer-class-features:": "Class Features: ", + "charmancer-subclass-features:": "Subclass Features:", + "hit-die:": "Hit Die:", + "average": "Average", + "hp-u": "HP", + "saving-throw-proficiency": "Saving Throw Proficiency", + "armor": "Armor", + "equipment": "Equipment:", + "language": "Language", + "skill": "Skill", + "tool": "Tool", + "weapon": "Weapon", + "add-another-feature": "Add Another Feature", + "add-another-proficiency": "Add Another Proficiency", + "innate-spellcasting:": "Innate Powers:", + "spellcasting-ability": "Esper Ability:", + "number-of-cantrips": "Number of Primes:", + "number-of-lvl-1-spells": "Number of Level 1 Spells:", + "spell-list": "Powers List:", + "done": "Done", + "ability-score-method": "Ability Score Method:", + "select-your-choices": "Select Your Choices:", + "input-your-scores": "Input Your Scores:", + "choose-background": "Choose a Background:", + "personality-traits": "Personality Traits", + "ideal": "Ideal", + "bond": "Bond", + "flaw": "Flaw", + "you-have-chosen-starting-cubil": "You have chosen starting cubil and do not get equipment from your background.", + "you-have-created-custom-class": "You have created a custom class; you can add equipment to the character sheet after you have finished the Charactermancer.", + "arcane-is-mystery": "Cosmic forces are a mystery to you.", + "your-character-dont-have-spells-this-lvl": "Your character doesn't have powers at this level. Click “Next” to review your character!", + "charmancer-a-feat-represents": "A feat represents accomplishment, grit, determination, and expertise. It is the reward for hard work.", + "you-really-havent-done": "You really haven't done that much yet", + "review-your-choices": "Review your choices:", + "race": "Race", + "abilities": "Abilities", + "bio": "Bio", + "name-background": "Name:", + "building-your-character": "Building your character...", + "charmancer-only-choice-left-is-on-or": "The only choice left is to press on or turn back. If you're editing an existing character, all your existing data will be lost into the void when you apply your changes.", + "apply-changes": "Apply Changes", + "pick-your-equipment": "Pick your equipment", + "you-havent-chosen-background": "You have not yet selected a background.", + "you-havent-selected-class": "You have not yet selected a class.", + "ability-score": "Ability Score", + "you-can-increase-two-abilites": "You can increase two of your abilities by 1, or one of your abilities by 2", + "before-leveling": "Before Leveling", + "after-leveling": "After Leveling", + "charmancer-removed-spells-marked-pt1": "Removed spells will be marked with a r symbol so you can find it easily if you change your mind." +} diff --git a/Esper_Genesis_5E/translations/sv.json b/Esper_Genesis_5E/translations/sv.json new file mode 100644 index 0000000000..a26581dda1 --- /dev/null +++ b/Esper_Genesis_5E/translations/sv.json @@ -0,0 +1,719 @@ +{ + "skills-list": "acrobatics,astrophysics,athletics,computers,deception,insight,intimidation,investigation,lore,mechanics,medicine,perception,performance,persuasion,sleight_of_hand,stealth,survival,xenobiology", + "npc-options-u": "NPC OPTIONS", + "ship-options-u": "SHIP OPTIONS", + "name-u": "NAME", + "npc-type-u": "NPC TYPE", + "ship-type-u": "SHIP TYPE", + "npc-type-place": "Medium cyborg, any evil alignment", + "ship-type-place": "Medium ship", + "armor-class-u": "ARMOR CLASS", + "class-u": "CLASS", + "type-u": "TYPE", + "maneuver-defense-u": "MANEUVER DEFENSE", + "maneuver-save-u": "MANEUVER SAVE DC", + "abilities-u": "ABILITIES", + "npc-armor-place": "light trooper", + "hit-points-u": "HIT POINTS", + "hull-points-u": "HULL POINTS", + "formula-u": "FORMULA", + "speed-u": "SPEED", + "npc-speed-place": "30 ft., fly 60ft.", + "ship-speed-place": "6", + "piloting-u": "PILOTING BONUS (Dex Bonus + Proficiency Bonus)", + "attributes-u": "ATTRIBUTES", + "ship-attributes-u": "ATTRIBUTES (PILOT/CREW)", + "str-u": "STR", + "dex-u": "DEX", + "con-u": "CON", + "int-u": "INT", + "wis-u": "WIS", + "cha-u": "CHA", + "npcs-u": "NPC", + "ships-u": "SHIP", + "ship-dex-u": "DEX—[PILOT]", + "ship-int-u": "INT—[TECH]", + "ship-wis-u": "WIS—[TECH]", + "sensor-u": "SENSOR RANGE", + "saves-u": "SAVES", + "skills-u": "SKILLS", + "acrobatics-u": "ACROBATICS", + "mechanics-u": "MECHANICS", + "astrophysics-u": "ASTROPHYSICS", + "athletics-u": "ATHLETICS", + "deception-u": "DECEPTION", + "lore-u": "LORE", + "insight-u": "INSIGHT", + "intimidation-u": "INTIMIDATION", + "investigation-u": "INVESTIGATION", + "medicine-u": "MEDICINE", + "xenobiology-u": "XENOBIOLOGY", + "perception-u": "PERCEPTION", + "performance-u": "PERFORMANCE", + "persuasion-u": "PERSUASION", + "computers-u": "COMPUTERS", + "sleight_of_hand-u": "SLEIGHT OF HAND", + "stealth-u": "STEALTH", + "survival-u": "SURVIVAL", + "damage-vuln-u": "DAMAGE VULNERABILITIES", + "npc-dmg-vuln-place": "fire", + "ship-dmg-vuln-place": "lightning", + "damage-res-u": "DAMAGE RESISTANCES", + "npc-dmg-res-place": "cold", + "ship-dmg-res-place": "acid, fire", + "damage-imm-u": "DAMAGE IMMUNITIES", + "npc-dmg-imm-place": "lightning, thunder", + "ship-dmg-imm-place": "cold", + "cond-imm-u": "CONDITION IMMUNITIES", + "npc-cond-imm-place": "charmed", + "ship-cond-imm-place": "impaired", + "senses-u": "SENSES", + "npc-senses-place": "darkvision 120ft., passive Perception 16", + "ship-senses-place": "6", + "langs-u": "LANGUAGES", + "lang-u": "LANGUAGE", + "npc-langs-place": "Alphaline, Common, Nesieve", + "challenge-u": "CHALLENGE", + "xp-u": "XP", + "spellcast-npc-u": "ESPER NPC", + "spell-ability-u": "ESPER ABILITY", + "none-u": "NONE", + "strength-u": "STRENGTH", + "strength-save-u": "STRENGTH SAVE", + "dexterity-u": "DEXTERITY", + "dexterity-save-u": "DEXTERITY SAVE", + "constitution-u": "CONSTITUTION", + "constitution-save-u": "CONSTITUTION SAVE", + "intelligence-u": "INTELLIGENCE", + "intelligence-save-u": "INTELLIGENCE SAVE", + "wisdom-u": "WISDOM", + "wisdom-save-u": "WISDOM SAVE", + "charisma-u": "CHARISMA", + "charisma-save-u": "CHARISMA SAVE", + "spell-dc-u": "POWER DC", + "spell-atk-bonus-u": "POWER ATTACK BONUS", + "has-reaction-u": "HAS REACTIONS", + "leg-actions:-u": "LEGENDARY ACTIONS:", + "gen-opts-u": "GENERAL OPTIONS", + "npc-u": "NPC/SHIP", + "roll-queries:-u": "ROLL QUERIES:", + "always-adv": "Always Roll Advantage", + "adv-toggle": "Advantage Toggle", + "query-adv": "Query Advantage", + "never-adv": "Never Roll Advantage", + "whisp-rolls-gm:-u": "WHISPER ROLLS TO GM:", + "never-whisp": "Never Whisper Rolls", + "query-whisp": "Query Whisper", + "always-whisp": "Always Whisper Rolls", + "auto-dmg-roll:-u": "AUTO DAMAGE ROLL:", + "never-dmg": "Don't Auto Roll Damage", + "always-dmg": "Auto Roll Damage & Crit", + "ac": "Armor Class", + "hp": "Hit Points", + "hlp": "Hull Points", + "speed": "Speed", + "maneuver-defense": "Maneuver Defense", + "maneuver-save": "Maneuver Save DC", + "sensors": "Sensor Range", + "piloting": "Piloting Check", + "pilot-bonus": "Piloting Bonus", + "language-proficiencies": "Language Proficiencies:", + "skill-proficiencies": "Skill Proficiencies:", + "weapon-proficiencies": "Weapon Proficiencies", + "armor-proficiencies": "Armor Proficiencies:", + "tool-proficiencies": "Tool Proficiencies:", + "saving-throw": "Saving Throws", + "str": "Str", + "dex": "Dex", + "con": "Con", + "int": "Int", + "wis": "Wis", + "cha": "Cha", + "skills": "Skills", + "acrobatics": "Acrobatics", + "mechanics": "Mechanics", + "astrophysics": "Astrophysics", + "athletics": "Athletics", + "deception": "Deception", + "lore": "Lore", + "insight": "Insight", + "intimidation": "Intimidation", + "investigation": "Investigation", + "medicine": "Medicine", + "xenobiology": "Xenobiology", + "perception": "Perception", + "performance": "Performance", + "persuasion": "Persuasion", + "computers": "Computers", + "sleight_of_hand": "Sleight of Hand", + "stealth": "Stealth", + "survival": "Survival", + "dmg-vuln": "Damage Vulnerabilities", + "dmg-res": "Damage Resistances", + "dmg-imm": "Damage Immunities", + "cond-imm": "Condition Immunities", + "senses": "Senses", + "langs": "Languages", + "challenge": "Challenge", + "npc-trait-name-place": "False Appearance.", + "npc-trait-desc-place": "If the velbast fails...", + "actions": "Actions", + "adv": "Advantage", + "norm": "Normal", + "disadv": "Disadvantage", + "name:-u": "NAME:", + "attack-u": "ATTACK", + "type:-u": "TYPE:", + "melee": "Melee", + "ranged": "Ranged", + "range-reach:-u": "RANGE/REACH:", + "range-reach-place": "5 ft.", + "to-hit:-u": "TO HIT:", + "target:-u": "TARGET:", + "target:": "Target:", + "to-hit-place": "One target", + "on-hit:-u": "ON HIT:", + "on-hit-place": "slashing", + "on-hit2:-u": "ON HIT 2:", + "on-hit-2-place": "fire", + "hit:": "Hit: ", + "reactions": "Reactions", + "npc-repeating-name-place": "Parry.", + "npc-repeating-desc-place": "The creature adds 2 to its AC against...", + "traits": "Traits", + "features": "Features", + "spells": "Powers", + "prep-u": "PREP", + "school:-u": "DOMAIN:", + "alteration": "Alteration", + "clairsentient": "Clairsentient", + "elemental": "Elemental", + "kinesis": "Kinesis", + "metaphase": "Metaphase", + "psychogenic": "Psychogenic", + "technique": "Technique", + "ritual": "CONVENTIONAL", + "ritual-l": "conventional", + "range:-u": "RANGE:", + "range:": "Range:", + "pointcost:-u": "POINT COST:", + "pointcost:": "Point Cost:", + "spell-component-verbal": "V", + "spell-component-somatic": "S", + "spell-component-material": "M", + "spell-ritual": "R", + "spell-concentration": "C", + "ruby-dust-place": "ruby dust worth 50gp", + "concentration-u": "CONCENTRATION", + "concentration": "Concentration", + "duration:-u": "DURATION:", + "duration:": "Duration:", + "difficulty-class-abv": "DC", + "output:-u": "OUTPUT:", + "powercard-u": "POWERCARD", + "spell-atk:-u": "POWER ATTACK:", + "none": "None", + "dmg:-u": "DAMAGE:", + "dmg2:-u": "DAMAGE2:", + "healing:-u": "HEALING:", + "add-ability-mod-u": "ADD ABILITY MOD TO DAMAGE OR HEALING", + "effect:-u": "EFFECT:", + "npc-atk-effect-place": "Half damage", + "desc:-u": "DESCRIPTION:", + "at-higher-lvl:-u": "AT HIGHER RANKS:", + "at-higher-lvl": "At Higher Ranks", + "higher-lvl-cast": "Higher Rank Use", + "leg-actions": "Legendary Actions", + "leg-actions-desc": "The can take legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The regains spent legendary actions at the start of its turn.", + "atk-range-place": "5 ft.", + "atk-target-place": "One target", + "atk-dmg-type-place": "slashing", + "atk-dmg-type2-place": "fire", + "adv-u": "ADVANTAGE", + "norm-u": "NORMAL", + "disadv-u": "DISADVANTAGE", + "core-u": "CORE", + "bio-u": "BIO", + "gear-u": "GEAR", + "spells-u": "POWERS", + "feats-u": "FEATS", + "review-u": "REVIEW", + "char-name-u": "CHARACTER NAME", + "adept": "Adept", + "barbarian": "Barbarian", + "cybermancer": "Cybermancer", + "engineer": "Engineer", + "hunter": "Hunter", + "melder": "Melder", + "sentinel": "Sentinel", + "specialist": "Specialist", + "warrior": "Warrior", + "class-level-u": "CLASS & LEVEL", + "background-u": "BACKGROUND", + "background": "Background", + "race-u": "RACE", + "alignment-u": "ALIGNMENT", + "alignment": "Alignment:", + "exp-pts-u": "EXPERIENCE POINTS", + "inspiration-u": "INSPIRATION", + "prof-bonus-u": "PROFICIENCY BONUS", + "strength": "Strength", + "strength-save": "Strength Save", + "dexterity": "Dexterity", + "dexterity-save": "Dexterity Save", + "constitution": "Constitution", + "constitution-save": "Constitution Save", + "intelligence": "Intelligence", + "intelligence-save": "Intelligence Save", + "wisdom": "Wisdom", + "wisdom-save": "Wisdom Save", + "charisma": "Charisma", + "charisma-save": "Charisma Save", + "saving-throws-u": "SAVING THROWS", + "acrobatics-core": "Acrobatics (Dex)", + "mechanics-core": "Mechanics (Wis)", + "astrophysics-core": "Astrophysics (Int)", + "athletics-core": "Athletics (Str)", + "deception-core": "Deception (Cha)", + "lore-core": "Lore (Int)", + "insight-core": "Insight (Wis)", + "intimidation-core": "Intimidation (Cha)", + "investigation-core": "Investigation (Int)", + "medicine-core": "Medicine (Wis)", + "xenobiology-core": "Xenobiology (Int)", + "perception-core": "Perception (Wis)", + "performance-core": "Performance (Cha)", + "persuasion-core": "Persuasion (Cha)", + "computers-core": "Computers (Int)", + "sleight_of_hand-core": "Sleight of Hand (Dex)", + "stealth-core": "Stealth (Dex)", + "survival-core": "Survival (Wis)", + "pass-wis-u": "PASSIVE WISDOM (PERCEPTION)", + "tool-u": "TOOL", + "pro-u": "PRO", + "attr-u": "ATTRIBUTE", + "prof-bonus:-u": "PROFICIENCY BONUS:", + "prof-u": "PROFICIENT", + "proficency-u": "PROFICIENCY", + "expertise-u": "EXPERTISE", + "jack-of-all-u": "JACK OF ALL TRADES", + "attr:-u": "ATTRIBUTE:", + "tool-prof-u": "TOOL PROFICIENCIES", + "weapon-proficiencies-u": "WEAPON PROFICIENCIES", + "other-prof-langs-u": "OTHER PROFICIENCIES & LANGUAGES", + "prof-langs-u": "PROFICIENCIES & LANGUAGES", + "init": "Initiative", + "init-u": "INITIATIVE", + "hp-max-u": "Hit Point Maximum", + "hp-current-u": "CURRENT HIT POINTS", + "hp-temp-u": "TEMPORARY HIT POINTS", + "total": "Total", + "hit-dice-u": "HIT DICE", + "successes-u": "SUCCESSES", + "failures-u": "FAILURES", + "death-save-u": "DEATH SAVE", + "death-saves-u": "DEATH SAVES", + "exhaustion-setting-u": "SHOW EXHAUSTION TRACKING:", + "exhaustion-u": "EXHAUSTION LEVEL", + "exhaustion-0": "No effect", + "exhaustion-1": "Disadvantage on ability checks", + "exhaustion-2": "Speed halved", + "exhaustion-3": "Disadvantage on attack rolls and saving throws", + "exhaustion-4": "Hit point maximum halved", + "exhaustion-5": "Speed reduced to 0", + "exhaustion-6": "Death", + "atk-u": "ATK", + "dmg-type-u": "DAMAGE/TYPE", + "attack:-u": "ATTACK:", + "proficient-u": "PROFICIENT", + "range-place": "Self (60-foot cone)", + "enhanced-bonus:-u": "ENHANCED BONUS:", + "crit-range-u": "CRIT RANGE:", + "damage:-u": "DAMAGE:", + "dmg-type-place": "Slashing", + "crit:-u": "CRIT:", + "damage2:-u": "DAMAGE2:", + "saving-throw:-u": "SAVING THROW:", + "vs-dc:-u": "VS DC:", + "spell-u": "POWER", + "flat-u": "FLAT", + "save": "Save", + "save-effect:-u": "SAVE EFFECT:", + "save-effect-place": "half damage", + "ammunition:-u": "AMMUNITION:", + "ammunition-place": "Arrows", + "description:-u": "DESCRIPTION:", + "description:": "Description:", + "description-place": "Up to 2 creatures within 5 feet", + "atk-spellcasting-u": "ATTACKS & ESPER POWERS", + "copper-piece-u": "CP", + "silver-piece-u": "SP", + "electrum-piece-u": "EP", + "cubil-coin-u": "COINS", + "cubil-cred-u": "CUBIL", + "warning-armor-sets-u": "WARNING - AC IS NOT INCORRECT. UNEQUIP EXTRA ARMOR OR SHIELD FROM ITEM DETAILS.", + "item-name-u": "ITEM NAME", + "equipped-u": "EQUIPPED", + "use-as-resource-u": "USE AS A RESOURCE", + "prop:-u": "PROP:", + "mods:-u": "MODS:", + "total-weight-u": "TOTAL WEIGHT", + "immobile-u": "IMMOBILE", + "heavily-encumbered-u": "HEAVILY ENCUMBERED", + "encumbered-u": "ENCUMBERED", + "over-carrying-cap-u": "OVER CARRYING CAPACITY", + "equipment-u": "EQUIPMENT", + "personality-traits-u": "PERSONALITY TRAITS", + "ideals-u": "IDEALS", + "bonds-u": "BONDS", + "flaws-u": "FLAWS", + "class-resource-u": "CLASS RESOURCE", + "other-resource-u": "OTHER RESOURCE", + "feats-traits-u": "FEATURES & TRAITS", + "age-u": "AGE", + "size-u": "SIZE", + "size": "Size", + "height-u": "HEIGHT", + "weight-u": "WEIGHT", + "eye-u": "EYES", + "skin-u": "SKIN", + "hair-u": "HAIR", + "char-appearance-u": "CHARACTER APPEARANCE", + "char-backstory-u": "CHARACTER BACKSTORY", + "allies-orgs-u": "ALLIES & ORGANIZATIONS", + "add-feats-traits-u": "ADDITIONAL FEATURES & TRAITS", + "feat-u": "FEAT", + "treasure-u": "TREASURE", + "spell-save-dc-u": "POWER SAVE DC", + "cantrips-u": "PRIME POWERS", + "ritual-u": "CONVENTIONAL", + "casting-time:-u": "ACTIVATION TIME:", + "casting-time:": "Activation Time:", + "at-higher-lvl-dmg:-u": "HIGHER LVL CAST DMG:", + "half-dmg-place": "Half damage", + "hit-die:-u": "HIT DIE:", + "initiative-mod:-u": "INITIATIVE MODIFIER:", + "glob-saving-mod:-u": "GLOBAL SAVING THROW MODIFIER:", + "glob-ac-mod:-u": "GLOBAL ARMOR CLASS MODIFIER:", + "glob-atk-mod:-u": "GLOBAL POWER ATTACK MODIFIER:", + "pass-perc-mod:-u": "PASSIVE PERCEPTION MODIFIER:", + "death-save-mod:-u": "DEATH SAVE MODIFIER:", + "magic-caster-lvl:-u": "CHANNELER/FORGER LEVEL:", + "halfling-luck-u": "HALFLING LUCK", + "arcane-fighter-u": "JUSTICAR", + "arcane-rogue-u": "ARTIFICE", + "class-options-u": "CLASS OPTIONS ()", + "class:-u": "CLASS:", + "subclass:-u": "SUBCLASS:", + "race:-u": "RACE:", + "subrace:-u": "SUBRACE:", + "subrace": "Subrace:", + "subrace-ability-increase": "Subrace Ability Score Increase:", + "2nd-class:-u": "2ND CLASS:", + "lvl:-u": "LEVEL:", + "3rd-class:-u": "3RD CLASS:", + "4th-class:-u": "4TH CLASS:", + "mutliclass-opts-u": "MULTICLASS OPTIONS", + "use-cust-class-u": "USE CUSTOM CLASS", + "class-name:-u": "CLASS NAME:", + "spellcasting-ability:-u": "ESPER ABILITY:", + "spell-slots:-u": "POWER SLOTS:", + "spell-full-u": "FULL (Adept, Engineer, Melder)", + "spell-half-u": "HALF (Hunter, Sentinel)", + "spell-third-u": "THIRD (Artifice, Justicar)", + "tech-slots-u": "TECH SLOTS", + "esper-powers-u": "ESPER POWERS", + "tp-max-u": "Talent Point Maximum", + "tp-current-u": "TALENT POINTS REMAINING", + "talent-slots-label": "TALENT SLOTS (Cybermancer)", + "talent-slots-u": "Max Talent Slots", + "used-talent-slots": "Slots Remaining", + "em_available": "Gained?", + "em_used": "Used", + "esper-mastery-u": "ESPER MASTERY", + "max-rank-u": "Rank", + "cust-class-opts": "CUSTOM CLASS OPTIONS", + "normal": "Normal", + "expirtise": "Expertise", + "skill-opts-u": "SKILL OPTIONS", + "version": "v", + "always-roll-adv": "Always Roll Advantage", + "toggle-roll-adv": "Advantage Toggle", + "query-roll-adv": "Query Advantage", + "never-roll-adv": "Never Roll Advantage", + "never-whisper-roll": "Never Whisper Rolls", + "query-whisper-roll": "Query Whisper", + "always-whisper-roll": "Always Whisper Rolls", + "never-roll-dmg": "Don't Auto Roll Damage", + "always-roll-dmg": "Auto Roll Damage & Crit", + "add-char-to-templates:-u": "ADD CHARACTER NAME TO TEMPLATES:", + "on": "On", + "off": "Off", + "inventory:-u": "INVENTORY:", + "compendium-compatible": "Compendium Compatible", + "simple": "Simple", + "encumbrance:-u": "ENCUMBRANCE:", + "ammo-tracking:-u": "AMMO TRACKING:", + "general-opts-u": "GENERAL OPTIONS", + "transition-text": "Clicking one of the images below will reformat the data from your current sheet to this sheet. These changes are permanent and cannot be undone.", + "transition-text-highlight": "Please make a copy of your game before you use this tool.", + "choose-sheet-transfer": "CHOOSE THE SHEET YOU ARE TRANSFERING FROM", + "community-sheet-u": "COMMUNITY SHEET", + "shaped-sheet-u": "SHAPED SHEET", + "transition-opts-u": "TRANSITION OPTIONS", + "portions-sheet-utilize": "Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https://wiki.roll20.net/SRD_5.0_OGL_License", + "api-required-title": "Try it now with easy one click API installation available with your Pro subscription.", + "api-required-u": "(API REQUIRED)", + "spell_dc_mod:-u": "POWER SAVE DC MOD:", + "custom_ac:-u": "CUSTOM AC:", + "npc-info": "The NPC option sets new characters to default to the NPC card style sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely representing non player characters.", + "npc-pc": "NPC/PC", + "roll-queries-info": "D20 Rolls output according to this option. Always Roll Advantage is the default setting and will roll two D20 on every roll in case of advantage. The expectation is that if there is no advantage or disadvantage you use the left most result. The Advantage Toggle option adds three new buttons to the top of the sheet so that you can toggle advantage on a case by case basis. Query Advantage gives you a prompt every roll asking if the roll has advantage. Never Roll Advantage always rolls a single D20 on any given roll, expecting the player to roll a second time in case of advantage or disadvantage.", + "whisp-rolls-gm-info": "All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.", + "auto-dmg-roll-info": "By default, attack damage rolls are not rolled until the hit is confirmed. Damage is rolled from the chat roll template by clicking on the name of the attack in the right hand bar, which then displays the damage. The default method is compatible with 3D dice. Optionally, you can choose to have the Auto Roll Damage & Crit option which will roll damage and critical hit dice at the same time of the attack, presenting all possible outcomes at the time of the attack.", + "add-char-to-templates-info": "Character names are not added to the roll template by default, and are only displayed as normal in the chat tab as the player/character selected as 'Speaking As'. Turning this option on adds the character making the roll's name to the template, useful for players representing multiple characters.", + "inventory-info": "Character Inventories default to the complex style that is compatible with the Roll20 5E Compendium. This includes granular item amounts/weights, weight and encumbrance tracking, sorting, AC calculations, automatic attack generation, and more. The Simple option provides a text field for item lists for players who want more manual control over the sheet.", + "encumbrance-info": "The sheet uses the variant encumbrance rules on page 160 of the Core Manual. The Off option disables the variant rules and only uses a basic over-limit inventory weight check.", + "ammo-tracking-info": "Provides automatic ammo tracking with the 5th Edition OGL by Roll20 Companion API Script.", + "dungeons-and-dragons-styling": "DUNGEONS AND DRAGONS STYLING", + "dungeons-and-dragons-styling-info": "Turns on Dungeons and Dragons styling for both the character sheet and roll templates. This setting is automatically applied to all character sheets and cannot be selectively used.", + "cd-bar1-value:-u": "BAR 1 VALUE:", + "cd-bar1-max:-u": "BAR 1 MAX:", + "cd-bar1-link:-u": "BAR 1 LINK:", + "cd-bar1-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 1's value to this attribute.", + "cd-bar1-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 1's max to this attribute.", + "cd-bar1-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 1's value to this attribute. If set this will override all other bar settings.", + "cd-bar2-value:-u": "BAR 2 VALUE:", + "cd-bar2-max:-u": "BAR 2 MAX:", + "cd-bar2-link:-u": "BAR 2 LINK:", + "cd-bar2-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 2's value to this attribute.", + "cd-bar2-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 2's max to this attribute.", + "cd-bar2-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 2's value to this attribute. If set this will override all other bar settings.", + "cd-bar3-value:-u": "BAR 3 VALUE:", + "cd-bar3-max:-u": "BAR 3 MAX:", + "cd-bar3-link:-u": "BAR 3 LINK:", + "cd-bar3-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 3's value to this attribute.", + "cd-bar3-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 3's max to this attribute.", + "cd-bar3-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 3's value to this attribute. If set this will override all other bar settings.", + "npc-name-in-rolls:-u": "NPC NAME IN ROLLS:", + "ship-name-in-rolls:-u": "SHIP NAME IN ROLLS:", + "show": "Show", + "hide": "Hide", + "npc-name-in-rolls-desc:-u": "In NPC roll results, show or hide the name of the NPC in the roll result card.", + "ship-name-in-rolls-desc:-u": "In SHIP roll results, show or hide the name of the SHIP in the roll result card.", + "public:-u": "PUBLIC", + "to-gm:-u": "TO GM", + "toggle-roll-whisper": "Whisper Toggle", + "attribute-opts-u": "ATTRIBUTE OPTIONS", + "save-opts-u": "SAVE OPTIONS", + "by-level": "By Level (Default)", + "prof-die": "Proficiency Die (DMG)", + "custom": "Custom", + "core-die-roll:-u": "CORE DIE ROLL:", + "has-attack-u": "HAS AN ATTACK", + "variant-phb": "Variant (Core M. p160)", + "carrying-capacity-mod:-u": "CARRYING CAPACITY MODIFIER:", + "armor-class-tracking:-u": "ARMOR CLASS TRACKING:", + "automatic": "Automatic", + "cantrip-progression:-u": "PRIME PROGRESSION", + "cantrip-dice-u": "PRIME DICE", + "cantrip-beam-u": "PRIME BEAM", + "slots_total-u": "SLOTS TOTAL", + "slots_remaining-u": "SLOTS REMAINING", + "level-calculations:-u": "AUTO LEVEL CALCULATIONS:", + "spell_slot_modifiers-u": "TECH SLOT MODIFIERS", + "lvl-u": "RANK", + "include_spell_desc:-u": "INCLUDE POWER DESCRIPTION IN ATTACK:", + "token_size-u": "TOKEN SIZE", + "add-dex-tiebreaker-u": "ADD DEX TIEBREAKER TO INITIATIVE", + "initiative-style:-u": "INITIATIVE STYLE:", + "query-attr-u": "QUERY ATTRIBUTE", + "custom-skills-u": "CUSTOM SKILLS", + "weapon-u": "WEAPON", + "armor-u": "ARMOR", + "other-u": "OTHER", + "source:-u": "SOURCE:", + "source-type:-u": "SOURCE TYPE:", + "racial": "Species", + "class": "Class", + "feat": "Feat", + "feats": "Feats", + "other": "Other", + "partial": "Partial", + "show_all": "Show All", + "cr_only": "C&R Only", + "spell-icons:-u": "POWER ICONS:", + "custom-pb:-u": "CUSTOM PROFICIENCY BONUS:", + "show-global-attack-field-u": "SHOW GLOBAL ATTACK MODIFIER FIELD", + "show-global-damage-field-u": "SHOW GLOBAL DAMAGE MODIFIER FIELD", + "show-global-save-field-u": "SHOW GLOBAL SAVE MODIFIER FIELD", + "show-global-skill-field-u": "SHOW GLOBAL SKILL MODIFIER FIELD", + "global-attack-u": "GLOBAL ATTACK MODIFIER", + "global-damage-u": "GLOBAL DAMAGE MODIFIER", + "global-save-u": "GLOBAL SAVE MODIFIER", + "global-skill-u": "GLOBAL SKILL MODIFIER", + "global-damage": "Global Damage Modifier", + "core-die-roll-info": "Changing the core die will replace the normal 1d20 made with almost all rolls with a randomizer of your choice, such as 2d10 or 3d6.", + "pb-type-info": "By default, the character's Proficiency Bonus will be automatically calculated based off of their total level as is the standard method in the Core Manual. The Proficiency Die option supports the alternate method outlined in the DMG where, instead of a flat bonus, a die is rolled instead. The Custom option allows you to replace the PB with anything of your choosing.", + "global-save-info": "Creates a custom global save modifier field, underneath the SAVING THROWS section of the character sheet. Anything put there will be applied to any save roll. Perfect for regular but not permanent bonuses like the Sensory Boost power.", + "global-skill-info": "Creates a custom global skill modifier field, underneath the SKILLS section of the character sheet. Anything put there will be applied to any save roll. Perfect for regular but not permanent bonuses like the Amplify Ability power.", + "global-attack-info": "Creates a custom global attack modifier field, underneath the ATTACKS AND ESPER POWERS section of the character sheet. Anything put there will be applied to any attack to-hit roll. Perfect for regular but not permanent bonuses to attack like the Sensory Boost power.", + "global-damage-info": "Creates a custom global damage modifier field, underneath the ATTACKS AND ESPER POWERS section of the character sheet. Anything put there will be applied to any attack damage roll. Perfect for regular but not permanent bonuses to damage like the Deft Strike ability.", + "auto-level-calc-info": "By default changing character levels will automatically set spell slots and hit dice. Changing this setting to off prevents this behavior.", + "simple-traits-info": "Character FEATURES AND TRAITS section defaults to the complex style that is compatible with the Roll20 5E Compendium. The Simple option provides a text field for players who want more manual control over the sheet.", + "simple-proficiencies-info": "Character OTHER PROFICIENCIES & LANGUAGES section defaults to the complex style that is compatible with the Roll20 5E Compendium. The Simple option provides a text field for players who want more manual control over the sheet.", + "init-tiebreaker-info": "Adds the character's dexterity score as a decimal to the end of the initiative bonus for purposes of breaking ties.", + "b-custom-info": "When the Proficiency Bonus type is set to Custom, the character sheet will use this value for the character's Proficiency Bonus.", + "footer-wiki-link": "This sheet was created from the 5th Edition OGL character sheet by Roll20. For game information, visit http://espergenesis.com", + "accepting-drop-u": "ACCEPTING DROP FROM COMPENDIUM", + "are_you_sure": "Are you sure you want to turn this character into a ", + "yes": "Yes", + "next": "Next", + "cancel": "Cancel", + "cancel-u": "CANCEL", + "choose": "Choose", + "innate:-u": "INNATE:", + "mod:-u": "MOD:", + "hpmods:-u": "HP MODIFIERS:", + "charmancer-welcome": "Welcome to the Charactermancer!", + "charmancer-what-is": "The Charactermancer is a step-by-step process that makes building a character simple and streamlined. Changes are saved as you progress, but the character sheet is only updated when the Charactermancer has been completed.", + "get-started": "Get started by clicking Next.", + "opt-out-u": "OPT OUT", + "charmancer-compendium": "Your Compendium Awaits.", + "charmancer-compendium-detail": "The Charactermancer currently supports Dungeons & Dragons 5th Edition SRD and the Player's Handbook. You can add the Player's Handbook to your compendium in the Marketplace, or the game owner can share their compendium with everyone in the game.", + "charmancer-choose-race": "Choose a Race:", + "charmancer-custom-race-name": "Custom Race Name:", + "charmancer-custom-subclass-name:": "Custom sublass Name:", + "charmancer-additional-cantrips": "Additional Cantrips", + "charmancer-additional-lvl-1-spells": "Additional Level 1 Spells", + "suggested-abilities": "Suggested Abilities: ", + "class-spellcasting": "Class Spellcasting Ability: ", + "ability-score-increase": "Ability Score Increase:", + "lawful-good": "Lawful Good", + "neutral-good": "Neutral Good", + "chaotic-good": "Chaotic Good", + "lawful-neutral": "Lawful Neutral", + "neutral": "Neutral", + "chaotic-neutral": "Chaotic Neutral", + "lawful-evil": "Lawful Evil", + "neutral-evil": "Neutral Evil", + "chaotic-evil": "Chaotic Evil", + "tiny": "Tiny", + "small": "Small", + "medium": "Medium", + "large": "Large", + "huge": "Huge", + "age": "Age:", + "gargantuan": "Gargantuan", + "step1-equipment": "Step 5: Equipment", + "equipment-from-background": "Equipment from Background", + "equipment-from-class": "Equipment from Class", + "class-equipment": "Class Equipment", + "starting-wealth": "Starting Wealth (Core)", + "starting-cubil:": "Starting Cubil:", + "no_class_warning-u": "NO CLASS HAS BEEN SELECTED OR SELECTED CLASS DOES NOT HAVE STANDARD EQUIPMENT. CLASS EQUIPMENT CANNOT BE CHOSEN AT THIS TIME.", + "standard-array": "Standard Array", + "roll-for-stats": "Roll for Stats", + "standard-roll": "Roll 4d6, drop lowest", + "charmancer-cancel-heading": "Where would you like to go, traveler?", + "continue-charmancer": "Continue Charactermancer", + "save_progress_and_exit": "Save and Exit", + "cancel_charactermancer": "Discard and exit", + "charmancer-discard-warning": "Discard and Exit will cause all choices to be lost.", + "mancer-opts-u": "CHARACTERMANCER OPTIONS", + "relaunch-lvl1mancer-u": "LAUNCH LEVEL 1 CHARACTERMANCER (CANNOT BE UNDONE)", + "point-buy": "Point Buy", + "available-points:": "Available Points: ", + "equipment-choice-text": "How would you like to choose your equipment?", + "charmancer-start": "Start", + "clear-abilities": "Clear Assignment", + "use-charactermancer-for-new:-u": "USE LEVEL 1 CHARACTERMANCER FOR NEW CHARACTERS:", + "use-charactermancer-for-new-info": "With this option enabled all new characters will open with the Level 1 Roll20 Charactermancer. Disabling this option will start new characters directly on the character sheet disabling the Level 1 Charactermancer, which can still be manually run from the Settings tab of the character sheet.", + "feat-pre-check": "Look carefully! Prerequisites are not checked automatically.", + "stats-rolled-hint": "We rolled your dice! Check the chat window to view your results in detail. Assign the results below to your preferred attributes:", + "return-to:": "Return to: ", + "do_you_want_mancer": "How do you want to create this character?", + "no": "No", + "global-ac-u": "GLOBAL AC MODIFIER", + "show-global-ac-field-u": "SHOW GLOBAL AC MODIFIER FIELD", + "warning-customac-u": "ATTENTION - CUSTOM AC IS NOT BEING USED. TO USE CUSTOM AC, UNEQUIP ARMOR.", + "manual": "Edit sheet directly", + "npc-new": "Create an NPC", + "mancer-confirm-yes": "Use the Charactermancer", + "allow-shields-u": "ALLOW SHIELDS?", + "levels-u": "LEVELS", + "features-u": "FEATURES", + "asi-u": "ABILITY SCORE INCREASE / FEATS", + "charmancer-leveler-what-is": "The Charactermancer is a step-by-step process that makes leveling up a character simple and streamlined. Changes are saved as you progress, but the character sheet is only updated when the Charactermancer has been completed.", + "charmancer-leveler-level-info1": "Your existing class levels have been pre-populated for you. By default your primary class has been set to be increased by one level. You can change how many levels to increase below, as well as adding a new multiclass.", + "charmancer-leveler-level-info2": "In each class section you'll have the option to take the average number of hit points or to roll randomly, choose class features for the levels you're advancing, and choose your subclass if appropriate.", + "charmancer-leveler-spells-info": "Listed here are the current spells your character already knows. If you gained access to more spells during your advancement you will be able to select them below. Check next to the spells you wish to learn. The Charactermancer will help you pick the right number of spells and from the correct list. If your class has the option to swap out spells, you can do so by unselecting currently known spells which will allow you to select new ones in their place.", + "total-level-u": "TOTAL LEVEL", + "main-class-level-u": "MAIN CLASS LEVEL", + "class-2-level-u": "CLASS 2 LEVEL", + "class-3-level-u": "CLASS 3 LEVEL", + "class-4-level-u": "CLASS 4 LEVEL", + "levels:-u": "LEVELS:", + "warning-leveler_start-u": "ATTENTION - YOU CANNOT LAUNCH THE CHARACTERMANCER LEVEL UP UNTIL YOU HAVE A CLASS, LEVEL, AND HP SET FOR LEVEL ONE. PLEASE RUN THE CHARACTERMANCER CREATOR FIRST. THE LEVEL UP TOOL DOESN'T WORK WITH CUSTOM CLASSES OR IF THE MULTICLASS OPTIONS ARE SET UP INCORRECTLY.", + "charmancer-leveler-custom-class-warning": "The Level Up tool does not support custom classes at this time.", + "charmancer-welcome-lp": "Welcome to Charactermancer Level Up!", + "charmancer-leveler-what-is-lp": "Look at you, with all that experience. Now it's time to claim your reward. You'll walk through the step-by-step process to make a few decisions, and your character will be at the next level in no time. Changes are saved as you move through the process, but if you change your mind, you'll need to revisit the steps and choices that come after.", + "charmancer-compendium-detail-lp": "The Charactermancer currently supports Dungeons & Dragons 5th Edition SRD, Player's Handbook, and Guildmasters' Guide to Ravnica. Xanathar's Guide to Everything will be supported in the coming weeks. You can add the Player's Handbook and Guildmasters' Guide to Ravnica to your compendium in the Marketplace, or the game owner can share their compendium with everyone in the game.", + "roll:-u": "ROLL:", + "roll": "Roll", + "prerequisite:": "Prerequisite:", + "back": "BACK", + "back-to-top": "Back to Top", + "choose-a-class:": "Choose a Class:", + "custom-class-name:": "Custom Class Name", + "charmancer-class-features:": "Class Features: ", + "charmancer-subclass-features:": "Subclass Features:", + "hit-die:": "Hit Die:", + "average": "Average", + "hp-u": "HP", + "saving-throw-proficiency": "Saving Throw Proficiency", + "armor": "Armor", + "equipment": "Equipment:", + "language": "Language", + "skill": "Skill", + "tool": "Tool", + "weapon": "Weapon", + "add-another-feature": "Add Another Feature", + "add-another-proficiency": "Add Another Proficiency", + "innate-spellcasting:": "Innate Powers:", + "spellcasting-ability": "Esper Ability:", + "number-of-cantrips": "Number of Primes:", + "number-of-lvl-1-spells": "Number of Level 1 Spells:", + "spell-list": "Powers List:", + "done": "Done", + "ability-score-method": "Ability Score Method:", + "select-your-choices": "Select Your Choices:", + "input-your-scores": "Input Your Scores:", + "choose-background": "Choose a Background:", + "personality-traits": "Personality Traits", + "ideal": "Ideal", + "bond": "Bond", + "flaw": "Flaw", + "you-have-chosen-starting-cubil": "You have chosen starting cubil and do not get equipment from your background.", + "you-have-created-custom-class": "You have created a custom class; you can add equipment to the character sheet after you have finished the Charactermancer.", + "arcane-is-mystery": "Cosmic forces are a mystery to you.", + "your-character-dont-have-spells-this-lvl": "Your character doesn't have powers at this level. Click “Next” to review your character!", + "charmancer-a-feat-represents": "A feat represents accomplishment, grit, determination, and expertise. It is the reward for hard work.", + "you-really-havent-done": "You really haven't done that much yet", + "review-your-choices": "Review your choices:", + "race": "Race", + "abilities": "Abilities", + "bio": "Bio", + "name-background": "Name:", + "building-your-character": "Building your character...", + "charmancer-only-choice-left-is-on-or": "The only choice left is to press on or turn back. If you're editing an existing character, all your existing data will be lost into the void when you apply your changes.", + "apply-changes": "Apply Changes", + "pick-your-equipment": "Pick your equipment", + "you-havent-chosen-background": "You have not yet selected a background.", + "you-havent-selected-class": "You have not yet selected a class.", + "ability-score": "Ability Score", + "you-can-increase-two-abilites": "You can increase two of your abilities by 1, or one of your abilities by 2", + "before-leveling": "Before Leveling", + "after-leveling": "After Leveling", + "charmancer-removed-spells-marked-pt1": "Removed spells will be marked with a r symbol so you can find it easily if you change your mind." +} diff --git a/Esper_Genesis_5E/translations/tr.json b/Esper_Genesis_5E/translations/tr.json new file mode 100644 index 0000000000..a26581dda1 --- /dev/null +++ b/Esper_Genesis_5E/translations/tr.json @@ -0,0 +1,719 @@ +{ + "skills-list": "acrobatics,astrophysics,athletics,computers,deception,insight,intimidation,investigation,lore,mechanics,medicine,perception,performance,persuasion,sleight_of_hand,stealth,survival,xenobiology", + "npc-options-u": "NPC OPTIONS", + "ship-options-u": "SHIP OPTIONS", + "name-u": "NAME", + "npc-type-u": "NPC TYPE", + "ship-type-u": "SHIP TYPE", + "npc-type-place": "Medium cyborg, any evil alignment", + "ship-type-place": "Medium ship", + "armor-class-u": "ARMOR CLASS", + "class-u": "CLASS", + "type-u": "TYPE", + "maneuver-defense-u": "MANEUVER DEFENSE", + "maneuver-save-u": "MANEUVER SAVE DC", + "abilities-u": "ABILITIES", + "npc-armor-place": "light trooper", + "hit-points-u": "HIT POINTS", + "hull-points-u": "HULL POINTS", + "formula-u": "FORMULA", + "speed-u": "SPEED", + "npc-speed-place": "30 ft., fly 60ft.", + "ship-speed-place": "6", + "piloting-u": "PILOTING BONUS (Dex Bonus + Proficiency Bonus)", + "attributes-u": "ATTRIBUTES", + "ship-attributes-u": "ATTRIBUTES (PILOT/CREW)", + "str-u": "STR", + "dex-u": "DEX", + "con-u": "CON", + "int-u": "INT", + "wis-u": "WIS", + "cha-u": "CHA", + "npcs-u": "NPC", + "ships-u": "SHIP", + "ship-dex-u": "DEX—[PILOT]", + "ship-int-u": "INT—[TECH]", + "ship-wis-u": "WIS—[TECH]", + "sensor-u": "SENSOR RANGE", + "saves-u": "SAVES", + "skills-u": "SKILLS", + "acrobatics-u": "ACROBATICS", + "mechanics-u": "MECHANICS", + "astrophysics-u": "ASTROPHYSICS", + "athletics-u": "ATHLETICS", + "deception-u": "DECEPTION", + "lore-u": "LORE", + "insight-u": "INSIGHT", + "intimidation-u": "INTIMIDATION", + "investigation-u": "INVESTIGATION", + "medicine-u": "MEDICINE", + "xenobiology-u": "XENOBIOLOGY", + "perception-u": "PERCEPTION", + "performance-u": "PERFORMANCE", + "persuasion-u": "PERSUASION", + "computers-u": "COMPUTERS", + "sleight_of_hand-u": "SLEIGHT OF HAND", + "stealth-u": "STEALTH", + "survival-u": "SURVIVAL", + "damage-vuln-u": "DAMAGE VULNERABILITIES", + "npc-dmg-vuln-place": "fire", + "ship-dmg-vuln-place": "lightning", + "damage-res-u": "DAMAGE RESISTANCES", + "npc-dmg-res-place": "cold", + "ship-dmg-res-place": "acid, fire", + "damage-imm-u": "DAMAGE IMMUNITIES", + "npc-dmg-imm-place": "lightning, thunder", + "ship-dmg-imm-place": "cold", + "cond-imm-u": "CONDITION IMMUNITIES", + "npc-cond-imm-place": "charmed", + "ship-cond-imm-place": "impaired", + "senses-u": "SENSES", + "npc-senses-place": "darkvision 120ft., passive Perception 16", + "ship-senses-place": "6", + "langs-u": "LANGUAGES", + "lang-u": "LANGUAGE", + "npc-langs-place": "Alphaline, Common, Nesieve", + "challenge-u": "CHALLENGE", + "xp-u": "XP", + "spellcast-npc-u": "ESPER NPC", + "spell-ability-u": "ESPER ABILITY", + "none-u": "NONE", + "strength-u": "STRENGTH", + "strength-save-u": "STRENGTH SAVE", + "dexterity-u": "DEXTERITY", + "dexterity-save-u": "DEXTERITY SAVE", + "constitution-u": "CONSTITUTION", + "constitution-save-u": "CONSTITUTION SAVE", + "intelligence-u": "INTELLIGENCE", + "intelligence-save-u": "INTELLIGENCE SAVE", + "wisdom-u": "WISDOM", + "wisdom-save-u": "WISDOM SAVE", + "charisma-u": "CHARISMA", + "charisma-save-u": "CHARISMA SAVE", + "spell-dc-u": "POWER DC", + "spell-atk-bonus-u": "POWER ATTACK BONUS", + "has-reaction-u": "HAS REACTIONS", + "leg-actions:-u": "LEGENDARY ACTIONS:", + "gen-opts-u": "GENERAL OPTIONS", + "npc-u": "NPC/SHIP", + "roll-queries:-u": "ROLL QUERIES:", + "always-adv": "Always Roll Advantage", + "adv-toggle": "Advantage Toggle", + "query-adv": "Query Advantage", + "never-adv": "Never Roll Advantage", + "whisp-rolls-gm:-u": "WHISPER ROLLS TO GM:", + "never-whisp": "Never Whisper Rolls", + "query-whisp": "Query Whisper", + "always-whisp": "Always Whisper Rolls", + "auto-dmg-roll:-u": "AUTO DAMAGE ROLL:", + "never-dmg": "Don't Auto Roll Damage", + "always-dmg": "Auto Roll Damage & Crit", + "ac": "Armor Class", + "hp": "Hit Points", + "hlp": "Hull Points", + "speed": "Speed", + "maneuver-defense": "Maneuver Defense", + "maneuver-save": "Maneuver Save DC", + "sensors": "Sensor Range", + "piloting": "Piloting Check", + "pilot-bonus": "Piloting Bonus", + "language-proficiencies": "Language Proficiencies:", + "skill-proficiencies": "Skill Proficiencies:", + "weapon-proficiencies": "Weapon Proficiencies", + "armor-proficiencies": "Armor Proficiencies:", + "tool-proficiencies": "Tool Proficiencies:", + "saving-throw": "Saving Throws", + "str": "Str", + "dex": "Dex", + "con": "Con", + "int": "Int", + "wis": "Wis", + "cha": "Cha", + "skills": "Skills", + "acrobatics": "Acrobatics", + "mechanics": "Mechanics", + "astrophysics": "Astrophysics", + "athletics": "Athletics", + "deception": "Deception", + "lore": "Lore", + "insight": "Insight", + "intimidation": "Intimidation", + "investigation": "Investigation", + "medicine": "Medicine", + "xenobiology": "Xenobiology", + "perception": "Perception", + "performance": "Performance", + "persuasion": "Persuasion", + "computers": "Computers", + "sleight_of_hand": "Sleight of Hand", + "stealth": "Stealth", + "survival": "Survival", + "dmg-vuln": "Damage Vulnerabilities", + "dmg-res": "Damage Resistances", + "dmg-imm": "Damage Immunities", + "cond-imm": "Condition Immunities", + "senses": "Senses", + "langs": "Languages", + "challenge": "Challenge", + "npc-trait-name-place": "False Appearance.", + "npc-trait-desc-place": "If the velbast fails...", + "actions": "Actions", + "adv": "Advantage", + "norm": "Normal", + "disadv": "Disadvantage", + "name:-u": "NAME:", + "attack-u": "ATTACK", + "type:-u": "TYPE:", + "melee": "Melee", + "ranged": "Ranged", + "range-reach:-u": "RANGE/REACH:", + "range-reach-place": "5 ft.", + "to-hit:-u": "TO HIT:", + "target:-u": "TARGET:", + "target:": "Target:", + "to-hit-place": "One target", + "on-hit:-u": "ON HIT:", + "on-hit-place": "slashing", + "on-hit2:-u": "ON HIT 2:", + "on-hit-2-place": "fire", + "hit:": "Hit: ", + "reactions": "Reactions", + "npc-repeating-name-place": "Parry.", + "npc-repeating-desc-place": "The creature adds 2 to its AC against...", + "traits": "Traits", + "features": "Features", + "spells": "Powers", + "prep-u": "PREP", + "school:-u": "DOMAIN:", + "alteration": "Alteration", + "clairsentient": "Clairsentient", + "elemental": "Elemental", + "kinesis": "Kinesis", + "metaphase": "Metaphase", + "psychogenic": "Psychogenic", + "technique": "Technique", + "ritual": "CONVENTIONAL", + "ritual-l": "conventional", + "range:-u": "RANGE:", + "range:": "Range:", + "pointcost:-u": "POINT COST:", + "pointcost:": "Point Cost:", + "spell-component-verbal": "V", + "spell-component-somatic": "S", + "spell-component-material": "M", + "spell-ritual": "R", + "spell-concentration": "C", + "ruby-dust-place": "ruby dust worth 50gp", + "concentration-u": "CONCENTRATION", + "concentration": "Concentration", + "duration:-u": "DURATION:", + "duration:": "Duration:", + "difficulty-class-abv": "DC", + "output:-u": "OUTPUT:", + "powercard-u": "POWERCARD", + "spell-atk:-u": "POWER ATTACK:", + "none": "None", + "dmg:-u": "DAMAGE:", + "dmg2:-u": "DAMAGE2:", + "healing:-u": "HEALING:", + "add-ability-mod-u": "ADD ABILITY MOD TO DAMAGE OR HEALING", + "effect:-u": "EFFECT:", + "npc-atk-effect-place": "Half damage", + "desc:-u": "DESCRIPTION:", + "at-higher-lvl:-u": "AT HIGHER RANKS:", + "at-higher-lvl": "At Higher Ranks", + "higher-lvl-cast": "Higher Rank Use", + "leg-actions": "Legendary Actions", + "leg-actions-desc": "The can take legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The regains spent legendary actions at the start of its turn.", + "atk-range-place": "5 ft.", + "atk-target-place": "One target", + "atk-dmg-type-place": "slashing", + "atk-dmg-type2-place": "fire", + "adv-u": "ADVANTAGE", + "norm-u": "NORMAL", + "disadv-u": "DISADVANTAGE", + "core-u": "CORE", + "bio-u": "BIO", + "gear-u": "GEAR", + "spells-u": "POWERS", + "feats-u": "FEATS", + "review-u": "REVIEW", + "char-name-u": "CHARACTER NAME", + "adept": "Adept", + "barbarian": "Barbarian", + "cybermancer": "Cybermancer", + "engineer": "Engineer", + "hunter": "Hunter", + "melder": "Melder", + "sentinel": "Sentinel", + "specialist": "Specialist", + "warrior": "Warrior", + "class-level-u": "CLASS & LEVEL", + "background-u": "BACKGROUND", + "background": "Background", + "race-u": "RACE", + "alignment-u": "ALIGNMENT", + "alignment": "Alignment:", + "exp-pts-u": "EXPERIENCE POINTS", + "inspiration-u": "INSPIRATION", + "prof-bonus-u": "PROFICIENCY BONUS", + "strength": "Strength", + "strength-save": "Strength Save", + "dexterity": "Dexterity", + "dexterity-save": "Dexterity Save", + "constitution": "Constitution", + "constitution-save": "Constitution Save", + "intelligence": "Intelligence", + "intelligence-save": "Intelligence Save", + "wisdom": "Wisdom", + "wisdom-save": "Wisdom Save", + "charisma": "Charisma", + "charisma-save": "Charisma Save", + "saving-throws-u": "SAVING THROWS", + "acrobatics-core": "Acrobatics (Dex)", + "mechanics-core": "Mechanics (Wis)", + "astrophysics-core": "Astrophysics (Int)", + "athletics-core": "Athletics (Str)", + "deception-core": "Deception (Cha)", + "lore-core": "Lore (Int)", + "insight-core": "Insight (Wis)", + "intimidation-core": "Intimidation (Cha)", + "investigation-core": "Investigation (Int)", + "medicine-core": "Medicine (Wis)", + "xenobiology-core": "Xenobiology (Int)", + "perception-core": "Perception (Wis)", + "performance-core": "Performance (Cha)", + "persuasion-core": "Persuasion (Cha)", + "computers-core": "Computers (Int)", + "sleight_of_hand-core": "Sleight of Hand (Dex)", + "stealth-core": "Stealth (Dex)", + "survival-core": "Survival (Wis)", + "pass-wis-u": "PASSIVE WISDOM (PERCEPTION)", + "tool-u": "TOOL", + "pro-u": "PRO", + "attr-u": "ATTRIBUTE", + "prof-bonus:-u": "PROFICIENCY BONUS:", + "prof-u": "PROFICIENT", + "proficency-u": "PROFICIENCY", + "expertise-u": "EXPERTISE", + "jack-of-all-u": "JACK OF ALL TRADES", + "attr:-u": "ATTRIBUTE:", + "tool-prof-u": "TOOL PROFICIENCIES", + "weapon-proficiencies-u": "WEAPON PROFICIENCIES", + "other-prof-langs-u": "OTHER PROFICIENCIES & LANGUAGES", + "prof-langs-u": "PROFICIENCIES & LANGUAGES", + "init": "Initiative", + "init-u": "INITIATIVE", + "hp-max-u": "Hit Point Maximum", + "hp-current-u": "CURRENT HIT POINTS", + "hp-temp-u": "TEMPORARY HIT POINTS", + "total": "Total", + "hit-dice-u": "HIT DICE", + "successes-u": "SUCCESSES", + "failures-u": "FAILURES", + "death-save-u": "DEATH SAVE", + "death-saves-u": "DEATH SAVES", + "exhaustion-setting-u": "SHOW EXHAUSTION TRACKING:", + "exhaustion-u": "EXHAUSTION LEVEL", + "exhaustion-0": "No effect", + "exhaustion-1": "Disadvantage on ability checks", + "exhaustion-2": "Speed halved", + "exhaustion-3": "Disadvantage on attack rolls and saving throws", + "exhaustion-4": "Hit point maximum halved", + "exhaustion-5": "Speed reduced to 0", + "exhaustion-6": "Death", + "atk-u": "ATK", + "dmg-type-u": "DAMAGE/TYPE", + "attack:-u": "ATTACK:", + "proficient-u": "PROFICIENT", + "range-place": "Self (60-foot cone)", + "enhanced-bonus:-u": "ENHANCED BONUS:", + "crit-range-u": "CRIT RANGE:", + "damage:-u": "DAMAGE:", + "dmg-type-place": "Slashing", + "crit:-u": "CRIT:", + "damage2:-u": "DAMAGE2:", + "saving-throw:-u": "SAVING THROW:", + "vs-dc:-u": "VS DC:", + "spell-u": "POWER", + "flat-u": "FLAT", + "save": "Save", + "save-effect:-u": "SAVE EFFECT:", + "save-effect-place": "half damage", + "ammunition:-u": "AMMUNITION:", + "ammunition-place": "Arrows", + "description:-u": "DESCRIPTION:", + "description:": "Description:", + "description-place": "Up to 2 creatures within 5 feet", + "atk-spellcasting-u": "ATTACKS & ESPER POWERS", + "copper-piece-u": "CP", + "silver-piece-u": "SP", + "electrum-piece-u": "EP", + "cubil-coin-u": "COINS", + "cubil-cred-u": "CUBIL", + "warning-armor-sets-u": "WARNING - AC IS NOT INCORRECT. UNEQUIP EXTRA ARMOR OR SHIELD FROM ITEM DETAILS.", + "item-name-u": "ITEM NAME", + "equipped-u": "EQUIPPED", + "use-as-resource-u": "USE AS A RESOURCE", + "prop:-u": "PROP:", + "mods:-u": "MODS:", + "total-weight-u": "TOTAL WEIGHT", + "immobile-u": "IMMOBILE", + "heavily-encumbered-u": "HEAVILY ENCUMBERED", + "encumbered-u": "ENCUMBERED", + "over-carrying-cap-u": "OVER CARRYING CAPACITY", + "equipment-u": "EQUIPMENT", + "personality-traits-u": "PERSONALITY TRAITS", + "ideals-u": "IDEALS", + "bonds-u": "BONDS", + "flaws-u": "FLAWS", + "class-resource-u": "CLASS RESOURCE", + "other-resource-u": "OTHER RESOURCE", + "feats-traits-u": "FEATURES & TRAITS", + "age-u": "AGE", + "size-u": "SIZE", + "size": "Size", + "height-u": "HEIGHT", + "weight-u": "WEIGHT", + "eye-u": "EYES", + "skin-u": "SKIN", + "hair-u": "HAIR", + "char-appearance-u": "CHARACTER APPEARANCE", + "char-backstory-u": "CHARACTER BACKSTORY", + "allies-orgs-u": "ALLIES & ORGANIZATIONS", + "add-feats-traits-u": "ADDITIONAL FEATURES & TRAITS", + "feat-u": "FEAT", + "treasure-u": "TREASURE", + "spell-save-dc-u": "POWER SAVE DC", + "cantrips-u": "PRIME POWERS", + "ritual-u": "CONVENTIONAL", + "casting-time:-u": "ACTIVATION TIME:", + "casting-time:": "Activation Time:", + "at-higher-lvl-dmg:-u": "HIGHER LVL CAST DMG:", + "half-dmg-place": "Half damage", + "hit-die:-u": "HIT DIE:", + "initiative-mod:-u": "INITIATIVE MODIFIER:", + "glob-saving-mod:-u": "GLOBAL SAVING THROW MODIFIER:", + "glob-ac-mod:-u": "GLOBAL ARMOR CLASS MODIFIER:", + "glob-atk-mod:-u": "GLOBAL POWER ATTACK MODIFIER:", + "pass-perc-mod:-u": "PASSIVE PERCEPTION MODIFIER:", + "death-save-mod:-u": "DEATH SAVE MODIFIER:", + "magic-caster-lvl:-u": "CHANNELER/FORGER LEVEL:", + "halfling-luck-u": "HALFLING LUCK", + "arcane-fighter-u": "JUSTICAR", + "arcane-rogue-u": "ARTIFICE", + "class-options-u": "CLASS OPTIONS ()", + "class:-u": "CLASS:", + "subclass:-u": "SUBCLASS:", + "race:-u": "RACE:", + "subrace:-u": "SUBRACE:", + "subrace": "Subrace:", + "subrace-ability-increase": "Subrace Ability Score Increase:", + "2nd-class:-u": "2ND CLASS:", + "lvl:-u": "LEVEL:", + "3rd-class:-u": "3RD CLASS:", + "4th-class:-u": "4TH CLASS:", + "mutliclass-opts-u": "MULTICLASS OPTIONS", + "use-cust-class-u": "USE CUSTOM CLASS", + "class-name:-u": "CLASS NAME:", + "spellcasting-ability:-u": "ESPER ABILITY:", + "spell-slots:-u": "POWER SLOTS:", + "spell-full-u": "FULL (Adept, Engineer, Melder)", + "spell-half-u": "HALF (Hunter, Sentinel)", + "spell-third-u": "THIRD (Artifice, Justicar)", + "tech-slots-u": "TECH SLOTS", + "esper-powers-u": "ESPER POWERS", + "tp-max-u": "Talent Point Maximum", + "tp-current-u": "TALENT POINTS REMAINING", + "talent-slots-label": "TALENT SLOTS (Cybermancer)", + "talent-slots-u": "Max Talent Slots", + "used-talent-slots": "Slots Remaining", + "em_available": "Gained?", + "em_used": "Used", + "esper-mastery-u": "ESPER MASTERY", + "max-rank-u": "Rank", + "cust-class-opts": "CUSTOM CLASS OPTIONS", + "normal": "Normal", + "expirtise": "Expertise", + "skill-opts-u": "SKILL OPTIONS", + "version": "v", + "always-roll-adv": "Always Roll Advantage", + "toggle-roll-adv": "Advantage Toggle", + "query-roll-adv": "Query Advantage", + "never-roll-adv": "Never Roll Advantage", + "never-whisper-roll": "Never Whisper Rolls", + "query-whisper-roll": "Query Whisper", + "always-whisper-roll": "Always Whisper Rolls", + "never-roll-dmg": "Don't Auto Roll Damage", + "always-roll-dmg": "Auto Roll Damage & Crit", + "add-char-to-templates:-u": "ADD CHARACTER NAME TO TEMPLATES:", + "on": "On", + "off": "Off", + "inventory:-u": "INVENTORY:", + "compendium-compatible": "Compendium Compatible", + "simple": "Simple", + "encumbrance:-u": "ENCUMBRANCE:", + "ammo-tracking:-u": "AMMO TRACKING:", + "general-opts-u": "GENERAL OPTIONS", + "transition-text": "Clicking one of the images below will reformat the data from your current sheet to this sheet. These changes are permanent and cannot be undone.", + "transition-text-highlight": "Please make a copy of your game before you use this tool.", + "choose-sheet-transfer": "CHOOSE THE SHEET YOU ARE TRANSFERING FROM", + "community-sheet-u": "COMMUNITY SHEET", + "shaped-sheet-u": "SHAPED SHEET", + "transition-opts-u": "TRANSITION OPTIONS", + "portions-sheet-utilize": "Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https://wiki.roll20.net/SRD_5.0_OGL_License", + "api-required-title": "Try it now with easy one click API installation available with your Pro subscription.", + "api-required-u": "(API REQUIRED)", + "spell_dc_mod:-u": "POWER SAVE DC MOD:", + "custom_ac:-u": "CUSTOM AC:", + "npc-info": "The NPC option sets new characters to default to the NPC card style sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely representing non player characters.", + "npc-pc": "NPC/PC", + "roll-queries-info": "D20 Rolls output according to this option. Always Roll Advantage is the default setting and will roll two D20 on every roll in case of advantage. The expectation is that if there is no advantage or disadvantage you use the left most result. The Advantage Toggle option adds three new buttons to the top of the sheet so that you can toggle advantage on a case by case basis. Query Advantage gives you a prompt every roll asking if the roll has advantage. Never Roll Advantage always rolls a single D20 on any given roll, expecting the player to roll a second time in case of advantage or disadvantage.", + "whisp-rolls-gm-info": "All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.", + "auto-dmg-roll-info": "By default, attack damage rolls are not rolled until the hit is confirmed. Damage is rolled from the chat roll template by clicking on the name of the attack in the right hand bar, which then displays the damage. The default method is compatible with 3D dice. Optionally, you can choose to have the Auto Roll Damage & Crit option which will roll damage and critical hit dice at the same time of the attack, presenting all possible outcomes at the time of the attack.", + "add-char-to-templates-info": "Character names are not added to the roll template by default, and are only displayed as normal in the chat tab as the player/character selected as 'Speaking As'. Turning this option on adds the character making the roll's name to the template, useful for players representing multiple characters.", + "inventory-info": "Character Inventories default to the complex style that is compatible with the Roll20 5E Compendium. This includes granular item amounts/weights, weight and encumbrance tracking, sorting, AC calculations, automatic attack generation, and more. The Simple option provides a text field for item lists for players who want more manual control over the sheet.", + "encumbrance-info": "The sheet uses the variant encumbrance rules on page 160 of the Core Manual. The Off option disables the variant rules and only uses a basic over-limit inventory weight check.", + "ammo-tracking-info": "Provides automatic ammo tracking with the 5th Edition OGL by Roll20 Companion API Script.", + "dungeons-and-dragons-styling": "DUNGEONS AND DRAGONS STYLING", + "dungeons-and-dragons-styling-info": "Turns on Dungeons and Dragons styling for both the character sheet and roll templates. This setting is automatically applied to all character sheets and cannot be selectively used.", + "cd-bar1-value:-u": "BAR 1 VALUE:", + "cd-bar1-max:-u": "BAR 1 MAX:", + "cd-bar1-link:-u": "BAR 1 LINK:", + "cd-bar1-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 1's value to this attribute.", + "cd-bar1-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 1's max to this attribute.", + "cd-bar1-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 1's value to this attribute. If set this will override all other bar settings.", + "cd-bar2-value:-u": "BAR 2 VALUE:", + "cd-bar2-max:-u": "BAR 2 MAX:", + "cd-bar2-link:-u": "BAR 2 LINK:", + "cd-bar2-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 2's value to this attribute.", + "cd-bar2-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 2's max to this attribute.", + "cd-bar2-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 2's value to this attribute. If set this will override all other bar settings.", + "cd-bar3-value:-u": "BAR 3 VALUE:", + "cd-bar3-max:-u": "BAR 3 MAX:", + "cd-bar3-link:-u": "BAR 3 LINK:", + "cd-bar3-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 3's value to this attribute.", + "cd-bar3-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 3's max to this attribute.", + "cd-bar3-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 3's value to this attribute. If set this will override all other bar settings.", + "npc-name-in-rolls:-u": "NPC NAME IN ROLLS:", + "ship-name-in-rolls:-u": "SHIP NAME IN ROLLS:", + "show": "Show", + "hide": "Hide", + "npc-name-in-rolls-desc:-u": "In NPC roll results, show or hide the name of the NPC in the roll result card.", + "ship-name-in-rolls-desc:-u": "In SHIP roll results, show or hide the name of the SHIP in the roll result card.", + "public:-u": "PUBLIC", + "to-gm:-u": "TO GM", + "toggle-roll-whisper": "Whisper Toggle", + "attribute-opts-u": "ATTRIBUTE OPTIONS", + "save-opts-u": "SAVE OPTIONS", + "by-level": "By Level (Default)", + "prof-die": "Proficiency Die (DMG)", + "custom": "Custom", + "core-die-roll:-u": "CORE DIE ROLL:", + "has-attack-u": "HAS AN ATTACK", + "variant-phb": "Variant (Core M. p160)", + "carrying-capacity-mod:-u": "CARRYING CAPACITY MODIFIER:", + "armor-class-tracking:-u": "ARMOR CLASS TRACKING:", + "automatic": "Automatic", + "cantrip-progression:-u": "PRIME PROGRESSION", + "cantrip-dice-u": "PRIME DICE", + "cantrip-beam-u": "PRIME BEAM", + "slots_total-u": "SLOTS TOTAL", + "slots_remaining-u": "SLOTS REMAINING", + "level-calculations:-u": "AUTO LEVEL CALCULATIONS:", + "spell_slot_modifiers-u": "TECH SLOT MODIFIERS", + "lvl-u": "RANK", + "include_spell_desc:-u": "INCLUDE POWER DESCRIPTION IN ATTACK:", + "token_size-u": "TOKEN SIZE", + "add-dex-tiebreaker-u": "ADD DEX TIEBREAKER TO INITIATIVE", + "initiative-style:-u": "INITIATIVE STYLE:", + "query-attr-u": "QUERY ATTRIBUTE", + "custom-skills-u": "CUSTOM SKILLS", + "weapon-u": "WEAPON", + "armor-u": "ARMOR", + "other-u": "OTHER", + "source:-u": "SOURCE:", + "source-type:-u": "SOURCE TYPE:", + "racial": "Species", + "class": "Class", + "feat": "Feat", + "feats": "Feats", + "other": "Other", + "partial": "Partial", + "show_all": "Show All", + "cr_only": "C&R Only", + "spell-icons:-u": "POWER ICONS:", + "custom-pb:-u": "CUSTOM PROFICIENCY BONUS:", + "show-global-attack-field-u": "SHOW GLOBAL ATTACK MODIFIER FIELD", + "show-global-damage-field-u": "SHOW GLOBAL DAMAGE MODIFIER FIELD", + "show-global-save-field-u": "SHOW GLOBAL SAVE MODIFIER FIELD", + "show-global-skill-field-u": "SHOW GLOBAL SKILL MODIFIER FIELD", + "global-attack-u": "GLOBAL ATTACK MODIFIER", + "global-damage-u": "GLOBAL DAMAGE MODIFIER", + "global-save-u": "GLOBAL SAVE MODIFIER", + "global-skill-u": "GLOBAL SKILL MODIFIER", + "global-damage": "Global Damage Modifier", + "core-die-roll-info": "Changing the core die will replace the normal 1d20 made with almost all rolls with a randomizer of your choice, such as 2d10 or 3d6.", + "pb-type-info": "By default, the character's Proficiency Bonus will be automatically calculated based off of their total level as is the standard method in the Core Manual. The Proficiency Die option supports the alternate method outlined in the DMG where, instead of a flat bonus, a die is rolled instead. The Custom option allows you to replace the PB with anything of your choosing.", + "global-save-info": "Creates a custom global save modifier field, underneath the SAVING THROWS section of the character sheet. Anything put there will be applied to any save roll. Perfect for regular but not permanent bonuses like the Sensory Boost power.", + "global-skill-info": "Creates a custom global skill modifier field, underneath the SKILLS section of the character sheet. Anything put there will be applied to any save roll. Perfect for regular but not permanent bonuses like the Amplify Ability power.", + "global-attack-info": "Creates a custom global attack modifier field, underneath the ATTACKS AND ESPER POWERS section of the character sheet. Anything put there will be applied to any attack to-hit roll. Perfect for regular but not permanent bonuses to attack like the Sensory Boost power.", + "global-damage-info": "Creates a custom global damage modifier field, underneath the ATTACKS AND ESPER POWERS section of the character sheet. Anything put there will be applied to any attack damage roll. Perfect for regular but not permanent bonuses to damage like the Deft Strike ability.", + "auto-level-calc-info": "By default changing character levels will automatically set spell slots and hit dice. Changing this setting to off prevents this behavior.", + "simple-traits-info": "Character FEATURES AND TRAITS section defaults to the complex style that is compatible with the Roll20 5E Compendium. The Simple option provides a text field for players who want more manual control over the sheet.", + "simple-proficiencies-info": "Character OTHER PROFICIENCIES & LANGUAGES section defaults to the complex style that is compatible with the Roll20 5E Compendium. The Simple option provides a text field for players who want more manual control over the sheet.", + "init-tiebreaker-info": "Adds the character's dexterity score as a decimal to the end of the initiative bonus for purposes of breaking ties.", + "b-custom-info": "When the Proficiency Bonus type is set to Custom, the character sheet will use this value for the character's Proficiency Bonus.", + "footer-wiki-link": "This sheet was created from the 5th Edition OGL character sheet by Roll20. For game information, visit http://espergenesis.com", + "accepting-drop-u": "ACCEPTING DROP FROM COMPENDIUM", + "are_you_sure": "Are you sure you want to turn this character into a ", + "yes": "Yes", + "next": "Next", + "cancel": "Cancel", + "cancel-u": "CANCEL", + "choose": "Choose", + "innate:-u": "INNATE:", + "mod:-u": "MOD:", + "hpmods:-u": "HP MODIFIERS:", + "charmancer-welcome": "Welcome to the Charactermancer!", + "charmancer-what-is": "The Charactermancer is a step-by-step process that makes building a character simple and streamlined. Changes are saved as you progress, but the character sheet is only updated when the Charactermancer has been completed.", + "get-started": "Get started by clicking Next.", + "opt-out-u": "OPT OUT", + "charmancer-compendium": "Your Compendium Awaits.", + "charmancer-compendium-detail": "The Charactermancer currently supports Dungeons & Dragons 5th Edition SRD and the Player's Handbook. You can add the Player's Handbook to your compendium in the Marketplace, or the game owner can share their compendium with everyone in the game.", + "charmancer-choose-race": "Choose a Race:", + "charmancer-custom-race-name": "Custom Race Name:", + "charmancer-custom-subclass-name:": "Custom sublass Name:", + "charmancer-additional-cantrips": "Additional Cantrips", + "charmancer-additional-lvl-1-spells": "Additional Level 1 Spells", + "suggested-abilities": "Suggested Abilities: ", + "class-spellcasting": "Class Spellcasting Ability: ", + "ability-score-increase": "Ability Score Increase:", + "lawful-good": "Lawful Good", + "neutral-good": "Neutral Good", + "chaotic-good": "Chaotic Good", + "lawful-neutral": "Lawful Neutral", + "neutral": "Neutral", + "chaotic-neutral": "Chaotic Neutral", + "lawful-evil": "Lawful Evil", + "neutral-evil": "Neutral Evil", + "chaotic-evil": "Chaotic Evil", + "tiny": "Tiny", + "small": "Small", + "medium": "Medium", + "large": "Large", + "huge": "Huge", + "age": "Age:", + "gargantuan": "Gargantuan", + "step1-equipment": "Step 5: Equipment", + "equipment-from-background": "Equipment from Background", + "equipment-from-class": "Equipment from Class", + "class-equipment": "Class Equipment", + "starting-wealth": "Starting Wealth (Core)", + "starting-cubil:": "Starting Cubil:", + "no_class_warning-u": "NO CLASS HAS BEEN SELECTED OR SELECTED CLASS DOES NOT HAVE STANDARD EQUIPMENT. CLASS EQUIPMENT CANNOT BE CHOSEN AT THIS TIME.", + "standard-array": "Standard Array", + "roll-for-stats": "Roll for Stats", + "standard-roll": "Roll 4d6, drop lowest", + "charmancer-cancel-heading": "Where would you like to go, traveler?", + "continue-charmancer": "Continue Charactermancer", + "save_progress_and_exit": "Save and Exit", + "cancel_charactermancer": "Discard and exit", + "charmancer-discard-warning": "Discard and Exit will cause all choices to be lost.", + "mancer-opts-u": "CHARACTERMANCER OPTIONS", + "relaunch-lvl1mancer-u": "LAUNCH LEVEL 1 CHARACTERMANCER (CANNOT BE UNDONE)", + "point-buy": "Point Buy", + "available-points:": "Available Points: ", + "equipment-choice-text": "How would you like to choose your equipment?", + "charmancer-start": "Start", + "clear-abilities": "Clear Assignment", + "use-charactermancer-for-new:-u": "USE LEVEL 1 CHARACTERMANCER FOR NEW CHARACTERS:", + "use-charactermancer-for-new-info": "With this option enabled all new characters will open with the Level 1 Roll20 Charactermancer. Disabling this option will start new characters directly on the character sheet disabling the Level 1 Charactermancer, which can still be manually run from the Settings tab of the character sheet.", + "feat-pre-check": "Look carefully! Prerequisites are not checked automatically.", + "stats-rolled-hint": "We rolled your dice! Check the chat window to view your results in detail. Assign the results below to your preferred attributes:", + "return-to:": "Return to: ", + "do_you_want_mancer": "How do you want to create this character?", + "no": "No", + "global-ac-u": "GLOBAL AC MODIFIER", + "show-global-ac-field-u": "SHOW GLOBAL AC MODIFIER FIELD", + "warning-customac-u": "ATTENTION - CUSTOM AC IS NOT BEING USED. TO USE CUSTOM AC, UNEQUIP ARMOR.", + "manual": "Edit sheet directly", + "npc-new": "Create an NPC", + "mancer-confirm-yes": "Use the Charactermancer", + "allow-shields-u": "ALLOW SHIELDS?", + "levels-u": "LEVELS", + "features-u": "FEATURES", + "asi-u": "ABILITY SCORE INCREASE / FEATS", + "charmancer-leveler-what-is": "The Charactermancer is a step-by-step process that makes leveling up a character simple and streamlined. Changes are saved as you progress, but the character sheet is only updated when the Charactermancer has been completed.", + "charmancer-leveler-level-info1": "Your existing class levels have been pre-populated for you. By default your primary class has been set to be increased by one level. You can change how many levels to increase below, as well as adding a new multiclass.", + "charmancer-leveler-level-info2": "In each class section you'll have the option to take the average number of hit points or to roll randomly, choose class features for the levels you're advancing, and choose your subclass if appropriate.", + "charmancer-leveler-spells-info": "Listed here are the current spells your character already knows. If you gained access to more spells during your advancement you will be able to select them below. Check next to the spells you wish to learn. The Charactermancer will help you pick the right number of spells and from the correct list. If your class has the option to swap out spells, you can do so by unselecting currently known spells which will allow you to select new ones in their place.", + "total-level-u": "TOTAL LEVEL", + "main-class-level-u": "MAIN CLASS LEVEL", + "class-2-level-u": "CLASS 2 LEVEL", + "class-3-level-u": "CLASS 3 LEVEL", + "class-4-level-u": "CLASS 4 LEVEL", + "levels:-u": "LEVELS:", + "warning-leveler_start-u": "ATTENTION - YOU CANNOT LAUNCH THE CHARACTERMANCER LEVEL UP UNTIL YOU HAVE A CLASS, LEVEL, AND HP SET FOR LEVEL ONE. PLEASE RUN THE CHARACTERMANCER CREATOR FIRST. THE LEVEL UP TOOL DOESN'T WORK WITH CUSTOM CLASSES OR IF THE MULTICLASS OPTIONS ARE SET UP INCORRECTLY.", + "charmancer-leveler-custom-class-warning": "The Level Up tool does not support custom classes at this time.", + "charmancer-welcome-lp": "Welcome to Charactermancer Level Up!", + "charmancer-leveler-what-is-lp": "Look at you, with all that experience. Now it's time to claim your reward. You'll walk through the step-by-step process to make a few decisions, and your character will be at the next level in no time. Changes are saved as you move through the process, but if you change your mind, you'll need to revisit the steps and choices that come after.", + "charmancer-compendium-detail-lp": "The Charactermancer currently supports Dungeons & Dragons 5th Edition SRD, Player's Handbook, and Guildmasters' Guide to Ravnica. Xanathar's Guide to Everything will be supported in the coming weeks. You can add the Player's Handbook and Guildmasters' Guide to Ravnica to your compendium in the Marketplace, or the game owner can share their compendium with everyone in the game.", + "roll:-u": "ROLL:", + "roll": "Roll", + "prerequisite:": "Prerequisite:", + "back": "BACK", + "back-to-top": "Back to Top", + "choose-a-class:": "Choose a Class:", + "custom-class-name:": "Custom Class Name", + "charmancer-class-features:": "Class Features: ", + "charmancer-subclass-features:": "Subclass Features:", + "hit-die:": "Hit Die:", + "average": "Average", + "hp-u": "HP", + "saving-throw-proficiency": "Saving Throw Proficiency", + "armor": "Armor", + "equipment": "Equipment:", + "language": "Language", + "skill": "Skill", + "tool": "Tool", + "weapon": "Weapon", + "add-another-feature": "Add Another Feature", + "add-another-proficiency": "Add Another Proficiency", + "innate-spellcasting:": "Innate Powers:", + "spellcasting-ability": "Esper Ability:", + "number-of-cantrips": "Number of Primes:", + "number-of-lvl-1-spells": "Number of Level 1 Spells:", + "spell-list": "Powers List:", + "done": "Done", + "ability-score-method": "Ability Score Method:", + "select-your-choices": "Select Your Choices:", + "input-your-scores": "Input Your Scores:", + "choose-background": "Choose a Background:", + "personality-traits": "Personality Traits", + "ideal": "Ideal", + "bond": "Bond", + "flaw": "Flaw", + "you-have-chosen-starting-cubil": "You have chosen starting cubil and do not get equipment from your background.", + "you-have-created-custom-class": "You have created a custom class; you can add equipment to the character sheet after you have finished the Charactermancer.", + "arcane-is-mystery": "Cosmic forces are a mystery to you.", + "your-character-dont-have-spells-this-lvl": "Your character doesn't have powers at this level. Click “Next” to review your character!", + "charmancer-a-feat-represents": "A feat represents accomplishment, grit, determination, and expertise. It is the reward for hard work.", + "you-really-havent-done": "You really haven't done that much yet", + "review-your-choices": "Review your choices:", + "race": "Race", + "abilities": "Abilities", + "bio": "Bio", + "name-background": "Name:", + "building-your-character": "Building your character...", + "charmancer-only-choice-left-is-on-or": "The only choice left is to press on or turn back. If you're editing an existing character, all your existing data will be lost into the void when you apply your changes.", + "apply-changes": "Apply Changes", + "pick-your-equipment": "Pick your equipment", + "you-havent-chosen-background": "You have not yet selected a background.", + "you-havent-selected-class": "You have not yet selected a class.", + "ability-score": "Ability Score", + "you-can-increase-two-abilites": "You can increase two of your abilities by 1, or one of your abilities by 2", + "before-leveling": "Before Leveling", + "after-leveling": "After Leveling", + "charmancer-removed-spells-marked-pt1": "Removed spells will be marked with a r symbol so you can find it easily if you change your mind." +} diff --git a/Esper_Genesis_5E/translations/zh.json b/Esper_Genesis_5E/translations/zh.json new file mode 100644 index 0000000000..a26581dda1 --- /dev/null +++ b/Esper_Genesis_5E/translations/zh.json @@ -0,0 +1,719 @@ +{ + "skills-list": "acrobatics,astrophysics,athletics,computers,deception,insight,intimidation,investigation,lore,mechanics,medicine,perception,performance,persuasion,sleight_of_hand,stealth,survival,xenobiology", + "npc-options-u": "NPC OPTIONS", + "ship-options-u": "SHIP OPTIONS", + "name-u": "NAME", + "npc-type-u": "NPC TYPE", + "ship-type-u": "SHIP TYPE", + "npc-type-place": "Medium cyborg, any evil alignment", + "ship-type-place": "Medium ship", + "armor-class-u": "ARMOR CLASS", + "class-u": "CLASS", + "type-u": "TYPE", + "maneuver-defense-u": "MANEUVER DEFENSE", + "maneuver-save-u": "MANEUVER SAVE DC", + "abilities-u": "ABILITIES", + "npc-armor-place": "light trooper", + "hit-points-u": "HIT POINTS", + "hull-points-u": "HULL POINTS", + "formula-u": "FORMULA", + "speed-u": "SPEED", + "npc-speed-place": "30 ft., fly 60ft.", + "ship-speed-place": "6", + "piloting-u": "PILOTING BONUS (Dex Bonus + Proficiency Bonus)", + "attributes-u": "ATTRIBUTES", + "ship-attributes-u": "ATTRIBUTES (PILOT/CREW)", + "str-u": "STR", + "dex-u": "DEX", + "con-u": "CON", + "int-u": "INT", + "wis-u": "WIS", + "cha-u": "CHA", + "npcs-u": "NPC", + "ships-u": "SHIP", + "ship-dex-u": "DEX—[PILOT]", + "ship-int-u": "INT—[TECH]", + "ship-wis-u": "WIS—[TECH]", + "sensor-u": "SENSOR RANGE", + "saves-u": "SAVES", + "skills-u": "SKILLS", + "acrobatics-u": "ACROBATICS", + "mechanics-u": "MECHANICS", + "astrophysics-u": "ASTROPHYSICS", + "athletics-u": "ATHLETICS", + "deception-u": "DECEPTION", + "lore-u": "LORE", + "insight-u": "INSIGHT", + "intimidation-u": "INTIMIDATION", + "investigation-u": "INVESTIGATION", + "medicine-u": "MEDICINE", + "xenobiology-u": "XENOBIOLOGY", + "perception-u": "PERCEPTION", + "performance-u": "PERFORMANCE", + "persuasion-u": "PERSUASION", + "computers-u": "COMPUTERS", + "sleight_of_hand-u": "SLEIGHT OF HAND", + "stealth-u": "STEALTH", + "survival-u": "SURVIVAL", + "damage-vuln-u": "DAMAGE VULNERABILITIES", + "npc-dmg-vuln-place": "fire", + "ship-dmg-vuln-place": "lightning", + "damage-res-u": "DAMAGE RESISTANCES", + "npc-dmg-res-place": "cold", + "ship-dmg-res-place": "acid, fire", + "damage-imm-u": "DAMAGE IMMUNITIES", + "npc-dmg-imm-place": "lightning, thunder", + "ship-dmg-imm-place": "cold", + "cond-imm-u": "CONDITION IMMUNITIES", + "npc-cond-imm-place": "charmed", + "ship-cond-imm-place": "impaired", + "senses-u": "SENSES", + "npc-senses-place": "darkvision 120ft., passive Perception 16", + "ship-senses-place": "6", + "langs-u": "LANGUAGES", + "lang-u": "LANGUAGE", + "npc-langs-place": "Alphaline, Common, Nesieve", + "challenge-u": "CHALLENGE", + "xp-u": "XP", + "spellcast-npc-u": "ESPER NPC", + "spell-ability-u": "ESPER ABILITY", + "none-u": "NONE", + "strength-u": "STRENGTH", + "strength-save-u": "STRENGTH SAVE", + "dexterity-u": "DEXTERITY", + "dexterity-save-u": "DEXTERITY SAVE", + "constitution-u": "CONSTITUTION", + "constitution-save-u": "CONSTITUTION SAVE", + "intelligence-u": "INTELLIGENCE", + "intelligence-save-u": "INTELLIGENCE SAVE", + "wisdom-u": "WISDOM", + "wisdom-save-u": "WISDOM SAVE", + "charisma-u": "CHARISMA", + "charisma-save-u": "CHARISMA SAVE", + "spell-dc-u": "POWER DC", + "spell-atk-bonus-u": "POWER ATTACK BONUS", + "has-reaction-u": "HAS REACTIONS", + "leg-actions:-u": "LEGENDARY ACTIONS:", + "gen-opts-u": "GENERAL OPTIONS", + "npc-u": "NPC/SHIP", + "roll-queries:-u": "ROLL QUERIES:", + "always-adv": "Always Roll Advantage", + "adv-toggle": "Advantage Toggle", + "query-adv": "Query Advantage", + "never-adv": "Never Roll Advantage", + "whisp-rolls-gm:-u": "WHISPER ROLLS TO GM:", + "never-whisp": "Never Whisper Rolls", + "query-whisp": "Query Whisper", + "always-whisp": "Always Whisper Rolls", + "auto-dmg-roll:-u": "AUTO DAMAGE ROLL:", + "never-dmg": "Don't Auto Roll Damage", + "always-dmg": "Auto Roll Damage & Crit", + "ac": "Armor Class", + "hp": "Hit Points", + "hlp": "Hull Points", + "speed": "Speed", + "maneuver-defense": "Maneuver Defense", + "maneuver-save": "Maneuver Save DC", + "sensors": "Sensor Range", + "piloting": "Piloting Check", + "pilot-bonus": "Piloting Bonus", + "language-proficiencies": "Language Proficiencies:", + "skill-proficiencies": "Skill Proficiencies:", + "weapon-proficiencies": "Weapon Proficiencies", + "armor-proficiencies": "Armor Proficiencies:", + "tool-proficiencies": "Tool Proficiencies:", + "saving-throw": "Saving Throws", + "str": "Str", + "dex": "Dex", + "con": "Con", + "int": "Int", + "wis": "Wis", + "cha": "Cha", + "skills": "Skills", + "acrobatics": "Acrobatics", + "mechanics": "Mechanics", + "astrophysics": "Astrophysics", + "athletics": "Athletics", + "deception": "Deception", + "lore": "Lore", + "insight": "Insight", + "intimidation": "Intimidation", + "investigation": "Investigation", + "medicine": "Medicine", + "xenobiology": "Xenobiology", + "perception": "Perception", + "performance": "Performance", + "persuasion": "Persuasion", + "computers": "Computers", + "sleight_of_hand": "Sleight of Hand", + "stealth": "Stealth", + "survival": "Survival", + "dmg-vuln": "Damage Vulnerabilities", + "dmg-res": "Damage Resistances", + "dmg-imm": "Damage Immunities", + "cond-imm": "Condition Immunities", + "senses": "Senses", + "langs": "Languages", + "challenge": "Challenge", + "npc-trait-name-place": "False Appearance.", + "npc-trait-desc-place": "If the velbast fails...", + "actions": "Actions", + "adv": "Advantage", + "norm": "Normal", + "disadv": "Disadvantage", + "name:-u": "NAME:", + "attack-u": "ATTACK", + "type:-u": "TYPE:", + "melee": "Melee", + "ranged": "Ranged", + "range-reach:-u": "RANGE/REACH:", + "range-reach-place": "5 ft.", + "to-hit:-u": "TO HIT:", + "target:-u": "TARGET:", + "target:": "Target:", + "to-hit-place": "One target", + "on-hit:-u": "ON HIT:", + "on-hit-place": "slashing", + "on-hit2:-u": "ON HIT 2:", + "on-hit-2-place": "fire", + "hit:": "Hit: ", + "reactions": "Reactions", + "npc-repeating-name-place": "Parry.", + "npc-repeating-desc-place": "The creature adds 2 to its AC against...", + "traits": "Traits", + "features": "Features", + "spells": "Powers", + "prep-u": "PREP", + "school:-u": "DOMAIN:", + "alteration": "Alteration", + "clairsentient": "Clairsentient", + "elemental": "Elemental", + "kinesis": "Kinesis", + "metaphase": "Metaphase", + "psychogenic": "Psychogenic", + "technique": "Technique", + "ritual": "CONVENTIONAL", + "ritual-l": "conventional", + "range:-u": "RANGE:", + "range:": "Range:", + "pointcost:-u": "POINT COST:", + "pointcost:": "Point Cost:", + "spell-component-verbal": "V", + "spell-component-somatic": "S", + "spell-component-material": "M", + "spell-ritual": "R", + "spell-concentration": "C", + "ruby-dust-place": "ruby dust worth 50gp", + "concentration-u": "CONCENTRATION", + "concentration": "Concentration", + "duration:-u": "DURATION:", + "duration:": "Duration:", + "difficulty-class-abv": "DC", + "output:-u": "OUTPUT:", + "powercard-u": "POWERCARD", + "spell-atk:-u": "POWER ATTACK:", + "none": "None", + "dmg:-u": "DAMAGE:", + "dmg2:-u": "DAMAGE2:", + "healing:-u": "HEALING:", + "add-ability-mod-u": "ADD ABILITY MOD TO DAMAGE OR HEALING", + "effect:-u": "EFFECT:", + "npc-atk-effect-place": "Half damage", + "desc:-u": "DESCRIPTION:", + "at-higher-lvl:-u": "AT HIGHER RANKS:", + "at-higher-lvl": "At Higher Ranks", + "higher-lvl-cast": "Higher Rank Use", + "leg-actions": "Legendary Actions", + "leg-actions-desc": "The can take legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The regains spent legendary actions at the start of its turn.", + "atk-range-place": "5 ft.", + "atk-target-place": "One target", + "atk-dmg-type-place": "slashing", + "atk-dmg-type2-place": "fire", + "adv-u": "ADVANTAGE", + "norm-u": "NORMAL", + "disadv-u": "DISADVANTAGE", + "core-u": "CORE", + "bio-u": "BIO", + "gear-u": "GEAR", + "spells-u": "POWERS", + "feats-u": "FEATS", + "review-u": "REVIEW", + "char-name-u": "CHARACTER NAME", + "adept": "Adept", + "barbarian": "Barbarian", + "cybermancer": "Cybermancer", + "engineer": "Engineer", + "hunter": "Hunter", + "melder": "Melder", + "sentinel": "Sentinel", + "specialist": "Specialist", + "warrior": "Warrior", + "class-level-u": "CLASS & LEVEL", + "background-u": "BACKGROUND", + "background": "Background", + "race-u": "RACE", + "alignment-u": "ALIGNMENT", + "alignment": "Alignment:", + "exp-pts-u": "EXPERIENCE POINTS", + "inspiration-u": "INSPIRATION", + "prof-bonus-u": "PROFICIENCY BONUS", + "strength": "Strength", + "strength-save": "Strength Save", + "dexterity": "Dexterity", + "dexterity-save": "Dexterity Save", + "constitution": "Constitution", + "constitution-save": "Constitution Save", + "intelligence": "Intelligence", + "intelligence-save": "Intelligence Save", + "wisdom": "Wisdom", + "wisdom-save": "Wisdom Save", + "charisma": "Charisma", + "charisma-save": "Charisma Save", + "saving-throws-u": "SAVING THROWS", + "acrobatics-core": "Acrobatics (Dex)", + "mechanics-core": "Mechanics (Wis)", + "astrophysics-core": "Astrophysics (Int)", + "athletics-core": "Athletics (Str)", + "deception-core": "Deception (Cha)", + "lore-core": "Lore (Int)", + "insight-core": "Insight (Wis)", + "intimidation-core": "Intimidation (Cha)", + "investigation-core": "Investigation (Int)", + "medicine-core": "Medicine (Wis)", + "xenobiology-core": "Xenobiology (Int)", + "perception-core": "Perception (Wis)", + "performance-core": "Performance (Cha)", + "persuasion-core": "Persuasion (Cha)", + "computers-core": "Computers (Int)", + "sleight_of_hand-core": "Sleight of Hand (Dex)", + "stealth-core": "Stealth (Dex)", + "survival-core": "Survival (Wis)", + "pass-wis-u": "PASSIVE WISDOM (PERCEPTION)", + "tool-u": "TOOL", + "pro-u": "PRO", + "attr-u": "ATTRIBUTE", + "prof-bonus:-u": "PROFICIENCY BONUS:", + "prof-u": "PROFICIENT", + "proficency-u": "PROFICIENCY", + "expertise-u": "EXPERTISE", + "jack-of-all-u": "JACK OF ALL TRADES", + "attr:-u": "ATTRIBUTE:", + "tool-prof-u": "TOOL PROFICIENCIES", + "weapon-proficiencies-u": "WEAPON PROFICIENCIES", + "other-prof-langs-u": "OTHER PROFICIENCIES & LANGUAGES", + "prof-langs-u": "PROFICIENCIES & LANGUAGES", + "init": "Initiative", + "init-u": "INITIATIVE", + "hp-max-u": "Hit Point Maximum", + "hp-current-u": "CURRENT HIT POINTS", + "hp-temp-u": "TEMPORARY HIT POINTS", + "total": "Total", + "hit-dice-u": "HIT DICE", + "successes-u": "SUCCESSES", + "failures-u": "FAILURES", + "death-save-u": "DEATH SAVE", + "death-saves-u": "DEATH SAVES", + "exhaustion-setting-u": "SHOW EXHAUSTION TRACKING:", + "exhaustion-u": "EXHAUSTION LEVEL", + "exhaustion-0": "No effect", + "exhaustion-1": "Disadvantage on ability checks", + "exhaustion-2": "Speed halved", + "exhaustion-3": "Disadvantage on attack rolls and saving throws", + "exhaustion-4": "Hit point maximum halved", + "exhaustion-5": "Speed reduced to 0", + "exhaustion-6": "Death", + "atk-u": "ATK", + "dmg-type-u": "DAMAGE/TYPE", + "attack:-u": "ATTACK:", + "proficient-u": "PROFICIENT", + "range-place": "Self (60-foot cone)", + "enhanced-bonus:-u": "ENHANCED BONUS:", + "crit-range-u": "CRIT RANGE:", + "damage:-u": "DAMAGE:", + "dmg-type-place": "Slashing", + "crit:-u": "CRIT:", + "damage2:-u": "DAMAGE2:", + "saving-throw:-u": "SAVING THROW:", + "vs-dc:-u": "VS DC:", + "spell-u": "POWER", + "flat-u": "FLAT", + "save": "Save", + "save-effect:-u": "SAVE EFFECT:", + "save-effect-place": "half damage", + "ammunition:-u": "AMMUNITION:", + "ammunition-place": "Arrows", + "description:-u": "DESCRIPTION:", + "description:": "Description:", + "description-place": "Up to 2 creatures within 5 feet", + "atk-spellcasting-u": "ATTACKS & ESPER POWERS", + "copper-piece-u": "CP", + "silver-piece-u": "SP", + "electrum-piece-u": "EP", + "cubil-coin-u": "COINS", + "cubil-cred-u": "CUBIL", + "warning-armor-sets-u": "WARNING - AC IS NOT INCORRECT. UNEQUIP EXTRA ARMOR OR SHIELD FROM ITEM DETAILS.", + "item-name-u": "ITEM NAME", + "equipped-u": "EQUIPPED", + "use-as-resource-u": "USE AS A RESOURCE", + "prop:-u": "PROP:", + "mods:-u": "MODS:", + "total-weight-u": "TOTAL WEIGHT", + "immobile-u": "IMMOBILE", + "heavily-encumbered-u": "HEAVILY ENCUMBERED", + "encumbered-u": "ENCUMBERED", + "over-carrying-cap-u": "OVER CARRYING CAPACITY", + "equipment-u": "EQUIPMENT", + "personality-traits-u": "PERSONALITY TRAITS", + "ideals-u": "IDEALS", + "bonds-u": "BONDS", + "flaws-u": "FLAWS", + "class-resource-u": "CLASS RESOURCE", + "other-resource-u": "OTHER RESOURCE", + "feats-traits-u": "FEATURES & TRAITS", + "age-u": "AGE", + "size-u": "SIZE", + "size": "Size", + "height-u": "HEIGHT", + "weight-u": "WEIGHT", + "eye-u": "EYES", + "skin-u": "SKIN", + "hair-u": "HAIR", + "char-appearance-u": "CHARACTER APPEARANCE", + "char-backstory-u": "CHARACTER BACKSTORY", + "allies-orgs-u": "ALLIES & ORGANIZATIONS", + "add-feats-traits-u": "ADDITIONAL FEATURES & TRAITS", + "feat-u": "FEAT", + "treasure-u": "TREASURE", + "spell-save-dc-u": "POWER SAVE DC", + "cantrips-u": "PRIME POWERS", + "ritual-u": "CONVENTIONAL", + "casting-time:-u": "ACTIVATION TIME:", + "casting-time:": "Activation Time:", + "at-higher-lvl-dmg:-u": "HIGHER LVL CAST DMG:", + "half-dmg-place": "Half damage", + "hit-die:-u": "HIT DIE:", + "initiative-mod:-u": "INITIATIVE MODIFIER:", + "glob-saving-mod:-u": "GLOBAL SAVING THROW MODIFIER:", + "glob-ac-mod:-u": "GLOBAL ARMOR CLASS MODIFIER:", + "glob-atk-mod:-u": "GLOBAL POWER ATTACK MODIFIER:", + "pass-perc-mod:-u": "PASSIVE PERCEPTION MODIFIER:", + "death-save-mod:-u": "DEATH SAVE MODIFIER:", + "magic-caster-lvl:-u": "CHANNELER/FORGER LEVEL:", + "halfling-luck-u": "HALFLING LUCK", + "arcane-fighter-u": "JUSTICAR", + "arcane-rogue-u": "ARTIFICE", + "class-options-u": "CLASS OPTIONS ()", + "class:-u": "CLASS:", + "subclass:-u": "SUBCLASS:", + "race:-u": "RACE:", + "subrace:-u": "SUBRACE:", + "subrace": "Subrace:", + "subrace-ability-increase": "Subrace Ability Score Increase:", + "2nd-class:-u": "2ND CLASS:", + "lvl:-u": "LEVEL:", + "3rd-class:-u": "3RD CLASS:", + "4th-class:-u": "4TH CLASS:", + "mutliclass-opts-u": "MULTICLASS OPTIONS", + "use-cust-class-u": "USE CUSTOM CLASS", + "class-name:-u": "CLASS NAME:", + "spellcasting-ability:-u": "ESPER ABILITY:", + "spell-slots:-u": "POWER SLOTS:", + "spell-full-u": "FULL (Adept, Engineer, Melder)", + "spell-half-u": "HALF (Hunter, Sentinel)", + "spell-third-u": "THIRD (Artifice, Justicar)", + "tech-slots-u": "TECH SLOTS", + "esper-powers-u": "ESPER POWERS", + "tp-max-u": "Talent Point Maximum", + "tp-current-u": "TALENT POINTS REMAINING", + "talent-slots-label": "TALENT SLOTS (Cybermancer)", + "talent-slots-u": "Max Talent Slots", + "used-talent-slots": "Slots Remaining", + "em_available": "Gained?", + "em_used": "Used", + "esper-mastery-u": "ESPER MASTERY", + "max-rank-u": "Rank", + "cust-class-opts": "CUSTOM CLASS OPTIONS", + "normal": "Normal", + "expirtise": "Expertise", + "skill-opts-u": "SKILL OPTIONS", + "version": "v", + "always-roll-adv": "Always Roll Advantage", + "toggle-roll-adv": "Advantage Toggle", + "query-roll-adv": "Query Advantage", + "never-roll-adv": "Never Roll Advantage", + "never-whisper-roll": "Never Whisper Rolls", + "query-whisper-roll": "Query Whisper", + "always-whisper-roll": "Always Whisper Rolls", + "never-roll-dmg": "Don't Auto Roll Damage", + "always-roll-dmg": "Auto Roll Damage & Crit", + "add-char-to-templates:-u": "ADD CHARACTER NAME TO TEMPLATES:", + "on": "On", + "off": "Off", + "inventory:-u": "INVENTORY:", + "compendium-compatible": "Compendium Compatible", + "simple": "Simple", + "encumbrance:-u": "ENCUMBRANCE:", + "ammo-tracking:-u": "AMMO TRACKING:", + "general-opts-u": "GENERAL OPTIONS", + "transition-text": "Clicking one of the images below will reformat the data from your current sheet to this sheet. These changes are permanent and cannot be undone.", + "transition-text-highlight": "Please make a copy of your game before you use this tool.", + "choose-sheet-transfer": "CHOOSE THE SHEET YOU ARE TRANSFERING FROM", + "community-sheet-u": "COMMUNITY SHEET", + "shaped-sheet-u": "SHAPED SHEET", + "transition-opts-u": "TRANSITION OPTIONS", + "portions-sheet-utilize": "Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https://wiki.roll20.net/SRD_5.0_OGL_License", + "api-required-title": "Try it now with easy one click API installation available with your Pro subscription.", + "api-required-u": "(API REQUIRED)", + "spell_dc_mod:-u": "POWER SAVE DC MOD:", + "custom_ac:-u": "CUSTOM AC:", + "npc-info": "The NPC option sets new characters to default to the NPC card style sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely representing non player characters.", + "npc-pc": "NPC/PC", + "roll-queries-info": "D20 Rolls output according to this option. Always Roll Advantage is the default setting and will roll two D20 on every roll in case of advantage. The expectation is that if there is no advantage or disadvantage you use the left most result. The Advantage Toggle option adds three new buttons to the top of the sheet so that you can toggle advantage on a case by case basis. Query Advantage gives you a prompt every roll asking if the roll has advantage. Never Roll Advantage always rolls a single D20 on any given roll, expecting the player to roll a second time in case of advantage or disadvantage.", + "whisp-rolls-gm-info": "All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.", + "auto-dmg-roll-info": "By default, attack damage rolls are not rolled until the hit is confirmed. Damage is rolled from the chat roll template by clicking on the name of the attack in the right hand bar, which then displays the damage. The default method is compatible with 3D dice. Optionally, you can choose to have the Auto Roll Damage & Crit option which will roll damage and critical hit dice at the same time of the attack, presenting all possible outcomes at the time of the attack.", + "add-char-to-templates-info": "Character names are not added to the roll template by default, and are only displayed as normal in the chat tab as the player/character selected as 'Speaking As'. Turning this option on adds the character making the roll's name to the template, useful for players representing multiple characters.", + "inventory-info": "Character Inventories default to the complex style that is compatible with the Roll20 5E Compendium. This includes granular item amounts/weights, weight and encumbrance tracking, sorting, AC calculations, automatic attack generation, and more. The Simple option provides a text field for item lists for players who want more manual control over the sheet.", + "encumbrance-info": "The sheet uses the variant encumbrance rules on page 160 of the Core Manual. The Off option disables the variant rules and only uses a basic over-limit inventory weight check.", + "ammo-tracking-info": "Provides automatic ammo tracking with the 5th Edition OGL by Roll20 Companion API Script.", + "dungeons-and-dragons-styling": "DUNGEONS AND DRAGONS STYLING", + "dungeons-and-dragons-styling-info": "Turns on Dungeons and Dragons styling for both the character sheet and roll templates. This setting is automatically applied to all character sheets and cannot be selectively used.", + "cd-bar1-value:-u": "BAR 1 VALUE:", + "cd-bar1-max:-u": "BAR 1 MAX:", + "cd-bar1-link:-u": "BAR 1 LINK:", + "cd-bar1-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 1's value to this attribute.", + "cd-bar1-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 1's max to this attribute.", + "cd-bar1-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 1's value to this attribute. If set this will override all other bar settings.", + "cd-bar2-value:-u": "BAR 2 VALUE:", + "cd-bar2-max:-u": "BAR 2 MAX:", + "cd-bar2-link:-u": "BAR 2 LINK:", + "cd-bar2-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 2's value to this attribute.", + "cd-bar2-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 2's max to this attribute.", + "cd-bar2-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 2's value to this attribute. If set this will override all other bar settings.", + "cd-bar3-value:-u": "BAR 3 VALUE:", + "cd-bar3-max:-u": "BAR 3 MAX:", + "cd-bar3-link:-u": "BAR 3 LINK:", + "cd-bar3-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 3's value to this attribute.", + "cd-bar3-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 3's max to this attribute.", + "cd-bar3-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 3's value to this attribute. If set this will override all other bar settings.", + "npc-name-in-rolls:-u": "NPC NAME IN ROLLS:", + "ship-name-in-rolls:-u": "SHIP NAME IN ROLLS:", + "show": "Show", + "hide": "Hide", + "npc-name-in-rolls-desc:-u": "In NPC roll results, show or hide the name of the NPC in the roll result card.", + "ship-name-in-rolls-desc:-u": "In SHIP roll results, show or hide the name of the SHIP in the roll result card.", + "public:-u": "PUBLIC", + "to-gm:-u": "TO GM", + "toggle-roll-whisper": "Whisper Toggle", + "attribute-opts-u": "ATTRIBUTE OPTIONS", + "save-opts-u": "SAVE OPTIONS", + "by-level": "By Level (Default)", + "prof-die": "Proficiency Die (DMG)", + "custom": "Custom", + "core-die-roll:-u": "CORE DIE ROLL:", + "has-attack-u": "HAS AN ATTACK", + "variant-phb": "Variant (Core M. p160)", + "carrying-capacity-mod:-u": "CARRYING CAPACITY MODIFIER:", + "armor-class-tracking:-u": "ARMOR CLASS TRACKING:", + "automatic": "Automatic", + "cantrip-progression:-u": "PRIME PROGRESSION", + "cantrip-dice-u": "PRIME DICE", + "cantrip-beam-u": "PRIME BEAM", + "slots_total-u": "SLOTS TOTAL", + "slots_remaining-u": "SLOTS REMAINING", + "level-calculations:-u": "AUTO LEVEL CALCULATIONS:", + "spell_slot_modifiers-u": "TECH SLOT MODIFIERS", + "lvl-u": "RANK", + "include_spell_desc:-u": "INCLUDE POWER DESCRIPTION IN ATTACK:", + "token_size-u": "TOKEN SIZE", + "add-dex-tiebreaker-u": "ADD DEX TIEBREAKER TO INITIATIVE", + "initiative-style:-u": "INITIATIVE STYLE:", + "query-attr-u": "QUERY ATTRIBUTE", + "custom-skills-u": "CUSTOM SKILLS", + "weapon-u": "WEAPON", + "armor-u": "ARMOR", + "other-u": "OTHER", + "source:-u": "SOURCE:", + "source-type:-u": "SOURCE TYPE:", + "racial": "Species", + "class": "Class", + "feat": "Feat", + "feats": "Feats", + "other": "Other", + "partial": "Partial", + "show_all": "Show All", + "cr_only": "C&R Only", + "spell-icons:-u": "POWER ICONS:", + "custom-pb:-u": "CUSTOM PROFICIENCY BONUS:", + "show-global-attack-field-u": "SHOW GLOBAL ATTACK MODIFIER FIELD", + "show-global-damage-field-u": "SHOW GLOBAL DAMAGE MODIFIER FIELD", + "show-global-save-field-u": "SHOW GLOBAL SAVE MODIFIER FIELD", + "show-global-skill-field-u": "SHOW GLOBAL SKILL MODIFIER FIELD", + "global-attack-u": "GLOBAL ATTACK MODIFIER", + "global-damage-u": "GLOBAL DAMAGE MODIFIER", + "global-save-u": "GLOBAL SAVE MODIFIER", + "global-skill-u": "GLOBAL SKILL MODIFIER", + "global-damage": "Global Damage Modifier", + "core-die-roll-info": "Changing the core die will replace the normal 1d20 made with almost all rolls with a randomizer of your choice, such as 2d10 or 3d6.", + "pb-type-info": "By default, the character's Proficiency Bonus will be automatically calculated based off of their total level as is the standard method in the Core Manual. The Proficiency Die option supports the alternate method outlined in the DMG where, instead of a flat bonus, a die is rolled instead. The Custom option allows you to replace the PB with anything of your choosing.", + "global-save-info": "Creates a custom global save modifier field, underneath the SAVING THROWS section of the character sheet. Anything put there will be applied to any save roll. Perfect for regular but not permanent bonuses like the Sensory Boost power.", + "global-skill-info": "Creates a custom global skill modifier field, underneath the SKILLS section of the character sheet. Anything put there will be applied to any save roll. Perfect for regular but not permanent bonuses like the Amplify Ability power.", + "global-attack-info": "Creates a custom global attack modifier field, underneath the ATTACKS AND ESPER POWERS section of the character sheet. Anything put there will be applied to any attack to-hit roll. Perfect for regular but not permanent bonuses to attack like the Sensory Boost power.", + "global-damage-info": "Creates a custom global damage modifier field, underneath the ATTACKS AND ESPER POWERS section of the character sheet. Anything put there will be applied to any attack damage roll. Perfect for regular but not permanent bonuses to damage like the Deft Strike ability.", + "auto-level-calc-info": "By default changing character levels will automatically set spell slots and hit dice. Changing this setting to off prevents this behavior.", + "simple-traits-info": "Character FEATURES AND TRAITS section defaults to the complex style that is compatible with the Roll20 5E Compendium. The Simple option provides a text field for players who want more manual control over the sheet.", + "simple-proficiencies-info": "Character OTHER PROFICIENCIES & LANGUAGES section defaults to the complex style that is compatible with the Roll20 5E Compendium. The Simple option provides a text field for players who want more manual control over the sheet.", + "init-tiebreaker-info": "Adds the character's dexterity score as a decimal to the end of the initiative bonus for purposes of breaking ties.", + "b-custom-info": "When the Proficiency Bonus type is set to Custom, the character sheet will use this value for the character's Proficiency Bonus.", + "footer-wiki-link": "This sheet was created from the 5th Edition OGL character sheet by Roll20. For game information, visit http://espergenesis.com", + "accepting-drop-u": "ACCEPTING DROP FROM COMPENDIUM", + "are_you_sure": "Are you sure you want to turn this character into a ", + "yes": "Yes", + "next": "Next", + "cancel": "Cancel", + "cancel-u": "CANCEL", + "choose": "Choose", + "innate:-u": "INNATE:", + "mod:-u": "MOD:", + "hpmods:-u": "HP MODIFIERS:", + "charmancer-welcome": "Welcome to the Charactermancer!", + "charmancer-what-is": "The Charactermancer is a step-by-step process that makes building a character simple and streamlined. Changes are saved as you progress, but the character sheet is only updated when the Charactermancer has been completed.", + "get-started": "Get started by clicking Next.", + "opt-out-u": "OPT OUT", + "charmancer-compendium": "Your Compendium Awaits.", + "charmancer-compendium-detail": "The Charactermancer currently supports Dungeons & Dragons 5th Edition SRD and the Player's Handbook. You can add the Player's Handbook to your compendium in the Marketplace, or the game owner can share their compendium with everyone in the game.", + "charmancer-choose-race": "Choose a Race:", + "charmancer-custom-race-name": "Custom Race Name:", + "charmancer-custom-subclass-name:": "Custom sublass Name:", + "charmancer-additional-cantrips": "Additional Cantrips", + "charmancer-additional-lvl-1-spells": "Additional Level 1 Spells", + "suggested-abilities": "Suggested Abilities: ", + "class-spellcasting": "Class Spellcasting Ability: ", + "ability-score-increase": "Ability Score Increase:", + "lawful-good": "Lawful Good", + "neutral-good": "Neutral Good", + "chaotic-good": "Chaotic Good", + "lawful-neutral": "Lawful Neutral", + "neutral": "Neutral", + "chaotic-neutral": "Chaotic Neutral", + "lawful-evil": "Lawful Evil", + "neutral-evil": "Neutral Evil", + "chaotic-evil": "Chaotic Evil", + "tiny": "Tiny", + "small": "Small", + "medium": "Medium", + "large": "Large", + "huge": "Huge", + "age": "Age:", + "gargantuan": "Gargantuan", + "step1-equipment": "Step 5: Equipment", + "equipment-from-background": "Equipment from Background", + "equipment-from-class": "Equipment from Class", + "class-equipment": "Class Equipment", + "starting-wealth": "Starting Wealth (Core)", + "starting-cubil:": "Starting Cubil:", + "no_class_warning-u": "NO CLASS HAS BEEN SELECTED OR SELECTED CLASS DOES NOT HAVE STANDARD EQUIPMENT. CLASS EQUIPMENT CANNOT BE CHOSEN AT THIS TIME.", + "standard-array": "Standard Array", + "roll-for-stats": "Roll for Stats", + "standard-roll": "Roll 4d6, drop lowest", + "charmancer-cancel-heading": "Where would you like to go, traveler?", + "continue-charmancer": "Continue Charactermancer", + "save_progress_and_exit": "Save and Exit", + "cancel_charactermancer": "Discard and exit", + "charmancer-discard-warning": "Discard and Exit will cause all choices to be lost.", + "mancer-opts-u": "CHARACTERMANCER OPTIONS", + "relaunch-lvl1mancer-u": "LAUNCH LEVEL 1 CHARACTERMANCER (CANNOT BE UNDONE)", + "point-buy": "Point Buy", + "available-points:": "Available Points: ", + "equipment-choice-text": "How would you like to choose your equipment?", + "charmancer-start": "Start", + "clear-abilities": "Clear Assignment", + "use-charactermancer-for-new:-u": "USE LEVEL 1 CHARACTERMANCER FOR NEW CHARACTERS:", + "use-charactermancer-for-new-info": "With this option enabled all new characters will open with the Level 1 Roll20 Charactermancer. Disabling this option will start new characters directly on the character sheet disabling the Level 1 Charactermancer, which can still be manually run from the Settings tab of the character sheet.", + "feat-pre-check": "Look carefully! Prerequisites are not checked automatically.", + "stats-rolled-hint": "We rolled your dice! Check the chat window to view your results in detail. Assign the results below to your preferred attributes:", + "return-to:": "Return to: ", + "do_you_want_mancer": "How do you want to create this character?", + "no": "No", + "global-ac-u": "GLOBAL AC MODIFIER", + "show-global-ac-field-u": "SHOW GLOBAL AC MODIFIER FIELD", + "warning-customac-u": "ATTENTION - CUSTOM AC IS NOT BEING USED. TO USE CUSTOM AC, UNEQUIP ARMOR.", + "manual": "Edit sheet directly", + "npc-new": "Create an NPC", + "mancer-confirm-yes": "Use the Charactermancer", + "allow-shields-u": "ALLOW SHIELDS?", + "levels-u": "LEVELS", + "features-u": "FEATURES", + "asi-u": "ABILITY SCORE INCREASE / FEATS", + "charmancer-leveler-what-is": "The Charactermancer is a step-by-step process that makes leveling up a character simple and streamlined. Changes are saved as you progress, but the character sheet is only updated when the Charactermancer has been completed.", + "charmancer-leveler-level-info1": "Your existing class levels have been pre-populated for you. By default your primary class has been set to be increased by one level. You can change how many levels to increase below, as well as adding a new multiclass.", + "charmancer-leveler-level-info2": "In each class section you'll have the option to take the average number of hit points or to roll randomly, choose class features for the levels you're advancing, and choose your subclass if appropriate.", + "charmancer-leveler-spells-info": "Listed here are the current spells your character already knows. If you gained access to more spells during your advancement you will be able to select them below. Check next to the spells you wish to learn. The Charactermancer will help you pick the right number of spells and from the correct list. If your class has the option to swap out spells, you can do so by unselecting currently known spells which will allow you to select new ones in their place.", + "total-level-u": "TOTAL LEVEL", + "main-class-level-u": "MAIN CLASS LEVEL", + "class-2-level-u": "CLASS 2 LEVEL", + "class-3-level-u": "CLASS 3 LEVEL", + "class-4-level-u": "CLASS 4 LEVEL", + "levels:-u": "LEVELS:", + "warning-leveler_start-u": "ATTENTION - YOU CANNOT LAUNCH THE CHARACTERMANCER LEVEL UP UNTIL YOU HAVE A CLASS, LEVEL, AND HP SET FOR LEVEL ONE. PLEASE RUN THE CHARACTERMANCER CREATOR FIRST. THE LEVEL UP TOOL DOESN'T WORK WITH CUSTOM CLASSES OR IF THE MULTICLASS OPTIONS ARE SET UP INCORRECTLY.", + "charmancer-leveler-custom-class-warning": "The Level Up tool does not support custom classes at this time.", + "charmancer-welcome-lp": "Welcome to Charactermancer Level Up!", + "charmancer-leveler-what-is-lp": "Look at you, with all that experience. Now it's time to claim your reward. You'll walk through the step-by-step process to make a few decisions, and your character will be at the next level in no time. Changes are saved as you move through the process, but if you change your mind, you'll need to revisit the steps and choices that come after.", + "charmancer-compendium-detail-lp": "The Charactermancer currently supports Dungeons & Dragons 5th Edition SRD, Player's Handbook, and Guildmasters' Guide to Ravnica. Xanathar's Guide to Everything will be supported in the coming weeks. You can add the Player's Handbook and Guildmasters' Guide to Ravnica to your compendium in the Marketplace, or the game owner can share their compendium with everyone in the game.", + "roll:-u": "ROLL:", + "roll": "Roll", + "prerequisite:": "Prerequisite:", + "back": "BACK", + "back-to-top": "Back to Top", + "choose-a-class:": "Choose a Class:", + "custom-class-name:": "Custom Class Name", + "charmancer-class-features:": "Class Features: ", + "charmancer-subclass-features:": "Subclass Features:", + "hit-die:": "Hit Die:", + "average": "Average", + "hp-u": "HP", + "saving-throw-proficiency": "Saving Throw Proficiency", + "armor": "Armor", + "equipment": "Equipment:", + "language": "Language", + "skill": "Skill", + "tool": "Tool", + "weapon": "Weapon", + "add-another-feature": "Add Another Feature", + "add-another-proficiency": "Add Another Proficiency", + "innate-spellcasting:": "Innate Powers:", + "spellcasting-ability": "Esper Ability:", + "number-of-cantrips": "Number of Primes:", + "number-of-lvl-1-spells": "Number of Level 1 Spells:", + "spell-list": "Powers List:", + "done": "Done", + "ability-score-method": "Ability Score Method:", + "select-your-choices": "Select Your Choices:", + "input-your-scores": "Input Your Scores:", + "choose-background": "Choose a Background:", + "personality-traits": "Personality Traits", + "ideal": "Ideal", + "bond": "Bond", + "flaw": "Flaw", + "you-have-chosen-starting-cubil": "You have chosen starting cubil and do not get equipment from your background.", + "you-have-created-custom-class": "You have created a custom class; you can add equipment to the character sheet after you have finished the Charactermancer.", + "arcane-is-mystery": "Cosmic forces are a mystery to you.", + "your-character-dont-have-spells-this-lvl": "Your character doesn't have powers at this level. Click “Next” to review your character!", + "charmancer-a-feat-represents": "A feat represents accomplishment, grit, determination, and expertise. It is the reward for hard work.", + "you-really-havent-done": "You really haven't done that much yet", + "review-your-choices": "Review your choices:", + "race": "Race", + "abilities": "Abilities", + "bio": "Bio", + "name-background": "Name:", + "building-your-character": "Building your character...", + "charmancer-only-choice-left-is-on-or": "The only choice left is to press on or turn back. If you're editing an existing character, all your existing data will be lost into the void when you apply your changes.", + "apply-changes": "Apply Changes", + "pick-your-equipment": "Pick your equipment", + "you-havent-chosen-background": "You have not yet selected a background.", + "you-havent-selected-class": "You have not yet selected a class.", + "ability-score": "Ability Score", + "you-can-increase-two-abilites": "You can increase two of your abilities by 1, or one of your abilities by 2", + "before-leveling": "Before Leveling", + "after-leveling": "After Leveling", + "charmancer-removed-spells-marked-pt1": "Removed spells will be marked with a r symbol so you can find it easily if you change your mind." +} diff --git a/Esper_Genesis_5E/translations/zu.json b/Esper_Genesis_5E/translations/zu.json new file mode 100644 index 0000000000..3dffebd0c6 --- /dev/null +++ b/Esper_Genesis_5E/translations/zu.json @@ -0,0 +1,719 @@ +{ + "skills-list": "crwdns154452:0crwdne154452:0", + "npc-options-u": "crwdns154454:0crwdne154454:0", + "ship-options-u": "crwdns154456:0crwdne154456:0", + "name-u": "crwdns154458:0crwdne154458:0", + "npc-type-u": "crwdns154460:0crwdne154460:0", + "ship-type-u": "crwdns154462:0crwdne154462:0", + "npc-type-place": "crwdns154464:0crwdne154464:0", + "ship-type-place": "crwdns154466:0crwdne154466:0", + "armor-class-u": "crwdns154468:0crwdne154468:0", + "class-u": "crwdns154470:0crwdne154470:0", + "type-u": "crwdns154472:0crwdne154472:0", + "maneuver-defense-u": "crwdns154474:0crwdne154474:0", + "maneuver-save-u": "crwdns154476:0crwdne154476:0", + "abilities-u": "crwdns154478:0crwdne154478:0", + "npc-armor-place": "crwdns154480:0crwdne154480:0", + "hit-points-u": "crwdns154482:0crwdne154482:0", + "hull-points-u": "crwdns154484:0crwdne154484:0", + "formula-u": "crwdns154486:0crwdne154486:0", + "speed-u": "crwdns154488:0crwdne154488:0", + "npc-speed-place": "crwdns154490:0crwdne154490:0", + "ship-speed-place": "crwdns154492:0crwdne154492:0", + "piloting-u": "crwdns154494:0crwdne154494:0", + "attributes-u": "crwdns154496:0crwdne154496:0", + "ship-attributes-u": "crwdns154498:0crwdne154498:0", + "str-u": "crwdns154500:0crwdne154500:0", + "dex-u": "crwdns154502:0crwdne154502:0", + "con-u": "crwdns154504:0crwdne154504:0", + "int-u": "crwdns154506:0crwdne154506:0", + "wis-u": "crwdns154508:0crwdne154508:0", + "cha-u": "crwdns154510:0crwdne154510:0", + "npcs-u": "crwdns154512:0crwdne154512:0", + "ships-u": "crwdns154514:0crwdne154514:0", + "ship-dex-u": "crwdns154516:0[PILOT]crwdne154516:0", + "ship-int-u": "crwdns154518:0[TECH]crwdne154518:0", + "ship-wis-u": "crwdns154520:0[TECH]crwdne154520:0", + "sensor-u": "crwdns154522:0crwdne154522:0", + "saves-u": "crwdns154524:0crwdne154524:0", + "skills-u": "crwdns154526:0crwdne154526:0", + "acrobatics-u": "crwdns154528:0crwdne154528:0", + "mechanics-u": "crwdns154530:0crwdne154530:0", + "astrophysics-u": "crwdns154532:0crwdne154532:0", + "athletics-u": "crwdns154534:0crwdne154534:0", + "deception-u": "crwdns154536:0crwdne154536:0", + "lore-u": "crwdns154538:0crwdne154538:0", + "insight-u": "crwdns154540:0crwdne154540:0", + "intimidation-u": "crwdns154542:0crwdne154542:0", + "investigation-u": "crwdns154544:0crwdne154544:0", + "medicine-u": "crwdns154546:0crwdne154546:0", + "xenobiology-u": "crwdns154548:0crwdne154548:0", + "perception-u": "crwdns154550:0crwdne154550:0", + "performance-u": "crwdns154552:0crwdne154552:0", + "persuasion-u": "crwdns154554:0crwdne154554:0", + "computers-u": "crwdns154556:0crwdne154556:0", + "sleight_of_hand-u": "crwdns154558:0crwdne154558:0", + "stealth-u": "crwdns154560:0crwdne154560:0", + "survival-u": "crwdns154562:0crwdne154562:0", + "damage-vuln-u": "crwdns154564:0crwdne154564:0", + "npc-dmg-vuln-place": "crwdns154566:0crwdne154566:0", + "ship-dmg-vuln-place": "crwdns154568:0crwdne154568:0", + "damage-res-u": "crwdns154570:0crwdne154570:0", + "npc-dmg-res-place": "crwdns154572:0crwdne154572:0", + "ship-dmg-res-place": "crwdns154574:0crwdne154574:0", + "damage-imm-u": "crwdns154576:0crwdne154576:0", + "npc-dmg-imm-place": "crwdns154578:0crwdne154578:0", + "ship-dmg-imm-place": "crwdns154580:0crwdne154580:0", + "cond-imm-u": "crwdns154582:0crwdne154582:0", + "npc-cond-imm-place": "crwdns154584:0crwdne154584:0", + "ship-cond-imm-place": "crwdns154586:0crwdne154586:0", + "senses-u": "crwdns154588:0crwdne154588:0", + "npc-senses-place": "crwdns154590:0crwdne154590:0", + "ship-senses-place": "crwdns154592:0crwdne154592:0", + "langs-u": "crwdns154594:0crwdne154594:0", + "lang-u": "crwdns154596:0crwdne154596:0", + "npc-langs-place": "crwdns154598:0crwdne154598:0", + "challenge-u": "crwdns154600:0crwdne154600:0", + "xp-u": "crwdns154602:0crwdne154602:0", + "spellcast-npc-u": "crwdns154604:0crwdne154604:0", + "spell-ability-u": "crwdns154606:0crwdne154606:0", + "none-u": "crwdns154608:0crwdne154608:0", + "strength-u": "crwdns154610:0crwdne154610:0", + "strength-save-u": "crwdns154612:0crwdne154612:0", + "dexterity-u": "crwdns154614:0crwdne154614:0", + "dexterity-save-u": "crwdns154616:0crwdne154616:0", + "constitution-u": "crwdns154618:0crwdne154618:0", + "constitution-save-u": "crwdns154620:0crwdne154620:0", + "intelligence-u": "crwdns154622:0crwdne154622:0", + "intelligence-save-u": "crwdns154624:0crwdne154624:0", + "wisdom-u": "crwdns154626:0crwdne154626:0", + "wisdom-save-u": "crwdns154628:0crwdne154628:0", + "charisma-u": "crwdns154630:0crwdne154630:0", + "charisma-save-u": "crwdns154632:0crwdne154632:0", + "spell-dc-u": "crwdns154634:0crwdne154634:0", + "spell-atk-bonus-u": "crwdns154636:0crwdne154636:0", + "has-reaction-u": "crwdns154638:0crwdne154638:0", + "leg-actions:-u": "crwdns154640:0crwdne154640:0", + "gen-opts-u": "crwdns154642:0crwdne154642:0", + "npc-u": "crwdns154644:0crwdne154644:0", + "roll-queries:-u": "crwdns154646:0crwdne154646:0", + "always-adv": "crwdns154648:0crwdne154648:0", + "adv-toggle": "crwdns154650:0crwdne154650:0", + "query-adv": "crwdns154652:0crwdne154652:0", + "never-adv": "crwdns154654:0crwdne154654:0", + "whisp-rolls-gm:-u": "crwdns154656:0crwdne154656:0", + "never-whisp": "crwdns154658:0crwdne154658:0", + "query-whisp": "crwdns154660:0crwdne154660:0", + "always-whisp": "crwdns154662:0crwdne154662:0", + "auto-dmg-roll:-u": "crwdns154664:0crwdne154664:0", + "never-dmg": "crwdns154666:0crwdne154666:0", + "always-dmg": "crwdns154668:0crwdne154668:0", + "ac": "crwdns154670:0crwdne154670:0", + "hp": "crwdns154672:0crwdne154672:0", + "hlp": "crwdns154674:0crwdne154674:0", + "speed": "crwdns154676:0crwdne154676:0", + "maneuver-defense": "crwdns154678:0crwdne154678:0", + "maneuver-save": "crwdns154680:0crwdne154680:0", + "sensors": "crwdns154682:0crwdne154682:0", + "piloting": "crwdns154684:0crwdne154684:0", + "pilot-bonus": "crwdns154686:0crwdne154686:0", + "language-proficiencies": "crwdns154688:0crwdne154688:0", + "skill-proficiencies": "crwdns154690:0crwdne154690:0", + "weapon-proficiencies": "crwdns154692:0crwdne154692:0", + "armor-proficiencies": "crwdns154694:0crwdne154694:0", + "tool-proficiencies": "crwdns154696:0crwdne154696:0", + "saving-throw": "crwdns154698:0crwdne154698:0", + "str": "crwdns154700:0crwdne154700:0", + "dex": "crwdns154702:0crwdne154702:0", + "con": "crwdns154704:0crwdne154704:0", + "int": "crwdns154706:0crwdne154706:0", + "wis": "crwdns154708:0crwdne154708:0", + "cha": "crwdns154710:0crwdne154710:0", + "skills": "crwdns154712:0crwdne154712:0", + "acrobatics": "crwdns154714:0crwdne154714:0", + "mechanics": "crwdns154716:0crwdne154716:0", + "astrophysics": "crwdns154718:0crwdne154718:0", + "athletics": "crwdns154720:0crwdne154720:0", + "deception": "crwdns154722:0crwdne154722:0", + "lore": "crwdns154724:0crwdne154724:0", + "insight": "crwdns154726:0crwdne154726:0", + "intimidation": "crwdns154728:0crwdne154728:0", + "investigation": "crwdns154730:0crwdne154730:0", + "medicine": "crwdns154732:0crwdne154732:0", + "xenobiology": "crwdns154734:0crwdne154734:0", + "perception": "crwdns154736:0crwdne154736:0", + "performance": "crwdns154738:0crwdne154738:0", + "persuasion": "crwdns154740:0crwdne154740:0", + "computers": "crwdns154742:0crwdne154742:0", + "sleight_of_hand": "crwdns154744:0crwdne154744:0", + "stealth": "crwdns154746:0crwdne154746:0", + "survival": "crwdns154748:0crwdne154748:0", + "dmg-vuln": "crwdns154750:0crwdne154750:0", + "dmg-res": "crwdns154752:0crwdne154752:0", + "dmg-imm": "crwdns154754:0crwdne154754:0", + "cond-imm": "crwdns154756:0crwdne154756:0", + "senses": "crwdns154758:0crwdne154758:0", + "langs": "crwdns154760:0crwdne154760:0", + "challenge": "crwdns154762:0crwdne154762:0", + "npc-trait-name-place": "crwdns154764:0crwdne154764:0", + "npc-trait-desc-place": "crwdns154766:0crwdne154766:0", + "actions": "crwdns154768:0crwdne154768:0", + "adv": "crwdns154770:0crwdne154770:0", + "norm": "crwdns154772:0crwdne154772:0", + "disadv": "crwdns154774:0crwdne154774:0", + "name:-u": "crwdns154776:0crwdne154776:0", + "attack-u": "crwdns154778:0crwdne154778:0", + "type:-u": "crwdns154780:0crwdne154780:0", + "melee": "crwdns154782:0crwdne154782:0", + "ranged": "crwdns154784:0crwdne154784:0", + "range-reach:-u": "crwdns154786:0crwdne154786:0", + "range-reach-place": "crwdns154788:0crwdne154788:0", + "to-hit:-u": "crwdns154790:0crwdne154790:0", + "target:-u": "crwdns154792:0crwdne154792:0", + "target:": "crwdns154794:0crwdne154794:0", + "to-hit-place": "crwdns154796:0crwdne154796:0", + "on-hit:-u": "crwdns154798:0crwdne154798:0", + "on-hit-place": "crwdns154800:0crwdne154800:0", + "on-hit2:-u": "crwdns154802:0crwdne154802:0", + "on-hit-2-place": "crwdns154804:0crwdne154804:0", + "hit:": "crwdns154806:0crwdne154806:0", + "reactions": "crwdns154808:0crwdne154808:0", + "npc-repeating-name-place": "crwdns154810:0crwdne154810:0", + "npc-repeating-desc-place": "crwdns154812:0crwdne154812:0", + "traits": "crwdns154814:0crwdne154814:0", + "features": "crwdns154816:0crwdne154816:0", + "spells": "crwdns154818:0crwdne154818:0", + "prep-u": "crwdns154820:0crwdne154820:0", + "school:-u": "crwdns154822:0crwdne154822:0", + "alteration": "crwdns154824:0crwdne154824:0", + "clairsentient": "crwdns154826:0crwdne154826:0", + "elemental": "crwdns154828:0crwdne154828:0", + "kinesis": "crwdns154830:0crwdne154830:0", + "metaphase": "crwdns154832:0crwdne154832:0", + "psychogenic": "crwdns154834:0crwdne154834:0", + "technique": "crwdns154836:0crwdne154836:0", + "ritual": "crwdns154838:0crwdne154838:0", + "ritual-l": "crwdns154840:0crwdne154840:0", + "range:-u": "crwdns154842:0crwdne154842:0", + "range:": "crwdns154844:0crwdne154844:0", + "pointcost:-u": "crwdns154846:0crwdne154846:0", + "pointcost:": "crwdns154848:0crwdne154848:0", + "spell-component-verbal": "crwdns154850:0crwdne154850:0", + "spell-component-somatic": "crwdns154852:0crwdne154852:0", + "spell-component-material": "crwdns154854:0crwdne154854:0", + "spell-ritual": "crwdns154856:0crwdne154856:0", + "spell-concentration": "crwdns154858:0crwdne154858:0", + "ruby-dust-place": "crwdns154860:0crwdne154860:0", + "concentration-u": "crwdns154862:0crwdne154862:0", + "concentration": "crwdns154864:0crwdne154864:0", + "duration:-u": "crwdns154866:0crwdne154866:0", + "duration:": "crwdns154868:0crwdne154868:0", + "difficulty-class-abv": "crwdns154870:0crwdne154870:0", + "output:-u": "crwdns154872:0crwdne154872:0", + "powercard-u": "crwdns154874:0crwdne154874:0", + "spell-atk:-u": "crwdns154876:0crwdne154876:0", + "none": "crwdns154878:0crwdne154878:0", + "dmg:-u": "crwdns154880:0crwdne154880:0", + "dmg2:-u": "crwdns154882:0crwdne154882:0", + "healing:-u": "crwdns154884:0crwdne154884:0", + "add-ability-mod-u": "crwdns154886:0crwdne154886:0", + "effect:-u": "crwdns154888:0crwdne154888:0", + "npc-atk-effect-place": "crwdns154890:0crwdne154890:0", + "desc:-u": "crwdns154892:0crwdne154892:0", + "at-higher-lvl:-u": "crwdns154894:0crwdne154894:0", + "at-higher-lvl": "crwdns154896:0crwdne154896:0", + "higher-lvl-cast": "crwdns154898:0crwdne154898:0", + "leg-actions": "crwdns154900:0crwdne154900:0", + "leg-actions-desc": "crwdns154902:0crwdne154902:0", + "atk-range-place": "crwdns154904:0crwdne154904:0", + "atk-target-place": "crwdns154906:0crwdne154906:0", + "atk-dmg-type-place": "crwdns154908:0crwdne154908:0", + "atk-dmg-type2-place": "crwdns154910:0crwdne154910:0", + "adv-u": "crwdns154912:0crwdne154912:0", + "norm-u": "crwdns154914:0crwdne154914:0", + "disadv-u": "crwdns154916:0crwdne154916:0", + "core-u": "crwdns154918:0crwdne154918:0", + "bio-u": "crwdns154920:0crwdne154920:0", + "gear-u": "crwdns154922:0crwdne154922:0", + "spells-u": "crwdns154924:0crwdne154924:0", + "feats-u": "crwdns154926:0crwdne154926:0", + "review-u": "crwdns154928:0crwdne154928:0", + "char-name-u": "crwdns154930:0crwdne154930:0", + "adept": "crwdns154932:0crwdne154932:0", + "barbarian": "crwdns154934:0crwdne154934:0", + "cybermancer": "crwdns154936:0crwdne154936:0", + "engineer": "crwdns154938:0crwdne154938:0", + "hunter": "crwdns154940:0crwdne154940:0", + "melder": "crwdns154942:0crwdne154942:0", + "sentinel": "crwdns154944:0crwdne154944:0", + "specialist": "crwdns154946:0crwdne154946:0", + "warrior": "crwdns154948:0crwdne154948:0", + "class-level-u": "crwdns154950:0crwdne154950:0", + "background-u": "crwdns154952:0crwdne154952:0", + "background": "crwdns154954:0crwdne154954:0", + "race-u": "crwdns154956:0crwdne154956:0", + "alignment-u": "crwdns154958:0crwdne154958:0", + "alignment": "crwdns154960:0crwdne154960:0", + "exp-pts-u": "crwdns154962:0crwdne154962:0", + "inspiration-u": "crwdns154964:0crwdne154964:0", + "prof-bonus-u": "crwdns154966:0crwdne154966:0", + "strength": "crwdns154968:0crwdne154968:0", + "strength-save": "crwdns154970:0crwdne154970:0", + "dexterity": "crwdns154972:0crwdne154972:0", + "dexterity-save": "crwdns154974:0crwdne154974:0", + "constitution": "crwdns154976:0crwdne154976:0", + "constitution-save": "crwdns154978:0crwdne154978:0", + "intelligence": "crwdns154980:0crwdne154980:0", + "intelligence-save": "crwdns154982:0crwdne154982:0", + "wisdom": "crwdns154984:0crwdne154984:0", + "wisdom-save": "crwdns154986:0crwdne154986:0", + "charisma": "crwdns154988:0crwdne154988:0", + "charisma-save": "crwdns154990:0crwdne154990:0", + "saving-throws-u": "crwdns154992:0crwdne154992:0", + "acrobatics-core": "crwdns154994:0crwdne154994:0", + "mechanics-core": "crwdns154996:0crwdne154996:0", + "astrophysics-core": "crwdns154998:0crwdne154998:0", + "athletics-core": "crwdns155000:0crwdne155000:0", + "deception-core": "crwdns155002:0crwdne155002:0", + "lore-core": "crwdns155004:0crwdne155004:0", + "insight-core": "crwdns155006:0crwdne155006:0", + "intimidation-core": "crwdns155008:0crwdne155008:0", + "investigation-core": "crwdns155010:0crwdne155010:0", + "medicine-core": "crwdns155012:0crwdne155012:0", + "xenobiology-core": "crwdns155014:0crwdne155014:0", + "perception-core": "crwdns155016:0crwdne155016:0", + "performance-core": "crwdns155018:0crwdne155018:0", + "persuasion-core": "crwdns155020:0crwdne155020:0", + "computers-core": "crwdns155022:0crwdne155022:0", + "sleight_of_hand-core": "crwdns155024:0crwdne155024:0", + "stealth-core": "crwdns155026:0crwdne155026:0", + "survival-core": "crwdns155028:0crwdne155028:0", + "pass-wis-u": "crwdns155030:0crwdne155030:0", + "tool-u": "crwdns155032:0crwdne155032:0", + "pro-u": "crwdns155034:0crwdne155034:0", + "attr-u": "crwdns155036:0crwdne155036:0", + "prof-bonus:-u": "crwdns155038:0crwdne155038:0", + "prof-u": "crwdns155040:0crwdne155040:0", + "proficency-u": "crwdns155042:0crwdne155042:0", + "expertise-u": "crwdns155044:0crwdne155044:0", + "jack-of-all-u": "crwdns155046:0crwdne155046:0", + "attr:-u": "crwdns155048:0crwdne155048:0", + "tool-prof-u": "crwdns155050:0crwdne155050:0", + "weapon-proficiencies-u": "crwdns155052:0crwdne155052:0", + "other-prof-langs-u": "crwdns155054:0crwdne155054:0", + "prof-langs-u": "crwdns155056:0crwdne155056:0", + "init": "crwdns155058:0crwdne155058:0", + "init-u": "crwdns155060:0crwdne155060:0", + "hp-max-u": "crwdns155062:0crwdne155062:0", + "hp-current-u": "crwdns155064:0crwdne155064:0", + "hp-temp-u": "crwdns155066:0crwdne155066:0", + "total": "crwdns155068:0crwdne155068:0", + "hit-dice-u": "crwdns155070:0crwdne155070:0", + "successes-u": "crwdns155072:0crwdne155072:0", + "failures-u": "crwdns155074:0crwdne155074:0", + "death-save-u": "crwdns155076:0crwdne155076:0", + "death-saves-u": "crwdns155078:0crwdne155078:0", + "exhaustion-setting-u": "crwdns155080:0crwdne155080:0", + "exhaustion-u": "crwdns155082:0crwdne155082:0", + "exhaustion-0": "crwdns155084:0crwdne155084:0", + "exhaustion-1": "crwdns155086:0crwdne155086:0", + "exhaustion-2": "crwdns155088:0crwdne155088:0", + "exhaustion-3": "crwdns155090:0crwdne155090:0", + "exhaustion-4": "crwdns155092:0crwdne155092:0", + "exhaustion-5": "crwdns155094:0crwdne155094:0", + "exhaustion-6": "crwdns155096:0crwdne155096:0", + "atk-u": "crwdns155098:0crwdne155098:0", + "dmg-type-u": "crwdns155100:0crwdne155100:0", + "attack:-u": "crwdns155102:0crwdne155102:0", + "proficient-u": "crwdns155104:0crwdne155104:0", + "range-place": "crwdns155106:0crwdne155106:0", + "enhanced-bonus:-u": "crwdns155108:0crwdne155108:0", + "crit-range-u": "crwdns155110:0crwdne155110:0", + "damage:-u": "crwdns155112:0crwdne155112:0", + "dmg-type-place": "crwdns155114:0crwdne155114:0", + "crit:-u": "crwdns155116:0crwdne155116:0", + "damage2:-u": "crwdns155118:0crwdne155118:0", + "saving-throw:-u": "crwdns155120:0crwdne155120:0", + "vs-dc:-u": "crwdns155122:0crwdne155122:0", + "spell-u": "crwdns155124:0crwdne155124:0", + "flat-u": "crwdns155126:0crwdne155126:0", + "save": "crwdns155128:0crwdne155128:0", + "save-effect:-u": "crwdns155130:0crwdne155130:0", + "save-effect-place": "crwdns155132:0crwdne155132:0", + "ammunition:-u": "crwdns155134:0crwdne155134:0", + "ammunition-place": "crwdns155136:0crwdne155136:0", + "description:-u": "crwdns155138:0crwdne155138:0", + "description:": "crwdns155140:0crwdne155140:0", + "description-place": "crwdns155142:0crwdne155142:0", + "atk-spellcasting-u": "crwdns155144:0crwdne155144:0", + "copper-piece-u": "crwdns155146:0crwdne155146:0", + "silver-piece-u": "crwdns155148:0crwdne155148:0", + "electrum-piece-u": "crwdns155150:0crwdne155150:0", + "cubil-coin-u": "crwdns155152:0crwdne155152:0", + "cubil-cred-u": "crwdns155154:0crwdne155154:0", + "warning-armor-sets-u": "crwdns155156:0crwdne155156:0", + "item-name-u": "crwdns155158:0crwdne155158:0", + "equipped-u": "crwdns155160:0crwdne155160:0", + "use-as-resource-u": "crwdns155162:0crwdne155162:0", + "prop:-u": "crwdns155164:0crwdne155164:0", + "mods:-u": "crwdns155166:0crwdne155166:0", + "total-weight-u": "crwdns155168:0crwdne155168:0", + "immobile-u": "crwdns155170:0crwdne155170:0", + "heavily-encumbered-u": "crwdns155172:0crwdne155172:0", + "encumbered-u": "crwdns155174:0crwdne155174:0", + "over-carrying-cap-u": "crwdns155176:0crwdne155176:0", + "equipment-u": "crwdns155178:0crwdne155178:0", + "personality-traits-u": "crwdns155180:0crwdne155180:0", + "ideals-u": "crwdns155182:0crwdne155182:0", + "bonds-u": "crwdns155184:0crwdne155184:0", + "flaws-u": "crwdns155186:0crwdne155186:0", + "class-resource-u": "crwdns155188:0crwdne155188:0", + "other-resource-u": "crwdns155190:0crwdne155190:0", + "feats-traits-u": "crwdns155192:0crwdne155192:0", + "age-u": "crwdns155194:0crwdne155194:0", + "size-u": "crwdns155196:0crwdne155196:0", + "size": "crwdns155198:0crwdne155198:0", + "height-u": "crwdns155200:0crwdne155200:0", + "weight-u": "crwdns155202:0crwdne155202:0", + "eye-u": "crwdns155204:0crwdne155204:0", + "skin-u": "crwdns155206:0crwdne155206:0", + "hair-u": "crwdns155208:0crwdne155208:0", + "char-appearance-u": "crwdns155210:0crwdne155210:0", + "char-backstory-u": "crwdns155212:0crwdne155212:0", + "allies-orgs-u": "crwdns155214:0crwdne155214:0", + "add-feats-traits-u": "crwdns155216:0crwdne155216:0", + "feat-u": "crwdns155218:0crwdne155218:0", + "treasure-u": "crwdns155220:0crwdne155220:0", + "spell-save-dc-u": "crwdns155222:0crwdne155222:0", + "cantrips-u": "crwdns155224:0crwdne155224:0", + "ritual-u": "crwdns155226:0crwdne155226:0", + "casting-time:-u": "crwdns155228:0crwdne155228:0", + "casting-time:": "crwdns155230:0crwdne155230:0", + "at-higher-lvl-dmg:-u": "crwdns155232:0crwdne155232:0", + "half-dmg-place": "crwdns155234:0crwdne155234:0", + "hit-die:-u": "crwdns155236:0crwdne155236:0", + "initiative-mod:-u": "crwdns155238:0crwdne155238:0", + "glob-saving-mod:-u": "crwdns155240:0crwdne155240:0", + "glob-ac-mod:-u": "crwdns155242:0crwdne155242:0", + "glob-atk-mod:-u": "crwdns155244:0crwdne155244:0", + "pass-perc-mod:-u": "crwdns155246:0crwdne155246:0", + "death-save-mod:-u": "crwdns155248:0crwdne155248:0", + "magic-caster-lvl:-u": "crwdns155250:0crwdne155250:0", + "halfling-luck-u": "crwdns155252:0crwdne155252:0", + "arcane-fighter-u": "crwdns155254:0crwdne155254:0", + "arcane-rogue-u": "crwdns155256:0crwdne155256:0", + "class-options-u": "crwdns155258:0{class}crwdne155258:0", + "class:-u": "crwdns155260:0crwdne155260:0", + "subclass:-u": "crwdns155262:0crwdne155262:0", + "race:-u": "crwdns155264:0crwdne155264:0", + "subrace:-u": "crwdns155266:0crwdne155266:0", + "subrace": "crwdns155268:0crwdne155268:0", + "subrace-ability-increase": "crwdns155270:0crwdne155270:0", + "2nd-class:-u": "crwdns155272:0crwdne155272:0", + "lvl:-u": "crwdns155274:0crwdne155274:0", + "3rd-class:-u": "crwdns155276:0crwdne155276:0", + "4th-class:-u": "crwdns155278:0crwdne155278:0", + "mutliclass-opts-u": "crwdns155280:0crwdne155280:0", + "use-cust-class-u": "crwdns155282:0crwdne155282:0", + "class-name:-u": "crwdns155284:0crwdne155284:0", + "spellcasting-ability:-u": "crwdns155286:0crwdne155286:0", + "spell-slots:-u": "crwdns155288:0crwdne155288:0", + "spell-full-u": "crwdns155290:0crwdne155290:0", + "spell-half-u": "crwdns155292:0crwdne155292:0", + "spell-third-u": "crwdns155294:0crwdne155294:0", + "tech-slots-u": "crwdns155296:0crwdne155296:0", + "esper-powers-u": "crwdns155298:0crwdne155298:0", + "tp-max-u": "crwdns155300:0crwdne155300:0", + "tp-current-u": "crwdns155302:0crwdne155302:0", + "talent-slots-label": "crwdns155304:0crwdne155304:0", + "talent-slots-u": "crwdns155306:0crwdne155306:0", + "used-talent-slots": "crwdns155308:0crwdne155308:0", + "em_available": "crwdns155310:0crwdne155310:0", + "em_used": "crwdns155312:0crwdne155312:0", + "esper-mastery-u": "crwdns155314:0crwdne155314:0", + "max-rank-u": "crwdns155316:0crwdne155316:0", + "cust-class-opts": "crwdns155318:0crwdne155318:0", + "normal": "crwdns155320:0crwdne155320:0", + "expirtise": "crwdns155322:0crwdne155322:0", + "skill-opts-u": "crwdns155324:0crwdne155324:0", + "version": "crwdns155326:0crwdne155326:0", + "always-roll-adv": "crwdns155328:0crwdne155328:0", + "toggle-roll-adv": "crwdns155330:0crwdne155330:0", + "query-roll-adv": "crwdns155332:0crwdne155332:0", + "never-roll-adv": "crwdns155334:0crwdne155334:0", + "never-whisper-roll": "crwdns155336:0crwdne155336:0", + "query-whisper-roll": "crwdns155338:0crwdne155338:0", + "always-whisper-roll": "crwdns155340:0crwdne155340:0", + "never-roll-dmg": "crwdns155342:0crwdne155342:0", + "always-roll-dmg": "crwdns155344:0crwdne155344:0", + "add-char-to-templates:-u": "crwdns155346:0crwdne155346:0", + "on": "crwdns155348:0crwdne155348:0", + "off": "crwdns155350:0crwdne155350:0", + "inventory:-u": "crwdns155352:0crwdne155352:0", + "compendium-compatible": "crwdns155354:0crwdne155354:0", + "simple": "crwdns155356:0crwdne155356:0", + "encumbrance:-u": "crwdns155358:0crwdne155358:0", + "ammo-tracking:-u": "crwdns155360:0crwdne155360:0", + "general-opts-u": "crwdns155362:0crwdne155362:0", + "transition-text": "crwdns155364:0crwdne155364:0", + "transition-text-highlight": "crwdns155366:0crwdne155366:0", + "choose-sheet-transfer": "crwdns155368:0crwdne155368:0", + "community-sheet-u": "crwdns155370:0crwdne155370:0", + "shaped-sheet-u": "crwdns155372:0crwdne155372:0", + "transition-opts-u": "crwdns155374:0crwdne155374:0", + "portions-sheet-utilize": "crwdns155376:0crwdne155376:0", + "api-required-title": "crwdns155378:0crwdne155378:0", + "api-required-u": "crwdns155380:0crwdne155380:0", + "spell_dc_mod:-u": "crwdns155382:0crwdne155382:0", + "custom_ac:-u": "crwdns155384:0crwdne155384:0", + "npc-info": "crwdns155386:0crwdne155386:0", + "npc-pc": "crwdns155388:0crwdne155388:0", + "roll-queries-info": "crwdns155390:0crwdne155390:0", + "whisp-rolls-gm-info": "crwdns155392:0crwdne155392:0", + "auto-dmg-roll-info": "crwdns155394:0crwdne155394:0", + "add-char-to-templates-info": "crwdns155396:0crwdne155396:0", + "inventory-info": "crwdns155398:0crwdne155398:0", + "encumbrance-info": "crwdns155400:0crwdne155400:0", + "ammo-tracking-info": "crwdns155402:0crwdne155402:0", + "dungeons-and-dragons-styling": "crwdns155404:0crwdne155404:0", + "dungeons-and-dragons-styling-info": "crwdns155406:0crwdne155406:0", + "cd-bar1-value:-u": "crwdns155408:0crwdne155408:0", + "cd-bar1-max:-u": "crwdns155410:0crwdne155410:0", + "cd-bar1-link:-u": "crwdns155412:0crwdne155412:0", + "cd-bar1-value-desc:-u": "crwdns155414:0crwdne155414:0", + "cd-bar1-max-desc:-u": "crwdns155416:0crwdne155416:0", + "cd-bar1-link-desc:-u": "crwdns155418:0crwdne155418:0", + "cd-bar2-value:-u": "crwdns155420:0crwdne155420:0", + "cd-bar2-max:-u": "crwdns155422:0crwdne155422:0", + "cd-bar2-link:-u": "crwdns155424:0crwdne155424:0", + "cd-bar2-value-desc:-u": "crwdns155426:0crwdne155426:0", + "cd-bar2-max-desc:-u": "crwdns155428:0crwdne155428:0", + "cd-bar2-link-desc:-u": "crwdns155430:0crwdne155430:0", + "cd-bar3-value:-u": "crwdns155432:0crwdne155432:0", + "cd-bar3-max:-u": "crwdns155434:0crwdne155434:0", + "cd-bar3-link:-u": "crwdns155436:0crwdne155436:0", + "cd-bar3-value-desc:-u": "crwdns155438:0crwdne155438:0", + "cd-bar3-max-desc:-u": "crwdns155440:0crwdne155440:0", + "cd-bar3-link-desc:-u": "crwdns155442:0crwdne155442:0", + "npc-name-in-rolls:-u": "crwdns155444:0crwdne155444:0", + "ship-name-in-rolls:-u": "crwdns155446:0crwdne155446:0", + "show": "crwdns155448:0crwdne155448:0", + "hide": "crwdns155450:0crwdne155450:0", + "npc-name-in-rolls-desc:-u": "crwdns155452:0crwdne155452:0", + "ship-name-in-rolls-desc:-u": "crwdns155454:0crwdne155454:0", + "public:-u": "crwdns155456:0crwdne155456:0", + "to-gm:-u": "crwdns155458:0crwdne155458:0", + "toggle-roll-whisper": "crwdns155460:0crwdne155460:0", + "attribute-opts-u": "crwdns155462:0crwdne155462:0", + "save-opts-u": "crwdns155464:0crwdne155464:0", + "by-level": "crwdns155466:0crwdne155466:0", + "prof-die": "crwdns155468:0crwdne155468:0", + "custom": "crwdns155470:0crwdne155470:0", + "core-die-roll:-u": "crwdns155472:0crwdne155472:0", + "has-attack-u": "crwdns155474:0crwdne155474:0", + "variant-phb": "crwdns155476:0crwdne155476:0", + "carrying-capacity-mod:-u": "crwdns155478:0crwdne155478:0", + "armor-class-tracking:-u": "crwdns155480:0crwdne155480:0", + "automatic": "crwdns155482:0crwdne155482:0", + "cantrip-progression:-u": "crwdns155484:0crwdne155484:0", + "cantrip-dice-u": "crwdns155486:0crwdne155486:0", + "cantrip-beam-u": "crwdns155488:0crwdne155488:0", + "slots_total-u": "crwdns155490:0crwdne155490:0", + "slots_remaining-u": "crwdns155492:0crwdne155492:0", + "level-calculations:-u": "crwdns155494:0crwdne155494:0", + "spell_slot_modifiers-u": "crwdns155496:0crwdne155496:0", + "lvl-u": "crwdns155498:0crwdne155498:0", + "include_spell_desc:-u": "crwdns155500:0crwdne155500:0", + "token_size-u": "crwdns155502:0crwdne155502:0", + "add-dex-tiebreaker-u": "crwdns155504:0crwdne155504:0", + "initiative-style:-u": "crwdns155506:0crwdne155506:0", + "query-attr-u": "crwdns155508:0crwdne155508:0", + "custom-skills-u": "crwdns155510:0crwdne155510:0", + "weapon-u": "crwdns155512:0crwdne155512:0", + "armor-u": "crwdns155514:0crwdne155514:0", + "other-u": "crwdns155516:0crwdne155516:0", + "source:-u": "crwdns155518:0crwdne155518:0", + "source-type:-u": "crwdns155520:0crwdne155520:0", + "racial": "crwdns155522:0crwdne155522:0", + "class": "crwdns155524:0crwdne155524:0", + "feat": "crwdns155526:0crwdne155526:0", + "feats": "crwdns155528:0crwdne155528:0", + "other": "crwdns155530:0crwdne155530:0", + "partial": "crwdns155532:0crwdne155532:0", + "show_all": "crwdns155534:0crwdne155534:0", + "cr_only": "crwdns155536:0crwdne155536:0", + "spell-icons:-u": "crwdns155538:0crwdne155538:0", + "custom-pb:-u": "crwdns155540:0crwdne155540:0", + "show-global-attack-field-u": "crwdns155542:0crwdne155542:0", + "show-global-damage-field-u": "crwdns155544:0crwdne155544:0", + "show-global-save-field-u": "crwdns155546:0crwdne155546:0", + "show-global-skill-field-u": "crwdns155548:0crwdne155548:0", + "global-attack-u": "crwdns155550:0crwdne155550:0", + "global-damage-u": "crwdns155552:0crwdne155552:0", + "global-save-u": "crwdns155554:0crwdne155554:0", + "global-skill-u": "crwdns155556:0crwdne155556:0", + "global-damage": "crwdns155558:0crwdne155558:0", + "core-die-roll-info": "crwdns155560:0crwdne155560:0", + "pb-type-info": "crwdns155562:0crwdne155562:0", + "global-save-info": "crwdns155564:0crwdne155564:0", + "global-skill-info": "crwdns155566:0crwdne155566:0", + "global-attack-info": "crwdns155568:0crwdne155568:0", + "global-damage-info": "crwdns155570:0crwdne155570:0", + "auto-level-calc-info": "crwdns155572:0crwdne155572:0", + "simple-traits-info": "crwdns155574:0crwdne155574:0", + "simple-proficiencies-info": "crwdns155576:0crwdne155576:0", + "init-tiebreaker-info": "crwdns155578:0crwdne155578:0", + "b-custom-info": "crwdns155580:0crwdne155580:0", + "footer-wiki-link": "crwdns155582:0crwdne155582:0", + "accepting-drop-u": "crwdns155584:0crwdne155584:0", + "are_you_sure": "crwdns155586:0crwdne155586:0", + "yes": "crwdns155588:0crwdne155588:0", + "next": "crwdns155590:0crwdne155590:0", + "cancel": "crwdns155592:0crwdne155592:0", + "cancel-u": "crwdns155594:0crwdne155594:0", + "choose": "crwdns155596:0crwdne155596:0", + "innate:-u": "crwdns155598:0crwdne155598:0", + "mod:-u": "crwdns155600:0crwdne155600:0", + "hpmods:-u": "crwdns155602:0crwdne155602:0", + "charmancer-welcome": "crwdns155604:0crwdne155604:0", + "charmancer-what-is": "crwdns155606:0crwdne155606:0", + "get-started": "crwdns155608:0crwdne155608:0", + "opt-out-u": "crwdns155610:0crwdne155610:0", + "charmancer-compendium": "crwdns155612:0crwdne155612:0", + "charmancer-compendium-detail": "crwdns155614:0crwdne155614:0", + "charmancer-choose-race": "crwdns155616:0crwdne155616:0", + "charmancer-custom-race-name": "crwdns155618:0crwdne155618:0", + "charmancer-custom-subclass-name:": "crwdns155620:0crwdne155620:0", + "charmancer-additional-cantrips": "crwdns155622:0crwdne155622:0", + "charmancer-additional-lvl-1-spells": "crwdns155624:0crwdne155624:0", + "suggested-abilities": "crwdns155626:0crwdne155626:0", + "class-spellcasting": "crwdns155628:0crwdne155628:0", + "ability-score-increase": "crwdns155630:0crwdne155630:0", + "lawful-good": "crwdns155632:0crwdne155632:0", + "neutral-good": "crwdns155634:0crwdne155634:0", + "chaotic-good": "crwdns155636:0crwdne155636:0", + "lawful-neutral": "crwdns155638:0crwdne155638:0", + "neutral": "crwdns155640:0crwdne155640:0", + "chaotic-neutral": "crwdns155642:0crwdne155642:0", + "lawful-evil": "crwdns155644:0crwdne155644:0", + "neutral-evil": "crwdns155646:0crwdne155646:0", + "chaotic-evil": "crwdns155648:0crwdne155648:0", + "tiny": "crwdns155650:0crwdne155650:0", + "small": "crwdns155652:0crwdne155652:0", + "medium": "crwdns155654:0crwdne155654:0", + "large": "crwdns155656:0crwdne155656:0", + "huge": "crwdns155658:0crwdne155658:0", + "age": "crwdns155660:0crwdne155660:0", + "gargantuan": "crwdns155662:0crwdne155662:0", + "step1-equipment": "crwdns155664:0crwdne155664:0", + "equipment-from-background": "crwdns155666:0crwdne155666:0", + "equipment-from-class": "crwdns155668:0crwdne155668:0", + "class-equipment": "crwdns155670:0crwdne155670:0", + "starting-wealth": "crwdns155672:0crwdne155672:0", + "starting-cubil:": "crwdns155674:0crwdne155674:0", + "no_class_warning-u": "crwdns155676:0crwdne155676:0", + "standard-array": "crwdns155678:0crwdne155678:0", + "roll-for-stats": "crwdns155680:0crwdne155680:0", + "standard-roll": "crwdns155682:0crwdne155682:0", + "charmancer-cancel-heading": "crwdns155684:0crwdne155684:0", + "continue-charmancer": "crwdns155686:0crwdne155686:0", + "save_progress_and_exit": "crwdns155688:0crwdne155688:0", + "cancel_charactermancer": "crwdns155690:0crwdne155690:0", + "charmancer-discard-warning": "crwdns155692:0crwdne155692:0", + "mancer-opts-u": "crwdns155694:0crwdne155694:0", + "relaunch-lvl1mancer-u": "crwdns155696:0crwdne155696:0", + "point-buy": "crwdns155698:0crwdne155698:0", + "available-points:": "crwdns155700:0crwdne155700:0", + "equipment-choice-text": "crwdns155702:0crwdne155702:0", + "charmancer-start": "crwdns155704:0crwdne155704:0", + "clear-abilities": "crwdns155706:0crwdne155706:0", + "use-charactermancer-for-new:-u": "crwdns155708:0crwdne155708:0", + "use-charactermancer-for-new-info": "crwdns155710:0crwdne155710:0", + "feat-pre-check": "crwdns155712:0crwdne155712:0", + "stats-rolled-hint": "crwdns155714:0crwdne155714:0", + "return-to:": "crwdns155716:0crwdne155716:0", + "do_you_want_mancer": "crwdns155718:0crwdne155718:0", + "no": "crwdns155720:0crwdne155720:0", + "global-ac-u": "crwdns155722:0crwdne155722:0", + "show-global-ac-field-u": "crwdns155724:0crwdne155724:0", + "warning-customac-u": "crwdns155726:0crwdne155726:0", + "manual": "crwdns155728:0crwdne155728:0", + "npc-new": "crwdns155730:0crwdne155730:0", + "mancer-confirm-yes": "crwdns155732:0crwdne155732:0", + "allow-shields-u": "crwdns155734:0crwdne155734:0", + "levels-u": "crwdns155736:0crwdne155736:0", + "features-u": "crwdns155738:0crwdne155738:0", + "asi-u": "crwdns155740:0crwdne155740:0", + "charmancer-leveler-what-is": "crwdns155742:0crwdne155742:0", + "charmancer-leveler-level-info1": "crwdns155744:0crwdne155744:0", + "charmancer-leveler-level-info2": "crwdns155746:0crwdne155746:0", + "charmancer-leveler-spells-info": "crwdns155748:0crwdne155748:0", + "total-level-u": "crwdns155750:0crwdne155750:0", + "main-class-level-u": "crwdns155752:0crwdne155752:0", + "class-2-level-u": "crwdns155754:0crwdne155754:0", + "class-3-level-u": "crwdns155756:0crwdne155756:0", + "class-4-level-u": "crwdns155758:0crwdne155758:0", + "levels:-u": "crwdns155760:0crwdne155760:0", + "warning-leveler_start-u": "crwdns155762:0crwdne155762:0", + "charmancer-leveler-custom-class-warning": "crwdns155764:0crwdne155764:0", + "charmancer-welcome-lp": "crwdns155766:0crwdne155766:0", + "charmancer-leveler-what-is-lp": "crwdns155768:0crwdne155768:0", + "charmancer-compendium-detail-lp": "crwdns155770:0crwdne155770:0", + "roll:-u": "crwdns155772:0crwdne155772:0", + "roll": "crwdns155774:0crwdne155774:0", + "prerequisite:": "crwdns155776:0crwdne155776:0", + "back": "crwdns155778:0crwdne155778:0", + "back-to-top": "crwdns155780:0crwdne155780:0", + "choose-a-class:": "crwdns155782:0crwdne155782:0", + "custom-class-name:": "crwdns155784:0crwdne155784:0", + "charmancer-class-features:": "crwdns155786:0crwdne155786:0", + "charmancer-subclass-features:": "crwdns155788:0crwdne155788:0", + "hit-die:": "crwdns155790:0crwdne155790:0", + "average": "crwdns155792:0crwdne155792:0", + "hp-u": "crwdns155794:0crwdne155794:0", + "saving-throw-proficiency": "crwdns155796:0crwdne155796:0", + "armor": "crwdns155798:0crwdne155798:0", + "equipment": "crwdns155800:0crwdne155800:0", + "language": "crwdns155802:0crwdne155802:0", + "skill": "crwdns155804:0crwdne155804:0", + "tool": "crwdns155806:0crwdne155806:0", + "weapon": "crwdns155808:0crwdne155808:0", + "add-another-feature": "crwdns155810:0crwdne155810:0", + "add-another-proficiency": "crwdns155812:0crwdne155812:0", + "innate-spellcasting:": "crwdns155814:0crwdne155814:0", + "spellcasting-ability": "crwdns155816:0crwdne155816:0", + "number-of-cantrips": "crwdns155818:0crwdne155818:0", + "number-of-lvl-1-spells": "crwdns155820:0crwdne155820:0", + "spell-list": "crwdns155822:0crwdne155822:0", + "done": "crwdns155824:0crwdne155824:0", + "ability-score-method": "crwdns155826:0crwdne155826:0", + "select-your-choices": "crwdns155828:0crwdne155828:0", + "input-your-scores": "crwdns155830:0crwdne155830:0", + "choose-background": "crwdns155832:0crwdne155832:0", + "personality-traits": "crwdns155834:0crwdne155834:0", + "ideal": "crwdns155836:0crwdne155836:0", + "bond": "crwdns155838:0crwdne155838:0", + "flaw": "crwdns155840:0crwdne155840:0", + "you-have-chosen-starting-cubil": "crwdns155842:0crwdne155842:0", + "you-have-created-custom-class": "crwdns155844:0crwdne155844:0", + "arcane-is-mystery": "crwdns155846:0crwdne155846:0", + "your-character-dont-have-spells-this-lvl": "crwdns155848:0crwdne155848:0", + "charmancer-a-feat-represents": "crwdns155850:0crwdne155850:0", + "you-really-havent-done": "crwdns155852:0crwdne155852:0", + "review-your-choices": "crwdns155854:0crwdne155854:0", + "race": "crwdns155856:0crwdne155856:0", + "abilities": "crwdns155858:0crwdne155858:0", + "bio": "crwdns155860:0crwdne155860:0", + "name-background": "crwdns155862:0crwdne155862:0", + "building-your-character": "crwdns155864:0crwdne155864:0", + "charmancer-only-choice-left-is-on-or": "crwdns155866:0crwdne155866:0", + "apply-changes": "crwdns155868:0crwdne155868:0", + "pick-your-equipment": "crwdns155870:0crwdne155870:0", + "you-havent-chosen-background": "crwdns155872:0crwdne155872:0", + "you-havent-selected-class": "crwdns155874:0crwdne155874:0", + "ability-score": "crwdns155876:0crwdne155876:0", + "you-can-increase-two-abilites": "crwdns155878:0crwdne155878:0", + "before-leveling": "crwdns155880:0crwdne155880:0", + "after-leveling": "crwdns155882:0crwdne155882:0", + "charmancer-removed-spells-marked-pt1": "crwdns155884:0crwdne155884:0" +} diff --git a/Exalted2e/README.md b/Exalted2e/README.md index 926cc84cca..100ef6ff0b 100644 --- a/Exalted2e/README.md +++ b/Exalted2e/README.md @@ -24,6 +24,12 @@ If you feel you've contributed to the development of this character sheet, don't ### Changelog + +#### 2020-05-26 +* fixed attribute ArmorLethalSoak so it now saves properly +* point image urls to main repo, some code cleanup + + #### 2019-12-03 * Dragonblooded abilities are now tracked by separate Roll20 attributes, as not to interfere with the default Solar abililtes. The Solars abilities are no longer hidden with the red checkbox by default. diff --git a/Exalted2e/exalted2e.css b/Exalted2e/exalted2e.css index 36ea8ae3a2..6cb94e21a1 100644 --- a/Exalted2e/exalted2e.css +++ b/Exalted2e/exalted2e.css @@ -23,13 +23,13 @@ .sheet-rolltemplate-attack > div, .sheet-rolltemplate-damage > div { - background-image: url(http://i.imgur.com/X0RX9Qu.png); + background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Exalted2e/images/attack.png); background-size: contain; background-position: right center; background-repeat: no-repeat; } -.sheet-rolltemplate-damage > div { background-image: url(http://i.imgur.com/t9YYFMu.png); } +.sheet-rolltemplate-damage > div { background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Exalted2e/images/damage.png); } .sheet-rolltemplate-joinbattle > div > h3, .sheet-rolltemplate-joindebate > div > h3, @@ -99,7 +99,7 @@ h4 h1, hr { - background-image: url(http://i.imgur.com/TwZ84rO.jpg); + background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Exalted2e/images/bar.jpg); background-position: left 50%; background-repeat: repeat-x; background-size: auto 10px; diff --git a/Exalted2e/exalted2e.html b/Exalted2e/exalted2e.html index 174ff91a4e..90469b7802 100644 --- a/Exalted2e/exalted2e.html +++ b/Exalted2e/exalted2e.html @@ -1,122 +1,7 @@ - -
    - -

    Join Battle!

    -
    Wits ({{wits}}) +
    -
    Awareness ({{awareness}}) +
    -
    Bonus Dice ({{bonus dice}}) +
    -
    Bonus Successess ({{bonus successess}}) =
    - {{roll}} Successes -
    -
    - -
    - -

    Join Debate!

    -
    Wits ({{wits}}) +
    -
    Awareness ({{awareness}}) +
    -
    Bonus Dice ({{bonus dice}}) +
    -
    Bonus Successess ({{bonus successess}}) =
    - {{roll}} Successes -
    -
    - -
    - -

    Join War!

    -
    Wits ({{wits}}) +
    -
    War ({{war}}) +
    -
    Bonus Dice ({{bonus dice}}) +
    -
    Bonus Successess ({{bonus successess}}) =
    - {{roll}} Successes -
    -
    - -
    - {{#name}} -

    {{name}} (Attack!)

    - {{/name}} - {{^name}} -

    Attack!

    - {{/name}} -
    - {{#attribute name}} - {{attribute name}} - {{/attribute name}} - {{^attribute name}} - Attribute - {{/attribute name}} - ({{attribute}}) + -
    -
    - {{#ability name}} - {{ability name}} - {{/ability name}} - {{^ability name}} - Ability - {{/ability name}} - ({{ability}}) + -
    -
    - {{#specialty name}} - {{specialty name}} - {{/specialty name}} - {{^specialty name}} - Specialty - {{/specialty name}} - ({{specialty}}) + -
    -
    Accuracy ({{accuracy}}) +
    -
    Bonus Dice ({{bonus dice}}) +
    -
    Bonus Successes ({{bonus successes}}) =
    - {{roll}} Successes -
    -
    - -
    - {{#name}} -

    {{name}} (Hit!)

    - {{/name}} - {{^name}} -

    Hit!

    - {{/name}} -
    {{damage type}} Damage ({{damage}}) +
    - {{#attribute}} -
    - {{#attribute name}} - {{attribute name}} - {{/attribute name}} - {{^attribute name}} - Attribute - {{/attribute name}} - ({{attribute}}) + -
    - {{/attribute}} - {{#ability}} -
    - {{#ability name}} - {{ability name}} - {{/ability name}} - {{^ability name}} - Ability - {{/ability name}} - ({{ability}}) + -
    - {{/ability}} -
    Bonus Dice ({{bonus dice}}) +
    -
    Bonus Successes ({{bonus successes}}) –
    -
    Target Soak ({{target soak}}) =
    - {{#rollTotal() pool 0}} - {{minimum roll}} Successes - {{/rollTotal() pool 0}} - {{roll}} Successes -
    -
    -
    - +
    @@ -925,7 +810,7 @@
    - +
    @@ -2131,3 +2016,118 @@
    + + +
    + +

    Join Battle!

    +
    Wits ({{wits}}) +
    +
    Awareness ({{awareness}}) +
    +
    Bonus Dice ({{bonus dice}}) +
    +
    Bonus Successess ({{bonus successess}}) =
    + {{roll}} Successes +
    +
    + +
    + +

    Join Debate!

    +
    Wits ({{wits}}) +
    +
    Awareness ({{awareness}}) +
    +
    Bonus Dice ({{bonus dice}}) +
    +
    Bonus Successess ({{bonus successess}}) =
    + {{roll}} Successes +
    +
    + +
    + +

    Join War!

    +
    Wits ({{wits}}) +
    +
    War ({{war}}) +
    +
    Bonus Dice ({{bonus dice}}) +
    +
    Bonus Successess ({{bonus successess}}) =
    + {{roll}} Successes +
    +
    + +
    + {{#name}} +

    {{name}} (Attack!)

    + {{/name}} + {{^name}} +

    Attack!

    + {{/name}} +
    + {{#attribute name}} + {{attribute name}} + {{/attribute name}} + {{^attribute name}} + Attribute + {{/attribute name}} + ({{attribute}}) + +
    +
    + {{#ability name}} + {{ability name}} + {{/ability name}} + {{^ability name}} + Ability + {{/ability name}} + ({{ability}}) + +
    +
    + {{#specialty name}} + {{specialty name}} + {{/specialty name}} + {{^specialty name}} + Specialty + {{/specialty name}} + ({{specialty}}) + +
    +
    Accuracy ({{accuracy}}) +
    +
    Bonus Dice ({{bonus dice}}) +
    +
    Bonus Successes ({{bonus successes}}) =
    + {{roll}} Successes +
    +
    + +
    + {{#name}} +

    {{name}} (Hit!)

    + {{/name}} + {{^name}} +

    Hit!

    + {{/name}} +
    {{damage type}} Damage ({{damage}}) +
    + {{#attribute}} +
    + {{#attribute name}} + {{attribute name}} + {{/attribute name}} + {{^attribute name}} + Attribute + {{/attribute name}} + ({{attribute}}) + +
    + {{/attribute}} + {{#ability}} +
    + {{#ability name}} + {{ability name}} + {{/ability name}} + {{^ability name}} + Ability + {{/ability name}} + ({{ability}}) + +
    + {{/ability}} +
    Bonus Dice ({{bonus dice}}) +
    +
    Bonus Successes ({{bonus successes}}) –
    +
    Target Soak ({{target soak}}) =
    + {{#rollTotal() pool 0}} + {{minimum roll}} Successes + {{/rollTotal() pool 0}} + {{roll}} Successes +
    +
    \ No newline at end of file diff --git a/Exalted2e/sheet.json b/Exalted2e/sheet.json index d670c46497..9d08107d8c 100644 --- a/Exalted2e/sheet.json +++ b/Exalted2e/sheet.json @@ -4,5 +4,5 @@ "authors": "Brian Shields, Benjamin Bandelow", "preview": "exalted2e.jpg", "roll20userid": "235259,442", - "instructions": "###Rollable Tables\nThe roll buttons assume you have two rollable tables, one named `exalted` and one named `exalted-damage`.\n\nThe table `exalted` should have the following table items:\n\n* \"botch\" (weight 1)\n* \"0\" (weight 5)\n* \"1\" (weight 3)\n* \"2\" (weight 1)\n\nThe table `exalted-damage` should have the following table items:\n\n* \"0\" (weight 6)\n* \"1\" (weight 4)\n\nIf your campaign includes Sidereals throwing around Ascending and/or Descending Destinies, you will either need the API (a mentor feature) or alternate rollable tables, and the roll buttons on the sheet will not be correct.\n\n**When creating your own macros,** be sure to multiply any Ability by `1-Ability|max`, to account for abilities which have been reset to 0. For example, `/r (@{Dexterity}+@{Melee})t[exalted]` will roll your Dexterity and Melee together, however if the checkbox to reset Melee to 0 is ticked, the roll will be incorrect. Instead, use `/r (@{Dexterity+@{Melee}*(1-@{Melee|max}))t[exalted]`.\n\n###Roll Templates\nThis sheet includes five roll templates: `joinbattle`, `joindebate`, `joinwar`, `attack`, and `damage`.\n\n`joinbattle` and `joindebate` both accept the properties `wits`, `awareness`, `bonus dice`, `bonus successes`, and `roll`. `joinwar` is the same, except `war` is used instead of `awareness`. If you create your own macros using these templates, each of the properties should be an inline roll and the `roll` property should roll an appropriate number of times on the `exalted` table.\n\n`attack` **requires** the properties `attribute`, `ability`, `specialty`, `accuracy`, `bonus dice`, `bonus successes`, and `roll`. As with the previous templates, if you create your own attack macros, these properties should all be inline rolls, and `roll` should roll on the `exalted` table. `attack` can *optionally* include the properties `name`, `attribute name`, `ability name`, and `specialty name`. The attack roll button in the repeating section on the **Combat** tab uses the weapon name for `name`, while the other name properties are unused. If supplied in a custom macro, they will be used in place of \"Attribute\", \"Ability\", and \"Specialty\".\n\n`damage` **requires** the properties `damage type`, `damage`, `bonus dice`, `bonus successes`, `target soak`, `pool`, `minimum roll`, and `roll`. `damage` can *optionally* include `name`, `attribute name`, `attribute`, `ability name`, and `ability`.\n\nThe properties `damage`, `attribute`, `ability`, `bonus dice`, `bonus successes`, `target soak`, `pool`, `minimum roll`, and `roll` should all be inline rolls. `minimum roll` should roll on the `exalted-damage` table a number of times equal to your minimum damage for the attack (generally 1, except for overwhelming weapons). `roll` should roll on the `exalted-damage` table the appropriate number of times. The two damage rolls are distinguised by the `pool` property. **In a custom macro, `pool` should be set to roll a number of zero-sided dice equal to your damage dice pool minus your minimum damage. This roll should generate successes on results of 1 or greater, and failures on results of 1 or less.** Such an inline roll looks something along the lines of `[[(Damage + Attribute + Ability + Bonus Dice - Target Soak - Minimum Damage)d0>1f<1]]`. This computation results in either 0 (for a die pool of 0 or less) or the size of the pool expressed as a negative value. This lets the template know whether to use your minimum damage or your regular damage." + "instructions": "###Rollable Tables\nThe roll buttons assume you have two rollable tables, one named `exalted` and one named `exalted-damage`.\n\nThe table `exalted` should have the following table items:\n\n* \"botch\" (weight 1)\n* \"0\" (weight 5)\n* \"1\" (weight 3)\n* \"2\" (weight 1)\n\nThe table `exalted-damage` should have the following table items:\n\n* \"0\" (weight 6)\n* \"1\" (weight 4)\n\nIf your campaign includes Sidereals throwing around Ascending and/or Descending Destinies, you will either need the API (a mentor feature) or alternate rollable tables, and the roll buttons on the sheet will not be correct.\n\n**When creating your own macros,** be sure to multiply any Ability by `1-Ability|max`, to account for abilities which have been reset to 0. For example, `/r (@{Dexterity}+@{Melee})t[exalted]` will roll your Dexterity and Melee together, however if the checkbox to reset Melee to 0 is ticked, the roll will be incorrect. Instead, use `/r (@{Dexterity+@{Melee}*(1-@{Melee|max}))t[exalted]`.\n\n###Roll Templates\nThis sheet includes five roll templates: `joinbattle`, `joindebate`, `joinwar`, `attack`, and `damage`.\n\n`joinbattle` and `joindebate` both accept the properties `wits`, `awareness`, `bonus dice`, `bonus successes`, and `roll`. `joinwar` is the same, except `war` is used instead of `awareness`. If you create your own macros using these templates, each of the properties should be an inline roll and the `roll` property should roll an appropriate number of times on the `exalted` table.\n\n`attack` **requires** the properties `attribute`, `ability`, `specialty`, `accuracy`, `bonus dice`, `bonus successes`, and `roll`. As with the previous templates, if you create your own attack macros, these properties should all be inline rolls, and `roll` should roll on the `exalted` table. `attack` can *optionally* include the properties `name`, `attribute name`, `ability name`, and `specialty name`. The attack roll button in the repeating section on the **Combat** tab uses the weapon name for `name`, while the other name properties are unused. If supplied in a custom macro, they will be used in place of \"Attribute\", \"Ability\", and \"Specialty\".\n\n`damage` **requires** the properties `damage type`, `damage`, `bonus dice`, `bonus successes`, `target soak`, `pool`, `minimum roll`, and `roll`. `damage` can *optionally* include `name`, `attribute name`, `attribute`, `ability name`, and `ability`.\n\nThe properties `damage`, `attribute`, `ability`, `bonus dice`, `bonus successes`, `target soak`, `pool`, `minimum roll`, and `roll` should all be inline rolls. `minimum roll` should roll on the `exalted-damage` table a number of times equal to your minimum damage for the attack (generally 1, except for overwhelming weapons). `roll` should roll on the `exalted-damage` table the appropriate number of times. The two damage rolls are distinguised by the `pool` property. **In a custom macro, `pool` should be set to roll a number of zero-sided dice equal to your damage dice pool minus your minimum damage. This roll should generate successes on results of 1 or greater, and failures on results of 1 or less.** Such an inline roll looks something along the lines of `[[(Damage + Attribute + Ability + Bonus Dice - Target Soak - Minimum Damage)d0>1f<1]]`. This computation results in either 0 (for a die pool of 0 or less) or the size of the pool expressed as a negative value. This lets the template know whether to use your minimum damage or your regular damage.\n See [Readme](https://github.com/Roll20/roll20-character-sheets/tree/master/Exalted2e) for more details and Changelog." } \ No newline at end of file diff --git a/Exo 2933/Exo2933.css b/Exo 2933/Exo2933.css index b40dd450a8..503d138e3f 100644 --- a/Exo 2933/Exo2933.css +++ b/Exo 2933/Exo2933.css @@ -1,3151 +1,3151 @@ - -.sheet-rolltemplate-SWorlds .sheet-rt-card { - width:95%; - background-color:#FFFFFF; - font-size: 11px; - - -webkit-border-radius: 5px; - -moz-border-radius: 5px; - border-radius: 5px; - - border: black 1px solid; - padding: 5px 0px; - - -webkit-box-sizing: border-box; - -moz-box-sizing: border-box; - box-sizing: border-box; -} -/* Generic header */ -.sheet-rolltemplate-SWorlds .sheet-rt-header { - text-align: center; - position: relative; - color: #fff; - margin: 0 -10px 10px -10px; - padding: 5px 0; - background-color: #5c5c5c; - background-image: linear-gradient(rgba(255,255,255,.3), rgba(255,255,255,0)); - -moz-box-shadow: 0 2px 0 rgba(0,0,0,.3); - -webkit-box-shadow: 0 2px 0 rgba(0,0,0,.3); - box-shadow: 0 2px 0 rgba(0,0,0,.3); -} - -.sheet-rolltemplate-SWorlds .sheet-rt-header:before, -.sheet-rolltemplate-SWorlds .sheet-rt-header:after { - content: ''; - position: absolute; - border-style: solid; - border-color: transparent; - bottom: -10px; -} - -.sheet-rolltemplate-SWorlds .sheet-rt-header:before { - border-width: 0 10px 10px 0; - border-right-color: #222; - left: 0; -} - -.sheet-rolltemplate-SWorlds .sheet-rt-header:after { - border-width: 0 0 10px 10px; - border-left-color: #222; - right: 0; -} - -.sheet-rolltemplate-SWorlds .sheet-rt-title { - font-size: 1.5em; -} - -.sheet-rolltemplate-SWorlds .sheet-rt-subheader { - -} - -/* Melee header*/ -.sheet-rolltemplate-SWorlds .sheet-rt-header.sheet-weapon { - background-color: #2C5D28; -} - -.sheet-rolltemplate-SWorlds .sheet-rt-header.sheet-weapon:before { - border-right-color: #375035; -} - -.sheet-rolltemplate-SWorlds .sheet-rt-header.sheet-weapon:after { - border-left-color: #375035; -} - -/* Spell header */ -.sheet-rolltemplate-SWorlds .sheet-rt-header.sheet-spell{ - background-color: #45285D; -} - -.sheet-rolltemplate-SWorlds .sheet-rt-header.sheet-spell:before { - border-right-color: #443550; -} - -.sheet-rolltemplate-SWorlds .sheet-rt-header.sheet-spell:after { - border-left-color: #443550; -} - -/* Ability check header */ -.sheet-rolltemplate-SWorlds .sheet-rt-header.sheet-ability{ - background-color: #28595D; -} - -.sheet-rolltemplate-SWorlds .sheet-rt-header.sheet-ability:before { - border-right-color: #354E50; -} - -.sheet-rolltemplate-SWorlds .sheet-rt-header.sheet-ability:after { - border-left-color: #354E50; -} - -/* Saving throw header */ -.sheet-rolltemplate-SWorlds .sheet-rt-header.sheet-save{ - background-color: #5D2828; -} - -.sheet-rolltemplate-SWorlds .sheet-rt-header.sheet-save:before { - border-right-color: #503535; -} - -.sheet-rolltemplate-SWorlds .sheet-rt-header.sheet-save:after { - border-left-color: #503535; -} - -/* Death Save header */ -.sheet-rolltemplate-SWorlds .sheet-rt-header.sheet-deathsave{ - background-color: #240F0F; -} - -.sheet-rolltemplate-SWorlds .sheet-rt-header.sheet-deathsave:before { - border-right-color: #1F1414; -} - -.sheet-rolltemplate-SWorlds .sheet-rt-header.sheet-deathsave:after { - border-left-color: #1F1414; -} - - -.sheet-rolltemplate-SWorlds .sheet-row:nth-child(even) { - - background-color: #E9EDEE; -} - - -.sheet-rolltemplate-SWorlds .sheet-rt-key { - font-weight: bold; - font-family: Arial, Helvetica, sans-serif; - font-size: 1.1em; - - -moz-text-decoration-color: #D64541; - text-decoration-color: #D64541; - - -webkit-box-sizing: border-box; - -moz-box-sizing: border-box; - box-sizing: border-box; - - max-width: 120px; - padding: 2px 2px 2px 0px; - -} - -.sheet-rolltemplate-SWorlds .sheet-rt-key-wide { - font-weight: bold; - font-family: Arial, Helvetica, sans-serif; - font-size: 1.1em; - - -moz-text-decoration-color: #D64541; - text-decoration-color: #D64541; - - -webkit-box-sizing: border-box; - -moz-box-sizing: border-box; - box-sizing: border-box; - - padding: 2px 2px 2px 0px - -} - - -.sheet-rolltemplate-SWorlds .sheet-rt-value { - -webkit-box-sizing: border-box; - -moz-box-sizing: border-box; - box-sizing: border-box; - - margin-top: 2px ; - -} - -.sheet-rolltemplate-SWorlds .sheet-main-content { - -} - -.sheet-rolltemplate-SWorlds .sheet-main-content hr.sheet-roll { - width: 80%; - margin-left: auto; - margin-right: auto; - - color: #D64541; - background-color: #D64541; - height: 1px; -} - - -.sheet-rolltemplate-SWorlds .sheet-rt-emote { - font-style: italic; - font-size: 11px; - font-family: Arial; - text-align: center; - - border: green 1px dashed; - border-radius: 5px; - - padding: 0px 5px; - margin: 0px 5px 5px 5px; - -} - -/*** ROLL TEMPLATE STYLING ENDS HERE **/ - - -/* overall wrapper to fix moving width issues with overflow on hidden sections */ - .sheet-overall-wrapper { - max-width: 832px; -} - -/* Tweak repeating section buttons so they have a bottom margin and dont overflow when in edit mode. */ - div[class^="repcontrol"] { - margin-bottom: 5px; -} - - div[class="repcontainer editmode"] ~ div[class^="repcontrol"] button[class="btn repcontrol_add"] { - display: inline-block!important; - visibility: hidden; -} - -/* character/force button Settings */ - - div.sheet-character { - display: none; -} - - - -/* END character/force button Settings */ -/* NPC button Settings */ - - - -/* END pc/npc button Settings */ - -/* Main Sheet Tabs */ - - - input.sheet-tab { - width: 87px; - height: 20px; - cursor: pointer; - position: relative; - opacity: 0; - z-index: 9999; -} - - span.sheet-tab { - text-align: center; - display: inline-block; - font-size: 13px; - background: #4a6486; - color: white; - font-weight: bold; - border-radius: 4px; - - width: 87px; - height: 20px; - cursor: pointer; - position: relative; - margin-left: -91px; -} - -/* General sheet/rolltemplate wide Styles */ - button, input, select, textarea, - .sheet-row [class *= "sheet-col"], - [class *= "sheet-col"] { - font-size: 12px; -} - - .sheet-spell-row-number, - .sheet-inventory-row-number, - .sheet-classaction-row-number { - text-align: center; - font-weight: bold; -} - - .sheet-small-label, - .sheet-rolltemplate-SWorlds .sheet-small-label { - font-size: 85%!important; - font-style: italic; - font-weight: bold; -} - - .sheet-last-updated, - .sheet-rolltemplate-SWorlds .sheet-last-updated { - font-size: 85%!important; - font-style: italic; - font-weight: bold; - margin: 0; -} - - .sheet-checkbox-row, - .sheet-rolltemplate-SWorlds .sheet-checkbox-row { - line-height: 28px; - text-align: center; -} - - .sheet-hd-row, - .sheet-rolltemplate-SWorlds .sheet-hd-row { - margin-top: 5px; - font-size: 11px!important; -} - - .sheet-pictos, - .sheet-rolltemplate-SWorlds .sheet-pictos { - font-family: "Pictos"; - font-size: 14px; -} - - .sheet-pictos-custom, - .sheet-rolltemplate-SWorlds .sheet-pictos-custom { - font-family: "Pictos Custom"; - font-size: 14px; -} - - .sheet-pictos-three, - .sheet-rolltemplate-SWorlds .sheet-pictos-three { - font-family: "Pictos Three"; - font-size: 14px; -} - - .sheet-d6-font, - .sheet-rolltemplate-SWorlds .sheet-d6-font { - font-family: "dicefontd6"; - font-size: 14px; -} - - .sheet-d8-font, - .sheet-rolltemplate-SWorlds .sheet-d8-font { - font-family: "dicefontd8"; - font-size: 14px; -} - - .sheet-d10-font, - .sheet-rolltemplate-SWorlds .sheet-d10-font { - font-family: "dicefontd10"; - font-size: 14px; -} - - .sheet-d20-font, - .sheet-rolltemplate-SWorlds .sheet-d20-font { - font-family: "dicefontd20"; - font-size: 14px; -} - - .sheet-padl, - .sheet-rolltemplate-SWorlds .sheet-padl{ - padding-left:10px; - -webkit-box-sizing: border-box; - -moz-box-sizing: border-box; - box-sizing: border-box; -} - - .sheet-padr, - .sheet-rolltemplate-SWorlds .sheet-padr{ - padding-right:10px; - -webkit-box-sizing: border-box; - -moz-box-sizing: border-box; - box-sizing: border-box; -} - - .sheet-padt, - .sheet-rolltemplate-SWorlds .sheet-padt{ - padding-top:12px; - -webkit-box-sizing: border-box; - -moz-box-sizing: border-box; - box-sizing: border-box; -} - - .sheet-padb, - .sheet-rolltemplate-SWorlds .sheet-padb{ - padding-bottom:5px; - -webkit-box-sizing: border-box; - -moz-box-sizing: border-box; - box-sizing: border-box; -} - - .sheet-border-right, - .sheet-rolltemplate-SWorlds .sheet-border-right { - border-right: 1px solid #000; -} - - .sheet-border-left, - .sheet-rolltemplate-SWorlds .sheet-border-left { - border-left: 1px solid #000; -} - - .sheet-border-top, - .sheet-rolltemplate-SWorlds .sheet-border-top { - border-top: 1px solid #000; -} - - .sheet-border-bottom, - .sheet-rolltemplate-SWorlds .sheet-border-bottom { - border-bottom: 1px solid #000; -} - - .sheet-border-right-dotted, - .sheet-rolltemplate-SWorlds .sheet-border-right-dotted { - border-right: 1px dotted #000; -} - - .sheet-border-left-dotted, - .sheet-rolltemplate-SWorlds .sheet-border-left-dotted { - border-left: 1px dotted #000; -} - - .sheet-border-top-dotted, - .sheet-rolltemplate-SWorlds .sheet-border-top-dotted { - border-top: 1px dotted #000; -} - - .sheet-border-bottom-dotted, - .sheet-rolltemplate-SWorlds .sheet-border-bottom-dotted { - border-bottom: 1px dotted #000; -} - - input[type=number], input[type=text], select { - background: 0; - width: 100%!important; - margin-bottom:2px!important; -} - - input[type=number] { - text-align: center; -} - - input[type=text].sheet-underlined { - box-shadow: 0px -2px 0px 0px #000000 inset; -} - - input[type=text].sheet-rasgo { - text-align: left; - font-weight: bold; - color:#7a0000; - font-size: 16px!important; - font-family: 'Contrail One'; -} - - input[type=number].sheet-underlined { - box-shadow: 0px -2px 0px 0px #000000 inset; -} - - button.sheet-core-save, button.sheet-core-check, button.sheet-initiative, button.sheet-roll { - font-size: 12px!important; -} - - button.sheet-initiative { - height: 3em; - -} - - hr, - .sheet-rolltemplate-SWorlds hr { - border: 0; - height: 1px; - background-image: -webkit-linear-gradient(left, rgba(0,0,0,0), rgba(0,0,0,75.75), rgba(0,0,0,0)); - background-image: -moz-linear-gradient(left, rgba(0,0,0,0), rgba(0,0,0,75.75), rgba(0,0,0,0)); - background-image: -ms-linear-gradient(left, rgba(0,0,0,0), rgba(0,0,0,75.75), rgba(0,0,0,0)); - background-image: -o-linear-gradient(left, rgba(0,0,0,0), rgba(0,0,0,75.75), rgba(0,0,0,0)); - margin: 5px 0; -} - - span.sheet-spacer, - .sheet-rolltemplate-SWorlds span.sheet-spacer { - display: block; - margin-top: 5px; -} - - .sheet-heading-row { - text-align: center; - font-weight: bold; -} - - .sheet-footer-row { - text-align: center; - font-weight: bold; - border-bottom: 1px solid #dddddd; - margin-bottom: 5px; -} - - .sheet-vert-middle, - .sheet-rolltemplate-SWorlds .sheet-vert-middle { - vertical-align: middle!important; -} - - .sheet-vert-bottom, - .sheet-rolltemplate-SWorlds .sheet-vert-bottom { - vertical-align: bottom!important; -} - - .sheet-center, - .sheet-rolltemplate-SWorlds .sheet-center { - text-align: center; -} -.sheet-right, - .sheet-rolltemplate-SWorlds .sheet-right { - text-align: right; -} - - textarea { - width: calc(100% - 10px); - height: 170px; - resize:none; -} - - .sheet-fluid-textarea { - height: 100%; -} - - .sheet-small-textarea { - height: 50px; -} - - .sheet-medium-textarea { - height: 100px; -} - - .sheet-large-textarea { - height: 300px; -} - - h3 { - font-size: 12px; - text-align: center; - text-transform: uppercase; - margin-bottom: 5px; - color:#ffffff; - background-color:#000000; - background-image: -moz-repeating-radial-gradient(center center, circle cover, #000000, #870202 100%); - background-image: -webkit-repeating-radial-gradient(center center, circle cover, #000000, #870202 100%); - background-image: -o-repeating-radial-gradient(center center, circle cover, #000000, #870202 100%); - background-image: -ms-repeating-radial-gradient(center center, circle cover, #000000, #870202 100%); - background-image: repeating-radial-gradient(center center, circle cover, #000000, #870202 100%); - margin-top: 10px; - border-radius: 12px; - -} - - h4 { - background-color: #000000; - color: #ffffff; - font-size: 12px; - border-radius: 12px; - padding-left: 5px; - margin-bottom: 5px; -} - - input[disabled] { - background-color: #eaffef; - border-color: #ddd; - cursor: not-allowed; - -moz-appearance: textfield; -} - - input[disabled].sheet-passive-skill-score { - background-color: #def6fc; - border-color: #ddd; - cursor: not-allowed; - -moz-appearance: textfield; -} - - input[disabled]::-webkit-inner-spin-button, - input[disabled]::-webkit-outer-spin-button { - -webkit-appearance: none; - margin: 0; -} - - .sheet-small-note { - text-align: center; - font-family: Arial; - font-size: 10px; -} - .sheet-tiny-note { - text-align: Left; - font-family: Arial; - font-size: 6px; -} - - select { - font-size: 90%; -} - - .sheet-important-text { - text-decoration: underline; - color: #ff0000; -} - - .sheet-grey-row { - background-color: #eee; -} - - - .sheet-sub-header { - background-color: #cecece; - vertical-align: bottom; - border-radius: 12px; - margin-bottom: 3px; -} - - .sheet-footer { - background-color: rgba(250, 202, 78, 0.2); - vertical-align: bottom; - - margin-top: 3px; -} - - .sheet-spell-header { - background-color: #c7d1bf; - vertical-align: bottom; - border-radius: 12px; - margin-bottom: 3px; -} - - - -/* Header section */ - - img.sheet-icon { - width: 100px; - height: 100px; -} - -/* Core stat section */ - - .sheet-core-stat-label { - background-color: #000000; - color: #ffffff; - font-size: 14px!important; - font-weight: bold; - text-transform: uppercase; - vertical-align: middle; - line-height: 28px; - text-align: center; -} - -.sheet-core-small-label { - background-color: #000000; - color: #ffffff; - font-size: 12px!important; - font-weight: bold; - vertical-align: middle; - line-height: 28px; - text-align: left; - text-indent: 5px; -} - -.sheet-medium-label { - font-size: 13px!important; - font-style: italic; - font-weight: bold; -} - -.sheet-medium2-label { - font-size: 12px!important; - font-style: italic; - font-weight: bold; -} - -.sheet-fatigue { - border-radius: 10px; - border:solid 2px black; - background: #555652; - padding: 5px 0px; - - -} - -.sheet-labelfatigue { - margin-top:-5px; - font-weight: bold; - color: white; - - -} - -.sheet-labelmanus { - font-weight: bold; - color: black; - border-color:#555652; - -} - -button[type=roll].sheet-new-button::before { content: ''; } - - .sheet-new-button { - width: 25px; - - font-size: 0px; - border: 1px solid black; - border-radius: 5px; - background-color: #7aa5bc; -} - - .sheet-large-button { - padding: 5px; - height: 45px; - vertical-align: middle; -} - - .sheet-new-button2 { - background-color: #7aa5bc; -} - -.sheet-small-button { - - background-color: #7aa5bc; -} - -button[type=roll].sheet-blank-roll-button { - background-color: transparent; - color: black; - border: none; - font-size: 9px; - line-height: 12px; - background-image: none; - text-shadow: none; - box-shadow: none; - padding: 0px; - margin: 0px; - width: 100%; - font-weight: bold; - text-align: left; - -} - -button[type=roll].sheet-blank-roll-button::before { - content: "" !important; - - -} - -/* Death save checkboxes - FAIL */ - - input.sheet-death-save-fail { - width: 28%; - height: 20px; - cursor: pointer; - position: relative; - opacity: 0; - z-index: 9999; - margin-top: 5px; - margin-bottom: 5px; -} - - span.sheet-death-save-fail-tab::before { - content: "???"; -} - - span.sheet-death-save-fail-tab { - text-align: center; - display: inline-block; - width: 28%; - height: 20px; - font-size: 13px; - - font-weight: bold; - border-radius: 4px; - margin-left: -28%; - border: 1px solid; -} - - input.sheet-death-save-fail:checked + span.sheet-death-save-fail-tab { - background: #8c6075; - color: white; - border-radius: 4px; -} - - input.sheet-death-save-fail:checked + span.sheet-death-save-fail-tab::before { - content: "Failure"; -} - -/* Death save checkboxes - success */ - - input.sheet-death-save-success { - width: 28%; - height: 20px; - cursor: pointer; - position: relative; - opacity: 0; - z-index: 9999; - margin-top: 5px; - margin-bottom: 5px; -} - - span.sheet-death-save-success-tab::before { - content: "???"; -} - - span.sheet-death-save-success-tab { - text-align: center; - display: inline-block; - width: 28%; - height: 20px; - font-size: 13px; - - font-weight: bold; - border-radius: 4px; - margin-left: -28%; - border: 1px solid; -} - - input.sheet-death-save-success:checked + span.sheet-death-save-success-tab { - background: #879a6a; - color: white; - border-radius: 4px; -} - - input.sheet-death-save-success:checked + span.sheet-death-save-success-tab::before { - content: "Success" -} - -/* Skills section */ - - .sheet-skill-row { - margin: 1px 0; -} - - .sheet-skill-roll { - padding: 0 5px!important; - height:29px; -} - .sheet-skill-name { - margin-top: 5px; - font-size: 11px!important; -} - .sheet-skill-checkbox { - margin-top: 5px; -} - - .sheet-margin-top { - margin-top: 5px; -} - - .sheet-margin-bottom { - margin-bottom: 5px; -} - - .sheet-margin-left { - margin-left: 5px; -} - - .sheet-margin-right { - margin-right: 5px; -} - -/* Custom Pure Grid CSS (24 cols) DO NOT EDIT BELOW THIS LINE OR RISK BREAKING FORMATTING */ - .sheet-row, -.sheet-rolltemplate-SWorlds .sheet-row { - letter-spacing: -0.31em; - *letter-spacing: normal; - *word-spacing: -0.43em; - text-rendering: optimizespeed; -} - - .sheet-opera-only :-o-prefocus, .sheet-row, - .sheet-rolltemplate-SWorlds .sheet-opera-only :-o-prefocus, .sheet-rolltemplate-SWorlds .sheet-row { - word-spacing: -0.43em; -} - - .sheet-col, - .sheet-rolltemplate-SWorlds .sheet-col { - display: inline-block; - zoom: 1; *display: inline; - letter-spacing: normal; - word-spacing: normal; - vertical-align: top; - text-rendering: auto; -} - -.sheet-rolltemplate-SWorlds .sheet-col-1,.sheet-rolltemplate-SWorlds .sheet-col-1-2,.sheet-rolltemplate-SWorlds .sheet-col-1-3,.sheet-rolltemplate-SWorlds .sheet-col-2-3,.sheet-rolltemplate-SWorlds .sheet-col-1-4,.sheet-rolltemplate-SWorlds .sheet-col-3-4,.sheet-rolltemplate-SWorlds .sheet-col-1-5,.sheet-rolltemplate-SWorlds .sheet-col-2-5,.sheet-rolltemplate-SWorlds .sheet-col-3-5,.sheet-rolltemplate-SWorlds .sheet-col-4-5,.sheet-rolltemplate-SWorlds .sheet-col-1-6,.sheet-rolltemplate-SWorlds .sheet-col-5-6,.sheet-rolltemplate-SWorlds .sheet-col-1-7,.sheet-rolltemplate-SWorlds .sheet-col-2-7,.sheet-rolltemplate-SWorlds .sheet-col-3-7,.sheet-rolltemplate-SWorlds .sheet-col-4-7,.sheet-rolltemplate-SWorlds .sheet-col-5-7,.sheet-rolltemplate-SWorlds .sheet-col-6-7,.sheet-rolltemplate-SWorlds .sheet-col-1-8,.sheet-rolltemplate-SWorlds .sheet-col-3-8,.sheet-rolltemplate-SWorlds .sheet-col-5-8,.sheet-rolltemplate-SWorlds .sheet-col-7-8,.sheet-rolltemplate-SWorlds .sheet-col-1-9,.sheet-rolltemplate-SWorlds .sheet-col-2-9,.sheet-rolltemplate-SWorlds .sheet-col-4-9,.sheet-rolltemplate-SWorlds .sheet-col-5-9,.sheet-rolltemplate-SWorlds .sheet-col-6-9,.sheet-rolltemplate-SWorlds .sheet-col-7-9,.sheet-rolltemplate-SWorlds .sheet-col-8-9,.sheet-rolltemplate-SWorlds .sheet-col-1-10,.sheet-rolltemplate-SWorlds .sheet-col-3-10,.sheet-rolltemplate-SWorlds .sheet-col-7-10,.sheet-rolltemplate-SWorlds .sheet-col-9-10,.sheet-rolltemplate-SWorlds .sheet-col-1-11,.sheet-rolltemplate-SWorlds .sheet-col-2-11,.sheet-rolltemplate-SWorlds .sheet-col-3-11,.sheet-rolltemplate-SWorlds .sheet-col-4-11,.sheet-rolltemplate-SWorlds .sheet-col-5-11,.sheet-rolltemplate-SWorlds .sheet-col-6-11,.sheet-rolltemplate-SWorlds .sheet-col-7-11,.sheet-rolltemplate-SWorlds .sheet-col-8-11,.sheet-rolltemplate-SWorlds .sheet-col-9-11,.sheet-rolltemplate-SWorlds .sheet-col-10-11,.sheet-rolltemplate-SWorlds .sheet-col-1-12,.sheet-rolltemplate-SWorlds .sheet-col-5-12,.sheet-rolltemplate-SWorlds .sheet-col-7-12,.sheet-rolltemplate-SWorlds .sheet-col-9-12,.sheet-rolltemplate-SWorlds .sheet-col-11-12,.sheet-rolltemplate-SWorlds .sheet-col-1-13,.sheet-rolltemplate-SWorlds .sheet-col-2-13,.sheet-rolltemplate-SWorlds .sheet-col-3-13,.sheet-rolltemplate-SWorlds .sheet-col-4-13,.sheet-rolltemplate-SWorlds .sheet-col-5-13,.sheet-rolltemplate-SWorlds .sheet-col-6-13,.sheet-rolltemplate-SWorlds .sheet-col-7-13,.sheet-rolltemplate-SWorlds .sheet-col-8-13,.sheet-rolltemplate-SWorlds .sheet-col-9-13,.sheet-rolltemplate-SWorlds .sheet-col-10-13,.sheet-rolltemplate-SWorlds .sheet-col-11-13,.sheet-rolltemplate-SWorlds .sheet-col-12-13,.sheet-rolltemplate-SWorlds .sheet-col-1-14,.sheet-rolltemplate-SWorlds .sheet-col-3-14,.sheet-rolltemplate-SWorlds .sheet-col-5-14,.sheet-rolltemplate-SWorlds .sheet-col-9-14,.sheet-rolltemplate-SWorlds .sheet-col-11-14,.sheet-rolltemplate-SWorlds .sheet-col-13-14,.sheet-rolltemplate-SWorlds .sheet-col-1-15,.sheet-rolltemplate-SWorlds .sheet-col-2-15,.sheet-rolltemplate-SWorlds .sheet-col-4-15,.sheet-rolltemplate-SWorlds .sheet-col-6-15,.sheet-rolltemplate-SWorlds .sheet-col-7-15,.sheet-rolltemplate-SWorlds .sheet-col-8-15,.sheet-rolltemplate-SWorlds .sheet-col-9-15,.sheet-rolltemplate-SWorlds .sheet-col-10-15,.sheet-rolltemplate-SWorlds .sheet-col-11-15,.sheet-rolltemplate-SWorlds .sheet-col-12-15,.sheet-rolltemplate-SWorlds .sheet-col-13-15,.sheet-rolltemplate-SWorlds .sheet-col-14-15,.sheet-rolltemplate-SWorlds .sheet-col-1-16,.sheet-rolltemplate-SWorlds .sheet-col-3-16,.sheet-rolltemplate-SWorlds .sheet-col-5-16,.sheet-rolltemplate-SWorlds .sheet-col-7-16,.sheet-rolltemplate-SWorlds .sheet-col-9-16,.sheet-rolltemplate-SWorlds .sheet-col-11-16,.sheet-rolltemplate-SWorlds .sheet-col-13-16,.sheet-rolltemplate-SWorlds .sheet-col-15-16,.sheet-rolltemplate-SWorlds .sheet-col-1-17,.sheet-rolltemplate-SWorlds .sheet-col-2-17,.sheet-rolltemplate-SWorlds .sheet-col-3-17,.sheet-rolltemplate-SWorlds .sheet-col-4-17,.sheet-rolltemplate-SWorlds .sheet-col-5-17,.sheet-rolltemplate-SWorlds .sheet-col-6-17,.sheet-rolltemplate-SWorlds .sheet-col-7-17,.sheet-rolltemplate-SWorlds .sheet-col-8-17,.sheet-rolltemplate-SWorlds .sheet-col-9-17,.sheet-rolltemplate-SWorlds .sheet-col-10-17,.sheet-rolltemplate-SWorlds .sheet-col-11-17,.sheet-rolltemplate-SWorlds .sheet-col-12-17,.sheet-rolltemplate-SWorlds .sheet-col-13-17,.sheet-rolltemplate-SWorlds .sheet-col-14-17,.sheet-rolltemplate-SWorlds .sheet-col-15-17,.sheet-rolltemplate-SWorlds .sheet-col-16-17,.sheet-rolltemplate-SWorlds .sheet-col-1-18,.sheet-rolltemplate-SWorlds .sheet-col-5-18,.sheet-rolltemplate-SWorlds .sheet-col-7-18,.sheet-rolltemplate-SWorlds .sheet-col-11-18,.sheet-rolltemplate-SWorlds .sheet-col-13-18,.sheet-rolltemplate-SWorlds .sheet-col-15-18,.sheet-rolltemplate-SWorlds .sheet-col-17-18,.sheet-rolltemplate-SWorlds .sheet-col-1-19,.sheet-rolltemplate-SWorlds .sheet-col-2-19,.sheet-rolltemplate-SWorlds .sheet-col-3-19,.sheet-rolltemplate-SWorlds .sheet-col-4-19,.sheet-rolltemplate-SWorlds .sheet-col-5-19,.sheet-rolltemplate-SWorlds .sheet-col-6-19,.sheet-rolltemplate-SWorlds .sheet-col-7-19,.sheet-rolltemplate-SWorlds .sheet-col-8-19,.sheet-rolltemplate-SWorlds .sheet-col-9-19,.sheet-rolltemplate-SWorlds .sheet-col-10-19,.sheet-rolltemplate-SWorlds .sheet-col-11-19,.sheet-rolltemplate-SWorlds .sheet-col-12-19,.sheet-rolltemplate-SWorlds .sheet-col-13-19,.sheet-rolltemplate-SWorlds .sheet-col-14-19,.sheet-rolltemplate-SWorlds .sheet-col-15-19,.sheet-rolltemplate-SWorlds .sheet-col-16-19,.sheet-rolltemplate-SWorlds .sheet-col-17-19,.sheet-rolltemplate-SWorlds .sheet-col-18-19,.sheet-rolltemplate-SWorlds .sheet-col-1-20,.sheet-rolltemplate-SWorlds .sheet-col-3-20,.sheet-rolltemplate-SWorlds .sheet-col-7-20,.sheet-rolltemplate-SWorlds .sheet-col-9-20,.sheet-rolltemplate-SWorlds .sheet-col-11-20,.sheet-rolltemplate-SWorlds .sheet-col-13-20,.sheet-rolltemplate-SWorlds .sheet-col-15-20,.sheet-rolltemplate-SWorlds .sheet-col-17-20,.sheet-rolltemplate-SWorlds .sheet-col-19-20,.sheet-rolltemplate-SWorlds .sheet-col-1-21,.sheet-rolltemplate-SWorlds .sheet-col-2-21,.sheet-rolltemplate-SWorlds .sheet-col-4-21,.sheet-rolltemplate-SWorlds .sheet-col-5-21,.sheet-rolltemplate-SWorlds .sheet-col-6-21,.sheet-rolltemplate-SWorlds .sheet-col-8-21,.sheet-rolltemplate-SWorlds .sheet-col-9-21,.sheet-rolltemplate-SWorlds .sheet-col-10-21,.sheet-rolltemplate-SWorlds .sheet-col-11-21,.sheet-rolltemplate-SWorlds .sheet-col-12-21,.sheet-rolltemplate-SWorlds .sheet-col-13-21,.sheet-rolltemplate-SWorlds .sheet-col-14-21,.sheet-rolltemplate-SWorlds .sheet-col-15-21,.sheet-rolltemplate-SWorlds .sheet-col-16-21,.sheet-rolltemplate-SWorlds .sheet-col-17-21,.sheet-rolltemplate-SWorlds .sheet-col-18-21,.sheet-rolltemplate-SWorlds .sheet-col-19-21,.sheet-rolltemplate-SWorlds .sheet-col-20-21,.sheet-rolltemplate-SWorlds .sheet-col-1-22,.sheet-rolltemplate-SWorlds .sheet-col-3-22,.sheet-rolltemplate-SWorlds .sheet-col-5-22,.sheet-rolltemplate-SWorlds .sheet-col-7-22,.sheet-rolltemplate-SWorlds .sheet-col-9-22,.sheet-rolltemplate-SWorlds .sheet-col-13-22,.sheet-rolltemplate-SWorlds .sheet-col-15-22,.sheet-rolltemplate-SWorlds .sheet-col-17-22,.sheet-rolltemplate-SWorlds .sheet-col-19-22,.sheet-rolltemplate-SWorlds .sheet-col-21-22,.sheet-rolltemplate-SWorlds .sheet-col-1-23,.sheet-rolltemplate-SWorlds .sheet-col-2-23,.sheet-rolltemplate-SWorlds .sheet-col-3-23,.sheet-rolltemplate-SWorlds .sheet-col-4-23,.sheet-rolltemplate-SWorlds .sheet-col-5-23,.sheet-rolltemplate-SWorlds .sheet-col-6-23,.sheet-rolltemplate-SWorlds .sheet-col-7-23,.sheet-rolltemplate-SWorlds .sheet-col-8-23,.sheet-rolltemplate-SWorlds .sheet-col-9-23,.sheet-rolltemplate-SWorlds .sheet-col-10-23,.sheet-rolltemplate-SWorlds .sheet-col-11-23,.sheet-rolltemplate-SWorlds .sheet-col-12-23,.sheet-rolltemplate-SWorlds .sheet-col-13-23,.sheet-rolltemplate-SWorlds .sheet-col-14-23,.sheet-rolltemplate-SWorlds .sheet-col-15-23,.sheet-rolltemplate-SWorlds .sheet-col-16-23,.sheet-rolltemplate-SWorlds .sheet-col-17-23,.sheet-rolltemplate-SWorlds .sheet-col-18-23,.sheet-rolltemplate-SWorlds .sheet-col-19-23,.sheet-rolltemplate-SWorlds .sheet-col-20-23,.sheet-rolltemplate-SWorlds .sheet-col-21-23,.sheet-rolltemplate-SWorlds .sheet-col-22-23,.sheet-rolltemplate-SWorlds .sheet-col-1-24,.sheet-rolltemplate-SWorlds .sheet-col-5-24,.sheet-rolltemplate-SWorlds .sheet-col-7-24,.sheet-rolltemplate-SWorlds .sheet-col-9-24,.sheet-rolltemplate-SWorlds .sheet-col-11-24,.sheet-rolltemplate-SWorlds .sheet-col-13-24,.sheet-rolltemplate-SWorlds .sheet-col-15-24,.sheet-rolltemplate-SWorlds .sheet-col-17-24,.sheet-rolltemplate-SWorlds .sheet-col-19-24,.sheet-rolltemplate-SWorlds .sheet-col-21-24,.sheet-rolltemplate-SWorlds .sheet-col-23-24, .sheet-col-1, .sheet-col-1-2, .sheet-col-1-3, .sheet-col-2-3, .sheet-col-1-4, .sheet-col-3-4, .sheet-col-1-5, .sheet-col-2-5, .sheet-col-3-5, .sheet-col-4-5, .sheet-col-1-6, .sheet-col-5-6, .sheet-col-1-7, .sheet-col-2-7, .sheet-col-3-7, .sheet-col-4-7, .sheet-col-5-7, .sheet-col-6-7, .sheet-col-1-8, .sheet-col-3-8, .sheet-col-5-8, .sheet-col-7-8, .sheet-col-1-9, .sheet-col-2-9, .sheet-col-4-9, .sheet-col-5-9, .sheet-col-6-9, .sheet-col-7-9, .sheet-col-8-9, .sheet-col-1-10, .sheet-col-3-10, .sheet-col-7-10, .sheet-col-9-10, .sheet-col-1-11, .sheet-col-2-11, .sheet-col-3-11, .sheet-col-4-11, .sheet-col-5-11, .sheet-col-6-11, .sheet-col-7-11, .sheet-col-8-11, .sheet-col-9-11, .sheet-col-10-11, .sheet-col-1-12, .sheet-col-5-12, .sheet-col-7-12, .sheet-col-9-12, .sheet-col-11-12, .sheet-col-1-13, .sheet-col-2-13, .sheet-col-3-13, .sheet-col-4-13, .sheet-col-5-13, .sheet-col-6-13, .sheet-col-7-13, .sheet-col-8-13, .sheet-col-9-13, .sheet-col-10-13, .sheet-col-11-13, .sheet-col-12-13, .sheet-col-1-14, .sheet-col-3-14, .sheet-col-5-14, .sheet-col-9-14, .sheet-col-11-14, .sheet-col-13-14, .sheet-col-1-15, .sheet-col-2-15, .sheet-col-4-15, .sheet-col-6-15, .sheet-col-7-15, .sheet-col-8-15, .sheet-col-9-15, .sheet-col-10-15, .sheet-col-11-15, .sheet-col-12-15, .sheet-col-13-15, .sheet-col-14-15, .sheet-col-1-16, .sheet-col-3-16, .sheet-col-5-16, .sheet-col-7-16, .sheet-col-9-16, .sheet-col-11-16, .sheet-col-13-16, .sheet-col-15-16, .sheet-col-1-17, .sheet-col-2-17, .sheet-col-3-17, .sheet-col-4-17, .sheet-col-5-17, .sheet-col-6-17, .sheet-col-7-17, .sheet-col-8-17, .sheet-col-9-17, .sheet-col-10-17, .sheet-col-11-17, .sheet-col-12-17, .sheet-col-13-17, .sheet-col-14-17, .sheet-col-15-17, .sheet-col-16-17, .sheet-col-1-18, .sheet-col-5-18, .sheet-col-7-18, .sheet-col-11-18, .sheet-col-13-18, .sheet-col-15-18, .sheet-col-17-18, .sheet-col-1-19, .sheet-col-2-19, .sheet-col-3-19, .sheet-col-4-19, .sheet-col-5-19, .sheet-col-6-19, .sheet-col-7-19, .sheet-col-8-19, .sheet-col-9-19, .sheet-col-10-19, .sheet-col-11-19, .sheet-col-12-19, .sheet-col-13-19, .sheet-col-14-19, .sheet-col-15-19, .sheet-col-16-19, .sheet-col-17-19, .sheet-col-18-19, .sheet-col-1-20, .sheet-col-3-20, .sheet-col-7-20, .sheet-col-9-20, .sheet-col-11-20, .sheet-col-13-20, .sheet-col-15-20, .sheet-col-17-20, .sheet-col-19-20, .sheet-col-1-21, .sheet-col-2-21, .sheet-col-4-21, .sheet-col-5-21, .sheet-col-6-21, .sheet-col-8-21, .sheet-col-9-21, .sheet-col-10-21, .sheet-col-11-21, .sheet-col-12-21, .sheet-col-13-21, .sheet-col-14-21, .sheet-col-15-21, .sheet-col-16-21, .sheet-col-17-21, .sheet-col-18-21, .sheet-col-19-21, .sheet-col-20-21, .sheet-col-1-22, .sheet-col-3-22, .sheet-col-5-22, .sheet-col-7-22, .sheet-col-9-22, .sheet-col-13-22, .sheet-col-15-22, .sheet-col-17-22, .sheet-col-19-22, .sheet-col-21-22, .sheet-col-1-23, .sheet-col-2-23, .sheet-col-3-23, .sheet-col-4-23, .sheet-col-5-23, .sheet-col-6-23, .sheet-col-7-23, .sheet-col-8-23, .sheet-col-9-23, .sheet-col-10-23, .sheet-col-11-23, .sheet-col-12-23, .sheet-col-13-23, .sheet-col-14-23, .sheet-col-15-23, .sheet-col-16-23, .sheet-col-17-23, .sheet-col-18-23, .sheet-col-19-23, .sheet-col-20-23, .sheet-col-21-23, .sheet-col-22-23, .sheet-col-1-24, .sheet-col-5-24, .sheet-col-7-24, .sheet-col-9-24, .sheet-col-11-24, .sheet-col-13-24, .sheet-col-15-24, .sheet-col-17-24, .sheet-col-19-24, .sheet-col-21-24, .sheet-col-23-24 { - display: inline-block; - zoom: 1; - *display: inline; - letter-spacing: normal; - word-spacing: normal; - vertical-align: top; - text-rendering: auto; -} - - - - .sheet-col-1, - .sheet-rolltemplate-SWorlds .sheet-col-1 { - display:block; -} - - - .sheet-col-1-2, - .sheet-rolltemplate-SWorlds .sheet-col-1-2 { - width: 50%; -} - - .sheet-offset-1-2, - .sheet-rolltemplate-SWorlds .sheet-offset-1-2 { - margin-left: 50%; -} - - .sheet-col-1-3, - .sheet-rolltemplate-SWorlds .sheet-col-1-3 { - width: 33.33333%; -} - - .sheet-offset-1-3, - .sheet-rolltemplate-SWorlds .sheet-offset-1-3 { - margin-left: 33.33333%; -} - - .sheet-col-2-3, - .sheet-rolltemplate-SWorlds .sheet-col-2-3 { - width: 66.66667%; -} - - .sheet-offset-2-3, - .sheet-rolltemplate-SWorlds .sheet-offset-2-3 { - margin-left: 66.66667%; -} - - .sheet-col-1-4, - .sheet-rolltemplate-SWorlds .sheet-col-1-4 { - width: 25%; -} - - .sheet-offset-1-4, - .sheet-rolltemplate-SWorlds .sheet-offset-1-4 { - margin-left: 25%; -} - - .sheet-col-3-4, - .sheet-rolltemplate-SWorlds .sheet-col-3-4 { - width: 75%; -} - - .sheet-offset-3-4, - .sheet-rolltemplate-SWorlds .sheet-offset-3-4 { - margin-left: 75%; -} - - .sheet-col-1-5, - .sheet-rolltemplate-SWorlds .sheet-col-1-5 { - width: 20%; -} - - .sheet-offset-1-5, - .sheet-rolltemplate-SWorlds .sheet-offset-1-5 { - margin-left: 20%; -} - - .sheet-col-2-5, - .sheet-rolltemplate-SWorlds .sheet-col-2-5 { - width: 40%; -} - - .sheet-offset-2-5, - .sheet-rolltemplate-SWorlds .sheet-offset-2-5 { - margin-left: 40%; -} - - .sheet-col-3-5, - .sheet-rolltemplate-SWorlds .sheet-col-3-5 { - width: 60%; -} - - .sheet-offset-3-5, - .sheet-rolltemplate-SWorlds .sheet-offset-3-5 { - margin-left: 60%; -} - - .sheet-col-4-5, - .sheet-rolltemplate-SWorlds .sheet-col-4-5 { - width: 80%; -} - - .sheet-offset-4-5, - .sheet-rolltemplate-SWorlds .sheet-offset-4-5 { - margin-left: 80%; -} - - .sheet-col-1-6, - .sheet-rolltemplate-SWorlds .sheet-col-1-6 { - width: 16.66667%; -} - - .sheet-offset-1-6, - .sheet-rolltemplate-SWorlds .sheet-offset-1-6 { - margin-left: 16.66667%; -} - - .sheet-col-5-6, - .sheet-rolltemplate-SWorlds .sheet-col-5-6 { - width: 83.33333%; -} - - .sheet-offset-5-6, - .sheet-rolltemplate-SWorlds .sheet-offset-5-6 { - margin-left: 83.33333%; -} - - .sheet-col-1-7, - .sheet-rolltemplate-SWorlds .sheet-col-1-7 { - width: 14.28571%; -} - - .sheet-offset-1-7, - .sheet-rolltemplate-SWorlds .sheet-offset-1-7 { - margin-left: 14.28571%; -} - - .sheet-col-2-7, - .sheet-rolltemplate-SWorlds .sheet-col-2-7 { - width: 28.57143%; -} - - .sheet-offset-2-7, - .sheet-rolltemplate-SWorlds .sheet-offset-2-7 { - margin-left: 28.57143%; -} - - .sheet-col-3-7, - .sheet-rolltemplate-SWorlds .sheet-col-3-7 { - width: 42.85714%; -} - - .sheet-offset-3-7, - .sheet-rolltemplate-SWorlds .sheet-offset-3-7 { - margin-left: 42.85714%; -} - - .sheet-col-4-7, - .sheet-rolltemplate-SWorlds .sheet-col-4-7 { - width: 57.14286%; -} - - .sheet-offset-4-7, - .sheet-rolltemplate-SWorlds .sheet-offset-4-7 { - margin-left: 57.14286%; -} - - .sheet-col-5-7, - .sheet-rolltemplate-SWorlds .sheet-col-5-7 { - width: 71.42857%; -} - - .sheet-offset-5-7, - .sheet-rolltemplate-SWorlds .sheet-offset-5-7 { - margin-left: 71.42857%; -} - - .sheet-col-6-7, - .sheet-rolltemplate-SWorlds .sheet-col-6-7 { - width: 85.71429%; -} - - .sheet-offset-6-7, - .sheet-rolltemplate-SWorlds .sheet-offset-6-7 { - margin-left: 85.71429%; -} - - .sheet-col-1-8, - .sheet-rolltemplate-SWorlds .sheet-col-1-8 { - width: 12.5%; -} - - .sheet-offset-1-8, - .sheet-rolltemplate-SWorlds .sheet-offset-1-8 { - margin-left: 12.5%; -} - - .sheet-col-3-8, - .sheet-rolltemplate-SWorlds .sheet-col-3-8 { - width: 37.5%; -} - - .sheet-offset-3-8, - .sheet-rolltemplate-SWorlds .sheet-offset-3-8 { - margin-left: 37.5%; -} - - .sheet-col-5-8, - .sheet-rolltemplate-SWorlds .sheet-col-5-8 { - width: 62.5%; -} - - .sheet-offset-5-8, - .sheet-rolltemplate-SWorlds .sheet-offset-5-8 { - margin-left: 62.5%; -} - - .sheet-col-7-8, - .sheet-rolltemplate-SWorlds .sheet-col-7-8 { - width: 87.5%; -} - - .sheet-offset-7-8, - .sheet-rolltemplate-SWorlds .sheet-offset-7-8 { - margin-left: 87.5%; -} - - .sheet-col-1-9, - .sheet-rolltemplate-SWorlds .sheet-col-1-9 { - width: 11.11111%; -} - - .sheet-offset-1-9, - .sheet-rolltemplate-SWorlds .sheet-offset-1-9 { - margin-left: 11.11111%; -} - - .sheet-col-2-9, - .sheet-rolltemplate-SWorlds .sheet-col-2-9 { - width: 22.22222%; -} - - .sheet-offset-2-9, - .sheet-rolltemplate-SWorlds .sheet-offset-2-9 { - margin-left: 22.22222%; -} - - .sheet-col-4-9, - .sheet-rolltemplate-SWorlds .sheet-col-4-9 { - width: 44.44444%; -} - - .sheet-offset-4-9, - .sheet-rolltemplate-SWorlds .sheet-offset-4-9 { - margin-left: 44.44444%; -} - - .sheet-col-5-9, - .sheet-rolltemplate-SWorlds .sheet-col-5-9 { - width: 55.55556%; -} - - .sheet-offset-5-9, - .sheet-rolltemplate-SWorlds .sheet-offset-5-9 { - margin-left: 55.55556%; -} - - .sheet-col-6-9, - .sheet-rolltemplate-SWorlds .sheet-col-6-9 { - width: 66.66667%; -} - - .sheet-offset-6-9, - .sheet-rolltemplate-SWorlds .sheet-offset-6-9 { - margin-left: 66.66667%; -} - - .sheet-col-7-9, - .sheet-rolltemplate-SWorlds .sheet-col-7-9 { - width: 77.77778%; -} - - .sheet-offset-7-9, - .sheet-rolltemplate-SWorlds .sheet-offset-7-9 { - margin-left: 77.77778%; -} - - .sheet-col-8-9, - .sheet-rolltemplate-SWorlds .sheet-col-8-9 { - width: 88.88889%; -} - - .sheet-offset-8-9, - .sheet-rolltemplate-SWorlds .sheet-offset-8-9 { - margin-left: 88.88889%; -} - - .sheet-col-1-10, - .sheet-rolltemplate-SWorlds .sheet-col-1-10 { - width: 10%; -} - - .sheet-offset-1-10, - .sheet-rolltemplate-SWorlds .sheet-offset-1-10 { - margin-left: 10%; -} - - .sheet-col-3-10, - .sheet-rolltemplate-SWorlds .sheet-col-3-10 { - width: 30%; -} - - .sheet-offset-3-10, - .sheet-rolltemplate-SWorlds .sheet-offset-3-10 { - margin-left: 30%; -} - - .sheet-col-7-10, - .sheet-rolltemplate-SWorlds .sheet-col-7-10 { - width: 70%; -} - - .sheet-offset-7-10, - .sheet-rolltemplate-SWorlds .sheet-offset-7-10 { - margin-left: 70%; -} - - .sheet-col-9-10, - .sheet-rolltemplate-SWorlds .sheet-col-9-10 { - width: 90%; -} - - .sheet-offset-9-10, - .sheet-rolltemplate-SWorlds .sheet-offset-9-10 { - margin-left: 90%; -} - - .sheet-col-1-11, - .sheet-rolltemplate-SWorlds .sheet-col-1-11 { - width: 9.09091%; -} - - .sheet-offset-1-11, - .sheet-rolltemplate-SWorlds .sheet-offset-1-11 { - margin-left: 9.09091%; -} - - .sheet-col-2-11, - .sheet-rolltemplate-SWorlds .sheet-col-2-11 { - width: 18.18182%; -} - - .sheet-offset-2-11, - .sheet-rolltemplate-SWorlds .sheet-offset-2-11 { - margin-left: 18.18182%; -} - - .sheet-col-3-11, - .sheet-rolltemplate-SWorlds .sheet-col-3-11 { - width: 27.27273%; -} - - .sheet-offset-3-11, - .sheet-rolltemplate-SWorlds .sheet-offset-3-11 { - margin-left: 27.27273%; -} - - .sheet-col-4-11, - .sheet-rolltemplate-SWorlds .sheet-col-4-11 { - width: 36.36364%; -} - - .sheet-offset-4-11, - .sheet-rolltemplate-SWorlds .sheet-offset-4-11 { - margin-left: 36.36364%; -} - - .sheet-col-5-11, - .sheet-rolltemplate-SWorlds .sheet-col-5-11 { - width: 45.45455%; -} - - .sheet-offset-5-11, - .sheet-rolltemplate-SWorlds .sheet-offset-5-11 { - margin-left: 45.45455%; -} - - .sheet-col-6-11, - .sheet-rolltemplate-SWorlds .sheet-col-6-11 { - width: 54.54545%; -} - - .sheet-offset-6-11, - .sheet-rolltemplate-SWorlds .sheet-offset-6-11 { - margin-left: 54.54545%; -} - - .sheet-col-7-11, - .sheet-rolltemplate-SWorlds .sheet-col-7-11 { - width: 63.63636%; -} - - .sheet-offset-7-11, - .sheet-rolltemplate-SWorlds .sheet-offset-7-11 { - margin-left: 63.63636%; -} - - .sheet-col-8-11, - .sheet-rolltemplate-SWorlds .sheet-col-8-11 { - width: 72.72727%; -} - - .sheet-offset-8-11, - .sheet-rolltemplate-SWorlds .sheet-offset-8-11 { - margin-left: 72.72727%; -} - - .sheet-col-9-11, - .sheet-rolltemplate-SWorlds .sheet-col-9-11 { - width: 81.81818%; -} - - .sheet-offset-9-11, - .sheet-rolltemplate-SWorlds .sheet-offset-9-11 { - margin-left: 81.81818%; -} - - .sheet-col-10-11, - .sheet-rolltemplate-SWorlds .sheet-col-10-11 { - width: 90.90909%; -} - - .sheet-offset-10-11, - .sheet-rolltemplate-SWorlds .sheet-offset-10-11 { - margin-left: 90.90909%; -} - - .sheet-col-1-12, - .sheet-rolltemplate-SWorlds .sheet-col-1-12 { - width: 8.33333%; -} - - .sheet-offset-1-12, - .sheet-rolltemplate-SWorlds .sheet-offset-1-12 { - margin-left: 8.33333%; -} - - .sheet-col-5-12, - .sheet-rolltemplate-SWorlds .sheet-col-5-12 { - width: 41.66667%; -} - - .sheet-offset-5-12, - .sheet-rolltemplate-SWorlds .sheet-offset-5-12 { - margin-left: 41.66667%; -} - - .sheet-col-7-12, - .sheet-rolltemplate-SWorlds .sheet-col-7-12 { - width: 58.33333%; -} - - .sheet-offset-7-12, - .sheet-rolltemplate-SWorlds .sheet-offset-7-12 { - margin-left: 58.33333%; -} - - .sheet-col-9-12, - .sheet-rolltemplate-SWorlds .sheet-col-9-12 { - width: 75%; -} - - .sheet-offset-9-12, - .sheet-rolltemplate-SWorlds .sheet-offset-9-12 { - margin-left: 75%; -} - - .sheet-col-11-12, - .sheet-rolltemplate-SWorlds .sheet-col-11-12 { - width: 91.66667%; -} - - .sheet-offset-11-12, - .sheet-rolltemplate-SWorlds .sheet-offset-11-12 { - margin-left: 91.66667%; -} - - .sheet-col-1-13, - .sheet-rolltemplate-SWorlds .sheet-col-1-13 { - width: 7.69231%; -} - - .sheet-offset-1-13, - .sheet-rolltemplate-SWorlds .sheet-offset-1-13 { - margin-left: 7.69231%; -} - - .sheet-col-2-13, - .sheet-rolltemplate-SWorlds .sheet-col-2-13 { - width: 15.38462%; -} - - .sheet-offset-2-13, - .sheet-rolltemplate-SWorlds .sheet-offset-2-13 { - margin-left: 15.38462%; -} - - .sheet-col-3-13, - .sheet-rolltemplate-SWorlds .sheet-col-3-13 { - width: 23.07692%; -} - - .sheet-offset-3-13, - .sheet-rolltemplate-SWorlds .sheet-offset-3-13 { - margin-left: 23.07692%; -} - - .sheet-col-4-13, - .sheet-rolltemplate-SWorlds .sheet-col-4-13 { - width: 30.76923%; -} - - .sheet-offset-4-13, - .sheet-rolltemplate-SWorlds .sheet-offset-4-13 { - margin-left: 30.76923%; -} - - .sheet-col-5-13, - .sheet-rolltemplate-SWorlds .sheet-col-5-13 { - width: 38.46154%; -} - - .sheet-offset-5-13, - .sheet-rolltemplate-SWorlds .sheet-offset-5-13 { - margin-left: 38.46154%; -} - - .sheet-col-6-13, - .sheet-rolltemplate-SWorlds .sheet-col-6-13 { - width: 46.15385%; -} - - .sheet-offset-6-13, - .sheet-rolltemplate-SWorlds .sheet-offset-6-13 { - margin-left: 46.15385%; -} - - .sheet-col-7-13, - .sheet-rolltemplate-SWorlds .sheet-col-7-13 { - width: 53.84615%; -} - - .sheet-offset-7-13, - .sheet-rolltemplate-SWorlds .sheet-offset-7-13 { - margin-left: 53.84615%; -} - - .sheet-col-8-13, - .sheet-rolltemplate-SWorlds .sheet-col-8-13 { - width: 61.53846%; -} - - .sheet-offset-8-13, - .sheet-rolltemplate-SWorlds .sheet-offset-8-13 { - margin-left: 61.53846%; -} - - .sheet-col-9-13, - .sheet-rolltemplate-SWorlds .sheet-col-9-13 { - width: 69.23077%; -} - - .sheet-offset-9-13, - .sheet-rolltemplate-SWorlds .sheet-offset-9-13 { - margin-left: 69.23077%; -} - - .sheet-col-10-13, - .sheet-rolltemplate-SWorlds .sheet-col-10-13 { - width: 76.92308%; -} - - .sheet-offset-10-13, - .sheet-rolltemplate-SWorlds .sheet-offset-10-13 { - margin-left: 76.92308%; -} - - .sheet-col-11-13, - .sheet-rolltemplate-SWorlds .sheet-col-11-13 { - width: 84.61538%; -} - - .sheet-offset-11-13, - .sheet-rolltemplate-SWorlds .sheet-offset-11-13 { - margin-left: 84.61538%; -} - - .sheet-col-12-13, - .sheet-rolltemplate-SWorlds .sheet-col-12-13 { - width: 92.30769%; -} - - .sheet-offset-12-13, - .sheet-rolltemplate-SWorlds .sheet-offset-12-13 { - margin-left: 92.30769%; -} - - .sheet-col-1-14, - .sheet-rolltemplate-SWorlds .sheet-col-1-14 { - width: 7.14286%; -} - - .sheet-offset-1-14, - .sheet-rolltemplate-SWorlds .sheet-offset-1-14 { - margin-left: 7.14286%; -} - - .sheet-col-3-14, - .sheet-rolltemplate-SWorlds .sheet-col-3-14 { - width: 21.42857%; -} - - .sheet-offset-3-14, - .sheet-rolltemplate-SWorlds .sheet-offset-3-14 { - margin-left: 21.42857%; -} - - .sheet-col-5-14, - .sheet-rolltemplate-SWorlds .sheet-col-5-14 { - width: 35.71429%; -} - - .sheet-offset-5-14, - .sheet-rolltemplate-SWorlds .sheet-offset-5-14 { - margin-left: 35.71429%; -} - - .sheet-col-9-14, - .sheet-rolltemplate-SWorlds .sheet-col-9-14 { - width: 64.28571%; -} - - .sheet-offset-9-14, - .sheet-rolltemplate-SWorlds .sheet-offset-9-14 { - margin-left: 64.28571%; -} - - .sheet-col-11-14, - .sheet-rolltemplate-SWorlds .sheet-col-11-14 { - width: 78.57143%; -} - - .sheet-offset-11-14, - .sheet-rolltemplate-SWorlds .sheet-offset-11-14 { - margin-left: 78.57143%; -} - - .sheet-col-13-14, - .sheet-rolltemplate-SWorlds .sheet-col-13-14 { - width: 92.85714%; -} - - .sheet-offset-13-14, - .sheet-rolltemplate-SWorlds .sheet-offset-13-14 { - margin-left: 92.85714%; -} - - .sheet-col-1-15, - .sheet-rolltemplate-SWorlds .sheet-col-1-15 { - width: 6.66667%; -} - - .sheet-offset-1-15, - .sheet-rolltemplate-SWorlds .sheet-offset-1-15 { - margin-left: 6.66667%; -} - - .sheet-col-2-15, - .sheet-rolltemplate-SWorlds .sheet-col-2-15 { - width: 13.33333%; -} - - .sheet-offset-2-15, - .sheet-rolltemplate-SWorlds .sheet-offset-2-15 { - margin-left: 13.33333%; -} - - .sheet-col-4-15, - .sheet-rolltemplate-SWorlds .sheet-col-4-15 { - width: 26.66667%; -} - - .sheet-offset-4-15, - .sheet-rolltemplate-SWorlds .sheet-offset-4-15 { - margin-left: 26.66667%; -} - - .sheet-col-6-15, - .sheet-rolltemplate-SWorlds .sheet-col-6-15 { - width: 40%; -} - - .sheet-offset-6-15, - .sheet-rolltemplate-SWorlds .sheet-offset-6-15 { - margin-left: 40%; -} - - .sheet-col-7-15, - .sheet-rolltemplate-SWorlds .sheet-col-7-15 { - width: 46.66667%; -} - - .sheet-offset-7-15, - .sheet-rolltemplate-SWorlds .sheet-offset-7-15 { - margin-left: 46.66667%; -} - - .sheet-col-8-15, - .sheet-rolltemplate-SWorlds .sheet-col-8-15 { - width: 53.33333%; -} - - .sheet-offset-8-15, - .sheet-rolltemplate-SWorlds .sheet-offset-8-15 { - margin-left: 53.33333%; -} - - .sheet-col-9-15, - .sheet-rolltemplate-SWorlds .sheet-col-9-15 { - width: 60%; -} - - .sheet-offset-9-15, - .sheet-rolltemplate-SWorlds .sheet-offset-9-15 { - margin-left: 60%; -} - - .sheet-col-10-15, - .sheet-rolltemplate-SWorlds .sheet-col-10-15 { - width: 66.66667%; -} - - .sheet-offset-10-15, - .sheet-rolltemplate-SWorlds .sheet-offset-10-15 { - margin-left: 66.66667%; -} - - .sheet-col-11-15, - .sheet-rolltemplate-SWorlds .sheet-col-11-15 { - width: 73.33333%; -} - - .sheet-offset-11-15, - .sheet-rolltemplate-SWorlds .sheet-offset-11-15 { - margin-left: 73.33333%; -} - - .sheet-col-12-15, - .sheet-rolltemplate-SWorlds .sheet-col-12-15 { - width: 80%; -} - - .sheet-offset-12-15, - .sheet-rolltemplate-SWorlds .sheet-offset-12-15 { - margin-left: 80%; -} - - .sheet-col-13-15, - .sheet-rolltemplate-SWorlds .sheet-col-13-15 { - width: 86.66667%; -} - - .sheet-offset-13-15, - .sheet-rolltemplate-SWorlds .sheet-offset-13-15 { - margin-left: 86.66667%; -} - - .sheet-col-14-15, - .sheet-rolltemplate-SWorlds .sheet-col-14-15 { - width: 93.33333%; -} - - .sheet-offset-14-15, - .sheet-rolltemplate-SWorlds .sheet-offset-14-15 { - margin-left: 93.33333%; -} - - .sheet-col-1-16, - .sheet-rolltemplate-SWorlds .sheet-col-1-16 { - width: 6.25%; -} - - .sheet-offset-1-16, - .sheet-rolltemplate-SWorlds .sheet-offset-1-16 { - margin-left: 6.25%; -} - - .sheet-col-3-16, - .sheet-rolltemplate-SWorlds .sheet-col-3-16 { - width: 18.75%; -} - - .sheet-offset-3-16, - .sheet-rolltemplate-SWorlds .sheet-offset-3-16 { - margin-left: 18.75%; -} - - .sheet-col-5-16, - .sheet-rolltemplate-SWorlds .sheet-col-5-16 { - width: 31.25%; -} - - .sheet-offset-5-16, - .sheet-rolltemplate-SWorlds .sheet-offset-5-16 { - margin-left: 31.25%; -} - - .sheet-col-7-16, - .sheet-rolltemplate-SWorlds .sheet-col-7-16 { - width: 43.75%; -} - - .sheet-offset-7-16, - .sheet-rolltemplate-SWorlds .sheet-offset-7-16 { - margin-left: 43.75%; -} - - .sheet-col-9-16, - .sheet-rolltemplate-SWorlds .sheet-col-9-16 { - width: 56.25%; -} - - .sheet-offset-9-16, - .sheet-rolltemplate-SWorlds .sheet-offset-9-16 { - margin-left: 56.25%; -} - - .sheet-col-11-16, - .sheet-rolltemplate-SWorlds .sheet-col-11-16 { - width: 68.75%; -} - - .sheet-offset-11-16, - .sheet-rolltemplate-SWorlds .sheet-offset-11-16 { - margin-left: 68.75%; -} - - .sheet-col-13-16, - .sheet-rolltemplate-SWorlds .sheet-col-13-16 { - width: 81.25%; -} - - .sheet-offset-13-16, - .sheet-rolltemplate-SWorlds .sheet-offset-13-16 { - margin-left: 81.25%; -} - - .sheet-col-15-16, - .sheet-rolltemplate-SWorlds .sheet-col-15-16 { - width: 93.75%; -} - - .sheet-offset-15-16, - .sheet-rolltemplate-SWorlds .sheet-offset-15-16 { - margin-left: 93.75%; -} - - .sheet-col-1-17, - .sheet-rolltemplate-SWorlds .sheet-col-1-17 { - width: 5.88235%; -} - - .sheet-offset-1-17, - .sheet-rolltemplate-SWorlds .sheet-offset-1-17 { - margin-left: 5.88235%; -} - - .sheet-col-2-17, - .sheet-rolltemplate-SWorlds .sheet-col-2-17 { - width: 11.76471%; -} - - .sheet-offset-2-17, - .sheet-rolltemplate-SWorlds .sheet-offset-2-17 { - margin-left: 11.76471%; -} - - .sheet-col-3-17, - .sheet-rolltemplate-SWorlds .sheet-col-3-17 { - width: 17.64706%; -} - - .sheet-offset-3-17, - .sheet-rolltemplate-SWorlds .sheet-offset-3-17 { - margin-left: 17.64706%; -} - - .sheet-col-4-17, - .sheet-rolltemplate-SWorlds .sheet-col-4-17 { - width: 23.52941%; -} - - .sheet-offset-4-17, - .sheet-rolltemplate-SWorlds .sheet-offset-4-17 { - margin-left: 23.52941%; -} - - .sheet-col-5-17, - .sheet-rolltemplate-SWorlds .sheet-col-5-17 { - width: 29.41176%; -} - - .sheet-offset-5-17, - .sheet-rolltemplate-SWorlds .sheet-offset-5-17 { - margin-left: 29.41176%; -} - - .sheet-col-6-17, - .sheet-rolltemplate-SWorlds .sheet-col-6-17 { - width: 35.29412%; -} - - .sheet-offset-6-17, - .sheet-rolltemplate-SWorlds .sheet-offset-6-17 { - margin-left: 35.29412%; -} - - .sheet-col-7-17, - .sheet-rolltemplate-SWorlds .sheet-col-7-17 { - width: 41.17647%; -} - - .sheet-offset-7-17, - .sheet-rolltemplate-SWorlds .sheet-offset-7-17 { - margin-left: 41.17647%; -} - - .sheet-col-8-17, - .sheet-rolltemplate-SWorlds .sheet-col-8-17 { - width: 47.05882%; -} - - .sheet-offset-8-17, - .sheet-rolltemplate-SWorlds .sheet-offset-8-17 { - margin-left: 47.05882%; -} - - .sheet-col-9-17, - .sheet-rolltemplate-SWorlds .sheet-col-9-17 { - width: 52.94118%; -} - - .sheet-offset-9-17, - .sheet-rolltemplate-SWorlds .sheet-offset-9-17 { - margin-left: 52.94118%; -} - - .sheet-col-10-17, - .sheet-rolltemplate-SWorlds .sheet-col-10-17 { - width: 58.82353%; -} - - .sheet-offset-10-17, - .sheet-rolltemplate-SWorlds .sheet-offset-10-17 { - margin-left: 58.82353%; -} - - .sheet-col-11-17, - .sheet-rolltemplate-SWorlds .sheet-col-11-17 { - width: 64.70588%; -} - - .sheet-offset-11-17, - .sheet-rolltemplate-SWorlds .sheet-offset-11-17 { - margin-left: 64.70588%; -} - - .sheet-col-12-17, - .sheet-rolltemplate-SWorlds .sheet-col-12-17 { - width: 70.58824%; -} - - .sheet-offset-12-17, - .sheet-rolltemplate-SWorlds .sheet-offset-12-17 { - margin-left: 70.58824%; -} - - .sheet-col-13-17, - .sheet-rolltemplate-SWorlds .sheet-col-13-17 { - width: 76.47059%; -} - - .sheet-offset-13-17, - .sheet-rolltemplate-SWorlds .sheet-offset-13-17 { - margin-left: 76.47059%; -} - - .sheet-col-14-17, - .sheet-rolltemplate-SWorlds .sheet-col-14-17 { - width: 82.35294%; -} - - .sheet-offset-14-17, - .sheet-rolltemplate-SWorlds .sheet-offset-14-17 { - margin-left: 82.35294%; -} - - .sheet-col-15-17, - .sheet-rolltemplate-SWorlds .sheet-col-15-17 { - width: 88.23529%; -} - - .sheet-offset-15-17, - .sheet-rolltemplate-SWorlds .sheet-offset-15-17 { - margin-left: 88.23529%; -} - - .sheet-col-16-17, - .sheet-rolltemplate-SWorlds .sheet-col-16-17 { - width: 94.11765%; -} - - .sheet-offset-16-17, - .sheet-rolltemplate-SWorlds .sheet-offset-16-17 { - margin-left: 94.11765%; -} - - .sheet-col-1-18, - .sheet-rolltemplate-SWorlds .sheet-col-1-18 { - width: 5.55556%; -} - - .sheet-offset-1-18, - .sheet-rolltemplate-SWorlds .sheet-offset-1-18 { - margin-left: 5.55556%; -} - - .sheet-col-5-18, - .sheet-rolltemplate-SWorlds .sheet-col-5-18 { - width: 27.77778%; -} - - .sheet-offset-5-18, - .sheet-rolltemplate-SWorlds .sheet-offset-5-18 { - margin-left: 27.77778%; -} - - .sheet-col-7-18, - .sheet-rolltemplate-SWorlds .sheet-col-7-18 { - width: 38.88889%; -} - - .sheet-offset-7-18, - .sheet-rolltemplate-SWorlds .sheet-offset-7-18 { - margin-left: 38.88889%; -} - - .sheet-col-11-18, - .sheet-rolltemplate-SWorlds .sheet-col-11-18 { - width: 61.11111%; -} - - .sheet-offset-11-18, - .sheet-rolltemplate-SWorlds .sheet-offset-11-18 { - margin-left: 61.11111%; -} - - .sheet-col-13-18, - .sheet-rolltemplate-SWorlds .sheet-col-13-18 { - width: 72.22222%; -} - - .sheet-offset-13-18, - .sheet-rolltemplate-SWorlds .sheet-offset-13-18 { - margin-left: 72.22222%; -} - - .sheet-col-15-18, - .sheet-rolltemplate-SWorlds .sheet-col-15-18 { - width: 83.33333%; -} - - .sheet-offset-15-18, - .sheet-rolltemplate-SWorlds .sheet-offset-15-18 { - margin-left: 83.33333%; -} - - .sheet-col-17-18, - .sheet-rolltemplate-SWorlds .sheet-col-17-18 { - width: 94.44444%; -} - - .sheet-offset-17-18, - .sheet-rolltemplate-SWorlds .sheet-offset-17-18 { - margin-left: 94.44444%; -} - - .sheet-col-1-19, - .sheet-rolltemplate-SWorlds .sheet-col-1-19 { - width: 5.26316%; -} - - .sheet-offset-1-19, - .sheet-rolltemplate-SWorlds .sheet-offset-1-19 { - margin-left: 5.26316%; -} - - .sheet-col-2-19, - .sheet-rolltemplate-SWorlds .sheet-col-2-19 { - width: 10.52632%; -} - - .sheet-offset-2-19, - .sheet-rolltemplate-SWorlds .sheet-offset-2-19 { - margin-left: 10.52632%; -} - - .sheet-col-3-19, - .sheet-rolltemplate-SWorlds .sheet-col-3-19 { - width: 15.78947%; -} - - .sheet-offset-3-19, - .sheet-rolltemplate-SWorlds .sheet-offset-3-19 { - margin-left: 15.78947%; -} - - .sheet-col-4-19, - .sheet-rolltemplate-SWorlds .sheet-col-4-19 { - width: 21.05263%; -} - - .sheet-offset-4-19, - .sheet-rolltemplate-SWorlds .sheet-offset-4-19 { - margin-left: 21.05263%; -} - - .sheet-col-5-19, - .sheet-rolltemplate-SWorlds .sheet-col-5-19 { - width: 26.31579%; -} - - .sheet-offset-5-19, - .sheet-rolltemplate-SWorlds .sheet-offset-5-19 { - margin-left: 26.31579%; -} - - .sheet-col-6-19, - .sheet-rolltemplate-SWorlds .sheet-col-6-19 { - width: 31.57895%; -} - - .sheet-offset-6-19, - .sheet-rolltemplate-SWorlds .sheet-offset-6-19 { - margin-left: 31.57895%; -} - - .sheet-col-7-19, - .sheet-rolltemplate-SWorlds .sheet-col-7-19 { - width: 36.84211%; -} - - .sheet-offset-7-19, - .sheet-rolltemplate-SWorlds .sheet-offset-7-19 { - margin-left: 36.84211%; -} - - .sheet-col-8-19, - .sheet-rolltemplate-SWorlds .sheet-col-8-19 { - width: 42.10526%; -} - - .sheet-offset-8-19, - .sheet-rolltemplate-SWorlds .sheet-offset-8-19 { - margin-left: 42.10526%; -} - - .sheet-col-9-19, - .sheet-rolltemplate-SWorlds .sheet-col-9-19 { - width: 47.36842%; -} - - .sheet-offset-9-19, - .sheet-rolltemplate-SWorlds .sheet-offset-9-19 { - margin-left: 47.36842%; -} - - .sheet-col-10-19, - .sheet-rolltemplate-SWorlds .sheet-col-10-19 { - width: 52.63158%; -} - - .sheet-offset-10-19, - .sheet-rolltemplate-SWorlds .sheet-offset-10-19 { - margin-left: 52.63158%; -} - - .sheet-col-11-19, - .sheet-rolltemplate-SWorlds .sheet-col-11-19 { - width: 57.89474%; -} - - .sheet-offset-11-19, - .sheet-rolltemplate-SWorlds .sheet-offset-11-19 { - margin-left: 57.89474%; -} - - .sheet-col-12-19, - .sheet-rolltemplate-SWorlds .sheet-col-12-19 { - width: 63.15789%; -} - - .sheet-offset-12-19, - .sheet-rolltemplate-SWorlds .sheet-offset-12-19 { - margin-left: 63.15789%; -} - - .sheet-col-13-19, - .sheet-rolltemplate-SWorlds .sheet-col-13-19 { - width: 68.42105%; -} - - .sheet-offset-13-19, - .sheet-rolltemplate-SWorlds .sheet-offset-13-19 { - margin-left: 68.42105%; -} - - .sheet-col-14-19, - .sheet-rolltemplate-SWorlds .sheet-col-14-19 { - width: 73.68421%; -} - - .sheet-offset-14-19, - .sheet-rolltemplate-SWorlds .sheet-offset-14-19 { - margin-left: 73.68421%; -} - - .sheet-col-15-19, - .sheet-rolltemplate-SWorlds .sheet-col-15-19 { - width: 78.94737%; -} - - .sheet-offset-15-19, - .sheet-rolltemplate-SWorlds .sheet-offset-15-19 { - margin-left: 78.94737%; -} - - .sheet-col-16-19, - .sheet-rolltemplate-SWorlds .sheet-col-16-19 { - width: 84.21053%; -} - - .sheet-offset-16-19, - .sheet-rolltemplate-SWorlds .sheet-offset-16-19 { - margin-left: 84.21053%; -} - - .sheet-col-17-19, - .sheet-rolltemplate-SWorlds .sheet-col-17-19 { - width: 89.47368%; -} - - .sheet-offset-17-19, - .sheet-rolltemplate-SWorlds .sheet-offset-17-19 { - margin-left: 89.47368%; -} - - .sheet-col-18-19, - .sheet-rolltemplate-SWorlds .sheet-col-18-19 { - width: 94.73684%; -} - - .sheet-offset-18-19, - .sheet-rolltemplate-SWorlds .sheet-offset-18-19 { - margin-left: 94.73684%; -} - - .sheet-col-1-20, - .sheet-rolltemplate-SWorlds .sheet-col-1-20 { - width: 5%; -} - - .sheet-offset-1-20, - .sheet-rolltemplate-SWorlds .sheet-offset-1-20 { - margin-left: 5%; -} - - .sheet-col-3-20, - .sheet-rolltemplate-SWorlds .sheet-col-3-20 { - width: 15%; -} - - .sheet-offset-3-20, - .sheet-rolltemplate-SWorlds .sheet-offset-3-20 { - margin-left: 15%; -} - - .sheet-col-7-20, - .sheet-rolltemplate-SWorlds .sheet-col-7-20 { - width: 35%; -} - - .sheet-offset-7-20, - .sheet-rolltemplate-SWorlds .sheet-offset-7-20 { - margin-left: 35%; -} - - .sheet-col-9-20, - .sheet-rolltemplate-SWorlds .sheet-col-9-20 { - width: 45%; -} - - .sheet-offset-9-20, - .sheet-rolltemplate-SWorlds .sheet-offset-9-20 { - margin-left: 45%; -} - - .sheet-col-11-20, - .sheet-rolltemplate-SWorlds .sheet-col-11-20 { - width: 55%; -} - - .sheet-offset-11-20, - .sheet-rolltemplate-SWorlds .sheet-offset-11-20 { - margin-left: 55%; -} - - .sheet-col-13-20, - .sheet-rolltemplate-SWorlds .sheet-col-13-20 { - width: 65%; -} - - .sheet-offset-13-20, - .sheet-rolltemplate-SWorlds .sheet-offset-13-20 { - margin-left: 65%; -} - - .sheet-col-15-20, - .sheet-rolltemplate-SWorlds .sheet-col-15-20 { - width: 75%; -} - - .sheet-offset-15-20, - .sheet-rolltemplate-SWorlds .sheet-offset-15-20 { - margin-left: 75%; -} - - .sheet-col-17-20, - .sheet-rolltemplate-SWorlds .sheet-col-17-20 { - width: 85%; -} - - .sheet-offset-17-20, - .sheet-rolltemplate-SWorlds .sheet-offset-17-20 { - margin-left: 85%; -} - - .sheet-col-19-20, - .sheet-rolltemplate-SWorlds .sheet-col-19-20 { - width: 95%; -} - - .sheet-offset-19-20, - .sheet-rolltemplate-SWorlds .sheet-offset-19-20 { - margin-left: 95%; -} - - .sheet-col-1-21, - .sheet-rolltemplate-SWorlds .sheet-col-1-21 { - width: 4.7619%; -} - - .sheet-offset-1-21, - .sheet-rolltemplate-SWorlds .sheet-offset-1-21 { - margin-left: 4.7619%; -} - - .sheet-col-2-21, - .sheet-rolltemplate-SWorlds .sheet-col-2-21 { - width: 9.52381%; -} - - .sheet-offset-2-21, - .sheet-rolltemplate-SWorlds .sheet-offset-2-21 { - margin-left: 9.52381%; -} - - .sheet-col-4-21, - .sheet-rolltemplate-SWorlds .sheet-col-4-21 { - width: 19.04762%; -} - - .sheet-offset-4-21, - .sheet-rolltemplate-SWorlds .sheet-offset-4-21 { - margin-left: 19.04762%; -} - - .sheet-col-5-21, - .sheet-rolltemplate-SWorlds .sheet-col-5-21 { - width: 23.80952%; -} - - .sheet-offset-5-21, - .sheet-rolltemplate-SWorlds .sheet-offset-5-21 { - margin-left: 23.80952%; -} - - .sheet-col-6-21, - .sheet-rolltemplate-SWorlds .sheet-col-6-21 { - width: 28.57143%; -} - - .sheet-offset-6-21, - .sheet-rolltemplate-SWorlds .sheet-offset-6-21 { - margin-left: 28.57143%; -} - - .sheet-col-8-21, - .sheet-rolltemplate-SWorlds .sheet-col-8-21 { - width: 38.09524%; -} - - .sheet-offset-8-21, - .sheet-rolltemplate-SWorlds .sheet-offset-8-21 { - margin-left: 38.09524%; -} - - .sheet-col-9-21, - .sheet-rolltemplate-SWorlds .sheet-col-9-21 { - width: 42.85714%; -} - - .sheet-offset-9-21, - .sheet-rolltemplate-SWorlds .sheet-offset-9-21 { - margin-left: 42.85714%; -} - - .sheet-col-10-21, - .sheet-rolltemplate-SWorlds .sheet-col-10-21 { - width: 47.61905%; -} - - .sheet-offset-10-21, - .sheet-rolltemplate-SWorlds .sheet-offset-10-21 { - margin-left: 47.61905%; -} - - .sheet-col-11-21, - .sheet-rolltemplate-SWorlds .sheet-col-11-21 { - width: 52.38095%; -} - - .sheet-offset-11-21, - .sheet-rolltemplate-SWorlds .sheet-offset-11-21 { - margin-left: 52.38095%; -} - - .sheet-col-12-21, - .sheet-rolltemplate-SWorlds .sheet-col-12-21 { - width: 57.14286%; -} - - .sheet-offset-12-21, - .sheet-rolltemplate-SWorlds .sheet-offset-12-21 { - margin-left: 57.14286%; -} - - .sheet-col-13-21, - .sheet-rolltemplate-SWorlds .sheet-col-13-21 { - width: 61.90476%; -} - - .sheet-offset-13-21, - .sheet-rolltemplate-SWorlds .sheet-offset-13-21 { - margin-left: 61.90476%; -} - - .sheet-col-14-21, - .sheet-rolltemplate-SWorlds .sheet-col-14-21 { - width: 66.66667%; -} - - .sheet-offset-14-21, - .sheet-rolltemplate-SWorlds .sheet-offset-14-21 { - margin-left: 66.66667%; -} - - .sheet-col-15-21, - .sheet-rolltemplate-SWorlds .sheet-col-15-21 { - width: 71.42857%; -} - - .sheet-offset-15-21, - .sheet-rolltemplate-SWorlds .sheet-offset-15-21 { - margin-left: 71.42857%; -} - - .sheet-col-16-21, - .sheet-rolltemplate-SWorlds .sheet-col-16-21 { - width: 76.19048%; -} - - .sheet-offset-16-21, - .sheet-rolltemplate-SWorlds .sheet-offset-16-21 { - margin-left: 76.19048%; -} - - .sheet-col-17-21, - .sheet-rolltemplate-SWorlds .sheet-col-17-21 { - width: 80.95238%; -} - - .sheet-offset-17-21, - .sheet-rolltemplate-SWorlds .sheet-offset-17-21 { - margin-left: 80.95238%; -} - - .sheet-col-18-21, - .sheet-rolltemplate-SWorlds .sheet-col-18-21 { - width: 85.71429%; -} - - .sheet-offset-18-21, - .sheet-rolltemplate-SWorlds .sheet-offset-18-21 { - margin-left: 85.71429%; -} - - .sheet-col-19-21, - .sheet-rolltemplate-SWorlds .sheet-col-19-21 { - width: 90.47619%; -} - - .sheet-offset-19-21, - .sheet-rolltemplate-SWorlds .sheet-offset-19-21 { - margin-left: 90.47619%; -} - - .sheet-col-20-21, - .sheet-rolltemplate-SWorlds .sheet-col-20-21 { - width: 95.2381%; -} - - .sheet-offset-20-21, - .sheet-rolltemplate-SWorlds .sheet-offset-20-21 { - margin-left: 95.2381%; -} - - .sheet-col-1-22, - .sheet-rolltemplate-SWorlds .sheet-col-1-22 { - width: 4.54545%; -} - - .sheet-offset-1-22, - .sheet-rolltemplate-SWorlds .sheet-offset-1-22 { - margin-left: 4.54545%; -} - - .sheet-col-3-22, - .sheet-rolltemplate-SWorlds .sheet-col-3-22 { - width: 13.63636%; -} - - .sheet-offset-3-22, - .sheet-rolltemplate-SWorlds .sheet-offset-3-22 { - margin-left: 13.63636%; -} - - .sheet-col-5-22, - .sheet-rolltemplate-SWorlds .sheet-col-5-22 { - width: 22.72727%; -} - - .sheet-offset-5-22, - .sheet-rolltemplate-SWorlds .sheet-offset-5-22 { - margin-left: 22.72727%; -} - - .sheet-col-7-22, - .sheet-rolltemplate-SWorlds .sheet-col-7-22 { - width: 31.81818%; -} - - .sheet-offset-7-22, - .sheet-rolltemplate-SWorlds .sheet-offset-7-22 { - margin-left: 31.81818%; -} - - .sheet-col-9-22, - .sheet-rolltemplate-SWorlds .sheet-col-9-22 { - width: 40.90909%; -} - - .sheet-offset-9-22, - .sheet-rolltemplate-SWorlds .sheet-offset-9-22 { - margin-left: 40.90909%; -} - - .sheet-col-13-22, - .sheet-rolltemplate-SWorlds .sheet-col-13-22 { - width: 59.09091%; -} - - .sheet-offset-13-22, - .sheet-rolltemplate-SWorlds .sheet-offset-13-22 { - margin-left: 59.09091%; -} - - .sheet-col-15-22, - .sheet-rolltemplate-SWorlds .sheet-col-15-22 { - width: 68.18182%; -} - - .sheet-offset-15-22, - .sheet-rolltemplate-SWorlds .sheet-offset-15-22 { - margin-left: 68.18182%; -} - - .sheet-col-17-22, - .sheet-rolltemplate-SWorlds .sheet-col-17-22 { - width: 77.27273%; -} - - .sheet-offset-17-22, - .sheet-rolltemplate-SWorlds .sheet-offset-17-22 { - margin-left: 77.27273%; -} - - .sheet-col-19-22, - .sheet-rolltemplate-SWorlds .sheet-col-19-22 { - width: 86.36364%; -} - - .sheet-offset-19-22, - .sheet-rolltemplate-SWorlds .sheet-offset-19-22 { - margin-left: 86.36364%; -} - - .sheet-col-21-22, - .sheet-rolltemplate-SWorlds .sheet-col-21-22 { - width: 95.45455%; -} - - .sheet-offset-21-22, - .sheet-rolltemplate-SWorlds .sheet-offset-21-22 { - margin-left: 95.45455%; -} - - .sheet-col-1-23, - .sheet-rolltemplate-SWorlds .sheet-col-1-23 { - width: 4.34783%; -} - - .sheet-offset-1-23, - .sheet-rolltemplate-SWorlds .sheet-offset-1-23 { - margin-left: 4.34783%; -} - - .sheet-col-2-23, - .sheet-rolltemplate-SWorlds .sheet-col-2-23 { - width: 8.69565%; -} - - .sheet-offset-2-23, - .sheet-rolltemplate-SWorlds .sheet-offset-2-23 { - margin-left: 8.69565%; -} - - .sheet-col-3-23, - .sheet-rolltemplate-SWorlds .sheet-col-3-23 { - width: 13.04348%; -} - - .sheet-offset-3-23, - .sheet-rolltemplate-SWorlds .sheet-offset-3-23 { - margin-left: 13.04348%; -} - - .sheet-col-4-23, - .sheet-rolltemplate-SWorlds .sheet-col-4-23 { - width: 17.3913%; -} - - .sheet-offset-4-23, - .sheet-rolltemplate-SWorlds .sheet-offset-4-23 { - margin-left: 17.3913%; -} - - .sheet-col-5-23, - .sheet-rolltemplate-SWorlds .sheet-col-5-23 { - width: 21.73913%; -} - - .sheet-offset-5-23, - .sheet-rolltemplate-SWorlds .sheet-offset-5-23 { - margin-left: 21.73913%; -} - - .sheet-col-6-23, - .sheet-rolltemplate-SWorlds .sheet-col-6-23 { - width: 26.08696%; -} - - .sheet-offset-6-23, - .sheet-rolltemplate-SWorlds .sheet-offset-6-23 { - margin-left: 26.08696%; -} - - .sheet-col-7-23, - .sheet-rolltemplate-SWorlds .sheet-col-7-23 { - width: 30.43478%; -} - - .sheet-offset-7-23, - .sheet-rolltemplate-SWorlds .sheet-offset-7-23 { - margin-left: 30.43478%; -} - - .sheet-col-8-23, - .sheet-rolltemplate-SWorlds .sheet-col-8-23 { - width: 34.78261%; -} - - .sheet-offset-8-23, - .sheet-rolltemplate-SWorlds .sheet-offset-8-23 { - margin-left: 34.78261%; -} - - .sheet-col-9-23, - .sheet-rolltemplate-SWorlds .sheet-col-9-23 { - width: 39.13043%; -} - - .sheet-offset-9-23, - .sheet-rolltemplate-SWorlds .sheet-offset-9-23 { - margin-left: 39.13043%; -} - - .sheet-col-10-23, - .sheet-rolltemplate-SWorlds .sheet-col-10-23 { - width: 43.47826%; -} - - .sheet-offset-10-23, - .sheet-rolltemplate-SWorlds .sheet-offset-10-23 { - margin-left: 43.47826%; -} - - .sheet-col-11-23, - .sheet-rolltemplate-SWorlds .sheet-col-11-23 { - width: 47.82609%; -} - - .sheet-offset-11-23, - .sheet-rolltemplate-SWorlds .sheet-offset-11-23 { - margin-left: 47.82609%; -} - - .sheet-col-12-23, - .sheet-rolltemplate-SWorlds .sheet-col-12-23 { - width: 52.17391%; -} - - .sheet-offset-12-23, - .sheet-rolltemplate-SWorlds .sheet-offset-12-23 { - margin-left: 52.17391%; -} - - .sheet-col-13-23, - .sheet-rolltemplate-SWorlds .sheet-col-13-23 { - width: 56.52174%; -} - - .sheet-offset-13-23, - .sheet-rolltemplate-SWorlds .sheet-offset-13-23 { - margin-left: 56.52174%; -} - - .sheet-col-14-23, - .sheet-rolltemplate-SWorlds .sheet-col-14-23 { - width: 60.86957%; -} - - .sheet-offset-14-23, - .sheet-rolltemplate-SWorlds .sheet-offset-14-23 { - margin-left: 60.86957%; -} - - .sheet-col-15-23, - .sheet-rolltemplate-SWorlds .sheet-col-15-23 { - width: 65.21739%; -} - - .sheet-offset-15-23, - .sheet-rolltemplate-SWorlds .sheet-offset-15-23 { - margin-left: 65.21739%; -} - - .sheet-col-16-23, - .sheet-rolltemplate-SWorlds .sheet-col-16-23 { - width: 69.56522%; -} - - .sheet-offset-16-23, - .sheet-rolltemplate-SWorlds .sheet-offset-16-23 { - margin-left: 69.56522%; -} - - .sheet-col-17-23, - .sheet-rolltemplate-SWorlds .sheet-col-17-23 { - width: 73.91304%; -} - - .sheet-offset-17-23, - .sheet-rolltemplate-SWorlds .sheet-offset-17-23 { - margin-left: 73.91304%; -} - - .sheet-col-18-23, - .sheet-rolltemplate-SWorlds .sheet-col-18-23 { - width: 78.26087%; -} - - .sheet-offset-18-23, - .sheet-rolltemplate-SWorlds .sheet-offset-18-23 { - margin-left: 78.26087%; -} - - .sheet-col-19-23, - .sheet-rolltemplate-SWorlds .sheet-col-19-23 { - width: 82.6087%; -} - - .sheet-offset-19-23, - .sheet-rolltemplate-SWorlds .sheet-offset-19-23 { - margin-left: 82.6087%; -} - - .sheet-col-20-23, - .sheet-rolltemplate-SWorlds .sheet-col-20-23 { - width: 86.95652%; -} - - .sheet-offset-20-23, - .sheet-rolltemplate-SWorlds .sheet-offset-20-23 { - margin-left: 86.95652%; -} - - .sheet-col-21-23, - .sheet-rolltemplate-SWorlds .sheet-col-21-23 { - width: 91.30435%; -} - - .sheet-offset-21-23, - .sheet-rolltemplate-SWorlds .sheet-offset-21-23 { - margin-left: 91.30435%; -} - - .sheet-col-22-23, - .sheet-rolltemplate-SWorlds .sheet-col-22-23 { - width: 95.65217%; -} - - .sheet-offset-22-23, - .sheet-rolltemplate-SWorlds .sheet-offset-22-23 { - margin-left: 95.65217%; -} - - .sheet-col-1-24, - .sheet-rolltemplate-SWorlds .sheet-col-1-24 { - width: 4.16667%; -} - - .sheet-offset-1-24, - .sheet-rolltemplate-SWorlds .sheet-offset-1-24 { - margin-left: 4.16667%; -} - - .sheet-col-5-24, - .sheet-rolltemplate-SWorlds .sheet-col-5-24 { - width: 20.83333%; -} - - .sheet-offset-5-24, - .sheet-rolltemplate-SWorlds .sheet-offset-5-24 { - margin-left: 20.83333%; -} - - .sheet-col-7-24, - .sheet-rolltemplate-SWorlds .sheet-col-7-24 { - width: 29.16667%; -} - - .sheet-offset-7-24, - .sheet-rolltemplate-SWorlds .sheet-offset-7-24 { - margin-left: 29.16667%; -} - - .sheet-col-9-24, - .sheet-rolltemplate-SWorlds .sheet-col-9-24 { - width: 37.5%; -} - - .sheet-offset-9-24, - .sheet-rolltemplate-SWorlds .sheet-offset-9-24 { - margin-left: 37.5%; -} - - .sheet-col-11-24, - .sheet-rolltemplate-SWorlds .sheet-col-11-24 { - width: 45.83333%; -} - - .sheet-offset-11-24, - .sheet-rolltemplate-SWorlds .sheet-offset-11-24 { - margin-left: 45.83333%; -} - - .sheet-col-13-24, - .sheet-rolltemplate-SWorlds .sheet-col-13-24 { - width: 54.16667%; -} - - .sheet-offset-13-24, - .sheet-rolltemplate-SWorlds .sheet-offset-13-24 { - margin-left: 54.16667%; -} - - .sheet-col-15-24, - .sheet-rolltemplate-SWorlds .sheet-col-15-24 { - width: 62.5%; -} - - .sheet-offset-15-24, - .sheet-rolltemplate-SWorlds .sheet-offset-15-24 { - margin-left: 62.5%; -} - - .sheet-col-17-24, - .sheet-rolltemplate-SWorlds .sheet-col-17-24 { - width: 70.83333%; -} - - .sheet-offset-17-24, - .sheet-rolltemplate-SWorlds .sheet-offset-17-24 { - margin-left: 70.83333%; -} - - .sheet-col-19-24, - .sheet-rolltemplate-SWorlds .sheet-col-19-24 { - width: 79.16667%; -} - - .sheet-offset-19-24, - .sheet-rolltemplate-SWorlds .sheet-offset-19-24 { - margin-left: 79.16667%; -} - - .sheet-col-21-24, - .sheet-rolltemplate-SWorlds .sheet-col-21-24 { - width: 87.5%; -} - - .sheet-offset-21-24, - .sheet-rolltemplate-SWorlds .sheet-offset-21-24 { - margin-left: 87.5%; -} - - .sheet-col-23-24, - .sheet-rolltemplate-SWorlds .sheet-col-23-24 { - width: 95.83333%; -} - - .sheet-offset-23-24, - .sheet-rolltemplate-SWorlds .sheet-offset-23-24 { - margin-left: 95.83333%; -} - - .sheet-row-r, - .sheet-rolltemplate-SWorlds .sheet-row-r { - letter-spacing: -0.31em; - *letter-spacing: normal; - word-spacing: -0.43em; -} - - .sheet-opera-only :-o-prefocus, .sheet-row-r, - .sheet-rolltemplate-SWorlds .sheet-opera-only :-o-prefocus, .sheet-rolltemplate-SWorlds .sheet-row-r { - word-spacing: -0.43em; -} - - .sheet-row-r img, - .sheet-rolltemplate-SWorlds .sheet-row-r img { - max-width: 100%; -} - -div.sheet-tabbed { - display: none; -} - -div.sheet-pjtab, div.sheet-pnjtab {} - -div.sheet-fctab{ - display:block; -} - - input.sheet-is-npc:checked ~ div.sheet-pnjtab { - display: block; -} - - input.sheet-is-npc { - width: 5%; - height: 16px; - cursor: pointer; - position: relative; - opacity: 0; - z-index: 9999; -} - - span.sheet-is-npc-tab::before { - content: "PNJ"; -} - - span.sheet-is-npc-tab, span.sheet-is-pc-tab, span.sheet-is-fc-tab { - text-align: center; - display: inline-block; - width: 5%; - height: 16px; - font-size: 9px; - background: #65763c; - color: white; - font-weight: bold; - border-radius: 4px; - margin-left: -5% -} - - input.sheet-is-npc:checked + span.sheet-is-npc-tab { - background: #93537c; - color: white; - border-radius: 4px; -} - -input.sheet-is-npc:checked + span.sheet-is-npc-tab::before { - content: "PNJ" -} - -input.sheet-is-pc:checked ~ div.sheet-pjtab { - display: block; -} - - input.sheet-is-pc { - width: 5%; - height: 16px; - cursor: pointer; - position: relative; - opacity: 0; - z-index: 9999; -} - -span.sheet-is-pc-tab::before { - content: "PJ"; -} - -input.sheet-is-pc:checked + span.sheet-is-pc-tab { - background: #93537c; - color: white; - border-radius: 4px; -} - - -input.sheet-is-pc:checked + span.sheet-is-pc-tab::before { - content: "PJ" -} - - - -input.sheet-is-fc:checked ~ div.sheet-fctab { - display: none; -} - - input.sheet-is-fc { - width: 5%; - height: 16px; - cursor: pointer; - position: relative; - opacity: 0; - z-index: 9999; -} - -span.sheet-is-fc-tab::before { - content: "Efecto"; -} - -input.sheet-is-fc:checked + span.sheet-is-fc-tab { - background: #93537c; - color: white; - border-radius: 4px; -} - - -input.sheet-is-fc:checked + span.sheet-is-fc-tab::before { - content: "Efecto" -} - - - -/*this hides the contents of each tab by default*/ -div.sheet-tab-content { - display: none; -} - -input.sheet-tab1:checked ~ div.sheet-tab1, -input.sheet-tab2:checked ~ div.sheet-tab2, -input.sheet-tab3:checked ~ div.sheet-tab3, -input.sheet-tab4:checked ~ div.sheet-tab4,{ - display: block; -} - -input.sheet-tab { - width: 90px; - height: 20px; - line-height: 30px; - position: relative; - top: 0px; - left: 0px; - - cursor: pointer; - z-index: 1; - opacity: 0; -} - -input.sheet-tab + span::before { - font-size: 1.2em; - font-weight: bold; - content: attr(title); - border: solid 1px black; - border-bottom-color: white; - text-align: center; - display: inline-block; - background: #fff; - width: 90px; - line-height: 20px; - left: 0px; - margin-left:-90px; - position: relative; -} - -input.sheet-tab:checked + span::before { - background: black; - color:white; - border-bottom-color: black; - -} - -.repcontrol > .btn { - background:black; - color:white; - border: none; - background-image: none; - text-shadow: none; - box-shadow: none; - display:inline-block; -} - -input[type="checkbox"].sheet-arrow { - opacity: 0; - width: 16px; - height: 16px; - position: relative; - top: 5px; - left: 6px; - margin: -10px; - cursor: pointer; - z-index: 1; -} - -input[type="checkbox"].sheet-arrow:checked ~ div.sheet-body { - display: none; -} - -input[type="checkbox"].sheet-arrow + span::before { - margin-right: 4px; - line-height: 14px; - text-align: center; - display: inline-block; - vertical-align: middle; - content: "▼"; - width: 14px; - height: 14px; - font-size: 12px; -} - -input[type="checkbox"].sheet-arrow:checked + span::before { - content: "►"; -} - -.sheet-rolltemplate-SWorlds .sheet-backg { - width: auto; - border: 3px solid black; - border-radius: 8px 8px 0px 0px; -} - -.sheet-rolltemplate-SWorlds .sheet-header1 { - - background-color: #231F20; - color : white; - font-size: 16px; - font-family: 'Contrail One'; - -} - -.sheet-rolltemplate-SWorlds .sheet-header2 { - background-color: #5b5b5b; - color : white; - font-size: 14px; - font-family: 'Contrail One'; - -} - -.sheet-rolltemplate-SWorlds .sheet-body1 { - background-color: #fffae0; - color : black; - font-size: 24px; - font-family: 'Contrail One'; - padding: 10px 15px; -} - -.sheet-rolltemplate-SWorlds .sheet-body2 { - background-color: #e2e2e2; - color : black; - font-size: 24px; - font-family: 'Contrail One'; - padding: 10px 15px; -} - -.sheet-rolltemplate-SWorlds .sheet-ataque { - background-color: #ffdda8; - color : black; - font-size: 14px; - font-family: 'Contrail One'; -} - -.sheet-rolltemplate-SWorlds .sheet-damage { - background-color: #e59e9e; - color : black; - font-size: 14px; - font-family: 'Contrail One'; - padding: 5px 15px; -} - -.sheet-rolltemplate-SWorlds .sheet-extra { - background-color: #9ee5a9; - color : black; - font-size: 14px; - font-family: 'Contrail One'; -} - -.sheet-rolltemplate-SWorlds .inlinerollresult { - - background:none; - border: none; -} - -.sheet-rolltemplate-SWorlds .inlinerollresult.fullcrit { - color: #3FB315; - background:none; - border: none; -} - -.sheet-rolltemplate-SWorlds .inlinerollresult.fullfail { - color: #B31515; - background:none; - border: none; -} - -.sheet-rolltemplate-SWorlds .sheet-body2 .inlinerollresult { - color: #999494; - border: none; + +.sheet-rolltemplate-SWorlds .sheet-rt-card { + width:95%; + background-color:#FFFFFF; + font-size: 11px; + + -webkit-border-radius: 5px; + -moz-border-radius: 5px; + border-radius: 5px; + + border: black 1px solid; + padding: 5px 0px; + + -webkit-box-sizing: border-box; + -moz-box-sizing: border-box; + box-sizing: border-box; +} +/* Generic header */ +.sheet-rolltemplate-SWorlds .sheet-rt-header { + text-align: center; + position: relative; + color: #fff; + margin: 0 -10px 10px -10px; + padding: 5px 0; + background-color: #5c5c5c; + background-image: linear-gradient(rgba(255,255,255,.3), rgba(255,255,255,0)); + -moz-box-shadow: 0 2px 0 rgba(0,0,0,.3); + -webkit-box-shadow: 0 2px 0 rgba(0,0,0,.3); + box-shadow: 0 2px 0 rgba(0,0,0,.3); +} + +.sheet-rolltemplate-SWorlds .sheet-rt-header:before, +.sheet-rolltemplate-SWorlds .sheet-rt-header:after { + content: ''; + position: absolute; + border-style: solid; + border-color: transparent; + bottom: -10px; +} + +.sheet-rolltemplate-SWorlds .sheet-rt-header:before { + border-width: 0 10px 10px 0; + border-right-color: #222; + left: 0; +} + +.sheet-rolltemplate-SWorlds .sheet-rt-header:after { + border-width: 0 0 10px 10px; + border-left-color: #222; + right: 0; +} + +.sheet-rolltemplate-SWorlds .sheet-rt-title { + font-size: 1.5em; +} + +.sheet-rolltemplate-SWorlds .sheet-rt-subheader { + +} + +/* Melee header*/ +.sheet-rolltemplate-SWorlds .sheet-rt-header.sheet-weapon { + background-color: #2C5D28; +} + +.sheet-rolltemplate-SWorlds .sheet-rt-header.sheet-weapon:before { + border-right-color: #375035; +} + +.sheet-rolltemplate-SWorlds .sheet-rt-header.sheet-weapon:after { + border-left-color: #375035; +} + +/* Spell header */ +.sheet-rolltemplate-SWorlds .sheet-rt-header.sheet-spell{ + background-color: #45285D; +} + +.sheet-rolltemplate-SWorlds .sheet-rt-header.sheet-spell:before { + border-right-color: #443550; +} + +.sheet-rolltemplate-SWorlds .sheet-rt-header.sheet-spell:after { + border-left-color: #443550; +} + +/* Ability check header */ +.sheet-rolltemplate-SWorlds .sheet-rt-header.sheet-ability{ + background-color: #28595D; +} + +.sheet-rolltemplate-SWorlds .sheet-rt-header.sheet-ability:before { + border-right-color: #354E50; +} + +.sheet-rolltemplate-SWorlds .sheet-rt-header.sheet-ability:after { + border-left-color: #354E50; +} + +/* Saving throw header */ +.sheet-rolltemplate-SWorlds .sheet-rt-header.sheet-save{ + background-color: #5D2828; +} + +.sheet-rolltemplate-SWorlds .sheet-rt-header.sheet-save:before { + border-right-color: #503535; +} + +.sheet-rolltemplate-SWorlds .sheet-rt-header.sheet-save:after { + border-left-color: #503535; +} + +/* Death Save header */ +.sheet-rolltemplate-SWorlds .sheet-rt-header.sheet-deathsave{ + background-color: #240F0F; +} + +.sheet-rolltemplate-SWorlds .sheet-rt-header.sheet-deathsave:before { + border-right-color: #1F1414; +} + +.sheet-rolltemplate-SWorlds .sheet-rt-header.sheet-deathsave:after { + border-left-color: #1F1414; +} + + +.sheet-rolltemplate-SWorlds .sheet-row:nth-child(even) { + + background-color: #E9EDEE; +} + + +.sheet-rolltemplate-SWorlds .sheet-rt-key { + font-weight: bold; + font-family: Arial, Helvetica, sans-serif; + font-size: 1.1em; + + -moz-text-decoration-color: #D64541; + text-decoration-color: #D64541; + + -webkit-box-sizing: border-box; + -moz-box-sizing: border-box; + box-sizing: border-box; + + max-width: 120px; + padding: 2px 2px 2px 0px; + +} + +.sheet-rolltemplate-SWorlds .sheet-rt-key-wide { + font-weight: bold; + font-family: Arial, Helvetica, sans-serif; + font-size: 1.1em; + + -moz-text-decoration-color: #D64541; + text-decoration-color: #D64541; + + -webkit-box-sizing: border-box; + -moz-box-sizing: border-box; + box-sizing: border-box; + + padding: 2px 2px 2px 0px + +} + + +.sheet-rolltemplate-SWorlds .sheet-rt-value { + -webkit-box-sizing: border-box; + -moz-box-sizing: border-box; + box-sizing: border-box; + + margin-top: 2px ; + +} + +.sheet-rolltemplate-SWorlds .sheet-main-content { + +} + +.sheet-rolltemplate-SWorlds .sheet-main-content hr.sheet-roll { + width: 80%; + margin-left: auto; + margin-right: auto; + + color: #D64541; + background-color: #D64541; + height: 1px; +} + + +.sheet-rolltemplate-SWorlds .sheet-rt-emote { + font-style: italic; + font-size: 11px; + font-family: Arial; + text-align: center; + + border: green 1px dashed; + border-radius: 5px; + + padding: 0px 5px; + margin: 0px 5px 5px 5px; + +} + +/*** ROLL TEMPLATE STYLING ENDS HERE **/ + + +/* overall wrapper to fix moving width issues with overflow on hidden sections */ + .sheet-overall-wrapper { + max-width: 832px; +} + +/* Tweak repeating section buttons so they have a bottom margin and dont overflow when in edit mode. */ + div[class^="repcontrol"] { + margin-bottom: 5px; +} + + div[class="repcontainer editmode"] ~ div[class^="repcontrol"] button[class="btn repcontrol_add"] { + display: inline-block!important; + visibility: hidden; +} + +/* character/force button Settings */ + + div.sheet-character { + display: none; +} + + + +/* END character/force button Settings */ +/* NPC button Settings */ + + + +/* END pc/npc button Settings */ + +/* Main Sheet Tabs */ + + + input.sheet-tab { + width: 87px; + height: 20px; + cursor: pointer; + position: relative; + opacity: 0; + z-index: 9999; +} + + span.sheet-tab { + text-align: center; + display: inline-block; + font-size: 13px; + background: #4a6486; + color: white; + font-weight: bold; + border-radius: 4px; + + width: 87px; + height: 20px; + cursor: pointer; + position: relative; + margin-left: -91px; +} + +/* General sheet/rolltemplate wide Styles */ + button, input, select, textarea, + .sheet-row [class *= "sheet-col"], + [class *= "sheet-col"] { + font-size: 12px; +} + + .sheet-spell-row-number, + .sheet-inventory-row-number, + .sheet-classaction-row-number { + text-align: center; + font-weight: bold; +} + + .sheet-small-label, + .sheet-rolltemplate-SWorlds .sheet-small-label { + font-size: 85%!important; + font-style: italic; + font-weight: bold; +} + + .sheet-last-updated, + .sheet-rolltemplate-SWorlds .sheet-last-updated { + font-size: 85%!important; + font-style: italic; + font-weight: bold; + margin: 0; +} + + .sheet-checkbox-row, + .sheet-rolltemplate-SWorlds .sheet-checkbox-row { + line-height: 28px; + text-align: center; +} + + .sheet-hd-row, + .sheet-rolltemplate-SWorlds .sheet-hd-row { + margin-top: 5px; + font-size: 11px!important; +} + + .sheet-pictos, + .sheet-rolltemplate-SWorlds .sheet-pictos { + font-family: "Pictos"; + font-size: 14px; +} + + .sheet-pictos-custom, + .sheet-rolltemplate-SWorlds .sheet-pictos-custom { + font-family: "Pictos Custom"; + font-size: 14px; +} + + .sheet-pictos-three, + .sheet-rolltemplate-SWorlds .sheet-pictos-three { + font-family: "Pictos Three"; + font-size: 14px; +} + + .sheet-d6-font, + .sheet-rolltemplate-SWorlds .sheet-d6-font { + font-family: "dicefontd6"; + font-size: 14px; +} + + .sheet-d8-font, + .sheet-rolltemplate-SWorlds .sheet-d8-font { + font-family: "dicefontd8"; + font-size: 14px; +} + + .sheet-d10-font, + .sheet-rolltemplate-SWorlds .sheet-d10-font { + font-family: "dicefontd10"; + font-size: 14px; +} + + .sheet-d20-font, + .sheet-rolltemplate-SWorlds .sheet-d20-font { + font-family: "dicefontd20"; + font-size: 14px; +} + + .sheet-padl, + .sheet-rolltemplate-SWorlds .sheet-padl{ + padding-left:10px; + -webkit-box-sizing: border-box; + -moz-box-sizing: border-box; + box-sizing: border-box; +} + + .sheet-padr, + .sheet-rolltemplate-SWorlds .sheet-padr{ + padding-right:10px; + -webkit-box-sizing: border-box; + -moz-box-sizing: border-box; + box-sizing: border-box; +} + + .sheet-padt, + .sheet-rolltemplate-SWorlds .sheet-padt{ + padding-top:12px; + -webkit-box-sizing: border-box; + -moz-box-sizing: border-box; + box-sizing: border-box; +} + + .sheet-padb, + .sheet-rolltemplate-SWorlds .sheet-padb{ + padding-bottom:5px; + -webkit-box-sizing: border-box; + -moz-box-sizing: border-box; + box-sizing: border-box; +} + + .sheet-border-right, + .sheet-rolltemplate-SWorlds .sheet-border-right { + border-right: 1px solid #000; +} + + .sheet-border-left, + .sheet-rolltemplate-SWorlds .sheet-border-left { + border-left: 1px solid #000; +} + + .sheet-border-top, + .sheet-rolltemplate-SWorlds .sheet-border-top { + border-top: 1px solid #000; +} + + .sheet-border-bottom, + .sheet-rolltemplate-SWorlds .sheet-border-bottom { + border-bottom: 1px solid #000; +} + + .sheet-border-right-dotted, + .sheet-rolltemplate-SWorlds .sheet-border-right-dotted { + border-right: 1px dotted #000; +} + + .sheet-border-left-dotted, + .sheet-rolltemplate-SWorlds .sheet-border-left-dotted { + border-left: 1px dotted #000; +} + + .sheet-border-top-dotted, + .sheet-rolltemplate-SWorlds .sheet-border-top-dotted { + border-top: 1px dotted #000; +} + + .sheet-border-bottom-dotted, + .sheet-rolltemplate-SWorlds .sheet-border-bottom-dotted { + border-bottom: 1px dotted #000; +} + + input[type=number], input[type=text], select { + background: 0; + width: 100%!important; + margin-bottom:2px!important; +} + + input[type=number] { + text-align: center; +} + + input[type=text].sheet-underlined { + box-shadow: 0px -2px 0px 0px #000000 inset; +} + + input[type=text].sheet-rasgo { + text-align: left; + font-weight: bold; + color:#7a0000; + font-size: 16px!important; + font-family: 'Contrail One'; +} + + input[type=number].sheet-underlined { + box-shadow: 0px -2px 0px 0px #000000 inset; +} + + button.sheet-core-save, button.sheet-core-check, button.sheet-initiative, button.sheet-roll { + font-size: 12px!important; +} + + button.sheet-initiative { + height: 3em; + +} + + hr, + .sheet-rolltemplate-SWorlds hr { + border: 0; + height: 1px; + background-image: -webkit-linear-gradient(left, rgba(0,0,0,0), rgba(0,0,0,75.75), rgba(0,0,0,0)); + background-image: -moz-linear-gradient(left, rgba(0,0,0,0), rgba(0,0,0,75.75), rgba(0,0,0,0)); + background-image: -ms-linear-gradient(left, rgba(0,0,0,0), rgba(0,0,0,75.75), rgba(0,0,0,0)); + background-image: -o-linear-gradient(left, rgba(0,0,0,0), rgba(0,0,0,75.75), rgba(0,0,0,0)); + margin: 5px 0; +} + + span.sheet-spacer, + .sheet-rolltemplate-SWorlds span.sheet-spacer { + display: block; + margin-top: 5px; +} + + .sheet-heading-row { + text-align: center; + font-weight: bold; +} + + .sheet-footer-row { + text-align: center; + font-weight: bold; + border-bottom: 1px solid #dddddd; + margin-bottom: 5px; +} + + .sheet-vert-middle, + .sheet-rolltemplate-SWorlds .sheet-vert-middle { + vertical-align: middle!important; +} + + .sheet-vert-bottom, + .sheet-rolltemplate-SWorlds .sheet-vert-bottom { + vertical-align: bottom!important; +} + + .sheet-center, + .sheet-rolltemplate-SWorlds .sheet-center { + text-align: center; +} +.sheet-right, + .sheet-rolltemplate-SWorlds .sheet-right { + text-align: right; +} + + textarea { + width: calc(100% - 10px); + height: 170px; + resize:none; +} + + .sheet-fluid-textarea { + height: 100%; +} + + .sheet-small-textarea { + height: 50px; +} + + .sheet-medium-textarea { + height: 100px; +} + + .sheet-large-textarea { + height: 300px; +} + + h3 { + font-size: 12px; + text-align: center; + text-transform: uppercase; + margin-bottom: 5px; + color:#ffffff; + background-color:#000000; + background-image: -moz-repeating-radial-gradient(center center, circle cover, #000000, #870202 100%); + background-image: -webkit-repeating-radial-gradient(center center, circle cover, #000000, #870202 100%); + background-image: -o-repeating-radial-gradient(center center, circle cover, #000000, #870202 100%); + background-image: -ms-repeating-radial-gradient(center center, circle cover, #000000, #870202 100%); + background-image: repeating-radial-gradient(center center, circle cover, #000000, #870202 100%); + margin-top: 10px; + border-radius: 12px; + +} + + h4 { + background-color: #000000; + color: #ffffff; + font-size: 12px; + border-radius: 12px; + padding-left: 5px; + margin-bottom: 5px; +} + + input[disabled] { + background-color: #eaffef; + border-color: #ddd; + cursor: not-allowed; + -moz-appearance: textfield; +} + + input[disabled].sheet-passive-skill-score { + background-color: #def6fc; + border-color: #ddd; + cursor: not-allowed; + -moz-appearance: textfield; +} + + input[disabled]::-webkit-inner-spin-button, + input[disabled]::-webkit-outer-spin-button { + -webkit-appearance: none; + margin: 0; +} + + .sheet-small-note { + text-align: center; + font-family: Arial; + font-size: 10px; +} + .sheet-tiny-note { + text-align: Left; + font-family: Arial; + font-size: 6px; +} + + select { + font-size: 90%; +} + + .sheet-important-text { + text-decoration: underline; + color: #ff0000; +} + + .sheet-grey-row { + background-color: #eee; +} + + + .sheet-sub-header { + background-color: #cecece; + vertical-align: bottom; + border-radius: 12px; + margin-bottom: 3px; +} + + .sheet-footer { + background-color: rgba(250, 202, 78, 0.2); + vertical-align: bottom; + + margin-top: 3px; +} + + .sheet-spell-header { + background-color: #c7d1bf; + vertical-align: bottom; + border-radius: 12px; + margin-bottom: 3px; +} + + + +/* Header section */ + + img.sheet-icon { + width: 100px; + height: 100px; +} + +/* Core stat section */ + + .sheet-core-stat-label { + background-color: #000000; + color: #ffffff; + font-size: 14px!important; + font-weight: bold; + text-transform: uppercase; + vertical-align: middle; + line-height: 28px; + text-align: center; +} + +.sheet-core-small-label { + background-color: #000000; + color: #ffffff; + font-size: 12px!important; + font-weight: bold; + vertical-align: middle; + line-height: 28px; + text-align: left; + text-indent: 5px; +} + +.sheet-medium-label { + font-size: 13px!important; + font-style: italic; + font-weight: bold; +} + +.sheet-medium2-label { + font-size: 12px!important; + font-style: italic; + font-weight: bold; +} + +.sheet-fatigue { + border-radius: 10px; + border:solid 2px black; + background: #555652; + padding: 5px 0px; + + +} + +.sheet-labelfatigue { + margin-top:-5px; + font-weight: bold; + color: white; + + +} + +.sheet-labelmanus { + font-weight: bold; + color: black; + border-color:#555652; + +} + +button[type=roll].sheet-new-button::before { content: ''; } + + .sheet-new-button { + width: 25px; + + font-size: 0px; + border: 1px solid black; + border-radius: 5px; + background-color: #7aa5bc; +} + + .sheet-large-button { + padding: 5px; + height: 45px; + vertical-align: middle; +} + + .sheet-new-button2 { + background-color: #7aa5bc; +} + +.sheet-small-button { + + background-color: #7aa5bc; +} + +button[type=roll].sheet-blank-roll-button { + background-color: transparent; + color: black; + border: none; + font-size: 9px; + line-height: 12px; + background-image: none; + text-shadow: none; + box-shadow: none; + padding: 0px; + margin: 0px; + width: 100%; + font-weight: bold; + text-align: left; + +} + +button[type=roll].sheet-blank-roll-button::before { + content: "" !important; + + +} + +/* Death save checkboxes - FAIL */ + + input.sheet-death-save-fail { + width: 28%; + height: 20px; + cursor: pointer; + position: relative; + opacity: 0; + z-index: 9999; + margin-top: 5px; + margin-bottom: 5px; +} + + span.sheet-death-save-fail-tab::before { + content: "???"; +} + + span.sheet-death-save-fail-tab { + text-align: center; + display: inline-block; + width: 28%; + height: 20px; + font-size: 13px; + + font-weight: bold; + border-radius: 4px; + margin-left: -28%; + border: 1px solid; +} + + input.sheet-death-save-fail:checked + span.sheet-death-save-fail-tab { + background: #8c6075; + color: white; + border-radius: 4px; +} + + input.sheet-death-save-fail:checked + span.sheet-death-save-fail-tab::before { + content: "Failure"; +} + +/* Death save checkboxes - success */ + + input.sheet-death-save-success { + width: 28%; + height: 20px; + cursor: pointer; + position: relative; + opacity: 0; + z-index: 9999; + margin-top: 5px; + margin-bottom: 5px; +} + + span.sheet-death-save-success-tab::before { + content: "???"; +} + + span.sheet-death-save-success-tab { + text-align: center; + display: inline-block; + width: 28%; + height: 20px; + font-size: 13px; + + font-weight: bold; + border-radius: 4px; + margin-left: -28%; + border: 1px solid; +} + + input.sheet-death-save-success:checked + span.sheet-death-save-success-tab { + background: #879a6a; + color: white; + border-radius: 4px; +} + + input.sheet-death-save-success:checked + span.sheet-death-save-success-tab::before { + content: "Success" +} + +/* Skills section */ + + .sheet-skill-row { + margin: 1px 0; +} + + .sheet-skill-roll { + padding: 0 5px!important; + height:29px; +} + .sheet-skill-name { + margin-top: 5px; + font-size: 11px!important; +} + .sheet-skill-checkbox { + margin-top: 5px; +} + + .sheet-margin-top { + margin-top: 5px; +} + + .sheet-margin-bottom { + margin-bottom: 5px; +} + + .sheet-margin-left { + margin-left: 5px; +} + + .sheet-margin-right { + margin-right: 5px; +} + +/* Custom Pure Grid CSS (24 cols) DO NOT EDIT BELOW THIS LINE OR RISK BREAKING FORMATTING */ + .sheet-row, +.sheet-rolltemplate-SWorlds .sheet-row { + letter-spacing: -0.31em; + *letter-spacing: normal; + *word-spacing: -0.43em; + text-rendering: optimizespeed; +} + + .sheet-opera-only :-o-prefocus, .sheet-row, + .sheet-rolltemplate-SWorlds .sheet-opera-only :-o-prefocus, .sheet-rolltemplate-SWorlds .sheet-row { + word-spacing: -0.43em; +} + + .sheet-col, + .sheet-rolltemplate-SWorlds .sheet-col { + display: inline-block; + zoom: 1; *display: inline; + letter-spacing: normal; + word-spacing: normal; + vertical-align: top; + text-rendering: auto; +} + +.sheet-rolltemplate-SWorlds .sheet-col-1,.sheet-rolltemplate-SWorlds .sheet-col-1-2,.sheet-rolltemplate-SWorlds .sheet-col-1-3,.sheet-rolltemplate-SWorlds .sheet-col-2-3,.sheet-rolltemplate-SWorlds .sheet-col-1-4,.sheet-rolltemplate-SWorlds .sheet-col-3-4,.sheet-rolltemplate-SWorlds .sheet-col-1-5,.sheet-rolltemplate-SWorlds .sheet-col-2-5,.sheet-rolltemplate-SWorlds .sheet-col-3-5,.sheet-rolltemplate-SWorlds .sheet-col-4-5,.sheet-rolltemplate-SWorlds .sheet-col-1-6,.sheet-rolltemplate-SWorlds .sheet-col-5-6,.sheet-rolltemplate-SWorlds .sheet-col-1-7,.sheet-rolltemplate-SWorlds .sheet-col-2-7,.sheet-rolltemplate-SWorlds .sheet-col-3-7,.sheet-rolltemplate-SWorlds .sheet-col-4-7,.sheet-rolltemplate-SWorlds .sheet-col-5-7,.sheet-rolltemplate-SWorlds .sheet-col-6-7,.sheet-rolltemplate-SWorlds .sheet-col-1-8,.sheet-rolltemplate-SWorlds .sheet-col-3-8,.sheet-rolltemplate-SWorlds .sheet-col-5-8,.sheet-rolltemplate-SWorlds .sheet-col-7-8,.sheet-rolltemplate-SWorlds .sheet-col-1-9,.sheet-rolltemplate-SWorlds .sheet-col-2-9,.sheet-rolltemplate-SWorlds .sheet-col-4-9,.sheet-rolltemplate-SWorlds .sheet-col-5-9,.sheet-rolltemplate-SWorlds .sheet-col-6-9,.sheet-rolltemplate-SWorlds .sheet-col-7-9,.sheet-rolltemplate-SWorlds .sheet-col-8-9,.sheet-rolltemplate-SWorlds .sheet-col-1-10,.sheet-rolltemplate-SWorlds .sheet-col-3-10,.sheet-rolltemplate-SWorlds .sheet-col-7-10,.sheet-rolltemplate-SWorlds .sheet-col-9-10,.sheet-rolltemplate-SWorlds .sheet-col-1-11,.sheet-rolltemplate-SWorlds .sheet-col-2-11,.sheet-rolltemplate-SWorlds .sheet-col-3-11,.sheet-rolltemplate-SWorlds .sheet-col-4-11,.sheet-rolltemplate-SWorlds .sheet-col-5-11,.sheet-rolltemplate-SWorlds .sheet-col-6-11,.sheet-rolltemplate-SWorlds .sheet-col-7-11,.sheet-rolltemplate-SWorlds .sheet-col-8-11,.sheet-rolltemplate-SWorlds .sheet-col-9-11,.sheet-rolltemplate-SWorlds .sheet-col-10-11,.sheet-rolltemplate-SWorlds .sheet-col-1-12,.sheet-rolltemplate-SWorlds .sheet-col-5-12,.sheet-rolltemplate-SWorlds .sheet-col-7-12,.sheet-rolltemplate-SWorlds .sheet-col-9-12,.sheet-rolltemplate-SWorlds .sheet-col-11-12,.sheet-rolltemplate-SWorlds .sheet-col-1-13,.sheet-rolltemplate-SWorlds .sheet-col-2-13,.sheet-rolltemplate-SWorlds .sheet-col-3-13,.sheet-rolltemplate-SWorlds .sheet-col-4-13,.sheet-rolltemplate-SWorlds .sheet-col-5-13,.sheet-rolltemplate-SWorlds .sheet-col-6-13,.sheet-rolltemplate-SWorlds .sheet-col-7-13,.sheet-rolltemplate-SWorlds .sheet-col-8-13,.sheet-rolltemplate-SWorlds .sheet-col-9-13,.sheet-rolltemplate-SWorlds .sheet-col-10-13,.sheet-rolltemplate-SWorlds .sheet-col-11-13,.sheet-rolltemplate-SWorlds .sheet-col-12-13,.sheet-rolltemplate-SWorlds .sheet-col-1-14,.sheet-rolltemplate-SWorlds .sheet-col-3-14,.sheet-rolltemplate-SWorlds .sheet-col-5-14,.sheet-rolltemplate-SWorlds .sheet-col-9-14,.sheet-rolltemplate-SWorlds .sheet-col-11-14,.sheet-rolltemplate-SWorlds .sheet-col-13-14,.sheet-rolltemplate-SWorlds .sheet-col-1-15,.sheet-rolltemplate-SWorlds .sheet-col-2-15,.sheet-rolltemplate-SWorlds .sheet-col-4-15,.sheet-rolltemplate-SWorlds .sheet-col-6-15,.sheet-rolltemplate-SWorlds .sheet-col-7-15,.sheet-rolltemplate-SWorlds .sheet-col-8-15,.sheet-rolltemplate-SWorlds .sheet-col-9-15,.sheet-rolltemplate-SWorlds .sheet-col-10-15,.sheet-rolltemplate-SWorlds .sheet-col-11-15,.sheet-rolltemplate-SWorlds .sheet-col-12-15,.sheet-rolltemplate-SWorlds .sheet-col-13-15,.sheet-rolltemplate-SWorlds .sheet-col-14-15,.sheet-rolltemplate-SWorlds .sheet-col-1-16,.sheet-rolltemplate-SWorlds .sheet-col-3-16,.sheet-rolltemplate-SWorlds .sheet-col-5-16,.sheet-rolltemplate-SWorlds .sheet-col-7-16,.sheet-rolltemplate-SWorlds .sheet-col-9-16,.sheet-rolltemplate-SWorlds .sheet-col-11-16,.sheet-rolltemplate-SWorlds .sheet-col-13-16,.sheet-rolltemplate-SWorlds .sheet-col-15-16,.sheet-rolltemplate-SWorlds .sheet-col-1-17,.sheet-rolltemplate-SWorlds .sheet-col-2-17,.sheet-rolltemplate-SWorlds .sheet-col-3-17,.sheet-rolltemplate-SWorlds .sheet-col-4-17,.sheet-rolltemplate-SWorlds .sheet-col-5-17,.sheet-rolltemplate-SWorlds .sheet-col-6-17,.sheet-rolltemplate-SWorlds .sheet-col-7-17,.sheet-rolltemplate-SWorlds .sheet-col-8-17,.sheet-rolltemplate-SWorlds .sheet-col-9-17,.sheet-rolltemplate-SWorlds .sheet-col-10-17,.sheet-rolltemplate-SWorlds .sheet-col-11-17,.sheet-rolltemplate-SWorlds .sheet-col-12-17,.sheet-rolltemplate-SWorlds .sheet-col-13-17,.sheet-rolltemplate-SWorlds .sheet-col-14-17,.sheet-rolltemplate-SWorlds .sheet-col-15-17,.sheet-rolltemplate-SWorlds .sheet-col-16-17,.sheet-rolltemplate-SWorlds .sheet-col-1-18,.sheet-rolltemplate-SWorlds .sheet-col-5-18,.sheet-rolltemplate-SWorlds .sheet-col-7-18,.sheet-rolltemplate-SWorlds .sheet-col-11-18,.sheet-rolltemplate-SWorlds .sheet-col-13-18,.sheet-rolltemplate-SWorlds .sheet-col-15-18,.sheet-rolltemplate-SWorlds .sheet-col-17-18,.sheet-rolltemplate-SWorlds .sheet-col-1-19,.sheet-rolltemplate-SWorlds .sheet-col-2-19,.sheet-rolltemplate-SWorlds .sheet-col-3-19,.sheet-rolltemplate-SWorlds .sheet-col-4-19,.sheet-rolltemplate-SWorlds .sheet-col-5-19,.sheet-rolltemplate-SWorlds .sheet-col-6-19,.sheet-rolltemplate-SWorlds .sheet-col-7-19,.sheet-rolltemplate-SWorlds .sheet-col-8-19,.sheet-rolltemplate-SWorlds .sheet-col-9-19,.sheet-rolltemplate-SWorlds .sheet-col-10-19,.sheet-rolltemplate-SWorlds .sheet-col-11-19,.sheet-rolltemplate-SWorlds .sheet-col-12-19,.sheet-rolltemplate-SWorlds .sheet-col-13-19,.sheet-rolltemplate-SWorlds .sheet-col-14-19,.sheet-rolltemplate-SWorlds .sheet-col-15-19,.sheet-rolltemplate-SWorlds .sheet-col-16-19,.sheet-rolltemplate-SWorlds .sheet-col-17-19,.sheet-rolltemplate-SWorlds .sheet-col-18-19,.sheet-rolltemplate-SWorlds .sheet-col-1-20,.sheet-rolltemplate-SWorlds .sheet-col-3-20,.sheet-rolltemplate-SWorlds .sheet-col-7-20,.sheet-rolltemplate-SWorlds .sheet-col-9-20,.sheet-rolltemplate-SWorlds .sheet-col-11-20,.sheet-rolltemplate-SWorlds .sheet-col-13-20,.sheet-rolltemplate-SWorlds .sheet-col-15-20,.sheet-rolltemplate-SWorlds .sheet-col-17-20,.sheet-rolltemplate-SWorlds .sheet-col-19-20,.sheet-rolltemplate-SWorlds .sheet-col-1-21,.sheet-rolltemplate-SWorlds .sheet-col-2-21,.sheet-rolltemplate-SWorlds .sheet-col-4-21,.sheet-rolltemplate-SWorlds .sheet-col-5-21,.sheet-rolltemplate-SWorlds .sheet-col-6-21,.sheet-rolltemplate-SWorlds .sheet-col-8-21,.sheet-rolltemplate-SWorlds .sheet-col-9-21,.sheet-rolltemplate-SWorlds .sheet-col-10-21,.sheet-rolltemplate-SWorlds .sheet-col-11-21,.sheet-rolltemplate-SWorlds .sheet-col-12-21,.sheet-rolltemplate-SWorlds .sheet-col-13-21,.sheet-rolltemplate-SWorlds .sheet-col-14-21,.sheet-rolltemplate-SWorlds .sheet-col-15-21,.sheet-rolltemplate-SWorlds .sheet-col-16-21,.sheet-rolltemplate-SWorlds .sheet-col-17-21,.sheet-rolltemplate-SWorlds .sheet-col-18-21,.sheet-rolltemplate-SWorlds .sheet-col-19-21,.sheet-rolltemplate-SWorlds .sheet-col-20-21,.sheet-rolltemplate-SWorlds .sheet-col-1-22,.sheet-rolltemplate-SWorlds .sheet-col-3-22,.sheet-rolltemplate-SWorlds .sheet-col-5-22,.sheet-rolltemplate-SWorlds .sheet-col-7-22,.sheet-rolltemplate-SWorlds .sheet-col-9-22,.sheet-rolltemplate-SWorlds .sheet-col-13-22,.sheet-rolltemplate-SWorlds .sheet-col-15-22,.sheet-rolltemplate-SWorlds .sheet-col-17-22,.sheet-rolltemplate-SWorlds .sheet-col-19-22,.sheet-rolltemplate-SWorlds .sheet-col-21-22,.sheet-rolltemplate-SWorlds .sheet-col-1-23,.sheet-rolltemplate-SWorlds .sheet-col-2-23,.sheet-rolltemplate-SWorlds .sheet-col-3-23,.sheet-rolltemplate-SWorlds .sheet-col-4-23,.sheet-rolltemplate-SWorlds .sheet-col-5-23,.sheet-rolltemplate-SWorlds .sheet-col-6-23,.sheet-rolltemplate-SWorlds .sheet-col-7-23,.sheet-rolltemplate-SWorlds .sheet-col-8-23,.sheet-rolltemplate-SWorlds .sheet-col-9-23,.sheet-rolltemplate-SWorlds .sheet-col-10-23,.sheet-rolltemplate-SWorlds .sheet-col-11-23,.sheet-rolltemplate-SWorlds .sheet-col-12-23,.sheet-rolltemplate-SWorlds .sheet-col-13-23,.sheet-rolltemplate-SWorlds .sheet-col-14-23,.sheet-rolltemplate-SWorlds .sheet-col-15-23,.sheet-rolltemplate-SWorlds .sheet-col-16-23,.sheet-rolltemplate-SWorlds .sheet-col-17-23,.sheet-rolltemplate-SWorlds .sheet-col-18-23,.sheet-rolltemplate-SWorlds .sheet-col-19-23,.sheet-rolltemplate-SWorlds .sheet-col-20-23,.sheet-rolltemplate-SWorlds .sheet-col-21-23,.sheet-rolltemplate-SWorlds .sheet-col-22-23,.sheet-rolltemplate-SWorlds .sheet-col-1-24,.sheet-rolltemplate-SWorlds .sheet-col-5-24,.sheet-rolltemplate-SWorlds .sheet-col-7-24,.sheet-rolltemplate-SWorlds .sheet-col-9-24,.sheet-rolltemplate-SWorlds .sheet-col-11-24,.sheet-rolltemplate-SWorlds .sheet-col-13-24,.sheet-rolltemplate-SWorlds .sheet-col-15-24,.sheet-rolltemplate-SWorlds .sheet-col-17-24,.sheet-rolltemplate-SWorlds .sheet-col-19-24,.sheet-rolltemplate-SWorlds .sheet-col-21-24,.sheet-rolltemplate-SWorlds .sheet-col-23-24, .sheet-col-1, .sheet-col-1-2, .sheet-col-1-3, .sheet-col-2-3, .sheet-col-1-4, .sheet-col-3-4, .sheet-col-1-5, .sheet-col-2-5, .sheet-col-3-5, .sheet-col-4-5, .sheet-col-1-6, .sheet-col-5-6, .sheet-col-1-7, .sheet-col-2-7, .sheet-col-3-7, .sheet-col-4-7, .sheet-col-5-7, .sheet-col-6-7, .sheet-col-1-8, .sheet-col-3-8, .sheet-col-5-8, .sheet-col-7-8, .sheet-col-1-9, .sheet-col-2-9, .sheet-col-4-9, .sheet-col-5-9, .sheet-col-6-9, .sheet-col-7-9, .sheet-col-8-9, .sheet-col-1-10, .sheet-col-3-10, .sheet-col-7-10, .sheet-col-9-10, .sheet-col-1-11, .sheet-col-2-11, .sheet-col-3-11, .sheet-col-4-11, .sheet-col-5-11, .sheet-col-6-11, .sheet-col-7-11, .sheet-col-8-11, .sheet-col-9-11, .sheet-col-10-11, .sheet-col-1-12, .sheet-col-5-12, .sheet-col-7-12, .sheet-col-9-12, .sheet-col-11-12, .sheet-col-1-13, .sheet-col-2-13, .sheet-col-3-13, .sheet-col-4-13, .sheet-col-5-13, .sheet-col-6-13, .sheet-col-7-13, .sheet-col-8-13, .sheet-col-9-13, .sheet-col-10-13, .sheet-col-11-13, .sheet-col-12-13, .sheet-col-1-14, .sheet-col-3-14, .sheet-col-5-14, .sheet-col-9-14, .sheet-col-11-14, .sheet-col-13-14, .sheet-col-1-15, .sheet-col-2-15, .sheet-col-4-15, .sheet-col-6-15, .sheet-col-7-15, .sheet-col-8-15, .sheet-col-9-15, .sheet-col-10-15, .sheet-col-11-15, .sheet-col-12-15, .sheet-col-13-15, .sheet-col-14-15, .sheet-col-1-16, .sheet-col-3-16, .sheet-col-5-16, .sheet-col-7-16, .sheet-col-9-16, .sheet-col-11-16, .sheet-col-13-16, .sheet-col-15-16, .sheet-col-1-17, .sheet-col-2-17, .sheet-col-3-17, .sheet-col-4-17, .sheet-col-5-17, .sheet-col-6-17, .sheet-col-7-17, .sheet-col-8-17, .sheet-col-9-17, .sheet-col-10-17, .sheet-col-11-17, .sheet-col-12-17, .sheet-col-13-17, .sheet-col-14-17, .sheet-col-15-17, .sheet-col-16-17, .sheet-col-1-18, .sheet-col-5-18, .sheet-col-7-18, .sheet-col-11-18, .sheet-col-13-18, .sheet-col-15-18, .sheet-col-17-18, .sheet-col-1-19, .sheet-col-2-19, .sheet-col-3-19, .sheet-col-4-19, .sheet-col-5-19, .sheet-col-6-19, .sheet-col-7-19, .sheet-col-8-19, .sheet-col-9-19, .sheet-col-10-19, .sheet-col-11-19, .sheet-col-12-19, .sheet-col-13-19, .sheet-col-14-19, .sheet-col-15-19, .sheet-col-16-19, .sheet-col-17-19, .sheet-col-18-19, .sheet-col-1-20, .sheet-col-3-20, .sheet-col-7-20, .sheet-col-9-20, .sheet-col-11-20, .sheet-col-13-20, .sheet-col-15-20, .sheet-col-17-20, .sheet-col-19-20, .sheet-col-1-21, .sheet-col-2-21, .sheet-col-4-21, .sheet-col-5-21, .sheet-col-6-21, .sheet-col-8-21, .sheet-col-9-21, .sheet-col-10-21, .sheet-col-11-21, .sheet-col-12-21, .sheet-col-13-21, .sheet-col-14-21, .sheet-col-15-21, .sheet-col-16-21, .sheet-col-17-21, .sheet-col-18-21, .sheet-col-19-21, .sheet-col-20-21, .sheet-col-1-22, .sheet-col-3-22, .sheet-col-5-22, .sheet-col-7-22, .sheet-col-9-22, .sheet-col-13-22, .sheet-col-15-22, .sheet-col-17-22, .sheet-col-19-22, .sheet-col-21-22, .sheet-col-1-23, .sheet-col-2-23, .sheet-col-3-23, .sheet-col-4-23, .sheet-col-5-23, .sheet-col-6-23, .sheet-col-7-23, .sheet-col-8-23, .sheet-col-9-23, .sheet-col-10-23, .sheet-col-11-23, .sheet-col-12-23, .sheet-col-13-23, .sheet-col-14-23, .sheet-col-15-23, .sheet-col-16-23, .sheet-col-17-23, .sheet-col-18-23, .sheet-col-19-23, .sheet-col-20-23, .sheet-col-21-23, .sheet-col-22-23, .sheet-col-1-24, .sheet-col-5-24, .sheet-col-7-24, .sheet-col-9-24, .sheet-col-11-24, .sheet-col-13-24, .sheet-col-15-24, .sheet-col-17-24, .sheet-col-19-24, .sheet-col-21-24, .sheet-col-23-24 { + display: inline-block; + zoom: 1; + *display: inline; + letter-spacing: normal; + word-spacing: normal; + vertical-align: top; + text-rendering: auto; +} + + + + .sheet-col-1, + .sheet-rolltemplate-SWorlds .sheet-col-1 { + display:block; +} + + + .sheet-col-1-2, + .sheet-rolltemplate-SWorlds .sheet-col-1-2 { + width: 50%; +} + + .sheet-offset-1-2, + .sheet-rolltemplate-SWorlds .sheet-offset-1-2 { + margin-left: 50%; +} + + .sheet-col-1-3, + .sheet-rolltemplate-SWorlds .sheet-col-1-3 { + width: 33.33333%; +} + + .sheet-offset-1-3, + .sheet-rolltemplate-SWorlds .sheet-offset-1-3 { + margin-left: 33.33333%; +} + + .sheet-col-2-3, + .sheet-rolltemplate-SWorlds .sheet-col-2-3 { + width: 66.66667%; +} + + .sheet-offset-2-3, + .sheet-rolltemplate-SWorlds .sheet-offset-2-3 { + margin-left: 66.66667%; +} + + .sheet-col-1-4, + .sheet-rolltemplate-SWorlds .sheet-col-1-4 { + width: 25%; +} + + .sheet-offset-1-4, + .sheet-rolltemplate-SWorlds .sheet-offset-1-4 { + margin-left: 25%; +} + + .sheet-col-3-4, + .sheet-rolltemplate-SWorlds .sheet-col-3-4 { + width: 75%; +} + + .sheet-offset-3-4, + .sheet-rolltemplate-SWorlds .sheet-offset-3-4 { + margin-left: 75%; +} + + .sheet-col-1-5, + .sheet-rolltemplate-SWorlds .sheet-col-1-5 { + width: 20%; +} + + .sheet-offset-1-5, + .sheet-rolltemplate-SWorlds .sheet-offset-1-5 { + margin-left: 20%; +} + + .sheet-col-2-5, + .sheet-rolltemplate-SWorlds .sheet-col-2-5 { + width: 40%; +} + + .sheet-offset-2-5, + .sheet-rolltemplate-SWorlds .sheet-offset-2-5 { + margin-left: 40%; +} + + .sheet-col-3-5, + .sheet-rolltemplate-SWorlds .sheet-col-3-5 { + width: 60%; +} + + .sheet-offset-3-5, + .sheet-rolltemplate-SWorlds .sheet-offset-3-5 { + margin-left: 60%; +} + + .sheet-col-4-5, + .sheet-rolltemplate-SWorlds .sheet-col-4-5 { + width: 80%; +} + + .sheet-offset-4-5, + .sheet-rolltemplate-SWorlds .sheet-offset-4-5 { + margin-left: 80%; +} + + .sheet-col-1-6, + .sheet-rolltemplate-SWorlds .sheet-col-1-6 { + width: 16.66667%; +} + + .sheet-offset-1-6, + .sheet-rolltemplate-SWorlds .sheet-offset-1-6 { + margin-left: 16.66667%; +} + + .sheet-col-5-6, + .sheet-rolltemplate-SWorlds .sheet-col-5-6 { + width: 83.33333%; +} + + .sheet-offset-5-6, + .sheet-rolltemplate-SWorlds .sheet-offset-5-6 { + margin-left: 83.33333%; +} + + .sheet-col-1-7, + .sheet-rolltemplate-SWorlds .sheet-col-1-7 { + width: 14.28571%; +} + + .sheet-offset-1-7, + .sheet-rolltemplate-SWorlds .sheet-offset-1-7 { + margin-left: 14.28571%; +} + + .sheet-col-2-7, + .sheet-rolltemplate-SWorlds .sheet-col-2-7 { + width: 28.57143%; +} + + .sheet-offset-2-7, + .sheet-rolltemplate-SWorlds .sheet-offset-2-7 { + margin-left: 28.57143%; +} + + .sheet-col-3-7, + .sheet-rolltemplate-SWorlds .sheet-col-3-7 { + width: 42.85714%; +} + + .sheet-offset-3-7, + .sheet-rolltemplate-SWorlds .sheet-offset-3-7 { + margin-left: 42.85714%; +} + + .sheet-col-4-7, + .sheet-rolltemplate-SWorlds .sheet-col-4-7 { + width: 57.14286%; +} + + .sheet-offset-4-7, + .sheet-rolltemplate-SWorlds .sheet-offset-4-7 { + margin-left: 57.14286%; +} + + .sheet-col-5-7, + .sheet-rolltemplate-SWorlds .sheet-col-5-7 { + width: 71.42857%; +} + + .sheet-offset-5-7, + .sheet-rolltemplate-SWorlds .sheet-offset-5-7 { + margin-left: 71.42857%; +} + + .sheet-col-6-7, + .sheet-rolltemplate-SWorlds .sheet-col-6-7 { + width: 85.71429%; +} + + .sheet-offset-6-7, + .sheet-rolltemplate-SWorlds .sheet-offset-6-7 { + margin-left: 85.71429%; +} + + .sheet-col-1-8, + .sheet-rolltemplate-SWorlds .sheet-col-1-8 { + width: 12.5%; +} + + .sheet-offset-1-8, + .sheet-rolltemplate-SWorlds .sheet-offset-1-8 { + margin-left: 12.5%; +} + + .sheet-col-3-8, + .sheet-rolltemplate-SWorlds .sheet-col-3-8 { + width: 37.5%; +} + + .sheet-offset-3-8, + .sheet-rolltemplate-SWorlds .sheet-offset-3-8 { + margin-left: 37.5%; +} + + .sheet-col-5-8, + .sheet-rolltemplate-SWorlds .sheet-col-5-8 { + width: 62.5%; +} + + .sheet-offset-5-8, + .sheet-rolltemplate-SWorlds .sheet-offset-5-8 { + margin-left: 62.5%; +} + + .sheet-col-7-8, + .sheet-rolltemplate-SWorlds .sheet-col-7-8 { + width: 87.5%; +} + + .sheet-offset-7-8, + .sheet-rolltemplate-SWorlds .sheet-offset-7-8 { + margin-left: 87.5%; +} + + .sheet-col-1-9, + .sheet-rolltemplate-SWorlds .sheet-col-1-9 { + width: 11.11111%; +} + + .sheet-offset-1-9, + .sheet-rolltemplate-SWorlds .sheet-offset-1-9 { + margin-left: 11.11111%; +} + + .sheet-col-2-9, + .sheet-rolltemplate-SWorlds .sheet-col-2-9 { + width: 22.22222%; +} + + .sheet-offset-2-9, + .sheet-rolltemplate-SWorlds .sheet-offset-2-9 { + margin-left: 22.22222%; +} + + .sheet-col-4-9, + .sheet-rolltemplate-SWorlds .sheet-col-4-9 { + width: 44.44444%; +} + + .sheet-offset-4-9, + .sheet-rolltemplate-SWorlds .sheet-offset-4-9 { + margin-left: 44.44444%; +} + + .sheet-col-5-9, + .sheet-rolltemplate-SWorlds .sheet-col-5-9 { + width: 55.55556%; +} + + .sheet-offset-5-9, + .sheet-rolltemplate-SWorlds .sheet-offset-5-9 { + margin-left: 55.55556%; +} + + .sheet-col-6-9, + .sheet-rolltemplate-SWorlds .sheet-col-6-9 { + width: 66.66667%; +} + + .sheet-offset-6-9, + .sheet-rolltemplate-SWorlds .sheet-offset-6-9 { + margin-left: 66.66667%; +} + + .sheet-col-7-9, + .sheet-rolltemplate-SWorlds .sheet-col-7-9 { + width: 77.77778%; +} + + .sheet-offset-7-9, + .sheet-rolltemplate-SWorlds .sheet-offset-7-9 { + margin-left: 77.77778%; +} + + .sheet-col-8-9, + .sheet-rolltemplate-SWorlds .sheet-col-8-9 { + width: 88.88889%; +} + + .sheet-offset-8-9, + .sheet-rolltemplate-SWorlds .sheet-offset-8-9 { + margin-left: 88.88889%; +} + + .sheet-col-1-10, + .sheet-rolltemplate-SWorlds .sheet-col-1-10 { + width: 10%; +} + + .sheet-offset-1-10, + .sheet-rolltemplate-SWorlds .sheet-offset-1-10 { + margin-left: 10%; +} + + .sheet-col-3-10, + .sheet-rolltemplate-SWorlds .sheet-col-3-10 { + width: 30%; +} + + .sheet-offset-3-10, + .sheet-rolltemplate-SWorlds .sheet-offset-3-10 { + margin-left: 30%; +} + + .sheet-col-7-10, + .sheet-rolltemplate-SWorlds .sheet-col-7-10 { + width: 70%; +} + + .sheet-offset-7-10, + .sheet-rolltemplate-SWorlds .sheet-offset-7-10 { + margin-left: 70%; +} + + .sheet-col-9-10, + .sheet-rolltemplate-SWorlds .sheet-col-9-10 { + width: 90%; +} + + .sheet-offset-9-10, + .sheet-rolltemplate-SWorlds .sheet-offset-9-10 { + margin-left: 90%; +} + + .sheet-col-1-11, + .sheet-rolltemplate-SWorlds .sheet-col-1-11 { + width: 9.09091%; +} + + .sheet-offset-1-11, + .sheet-rolltemplate-SWorlds .sheet-offset-1-11 { + margin-left: 9.09091%; +} + + .sheet-col-2-11, + .sheet-rolltemplate-SWorlds .sheet-col-2-11 { + width: 18.18182%; +} + + .sheet-offset-2-11, + .sheet-rolltemplate-SWorlds .sheet-offset-2-11 { + margin-left: 18.18182%; +} + + .sheet-col-3-11, + .sheet-rolltemplate-SWorlds .sheet-col-3-11 { + width: 27.27273%; +} + + .sheet-offset-3-11, + .sheet-rolltemplate-SWorlds .sheet-offset-3-11 { + margin-left: 27.27273%; +} + + .sheet-col-4-11, + .sheet-rolltemplate-SWorlds .sheet-col-4-11 { + width: 36.36364%; +} + + .sheet-offset-4-11, + .sheet-rolltemplate-SWorlds .sheet-offset-4-11 { + margin-left: 36.36364%; +} + + .sheet-col-5-11, + .sheet-rolltemplate-SWorlds .sheet-col-5-11 { + width: 45.45455%; +} + + .sheet-offset-5-11, + .sheet-rolltemplate-SWorlds .sheet-offset-5-11 { + margin-left: 45.45455%; +} + + .sheet-col-6-11, + .sheet-rolltemplate-SWorlds .sheet-col-6-11 { + width: 54.54545%; +} + + .sheet-offset-6-11, + .sheet-rolltemplate-SWorlds .sheet-offset-6-11 { + margin-left: 54.54545%; +} + + .sheet-col-7-11, + .sheet-rolltemplate-SWorlds .sheet-col-7-11 { + width: 63.63636%; +} + + .sheet-offset-7-11, + .sheet-rolltemplate-SWorlds .sheet-offset-7-11 { + margin-left: 63.63636%; +} + + .sheet-col-8-11, + .sheet-rolltemplate-SWorlds .sheet-col-8-11 { + width: 72.72727%; +} + + .sheet-offset-8-11, + .sheet-rolltemplate-SWorlds .sheet-offset-8-11 { + margin-left: 72.72727%; +} + + .sheet-col-9-11, + .sheet-rolltemplate-SWorlds .sheet-col-9-11 { + width: 81.81818%; +} + + .sheet-offset-9-11, + .sheet-rolltemplate-SWorlds .sheet-offset-9-11 { + margin-left: 81.81818%; +} + + .sheet-col-10-11, + .sheet-rolltemplate-SWorlds .sheet-col-10-11 { + width: 90.90909%; +} + + .sheet-offset-10-11, + .sheet-rolltemplate-SWorlds .sheet-offset-10-11 { + margin-left: 90.90909%; +} + + .sheet-col-1-12, + .sheet-rolltemplate-SWorlds .sheet-col-1-12 { + width: 8.33333%; +} + + .sheet-offset-1-12, + .sheet-rolltemplate-SWorlds .sheet-offset-1-12 { + margin-left: 8.33333%; +} + + .sheet-col-5-12, + .sheet-rolltemplate-SWorlds .sheet-col-5-12 { + width: 41.66667%; +} + + .sheet-offset-5-12, + .sheet-rolltemplate-SWorlds .sheet-offset-5-12 { + margin-left: 41.66667%; +} + + .sheet-col-7-12, + .sheet-rolltemplate-SWorlds .sheet-col-7-12 { + width: 58.33333%; +} + + .sheet-offset-7-12, + .sheet-rolltemplate-SWorlds .sheet-offset-7-12 { + margin-left: 58.33333%; +} + + .sheet-col-9-12, + .sheet-rolltemplate-SWorlds .sheet-col-9-12 { + width: 75%; +} + + .sheet-offset-9-12, + .sheet-rolltemplate-SWorlds .sheet-offset-9-12 { + margin-left: 75%; +} + + .sheet-col-11-12, + .sheet-rolltemplate-SWorlds .sheet-col-11-12 { + width: 91.66667%; +} + + .sheet-offset-11-12, + .sheet-rolltemplate-SWorlds .sheet-offset-11-12 { + margin-left: 91.66667%; +} + + .sheet-col-1-13, + .sheet-rolltemplate-SWorlds .sheet-col-1-13 { + width: 7.69231%; +} + + .sheet-offset-1-13, + .sheet-rolltemplate-SWorlds .sheet-offset-1-13 { + margin-left: 7.69231%; +} + + .sheet-col-2-13, + .sheet-rolltemplate-SWorlds .sheet-col-2-13 { + width: 15.38462%; +} + + .sheet-offset-2-13, + .sheet-rolltemplate-SWorlds .sheet-offset-2-13 { + margin-left: 15.38462%; +} + + .sheet-col-3-13, + .sheet-rolltemplate-SWorlds .sheet-col-3-13 { + width: 23.07692%; +} + + .sheet-offset-3-13, + .sheet-rolltemplate-SWorlds .sheet-offset-3-13 { + margin-left: 23.07692%; +} + + .sheet-col-4-13, + .sheet-rolltemplate-SWorlds .sheet-col-4-13 { + width: 30.76923%; +} + + .sheet-offset-4-13, + .sheet-rolltemplate-SWorlds .sheet-offset-4-13 { + margin-left: 30.76923%; +} + + .sheet-col-5-13, + .sheet-rolltemplate-SWorlds .sheet-col-5-13 { + width: 38.46154%; +} + + .sheet-offset-5-13, + .sheet-rolltemplate-SWorlds .sheet-offset-5-13 { + margin-left: 38.46154%; +} + + .sheet-col-6-13, + .sheet-rolltemplate-SWorlds .sheet-col-6-13 { + width: 46.15385%; +} + + .sheet-offset-6-13, + .sheet-rolltemplate-SWorlds .sheet-offset-6-13 { + margin-left: 46.15385%; +} + + .sheet-col-7-13, + .sheet-rolltemplate-SWorlds .sheet-col-7-13 { + width: 53.84615%; +} + + .sheet-offset-7-13, + .sheet-rolltemplate-SWorlds .sheet-offset-7-13 { + margin-left: 53.84615%; +} + + .sheet-col-8-13, + .sheet-rolltemplate-SWorlds .sheet-col-8-13 { + width: 61.53846%; +} + + .sheet-offset-8-13, + .sheet-rolltemplate-SWorlds .sheet-offset-8-13 { + margin-left: 61.53846%; +} + + .sheet-col-9-13, + .sheet-rolltemplate-SWorlds .sheet-col-9-13 { + width: 69.23077%; +} + + .sheet-offset-9-13, + .sheet-rolltemplate-SWorlds .sheet-offset-9-13 { + margin-left: 69.23077%; +} + + .sheet-col-10-13, + .sheet-rolltemplate-SWorlds .sheet-col-10-13 { + width: 76.92308%; +} + + .sheet-offset-10-13, + .sheet-rolltemplate-SWorlds .sheet-offset-10-13 { + margin-left: 76.92308%; +} + + .sheet-col-11-13, + .sheet-rolltemplate-SWorlds .sheet-col-11-13 { + width: 84.61538%; +} + + .sheet-offset-11-13, + .sheet-rolltemplate-SWorlds .sheet-offset-11-13 { + margin-left: 84.61538%; +} + + .sheet-col-12-13, + .sheet-rolltemplate-SWorlds .sheet-col-12-13 { + width: 92.30769%; +} + + .sheet-offset-12-13, + .sheet-rolltemplate-SWorlds .sheet-offset-12-13 { + margin-left: 92.30769%; +} + + .sheet-col-1-14, + .sheet-rolltemplate-SWorlds .sheet-col-1-14 { + width: 7.14286%; +} + + .sheet-offset-1-14, + .sheet-rolltemplate-SWorlds .sheet-offset-1-14 { + margin-left: 7.14286%; +} + + .sheet-col-3-14, + .sheet-rolltemplate-SWorlds .sheet-col-3-14 { + width: 21.42857%; +} + + .sheet-offset-3-14, + .sheet-rolltemplate-SWorlds .sheet-offset-3-14 { + margin-left: 21.42857%; +} + + .sheet-col-5-14, + .sheet-rolltemplate-SWorlds .sheet-col-5-14 { + width: 35.71429%; +} + + .sheet-offset-5-14, + .sheet-rolltemplate-SWorlds .sheet-offset-5-14 { + margin-left: 35.71429%; +} + + .sheet-col-9-14, + .sheet-rolltemplate-SWorlds .sheet-col-9-14 { + width: 64.28571%; +} + + .sheet-offset-9-14, + .sheet-rolltemplate-SWorlds .sheet-offset-9-14 { + margin-left: 64.28571%; +} + + .sheet-col-11-14, + .sheet-rolltemplate-SWorlds .sheet-col-11-14 { + width: 78.57143%; +} + + .sheet-offset-11-14, + .sheet-rolltemplate-SWorlds .sheet-offset-11-14 { + margin-left: 78.57143%; +} + + .sheet-col-13-14, + .sheet-rolltemplate-SWorlds .sheet-col-13-14 { + width: 92.85714%; +} + + .sheet-offset-13-14, + .sheet-rolltemplate-SWorlds .sheet-offset-13-14 { + margin-left: 92.85714%; +} + + .sheet-col-1-15, + .sheet-rolltemplate-SWorlds .sheet-col-1-15 { + width: 6.66667%; +} + + .sheet-offset-1-15, + .sheet-rolltemplate-SWorlds .sheet-offset-1-15 { + margin-left: 6.66667%; +} + + .sheet-col-2-15, + .sheet-rolltemplate-SWorlds .sheet-col-2-15 { + width: 13.33333%; +} + + .sheet-offset-2-15, + .sheet-rolltemplate-SWorlds .sheet-offset-2-15 { + margin-left: 13.33333%; +} + + .sheet-col-4-15, + .sheet-rolltemplate-SWorlds .sheet-col-4-15 { + width: 26.66667%; +} + + .sheet-offset-4-15, + .sheet-rolltemplate-SWorlds .sheet-offset-4-15 { + margin-left: 26.66667%; +} + + .sheet-col-6-15, + .sheet-rolltemplate-SWorlds .sheet-col-6-15 { + width: 40%; +} + + .sheet-offset-6-15, + .sheet-rolltemplate-SWorlds .sheet-offset-6-15 { + margin-left: 40%; +} + + .sheet-col-7-15, + .sheet-rolltemplate-SWorlds .sheet-col-7-15 { + width: 46.66667%; +} + + .sheet-offset-7-15, + .sheet-rolltemplate-SWorlds .sheet-offset-7-15 { + margin-left: 46.66667%; +} + + .sheet-col-8-15, + .sheet-rolltemplate-SWorlds .sheet-col-8-15 { + width: 53.33333%; +} + + .sheet-offset-8-15, + .sheet-rolltemplate-SWorlds .sheet-offset-8-15 { + margin-left: 53.33333%; +} + + .sheet-col-9-15, + .sheet-rolltemplate-SWorlds .sheet-col-9-15 { + width: 60%; +} + + .sheet-offset-9-15, + .sheet-rolltemplate-SWorlds .sheet-offset-9-15 { + margin-left: 60%; +} + + .sheet-col-10-15, + .sheet-rolltemplate-SWorlds .sheet-col-10-15 { + width: 66.66667%; +} + + .sheet-offset-10-15, + .sheet-rolltemplate-SWorlds .sheet-offset-10-15 { + margin-left: 66.66667%; +} + + .sheet-col-11-15, + .sheet-rolltemplate-SWorlds .sheet-col-11-15 { + width: 73.33333%; +} + + .sheet-offset-11-15, + .sheet-rolltemplate-SWorlds .sheet-offset-11-15 { + margin-left: 73.33333%; +} + + .sheet-col-12-15, + .sheet-rolltemplate-SWorlds .sheet-col-12-15 { + width: 80%; +} + + .sheet-offset-12-15, + .sheet-rolltemplate-SWorlds .sheet-offset-12-15 { + margin-left: 80%; +} + + .sheet-col-13-15, + .sheet-rolltemplate-SWorlds .sheet-col-13-15 { + width: 86.66667%; +} + + .sheet-offset-13-15, + .sheet-rolltemplate-SWorlds .sheet-offset-13-15 { + margin-left: 86.66667%; +} + + .sheet-col-14-15, + .sheet-rolltemplate-SWorlds .sheet-col-14-15 { + width: 93.33333%; +} + + .sheet-offset-14-15, + .sheet-rolltemplate-SWorlds .sheet-offset-14-15 { + margin-left: 93.33333%; +} + + .sheet-col-1-16, + .sheet-rolltemplate-SWorlds .sheet-col-1-16 { + width: 6.25%; +} + + .sheet-offset-1-16, + .sheet-rolltemplate-SWorlds .sheet-offset-1-16 { + margin-left: 6.25%; +} + + .sheet-col-3-16, + .sheet-rolltemplate-SWorlds .sheet-col-3-16 { + width: 18.75%; +} + + .sheet-offset-3-16, + .sheet-rolltemplate-SWorlds .sheet-offset-3-16 { + margin-left: 18.75%; +} + + .sheet-col-5-16, + .sheet-rolltemplate-SWorlds .sheet-col-5-16 { + width: 31.25%; +} + + .sheet-offset-5-16, + .sheet-rolltemplate-SWorlds .sheet-offset-5-16 { + margin-left: 31.25%; +} + + .sheet-col-7-16, + .sheet-rolltemplate-SWorlds .sheet-col-7-16 { + width: 43.75%; +} + + .sheet-offset-7-16, + .sheet-rolltemplate-SWorlds .sheet-offset-7-16 { + margin-left: 43.75%; +} + + .sheet-col-9-16, + .sheet-rolltemplate-SWorlds .sheet-col-9-16 { + width: 56.25%; +} + + .sheet-offset-9-16, + .sheet-rolltemplate-SWorlds .sheet-offset-9-16 { + margin-left: 56.25%; +} + + .sheet-col-11-16, + .sheet-rolltemplate-SWorlds .sheet-col-11-16 { + width: 68.75%; +} + + .sheet-offset-11-16, + .sheet-rolltemplate-SWorlds .sheet-offset-11-16 { + margin-left: 68.75%; +} + + .sheet-col-13-16, + .sheet-rolltemplate-SWorlds .sheet-col-13-16 { + width: 81.25%; +} + + .sheet-offset-13-16, + .sheet-rolltemplate-SWorlds .sheet-offset-13-16 { + margin-left: 81.25%; +} + + .sheet-col-15-16, + .sheet-rolltemplate-SWorlds .sheet-col-15-16 { + width: 93.75%; +} + + .sheet-offset-15-16, + .sheet-rolltemplate-SWorlds .sheet-offset-15-16 { + margin-left: 93.75%; +} + + .sheet-col-1-17, + .sheet-rolltemplate-SWorlds .sheet-col-1-17 { + width: 5.88235%; +} + + .sheet-offset-1-17, + .sheet-rolltemplate-SWorlds .sheet-offset-1-17 { + margin-left: 5.88235%; +} + + .sheet-col-2-17, + .sheet-rolltemplate-SWorlds .sheet-col-2-17 { + width: 11.76471%; +} + + .sheet-offset-2-17, + .sheet-rolltemplate-SWorlds .sheet-offset-2-17 { + margin-left: 11.76471%; +} + + .sheet-col-3-17, + .sheet-rolltemplate-SWorlds .sheet-col-3-17 { + width: 17.64706%; +} + + .sheet-offset-3-17, + .sheet-rolltemplate-SWorlds .sheet-offset-3-17 { + margin-left: 17.64706%; +} + + .sheet-col-4-17, + .sheet-rolltemplate-SWorlds .sheet-col-4-17 { + width: 23.52941%; +} + + .sheet-offset-4-17, + .sheet-rolltemplate-SWorlds .sheet-offset-4-17 { + margin-left: 23.52941%; +} + + .sheet-col-5-17, + .sheet-rolltemplate-SWorlds .sheet-col-5-17 { + width: 29.41176%; +} + + .sheet-offset-5-17, + .sheet-rolltemplate-SWorlds .sheet-offset-5-17 { + margin-left: 29.41176%; +} + + .sheet-col-6-17, + .sheet-rolltemplate-SWorlds .sheet-col-6-17 { + width: 35.29412%; +} + + .sheet-offset-6-17, + .sheet-rolltemplate-SWorlds .sheet-offset-6-17 { + margin-left: 35.29412%; +} + + .sheet-col-7-17, + .sheet-rolltemplate-SWorlds .sheet-col-7-17 { + width: 41.17647%; +} + + .sheet-offset-7-17, + .sheet-rolltemplate-SWorlds .sheet-offset-7-17 { + margin-left: 41.17647%; +} + + .sheet-col-8-17, + .sheet-rolltemplate-SWorlds .sheet-col-8-17 { + width: 47.05882%; +} + + .sheet-offset-8-17, + .sheet-rolltemplate-SWorlds .sheet-offset-8-17 { + margin-left: 47.05882%; +} + + .sheet-col-9-17, + .sheet-rolltemplate-SWorlds .sheet-col-9-17 { + width: 52.94118%; +} + + .sheet-offset-9-17, + .sheet-rolltemplate-SWorlds .sheet-offset-9-17 { + margin-left: 52.94118%; +} + + .sheet-col-10-17, + .sheet-rolltemplate-SWorlds .sheet-col-10-17 { + width: 58.82353%; +} + + .sheet-offset-10-17, + .sheet-rolltemplate-SWorlds .sheet-offset-10-17 { + margin-left: 58.82353%; +} + + .sheet-col-11-17, + .sheet-rolltemplate-SWorlds .sheet-col-11-17 { + width: 64.70588%; +} + + .sheet-offset-11-17, + .sheet-rolltemplate-SWorlds .sheet-offset-11-17 { + margin-left: 64.70588%; +} + + .sheet-col-12-17, + .sheet-rolltemplate-SWorlds .sheet-col-12-17 { + width: 70.58824%; +} + + .sheet-offset-12-17, + .sheet-rolltemplate-SWorlds .sheet-offset-12-17 { + margin-left: 70.58824%; +} + + .sheet-col-13-17, + .sheet-rolltemplate-SWorlds .sheet-col-13-17 { + width: 76.47059%; +} + + .sheet-offset-13-17, + .sheet-rolltemplate-SWorlds .sheet-offset-13-17 { + margin-left: 76.47059%; +} + + .sheet-col-14-17, + .sheet-rolltemplate-SWorlds .sheet-col-14-17 { + width: 82.35294%; +} + + .sheet-offset-14-17, + .sheet-rolltemplate-SWorlds .sheet-offset-14-17 { + margin-left: 82.35294%; +} + + .sheet-col-15-17, + .sheet-rolltemplate-SWorlds .sheet-col-15-17 { + width: 88.23529%; +} + + .sheet-offset-15-17, + .sheet-rolltemplate-SWorlds .sheet-offset-15-17 { + margin-left: 88.23529%; +} + + .sheet-col-16-17, + .sheet-rolltemplate-SWorlds .sheet-col-16-17 { + width: 94.11765%; +} + + .sheet-offset-16-17, + .sheet-rolltemplate-SWorlds .sheet-offset-16-17 { + margin-left: 94.11765%; +} + + .sheet-col-1-18, + .sheet-rolltemplate-SWorlds .sheet-col-1-18 { + width: 5.55556%; +} + + .sheet-offset-1-18, + .sheet-rolltemplate-SWorlds .sheet-offset-1-18 { + margin-left: 5.55556%; +} + + .sheet-col-5-18, + .sheet-rolltemplate-SWorlds .sheet-col-5-18 { + width: 27.77778%; +} + + .sheet-offset-5-18, + .sheet-rolltemplate-SWorlds .sheet-offset-5-18 { + margin-left: 27.77778%; +} + + .sheet-col-7-18, + .sheet-rolltemplate-SWorlds .sheet-col-7-18 { + width: 38.88889%; +} + + .sheet-offset-7-18, + .sheet-rolltemplate-SWorlds .sheet-offset-7-18 { + margin-left: 38.88889%; +} + + .sheet-col-11-18, + .sheet-rolltemplate-SWorlds .sheet-col-11-18 { + width: 61.11111%; +} + + .sheet-offset-11-18, + .sheet-rolltemplate-SWorlds .sheet-offset-11-18 { + margin-left: 61.11111%; +} + + .sheet-col-13-18, + .sheet-rolltemplate-SWorlds .sheet-col-13-18 { + width: 72.22222%; +} + + .sheet-offset-13-18, + .sheet-rolltemplate-SWorlds .sheet-offset-13-18 { + margin-left: 72.22222%; +} + + .sheet-col-15-18, + .sheet-rolltemplate-SWorlds .sheet-col-15-18 { + width: 83.33333%; +} + + .sheet-offset-15-18, + .sheet-rolltemplate-SWorlds .sheet-offset-15-18 { + margin-left: 83.33333%; +} + + .sheet-col-17-18, + .sheet-rolltemplate-SWorlds .sheet-col-17-18 { + width: 94.44444%; +} + + .sheet-offset-17-18, + .sheet-rolltemplate-SWorlds .sheet-offset-17-18 { + margin-left: 94.44444%; +} + + .sheet-col-1-19, + .sheet-rolltemplate-SWorlds .sheet-col-1-19 { + width: 5.26316%; +} + + .sheet-offset-1-19, + .sheet-rolltemplate-SWorlds .sheet-offset-1-19 { + margin-left: 5.26316%; +} + + .sheet-col-2-19, + .sheet-rolltemplate-SWorlds .sheet-col-2-19 { + width: 10.52632%; +} + + .sheet-offset-2-19, + .sheet-rolltemplate-SWorlds .sheet-offset-2-19 { + margin-left: 10.52632%; +} + + .sheet-col-3-19, + .sheet-rolltemplate-SWorlds .sheet-col-3-19 { + width: 15.78947%; +} + + .sheet-offset-3-19, + .sheet-rolltemplate-SWorlds .sheet-offset-3-19 { + margin-left: 15.78947%; +} + + .sheet-col-4-19, + .sheet-rolltemplate-SWorlds .sheet-col-4-19 { + width: 21.05263%; +} + + .sheet-offset-4-19, + .sheet-rolltemplate-SWorlds .sheet-offset-4-19 { + margin-left: 21.05263%; +} + + .sheet-col-5-19, + .sheet-rolltemplate-SWorlds .sheet-col-5-19 { + width: 26.31579%; +} + + .sheet-offset-5-19, + .sheet-rolltemplate-SWorlds .sheet-offset-5-19 { + margin-left: 26.31579%; +} + + .sheet-col-6-19, + .sheet-rolltemplate-SWorlds .sheet-col-6-19 { + width: 31.57895%; +} + + .sheet-offset-6-19, + .sheet-rolltemplate-SWorlds .sheet-offset-6-19 { + margin-left: 31.57895%; +} + + .sheet-col-7-19, + .sheet-rolltemplate-SWorlds .sheet-col-7-19 { + width: 36.84211%; +} + + .sheet-offset-7-19, + .sheet-rolltemplate-SWorlds .sheet-offset-7-19 { + margin-left: 36.84211%; +} + + .sheet-col-8-19, + .sheet-rolltemplate-SWorlds .sheet-col-8-19 { + width: 42.10526%; +} + + .sheet-offset-8-19, + .sheet-rolltemplate-SWorlds .sheet-offset-8-19 { + margin-left: 42.10526%; +} + + .sheet-col-9-19, + .sheet-rolltemplate-SWorlds .sheet-col-9-19 { + width: 47.36842%; +} + + .sheet-offset-9-19, + .sheet-rolltemplate-SWorlds .sheet-offset-9-19 { + margin-left: 47.36842%; +} + + .sheet-col-10-19, + .sheet-rolltemplate-SWorlds .sheet-col-10-19 { + width: 52.63158%; +} + + .sheet-offset-10-19, + .sheet-rolltemplate-SWorlds .sheet-offset-10-19 { + margin-left: 52.63158%; +} + + .sheet-col-11-19, + .sheet-rolltemplate-SWorlds .sheet-col-11-19 { + width: 57.89474%; +} + + .sheet-offset-11-19, + .sheet-rolltemplate-SWorlds .sheet-offset-11-19 { + margin-left: 57.89474%; +} + + .sheet-col-12-19, + .sheet-rolltemplate-SWorlds .sheet-col-12-19 { + width: 63.15789%; +} + + .sheet-offset-12-19, + .sheet-rolltemplate-SWorlds .sheet-offset-12-19 { + margin-left: 63.15789%; +} + + .sheet-col-13-19, + .sheet-rolltemplate-SWorlds .sheet-col-13-19 { + width: 68.42105%; +} + + .sheet-offset-13-19, + .sheet-rolltemplate-SWorlds .sheet-offset-13-19 { + margin-left: 68.42105%; +} + + .sheet-col-14-19, + .sheet-rolltemplate-SWorlds .sheet-col-14-19 { + width: 73.68421%; +} + + .sheet-offset-14-19, + .sheet-rolltemplate-SWorlds .sheet-offset-14-19 { + margin-left: 73.68421%; +} + + .sheet-col-15-19, + .sheet-rolltemplate-SWorlds .sheet-col-15-19 { + width: 78.94737%; +} + + .sheet-offset-15-19, + .sheet-rolltemplate-SWorlds .sheet-offset-15-19 { + margin-left: 78.94737%; +} + + .sheet-col-16-19, + .sheet-rolltemplate-SWorlds .sheet-col-16-19 { + width: 84.21053%; +} + + .sheet-offset-16-19, + .sheet-rolltemplate-SWorlds .sheet-offset-16-19 { + margin-left: 84.21053%; +} + + .sheet-col-17-19, + .sheet-rolltemplate-SWorlds .sheet-col-17-19 { + width: 89.47368%; +} + + .sheet-offset-17-19, + .sheet-rolltemplate-SWorlds .sheet-offset-17-19 { + margin-left: 89.47368%; +} + + .sheet-col-18-19, + .sheet-rolltemplate-SWorlds .sheet-col-18-19 { + width: 94.73684%; +} + + .sheet-offset-18-19, + .sheet-rolltemplate-SWorlds .sheet-offset-18-19 { + margin-left: 94.73684%; +} + + .sheet-col-1-20, + .sheet-rolltemplate-SWorlds .sheet-col-1-20 { + width: 5%; +} + + .sheet-offset-1-20, + .sheet-rolltemplate-SWorlds .sheet-offset-1-20 { + margin-left: 5%; +} + + .sheet-col-3-20, + .sheet-rolltemplate-SWorlds .sheet-col-3-20 { + width: 15%; +} + + .sheet-offset-3-20, + .sheet-rolltemplate-SWorlds .sheet-offset-3-20 { + margin-left: 15%; +} + + .sheet-col-7-20, + .sheet-rolltemplate-SWorlds .sheet-col-7-20 { + width: 35%; +} + + .sheet-offset-7-20, + .sheet-rolltemplate-SWorlds .sheet-offset-7-20 { + margin-left: 35%; +} + + .sheet-col-9-20, + .sheet-rolltemplate-SWorlds .sheet-col-9-20 { + width: 45%; +} + + .sheet-offset-9-20, + .sheet-rolltemplate-SWorlds .sheet-offset-9-20 { + margin-left: 45%; +} + + .sheet-col-11-20, + .sheet-rolltemplate-SWorlds .sheet-col-11-20 { + width: 55%; +} + + .sheet-offset-11-20, + .sheet-rolltemplate-SWorlds .sheet-offset-11-20 { + margin-left: 55%; +} + + .sheet-col-13-20, + .sheet-rolltemplate-SWorlds .sheet-col-13-20 { + width: 65%; +} + + .sheet-offset-13-20, + .sheet-rolltemplate-SWorlds .sheet-offset-13-20 { + margin-left: 65%; +} + + .sheet-col-15-20, + .sheet-rolltemplate-SWorlds .sheet-col-15-20 { + width: 75%; +} + + .sheet-offset-15-20, + .sheet-rolltemplate-SWorlds .sheet-offset-15-20 { + margin-left: 75%; +} + + .sheet-col-17-20, + .sheet-rolltemplate-SWorlds .sheet-col-17-20 { + width: 85%; +} + + .sheet-offset-17-20, + .sheet-rolltemplate-SWorlds .sheet-offset-17-20 { + margin-left: 85%; +} + + .sheet-col-19-20, + .sheet-rolltemplate-SWorlds .sheet-col-19-20 { + width: 95%; +} + + .sheet-offset-19-20, + .sheet-rolltemplate-SWorlds .sheet-offset-19-20 { + margin-left: 95%; +} + + .sheet-col-1-21, + .sheet-rolltemplate-SWorlds .sheet-col-1-21 { + width: 4.7619%; +} + + .sheet-offset-1-21, + .sheet-rolltemplate-SWorlds .sheet-offset-1-21 { + margin-left: 4.7619%; +} + + .sheet-col-2-21, + .sheet-rolltemplate-SWorlds .sheet-col-2-21 { + width: 9.52381%; +} + + .sheet-offset-2-21, + .sheet-rolltemplate-SWorlds .sheet-offset-2-21 { + margin-left: 9.52381%; +} + + .sheet-col-4-21, + .sheet-rolltemplate-SWorlds .sheet-col-4-21 { + width: 19.04762%; +} + + .sheet-offset-4-21, + .sheet-rolltemplate-SWorlds .sheet-offset-4-21 { + margin-left: 19.04762%; +} + + .sheet-col-5-21, + .sheet-rolltemplate-SWorlds .sheet-col-5-21 { + width: 23.80952%; +} + + .sheet-offset-5-21, + .sheet-rolltemplate-SWorlds .sheet-offset-5-21 { + margin-left: 23.80952%; +} + + .sheet-col-6-21, + .sheet-rolltemplate-SWorlds .sheet-col-6-21 { + width: 28.57143%; +} + + .sheet-offset-6-21, + .sheet-rolltemplate-SWorlds .sheet-offset-6-21 { + margin-left: 28.57143%; +} + + .sheet-col-8-21, + .sheet-rolltemplate-SWorlds .sheet-col-8-21 { + width: 38.09524%; +} + + .sheet-offset-8-21, + .sheet-rolltemplate-SWorlds .sheet-offset-8-21 { + margin-left: 38.09524%; +} + + .sheet-col-9-21, + .sheet-rolltemplate-SWorlds .sheet-col-9-21 { + width: 42.85714%; +} + + .sheet-offset-9-21, + .sheet-rolltemplate-SWorlds .sheet-offset-9-21 { + margin-left: 42.85714%; +} + + .sheet-col-10-21, + .sheet-rolltemplate-SWorlds .sheet-col-10-21 { + width: 47.61905%; +} + + .sheet-offset-10-21, + .sheet-rolltemplate-SWorlds .sheet-offset-10-21 { + margin-left: 47.61905%; +} + + .sheet-col-11-21, + .sheet-rolltemplate-SWorlds .sheet-col-11-21 { + width: 52.38095%; +} + + .sheet-offset-11-21, + .sheet-rolltemplate-SWorlds .sheet-offset-11-21 { + margin-left: 52.38095%; +} + + .sheet-col-12-21, + .sheet-rolltemplate-SWorlds .sheet-col-12-21 { + width: 57.14286%; +} + + .sheet-offset-12-21, + .sheet-rolltemplate-SWorlds .sheet-offset-12-21 { + margin-left: 57.14286%; +} + + .sheet-col-13-21, + .sheet-rolltemplate-SWorlds .sheet-col-13-21 { + width: 61.90476%; +} + + .sheet-offset-13-21, + .sheet-rolltemplate-SWorlds .sheet-offset-13-21 { + margin-left: 61.90476%; +} + + .sheet-col-14-21, + .sheet-rolltemplate-SWorlds .sheet-col-14-21 { + width: 66.66667%; +} + + .sheet-offset-14-21, + .sheet-rolltemplate-SWorlds .sheet-offset-14-21 { + margin-left: 66.66667%; +} + + .sheet-col-15-21, + .sheet-rolltemplate-SWorlds .sheet-col-15-21 { + width: 71.42857%; +} + + .sheet-offset-15-21, + .sheet-rolltemplate-SWorlds .sheet-offset-15-21 { + margin-left: 71.42857%; +} + + .sheet-col-16-21, + .sheet-rolltemplate-SWorlds .sheet-col-16-21 { + width: 76.19048%; +} + + .sheet-offset-16-21, + .sheet-rolltemplate-SWorlds .sheet-offset-16-21 { + margin-left: 76.19048%; +} + + .sheet-col-17-21, + .sheet-rolltemplate-SWorlds .sheet-col-17-21 { + width: 80.95238%; +} + + .sheet-offset-17-21, + .sheet-rolltemplate-SWorlds .sheet-offset-17-21 { + margin-left: 80.95238%; +} + + .sheet-col-18-21, + .sheet-rolltemplate-SWorlds .sheet-col-18-21 { + width: 85.71429%; +} + + .sheet-offset-18-21, + .sheet-rolltemplate-SWorlds .sheet-offset-18-21 { + margin-left: 85.71429%; +} + + .sheet-col-19-21, + .sheet-rolltemplate-SWorlds .sheet-col-19-21 { + width: 90.47619%; +} + + .sheet-offset-19-21, + .sheet-rolltemplate-SWorlds .sheet-offset-19-21 { + margin-left: 90.47619%; +} + + .sheet-col-20-21, + .sheet-rolltemplate-SWorlds .sheet-col-20-21 { + width: 95.2381%; +} + + .sheet-offset-20-21, + .sheet-rolltemplate-SWorlds .sheet-offset-20-21 { + margin-left: 95.2381%; +} + + .sheet-col-1-22, + .sheet-rolltemplate-SWorlds .sheet-col-1-22 { + width: 4.54545%; +} + + .sheet-offset-1-22, + .sheet-rolltemplate-SWorlds .sheet-offset-1-22 { + margin-left: 4.54545%; +} + + .sheet-col-3-22, + .sheet-rolltemplate-SWorlds .sheet-col-3-22 { + width: 13.63636%; +} + + .sheet-offset-3-22, + .sheet-rolltemplate-SWorlds .sheet-offset-3-22 { + margin-left: 13.63636%; +} + + .sheet-col-5-22, + .sheet-rolltemplate-SWorlds .sheet-col-5-22 { + width: 22.72727%; +} + + .sheet-offset-5-22, + .sheet-rolltemplate-SWorlds .sheet-offset-5-22 { + margin-left: 22.72727%; +} + + .sheet-col-7-22, + .sheet-rolltemplate-SWorlds .sheet-col-7-22 { + width: 31.81818%; +} + + .sheet-offset-7-22, + .sheet-rolltemplate-SWorlds .sheet-offset-7-22 { + margin-left: 31.81818%; +} + + .sheet-col-9-22, + .sheet-rolltemplate-SWorlds .sheet-col-9-22 { + width: 40.90909%; +} + + .sheet-offset-9-22, + .sheet-rolltemplate-SWorlds .sheet-offset-9-22 { + margin-left: 40.90909%; +} + + .sheet-col-13-22, + .sheet-rolltemplate-SWorlds .sheet-col-13-22 { + width: 59.09091%; +} + + .sheet-offset-13-22, + .sheet-rolltemplate-SWorlds .sheet-offset-13-22 { + margin-left: 59.09091%; +} + + .sheet-col-15-22, + .sheet-rolltemplate-SWorlds .sheet-col-15-22 { + width: 68.18182%; +} + + .sheet-offset-15-22, + .sheet-rolltemplate-SWorlds .sheet-offset-15-22 { + margin-left: 68.18182%; +} + + .sheet-col-17-22, + .sheet-rolltemplate-SWorlds .sheet-col-17-22 { + width: 77.27273%; +} + + .sheet-offset-17-22, + .sheet-rolltemplate-SWorlds .sheet-offset-17-22 { + margin-left: 77.27273%; +} + + .sheet-col-19-22, + .sheet-rolltemplate-SWorlds .sheet-col-19-22 { + width: 86.36364%; +} + + .sheet-offset-19-22, + .sheet-rolltemplate-SWorlds .sheet-offset-19-22 { + margin-left: 86.36364%; +} + + .sheet-col-21-22, + .sheet-rolltemplate-SWorlds .sheet-col-21-22 { + width: 95.45455%; +} + + .sheet-offset-21-22, + .sheet-rolltemplate-SWorlds .sheet-offset-21-22 { + margin-left: 95.45455%; +} + + .sheet-col-1-23, + .sheet-rolltemplate-SWorlds .sheet-col-1-23 { + width: 4.34783%; +} + + .sheet-offset-1-23, + .sheet-rolltemplate-SWorlds .sheet-offset-1-23 { + margin-left: 4.34783%; +} + + .sheet-col-2-23, + .sheet-rolltemplate-SWorlds .sheet-col-2-23 { + width: 8.69565%; +} + + .sheet-offset-2-23, + .sheet-rolltemplate-SWorlds .sheet-offset-2-23 { + margin-left: 8.69565%; +} + + .sheet-col-3-23, + .sheet-rolltemplate-SWorlds .sheet-col-3-23 { + width: 13.04348%; +} + + .sheet-offset-3-23, + .sheet-rolltemplate-SWorlds .sheet-offset-3-23 { + margin-left: 13.04348%; +} + + .sheet-col-4-23, + .sheet-rolltemplate-SWorlds .sheet-col-4-23 { + width: 17.3913%; +} + + .sheet-offset-4-23, + .sheet-rolltemplate-SWorlds .sheet-offset-4-23 { + margin-left: 17.3913%; +} + + .sheet-col-5-23, + .sheet-rolltemplate-SWorlds .sheet-col-5-23 { + width: 21.73913%; +} + + .sheet-offset-5-23, + .sheet-rolltemplate-SWorlds .sheet-offset-5-23 { + margin-left: 21.73913%; +} + + .sheet-col-6-23, + .sheet-rolltemplate-SWorlds .sheet-col-6-23 { + width: 26.08696%; +} + + .sheet-offset-6-23, + .sheet-rolltemplate-SWorlds .sheet-offset-6-23 { + margin-left: 26.08696%; +} + + .sheet-col-7-23, + .sheet-rolltemplate-SWorlds .sheet-col-7-23 { + width: 30.43478%; +} + + .sheet-offset-7-23, + .sheet-rolltemplate-SWorlds .sheet-offset-7-23 { + margin-left: 30.43478%; +} + + .sheet-col-8-23, + .sheet-rolltemplate-SWorlds .sheet-col-8-23 { + width: 34.78261%; +} + + .sheet-offset-8-23, + .sheet-rolltemplate-SWorlds .sheet-offset-8-23 { + margin-left: 34.78261%; +} + + .sheet-col-9-23, + .sheet-rolltemplate-SWorlds .sheet-col-9-23 { + width: 39.13043%; +} + + .sheet-offset-9-23, + .sheet-rolltemplate-SWorlds .sheet-offset-9-23 { + margin-left: 39.13043%; +} + + .sheet-col-10-23, + .sheet-rolltemplate-SWorlds .sheet-col-10-23 { + width: 43.47826%; +} + + .sheet-offset-10-23, + .sheet-rolltemplate-SWorlds .sheet-offset-10-23 { + margin-left: 43.47826%; +} + + .sheet-col-11-23, + .sheet-rolltemplate-SWorlds .sheet-col-11-23 { + width: 47.82609%; +} + + .sheet-offset-11-23, + .sheet-rolltemplate-SWorlds .sheet-offset-11-23 { + margin-left: 47.82609%; +} + + .sheet-col-12-23, + .sheet-rolltemplate-SWorlds .sheet-col-12-23 { + width: 52.17391%; +} + + .sheet-offset-12-23, + .sheet-rolltemplate-SWorlds .sheet-offset-12-23 { + margin-left: 52.17391%; +} + + .sheet-col-13-23, + .sheet-rolltemplate-SWorlds .sheet-col-13-23 { + width: 56.52174%; +} + + .sheet-offset-13-23, + .sheet-rolltemplate-SWorlds .sheet-offset-13-23 { + margin-left: 56.52174%; +} + + .sheet-col-14-23, + .sheet-rolltemplate-SWorlds .sheet-col-14-23 { + width: 60.86957%; +} + + .sheet-offset-14-23, + .sheet-rolltemplate-SWorlds .sheet-offset-14-23 { + margin-left: 60.86957%; +} + + .sheet-col-15-23, + .sheet-rolltemplate-SWorlds .sheet-col-15-23 { + width: 65.21739%; +} + + .sheet-offset-15-23, + .sheet-rolltemplate-SWorlds .sheet-offset-15-23 { + margin-left: 65.21739%; +} + + .sheet-col-16-23, + .sheet-rolltemplate-SWorlds .sheet-col-16-23 { + width: 69.56522%; +} + + .sheet-offset-16-23, + .sheet-rolltemplate-SWorlds .sheet-offset-16-23 { + margin-left: 69.56522%; +} + + .sheet-col-17-23, + .sheet-rolltemplate-SWorlds .sheet-col-17-23 { + width: 73.91304%; +} + + .sheet-offset-17-23, + .sheet-rolltemplate-SWorlds .sheet-offset-17-23 { + margin-left: 73.91304%; +} + + .sheet-col-18-23, + .sheet-rolltemplate-SWorlds .sheet-col-18-23 { + width: 78.26087%; +} + + .sheet-offset-18-23, + .sheet-rolltemplate-SWorlds .sheet-offset-18-23 { + margin-left: 78.26087%; +} + + .sheet-col-19-23, + .sheet-rolltemplate-SWorlds .sheet-col-19-23 { + width: 82.6087%; +} + + .sheet-offset-19-23, + .sheet-rolltemplate-SWorlds .sheet-offset-19-23 { + margin-left: 82.6087%; +} + + .sheet-col-20-23, + .sheet-rolltemplate-SWorlds .sheet-col-20-23 { + width: 86.95652%; +} + + .sheet-offset-20-23, + .sheet-rolltemplate-SWorlds .sheet-offset-20-23 { + margin-left: 86.95652%; +} + + .sheet-col-21-23, + .sheet-rolltemplate-SWorlds .sheet-col-21-23 { + width: 91.30435%; +} + + .sheet-offset-21-23, + .sheet-rolltemplate-SWorlds .sheet-offset-21-23 { + margin-left: 91.30435%; +} + + .sheet-col-22-23, + .sheet-rolltemplate-SWorlds .sheet-col-22-23 { + width: 95.65217%; +} + + .sheet-offset-22-23, + .sheet-rolltemplate-SWorlds .sheet-offset-22-23 { + margin-left: 95.65217%; +} + + .sheet-col-1-24, + .sheet-rolltemplate-SWorlds .sheet-col-1-24 { + width: 4.16667%; +} + + .sheet-offset-1-24, + .sheet-rolltemplate-SWorlds .sheet-offset-1-24 { + margin-left: 4.16667%; +} + + .sheet-col-5-24, + .sheet-rolltemplate-SWorlds .sheet-col-5-24 { + width: 20.83333%; +} + + .sheet-offset-5-24, + .sheet-rolltemplate-SWorlds .sheet-offset-5-24 { + margin-left: 20.83333%; +} + + .sheet-col-7-24, + .sheet-rolltemplate-SWorlds .sheet-col-7-24 { + width: 29.16667%; +} + + .sheet-offset-7-24, + .sheet-rolltemplate-SWorlds .sheet-offset-7-24 { + margin-left: 29.16667%; +} + + .sheet-col-9-24, + .sheet-rolltemplate-SWorlds .sheet-col-9-24 { + width: 37.5%; +} + + .sheet-offset-9-24, + .sheet-rolltemplate-SWorlds .sheet-offset-9-24 { + margin-left: 37.5%; +} + + .sheet-col-11-24, + .sheet-rolltemplate-SWorlds .sheet-col-11-24 { + width: 45.83333%; +} + + .sheet-offset-11-24, + .sheet-rolltemplate-SWorlds .sheet-offset-11-24 { + margin-left: 45.83333%; +} + + .sheet-col-13-24, + .sheet-rolltemplate-SWorlds .sheet-col-13-24 { + width: 54.16667%; +} + + .sheet-offset-13-24, + .sheet-rolltemplate-SWorlds .sheet-offset-13-24 { + margin-left: 54.16667%; +} + + .sheet-col-15-24, + .sheet-rolltemplate-SWorlds .sheet-col-15-24 { + width: 62.5%; +} + + .sheet-offset-15-24, + .sheet-rolltemplate-SWorlds .sheet-offset-15-24 { + margin-left: 62.5%; +} + + .sheet-col-17-24, + .sheet-rolltemplate-SWorlds .sheet-col-17-24 { + width: 70.83333%; +} + + .sheet-offset-17-24, + .sheet-rolltemplate-SWorlds .sheet-offset-17-24 { + margin-left: 70.83333%; +} + + .sheet-col-19-24, + .sheet-rolltemplate-SWorlds .sheet-col-19-24 { + width: 79.16667%; +} + + .sheet-offset-19-24, + .sheet-rolltemplate-SWorlds .sheet-offset-19-24 { + margin-left: 79.16667%; +} + + .sheet-col-21-24, + .sheet-rolltemplate-SWorlds .sheet-col-21-24 { + width: 87.5%; +} + + .sheet-offset-21-24, + .sheet-rolltemplate-SWorlds .sheet-offset-21-24 { + margin-left: 87.5%; +} + + .sheet-col-23-24, + .sheet-rolltemplate-SWorlds .sheet-col-23-24 { + width: 95.83333%; +} + + .sheet-offset-23-24, + .sheet-rolltemplate-SWorlds .sheet-offset-23-24 { + margin-left: 95.83333%; +} + + .sheet-row-r, + .sheet-rolltemplate-SWorlds .sheet-row-r { + letter-spacing: -0.31em; + *letter-spacing: normal; + word-spacing: -0.43em; +} + + .sheet-opera-only :-o-prefocus, .sheet-row-r, + .sheet-rolltemplate-SWorlds .sheet-opera-only :-o-prefocus, .sheet-rolltemplate-SWorlds .sheet-row-r { + word-spacing: -0.43em; +} + + .sheet-row-r img, + .sheet-rolltemplate-SWorlds .sheet-row-r img { + max-width: 100%; +} + +div.sheet-tabbed { + display: none; +} + +div.sheet-pjtab, div.sheet-pnjtab {} + +div.sheet-fctab{ + display:block; +} + + input.sheet-is-npc:checked ~ div.sheet-pnjtab { + display: block; +} + + input.sheet-is-npc { + width: 5%; + height: 16px; + cursor: pointer; + position: relative; + opacity: 0; + z-index: 9999; +} + + span.sheet-is-npc-tab::before { + content: "PNJ"; +} + + span.sheet-is-npc-tab, span.sheet-is-pc-tab, span.sheet-is-fc-tab { + text-align: center; + display: inline-block; + width: 5%; + height: 16px; + font-size: 9px; + background: #65763c; + color: white; + font-weight: bold; + border-radius: 4px; + margin-left: -5% +} + + input.sheet-is-npc:checked + span.sheet-is-npc-tab { + background: #93537c; + color: white; + border-radius: 4px; +} + +input.sheet-is-npc:checked + span.sheet-is-npc-tab::before { + content: "PNJ" +} + +input.sheet-is-pc:checked ~ div.sheet-pjtab { + display: block; +} + + input.sheet-is-pc { + width: 5%; + height: 16px; + cursor: pointer; + position: relative; + opacity: 0; + z-index: 9999; +} + +span.sheet-is-pc-tab::before { + content: "PJ"; +} + +input.sheet-is-pc:checked + span.sheet-is-pc-tab { + background: #93537c; + color: white; + border-radius: 4px; +} + + +input.sheet-is-pc:checked + span.sheet-is-pc-tab::before { + content: "PJ" +} + + + +input.sheet-is-fc:checked ~ div.sheet-fctab { + display: none; +} + + input.sheet-is-fc { + width: 5%; + height: 16px; + cursor: pointer; + position: relative; + opacity: 0; + z-index: 9999; +} + +span.sheet-is-fc-tab::before { + content: "Efecto"; +} + +input.sheet-is-fc:checked + span.sheet-is-fc-tab { + background: #93537c; + color: white; + border-radius: 4px; +} + + +input.sheet-is-fc:checked + span.sheet-is-fc-tab::before { + content: "Efecto" +} + + + +/*this hides the contents of each tab by default*/ +div.sheet-tab-content { + display: none; +} + +input.sheet-tab1:checked ~ div.sheet-tab1, +input.sheet-tab2:checked ~ div.sheet-tab2, +input.sheet-tab3:checked ~ div.sheet-tab3, +input.sheet-tab4:checked ~ div.sheet-tab4,{ + display: block; +} + +input.sheet-tab { + width: 90px; + height: 20px; + line-height: 30px; + position: relative; + top: 0px; + left: 0px; + + cursor: pointer; + z-index: 1; + opacity: 0; +} + +input.sheet-tab + span::before { + font-size: 1.2em; + font-weight: bold; + content: attr(title); + border: solid 1px black; + border-bottom-color: white; + text-align: center; + display: inline-block; + background: #fff; + width: 90px; + line-height: 20px; + left: 0px; + margin-left:-90px; + position: relative; +} + +input.sheet-tab:checked + span::before { + background: black; + color:white; + border-bottom-color: black; + +} + +.repcontrol > .btn { + background:black; + color:white; + border: none; + background-image: none; + text-shadow: none; + box-shadow: none; + display:inline-block; +} + +input[type="checkbox"].sheet-arrow { + opacity: 0; + width: 16px; + height: 16px; + position: relative; + top: 5px; + left: 6px; + margin: -10px; + cursor: pointer; + z-index: 1; +} + +input[type="checkbox"].sheet-arrow:checked ~ div.sheet-body { + display: none; +} + +input[type="checkbox"].sheet-arrow + span::before { + margin-right: 4px; + line-height: 14px; + text-align: center; + display: inline-block; + vertical-align: middle; + content: "▼"; + width: 14px; + height: 14px; + font-size: 12px; +} + +input[type="checkbox"].sheet-arrow:checked + span::before { + content: "►"; +} + +.sheet-rolltemplate-SWorlds .sheet-backg { + width: auto; + border: 3px solid black; + border-radius: 8px 8px 0px 0px; +} + +.sheet-rolltemplate-SWorlds .sheet-header1 { + + background-color: #231F20; + color : white; + font-size: 16px; + font-family: 'Contrail One'; + +} + +.sheet-rolltemplate-SWorlds .sheet-header2 { + background-color: #5b5b5b; + color : white; + font-size: 14px; + font-family: 'Contrail One'; + +} + +.sheet-rolltemplate-SWorlds .sheet-body1 { + background-color: #fffae0; + color : black; + font-size: 24px; + font-family: 'Contrail One'; + padding: 10px 15px; +} + +.sheet-rolltemplate-SWorlds .sheet-body2 { + background-color: #e2e2e2; + color : black; + font-size: 24px; + font-family: 'Contrail One'; + padding: 10px 15px; +} + +.sheet-rolltemplate-SWorlds .sheet-ataque { + background-color: #ffdda8; + color : black; + font-size: 14px; + font-family: 'Contrail One'; +} + +.sheet-rolltemplate-SWorlds .sheet-damage { + background-color: #e59e9e; + color : black; + font-size: 14px; + font-family: 'Contrail One'; + padding: 5px 15px; +} + +.sheet-rolltemplate-SWorlds .sheet-extra { + background-color: #9ee5a9; + color : black; + font-size: 14px; + font-family: 'Contrail One'; +} + +.sheet-rolltemplate-SWorlds .inlinerollresult { + + background:none; + border: none; +} + +.sheet-rolltemplate-SWorlds .inlinerollresult.fullcrit { + color: #3FB315; + background:none; + border: none; +} + +.sheet-rolltemplate-SWorlds .inlinerollresult.fullfail { + color: #B31515; + background:none; + border: none; +} + +.sheet-rolltemplate-SWorlds .sheet-body2 .inlinerollresult { + color: #999494; + border: none; } \ No newline at end of file diff --git a/Exo 2933/sheet.json b/Exo 2933/sheet.json index 6ef02cc0c7..99322727cb 100644 --- a/Exo 2933/sheet.json +++ b/Exo 2933/sheet.json @@ -1,8 +1,8 @@ -{ - "html": "Exo2933.html", - "css": "Exo2933.css", - "authors": "Ismael Yousfi Roy (Séregras)", - "roll20userid": "362806", - "preview": "Exo2933.png", - "instructions": "Ficha para Exo2933 para jugar con SW Exo. Los ataques requieren seleccionar un token de enemigo para cálculos." -} +{ + "html": "Exo2933.html", + "css": "Exo2933.css", + "authors": "Ismael Yousfi Roy (Séregras)", + "roll20userid": "362806", + "preview": "Exo2933.png", + "instructions": "Ficha para Exo2933 para jugar con SW Exo. Los ataques requieren seleccionar un token de enemigo para cálculos." +} diff --git a/Fading Suns v2.75/Fading_Suns_v2.75.css b/Fading Suns 2nd Edition Revised/Fading_Suns_2nd_Edition_Revised.css similarity index 65% rename from Fading Suns v2.75/Fading_Suns_v2.75.css rename to Fading Suns 2nd Edition Revised/Fading_Suns_2nd_Edition_Revised.css index 54b8fd7b2c..2b0d958801 100644 --- a/Fading Suns v2.75/Fading_Suns_v2.75.css +++ b/Fading Suns 2nd Edition Revised/Fading_Suns_2nd_Edition_Revised.css @@ -7,12 +7,16 @@ html, box-sizing: border-box; } +.textchatcontainer .inlinerollresult { + padding: 0; +} input { width: auto; height: initial; padding: 3px; margin: 0; + background: rgba(255, 255, 255, 0.5); } input [type=text] { @@ -40,7 +44,7 @@ label { height: initial; color: initial; position: relative; - font-weight: bold; /* yes, I know! */ + font-weight: bold; } select { width: initial; @@ -87,14 +91,14 @@ h1 { padding: .25em 0 .125em 0; margin-bottom: .15em; } -h2,h3 { +h2 { line-height: 1.4em; height: 1.4em; margin-top: .33em; font-size: 1.3rem; color: initial; } -h4,h5,h6 { +h3,h4,h5,h6 { line-height: 1em; font-size: 1.3rem; color: initial; @@ -113,11 +117,6 @@ h4,h5,h6 { .sheet-fs-clickheader { display:inline; } -/* turn off spinners for disabled number fields in chrome */ -input[type="number"]:disabled { - -webkit-appearance: none; - -moz-appearance: textfield -} /* turn off spinners for all number field in firefox */ input[type="number"] { -moz-appearance: textfield !important; @@ -165,13 +164,6 @@ input[type="number"] { width: auto; } -/* min width must come before narrow-numbers */ -.sheet-calc, -input.sheet-calc, -input:disabled { - min-width: 2.85em; -} - .sheet-fs-h2-section { position: relative; clear: both; @@ -188,15 +180,7 @@ also need 1 more level in selector or base css will override border */ margin: 0.2rem 0 0.4rem 0; border-radius: 0; } -.sheet-error { - color: Red; - font-size: 1.4rem; - background-color: White; - margin-left: .25em; -} -.repitem:not(.repitembroken) .sheet-error { - display: none; -} + .sheet-fs-secondary-table-name { display: table-caption; text-align: center; @@ -204,7 +188,6 @@ also need 1 more level in selector or base css will override border */ color: White; background-color: #4a6486; width: 100%; - padding-top:.25em; } .sheet-fs-nontable-name.sheet-fs-secondary-table-name, .sheet-table-name.sheet-fs-secondary-table-name { @@ -214,32 +197,14 @@ also need 1 more level in selector or base css will override border */ .sheet-fs-small-label2 > select.sheet-select-small { height: 2em; } -/* color for disabled/sheet-calc */ -.sheet-calc, -input.sheet-calc, -input:disabled { - background-color: #4A6486; - background-color: rgba(74, 100, 134, 0.28); - border-width: 0; - color: #222; - padding-left: 0.4rem; -} -input.sheet-calc { - border-bottom-color: transparent; - border-bottom-width: 0; -} -/* CHROME: hide spinner area at right when readonly or when not hovering over a number */ +/* CHROME: hide spinner area at right when not hovering over a number */ -input[readonly]::-webkit-inner-spin-button, -input.sheet-calc::-webkit-inner-spin-button, -input.disabled::-webkit-inner-spin-button, input[type="number"]:not(:hover)::-webkit-inner-spin-button { -webkit-appearance: none; margin-right: 0; } - /* the label underneath button*/ .sheet-fs-small-label2 > .sheet-csstextbutton + span + span, .sheet-fs-small-label2 > .sheet-cssbutton + span + span { @@ -280,30 +245,21 @@ h2 label { padding-left:.5em; } -.sheet-ack-button:not(:checked) + .sheet-fs-showsect::before, .sheet-fs-showarrow:checked + .sheet-fs-showsect::before { content: '▼'; } -.sheet-fs-showarrow.sheet-ack-button:checked + .sheet-fs-showsect::before { - font-family: "Pictos" !important; - content: '2'; -} .sheet-fs-showsect, .sheet-fs-clickheader { position: relative; } .sheet-fs-showsect, -h3.sheet-fs-clickheader, h2.sheet-fs-clickheader { display: inline-block; margin-left: -.25em; } -.sheet-fs-showarrow.sheet-fs-h2arrow, -.sheet-fs-showarrow.sheet-h3arrow, -.sheet-fs-showarrow.sheet-conditions-show, -.sheet-fs-showarrow.sheet-buffs-show { +.sheet-fs-showarrow.sheet-fs-h2arrow { width: 1.5em; margin-right: -1.5em; } @@ -438,8 +394,7 @@ div.repcontrol { } .sheet-fs-small-label2 > input:not(.sheet-cssbutton), -.sheet-fs-small-label2 > select, -.sheet-fs-small-label2 > .sheet-calc { +.sheet-fs-small-label2 > select { display: block; padding: .25em 0rem .25em 0rem; /* 0rem on left and right to fix truncated inputs */ height: 1.825em; @@ -469,7 +424,6 @@ div.repcontrol { width: 100%; text-align: justify; border-collapse: collapse; - /*display:inline-block;*/ } .sheet-section-header .sheet-fs-small-label2 { @@ -493,8 +447,6 @@ div.repcontrol { display: block; } -/************************************ TOGGLES **************************************/ -/* edit view h2 and h3 arrows*/ .sheet-fs-h2arrow:not(:checked) + .sheet-fs-showsect + .sheet-fs-h2-section, .sheet-fs-h2arrow:not(:checked) + .sheet-fs-showsect + .sheet-fs-h2-section + .sheet-fs-h2-section, .sheet-fs-h2arrow:not(:checked) + .sheet-fs-showsect + .sheet-fs-h2-section + .sheet-fs-h2-section + .sheet-fs-h2-section, @@ -502,102 +454,10 @@ div.repcontrol { .sheet-fs-h2arrow:not(:checked) + .sheet-fs-showsect + .sheet-fs-nontable-name + .sheet-fs-h2-section, .sheet-fs-h2arrow:not(:checked) + .sheet-fs-showsect + .sheet-fs-nontable-name + .sheet-fs-h2-section + .sheet-fs-h2-section, .sheet-fs-h2arrow:not(:checked) + .sheet-fs-showsect + .sheet-fs-nontable-name + .sheet-fs-h2-section + .sheet-fs-h2-section + .sheet-fs-h2-section, -.sheet-fs-h2arrow:not(:checked) + .sheet-fs-showsect + .sheet-fs-nontable-name + .sheet-fs-h2-section + .sheet-fs-h2-section + .sheet-fs-h2-section + .sheet-fs-h2-section, -.sheet-h3arrow:not(:checked) + .sheet-fs-showsect + .sheet-h3-section, -.sheet-h3arrow:not(:checked) + .sheet-fs-showsect + .sheet-h3-section + .sheet-h3-section, -.sheet-h3arrow:not(:checked) + .sheet-fs-showsect + .sheet-h3-section + .sheet-h3-section + .sheet-h3-section, -.sheet-h3arrow:not(:checked) + .sheet-fs-showsect + .sheet-h3-section + .sheet-h3-section + .sheet-h3-section + .sheet-h3-section, -.sheet-h3arrow:not(:checked) + .sheet-fs-showsect + .sheet-h3-section + .sheet-h3-section + .sheet-h3-section + .sheet-h3-section + .sheet-h3-section, -.sheet-h3arrow:not(:checked) + .sheet-fs-showsect + .sheet-fs-nontable-name, -.sheet-h3arrow:not(:checked) + .sheet-fs-showsect + .sheet-fs-nontable-name + .sheet-h3-section, -.sheet-h3arrow:not(:checked) + .sheet-fs-showsect + .sheet-fs-nontable-name + .sheet-h3-section + .sheet-h3-section, -.sheet-h3arrow:not(:checked) + .sheet-fs-showsect + .sheet-fs-nontable-name + .sheet-h3-section + .sheet-h3-section + .sheet-h3-section { +.sheet-fs-h2arrow:not(:checked) + .sheet-fs-showsect + .sheet-fs-nontable-name + .sheet-fs-h2-section + .sheet-fs-h2-section + .sheet-fs-h2-section + .sheet-fs-h2-section { display: none; } -/****************************************************************************************************************** -**************************************************************************************************************** -****************************************************************************************************************/ - -/* draw border have to put + here just to override specificity of arrow toggles above. don't want to use important here or all display below will have to use important. */ -.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-fs-h2-section, -.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-fs-h2arrow:not(:checked) ~ .sheet-fs-h2-section, -.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-fs-h2arrow:not(:checked) ~ .sheet-fs-h2-section + .sheet-fs-h2-section, -.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-fs-h2arrow:not(:checked) ~ .sheet-fs-h2-section + .sheet-fs-h2-section + .sheet-fs-h2-section, -.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-h3-section, -.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-h3arrow:not(:checked) ~ .sheet-h3-section, -.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-h3arrow:not(:checked) ~ .sheet-h3-section + .sheet-h3-section , -.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-h3arrow:not(:checked) ~ .sheet-h3-section + .sheet-h3-section + .sheet-h3-section { - max-width: calc(100% - .25em); -/* display: inline-block; */ - display: block; - margin: .125em; - clear: none; - float: left; - height: auto; -} -.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-section > .sheet-fs-h2-section .sheet-h3-section:not(.sheet-fs-wide-readonly).sheet-section-oldslas { - width: calc(100% - .25em); - display: block; - margin: .125em; - clear: none; - float: left; - height: auto; -} -.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-fs-h2-section:not(.sheet-noborder-readonly), -.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-fs-h2arrow:not(:checked) ~ .sheet-fs-h2-section:not(.sheet-noborder-readonly), -.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-fs-h2arrow:not(:checked) ~ .sheet-fs-h2-section:not(.sheet-noborder-readonly) + .sheet-fs-h2-section:not(.sheet-noborder-readonly), -.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-fs-h2arrow:not(:checked) ~ .sheet-fs-h2-section:not(.sheet-noborder-readonly) + .sheet-fs-h2-section:not(.sheet-noborder-readonly) + .sheet-fs-h2-section:not(.sheet-noborder-readonly), -.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-h3-section:not(.sheet-noborder-readonly), -.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-h3arrow:not(:checked) ~ .sheet-h3-section:not(.sheet-noborder-readonly), -.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-h3arrow:not(:checked) ~ .sheet-h3-section:not(.sheet-noborder-readonly) + .sheet-h3-section:not(.sheet-noborder-readonly) , -.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-h3arrow:not(:checked) ~ .sheet-h3-section:not(.sheet-noborder-readonly) + .sheet-h3-section:not(.sheet-noborder-readonly) + .sheet-h3-section:not(.sheet-noborder-readonly) { - border: 0.1rem solid black; - border-radius: 0.5rem; -} - -/* readonly mode toggles */ -.sheet-readonly-show:checked ~ .sheet-main .sheet-show-readonly.sheet-inverse-readonly, -.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-hide-readonly, -.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-cheat:not(.sheet-show-readonly), -.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-fs-showarrow.sheet-fs-h2arrow:not(.sheet-show-readonly), -.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-fs-showarrow.sheet-h3arrow:not(.sheet-show-readonly), -.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-fs-clickheader.sheet-fs-showsect:not(.sheet-show-readonly), -.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-table-name:not(.sheet-show-readonly), -.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-fs-nontable-name:not(.sheet-show-readonly), -.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-fs-secondary-table-name:not(.sheet-show-readonly), -.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-repeating-fields .sheet-divider:not(.sheet-show-readonly), -.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-repeating-fields .sheet-divider-lg:not(.sheet-show-readonly), -.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-repeating-fields .sheet-desc-show:not(.sheet-show-readonly), -.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-repeating-fields .sheet-desc-showlabel:not(.sheet-show-readonly), -.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-repeating-fields .sheet-macro-text-show:not(.sheet-show-readonly), -.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-repeating-fields .sheet-macro-text-showlabel:not(.sheet-show-readonly), -.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-repeating-fields .sheet-id-show:not(.sheet-show-readonly), -.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-repeating-fields .sheet-id-showlabel:not(.sheet-show-readonly), -.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-repeating-fields .sheet-macro-text:not(.sheet-show-readonly), -.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-repeating-fields .sheet-repeating-id:not(.sheet-show-readonly), -.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-repeating-fields .sheet-armor-attributes:not(.sheet-show-readonly), -.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-repeating-fields .sheet-armor-attributes-showlabel:not(.sheet-show-readonly), -.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-repeating-fields .sheet-weapon-attributes:not(.sheet-show-readonly), -.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-repeating-fields .sheet-weapon-attributes-showlabel:not(.sheet-show-readonly) { - display: none !important; -} - -.sheet-hide-unused-section-readonly:checked + .sheet-fs-showarrow.sheet-fs-h2arrow + .sheet-fs-showsect + .sheet-fs-h2-section, -.sheet-hide-unused-section-readonly:checked + .sheet-fs-showarrow.sheet-h3arrow + .sheet-fs-showsect + .sheet-h3-section, -.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-tab99:checked ~ .sheet-section h1{ - display: none; -} - -.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-section .sheet-col .sheet-fs-h2-section, -.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-tab99:checked ~ .sheet-section .sheet-col .sheet-fs-h2-section, -.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-tab99:checked ~ .sheet-section > .sheet-fs-h2-section.sheet-fs-wide-readonly, -.sheet-readonly-show:not(:checked) ~ .sheet-main .sheet-tab99:checked ~ .sheet-section .sheet-h3-section.sheet-fs-wide-readonly{ - margin: 0.2rem; - width: calc(100% - 4px); - float: left; -} - .sheet-fs-h2-section.sheet-fs-core-details { width: calc(100% - 4px); height:auto; @@ -645,84 +505,79 @@ div.repcontrol { } .sheet-rolltemplate-fs-GoalRoll .sheet-fs-container, -.sheet-rolltemplate-fs-GoalRoll-fromAPI .sheet-fs-container, -.sheet-rolltemplate-fs-ApiError .sheet-fs-container, .sheet-rolltemplate-fs-InitRoll .sheet-fs-container, .sheet-rolltemplate-fs-d6Roll .sheet-fs-container { border: 1px solid; padding: 2px; width: 90%; - background:url(http://i.imgur.com/BLb0XMU.jpg) top left repeat; + background: #fff; } -.sheet-rolltemplate-fs-ApiError .sheet-fs-container { - border-color: red; +.sheet-rolltemplate-fs-GoalRoll .sheet-fs-container .sheet-fs-charactername, +.sheet-rolltemplate-fs-InitRoll .sheet-fs-container .sheet-fs-charactername, +.sheet-rolltemplate-fs-d6Roll .sheet-fs-container .sheet-fs-charactername { + font-weight: bold; + font-size: 0.9em; + line-height: 1em; + border-bottom: 1px solid black; } .sheet-rolltemplate-fs-GoalRoll .sheet-fs-container h1, -.sheet-rolltemplate-fs-GoalRoll-fromAPI .sheet-fs-container h1, -.sheet-rolltemplate-fs-ApiError .sheet-fs-container h1, .sheet-rolltemplate-fs-InitRoll .sheet-fs-container h1, .sheet-rolltemplate-fs-d6Roll .sheet-fs-container h1 { - color: rgb(64, 45, 126); + color: #4a6486; font-size: 1.1em; font-variant: small-caps; line-height: 20px; } .sheet-rolltemplate-fs-GoalRoll .sheet-fs-arrow-right, -.sheet-rolltemplate-fs-GoalRoll-fromAPI .sheet-fs-arrow-right, -.sheet-rolltemplate-fs-ApiError .sheet-fs-arrow-right, .sheet-rolltemplate-fs-InitRoll .sheet-fs-arrow-right, .sheet-rolltemplate-fs-d6Roll .sheet-fs-arrow-right { border-bottom: 2px solid transparent; - border-left: 200px solid rgb(64, 45, 126); + border-left: 200px solid #4a6486; border-top: 2px solid transparent; } .sheet-rolltemplate-fs-GoalRoll .inlinerollresult, -.sheet-rolltemplate-fs-GoalRoll-fromAPI .inlinerollresult, -.sheet-rolltemplate-fs-InitRoll .inlinerollresult { +.sheet-rolltemplate-fs-InitRoll .inlinerollresult, +.sheet-rolltemplate-fs-d6Roll .inlinerollresult { background-color: transparent; border: none; font-weight: normal; } -.sheet-rolltemplate-fs-GoalRoll .sheet-fs-critsuccess, -.sheet-rolltemplate-fs-GoalRoll-fromAPI .sheet-fs-critsuccess { +.sheet-rolltemplate-fs-GoalRoll .inlinerollresult.fullcrit, +.sheet-rolltemplate-fs-InitRoll .inlinerollresult.fullcrit, +.sheet-rolltemplate-fs-d6Roll .inlinerollresult.fullcrit, +.sheet-rolltemplate-fs-GoalRoll .inlinerollresult.importantroll, +.sheet-rolltemplate-fs-InitRoll .inlinerollresult.importantroll, +.sheet-rolltemplate-fs-d6Roll .inlinerollresult.importantroll, +.sheet-rolltemplate-fs-GoalRoll .inlinerollresult.fullfail, +.sheet-rolltemplate-fs-InitRoll .inlinerollresult.fullfail, +.sheet-rolltemplate-fs-GoalRoll .inlinerollresult.fullfail { + border: none; +} + +.sheet-rolltemplate-fs-InitRoll .inlinerollresult.fullcrit, +.sheet-rolltemplate-fs-GoalRoll .sheet-fs-critsuccess { color: #3FB315; } -.sheet-rolltemplate-fs-GoalRoll .sheet-fs-success, -.sheet-rolltemplate-fs-GoalRoll-fromAPI .sheet-fs-success { +.sheet-rolltemplate-fs-GoalRoll .sheet-fs-success { color: #205b0b; } -.sheet-rolltemplate-fs-GoalRoll .sheet-fs-failure, -.sheet-rolltemplate-fs-GoalRoll-fromAPI .sheet-fs-failure { + +.sheet-rolltemplate-fs-GoalRoll .sheet-fs-failure { color: #5b0b0b; } -.sheet-rolltemplate-fs-GoalRoll .sheet-fs-critfailure, -.sheet-rolltemplate-fs-GoalRoll-fromAPI .sheet-fs-critfailure { +.sheet-rolltemplate-fs-InitRoll .inlinerollresult.fullfail, +.sheet-rolltemplate-fs-GoalRoll .sheet-fs-critfailure { color: #B31515; } -.sheet-rolltemplate-fs-GoalRoll .inlinerollresult.fullcrit, -.sheet-rolltemplate-fs-GoalRoll-fromAPI .inlinerollresult.fullcrit { - border: none; -} - -.sheet-rolltemplate-fs-GoalRoll .inlinerollresult.importantroll, -.sheet-rolltemplate-fs-GoalRoll-fromAPI .inlinerollresult.importantroll { - border: none; -} - -.sheet-rolltemplate-fs-GoalRoll .inlinerollresult.fullfail, -.sheet-rolltemplate-fs-GoalRoll-fromAPI .inlinerollresult.fullfail { - border: none; -} - .sheet-fs-w100 { width: 100%; } @@ -775,27 +630,10 @@ div.repcontrol { align-self: stretch; } - .sheet-fs-description { align-self: stretch; } -.sheet-fs-col fieldset { - width:100%; -} - -.sheet-fs-col .repcontainer { - width:100%; -} - -.charsheet .repcontainer .repitem,.charsheet .sheet-repeating-sect .repitem { - border: 0; - border-radius: 0.3rem; - overflow: hidden; - display: block; - width: 100%; -} - .sheet-fs-space-evenly { width: 100%; display: inline-flex; @@ -803,66 +641,11 @@ div.repcontrol { justify-content: space-evenly; } -.sheet-fs-repeating-section { - width: 100%; - display: inline-flex; - flex-wrap: wrap; - justify-content: space-evenly; - border: 1px dotted #ccc; - padding: 0.3em; - border-radius: 0.3em; -} - .sheet-fs-small-label2 > input { text-align: center; overflow: visible; - border: 0 0 0 0; } -.sheet-fs-rating { - unicode-bidi: bidi-override; - direction: rtl; - text-align: left; -} - -.sheet-fs-rating > span { - display: inline-block; - position: relative; - font-size: 150%; - width: 13px; -} - -.sheet-fs-rating-null { - color: transparent; -} - -.sheet-fs-rating > *:not(.sheet-fs-rating-null):hover:before, -.sheet-fs-rating > *:hover ~ span:not(.sheet-fs-rating-null):before, -.sheet-fs-rating:not(:hover) > input:checked ~ span:not(.sheet-fs-rating-null):before { - content: '■'; - position: absolute; - left: 0; - color: #4a6486; -} - -.sheet-fs-rating > input { - margin: 0; - padding: 0; - margin-left:-13px; - width:13px; - height:27.85px; - position:relative; - z-index:2; - opacity:0; - vertical-align:top; -} - -.sheet-fs-rating > input.sheet-fs-rating-widebox, -.sheet-fs-rating > input.sheet-fs-rating-widebox + span { - min-width: 16px; -} - - .sheet-fs-grid-1x2-equal { display: grid; grid-template-columns: 1fr 1fr; @@ -870,7 +653,6 @@ div.repcontrol { align-items: start; align-content: center; grid-gap: 5px; - /*justify-content: flex-start;*/ } .sheet-fs-grid-1x3 { display: grid; @@ -878,7 +660,6 @@ div.repcontrol { grid-template-columns: max-content max-content max-content; align-items: center; align-content: center; - /*justify-content: flex-start;*/ } .sheet-fs-grid-1x6 { display: grid; @@ -886,7 +667,6 @@ div.repcontrol { grid-template-columns: max-content max-content max-content max-content max-content max-content; align-items: center; align-content: center; - /*justify-content: flex-start;*/ } .sheet-fs-grid-3x3 { display: grid; @@ -894,7 +674,6 @@ div.repcontrol { grid-template-columns: max-content max-content max-content; align-items: center; align-content: center; - /*justify-content: flex-start;*/ } .sheet-fs-grid-3x4 { display: grid; @@ -902,7 +681,6 @@ div.repcontrol { grid-template-columns: max-content max-content max-content max-content; align-items: center; align-content: center; - /*justify-content: flex-start;*/ } .sheet-fs-grid-characteristics { @@ -966,10 +744,8 @@ input[type="number"] { align-self: stretch; } - .sheet-fs-skill { width:100%; - /*min-width:200px;*/ display: inline-flex; flex-direction: row; flex-wrap: nowrap; @@ -1006,7 +782,7 @@ input.sheet-fs-beneficeaffliction { font-weight: bold; } -.sheet-fs-characteristic input, +.sheet-fs-characteristic-label, .sheet-fs-skill-label { margin-left: 3px; } @@ -1031,31 +807,16 @@ h2.sheet-fs-clickheader { display: contents; } +.repcontainer { + width: 100%; +} + .sheet-fs-table input { min-width: 10px; width: auto; } .sheet-fs-table .repcontrol { grid-column: 1 / -1 } -.sheet-fs-table .sheet-fs-notes { - grid-column: 1 / -1; - width:100%; - padding-top: 5px; - max-height: 5px; -} - -.sheet-fs-table .sheet-fs-notes:focus, -.sheet-fs-table .sheet-fs-notes:active, -.sheet-fs-table input:active ~ .sheet-fs-notes, -.sheet-fs-table input:focus ~ .sheet-fs-notes { - min-height: 4em; - max-height: initial; - resize: vertical; - overflow:auto; - align-self: stretch; - /*display: inline-block;*/ -} - .sheet-fs-weapons .sheet-fs-table { grid-template-columns: 30px 1.5fr 80px 120px 50px 28px 40px 60px 60px 40px 50px 40px 30px; } .sheet-fs-weapons .sheet-fs-table .sheet-fs-table-head:nth-child(6) { grid-column: span 2; @@ -1213,41 +974,6 @@ button[type="roll"].sheet-fs-hidden { display: none; } -/* -button[type="roll"].sheet-fs-d20:before { - content: ' '; -} - -button[type="roll"].sheet-fs-d20:hover { - background-position: 0; -} -button[type="roll"].sheet-fs-d20 + span.sheet-fs-d20 { - display: none; -} -button[type="roll"].sheet-fs-d20:hover + span.sheet-fs-d20 { - font-weight: bold; - display: initial; -} - -button[type="roll"].sheet-fs-d20:hover, -button[type="roll"].sheet-fs-d20:hover + .sheet-fs-d20 { - filter: sepia(100%) saturate(100%); -} - -button[type="roll"].sheet-fs-d20 { - background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Ambition_Avarice/images/d20.png); - background-size: 26px 26px; - background-repeat: no-repeat; - width: 26px; - height: 26px; - border-style: none; - background-color: transparent; - padding-right: 20px; -}*/ - - - -/* Configure the button styling. This example makes it look like a radio. */ div.sheet-fs-dots { display: flex; flex-direction: row; @@ -1274,6 +1000,12 @@ button.sheet-fs-dot:hover, button.sheet-fs-dot > span:hover { filter: sepia(100%) saturate(100%); } +button[type=roll] { + background: #fff; +} +button[type=roll]:hover:before { + color: #888800; +} button.sheet-fs-dot > span { width: 8px; @@ -1307,39 +1039,138 @@ input.sheet-fs-dot[value="20"] ~ button.sheet-fs-gt-20 > span.sheet-fs-checked { display: none; } -/* UNUSED YET -.sheet-fs-tooltip { +.sheet-fs-skill > div.sheet-fs-skill-normal { + width: calc(100% - 30px); + display: inline-flex; + flex-direction: row; + flex-wrap: nowrap; + align-content: flex-start; + align-items: center; + justify-content: flex-start; + align-self: stretch; + position: relative; - display: inline-block; + overflow: visible; } -.sheet-fs-tooltip .sheet-fs-tooltiptext { - visibility: hidden; - width: 120px; - background-color: #555; - color: #fff; - text-align: center; - border-radius: 6px; - padding: 5px 0; +.sheet-fs-skill > div.sheet-fs-skill-normal > button.sheet-fs-d20 + div.sheet-fs-skill-roll-characteristic-choice { + display: none; +} +.sheet-fs-skill > div.sheet-fs-skill-normal > button.sheet-fs-d20:hover + div.sheet-fs-skill-roll-characteristic-choice, +.sheet-fs-skill > div.sheet-fs-skill-normal > button.sheet-fs-d20 + div.sheet-fs-skill-roll-characteristic-choice:hover { position: absolute; - z-index: 1; - bottom: 125%; - left: 50%; - margin-left: -60px; - opacity: 0; - transition: opacity 0.3s; + z-index: 5; + top: 1px; + left: 26px; + + background-color: #ffffff; + border-radius: 5px; + border: 1px solid rgb(15, 9, 9); + padding: 2px; + width: max-content; + + display: grid; + grid-auto-flow: row; + grid-template-rows: max-content; } -.sheet-fs- .sheet-fs-tooltiptext::after { - content: ""; - position: absolute; - top: 100%; - left: 50%; - margin-left: -5px; - border-width: 5px; - border-style: solid; - border-color: #555 transparent transparent transparent; + +.sheet-fs-skill > div.sheet-fs-skill-normal > button.sheet-fs-d20:hover + div.sheet-fs-skill-roll-characteristic-choice > input, +.sheet-fs-skill > div.sheet-fs-skill-normal > button.sheet-fs-d20 + div.sheet-fs-skill-roll-characteristic-choice:hover > input { + height: 25px; } -.sheet-fs-tooltip:hover .sheet-fs-tooltiptext { +.sheet-fs-skill > div.sheet-fs-skill-normal > button.sheet-fs-d20:hover + div.sheet-fs-skill-roll-characteristic-choice > div, +.sheet-fs-skill > div.sheet-fs-skill-normal > button.sheet-fs-d20 + div.sheet-fs-skill-roll-characteristic-choice:hover > div { + display: grid; + grid-auto-flow: column; + grid-template-rows: repeat(9, max-content); +} +.sheet-fs-skill > div.sheet-fs-skill-normal > button.sheet-fs-d20:hover + div.sheet-fs-skill-roll-characteristic-choice > div > div:nth-child(3), +.sheet-fs-skill > div.sheet-fs-skill-normal > button.sheet-fs-d20 + div.sheet-fs-skill-roll-characteristic-choice:hover > div > div:nth-child(3), +.sheet-fs-skill > div.sheet-fs-skill-normal > button.sheet-fs-d20:hover + div.sheet-fs-skill-roll-characteristic-choice > div > div:nth-child(12), +.sheet-fs-skill > div.sheet-fs-skill-normal > button.sheet-fs-d20 + div.sheet-fs-skill-roll-characteristic-choice:hover > div > div:nth-child(12), +.sheet-fs-skill > div.sheet-fs-skill-normal > button.sheet-fs-d20:hover + div.sheet-fs-skill-roll-characteristic-choice > div > div:nth-child(21), +.sheet-fs-skill > div.sheet-fs-skill-normal > button.sheet-fs-d20 + div.sheet-fs-skill-roll-characteristic-choice:hover > div > div:nth-child(21) { + padding-top: 2px; + border-top: 1px solid black; + margin-top: 2px; +} +div.sheet-fs-skill-roll-characteristic-choice > div > div > label { + margin-left: 3px; +} + +.sheet-fs-notes { + grid-column: 1 / -1; + margin-left: 15px; + width:calc(100%-15px); + max-height: 0px; + position: relative; +} + +.sheet-fs-notes:focus, +.sheet-fs-notes:focus-within, +.sheet-fs-notes:active, +.sheet-fs-table input:active ~ .sheet-fs-notes, +.sheet-fs-table input:focus ~ .sheet-fs-notes, +.sheet-fs-table input:focus-within ~ .sheet-fs-notes { + min-height: 4em; + max-height: initial; + resize: vertical; + overflow:auto; + align-self: stretch; +} + +.sheet-fs-auto-expand-textarea { + cursor: text; + word-wrap: break-word; +} + +.sheet-fs-notes > .sheet-fs-auto-expand-textarea { + visibility: collapse; +} + +/* hack for Firefox due to focus events on invisible elements not been registered it seems. */ +/* We need to keep it visible for >0ms for the click to be registered. */ +.sheet-fs-notes > .sheet-fs-auto-expand-textarea { + + transition: visibility 0s linear 1ms; +} + +.sheet-fs-notes:focus > .sheet-fs-auto-expand-textarea, +.sheet-fs-notes:focus-within > .sheet-fs-auto-expand-textarea, +.sheet-fs-notes:active > .sheet-fs-auto-expand-textarea, +.sheet-fs-table input:active ~ .sheet-fs-notes > .sheet-fs-auto-expand-textarea, +.sheet-fs-table input:focus ~ .sheet-fs-notes > .sheet-fs-auto-expand-textarea, +.sheet-fs-table input:focus-within ~ .sheet-fs-notes > .sheet-fs-auto-expand-textarea, +.sheet-fs-table select:active ~ .sheet-fs-notes > .sheet-fs-auto-expand-textarea, +.sheet-fs-table select:focus ~ .sheet-fs-notes > .sheet-fs-auto-expand-textarea, +.sheet-fs-table select:focus-within ~ .sheet-fs-notes > .sheet-fs-auto-expand-textarea { visibility: visible; - opacity: 1; } -*/ + +.sheet-fs-auto-expand-textarea span { + visibility: hidden; + white-space: pre-wrap; + display: block; +} + +.sheet-fs-auto-expand-textarea textarea { + position: absolute; + z-index: 1; + top: 0; + left: 0; + margin: 0; + overflow: hidden; + height: 100%; + width: 100%; + display: block; + box-sizing: border-box; + background: transparent; + border: none; + border-radius: 0; + box-shadow: none; + color: inherit; + font: inherit; + letter-spacing: inherit; + padding: inherit; + text-align: inherit; + text-transform: inherit; +} diff --git a/Fading Suns 2nd Edition Revised/Fading_Suns_2nd_Edition_Revised.html b/Fading Suns 2nd Edition Revised/Fading_Suns_2nd_Edition_Revised.html new file mode 100644 index 0000000000..5db838c036 --- /dev/null +++ b/Fading Suns 2nd Edition Revised/Fading_Suns_2nd_Edition_Revised.html @@ -0,0 +1,3569 @@ +
    + + + + + + +

    +
    +
    + + + + + + + + + + + + +
    +
    + +
    +
    + Benefices & Afflictions +
    +
    +
    +
    + +
    +
    +
    +
    +
    +
    + + +

    + +

    +
    +
    +
    +
    + Body +
    +
    + + + + + +
    +
    + + + + + +
    +
    + + + + + +
    +
    +
    +
    + Mind +
    +
    + + + + + +
    +
    + + + + + +
    +
    + + + + + +
    +
    +
    +
    + Spirit +
    +
    + + + + + +
    +
    + + + + + +
    +
    + + + + + +
    +
    +
    + + +
    + + + + + + + + + + + + + + + + + + + + + +
    + + + + +
    + + + + + + + + + + + + + + + + + + + + + +
    + + +
    +
    +
    +
    +
    +   + -10 + -8 + -6 + -4 + -2 +
    +
    +
    + + + + +
    +
    +
    + Blessings & Curses +
    +
    +
    +
    + +
    +
    +
    +
    +
    +
    + + +

    +
    +
    +
    +
    + Analytical +
    +
    +
    + +
    + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    +
    +
    + +
    + +
    +
    +
    + +
    + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    +
    +
    + +
    + +
    +
    +
    + +
    + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    +
    +
    + +
    + +
    +
    +
    + +
    + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    +
    +
    + +
    + +
    +
    +
    + +
    + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    +
    +
    + +
    + +
    + +
    + Combat +
    +
    +
    + +
    + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    +
    +
    + +
    + +
    +
    +
    + +
    + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    +
    +
    + +
    + +
    +
    +
    + +
    + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    +
    +
    + +
    + +
    +
    +
    + +
    + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    +
    +
    + +
    + +
    +
    +
    + +
    + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    +
    +
    + +
    + +
    +
    +
    + +
    + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    +
    +
    + +
    + +
    +
    +
    + +
    + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    +
    +
    + +
    + +
    +
    +
    + +
    + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    +
    +
    + +
    + +
    +
    +
    + +
    + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    +
    +
    + +
    + +
    +
    +
    + +
    + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    +
    +
    + +
    + +
    + +
    +
    +
    + Control +
    +
    +
    + +
    + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    +
    +
    + +
    + +
    +
    +
    + +
    + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    +
    +
    + +
    + +
    +
    +
    + +
    + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    +
    +
    + +
    + +
    +
    +
    + +
    + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    +
    +
    + +
    + +
    +
    +
    + +
    + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    +
    +
    + +
    + +
    +
    +
    + +
    + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    +
    +
    + +
    + +
    + +
    + Creative +
    +
    +
    + +
    + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    +
    +
    + +
    + +
    +
    +
    + +
    + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    +
    +
    + +
    + +
    +
    +
    +
    +
    + +
    + +
    + + + + +
    + + + + +
    + + + + +
    + + + + +
    + + + + +
    + + + + +
    + + + + +
    + + + + +
    + + + + +
    +
    +
    + +
    + +
    +
    +
    + +
    + Lore +
    +
    +
    + +
    + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    +
    +
    + +
    + +
    +
    +
    + +
    + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    +
    +
    + +
    + +
    +
    +
    + +
    + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    +
    +
    + +
    + +
    +
    +
    + +
    + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    +
    +
    + +
    + +
    +
    +
    + +
    + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    +
    +
    + +
    + +
    +
    +
    +
    +
    + +
    + +
    + + + + +
    + + + + +
    + + + + +
    + + + + +
    + + + + +
    + + + + +
    + + + + +
    + + + + +
    + + + + +
    +
    +
    + +
    + +
    +
    +
    + +
    +
    + +
    + Malefaction +
    +
    +
    + +
    + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    +
    +
    + +
    + +
    +
    +
    + +
    + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    +
    +
    + +
    + +
    +
    +
    + +
    + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    +
    +
    + +
    + +
    +
    +
    + +
    + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    +
    +
    + +
    + +
    +
    +
    + +
    + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    +
    +
    + +
    + +
    + +
    + Physical +
    +
    +
    + +
    + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    +
    +
    + +
    + +
    +
    +
    + +
    + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    +
    +
    + +
    + +
    +
    +
    + +
    + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    +
    +
    + +
    + +
    +
    +
    + +
    + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    +
    +
    + +
    + +
    + +
    + Sciences +
    +
    +
    + +
    + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    +
    +
    + +
    + +
    +
    +
    + +
    + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    +
    +
    + +
    + +
    +
    +
    + +
    + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    +
    +
    + +
    + +
    +
    +
    + +
    + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    +
    +
    + +
    + +
    +
    +
    + +
    + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    +
    +
    + +
    + +
    + +
    +
    +
    + Social +
    +
    +
    + +
    + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    +
    +
    + +
    + +
    +
    +
    + +
    + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    +
    +
    + +
    + +
    +
    +
    + +
    + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    +
    +
    + +
    + +
    +
    +
    + +
    + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    +
    +
    + +
    + +
    +
    +
    + +
    + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    +
    +
    + +
    + +
    + +
    + Technical +
    +
    +
    + +
    + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    +
    +
    + +
    + +
    +
    +
    + +
    + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    +
    +
    + +
    + +
    +
    +
    + +
    + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    +
    +
    + +
    + +
    +
    +
    +
    + + +

    +
    + +
    +
    + + Weapon + Charac. + Skill + Goal + Damage + Min Str. + Range + Shots + Rate + Size + TL +
    +
    +
    + + + + + + + + + + + + + + + + + + + +
    +
    + + +
    +
    +
    +
    +
    + +
    + + +

    +
    + +
    +
    + Combat style + Lvl + Stance/Action + Notes +
    +
    +
    + + + + +
    +
    +
    +
    + + +

    +
    + +
    + + + / + + +
    + + + + + + + + + + + + + + + + + + + + + +
    +
    + +
    +
    + Armor + Prot. + Str. + Dex. + End. + Init. + TL +
    +
    +
    + + + + + + + + +
    +
    + + +
    +
    +
    +
    +
    + +
    + + +

    +
    +
    + + + +
    + +
    +
    + + Path + Lvl + Power + Charac. + Skill + Range + Duration + Wyrd +
    +
    +
    + + + + + + + + + + + + + + + +
    +
    + + +
    +
    +
    +
    +
    +
    + + +

    +
    + +
    + + + +
    + +
    +
    + + Sect + Lvl + Rite + Charact. + Skill + Compo. + Range + Duration + Wyrd +
    +
    +
    + + + + + + + + + + + + + + + + +
    +
    + + +
    +
    +
    +
    +
    +
    + + +

    +
    +
    +
    + Type + TL + Incompatibility +
    +
    +
    + + + +
    +
    + + +
    +
    +
    +
    +
    +
    + + +

    +
    + +
    +
    +
    + Carried + +
    +
    +
    + +
    +
    +
    + +
    +
    + Owned + Location +
    +
    +
    + + +
    +
    +
    +
    +
    + + +

    +
    + +
    + + +
    + +
    +
    + Trait + From + To + Cost + Notes +
    +
    +
    + + + + + +
    +
    +
    +
    + + +

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

    Initiative

    +
    +
    {{roll}} - {{stance}}
    +
    +
    + + +
    + +

    {{name-i18n}}

    +
    +
    {{roll}} {{what-i18n}}
    +
    +
    + + +
    + + {{#skillName-i18n}} +

    {{characteristicName-i18n}} + {{skillName-i18n}} {{#rollGreater() bonus_penalty -1}}+{{/rollGreater() bonus_penalty -1}}{{bonus_penalty}}

    + {{/skillName-i18n}} + {{^skillName-i18n}} +

    {{characteristicName-i18n}} {{#rollGreater() bonus_penalty -1}}+{{/rollGreater() bonus_penalty -1}}{{bonus_penalty}}

    + {{/skillName-i18n}} + + {{#title}}

    [ {{title}} ]

    {{/title}} + +
    + + {{#^rollGreater() roll goal}} + {{#^rollGreater() roll 19}} + {{#critFailureConfirm}} + {{roll}} | {{goal}}. Non-critical failure. + {{/critFailureConfirm}} + {{^critFailureConfirm}} + {{#rollWasCrit() roll}} + {{roll}} | {{goal}}. Critical success! + {{/rollWasCrit() roll}} + {{#^rollWasCrit() roll}} + {{roll}} | {{goal}}. Success! + {{/^rollWasCrit() roll}} + {{#rollTotal() roll 1}} + 0 + {{/rollTotal() roll 1}} + {{#rollBetween() roll 2 3}} + 1 + {{/rollBetween() roll 2 3}} + {{#rollBetween() roll 4 5}} + 2 + {{/rollBetween() roll 4 5}} + {{#rollBetween() roll 6 7}} + 3 + {{/rollBetween() roll 6 7}} + {{#rollBetween() roll 8 9}} + 4 + {{/rollBetween() roll 8 9}} + {{#rollBetween() roll 10 11}} + 5 + {{/rollBetween() roll 10 11}} + {{#rollBetween() roll 12 13}} + 6 + {{/rollBetween() roll 12 13}} + {{#rollBetween() roll 14 15}} + 7 + {{/rollBetween() roll 14 15}} + {{#rollBetween() roll 16 17}} + 8 + {{/rollBetween() roll 16 17}} + {{#rollBetween() roll 18 19}} + 9 + {{/rollBetween() roll 18 19}} + {{#rollBetween() goal 21 22}} + + 1 + {{/rollBetween() goal 21 22}} + {{#rollBetween() goal 23 24}} + + 2 + {{/rollBetween() goal 23 24}} + {{#rollBetween() goal 25 26}} + + 3 + {{/rollBetween() goal 25 26}} + {{#rollBetween() goal 27 28}} + + 4 + {{/rollBetween() goal 27 28}} + {{#rollBetween() goal 29 30}} + + 5 + {{/rollBetween() goal 29 30}} + {{#rollBetween() goal 31 32}} + + 6 + {{/rollBetween() goal 31 32}} + {{#rollBetween() goal 33 34}} + + 7 + {{/rollBetween() goal 33 34}} + {{#rollBetween() goal 35 36}} + + 8 + {{/rollBetween() goal 35 36}} + {{#rollBetween() goal 37 38}} + + 9 + {{/rollBetween() goal 37 38}} + {{#rollBetween() goal 39 40}} + + 10 + {{/rollBetween() goal 39 40}} + {{#rollGreater() goal 40}} + + (a ton of bonus) + {{/rollGreater() goal 40}} + {{#critSuccessContinue}} + additional VP + {{/critSuccessContinue}} + {{^critSuccessContinue}} + VP + {{/critSuccessContinue}} + {{#rollWasCrit() roll}} +
    [Roll again](~{{characterName}}|{{csc}})
    + {{/rollWasCrit() roll}} + {{/critFailureConfirm}} + {{/^rollGreater() roll 19}} + {{/^rollGreater() roll goal}} + + {{#rollGreater() roll goal}} + {{#rollTotal() roll 1}} + {{#critSuccessContinue}} + {{roll}} | {{goal}}. Fin. + {{/critSuccessContinue}} + {{^critSuccessContinue}} + {{#critFailureConfirm}} + {{roll}} | {{goal}}. Non-critical failure. + {{/critFailureConfirm}} + {{^critFailureConfirm}} + {{roll}} | {{goal}}. Success! 0 VP + {{/critFailureConfirm}} + {{/critSuccessContinue}} + {{/rollTotal() roll 1}} + {{#^rollTotal() roll 1}} + {{#^rollGreater() roll 19}} + {{#critFailureConfirm}} + {{roll}} | {{goal}}. Critical failure. + {{/critFailureConfirm}} + {{^critFailureConfirm}} + {{#critSuccessContinue}} + {{roll}} | {{goal}}. Fin. + {{/critSuccessContinue}} + {{^critSuccessContinue}} + {{roll}} | {{goal}}. Failure! + {{/critSuccessContinue}} + {{/critFailureConfirm}} + {{/^rollGreater() roll 19}} + {{/^rollTotal() roll 1}} + {{/rollGreater() roll goal}} + + {{#rollTotal() roll 20}} + {{#critFailureConfirm}} + {{roll}} | {{goal}}. Critical failure. + {{/critFailureConfirm}} + {{^critFailureConfirm}} + {{#critSuccessContinue}} + {{roll}} | {{goal}}. Fin. + {{/critSuccessContinue}} + {{^critSuccessContinue}} + {{roll}} | {{goal}}. Critical failure? +
    [Roll again](~{{characterName}}|{{cfc}})
    + {{/critSuccessContinue}} + {{/critFailureConfirm}} + {{/rollTotal() roll 20}} +
    +
    +
    + + + + + + + diff --git a/Fading Suns 2nd Edition Revised/Fading_Suns_2nd_Edition_Revised.preview-en.jpg b/Fading Suns 2nd Edition Revised/Fading_Suns_2nd_Edition_Revised.preview-en.jpg new file mode 100644 index 0000000000..3da2bc2295 Binary files /dev/null and b/Fading Suns 2nd Edition Revised/Fading_Suns_2nd_Edition_Revised.preview-en.jpg differ diff --git a/Fading Suns 2nd Edition Revised/Fading_Suns_2nd_Edition_Revised.preview-fr.jpg b/Fading Suns 2nd Edition Revised/Fading_Suns_2nd_Edition_Revised.preview-fr.jpg new file mode 100644 index 0000000000..4706d107e9 Binary files /dev/null and b/Fading Suns 2nd Edition Revised/Fading_Suns_2nd_Edition_Revised.preview-fr.jpg differ diff --git a/Fading Suns v2.75/README.md b/Fading Suns 2nd Edition Revised/README.md similarity index 73% rename from Fading Suns v2.75/README.md rename to Fading Suns 2nd Edition Revised/README.md index b2b281dcf9..cce109d399 100644 --- a/Fading Suns v2.75/README.md +++ b/Fading Suns 2nd Edition Revised/README.md @@ -1,5 +1,12 @@ # Release notes +## 1.2.0 +- Renamed sheet to `Fading Suns 2nd Edition Revised` from `Fading Suns v2.75` +- Added ability to select the characteristic for the roll of a skill on the fly (as opposed to having to select a characteristic beforehand) +- Fixed error on Critical Success rerolls or Critical Failure confirms of custom Lore and Creative skills (bug introduced in 1.1.0) +- Fixed typo in Initiative stance roll query. Aggressive stances give -2 Defense, not +2 (bug introduced in 1.1.0) +- Cosmetic fixes + ## 1.1.0 - Vitality, Wyrd & Energy shield: - Current level can no longer be increased past the max value @@ -10,6 +17,7 @@ - Added section for Body Modifications (a.k.a. Cyberware) - Roll queries (stance selection in initiative roll & goal bonus/penalty) can now be translated from English - Reverted to regular d20 symbol on roll buttons +- Ensured a natural 1 still is a success even when the goal is lower than 0 due to a high-enough goal penalty - Minor cosmetic updates ## 1.0.1 @@ -21,13 +29,9 @@ # TODO list -- Update sheet preview images - - General improvements to goal rolls - - Add CSC and CFC to characteristic & skills rolls - Ability to switch b/w public vs GM roll - Vitality critical levels (-2 to -10) to affect goal numbers - - Ensure a 1 is always a success, even when the goal number is < 0 due to a high malus - Increase similarity to the official character sheet - add a section for Movement (default: 5) @@ -35,8 +39,6 @@ - [TBC] use short names for characteristics in weapon/psi/theurgy tables to save up on space -- ability for users to report a bug found in the sheet - - Weapons & armors property checkboxes (Shock, Laser, Plasma, etc..) & replace d6rolls with proper damage/armor rolls showing shield-piercing vs normal damage, etc. - Support for Symbiot characters diff --git a/Fading Suns 2nd Edition Revised/sheet.json b/Fading Suns 2nd Edition Revised/sheet.json new file mode 100644 index 0000000000..cad6eea304 --- /dev/null +++ b/Fading Suns 2nd Edition Revised/sheet.json @@ -0,0 +1,8 @@ +{ + "html": "Fading_Suns_2nd_Edition_Revised.html", + "css": "Fading_Suns_2nd_Edition_Revised.css", + "authors": "admiralnlson", + "roll20userid": "2324543", + "preview": "Fading_Suns_2nd_Edition_Revised.preview-en.jpg", + "instructions": "This character sheet is for **Fading Suns 2nd Edition Revised, published by FASA**.\nPlease go to [the dedicated wiki page](https://wiki.roll20.net/Fading_Suns_2nd_Edition_Revised) for instructions on how to use the sheet.\nYou may also wish to check out the [project's README file](https://github.com/Roll20/roll20-character-sheets/blob/master/Fading%20Suns%202nd%20Edition%20Revised/README.md), which contains release notes and planned evolutions.\n\nIssues, Ideas & Questions can be sent to the [admiralnlson](https://app.roll20.net/users/2324543), original author and current maintainer of this character sheet." +} \ No newline at end of file diff --git a/Fading Suns v2.75/translation.json b/Fading Suns 2nd Edition Revised/translation.json similarity index 97% rename from Fading Suns v2.75/translation.json rename to Fading Suns 2nd Edition Revised/translation.json index 0726e41b61..207a8f2532 100644 --- a/Fading Suns v2.75/translation.json +++ b/Fading Suns 2nd Edition Revised/translation.json @@ -28,10 +28,10 @@ "initiative": "Initiative", "stance": "Stance", "stance_neutral": "Neutral (default)", - "stance_aggressive_atk": "Aggressive - attack: +4 to attack goal numbers; +2 to Def", - "stance_aggressive_dmg": "Aggressive - damage: +2d to damage; +2 to Def", - "stance_defensive": "Defensive: -4 to all goal numbers; +2 to Def", - "stance_full_defense": "Full Defense: only move actions; +4 to Def ", + "stance_aggressive_atk": "Aggressive - attack: +4 to attack goal numbers; -2 to Defense", + "stance_aggressive_dmg": "Aggressive - damage: +2d to damage; -2 to Defense", + "stance_defensive": "Defensive: -4 to all goal numbers; +2 to Defense", + "stance_full_defense": "Full Defense: only move actions; +4 to Defense", "body": "Body", "strength": "Strength", "dexterity": "Dexterity", diff --git a/Fading Suns v2.75/translations/af.json b/Fading Suns 2nd Edition Revised/translations/af.json similarity index 93% rename from Fading Suns v2.75/translations/af.json rename to Fading Suns 2nd Edition Revised/translations/af.json index 6e20b7aefc..207a8f2532 100644 --- a/Fading Suns v2.75/translations/af.json +++ b/Fading Suns 2nd Edition Revised/translations/af.json @@ -28,10 +28,10 @@ "initiative": "Initiative", "stance": "Stance", "stance_neutral": "Neutral (default)", - "stance_aggressive_atk": "Aggressive - attack: +4 to attack goal numbers; +2 to Def", - "stance_aggressive_dmg": "Aggressive - damage: +2d to damage; +2 to Def", - "stance_defensive": "Defensive: -4 to all goal numbers; +2 to Def", - "stance_full_defense": "Full Defense: only move actions; +4 to Def ", + "stance_aggressive_atk": "Aggressive - attack: +4 to attack goal numbers; -2 to Defense", + "stance_aggressive_dmg": "Aggressive - damage: +2d to damage; -2 to Defense", + "stance_defensive": "Defensive: -4 to all goal numbers; +2 to Defense", + "stance_full_defense": "Full Defense: only move actions; +4 to Defense", "body": "Body", "strength": "Strength", "dexterity": "Dexterity", @@ -56,7 +56,7 @@ "artifact_melee": "Artifact Melee", "archery": "Archery", "throwing": "Throwing", - "energy_guns": "Energy guns", + "energy_guns": "Energy Guns", "gunnery": "Gunnery", "artillery": "Artillery", "fight": "Fight", @@ -68,10 +68,10 @@ "faction_lore": "Faction Lore", "phoenix_empire": "Phoenix Empire", "faction_lore_phoenix_empire": "Faction Lore (Phoenix Empire)", - "faction_lore_ownalliance": "Faction Lore (my alliance)", + "faction_lore_ownalliance": "Faction Lore (own alliance)", "jumpweb_lore": "Jumpweb Lore", "planetary_lore": "Planetary Lore", - "planetary_lore_homeworld": "Planetary Lore (my homeworld)", + "planetary_lore_homeworld": "Planetary Lore (own homeworld)", "control": "Control", "aircraft": "Aircraft", "beastcraft": "Beastcraft", @@ -113,7 +113,7 @@ "tech_redemption": "Tech Redemption", "think_machine": "Think Machine", "combat_actions": "Combat actions", - "weapon_name": "Weapon", + "weapon_name": "Combat action", "goal_bonus_malus": "Goal", "damage": "Damage", "strength_required": "Str. min", @@ -132,7 +132,7 @@ "armor_properties": "Properties", "combat_styles": "Combat styles", "combat_style": "Combat style", - "combat_action_name": "Action", + "combat_action_name": "Stance/Action", "psi": "Psi", "stigmata": "Stigmata", "urge": "Urge", @@ -147,7 +147,7 @@ "hubris": "Hubris", "church_sect": "Sect", "rite_level": "Level", - "rite_name": "Ritual", + "rite_name": "Rite", "rite_components_s": "Compos", "rite_range": "Range", "rite_duration": "Duration", diff --git a/Fading Suns v2.75/translations/cs.json b/Fading Suns 2nd Edition Revised/translations/cs.json similarity index 93% rename from Fading Suns v2.75/translations/cs.json rename to Fading Suns 2nd Edition Revised/translations/cs.json index 6e20b7aefc..207a8f2532 100644 --- a/Fading Suns v2.75/translations/cs.json +++ b/Fading Suns 2nd Edition Revised/translations/cs.json @@ -28,10 +28,10 @@ "initiative": "Initiative", "stance": "Stance", "stance_neutral": "Neutral (default)", - "stance_aggressive_atk": "Aggressive - attack: +4 to attack goal numbers; +2 to Def", - "stance_aggressive_dmg": "Aggressive - damage: +2d to damage; +2 to Def", - "stance_defensive": "Defensive: -4 to all goal numbers; +2 to Def", - "stance_full_defense": "Full Defense: only move actions; +4 to Def ", + "stance_aggressive_atk": "Aggressive - attack: +4 to attack goal numbers; -2 to Defense", + "stance_aggressive_dmg": "Aggressive - damage: +2d to damage; -2 to Defense", + "stance_defensive": "Defensive: -4 to all goal numbers; +2 to Defense", + "stance_full_defense": "Full Defense: only move actions; +4 to Defense", "body": "Body", "strength": "Strength", "dexterity": "Dexterity", @@ -56,7 +56,7 @@ "artifact_melee": "Artifact Melee", "archery": "Archery", "throwing": "Throwing", - "energy_guns": "Energy guns", + "energy_guns": "Energy Guns", "gunnery": "Gunnery", "artillery": "Artillery", "fight": "Fight", @@ -68,10 +68,10 @@ "faction_lore": "Faction Lore", "phoenix_empire": "Phoenix Empire", "faction_lore_phoenix_empire": "Faction Lore (Phoenix Empire)", - "faction_lore_ownalliance": "Faction Lore (my alliance)", + "faction_lore_ownalliance": "Faction Lore (own alliance)", "jumpweb_lore": "Jumpweb Lore", "planetary_lore": "Planetary Lore", - "planetary_lore_homeworld": "Planetary Lore (my homeworld)", + "planetary_lore_homeworld": "Planetary Lore (own homeworld)", "control": "Control", "aircraft": "Aircraft", "beastcraft": "Beastcraft", @@ -113,7 +113,7 @@ "tech_redemption": "Tech Redemption", "think_machine": "Think Machine", "combat_actions": "Combat actions", - "weapon_name": "Weapon", + "weapon_name": "Combat action", "goal_bonus_malus": "Goal", "damage": "Damage", "strength_required": "Str. min", @@ -132,7 +132,7 @@ "armor_properties": "Properties", "combat_styles": "Combat styles", "combat_style": "Combat style", - "combat_action_name": "Action", + "combat_action_name": "Stance/Action", "psi": "Psi", "stigmata": "Stigmata", "urge": "Urge", @@ -147,7 +147,7 @@ "hubris": "Hubris", "church_sect": "Sect", "rite_level": "Level", - "rite_name": "Ritual", + "rite_name": "Rite", "rite_components_s": "Compos", "rite_range": "Range", "rite_duration": "Duration", diff --git a/Fading Suns v2.75/translations/da.json b/Fading Suns 2nd Edition Revised/translations/da.json similarity index 93% rename from Fading Suns v2.75/translations/da.json rename to Fading Suns 2nd Edition Revised/translations/da.json index 6e20b7aefc..207a8f2532 100644 --- a/Fading Suns v2.75/translations/da.json +++ b/Fading Suns 2nd Edition Revised/translations/da.json @@ -28,10 +28,10 @@ "initiative": "Initiative", "stance": "Stance", "stance_neutral": "Neutral (default)", - "stance_aggressive_atk": "Aggressive - attack: +4 to attack goal numbers; +2 to Def", - "stance_aggressive_dmg": "Aggressive - damage: +2d to damage; +2 to Def", - "stance_defensive": "Defensive: -4 to all goal numbers; +2 to Def", - "stance_full_defense": "Full Defense: only move actions; +4 to Def ", + "stance_aggressive_atk": "Aggressive - attack: +4 to attack goal numbers; -2 to Defense", + "stance_aggressive_dmg": "Aggressive - damage: +2d to damage; -2 to Defense", + "stance_defensive": "Defensive: -4 to all goal numbers; +2 to Defense", + "stance_full_defense": "Full Defense: only move actions; +4 to Defense", "body": "Body", "strength": "Strength", "dexterity": "Dexterity", @@ -56,7 +56,7 @@ "artifact_melee": "Artifact Melee", "archery": "Archery", "throwing": "Throwing", - "energy_guns": "Energy guns", + "energy_guns": "Energy Guns", "gunnery": "Gunnery", "artillery": "Artillery", "fight": "Fight", @@ -68,10 +68,10 @@ "faction_lore": "Faction Lore", "phoenix_empire": "Phoenix Empire", "faction_lore_phoenix_empire": "Faction Lore (Phoenix Empire)", - "faction_lore_ownalliance": "Faction Lore (my alliance)", + "faction_lore_ownalliance": "Faction Lore (own alliance)", "jumpweb_lore": "Jumpweb Lore", "planetary_lore": "Planetary Lore", - "planetary_lore_homeworld": "Planetary Lore (my homeworld)", + "planetary_lore_homeworld": "Planetary Lore (own homeworld)", "control": "Control", "aircraft": "Aircraft", "beastcraft": "Beastcraft", @@ -113,7 +113,7 @@ "tech_redemption": "Tech Redemption", "think_machine": "Think Machine", "combat_actions": "Combat actions", - "weapon_name": "Weapon", + "weapon_name": "Combat action", "goal_bonus_malus": "Goal", "damage": "Damage", "strength_required": "Str. min", @@ -132,7 +132,7 @@ "armor_properties": "Properties", "combat_styles": "Combat styles", "combat_style": "Combat style", - "combat_action_name": "Action", + "combat_action_name": "Stance/Action", "psi": "Psi", "stigmata": "Stigmata", "urge": "Urge", @@ -147,7 +147,7 @@ "hubris": "Hubris", "church_sect": "Sect", "rite_level": "Level", - "rite_name": "Ritual", + "rite_name": "Rite", "rite_components_s": "Compos", "rite_range": "Range", "rite_duration": "Duration", diff --git a/Fading Suns v2.75/translations/de.json b/Fading Suns 2nd Edition Revised/translations/de.json similarity index 93% rename from Fading Suns v2.75/translations/de.json rename to Fading Suns 2nd Edition Revised/translations/de.json index 6e20b7aefc..207a8f2532 100644 --- a/Fading Suns v2.75/translations/de.json +++ b/Fading Suns 2nd Edition Revised/translations/de.json @@ -28,10 +28,10 @@ "initiative": "Initiative", "stance": "Stance", "stance_neutral": "Neutral (default)", - "stance_aggressive_atk": "Aggressive - attack: +4 to attack goal numbers; +2 to Def", - "stance_aggressive_dmg": "Aggressive - damage: +2d to damage; +2 to Def", - "stance_defensive": "Defensive: -4 to all goal numbers; +2 to Def", - "stance_full_defense": "Full Defense: only move actions; +4 to Def ", + "stance_aggressive_atk": "Aggressive - attack: +4 to attack goal numbers; -2 to Defense", + "stance_aggressive_dmg": "Aggressive - damage: +2d to damage; -2 to Defense", + "stance_defensive": "Defensive: -4 to all goal numbers; +2 to Defense", + "stance_full_defense": "Full Defense: only move actions; +4 to Defense", "body": "Body", "strength": "Strength", "dexterity": "Dexterity", @@ -56,7 +56,7 @@ "artifact_melee": "Artifact Melee", "archery": "Archery", "throwing": "Throwing", - "energy_guns": "Energy guns", + "energy_guns": "Energy Guns", "gunnery": "Gunnery", "artillery": "Artillery", "fight": "Fight", @@ -68,10 +68,10 @@ "faction_lore": "Faction Lore", "phoenix_empire": "Phoenix Empire", "faction_lore_phoenix_empire": "Faction Lore (Phoenix Empire)", - "faction_lore_ownalliance": "Faction Lore (my alliance)", + "faction_lore_ownalliance": "Faction Lore (own alliance)", "jumpweb_lore": "Jumpweb Lore", "planetary_lore": "Planetary Lore", - "planetary_lore_homeworld": "Planetary Lore (my homeworld)", + "planetary_lore_homeworld": "Planetary Lore (own homeworld)", "control": "Control", "aircraft": "Aircraft", "beastcraft": "Beastcraft", @@ -113,7 +113,7 @@ "tech_redemption": "Tech Redemption", "think_machine": "Think Machine", "combat_actions": "Combat actions", - "weapon_name": "Weapon", + "weapon_name": "Combat action", "goal_bonus_malus": "Goal", "damage": "Damage", "strength_required": "Str. min", @@ -132,7 +132,7 @@ "armor_properties": "Properties", "combat_styles": "Combat styles", "combat_style": "Combat style", - "combat_action_name": "Action", + "combat_action_name": "Stance/Action", "psi": "Psi", "stigmata": "Stigmata", "urge": "Urge", @@ -147,7 +147,7 @@ "hubris": "Hubris", "church_sect": "Sect", "rite_level": "Level", - "rite_name": "Ritual", + "rite_name": "Rite", "rite_components_s": "Compos", "rite_range": "Range", "rite_duration": "Duration", diff --git a/Fading Suns v2.75/translations/el.json b/Fading Suns 2nd Edition Revised/translations/el.json similarity index 93% rename from Fading Suns v2.75/translations/el.json rename to Fading Suns 2nd Edition Revised/translations/el.json index 6e20b7aefc..207a8f2532 100644 --- a/Fading Suns v2.75/translations/el.json +++ b/Fading Suns 2nd Edition Revised/translations/el.json @@ -28,10 +28,10 @@ "initiative": "Initiative", "stance": "Stance", "stance_neutral": "Neutral (default)", - "stance_aggressive_atk": "Aggressive - attack: +4 to attack goal numbers; +2 to Def", - "stance_aggressive_dmg": "Aggressive - damage: +2d to damage; +2 to Def", - "stance_defensive": "Defensive: -4 to all goal numbers; +2 to Def", - "stance_full_defense": "Full Defense: only move actions; +4 to Def ", + "stance_aggressive_atk": "Aggressive - attack: +4 to attack goal numbers; -2 to Defense", + "stance_aggressive_dmg": "Aggressive - damage: +2d to damage; -2 to Defense", + "stance_defensive": "Defensive: -4 to all goal numbers; +2 to Defense", + "stance_full_defense": "Full Defense: only move actions; +4 to Defense", "body": "Body", "strength": "Strength", "dexterity": "Dexterity", @@ -56,7 +56,7 @@ "artifact_melee": "Artifact Melee", "archery": "Archery", "throwing": "Throwing", - "energy_guns": "Energy guns", + "energy_guns": "Energy Guns", "gunnery": "Gunnery", "artillery": "Artillery", "fight": "Fight", @@ -68,10 +68,10 @@ "faction_lore": "Faction Lore", "phoenix_empire": "Phoenix Empire", "faction_lore_phoenix_empire": "Faction Lore (Phoenix Empire)", - "faction_lore_ownalliance": "Faction Lore (my alliance)", + "faction_lore_ownalliance": "Faction Lore (own alliance)", "jumpweb_lore": "Jumpweb Lore", "planetary_lore": "Planetary Lore", - "planetary_lore_homeworld": "Planetary Lore (my homeworld)", + "planetary_lore_homeworld": "Planetary Lore (own homeworld)", "control": "Control", "aircraft": "Aircraft", "beastcraft": "Beastcraft", @@ -113,7 +113,7 @@ "tech_redemption": "Tech Redemption", "think_machine": "Think Machine", "combat_actions": "Combat actions", - "weapon_name": "Weapon", + "weapon_name": "Combat action", "goal_bonus_malus": "Goal", "damage": "Damage", "strength_required": "Str. min", @@ -132,7 +132,7 @@ "armor_properties": "Properties", "combat_styles": "Combat styles", "combat_style": "Combat style", - "combat_action_name": "Action", + "combat_action_name": "Stance/Action", "psi": "Psi", "stigmata": "Stigmata", "urge": "Urge", @@ -147,7 +147,7 @@ "hubris": "Hubris", "church_sect": "Sect", "rite_level": "Level", - "rite_name": "Ritual", + "rite_name": "Rite", "rite_components_s": "Compos", "rite_range": "Range", "rite_duration": "Duration", diff --git a/Fading Suns v2.75/translations/en.json b/Fading Suns 2nd Edition Revised/translations/en.json similarity index 97% rename from Fading Suns v2.75/translations/en.json rename to Fading Suns 2nd Edition Revised/translations/en.json index 0726e41b61..207a8f2532 100644 --- a/Fading Suns v2.75/translations/en.json +++ b/Fading Suns 2nd Edition Revised/translations/en.json @@ -28,10 +28,10 @@ "initiative": "Initiative", "stance": "Stance", "stance_neutral": "Neutral (default)", - "stance_aggressive_atk": "Aggressive - attack: +4 to attack goal numbers; +2 to Def", - "stance_aggressive_dmg": "Aggressive - damage: +2d to damage; +2 to Def", - "stance_defensive": "Defensive: -4 to all goal numbers; +2 to Def", - "stance_full_defense": "Full Defense: only move actions; +4 to Def ", + "stance_aggressive_atk": "Aggressive - attack: +4 to attack goal numbers; -2 to Defense", + "stance_aggressive_dmg": "Aggressive - damage: +2d to damage; -2 to Defense", + "stance_defensive": "Defensive: -4 to all goal numbers; +2 to Defense", + "stance_full_defense": "Full Defense: only move actions; +4 to Defense", "body": "Body", "strength": "Strength", "dexterity": "Dexterity", diff --git a/Fading Suns v2.75/translations/es.json b/Fading Suns 2nd Edition Revised/translations/es.json similarity index 93% rename from Fading Suns v2.75/translations/es.json rename to Fading Suns 2nd Edition Revised/translations/es.json index 6e20b7aefc..207a8f2532 100644 --- a/Fading Suns v2.75/translations/es.json +++ b/Fading Suns 2nd Edition Revised/translations/es.json @@ -28,10 +28,10 @@ "initiative": "Initiative", "stance": "Stance", "stance_neutral": "Neutral (default)", - "stance_aggressive_atk": "Aggressive - attack: +4 to attack goal numbers; +2 to Def", - "stance_aggressive_dmg": "Aggressive - damage: +2d to damage; +2 to Def", - "stance_defensive": "Defensive: -4 to all goal numbers; +2 to Def", - "stance_full_defense": "Full Defense: only move actions; +4 to Def ", + "stance_aggressive_atk": "Aggressive - attack: +4 to attack goal numbers; -2 to Defense", + "stance_aggressive_dmg": "Aggressive - damage: +2d to damage; -2 to Defense", + "stance_defensive": "Defensive: -4 to all goal numbers; +2 to Defense", + "stance_full_defense": "Full Defense: only move actions; +4 to Defense", "body": "Body", "strength": "Strength", "dexterity": "Dexterity", @@ -56,7 +56,7 @@ "artifact_melee": "Artifact Melee", "archery": "Archery", "throwing": "Throwing", - "energy_guns": "Energy guns", + "energy_guns": "Energy Guns", "gunnery": "Gunnery", "artillery": "Artillery", "fight": "Fight", @@ -68,10 +68,10 @@ "faction_lore": "Faction Lore", "phoenix_empire": "Phoenix Empire", "faction_lore_phoenix_empire": "Faction Lore (Phoenix Empire)", - "faction_lore_ownalliance": "Faction Lore (my alliance)", + "faction_lore_ownalliance": "Faction Lore (own alliance)", "jumpweb_lore": "Jumpweb Lore", "planetary_lore": "Planetary Lore", - "planetary_lore_homeworld": "Planetary Lore (my homeworld)", + "planetary_lore_homeworld": "Planetary Lore (own homeworld)", "control": "Control", "aircraft": "Aircraft", "beastcraft": "Beastcraft", @@ -113,7 +113,7 @@ "tech_redemption": "Tech Redemption", "think_machine": "Think Machine", "combat_actions": "Combat actions", - "weapon_name": "Weapon", + "weapon_name": "Combat action", "goal_bonus_malus": "Goal", "damage": "Damage", "strength_required": "Str. min", @@ -132,7 +132,7 @@ "armor_properties": "Properties", "combat_styles": "Combat styles", "combat_style": "Combat style", - "combat_action_name": "Action", + "combat_action_name": "Stance/Action", "psi": "Psi", "stigmata": "Stigmata", "urge": "Urge", @@ -147,7 +147,7 @@ "hubris": "Hubris", "church_sect": "Sect", "rite_level": "Level", - "rite_name": "Ritual", + "rite_name": "Rite", "rite_components_s": "Compos", "rite_range": "Range", "rite_duration": "Duration", diff --git a/Fading Suns v2.75/translations/fr.json b/Fading Suns 2nd Edition Revised/translations/fr.json similarity index 97% rename from Fading Suns v2.75/translations/fr.json rename to Fading Suns 2nd Edition Revised/translations/fr.json index b7f8157f06..df334b33d6 100644 --- a/Fading Suns v2.75/translations/fr.json +++ b/Fading Suns 2nd Edition Revised/translations/fr.json @@ -28,10 +28,10 @@ "initiative": "Initiative", "stance": "Posture", "stance_neutral": "Neutre (défaut)", - "stance_aggressive_atk": "Attaque: +4 aux seuils de réussite de chaque attaque; +2 en Déf.", - "stance_aggressive_dmg": "Attaque: +2d de dégâts de chaque attaque; +2 en Déf.", - "stance_defensive": "Défense: -4 aux seuils de réussite; +2 en Déf.", - "stance_full_defense": "Défense totale: déplacement uniquement; +4 en Déf.", + "stance_aggressive_atk": "Attaque: +4 aux seuils de réussite de chaque attaque; -2 en Défense", + "stance_aggressive_dmg": "Attaque: +2d aux dégâts de chaque attaque; -2 en Défense", + "stance_defensive": "Défense: -4 aux seuils de réussite; +2 en Défense", + "stance_full_defense": "Défense totale: déplacement uniquement; +4 en Défense", "body": "Corps", "strength": "Force", "dexterity": "Dextérité", diff --git a/Fading Suns v2.75/translations/he.json b/Fading Suns 2nd Edition Revised/translations/he.json similarity index 93% rename from Fading Suns v2.75/translations/he.json rename to Fading Suns 2nd Edition Revised/translations/he.json index 6e20b7aefc..207a8f2532 100644 --- a/Fading Suns v2.75/translations/he.json +++ b/Fading Suns 2nd Edition Revised/translations/he.json @@ -28,10 +28,10 @@ "initiative": "Initiative", "stance": "Stance", "stance_neutral": "Neutral (default)", - "stance_aggressive_atk": "Aggressive - attack: +4 to attack goal numbers; +2 to Def", - "stance_aggressive_dmg": "Aggressive - damage: +2d to damage; +2 to Def", - "stance_defensive": "Defensive: -4 to all goal numbers; +2 to Def", - "stance_full_defense": "Full Defense: only move actions; +4 to Def ", + "stance_aggressive_atk": "Aggressive - attack: +4 to attack goal numbers; -2 to Defense", + "stance_aggressive_dmg": "Aggressive - damage: +2d to damage; -2 to Defense", + "stance_defensive": "Defensive: -4 to all goal numbers; +2 to Defense", + "stance_full_defense": "Full Defense: only move actions; +4 to Defense", "body": "Body", "strength": "Strength", "dexterity": "Dexterity", @@ -56,7 +56,7 @@ "artifact_melee": "Artifact Melee", "archery": "Archery", "throwing": "Throwing", - "energy_guns": "Energy guns", + "energy_guns": "Energy Guns", "gunnery": "Gunnery", "artillery": "Artillery", "fight": "Fight", @@ -68,10 +68,10 @@ "faction_lore": "Faction Lore", "phoenix_empire": "Phoenix Empire", "faction_lore_phoenix_empire": "Faction Lore (Phoenix Empire)", - "faction_lore_ownalliance": "Faction Lore (my alliance)", + "faction_lore_ownalliance": "Faction Lore (own alliance)", "jumpweb_lore": "Jumpweb Lore", "planetary_lore": "Planetary Lore", - "planetary_lore_homeworld": "Planetary Lore (my homeworld)", + "planetary_lore_homeworld": "Planetary Lore (own homeworld)", "control": "Control", "aircraft": "Aircraft", "beastcraft": "Beastcraft", @@ -113,7 +113,7 @@ "tech_redemption": "Tech Redemption", "think_machine": "Think Machine", "combat_actions": "Combat actions", - "weapon_name": "Weapon", + "weapon_name": "Combat action", "goal_bonus_malus": "Goal", "damage": "Damage", "strength_required": "Str. min", @@ -132,7 +132,7 @@ "armor_properties": "Properties", "combat_styles": "Combat styles", "combat_style": "Combat style", - "combat_action_name": "Action", + "combat_action_name": "Stance/Action", "psi": "Psi", "stigmata": "Stigmata", "urge": "Urge", @@ -147,7 +147,7 @@ "hubris": "Hubris", "church_sect": "Sect", "rite_level": "Level", - "rite_name": "Ritual", + "rite_name": "Rite", "rite_components_s": "Compos", "rite_range": "Range", "rite_duration": "Duration", diff --git a/Fading Suns v2.75/translations/it.json b/Fading Suns 2nd Edition Revised/translations/it.json similarity index 93% rename from Fading Suns v2.75/translations/it.json rename to Fading Suns 2nd Edition Revised/translations/it.json index 6e20b7aefc..207a8f2532 100644 --- a/Fading Suns v2.75/translations/it.json +++ b/Fading Suns 2nd Edition Revised/translations/it.json @@ -28,10 +28,10 @@ "initiative": "Initiative", "stance": "Stance", "stance_neutral": "Neutral (default)", - "stance_aggressive_atk": "Aggressive - attack: +4 to attack goal numbers; +2 to Def", - "stance_aggressive_dmg": "Aggressive - damage: +2d to damage; +2 to Def", - "stance_defensive": "Defensive: -4 to all goal numbers; +2 to Def", - "stance_full_defense": "Full Defense: only move actions; +4 to Def ", + "stance_aggressive_atk": "Aggressive - attack: +4 to attack goal numbers; -2 to Defense", + "stance_aggressive_dmg": "Aggressive - damage: +2d to damage; -2 to Defense", + "stance_defensive": "Defensive: -4 to all goal numbers; +2 to Defense", + "stance_full_defense": "Full Defense: only move actions; +4 to Defense", "body": "Body", "strength": "Strength", "dexterity": "Dexterity", @@ -56,7 +56,7 @@ "artifact_melee": "Artifact Melee", "archery": "Archery", "throwing": "Throwing", - "energy_guns": "Energy guns", + "energy_guns": "Energy Guns", "gunnery": "Gunnery", "artillery": "Artillery", "fight": "Fight", @@ -68,10 +68,10 @@ "faction_lore": "Faction Lore", "phoenix_empire": "Phoenix Empire", "faction_lore_phoenix_empire": "Faction Lore (Phoenix Empire)", - "faction_lore_ownalliance": "Faction Lore (my alliance)", + "faction_lore_ownalliance": "Faction Lore (own alliance)", "jumpweb_lore": "Jumpweb Lore", "planetary_lore": "Planetary Lore", - "planetary_lore_homeworld": "Planetary Lore (my homeworld)", + "planetary_lore_homeworld": "Planetary Lore (own homeworld)", "control": "Control", "aircraft": "Aircraft", "beastcraft": "Beastcraft", @@ -113,7 +113,7 @@ "tech_redemption": "Tech Redemption", "think_machine": "Think Machine", "combat_actions": "Combat actions", - "weapon_name": "Weapon", + "weapon_name": "Combat action", "goal_bonus_malus": "Goal", "damage": "Damage", "strength_required": "Str. min", @@ -132,7 +132,7 @@ "armor_properties": "Properties", "combat_styles": "Combat styles", "combat_style": "Combat style", - "combat_action_name": "Action", + "combat_action_name": "Stance/Action", "psi": "Psi", "stigmata": "Stigmata", "urge": "Urge", @@ -147,7 +147,7 @@ "hubris": "Hubris", "church_sect": "Sect", "rite_level": "Level", - "rite_name": "Ritual", + "rite_name": "Rite", "rite_components_s": "Compos", "rite_range": "Range", "rite_duration": "Duration", diff --git a/Fading Suns v2.75/translations/ja.json b/Fading Suns 2nd Edition Revised/translations/ja.json similarity index 93% rename from Fading Suns v2.75/translations/ja.json rename to Fading Suns 2nd Edition Revised/translations/ja.json index 6e20b7aefc..207a8f2532 100644 --- a/Fading Suns v2.75/translations/ja.json +++ b/Fading Suns 2nd Edition Revised/translations/ja.json @@ -28,10 +28,10 @@ "initiative": "Initiative", "stance": "Stance", "stance_neutral": "Neutral (default)", - "stance_aggressive_atk": "Aggressive - attack: +4 to attack goal numbers; +2 to Def", - "stance_aggressive_dmg": "Aggressive - damage: +2d to damage; +2 to Def", - "stance_defensive": "Defensive: -4 to all goal numbers; +2 to Def", - "stance_full_defense": "Full Defense: only move actions; +4 to Def ", + "stance_aggressive_atk": "Aggressive - attack: +4 to attack goal numbers; -2 to Defense", + "stance_aggressive_dmg": "Aggressive - damage: +2d to damage; -2 to Defense", + "stance_defensive": "Defensive: -4 to all goal numbers; +2 to Defense", + "stance_full_defense": "Full Defense: only move actions; +4 to Defense", "body": "Body", "strength": "Strength", "dexterity": "Dexterity", @@ -56,7 +56,7 @@ "artifact_melee": "Artifact Melee", "archery": "Archery", "throwing": "Throwing", - "energy_guns": "Energy guns", + "energy_guns": "Energy Guns", "gunnery": "Gunnery", "artillery": "Artillery", "fight": "Fight", @@ -68,10 +68,10 @@ "faction_lore": "Faction Lore", "phoenix_empire": "Phoenix Empire", "faction_lore_phoenix_empire": "Faction Lore (Phoenix Empire)", - "faction_lore_ownalliance": "Faction Lore (my alliance)", + "faction_lore_ownalliance": "Faction Lore (own alliance)", "jumpweb_lore": "Jumpweb Lore", "planetary_lore": "Planetary Lore", - "planetary_lore_homeworld": "Planetary Lore (my homeworld)", + "planetary_lore_homeworld": "Planetary Lore (own homeworld)", "control": "Control", "aircraft": "Aircraft", "beastcraft": "Beastcraft", @@ -113,7 +113,7 @@ "tech_redemption": "Tech Redemption", "think_machine": "Think Machine", "combat_actions": "Combat actions", - "weapon_name": "Weapon", + "weapon_name": "Combat action", "goal_bonus_malus": "Goal", "damage": "Damage", "strength_required": "Str. min", @@ -132,7 +132,7 @@ "armor_properties": "Properties", "combat_styles": "Combat styles", "combat_style": "Combat style", - "combat_action_name": "Action", + "combat_action_name": "Stance/Action", "psi": "Psi", "stigmata": "Stigmata", "urge": "Urge", @@ -147,7 +147,7 @@ "hubris": "Hubris", "church_sect": "Sect", "rite_level": "Level", - "rite_name": "Ritual", + "rite_name": "Rite", "rite_components_s": "Compos", "rite_range": "Range", "rite_duration": "Duration", diff --git a/Fading Suns v2.75/translations/ko.json b/Fading Suns 2nd Edition Revised/translations/ko.json similarity index 93% rename from Fading Suns v2.75/translations/ko.json rename to Fading Suns 2nd Edition Revised/translations/ko.json index 6e20b7aefc..207a8f2532 100644 --- a/Fading Suns v2.75/translations/ko.json +++ b/Fading Suns 2nd Edition Revised/translations/ko.json @@ -28,10 +28,10 @@ "initiative": "Initiative", "stance": "Stance", "stance_neutral": "Neutral (default)", - "stance_aggressive_atk": "Aggressive - attack: +4 to attack goal numbers; +2 to Def", - "stance_aggressive_dmg": "Aggressive - damage: +2d to damage; +2 to Def", - "stance_defensive": "Defensive: -4 to all goal numbers; +2 to Def", - "stance_full_defense": "Full Defense: only move actions; +4 to Def ", + "stance_aggressive_atk": "Aggressive - attack: +4 to attack goal numbers; -2 to Defense", + "stance_aggressive_dmg": "Aggressive - damage: +2d to damage; -2 to Defense", + "stance_defensive": "Defensive: -4 to all goal numbers; +2 to Defense", + "stance_full_defense": "Full Defense: only move actions; +4 to Defense", "body": "Body", "strength": "Strength", "dexterity": "Dexterity", @@ -56,7 +56,7 @@ "artifact_melee": "Artifact Melee", "archery": "Archery", "throwing": "Throwing", - "energy_guns": "Energy guns", + "energy_guns": "Energy Guns", "gunnery": "Gunnery", "artillery": "Artillery", "fight": "Fight", @@ -68,10 +68,10 @@ "faction_lore": "Faction Lore", "phoenix_empire": "Phoenix Empire", "faction_lore_phoenix_empire": "Faction Lore (Phoenix Empire)", - "faction_lore_ownalliance": "Faction Lore (my alliance)", + "faction_lore_ownalliance": "Faction Lore (own alliance)", "jumpweb_lore": "Jumpweb Lore", "planetary_lore": "Planetary Lore", - "planetary_lore_homeworld": "Planetary Lore (my homeworld)", + "planetary_lore_homeworld": "Planetary Lore (own homeworld)", "control": "Control", "aircraft": "Aircraft", "beastcraft": "Beastcraft", @@ -113,7 +113,7 @@ "tech_redemption": "Tech Redemption", "think_machine": "Think Machine", "combat_actions": "Combat actions", - "weapon_name": "Weapon", + "weapon_name": "Combat action", "goal_bonus_malus": "Goal", "damage": "Damage", "strength_required": "Str. min", @@ -132,7 +132,7 @@ "armor_properties": "Properties", "combat_styles": "Combat styles", "combat_style": "Combat style", - "combat_action_name": "Action", + "combat_action_name": "Stance/Action", "psi": "Psi", "stigmata": "Stigmata", "urge": "Urge", @@ -147,7 +147,7 @@ "hubris": "Hubris", "church_sect": "Sect", "rite_level": "Level", - "rite_name": "Ritual", + "rite_name": "Rite", "rite_components_s": "Compos", "rite_range": "Range", "rite_duration": "Duration", diff --git a/Fading Suns v2.75/translations/nl.json b/Fading Suns 2nd Edition Revised/translations/nl.json similarity index 93% rename from Fading Suns v2.75/translations/nl.json rename to Fading Suns 2nd Edition Revised/translations/nl.json index 6e20b7aefc..207a8f2532 100644 --- a/Fading Suns v2.75/translations/nl.json +++ b/Fading Suns 2nd Edition Revised/translations/nl.json @@ -28,10 +28,10 @@ "initiative": "Initiative", "stance": "Stance", "stance_neutral": "Neutral (default)", - "stance_aggressive_atk": "Aggressive - attack: +4 to attack goal numbers; +2 to Def", - "stance_aggressive_dmg": "Aggressive - damage: +2d to damage; +2 to Def", - "stance_defensive": "Defensive: -4 to all goal numbers; +2 to Def", - "stance_full_defense": "Full Defense: only move actions; +4 to Def ", + "stance_aggressive_atk": "Aggressive - attack: +4 to attack goal numbers; -2 to Defense", + "stance_aggressive_dmg": "Aggressive - damage: +2d to damage; -2 to Defense", + "stance_defensive": "Defensive: -4 to all goal numbers; +2 to Defense", + "stance_full_defense": "Full Defense: only move actions; +4 to Defense", "body": "Body", "strength": "Strength", "dexterity": "Dexterity", @@ -56,7 +56,7 @@ "artifact_melee": "Artifact Melee", "archery": "Archery", "throwing": "Throwing", - "energy_guns": "Energy guns", + "energy_guns": "Energy Guns", "gunnery": "Gunnery", "artillery": "Artillery", "fight": "Fight", @@ -68,10 +68,10 @@ "faction_lore": "Faction Lore", "phoenix_empire": "Phoenix Empire", "faction_lore_phoenix_empire": "Faction Lore (Phoenix Empire)", - "faction_lore_ownalliance": "Faction Lore (my alliance)", + "faction_lore_ownalliance": "Faction Lore (own alliance)", "jumpweb_lore": "Jumpweb Lore", "planetary_lore": "Planetary Lore", - "planetary_lore_homeworld": "Planetary Lore (my homeworld)", + "planetary_lore_homeworld": "Planetary Lore (own homeworld)", "control": "Control", "aircraft": "Aircraft", "beastcraft": "Beastcraft", @@ -113,7 +113,7 @@ "tech_redemption": "Tech Redemption", "think_machine": "Think Machine", "combat_actions": "Combat actions", - "weapon_name": "Weapon", + "weapon_name": "Combat action", "goal_bonus_malus": "Goal", "damage": "Damage", "strength_required": "Str. min", @@ -132,7 +132,7 @@ "armor_properties": "Properties", "combat_styles": "Combat styles", "combat_style": "Combat style", - "combat_action_name": "Action", + "combat_action_name": "Stance/Action", "psi": "Psi", "stigmata": "Stigmata", "urge": "Urge", @@ -147,7 +147,7 @@ "hubris": "Hubris", "church_sect": "Sect", "rite_level": "Level", - "rite_name": "Ritual", + "rite_name": "Rite", "rite_components_s": "Compos", "rite_range": "Range", "rite_duration": "Duration", diff --git a/Fading Suns v2.75/translations/pl.json b/Fading Suns 2nd Edition Revised/translations/pl.json similarity index 93% rename from Fading Suns v2.75/translations/pl.json rename to Fading Suns 2nd Edition Revised/translations/pl.json index 6e20b7aefc..207a8f2532 100644 --- a/Fading Suns v2.75/translations/pl.json +++ b/Fading Suns 2nd Edition Revised/translations/pl.json @@ -28,10 +28,10 @@ "initiative": "Initiative", "stance": "Stance", "stance_neutral": "Neutral (default)", - "stance_aggressive_atk": "Aggressive - attack: +4 to attack goal numbers; +2 to Def", - "stance_aggressive_dmg": "Aggressive - damage: +2d to damage; +2 to Def", - "stance_defensive": "Defensive: -4 to all goal numbers; +2 to Def", - "stance_full_defense": "Full Defense: only move actions; +4 to Def ", + "stance_aggressive_atk": "Aggressive - attack: +4 to attack goal numbers; -2 to Defense", + "stance_aggressive_dmg": "Aggressive - damage: +2d to damage; -2 to Defense", + "stance_defensive": "Defensive: -4 to all goal numbers; +2 to Defense", + "stance_full_defense": "Full Defense: only move actions; +4 to Defense", "body": "Body", "strength": "Strength", "dexterity": "Dexterity", @@ -56,7 +56,7 @@ "artifact_melee": "Artifact Melee", "archery": "Archery", "throwing": "Throwing", - "energy_guns": "Energy guns", + "energy_guns": "Energy Guns", "gunnery": "Gunnery", "artillery": "Artillery", "fight": "Fight", @@ -68,10 +68,10 @@ "faction_lore": "Faction Lore", "phoenix_empire": "Phoenix Empire", "faction_lore_phoenix_empire": "Faction Lore (Phoenix Empire)", - "faction_lore_ownalliance": "Faction Lore (my alliance)", + "faction_lore_ownalliance": "Faction Lore (own alliance)", "jumpweb_lore": "Jumpweb Lore", "planetary_lore": "Planetary Lore", - "planetary_lore_homeworld": "Planetary Lore (my homeworld)", + "planetary_lore_homeworld": "Planetary Lore (own homeworld)", "control": "Control", "aircraft": "Aircraft", "beastcraft": "Beastcraft", @@ -113,7 +113,7 @@ "tech_redemption": "Tech Redemption", "think_machine": "Think Machine", "combat_actions": "Combat actions", - "weapon_name": "Weapon", + "weapon_name": "Combat action", "goal_bonus_malus": "Goal", "damage": "Damage", "strength_required": "Str. min", @@ -132,7 +132,7 @@ "armor_properties": "Properties", "combat_styles": "Combat styles", "combat_style": "Combat style", - "combat_action_name": "Action", + "combat_action_name": "Stance/Action", "psi": "Psi", "stigmata": "Stigmata", "urge": "Urge", @@ -147,7 +147,7 @@ "hubris": "Hubris", "church_sect": "Sect", "rite_level": "Level", - "rite_name": "Ritual", + "rite_name": "Rite", "rite_components_s": "Compos", "rite_range": "Range", "rite_duration": "Duration", diff --git a/Fading Suns v2.75/translations/pt.json b/Fading Suns 2nd Edition Revised/translations/pt.json similarity index 93% rename from Fading Suns v2.75/translations/pt.json rename to Fading Suns 2nd Edition Revised/translations/pt.json index 6e20b7aefc..207a8f2532 100644 --- a/Fading Suns v2.75/translations/pt.json +++ b/Fading Suns 2nd Edition Revised/translations/pt.json @@ -28,10 +28,10 @@ "initiative": "Initiative", "stance": "Stance", "stance_neutral": "Neutral (default)", - "stance_aggressive_atk": "Aggressive - attack: +4 to attack goal numbers; +2 to Def", - "stance_aggressive_dmg": "Aggressive - damage: +2d to damage; +2 to Def", - "stance_defensive": "Defensive: -4 to all goal numbers; +2 to Def", - "stance_full_defense": "Full Defense: only move actions; +4 to Def ", + "stance_aggressive_atk": "Aggressive - attack: +4 to attack goal numbers; -2 to Defense", + "stance_aggressive_dmg": "Aggressive - damage: +2d to damage; -2 to Defense", + "stance_defensive": "Defensive: -4 to all goal numbers; +2 to Defense", + "stance_full_defense": "Full Defense: only move actions; +4 to Defense", "body": "Body", "strength": "Strength", "dexterity": "Dexterity", @@ -56,7 +56,7 @@ "artifact_melee": "Artifact Melee", "archery": "Archery", "throwing": "Throwing", - "energy_guns": "Energy guns", + "energy_guns": "Energy Guns", "gunnery": "Gunnery", "artillery": "Artillery", "fight": "Fight", @@ -68,10 +68,10 @@ "faction_lore": "Faction Lore", "phoenix_empire": "Phoenix Empire", "faction_lore_phoenix_empire": "Faction Lore (Phoenix Empire)", - "faction_lore_ownalliance": "Faction Lore (my alliance)", + "faction_lore_ownalliance": "Faction Lore (own alliance)", "jumpweb_lore": "Jumpweb Lore", "planetary_lore": "Planetary Lore", - "planetary_lore_homeworld": "Planetary Lore (my homeworld)", + "planetary_lore_homeworld": "Planetary Lore (own homeworld)", "control": "Control", "aircraft": "Aircraft", "beastcraft": "Beastcraft", @@ -113,7 +113,7 @@ "tech_redemption": "Tech Redemption", "think_machine": "Think Machine", "combat_actions": "Combat actions", - "weapon_name": "Weapon", + "weapon_name": "Combat action", "goal_bonus_malus": "Goal", "damage": "Damage", "strength_required": "Str. min", @@ -132,7 +132,7 @@ "armor_properties": "Properties", "combat_styles": "Combat styles", "combat_style": "Combat style", - "combat_action_name": "Action", + "combat_action_name": "Stance/Action", "psi": "Psi", "stigmata": "Stigmata", "urge": "Urge", @@ -147,7 +147,7 @@ "hubris": "Hubris", "church_sect": "Sect", "rite_level": "Level", - "rite_name": "Ritual", + "rite_name": "Rite", "rite_components_s": "Compos", "rite_range": "Range", "rite_duration": "Duration", diff --git a/Fading Suns v2.75/translations/ru.json b/Fading Suns 2nd Edition Revised/translations/ru.json similarity index 93% rename from Fading Suns v2.75/translations/ru.json rename to Fading Suns 2nd Edition Revised/translations/ru.json index 6e20b7aefc..207a8f2532 100644 --- a/Fading Suns v2.75/translations/ru.json +++ b/Fading Suns 2nd Edition Revised/translations/ru.json @@ -28,10 +28,10 @@ "initiative": "Initiative", "stance": "Stance", "stance_neutral": "Neutral (default)", - "stance_aggressive_atk": "Aggressive - attack: +4 to attack goal numbers; +2 to Def", - "stance_aggressive_dmg": "Aggressive - damage: +2d to damage; +2 to Def", - "stance_defensive": "Defensive: -4 to all goal numbers; +2 to Def", - "stance_full_defense": "Full Defense: only move actions; +4 to Def ", + "stance_aggressive_atk": "Aggressive - attack: +4 to attack goal numbers; -2 to Defense", + "stance_aggressive_dmg": "Aggressive - damage: +2d to damage; -2 to Defense", + "stance_defensive": "Defensive: -4 to all goal numbers; +2 to Defense", + "stance_full_defense": "Full Defense: only move actions; +4 to Defense", "body": "Body", "strength": "Strength", "dexterity": "Dexterity", @@ -56,7 +56,7 @@ "artifact_melee": "Artifact Melee", "archery": "Archery", "throwing": "Throwing", - "energy_guns": "Energy guns", + "energy_guns": "Energy Guns", "gunnery": "Gunnery", "artillery": "Artillery", "fight": "Fight", @@ -68,10 +68,10 @@ "faction_lore": "Faction Lore", "phoenix_empire": "Phoenix Empire", "faction_lore_phoenix_empire": "Faction Lore (Phoenix Empire)", - "faction_lore_ownalliance": "Faction Lore (my alliance)", + "faction_lore_ownalliance": "Faction Lore (own alliance)", "jumpweb_lore": "Jumpweb Lore", "planetary_lore": "Planetary Lore", - "planetary_lore_homeworld": "Planetary Lore (my homeworld)", + "planetary_lore_homeworld": "Planetary Lore (own homeworld)", "control": "Control", "aircraft": "Aircraft", "beastcraft": "Beastcraft", @@ -113,7 +113,7 @@ "tech_redemption": "Tech Redemption", "think_machine": "Think Machine", "combat_actions": "Combat actions", - "weapon_name": "Weapon", + "weapon_name": "Combat action", "goal_bonus_malus": "Goal", "damage": "Damage", "strength_required": "Str. min", @@ -132,7 +132,7 @@ "armor_properties": "Properties", "combat_styles": "Combat styles", "combat_style": "Combat style", - "combat_action_name": "Action", + "combat_action_name": "Stance/Action", "psi": "Psi", "stigmata": "Stigmata", "urge": "Urge", @@ -147,7 +147,7 @@ "hubris": "Hubris", "church_sect": "Sect", "rite_level": "Level", - "rite_name": "Ritual", + "rite_name": "Rite", "rite_components_s": "Compos", "rite_range": "Range", "rite_duration": "Duration", diff --git a/Fading Suns v2.75/translations/sv.json b/Fading Suns 2nd Edition Revised/translations/sv.json similarity index 93% rename from Fading Suns v2.75/translations/sv.json rename to Fading Suns 2nd Edition Revised/translations/sv.json index 6e20b7aefc..207a8f2532 100644 --- a/Fading Suns v2.75/translations/sv.json +++ b/Fading Suns 2nd Edition Revised/translations/sv.json @@ -28,10 +28,10 @@ "initiative": "Initiative", "stance": "Stance", "stance_neutral": "Neutral (default)", - "stance_aggressive_atk": "Aggressive - attack: +4 to attack goal numbers; +2 to Def", - "stance_aggressive_dmg": "Aggressive - damage: +2d to damage; +2 to Def", - "stance_defensive": "Defensive: -4 to all goal numbers; +2 to Def", - "stance_full_defense": "Full Defense: only move actions; +4 to Def ", + "stance_aggressive_atk": "Aggressive - attack: +4 to attack goal numbers; -2 to Defense", + "stance_aggressive_dmg": "Aggressive - damage: +2d to damage; -2 to Defense", + "stance_defensive": "Defensive: -4 to all goal numbers; +2 to Defense", + "stance_full_defense": "Full Defense: only move actions; +4 to Defense", "body": "Body", "strength": "Strength", "dexterity": "Dexterity", @@ -56,7 +56,7 @@ "artifact_melee": "Artifact Melee", "archery": "Archery", "throwing": "Throwing", - "energy_guns": "Energy guns", + "energy_guns": "Energy Guns", "gunnery": "Gunnery", "artillery": "Artillery", "fight": "Fight", @@ -68,10 +68,10 @@ "faction_lore": "Faction Lore", "phoenix_empire": "Phoenix Empire", "faction_lore_phoenix_empire": "Faction Lore (Phoenix Empire)", - "faction_lore_ownalliance": "Faction Lore (my alliance)", + "faction_lore_ownalliance": "Faction Lore (own alliance)", "jumpweb_lore": "Jumpweb Lore", "planetary_lore": "Planetary Lore", - "planetary_lore_homeworld": "Planetary Lore (my homeworld)", + "planetary_lore_homeworld": "Planetary Lore (own homeworld)", "control": "Control", "aircraft": "Aircraft", "beastcraft": "Beastcraft", @@ -113,7 +113,7 @@ "tech_redemption": "Tech Redemption", "think_machine": "Think Machine", "combat_actions": "Combat actions", - "weapon_name": "Weapon", + "weapon_name": "Combat action", "goal_bonus_malus": "Goal", "damage": "Damage", "strength_required": "Str. min", @@ -132,7 +132,7 @@ "armor_properties": "Properties", "combat_styles": "Combat styles", "combat_style": "Combat style", - "combat_action_name": "Action", + "combat_action_name": "Stance/Action", "psi": "Psi", "stigmata": "Stigmata", "urge": "Urge", @@ -147,7 +147,7 @@ "hubris": "Hubris", "church_sect": "Sect", "rite_level": "Level", - "rite_name": "Ritual", + "rite_name": "Rite", "rite_components_s": "Compos", "rite_range": "Range", "rite_duration": "Duration", diff --git a/Fading Suns v2.75/translations/tr.json b/Fading Suns 2nd Edition Revised/translations/tr.json similarity index 93% rename from Fading Suns v2.75/translations/tr.json rename to Fading Suns 2nd Edition Revised/translations/tr.json index 6e20b7aefc..207a8f2532 100644 --- a/Fading Suns v2.75/translations/tr.json +++ b/Fading Suns 2nd Edition Revised/translations/tr.json @@ -28,10 +28,10 @@ "initiative": "Initiative", "stance": "Stance", "stance_neutral": "Neutral (default)", - "stance_aggressive_atk": "Aggressive - attack: +4 to attack goal numbers; +2 to Def", - "stance_aggressive_dmg": "Aggressive - damage: +2d to damage; +2 to Def", - "stance_defensive": "Defensive: -4 to all goal numbers; +2 to Def", - "stance_full_defense": "Full Defense: only move actions; +4 to Def ", + "stance_aggressive_atk": "Aggressive - attack: +4 to attack goal numbers; -2 to Defense", + "stance_aggressive_dmg": "Aggressive - damage: +2d to damage; -2 to Defense", + "stance_defensive": "Defensive: -4 to all goal numbers; +2 to Defense", + "stance_full_defense": "Full Defense: only move actions; +4 to Defense", "body": "Body", "strength": "Strength", "dexterity": "Dexterity", @@ -56,7 +56,7 @@ "artifact_melee": "Artifact Melee", "archery": "Archery", "throwing": "Throwing", - "energy_guns": "Energy guns", + "energy_guns": "Energy Guns", "gunnery": "Gunnery", "artillery": "Artillery", "fight": "Fight", @@ -68,10 +68,10 @@ "faction_lore": "Faction Lore", "phoenix_empire": "Phoenix Empire", "faction_lore_phoenix_empire": "Faction Lore (Phoenix Empire)", - "faction_lore_ownalliance": "Faction Lore (my alliance)", + "faction_lore_ownalliance": "Faction Lore (own alliance)", "jumpweb_lore": "Jumpweb Lore", "planetary_lore": "Planetary Lore", - "planetary_lore_homeworld": "Planetary Lore (my homeworld)", + "planetary_lore_homeworld": "Planetary Lore (own homeworld)", "control": "Control", "aircraft": "Aircraft", "beastcraft": "Beastcraft", @@ -113,7 +113,7 @@ "tech_redemption": "Tech Redemption", "think_machine": "Think Machine", "combat_actions": "Combat actions", - "weapon_name": "Weapon", + "weapon_name": "Combat action", "goal_bonus_malus": "Goal", "damage": "Damage", "strength_required": "Str. min", @@ -132,7 +132,7 @@ "armor_properties": "Properties", "combat_styles": "Combat styles", "combat_style": "Combat style", - "combat_action_name": "Action", + "combat_action_name": "Stance/Action", "psi": "Psi", "stigmata": "Stigmata", "urge": "Urge", @@ -147,7 +147,7 @@ "hubris": "Hubris", "church_sect": "Sect", "rite_level": "Level", - "rite_name": "Ritual", + "rite_name": "Rite", "rite_components_s": "Compos", "rite_range": "Range", "rite_duration": "Duration", diff --git a/Fading Suns v2.75/translations/zh.json b/Fading Suns 2nd Edition Revised/translations/zh.json similarity index 93% rename from Fading Suns v2.75/translations/zh.json rename to Fading Suns 2nd Edition Revised/translations/zh.json index 6e20b7aefc..207a8f2532 100644 --- a/Fading Suns v2.75/translations/zh.json +++ b/Fading Suns 2nd Edition Revised/translations/zh.json @@ -28,10 +28,10 @@ "initiative": "Initiative", "stance": "Stance", "stance_neutral": "Neutral (default)", - "stance_aggressive_atk": "Aggressive - attack: +4 to attack goal numbers; +2 to Def", - "stance_aggressive_dmg": "Aggressive - damage: +2d to damage; +2 to Def", - "stance_defensive": "Defensive: -4 to all goal numbers; +2 to Def", - "stance_full_defense": "Full Defense: only move actions; +4 to Def ", + "stance_aggressive_atk": "Aggressive - attack: +4 to attack goal numbers; -2 to Defense", + "stance_aggressive_dmg": "Aggressive - damage: +2d to damage; -2 to Defense", + "stance_defensive": "Defensive: -4 to all goal numbers; +2 to Defense", + "stance_full_defense": "Full Defense: only move actions; +4 to Defense", "body": "Body", "strength": "Strength", "dexterity": "Dexterity", @@ -56,7 +56,7 @@ "artifact_melee": "Artifact Melee", "archery": "Archery", "throwing": "Throwing", - "energy_guns": "Energy guns", + "energy_guns": "Energy Guns", "gunnery": "Gunnery", "artillery": "Artillery", "fight": "Fight", @@ -68,10 +68,10 @@ "faction_lore": "Faction Lore", "phoenix_empire": "Phoenix Empire", "faction_lore_phoenix_empire": "Faction Lore (Phoenix Empire)", - "faction_lore_ownalliance": "Faction Lore (my alliance)", + "faction_lore_ownalliance": "Faction Lore (own alliance)", "jumpweb_lore": "Jumpweb Lore", "planetary_lore": "Planetary Lore", - "planetary_lore_homeworld": "Planetary Lore (my homeworld)", + "planetary_lore_homeworld": "Planetary Lore (own homeworld)", "control": "Control", "aircraft": "Aircraft", "beastcraft": "Beastcraft", @@ -113,7 +113,7 @@ "tech_redemption": "Tech Redemption", "think_machine": "Think Machine", "combat_actions": "Combat actions", - "weapon_name": "Weapon", + "weapon_name": "Combat action", "goal_bonus_malus": "Goal", "damage": "Damage", "strength_required": "Str. min", @@ -132,7 +132,7 @@ "armor_properties": "Properties", "combat_styles": "Combat styles", "combat_style": "Combat style", - "combat_action_name": "Action", + "combat_action_name": "Stance/Action", "psi": "Psi", "stigmata": "Stigmata", "urge": "Urge", @@ -147,7 +147,7 @@ "hubris": "Hubris", "church_sect": "Sect", "rite_level": "Level", - "rite_name": "Ritual", + "rite_name": "Rite", "rite_components_s": "Compos", "rite_range": "Range", "rite_duration": "Duration", diff --git a/Fading Suns 2nd Edition Revised/translations/zu.json b/Fading Suns 2nd Edition Revised/translations/zu.json new file mode 100644 index 0000000000..66fd59546f --- /dev/null +++ b/Fading Suns 2nd Edition Revised/translations/zu.json @@ -0,0 +1,186 @@ +{ + "background": "crwdns148248:0crwdne148248:0", + "name": "crwdns148250:0crwdne148250:0", + "alliance": "crwdns148252:0crwdne148252:0", + "title": "crwdns148254:0crwdne148254:0", + "genre": "crwdns148256:0crwdne148256:0", + "race": "crwdns148258:0crwdne148258:0", + "homeworld": "crwdns148260:0crwdne148260:0", + "age": "crwdns148262:0crwdne148262:0", + "char_height": "crwdns148264:0crwdne148264:0", + "char_weight": "crwdns148266:0crwdne148266:0", + "hair": "crwdns148268:0crwdne148268:0", + "eyes": "crwdns148270:0crwdne148270:0", + "skin": "crwdns148272:0crwdne148272:0", + "description": "crwdns148274:0crwdne148274:0", + "benefices_and_afflictions": "crwdns148276:0crwdne148276:0", + "goal_bonus_penalty": "crwdns148278:0crwdne148278:0", + "goal_bonus_penalty_again": "crwdns148280:0crwdne148280:0", + "characteristics": "crwdns148282:0crwdne148282:0", + "blessings_and_curses": "crwdns148284:0crwdne148284:0", + "characteristic": "crwdns148286:0crwdne148286:0", + "vitality": "crwdns148288:0crwdne148288:0", + "energy_shield_name": "crwdns148290:0crwdne148290:0", + "energy_shield_impact": "crwdns148292:0crwdne148292:0", + "energy_shield_force": "crwdns148294:0crwdne148294:0", + "energy_shield_charges": "crwdns148296:0crwdne148296:0", + "wyrd": "crwdns148298:0crwdne148298:0", + "initiative": "crwdns148300:0crwdne148300:0", + "stance": "crwdns148302:0crwdne148302:0", + "stance_neutral": "crwdns148304:0crwdne148304:0", + "stance_aggressive_atk": "crwdns148306:0crwdne148306:0", + "stance_aggressive_dmg": "crwdns148308:0crwdne148308:0", + "stance_defensive": "crwdns148310:0crwdne148310:0", + "stance_full_defense": "crwdns148312:0crwdne148312:0", + "body": "crwdns148314:0crwdne148314:0", + "strength": "crwdns148316:0crwdne148316:0", + "dexterity": "crwdns148318:0crwdne148318:0", + "endurance": "crwdns148320:0crwdne148320:0", + "mind": "crwdns148322:0crwdne148322:0", + "wits": "crwdns148324:0crwdne148324:0", + "perception": "crwdns148326:0crwdne148326:0", + "tech": "crwdns148328:0crwdne148328:0", + "spirit": "crwdns148330:0crwdne148330:0", + "presence": "crwdns148332:0crwdne148332:0", + "will": "crwdns148334:0crwdne148334:0", + "faith": "crwdns148336:0crwdne148336:0", + "skills": "crwdns148338:0crwdne148338:0", + "skill": "crwdns148340:0crwdne148340:0", + "analytical": "crwdns148342:0crwdne148342:0", + "bureaucracy": "crwdns148344:0crwdne148344:0", + "investigation": "crwdns148346:0crwdne148346:0", + "observe": "crwdns148348:0crwdne148348:0", + "physick": "crwdns148350:0crwdne148350:0", + "warfare": "crwdns148352:0crwdne148352:0", + "combat": "crwdns148354:0crwdne148354:0", + "artifact_melee": "crwdns148356:0crwdne148356:0", + "archery": "crwdns148358:0crwdne148358:0", + "throwing": "crwdns148360:0crwdne148360:0", + "energy_guns": "crwdns148362:0crwdne148362:0", + "gunnery": "crwdns148364:0crwdne148364:0", + "artillery": "crwdns148366:0crwdne148366:0", + "fight": "crwdns148368:0crwdne148368:0", + "demolitions": "crwdns148370:0crwdne148370:0", + "melee": "crwdns148372:0crwdne148372:0", + "slug_guns": "crwdns148374:0crwdne148374:0", + "lore": "crwdns148376:0crwdne148376:0", + "beast_lore": "crwdns148378:0crwdne148378:0", + "faction_lore": "crwdns148380:0crwdne148380:0", + "phoenix_empire": "crwdns148382:0crwdne148382:0", + "faction_lore_phoenix_empire": "crwdns148384:0crwdne148384:0", + "faction_lore_ownalliance": "crwdns148386:0crwdne148386:0", + "jumpweb_lore": "crwdns148388:0crwdne148388:0", + "planetary_lore": "crwdns148390:0crwdne148390:0", + "planetary_lore_homeworld": "crwdns148392:0crwdne148392:0", + "control": "crwdns148394:0crwdne148394:0", + "aircraft": "crwdns148396:0crwdne148396:0", + "beastcraft": "crwdns148398:0crwdne148398:0", + "landcraft": "crwdns148400:0crwdne148400:0", + "spacecraft": "crwdns148402:0crwdne148402:0", + "watercraft": "crwdns148404:0crwdne148404:0", + "ride": "crwdns148406:0crwdne148406:0", + "creative": "crwdns148408:0crwdne148408:0", + "arts": "crwdns148410:0crwdne148410:0", + "craft": "crwdns148412:0crwdne148412:0", + "disguise": "crwdns148414:0crwdne148414:0", + "gaming": "crwdns148416:0crwdne148416:0", + "performance": "crwdns148418:0crwdne148418:0", + "malefaction": "crwdns148420:0crwdne148420:0", + "lockpicking": "crwdns148422:0crwdne148422:0", + "sleight_of_hand": "crwdns148424:0crwdne148424:0", + "sneak": "crwdns148426:0crwdne148426:0", + "streetwise": "crwdns148428:0crwdne148428:0", + "torture": "crwdns148430:0crwdne148430:0", + "physical": "crwdns148432:0crwdne148432:0", + "athletics": "crwdns148434:0crwdne148434:0", + "self_control": "crwdns148436:0crwdne148436:0", + "survival": "crwdns148438:0crwdne148438:0", + "vigor": "crwdns148440:0crwdne148440:0", + "sciences": "crwdns148442:0crwdne148442:0", + "applied_science": "crwdns148444:0crwdne148444:0", + "life_science": "crwdns148446:0crwdne148446:0", + "social_science": "crwdns148448:0crwdne148448:0", + "physical_science": "crwdns148450:0crwdne148450:0", + "terraforming": "crwdns148452:0crwdne148452:0", + "social": "crwdns148454:0crwdne148454:0", + "empathy": "crwdns148456:0crwdne148456:0", + "etiquette": "crwdns148458:0crwdne148458:0", + "influence": "crwdns148460:0crwdne148460:0", + "knavery": "crwdns148462:0crwdne148462:0", + "leadership": "crwdns148464:0crwdne148464:0", + "technical": "crwdns148466:0crwdne148466:0", + "spacecraft_operations": "crwdns148468:0crwdne148468:0", + "tech_redemption": "crwdns148470:0crwdne148470:0", + "think_machine": "crwdns148472:0crwdne148472:0", + "combat_actions": "crwdns148474:0crwdne148474:0", + "weapon_name": "crwdns148476:0crwdne148476:0", + "goal_bonus_malus": "crwdns148478:0crwdne148478:0", + "damage": "crwdns148480:0crwdne148480:0", + "strength_required": "crwdns148482:0crwdne148482:0", + "weapon_range": "crwdns148484:0crwdne148484:0", + "weapon_shots": "crwdns148486:0crwdne148486:0", + "weapon_rate": "crwdns148488:0crwdne148488:0", + "weapon_size": "crwdns148490:0crwdne148490:0", + "armor_and_shield": "crwdns148492:0crwdne148492:0", + "armor": "crwdns148494:0crwdne148494:0", + "tech_level": "crwdns148496:0crwdne148496:0", + "armor_prot_s": "crwdns148498:0crwdne148498:0", + "armor_str_malus_s": "crwdns148500:0crwdne148500:0", + "armor_dex_malus_s": "crwdns148502:0crwdne148502:0", + "armor_end_malus_s": "crwdns148504:0crwdne148504:0", + "armor_init_malus_s": "crwdns148506:0crwdne148506:0", + "armor_properties": "crwdns148508:0crwdne148508:0", + "combat_styles": "crwdns148510:0crwdne148510:0", + "combat_style": "crwdns148512:0crwdne148512:0", + "combat_action_name": "crwdns148514:0crwdne148514:0", + "psi": "crwdns148516:0crwdne148516:0", + "stigmata": "crwdns148518:0crwdne148518:0", + "urge": "crwdns148520:0crwdne148520:0", + "psi_path": "crwdns148522:0crwdne148522:0", + "level_s": "crwdns148524:0crwdne148524:0", + "power_name": "crwdns148526:0crwdne148526:0", + "characteristic_s": "crwdns148528:0crwdne148528:0", + "skill_s": "crwdns148530:0crwdne148530:0", + "power_range": "crwdns148532:0crwdne148532:0", + "power_duration": "crwdns148534:0crwdne148534:0", + "theurgy": "crwdns148536:0crwdne148536:0", + "hubris": "crwdns148538:0crwdne148538:0", + "church_sect": "crwdns148540:0crwdne148540:0", + "rite_level": "crwdns148542:0crwdne148542:0", + "rite_name": "crwdns148544:0crwdne148544:0", + "rite_components_s": "crwdns148546:0crwdne148546:0", + "rite_range": "crwdns148548:0crwdne148548:0", + "rite_duration": "crwdns148550:0crwdne148550:0", + "body_modifications": "crwdns148552:0crwdne148552:0", + "body_modification_type": "crwdns148554:0crwdne148554:0", + "body_modification_incompatibility": "crwdns148556:0crwdne148556:0", + "possessions": "crwdns148558:0crwdne148558:0", + "cash": "crwdns148560:0crwdne148560:0", + "bank": "crwdns148562:0crwdne148562:0", + "revenues": "crwdns148564:0crwdne148564:0", + "debt": "crwdns148566:0crwdne148566:0", + "carried": "crwdns148568:0crwdne148568:0", + "owned": "crwdns148570:0crwdne148570:0", + "location": "crwdns148572:0crwdne148572:0", + "experience": "crwdns148574:0crwdne148574:0", + "total_xp": "crwdns148576:0crwdne148576:0", + "unspent_xp": "crwdns148578:0crwdne148578:0", + "trait": "crwdns148580:0crwdne148580:0", + "rank_from": "crwdns148582:0crwdne148582:0", + "rank_to": "crwdns148584:0crwdne148584:0", + "xp_cost": "crwdns148586:0crwdne148586:0", + "notes": "crwdns148588:0crwdne148588:0", + "additional_vp": "crwdns148590:0crwdne148590:0", + "victory_points": "crwdns148592:0crwdne148592:0", + "the_end": "crwdns148594:0crwdne148594:0", + "failure": "crwdns148596:0crwdne148596:0", + "critical_failure_q": "crwdns148598:0crwdne148598:0", + "critical_failure": "crwdns148600:0crwdne148600:0", + "noncritical_failure": "crwdns148602:0crwdne148602:0", + "critical_success": "crwdns148604:0crwdne148604:0", + "success": "crwdns148606:0crwdne148606:0", + "roll_again": "crwdns148608:0crwdne148608:0", + "confirm": "crwdns148610:0crwdne148610:0", + "attack_damage": "crwdns148612:0crwdne148612:0", + "mitigated_damage": "crwdns148614:0crwdne148614:0" +} \ No newline at end of file diff --git a/Fading Suns 4th Edition - Pax Alexius/Fading_Suns_4th_Edition_Pax_Alexius.css b/Fading Suns 4th Edition - Pax Alexius/Fading_Suns_4th_Edition_Pax_Alexius.css new file mode 100644 index 0000000000..6d39916676 --- /dev/null +++ b/Fading Suns 4th Edition - Pax Alexius/Fading_Suns_4th_Edition_Pax_Alexius.css @@ -0,0 +1,1429 @@ +.sheet-fs-sheet *, +.sheet-fs-sheet *::after, +.sheet-fs-sheet *::before { + box-sizing: border-box; +} + +body { + min-height: 100vh; + position: relative; +} + +.sheet-fs-sheet label, +.sheet-fs-sheet input, +.sheet-fs-sheet button[type=roll], +.sheet-fs-sheet select, +.sheet-fs-sheet textarea { + font-size: 1.25em; + width: 100%; + margin: 0; + color: black; +} + +.sheet-fs-sheet input[type=checkbox] { + min-width: 15px; +} + +.sheet-fs-sheet label { + font-weight: normal; + display: inline-block; + margin: 0; + padding-right: 0px; + width: initial; + height: initial; + color: initial; +} + +.sheet-fs-sheet select { + border-color: #baa894; +} + +.sheet-fs-sheet textarea { + height: initial; + resize: initial; + overflow-x: hidden; + overflow-y: hidden; + text-overflow: ellipsis; + resize: vertical; + min-height: 25px; + padding: 0; + margin: 0; +} + +.sheet-fs-sheet button, +.sheet-fs-sheet button:hover, +.sheet-fs-sheet button:active { + background-image: initial; +} + +.sheet-fs-sheet button[type=roll] { + margin-left: initial; + margin-right: initial; + text-shadow: none; +} + +.sheet-fs-sheet input, +.sheet-fs-sheet textarea, +.sheet-fs-sheet select, +.sheet-fs-sheet button[type=roll] { + background-color: rgba(255, 255, 255, 0.5); + border: 1px solid #baa894; + border-radius: 0; + padding: 2px; + height: 25px; +} + +/*.sheet-fs-sheet input:disabled, +.sheet-fs-sheet textarea:disabled, +.sheet-fs-sheet select:disabled, +.sheet-fs-sheet button[type=roll]:disabled { + border: 1px solid white; +}*/ +.sheet-fs-sheet input, +.sheet-fs-sheet textarea, +.sheet-fs-sheet select, +.sheet-fs-sheet label { + vertical-align: middle; + align-self: center; +} + +.sheet-fs-sheet input[type=text] { + white-space: nowrap; + overflow-x: hidden; + text-overflow: ellipsis; +} + +.sheet-fs-sheet input[type=number] { + text-align: center; + width: 30px; + min-width: 30px; + max-width: 30px; +} + +.sheet-fs-sheet button[type=roll] { + width: 25px; +} + +.sheet-fs-sheet input[type=number]::-webkit-inner-spin-button, +.sheet-fs-sheet input[type=number]::-webkit-outer-spin-button { + -webkit-appearance: none; + margin: 0; +} + +.sheet-fs-sheet input[type=number] { + -moz-appearance: textfield !important; +} + +.sheet-fs-sheet button[type=roll] { + background-color: rgba(255, 255, 255, 0.5); + border: 1px solid #baa894; +} + +.sheet-fs-sheet button[type=roll].sheet-fs-hidden { + display: none; +} + +.sheet-fs-sheet button[type=roll]:before { + vertical-align: middle; + font-size: 1.2em; +} + +.sheet-fs-sheet { + margin-top: -28px; + margin-left: -30px; + margin-right: -30px; + margin-bottom: -10px; + min-width: 890px; + max-width: 890px; + background: url(https://raw.githubusercontent.com/admiralnlson/roll20-character-sheets/fading-suns-pax-alexius-started20200517/Fading%20Suns%204th%20Edition%20-%20Pax%20Alexius/images/fs-sheet-background.jpg) top left repeat; + background-attachment: scroll; + background-size: 890px; + font-family: serif; +} + +.sheet-fs-sheet-container { + padding-left: 50px; + padding-right: 50px; +} + +.sheet-fs-sheet-section { + margin-top: 10px; + border-top: 2px solid black; + padding-top: 10px; +} + +.sheet-fs-sheet-section-frame { + margin-top: 10px; + border: 2px solid black; + padding: 5px; + align-self: self-start; +} + +label.sheet-fs-uppercase-header { + font-size: 1.5em; + line-height: 25px; + font-weight: bold; + text-transform: uppercase; + white-space: nowrap; +} + +.sheet-fs-sheet .repcontrol_del, +.sheet-fs-sheet .repcontrol_move, +.sheet-fs-sheet .repcontrol_add, +.sheet-fs-sheet .repcontrol_edit { + font-family: pictos; +} + +.sheet-fs-sheet .repitem.repitembroken { + border: 0.3rem dashed #FF0044 !important; + margin: 0 0 0 0; + border-radius: 0; +} + +.repcontrol_edit { + order: 2; + margin-left: auto; +} + +.repcontainer { + width: 100%; +} + +.repcontainer.editmode .repitem .itemcontrol { + z-index: 3; + background-color: rgba(255, 255, 255, 0.5); +} + +div.repcontrol { + display: flex; + flex-wrap: nowrap; + align-items: center; + justify-content: space-between; + flex-direction: row; + width: 100%; +} + +.repcontrol_add::before { + content: "&"; + visibility: visible; + font-family: pictos; + background-color: rgba(255, 255, 255, 0.5); + border: 0.1rem solid #baa894; + border-radius: 0.2rem; + font-size: 1.6rem; + padding: 0.3rem 0.5rem 0.3rem 0.5rem; + color: black; +} + +.repcontrol .repcontrol_edit:after { + font-weight: bold; + content: "☰"; + visibility: visible; + font-family: pictos; + background-color: rgba(255, 255, 255, 0.5); + border: 0.1rem solid #baa894; + border-radius: 0.2rem; + font-size: 1.6rem; + padding: 0.3rem 0.3rem 0.2rem 0.3rem; + color: black; +} + +.editmode ~ .repcontrol .repcontrol_edit:after { + font-family: Pictos; + content: "3"; + width: 1.6rem; +} + +.repcontrol_edit:hover:before, +.repcontrol_edit:hover:after, +.repcontrol_add:hover:before { + color: red !important; + box-shadow: 0.1rem 0.1rem 0.2rem #baa894; +} + +.repcontrol .btn { + border: none; + color: white; + font-size: 0; + padding: 0; + margin-top: 3px; + background: none; + box-shadow: none; +} + +.repcontrol .btn:focus { + outline: 0; +} + +.repcontrol_add, +.repcontrol_edit { + display: block; + background: none; + color: transparent !important; + border: none; + box-shadow: none; +} + +.repcontrol_del, +.repcontrol_move { + display: block; + background: white; + color: black; + border: none; + box-shadow: none; + width: 2em; +} + +.sheet-fs-noshow { + display: none; +} + +.sheet-rolltemplate-fs-button { + text-align: center; +} + +.sheet-rolltemplate-fs-GoalRoll .sheet-fs-container, +.sheet-rolltemplate-fs-d6Roll .sheet-fs-container { + border: 1px solid; + padding: 2px; + width: 90%; + background: url(https://raw.githubusercontent.com/admiralnlson/roll20-character-sheets/fading-suns-pax-alexius-started20200517/Fading%20Suns%204th%20Edition%20-%20Pax%20Alexius/images/fs-sheet-background.jpg) 25% 25%; + background-size: 850px; +} + +.sheet-rolltemplate-fs-GoalRoll .sheet-fs-container .sheet-fs-charactername, +.sheet-rolltemplate-fs-d6Roll .sheet-fs-container .sheet-fs-charactername { + font-weight: bold; + font-size: 0.9em; + line-height: 1em; + border-bottom: 1px solid black; +} + +.sheet-rolltemplate-fs-GoalRoll .sheet-fs-container h1, +.sheet-rolltemplate-fs-d6Roll .sheet-fs-container h1 { + color: #4a6486; + font-size: 1.1em; + font-variant: small-caps; + line-height: 1.2em; +} + +.sheet-rolltemplate-fs-GoalRoll .sheet-fs-arrow-right, +.sheet-rolltemplate-fs-d6Roll .sheet-fs-arrow-right { + border-bottom: 2px solid transparent; + border-left: 200px solid #baa894; + border-top: 2px solid transparent; +} + +.sheet-rolltemplate-fs-GoalRoll .inlinerollresult, +.sheet-rolltemplate-fs-d6Roll .inlinerollresult { + background-color: transparent; + border: none; + font-weight: normal; + padding: 0 0 0 0; +} + +.sheet-rolltemplate-fs-GoalRoll .inlinerollresult.fullcrit, +.sheet-rolltemplate-fs-d6Roll .inlinerollresult.fullcrit, +.sheet-rolltemplate-fs-GoalRoll .inlinerollresult.importantroll, +.sheet-rolltemplate-fs-d6Roll .inlinerollresult.importantroll, +.sheet-rolltemplate-fs-GoalRoll .inlinerollresult.fullfail, +.sheet-rolltemplate-fs-GoalRoll .inlinerollresult.fullfail { + border: none; +} + +.sheet-rolltemplate-fs-GoalRoll .sheet-fs-critsuccess { + color: #3FB315; +} + +.sheet-rolltemplate-fs-GoalRoll .sheet-fs-success { + color: #205b0b; +} + +.sheet-rolltemplate-fs-GoalRoll .sheet-fs-failure { + color: #5b0b0b; +} + +.sheet-rolltemplate-fs-GoalRoll .sheet-fs-critfailure { + color: #B31515; +} + +.sheet-rolltemplate-fs-GoalRoll .sheet-fs-critsuccess .inlinerollresult, +.sheet-rolltemplate-fs-GoalRoll .sheet-fs-success .inlinerollresult, +.sheet-rolltemplate-fs-GoalRoll .sheet-fs-failure .inlinerollresult, +.sheet-rolltemplate-fs-GoalRoll .sheet-fs-critfailure .inlinerollresult { + font-weight: bold; +} + +.sheet-fs-w100 { + width: 100%; +} + +.sheet-fs-h100 { + height: 100%; +} + +.sheet-fs-autoexpand > input, +.sheet-fs-autoexpand > textarea { + width: 100%; +} + +.sheet-fs-baseinfo { + width: 100%; + display: grid; + grid-column-gap: 30px; + align-items: stretch; + align-content: stretch; + justify-items: stretch; + justify-content: space-between; + grid-template-columns: 1fr 1fr 1fr; +} + +.sheet-fs-name-grid { + display: grid; + width: 100%; + gap: 2px; + align-items: stretch; + align-content: flex-start; + justify-items: stretch; + justify-content: stretch; + grid-template: "header header" "name_ name_" "planet-label planet-value"/max-content 1fr; +} + +.sheet-fs-name-grid .sheet-fs-uppercase-header { + grid-area: header; +} + +.sheet-fs-name { + grid-area: name_; +} + +label.sheet-fs-planet { + grid-area: planet-label; + padding-left: 20px; + text-align: end; +} + +input.sheet-fs-planet { + grid-area: planet-value; +} + +.sheet-fs-rank-grid { + display: grid; + width: 100%; + gap: 2px; + align-items: stretch; + align-content: flex-start; + justify-items: stretch; + justify-content: stretch; + grid-template: "header header" "rank rank" "birthdate-label birthdate-value"/max-content 1fr; +} + +.sheet-fs-rank-grid .sheet-fs-uppercase-header { + grid-area: header; +} + +.sheet-fs-rank { + grid-area: rank; +} + +label.sheet-fs-birthdate { + grid-area: birthdate-label; + padding-left: 20px; + text-align: end; +} + +input.sheet-fs-birthdate { + grid-area: birthdate-value; +} + +.sheet-fs-species-grid { + display: grid; + width: 100%; + gap: 2px; + align-items: stretch; + align-content: flex-start; + justify-items: stretch; + justify-content: stretch; + grid-template: "header header header header" "species species species species" "size-label size-value speed-label speed-value"/max-content 30px 1fr 65px; +} + +.sheet-fs-species-grid .sheet-fs-uppercase-header { + grid-area: header; +} + +.sheet-fs-species { + grid-area: species; +} + +label.sheet-fs-size { + grid-area: size-label; + padding-left: 20px; + text-align: end; +} + +input.sheet-fs-size { + grid-area: size-value; +} + +label.sheet-fs-speed { + grid-area: speed-label; + padding-left: 20px; + text-align: end; +} + +input.sheet-fs-speed { + grid-area: speed-value; + text-align: center; +} + +.sheet-fs-lifepath { + width: 100%; + display: grid; + grid-column-gap: 30px; + align-items: stretch; + align-content: stretch; + justify-items: stretch; + justify-content: space-between; + grid-template-columns: 1fr 1fr 1fr; +} + +.sheet-fs-class-grid { + display: grid; + width: 100%; + gap: 2px; + align-items: stretch; + align-content: flex-start; + justify-items: stretch; + justify-content: stretch; + grid-template: "header header" "class1 levelvalue" "class2 levelvalue" "levellabel levelvalue"/1fr -webkit-max-content; + grid-template: "header header" "class1 levelvalue" "class2 levelvalue" "levellabel levelvalue"/1fr max-content; +} + +.sheet-fs-class-grid .sheet-fs-uppercase-header { + grid-area: header; +} + +.sheet-fs-class1 { + grid-area: class1; +} + +.sheet-fs-class2 { + grid-area: class2; +} + +label.sheet-fs-level { + grid-area: levellabel; + padding-left: 20px; + text-align: end; +} + +input[type=number].sheet-fs-level { + grid-area: levelvalue; + width: 50px; + max-width: 50px; + height: 100%; +} + +.sheet-fs-faction-grid { + display: grid; + width: 100%; + gap: 2px; + align-items: stretch; + align-content: flex-start; + justify-items: stretch; + justify-content: stretch; + grid-template: "header header" "faction faction" "blessing-label blessing-value" "curse-label curse-value"/max-content 1fr; +} + +.sheet-fs-faction-grid .sheet-fs-uppercase-header { + grid-area: header; +} + +.sheet-fs-faction { + grid-area: faction; +} + +label.sheet-fs-blessing { + grid-area: blessing-label; + padding-left: 20px; + text-align: end; +} + +input.sheet-fs-blessing { + grid-area: blessing-value; +} + +label.sheet-fs-curse { + grid-area: curse-label; + padding-left: 20px; + text-align: end; +} + +input.sheet-fs-curse { + grid-area: curse-value; +} + +.sheet-fs-calling-grid { + display: grid; + width: 100%; + gap: 2px; + align-items: stretch; + align-content: flex-start; + justify-items: stretch; + justify-content: stretch; + grid-template-columns: 1fr; +} + +.sheet-fs-calling-grid label.sheet-fs-uppercase-header { + grid-column: 1/-1; +} + +.sheet-fs-traits { + width: 100%; + display: grid; + grid-column-gap: 30px; + align-items: stretch; + align-content: stretch; + justify-items: stretch; + justify-content: space-between; + grid-template-columns: 1fr 1fr 1fr; + grid-template: "skills characteristics" 1fr/calc((100% - 2 * 30px) * 2 / 3 + 30px) calc((100% - 2 * 30px) * 1 / 3); +} + +.sheet-fs-skills-grid { + grid-area: skills; + display: grid; + width: 100%; + gap: 2px; + align-items: stretch; + align-content: flex-start; + justify-items: stretch; + justify-content: stretch; + grid-template-columns: 1fr 1fr; + grid-template-rows: repeat(14, 1fr); + grid-auto-flow: column; + column-gap: 30px; + align-items: flex-start; + align-content: flex-start; + justify-items: flex-start; + justify-content: stretch; +} + +.sheet-fs-skills-grid .sheet-fs-uppercase-header { + grid-column: 1/-1; +} + +.sheet-fs-characteristics-grid { + grid-area: characteristics; + display: flex; + flex-wrap: nowrap; + flex-direction: column; + align-items: stretch; + align-content: flex-start; + justify-items: flex-start; + justify-content: space-between; +} + +.sheet-fs-characteristic, +.sheet-fs-skill { + display: inline-flex; + flex-direction: row; + flex-wrap: nowrap; + align-content: center; + align-items: center; + justify-content: center; + align-self: stretch; + width: 100%; + height: 25px; +} + +.sheet-fs-characteristic-cat-grid { + display: grid; + width: 100%; + gap: 2px; + align-items: stretch; + align-content: flex-start; + justify-items: stretch; + justify-content: stretch; + grid-template-columns: 25px 1fr -webkit-max-content; + grid-template-columns: 25px 1fr max-content; + grid-auto-flow: row; +} + +.sheet-fs-characteristic-cat-grid .sheet-fs-uppercase-header { + grid-column: 1/-1; +} + +.sheet-fs-nowrap-w100 { + width: 100%; + display: inline-flex; + flex-direction: row; + flex-wrap: nowrap; + align-content: center; + align-items: center; + justify-content: flex-start; + align-self: stretch; +} + +.sheet-fs-text-align-end { + width: 100%; + text-align: end; +} + +.sheet-fs-characteristic .sheet-fs-characteristic-label, +.sheet-fs-characteristic .sheet-fs-characteristic-label span, +.sheet-fs-skill .sheet-fs-skill-label, +.sheet-fs-skill .sheet-fs-skill-label span, +.sheet-fs-skill .sheet-fs-skill-label input { + white-space: nowrap; + width: 100%; + overflow-x: hidden; + text-overflow: ellipsis; +} + +.sheet-fs-skill + .sheet-fs-col { + width: 100%; +} + +.sheet-fs-skill > div.sheet-fs-skill-normal { + display: grid; + width: 100%; + gap: 2px; + align-items: stretch; + align-content: flex-start; + justify-items: stretch; + justify-content: stretch; + grid-template-columns: 25px -webkit-max-content 1fr; + grid-template-columns: 25px max-content 1fr; + position: relative; + overflow: visible; +} + +.sheet-fs-skill > div.sheet-fs-skill-normal > button.sheet-fs-d20 + div.sheet-fs-skill-roll-characteristic-choice { + display: none; +} + +.sheet-fs-skill > div.sheet-fs-skill-normal > button.sheet-fs-d20:hover + div.sheet-fs-skill-roll-characteristic-choice, +.sheet-fs-skill > div.sheet-fs-skill-normal > button.sheet-fs-d20 + div.sheet-fs-skill-roll-characteristic-choice:hover { + position: absolute; + z-index: 5; + top: 0px; + left: calc(25px - 1px); + background-color: #ffffff; + border-radius: 5px; + border: 1px solid #baa894; + padding: 2px; + width: -webkit-max-content; + width: max-content; + background: url(https://raw.githubusercontent.com/admiralnlson/roll20-character-sheets/fading-suns-pax-alexius-started20200517/Fading%20Suns%204th%20Edition%20-%20Pax%20Alexius/images/fs-sheet-background.jpg) 25% 25%; + background-attachment: scroll; + background-size: 850px; + display: grid; + grid-auto-flow: row; + grid-template-rows: -webkit-max-content; + grid-template-rows: max-content; +} + +.sheet-fs-skill > div.sheet-fs-skill-normal > button.sheet-fs-d20:hover + div.sheet-fs-skill-roll-characteristic-choice > input, +.sheet-fs-skill > div.sheet-fs-skill-normal > button.sheet-fs-d20 + div.sheet-fs-skill-roll-characteristic-choice:hover > input { + height: 25px; +} + +.sheet-fs-skill > div.sheet-fs-skill-normal > button.sheet-fs-d20:hover + div.sheet-fs-skill-roll-characteristic-choice > div, +.sheet-fs-skill > div.sheet-fs-skill-normal > button.sheet-fs-d20 + div.sheet-fs-skill-roll-characteristic-choice:hover > div { + display: grid; + grid-auto-flow: column; + grid-template-rows: repeat(9, -webkit-max-content); + grid-template-rows: repeat(9, max-content); + align-items: center; +} + +div.sheet-fs-skill-normal > button.sheet-fs-d20:hover + div.sheet-fs-skill-roll-characteristic-choice > div:nth-child(2), +div.sheet-fs-skill-normal > button.sheet-fs-d20 + div.sheet-fs-skill-roll-characteristic-choice:hover > div:nth-child(2), +div.sheet-fs-skill-normal > button.sheet-fs-d20:hover + div.sheet-fs-skill-roll-characteristic-choice > div:nth-child(5), +div.sheet-fs-skill-normal > button.sheet-fs-d20 + div.sheet-fs-skill-roll-characteristic-choice:hover > div:nth-child(5), +div.sheet-fs-skill-normal > button.sheet-fs-d20:hover + div.sheet-fs-skill-roll-characteristic-choice > div:nth-child(8), +div.sheet-fs-skill-normal > button.sheet-fs-d20 + div.sheet-fs-skill-roll-characteristic-choice:hover > div:nth-child(8) { + padding-top: 2px; + border-top: 1px solid black; + margin-top: 2px; +} + +.sheet-fs-occult-grid { + width: 100%; + display: grid; + grid-column-gap: 30px; + align-items: stretch; + align-content: stretch; + justify-items: stretch; + justify-content: space-between; + grid-template-columns: 1fr 1fr 1fr; + width: 100%; + display: grid; + grid-column-gap: 30px; + grid-template-columns: 1fr 1fr 1fr; + align-items: stretch; + align-content: stretch; + justify-items: stretch; + justify-content: space-between; +} + +.sheet-fs-occult-grid label.sheet-fs-uppercase-header { + grid-column: 1/-1; +} + +.sheet-fs-occult-grid > div { + display: grid; + width: 100%; + gap: 2px; + align-items: stretch; + align-content: flex-start; + justify-items: stretch; + justify-content: stretch; + grid-auto-flow: column; + grid-auto-columns: 1fr -webkit-max-content -webkit-max-content 1fr; + grid-auto-columns: 1fr max-content max-content 1fr; +} + +.sheet-fs-occult-left { + text-align: end; +} + +.sheet-fs-occult-right { + text-align: start; +} + +.sheet-fs-defenses { + width: 100%; + display: grid; + grid-column-gap: 30px; + grid-template-columns: 1fr 1fr 1fr; + align-items: stretch; + align-content: stretch; + justify-items: stretch; + justify-content: space-between; +} + +.sheet-fs-resistances-grid { + display: grid; + width: 100%; + gap: 2px; + align-items: stretch; + align-content: flex-start; + justify-items: stretch; + justify-content: stretch; + grid-template-columns: -webkit-max-content -webkit-max-content 1fr; + grid-template-columns: max-content max-content 1fr; + grid-auto-flow: row; +} + +.sheet-fs-resistances-grid label.sheet-fs-uppercase-header { + grid-column: 1/-1; +} + +.sheet-fs-resistances-grid > label:nth-child(n+2) { + padding-left: 20px; + text-align: end; +} + +.sheet-fs-armor-and-e-shield-grid { + display: grid; + width: 100%; + gap: 2px; + align-items: stretch; + align-content: flex-start; + justify-items: stretch; + justify-content: stretch; + grid-auto-flow: row; +} + +.sheet-fs-armor-and-e-shield-grid-row label.sheet-fs-uppercase-header { + display: inline-block; +} + +.sheet-fs-armor-and-e-shield-grid-row { + display: grid; + width: 100%; + gap: 2px; + align-items: stretch; + align-content: flex-start; + justify-items: stretch; + justify-content: stretch; + grid-auto-flow: column; + height: 25px; +} + +.sheet-fs-armor-props { + grid-template-columns: 20px repeat(7, calc((100% - 20px) / 7 - 2px)); +} + +.sheet-fs-armor-props > span:nth-child(1) { + padding-left: 20px; + text-align: end; +} + +.sheet-fs-armor-props > label { + width: 100%; + height: 100%; + display: inline-block; + cursor: pointer; +} + +.sheet-fs-armor-props > label > input[type=checkbox] { + display: none; +} + +.sheet-fs-armor-props > label > div { + width: 100%; + height: 100%; + border: 1px solid #baa894; + text-align: center; +} + +.sheet-fs-armor-props > label > div { + display: inline-block; + height: 25px; + line-height: 12px; +} + +.sheet-fs-armor-props > label > div > span:nth-child(1) { + display: block; + font-size: 0.7em; + vertical-align: middle; +} + +.sheet-fs-armor-props > label > div > span:nth-child(2) { + display: block; + font-size: 0.7em; + vertical-align: middle; +} + +.sheet-fs-armor-props > label > input[type=checkbox]:checked + div { + padding: 0px; + border: 1px solid #baa894; + background-color: rgba(255, 255, 255, 0.5); +} + +.sheet-fs-e-shield-props { + justify-content: space-between; +} + +.sheet-fs-e-shield-props > label:nth-child(1), +.sheet-fs-e-shield-props > label:nth-child(5) { + padding-left: calc(20px / 4); + text-align: end; +} + +.sheet-fs-vita-and-revivals-grid { + display: grid; + width: 100%; + gap: 2px; + align-items: stretch; + align-content: flex-start; + justify-items: stretch; + justify-content: stretch; + grid-template: "vitality-header vitality-header vitality-header vitality-header" "vitality-rating-label vitality-rating-value vitality-current-label vitality-current-value" "revivals-header revivals-header revivals-header revivals-header" "revivals-rating-label revivals-rating-value revivals-number-label revivals-number-value"/1fr -webkit-max-content 1fr -webkit-max-content; + grid-template: "vitality-header vitality-header vitality-header vitality-header" "vitality-rating-label vitality-rating-value vitality-current-label vitality-current-value" "revivals-header revivals-header revivals-header revivals-header" "revivals-rating-label revivals-rating-value revivals-number-label revivals-number-value"/1fr max-content 1fr max-content; +} + +.sheet-fs-vitality-header { + grid-area: vitality-header; +} + +label.sheet-fs-vitality-rating { + grid-area: vitality-rating-label; + padding-left: calc(20px / 2); + text-align: end; +} + +input.sheet-fs-vitality-rating { + grid-area: vitality-rating-value; +} + +label.sheet-fs-vitality-current { + grid-area: vitality-current-label; + padding-left: calc(20px / 2); + text-align: end; +} + +input.sheet-fs-vitality-current { + grid-area: vitality-current-value; +} + +.sheet-fs-revivals-header { + grid-area: revivals-header; +} + +label.sheet-fs-revivals-rating { + grid-area: revivals-rating-label; + padding-left: calc(20px / 2); + text-align: end; +} + +input.sheet-fs-revivals-rating { + grid-area: revivals-rating-value; +} + +span.sheet-fs-revivals-number { + grid-area: revivals-number-label; + padding-left: calc(20px / 2); + text-align: end; + white-space: nowrap; +} + +input.sheet-fs-revivals-number { + grid-area: revivals-number-value; +} + +.sheet-fs-actions-vp-bank-and-surge { + width: 100%; + display: grid; + grid-template-columns: calc((100% - 2 * 30px) * 2 / 3 + 30px) calc((100% - 2 * 30px) * 1 / 3); + grid-column-gap: 30px; + align-items: stretch; + align-content: stretch; + justify-items: stretch; + justify-content: space-between; +} + +.sheet-fs-table { + display: grid; + grid-auto-flow: row; + min-width: 100%; + margin-bottom: 2px; +} + +.sheet-fs-table fieldset, +.sheet-fs-table .repcontainer, +.sheet-fs-table .repitem { + display: contents; +} + +.sheet-fs-table input[type=number] { + width: 100%; +} + +.sheet-fs-table input { + min-width: 10px; + width: auto; +} + +.sheet-fs-table-head { + font-weight: bold; + white-space: nowrap; + padding-left: 1px; + padding-right: 1px; +} + +.sheet-fs-table-cell { + grid-column: auto/span 1; +} + +.sheet-fs-table .itemcontrol { + height: auto !important; + /* TODO try without this to see if something bad happens */ +} + +.sheet-fs-table .repcontrol { + grid-column: 1/-1; +} + +.sheet-fs-actions .sheet-fs-table { + display: grid; + width: 100%; + gap: 2px; + align-items: stretch; + align-content: flex-start; + justify-items: stretch; + justify-content: stretch; + grid-template-columns: 25px 1fr 98px 143px 60px; +} + +.sheet-fs-actions .sheet-fs-table > input { + width: 100%; + max-width: 100%; +} + +.sheet-fs-states .sheet-fs-table { + display: grid; + width: 100%; + gap: 2px; + align-items: stretch; + align-content: flex-start; + justify-items: stretch; + justify-content: stretch; + grid-template-columns: 25px 1fr 30px; +} + +.sheet-fs-states .sheet-fs-table label:nth-child(3), +.sheet-fs-states .sheet-fs-table input:nth-child(3) { + text-align: center; +} + +.sheet-fs-vp-bank-and-surge-grid { + display: grid; + width: 100%; + gap: 2px; + align-items: stretch; + align-content: flex-start; + justify-items: stretch; + justify-content: stretch; + grid-template: "vp-bank-header vp-bank-header vp-bank-header vp-bank-header" "vp-bank-capacity-label vp-bank-capacity-value current-vp-label current-vp-value" "vp-bank-capacity-label vp-bank-capacity-value current-wp-label current-wp-value" "surge-header surge-header surge-header surge-header" "surge-rating-label surge-rating-value surge-number-label surge-number-value"/max-content -webkit-max-content 1fr -webkit-max-content; + grid-template: "vp-bank-header vp-bank-header vp-bank-header vp-bank-header" "vp-bank-capacity-label vp-bank-capacity-value current-vp-label current-vp-value" "vp-bank-capacity-label vp-bank-capacity-value current-wp-label current-wp-value" "surge-header surge-header surge-header surge-header" "surge-rating-label surge-rating-value surge-number-label surge-number-value"/max-content max-content 1fr max-content; +} + +.sheet-fs-vp-bank-and-surge-grid > label.sheet-fs-vp-bank-header { + grid-area: vp-bank-header; +} + +.sheet-fs-vp-bank-and-surge-grid > label.sheet-fs-vp-bank-capacity { + grid-area: vp-bank-capacity-label; +} + +.sheet-fs-vp-bank-and-surge-grid > input.sheet-fs-vp-bank-capacity { + grid-area: vp-bank-capacity-value; +} + +.sheet-fs-vp-bank-and-surge-grid > label.sheet-fs-current-vp { + grid-area: current-vp-label; + padding-left: calc(20px / 2); + text-align: end; +} + +.sheet-fs-vp-bank-and-surge-grid > input.sheet-fs-current-vp { + grid-area: current-vp-value; +} + +.sheet-fs-vp-bank-and-surge-grid > label.sheet-fs-current-wp { + grid-area: current-wp-label; + padding-left: calc(20px / 2); + text-align: end; +} + +.sheet-fs-vp-bank-and-surge-grid > input.sheet-fs-current-wp { + grid-area: current-wp-value; +} + +.sheet-fs-vp-bank-and-surge-grid > label.sheet-fs-surge-header { + grid-area: surge-header; +} + +.sheet-fs-vp-bank-and-surge-grid > label.sheet-fs-surge-rating { + grid-area: surge-rating-label; + padding-left: calc(20px / 2); + text-align: end; +} + +.sheet-fs-vp-bank-and-surge-grid > input.sheet-fs-surge-rating { + grid-area: surge-rating-value; +} + +.sheet-fs-vp-bank-and-surge-grid > span.sheet-fs-surge-number { + grid-area: surge-number-label; + padding-left: calc(20px / 2); + text-align: end; +} + +.sheet-fs-vp-bank-and-surge-grid > input.sheet-fs-surge-number { + grid-area: surge-number-value; +} + +.sheet-fs-perks-capabilities-and-birthrights { + width: 100%; + display: grid; + grid-column-gap: 30px; + align-items: stretch; + align-content: stretch; + justify-items: stretch; + justify-content: space-between; + grid-template-columns: 1fr 1fr; +} + +.sheet-fs-possessions { + display: grid; + width: 100%; + gap: 2px; + align-items: stretch; + align-content: flex-start; + justify-items: stretch; + justify-content: stretch; + grid-auto-flow: row; +} + +.sheet-fs-possessions-header { + display: grid; + width: 100%; + gap: 2px; + align-items: stretch; + align-content: flex-start; + justify-items: stretch; + justify-content: stretch; + grid-template-columns: 1fr -webkit-max-content -webkit-max-content; + grid-template-columns: 1fr max-content max-content; + grid-auto-flow: column; +} + +.sheet-fs-possessions-header > input:nth-child(3) { + margin-right: 52px; +} + +.sheet-fs-carried-equipment { + width: 100%; + display: grid; + grid-column-gap: 30px; + align-items: stretch; + align-content: stretch; + justify-items: stretch; + justify-content: space-between; + grid-template-columns: 1fr 1fr; +} + +.sheet-fs-carried-equipment .sheet-fs-table { + display: grid; + width: 100%; + gap: 2px; + align-items: stretch; + align-content: flex-start; + justify-items: stretch; + justify-content: stretch; + grid-template-columns: 1fr 30px 50px; +} + +.sheet-fs-carried-equipment .sheet-fs-table label:nth-child(2), +.sheet-fs-carried-equipment .sheet-fs-table input:nth-child(2), +.sheet-fs-carried-equipment .sheet-fs-table label:nth-child(3), +.sheet-fs-carried-equipment .sheet-fs-table input:nth-child(3) { + text-align: center; +} + +.sheet-fs-carried-weapons .sheet-fs-table { + display: grid; + width: 100%; + gap: 2px; + align-items: stretch; + align-content: flex-start; + justify-items: stretch; + justify-content: stretch; + grid-template-columns: 1fr 30px 60px 50px 30px 60px 30px 50px 1fr; +} + +.sheet-fs-carried-weapons .sheet-fs-table > input[type=number]:nth-child(8) { + width: 50px; + max-width: 50px; +} + +.sheet-fs-carried-weapons .sheet-fs-table label:nth-child(2), +.sheet-fs-carried-weapons .sheet-fs-table input:nth-child(2), +.sheet-fs-carried-weapons .sheet-fs-table label:nth-child(3), +.sheet-fs-carried-weapons .sheet-fs-table input:nth-child(3), +.sheet-fs-carried-weapons .sheet-fs-table label:nth-child(4), +.sheet-fs-carried-weapons .sheet-fs-table input:nth-child(4), +.sheet-fs-carried-weapons .sheet-fs-table label:nth-child(5), +.sheet-fs-carried-weapons .sheet-fs-table input:nth-child(5), +.sheet-fs-carried-weapons .sheet-fs-table label:nth-child(6), +.sheet-fs-carried-weapons .sheet-fs-table input:nth-child(6), +.sheet-fs-carried-weapons .sheet-fs-table label:nth-child(7), +.sheet-fs-carried-weapons .sheet-fs-table input:nth-child(7), +.sheet-fs-carried-weapons .sheet-fs-table label:nth-child(8), +.sheet-fs-carried-weapons .sheet-fs-table input:nth-child(8) { + text-align: center; +} + +.sheet-fs-owned { + width: 100%; + display: grid; + grid-column-gap: 30px; + align-items: stretch; + align-content: stretch; + justify-items: stretch; + justify-content: space-between; + grid-template-columns: 1fr 1fr; +} + +.sheet-fs-owned .sheet-fs-table { + display: grid; + width: 100%; + gap: 2px; + align-items: stretch; + align-content: flex-start; + justify-items: stretch; + justify-content: stretch; + grid-template-columns: 1fr 0.5fr; +} + +.sheet-fs-money { + display: grid; + width: 100%; + gap: 2px; + align-items: stretch; + align-content: flex-start; + justify-items: stretch; + justify-content: stretch; + grid-auto-flow: row; +} + +.sheet-fs-money-header { + display: grid; + width: 100%; + gap: 2px; + align-items: stretch; + align-content: flex-start; + justify-items: stretch; + justify-content: stretch; + grid-template-columns: 1fr -webkit-max-content 150px; + grid-template-columns: 1fr max-content 150px; + grid-auto-flow: column; +} + +.sheet-fs-money-header > div { + display: flex; + flex-direction: row; + white-space: nowrap; +} + +.sheet-fs-assets { + width: 100%; + display: grid; + grid-column-gap: 30px; + align-items: stretch; + align-content: stretch; + justify-items: stretch; + justify-content: space-between; + grid-template-columns: 1fr 1fr; +} + +.sheet-fs-assets .sheet-fs-table { + display: grid; + width: 100%; + gap: 2px; + align-items: stretch; + align-content: flex-start; + justify-items: stretch; + justify-content: stretch; + grid-template-columns: 1fr 0.5fr; +} + +.sheet-fs-notes2 { + grid-column: 1/-1; + margin-left: 15px; + width: calc(100% - 15px); + min-height: 0px; + height: 0px; + max-height: 0px; + visibility: collapse; +} + +.sheet-fs-notes2:focus, +.sheet-fs-notes2:focus-within, +.sheet-fs-notes2:active, +input:active + .sheet-fs-notes2, +input:focus + .sheet-fs-notes2, +input:focus-within + .sheet-fs-notes2 { + visibility: visible; + height: 25px; + max-height: 25px; +} + +.sheet-fs-notes2 { + -moz-transition: visibility 0s linear 1ms; +} + +.sheet-fs-notes { + grid-column: 1/-1; + margin-left: 15px; + width: calc(100% - 15px); + max-height: 0; + visibility: collapse; +} + +.sheet-fs-textarea-reladiv { + position: relative; +} + +.sheet-fs-notes { + -moz-transition: visibility 0s linear 1ms; +} + +.sheet-fs-notes:focus, +.sheet-fs-notes:focus-within, +.sheet-fs-notes:active, +.sheet-fs-table input:active ~ .sheet-fs-notes, +.sheet-fs-table input:focus ~ .sheet-fs-notes, +.sheet-fs-table input:focus-within ~ .sheet-fs-notes, +.sheet-fs-table select:active ~ .sheet-fs-notes, +.sheet-fs-table select:focus ~ .sheet-fs-notes, +.sheet-fs-table select:focus-within ~ .sheet-fs-notes { + visibility: visible; + display: initial; + min-height: 4em; + max-height: initial; + align-self: stretch; +} + +.sheet-fs-perk-props-header { + display: grid; + width: 100%; + gap: 2px; + align-items: stretch; + align-content: flex-start; + justify-items: stretch; + justify-content: stretch; + grid-template-columns: 60px 90px 1fr; + grid-auto-flow: columns; +} + +.sheet-fs-auto-expand-textarea { + cursor: text; + word-wrap: break-word; +} + +.sheet-fs-notes .sheet-fs-auto-expand-textarea > textarea { + resize: none; +} + +.sheet-fs-notes:focus .sheet-fs-auto-expand-textarea > textarea, +.sheet-fs-notes:focus-within .sheet-fs-auto-expand-textarea > textarea, +.sheet-fs-notes:active .sheet-fs-auto-expand-textarea > textarea, +.sheet-fs-table input:active ~ .sheet-fs-notes .sheet-fs-auto-expand-textarea > textarea, +.sheet-fs-table input:focus ~ .sheet-fs-notes .sheet-fs-auto-expand-textarea > textarea, +.sheet-fs-table input:focus-within ~ .sheet-fs-notes .sheet-fs-auto-expand-textarea > textarea, +.sheet-fs-table select:active ~ .sheet-fs-notes .sheet-fs-auto-expand-textarea > textarea, +.sheet-fs-table select:focus ~ .sheet-fs-notes .sheet-fs-auto-expand-textarea > textarea, +.sheet-fs-table select:focus-within ~ .sheet-fs-notes .sheet-fs-auto-expand-textarea > textarea { + resize: vertical; +} + +.sheet-fs-auto-expand-textarea span { + visibility: hidden; + white-space: pre-wrap; + display: block; +} + +.sheet-fs-auto-expand-textarea textarea { + position: absolute; + z-index: 1; + top: 0; + left: 0; + margin: 0; + overflow: hidden; + height: 100%; + width: 100%; + font: inherit; + letter-spacing: inherit; + padding: inherit; + text-align: inherit; + text-transform: inherit; +} + +.sheet-fs-supertall-textarea { + min-height: 300px; + max-height: initial; + resize: vertical; + overflow: auto; + align-self: stretch; +} + +.sheet-fs-header, +.sheet-fs-footer { + height: 10px; +} diff --git a/Fading Suns 4th Edition - Pax Alexius/Fading_Suns_4th_Edition_Pax_Alexius.html b/Fading Suns 4th Edition - Pax Alexius/Fading_Suns_4th_Edition_Pax_Alexius.html new file mode 100644 index 0000000000..d54776cd84 --- /dev/null +++ b/Fading Suns 4th Edition - Pax Alexius/Fading_Suns_4th_Edition_Pax_Alexius.html @@ -0,0 +1,2502 @@ + + + + +
    + + +
    + +
    +
    +
    + + + + +
    +
    +
    +
    + + + + +
    +
    +
    +
    + + + + + + +
    +
    +
    +
    +
    +
    + + + + + +
    +
    +
    +
    + + + + + + +
    +
    +
    +
    + + + + +
    +
    +
    +
    +
    +
    + +
    +
    + +
    + +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    + +
    + +
    +
    +
    + +
    + +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    + +
    + +
    +
    +
    + +
    + +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    + +
    + +
    +
    +
    + +
    + +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    + +
    + +
    +
    +
    + +
    + +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    + +
    + +
    +
    +
    + +
    + +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    + +
    + +
    +
    +
    + +
    + +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    + +
    + +
    +
    +
    + +
    + +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    + +
    + +
    +
    +
    + +
    + +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    + +
    + +
    +
    +
    + +
    + +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    + +
    + +
    +
    +
    + +
    + +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    + +
    + +
    +
    +
    + +
    + +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    + +
    + +
    +
    +
    + +
    + +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    + +
    + +
    +
    +
    + +
    + +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    + +
    + +
    +
    +
    + +
    + +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    + +
    + +
    +
    +
    + +
    + +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    + +
    + +
    +
    +
    + +
    + +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    + +
    + +
    +
    +
    + +
    + +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    + +
    + +
    +
    +
    + +
    + +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    + +
    + +
    +
    +
    + +
    + +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    + +
    + +
    +
    +
    + +
    + +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    + +
    + +
    +
    +
    + +
    + +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    + +
    + +
    +
    +
    + +
    + +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    + +
    + +
    +
    +
    + +
    + +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    + +
    + +
    +
    +
    + +
    + +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    + +
    + +
    +
    +
    + +
    + +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    + +
    + +
    +
    +
    +
    +
    +
    + + + + + + + + + + +
    +
    +
    +
    + + + + + + + + + + +
    +
    +
    +
    + + + + + + + + + + +
    +
    +
    +
    +
    +
    + +
    + + + + +
    +
    + + + + +
    +
    + + + + +
    +
    +
    +
    +
    +
    + + + + + + + + + + +
    +
    +
    +
    +
    + + + +
    +
    + + + + + + + + + + + + + + +
    +
    + + +
    +
    + + + + + + + + +
    +
    +
    +
    +
    + + + + + + + + + + + + +
    +
    +
    +
    +
    + +
    +
    + + + + + +
    +
    +
    + + + + + + + +
    +
    + +
    +
    +
    +
    +
    +
    +
    +
    +
    + +
    + + + +
    +
    +
    + + + +
    +
    +
    +
    +
    +
    + + + + + + + + + + + + + + +
    +
    +
    +
    +
    +
    + +
    +
    +
    + +
    +
    + +
    +
    +
    +
    +
    +
    +
    +
    + +
    +
    +
    + +
    +
    + +
    +
    +
    +
    +
    +
    +
    + +
    +
    +
    + +
    +
    + +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    + + + +
    +
    +
    +
    + + + +
    +
    +
    + + + +
    +
    + +
    +
    +
    +
    +
    +
    +
    + + + +
    +
    +
    + + + +
    +
    + +
    +
    +
    +
    +
    +
    +
    +
    +
    + + + + + + + + + +
    +
    +
    + + + + + + + + + +
    +
    + +
    +
    +
    +
    +
    +
    +
    +
    +
    + + +
    +
    +
    + + +
    +
    + +
    +
    +
    +
    +
    +
    +
    + + +
    +
    +
    + + +
    +
    + +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    + + + +
    +
    +
    +
    + + +
    +
    +
    + + +
    +
    + +
    +
    +
    +
    +
    +
    +
    + + +
    +
    +
    + + +
    +
    + +
    +
    +
    +
    +
    +
    +
    +
    + +
    +
    + +
    +
    +
    + +
    +
    + +
    + + +
    + + {{#skillName-i18n}} + {{#rollGreater() bonus_penalty 0}} +

    {{characteristicName-i18n}} + {{skillName-i18n}} +{{bonus_penalty}} ({{goal}})

    + {{/rollGreater() bonus_penalty 0}} + {{#rollTotal() bonus_penalty 0}} +

    {{characteristicName-i18n}} + {{skillName-i18n}} ({{goal}})

    + {{/rollTotal() bonus_penalty 0}} + {{#^rollGreater() bonus_penalty -1}} +

    {{characteristicName-i18n}} + {{skillName-i18n}} {{bonus_penalty}} ({{goal}})

    + {{/^rollGreater() bonus_penalty -1}} + {{/skillName-i18n}} + {{^skillName-i18n}} + {{#rollGreater() bonus_penalty 0}} +

    {{characteristicName-i18n}} +{{bonus_penalty}} ({{goal}})

    + {{/rollGreater() bonus_penalty 0}} + {{#rollTotal() bonus_penalty 0}} +

    {{characteristicName-i18n}} ({{goal}})

    + {{/rollTotal() bonus_penalty 0}} + {{#^rollGreater() bonus_penalty -1}} +

    {{characteristicName-i18n}} {{bonus_penalty}} ({{goal}})

    + {{/^rollGreater() bonus_penalty -1}} + {{/skillName-i18n}} + + {{#title}}

    [ {{title}} ]

    {{/title}} + +
    + + {{#^rollGreater() roll goal}} + {{#^rollGreater() roll 19}} + {{#rollWasCrit() roll}} + {{roll}} VP. Critical success! + {{/rollWasCrit() roll}} + {{#^rollWasCrit() roll}} + {{roll}} VP. Success! + {{/^rollWasCrit() roll}} + {{/^rollGreater() roll 19}} + {{/^rollGreater() roll goal}} + + {{#rollGreater() roll goal}} + {{#rollTotal() roll 1}} + {{roll}} VP. Success! + {{/rollTotal() roll 1}} + {{#^rollTotal() roll 1}} + {{#^rollGreater() roll 19}} + {{roll}}. Failure! + {{/^rollGreater() roll 19}} + {{/^rollTotal() roll 1}} + {{/rollGreater() roll goal}} + + {{#rollTotal() roll 20}} + {{roll}}. Critical failure! + {{/rollTotal() roll 20}} +
    +
    + +
    + + + + + \ No newline at end of file diff --git a/Fading Suns 4th Edition - Pax Alexius/Fading_Suns_4th_Edition_Pax_Alexius.preview-en.jpg b/Fading Suns 4th Edition - Pax Alexius/Fading_Suns_4th_Edition_Pax_Alexius.preview-en.jpg new file mode 100644 index 0000000000..e355a5203b Binary files /dev/null and b/Fading Suns 4th Edition - Pax Alexius/Fading_Suns_4th_Edition_Pax_Alexius.preview-en.jpg differ diff --git a/Fading Suns 4th Edition - Pax Alexius/README.md b/Fading Suns 4th Edition - Pax Alexius/README.md new file mode 100644 index 0000000000..abb7b39c59 --- /dev/null +++ b/Fading Suns 4th Edition - Pax Alexius/README.md @@ -0,0 +1,63 @@ +# Release notes + +## 1.2.0 +- Now differentiating current + max values for Revivals Number, Surge Number, e-Shield charges +- Improved behavior when editing repeating sections + +## 1.1.0 +- Species size box converted to numeric input from text input +- Armor resistances against specific damage types (blaster, flame, ..) now automatically deduced from the armor general resistance level +- New "States" section to log physical/mental/social states and tech compulsions +- Textareas not scale properly with their contents +- Textareas no longer interfere with edit buttons in repeating sections +- Actions roll query "Goal +/-" now says "Additional Goal +/-" so as to indicate that this bonus/penalty applies on top of the one arleady listed in the table +- Internationalization of infoboxes +- Internationalization for alphabetic ordering of skills (as well as states introduced in this version) +- Removed unused internationalization keys +- Fixed broken README link on the Game Settings page + +## 1.0.0 +- First publicly available version of the sheet + +# TODO list + +## Potential improvements + +- Blessing/Curse: add more space for their descriptions + +- Character advancement helpers + - Partial advancement checkboxes (as reminder + input if some derived stats become auto-computed) + - show how many skill points and characteristics points have been spent + +- Auto-compute Vitality Rating, Revivals Rating, Revivals Number (max), VP Bank capacity, Surge Rating, Surge Number (max) + - precondition: must support partial advancements + - support custom modifiers from perks, GM ruling, .. + +- Techgnosis + - Auto-compute level based on carried equipment + carried weapons + - Add warning when techgnosis level is above character level + +- Turn class and callings lists into repeating sections + +- Characteristics + - [ TBC ] Box to log a modifier + +- Skills + - [ TBC ] Box to log a modifier + - auto-fail or add warning when rolling a |R|equired skill (Alchemy, Interface, Pilot) which has a score of 0 + +- E-Shield + - add "Burn-Out", "Distorsion", "Features" + +- States + - Implement "shake it off" rolls + - add state descriptions + +# Nice-to-have + +- Add description of each state + +- for Roll20 pro users, API for: + - troupe coffer management + - PC bank / cache management + - GM(/NPC) bank / cache management diff --git a/Fading Suns 4th Edition - Pax Alexius/images/fs-sheet-background.jpg b/Fading Suns 4th Edition - Pax Alexius/images/fs-sheet-background.jpg new file mode 100644 index 0000000000..bf76d5dfdf Binary files /dev/null and b/Fading Suns 4th Edition - Pax Alexius/images/fs-sheet-background.jpg differ diff --git a/Fading Suns 4th Edition - Pax Alexius/prepros.config b/Fading Suns 4th Edition - Pax Alexius/prepros.config new file mode 100644 index 0000000000..aa648754f9 --- /dev/null +++ b/Fading Suns 4th Edition - Pax Alexius/prepros.config @@ -0,0 +1,908 @@ +{ + "version": "7", + "about": "This is a Prepros (https://prepros.io) configuration file. You can commit this file to a git repo to backup and sync project configurations.", + "config": { + "proxy": { + "enable": false, + "target": "", + "useLocalAssets": false + }, + "reload": { + "enable": false, + "delay": 0, + "animate": true, + "afterUpload": false + }, + "sync": { + "enable": false, + "mouse": true, + "keyboard": true, + "form": true, + "scroll": true + }, + "watcher": { + "enable": true, + "maxFiles": 2000, + "usePolling": false, + "pollingInterval": 500, + "extensions": [ + ".html", + ".htm", + ".php" + ], + "ignore": { + "patterns": [ + ".*", + "wp-admin", + "wp-includes", + "node_modules", + "Prepros Export", + "bower_components" + ], + "exceptions": [] + } + }, + "exporter": { + "ignore": { + "patterns": [ + ".*", + "desktop.ini", + "prepros.cfg", + "node_modules", + "Prepros Export", + "prepros.config", + "prepros-6.config", + "*-original.jpg", + "*-original.jpeg", + "*-original.png", + "*-original.svg", + "*.scss", + "*.sass", + "*.less", + "*.pug", + "*.jade", + "*.styl", + "*.haml", + "*.slim", + "*.coffee", + "*.kit", + "*.turf", + "*.ts" + ], + "exceptions": [] + } + }, + "uploader": { + "remotePath": "", + "timeout": 20000, + "autoUpload": false, + "connectionType": "ftp", + "history": [] + }, + "packages": { + "createPackageLock": true + }, + "tasks": { + "autoprefixer": { + "cascade": true, + "add": true, + "remove": true, + "supports": true, + "flexbox": true, + "grid": "false", + "browsers": [ + "> 2%", + "not dead" + ], + "sourceMap": false + }, + "babel": { + "sourceMap": false, + "presets": { + "@babel/preset-env": { + "enable": true, + "options": { + "targets": [ + "> 2%", + "not dead" + ], + "preserveImports": false + } + }, + "@babel/preset-react": true, + "@babel/preset-flow": false + }, + "plugins": { + "@babel/plugin-proposal-class-properties": false, + "@babel/plugin-proposal-decorators": { + "enable": false, + "options": { + "decoratorsBeforeExport": true + } + }, + "@babel/plugin-proposal-export-namespace-from": false, + "@babel/plugin-proposal-function-sent": false, + "@babel/plugin-proposal-nullish-coalescing-operator": false, + "@babel/plugin-proposal-numeric-separator": false, + "@babel/plugin-proposal-optional-chaining": false, + "@babel/plugin-proposal-private-methods": false, + "@babel/plugin-proposal-throw-expressions": false + }, + "customPresets": [], + "customPlugins": [] + }, + "bundle-js": { + "sourceMap": false, + "exclude": [ + "node_modules", + "bower_components" + ], + "devMode": true, + "globals": [], + "externals": [], + "babel": { + "enable": true, + "options": { + "sourceMap": false, + "presets": { + "@babel/preset-env": { + "enable": true, + "options": { + "targets": [ + "> 2%", + "not dead" + ], + "preserveImports": false + } + }, + "@babel/preset-react": true, + "@babel/preset-flow": false + }, + "plugins": { + "@babel/plugin-proposal-class-properties": false, + "@babel/plugin-proposal-decorators": { + "enable": false, + "options": { + "decoratorsBeforeExport": true + } + }, + "@babel/plugin-proposal-export-namespace-from": false, + "@babel/plugin-proposal-function-sent": false, + "@babel/plugin-proposal-nullish-coalescing-operator": false, + "@babel/plugin-proposal-numeric-separator": false, + "@babel/plugin-proposal-optional-chaining": false, + "@babel/plugin-proposal-private-methods": false, + "@babel/plugin-proposal-throw-expressions": false + }, + "customPresets": [], + "customPlugins": [] + } + }, + "css": { + "enable": true + }, + "fonts": { + "enable": true + } + }, + "coffeescript": { + "header": false, + "bare": false, + "sourceMap": false + }, + "command": { + "command": "", + "rootDir": "" + }, + "concat-js": { + "sourceMap": false, + "rootDir": "" + }, + "copy": { + "sourceMap": false + }, + "dart-sass": { + "indentType": "space", + "indentWidth": 4, + "linefeed": "lf", + "sourceMap": false + }, + "haml": { + "doubleQuoteAttributes": true + }, + "jpg": { + "quality": 90 + }, + "less": { + "javascriptEnabled": false, + "strictImports": false, + "insecure": false, + "math": "always", + "strictUnits": false, + "dumpLineNumbers": false, + "sourceMap": false + }, + "markdown": { + "githubFlavored": true, + "wrapWithHtml": false + }, + "minify-css": { + "sourceMap": false + }, + "minify-html": { + "caseSensitive": false, + "collapseBooleanAttributes": true, + "collapseInlineTagWhitespace": false, + "collapseWhitespace": true, + "conservativeCollapse": false, + "decodeEntities": false, + "html5": true, + "includeAutoGeneratedTags": true, + "keepClosingSlash": false, + "minifyCSS": true, + "minifyJS": true, + "preserveLineBreaks": false, + "preventAttributesEscaping": false, + "processConditionalComments": false, + "removeAttributeQuotes": false, + "removeComments": true, + "removeEmptyAttributes": false, + "removeEmptyElement": false, + "removeOptionalTags": false, + "removeRedundantAttributes": false, + "removeScriptTypeAttributes": false, + "removeStyleLinkTypeAttributes": false, + "removeTagWhitespace": false, + "sortAttributes": false, + "sortClassName": false, + "useShortDoctype": true + }, + "minify-js": { + "parse": { + "bare_returns": false + }, + "compress": { + "arrows": true, + "arguments": false, + "booleans": true, + "booleans_as_integers": false, + "collapse_vars": true, + "comparisons": true, + "computed_props": true, + "conditionals": true, + "dead_code": true, + "directives": true, + "drop_console": false, + "drop_debugger": true, + "evaluate": true, + "expression": false, + "global_defs": [], + "hoist_funs": false, + "hoist_props": true, + "hoist_vars": false, + "if_return": true, + "inline": 3, + "join_vars": true, + "keep_fargs": true, + "keep_infinity": false, + "loops": true, + "negate_iife": true, + "properties": true, + "pure_funcs": [], + "pure_getters": false, + "reduce_vars": true, + "sequences": true, + "side_effects": true, + "switches": true, + "top_retain": [], + "typeofs": true, + "unsafe": false, + "unsafe_arrows": false, + "unsafe_comps": false, + "unsafe_Function": false, + "unsafe_math": false, + "unsafe_proto": false, + "unsafe_regexp": false, + "unsafe_undefined": false, + "unused": true + }, + "mangle": { + "eval": false, + "reserved": [] + }, + "output": { + "ascii_only": false, + "braces": false, + "comments": "none", + "inline_script": true, + "keep_numbers": false, + "keep_quoted_props": false, + "preamble": null, + "quote_keys": false, + "quote_style": 0, + "semicolons": true, + "shebang": true, + "webkit": false, + "wrap_iife": false, + "wrap_func_args": true + }, + "sourceMap": false, + "toplevel": false, + "ie8": false, + "keep_classnames": false, + "keep_fnames": false, + "safari10": false + }, + "node-sass": { + "indentType": "space", + "indentWidth": 2, + "linefeed": "lf", + "outputStyle": "expanded", + "precision": 10, + "sourceMap": false, + "sourceComments": false + }, + "png": { + "quality": 90 + }, + "pug": { + "pretty": true + }, + "slim": { + "indent": "space", + "indentSize": 2, + "pretty": true + }, + "stylus": { + "useNib": true, + "sourceMap": false, + "linenos": false + }, + "svg": { + "cleanupAttrs": true, + "removeDoctype": true, + "removeXMLProcInst": true, + "removeComments": true, + "removeMetadata": true, + "removeTitle": true, + "removeDesc": true, + "removeUselessDefs": true, + "removeEditorsNSData": true, + "removeEmptyAttrs": true, + "removeHiddenElems": true, + "removeEmptyText": true, + "removeEmptyContainers": true, + "removeViewBox": false, + "cleanupEnableBackground": true, + "convertStyleToAttrs": true, + "convertColors": true, + "convertPathData": true, + "convertTransform": true, + "removeUnknownsAndDefaults": true, + "removeNonInheritableGroupAttrs": true, + "removeUselessStrokeAndFill": true, + "removeUnusedNS": true, + "cleanupIDs": true, + "cleanupNumericValues": true, + "moveElemsAttrsToGroup": true, + "moveGroupAttrsToElems": true, + "collapseGroups": true, + "removeRasterImages": false, + "mergePaths": true, + "convertShapeToPath": true, + "sortAttrs": true, + "removeDimensions": true + }, + "turf": { + "rootDir": "" + }, + "typescript": { + "allowJs": false, + "allowSyntheticDefaultImports": true, + "allowUmdGlobalAccess": false, + "allowUnreachableCode": false, + "allowUnusedLabels": false, + "alwaysStrict": false, + "charset": "utf8", + "checkJs": false, + "declaration": false, + "disableSizeLimit": false, + "downlevelIteration": false, + "emitBOM": false, + "emitDecoratorMetadata": false, + "experimentalDecorators": false, + "forceConsistentCasingInFileNames": false, + "importHelpers": false, + "jsx": "React", + "keyofStringsOnly": false, + "lib": [], + "maxNodeModuleJsDepth": 0, + "module": "ES2015", + "moduleResolution": "NodeJs", + "newLine": "LineFeed", + "noFallthroughCasesInSwitch": false, + "noImplicitAny": false, + "noImplicitReturns": false, + "noImplicitThis": false, + "noStrictGenericChecks": false, + "noUnusedLocals": false, + "noUnusedParameters": false, + "noImplicitUseStrict": false, + "noLib": false, + "noResolve": false, + "preserveConstEnums": false, + "jsxFactory": "React.createElement", + "removeComments": false, + "skipLibCheck": false, + "sourceMap": false, + "strict": false, + "strictFunctionTypes": false, + "strictBindCallApply": false, + "strictNullChecks": false, + "strictPropertyInitialization": false, + "suppressExcessPropertyErrors": false, + "suppressImplicitAnyIndexErrors": false, + "target": "ES3", + "resolveJsonModule": false, + "esModuleInterop": false, + "useDefineForClassFields": false + }, + "custom-p8o8uczp3f": { + "command": "more +1 < {{input}} > ./temp.css && move /Y ./temp.css {{output}}" + } + }, + "fileTypes": { + "sass": { + "extensions": [ + ".scss", + ".sass" + ], + "autoCompile": true, + "sourceMap": false, + "tasks": [ + { + "task": "dart-sass", + "enable": true + }, + { + "task": "autoprefixer", + "enable": true + }, + { + "task": "minify-css", + "enable": false + }, + { + "task": "custom-p8o8uczp3f", + "enable": true + } + ], + "output": { + "extension": ".css", + "type": "REPLACE_SEGMENTS", + "segments": [ + { + "segment": "scss", + "replaceWith": "css" + }, + { + "segment": "sass", + "replaceWith": "css" + } + ] + } + }, + "less": { + "extensions": [ + ".less" + ], + "autoCompile": true, + "sourceMap": false, + "tasks": [ + { + "task": "less", + "enable": true + }, + { + "task": "autoprefixer", + "enable": true + }, + { + "task": "minify-css", + "enable": false + } + ], + "output": { + "extension": ".css", + "type": "REPLACE_SEGMENTS", + "segments": [ + { + "segment": "less", + "replaceWith": "css" + } + ] + } + }, + "pug": { + "extensions": [ + ".pug", + ".jade" + ], + "autoCompile": true, + "tasks": [ + { + "task": "pug", + "enable": true + }, + { + "task": "minify-html", + "enable": false + } + ], + "output": { + "extension": ".html", + "type": "REPLACE_SEGMENTS", + "segments": [ + { + "segment": "pug", + "replaceWith": "html" + } + ] + } + }, + "css": { + "extensions": [ + ".css" + ], + "autoCompile": false, + "sourceMap": false, + "tasks": [ + { + "task": "copy", + "enable": true + }, + { + "task": "autoprefixer", + "enable": true + }, + { + "task": "minify-css", + "enable": true + } + ], + "output": { + "extension": ".css", + "type": "SOURCE_RELATIVE", + "relativePath": "", + "suffix": "-dist", + "alwaysSuffix": false + } + }, + "javascript": { + "extensions": [ + ".js", + ".jsx" + ], + "autoCompile": false, + "sourceMap": false, + "tasks": [ + { + "task": "copy", + "enable": true + }, + { + "task": "concat-js", + "enable": false + }, + { + "task": "babel", + "enable": false + }, + { + "task": "bundle-js", + "enable": false + }, + { + "task": "minify-js", + "enable": true + } + ], + "output": { + "extension": ".js", + "type": "SOURCE_RELATIVE", + "relativePath": "", + "suffix": "-dist", + "alwaysSuffix": false + } + }, + "stylus": { + "extensions": [ + ".styl" + ], + "autoCompile": true, + "sourceMap": false, + "tasks": [ + { + "task": "stylus", + "enable": true + }, + { + "task": "autoprefixer", + "enable": true + }, + { + "task": "minify-css", + "enable": false + } + ], + "output": { + "extension": ".css", + "type": "REPLACE_SEGMENTS", + "segments": [ + { + "segment": "stylus", + "replaceWith": "css" + }, + { + "segment": "styl", + "replaceWith": "css" + } + ] + } + }, + "markdown": { + "extensions": [ + ".md", + ".markdown", + ".mkd" + ], + "autoCompile": false, + "tasks": [ + { + "task": "markdown", + "enable": true + }, + { + "task": "minify-html", + "enable": false + } + ], + "output": { + "extension": ".html", + "type": "REPLACE_SEGMENTS", + "segments": [ + { + "segment": "markdown", + "replaceWith": "html" + } + ] + } + }, + "haml": { + "extensions": [ + ".haml" + ], + "autoCompile": true, + "tasks": [ + { + "task": "haml", + "enable": true + }, + { + "task": "minify-html", + "enable": false + } + ], + "output": { + "extension": ".html", + "type": "REPLACE_SEGMENTS", + "segments": [ + { + "segment": "haml", + "replaceWith": "html" + } + ] + } + }, + "slim": { + "extensions": [ + ".slim" + ], + "autoCompile": true, + "tasks": [ + { + "task": "slim", + "enable": true + }, + { + "task": "minify-html", + "enable": false + } + ], + "output": { + "extension": ".html", + "type": "REPLACE_SEGMENTS", + "segments": [ + { + "segment": "slim", + "replaceWith": "html" + } + ] + } + }, + "coffeescript": { + "extensions": [ + ".coffee" + ], + "autoCompile": true, + "sourceMap": false, + "tasks": [ + { + "task": "coffeescript", + "enable": true + }, + { + "task": "babel", + "enable": false + }, + { + "task": "bundle-js", + "enable": false + }, + { + "task": "minify-js", + "enable": false + } + ], + "output": { + "extension": ".js", + "type": "REPLACE_SEGMENTS", + "segments": [ + { + "segment": "coffee-script", + "replaceWith": "js" + }, + { + "segment": "coffeescript", + "replaceWith": "js" + }, + { + "segment": "coffee", + "replaceWith": "js" + } + ] + } + }, + "turf": { + "extensions": [ + ".turf", + ".kit" + ], + "autoCompile": true, + "tasks": [ + { + "task": "turf", + "enable": true + }, + { + "task": "minify-html", + "enable": false + } + ], + "output": { + "extension": ".html", + "type": "REPLACE_SEGMENTS", + "segments": [ + { + "segment": "turf", + "replaceWith": "html" + } + ] + } + }, + "typescript": { + "extensions": [ + ".ts", + ".tsx" + ], + "autoCompile": true, + "sourceMap": false, + "tasks": [ + { + "task": "typescript", + "enable": true + }, + { + "task": "babel", + "enable": false + }, + { + "task": "bundle-js", + "enable": false + }, + { + "task": "minify-js", + "enable": false + } + ], + "output": { + "extension": ".js", + "type": "REPLACE_SEGMENTS", + "segments": [ + { + "segment": "typescript", + "replaceWith": "js" + }, + { + "segment": "ts", + "replaceWith": "js" + } + ] + } + }, + "jpg": { + "extensions": [ + ".jpg", + ".jpeg" + ], + "tasks": [ + { + "task": "jpg", + "enable": true + } + ], + "output": { + "extension": ".jpg", + "type": "SOURCE_RELATIVE", + "relativePath": "" + } + }, + "png": { + "extensions": [ + ".png" + ], + "tasks": [ + { + "task": "png", + "enable": true + } + ], + "output": { + "extension": ".png", + "type": "SOURCE_RELATIVE", + "relativePath": "" + } + }, + "svg": { + "extensions": [ + ".svg" + ], + "tasks": [ + { + "task": "svg", + "enable": true + } + ], + "output": { + "extension": ".svg", + "type": "SOURCE_RELATIVE", + "relativePath": "" + } + } + }, + "files": [ + { + "file": "src/Fading_Suns_4th_Edition_Pax_Alexius.pug", + "config": { + "customOutput": "Fading_Suns_4th_Edition_Pax_Alexius.html" + } + }, + { + "file": "src/Fading_Suns_4th_Edition_Pax_Alexius.scss", + "config": { + "customOutput": "Fading_Suns_4th_Edition_Pax_Alexius.css" + } + } + ] + } +} diff --git a/Fading Suns 4th Edition - Pax Alexius/sheet.json b/Fading Suns 4th Edition - Pax Alexius/sheet.json new file mode 100644 index 0000000000..58477c707d --- /dev/null +++ b/Fading Suns 4th Edition - Pax Alexius/sheet.json @@ -0,0 +1,8 @@ +{ + "html": "Fading_Suns_4th_Edition_Pax_Alexius.html", + "css": "Fading_Suns_4th_Edition_Pax_Alexius.css", + "authors": "admiralnlson", + "roll20userid": "2324543", + "preview": "Fading_Suns_4th_Edition_Pax_Alexius.preview-en.jpg", + "instructions": "This character sheet is for **Fading Suns, Pax Alexius (a.k.a. 4th Edition) by Ulisses Spiele**.\nPlease go to [the dedicated wiki page](https://wiki.roll20.net/Fading Suns 4th Edition: Pax Alexius) for instructions on how to use the sheet.\nYou may also wish to check out the [project's README file](https://github.com/Roll20/roll20-character-sheets/tree/master/Fading%20Suns%204th%20Edition%20-%20Pax%20Alexius), which contains release notes and planned evolutions.\n\nIssues, Ideas & Questions can be sent to the [admiralnlson](https://app.roll20.net/users/2324543), original author and current maintainer of this character sheet." +} diff --git a/Fading Suns 4th Edition - Pax Alexius/src/Fading_Suns_4th_Edition_Pax_Alexius.pug b/Fading Suns 4th Edition - Pax Alexius/src/Fading_Suns_4th_Edition_Pax_Alexius.pug new file mode 100644 index 0000000000..764d38fda6 --- /dev/null +++ b/Fading Suns 4th Edition - Pax Alexius/src/Fading_Suns_4th_Edition_Pax_Alexius.pug @@ -0,0 +1,652 @@ +// CONSTANTS +- + const characteristics = [ + { category: 'body', list: [ 'strength', 'dexterity', 'endurance' ] }, + { category: 'mind', list: [ 'wits', 'perception', 'will' ] }, + { category: 'spirit', list: [ 'presence', 'intuition', 'faith' ] } + ]; +- + const skills = [ + { name: 'academia', default: 3 }, + { name: 'alchemy', default: 0 }, + { name: 'animalia', default: 3 }, + { name: 'arts', default: 3 }, + { name: 'charm', default: 3 }, + { name: 'crafts', default: 3 }, + { name: 'disguise', default: 3 }, + { name: 'drive', default: 3 }, + { name: 'empathy', default: 3 }, + { name: 'fight', default: 3 }, + { name: 'focus', default: 3 }, + { name: 'impress', default: 3 }, + { name: 'interface', default: 0 }, + + { name: 'intrusion', default: 3 }, + { name: 'knavery', default: 3 }, + { name: 'melee', default: 3 }, + { name: 'observe', default: 3 }, + { name: 'perform', default: 3 }, + { name: 'pilot', default: 0 }, + { name: 'remedy', default: 3 }, + { name: 'shoot', default: 3 }, + { name: 'sleight_of_hand', default: 3 }, + { name: 'sneak', default: 3 }, + { name: 'survival', default: 3 }, + { name: 'tech_redemption', default: 3 }, + { name: 'vigor', default: 3 } + ]; +- + const armor_proofing_types = [ 'blaster', 'flame', 'hard', 'laser', 'shock', 'slam', 'sonic' ]; +- + const states = [ + { category: 'physical_states', list: [ 'blinded', + 'dazed', + 'deafened', + 'desensitized', + 'disoriented', + 'dying', + 'euphoric', + 'fatigued', + 'hearing_impaired', + 'hindered', + 'immobilized', + 'incapacitated', + 'mangled', + 'nauseated', + 'paralized', + 'prone', + 'seeing_impaired', + 'stimulated', + 'stunned', + 'suspended', + 'tormented', + 'unconscious' ] }, + { category: 'mental_states', list : [ 'afraid', + 'angered', + 'anxious', + 'berserk', + 'commanded', + 'confused', + 'deceived', + 'enlightened', + 'penalized', + 'terrified', + 'wowed' ] }, + { category: 'social_states', list : [ 'awed', + 'befriended', + 'castigated', + 'convinced', + 'daunted', + 'divinely_inspired', + 'entreated', + 'guilty', + 'humiliated', + 'mesmerized', + 'roused' ] }, + { category: 'tech_compulsions', list : [ 'acquisitive', + 'bloodthirsty', + 'cruel', + 'destructive', + 'heedless', + 'hypercritical', + 'indiscreet', + 'industrious', + 'inerrant', + 'pretentious', + 'protective', + 'reckless' ] } + ]; +// MIXINS + +mixin label(i18n) + label(data-i18n=i18n)&attributes(attributes) + +mixin span(data) + span(name=`attr_${attr_name}` title=`\${${attr_name}}`)&attributes(attributes) + +mixin numeric_input(attr_name, default_value, min_value=false, title_i18n=false) + input(name=`attr_${attr_name}` type='number' data-i18n-vars=`\${${attr_name}}|${default_value}` data-i18n-title=(title_i18n ? title_i18n : (default_value ? 'numeric_input_with_default_info' : false)) title=((title_i18n || default_value) ? false : `\${${attr_name}}` ) value=default_value min=min_value)&attributes(attributes) + +mixin text_input(attr_name) + input(name=`attr_${attr_name}` type='text' title=`\${${attr_name}}`)&attributes(attributes) + +mixin text_input_notitle(attr_name) + input(name=`attr_${attr_name}` type='text')&attributes(attributes) + +mixin checkbox(attr_name, on=false) + input(name=`attr_${attr_name}` type='checkbox' title=`\${${attr_name}}` value=(on? 'on' : false))&attributes(attributes) + +mixin area_input(attr_name, i18n_placeholder) + textarea(name=`attr_${attr_name}` data-i18n-placeholder=i18n_placeholder spellcheck='false') + +mixin characteristic(name) + button.fs-d20(type='roll' name=`roll_${name}` value=`&{template:fs-GoalRoll} {{characterName=@{character_name}}} {{characteristicName-i18n=^{${name}}}} {{bonus_penalty=[[?{@{goal_bonus_penalty_rollquery_i18n}}]]}} {{goal=[[@{${name}}+[[?{@{goal_bonus_penalty_rollquery_i18n}}]]]]}} {{roll=[[1d20cs[[{@{${name}}+[[?{@{goal_bonus_penalty_rollquery_i18n}}]],19}kl1]]cf20]]}}`) + label.fs-characteristic-label + span(data-i18n=`${name}`) + +numeric_input(name, 3, 0) + +mixin skill(name, value) + .fs-skill(data-i18n-list-item=name) + .fs-skill-normal + button.fs-d20(type='roll' name='roll_disabledbutton' value='' disabled='') + .fs-skill-roll-characteristic-choice + label + span(data-i18n=`${name}`) #{name} + | + + each charac_cat in characteristics + each characteristicName in charac_cat.list + div + div + button.fs-d20(type='roll' name=`roll_${characteristicName}_${name}` value=`&{template:fs-GoalRoll} {{characterName=@{character_name}}} {{characteristicName-i18n=^{${characteristicName}}}} {{skillName-i18n=^{${name}}}} {{bonus_penalty=[[?{@{goal_bonus_penalty_rollquery_i18n}}]]}} {{goal=[[@{${characteristicName}}+@{${name}}+[[?{@{goal_bonus_penalty_rollquery_i18n}}]]]]}} {{roll=[[1d20cs[[{@{${characteristicName}}+@{${name}}+[[?{@{goal_bonus_penalty_rollquery_i18n}}]],19}kl1]]cf20]]}}`) + label(data-i18n=`${characteristicName}`) #{characteristicName} + label.fs-skill-label + span(data-i18n=`${name}`) #{name} + +numeric_input(name, value, 0, (value==0 ? 'restricted_skill_info' : 'numeric_input_with_default_info')) + +// CHARACTER SHEET LAYOUT - START + +.fs-sheet + + input(type='hidden' name='attr_goal_bonus_penalty_rollquery_i18n' value='') + input(type='hidden' name='attr_additional_goal_bonus_penalty_rollquery_i18n' value='') + + .fs-sheet-container + input(type='hidden' name='attr_sheet_version' value='latest') + + .fs-baseinfo + .fs-sheet-section + .fs-name-grid + label.fs-uppercase-header(data-i18n='name') + +text_input('character_name')(class ='fs-name') + label.fs-planet(data-i18n='planet') + +text_input('planet')(class ='fs-planet') + + .fs-sheet-section + .fs-rank-grid + label.fs-uppercase-header(data-i18n='rank') + +text_input('rank')(class ='fs-rank') + label.fs-birthdate(data-i18n='birthdate') + +text_input('birthdate')(class ='fs-birthdate') + + .fs-sheet-section + .fs-species-grid + label.fs-uppercase-header(data-i18n='species') + +text_input('species')(class ='fs-species') + label.fs-size(data-i18n='size') + +numeric_input('size', false, 0)(class ='fs-size') + label.fs-speed(data-i18n='speed') + +text_input('speed')(class ='fs-speed') + + .fs-lifepath + .fs-sheet-section + .fs-class-grid + label.fs-uppercase-header(data-i18n='class') + +text_input('class_1')(class ='fs-class1') + +text_input('class_2')(class ='fs-class2') + label.fs-level(data-i18n='level') Level + +numeric_input('level', 1, 1)(class='fs-level') + + .fs-sheet-section + .fs-faction-grid + label.fs-uppercase-header(data-i18n='faction') + +text_input('faction')(class ='fs-faction') + label.fs-blessing(data-i18n='blessing') + +text_input('blessing')(class ='fs-blessing') + label.fs-curse(data-i18n='curse') + +text_input('curse')(class ='fs-curse') + + .fs-sheet-section + .fs-calling-grid + label.fs-uppercase-header(data-i18n='calling') + +text_input('calling_1') + +text_input('calling_2') + +text_input('calling_3') + + .fs-traits + .fs-sheet-section + .fs-skills-grid(data-i18n-list="skills_list") + label.fs-uppercase-header(data-i18n='skills') + each skill in skills + +skill(skill.name, skill.default) + + .fs-characteristics-grid + each charac_cat in characteristics + .fs-sheet-section + .fs-characteristic-cat-grid + label.fs-uppercase-header(data-i18n=charac_cat.category) + each charac_name in charac_cat.list + +characteristic(charac_name) + + .fs-sheet-section + .fs-occult-grid + label.fs-uppercase-header(data-i18n='occult') + div + +label('psi')(class='fs-occult-left') + +numeric_input('psi', false, 0) + +numeric_input('urge', false, 0) + +label('urge')(class='fs-occult-right') + div + +label('theurgy')(class='fs-occult-left') + +numeric_input('theurgy', false, 0) + +numeric_input('hubris', false, 0) + +label('hubris')(class='fs-occult-right') + div + +text_input('occult_3_name')(class='fs-occult-left') + +numeric_input('occult_3', false, 0) + +numeric_input('occult_3_opposite', false, 0) + +text_input('occult_3_opposite_name')(class='fs-occult-right') + + .fs-defenses + .fs-sheet-section + .fs-resistances-grid + label.fs-uppercase-header(data-i18n='resistances') + each charac_cat in characteristics + label(data-i18n=charac_cat.category) + +numeric_input(`${charac_cat.category}_resistance`, 0, 0) + +text_input(`${charac_cat.category}_resistance_modifier`)(data-i18n-placeholder='resistance_modifier') + + .fs-sheet-section + .fs-armor-and-e-shield-grid + .fs-armor-and-e-shield-grid-row + label.fs-uppercase-header(data-i18n='armor') + +text_input('armor_name') + +numeric_input('armor_resistance', 0, 0) + .fs-armor-and-e-shield-grid-row.fs-armor-props + span + each armor_proofing_type in armor_proofing_types + +numeric_input(`armor_vs_${armor_proofing_type}`, 0, 0)(hidden=true) + label.fs-armor-proofing + +checkbox(`${armor_proofing_type}proof`) + div(data-i18n-vars=`\${${armor_proofing_type}proof}` data-i18n-title='armor_proofing_info') + span(data-i18n=`${armor_proofing_type}_s`) + span(name=`attr_armor_vs_${armor_proofing_type}`) + .fs-armor-and-e-shield-grid-row + label.fs-uppercase-header(data-i18n='e_shield') + +text_input('shield_name') + .fs-armor-and-e-shield-grid-row.fs-e-shield-props + label(data-i18n='e_shield_thresholds') + +numeric_input('shield_thresholds_min') + label / + +numeric_input('shield_thresholds_max') + label(data-i18n='e_shield_hits') + +numeric_input('shield_hits') + label / + +numeric_input('shield_hits_max') + + .fs-sheet-section + .fs-vita-and-revivals-grid + label.fs-vitality-header.fs-uppercase-header(data-i18n='vitality') + label.fs-vitality-rating(data-i18n='rating') + +numeric_input('vitality_rating', 0, 0 /*once computed: , 'computed_info'*/)(class='fs-vitality-rating' /*once computed: readonly*/) + label.fs-vitality-current(data-i18n='current') + +numeric_input('vitality_current', 0, 0)(class='fs-vitality-current') + label.fs-revivals-header.fs-uppercase-header(data-i18n='revivals') + label.fs-revivals-rating(data-i18n='rating') + +numeric_input('revivals_rating', 0, 0 /*once computed: , 'computed_info'*/)(class='fs-revivals-rating' /*once computed: readonly*/) + span.fs-revivals-number + label(data-i18n='number') + +numeric_input('revivals_number', 1, 0) + label / + +numeric_input('revivals_number_max', 1, 1 /*once computed: , 'computed_info'*/)(class='fs-revivals-number' /*once computed: readonly*/) + + .fs-actions-vp-bank-and-surge + .fs-sheet-section + label.fs-uppercase-header(data-i18n='actions') + + .fs-actions + .fs-table + label.fs-table-head + label.fs-table-head(data-i18n='action') + label.fs-table-head(data-i18n='characteristic') + label.fs-table-head(data-i18n='skill') + label.fs-table-head(data-i18n='goal_bonus_penalty') + fieldset.repeating_actions + .fs-table + input(type='hidden' name='attr_action_characteristic_value') + input(type='hidden' name='attr_action_skill_value') + button.fs-20(type='roll' name='roll_action_roll' value='&{template:fs-GoalRoll} {{title=@{action_name}}} {{characterName=@{character_name}}} {{characteristicName-i18n=^{@{action_characteristic}}}} {{skillName-i18n=^{@{action_skill}}}} {{bonus_penalty=[[@{action_goal_bonus_penalty}+[[?{@{additional_goal_bonus_penalty_rollquery_i18n}}]]]]}} {{goal=[[@{action_characteristic_value}+@{action_skill_value}+@{action_goal_bonus_penalty}+[[?{@{additional_goal_bonus_penalty_rollquery_i18n}}]]]]}} {{roll=[[1d20cs[[{@{action_characteristic_value}+@{action_skill_value}+@{action_goal_bonus_penalty}+[[?{@{additional_goal_bonus_penalty_rollquery_i18n}}]],19}kl1]]cf20]]}}') + input.fs-table-cell(type='text' name='attr_action_name') + select.fs-table-cell(name='attr_action_characteristic') + option(value='' selected) + each charac_cat in characteristics + optgroup(data-i18n-label=charac_cat.category) + each charac_name in charac_cat.list + option(value=charac_name data-i18n=charac_name) + select.fs-table-cell(name='attr_action_skill' data-i18n-list='skills_list') + option(value='' selected) + each sk in skills + option(value=sk.name data-i18n=sk.name data-i18n-list-item=sk.name) + input.fs-table-cell(type='number' name='attr_action_goal_bonus_penalty' value=0) + .fs-notes.fs-textarea-reladiv + .fs-auto-expand-textarea + span(name='attr_action_impact_notes') + textarea(name='attr_action_impact_notes' data-i18n-placeholder='impact_notes' spellcheck='false') + + div + .fs-states + .fs-sheet-section + label.fs-uppercase-header(data-i18n='states') + .fs-table + label.fs-table-head + label.fs-table-head(data-i18n='state') + label.fs-table-head(data-i18n='resistance_s') + fieldset.repeating_states + .fs-table + button.fs-20(type='roll' name='roll_shakeitoff_roll' value='[TODO] Shake-it-Off rolls not supported yet') + select.fs-table-cell(name='attr_state_name' data-i18n-list='states_list') + option(value='' selected) + each state_cat in states + optgroup(data-i18n-label=state_cat.category) + each state_name in state_cat.list + option(value=state_name data-i18n=state_name data-i18n-list-item=state_name) + +numeric_input('state_resistance', false, false, 'state_resistance_info')(class='fs-table-cell') + + .fs-sheet-section-frame + .fs-vp-bank-and-surge-grid + label.fs-uppercase-header(data-i18n='vp_bank')(class='fs-vp-bank-header') + label(data-i18n='vp_bank_capacity')(class='fs-vp-bank-capacity') + +numeric_input('vp_bank_capacity', 0, 0 /*once computed: , 'computed_info'*/)(class='fs-vp-bank-capacity' /*once computed: readonly*/) + label(data-i18n='current_vp')(class='fs-current-vp') + +numeric_input('current_vp', 0, 0)(class='fs-current-vp') + label(data-i18n='current_wp')(class='fs-current-wp') + +numeric_input('current_wp', 0, 0)(class='fs-current-wp') + label.fs-uppercase-header(data-i18n='surge')(class='fs-surge-header') + label(data-i18n='surge_rating')(class='fs-surge-rating') + +numeric_input('surge_rating', 0, 0 /*once computed: , 'computed_info'*/)(class='fs-surge-rating' /*once computed: readonly*/) + span(class='fs-surge-number') + label(data-i18n='surge_number') + +numeric_input('surge_number', 1, 0) + label / + +numeric_input('surge_number_max', 1, 1 /*once computed: , 'computed_info'*/)(class='fs-surge-number' /*once computed: readonly*/) + + .fs-perks-capabilities-and-birthrights + .fs-sheet-section + label.fs-uppercase-header(data-i18n='perks') + .fs-perks + fieldset.repeating_perks + .fs-table + input.fs-table-cell(type='text' name='attr_perk_name' data-i18n-placeholder='perk_name') + .fs-notes.fs-textarea-reladiv + .fs-auto-expand-textarea + span(name='attr_perk_notes') + textarea(name='attr_perk_notes' data-i18n-placeholder='perk_notes' spellcheck='false') + div + .fs-sheet-section + label.fs-uppercase-header(data-i18n='capabilities') + .fs-perks + fieldset.repeating_capabilities + .fs-table + input.fs-table-cell(type='text' name='attr_capability_name' data-i18n-placeholder='capability_name') + .fs-notes.fs-textarea-reladiv + .fs-auto-expand-textarea + span(name='attr_capability_notes') + textarea(name='attr_capability_notes' data-i18n-placeholder='capability_notes' spellcheck='false') + + .fs-sheet-section + label.fs-uppercase-header(data-i18n='birthrights') + .fs-perks + fieldset.repeating_birthrights + .fs-table + input.fs-table-cell(type='text' name='attr_birthright_name' data-i18n-placeholder='birthright_name') + .fs-notes.fs-textarea-reladiv + .fs-auto-expand-textarea + span(name='attr_birthright_notes') + textarea(name='attr_birthright_notes' data-i18n-placeholder='birthright_notes' spellcheck='false') + + .fs-possessions + .fs-sheet-section + + .fs-possessions-header + label.fs-uppercase-header(data-i18n='possessions') + label(data-i18n='techgnosis') + +numeric_input('techgnosis', 0, 0) + + .fs-carried-equipment + each index in [1, 2] + div + .fs-table + label.fs-table-head(data-i18n='carried_equipment') + label.fs-table-head(data-i18n='tech_level_s') + label.fs-table-head(data-i18n='equipment_size') + fieldset(class=`repeating_carriedequipment${index}`) + .fs-table + input.fs-table-cell(type='text' name=`attr_carriedequipment${index}_name`) + input.fs-table-cell(type='number' name=`attr_carriedequipment${index}_tech_level`) + input.fs-table-cell(type='text' name=`attr_carriedequipment${index}_size`) + .fs-notes.fs-textarea-reladiv + .fs-auto-expand-textarea + span(name=`attr_carriedequipment${index}_notes`) + textarea(name=`attr_carriedequipment${index}_notes` data-i18n-placeholder='notes' spellcheck='false') + + .fs-carried-weapons + div + .fs-table + label.fs-table-head(data-i18n='carried_weapons') + label.fs-table-head(data-i18n='tech_level_s') + label.fs-table-head(data-i18n='goal_bonus_penalty') + label.fs-table-head(data-i18n='damage_s') + label.fs-table-head(data-i18n='strength_s') + label.fs-table-head(data-i18n='range_s') + label.fs-table-head(data-i18n='rate_of_fire_s') + label.fs-table-head(data-i18n='ammunition_s') + label.fs-table-head(data-i18n='weapon_features') + fieldset(class='repeating_weapons') + .fs-table + input.fs-table-cell(type='text' name='attr_weapon_name') + input.fs-table-cell(type='number' name='attr_weapon_tl') + input.fs-table-cell(type='text' name='attr_weapon_goal') + input.fs-table-cell(type='text' name='attr_weapon_dmg') + input.fs-table-cell(type='number' name='attr_weapon_str') + input.fs-table-cell(type='text' name='attr_weapon_rng') + input.fs-table-cell(type='number' name='attr_weapon_rof') + input.fs-table-cell(type='number' name='attr_weapon_ammo') + input.fs-table-cell(type='text' name='attr_weapon_features') + .fs-notes.fs-textarea-reladiv + .fs-auto-expand-textarea + span(name=`attr_weapon_notes`) + textarea(name=`attr_weapon_notes` data-i18n-placeholder='notes' spellcheck='false') + + .fs-owned + each index in [1, 2] + div + .fs-table + label.fs-table-head(data-i18n='owned') + label.fs-table-head(data-i18n='location') + fieldset(class=`repeating_owned${index}`) + .fs-table + input.fs-table-cell(type='text' name=`attr_owned${index}_name`) + input.fs-table-cell(type='text' name=`attr_owned${index}_location`) + .fs-notes.fs-textarea-reladiv + .fs-auto-expand-textarea + span(name=`attr_owned${index}_notes`) + textarea(name=`attr_owned${index}_notes` data-i18n-placeholder='notes' spellcheck='false') + + .fs-money + .fs-sheet-section + + .fs-money-header + label.fs-uppercase-header(data-i18n='money') + +label('cash') + +text_input('cash') + + .fs-assets + each index in [1, 2] + div + .fs-table + label.fs-table-head(data-i18n='asset') + label.fs-table-head(data-i18n='income') + fieldset(class=`repeating_assets${index}`) + .fs-table + input.fs-table-cell(type='text' name=`attr_asset${index}_name`) + input.fs-table-cell(type='text' name=`attr_asset${index}_income`) + .fs-notes.fs-textarea-reladiv + .fs-auto-expand-textarea + span(name=`attr_asset${index}_notes`) + textarea(name=`attr_asset${index}_notes` data-i18n-placeholder='notes' spellcheck='false') + + .fs-sheet-section + label.fs-uppercase-header(data-i18n='last_notes') + .fs-w100.fs-supertall-textarea.fs-textarea-reladiv + .fs-auto-expand-textarea + span(name='attr_last_notes') + textarea(title='@{last_notes}' type='text' name='attr_last_notes' data-i18n-placeholder='notes' spellcheck='false') + + .fs-footer + +// CHARACTER SHEET LAYOUT - END + +// ROLL TEMPLATES - START +include roll-templates.html +// ROLL TEMPLATES - END + +// SHEET WORKERS - START +script(type='text/worker') + . + const characteristic_names = !{JSON.stringify(characteristics)}.flatMap(x => x.list); + const skill_names = !{JSON.stringify(skills)}.flatMap(x => x.name); + const armor_proofing_types = !{JSON.stringify(armor_proofing_types)}; + const state_names = !{JSON.stringify(states)}.flatMap(x => x.list); + + const repeating_rolls = [ + { "section": "actions", "prefix": "action" } + ]; + + const repeating_sections = repeating_rolls.concat([ + { "section": "states", "prefix": "state" }, + { "section": "perks", "prefix": "perk" }, + { "section": "capabilities", "prefix": "capability" }, + { "section": "birthrights", "prefix": "birthright" }, + { "section": "carriedequipment1", "prefix": "carriedequipment1" }, + { "section": "carriedequipment2", "prefix": "carriedequipment2" }, + { "section": "weapons", "prefix": "weapon" }, + { "section": "owned1", "prefix": "owned1" }, + { "section": "owned2", "prefix": "owned2" }, + { "section": "assets1", "prefix": "asset1" }, + { "section": "assets2", "prefix": "asset2" }, + ]); + + const updateGoalNumber = (section, prefix) => { + getSectionIDs(`repeating_${section}`, idArray => { + const characteristicArray = idArray.map(id => `repeating_${section}_${id}_${prefix}_characteristic`); + const characteristicValueArray = idArray.map(id => `repeating_${section}_${id}_${prefix}_characteristic_value`); + const skillArray = idArray.map(id => `repeating_${section}_${id}_${prefix}_skill`); + const skillValueArray = idArray.map(id => `repeating_${section}_${id}_${prefix}_skill_value`); + getAttrs( [].concat(characteristicArray, skillArray), vNames => { + getAttrs( vNames, vValues => { + let setAttrsObj = {}; + for (let i = 0; i < idArray.length; ++i) { + setAttrsObj[characteristicValueArray[i]] = (parseInt(vValues[vNames[characteristicArray[i]]]) || 0); + setAttrsObj[skillValueArray[i]] = (parseInt(vValues[vNames[skillArray[i]]]) || 0); + } + setAttrs(setAttrsObj); + }); + }); + }); + }; + + [].concat(characteristic_names, skill_names).forEach( trait => { + on(`change:${trait}`, eventInfo => { + repeating_rolls.forEach( special_skill => { + updateGoalNumber(special_skill.section, special_skill.prefix); + }); + }); + }); + + repeating_rolls.forEach( repeating => { + on(`change:repeating_${repeating.section}`, eventInfo => { + updateGoalNumber(repeating.section, repeating.prefix); + }); + }); + + repeating_sections.forEach( repeating => { + on(`remove:repeating_${repeating.section}`, eventInfo => { + const timestamp = Number(new Date()) + setAttrs({ repeat_delete: timestamp }); + }); + }); + + armor_proofing_types.forEach( type => { + on(`sheet:opened change:armor_resistance change:${type}proof`, eventInfo => { + let checkbox = `${type}proof`; + let value = `armor_vs_${type}`; + getAttrs( [ 'armor_resistance', checkbox ], values => { + let newValue = (values[checkbox]==='on' ? parseInt(values.armor_resistance) : Math.floor(parseInt(values.armor_resistance) / 2)); + setAttrs({ + [value]: newValue + }); + }); + }); + }); + + //- Auto-computation disabled for now, as this needs to be improved to support partial advancements and potential modifiers (from perks or GM ruling) + //- + //- on("sheet:opened change:size change:endurance change:will change:faith change:level", eventInfo => { + //- getAttrs([ 'size', 'endurance', 'will', 'faith', 'level' ], values => { + //- setAttrs({ vitality_rating: parseInt(values.size) + + //- parseInt(values.endurance) + + //- parseInt(values.will) + + //- parseInt(values.faith) + + //- parseInt(values.level) }); + //- }); + //- }); + //- + //- on("sheet:opened change:strength change:wits change:presence change:level", eventInfo => { + //- getAttrs([ 'strength', 'wits', 'presence', 'level' ], values => { + //- setAttrs({ surge_rating: Math.max(parseInt(values.strength), parseInt(values.wits), parseInt(values.presence)) + parseInt(values.level) }); + //- }); + //- }); + //- + //- on("sheet:opened change:size change:level", eventInfo => { + //- getAttrs([ 'size', 'level' ], values => { + //- setAttrs({ revivals_rating: parseInt(values.size) + parseInt(values.level) }); + //- }); + //- }); + //- + //- on("sheet:opened change:level", eventInfo => { + //- getAttrs([ 'level' ], values => { + //- let calc_bank_capa = (Math.floor(parseInt(values.level)/2) + 1) * 5; + //- let calc_surge_nb = Math.floor((parseInt(values.level)+2)/3); + //- let calc_revivals_nb = calc_surge_nb; + //- setAttrs({ + //- vp_bank_capacity: calc_bank_capa, + //- surge_number_max: calc_surge_nb, + //- revivals_number_max: calc_revivals_nb + //- }); + //- }); + //- }); + + on("sheet:opened", function() { + // sheet versioning + getAttrs( [ 'sheet_version' ], values => { + + if (values.sheet_version !== "latest") { + + // insert version updates here + + // 1.0.0 to 1.1.0 => nothing to do + + // 1.1.0 to 1.2.0 => nothing to do + } + + const latest_version = "1.2.0"; + + if (values.sheet_version != latest_version) { + setAttrs({ sheet_version: latest_version }); + } + }); + + // translate roll queries + { + let setAttrsObj = {}; + + // Goal rolls + let goal_bonus_penalty = getTranslationByKey('goal_bonus_penalty'); + setAttrsObj['goal_bonus_penalty_rollquery_i18n'] = `${goal_bonus_penalty}|0`; + let additional_goal_bonus_penalty = getTranslationByKey('additional_goal_bonus_penalty'); + setAttrsObj['additional_goal_bonus_penalty_rollquery_i18n'] = `${additional_goal_bonus_penalty}|0`; + + setAttrs(setAttrsObj); + } + }); + +// FIN. diff --git a/Fading Suns 4th Edition - Pax Alexius/src/Fading_Suns_4th_Edition_Pax_Alexius.scss b/Fading Suns 4th Edition - Pax Alexius/src/Fading_Suns_4th_Edition_Pax_Alexius.scss new file mode 100644 index 0000000000..2db7567933 --- /dev/null +++ b/Fading Suns 4th Edition - Pax Alexius/src/Fading_Suns_4th_Edition_Pax_Alexius.scss @@ -0,0 +1,1313 @@ +$sheet-width: 890px; +$semitransparent: rgba(255, 255, 255, 0.5); +$bordercolor: #baa894; +$section-column-gap: 30px; +$localgrid-gap: 2px; +$level-box-width: 50px; +$rollbutton-width: 25px; +$traitval-width: 30px; +$equipment-size-column: 50px; +$goal-bonus-manul-col-width: 60px; +$ammo-col-width: 50px; +$default-line-height: 25px; +$vorox-speed-width: 65px; +$indent-width: 20px; +$background-url: url(https://raw.githubusercontent.com/admiralnlson/roll20-character-sheets/fading-suns-pax-alexius-started20200517/Fading%20Suns%204th%20Edition%20-%20Pax%20Alexius/images/fs-sheet-background.jpg); + +@mixin main-columns { + width: 100%; + display: grid; + grid-column-gap: $section-column-gap; + align-items: stretch; + align-content: stretch; + justify-items: stretch; + justify-content: space-between; +} + +@mixin main-2-columns { + @include main-columns; + grid-template-columns: 1fr 1fr; +} + +@mixin main-3-columns { + @include main-columns; + grid-template-columns: 1fr 1fr 1fr; +} + +@mixin localgrid { + display: grid; + width: 100%; + gap: $localgrid-gap; + + align-items: stretch; + align-content: flex-start; + justify-items: stretch; + justify-content: stretch; +} + +@mixin indented { + padding-left: $indent-width; + text-align: end; +} + +@mixin half-indented { + padding-left: calc(#{$indent-width} / 2); + text-align: end; +} + +@mixin quarter-indented { + padding-left: calc(#{$indent-width} / 4); + text-align: end; +} + +.sheet-fs-sheet *, +.sheet-fs-sheet *::after, +.sheet-fs-sheet *::before { + box-sizing: border-box; +} + +body { + min-height: 100vh; + position: relative; +} + +.sheet-fs-sheet label, +.sheet-fs-sheet input, +.sheet-fs-sheet button[type=roll], +.sheet-fs-sheet select, +.sheet-fs-sheet textarea { + font-size: 1.25em; + width: 100%; + margin: 0; + color: black; +} + +.sheet-fs-sheet input[type=checkbox] { + min-width: 15px; +} + +.sheet-fs-sheet label { + font-weight: normal; + display: inline-block; + margin: 0; + padding-right: 0px; + width: initial; + height: initial; + color: initial; +} + +.sheet-fs-sheet select { + border-color: $bordercolor; +} + +.sheet-fs-sheet textarea { + height: initial; + resize: initial; + overflow-x: hidden; + overflow-y: hidden; + text-overflow: ellipsis; + resize: vertical; + min-height: $default-line-height; + padding: 0; + margin: 0; +} + +.sheet-fs-sheet button, +.sheet-fs-sheet button:hover, +.sheet-fs-sheet button:active { + background-image: initial; +} + +.sheet-fs-sheet button[type=roll] { + margin-left: initial; + margin-right: initial; + text-shadow: none; +} + +.sheet-fs-sheet input, +.sheet-fs-sheet textarea, +.sheet-fs-sheet select, +.sheet-fs-sheet button[type=roll] { + background-color: $semitransparent; + border: 1px solid $bordercolor; + border-radius: 0; + padding: 2px; + height: $default-line-height; +} + +/*.sheet-fs-sheet input:disabled, +.sheet-fs-sheet textarea:disabled, +.sheet-fs-sheet select:disabled, +.sheet-fs-sheet button[type=roll]:disabled { + border: 1px solid white; +}*/ + +.sheet-fs-sheet input, +.sheet-fs-sheet textarea, +.sheet-fs-sheet select, +.sheet-fs-sheet label { + vertical-align: middle; + align-self: center; +} + +.sheet-fs-sheet input[type=text] { + white-space: nowrap; + overflow-x: hidden; + text-overflow: ellipsis; +} + +.sheet-fs-sheet input[type=number] { + text-align: center; + width: $traitval-width; + min-width: $traitval-width; + max-width: $traitval-width; +} + +.sheet-fs-sheet button[type=roll] { + width: $rollbutton-width; +} + +// turn off spinners for all number field in Chrome +.sheet-fs-sheet input[type=number]::-webkit-inner-spin-button, +.sheet-fs-sheet input[type=number]::-webkit-outer-spin-button { + -webkit-appearance: none; + margin: 0; +} + +// turn off spinners for all number field in Firefox +.sheet-fs-sheet input[type=number] { + -moz-appearance: textfield !important; +} + +.sheet-fs-sheet button[type=roll] { + background-color: $semitransparent; + border: 1px solid $bordercolor; +} + +.sheet-fs-sheet button[type=roll].sheet-fs-hidden { + display: none; +} + +.sheet-fs-sheet button[type=roll]:before { + vertical-align: middle; + font-size: 1.2em; +} + +.sheet-fs-sheet { + // cancelling the nasty default padding + margin-top: -28px; + margin-left: -30px; + margin-right: -30px; + margin-bottom: -10px; + + min-width: $sheet-width; + max-width: $sheet-width; + background: $background-url top left repeat; + background-attachment: scroll; + background-size: $sheet-width; + + font-family: serif; +} + +.sheet-fs-sheet-container { + padding-left: 50px; + padding-right: 50px; +} + +.sheet-fs-sheet-section { + margin-top: 10px; + border-top: 2px solid black; + padding-top: 10px; +} + +.sheet-fs-sheet-section-frame { + margin-top: 10px; + border: 2px solid black; + padding: 5px; + + align-self: self-start; // for a shorter VP Bank & Surge box +} + +label.sheet-fs-uppercase-header { + font-size: 1.5em; + line-height: $default-line-height; + font-weight: bold; + text-transform: uppercase; + white-space: nowrap; +} + +.sheet-fs-sheet .repcontrol_del, +.sheet-fs-sheet .repcontrol_move, +.sheet-fs-sheet .repcontrol_add, +.sheet-fs-sheet .repcontrol_edit { + font-family: pictos; +} + +.sheet-fs-sheet .repitem.repitembroken { + border: 0.3rem dashed #FF0044 !important; + margin: 0 0 0 0; + border-radius: 0; +} + +.repcontrol_edit { + order: 2; + margin-left: auto; +} + +.repcontainer { + width: 100%; +} + +.repcontainer.editmode .repitem .itemcontrol { + z-index: 3; + background-color: rgba(255,255,255,0.5); +} + +div.repcontrol { + display: flex; + flex-wrap: nowrap; + align-items: center; + justify-content: space-between; + flex-direction: row; + width: 100%; +} + +.repcontrol_add::before { + content: '&'; + visibility: visible; + font-family: pictos; + background-color: $semitransparent; + border: 0.1rem solid $bordercolor; + border-radius: 0.2rem; + font-size: 1.6rem; + padding: 0.3rem 0.5rem 0.3rem 0.5rem; + color: black; +} + +.repcontrol .repcontrol_edit:after { + font-weight: bold; + content: '☰'; + visibility: visible; + font-family: pictos; + background-color: $semitransparent; + border: 0.1rem solid $bordercolor; + border-radius: 0.2rem; + font-size: 1.6rem; + padding: 0.3rem 0.3rem 0.2rem 0.3rem; + color: black; +} + +.editmode ~ .repcontrol .repcontrol_edit:after { + font-family: Pictos; + content: '3'; + width:1.6rem; +} + +.repcontrol_edit:hover:before, +.repcontrol_edit:hover:after, +.repcontrol_add:hover:before { + color: red !important; + box-shadow: 0.1rem 0.1rem 0.2rem $bordercolor; +} + +.repcontrol .btn{ + border: none; + color: white; + font-size: 0; + padding: 0; + margin-top: 3px; + background: none; + box-shadow: none; +} + +.repcontrol .btn:focus { + outline: 0; +} + +.repcontrol_add, +.repcontrol_edit { + display: block; + background: none; + color: transparent !important; + border: none; + box-shadow: none; +} + +.repcontrol_del, +.repcontrol_move { + display: block; + background: white; + color: black; + border: none; + box-shadow: none; + width: 2em; +} + +.sheet-fs-noshow { + display:none; +} + +.sheet-rolltemplate-fs-button { + text-align: center; +} + +.sheet-rolltemplate-fs-GoalRoll .sheet-fs-container, +.sheet-rolltemplate-fs-d6Roll .sheet-fs-container { + border: 1px solid; + padding: 2px; + width: 90%; + background: $background-url 25% 25%; + background-size: 850px; +} + +.sheet-rolltemplate-fs-GoalRoll .sheet-fs-container .sheet-fs-charactername, +.sheet-rolltemplate-fs-d6Roll .sheet-fs-container .sheet-fs-charactername { + font-weight: bold; + font-size: 0.9em; + line-height: 1em; + border-bottom: 1px solid black; +} + +.sheet-rolltemplate-fs-GoalRoll .sheet-fs-container h1, +.sheet-rolltemplate-fs-d6Roll .sheet-fs-container h1 { + color: #4a6486; + font-size: 1.1em; + font-variant: small-caps; + line-height: 1.2em; +} + +.sheet-rolltemplate-fs-GoalRoll .sheet-fs-arrow-right, +.sheet-rolltemplate-fs-d6Roll .sheet-fs-arrow-right { + border-bottom: 2px solid transparent; + border-left: 200px solid $bordercolor; + border-top: 2px solid transparent; +} + +.sheet-rolltemplate-fs-GoalRoll .inlinerollresult, +.sheet-rolltemplate-fs-d6Roll .inlinerollresult { + background-color: transparent; + border: none; + font-weight: normal; + padding: 0 0 0 0; +} + +.sheet-rolltemplate-fs-GoalRoll .inlinerollresult.fullcrit, +.sheet-rolltemplate-fs-d6Roll .inlinerollresult.fullcrit, +.sheet-rolltemplate-fs-GoalRoll .inlinerollresult.importantroll, +.sheet-rolltemplate-fs-d6Roll .inlinerollresult.importantroll, +.sheet-rolltemplate-fs-GoalRoll .inlinerollresult.fullfail, +.sheet-rolltemplate-fs-GoalRoll .inlinerollresult.fullfail { + border: none; +} + +.sheet-rolltemplate-fs-GoalRoll .sheet-fs-critsuccess { + color: #3FB315; +} + +.sheet-rolltemplate-fs-GoalRoll .sheet-fs-success { + color: #205b0b; +} + +.sheet-rolltemplate-fs-GoalRoll .sheet-fs-failure { + color: #5b0b0b; +} + +.sheet-rolltemplate-fs-GoalRoll .sheet-fs-critfailure { + color: #B31515; +} + +.sheet-rolltemplate-fs-GoalRoll .sheet-fs-critsuccess .inlinerollresult, +.sheet-rolltemplate-fs-GoalRoll .sheet-fs-success .inlinerollresult, +.sheet-rolltemplate-fs-GoalRoll .sheet-fs-failure .inlinerollresult, +.sheet-rolltemplate-fs-GoalRoll .sheet-fs-critfailure .inlinerollresult { + font-weight: bold; +} + + +.sheet-fs-w100 { + width: 100%; +} + +.sheet-fs-h100 { + height: 100%; +} + +.sheet-fs-autoexpand > input, +.sheet-fs-autoexpand > textarea { + width: 100%; +} + +.sheet-fs-baseinfo { + @include main-3-columns; +} + +.sheet-fs-name-grid { + @include localgrid; + + grid-template: + "header header" + "name_ name_" + "planet-label planet-value" / max-content 1fr; +} + +.sheet-fs-name-grid .sheet-fs-uppercase-header { + grid-area: header; +} + +.sheet-fs-name { + grid-area: name_; +} + +label.sheet-fs-planet { + grid-area: planet-label; + @include indented; +} + +input.sheet-fs-planet { + grid-area: planet-value; +} + +.sheet-fs-rank-grid { + @include localgrid; + + grid-template: + "header header" + "rank rank" + "birthdate-label birthdate-value" / max-content 1fr; +} + +.sheet-fs-rank-grid .sheet-fs-uppercase-header { + grid-area: header; +} + +.sheet-fs-rank { + grid-area: rank; +} + +label.sheet-fs-birthdate { + grid-area: birthdate-label; + @include indented; +} + +input.sheet-fs-birthdate { + grid-area: birthdate-value; +} + +.sheet-fs-species-grid { + @include localgrid; + + grid-template: + "header header header header" + "species species species species" + "size-label size-value speed-label speed-value" / max-content $traitval-width 1fr $vorox-speed-width; +} + +.sheet-fs-species-grid .sheet-fs-uppercase-header { + grid-area: header; +} + +.sheet-fs-species { + grid-area: species; +} + +label.sheet-fs-size { + grid-area: size-label; + @include indented; +} + +input.sheet-fs-size { + grid-area: size-value; +} + +label.sheet-fs-speed { + grid-area: speed-label; + @include indented; +} + +input.sheet-fs-speed { + grid-area: speed-value; + text-align: center; +} + +.sheet-fs-lifepath { + @include main-3-columns; +} + +.sheet-fs-class-grid { + @include localgrid; + + grid-template: + "header header" + "class1 levelvalue" + "class2 levelvalue" + "levellabel levelvalue" / 1fr max-content; +} + +.sheet-fs-class-grid .sheet-fs-uppercase-header { + grid-area: header; +} + +.sheet-fs-class1 { + grid-area: class1; +} + +.sheet-fs-class2 { + grid-area: class2; +} + +label.sheet-fs-level { + grid-area: levellabel; + @include indented; +} + +input[type=number].sheet-fs-level { + grid-area: levelvalue; + width: $level-box-width; + max-width: $level-box-width; + height: 100%; +} + +.sheet-fs-faction-grid { + @include localgrid; + + grid-template: + "header header" + "faction faction" + "blessing-label blessing-value" + "curse-label curse-value" / max-content 1fr; +} + +.sheet-fs-faction-grid .sheet-fs-uppercase-header { + grid-area: header; +} + +.sheet-fs-faction { + grid-area: faction; +} + +label.sheet-fs-blessing { + grid-area: blessing-label; + @include indented; +} + +input.sheet-fs-blessing { + grid-area: blessing-value; +} + +label.sheet-fs-curse { + grid-area: curse-label; + @include indented; +} + +input.sheet-fs-curse { + grid-area: curse-value; +} + +.sheet-fs-calling-grid { + @include localgrid; + + grid-template-columns: 1fr; +} + +.sheet-fs-calling-grid label.sheet-fs-uppercase-header { + grid-column: 1 / -1; +} + +.sheet-fs-traits { + @include main-3-columns; + + grid-template: + "skills characteristics" 1fr / calc((100% - 2 * #{$section-column-gap}) * 2 / 3 + #{$section-column-gap}) calc((100% - 2 * #{$section-column-gap}) * 1 / 3); +} + +.sheet-fs-skills-grid { + grid-area: skills; + + @include localgrid; + + grid-template-columns: 1fr 1fr; + grid-template-rows: repeat(14, 1fr); + grid-auto-flow: column; + column-gap: $section-column-gap; + + align-items: flex-start; + align-content: flex-start; + justify-items: flex-start; + justify-content: stretch; +} + +.sheet-fs-skills-grid .sheet-fs-uppercase-header { + grid-column: 1 / -1; +} + +.sheet-fs-characteristics-grid { + grid-area: characteristics; + + display: flex; + flex-wrap: nowrap; + flex-direction: column; + + align-items: stretch; + align-content: flex-start; + justify-items: flex-start; + justify-content: space-between; +} + +.sheet-fs-characteristic, +.sheet-fs-skill { + display: inline-flex; + flex-direction: row; + flex-wrap: nowrap; + + align-content: center; + align-items: center; + justify-content: center; + align-self: stretch; + + width: 100%; + height: $default-line-height; +} + +.sheet-fs-characteristic-cat-grid { + @include localgrid; + + grid-template-columns: $rollbutton-width 1fr max-content; + grid-auto-flow: row; +} + +.sheet-fs-characteristic-cat-grid .sheet-fs-uppercase-header { + grid-column: 1 / -1; +} + +@mixin nowrap-w100 { + width:100%; + display: inline-flex; + flex-direction: row; + flex-wrap: nowrap; + align-content: center; + align-items: center; + justify-content: flex-start; + align-self: stretch; +} + +.sheet-fs-nowrap-w100 { + @include nowrap-w100; +} + +.sheet-fs-text-align-end { + width: 100%; + text-align: end; +} + +.sheet-fs-characteristic .sheet-fs-characteristic-label, +.sheet-fs-characteristic .sheet-fs-characteristic-label span, +.sheet-fs-skill .sheet-fs-skill-label, +.sheet-fs-skill .sheet-fs-skill-label span, +.sheet-fs-skill .sheet-fs-skill-label input { + white-space: nowrap; + width: 100%; + overflow-x: hidden; + text-overflow: ellipsis; +} +.sheet-fs-skill + .sheet-fs-col { + width: 100%; +} + +.sheet-fs-skill > div.sheet-fs-skill-normal { + @include localgrid; + + grid-template-columns: $rollbutton-width max-content 1fr; + + position: relative; + overflow: visible; +} +.sheet-fs-skill > div.sheet-fs-skill-normal > button.sheet-fs-d20 + div.sheet-fs-skill-roll-characteristic-choice { + display: none; +} +.sheet-fs-skill > div.sheet-fs-skill-normal > button.sheet-fs-d20:hover + div.sheet-fs-skill-roll-characteristic-choice, +.sheet-fs-skill > div.sheet-fs-skill-normal > button.sheet-fs-d20 + div.sheet-fs-skill-roll-characteristic-choice:hover { + position: absolute; + z-index: 5; + top: 0px; + left: calc(#{$rollbutton-width} - 1px); + + background-color: #ffffff; + border-radius: 5px; + border: 1px solid $bordercolor; + padding: 2px; + width: max-content; + background: $background-url 25% 25%; + background-attachment: scroll; + background-size: 850px; + display: grid; + grid-auto-flow: row; + grid-template-rows: max-content; +} +.sheet-fs-skill > div.sheet-fs-skill-normal > button.sheet-fs-d20:hover + div.sheet-fs-skill-roll-characteristic-choice > input, +.sheet-fs-skill > div.sheet-fs-skill-normal > button.sheet-fs-d20 + div.sheet-fs-skill-roll-characteristic-choice:hover > input { + height: $default-line-height; +} +.sheet-fs-skill > div.sheet-fs-skill-normal > button.sheet-fs-d20:hover + div.sheet-fs-skill-roll-characteristic-choice > div, +.sheet-fs-skill > div.sheet-fs-skill-normal > button.sheet-fs-d20 + div.sheet-fs-skill-roll-characteristic-choice:hover > div { + display: grid; + grid-auto-flow: column; + grid-template-rows: repeat(9, max-content); + align-items: center; +} +div.sheet-fs-skill-normal > button.sheet-fs-d20:hover + div.sheet-fs-skill-roll-characteristic-choice > div:nth-child(2), +div.sheet-fs-skill-normal > button.sheet-fs-d20 + div.sheet-fs-skill-roll-characteristic-choice:hover > div:nth-child(2), +div.sheet-fs-skill-normal > button.sheet-fs-d20:hover + div.sheet-fs-skill-roll-characteristic-choice > div:nth-child(5), +div.sheet-fs-skill-normal > button.sheet-fs-d20 + div.sheet-fs-skill-roll-characteristic-choice:hover > div:nth-child(5), +div.sheet-fs-skill-normal > button.sheet-fs-d20:hover + div.sheet-fs-skill-roll-characteristic-choice > div:nth-child(8), +div.sheet-fs-skill-normal > button.sheet-fs-d20 + div.sheet-fs-skill-roll-characteristic-choice:hover > div:nth-child(8) { + padding-top: 2px; + border-top: 1px solid black; + margin-top: 2px; +} + +.sheet-fs-occult-grid { + @include main-3-columns; + width: 100%; + display: grid; + grid-column-gap: $section-column-gap; + + grid-template-columns: 1fr 1fr 1fr; // TODO review these proportions later + + align-items: stretch; + align-content: stretch; + justify-items: stretch; + justify-content: space-between; +} + +.sheet-fs-occult-grid label.sheet-fs-uppercase-header { + grid-column: 1 / -1; +} + +.sheet-fs-occult-grid > div { + @include localgrid; + grid-auto-flow: column; + grid-auto-columns: 1fr max-content max-content 1fr; +} + +.sheet-fs-occult-left { + //width: calc(50% - $traitval-width); + text-align: end; +} + +.sheet-fs-occult-right { + //width: calc(50% - $traitval-width); + text-align: start; +} + +.sheet-fs-defenses { + width: 100%; + display: grid; + grid-column-gap: $section-column-gap; + + grid-template-columns: 1fr 1fr 1fr; // TODO review these proportions later + + align-items: stretch; + align-content: stretch; + justify-items: stretch; + justify-content: space-between; +} + +.sheet-fs-resistances-grid { + @include localgrid; + + grid-template-columns: max-content max-content 1fr; + grid-auto-flow: row; +} + +.sheet-fs-resistances-grid label.sheet-fs-uppercase-header { + grid-column: 1 / -1; +} + +.sheet-fs-resistances-grid > label:nth-child(n+2) { + @include indented; +} + +.sheet-fs-armor-and-e-shield-grid { + @include localgrid; + grid-auto-flow: row; +} + +.sheet-fs-armor-and-e-shield-grid-row label.sheet-fs-uppercase-header { + display: inline-block; +} + +.sheet-fs-armor-and-e-shield-grid-row { + @include localgrid; + grid-auto-flow: column; + height: $default-line-height; +} + +.sheet-fs-armor-props { + grid-template-columns: $indent-width repeat(7, calc((100% - #{$indent-width}) / 7 - #{$localgrid-gap})); +} + +.sheet-fs-armor-props > span:nth-child(1) { + @include indented; +} + +.sheet-fs-armor-props > label { + width: 100%; + height: 100%; + display:inline-block; + cursor: pointer; +} + +.sheet-fs-armor-props > label > input[type=checkbox] { + display: none +} + +.sheet-fs-armor-props > label > div { + width: 100%; + height: 100%; + border: 1px solid $bordercolor; + text-align: center; +} + +.sheet-fs-armor-props > label > div { + display: inline-block; + height: $default-line-height; + line-height: 12px; +} + +.sheet-fs-armor-props > label > div > span:nth-child(1) { + display: block; + font-size: 0.7em; + vertical-align: middle; +} + +.sheet-fs-armor-props > label > div > span:nth-child(2) { + display: block; + font-size: 0.7em; + vertical-align: middle; +} + +.sheet-fs-armor-props > label > input[type=checkbox]:checked + div { + padding: 0px; + border: 1px solid $bordercolor; + background-color: $semitransparent; +} + +.sheet-fs-e-shield-props { + justify-content: space-between; +} + +.sheet-fs-e-shield-props > label:nth-child(1), +.sheet-fs-e-shield-props > label:nth-child(5) { + @include quarter-indented; +} + +.sheet-fs-vita-and-revivals-grid { + @include localgrid; + + grid-template: + "vitality-header vitality-header vitality-header vitality-header" + "vitality-rating-label vitality-rating-value vitality-current-label vitality-current-value" + "revivals-header revivals-header revivals-header revivals-header" + "revivals-rating-label revivals-rating-value revivals-number-label revivals-number-value" / 1fr max-content 1fr max-content; +} + +.sheet-fs-vitality-header { + grid-area: vitality-header; +} + +label.sheet-fs-vitality-rating { + grid-area: vitality-rating-label; + @include half-indented; +} + +input.sheet-fs-vitality-rating { + grid-area: vitality-rating-value; +} + +label.sheet-fs-vitality-current { + grid-area: vitality-current-label; + @include half-indented; +} + +input.sheet-fs-vitality-current { + grid-area: vitality-current-value; +} + +.sheet-fs-revivals-header { + grid-area: revivals-header; +} + +label.sheet-fs-revivals-rating { + grid-area: revivals-rating-label; + @include half-indented; +} + +input.sheet-fs-revivals-rating { + grid-area: revivals-rating-value; +} + +span.sheet-fs-revivals-number { + grid-area: revivals-number-label; + @include half-indented; + white-space: nowrap; +} + +input.sheet-fs-revivals-number { + grid-area: revivals-number-value; +} + +.sheet-fs-actions-vp-bank-and-surge { + width: 100%; + display: grid; + grid-template-columns: calc((100% - 2 * #{$section-column-gap}) * 2 / 3 + #{$section-column-gap}) calc((100% - 2 * #{$section-column-gap}) * 1 / 3); + grid-column-gap: $section-column-gap; + + align-items: stretch; + align-content: stretch; + justify-items: stretch; + justify-content: space-between; +} + +.sheet-fs-table { + display: grid; + grid-auto-flow: row; + min-width:100%; + margin-bottom: $localgrid-gap; +} + +.sheet-fs-table fieldset, +.sheet-fs-table .repcontainer, +.sheet-fs-table .repitem { + display: contents; +} + +.sheet-fs-table input[type=number] { + width: 100%; +} + +.sheet-fs-table input { + min-width: 10px; + width: auto; +} + +.sheet-fs-table-head { + font-weight: bold; + white-space: nowrap; + padding-left: 1px; + padding-right: 1px; +} + +.sheet-fs-table-cell { + grid-column: auto / span 1; +} + +.sheet-fs-table .itemcontrol { + height: auto !important; /* TODO try without this to see if something bad happens */ +} + +.sheet-fs-table .repcontrol { grid-column: 1 / -1 } + +.sheet-fs-actions .sheet-fs-table { + @include localgrid; + grid-template-columns: $rollbutton-width 1fr 98px 143px $goal-bonus-manul-col-width; +} + +.sheet-fs-actions .sheet-fs-table > input { + width: 100%; + max-width: 100%; +} + +.sheet-fs-states .sheet-fs-table { + @include localgrid; + grid-template-columns: $rollbutton-width 1fr $traitval-width; +} + +.sheet-fs-states .sheet-fs-table label:nth-child(3), +.sheet-fs-states .sheet-fs-table input:nth-child(3) { + text-align: center; +} + +.sheet-fs-vp-bank-and-surge-grid { + @include localgrid; + + grid-template: + "vp-bank-header vp-bank-header vp-bank-header vp-bank-header" + "vp-bank-capacity-label vp-bank-capacity-value current-vp-label current-vp-value" + "vp-bank-capacity-label vp-bank-capacity-value current-wp-label current-wp-value" + "surge-header surge-header surge-header surge-header" + "surge-rating-label surge-rating-value surge-number-label surge-number-value" / max-content max-content 1fr max-content; +} + +.sheet-fs-vp-bank-and-surge-grid > label.sheet-fs-vp-bank-header { + grid-area: vp-bank-header; +} + +.sheet-fs-vp-bank-and-surge-grid > label.sheet-fs-vp-bank-capacity { + grid-area: vp-bank-capacity-label; + //@include half-indented; +} + +.sheet-fs-vp-bank-and-surge-grid > input.sheet-fs-vp-bank-capacity { + grid-area: vp-bank-capacity-value; +} + +.sheet-fs-vp-bank-and-surge-grid > label.sheet-fs-current-vp { + grid-area: current-vp-label; + @include half-indented; +} + +.sheet-fs-vp-bank-and-surge-grid > input.sheet-fs-current-vp { + grid-area: current-vp-value; +} +.sheet-fs-vp-bank-and-surge-grid > label.sheet-fs-current-wp { + grid-area: current-wp-label; + @include half-indented; +} + +.sheet-fs-vp-bank-and-surge-grid > input.sheet-fs-current-wp { + grid-area: current-wp-value; +} + +.sheet-fs-vp-bank-and-surge-grid > label.sheet-fs-surge-header { + grid-area: surge-header; +} + +.sheet-fs-vp-bank-and-surge-grid > label.sheet-fs-surge-rating { + grid-area: surge-rating-label; + @include half-indented; +} + +.sheet-fs-vp-bank-and-surge-grid > input.sheet-fs-surge-rating { + grid-area: surge-rating-value; +} + +.sheet-fs-vp-bank-and-surge-grid > span.sheet-fs-surge-number { + grid-area: surge-number-label; + @include half-indented; +} + +.sheet-fs-vp-bank-and-surge-grid > input.sheet-fs-surge-number { + grid-area: surge-number-value; +} + +.sheet-fs-perks-capabilities-and-birthrights { + @include main-2-columns; +} + +.sheet-fs-possessions { + @include localgrid; + grid-auto-flow: row; +} + +.sheet-fs-possessions-header { + @include localgrid; + grid-template-columns: 1fr max-content max-content; + grid-auto-flow: column; +} + +.sheet-fs-possessions-header > input:nth-child(3) { + margin-right: $equipment-size-column + $localgrid-gap; +} + +.sheet-fs-carried-equipment { + @include main-2-columns; +} + +.sheet-fs-carried-equipment .sheet-fs-table { + @include localgrid; + grid-template-columns: 1fr $traitval-width $equipment-size-column; +} + +.sheet-fs-carried-equipment .sheet-fs-table label:nth-child(2), +.sheet-fs-carried-equipment .sheet-fs-table input:nth-child(2), +.sheet-fs-carried-equipment .sheet-fs-table label:nth-child(3), +.sheet-fs-carried-equipment .sheet-fs-table input:nth-child(3) { + text-align: center; +} + +.sheet-fs-carried-weapons .sheet-fs-table { + @include localgrid; + grid-template-columns: 1fr $traitval-width $goal-bonus-manul-col-width 50px $traitval-width 60px $traitval-width $ammo-col-width 1fr; +} + +.sheet-fs-carried-weapons .sheet-fs-table > input[type=number]:nth-child(8) { + width: $ammo-col-width; + max-width: $ammo-col-width; +} + +.sheet-fs-carried-weapons .sheet-fs-table label:nth-child(2), +.sheet-fs-carried-weapons .sheet-fs-table input:nth-child(2), +.sheet-fs-carried-weapons .sheet-fs-table label:nth-child(3), +.sheet-fs-carried-weapons .sheet-fs-table input:nth-child(3), +.sheet-fs-carried-weapons .sheet-fs-table label:nth-child(4), +.sheet-fs-carried-weapons .sheet-fs-table input:nth-child(4), +.sheet-fs-carried-weapons .sheet-fs-table label:nth-child(5), +.sheet-fs-carried-weapons .sheet-fs-table input:nth-child(5), +.sheet-fs-carried-weapons .sheet-fs-table label:nth-child(6), +.sheet-fs-carried-weapons .sheet-fs-table input:nth-child(6), +.sheet-fs-carried-weapons .sheet-fs-table label:nth-child(7), +.sheet-fs-carried-weapons .sheet-fs-table input:nth-child(7), +.sheet-fs-carried-weapons .sheet-fs-table label:nth-child(8), +.sheet-fs-carried-weapons .sheet-fs-table input:nth-child(8) { + text-align: center; +} + +.sheet-fs-owned { + @include main-2-columns; +} + +.sheet-fs-owned .sheet-fs-table { + @include localgrid; + grid-template-columns: 1fr 0.5fr; +} + +.sheet-fs-money { + @include localgrid; + grid-auto-flow: row; +} + +.sheet-fs-money-header { + @include localgrid; + grid-template-columns: 1fr max-content 150px; + grid-auto-flow: column; +} + +.sheet-fs-money-header > div { + display: flex; + flex-direction: row; + white-space: nowrap; +} + +.sheet-fs-assets { + @include main-2-columns; +} + +.sheet-fs-assets .sheet-fs-table { + @include localgrid; + grid-template-columns: 1fr 0.5fr; +} + + +.sheet-fs-notes2 { + grid-column: 1 / -1; + margin-left: 15px; + width:calc(100% - 15px); + min-height: 0px; + height: 0px; + max-height: 0px; + visibility: collapse; +} + +.sheet-fs-notes2:focus, +.sheet-fs-notes2:focus-within, +.sheet-fs-notes2:active, +input:active + .sheet-fs-notes2, +input:focus + .sheet-fs-notes2, +input:focus-within + .sheet-fs-notes2 { + visibility: visible; + height: $default-line-height; + max-height: $default-line-height; +} + +.sheet-fs-notes2 { + -moz-transition: visibility 0s linear 1ms; +} + +.sheet-fs-notes { + grid-column: 1 / -1; + margin-left: 15px; + width:calc(100% - 15px); + max-height: 0; + visibility: collapse; +} + +.sheet-fs-textarea-reladiv { + position: relative; +} + +// hack for Firefox due to focus events on invisible elements not been registered it seems. +// We need to keep it visible for >0ms for the click to be registered. +.sheet-fs-notes { + -moz-transition: visibility 0s linear 1ms; +} + +.sheet-fs-notes:focus, +.sheet-fs-notes:focus-within, +.sheet-fs-notes:active, +.sheet-fs-table input:active ~ .sheet-fs-notes, +.sheet-fs-table input:focus ~ .sheet-fs-notes, +.sheet-fs-table input:focus-within ~ .sheet-fs-notes, +.sheet-fs-table select:active ~ .sheet-fs-notes, +.sheet-fs-table select:focus ~ .sheet-fs-notes, +.sheet-fs-table select:focus-within ~ .sheet-fs-notes { + visibility: visible; + display: initial; + min-height: 4em; + max-height: initial; + align-self: stretch; +} + + +.sheet-fs-perk-props-header { + @include localgrid; + grid-template-columns: 60px 90px 1fr; + grid-auto-flow: columns; +} + + +.sheet-fs-auto-expand-textarea { + cursor: text; + word-wrap: break-word; +} + +.sheet-fs-notes .sheet-fs-auto-expand-textarea > textarea { + resize: none; +} + +.sheet-fs-notes:focus .sheet-fs-auto-expand-textarea > textarea, +.sheet-fs-notes:focus-within .sheet-fs-auto-expand-textarea > textarea, +.sheet-fs-notes:active .sheet-fs-auto-expand-textarea > textarea, +.sheet-fs-table input:active ~ .sheet-fs-notes .sheet-fs-auto-expand-textarea > textarea, +.sheet-fs-table input:focus ~ .sheet-fs-notes .sheet-fs-auto-expand-textarea > textarea, +.sheet-fs-table input:focus-within ~ .sheet-fs-notes .sheet-fs-auto-expand-textarea > textarea, +.sheet-fs-table select:active ~ .sheet-fs-notes .sheet-fs-auto-expand-textarea > textarea, +.sheet-fs-table select:focus ~ .sheet-fs-notes .sheet-fs-auto-expand-textarea > textarea, +.sheet-fs-table select:focus-within ~ .sheet-fs-notes .sheet-fs-auto-expand-textarea > textarea { + resize: vertical; +} + +.sheet-fs-auto-expand-textarea span { + visibility: hidden; + white-space: pre-wrap; + display: block; +} + +.sheet-fs-auto-expand-textarea textarea { + position: absolute; + z-index: 1; + top: 0; + left: 0; + margin: 0; + overflow: hidden; + height: 100%; + width: 100%; + + font: inherit; + letter-spacing: inherit; + padding: inherit; + text-align: inherit; + text-transform: inherit; +} + +.sheet-fs-supertall-textarea { + min-height: 300px; + max-height: initial; + resize: vertical; + overflow:auto; + align-self: stretch; +} + +.sheet-fs-header, +.sheet-fs-footer { + height: 10px; +} diff --git a/Fading Suns 4th Edition - Pax Alexius/src/prepros.config b/Fading Suns 4th Edition - Pax Alexius/src/prepros.config new file mode 100644 index 0000000000..492b2c44d3 --- /dev/null +++ b/Fading Suns 4th Edition - Pax Alexius/src/prepros.config @@ -0,0 +1,888 @@ +{ + "version": "7", + "about": "This is a Prepros (https://prepros.io) configuration file. You can commit this file to a git repo to backup and sync project configurations.", + "config": { + "proxy": { + "enable": false, + "target": "", + "useLocalAssets": false + }, + "reload": { + "enable": true, + "delay": 0, + "animate": true, + "afterUpload": false + }, + "sync": { + "enable": false, + "mouse": true, + "keyboard": true, + "form": true, + "scroll": true + }, + "watcher": { + "enable": true, + "maxFiles": 2000, + "usePolling": false, + "pollingInterval": 500, + "extensions": [ + ".html", + ".htm", + ".php" + ], + "ignore": { + "patterns": [ + ".*", + "wp-admin", + "wp-includes", + "node_modules", + "Prepros Export", + "bower_components" + ], + "exceptions": [] + } + }, + "exporter": { + "ignore": { + "patterns": [ + ".*", + "desktop.ini", + "prepros.cfg", + "node_modules", + "Prepros Export", + "prepros.config", + "prepros-6.config", + "*-original.jpg", + "*-original.jpeg", + "*-original.png", + "*-original.svg", + "*.scss", + "*.sass", + "*.less", + "*.pug", + "*.jade", + "*.styl", + "*.haml", + "*.slim", + "*.coffee", + "*.kit", + "*.turf", + "*.ts" + ], + "exceptions": [] + } + }, + "uploader": { + "remotePath": "", + "timeout": 20000, + "autoUpload": false, + "connectionType": "ftp", + "history": [] + }, + "packages": { + "createPackageLock": true + }, + "tasks": { + "autoprefixer": { + "cascade": true, + "add": true, + "remove": true, + "supports": true, + "flexbox": true, + "grid": "autoplace", + "browsers": [ + "> 2%", + "not dead" + ], + "sourceMap": false + }, + "babel": { + "sourceMap": false, + "presets": { + "@babel/preset-env": { + "enable": true, + "options": { + "targets": [ + "> 2%", + "not dead" + ], + "preserveImports": false + } + }, + "@babel/preset-react": true, + "@babel/preset-flow": false + }, + "plugins": { + "@babel/plugin-proposal-class-properties": false, + "@babel/plugin-proposal-decorators": { + "enable": false, + "options": { + "decoratorsBeforeExport": true + } + }, + "@babel/plugin-proposal-export-namespace-from": false, + "@babel/plugin-proposal-function-sent": false, + "@babel/plugin-proposal-nullish-coalescing-operator": false, + "@babel/plugin-proposal-numeric-separator": false, + "@babel/plugin-proposal-optional-chaining": false, + "@babel/plugin-proposal-private-methods": false, + "@babel/plugin-proposal-throw-expressions": false + }, + "customPresets": [], + "customPlugins": [] + }, + "bundle-js": { + "sourceMap": false, + "exclude": [ + "node_modules", + "bower_components" + ], + "devMode": true, + "globals": [], + "externals": [], + "babel": { + "enable": true, + "options": { + "sourceMap": false, + "presets": { + "@babel/preset-env": { + "enable": true, + "options": { + "targets": [ + "> 2%", + "not dead" + ], + "preserveImports": false + } + }, + "@babel/preset-react": true, + "@babel/preset-flow": false + }, + "plugins": { + "@babel/plugin-proposal-class-properties": false, + "@babel/plugin-proposal-decorators": { + "enable": false, + "options": { + "decoratorsBeforeExport": true + } + }, + "@babel/plugin-proposal-export-namespace-from": false, + "@babel/plugin-proposal-function-sent": false, + "@babel/plugin-proposal-nullish-coalescing-operator": false, + "@babel/plugin-proposal-numeric-separator": false, + "@babel/plugin-proposal-optional-chaining": false, + "@babel/plugin-proposal-private-methods": false, + "@babel/plugin-proposal-throw-expressions": false + }, + "customPresets": [], + "customPlugins": [] + } + }, + "css": { + "enable": true + }, + "fonts": { + "enable": true + } + }, + "coffeescript": { + "header": false, + "bare": false, + "sourceMap": false + }, + "command": { + "command": "", + "rootDir": "" + }, + "concat-js": { + "sourceMap": false, + "rootDir": "" + }, + "copy": { + "sourceMap": false + }, + "dart-sass": { + "indentType": "space", + "indentWidth": 2, + "linefeed": "lf", + "sourceMap": false + }, + "haml": { + "doubleQuoteAttributes": true + }, + "jpg": { + "quality": 90 + }, + "less": { + "javascriptEnabled": false, + "strictImports": false, + "insecure": false, + "math": "always", + "strictUnits": false, + "dumpLineNumbers": false, + "sourceMap": false + }, + "markdown": { + "githubFlavored": true, + "wrapWithHtml": false + }, + "minify-css": { + "sourceMap": false + }, + "minify-html": { + "caseSensitive": false, + "collapseBooleanAttributes": true, + "collapseInlineTagWhitespace": false, + "collapseWhitespace": true, + "conservativeCollapse": false, + "decodeEntities": false, + "html5": true, + "includeAutoGeneratedTags": true, + "keepClosingSlash": false, + "minifyCSS": true, + "minifyJS": true, + "preserveLineBreaks": false, + "preventAttributesEscaping": false, + "processConditionalComments": false, + "removeAttributeQuotes": false, + "removeComments": true, + "removeEmptyAttributes": false, + "removeEmptyElement": false, + "removeOptionalTags": false, + "removeRedundantAttributes": false, + "removeScriptTypeAttributes": false, + "removeStyleLinkTypeAttributes": false, + "removeTagWhitespace": false, + "sortAttributes": false, + "sortClassName": false, + "useShortDoctype": true + }, + "minify-js": { + "parse": { + "bare_returns": false + }, + "compress": { + "arrows": true, + "arguments": false, + "booleans": true, + "booleans_as_integers": false, + "collapse_vars": true, + "comparisons": true, + "computed_props": true, + "conditionals": true, + "dead_code": true, + "directives": true, + "drop_console": false, + "drop_debugger": true, + "evaluate": true, + "expression": false, + "global_defs": [], + "hoist_funs": false, + "hoist_props": true, + "hoist_vars": false, + "if_return": true, + "inline": 3, + "join_vars": true, + "keep_fargs": true, + "keep_infinity": false, + "loops": true, + "negate_iife": true, + "properties": true, + "pure_funcs": [], + "pure_getters": false, + "reduce_vars": true, + "sequences": true, + "side_effects": true, + "switches": true, + "top_retain": [], + "typeofs": true, + "unsafe": false, + "unsafe_arrows": false, + "unsafe_comps": false, + "unsafe_Function": false, + "unsafe_math": false, + "unsafe_proto": false, + "unsafe_regexp": false, + "unsafe_undefined": false, + "unused": true + }, + "mangle": { + "eval": false, + "reserved": [] + }, + "output": { + "ascii_only": false, + "braces": false, + "comments": "none", + "inline_script": true, + "keep_numbers": false, + "keep_quoted_props": false, + "preamble": null, + "quote_keys": false, + "quote_style": 0, + "semicolons": true, + "shebang": true, + "webkit": false, + "wrap_iife": false, + "wrap_func_args": true + }, + "sourceMap": false, + "toplevel": false, + "ie8": false, + "keep_classnames": false, + "keep_fnames": false, + "safari10": false + }, + "node-sass": { + "indentType": "space", + "indentWidth": 2, + "linefeed": "lf", + "outputStyle": "expanded", + "precision": 10, + "sourceMap": false, + "sourceComments": false + }, + "png": { + "quality": 90 + }, + "pug": { + "pretty": true + }, + "slim": { + "indent": "space", + "indentSize": 2, + "pretty": true + }, + "stylus": { + "useNib": true, + "sourceMap": false, + "linenos": false + }, + "svg": { + "cleanupAttrs": true, + "removeDoctype": true, + "removeXMLProcInst": true, + "removeComments": true, + "removeMetadata": true, + "removeTitle": true, + "removeDesc": true, + "removeUselessDefs": true, + "removeEditorsNSData": true, + "removeEmptyAttrs": true, + "removeHiddenElems": true, + "removeEmptyText": true, + "removeEmptyContainers": true, + "removeViewBox": false, + "cleanupEnableBackground": true, + "convertStyleToAttrs": true, + "convertColors": true, + "convertPathData": true, + "convertTransform": true, + "removeUnknownsAndDefaults": true, + "removeNonInheritableGroupAttrs": true, + "removeUselessStrokeAndFill": true, + "removeUnusedNS": true, + "cleanupIDs": true, + "cleanupNumericValues": true, + "moveElemsAttrsToGroup": true, + "moveGroupAttrsToElems": true, + "collapseGroups": true, + "removeRasterImages": false, + "mergePaths": true, + "convertShapeToPath": true, + "sortAttrs": true, + "removeDimensions": true + }, + "turf": { + "rootDir": "" + }, + "typescript": { + "allowJs": false, + "allowSyntheticDefaultImports": true, + "allowUmdGlobalAccess": false, + "allowUnreachableCode": false, + "allowUnusedLabels": false, + "alwaysStrict": false, + "charset": "utf8", + "checkJs": false, + "declaration": false, + "disableSizeLimit": false, + "downlevelIteration": false, + "emitBOM": false, + "emitDecoratorMetadata": false, + "experimentalDecorators": false, + "forceConsistentCasingInFileNames": false, + "importHelpers": false, + "jsx": "React", + "keyofStringsOnly": false, + "lib": [], + "maxNodeModuleJsDepth": 0, + "module": "ES2015", + "moduleResolution": "NodeJs", + "newLine": "LineFeed", + "noFallthroughCasesInSwitch": false, + "noImplicitAny": false, + "noImplicitReturns": false, + "noImplicitThis": false, + "noStrictGenericChecks": false, + "noUnusedLocals": false, + "noUnusedParameters": false, + "noImplicitUseStrict": false, + "noLib": false, + "noResolve": false, + "preserveConstEnums": false, + "jsxFactory": "React.createElement", + "removeComments": false, + "skipLibCheck": false, + "sourceMap": false, + "strict": false, + "strictFunctionTypes": false, + "strictBindCallApply": false, + "strictNullChecks": false, + "strictPropertyInitialization": false, + "suppressExcessPropertyErrors": false, + "suppressImplicitAnyIndexErrors": false, + "target": "ES3", + "resolveJsonModule": false, + "esModuleInterop": false, + "useDefineForClassFields": false + } + }, + "fileTypes": { + "sass": { + "extensions": [ + ".scss", + ".sass" + ], + "autoCompile": true, + "sourceMap": false, + "tasks": [ + { + "task": "dart-sass", + "enable": true + }, + { + "task": "autoprefixer", + "enable": true + }, + { + "task": "minify-css", + "enable": false + } + ], + "output": { + "extension": ".css", + "type": "REPLACE_SEGMENTS", + "segments": [ + { + "segment": "scss", + "replaceWith": "css" + }, + { + "segment": "sass", + "replaceWith": "css" + } + ] + } + }, + "less": { + "extensions": [ + ".less" + ], + "autoCompile": true, + "sourceMap": false, + "tasks": [ + { + "task": "less", + "enable": true + }, + { + "task": "autoprefixer", + "enable": true + }, + { + "task": "minify-css", + "enable": false + } + ], + "output": { + "extension": ".css", + "type": "REPLACE_SEGMENTS", + "segments": [ + { + "segment": "less", + "replaceWith": "css" + } + ] + } + }, + "pug": { + "extensions": [ + ".pug", + ".jade" + ], + "autoCompile": true, + "tasks": [ + { + "task": "pug", + "enable": true + }, + { + "task": "minify-html", + "enable": false + } + ], + "output": { + "extension": ".html", + "type": "REPLACE_SEGMENTS", + "segments": [ + { + "segment": "pug", + "replaceWith": "html" + } + ] + } + }, + "css": { + "extensions": [ + ".css" + ], + "autoCompile": false, + "sourceMap": false, + "tasks": [ + { + "task": "copy", + "enable": true + }, + { + "task": "autoprefixer", + "enable": true + }, + { + "task": "minify-css", + "enable": true + } + ], + "output": { + "extension": ".css", + "type": "SOURCE_RELATIVE", + "relativePath": "", + "suffix": "-dist", + "alwaysSuffix": false + } + }, + "javascript": { + "extensions": [ + ".js", + ".jsx" + ], + "autoCompile": false, + "sourceMap": false, + "tasks": [ + { + "task": "copy", + "enable": true + }, + { + "task": "concat-js", + "enable": false + }, + { + "task": "babel", + "enable": false + }, + { + "task": "bundle-js", + "enable": false + }, + { + "task": "minify-js", + "enable": true + } + ], + "output": { + "extension": ".js", + "type": "SOURCE_RELATIVE", + "relativePath": "", + "suffix": "-dist", + "alwaysSuffix": false + } + }, + "stylus": { + "extensions": [ + ".styl" + ], + "autoCompile": true, + "sourceMap": false, + "tasks": [ + { + "task": "stylus", + "enable": true + }, + { + "task": "autoprefixer", + "enable": true + }, + { + "task": "minify-css", + "enable": false + } + ], + "output": { + "extension": ".css", + "type": "REPLACE_SEGMENTS", + "segments": [ + { + "segment": "stylus", + "replaceWith": "css" + }, + { + "segment": "styl", + "replaceWith": "css" + } + ] + } + }, + "markdown": { + "extensions": [ + ".md", + ".markdown", + ".mkd" + ], + "autoCompile": false, + "tasks": [ + { + "task": "markdown", + "enable": true + }, + { + "task": "minify-html", + "enable": false + } + ], + "output": { + "extension": ".html", + "type": "REPLACE_SEGMENTS", + "segments": [ + { + "segment": "markdown", + "replaceWith": "html" + } + ] + } + }, + "haml": { + "extensions": [ + ".haml" + ], + "autoCompile": true, + "tasks": [ + { + "task": "haml", + "enable": true + }, + { + "task": "minify-html", + "enable": false + } + ], + "output": { + "extension": ".html", + "type": "REPLACE_SEGMENTS", + "segments": [ + { + "segment": "haml", + "replaceWith": "html" + } + ] + } + }, + "slim": { + "extensions": [ + ".slim" + ], + "autoCompile": true, + "tasks": [ + { + "task": "slim", + "enable": true + }, + { + "task": "minify-html", + "enable": false + } + ], + "output": { + "extension": ".html", + "type": "REPLACE_SEGMENTS", + "segments": [ + { + "segment": "slim", + "replaceWith": "html" + } + ] + } + }, + "coffeescript": { + "extensions": [ + ".coffee" + ], + "autoCompile": true, + "sourceMap": false, + "tasks": [ + { + "task": "coffeescript", + "enable": true + }, + { + "task": "babel", + "enable": false + }, + { + "task": "bundle-js", + "enable": false + }, + { + "task": "minify-js", + "enable": false + } + ], + "output": { + "extension": ".js", + "type": "REPLACE_SEGMENTS", + "segments": [ + { + "segment": "coffee-script", + "replaceWith": "js" + }, + { + "segment": "coffeescript", + "replaceWith": "js" + }, + { + "segment": "coffee", + "replaceWith": "js" + } + ] + } + }, + "turf": { + "extensions": [ + ".turf", + ".kit" + ], + "autoCompile": true, + "tasks": [ + { + "task": "turf", + "enable": true + }, + { + "task": "minify-html", + "enable": false + } + ], + "output": { + "extension": ".html", + "type": "REPLACE_SEGMENTS", + "segments": [ + { + "segment": "turf", + "replaceWith": "html" + } + ] + } + }, + "typescript": { + "extensions": [ + ".ts", + ".tsx" + ], + "autoCompile": true, + "sourceMap": false, + "tasks": [ + { + "task": "typescript", + "enable": true + }, + { + "task": "babel", + "enable": false + }, + { + "task": "bundle-js", + "enable": false + }, + { + "task": "minify-js", + "enable": false + } + ], + "output": { + "extension": ".js", + "type": "REPLACE_SEGMENTS", + "segments": [ + { + "segment": "typescript", + "replaceWith": "js" + }, + { + "segment": "ts", + "replaceWith": "js" + } + ] + } + }, + "jpg": { + "extensions": [ + ".jpg", + ".jpeg" + ], + "tasks": [ + { + "task": "jpg", + "enable": true + } + ], + "output": { + "extension": ".jpg", + "type": "SOURCE_RELATIVE", + "relativePath": "" + } + }, + "png": { + "extensions": [ + ".png" + ], + "tasks": [ + { + "task": "png", + "enable": true + } + ], + "output": { + "extension": ".png", + "type": "SOURCE_RELATIVE", + "relativePath": "" + } + }, + "svg": { + "extensions": [ + ".svg" + ], + "tasks": [ + { + "task": "svg", + "enable": true + } + ], + "output": { + "extension": ".svg", + "type": "SOURCE_RELATIVE", + "relativePath": "" + } + } + }, + "files": [] + } +} diff --git a/Fading Suns 4th Edition - Pax Alexius/src/roll-templates.html b/Fading Suns 4th Edition - Pax Alexius/src/roll-templates.html new file mode 100644 index 0000000000..6fa428a82f --- /dev/null +++ b/Fading Suns 4th Edition - Pax Alexius/src/roll-templates.html @@ -0,0 +1,61 @@ +
    + + +
    + + {{#skillName-i18n}} + {{#rollGreater() bonus_penalty 0}} +

    {{characteristicName-i18n}} + {{skillName-i18n}} +{{bonus_penalty}} ({{goal}})

    + {{/rollGreater() bonus_penalty 0}} + {{#rollTotal() bonus_penalty 0}} +

    {{characteristicName-i18n}} + {{skillName-i18n}} ({{goal}})

    + {{/rollTotal() bonus_penalty 0}} + {{#^rollGreater() bonus_penalty -1}} +

    {{characteristicName-i18n}} + {{skillName-i18n}} {{bonus_penalty}} ({{goal}})

    + {{/^rollGreater() bonus_penalty -1}} + {{/skillName-i18n}} + {{^skillName-i18n}} + {{#rollGreater() bonus_penalty 0}} +

    {{characteristicName-i18n}} +{{bonus_penalty}} ({{goal}})

    + {{/rollGreater() bonus_penalty 0}} + {{#rollTotal() bonus_penalty 0}} +

    {{characteristicName-i18n}} ({{goal}})

    + {{/rollTotal() bonus_penalty 0}} + {{#^rollGreater() bonus_penalty -1}} +

    {{characteristicName-i18n}} {{bonus_penalty}} ({{goal}})

    + {{/^rollGreater() bonus_penalty -1}} + {{/skillName-i18n}} + + {{#title}}

    [ {{title}} ]

    {{/title}} + +
    + + {{#^rollGreater() roll goal}} + {{#^rollGreater() roll 19}} + {{#rollWasCrit() roll}} + {{roll}} VP. Critical success! + {{/rollWasCrit() roll}} + {{#^rollWasCrit() roll}} + {{roll}} VP. Success! + {{/^rollWasCrit() roll}} + {{/^rollGreater() roll 19}} + {{/^rollGreater() roll goal}} + + {{#rollGreater() roll goal}} + {{#rollTotal() roll 1}} + {{roll}} VP. Success! + {{/rollTotal() roll 1}} + {{#^rollTotal() roll 1}} + {{#^rollGreater() roll 19}} + {{roll}}. Failure! + {{/^rollGreater() roll 19}} + {{/^rollTotal() roll 1}} + {{/rollGreater() roll goal}} + + {{#rollTotal() roll 20}} + {{roll}}. Critical failure! + {{/rollTotal() roll 20}} +
    +
    + +
    diff --git a/Pendragon5thEdition/src/pug/mixins.html b/Fading Suns 4th Edition - Pax Alexius/src/sheet-workers.html similarity index 100% rename from Pendragon5thEdition/src/pug/mixins.html rename to Fading Suns 4th Edition - Pax Alexius/src/sheet-workers.html diff --git a/Fading Suns 4th Edition - Pax Alexius/translation.json b/Fading Suns 4th Edition - Pax Alexius/translation.json new file mode 100644 index 0000000000..7a64f2bf4e --- /dev/null +++ b/Fading Suns 4th Edition - Pax Alexius/translation.json @@ -0,0 +1,199 @@ +{ + "computed_info": "{{0}}. Auto-computed.", + "numeric_input_with_default_info": "{{0}}. Default value: {{1}}.", + "restricted_skill_info": "{{0}}. Default value: 0. This skill is Restricted.", + "armor_proofing_info": "{{0}}. Click to enable.\nIf proofed against this damage type, the armor provides its full resistance,\notherwise only half (rounded down).", + "name": "Name", + "planet": "Planet", + "rank": "Rank", + "birthdate": "Birthdate", + "species": "Species", + "size": "Size", + "speed": "Speed", + "class": "Class", + "level": "Level", + "faction": "Faction", + "blessing": "Blessing", + "curse": "Curse", + "calling": "Calling", + "traits": "Traits", + "skills": "Skills", + "skills_list": "academia,alchemy,animalia,arts,charm,crafts,disguise,drive,empathy,fight,focus,impress,interface,intrusion,knavery,melee,observe,perform,pilot,remedy,shoot,sleight_of_hand,sneak,survival,tech_redemption,vigor", + "academia": "Academia", + "alchemy": "Alchemy", + "animalia": "Animalia", + "arts": "Arts", + "charm": "Charm", + "crafts": "Crafts", + "disguise": "Disguise", + "drive": "Drive", + "empathy": "Empathy", + "fight": "Fight", + "focus": "Focus", + "impress": "Impress", + "interface": "Interface", + "intrusion": "Intrusion", + "knavery": "Knavery", + "melee": "Melee", + "observe": "Observe", + "perform": "Perform", + "pilot": "Pilot", + "remedy": "Remedy", + "shoot": "Shoot", + "sleight_of_hand": "Sleight of Hand", + "sneak": "Sneak", + "survival": "Survival", + "tech_redemption": "Tech Redemption", + "vigor": "Vigor", + "body": "Body", + "strength": "Strength", + "dexterity": "Dexterity", + "endurance": "Endurance", + "mind": "Mind", + "wits": "Wits", + "perception": "Perception", + "will": "Will", + "spirit": "Spirit", + "presence": "Presence", + "intuition": "Intuition", + "faith": "Faith", + "occult": "Occult", + "psi": "Psi", + "urge": "Urge", + "theurgy": "Theurgy", + "hubris": "Hubris", + "resistances": "Resistances", + "resistance_modifier": "Mod.", + "armor": "Armor", + "armor_features": "Features", + "blaster_s": "Blstr.", + "flame_s": "Flm.", + "hard_s": "Hrd.", + "laser_s": "Lsr.", + "shock_s": "Shk.", + "slam_s": "Slm.", + "sonic_s": "Son.", + "e_shield": "E-Shield", + "e_shield_thresholds": "Thresholds", + "e_shield_hits": "Hits", + "vitality": "Vitality", + "rating": "Rating", + "current": "Current", + "revivals": "Revivals", + "number": "Number", + "states": "States", + "state": "State", + "resistance_s": "R.", + "state_resistance_info": "Hard (4) for a brief or temporary state; Demanding (6) for an enduring state + any VP spent by the state’s imposer", + "states_list": "deafened,blinded,dazed,desensitized,disoriented,dying,euphoric,fatigued,hearing_impaired,hindered,immobilized,incapacitated,mangled,nauseated,paralized,prone,seeing_impaired,stimulated,stunned,suspended,tormented,unconscious,afraid,angered,anxious,berserk,commanded,confused,deceived,enlightened,penalized,terrified,wowed,awed,befriended,castigated,convinced,daunted,divinely_inspired,entreated,guilty,humiliated,mesmerized,roused,acquisitive,bloodthirsty,cruel,destructive,heedless,hypercritical,indiscreet,industrious,inerrant,pretentious,protective,reckless,solicitous", + "physical_states": "Physical States", + "blinded": "Blinded", + "dazed": "Dazed", + "deafened": "Deafened", + "desensitized": "Desensitized", + "disoriented": "Disoriented", + "dying": "Dying", + "euphoric": "Euphoric", + "fatigued": "Fatigued", + "hearing_impaired": "Hearing Impaired", + "hindered": "Hindered", + "immobilized": "Immobilized", + "incapacitated": "Incapacitated", + "mangled": "Mangled", + "nauseated": "Nauseated", + "paralized": "Paralized", + "prone": "Prone", + "seeing_impaired": "Seeing Impaired", + "stimulated": "Stimulated", + "stunned": "Stunned", + "suspended": "Suspended", + "tormented": "Tormented", + "unconscious": "Unconscious", + "mental_states": "Mental States", + "afraid": "Afraid", + "angered": "Angered", + "anxious": "Anxious", + "berserk": "Berserk", + "commanded": "Commanded", + "confused": "Confused", + "deceived": "Deceived", + "enlightened": "Enlightened", + "penalized": "Penalized", + "terrified": "Terrified", + "wowed": "Wowed", + "social_states": "Social States", + "awed": "Awed", + "befriended": "Befriended", + "castigated": "Castigated", + "convinced": "Convinced", + "daunted": "Daunted", + "divinely_inspired": "Divinely Inspired", + "entreated": "Entreated", + "guilty": "Guilty", + "humiliated": "Humiliated", + "mesmerized": "Mesmerized", + "roused": "Roused", + "tech_compulsions": "Tech Compulsions", + "acquisitive": "Acquisitive", + "bloodthirsty": "Bloodthirsty", + "cruel": "Cruel", + "destructive": "Destructive", + "heedless": "Heedless", + "hypercritical": "Hypercritical", + "indiscreet": "Indiscreet", + "industrious": "Industrious", + "inerrant": "Inerrant", + "pretentious": "Pretentious", + "protective": "Protective", + "reckless": "Reckless", + "solicitous": "Solicitous", + "actions": "Actions", + "action": "Maneuver/Attack", + "characteristic": "Characteristic", + "skill": "Skill", + "goal_bonus_penalty": "Goal +/-", + "additional_goal_bonus_penalty": "Additional goal +/-", + "goal": "Goal", + "impact_notes": "Impact / Notes", + "vp_bank": "VP Bank", + "vp_bank_capacity": "Capacity", + "current_vp": "Current VP", + "current_wp": "Current WP", + "surge": "Surge", + "surge_rating": "Rating", + "surge_number": "Number", + "perks": "Perks", + "perk_name": "Perk", + "perk_notes": "Description / Notes", + "capabilities": "Capabilities", + "capability_name": "Capability", + "capability_notes": "Description / Notes", + "birthrights": "Birthrights", + "birthright_name": "Birthright", + "birthright_notes": "Description", + "possessions": "Possessions", + "techgnosis": "Techgnosis", + "carried_equipment": "Carried Equipment", + "tech_level_s": "TL", + "equipment_size": "Size", + "carried_weapons": "Carried Weapons", + "damage_s": "Dmg.", + "strength_s": "Str.", + "range_s": "Rng.", + "rate_of_fire_s": "RoF", + "ammunition_s": "Ammo", + "weapon_features": "Features", + "owned": "Owned", + "location": "Location", + "money": "Money", + "cash": "Cash", + "asset": "Asset", + "income": "Income", + "last_notes": "Last Notes", + "victory_points": "VP", + "failure": "Failure!", + "critical_failure": "Critical failure!", + "critical_success": "Critical success!", + "success": "Success!", + "notes": "Notes" +} diff --git a/Fading Suns 4th Edition - Pax Alexius/translations/af.json b/Fading Suns 4th Edition - Pax Alexius/translations/af.json new file mode 100644 index 0000000000..e3b1311c53 --- /dev/null +++ b/Fading Suns 4th Edition - Pax Alexius/translations/af.json @@ -0,0 +1,199 @@ +{ + "computed_info": "{{0}}. Auto-computed.", + "numeric_input_with_default_info": "{{0}}. Default value: {{1}}.", + "restricted_skill_info": "{{0}}. Default value: 0. This skill is Restricted.", + "armor_proofing_info": "{{0}}. Click to enable.\nIf proofed against this damage type, the armor provides its full resistance,\notherwise only half (rounded down).", + "name": "Name", + "planet": "Planet", + "rank": "Rank", + "birthdate": "Birthdate", + "species": "Species", + "size": "Size", + "speed": "Speed", + "class": "Class", + "level": "Level", + "faction": "Faction", + "blessing": "Blessing", + "curse": "Curse", + "calling": "Calling", + "traits": "Traits", + "skills": "Skills", + "skills_list": "academia,alchemy,animalia,arts,charm,crafts,disguise,drive,empathy,fight,focus,impress,interface,intrusion,knavery,melee,observe,perform,pilot,remedy,shoot,sleight_of_hand,sneak,survival,tech_redemption,vigor", + "academia": "Academia", + "alchemy": "Alchemy", + "animalia": "Animalia", + "arts": "Arts", + "charm": "Charm", + "crafts": "Crafts", + "disguise": "Disguise", + "drive": "Drive", + "empathy": "Empathy", + "fight": "Fight", + "focus": "Focus", + "impress": "Impress", + "interface": "Interface", + "intrusion": "Intrusion", + "knavery": "Knavery", + "melee": "Melee", + "observe": "Observe", + "perform": "Perform", + "pilot": "Pilot", + "remedy": "Remedy", + "shoot": "Shoot", + "sleight_of_hand": "Sleight of Hand", + "sneak": "Sneak", + "survival": "Survival", + "tech_redemption": "Tech Redemption", + "vigor": "Vigor", + "body": "Body", + "strength": "Strength", + "dexterity": "Dexterity", + "endurance": "Endurance", + "mind": "Mind", + "wits": "Wits", + "perception": "Perception", + "will": "Will", + "spirit": "Spirit", + "presence": "Presence", + "intuition": "Intuition", + "faith": "Faith", + "occult": "Occult", + "psi": "Psi", + "urge": "Urge", + "theurgy": "Theurgy", + "hubris": "Hubris", + "resistances": "Resistances", + "resistance_modifier": "Mod.", + "armor": "Armor", + "armor_features": "Features", + "blaster_s": "Blstr.", + "flame_s": "Flm.", + "hard_s": "Hrd.", + "laser_s": "Lsr.", + "shock_s": "Shk.", + "slam_s": "Slm.", + "sonic_s": "Son.", + "e_shield": "E-Shield", + "e_shield_thresholds": "Thresholds", + "e_shield_hits": "Hits", + "vitality": "Vitality", + "rating": "Rating", + "current": "Current", + "revivals": "Revivals", + "number": "Number", + "states": "States", + "state": "State", + "resistance_s": "R.", + "state_resistance_info": "Hard (4) for a brief or temporary state; Demanding (6) for an enduring state + any VP spent by the state’s imposer", + "states_list": "deafened,blinded,dazed,desensitized,disoriented,dying,euphoric,fatigued,hearing_impaired,hindered,immobilized,incapacitated,mangled,nauseated,paralized,prone,seeing_impaired,stimulated,stunned,suspended,tormented,unconscious,afraid,angered,anxious,berserk,commanded,confused,deceived,enlightened,penalized,terrified,wowed,awed,befriended,castigated,convinced,daunted,divinely_inspired,entreated,guilty,humiliated,mesmerized,roused,acquisitive,bloodthirsty,cruel,destructive,heedless,hypercritical,indiscreet,industrious,inerrant,pretentious,protective,reckless,solicitous", + "physical_states": "Physical States", + "blinded": "Blinded", + "dazed": "Dazed", + "deafened": "Deafened", + "desensitized": "Desensitized", + "disoriented": "Disoriented", + "dying": "Dying", + "euphoric": "Euphoric", + "fatigued": "Fatigued", + "hearing_impaired": "Hearing Impaired", + "hindered": "Hindered", + "immobilized": "Immobilized", + "incapacitated": "Incapacitated", + "mangled": "Mangled", + "nauseated": "Nauseated", + "paralized": "Paralized", + "prone": "Prone", + "seeing_impaired": "Seeing Impaired", + "stimulated": "Stimulated", + "stunned": "Stunned", + "suspended": "Suspended", + "tormented": "Tormented", + "unconscious": "Unconscious", + "mental_states": "Mental States", + "afraid": "Afraid", + "angered": "Angered", + "anxious": "Anxious", + "berserk": "Berserk", + "commanded": "Commanded", + "confused": "Confused", + "deceived": "Deceived", + "enlightened": "Enlightened", + "penalized": "Penalized", + "terrified": "Terrified", + "wowed": "Wowed", + "social_states": "Social States", + "awed": "Awed", + "befriended": "Befriended", + "castigated": "Castigated", + "convinced": "Convinced", + "daunted": "Daunted", + "divinely_inspired": "Divinely Inspired", + "entreated": "Entreated", + "guilty": "Guilty", + "humiliated": "Humiliated", + "mesmerized": "Mesmerized", + "roused": "Roused", + "tech_compulsions": "Tech Compulsions", + "acquisitive": "Acquisitive", + "bloodthirsty": "Bloodthirsty", + "cruel": "Cruel", + "destructive": "Destructive", + "heedless": "Heedless", + "hypercritical": "Hypercritical", + "indiscreet": "Indiscreet", + "industrious": "Industrious", + "inerrant": "Inerrant", + "pretentious": "Pretentious", + "protective": "Protective", + "reckless": "Reckless", + "solicitous": "Solicitous", + "actions": "Actions", + "action": "Maneuver/Attack", + "characteristic": "Characteristic", + "skill": "Skill", + "goal_bonus_penalty": "Goal +/-", + "additional_goal_bonus_penalty": "Additional goal +/-", + "goal": "Goal", + "impact_notes": "Impact / Notes", + "vp_bank": "VP Bank", + "vp_bank_capacity": "Capacity", + "current_vp": "Current VP", + "current_wp": "Current WP", + "surge": "Surge", + "surge_rating": "Rating", + "surge_number": "Number", + "perks": "Perks", + "perk_name": "Perk", + "perk_notes": "Description / Notes", + "capabilities": "Capabilities", + "capability_name": "Capability", + "capability_notes": "Description / Notes", + "birthrights": "Birthrights", + "birthright_name": "Birthright", + "birthright_notes": "Description", + "possessions": "Possessions", + "techgnosis": "Techgnosis", + "carried_equipment": "Carried Equipment", + "tech_level_s": "TL", + "equipment_size": "Size", + "carried_weapons": "Carried Weapons", + "damage_s": "Dmg.", + "strength_s": "Str.", + "range_s": "Rng.", + "rate_of_fire_s": "RoF", + "ammunition_s": "Ammo", + "weapon_features": "Features", + "owned": "Owned", + "location": "Location", + "money": "Money", + "cash": "Cash", + "asset": "Asset", + "income": "Income", + "last_notes": "Last Notes", + "victory_points": "VP", + "failure": "Failure!", + "critical_failure": "Critical failure!", + "critical_success": "Critical success!", + "success": "Success!", + "notes": "Notes" +} diff --git a/Fading Suns 4th Edition - Pax Alexius/translations/cs.json b/Fading Suns 4th Edition - Pax Alexius/translations/cs.json new file mode 100644 index 0000000000..e3b1311c53 --- /dev/null +++ b/Fading Suns 4th Edition - Pax Alexius/translations/cs.json @@ -0,0 +1,199 @@ +{ + "computed_info": "{{0}}. Auto-computed.", + "numeric_input_with_default_info": "{{0}}. Default value: {{1}}.", + "restricted_skill_info": "{{0}}. Default value: 0. This skill is Restricted.", + "armor_proofing_info": "{{0}}. Click to enable.\nIf proofed against this damage type, the armor provides its full resistance,\notherwise only half (rounded down).", + "name": "Name", + "planet": "Planet", + "rank": "Rank", + "birthdate": "Birthdate", + "species": "Species", + "size": "Size", + "speed": "Speed", + "class": "Class", + "level": "Level", + "faction": "Faction", + "blessing": "Blessing", + "curse": "Curse", + "calling": "Calling", + "traits": "Traits", + "skills": "Skills", + "skills_list": "academia,alchemy,animalia,arts,charm,crafts,disguise,drive,empathy,fight,focus,impress,interface,intrusion,knavery,melee,observe,perform,pilot,remedy,shoot,sleight_of_hand,sneak,survival,tech_redemption,vigor", + "academia": "Academia", + "alchemy": "Alchemy", + "animalia": "Animalia", + "arts": "Arts", + "charm": "Charm", + "crafts": "Crafts", + "disguise": "Disguise", + "drive": "Drive", + "empathy": "Empathy", + "fight": "Fight", + "focus": "Focus", + "impress": "Impress", + "interface": "Interface", + "intrusion": "Intrusion", + "knavery": "Knavery", + "melee": "Melee", + "observe": "Observe", + "perform": "Perform", + "pilot": "Pilot", + "remedy": "Remedy", + "shoot": "Shoot", + "sleight_of_hand": "Sleight of Hand", + "sneak": "Sneak", + "survival": "Survival", + "tech_redemption": "Tech Redemption", + "vigor": "Vigor", + "body": "Body", + "strength": "Strength", + "dexterity": "Dexterity", + "endurance": "Endurance", + "mind": "Mind", + "wits": "Wits", + "perception": "Perception", + "will": "Will", + "spirit": "Spirit", + "presence": "Presence", + "intuition": "Intuition", + "faith": "Faith", + "occult": "Occult", + "psi": "Psi", + "urge": "Urge", + "theurgy": "Theurgy", + "hubris": "Hubris", + "resistances": "Resistances", + "resistance_modifier": "Mod.", + "armor": "Armor", + "armor_features": "Features", + "blaster_s": "Blstr.", + "flame_s": "Flm.", + "hard_s": "Hrd.", + "laser_s": "Lsr.", + "shock_s": "Shk.", + "slam_s": "Slm.", + "sonic_s": "Son.", + "e_shield": "E-Shield", + "e_shield_thresholds": "Thresholds", + "e_shield_hits": "Hits", + "vitality": "Vitality", + "rating": "Rating", + "current": "Current", + "revivals": "Revivals", + "number": "Number", + "states": "States", + "state": "State", + "resistance_s": "R.", + "state_resistance_info": "Hard (4) for a brief or temporary state; Demanding (6) for an enduring state + any VP spent by the state’s imposer", + "states_list": "deafened,blinded,dazed,desensitized,disoriented,dying,euphoric,fatigued,hearing_impaired,hindered,immobilized,incapacitated,mangled,nauseated,paralized,prone,seeing_impaired,stimulated,stunned,suspended,tormented,unconscious,afraid,angered,anxious,berserk,commanded,confused,deceived,enlightened,penalized,terrified,wowed,awed,befriended,castigated,convinced,daunted,divinely_inspired,entreated,guilty,humiliated,mesmerized,roused,acquisitive,bloodthirsty,cruel,destructive,heedless,hypercritical,indiscreet,industrious,inerrant,pretentious,protective,reckless,solicitous", + "physical_states": "Physical States", + "blinded": "Blinded", + "dazed": "Dazed", + "deafened": "Deafened", + "desensitized": "Desensitized", + "disoriented": "Disoriented", + "dying": "Dying", + "euphoric": "Euphoric", + "fatigued": "Fatigued", + "hearing_impaired": "Hearing Impaired", + "hindered": "Hindered", + "immobilized": "Immobilized", + "incapacitated": "Incapacitated", + "mangled": "Mangled", + "nauseated": "Nauseated", + "paralized": "Paralized", + "prone": "Prone", + "seeing_impaired": "Seeing Impaired", + "stimulated": "Stimulated", + "stunned": "Stunned", + "suspended": "Suspended", + "tormented": "Tormented", + "unconscious": "Unconscious", + "mental_states": "Mental States", + "afraid": "Afraid", + "angered": "Angered", + "anxious": "Anxious", + "berserk": "Berserk", + "commanded": "Commanded", + "confused": "Confused", + "deceived": "Deceived", + "enlightened": "Enlightened", + "penalized": "Penalized", + "terrified": "Terrified", + "wowed": "Wowed", + "social_states": "Social States", + "awed": "Awed", + "befriended": "Befriended", + "castigated": "Castigated", + "convinced": "Convinced", + "daunted": "Daunted", + "divinely_inspired": "Divinely Inspired", + "entreated": "Entreated", + "guilty": "Guilty", + "humiliated": "Humiliated", + "mesmerized": "Mesmerized", + "roused": "Roused", + "tech_compulsions": "Tech Compulsions", + "acquisitive": "Acquisitive", + "bloodthirsty": "Bloodthirsty", + "cruel": "Cruel", + "destructive": "Destructive", + "heedless": "Heedless", + "hypercritical": "Hypercritical", + "indiscreet": "Indiscreet", + "industrious": "Industrious", + "inerrant": "Inerrant", + "pretentious": "Pretentious", + "protective": "Protective", + "reckless": "Reckless", + "solicitous": "Solicitous", + "actions": "Actions", + "action": "Maneuver/Attack", + "characteristic": "Characteristic", + "skill": "Skill", + "goal_bonus_penalty": "Goal +/-", + "additional_goal_bonus_penalty": "Additional goal +/-", + "goal": "Goal", + "impact_notes": "Impact / Notes", + "vp_bank": "VP Bank", + "vp_bank_capacity": "Capacity", + "current_vp": "Current VP", + "current_wp": "Current WP", + "surge": "Surge", + "surge_rating": "Rating", + "surge_number": "Number", + "perks": "Perks", + "perk_name": "Perk", + "perk_notes": "Description / Notes", + "capabilities": "Capabilities", + "capability_name": "Capability", + "capability_notes": "Description / Notes", + "birthrights": "Birthrights", + "birthright_name": "Birthright", + "birthright_notes": "Description", + "possessions": "Possessions", + "techgnosis": "Techgnosis", + "carried_equipment": "Carried Equipment", + "tech_level_s": "TL", + "equipment_size": "Size", + "carried_weapons": "Carried Weapons", + "damage_s": "Dmg.", + "strength_s": "Str.", + "range_s": "Rng.", + "rate_of_fire_s": "RoF", + "ammunition_s": "Ammo", + "weapon_features": "Features", + "owned": "Owned", + "location": "Location", + "money": "Money", + "cash": "Cash", + "asset": "Asset", + "income": "Income", + "last_notes": "Last Notes", + "victory_points": "VP", + "failure": "Failure!", + "critical_failure": "Critical failure!", + "critical_success": "Critical success!", + "success": "Success!", + "notes": "Notes" +} diff --git a/Fading Suns 4th Edition - Pax Alexius/translations/da.json b/Fading Suns 4th Edition - Pax Alexius/translations/da.json new file mode 100644 index 0000000000..e3b1311c53 --- /dev/null +++ b/Fading Suns 4th Edition - Pax Alexius/translations/da.json @@ -0,0 +1,199 @@ +{ + "computed_info": "{{0}}. Auto-computed.", + "numeric_input_with_default_info": "{{0}}. Default value: {{1}}.", + "restricted_skill_info": "{{0}}. Default value: 0. This skill is Restricted.", + "armor_proofing_info": "{{0}}. Click to enable.\nIf proofed against this damage type, the armor provides its full resistance,\notherwise only half (rounded down).", + "name": "Name", + "planet": "Planet", + "rank": "Rank", + "birthdate": "Birthdate", + "species": "Species", + "size": "Size", + "speed": "Speed", + "class": "Class", + "level": "Level", + "faction": "Faction", + "blessing": "Blessing", + "curse": "Curse", + "calling": "Calling", + "traits": "Traits", + "skills": "Skills", + "skills_list": "academia,alchemy,animalia,arts,charm,crafts,disguise,drive,empathy,fight,focus,impress,interface,intrusion,knavery,melee,observe,perform,pilot,remedy,shoot,sleight_of_hand,sneak,survival,tech_redemption,vigor", + "academia": "Academia", + "alchemy": "Alchemy", + "animalia": "Animalia", + "arts": "Arts", + "charm": "Charm", + "crafts": "Crafts", + "disguise": "Disguise", + "drive": "Drive", + "empathy": "Empathy", + "fight": "Fight", + "focus": "Focus", + "impress": "Impress", + "interface": "Interface", + "intrusion": "Intrusion", + "knavery": "Knavery", + "melee": "Melee", + "observe": "Observe", + "perform": "Perform", + "pilot": "Pilot", + "remedy": "Remedy", + "shoot": "Shoot", + "sleight_of_hand": "Sleight of Hand", + "sneak": "Sneak", + "survival": "Survival", + "tech_redemption": "Tech Redemption", + "vigor": "Vigor", + "body": "Body", + "strength": "Strength", + "dexterity": "Dexterity", + "endurance": "Endurance", + "mind": "Mind", + "wits": "Wits", + "perception": "Perception", + "will": "Will", + "spirit": "Spirit", + "presence": "Presence", + "intuition": "Intuition", + "faith": "Faith", + "occult": "Occult", + "psi": "Psi", + "urge": "Urge", + "theurgy": "Theurgy", + "hubris": "Hubris", + "resistances": "Resistances", + "resistance_modifier": "Mod.", + "armor": "Armor", + "armor_features": "Features", + "blaster_s": "Blstr.", + "flame_s": "Flm.", + "hard_s": "Hrd.", + "laser_s": "Lsr.", + "shock_s": "Shk.", + "slam_s": "Slm.", + "sonic_s": "Son.", + "e_shield": "E-Shield", + "e_shield_thresholds": "Thresholds", + "e_shield_hits": "Hits", + "vitality": "Vitality", + "rating": "Rating", + "current": "Current", + "revivals": "Revivals", + "number": "Number", + "states": "States", + "state": "State", + "resistance_s": "R.", + "state_resistance_info": "Hard (4) for a brief or temporary state; Demanding (6) for an enduring state + any VP spent by the state’s imposer", + "states_list": "deafened,blinded,dazed,desensitized,disoriented,dying,euphoric,fatigued,hearing_impaired,hindered,immobilized,incapacitated,mangled,nauseated,paralized,prone,seeing_impaired,stimulated,stunned,suspended,tormented,unconscious,afraid,angered,anxious,berserk,commanded,confused,deceived,enlightened,penalized,terrified,wowed,awed,befriended,castigated,convinced,daunted,divinely_inspired,entreated,guilty,humiliated,mesmerized,roused,acquisitive,bloodthirsty,cruel,destructive,heedless,hypercritical,indiscreet,industrious,inerrant,pretentious,protective,reckless,solicitous", + "physical_states": "Physical States", + "blinded": "Blinded", + "dazed": "Dazed", + "deafened": "Deafened", + "desensitized": "Desensitized", + "disoriented": "Disoriented", + "dying": "Dying", + "euphoric": "Euphoric", + "fatigued": "Fatigued", + "hearing_impaired": "Hearing Impaired", + "hindered": "Hindered", + "immobilized": "Immobilized", + "incapacitated": "Incapacitated", + "mangled": "Mangled", + "nauseated": "Nauseated", + "paralized": "Paralized", + "prone": "Prone", + "seeing_impaired": "Seeing Impaired", + "stimulated": "Stimulated", + "stunned": "Stunned", + "suspended": "Suspended", + "tormented": "Tormented", + "unconscious": "Unconscious", + "mental_states": "Mental States", + "afraid": "Afraid", + "angered": "Angered", + "anxious": "Anxious", + "berserk": "Berserk", + "commanded": "Commanded", + "confused": "Confused", + "deceived": "Deceived", + "enlightened": "Enlightened", + "penalized": "Penalized", + "terrified": "Terrified", + "wowed": "Wowed", + "social_states": "Social States", + "awed": "Awed", + "befriended": "Befriended", + "castigated": "Castigated", + "convinced": "Convinced", + "daunted": "Daunted", + "divinely_inspired": "Divinely Inspired", + "entreated": "Entreated", + "guilty": "Guilty", + "humiliated": "Humiliated", + "mesmerized": "Mesmerized", + "roused": "Roused", + "tech_compulsions": "Tech Compulsions", + "acquisitive": "Acquisitive", + "bloodthirsty": "Bloodthirsty", + "cruel": "Cruel", + "destructive": "Destructive", + "heedless": "Heedless", + "hypercritical": "Hypercritical", + "indiscreet": "Indiscreet", + "industrious": "Industrious", + "inerrant": "Inerrant", + "pretentious": "Pretentious", + "protective": "Protective", + "reckless": "Reckless", + "solicitous": "Solicitous", + "actions": "Actions", + "action": "Maneuver/Attack", + "characteristic": "Characteristic", + "skill": "Skill", + "goal_bonus_penalty": "Goal +/-", + "additional_goal_bonus_penalty": "Additional goal +/-", + "goal": "Goal", + "impact_notes": "Impact / Notes", + "vp_bank": "VP Bank", + "vp_bank_capacity": "Capacity", + "current_vp": "Current VP", + "current_wp": "Current WP", + "surge": "Surge", + "surge_rating": "Rating", + "surge_number": "Number", + "perks": "Perks", + "perk_name": "Perk", + "perk_notes": "Description / Notes", + "capabilities": "Capabilities", + "capability_name": "Capability", + "capability_notes": "Description / Notes", + "birthrights": "Birthrights", + "birthright_name": "Birthright", + "birthright_notes": "Description", + "possessions": "Possessions", + "techgnosis": "Techgnosis", + "carried_equipment": "Carried Equipment", + "tech_level_s": "TL", + "equipment_size": "Size", + "carried_weapons": "Carried Weapons", + "damage_s": "Dmg.", + "strength_s": "Str.", + "range_s": "Rng.", + "rate_of_fire_s": "RoF", + "ammunition_s": "Ammo", + "weapon_features": "Features", + "owned": "Owned", + "location": "Location", + "money": "Money", + "cash": "Cash", + "asset": "Asset", + "income": "Income", + "last_notes": "Last Notes", + "victory_points": "VP", + "failure": "Failure!", + "critical_failure": "Critical failure!", + "critical_success": "Critical success!", + "success": "Success!", + "notes": "Notes" +} diff --git a/Fading Suns 4th Edition - Pax Alexius/translations/de.json b/Fading Suns 4th Edition - Pax Alexius/translations/de.json new file mode 100644 index 0000000000..e3b1311c53 --- /dev/null +++ b/Fading Suns 4th Edition - Pax Alexius/translations/de.json @@ -0,0 +1,199 @@ +{ + "computed_info": "{{0}}. Auto-computed.", + "numeric_input_with_default_info": "{{0}}. Default value: {{1}}.", + "restricted_skill_info": "{{0}}. Default value: 0. This skill is Restricted.", + "armor_proofing_info": "{{0}}. Click to enable.\nIf proofed against this damage type, the armor provides its full resistance,\notherwise only half (rounded down).", + "name": "Name", + "planet": "Planet", + "rank": "Rank", + "birthdate": "Birthdate", + "species": "Species", + "size": "Size", + "speed": "Speed", + "class": "Class", + "level": "Level", + "faction": "Faction", + "blessing": "Blessing", + "curse": "Curse", + "calling": "Calling", + "traits": "Traits", + "skills": "Skills", + "skills_list": "academia,alchemy,animalia,arts,charm,crafts,disguise,drive,empathy,fight,focus,impress,interface,intrusion,knavery,melee,observe,perform,pilot,remedy,shoot,sleight_of_hand,sneak,survival,tech_redemption,vigor", + "academia": "Academia", + "alchemy": "Alchemy", + "animalia": "Animalia", + "arts": "Arts", + "charm": "Charm", + "crafts": "Crafts", + "disguise": "Disguise", + "drive": "Drive", + "empathy": "Empathy", + "fight": "Fight", + "focus": "Focus", + "impress": "Impress", + "interface": "Interface", + "intrusion": "Intrusion", + "knavery": "Knavery", + "melee": "Melee", + "observe": "Observe", + "perform": "Perform", + "pilot": "Pilot", + "remedy": "Remedy", + "shoot": "Shoot", + "sleight_of_hand": "Sleight of Hand", + "sneak": "Sneak", + "survival": "Survival", + "tech_redemption": "Tech Redemption", + "vigor": "Vigor", + "body": "Body", + "strength": "Strength", + "dexterity": "Dexterity", + "endurance": "Endurance", + "mind": "Mind", + "wits": "Wits", + "perception": "Perception", + "will": "Will", + "spirit": "Spirit", + "presence": "Presence", + "intuition": "Intuition", + "faith": "Faith", + "occult": "Occult", + "psi": "Psi", + "urge": "Urge", + "theurgy": "Theurgy", + "hubris": "Hubris", + "resistances": "Resistances", + "resistance_modifier": "Mod.", + "armor": "Armor", + "armor_features": "Features", + "blaster_s": "Blstr.", + "flame_s": "Flm.", + "hard_s": "Hrd.", + "laser_s": "Lsr.", + "shock_s": "Shk.", + "slam_s": "Slm.", + "sonic_s": "Son.", + "e_shield": "E-Shield", + "e_shield_thresholds": "Thresholds", + "e_shield_hits": "Hits", + "vitality": "Vitality", + "rating": "Rating", + "current": "Current", + "revivals": "Revivals", + "number": "Number", + "states": "States", + "state": "State", + "resistance_s": "R.", + "state_resistance_info": "Hard (4) for a brief or temporary state; Demanding (6) for an enduring state + any VP spent by the state’s imposer", + "states_list": "deafened,blinded,dazed,desensitized,disoriented,dying,euphoric,fatigued,hearing_impaired,hindered,immobilized,incapacitated,mangled,nauseated,paralized,prone,seeing_impaired,stimulated,stunned,suspended,tormented,unconscious,afraid,angered,anxious,berserk,commanded,confused,deceived,enlightened,penalized,terrified,wowed,awed,befriended,castigated,convinced,daunted,divinely_inspired,entreated,guilty,humiliated,mesmerized,roused,acquisitive,bloodthirsty,cruel,destructive,heedless,hypercritical,indiscreet,industrious,inerrant,pretentious,protective,reckless,solicitous", + "physical_states": "Physical States", + "blinded": "Blinded", + "dazed": "Dazed", + "deafened": "Deafened", + "desensitized": "Desensitized", + "disoriented": "Disoriented", + "dying": "Dying", + "euphoric": "Euphoric", + "fatigued": "Fatigued", + "hearing_impaired": "Hearing Impaired", + "hindered": "Hindered", + "immobilized": "Immobilized", + "incapacitated": "Incapacitated", + "mangled": "Mangled", + "nauseated": "Nauseated", + "paralized": "Paralized", + "prone": "Prone", + "seeing_impaired": "Seeing Impaired", + "stimulated": "Stimulated", + "stunned": "Stunned", + "suspended": "Suspended", + "tormented": "Tormented", + "unconscious": "Unconscious", + "mental_states": "Mental States", + "afraid": "Afraid", + "angered": "Angered", + "anxious": "Anxious", + "berserk": "Berserk", + "commanded": "Commanded", + "confused": "Confused", + "deceived": "Deceived", + "enlightened": "Enlightened", + "penalized": "Penalized", + "terrified": "Terrified", + "wowed": "Wowed", + "social_states": "Social States", + "awed": "Awed", + "befriended": "Befriended", + "castigated": "Castigated", + "convinced": "Convinced", + "daunted": "Daunted", + "divinely_inspired": "Divinely Inspired", + "entreated": "Entreated", + "guilty": "Guilty", + "humiliated": "Humiliated", + "mesmerized": "Mesmerized", + "roused": "Roused", + "tech_compulsions": "Tech Compulsions", + "acquisitive": "Acquisitive", + "bloodthirsty": "Bloodthirsty", + "cruel": "Cruel", + "destructive": "Destructive", + "heedless": "Heedless", + "hypercritical": "Hypercritical", + "indiscreet": "Indiscreet", + "industrious": "Industrious", + "inerrant": "Inerrant", + "pretentious": "Pretentious", + "protective": "Protective", + "reckless": "Reckless", + "solicitous": "Solicitous", + "actions": "Actions", + "action": "Maneuver/Attack", + "characteristic": "Characteristic", + "skill": "Skill", + "goal_bonus_penalty": "Goal +/-", + "additional_goal_bonus_penalty": "Additional goal +/-", + "goal": "Goal", + "impact_notes": "Impact / Notes", + "vp_bank": "VP Bank", + "vp_bank_capacity": "Capacity", + "current_vp": "Current VP", + "current_wp": "Current WP", + "surge": "Surge", + "surge_rating": "Rating", + "surge_number": "Number", + "perks": "Perks", + "perk_name": "Perk", + "perk_notes": "Description / Notes", + "capabilities": "Capabilities", + "capability_name": "Capability", + "capability_notes": "Description / Notes", + "birthrights": "Birthrights", + "birthright_name": "Birthright", + "birthright_notes": "Description", + "possessions": "Possessions", + "techgnosis": "Techgnosis", + "carried_equipment": "Carried Equipment", + "tech_level_s": "TL", + "equipment_size": "Size", + "carried_weapons": "Carried Weapons", + "damage_s": "Dmg.", + "strength_s": "Str.", + "range_s": "Rng.", + "rate_of_fire_s": "RoF", + "ammunition_s": "Ammo", + "weapon_features": "Features", + "owned": "Owned", + "location": "Location", + "money": "Money", + "cash": "Cash", + "asset": "Asset", + "income": "Income", + "last_notes": "Last Notes", + "victory_points": "VP", + "failure": "Failure!", + "critical_failure": "Critical failure!", + "critical_success": "Critical success!", + "success": "Success!", + "notes": "Notes" +} diff --git a/Fading Suns 4th Edition - Pax Alexius/translations/el.json b/Fading Suns 4th Edition - Pax Alexius/translations/el.json new file mode 100644 index 0000000000..e3b1311c53 --- /dev/null +++ b/Fading Suns 4th Edition - Pax Alexius/translations/el.json @@ -0,0 +1,199 @@ +{ + "computed_info": "{{0}}. Auto-computed.", + "numeric_input_with_default_info": "{{0}}. Default value: {{1}}.", + "restricted_skill_info": "{{0}}. Default value: 0. This skill is Restricted.", + "armor_proofing_info": "{{0}}. Click to enable.\nIf proofed against this damage type, the armor provides its full resistance,\notherwise only half (rounded down).", + "name": "Name", + "planet": "Planet", + "rank": "Rank", + "birthdate": "Birthdate", + "species": "Species", + "size": "Size", + "speed": "Speed", + "class": "Class", + "level": "Level", + "faction": "Faction", + "blessing": "Blessing", + "curse": "Curse", + "calling": "Calling", + "traits": "Traits", + "skills": "Skills", + "skills_list": "academia,alchemy,animalia,arts,charm,crafts,disguise,drive,empathy,fight,focus,impress,interface,intrusion,knavery,melee,observe,perform,pilot,remedy,shoot,sleight_of_hand,sneak,survival,tech_redemption,vigor", + "academia": "Academia", + "alchemy": "Alchemy", + "animalia": "Animalia", + "arts": "Arts", + "charm": "Charm", + "crafts": "Crafts", + "disguise": "Disguise", + "drive": "Drive", + "empathy": "Empathy", + "fight": "Fight", + "focus": "Focus", + "impress": "Impress", + "interface": "Interface", + "intrusion": "Intrusion", + "knavery": "Knavery", + "melee": "Melee", + "observe": "Observe", + "perform": "Perform", + "pilot": "Pilot", + "remedy": "Remedy", + "shoot": "Shoot", + "sleight_of_hand": "Sleight of Hand", + "sneak": "Sneak", + "survival": "Survival", + "tech_redemption": "Tech Redemption", + "vigor": "Vigor", + "body": "Body", + "strength": "Strength", + "dexterity": "Dexterity", + "endurance": "Endurance", + "mind": "Mind", + "wits": "Wits", + "perception": "Perception", + "will": "Will", + "spirit": "Spirit", + "presence": "Presence", + "intuition": "Intuition", + "faith": "Faith", + "occult": "Occult", + "psi": "Psi", + "urge": "Urge", + "theurgy": "Theurgy", + "hubris": "Hubris", + "resistances": "Resistances", + "resistance_modifier": "Mod.", + "armor": "Armor", + "armor_features": "Features", + "blaster_s": "Blstr.", + "flame_s": "Flm.", + "hard_s": "Hrd.", + "laser_s": "Lsr.", + "shock_s": "Shk.", + "slam_s": "Slm.", + "sonic_s": "Son.", + "e_shield": "E-Shield", + "e_shield_thresholds": "Thresholds", + "e_shield_hits": "Hits", + "vitality": "Vitality", + "rating": "Rating", + "current": "Current", + "revivals": "Revivals", + "number": "Number", + "states": "States", + "state": "State", + "resistance_s": "R.", + "state_resistance_info": "Hard (4) for a brief or temporary state; Demanding (6) for an enduring state + any VP spent by the state’s imposer", + "states_list": "deafened,blinded,dazed,desensitized,disoriented,dying,euphoric,fatigued,hearing_impaired,hindered,immobilized,incapacitated,mangled,nauseated,paralized,prone,seeing_impaired,stimulated,stunned,suspended,tormented,unconscious,afraid,angered,anxious,berserk,commanded,confused,deceived,enlightened,penalized,terrified,wowed,awed,befriended,castigated,convinced,daunted,divinely_inspired,entreated,guilty,humiliated,mesmerized,roused,acquisitive,bloodthirsty,cruel,destructive,heedless,hypercritical,indiscreet,industrious,inerrant,pretentious,protective,reckless,solicitous", + "physical_states": "Physical States", + "blinded": "Blinded", + "dazed": "Dazed", + "deafened": "Deafened", + "desensitized": "Desensitized", + "disoriented": "Disoriented", + "dying": "Dying", + "euphoric": "Euphoric", + "fatigued": "Fatigued", + "hearing_impaired": "Hearing Impaired", + "hindered": "Hindered", + "immobilized": "Immobilized", + "incapacitated": "Incapacitated", + "mangled": "Mangled", + "nauseated": "Nauseated", + "paralized": "Paralized", + "prone": "Prone", + "seeing_impaired": "Seeing Impaired", + "stimulated": "Stimulated", + "stunned": "Stunned", + "suspended": "Suspended", + "tormented": "Tormented", + "unconscious": "Unconscious", + "mental_states": "Mental States", + "afraid": "Afraid", + "angered": "Angered", + "anxious": "Anxious", + "berserk": "Berserk", + "commanded": "Commanded", + "confused": "Confused", + "deceived": "Deceived", + "enlightened": "Enlightened", + "penalized": "Penalized", + "terrified": "Terrified", + "wowed": "Wowed", + "social_states": "Social States", + "awed": "Awed", + "befriended": "Befriended", + "castigated": "Castigated", + "convinced": "Convinced", + "daunted": "Daunted", + "divinely_inspired": "Divinely Inspired", + "entreated": "Entreated", + "guilty": "Guilty", + "humiliated": "Humiliated", + "mesmerized": "Mesmerized", + "roused": "Roused", + "tech_compulsions": "Tech Compulsions", + "acquisitive": "Acquisitive", + "bloodthirsty": "Bloodthirsty", + "cruel": "Cruel", + "destructive": "Destructive", + "heedless": "Heedless", + "hypercritical": "Hypercritical", + "indiscreet": "Indiscreet", + "industrious": "Industrious", + "inerrant": "Inerrant", + "pretentious": "Pretentious", + "protective": "Protective", + "reckless": "Reckless", + "solicitous": "Solicitous", + "actions": "Actions", + "action": "Maneuver/Attack", + "characteristic": "Characteristic", + "skill": "Skill", + "goal_bonus_penalty": "Goal +/-", + "additional_goal_bonus_penalty": "Additional goal +/-", + "goal": "Goal", + "impact_notes": "Impact / Notes", + "vp_bank": "VP Bank", + "vp_bank_capacity": "Capacity", + "current_vp": "Current VP", + "current_wp": "Current WP", + "surge": "Surge", + "surge_rating": "Rating", + "surge_number": "Number", + "perks": "Perks", + "perk_name": "Perk", + "perk_notes": "Description / Notes", + "capabilities": "Capabilities", + "capability_name": "Capability", + "capability_notes": "Description / Notes", + "birthrights": "Birthrights", + "birthright_name": "Birthright", + "birthright_notes": "Description", + "possessions": "Possessions", + "techgnosis": "Techgnosis", + "carried_equipment": "Carried Equipment", + "tech_level_s": "TL", + "equipment_size": "Size", + "carried_weapons": "Carried Weapons", + "damage_s": "Dmg.", + "strength_s": "Str.", + "range_s": "Rng.", + "rate_of_fire_s": "RoF", + "ammunition_s": "Ammo", + "weapon_features": "Features", + "owned": "Owned", + "location": "Location", + "money": "Money", + "cash": "Cash", + "asset": "Asset", + "income": "Income", + "last_notes": "Last Notes", + "victory_points": "VP", + "failure": "Failure!", + "critical_failure": "Critical failure!", + "critical_success": "Critical success!", + "success": "Success!", + "notes": "Notes" +} diff --git a/Fading Suns 4th Edition - Pax Alexius/translations/en.json b/Fading Suns 4th Edition - Pax Alexius/translations/en.json new file mode 100644 index 0000000000..e3b1311c53 --- /dev/null +++ b/Fading Suns 4th Edition - Pax Alexius/translations/en.json @@ -0,0 +1,199 @@ +{ + "computed_info": "{{0}}. Auto-computed.", + "numeric_input_with_default_info": "{{0}}. Default value: {{1}}.", + "restricted_skill_info": "{{0}}. Default value: 0. This skill is Restricted.", + "armor_proofing_info": "{{0}}. Click to enable.\nIf proofed against this damage type, the armor provides its full resistance,\notherwise only half (rounded down).", + "name": "Name", + "planet": "Planet", + "rank": "Rank", + "birthdate": "Birthdate", + "species": "Species", + "size": "Size", + "speed": "Speed", + "class": "Class", + "level": "Level", + "faction": "Faction", + "blessing": "Blessing", + "curse": "Curse", + "calling": "Calling", + "traits": "Traits", + "skills": "Skills", + "skills_list": "academia,alchemy,animalia,arts,charm,crafts,disguise,drive,empathy,fight,focus,impress,interface,intrusion,knavery,melee,observe,perform,pilot,remedy,shoot,sleight_of_hand,sneak,survival,tech_redemption,vigor", + "academia": "Academia", + "alchemy": "Alchemy", + "animalia": "Animalia", + "arts": "Arts", + "charm": "Charm", + "crafts": "Crafts", + "disguise": "Disguise", + "drive": "Drive", + "empathy": "Empathy", + "fight": "Fight", + "focus": "Focus", + "impress": "Impress", + "interface": "Interface", + "intrusion": "Intrusion", + "knavery": "Knavery", + "melee": "Melee", + "observe": "Observe", + "perform": "Perform", + "pilot": "Pilot", + "remedy": "Remedy", + "shoot": "Shoot", + "sleight_of_hand": "Sleight of Hand", + "sneak": "Sneak", + "survival": "Survival", + "tech_redemption": "Tech Redemption", + "vigor": "Vigor", + "body": "Body", + "strength": "Strength", + "dexterity": "Dexterity", + "endurance": "Endurance", + "mind": "Mind", + "wits": "Wits", + "perception": "Perception", + "will": "Will", + "spirit": "Spirit", + "presence": "Presence", + "intuition": "Intuition", + "faith": "Faith", + "occult": "Occult", + "psi": "Psi", + "urge": "Urge", + "theurgy": "Theurgy", + "hubris": "Hubris", + "resistances": "Resistances", + "resistance_modifier": "Mod.", + "armor": "Armor", + "armor_features": "Features", + "blaster_s": "Blstr.", + "flame_s": "Flm.", + "hard_s": "Hrd.", + "laser_s": "Lsr.", + "shock_s": "Shk.", + "slam_s": "Slm.", + "sonic_s": "Son.", + "e_shield": "E-Shield", + "e_shield_thresholds": "Thresholds", + "e_shield_hits": "Hits", + "vitality": "Vitality", + "rating": "Rating", + "current": "Current", + "revivals": "Revivals", + "number": "Number", + "states": "States", + "state": "State", + "resistance_s": "R.", + "state_resistance_info": "Hard (4) for a brief or temporary state; Demanding (6) for an enduring state + any VP spent by the state’s imposer", + "states_list": "deafened,blinded,dazed,desensitized,disoriented,dying,euphoric,fatigued,hearing_impaired,hindered,immobilized,incapacitated,mangled,nauseated,paralized,prone,seeing_impaired,stimulated,stunned,suspended,tormented,unconscious,afraid,angered,anxious,berserk,commanded,confused,deceived,enlightened,penalized,terrified,wowed,awed,befriended,castigated,convinced,daunted,divinely_inspired,entreated,guilty,humiliated,mesmerized,roused,acquisitive,bloodthirsty,cruel,destructive,heedless,hypercritical,indiscreet,industrious,inerrant,pretentious,protective,reckless,solicitous", + "physical_states": "Physical States", + "blinded": "Blinded", + "dazed": "Dazed", + "deafened": "Deafened", + "desensitized": "Desensitized", + "disoriented": "Disoriented", + "dying": "Dying", + "euphoric": "Euphoric", + "fatigued": "Fatigued", + "hearing_impaired": "Hearing Impaired", + "hindered": "Hindered", + "immobilized": "Immobilized", + "incapacitated": "Incapacitated", + "mangled": "Mangled", + "nauseated": "Nauseated", + "paralized": "Paralized", + "prone": "Prone", + "seeing_impaired": "Seeing Impaired", + "stimulated": "Stimulated", + "stunned": "Stunned", + "suspended": "Suspended", + "tormented": "Tormented", + "unconscious": "Unconscious", + "mental_states": "Mental States", + "afraid": "Afraid", + "angered": "Angered", + "anxious": "Anxious", + "berserk": "Berserk", + "commanded": "Commanded", + "confused": "Confused", + "deceived": "Deceived", + "enlightened": "Enlightened", + "penalized": "Penalized", + "terrified": "Terrified", + "wowed": "Wowed", + "social_states": "Social States", + "awed": "Awed", + "befriended": "Befriended", + "castigated": "Castigated", + "convinced": "Convinced", + "daunted": "Daunted", + "divinely_inspired": "Divinely Inspired", + "entreated": "Entreated", + "guilty": "Guilty", + "humiliated": "Humiliated", + "mesmerized": "Mesmerized", + "roused": "Roused", + "tech_compulsions": "Tech Compulsions", + "acquisitive": "Acquisitive", + "bloodthirsty": "Bloodthirsty", + "cruel": "Cruel", + "destructive": "Destructive", + "heedless": "Heedless", + "hypercritical": "Hypercritical", + "indiscreet": "Indiscreet", + "industrious": "Industrious", + "inerrant": "Inerrant", + "pretentious": "Pretentious", + "protective": "Protective", + "reckless": "Reckless", + "solicitous": "Solicitous", + "actions": "Actions", + "action": "Maneuver/Attack", + "characteristic": "Characteristic", + "skill": "Skill", + "goal_bonus_penalty": "Goal +/-", + "additional_goal_bonus_penalty": "Additional goal +/-", + "goal": "Goal", + "impact_notes": "Impact / Notes", + "vp_bank": "VP Bank", + "vp_bank_capacity": "Capacity", + "current_vp": "Current VP", + "current_wp": "Current WP", + "surge": "Surge", + "surge_rating": "Rating", + "surge_number": "Number", + "perks": "Perks", + "perk_name": "Perk", + "perk_notes": "Description / Notes", + "capabilities": "Capabilities", + "capability_name": "Capability", + "capability_notes": "Description / Notes", + "birthrights": "Birthrights", + "birthright_name": "Birthright", + "birthright_notes": "Description", + "possessions": "Possessions", + "techgnosis": "Techgnosis", + "carried_equipment": "Carried Equipment", + "tech_level_s": "TL", + "equipment_size": "Size", + "carried_weapons": "Carried Weapons", + "damage_s": "Dmg.", + "strength_s": "Str.", + "range_s": "Rng.", + "rate_of_fire_s": "RoF", + "ammunition_s": "Ammo", + "weapon_features": "Features", + "owned": "Owned", + "location": "Location", + "money": "Money", + "cash": "Cash", + "asset": "Asset", + "income": "Income", + "last_notes": "Last Notes", + "victory_points": "VP", + "failure": "Failure!", + "critical_failure": "Critical failure!", + "critical_success": "Critical success!", + "success": "Success!", + "notes": "Notes" +} diff --git a/Fading Suns 4th Edition - Pax Alexius/translations/es.json b/Fading Suns 4th Edition - Pax Alexius/translations/es.json new file mode 100644 index 0000000000..e3b1311c53 --- /dev/null +++ b/Fading Suns 4th Edition - Pax Alexius/translations/es.json @@ -0,0 +1,199 @@ +{ + "computed_info": "{{0}}. Auto-computed.", + "numeric_input_with_default_info": "{{0}}. Default value: {{1}}.", + "restricted_skill_info": "{{0}}. Default value: 0. This skill is Restricted.", + "armor_proofing_info": "{{0}}. Click to enable.\nIf proofed against this damage type, the armor provides its full resistance,\notherwise only half (rounded down).", + "name": "Name", + "planet": "Planet", + "rank": "Rank", + "birthdate": "Birthdate", + "species": "Species", + "size": "Size", + "speed": "Speed", + "class": "Class", + "level": "Level", + "faction": "Faction", + "blessing": "Blessing", + "curse": "Curse", + "calling": "Calling", + "traits": "Traits", + "skills": "Skills", + "skills_list": "academia,alchemy,animalia,arts,charm,crafts,disguise,drive,empathy,fight,focus,impress,interface,intrusion,knavery,melee,observe,perform,pilot,remedy,shoot,sleight_of_hand,sneak,survival,tech_redemption,vigor", + "academia": "Academia", + "alchemy": "Alchemy", + "animalia": "Animalia", + "arts": "Arts", + "charm": "Charm", + "crafts": "Crafts", + "disguise": "Disguise", + "drive": "Drive", + "empathy": "Empathy", + "fight": "Fight", + "focus": "Focus", + "impress": "Impress", + "interface": "Interface", + "intrusion": "Intrusion", + "knavery": "Knavery", + "melee": "Melee", + "observe": "Observe", + "perform": "Perform", + "pilot": "Pilot", + "remedy": "Remedy", + "shoot": "Shoot", + "sleight_of_hand": "Sleight of Hand", + "sneak": "Sneak", + "survival": "Survival", + "tech_redemption": "Tech Redemption", + "vigor": "Vigor", + "body": "Body", + "strength": "Strength", + "dexterity": "Dexterity", + "endurance": "Endurance", + "mind": "Mind", + "wits": "Wits", + "perception": "Perception", + "will": "Will", + "spirit": "Spirit", + "presence": "Presence", + "intuition": "Intuition", + "faith": "Faith", + "occult": "Occult", + "psi": "Psi", + "urge": "Urge", + "theurgy": "Theurgy", + "hubris": "Hubris", + "resistances": "Resistances", + "resistance_modifier": "Mod.", + "armor": "Armor", + "armor_features": "Features", + "blaster_s": "Blstr.", + "flame_s": "Flm.", + "hard_s": "Hrd.", + "laser_s": "Lsr.", + "shock_s": "Shk.", + "slam_s": "Slm.", + "sonic_s": "Son.", + "e_shield": "E-Shield", + "e_shield_thresholds": "Thresholds", + "e_shield_hits": "Hits", + "vitality": "Vitality", + "rating": "Rating", + "current": "Current", + "revivals": "Revivals", + "number": "Number", + "states": "States", + "state": "State", + "resistance_s": "R.", + "state_resistance_info": "Hard (4) for a brief or temporary state; Demanding (6) for an enduring state + any VP spent by the state’s imposer", + "states_list": "deafened,blinded,dazed,desensitized,disoriented,dying,euphoric,fatigued,hearing_impaired,hindered,immobilized,incapacitated,mangled,nauseated,paralized,prone,seeing_impaired,stimulated,stunned,suspended,tormented,unconscious,afraid,angered,anxious,berserk,commanded,confused,deceived,enlightened,penalized,terrified,wowed,awed,befriended,castigated,convinced,daunted,divinely_inspired,entreated,guilty,humiliated,mesmerized,roused,acquisitive,bloodthirsty,cruel,destructive,heedless,hypercritical,indiscreet,industrious,inerrant,pretentious,protective,reckless,solicitous", + "physical_states": "Physical States", + "blinded": "Blinded", + "dazed": "Dazed", + "deafened": "Deafened", + "desensitized": "Desensitized", + "disoriented": "Disoriented", + "dying": "Dying", + "euphoric": "Euphoric", + "fatigued": "Fatigued", + "hearing_impaired": "Hearing Impaired", + "hindered": "Hindered", + "immobilized": "Immobilized", + "incapacitated": "Incapacitated", + "mangled": "Mangled", + "nauseated": "Nauseated", + "paralized": "Paralized", + "prone": "Prone", + "seeing_impaired": "Seeing Impaired", + "stimulated": "Stimulated", + "stunned": "Stunned", + "suspended": "Suspended", + "tormented": "Tormented", + "unconscious": "Unconscious", + "mental_states": "Mental States", + "afraid": "Afraid", + "angered": "Angered", + "anxious": "Anxious", + "berserk": "Berserk", + "commanded": "Commanded", + "confused": "Confused", + "deceived": "Deceived", + "enlightened": "Enlightened", + "penalized": "Penalized", + "terrified": "Terrified", + "wowed": "Wowed", + "social_states": "Social States", + "awed": "Awed", + "befriended": "Befriended", + "castigated": "Castigated", + "convinced": "Convinced", + "daunted": "Daunted", + "divinely_inspired": "Divinely Inspired", + "entreated": "Entreated", + "guilty": "Guilty", + "humiliated": "Humiliated", + "mesmerized": "Mesmerized", + "roused": "Roused", + "tech_compulsions": "Tech Compulsions", + "acquisitive": "Acquisitive", + "bloodthirsty": "Bloodthirsty", + "cruel": "Cruel", + "destructive": "Destructive", + "heedless": "Heedless", + "hypercritical": "Hypercritical", + "indiscreet": "Indiscreet", + "industrious": "Industrious", + "inerrant": "Inerrant", + "pretentious": "Pretentious", + "protective": "Protective", + "reckless": "Reckless", + "solicitous": "Solicitous", + "actions": "Actions", + "action": "Maneuver/Attack", + "characteristic": "Characteristic", + "skill": "Skill", + "goal_bonus_penalty": "Goal +/-", + "additional_goal_bonus_penalty": "Additional goal +/-", + "goal": "Goal", + "impact_notes": "Impact / Notes", + "vp_bank": "VP Bank", + "vp_bank_capacity": "Capacity", + "current_vp": "Current VP", + "current_wp": "Current WP", + "surge": "Surge", + "surge_rating": "Rating", + "surge_number": "Number", + "perks": "Perks", + "perk_name": "Perk", + "perk_notes": "Description / Notes", + "capabilities": "Capabilities", + "capability_name": "Capability", + "capability_notes": "Description / Notes", + "birthrights": "Birthrights", + "birthright_name": "Birthright", + "birthright_notes": "Description", + "possessions": "Possessions", + "techgnosis": "Techgnosis", + "carried_equipment": "Carried Equipment", + "tech_level_s": "TL", + "equipment_size": "Size", + "carried_weapons": "Carried Weapons", + "damage_s": "Dmg.", + "strength_s": "Str.", + "range_s": "Rng.", + "rate_of_fire_s": "RoF", + "ammunition_s": "Ammo", + "weapon_features": "Features", + "owned": "Owned", + "location": "Location", + "money": "Money", + "cash": "Cash", + "asset": "Asset", + "income": "Income", + "last_notes": "Last Notes", + "victory_points": "VP", + "failure": "Failure!", + "critical_failure": "Critical failure!", + "critical_success": "Critical success!", + "success": "Success!", + "notes": "Notes" +} diff --git a/Fading Suns 4th Edition - Pax Alexius/translations/fr.json b/Fading Suns 4th Edition - Pax Alexius/translations/fr.json new file mode 100644 index 0000000000..237ed245f1 --- /dev/null +++ b/Fading Suns 4th Edition - Pax Alexius/translations/fr.json @@ -0,0 +1,199 @@ +{ + "computed_info": "{{0}}. Auto-calculé.", + "numeric_input_with_default_info": "{{0}}. Valeur par défaut: {{1}}.", + "restricted_skill_info": "{{0}}. Valeur par défaut: 0. Cette compétence est Restreinte.", + "armor_proofing_info": "{{0}}. Cliquer pour activer.\nSi immunisée contre ce type de dégâts, l'armure fournit sa résistance complète\nsinon seulement la moitié (arrondie à l'inférieur).", + "name": "Nom", + "planet": "Planète", + "rank": "Rang", + "birthdate": "Né le", + "species": "Espèce", + "size": "Taille", + "speed": "Vitesse", + "class": "Classe", + "level": "Niveau", + "faction": "Faction", + "blessing": "Bénédiction", + "curse": "Malédiction", + "calling": "Vocation", + "traits": "Traits", + "skills": "Compétences", + "skills_list": "alchemy,animalia,crafts,arts,knavery,charm,fight,focus,drive,disguise,sneak,empathy,academia,impress,interface,intrusion,melee,observe,perform,pilot,sleight_of_hand,tech_redemption,remedy,survival,shoot,vigor", + "academia": "Érudition", + "alchemy": "Alchimie", + "animalia": "Animaux", + "arts": "Arts", + "charm": "Charme", + "crafts": "Artisanat", + "disguise": "Déguisement", + "drive": "Conduite", + "empathy": "Empathie", + "fight": "Combat à mains nues", + "focus": "Concentration", + "impress": "Impression", + "interface": "Interface", + "intrusion": "Intrusion", + "knavery": "Baratin", + "melee": "Mêlee", + "observe": "Observation", + "perform": "Performance", + "pilot": "Pilotage", + "remedy": "Remède", + "shoot": "Tir", + "sleight_of_hand": "Prestidigitation", + "sneak": "Discrétion", + "survival": "Survie", + "tech_redemption": "Rédemption Tech", + "vigor": "Vigueur", + "body": "Corps", + "strength": "Force", + "dexterity": "Dextérité", + "endurance": "Endurance", + "mind": "Intellect", + "wits": "Intelligence", + "perception": "Perception", + "will": "Volonté", + "spirit": "Esprit", + "presence": "Présence", + "intuition": "Intuition", + "faith": "Foi", + "occult": "Occulte", + "psi": "Psi", + "urge": "Pulsion", + "theurgy": "Théurgie", + "hubris": "Hubris", + "resistances": "Résistances", + "resistance_modifier": "Mod.", + "armor": "Armure", + "armor_features": "Propriétés", + "blaster_s": "Blstr.", + "flame_s": "Feu", + "hard_s": "Dure", + "laser_s": "Lsr.", + "shock_s": "Choc", + "slam_s": "Imp.", + "sonic_s": "Son.", + "e_shield": "E-Bouclier", + "e_shield_thresholds": "Seuils", + "e_shield_hits": "Charges", + "vitality": "Vitalité", + "rating": "Score", + "current": "Actuelle", + "revivals": "Rétablissement", + "number": "Nombre", + "states": "États", + "state": "État", + "resistance_s": "R.", + "state_resistance_info": "Difficile (4) pour un état bref ou temporaire; Exigente (6) pour un état durable + les PV dépensés par le personnage qui l'a imposé", + "states_list": "prone,deafened,stunned,hearing_impaired,blinded,desensitized,disoriented,hindered,fatigued,dazed,euphoric,immobilized,unconscious,dying,mangled,nauseated,incapacitated,paralized,stimulated,suspended,tormented,seeing_impaired,anxious,afraid,deceived,commanded,confused,enlightened,wowed,berserk,angered,penalized,terrified,awed,convinced,guilty,divinely_inspired,entreated,roused,castigated,humiliated,daunted,befriended,mesmerized,acquisitive,cruel,destructive,hypercritical,reckless,indiscreet,industrious,inerrant,heedless,pretentious,protective,bloodthirsty,solicitous", + "physical_states": "États physiques", + "blinded": "Aveuglé(e)", + "dazed": "Étourdi(e)", + "deafened": "Assourdi(e)", + "desensitized": "Désensibilisé(e)", + "disoriented": "Désorienté(e)", + "dying": "Mourrant(e)", + "euphoric": "Euphorique", + "fatigued": "Épuisé(e)", + "hearing_impaired": "Audition Réduite", + "hindered": "Entravé(e)", + "immobilized": "Immobilisé(e)", + "incapacitated": "Neutralisé(e)", + "mangled": "Mutilé(e)", + "nauseated": "Nauséeux(-euse)", + "paralized": "Paralisé(e)", + "prone": "À terre", + "seeing_impaired": "Vision Réduite", + "stimulated": "Stimulé(e)", + "stunned": "Assommé(e)", + "suspended": "Suspendu(e)", + "tormented": "Tourmenté(e)", + "unconscious": "Inconscient(e)", + "mental_states": "États mentaux", + "afraid": "Apeuré(e)", + "angered": "Furieux(-euse)", + "anxious": "Anxieux(-euse)", + "berserk": "Enragé(e)", + "commanded": "Commandé(e)", + "confused": "Confus(e)", + "deceived": "Berné(e)", + "enlightened": "Éclairé(e)", + "penalized": "Pénalisé(e)", + "terrified": "Terrifié(e)", + "wowed": "Époustouflé(e)", + "social_states": "États Sociaux", + "awed": "Captivé(e)", + "befriended": "Lié(e) d'Amitié", + "castigated": "Fustigé(e)", + "convinced": "Convaincu(e)", + "daunted": "Intimidé(e)", + "divinely_inspired": "Divinement Inspiré(e)", + "entreated": "Enthousiasmé(e)", + "guilty": "Coupable", + "humiliated": "Humilié(e)", + "mesmerized": "Médusé(e)", + "roused": "Excité(e)", + "tech_compulsions": "Compulsions Tech", + "acquisitive": "Collectionneur(-euse)", + "bloodthirsty": "Sanguinaire", + "cruel": "Cruel(-elle)", + "destructive": "Destructeur(-trice)", + "heedless": "Insouciant(e)", + "hypercritical": "Hypercritique", + "indiscreet": "Indiscret(-ette)", + "industrious": "Industrieux(-euse)", + "inerrant": "Inerrant(e)", + "pretentious": "Prétentieux(-euse)", + "protective": "Protecteur(-trice)", + "reckless": "Imprudent(e)", + "solicitous": "Soucieux(-euse)", + "actions": "Actions", + "action": "Manœuvre/Attaque", + "characteristic": "Caractéristique", + "skill": "Compétence", + "goal_bonus_penalty": "Seuil +/-", + "additional_goal_bonus_penalty": "Bonus/malus supplémentaire", + "goal": "Seuil", + "impact_notes": "Impact / Notes", + "vp_bank": "Banque de PV", + "vp_bank_capacity": "Capacité", + "current_vp": "PV actuels", + "current_wp": "PA actuels", + "surge": "Surcharge", + "surge_rating": "Score", + "surge_number": "Nombre", + "perks": "Atouts", + "perk_name": "Atout", + "perk_notes": "Description / Notes", + "capabilities": "Capacités", + "capability_name": "Capacité", + "capability_notes": "Description / Notes", + "birthrights": "Héritages", + "birthright_name": "Héritage", + "birthright_notes": "Description", + "possessions": "Possessions", + "techgnosis": "Techgnose", + "carried_equipment": "Équipement porté", + "tech_level_s": "NT", + "equipment_size": "Taille", + "carried_weapons": "Armes portées", + "damage_s": "Dgt.", + "strength_s": "For.", + "range_s": "Por.", + "rate_of_fire_s": "CdT", + "ammunition_s": "Mun.", + "weapon_features": "Propriétés", + "owned": "Distantes", + "location": "Localisation", + "money": "Argent", + "cash": "Sur soi", + "asset": "Investissement", + "income": "Revenus", + "last_notes": "Notes", + "victory_points": "PV", + "failure": "Échec!", + "critical_failure": "Échec critique!", + "critical_success": "Réussite critique!", + "success": "Réussite!", + "notes": "Notes" +} diff --git a/Fading Suns 4th Edition - Pax Alexius/translations/he.json b/Fading Suns 4th Edition - Pax Alexius/translations/he.json new file mode 100644 index 0000000000..e3b1311c53 --- /dev/null +++ b/Fading Suns 4th Edition - Pax Alexius/translations/he.json @@ -0,0 +1,199 @@ +{ + "computed_info": "{{0}}. Auto-computed.", + "numeric_input_with_default_info": "{{0}}. Default value: {{1}}.", + "restricted_skill_info": "{{0}}. Default value: 0. This skill is Restricted.", + "armor_proofing_info": "{{0}}. Click to enable.\nIf proofed against this damage type, the armor provides its full resistance,\notherwise only half (rounded down).", + "name": "Name", + "planet": "Planet", + "rank": "Rank", + "birthdate": "Birthdate", + "species": "Species", + "size": "Size", + "speed": "Speed", + "class": "Class", + "level": "Level", + "faction": "Faction", + "blessing": "Blessing", + "curse": "Curse", + "calling": "Calling", + "traits": "Traits", + "skills": "Skills", + "skills_list": "academia,alchemy,animalia,arts,charm,crafts,disguise,drive,empathy,fight,focus,impress,interface,intrusion,knavery,melee,observe,perform,pilot,remedy,shoot,sleight_of_hand,sneak,survival,tech_redemption,vigor", + "academia": "Academia", + "alchemy": "Alchemy", + "animalia": "Animalia", + "arts": "Arts", + "charm": "Charm", + "crafts": "Crafts", + "disguise": "Disguise", + "drive": "Drive", + "empathy": "Empathy", + "fight": "Fight", + "focus": "Focus", + "impress": "Impress", + "interface": "Interface", + "intrusion": "Intrusion", + "knavery": "Knavery", + "melee": "Melee", + "observe": "Observe", + "perform": "Perform", + "pilot": "Pilot", + "remedy": "Remedy", + "shoot": "Shoot", + "sleight_of_hand": "Sleight of Hand", + "sneak": "Sneak", + "survival": "Survival", + "tech_redemption": "Tech Redemption", + "vigor": "Vigor", + "body": "Body", + "strength": "Strength", + "dexterity": "Dexterity", + "endurance": "Endurance", + "mind": "Mind", + "wits": "Wits", + "perception": "Perception", + "will": "Will", + "spirit": "Spirit", + "presence": "Presence", + "intuition": "Intuition", + "faith": "Faith", + "occult": "Occult", + "psi": "Psi", + "urge": "Urge", + "theurgy": "Theurgy", + "hubris": "Hubris", + "resistances": "Resistances", + "resistance_modifier": "Mod.", + "armor": "Armor", + "armor_features": "Features", + "blaster_s": "Blstr.", + "flame_s": "Flm.", + "hard_s": "Hrd.", + "laser_s": "Lsr.", + "shock_s": "Shk.", + "slam_s": "Slm.", + "sonic_s": "Son.", + "e_shield": "E-Shield", + "e_shield_thresholds": "Thresholds", + "e_shield_hits": "Hits", + "vitality": "Vitality", + "rating": "Rating", + "current": "Current", + "revivals": "Revivals", + "number": "Number", + "states": "States", + "state": "State", + "resistance_s": "R.", + "state_resistance_info": "Hard (4) for a brief or temporary state; Demanding (6) for an enduring state + any VP spent by the state’s imposer", + "states_list": "deafened,blinded,dazed,desensitized,disoriented,dying,euphoric,fatigued,hearing_impaired,hindered,immobilized,incapacitated,mangled,nauseated,paralized,prone,seeing_impaired,stimulated,stunned,suspended,tormented,unconscious,afraid,angered,anxious,berserk,commanded,confused,deceived,enlightened,penalized,terrified,wowed,awed,befriended,castigated,convinced,daunted,divinely_inspired,entreated,guilty,humiliated,mesmerized,roused,acquisitive,bloodthirsty,cruel,destructive,heedless,hypercritical,indiscreet,industrious,inerrant,pretentious,protective,reckless,solicitous", + "physical_states": "Physical States", + "blinded": "Blinded", + "dazed": "Dazed", + "deafened": "Deafened", + "desensitized": "Desensitized", + "disoriented": "Disoriented", + "dying": "Dying", + "euphoric": "Euphoric", + "fatigued": "Fatigued", + "hearing_impaired": "Hearing Impaired", + "hindered": "Hindered", + "immobilized": "Immobilized", + "incapacitated": "Incapacitated", + "mangled": "Mangled", + "nauseated": "Nauseated", + "paralized": "Paralized", + "prone": "Prone", + "seeing_impaired": "Seeing Impaired", + "stimulated": "Stimulated", + "stunned": "Stunned", + "suspended": "Suspended", + "tormented": "Tormented", + "unconscious": "Unconscious", + "mental_states": "Mental States", + "afraid": "Afraid", + "angered": "Angered", + "anxious": "Anxious", + "berserk": "Berserk", + "commanded": "Commanded", + "confused": "Confused", + "deceived": "Deceived", + "enlightened": "Enlightened", + "penalized": "Penalized", + "terrified": "Terrified", + "wowed": "Wowed", + "social_states": "Social States", + "awed": "Awed", + "befriended": "Befriended", + "castigated": "Castigated", + "convinced": "Convinced", + "daunted": "Daunted", + "divinely_inspired": "Divinely Inspired", + "entreated": "Entreated", + "guilty": "Guilty", + "humiliated": "Humiliated", + "mesmerized": "Mesmerized", + "roused": "Roused", + "tech_compulsions": "Tech Compulsions", + "acquisitive": "Acquisitive", + "bloodthirsty": "Bloodthirsty", + "cruel": "Cruel", + "destructive": "Destructive", + "heedless": "Heedless", + "hypercritical": "Hypercritical", + "indiscreet": "Indiscreet", + "industrious": "Industrious", + "inerrant": "Inerrant", + "pretentious": "Pretentious", + "protective": "Protective", + "reckless": "Reckless", + "solicitous": "Solicitous", + "actions": "Actions", + "action": "Maneuver/Attack", + "characteristic": "Characteristic", + "skill": "Skill", + "goal_bonus_penalty": "Goal +/-", + "additional_goal_bonus_penalty": "Additional goal +/-", + "goal": "Goal", + "impact_notes": "Impact / Notes", + "vp_bank": "VP Bank", + "vp_bank_capacity": "Capacity", + "current_vp": "Current VP", + "current_wp": "Current WP", + "surge": "Surge", + "surge_rating": "Rating", + "surge_number": "Number", + "perks": "Perks", + "perk_name": "Perk", + "perk_notes": "Description / Notes", + "capabilities": "Capabilities", + "capability_name": "Capability", + "capability_notes": "Description / Notes", + "birthrights": "Birthrights", + "birthright_name": "Birthright", + "birthright_notes": "Description", + "possessions": "Possessions", + "techgnosis": "Techgnosis", + "carried_equipment": "Carried Equipment", + "tech_level_s": "TL", + "equipment_size": "Size", + "carried_weapons": "Carried Weapons", + "damage_s": "Dmg.", + "strength_s": "Str.", + "range_s": "Rng.", + "rate_of_fire_s": "RoF", + "ammunition_s": "Ammo", + "weapon_features": "Features", + "owned": "Owned", + "location": "Location", + "money": "Money", + "cash": "Cash", + "asset": "Asset", + "income": "Income", + "last_notes": "Last Notes", + "victory_points": "VP", + "failure": "Failure!", + "critical_failure": "Critical failure!", + "critical_success": "Critical success!", + "success": "Success!", + "notes": "Notes" +} diff --git a/Fading Suns 4th Edition - Pax Alexius/translations/it.json b/Fading Suns 4th Edition - Pax Alexius/translations/it.json new file mode 100644 index 0000000000..e3b1311c53 --- /dev/null +++ b/Fading Suns 4th Edition - Pax Alexius/translations/it.json @@ -0,0 +1,199 @@ +{ + "computed_info": "{{0}}. Auto-computed.", + "numeric_input_with_default_info": "{{0}}. Default value: {{1}}.", + "restricted_skill_info": "{{0}}. Default value: 0. This skill is Restricted.", + "armor_proofing_info": "{{0}}. Click to enable.\nIf proofed against this damage type, the armor provides its full resistance,\notherwise only half (rounded down).", + "name": "Name", + "planet": "Planet", + "rank": "Rank", + "birthdate": "Birthdate", + "species": "Species", + "size": "Size", + "speed": "Speed", + "class": "Class", + "level": "Level", + "faction": "Faction", + "blessing": "Blessing", + "curse": "Curse", + "calling": "Calling", + "traits": "Traits", + "skills": "Skills", + "skills_list": "academia,alchemy,animalia,arts,charm,crafts,disguise,drive,empathy,fight,focus,impress,interface,intrusion,knavery,melee,observe,perform,pilot,remedy,shoot,sleight_of_hand,sneak,survival,tech_redemption,vigor", + "academia": "Academia", + "alchemy": "Alchemy", + "animalia": "Animalia", + "arts": "Arts", + "charm": "Charm", + "crafts": "Crafts", + "disguise": "Disguise", + "drive": "Drive", + "empathy": "Empathy", + "fight": "Fight", + "focus": "Focus", + "impress": "Impress", + "interface": "Interface", + "intrusion": "Intrusion", + "knavery": "Knavery", + "melee": "Melee", + "observe": "Observe", + "perform": "Perform", + "pilot": "Pilot", + "remedy": "Remedy", + "shoot": "Shoot", + "sleight_of_hand": "Sleight of Hand", + "sneak": "Sneak", + "survival": "Survival", + "tech_redemption": "Tech Redemption", + "vigor": "Vigor", + "body": "Body", + "strength": "Strength", + "dexterity": "Dexterity", + "endurance": "Endurance", + "mind": "Mind", + "wits": "Wits", + "perception": "Perception", + "will": "Will", + "spirit": "Spirit", + "presence": "Presence", + "intuition": "Intuition", + "faith": "Faith", + "occult": "Occult", + "psi": "Psi", + "urge": "Urge", + "theurgy": "Theurgy", + "hubris": "Hubris", + "resistances": "Resistances", + "resistance_modifier": "Mod.", + "armor": "Armor", + "armor_features": "Features", + "blaster_s": "Blstr.", + "flame_s": "Flm.", + "hard_s": "Hrd.", + "laser_s": "Lsr.", + "shock_s": "Shk.", + "slam_s": "Slm.", + "sonic_s": "Son.", + "e_shield": "E-Shield", + "e_shield_thresholds": "Thresholds", + "e_shield_hits": "Hits", + "vitality": "Vitality", + "rating": "Rating", + "current": "Current", + "revivals": "Revivals", + "number": "Number", + "states": "States", + "state": "State", + "resistance_s": "R.", + "state_resistance_info": "Hard (4) for a brief or temporary state; Demanding (6) for an enduring state + any VP spent by the state’s imposer", + "states_list": "deafened,blinded,dazed,desensitized,disoriented,dying,euphoric,fatigued,hearing_impaired,hindered,immobilized,incapacitated,mangled,nauseated,paralized,prone,seeing_impaired,stimulated,stunned,suspended,tormented,unconscious,afraid,angered,anxious,berserk,commanded,confused,deceived,enlightened,penalized,terrified,wowed,awed,befriended,castigated,convinced,daunted,divinely_inspired,entreated,guilty,humiliated,mesmerized,roused,acquisitive,bloodthirsty,cruel,destructive,heedless,hypercritical,indiscreet,industrious,inerrant,pretentious,protective,reckless,solicitous", + "physical_states": "Physical States", + "blinded": "Blinded", + "dazed": "Dazed", + "deafened": "Deafened", + "desensitized": "Desensitized", + "disoriented": "Disoriented", + "dying": "Dying", + "euphoric": "Euphoric", + "fatigued": "Fatigued", + "hearing_impaired": "Hearing Impaired", + "hindered": "Hindered", + "immobilized": "Immobilized", + "incapacitated": "Incapacitated", + "mangled": "Mangled", + "nauseated": "Nauseated", + "paralized": "Paralized", + "prone": "Prone", + "seeing_impaired": "Seeing Impaired", + "stimulated": "Stimulated", + "stunned": "Stunned", + "suspended": "Suspended", + "tormented": "Tormented", + "unconscious": "Unconscious", + "mental_states": "Mental States", + "afraid": "Afraid", + "angered": "Angered", + "anxious": "Anxious", + "berserk": "Berserk", + "commanded": "Commanded", + "confused": "Confused", + "deceived": "Deceived", + "enlightened": "Enlightened", + "penalized": "Penalized", + "terrified": "Terrified", + "wowed": "Wowed", + "social_states": "Social States", + "awed": "Awed", + "befriended": "Befriended", + "castigated": "Castigated", + "convinced": "Convinced", + "daunted": "Daunted", + "divinely_inspired": "Divinely Inspired", + "entreated": "Entreated", + "guilty": "Guilty", + "humiliated": "Humiliated", + "mesmerized": "Mesmerized", + "roused": "Roused", + "tech_compulsions": "Tech Compulsions", + "acquisitive": "Acquisitive", + "bloodthirsty": "Bloodthirsty", + "cruel": "Cruel", + "destructive": "Destructive", + "heedless": "Heedless", + "hypercritical": "Hypercritical", + "indiscreet": "Indiscreet", + "industrious": "Industrious", + "inerrant": "Inerrant", + "pretentious": "Pretentious", + "protective": "Protective", + "reckless": "Reckless", + "solicitous": "Solicitous", + "actions": "Actions", + "action": "Maneuver/Attack", + "characteristic": "Characteristic", + "skill": "Skill", + "goal_bonus_penalty": "Goal +/-", + "additional_goal_bonus_penalty": "Additional goal +/-", + "goal": "Goal", + "impact_notes": "Impact / Notes", + "vp_bank": "VP Bank", + "vp_bank_capacity": "Capacity", + "current_vp": "Current VP", + "current_wp": "Current WP", + "surge": "Surge", + "surge_rating": "Rating", + "surge_number": "Number", + "perks": "Perks", + "perk_name": "Perk", + "perk_notes": "Description / Notes", + "capabilities": "Capabilities", + "capability_name": "Capability", + "capability_notes": "Description / Notes", + "birthrights": "Birthrights", + "birthright_name": "Birthright", + "birthright_notes": "Description", + "possessions": "Possessions", + "techgnosis": "Techgnosis", + "carried_equipment": "Carried Equipment", + "tech_level_s": "TL", + "equipment_size": "Size", + "carried_weapons": "Carried Weapons", + "damage_s": "Dmg.", + "strength_s": "Str.", + "range_s": "Rng.", + "rate_of_fire_s": "RoF", + "ammunition_s": "Ammo", + "weapon_features": "Features", + "owned": "Owned", + "location": "Location", + "money": "Money", + "cash": "Cash", + "asset": "Asset", + "income": "Income", + "last_notes": "Last Notes", + "victory_points": "VP", + "failure": "Failure!", + "critical_failure": "Critical failure!", + "critical_success": "Critical success!", + "success": "Success!", + "notes": "Notes" +} diff --git a/Fading Suns 4th Edition - Pax Alexius/translations/ja.json b/Fading Suns 4th Edition - Pax Alexius/translations/ja.json new file mode 100644 index 0000000000..e3b1311c53 --- /dev/null +++ b/Fading Suns 4th Edition - Pax Alexius/translations/ja.json @@ -0,0 +1,199 @@ +{ + "computed_info": "{{0}}. Auto-computed.", + "numeric_input_with_default_info": "{{0}}. Default value: {{1}}.", + "restricted_skill_info": "{{0}}. Default value: 0. This skill is Restricted.", + "armor_proofing_info": "{{0}}. Click to enable.\nIf proofed against this damage type, the armor provides its full resistance,\notherwise only half (rounded down).", + "name": "Name", + "planet": "Planet", + "rank": "Rank", + "birthdate": "Birthdate", + "species": "Species", + "size": "Size", + "speed": "Speed", + "class": "Class", + "level": "Level", + "faction": "Faction", + "blessing": "Blessing", + "curse": "Curse", + "calling": "Calling", + "traits": "Traits", + "skills": "Skills", + "skills_list": "academia,alchemy,animalia,arts,charm,crafts,disguise,drive,empathy,fight,focus,impress,interface,intrusion,knavery,melee,observe,perform,pilot,remedy,shoot,sleight_of_hand,sneak,survival,tech_redemption,vigor", + "academia": "Academia", + "alchemy": "Alchemy", + "animalia": "Animalia", + "arts": "Arts", + "charm": "Charm", + "crafts": "Crafts", + "disguise": "Disguise", + "drive": "Drive", + "empathy": "Empathy", + "fight": "Fight", + "focus": "Focus", + "impress": "Impress", + "interface": "Interface", + "intrusion": "Intrusion", + "knavery": "Knavery", + "melee": "Melee", + "observe": "Observe", + "perform": "Perform", + "pilot": "Pilot", + "remedy": "Remedy", + "shoot": "Shoot", + "sleight_of_hand": "Sleight of Hand", + "sneak": "Sneak", + "survival": "Survival", + "tech_redemption": "Tech Redemption", + "vigor": "Vigor", + "body": "Body", + "strength": "Strength", + "dexterity": "Dexterity", + "endurance": "Endurance", + "mind": "Mind", + "wits": "Wits", + "perception": "Perception", + "will": "Will", + "spirit": "Spirit", + "presence": "Presence", + "intuition": "Intuition", + "faith": "Faith", + "occult": "Occult", + "psi": "Psi", + "urge": "Urge", + "theurgy": "Theurgy", + "hubris": "Hubris", + "resistances": "Resistances", + "resistance_modifier": "Mod.", + "armor": "Armor", + "armor_features": "Features", + "blaster_s": "Blstr.", + "flame_s": "Flm.", + "hard_s": "Hrd.", + "laser_s": "Lsr.", + "shock_s": "Shk.", + "slam_s": "Slm.", + "sonic_s": "Son.", + "e_shield": "E-Shield", + "e_shield_thresholds": "Thresholds", + "e_shield_hits": "Hits", + "vitality": "Vitality", + "rating": "Rating", + "current": "Current", + "revivals": "Revivals", + "number": "Number", + "states": "States", + "state": "State", + "resistance_s": "R.", + "state_resistance_info": "Hard (4) for a brief or temporary state; Demanding (6) for an enduring state + any VP spent by the state’s imposer", + "states_list": "deafened,blinded,dazed,desensitized,disoriented,dying,euphoric,fatigued,hearing_impaired,hindered,immobilized,incapacitated,mangled,nauseated,paralized,prone,seeing_impaired,stimulated,stunned,suspended,tormented,unconscious,afraid,angered,anxious,berserk,commanded,confused,deceived,enlightened,penalized,terrified,wowed,awed,befriended,castigated,convinced,daunted,divinely_inspired,entreated,guilty,humiliated,mesmerized,roused,acquisitive,bloodthirsty,cruel,destructive,heedless,hypercritical,indiscreet,industrious,inerrant,pretentious,protective,reckless,solicitous", + "physical_states": "Physical States", + "blinded": "Blinded", + "dazed": "Dazed", + "deafened": "Deafened", + "desensitized": "Desensitized", + "disoriented": "Disoriented", + "dying": "Dying", + "euphoric": "Euphoric", + "fatigued": "Fatigued", + "hearing_impaired": "Hearing Impaired", + "hindered": "Hindered", + "immobilized": "Immobilized", + "incapacitated": "Incapacitated", + "mangled": "Mangled", + "nauseated": "Nauseated", + "paralized": "Paralized", + "prone": "Prone", + "seeing_impaired": "Seeing Impaired", + "stimulated": "Stimulated", + "stunned": "Stunned", + "suspended": "Suspended", + "tormented": "Tormented", + "unconscious": "Unconscious", + "mental_states": "Mental States", + "afraid": "Afraid", + "angered": "Angered", + "anxious": "Anxious", + "berserk": "Berserk", + "commanded": "Commanded", + "confused": "Confused", + "deceived": "Deceived", + "enlightened": "Enlightened", + "penalized": "Penalized", + "terrified": "Terrified", + "wowed": "Wowed", + "social_states": "Social States", + "awed": "Awed", + "befriended": "Befriended", + "castigated": "Castigated", + "convinced": "Convinced", + "daunted": "Daunted", + "divinely_inspired": "Divinely Inspired", + "entreated": "Entreated", + "guilty": "Guilty", + "humiliated": "Humiliated", + "mesmerized": "Mesmerized", + "roused": "Roused", + "tech_compulsions": "Tech Compulsions", + "acquisitive": "Acquisitive", + "bloodthirsty": "Bloodthirsty", + "cruel": "Cruel", + "destructive": "Destructive", + "heedless": "Heedless", + "hypercritical": "Hypercritical", + "indiscreet": "Indiscreet", + "industrious": "Industrious", + "inerrant": "Inerrant", + "pretentious": "Pretentious", + "protective": "Protective", + "reckless": "Reckless", + "solicitous": "Solicitous", + "actions": "Actions", + "action": "Maneuver/Attack", + "characteristic": "Characteristic", + "skill": "Skill", + "goal_bonus_penalty": "Goal +/-", + "additional_goal_bonus_penalty": "Additional goal +/-", + "goal": "Goal", + "impact_notes": "Impact / Notes", + "vp_bank": "VP Bank", + "vp_bank_capacity": "Capacity", + "current_vp": "Current VP", + "current_wp": "Current WP", + "surge": "Surge", + "surge_rating": "Rating", + "surge_number": "Number", + "perks": "Perks", + "perk_name": "Perk", + "perk_notes": "Description / Notes", + "capabilities": "Capabilities", + "capability_name": "Capability", + "capability_notes": "Description / Notes", + "birthrights": "Birthrights", + "birthright_name": "Birthright", + "birthright_notes": "Description", + "possessions": "Possessions", + "techgnosis": "Techgnosis", + "carried_equipment": "Carried Equipment", + "tech_level_s": "TL", + "equipment_size": "Size", + "carried_weapons": "Carried Weapons", + "damage_s": "Dmg.", + "strength_s": "Str.", + "range_s": "Rng.", + "rate_of_fire_s": "RoF", + "ammunition_s": "Ammo", + "weapon_features": "Features", + "owned": "Owned", + "location": "Location", + "money": "Money", + "cash": "Cash", + "asset": "Asset", + "income": "Income", + "last_notes": "Last Notes", + "victory_points": "VP", + "failure": "Failure!", + "critical_failure": "Critical failure!", + "critical_success": "Critical success!", + "success": "Success!", + "notes": "Notes" +} diff --git a/Fading Suns 4th Edition - Pax Alexius/translations/ko.json b/Fading Suns 4th Edition - Pax Alexius/translations/ko.json new file mode 100644 index 0000000000..e3b1311c53 --- /dev/null +++ b/Fading Suns 4th Edition - Pax Alexius/translations/ko.json @@ -0,0 +1,199 @@ +{ + "computed_info": "{{0}}. Auto-computed.", + "numeric_input_with_default_info": "{{0}}. Default value: {{1}}.", + "restricted_skill_info": "{{0}}. Default value: 0. This skill is Restricted.", + "armor_proofing_info": "{{0}}. Click to enable.\nIf proofed against this damage type, the armor provides its full resistance,\notherwise only half (rounded down).", + "name": "Name", + "planet": "Planet", + "rank": "Rank", + "birthdate": "Birthdate", + "species": "Species", + "size": "Size", + "speed": "Speed", + "class": "Class", + "level": "Level", + "faction": "Faction", + "blessing": "Blessing", + "curse": "Curse", + "calling": "Calling", + "traits": "Traits", + "skills": "Skills", + "skills_list": "academia,alchemy,animalia,arts,charm,crafts,disguise,drive,empathy,fight,focus,impress,interface,intrusion,knavery,melee,observe,perform,pilot,remedy,shoot,sleight_of_hand,sneak,survival,tech_redemption,vigor", + "academia": "Academia", + "alchemy": "Alchemy", + "animalia": "Animalia", + "arts": "Arts", + "charm": "Charm", + "crafts": "Crafts", + "disguise": "Disguise", + "drive": "Drive", + "empathy": "Empathy", + "fight": "Fight", + "focus": "Focus", + "impress": "Impress", + "interface": "Interface", + "intrusion": "Intrusion", + "knavery": "Knavery", + "melee": "Melee", + "observe": "Observe", + "perform": "Perform", + "pilot": "Pilot", + "remedy": "Remedy", + "shoot": "Shoot", + "sleight_of_hand": "Sleight of Hand", + "sneak": "Sneak", + "survival": "Survival", + "tech_redemption": "Tech Redemption", + "vigor": "Vigor", + "body": "Body", + "strength": "Strength", + "dexterity": "Dexterity", + "endurance": "Endurance", + "mind": "Mind", + "wits": "Wits", + "perception": "Perception", + "will": "Will", + "spirit": "Spirit", + "presence": "Presence", + "intuition": "Intuition", + "faith": "Faith", + "occult": "Occult", + "psi": "Psi", + "urge": "Urge", + "theurgy": "Theurgy", + "hubris": "Hubris", + "resistances": "Resistances", + "resistance_modifier": "Mod.", + "armor": "Armor", + "armor_features": "Features", + "blaster_s": "Blstr.", + "flame_s": "Flm.", + "hard_s": "Hrd.", + "laser_s": "Lsr.", + "shock_s": "Shk.", + "slam_s": "Slm.", + "sonic_s": "Son.", + "e_shield": "E-Shield", + "e_shield_thresholds": "Thresholds", + "e_shield_hits": "Hits", + "vitality": "Vitality", + "rating": "Rating", + "current": "Current", + "revivals": "Revivals", + "number": "Number", + "states": "States", + "state": "State", + "resistance_s": "R.", + "state_resistance_info": "Hard (4) for a brief or temporary state; Demanding (6) for an enduring state + any VP spent by the state’s imposer", + "states_list": "deafened,blinded,dazed,desensitized,disoriented,dying,euphoric,fatigued,hearing_impaired,hindered,immobilized,incapacitated,mangled,nauseated,paralized,prone,seeing_impaired,stimulated,stunned,suspended,tormented,unconscious,afraid,angered,anxious,berserk,commanded,confused,deceived,enlightened,penalized,terrified,wowed,awed,befriended,castigated,convinced,daunted,divinely_inspired,entreated,guilty,humiliated,mesmerized,roused,acquisitive,bloodthirsty,cruel,destructive,heedless,hypercritical,indiscreet,industrious,inerrant,pretentious,protective,reckless,solicitous", + "physical_states": "Physical States", + "blinded": "Blinded", + "dazed": "Dazed", + "deafened": "Deafened", + "desensitized": "Desensitized", + "disoriented": "Disoriented", + "dying": "Dying", + "euphoric": "Euphoric", + "fatigued": "Fatigued", + "hearing_impaired": "Hearing Impaired", + "hindered": "Hindered", + "immobilized": "Immobilized", + "incapacitated": "Incapacitated", + "mangled": "Mangled", + "nauseated": "Nauseated", + "paralized": "Paralized", + "prone": "Prone", + "seeing_impaired": "Seeing Impaired", + "stimulated": "Stimulated", + "stunned": "Stunned", + "suspended": "Suspended", + "tormented": "Tormented", + "unconscious": "Unconscious", + "mental_states": "Mental States", + "afraid": "Afraid", + "angered": "Angered", + "anxious": "Anxious", + "berserk": "Berserk", + "commanded": "Commanded", + "confused": "Confused", + "deceived": "Deceived", + "enlightened": "Enlightened", + "penalized": "Penalized", + "terrified": "Terrified", + "wowed": "Wowed", + "social_states": "Social States", + "awed": "Awed", + "befriended": "Befriended", + "castigated": "Castigated", + "convinced": "Convinced", + "daunted": "Daunted", + "divinely_inspired": "Divinely Inspired", + "entreated": "Entreated", + "guilty": "Guilty", + "humiliated": "Humiliated", + "mesmerized": "Mesmerized", + "roused": "Roused", + "tech_compulsions": "Tech Compulsions", + "acquisitive": "Acquisitive", + "bloodthirsty": "Bloodthirsty", + "cruel": "Cruel", + "destructive": "Destructive", + "heedless": "Heedless", + "hypercritical": "Hypercritical", + "indiscreet": "Indiscreet", + "industrious": "Industrious", + "inerrant": "Inerrant", + "pretentious": "Pretentious", + "protective": "Protective", + "reckless": "Reckless", + "solicitous": "Solicitous", + "actions": "Actions", + "action": "Maneuver/Attack", + "characteristic": "Characteristic", + "skill": "Skill", + "goal_bonus_penalty": "Goal +/-", + "additional_goal_bonus_penalty": "Additional goal +/-", + "goal": "Goal", + "impact_notes": "Impact / Notes", + "vp_bank": "VP Bank", + "vp_bank_capacity": "Capacity", + "current_vp": "Current VP", + "current_wp": "Current WP", + "surge": "Surge", + "surge_rating": "Rating", + "surge_number": "Number", + "perks": "Perks", + "perk_name": "Perk", + "perk_notes": "Description / Notes", + "capabilities": "Capabilities", + "capability_name": "Capability", + "capability_notes": "Description / Notes", + "birthrights": "Birthrights", + "birthright_name": "Birthright", + "birthright_notes": "Description", + "possessions": "Possessions", + "techgnosis": "Techgnosis", + "carried_equipment": "Carried Equipment", + "tech_level_s": "TL", + "equipment_size": "Size", + "carried_weapons": "Carried Weapons", + "damage_s": "Dmg.", + "strength_s": "Str.", + "range_s": "Rng.", + "rate_of_fire_s": "RoF", + "ammunition_s": "Ammo", + "weapon_features": "Features", + "owned": "Owned", + "location": "Location", + "money": "Money", + "cash": "Cash", + "asset": "Asset", + "income": "Income", + "last_notes": "Last Notes", + "victory_points": "VP", + "failure": "Failure!", + "critical_failure": "Critical failure!", + "critical_success": "Critical success!", + "success": "Success!", + "notes": "Notes" +} diff --git a/Fading Suns 4th Edition - Pax Alexius/translations/nl.json b/Fading Suns 4th Edition - Pax Alexius/translations/nl.json new file mode 100644 index 0000000000..e3b1311c53 --- /dev/null +++ b/Fading Suns 4th Edition - Pax Alexius/translations/nl.json @@ -0,0 +1,199 @@ +{ + "computed_info": "{{0}}. Auto-computed.", + "numeric_input_with_default_info": "{{0}}. Default value: {{1}}.", + "restricted_skill_info": "{{0}}. Default value: 0. This skill is Restricted.", + "armor_proofing_info": "{{0}}. Click to enable.\nIf proofed against this damage type, the armor provides its full resistance,\notherwise only half (rounded down).", + "name": "Name", + "planet": "Planet", + "rank": "Rank", + "birthdate": "Birthdate", + "species": "Species", + "size": "Size", + "speed": "Speed", + "class": "Class", + "level": "Level", + "faction": "Faction", + "blessing": "Blessing", + "curse": "Curse", + "calling": "Calling", + "traits": "Traits", + "skills": "Skills", + "skills_list": "academia,alchemy,animalia,arts,charm,crafts,disguise,drive,empathy,fight,focus,impress,interface,intrusion,knavery,melee,observe,perform,pilot,remedy,shoot,sleight_of_hand,sneak,survival,tech_redemption,vigor", + "academia": "Academia", + "alchemy": "Alchemy", + "animalia": "Animalia", + "arts": "Arts", + "charm": "Charm", + "crafts": "Crafts", + "disguise": "Disguise", + "drive": "Drive", + "empathy": "Empathy", + "fight": "Fight", + "focus": "Focus", + "impress": "Impress", + "interface": "Interface", + "intrusion": "Intrusion", + "knavery": "Knavery", + "melee": "Melee", + "observe": "Observe", + "perform": "Perform", + "pilot": "Pilot", + "remedy": "Remedy", + "shoot": "Shoot", + "sleight_of_hand": "Sleight of Hand", + "sneak": "Sneak", + "survival": "Survival", + "tech_redemption": "Tech Redemption", + "vigor": "Vigor", + "body": "Body", + "strength": "Strength", + "dexterity": "Dexterity", + "endurance": "Endurance", + "mind": "Mind", + "wits": "Wits", + "perception": "Perception", + "will": "Will", + "spirit": "Spirit", + "presence": "Presence", + "intuition": "Intuition", + "faith": "Faith", + "occult": "Occult", + "psi": "Psi", + "urge": "Urge", + "theurgy": "Theurgy", + "hubris": "Hubris", + "resistances": "Resistances", + "resistance_modifier": "Mod.", + "armor": "Armor", + "armor_features": "Features", + "blaster_s": "Blstr.", + "flame_s": "Flm.", + "hard_s": "Hrd.", + "laser_s": "Lsr.", + "shock_s": "Shk.", + "slam_s": "Slm.", + "sonic_s": "Son.", + "e_shield": "E-Shield", + "e_shield_thresholds": "Thresholds", + "e_shield_hits": "Hits", + "vitality": "Vitality", + "rating": "Rating", + "current": "Current", + "revivals": "Revivals", + "number": "Number", + "states": "States", + "state": "State", + "resistance_s": "R.", + "state_resistance_info": "Hard (4) for a brief or temporary state; Demanding (6) for an enduring state + any VP spent by the state’s imposer", + "states_list": "deafened,blinded,dazed,desensitized,disoriented,dying,euphoric,fatigued,hearing_impaired,hindered,immobilized,incapacitated,mangled,nauseated,paralized,prone,seeing_impaired,stimulated,stunned,suspended,tormented,unconscious,afraid,angered,anxious,berserk,commanded,confused,deceived,enlightened,penalized,terrified,wowed,awed,befriended,castigated,convinced,daunted,divinely_inspired,entreated,guilty,humiliated,mesmerized,roused,acquisitive,bloodthirsty,cruel,destructive,heedless,hypercritical,indiscreet,industrious,inerrant,pretentious,protective,reckless,solicitous", + "physical_states": "Physical States", + "blinded": "Blinded", + "dazed": "Dazed", + "deafened": "Deafened", + "desensitized": "Desensitized", + "disoriented": "Disoriented", + "dying": "Dying", + "euphoric": "Euphoric", + "fatigued": "Fatigued", + "hearing_impaired": "Hearing Impaired", + "hindered": "Hindered", + "immobilized": "Immobilized", + "incapacitated": "Incapacitated", + "mangled": "Mangled", + "nauseated": "Nauseated", + "paralized": "Paralized", + "prone": "Prone", + "seeing_impaired": "Seeing Impaired", + "stimulated": "Stimulated", + "stunned": "Stunned", + "suspended": "Suspended", + "tormented": "Tormented", + "unconscious": "Unconscious", + "mental_states": "Mental States", + "afraid": "Afraid", + "angered": "Angered", + "anxious": "Anxious", + "berserk": "Berserk", + "commanded": "Commanded", + "confused": "Confused", + "deceived": "Deceived", + "enlightened": "Enlightened", + "penalized": "Penalized", + "terrified": "Terrified", + "wowed": "Wowed", + "social_states": "Social States", + "awed": "Awed", + "befriended": "Befriended", + "castigated": "Castigated", + "convinced": "Convinced", + "daunted": "Daunted", + "divinely_inspired": "Divinely Inspired", + "entreated": "Entreated", + "guilty": "Guilty", + "humiliated": "Humiliated", + "mesmerized": "Mesmerized", + "roused": "Roused", + "tech_compulsions": "Tech Compulsions", + "acquisitive": "Acquisitive", + "bloodthirsty": "Bloodthirsty", + "cruel": "Cruel", + "destructive": "Destructive", + "heedless": "Heedless", + "hypercritical": "Hypercritical", + "indiscreet": "Indiscreet", + "industrious": "Industrious", + "inerrant": "Inerrant", + "pretentious": "Pretentious", + "protective": "Protective", + "reckless": "Reckless", + "solicitous": "Solicitous", + "actions": "Actions", + "action": "Maneuver/Attack", + "characteristic": "Characteristic", + "skill": "Skill", + "goal_bonus_penalty": "Goal +/-", + "additional_goal_bonus_penalty": "Additional goal +/-", + "goal": "Goal", + "impact_notes": "Impact / Notes", + "vp_bank": "VP Bank", + "vp_bank_capacity": "Capacity", + "current_vp": "Current VP", + "current_wp": "Current WP", + "surge": "Surge", + "surge_rating": "Rating", + "surge_number": "Number", + "perks": "Perks", + "perk_name": "Perk", + "perk_notes": "Description / Notes", + "capabilities": "Capabilities", + "capability_name": "Capability", + "capability_notes": "Description / Notes", + "birthrights": "Birthrights", + "birthright_name": "Birthright", + "birthright_notes": "Description", + "possessions": "Possessions", + "techgnosis": "Techgnosis", + "carried_equipment": "Carried Equipment", + "tech_level_s": "TL", + "equipment_size": "Size", + "carried_weapons": "Carried Weapons", + "damage_s": "Dmg.", + "strength_s": "Str.", + "range_s": "Rng.", + "rate_of_fire_s": "RoF", + "ammunition_s": "Ammo", + "weapon_features": "Features", + "owned": "Owned", + "location": "Location", + "money": "Money", + "cash": "Cash", + "asset": "Asset", + "income": "Income", + "last_notes": "Last Notes", + "victory_points": "VP", + "failure": "Failure!", + "critical_failure": "Critical failure!", + "critical_success": "Critical success!", + "success": "Success!", + "notes": "Notes" +} diff --git a/Fading Suns 4th Edition - Pax Alexius/translations/pl.json b/Fading Suns 4th Edition - Pax Alexius/translations/pl.json new file mode 100644 index 0000000000..e3b1311c53 --- /dev/null +++ b/Fading Suns 4th Edition - Pax Alexius/translations/pl.json @@ -0,0 +1,199 @@ +{ + "computed_info": "{{0}}. Auto-computed.", + "numeric_input_with_default_info": "{{0}}. Default value: {{1}}.", + "restricted_skill_info": "{{0}}. Default value: 0. This skill is Restricted.", + "armor_proofing_info": "{{0}}. Click to enable.\nIf proofed against this damage type, the armor provides its full resistance,\notherwise only half (rounded down).", + "name": "Name", + "planet": "Planet", + "rank": "Rank", + "birthdate": "Birthdate", + "species": "Species", + "size": "Size", + "speed": "Speed", + "class": "Class", + "level": "Level", + "faction": "Faction", + "blessing": "Blessing", + "curse": "Curse", + "calling": "Calling", + "traits": "Traits", + "skills": "Skills", + "skills_list": "academia,alchemy,animalia,arts,charm,crafts,disguise,drive,empathy,fight,focus,impress,interface,intrusion,knavery,melee,observe,perform,pilot,remedy,shoot,sleight_of_hand,sneak,survival,tech_redemption,vigor", + "academia": "Academia", + "alchemy": "Alchemy", + "animalia": "Animalia", + "arts": "Arts", + "charm": "Charm", + "crafts": "Crafts", + "disguise": "Disguise", + "drive": "Drive", + "empathy": "Empathy", + "fight": "Fight", + "focus": "Focus", + "impress": "Impress", + "interface": "Interface", + "intrusion": "Intrusion", + "knavery": "Knavery", + "melee": "Melee", + "observe": "Observe", + "perform": "Perform", + "pilot": "Pilot", + "remedy": "Remedy", + "shoot": "Shoot", + "sleight_of_hand": "Sleight of Hand", + "sneak": "Sneak", + "survival": "Survival", + "tech_redemption": "Tech Redemption", + "vigor": "Vigor", + "body": "Body", + "strength": "Strength", + "dexterity": "Dexterity", + "endurance": "Endurance", + "mind": "Mind", + "wits": "Wits", + "perception": "Perception", + "will": "Will", + "spirit": "Spirit", + "presence": "Presence", + "intuition": "Intuition", + "faith": "Faith", + "occult": "Occult", + "psi": "Psi", + "urge": "Urge", + "theurgy": "Theurgy", + "hubris": "Hubris", + "resistances": "Resistances", + "resistance_modifier": "Mod.", + "armor": "Armor", + "armor_features": "Features", + "blaster_s": "Blstr.", + "flame_s": "Flm.", + "hard_s": "Hrd.", + "laser_s": "Lsr.", + "shock_s": "Shk.", + "slam_s": "Slm.", + "sonic_s": "Son.", + "e_shield": "E-Shield", + "e_shield_thresholds": "Thresholds", + "e_shield_hits": "Hits", + "vitality": "Vitality", + "rating": "Rating", + "current": "Current", + "revivals": "Revivals", + "number": "Number", + "states": "States", + "state": "State", + "resistance_s": "R.", + "state_resistance_info": "Hard (4) for a brief or temporary state; Demanding (6) for an enduring state + any VP spent by the state’s imposer", + "states_list": "deafened,blinded,dazed,desensitized,disoriented,dying,euphoric,fatigued,hearing_impaired,hindered,immobilized,incapacitated,mangled,nauseated,paralized,prone,seeing_impaired,stimulated,stunned,suspended,tormented,unconscious,afraid,angered,anxious,berserk,commanded,confused,deceived,enlightened,penalized,terrified,wowed,awed,befriended,castigated,convinced,daunted,divinely_inspired,entreated,guilty,humiliated,mesmerized,roused,acquisitive,bloodthirsty,cruel,destructive,heedless,hypercritical,indiscreet,industrious,inerrant,pretentious,protective,reckless,solicitous", + "physical_states": "Physical States", + "blinded": "Blinded", + "dazed": "Dazed", + "deafened": "Deafened", + "desensitized": "Desensitized", + "disoriented": "Disoriented", + "dying": "Dying", + "euphoric": "Euphoric", + "fatigued": "Fatigued", + "hearing_impaired": "Hearing Impaired", + "hindered": "Hindered", + "immobilized": "Immobilized", + "incapacitated": "Incapacitated", + "mangled": "Mangled", + "nauseated": "Nauseated", + "paralized": "Paralized", + "prone": "Prone", + "seeing_impaired": "Seeing Impaired", + "stimulated": "Stimulated", + "stunned": "Stunned", + "suspended": "Suspended", + "tormented": "Tormented", + "unconscious": "Unconscious", + "mental_states": "Mental States", + "afraid": "Afraid", + "angered": "Angered", + "anxious": "Anxious", + "berserk": "Berserk", + "commanded": "Commanded", + "confused": "Confused", + "deceived": "Deceived", + "enlightened": "Enlightened", + "penalized": "Penalized", + "terrified": "Terrified", + "wowed": "Wowed", + "social_states": "Social States", + "awed": "Awed", + "befriended": "Befriended", + "castigated": "Castigated", + "convinced": "Convinced", + "daunted": "Daunted", + "divinely_inspired": "Divinely Inspired", + "entreated": "Entreated", + "guilty": "Guilty", + "humiliated": "Humiliated", + "mesmerized": "Mesmerized", + "roused": "Roused", + "tech_compulsions": "Tech Compulsions", + "acquisitive": "Acquisitive", + "bloodthirsty": "Bloodthirsty", + "cruel": "Cruel", + "destructive": "Destructive", + "heedless": "Heedless", + "hypercritical": "Hypercritical", + "indiscreet": "Indiscreet", + "industrious": "Industrious", + "inerrant": "Inerrant", + "pretentious": "Pretentious", + "protective": "Protective", + "reckless": "Reckless", + "solicitous": "Solicitous", + "actions": "Actions", + "action": "Maneuver/Attack", + "characteristic": "Characteristic", + "skill": "Skill", + "goal_bonus_penalty": "Goal +/-", + "additional_goal_bonus_penalty": "Additional goal +/-", + "goal": "Goal", + "impact_notes": "Impact / Notes", + "vp_bank": "VP Bank", + "vp_bank_capacity": "Capacity", + "current_vp": "Current VP", + "current_wp": "Current WP", + "surge": "Surge", + "surge_rating": "Rating", + "surge_number": "Number", + "perks": "Perks", + "perk_name": "Perk", + "perk_notes": "Description / Notes", + "capabilities": "Capabilities", + "capability_name": "Capability", + "capability_notes": "Description / Notes", + "birthrights": "Birthrights", + "birthright_name": "Birthright", + "birthright_notes": "Description", + "possessions": "Possessions", + "techgnosis": "Techgnosis", + "carried_equipment": "Carried Equipment", + "tech_level_s": "TL", + "equipment_size": "Size", + "carried_weapons": "Carried Weapons", + "damage_s": "Dmg.", + "strength_s": "Str.", + "range_s": "Rng.", + "rate_of_fire_s": "RoF", + "ammunition_s": "Ammo", + "weapon_features": "Features", + "owned": "Owned", + "location": "Location", + "money": "Money", + "cash": "Cash", + "asset": "Asset", + "income": "Income", + "last_notes": "Last Notes", + "victory_points": "VP", + "failure": "Failure!", + "critical_failure": "Critical failure!", + "critical_success": "Critical success!", + "success": "Success!", + "notes": "Notes" +} diff --git a/Fading Suns 4th Edition - Pax Alexius/translations/pt.json b/Fading Suns 4th Edition - Pax Alexius/translations/pt.json new file mode 100644 index 0000000000..e3b1311c53 --- /dev/null +++ b/Fading Suns 4th Edition - Pax Alexius/translations/pt.json @@ -0,0 +1,199 @@ +{ + "computed_info": "{{0}}. Auto-computed.", + "numeric_input_with_default_info": "{{0}}. Default value: {{1}}.", + "restricted_skill_info": "{{0}}. Default value: 0. This skill is Restricted.", + "armor_proofing_info": "{{0}}. Click to enable.\nIf proofed against this damage type, the armor provides its full resistance,\notherwise only half (rounded down).", + "name": "Name", + "planet": "Planet", + "rank": "Rank", + "birthdate": "Birthdate", + "species": "Species", + "size": "Size", + "speed": "Speed", + "class": "Class", + "level": "Level", + "faction": "Faction", + "blessing": "Blessing", + "curse": "Curse", + "calling": "Calling", + "traits": "Traits", + "skills": "Skills", + "skills_list": "academia,alchemy,animalia,arts,charm,crafts,disguise,drive,empathy,fight,focus,impress,interface,intrusion,knavery,melee,observe,perform,pilot,remedy,shoot,sleight_of_hand,sneak,survival,tech_redemption,vigor", + "academia": "Academia", + "alchemy": "Alchemy", + "animalia": "Animalia", + "arts": "Arts", + "charm": "Charm", + "crafts": "Crafts", + "disguise": "Disguise", + "drive": "Drive", + "empathy": "Empathy", + "fight": "Fight", + "focus": "Focus", + "impress": "Impress", + "interface": "Interface", + "intrusion": "Intrusion", + "knavery": "Knavery", + "melee": "Melee", + "observe": "Observe", + "perform": "Perform", + "pilot": "Pilot", + "remedy": "Remedy", + "shoot": "Shoot", + "sleight_of_hand": "Sleight of Hand", + "sneak": "Sneak", + "survival": "Survival", + "tech_redemption": "Tech Redemption", + "vigor": "Vigor", + "body": "Body", + "strength": "Strength", + "dexterity": "Dexterity", + "endurance": "Endurance", + "mind": "Mind", + "wits": "Wits", + "perception": "Perception", + "will": "Will", + "spirit": "Spirit", + "presence": "Presence", + "intuition": "Intuition", + "faith": "Faith", + "occult": "Occult", + "psi": "Psi", + "urge": "Urge", + "theurgy": "Theurgy", + "hubris": "Hubris", + "resistances": "Resistances", + "resistance_modifier": "Mod.", + "armor": "Armor", + "armor_features": "Features", + "blaster_s": "Blstr.", + "flame_s": "Flm.", + "hard_s": "Hrd.", + "laser_s": "Lsr.", + "shock_s": "Shk.", + "slam_s": "Slm.", + "sonic_s": "Son.", + "e_shield": "E-Shield", + "e_shield_thresholds": "Thresholds", + "e_shield_hits": "Hits", + "vitality": "Vitality", + "rating": "Rating", + "current": "Current", + "revivals": "Revivals", + "number": "Number", + "states": "States", + "state": "State", + "resistance_s": "R.", + "state_resistance_info": "Hard (4) for a brief or temporary state; Demanding (6) for an enduring state + any VP spent by the state’s imposer", + "states_list": "deafened,blinded,dazed,desensitized,disoriented,dying,euphoric,fatigued,hearing_impaired,hindered,immobilized,incapacitated,mangled,nauseated,paralized,prone,seeing_impaired,stimulated,stunned,suspended,tormented,unconscious,afraid,angered,anxious,berserk,commanded,confused,deceived,enlightened,penalized,terrified,wowed,awed,befriended,castigated,convinced,daunted,divinely_inspired,entreated,guilty,humiliated,mesmerized,roused,acquisitive,bloodthirsty,cruel,destructive,heedless,hypercritical,indiscreet,industrious,inerrant,pretentious,protective,reckless,solicitous", + "physical_states": "Physical States", + "blinded": "Blinded", + "dazed": "Dazed", + "deafened": "Deafened", + "desensitized": "Desensitized", + "disoriented": "Disoriented", + "dying": "Dying", + "euphoric": "Euphoric", + "fatigued": "Fatigued", + "hearing_impaired": "Hearing Impaired", + "hindered": "Hindered", + "immobilized": "Immobilized", + "incapacitated": "Incapacitated", + "mangled": "Mangled", + "nauseated": "Nauseated", + "paralized": "Paralized", + "prone": "Prone", + "seeing_impaired": "Seeing Impaired", + "stimulated": "Stimulated", + "stunned": "Stunned", + "suspended": "Suspended", + "tormented": "Tormented", + "unconscious": "Unconscious", + "mental_states": "Mental States", + "afraid": "Afraid", + "angered": "Angered", + "anxious": "Anxious", + "berserk": "Berserk", + "commanded": "Commanded", + "confused": "Confused", + "deceived": "Deceived", + "enlightened": "Enlightened", + "penalized": "Penalized", + "terrified": "Terrified", + "wowed": "Wowed", + "social_states": "Social States", + "awed": "Awed", + "befriended": "Befriended", + "castigated": "Castigated", + "convinced": "Convinced", + "daunted": "Daunted", + "divinely_inspired": "Divinely Inspired", + "entreated": "Entreated", + "guilty": "Guilty", + "humiliated": "Humiliated", + "mesmerized": "Mesmerized", + "roused": "Roused", + "tech_compulsions": "Tech Compulsions", + "acquisitive": "Acquisitive", + "bloodthirsty": "Bloodthirsty", + "cruel": "Cruel", + "destructive": "Destructive", + "heedless": "Heedless", + "hypercritical": "Hypercritical", + "indiscreet": "Indiscreet", + "industrious": "Industrious", + "inerrant": "Inerrant", + "pretentious": "Pretentious", + "protective": "Protective", + "reckless": "Reckless", + "solicitous": "Solicitous", + "actions": "Actions", + "action": "Maneuver/Attack", + "characteristic": "Characteristic", + "skill": "Skill", + "goal_bonus_penalty": "Goal +/-", + "additional_goal_bonus_penalty": "Additional goal +/-", + "goal": "Goal", + "impact_notes": "Impact / Notes", + "vp_bank": "VP Bank", + "vp_bank_capacity": "Capacity", + "current_vp": "Current VP", + "current_wp": "Current WP", + "surge": "Surge", + "surge_rating": "Rating", + "surge_number": "Number", + "perks": "Perks", + "perk_name": "Perk", + "perk_notes": "Description / Notes", + "capabilities": "Capabilities", + "capability_name": "Capability", + "capability_notes": "Description / Notes", + "birthrights": "Birthrights", + "birthright_name": "Birthright", + "birthright_notes": "Description", + "possessions": "Possessions", + "techgnosis": "Techgnosis", + "carried_equipment": "Carried Equipment", + "tech_level_s": "TL", + "equipment_size": "Size", + "carried_weapons": "Carried Weapons", + "damage_s": "Dmg.", + "strength_s": "Str.", + "range_s": "Rng.", + "rate_of_fire_s": "RoF", + "ammunition_s": "Ammo", + "weapon_features": "Features", + "owned": "Owned", + "location": "Location", + "money": "Money", + "cash": "Cash", + "asset": "Asset", + "income": "Income", + "last_notes": "Last Notes", + "victory_points": "VP", + "failure": "Failure!", + "critical_failure": "Critical failure!", + "critical_success": "Critical success!", + "success": "Success!", + "notes": "Notes" +} diff --git a/Fading Suns 4th Edition - Pax Alexius/translations/ru.json b/Fading Suns 4th Edition - Pax Alexius/translations/ru.json new file mode 100644 index 0000000000..e3b1311c53 --- /dev/null +++ b/Fading Suns 4th Edition - Pax Alexius/translations/ru.json @@ -0,0 +1,199 @@ +{ + "computed_info": "{{0}}. Auto-computed.", + "numeric_input_with_default_info": "{{0}}. Default value: {{1}}.", + "restricted_skill_info": "{{0}}. Default value: 0. This skill is Restricted.", + "armor_proofing_info": "{{0}}. Click to enable.\nIf proofed against this damage type, the armor provides its full resistance,\notherwise only half (rounded down).", + "name": "Name", + "planet": "Planet", + "rank": "Rank", + "birthdate": "Birthdate", + "species": "Species", + "size": "Size", + "speed": "Speed", + "class": "Class", + "level": "Level", + "faction": "Faction", + "blessing": "Blessing", + "curse": "Curse", + "calling": "Calling", + "traits": "Traits", + "skills": "Skills", + "skills_list": "academia,alchemy,animalia,arts,charm,crafts,disguise,drive,empathy,fight,focus,impress,interface,intrusion,knavery,melee,observe,perform,pilot,remedy,shoot,sleight_of_hand,sneak,survival,tech_redemption,vigor", + "academia": "Academia", + "alchemy": "Alchemy", + "animalia": "Animalia", + "arts": "Arts", + "charm": "Charm", + "crafts": "Crafts", + "disguise": "Disguise", + "drive": "Drive", + "empathy": "Empathy", + "fight": "Fight", + "focus": "Focus", + "impress": "Impress", + "interface": "Interface", + "intrusion": "Intrusion", + "knavery": "Knavery", + "melee": "Melee", + "observe": "Observe", + "perform": "Perform", + "pilot": "Pilot", + "remedy": "Remedy", + "shoot": "Shoot", + "sleight_of_hand": "Sleight of Hand", + "sneak": "Sneak", + "survival": "Survival", + "tech_redemption": "Tech Redemption", + "vigor": "Vigor", + "body": "Body", + "strength": "Strength", + "dexterity": "Dexterity", + "endurance": "Endurance", + "mind": "Mind", + "wits": "Wits", + "perception": "Perception", + "will": "Will", + "spirit": "Spirit", + "presence": "Presence", + "intuition": "Intuition", + "faith": "Faith", + "occult": "Occult", + "psi": "Psi", + "urge": "Urge", + "theurgy": "Theurgy", + "hubris": "Hubris", + "resistances": "Resistances", + "resistance_modifier": "Mod.", + "armor": "Armor", + "armor_features": "Features", + "blaster_s": "Blstr.", + "flame_s": "Flm.", + "hard_s": "Hrd.", + "laser_s": "Lsr.", + "shock_s": "Shk.", + "slam_s": "Slm.", + "sonic_s": "Son.", + "e_shield": "E-Shield", + "e_shield_thresholds": "Thresholds", + "e_shield_hits": "Hits", + "vitality": "Vitality", + "rating": "Rating", + "current": "Current", + "revivals": "Revivals", + "number": "Number", + "states": "States", + "state": "State", + "resistance_s": "R.", + "state_resistance_info": "Hard (4) for a brief or temporary state; Demanding (6) for an enduring state + any VP spent by the state’s imposer", + "states_list": "deafened,blinded,dazed,desensitized,disoriented,dying,euphoric,fatigued,hearing_impaired,hindered,immobilized,incapacitated,mangled,nauseated,paralized,prone,seeing_impaired,stimulated,stunned,suspended,tormented,unconscious,afraid,angered,anxious,berserk,commanded,confused,deceived,enlightened,penalized,terrified,wowed,awed,befriended,castigated,convinced,daunted,divinely_inspired,entreated,guilty,humiliated,mesmerized,roused,acquisitive,bloodthirsty,cruel,destructive,heedless,hypercritical,indiscreet,industrious,inerrant,pretentious,protective,reckless,solicitous", + "physical_states": "Physical States", + "blinded": "Blinded", + "dazed": "Dazed", + "deafened": "Deafened", + "desensitized": "Desensitized", + "disoriented": "Disoriented", + "dying": "Dying", + "euphoric": "Euphoric", + "fatigued": "Fatigued", + "hearing_impaired": "Hearing Impaired", + "hindered": "Hindered", + "immobilized": "Immobilized", + "incapacitated": "Incapacitated", + "mangled": "Mangled", + "nauseated": "Nauseated", + "paralized": "Paralized", + "prone": "Prone", + "seeing_impaired": "Seeing Impaired", + "stimulated": "Stimulated", + "stunned": "Stunned", + "suspended": "Suspended", + "tormented": "Tormented", + "unconscious": "Unconscious", + "mental_states": "Mental States", + "afraid": "Afraid", + "angered": "Angered", + "anxious": "Anxious", + "berserk": "Berserk", + "commanded": "Commanded", + "confused": "Confused", + "deceived": "Deceived", + "enlightened": "Enlightened", + "penalized": "Penalized", + "terrified": "Terrified", + "wowed": "Wowed", + "social_states": "Social States", + "awed": "Awed", + "befriended": "Befriended", + "castigated": "Castigated", + "convinced": "Convinced", + "daunted": "Daunted", + "divinely_inspired": "Divinely Inspired", + "entreated": "Entreated", + "guilty": "Guilty", + "humiliated": "Humiliated", + "mesmerized": "Mesmerized", + "roused": "Roused", + "tech_compulsions": "Tech Compulsions", + "acquisitive": "Acquisitive", + "bloodthirsty": "Bloodthirsty", + "cruel": "Cruel", + "destructive": "Destructive", + "heedless": "Heedless", + "hypercritical": "Hypercritical", + "indiscreet": "Indiscreet", + "industrious": "Industrious", + "inerrant": "Inerrant", + "pretentious": "Pretentious", + "protective": "Protective", + "reckless": "Reckless", + "solicitous": "Solicitous", + "actions": "Actions", + "action": "Maneuver/Attack", + "characteristic": "Characteristic", + "skill": "Skill", + "goal_bonus_penalty": "Goal +/-", + "additional_goal_bonus_penalty": "Additional goal +/-", + "goal": "Goal", + "impact_notes": "Impact / Notes", + "vp_bank": "VP Bank", + "vp_bank_capacity": "Capacity", + "current_vp": "Current VP", + "current_wp": "Current WP", + "surge": "Surge", + "surge_rating": "Rating", + "surge_number": "Number", + "perks": "Perks", + "perk_name": "Perk", + "perk_notes": "Description / Notes", + "capabilities": "Capabilities", + "capability_name": "Capability", + "capability_notes": "Description / Notes", + "birthrights": "Birthrights", + "birthright_name": "Birthright", + "birthright_notes": "Description", + "possessions": "Possessions", + "techgnosis": "Techgnosis", + "carried_equipment": "Carried Equipment", + "tech_level_s": "TL", + "equipment_size": "Size", + "carried_weapons": "Carried Weapons", + "damage_s": "Dmg.", + "strength_s": "Str.", + "range_s": "Rng.", + "rate_of_fire_s": "RoF", + "ammunition_s": "Ammo", + "weapon_features": "Features", + "owned": "Owned", + "location": "Location", + "money": "Money", + "cash": "Cash", + "asset": "Asset", + "income": "Income", + "last_notes": "Last Notes", + "victory_points": "VP", + "failure": "Failure!", + "critical_failure": "Critical failure!", + "critical_success": "Critical success!", + "success": "Success!", + "notes": "Notes" +} diff --git a/Fading Suns 4th Edition - Pax Alexius/translations/sv.json b/Fading Suns 4th Edition - Pax Alexius/translations/sv.json new file mode 100644 index 0000000000..e3b1311c53 --- /dev/null +++ b/Fading Suns 4th Edition - Pax Alexius/translations/sv.json @@ -0,0 +1,199 @@ +{ + "computed_info": "{{0}}. Auto-computed.", + "numeric_input_with_default_info": "{{0}}. Default value: {{1}}.", + "restricted_skill_info": "{{0}}. Default value: 0. This skill is Restricted.", + "armor_proofing_info": "{{0}}. Click to enable.\nIf proofed against this damage type, the armor provides its full resistance,\notherwise only half (rounded down).", + "name": "Name", + "planet": "Planet", + "rank": "Rank", + "birthdate": "Birthdate", + "species": "Species", + "size": "Size", + "speed": "Speed", + "class": "Class", + "level": "Level", + "faction": "Faction", + "blessing": "Blessing", + "curse": "Curse", + "calling": "Calling", + "traits": "Traits", + "skills": "Skills", + "skills_list": "academia,alchemy,animalia,arts,charm,crafts,disguise,drive,empathy,fight,focus,impress,interface,intrusion,knavery,melee,observe,perform,pilot,remedy,shoot,sleight_of_hand,sneak,survival,tech_redemption,vigor", + "academia": "Academia", + "alchemy": "Alchemy", + "animalia": "Animalia", + "arts": "Arts", + "charm": "Charm", + "crafts": "Crafts", + "disguise": "Disguise", + "drive": "Drive", + "empathy": "Empathy", + "fight": "Fight", + "focus": "Focus", + "impress": "Impress", + "interface": "Interface", + "intrusion": "Intrusion", + "knavery": "Knavery", + "melee": "Melee", + "observe": "Observe", + "perform": "Perform", + "pilot": "Pilot", + "remedy": "Remedy", + "shoot": "Shoot", + "sleight_of_hand": "Sleight of Hand", + "sneak": "Sneak", + "survival": "Survival", + "tech_redemption": "Tech Redemption", + "vigor": "Vigor", + "body": "Body", + "strength": "Strength", + "dexterity": "Dexterity", + "endurance": "Endurance", + "mind": "Mind", + "wits": "Wits", + "perception": "Perception", + "will": "Will", + "spirit": "Spirit", + "presence": "Presence", + "intuition": "Intuition", + "faith": "Faith", + "occult": "Occult", + "psi": "Psi", + "urge": "Urge", + "theurgy": "Theurgy", + "hubris": "Hubris", + "resistances": "Resistances", + "resistance_modifier": "Mod.", + "armor": "Armor", + "armor_features": "Features", + "blaster_s": "Blstr.", + "flame_s": "Flm.", + "hard_s": "Hrd.", + "laser_s": "Lsr.", + "shock_s": "Shk.", + "slam_s": "Slm.", + "sonic_s": "Son.", + "e_shield": "E-Shield", + "e_shield_thresholds": "Thresholds", + "e_shield_hits": "Hits", + "vitality": "Vitality", + "rating": "Rating", + "current": "Current", + "revivals": "Revivals", + "number": "Number", + "states": "States", + "state": "State", + "resistance_s": "R.", + "state_resistance_info": "Hard (4) for a brief or temporary state; Demanding (6) for an enduring state + any VP spent by the state’s imposer", + "states_list": "deafened,blinded,dazed,desensitized,disoriented,dying,euphoric,fatigued,hearing_impaired,hindered,immobilized,incapacitated,mangled,nauseated,paralized,prone,seeing_impaired,stimulated,stunned,suspended,tormented,unconscious,afraid,angered,anxious,berserk,commanded,confused,deceived,enlightened,penalized,terrified,wowed,awed,befriended,castigated,convinced,daunted,divinely_inspired,entreated,guilty,humiliated,mesmerized,roused,acquisitive,bloodthirsty,cruel,destructive,heedless,hypercritical,indiscreet,industrious,inerrant,pretentious,protective,reckless,solicitous", + "physical_states": "Physical States", + "blinded": "Blinded", + "dazed": "Dazed", + "deafened": "Deafened", + "desensitized": "Desensitized", + "disoriented": "Disoriented", + "dying": "Dying", + "euphoric": "Euphoric", + "fatigued": "Fatigued", + "hearing_impaired": "Hearing Impaired", + "hindered": "Hindered", + "immobilized": "Immobilized", + "incapacitated": "Incapacitated", + "mangled": "Mangled", + "nauseated": "Nauseated", + "paralized": "Paralized", + "prone": "Prone", + "seeing_impaired": "Seeing Impaired", + "stimulated": "Stimulated", + "stunned": "Stunned", + "suspended": "Suspended", + "tormented": "Tormented", + "unconscious": "Unconscious", + "mental_states": "Mental States", + "afraid": "Afraid", + "angered": "Angered", + "anxious": "Anxious", + "berserk": "Berserk", + "commanded": "Commanded", + "confused": "Confused", + "deceived": "Deceived", + "enlightened": "Enlightened", + "penalized": "Penalized", + "terrified": "Terrified", + "wowed": "Wowed", + "social_states": "Social States", + "awed": "Awed", + "befriended": "Befriended", + "castigated": "Castigated", + "convinced": "Convinced", + "daunted": "Daunted", + "divinely_inspired": "Divinely Inspired", + "entreated": "Entreated", + "guilty": "Guilty", + "humiliated": "Humiliated", + "mesmerized": "Mesmerized", + "roused": "Roused", + "tech_compulsions": "Tech Compulsions", + "acquisitive": "Acquisitive", + "bloodthirsty": "Bloodthirsty", + "cruel": "Cruel", + "destructive": "Destructive", + "heedless": "Heedless", + "hypercritical": "Hypercritical", + "indiscreet": "Indiscreet", + "industrious": "Industrious", + "inerrant": "Inerrant", + "pretentious": "Pretentious", + "protective": "Protective", + "reckless": "Reckless", + "solicitous": "Solicitous", + "actions": "Actions", + "action": "Maneuver/Attack", + "characteristic": "Characteristic", + "skill": "Skill", + "goal_bonus_penalty": "Goal +/-", + "additional_goal_bonus_penalty": "Additional goal +/-", + "goal": "Goal", + "impact_notes": "Impact / Notes", + "vp_bank": "VP Bank", + "vp_bank_capacity": "Capacity", + "current_vp": "Current VP", + "current_wp": "Current WP", + "surge": "Surge", + "surge_rating": "Rating", + "surge_number": "Number", + "perks": "Perks", + "perk_name": "Perk", + "perk_notes": "Description / Notes", + "capabilities": "Capabilities", + "capability_name": "Capability", + "capability_notes": "Description / Notes", + "birthrights": "Birthrights", + "birthright_name": "Birthright", + "birthright_notes": "Description", + "possessions": "Possessions", + "techgnosis": "Techgnosis", + "carried_equipment": "Carried Equipment", + "tech_level_s": "TL", + "equipment_size": "Size", + "carried_weapons": "Carried Weapons", + "damage_s": "Dmg.", + "strength_s": "Str.", + "range_s": "Rng.", + "rate_of_fire_s": "RoF", + "ammunition_s": "Ammo", + "weapon_features": "Features", + "owned": "Owned", + "location": "Location", + "money": "Money", + "cash": "Cash", + "asset": "Asset", + "income": "Income", + "last_notes": "Last Notes", + "victory_points": "VP", + "failure": "Failure!", + "critical_failure": "Critical failure!", + "critical_success": "Critical success!", + "success": "Success!", + "notes": "Notes" +} diff --git a/Fading Suns 4th Edition - Pax Alexius/translations/tr.json b/Fading Suns 4th Edition - Pax Alexius/translations/tr.json new file mode 100644 index 0000000000..e3b1311c53 --- /dev/null +++ b/Fading Suns 4th Edition - Pax Alexius/translations/tr.json @@ -0,0 +1,199 @@ +{ + "computed_info": "{{0}}. Auto-computed.", + "numeric_input_with_default_info": "{{0}}. Default value: {{1}}.", + "restricted_skill_info": "{{0}}. Default value: 0. This skill is Restricted.", + "armor_proofing_info": "{{0}}. Click to enable.\nIf proofed against this damage type, the armor provides its full resistance,\notherwise only half (rounded down).", + "name": "Name", + "planet": "Planet", + "rank": "Rank", + "birthdate": "Birthdate", + "species": "Species", + "size": "Size", + "speed": "Speed", + "class": "Class", + "level": "Level", + "faction": "Faction", + "blessing": "Blessing", + "curse": "Curse", + "calling": "Calling", + "traits": "Traits", + "skills": "Skills", + "skills_list": "academia,alchemy,animalia,arts,charm,crafts,disguise,drive,empathy,fight,focus,impress,interface,intrusion,knavery,melee,observe,perform,pilot,remedy,shoot,sleight_of_hand,sneak,survival,tech_redemption,vigor", + "academia": "Academia", + "alchemy": "Alchemy", + "animalia": "Animalia", + "arts": "Arts", + "charm": "Charm", + "crafts": "Crafts", + "disguise": "Disguise", + "drive": "Drive", + "empathy": "Empathy", + "fight": "Fight", + "focus": "Focus", + "impress": "Impress", + "interface": "Interface", + "intrusion": "Intrusion", + "knavery": "Knavery", + "melee": "Melee", + "observe": "Observe", + "perform": "Perform", + "pilot": "Pilot", + "remedy": "Remedy", + "shoot": "Shoot", + "sleight_of_hand": "Sleight of Hand", + "sneak": "Sneak", + "survival": "Survival", + "tech_redemption": "Tech Redemption", + "vigor": "Vigor", + "body": "Body", + "strength": "Strength", + "dexterity": "Dexterity", + "endurance": "Endurance", + "mind": "Mind", + "wits": "Wits", + "perception": "Perception", + "will": "Will", + "spirit": "Spirit", + "presence": "Presence", + "intuition": "Intuition", + "faith": "Faith", + "occult": "Occult", + "psi": "Psi", + "urge": "Urge", + "theurgy": "Theurgy", + "hubris": "Hubris", + "resistances": "Resistances", + "resistance_modifier": "Mod.", + "armor": "Armor", + "armor_features": "Features", + "blaster_s": "Blstr.", + "flame_s": "Flm.", + "hard_s": "Hrd.", + "laser_s": "Lsr.", + "shock_s": "Shk.", + "slam_s": "Slm.", + "sonic_s": "Son.", + "e_shield": "E-Shield", + "e_shield_thresholds": "Thresholds", + "e_shield_hits": "Hits", + "vitality": "Vitality", + "rating": "Rating", + "current": "Current", + "revivals": "Revivals", + "number": "Number", + "states": "States", + "state": "State", + "resistance_s": "R.", + "state_resistance_info": "Hard (4) for a brief or temporary state; Demanding (6) for an enduring state + any VP spent by the state’s imposer", + "states_list": "deafened,blinded,dazed,desensitized,disoriented,dying,euphoric,fatigued,hearing_impaired,hindered,immobilized,incapacitated,mangled,nauseated,paralized,prone,seeing_impaired,stimulated,stunned,suspended,tormented,unconscious,afraid,angered,anxious,berserk,commanded,confused,deceived,enlightened,penalized,terrified,wowed,awed,befriended,castigated,convinced,daunted,divinely_inspired,entreated,guilty,humiliated,mesmerized,roused,acquisitive,bloodthirsty,cruel,destructive,heedless,hypercritical,indiscreet,industrious,inerrant,pretentious,protective,reckless,solicitous", + "physical_states": "Physical States", + "blinded": "Blinded", + "dazed": "Dazed", + "deafened": "Deafened", + "desensitized": "Desensitized", + "disoriented": "Disoriented", + "dying": "Dying", + "euphoric": "Euphoric", + "fatigued": "Fatigued", + "hearing_impaired": "Hearing Impaired", + "hindered": "Hindered", + "immobilized": "Immobilized", + "incapacitated": "Incapacitated", + "mangled": "Mangled", + "nauseated": "Nauseated", + "paralized": "Paralized", + "prone": "Prone", + "seeing_impaired": "Seeing Impaired", + "stimulated": "Stimulated", + "stunned": "Stunned", + "suspended": "Suspended", + "tormented": "Tormented", + "unconscious": "Unconscious", + "mental_states": "Mental States", + "afraid": "Afraid", + "angered": "Angered", + "anxious": "Anxious", + "berserk": "Berserk", + "commanded": "Commanded", + "confused": "Confused", + "deceived": "Deceived", + "enlightened": "Enlightened", + "penalized": "Penalized", + "terrified": "Terrified", + "wowed": "Wowed", + "social_states": "Social States", + "awed": "Awed", + "befriended": "Befriended", + "castigated": "Castigated", + "convinced": "Convinced", + "daunted": "Daunted", + "divinely_inspired": "Divinely Inspired", + "entreated": "Entreated", + "guilty": "Guilty", + "humiliated": "Humiliated", + "mesmerized": "Mesmerized", + "roused": "Roused", + "tech_compulsions": "Tech Compulsions", + "acquisitive": "Acquisitive", + "bloodthirsty": "Bloodthirsty", + "cruel": "Cruel", + "destructive": "Destructive", + "heedless": "Heedless", + "hypercritical": "Hypercritical", + "indiscreet": "Indiscreet", + "industrious": "Industrious", + "inerrant": "Inerrant", + "pretentious": "Pretentious", + "protective": "Protective", + "reckless": "Reckless", + "solicitous": "Solicitous", + "actions": "Actions", + "action": "Maneuver/Attack", + "characteristic": "Characteristic", + "skill": "Skill", + "goal_bonus_penalty": "Goal +/-", + "additional_goal_bonus_penalty": "Additional goal +/-", + "goal": "Goal", + "impact_notes": "Impact / Notes", + "vp_bank": "VP Bank", + "vp_bank_capacity": "Capacity", + "current_vp": "Current VP", + "current_wp": "Current WP", + "surge": "Surge", + "surge_rating": "Rating", + "surge_number": "Number", + "perks": "Perks", + "perk_name": "Perk", + "perk_notes": "Description / Notes", + "capabilities": "Capabilities", + "capability_name": "Capability", + "capability_notes": "Description / Notes", + "birthrights": "Birthrights", + "birthright_name": "Birthright", + "birthright_notes": "Description", + "possessions": "Possessions", + "techgnosis": "Techgnosis", + "carried_equipment": "Carried Equipment", + "tech_level_s": "TL", + "equipment_size": "Size", + "carried_weapons": "Carried Weapons", + "damage_s": "Dmg.", + "strength_s": "Str.", + "range_s": "Rng.", + "rate_of_fire_s": "RoF", + "ammunition_s": "Ammo", + "weapon_features": "Features", + "owned": "Owned", + "location": "Location", + "money": "Money", + "cash": "Cash", + "asset": "Asset", + "income": "Income", + "last_notes": "Last Notes", + "victory_points": "VP", + "failure": "Failure!", + "critical_failure": "Critical failure!", + "critical_success": "Critical success!", + "success": "Success!", + "notes": "Notes" +} diff --git a/Fading Suns 4th Edition - Pax Alexius/translations/zh.json b/Fading Suns 4th Edition - Pax Alexius/translations/zh.json new file mode 100644 index 0000000000..e3b1311c53 --- /dev/null +++ b/Fading Suns 4th Edition - Pax Alexius/translations/zh.json @@ -0,0 +1,199 @@ +{ + "computed_info": "{{0}}. Auto-computed.", + "numeric_input_with_default_info": "{{0}}. Default value: {{1}}.", + "restricted_skill_info": "{{0}}. Default value: 0. This skill is Restricted.", + "armor_proofing_info": "{{0}}. Click to enable.\nIf proofed against this damage type, the armor provides its full resistance,\notherwise only half (rounded down).", + "name": "Name", + "planet": "Planet", + "rank": "Rank", + "birthdate": "Birthdate", + "species": "Species", + "size": "Size", + "speed": "Speed", + "class": "Class", + "level": "Level", + "faction": "Faction", + "blessing": "Blessing", + "curse": "Curse", + "calling": "Calling", + "traits": "Traits", + "skills": "Skills", + "skills_list": "academia,alchemy,animalia,arts,charm,crafts,disguise,drive,empathy,fight,focus,impress,interface,intrusion,knavery,melee,observe,perform,pilot,remedy,shoot,sleight_of_hand,sneak,survival,tech_redemption,vigor", + "academia": "Academia", + "alchemy": "Alchemy", + "animalia": "Animalia", + "arts": "Arts", + "charm": "Charm", + "crafts": "Crafts", + "disguise": "Disguise", + "drive": "Drive", + "empathy": "Empathy", + "fight": "Fight", + "focus": "Focus", + "impress": "Impress", + "interface": "Interface", + "intrusion": "Intrusion", + "knavery": "Knavery", + "melee": "Melee", + "observe": "Observe", + "perform": "Perform", + "pilot": "Pilot", + "remedy": "Remedy", + "shoot": "Shoot", + "sleight_of_hand": "Sleight of Hand", + "sneak": "Sneak", + "survival": "Survival", + "tech_redemption": "Tech Redemption", + "vigor": "Vigor", + "body": "Body", + "strength": "Strength", + "dexterity": "Dexterity", + "endurance": "Endurance", + "mind": "Mind", + "wits": "Wits", + "perception": "Perception", + "will": "Will", + "spirit": "Spirit", + "presence": "Presence", + "intuition": "Intuition", + "faith": "Faith", + "occult": "Occult", + "psi": "Psi", + "urge": "Urge", + "theurgy": "Theurgy", + "hubris": "Hubris", + "resistances": "Resistances", + "resistance_modifier": "Mod.", + "armor": "Armor", + "armor_features": "Features", + "blaster_s": "Blstr.", + "flame_s": "Flm.", + "hard_s": "Hrd.", + "laser_s": "Lsr.", + "shock_s": "Shk.", + "slam_s": "Slm.", + "sonic_s": "Son.", + "e_shield": "E-Shield", + "e_shield_thresholds": "Thresholds", + "e_shield_hits": "Hits", + "vitality": "Vitality", + "rating": "Rating", + "current": "Current", + "revivals": "Revivals", + "number": "Number", + "states": "States", + "state": "State", + "resistance_s": "R.", + "state_resistance_info": "Hard (4) for a brief or temporary state; Demanding (6) for an enduring state + any VP spent by the state’s imposer", + "states_list": "deafened,blinded,dazed,desensitized,disoriented,dying,euphoric,fatigued,hearing_impaired,hindered,immobilized,incapacitated,mangled,nauseated,paralized,prone,seeing_impaired,stimulated,stunned,suspended,tormented,unconscious,afraid,angered,anxious,berserk,commanded,confused,deceived,enlightened,penalized,terrified,wowed,awed,befriended,castigated,convinced,daunted,divinely_inspired,entreated,guilty,humiliated,mesmerized,roused,acquisitive,bloodthirsty,cruel,destructive,heedless,hypercritical,indiscreet,industrious,inerrant,pretentious,protective,reckless,solicitous", + "physical_states": "Physical States", + "blinded": "Blinded", + "dazed": "Dazed", + "deafened": "Deafened", + "desensitized": "Desensitized", + "disoriented": "Disoriented", + "dying": "Dying", + "euphoric": "Euphoric", + "fatigued": "Fatigued", + "hearing_impaired": "Hearing Impaired", + "hindered": "Hindered", + "immobilized": "Immobilized", + "incapacitated": "Incapacitated", + "mangled": "Mangled", + "nauseated": "Nauseated", + "paralized": "Paralized", + "prone": "Prone", + "seeing_impaired": "Seeing Impaired", + "stimulated": "Stimulated", + "stunned": "Stunned", + "suspended": "Suspended", + "tormented": "Tormented", + "unconscious": "Unconscious", + "mental_states": "Mental States", + "afraid": "Afraid", + "angered": "Angered", + "anxious": "Anxious", + "berserk": "Berserk", + "commanded": "Commanded", + "confused": "Confused", + "deceived": "Deceived", + "enlightened": "Enlightened", + "penalized": "Penalized", + "terrified": "Terrified", + "wowed": "Wowed", + "social_states": "Social States", + "awed": "Awed", + "befriended": "Befriended", + "castigated": "Castigated", + "convinced": "Convinced", + "daunted": "Daunted", + "divinely_inspired": "Divinely Inspired", + "entreated": "Entreated", + "guilty": "Guilty", + "humiliated": "Humiliated", + "mesmerized": "Mesmerized", + "roused": "Roused", + "tech_compulsions": "Tech Compulsions", + "acquisitive": "Acquisitive", + "bloodthirsty": "Bloodthirsty", + "cruel": "Cruel", + "destructive": "Destructive", + "heedless": "Heedless", + "hypercritical": "Hypercritical", + "indiscreet": "Indiscreet", + "industrious": "Industrious", + "inerrant": "Inerrant", + "pretentious": "Pretentious", + "protective": "Protective", + "reckless": "Reckless", + "solicitous": "Solicitous", + "actions": "Actions", + "action": "Maneuver/Attack", + "characteristic": "Characteristic", + "skill": "Skill", + "goal_bonus_penalty": "Goal +/-", + "additional_goal_bonus_penalty": "Additional goal +/-", + "goal": "Goal", + "impact_notes": "Impact / Notes", + "vp_bank": "VP Bank", + "vp_bank_capacity": "Capacity", + "current_vp": "Current VP", + "current_wp": "Current WP", + "surge": "Surge", + "surge_rating": "Rating", + "surge_number": "Number", + "perks": "Perks", + "perk_name": "Perk", + "perk_notes": "Description / Notes", + "capabilities": "Capabilities", + "capability_name": "Capability", + "capability_notes": "Description / Notes", + "birthrights": "Birthrights", + "birthright_name": "Birthright", + "birthright_notes": "Description", + "possessions": "Possessions", + "techgnosis": "Techgnosis", + "carried_equipment": "Carried Equipment", + "tech_level_s": "TL", + "equipment_size": "Size", + "carried_weapons": "Carried Weapons", + "damage_s": "Dmg.", + "strength_s": "Str.", + "range_s": "Rng.", + "rate_of_fire_s": "RoF", + "ammunition_s": "Ammo", + "weapon_features": "Features", + "owned": "Owned", + "location": "Location", + "money": "Money", + "cash": "Cash", + "asset": "Asset", + "income": "Income", + "last_notes": "Last Notes", + "victory_points": "VP", + "failure": "Failure!", + "critical_failure": "Critical failure!", + "critical_success": "Critical success!", + "success": "Success!", + "notes": "Notes" +} diff --git a/Fading Suns 4th Edition - Pax Alexius/translations/zu.json b/Fading Suns 4th Edition - Pax Alexius/translations/zu.json new file mode 100644 index 0000000000..2a1cee22a3 --- /dev/null +++ b/Fading Suns 4th Edition - Pax Alexius/translations/zu.json @@ -0,0 +1,199 @@ +{ + "computed_info": "crwdns152484:0{{0}}crwdne152484:0", + "numeric_input_with_default_info": "crwdns148750:0{{0}}crwdnd148750:0{{1}}crwdne148750:0", + "restricted_skill_info": "crwdns148752:0{{0}}crwdne148752:0", + "armor_proofing_info": "crwdns148754:0{{0}}crwdne148754:0", + "name": "crwdns146640:0crwdne146640:0", + "planet": "crwdns146642:0crwdne146642:0", + "rank": "crwdns146644:0crwdne146644:0", + "birthdate": "crwdns146646:0crwdne146646:0", + "species": "crwdns146648:0crwdne146648:0", + "size": "crwdns146650:0crwdne146650:0", + "speed": "crwdns146652:0crwdne146652:0", + "class": "crwdns146654:0crwdne146654:0", + "level": "crwdns146656:0crwdne146656:0", + "faction": "crwdns146658:0crwdne146658:0", + "blessing": "crwdns146660:0crwdne146660:0", + "curse": "crwdns146662:0crwdne146662:0", + "calling": "crwdns146664:0crwdne146664:0", + "traits": "crwdns146666:0crwdne146666:0", + "skills": "crwdns146668:0crwdne146668:0", + "skills_list": "crwdns148756:0crwdne148756:0", + "academia": "crwdns146670:0crwdne146670:0", + "alchemy": "crwdns146672:0crwdne146672:0", + "animalia": "crwdns146674:0crwdne146674:0", + "arts": "crwdns146676:0crwdne146676:0", + "charm": "crwdns146678:0crwdne146678:0", + "crafts": "crwdns146680:0crwdne146680:0", + "disguise": "crwdns146682:0crwdne146682:0", + "drive": "crwdns146684:0crwdne146684:0", + "empathy": "crwdns146686:0crwdne146686:0", + "fight": "crwdns146688:0crwdne146688:0", + "focus": "crwdns146690:0crwdne146690:0", + "impress": "crwdns146692:0crwdne146692:0", + "interface": "crwdns146694:0crwdne146694:0", + "intrusion": "crwdns146696:0crwdne146696:0", + "knavery": "crwdns146698:0crwdne146698:0", + "melee": "crwdns146700:0crwdne146700:0", + "observe": "crwdns146702:0crwdne146702:0", + "perform": "crwdns146704:0crwdne146704:0", + "pilot": "crwdns146706:0crwdne146706:0", + "remedy": "crwdns146708:0crwdne146708:0", + "shoot": "crwdns146710:0crwdne146710:0", + "sleight_of_hand": "crwdns146712:0crwdne146712:0", + "sneak": "crwdns146714:0crwdne146714:0", + "survival": "crwdns146716:0crwdne146716:0", + "tech_redemption": "crwdns146718:0crwdne146718:0", + "vigor": "crwdns146720:0crwdne146720:0", + "body": "crwdns146722:0crwdne146722:0", + "strength": "crwdns146724:0crwdne146724:0", + "dexterity": "crwdns146726:0crwdne146726:0", + "endurance": "crwdns146728:0crwdne146728:0", + "mind": "crwdns146730:0crwdne146730:0", + "wits": "crwdns146732:0crwdne146732:0", + "perception": "crwdns146734:0crwdne146734:0", + "will": "crwdns146736:0crwdne146736:0", + "spirit": "crwdns146738:0crwdne146738:0", + "presence": "crwdns146740:0crwdne146740:0", + "intuition": "crwdns146742:0crwdne146742:0", + "faith": "crwdns146744:0crwdne146744:0", + "occult": "crwdns146746:0crwdne146746:0", + "psi": "crwdns146748:0crwdne146748:0", + "urge": "crwdns146750:0crwdne146750:0", + "theurgy": "crwdns146752:0crwdne146752:0", + "hubris": "crwdns146754:0crwdne146754:0", + "resistances": "crwdns146756:0crwdne146756:0", + "resistance_modifier": "crwdns146758:0crwdne146758:0", + "armor": "crwdns146760:0crwdne146760:0", + "armor_features": "crwdns148758:0crwdne148758:0", + "blaster_s": "crwdns146762:0crwdne146762:0", + "flame_s": "crwdns146764:0crwdne146764:0", + "hard_s": "crwdns146766:0crwdne146766:0", + "laser_s": "crwdns146768:0crwdne146768:0", + "shock_s": "crwdns146770:0crwdne146770:0", + "slam_s": "crwdns146772:0crwdne146772:0", + "sonic_s": "crwdns146774:0crwdne146774:0", + "e_shield": "crwdns146776:0crwdne146776:0", + "e_shield_thresholds": "crwdns146778:0crwdne146778:0", + "e_shield_hits": "crwdns146780:0crwdne146780:0", + "vitality": "crwdns146782:0crwdne146782:0", + "rating": "crwdns146784:0crwdne146784:0", + "current": "crwdns146786:0crwdne146786:0", + "revivals": "crwdns146788:0crwdne146788:0", + "number": "crwdns146790:0crwdne146790:0", + "states": "crwdns148760:0crwdne148760:0", + "state": "crwdns148762:0crwdne148762:0", + "resistance_s": "crwdns148764:0crwdne148764:0", + "state_resistance_info": "crwdns148766:0crwdne148766:0", + "states_list": "crwdns148768:0crwdne148768:0", + "physical_states": "crwdns148770:0crwdne148770:0", + "blinded": "crwdns148772:0crwdne148772:0", + "dazed": "crwdns148774:0crwdne148774:0", + "deafened": "crwdns148776:0crwdne148776:0", + "desensitized": "crwdns148778:0crwdne148778:0", + "disoriented": "crwdns148780:0crwdne148780:0", + "dying": "crwdns148782:0crwdne148782:0", + "euphoric": "crwdns148784:0crwdne148784:0", + "fatigued": "crwdns148786:0crwdne148786:0", + "hearing_impaired": "crwdns148788:0crwdne148788:0", + "hindered": "crwdns148790:0crwdne148790:0", + "immobilized": "crwdns148792:0crwdne148792:0", + "incapacitated": "crwdns148794:0crwdne148794:0", + "mangled": "crwdns148796:0crwdne148796:0", + "nauseated": "crwdns148798:0crwdne148798:0", + "paralized": "crwdns148800:0crwdne148800:0", + "prone": "crwdns148802:0crwdne148802:0", + "seeing_impaired": "crwdns148804:0crwdne148804:0", + "stimulated": "crwdns148806:0crwdne148806:0", + "stunned": "crwdns148808:0crwdne148808:0", + "suspended": "crwdns148810:0crwdne148810:0", + "tormented": "crwdns148812:0crwdne148812:0", + "unconscious": "crwdns148814:0crwdne148814:0", + "mental_states": "crwdns148816:0crwdne148816:0", + "afraid": "crwdns148818:0crwdne148818:0", + "angered": "crwdns148820:0crwdne148820:0", + "anxious": "crwdns148822:0crwdne148822:0", + "berserk": "crwdns148824:0crwdne148824:0", + "commanded": "crwdns148826:0crwdne148826:0", + "confused": "crwdns148828:0crwdne148828:0", + "deceived": "crwdns148830:0crwdne148830:0", + "enlightened": "crwdns148832:0crwdne148832:0", + "penalized": "crwdns148834:0crwdne148834:0", + "terrified": "crwdns148836:0crwdne148836:0", + "wowed": "crwdns148838:0crwdne148838:0", + "social_states": "crwdns148840:0crwdne148840:0", + "awed": "crwdns148842:0crwdne148842:0", + "befriended": "crwdns148844:0crwdne148844:0", + "castigated": "crwdns148846:0crwdne148846:0", + "convinced": "crwdns148848:0crwdne148848:0", + "daunted": "crwdns148850:0crwdne148850:0", + "divinely_inspired": "crwdns148852:0crwdne148852:0", + "entreated": "crwdns148854:0crwdne148854:0", + "guilty": "crwdns148856:0crwdne148856:0", + "humiliated": "crwdns148858:0crwdne148858:0", + "mesmerized": "crwdns148860:0crwdne148860:0", + "roused": "crwdns148862:0crwdne148862:0", + "tech_compulsions": "crwdns148864:0crwdne148864:0", + "acquisitive": "crwdns148866:0crwdne148866:0", + "bloodthirsty": "crwdns148868:0crwdne148868:0", + "cruel": "crwdns148870:0crwdne148870:0", + "destructive": "crwdns148872:0crwdne148872:0", + "heedless": "crwdns148874:0crwdne148874:0", + "hypercritical": "crwdns148876:0crwdne148876:0", + "indiscreet": "crwdns148878:0crwdne148878:0", + "industrious": "crwdns148880:0crwdne148880:0", + "inerrant": "crwdns148882:0crwdne148882:0", + "pretentious": "crwdns148884:0crwdne148884:0", + "protective": "crwdns148886:0crwdne148886:0", + "reckless": "crwdns148888:0crwdne148888:0", + "solicitous": "crwdns148890:0crwdne148890:0", + "actions": "crwdns146792:0crwdne146792:0", + "action": "crwdns146794:0crwdne146794:0", + "characteristic": "crwdns146796:0crwdne146796:0", + "skill": "crwdns146798:0crwdne146798:0", + "goal_bonus_penalty": "crwdns146800:0crwdne146800:0", + "additional_goal_bonus_penalty": "crwdns148892:0crwdne148892:0", + "goal": "crwdns146802:0crwdne146802:0", + "impact_notes": "crwdns146804:0crwdne146804:0", + "vp_bank": "crwdns146806:0crwdne146806:0", + "vp_bank_capacity": "crwdns146808:0crwdne146808:0", + "current_vp": "crwdns146810:0crwdne146810:0", + "current_wp": "crwdns146812:0crwdne146812:0", + "surge": "crwdns146814:0crwdne146814:0", + "surge_rating": "crwdns146816:0crwdne146816:0", + "surge_number": "crwdns146818:0crwdne146818:0", + "perks": "crwdns146820:0crwdne146820:0", + "perk_name": "crwdns146822:0crwdne146822:0", + "perk_notes": "crwdns146824:0crwdne146824:0", + "capabilities": "crwdns146826:0crwdne146826:0", + "capability_name": "crwdns146828:0crwdne146828:0", + "capability_notes": "crwdns146830:0crwdne146830:0", + "birthrights": "crwdns146832:0crwdne146832:0", + "birthright_name": "crwdns146834:0crwdne146834:0", + "birthright_notes": "crwdns146836:0crwdne146836:0", + "possessions": "crwdns146838:0crwdne146838:0", + "techgnosis": "crwdns146840:0crwdne146840:0", + "carried_equipment": "crwdns146842:0crwdne146842:0", + "tech_level_s": "crwdns146844:0crwdne146844:0", + "equipment_size": "crwdns146846:0crwdne146846:0", + "carried_weapons": "crwdns146848:0crwdne146848:0", + "damage_s": "crwdns146850:0crwdne146850:0", + "strength_s": "crwdns146852:0crwdne146852:0", + "range_s": "crwdns146854:0crwdne146854:0", + "rate_of_fire_s": "crwdns146856:0crwdne146856:0", + "ammunition_s": "crwdns146858:0crwdne146858:0", + "weapon_features": "crwdns146860:0crwdne146860:0", + "owned": "crwdns146862:0crwdne146862:0", + "location": "crwdns146864:0crwdne146864:0", + "money": "crwdns146866:0crwdne146866:0", + "cash": "crwdns146868:0crwdne146868:0", + "asset": "crwdns146870:0crwdne146870:0", + "income": "crwdns146872:0crwdne146872:0", + "last_notes": "crwdns146874:0crwdne146874:0", + "victory_points": "crwdns146878:0crwdne146878:0", + "failure": "crwdns146882:0crwdne146882:0", + "critical_failure": "crwdns146886:0crwdne146886:0", + "critical_success": "crwdns146890:0crwdne146890:0", + "success": "crwdns146892:0crwdne146892:0", + "notes": "crwdns146898:0crwdne146898:0" +} diff --git a/Fading Suns v2.75/.vscode/snippets.code-snippets b/Fading Suns v2.75/.vscode/snippets.code-snippets deleted file mode 100644 index 9e2af7767c..0000000000 --- a/Fading Suns v2.75/.vscode/snippets.code-snippets +++ /dev/null @@ -1,73 +0,0 @@ -{ - // Place your Fading Suns v2.75 workspace snippets here. Each snippet is defined under a snippet name and has a scope, prefix, body and - // description. Add comma separated ids of the languages where the snippet is applicable in the scope field. If scope - // is left empty or omitted, the snippet gets applied to all languages. The prefix is what is - // used to trigger the snippet and the body will be expanded and inserted. Possible variables are: - // $1, $2 for tab stops, $0 for the final cursor position, and ${1:label}, ${2:another} for placeholders. - // Placeholders with the same ids are connected. - // Example: - // "Print to console": { - // "scope": "javascript,typescript", - // "prefix": "log", - // "body": [ - // "console.log('$1');", - // "$2" - // ], - // "description": "Log output to console" - // } - "characteristic": { - "scope": "html", - "prefix": "characteristic", - "body": [ - "
    ", - " ", - " ", - " ", - " ", - " ", - "
    " - ] - }, - - "skill0": { - "scope": "html", - "prefix": "skill0", - "body": [ - "
    ", - " ", - " ", - " ", - " ", - " ", - "
    " - ] - }, - - "skill3": { - "scope": "html", - "prefix": "skill3", - "body": [ - "
    ", - " ", - " ", - " ", - " ", - " ", - "
    " - ] - }, - - "specialskillroll": { - "scope": "html", - "prefix": "specialskillroll", - "body": [ - "", - "", - "", - "", - "", - "", - "" - ] - } -} \ No newline at end of file diff --git a/Fading Suns v2.75/Fading_Suns_v2.75.html b/Fading Suns v2.75/Fading_Suns_v2.75.html deleted file mode 100644 index b479619a82..0000000000 --- a/Fading Suns v2.75/Fading_Suns_v2.75.html +++ /dev/null @@ -1,1875 +0,0 @@ -
    - - - - - - -

    -
    -
    - - - - - - - - - - - - -
    -
    - -
    -
    - Benefices & Afflictions -
    -
    -
    -
    - -
    -
    -
    -
    -
    -
    - - -

    - -

    -
    -
    -
    -
    - Body -
    -
    - - - - - -
    -
    - - - - - -
    -
    - - - - - -
    -
    -
    -
    - Mind -
    -
    - - - - - -
    -
    - - - - - -
    -
    - - - - - -
    -
    -
    -
    - Spirit -
    -
    - - - - - -
    -
    - - - - - -
    -
    - - - - - -
    -
    -
    - - -
    - - - - - - - - - - - - - - - - - - - - - -
    - - - - -
    - - - - - - - - - - - - - - - - - - - - - -
    - - -
    -
    -
    -
    -
    -   - -10 - -8 - -6 - -4 - -2 -
    -
    -
    - - - - -
    -
    -
    - Blessings & Curses -
    -
    -
    -
    - -
    -
    -
    -
    -
    -
    - - -

    -
    -
    -
    -
    - Analytical -
    -
    - - - - - -
    -
    - - - - - -
    -
    - - - - - -
    -
    - - - - - -
    -
    - - - - - -
    - -
    - Combat -
    -
    - - - - - -
    -
    - - - - - -
    -
    - - - - - -
    -
    - - - - - -
    -
    - - - - - -
    -
    - - - - - -
    -
    - - - - - -
    -
    - - - - - -
    -
    - - - - - -
    -
    - - - - - -
    - -
    -
    -
    - Control -
    -
    - - - - - -
    -
    - - - - - -
    -
    - - - - - -
    -
    - - - - - -
    -
    - - - - - -
    -
    - - - - - -
    - -
    - Creative -
    -
    - - - - - -
    -
    - - - - - -
    -
    -
    -
    - - - - - - - -
    -
    -
    - -
    - Lore -
    -
    - - - - - -
    -
    - - - - - -
    -
    - - - - - -
    -
    - - - - - -
    -
    - - - - - -
    -
    -
    -
    - - - - - - - -
    -
    -
    - -
    -
    - -
    - Malefaction -
    -
    - - - - - -
    -
    - - - - - -
    -
    - - - - - -
    -
    - - - - - -
    -
    - - - - - -
    - -
    - Physical -
    -
    - - - - - -
    -
    - - - - - -
    -
    - - - - - -
    -
    - - - - - -
    - -
    - Sciences -
    -
    - - - - - -
    -
    - - - - - -
    -
    - - - - - -
    -
    - - - - - -
    -
    - - - - - -
    - -
    -
    -
    - Social -
    -
    - - - - - -
    -
    - - - - - -
    -
    - - - - - -
    -
    - - - - - -
    -
    - - - - - -
    - -
    - Technical -
    -
    - - - - - -
    -
    - - - - - -
    -
    - - - - - -
    -
    -
    -
    - - -

    -
    - -
    -
    - - Weapon - Charac. - Skill - Goal - Damage - Min Str. - Range - Shots - Rate - Size - TL -
    -
    -
    - - - - - - - - - - - - - - - - - - - - -
    -
    -
    - -
    - - -

    -
    - -
    -
    - Combat style - Lvl - Stance/Action - Notes -
    -
    -
    - - - - -
    -
    -
    -
    - - -

    -
    - -
    - - - / - - -
    - - - - - - - - - - - - - - - - - - - - - -
    -
    - -
    -
    - Armor - Prot. - Str. - Dex. - End. - Init. - TL -
    -
    -
    - - - - - - - - - -
    -
    -
    - -
    - - -

    -
    -
    - - - -
    - -
    -
    - - Path - Lvl - Power - Charac. - Skill - Range - Duration - Wyrd -
    -
    -
    - - - - - - - - - - - - - - - - -
    -
    -
    -
    - - -

    -
    - -
    - - - -
    - -
    -
    - - Sect - Lvl - Rite - Charact. - Skill - Compo. - Range - Duration - Wyrd -
    -
    -
    - - - - - - - - - - - - - - - - - -
    -
    -
    -
    - - -

    -
    -
    -
    - Type - TL - Incompatibility -
    -
    -
    - - - - -
    -
    -
    -
    - - -

    -
    - -
    -
    -
    - Carried - -
    -
    -
    - -
    -
    -
    - -
    -
    - Owned - Location -
    -
    -
    - - -
    -
    -
    -
    -
    - - -

    -
    - -
    - - -
    - -
    -
    - Trait - From - To - Cost - Notes -
    -
    -
    - - - - - -
    -
    -
    -
    - - -

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

    Initiative

    -
    -
    {{roll}} - {{stance}}
    -
    -
    - - -
    -

    {{name-i18n}}

    -
    -
    {{roll}} {{what-i18n}}
    -
    -
    - - -
    - {{#skillName}} -

    {{characteristicName-i18n}} + {{skillName-i18n}} {{#rollGreater() bonus_penalty -1}}+{{/rollGreater() bonus_penalty -1}}{{bonus_penalty}}

    - {{/skillName}} - {{^skillName}} -

    {{characteristicName-i18n}} {{#rollGreater() bonus_penalty -1}}+{{/rollGreater() bonus_penalty -1}}{{bonus_penalty}}

    - {{/skillName}} - - {{#title}}

    [ {{title}} ]

    {{/title}} - -
    - - {{#^rollGreater() roll goal}} - {{#^rollGreater() roll 19}} - {{#critFailureConfirm}} - {{roll}} | {{goal}}. Non-critical failure. - {{/critFailureConfirm}} - {{^critFailureConfirm}} - {{#rollWasCrit() roll}} - {{roll}} | {{goal}}. Critical success! - {{/rollWasCrit() roll}} - {{#^rollWasCrit() roll}} - {{roll}} | {{goal}}. Success! - {{/^rollWasCrit() roll}} - {{#rollTotal() roll 1}} - 0 - {{/rollTotal() roll 1}} - {{#rollBetween() roll 2 3}} - 1 - {{/rollBetween() roll 2 3}} - {{#rollBetween() roll 4 5}} - 2 - {{/rollBetween() roll 4 5}} - {{#rollBetween() roll 6 7}} - 3 - {{/rollBetween() roll 6 7}} - {{#rollBetween() roll 8 9}} - 4 - {{/rollBetween() roll 8 9}} - {{#rollBetween() roll 10 11}} - 5 - {{/rollBetween() roll 10 11}} - {{#rollBetween() roll 12 13}} - 6 - {{/rollBetween() roll 12 13}} - {{#rollBetween() roll 14 15}} - 7 - {{/rollBetween() roll 14 15}} - {{#rollBetween() roll 16 17}} - 8 - {{/rollBetween() roll 16 17}} - {{#rollBetween() roll 18 19}} - 9 - {{/rollBetween() roll 18 19}} - {{#rollBetween() goal 21 22}} - + 1 - {{/rollBetween() goal 21 22}} - {{#rollBetween() goal 23 24}} - + 2 - {{/rollBetween() goal 23 24}} - {{#rollBetween() goal 25 26}} - + 3 - {{/rollBetween() goal 25 26}} - {{#rollBetween() goal 27 28}} - + 4 - {{/rollBetween() goal 27 28}} - {{#rollBetween() goal 29 30}} - + 5 - {{/rollBetween() goal 29 30}} - {{#rollBetween() goal 31 32}} - + 6 - {{/rollBetween() goal 31 32}} - {{#rollBetween() goal 33 34}} - + 7 - {{/rollBetween() goal 33 34}} - {{#rollBetween() goal 35 36}} - + 8 - {{/rollBetween() goal 35 36}} - {{#rollBetween() goal 37 38}} - + 9 - {{/rollBetween() goal 37 38}} - {{#rollBetween() goal 39 40}} - + 10 - {{/rollBetween() goal 39 40}} - {{#rollGreater() goal 40}} - + (a ton of bonus) - {{/rollGreater() goal 40}} - {{#critSuccessContinue}} - additional VP - {{/critSuccessContinue}} - {{^critSuccessContinue}} - VP - {{/critSuccessContinue}} - {{#rollWasCrit() roll}} -
    [Roll again](~{{characterName}}|{{csc}})
    - {{/rollWasCrit() roll}} - {{/critFailureConfirm}} - {{/^rollGreater() roll 19}} - {{/^rollGreater() roll goal}} - - {{#rollGreater() roll goal}} - {{#rollTotal() roll 1}} - {{#critSuccessContinue}} - {{roll}} | {{goal}}. Fin. - {{/critSuccessContinue}} - {{^critSuccessContinue}} - {{#critFailureConfirm}} - {{roll}} | {{goal}}. Non-critical failure. - {{/critFailureConfirm}} - {{^critFailureConfirm}} - {{roll}} | {{goal}}. Success! 0 VP - {{/critFailureConfirm}} - {{/critSuccessContinue}} - {{/rollTotal() roll 1}} - {{#^rollTotal() roll 1}} - {{#^rollGreater() roll 19}} - {{#critFailureConfirm}} - {{roll}} | {{goal}}. Critical failure. - {{/critFailureConfirm}} - {{^critFailureConfirm}} - {{#critSuccessContinue}} - {{roll}} | {{goal}}. Fin. - {{/critSuccessContinue}} - {{^critSuccessContinue}} - {{roll}} | {{goal}}. Failure! - {{/critSuccessContinue}} - {{/critFailureConfirm}} - {{/^rollGreater() roll 19}} - {{/^rollTotal() roll 1}} - {{/rollGreater() roll goal}} - - {{#rollTotal() roll 20}} - {{#critFailureConfirm}} - {{roll}} | {{goal}}. Critical failure. - {{/critFailureConfirm}} - {{^critFailureConfirm}} - {{#critSuccessContinue}} - {{roll}} | {{goal}}. Fin. - {{/critSuccessContinue}} - {{^critSuccessContinue}} - {{roll}} | {{goal}}. Critical failure? -
    [Roll again](~{{characterName}}|{{cfc}})
    - {{/critSuccessContinue}} - {{/critFailureConfirm}} - {{/rollTotal() roll 20}} -
    -
    -
    - - - - - - - diff --git a/Fading Suns v2.75/Fading_Suns_v2.75.preview-en.jpg b/Fading Suns v2.75/Fading_Suns_v2.75.preview-en.jpg deleted file mode 100644 index a39638507e..0000000000 Binary files a/Fading Suns v2.75/Fading_Suns_v2.75.preview-en.jpg and /dev/null differ diff --git a/Fading Suns v2.75/Fading_Suns_v2.75.preview-fr.jpg b/Fading Suns v2.75/Fading_Suns_v2.75.preview-fr.jpg deleted file mode 100644 index cbcb098d78..0000000000 Binary files a/Fading Suns v2.75/Fading_Suns_v2.75.preview-fr.jpg and /dev/null differ diff --git a/Fading Suns v2.75/images/background1.jpg b/Fading Suns v2.75/images/background1.jpg deleted file mode 100644 index 06578b7b64..0000000000 Binary files a/Fading Suns v2.75/images/background1.jpg and /dev/null differ diff --git a/Fading Suns v2.75/sheet.json b/Fading Suns v2.75/sheet.json deleted file mode 100644 index 21ae24ef9a..0000000000 --- a/Fading Suns v2.75/sheet.json +++ /dev/null @@ -1,8 +0,0 @@ -{ - "html": "Fading_Suns_v2.75.html", - "css": "Fading_Suns_v2.75.css", - "authors": "admiralnlson", - "roll20userid": "2324543", - "preview": "Fading_Suns_v2.75.preview-en.jpg", - "instructions": "This character sheet is for **Fading Suns, 2nd Edition Revised by FASA** (a.k.a. Fading Suns v2.75).\nPlease go to [the dedicated wiki page](https://wiki.roll20.net/Fading_Suns_v2.75) for instructions on how to use the sheet.\nYou may also wish to check out the [project's README file](https://github.com/Roll20/roll20-character-sheets/blob/master/Fading%20Suns%20v2.75/README.md), which contains release notes and planned evolutions.\n\nIssues, Ideas & Questions can be sent to the [admiralnlson](https://app.roll20.net/users/2324543), original author and current maintainer of this character sheet." -} \ No newline at end of file diff --git a/Fading Suns v2.75/translations/zu.json b/Fading Suns v2.75/translations/zu.json deleted file mode 100644 index 436c22c64e..0000000000 --- a/Fading Suns v2.75/translations/zu.json +++ /dev/null @@ -1,186 +0,0 @@ -{ - "background": "crwdns142376:0crwdne142376:0", - "name": "crwdns142378:0crwdne142378:0", - "alliance": "crwdns142380:0crwdne142380:0", - "title": "crwdns142382:0crwdne142382:0", - "genre": "crwdns142384:0crwdne142384:0", - "race": "crwdns142386:0crwdne142386:0", - "homeworld": "crwdns142388:0crwdne142388:0", - "age": "crwdns142390:0crwdne142390:0", - "char_height": "crwdns142392:0crwdne142392:0", - "char_weight": "crwdns142394:0crwdne142394:0", - "hair": "crwdns142396:0crwdne142396:0", - "eyes": "crwdns142398:0crwdne142398:0", - "skin": "crwdns142400:0crwdne142400:0", - "description": "crwdns142402:0crwdne142402:0", - "benefices_and_afflictions": "crwdns142404:0crwdne142404:0", - "goal_bonus_penalty": "crwdns146310:0crwdne146310:0", - "goal_bonus_penalty_again": "crwdns146312:0crwdne146312:0", - "characteristics": "crwdns142406:0crwdne142406:0", - "blessings_and_curses": "crwdns142408:0crwdne142408:0", - "characteristic": "crwdns142410:0crwdne142410:0", - "vitality": "crwdns142412:0crwdne142412:0", - "energy_shield_name": "crwdns142414:0crwdne142414:0", - "energy_shield_impact": "crwdns142416:0crwdne142416:0", - "energy_shield_force": "crwdns142418:0crwdne142418:0", - "energy_shield_charges": "crwdns142420:0crwdne142420:0", - "wyrd": "crwdns142422:0crwdne142422:0", - "initiative": "crwdns142424:0crwdne142424:0", - "stance": "crwdns146314:0crwdne146314:0", - "stance_neutral": "crwdns146316:0crwdne146316:0", - "stance_aggressive_atk": "crwdns146318:0crwdne146318:0", - "stance_aggressive_dmg": "crwdns146320:0crwdne146320:0", - "stance_defensive": "crwdns146322:0crwdne146322:0", - "stance_full_defense": "crwdns146324:0crwdne146324:0", - "body": "crwdns142426:0crwdne142426:0", - "strength": "crwdns142428:0crwdne142428:0", - "dexterity": "crwdns142430:0crwdne142430:0", - "endurance": "crwdns142432:0crwdne142432:0", - "mind": "crwdns142434:0crwdne142434:0", - "wits": "crwdns142436:0crwdne142436:0", - "perception": "crwdns142438:0crwdne142438:0", - "tech": "crwdns142440:0crwdne142440:0", - "spirit": "crwdns142442:0crwdne142442:0", - "presence": "crwdns142444:0crwdne142444:0", - "will": "crwdns142446:0crwdne142446:0", - "faith": "crwdns142448:0crwdne142448:0", - "skills": "crwdns142450:0crwdne142450:0", - "skill": "crwdns142452:0crwdne142452:0", - "analytical": "crwdns142454:0crwdne142454:0", - "bureaucracy": "crwdns142456:0crwdne142456:0", - "investigation": "crwdns142458:0crwdne142458:0", - "observe": "crwdns142460:0crwdne142460:0", - "physick": "crwdns142462:0crwdne142462:0", - "warfare": "crwdns142464:0crwdne142464:0", - "combat": "crwdns142466:0crwdne142466:0", - "artifact_melee": "crwdns142468:0crwdne142468:0", - "archery": "crwdns142470:0crwdne142470:0", - "throwing": "crwdns142472:0crwdne142472:0", - "energy_guns": "crwdns146326:0crwdne146326:0", - "gunnery": "crwdns142476:0crwdne142476:0", - "artillery": "crwdns142478:0crwdne142478:0", - "fight": "crwdns142480:0crwdne142480:0", - "demolitions": "crwdns142482:0crwdne142482:0", - "melee": "crwdns142484:0crwdne142484:0", - "slug_guns": "crwdns142486:0crwdne142486:0", - "lore": "crwdns142488:0crwdne142488:0", - "beast_lore": "crwdns142490:0crwdne142490:0", - "faction_lore": "crwdns142492:0crwdne142492:0", - "phoenix_empire": "crwdns142494:0crwdne142494:0", - "faction_lore_phoenix_empire": "crwdns142496:0crwdne142496:0", - "faction_lore_ownalliance": "crwdns146328:0crwdne146328:0", - "jumpweb_lore": "crwdns142500:0crwdne142500:0", - "planetary_lore": "crwdns142502:0crwdne142502:0", - "planetary_lore_homeworld": "crwdns146330:0crwdne146330:0", - "control": "crwdns142506:0crwdne142506:0", - "aircraft": "crwdns142508:0crwdne142508:0", - "beastcraft": "crwdns142510:0crwdne142510:0", - "landcraft": "crwdns142512:0crwdne142512:0", - "spacecraft": "crwdns142514:0crwdne142514:0", - "watercraft": "crwdns142516:0crwdne142516:0", - "ride": "crwdns142518:0crwdne142518:0", - "creative": "crwdns142520:0crwdne142520:0", - "arts": "crwdns142522:0crwdne142522:0", - "craft": "crwdns142524:0crwdne142524:0", - "disguise": "crwdns142526:0crwdne142526:0", - "gaming": "crwdns142528:0crwdne142528:0", - "performance": "crwdns142530:0crwdne142530:0", - "malefaction": "crwdns142532:0crwdne142532:0", - "lockpicking": "crwdns142534:0crwdne142534:0", - "sleight_of_hand": "crwdns142536:0crwdne142536:0", - "sneak": "crwdns142538:0crwdne142538:0", - "streetwise": "crwdns142540:0crwdne142540:0", - "torture": "crwdns142542:0crwdne142542:0", - "physical": "crwdns142544:0crwdne142544:0", - "athletics": "crwdns142546:0crwdne142546:0", - "self_control": "crwdns142548:0crwdne142548:0", - "survival": "crwdns142550:0crwdne142550:0", - "vigor": "crwdns142552:0crwdne142552:0", - "sciences": "crwdns142554:0crwdne142554:0", - "applied_science": "crwdns142556:0crwdne142556:0", - "life_science": "crwdns142558:0crwdne142558:0", - "social_science": "crwdns142560:0crwdne142560:0", - "physical_science": "crwdns142562:0crwdne142562:0", - "terraforming": "crwdns142564:0crwdne142564:0", - "social": "crwdns142566:0crwdne142566:0", - "empathy": "crwdns142568:0crwdne142568:0", - "etiquette": "crwdns142570:0crwdne142570:0", - "influence": "crwdns142572:0crwdne142572:0", - "knavery": "crwdns142574:0crwdne142574:0", - "leadership": "crwdns142576:0crwdne142576:0", - "technical": "crwdns142578:0crwdne142578:0", - "spacecraft_operations": "crwdns142580:0crwdne142580:0", - "tech_redemption": "crwdns142582:0crwdne142582:0", - "think_machine": "crwdns142584:0crwdne142584:0", - "combat_actions": "crwdns142620:0crwdne142620:0", - "weapon_name": "crwdns146332:0crwdne146332:0", - "goal_bonus_malus": "crwdns142590:0crwdne142590:0", - "damage": "crwdns142592:0crwdne142592:0", - "strength_required": "crwdns142594:0crwdne142594:0", - "weapon_range": "crwdns142596:0crwdne142596:0", - "weapon_shots": "crwdns142598:0crwdne142598:0", - "weapon_rate": "crwdns142600:0crwdne142600:0", - "weapon_size": "crwdns142602:0crwdne142602:0", - "armor_and_shield": "crwdns146334:0crwdne146334:0", - "armor": "crwdns142604:0crwdne142604:0", - "tech_level": "crwdns142606:0crwdne142606:0", - "armor_prot_s": "crwdns142608:0crwdne142608:0", - "armor_str_malus_s": "crwdns142610:0crwdne142610:0", - "armor_dex_malus_s": "crwdns142612:0crwdne142612:0", - "armor_end_malus_s": "crwdns142614:0crwdne142614:0", - "armor_init_malus_s": "crwdns142616:0crwdne142616:0", - "armor_properties": "crwdns142618:0crwdne142618:0", - "combat_styles": "crwdns146336:0crwdne146336:0", - "combat_style": "crwdns146338:0crwdne146338:0", - "combat_action_name": "crwdns146340:0crwdne146340:0", - "psi": "crwdns142626:0crwdne142626:0", - "stigmata": "crwdns142628:0crwdne142628:0", - "urge": "crwdns142630:0crwdne142630:0", - "psi_path": "crwdns142632:0crwdne142632:0", - "level_s": "crwdns142634:0crwdne142634:0", - "power_name": "crwdns142636:0crwdne142636:0", - "characteristic_s": "crwdns142638:0crwdne142638:0", - "skill_s": "crwdns142640:0crwdne142640:0", - "power_range": "crwdns142642:0crwdne142642:0", - "power_duration": "crwdns142644:0crwdne142644:0", - "theurgy": "crwdns142646:0crwdne142646:0", - "hubris": "crwdns142648:0crwdne142648:0", - "church_sect": "crwdns142650:0crwdne142650:0", - "rite_level": "crwdns142652:0crwdne142652:0", - "rite_name": "crwdns146342:0crwdne146342:0", - "rite_components_s": "crwdns142656:0crwdne142656:0", - "rite_range": "crwdns142658:0crwdne142658:0", - "rite_duration": "crwdns142660:0crwdne142660:0", - "body_modifications": "crwdns146344:0crwdne146344:0", - "body_modification_type": "crwdns146346:0crwdne146346:0", - "body_modification_incompatibility": "crwdns146348:0crwdne146348:0", - "possessions": "crwdns142662:0crwdne142662:0", - "cash": "crwdns142664:0crwdne142664:0", - "bank": "crwdns142666:0crwdne142666:0", - "revenues": "crwdns142668:0crwdne142668:0", - "debt": "crwdns142670:0crwdne142670:0", - "carried": "crwdns142672:0crwdne142672:0", - "owned": "crwdns142674:0crwdne142674:0", - "location": "crwdns142676:0crwdne142676:0", - "experience": "crwdns142678:0crwdne142678:0", - "total_xp": "crwdns142680:0crwdne142680:0", - "unspent_xp": "crwdns142682:0crwdne142682:0", - "trait": "crwdns142684:0crwdne142684:0", - "rank_from": "crwdns142686:0crwdne142686:0", - "rank_to": "crwdns142688:0crwdne142688:0", - "xp_cost": "crwdns142690:0crwdne142690:0", - "notes": "crwdns142692:0crwdne142692:0", - "additional_vp": "crwdns142694:0crwdne142694:0", - "victory_points": "crwdns142696:0crwdne142696:0", - "the_end": "crwdns142698:0crwdne142698:0", - "failure": "crwdns142700:0crwdne142700:0", - "critical_failure_q": "crwdns142702:0crwdne142702:0", - "critical_failure": "crwdns142704:0crwdne142704:0", - "noncritical_failure": "crwdns142706:0crwdne142706:0", - "critical_success": "crwdns142708:0crwdne142708:0", - "success": "crwdns142710:0crwdne142710:0", - "roll_again": "crwdns142712:0crwdne142712:0", - "confirm": "crwdns142714:0crwdne142714:0", - "attack_damage": "crwdns142716:0crwdne142716:0", - "mitigated_damage": "crwdns142718:0crwdne142718:0" -} \ No newline at end of file diff --git a/Fallout-Vaults-and-Deathclaws/Fallout-VnV.html b/Fallout-Vaults-and-Deathclaws/Fallout-VnV.html index 45bfd5de1a..cb69804758 100644 --- a/Fallout-Vaults-and-Deathclaws/Fallout-VnV.html +++ b/Fallout-Vaults-and-Deathclaws/Fallout-VnV.html @@ -104,7 +104,8 @@ - + +

    Secondary Statistics

    @@ -116,7 +117,7 @@
        -   +   @@ -794,6 +795,20 @@
    +
    + + +
    @@ -1104,7 +1119,7 @@
    - +
    diff --git a/Five Torches Deep (FR version)/FTD_CSS.css b/Five Torches Deep (FR version)/FTD_CSS.css index bcf780d65d..ab8b06c09a 100644 --- a/Five Torches Deep (FR version)/FTD_CSS.css +++ b/Five Torches Deep (FR version)/FTD_CSS.css @@ -40,7 +40,7 @@ } .sheet-container_pc2 { - grid-template-columns: 130px 45px 80px 80px 90px 300px 1fr; + grid-template-columns: 180px 45px 150px 150px 150px 1fr; background-image:url(https://zupimages.net/up/20/11/wvzc.jpg); background-size: 100% auto; margin-top: 5px; @@ -221,6 +221,10 @@ input[type="radio"]:checked + span::before, input[type="checkbox"]:checked + spa grid-area: 8/1/8/2; } +.sheet-initiative1 { + grid-area: 5/2/7/3; +} + .sheet-ac1 { grid-area: 7/2/7/3; } diff --git a/Five Torches Deep (FR version)/FTD_HTML.html b/Five Torches Deep (FR version)/FTD_HTML.html index 9c0248ab46..2dfc5f84c0 100644 --- a/Five Torches Deep (FR version)/FTD_HTML.html +++ b/Five Torches Deep (FR version)/FTD_HTML.html @@ -5,8 +5,9 @@ - - + + +Roll to GM @@ -77,42 +78,42 @@
    -
    -
    -
    -
    -
    - @@ -147,6 +148,12 @@
    /
    +
    + +

    CA

    @@ -180,19 +187,19 @@ /
    -
    -
    - @@ -214,13 +221,25 @@

    Armures

    - +
    + + +

    Armes

    +
    + +

    Classe

    +
    + +

    Archétype

    +
    + +
    @@ -230,15 +249,15 @@

    Nom

    Maît.

    -

    Toucher

    +

    Carac. Toucher

    +

    Bonus Toucher

    Dégâts

    Carac.

    -

    Description

    - + - @@ -246,8 +265,9 @@ - - + + - -
    @@ -288,7 +308,7 @@
    - +
    @@ -308,7 +328,7 @@ - + / @@ -368,12 +388,12 @@

    Bonus au toucher

    - +

    Dégâts

    - +

    CA

    @@ -383,14 +403,13 @@

    Points de vie

    /

    - - +

    Modificateur de base

    - +

    Vitesse

    @@ -400,13 +419,13 @@
    -

    Force

    +

    Forces

    Modificateur

    - +
    @@ -448,20 +467,20 @@
    -

    Faiblesses

    +

    Faiblesses

    Modificateur

    - +
    - - + +
    @@ -515,7 +534,7 @@

    {{name}}

    -

    {{test_name}}

    +

    {{test_name}}

    {{r1}} | {{r2}}
    @@ -531,7 +550,7 @@
    {{r1}} | {{r2}}
    -

    {{damage_name}}

    +

    {{damage_name}}

    {{r_damage}}
    @@ -614,7 +633,7 @@ stats.forEach(function (stat) { }); // === LVL CALC -on("change:pc_xp sheet:opened", function() { +on("change:pc_xp", function() { getAttrs(["pc_xp"], function(values) { let XP = parseInt(values.pc_xp,10)||0; let lvl = 1; @@ -633,7 +652,7 @@ on("change:pc_xp sheet:opened", function() { }); // === ARCHETYPE SWITCH -on('change:pc_class sheet:opened', function() { +on('change:pc_class', function() { getAttrs(['pc_class'], function(values) { var idx = 0; switch (values.pc_class.toLowerCase()) { @@ -669,7 +688,7 @@ on("change:pc_lvl sheet:opened", function() { }); // === LOAD CALC -on("change:pc_strength sheet:opened", function() { +on("change:pc_strength", function() { getAttrs(["pc_strength"], function(values) { let l = parseInt(values.pc_strength,10)||0; setAttrs({ @@ -679,7 +698,7 @@ on("change:pc_strength sheet:opened", function() { }); // === SPEED CALC -on("change:pc_load sheet:opened", function() { +on("change:pc_load", function() { getAttrs(["pc_load", "pc_load_max"], function(values) { let l = parseInt(values.pc_load,10)||0; let max = parseInt(values.pc_load_max,10)||0; @@ -693,7 +712,7 @@ on("change:pc_load sheet:opened", function() { }); // === RESILIENCE CALC -on("change:pc_constitution sheet:opened", function() { +on("change:pc_constitution", function() { getAttrs(["pc_constitution"], function(values) { let resilience = parseInt(values.pc_constitution,10)||0; setAttrs({ @@ -703,7 +722,7 @@ on("change:pc_constitution sheet:opened", function() { }); // === SUPPLY CALC -on("change:pc_intelligence sheet:opened", function() { +on("change:pc_intelligence", function() { getAttrs(["pc_intelligence"], function(values) { let supply = parseInt(values.pc_intelligence,10)||0; setAttrs({ @@ -713,7 +732,7 @@ on("change:pc_intelligence sheet:opened", function() { }); // === Arcane CALC -on("change:pc_intelligenceMod change:pc_proficiency change:pc_class sheet:opened", function() { +on("change:pc_intelligenceMod change:pc_proficiency change:pc_class", function() { getAttrs(["pc_intelligenceMod", "pc_proficiency", "pc_class"], function(values) { let INT = parseInt(values.pc_intelligenceMod,10)||0; let PROF = parseInt(values.pc_proficiency,10)||0; @@ -727,7 +746,7 @@ on("change:pc_intelligenceMod change:pc_proficiency change:pc_class sheet:opened }); // === Perception CALC -on("change:pc_wisdomMod change:pc_proficiency change:pc_arc sheet:opened", function() { +on("change:pc_wisdomMod change:pc_proficiency change:pc_arc", function() { getAttrs(["pc_wisdomMod", "pc_proficiency", "pc_arc"], function(values) { let WIS = parseInt(values.pc_wisdomMod,10)||0; let PROF = parseInt(values.pc_proficiency,10)||0; @@ -741,7 +760,7 @@ on("change:pc_wisdomMod change:pc_proficiency change:pc_arc sheet:opened", funct }); // === Divine CALC -on("change:pc_wisdomMod change:pc_proficiency change:pc_class sheet:opened", function() { +on("change:pc_wisdomMod change:pc_proficiency change:pc_class", function() { getAttrs(["pc_wisdomMod", "pc_proficiency", "pc_class"], function(values) { let WIS = parseInt(values.pc_wisdomMod,10)||0; let PROF = parseInt(values.pc_proficiency,10)||0; @@ -755,7 +774,7 @@ on("change:pc_wisdomMod change:pc_proficiency change:pc_class sheet:opened", fun }); // === RETAINER CALC -on("change:pc_charisma sheet:opened", function() { +on("change:pc_charisma", function() { getAttrs(["pc_charisma"], function(values) { let retainer = parseInt(values.pc_charisma,10)||0; setAttrs({ @@ -765,7 +784,7 @@ on("change:pc_charisma sheet:opened", function() { }); // === MAGIC ITEM CALC -on("change:pc_charismaMod sheet:opened", function() { +on("change:pc_charismaMod", function() { getAttrs(["pc_charismaMod"], function(values) { let cha = parseInt(values.pc_charismaMod,10)||0; let mi = 1; @@ -777,7 +796,7 @@ on("change:pc_charismaMod sheet:opened", function() { }); // === AC CALC -on("change:pc_ac_type change:pc_ac_shield change:pc_dexterityMod sheet:opened", function() { +on("change:pc_ac_type change:pc_ac_shield change:pc_dexterityMod", function() { getAttrs(["pc_ac_type", "pc_ac_shield", "pc_dexterityMod", "pc_ac"], function(values) { let TYPE = parseInt(values.pc_ac_type,10)||0; let DEX = parseInt(values.pc_dexterityMod,10)||0; @@ -847,7 +866,7 @@ on("change:pc_class", function () { "Magicien": {arc: "Diplomatie, intuition, magie des arcanes"}, }; -on("change:pc_class sheet:opened", function () { +on("change:pc_class", function () { getAttrs(["pc_class"], function(values) { let classe = values.pc_class if (!classprof.hasOwnProperty( classe )) { @@ -855,14 +874,14 @@ on("change:pc_class sheet:opened", function () { return; }; setAttrs({ - "pc_prof_armor": classprof[classe].armor, - "pc_prof_weapon": classprof[classe].weapon, - "pc_prof_class": classprof[classe].class, + "pc_prof_armor": getTranslationByKey(classprof[classe].armor), + "pc_prof_weapon": getTranslationByKey(classprof[classe].weapon), + "pc_prof_class": getTranslationByKey(classprof[classe].class), }); }); }); -on("change:pc_arch change:select-chooser sheet:opened", function () { +on("change:pc_arch change:select-chooser", function () { getAttrs(["pc_arch"], function(values) { let arch = values.pc_arch; if (!archprof.hasOwnProperty( arch )) { @@ -870,7 +889,7 @@ on("change:pc_arch change:select-chooser sheet:opened", function () { return; } setAttrs({ - "pc_prof_archetype": archprof[arch].arc, + "pc_prof_archetype": getTranslationByKey(archprof[arch].arc), }); }); }); @@ -888,7 +907,7 @@ on("change:pc_arch change:select-chooser sheet:opened", function () { "9": {first: "5", second: "5", third: "5", fourth: "3", fifth: "1"}, }; -on("change:pc_lvl sheet:opened", function() { +on("change:pc_lvl", function() { getAttrs(["pc_lvl"], function(values) { let LVL = values.pc_lvl; if (!spelltable.hasOwnProperty( LVL )) { @@ -991,10 +1010,10 @@ on("change:npc_type", function () { return; } setAttrs({ - "npc_strong_attribute": categorie[role].strong, - "npc_strong_desc": categorie[role].strongdesc, - "npc_weak_attribute": categorie[role].weak, - "npc_weak_desc": categorie[role].weakdesc, + "npc_strong_attribute": getTranslationByKey(categorie[role].strong), + "npc_strong_desc": getTranslationByKey(categorie[role].strongdesc), + "npc_weak_attribute": getTranslationByKey(categorie[role].weak), + "npc_weak_desc": getTranslationByKey(categorie[role].weakdesc), }); }); }); @@ -1030,4 +1049,47 @@ const repeatingSum = (destination, section, fields, multiplier = 1) => { on('change:repeating_inventory remove:repeating_inventory', function() { repeatingSum("pc_load","inventory","pc_item_load"); }); + +// === TO GM WHISP MODE + const gmmode = { + "1": {desc: "/w gm"}, + "0": {desc: " "} + }; + +on("change:togmcheck sheet:opened", function () { + getAttrs(["togmcheck"], function(values) { + let gm = parseInt(values.togmcheck,10)||0; + if (!gmmode.hasOwnProperty( gm )) { + console.log("Error: The item " + gm + " is not found within the race Object."); + return; + }; + setAttrs({ + "togm": gmmode[gm].desc, + }); + }); +}); + +// === ROLL QUERIES TRANSLATION +on("sheet:opened", function(eventInfo){ + + setAttrs({ + profmacro: getTranslationByKey("Maîtrise applicable ?"), + yesmacro: getTranslationByKey("Oui"), + nomacro: getTranslationByKey("Non"), + attrmacro: getTranslationByKey("Caractéristiques"), + wepmacro: getTranslationByKey("Armes"), + magmacro: getTranslationByKey("Magie"), + sensmacro: getTranslationByKey("Sens"), + standardmacro: getTranslationByKey("Jets") + " @{npc_base_mod}", + strongmacro: getTranslationByKey("Forces") + " @{npc_strong_mod}", + weakmacro: getTranslationByKey("Faiblesses") + " @{npc_weak_mod}", + attrbuttonmacro : "[" + getTranslationByKey("strength") + "(@{pc_strengthMod})](~strength) [" + getTranslationByKey("dexterity") + "(@{pc_dexterityMod})](~dexterity) [" + getTranslationByKey("constitution") + "(@{pc_constitutionMod})](~constitution) [" + getTranslationByKey("intelligence") + "(@{pc_intelligenceMod})](~intelligence) [" + getTranslationByKey("wisdom") + "(@{pc_wisdomMod})](~wisdom) [" + getTranslationByKey("charisma") + "(@{pc_charismaMod})](~charisma)", + magbuttonmacro : "[" + getTranslationByKey("arcane") + "(@{pc_arcane})](~arcana) [" + getTranslationByKey("divine") + "(@{pc_divine})](~divine)", + sensbuttonmacro : "[" + getTranslationByKey("perception") + "(@{pc_perception})](~perception)" + " [" + getTranslationByKey("initiative") + "(@{pc_dexterity})](~initiative)", + standardbuttonmacro : "[" + getTranslationByKey("roll") + "](~npc_base) [" + getTranslationByKey("attack") + "](~npc_attack) [" + getTranslationByKey("damage") + "](~npc_damage)", + strongbuttonmacro : "[" + getTranslationByKey("Test (force)") + "](~npc_strong)", + weakbuttonmacro : "[" + getTranslationByKey("Test (faiblesse)") + "](~npc_weak)" + }); + +}); \ No newline at end of file diff --git a/Five Torches Deep (FR version)/sheet.json b/Five Torches Deep (FR version)/sheet.json index f050e5da13..92959ed774 100644 --- a/Five Torches Deep (FR version)/sheet.json +++ b/Five Torches Deep (FR version)/sheet.json @@ -4,5 +4,5 @@ "authors": "Pantoufle", "roll20userid": "601574", "preview": "FTD_preview.jpg", - "instructions": "This is a sheet for Five Torches Deep (French version). Deux onglets sont presents (PJ ou PNJ). N'hesitez pas a utiliser le bouton en haut a droite de la feuille pour avoir une mini fiche dans le chat. (vous pouvez aussi l'appeler par une macro %{nom du personnage|minisheet} ou %{nom du personnage|npc_minisheet} pour un PNJ. " + "instructions": "This is a sheet for Five Torches Deep. The base version is french but you can set it to english by setting your account to english (I hope someone will translate the sheet to your langage :p) Two tabs are presents (PC or NPC). Make sure to use the button in the upper right corner of the sheet to access the chat minisheet. (You can call it from a macro %{charactername|minisheet} or %{charactername|npc_minisheet} for a npc. The checkboxes at the top of the sheet enables 2 more designs for the sheet if you don't like the full color background :)" } diff --git a/Five Torches Deep (FR version)/translation.json b/Five Torches Deep (FR version)/translation.json index b9a75f20e9..05547b7206 100644 --- a/Five Torches Deep (FR version)/translation.json +++ b/Five Torches Deep (FR version)/translation.json @@ -44,6 +44,7 @@ "weapon":"Armes", "weapon_name":"Nom", "weapon_prof":"Maît.", + "to_hit_attribute": "Carac. toucher", "to_hit_bonus":"Bonus au toucher", "damage":"Dégâts", "damage_attr":"Carac.", @@ -138,6 +139,32 @@ "1 attaque supplémentaire/3HD." : "1 attaque supplémentaire/3HD.", "demi-dégâts ou immunité à un type de dégâts." : "demi-dégâts ou immunité à un type de dégâts.", "Cible: 1/2HD. Effectuez une attaque contre chaque cible. Chaque cible touchée effectue un mouvement forcé de 3m/5HD." : "Cible: 1/2HD. Effectuez une attaque contre chaque cible. Chaque cible touchée effectue un mouvement forcé de 3m/5HD.", - "Disposez d'un mouvement spécial dans certaines conditions (vol, enfouissement, éthéré, aquatique, bond, téléportation, grande vitesse, escalade...)." : "Disposez d'un mouvement spécial dans certaines conditions (vol, enfouissement, éthéré, aquatique, bond, téléportation, grande vitesse, escalade...)." - + "Disposez d'un mouvement spécial dans certaines conditions (vol, enfouissement, éthéré, aquatique, bond, téléportation, grande vitesse, escalade...)." : "Disposez d'un mouvement spécial dans certaines conditions (vol, enfouissement, éthéré, aquatique, bond, téléportation, grande vitesse, escalade...).", + "Test de Force": "Test de Force", + "Test de Dextérité": "Test de Dextérité", + "Test de Constitution": "Test de Constitution", + "Test d'Intelligence": "Test d'Intelligence", + "Test de Sagesse": "Test de Sagesse", + "Test de Charisme": "Test de Charisme", + "Test de Perception": "Test de Perception", + "Test de Magie des Arcanes": "Test de Magie des Arcanes", + "Test de Magie divine": "Test de Magie divine", + "Dégâts": "Dégâts", + "Jet d'attaque": "Jet d'attaque", + "Test standard": "Test standard", + "Test (force)": "Test (force)", + "Test (faiblesse)": "Test (faiblesse)", + "Maîtrise applicable ?": "Maîtrise applicable ?", + "Oui": "Oui", + "Non": "Non", + "%{selected ou nom du personnage|minisheet}": "%{selected ou nom du personnage|minisheet}", + "Caractéristiques": "Caractéristiques", + "Armes": "Armes", + "Magie": "Magie", + "Sens": "Sens", + "Techniques": "Techniques", + "Jets": "Jets", + "Forces": "Forces", + "Faiblesses": "Faiblesses", + "initiative": "Initiative" } \ No newline at end of file diff --git a/Five Torches Deep (FR version)/translations/af.json b/Five Torches Deep (FR version)/translations/af.json index f0ec62c369..f00ad0f4e5 100644 --- a/Five Torches Deep (FR version)/translations/af.json +++ b/Five Torches Deep (FR version)/translations/af.json @@ -44,6 +44,7 @@ "weapon": "Armes", "weapon_name": "Nom", "weapon_prof": "Maît.", + "to_hit_attribute": "Carac. toucher", "to_hit_bonus": "Bonus au toucher", "damage": "Dégâts", "damage_attr": "Carac.", @@ -138,5 +139,32 @@ "1 attaque supplémentaire/3HD.": "1 attaque supplémentaire/3HD.", "demi-dégâts ou immunité à un type de dégâts.": "demi-dégâts ou immunité à un type de dégâts.", "Cible: 1/2HD. Effectuez une attaque contre chaque cible. Chaque cible touchée effectue un mouvement forcé de 3m/5HD.": "Cible: 1/2HD. Effectuez une attaque contre chaque cible. Chaque cible touchée effectue un mouvement forcé de 3m/5HD.", - "Disposez d'un mouvement spécial dans certaines conditions (vol, enfouissement, éthéré, aquatique, bond, téléportation, grande vitesse, escalade...).": "Disposez d'un mouvement spécial dans certaines conditions (vol, enfouissement, éthéré, aquatique, bond, téléportation, grande vitesse, escalade...)." + "Disposez d'un mouvement spécial dans certaines conditions (vol, enfouissement, éthéré, aquatique, bond, téléportation, grande vitesse, escalade...).": "Disposez d'un mouvement spécial dans certaines conditions (vol, enfouissement, éthéré, aquatique, bond, téléportation, grande vitesse, escalade...).", + "Test de Force": "Test de Force", + "Test de Dextérité": "Test de Dextérité", + "Test de Constitution": "Test de Constitution", + "Test d'Intelligence": "Test d'Intelligence", + "Test de Sagesse": "Test de Sagesse", + "Test de Charisme": "Test de Charisme", + "Test de Perception": "Test de Perception", + "Test de Magie des Arcanes": "Test de Magie des Arcanes", + "Test de Magie divine": "Test de Magie divine", + "Dégâts": "Dégâts", + "Jet d'attaque": "Jet d'attaque", + "Test standard": "Test standard", + "Test (force)": "Test (force)", + "Test (faiblesse)": "Test (faiblesse)", + "Maîtrise applicable ?": "Maîtrise applicable ?", + "Oui": "Oui", + "Non": "Non", + "%{selected ou nom du personnage|minisheet}": "%{selected ou nom du personnage|minisheet}", + "Caractéristiques": "Caractéristiques", + "Armes": "Armes", + "Magie": "Magie", + "Sens": "Sens", + "Techniques": "Techniques", + "Jets": "Jets", + "Forces": "Forces", + "Faiblesses": "Faiblesses", + "initiative": "Initiative" } \ No newline at end of file diff --git a/Five Torches Deep (FR version)/translations/cs.json b/Five Torches Deep (FR version)/translations/cs.json index f0ec62c369..f00ad0f4e5 100644 --- a/Five Torches Deep (FR version)/translations/cs.json +++ b/Five Torches Deep (FR version)/translations/cs.json @@ -44,6 +44,7 @@ "weapon": "Armes", "weapon_name": "Nom", "weapon_prof": "Maît.", + "to_hit_attribute": "Carac. toucher", "to_hit_bonus": "Bonus au toucher", "damage": "Dégâts", "damage_attr": "Carac.", @@ -138,5 +139,32 @@ "1 attaque supplémentaire/3HD.": "1 attaque supplémentaire/3HD.", "demi-dégâts ou immunité à un type de dégâts.": "demi-dégâts ou immunité à un type de dégâts.", "Cible: 1/2HD. Effectuez une attaque contre chaque cible. Chaque cible touchée effectue un mouvement forcé de 3m/5HD.": "Cible: 1/2HD. Effectuez une attaque contre chaque cible. Chaque cible touchée effectue un mouvement forcé de 3m/5HD.", - "Disposez d'un mouvement spécial dans certaines conditions (vol, enfouissement, éthéré, aquatique, bond, téléportation, grande vitesse, escalade...).": "Disposez d'un mouvement spécial dans certaines conditions (vol, enfouissement, éthéré, aquatique, bond, téléportation, grande vitesse, escalade...)." + "Disposez d'un mouvement spécial dans certaines conditions (vol, enfouissement, éthéré, aquatique, bond, téléportation, grande vitesse, escalade...).": "Disposez d'un mouvement spécial dans certaines conditions (vol, enfouissement, éthéré, aquatique, bond, téléportation, grande vitesse, escalade...).", + "Test de Force": "Test de Force", + "Test de Dextérité": "Test de Dextérité", + "Test de Constitution": "Test de Constitution", + "Test d'Intelligence": "Test d'Intelligence", + "Test de Sagesse": "Test de Sagesse", + "Test de Charisme": "Test de Charisme", + "Test de Perception": "Test de Perception", + "Test de Magie des Arcanes": "Test de Magie des Arcanes", + "Test de Magie divine": "Test de Magie divine", + "Dégâts": "Dégâts", + "Jet d'attaque": "Jet d'attaque", + "Test standard": "Test standard", + "Test (force)": "Test (force)", + "Test (faiblesse)": "Test (faiblesse)", + "Maîtrise applicable ?": "Maîtrise applicable ?", + "Oui": "Oui", + "Non": "Non", + "%{selected ou nom du personnage|minisheet}": "%{selected ou nom du personnage|minisheet}", + "Caractéristiques": "Caractéristiques", + "Armes": "Armes", + "Magie": "Magie", + "Sens": "Sens", + "Techniques": "Techniques", + "Jets": "Jets", + "Forces": "Forces", + "Faiblesses": "Faiblesses", + "initiative": "Initiative" } \ No newline at end of file diff --git a/Five Torches Deep (FR version)/translations/da.json b/Five Torches Deep (FR version)/translations/da.json index f0ec62c369..f00ad0f4e5 100644 --- a/Five Torches Deep (FR version)/translations/da.json +++ b/Five Torches Deep (FR version)/translations/da.json @@ -44,6 +44,7 @@ "weapon": "Armes", "weapon_name": "Nom", "weapon_prof": "Maît.", + "to_hit_attribute": "Carac. toucher", "to_hit_bonus": "Bonus au toucher", "damage": "Dégâts", "damage_attr": "Carac.", @@ -138,5 +139,32 @@ "1 attaque supplémentaire/3HD.": "1 attaque supplémentaire/3HD.", "demi-dégâts ou immunité à un type de dégâts.": "demi-dégâts ou immunité à un type de dégâts.", "Cible: 1/2HD. Effectuez une attaque contre chaque cible. Chaque cible touchée effectue un mouvement forcé de 3m/5HD.": "Cible: 1/2HD. Effectuez une attaque contre chaque cible. Chaque cible touchée effectue un mouvement forcé de 3m/5HD.", - "Disposez d'un mouvement spécial dans certaines conditions (vol, enfouissement, éthéré, aquatique, bond, téléportation, grande vitesse, escalade...).": "Disposez d'un mouvement spécial dans certaines conditions (vol, enfouissement, éthéré, aquatique, bond, téléportation, grande vitesse, escalade...)." + "Disposez d'un mouvement spécial dans certaines conditions (vol, enfouissement, éthéré, aquatique, bond, téléportation, grande vitesse, escalade...).": "Disposez d'un mouvement spécial dans certaines conditions (vol, enfouissement, éthéré, aquatique, bond, téléportation, grande vitesse, escalade...).", + "Test de Force": "Test de Force", + "Test de Dextérité": "Test de Dextérité", + "Test de Constitution": "Test de Constitution", + "Test d'Intelligence": "Test d'Intelligence", + "Test de Sagesse": "Test de Sagesse", + "Test de Charisme": "Test de Charisme", + "Test de Perception": "Test de Perception", + "Test de Magie des Arcanes": "Test de Magie des Arcanes", + "Test de Magie divine": "Test de Magie divine", + "Dégâts": "Dégâts", + "Jet d'attaque": "Jet d'attaque", + "Test standard": "Test standard", + "Test (force)": "Test (force)", + "Test (faiblesse)": "Test (faiblesse)", + "Maîtrise applicable ?": "Maîtrise applicable ?", + "Oui": "Oui", + "Non": "Non", + "%{selected ou nom du personnage|minisheet}": "%{selected ou nom du personnage|minisheet}", + "Caractéristiques": "Caractéristiques", + "Armes": "Armes", + "Magie": "Magie", + "Sens": "Sens", + "Techniques": "Techniques", + "Jets": "Jets", + "Forces": "Forces", + "Faiblesses": "Faiblesses", + "initiative": "Initiative" } \ No newline at end of file diff --git a/Five Torches Deep (FR version)/translations/de.json b/Five Torches Deep (FR version)/translations/de.json index f0ec62c369..f00ad0f4e5 100644 --- a/Five Torches Deep (FR version)/translations/de.json +++ b/Five Torches Deep (FR version)/translations/de.json @@ -44,6 +44,7 @@ "weapon": "Armes", "weapon_name": "Nom", "weapon_prof": "Maît.", + "to_hit_attribute": "Carac. toucher", "to_hit_bonus": "Bonus au toucher", "damage": "Dégâts", "damage_attr": "Carac.", @@ -138,5 +139,32 @@ "1 attaque supplémentaire/3HD.": "1 attaque supplémentaire/3HD.", "demi-dégâts ou immunité à un type de dégâts.": "demi-dégâts ou immunité à un type de dégâts.", "Cible: 1/2HD. Effectuez une attaque contre chaque cible. Chaque cible touchée effectue un mouvement forcé de 3m/5HD.": "Cible: 1/2HD. Effectuez une attaque contre chaque cible. Chaque cible touchée effectue un mouvement forcé de 3m/5HD.", - "Disposez d'un mouvement spécial dans certaines conditions (vol, enfouissement, éthéré, aquatique, bond, téléportation, grande vitesse, escalade...).": "Disposez d'un mouvement spécial dans certaines conditions (vol, enfouissement, éthéré, aquatique, bond, téléportation, grande vitesse, escalade...)." + "Disposez d'un mouvement spécial dans certaines conditions (vol, enfouissement, éthéré, aquatique, bond, téléportation, grande vitesse, escalade...).": "Disposez d'un mouvement spécial dans certaines conditions (vol, enfouissement, éthéré, aquatique, bond, téléportation, grande vitesse, escalade...).", + "Test de Force": "Test de Force", + "Test de Dextérité": "Test de Dextérité", + "Test de Constitution": "Test de Constitution", + "Test d'Intelligence": "Test d'Intelligence", + "Test de Sagesse": "Test de Sagesse", + "Test de Charisme": "Test de Charisme", + "Test de Perception": "Test de Perception", + "Test de Magie des Arcanes": "Test de Magie des Arcanes", + "Test de Magie divine": "Test de Magie divine", + "Dégâts": "Dégâts", + "Jet d'attaque": "Jet d'attaque", + "Test standard": "Test standard", + "Test (force)": "Test (force)", + "Test (faiblesse)": "Test (faiblesse)", + "Maîtrise applicable ?": "Maîtrise applicable ?", + "Oui": "Oui", + "Non": "Non", + "%{selected ou nom du personnage|minisheet}": "%{selected ou nom du personnage|minisheet}", + "Caractéristiques": "Caractéristiques", + "Armes": "Armes", + "Magie": "Magie", + "Sens": "Sens", + "Techniques": "Techniques", + "Jets": "Jets", + "Forces": "Forces", + "Faiblesses": "Faiblesses", + "initiative": "Initiative" } \ No newline at end of file diff --git a/Five Torches Deep (FR version)/translations/el.json b/Five Torches Deep (FR version)/translations/el.json index f0ec62c369..f00ad0f4e5 100644 --- a/Five Torches Deep (FR version)/translations/el.json +++ b/Five Torches Deep (FR version)/translations/el.json @@ -44,6 +44,7 @@ "weapon": "Armes", "weapon_name": "Nom", "weapon_prof": "Maît.", + "to_hit_attribute": "Carac. toucher", "to_hit_bonus": "Bonus au toucher", "damage": "Dégâts", "damage_attr": "Carac.", @@ -138,5 +139,32 @@ "1 attaque supplémentaire/3HD.": "1 attaque supplémentaire/3HD.", "demi-dégâts ou immunité à un type de dégâts.": "demi-dégâts ou immunité à un type de dégâts.", "Cible: 1/2HD. Effectuez une attaque contre chaque cible. Chaque cible touchée effectue un mouvement forcé de 3m/5HD.": "Cible: 1/2HD. Effectuez une attaque contre chaque cible. Chaque cible touchée effectue un mouvement forcé de 3m/5HD.", - "Disposez d'un mouvement spécial dans certaines conditions (vol, enfouissement, éthéré, aquatique, bond, téléportation, grande vitesse, escalade...).": "Disposez d'un mouvement spécial dans certaines conditions (vol, enfouissement, éthéré, aquatique, bond, téléportation, grande vitesse, escalade...)." + "Disposez d'un mouvement spécial dans certaines conditions (vol, enfouissement, éthéré, aquatique, bond, téléportation, grande vitesse, escalade...).": "Disposez d'un mouvement spécial dans certaines conditions (vol, enfouissement, éthéré, aquatique, bond, téléportation, grande vitesse, escalade...).", + "Test de Force": "Test de Force", + "Test de Dextérité": "Test de Dextérité", + "Test de Constitution": "Test de Constitution", + "Test d'Intelligence": "Test d'Intelligence", + "Test de Sagesse": "Test de Sagesse", + "Test de Charisme": "Test de Charisme", + "Test de Perception": "Test de Perception", + "Test de Magie des Arcanes": "Test de Magie des Arcanes", + "Test de Magie divine": "Test de Magie divine", + "Dégâts": "Dégâts", + "Jet d'attaque": "Jet d'attaque", + "Test standard": "Test standard", + "Test (force)": "Test (force)", + "Test (faiblesse)": "Test (faiblesse)", + "Maîtrise applicable ?": "Maîtrise applicable ?", + "Oui": "Oui", + "Non": "Non", + "%{selected ou nom du personnage|minisheet}": "%{selected ou nom du personnage|minisheet}", + "Caractéristiques": "Caractéristiques", + "Armes": "Armes", + "Magie": "Magie", + "Sens": "Sens", + "Techniques": "Techniques", + "Jets": "Jets", + "Forces": "Forces", + "Faiblesses": "Faiblesses", + "initiative": "Initiative" } \ No newline at end of file diff --git a/Five Torches Deep (FR version)/translations/en.json b/Five Torches Deep (FR version)/translations/en.json index 8d827469af..9c0e11d843 100644 --- a/Five Torches Deep (FR version)/translations/en.json +++ b/Five Torches Deep (FR version)/translations/en.json @@ -10,12 +10,12 @@ "mage": "Mage", "archetype": "Archetype", "barbarian": "Barbarian", - "fighter": "Figther", + "fighter": "Fighter", "ranger": "Ranger", "assassin": "Assassin", "bard": "Bard", "rogue": "Rogue", - "priest": "Priest", + "priest": "Cleric", "druid": "Druid", "paladin": "Paladin", "sorcerer": "Sorcerer", @@ -44,6 +44,7 @@ "weapon": "Weapons", "weapon_name": "Name", "weapon_prof": "Prof.", + "to_hit_attribute": "Hit Attribute", "to_hit_bonus": "Hit bonus", "damage": "Damage", "damage_attr": "Attribute", @@ -138,5 +139,32 @@ "1 attaque supplémentaire/3HD.": "1 extra attack per 3 HD (6HD would have 3 attacks, 1 + 2 extra)", "demi-dégâts ou immunité à un type de dégâts.": "Gain either 1/2 damage or immunity to certain weapons or damage types (fire, slashing, non-magical, non-silver, etc)", "Cible: 1/2HD. Effectuez une attaque contre chaque cible. Chaque cible touchée effectue un mouvement forcé de 3m/5HD.": "Target: 1 PC / 2 HD Check: Monster checks to hit each target. Each hit PC suffers forced movement up to 10’ per 5 HD", - "Disposez d'un mouvement spécial dans certaines conditions (vol, enfouissement, éthéré, aquatique, bond, téléportation, grande vitesse, escalade...).": "Gain a unique movement type or speed in certain circumstances: flying, burrowing, ethereal, underwater, leap, teleport, extreme speed, wallclimb, ignore harsh terrain in certain environments" + "Disposez d'un mouvement spécial dans certaines conditions (vol, enfouissement, éthéré, aquatique, bond, téléportation, grande vitesse, escalade...).": "Gain a unique movement type or speed in certain circumstances: flying, burrowing, ethereal, underwater, leap, teleport, extreme speed, wallclimb, ignore harsh terrain in certain environments", + "Test de Force": "Strength Test", + "Test de Dextérité": "Dexterity Test", + "Test de Constitution": "Constitution Test", + "Test d'Intelligence": "Intelligence Test", + "Test de Sagesse": "Wisdom Test", + "Test de Charisme": "Charisma Test", + "Test de Perception": "Perception Test", + "Test de Magie des Arcanes": "Arcane Magic Test", + "Test de Magie divine": "Divine Magic Test", + "Dégâts": "Damage", + "Jet d'attaque": "Attack Roll", + "Test standard": "Standard Roll", + "Test (force)": "Roll (Strong)", + "Test (faiblesse)": "Roll (Weak)", + "Maîtrise applicable ?": "Add Proficiency?", + "Oui": "Yes", + "Non": "No", + "%{selected ou nom du personnage|minisheet}": "%{selected or charactername|minisheet}", + "Caractéristiques": "Attributes", + "Armes": "Weapons", + "Magie": "Magic", + "Sens": "Senses", + "Techniques": "Techniques", + "Jets": "Rolls", + "Forces": "Strength", + "Faiblesses": "Weakness", + "initiative": "Initiative" } \ No newline at end of file diff --git a/Five Torches Deep (FR version)/translations/es.json b/Five Torches Deep (FR version)/translations/es.json index f0ec62c369..f00ad0f4e5 100644 --- a/Five Torches Deep (FR version)/translations/es.json +++ b/Five Torches Deep (FR version)/translations/es.json @@ -44,6 +44,7 @@ "weapon": "Armes", "weapon_name": "Nom", "weapon_prof": "Maît.", + "to_hit_attribute": "Carac. toucher", "to_hit_bonus": "Bonus au toucher", "damage": "Dégâts", "damage_attr": "Carac.", @@ -138,5 +139,32 @@ "1 attaque supplémentaire/3HD.": "1 attaque supplémentaire/3HD.", "demi-dégâts ou immunité à un type de dégâts.": "demi-dégâts ou immunité à un type de dégâts.", "Cible: 1/2HD. Effectuez une attaque contre chaque cible. Chaque cible touchée effectue un mouvement forcé de 3m/5HD.": "Cible: 1/2HD. Effectuez une attaque contre chaque cible. Chaque cible touchée effectue un mouvement forcé de 3m/5HD.", - "Disposez d'un mouvement spécial dans certaines conditions (vol, enfouissement, éthéré, aquatique, bond, téléportation, grande vitesse, escalade...).": "Disposez d'un mouvement spécial dans certaines conditions (vol, enfouissement, éthéré, aquatique, bond, téléportation, grande vitesse, escalade...)." + "Disposez d'un mouvement spécial dans certaines conditions (vol, enfouissement, éthéré, aquatique, bond, téléportation, grande vitesse, escalade...).": "Disposez d'un mouvement spécial dans certaines conditions (vol, enfouissement, éthéré, aquatique, bond, téléportation, grande vitesse, escalade...).", + "Test de Force": "Test de Force", + "Test de Dextérité": "Test de Dextérité", + "Test de Constitution": "Test de Constitution", + "Test d'Intelligence": "Test d'Intelligence", + "Test de Sagesse": "Test de Sagesse", + "Test de Charisme": "Test de Charisme", + "Test de Perception": "Test de Perception", + "Test de Magie des Arcanes": "Test de Magie des Arcanes", + "Test de Magie divine": "Test de Magie divine", + "Dégâts": "Dégâts", + "Jet d'attaque": "Jet d'attaque", + "Test standard": "Test standard", + "Test (force)": "Test (force)", + "Test (faiblesse)": "Test (faiblesse)", + "Maîtrise applicable ?": "Maîtrise applicable ?", + "Oui": "Oui", + "Non": "Non", + "%{selected ou nom du personnage|minisheet}": "%{selected ou nom du personnage|minisheet}", + "Caractéristiques": "Caractéristiques", + "Armes": "Armes", + "Magie": "Magie", + "Sens": "Sens", + "Techniques": "Techniques", + "Jets": "Jets", + "Forces": "Forces", + "Faiblesses": "Faiblesses", + "initiative": "Initiative" } \ No newline at end of file diff --git a/Five Torches Deep (FR version)/translations/fr.json b/Five Torches Deep (FR version)/translations/fr.json index f0ec62c369..f00ad0f4e5 100644 --- a/Five Torches Deep (FR version)/translations/fr.json +++ b/Five Torches Deep (FR version)/translations/fr.json @@ -44,6 +44,7 @@ "weapon": "Armes", "weapon_name": "Nom", "weapon_prof": "Maît.", + "to_hit_attribute": "Carac. toucher", "to_hit_bonus": "Bonus au toucher", "damage": "Dégâts", "damage_attr": "Carac.", @@ -138,5 +139,32 @@ "1 attaque supplémentaire/3HD.": "1 attaque supplémentaire/3HD.", "demi-dégâts ou immunité à un type de dégâts.": "demi-dégâts ou immunité à un type de dégâts.", "Cible: 1/2HD. Effectuez une attaque contre chaque cible. Chaque cible touchée effectue un mouvement forcé de 3m/5HD.": "Cible: 1/2HD. Effectuez une attaque contre chaque cible. Chaque cible touchée effectue un mouvement forcé de 3m/5HD.", - "Disposez d'un mouvement spécial dans certaines conditions (vol, enfouissement, éthéré, aquatique, bond, téléportation, grande vitesse, escalade...).": "Disposez d'un mouvement spécial dans certaines conditions (vol, enfouissement, éthéré, aquatique, bond, téléportation, grande vitesse, escalade...)." + "Disposez d'un mouvement spécial dans certaines conditions (vol, enfouissement, éthéré, aquatique, bond, téléportation, grande vitesse, escalade...).": "Disposez d'un mouvement spécial dans certaines conditions (vol, enfouissement, éthéré, aquatique, bond, téléportation, grande vitesse, escalade...).", + "Test de Force": "Test de Force", + "Test de Dextérité": "Test de Dextérité", + "Test de Constitution": "Test de Constitution", + "Test d'Intelligence": "Test d'Intelligence", + "Test de Sagesse": "Test de Sagesse", + "Test de Charisme": "Test de Charisme", + "Test de Perception": "Test de Perception", + "Test de Magie des Arcanes": "Test de Magie des Arcanes", + "Test de Magie divine": "Test de Magie divine", + "Dégâts": "Dégâts", + "Jet d'attaque": "Jet d'attaque", + "Test standard": "Test standard", + "Test (force)": "Test (force)", + "Test (faiblesse)": "Test (faiblesse)", + "Maîtrise applicable ?": "Maîtrise applicable ?", + "Oui": "Oui", + "Non": "Non", + "%{selected ou nom du personnage|minisheet}": "%{selected ou nom du personnage|minisheet}", + "Caractéristiques": "Caractéristiques", + "Armes": "Armes", + "Magie": "Magie", + "Sens": "Sens", + "Techniques": "Techniques", + "Jets": "Jets", + "Forces": "Forces", + "Faiblesses": "Faiblesses", + "initiative": "Initiative" } \ No newline at end of file diff --git a/Five Torches Deep (FR version)/translations/he.json b/Five Torches Deep (FR version)/translations/he.json index f0ec62c369..f00ad0f4e5 100644 --- a/Five Torches Deep (FR version)/translations/he.json +++ b/Five Torches Deep (FR version)/translations/he.json @@ -44,6 +44,7 @@ "weapon": "Armes", "weapon_name": "Nom", "weapon_prof": "Maît.", + "to_hit_attribute": "Carac. toucher", "to_hit_bonus": "Bonus au toucher", "damage": "Dégâts", "damage_attr": "Carac.", @@ -138,5 +139,32 @@ "1 attaque supplémentaire/3HD.": "1 attaque supplémentaire/3HD.", "demi-dégâts ou immunité à un type de dégâts.": "demi-dégâts ou immunité à un type de dégâts.", "Cible: 1/2HD. Effectuez une attaque contre chaque cible. Chaque cible touchée effectue un mouvement forcé de 3m/5HD.": "Cible: 1/2HD. Effectuez une attaque contre chaque cible. Chaque cible touchée effectue un mouvement forcé de 3m/5HD.", - "Disposez d'un mouvement spécial dans certaines conditions (vol, enfouissement, éthéré, aquatique, bond, téléportation, grande vitesse, escalade...).": "Disposez d'un mouvement spécial dans certaines conditions (vol, enfouissement, éthéré, aquatique, bond, téléportation, grande vitesse, escalade...)." + "Disposez d'un mouvement spécial dans certaines conditions (vol, enfouissement, éthéré, aquatique, bond, téléportation, grande vitesse, escalade...).": "Disposez d'un mouvement spécial dans certaines conditions (vol, enfouissement, éthéré, aquatique, bond, téléportation, grande vitesse, escalade...).", + "Test de Force": "Test de Force", + "Test de Dextérité": "Test de Dextérité", + "Test de Constitution": "Test de Constitution", + "Test d'Intelligence": "Test d'Intelligence", + "Test de Sagesse": "Test de Sagesse", + "Test de Charisme": "Test de Charisme", + "Test de Perception": "Test de Perception", + "Test de Magie des Arcanes": "Test de Magie des Arcanes", + "Test de Magie divine": "Test de Magie divine", + "Dégâts": "Dégâts", + "Jet d'attaque": "Jet d'attaque", + "Test standard": "Test standard", + "Test (force)": "Test (force)", + "Test (faiblesse)": "Test (faiblesse)", + "Maîtrise applicable ?": "Maîtrise applicable ?", + "Oui": "Oui", + "Non": "Non", + "%{selected ou nom du personnage|minisheet}": "%{selected ou nom du personnage|minisheet}", + "Caractéristiques": "Caractéristiques", + "Armes": "Armes", + "Magie": "Magie", + "Sens": "Sens", + "Techniques": "Techniques", + "Jets": "Jets", + "Forces": "Forces", + "Faiblesses": "Faiblesses", + "initiative": "Initiative" } \ No newline at end of file diff --git a/Five Torches Deep (FR version)/translations/it.json b/Five Torches Deep (FR version)/translations/it.json index f0ec62c369..f00ad0f4e5 100644 --- a/Five Torches Deep (FR version)/translations/it.json +++ b/Five Torches Deep (FR version)/translations/it.json @@ -44,6 +44,7 @@ "weapon": "Armes", "weapon_name": "Nom", "weapon_prof": "Maît.", + "to_hit_attribute": "Carac. toucher", "to_hit_bonus": "Bonus au toucher", "damage": "Dégâts", "damage_attr": "Carac.", @@ -138,5 +139,32 @@ "1 attaque supplémentaire/3HD.": "1 attaque supplémentaire/3HD.", "demi-dégâts ou immunité à un type de dégâts.": "demi-dégâts ou immunité à un type de dégâts.", "Cible: 1/2HD. Effectuez une attaque contre chaque cible. Chaque cible touchée effectue un mouvement forcé de 3m/5HD.": "Cible: 1/2HD. Effectuez une attaque contre chaque cible. Chaque cible touchée effectue un mouvement forcé de 3m/5HD.", - "Disposez d'un mouvement spécial dans certaines conditions (vol, enfouissement, éthéré, aquatique, bond, téléportation, grande vitesse, escalade...).": "Disposez d'un mouvement spécial dans certaines conditions (vol, enfouissement, éthéré, aquatique, bond, téléportation, grande vitesse, escalade...)." + "Disposez d'un mouvement spécial dans certaines conditions (vol, enfouissement, éthéré, aquatique, bond, téléportation, grande vitesse, escalade...).": "Disposez d'un mouvement spécial dans certaines conditions (vol, enfouissement, éthéré, aquatique, bond, téléportation, grande vitesse, escalade...).", + "Test de Force": "Test de Force", + "Test de Dextérité": "Test de Dextérité", + "Test de Constitution": "Test de Constitution", + "Test d'Intelligence": "Test d'Intelligence", + "Test de Sagesse": "Test de Sagesse", + "Test de Charisme": "Test de Charisme", + "Test de Perception": "Test de Perception", + "Test de Magie des Arcanes": "Test de Magie des Arcanes", + "Test de Magie divine": "Test de Magie divine", + "Dégâts": "Dégâts", + "Jet d'attaque": "Jet d'attaque", + "Test standard": "Test standard", + "Test (force)": "Test (force)", + "Test (faiblesse)": "Test (faiblesse)", + "Maîtrise applicable ?": "Maîtrise applicable ?", + "Oui": "Oui", + "Non": "Non", + "%{selected ou nom du personnage|minisheet}": "%{selected ou nom du personnage|minisheet}", + "Caractéristiques": "Caractéristiques", + "Armes": "Armes", + "Magie": "Magie", + "Sens": "Sens", + "Techniques": "Techniques", + "Jets": "Jets", + "Forces": "Forces", + "Faiblesses": "Faiblesses", + "initiative": "Initiative" } \ No newline at end of file diff --git a/Five Torches Deep (FR version)/translations/ja.json b/Five Torches Deep (FR version)/translations/ja.json index f0ec62c369..f00ad0f4e5 100644 --- a/Five Torches Deep (FR version)/translations/ja.json +++ b/Five Torches Deep (FR version)/translations/ja.json @@ -44,6 +44,7 @@ "weapon": "Armes", "weapon_name": "Nom", "weapon_prof": "Maît.", + "to_hit_attribute": "Carac. toucher", "to_hit_bonus": "Bonus au toucher", "damage": "Dégâts", "damage_attr": "Carac.", @@ -138,5 +139,32 @@ "1 attaque supplémentaire/3HD.": "1 attaque supplémentaire/3HD.", "demi-dégâts ou immunité à un type de dégâts.": "demi-dégâts ou immunité à un type de dégâts.", "Cible: 1/2HD. Effectuez une attaque contre chaque cible. Chaque cible touchée effectue un mouvement forcé de 3m/5HD.": "Cible: 1/2HD. Effectuez une attaque contre chaque cible. Chaque cible touchée effectue un mouvement forcé de 3m/5HD.", - "Disposez d'un mouvement spécial dans certaines conditions (vol, enfouissement, éthéré, aquatique, bond, téléportation, grande vitesse, escalade...).": "Disposez d'un mouvement spécial dans certaines conditions (vol, enfouissement, éthéré, aquatique, bond, téléportation, grande vitesse, escalade...)." + "Disposez d'un mouvement spécial dans certaines conditions (vol, enfouissement, éthéré, aquatique, bond, téléportation, grande vitesse, escalade...).": "Disposez d'un mouvement spécial dans certaines conditions (vol, enfouissement, éthéré, aquatique, bond, téléportation, grande vitesse, escalade...).", + "Test de Force": "Test de Force", + "Test de Dextérité": "Test de Dextérité", + "Test de Constitution": "Test de Constitution", + "Test d'Intelligence": "Test d'Intelligence", + "Test de Sagesse": "Test de Sagesse", + "Test de Charisme": "Test de Charisme", + "Test de Perception": "Test de Perception", + "Test de Magie des Arcanes": "Test de Magie des Arcanes", + "Test de Magie divine": "Test de Magie divine", + "Dégâts": "Dégâts", + "Jet d'attaque": "Jet d'attaque", + "Test standard": "Test standard", + "Test (force)": "Test (force)", + "Test (faiblesse)": "Test (faiblesse)", + "Maîtrise applicable ?": "Maîtrise applicable ?", + "Oui": "Oui", + "Non": "Non", + "%{selected ou nom du personnage|minisheet}": "%{selected ou nom du personnage|minisheet}", + "Caractéristiques": "Caractéristiques", + "Armes": "Armes", + "Magie": "Magie", + "Sens": "Sens", + "Techniques": "Techniques", + "Jets": "Jets", + "Forces": "Forces", + "Faiblesses": "Faiblesses", + "initiative": "Initiative" } \ No newline at end of file diff --git a/Five Torches Deep (FR version)/translations/ko.json b/Five Torches Deep (FR version)/translations/ko.json index f0ec62c369..f00ad0f4e5 100644 --- a/Five Torches Deep (FR version)/translations/ko.json +++ b/Five Torches Deep (FR version)/translations/ko.json @@ -44,6 +44,7 @@ "weapon": "Armes", "weapon_name": "Nom", "weapon_prof": "Maît.", + "to_hit_attribute": "Carac. toucher", "to_hit_bonus": "Bonus au toucher", "damage": "Dégâts", "damage_attr": "Carac.", @@ -138,5 +139,32 @@ "1 attaque supplémentaire/3HD.": "1 attaque supplémentaire/3HD.", "demi-dégâts ou immunité à un type de dégâts.": "demi-dégâts ou immunité à un type de dégâts.", "Cible: 1/2HD. Effectuez une attaque contre chaque cible. Chaque cible touchée effectue un mouvement forcé de 3m/5HD.": "Cible: 1/2HD. Effectuez une attaque contre chaque cible. Chaque cible touchée effectue un mouvement forcé de 3m/5HD.", - "Disposez d'un mouvement spécial dans certaines conditions (vol, enfouissement, éthéré, aquatique, bond, téléportation, grande vitesse, escalade...).": "Disposez d'un mouvement spécial dans certaines conditions (vol, enfouissement, éthéré, aquatique, bond, téléportation, grande vitesse, escalade...)." + "Disposez d'un mouvement spécial dans certaines conditions (vol, enfouissement, éthéré, aquatique, bond, téléportation, grande vitesse, escalade...).": "Disposez d'un mouvement spécial dans certaines conditions (vol, enfouissement, éthéré, aquatique, bond, téléportation, grande vitesse, escalade...).", + "Test de Force": "Test de Force", + "Test de Dextérité": "Test de Dextérité", + "Test de Constitution": "Test de Constitution", + "Test d'Intelligence": "Test d'Intelligence", + "Test de Sagesse": "Test de Sagesse", + "Test de Charisme": "Test de Charisme", + "Test de Perception": "Test de Perception", + "Test de Magie des Arcanes": "Test de Magie des Arcanes", + "Test de Magie divine": "Test de Magie divine", + "Dégâts": "Dégâts", + "Jet d'attaque": "Jet d'attaque", + "Test standard": "Test standard", + "Test (force)": "Test (force)", + "Test (faiblesse)": "Test (faiblesse)", + "Maîtrise applicable ?": "Maîtrise applicable ?", + "Oui": "Oui", + "Non": "Non", + "%{selected ou nom du personnage|minisheet}": "%{selected ou nom du personnage|minisheet}", + "Caractéristiques": "Caractéristiques", + "Armes": "Armes", + "Magie": "Magie", + "Sens": "Sens", + "Techniques": "Techniques", + "Jets": "Jets", + "Forces": "Forces", + "Faiblesses": "Faiblesses", + "initiative": "Initiative" } \ No newline at end of file diff --git a/Five Torches Deep (FR version)/translations/nl.json b/Five Torches Deep (FR version)/translations/nl.json index f0ec62c369..f00ad0f4e5 100644 --- a/Five Torches Deep (FR version)/translations/nl.json +++ b/Five Torches Deep (FR version)/translations/nl.json @@ -44,6 +44,7 @@ "weapon": "Armes", "weapon_name": "Nom", "weapon_prof": "Maît.", + "to_hit_attribute": "Carac. toucher", "to_hit_bonus": "Bonus au toucher", "damage": "Dégâts", "damage_attr": "Carac.", @@ -138,5 +139,32 @@ "1 attaque supplémentaire/3HD.": "1 attaque supplémentaire/3HD.", "demi-dégâts ou immunité à un type de dégâts.": "demi-dégâts ou immunité à un type de dégâts.", "Cible: 1/2HD. Effectuez une attaque contre chaque cible. Chaque cible touchée effectue un mouvement forcé de 3m/5HD.": "Cible: 1/2HD. Effectuez une attaque contre chaque cible. Chaque cible touchée effectue un mouvement forcé de 3m/5HD.", - "Disposez d'un mouvement spécial dans certaines conditions (vol, enfouissement, éthéré, aquatique, bond, téléportation, grande vitesse, escalade...).": "Disposez d'un mouvement spécial dans certaines conditions (vol, enfouissement, éthéré, aquatique, bond, téléportation, grande vitesse, escalade...)." + "Disposez d'un mouvement spécial dans certaines conditions (vol, enfouissement, éthéré, aquatique, bond, téléportation, grande vitesse, escalade...).": "Disposez d'un mouvement spécial dans certaines conditions (vol, enfouissement, éthéré, aquatique, bond, téléportation, grande vitesse, escalade...).", + "Test de Force": "Test de Force", + "Test de Dextérité": "Test de Dextérité", + "Test de Constitution": "Test de Constitution", + "Test d'Intelligence": "Test d'Intelligence", + "Test de Sagesse": "Test de Sagesse", + "Test de Charisme": "Test de Charisme", + "Test de Perception": "Test de Perception", + "Test de Magie des Arcanes": "Test de Magie des Arcanes", + "Test de Magie divine": "Test de Magie divine", + "Dégâts": "Dégâts", + "Jet d'attaque": "Jet d'attaque", + "Test standard": "Test standard", + "Test (force)": "Test (force)", + "Test (faiblesse)": "Test (faiblesse)", + "Maîtrise applicable ?": "Maîtrise applicable ?", + "Oui": "Oui", + "Non": "Non", + "%{selected ou nom du personnage|minisheet}": "%{selected ou nom du personnage|minisheet}", + "Caractéristiques": "Caractéristiques", + "Armes": "Armes", + "Magie": "Magie", + "Sens": "Sens", + "Techniques": "Techniques", + "Jets": "Jets", + "Forces": "Forces", + "Faiblesses": "Faiblesses", + "initiative": "Initiative" } \ No newline at end of file diff --git a/Five Torches Deep (FR version)/translations/pl.json b/Five Torches Deep (FR version)/translations/pl.json index f0ec62c369..f00ad0f4e5 100644 --- a/Five Torches Deep (FR version)/translations/pl.json +++ b/Five Torches Deep (FR version)/translations/pl.json @@ -44,6 +44,7 @@ "weapon": "Armes", "weapon_name": "Nom", "weapon_prof": "Maît.", + "to_hit_attribute": "Carac. toucher", "to_hit_bonus": "Bonus au toucher", "damage": "Dégâts", "damage_attr": "Carac.", @@ -138,5 +139,32 @@ "1 attaque supplémentaire/3HD.": "1 attaque supplémentaire/3HD.", "demi-dégâts ou immunité à un type de dégâts.": "demi-dégâts ou immunité à un type de dégâts.", "Cible: 1/2HD. Effectuez une attaque contre chaque cible. Chaque cible touchée effectue un mouvement forcé de 3m/5HD.": "Cible: 1/2HD. Effectuez une attaque contre chaque cible. Chaque cible touchée effectue un mouvement forcé de 3m/5HD.", - "Disposez d'un mouvement spécial dans certaines conditions (vol, enfouissement, éthéré, aquatique, bond, téléportation, grande vitesse, escalade...).": "Disposez d'un mouvement spécial dans certaines conditions (vol, enfouissement, éthéré, aquatique, bond, téléportation, grande vitesse, escalade...)." + "Disposez d'un mouvement spécial dans certaines conditions (vol, enfouissement, éthéré, aquatique, bond, téléportation, grande vitesse, escalade...).": "Disposez d'un mouvement spécial dans certaines conditions (vol, enfouissement, éthéré, aquatique, bond, téléportation, grande vitesse, escalade...).", + "Test de Force": "Test de Force", + "Test de Dextérité": "Test de Dextérité", + "Test de Constitution": "Test de Constitution", + "Test d'Intelligence": "Test d'Intelligence", + "Test de Sagesse": "Test de Sagesse", + "Test de Charisme": "Test de Charisme", + "Test de Perception": "Test de Perception", + "Test de Magie des Arcanes": "Test de Magie des Arcanes", + "Test de Magie divine": "Test de Magie divine", + "Dégâts": "Dégâts", + "Jet d'attaque": "Jet d'attaque", + "Test standard": "Test standard", + "Test (force)": "Test (force)", + "Test (faiblesse)": "Test (faiblesse)", + "Maîtrise applicable ?": "Maîtrise applicable ?", + "Oui": "Oui", + "Non": "Non", + "%{selected ou nom du personnage|minisheet}": "%{selected ou nom du personnage|minisheet}", + "Caractéristiques": "Caractéristiques", + "Armes": "Armes", + "Magie": "Magie", + "Sens": "Sens", + "Techniques": "Techniques", + "Jets": "Jets", + "Forces": "Forces", + "Faiblesses": "Faiblesses", + "initiative": "Initiative" } \ No newline at end of file diff --git a/Five Torches Deep (FR version)/translations/pt.json b/Five Torches Deep (FR version)/translations/pt.json index f0ec62c369..f00ad0f4e5 100644 --- a/Five Torches Deep (FR version)/translations/pt.json +++ b/Five Torches Deep (FR version)/translations/pt.json @@ -44,6 +44,7 @@ "weapon": "Armes", "weapon_name": "Nom", "weapon_prof": "Maît.", + "to_hit_attribute": "Carac. toucher", "to_hit_bonus": "Bonus au toucher", "damage": "Dégâts", "damage_attr": "Carac.", @@ -138,5 +139,32 @@ "1 attaque supplémentaire/3HD.": "1 attaque supplémentaire/3HD.", "demi-dégâts ou immunité à un type de dégâts.": "demi-dégâts ou immunité à un type de dégâts.", "Cible: 1/2HD. Effectuez une attaque contre chaque cible. Chaque cible touchée effectue un mouvement forcé de 3m/5HD.": "Cible: 1/2HD. Effectuez une attaque contre chaque cible. Chaque cible touchée effectue un mouvement forcé de 3m/5HD.", - "Disposez d'un mouvement spécial dans certaines conditions (vol, enfouissement, éthéré, aquatique, bond, téléportation, grande vitesse, escalade...).": "Disposez d'un mouvement spécial dans certaines conditions (vol, enfouissement, éthéré, aquatique, bond, téléportation, grande vitesse, escalade...)." + "Disposez d'un mouvement spécial dans certaines conditions (vol, enfouissement, éthéré, aquatique, bond, téléportation, grande vitesse, escalade...).": "Disposez d'un mouvement spécial dans certaines conditions (vol, enfouissement, éthéré, aquatique, bond, téléportation, grande vitesse, escalade...).", + "Test de Force": "Test de Force", + "Test de Dextérité": "Test de Dextérité", + "Test de Constitution": "Test de Constitution", + "Test d'Intelligence": "Test d'Intelligence", + "Test de Sagesse": "Test de Sagesse", + "Test de Charisme": "Test de Charisme", + "Test de Perception": "Test de Perception", + "Test de Magie des Arcanes": "Test de Magie des Arcanes", + "Test de Magie divine": "Test de Magie divine", + "Dégâts": "Dégâts", + "Jet d'attaque": "Jet d'attaque", + "Test standard": "Test standard", + "Test (force)": "Test (force)", + "Test (faiblesse)": "Test (faiblesse)", + "Maîtrise applicable ?": "Maîtrise applicable ?", + "Oui": "Oui", + "Non": "Non", + "%{selected ou nom du personnage|minisheet}": "%{selected ou nom du personnage|minisheet}", + "Caractéristiques": "Caractéristiques", + "Armes": "Armes", + "Magie": "Magie", + "Sens": "Sens", + "Techniques": "Techniques", + "Jets": "Jets", + "Forces": "Forces", + "Faiblesses": "Faiblesses", + "initiative": "Initiative" } \ No newline at end of file diff --git a/Five Torches Deep (FR version)/translations/ru.json b/Five Torches Deep (FR version)/translations/ru.json index f0ec62c369..f00ad0f4e5 100644 --- a/Five Torches Deep (FR version)/translations/ru.json +++ b/Five Torches Deep (FR version)/translations/ru.json @@ -44,6 +44,7 @@ "weapon": "Armes", "weapon_name": "Nom", "weapon_prof": "Maît.", + "to_hit_attribute": "Carac. toucher", "to_hit_bonus": "Bonus au toucher", "damage": "Dégâts", "damage_attr": "Carac.", @@ -138,5 +139,32 @@ "1 attaque supplémentaire/3HD.": "1 attaque supplémentaire/3HD.", "demi-dégâts ou immunité à un type de dégâts.": "demi-dégâts ou immunité à un type de dégâts.", "Cible: 1/2HD. Effectuez une attaque contre chaque cible. Chaque cible touchée effectue un mouvement forcé de 3m/5HD.": "Cible: 1/2HD. Effectuez une attaque contre chaque cible. Chaque cible touchée effectue un mouvement forcé de 3m/5HD.", - "Disposez d'un mouvement spécial dans certaines conditions (vol, enfouissement, éthéré, aquatique, bond, téléportation, grande vitesse, escalade...).": "Disposez d'un mouvement spécial dans certaines conditions (vol, enfouissement, éthéré, aquatique, bond, téléportation, grande vitesse, escalade...)." + "Disposez d'un mouvement spécial dans certaines conditions (vol, enfouissement, éthéré, aquatique, bond, téléportation, grande vitesse, escalade...).": "Disposez d'un mouvement spécial dans certaines conditions (vol, enfouissement, éthéré, aquatique, bond, téléportation, grande vitesse, escalade...).", + "Test de Force": "Test de Force", + "Test de Dextérité": "Test de Dextérité", + "Test de Constitution": "Test de Constitution", + "Test d'Intelligence": "Test d'Intelligence", + "Test de Sagesse": "Test de Sagesse", + "Test de Charisme": "Test de Charisme", + "Test de Perception": "Test de Perception", + "Test de Magie des Arcanes": "Test de Magie des Arcanes", + "Test de Magie divine": "Test de Magie divine", + "Dégâts": "Dégâts", + "Jet d'attaque": "Jet d'attaque", + "Test standard": "Test standard", + "Test (force)": "Test (force)", + "Test (faiblesse)": "Test (faiblesse)", + "Maîtrise applicable ?": "Maîtrise applicable ?", + "Oui": "Oui", + "Non": "Non", + "%{selected ou nom du personnage|minisheet}": "%{selected ou nom du personnage|minisheet}", + "Caractéristiques": "Caractéristiques", + "Armes": "Armes", + "Magie": "Magie", + "Sens": "Sens", + "Techniques": "Techniques", + "Jets": "Jets", + "Forces": "Forces", + "Faiblesses": "Faiblesses", + "initiative": "Initiative" } \ No newline at end of file diff --git a/Five Torches Deep (FR version)/translations/sv.json b/Five Torches Deep (FR version)/translations/sv.json index f0ec62c369..f00ad0f4e5 100644 --- a/Five Torches Deep (FR version)/translations/sv.json +++ b/Five Torches Deep (FR version)/translations/sv.json @@ -44,6 +44,7 @@ "weapon": "Armes", "weapon_name": "Nom", "weapon_prof": "Maît.", + "to_hit_attribute": "Carac. toucher", "to_hit_bonus": "Bonus au toucher", "damage": "Dégâts", "damage_attr": "Carac.", @@ -138,5 +139,32 @@ "1 attaque supplémentaire/3HD.": "1 attaque supplémentaire/3HD.", "demi-dégâts ou immunité à un type de dégâts.": "demi-dégâts ou immunité à un type de dégâts.", "Cible: 1/2HD. Effectuez une attaque contre chaque cible. Chaque cible touchée effectue un mouvement forcé de 3m/5HD.": "Cible: 1/2HD. Effectuez une attaque contre chaque cible. Chaque cible touchée effectue un mouvement forcé de 3m/5HD.", - "Disposez d'un mouvement spécial dans certaines conditions (vol, enfouissement, éthéré, aquatique, bond, téléportation, grande vitesse, escalade...).": "Disposez d'un mouvement spécial dans certaines conditions (vol, enfouissement, éthéré, aquatique, bond, téléportation, grande vitesse, escalade...)." + "Disposez d'un mouvement spécial dans certaines conditions (vol, enfouissement, éthéré, aquatique, bond, téléportation, grande vitesse, escalade...).": "Disposez d'un mouvement spécial dans certaines conditions (vol, enfouissement, éthéré, aquatique, bond, téléportation, grande vitesse, escalade...).", + "Test de Force": "Test de Force", + "Test de Dextérité": "Test de Dextérité", + "Test de Constitution": "Test de Constitution", + "Test d'Intelligence": "Test d'Intelligence", + "Test de Sagesse": "Test de Sagesse", + "Test de Charisme": "Test de Charisme", + "Test de Perception": "Test de Perception", + "Test de Magie des Arcanes": "Test de Magie des Arcanes", + "Test de Magie divine": "Test de Magie divine", + "Dégâts": "Dégâts", + "Jet d'attaque": "Jet d'attaque", + "Test standard": "Test standard", + "Test (force)": "Test (force)", + "Test (faiblesse)": "Test (faiblesse)", + "Maîtrise applicable ?": "Maîtrise applicable ?", + "Oui": "Oui", + "Non": "Non", + "%{selected ou nom du personnage|minisheet}": "%{selected ou nom du personnage|minisheet}", + "Caractéristiques": "Caractéristiques", + "Armes": "Armes", + "Magie": "Magie", + "Sens": "Sens", + "Techniques": "Techniques", + "Jets": "Jets", + "Forces": "Forces", + "Faiblesses": "Faiblesses", + "initiative": "Initiative" } \ No newline at end of file diff --git a/Five Torches Deep (FR version)/translations/tr.json b/Five Torches Deep (FR version)/translations/tr.json index f0ec62c369..f00ad0f4e5 100644 --- a/Five Torches Deep (FR version)/translations/tr.json +++ b/Five Torches Deep (FR version)/translations/tr.json @@ -44,6 +44,7 @@ "weapon": "Armes", "weapon_name": "Nom", "weapon_prof": "Maît.", + "to_hit_attribute": "Carac. toucher", "to_hit_bonus": "Bonus au toucher", "damage": "Dégâts", "damage_attr": "Carac.", @@ -138,5 +139,32 @@ "1 attaque supplémentaire/3HD.": "1 attaque supplémentaire/3HD.", "demi-dégâts ou immunité à un type de dégâts.": "demi-dégâts ou immunité à un type de dégâts.", "Cible: 1/2HD. Effectuez une attaque contre chaque cible. Chaque cible touchée effectue un mouvement forcé de 3m/5HD.": "Cible: 1/2HD. Effectuez une attaque contre chaque cible. Chaque cible touchée effectue un mouvement forcé de 3m/5HD.", - "Disposez d'un mouvement spécial dans certaines conditions (vol, enfouissement, éthéré, aquatique, bond, téléportation, grande vitesse, escalade...).": "Disposez d'un mouvement spécial dans certaines conditions (vol, enfouissement, éthéré, aquatique, bond, téléportation, grande vitesse, escalade...)." + "Disposez d'un mouvement spécial dans certaines conditions (vol, enfouissement, éthéré, aquatique, bond, téléportation, grande vitesse, escalade...).": "Disposez d'un mouvement spécial dans certaines conditions (vol, enfouissement, éthéré, aquatique, bond, téléportation, grande vitesse, escalade...).", + "Test de Force": "Test de Force", + "Test de Dextérité": "Test de Dextérité", + "Test de Constitution": "Test de Constitution", + "Test d'Intelligence": "Test d'Intelligence", + "Test de Sagesse": "Test de Sagesse", + "Test de Charisme": "Test de Charisme", + "Test de Perception": "Test de Perception", + "Test de Magie des Arcanes": "Test de Magie des Arcanes", + "Test de Magie divine": "Test de Magie divine", + "Dégâts": "Dégâts", + "Jet d'attaque": "Jet d'attaque", + "Test standard": "Test standard", + "Test (force)": "Test (force)", + "Test (faiblesse)": "Test (faiblesse)", + "Maîtrise applicable ?": "Maîtrise applicable ?", + "Oui": "Oui", + "Non": "Non", + "%{selected ou nom du personnage|minisheet}": "%{selected ou nom du personnage|minisheet}", + "Caractéristiques": "Caractéristiques", + "Armes": "Armes", + "Magie": "Magie", + "Sens": "Sens", + "Techniques": "Techniques", + "Jets": "Jets", + "Forces": "Forces", + "Faiblesses": "Faiblesses", + "initiative": "Initiative" } \ No newline at end of file diff --git a/Five Torches Deep (FR version)/translations/zh.json b/Five Torches Deep (FR version)/translations/zh.json index f0ec62c369..f00ad0f4e5 100644 --- a/Five Torches Deep (FR version)/translations/zh.json +++ b/Five Torches Deep (FR version)/translations/zh.json @@ -44,6 +44,7 @@ "weapon": "Armes", "weapon_name": "Nom", "weapon_prof": "Maît.", + "to_hit_attribute": "Carac. toucher", "to_hit_bonus": "Bonus au toucher", "damage": "Dégâts", "damage_attr": "Carac.", @@ -138,5 +139,32 @@ "1 attaque supplémentaire/3HD.": "1 attaque supplémentaire/3HD.", "demi-dégâts ou immunité à un type de dégâts.": "demi-dégâts ou immunité à un type de dégâts.", "Cible: 1/2HD. Effectuez une attaque contre chaque cible. Chaque cible touchée effectue un mouvement forcé de 3m/5HD.": "Cible: 1/2HD. Effectuez une attaque contre chaque cible. Chaque cible touchée effectue un mouvement forcé de 3m/5HD.", - "Disposez d'un mouvement spécial dans certaines conditions (vol, enfouissement, éthéré, aquatique, bond, téléportation, grande vitesse, escalade...).": "Disposez d'un mouvement spécial dans certaines conditions (vol, enfouissement, éthéré, aquatique, bond, téléportation, grande vitesse, escalade...)." + "Disposez d'un mouvement spécial dans certaines conditions (vol, enfouissement, éthéré, aquatique, bond, téléportation, grande vitesse, escalade...).": "Disposez d'un mouvement spécial dans certaines conditions (vol, enfouissement, éthéré, aquatique, bond, téléportation, grande vitesse, escalade...).", + "Test de Force": "Test de Force", + "Test de Dextérité": "Test de Dextérité", + "Test de Constitution": "Test de Constitution", + "Test d'Intelligence": "Test d'Intelligence", + "Test de Sagesse": "Test de Sagesse", + "Test de Charisme": "Test de Charisme", + "Test de Perception": "Test de Perception", + "Test de Magie des Arcanes": "Test de Magie des Arcanes", + "Test de Magie divine": "Test de Magie divine", + "Dégâts": "Dégâts", + "Jet d'attaque": "Jet d'attaque", + "Test standard": "Test standard", + "Test (force)": "Test (force)", + "Test (faiblesse)": "Test (faiblesse)", + "Maîtrise applicable ?": "Maîtrise applicable ?", + "Oui": "Oui", + "Non": "Non", + "%{selected ou nom du personnage|minisheet}": "%{selected ou nom du personnage|minisheet}", + "Caractéristiques": "Caractéristiques", + "Armes": "Armes", + "Magie": "Magie", + "Sens": "Sens", + "Techniques": "Techniques", + "Jets": "Jets", + "Forces": "Forces", + "Faiblesses": "Faiblesses", + "initiative": "Initiative" } \ No newline at end of file diff --git a/Five Torches Deep (FR version)/translations/zu.json b/Five Torches Deep (FR version)/translations/zu.json index 249d5da433..08c5a587dd 100644 --- a/Five Torches Deep (FR version)/translations/zu.json +++ b/Five Torches Deep (FR version)/translations/zu.json @@ -44,6 +44,7 @@ "weapon": "crwdns144258:0crwdne144258:0", "weapon_name": "crwdns144260:0crwdne144260:0", "weapon_prof": "crwdns144262:0crwdne144262:0", + "to_hit_attribute": "crwdns147636:0crwdne147636:0", "to_hit_bonus": "crwdns144264:0crwdne144264:0", "damage": "crwdns144266:0crwdne144266:0", "damage_attr": "crwdns144268:0crwdne144268:0", @@ -138,5 +139,32 @@ "1 attaque supplémentaire/3HD.": "crwdns144446:0crwdne144446:0", "demi-dégâts ou immunité à un type de dégâts.": "crwdns144448:0crwdne144448:0", "Cible: 1/2HD. Effectuez une attaque contre chaque cible. Chaque cible touchée effectue un mouvement forcé de 3m/5HD.": "crwdns144450:0crwdne144450:0", - "Disposez d'un mouvement spécial dans certaines conditions (vol, enfouissement, éthéré, aquatique, bond, téléportation, grande vitesse, escalade...).": "crwdns144452:0crwdne144452:0" + "Disposez d'un mouvement spécial dans certaines conditions (vol, enfouissement, éthéré, aquatique, bond, téléportation, grande vitesse, escalade...).": "crwdns144452:0crwdne144452:0", + "Test de Force": "crwdns147638:0crwdne147638:0", + "Test de Dextérité": "crwdns147640:0crwdne147640:0", + "Test de Constitution": "crwdns147642:0crwdne147642:0", + "Test d'Intelligence": "crwdns147644:0crwdne147644:0", + "Test de Sagesse": "crwdns147646:0crwdne147646:0", + "Test de Charisme": "crwdns147648:0crwdne147648:0", + "Test de Perception": "crwdns147650:0crwdne147650:0", + "Test de Magie des Arcanes": "crwdns147652:0crwdne147652:0", + "Test de Magie divine": "crwdns147654:0crwdne147654:0", + "Dégâts": "crwdns147656:0crwdne147656:0", + "Jet d'attaque": "crwdns147658:0crwdne147658:0", + "Test standard": "crwdns147660:0crwdne147660:0", + "Test (force)": "crwdns147662:0crwdne147662:0", + "Test (faiblesse)": "crwdns147664:0crwdne147664:0", + "Maîtrise applicable ?": "crwdns147666:0crwdne147666:0", + "Oui": "crwdns147668:0crwdne147668:0", + "Non": "crwdns147670:0crwdne147670:0", + "%{selected ou nom du personnage|minisheet}": "crwdns147672:0{selected ou nom du personnage|minisheet}crwdne147672:0", + "Caractéristiques": "crwdns147674:0crwdne147674:0", + "Armes": "crwdns147676:0crwdne147676:0", + "Magie": "crwdns147678:0crwdne147678:0", + "Sens": "crwdns147680:0crwdne147680:0", + "Techniques": "crwdns147682:0crwdne147682:0", + "Jets": "crwdns147684:0crwdne147684:0", + "Forces": "crwdns147686:0crwdne147686:0", + "Faiblesses": "crwdns147688:0crwdne147688:0", + "initiative": "crwdns149306:0crwdne149306:0" } \ No newline at end of file diff --git a/Forbidden_Lands/Forbidden_Lands.css b/Forbidden_Lands/Forbidden_Lands.css index e493b26d51..6224053f5d 100644 --- a/Forbidden_Lands/Forbidden_Lands.css +++ b/Forbidden_Lands/Forbidden_Lands.css @@ -38,7 +38,16 @@ input.sheet-announcements-show { margin: 0.5em 0 0 0; } -input[type="checkbox"].sheet-announcements-older-show { +input.sheet-announcements-show:hover + span, +input.sheet-monster_only:checked + ~ div.sheet-character + input[type="checkbox"].sheet-extra-damage-show:hover { + color: #a60100; + opacity: 1; +} + +input[type="checkbox"].sheet-announcements-older-show, +input[type="checkbox"].sheet-armor-show-more { position: relative; z-index: 1; float: right; @@ -48,19 +57,13 @@ input[type="checkbox"].sheet-announcements-older-show { opacity: 0; } -input.sheet-announcements-show:hover + span, -input.sheet-monster_only:checked - ~ div.sheet-character - input[type="checkbox"].sheet-extra-damage-show:hover { - color: #a60100; - opacity: 1; -} - -input.sheet-announcements-older-show:hover + span { +input.sheet-announcements-older-show:hover + span, +input.sheet-armor-show-more:hover + span { border-left-color: #a60100; } -input.sheet-announcements-older-show + span { +input.sheet-announcements-older-show + span, +input.sheet-armor-show-more + span { position: relative; float: right; width: 0; @@ -78,19 +81,19 @@ input.sheet-announcements-older-show + span { border-left-color: #c0a748; } -input.sheet-announcements-older-show:checked + span { +input.sheet-announcements-older-show:checked + span, +input.sheet-armor-show-more:checked + span { transform: rotate(90deg); } .sheet-announcements-show:not(:checked) + span + div.sheet-announcements, -.sheet-announcements-older-show:not(:checked) - ~ .sheet-announcements-older-show { +.sheet-announcements-older-show:not(:checked) ~ .sheet-announcements-older-show, +input.sheet-armor-show-more:not(:checked) ~ .sheet-armor-show-more { display: none; } -.sheet-announcements-older-show:checked - + span - ~ .sheet-announcements-older-show { +.sheet-announcements-older-show:checked + span ~ .sheet-announcements-older-show, +input.sheet-armor-show-more:checked + span ~ .sheet-armor-show-more { display: block; box-sizing: border-box; margin: 2em; @@ -864,7 +867,7 @@ input[type="text"].sheet-input:focus, input[type="number"].sheet-input:focus, input[type="text"].sheet-input-number:focus, input[type="number"].sheet-input-number:focus, -.sheet-input-textare:focus, +.sheet-input-textarea:focus, textarea:focus { outline: none; background-color: #ffffea; @@ -1032,7 +1035,7 @@ button[type="action"] { border-radius: 5px; } -/* hide spiner in FF number inputs */ +/* hide spinner in FF number inputs */ input[type="number"]:not(:hover)::-webkit-inner-spin-button, input[type="number"]:not(:hover)::-webkit-outer-spin-button { margin: 0; @@ -1088,6 +1091,9 @@ input.sheet-expand:checked + span::before { .repitem .sheet-talents-grid:hover input.sheet-expand+span::before, .sheet-armor-box10:hover input.sheet-expand+span::before, .sheet-armor-box10-2:hover input.sheet-expand+span::before, +.sheet-armor-box10-3:hover input.sheet-expand+span::before, +.sheet-armor-box10-4:hover input.sheet-expand+span::before, +.sheet-armor-box10-5:hover input.sheet-expand+span::before, .sheet-shield-box12:hover input.sheet-expand+span::before, .repitem .sheet-gear-grid:hover input.sheet-expand+span::before, .sheet-mount-grid:hover input.sheet-expand+span::before, @@ -1144,6 +1150,7 @@ input.sheet-expand:checked ~ .sheet-survival-row2 { box-sizing: border-box; margin: 0; border: 2px dotted #c3996b; + width: 100%; } input.sheet-expand:checked ~ .sheet-input-textarea { @@ -2463,6 +2470,30 @@ input.sheet-conditions-cold:checked ~ div > span.sheet-conditions-cold { .sheet-skills-row select.sheet-input, .sheet-skills-row input.sheet-input-number { min-width: 2.5em; } +/* list ordering of skills by attribute group */ +.sheet-skills-grid { + display: flex; + flex-direction: column; +} + +.sheet-skill-order-group:checked ~ .sheet-skills-grid span.sheet-skills-row:nth-of-type(2) { order: 17;} /* animal */ +.sheet-skill-order-group:checked ~ .sheet-skills-grid span.sheet-skills-row:nth-of-type(3) { order: 5;} /* crafting */ +.sheet-skill-order-group:checked ~ .sheet-skills-grid span.sheet-skills-row:nth-of-type(4) { order: 3;} /* endurance */ +.sheet-skill-order-group:checked ~ .sheet-skills-grid span.sheet-skills-row:nth-of-type(5) { order: 16;} /* healing */ +.sheet-skill-order-group:checked ~ .sheet-skills-grid span.sheet-skills-row:nth-of-type(6) { order: 13;} /* insight */ +.sheet-skill-order-group:checked ~ .sheet-skills-grid span.sheet-skills-row:nth-of-type(7) { order: 11;} /* lore */ +.sheet-skill-order-group:checked ~ .sheet-skills-grid span.sheet-skills-row:nth-of-type(8) { order: 14;} /* manipulation */ +.sheet-skill-order-group:checked ~ .sheet-skills-grid span.sheet-skills-row:nth-of-type(9) { order: 9;} /* marksmanship */ +.sheet-skill-order-group:checked ~ .sheet-skills-grid span.sheet-skills-row:nth-of-type(10) { order: 4;} /* melee */ +.sheet-skill-order-group:checked ~ .sheet-skills-grid span.sheet-skills-row:nth-of-type(11) { order: 2;} /* might */ +.sheet-skill-order-group:checked ~ .sheet-skills-grid span.sheet-skills-row:nth-of-type(12) { order: 8;} /* move */ +.sheet-skill-order-group:checked ~ .sheet-skills-grid span.sheet-skills-row:nth-of-type(13) { order: 15;} /* performance */ +.sheet-skill-order-group:checked ~ .sheet-skills-grid span.sheet-skills-row:nth-of-type(14) { order: 10;} /* scouting */ +.sheet-skill-order-group:checked ~ .sheet-skills-grid span.sheet-skills-row:nth-of-type(15) { order: 7;} /* sleight */ +.sheet-skill-order-group:checked ~ .sheet-skills-grid span.sheet-skills-row:nth-of-type(16) { order: 6;} /* stealth */ +.sheet-skill-order-group:checked ~ .sheet-skills-grid span.sheet-skills-row:nth-of-type(17) { order: 12;} /* survival */ + +/* end list order */ .sheet-skills-grid>span { position: relative; @@ -2483,30 +2514,19 @@ input.sheet-conditions-cold:checked ~ div > span.sheet-conditions-cold { } .sheet-skills-grid button { - text-align: center; - padding: 0; + text-align: left; + padding-left: 1.5em; +} + +input.sheet-monster_only:checked ~ div.sheet-character .sheet-skills-grid button { + padding-left: 2px; } .sheet-skills-box1 { grid-column: 1/6; grid-row-start: 1; - grid-template-columns: auto 2em 2em 2em 2em; + grid-template-columns: auto 2em 2em 2em 2em 2em; background-color: #000; - height: 1.1em; -} - -.sheet-skills-row2-body { - display: grid; - grid-column: 1/6; - grid-row-start: 2; - grid-template-columns: auto 2em 2em 2em 2em; - height: 1.2em; - align-content: end; -} - -.sheet-skills-box1 { - grid-column: 1/6; - grid-row-start: 1; } .sheet-skills-box2 { @@ -2574,6 +2594,10 @@ input.sheet-conditions-cold:checked ~ div > span.sheet-conditions-cold { grid-column-start: 5; grid-row-start: 1; } +.sheet-skills-grid button { + text-align: left; + padding-left: 1.5em; +} .sheet-skills-grid button { text-align: left; @@ -2691,6 +2715,22 @@ span.sheet-armor-box3.sheet-header { grid-row-start: 3; position: relative; } +.sheet-armor-box10-3 { + grid-column: 1/10; + grid-row-start: 4; + position: relative; + margin: 8px 0 -4px 10px; +} +.sheet-armor-box10-4 { + grid-column: 1/10; + grid-row-start: 5; + position: relative; +} +.sheet-armor-box10-5 { + grid-column: 1/10; + grid-row-start: 6; + position: relative; +} .sheet-armor-row2 { grid-column: 1/10; @@ -3687,6 +3727,36 @@ input.sheet-stronghold-hirelings-box3 { /* ---------------------------------- Stronghold Stockpile */ +/* list ordering of stockpile by attribute group */ +.sheet-stronghold-stockpile-grid { + display: flex; + flex-direction: column; +} + +.sheet-stockpile-order-group:checked ~ .sheet-stronghold-stockpile-grid span.sheet-stockpile-row:nth-of-type(1) { order: 12;} /* iron ore */ +.sheet-stockpile-order-group:checked ~ .sheet-stronghold-stockpile-grid span.sheet-stockpile-row:nth-of-type(2) { order: 6;} /* fur */ +.sheet-stockpile-order-group:checked ~ .sheet-stronghold-stockpile-grid span.sheet-stockpile-row:nth-of-type(3) { order: 4;} /* flour */ +.sheet-stockpile-order-group:checked ~ .sheet-stronghold-stockpile-grid span.sheet-stockpile-row:nth-of-type(4) { order: 11;} /* iron */ +.sheet-stockpile-order-group:checked ~ .sheet-stronghold-stockpile-grid span.sheet-stockpile-row:nth-of-type(5) { order: 13;} /* leather */ +.sheet-stockpile-order-group:checked ~ .sheet-stronghold-stockpile-grid span.sheet-stockpile-row:nth-of-type(6) { order: 9;} /* grain */ +.sheet-stockpile-order-group:checked ~ .sheet-stronghold-stockpile-grid span.sheet-stockpile-row:nth-of-type(7) { order: 15;} /* silver */ +.sheet-stockpile-order-group:checked ~ .sheet-stronghold-stockpile-grid span.sheet-stockpile-row:nth-of-type(8) { order: 2;} /* cloth */ +.sheet-stockpile-order-group:checked ~ .sheet-stronghold-stockpile-grid span.sheet-stockpile-row:nth-of-type(9) { order: 14;} /* meat */ +.sheet-stockpile-order-group:checked ~ .sheet-stronghold-stockpile-grid span.sheet-stockpile-row:nth-of-type(10) { order: 8;} /* gold */ +.sheet-stockpile-order-group:checked ~ .sheet-stronghold-stockpile-grid span.sheet-stockpile-row:nth-of-type(11) { order: 21;} /* wool */ +.sheet-stockpile-order-group:checked ~ .sheet-stronghold-stockpile-grid span.sheet-stockpile-row:nth-of-type(12) { order: 3;} /* fish */ +.sheet-stockpile-order-group:checked ~ .sheet-stronghold-stockpile-grid span.sheet-stockpile-row:nth-of-type(13) { order: 16;} /* stone */ +.sheet-stockpile-order-group:checked ~ .sheet-stronghold-stockpile-grid span.sheet-stockpile-row:nth-of-type(14) { order: 5;} /* food */ +.sheet-stockpile-order-group:checked ~ .sheet-stronghold-stockpile-grid span.sheet-stockpile-row:nth-of-type(15) { order: 18;} /* vegetables */ +.sheet-stockpile-order-group:checked ~ .sheet-stronghold-stockpile-grid span.sheet-stockpile-row:nth-of-type(16) { order: 7;} /* glass */ +.sheet-stockpile-order-group:checked ~ .sheet-stronghold-stockpile-grid span.sheet-stockpile-row:nth-of-type(17) { order: 1;} /* bread */ +.sheet-stockpile-order-group:checked ~ .sheet-stronghold-stockpile-grid span.sheet-stockpile-row:nth-of-type(18) { order: 17;} /* tallow */ +.sheet-stockpile-order-group:checked ~ .sheet-stronghold-stockpile-grid span.sheet-stockpile-row:nth-of-type(19) { order: 20;} /* wood */ +.sheet-stockpile-order-group:checked ~ .sheet-stronghold-stockpile-grid span.sheet-stockpile-row:nth-of-type(20) { order: 19;} /* water */ +.sheet-stockpile-order-group:checked ~ .sheet-stronghold-stockpile-grid span.sheet-stockpile-row:nth-of-type(21) { order: 10;} /* herbs */ + +/* end list order */ + .sheet-stronghold-stockpile-grid { display: grid; grid-row-gap: 2px; @@ -4003,7 +4073,7 @@ input[type="checkbox"].sheet-legendary:checked + span::before { .sheet-rolltemplate-forbiddenlands .sheet-template-grid-item.sheet-condensed { line-height: 1.2em; - font-size: 0.85em; + font-size: 0.95em; } .sheet-rolltemplate-forbiddenlands @@ -4022,33 +4092,15 @@ input[type="checkbox"].sheet-legendary:checked + span::before { padding: 0 2px 0 2px; } -.sheet-rolltemplate-forbiddenlands - .sheet-template-white-dice - ~ .sheet-template-span-left, -.sheet-rolltemplate-forbiddenlands - .sheet-template-white-dice - ~ .sheet-template-span-center, -.sheet-rolltemplate-forbiddenlands - .sheet-template-white-dice - ~ .sheet-template-span-right, -.sheet-rolltemplate-forbiddenlands - .sheet-template-red-dice - ~ .sheet-template-span-left, -.sheet-rolltemplate-forbiddenlands - .sheet-template-red-dice - ~ .sheet-template-span-center, -.sheet-rolltemplate-forbiddenlands - .sheet-template-red-dice - ~ .sheet-template-span-right, -.sheet-rolltemplate-forbiddenlands - .sheet-template-black-dice - ~ .sheet-template-span-left, -.sheet-rolltemplate-forbiddenlands - .sheet-template-black-dice - ~ .sheet-template-span-center, -.sheet-rolltemplate-forbiddenlands - .sheet-template-black-dice - ~ .sheet-template-span-right { +.sheet-rolltemplate-forbiddenlands .sheet-template-white-dice ~ .sheet-template-span-left, +.sheet-rolltemplate-forbiddenlands .sheet-template-white-dice ~ .sheet-template-span-center, +.sheet-rolltemplate-forbiddenlands .sheet-template-white-dice ~ .sheet-template-span-right, +.sheet-rolltemplate-forbiddenlands .sheet-template-red-dice ~ .sheet-template-span-left, +.sheet-rolltemplate-forbiddenlands .sheet-template-red-dice ~ .sheet-template-span-center, +.sheet-rolltemplate-forbiddenlands .sheet-template-red-dice ~ .sheet-template-span-right, +.sheet-rolltemplate-forbiddenlands .sheet-template-black-dice ~ .sheet-template-span-left, +.sheet-rolltemplate-forbiddenlands .sheet-template-black-dice ~ .sheet-template-span-center, +.sheet-rolltemplate-forbiddenlands .sheet-template-black-dice ~ .sheet-template-span-right { margin: 5px 1px 0 1px; border-radius: 0; background-color: #ddd; @@ -4064,7 +4116,7 @@ input[type="checkbox"].sheet-legendary:checked + span::before { .sheet-rolltemplate-forbiddenlands div.sheet-free-text { font-size: 1em; - line-height: 1em; + line-height: inherit; margin: -10px 5px 2px 5px; padding: 0; text-align: left; @@ -4072,7 +4124,7 @@ input[type="checkbox"].sheet-legendary:checked + span::before { .sheet-rolltemplate-forbiddenlands .sheet-template-grid .sheet-scroll-text { font-size: 1em; - line-height: 1em; + line-height: inherit; overflow-y: auto; min-height: 1.25em; max-height: 6em; @@ -4301,27 +4353,18 @@ input[type="checkbox"].sheet-legendary:checked + span::before { background-color: #800080; } -.sheet-rolltemplate-forbiddenlands - .sheet-template-white-dice - > .inlinerollresult, -.sheet-rolltemplate-forbiddenlands - .sheet-template-maroon-dice - > .inlinerollresult, -.sheet-rolltemplate-forbiddenlands - .sheet-template-black-dice - > .inlinerollresult, -.sheet-rolltemplate-forbiddenlands - .sheet-template-green-dice - > .inlinerollresult, -.sheet-rolltemplate-forbiddenlands - .sheet-template-blue-dice - > .inlinerollresult, -.sheet-rolltemplate-forbiddenlands - .sheet-template-orange-dice - > .inlinerollresult, -.sheet-rolltemplate-forbiddenlands - .sheet-template-purple-dice - > .inlinerollresult { +.sheet-rolltemplate-forbiddenlands .sheet-template-grid-item span.inlinerollresult { + background-color: transparent; + border: none; +} + +.sheet-rolltemplate-forbiddenlands .sheet-template-white-dice > .inlinerollresult, +.sheet-rolltemplate-forbiddenlands .sheet-template-maroon-dice > .inlinerollresult, +.sheet-rolltemplate-forbiddenlands .sheet-template-black-dice > .inlinerollresult, +.sheet-rolltemplate-forbiddenlands .sheet-template-green-dice > .inlinerollresult, +.sheet-rolltemplate-forbiddenlands .sheet-template-blue-dice > .inlinerollresult, +.sheet-rolltemplate-forbiddenlands .sheet-template-orange-dice > .inlinerollresult, +.sheet-rolltemplate-forbiddenlands .sheet-template-purple-dice > .inlinerollresult { font-family: "IM Fell English", "Times New Roman", Times, serif; font-size: 2em; line-height: 1em; @@ -4333,18 +4376,9 @@ input[type="checkbox"].sheet-legendary:checked + span::before { background-color: transparent; } -.sheet-rolltemplate-forbiddenlands - .sheet-template-green-dice - > div - > .sheet-template-inline, -.sheet-rolltemplate-forbiddenlands - .sheet-template-blue-dice - > div - > .sheet-template-inline, -.sheet-rolltemplate-forbiddenlands - .sheet-template-orange-dice - > div - > .sheet-template-inline { +.sheet-rolltemplate-forbiddenlands .sheet-template-green-dice > div > .sheet-template-inline, +.sheet-rolltemplate-forbiddenlands .sheet-template-blue-dice > div > .sheet-template-inline, +.sheet-rolltemplate-forbiddenlands .sheet-template-orange-dice > div > .sheet-template-inline { font-size: 2.25em; font-variant: diagonal-fractions; text-shadow: 1px 1px 1px black; @@ -4363,4 +4397,4 @@ input[type="checkbox"].sheet-legendary:checked + span::before { .sheet-rolltemplate-forbiddenlands .inlinerollresult.importantroll { color: inherit; border: none; -} +} \ No newline at end of file diff --git a/Forbidden_Lands/Forbidden_Lands.html b/Forbidden_Lands/Forbidden_Lands.html index 630e7e2ed3..d2239418df 100644 --- a/Forbidden_Lands/Forbidden_Lands.html +++ b/Forbidden_Lands/Forbidden_Lands.html @@ -1,4 +1,4 @@ - + @@ -10,4490 +10,5169 @@
    - - -   -
    -

    Latest Announcements

    - 4/15/20 -
      - v1.67 -
    1. Updated the Consumables resource dice reminder used for the Swedish translation.
    2. -
    -
    - -   - -
      - v1.66 -
    1. Increased the range of each d66 dice to allow for custom rolls 0-100(normally, each d6 allows 1-6). While this does not effect the d66 roll on the sheet, it does allow more flexability for custom macros if desired. -
      d100 Roll macro example; -
      -
    2. -
    3. Fixed the translation list ordering for Skills and Stockpile.
    4. + + +   +
      +

      Latest Announcements

      + 5/17/20 +
        + v1.71 +
      1. Updated version checking(sheetworker). Thank you GiGs.
      2. +
      3. Added two additional rows of armor. Use button under 2nd row to show/hide additional rows as needed. Armor Rating dice are included for all donned armor. Armor weight is included toward encumbrance if the armor is carried.
      4. +
      5. Updated roll template for the additional rows of armor. Details about the armor are only included in the roll if the armor is donned and includes a name.
      6. +
      7. Updated armor artifact dice. A single artifact die will be included for a given column (mighty, mighty 2, epic, and legendary) even if multiple rows have been selected. This is necessary due to the limits of the roll template.
      8. +
      9. Corrected a few misspelled attributes. Converted automatically using version checking routine.
      10. +
      +
      + +   + +
        + v1.70 +
      1. Expanded item weight beyond Heavy.
      2. - v1.65 -
      3. Added Misc Gear modifier to Skills.
      4. -
      5. All Attributes are now "rollable".
      6. -
      7. Fixed missing whisper option for notes rolls.
      8. -
      9. Replaced the repeating row text "+Add" and "Modify" with simple icons.
      10. -
      11. Swedish translations have been added. Thank you Magnus M.
      12. + v1.69 +
      13. updated the Consumable reminder footnote; 'be sure to manually reduce the consumable die on the sheet if you roll bane of 1 or 2.'
      14. - v1.64 -
      15. Bug fix: shield shove/parry rolls were erroneously including strength as gear dice.
      16. -
      17. Optimized the css that reduces the opacity of damage skulls above the attribute's max value. Purely cosmetic.
      18. + v1.68 +
      19. Default sheet settings have been added. Make default changes from the campaign Settings page. These defaults will apply to all new sheets. To apply these changes to all existing sheets as well, you must also use the "Apply Default Settings" button found at the bottom of the sidebar's "My Settings" page.
      20. +
      21. Option added to Settings; group Skills by their primary attribute. Disabled by default to match existing sheet.
      22. +
      23. Option added to Settings; sort Stockpile resources alphabetically. Enabled by default to match existing sheet.
      24. - v1.63 -
      25. Added a toggleable 2nd row to each skill.
      26. -
      27. Added Artifact dice, Misc Skill modifier, and Notes to each skill.
      28. -
      29. Updated the roll template for skill rolls.
      30. -
      31. Added Misc Skill modifier to strength-based monster skills.
      32. -
      33. Visual enhancement; reduced the opacity of damage skulls that are beyond the character's max value.
      34. + v1.67 +
      35. Updated the Consumables resource dice reminder used for the Swedish translation.
      36. - v1.62 -
      37. Added the 'IM Fell English' webfont to better match Forbidden Lands style.
      38. -
      39. Updated all image links to point to the images located on roll20's github repo.
      40. -
      41. Updated Armor and Shield Misc modifier to adjust Skill dice, not Gear dice.
      42. -
      43. Fixed negative skill dice bug.
      44. -
      45. Updated shield shove/parry roll template.
      46. + v1.66 +
      47. Increased the range of each d66 dice to allow for custom rolls 0-100(normally, each d6 allows 1-6). While this does not effect the d66 roll on the sheet, it does allow more flexibility for custom macros if desired. +
        d100 Roll macro example;
      48. +
      49. Fixed the translation list ordering for Skills and Stockpile.
      50. - v1.61 -
      51. fixed strength bug that reset strength to "0" for previously created characters.
      52. -
      53. fixed encumbrance calculation bug introduced in last update.
      54. -
      55. added event listener to repeating weapons to recalc attributes when added/changed.
      56. -
      57. refinements to the roll template.
      58. -
      59. coming soon; 1. Change armor/shield Misc modifier to adjust Skill dice instead of Gear dice. 2. Skills will get a Misc field and artifact dice.
      60. + v1.65 +
      61. Added Misc Gear modifier to Skills.
      62. +
      63. All Attributes are now "rollable".
      64. +
      65. Fixed missing whisper option for notes rolls.
      66. +
      67. Replaced the repeating row text "+Add" and "Modify" with simple icons.
      68. +
      69. Swedish translations have been added. Thank you Magnus M.
      70. - v1.60 -
      71. added an attribute for 'willpower_max'. Now you track willpower using a linked token bar.
      72. -
      73. small updates to roll templates; removed whitespace for empty elements, adjusted the show/hide logic to better work with custom macros.
      74. -
      75. updated the Reputation roll to use Age + Reputation.
      76. -
      77. spells now roll Base dice(was rolling Gear dice) and Total WP is now displayed in the roll template.
      78. -
      79. fixed monster strength vs pc/npc strength incompatibilities.(Thank you GiGs!)
      80. -
      81. added columns for misc attack and damage bonuses, skill total, attack total, and damage total.
      82. -
      83. added artifact dice (d8, d8, d10, d12) to weapons, armor, and shield that add artifact dice to the dice pool.
      84. -
      85. added an expandable 2nd row to weapons, armor, and shield to show/hide additional attributes.
      86. -
      + v1.64 +
    5. Bug fix: shield shove/parry rolls were erroneously including strength as gear dice.
    6. +
    7. Optimized the css that reduces the opacity of damage skulls above the attribute's max value. Purely cosmetic.
    8. + + v1.63 +
    9. Added a toggleable 2nd row to each skill.
    10. +
    11. Added Artifact dice, Misc Skill modifier, and Notes to each skill.
    12. +
    13. Updated the roll template for skill rolls.
    14. +
    15. Added Misc Skill modifier to strength-based monster skills.
    16. +
    17. Visual enhancement; reduced the opacity of damage skulls that are beyond the character's max value.
    18. + + v1.62 +
    19. Added the 'IM Fell English' webfont to better match Forbidden Lands style.
    20. +
    21. Updated all image links to point to the images located on roll20's github repo.
    22. +
    23. Updated Armor and Shield Misc modifier to adjust Skill dice, not Gear dice.
    24. +
    25. Fixed negative skill dice bug.
    26. +
    27. Updated shield shove/parry roll template.
    28. + + v1.61 +
    29. fixed strength bug that reset strength to "0" for previously created characters.
    30. +
    31. fixed encumbrance calculation bug introduced in last update.
    32. +
    33. added event listener to repeating weapons to recalc attributes when added/changed.
    34. +
    35. refinements to the roll template.
    36. +
    37. coming soon; 1. Change armor/shield Misc modifier to adjust Skill dice instead of Gear dice. 2. Skills will + get a Misc field and artifact dice.
    38. + + v1.60 +
    39. added an attribute for 'willpower_max'. Now you track willpower using a linked token bar.
    40. +
    41. small updates to roll templates; removed whitespace for empty elements, adjusted the show/hide logic to better work with custom macros.
    42. +
    43. updated the Reputation roll to use Age + Reputation.
    44. +
    45. spells now roll Base dice(was rolling Gear dice) and Total WP is now displayed in the roll template.
    46. +
    47. fixed monster strength vs pc/npc strength incompatibilities.(Thank you GiGs!)
    48. +
    49. added columns for misc attack and damage bonuses, skill total, attack total, and damage total.
    50. +
    51. added artifact dice (d8, d8, d10, d12) to weapons, armor, and shield that add artifact dice to the dice pool.
    52. +
    53. added an expandable 2nd row to weapons, armor, and shield to show/hide additional attributes.
    54. +
    +
    + + * +
    +
    +
    + +
    + + - - * -
    -
    -
    - -
    - - - -
    Move
    -
    Move Type
    -
    -
    AR
    -
    Max
    -
    Armor Type
    -
    Misc
    -
    Tot
    -
    - - - - - - - - - - - - - - - - - - - - - - - - - - -
    -
    - - - - - -
    -
    -

    ATTRIBUTES

    -
    -
    -
    - -
    -
    - - - - -
    -
    - - - - - - - - - - - - - - - -
     
    - - - - - - - - - - - - - - -
     
    - - - - - - - - - - - - - - -
     
    - - - - - - - - - - - - - -
    -
    - 0 - -
    -
    - -
    -
    - -
    -
    - - - - - - - - -
    -
    - 0 - -
    -
    - -
    -
    - -
    -
    - - - - - - - - -
    -
    - 0 - -
    -
    - -
    -
    - -
    -
    - - - - - - - - -
    -
    - 0 - -
    -
    +
    + Move
    - -
    +
    + Move Type +
    +
    +
    + AR +
    +
    + Max +
    +
    + Armor Type +
    +
    + Misc +
    +
    + Tot +
    +
    + + + + + + + + + + + + + + + + + + + + + + + + + + +
    +
    + + + + + +
    +
    +

    ATTRIBUTES

    +
    +
    +
    + +
    +
    + + + + +
    +
    + + + + + + + + + + + + + + + +
     
    + + + + + + + + + + + + + + +
     
    + + + + + + + + + + + + + + +
     
    + + + + + + + + + + + + + +
    +
    + 0 + +
    +
    + +
    +
    + +
    +
    + + + + + + + + +
    +
    + 0 + +
    +
    + +
    +
    + +
    +
    + + + + + + + + +
    +
    + 0 + +
    +
    + +
    +
    + +
    +
    + + + + + + + + +
    +
    + 0 + +
    +
    +
    + +
    +
    +
    +

    MONSTER ATTACKS

    +
    +
    +
    +
    + Name +
    +
    + Base +
    +
    + Dmg +
    +
    + Type +
    +
    + Range +
    +
    +
    -
    -

    MONSTER ATTACKS

    -
    -
    -
    -
    Name
    -
    Base
    -
    Dmg
    -
    Type
    -
    Range
    -
    -
    -
    - - - - - - - - - -
    -
    -
    -
    -
    -
    -
    -
    Kin
    -
    -
    Profession
    -
    -
    Name
    -
    -
    - raven -
    -
    -
    -
    -
    -
    - -
    -
    - -
    -
    Dark Secret
    -
    - -
    -
    Age
    -
    - -
    -
    - -
    -
    - - -
    -
    -
    -
    -
    -
    -

    APPEARANCE

    -
    -
    Face
    -
    - -
    -
    Body
    -
    - -
    -
    Clothing
    -
    - -
    -
    -
    -
    -
    -
    - -
    - -
    Hungry -
    -
    - -
    - -
    Sleepy -
    -
    - -
    - -
    Thirsty
    -
    - -
    - -
    Cold
    -
    -
    -
    -
    -
    -

    CRITICAL INJURIES

    -
    -
    Injury
    -
    Lethal
    -
    Time Limit
    -
    Effects
    -
    Healing Time
    -
    -
    -
    - - - - - -
    -
    -
    -
    - skull -
    -
    -
    -
    -
    -
    -

    WEAPONS

    -
    -
    Attk
    -
    Parry
    -
    Name
    -
    Type
    -
    Attr
    -
    Skill
    -
    Misc Skill
    -
    Tot
    -
    -
    Bon
    -
    Max
    -
    Misc Gear
    -
    Tot
    -
    -
    D8
    -
    D8
    -
    D8
    -
    D8
    -
    -
    Dmg
    -
    Misc
    -
    Tot
    -
    -
    -
    - - - - - 0 - 0 - - 0 - -
    - - - - - 0 -
    - - - - -
    - - - 0 - - - -
    -
    Grip
    - -
    Range
    - -
    Carr
    - -
    Wt
    - -
    Features
    - -
    -
    -
    -
    -
    -
    -
    - - - - - - -
    -
    - -
    -

    SKILLS

    -
    -
    Lvl
    -
    Misc Skill
    -
    Misc Gear
    -
    Tot
    -
    - - - - - - 0 - - - -
    -
    -
    -
    D8
    -
    D8
    -
    D8
    -
    D8
    -
    -
    - - - - - -
    -
    - -
    - - - - - - - 0 - - - - - 0 - - - - - -
    -
    -
    -
    D8
    -
    D8
    -
    D8
    -
    D8
    -
    -
    - - - - - -
    -
    -
    - - - - - - - 0 - - - - - 0 - - - - - -
    -
    -
    -
    D8
    -
    D8
    -
    D8
    -
    D8
    -
    -
    - - - - - -
    -
    -
    - - - - - - 0 - - - -
    -
    -
    -
    D8
    -
    D8
    -
    D8
    -
    D8
    -
    -
    - - - - - -
    -
    -
    - - - - - - 0 - - - -
    -
    -
    -
    D8
    -
    D8
    -
    D8
    -
    D8
    -
    -
    - - - - - -
    -
    -
    - - - - - - 0 - - - -
    -
    -
    -
    D8
    -
    D8
    -
    D8
    -
    D8
    -
    -
    - - - - - -
    -
    -
    - - - - - - 0 - - - -
    -
    -
    -
    D8
    -
    D8
    -
    D8
    -
    D8
    -
    -
    - - - - - -
    -
    -
    - - - - - - 0 - - - -
    -
    -
    -
    D8
    -
    D8
    -
    D8
    -
    D8
    -
    -
    - - - - - -
    -
    -
    - - - - - - - 0 - - - - - 0 - - - - - -
    -
    -
    -
    D8
    -
    D8
    -
    D8
    -
    D8
    -
    -
    - - - - - -
    -
    -
    - - - - - - - 0 - - - - - 0 - - - - - -
    -
    -
    -
    D8
    -
    D8
    -
    D8
    -
    D8
    -
    -
    - - - - - -
    -
    -
    - - - - - - 0 - - - -
    -
    -
    -
    D8
    -
    D8
    -
    D8
    -
    D8
    -
    -
    - - - - - -
    -
    -
    - - - - - - 0 - - - -
    -
    -
    -
    D8
    -
    D8
    -
    D8
    -
    D8
    -
    -
    - - - - - -
    -
    -
    - - - - - - 0 - - - -
    -
    -
    -
    D8
    -
    D8
    -
    D8
    -
    D8
    -
    -
    - - - - - -
    -
    -
    - - - - - - 0 - - - -
    -
    -
    -
    D8
    -
    D8
    -
    D8
    -
    D8
    -
    -
    - - - - - -
    -
    -
    - - - - - - 0 - - - -
    -
    -
    -
    D8
    -
    D8
    -
    D8
    -
    D8
    -
    -
    - - - - - -
    -
    -
    - - - - - - 0 - - - -
    -
    -
    -
    D8
    -
    D8
    -
    D8
    -
    D8
    -
    -
    - - - - - -
    -
    -
    -
    -
    -
    -
    -
    -

    DICE POOL

    -
    -
    -
    Base
    - - - - - - - - - - - - -
    - - - - - - - -
    -
    - - - - - - -
    -
    -
    -
    Skill
    - - - - - - - - - - - - - -
    - - - - - - - -
    -
    - - - - - - - -
    -
    -
    -
    Gear
    - - - - - - - - - - - - -
    - - - - - - - -
    -
    - - - - - - -
    -
    -
    -
    Artifact Dice
    -
    - - - d8 - - - d8 - - - d10 - - - d12 -
    -
    -
    - -
    - - - - -
    -
    - - - - -
    -
    - - -
    -
    - -
    -
    -
    - - - Current Preset - -
    - -
    -
    -
    -
    -
    -
    -

    TALENTS

    -
    -
    Type
    -
    Rank
    -
    -
    -
    - - - - - - -
    -
    -
    -
    -
    -
    -

    GEAR

    -
    -
    Qty
    -
    Carr
    -
    Wt
    -
    -
    -
    - - - - - - - -
    -
    -
    -
    -
    Gear
    -
    -
    Weapons
    -
    -
    Armor
    -
    -
    Coins Carried
    -
    -
    -
    -
    Carry
    -
    -
    -
    Encumbrance
    -
    - - -
    -
    -
    -
    -
    Pack Rat Talent?
    -
    - -
    -
    -
    -
    -

    MOUNT

    -
    - - -
    STR
    - -
    AGI
    - - - -
    -
    -
    -

    Gear on Mount

    -
    -
    Qty
    -
    Carr
    -
    Wt
    -
    -
    -
    - - - - - - -
    -
    -
    -
    -
    Gear
    -
    -
    Coins Carried
    -
    -
    -
    -
    Carry
    -
    - -
    -
    Encumbrance
    -
    - - -
    -
    -
    -
    - - Mounted -
    -
    -
    -
    -
    -
    -

    ARMOR/HELMET

    -
    -
    Name
    -
    AR
    -
    Max
    -
    Misc Skill
    -
    Tot
    -
    D8
    -
    D8
    -
    D8
    -
    D8
    - -
    - - - - - 0 - - - - - - - - -
    -
    Carr
    - -
    Wt
    - -
    Don
    - -
    Features
    - -
    -
    -
    - - - - - 0 - - - - - - - -
    -
    Carr
    - -
    Wt
    - -
    Don
    - -
    Features
    - -
    -
    -
    -
    - -

    ARMOR RATING

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

    SHIELD

    -
    -
    Shove
    -
    Parry
    -
    Name
    -
    Attr
    -
    Skill
    -
    Bon
    -
    Max
    -
    Misc Skill
    -
    Tot
    -
    D8
    -
    D8
    -
    D8
    -
    D8
    -
    - - - - 0 - 0 - - - - 0 - - - - - - - -
    -
    Carr
    - -
    Wt
    - -
    Don
    - -
    Features
    - -
    -
    -
    -
    -
    -
    -
    -
    -

    CONSUMABLES

    -
    -
    Die
    -
     
    -
    - Food -
    -
    - -
    -
    - -
    -
    - Water -
    -
    - -
    -
    - -
    -
    - Arrows -
    -
    - -
    -
    - -
    -
    - Torches -
    -
    - -
    -
    - -
    -
    -
    -
    -
    -
    -

    COINS

    -
    -
    -
    Gold
    -
    Silver
    -
    Copper
    - -
    Carried
    -
    -
    -
    - -
    Mount's - Gear
    -
    -
    -
    - -
    Other
    -
    -
    -
    - - -
    Total
    -
    -
    -
    -
    -
    -
    -
    -
    -

    EXPERIENCE

    -
    -
    - -
    -
    -
    -
    -
    -
    -
    -

    WILLPOWER

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

    BEASTS

    -
    -
    Type
    -
    STR
    -
    AGI
    -
    Mounted
    -
    Carry
    -
    Current Encum -
    -
    Notes
    -
    -
    -
    - - - - - 0 - - -
    -
    -
    -
    -
    -
    -
    -
    -

    RELATIONSHIPS

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

    SPELLS

    -
    -
    -
    Name
    -
    Rank
    -
    Will
    -
    Range
    -
    Duration
    -
    Ingredients
    -
    -
    -
    - - - - - - - - - -
    -
    -
    -
    -
    -
    -
    -
    -

    NOTES

    -
    -
    -
    -
    -
    - -
    -
    - -
    -
    - -
    -
    -
    -
    + + + + + + + + +
    +
    +
    +
    +
    +
    + Kin +
    +
    + +
    +
    + Profession +
    +
    + +
    +
    + Name +
    +
    + +
    +
    + raven +
    +
    +
    +
    +
    +
    + +
    +
    + +
    +
    + Dark Secret +
    +
    + +
    +
    + Age +
    +
    + +
    +
    + +
    +
    + + +
    +
    +
    +
    +
    +
    +

    APPEARANCE

    +
    +
    + Face +
    +
    + +
    +
    + Body +
    +
    + +
    +
    + Clothing +
    +
    + +
    +
    +
    +
    +
    +
    + +
    + Hungry +
    +
    + +
    + Sleepy +
    +
    + +
    + Thirsty +
    +
    + +
    + Cold +
    +
    +
    +
    +
    +
    +

    CRITICAL INJURIES

    +
    +
    + Injury +
    +
    + Lethal +
    +
    + Time Limit +
    +
    + Effects +
    +
    + Healing Time +
    +
    +
    +
    + + + + + +
    +
    +
    +
    + skull +
    +
    +
    +
    +
    +
    +

    WEAPONS

    +
    +
    + Attk +
    +
    + Parry +
    +
    + Name +
    +
    + Type +
    +
    + Attr +
    +
    + Skill +
    +
    + Misc Skill +
    +
    + Tot +
    +
    +
    + Bon +
    +
    + Max +
    +
    + Misc Gear +
    +
    + Tot +
    +
    +
    + D8 +
    +
    + D8 +
    +
    + D8 +
    +
    + D8 +
    +
    +
    + Dmg +
    +
    + Misc +
    +
    + Tot +
    +
    +
    +
    + + + + + 0 + 0 + + 0 + +
    + + + + + 0 +
    + + + + +
    + + + 0 + + + +
    +
    + Grip +
    + +
    + Range +
    + +
    + Carr +
    + +
    + Wt +
    + +
    + Features +
    + +
    +
    +
    +
    +
    +
    +
    + + + + + + +
    + +
    + +
    +

    SKILLS

    +
    +
    + Lvl +
    +
    + Misc Skill +
    +
    + Misc Gear +
    +
    + Tot +
    +
    + + + + + + 0 + + + +
    +
    +
    +
    + D8 +
    +
    + D8 +
    +
    + D8 +
    +
    + D8 +
    +
    +
    + + + + + +
    +
    + +
    + + + + + + + 0 + + + + + 0 + + + + + +
    +
    +
    +
    + D8 +
    +
    + D8 +
    +
    + D8 +
    +
    + D8 +
    +
    +
    + + + + + +
    +
    +
    + + + + + + + 0 + + + + + 0 + + + + + +
    +
    +
    +
    + D8 +
    +
    + D8 +
    +
    + D8 +
    +
    + D8 +
    +
    +
    + + + + + +
    +
    +
    + + + + + + 0 + + + +
    +
    +
    +
    + D8 +
    +
    + D8 +
    +
    + D8 +
    +
    + D8 +
    +
    +
    + + + + + +
    +
    +
    + + + + + + 0 + + + +
    +
    +
    +
    + D8 +
    +
    + D8 +
    +
    + D8 +
    +
    + D8 +
    +
    +
    + + + + + +
    +
    +
    + + + + + + 0 + + + +
    +
    +
    +
    + D8 +
    +
    + D8 +
    +
    + D8 +
    +
    + D8 +
    +
    +
    + + + + + +
    +
    +
    + + + + + + 0 + + + +
    +
    +
    +
    + D8 +
    +
    + D8 +
    +
    + D8 +
    +
    + D8 +
    +
    +
    + + + + + +
    +
    +
    + + + + + + 0 + + + +
    +
    +
    +
    + D8 +
    +
    + D8 +
    +
    + D8 +
    +
    + D8 +
    +
    +
    + + + + + +
    +
    +
    + + + + + + + 0 + + + + + 0 + + + + + +
    +
    +
    +
    + D8 +
    +
    + D8 +
    +
    + D8 +
    +
    + D8 +
    +
    +
    + + + + + +
    +
    +
    + + + + + + + 0 + + + + + 0 + + + + + +
    +
    +
    +
    + D8 +
    +
    + D8 +
    +
    + D8 +
    +
    + D8 +
    +
    +
    + + + + + +
    +
    +
    + + + + + + 0 + + + +
    +
    +
    +
    + D8 +
    +
    + D8 +
    +
    + D8 +
    +
    + D8 +
    +
    +
    + + + + + +
    +
    +
    + + + + + + 0 + + + +
    +
    +
    +
    + D8 +
    +
    + D8 +
    +
    + D8 +
    +
    + D8 +
    +
    +
    + + + + + +
    +
    +
    + + + + + + 0 + + + +
    +
    +
    +
    + D8 +
    +
    + D8 +
    +
    + D8 +
    +
    + D8 +
    +
    +
    + + + + + +
    +
    +
    + + + + + + 0 + + + +
    +
    +
    +
    + D8 +
    +
    + D8 +
    +
    + D8 +
    +
    + D8 +
    +
    +
    + + + + + +
    +
    +
    + + + + + + 0 + + + +
    +
    +
    +
    + D8 +
    +
    + D8 +
    +
    + D8 +
    +
    + D8 +
    +
    +
    + + + + + +
    +
    +
    + + + + + + 0 + + + +
    +
    +
    +
    + D8 +
    +
    + D8 +
    +
    + D8 +
    +
    + D8 +
    +
    +
    + + + + + +
    +
    +
    +
    +
    +
    +
    +
    +

    DICE POOL

    +
    +
    +
    + Base +
    + + + + + + + + + + + + +
    + + + + + + + +
    +
    + + + + + + +
    +
    +
    +
    + Skill +
    + + + + + + + + + + + + + +
    + + + + + + + +
    +
    + + + + + + +
    +
    +
    +
    + Gear +
    + + + + + + + + + + + + +
    + + + + + + + +
    +
    + + + + + + +
    +
    +
    +
    + Artifact Dice +
    +
    + + + d8 + + + d8 + + + d10 + + + d12 +
    +
    +
    + +
    + + + + +
    +
    + + + + +
    +
    + + +
    +
    + +
    +
    +
    + + + Current Preset + +
    + +
    +
    +
    +
    +
    +
    +

    TALENTS

    +
    +
    + Type +
    +
    + Rank +
    +
    +
    +
    + + + + + + +
    +
    +
    +
    +
    +
    +

    GEAR

    +
    +
    + Qty +
    +
    + Carr +
    +
    + Wt +
    +
    +
    +
    + + + + + + + +
    +
    +
    +
    +
    Gear
    +
    + +
    +
    Weapons
    +
    + +
    +
    Armor
    +
    + +
    +
    + Coins Carried +
    +
    + +
    +
    +
    +
    + Carry +
    +
    + +
    +
    + Encumbrance +
    +
    + + +
    +
    +
    +
    +
    + Pack Rat Talent? +
    +
    + +
    +
    +
    +
    +

    MOUNT

    +
    + + +
    + STR +
    + +
    + AGI +
    + + + +
    +
    +
    +

    Gear on Mount

    +
    +
    + Qty +
    +
    + Carr +
    +
    + Wt +
    +
    +
    +
    + + + + + + +
    +
    +
    +
    +
    Gear
    +
    + +
    +
    + Coins Carried +
    +
    + +
    +
    +
    +
    + Carry +
    +
    + +
    +
    + Encumbrance +
    +
    + + +
    +
    +
    +
    + + Mounted +
    +
    +
    +
    +
    +
    +

    ARMOR/HELMET

    +
    +
    + Name +
    +
    + AR +
    +
    + Max +
    +
    + Misc Skill +
    +
    + Tot +
    +
    + D8 +
    +
    + D8 +
    +
    + D8 +
    +
    + D8 +
    + +
    + + + + + 0 + + + + + + + +
    +
    + Carr +
    + +
    + Wt +
    + +
    Don
    + +
    + Features +
    + +
    +
    +
    + + + + + 0 + + + + + + + +
    +
    + Carr +
    + +
    + Wt +
    + +
    Don
    + +
    + Features +
    + +
    +
    + +
    + +   +
    + +
    + + + + + 0 + + + + + + + +
    +
    + Carr +
    + +
    + Wt +
    + +
    Don
    + +
    + Features +
    + +
    +
    +
    + + + + + 0 + + + + + + + +
    +
    + Carr +
    + +
    + Wt +
    + +
    Don
    + +
    + Features +
    + +
    +
    + +
    +
    + +

    + ARMOR RATING +

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

    SHIELD

    +
    +
    + Shove +
    +
    + Parry +
    +
    + Name +
    +
    + Attr +
    +
    + Skill +
    +
    + Bon +
    +
    + Max +
    +
    + Misc Skill +
    +
    + Tot +
    +
    + D8 +
    +
    + D8 +
    +
    + D8 +
    +
    + D8 +
    +
    + + + + 0 + 0 + + + + 0 + + + + + + + +
    +
    + Carr +
    + +
    + Wt +
    + +
    Don
    + +
    + Features +
    + +
    +
    +
    +
    +
    +
    +
    +
    +

    CONSUMABLES

    +
    +
    + Die +
    +
     
    +
    + Food +
    +
    + +
    +
    + +
    +
    + Water +
    +
    + +
    +
    + +
    +
    + Arrows +
    +
    + +
    +
    + +
    +
    + Torches +
    +
    + +
    +
    + +
    +
    +
    +
    +
    +
    +

    COINS

    +
    +
    +
    + Gold +
    +
    + Silver +
    +
    + Copper +
    + +
    + Carried +
    +
    + +
    +
    + +
    +
    + +
    + +
    + Mount's Gear +
    +
    + +
    +
    + +
    +
    + +
    + +
    + Other +
    +
    + +
    +
    + +
    +
    + +
    + + +
    + Total +
    +
    + +
    +
    + +
    +
    + +
    +
    +
    +
    +
    +
    +

    EXPERIENCE

    +
    +
    + +
    +
    +
    +
    +
    +
    +
    +

    WILLPOWER

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

    BEASTS

    +
    +
    + Type +
    +
    + STR +
    +
    + AGI +
    +
    + Mounted +
    +
    + Carry +
    +
    + Current Encum +
    +
    + Notes +
    +
    +
    +
    + + + + + 0 + + +
    +
    +
    +
    +
    +
    +
    +
    +

    RELATIONSHIPS

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

    SPELLS

    +
    +
    +
    + Name +
    +
    + Rank +
    +
    + Will +
    +
    + Range +
    +
    + Duration +
    +
    + Ingredients +
    +
    +
    +
    + + + + + + + + + +
    +
    +
    +
    +
    +
    +
    +
    +

    NOTES

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

    STRONGHOLD

    -
    -
    Location
    -
    - -
    +
    +
    +
    +
    +

    + STRONGHOLD +

    +
    +
    + Location +
    +
    + +
    -
    Name
    -
    - -
    +
    + Name +
    +
    + +
    -
    Defense - Rating
    -
    - -
    +
    + Defense Rating +
    +
    + +
    -
    - Description - -
    -
    -
    -
    -
    -
    -

    FUNCTIONS

    -
    -
    Name
    -
    Num
    -
    Production/Outcome
    -
    -
    -
    - - - -
    -
    -
    -
    -
    -
    -
    -
    -

    HIRELINGS

    -
    -
    Profession -
    -
    Num
    -
    Salary copper/day -
    -
    -
    -
    - - - -
    -
    -
    -
    -
    - Total - 0 -
    -
    -
    -
    -
    -
    -
    -

    STOCKPILE

    -
    -
    Units
    -
    Units
    -
    Units
    - Bread - - Cloth - - Fish - - Flour - - Food - - Fur - - Glass - - Gold - - Grain - - Herbs - - Iron - - Iron Ore - - Leather - - Meat - - Silver - - Stone - - Tallow - - Vegetables - - Water - - Wood - - Wool - -
    -
    -
    -
    -
    -

    STRONGHOLD NOTES

    -
    - -
    +
    + Description +
    +
    +
    +
    +
    +

    FUNCTIONS

    +
    +
    + Name +
    +
    + Num +
    +
    + Production/Outcome +
    +
    +
    +
    + + + +
    +
    +
    +
    +
    +
    +
    +
    +

    HIRELINGS

    +
    +
    + Profession +
    +
    + Num +
    +
    + Salary copper/day +
    +
    +
    +
    + + + +
    +
    +
    +
    +
    + Total + 0 +
    +
    +
    +
    +
    + +
    +
    +

    STOCKPILE

    +
    +
    + Units +
    +
    + Units +
    +
    + Units +
    + Iron Ore + + Fur + + Flour + + Iron + + Leather + + Grain + + Silver + + Cloth + + Meat + + Gold + + Wool + + Fish + + Stone + + Food + + Vegetables + + Glass + + Bread + + Tallow + + Wood + + Water + + Herbs + +
    +
    +
    +
    +
    +

    STRONGHOLD NOTES

    +
    + +
    +
    +
    -
    - - -
    - Whisper Options: - -
    -
    - API Whisper Options: - -
    - - - - Whisper roll? - yes - no +
    + + +
    + Whisper Options: +
    +
    + API Whisper Options: + +
    + + + + Whisper roll? + yes + no +
    + Sort Skills by Attribute: + +
    +
    + Sort Stockpile resources alphabetically: + +
    +
    -
    -
    -
    - {{#character_name}} -
    - {{#character_id}}[{{character_name}}](https://journal.roll20.net/character/{{character_id}}){{/character_id}} - {{^character_id}}{{character_name}}{{/character_id}} -
    - {{#name}} -
    ◇
    - {{/name}} - {{/character_name}} - {{#name}} -
    - {{#name_link}}[{{name}}]({{name_link}}){{/name_link}} - {{^name_link}}{{name}}{{/name_link}} -
    - {{/name}} -
    - - - {{#subtitle}} -
    “{{subtitle}}”
    - {{/subtitle}} - - - {{#rollTotal() attribute-die-one 1}} -
    - {{#rollWasFumble() attribute-roll-one}} - Bane - {{/rollWasFumble() attribute-roll-one}} - {{#rollBetween() attribute-roll-one 2 5}} - {{attribute-roll-one}} - {{/rollBetween() attribute-roll-one 2 5}} - {{#rollWasCrit() attribute-roll-one}} - Success - {{/rollWasCrit() attribute-roll-one}} -
    - {{/rollTotal() attribute-die-one 1}} - {{#rollTotal() attribute-die-two 1}} -
    - {{#rollWasFumble() attribute-roll-two}} - Bane - {{/rollWasFumble() attribute-roll-two}} - {{#rollBetween() attribute-roll-two 2 5}} - {{attribute-roll-two}} - {{/rollBetween() attribute-roll-two 2 5}} - {{#rollWasCrit() attribute-roll-two}} - Success - {{/rollWasCrit() attribute-roll-two}} -
    - {{/rollTotal() attribute-die-two 1}} - {{#rollTotal() skill-die-one 1}} -
    - {{#rollBetween() skill-roll-one 1 5}} - {{skill-roll-one}} - {{/rollBetween() skill-roll-one 1 5}} - {{#rollWasCrit() skill-roll-one}} - Success - {{/rollWasCrit() skill-roll-one}} -
    - {{/rollTotal() skill-die-one 1}} - {{#rollTotal() skill-die-two 1}} -
    - {{#rollBetween() skill-roll-two 1 5}} - {{skill-roll-two}} - {{/rollBetween() skill-roll-two 1 5}} - {{#rollWasCrit() skill-roll-two}} - Success - {{/rollWasCrit() skill-roll-two}} -
    - {{/rollTotal() skill-die-two 1}} - {{#rollTotal() negative-die-one 1}} -
    - {{#rollBetween() negative-roll-one 1 5}} - {{negative-roll-one}} - {{/rollBetween() negative-roll-one 1 5}} - {{#rollWasCrit() negative-roll-one}} - Success - {{/rollWasCrit() negative-roll-one}} -
    - {{/rollTotal() negative-die-one 1}} - {{#rollTotal() negative-die-two 1}} -
    - {{#rollBetween() negative-roll-two 1 5}} - {{negative-roll-two}} - {{/rollBetween() negative-roll-two 1 5}} - {{#rollWasCrit() negative-roll-two}} - Success - {{/rollWasCrit() negative-roll-two}} -
    - {{/rollTotal() negative-die-two 1}} - {{#rollTotal() gear-die-one 1}} -
    - {{#rollWasFumble() gear-roll-one}} - Bane - {{/rollWasFumble() gear-roll-one}} - {{#rollBetween() gear-roll-one 2 5}} - {{gear-roll-one}} - {{/rollBetween() gear-roll-one 2 5}} - {{#rollWasCrit() gear-roll-one}} - Success - {{/rollWasCrit() gear-roll-one}} -
    - {{/rollTotal() gear-die-one 1}} - {{#rollTotal() gear-die-two 1}} -
    - {{#rollWasFumble() gear-roll-two}} - Bane - {{/rollWasFumble() gear-roll-two}} - {{#rollBetween() gear-roll-two 2 5}} - {{gear-roll-two}} - {{/rollBetween() gear-roll-two 2 5}} - {{#rollWasCrit() gear-roll-two}} - Success - {{/rollWasCrit() gear-roll-two}} -
    - {{/rollTotal() gear-die-two 1}} - - {{#rollTotal() attribute-die-three 1}} -
    - {{#rollWasFumble() attribute-roll-three}} - Bane - {{/rollWasFumble() attribute-roll-three}} - {{#rollBetween() attribute-roll-three 2 5}} - {{attribute-roll-three}} - {{/rollBetween() attribute-roll-three 2 5}} - {{#rollWasCrit() attribute-roll-three}} - Success - {{/rollWasCrit() attribute-roll-three}} -
    - {{/rollTotal() attribute-die-three 1}} - {{#rollTotal() attribute-die-four 1}} -
    - {{#rollWasFumble() attribute-roll-four}} - Bane - {{/rollWasFumble() attribute-roll-four}} - {{#rollBetween() attribute-roll-four 2 5}} - {{attribute-roll-four}} - {{/rollBetween() attribute-roll-four 2 5}} - {{#rollWasCrit() attribute-roll-four}} - Success - {{/rollWasCrit() attribute-roll-four}} -
    - {{/rollTotal() attribute-die-four 1}} - {{#rollTotal() skill-die-three 1}} -
    - {{#rollBetween() skill-roll-three 1 5}} - {{skill-roll-three}} - {{/rollBetween() skill-roll-three 1 5}} - {{#rollWasCrit() skill-roll-three}} - Success - {{/rollWasCrit() skill-roll-three}} -
    - {{/rollTotal() skill-die-three 1}} - {{#rollTotal() skill-die-four 1}} -
    - {{#rollBetween() skill-roll-four 1 5}} - {{skill-roll-four}} - {{/rollBetween() skill-roll-four 1 5}} - {{#rollWasCrit() skill-roll-four}} - Success - {{/rollWasCrit() skill-roll-four}} -
    - {{/rollTotal() skill-die-four 1}} - {{#rollTotal() negative-die-three 1}} -
    - {{#rollBetween() negative-roll-three 1 5}} - {{negative-roll-three}} - {{/rollBetween() negative-roll-three 1 5}} - {{#rollWasCrit() negative-roll-three}} - Success - {{/rollWasCrit() negative-roll-three}} -
    - {{/rollTotal() negative-die-three 1}} - {{#rollTotal() gear-die-three 1}} -
    - {{#rollWasFumble() gear-roll-three}} - Bane - {{/rollWasFumble() gear-roll-three}} - {{#rollBetween() gear-roll-three 2 5}} - {{gear-roll-three}} - {{/rollBetween() gear-roll-three 2 5}} - {{#rollWasCrit() gear-roll-three}} - Success - {{/rollWasCrit() gear-roll-three}} -
    - {{/rollTotal() gear-die-three 1}} - {{#rollTotal() gear-die-four 1}} -
    - {{#rollWasFumble() gear-roll-four}} - Bane - {{/rollWasFumble() gear-roll-four}} - {{#rollBetween() gear-roll-four 2 5}} - {{gear-roll-four}} - {{/rollBetween() gear-roll-four 2 5}} - {{#rollWasCrit() gear-roll-four}} - Success - {{/rollWasCrit() gear-roll-four}} -
    - {{/rollTotal() gear-die-four 1}} - - {{#rollTotal() attribute-die-five 1}} -
    - {{#rollWasFumble() attribute-roll-five}} - Bane - {{/rollWasFumble() attribute-roll-five}} - {{#rollBetween() attribute-roll-five 2 5}} - {{attribute-roll-five}} - {{/rollBetween() attribute-roll-five 2 5}} - {{#rollWasCrit() attribute-roll-five}} - Success - {{/rollWasCrit() attribute-roll-five}} -
    - {{/rollTotal() attribute-die-five 1}} - {{#rollTotal() attribute-die-six 1}} -
    - {{#rollWasFumble() attribute-roll-six}} - Bane - {{/rollWasFumble() attribute-roll-six}} - {{#rollBetween() attribute-roll-six 2 5}} - {{attribute-roll-six}} - {{/rollBetween() attribute-roll-six 2 5}} - {{#rollWasCrit() attribute-roll-six}} - Success - {{/rollWasCrit() attribute-roll-six}} -
    - {{/rollTotal() attribute-die-six 1}} - {{#rollTotal() skill-die-five 1}} -
    - {{#rollBetween() skill-roll-five 1 5}} - {{skill-roll-five}} - {{/rollBetween() skill-roll-five 1 5}} - {{#rollWasCrit() skill-roll-five}} - Success - {{/rollWasCrit() skill-roll-five}} -
    - {{/rollTotal() skill-die-five 1}} - {{#rollTotal() skill-die-six 1}} -
    - {{#rollBetween() skill-roll-six 1 5}} - {{skill-roll-six}} - {{/rollBetween() skill-roll-six 1 5}} - {{#rollWasCrit() skill-roll-six}} - Success - {{/rollWasCrit() skill-roll-six}} -
    - {{/rollTotal() skill-die-six 1}} - {{#rollTotal() gear-die-five 1}} -
    - {{#rollWasFumble() gear-roll-five}} - Bane - {{/rollWasFumble() gear-roll-five}} - {{#rollBetween() gear-roll-five 2 5}} - {{gear-roll-five}} - {{/rollBetween() gear-roll-five 2 5}} - {{#rollWasCrit() gear-roll-five}} - Success - {{/rollWasCrit() gear-roll-five}} -
    - {{/rollTotal() gear-die-five 1}} - {{#rollTotal() gear-die-six 1}} -
    - {{#rollWasFumble() gear-roll-six}} - Bane - {{/rollWasFumble() gear-roll-six}} - {{#rollBetween() gear-roll-six 2 5}} - {{gear-roll-six}} - {{/rollBetween() gear-roll-six 2 5}} - {{#rollWasCrit() gear-roll-six}} - Success - {{/rollWasCrit() gear-roll-six}} -
    - {{/rollTotal() gear-die-six 1}} - - {{#rollTotal() attribute-die-seven 1}} -
    - {{#rollWasFumble() attribute-roll-seven}} - Bane - {{/rollWasFumble() attribute-roll-seven}} - {{#rollBetween() attribute-roll-seven 2 5}} - {{attribute-roll-seven}} - {{/rollBetween() attribute-roll-seven 2 5}} - {{#rollWasCrit() attribute-roll-seven}} - Success - {{/rollWasCrit() attribute-roll-seven}} -
    - {{/rollTotal() attribute-die-seven 1}} - {{#rollTotal() attribute-die-eight 1}} -
    - {{#rollWasFumble() attribute-roll-eight}} - Bane - {{/rollWasFumble() attribute-roll-eight}} - {{#rollBetween() attribute-roll-eight 2 5}} - {{attribute-roll-eight}} - {{/rollBetween() attribute-roll-eight 2 5}} - {{#rollWasCrit() attribute-roll-eight}} - Success - {{/rollWasCrit() attribute-roll-eight}} -
    - {{/rollTotal() attribute-die-eight 1}} - {{#rollTotal() skill-die-seven 1}} -
    - {{#rollBetween() skill-roll-seven 1 5}} - {{skill-roll-seven}} - {{/rollBetween() skill-roll-seven 1 5}} - {{#rollWasCrit() skill-roll-seven}} - Success - {{/rollWasCrit() skill-roll-seven}} -
    - {{/rollTotal() skill-die-seven 1}} - {{#rollTotal() skill-die-eight 1}} -
    - {{#rollBetween() skill-roll-eight 1 5}} - {{skill-roll-eight}} - {{/rollBetween() skill-roll-eight 1 5}} - {{#rollWasCrit() skill-roll-eight}} - Success - {{/rollWasCrit() skill-roll-eight}} -
    - {{/rollTotal() skill-die-eight 1}} - {{#rollTotal() gear-die-seven 1}} -
    - {{#rollWasFumble() gear-roll-seven}} - Bane - {{/rollWasFumble() gear-roll-seven}} - {{#rollBetween() gear-roll-seven 2 5}} - {{gear-roll-seven}} - {{/rollBetween() gear-roll-seven 2 5}} - {{#rollWasCrit() gear-roll-seven}} - Success - {{/rollWasCrit() gear-roll-seven}} -
    - {{/rollTotal() gear-die-seven 1}} - {{#rollTotal() gear-die-eight 1}} -
    - {{#rollWasFumble() gear-roll-eight}} - Bane - {{/rollWasFumble() gear-roll-eight}} - {{#rollBetween() gear-roll-eight 2 5}} - {{gear-roll-eight}} - {{/rollBetween() gear-roll-eight 2 5}} - {{#rollWasCrit() gear-roll-eight}} - Success - {{/rollWasCrit() gear-roll-eight}} -
    - {{/rollTotal() gear-die-eight 1}} - - {{#rollTotal() attribute-die-nine 1}} -
    - {{#rollWasFumble() attribute-roll-nine}} - Bane - {{/rollWasFumble() attribute-roll-nine}} - {{#rollBetween() attribute-roll-nine 2 5}} - {{attribute-roll-nine}} - {{/rollBetween() attribute-roll-nine 2 5}} - {{#rollWasCrit() attribute-roll-nine}} - Success - {{/rollWasCrit() attribute-roll-nine}} -
    - {{/rollTotal() attribute-die-nine 1}} - {{#rollTotal() attribute-die-ten 1}} -
    - {{#rollWasFumble() attribute-roll-ten}} - Bane - {{/rollWasFumble() attribute-roll-ten}} - {{#rollBetween() attribute-roll-ten 2 5}} - {{attribute-roll-ten}} - {{/rollBetween() attribute-roll-ten 2 5}} - {{#rollWasCrit() attribute-roll-ten}} - Success - {{/rollWasCrit() attribute-roll-ten}} -
    - {{/rollTotal() attribute-die-ten 1}} - {{#rollTotal() skill-die-nine 1}} -
    - {{#rollBetween() skill-roll-nine 1 5}} - {{skill-roll-nine}} - {{/rollBetween() skill-roll-nine 1 5}} - {{#rollWasCrit() skill-roll-nine}} - Success - {{/rollWasCrit() skill-roll-nine}} -
    - {{/rollTotal() skill-die-nine 1}} - {{#rollTotal() skill-die-ten 1}} -
    - {{#rollBetween() skill-roll-ten 1 5}} - {{skill-roll-ten}} - {{/rollBetween() skill-roll-ten 1 5}} - {{#rollWasCrit() skill-roll-ten}} - Success - {{/rollWasCrit() skill-roll-ten}} -
    - {{/rollTotal() skill-die-ten 1}} - {{#rollTotal() gear-die-nine 1}} -
    - {{#rollWasFumble() gear-roll-nine}} - Bane - {{/rollWasFumble() gear-roll-nine}} - {{#rollBetween() gear-roll-nine 2 5}} - {{gear-roll-nine}} - {{/rollBetween() gear-roll-nine 2 5}} - {{#rollWasCrit() gear-roll-nine}} - Success - {{/rollWasCrit() gear-roll-nine}} -
    - {{/rollTotal() gear-die-nine 1}} - {{#rollTotal() gear-die-ten 1}} -
    - {{#rollWasFumble() gear-roll-ten}} - Bane - {{/rollWasFumble() gear-roll-ten}} - {{#rollBetween() gear-roll-ten 2 5}} - {{gear-roll-ten}} - {{/rollBetween() gear-roll-ten 2 5}} - {{#rollWasCrit() gear-roll-ten}} - Success - {{/rollWasCrit() gear-roll-ten}} -
    - {{/rollTotal() gear-die-ten 1}} - - {{#rollTotal() attribute-die-eleven 1}} -
    - {{#rollWasFumble() attribute-roll-eleven}} - Bane - {{/rollWasFumble() attribute-roll-eleven}} - {{#rollBetween() attribute-roll-eleven 2 5}} - {{attribute-roll-eleven}} - {{/rollBetween() attribute-roll-eleven 2 5}} - {{#rollWasCrit() attribute-roll-eleven}} - Success - {{/rollWasCrit() attribute-roll-eleven}} -
    - {{/rollTotal() attribute-die-eleven 1}} - {{#rollTotal() attribute-die-twelve 1}} -
    - {{#rollWasFumble() attribute-roll-twelve}} - Bane - {{/rollWasFumble() attribute-roll-twelve}} - {{#rollBetween() attribute-roll-twelve 2 5}} - {{attribute-roll-twelve}} - {{/rollBetween() attribute-roll-twelve 2 5}} - {{#rollWasCrit() attribute-roll-twelve}} - Success - {{/rollWasCrit() attribute-roll-twelve}} -
    - {{/rollTotal() attribute-die-twelve 1}} - {{#rollTotal() gear-die-eleven 1}} -
    - {{#rollWasFumble() gear-roll-eleven}} - Bane - {{/rollWasFumble() gear-roll-eleven}} - {{#rollBetween() gear-roll-eleven 2 5}} - {{gear-roll-eleven}} - {{/rollBetween() gear-roll-eleven 2 5}} - {{#rollWasCrit() gear-roll-eleven}} - Success - {{/rollWasCrit() gear-roll-eleven}} -
    - {{/rollTotal() gear-die-eleven 1}} - {{#rollTotal() gear-die-twelve 1}} -
    - {{#rollWasFumble() gear-roll-twelve}} - Bane - {{/rollWasFumble() gear-roll-twelve}} - {{#rollBetween() gear-roll-twelve 2 5}} - {{gear-roll-twelve}} - {{/rollBetween() gear-roll-twelve 2 5}} - {{#rollWasCrit() gear-roll-twelve}} - Success - {{/rollWasCrit() gear-roll-twelve}} -
    - {{/rollTotal() gear-die-twelve 1}} - - {{#rollTotal() artifact-die-eight 1}} -
    - {{#rollBetween() artifact-roll-eight 1 5}} - {{artifact-roll-eight}} - {{/rollBetween() artifact-roll-eight 1 5}} - {{#rollBetween() artifact-roll-eight 6 7}} -
    - 1
    - {{/rollBetween() artifact-roll-eight 6 7}} - {{#rollWasCrit() artifact-roll-eight}} -
    - 2
    - {{/rollWasCrit() artifact-roll-eight}} -
    - {{/rollTotal() artifact-die-eight 1}} - {{#rollTotal() artifact-die-ocho 1}} -
    - {{#rollBetween() artifact-roll-ocho 1 5}} - {{artifact-roll-ocho}} - {{/rollBetween() artifact-roll-ocho 1 5}} - {{#rollBetween() artifact-roll-ocho 6 7}} -
    - 1
    - {{/rollBetween() artifact-roll-ocho 6 7}} - {{#rollWasCrit() artifact-roll-ocho}} -
    - 2
    - {{/rollWasCrit() artifact-roll-ocho}} -
    - {{/rollTotal() artifact-die-ocho 1}} - - {{#rollTotal() artifact-die-ten 1}} -
    - {{#rollBetween() artifact-roll-ten 1 5}} - {{artifact-roll-ten}} - {{/rollBetween() artifact-roll-ten 1 5}} - {{#rollBetween() artifact-roll-ten 6 7}} -
    - 1
    - {{/rollBetween() artifact-roll-ten 6 7}} - {{#rollBetween() artifact-roll-ten 8 9}} -
    - 2
    - {{/rollBetween() artifact-roll-ten 8 9}} - {{#rollWasCrit() artifact-roll-ten}} -
    - 3
    - {{/rollWasCrit() artifact-roll-ten}} -
    - {{/rollTotal() artifact-die-ten 1}} - {{#rollTotal() artifact-die-twelve 1}} -
    - {{#rollBetween() artifact-roll-twelve 1 5}} - {{artifact-roll-twelve}} - {{/rollBetween() artifact-roll-twelve 1 5}} - {{#rollBetween() artifact-roll-twelve 6 7}} -
    - 1
    - {{/rollBetween() artifact-roll-twelve 6 7}} - {{#rollBetween() artifact-roll-twelve 8 9}} -
    - 2
    - {{/rollBetween() artifact-roll-twelve 8 9}} - {{#rollBetween() artifact-roll-twelve 10 11}} -
    - 3
    - {{/rollBetween() artifact-roll-twelve 10 11}} - {{#rollWasCrit() artifact-roll-twelve}} -
    - 4
    - {{/rollWasCrit() artifact-roll-twelve}} -
    - {{/rollTotal() artifact-die-twelve 1}} - - - - {{#rollTotal() consumable-die-six 1}} -
    - {{#rollBetween() consumable-roll-six 1 2}} - Bane - {{/rollBetween() consumable-roll-six 1 2}} - {{#rollBetween() consumable-roll-six 3 6}} - {{consumable-roll-six}} - {{/rollBetween() consumable-roll-six 3 6}} -
    - {{/rollTotal() consumable-die-six 1}} - - {{#rollTotal() consumable-die-eight 1}} -
    - {{#rollBetween() consumable-roll-eight 1 2}} - Bane - {{/rollBetween() consumable-roll-eight 1 2}} - {{#rollBetween() consumable-roll-eight 3 8}} - {{consumable-roll-eight}} - {{/rollBetween() consumable-roll-eight 3 8}} -
    - {{/rollTotal() consumable-die-eight 1}} - - {{#rollTotal() consumable-die-ten 1}} -
    - {{#rollBetween() consumable-roll-ten 1 2}} - Bane - {{/rollBetween() consumable-roll-ten 1 2}} - {{#rollBetween() consumable-roll-ten 3 10}} - {{consumable-roll-ten}} - {{/rollBetween() consumable-roll-ten 3 10}} -
    - {{/rollTotal() consumable-die-ten 1}} - - {{#rollTotal() consumable-die-twelve 1}} -
    - {{#rollBetween() consumable-roll-twelve 1 2}} - Bane - {{/rollBetween() consumable-roll-twelve 1 2}} - {{#rollBetween() consumable-roll-twelve 3 12}} - {{consumable-roll-twelve}} - {{/rollBetween() consumable-roll-twelve 3 12}} -
    - {{/rollTotal() consumable-die-twelve 1}} - - - {{#rollTotal() d66-die-one 1}} -
    - {{#rollBetween() d66-roll-one 0 100}} - {{d66-roll-one}} - {{/rollBetween() d66-roll-one 0 100}} -
    - {{/rollTotal() d66-die-one 1}} - {{#rollTotal() d66-die-two 1}} -
    - {{#rollBetween() d66-roll-two 0 100}} - {{d66-roll-two}} - {{/rollBetween() d66-roll-two 0 100}} -
    - {{/rollTotal() d66-die-two 1}} - - - {{#attribute-die-one}} -
    - Base Dice -
    -
    - Skill Dice -
    -
    - Gear Dice -
    - {{/attribute-die-one}} - - -
    - {{#weapon-bonus}}Bonus: {{weapon-bonus}}{{/weapon-bonus}}{{#weapon-bonus-max}}/{{weapon-bonus-max}}{{/weapon-bonus-max}} - - {{#weapon-bonus-misc}}  ± Misc: {{weapon-bonus-misc}}{{/weapon-bonus-misc}} - - {{#weapon-damage}}Damage: {{weapon-damage}}{{/weapon-damage}} - {{#weapon-damage-misc}} ± Misc: {{weapon-damage-misc}}{{/weapon-damage-misc}} - {{#attack-features}}( {{attack-features}} ){{/attack-features}} - -
    - {{#weapon-range}}Range: {{weapon-range}}{{/weapon-range}} - {{#weapon-features}}Features: {{weapon-features}}{{/weapon-features}} -
    - - {{#attack-description}} -
    -
    - {{attack-description}} -
    - {{/attack-description}} -
    - - - {{#armor1-name}} -
    - {{armor1-name}} -
    -
    - {{#armor1-rating}}AR: {{armor1-rating}}{{/armor1-rating}} - {{#armor1-rating-max}}/{{armor1-rating-max}}{{/armor1-rating-max}} - {{#armor1-rating-misc}} ± Misc: {{armor1-rating-misc}}{{/armor1-rating-misc}} - {{#armor1-rating-total}} = Total: {{armor1-rating-total}}{{/armor1-rating-total}} -
    - {{/armor1-name}} - - {{#armor2-name}} -
    - {{armor2-name}} -
    -
    - {{#armor2-rating}}AR: {{armor2-rating}}{{/armor2-rating}} - {{#armor2-rating-max}}/{{armor2-rating-max}}{{/armor2-rating-max}} - {{#armor2-rating-misc}} ± Misc: {{armor2-rating-misc}}{{/armor2-rating-misc}} - {{#armor2-rating-total}} = Total: {{armor2-rating-total}}{{/armor2-rating-total}} -
    - {{/armor2-name}} - - {{#shield1-name}} -
    - {{shield1-name}} -
    -
    - {{#shield1-base}}ATTR:  - {{shield1-base}}{{/shield1-base}}  - {{#shield1-skill}}Skill:  - {{shield1-skill}}{{/shield1-skill}}  - {{#shield1-bonus}}BON: {{shield1-bonus}}{{/shield1-bonus}} - {{#shield1-bonus-max}}/{{shield1-bonus-max}}{{/shield1-bonus-max}} - {{#shield1-bonus-misc}} ± Misc: {{shield1-bonus-misc}}{{/shield1-bonus-misc}} -
    - {{/shield1-name}} - - -
    - {{#willpower-total}}Total WP: {{willpower-total}}{{/willpower-total}} - {{#spell-rank}}Rank: {{spell-rank}}{{/spell-rank}} - {{#spell-willpower}}WP Spent: {{spell-willpower}}{{/spell-willpower}} -
    - -
    - {{#spell-range}}Range: {{spell-range}}{{/spell-range}} - {{#spell-duration}}Duration: {{spell-duration}}{{/spell-duration}} -
    - - {{#spell-ingredients}} -
    - Ingredients: {{spell-ingredients}} -
    - {{/spell-ingredients}} - - {{#spell-description}} -
    -
    {{spell-description}}
    - {{/spell-description}} - - -
    - {{#skill-base}}Attr:  - {{skill-base}}{{/skill-base}}  - {{#skill-skill}}Skill:  - {{skill-skill}}{{/skill-skill}}  - {{#skill-bonus-misc-skill}} ± Misc:  - {{skill-bonus-misc-skill}}{{/skill-bonus-misc-skill}} - {{#skill-bonus-misc-gear}} ± Misc:  - {{skill-bonus-misc-gear}}{{/skill-bonus-misc-gear}} - {{#skill-notes}} -
    -
    - {{skill-notes}} -
    - {{/skill-notes}} -
    - - {{#free-text}} -
    - {{free-text}} -
    - {{/free-text}} - - {{#footer}} - - {{/footer}} - - {{#allprops() character_name name character_id name_link subtitle free-text footer attribute-die-one attribute-die-two attribute-die-three attribute-die-four attribute-die-five attribute-die-six attribute-die-seven attribute-die-eight attribute-die-nine attribute-die-ten attribute-die-eleven attribute-die-twelve skill-die-one skill-die-two skill-die-three skill-die-four skill-die-five skill-die-six skill-die-seven skill-die-eight skill-die-nine skill-die-ten negative-die-one negative-die-two negative-die-three gear-die-one gear-die-two gear-die-three gear-die-four gear-die-five gear-die-six gear-die-seven gear-die-eight gear-die-nine gear-die-ten gear-die-eleven gear-die-twelve artifact-die-eight artifact-die-ocho artifact-die-ten artifact-die-twelve attribute-roll-one attribute-roll-two attribute-roll-three attribute-roll-four attribute-roll-five attribute-roll-six attribute-roll-seven attribute-roll-eight attribute-roll-nine attribute-roll-ten attribute-roll-eleven attribute-roll-twelve skill-roll-one skill-roll-two skill-roll-three skill-roll-four skill-roll-five skill-roll-six skill-roll-seven skill-roll-eight skill-roll-nine skill-roll-ten negative-roll-one negative-roll-two negative-roll-three gear-roll-one gear-roll-two gear-roll-three gear-roll-four gear-roll-five gear-roll-six gear-roll-seven gear-roll-eight gear-roll-nine gear-roll-ten gear-roll-eleven gear-roll-twelve artifact-roll-eight artifact-roll-ocho artifact-roll-ten artifact-roll-twelve consumable-die-six consumable-die-eight d66-die-one d66-roll-one d66-die-two d66-roll-two consumable-die-ten consumable-die-twelve consumable-roll-six consumable-roll-eight consumable-roll-ten consumable-roll-twelve push-query weapon-bonus weapon-bonus-max weapon-bonus-misc weapon-damage weapon-damage-misc attack-features weapon-range weapon-features attack-description spell-rank spell-willpower spell-range spell-duration spell-ingredients spell-description willpower-total armor1-name armor1-rating armor1-rating-max armor1-rating-misc armor2-name armor2-rating armor2-rating-max armor2-rating-misc armor1-rating-total armor2-rating-total shield1-name shield1-base shield1-skill shield1-bonus shield1-bonus-max shield1-bonus-misc skill-base skill-skill skill-bonus-misc-skill skill-bonus-misc-gear skill-notes}} -
    **{{key}}**:
    -
    {{value}}
    - {{/allprops() character_name name character_id name_link subtitle free-text footer attribute-die-one attribute-die-two attribute-die-three attribute-die-four attribute-die-five attribute-die-six attribute-die-seven attribute-die-eight attribute-die-nine attribute-die-ten attribute-die-eleven attribute-die-twelve skill-die-one skill-die-two skill-die-three skill-die-four skill-die-five skill-die-six skill-die-seven skill-die-eight skill-die-nine skill-die-ten negative-die-one negative-die-two negative-die-three gear-die-one gear-die-two gear-die-three gear-die-four gear-die-five gear-die-six gear-die-seven gear-die-eight gear-die-nine gear-die-ten gear-die-eleven gear-die-twelve artifact-die-eight artifact-die-ocho artifact-die-ten artifact-die-twelve attribute-roll-one attribute-roll-two attribute-roll-three attribute-roll-four attribute-roll-five attribute-roll-six attribute-roll-seven attribute-roll-eight attribute-roll-nine attribute-roll-ten attribute-roll-eleven attribute-roll-twelve skill-roll-one skill-roll-two skill-roll-three skill-roll-four skill-roll-five skill-roll-six skill-roll-seven skill-roll-eight skill-roll-nine skill-roll-ten negative-roll-one negative-roll-two negative-roll-three gear-roll-one gear-roll-two gear-roll-three gear-roll-four gear-roll-five gear-roll-six gear-roll-seven gear-roll-eight gear-roll-nine gear-roll-ten gear-roll-eleven gear-roll-twelve artifact-roll-eight artifact-roll-ocho artifact-roll-ten artifact-roll-twelve consumable-die-six consumable-die-eight d66-die-one d66-roll-one d66-die-two d66-roll-two consumable-die-ten consumable-die-twelve consumable-roll-six consumable-roll-eight consumable-roll-ten consumable-roll-twelve push-query weapon-bonus weapon-bonus-max weapon-bonus-misc weapon-damage weapon-damage-misc attack-features weapon-range weapon-features attack-description spell-rank spell-willpower spell-range spell-duration spell-ingredients spell-description willpower-total armor1-name armor1-rating armor1-rating-max armor1-rating-misc armor2-name armor2-rating armor2-rating-max armor2-rating-misc armor1-rating-total armor2-rating-total shield1-name shield1-base shield1-skill shield1-bonus shield1-bonus-max shield1-bonus-misc skill-base skill-skill skill-bonus-misc-skill skill-bonus-misc-gear skill-notes}} - +
    +
    +
    + {{#character_name}} +
    + {{#character_id}}[{{character_name}}](https://journal.roll20.net/character/{{character_id}}){{/character_id}} + {{^character_id}}{{character_name}}{{/character_id}}
    + {{#name}} +
    + ◇ +
    + {{/name}} {{/character_name}} {{#name}} +
    + {{#name_link}}[{{name}}]({{name_link}}){{/name_link}} {{^name_link}}{{name}}{{/name_link}} +
    + {{/name}} +
    + + {{#subtitle}} +
    + “{{subtitle}}” +
    + {{/subtitle}} + + + {{#rollTotal() attribute-die-one 1}} +
    + {{#rollWasFumble() attribute-roll-one}} + Bane + {{/rollWasFumble() attribute-roll-one}} {{#rollBetween() attribute-roll-one 2 5}} {{attribute-roll-one}} + {{/rollBetween() attribute-roll-one 2 5}} {{#rollWasCrit() attribute-roll-one}} + Success + {{/rollWasCrit() attribute-roll-one}} +
    + {{/rollTotal() attribute-die-one 1}} {{#rollTotal() attribute-die-two 1}} +
    + {{#rollWasFumble() attribute-roll-two}} + Bane + {{/rollWasFumble() attribute-roll-two}} {{#rollBetween() attribute-roll-two 2 5}} {{attribute-roll-two}} + {{/rollBetween() attribute-roll-two 2 5}} {{#rollWasCrit() attribute-roll-two}} + Success + {{/rollWasCrit() attribute-roll-two}} +
    + {{/rollTotal() attribute-die-two 1}} {{#rollTotal() skill-die-one 1}} +
    + {{#rollBetween() skill-roll-one 1 5}} {{skill-roll-one}} {{/rollBetween() skill-roll-one 1 5}} + {{#rollWasCrit() skill-roll-one}} + Success + {{/rollWasCrit() skill-roll-one}} +
    + {{/rollTotal() skill-die-one 1}} {{#rollTotal() skill-die-two 1}} +
    + {{#rollBetween() skill-roll-two 1 5}} {{skill-roll-two}} {{/rollBetween() skill-roll-two 1 5}} + {{#rollWasCrit() skill-roll-two}} + Success + {{/rollWasCrit() skill-roll-two}} +
    + {{/rollTotal() skill-die-two 1}} {{#rollTotal() negative-die-one 1}} +
    + {{#rollBetween() negative-roll-one 1 5}} {{negative-roll-one}} {{/rollBetween() negative-roll-one 1 5}} + {{#rollWasCrit() negative-roll-one}} + Success + {{/rollWasCrit() negative-roll-one}} +
    + {{/rollTotal() negative-die-one 1}} {{#rollTotal() negative-die-two 1}} +
    + {{#rollBetween() negative-roll-two 1 5}} {{negative-roll-two}} {{/rollBetween() negative-roll-two 1 5}} + {{#rollWasCrit() negative-roll-two}} + Success + {{/rollWasCrit() negative-roll-two}} +
    + {{/rollTotal() negative-die-two 1}} {{#rollTotal() gear-die-one 1}} +
    + {{#rollWasFumble() gear-roll-one}} + Bane + {{/rollWasFumble() gear-roll-one}} {{#rollBetween() gear-roll-one 2 5}} {{gear-roll-one}} + {{/rollBetween() gear-roll-one 2 5}} {{#rollWasCrit() gear-roll-one}} + Success + {{/rollWasCrit() gear-roll-one}} +
    + {{/rollTotal() gear-die-one 1}} {{#rollTotal() gear-die-two 1}} +
    + {{#rollWasFumble() gear-roll-two}} + Bane + {{/rollWasFumble() gear-roll-two}} {{#rollBetween() gear-roll-two 2 5}} {{gear-roll-two}} + {{/rollBetween() gear-roll-two 2 5}} {{#rollWasCrit() gear-roll-two}} + Success + {{/rollWasCrit() gear-roll-two}} +
    + {{/rollTotal() gear-die-two 1}} + + {{#rollTotal() attribute-die-three 1}} +
    + {{#rollWasFumble() attribute-roll-three}} + Bane + {{/rollWasFumble() attribute-roll-three}} {{#rollBetween() attribute-roll-three 2 5}} {{attribute-roll-three}} + {{/rollBetween() attribute-roll-three 2 5}} {{#rollWasCrit() attribute-roll-three}} + Success + {{/rollWasCrit() attribute-roll-three}} +
    + {{/rollTotal() attribute-die-three 1}} {{#rollTotal() attribute-die-four 1}} +
    + {{#rollWasFumble() attribute-roll-four}} + Bane + {{/rollWasFumble() attribute-roll-four}} {{#rollBetween() attribute-roll-four 2 5}} {{attribute-roll-four}} + {{/rollBetween() attribute-roll-four 2 5}} {{#rollWasCrit() attribute-roll-four}} + Success + {{/rollWasCrit() attribute-roll-four}} +
    + {{/rollTotal() attribute-die-four 1}} {{#rollTotal() skill-die-three 1}} +
    + {{#rollBetween() skill-roll-three 1 5}} {{skill-roll-three}} {{/rollBetween() skill-roll-three 1 5}} + {{#rollWasCrit() skill-roll-three}} + Success + {{/rollWasCrit() skill-roll-three}} +
    + {{/rollTotal() skill-die-three 1}} {{#rollTotal() skill-die-four 1}} +
    + {{#rollBetween() skill-roll-four 1 5}} {{skill-roll-four}} {{/rollBetween() skill-roll-four 1 5}} + {{#rollWasCrit() skill-roll-four}} + Success + {{/rollWasCrit() skill-roll-four}} +
    + {{/rollTotal() skill-die-four 1}} {{#rollTotal() negative-die-three 1}} +
    + {{#rollBetween() negative-roll-three 1 5}} {{negative-roll-three}} {{/rollBetween() negative-roll-three 1 5}} + {{#rollWasCrit() negative-roll-three}} + Success + {{/rollWasCrit() negative-roll-three}} +
    + {{/rollTotal() negative-die-three 1}} {{#rollTotal() gear-die-three 1}} +
    + {{#rollWasFumble() gear-roll-three}} + Bane + {{/rollWasFumble() gear-roll-three}} {{#rollBetween() gear-roll-three 2 5}} {{gear-roll-three}} + {{/rollBetween() gear-roll-three 2 5}} {{#rollWasCrit() gear-roll-three}} + Success + {{/rollWasCrit() gear-roll-three}} +
    + {{/rollTotal() gear-die-three 1}} {{#rollTotal() gear-die-four 1}} +
    + {{#rollWasFumble() gear-roll-four}} + Bane + {{/rollWasFumble() gear-roll-four}} {{#rollBetween() gear-roll-four 2 5}} {{gear-roll-four}} + {{/rollBetween() gear-roll-four 2 5}} {{#rollWasCrit() gear-roll-four}} + Success + {{/rollWasCrit() gear-roll-four}} +
    + {{/rollTotal() gear-die-four 1}} + + {{#rollTotal() attribute-die-five 1}} +
    + {{#rollWasFumble() attribute-roll-five}} + Bane + {{/rollWasFumble() attribute-roll-five}} {{#rollBetween() attribute-roll-five 2 5}} {{attribute-roll-five}} + {{/rollBetween() attribute-roll-five 2 5}} {{#rollWasCrit() attribute-roll-five}} + Success + {{/rollWasCrit() attribute-roll-five}} +
    + {{/rollTotal() attribute-die-five 1}} {{#rollTotal() attribute-die-six 1}} +
    + {{#rollWasFumble() attribute-roll-six}} + Bane + {{/rollWasFumble() attribute-roll-six}} {{#rollBetween() attribute-roll-six 2 5}} {{attribute-roll-six}} + {{/rollBetween() attribute-roll-six 2 5}} {{#rollWasCrit() attribute-roll-six}} + Success + {{/rollWasCrit() attribute-roll-six}} +
    + {{/rollTotal() attribute-die-six 1}} {{#rollTotal() skill-die-five 1}} +
    + {{#rollBetween() skill-roll-five 1 5}} {{skill-roll-five}} {{/rollBetween() skill-roll-five 1 5}} + {{#rollWasCrit() skill-roll-five}} + Success + {{/rollWasCrit() skill-roll-five}} +
    + {{/rollTotal() skill-die-five 1}} {{#rollTotal() skill-die-six 1}} +
    + {{#rollBetween() skill-roll-six 1 5}} {{skill-roll-six}} {{/rollBetween() skill-roll-six 1 5}} + {{#rollWasCrit() skill-roll-six}} + Success + {{/rollWasCrit() skill-roll-six}} +
    + {{/rollTotal() skill-die-six 1}} {{#rollTotal() gear-die-five 1}} +
    + {{#rollWasFumble() gear-roll-five}} + Bane + {{/rollWasFumble() gear-roll-five}} {{#rollBetween() gear-roll-five 2 5}} {{gear-roll-five}} + {{/rollBetween() gear-roll-five 2 5}} {{#rollWasCrit() gear-roll-five}} + Success + {{/rollWasCrit() gear-roll-five}} +
    + {{/rollTotal() gear-die-five 1}} {{#rollTotal() gear-die-six 1}} +
    + {{#rollWasFumble() gear-roll-six}} + Bane + {{/rollWasFumble() gear-roll-six}} {{#rollBetween() gear-roll-six 2 5}} {{gear-roll-six}} + {{/rollBetween() gear-roll-six 2 5}} {{#rollWasCrit() gear-roll-six}} + Success + {{/rollWasCrit() gear-roll-six}} +
    + {{/rollTotal() gear-die-six 1}} + + {{#rollTotal() attribute-die-seven 1}} +
    + {{#rollWasFumble() attribute-roll-seven}} + Bane + {{/rollWasFumble() attribute-roll-seven}} {{#rollBetween() attribute-roll-seven 2 5}} {{attribute-roll-seven}} + {{/rollBetween() attribute-roll-seven 2 5}} {{#rollWasCrit() attribute-roll-seven}} + Success + {{/rollWasCrit() attribute-roll-seven}} +
    + {{/rollTotal() attribute-die-seven 1}} {{#rollTotal() attribute-die-eight 1}} +
    + {{#rollWasFumble() attribute-roll-eight}} + Bane + {{/rollWasFumble() attribute-roll-eight}} {{#rollBetween() attribute-roll-eight 2 5}} {{attribute-roll-eight}} + {{/rollBetween() attribute-roll-eight 2 5}} {{#rollWasCrit() attribute-roll-eight}} + Success + {{/rollWasCrit() attribute-roll-eight}} +
    + {{/rollTotal() attribute-die-eight 1}} {{#rollTotal() skill-die-seven 1}} +
    + {{#rollBetween() skill-roll-seven 1 5}} {{skill-roll-seven}} {{/rollBetween() skill-roll-seven 1 5}} + {{#rollWasCrit() skill-roll-seven}} + Success + {{/rollWasCrit() skill-roll-seven}} +
    + {{/rollTotal() skill-die-seven 1}} {{#rollTotal() skill-die-eight 1}} +
    + {{#rollBetween() skill-roll-eight 1 5}} {{skill-roll-eight}} {{/rollBetween() skill-roll-eight 1 5}} + {{#rollWasCrit() skill-roll-eight}} + Success + {{/rollWasCrit() skill-roll-eight}} +
    + {{/rollTotal() skill-die-eight 1}} {{#rollTotal() gear-die-seven 1}} +
    + {{#rollWasFumble() gear-roll-seven}} + Bane + {{/rollWasFumble() gear-roll-seven}} {{#rollBetween() gear-roll-seven 2 5}} {{gear-roll-seven}} + {{/rollBetween() gear-roll-seven 2 5}} {{#rollWasCrit() gear-roll-seven}} + Success + {{/rollWasCrit() gear-roll-seven}} +
    + {{/rollTotal() gear-die-seven 1}} {{#rollTotal() gear-die-eight 1}} +
    + {{#rollWasFumble() gear-roll-eight}} + Bane + {{/rollWasFumble() gear-roll-eight}} {{#rollBetween() gear-roll-eight 2 5}} {{gear-roll-eight}} + {{/rollBetween() gear-roll-eight 2 5}} {{#rollWasCrit() gear-roll-eight}} + Success + {{/rollWasCrit() gear-roll-eight}} +
    + {{/rollTotal() gear-die-eight 1}} + + {{#rollTotal() attribute-die-nine 1}} +
    + {{#rollWasFumble() attribute-roll-nine}} + Bane + {{/rollWasFumble() attribute-roll-nine}} {{#rollBetween() attribute-roll-nine 2 5}} {{attribute-roll-nine}} + {{/rollBetween() attribute-roll-nine 2 5}} {{#rollWasCrit() attribute-roll-nine}} + Success + {{/rollWasCrit() attribute-roll-nine}} +
    + {{/rollTotal() attribute-die-nine 1}} {{#rollTotal() attribute-die-ten 1}} +
    + {{#rollWasFumble() attribute-roll-ten}} + Bane + {{/rollWasFumble() attribute-roll-ten}} {{#rollBetween() attribute-roll-ten 2 5}} {{attribute-roll-ten}} + {{/rollBetween() attribute-roll-ten 2 5}} {{#rollWasCrit() attribute-roll-ten}} + Success + {{/rollWasCrit() attribute-roll-ten}} +
    + {{/rollTotal() attribute-die-ten 1}} {{#rollTotal() skill-die-nine 1}} +
    + {{#rollBetween() skill-roll-nine 1 5}} {{skill-roll-nine}} {{/rollBetween() skill-roll-nine 1 5}} + {{#rollWasCrit() skill-roll-nine}} + Success + {{/rollWasCrit() skill-roll-nine}} +
    + {{/rollTotal() skill-die-nine 1}} {{#rollTotal() skill-die-ten 1}} +
    + {{#rollBetween() skill-roll-ten 1 5}} {{skill-roll-ten}} {{/rollBetween() skill-roll-ten 1 5}} + {{#rollWasCrit() skill-roll-ten}} + Success + {{/rollWasCrit() skill-roll-ten}} +
    + {{/rollTotal() skill-die-ten 1}} {{#rollTotal() gear-die-nine 1}} +
    + {{#rollWasFumble() gear-roll-nine}} + Bane + {{/rollWasFumble() gear-roll-nine}} {{#rollBetween() gear-roll-nine 2 5}} {{gear-roll-nine}} + {{/rollBetween() gear-roll-nine 2 5}} {{#rollWasCrit() gear-roll-nine}} + Success + {{/rollWasCrit() gear-roll-nine}} +
    + {{/rollTotal() gear-die-nine 1}} {{#rollTotal() gear-die-ten 1}} +
    + {{#rollWasFumble() gear-roll-ten}} + Bane + {{/rollWasFumble() gear-roll-ten}} {{#rollBetween() gear-roll-ten 2 5}} {{gear-roll-ten}} + {{/rollBetween() gear-roll-ten 2 5}} {{#rollWasCrit() gear-roll-ten}} + Success + {{/rollWasCrit() gear-roll-ten}} +
    + {{/rollTotal() gear-die-ten 1}} + + {{#rollTotal() attribute-die-eleven 1}} +
    + {{#rollWasFumble() attribute-roll-eleven}} + Bane + {{/rollWasFumble() attribute-roll-eleven}} {{#rollBetween() attribute-roll-eleven 2 5}} + {{attribute-roll-eleven}} {{/rollBetween() attribute-roll-eleven 2 5}} {{#rollWasCrit() attribute-roll-eleven}} + Success + {{/rollWasCrit() attribute-roll-eleven}} +
    + {{/rollTotal() attribute-die-eleven 1}} {{#rollTotal() attribute-die-twelve 1}} +
    + {{#rollWasFumble() attribute-roll-twelve}} + Bane + {{/rollWasFumble() attribute-roll-twelve}} {{#rollBetween() attribute-roll-twelve 2 5}} + {{attribute-roll-twelve}} {{/rollBetween() attribute-roll-twelve 2 5}} {{#rollWasCrit() attribute-roll-twelve}} + Success + {{/rollWasCrit() attribute-roll-twelve}} +
    + {{/rollTotal() attribute-die-twelve 1}} {{#rollTotal() gear-die-eleven 1}} +
    + {{#rollWasFumble() gear-roll-eleven}} + Bane + {{/rollWasFumble() gear-roll-eleven}} {{#rollBetween() gear-roll-eleven 2 5}} {{gear-roll-eleven}} + {{/rollBetween() gear-roll-eleven 2 5}} {{#rollWasCrit() gear-roll-eleven}} + Success + {{/rollWasCrit() gear-roll-eleven}} +
    + {{/rollTotal() gear-die-eleven 1}} {{#rollTotal() gear-die-twelve 1}} +
    + {{#rollWasFumble() gear-roll-twelve}} + Bane + {{/rollWasFumble() gear-roll-twelve}} {{#rollBetween() gear-roll-twelve 2 5}} {{gear-roll-twelve}} + {{/rollBetween() gear-roll-twelve 2 5}} {{#rollWasCrit() gear-roll-twelve}} + Success + {{/rollWasCrit() gear-roll-twelve}} +
    + {{/rollTotal() gear-die-twelve 1}} + + {{#rollTotal() artifact-die-eight 1}} +
    + {{#rollBetween() artifact-roll-eight 1 5}} {{artifact-roll-eight}} {{/rollBetween() artifact-roll-eight 1 5}} + {{#rollBetween() artifact-roll-eight 6 7}} +
    + 1 +
    + {{/rollBetween() artifact-roll-eight 6 7}} {{#rollWasCrit() artifact-roll-eight}} +
    + 2 +
    + {{/rollWasCrit() artifact-roll-eight}} +
    + {{/rollTotal() artifact-die-eight 1}} {{#rollTotal() artifact-die-ocho 1}} +
    + {{#rollBetween() artifact-roll-ocho 1 5}} {{artifact-roll-ocho}} {{/rollBetween() artifact-roll-ocho 1 5}} + {{#rollBetween() artifact-roll-ocho 6 7}} +
    + 1 +
    + {{/rollBetween() artifact-roll-ocho 6 7}} {{#rollWasCrit() artifact-roll-ocho}} +
    + 2 +
    + {{/rollWasCrit() artifact-roll-ocho}} +
    + {{/rollTotal() artifact-die-ocho 1}} + + {{#rollTotal() artifact-die-ten 1}} +
    + {{#rollBetween() artifact-roll-ten 1 5}} {{artifact-roll-ten}} {{/rollBetween() artifact-roll-ten 1 5}} + {{#rollBetween() artifact-roll-ten 6 7}} +
    + 1 +
    + {{/rollBetween() artifact-roll-ten 6 7}} {{#rollBetween() artifact-roll-ten 8 9}} +
    + 2 +
    + {{/rollBetween() artifact-roll-ten 8 9}} {{#rollWasCrit() artifact-roll-ten}} +
    + 3 +
    + {{/rollWasCrit() artifact-roll-ten}} +
    + {{/rollTotal() artifact-die-ten 1}} {{#rollTotal() artifact-die-twelve 1}} +
    + {{#rollBetween() artifact-roll-twelve 1 5}} {{artifact-roll-twelve}} {{/rollBetween() artifact-roll-twelve 1 5}} + {{#rollBetween() artifact-roll-twelve 6 7}} +
    + 1 +
    + {{/rollBetween() artifact-roll-twelve 6 7}} {{#rollBetween() artifact-roll-twelve 8 9}} +
    + 2 +
    + {{/rollBetween() artifact-roll-twelve 8 9}} {{#rollBetween() artifact-roll-twelve 10 11}} +
    + 3 +
    + {{/rollBetween() artifact-roll-twelve 10 11}} {{#rollWasCrit() artifact-roll-twelve}} +
    + 4 +
    + {{/rollWasCrit() artifact-roll-twelve}} +
    + {{/rollTotal() artifact-die-twelve 1}} + + + + {{#rollTotal() consumable-die-six 1}} +
    + {{#rollBetween() consumable-roll-six 1 2}} + Bane + {{/rollBetween() consumable-roll-six 1 2}} {{#rollBetween() consumable-roll-six 3 6}} {{consumable-roll-six}} + {{/rollBetween() consumable-roll-six 3 6}} +
    + {{/rollTotal() consumable-die-six 1}} + + {{#rollTotal() consumable-die-eight 1}} +
    + {{#rollBetween() consumable-roll-eight 1 2}} + Bane + {{/rollBetween() consumable-roll-eight 1 2}} {{#rollBetween() consumable-roll-eight 3 8}} + {{consumable-roll-eight}} {{/rollBetween() consumable-roll-eight 3 8}} +
    + {{/rollTotal() consumable-die-eight 1}} + + {{#rollTotal() consumable-die-ten 1}} +
    + {{#rollBetween() consumable-roll-ten 1 2}} + Bane + {{/rollBetween() consumable-roll-ten 1 2}} {{#rollBetween() consumable-roll-ten 3 10}} {{consumable-roll-ten}} + {{/rollBetween() consumable-roll-ten 3 10}} +
    + {{/rollTotal() consumable-die-ten 1}} + + {{#rollTotal() consumable-die-twelve 1}} +
    + {{#rollBetween() consumable-roll-twelve 1 2}} + Bane + {{/rollBetween() consumable-roll-twelve 1 2}} {{#rollBetween() consumable-roll-twelve 3 12}} + {{consumable-roll-twelve}} {{/rollBetween() consumable-roll-twelve 3 12}} +
    + {{/rollTotal() consumable-die-twelve 1}} + + + {{#rollTotal() d66-die-one 1}} +
    + {{#rollBetween() d66-roll-one 0 100}} {{d66-roll-one}} {{/rollBetween() d66-roll-one 0 100}} +
    + {{/rollTotal() d66-die-one 1}} {{#rollTotal() d66-die-two 1}} +
    + {{#rollBetween() d66-roll-two 0 100}} {{d66-roll-two}} {{/rollBetween() d66-roll-two 0 100}} +
    + {{/rollTotal() d66-die-two 1}} + + + {{#attribute-die-one}} +
    + Base Dice +
    +
    + Skill Dice +
    +
    + Gear Dice +
    + {{/attribute-die-one}} + + +
    + {{#weapon-bonus}} + Bonus: {{weapon-bonus}} + {{/weapon-bonus}} + {{#weapon-bonus-max}}/{{weapon-bonus-max}} + {{/weapon-bonus-max}} + {{#weapon-bonus-misc}}  ± Misc: {{weapon-bonus-misc}} + {{/weapon-bonus-misc}} + {{#weapon-damage}} + Damage: {{weapon-damage}} + {{/weapon-damage}} + {{#weapon-damage-misc}} ±  + Misc: {{weapon-damage-misc}} + {{/weapon-damage-misc}} + {{#attack-features}} + ( {{attack-features}} ) + {{/attack-features}} + +
    {{#weapon-range}}Range: {{weapon-range}} + {{/weapon-range}} + {{#weapon-features}} + Features: {{weapon-features}} + {{/weapon-features}}
    + + {{#attack-description}} +
    +
    + {{attack-description}} +
    + {{/attack-description}} +
    + + + {{#rollTotal() armor1-equipped 1}} + {{#armor1-name}} +
    + {{armor1-name}} +
    +
    + {{#armor1-rating}}AR: {{armor1-rating}}{{/armor1-rating}} + {{#armor1-rating-max}}/{{armor1-rating-max}}{{/armor1-rating-max}} + {{#armor1-rating-misc}} ± Misc: {{armor1-rating-misc}}{{/armor1-rating-misc}} + {{#armor1-rating-total}} = Total: {{armor1-rating-total}}{{/armor1-rating-total}} +
    + {{/armor1-name}} + {{/rollTotal() armor1-equipped 1}} + + {{#rollTotal() armor2-equipped 1}} + {{#armor2-name}} +
    + {{armor2-name}} +
    +
    + {{#armor2-rating}}AR: {{armor2-rating}}{{/armor2-rating}} + {{#armor2-rating-max}}/{{armor2-rating-max}}{{/armor2-rating-max}} + {{#armor2-rating-misc}} ± Misc: {{armor2-rating-misc}}{{/armor2-rating-misc}} + {{#armor2-rating-total}} = Total: {{armor2-rating-total}}{{/armor2-rating-total}} +
    + {{/armor2-name}} + {{/rollTotal() armor2-equipped 1}} + + {{#rollTotal() armor3-equipped 1}} + {{#armor3-name}} +
    + {{armor3-name}} +
    +
    + {{#armor3-rating}}AR: {{armor3-rating}}{{/armor3-rating}} + {{#armor3-rating-max}}/{{armor3-rating-max}}{{/armor3-rating-max}} + {{#armor3-rating-misc}} ± Misc: {{armor3-rating-misc}}{{/armor3-rating-misc}} + {{#armor3-rating-total}} = Total: {{armor3-rating-total}}{{/armor3-rating-total}} +
    + {{/armor3-name}} + {{/rollTotal() armor3-equipped 1}} + + {{#rollTotal() armor4-equipped 1}} + {{#armor4-name}} +
    + {{armor4-name}} +
    +
    + {{#armor4-rating}}AR: {{armor4-rating}}{{/armor4-rating}} + {{#armor4-rating-max}}/{{armor4-rating-max}}{{/armor4-rating-max}} + {{#armor4-rating-misc}} ± Misc: {{armor4-rating-misc}}{{/armor4-rating-misc}} + {{#armor4-rating-total}} = Total: {{armor4-rating-total}}{{/armor4-rating-total}} +
    + {{/armor4-name}} + {{/rollTotal() armor4-equipped 1}} + + {{#shield1-name}} +
    + {{shield1-name}} +
    +
    + {{#shield1-base}} + ATTR: {{shield1-base}} + {{/shield1-base}}  + {{#shield1-skill}} + Skill:  {{shield1-skill}} + {{/shield1-skill}}  + {{#shield1-bonus}} + BON: {{shield1-bonus}} + {{/shield1-bonus}} + {{#shield1-bonus-max}}/{{shield1-bonus-max}} + {{/shield1-bonus-max}} + {{#shield1-bonus-misc}} ±  + Misc: {{shield1-bonus-misc}} + {{/shield1-bonus-misc}} +
    + {{/shield1-name}} + + +
    + {{#willpower-total}} + Total WP: {{willpower-total}} + {{/willpower-total}} + {{#spell-rank}} + Rank: {{spell-rank}} + {{/spell-rank}} + {{#spell-willpower}} + WP Spent: {{spell-willpower}} + {{/spell-willpower}} +
    + +
    {{#spell-range}}Range: {{spell-range}}{{/spell-range}} {{#spell-duration}}Duration: {{spell-duration}}{{/spell-duration}}
    + + {{#spell-ingredients}} +
    Ingredients: {{spell-ingredients}}
    + {{/spell-ingredients}} + {{#spell-description}} +
    +
    {{spell-description}}
    + {{/spell-description}} + + +
    + {{#skill-base}}Attr:  {{skill-base}}{{/skill-base}} + {{#skill-skill}} Skill:  {{skill-skill}}{{/skill-skill}} + {{#skill-bonus-misc-skill}} ± Misc:  + {{skill-bonus-misc-skill}}{{/skill-bonus-misc-skill}} {{#skill-bonus-misc-gear}} ± Misc:  {{skill-bonus-misc-gear}}{{/skill-bonus-misc-gear}} + {{#skill-notes}} +
    +
    {{skill-notes}}
    + {{/skill-notes}} +
    + + {{#free-text}} +
    {{free-text}}
    + {{/free-text}} + {{#footer}} + + {{/footer}} + + {{#allprops() character_name name character_id name_link subtitle free-text footer attribute-die-one attribute-die-two attribute-die-three attribute-die-four attribute-die-five attribute-die-six attribute-die-seven attribute-die-eight attribute-die-nine attribute-die-ten attribute-die-eleven attribute-die-twelve skill-die-one skill-die-two skill-die-three skill-die-four skill-die-five skill-die-six skill-die-seven skill-die-eight skill-die-nine skill-die-ten negative-die-one negative-die-two negative-die-three gear-die-one gear-die-two gear-die-three gear-die-four gear-die-five gear-die-six gear-die-seven gear-die-eight gear-die-nine gear-die-ten gear-die-eleven gear-die-twelve artifact-die-eight artifact-die-ocho artifact-die-ten artifact-die-twelve attribute-roll-one attribute-roll-two attribute-roll-three attribute-roll-four attribute-roll-five attribute-roll-six attribute-roll-seven attribute-roll-eight attribute-roll-nine attribute-roll-ten attribute-roll-eleven attribute-roll-twelve skill-roll-one skill-roll-two skill-roll-three skill-roll-four skill-roll-five skill-roll-six skill-roll-seven skill-roll-eight skill-roll-nine skill-roll-ten negative-roll-one negative-roll-two negative-roll-three gear-roll-one gear-roll-two gear-roll-three gear-roll-four gear-roll-five gear-roll-six gear-roll-seven gear-roll-eight gear-roll-nine gear-roll-ten gear-roll-eleven gear-roll-twelve artifact-roll-eight artifact-roll-ocho artifact-roll-ten artifact-roll-twelve consumable-die-six consumable-die-eight d66-die-one d66-roll-one d66-die-two d66-roll-two consumable-die-ten consumable-die-twelve consumable-roll-six consumable-roll-eight consumable-roll-ten consumable-roll-twelve push-query weapon-bonus weapon-bonus-max weapon-bonus-misc weapon-damage weapon-damage-misc attack-features weapon-range weapon-features attack-description spell-rank spell-willpower spell-range spell-duration spell-ingredients spell-description willpower-total armor1-equipped armor1-name armor1-rating armor1-rating-max armor1-rating-total armor1-rating-misc armor2-equipped armor2-name armor2-rating armor2-rating-max armor2-rating-misc armor2-rating-total armor3-equipped armor3-name armor3-rating armor3-rating-max armor3-rating-misc armor3-rating-total armor4-equipped armor4-name armor4-rating armor4-rating-max armor4-rating-misc armor4-rating-total shield1-name shield1-base shield1-skill shield1-bonus shield1-bonus-max shield1-bonus-misc skill-base skill-skill skill-bonus-misc-skill skill-bonus-misc-gear skill-notes}} +
    + **{{key}}**: +
    +
    + {{value}} +
    + {{/allprops() character_name name character_id name_link subtitle free-text footer attribute-die-one attribute-die-two attribute-die-three attribute-die-four attribute-die-five attribute-die-six attribute-die-seven attribute-die-eight attribute-die-nine attribute-die-ten attribute-die-eleven attribute-die-twelve skill-die-one skill-die-two skill-die-three skill-die-four skill-die-five skill-die-six skill-die-seven skill-die-eight skill-die-nine skill-die-ten negative-die-one negative-die-two negative-die-three gear-die-one gear-die-two gear-die-three gear-die-four gear-die-five gear-die-six gear-die-seven gear-die-eight gear-die-nine gear-die-ten gear-die-eleven gear-die-twelve artifact-die-eight artifact-die-ocho artifact-die-ten artifact-die-twelve attribute-roll-one attribute-roll-two attribute-roll-three attribute-roll-four attribute-roll-five attribute-roll-six attribute-roll-seven attribute-roll-eight attribute-roll-nine attribute-roll-ten attribute-roll-eleven attribute-roll-twelve skill-roll-one skill-roll-two skill-roll-three skill-roll-four skill-roll-five skill-roll-six skill-roll-seven skill-roll-eight skill-roll-nine skill-roll-ten negative-roll-one negative-roll-two negative-roll-three gear-roll-one gear-roll-two gear-roll-three gear-roll-four gear-roll-five gear-roll-six gear-roll-seven gear-roll-eight gear-roll-nine gear-roll-ten gear-roll-eleven gear-roll-twelve artifact-roll-eight artifact-roll-ocho artifact-roll-ten artifact-roll-twelve consumable-die-six consumable-die-eight d66-die-one d66-roll-one d66-die-two d66-roll-two consumable-die-ten consumable-die-twelve consumable-roll-six consumable-roll-eight consumable-roll-ten consumable-roll-twelve push-query weapon-bonus weapon-bonus-max weapon-bonus-misc weapon-damage weapon-damage-misc attack-features weapon-range weapon-features attack-description spell-rank spell-willpower spell-range spell-duration spell-ingredients spell-description willpower-total armor1-equipped armor1-name armor1-rating armor1-rating-max armor1-rating-total armor1-rating-misc armor2-equipped armor2-name armor2-rating armor2-rating-max armor2-rating-misc armor2-rating-total armor3-equipped armor3-name armor3-rating armor3-rating-max armor3-rating-misc armor3-rating-total armor4-equipped armor4-name armor4-rating armor4-rating-max armor4-rating-misc armor4-rating-total shield1-name shield1-base shield1-skill shield1-bonus shield1-bonus-max shield1-bonus-misc skill-base skill-skill skill-bonus-misc-skill skill-bonus-misc-gear skill-notes}}
    +
    diff --git a/Forbidden_Lands/sheet.json b/Forbidden_Lands/sheet.json index e01fa19291..796571d736 100644 --- a/Forbidden_Lands/sheet.json +++ b/Forbidden_Lands/sheet.json @@ -4,5 +4,56 @@ "authors": "Vince", "roll20userid": "463088", "preview": "Forbidden_Lands.jpg", - "instructions": "The Forbidden Lands sheet includes a dice pool roll template(thank you Wes). Optionally, Pro subscribers may choose to use an API dice roller instead. The 'Forbidden Lands Year-Zero Die Roller' script must be installed to use the API-based roller. To use the dice pool, simply select an action button e.g. Skill, Weapon, etc. to automatically select the correct number of Attribute, Skill, and Gear dice to roll. Adjust dice pool as needed and press the 'Roll' button to roll the total dice selected. Dice can manually be selected and rolled directly from the dice pool as well. Pushing a roll will require manually selecting the appropriate number of dice before rolling." + "instructions": "**Forbidden Lands Community Sheet** \n The Forbidden Lands sheet is a fully functional character sheet that handles tracking Characters, Strongholds, and Monsters. Many attributes on the sheet are auto-calculated and the sheet includes a built-in Dice Pool and roll template. Thank you Wes! \n Many areas of the sheet are expandable and will reveal more information by clicking on the small gear icon located in the upper left-hand corner of the row. \n\n **Dice Pool** \n Using the dice pool is normally a 2-step process; \n 1. push an action button e.g. Skill, Weapon, etc. which automatically selects the correct number of Attribute, Skill, and Gear dice to roll. Adjust the dice pool if desired. \n 2. press the 'Roll' button to roll the total dice selected. \n Dice can be selected and rolled directly from the dice pool as well. Pushing a roll requires manually de-selecting the appropriate number of dice from the pool before rolling. \n\n **API Dice**(optional) \n Pro subscribers may choose to use an API dice roller instead. The 'Forbidden Lands Year-Zero Die Roller' script must be installed to use the API-based roller. Install the script using the one-click installer found on the campaign page's API Scripts page. Toggle the 'API Dice' button located on the sheet's dice roller and all rolls from the sheet's roller will be passed to the API script for processing/output. \n\n**Consumables** \n Consumables(food, water, arrows, and torches) should be added as a line item under Equipment to properly track their encumbrance.\n\n", + "useroptions": [ + { + "attribute": "whisper_option", + "type": "select", + "displayname": "Whisper Options:", + "displaytranslationkey": "whisper-options", + "options": [ + "Do not whisper rolls(default).|", + "Whisper all rolls to the GM.|/w gm", + "Use a query.|@{translation_whisper_macro_query}" + ], + "optiontranslationkeys": [ + "whisper-nothing", + "whisper-rolls", + "whisper-query" + ], + "default": "" + }, + { + "attribute": "whisper_option_api", + "type": "select", + "displayname": "Whisper Options:", + "displaytranslationkey": "whisper-options-api", + "options": [ + "Do not whisper rolls(default).|!forl", + "Whisper all rolls to the GM.|!wforl", + "Use a query.|@{translation_whisper_api_macro_query}" + ], + "optiontranslationkeys": [ + "whisper-nothing", + "whisper-rolls", + "whisper-query" + ], + "default": "!forl" + }, + { + "attribute": "skill_order_group", + "type": "checkbox", + "value": "1", + "displayname": "Sort Skills by Attribute:", + "displaytranslationkey": "sort-skills" + }, + { + "attribute": "stockpile_order_group", + "type": "checkbox", + "value": "1", + "checked": "checked", + "displayname": "Sort Stockpile resources alphabetically:", + "displaytranslationkey": "sort-stockpile" + } + ] } \ No newline at end of file diff --git a/Forbidden_Lands/translation.json b/Forbidden_Lands/translation.json index 4d5ac0207c..043cbfbe53 100644 --- a/Forbidden_Lands/translation.json +++ b/Forbidden_Lands/translation.json @@ -12,7 +12,7 @@ "armor-helmet": "ARMOR/HELMET", "armor-rating": "Armor Rating", "armor-rating-abbr": "AR", - "armor-rating-total": "Total GEAR dice included for armor1 + armor2. @{ar}", + "armor-rating-total": "Total GEAR dice included for armor1 + armor2 + armor3 + armor4. @{ar}", "armor-rating-u": "ARMOR RATING", "armor-roll": "Armor Roll", "armor-type": "Armor Type", @@ -24,6 +24,14 @@ "armor2-bonus-max": "Record the armor's UNDAMAGED bonus. @{armor2_bonus_max}", "armor2-bonus-misc": "Miscellaneous bonus modifier (adjusts SKILL dice). @{armor2_damage}", "armor2-bonus-total": "Total GEAR and SKILL dice included for armor2. @{armor2_ar}", + "armor3-bonus": "Record the armor's CURRENT bonus up to MAX (adjusts GEAR dice). @{armor3_bonus}", + "armor3-bonus-max": "Record the armor's UNDAMAGED bonus. @{armor3_bonus_max}", + "armor3-bonus-misc": "Miscellaneous bonus modifier (adjusts SKILL dice). @{armor3_damage}", + "armor3-bonus-total": "Total GEAR and SKILL dice included for armor3. @{armor3_ar}", + "armor4-bonus": "Record the armor's CURRENT bonus up to MAX (adjusts GEAR dice). @{armor4_bonus}", + "armor4-bonus-max": "Record the armor's UNDAMAGED bonus. @{armor4_bonus_max}", + "armor4-bonus-misc": "Miscellaneous bonus modifier (adjusts SKILL dice). @{armor4_damage}", + "armor4-bonus-total": "Total GEAR and SKILL dice included for armor4. @{armor4_ar}", "arms-length-abbr": "Arm's L.", "arrows": "Arrows", "artifact": "Artifact Dice", @@ -61,7 +69,7 @@ "condition-thirsty": "You must drink a ration of water at least once per day. After a day without water, you become THIRSTY. @{thirsty}", "condition-u": "CONDITIONS", "consumable": "Consumable", - "consumable-note": "**note:** be sure to manually reduce the consumable die on the sheet if you roll bane.", + "consumable-note": "**note:** be sure to manually reduce the consumable die on the sheet if you roll bane of 1 or 2.", "consumable-u": "CONSUMABLES", "copper": "Copper", "crafting": "Crafting", @@ -257,11 +265,13 @@ "skills-list": "animal-handling,crafting,endurance,healing,insight,lore,manipulation,marksmanship,melee,might,move,performance,scouting,sleight-of-hand,stealth,survival", "sleepy": "Sleepy", "sleight-of-hand": "Sleight of Hand", + "sort-skills": "Sort Skills by Attribute:", + "sort-stockpile": "Sort Stockpile resources alphabetically:", "spell": "Spell", "spell-name": "Spell's name", "spell-u": "SPELLS", "stealth": "Stealth", - "stockpile-list": "bread,cloth,fish,flour,food,fur,glass,gold,grain,herbs,iron,iron-ore,leather,meat,silver,stone,tallow,vegetables,water,wood,wool", + "stockpile-list": "iron-ore,fur,flour,iron,leather,grain,silver,cloth,meat,gold,wool,fish,stone,food,vegetables,glass,bread,tallow,wood,water,herbs", "stockpile-u": "STOCKPILE", "stone": "Stone", "strength": "Strength", diff --git a/Forbidden_Lands/translations/af.json b/Forbidden_Lands/translations/af.json index 83a2052902..0e70953e3b 100644 --- a/Forbidden_Lands/translations/af.json +++ b/Forbidden_Lands/translations/af.json @@ -24,6 +24,14 @@ "armor2-bonus-max": "Record the armor's UNDAMAGED bonus. @{armor2_bonus_max}", "armor2-bonus-misc": "Miscellaneous bonus modifier (adjusts SKILL dice). @{armor2_damage}", "armor2-bonus-total": "Total GEAR and SKILL dice included for armor2. @{armor2_ar}", + "armor3-bonus": "Record the armor's CURRENT bonus up to MAX (adjusts GEAR dice). @{armor3_bonus}", + "armor3-bonus-max": "Record the armor's UNDAMAGED bonus. @{armor3_bonus_max}", + "armor3-bonus-misc": "Miscellaneous bonus modifier (adjusts SKILL dice). @{armor3_damage}", + "armor3-bonus-total": "Total GEAR and SKILL dice included for armor3. @{armor3_ar}", + "armor4-bonus": "Record the armor's CURRENT bonus up to MAX (adjusts GEAR dice). @{armor4_bonus}", + "armor4-bonus-max": "Record the armor's UNDAMAGED bonus. @{armor4_bonus_max}", + "armor4-bonus-misc": "Miscellaneous bonus modifier (adjusts SKILL dice). @{armor4_damage}", + "armor4-bonus-total": "Total GEAR and SKILL dice included for armor4. @{armor4_ar}", "arms-length-abbr": "Arm's L.", "arrows": "Arrows", "artifact": "Artifact", @@ -257,11 +265,13 @@ "skills-list": "animal-handling, crafting, endurance, healing, insight, lore, manipulation, marksmanship, melee, might, move, performance, scouting, sleight-of-hand, stealth, survival", "sleepy": "Sleepy", "sleight-of-hand": "Sleight of Hand", + "sort-skills": "Sort Skills by Attribute:", + "sort-stockpile": "Sort Stockpile resources alphabetically:", "spell": "Spell", "spell-name": "Spell's name", "spell-u": "SPELLS", "stealth": "Stealth", - "stockpile-list": "bread, cloth, fish, flour, food, fur, glass, gold, grain, herbs, iron, iron-ore, leather, meat, silver, stone, tallow, vegetables, water, wood, wool", + "stockpile-list": "iron-ore,fur,flour,iron,leather,grain,silver,cloth,meat,gold,wool,fish,stone,food,vegetables,glass,bread,tallow,wood,water,herbs", "stockpile-u": "STOCKPILE", "stone": "Stone", "strength": "Strength", diff --git a/Forbidden_Lands/translations/cs.json b/Forbidden_Lands/translations/cs.json index 83a2052902..0e70953e3b 100644 --- a/Forbidden_Lands/translations/cs.json +++ b/Forbidden_Lands/translations/cs.json @@ -24,6 +24,14 @@ "armor2-bonus-max": "Record the armor's UNDAMAGED bonus. @{armor2_bonus_max}", "armor2-bonus-misc": "Miscellaneous bonus modifier (adjusts SKILL dice). @{armor2_damage}", "armor2-bonus-total": "Total GEAR and SKILL dice included for armor2. @{armor2_ar}", + "armor3-bonus": "Record the armor's CURRENT bonus up to MAX (adjusts GEAR dice). @{armor3_bonus}", + "armor3-bonus-max": "Record the armor's UNDAMAGED bonus. @{armor3_bonus_max}", + "armor3-bonus-misc": "Miscellaneous bonus modifier (adjusts SKILL dice). @{armor3_damage}", + "armor3-bonus-total": "Total GEAR and SKILL dice included for armor3. @{armor3_ar}", + "armor4-bonus": "Record the armor's CURRENT bonus up to MAX (adjusts GEAR dice). @{armor4_bonus}", + "armor4-bonus-max": "Record the armor's UNDAMAGED bonus. @{armor4_bonus_max}", + "armor4-bonus-misc": "Miscellaneous bonus modifier (adjusts SKILL dice). @{armor4_damage}", + "armor4-bonus-total": "Total GEAR and SKILL dice included for armor4. @{armor4_ar}", "arms-length-abbr": "Arm's L.", "arrows": "Arrows", "artifact": "Artifact", @@ -257,11 +265,13 @@ "skills-list": "animal-handling, crafting, endurance, healing, insight, lore, manipulation, marksmanship, melee, might, move, performance, scouting, sleight-of-hand, stealth, survival", "sleepy": "Sleepy", "sleight-of-hand": "Sleight of Hand", + "sort-skills": "Sort Skills by Attribute:", + "sort-stockpile": "Sort Stockpile resources alphabetically:", "spell": "Spell", "spell-name": "Spell's name", "spell-u": "SPELLS", "stealth": "Stealth", - "stockpile-list": "bread, cloth, fish, flour, food, fur, glass, gold, grain, herbs, iron, iron-ore, leather, meat, silver, stone, tallow, vegetables, water, wood, wool", + "stockpile-list": "iron-ore,fur,flour,iron,leather,grain,silver,cloth,meat,gold,wool,fish,stone,food,vegetables,glass,bread,tallow,wood,water,herbs", "stockpile-u": "STOCKPILE", "stone": "Stone", "strength": "Strength", diff --git a/Forbidden_Lands/translations/da.json b/Forbidden_Lands/translations/da.json index 83a2052902..0e70953e3b 100644 --- a/Forbidden_Lands/translations/da.json +++ b/Forbidden_Lands/translations/da.json @@ -24,6 +24,14 @@ "armor2-bonus-max": "Record the armor's UNDAMAGED bonus. @{armor2_bonus_max}", "armor2-bonus-misc": "Miscellaneous bonus modifier (adjusts SKILL dice). @{armor2_damage}", "armor2-bonus-total": "Total GEAR and SKILL dice included for armor2. @{armor2_ar}", + "armor3-bonus": "Record the armor's CURRENT bonus up to MAX (adjusts GEAR dice). @{armor3_bonus}", + "armor3-bonus-max": "Record the armor's UNDAMAGED bonus. @{armor3_bonus_max}", + "armor3-bonus-misc": "Miscellaneous bonus modifier (adjusts SKILL dice). @{armor3_damage}", + "armor3-bonus-total": "Total GEAR and SKILL dice included for armor3. @{armor3_ar}", + "armor4-bonus": "Record the armor's CURRENT bonus up to MAX (adjusts GEAR dice). @{armor4_bonus}", + "armor4-bonus-max": "Record the armor's UNDAMAGED bonus. @{armor4_bonus_max}", + "armor4-bonus-misc": "Miscellaneous bonus modifier (adjusts SKILL dice). @{armor4_damage}", + "armor4-bonus-total": "Total GEAR and SKILL dice included for armor4. @{armor4_ar}", "arms-length-abbr": "Arm's L.", "arrows": "Arrows", "artifact": "Artifact", @@ -257,11 +265,13 @@ "skills-list": "animal-handling, crafting, endurance, healing, insight, lore, manipulation, marksmanship, melee, might, move, performance, scouting, sleight-of-hand, stealth, survival", "sleepy": "Sleepy", "sleight-of-hand": "Sleight of Hand", + "sort-skills": "Sort Skills by Attribute:", + "sort-stockpile": "Sort Stockpile resources alphabetically:", "spell": "Spell", "spell-name": "Spell's name", "spell-u": "SPELLS", "stealth": "Stealth", - "stockpile-list": "bread, cloth, fish, flour, food, fur, glass, gold, grain, herbs, iron, iron-ore, leather, meat, silver, stone, tallow, vegetables, water, wood, wool", + "stockpile-list": "iron-ore,fur,flour,iron,leather,grain,silver,cloth,meat,gold,wool,fish,stone,food,vegetables,glass,bread,tallow,wood,water,herbs", "stockpile-u": "STOCKPILE", "stone": "Stone", "strength": "Strength", diff --git a/Forbidden_Lands/translations/de.json b/Forbidden_Lands/translations/de.json index 83a2052902..7ab6336662 100644 --- a/Forbidden_Lands/translations/de.json +++ b/Forbidden_Lands/translations/de.json @@ -1,328 +1,338 @@ { - "adult-2": "Adult +1", - "age": "Age", - "agility": "Agility", - "agility-abbr": " [agl]", - "agility-abbr-u": "AGI", - "animal-handling": "Animal Handling", - "api-dice": "api dice", - "api-dice-title": "Use API Dice Roller. (API is a Pro feature) 'Forbidden Lands Year-Zero Die Roller' script must be installed.", - "appearance-u": "APPEARANCE", - "armor": "Armor", - "armor-helmet": "ARMOR/HELMET", - "armor-rating": "Armor Rating", - "armor-rating-abbr": "AR", - "armor-rating-total": "Total GEAR dice included for armor1 + armor2. @{ar}", - "armor-rating-u": "ARMOR RATING", + "adult-2": "Erwachsen +1", + "age": "Alter", + "agility": "Geschick", + "agility-abbr": " [ges]", + "agility-abbr-u": "GES", + "animal-handling": "Tierkunde", + "api-dice": "API Würfel", + "api-dice-title": "Benutze den API Dice Roller. (API-Skripte sind ein PRO-Feature) 'Forbidden Lands Year-Zero Die Roller'-Skript muss installiert sein", + "appearance-u": "ERSCHEINUNG", + "armor": "Rüstung", + "armor-helmet": "RÜSTUNG/HELM", + "armor-rating": "Rüstungsschutz", + "armor-rating-abbr": "RS", + "armor-rating-total": "Gesamte Ausrüstungswürfel inklusive Rüstung 1 + Rüstung 2. @{ar}", + "armor-rating-u": "RÜSTUNGSSCHUTZ", "armor-roll": "Armor Roll", - "armor-type": "Armor Type", - "armor1-bonus": "Record the armor's CURRENT bonus up to MAX (adjusts GEAR dice). @{armor1_bonus}", - "armor1-bonus-max": "Record the armor's UNDAMAGED bonus. @{armor1_bonus_max}", - "armor1-bonus-misc": "Miscellaneous bonus modifier (adjusts SKILL dice). @{armor1_damage}", - "armor1-bonus-total": "Total GEAR and SKILL dice included for armor1. @{armor1_ar}", - "armor2-bonus": "Record the armor's CURRENT bonus up to MAX (adjusts GEAR dice). @{armor2_bonus}", - "armor2-bonus-max": "Record the armor's UNDAMAGED bonus. @{armor2_bonus_max}", - "armor2-bonus-misc": "Miscellaneous bonus modifier (adjusts SKILL dice). @{armor2_damage}", - "armor2-bonus-total": "Total GEAR and SKILL dice included for armor2. @{armor2_ar}", - "arms-length-abbr": "Arm's L.", - "arrows": "Arrows", - "artifact": "Artifact", - "artifact-bonus": "Artifact Bonus", - "attack": "Attack", - "attack-abbrv": "Attk", + "armor-type": "Rüstungstyp", + "armor1-bonus": "Aktueller Rüstungsbonus bis hin zu MAX (verändert Ausrüstungswürfel). @{armor1_bonus}", + "armor1-bonus-max": "Der Bonus einer UNBESCHÄDIGTEN Rüstung. @{armor1_bonus_max}", + "armor1-bonus-misc": "Fähigkeiten-Bonus (verändert FÄHIGKEITswürfel). @{armor1_damage}", + "armor1-bonus-total": "Summierte AUSRÜSTUNGs- und FÄHIGKEITs-Würfel. @{armor1_ar}", + "armor2-bonus": "Aktueller Rüstungsbonus bis hin zu MAX (verändert Ausrüstungswürfel). @{armor2_bonus}", + "armor2-bonus-max": "Der Bonus einer UNBESCHÄDIGTEN Rüstung. @{armor2_bonus_max}", + "armor2-bonus-misc": "Fähigkeiten-Bonus (verändert FÄHIGKEITswürfel). @{armor2_damage}", + "armor2-bonus-total": "Summierte AUSRÜSTUNGs- und FÄHIGKEITs-Würfel. @{armor2_ar}", + "armor3-bonus": "Record the armor's CURRENT bonus up to MAX (adjusts GEAR dice). @{armor3_bonus}", + "armor3-bonus-max": "Record the armor's UNDAMAGED bonus. @{armor3_bonus_max}", + "armor3-bonus-misc": "Miscellaneous bonus modifier (adjusts SKILL dice). @{armor3_damage}", + "armor3-bonus-total": "Total GEAR and SKILL dice included for armor3. @{armor3_ar}", + "armor4-bonus": "Record the armor's CURRENT bonus up to MAX (adjusts GEAR dice). @{armor4_bonus}", + "armor4-bonus-max": "Record the armor's UNDAMAGED bonus. @{armor4_bonus_max}", + "armor4-bonus-misc": "Miscellaneous bonus modifier (adjusts SKILL dice). @{armor4_damage}", + "armor4-bonus-total": "Total GEAR and SKILL dice included for armor4. @{armor4_ar}", + "arms-length-abbr": "Armlänge", + "arrows": "Pfeile", + "artifact": "Artefakt", + "artifact-bonus": "Artefakt-Bonus", + "attack": "Angriff", + "attack-abbrv": "Angr.", "attr-abbr": "Attr", - "attribute-score": "Attribute Score", - "attribute-u": "ATTRIBUTES", - "bane": "Bane", - "base": "Base", - "base-attr-abbr": "Base/Attr", - "base-attribute-dice": "Base/Attribute Dice", - "base-dice": "Base Dice", - "beasts-u": "BEASTS", - "body": "Body", + "attribute-score": "Attributswert", + "attribute-u": "ATTRIBUTE", + "bane": "Fluch", + "base": "Basis", + "base-attr-abbr": "Basis/Attr", + "base-attribute-dice": "Basis-/Attributs-Würfel", + "base-dice": "Basis-Würfel", + "beasts-u": "TIERE", + "body": "Körper", "bonus": "Bonus", "bonus-abbr": "Bon", - "bread": "Bread", - "carried": "Carried", - "carried-abbr": "Carr", - "carry": "Carry", - "character": "Character", - "clear-dice-pool": "Clear Dice Pool", - "close": "[close]", - "close-announcements": "Close Announcements", - "cloth": "Cloth", - "clothing": "Clothing", - "coins-carried": "Coins Carried", - "coins-u": "COINS", - "cold": "Cold", - "condition-cold": "When the cold is bitter and you don’t have enough shelter, you have to roll ENDURANCE regularly. @{cold}", - "condition-hungry": "You must eat a ration of food at least once every day. After a day without food, you become HUNGRY. @{hungry}", - "condition-sleepy": "You need to sleep for at least one Quarter Day of each day. After one day without sleep, you become SLEEPY. @{sleepy}", - "condition-thirsty": "You must drink a ration of water at least once per day. After a day without water, you become THIRSTY. @{thirsty}", - "condition-u": "CONDITIONS", - "consumable": "Consumable", - "consumable-note": "**note:** be sure to manually reduce the consumable die on the sheet if you roll bane.", - "consumable-u": "CONSUMABLES", - "copper": "Copper", - "crafting": "Crafting", - "crafting-monster": "Crafting", - "critical-injuries": "Critical Injuries", - "critical-u": "CRITICAL INJURIES", - "current": "Current", - "current-preset": "Current Preset", - "custom-roll": "Custom Roll", - "d66-roll": "D66 Roll", - "damage": "Damage", + "bread": "Brot", + "carried": "Getragen", + "carried-abbr": "Getr", + "carry": "Getragen", + "character": "Charakter", + "clear-dice-pool": "Würfelpool leeren", + "close": "[schließen]", + "close-announcements": "Ankündigungen ausblenden", + "cloth": "Tuch", + "clothing": "Kleidung", + "coins-carried": "Bargeld", + "coins-u": "MÜNZEN", + "cold": "Unterkühlt", + "condition-cold": "Wenn es schneidend kalt ist und du keine Zuflucht hast, musst du regelmäßig auf AUSDAUER würfeln. @{cold}", + "condition-hungry": "Du musst mindestens ein Mal am Tag eine Ration Nahrung essen. Nach einem Tag ohne zu essen wirst du HUNGRIG. @{hungry}", + "condition-sleepy": "Du musst mindestens einen Tagesabschnitt (1/4 eines Tages) jeden Tag schlafen. Nach einem Tag ohne zu schlafen wirst du MÜDE. @{sleepy}", + "condition-thirsty": "Du musst mindestens ein Mal am Tag eine Ration Wasser trinken. Nach einem Tag ohne zu trinken wirst du DURSTIG. @{thirsty}", + "condition-u": "ZUSTÄNDE", + "consumable": "Verbrauchsgut", + "consumable-note": "**note:** Stelle sicher dass du den Verbrauchsgüter-Würfel reduzierst, wenn du auf FLUCH würfelst.", + "consumable-u": "VERBRAUCHSGÜTER", + "copper": "Kupfer", + "crafting": "Handwerk", + "crafting-monster": "Handwerk", + "critical-injuries": "Kritische Verletzungen", + "critical-u": "KRITISCHE VERLETZUNGEN", + "current": "Aktuell", + "current-preset": "Aktuelle Einstellung", + "custom-roll": "Benutzerdefinierter Wurf", + "d66-roll": "D66-Wurf", + "damage": "Schaden", "damage-abbr": "Dmg", - "dark-secret": "Dark Secret", - "defense-rating": "Defense Rating", - "description": "Description", - "dice-only": "Dice Only", - "dice-pool": "Dice Pool", - "dice-pool-u": "DICE POOL", - "die": "Die", - "die-10": "d10", - "die-10-u": "D10", - "die-12": "d12", - "die-12-u": "D12", - "die-6": "d6", - "die-6-u": "D6", - "die-66": "d66", - "die-66-u": "D66", - "die-8": "d8", - "die-8-u": "D8", - "distant": "Distant", + "dark-secret": "Dunkles Geheimnis", + "defense-rating": "Verteidigungsstufe", + "description": "Beschreibung", + "dice-only": "Nur Würfel", + "dice-pool": "Würfelpool", + "dice-pool-u": "WÜRFELPOOL", + "die": "Würfel", + "die-10": "W10", + "die-10-u": "W10", + "die-12": "W12", + "die-12-u": "W12", + "die-6": "W6", + "die-6-u": "W6", + "die-66": "W66", + "die-66-u": "W66", + "die-8": "W8", + "die-8-u": "W8", + "distant": "Fern", "dmg-abbr": "Dmg", "don": "Don", - "duration": "Duration", - "effects": "Effects", - "empathy": "Empathy", + "duration": "Dauer", + "effects": "Wirkung", + "empathy": "Empathie", "empathy-abbr": " [emp]", - "encumbrance": "Encumbrance", - "encumbrance-current-abbr": "Current Encum", - "endurance": "Endurance", - "endurance-monster": "Endurance", - "epic": "Epic", - "experience-u": "EXPERIENCE", - "extra-damage": "Toggle extra damage tracking (25-48)", - "face": "Face", - "features": "Features", - "fish": "Fish", - "flour": "Flour", - "food": "Food", - "function-u": "FUNCTIONS", - "fur": "Fur", - "gea-u": "GEAR", - "gear": "Gear", - "gear-bonus": "Gear Bonus", - "gear-dice": "Gear Dice", - "gear-notes": "Gear/Notes", - "gear-weight": "Gear Weight", - "general-abbrv": "Gen", - "glass": "Glass", + "encumbrance": "Traglast", + "encumbrance-current-abbr": "Tragl.", + "endurance": "Ausdauer", + "endurance-monster": "Ausdauer", + "epic": "Episch", + "experience-u": "ERFAHRUNG", + "extra-damage": "Extra-Schaden (25-48)", + "face": "Gesicht", + "features": "Eigenschaften", + "fish": "Fisch", + "flour": "Mehl", + "food": "Nahrung", + "function-u": "ANLAGEN", + "fur": "Fell", + "gea-u": "AUSRÜSTUNG", + "gear": "Ausr.", + "gear-bonus": "Ausr. Bonus", + "gear-dice": "Ausr. Würfel", + "gear-notes": "Ausr./Notizen", + "gear-weight": "Ausr. Gewicht", + "general-abbrv": "Generell", + "glass": "Glas", "gold": "Gold", - "grain": "Grain", - "grip": "Grip", - "healing": "Healing", - "healing-time": "Healing Time", - "heavy-abbr": "H", - "herbs": "Herbs", - "hirelings-u": "HIRELINGS", - "hungry": "Hungry", - "ingredients": "Ingredients", - "injury": "Injury", - "insight": "Insight", - "iron": "Iron", - "iron-ore": "Iron Ore", - "item": "Item", - "kin": "Kin", - "latest-announcements": "Latest Announcements", - "leather": "Leather", + "grain": "Getreide", + "grip": "Griff", + "healing": "Heilen", + "healing-time": "Heilungsdauer", + "heavy-abbr": "S", + "herbs": "Gewürze", + "hirelings-u": "MIETLINGE", + "hungry": "Hungrig", + "ingredients": "Komponenten", + "injury": "Verletzung", + "insight": "Menschenkenntnis", + "iron": "Eisen", + "iron-ore": "Eisenerz", + "item": "Gegenstand", + "kin": "Volk", + "latest-announcements": "Aktuelle Ankündigungen", + "leather": "Leder", "legendary": "Legendary", - "lethal": "Lethal", + "lethal": "Tödlich", "light-abbr": "L", - "location": "Location", - "logo-forbidden-lands": "FORBIDDEN LANDS", - "long": "Long", - "lore": "Lore", + "location": "Lage", + "logo-forbidden-lands": "VERBOTENE LANDE", + "long": "Lang", + "lore": "Wissen", "lvl-abbr": "Lvl", "manipulation": "Manipulation", - "marksmanship": "Marksmanship", - "marksmanship-abbr": "Marks.", + "marksmanship": "Fernkampf", + "marksmanship-abbr": "Fernk.", "max-abbr": "Max", - "meat": "Meat", - "melee": "Melee", - "melee-monster": "Melee", - "might": "Might", - "might-monster": "Might", - "mighty": "Mighty", - "misc-abbr": "Misc", - "misc-gear-abbr": "Misc Gear", - "misc-skill-abbr": "Misc Skill", + "meat": "Fleisch", + "melee": "Nahkampf", + "melee-monster": "Nahkampf", + "might": "Kraft", + "might-monster": "Kraft", + "mighty": "Mächtig", + "misc-abbr": "Bonus", + "misc-gear-abbr": "Bonus Ausr.", + "misc-skill-abbr": "Bonus Fähigk.", "monster": "Monster", - "monster-attack": "Monster Attack", - "monster-attacks-u": "MONSTER ATTACKS", - "monster-name": "Monster's Name/Type", - "moun-u": "MOUNT", - "mount": "Mount's Gear", - "mounted": "Mounted", - "mounts-gear": "Mount's Gear", - "move": "Move", - "move-type": "Move Type", - "movement": "Movement", + "monster-attack": "Monsterangriff", + "monster-attacks-u": "MONSTERANGRIFFE", + "monster-name": "Monstername/-Typ", + "moun-u": "REITTIER", + "mount": "Reittiergepäck", + "mounted": "Beritten", + "mounts-gear": "Reittiergepäck", + "move": "Bewegen", + "move-type": "Bewegungstyp", + "movement": "Bewegung", "name": "Name", - "near": "Near", - "no": "No", - "no-damage": "No Damage", - "no-willpower": "No Willpower", + "near": "Nah", + "no": "Nein", + "no-damage": "Kein Schaden", + "no-willpower": "Keine Willenskraft", "normal-abbr": "N", "not-applicable-abbr": "n/a", - "note-description": "Note's description", - "note-name": "Note's name", - "notes": "Notes", - "notes-text": "notes...", - "notes-u": "NOTES", - "number-abbr": "Num", - "of-arrows": "of Arrows", - "of-food": "of Food", - "of-torches": "of Torches", - "of-water": "of Water", - "old-3": "Old +2", - "old-announcements": "Old Announcements", - "older": "[older]", - "on-mount": "On Mount", + "note-description": "Notizenbeschreibung", + "note-name": "Notizenname", + "notes": "Notizen", + "notes-text": "Notizen...", + "notes-u": "NOTIZEN", + "number-abbr": "Anzahl", + "of-arrows": "Pfeile", + "of-food": "Nahrung", + "of-torches": "Fackeln", + "of-water": "Wasser", + "old-3": "Alt +2", + "old-announcements": "Ältere Ankündigungen", + "older": "[älter]", + "on-mount": "Auf dem Reittier", "one-hand-abbr": "1H", - "other": "Other", - "out-of-arrows": "Out of Arrows", - "out-of-food": "Out of Food", - "out-of-torches": "Out of Torches", - "out-of-water": "Out of Water", - "pack-rat": "Pack Rat Talent?", - "pack-rat-title": "You can carry additional items.", - "parry": "Parry", - "pc-name": "PC's name", - "performance": "Performance", - "personal": "Personal", - "pride": "Pride", - "pride-roll": "Pride Roll", - "production-outcome": "Production/Outcome", - "profession": "Profession", - "profession-abbrv": "Prof", - "push": " Push ", - "push-dice": "Push the Dice!", - "push-query": "Is the Dice Pool correct...? (hint:remove successes and bane) |Yes - Submit to Roll.,Dice Pool is correct.|No - Cancel.,Dice Pool needs to be corrected.", - "pushes-the-roll": "Pushes the Roll", - "quantity-abbr": "Qty", - "range": "Range", - "ranged": "Ranged", - "rank": "Rank", - "rank-1-pack-rat": "Rank 1 (+2)", - "rank-2-pack-rat": "Rank 2 (+5)", - "rank-3-pack-rat": "Rank 3 (+10)", - "rating": "Rating", - "rating-abbr": "Rat", - "relationship-description": "Describe the relationship.", - "relationships-u": "RELATIONSHIPS", + "other": "Andere", + "out-of-arrows": "Keine Pfeile mehr", + "out-of-food": "Keine Nahrung mehr", + "out-of-torches": "Keine Fackeln mehr", + "out-of-water": "Kein Wasser mehr", + "pack-rat": "Packesel-Talent?", + "pack-rat-title": "Du kannst mehr tragen.", + "parry": "Parade", + "pc-name": "Name des Charakters", + "performance": "Darbietung", + "personal": "Persönlich", + "pride": "Stolz", + "pride-roll": "Stolz-Wurf", + "production-outcome": "Produktion", + "profession": "Beruf", + "profession-abbrv": "Beruf", + "push": " Strap. ", + "push-dice": "Wurf strapazieren!", + "push-query": "Ist der Würfelpool korrekt...? (Tipp: Entferne Erfolge und FLUCH) |Ja - Würfel.,Würfelpool ist korrekt.|Nein - Abbrechen.,Würfelpool muss korrigiert werden.", + "pushes-the-roll": "Strapaziert den Wurf", + "quantity-abbr": "Anz.", + "range": "Reichweite", + "ranged": "Fernkampf", + "rank": "Rang", + "rank-1-pack-rat": "Stufe 1 (+2)", + "rank-2-pack-rat": "Stufe 2 (+5)", + "rank-3-pack-rat": "Stufe 3 (+10)", + "rating": "Stufe", + "rating-abbr": "Stf", + "relationship-description": "Beschreibe die Beziehung.", + "relationships-u": "BEZIEHUNGEN", "reputation": "Reputation", - "reputation-bonus": "How well known are you? @{reputation}", - "reputation-roll": "Reputation Roll", - "reset-dice": "Reset dice pool.", - "roll": " Roll ", - "roll-agility": "Agility Roll", - "roll-dice": "Roll the Dice!", - "roll-dice-66": "Roll d66!", - "roll-dice-api": "Roll API Dice!", - "roll-empathy": "Empathy Roll", - "roll-strength": "Strength Roll", - "roll-wits": "Wits Roll", - "salary": "Salary", - "scouting": "Scouting", - "selected": "Selected", - "settings": "Settings", - "sheet-version-announcements": "Sheet version and announcements", - "shield": "Shield", - "shield-bonus": "Record the shield's CURRENT bonus up to MAX (adjusts GEAR dice) @{shield1_bonus}", - "shield-bonus-max": "Record the shield's UNDAMAGED bonus. @{shield1_bonus_max}", - "shield-bonus-misc": "Miscellaneous bonus modifier (adjusts GEAR dice). @{shield1_bonus_misc}", - "shield-bonus-total": "Total GEAR dice included for Parry|Shove. @{shield1_bonus_total}", - "shield-u": "SHIELD", - "short": "Short", - "shove": "Shove", - "show-hide": "show/hide", - "silver": "Silver", - "skill": "Skill", - "skill-dice": "Skill Dice", - "skill-level": "Skill Level", - "skill-u": "SKILLS", - "skills-list": "animal-handling, crafting, endurance, healing, insight, lore, manipulation, marksmanship, melee, might, move, performance, scouting, sleight-of-hand, stealth, survival", - "sleepy": "Sleepy", - "sleight-of-hand": "Sleight of Hand", - "spell": "Spell", - "spell-name": "Spell's name", - "spell-u": "SPELLS", - "stealth": "Stealth", - "stockpile-list": "bread, cloth, fish, flour, food, fur, glass, gold, grain, herbs, iron, iron-ore, leather, meat, silver, stone, tallow, vegetables, water, wood, wool", - "stockpile-u": "STOCKPILE", - "stone": "Stone", - "strength": "Strength", + "reputation-bonus": "Wie berühmt bist du? @{reputation}", + "reputation-roll": "Reputations-Wurf", + "reset-dice": "Leert den Würfelpool", + "roll": " Würfle ", + "roll-agility": "Geschicklichkeits-Wurf", + "roll-dice": "Würfle!", + "roll-dice-66": "Würfle d66!", + "roll-dice-api": "Würfle API Würfel!", + "roll-empathy": "Empathie-Wurf", + "roll-strength": "Stärke Wurf", + "roll-wits": "Verstands-Wurf", + "salary": "Lohn", + "scouting": "Auskundschaften", + "selected": "Ausgewählt", + "settings": "Einstellungen", + "sheet-version-announcements": "Charakterbogen-Version und Ankündigungen", + "shield": "Schild", + "shield-bonus": "Aktueller Schild-Bonus bis MAX (verändert AUSRÜSTUNGs-Würfel) @{shield1_bonus}", + "shield-bonus-max": "Bonus eines UNBESCHÄDIGTEN Schilds. @{shield1_bonus_max}", + "shield-bonus-misc": "AUSRÜSTUNGs-Bonus (verändert AUSRÜSTUNGs-Würfel). @{shield1_bonus_misc}", + "shield-bonus-total": "Summierte AUSRÜSTUNGs-Würfel inklusive Parieren|Stoßen. @{shield1_bonus_total}", + "shield-u": "SCHILD", + "short": "Kurz", + "shove": "Stoßen", + "show-hide": "zeigen/verbergen", + "silver": "Silber", + "skill": "Fähigk.", + "skill-dice": "Fähigk. Würfel", + "skill-level": "Fähigk. Level", + "skill-u": "FÄHIGKEITEN", + "skills-list": "tierkunde, handwerk, ausdauer, heilen, menschenkenntnis, wissen, manipulation, fernkampf, nahkampf, kraft, bewegen, darbietung, auskundschaften, fingerfertigkeit, heimlichkeit, überleben", + "sleepy": "Müde", + "sleight-of-hand": "Fingerfertigkeit", + "sort-skills": "Fertigkeiten nach Attributen sortieren:", + "sort-stockpile": "Vorräte alphabetisch sortieren:", + "spell": "Zauberspruch", + "spell-name": "Name des Zauberspruchs", + "spell-u": "ZAUBERSPRÜCHE", + "stealth": "Heimlichkeit", + "stockpile-list": "eisenerz,fell,mehl,eisen,leder,getreide,silber,stoff,fleisch,gold,wolle,fisch,stein,nahrung,gemüse,glas,brot,talg,holz,wasser,gewürze", + "stockpile-u": "VORRAT", + "stone": "Stein", + "strength": "Stärke", "strength-abbr": " [str]", "strength-abbr-u": "STR", - "stronghold": "Stronghold", - "stronghold-notes-u": "STRONGHOLD NOTES", - "stronghold-u": "STRONGHOLD", - "success": "Success", - "success-1": "1 Success", - "success-2": "2 Successes", - "success-3": "3 Successes", - "success-4": "4 Successes", - "survival": "Survival", - "talent-u": "TALENTS", - "tallow": "Tallow", - "thirsty": "Thirsty", - "time-limit": "Time Limit", - "tiny-abbr": "T", - "torches": "Torches", - "total": "Total", - "total-abbr": "Tot", + "stronghold": "Festung", + "stronghold-notes-u": "FESTUNG NOTIZEN", + "stronghold-u": "FESTUNG", + "success": "Erfolg", + "success-1": "1 Erfolg", + "success-2": "2 Erfolge", + "success-3": "3 Erfolge", + "success-4": "4 Erfolge", + "survival": "Überleben", + "talent-u": "TALENTE", + "tallow": "Talg", + "thirsty": "Durstig", + "time-limit": "Frist", + "tiny-abbr": "W", + "torches": "Fackeln", + "total": "Gesamt", + "total-abbr": "Ges", "two-hand-abbr": "2H", - "type": "Type", - "type-name": "Type/Name", - "units": "Units", - "update-dice-pool": "Update Dice Pool", - "vegetables": "Vegetables", - "version-announcements": "Sheet version and announcements", - "water": "Water", - "weapon": "Weapon", - "weapon-bonus": "Record the weapon's current bonus. @{repeating_weapons_$X_weapon_bonus}", - "weapon-bonus-max": "Record the weapon's undamaged bonus. @{repeating_weapons_$X_weapon_bonus|max}", - "weapon-bonus-misc": "Miscellaneous bonus modifier (adjusts GEAR dice). @{repeating_weapons_$X_weapon_bonus_misc}", - "weapon-bonus-total": "Total GEAR dice included with the attack. @{repeating_weapons_$X_weapon_bonus_total}", - "weapon-damage": "Damage as per weapon tables. @{repeating_weapons_$X_weapon_damage}", - "weapon-damage-misc": "Miscellaneous damage modifier. @{repeating_weapons_$X_weapon_damage_misc}", - "weapon-damage-total": "Total damage included with the attack. @{repeating_weapons_$X_weapon_damage_total}", - "weapon-skill-misc": "Miscellaneous attack modifier (adjusts SKILL dice). @{repeating_weapons_$X_weapon_skill_misc}", - "weapon-skill-total": "Total SKILL dice included with the attack. @{repeating_weapons_$X_weapon_skill_total}", - "weapon-type-base": "BASE dice as per weapon/skill type. @{repeating_weapons_$X_weapon_base_total}", - "weapon-type-skill": "SKILL dice as per weapon/skill type. @{repeating_weapons_$X_weapon_skill_value}", - "weapon-u": "WEAPONS", - "weapons": "Weapons", - "weight-abbr": "Wt", - "whisper-macro": "Whisper roll?", - "whisper-nothing": "Do not whisper rolls(default).", - "whisper-options": "Whisper Options:", - "whisper-options-api": "API Whisper Options:", - "whisper-query": "Use a query.", - "whisper-rolls": "Whisper all rolls to the GM.", - "willpower": "Willpower", + "type": "Typ", + "type-name": "Typ/Name", + "units": "Einheiten", + "update-dice-pool": "Würfelpool aktualisieren", + "vegetables": "Gemüse", + "version-announcements": "Charakterbogen-Version und Ankündigungen", + "water": "Wasser", + "weapon": "Waffe", + "weapon-bonus": "Aktueller Waffenbonus. @{repeating_weapons_$X_weapon_bonus}", + "weapon-bonus-max": "Unbeschädigter Waffenbonus. @{repeating_weapons_$X_weapon_bonus|max}", + "weapon-bonus-misc": "Ausrüstungsbonus-Modifikator (verändert Ausrüstungswürfel). @{repeating_weapons_$X_weapon_bonus_misc}", + "weapon-bonus-total": "Summierte Ausrüstungswürfel. @{repeating_weapons_$X_weapon_bonus_total}", + "weapon-damage": "Schaden laut Waffentabelle. @{repeating_weapons_$X_weapon_damage}", + "weapon-damage-misc": "Ausrüstungsbonus für den Schaden. @{repeating_weapons_$X_weapon_damage_misc}", + "weapon-damage-total": "Summierter Waffenschaden. @{repeating_weapons_$X_weapon_damage_total}", + "weapon-skill-misc": "Ausrüstungsbonus auf den Angriff (verändert Fertigkeiten-Würfel). @{repeating_weapons_$X_weapon_skill_misc}", + "weapon-skill-total": "Summierte Fertigkeitsn-Würfel. @{repeating_weapons_$X_weapon_skill_total}", + "weapon-type-base": "Basis-/Attributswürfel laut Waffen-/Fertigkeits-Typ. @{repeating_weapons_$X_weapon_base_total}", + "weapon-type-skill": "Fertigkeitswürfel laut Waffen-/Fertigkeits-Typ. @{repeating_weapons_$X_weapon_skill_value}", + "weapon-u": "WAFFEN", + "weapons": "Waffen", + "weight-abbr": "Gew.", + "whisper-macro": "Flüster-Wurf?", + "whisper-nothing": "Würfe nicht flüstern (Standard).", + "whisper-options": "Flüsteroptionen:", + "whisper-options-api": "API-Flüsteroptionen:", + "whisper-query": "Benutz' eine Abfrage.", + "whisper-rolls": "Alle Würfe dem SL flüstern.", + "willpower": "Willenskraft", "willpower-abbr": "Will", - "willpower-spent-abbr": "WP Spent", - "willpower-total-abbr": "Total WP", - "willpower-u": "WILLPOWER", - "wits": "Wits", - "wits-abbr": " [wit]", - "wood": "Wood", - "wool": "Wool", - "yes": "Yes", - "yes-1": "Yes,-1", - "young-1": "Young +0" + "willpower-spent-abbr": "WP Ausgegeben", + "willpower-total-abbr": "Gesamt WP", + "willpower-u": "WILLENSKRAFT", + "wits": "Verstand", + "wits-abbr": " [ver]", + "wood": "Holz", + "wool": "Wolle", + "yes": "Ja", + "yes-1": "Ja,-1", + "young-1": "Jung +0" } \ No newline at end of file diff --git a/Forbidden_Lands/translations/el.json b/Forbidden_Lands/translations/el.json index 83a2052902..0e70953e3b 100644 --- a/Forbidden_Lands/translations/el.json +++ b/Forbidden_Lands/translations/el.json @@ -24,6 +24,14 @@ "armor2-bonus-max": "Record the armor's UNDAMAGED bonus. @{armor2_bonus_max}", "armor2-bonus-misc": "Miscellaneous bonus modifier (adjusts SKILL dice). @{armor2_damage}", "armor2-bonus-total": "Total GEAR and SKILL dice included for armor2. @{armor2_ar}", + "armor3-bonus": "Record the armor's CURRENT bonus up to MAX (adjusts GEAR dice). @{armor3_bonus}", + "armor3-bonus-max": "Record the armor's UNDAMAGED bonus. @{armor3_bonus_max}", + "armor3-bonus-misc": "Miscellaneous bonus modifier (adjusts SKILL dice). @{armor3_damage}", + "armor3-bonus-total": "Total GEAR and SKILL dice included for armor3. @{armor3_ar}", + "armor4-bonus": "Record the armor's CURRENT bonus up to MAX (adjusts GEAR dice). @{armor4_bonus}", + "armor4-bonus-max": "Record the armor's UNDAMAGED bonus. @{armor4_bonus_max}", + "armor4-bonus-misc": "Miscellaneous bonus modifier (adjusts SKILL dice). @{armor4_damage}", + "armor4-bonus-total": "Total GEAR and SKILL dice included for armor4. @{armor4_ar}", "arms-length-abbr": "Arm's L.", "arrows": "Arrows", "artifact": "Artifact", @@ -257,11 +265,13 @@ "skills-list": "animal-handling, crafting, endurance, healing, insight, lore, manipulation, marksmanship, melee, might, move, performance, scouting, sleight-of-hand, stealth, survival", "sleepy": "Sleepy", "sleight-of-hand": "Sleight of Hand", + "sort-skills": "Sort Skills by Attribute:", + "sort-stockpile": "Sort Stockpile resources alphabetically:", "spell": "Spell", "spell-name": "Spell's name", "spell-u": "SPELLS", "stealth": "Stealth", - "stockpile-list": "bread, cloth, fish, flour, food, fur, glass, gold, grain, herbs, iron, iron-ore, leather, meat, silver, stone, tallow, vegetables, water, wood, wool", + "stockpile-list": "iron-ore,fur,flour,iron,leather,grain,silver,cloth,meat,gold,wool,fish,stone,food,vegetables,glass,bread,tallow,wood,water,herbs", "stockpile-u": "STOCKPILE", "stone": "Stone", "strength": "Strength", diff --git a/Forbidden_Lands/translations/en.json b/Forbidden_Lands/translations/en.json index 83a2052902..0e70953e3b 100644 --- a/Forbidden_Lands/translations/en.json +++ b/Forbidden_Lands/translations/en.json @@ -24,6 +24,14 @@ "armor2-bonus-max": "Record the armor's UNDAMAGED bonus. @{armor2_bonus_max}", "armor2-bonus-misc": "Miscellaneous bonus modifier (adjusts SKILL dice). @{armor2_damage}", "armor2-bonus-total": "Total GEAR and SKILL dice included for armor2. @{armor2_ar}", + "armor3-bonus": "Record the armor's CURRENT bonus up to MAX (adjusts GEAR dice). @{armor3_bonus}", + "armor3-bonus-max": "Record the armor's UNDAMAGED bonus. @{armor3_bonus_max}", + "armor3-bonus-misc": "Miscellaneous bonus modifier (adjusts SKILL dice). @{armor3_damage}", + "armor3-bonus-total": "Total GEAR and SKILL dice included for armor3. @{armor3_ar}", + "armor4-bonus": "Record the armor's CURRENT bonus up to MAX (adjusts GEAR dice). @{armor4_bonus}", + "armor4-bonus-max": "Record the armor's UNDAMAGED bonus. @{armor4_bonus_max}", + "armor4-bonus-misc": "Miscellaneous bonus modifier (adjusts SKILL dice). @{armor4_damage}", + "armor4-bonus-total": "Total GEAR and SKILL dice included for armor4. @{armor4_ar}", "arms-length-abbr": "Arm's L.", "arrows": "Arrows", "artifact": "Artifact", @@ -257,11 +265,13 @@ "skills-list": "animal-handling, crafting, endurance, healing, insight, lore, manipulation, marksmanship, melee, might, move, performance, scouting, sleight-of-hand, stealth, survival", "sleepy": "Sleepy", "sleight-of-hand": "Sleight of Hand", + "sort-skills": "Sort Skills by Attribute:", + "sort-stockpile": "Sort Stockpile resources alphabetically:", "spell": "Spell", "spell-name": "Spell's name", "spell-u": "SPELLS", "stealth": "Stealth", - "stockpile-list": "bread, cloth, fish, flour, food, fur, glass, gold, grain, herbs, iron, iron-ore, leather, meat, silver, stone, tallow, vegetables, water, wood, wool", + "stockpile-list": "iron-ore,fur,flour,iron,leather,grain,silver,cloth,meat,gold,wool,fish,stone,food,vegetables,glass,bread,tallow,wood,water,herbs", "stockpile-u": "STOCKPILE", "stone": "Stone", "strength": "Strength", diff --git a/Forbidden_Lands/translations/es.json b/Forbidden_Lands/translations/es.json index f2c45d28f7..d8b6f25508 100644 --- a/Forbidden_Lands/translations/es.json +++ b/Forbidden_Lands/translations/es.json @@ -24,6 +24,14 @@ "armor2-bonus-max": "Record the armor's UNDAMAGED bonus. @{armor2_bonus_max}", "armor2-bonus-misc": "Miscellaneous bonus modifier (adjusts SKILL dice). @{armor2_damage}", "armor2-bonus-total": "Total GEAR and SKILL dice included for armor2. @{armor2_ar}", + "armor3-bonus": "Record the armor's CURRENT bonus up to MAX (adjusts GEAR dice). @{armor3_bonus}", + "armor3-bonus-max": "Record the armor's UNDAMAGED bonus. @{armor3_bonus_max}", + "armor3-bonus-misc": "Miscellaneous bonus modifier (adjusts SKILL dice). @{armor3_damage}", + "armor3-bonus-total": "Total GEAR and SKILL dice included for armor3. @{armor3_ar}", + "armor4-bonus": "Record the armor's CURRENT bonus up to MAX (adjusts GEAR dice). @{armor4_bonus}", + "armor4-bonus-max": "Record the armor's UNDAMAGED bonus. @{armor4_bonus_max}", + "armor4-bonus-misc": "Miscellaneous bonus modifier (adjusts SKILL dice). @{armor4_damage}", + "armor4-bonus-total": "Total GEAR and SKILL dice included for armor4. @{armor4_ar}", "arms-length-abbr": "Arm's L.", "arrows": "Arrows", "artifact": "Artifact", @@ -61,7 +69,7 @@ "condition-thirsty": "You must drink a ration of water at least once per day. After a day without water, you become THIRSTY. @{thirsty}", "condition-u": "CONDITIONS", "consumable": "Consumable", - "consumable-note": "**nota:** está seguro/a que reduzcas a mano el dado consumible en la ficha si tiras ruina.", + "consumable-note": "**note:** be sure to manually reduce the consumable die on the sheet if you roll bane.", "consumable-u": "CONSUMABLES", "copper": "Copper", "crafting": "Crafting", @@ -257,11 +265,13 @@ "skills-list": "animal-handling, crafting, endurance, healing, insight, lore, manipulation, marksmanship, melee, might, move, performance, scouting, sleight-of-hand, stealth, survival", "sleepy": "Sleepy", "sleight-of-hand": "Sleight of Hand", + "sort-skills": "Sort Skills by Attribute:", + "sort-stockpile": "Sort Stockpile resources alphabetically:", "spell": "Spell", "spell-name": "Spell's name", "spell-u": "SPELLS", "stealth": "Stealth", - "stockpile-list": "bread, cloth, fish, flour, food, fur, glass, gold, grain, herbs, iron, iron-ore, leather, meat, silver, stone, tallow, vegetables, water, wood, wool", + "stockpile-list": "iron-ore,fur,flour,iron,leather,grain,silver,cloth,meat,gold,wool,fish,stone,food,vegetables,glass,bread,tallow,wood,water,herbs", "stockpile-u": "STOCKPILE", "stone": "Stone", "strength": "Strength", diff --git a/Forbidden_Lands/translations/fr.json b/Forbidden_Lands/translations/fr.json index 583583b33f..8d5f8efb7e 100644 --- a/Forbidden_Lands/translations/fr.json +++ b/Forbidden_Lands/translations/fr.json @@ -24,6 +24,14 @@ "armor2-bonus-max": "Enregistre les bonus NON RÉDUITS de l'armure. @{armor2_bonus_max}", "armor2-bonus-misc": "Modificateur de bonus divers (ajuste les dés de COMPÉTENCE). @{armor2_damage}", "armor2-bonus-total": "Total des dés d'ÉQUIPEMENT et de COMPÉTENCE inclus pour l'armure2. @{armor2_ar}", + "armor3-bonus": "Record the armor's CURRENT bonus up to MAX (adjusts GEAR dice). @{armor3_bonus}", + "armor3-bonus-max": "Record the armor's UNDAMAGED bonus. @{armor3_bonus_max}", + "armor3-bonus-misc": "Miscellaneous bonus modifier (adjusts SKILL dice). @{armor3_damage}", + "armor3-bonus-total": "Total GEAR and SKILL dice included for armor3. @{armor3_ar}", + "armor4-bonus": "Record the armor's CURRENT bonus up to MAX (adjusts GEAR dice). @{armor4_bonus}", + "armor4-bonus-max": "Record the armor's UNDAMAGED bonus. @{armor4_bonus_max}", + "armor4-bonus-misc": "Miscellaneous bonus modifier (adjusts SKILL dice). @{armor4_damage}", + "armor4-bonus-total": "Total GEAR and SKILL dice included for armor4. @{armor4_ar}", "arms-length-abbr": "Long. Bras", "arrows": "Flèches", "artifact": "Artéfact", @@ -97,7 +105,7 @@ "duration": "Durée", "effects": "Effets", "empathy": "Empathie", - "empathy-abbr": "Emp", + "empathy-abbr": " Emp", "encumbrance": "Encombrement", "encumbrance-current-abbr": "Encombrement actuel", "endurance": "Endurance", @@ -257,11 +265,13 @@ "skills-list": "crafting,lore,animal-handling,scouting,endurance,sleight-of-hand,stealth,healing,manipulation,move,melee,insight,might,performance,survival,marksmanship", "sleepy": "Somnolent", "sleight-of-hand": "Escamotage", + "sort-skills": "Trier les compétences par attribut :", + "sort-stockpile": "Trier les piles de ressources alphabétiquement :", "spell": "Sort", "spell-name": "Nom du Sort", "spell-u": "SORTS", "stealth": "Furtivité", - "stockpile-list": "silver,wood,grain,leather,water,flour,iron,fur,herbs,wool,vegetables,iron-ore,food,gold,bread,stone,fish,tallow,cloth,glass,meat", + "stockpile-list": "silver,wood,leather,water,flour,iron,fur,grain,herbs,wool,vegetables,iron-ore,food,gold,bread,stone,fish,tallow,cloth,glass,meat", "stockpile-u": "STOCKS", "stone": "Pierre", "strength": "Force", @@ -323,6 +333,6 @@ "wood": "Bois", "wool": "Laine", "yes": "Oui", - "yes-1": "Oui, -1", + "yes-1": "Oui,-1", "young-1": "Jeune" } \ No newline at end of file diff --git a/Forbidden_Lands/translations/he.json b/Forbidden_Lands/translations/he.json index 83a2052902..0e70953e3b 100644 --- a/Forbidden_Lands/translations/he.json +++ b/Forbidden_Lands/translations/he.json @@ -24,6 +24,14 @@ "armor2-bonus-max": "Record the armor's UNDAMAGED bonus. @{armor2_bonus_max}", "armor2-bonus-misc": "Miscellaneous bonus modifier (adjusts SKILL dice). @{armor2_damage}", "armor2-bonus-total": "Total GEAR and SKILL dice included for armor2. @{armor2_ar}", + "armor3-bonus": "Record the armor's CURRENT bonus up to MAX (adjusts GEAR dice). @{armor3_bonus}", + "armor3-bonus-max": "Record the armor's UNDAMAGED bonus. @{armor3_bonus_max}", + "armor3-bonus-misc": "Miscellaneous bonus modifier (adjusts SKILL dice). @{armor3_damage}", + "armor3-bonus-total": "Total GEAR and SKILL dice included for armor3. @{armor3_ar}", + "armor4-bonus": "Record the armor's CURRENT bonus up to MAX (adjusts GEAR dice). @{armor4_bonus}", + "armor4-bonus-max": "Record the armor's UNDAMAGED bonus. @{armor4_bonus_max}", + "armor4-bonus-misc": "Miscellaneous bonus modifier (adjusts SKILL dice). @{armor4_damage}", + "armor4-bonus-total": "Total GEAR and SKILL dice included for armor4. @{armor4_ar}", "arms-length-abbr": "Arm's L.", "arrows": "Arrows", "artifact": "Artifact", @@ -257,11 +265,13 @@ "skills-list": "animal-handling, crafting, endurance, healing, insight, lore, manipulation, marksmanship, melee, might, move, performance, scouting, sleight-of-hand, stealth, survival", "sleepy": "Sleepy", "sleight-of-hand": "Sleight of Hand", + "sort-skills": "Sort Skills by Attribute:", + "sort-stockpile": "Sort Stockpile resources alphabetically:", "spell": "Spell", "spell-name": "Spell's name", "spell-u": "SPELLS", "stealth": "Stealth", - "stockpile-list": "bread, cloth, fish, flour, food, fur, glass, gold, grain, herbs, iron, iron-ore, leather, meat, silver, stone, tallow, vegetables, water, wood, wool", + "stockpile-list": "iron-ore,fur,flour,iron,leather,grain,silver,cloth,meat,gold,wool,fish,stone,food,vegetables,glass,bread,tallow,wood,water,herbs", "stockpile-u": "STOCKPILE", "stone": "Stone", "strength": "Strength", diff --git a/Forbidden_Lands/translations/it.json b/Forbidden_Lands/translations/it.json index e75ab61f25..5fac24dbd4 100644 --- a/Forbidden_Lands/translations/it.json +++ b/Forbidden_Lands/translations/it.json @@ -24,6 +24,14 @@ "armor2-bonus-max": "Record the armor's UNDAMAGED bonus. @{armor2_bonus_max}", "armor2-bonus-misc": "Miscellaneous bonus modifier (adjusts SKILL dice). @{armor2_damage}", "armor2-bonus-total": "Total GEAR and SKILL dice included for armor2. @{armor2_ar}", + "armor3-bonus": "Record the armor's CURRENT bonus up to MAX (adjusts GEAR dice). @{armor3_bonus}", + "armor3-bonus-max": "Record the armor's UNDAMAGED bonus. @{armor3_bonus_max}", + "armor3-bonus-misc": "Miscellaneous bonus modifier (adjusts SKILL dice). @{armor3_damage}", + "armor3-bonus-total": "Total GEAR and SKILL dice included for armor3. @{armor3_ar}", + "armor4-bonus": "Record the armor's CURRENT bonus up to MAX (adjusts GEAR dice). @{armor4_bonus}", + "armor4-bonus-max": "Record the armor's UNDAMAGED bonus. @{armor4_bonus_max}", + "armor4-bonus-misc": "Miscellaneous bonus modifier (adjusts SKILL dice). @{armor4_damage}", + "armor4-bonus-total": "Total GEAR and SKILL dice included for armor4. @{armor4_ar}", "arms-length-abbr": "Arm's L.", "arrows": "Arrows", "artifact": "Artifact", @@ -257,11 +265,13 @@ "skills-list": "animal-handling, crafting, endurance, healing, insight, lore, manipulation, marksmanship, melee, might, move, performance, scouting, sleight-of-hand, stealth, survival", "sleepy": "Sleepy", "sleight-of-hand": "Sleight of Hand", + "sort-skills": "Sort Skills by Attribute:", + "sort-stockpile": "Sort Stockpile resources alphabetically:", "spell": "Spell", "spell-name": "Spell's name", "spell-u": "SPELLS", "stealth": "Stealth", - "stockpile-list": "bread, cloth, fish, flour, food, fur, glass, gold, grain, herbs, iron, iron-ore, leather, meat, silver, stone, tallow, vegetables, water, wood, wool", + "stockpile-list": "iron-ore,fur,flour,iron,leather,grain,silver,cloth,meat,gold,wool,fish,stone,food,vegetables,glass,bread,tallow,wood,water,herbs", "stockpile-u": "STOCKPILE", "stone": "Stone", "strength": "Strength", diff --git a/Forbidden_Lands/translations/ja.json b/Forbidden_Lands/translations/ja.json index e75ab61f25..5fac24dbd4 100644 --- a/Forbidden_Lands/translations/ja.json +++ b/Forbidden_Lands/translations/ja.json @@ -24,6 +24,14 @@ "armor2-bonus-max": "Record the armor's UNDAMAGED bonus. @{armor2_bonus_max}", "armor2-bonus-misc": "Miscellaneous bonus modifier (adjusts SKILL dice). @{armor2_damage}", "armor2-bonus-total": "Total GEAR and SKILL dice included for armor2. @{armor2_ar}", + "armor3-bonus": "Record the armor's CURRENT bonus up to MAX (adjusts GEAR dice). @{armor3_bonus}", + "armor3-bonus-max": "Record the armor's UNDAMAGED bonus. @{armor3_bonus_max}", + "armor3-bonus-misc": "Miscellaneous bonus modifier (adjusts SKILL dice). @{armor3_damage}", + "armor3-bonus-total": "Total GEAR and SKILL dice included for armor3. @{armor3_ar}", + "armor4-bonus": "Record the armor's CURRENT bonus up to MAX (adjusts GEAR dice). @{armor4_bonus}", + "armor4-bonus-max": "Record the armor's UNDAMAGED bonus. @{armor4_bonus_max}", + "armor4-bonus-misc": "Miscellaneous bonus modifier (adjusts SKILL dice). @{armor4_damage}", + "armor4-bonus-total": "Total GEAR and SKILL dice included for armor4. @{armor4_ar}", "arms-length-abbr": "Arm's L.", "arrows": "Arrows", "artifact": "Artifact", @@ -257,11 +265,13 @@ "skills-list": "animal-handling, crafting, endurance, healing, insight, lore, manipulation, marksmanship, melee, might, move, performance, scouting, sleight-of-hand, stealth, survival", "sleepy": "Sleepy", "sleight-of-hand": "Sleight of Hand", + "sort-skills": "Sort Skills by Attribute:", + "sort-stockpile": "Sort Stockpile resources alphabetically:", "spell": "Spell", "spell-name": "Spell's name", "spell-u": "SPELLS", "stealth": "Stealth", - "stockpile-list": "bread, cloth, fish, flour, food, fur, glass, gold, grain, herbs, iron, iron-ore, leather, meat, silver, stone, tallow, vegetables, water, wood, wool", + "stockpile-list": "iron-ore,fur,flour,iron,leather,grain,silver,cloth,meat,gold,wool,fish,stone,food,vegetables,glass,bread,tallow,wood,water,herbs", "stockpile-u": "STOCKPILE", "stone": "Stone", "strength": "Strength", diff --git a/Forbidden_Lands/translations/ko.json b/Forbidden_Lands/translations/ko.json index e75ab61f25..5fac24dbd4 100644 --- a/Forbidden_Lands/translations/ko.json +++ b/Forbidden_Lands/translations/ko.json @@ -24,6 +24,14 @@ "armor2-bonus-max": "Record the armor's UNDAMAGED bonus. @{armor2_bonus_max}", "armor2-bonus-misc": "Miscellaneous bonus modifier (adjusts SKILL dice). @{armor2_damage}", "armor2-bonus-total": "Total GEAR and SKILL dice included for armor2. @{armor2_ar}", + "armor3-bonus": "Record the armor's CURRENT bonus up to MAX (adjusts GEAR dice). @{armor3_bonus}", + "armor3-bonus-max": "Record the armor's UNDAMAGED bonus. @{armor3_bonus_max}", + "armor3-bonus-misc": "Miscellaneous bonus modifier (adjusts SKILL dice). @{armor3_damage}", + "armor3-bonus-total": "Total GEAR and SKILL dice included for armor3. @{armor3_ar}", + "armor4-bonus": "Record the armor's CURRENT bonus up to MAX (adjusts GEAR dice). @{armor4_bonus}", + "armor4-bonus-max": "Record the armor's UNDAMAGED bonus. @{armor4_bonus_max}", + "armor4-bonus-misc": "Miscellaneous bonus modifier (adjusts SKILL dice). @{armor4_damage}", + "armor4-bonus-total": "Total GEAR and SKILL dice included for armor4. @{armor4_ar}", "arms-length-abbr": "Arm's L.", "arrows": "Arrows", "artifact": "Artifact", @@ -257,11 +265,13 @@ "skills-list": "animal-handling, crafting, endurance, healing, insight, lore, manipulation, marksmanship, melee, might, move, performance, scouting, sleight-of-hand, stealth, survival", "sleepy": "Sleepy", "sleight-of-hand": "Sleight of Hand", + "sort-skills": "Sort Skills by Attribute:", + "sort-stockpile": "Sort Stockpile resources alphabetically:", "spell": "Spell", "spell-name": "Spell's name", "spell-u": "SPELLS", "stealth": "Stealth", - "stockpile-list": "bread, cloth, fish, flour, food, fur, glass, gold, grain, herbs, iron, iron-ore, leather, meat, silver, stone, tallow, vegetables, water, wood, wool", + "stockpile-list": "iron-ore,fur,flour,iron,leather,grain,silver,cloth,meat,gold,wool,fish,stone,food,vegetables,glass,bread,tallow,wood,water,herbs", "stockpile-u": "STOCKPILE", "stone": "Stone", "strength": "Strength", diff --git a/Forbidden_Lands/translations/nl.json b/Forbidden_Lands/translations/nl.json index 83a2052902..0e70953e3b 100644 --- a/Forbidden_Lands/translations/nl.json +++ b/Forbidden_Lands/translations/nl.json @@ -24,6 +24,14 @@ "armor2-bonus-max": "Record the armor's UNDAMAGED bonus. @{armor2_bonus_max}", "armor2-bonus-misc": "Miscellaneous bonus modifier (adjusts SKILL dice). @{armor2_damage}", "armor2-bonus-total": "Total GEAR and SKILL dice included for armor2. @{armor2_ar}", + "armor3-bonus": "Record the armor's CURRENT bonus up to MAX (adjusts GEAR dice). @{armor3_bonus}", + "armor3-bonus-max": "Record the armor's UNDAMAGED bonus. @{armor3_bonus_max}", + "armor3-bonus-misc": "Miscellaneous bonus modifier (adjusts SKILL dice). @{armor3_damage}", + "armor3-bonus-total": "Total GEAR and SKILL dice included for armor3. @{armor3_ar}", + "armor4-bonus": "Record the armor's CURRENT bonus up to MAX (adjusts GEAR dice). @{armor4_bonus}", + "armor4-bonus-max": "Record the armor's UNDAMAGED bonus. @{armor4_bonus_max}", + "armor4-bonus-misc": "Miscellaneous bonus modifier (adjusts SKILL dice). @{armor4_damage}", + "armor4-bonus-total": "Total GEAR and SKILL dice included for armor4. @{armor4_ar}", "arms-length-abbr": "Arm's L.", "arrows": "Arrows", "artifact": "Artifact", @@ -257,11 +265,13 @@ "skills-list": "animal-handling, crafting, endurance, healing, insight, lore, manipulation, marksmanship, melee, might, move, performance, scouting, sleight-of-hand, stealth, survival", "sleepy": "Sleepy", "sleight-of-hand": "Sleight of Hand", + "sort-skills": "Sort Skills by Attribute:", + "sort-stockpile": "Sort Stockpile resources alphabetically:", "spell": "Spell", "spell-name": "Spell's name", "spell-u": "SPELLS", "stealth": "Stealth", - "stockpile-list": "bread, cloth, fish, flour, food, fur, glass, gold, grain, herbs, iron, iron-ore, leather, meat, silver, stone, tallow, vegetables, water, wood, wool", + "stockpile-list": "iron-ore,fur,flour,iron,leather,grain,silver,cloth,meat,gold,wool,fish,stone,food,vegetables,glass,bread,tallow,wood,water,herbs", "stockpile-u": "STOCKPILE", "stone": "Stone", "strength": "Strength", diff --git a/Forbidden_Lands/translations/pl.json b/Forbidden_Lands/translations/pl.json index e75ab61f25..5fac24dbd4 100644 --- a/Forbidden_Lands/translations/pl.json +++ b/Forbidden_Lands/translations/pl.json @@ -24,6 +24,14 @@ "armor2-bonus-max": "Record the armor's UNDAMAGED bonus. @{armor2_bonus_max}", "armor2-bonus-misc": "Miscellaneous bonus modifier (adjusts SKILL dice). @{armor2_damage}", "armor2-bonus-total": "Total GEAR and SKILL dice included for armor2. @{armor2_ar}", + "armor3-bonus": "Record the armor's CURRENT bonus up to MAX (adjusts GEAR dice). @{armor3_bonus}", + "armor3-bonus-max": "Record the armor's UNDAMAGED bonus. @{armor3_bonus_max}", + "armor3-bonus-misc": "Miscellaneous bonus modifier (adjusts SKILL dice). @{armor3_damage}", + "armor3-bonus-total": "Total GEAR and SKILL dice included for armor3. @{armor3_ar}", + "armor4-bonus": "Record the armor's CURRENT bonus up to MAX (adjusts GEAR dice). @{armor4_bonus}", + "armor4-bonus-max": "Record the armor's UNDAMAGED bonus. @{armor4_bonus_max}", + "armor4-bonus-misc": "Miscellaneous bonus modifier (adjusts SKILL dice). @{armor4_damage}", + "armor4-bonus-total": "Total GEAR and SKILL dice included for armor4. @{armor4_ar}", "arms-length-abbr": "Arm's L.", "arrows": "Arrows", "artifact": "Artifact", @@ -257,11 +265,13 @@ "skills-list": "animal-handling, crafting, endurance, healing, insight, lore, manipulation, marksmanship, melee, might, move, performance, scouting, sleight-of-hand, stealth, survival", "sleepy": "Sleepy", "sleight-of-hand": "Sleight of Hand", + "sort-skills": "Sort Skills by Attribute:", + "sort-stockpile": "Sort Stockpile resources alphabetically:", "spell": "Spell", "spell-name": "Spell's name", "spell-u": "SPELLS", "stealth": "Stealth", - "stockpile-list": "bread, cloth, fish, flour, food, fur, glass, gold, grain, herbs, iron, iron-ore, leather, meat, silver, stone, tallow, vegetables, water, wood, wool", + "stockpile-list": "iron-ore,fur,flour,iron,leather,grain,silver,cloth,meat,gold,wool,fish,stone,food,vegetables,glass,bread,tallow,wood,water,herbs", "stockpile-u": "STOCKPILE", "stone": "Stone", "strength": "Strength", diff --git a/Forbidden_Lands/translations/pt-br.json b/Forbidden_Lands/translations/pt-br.json index 4d5ac0207c..5c5dc98a62 100644 --- a/Forbidden_Lands/translations/pt-br.json +++ b/Forbidden_Lands/translations/pt-br.json @@ -257,11 +257,13 @@ "skills-list": "animal-handling,crafting,endurance,healing,insight,lore,manipulation,marksmanship,melee,might,move,performance,scouting,sleight-of-hand,stealth,survival", "sleepy": "Sleepy", "sleight-of-hand": "Sleight of Hand", + "sort-skills": "Sort Skills by Attribute:", + "sort-stockpile": "Sort Stockpile resources alphabetically:", "spell": "Spell", "spell-name": "Spell's name", "spell-u": "SPELLS", "stealth": "Stealth", - "stockpile-list": "bread,cloth,fish,flour,food,fur,glass,gold,grain,herbs,iron,iron-ore,leather,meat,silver,stone,tallow,vegetables,water,wood,wool", + "stockpile-list": "iron-ore,fur,flour,iron,leather,grain,silver,cloth,meat,gold,wool,fish,stone,food,vegetables,glass,bread,tallow,wood,water,herbs", "stockpile-u": "STOCKPILE", "stone": "Stone", "strength": "Strength", diff --git a/Forbidden_Lands/translations/pt.json b/Forbidden_Lands/translations/pt.json index e75ab61f25..5fac24dbd4 100644 --- a/Forbidden_Lands/translations/pt.json +++ b/Forbidden_Lands/translations/pt.json @@ -24,6 +24,14 @@ "armor2-bonus-max": "Record the armor's UNDAMAGED bonus. @{armor2_bonus_max}", "armor2-bonus-misc": "Miscellaneous bonus modifier (adjusts SKILL dice). @{armor2_damage}", "armor2-bonus-total": "Total GEAR and SKILL dice included for armor2. @{armor2_ar}", + "armor3-bonus": "Record the armor's CURRENT bonus up to MAX (adjusts GEAR dice). @{armor3_bonus}", + "armor3-bonus-max": "Record the armor's UNDAMAGED bonus. @{armor3_bonus_max}", + "armor3-bonus-misc": "Miscellaneous bonus modifier (adjusts SKILL dice). @{armor3_damage}", + "armor3-bonus-total": "Total GEAR and SKILL dice included for armor3. @{armor3_ar}", + "armor4-bonus": "Record the armor's CURRENT bonus up to MAX (adjusts GEAR dice). @{armor4_bonus}", + "armor4-bonus-max": "Record the armor's UNDAMAGED bonus. @{armor4_bonus_max}", + "armor4-bonus-misc": "Miscellaneous bonus modifier (adjusts SKILL dice). @{armor4_damage}", + "armor4-bonus-total": "Total GEAR and SKILL dice included for armor4. @{armor4_ar}", "arms-length-abbr": "Arm's L.", "arrows": "Arrows", "artifact": "Artifact", @@ -257,11 +265,13 @@ "skills-list": "animal-handling, crafting, endurance, healing, insight, lore, manipulation, marksmanship, melee, might, move, performance, scouting, sleight-of-hand, stealth, survival", "sleepy": "Sleepy", "sleight-of-hand": "Sleight of Hand", + "sort-skills": "Sort Skills by Attribute:", + "sort-stockpile": "Sort Stockpile resources alphabetically:", "spell": "Spell", "spell-name": "Spell's name", "spell-u": "SPELLS", "stealth": "Stealth", - "stockpile-list": "bread, cloth, fish, flour, food, fur, glass, gold, grain, herbs, iron, iron-ore, leather, meat, silver, stone, tallow, vegetables, water, wood, wool", + "stockpile-list": "iron-ore,fur,flour,iron,leather,grain,silver,cloth,meat,gold,wool,fish,stone,food,vegetables,glass,bread,tallow,wood,water,herbs", "stockpile-u": "STOCKPILE", "stone": "Stone", "strength": "Strength", diff --git a/Forbidden_Lands/translations/ru.json b/Forbidden_Lands/translations/ru.json index 40643dbc53..8854bf7484 100644 --- a/Forbidden_Lands/translations/ru.json +++ b/Forbidden_Lands/translations/ru.json @@ -2,7 +2,7 @@ "adult-2": "Взрослый+1", "age": "Возраст", "agility": "Проворство", - "agility-abbr": " [agl]", + "agility-abbr": " Agl", "agility-abbr-u": "ПРВ", "animal-handling": "Уход за животными", "api-dice": "api dice", @@ -24,6 +24,14 @@ "armor2-bonus-max": "Record the armor's UNDAMAGED bonus. @{armor2_bonus_max}", "armor2-bonus-misc": "Miscellaneous bonus modifier (adjusts SKILL dice). @{armor2_damage}", "armor2-bonus-total": "Total GEAR and SKILL dice included for armor2. @{armor2_ar}", + "armor3-bonus": "Record the armor's CURRENT bonus up to MAX (adjusts GEAR dice). @{armor3_bonus}", + "armor3-bonus-max": "Record the armor's UNDAMAGED bonus. @{armor3_bonus_max}", + "armor3-bonus-misc": "Miscellaneous bonus modifier (adjusts SKILL dice). @{armor3_damage}", + "armor3-bonus-total": "Total GEAR and SKILL dice included for armor3. @{armor3_ar}", + "armor4-bonus": "Record the armor's CURRENT bonus up to MAX (adjusts GEAR dice). @{armor4_bonus}", + "armor4-bonus-max": "Record the armor's UNDAMAGED bonus. @{armor4_bonus_max}", + "armor4-bonus-misc": "Miscellaneous bonus modifier (adjusts SKILL dice). @{armor4_damage}", + "armor4-bonus-total": "Total GEAR and SKILL dice included for armor4. @{armor4_ar}", "arms-length-abbr": "Arm's L.", "arrows": "Стрелы", "artifact": "Артефакт", @@ -97,7 +105,7 @@ "duration": "Duration", "effects": "Effects", "empathy": "Empathy", - "empathy-abbr": " [emp]", + "empathy-abbr": " Emp", "encumbrance": "Encumbrance", "encumbrance-current-abbr": "Current Encum", "endurance": "Endurance", @@ -257,15 +265,17 @@ "skills-list": "animal-handling, crafting, endurance, healing, insight, lore, manipulation, marksmanship, melee, might, move, performance, scouting, sleight-of-hand, stealth, survival", "sleepy": "Sleepy", "sleight-of-hand": "Sleight of Hand", + "sort-skills": "Sort Skills by Attribute:", + "sort-stockpile": "Sort Stockpile resources alphabetically:", "spell": "Spell", "spell-name": "Spell's name", "spell-u": "SPELLS", "stealth": "Stealth", - "stockpile-list": "bread, cloth, fish, flour, food, fur, glass, gold, grain, herbs, iron, iron-ore, leather, meat, silver, stone, tallow, vegetables, water, wood, wool", + "stockpile-list": "iron-ore,fur,flour,iron,leather,grain,silver,cloth,meat,gold,wool,fish,stone,food,vegetables,glass,bread,tallow,wood,water,herbs", "stockpile-u": "STOCKPILE", "stone": "Stone", "strength": "Strength", - "strength-abbr": " [str]", + "strength-abbr": " Str", "strength-abbr-u": "STR", "stronghold": "Stronghold", "stronghold-notes-u": "STRONGHOLD NOTES", @@ -319,7 +329,7 @@ "willpower-total-abbr": "Total WP", "willpower-u": "WILLPOWER", "wits": "Wits", - "wits-abbr": " [wit]", + "wits-abbr": " Wit", "wood": "Wood", "wool": "Wool", "yes": "Yes", diff --git a/Forbidden_Lands/translations/sv.json b/Forbidden_Lands/translations/sv.json index 07edb8f223..d992839025 100644 --- a/Forbidden_Lands/translations/sv.json +++ b/Forbidden_Lands/translations/sv.json @@ -24,6 +24,14 @@ "armor2-bonus-max": "Anteckna rustningens OSKADADE bonus. @{armor2_bonus_max}", "armor2-bonus-misc": "Diverse bonusmodifikationer (påverkar FÄRDIGHETSTÄRNINGAR). @{armor2_damage}", "armor2-bonus-total": "Totala REDSKAPSTÄRNINGAR och FÄRDIGHETSTÄRNINGAR för rustning 2. @{armor2_ar}", + "armor3-bonus": "Record the armor's CURRENT bonus up to MAX (adjusts GEAR dice). @{armor3_bonus}", + "armor3-bonus-max": "Record the armor's UNDAMAGED bonus. @{armor3_bonus_max}", + "armor3-bonus-misc": "Miscellaneous bonus modifier (adjusts SKILL dice). @{armor3_damage}", + "armor3-bonus-total": "Total GEAR and SKILL dice included for armor3. @{armor3_ar}", + "armor4-bonus": "Record the armor's CURRENT bonus up to MAX (adjusts GEAR dice). @{armor4_bonus}", + "armor4-bonus-max": "Record the armor's UNDAMAGED bonus. @{armor4_bonus_max}", + "armor4-bonus-misc": "Miscellaneous bonus modifier (adjusts SKILL dice). @{armor4_damage}", + "armor4-bonus-total": "Total GEAR and SKILL dice included for armor4. @{armor4_ar}", "arms-length-abbr": "Armsl.", "arrows": "Pilar", "artifact": "Artefakttärningar", @@ -257,6 +265,8 @@ "skills-list": "might,endurance,melee,crafting,stealth,sleight-of-hand,move,marksmanship,scouting,lore,survival,insight,manipulation,performance,healing,animal-handling", "sleepy": "Sömnlös", "sleight-of-hand": "Fingerfärdighet", + "sort-skills": "Sortera färdigheter efter attribut:", + "sort-stockpile": "Sortera lagerresurser alfabetiskt:", "spell": "Besvärjelse", "spell-name": "Besvärjelsens namn", "spell-u": "BESVÄRJELSER", diff --git a/Forbidden_Lands/translations/tr.json b/Forbidden_Lands/translations/tr.json index e75ab61f25..5fac24dbd4 100644 --- a/Forbidden_Lands/translations/tr.json +++ b/Forbidden_Lands/translations/tr.json @@ -24,6 +24,14 @@ "armor2-bonus-max": "Record the armor's UNDAMAGED bonus. @{armor2_bonus_max}", "armor2-bonus-misc": "Miscellaneous bonus modifier (adjusts SKILL dice). @{armor2_damage}", "armor2-bonus-total": "Total GEAR and SKILL dice included for armor2. @{armor2_ar}", + "armor3-bonus": "Record the armor's CURRENT bonus up to MAX (adjusts GEAR dice). @{armor3_bonus}", + "armor3-bonus-max": "Record the armor's UNDAMAGED bonus. @{armor3_bonus_max}", + "armor3-bonus-misc": "Miscellaneous bonus modifier (adjusts SKILL dice). @{armor3_damage}", + "armor3-bonus-total": "Total GEAR and SKILL dice included for armor3. @{armor3_ar}", + "armor4-bonus": "Record the armor's CURRENT bonus up to MAX (adjusts GEAR dice). @{armor4_bonus}", + "armor4-bonus-max": "Record the armor's UNDAMAGED bonus. @{armor4_bonus_max}", + "armor4-bonus-misc": "Miscellaneous bonus modifier (adjusts SKILL dice). @{armor4_damage}", + "armor4-bonus-total": "Total GEAR and SKILL dice included for armor4. @{armor4_ar}", "arms-length-abbr": "Arm's L.", "arrows": "Arrows", "artifact": "Artifact", @@ -257,11 +265,13 @@ "skills-list": "animal-handling, crafting, endurance, healing, insight, lore, manipulation, marksmanship, melee, might, move, performance, scouting, sleight-of-hand, stealth, survival", "sleepy": "Sleepy", "sleight-of-hand": "Sleight of Hand", + "sort-skills": "Sort Skills by Attribute:", + "sort-stockpile": "Sort Stockpile resources alphabetically:", "spell": "Spell", "spell-name": "Spell's name", "spell-u": "SPELLS", "stealth": "Stealth", - "stockpile-list": "bread, cloth, fish, flour, food, fur, glass, gold, grain, herbs, iron, iron-ore, leather, meat, silver, stone, tallow, vegetables, water, wood, wool", + "stockpile-list": "iron-ore,fur,flour,iron,leather,grain,silver,cloth,meat,gold,wool,fish,stone,food,vegetables,glass,bread,tallow,wood,water,herbs", "stockpile-u": "STOCKPILE", "stone": "Stone", "strength": "Strength", diff --git a/Forbidden_Lands/translations/zh.json b/Forbidden_Lands/translations/zh.json index 83a2052902..0e70953e3b 100644 --- a/Forbidden_Lands/translations/zh.json +++ b/Forbidden_Lands/translations/zh.json @@ -24,6 +24,14 @@ "armor2-bonus-max": "Record the armor's UNDAMAGED bonus. @{armor2_bonus_max}", "armor2-bonus-misc": "Miscellaneous bonus modifier (adjusts SKILL dice). @{armor2_damage}", "armor2-bonus-total": "Total GEAR and SKILL dice included for armor2. @{armor2_ar}", + "armor3-bonus": "Record the armor's CURRENT bonus up to MAX (adjusts GEAR dice). @{armor3_bonus}", + "armor3-bonus-max": "Record the armor's UNDAMAGED bonus. @{armor3_bonus_max}", + "armor3-bonus-misc": "Miscellaneous bonus modifier (adjusts SKILL dice). @{armor3_damage}", + "armor3-bonus-total": "Total GEAR and SKILL dice included for armor3. @{armor3_ar}", + "armor4-bonus": "Record the armor's CURRENT bonus up to MAX (adjusts GEAR dice). @{armor4_bonus}", + "armor4-bonus-max": "Record the armor's UNDAMAGED bonus. @{armor4_bonus_max}", + "armor4-bonus-misc": "Miscellaneous bonus modifier (adjusts SKILL dice). @{armor4_damage}", + "armor4-bonus-total": "Total GEAR and SKILL dice included for armor4. @{armor4_ar}", "arms-length-abbr": "Arm's L.", "arrows": "Arrows", "artifact": "Artifact", @@ -257,11 +265,13 @@ "skills-list": "animal-handling, crafting, endurance, healing, insight, lore, manipulation, marksmanship, melee, might, move, performance, scouting, sleight-of-hand, stealth, survival", "sleepy": "Sleepy", "sleight-of-hand": "Sleight of Hand", + "sort-skills": "Sort Skills by Attribute:", + "sort-stockpile": "Sort Stockpile resources alphabetically:", "spell": "Spell", "spell-name": "Spell's name", "spell-u": "SPELLS", "stealth": "Stealth", - "stockpile-list": "bread, cloth, fish, flour, food, fur, glass, gold, grain, herbs, iron, iron-ore, leather, meat, silver, stone, tallow, vegetables, water, wood, wool", + "stockpile-list": "iron-ore,fur,flour,iron,leather,grain,silver,cloth,meat,gold,wool,fish,stone,food,vegetables,glass,bread,tallow,wood,water,herbs", "stockpile-u": "STOCKPILE", "stone": "Stone", "strength": "Strength", diff --git a/Forbidden_Lands/translations/zu.json b/Forbidden_Lands/translations/zu.json index 8cd0e2d4cb..9ed1b3f88b 100644 --- a/Forbidden_Lands/translations/zu.json +++ b/Forbidden_Lands/translations/zu.json @@ -12,7 +12,7 @@ "armor-helmet": "crwdns90802:0crwdne90802:0", "armor-rating": "crwdns131296:0crwdne131296:0", "armor-rating-abbr": "crwdns90804:0crwdne90804:0", - "armor-rating-total": "crwdns138842:0{ar}crwdne138842:0", + "armor-rating-total": "crwdns153850:0{ar}crwdne153850:0", "armor-rating-u": "crwdns131298:0crwdne131298:0", "armor-roll": "crwdns90800:0crwdne90800:0", "armor-type": "crwdns137723:0crwdne137723:0", @@ -24,6 +24,14 @@ "armor2-bonus-max": "crwdns138832:0{armor2_bonus_max}crwdne138832:0", "armor2-bonus-misc": "crwdns138836:0{armor2_damage}crwdne138836:0", "armor2-bonus-total": "crwdns138840:0{armor2_ar}crwdne138840:0", + "armor3-bonus": "crwdns153852:0{armor3_bonus}crwdne153852:0", + "armor3-bonus-max": "crwdns153854:0{armor3_bonus_max}crwdne153854:0", + "armor3-bonus-misc": "crwdns153856:0{armor3_damage}crwdne153856:0", + "armor3-bonus-total": "crwdns153858:0{armor3_ar}crwdne153858:0", + "armor4-bonus": "crwdns153860:0{armor4_bonus}crwdne153860:0", + "armor4-bonus-max": "crwdns153862:0{armor4_bonus_max}crwdne153862:0", + "armor4-bonus-misc": "crwdns153864:0{armor4_damage}crwdne153864:0", + "armor4-bonus-total": "crwdns153866:0{armor4_ar}crwdne153866:0", "arms-length-abbr": "crwdns90806:0crwdne90806:0", "arrows": "crwdns90808:0crwdne90808:0", "artifact": "crwdns131556:0crwdne131556:0", @@ -61,7 +69,7 @@ "condition-thirsty": "crwdns136367:0{thirsty}crwdne136367:0", "condition-u": "crwdns90844:0crwdne90844:0", "consumable": "crwdns131842:0crwdne131842:0", - "consumable-note": "crwdns110836:0crwdne110836:0", + "consumable-note": "crwdns148626:0crwdne148626:0", "consumable-u": "crwdns90846:0crwdne90846:0", "copper": "crwdns90848:0crwdne90848:0", "crafting": "crwdns90850:0crwdne90850:0", @@ -257,11 +265,13 @@ "skills-list": "crwdns121120:0crwdne121120:0", "sleepy": "crwdns91080:0crwdne91080:0", "sleight-of-hand": "crwdns91082:0crwdne91082:0", + "sort-skills": "crwdns148616:0crwdne148616:0", + "sort-stockpile": "crwdns148618:0crwdne148618:0", "spell": "crwdns91084:0crwdne91084:0", "spell-name": "crwdns131352:0crwdne131352:0", "spell-u": "crwdns91088:0crwdne91088:0", "stealth": "crwdns91090:0crwdne91090:0", - "stockpile-list": "crwdns121122:0crwdne121122:0", + "stockpile-list": "crwdns148620:0crwdne148620:0", "stockpile-u": "crwdns91094:0crwdne91094:0", "stone": "crwdns91096:0crwdne91096:0", "strength": "crwdns91098:0crwdne91098:0", diff --git a/GURPS/gurps.css b/GURPS/gurps.css index d82e75ab7b..a94acc5543 100644 --- a/GURPS/gurps.css +++ b/GURPS/gurps.css @@ -1,5 +1,199 @@ -.charsheet { - background: white; +/* +To add a sheet style: + +Add a CSS rule for .sheeet-color-setting-X ~ .sheet-wrapper , were X is the following number to the highest one from the available styles. + Within it, set the CSS variables for the colors to use, use the existing styles as a baseline to simplify this. +Add a color-setting element at the begging of the sheet HTML, directly before sheet-wrapper, using the same number X you've used on the CSS rule +Increase by one the StyleCount variable at the start of the sheet worker at the begining of the sheet HTML (it should be one higher than X) +Go to + + + + + + + + + +
    @@ -17,68 +81,84 @@ +
    +

    +
    +
    - - + +
    -

    GURPS Character Sheet Version:

    +

    + GURPS Character Sheet Version: + +

      -
    • General Tab. Fix rounding error for jumping distance.
    • -
    • General Tab. Allow negative values for Air Move modifier and Water Move modifiers. Reported by James W.
    • -
    • Combat Tab. Active Defenses. Hide checkbox when the Modify button is clicked. Reported by Charles.
    • -
    • Combat Tab. Active Defenses. Fix alignment issues. Verified on Chrome, Firefox, MS Edge (chromium)
    • -
    • General Tab. Current HP and Current FP tooltip. Thresholds were not updating when max HP or FP were updated. This should be fixed.
    • -
    • Traits Tab. Add some gutter space to perks and quirks tables.
    • +
    • IMPORTANT: Added translation elements to create a translation file. If you notice any text or spelling errors, please let us know. The next step to translate dynamic data from macros.
    • +
    • Combat Tab. Fixed bug in pop-out mode where toggle box is mis-aligned for static defenses.
    - - + +
    + - General - Traits - Bio\Misc - Skills - Combat - Inventory - Grimoire - Updates - y -
    + General + Traits + Bio\Misc + Skills + Combat + Inventory + Grimoire + Updates + y +
    -
    +
    -
    Attributes
    +
    + Attributes +
    - + - A modifier that will be applied to your -
    - attribute. All derived attributes draw their
    - base from your unmodified attributes.
    - Therefore this MOD will generally only
    - affect direct attribute rolls and skill rolls. + +A modifier that will be applied to your
    +attribute. All derived attributes draw their
    +base from your unmodified attributes.
    +Therefore this MOD will generally only
    +affect direct attribute rolls and skill rolls. +
    -
    Pts
    +
    + Pts +
    - + - Strength 10pts/level - Unmodified -
    - Cost reduced by -10% (Max -80%) per SM+1 (B15) + +Strength 10pts/level - Unmodified
    +Cost reduced by -10% (Max -80%) per SM+1 (B15) +
    @@ -98,9 +178,12 @@
    - + - Dexterity 20pts/level - Unmodified: + Dexterity 20pts/level - Unmodified: +
    @@ -118,9 +201,12 @@
    - + - Intelligence 20pts/level -Unmodified: + Intelligence 20pts/level -Unmodified: +
    @@ -138,9 +224,12 @@
    - + - Health 10pts/level - Unmodified: + Health 10pts/level - Unmodified: +
    @@ -161,12 +250,16 @@
    - + - Perception: Based on Intelligence
    - 5pts/level
    - Check the box to whisper perception roll to GM.
    - Unmodified: + +Perception: Based on Intelligence
    +5pts/level
    +Check the box to whisper perception roll to GM.
    +Unmodified: +
    @@ -186,15 +279,16 @@
    - + - Visual Perception -
    - Based on Perception -
    - 2pts/level -
    - Unmodified: + +Visual Perception
    +Based on Perception
    +2pts/level
    +Unmodified: +
    @@ -212,15 +306,16 @@
    - + - Audio Perception -
    - Based on Perception -
    - 2pts/level -
    - Unmodified: + +Audio Perception
    +Based on Perception
    +2pts/level
    +Unmodified: +
    @@ -238,15 +333,16 @@
    - + - Smell & Taste Perception (B35) -
    - Based on Perception -
    - 2pts/level -
    - Unmodified: + +Smell & Taste Perception (B35)
    +Based on Perception
    +2pts/level
    +Unmodified: +
    @@ -264,15 +360,16 @@
    - + - Touch Perception -
    - Based on Perception -
    - 2pts/level -
    - Unmodified: + +Touch Perception
    +Based on Perception
    +2pts/level
    +Unmodified: +
    @@ -290,15 +387,16 @@
    - + - Willpower -
    - Based on Intelligence -
    - 5pts/level -
    - Unmodified: + +Willpower
    +Based on Intelligence
    +5pts/level
    +Unmodified: +
    @@ -316,17 +414,18 @@
    - + - Fright Check (B360) -
    - Based on Willpower -
    - 2pts/level -
    - Unmodified: -
    - See extensive list of Modifiers B360 & GURPS Horror p139-142. + +Fright Check (B360)
    +Based on Willpower
    +2pts/level
    +Unmodified: +
    +See extensive list of Modifiers B360 & GURPS Horror p139-142. +
    @@ -346,23 +445,20 @@
    - + - Fright Check Threshold - Uses Rule of 14 (B360). By default this value is 13. -
    - This means that a roll of 14 or more is automatically a failure. -
    - This Threshold can be modifier by the Perks of Brave (Dungeon Fantasy 11, p11) or Rule of 15 -
    - (Power Ups 2, p13). -
    - Will and/or Fright plus bonuses (like Fearlessness or Combat Reflexes) must total 14+ for this -
    - to be useful, of course! -
    - Note: A Fright Check can be used for Awe and Confusion. (Powers p84 under Terror) and the Awe and -
    - Confusion Check Table for failures. (Powers p85). + +Fright Check Threshold - Uses Rule of 14 (B360). By default this value is 13.
    +This means that a roll of 14 or more is automatically a failure.
    +This Threshold can be modifier by the Perks of Brave (Dungeon Fantasy 11, p11) or Rule of 15
    +(Power Ups 2, p13).
    +Will and/or Fright plus bonuses (like Fearlessness or Combat Reflexes) must total 14+ for this
    +to be useful, of course!
    +Note: A Fright Check can be used for Awe and Confusion. (Powers p84 under Terror) and the Awe and
    +Confusion Check Table for failures. (Powers p85). +
    @@ -372,17 +468,21 @@
    - Fright Check + Fright Check
    - + - Recover from physical stun, based on Health.
    - Roll at the end of your turn after Do Nothing
    - High Pain Threshold +3 to check
    - Low Pain Threshold -3 to check
    + +Recover from physical stun, based on Health.
    +Roll at the end of your turn after Do Nothing
    +High Pain Threshold +3 to check
    +Low Pain Threshold -3 to check +
    @@ -400,21 +500,24 @@
    - + - Knockdown & Stunning Check, based on Health.
    - Roll:
    - Whenever you suffer a major wound. B420
    - Whenever you are struck in the head (skull, face, or eye) or
    - vitals for enough injury to cause a shock penalty,
    - You must make an immediate HT roll to avoid knockdown and stunning.
    - **Modifiers:**
    - -5 for a major wound to the face or vitals (or to the groin, on a humanoid male).
    - -10 for a major wound to the skull or eye.
    - +3 High Pain Threshold
    - -4 Low Pain Threshold
    + +Knockdown & Stunning Check, based on Health.
    +Roll:
    +Whenever you suffer a major wound. B420
    +Whenever you are struck in the head (skull, face, or eye) or
    +vitals for enough injury to cause a shock penalty,
    +You must make an immediate HT roll to avoid knockdown and stunning.
    +>Modifiers:
    +-5 for a major wound to the face or vitals (or to the groin, on a humanoid male).
    +-10 for a major wound to the skull or eye.
    ++3 High Pain Threshold
    +-4 Low Pain Threshold +
    -
    @@ -432,13 +535,17 @@
    - + - Unconscious Check, based on Health
    - If HP zero or less, roll per turn to take an Active Action.
    - -1 per full multiple of HP below zero.
    - Hard/Easy to Kill: Gives +/- per level to Unconscious Check
    - Fit +1 to Unc. Check . Very Fit +2 to Unc. Check
    + +Unconscious Check, based on Health
    +If HP zero or less, roll per turn to take an Active Action.
    +-1 per full multiple of HP below zero.
    +Hard/Easy to Kill: Gives +/- per level to Unconscious Check
    +Fit +1 to Unc. Check . Very Fit +2 to Unc. Check +
    @@ -456,16 +563,20 @@
    - + - Death Check, based on Health.
    - On damage taken: Immediately Roll a Death Check if you are
    - at-1xHP or more.
    - Roll again each time you suffer injury equal to a further
    - multiple of your HP. (-2xHP, -3xHP, -4xHP)
    - Immediate Death at -5xHP
    - Hard/Easy to Kill: Gives +/- per level to a Death Check
    - Fit +1 to Death Check . Very Fit +2 to Death Check
    + +Death Check, based on Health.
    +On damage taken: Immediately Roll a Death Check if you are
    +at-1xHP or more.
    +Roll again each time you suffer injury equal to a further
    +multiple of your HP. (-2xHP, -3xHP, -4xHP)
    +Immediate Death at -5xHP
    +Hard/Easy to Kill: Gives +/- per level to a Death Check
    +Fit +1 to Death Check . Very Fit +2 to Death Check +
    @@ -483,15 +594,16 @@
    - + - Basic Speed -
    - Based on Health and Dexterity -
    - 5pts/0.25 -
    - Unmodified: + +Basic Speed
    +Based on Health and Dexterity
    +5pts/0.25
    +Unmodified: +
    @@ -509,11 +621,14 @@
    - + - Basic Move - Based on Basic Speed - 5pts/level - Unmodified: -
    - Note: The Move score automatically adjusts for Encumbrance and for HP and/or FP loss below 1/3. (B419, B426) + +Basic Move - Based on Basic Speed - 5pts/level - Unmodified:
    +Note: The Move score automatically adjusts for Encumbrance and for HP and/or FP loss below 1/3. (B419, B426) +
    @@ -528,13 +643,17 @@
    - + - Enhanced ground move. -
    - 10pts per half level. Can use up|down arrow keys -
    - Level: + +Enhanced ground move. +
    +10pts per half level. Can use up|down arrow keys +
    +Level: +
    @@ -549,11 +668,14 @@
    - + - Dodge - Based on Basic Speed - Unmodified: -
    - Note: The Dodge score automatically adjusts for HP and/or FP loss below 1/3. (B419, B426) + +Dodge - Based on Basic Speed - Unmodified:
    +Note: The Dodge score automatically adjusts for HP and/or FP loss below 1/3. (B419, B426) +
    @@ -565,13 +687,15 @@
    - + - Lifting Strength (B65) -
    - Based on Strength 3pts/level -
    - Unmodified: + +Lifting Strength (B65)
    +Based on Strength 3pts/level
    +Unmodified: +
    @@ -586,9 +710,11 @@
    - + - Basic Lift Table B17, in pounds. (B15) + Basic Lift Table B17, in pounds. (B15)
    @@ -597,15 +723,16 @@
    - + - Striking Strength -
    - Based on Strength -
    - 5pts/level -
    - Unmodified: + +Striking Strength
    +Based on Strength
    +5pts/level
    +Unmodified: +
    @@ -620,47 +747,50 @@
    - + - Thrust Damage -
    -
    See B16 for the complete table.
    - - - - - - - - - - - - - - - - - -
    StrengthThrust
    11d6-6
    21d6-6
    31d6-5
    41d6-5
    51d6-4
    61d6-4
    71d6-3
    81d6-3
    91d6-2
    101d6-2
    111d6-1
    121d6-1
    131d6
    - - - - - - - - - - - - - - - - - -
    StrengthThrust
    141d6
    151d6+1
    161d6+1
    171d6+2
    181d6+2
    192d6-1
    202d6-1
    212d6
    222d6
    232d6+1
    242d6+1
    252d6+2
    262d6+2
    + + Thrust Damage
    +
    See B16 for the complete table.
    + + + + + + + + + + + + + + + + + +
    StrengthThrust
    11d6-6
    21d6-6
    31d6-5
    41d6-5
    51d6-4
    61d6-4
    71d6-3
    81d6-3
    91d6-2
    101d6-2
    111d6-1
    121d6-1
    131d6
    + + + + + + + + + + + + + + + + + +
    StrengthThrust
    141d6
    151d6+1
    161d6+1
    171d6+2
    181d6+2
    192d6-1
    202d6-1
    212d6
    222d6
    232d6+1
    242d6+1
    252d6+2
    262d6+2
    +
    @@ -673,47 +803,50 @@
    - + - Swing Damage -
    -
    See B16 for the complete table.
    - - - - - - - - - - - - - - - - - -
    StrengthSwing
    11d6-5
    21d6-5
    31d6-4
    41d6-4
    51d6-3
    61d6-3
    71d6-2
    81d6-2
    91d6-1
    101d6
    111d6+1
    121d6+2
    132d6-1
    - - - - - - - - - - - - - - - - - -
    StrengthSwing
    142d6
    152d6+1
    162d6+2
    173d6-1
    183d6
    193d6+1
    203d6+2
    214d6-1
    224d6
    234d6+1
    244d6+2
    255d6-1
    265d6
    + + Swing Damage
    +
    See B16 for the complete table.
    + + + + + + + + + + + + + + + + + +
    StrengthSwing
    11d6-5
    21d6-5
    31d6-4
    41d6-4
    51d6-3
    61d6-3
    71d6-2
    81d6-2
    91d6-1
    101d6
    111d6+1
    121d6+2
    132d6-1
    + + + + + + + + + + + + + + + + + +
    StrengthSwing
    142d6
    152d6+1
    162d6+2
    173d6-1
    183d6
    193d6+1
    203d6+2
    214d6-1
    224d6
    234d6+1
    244d6+2
    255d6-1
    265d6
    +
    @@ -736,18 +869,29 @@
    -
    Stats
    -
    Value
    -
    Mod
    -
    Pts
    +
    + Stats +
    +
    + Value +
    +
    + Mod +
    +
    + Pts +
    - + - Hit Points - Based on Strength - 2pts/level -
    - Cost reduced by -10% per SM+1 (B15) + +Hit Points - Based on Strength - 2pts/level
    +Cost reduced by -10% per SM+1 (B15) +
    @@ -762,71 +906,83 @@
    - + - Current Hit Points -
    - When your HP is low, you take penalties. (B419) -
    + +Current Hit Points
    +When your HP is low, you take penalties. (B419) +
    - + - + - + - + - + @@ -839,28 +995,33 @@
    - + - Move and Dodge is halved due to hit point loss. See B419. + Move and Dodge is halved due to hit point loss. See B419. +
    - + - Move and Dodge is quartered due to hit point and fatigue loss. See B419. + Move and Dodge is quartered due to hit point and fatigue loss. See B419.
    - + - Fatigue Points -
    - Based on Health -
    - 3pts/level + + Fatigue Points
    + Based on Health
    + 3pts/level +
    @@ -875,57 +1036,62 @@
    - + - Current Fatigue Points -
    - When your FP is low you take penalties. (B426) -
    + +Current Fatigue Points
    +When your FP is low you take penalties. (B426) +
    Reeling: If your HP is less than + Reeling: If your HP is less than +
    - - Halve Move and Dodge (round up) (B419) -
    - - These effects are cumulative with FP loss. See GURPS FAQ: 3.4.5.7 -
    - - Note: This sheet automatically calculates that for you and adjusts those values. + +- Halve Move and Dodge (round up) (B419)
    +- These effects are cumulative with FP loss. See GURPS FAQ: 3.4.5.7
    +- Note: This sheet automatically calculates that for you and adjusts those values. +
    Verge of Collapse + Verge of Collapse +
    - - Roll every turn @{VS} HT or fall unconscious. -
    - - Your HT roll is at -1 for every 1xHP you are below 0. -
    - - If you do nothing, and don't defend, you don't have to roll. + +- Roll every turn @{VS} HT or fall unconscious.
    +- Your HT roll is at -1 for every 1xHP you are below 0.
    +- If you do nothing, and don't defend, you don't have to roll. +
    Verge of Death + Verge of Death +
    - - Roll once @{VS} HT to stay alive. -
    - - If you fail by 1 or 2 you are mortally wounded, but not dead. (B423) -
    - - Roll again every time you take injury that puts you below
    - another multiple of your max HP. + +- Roll once @{VS} HT to stay alive.
    +- If you fail by 1 or 2 you are mortally wounded, but not dead. (B423)
    +- Roll again every time you take injury that puts you below
    +another multiple of your max HP. +
    Death + Death +
    - - You are dead. + - You are dead.
    Total Destruction + Total Destruction +
    - - Your body has been destroyed beyond recognition or resurrection. + - Your body has been destroyed beyond recognition or resurrection.
    - + - + - + @@ -938,29 +1104,40 @@
    - + - Move, Dodge, and ST are halved due to fatigue loss. See B426.
    - Affects ST roll and using weapons with minimum ST. + +Move, Dodge, and ST are halved due to fatigue loss. See B426.
    +Affects ST roll and using weapons with minimum ST. +
    - + - ST is halved due to fatigue loss. See B426.
    - Affects ST roll and using weapons with minimum ST. + +ST is halved due to fatigue loss. See B426.
    +Affects ST roll and using weapons with minimum ST. +
    - + - Energy Reserve -
    - See Dungeon Fantasy 3, pg39 - Introduced
    - See Powers, pg119 – More detailed
    + +Energy Reserve
    +See Dungeon Fantasy 3, pg39 - Introduced
    +See Powers, pg119 – More detailed
    +
    @@ -973,12 +1150,15 @@
    - + - Current Energy Reserve -
    - See Dungeon Fantasy 3, pg39 - Introduced
    - See Powers, pg119 – More detailed
    + +Current Energy Reserve
    +See Dungeon Fantasy 3, pg39 - Introduced
    +See Powers, pg119 – More detailed +
    @@ -988,16 +1168,15 @@
    - Add additional energy pools. Enter a name of the pool, max number points, cost in character points, and the current points of pool. -
    - Examples include: -
    - RP (Radiation Threshold Points), see After the End 1, p24. (ST + HT)/2, round down. -
    - LFP (Long Term Fatigue Points), see After the End 1, p24. + +Add additional energy pools. Enter a name of the pool, max number points, cost in character points, and the current points of pool.
    +Examples include:
    +RP (Radiation Threshold Points), see After the End 1, p24. (ST + HT)/2, round down.
    +LFP (Long Term Fatigue Points), see After the End 1, p24. +
    @@ -1013,7 +1192,9 @@
    - +
    @@ -1033,7 +1214,9 @@
    - +
    @@ -1048,18 +1231,27 @@
    - + - See B14. + For more information see B14.
    -
    Weight
    +
    + Weight +
    - + - The weight the character can lift overhead
    with one hand in one second. + +The weight the character can lift overhead
    +with one hand in one second. +
    @@ -1068,9 +1260,14 @@
    - + - The weight the character can lift overhead
    with one hand in two seconds. + +The weight the character can lift overhead
    +with one hand in two seconds. +
    @@ -1079,9 +1276,14 @@
    - + - The weight the character can lift overhead
    with both hands in four seconds. + +The weight the character can lift overhead
    +with both hands in four seconds. +
    @@ -1090,9 +1292,14 @@
    - + - The weight of an object the character can
    shove and knock over. + +The weight of an object the character can
    +shove and knock over. +
    @@ -1101,9 +1308,14 @@
    - + - The weight of an object the character can
    shove and knock over with a running start. + +The weight of an object the character can
    +shove and knock over with a running start. +
    @@ -1112,9 +1324,14 @@
    - + - The weight the character can carry slung
    over his/her back. + +The weight the character can carry slung
    +over his/her back. +
    @@ -1123,9 +1340,14 @@
    - + - The weight of an object that the character
    can shift slightly on a floor. + +The weight of an object that the character
    +can shift slightly on a floor. +
    @@ -1143,7 +1365,9 @@
    -
    Notes
    +
    + Notes +
    @@ -1167,33 +1391,47 @@
    - Encumbrance + Encumbrance
    -
    Load
    - + Load +
    +
    + - Note: The Move score automatically adjusts for Encumbrance -
    - and for HP and/or FP loss below 1/3. (B419, B426) + +Note: The Move score automatically adjusts for Encumbrance
    +and for HP and/or FP loss below 1/3. (B419, B426) +
    -
    ENH MOVE
    -
    Air
    -
    Water
    - + ENH MOVE +
    +
    + Air +
    +
    + Water +
    +
    + - Note: The Dodge score automatically adjusts for Encumbrance -
    - and for HP and/or FP loss below 1/3. (B419, B426) + +Note: The Dodge score automatically adjusts for Encumbrance
    +and for HP and/or FP loss below 1/3. (B419, B426) +
    - None (0) + None (0)
    @@ -1216,7 +1454,7 @@
    - Light (1) + Light (1)
    @@ -1239,7 +1477,7 @@
    - Medium (2) + Medium (2)
    @@ -1262,7 +1500,7 @@
    - Heavy (3) + Heavy (3)
    @@ -1285,7 +1523,7 @@
    - X-Heavy (4) + X-Heavy (4)
    @@ -1309,16 +1547,16 @@
    - + - Carry on Back (B353) 15xBL. Thus, you can carry -
    - more than you can lift by yourself . . . but -
    - every second that your encumbrance is over 10xBL -
    - (that is Extra-Heavy encumbrance), you lose 1 FP. -
    + +Carry on Back (B353) 15xBL. Thus, you can carry
    +more than you can lift by yourself . . . but
    +every second that your encumbrance is over 10xBL
    +(that is Extra-Heavy encumbrance), you lose 1 FP.
    +
    @@ -1349,7 +1587,7 @@
    - Current () + Current ()
    @@ -1374,72 +1612,98 @@
    -
    Turning and Velocity Modifiers
    +
    + Turning and Velocity Modifiers +
    - + - Select movement type to determine turning radius and/or deceleration penalty. + Select movement type to determine turning radius and/or deceleration penalty.
    - + - Enter velocity (yards/second) for current turn.
    - Important: Be sure to check your max allowed velocity based on movement type. + +Enter velocity (yards/second) for current turn.
    +Important: Be sure to check your max allowed velocity based on movement type. +
    - + - Amount to accelerate or decelerate for the turn.
    + Amount to accelerate or decelerate for the turn.
    - + - Final velocity. Current Velocity - Deceleration.
    - The final velocity is how you start the turn and is used to
    - calculate the deceleration penalty, turn radius, and tight turn penalty. + +Final velocity. Current Velocity - Deceleration.
    +The final velocity is how you start the turn and is used to
    +calculate the deceleration penalty, turn radius, and tight turn penalty. +
    - + - Deceleration Skill penalty to DX roll or operation skill.
    - Example: Moving 12/second, need to slow to 5/second, deceleration = 12 - 5 = 7.
    - Can safely decelerate up to base move, no roll needed.
    - If over safe deceleration, then make DX+3. If in vehicle, use operation skill + handling statistic.
    - Apply the appropriate skill penalty from the input forms to the right.
    - How it works: -1 per two full yards/second beyond Basic Move by which you cut your speed.
    - NOTE: make an additional roll if you're also turning.
    - Example: Car with move 3/57 traveling at 16 yards/second, needs to decelerate to 6 yards/second.
    - Driving Skill: 12, Handling: 0.
    - Total Deceleration = 16 - 6 = 10.
    - Can safely decelerate to 16 - 3 (base move) = 13.
    - Penalty = 13 - 6 (goal speed) / 2 = -3.
    - Making Driving Skill 12 - 3 to succeed.
    - see B395. + +Deceleration Skill penalty to DX roll or operation skill.
    +Example: Moving 12/second, need to slow to 5/second, deceleration = 12 - 5 = 7.
    +Can safely decelerate up to base move, no roll needed.
    +If over safe deceleration, then make DX+3. If in vehicle, use operation skill + handling statistic.
    +Apply the appropriate skill penalty from the input forms to the right.
    +How it works: -1 per two full yards/second beyond Basic Move by which you cut your speed.
    +NOTE: make an additional roll if you're also turning.
    +Example: Car with move 3/57 traveling at 16 yards/second, needs to decelerate to 6 yards/second.
    +Driving Skill: 12, Handling: 0.
    +Total Deceleration = 16 - 6 = 10.
    +Can safely decelerate to 16 - 3 (base move) = 13.
    +Penalty = 13 - 6 (goal speed) / 2 = -3.
    +Making Driving Skill 12 - 3 to succeed.
    +see B395. +
    - + - Turn Radius. Minimum number of hexes to move before making a 60° facing change.
    - Turn Radius = (Final Velocity / Base Move Score) rounded down.
    - Example: Super Run = 6/24. Final Velocity = 18. Turn Radius = 18/6 = 3. - See B394.
    + +Turn Radius. Minimum number of hexes to move before making a 60° facing change.
    +Turn Radius = (Final Velocity / Base Move Score) rounded down.
    +Example: Super Run = 6/24. Final Velocity = 18. Turn Radius = 18/6 = 3.
    +See B394. +
    - + - Tight Turn Skill Penalty. Allows you to make an additional facing change.
    - 120° facing change instead of 60°.
    - Penalty = -1 per full increment of base move which your velocity exceeds your Basic Move.
    - See B395.
    + +Tight Turn Skill Penalty. Allows you to make an additional facing change.
    +120° facing change instead of 60°.
    +Penalty = -1 per full increment of base move which your velocity exceeds your Basic Move.
    +See B395. +
    @@ -1447,10 +1711,10 @@
    @@ -1482,7 +1746,9 @@
    -
    Movement Feats
    +
    + Movement Feats +
    @@ -1490,13 +1756,19 @@
    -
    Flying
    +
    + Flying +
    - +
    - Check the box to add Flight (B56) to the character.
    - This will update the Air movement column for the encumbrance table.
    - Use the text box to enter the number of character points used for Flight
    + +Check the box to add Flight (B56) to the character.
    +This will update the Air movement column for the encumbrance table.
    +Use the text box to enter the number of character points used for Flight +
    @@ -1511,11 +1783,14 @@
    - + - Base Air Move = Basic Speed * 2 = -
    - 2pts/level, you can use up and down arrows + +Base Air Move = Basic Speed * 2 =
    +2pts/level, you can use up and down arrows +
    @@ -1530,13 +1805,17 @@
    - + - Enhanced Air Move
    - Modifier box: steps of .5, you can use up and down arrows.
    - Points box: 10 points per half-level, you can use up and down arrows.
    - Each level doubles top air move. Half-level is a multiple of 1.5.
    - Level: + +Enhanced Air Move
    +Modifier box: steps of .5, you can use up and down arrows.
    +Points box: 10 points per half-level, you can use up and down arrows.
    +Each level doubles top air move. Half-level is a multiple of 1.5.
    +Level: +
    @@ -1554,12 +1833,18 @@
    -
    Swimming
    +
    + Swimming +
    - +
    - Amphibious: Check the box to apply Amphibious (B40) to character
    - This will update the swimming movement on the encumbrance table.
    + +Amphibious: Check the box to apply Amphibious (B40) to character
    +This will update the swimming movement on the encumbrance table. +
    @@ -1574,12 +1859,16 @@
    - + - Basic Move =
    - Formula = Basic Move / 5 or Basic Move if amphibious.
    - 5pts/level, you can use up and down arrows.
    - NOTE: Max +2 water move if you have swimming skill.
    + +Basic Move =
    +Formula = Basic Move / 5 or Basic Move if amphibious.
    +5pts/level, you can use up and down arrows.
    +NOTE: Max +2 water move if you have swimming skill. +
    @@ -1594,13 +1883,17 @@
    - + - Enhanced Water Move
    - Modifier box: steps of .5, you can use up and down arrows.
    - Points box: 10 points per half-level, you can use up and down arrows.
    - Each level doubles top water move. Half-level is a multiple of 1.5.
    - Level: + +Enhanced Water Move
    +Modifier box: steps of .5, you can use up and down arrows.
    +Points box: 10 points per half-level, you can use up and down arrows.
    +Each level doubles top water move. Half-level is a multiple of 1.5.
    +Level: +
    @@ -1619,11 +1912,18 @@
    -
    Jumping
    +
    + Jumping +
    - + - Jump Skill: If entered, automatically calculates using Jump Skill/2 (rounded down) instead of Basic Move to calculate jumping distances. B352 + +Jump Skill: If entered, automatically calculates using Jump Skill/2 (rounded down) +instead of Basic Move to calculate jumping distances. B352 +
    @@ -1638,12 +1938,15 @@
    - + - Check this box if using this Optional Rule B352. -
    - If Basic Lift () > body weight, use ST/4 instead of Move or Jump skill. -
    + +Check this box if using this Optional Rule B352.
    +If Basic Lift () +> body weight, use ST/4 instead of Move or Jump skill. +
    @@ -1658,12 +1961,16 @@
    - + - Super Jump: use this if you have the Super Jump as an Advantage. B89
    - 1st column will show your modifier based on the entries for the 2nd and 3rd columns.
    - 2nd column is the Modifier box: steps of 1, you can use the up and down arrows to change the value.
    - 3rd column is the Points box: 10points per level, you can use the up and down arrows to change the value. Each level doubles the jump distance.
    + +Super Jump: use this if you have the Super Jump as an Advantage. B89
    +1st column will show your modifier based on the entries for the 2nd and 3rd columns.
    +2nd column is the Modifier box: steps of 1, you can use the up and down arrows to change the value.
    +3rd column is the Points box: 10points per level, you can use the up and down arrows to change the value. Each level doubles the jump distance. +
    @@ -1678,46 +1985,58 @@
    - + - Apply encumbrance penalty. See B352
    - 1 for None, 0.8 for Light, 0.6 for Medium, 0.4 for Heavy, and 0.2 for Extra-Heavy. + +Apply encumbrance penalty. See B352
    +1 for None, 0.8 for Light, 0.6 for Medium, 0.4 for Heavy, and 0.2 for Extra-Heavy. +
    - +
     
     
    - + - Check this box if you took 2 consecutive Concentration maneuvers to prepare.
    - Leave unchecked otherwise, in which case you will halve all jump distances. B352 + +Check this box if you took 2 consecutive Concentration maneuvers to prepare.
    +Leave unchecked otherwise, in which case you will halve all jump distances. B352 +
    - feet + feet
    - yards + yards
    - + - Standing Broad Jump Distance. B352
    - 1st column will either show be (2 x Stat to use) – 3 feet or your Jump Skill/2 (rounded down).
    - 2nd column shows you how many feet you may jump.
    - 3rd column shows you how many yards you jump.
    - Formula = (2 x Stat To use) - 3 feet
    - Stat to use:
    + +Standing Broad Jump Distance. B352
    +1st column will either show be (2 x Stat to use) – 3 feet or your Jump Skill/2 (rounded down).
    +2nd column shows you how many feet you may jump.
    +3rd column shows you how many yards you jump.
    +Formula = (2 x Stat To use) - 3 feet
    +Stat to use: +
    @@ -1732,15 +2051,19 @@
    - + - Running Broad Jump Distance, under Broad Jump decryption. B352
    - 1st column enter in your (2 x Stat to use) plus how may yards you ran this turn.
    - 2nd column shows you how many feet you may jump.
    - 3rd column shows you how many yard you jump.
    - Formula = (2 x Stat To use) - 3 feet
    - Stat to use:
    - Max running broad jump distance is twice standing broad jump distance.
    + +Running Broad Jump Distance, under Broad Jump decryption. B352
    +1st column enter in your (2 x Stat to use) plus how may yards you ran this turn.
    +2nd column shows you how many feet you may jump.
    +3rd column shows you how many yard you jump.
    +Formula = (2 x Stat To use) - 3 feet
    +Stat to use:
    +Max running broad jump distance is twice standing broad jump distance. +
    @@ -1755,14 +2078,18 @@
    - + - High Jump Distance. B352
    - 1st column will either be (6 x Stat to use) – 10 inches or your Jump Skill/2 (rounded down).
    - 2nd column shows you how many feet you may jump.
    - 3rd column shows you how many yard you jump.
    - Formula = (6 x Stat To use) - 10 inches
    - Stat to use: + +High Jump Distance. B352
    +1st column will either be (6 x Stat to use) – 10 inches or your Jump Skill/2 (rounded down).
    +2nd column shows you how many feet you may jump.
    +3rd column shows you how many yard you jump.
    +Formula = (6 x Stat To use) - 10 inches
    +Stat to use: +
    @@ -1777,15 +2104,19 @@
    - + - Running High Jump Distance, under High Jump. B352.
    - 1st column enter in your (6 x Stat To use) plus how may yards you ran this turn.
    - 2nd column shows how many feet you may jump straight up.
    - 3rd column shows how many yards you jump straight up.
    - Formula = (6 x Stat To use) - 10 inches
    - Stat to use:
    - Max running high jump distance is twice standing high jump distance.
    + +Running High Jump Distance, under High Jump. B352.
    +1st column enter in your (6 x Stat To use) plus how may yards you ran this turn.
    +2nd column shows how many feet you may jump straight up.
    +3rd column shows how many yards you jump straight up.
    +Formula = (6 x Stat To use) - 10 inches
    +Stat to use:
    +Max running high jump distance is twice standing high jump distance. +
    @@ -1800,10 +2131,14 @@
    - + - Jump move. This is actually the ‘Super Jump’ value for that Advantage. See B89
    - Greater of Broad Jump Yards / 5 OR Normal Ground Move.
    + +Jump move. This is actually the ‘Super Jump’ value for that Advantage. See B89
    +Greater of Broad Jump Yards / 5 OR Normal Ground Move.
    +
    @@ -1827,137 +2162,160 @@
    -
    -
    - -
    -
    Point Sum
    - - Total: Manual input: Represents total value of the
    - PC in Character Points (spent & unspent combined). -
    - Spent: Automatic total of Spent points:
    - Attributes + Traits + Skills + Other. -
    - Unspent: Has the option of being Manual or
    - Automatic, depending on an option selected on the -
    - Settings page entitled ‘Enter Unspent Points’. -
    - Manual Mode (Blue color): You manually enter your -
    - Unspent points. -
    - Automatic mode (Black color): It calculates the -
    - point total difference between Total and Spent. +
    +
    + +
    + + + +Total: Manual input: Represents total value of the
    +PC in Character Points (spent & unspent combined).
    +Spent: Automatic total of Spent points:
    +Attributes + Traits + Skills + Other.
    +Unspent: Has the option of being Manual or
    +Automatic, depending on an option selected on the
    +Settings page entitled ‘Enter Unspent Points’.
    +Manual Mode (Blue color): You manually enter your
    +Unspent points.
    +Automatic mode (Black color): It calculates the
    +point total difference between Total and Spent. +
    -
    +
    - + - Total: Manual input: Represents total value of the
    - PC in Character Points (spent and unspent combined). + +Total: Manual input: Represents total value of the
    +PC in Character Points (spent and unspent combined). +
    -
    +
    - Spent + Spent
    -
    +
    - Unspent + Unspent
    -
    +
    - Unspent + Unspent
    -
    +
    - + - To change to GCS or Detailed go to options tab
    - and change the radio button for Point Summary Layout + +GURPS Character Assistant (GCA) Format
    +To change to GCS or Detailed go to options tab
    +and change the radio button for Point Summary Layout +
    -
    +
    - + - To change to GCA or Detailed go to options tab
    - and change the radio button for Point Summary Layout + +GURPS Character Sheet (GCS) format
    +To change to GCA or Detailed go to options tab
    +and change the radio button for Point Summary Layout +
    -
    +
    - + - To change to GCA or GCS go to options tab
    - and change the radio button for Point Summary Layout + +To change to GCA or GCS go to options tab
    +and change the radio button for Point Summary Layout +
    -
    +
    - + - Point Summary for Racial Traits. + Point Summary for Racial Traits.
    -
    +
    - + - Point Summary for Racial Traits. + Point Summary for Racial Traits.
    -
    +
    - + - Point Summary for:
    - ST, DX, IQ, HT,
    - HP, FP, Energy Reserve One, Two, and Three,
    - Per, Vision, Hearing, Smell, Touch,
    - Will, Fright, Unconsciousness, Death,
    - Speed, Move, Lift ST, Striking ST,
    - Flying, Air Move, Enhanced Air Move, Super Jump + +Point Summary for:
    +ST, DX, IQ, HT,
    +HP, FP, Energy Reserve One, Two, and Three,
    +Per, Vision, Hearing, Smell, Touch,
    +Will, Fright, Unconsciousness, Death,
    +Speed, Move, Lift ST, Striking ST,
    +Flying, Air Move, Enhanced Air Move, Super Jump +
    @@ -1994,15 +2352,19 @@ disabled="disabled" title="Macro name: att_points" />
    -
    +
    - + - Point Summary for:
    - Languages, Tech Level, Cultural Familiarities,
    - Advantages, and Racial traits. + +Point Summary for:
    +Languages, Tech Level, Cultural Familiarities,
    +Advantages, and Racial traits. +
    @@ -2013,15 +2375,19 @@ @{advantages_points}" title="Macro name: trait_advantages_points" />
    -
    +
    - + - Point Summary for:
    - Languages, Tech Level, Cultural Familiarities,
    - Advantages, and Perks. + +Point Summary for:
    +Languages, Tech Level, Cultural Familiarities,
    +Advantages, and Perks. +
    @@ -2032,15 +2398,19 @@ @{advantages_perks}" title="Macro name: trait_advantages_points_gcs" />
    -
    +
    - + - Point Summary for:
    - Languages, Tech Level, Cultural Familiarities,
    - and Advantages. + +Point Summary for:
    +Languages, Tech Level, Cultural Familiarities,
    +and Advantages. +
    @@ -2050,541 +2420,671 @@ @{advantages_points}" title="Macro name: trait_advantages_points_all" />
    -
    +
    - Perks + Perks
    -
    +
    - Perks + Perks
    -
    - -
    -
    -
    Disadv.
    - - Point Summary for Disadvantages
    -
    -
    -
    - -
    -
    +
    - Quirks + + + Point Summary for Disadvantages + +
    +
    + +
    +
    + +
    +
    + Quirks
    -
    - - +
    - Skills + Skills
    -
    +
    - Skills + Skills
    -
    +
    - Skills + Skills
    -
    +
    -
    -
    -
    Tech.
    - - Techniques +
    +
    + + + Techniques
    -
    +
    -
    +
    -
    -
    -
    Tech. (r)
    - - Techniques Revised +
    +
    + + + Techniques Revised
    -
    +
    -
    -
    -
    - Spells +
    +
    +
    + Spells
    -
    +
    -
    +
    -
    -
    - Other +
    +
    + Other
    -
    +
    -
    +
    -
    -
    +
    +
    -
    +
    -
    -
    -
    -
    Native Language
    -
    Spoken
    -
    Written
    -
    Pts
    -
    -
    -
    +
    +
    +
    +
    + Native Language +
    +
    + Spoken +
    +
    + Written +
    +
    + Pts +
    +
    +
    +
    -
    +
    -
    +
    -
    +
    -
    -
    -
    Learned Languages
    -
    Spoken
    -
    Written
    -
    Pts
    -
    +
    +
    +
    + Learned Languages +
    +
    + Spoken +
    +
    + Written +
    +
    + Pts +
    +
    -
    -
    +
    +
    -
    +
    -
    +
    -
    +
    -
    +
    -
    -
    +
    +
    -
    -
    -
    -
    Miscellaneous
    -
    Pts
    -
    -
    -
    -
    Tech Level
    - - This is the technology level that you character is familiar with. -
    - It costs 5 points to raise this above or below the campaign's
    normal TL. -
    -
    Tired: If your FP is less than + Tired: If your FP is less than +
    - - Halve your Move, Dodge, and ST (round up) (B426) -
    - - These effects are cumulative with HP loss. See GURPS FAQ: 3.4.5.7 -
    - - Note: This sheet automatically calculates that for you and adjusts -
    - those values – This does not affect ST-based quantities, -
    - such as HP and damage. (B426) + +- Halve your Move, Dodge, and ST (round up) (B426)
    +- These effects are cumulative with HP loss. See GURPS FAQ: 3.4.5.7
    +- Note: This sheet automatically calculates that for you and adjusts
    +those values – This does not affect ST-based quantities,
    +such as HP and damage. (B426) +
    Verge of Collapse + Verge of Collapse +
    - - If you suffer further fatigue, each FP you lose also causes 1 HP of injury. (B426) -
    - - Roll against Will to do anything besides rest or talk. -
    - - If you fail your Will roll, you fall unconscious. -
    + + - If you suffer further fatigue, each FP you lose also causes 1 HP of injury. (B426)
    + - Roll against Will to do anything besides rest or talk.
    + - If you fail your Will roll, you fall unconscious.
    - On a critical failure, roll @{VS} HT or suffer a heart attack. +
    Unconscious: When your FP is + Unconscious: When your FP is +
    - - Immediately fall unconscious -
    - - FP can't drop any lower, but you still lose HP. -
    - - You regain consciousness at 0 FP + +- Immediately fall unconscious
    +- FP can't drop any lower, but you still lose HP.
    +- You regain consciousness at 0 FP +
    - - - - - - - - - - - - - - - -
    TL0Stone Age (Prehistory and later).
    TL1Bronze Age (3500 B.C.+).
    TL2Iron Age (1200 B.C.+).
    TL3Medieval (600 A.D.+).
    TL4Age of Sail (1450+).
    TL5Industrial Revolution (1730+).
    TL6Mechanized Age (1880+).
    TL7Nuclear Age (1940+).
    TL8Digital Age (1980+).
    TL9Microtech Age (2025+?).
    TL10Robotic Age (2070+?).
    TL11Age of Exotic Matter.
    TL12+Whatever the GM likes!
    +
    +
    +
    +
    + Miscellaneous +
    +
    + Pts +
    +
    +
    +
    + + + +This is the technology level that your character is familiar with.
    +It costs 5 points to raise this above or below the campaign's
    +normal TL. +
    + + + + + + + + + + + + + + + + +
    TL0Stone Age (Prehistory and later).
    TL1Bronze Age (3500 B.C.+).
    TL2Iron Age (1200 B.C.+).
    TL3Medieval (600 A.D.+).
    TL4Age of Sail (1450+).
    TL5Industrial Revolution (1730+).
    TL6Mechanized Age (1880+).
    TL7Nuclear Age (1940+).
    TL8Digital Age (1980+).
    TL9Microtech Age (2025+?).
    TL10Robotic Age (2070+?).
    TL11Age of Exotic Matter.
    TL12+Whatever the GM likes!
    +
    -
    +
    -
    +
    -
    -
    -
    +
    +
    +
    -
    -
    -
    -
    Cultural Familiarities
    -
    Pts
    -
    +
    +
    +
    +
    + Cultural Familiarities +
    +
    + Pts +
    +
    -
    -
    +
    +
    -
    +
    -
    +
    -
    -
    +
    +
    -
    +
    -
    -
    -
    -
    Advantages
    -
    -
    FOA
    - - Frequency of Appearance -
    - - - - - - - -
    15 or less>
    12 or less>
    9 or less>
    6 or less>
    +
    +
    +
    +
    + Advantages +
    +
    + + + +Frequency of Appearance
    + + + + + + + +
    15 or less>
    12 or less>
    9 or less>
    6 or less>
    +
    -
    -
    Pts
    -
    Ref
    -
    +
    +
    + Pts +
    +
    + +
    + +Reference to book and page numbers.
    +Examples:
    +B238 = GURPS Basic, Page 238
    +PU2:126 = Power-Ups 2. Page 126
    +
    +
    +
    +
    - - -
    -
    + + + +
    +
    -
    - +
    +
    -
    +
    -
    +
    -
    +
    -
    +
    - Show notes below in roll template + + Show notes below in roll template +
    -
    +
    -
    -
    +
    +
    -
    +
    -
    +
    -
    -
    Perks
    -
    -
    FOA
    - - Frequency of Appearance -
    - - - - - - - -
    15 or less>
    12 or less>
    9 or less>
    6 or less>
    +
    +
    + Perks +
    +
    + + + +Frequency of Appearance
    + + + + + + + +
    15 or less>
    12 or less>
    9 or less>
    6 or less>
    +
    -
    -
    Pts
    -
    Ref
    -
    +
    +
    + Pts +
    +
    + +
    + +Reference to book and page numbers.
    +Examples:
    +B238 = GURPS Basic, Page 238
    +PU2:126 = Power-Ups 2. Page 126
    +
    +
    +
    +
    - - -
    -
    + + + +
    +
    -
    - +
    +
    -
    +
    -
    +
    -
    +
    -
    +
    - Show notes below, in roll template + + Show notes below in roll template +
    -
    +
    -
    +
    -
    -
    -
    Quirks
    -
    -
    SCN
    - - Self-control Number OR -
    - Frequency of Appearance -
    - - - - - - - -
    15 or less
    12 or less
    9 or less
    6 or less
    +
    +
    +
    + Quirks +
    +
    + + + +Self-control Number OR
    +Frequency of Appearance
    + + + + + + + +
    15 or less
    12 or less
    9 or less
    6 or less
    +
    -
    -
    Pts
    -
    Ref
    -
    +
    +
    + Pts +
    +
    + +
    + +Reference to book and page numbers.
    +Examples:
    +B238 = GURPS Basic, Page 238
    +PU2:126 = Power-Ups 2. Page 126
    +
    +
    +
    +
    - - -
    -
    + + + +
    +
    -
    +
    -
    +
    -
    +
    -
    +
    -
    -
    +
    +
    - Show notes below, in roll template + + Show notes below in roll template +
    -
    +
    -
    +
    -
    +
    -
    -
    -
    -
    Disadvantages
    -
    -
    SCN
    - - Self-control Number OR -
    - Frequency of Appearance -
    - - - - - - - -
    15 or less
    12 or less
    9 or less
    6 or less
    +
    +
    +
    +
    + Disadvantages +
    +
    + + + +Self-control Number OR
    +Frequency of Appearance
    + + + + + + + +
    15 or less
    12 or less
    9 or less
    6 or less
    +
    -
    -
    Pts
    -
    Ref
    -
    +
    +
    + Pts +
    +
    + +
    + +Reference to book and page numbers.
    +Examples:
    +B238 = GURPS Basic, Page 238
    +PU2:126 = Power-Ups 2. Page 126
    +
    +
    +
    +
    - - -
    -
    + + + +
    +
    -
    +
    -
    +
    -
    +
    -
    +
    -
    -
    +
    +
    - Show notes below, in roll template + + Show notes below in roll template +
    -
    +
    -
    -
    +
    +
    -
    Racial Traits
    +
    + Racial Traits +
    - + - Self-control Number OR -
    - Frequency of Appearance - - - - - - - -
    15 or less
    12 or less
    9 or less
    6 or less
    + +Self-control Number OR
    +Frequency of Appearance
    + + + + + + + +
    15 or less
    12 or less
    9 or less
    6 or less
    +
    -
    Pts
    -
    Ref
    -
    +
    + Pts +
    +
    + +
    + +Reference to book and page numbers.
    +Examples:
    +B238 = GURPS Basic, Page 238
    +PU2:126 = Power-Ups 2. Page 126
    +
    +
    +
    +
    - Race: + Race:
    @@ -2594,505 +3094,567 @@
    -
    +
    - - -
    -
    + + + +
    +
    -
    +
    -
    +
    -
    +
    -
    +
    -
    -
    +
    +
    - Show notes below, in roll template + + Show notes below in roll template +
    -
    +
    -
    -
    +
    +
    -
    +
    -
    +
    -
    -
    -
    -
    General Information
    -
    -
    -
    - Full name +
    +
    +
    +
    + General Information
    -
    +
    +
    +
    + Full name +
    +
    -
    -
    -
    - Nickname +
    +
    +
    + Nickname
    -
    +
    -
    -
    -
    - Race +
    +
    +
    + Race
    -
    +
    -
    -
    -
    - Gender +
    +
    +
    + Gender
    -
    +
    -
    -
    -
    -
    Size Modifier
    - - This sheet does NOT auto adjust the cost values for ST and Extra HP for a SM -
    - that is greater than 0. To do that you can use a combination of Points and -
    - MOD entries to get the desired value. (B15, B16, B19) +
    +
    +
    + + + +This sheet does NOT auto adjust the cost values for ST and Extra HP for a SM
    +that is greater than 0. To do that you can use a combination of Points and
    +MOD entries to get the desired value. (B15, B16, B19) +
    -
    +
    -
    -
    -
    - Main Hand +
    +
    +
    + Main Hand
    -
    +
    -
    -
    -
    - Reactions +
    +
    +
    + Reactions
    -
    +
    -
    -
    -
    +
    +
    +
    -
    -
    -
    -
    Physical Description
    -
    -
    -
    - Age +
    +
    +
    +
    + Physical Description
    -
    +
    +
    +
    + Age +
    +
    -
    -
    -
    - Height +
    +
    +
    + Height
    -
    +
    -
    -
    Weight
    - - Enter a Numerical Value only.
    - Do not enter any type of indicator like lbs, ponds, kilos, etc.
    - This is because the weight is added to your Inventory’s Grand Total
    - Weight and thus needs to be numerical. +
    + + + +Enter a Numerical Value only.
    +Do not enter any type of indicator like lbs, pounds, kilos, etc.
    +This is because the weight is added to your Inventory’s Grand Total
    +Weight and thus needs to be numerical. +
    -
    +
    -
    -
    -
    - Eyes +
    +
    +
    + Eyes
    -
    +
    -
    -
    -
    - Build +
    +
    +
    + Build
    -
    +
    -
    -
    -
    - Hair +
    +
    +
    + Hair
    -
    +
    -
    -
    -
    -
    Appearance
    - - The appearance drop-down is for reference. If - there's a point cost, please enter your appearance and cost on - the Traits tab under Advantages or Disadvantages. +
    +
    +
    + + + +The appearance drop-down is for reference. If +there's a point cost, please enter your appearance and cost on +the Traits tab under Advantages or Disadvantages. +
    -
    +
    -
    -
    -
    -
    Tattoos, scars, etc.
    - - Scars, tattoos, distinguishing marks or features. +
    +
    +
    + + + Scars, tattoos, distinguishing marks or features.
    -
    +
    -
    -
    -
    +
    +
    +
    -
    -
    -
    -
    Background Information
    -
    -
    -
    - Birth Date +
    +
    +
    +
    + Background Information
    -
    +
    +
    +
    + Birth Date +
    +
    -
    -
    -
    - Birth Place +
    +
    +
    + Birth Place
    -
    +
    -
    -
    -
    - Status +
    +
    +
    + Status
    -
    +
    -
    -
    -
    - Wealth +
    +
    +
    + Wealth
    -
    +
    -
    -
    -
    - Income +
    +
    +
    + Income
    -
    +
    -
    -
    -
    - Cost of Living +
    +
    +
    + Cost of Living
    -
    +
    -
    -
    -
    -
    Stash
    - - Total available cash stashed in banks, - vaults, mattresses, etc. +
    +
    +
    + + + Total available cash stashed in banks, vaults, mattresses, etc.
    -
    +
    -
    -
    -
    - Affiliations +
    +
    +
    + Affiliations
    -
    +
    -
    -
    -
    - Home Base +
    +
    +
    + Home Base
    -
    +
    -
    -
    -
    - Family +
    +
    +
    + Family
    -
    +
    -
    -
    -
    +
    +
    +
    -
    -
    -
    -
    Background History & Notes
    -
    -
    -
    +
    +
    +
    +
    + Background History & Notes +
    +
    +
    +
    -
    -
    -
    +
    +
    +
    -
    -
    -
    -
    -
    TRAINING
    - - Training rules can be found at ‘Improvement -
    - Through Study’ B292. -
    - Advanced rules can be found in Social -
    - Engineering: Back to School. +
    +
    +
    +
    + + + +Training rules can be found at ‘Improvement
    +Through Study’ B292.
    +Advanced rules can be found in Social
    +Engineering: Back to School. +
    -
    -
    -
    +
    +
    +
    -
    -
    -
    +
    +
    +
    -
    +
    -
    +
    -
    -
    -
    -
    Skills
    -
    -
    TL
    -
    Level
    -
    Attr
    -
    -
    Diff
    - - WC = Wildcard Skill.
    - PTS = 3, 6, 12, 24, 36, etc. +
    +
    +
    +
    + Skills +
    +
    +
    + TL +
    +
    + Level +
    +
    + Attr +
    +
    + + + +WC = Wildcard Skill.
    +PTS = 3, 6, 12, 24, 36, etc. +
    -
    - +
    +
    - Modifier applied to skill level.
    - Can be a positive or a negative number.
    - Examples include a bonus from a Talent,
    - default from another Skill or Technique,
    - a piece of equipment, or a Perk. + +Modifier applied to skill level.
    +Can be a positive or a negative number.
    +Examples include a bonus from a Talent,
    +default from another Skill or Technique,
    +a piece of equipment, or a Perk. +
    -
    Pts
    -
    - +
    + Pts +
    +
    +
    - Reference to book and page numbers.
    - Examples:
    - B238 = GURPS Basic, Page 238
    - PU2:126 = Power-Ups 2. Page 126
    + +Reference to book and page numbers.
    +Examples:
    +B238 = GURPS Basic, Page 238
    +PU2:126 = Power-Ups 2. Page 126
    +
    -
    +
    - -
    -
    + +
    +
    -
    +
    -
    +
    -
    +
    -
    +
    -
    +
    -
    +
    -
    +
    -
    +
    -
    +
    -
    +
    -
    Row ID:
    - - The row id can be used with macros.
    - NOTE: Future use for linking to techniques
    - and combat skills.
    - Example field name: repeating_skills_[the row id]_level
    - This example would represent the skill level on that row. + + + +The row id can be used with macros.
    +NOTE: Future use for linking to techniques
    +and combat skills.
    +Example field name: repeating_skills_[the row id]_level
    +This example would represent the skill level on that row. +
    - Misc: + Misc:
    -
    Reason for MOD (Modifier):
    - - Examples: -
    - +1 from Talent... -
    - +1 from Default Skill... -
    - +1 from Enchanted Item with... + + + +Examples:
    ++1 from Talent...
    ++1 from Default Skill...
    ++1 from Enchanted Item with... +
    -
    +
    - Show notes below in roll template. + + Show notes below in roll template +
    + +
    + + + +Success, critical success, fail, and critical fail
    +notes will be added to roll results.
    +You can add macros to these notes.
    +The width of these note boxes are set to help you
    +visualize what it will look like in chat. +
    +
    +
    -
    Success Note:
    - - Success, critical success, fail, and critical fail
    - notes will be added to roll results.
    - You can add macros to these notes.
    - The width of these note boxes are set to help you
    - visualize what it will look like in chat. -
    + Success Note:
    -
    Critical Success Note:
    +
    Critical Success Note:
    @@ -3100,95 +3662,127 @@
    -
    Fail Note:
    +
    Fail Note:
    -
    Critical Fail Note:
    +
    Critical Fail Note:
    -
    +
    -
    -
    +
    +
    - -
    -
    -
    -
    -
    TECHNIQUES (LEGACY).
    - - New Optional Feature Available.
    - A revised techniques table is available by setting the options on the character sheet.
    - This revised techniques is not final, we'll make adjustments based upon feedback.
    - New Legacy and Revised Technique Tables. Options to show/hide the Legacy
    - Techniques table and the new Revised Techniques table.
    - Show both tables if you want to transfer your current techniques to the new table.
    - If old technique table has no rows, then hide old table, show new table.
    + +
    +
    +
    +
    + + + +New Optional Feature Available.
    +A revised techniques table is available by setting the options on the character sheet.
    +This revised techniques is not final, we'll make adjustments based upon feedback.
    +New Legacy and Revised Technique Tables. Options to show/hide the Legacy
    +Techniques table and the new Revised Techniques table.
    +Show both tables if you want to transfer your current techniques to the new table.
    +If old technique table has no rows, then hide old table, show new table.
    +
    -
    Parent
    -
    Min
    -
    Max
    -
    Level
    -
    Cost
    -
    Mod
    -
    Pts
    -
    Ref
    -
    +
    + Parent +
    +
    + Min +
    +
    + Max +
    +
    + Level +
    +
    + Cost +
    +
    + Mod +
    +
    + Pts +
    +
    + +
    + +Reference to book and page numbers.
    +Examples:
    +B238 = GURPS Basic, Page 238
    +PU2:126 = Power-Ups 2. Page 126
    +
    +
    +
    +
    - - -
    -
    + + +
    +
    -
    +
    -
    +
    -
    +
    ---
    -
    +
    -
    +
    -
    +
    -
    +
    -
    +
    -
    -
    +
    +
    - Show notes below, in roll template + + Show notes below in roll template +
    -
    +
    -
    -
    +
    +
    @@ -3197,64 +3791,94 @@
    -
    Techniques (Revised)
    -
    Parent
    +
    + Techniques (Revised) +
    +
    + Parent +
    -
    Base
    - - Base skill level of technique, usually
    - based on Parent Skill.
    - see Techniques B229 + + + +Base skill level of technique, usually
    +based on Parent Skill.
    +see Techniques B229 +
    -
    DFLT
    - - Default modifier to apply to the base skill.
    - For example, Kicking is -2 from Brawling or Karate Skill.
    - Enter 0 if there is no modifier.
    - see Techniques B229 + + + +Default modifier to apply to the base skill.
    +For example, Kicking is -2 from Brawling or Karate Skill.
    +Enter 0 if there is no modifier.
    +see Techniques B229 +
    -
    Max
    - - Maximum modifier allowed for the technique.
    - This is relative to the parent skill.
    - For example, Kicking cannot exceed Brawling + 0
    - or Karate + 0.
    - see Techniques B229 + + + +Maximum modifier allowed for the technique.
    +This is relative to the parent skill.
    +For example, Kicking cannot exceed Brawling + 0
    +or Karate + 0.
    +see Techniques B229 +
    -
    Diff
    - - Difficulty of technique.
    - Feats with severe consequences on a failure
    - or allow only one attempt are Hard.
    - see Techniques B229 + + + +Difficulty of technique.
    +Feats with severe consequences on a failure
    +or allow only one attempt are Hard.
    +see Techniques B229 +
    -
    MOD
    +
    - Modifier applied to skill level.
    - Can be a positive or a negative number.
    - Examples include a bonus from a Talent,
    - default from another Skill or Technique,
    - a piece of equipment, or a Perk. +Modifier applied to skill level.
    +Can be a positive or a negative number.
    +Examples include a bonus from a Talent,
    +default from another Skill or Technique,
    +a piece of equipment, or a Perk.
    -
    Pts
    -
    Level
    +
    + Pts +
    +
    + Level +
    -
    - +
    +
    - Reference to book and page numbers.
    - Examples:
    - B238 = GURPS Basic, Page 238
    - PU2:126 = Power-Ups 2. Page 126
    + +Reference to book and page numbers.
    +Examples:
    +B238 = GURPS Basic, Page 238
    +PU2:126 = Power-Ups 2. Page 126 +
    @@ -3279,8 +3903,8 @@
    @@ -3305,50 +3929,60 @@
    - + - The row id can be used with macros.
    - Example field name: repeating_techniquesrevised_[the row id]_level
    - This example would represent the skill level on that row. + +The row id can be used with macros.
    +Example field name: repeating_techniquesrevised_[the row id]_level
    +This example would represent the skill level on that row. +
    - Misc: + Misc:
    - Reason for MOD (Modifier): + Reason for MOD (Modifier):
    -
    +
    - + - Link this technique to a skill or spell.
    - Will populate Parent and Base Skill Level fields. + Link this row to another row item.
    - + - Copy/paste the Skill or Spell Row ID to link that skill to this technique.
    - When the skill/spell is updated, the technique's parent name and base skill level
    - will be updated. + +Copy/paste the Skill or Spell Row ID to link that skill to this technique.
    +When the skill/spell is updated, the technique's parent name and base skill level
    +will be updated. +
    @@ -3359,38 +3993,48 @@ - Name: + Name: - Level: + Level:
    -
    - -
    +
    + +
    - Show notes below, in roll template + + Show notes below in roll template +
    +
    + + + +Success, critical success, fail, and critical fail
    +notes will be added to roll results.
    +You can add macros to these notes.
    +The width of these note boxes are set to help you
    +visualize what it will look like in chat. +
    +
    +
    +
    -
    Success Note:
    - - Success, critical success, fail, and critical fail
    - notes will be added to roll results.
    - You can add macros to these notes.
    - The width of these note boxes are set to help you
    - visualize what it will look like in chat. -
    + Success Note:
    -
    Critical Success Note:
    +
    Critical Success Note:
    @@ -3398,12 +4042,16 @@
    -
    Fail Note:
    +
    +
    Fail Note:
    +
    -
    Critical Fail Note:
    +
    + Critical Fail Note: +
    @@ -3415,219 +4063,224 @@
    -
    +
    -
    +
    -
    -
    -
    +
    +
    +
    -
    - - - Basic Table B552.
    - Optinal: Rules
    - New Hit Locations
    - LT100-103, MA137 -
    -
    +
    + + + +Basic Table B552.
    +Optinal: Rules
    +New Hit Locations
    +LT100-103, MA137 +
    +
    +
    -
    -
    -
    Where
    -
    -
    Pen
    - - This is the Penalty
    - applied to attack the
    - specific location. +
    + +
    +
    + Where +
    +
    + + + +This is the Penalty
    +applied to attack the
    +specific location. +
    -
    -
    DR
    - - Low-Tech #/# usually means All Attack Types / Except -
    - this specific Type of attack. -
    - Example: Enter as 3/2cr* means DR3 vs all attacks -
    - except cr which uses DR2. * means it is Flexible -
    - armor (B379). -
    - High-Tech and Ultra-Tech #/# usually mean against -
    - these Type Attacks / All other Attack Types. -
    - Example: Enter as 5imp, cr /2 means DR5 vs imp and -
    - cr type of attacks and DR2 against all other types -
    - of attacks. +
    + + + +Low-Tech #/# usually means All Attack Types / Except
    +this specific Type of attack.
    +Example: Enter as 3/2cr* means DR3 vs all attacks
    +except cr which uses DR2. * means it is Flexible
    +armor (B379).
    +High-Tech and Ultra-Tech #/# usually mean against
    +these Type Attacks / All other Attack Types.
    +Example: Enter as 5imp, cr /2 means DR5 vs imp and
    +cr type of attacks and DR2 against all other types
    +of attacks. +
    -
    -
    -
    +
    + +
    +
    -
    +
    -
    +
    -
    -
    -
    +
    +
    +
    -
    +
    -
    +
    -
    -
    -
    +
    +
    +
    -
    +
    -
    +
    -
    -
    -
    +
    +
    +
    -
    +
    -
    +
    -
    -
    -
    +
    +
    +
    -
    +
    -
    +
    -
    -
    -
    +
    +
    +
    -
    +
    -
    +
    -
    -
    -
    +
    +
    +
    -
    +
    -
    +
    -
    -
    -
    +
    +
    +
    -
    +
    -
    +
    -
    -
    -
    +
    +
    +
    -
    +
    -
    +
    -
    -
    -
    +
    +
    +
    -
    +
    -
    +
    -
    -
    -
    +
    +
    +
    -
    +
    -
    +
    -
    -
    -
    +
    +
    +
    -
    +
    -
    +
    -
    -
    -
    - User Created +
    +
    +
    + User Created
    -
    +
    -
    -
    +
    +
    -
    +
    -
    +
    -
    +
    -
    +
    Rapid Fire Table @@ -3636,7 +4289,7 @@ GURPS Speed/Range Table
    -
    +
    @@ -3645,94 +4298,130 @@
    -
    Active Defenses
    +
    + Active Defenses +
    - + - Changing the Type will also update success/fail notes
    - for that active defense.
    - Parry, Block, and Block have default notes that can be
    - changed on the options page.
    - NOTE Changing the Type will clear any previous notes
    - you entered. + +Changing the Type will also update success/fail notes
    +for that active defense.
    +Parry, Block, and Block have default notes that can be
    +changed on the options page.
    +NOTE Changing the Type will clear any previous notes
    +you entered. +
    - + - F: this is a fencing weapon. -
    - U: the weapon is unbalanced. You cannot use it to
    - parry if you've already attacked with it this turn
    (and vice versa). + +F: this is a fencing weapon.
    +U: the weapon is unbalanced. You cannot use it to
    +parry if you've already attacked with it this turn
    +(and vice versa). +
    - - Base defense skill. + + + Base defense skill. +
    - - Modifiers to the defense skill. + + + Modifiers to the defense skill. +
    - | skill | + | skill |
    -
    +
    -
    Dodge
    +
    + Dodge +
    - + - Dodge is halved due to hit points or fatigue loss. See B418 or B426. + Dodge is halved due to hit points or fatigue loss. See B418 or B426.
    - + - Dodge is quartered due to hit points and fatigue loss. See B418 or B426. + Dodge is quartered due to hit points and fatigue loss. See B418 or B426.
    -
    Dodge
    +
    + Dodge +
    -
    -
    +
    +
    - + - Examples:
    - +1 from DB...
    - +1 from Talent...
    - +1 from Default Skill...
    - +1 from Enchanted Item with... + +Examples:
    ++1 from Talent...
    ++1 from Default Skill...
    ++1 from Enchanted Item with... +
    - +
    +
    + + + +Success, critical success, fail, and critical fail
    +notes will be added to roll results.
    +You can add macros to these notes.
    +The width of these note boxes are set to help you
    +visualize what it will look like in chat. +
    +
    +
    +
    - + - Displayed on the rolltemplate. + Displayed on the rolltemplate.
    -
    -
    Custom Notes:
    - Add custom notes for this active defense. + + + Add custom notes for this active defense. +
    -
    -
    Custom Success Note:
    - - Success, critical success, fail, and critical fail
    - notes will be added to roll results.
    - You can add macros to these notes.
    - The width of these note boxes are set to help you
    - visualize what it will look like in chat. -
    + Success Note:
    -
    Custom Critical Success Note:
    +
    + Critical Success Note: +
    @@ -3815,12 +4523,16 @@
    -
    Custom Fail Note:
    +
    + Fail Note: +
    -
    Custom Critical Fail Note:
    +
    + Critical Fail Note: +
    @@ -3837,61 +4549,82 @@
    - - - Against a Melee Attack ONLY. (B377). It cannot be used against Ranged Attacks.
    - Optional Rules for Retreat can be found in MA123. + + + +Against a Melee Attack ONLY. (B377). It cannot be used against Ranged Attacks.
    +Optional Rules for Retreat can be found in MA123.
    +
    - + - Dodge is halved due to hit points or fatigue loss. See B418 or B426. + Dodge is halved due to hit points or fatigue loss. See B418 or B426.
    - + - Dodge is quartered due to hit points and fatigue loss. See B418 or B426. + Dodge is quartered due to hit points and fatigue loss. See B418 or B426.
    -
    Dodge
    + +
    + Dodge +
    -
    -
    +
    +
    - + - Examples:
    - +1 from DB...
    - +1 from Talent...
    - +1 from Default Skill...
    - +1 from Enchanted Item with... + +Examples:
    ++1 from Talent...
    ++1 from Default Skill...
    ++1 from Enchanted Item with... +
    - +
    +
    + + + +Success, critical success, fail, and critical fail
    +notes will be added to roll results.
    +You can add macros to these notes.
    +The width of these note boxes are set to help you
    +visualize what it will look like in chat. +
    +
    +
    +
    - + - Displayed on the rolltemplate. + Displayed on the rolltemplate.
    -
    -
    Custom Notes:
    - Add custom notes for this active defense. + + + Add custom notes for this active defense. +
    @@ -3952,20 +4710,15 @@
    -
    Custom Success Note:
    - - Success, critical success, fail, and critical fail
    - notes will be added to roll results.
    - You can add macros to these notes.
    - The width of these note boxes are set to help you
    - visualize what it will look like in chat. -
    + Success Note:
    -
    Custom Critical Success Note:
    +
    + Critical Success Note: +
    @@ -3974,12 +4727,16 @@
    -
    Custom Fail Note:
    +
    +
    Fail Note:
    +
    -
    Custom Critical Fail Note:
    +
    + Critical Fail Note: +
    @@ -3995,60 +4752,80 @@
    - - - Dodge and Drop (Also 'Sacrificial Dodge and Drop', and 'Diving for Cover').
    - It is similar to a Dodge and Retreat, but only effective against Ranged Attacks. (B377) + + + +Dodge and Drop (Also 'Sacrificial Dodge and Drop', and 'Diving for Cover').
    +It is similar to a Dodge and Retreat, but only effective against Ranged Attacks. (B377)
    +
    - + - Dodge is halved due to hit points or fatigue loss. See B418 or B426. + Dodge is halved due to hit points or fatigue loss. See B418 or B426.
    - + - Dodge is quartered due to hit points and fatigue loss. See B418 or B426. + Dodge is quartered due to hit points and fatigue loss. See B418 or B426.
    -
    Dodge
    +
    + Dodge +
    -
    -
    +
    +
    - + - Examples:
    - +1 from DB...
    - +1 from Talent...
    - +1 from Default Skill...
    - +1 from Enchanted Item with... + +Examples:
    ++1 from Talent...
    ++1 from Default Skill...
    ++1 from Enchanted Item with... +
    - +
    +
    + + + +Success, critical success, fail, and critical fail
    +notes will be added to roll results.
    +You can add macros to these notes.
    +The width of these note boxes are set to help you
    +visualize what it will look like in chat. +
    +
    +
    +
    - + - Displayed on the rolltemplate. + Displayed on the rolltemplate.
    @@ -4097,8 +4896,12 @@
    -
    Custom Notes:
    - Add custom notes for this active defense. + + + Add custom notes for this active defense. +
    @@ -4109,20 +4912,15 @@
    -
    Custom Success Note:
    - - Success, critical success, fail, and critical fail
    - notes will be added to roll results.
    - You can add macros to these notes.
    - The width of these note boxes are set to help you
    - visualize what it will look like in chat. -
    -
    + Success Note: +
    -
    Custom Critical Success Note:
    +
    + Critical Success Note: +
    @@ -4131,12 +4929,16 @@
    -
    Custom Fail Note:
    +
    +
    Fail Note:
    +
    -
    Custom Critical Fail Note:
    +
    + Critical Fail Note: +
    @@ -4157,14 +4959,15 @@
    @@ -4180,33 +4983,39 @@
    -
    -
    - + - Examples:
    - +1 from DB...
    - +1 from Talent...
    - +1 from Default Skill...
    - +1 from Enchanted Item with... + +Examples:
    ++1 from Talent...
    ++1 from Default Skill...
    ++1 from Enchanted Item with... +
    @@ -4239,13 +5053,29 @@
    +
    + + + +Success, critical success, fail, and critical fail
    +notes will be added to roll results.
    +You can add macros to these notes.
    +The width of these note boxes are set to help you
    +visualize what it will look like in chat. +
    +
    +
    - + - The INFO Notes and Custom notes will be combined into a single note that is displayed on the rolltemplate. + Displayed on the rolltemplate.
    @@ -4255,11 +5085,15 @@
    - + - If you enter F or U under the INFO column, the notes
    - below will be replaced with appropriate notes.
    - Any other value, and the text box will get cleared out.
    + +If you enter F or U under the INFO column, the notes
    +below will be replaced with appropriate notes.
    +Any other value, and the text box will get cleared out.
    +
    @@ -4267,8 +5101,12 @@
    -
    Custom Notes:
    - Add custom notes for this active defense. + + + Add custom notes for this active defense. +
    @@ -4279,22 +5117,17 @@
    -
    Custom Success Note:
    - - Success, critical success, fail, and critical fail
    - notes will be added to roll results.
    - You can add macros to these notes.
    - The width of these note boxes are set to help you
    - visualize what it will look like in chat. -
    + Success Note:
    - +
    -
    Custom Critical Success Note:
    - +
    + Critical Success Note: +
    +
    @@ -4303,14 +5136,18 @@
    -
    Custom Fail Note:
    - +
    + Fail Note: +
    +
    -
    Custom Critical Fail Note:
    - +
    + Critical Fail Note: +
    +
    @@ -4325,19 +5162,25 @@
    - + - Quickly add +1 Dodge modifier and +2 Fright modifier on the General page. (B43) + Quickly add +1 Dodge modifier and +2 Fright modifier on the General page. (B43) -
    +
    - + - Examples:
    - +2 DB for Torso (Front Only), Skull, Neck, Hands, Head (1/6 Face), and Feet. Armor Enchantment: Deflect.
    - +1 DB SHIELD SIDE (Left): from Small Shield.
    - +1 DB for Rear only - (All but head unless hood is up). From Heavy Cloak. + +Examples:
    ++2 DB for Torso (Front Only), Skull, Neck, Hands, Head (1/6 Face), and Feet. Armor Enchantment: Deflect.
    ++1 DB SHIELD SIDE (Left): from Small Shield.
    ++1 DB for Rear only - (All but head unless hood is up). From Heavy Cloak. +
    @@ -4345,138 +5188,144 @@
    -
    -
    +
    +
    -
    -
    -
    -
    Melee Attacks
    -
    -
    Damage
    - - For an Armor Divisor: A number in parenthesis after
    - the damage - eg. (2) - is an armor divisor. -
    - Enter this number in the Damage Notes as AD(#) or as -
    - Armor Divisor(#). -
    - ex: indicates the attack causes an explosion.
    - See B269. Enter in the Damage Notes +
    +
    +
    +
    + Melee Attacks +
    +
    + + + +For an Armor Divisor: A number in parenthesis after
    +the damage - eg. (2) - is an armor divisor.
    +Enter this number in the Damage Notes as AD(#) or as
    +Armor Divisor(#).
    +ex: indicates the attack causes an explosion.
    +See B269. Enter in the Damage Notes +
    -
    -
    - - Damage Macro +
    +
    + + + + + + + + + + + + + + + + + + + + + + + + + +
    AbbrName
    aff Affliction
    burnBurning
    cor Corrosion
    cr Crushing
    cut Cutting
    fat Fatigue
    imp Impaling
    pi- Small Piercing
    pi Piercing
    pi+ Large Piercing
    pi++Huge Piercing
    specSpecial
    tox Toxic
    +
    -
    -
    Type
    - - - - - - - - - - - - - - - - - - - - - - - -
    AbbrName
    aff Affliction
    burnBurning
    cor Corrosion
    cr Crushing
    cut Cutting
    fat Fatigue
    imp Impaling
    pi- Small Piercing
    pi Piercing
    pi+ Large Piercing
    pi++Huge Piercing
    specSpecial
    tox Toxic
    +
    + + + +The distance in yards that the weapon can reach.
    +C: this weapon can be used in close combat.
    +*: the weapon is awkward, and requires a Ready
    +maneuver to switch between different reaches. +
    -
    -
    Reach
    - - The distance in yards that the weapon can reach. -
    - C: this weapon can be used in close combat. -
    - *: the weapon is awkward, and requires a Ready
    - maneuver to switch between different reaches. -
    +
    + | skill |
    -
    - | skill | -
    -
    +
    - - -
    -
    + + +
    +
    -
    +
    -
    +
    -
    +
    -
    +
    -
    +
    -
    +
    -
    +
    - + - Copy/paste the Skill, Spell, or Technique Row ID to link that skill to this attack.
    - When the skill/spell is updated, the weapon attack will also be updated.
    - Use the Modifier column to account for unfamiliar weapon, weapon bond, quality, etc. + +Copy/paste the Skill or Spell Row ID to link that skill to this technique.
    +When the skill/spell is updated, the technique's parent name and base skill level
    +will be updated. +
    @@ -4485,13 +5334,17 @@
    - +
    - Modifier applied to skill level.
    - Can be a positive or a negative number.
    - Examples include a bonus from a Talent,
    - default from another Skill or Technique,
    - a piece of equipment, or a Perk. + +Modifier applied to skill level.
    +Can be a positive or a negative number.
    +Examples include a bonus from a Talent,
    +default from another Skill or Technique,
    +a piece of equipment, or a Perk. +
    @@ -4500,259 +5353,290 @@
    - Name: + Name: + - Level: + Level: +
    -
    +
    -
    Reason for MOD (Modifier):
    - - Examples: -
    - +1 for Weapon Bond -
    - +1 for Balanced -
    - +1 for Enchantment: Accuracy -
    + + + +Examples:
    ++1 from Talent...
    ++1 from Default Skill...
    ++1 from Enchanted Item with... +
    +
    +
    +
    -
    + +
    - + - Hint: Enter inline rolls for additional results. To show the selected arrow. -
    - Example: Select Location: ?{Location|Head|Torso} + +Hint: Enter inline rolls for additional results. To show the selected arrow.
    +Example: Select Location: ?{Location|Head|Torso} +
    - - - Hint: Enter inline rolls for additional results.
    - Example: Does an additional [[1d6]] fire damage. + + + +Hint: Enter inline rolls for additional results.
    +Example: Does an additional [[1d6]] fire damage. +
    -
    +
    -
    +
    -
    -
    +
    +
    -
    -
    -
    -
    -
    Ranged Attacks
    - - For firing Upward or Downward - See B407. -
    +
    +
    +
    +
    + + + For firing Upward or Downward - See B407.
    -
    -
    Damage
    - - For an Armor Divisor: A number in parenthesis after
    - the damage - eg. (2) - is an armor divisor.
    - Enter this number in the Damage Notes as AD(#) or as
    - Armor Divisor(#). -
    - ex: indicates the attack causes an explosion.
    - [#d]: indicates the attack causes fragmentation.
    - See B269. Enter in the Damage Notes +
    + + + +For an Armor Divisor: A number in parenthesis after
    +the damage - eg. (2) - is an armor divisor.
    +Enter this number in the Damage Notes as AD(#) or as
    +Armor Divisor(#).
    +ex: indicates the attack causes an explosion.
    +[#d]: indicates the attack causes fragmentation.
    +See B269. Enter in the Damage Notes +
    -
    -
    -
    Type
    - - - - - - - - - - - - - - - - - - - - - - - -
    AbbrName
    aff Affliction
    burnBurning
    cor Corrosion
    cr Crushing
    cut Cutting
    fat Fatigue
    imp Impaling
    pi- Small Piercing
    pi Piercing
    pi+ Large Piercing
    pi++Huge Piercing
    specSpecial
    tox Toxic
    +
    +
    + + + + + + + + + + + + + + + + + + + + + + + + + +
    AbbrName
    aff Affliction
    burnBurning
    cor Corrosion
    cr Crushing
    cut Cutting
    fat Fatigue
    imp Impaling
    pi- Small Piercing
    pi Piercing
    pi+ Large Piercing
    pi++Huge Piercing
    specSpecial
    tox Toxic
    +
    -
    Acc
    -
    -
    RNG
    - - See B269. +
    + Acc +
    +
    + + + Range. See B269.
    -
    -
    RoF
    - - Rate of Fire -
    - The maximum number of shots that can be fired in
    - one turn (by a regular person). -
    - The minimum number of shots is 1. -

    - !: minimum RoF is 1/4 of the maximum, rounded up. -
    - mxn: fires the first number of shots, which each then
    - split into the second number (eg. shotguns) -
    - Jet: shoots a continuous stream of fluid. See page 106. +
    + + + +Rate of Fire
    +The maximum number of shots that can be fired in
    +one turn (by a regular person).
    +The minimum number of shots is 1.

    +!: minimum RoF is 1/4 of the maximum, rounded up.
    +mxn: fires the first number of shots, which each then
    +split into the second number (eg. shotguns)
    +Jet: shoots a continuous stream of fluid. See page 106. +
    -
    -
    Shots
    - - The number of shots that can be fired before the
    - weapon must be reloaded.
    - The parenthetical number indicates the number of 1
    - second ready maneuvers required to reload the
    - weapon.
    - T: the weapon is thrown. To "reload" it, pick it up.
    - i: you must load the shots individually. the listed
    - time is for each shot. +
    + + + +The number of shots that can be fired before the
    +weapon must be reloaded.
    +The parenthetical number indicates the number of 1
    +second ready maneuvers required to reload the
    +weapon.
    +T: the weapon is thrown. To "reload" it, pick it up.
    +i: you must load the shots individually. the listed
    +time is for each shot. +
    -
    -
    BULK
    - - Move and Attack: If you are making a ranged attack, -
    - you have a penalty of -2 or the weapon’s Bulk rating, -
    - whichever is worse (B365, B469, B548). -
    - Close Combat: If using a ranged weapon, ignore the usual -
    - speed/range penalty and apply the weapon’s Bulk -
    - statistic as a penalty to hit. B391 -
    - It also serves as a penalty to Holdout skill when you -
    - attempt to conceal the weapon. B370 -
    +
    + + + +Move and Attack: If you are making a ranged attack,
    +you have a penalty of -2 or the weapon’s Bulk rating,
    +whichever is worse (B365, B469, B548).
    +Close Combat: If using a ranged weapon, ignore the usual
    +speed/range penalty and apply the weapon’s Bulk
    +statistic as a penalty to hit. B391
    +It also serves as a penalty to Holdout skill when you
    +attempt to conceal the weapon. B370
    +
    -
    -
    RCL
    - - When firing at RoF 2+, every full multiple of Rcl
    - by which you make your attack roll means you score
    - one extra hit, to a maximum number of hits equal
    - to total shots fired. See page 373. +
    + + + +When firing at RoF 2+, every full multiple of Rcl
    +by which you make your attack roll means you score
    +one extra hit, to a maximum number of hits equal
    +to total shots fired. See page 373. +
    -
    - | skill | +
    + | skill |
    -
    +
    - - -
    -
    + + +
    +
    -
    +
    -
    +
    -
    +
    -
    +
    -
    +
    -
    +
    -
    +
    -
    +
    -
    +
    -
    +
    -
    -
    -
    +
    - + - Copy/paste the Skill, Spell, or Technique Row ID to link that skill to this attack.
    - When the skill/spell is updated, the weapon attack will also be updated.
    - Use the Modifier column to account for unfamiliar weapon, weapon bond, quality, etc. + +Copy/paste the Skill or Spell Row ID to link that skill to this technique.
    +When the skill/spell is updated, the technique's parent name and base skill level
    +will be updated. +
    @@ -4760,13 +5644,17 @@
    - +
    - Modifier applied to skill level.
    - Can be a positive or a negative number.
    - Examples include a bonus from a Talent,
    - default from another Skill or Technique,
    - a piece of equipment, or a Perk. + +Modifier applied to skill level.
    +Can be a positive or a negative number.
    +Examples include a bonus from a Talent,
    +default from another Skill or Technique,
    +a piece of equipment, or a Perk. +
    @@ -4774,359 +5662,430 @@
    - Name: + Name: + - Level: + Level: +
    -
    +
    -
    Reason for MOD (Modifier):
    - - Examples: -
    - +1 for Weapon Bond -
    - +1 for Enchantment: Accuracy -
    + + + +Examples:
    ++1 from Talent...
    ++1 from Default Skill...
    ++1 from Enchanted Item with... +
    +
    +
    -
    +
    - + - Malfunction is an Optional Rule. B278, B279, B382, tables B407 & HT179, with more detailed info HT79-81. If the option Use Malfunction is
    - checked [see Sheet Options page], and if the # entered here is greater than 0, then the roll result will check for weapon malfunction.
    - Malfunction has "priority" over a critical miss: if both would occur, only the malfunction takes place. See Critical Misses B382. + +Malfunction is an Optional Rule. B278, B279, B382, tables B407 & HT179, with more detailed info HT79-81. If the option Use Malfunction is
    +checked [see Sheet Options page], and if the # entered here is greater than 0, then the roll result will check for weapon malfunction.
    +Malfunction has "priority" over a critical miss: if both would occur, only the malfunction takes place. See Critical Misses B382. +
    - + - If Verify is checked, then roll again to verify the malfunction. HT79
    + If Verify is checked, then roll again to verify the malfunction. see HT79
    -
    +
    - + - Hint: Enter inline rolls for additional results. To show the selected arrow. -
    - Example: Arrow: ?{Arrow Type|Bodkin|Normal} + +Hint: Enter inline rolls for additional results. To show the selected arrow.
    +Example: Arrow: ?{Arrow Type|Bodkin|Normal} +
    - - - Hint: Enter inline rolls for additional results.
    - Example: [[1d6]] fire damage. + + + +Hint: Enter inline rolls for additional results.
    +Example: Does an additional [[1d6]] fire damage. +
    -
    +
    -
    +
    -
    -
    +
    +
    -
    Combat Tools
    +
    + Combat Tools +
    - -
    -
    -
    -
    Thrown (lbs)
    -
    -
    ST
    -
    - Based on Striking ST
    - Note: future versions will add ability to choose ST source or enter ST. +
    +
    +
    +
    + Thrown (lbs) +
    +
    + +
    + +Based on Striking ST
    +Note: future versions will add ability to choose ST source or enter ST. +
    -
    -
    MOD
    -
    - Strength Modifier to distance only
    - Throwing or Throwing Art at DX Level = +1 ST
    - Throwing or Throwing Art at DX+1 Level = +2 ST
    +
    + +
    + +Strength Modifier to distance only
    +Throwing or Throwing Art at DX Level = +1 ST
    +Throwing or Throwing Art at DX+1 Level = +2 ST
    +
    -
    -
    SUPER
    -
    - Super Throw Level
    - Each level of Super Throw, double range.
    - Each level of Super Throw increases damage by +2 per die. +
    + +
    + +Super Throw Level
    +Each level of Super Throw, double range.
    +Each level of Super Throw increases damage by +2 per die. +
    -
    -
    Damage
    -
    - Final damage based on ST, super throw, - and damage modifier. +
    + +
    + Final damage based on ST, super throw, and damage modifier.
    -
    -
    Mod
    -
    - Bonus or penalty per die
    - Throwing Art at DX Level = +1 per die
    - Throwing Art at DX+1 Level = +2 per die
    +
    + +
    + +Bonus or penalty per die
    +Throwing Art at DX Level = +1 per die
    +Throwing Art at DX+1 Level = +2 per die +
    -
    -
    -
    Type
    - - - - - - - - - - - - - - - - - - - - - - - -
    AbbrName
    aff Affliction
    burnBurning
    cor Corrosion
    cr Crushing
    cut Cutting
    fat Fatigue
    imp Impaling
    pi- Small Piercing
    pi Piercing
    pi+ Large Piercing
    pi++Huge Piercing
    specSpecial
    tox Toxic
    +
    +
    + + + + + + + + + + + + + + + + + + + + + + + + + +
    AbbrName
    aff Affliction
    burnBurning
    cor Corrosion
    cr Crushing
    cut Cutting
    fat Fatigue
    imp Impaling
    pi- Small Piercing
    pi Piercing
    pi+ Large Piercing
    pi++Huge Piercing
    specSpecial
    tox Toxic
    +
    -
    Acc
    -
    -
    RNG
    - - See GURPS Campaigns Page 355 for formula +
    + Acc +
    +
    + + + See GURPS Campaigns Page 355 for formula
    -
    -
    RoF
    - - Rate of Fire -
    - The maximum number of shots that can be fired in
    - one turn (by a regular person). -
    - The minimum number of shots is 1. -

    - !: minimum RoF is 1/4 of the maximum, rounded up. -
    - mxn: fires the first number of shots, which each then
    - split into the second number (eg. shotguns) -
    - Jet: shoots a continuous stream of fluid. See page 106. +
    + + + +Rate of Fire
    +The maximum number of shots that can be fired in
    +one turn (by a regular person).
    +The minimum number of shots is 1.

    +!: minimum RoF is 1/4 of the maximum, rounded up.
    +mxn: fires the first number of shots, which each then
    +split into the second number (eg. shotguns)
    +Jet: shoots a continuous stream of fluid. See page 106. +
    -
    -
    Shots
    - - The number of shots that can be fired before the
    - weapon must be reloaded.
    - The parenthetical number indicates the number of 1
    - second ready maneuvers required to reload the
    - weapon.
    - T: the weapon is thrown. To "reload" it, pick it up.
    - i: you must load the shots individually. the listed
    - time is for each shot. +
    + + + +The number of shots that can be fired before the
    +weapon must be reloaded.
    +The parenthetical number indicates the number of 1
    +second ready maneuvers required to reload the
    +weapon.
    +T: the weapon is thrown. To "reload" it, pick it up.
    +i: you must load the shots individually. the listed
    +time is for each shot. +
    -
    -
    RCL
    - - When firing at RoF 2+, every full multiple of Rcl
    - by which you make your attack roll means you score
    - one extra hit, to a maximum number of hits equal
    - to total shots fired. See page 373. +
    + + + +When firing at RoF 2+, every full multiple of Rcl
    +by which you make your attack roll means you score
    +one extra hit, to a maximum number of hits equal
    +to total shots fired. See page 373. +
    -
    - | skill | +
    + | skill |
    -
    +
    - - + + -
    -
    +
    +
    -
    +
    -
    +
    -
    +
    -
    +
    -
    +
    -
    +
    -
    +
    -
    +
    -
    +
    -
    +
    -
    +
    -
    +
    -
    +
    -
    +
    -
    -
    -
    - Weapon Notes +
    +
    +
    + Weapon Notes
    -
    +
    -
    -
    Damage Notes
    - - Hint: Enter inline rolls for additional results.
    - Example: [[1d6]] fire damage. +
    + + + +Hint: Enter inline rolls for additional results.
    +Example: Does an additional [[1d6]] fire damage. +
    -
    +
    -
    +
    -
    -
    +
    +
    - Range Calculator for Ranged Attacks only + Range Calculator for Ranged Attacks only
    - +
    - Distance between shooter and target.
    - See B372-373 + +Distance between shooter and target.
    +See B372-373 +
    - +
    - (2 mph = 1 yard/second).
    - Ignore if human like target moving 10 yards or less.
    - See B372-373 + +(2 mph = 1 yard/second).
    +Ignore if human like target moving 10 yards or less.
    +See B372-373 +
    - Size Mod + Size Mod
    - +
    - Your vertical position relative to the target.
    - Ignore up/down for beam type weapons like lasers.
    - See FIRING UPWARD AND DOWNWARD B407.
    - Firing downward decreases distance.
    - For every 2 yards above your target, subtract 1 from distance.
    - Firing upward increases distance.
    - Example: Distance 40 yards, you are 10 yards above the target, so subtract 5 yards. Final distance is 35 yards.
    - For every 1 yard below> your target, add 1 to distance.
    - Example: Distance 40 yards, you are 10 yards below the target, so add 10 yards. Final distance is 50 yards.
    + +Your vertical position relative to the target.
    +Ignore up/down for beam type weapons like lasers.
    +See FIRING UPWARD AND DOWNWARD B407.
    +Firing downward decreases distance.
    +For every 2 yards above your target, subtract 1 from distance.
    +Firing upward increases distance.
    +Example: Distance 40 yards, you are 10 yards above the target, so subtract 5 yards. Final distance is 35 yards.
    +For every 1 yard below> your target, add 1 to distance.
    +Example: Distance 40 yards, you are 10 yards below the target, so add 10 yards. Final distance is 50 yards.
    +
    - +
    - The number of yards you are above or below the target. + The number of yards you are above or below the target.
    - Speed/Range + Speed/Range
    - Hit Mod + Hit Mod
     
    -
    +
    @@ -5142,9 +6101,9 @@
    @@ -5157,13 +6116,13 @@
    - +
    -
    -
    +
    +
    @@ -5171,7 +6130,7 @@
    - Falling and Collision + Falling and Collision
    @@ -5180,40 +6139,50 @@  
    - Yds Fallen + Yds Fallen
    - Gravity + Gravity
    - +
    - Atmosphere + Atmosphere
    - + - If collision, use relative velocity.
    - Head-on collision = Add velocity of both objects
    - Rearend collision = Faster object - slower object
    - Side collision = Speed of object causing collision
    + +If collision, use relative velocity.
    +Head-on collision = Add velocity of both objects
    +Rearend collision = Faster object - slower object
    +Side collision = Speed of object causing collision
    +
    - +
    - Hit Points of falling object or object initiating
    - collision.
    - If hitting immovable object, use HP*2
    - NOTE: If collision, if the other object is moving
    - it will inflict its own damage to object that initiated
    - the collision.
    - See B430 + +Hit Points of falling object or object initiating
    +collision.
    +If hitting immovable object, use HP*2
    +NOTE: If collision, if the other object is moving
    +it will inflict its own damage to object that initiated
    +the collision.
    +See B430 +
    - Damage + Damage
      @@ -5221,13 +6190,13 @@
     
    -
    +
    - Falling + Falling
    @@ -5252,13 +6221,13 @@
    - +
    - Collision + Collision
      @@ -5283,14 +6252,14 @@
    - +
    -
    -
    +
    +
    @@ -5299,83 +6268,111 @@
    - Demolition + Demolition
     
    - + - Select an explosion type to use. This will populate Type and REF fields. + Select an explosion type to use. This will populate Type and REF fields.
    - + - Type
    Refer to the REF table B415. + Type
    Refer to the REF table B415.
    - + - Relative Explosive Force, equivalence in pounds of TNT.
    - TNT = 1.0. See B415. + +Relative Explosive Force, equivalence in pounds of TNT.
    +TNT = 1.0. See B415. +
    - + - Weight in pounds required by its REF. + Weight in pounds required by its REF.
    - + - Base damage role. Rules as written is 6d6. + Base damage role. Rules as written is 6d6.
     
    - + - Damage Multiplier:
    Enter the number to multiply 6d6 by.
    - An explosion doing 6dxn damage takes (nxn)/4 pounds of TNT.
    - NOTE: Anyone caught in a blast may attempt an active defense
    - roll to dive for cover from the explosion’s collateral damage and
    - fragmentation; see Dodge and Drop B377. + +Damage Multiplier:
    Enter the number to multiply 6d6 by.
    +An explosion doing 6dxn damage takes (nxn)/4 pounds of TNT.
    +NOTE: Anyone caught in a blast may attempt an active defense
    +roll to dive for cover from the explosion’s collateral damage and
    +fragmentation; see Dodge and Drop B377. +
    - + - Radius of collateral damage. See B414
    - For instance, if an explosion does 6dx2 damage,
    - everyone within 24 yards is vulnerable.
    -
    - For fragmentation damage, the radius is
    - 5 x dice of fragmentation damage. + +Radius of collateral damage. See B414
    +For instance, if an explosion does 6dx2 damage,
    +everyone within 24 yards is vulnerable.
    +
    +For fragmentation damage, the radius is
    +5 x dice of fragmentation damage. +
    - + - Divisor. Amount to divide damage by based on
    - distance from blast. See B414
    - You can enter: 3 (default), 2, or 1.
    - Default: Damage rolled / (3 x distance blast).
    - Damage Modifiers Explosion, see B104.
    - Exp. +100% = Damage rolled / (2 x distance from blast).
    - Exp. +150% = Damage rolled / (1 x distance from blast).
    + +Divisor. Amount to divide damage by based on
    +distance from blast. See B414
    +You can enter: 3 (default), 2, or 1.
    +Default: Damage rolled / (3 x distance blast).
    +Damage Modifiers Explosion, see B104.
    +Exp. +100% = Damage rolled / (2 x distance from blast).
    +Exp. +150% = Damage rolled / (1 x distance from blast).
    +
    - + - Target's distance from center of blast.
    - Damage / (3 x distance from blast). Round down.
    - See B414 + +Target's distance from center of blast.
    +Damage / (3 x distance from blast). Round down.
    +See B414 +
    @@ -5384,16 +6381,20 @@
     
    -
    +
    - + - Determine how much explosive to use based on damage. TNT = 1.0
    - See B415. + +Determine how much explosive to use based on damage. TNT = 1.0
    +See B415. +
    @@ -5445,16 +6446,20 @@
    - +
    - + - Determine how big the explosion is based on weight.
    - See B415. + +Determine how big the explosion is based on weight.
    +See B415. +
    @@ -5506,30 +6511,37 @@
    - +
    - + - Fragmentation damage.
    - See B415. + +Fragmentation damage.
    +See B415. +
    -
    -
    +
    - + - Base skill level for a fragmentation damage to hit a target.
    - A hit is automatic if the explosive attack actually strikes the target.
    - Only three modifiers apply: the range modifier for the distance from the center
    - of the blast to the target, the modifier for the target’s posture (prone, etc.),
    - and the target’s Size Modifier. It is possible for several fragments to hit! For
    - every three points by which the attack roll succeeds, one additional fragment -
    strikes the target. + +Base skill level for a fragmentation damage to hit a target.
    +A hit is automatic if the explosive attack actually strikes the target.
    +Only three modifiers apply: the range modifier for the distance from the center
    +of the blast to the target, the modifier for the target’s posture (prone, etc.),
    +and the target’s Size Modifier. It is possible for several fragments to hit! For
    +every three points by which the attack roll succeeds, one additional fragment +
    strikes the target. +
    @@ -5561,21 +6573,155 @@
    -
    +
    -
    + +
    +
    + +
    +
    + Close Range Shotgun Damage Tool +
    +
    + +
    +
    + DMG +
    +
    + RoF +
    +
    + Type +
    +
    + +
    + Enter half-damage range of shotgun. +
    +
    +
    + +
    + Close range. +
    +
    +
    + + + New Rate of Fire + +
    +
    + +
    + New Damage +
    +
    +
    + +
    +
    Damage Resistance Multiplier.
    +
    +
    +
    +   +
    +
    +   +
    +
    + +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + + +
    +
    + +
    +
    + +
    + +Enter the stats of the shotgun, be sure to use half-damage range. The tool will calculate how +close you need to be with the shotgun, the RoF, close range damage, and DR multiplier. +For more information, see B409. + +
    +
    + +
    +
    + +
    -
    +
    -
    -
    -
    Quick Inventory
    +
    +
    +
    Quick Inventory
    @@ -5584,161 +6730,195 @@ -
    -
    -
    -
    Inventory
    -
    TL
    -
    - +
    +
    +
    +
    Inventory
    +
    TL
    +
    +
    - Reference to book and page numbers.
    - Examples:
    - B238 = GURPS Basic, Page 238
    - PU2:126 = Power-Ups 2. Page 126
    + + Legality Class B267. +
    -
    -
    On
    - - Carried -
    - Is the item being carried at the moment? +
    + +
    + + Reference to book and page numbers.
    + Examples:
    + B238 = GURPS Basic, Page 238
    + PU2:126 = Power-Ups 2. Page 126
    +
    +
    +
    +
    + + + + Carried
    + Is the item being carried at the moment? +
    -
    #
    -
    $
    -
    W
    -
    $+
    -
    W+
    +
    #
    +
    $
    +
    W
    +
    $+
    +
    W+
    - - -
    -
    + + +
    +
    -
    +
    -
    +
    + +
    +
    -
    - +
    +
    -
    +
    -
    +
    -
    +
    -
    +
    -
    +
    -
    -
    +
    +
    - Notes + + Notes +
    -
    +
    -
    -
    - -
    - Totals for all fields. +
    +
    + +
    + + Totals for all fields. +
    -
    - -
    - Total monetary value of all items (carried or not). +
    + +
    + + Total monetary value of all items (carried or not). +
    -
    +
    -
    - -
    - Total weight of all items carried. +
    + +
    + + Total weight of all items carried. +
    -
    +
    -
    - +
    +
    - Grand total of PC's weight: , and all items carried. + + Grand total of PC's weight: , and all items carried. +
    -
    +
    -
    -
    -
    +
    +
    +
    -
    +
    -
    +
    -
    Spells Based on:
    +
    Spells Based on:
    -
    Magery/PI/Bonus Level:
    +
    Magery/PI/Bonus Level:
    - +
    - Spell skill penalty based on number of ON spells.
    - - Number of spells ON: .
    - NOTE: Use the options tab to adjust the penalty per spell ON. + + Spell skill penalty based on number of ON spells.
    + + Number of spells ON: .
    + NOTE: Use the options tab to adjust the penalty per spell ON. +
    - +
    - Concentration spell penalty
    - - Number of spells: .
    - NOTE: Use options tab to adjust the penalty. + + Concentration spell penalty
    + + Number of spells: .
    + NOTE: Use options tab to adjust the penalty. +
    @@ -5751,202 +6931,243 @@ -
    -
    -
    -
    - +
    +
    +
    +
    +
    - Name of spell + + Name of spell +
    -
    -
    - +
    +
    +
    - Skill level with spell
    -
    -
    -
    - -
    - Difficulty -
    -
    -
    - -
    - Modifier applied to skill level.
    - Can be a positive or a negative number.
    - Examples include a bonus from a Talent,
    - default from another Skill or Technique,
    - a piece of equipment, or a Perk. -
    -
    -
    - -
    - Points -
    -
    -
    - -
    - Mark the spell as ON
    - skill penalty for each spell that is ON.
    - See B238 or M10.
    - Click one at a time, wait until each penalty is applied before clicking the next one. -
    -
    -
    - -
    - Mark the spell as Under Concentration.
    - skill penalty for each spell.
    - See B238 or M10.
    - Click one at a time, wait until each penalty is applied before clicking the next one. -
    -
    -
    - -
    - Resisted By -
    -
    -
    - -
    - Duration of Spell -
    -
    -
    - -
    - Energy cost for casting the spell. -
    -
    -
    - -
    - Amount of time to cast the spell. -
    -
    -
    - -
    - Energy cost to maintain the spell. + + Skill level with spell +
    - -
    - Reference to book and page numbers.
    - Examples:
    - B238 = GURPS Basic, Page 238
    - PU2:126 = Power-Ups 2. Page 126
    + +
    + Difficulty
    -
    +
    + +
    + + Modifier applied to skill level.
    + Can be a positive or a negative number.
    + Examples include a bonus from a Talent,
    + default from another Skill or Technique,
    + a piece of equipment, or a Perk. +
    +
    +
    +
    + +
    + Points +
    +
    +
    + +
    + + Mark the spell as ON
    + skill penalty for each spell that is ON.
    + See B238 or M10.
    + Click one at a time, wait until each penalty is applied before clicking the next one. +
    +
    +
    +
    + +
    + + Mark the spell as Under Concentration.
    + skill penalty for each spell.
    + See B238 or M10.
    + Click one at a time, wait until each penalty is applied before clicking the next one. +
    +
    +
    +
    + +
    + + Resisted By + +
    +
    +
    + +
    + + Duration of Spell + +
    +
    +
    + +
    + + Energy cost for casting the spell. + +
    +
    +
    + +
    + + Amount of time to cast the spell. + +
    +
    +
    + +
    + + Energy cost to maintain the spell. + +
    +
    +
    + +
    + + Reference to book and page numbers.
    + Examples:
    + B238 = GURPS Basic, Page 238
    + PU2:126 = Power-Ups 2. Page 126
    +
    +
    +
    +
    - -
    -
    + +
    +
    -
    +
    -
    +
    -
    +
    -
    +
    -
    +
    -
    +
    -
    +
    -
    +
    -
    +
    -
    +
    -
    +
    -
    +
    -
    +
    -
    +
    - +
    - Spell class; Area, Blocking, Information, Melee,
    - Missile, Regular, Regular (Jet), Resisted, Special + + Spell class; Area, Blocking, Information, Melee,
    + Missile, Regular, Regular (Jet), Resisted, Special +
    - College(s): + College(s):
    - Reason for MOD (Modifier): + Reason for MOD (Modifier):
    -
    +
    -
    Row ID:
    - - The row id can be used with macros.
    - NOTE: Future use for linking to techniques
    - and combat skills.
    - Example field name: repeating_spells_[the row id]_level
    - This example would represent the spell level on that row. + + + + The row id can be used with macros.
    + NOTE: Future use for linking to techniques
    + and combat skills.
    + Example field name: repeating_skills_[the row id]_level
    + This example would represent the skill level on that row. +
    -
    - +
    +
    + + + + Success, critical success, fail, and critical fail
    + notes will be added to roll results.
    + You can add macros to these notes.
    + The width of these note boxes are set to help you
    + visualize what it will look like in chat. +
    +
    +
    - Show notes below, in roll template + + Show notes below in roll template +
    @@ -5954,7 +7175,9 @@
    - Show Spell Modifier notes (see actual spell description) + + Show Spell Modifier notes (see actual spell description) +
    @@ -5963,20 +7186,13 @@
    -
    Success Note:
    - - Success, critical success, fail, and critical fail
    - notes will be added to roll results.
    - You can add macros to these notes.
    - The width of these note boxes are set to help you
    - visualize what it will look like in chat. -
    + Success Note:
    -
    Critical Success Note:
    +
    Critical Success Note:
    @@ -5985,365 +7201,286 @@
    -
    Fail Note:
    +
    Fail Note:
    -
    Critical Fail Note:
    +
    Critical Fail Note:
    -
    +
    -
    -
    -
    +
    +
    -
    +
    -
    +
    -

    Latest Changes: Updated - - -

    +

    + Latest Changes: Updated + + +

    + +

    Major Version Update to 2.0.0

    + +

    + Welcome to version 2.0.0 of the GURPS Character Sheet for Roll20; +

    + +

    + One of the most commented part about this character sheet is the Point Summary + which does not correspond to GCA nor GCS, and for that matter - any manual process. + Because of this, we have made a major change to the way the Point Summary totals are + shown on the General page. This is to take make it much easier for users of GCA and + GCS to compare the points allocated in GCA /GCS to their input into this sheet. To + take advantage of these changes you will have to make some manual changes to your existing PCs. +

    + +

    + Under Traits: +

    + +
      +
    • + Copy/Paste your current Perks that you have under Advantages and Quirks + under Disadvantages, to their newly created Repeating Sections respectively. +
    • +
    • + Verify/Create or Copy/Paste your Racial Traits to its associate Repeating Section if you haven’t already. +
    • +
    • + Appearance has been moved to the Bio/Misc page. The drop down is still there + BUT the points have been removed. You need to manually enter those points in + the appropriate Traits Repeating Section. +
    • +
    • + Verify your Point Summary now under your chosen format of GCA or GCS. Those + that do not use either application should use the format they like best. +
    • +
    + +

    Known Issues

    +
      +
    • The original issue was that you were unable to delete a Technique – UPDATED 03/03/2020
    • +
    • We now have a Revised Techniques table. See update Version 2.2.0 notes. We will continue to revise this Table until we are 100% satisfied it works as intended. The main issue is the complexity of some Techniques and how to enter them into this Table. Modifications to the Techniques (Revised) table will be forthcoming almost every other week.
    • +
    + +

    Note to authors

    +
      +

      I need to mention that the original author(s) misspelled the words Miscellaneous (as Miscellwneous) and Encumbrance (as Encumberance) in both the CSS and HTML files. Rather than write extensive code to fix this, I just corrected the cosmetic portions only. Also note that the original author(s) use the word Fear in place of Fright although the proper word to use is Fright. As with the misspelled words, I changed no code other than the cosmetic side. This seemed simpler then spending hours writing code, transferring values from the attributes in question, and making sure it still functions. It also avoids having to explain it to the users in case they used those misspelled attributes in homemade macros.

      +
    + +

    Revision History

    + +
      +

      Please note: I, Mike W, and MadCoder are not one of the original authors of this sheet. All we have done is to fix a number of small issues, changed some formatting, and implemented some suggested changes. The basic functionality of the sheet has remained the same.

      + +

      To report any Issues or a Suggestion, please use the Roll20 forum under Character Sheets & Compendium. I have created a thread named: [GURPS] - Sheet #1 - Thread 1 (that seems to be similar to the naming convention used by other sheets).

      + +

      https://app.roll20.net/forum/post/6616836/gurps-number-1-thread-1/

      + +

      In your post, please specify if it is an Issue or Suggestion with as much detail information as possible. Screen shots help a lot! I am just learning to work with HTML and CSS so I may not be able to do everything requested. I make no promises on how fast I may be able to implement a Fix or a Suggestion - so please be patient. -Thanks, Mike W.

      + +

      If there are others that are working on or wish to work on this sheet, lets coordinate using the Roll20 forum for now - perhaps later we can use GitHub.

      +
    + +

    Version:

    + +

    Pull Request:

    + +
      +
    • IMPORTANT: Added translation elements to create a translation file. If you notice any text or spelling errors, please let us know. The next step to translate dynamic data from macros.
    • +
    • Coding update. Remove unneeded "sheet-" from class names.
    • +
    • Combat Tab. Fixed bug in pop-out mode where toggle box is mis-aligned for static defenses.
    • +
    + + +

    Version: 2.3.4

    + +

    Pull Request: 5/5/2020

    + +
      +
    • + IMPORTANT: Due to a bug with global sheet settings, the Show Notes for Active Defenses + became unchecked. This fix creates a new field and marks it as checked. +
    • +
    • Highlight Row Option. Update style so input boxes use the same background color. Reported by GroundWalker.
    • +
    • Fixed and revised alignment of custom success/fail notes. Updated by TamedFlame.
    • +
    • Several new style themes added by TamedFlame.
    • +
    • Minor tweaks to inventory table, alignments, and notes.
    • +
    • Critical failure by 10 or more points no longer applies to ranged attacks.
    • +
    • Roll template, removed debugging code for sub-heading. Spotted by Karu.
    • +
    • Added character name just above the navigation tab. This will allow you to see the name when the sheet has been popped out into its own window.
    • +
    • Fixed bug with repeating rows where the move row handle was missing and didn't work. Fixed by TamedFlame.
    • +
    • A number of Minor tweaks, see update for more information. +
        +
      • Inventory Table. Legality Class default value is now empty.
      • +
      • Expanded notes for skills, techniques, active defenses, and spells. Fixed alignment of success/fail boxes.
      • +
      • Spells table. Increased height of expanded area.
      • +
      • Fixed alignment issue with Verify malfuction checkbox.
      • +
      • Removed unneeded text for Parry Critical Failure Notes.
      • +
      • Updated Point Summary. Removed a legacy field called Traits, not needed.
      • +
      • Fixed alignment of elements for Expanded notes for Techniques (Revised) table.
      • + Active Defenses Table. Hide link to row id, that part is still under construction. +
      +
    • +
    + +

    Version 2.3.3

    +

    Pull Request: 4/28/2020

    + +
      +
    • New Feature: New option to select a style for the character sheet. Classic White, Green, Blue, Beige, and Gray. Contributed by Tame Flame (4822134).
    • +
    • Default Sheet Settings: New option to select default sheet style.
    • +
    • Traits tab. Advantages, Perks, Quirks, Disadvantages, and Race table. If the Frequency of Appearance or Self-Control Number is from 3 to 18, show the die button.
    • +
    • Skills tab. Techniques (Revised) table. You can link a technigue to another technigue. Requested by Ian.
    • +
    • Combat tab. Active Defenses. Added Unarmed Parry. There are number of rules specific to unarmed parry. Added Rules as Written (RAW) for unarmed parry.
    • +
    • + Important: Combat tab. Active Defenses. The Rules as Written (RAW) for active defense success/fail notes are now hard-coded. + This is necessary because notes saved to a field can't fixed or added to. The update improves the display of notes in the chat area. +
    • +
    • New Sheet Options: Active Defenses. Show RAW Notes. If checked, success/fail notes for active defenses will display on roll template.
    • +
    + +

    Version 2.3.2

    + +

    Pull Request: 4/14/2020

    + +
      +
    • General Tab. Fix rounding error for jumping distance.
    • +
    • General Tab. Allow negative values for Air Move modifier and Water Move modifiers. Reported by James W.
    • +
    • Combat Tab. Active Defenses. Hide checkbox when the Modify button is clicked. Reported by Charles.
    • +
    • Combat Tab. Active Defenses. Fix alignment issues. Verified on Chrome, Firefox, MS Edge (chromium)
    • +
    • General Tab. Current HP and Current FP tooltip. Thresholds were not updating when max HP or FP were updated. This should be fixed.
    • +
    • Traits Tab. Add some gutter space to perks and quirks tables.
    • +
    + +

    Version: 2.3.1

    + +

    Pull Request: 4/7/2020

    + +
      +
    • Combat tab. fixed alignment issues with active defense arrow and chekbox when the sheet is popped out into a window.
    • +
    • + Combat tab - Active Defense Success/Fail Notes. Had time to restructure the Rules As Written (RAW) notes so they are + no longer part of the custom notes. They are now just stored on the options and automatically appended to the roll template. +
    • +
    • + IMPORTANT: If you see double notes for active defense success, critical success, fail, or critical fail, you will + need to manually delete the custom success/fail notes for each active defense. This is a one time edit and you will not + need to do that again. +
    • +
    + +

    Version: 2.3.0

    + +

    Pull Request: 3/31/2020

    + +
      +
    • Changed width of Weapon and Damage Notes fields, under Melee and Raged Attacks, to be more readable – Cosmetic Only.
    • +
    • + General Tab. Removed checkbox for whispering Perception. Current default behavior for whisper is player and game master can see the roll. + There's no method that only the GM sees the roll by the player. +
    • +
    • + Combat Tab. Updated Active Defenses to have the same layout as Skills and Spells. + Active Defenses will be prepopulated with success/fail notes based on the Defense Type. +
    • +
    • + Options Tab. There are text boxes for editing the default success/fail notes for Active Defenses. +
    • +
    + +

    Version 2.2.4

    + +

    Pull Request: 03/24/2020

    + +
      +
    • Changes, Fixes, and Adds made by Mike W (UserID: 1414610)
    • +
    • Fixed the placement of some ToolTips – Cosmetic Only
    • +
    • Changed the Vitals DR default value to “See Torso”. This will NOT override current entry.
    • +
    • Added a Title to the Highlight Row Checkboxes to indicate what the checkbox is for. Inspired by Jared (UserID: 1026445) – Cosmetic Only.
    • +
    + +

    Version 2.2.3

    + +

    Pull Request: 03/03/2020

    + +
      +
    • Changes, Fixes, and Adds made by Mike W (UserID: 1414610)
    • +
    • Fixed the placement of some ToolTips – Cosmetic Only
    • +
    • Changed the Vitals DR default value to “See Torso”. This will NOT override current entry.
    • +
    • Added a Title to the Highlight Row Checkboxes to indicate what the checkbox is for. Inspired by Jared (UserID: 1026445) – Cosmetic Only.
    • +
    + +

    Version 2.2.3

    + +

    Pull Request: 03/03/2020

    + +
      +
    • Changes, Fixes, and Adds made by Mike W (UserID: 1414610)
    • +
    • Added some new ToolTips – Cosmetic Only.
    • +
    • Changed width of Weapon and Damage Notes fields, under Melee and Raged Attacks, to be more readable – Cosmetic Only.
    • +
    • General Tab. Remove checkbox for whispering Perception. Default behavior is only player and game master can see the roll. + There's method to roll so GM only sees the roll by the player. +
    • +
    + +

    Version 2.2.2

    + +

    Pull Request: 02/25/2020

    + +
      +
    • Fix spelling errors.
    • +
    • Rolltemplate: To avoid confusion, critical failure will only display the Critical Failure not regular Failure as well.
    • +
    • Traits tab: Combine Perks & Quirks into one row. Less scrolling and hopefully improved interface.
    • +
    • General tab: Move lifting section below HP, ER Pools, expand notes section. NOTE: This required changing the coding location of several sections on this tab.
    • +
    + +

    Version 2.2.1

    + +

    Pull Request: 02/18/2020

    + +
      +
    • Changes, Fixes, and Adds made by a combined effort from MadCode (UserID: 945642) and Mike W (UserID: 1414610)
    • +
    • Adjusted the field widths for Techniques (Revised) and Parent Attributes – Cosmetic only.
    • +
    • Added new function of ‘Dodge and Drop’ to default Active Defenses.
    • +
    • Techniques Table Revised. Points spent on techniques are now totaled correctly. NOTE: When transferring techniques to the revised table, be sure to delete the old technqies, otherwise the total will be wrong.
    • +
    • Tecnniques Table Revised. Fix bug where Modifier was not added to the final Technique Skill Level.
    • +
    • Quirks/Perks Bugfix. Adding a row did not total the quirks/perks correctly.
    • +
    • Repeating Spells, quickly clicking checkboxes prevented correct totals. Using new code provided by GiGs to improve speed.
    • +
    • Many ToolTips updated or added.
    • +
    • Some slight format changes – Cosmetic Only.
    • +
    • Added a Defense Bonus (DB) Notes box to the Active Defense section.
    • +
    + +

    Version 2.2.0

    + +

    Pull Request: 02/11/2020

    + +
      +
    • New Optional Feature Available. A revised techniques table is available by setting the options on the character sheet or the campaign default options. This revised techniques is not final, we'll make adjustments based upon feedback.
    • +
    • Options tab. New option to show/hide the Original Techniques table and new Revised Techniques table. Show both tables if you want to transfer your current techniques to the new table.
    • +
    • Skills Tab. New Revised Technique Table. Options to show/hide old technigue or new technique tables. If old technique table has no rows, then hide old table, show new table.
    • +
    • Bugfix: Check when Character Weight is updated on the Bio\Misc tab to also update the Grand Total on the Inventory tab.
    • +
    • Various spelling and text updates. Updated wording and titles for Combat Tolls Range Calculator.
    • +
    • Fix display bug with Add to Tracker Roll Template.
    • +
    • Grimoire tab. Spells Table. Reduce the size of the Reason for MOD input line to try to prevent wrapping to next line.
    • +
    • Quirks and Perks tables. Set default point value of Quirks to -1 and Perks to 1, suggested by Kevin A (ID: 688156).
    • +
    • Rolltemplate - Skill Rolls. Added (Effective Skill) text after the displayed number.
    • +
    + +
    -

    Major Version Update to 2.0.0

    - -

    - Welcome to version 2.0.0 of the GURPS Character Sheet for Roll20; -

    - -

    - One of the most commented part about this character sheet is the Point Summary - which does not correspond to GCA nor GCS, and for that matter - any manual process. - Because of this, we have made a major change to the way the Point Summary totals are - shown on the General page. This is to take make it much easier for users of GCA and - GCS to compare the points allocated in GCA /GCS to their input into this sheet. To - take advantage of these changes you will have to make some manual changes to your existing PCs. -

    - -

    - Under Traits: -

    - -
      -
    • - Copy/Paste your current Perks that you have under Advantages and Quirks - under Disadvantages, to their newly created Repeating Sections respectively. -
    • -
    • - Verify/Create or Copy/Paste your Racial Traits to its associate Repeating Section if you haven’t already. -
    • -
    • - Appearance has been moved to the Bio/Misc page. The drop down is still there - BUT the points have been removed. You need to manually enter those points in - the appropriate Traits Repeating Section. -
    • -
    • - Verify your Point Summary now under your chosen format of GCA or GCS. Those - that do not use either application should use the format they like best. -
    • -
    - -

    Known Issues

    -
      -
    • The original issue was that you were unable to delete a Technique – UPDATED 03/03/2020
    • -
    • We now have a Revised Techniques table. See update Version 2.2.0 notes. We will continue to revise this Table until we are 100% satisfied it works as intended. The main issue is the complexity of some Techniques and how to enter them into this Table. Modifications to the Techniques (Revised) table will be forthcoming almost every other week.
    • -
    - -

    Note to authors

    -
      -

      I need to mention that the original author(s) misspelled the words Miscellaneous (as Miscellwneous) and Encumbrance (as Encumberance) in both the CSS and HTML files. Rather than write extensive code to fix this, I just corrected the cosmetic portions only. Also note that the original author(s) use the word Fear in place of Fright although the proper word to use is Fright. As with the misspelled words, I changed no code other than the cosmetic side. This seemed simpler then spending hours writing code, transferring values from the attributes in question, and making sure it still functions. It also avoids having to explain it to the users in case they used those misspelled attributes in homemade macros.

      -
    - -

    Revision History

    -
      -

      Please note: I, Mike W, and MadCoder are not one of the original authors of this sheet. All we have done is to fix a number of small issues, changed some formatting, and implemented some suggested changes. The basic functionality of the sheet has remained the same.

      - -

      To report any Issues or a Suggestion, please use the Roll20 forum under Character Sheets & Compendium. I have created a thread named: [GURPS] - Sheet #1 - Thread 1 (that seems to be similar to the naming convention used by other sheets).

      - -

      https://app.roll20.net/forum/post/6616836/gurps-sheet-number-1-thread-1/

      - -

      In your post, please specify if it is an Issue or Suggestion with as much detail information as possible. Screen shots help a lot! I am just learning to work with HTML and CSS so I may not be able to do everything requested. I make no promises on how fast I may be able to implement a Fix or a Suggestion - so please be patient. -Thanks, Mike W.

      - -

      If there are others that are working on or wish to work on this sheet, lets coordinate using the Roll20 forum for now - perhaps later we can use GitHub.

      -
    - -

    Version:

    - -

    Pull Request:

    - -
      -
    • General Tab. Fix rounding error for jumping distance.
    • -
    • General Tab. Allow negative values for Air Move modifier and Water Move modifiers. Reported by James W.
    • -
    • Combat Tab. Active Defenses. Hide checkbox when the Modify button is clicked. Reported by Charles.
    • -
    • Combat Tab. Active Defenses. Fix alignment issues. Verified on Chrome, Firefox, MS Edge (chromium)
    • -
    • General Tab. Current HP and Current FP tooltip. Thresholds were not updating when max HP or FP were updated. This should be fixed.
    • -
    • Traits Tab. Add some gutter space to perks and quirks tables.
    • -
    - -

    Version: 2.3.1

    - -

    Pull Request: 4/7/2020

    - -
      -
    • Combat tab. fixed alignment issues with active defense arrow and chekbox when the sheet is popped out into a window.
    • -
    • - Combat tab - Active Defense Success/Fail Notes. Had time to restructure the Rules As Written (RAW) notes so they are - no longer part of the custom notes. They are now just stored on the options and automatically appended to the roll template. -
    • -
    • - IMPORTANT: If you see double notes for active defense success, critical success, fail, or critical fail, you will - need to manually delete the custom success/fail notes for each active defense. This is a one time edit and you will not - need to do that again. -
    • -
    - -

    Version: 2.3.0

    - -

    Pull Request: 3/31/2020

    - -
      -
    • Changed width of Weapon and Damage Notes fields, under Melee and Raged Attacks, to be more readable – Cosmetic Only.
    • -
    • - General Tab. Removed checkbox for whispering Perception. Current default behavior for whisper is player and game master can see the roll. - There's no method that only the GM sees the roll by the player. -
    • -
    • - Combat Tab. Updated Active Defenses to have the same layout as Skills and Spells. - Active Defenses will be prepopulated with success/fail notes based on the Defense Type. -
    • -
    • - Options Tab. There are text boxes for editing the default success/fail notes for Active Defenses. -
    • -
    - -

    Version 2.2.4

    - -

    Pull Request: 03/24/2020

    - -
      -
    • Changes, Fixes, and Adds made by Mike W (UserID: 1414610)
    • -
    • Fixed the placement of some ToolTips – Cosmetic Only
    • -
    • Changed the Vitals DR default value to “See Torso”. This will NOT override current entry.
    • -
    • Added a Title to the Highlight Row Checkboxes to indicate what the checkbox is for. Inspired by Jared (UserID: 1026445) – Cosmetic Only.
    • -
    - -

    Version 2.2.3

    - -

    Pull Request: 03/03/2020

    - -
      -
    • Changes, Fixes, and Adds made by Mike W (UserID: 1414610)
    • -
    • Fixed the placement of some ToolTips – Cosmetic Only
    • -
    • Changed the Vitals DR default value to “See Torso”. This will NOT override current entry.
    • -
    • Added a Title to the Highlight Row Checkboxes to indicate what the checkbox is for. Inspired by Jared (UserID: 1026445) – Cosmetic Only.
    • -
    - -

    Version 2.2.3

    - -

    Pull Request: 03/03/2020

    - -
      -
    • Changes, Fixes, and Adds made by Mike W (UserID: 1414610)
    • -
    • Added some new ToolTips – Cosmetic Only.
    • -
    • Changed width of Weapon and Damage Notes fields, under Melee and Raged Attacks, to be more readable – Cosmetic Only.
    • -
    • General Tab. Remove checkbox for whispering Perception. Default behavior is only player and game master can see the roll. - There's method to roll so GM only sees the roll by the player. -
    • -
    - -

    Version 2.2.2

    - -

    Pull Request: 02/25/2020

    - -
      -
    • Fix spelling errors.
    • -
    • Rolltemplate: To avoid confusion, critical failure will only display the Critical Failure not regular Failure as well.
    • -
    • Traits tab: Combine Perks & Quirks into one row. Less scrolling and hopefully improved interface.
    • -
    • General tab: Move lifting section below HP, ER Pools, expand notes section. NOTE: This required changing the coding location of several sections on this tab.
    • -
    - -

    Version 2.2.1

    - -

    Pull Request: 02/18/2020

    - -
      -
    • Changes, Fixes, and Adds made by a combined effort from MadCode (UserID: 945642) and Mike W (UserID: 1414610)
    • -
    • Adjusted the field widths for Techniques (Revised) and Parent Attributes – Cosmetic only.
    • -
    • Added new function of ‘Dodge and Drop’ to default Active Defenses.
    • -
    • Techniques Table Revised. Points spent on techniques are now totaled correctly. NOTE: When transferring techniques to the revised table, be sure to delete the old technqies, otherwise the total will be wrong.
    • -
    • Tecnniques Table Revised. Fix bug where Modifier was not added to the final Technique Skill Level.
    • -
    • Quirks/Perks Bugfix. Adding a row did not total the quirks/perks correctly.
    • -
    • Repeating Spells, quickly clicking checkboxes prevented correct totals. Using new code provided by GiGs to improve speed.
    • -
    • Many ToolTips updated or added.
    • -
    • Some slight format changes – Cosmetic Only.
    • -
    • Added a Defense Bonus (DB) Notes box to the Active Defense section.
    • -
    - -

    Version 2.2.0

    - -

    Pull Request: 02/11/2020

    - -
      -
    • New Optional Feature Available. A revised techniques table is available by setting the options on the character sheet or the campaign default options. This revised techniques is not final, we'll make adjustments based upon feedback.
    • -
    • Options tab. New option to show/hide the Original Techniques table and new Revised Techniques table. Show both tables if you want to transfer your current techniques to the new table.
    • -
    • Skills Tab. New Revised Technique Table. Options to show/hide old technigue or new technique tables. If old technique table has no rows, then hide old table, show new table.
    • -
    • Bugfix: Check when Character Weight is updated on the Bio\Misc tab to also update the Grand Total on the Inventory tab.
    • -
    • Various spelling and text updates. Updated wording and titles for Combat Tolls Range Calculator.
    • -
    • Fix display bug with Add to Tracker Roll Template.
    • -
    • Grimoire tab. Spells Table. Reduce the size of the Reason for MOD input line to try to prevent wrapping to next line.
    • -
    • Quirks and Perks tables. Set default point value of Quirks to -1 and Perks to 1, suggested by Kevin A (ID: 688156).
    • -
    • Rolltemplate - Skill Rolls. Added (Effective Skill) text after the displayed number.
    • -
    - -

    Version 2.1.1

    - -

    Pull Request: 02/04/2020

    - -
      -
    • Changes, Fixes, and Adds made by Mike W (UserID: 1414610)
    • -
    • Added and/or modified several ToolTips – Cosmetic Only
    • -
    • Updated alerts due to HP and/or FP loss in Red – Cosmetic Only
    • -
    • Added ToolTips to ‘Reason for MOD’ with some examples – Cosmetic Only
    • -
    • Added a title to the Speed button to remind you that you must select a Token first – Cosmetic Only
    • -
    • Added missing macro name title for Current HP – Cosmetic Only
    • -
    • Add to Turn Order macro for Initiative has been revised to help eliminate ties – Suggested by Jared (UserID: 1026445)
    • -
    • When adding a new spell, it will now input 1 point automatically to avoid 0 point spells.
    • -
    - -

    Version 2.1.0

    - -

    Pull Request: 01/28/2020

    - -
      -
    • Grimoire Tab. Repeating Spells. Fix bug where Reason MOD text and input spanned two lines.
    • -
    • General Tab. Update text for HP and FP alerts. If fatigued, ST is halved, added new field for ST display and use it with ST rolls.
    • -
    • Combat Tab. Show alert message when dodge is halved or quartered.
    • -
    • Combat Tab. Demolition tool. Add radius and distance from center. Add fragmentation row.
    • -
    • Linked Attacks to skills or spells. On version update, ensure links are updated correctly. Fixed a couple of bugs with linking spells.
    • -
    - -

    Version: 2.0.0

    - -

    Pull Request: 01/07/2020

    - -
      -
    • This is a major update to version 2.0.0. – User interaction is required, please read the details of the changes and what you need to do under the Updates TAB.
    • -
    • General tab. Change layout for Turning and Deceleration table and fixed some bugs in the process.
    • -
    • Combat tab. Added Demolition combat tool. Code provided by Savage. Thank you Savage!
    • -
    • General tab. Change Thrust and Swing damage to use formula instead of a lookup table that stops at ST 100.
    • -
    • Combat tab - Thrown Object tool. Thrust damage was not updating correctly when thrust damage changed.
    • -
    • Inventory tab - Grand Total Weight. Changed to use on change event.
    • -
    • General tab - Custom Pools section. Added some height to Current text box so underline is visible.
    • -
    • Combat tab. Row ID - Add related skill name and level to description. Add Reason for MOD field. Converted Weapon and Damage notes to text areas.
    • -
    • General tab. Added whisper to GM option for Perception roll.
    • -
    • Traits tab. Added repeating tables for Perks and Quirks.
    • -
    • General tab. Display points summary based on selected option.
    • -
    • Corrected a few spelling errors.
    • -
    • General tab. Current HP and Current FP notes. Show halved or quartered movement. Removed modifier that divided ST by 2 when HP is 1/3 or less.
    • -
    • Spell Rolls. Added options to enter notes for Spell Critical Success, Fail, and Critical Failure. Display spell notes on roll template.
    • -
    • Grimoire Tab. Update formatting repeating spells.
    • -
    • Options tab. Added Point summary option. Reformatted option tab layout.
    • -
    - -

    Vesion: 1.7.2

    - -

    Pull Request: 12/17/2019

    - -
      -
    • Changes, Fixes, and Adds made by Mike W (UserID: 1414610)
    • -
    • Updated, reformatted, and added many ToolTips – Cosmetic Only
    • -
    • Fixed a very minor error in the CSS file – Cosmetic Only
    • -
    • Fixed basic Swing damage calculator bug – reported and fixed by Vitalii S (User ID: 146689
    • -
    • Fixed alignment of the Melee Attacks Header – Cosmetic Only
    • -
    • Changed Option box name of Critical Successes to Successes\Fails– Cosmetic Only -
    • Cleaned up Change Log and removed all entries prior to 08/06/2019), added some new info on the options page - Cosmetic Only
    • -
    • Fixed alignment of the Inventory Header – Cosmetic Only
    • -
    • Added Grand Total Weight to the Inventory page and reformatted the results – Cosmetic Only -
    - -

    Version: 1.7.1

    - -

    Pull Request: 12/03/2019

    - -
      -
    • Changes, Fixes, and Adds made by Mike W (UserID: 1414610)
    • -
    • Updated screenshot of sheet image file
    • -
    • Updated, reformatted, and added many ToolTips – Cosmetic Only
    • -
    - -

    Version: 1.7.0

    - -

    Pull Request: 11/26/2019

    - -
      -
    • Repeating skills/spells. Removed checkbox to show success/fail note. Converted text boxes to multi-line text boxes
    • -
    • Repeating melee/ranged attacks. Ability to link weapon to skill or spell. The weapon will show the skill or spell level and should update when the skill or spell level is updated.
    • -
    • Reformat minimum damage notes and include page reference.
    • -
    • Repeating Spells. Moved checkboxes for ON and MT to avoid collision with delete buttons. Resized some text boxes to allow more space for the delete buttons. Renamed maintained Penalties titles to Concentration Penalty. Thanks to Valter.
    • -
    - -

    Version: 1.6.9

    - -

    Pull Request: 11/12/2019

    - -
      -
    • Roll template. Add malfunction number next to recoil.
    • -
    • Skills tab. Fix Success Note bug, not showing on success results correctly.
    • -
    • Repeating skills and spells. Added checkbox to show success/fail notes on rolltable.
    • -
    • If critical fail on skill roll, show both associated fail and critical fail notes.
    • -
    • Grimoire Tab - Repeating Spells table. Move REF field to expanded notes area, replace with ON checkbox. Resize Resisted by to add. Being Maintained checkbox.
    • -
    - -

    Version: 1.6.8

    - -

    Pull Request: 10/292/2019

    - -
      -
    • Combat Tab - Ranged Attacks. Added Malfunction field.
    • -
    • New Option - Use Malfunction. If checked, roll result will check for malfunction.
    • -
    • Character Sheet Default Options. Added Use Malfunction default option.
    • -
    • General Tab - Added turning and deceleration movement. Expand Current move row to view.
    • -
    - -

    Version: 1.6.7

    - -

    Pull Request: 10/22/2019

    - -
      -
    • Combat Tab - Defense Roll. If parry, new notes for parrying heavier weapon. Will not display if wound modifier notes is turned off.
    • -
    • Options tab - added field to edit defensive parry notes.
    • -
    • Added Success/Fail notes for skills.
    • -
    • Added Success/Fail notes for spells.
    • -
    • Skills Tab - Expanding the skill box now shows the Row ID. The Row ID is useful for macros and for future linking to combat table.
    • -
    • Grimoire Tab - Expanding the spell box now shows the Row ID. The Row ID is useful for macros and for future linking to combat table.
    • -
    • Add notes for minimum damage amount.
    • -
    • Tooltips to view macro field names. Hover mouse over input box to see tooltip.
    • -
    - -

    Version: 1.6.6

    - -

    Pull Request: 09/23/2019

    - -
      -
    • If a Wound Modifier Note is updated, each combat attack with the same modifier will get updated.
    • -
    • Jumping - Add check box to factor in encumbrance level.
    • -
    • Critical Successes Option: If Turn Off is selected, fixed bug where the critical success text is displayed for active defenses.
    • -
    • Combat Tab - Active Defense. If U or F is entered for INFO, the appropriate description will be added. New Feature.
    • -
    • Added date to announcements tip.
    • -
    • Inventory Tab: If Item is marked as "ON" the weight will be bolded. NOTE: Please toggle the ON field to see the bolded text.
    • -
    • Added tooltips to open/close arrows. Changed the style slightly to more of a button feel.
    • -
    - -
    - -
    +
    @@ -6352,81 +7489,136 @@
    -

    Critical Roll Options

    - - Use rules as written + +

    + Critical Roll Options +

    + + + Use rules as written
    - - Only on a 3 or 4 -
    - - Turn Off + + + Only on a 3 or 4 +
    + + + Turn Off +
    -

    Skill Modifier Options

    +

    + Skill Modifier Options +

    + - No Modifier Prompt + + No Modifier Prompt + - Rolls will be made immediately with no prompt. - -
    - Single Modifier Prompt + + Rolls will be made immediately with no prompt. + + +
    + + + + Single Modifier Prompt + - Ask for a bonus or penalty to be added to dice rolls. -
    - This will not affect damage rolls. + + Ask for a bonus or penalty to be added to dice rolls.
    + This will not affect damage rolls. +
    -
    +
    + - Extended Modifier Prompts + + Extended Modifier Prompts + - Instead of a single modifier, rolls will ask for a series of modifiers,
    - to remind you about potential bonuses/penalties. -
    - This will not affect damage rolls. -
    + + Instead of a single modifier, rolls will ask for a series of modifiers,
    + to remind you about potential bonuses/penalties.
    + This will not affect damage rolls. +
    + +
    -

    Public or Private Rolls

    - - Public Rolls +

    + Public or Private Rolls +

    + + + + Public Rolls + - All players will be able to see
    - your skill level, roll and results. + + All players will be able to see
    + your skill level, roll and results. +

    - - Private Skill Levels deprecated + + + + Private Skill Levels deprecated + - Only the GM will be able to see
    - your skill level, but all players
    - will see the result.
    - NOTE: This now behaves just like Private Rolls + + Only the GM will be able to see
    + your skill level, but all players
    + will see the result.
    + NOTE: This now behaves just like Private Rolls +
    -
    +
    + - Private Rolls + + Private Rolls + - Only the GM will see your skill
    - level and the result. -
    + + Only the GM will see your skill
    + level and the result. +
    + +
    -

    Repeating Technique Tables

    +

    + Repeating Technique Tables +

    +
    - - Show Original - Show the original techniques table. + + + Show Original + + + Show the original techniques table. +
    +
    - - Show Revised - Show the revised techniques table. -
    + + + Show Revised + + + Show the revised techniques table. + +
    +
    @@ -6434,70 +7626,125 @@
    -

    Point Summary Layout

    + +

    + Point Summary Layout +

    +
    - GCA - GURPS Character Assistant. + + GCA + + + GURPS Character Assistant. +
    - GCS - GURPS Character Sheet. + + GCS + + + GURPS Character Sheet. +
    - Detailed - Custom view displaying each section total.
    Including the deprecated Misc. Points box.
    + + Detailed + + + + Custom view displaying each section total.
    + Including the deprecated Misc. Points box. +
    +
    - Enter Unspent Points - Check if you would like to manually track your unspent points + + Enter Unspent Points + + + Check if you would like to manually track your unspent points +
    -

    Add to combat tracker

    - - Public Speed Tracker + +

    + Add to combat tracker +

    + + + + Public Speed Tracker + - Show basic speed and add to Chat message to public. + Show basic speed and add to Chat message to public. -
    +
    + - Private Speed Tracker + + Private Speed Tracker + - Show basic speed and add to Chat message to GM. - + Show basic speed and add to Chat message to GM. + +
    -

    Spell Options (See B238, M10)

    +

    + Spell Options (See B238, M10) +

    - - - - - - - - - -
    - Penalty for each spell ON: - - -
    - Penalty for each spell Concentrated On: - - -
    + + + + + + + + + + +
    + Penalty for each spell ON: + + +
    + Penalty for each spell Concentrated On: + + +
    +
    +
    + +
    + +

    Active Defenses

    + +
    + + + Show RAW Notes + + + + Show Rules as Written Success/Fail notes + + +
    +
    @@ -6505,7 +7752,9 @@
    -

    Damage Dice Icon

    +

    + Damage Dice Icon +

    @@ -6528,28 +7777,56 @@
    - Use Malfunction - If checked, roll results will check for malfunction. + + Use Malfunction + + + If checked, roll results will check for malfunction. +
    -

    Stat Modifier Options

    + +

    + Stat Modifier Options +

    - Mods to attributes increase all derived stats (including HP, FP) + Mods to attributes increase all derived stats (including HP, FP)
    - Mods to attributes increase most derived stats (not HP, FP) + Mods to attributes increase most derived stats (not HP, FP)
    - Mods to attributes do not increase derived stats + Mods to attributes do not increase derived stats
    - +
    + +

    + Sheet Style +

    + + Selects a visual style for the character sheet + +
    + +
    +
    @@ -6559,14 +7836,18 @@
    -

    Falling & Collision Damage Notes

    +

    + Falling & Collision Damage Notes +

    -

    Demolition Damage Notes

    +

    + Demolition Damage Notes +

    @@ -6596,7 +7881,7 @@ For each hit, roll hit location randomly. If that location is behind cover, the - + - + - + - + - + - + - + - + - + - + - + - +
    - Fragmentation Recoil: + Fragmentation Recoil: @@ -6611,19 +7896,25 @@ For each hit, roll hit location randomly. If that location is behind cover, the
    -

    Spell Critical Success Notes

    +

    + Spell Critical Success Notes +

    -

    Spell Fail Notes

    +

    + Spell Fail Notes +

    -

    Spell Critical Failure Notes

    +

    + Spell Critical Failure Notes +

    Impaling + Impaling +
    Crushing + Crushing +
    PI- + PI- +
    PI + PI +
    PI+ + PI+ +
    PI++ + PI++ +
    Affliction + Affliction +
    BurnBurn
    CorrosionCorrosion
    Toxic + Toxic +
    Special + Special + @@ -6772,113 +8093,7 @@ See notes for weapon. -
    - -
    - - -
    -

    Dodge Success Notes

    - -
    - -
    -

    Dodge Critical Success Notes

    - -
    - -
    -

    Dodge Fail Notes

    - -
    - -
    -

    Dodge Critical Failure Notes

    - -
    - -
    - -
    - - -
    -

    Parry Success Notes

    - -
    - -
    -

    Parry Critical Success Notes

    - -
    - -
    -

    Parry Fail Notes

    - -
    - -
    -

    Parry Critical Failure Notes

    - -
    - -
    - -
    - - -
    -

    Block Success Notes

    - -
    - -
    -

    Block Critical Success Notes

    - -
    - -
    -

    Block Fail Notes

    - -
    - -
    -

    Block Critical Failure Notes

    - -
    - -
    - -
    - + @@ -6887,13 +8102,13 @@ If you're using an unarmed parry, attacker may choose to hit the original target

    Your feedback is most welcomed! See link below.

    -
    @@ -6915,7 +8130,7 @@ If you're using an unarmed parry, attacker may choose to hit the original target
    BASE:BASE: {{basicSpeed}}
    @@ -6933,18 +8148,18 @@ If you're using an unarmed parry, attacker may choose to hit the original target
    Type:Type: {{type}} {{#bookReference}} - Ref: {{bookReference}} + Ref: {{bookReference}} {{/bookReference}}
    Roll:Roll: @@ -6962,7 +8177,11 @@ If you're using an unarmed parry, attacker may choose to hit the original target - {{#customCriticalFailNote}} + {{#rawCriticalFailNote}} +

    {{rawCriticalFailNote}}

    + {{/rawCriticalFailNote}} + + {{#customCriticalFailNote}}

    {{customCriticalFailNote}}

    {{/customCriticalFailNote}} @@ -6987,7 +8206,11 @@ If you're using an unarmed parry, attacker may choose to hit the original target {{#rollGreater() effectiveSkill 15}} - {{#customFailNote}} + {{#rawFailNote}} +

    {{rawFailNote}}

    + {{/rawFailNote}} + + {{#customFailNote}}

    {{customFailNote}}

    {{/customFailNote}} @@ -6997,7 +8220,11 @@ If you're using an unarmed parry, attacker may choose to hit the original target {{#rollLess() effectiveSkill 16}} - {{#customCriticalFailNote}} + {{#rawCriticalFailNote}} +

    {{rawCriticalFailNote}}

    + {{/rawCriticalFailNote}} + + {{#customCriticalFailNote}}

    {{customCriticalFailNote}}

    {{/customCriticalFailNote}} @@ -7022,8 +8249,14 @@ If you're using an unarmed parry, attacker may choose to hit the original target {{#rollTotal() useCriticalPlusTen 2}} - - {{#customSuccessNote}} + + {{#rollTotal() showRawDefenseNotes 1}} + {{#rawSuccessNote}} +

    {{rawSuccessNote}}

    + {{/rawSuccessNote}} + {{/rollTotal() showRawDefenseNotes 1}} + + {{#customSuccessNote}}

    {{customSuccessNote}}

    {{/customSuccessNote}} @@ -7034,7 +8267,13 @@ If you're using an unarmed parry, attacker may choose to hit the original target {{#rollLess() useCriticalPlusTen 2}} - {{#customCriticalSuccessNote}} + {{#rollTotal() showRawDefenseNotes 1}} + {{#rawCriticalSuccessNote}} +

    {{rawCriticalSuccessNote}}

    + {{/rawCriticalSuccessNote}} + {{/rollTotal() showRawDefenseNotes 1}} + + {{#customCriticalSuccessNote}}

    {{customCriticalSuccessNote}}

    {{/customCriticalSuccessNote}} @@ -7053,30 +8292,41 @@ If you're using an unarmed parry, attacker may choose to hit the original target {{rollResult}} - + + + {{^rangedAttack}} {{#rollLess() effectiveSkill 4}} {{#rollGreater() rollResult 12}}Critical{{/rollGreater() rollResult 12}} {{/rollLess() effectiveSkill 4}} - - + {{/rangedAttack}} + + + {{^rangedAttack}} {{#rollTotal() effectiveSkill 4}} {{#rollGreater() rollResult 13}}Critical{{/rollGreater() rollResult 13}} {{/rollTotal() effectiveSkill 4}} - + {{/rangedAttack}} + - {{#rollTotal() effectiveSkill 5}} + {{^rangedAttack}} + {{#rollTotal() effectiveSkill 5}} {{#rollGreater() rollResult 14}}Critical{{/rollGreater() rollResult 14}} {{/rollTotal() effectiveSkill 5}} - - + {{/rangedAttack}} + + + {{^rangedAttack}} {{#rollTotal() effectiveSkill 6}} {{#rollGreater() rollResult 15}}Critical{{/rollGreater() rollResult 15}} {{/rollTotal() effectiveSkill 6}} + {{/rangedAttack}} + {{^rangedAttack}} {{#rollBetween() effectiveSkill 7 15}} {{#rollGreater() rollResult 16}}Critical{{/rollGreater() rollResult 16}} {{/rollBetween() effectiveSkill 7 15}} + {{/rangedAttack}} @@ -7093,7 +8343,13 @@ If you're using an unarmed parry, attacker may choose to hit the original target {{#rollLess() rollResult 13}} - {{#customFailNote}} + {{#rollTotal() showRawDefenseNotes 1}} + {{#rawFailNote}} +

    {{rawFailNote}}

    + {{/rawFailNote}} + {{/rollTotal() showRawDefenseNotes 1}} + + {{#customFailNote}}

    {{customFailNote}}

    {{/customFailNote}} @@ -7118,7 +8374,13 @@ If you're using an unarmed parry, attacker may choose to hit the original target {{/rollTotal() defenseType 3}} - {{#customCriticalFailNote}} + {{#rollTotal() showRawDefenseNotes 1}} + {{#rawCriticalFailNote}} +

    {{rawCriticalFailNote}}

    + {{/rawCriticalFailNote}} + {{/rollTotal() showRawDefenseNotes 1}} + + {{#customCriticalFailNote}}

    {{customCriticalFailNote}}

    {{/customCriticalFailNote}} @@ -7133,7 +8395,13 @@ If you're using an unarmed parry, attacker may choose to hit the original target {{#rollLess() rollResult 15}} - {{#customFailNote}} + {{#rollTotal() showRawDefenseNotes 1}} + {{#rawFailNote}} +

    {{rawFailNote}}

    + {{/rawFailNote}} + {{/rollTotal() showRawDefenseNotes 1}} + + {{#customFailNote}}

    {{customFailNote}}

    {{/customFailNote}} @@ -7158,7 +8426,13 @@ If you're using an unarmed parry, attacker may choose to hit the original target {{/rollTotal() defenseType 3}} - {{#customCriticalFailNote}} + {{#rollTotal() showRawDefenseNotes 1}} + {{#rawCriticalFailNote}} +

    {{rawCriticalFailNote}}

    + {{/rawCriticalFailNote}} + {{/rollTotal() showRawDefenseNotes 1}} + + {{#customCriticalFailNote}}

    {{customCriticalFailNote}}

    {{/customCriticalFailNote}} @@ -7173,7 +8447,13 @@ If you're using an unarmed parry, attacker may choose to hit the original target {{#rollLess() rollResult 15}} - {{#customFailNote}} + {{#rollTotal() showRawDefenseNotes 1}} + {{#rawFailNote}} +

    {{rawFailNote}}

    + {{/rawFailNote}} + {{/rollTotal() showRawDefenseNotes 1}} + + {{#customFailNote}}

    {{customFailNote}}

    {{/customFailNote}} @@ -7198,7 +8478,13 @@ If you're using an unarmed parry, attacker may choose to hit the original target {{/rollTotal() defenseType 3}} - {{#customCriticalFailNote}} + {{#rollTotal() showRawDefenseNotes 1}} + {{#rawCriticalFailNote}} +

    {{rawCriticalFailNote}}

    + {{/rawCriticalFailNote}} + {{/rollTotal() showRawDefenseNotes 1}} + + {{#customCriticalFailNote}}

    {{customCriticalFailNote}}

    {{/customCriticalFailNote}} @@ -7213,7 +8499,13 @@ If you're using an unarmed parry, attacker may choose to hit the original target {{#rollLess() rollResult 16}} - {{#customFailNote}} + {{#rollTotal() showRawDefenseNotes 1}} + {{#rawFailNote}} +

    {{rawFailNote}}

    + {{/rawFailNote}} + {{/rollTotal() showRawDefenseNotes 1}} + + {{#customFailNote}}

    {{customFailNote}}

    {{/customFailNote}} @@ -7238,7 +8530,13 @@ If you're using an unarmed parry, attacker may choose to hit the original target {{/rollTotal() defenseType 3}} - {{#customCriticalFailNote}} + {{#rollTotal() showRawDefenseNotes 1}} + {{#rawCriticalFailNote}} +

    {{rawCriticalFailNote}}

    + {{/rawCriticalFailNote}} + {{/rollTotal() showRawDefenseNotes 1}} + + {{#customCriticalFailNote}}

    {{customCriticalFailNote}}

    {{/customCriticalFailNote}} @@ -7253,7 +8551,13 @@ If you're using an unarmed parry, attacker may choose to hit the original target {{#rollLess() rollResult 17}} - {{#customFailNote}} + {{#rollTotal() showRawDefenseNotes 1}} + {{#rawFailNote}} +

    {{rawFailNote}}

    + {{/rawFailNote}} + {{/rollTotal() showRawDefenseNotes 1}} + + {{#customFailNote}}

    {{customFailNote}}

    {{/customFailNote}} @@ -7278,7 +8582,13 @@ If you're using an unarmed parry, attacker may choose to hit the original target {{/rollTotal() defenseType 3}} - {{#customCriticalFailNote}} + {{#rollTotal() showRawDefenseNotes 1}} + {{#rawCriticalFailNote}} +

    {{rawCriticalFailNote}}

    + {{/rawCriticalFailNote}} + {{/rollTotal() showRawDefenseNotes 1}} + + {{#customCriticalFailNote}}

    {{customCriticalFailNote}}

    {{/customCriticalFailNote}} @@ -7327,7 +8637,13 @@ If you're using an unarmed parry, attacker may choose to hit the original target {{#rollTotal() useCriticalPlusTen 2}} - {{#customSuccessNote}} + {{#rollTotal() showRawDefenseNotes 1}} + {{#rawSuccessNote}} +

    {{rawSuccessNote}}

    + {{/rawSuccessNote}} + {{/rollTotal() showRawDefenseNotes 1}} + + {{#customSuccessNote}}

    {{customSuccessNote}}

    {{/customSuccessNote}} {{/rollTotal() useCriticalPlusTen 2}} @@ -7343,7 +8659,13 @@ If you're using an unarmed parry, attacker may choose to hit the original target {{#rollLess() effectiveSkill 15}} - {{#customSuccessNote}} + {{#rollTotal() showRawDefenseNotes 1}} + {{#rawSuccessNote}} +

    {{rawSuccessNote}}

    + {{/rawSuccessNote}} + {{/rollTotal() showRawDefenseNotes 1}} + + {{#customSuccessNote}}

    {{customSuccessNote}}

    {{/customSuccessNote}} {{/rollLess() effectiveSkill 15}} @@ -7355,7 +8677,13 @@ If you're using an unarmed parry, attacker may choose to hit the original target {{#rollGreater() rollResult 6}} - {{#customSuccessNote}} + {{#rollTotal() showRawDefenseNotes 1}} + {{#rawSuccessNote}} +

    {{rawSuccessNote}}

    + {{/rawSuccessNote}} + {{/rollTotal() showRawDefenseNotes 1}} + + {{#customSuccessNote}}

    {{customSuccessNote}}

    {{/customSuccessNote}} @@ -7365,7 +8693,13 @@ If you're using an unarmed parry, attacker may choose to hit the original target {{#rollBetween() rollResult 5 6}} - {{#customCriticalSuccessNote}} + {{#rollTotal() showRawDefenseNotes 1}} + {{#rawCriticalSuccessNote}} +

    {{rawCriticalSuccessNote}}

    + {{/rawCriticalSuccessNote}} + {{/rollTotal() showRawDefenseNotes 1}} + + {{#customCriticalSuccessNote}}

    {{customCriticalSuccessNote}}

    {{/customCriticalSuccessNote}} @@ -7380,7 +8714,13 @@ If you're using an unarmed parry, attacker may choose to hit the original target {{#rollGreater() rollResult 5}} - {{#customSuccessNote}} + {{#rollTotal() showRawDefenseNotes 1}} + {{#rawSuccessNote}} +

    {{rawSuccessNote}}

    + {{/rawSuccessNote}} + {{/rollTotal() showRawDefenseNotes 1}} + + {{#customSuccessNote}}

    {{customSuccessNote}}

    {{/customSuccessNote}} @@ -7390,7 +8730,13 @@ If you're using an unarmed parry, attacker may choose to hit the original target {{#rollTotal() rollResult 5}} - {{#customCriticalSuccessNote}} + {{#rollTotal() showRawDefenseNotes 1}} + {{#rawCriticalSuccessNote}} +

    {{rawCriticalSuccessNote}}

    + {{/rawCriticalSuccessNote}} + {{/rollTotal() showRawDefenseNotes 1}} + + {{#customCriticalSuccessNote}}

    {{customCriticalSuccessNote}}

    {{/customCriticalSuccessNote}} @@ -7413,7 +8759,7 @@ If you're using an unarmed parry, attacker may choose to hit the original target {{#effectiveSkill}}
    Target:Target: {{effectiveSkill}} {{#useFrightLabel}} @@ -7427,14 +8773,18 @@ If you're using an unarmed parry, attacker may choose to hit the original target {{#rollTotal() activeDefense 1}} {{#rollLess() effectiveSkill 1}} -
    WARNING: You may not attempt a success roll if your effective skill (Target) is less than 3. (See B345)
    +
    + WARNING: You may not attempt a success roll if your effective skill (Target) is less than 3. (See B345) +
    {{/rollLess() effectiveSkill 1}} {{/rollTotal() activeDefense 1}} {{#rollTotal() activeDefense 0}} {{#rollLess() effectiveSkill 3}} -
    WARNING: You may not attempt a success roll if your effective skill (Target) is less than 3. (See B345)
    +
    + WARNING: You may not attempt a success roll if your effective skill (Target) is less than 3. (See B345) +
    {{/rollLess() effectiveSkill 3}} {{/rollTotal() activeDefense 0}} @@ -7664,13 +9014,19 @@ If you're using an unarmed parry, attacker may choose to hit the original target {{#rollBetween() rollResult malfunction 18}}
    - Malfunction!
    - {{#rollTotal() verifyMalfunction 1}} - Verify! roll 3d6 again to verify the results. See HT79.
    - {{/rollTotal() verifyMalfunction 1}} - For effect, Roll 3d6 and see table on B407 or use custom table.
    - NOTE: Malfunction has "priority" over a critical miss: if both would occur, - only the malfunction takes place. Critical Misses, Basic Set, page 382. + + Malfunction! +
    + {{#rollTotal() verifyMalfunction 1}} + + Verify! roll 3d6 again to verify the results. See HT79.
    +
    + {{/rollTotal() verifyMalfunction 1}} + + For effect, Roll 3d6 and see table on B407 or use custom table.
    + NOTE: Malfunction has "priority" over a critical miss: if both would occur, + only the malfunction takes place. Critical Misses, Basic Set, page 382. +
    Damage: + Damage: + {{damageRoll}} {{damageType}}
    Minimum: + Minimum: + - {{minDamageNote}}: Applied to Target's DR
    - See B378 Damage Roll + {{minDamageNote}}: + + Applied to Target's DR
    + See B378 Damage Roll +
    Time: + Time: + {{castingTime}}
    Duration: + Duration: + {{castingDuration}}
    Cost: + Cost: + {{castingCost}}
    Maintain: + Maintain: + {{castingMaintain}}
    Resisted by:Resisted by: {{castingResist}}
    Class: + Class: + {{castingClass}}
    - Recoil: {{recoil}} + + Recoil: + {{recoil}} {{#rollGreater() malfunction 0}} - Malf: {{malfunction}} + Malf: {{malfunction}} {{/rollGreater() malfunction 0}}
    \n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t
    StrengthThrust
    11d6-6
    21d6-6
    31d6-5
    41d6-5
    51d6-4
    61d6-4
    71d6-3
    81d6-3
    91d6-2
    101d6-2
    111d6-1
    121d6-1
    131d6
    \n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t
    StrengthThrust
    141d6
    151d6+1
    161d6+1
    171d6+2
    181d6+2
    192d6-1
    202d6-1
    212d6
    222d6
    232d6+1
    242d6+1
    252d6+2
    262d6+2
    \n\t\t\t\t\t\t\t", + "attribute-swing": "Swing", + "attribute-swing-damage-table": "\n\t\t\t\t\t\t\t\tSwing Damage
    \n\t\t\t\t\t\t\t\t
    See B16 for the complete table.
    \n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t
    StrengthSwing
    11d6-5
    21d6-5
    31d6-4
    41d6-4
    51d6-3
    61d6-3
    71d6-2
    81d6-2
    91d6-1
    101d6
    111d6+1
    121d6+2
    132d6-1
    \n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t
    StrengthSwing
    142d6
    152d6+1
    162d6+2
    173d6-1
    183d6
    193d6+1
    203d6+2
    214d6-1
    224d6
    234d6+1
    244d6+2
    255d6-1
    265d6
    \n\t\t\t\t\t\t\t", + "stats-title": "Stats", + "value-title": "Value", + "abbreviation-maximum-hit-points": "Max HP", + "maximum-hit-poits-tooltip": "\nHit Points - Based on Strength - 2pts/level
    \nCost reduced by -10% per SM+1 (B15)\n\t\t\t\t\t\t\t\t\t", + "abbreviation-current-hit-points": "Current HP", + "current-hit-points-tooltip": "\nCurrent Hit Points
    \nWhen your HP is low, you take penalties. (B419)\n\t\t\t\t\t\t\t\t\t", + "current-hit-points-reeling": "Reeling: If your HP is less than", + "current-hit-points-reeling-description": "\n- Halve Move and Dodge (round up) (B419)
    \n- These effects are cumulative with FP loss. See GURPS FAQ: 3.4.5.7
    \t\t\t\t\t\t\t\t\t\t\t\t\n- Note: This sheet automatically calculates that for you and adjusts those values.\n\t\t\t\t\t\t\t\t\t\t\t\t\t", + "current-hit-points-collapse": "Verge of Collapse", + "current-hit-points-collaps-description": "\n- Roll every turn @{VS} HT or fall unconscious.
    \n- Your HT roll is at -1 for every 1xHP you are below 0.
    \n- If you do nothing, and don't defend, you don't have to roll.\n\t\t\t\t\t\t\t\t\t\t\t\t\t", + "current-hit-points-verge-of-death": "Verge of Death", + "current-hit-points-verge-of-death-description": "\n- Roll once @{VS} HT to stay alive.
    \n- If you fail by 1 or 2 you are mortally wounded, but not dead. (B423)
    \n- Roll again every time you take injury that puts you below
    \nanother multiple of your max HP.\n\t\t\t\t\t\t\t\t\t\t\t\t\t", + "current-hit-points-death": "Death", + "current-hit-points-death-description": "- You are dead.", + "current-hit-points-total-destruction": "Total Destruction", + "current-hit-points-total-destruction-description": "- Your body has been destroyed beyond recognition or resurrection.", + "hit-points-half-move-tooltip": "Move and Dodge is halved due to hit point loss. See B419.\n\t\t\t\t\t\t\t\t\t\t", + "hit-points-fatigue-quartered-move": "Move and Dodge is quartered due to hit point and fatigue loss. See B419.", + "abbreviation-maximum-fatigue-points": "Max FP", + "maximum-fatigue-points-tooltip": "\n\tFatigue Points
    \n\tBased on Health
    \n\t3pts/level\n\t\t\t\t\t\t\t\t\t", + "abbreviation-current-fatigue-points": "Current FP", + "current-fatigue-points-tool-tip": "\nCurrent Fatigue Points
    \nWhen your FP is low you take penalties. (B426)\n\t\t\t\t\t\t\t\t\t", + "fatigue-points-tired-label": "Tired: If your FP is less than", + "fatigue-points-tired-description": "\n- Halve your Move, Dodge, and ST (round up) (B426)
    \n- These effects are cumulative with HP loss. See GURPS FAQ: 3.4.5.7
    \n- Note: This sheet automatically calculates that for you and adjusts
    \nthose values – This does not affect ST-based quantities,
    \nsuch as HP and damage. (B426)\n\t\t\t\t\t\t\t\t\t\t\t\t\t", + "verge-of-collapse-label": "Verge of Collapse", + "verge-of-collapse-description": "\n\t\t\t\t\t\t\t\t\t\t\t\t\t\t- If you suffer further fatigue, each FP you lose also causes 1 HP of injury. (B426)
    \n\t\t\t\t\t\t\t\t\t\t\t\t\t\t- Roll against Will to do anything besides rest or talk.
    \n\t\t\t\t\t\t\t\t\t\t\t\t\t\t- If you fail your Will roll, you fall unconscious.
    \n\t\t\t\t\t\t\t\t\t\t\t\t\t\t- On a critical failure, roll @{VS} HT or suffer a heart attack.\n\t\t\t\t\t\t\t\t\t\t\t\t\t", + "unconscious-label": "Unconscious: When your FP is", + "unconscious-description": "\n- Immediately fall unconscious
    \n- FP can't drop any lower, but you still lose HP.
    \n- You regain consciousness at 0 FP\n\t\t\t\t\t\t\t\t\t\t\t\t\t", + "abbreviation-move-strength": "MV/ST", + "half-move-strength-tooltip": "\nMove, Dodge, and ST are halved due to fatigue loss. See B426.
    \nAffects ST roll and using weapons with minimum ST.\n\t\t\t\t\t\t\t\t\t\t", + "half-strength-tooltip": "\nST is halved due to fatigue loss. See B426.
    \nAffects ST roll and using weapons with minimum ST.\n\t\t\t\t\t\t\t\t\t\t", + "abbreviation-maximum-energy-reserve": "Max ER", + "maximum-energy-reserve-tooltip": "\nEnergy Reserve
    \nSee Dungeon Fantasy 3, pg39 - Introduced
    \nSee Powers, pg119 – More detailed
    \n\t\t\t\t\t\t\t\t\t", + "abbreviation-current-energy-reserve": "Current ER", + "current-energy-reserve-tooltip": "\nCurrent Energy Reserve
    \nSee Dungeon Fantasy 3, pg39 - Introduced
    \nSee Powers, pg119 – More detailed\n\t\t\t\t\t\t\t\t\t", + "custom-pools-heading": "Custom Pools", + "custom-pools-tooltip": "\nAdd additional energy pools. Enter a name of the pool, max number points, cost in character points, and the current points of pool.
    \nExamples include:
    \nRP (Radiation Threshold Points), see After the End 1, p24. (ST + HT)/2, round down.
    \nLFP (Long Term Fatigue Points), see After the End 1, p24.\n\t\t\t\t\t\t\t\t\t", + "custom-pool-current-points-label": "Current", + "lifting-moving-label": "Lifting & Moving", + "lifting-moving-tooltip": "For more information see B14.", + "weight-label": "Weight", + "simple-lift-label": "Simple Lift", + "simple-lift-heading-tooltip": "\nThe weight the character can lift overhead
    \nwith one hand in one second.\n\t\t\t\t\t\t\t\t\t", + "one-handed-lift-label": "One-Handed Lift", + "one-handed-lift-tooltip": "\nThe weight the character can lift overhead
    \nwith one hand in two seconds.\n\t\t\t\t\t\t\t\t\t", + "two-handed-lift-label": "Two-Handed Lift", + "two-handed-lift-tooltip": "\nThe weight the character can lift overhead
    \nwith both hands in four seconds.\n\t\t\t\t\t\t\t\t\t", + "shove-and-knock-over-label": "Shove & Knock Over", + "shove-and-knock-over-tooltip": "\nThe weight of an object the character can
    \nshove and knock over.\n\t\t\t\t\t\t\t\t\t", + "abbreviation-running-shove-knock-over": "Running Shove & KO", + "running-shove-knock-over-tooltip": "\nThe weight of an object the character can
    \nshove and knock over with a running start.\n\t\t\t\t\t\t\t\t\t", + "carry-on-back-label": "Carry On Back", + "carry-on-back-tooltip": "\nThe weight the character can carry slung
    \nover his/her back.\n\t\t\t\t\t\t\t\t\t", + "shift-slightly-label": "Shift Slightly", + "shift-slightly-tooltip": "\nThe weight of an object that the character
    \ncan shift slightly on a floor.\n\t\t\t\t\t\t\t\t\t", + "notes-label": "Notes", + "encumbrance-label": "Encumbrance", + "load-label": "Load", + "encumbrance-move-score-tooltip": "\nNote: The Move score automatically adjusts for Encumbrance
    \nand for HP and/or FP loss below 1/3. (B419, B426)\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t", + "abbreviation-enhanced-move-label": "ENH MOVE", + "air-label": "Air", + "water-label": "Water", + "encumbrance-dodge-tooltip": "\nNote: The Dodge score automatically adjusts for Encumbrance
    \nand for HP and/or FP loss below 1/3. (B419, B426)\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t", + "encumbrance-none-0-label": "None (0)", + "encumbrance-light-1-label": "Light (1)", + "encumbrance-medium-2-label": "Medium (2)", + "encumbrance-heavy-3-label": "Heavy (3)", + "encumbrance-extra-heavy-4-label": "X-Heavy (4)", + "encumbrance-maximum-load-label": "MAX Load*", + "encumbrance-maximum-load-tooltip": "\nCarry on Back (B353) 15xBL. Thus, you can carry
    \nmore than you can lift by yourself . . . but
    \nevery second that your encumbrance is over 10xBL
    \n(that is Extra-Heavy encumbrance), you lose 1 FP.
    \n\t\t\t\t\t\t\t\t\t\t", + "current-label": "Current", + "turning-and-velocity-modifiers-label": "Turning and Velocity Modifiers", + "movement-label": "Movement", + "turning-velocity-movement-tooltip": "Select movement type to determine turning radius and/or deceleration penalty.", + "abbreviation-start-velocity-label": "Start Vel.", + "start-velocity-tooltip": "\nEnter velocity (yards/second) for current turn.
    \nImportant: Be sure to check your max allowed velocity based on movement type.\n\t\t\t\t\t\t\t\t\t\t", + "change-in-velocity-label": "Change", + "change-in-velocity-tooltip": "Amount to accelerate or decelerate for the turn.", + "abbreviation-final-velocity-label": "Final Vel.", + "final-velocity-tooltip": "\nFinal velocity. Current Velocity - Deceleration.
    \nThe final velocity is how you start the turn and is used to
    \ncalculate the deceleration penalty, turn radius, and tight turn penalty.\n\t\t\t\t\t\t\t\t\t\t", + "abbreviation-deceleration-penalty-label": "Decel. Pen.", + "deceleration-penalty-tooltip": "\nDeceleration Skill penalty to DX roll or operation skill.
    \nExample: Moving 12/second, need to slow to 5/second, deceleration = 12 - 5 = 7.
    \nCan safely decelerate up to base move, no roll needed.
    \nIf over safe deceleration, then make DX+3. If in vehicle, use operation skill + handling statistic.
    \nApply the appropriate skill penalty from the input forms to the right.
    \nHow it works: -1 per two full yards/second beyond Basic Move by which you cut your speed.
    \nNOTE: make an additional roll if you're also turning.
    \nExample: Car with move 3/57 traveling at 16 yards/second, needs to decelerate to 6 yards/second.
    \nDriving Skill: 12, Handling: 0.
    \nTotal Deceleration = 16 - 6 = 10.
    \nCan safely decelerate to 16 - 3 (base move) = 13.
    \nPenalty = 13 - 6 (goal speed) / 2 = -3.
    \nMaking Driving Skill 12 - 3 to succeed.
    \nsee B395.\n\t\t\t\t\t\t\t\t\t\t", + "turn-radius-label": "Turn Radius", + "turn-radius-tooltip": "\nTurn Radius. Minimum number of hexes to move before making a 60° facing change.
    \nTurn Radius = (Final Velocity / Base Move Score) rounded down.
    \nExample: Super Run = 6/24. Final Velocity = 18. Turn Radius = 18/6 = 3.
    \nSee B394.\n\t\t\t\t\t\t\t\t\t\t", + "tight-turn-label": "Tight Turn", + "tight-turn-tooltip": "\nTight Turn Skill Penalty. Allows you to make an additional facing change.
    \n120° facing change instead of 60°.
    \nPenalty = -1 per full increment of base move which your velocity exceeds your Basic Move.
    \nSee B395.\n\t\t\t\t\t\t\t\t\t\t", + "movement-feats-label": "Movement Feats", + "flying-label": "Flying", + "flight-label": "Flight", + "flight-tooltip": "\nCheck the box to add Flight (B56) to the character.
    \nThis will update the Air movement column for the encumbrance table.
    \nUse the text box to enter the number of character points used for Flight\n\t\t\t\t\t\t\t\t\t\t", + "abbreviation-air-move-label": "Air Mv", + "air-move-tooltip": "\nBase Air Move = Basic Speed * 2 =
    \n2pts/level, you can use up and down arrows\n\t\t\t\t\t\t\t\t\t\t", + "enhanced-air-move-tooltip": "\nEnhanced Air Move
    \nModifier box: steps of .5, you can use up and down arrows.
    \nPoints box: 10 points per half-level, you can use up and down arrows.
    \nEach level doubles top air move. Half-level is a multiple of 1.5.
    \nLevel: \n\t\t\t\t\t\t\t\t\t\t", + "swimming-label": "Swimming", + "abbreviation-amphibious-label": "Amphib", + "amphibious-tooltip": "\nAmphibious: Check the box to apply Amphibious (B40) to character
    \nThis will update the swimming movement on the encumbrance table.\n\t\t\t\t\t\t\t\t\t\t", + "abbreviation-water-move-label": "Wtr Mv", + "water-move-tooltip": "\nBasic Move =
    \nFormula = Basic Move / 5 or Basic Move if amphibious.
    \n5pts/level, you can use up and down arrows.
    \nNOTE: Max +2 water move if you have swimming skill.\n\t\t\t\t\t\t\t\t\t\t", + "enhanced-water-move-tooltip": "\nEnhanced Water Move
    \nModifier box: steps of .5, you can use up and down arrows.
    \nPoints box: 10 points per half-level, you can use up and down arrows.
    \nEach level doubles top water move. Half-level is a multiple of 1.5.
    \nLevel: \n\t\t\t\t\t\t\t\t\t\t", + "jumping-label": "Jumping", + "skill-label": "Skill", + "jump-skill-tooltip": "\nJump Skill: If entered, automatically calculates using Jump Skill/2 (rounded down)\ninstead of Basic Move to calculate jumping distances. B352\n\t\t\t\t\t\t\t\t\t\t", + "abbreviation-use-strength": "Use ST", + "jumping-use-strength-tooltip": "\nCheck this box if using this Optional Rule B352.
    \nIf Basic Lift () \n> body weight, use ST/4 instead of Move or Jump skill.\n\t\t\t\t\t\t\t\t\t\t", + "super-label": "Super", + "super-jump-tooltip": "\nSuper Jump: use this if you have the Super Jump as an Advantage. B89
    \n1st column will show your modifier based on the entries for the 2nd and 3rd columns.
    \n2nd column is the Modifier box: steps of 1, you can use the up and down arrows to change the value.
    \n3rd column is the Points box: 10points per level, you can use the up and down arrows to change the value. Each level doubles the jump distance.\n\t\t\t\t\t\t\t\t\t\t", + "abbreviation-encumbrance-label": "Enc", + "jump-encumbrance-penalty-tooltip": "\nApply encumbrance penalty. See B352
    \n1 for None, 0.8 for Light, 0.6 for Medium, 0.4 for Heavy, and 0.2 for Extra-Heavy.\n\t\t\t\t\t\t\t\t\t\t", + "abbreviation-preparation": "Prep", + "jump-preparation-tooltip": "\nCheck this box if you took 2 consecutive Concentration maneuvers to prepare.
    \nLeave unchecked otherwise, in which case you will halve all jump distances. B352\n\t\t\t\t\t\t\t\t\t\t", + "feet-measurement-label": "feet", + "yards-measurement-label": "yards", + "standing-broad-jump-label": "Broad", + "standing-broad-jump-tooltip": "\nStanding Broad Jump Distance. B352
    \n1st column will either show be (2 x Stat to use) – 3 feet or your Jump Skill/2 (rounded down).
    \n2nd column shows you how many feet you may jump.
    \n3rd column shows you how many yards you jump.
    \nFormula = (2 x Stat To use) - 3 feet
    \nStat to use: \n\t\t\t\t\t\t\t\t\t\t", + "running-broad-jump-label": "Run", + "running-broad-jump-tooltip": "\nRunning Broad Jump Distance, under Broad Jump decryption. B352
    \n1st column enter in your (2 x Stat to use) plus how may yards you ran this turn.
    \n2nd column shows you how many feet you may jump.
    \n3rd column shows you how many yard you jump.
    \nFormula = (2 x Stat To use) - 3 feet
    \nStat to use:
    \nMax running broad jump distance is twice standing broad jump distance.\n\t\t\t\t\t\t\t\t\t\t", + "high-jump-label": "High", + "high-jump-tooltip": "\nHigh Jump Distance. B352
    \n1st column will either be (6 x Stat to use) – 10 inches or your Jump Skill/2 (rounded down).
    \n2nd column shows you how many feet you may jump.
    \n3rd column shows you how many yard you jump.
    \nFormula = (6 x Stat To use) - 10 inches
    \nStat to use: \n\t\t\t\t\t\t\t\t\t\t", + "run-high-jump-label": "Run", + "running-high-jump-tooltip": "\nRunning High Jump Distance, under High Jump. B352.
    \n1st column enter in your (6 x Stat To use) plus how may yards you ran this turn.
    \n2nd column shows how many feet you may jump straight up.
    \n3rd column shows how many yards you jump straight up.
    \nFormula = (6 x Stat To use) - 10 inches
    \nStat to use:
    \nMax running high jump distance is twice standing high jump distance.\n\t\t\t\t\t\t\t\t\t\t", + "abbreviation-jump-move-label": "JMP MV", + "jump-move-tooltip": "\nJump move. This is actually the ‘Super Jump’ value for that Advantage. See B89
    \nGreater of Broad Jump Yards / 5 OR Normal Ground Move.
    \n\t\t\t\t\t\t\t\t\t\t", + "abbreviation-point-summary-label": "Point Sum", + "point-summary-tooltip": "\nTotal: Manual input: Represents total value of the
    \nPC in Character Points (spent & unspent combined).
    \nSpent: Automatic total of Spent points:
    \nAttributes + Traits + Skills + Other.
    \nUnspent: Has the option of being Manual or
    \nAutomatic, depending on an option selected on the
    \nSettings page entitled ‘Enter Unspent Points’.
    \nManual Mode (Blue color): You manually enter your
    \nUnspent points.
    \nAutomatic mode (Black color): It calculates the
    \npoint total difference between Total and Spent.\n\t\t\t\t\t\t", + "total-label": "Total", + "point-total-tooltip": "\nTotal: Manual input: Represents total value of the
    \nPC in Character Points (spent and unspent combined).\n\t\t\t\t\t\t\t", + "spent-label": "Spent", + "unspent-label": "Unspent", + "gca-format-label": "GCA Format", + "gca-format-tooltip": "\nGURPS Character Assistant (GCA) Format
    \nTo change to GCS or Detailed go to options tab
    \nand change the radio button for Point Summary Layout\n\t\t\t\t\t\t\t", + "gcs-format-label": "GCS Format", + "gcs-format-format-tooltip": "\nGURPS Character Sheet (GCS) format
    \nTo change to GCA or Detailed go to options tab
    \nand change the radio button for Point Summary Layout\n\t\t\t\t\t\t\t", + "detailed-format-label": "Detailed Format", + "detailed-format-tooltip": "\nTo change to GCA or GCS go to options tab
    \nand change the radio button for Point Summary Layout\n\t\t\t\t\t\t\t", + "race-label": "Race", + "race-point-summary-tooltip": "Point Summary for Racial Traits.", + "points-summary-for-attributes-tooltip": "\nPoint Summary for:
    \nST, DX, IQ, HT,
    \nHP, FP, Energy Reserve One, Two, and Three,
    \nPer, Vision, Hearing, Smell, Touch,
    \nWill, Fright, Unconsciousness, Death,
    \nSpeed, Move, Lift ST, Striking ST,
    \nFlying, Air Move, Enhanced Air Move, Super Jump\n\t\t\t\t\t\t\t", + "abbreviation-advantages-label": "Adv.", + "gca-point-summary-for-advantages-tooltip": "\nPoint Summary for:
    \nLanguages, Tech Level, Cultural Familiarities,
    \nAdvantages, and Racial traits.\n\t\t\t\t\t\t\t", + "gcs-point-summary-for-advantages-tooltip": "\nPoint Summary for:
    \nLanguages, Tech Level, Cultural Familiarities,
    \nAdvantages, and Perks.\n\t\t\t\t\t\t\t", + "detailed-point-summary-for-advantages-tooltip": "\nPoint Summary for:
    \nLanguages, Tech Level, Cultural Familiarities,
    \nand Advantages.\n\t\t\t\t\t\t\t", + "perks-label": "Perks", + "abbreviation-disadvantages-label": "Disadv.", + "point-summary-for-disadvantages-tooltip": "Point Summary for Disadvantages", + "quirks-label": "Quirks", + "skills-label": "Skills", + "abbreviation-techniques-label": "Tech.", + "point-summary-techniques-tooltip": "Techniques", + "abbreviation-techniques-revised-label": "Tech. (r)", + "point-summary-for-techniques-revised-tooltip": "Techniques Revised", + "spells-label": "Spells", + "other-label": "Other", + "native-language-label": "Native Language", + "spoken-label": "Spoken", + "written-label": "Written", + "learned-language-label": "Learned Languages", + "miscellaneous-label": "Miscellaneous", + "technology-level-label": "Tech Level", + "technology-level-tooltip": "\nThis is the technology level that your character is familiar with.
    \nIt costs 5 points to raise this above or below the campaign's
    \nnormal TL.\n
    \n\n\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\n
    TL0Stone Age (Prehistory and later).
    TL1Bronze Age (3500 B.C.+).
    TL2Iron Age (1200 B.C.+).
    TL3Medieval (600 A.D.+).
    TL4Age of Sail (1450+).
    TL5Industrial Revolution (1730+).
    TL6Mechanized Age (1880+).
    TL7Nuclear Age (1940+).
    TL8Digital Age (1980+).
    TL9Microtech Age (2025+?).
    TL10Robotic Age (2070+?).
    TL11Age of Exotic Matter.
    TL12+Whatever the GM likes!
    \n\t\t\t\t\t\t\t", + "cultural-familiarities-label": "Cultural Familiarities", + "advantages-label": "Advantages", + "abbreviation-frequency-of-appearance-label": "FOA", + "frequency-of-appearance-tooltip": "\nFrequency of Appearance
    \n\n\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\n
    15 or less>
    12 or less>
    9 or less>
    6 or less>
    \n\t\t\t\t\t\t\t", + "abbreviation-booke-reference-label": "Ref", + "book-reference-tooltip": "\n\t\t\t\t\t\t\t\tReference to book and page numbers.
    \n\t\t\t\t\t\t\t\tExamples:
    \n\t\t\t\t\t\t\t\tB238 = GURPS Basic, Page 238
    \n\t\t\t\t\t\t\t\tPU2:126 = Power-Ups 2. Page 126
    \n\t\t\t\t\t\t\t", + "show-notes-below-label": "Show notes below in roll template", + "abbreviation-self-control-number-label": "SCN", + "self-control-number-tooltip": "\nSelf-control Number OR
    \nFrequency of Appearance
    \t\t\t\t\t\t\t\n\n\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\n
    15 or less
    12 or less
    9 or less
    6 or less
    \n\t\t\t\t\t\t\t", + "disadvantages-label": "Disadvantages", + "racial-traits-label": "Racial Traits", + "general-information-label": "General Information", + "full-name-label": "Full name", + "nickname-label": "Nickname", + "gender-label": "Gender", + "size-modifier-label": "Size Modifier", + "size-modifier-tooltip": "\nThis sheet does NOT auto adjust the cost values for ST\tand Extra HP for a SM
    \nthat is greater than 0. To do that you can use a combination of Points and
    \nMOD entries to get the desired value. (B15, B16, B19)\n\t\t\t\t\t\t\t", + "main-hand-label": "Main Hand", + "reactions-label": "Reactions", + "physical-description-label": "Physical Description", + "age-label": "Age", + "height-label": "Height", + "weight-heading": "Weight", + "character-weight-tooltip": "\nEnter a Numerical Value only.
    \nDo not enter any type of indicator like lbs, pounds, kilos, etc.
    \nThis is because the weight is added to your Inventory’s Grand Total
    \nWeight and thus needs to be numerical.\n\t\t\t\t\t\t\t", + "eyes-label": "Eyes", + "build-label": "Build", + "hair-label": "Hair", + "physical-appearance-label": "Appearance", + "physical-appearance-tooltip": "\nThe appearance drop-down is for reference. If \nthere's a point cost, please enter your appearance and cost on\nthe Traits tab under Advantages or Disadvantages.\n\t\t\t\t\t\t\t", + "tattoos-scars-etc-label": "Tattoos, scars, etc.", + "scars-tattooe-etc-tooltip": "Scars, tattoos, distinguishing marks or features.", + "background-information-label": "Background Information", + "birth-date-label": "Birth Date", + "birth-place-label": "Birth Place", + "status-label": "Status", + "wealth-label": "Wealth", + "income-label": "Income", + "cost-of-living": "Cost of Living", + "stash-money-location-label": "Stash", + "stash-money-location-tooltip": "Total available cash stashed in banks, vaults, mattresses, etc.", + "affiliations": "Affiliations", + "home-base-label": "Home Base", + "family-label": "Family", + "background-history-label": "Background History & Notes", + "training-label": "Training", + "training-tooltip": "\nTraining rules can be found at ‘Improvement
    \nThrough Study’ B292.
    \nAdvanced rules can be found in Social
    \nEngineering: Back to School.\n\t\t\t\t\t\t\t", + "abbreviation-technology-level-label": "TL", + "skill-level-label": "Level", + "abbreviation-attribute-label": "Attr", + "abbreviation-difficulty-label": "Diff", + "skill-difficulty-tooltip": "\nWC = Wildcard Skill.
    \nPTS = 3, 6, 12, 24, 36, etc.\n\t\t\t\t\t\t\t", + "skill-modifier-tooltip": "\nModifier applied to skill level.
    \nCan be a positive or a negative number.
    \nExamples include a bonus from a Talent,
    \ndefault from another Skill or Technique,
    \na piece of equipment, or a Perk.\n\t\t\t\t\t\t\t", + "row-id-label": "Row ID:", + "row-id-tooltip": "\n\t\t\t\t\t\t\t\t\t\tThe row id can be used with macros.
    \n\t\t\t\t\t\t\t\t\t\tNOTE: Future use for linking to techniques
    \n\t\t\t\t\t\t\t\t\t\tand combat skills.
    \n\t\t\t\t\t\t\t\t\t\tExample field name: repeating_skills_[the row id]_level
    \n\t\t\t\t\t\t\t\t\t\tThis example would represent the skill level on that row.\n\t\t\t\t\t\t\t\t\t", + "abbrevation-miscellaneous-label": "Misc:", + "reason-for-modifier-label": "Reason for MOD (Modifier):", + "reason-for-modifiers-skills-tooltip": "\nExamples:
    \n+1 from Talent...
    \n+1 from Default Skill...
    \n+1 from Enchanted Item with...\n\t\t\t\t\t\t\t\t\t", + "custom-success-fail-notes-tooltip": "\n\t\t\t\t\t\t\t\t\tSuccess, critical success, fail, and critical fail
    \n\t\t\t\t\t\t\t\t\tnotes will be added to roll results.
    \n\t\t\t\t\t\t\t\t\tYou can add macros to these notes.
    \n\t\t\t\t\t\t\t\t\tThe width of these note boxes are set to help you
    \n\t\t\t\t\t\t\t\t\tvisualize what it will look like in chat.\n\t\t\t\t\t\t\t\t", + "success-note-label": "Success Note:", + "critical-success-note-label": "Critical Success Note:", + "fail-note-label": "Fail Note:", + "critical-fail-note-label": "Critical Fail Note:", + "techniques-legacy-label": "TECHNIQUES (LEGACY).", + "techniques-legacy-tooltip": "\nNew Optional Feature Available.
    \nA revised techniques table is available by setting the options on the character sheet.
    \nThis revised techniques is not final, we'll make adjustments based upon feedback.
    \nNew Legacy and Revised Technique Tables. Options to show/hide the Legacy
    \nTechniques table and the new Revised Techniques table.
    \nShow both tables if you want to transfer your current techniques to the new table.
    \nIf old technique table has no rows, then hide old table, show new table.
    \n\t\t\t\t\t\t\t", + "parent-label": "Parent", + "abbreviation-minimum-label": "Min", + "abbreviation-maximum-label": "Max", + "cost-label": "Cost", + "techniques-revised-label": "Techniques (Revised)", + "base-level-label": "Base", + "base-skill-level-tooltip": "\nBase skill level of technique, usually
    \nbased on Parent Skill.
    \nsee Techniques B229\n\t\t\t\t\t\t\t", + "abbreviation-default-label": "DFLT", + "techniques-revised-default-tooltip": "\nDefault modifier to apply to the base skill.
    \nFor example, Kicking is -2 from Brawling or Karate Skill.
    \nEnter 0 if there is no modifier.
    \nsee Techniques B229\n\t\t\t\t\t\t\t", + "techniques-revised-maximum-modifier-tooltip": "\nMaximum modifier allowed for the technique.
    \nThis is relative to the parent skill.
    \nFor example, Kicking cannot exceed Brawling + 0
    \nor Karate + 0.
    \nsee Techniques B229\n\t\t\t\t\t\t\t", + "technique-difficulty-tooltip": "\nDifficulty of technique.
    \nFeats with severe consequences on a failure
    \nor allow only one attempt are Hard.
    \nsee Techniques B229\n\t\t\t\t\t\t\t", + "row-id-repeating-tooltip": "\nThe row id can be used with macros.
    \nExample field name: repeating_techniquesrevised_[the row id]_level
    \nThis example would represent the skill level on that row.\n\t\t\t\t\t\t\t\t\t", + "link-label": "Link:", + "link-to-row-id-tooltip": "Link this row to another row item.", + "copy-paste-row-id-tooltip": "\nCopy/paste the Skill or Spell Row ID to link that skill to this technique.
    \nWhen the skill/spell is updated, the technique's parent name and base skill level
    \nwill be updated.\n\t\t\t\t\t\t\t\t\t", + "name-label": "Name:", + "hit-location-label": "Hit Location", + "hit-location-tooltip": "\nBasic Table B552.
    \nOptinal: Rules
    \nNew Hit Locations
    \nLT100-103, MA137\n\t\t\t\t\t\t\t", + "where-label": "Where", + "penalty-label": "Pen", + "hit-location-penalty-tooltip": "\nThis is the Penalty
    \napplied to attack the
    \nspecific location.\n\t\t\t\t\t\t\t", + "abbreviation-damage-resistance-label": "DR", + "damage-resistance-tooltip": "\nLow-Tech #/# usually means All Attack Types / Except
    \nthis specific Type of attack.
    \nExample: Enter as 3/2cr* means DR3 vs all attacks
    \nexcept cr which uses DR2. * means it is Flexible
    \narmor (B379).
    \nHigh-Tech and Ultra-Tech #/# usually mean against
    \nthese Type Attacks / All other Attack Types.
    \nExample: Enter as 5imp, cr /2 means DR5 vs imp and
    \ncr type of attacks and DR2 against all other types
    \nof attacks.\n\t\t\t\t\t\t\t", + "user-created-label": "User Created", + "active-defenses-label": "Active Defenses", + "type-label": "Type", + "active-defense-type-tooltip": "\nChanging the Type will also update success/fail notes
    \nfor that active defense.
    \nParry, Block, and Block have default notes that can be
    \nchanged on the options page.
    \nNOTE Changing the Type will clear any previous notes
    \nyou entered.\n\t\t\t\t\t\t\t", + "abbreviation-information-label": "Info", + "active-defense-information-tooltip": "\nF: this is a fencing weapon.
    \nU: the weapon is unbalanced. You cannot use it to
    \nparry if you've already attacked with it this turn
    \n(and vice versa).\n\t\t\t\t\t\t\t", + "base-defense-skill-tooltip": "Base defense skill.", + "defense-modifiers-tooltip": "Modifiers to the defense skill.", + "half-dodge-tooltip": "Dodge is halved due to hit points or fatigue loss. See B418 or B426.", + "quarter-dodge-tooltip": "Dodge is quartered due to hit points and fatigue loss. See B418 or B426.", + "displayed-on-rolltemplate-tooltip": "Displayed on the rolltemplate.", + "custom-notes-label": "Custom Notes:", + "custom-notes-active-defense-tooltip": "Add custom notes for this active defense.", + "dodge-retreat-versus-melee-label": "Dodge and Retreat (vs. Melee Attacks Only)", + "dodge-retreat-versus-melee-tooltip": "\nAgainst a Melee Attack ONLY. (B377). It cannot be used against Ranged Attacks.
    \nOptional Rules for Retreat can be found in MA123.\n\t\t\t\t\t\t\t\t", + "dodge-drop-ranged-label": "Dodge and Drop (vs. Ranged Attacks only)", + "dodge-drop-ranged-tooltip": "\nDodge and Drop (Also 'Sacrificial Dodge and Drop', and 'Diving for Cover').
    \nIt is similar to a Dodge and Retreat, but only effective against Ranged Attacks. (B377)\n\t\t\t\t\t\t\t\t", + "abbreviation-information-notes": "INFO Notes", + "fencing-unbalanced-tooltip": "\nIf you enter F or U under the INFO column, the notes
    \nbelow will be replaced with appropriate notes.
    \nAny other value, and the text box will get cleared out.
    \n\t\t\t\t\t\t\t\t\t\t", + "apply-combat-reflexes-label": "Apply Combat Reflexes", + "apply-combat-reflexes-tooltip": "Quickly add +1 Dodge modifier and +2 Fright modifier on the General page. (B43)", + "defense-bonus-notes-label": "Defense Bonus (DB) Notes", + "defense-bonus-notes-tooltip": "\nExamples:
    \n+2 DB for Torso (Front Only), Skull, Neck, Hands, Head (1/6 Face), and Feet. Armor Enchantment: Deflect.
    \n+1 DB SHIELD SIDE (Left): from Small Shield.
    \n+1 DB for Rear only - (All but head unless hood is up). From Heavy Cloak.\n\t\t\t\t\t\t\t", + "melee-attacks-label": "Melee Attacks", + "damage-label": "Damage", + "melee-attack-damage-tooltip": "\nFor an Armor Divisor: A number in parenthesis after
    \nthe damage - eg. (2) - is an armor divisor.
    \nEnter this number in the Damage Notes as AD(#) or as
    \nArmor Divisor(#).
    \nex: indicates the attack causes an explosion.
    \nSee B269. Enter in the Damage Notes\n\t\t\t\t\t\t\t", + "damage-type-tooltip": "\n\n\t\n\t\t\n\t\t\t\n\t\t\t\n\t\t\n\t\n\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t \n
    AbbrName
    aff Affliction
    burnBurning
    cor Corrosion
    cr Crushing
    cut Cutting
    fat Fatigue
    imp Impaling
    pi- Small Piercing
    pi Piercing
    pi+ Large Piercing
    pi++Huge Piercing
    specSpecial
    tox Toxic
    \n\t\t\t\t\t\t\t", + "reach-label": "Reach", + "melee-reach-tooltip": "\nThe distance in yards that the weapon can reach.
    \nC: this weapon can be used in close combat.
    \n*: the weapon is awkward, and requires a Ready
    \nmaneuver to switch between different reaches.\n\t\t\t\t\t\t\t", + "modifier-tooltip": "\nModifier applied to skill level.
    \nCan be a positive or a negative number.
    \nExamples include a bonus from a Talent,
    \ndefault from another Skill or Technique,
    \na piece of equipment, or a Perk.\n\t\t\t\t\t\t\t\t\t", + "weapon-notes-label": "Weapon Notes", + "melee-weapon-notes-tooltip": "\nHint: Enter inline rolls for additional results. To show the selected arrow.
    \nExample: Select Location: ?{Location|Head|Torso}\n\t\t\t\t\t\t\t\t\t", + "damage-notes-label": "Damage Notes", + "melee-damage-notes-tooltip": "\nHint: Enter inline rolls for additional results.
    \nExample: Does an additional [[1d6]] fire damage.\n\t\t\t\t\t\t\t\t\t", + "ranged-attacks-label": "Ranged Attacks", + "firing-upward-tooltip": "For firing Upward or Downward - See B407.", + "ranged-damage-tooltip": "\nFor an Armor Divisor: A number in parenthesis after
    \nthe damage - eg. (2) - is an armor divisor.
    \nEnter this number in the Damage Notes as AD(#) or as
    \nArmor Divisor(#).
    \nex: indicates the attack causes an explosion.
    \n[#d]: indicates the attack causes fragmentation.
    \nSee B269. Enter in the Damage Notes\n\t\t\t\t\t\t\t
    ", + "abbreviation-accuracy-label": "Acc", + "abbreviation-range-label": "RNG", + "range-tooltip": "Range. See B269.", + "abbreviation-rate-of-fire-label": "RoF", + "rate-of-fire-tooltip": "\nRate of Fire
    \nThe maximum number of shots that can be fired in
    \none turn (by a regular person).
    \nThe minimum number of shots is 1.

    \n!: minimum RoF is 1/4 of the maximum, rounded up.
    \nmxn: fires the first number of shots, which each then
    \nsplit into the second number (eg. shotguns)
    \nJet: shoots a continuous stream of fluid. See page 106.\n\t\t\t\t\t\t\t", + "shots-label": "Shots", + "shots-tooltip": "\nThe number of shots that can be fired before the
    \nweapon must be reloaded.
    \nThe parenthetical number indicates the number of 1
    \nsecond ready maneuvers required to reload the
    \nweapon.
    \nT: the weapon is thrown. To \"reload\" it, pick it up.
    \ni: you must load the shots individually. the listed
    \ntime is for each shot.\n\t\t\t\t\t\t\t", + "bulk-label": "Bulk", + "bulk-tooltip": "\nMove and Attack: If you are making a ranged attack,
    \nyou have a penalty of -2 or the weapon’s Bulk rating,
    \nwhichever is worse (B365, B469, B548).
    \nClose Combat: If using a ranged weapon, ignore the usual
    \nspeed/range penalty and apply the weapon’s Bulk
    \nstatistic as a penalty to hit. B391
    \nIt also serves as a penalty to Holdout skill when you
    \nattempt to conceal the weapon. B370
    \n\t\t\t\t\t\t\t", + "abbreviation-recoil-label": "RCL", + "recoil-tooltip": "\nWhen firing at RoF 2+, every full multiple of Rcl
    \nby which you make your attack roll means you score
    \none extra hit, to a maximum number of hits equal
    \nto total shots fired. See page 373.\n\t\t\t\t\t\t\t", + "malfunction-label": "Malfunction", + "malfunction-tooltip": "\nMalfunction is an Optional Rule. B278, B279, B382, tables B407 & HT179, with more detailed info HT79-81. If the option Use Malfunction is
    \nchecked [see Sheet Options page], and if the # entered here is greater than 0, then the roll result will check for weapon malfunction.
    \nMalfunction has \"priority\" over a critical miss: if both would occur, only the malfunction takes place. See Critical Misses B382.\n\t\t\t\t\t\t\t\t\t", + "verify-label": "Verify", + "verify-malfunction-tooltip": "If Verify is checked, then roll again to verify the malfunction. see HT79", + "ranged-weapon-notes-tooltip": "\nHint: Enter inline rolls for additional results. To show the selected arrow.
    \nExample: Arrow: ?{Arrow Type|Bodkin|Normal}\n\t\t\t\t\t\t\t\t\t", + "ranged-damage-notes-tooltip": "\nHint: Enter inline rolls for additional results.
    \nExample: Does an additional [[1d6]] fire damage.\n\t\t\t\t\t\t\t\t\t", + "combat-tools-label": "Combat Tools", + "abbreviation-thrown-pounds-label": "Thrown (lbs)", + "thrown-strength-tooltip": "\nBased on Striking ST
    \nNote: future versions will add ability to choose ST source or enter ST.\n\t\t\t\t\t\t\t", + "thrown-modifier-tooltip": "\nBonus or penalty per die
    \nThrowing Art at DX Level = +1 per die
    \nThrowing Art at DX+1 Level = +2 per die\n\t\t\t\t\t\t\t", + "thrown-super-tooltip": "\nSuper Throw Level
    \nEach level of Super Throw, double range.
    \nEach level of Super Throw increases damage by +2 per die.\n\t\t\t\t\t\t\t", + "thrown-damage-tooltip": "Final damage based on ST, super throw, and damage modifier.", + "throwing-range-tooltip": "See GURPS Campaigns Page 355 for formula", + "range-calculator-label": "Range Calculator for Ranged Attacks only", + "range-label": "Range", + "firing-up-down-range-tooltip": "\nDistance between shooter and target.
    \nSee B372-373\n\t\t\t\t\t\t\t", + "firing-up-down-speed-tooltip": "\n(2 mph = 1 yard/second).
    \nIgnore if human like target moving 10 yards or less.
    \nSee B372-373\n\t\t\t\t\t\t\t", + "abbreviation-size-modifier-label": "Size Mod", + "position-label": "Position", + "firing-up-down-position-tooltipo": "\nYour vertical position relative to the target.
    \nIgnore up/down for beam type weapons like lasers.
    \nSee FIRING UPWARD AND DOWNWARD B407.
    \nFiring downward decreases distance.
    \nFor every 2 yards above your target, subtract 1 from distance.
    \nFiring upward increases distance.
    \nExample: Distance 40 yards, you are 10 yards above the target, so subtract 5 yards. Final distance is 35 yards.
    \nFor every 1 yard below> your target, add 1 to distance.
    \nExample: Distance 40 yards, you are 10 yards below the target, so add 10 yards. Final distance is 50 yards.
    \n\t\t\t\t\t\t\t", + "elevation-label": "Elevation", + "firing-up-down-elevation-tooltip": "The number of yards you are above or below the target.", + "speed-range-label": "Speed/Range", + "abbreviation-hit-modifier-label": "Hit Mod", + "reset-label": "Reset", + "falling-collision-label": "Falling and Collision", + "abbreviation-yards-fallen-label": "Yds Fallen", + "gravity-label": "Gravity", + "abbreviation-atmosphere-label": "Atm.", + "atmosphere-tooltip": "Atmosphere", + "velocity-label": "Velocity", + "falling-velocity-tooltip": "\nIf collision, use relative velocity.
    \nHead-on collision = Add velocity of both objects
    \nRearend collision = Faster object - slower object
    \nSide collision = Speed of object causing collision
    \n\t\t\t\t\t\t\t", + "abbreviation-hit-points-label": "HP", + "falling-hit-points-tooltip": "\nHit Points of falling object or object initiating
    \ncollision.
    \nIf hitting immovable object, use HP*2
    \nNOTE: If collision, if the other object is moving
    \nit will inflict its own damage to object that initiated
    \nthe collision.
    \nSee B430\n\t\t\t\t\t\t\t", + "falling-label": "Falling", + "collision-label": "Collision", + "demolition-label": "Demolition", + "select-label": "Select", + "demolition-select-tooltip": "Select an explosion type to use. This will populate Type and REF fields.", + "demolition-type-tooltip": "Type
    Refer to the REF table B415.", + "abbreviation-relative-explosive-force-label": "REF", + "relative-explosive-force-tooltip": "\nRelative Explosive Force, equivalence in pounds of TNT.
    \nTNT = 1.0. See B415.\n\t\t\t\t\t\t\t", + "abbreviation-pounds-label": "lbs", + "demolition-pounds-tooltip": "Weight in pounds required by its REF.", + "demolition-base-damage-tooltip": "Base damage role. Rules as written is 6d6.", + "abbreviation-multiplier-label": "Multi", + "damage-multiplier-tooltip": "\nDamage Multiplier:
    Enter the number to multiply 6d6 by.
    \nAn explosion doing 6dxn damage takes (nxn)/4 pounds of TNT.
    \nNOTE: Anyone caught in a blast may attempt an active defense
    \nroll to dive for cover from the explosion’s collateral damage and
    \nfragmentation; see Dodge and Drop B377.\n\t\t\t\t\t\t\t", + "abbreviation-radius-label": "Rad", + "radius-collateral-damage-tooltip": "\nRadius of collateral damage. See B414
    \nFor instance, if an explosion does 6dx2 damage,
    \neveryone within 24 yards is vulnerable.
    \n
    \nFor fragmentation damage, the radius is
    \n5 x dice of fragmentation damage.\n\t\t\t\t\t\t\t", + "abbreviation-divisor-label": "Div", + "demolition-armor-devisor-tooltip": "\nDivisor. Amount to divide damage by based on
    \ndistance from blast. See B414
    \nYou can enter: 3 (default), 2, or 1.
    \nDefault: Damage rolled / (3 x distance blast).
    \nDamage Modifiers Explosion, see B104.
    \nExp. +100% = Damage rolled / (2 x distance from blast).
    \nExp. +150% = Damage rolled / (1 x distance from blast).
    \n\t\t\t\t\t\t\t", + "abbreviation-target-label": "TGT", + "demolition-target-tooltip": "\nTarget's distance from center of blast.
    \nDamage / (3 x distance from blast). Round down.
    \nSee B414\n\t\t\t\t\t\t\t", + "how-much-label": "How Much?", + "demolition-how-much-tooltip": "\nDetermine how much explosive to use based on damage. TNT = 1.0
    \nSee B415.\n\t\t\t\t\t\t\t\t", + "how-big-label": "How Big?", + "demolition-how-big-tooltip": "\nDetermine how big the explosion is based on weight.
    \nSee B415.\n\t\t\t\t\t\t\t\t", + "fragmentation-label": "Fragmentation", + "fragmentation-damage-tooltip": "\nFragmentation damage.
    \nSee B415.\n\t\t\t\t\t\t\t\t", + "fragmentation-skill-tooltip": "\nBase skill level for a fragmentation damage to hit a target.
    \nA hit is automatic if the explosive attack actually strikes the target.
    \nOnly three modifiers apply: the range modifier for the distance from the center
    \nof the blast to the target, the modifier for the target’s posture (prone, etc.),
    \nand the target’s Size Modifier. It is possible for several fragments to hit! For
    \nevery three points by which the attack roll succeeds, one additional fragment\n
    strikes the target.\n\t\t\t\t\t\t\t\t", + "close-range-shotgun-label": "Close Range Shotgun Damage Tool", + "abbreviation-damage-label": "DMG", + "shotgun-half-damage-tooltip": "Enter half-damage range of shotgun.", + "close-label": "Close", + "shotgun-close-range-tooltip": "Close range.", + "shotgun-new-rate-of-fire-tooltip": "New Rate of Fire", + "shotgun-new-damage-tooltip": "New Damage", + "abbreviation-damage-resistance-multiplier-label": "DR Mult.", + "shotgun-damage-resistance-multiplier-tooltip": "Damage Resistance Multiplier.", + "shotgun-notes-description": "\nEnter the stats of the shotgun, be sure to use half-damage range. The tool will calculate how \nclose you need to be with the shotgun, the RoF, close range damage, and DR multiplier.\nFor more information, see B409.\n\t\t\t\t\t\t", + "quick-inventory-label": "Quick Inventory", + "inventory-label": "Inventory", + "abbreviation-legality-class-label": "LC", + "legality-class-tooltip": "\n\t\t\t\t\t\t\t\tLegality Class B267.\n\t\t\t\t\t\t\t", + "on-label": "On", + "inventory-carried-tooltip": "\n\t\t\t\t\t\t\t\tCarried
    \n\t\t\t\t\t\t\t\tIs the item being carried at the moment?\n\t\t\t\t\t\t\t", + "inventory-totals-label": "TOTALS:", + "inventory-totals-tooltip": "\n\t\t\t\t\t\t\t\tTotals for all fields.\n\t\t\t\t\t\t\t", + "total-inventory-value-label": "Total Inventory Value:", + "total-inventory-value-tooltip": "\n\t\t\t\t\t\t\t\tTotal monetary value of all items (carried or not).\n\t\t\t\t\t\t\t", + "total-inventory-weight-label": "Total Inventory Weight:", + "total-inventory-weight-tooltip": "\n\t\t\t\t\t\t\t\tTotal weight of all items carried.\n\t\t\t\t\t\t\t", + "grand-total-weight-label": "Grand Total Weight:", + "grand-total-weight-tooltip": "\n\t\t\t\t\t\t\t\tGrand total of PC's weight: , and all items carried.\n\t\t\t\t\t\t\t", + "spells-based-on-label": "Spells Based on:", + "magery-power-investiture-bonus-label": "Magery/PI/Bonus Level:", + "cencentration-penalty-label": "Concentration Penalty", + "cocentration-penalty-tooltip": "\n\t\t\t\t\t\t\t\tConcentration spell penalty
    \n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\tNumber of spells: .
    \n\t\t\t\t\t\t\t\tNOTE: Use options tab to adjust the penalty.\n\t\t\t\t\t\t\t", + "spell-label": "Spell", + "spell-tooltip": "\n\t\t\t\t\t\t\t\tName of spell\n\t\t\t\t\t\t\t", + "abbreviation-level-label": "LVL", + "spell-skill-level-tooltip": "\n\t\t\t\t\t\t\t\tSkill level with spell\n\t\t\t\t\t\t\t", + "spell-difficulty-tooltip": "Difficulty", + "spell-skill-level-modifier-tooltip": "\n\t\t\t\t\t\t\t\tModifier applied to skill level.
    \n\t\t\t\t\t\t\t\tCan be a positive or a negative number.
    \n\t\t\t\t\t\t\t\tExamples include a bonus from a Talent,
    \n\t\t\t\t\t\t\t\tdefault from another Skill or Technique,
    \n\t\t\t\t\t\t\t\ta piece of equipment, or a Perk.\n\t\t\t\t\t\t\t", + "points-tooltip": "Points", + "spell-is-on-tooltip": "\n\t\t\t\t\t\t\t\tMark the spell as ON
    \n\t\t\t\t\t\t\t\t skill penalty for each spell that is ON.
    \n\t\t\t\t\t\t\t\tSee B238 or M10.
    \n\t\t\t\t\t\t\t\tClick one at a time, wait until each penalty is applied before clicking the next one.\n\t\t\t\t\t\t\t", + "abbreviation-concentration-label": "CT", + "spell-concentration-tooltip": "\n\t\t\t\t\t\t\t\tMark the spell as Under Concentration.
    \n\t\t\t\t\t\t\t\t skill penalty for each spell.
    \n\t\t\t\t\t\t\t\tSee B238 or M10.
    \n\t\t\t\t\t\t\t\tClick one at a time, wait until each penalty is applied before clicking the next one.\n\t\t\t\t\t\t\t", + "abbreviation-resisted-by-label": "RESIST", + "spell-resisted-by-tooltip": "\n\t\t\t\t\t\t\t\tResisted By\n\t\t\t\t\t\t\t", + "duration-label": "Duration", + "spell-duration-tooltip": "\n\t\t\t\t\t\t\t\tDuration of Spell\n\t\t\t\t\t\t\t", + "spell-energy-cost-tooltip": "\n\t\t\t\t\t\t\t\tEnergy cost for casting the spell.\n\t\t\t\t\t\t\t", + "time-label": "Time", + "spell-casting-time-tooltip": "\n\t\t\t\t\t\t\t\tAmount of time to cast the spell.\n\t\t\t\t\t\t\t", + "maintain-label": "Maintain", + "spell-cost-to-maintain-tooltip": "\n\t\t\t\t\t\t\t\tEnergy cost to maintain the spell.\n\t\t\t\t\t\t\t", + "class-label": "Class", + "spell-class-tooltip": "\n\t\t\t\t\t\t\t\t\t\tSpell class; Area, Blocking, Information, Melee,
    \n\t\t\t\t\t\t\t\t\t\tMissile, Regular, Regular (Jet), Resisted, Special\n\t\t\t\t\t\t\t\t\t", + "colleges-label": "College(s):", + "show-spell-modifier-notes-label": "Show Spell Modifier notes (see actual spell description)", + "latest-changes-updated-label": "Latest Changes: Updated", + "critical-roll-options-label": "Critical Roll Options", + "user-rules-as-written-label": "Use rules as written", + "only-on-3-or-4-label": "Only on a 3 or 4", + "turn-off-label": "Turn Off", + "skill-modifier-options-label": "Skill Modifier Options", + "no-modifier-prompt-label": "No Modifier Prompt", + "no-modifier-prompt-tooltip": "\n\t\t\t\t\t\t\tRolls will be made immediately with no prompt.\n\t\t\t\t\t\t", + "single-modifier-prompt-label": "Single Modifier Prompt", + "single-modifier-prompt-tooltip": "\n\t\t\t\t\t\t\tAsk for a bonus or penalty to be added to dice rolls.
    \n\t\t\t\t\t\t\tThis will not affect damage rolls.\n\t\t\t\t\t\t", + "extended-modifier-prompt-label": "Extended Modifier Prompts", + "extended-modifier-prompt-tooltip": "\n\t\t\t\t\t\t\tInstead of a single modifier, rolls will ask for a series of modifiers,
    \n\t\t\t\t\t\t\tto remind you about potential bonuses/penalties.
    \n\t\t\t\t\t\t\tThis will not affect damage rolls.\n\t\t\t\t\t\t", + "public-or-private-rolls-label": "Public or Private Rolls", + "public-rolls-label": "Public Rolls", + "public-rolls-tooltip": "\n\t\t\t\t\t\t\tAll players will be able to see
    \n\t\t\t\t\t\t\tyour skill level, roll and results.\n\t\t\t\t\t\t", + "private-skill-levels-label": "Private Skill Levels deprecated", + "private-skill-levels-tooltip": "\n\t\t\t\t\t\t\tOnly the GM will be able to see
    \n\t\t\t\t\t\t\tyour skill level, but all players
    \n\t\t\t\t\t\t\twill see the result.
    \n\t\t\t\t\t\t\tNOTE: This now behaves just like Private Rolls\n\t\t\t\t\t\t", + "private-rols-label": "Private Rolls", + "private-rolls-tooltip": "\n\t\t\t\t\t\t\tOnly the GM will see your skill
    \n\t\t\t\t\t\t\tlevel and the result.\n\t\t\t\t\t\t", + "repeating-technique-tables-label": "Repeating Technique Tables", + "show-original-label": "Show Original", + "show-original-tooltip": "Show the original techniques table.", + "show-revised-label": "Show Revised", + "show-revised-tooltip": "Show the revised techniques table.", + "point-summary-layout-label": "Point Summary Layout", + "abbreviation-gurps-character-assistant-label": "GCA", + "gurps-character-assistant-tooltip": "GURPS Character Assistant.", + "abbreviation-gurps-character-sheet-label": "GCS", + "gurps-character-sheet-tooltip": "GURPS Character Sheet.", + "detailed-label": "Detailed", + "point-summary-detailed-tooltip": "\n\t\t\t\t\t\t\t\tCustom view displaying each section total.
    \n\t\t\t\t\t\t\t\tIncluding the deprecated Misc. Points box.\n\t\t\t\t\t\t\t", + "enter-unspent-points-label": "Enter Unspent Points", + "enter-unspent-points-tooltip": "Check if you would like to manually track your unspent points", + "add-to-combat-tracker-label": "Add to combat tracker", + "public-speed-tracker-label": "Public Speed Tracker", + "public-speed-tracker-tooltip": "Show basic speed and add to Chat message to public.", + "private-speed-tracker-label": "Private Speed Tracker", + "private-speed-tracker-tooltip": "Show basic speed and add to Chat message to GM.", + "spell-options-label": "Spell Options (See B238, M10)", + "spell-options-table": "\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t
    \n\t\t\t\t\t\t\t\t\tPenalty for each spell ON: \n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t
    \n\t\t\t\t\t\t\t\t\tPenalty for each spell Concentrated On: \n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t
    \n\t\t\t\t\t", + "abbreviation-show-rules-as-written-notes-label": "Show RAW Notes", + "abbreviation-show-rules-as-written-notes-tooltip": "\n\t\t\t\t\t\t\t\tShow Rules as Written Success/Fail notes\n\t\t\t\t\t\t\t", + "damage-dice-icon": "Damage Dice Icon", + "use-malfunction-label": "Use Malfunction", + "use-malfunction-tooltip": "If checked, roll results will check for malfunction.", + "stat-modifier-options-label": "Stat Modifier Options", + "modifiers-to-attributes-increase-all-label": "Mods to attributes increase all derived stats (including HP, FP)", + "modifiers-to-attributes-increase-most-label": "Mods to attributes increase most derived stats (not HP, FP)", + "modifiers-to-attributes-increase-none-label": "Mods to attributes do not increase derived stats", + "sheet-style-label": "Sheet Style", + "sheet-style-description": "Selects a visual style for the character sheet", + "falling-collision-damage-notes-label": "Falling & Collision Damage Notes", + "demolition-damage-notes-label": "Demolition Damage Notes", + "fragmentation-skill-notes-label": "Fragmentation Skill Notes", + "fragmentation-damage-notes-label": "Fragmentation Damage Notes", + "fragmentation-recoil-label": "Fragmentation Recoil:", + "spell-critical-success-notes-label": "Spell Critical Success Notes", + "spell-fail-notes-label": "Spell Fail Notes", + "spell-critical-failure-notes-label": "Spell Critical Failure Notes", + "editable-wound-modifier-notes-label": "Editable Wound Modifier Notes", + "editable-wound-modifier-notes-description": "Initial wound modifier notes based on GURPS 4th Edition - Campaigns", + "show-notes-in-roll-template-label": "Show notes in roll template", + "cutting-label": "Cutting", + "impaling-label": "Impaling", + "crushing-label": "Crushing", + "abbreviation-piercing-label": "PI", + "afflication-label": "Affliction", + "burn-label": "Burn", + "corrosion-label": "Corrosion", + "fatigue-label": "Fatigue", + "toxic-label": "Toxic", + "special-label": "Special", + "gurps-4th-edition-wiki-button": "GURPS 4th Edition Roll20 Wiki Page", + "gurps-sheet-thread-link-button": "Roll20 Forum - [GURPS] - Sheet #1 - Thread 1", + "abbreviation-book-reference-label": "Ref", + "minimum-label": "Minimum", + "rolltemplate-minimum-damage-description": "\n\t\t\t\t\t\t\tApplied to Target's DR
    \n\t\t\t\t\t\t\tSee B378 Damage Roll\n\t\t\t\t\t\t", + "roll-label": "Roll:", + "target-label": "Target", + "recoil-label": "Recoil", + "abbreviation-malfunction-label": "Malf", + "resisted-by-label": "Resisted by", + "base-label": "BASE" +} diff --git a/GammaWorld3e/GW3-sheet.png b/GammaWorld3e/GW3-sheet.png new file mode 100644 index 0000000000..a0c6bb19fc Binary files /dev/null and b/GammaWorld3e/GW3-sheet.png differ diff --git a/GammaWorld3e/README.rst b/GammaWorld3e/README.rst new file mode 100644 index 0000000000..f9bf208321 --- /dev/null +++ b/GammaWorld3e/README.rst @@ -0,0 +1,51 @@ +# Overview + +GammaWorld 3rd edition had a unique system, quite different to d20-based systems. The 3rd edition rules were infamous for reasons of editorial difficulties. The result is that there are numerous contradictions, errors and incomplete bits. Despite that it won game of the year award in its time and, for me at least, is still the version of GammaWorld that feels the most exciting to play. However, while the system's core mechanism seems simple, it's actually quite hard to keep track of with pen & paper play. Roll20 is the perfect platform for somethig like this. + +# Licensing + +I created a GammaWorld 3rd edition compendium – updated, edited and (I dare say) improved to be more consistent, realistic (some of the item weights for example were ludicrous). When compiled along with the companion it's possible to add items / mutations etc. directly to your character sheet from the compendium and then use these with a single click from the sheet. However I'm unable to include that in a public repository for licensing reasons. + +# Instructions + +## Using the sheet + +### Overview + +This sheet is for use with the GammaWorld 3rd edition rules. + +### Abilities + +3e required that character abilities be rolled randomly. This is currently a requirement on the sheet - you can't edit your attributes directly. To roll your character's abilities, click on the `Roll-up` tab, here you can roll attributes and hitpoints. If you wish to re-roll you need to first click `Reset`. + +- Adv. - This represents your character's advancement through XP. If you take your ability scores up with XP add the amount in this field. +- Tmp. - Any temporary modifiers to an ability score should be entered in this field +- Mod. - The ability modifier is calculated automatically + +### Combat Stats + +#### Defence + +Note that this is a slight departure from the original character sheets included with the rules in that it splits defence ratings across `energy`, `physical` and `mental`. These were implied in the rules but not fully represented on the PnP character sheet. These are calculated values based on Gear, Armour and Mutation entries. + +- _CS_: Column Shift +- _RF_: Result Factor +- _DR_: Damage Reduction + +## Installation + +Install the node libraries using `npm install` + +## Compilation + +1. To compile the compendium from src (removed for licensing reasons) and / or the companion: + `npx webpack --config webpack.config.js` +1. To build html from src use `npm run pug` +1. To build css from src use `npm run scss` + +## Watch + +There are also watch scripts included for `scss` and `pug`: + +1. `npm run pug-watch` +1. `npm run scss-watch` diff --git a/GammaWorld3e/merged-compendium-companion.js b/GammaWorld3e/merged-compendium-companion.js new file mode 100644 index 0000000000..b221487650 --- /dev/null +++ b/GammaWorld3e/merged-compendium-companion.js @@ -0,0 +1,100 @@ +/******/ (function(modules) { // webpackBootstrap +/******/ // The module cache +/******/ var installedModules = {}; +/******/ +/******/ // The require function +/******/ function __webpack_require__(moduleId) { +/******/ +/******/ // Check if module is in cache +/******/ if(installedModules[moduleId]) { +/******/ return installedModules[moduleId].exports; +/******/ } +/******/ // Create a new module (and put it into the cache) +/******/ var module = installedModules[moduleId] = { +/******/ i: moduleId, +/******/ l: false, +/******/ exports: {} +/******/ }; +/******/ +/******/ // Execute the module function +/******/ modules[moduleId].call(module.exports, module, module.exports, __webpack_require__); +/******/ +/******/ // Flag the module as loaded +/******/ module.l = true; +/******/ +/******/ // Return the exports of the module +/******/ return module.exports; +/******/ } +/******/ +/******/ +/******/ // expose the modules object (__webpack_modules__) +/******/ __webpack_require__.m = modules; +/******/ +/******/ // expose the module cache +/******/ __webpack_require__.c = installedModules; +/******/ +/******/ // define getter function for harmony exports +/******/ __webpack_require__.d = function(exports, name, getter) { +/******/ if(!__webpack_require__.o(exports, name)) { +/******/ Object.defineProperty(exports, name, { enumerable: true, get: getter }); +/******/ } +/******/ }; +/******/ +/******/ // define __esModule on exports +/******/ __webpack_require__.r = function(exports) { +/******/ if(typeof Symbol !== 'undefined' && Symbol.toStringTag) { +/******/ Object.defineProperty(exports, Symbol.toStringTag, { value: 'Module' }); +/******/ } +/******/ Object.defineProperty(exports, '__esModule', { value: true }); +/******/ }; +/******/ +/******/ // create a fake namespace object +/******/ // mode & 1: value is a module id, require it +/******/ // mode & 2: merge all properties of value into the ns +/******/ // mode & 4: return value when already ns object +/******/ // mode & 8|1: behave like require +/******/ __webpack_require__.t = function(value, mode) { +/******/ if(mode & 1) value = __webpack_require__(value); +/******/ if(mode & 8) return value; +/******/ if((mode & 4) && typeof value === 'object' && value && value.__esModule) return value; +/******/ var ns = Object.create(null); +/******/ __webpack_require__.r(ns); +/******/ Object.defineProperty(ns, 'default', { enumerable: true, value: value }); +/******/ if(mode & 2 && typeof value != 'string') for(var key in value) __webpack_require__.d(ns, key, function(key) { return value[key]; }.bind(null, key)); +/******/ return ns; +/******/ }; +/******/ +/******/ // getDefaultExport function for compatibility with non-harmony modules +/******/ __webpack_require__.n = function(module) { +/******/ var getter = module && module.__esModule ? +/******/ function getDefault() { return module['default']; } : +/******/ function getModuleExports() { return module; }; +/******/ __webpack_require__.d(getter, 'a', getter); +/******/ return getter; +/******/ }; +/******/ +/******/ // Object.prototype.hasOwnProperty.call +/******/ __webpack_require__.o = function(object, property) { return Object.prototype.hasOwnProperty.call(object, property); }; +/******/ +/******/ // __webpack_public_path__ +/******/ __webpack_require__.p = ""; +/******/ +/******/ +/******/ // Load entry module and return exports +/******/ return __webpack_require__(__webpack_require__.s = "./src/api-scripts/companion.js"); +/******/ }) +/************************************************************************/ +/******/ ({ + +/***/ "./src/api-scripts/companion.js": +/*!**************************************!*\ + !*** ./src/api-scripts/companion.js ***! + \**************************************/ +/*! no static exports found */ +/***/ (function(module, exports) { + +eval("/*\n * Version 0.0.1\n * Made By Noel da Costa\n */\n// import compendium from './compendium'\nfunction empty(mixedVar) {\n // discuss at: http://locutus.io/php/empty/\n // original by: Philippe Baumann\n // input by: Onno Marsman (https://twitter.com/onnomarsman)\n // input by: LH\n // input by: Stoyan Kyosev (http://www.svest.org/)\n // bugfixed by: Kevin van Zonneveld (http://kvz.io)\n // improved by: Onno Marsman (https://twitter.com/onnomarsman)\n // improved by: Francesco\n // improved by: Marc Jansen\n // improved by: Rafał Kukawski (http://blog.kukawski.pl)\n // example 1: empty(null)\n // returns 1: true\n // example 2: empty(undefined)\n // returns 2: true\n // example 3: empty([])\n // returns 3: true\n // example 4: empty({})\n // returns 4: true\n // example 5: empty({'aFunc' : function () { alert('humpty'); } })\n // returns 5: false\n var undef;\n var key;\n var i;\n var len;\n var emptyValues = [undef, null, false, 0, \"\", \"0\"];\n\n for (i = 0, len = emptyValues.length; i < len; i++) {\n if (mixedVar === emptyValues[i]) {\n return true;\n }\n }\n\n if (typeof mixedVar === \"object\") {\n for (key in mixedVar) {\n if (mixedVar.hasOwnProperty(key)) {\n return false;\n }\n }\n return true;\n }\n\n return false;\n}\n\n// @license: GammaWorld compendium not included for licensing reasons, but you can create your own, contact me for advice on how\n// import compendium from './compendium'\n\nvar GW3Companion =\n GW3Companion ||\n (function () {\n \"use strict\";\n\n let observers = {\n tokenChange: [],\n };\n\n // Styling for the chat responses.\n const styles = {\n reset: \"padding: 0; margin: 0;\",\n menu:\n \"background-color: #fff; border: 1px dashed #ae2400; padding: 5px 5px 10px 5px; border-radius: 5px;\",\n button:\n \"background-color: #000; border: 1px solid #292929; border-radius: 3px; padding: 5px; color: #fff; text-align: center;\",\n list: \"list-style: none;\",\n float: {\n right: \"float: right;\",\n left: \"float: left;\",\n },\n success:\n \"color: green; background-color: white; padding: 0.3rem 1rem; margin-left: 1rem, border-radius: 3px;\",\n fail:\n \"color: red; background-color: white; padding: 0.3rem 1rem; margin-left: 1rem, border-radius: 3px;\",\n rank:\n \"border: solid 1px black; border-radius: 2px; padding: 2px 4px; background-color: #fefefe; cursor: pointer; display: inline-block;\",\n overflow: \"overflow: hidden;\",\n row: \"margin-bottom: 5px\",\n fullWidth: \"width: 100%;\",\n underline: \"text-decoration: underline;\",\n strikethrough: \"text-decoration: strikethrough\",\n effect:\n \"font-weight: bold; margin-top: 5px; border: 1px solid grey; padding: 1rem; border-radius: 5px; background-color: #aaa; color: white;\",\n },\n script_name = \"GW3Companion\",\n state_name = \"GW3COMPANION\",\n markers = [\n \"none\",\n \"blue\",\n \"brown\",\n \"green\",\n \"pink\",\n \"purple\",\n \"red\",\n \"yellow\",\n \"-\",\n \"all-for-one\",\n \"angel-outfit\",\n \"archery-target\",\n \"arrowed\",\n \"aura\",\n \"back-pain\",\n \"black-flag\",\n \"bleeding-eye\",\n \"bolt-shield\",\n \"broken-heart\",\n \"broken-shield\",\n \"broken-skull\",\n \"chained-heart\",\n \"chemical-bolt\",\n \"cobweb\",\n \"dead\",\n \"death-zone\",\n \"drink-me\",\n \"edge-crack\",\n \"fishing-net\",\n \"fist\",\n \"fluffy-wing\",\n \"flying-flag\",\n \"frozen-orb\",\n \"grab\",\n \"grenade\",\n \"half-haze\",\n \"half-heart\",\n \"interdiction\",\n \"lightning-helix\",\n \"ninja-mask\",\n \"overdrive\",\n \"padlock\",\n \"pummeled\",\n \"radioactive\",\n \"rolling-tomb\",\n \"screaming\",\n \"sentry-gun\",\n \"skull\",\n \"sleepy\",\n \"snail\",\n \"spanner\",\n \"stopwatch\",\n \"strong\",\n \"three-leaves\",\n \"tread\",\n \"trophy\",\n \"white-tower\",\n ],\n generateUUID = (function () {\n var a = 0,\n b = [];\n return function () {\n var c = new Date().getTime() + 0,\n d = c === a;\n a = c;\n for (var e = new Array(8), f = 7; 0 <= f; f--) {\n e[\n f\n ] = \"-0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZ_abcdefghijklmnopqrstuvwxyz\".charAt(\n c % 64\n );\n c = Math.floor(c / 64);\n }\n c = e.join(\"\");\n if (d) {\n for (f = 11; 0 <= f && 63 === b[f]; f--) {\n b[f] = 0;\n }\n b[f]++;\n } else {\n for (f = 0; 12 > f; f++) {\n b[f] = Math.floor(64 * Math.random());\n }\n }\n for (f = 0; 12 > f; f++) {\n c += \"-0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZ_abcdefghijklmnopqrstuvwxyz\".charAt(\n b[f]\n );\n }\n return c;\n };\n })(),\n generateRowID = function () {\n return generateUUID().replace(/_/g, \"Z\");\n },\n getParameters = function (args) {\n let parameters = {};\n _.each(args, (arg, key) => {\n let splat = args.shift().split(\"|\");\n if (splat[1] !== undefined) {\n parameters[splat[0]] =\n splat[0] === \"title\" ? splat[1].replace(\"_\", \" \") : splat[1];\n }\n });\n return parameters;\n },\n getRollResult = function (msg, rolltext, callback, parameters) {\n sendChat(msg.playerid, rolltext, function (ops) {\n const rollresult = ops[0];\n log(rollresult);\n let result = JSON.parse(ops[0].content);\n roll = parseInt(result.total);\n callback(roll, parameters);\n });\n },\n handleInput = (msg) => {\n if (msg.type != \"api\") return;\n let data = {},\n listItems = [],\n contents = \"\",\n button = \"\";\n // Split the message into command and argument(s)\n let args = msg.content.split(\" \");\n let command = args.shift().substring(1);\n let extracommand = args.shift();\n log(msg);\n log(\"GM issued \" + script_name + \" msg: \" + msg.content);\n log(\"GM issued \" + script_name + \" command: \" + command);\n if (command == state[state_name].config.command) {\n switch (extracommand) {\n case \"reset\":\n if (!playerIsGM(msg.playerid)) return;\n state[state_name] = {};\n setDefaults(true);\n sendConfigMenu();\n break;\n\n case \"config\":\n if (!playerIsGM(msg.playerid)) return;\n let message;\n if (args.length > 0) {\n let setting = args.shift().split(\"|\");\n let key = setting.shift();\n let value =\n setting[0] === \"true\"\n ? true\n : setting[0] === \"false\"\n ? false\n : setting[0];\n state[state_name].config[key] = value;\n if (key === \"bar\") {\n //registerEventHandlers();\n message =\n 'The API Sandbox needs to be restarted for this to take effect.';\n }\n }\n\n sendConfigMenu(false, message);\n break;\n case \"set\":\n if (!playerIsGM(msg.playerid)) return;\n if (args.length > 0) {\n let score = args.shift().split(\"|\");\n let ability = score.shift();\n log(\"ability: \" + ability);\n log(\"score: \" + score);\n _.each(msg.selected, function (obj) {\n let token, character, attribute, exists;\n token = getObj(\"graphic\", obj._id);\n if (token) {\n character = getObj(\"character\", token.get(\"represents\"));\n }\n\n // attribute = getAttrByName(parameters['character'], `${ability}_rolled`);\n attribute = findObjs({\n _type: \"attribute\",\n characterid: character.id,\n name: `${ability}_rolled`,\n });\n log(\"ATTRIBUTE: \");\n log(attribute);\n log(attribute.length);\n if (attribute.length) {\n attribute[0].setWithWorker({ current: score });\n }\n // if (character) {\n // let rowId = generateRowID();\n // let objTemplate = {\n // max: '',\n // _id: rowId,\n // _characterid: character.id\n // };\n // let obj = Object.assign(objTemplate, {\n // name:`attr_${ability}_rolled`,\n // current: score\n // });\n // log(obj);\n // createObj('attribute',obj);\n // }\n });\n }\n break;\n case \"act\":\n log(\"ACT roll\");\n if (args.length > 0) {\n log(args);\n // Get main settings\n let rankSetting = args.shift().split(\"|\");\n let rank = rankSetting.shift();\n let roll1 = rankSetting[0];\n let roll2 = rankSetting[1];\n\n // Get other parameters\n const parameters = getParameters(args);\n log(\"parameters: \");\n log(parameters);\n log(\"act passed rank: \" + rank);\n log(roll1);\n log(roll2);\n // log(value);\n\n // get target if any and target CS mod and\n rollAct(msg, rank, parameters, roll1, roll2);\n }\n break;\n case \"import\":\n let ids = args.shift().split(\"|\");\n let category = ids.shift();\n log(\"name: \" + ids);\n log(\"typeof ids: \" + typeof ids);\n log(\"ids: \" + ids);\n log(\"category: \" + category);\n log(\"typeof category: \" + typeof category);\n importCompendiumItemToCharacter(msg, ids, category);\n break;\n case \"category\":\n log(\"category\");\n if (args.length > 0) {\n let category = args.shift();\n let cost = 0;\n data = getData();\n listItems = [];\n let items = Object.keys(data[category]);\n let subcat = {};\n let header = \"\";\n _.each(items, (item) => {\n // render type headers\n if (data[category][item].type) {\n log(\"type: \" + data[category][item].type);\n if (!subcat[data[category][item].type]) {\n subcat[data[category][item].type] = true;\n header = `

    ${ucFirst(data[category][item].type)}

    `;\n log(\"set header\");\n log(header);\n } else {\n header = \"\";\n }\n }\n cost = data[category][item].cost\n ? data[category][item].cost\n : data[category][item].rarity === 2\n ? \"**\"\n : \"\";\n button =\n header +\n makeButton(\n ucFirst(data[category][item].name),\n `!gw import ${category}|${item}`,\n styles.button + styles.float.right\n );\n // log(\"COST: \"+cost);\n if (cost !== \"\") {\n listItems.push(`cost: ${cost}` + button);\n } else {\n listItems.push(button);\n }\n });\n let backbutton = makeButton(\n \"Back\",\n `!gw compendium`,\n styles.button + styles.float.right\n );\n\n contents =\n makeList(\n listItems,\n styles.reset + styles.list + styles.overflow,\n styles.overflow\n ) +\n '

    You can always come back to the compendium by typing `!' +\n state[state_name].config.command +\n \" compendium`.


    \" +\n backbutton;\n makeAndSendMenu(\n contents,\n \"Compendium
    \" + category + \" import\",\n \"\"\n );\n }\n // button = makeButton('Backpack', '!' + state[state_name].config.command + ' import backpack', styles.button + styles.fullWidth);\n // makeAndSendMenu(button, 'Import Gear');\n break;\n case \"compendium\":\n log(\"compendium\");\n data = getData();\n listItems = [];\n let categories = [\"armour\", \"attacks\", \"gear\", \"mutations\"];\n _.each(categories, (category) => {\n button = makeButton(\n ucFirst(category),\n `!gw category ${category}`,\n styles.button + styles.float.right\n );\n listItems.push(button);\n });\n contents =\n makeList(\n listItems,\n styles.reset + styles.list + styles.overflow,\n styles.overflow\n ) +\n '

    You can always come back to the compendium by typing `!' +\n state[state_name].config.command +\n \" compendium`.


    \";\n makeAndSendMenu(contents, \"Compendium - Categories\", \"\");\n break;\n case \"effect\":\n if (args.length > 0) {\n log(args);\n let setting = args.shift().split(\"|\");\n log(setting);\n let effect = setting.shift();\n let background = setting[0] || null;\n let colour =\n background == \"white\" || background == \"yellow\"\n ? \"black\"\n : \"white\";\n let result = getEffectResult(effect, background);\n let title = result.name;\n let player = getObj(\"player\", msg.playerid);\n log(\"PLAYER: \");\n log(player);\n const parameters = getParameters(args);\n let whisper = parameters[\"whisper\"]\n ? player.get(\"_displayname\")\n : \"\";\n let content = `
    ${makeResult(\n colour,\n background,\n result.result\n )}
    `;\n makeAndSendResult(content, title, whisper, msg.playerid);\n }\n break;\n default:\n sendConfigMenu();\n break;\n }\n }\n },\n getRollColour = (roll, row) => {\n let colour = \"white\",\n RF = 0,\n background = \"black\";\n if (roll >= row[0]) {\n colour = \"black\";\n background = \"white\";\n }\n if (roll >= row[1]) {\n colour = \"white\";\n RF++;\n background = \"blue\";\n }\n if (roll >= row[2]) {\n colour = \"white\";\n RF++;\n background = \"green\";\n }\n if (row[3] !== null && roll >= row[3]) {\n colour = \"black\";\n RF++;\n background = \"yellow\";\n }\n if (row[4] !== null && roll >= row[4]) {\n colour = \"white\";\n RF++;\n background = \"orange\";\n }\n if (roll >= row[5]) {\n colour = \"white\";\n RF++;\n background = \"red\";\n }\n return { colour, RF, background };\n },\n rollAct = (msg, rank, parameters = {}, roll1, roll2) => {\n const self = this;\n log(\"rollACT: \" + rank);\n const data = getData();\n let save,\n rankHTML = \"\",\n effectType = \"effect\",\n token = false,\n character = false,\n targetCharacter = false,\n colorResult = {},\n effectName = \"\",\n category = parameters[\"category\"],\n dmgTotalString = \"\";\n rank = parseInt(rank);\n rankHTML = `${rank}`;\n sendChat(msg.playerid, \"/roll 2d100\", function (ops) {\n log(\"roll1: \" + roll1);\n log(\"roll2: \" + roll2);\n if (roll1) {\n log(\"roll1 hardcoded\");\n } else {\n log(\"roll object\");\n log(ops);\n log(JSON.parse(ops[0].content));\n // return;\n roll1 = parseInt(JSON.parse(ops[0].content).rolls[0].results[0].v);\n roll2 = parseInt(JSON.parse(ops[0].content).rolls[0].results[1].v);\n }\n // ops will be an ARRAY of command results.\n log(\"roll1: \" + roll1);\n log(\"roll2: \" + roll2);\n if (parameters[\"mod\"]) {\n // log('calculating rank based on mod');\n // log(parameters['character']);\n // log(`${parameters['mod']}_mod`);\n // log(getAttrByName(parameters['character'], 'PS_modifier'));\n\n const mod = parseInt(\n getAttrByName(\n parameters[\"character\"],\n `${parameters[\"mod\"]}_modifier`\n )\n );\n rankHTML += ` + ${mod}`;\n rank += mod;\n }\n if (parameters[\"character\"]) {\n log(\"character: \");\n log(character);\n character = getObj(\"character\", parameters[\"character\"]);\n }\n if (parameters[\"CS\"]) {\n log(\"calculating rank based on CS: \" + parseInt(parameters[\"CS\"]));\n rankHTML += ` + ${parameters[\"CS\"]}`;\n rank += parseInt(parameters[\"CS\"]);\n log(\"rank: \" + rank);\n }\n if (parameters[\"tech\"]) {\n log(\"calculating rank based on tech level\");\n let character_tech_level;\n if (character) {\n character_tech_level = getAttrByName(\n character.id,\n \"character_tech_level\"\n );\n let tech_difference = Math.abs(\n parseInt(character_tech_level) - parseInt(parameters[\"tech\"])\n );\n rankHTML += ` - ${tech_difference}`;\n rank -= tech_difference;\n log(\"rank: \" + rank);\n }\n }\n if (parameters[\"target_id\"]) {\n log(\"target attributes\");\n token = getObj(\"graphic\", parameters[\"target_id\"]);\n log(token);\n if (token) {\n targetCharacter = getObj(\"character\", token.get(\"represents\"));\n log(targetCharacter);\n }\n if (!targetCharacter) {\n log(\"character not found\");\n return;\n }\n if (parameters[\"target_mod\"]) {\n let modVal = getAttrByName(\n targetCharacter.id,\n parameters[\"target_mod\"]\n );\n log(\"modVal: \" + modVal);\n rank += parseInt(modVal);\n // attributes = findObjs({\n // _type: 'attribute',\n // characterid: targetCharacter.id\n // });\n // _.each(attributes, fnction(attribute) {\n // log(attribute);\n // });\n }\n // minus target's DX mod for melee attacks\n if (\n parameters[\"category\"] === \"attacks\" &&\n parameters[\"type\"] === \"melee\"\n ) {\n let targetDXmod = getAttrByName(\n targetCharacter.id,\n \"DX_modifier\"\n );\n log(\"targetDXmod: \" + targetDXmod);\n rankHTML += ` - ${targetDXmod}`;\n rank -= parseInt(targetDXmod);\n }\n }\n\n rankHTML += `: ${rank}`;\n let row = getActRow(rank);\n log(\"row: \" + row);\n log(typeof row);\n log(Array.isArray(row));\n if (!Array.isArray(row)) {\n let player = getObj(\"player\", msg.playerid);\n makeAndSendResult(\n \"ACT roll failed!\",\n \"Error:\",\n player.get(\"_displayname\"),\n msg.playerid\n );\n return;\n }\n\n colorResult = getRollColour(roll1, row);\n // log('color: ' + colour);\n // log('background: ' + background);\n // log('RC: ' + background);\n // log('RF: ' + RF);\n let title = `ACT Roll'`;\n if (parameters[\"title\"]) {\n if (parameters[\"category\"] && parameters[\"title\"] === \"ref\") {\n if (\n data[parameters[\"category\"]] &&\n data[parameters[\"category\"]][parameters[\"id\"]]\n ) {\n title = data[parameters[\"category\"]][parameters[\"id\"]].name;\n }\n } else {\n title = parameters[\"title\"];\n }\n title += ` (${rank})`;\n }\n let content = \"\";\n content += `
    Roll: ${roll1}
    Rank: ${rankHTML}
    `;\n\n if (parameters[\"dmg\"]) {\n log(\n \"damage parameter: \" +\n parameters[\"dmg\"] +\n \" - \" +\n parameters[\"damage_type\"]\n );\n let baseDmg,\n DR = 0,\n soaked;\n if (parameters[\"dmg\"] === \"mutation\") {\n baseDmg = parseInt(rank) / 2;\n } else if (parameters[\"dmg\"].includes(\"/\")) {\n let dmg = parameters[\"dmg\"].split(\"/\");\n log(\"dmg: \");\n log(dmg);\n let size =\n getAttrByName(targetCharacter.id, \"character_size\") || 3;\n log(\"size: \" + size);\n baseDmg = parseInt(size) < 4 ? dmg[0] : dmg[1];\n } else {\n baseDmg = parseInt(parameters[\"dmg\"]);\n }\n log(\"baseDMG: \" + baseDmg);\n log(\"RF: \" + colorResult.RF);\n DR = getAttrByName(targetCharacter.id, \"DR_physical\") || 0;\n log(\"DR: \" + DR);\n\n let dmgTotal = parseInt(colorResult.RF) * parseInt(baseDmg);\n if (DR) {\n soaked = dmgTotal + parseInt(DR);\n }\n soaked = soaked < 1 ? 0 : soaked;\n log(\"dmgTotal: \" + dmgTotal);\n dmgTotalString = `Physical Damage: ${soaked}`;\n }\n\n content += makeResult(\n colorResult.colour,\n colorResult.background,\n colorResult.background,\n \"RF\",\n colorResult.RF,\n dmgTotalString\n );\n\n const send = (msg, parameters, title, content) => {\n if (parameters[\"character\"]) {\n makeAndSendResult(\n content,\n title,\n \"\",\n parameters[\"character\"],\n \"character\"\n );\n } else {\n makeAndSendResult(content, title, \"\", msg.playerid);\n }\n };\n\n // check save from item or from damage type\n if (parameters[\"damage_type\"]) {\n if (data[\"damage_types\"][parameters[\"damage_type\"]]) {\n if (data[\"damage_types\"][parameters[\"damage_type\"]][\"save\"]) {\n save = data[\"damage_types\"][parameters[\"damage_type\"]].save;\n }\n }\n }\n\n if (parameters[\"effect\"]) {\n effectName = parameters[\"effect\"];\n if (\n !empty(data.effects) &&\n !empty(data.effects[parameters[\"effect\"]])\n ) {\n effectName = data.effects[parameters[\"effect\"]].name;\n // let result = getEffectResult(parameters['effect'], colorResult.background);\n content += `
    Effect:
    ${effectName}
    `;\n } else if (\n !empty(data.damage_types) &&\n data.damage_types[parameters[\"effect\"]]\n ) {\n log(\n \"damage_type based on effect: \" +\n parameters[\"effect\"] +\n \", \" +\n data.damage_types[parameters[\"effect\"]]\n );\n content += `
    Effect: ${data.damage_types[parameters[\"effect\"]].name}
    `;\n save = data.damage_types[parameters[\"effect\"]].save;\n }\n }\n\n if (parameters[\"effect_crit\"]) {\n log(\"effect_crit: \" + parameters[\"effect_crit\"]);\n log(\"background: \" + colorResult.background);\n log(\n !empty(data.effects) && data.effects[parameters[\"effect_crit\"]]\n );\n if (colorResult.background === \"red\") {\n if (data.effects[parameters[\"effect_crit\"]]) {\n effectType = \"effect_crit\";\n content += `
    Critical Effect: ${\n data.effects[parameters[\"effect_crit\"]].name\n }
    `;\n } else if (data.damage_types[parameters[\"effect_crit\"]]) {\n log(data.damage_types);\n log(parameters[\"effect_crit\"]);\n log(data.damage_types[parameters[\"effect_crit\"]]);\n content += `
    Critical Effect: ${\n data.damage_types[parameters[\"effect_crit\"]].name\n }
    `;\n save = data.damage_types[parameters[\"effect_crit\"]].save;\n }\n }\n }\n\n if (parameters[\"save\"]) {\n save = save || parameters[\"save\"];\n let saveScore = getAttrByName(targetCharacter.id, `${save}`);\n let effectsActRow = getActRow(saveScore);\n let effectsColorResult = getRollColour(roll2, effectsActRow);\n let effectsResult = { result: effectsColorResult.background };\n let result = \"\";\n log(\"effectType: \" + effectType);\n log(parameters[effectType]);\n if (!empty(data.effects) && data.effects[parameters[effectType]]) {\n effectsResult = getEffectResult(\n parameters[effectType],\n effectsColorResult.background\n );\n }\n result = effectsResult.result;\n let success =\n parseInt(effectsColorResult.RF) >= parseInt(colorResult.RF);\n let successMessage = success\n ? `success`\n : `fail`;\n content += `
    Save (${effectName}): ${result} ${successMessage}
    `;\n }\n send(msg, parameters, title, content);\n });\n },\n getActRow = (rank) => {\n log(\"getActRow\");\n rank = parseInt(rank);\n log(typeof rank + \": \" + rank);\n const cols = {\n A: [18, 74, 99, null, null, 100],\n B: [17, 73, 98, 99, null, 100],\n C: [16, 72, 97, 99, null, 100],\n \"1\": [15, 71, 96, 98, 99, 100],\n \"2\": [14, 69, 94, 97, 99, 100],\n \"3\": [13, 68, 93, 97, 97, 100],\n \"4\": [12, 66, 91, 96, 97, 100],\n \"5\": [11, 62, 87, 93, 97, 99],\n \"6\": [10, 60, 85, 92, 96, 99],\n \"7\": [9, 58, 83, 91, 96, 99],\n \"8\": [8, 56, 80, 89, 95, 99],\n \"9\": [7, 54, 78, 88, 93, 99],\n \"10\": [6, 52, 75, 86, 92, 99],\n \"11\": [5, 49, 71, 83, 91, 98],\n \"12\": [5, 47, 68, 81, 90, 98],\n \"13\": [4, 44, 65, 79, 89, 98],\n \"14\": [4, 42, 62, 77, 88, 98],\n \"15\": [4, 40, 58, 75, 87, 98],\n \"16\": [3, 37, 53, 72, 86, 97],\n \"17\": [3, 35, 49, 70, 85, 97],\n \"18\": [3, 33, 45, 68, 84, 97],\n \"19\": [3, 30, 41, 66, 83, 97],\n \"20\": [2, 26, 36, 63, 82, 96],\n \"21\": [2, 23, 32, 61, 81, 96],\n X: [2, 20, 27, 59, 80, 96],\n Y: [2, 17, 22, 56, 78, 95],\n Z: [2, 13, 16, 51, 76, 94],\n };\n if (rank <= -26) return cols[\"A\"];\n if (rank <= -6) return cols[\"B\"];\n if (rank <= 0) return cols[\"C\"];\n if (rank === 1) return cols[\"1\"];\n if (rank === 2) return cols[\"2\"];\n if (rank === 3) return cols[\"3\"];\n if (rank === 4) return cols[\"4\"];\n if (rank === 5) return cols[\"5\"];\n if (rank === 6) return cols[\"6\"];\n if (rank === 7) return cols[\"7\"];\n if (rank === 8) return cols[\"8\"];\n if (rank === 9) return cols[\"9\"];\n if (rank === 10) return cols[\"10\"];\n if (rank === 11) return cols[\"11\"];\n if (rank === 12) return cols[\"12\"];\n if (rank === 13) return cols[\"13\"];\n if (rank === 14) return cols[\"14\"];\n if (rank === 15) return cols[\"15\"];\n if (rank === 16) return cols[\"16\"];\n if (rank === 17) return cols[\"17\"];\n if (rank === 18) return cols[\"18\"];\n if (rank === 19) return cols[\"19\"];\n if (rank === 20) return cols[\"20\"];\n if (rank === 21) return cols[\"21\"];\n if (rank <= 120) return cols[\"X\"];\n if (rank <= 600) return cols[\"Y\"];\n if (rank > 600) return cols[\"Z\"];\n },\n getEffectResult = (effect, colour) => {\n let data = getData().effects;\n const index =\n colour === \"red\"\n ? 0\n : colour === \"orange\"\n ? 1\n : colour === \"yellow\"\n ? 2\n : colour === \"green\"\n ? 3\n : colour === \"blue\"\n ? 4\n : colour === \"white\"\n ? 5\n : 6;\n log(\"index: \", index);\n log(\"effectname: \", effect);\n log(data[effect]);\n log(data[effect].name);\n log(data[effect].data[index]);\n return { name: data[effect].name, result: data[effect].data[index] };\n },\n importCompendiumItemToCharacter = function (msg, ids, category) {\n log(\"import\");\n const data = getData();\n let player = getObj(\"player\", msg.playerid);\n log(\"player:\");\n log(player);\n log(\"player displayname:\");\n log(player.get(\"_displayname\"));\n if (msg.selected === undefined) {\n makeAndSendResult(\n \"Please first select a token representing the character to which you wish to import!\",\n \"Error:\",\n player.get(\"_displayname\"),\n msg.playerid\n );\n return;\n }\n _.each(msg.selected, function (obj) {\n let token, character, attribute, sections, exists;\n token = getObj(\"graphic\", obj._id);\n if (token) {\n character = getObj(\"character\", token.get(\"represents\"));\n }\n if (character) {\n attribute = findObjs({\n _type: \"attribute\",\n characterid: character.id,\n });\n } else {\n log(\"character not found\");\n return;\n }\n if (!attribute) {\n makeAndSendResult(\n \"This character sheet is blank.\",\n \"Error: \",\n player.get(\"_displayname\"),\n character.id,\n \"character\"\n );\n return;\n }\n _.each(ids, (itemId) => {\n let rowId = generateRowID();\n let objTemplate = {\n max: \"\",\n _id: rowId,\n _characterid: character.id,\n };\n if (data[category] === undefined) {\n makeAndSendResult(\n \"The selected category could not be found.\",\n \"Error: \",\n player.get(\"_displayname\"),\n character.id,\n \"character\"\n );\n return;\n }\n // let items = data[category].filter(item => item.id === itemId);\n if (!_.has(data[category], itemId)) {\n makeAndSendResult(\n \"The selected itemID could not be found.\",\n \"Error: \",\n player.get(\"_displayname\"),\n character.id,\n \"character\"\n );\n return;\n }\n let itemAttributes = data[category][itemId];\n log(\"itemAttributes: \");\n log(itemAttributes);\n _.each(itemAttributes, (attributeValue, attributeName) => {\n if (attributeName !== \"id\") {\n let obj = Object.assign(objTemplate, {\n name: `repeating_${category}_${rowId}_${attributeName}`,\n current: attributeValue,\n });\n log(obj);\n createObj(\"attribute\", obj);\n }\n });\n // add in the compendium reference\n let obj = Object.assign(objTemplate, {\n name: `repeating_${category}_${rowId}_ref`,\n current: itemId,\n });\n createObj(\"attribute\", obj);\n if (category === \"armour\" || category === \"gear\") {\n let obj = Object.assign(objTemplate, {\n name: `repeating_${category}_${rowId}_equipped`,\n current: 0,\n });\n createObj(\"attribute\", obj);\n }\n if (category === \"attacks\" || category === \"ammo\") {\n if (category === \"attacks\") {\n let character_rank = parseInt(\n getAttrByName(character.id, \"character_rank\")\n );\n log(\"character rank:\" + character_rank);\n if (character_rank === NaN) {\n log(\n \"character rank was not found and thus the attack rank could not be accurately determined and will default to 1\"\n );\n character_rank = 1;\n }\n let obj = Object.assign(objTemplate, {\n name: `repeating_${category}_${rowId}_rank`,\n current: character_rank,\n });\n createObj(\"attribute\", obj);\n }\n // also add it to gear\n _.each(itemAttributes, (attributeValue, attributeName) => {\n if (attributeName !== \"id\") {\n let obj = Object.assign(objTemplate, {\n name: `repeating_gear_${rowId}_${attributeName}`,\n current: attributeValue,\n });\n log(obj);\n createObj(\"attribute\", obj);\n }\n });\n }\n if (category === \"mutations\") {\n sendChat(msg.playerid, \"/roll 2d6\", function (ops) {\n let rollresult = ops[0];\n let result = JSON.parse(ops[0].content);\n let rolltotal = parseInt(result.total);\n if (itemAttributes.modifier !== undefined) {\n let mod =\n itemAttributes[\"type\"] === \"mental\"\n ? \"MS_modifier\"\n : \"PS_modifier\";\n let ability = attribute.filter((x) => x.get(\"name\") === mod);\n if (ability.length) {\n let obj = Object.assign(objTemplate, {\n name: `repeating_${category}_${rowId}_rank`,\n current: parseInt(ability[0].get(\"current\")) + rolltotal,\n });\n createObj(\"attribute\", obj);\n }\n }\n });\n }\n });\n });\n },\n handleBarValueChange = (obj, prev) => {\n pre_log(\"handleBarValueChange: \");\n log(obj);\n log(prev);\n\n let bar = \"bar\" + state[state_name].config.bar;\n\n if (\n !obj ||\n !prev ||\n !obj.get(\"represents\") ||\n obj.get(bar + \"_value\") === prev[bar + \"_value\"]\n ) {\n return;\n }\n\n // let attributes = {};\n let character = {},\n characterID = obj.get(\"represents\");\n character = getObj(\"character\", characterID);\n\n // obj.set(attributes);\n notifyObservers(\"tokenChange\", obj, prev);\n },\n getColor = (value) => {\n return hslToHex((1 - value) * 120, 75, 50);\n },\n hslToHex = (h, s, l) => {\n h /= 360;\n s /= 100;\n l /= 100;\n let r, g, b;\n if (s === 0) {\n r = g = b = l; // achromatic\n } else {\n const hue2rgb = (p, q, t) => {\n if (t < 0) t += 1;\n if (t > 1) t -= 1;\n if (t < 1 / 6) return p + (q - p) * 6 * t;\n if (t < 1 / 2) return q;\n if (t < 2 / 3) return p + (q - p) * (2 / 3 - t) * 6;\n return p;\n };\n const q = l < 0.5 ? l * (1 + s) : l + s - l * s;\n const p = 2 * l - q;\n r = hue2rgb(p, q, h + 1 / 3);\n g = hue2rgb(p, q, h);\n b = hue2rgb(p, q, h - 1 / 3);\n }\n const toHex = (x) => {\n const hex = Math.round(x * 255).toString(16);\n return hex.length === 1 ? \"0\" + hex : hex;\n };\n return `#${toHex(r)}${toHex(g)}${toHex(b)}`;\n },\n ucFirst = (string) => {\n return string.charAt(0).toUpperCase() + string.slice(1);\n },\n sendConfigMenu = (first, message) => {\n let commandButton = makeButton(\n \"!\" + state[state_name].config.command,\n \"!\" +\n state[state_name].config.command +\n \" config command|?{Command (without !)}\",\n styles.button + styles.float.right\n ),\n barButton = makeButton(\n \"bar \" + state[state_name].config.bar,\n \"!\" +\n state[state_name].config.command +\n \" config bar|?{Bar|Bar 1 (green),1|Bar 2 (blue),2|Bar 3 (red),3}\",\n styles.button + styles.float.right\n ),\n listItems = [\n 'Command: ' +\n commandButton,\n 'HP Bar: ' +\n barButton,\n ];\n\n let resetButton = makeButton(\n \"Reset\",\n \"!\" + state[state_name].config.command + \" reset\",\n styles.button + styles.fullWidth\n );\n\n let title_text = first\n ? script_name + \" First Time Setup\"\n : script_name + \" Config\";\n message = message ? \"

    \" + message + \"

    \" : \"\";\n let contents =\n message +\n makeList(\n listItems,\n styles.reset + styles.list + styles.overflow,\n styles.overflow\n ) +\n '

    You can always come back to this config by typing `!' +\n state[state_name].config.command +\n \" config`.


    \" +\n resetButton;\n makeAndSendMenu(contents, title_text, \"gm\");\n },\n makeAndSendMenu = (contents, title, whisper) => {\n title = title && title != \"\" && makeTitle(title);\n whisper = whisper && whisper !== \"\" && \"/w \" + whisper + \" \";\n sendChat(\n script_name,\n whisper +\n '
    ' +\n title +\n contents +\n \"
    \",\n null,\n {\n noarchive: true,\n }\n );\n },\n makeAndSendResult = (contents, title, whisper, id, type = \"player\") => {\n log(\"makeAndSendResult\");\n log(id);\n log(type);\n title = title && title != \"\" && makeTitle(title);\n whisper = whisper && whisper !== \"\" ? \"/w \" + whisper + \" \" : \"\";\n sendChat(\n `${type}|${id}`,\n whisper +\n '
    ' +\n title +\n contents +\n \"
    \",\n null,\n {\n noarchive: true,\n }\n );\n },\n makeTitle = (title) => {\n return (\n '

    ' +\n title +\n \"

    \"\n );\n },\n makeButton = (title, href, style) => {\n return '' + title + \"\";\n },\n makeList = (items, listStyle, itemStyle) => {\n let list = '
      ';\n items.forEach((item) => {\n list += '
    • ' + item + \"
    • \";\n });\n list += \"
    \";\n return list;\n },\n makeResult = (colour, background, text, label, value, category = \"\") => {\n return `
    ${category}
    ${text} (${label}: ${value})
    `;\n },\n pre_log = (message) => {\n log(\n \"---------------------------------------------------------------------------------------------\"\n );\n log(message);\n log(\n \"---------------------------------------------------------------------------------------------\"\n );\n },\n checkInstall = () => {\n if (!_.has(state, state_name)) {\n state[state_name] = state[state_name] || {};\n }\n setDefaults();\n\n log(\n script_name + \" Ready! Command: !\" + state[state_name].config.command\n );\n if (state[state_name].config.debug) {\n makeAndSendMenu(script_name + \" Ready! Debug On.\", \"\", \"gm\");\n }\n },\n observeTokenChange = function (handler) {\n pre_log(\"token change: \");\n log(handler);\n if (handler && _.isFunction(handler)) {\n observers.tokenChange.push(handler);\n }\n },\n notifyObservers = function (event, obj, prev) {\n _.each(observers[event], function (handler) {\n handler(obj, prev);\n });\n },\n registerEventHandlers = () => {\n on(\"chat:message\", handleInput);\n on(\"change:graphic\", handleBarValueChange);\n if (\"undefined\" !== typeof TokenMod && TokenMod.ObserveTokenChange) {\n TokenMod.ObserveTokenChange(handleBarValueChange);\n }\n },\n setDefaults = (reset) => {\n const defaults = {\n config: {\n command: \"gw\",\n bar: 1,\n firsttime: reset ? false : true,\n },\n };\n\n if (!state[state_name].config) {\n state[state_name].config = defaults.config;\n } else {\n if (!state[state_name].config.hasOwnProperty(\"command\")) {\n state[state_name].config.command = defaults.config.command;\n }\n if (!state[state_name].config.hasOwnProperty(\"bar\")) {\n state[state_name].config.bar = defaults.config.bar;\n }\n }\n\n if (state[state_name].config.firsttime) {\n sendConfigMenu(true);\n state[state_name].config.firsttime = false;\n }\n },\n getData = () => {\n return compendium;\n // return {}\n };\n\n return {\n CheckInstall: checkInstall,\n ObserveTokenChange: observeTokenChange,\n RegisterEventHandlers: registerEventHandlers,\n GetData: getData,\n };\n })();\n\non(\"ready\", function () {\n \"use strict\";\n\n GW3Companion.CheckInstall();\n GW3Companion.RegisterEventHandlers();\n});\n\n\n//# sourceURL=webpack:///./src/api-scripts/companion.js?"); + +/***/ }) + +/******/ }); \ No newline at end of file diff --git a/GammaWorld3e/package-lock.json b/GammaWorld3e/package-lock.json new file mode 100644 index 0000000000..489b731ca8 --- /dev/null +++ b/GammaWorld3e/package-lock.json @@ -0,0 +1,4766 @@ +{ + "name": "roll20-charactersheet-gw3", + "version": "0.0.1", + "lockfileVersion": 1, + "requires": true, + "dependencies": { + "@webassemblyjs/ast": { + "version": "1.9.0", + "resolved": "https://registry.npmjs.org/@webassemblyjs/ast/-/ast-1.9.0.tgz", + "integrity": "sha512-C6wW5L+b7ogSDVqymbkkvuW9kruN//YisMED04xzeBBqjHa2FYnmvOlS6Xj68xWQRgWvI9cIglsjFowH/RJyEA==", + "dev": true, + "requires": { + "@webassemblyjs/helper-module-context": "1.9.0", + "@webassemblyjs/helper-wasm-bytecode": "1.9.0", + "@webassemblyjs/wast-parser": "1.9.0" + } + }, + "@webassemblyjs/floating-point-hex-parser": { + "version": "1.9.0", + "resolved": "https://registry.npmjs.org/@webassemblyjs/floating-point-hex-parser/-/floating-point-hex-parser-1.9.0.tgz", + "integrity": "sha512-TG5qcFsS8QB4g4MhrxK5TqfdNe7Ey/7YL/xN+36rRjl/BlGE/NcBvJcqsRgCP6Z92mRE+7N50pRIi8SmKUbcQA==", + "dev": true + }, + "@webassemblyjs/helper-api-error": { + "version": "1.9.0", + "resolved": "https://registry.npmjs.org/@webassemblyjs/helper-api-error/-/helper-api-error-1.9.0.tgz", + "integrity": "sha512-NcMLjoFMXpsASZFxJ5h2HZRcEhDkvnNFOAKneP5RbKRzaWJN36NC4jqQHKwStIhGXu5mUWlUUk7ygdtrO8lbmw==", + "dev": true + }, + "@webassemblyjs/helper-buffer": { + "version": "1.9.0", + "resolved": "https://registry.npmjs.org/@webassemblyjs/helper-buffer/-/helper-buffer-1.9.0.tgz", + "integrity": "sha512-qZol43oqhq6yBPx7YM3m9Bv7WMV9Eevj6kMi6InKOuZxhw+q9hOkvq5e/PpKSiLfyetpaBnogSbNCfBwyB00CA==", + "dev": true + }, + "@webassemblyjs/helper-code-frame": { + "version": "1.9.0", + "resolved": "https://registry.npmjs.org/@webassemblyjs/helper-code-frame/-/helper-code-frame-1.9.0.tgz", + "integrity": "sha512-ERCYdJBkD9Vu4vtjUYe8LZruWuNIToYq/ME22igL+2vj2dQ2OOujIZr3MEFvfEaqKoVqpsFKAGsRdBSBjrIvZA==", + "dev": true, + "requires": { + "@webassemblyjs/wast-printer": "1.9.0" + } + }, + "@webassemblyjs/helper-fsm": { + "version": "1.9.0", + "resolved": "https://registry.npmjs.org/@webassemblyjs/helper-fsm/-/helper-fsm-1.9.0.tgz", + "integrity": "sha512-OPRowhGbshCb5PxJ8LocpdX9Kl0uB4XsAjl6jH/dWKlk/mzsANvhwbiULsaiqT5GZGT9qinTICdj6PLuM5gslw==", + "dev": true + }, + "@webassemblyjs/helper-module-context": { + "version": "1.9.0", + "resolved": "https://registry.npmjs.org/@webassemblyjs/helper-module-context/-/helper-module-context-1.9.0.tgz", + "integrity": "sha512-MJCW8iGC08tMk2enck1aPW+BE5Cw8/7ph/VGZxwyvGbJwjktKkDK7vy7gAmMDx88D7mhDTCNKAW5tED+gZ0W8g==", + "dev": true, + "requires": { + "@webassemblyjs/ast": "1.9.0" + } + }, + "@webassemblyjs/helper-wasm-bytecode": { + "version": "1.9.0", + "resolved": "https://registry.npmjs.org/@webassemblyjs/helper-wasm-bytecode/-/helper-wasm-bytecode-1.9.0.tgz", + "integrity": "sha512-R7FStIzyNcd7xKxCZH5lE0Bqy+hGTwS3LJjuv1ZVxd9O7eHCedSdrId/hMOd20I+v8wDXEn+bjfKDLzTepoaUw==", + "dev": true + }, + "@webassemblyjs/helper-wasm-section": { + "version": "1.9.0", + "resolved": "https://registry.npmjs.org/@webassemblyjs/helper-wasm-section/-/helper-wasm-section-1.9.0.tgz", + "integrity": "sha512-XnMB8l3ek4tvrKUUku+IVaXNHz2YsJyOOmz+MMkZvh8h1uSJpSen6vYnw3IoQ7WwEuAhL8Efjms1ZWjqh2agvw==", + "dev": true, + "requires": { + "@webassemblyjs/ast": "1.9.0", + "@webassemblyjs/helper-buffer": "1.9.0", + "@webassemblyjs/helper-wasm-bytecode": "1.9.0", + "@webassemblyjs/wasm-gen": "1.9.0" + } + }, + "@webassemblyjs/ieee754": { + "version": "1.9.0", + "resolved": "https://registry.npmjs.org/@webassemblyjs/ieee754/-/ieee754-1.9.0.tgz", + "integrity": "sha512-dcX8JuYU/gvymzIHc9DgxTzUUTLexWwt8uCTWP3otys596io0L5aW02Gb1RjYpx2+0Jus1h4ZFqjla7umFniTg==", + "dev": true, + "requires": { + "@xtuc/ieee754": "^1.2.0" + } + }, + "@webassemblyjs/leb128": { + "version": "1.9.0", + "resolved": "https://registry.npmjs.org/@webassemblyjs/leb128/-/leb128-1.9.0.tgz", + "integrity": "sha512-ENVzM5VwV1ojs9jam6vPys97B/S65YQtv/aanqnU7D8aSoHFX8GyhGg0CMfyKNIHBuAVjy3tlzd5QMMINa7wpw==", + "dev": true, + "requires": { + "@xtuc/long": "4.2.2" + } + }, + "@webassemblyjs/utf8": { + "version": "1.9.0", + "resolved": "https://registry.npmjs.org/@webassemblyjs/utf8/-/utf8-1.9.0.tgz", + "integrity": "sha512-GZbQlWtopBTP0u7cHrEx+73yZKrQoBMpwkGEIqlacljhXCkVM1kMQge/Mf+csMJAjEdSwhOyLAS0AoR3AG5P8w==", + "dev": true + }, + "@webassemblyjs/wasm-edit": { + "version": "1.9.0", + "resolved": "https://registry.npmjs.org/@webassemblyjs/wasm-edit/-/wasm-edit-1.9.0.tgz", + "integrity": "sha512-FgHzBm80uwz5M8WKnMTn6j/sVbqilPdQXTWraSjBwFXSYGirpkSWE2R9Qvz9tNiTKQvoKILpCuTjBKzOIm0nxw==", + "dev": true, + "requires": { + "@webassemblyjs/ast": "1.9.0", + "@webassemblyjs/helper-buffer": "1.9.0", + "@webassemblyjs/helper-wasm-bytecode": "1.9.0", + "@webassemblyjs/helper-wasm-section": "1.9.0", + "@webassemblyjs/wasm-gen": "1.9.0", + "@webassemblyjs/wasm-opt": "1.9.0", + "@webassemblyjs/wasm-parser": "1.9.0", + "@webassemblyjs/wast-printer": "1.9.0" + } + }, + "@webassemblyjs/wasm-gen": { + "version": "1.9.0", + "resolved": "https://registry.npmjs.org/@webassemblyjs/wasm-gen/-/wasm-gen-1.9.0.tgz", + "integrity": "sha512-cPE3o44YzOOHvlsb4+E9qSqjc9Qf9Na1OO/BHFy4OI91XDE14MjFN4lTMezzaIWdPqHnsTodGGNP+iRSYfGkjA==", + "dev": true, + "requires": { + "@webassemblyjs/ast": "1.9.0", + "@webassemblyjs/helper-wasm-bytecode": "1.9.0", + "@webassemblyjs/ieee754": "1.9.0", + "@webassemblyjs/leb128": "1.9.0", + "@webassemblyjs/utf8": "1.9.0" + } + }, + "@webassemblyjs/wasm-opt": { + "version": "1.9.0", + "resolved": "https://registry.npmjs.org/@webassemblyjs/wasm-opt/-/wasm-opt-1.9.0.tgz", + "integrity": "sha512-Qkjgm6Anhm+OMbIL0iokO7meajkzQD71ioelnfPEj6r4eOFuqm4YC3VBPqXjFyyNwowzbMD+hizmprP/Fwkl2A==", + "dev": true, + "requires": { + "@webassemblyjs/ast": "1.9.0", + "@webassemblyjs/helper-buffer": "1.9.0", + "@webassemblyjs/wasm-gen": "1.9.0", + "@webassemblyjs/wasm-parser": "1.9.0" + } + }, + "@webassemblyjs/wasm-parser": { + "version": "1.9.0", + "resolved": "https://registry.npmjs.org/@webassemblyjs/wasm-parser/-/wasm-parser-1.9.0.tgz", + "integrity": "sha512-9+wkMowR2AmdSWQzsPEjFU7njh8HTO5MqO8vjwEHuM+AMHioNqSBONRdr0NQQ3dVQrzp0s8lTcYqzUdb7YgELA==", + "dev": true, + "requires": { + "@webassemblyjs/ast": "1.9.0", + "@webassemblyjs/helper-api-error": "1.9.0", + "@webassemblyjs/helper-wasm-bytecode": "1.9.0", + "@webassemblyjs/ieee754": "1.9.0", + "@webassemblyjs/leb128": "1.9.0", + "@webassemblyjs/utf8": "1.9.0" + } + }, + "@webassemblyjs/wast-parser": { + "version": "1.9.0", + "resolved": "https://registry.npmjs.org/@webassemblyjs/wast-parser/-/wast-parser-1.9.0.tgz", + "integrity": "sha512-qsqSAP3QQ3LyZjNC/0jBJ/ToSxfYJ8kYyuiGvtn/8MK89VrNEfwj7BPQzJVHi0jGTRK2dGdJ5PRqhtjzoww+bw==", + "dev": true, + "requires": { + "@webassemblyjs/ast": "1.9.0", + "@webassemblyjs/floating-point-hex-parser": "1.9.0", + "@webassemblyjs/helper-api-error": "1.9.0", + "@webassemblyjs/helper-code-frame": "1.9.0", + "@webassemblyjs/helper-fsm": "1.9.0", + "@xtuc/long": "4.2.2" + } + }, + "@webassemblyjs/wast-printer": { + "version": "1.9.0", + "resolved": "https://registry.npmjs.org/@webassemblyjs/wast-printer/-/wast-printer-1.9.0.tgz", + "integrity": "sha512-2J0nE95rHXHyQ24cWjMKJ1tqB/ds8z/cyeOZxJhcb+rW+SQASVjuznUSmdz5GpVJTzU8JkhYut0D3siFDD6wsA==", + "dev": true, + "requires": { + "@webassemblyjs/ast": "1.9.0", + "@webassemblyjs/wast-parser": "1.9.0", + "@xtuc/long": "4.2.2" + } + }, + "@xtuc/ieee754": { + "version": "1.2.0", + "resolved": "https://registry.npmjs.org/@xtuc/ieee754/-/ieee754-1.2.0.tgz", + "integrity": "sha512-DX8nKgqcGwsc0eJSqYt5lwP4DH5FlHnmuWWBRy7X0NcaGR0ZtuyeESgMwTYVEtxmsNGY+qit4QYT/MIYTOTPeA==", + "dev": true + }, + "@xtuc/long": { + "version": "4.2.2", + "resolved": "https://registry.npmjs.org/@xtuc/long/-/long-4.2.2.tgz", + "integrity": "sha512-NuHqBY1PB/D8xU6s/thBgOAiAP7HOYDQ32+BFZILJ8ivkUkAHQnWfn6WhL79Owj1qmUnoN/YPhktdIoucipkAQ==", + "dev": true + }, + "abbrev": { + "version": "1.1.1", + "resolved": "https://registry.npmjs.org/abbrev/-/abbrev-1.1.1.tgz", + "integrity": "sha512-nne9/IiQ/hzIhY6pdDnbBtz7DjPTKrY00P/zvPSm5pOFkl6xuGrGnXn/VtTNNfNtAfZ9/1RtehkszU9qcTii0Q==", + "dev": true + }, + "acorn": { + "version": "6.4.1", + "resolved": "https://registry.npmjs.org/acorn/-/acorn-6.4.1.tgz", + "integrity": "sha512-ZVA9k326Nwrj3Cj9jlh3wGFutC2ZornPNARZwsNYqQYgN0EsV2d53w5RN/co65Ohn4sUAUtb1rSUAOD6XN9idA==", + "dev": true + }, + "ajv": { + "version": "6.12.2", + "resolved": "https://registry.npmjs.org/ajv/-/ajv-6.12.2.tgz", + "integrity": "sha512-k+V+hzjm5q/Mr8ef/1Y9goCmlsK4I6Sm74teeyGvFk1XrOsbsKLjEdrvny42CZ+a8sXbk8KWpY/bDwS+FLL2UQ==", + "dev": true, + "requires": { + "fast-deep-equal": "^3.1.1", + "fast-json-stable-stringify": "^2.0.0", + "json-schema-traverse": "^0.4.1", + "uri-js": "^4.2.2" + } + }, + "ajv-errors": { + "version": "1.0.1", + "resolved": "https://registry.npmjs.org/ajv-errors/-/ajv-errors-1.0.1.tgz", + "integrity": "sha512-DCRfO/4nQ+89p/RK43i8Ezd41EqdGIU4ld7nGF8OQ14oc/we5rEntLCUa7+jrn3nn83BosfwZA0wb4pon2o8iQ==", + "dev": true + }, + "ajv-keywords": { + "version": "3.4.1", + "resolved": "https://registry.npmjs.org/ajv-keywords/-/ajv-keywords-3.4.1.tgz", + "integrity": "sha512-RO1ibKvd27e6FEShVFfPALuHI3WjSVNeK5FIsmme/LYRNxjKuNj+Dt7bucLa6NdSv3JcVTyMlm9kGR84z1XpaQ==", + "dev": true + }, + "amdefine": { + "version": "1.0.1", + "resolved": "https://registry.npmjs.org/amdefine/-/amdefine-1.0.1.tgz", + "integrity": "sha1-SlKCrBZHKek2Gbz9OtFR+BfOkfU=", + "dev": true + }, + "ansi-regex": { + "version": "4.1.0", + "resolved": "https://registry.npmjs.org/ansi-regex/-/ansi-regex-4.1.0.tgz", + "integrity": "sha512-1apePfXM1UOSqw0o9IiFAovVz9M5S1Dg+4TrDwfMewQ6p/rmMueb7tWZjQ1rx4Loy1ArBggoqGpfqqdI4rondg==", + "dev": true + }, + "ansi-styles": { + "version": "3.2.1", + "resolved": "https://registry.npmjs.org/ansi-styles/-/ansi-styles-3.2.1.tgz", + "integrity": "sha512-VT0ZI6kZRdTh8YyJw3SMbYm/u+NqfsAxEpWO0Pf9sq8/e94WxxOpPKx9FR1FlyCtOVDNOQ+8ntlqFxiRc+r5qA==", + "dev": true, + "requires": { + "color-convert": "^1.9.0" + } + }, + "anymatch": { + "version": "2.0.0", + "resolved": "https://registry.npmjs.org/anymatch/-/anymatch-2.0.0.tgz", + "integrity": "sha512-5teOsQWABXHHBFP9y3skS5P3d/WfWXpv3FUpy+LorMrNYaT9pI4oLMQX7jzQ2KklNpGpWHzdCXTDT2Y3XGlZBw==", + "dev": true, + "requires": { + "micromatch": "^3.1.4", + "normalize-path": "^2.1.1" + }, + "dependencies": { + "normalize-path": { + "version": "2.1.1", + "resolved": "https://registry.npmjs.org/normalize-path/-/normalize-path-2.1.1.tgz", + "integrity": "sha1-GrKLVW4Zg2Oowab35vogE3/mrtk=", + "dev": true, + "requires": { + "remove-trailing-separator": "^1.0.1" + } + } + } + }, + "aproba": { + "version": "1.2.0", + "resolved": "https://registry.npmjs.org/aproba/-/aproba-1.2.0.tgz", + "integrity": "sha512-Y9J6ZjXtoYh8RnXVCMOU/ttDmk1aBjunq9vO0ta5x85WDQiQfUF9sIPBITdbiiIVcBo03Hi3jMxigBtsddlXRw==", + "dev": true + }, + "are-we-there-yet": { + "version": "1.1.5", + "resolved": "https://registry.npmjs.org/are-we-there-yet/-/are-we-there-yet-1.1.5.tgz", + "integrity": "sha512-5hYdAkZlcG8tOLujVDTgCT+uPX0VnpAH28gWsLfzpXYm7wP6mp5Q/gYyR7YQ0cKVJcXJnl3j2kpBan13PtQf6w==", + "dev": true, + "requires": { + "delegates": "^1.0.0", + "readable-stream": "^2.0.6" + } + }, + "arr-diff": { + "version": "4.0.0", + "resolved": "https://registry.npmjs.org/arr-diff/-/arr-diff-4.0.0.tgz", + "integrity": "sha1-1kYQdP6/7HHn4VI1dhoyml3HxSA=", + "dev": true + }, + "arr-flatten": { + "version": "1.1.0", + "resolved": "https://registry.npmjs.org/arr-flatten/-/arr-flatten-1.1.0.tgz", + "integrity": "sha512-L3hKV5R/p5o81R7O02IGnwpDmkp6E982XhtbuwSe3O4qOtMMMtodicASA1Cny2U+aCXcNpml+m4dPsvsJ3jatg==", + "dev": true + }, + "arr-union": { + "version": "3.1.0", + "resolved": "https://registry.npmjs.org/arr-union/-/arr-union-3.1.0.tgz", + "integrity": "sha1-45sJrqne+Gao8gbiiK9jkZuuOcQ=", + "dev": true + }, + "array-find-index": { + "version": "1.0.2", + "resolved": "https://registry.npmjs.org/array-find-index/-/array-find-index-1.0.2.tgz", + "integrity": "sha1-3wEKoSh+Fku9pvlyOwqWoexBh6E=", + "dev": true + }, + "array-unique": { + "version": "0.3.2", + "resolved": "https://registry.npmjs.org/array-unique/-/array-unique-0.3.2.tgz", + "integrity": "sha1-qJS3XUvE9s1nnvMkSp/Y9Gri1Cg=", + "dev": true + }, + "asn1": { + "version": "0.2.4", + "resolved": "https://registry.npmjs.org/asn1/-/asn1-0.2.4.tgz", + "integrity": "sha512-jxwzQpLQjSmWXgwaCZE9Nz+glAG01yF1QnWgbhGwHI5A6FRIEY6IVqtHhIepHqI7/kyEyQEagBC5mBEFlIYvdg==", + "dev": true, + "requires": { + "safer-buffer": "~2.1.0" + } + }, + "asn1.js": { + "version": "4.10.1", + "resolved": "https://registry.npmjs.org/asn1.js/-/asn1.js-4.10.1.tgz", + "integrity": "sha512-p32cOF5q0Zqs9uBiONKYLm6BClCoBCM5O9JfeUSlnQLBTxYdTK+pW+nXflm8UkKd2UYlEbYz5qEi0JuZR9ckSw==", + "dev": true, + "requires": { + "bn.js": "^4.0.0", + "inherits": "^2.0.1", + "minimalistic-assert": "^1.0.0" + }, + "dependencies": { + "bn.js": { + "version": "4.11.8", + "resolved": "https://registry.npmjs.org/bn.js/-/bn.js-4.11.8.tgz", + "integrity": "sha512-ItfYfPLkWHUjckQCk8xC+LwxgK8NYcXywGigJgSwOP8Y2iyWT4f2vsZnoOXTTbo+o5yXmIUJ4gn5538SO5S3gA==", + "dev": true + } + } + }, + "assert": { + "version": "1.5.0", + "resolved": "https://registry.npmjs.org/assert/-/assert-1.5.0.tgz", + "integrity": "sha512-EDsgawzwoun2CZkCgtxJbv392v4nbk9XDD06zI+kQYoBM/3RBWLlEyJARDOmhAAosBjWACEkKL6S+lIZtcAubA==", + "dev": true, + "requires": { + "object-assign": "^4.1.1", + "util": "0.10.3" + }, + "dependencies": { + "inherits": { + "version": "2.0.1", + "resolved": "https://registry.npmjs.org/inherits/-/inherits-2.0.1.tgz", + "integrity": "sha1-sX0I0ya0Qj5Wjv9xn5GwscvfafE=", + "dev": true + }, + "util": { + "version": "0.10.3", + "resolved": "https://registry.npmjs.org/util/-/util-0.10.3.tgz", + "integrity": "sha1-evsa/lCAUkZInj23/g7TeTNqwPk=", + "dev": true, + "requires": { + "inherits": "2.0.1" + } + } + } + }, + "assert-plus": { + "version": "1.0.0", + "resolved": "https://registry.npmjs.org/assert-plus/-/assert-plus-1.0.0.tgz", + "integrity": "sha1-8S4PPF13sLHN2RRpQuTpbB5N1SU=", + "dev": true + }, + "assign-symbols": { + "version": "1.0.0", + "resolved": "https://registry.npmjs.org/assign-symbols/-/assign-symbols-1.0.0.tgz", + "integrity": "sha1-WWZ/QfrdTyDMvCu5a41Pf3jsA2c=", + "dev": true + }, + "async-each": { + "version": "1.0.3", + "resolved": "https://registry.npmjs.org/async-each/-/async-each-1.0.3.tgz", + "integrity": "sha512-z/WhQ5FPySLdvREByI2vZiTWwCnF0moMJ1hK9YQwDTHKh6I7/uSckMetoRGb5UBZPC1z0jlw+n/XCgjeH7y1AQ==", + "dev": true + }, + "async-foreach": { + "version": "0.1.3", + "resolved": "https://registry.npmjs.org/async-foreach/-/async-foreach-0.1.3.tgz", + "integrity": "sha1-NhIfhFwFeBct5Bmpfb6x0W7DRUI=", + "dev": true + }, + "asynckit": { + "version": "0.4.0", + "resolved": "https://registry.npmjs.org/asynckit/-/asynckit-0.4.0.tgz", + "integrity": "sha1-x57Zf380y48robyXkLzDZkdLS3k=", + "dev": true + }, + "atob": { + "version": "2.1.2", + "resolved": "https://registry.npmjs.org/atob/-/atob-2.1.2.tgz", + "integrity": "sha512-Wm6ukoaOGJi/73p/cl2GvLjTI5JM1k/O14isD73YML8StrH/7/lRFgmg8nICZgD3bZZvjwCGxtMOD3wWNAu8cg==", + "dev": true + }, + "aws-sign2": { + "version": "0.7.0", + "resolved": "https://registry.npmjs.org/aws-sign2/-/aws-sign2-0.7.0.tgz", + "integrity": "sha1-tG6JCTSpWR8tL2+G1+ap8bP+dqg=", + "dev": true + }, + "aws4": { + "version": "1.9.1", + "resolved": "https://registry.npmjs.org/aws4/-/aws4-1.9.1.tgz", + "integrity": "sha512-wMHVg2EOHaMRxbzgFJ9gtjOOCrI80OHLG14rxi28XwOW8ux6IiEbRCGGGqCtdAIg4FQCbW20k9RsT4y3gJlFug==", + "dev": true + }, + "balanced-match": { + "version": "1.0.0", + "resolved": "https://registry.npmjs.org/balanced-match/-/balanced-match-1.0.0.tgz", + "integrity": "sha1-ibTRmasr7kneFk6gK4nORi1xt2c=", + "dev": true + }, + "base": { + "version": "0.11.2", + "resolved": "https://registry.npmjs.org/base/-/base-0.11.2.tgz", + "integrity": "sha512-5T6P4xPgpp0YDFvSWwEZ4NoE3aM4QBQXDzmVbraCkFj8zHM+mba8SyqB5DbZWyR7mYHo6Y7BdQo3MoA4m0TeQg==", + "dev": true, + "requires": { + "cache-base": "^1.0.1", + "class-utils": "^0.3.5", + "component-emitter": "^1.2.1", + "define-property": "^1.0.0", + "isobject": "^3.0.1", + "mixin-deep": "^1.2.0", + "pascalcase": "^0.1.1" + }, + "dependencies": { + "define-property": { + "version": "1.0.0", + "resolved": "https://registry.npmjs.org/define-property/-/define-property-1.0.0.tgz", + "integrity": "sha1-dp66rz9KY6rTr56NMEybvnm/sOY=", + "dev": true, + "requires": { + "is-descriptor": "^1.0.0" + } + }, + "is-accessor-descriptor": { + "version": "1.0.0", + "resolved": "https://registry.npmjs.org/is-accessor-descriptor/-/is-accessor-descriptor-1.0.0.tgz", + "integrity": "sha512-m5hnHTkcVsPfqx3AKlyttIPb7J+XykHvJP2B9bZDjlhLIoEq4XoK64Vg7boZlVWYK6LUY94dYPEE7Lh0ZkZKcQ==", + "dev": true, + "requires": { + "kind-of": "^6.0.0" + } + }, + "is-data-descriptor": { + "version": "1.0.0", + "resolved": "https://registry.npmjs.org/is-data-descriptor/-/is-data-descriptor-1.0.0.tgz", + "integrity": "sha512-jbRXy1FmtAoCjQkVmIVYwuuqDFUbaOeDjmed1tOGPrsMhtJA4rD9tkgA0F1qJ3gRFRXcHYVkdeaP50Q5rE/jLQ==", + "dev": true, + "requires": { + "kind-of": "^6.0.0" + } + }, + "is-descriptor": { + "version": "1.0.2", + "resolved": "https://registry.npmjs.org/is-descriptor/-/is-descriptor-1.0.2.tgz", + "integrity": "sha512-2eis5WqQGV7peooDyLmNEPUrps9+SXX5c9pL3xEB+4e9HnGuDa7mB7kHxHw4CbqS9k1T2hOH3miL8n8WtiYVtg==", + "dev": true, + "requires": { + "is-accessor-descriptor": "^1.0.0", + "is-data-descriptor": "^1.0.0", + "kind-of": "^6.0.2" + } + } + } + }, + "base64-js": { + "version": "1.3.1", + "resolved": "https://registry.npmjs.org/base64-js/-/base64-js-1.3.1.tgz", + "integrity": "sha512-mLQ4i2QO1ytvGWFWmcngKO//JXAQueZvwEKtjgQFM4jIK0kU+ytMfplL8j+n5mspOfjHwoAg+9yhb7BwAHm36g==", + "dev": true + }, + "bcrypt-pbkdf": { + "version": "1.0.2", + "resolved": "https://registry.npmjs.org/bcrypt-pbkdf/-/bcrypt-pbkdf-1.0.2.tgz", + "integrity": "sha1-pDAdOJtqQ/m2f/PKEaP2Y342Dp4=", + "dev": true, + "requires": { + "tweetnacl": "^0.14.3" + } + }, + "big.js": { + "version": "5.2.2", + "resolved": "https://registry.npmjs.org/big.js/-/big.js-5.2.2.tgz", + "integrity": "sha512-vyL2OymJxmarO8gxMr0mhChsO9QGwhynfuu4+MHTAW6czfq9humCB7rKpUjDd9YUiDPU4mzpyupFSvOClAwbmQ==", + "dev": true + }, + "binary-extensions": { + "version": "1.13.1", + "resolved": "https://registry.npmjs.org/binary-extensions/-/binary-extensions-1.13.1.tgz", + "integrity": "sha512-Un7MIEDdUC5gNpcGDV97op1Ywk748MpHcFTHoYs6qnj1Z3j7I53VG3nwZhKzoBZmbdRNnb6WRdFlwl7tSDuZGw==", + "dev": true + }, + "bindings": { + "version": "1.5.0", + "resolved": "https://registry.npmjs.org/bindings/-/bindings-1.5.0.tgz", + "integrity": "sha512-p2q/t/mhvuOj/UeLlV6566GD/guowlr0hHxClI0W9m7MWYkL1F0hLo+0Aexs9HSPCtR1SXQ0TD3MMKrXZajbiQ==", + "dev": true, + "optional": true, + "requires": { + "file-uri-to-path": "1.0.0" + } + }, + "block-stream": { + "version": "0.0.9", + "resolved": "https://registry.npmjs.org/block-stream/-/block-stream-0.0.9.tgz", + "integrity": "sha1-E+v+d4oDIFz+A3UUgeu0szAMEmo=", + "dev": true, + "requires": { + "inherits": "~2.0.0" + } + }, + "bluebird": { + "version": "3.7.2", + "resolved": "https://registry.npmjs.org/bluebird/-/bluebird-3.7.2.tgz", + "integrity": "sha512-XpNj6GDQzdfW+r2Wnn7xiSAd7TM3jzkxGXBGTtWKuSXv1xUV+azxAm8jdWZN06QTQk+2N2XB9jRDkvbmQmcRtg==", + "dev": true + }, + "bn.js": { + "version": "5.1.1", + "resolved": "https://registry.npmjs.org/bn.js/-/bn.js-5.1.1.tgz", + "integrity": "sha512-IUTD/REb78Z2eodka1QZyyEk66pciRcP6Sroka0aI3tG/iwIdYLrBD62RsubR7vqdt3WyX8p4jxeatzmRSphtA==", + "dev": true + }, + "brace-expansion": { + "version": "1.1.11", + "resolved": "https://registry.npmjs.org/brace-expansion/-/brace-expansion-1.1.11.tgz", + "integrity": "sha512-iCuPHDFgrHX7H2vEI/5xpz07zSHB00TpugqhmYtVmMO6518mCuRMoOYFldEBl0g187ufozdaHgWKcYFb61qGiA==", + "dev": true, + "requires": { + "balanced-match": "^1.0.0", + "concat-map": "0.0.1" + } + }, + "braces": { + "version": "2.3.2", + "resolved": "https://registry.npmjs.org/braces/-/braces-2.3.2.tgz", + "integrity": "sha512-aNdbnj9P8PjdXU4ybaWLK2IF3jc/EoDYbC7AazW6to3TRsfXxscC9UXOB5iDiEQrkyIbWp2SLQda4+QAa7nc3w==", + "dev": true, + "requires": { + "arr-flatten": "^1.1.0", + "array-unique": "^0.3.2", + "extend-shallow": "^2.0.1", + "fill-range": "^4.0.0", + "isobject": "^3.0.1", + "repeat-element": "^1.1.2", + "snapdragon": "^0.8.1", + "snapdragon-node": "^2.0.1", + "split-string": "^3.0.2", + "to-regex": "^3.0.1" + }, + "dependencies": { + "extend-shallow": { + "version": "2.0.1", + "resolved": "https://registry.npmjs.org/extend-shallow/-/extend-shallow-2.0.1.tgz", + "integrity": "sha1-Ua99YUrZqfYQ6huvu5idaxxWiQ8=", + "dev": true, + "requires": { + "is-extendable": "^0.1.0" + } + } + } + }, + "brorand": { + "version": "1.1.0", + "resolved": "https://registry.npmjs.org/brorand/-/brorand-1.1.0.tgz", + "integrity": "sha1-EsJe/kCkXjwyPrhnWgoM5XsiNx8=", + "dev": true + }, + "browserify-aes": { + "version": "1.2.0", + "resolved": "https://registry.npmjs.org/browserify-aes/-/browserify-aes-1.2.0.tgz", + "integrity": "sha512-+7CHXqGuspUn/Sl5aO7Ea0xWGAtETPXNSAjHo48JfLdPWcMng33Xe4znFvQweqc/uzk5zSOI3H52CYnjCfb5hA==", + "dev": true, + "requires": { + "buffer-xor": "^1.0.3", + "cipher-base": "^1.0.0", + "create-hash": "^1.1.0", + "evp_bytestokey": "^1.0.3", + "inherits": "^2.0.1", + "safe-buffer": "^5.0.1" + } + }, + "browserify-cipher": { + "version": "1.0.1", + "resolved": "https://registry.npmjs.org/browserify-cipher/-/browserify-cipher-1.0.1.tgz", + "integrity": "sha512-sPhkz0ARKbf4rRQt2hTpAHqn47X3llLkUGn+xEJzLjwY8LRs2p0v7ljvI5EyoRO/mexrNunNECisZs+gw2zz1w==", + "dev": true, + "requires": { + "browserify-aes": "^1.0.4", + "browserify-des": "^1.0.0", + "evp_bytestokey": "^1.0.0" + } + }, + "browserify-des": { + "version": "1.0.2", + "resolved": "https://registry.npmjs.org/browserify-des/-/browserify-des-1.0.2.tgz", + "integrity": "sha512-BioO1xf3hFwz4kc6iBhI3ieDFompMhrMlnDFC4/0/vd5MokpuAc3R+LYbwTA9A5Yc9pq9UYPqffKpW2ObuwX5A==", + "dev": true, + "requires": { + "cipher-base": "^1.0.1", + "des.js": "^1.0.0", + "inherits": "^2.0.1", + "safe-buffer": "^5.1.2" + } + }, + "browserify-rsa": { + "version": "4.0.1", + "resolved": "https://registry.npmjs.org/browserify-rsa/-/browserify-rsa-4.0.1.tgz", + "integrity": "sha1-IeCr+vbyApzy+vsTNWenAdQTVSQ=", + "dev": true, + "requires": { + "bn.js": "^4.1.0", + "randombytes": "^2.0.1" + }, + "dependencies": { + "bn.js": { + "version": "4.11.8", + "resolved": "https://registry.npmjs.org/bn.js/-/bn.js-4.11.8.tgz", + "integrity": "sha512-ItfYfPLkWHUjckQCk8xC+LwxgK8NYcXywGigJgSwOP8Y2iyWT4f2vsZnoOXTTbo+o5yXmIUJ4gn5538SO5S3gA==", + "dev": true + } + } + }, + "browserify-sign": { + "version": "4.1.0", + "resolved": "https://registry.npmjs.org/browserify-sign/-/browserify-sign-4.1.0.tgz", + "integrity": "sha512-VYxo7cDCeYUoBZ0ZCy4UyEUCP3smyBd4DRQM5nrFS1jJjPJjX7rP3oLRpPoWfkhQfyJ0I9ZbHbKafrFD/SGlrg==", + "dev": true, + "requires": { + "bn.js": "^5.1.1", + "browserify-rsa": "^4.0.1", + "create-hash": "^1.2.0", + "create-hmac": "^1.1.7", + "elliptic": "^6.5.2", + "inherits": "^2.0.4", + "parse-asn1": "^5.1.5", + "readable-stream": "^3.6.0" + }, + "dependencies": { + "readable-stream": { + "version": "3.6.0", + "resolved": "https://registry.npmjs.org/readable-stream/-/readable-stream-3.6.0.tgz", + "integrity": "sha512-BViHy7LKeTz4oNnkcLJ+lVSL6vpiFeX6/d3oSH8zCW7UxP2onchk+vTGB143xuFjHS3deTgkKoXXymXqymiIdA==", + "dev": true, + "requires": { + "inherits": "^2.0.3", + "string_decoder": "^1.1.1", + "util-deprecate": "^1.0.1" + } + } + } + }, + "browserify-zlib": { + "version": "0.2.0", + "resolved": "https://registry.npmjs.org/browserify-zlib/-/browserify-zlib-0.2.0.tgz", + "integrity": "sha512-Z942RysHXmJrhqk88FmKBVq/v5tqmSkDz7p54G/MGyjMnCFFnC79XWNbg+Vta8W6Wb2qtSZTSxIGkJrRpCFEiA==", + "dev": true, + "requires": { + "pako": "~1.0.5" + } + }, + "buffer": { + "version": "4.9.2", + "resolved": "https://registry.npmjs.org/buffer/-/buffer-4.9.2.tgz", + "integrity": "sha512-xq+q3SRMOxGivLhBNaUdC64hDTQwejJ+H0T/NB1XMtTVEwNTrfFF3gAxiyW0Bu/xWEGhjVKgUcMhCrUy2+uCWg==", + "dev": true, + "requires": { + "base64-js": "^1.0.2", + "ieee754": "^1.1.4", + "isarray": "^1.0.0" + } + }, + "buffer-from": { + "version": "1.1.1", + "resolved": "https://registry.npmjs.org/buffer-from/-/buffer-from-1.1.1.tgz", + "integrity": "sha512-MQcXEUbCKtEo7bhqEs6560Hyd4XaovZlO/k9V3hjVUF/zwW7KBVdSK4gIt/bzwS9MbR5qob+F5jusZsb0YQK2A==", + "dev": true + }, + "buffer-xor": { + "version": "1.0.3", + "resolved": "https://registry.npmjs.org/buffer-xor/-/buffer-xor-1.0.3.tgz", + "integrity": "sha1-JuYe0UIvtw3ULm42cp7VHYVf6Nk=", + "dev": true + }, + "builtin-status-codes": { + "version": "3.0.0", + "resolved": "https://registry.npmjs.org/builtin-status-codes/-/builtin-status-codes-3.0.0.tgz", + "integrity": "sha1-hZgoeOIbmOHGZCXgPQF0eI9Wnug=", + "dev": true + }, + "cacache": { + "version": "12.0.4", + "resolved": "https://registry.npmjs.org/cacache/-/cacache-12.0.4.tgz", + "integrity": "sha512-a0tMB40oefvuInr4Cwb3GerbL9xTj1D5yg0T5xrjGCGyfvbxseIXX7BAO/u/hIXdafzOI5JC3wDwHyf24buOAQ==", + "dev": true, + "requires": { + "bluebird": "^3.5.5", + "chownr": "^1.1.1", + "figgy-pudding": "^3.5.1", + "glob": "^7.1.4", + "graceful-fs": "^4.1.15", + "infer-owner": "^1.0.3", + "lru-cache": "^5.1.1", + "mississippi": "^3.0.0", + "mkdirp": "^0.5.1", + "move-concurrently": "^1.0.1", + "promise-inflight": "^1.0.1", + "rimraf": "^2.6.3", + "ssri": "^6.0.1", + "unique-filename": "^1.1.1", + "y18n": "^4.0.0" + } + }, + "cache-base": { + "version": "1.0.1", + "resolved": "https://registry.npmjs.org/cache-base/-/cache-base-1.0.1.tgz", + "integrity": "sha512-AKcdTnFSWATd5/GCPRxr2ChwIJ85CeyrEyjRHlKxQ56d4XJMGym0uAiKn0xbLOGOl3+yRpOTi484dVCEc5AUzQ==", + "dev": true, + "requires": { + "collection-visit": "^1.0.0", + "component-emitter": "^1.2.1", + "get-value": "^2.0.6", + "has-value": "^1.0.0", + "isobject": "^3.0.1", + "set-value": "^2.0.0", + "to-object-path": "^0.3.0", + "union-value": "^1.0.0", + "unset-value": "^1.0.0" + } + }, + "camelcase": { + "version": "5.3.1", + "resolved": "https://registry.npmjs.org/camelcase/-/camelcase-5.3.1.tgz", + "integrity": "sha512-L28STB170nwWS63UjtlEOE3dldQApaJXZkOI1uMFfzf3rRuPegHaHesyee+YxQ+W6SvRDQV6UrdOdRiR153wJg==", + "dev": true + }, + "camelcase-keys": { + "version": "2.1.0", + "resolved": "https://registry.npmjs.org/camelcase-keys/-/camelcase-keys-2.1.0.tgz", + "integrity": "sha1-MIvur/3ygRkFHvodkyITyRuPkuc=", + "dev": true, + "requires": { + "camelcase": "^2.0.0", + "map-obj": "^1.0.0" + }, + "dependencies": { + "camelcase": { + "version": "2.1.1", + "resolved": "https://registry.npmjs.org/camelcase/-/camelcase-2.1.1.tgz", + "integrity": "sha1-fB0W1nmhu+WcoCys7PsBHiAfWh8=", + "dev": true + } + } + }, + "caseless": { + "version": "0.12.0", + "resolved": "https://registry.npmjs.org/caseless/-/caseless-0.12.0.tgz", + "integrity": "sha1-G2gcIf+EAzyCZUMJBolCDRhxUdw=", + "dev": true + }, + "chalk": { + "version": "2.4.2", + "resolved": "https://registry.npmjs.org/chalk/-/chalk-2.4.2.tgz", + "integrity": "sha512-Mti+f9lpJNcwF4tWV8/OrTTtF1gZi+f8FqlyAdouralcFWFQWF2+NgCHShjkCb+IFBLq9buZwE1xckQU4peSuQ==", + "dev": true, + "requires": { + "ansi-styles": "^3.2.1", + "escape-string-regexp": "^1.0.5", + "supports-color": "^5.3.0" + }, + "dependencies": { + "supports-color": { + "version": "5.5.0", + "resolved": "https://registry.npmjs.org/supports-color/-/supports-color-5.5.0.tgz", + "integrity": "sha512-QjVjwdXIt408MIiAqCX4oUKsgU2EqAGzs2Ppkm4aQYbjm+ZEWEcW4SfFNTr4uMNZma0ey4f5lgLrkB0aX0QMow==", + "dev": true, + "requires": { + "has-flag": "^3.0.0" + } + } + } + }, + "chokidar": { + "version": "2.1.8", + "resolved": "https://registry.npmjs.org/chokidar/-/chokidar-2.1.8.tgz", + "integrity": "sha512-ZmZUazfOzf0Nve7duiCKD23PFSCs4JPoYyccjUFF3aQkQadqBhfzhjkwBH2mNOG9cTBwhamM37EIsIkZw3nRgg==", + "dev": true, + "requires": { + "anymatch": "^2.0.0", + "async-each": "^1.0.1", + "braces": "^2.3.2", + "fsevents": "^1.2.7", + "glob-parent": "^3.1.0", + "inherits": "^2.0.3", + "is-binary-path": "^1.0.0", + "is-glob": "^4.0.0", + "normalize-path": "^3.0.0", + "path-is-absolute": "^1.0.0", + "readdirp": "^2.2.1", + "upath": "^1.1.1" + } + }, + "chownr": { + "version": "1.1.4", + "resolved": "https://registry.npmjs.org/chownr/-/chownr-1.1.4.tgz", + "integrity": "sha512-jJ0bqzaylmJtVnNgzTeSOs8DPavpbYgEr/b0YL8/2GO3xJEhInFmhKMUnEJQjZumK7KXGFhUy89PrsJWlakBVg==", + "dev": true + }, + "chrome-trace-event": { + "version": "1.0.2", + "resolved": "https://registry.npmjs.org/chrome-trace-event/-/chrome-trace-event-1.0.2.tgz", + "integrity": "sha512-9e/zx1jw7B4CO+c/RXoCsfg/x1AfUBioy4owYH0bJprEYAx5hRFLRhWBqHAG57D0ZM4H7vxbP7bPe0VwhQRYDQ==", + "dev": true, + "requires": { + "tslib": "^1.9.0" + } + }, + "cipher-base": { + "version": "1.0.4", + "resolved": "https://registry.npmjs.org/cipher-base/-/cipher-base-1.0.4.tgz", + "integrity": "sha512-Kkht5ye6ZGmwv40uUDZztayT2ThLQGfnj/T71N/XzeZeo3nf8foyW7zGTsPYkEya3m5f3cAypH+qe7YOrM1U2Q==", + "dev": true, + "requires": { + "inherits": "^2.0.1", + "safe-buffer": "^5.0.1" + } + }, + "class-utils": { + "version": "0.3.6", + "resolved": "https://registry.npmjs.org/class-utils/-/class-utils-0.3.6.tgz", + "integrity": "sha512-qOhPa/Fj7s6TY8H8esGu5QNpMMQxz79h+urzrNYN6mn+9BnxlDGf5QZ+XeCDsxSjPqsSR56XOZOJmpeurnLMeg==", + "dev": true, + "requires": { + "arr-union": "^3.1.0", + "define-property": "^0.2.5", + "isobject": "^3.0.0", + "static-extend": "^0.1.1" + }, + "dependencies": { + "define-property": { + "version": "0.2.5", + "resolved": "https://registry.npmjs.org/define-property/-/define-property-0.2.5.tgz", + "integrity": "sha1-w1se+RjsPJkPmlvFe+BKrOxcgRY=", + "dev": true, + "requires": { + "is-descriptor": "^0.1.0" + } + } + } + }, + "cliui": { + "version": "5.0.0", + "resolved": "https://registry.npmjs.org/cliui/-/cliui-5.0.0.tgz", + "integrity": "sha512-PYeGSEmmHM6zvoef2w8TPzlrnNpXIjTipYK780YswmIP9vjxmd6Y2a3CB2Ks6/AU8NHjZugXvo8w3oWM2qnwXA==", + "dev": true, + "requires": { + "string-width": "^3.1.0", + "strip-ansi": "^5.2.0", + "wrap-ansi": "^5.1.0" + } + }, + "code-point-at": { + "version": "1.1.0", + "resolved": "https://registry.npmjs.org/code-point-at/-/code-point-at-1.1.0.tgz", + "integrity": "sha1-DQcLTQQ6W+ozovGkDi7bPZpMz3c=", + "dev": true + }, + "collection-visit": { + "version": "1.0.0", + "resolved": "https://registry.npmjs.org/collection-visit/-/collection-visit-1.0.0.tgz", + "integrity": "sha1-S8A3PBZLwykbTTaMgpzxqApZ3KA=", + "dev": true, + "requires": { + "map-visit": "^1.0.0", + "object-visit": "^1.0.0" + } + }, + "color-convert": { + "version": "1.9.3", + "resolved": "https://registry.npmjs.org/color-convert/-/color-convert-1.9.3.tgz", + "integrity": "sha512-QfAUtd+vFdAtFQcC8CCyYt1fYWxSqAiK2cSD6zDB8N3cpsEBAvRxp9zOGg6G/SHHJYAT88/az/IuDGALsNVbGg==", + "dev": true, + "requires": { + "color-name": "1.1.3" + } + }, + "color-name": { + "version": "1.1.3", + "resolved": "https://registry.npmjs.org/color-name/-/color-name-1.1.3.tgz", + "integrity": "sha1-p9BVi9icQveV3UIyj3QIMcpTvCU=", + "dev": true + }, + "combined-stream": { + "version": "1.0.8", + "resolved": "https://registry.npmjs.org/combined-stream/-/combined-stream-1.0.8.tgz", + "integrity": "sha512-FQN4MRfuJeHf7cBbBMJFXhKSDq+2kAArBlmRBvcvFE5BB1HZKXtSFASDhdlz9zOYwxh8lDdnvmMOe/+5cdoEdg==", + "dev": true, + "requires": { + "delayed-stream": "~1.0.0" + } + }, + "commander": { + "version": "2.20.3", + "resolved": "https://registry.npmjs.org/commander/-/commander-2.20.3.tgz", + "integrity": "sha512-GpVkmM8vF2vQUkj2LvZmD35JxeJOLCwJ9cUkugyk2nuhbv3+mJvpLYYt+0+USMxE+oj+ey/lJEnhZw75x/OMcQ==", + "dev": true + }, + "commondir": { + "version": "1.0.1", + "resolved": "https://registry.npmjs.org/commondir/-/commondir-1.0.1.tgz", + "integrity": "sha1-3dgA2gxmEnOTzKWVDqloo6rxJTs=", + "dev": true + }, + "component-emitter": { + "version": "1.3.0", + "resolved": "https://registry.npmjs.org/component-emitter/-/component-emitter-1.3.0.tgz", + "integrity": "sha512-Rd3se6QB+sO1TwqZjscQrurpEPIfO0/yYnSin6Q/rD3mOutHvUrCAhJub3r90uNb+SESBuE0QYoB90YdfatsRg==", + "dev": true + }, + "concat-map": { + "version": "0.0.1", + "resolved": "https://registry.npmjs.org/concat-map/-/concat-map-0.0.1.tgz", + "integrity": "sha1-2Klr13/Wjfd5OnMDajug1UBdR3s=", + "dev": true + }, + "concat-stream": { + "version": "1.6.2", + "resolved": "https://registry.npmjs.org/concat-stream/-/concat-stream-1.6.2.tgz", + "integrity": "sha512-27HBghJxjiZtIk3Ycvn/4kbJk/1uZuJFfuPEns6LaEvpvG1f0hTea8lilrouyo9mVc2GWdcEZ8OLoGmSADlrCw==", + "dev": true, + "requires": { + "buffer-from": "^1.0.0", + "inherits": "^2.0.3", + "readable-stream": "^2.2.2", + "typedarray": "^0.0.6" + } + }, + "console-browserify": { + "version": "1.2.0", + "resolved": "https://registry.npmjs.org/console-browserify/-/console-browserify-1.2.0.tgz", + "integrity": "sha512-ZMkYO/LkF17QvCPqM0gxw8yUzigAOZOSWSHg91FH6orS7vcEj5dVZTidN2fQ14yBSdg97RqhSNwLUXInd52OTA==", + "dev": true + }, + "console-control-strings": { + "version": "1.1.0", + "resolved": "https://registry.npmjs.org/console-control-strings/-/console-control-strings-1.1.0.tgz", + "integrity": "sha1-PXz0Rk22RG6mRL9LOVB/mFEAjo4=", + "dev": true + }, + "constants-browserify": { + "version": "1.0.0", + "resolved": "https://registry.npmjs.org/constants-browserify/-/constants-browserify-1.0.0.tgz", + "integrity": "sha1-wguW2MYXdIqvHBYCF2DNJ/y4y3U=", + "dev": true + }, + "copy-concurrently": { + "version": "1.0.5", + "resolved": "https://registry.npmjs.org/copy-concurrently/-/copy-concurrently-1.0.5.tgz", + "integrity": "sha512-f2domd9fsVDFtaFcbaRZuYXwtdmnzqbADSwhSWYxYB/Q8zsdUUFMXVRwXGDMWmbEzAn1kdRrtI1T/KTFOL4X2A==", + "dev": true, + "requires": { + "aproba": "^1.1.1", + "fs-write-stream-atomic": "^1.0.8", + "iferr": "^0.1.5", + "mkdirp": "^0.5.1", + "rimraf": "^2.5.4", + "run-queue": "^1.0.0" + } + }, + "copy-descriptor": { + "version": "0.1.1", + "resolved": "https://registry.npmjs.org/copy-descriptor/-/copy-descriptor-0.1.1.tgz", + "integrity": "sha1-Z29us8OZl8LuGsOpJP1hJHSPV40=", + "dev": true + }, + "core-util-is": { + "version": "1.0.2", + "resolved": "https://registry.npmjs.org/core-util-is/-/core-util-is-1.0.2.tgz", + "integrity": "sha1-tf1UIgqivFq1eqtxQMlAdUUDwac=", + "dev": true + }, + "create-ecdh": { + "version": "4.0.3", + "resolved": "https://registry.npmjs.org/create-ecdh/-/create-ecdh-4.0.3.tgz", + "integrity": "sha512-GbEHQPMOswGpKXM9kCWVrremUcBmjteUaQ01T9rkKCPDXfUHX0IoP9LpHYo2NPFampa4e+/pFDc3jQdxrxQLaw==", + "dev": true, + "requires": { + "bn.js": "^4.1.0", + "elliptic": "^6.0.0" + }, + "dependencies": { + "bn.js": { + "version": "4.11.8", + "resolved": "https://registry.npmjs.org/bn.js/-/bn.js-4.11.8.tgz", + "integrity": "sha512-ItfYfPLkWHUjckQCk8xC+LwxgK8NYcXywGigJgSwOP8Y2iyWT4f2vsZnoOXTTbo+o5yXmIUJ4gn5538SO5S3gA==", + "dev": true + } + } + }, + "create-hash": { + "version": "1.2.0", + "resolved": "https://registry.npmjs.org/create-hash/-/create-hash-1.2.0.tgz", + "integrity": "sha512-z00bCGNHDG8mHAkP7CtT1qVu+bFQUPjYq/4Iv3C3kWjTFV10zIjfSoeqXo9Asws8gwSHDGj/hl2u4OGIjapeCg==", + "dev": true, + "requires": { + "cipher-base": "^1.0.1", + "inherits": "^2.0.1", + "md5.js": "^1.3.4", + "ripemd160": "^2.0.1", + "sha.js": "^2.4.0" + } + }, + "create-hmac": { + "version": "1.1.7", + "resolved": "https://registry.npmjs.org/create-hmac/-/create-hmac-1.1.7.tgz", + "integrity": "sha512-MJG9liiZ+ogc4TzUwuvbER1JRdgvUFSB5+VR/g5h82fGaIRWMWddtKBHi7/sVhfjQZ6SehlyhvQYrcYkaUIpLg==", + "dev": true, + "requires": { + "cipher-base": "^1.0.3", + "create-hash": "^1.1.0", + "inherits": "^2.0.1", + "ripemd160": "^2.0.0", + "safe-buffer": "^5.0.1", + "sha.js": "^2.4.8" + } + }, + "cross-spawn": { + "version": "6.0.5", + "resolved": "https://registry.npmjs.org/cross-spawn/-/cross-spawn-6.0.5.tgz", + "integrity": "sha512-eTVLrBSt7fjbDygz805pMnstIs2VTBNkRm0qxZd+M7A5XDdxVRWO5MxGBXZhjY4cqLYLdtrGqRf8mBPmzwSpWQ==", + "dev": true, + "requires": { + "nice-try": "^1.0.4", + "path-key": "^2.0.1", + "semver": "^5.5.0", + "shebang-command": "^1.2.0", + "which": "^1.2.9" + } + }, + "crypto-browserify": { + "version": "3.12.0", + "resolved": "https://registry.npmjs.org/crypto-browserify/-/crypto-browserify-3.12.0.tgz", + "integrity": "sha512-fz4spIh+znjO2VjL+IdhEpRJ3YN6sMzITSBijk6FK2UvTqruSQW+/cCZTSNsMiZNvUeq0CqurF+dAbyiGOY6Wg==", + "dev": true, + "requires": { + "browserify-cipher": "^1.0.0", + "browserify-sign": "^4.0.0", + "create-ecdh": "^4.0.0", + "create-hash": "^1.1.0", + "create-hmac": "^1.1.0", + "diffie-hellman": "^5.0.0", + "inherits": "^2.0.1", + "pbkdf2": "^3.0.3", + "public-encrypt": "^4.0.0", + "randombytes": "^2.0.0", + "randomfill": "^1.0.3" + } + }, + "currently-unhandled": { + "version": "0.4.1", + "resolved": "https://registry.npmjs.org/currently-unhandled/-/currently-unhandled-0.4.1.tgz", + "integrity": "sha1-mI3zP+qxke95mmE2nddsF635V+o=", + "dev": true, + "requires": { + "array-find-index": "^1.0.1" + } + }, + "cyclist": { + "version": "1.0.1", + "resolved": "https://registry.npmjs.org/cyclist/-/cyclist-1.0.1.tgz", + "integrity": "sha1-WW6WmP0MgOEgOMK4LW6xs1tiJNk=", + "dev": true + }, + "dashdash": { + "version": "1.14.1", + "resolved": "https://registry.npmjs.org/dashdash/-/dashdash-1.14.1.tgz", + "integrity": "sha1-hTz6D3y+L+1d4gMmuN1YEDX24vA=", + "dev": true, + "requires": { + "assert-plus": "^1.0.0" + } + }, + "debug": { + "version": "2.6.9", + "resolved": "https://registry.npmjs.org/debug/-/debug-2.6.9.tgz", + "integrity": "sha512-bC7ElrdJaJnPbAP+1EotYvqZsb3ecl5wi6Bfi6BJTUcNowp6cvspg0jXznRTKDjm/E7AdgFBVeAPVMNcKGsHMA==", + "dev": true, + "requires": { + "ms": "2.0.0" + } + }, + "decamelize": { + "version": "1.2.0", + "resolved": "https://registry.npmjs.org/decamelize/-/decamelize-1.2.0.tgz", + "integrity": "sha1-9lNNFRSCabIDUue+4m9QH5oZEpA=", + "dev": true + }, + "decode-uri-component": { + "version": "0.2.0", + "resolved": "https://registry.npmjs.org/decode-uri-component/-/decode-uri-component-0.2.0.tgz", + "integrity": "sha1-6zkTMzRYd1y4TNGh+uBiEGu4dUU=", + "dev": true + }, + "define-property": { + "version": "2.0.2", + "resolved": "https://registry.npmjs.org/define-property/-/define-property-2.0.2.tgz", + "integrity": "sha512-jwK2UV4cnPpbcG7+VRARKTZPUWowwXA8bzH5NP6ud0oeAxyYPuGZUAC7hMugpCdz4BeSZl2Dl9k66CHJ/46ZYQ==", + "dev": true, + "requires": { + "is-descriptor": "^1.0.2", + "isobject": "^3.0.1" + }, + "dependencies": { + "is-accessor-descriptor": { + "version": "1.0.0", + "resolved": "https://registry.npmjs.org/is-accessor-descriptor/-/is-accessor-descriptor-1.0.0.tgz", + "integrity": "sha512-m5hnHTkcVsPfqx3AKlyttIPb7J+XykHvJP2B9bZDjlhLIoEq4XoK64Vg7boZlVWYK6LUY94dYPEE7Lh0ZkZKcQ==", + "dev": true, + "requires": { + "kind-of": "^6.0.0" + } + }, + "is-data-descriptor": { + "version": "1.0.0", + "resolved": "https://registry.npmjs.org/is-data-descriptor/-/is-data-descriptor-1.0.0.tgz", + "integrity": "sha512-jbRXy1FmtAoCjQkVmIVYwuuqDFUbaOeDjmed1tOGPrsMhtJA4rD9tkgA0F1qJ3gRFRXcHYVkdeaP50Q5rE/jLQ==", + "dev": true, + "requires": { + "kind-of": "^6.0.0" + } + }, + "is-descriptor": { + "version": "1.0.2", + "resolved": "https://registry.npmjs.org/is-descriptor/-/is-descriptor-1.0.2.tgz", + "integrity": "sha512-2eis5WqQGV7peooDyLmNEPUrps9+SXX5c9pL3xEB+4e9HnGuDa7mB7kHxHw4CbqS9k1T2hOH3miL8n8WtiYVtg==", + "dev": true, + "requires": { + "is-accessor-descriptor": "^1.0.0", + "is-data-descriptor": "^1.0.0", + "kind-of": "^6.0.2" + } + } + } + }, + "delayed-stream": { + "version": "1.0.0", + "resolved": "https://registry.npmjs.org/delayed-stream/-/delayed-stream-1.0.0.tgz", + "integrity": "sha1-3zrhmayt+31ECqrgsp4icrJOxhk=", + "dev": true + }, + "delegates": { + "version": "1.0.0", + "resolved": "https://registry.npmjs.org/delegates/-/delegates-1.0.0.tgz", + "integrity": "sha1-hMbhWbgZBP3KWaDvRM2HDTElD5o=", + "dev": true + }, + "des.js": { + "version": "1.0.1", + "resolved": "https://registry.npmjs.org/des.js/-/des.js-1.0.1.tgz", + "integrity": "sha512-Q0I4pfFrv2VPd34/vfLrFOoRmlYj3OV50i7fskps1jZWK1kApMWWT9G6RRUeYedLcBDIhnSDaUvJMb3AhUlaEA==", + "dev": true, + "requires": { + "inherits": "^2.0.1", + "minimalistic-assert": "^1.0.0" + } + }, + "detect-file": { + "version": "1.0.0", + "resolved": "https://registry.npmjs.org/detect-file/-/detect-file-1.0.0.tgz", + "integrity": "sha1-8NZtA2cqglyxtzvbP+YjEMjlUrc=", + "dev": true + }, + "diffie-hellman": { + "version": "5.0.3", + "resolved": "https://registry.npmjs.org/diffie-hellman/-/diffie-hellman-5.0.3.tgz", + "integrity": "sha512-kqag/Nl+f3GwyK25fhUMYj81BUOrZ9IuJsjIcDE5icNM9FJHAVm3VcUDxdLPoQtTuUylWm6ZIknYJwwaPxsUzg==", + "dev": true, + "requires": { + "bn.js": "^4.1.0", + "miller-rabin": "^4.0.0", + "randombytes": "^2.0.0" + }, + "dependencies": { + "bn.js": { + "version": "4.11.8", + "resolved": "https://registry.npmjs.org/bn.js/-/bn.js-4.11.8.tgz", + "integrity": "sha512-ItfYfPLkWHUjckQCk8xC+LwxgK8NYcXywGigJgSwOP8Y2iyWT4f2vsZnoOXTTbo+o5yXmIUJ4gn5538SO5S3gA==", + "dev": true + } + } + }, + "domain-browser": { + "version": "1.2.0", + "resolved": "https://registry.npmjs.org/domain-browser/-/domain-browser-1.2.0.tgz", + "integrity": "sha512-jnjyiM6eRyZl2H+W8Q/zLMA481hzi0eszAaBUzIVnmYVDBbnLxVNnfu1HgEBvCbL+71FrxMl3E6lpKH7Ge3OXA==", + "dev": true + }, + "duplexify": { + "version": "3.7.1", + "resolved": "https://registry.npmjs.org/duplexify/-/duplexify-3.7.1.tgz", + "integrity": "sha512-07z8uv2wMyS51kKhD1KsdXJg5WQ6t93RneqRxUHnskXVtlYYkLqM0gqStQZ3pj073g687jPCHrqNfCzawLYh5g==", + "dev": true, + "requires": { + "end-of-stream": "^1.0.0", + "inherits": "^2.0.1", + "readable-stream": "^2.0.0", + "stream-shift": "^1.0.0" + } + }, + "ecc-jsbn": { + "version": "0.1.2", + "resolved": "https://registry.npmjs.org/ecc-jsbn/-/ecc-jsbn-0.1.2.tgz", + "integrity": "sha1-OoOpBOVDUyh4dMVkt1SThoSamMk=", + "dev": true, + "requires": { + "jsbn": "~0.1.0", + "safer-buffer": "^2.1.0" + } + }, + "elliptic": { + "version": "6.5.2", + "resolved": "https://registry.npmjs.org/elliptic/-/elliptic-6.5.2.tgz", + "integrity": "sha512-f4x70okzZbIQl/NSRLkI/+tteV/9WqL98zx+SQ69KbXxmVrmjwsNUPn/gYJJ0sHvEak24cZgHIPegRePAtA/xw==", + "dev": true, + "requires": { + "bn.js": "^4.4.0", + "brorand": "^1.0.1", + "hash.js": "^1.0.0", + "hmac-drbg": "^1.0.0", + "inherits": "^2.0.1", + "minimalistic-assert": "^1.0.0", + "minimalistic-crypto-utils": "^1.0.0" + }, + "dependencies": { + "bn.js": { + "version": "4.11.8", + "resolved": "https://registry.npmjs.org/bn.js/-/bn.js-4.11.8.tgz", + "integrity": "sha512-ItfYfPLkWHUjckQCk8xC+LwxgK8NYcXywGigJgSwOP8Y2iyWT4f2vsZnoOXTTbo+o5yXmIUJ4gn5538SO5S3gA==", + "dev": true + } + } + }, + "emoji-regex": { + "version": "7.0.3", + "resolved": "https://registry.npmjs.org/emoji-regex/-/emoji-regex-7.0.3.tgz", + "integrity": "sha512-CwBLREIQ7LvYFB0WyRvwhq5N5qPhc6PMjD6bYggFlI5YyDgl+0vxq5VHbMOFqLg7hfWzmu8T5Z1QofhmTIhItA==", + "dev": true + }, + "emojis-list": { + "version": "3.0.0", + "resolved": "https://registry.npmjs.org/emojis-list/-/emojis-list-3.0.0.tgz", + "integrity": "sha512-/kyM18EfinwXZbno9FyUGeFh87KC8HRQBQGildHZbEuRyWFOmv1U10o9BBp8XVZDVNNuQKyIGIu5ZYAAXJ0V2Q==", + "dev": true + }, + "end-of-stream": { + "version": "1.4.4", + "resolved": "https://registry.npmjs.org/end-of-stream/-/end-of-stream-1.4.4.tgz", + "integrity": "sha512-+uw1inIHVPQoaVuHzRyXd21icM+cnt4CzD5rW+NC1wjOUSTOs+Te7FOv7AhN7vS9x/oIyhLP5PR1H+phQAHu5Q==", + "dev": true, + "requires": { + "once": "^1.4.0" + } + }, + "enhanced-resolve": { + "version": "4.1.1", + "resolved": "https://registry.npmjs.org/enhanced-resolve/-/enhanced-resolve-4.1.1.tgz", + "integrity": "sha512-98p2zE+rL7/g/DzMHMTF4zZlCgeVdJ7yr6xzEpJRYwFYrGi9ANdn5DnJURg6RpBkyk60XYDnWIv51VfIhfNGuA==", + "dev": true, + "requires": { + "graceful-fs": "^4.1.2", + "memory-fs": "^0.5.0", + "tapable": "^1.0.0" + }, + "dependencies": { + "memory-fs": { + "version": "0.5.0", + "resolved": "https://registry.npmjs.org/memory-fs/-/memory-fs-0.5.0.tgz", + "integrity": "sha512-jA0rdU5KoQMC0e6ppoNRtpp6vjFq6+NY7r8hywnC7V+1Xj/MtHwGIbB1QaK/dunyjWteJzmkpd7ooeWg10T7GA==", + "dev": true, + "requires": { + "errno": "^0.1.3", + "readable-stream": "^2.0.1" + } + } + } + }, + "errno": { + "version": "0.1.7", + "resolved": "https://registry.npmjs.org/errno/-/errno-0.1.7.tgz", + "integrity": "sha512-MfrRBDWzIWifgq6tJj60gkAwtLNb6sQPlcFrSOflcP1aFmmruKQ2wRnze/8V6kgyz7H3FF8Npzv78mZ7XLLflg==", + "dev": true, + "requires": { + "prr": "~1.0.1" + } + }, + "error-ex": { + "version": "1.3.2", + "resolved": "https://registry.npmjs.org/error-ex/-/error-ex-1.3.2.tgz", + "integrity": "sha512-7dFHNmqeFSEt2ZBsCriorKnn3Z2pj+fd9kmI6QoWw4//DL+icEBfc0U7qJCisqrTsKTjw4fNFy2pW9OqStD84g==", + "dev": true, + "requires": { + "is-arrayish": "^0.2.1" + } + }, + "escape-string-regexp": { + "version": "1.0.5", + "resolved": "https://registry.npmjs.org/escape-string-regexp/-/escape-string-regexp-1.0.5.tgz", + "integrity": "sha1-G2HAViGQqN/2rjuyzwIAyhMLhtQ=", + "dev": true + }, + "eslint-scope": { + "version": "4.0.3", + "resolved": "https://registry.npmjs.org/eslint-scope/-/eslint-scope-4.0.3.tgz", + "integrity": "sha512-p7VutNr1O/QrxysMo3E45FjYDTeXBy0iTltPFNSqKAIfjDSXC+4dj+qfyuD8bfAXrW/y6lW3O76VaYNPKfpKrg==", + "dev": true, + "requires": { + "esrecurse": "^4.1.0", + "estraverse": "^4.1.1" + } + }, + "esrecurse": { + "version": "4.2.1", + "resolved": "https://registry.npmjs.org/esrecurse/-/esrecurse-4.2.1.tgz", + "integrity": "sha512-64RBB++fIOAXPw3P9cy89qfMlvZEXZkqqJkjqqXIvzP5ezRZjW+lPWjw35UX/3EhUPFYbg5ER4JYgDw4007/DQ==", + "dev": true, + "requires": { + "estraverse": "^4.1.0" + } + }, + "estraverse": { + "version": "4.3.0", + "resolved": "https://registry.npmjs.org/estraverse/-/estraverse-4.3.0.tgz", + "integrity": "sha512-39nnKffWz8xN1BU/2c79n9nB9HDzo0niYUqx6xyqUnyoAnQyyWpOTdZEeiCch8BBu515t4wp9ZmgVfVhn9EBpw==", + "dev": true + }, + "events": { + "version": "3.1.0", + "resolved": "https://registry.npmjs.org/events/-/events-3.1.0.tgz", + "integrity": "sha512-Rv+u8MLHNOdMjTAFeT3nCjHn2aGlx435FP/sDHNaRhDEMwyI/aB22Kj2qIN8R0cw3z28psEQLYwxVKLsKrMgWg==", + "dev": true + }, + "evp_bytestokey": { + "version": "1.0.3", + "resolved": "https://registry.npmjs.org/evp_bytestokey/-/evp_bytestokey-1.0.3.tgz", + "integrity": "sha512-/f2Go4TognH/KvCISP7OUsHn85hT9nUkxxA9BEWxFn+Oj9o8ZNLm/40hdlgSLyuOimsrTKLUMEorQexp/aPQeA==", + "dev": true, + "requires": { + "md5.js": "^1.3.4", + "safe-buffer": "^5.1.1" + } + }, + "execa": { + "version": "1.0.0", + "resolved": "https://registry.npmjs.org/execa/-/execa-1.0.0.tgz", + "integrity": "sha512-adbxcyWV46qiHyvSp50TKt05tB4tK3HcmF7/nxfAdhnox83seTDbwnaqKO4sXRy7roHAIFqJP/Rw/AuEbX61LA==", + "dev": true, + "requires": { + "cross-spawn": "^6.0.0", + "get-stream": "^4.0.0", + "is-stream": "^1.1.0", + "npm-run-path": "^2.0.0", + "p-finally": "^1.0.0", + "signal-exit": "^3.0.0", + "strip-eof": "^1.0.0" + } + }, + "expand-brackets": { + "version": "2.1.4", + "resolved": "https://registry.npmjs.org/expand-brackets/-/expand-brackets-2.1.4.tgz", + "integrity": "sha1-t3c14xXOMPa27/D4OwQVGiJEliI=", + "dev": true, + "requires": { + "debug": "^2.3.3", + "define-property": "^0.2.5", + "extend-shallow": "^2.0.1", + "posix-character-classes": "^0.1.0", + "regex-not": "^1.0.0", + "snapdragon": "^0.8.1", + "to-regex": "^3.0.1" + }, + "dependencies": { + "define-property": { + "version": "0.2.5", + "resolved": "https://registry.npmjs.org/define-property/-/define-property-0.2.5.tgz", + "integrity": "sha1-w1se+RjsPJkPmlvFe+BKrOxcgRY=", + "dev": true, + "requires": { + "is-descriptor": "^0.1.0" + } + }, + "extend-shallow": { + "version": "2.0.1", + "resolved": "https://registry.npmjs.org/extend-shallow/-/extend-shallow-2.0.1.tgz", + "integrity": "sha1-Ua99YUrZqfYQ6huvu5idaxxWiQ8=", + "dev": true, + "requires": { + "is-extendable": "^0.1.0" + } + } + } + }, + "expand-tilde": { + "version": "2.0.2", + "resolved": "https://registry.npmjs.org/expand-tilde/-/expand-tilde-2.0.2.tgz", + "integrity": "sha1-l+gBqgUt8CRU3kawK/YhZCzchQI=", + "dev": true, + "requires": { + "homedir-polyfill": "^1.0.1" + } + }, + "extend": { + "version": "3.0.2", + "resolved": "https://registry.npmjs.org/extend/-/extend-3.0.2.tgz", + "integrity": "sha512-fjquC59cD7CyW6urNXK0FBufkZcoiGG80wTuPujX590cB5Ttln20E2UB4S/WARVqhXffZl2LNgS+gQdPIIim/g==", + "dev": true + }, + "extend-shallow": { + "version": "3.0.2", + "resolved": "https://registry.npmjs.org/extend-shallow/-/extend-shallow-3.0.2.tgz", + "integrity": "sha1-Jqcarwc7OfshJxcnRhMcJwQCjbg=", + "dev": true, + "requires": { + "assign-symbols": "^1.0.0", + "is-extendable": "^1.0.1" + }, + "dependencies": { + "is-extendable": { + "version": "1.0.1", + "resolved": "https://registry.npmjs.org/is-extendable/-/is-extendable-1.0.1.tgz", + "integrity": "sha512-arnXMxT1hhoKo9k1LZdmlNyJdDDfy2v0fXjFlmok4+i8ul/6WlbVge9bhM74OpNPQPMGUToDtz+KXa1PneJxOA==", + "dev": true, + "requires": { + "is-plain-object": "^2.0.4" + } + } + } + }, + "extglob": { + "version": "2.0.4", + "resolved": "https://registry.npmjs.org/extglob/-/extglob-2.0.4.tgz", + "integrity": "sha512-Nmb6QXkELsuBr24CJSkilo6UHHgbekK5UiZgfE6UHD3Eb27YC6oD+bhcT+tJ6cl8dmsgdQxnWlcry8ksBIBLpw==", + "dev": true, + "requires": { + "array-unique": "^0.3.2", + "define-property": "^1.0.0", + "expand-brackets": "^2.1.4", + "extend-shallow": "^2.0.1", + "fragment-cache": "^0.2.1", + "regex-not": "^1.0.0", + "snapdragon": "^0.8.1", + "to-regex": "^3.0.1" + }, + "dependencies": { + "define-property": { + "version": "1.0.0", + "resolved": "https://registry.npmjs.org/define-property/-/define-property-1.0.0.tgz", + "integrity": "sha1-dp66rz9KY6rTr56NMEybvnm/sOY=", + "dev": true, + "requires": { + "is-descriptor": "^1.0.0" + } + }, + "extend-shallow": { + "version": "2.0.1", + "resolved": "https://registry.npmjs.org/extend-shallow/-/extend-shallow-2.0.1.tgz", + "integrity": "sha1-Ua99YUrZqfYQ6huvu5idaxxWiQ8=", + "dev": true, + "requires": { + "is-extendable": "^0.1.0" + } + }, + "is-accessor-descriptor": { + "version": "1.0.0", + "resolved": "https://registry.npmjs.org/is-accessor-descriptor/-/is-accessor-descriptor-1.0.0.tgz", + "integrity": "sha512-m5hnHTkcVsPfqx3AKlyttIPb7J+XykHvJP2B9bZDjlhLIoEq4XoK64Vg7boZlVWYK6LUY94dYPEE7Lh0ZkZKcQ==", + "dev": true, + "requires": { + "kind-of": "^6.0.0" + } + }, + "is-data-descriptor": { + "version": "1.0.0", + "resolved": "https://registry.npmjs.org/is-data-descriptor/-/is-data-descriptor-1.0.0.tgz", + "integrity": "sha512-jbRXy1FmtAoCjQkVmIVYwuuqDFUbaOeDjmed1tOGPrsMhtJA4rD9tkgA0F1qJ3gRFRXcHYVkdeaP50Q5rE/jLQ==", + "dev": true, + "requires": { + "kind-of": "^6.0.0" + } + }, + "is-descriptor": { + "version": "1.0.2", + "resolved": "https://registry.npmjs.org/is-descriptor/-/is-descriptor-1.0.2.tgz", + "integrity": "sha512-2eis5WqQGV7peooDyLmNEPUrps9+SXX5c9pL3xEB+4e9HnGuDa7mB7kHxHw4CbqS9k1T2hOH3miL8n8WtiYVtg==", + "dev": true, + "requires": { + "is-accessor-descriptor": "^1.0.0", + "is-data-descriptor": "^1.0.0", + "kind-of": "^6.0.2" + } + } + } + }, + "extsprintf": { + "version": "1.3.0", + "resolved": "https://registry.npmjs.org/extsprintf/-/extsprintf-1.3.0.tgz", + "integrity": "sha1-lpGEQOMEGnpBT4xS48V06zw+HgU=", + "dev": true + }, + "fast-deep-equal": { + "version": "3.1.1", + "resolved": "https://registry.npmjs.org/fast-deep-equal/-/fast-deep-equal-3.1.1.tgz", + "integrity": "sha512-8UEa58QDLauDNfpbrX55Q9jrGHThw2ZMdOky5Gl1CDtVeJDPVrG4Jxx1N8jw2gkWaff5UUuX1KJd+9zGe2B+ZA==", + "dev": true + }, + "fast-json-stable-stringify": { + "version": "2.1.0", + "resolved": "https://registry.npmjs.org/fast-json-stable-stringify/-/fast-json-stable-stringify-2.1.0.tgz", + "integrity": "sha512-lhd/wF+Lk98HZoTCtlVraHtfh5XYijIjalXck7saUtuanSDyLMxnHhSXEDJqHxD7msR8D0uCmqlkwjCV8xvwHw==", + "dev": true + }, + "figgy-pudding": { + "version": "3.5.2", + "resolved": "https://registry.npmjs.org/figgy-pudding/-/figgy-pudding-3.5.2.tgz", + "integrity": "sha512-0btnI/H8f2pavGMN8w40mlSKOfTK2SVJmBfBeVIj3kNw0swwgzyRq0d5TJVOwodFmtvpPeWPN/MCcfuWF0Ezbw==", + "dev": true + }, + "file-uri-to-path": { + "version": "1.0.0", + "resolved": "https://registry.npmjs.org/file-uri-to-path/-/file-uri-to-path-1.0.0.tgz", + "integrity": "sha512-0Zt+s3L7Vf1biwWZ29aARiVYLx7iMGnEUl9x33fbB/j3jR81u/O2LbqK+Bm1CDSNDKVtJ/YjwY7TUd5SkeLQLw==", + "dev": true, + "optional": true + }, + "fill-range": { + "version": "4.0.0", + "resolved": "https://registry.npmjs.org/fill-range/-/fill-range-4.0.0.tgz", + "integrity": "sha1-1USBHUKPmOsGpj3EAtJAPDKMOPc=", + "dev": true, + "requires": { + "extend-shallow": "^2.0.1", + "is-number": "^3.0.0", + "repeat-string": "^1.6.1", + "to-regex-range": "^2.1.0" + }, + "dependencies": { + "extend-shallow": { + "version": "2.0.1", + "resolved": "https://registry.npmjs.org/extend-shallow/-/extend-shallow-2.0.1.tgz", + "integrity": "sha1-Ua99YUrZqfYQ6huvu5idaxxWiQ8=", + "dev": true, + "requires": { + "is-extendable": "^0.1.0" + } + } + } + }, + "find-cache-dir": { + "version": "2.1.0", + "resolved": "https://registry.npmjs.org/find-cache-dir/-/find-cache-dir-2.1.0.tgz", + "integrity": "sha512-Tq6PixE0w/VMFfCgbONnkiQIVol/JJL7nRMi20fqzA4NRs9AfeqMGeRdPi3wIhYkxjeBaWh2rxwapn5Tu3IqOQ==", + "dev": true, + "requires": { + "commondir": "^1.0.1", + "make-dir": "^2.0.0", + "pkg-dir": "^3.0.0" + } + }, + "find-up": { + "version": "3.0.0", + "resolved": "https://registry.npmjs.org/find-up/-/find-up-3.0.0.tgz", + "integrity": "sha512-1yD6RmLI1XBfxugvORwlck6f75tYL+iR0jqwsOrOxMZyGYqUuDhJ0l4AXdO1iX/FTs9cBAMEk1gWSEx1kSbylg==", + "dev": true, + "requires": { + "locate-path": "^3.0.0" + } + }, + "findup-sync": { + "version": "3.0.0", + "resolved": "https://registry.npmjs.org/findup-sync/-/findup-sync-3.0.0.tgz", + "integrity": "sha512-YbffarhcicEhOrm4CtrwdKBdCuz576RLdhJDsIfvNtxUuhdRet1qZcsMjqbePtAseKdAnDyM/IyXbu7PRPRLYg==", + "dev": true, + "requires": { + "detect-file": "^1.0.0", + "is-glob": "^4.0.0", + "micromatch": "^3.0.4", + "resolve-dir": "^1.0.1" + } + }, + "flush-write-stream": { + "version": "1.1.1", + "resolved": "https://registry.npmjs.org/flush-write-stream/-/flush-write-stream-1.1.1.tgz", + "integrity": "sha512-3Z4XhFZ3992uIq0XOqb9AreonueSYphE6oYbpt5+3u06JWklbsPkNv3ZKkP9Bz/r+1MWCaMoSQ28P85+1Yc77w==", + "dev": true, + "requires": { + "inherits": "^2.0.3", + "readable-stream": "^2.3.6" + } + }, + "for-in": { + "version": "1.0.2", + "resolved": "https://registry.npmjs.org/for-in/-/for-in-1.0.2.tgz", + "integrity": "sha1-gQaNKVqBQuwKxybG4iAMMPttXoA=", + "dev": true + }, + "forever-agent": { + "version": "0.6.1", + "resolved": "https://registry.npmjs.org/forever-agent/-/forever-agent-0.6.1.tgz", + "integrity": "sha1-+8cfDEGt6zf5bFd60e1C2P2sypE=", + "dev": true + }, + "form-data": { + "version": "2.3.3", + "resolved": "https://registry.npmjs.org/form-data/-/form-data-2.3.3.tgz", + "integrity": "sha512-1lLKB2Mu3aGP1Q/2eCOx0fNbRMe7XdwktwOruhfqqd0rIJWwN4Dh+E3hrPSlDCXnSR7UtZ1N38rVXm+6+MEhJQ==", + "dev": true, + "requires": { + "asynckit": "^0.4.0", + "combined-stream": "^1.0.6", + "mime-types": "^2.1.12" + } + }, + "fragment-cache": { + "version": "0.2.1", + "resolved": "https://registry.npmjs.org/fragment-cache/-/fragment-cache-0.2.1.tgz", + "integrity": "sha1-QpD60n8T6Jvn8zeZxrxaCr//DRk=", + "dev": true, + "requires": { + "map-cache": "^0.2.2" + } + }, + "from2": { + "version": "2.3.0", + "resolved": "https://registry.npmjs.org/from2/-/from2-2.3.0.tgz", + "integrity": "sha1-i/tVAr3kpNNs/e6gB/zKIdfjgq8=", + "dev": true, + "requires": { + "inherits": "^2.0.1", + "readable-stream": "^2.0.0" + } + }, + "fs-write-stream-atomic": { + "version": "1.0.10", + "resolved": "https://registry.npmjs.org/fs-write-stream-atomic/-/fs-write-stream-atomic-1.0.10.tgz", + "integrity": "sha1-tH31NJPvkR33VzHnCp3tAYnbQMk=", + "dev": true, + "requires": { + "graceful-fs": "^4.1.2", + "iferr": "^0.1.5", + "imurmurhash": "^0.1.4", + "readable-stream": "1 || 2" + } + }, + "fs.realpath": { + "version": "1.0.0", + "resolved": "https://registry.npmjs.org/fs.realpath/-/fs.realpath-1.0.0.tgz", + "integrity": "sha1-FQStJSMVjKpA20onh8sBQRmU6k8=", + "dev": true + }, + "fsevents": { + "version": "1.2.13", + "resolved": "https://registry.npmjs.org/fsevents/-/fsevents-1.2.13.tgz", + "integrity": "sha512-oWb1Z6mkHIskLzEJ/XWX0srkpkTQ7vaopMQkyaEIoq0fmtFVxOthb8cCxeT+p3ynTdkk/RZwbgG4brR5BeWECw==", + "dev": true, + "optional": true, + "requires": { + "bindings": "^1.5.0", + "nan": "^2.12.1" + } + }, + "fstream": { + "version": "1.0.12", + "resolved": "https://registry.npmjs.org/fstream/-/fstream-1.0.12.tgz", + "integrity": "sha512-WvJ193OHa0GHPEL+AycEJgxvBEwyfRkN1vhjca23OaPVMCaLCXTd5qAu82AjTcgP1UJmytkOKb63Ypde7raDIg==", + "dev": true, + "requires": { + "graceful-fs": "^4.1.2", + "inherits": "~2.0.0", + "mkdirp": ">=0.5 0", + "rimraf": "2" + } + }, + "gauge": { + "version": "2.7.4", + "resolved": "https://registry.npmjs.org/gauge/-/gauge-2.7.4.tgz", + "integrity": "sha1-LANAXHU4w51+s3sxcCLjJfsBi/c=", + "dev": true, + "requires": { + "aproba": "^1.0.3", + "console-control-strings": "^1.0.0", + "has-unicode": "^2.0.0", + "object-assign": "^4.1.0", + "signal-exit": "^3.0.0", + "string-width": "^1.0.1", + "strip-ansi": "^3.0.1", + "wide-align": "^1.1.0" + }, + "dependencies": { + "ansi-regex": { + "version": "2.1.1", + "resolved": "https://registry.npmjs.org/ansi-regex/-/ansi-regex-2.1.1.tgz", + "integrity": "sha1-w7M6te42DYbg5ijwRorn7yfWVN8=", + "dev": true + }, + "is-fullwidth-code-point": { + "version": "1.0.0", + "resolved": "https://registry.npmjs.org/is-fullwidth-code-point/-/is-fullwidth-code-point-1.0.0.tgz", + "integrity": "sha1-754xOG8DGn8NZDr4L95QxFfvAMs=", + "dev": true, + "requires": { + "number-is-nan": "^1.0.0" + } + }, + "string-width": { + "version": "1.0.2", + "resolved": "https://registry.npmjs.org/string-width/-/string-width-1.0.2.tgz", + "integrity": "sha1-EYvfW4zcUaKn5w0hHgfisLmxB9M=", + "dev": true, + "requires": { + "code-point-at": "^1.0.0", + "is-fullwidth-code-point": "^1.0.0", + "strip-ansi": "^3.0.0" + } + }, + "strip-ansi": { + "version": "3.0.1", + "resolved": "https://registry.npmjs.org/strip-ansi/-/strip-ansi-3.0.1.tgz", + "integrity": "sha1-ajhfuIU9lS1f8F0Oiq+UJ43GPc8=", + "dev": true, + "requires": { + "ansi-regex": "^2.0.0" + } + } + } + }, + "gaze": { + "version": "1.1.3", + "resolved": "https://registry.npmjs.org/gaze/-/gaze-1.1.3.tgz", + "integrity": "sha512-BRdNm8hbWzFzWHERTrejLqwHDfS4GibPoq5wjTPIoJHoBtKGPg3xAFfxmM+9ztbXelxcf2hwQcaz1PtmFeue8g==", + "dev": true, + "requires": { + "globule": "^1.0.0" + } + }, + "get-caller-file": { + "version": "2.0.5", + "resolved": "https://registry.npmjs.org/get-caller-file/-/get-caller-file-2.0.5.tgz", + "integrity": "sha512-DyFP3BM/3YHTQOCUL/w0OZHR0lpKeGrxotcHWcqNEdnltqFwXVfhEBQ94eIo34AfQpo0rGki4cyIiftY06h2Fg==", + "dev": true + }, + "get-stdin": { + "version": "4.0.1", + "resolved": "https://registry.npmjs.org/get-stdin/-/get-stdin-4.0.1.tgz", + "integrity": "sha1-uWjGsKBDhDJJAui/Gl3zJXmkUP4=", + "dev": true + }, + "get-stream": { + "version": "4.1.0", + "resolved": "https://registry.npmjs.org/get-stream/-/get-stream-4.1.0.tgz", + "integrity": "sha512-GMat4EJ5161kIy2HevLlr4luNjBgvmj413KaQA7jt4V8B4RDsfpHk7WQ9GVqfYyyx8OS/L66Kox+rJRNklLK7w==", + "dev": true, + "requires": { + "pump": "^3.0.0" + } + }, + "get-value": { + "version": "2.0.6", + "resolved": "https://registry.npmjs.org/get-value/-/get-value-2.0.6.tgz", + "integrity": "sha1-3BXKHGcjh8p2vTesCjlbogQqLCg=", + "dev": true + }, + "getpass": { + "version": "0.1.7", + "resolved": "https://registry.npmjs.org/getpass/-/getpass-0.1.7.tgz", + "integrity": "sha1-Xv+OPmhNVprkyysSgmBOi6YhSfo=", + "dev": true, + "requires": { + "assert-plus": "^1.0.0" + } + }, + "glob": { + "version": "7.1.6", + "resolved": "https://registry.npmjs.org/glob/-/glob-7.1.6.tgz", + "integrity": "sha512-LwaxwyZ72Lk7vZINtNNrywX0ZuLyStrdDtabefZKAY5ZGJhVtgdznluResxNmPitE0SAO+O26sWTHeKSI2wMBA==", + "dev": true, + "requires": { + "fs.realpath": "^1.0.0", + "inflight": "^1.0.4", + "inherits": "2", + "minimatch": "^3.0.4", + "once": "^1.3.0", + "path-is-absolute": "^1.0.0" + } + }, + "glob-parent": { + "version": "3.1.0", + "resolved": "https://registry.npmjs.org/glob-parent/-/glob-parent-3.1.0.tgz", + "integrity": "sha1-nmr2KZ2NO9K9QEMIMr0RPfkGxa4=", + "dev": true, + "requires": { + "is-glob": "^3.1.0", + "path-dirname": "^1.0.0" + }, + "dependencies": { + "is-glob": { + "version": "3.1.0", + "resolved": "https://registry.npmjs.org/is-glob/-/is-glob-3.1.0.tgz", + "integrity": "sha1-e6WuJCF4BKxwcHuWkiVnSGzD6Eo=", + "dev": true, + "requires": { + "is-extglob": "^2.1.0" + } + } + } + }, + "global-modules": { + "version": "2.0.0", + "resolved": "https://registry.npmjs.org/global-modules/-/global-modules-2.0.0.tgz", + "integrity": "sha512-NGbfmJBp9x8IxyJSd1P+otYK8vonoJactOogrVfFRIAEY1ukil8RSKDz2Yo7wh1oihl51l/r6W4epkeKJHqL8A==", + "dev": true, + "requires": { + "global-prefix": "^3.0.0" + }, + "dependencies": { + "global-prefix": { + "version": "3.0.0", + "resolved": "https://registry.npmjs.org/global-prefix/-/global-prefix-3.0.0.tgz", + "integrity": "sha512-awConJSVCHVGND6x3tmMaKcQvwXLhjdkmomy2W+Goaui8YPgYgXJZewhg3fWC+DlfqqQuWg8AwqjGTD2nAPVWg==", + "dev": true, + "requires": { + "ini": "^1.3.5", + "kind-of": "^6.0.2", + "which": "^1.3.1" + } + } + } + }, + "global-prefix": { + "version": "1.0.2", + "resolved": "https://registry.npmjs.org/global-prefix/-/global-prefix-1.0.2.tgz", + "integrity": "sha1-2/dDxsFJklk8ZVVoy2btMsASLr4=", + "dev": true, + "requires": { + "expand-tilde": "^2.0.2", + "homedir-polyfill": "^1.0.1", + "ini": "^1.3.4", + "is-windows": "^1.0.1", + "which": "^1.2.14" + } + }, + "globule": { + "version": "1.3.1", + "resolved": "https://registry.npmjs.org/globule/-/globule-1.3.1.tgz", + "integrity": "sha512-OVyWOHgw29yosRHCHo7NncwR1hW5ew0W/UrvtwvjefVJeQ26q4/8r8FmPsSF1hJ93IgWkyv16pCTz6WblMzm/g==", + "dev": true, + "requires": { + "glob": "~7.1.1", + "lodash": "~4.17.12", + "minimatch": "~3.0.2" + } + }, + "graceful-fs": { + "version": "4.2.4", + "resolved": "https://registry.npmjs.org/graceful-fs/-/graceful-fs-4.2.4.tgz", + "integrity": "sha512-WjKPNJF79dtJAVniUlGGWHYGz2jWxT6VhN/4m1NdkbZ2nOsEF+cI1Edgql5zCRhs/VsQYRvrXctxktVXZUkixw==", + "dev": true + }, + "har-schema": { + "version": "2.0.0", + "resolved": "https://registry.npmjs.org/har-schema/-/har-schema-2.0.0.tgz", + "integrity": "sha1-qUwiJOvKwEeCoNkDVSHyRzW37JI=", + "dev": true + }, + "har-validator": { + "version": "5.1.3", + "resolved": "https://registry.npmjs.org/har-validator/-/har-validator-5.1.3.tgz", + "integrity": "sha512-sNvOCzEQNr/qrvJgc3UG/kD4QtlHycrzwS+6mfTrrSq97BvaYcPZZI1ZSqGSPR73Cxn4LKTD4PttRwfU7jWq5g==", + "dev": true, + "requires": { + "ajv": "^6.5.5", + "har-schema": "^2.0.0" + } + }, + "has-ansi": { + "version": "2.0.0", + "resolved": "https://registry.npmjs.org/has-ansi/-/has-ansi-2.0.0.tgz", + "integrity": "sha1-NPUEnOHs3ysGSa8+8k5F7TVBbZE=", + "dev": true, + "requires": { + "ansi-regex": "^2.0.0" + }, + "dependencies": { + "ansi-regex": { + "version": "2.1.1", + "resolved": "https://registry.npmjs.org/ansi-regex/-/ansi-regex-2.1.1.tgz", + "integrity": "sha1-w7M6te42DYbg5ijwRorn7yfWVN8=", + "dev": true + } + } + }, + "has-flag": { + "version": "3.0.0", + "resolved": "https://registry.npmjs.org/has-flag/-/has-flag-3.0.0.tgz", + "integrity": "sha1-tdRU3CGZriJWmfNGfloH87lVuv0=", + "dev": true + }, + "has-unicode": { + "version": "2.0.1", + "resolved": "https://registry.npmjs.org/has-unicode/-/has-unicode-2.0.1.tgz", + "integrity": "sha1-4Ob+aijPUROIVeCG0Wkedx3iqLk=", + "dev": true + }, + "has-value": { + "version": "1.0.0", + "resolved": "https://registry.npmjs.org/has-value/-/has-value-1.0.0.tgz", + "integrity": "sha1-GLKB2lhbHFxR3vJMkw7SmgvmsXc=", + "dev": true, + "requires": { + "get-value": "^2.0.6", + "has-values": "^1.0.0", + "isobject": "^3.0.0" + } + }, + "has-values": { + "version": "1.0.0", + "resolved": "https://registry.npmjs.org/has-values/-/has-values-1.0.0.tgz", + "integrity": "sha1-lbC2P+whRmGab+V/51Yo1aOe/k8=", + "dev": true, + "requires": { + "is-number": "^3.0.0", + "kind-of": "^4.0.0" + }, + "dependencies": { + "kind-of": { + "version": "4.0.0", + "resolved": "https://registry.npmjs.org/kind-of/-/kind-of-4.0.0.tgz", + "integrity": "sha1-IIE989cSkosgc3hpGkUGb65y3Vc=", + "dev": true, + "requires": { + "is-buffer": "^1.1.5" + } + } + } + }, + "hash-base": { + "version": "3.1.0", + "resolved": "https://registry.npmjs.org/hash-base/-/hash-base-3.1.0.tgz", + "integrity": "sha512-1nmYp/rhMDiE7AYkDw+lLwlAzz0AntGIe51F3RfFfEqyQ3feY2eI/NcwC6umIQVOASPMsWJLJScWKSSvzL9IVA==", + "dev": true, + "requires": { + "inherits": "^2.0.4", + "readable-stream": "^3.6.0", + "safe-buffer": "^5.2.0" + }, + "dependencies": { + "readable-stream": { + "version": "3.6.0", + "resolved": "https://registry.npmjs.org/readable-stream/-/readable-stream-3.6.0.tgz", + "integrity": "sha512-BViHy7LKeTz4oNnkcLJ+lVSL6vpiFeX6/d3oSH8zCW7UxP2onchk+vTGB143xuFjHS3deTgkKoXXymXqymiIdA==", + "dev": true, + "requires": { + "inherits": "^2.0.3", + "string_decoder": "^1.1.1", + "util-deprecate": "^1.0.1" + } + }, + "safe-buffer": { + "version": "5.2.0", + "resolved": "https://registry.npmjs.org/safe-buffer/-/safe-buffer-5.2.0.tgz", + "integrity": "sha512-fZEwUGbVl7kouZs1jCdMLdt95hdIv0ZeHg6L7qPeciMZhZ+/gdesW4wgTARkrFWEpspjEATAzUGPG8N2jJiwbg==", + "dev": true + } + } + }, + "hash.js": { + "version": "1.1.7", + "resolved": "https://registry.npmjs.org/hash.js/-/hash.js-1.1.7.tgz", + "integrity": "sha512-taOaskGt4z4SOANNseOviYDvjEJinIkRgmp7LbKP2YTTmVxWBl87s/uzK9r+44BclBSp2X7K1hqeNfz9JbBeXA==", + "dev": true, + "requires": { + "inherits": "^2.0.3", + "minimalistic-assert": "^1.0.1" + } + }, + "hmac-drbg": { + "version": "1.0.1", + "resolved": "https://registry.npmjs.org/hmac-drbg/-/hmac-drbg-1.0.1.tgz", + "integrity": "sha1-0nRXAQJabHdabFRXk+1QL8DGSaE=", + "dev": true, + "requires": { + "hash.js": "^1.0.3", + "minimalistic-assert": "^1.0.0", + "minimalistic-crypto-utils": "^1.0.1" + } + }, + "homedir-polyfill": { + "version": "1.0.3", + "resolved": "https://registry.npmjs.org/homedir-polyfill/-/homedir-polyfill-1.0.3.tgz", + "integrity": "sha512-eSmmWE5bZTK2Nou4g0AI3zZ9rswp7GRKoKXS1BLUkvPviOqs4YTN1djQIqrXy9k5gEtdLPy86JjRwsNM9tnDcA==", + "dev": true, + "requires": { + "parse-passwd": "^1.0.0" + } + }, + "hosted-git-info": { + "version": "2.8.8", + "resolved": "https://registry.npmjs.org/hosted-git-info/-/hosted-git-info-2.8.8.tgz", + "integrity": "sha512-f/wzC2QaWBs7t9IYqB4T3sR1xviIViXJRJTWBlx2Gf3g0Xi5vI7Yy4koXQ1c9OYDGHN9sBy1DQ2AB8fqZBWhUg==", + "dev": true + }, + "http-signature": { + "version": "1.2.0", + "resolved": "https://registry.npmjs.org/http-signature/-/http-signature-1.2.0.tgz", + "integrity": "sha1-muzZJRFHcvPZW2WmCruPfBj7rOE=", + "dev": true, + "requires": { + "assert-plus": "^1.0.0", + "jsprim": "^1.2.2", + "sshpk": "^1.7.0" + } + }, + "https-browserify": { + "version": "1.0.0", + "resolved": "https://registry.npmjs.org/https-browserify/-/https-browserify-1.0.0.tgz", + "integrity": "sha1-7AbBDgo0wPL68Zn3/X/Hj//QPHM=", + "dev": true + }, + "ieee754": { + "version": "1.1.13", + "resolved": "https://registry.npmjs.org/ieee754/-/ieee754-1.1.13.tgz", + "integrity": "sha512-4vf7I2LYV/HaWerSo3XmlMkp5eZ83i+/CDluXi/IGTs/O1sejBNhTtnxzmRZfvOUqj7lZjqHkeTvpgSFDlWZTg==", + "dev": true + }, + "iferr": { + "version": "0.1.5", + "resolved": "https://registry.npmjs.org/iferr/-/iferr-0.1.5.tgz", + "integrity": "sha1-xg7taebY/bazEEofy8ocGS3FtQE=", + "dev": true + }, + "import-local": { + "version": "2.0.0", + "resolved": "https://registry.npmjs.org/import-local/-/import-local-2.0.0.tgz", + "integrity": "sha512-b6s04m3O+s3CGSbqDIyP4R6aAwAeYlVq9+WUWep6iHa8ETRf9yei1U48C5MmfJmV9AiLYYBKPMq/W+/WRpQmCQ==", + "dev": true, + "requires": { + "pkg-dir": "^3.0.0", + "resolve-cwd": "^2.0.0" + } + }, + "imurmurhash": { + "version": "0.1.4", + "resolved": "https://registry.npmjs.org/imurmurhash/-/imurmurhash-0.1.4.tgz", + "integrity": "sha1-khi5srkoojixPcT7a21XbyMUU+o=", + "dev": true + }, + "in-publish": { + "version": "2.0.1", + "resolved": "https://registry.npmjs.org/in-publish/-/in-publish-2.0.1.tgz", + "integrity": "sha512-oDM0kUSNFC31ShNxHKUyfZKy8ZeXZBWMjMdZHKLOk13uvT27VTL/QzRGfRUcevJhpkZAvlhPYuXkF7eNWrtyxQ==", + "dev": true + }, + "indent-string": { + "version": "2.1.0", + "resolved": "https://registry.npmjs.org/indent-string/-/indent-string-2.1.0.tgz", + "integrity": "sha1-ji1INIdCEhtKghi3oTfppSBJ3IA=", + "dev": true, + "requires": { + "repeating": "^2.0.0" + } + }, + "infer-owner": { + "version": "1.0.4", + "resolved": "https://registry.npmjs.org/infer-owner/-/infer-owner-1.0.4.tgz", + "integrity": "sha512-IClj+Xz94+d7irH5qRyfJonOdfTzuDaifE6ZPWfx0N0+/ATZCbuTPq2prFl526urkQd90WyUKIh1DfBQ2hMz9A==", + "dev": true + }, + "inflight": { + "version": "1.0.6", + "resolved": "https://registry.npmjs.org/inflight/-/inflight-1.0.6.tgz", + "integrity": "sha1-Sb1jMdfQLQwJvJEKEHW6gWW1bfk=", + "dev": true, + "requires": { + "once": "^1.3.0", + "wrappy": "1" + } + }, + "inherits": { + "version": "2.0.4", + "resolved": "https://registry.npmjs.org/inherits/-/inherits-2.0.4.tgz", + "integrity": "sha512-k/vGaX4/Yla3WzyMCvTQOXYeIHvqOKtnqBduzTHpzpQZzAskKMhZ2K+EnBiSM9zGSoIFeMpXKxa4dYeZIQqewQ==", + "dev": true + }, + "ini": { + "version": "1.3.5", + "resolved": "https://registry.npmjs.org/ini/-/ini-1.3.5.tgz", + "integrity": "sha512-RZY5huIKCMRWDUqZlEi72f/lmXKMvuszcMBduliQ3nnWbx9X/ZBQO7DijMEYS9EhHBb2qacRUMtC7svLwe0lcw==", + "dev": true + }, + "interpret": { + "version": "1.2.0", + "resolved": "https://registry.npmjs.org/interpret/-/interpret-1.2.0.tgz", + "integrity": "sha512-mT34yGKMNceBQUoVn7iCDKDntA7SC6gycMAWzGx1z/CMCTV7b2AAtXlo3nRyHZ1FelRkQbQjprHSYGwzLtkVbw==", + "dev": true + }, + "invert-kv": { + "version": "2.0.0", + "resolved": "https://registry.npmjs.org/invert-kv/-/invert-kv-2.0.0.tgz", + "integrity": "sha512-wPVv/y/QQ/Uiirj/vh3oP+1Ww+AWehmi1g5fFWGPF6IpCBCDVrhgHRMvrLfdYcwDh3QJbGXDW4JAuzxElLSqKA==", + "dev": true + }, + "is-accessor-descriptor": { + "version": "0.1.6", + "resolved": "https://registry.npmjs.org/is-accessor-descriptor/-/is-accessor-descriptor-0.1.6.tgz", + "integrity": "sha1-qeEss66Nh2cn7u84Q/igiXtcmNY=", + "dev": true, + "requires": { + "kind-of": "^3.0.2" + }, + "dependencies": { + "kind-of": { + "version": "3.2.2", + "resolved": "https://registry.npmjs.org/kind-of/-/kind-of-3.2.2.tgz", + "integrity": "sha1-MeohpzS6ubuw8yRm2JOupR5KPGQ=", + "dev": true, + "requires": { + "is-buffer": "^1.1.5" + } + } + } + }, + "is-arrayish": { + "version": "0.2.1", + "resolved": "https://registry.npmjs.org/is-arrayish/-/is-arrayish-0.2.1.tgz", + "integrity": "sha1-d8mYQFJ6qOyxqLppe4BkWnqSap0=", + "dev": true + }, + "is-binary-path": { + "version": "1.0.1", + "resolved": "https://registry.npmjs.org/is-binary-path/-/is-binary-path-1.0.1.tgz", + "integrity": "sha1-dfFmQrSA8YenEcgUFh/TpKdlWJg=", + "dev": true, + "requires": { + "binary-extensions": "^1.0.0" + } + }, + "is-buffer": { + "version": "1.1.6", + "resolved": "https://registry.npmjs.org/is-buffer/-/is-buffer-1.1.6.tgz", + "integrity": "sha512-NcdALwpXkTm5Zvvbk7owOUSvVvBKDgKP5/ewfXEznmQFfs4ZRmanOeKBTjRVjka3QFoN6XJ+9F3USqfHqTaU5w==", + "dev": true + }, + "is-data-descriptor": { + "version": "0.1.4", + "resolved": "https://registry.npmjs.org/is-data-descriptor/-/is-data-descriptor-0.1.4.tgz", + "integrity": "sha1-C17mSDiOLIYCgueT8YVv7D8wG1Y=", + "dev": true, + "requires": { + "kind-of": "^3.0.2" + }, + "dependencies": { + "kind-of": { + "version": "3.2.2", + "resolved": "https://registry.npmjs.org/kind-of/-/kind-of-3.2.2.tgz", + "integrity": "sha1-MeohpzS6ubuw8yRm2JOupR5KPGQ=", + "dev": true, + "requires": { + "is-buffer": "^1.1.5" + } + } + } + }, + "is-descriptor": { + "version": "0.1.6", + "resolved": "https://registry.npmjs.org/is-descriptor/-/is-descriptor-0.1.6.tgz", + "integrity": "sha512-avDYr0SB3DwO9zsMov0gKCESFYqCnE4hq/4z3TdUlukEy5t9C0YRq7HLrsN52NAcqXKaepeCD0n+B0arnVG3Hg==", + "dev": true, + "requires": { + "is-accessor-descriptor": "^0.1.6", + "is-data-descriptor": "^0.1.4", + "kind-of": "^5.0.0" + }, + "dependencies": { + "kind-of": { + "version": "5.1.0", + "resolved": "https://registry.npmjs.org/kind-of/-/kind-of-5.1.0.tgz", + "integrity": "sha512-NGEErnH6F2vUuXDh+OlbcKW7/wOcfdRHaZ7VWtqCztfHri/++YKmP51OdWeGPuqCOba6kk2OTe5d02VmTB80Pw==", + "dev": true + } + } + }, + "is-extendable": { + "version": "0.1.1", + "resolved": "https://registry.npmjs.org/is-extendable/-/is-extendable-0.1.1.tgz", + "integrity": "sha1-YrEQ4omkcUGOPsNqYX1HLjAd/Ik=", + "dev": true + }, + "is-extglob": { + "version": "2.1.1", + "resolved": "https://registry.npmjs.org/is-extglob/-/is-extglob-2.1.1.tgz", + "integrity": "sha1-qIwCU1eR8C7TfHahueqXc8gz+MI=", + "dev": true + }, + "is-finite": { + "version": "1.1.0", + "resolved": "https://registry.npmjs.org/is-finite/-/is-finite-1.1.0.tgz", + "integrity": "sha512-cdyMtqX/BOqqNBBiKlIVkytNHm49MtMlYyn1zxzvJKWmFMlGzm+ry5BBfYyeY9YmNKbRSo/o7OX9w9ale0wg3w==", + "dev": true + }, + "is-fullwidth-code-point": { + "version": "2.0.0", + "resolved": "https://registry.npmjs.org/is-fullwidth-code-point/-/is-fullwidth-code-point-2.0.0.tgz", + "integrity": "sha1-o7MKXE8ZkYMWeqq5O+764937ZU8=", + "dev": true + }, + "is-glob": { + "version": "4.0.1", + "resolved": "https://registry.npmjs.org/is-glob/-/is-glob-4.0.1.tgz", + "integrity": "sha512-5G0tKtBTFImOqDnLB2hG6Bp2qcKEFduo4tZu9MT/H6NQv/ghhy30o55ufafxJ/LdH79LLs2Kfrn85TLKyA7BUg==", + "dev": true, + "requires": { + "is-extglob": "^2.1.1" + } + }, + "is-number": { + "version": "3.0.0", + "resolved": "https://registry.npmjs.org/is-number/-/is-number-3.0.0.tgz", + "integrity": "sha1-JP1iAaR4LPUFYcgQJ2r8fRLXEZU=", + "dev": true, + "requires": { + "kind-of": "^3.0.2" + }, + "dependencies": { + "kind-of": { + "version": "3.2.2", + "resolved": "https://registry.npmjs.org/kind-of/-/kind-of-3.2.2.tgz", + "integrity": "sha1-MeohpzS6ubuw8yRm2JOupR5KPGQ=", + "dev": true, + "requires": { + "is-buffer": "^1.1.5" + } + } + } + }, + "is-plain-object": { + "version": "2.0.4", + "resolved": "https://registry.npmjs.org/is-plain-object/-/is-plain-object-2.0.4.tgz", + "integrity": "sha512-h5PpgXkWitc38BBMYawTYMWJHFZJVnBquFE57xFpjB8pJFiF6gZ+bU+WyI/yqXiFR5mdLsgYNaPe8uao6Uv9Og==", + "dev": true, + "requires": { + "isobject": "^3.0.1" + } + }, + "is-stream": { + "version": "1.1.0", + "resolved": "https://registry.npmjs.org/is-stream/-/is-stream-1.1.0.tgz", + "integrity": "sha1-EtSj3U5o4Lec6428hBc66A2RykQ=", + "dev": true + }, + "is-typedarray": { + "version": "1.0.0", + "resolved": "https://registry.npmjs.org/is-typedarray/-/is-typedarray-1.0.0.tgz", + "integrity": "sha1-5HnICFjfDBsR3dppQPlgEfzaSpo=", + "dev": true + }, + "is-utf8": { + "version": "0.2.1", + "resolved": "https://registry.npmjs.org/is-utf8/-/is-utf8-0.2.1.tgz", + "integrity": "sha1-Sw2hRCEE0bM2NA6AeX6GXPOffXI=", + "dev": true + }, + "is-windows": { + "version": "1.0.2", + "resolved": "https://registry.npmjs.org/is-windows/-/is-windows-1.0.2.tgz", + "integrity": "sha512-eXK1UInq2bPmjyX6e3VHIzMLobc4J94i4AWn+Hpq3OU5KkrRC96OAcR3PRJ/pGu6m8TRnBHP9dkXQVsT/COVIA==", + "dev": true + }, + "is-wsl": { + "version": "1.1.0", + "resolved": "https://registry.npmjs.org/is-wsl/-/is-wsl-1.1.0.tgz", + "integrity": "sha1-HxbkqiKwTRM2tmGIpmrzxgDDpm0=", + "dev": true + }, + "isarray": { + "version": "1.0.0", + "resolved": "https://registry.npmjs.org/isarray/-/isarray-1.0.0.tgz", + "integrity": "sha1-u5NdSFgsuhaMBoNJV6VKPgcSTxE=", + "dev": true + }, + "isexe": { + "version": "2.0.0", + "resolved": "https://registry.npmjs.org/isexe/-/isexe-2.0.0.tgz", + "integrity": "sha1-6PvzdNxVb/iUehDcsFctYz8s+hA=", + "dev": true + }, + "isobject": { + "version": "3.0.1", + "resolved": "https://registry.npmjs.org/isobject/-/isobject-3.0.1.tgz", + "integrity": "sha1-TkMekrEalzFjaqH5yNHMvP2reN8=", + "dev": true + }, + "isstream": { + "version": "0.1.2", + "resolved": "https://registry.npmjs.org/isstream/-/isstream-0.1.2.tgz", + "integrity": "sha1-R+Y/evVa+m+S4VAOaQ64uFKcCZo=", + "dev": true + }, + "js-base64": { + "version": "2.5.2", + "resolved": "https://registry.npmjs.org/js-base64/-/js-base64-2.5.2.tgz", + "integrity": "sha512-Vg8czh0Q7sFBSUMWWArX/miJeBWYBPpdU/3M/DKSaekLMqrqVPaedp+5mZhie/r0lgrcaYBfwXatEew6gwgiQQ==", + "dev": true + }, + "jsbn": { + "version": "0.1.1", + "resolved": "https://registry.npmjs.org/jsbn/-/jsbn-0.1.1.tgz", + "integrity": "sha1-peZUwuWi3rXyAdls77yoDA7y9RM=", + "dev": true + }, + "json-parse-better-errors": { + "version": "1.0.2", + "resolved": "https://registry.npmjs.org/json-parse-better-errors/-/json-parse-better-errors-1.0.2.tgz", + "integrity": "sha512-mrqyZKfX5EhL7hvqcV6WG1yYjnjeuYDzDhhcAAUrq8Po85NBQBJP+ZDUT75qZQ98IkUoBqdkExkukOU7Ts2wrw==", + "dev": true + }, + "json-schema": { + "version": "0.2.3", + "resolved": "https://registry.npmjs.org/json-schema/-/json-schema-0.2.3.tgz", + "integrity": "sha1-tIDIkuWaLwWVTOcnvT8qTogvnhM=", + "dev": true + }, + "json-schema-traverse": { + "version": "0.4.1", + "resolved": "https://registry.npmjs.org/json-schema-traverse/-/json-schema-traverse-0.4.1.tgz", + "integrity": "sha512-xbbCH5dCYU5T8LcEhhuh7HJ88HXuW3qsI3Y0zOZFKfZEHcpWiHU/Jxzk629Brsab/mMiHQti9wMP+845RPe3Vg==", + "dev": true + }, + "json-stringify-safe": { + "version": "5.0.1", + "resolved": "https://registry.npmjs.org/json-stringify-safe/-/json-stringify-safe-5.0.1.tgz", + "integrity": "sha1-Epai1Y/UXxmg9s4B1lcB4sc1tus=", + "dev": true + }, + "json5": { + "version": "1.0.1", + "resolved": "https://registry.npmjs.org/json5/-/json5-1.0.1.tgz", + "integrity": "sha512-aKS4WQjPenRxiQsC93MNfjx+nbF4PAdYzmd/1JIj8HYzqfbu86beTuNgXDzPknWk0n0uARlyewZo4s++ES36Ow==", + "dev": true, + "requires": { + "minimist": "^1.2.0" + } + }, + "jsprim": { + "version": "1.4.1", + "resolved": "https://registry.npmjs.org/jsprim/-/jsprim-1.4.1.tgz", + "integrity": "sha1-MT5mvB5cwG5Di8G3SZwuXFastqI=", + "dev": true, + "requires": { + "assert-plus": "1.0.0", + "extsprintf": "1.3.0", + "json-schema": "0.2.3", + "verror": "1.10.0" + } + }, + "kind-of": { + "version": "6.0.3", + "resolved": "https://registry.npmjs.org/kind-of/-/kind-of-6.0.3.tgz", + "integrity": "sha512-dcS1ul+9tmeD95T+x28/ehLgd9mENa3LsvDTtzm3vyBEO7RPptvAD+t44WVXaUjTBRcrpFeFlC8WCruUR456hw==", + "dev": true + }, + "lcid": { + "version": "2.0.0", + "resolved": "https://registry.npmjs.org/lcid/-/lcid-2.0.0.tgz", + "integrity": "sha512-avPEb8P8EGnwXKClwsNUgryVjllcRqtMYa49NTsbQagYuT1DcXnl1915oxWjoyGrXR6zH/Y0Zc96xWsPcoDKeA==", + "dev": true, + "requires": { + "invert-kv": "^2.0.0" + } + }, + "load-json-file": { + "version": "1.1.0", + "resolved": "https://registry.npmjs.org/load-json-file/-/load-json-file-1.1.0.tgz", + "integrity": "sha1-lWkFcI1YtLq0wiYbBPWfMcmTdMA=", + "dev": true, + "requires": { + "graceful-fs": "^4.1.2", + "parse-json": "^2.2.0", + "pify": "^2.0.0", + "pinkie-promise": "^2.0.0", + "strip-bom": "^2.0.0" + }, + "dependencies": { + "pify": { + "version": "2.3.0", + "resolved": "https://registry.npmjs.org/pify/-/pify-2.3.0.tgz", + "integrity": "sha1-7RQaasBDqEnqWISY59yosVMw6Qw=", + "dev": true + } + } + }, + "loader-runner": { + "version": "2.4.0", + "resolved": "https://registry.npmjs.org/loader-runner/-/loader-runner-2.4.0.tgz", + "integrity": "sha512-Jsmr89RcXGIwivFY21FcRrisYZfvLMTWx5kOLc+JTxtpBOG6xML0vzbc6SEQG2FO9/4Fc3wW4LVcB5DmGflaRw==", + "dev": true + }, + "loader-utils": { + "version": "1.4.0", + "resolved": "https://registry.npmjs.org/loader-utils/-/loader-utils-1.4.0.tgz", + "integrity": "sha512-qH0WSMBtn/oHuwjy/NucEgbx5dbxxnxup9s4PVXJUDHZBQY+s0NWA9rJf53RBnQZxfch7euUui7hpoAPvALZdA==", + "dev": true, + "requires": { + "big.js": "^5.2.2", + "emojis-list": "^3.0.0", + "json5": "^1.0.1" + } + }, + "locate-path": { + "version": "3.0.0", + "resolved": "https://registry.npmjs.org/locate-path/-/locate-path-3.0.0.tgz", + "integrity": "sha512-7AO748wWnIhNqAuaty2ZWHkQHRSNfPVIsPIfwEOWO22AmaoVrWavlOcMR5nzTLNYvp36X220/maaRsrec1G65A==", + "dev": true, + "requires": { + "p-locate": "^3.0.0", + "path-exists": "^3.0.0" + } + }, + "lodash": { + "version": "4.17.15", + "resolved": "https://registry.npmjs.org/lodash/-/lodash-4.17.15.tgz", + "integrity": "sha512-8xOcRHvCjnocdS5cpwXQXVzmmh5e5+saE2QGoeQmbKmRS6J3VQppPOIt0MnmE+4xlZoumy0GPG0D0MVIQbNA1A==", + "dev": true + }, + "loud-rejection": { + "version": "1.6.0", + "resolved": "https://registry.npmjs.org/loud-rejection/-/loud-rejection-1.6.0.tgz", + "integrity": "sha1-W0b4AUft7leIcPCG0Eghz5mOVR8=", + "dev": true, + "requires": { + "currently-unhandled": "^0.4.1", + "signal-exit": "^3.0.0" + } + }, + "lru-cache": { + "version": "5.1.1", + "resolved": "https://registry.npmjs.org/lru-cache/-/lru-cache-5.1.1.tgz", + "integrity": "sha512-KpNARQA3Iwv+jTA0utUVVbrh+Jlrr1Fv0e56GGzAFOXN7dk/FviaDW8LHmK52DlcH4WP2n6gI8vN1aesBFgo9w==", + "dev": true, + "requires": { + "yallist": "^3.0.2" + } + }, + "make-dir": { + "version": "2.1.0", + "resolved": "https://registry.npmjs.org/make-dir/-/make-dir-2.1.0.tgz", + "integrity": "sha512-LS9X+dc8KLxXCb8dni79fLIIUA5VyZoyjSMCwTluaXA0o27cCK0bhXkpgw+sTXVpPy/lSO57ilRixqk0vDmtRA==", + "dev": true, + "requires": { + "pify": "^4.0.1", + "semver": "^5.6.0" + } + }, + "map-age-cleaner": { + "version": "0.1.3", + "resolved": "https://registry.npmjs.org/map-age-cleaner/-/map-age-cleaner-0.1.3.tgz", + "integrity": "sha512-bJzx6nMoP6PDLPBFmg7+xRKeFZvFboMrGlxmNj9ClvX53KrmvM5bXFXEWjbz4cz1AFn+jWJ9z/DJSz7hrs0w3w==", + "dev": true, + "requires": { + "p-defer": "^1.0.0" + } + }, + "map-cache": { + "version": "0.2.2", + "resolved": "https://registry.npmjs.org/map-cache/-/map-cache-0.2.2.tgz", + "integrity": "sha1-wyq9C9ZSXZsFFkW7TyasXcmKDb8=", + "dev": true + }, + "map-obj": { + "version": "1.0.1", + "resolved": "https://registry.npmjs.org/map-obj/-/map-obj-1.0.1.tgz", + "integrity": "sha1-2TPOuSBdgr3PSIb2dCvcK03qFG0=", + "dev": true + }, + "map-visit": { + "version": "1.0.0", + "resolved": "https://registry.npmjs.org/map-visit/-/map-visit-1.0.0.tgz", + "integrity": "sha1-7Nyo8TFE5mDxtb1B8S80edmN+48=", + "dev": true, + "requires": { + "object-visit": "^1.0.0" + } + }, + "md5.js": { + "version": "1.3.5", + "resolved": "https://registry.npmjs.org/md5.js/-/md5.js-1.3.5.tgz", + "integrity": "sha512-xitP+WxNPcTTOgnTJcrhM0xvdPepipPSf3I8EIpGKeFLjt3PlJLIDG3u8EX53ZIubkb+5U2+3rELYpEhHhzdkg==", + "dev": true, + "requires": { + "hash-base": "^3.0.0", + "inherits": "^2.0.1", + "safe-buffer": "^5.1.2" + } + }, + "mem": { + "version": "4.3.0", + "resolved": "https://registry.npmjs.org/mem/-/mem-4.3.0.tgz", + "integrity": "sha512-qX2bG48pTqYRVmDB37rn/6PT7LcR8T7oAX3bf99u1Tt1nzxYfxkgqDwUwolPlXweM0XzBOBFzSx4kfp7KP1s/w==", + "dev": true, + "requires": { + "map-age-cleaner": "^0.1.1", + "mimic-fn": "^2.0.0", + "p-is-promise": "^2.0.0" + } + }, + "memory-fs": { + "version": "0.4.1", + "resolved": "https://registry.npmjs.org/memory-fs/-/memory-fs-0.4.1.tgz", + "integrity": "sha1-OpoguEYlI+RHz7x+i7gO1me/xVI=", + "dev": true, + "requires": { + "errno": "^0.1.3", + "readable-stream": "^2.0.1" + } + }, + "meow": { + "version": "3.7.0", + "resolved": "https://registry.npmjs.org/meow/-/meow-3.7.0.tgz", + "integrity": "sha1-cstmi0JSKCkKu/qFaJJYcwioAfs=", + "dev": true, + "requires": { + "camelcase-keys": "^2.0.0", + "decamelize": "^1.1.2", + "loud-rejection": "^1.0.0", + "map-obj": "^1.0.1", + "minimist": "^1.1.3", + "normalize-package-data": "^2.3.4", + "object-assign": "^4.0.1", + "read-pkg-up": "^1.0.1", + "redent": "^1.0.0", + "trim-newlines": "^1.0.0" + } + }, + "micromatch": { + "version": "3.1.10", + "resolved": "https://registry.npmjs.org/micromatch/-/micromatch-3.1.10.tgz", + "integrity": "sha512-MWikgl9n9M3w+bpsY3He8L+w9eF9338xRl8IAO5viDizwSzziFEyUzo2xrrloB64ADbTf8uA8vRqqttDTOmccg==", + "dev": true, + "requires": { + "arr-diff": "^4.0.0", + "array-unique": "^0.3.2", + "braces": "^2.3.1", + "define-property": "^2.0.2", + "extend-shallow": "^3.0.2", + "extglob": "^2.0.4", + "fragment-cache": "^0.2.1", + "kind-of": "^6.0.2", + "nanomatch": "^1.2.9", + "object.pick": "^1.3.0", + "regex-not": "^1.0.0", + "snapdragon": "^0.8.1", + "to-regex": "^3.0.2" + } + }, + "miller-rabin": { + "version": "4.0.1", + "resolved": "https://registry.npmjs.org/miller-rabin/-/miller-rabin-4.0.1.tgz", + "integrity": "sha512-115fLhvZVqWwHPbClyntxEVfVDfl9DLLTuJvq3g2O/Oxi8AiNouAHvDSzHS0viUJc+V5vm3eq91Xwqn9dp4jRA==", + "dev": true, + "requires": { + "bn.js": "^4.0.0", + "brorand": "^1.0.1" + }, + "dependencies": { + "bn.js": { + "version": "4.11.8", + "resolved": "https://registry.npmjs.org/bn.js/-/bn.js-4.11.8.tgz", + "integrity": "sha512-ItfYfPLkWHUjckQCk8xC+LwxgK8NYcXywGigJgSwOP8Y2iyWT4f2vsZnoOXTTbo+o5yXmIUJ4gn5538SO5S3gA==", + "dev": true + } + } + }, + "mime-db": { + "version": "1.44.0", + "resolved": "https://registry.npmjs.org/mime-db/-/mime-db-1.44.0.tgz", + "integrity": "sha512-/NOTfLrsPBVeH7YtFPgsVWveuL+4SjjYxaQ1xtM1KMFj7HdxlBlxeyNLzhyJVx7r4rZGJAZ/6lkKCitSc/Nmpg==", + "dev": true + }, + "mime-types": { + "version": "2.1.27", + "resolved": "https://registry.npmjs.org/mime-types/-/mime-types-2.1.27.tgz", + "integrity": "sha512-JIhqnCasI9yD+SsmkquHBxTSEuZdQX5BuQnS2Vc7puQQQ+8yiP5AY5uWhpdv4YL4VM5c6iliiYWPgJ/nJQLp7w==", + "dev": true, + "requires": { + "mime-db": "1.44.0" + } + }, + "mimic-fn": { + "version": "2.1.0", + "resolved": "https://registry.npmjs.org/mimic-fn/-/mimic-fn-2.1.0.tgz", + "integrity": "sha512-OqbOk5oEQeAZ8WXWydlu9HJjz9WVdEIvamMCcXmuqUYjTknH/sqsWvhQ3vgwKFRR1HpjvNBKQ37nbJgYzGqGcg==", + "dev": true + }, + "minimalistic-assert": { + "version": "1.0.1", + "resolved": "https://registry.npmjs.org/minimalistic-assert/-/minimalistic-assert-1.0.1.tgz", + "integrity": "sha512-UtJcAD4yEaGtjPezWuO9wC4nwUnVH/8/Im3yEHQP4b67cXlD/Qr9hdITCU1xDbSEXg2XKNaP8jsReV7vQd00/A==", + "dev": true + }, + "minimalistic-crypto-utils": { + "version": "1.0.1", + "resolved": "https://registry.npmjs.org/minimalistic-crypto-utils/-/minimalistic-crypto-utils-1.0.1.tgz", + "integrity": "sha1-9sAMHAsIIkblxNmd+4x8CDsrWCo=", + "dev": true + }, + "minimatch": { + "version": "3.0.4", + "resolved": "https://registry.npmjs.org/minimatch/-/minimatch-3.0.4.tgz", + "integrity": "sha512-yJHVQEhyqPLUTgt9B83PXu6W3rx4MvvHvSUvToogpwoGDOUQ+yDrR0HRot+yOCdCO7u4hX3pWft6kWBBcqh0UA==", + "dev": true, + "requires": { + "brace-expansion": "^1.1.7" + } + }, + "minimist": { + "version": "1.2.5", + "resolved": "https://registry.npmjs.org/minimist/-/minimist-1.2.5.tgz", + "integrity": "sha512-FM9nNUYrRBAELZQT3xeZQ7fmMOBg6nWNmJKTcgsJeaLstP/UODVpGsr5OhXhhXg6f+qtJ8uiZ+PUxkDWcgIXLw==", + "dev": true + }, + "mississippi": { + "version": "3.0.0", + "resolved": "https://registry.npmjs.org/mississippi/-/mississippi-3.0.0.tgz", + "integrity": "sha512-x471SsVjUtBRtcvd4BzKE9kFC+/2TeWgKCgw0bZcw1b9l2X3QX5vCWgF+KaZaYm87Ss//rHnWryupDrgLvmSkA==", + "dev": true, + "requires": { + "concat-stream": "^1.5.0", + "duplexify": "^3.4.2", + "end-of-stream": "^1.1.0", + "flush-write-stream": "^1.0.0", + "from2": "^2.1.0", + "parallel-transform": "^1.1.0", + "pump": "^3.0.0", + "pumpify": "^1.3.3", + "stream-each": "^1.1.0", + "through2": "^2.0.0" + } + }, + "mixin-deep": { + "version": "1.3.2", + "resolved": "https://registry.npmjs.org/mixin-deep/-/mixin-deep-1.3.2.tgz", + "integrity": "sha512-WRoDn//mXBiJ1H40rqa3vH0toePwSsGb45iInWlTySa+Uu4k3tYUSxa2v1KqAiLtvlrSzaExqS1gtk96A9zvEA==", + "dev": true, + "requires": { + "for-in": "^1.0.2", + "is-extendable": "^1.0.1" + }, + "dependencies": { + "is-extendable": { + "version": "1.0.1", + "resolved": "https://registry.npmjs.org/is-extendable/-/is-extendable-1.0.1.tgz", + "integrity": "sha512-arnXMxT1hhoKo9k1LZdmlNyJdDDfy2v0fXjFlmok4+i8ul/6WlbVge9bhM74OpNPQPMGUToDtz+KXa1PneJxOA==", + "dev": true, + "requires": { + "is-plain-object": "^2.0.4" + } + } + } + }, + "mkdirp": { + "version": "0.5.5", + "resolved": "https://registry.npmjs.org/mkdirp/-/mkdirp-0.5.5.tgz", + "integrity": "sha512-NKmAlESf6jMGym1++R0Ra7wvhV+wFW63FaSOFPwRahvea0gMUcGUhVeAg/0BC0wiv9ih5NYPB1Wn1UEI1/L+xQ==", + "dev": true, + "requires": { + "minimist": "^1.2.5" + } + }, + "move-concurrently": { + "version": "1.0.1", + "resolved": "https://registry.npmjs.org/move-concurrently/-/move-concurrently-1.0.1.tgz", + "integrity": "sha1-viwAX9oy4LKa8fBdfEszIUxwH5I=", + "dev": true, + "requires": { + "aproba": "^1.1.1", + "copy-concurrently": "^1.0.0", + "fs-write-stream-atomic": "^1.0.8", + "mkdirp": "^0.5.1", + "rimraf": "^2.5.4", + "run-queue": "^1.0.3" + } + }, + "ms": { + "version": "2.0.0", + "resolved": "https://registry.npmjs.org/ms/-/ms-2.0.0.tgz", + "integrity": "sha1-VgiurfwAvmwpAd9fmGF4jeDVl8g=", + "dev": true + }, + "nan": { + "version": "2.14.1", + "resolved": "https://registry.npmjs.org/nan/-/nan-2.14.1.tgz", + "integrity": "sha512-isWHgVjnFjh2x2yuJ/tj3JbwoHu3UC2dX5G/88Cm24yB6YopVgxvBObDY7n5xW6ExmFhJpSEQqFPvq9zaXc8Jw==", + "dev": true + }, + "nanomatch": { + "version": "1.2.13", + "resolved": "https://registry.npmjs.org/nanomatch/-/nanomatch-1.2.13.tgz", + "integrity": "sha512-fpoe2T0RbHwBTBUOftAfBPaDEi06ufaUai0mE6Yn1kacc3SnTErfb/h+X94VXzI64rKFHYImXSvdwGGCmwOqCA==", + "dev": true, + "requires": { + "arr-diff": "^4.0.0", + "array-unique": "^0.3.2", + "define-property": "^2.0.2", + "extend-shallow": "^3.0.2", + "fragment-cache": "^0.2.1", + "is-windows": "^1.0.2", + "kind-of": "^6.0.2", + "object.pick": "^1.3.0", + "regex-not": "^1.0.0", + "snapdragon": "^0.8.1", + "to-regex": "^3.0.1" + } + }, + "neo-async": { + "version": "2.6.1", + "resolved": "https://registry.npmjs.org/neo-async/-/neo-async-2.6.1.tgz", + "integrity": "sha512-iyam8fBuCUpWeKPGpaNMetEocMt364qkCsfL9JuhjXX6dRnguRVOfk2GZaDpPjcOKiiXCPINZC1GczQ7iTq3Zw==", + "dev": true + }, + "nice-try": { + "version": "1.0.5", + "resolved": "https://registry.npmjs.org/nice-try/-/nice-try-1.0.5.tgz", + "integrity": "sha512-1nh45deeb5olNY7eX82BkPO7SSxR5SSYJiPTrTdFUVYwAl8CKMA5N9PjTYkHiRjisVcxcQ1HXdLhx2qxxJzLNQ==", + "dev": true + }, + "node-gyp": { + "version": "3.8.0", + "resolved": "https://registry.npmjs.org/node-gyp/-/node-gyp-3.8.0.tgz", + "integrity": "sha512-3g8lYefrRRzvGeSowdJKAKyks8oUpLEd/DyPV4eMhVlhJ0aNaZqIrNUIPuEWWTAoPqyFkfGrM67MC69baqn6vA==", + "dev": true, + "requires": { + "fstream": "^1.0.0", + "glob": "^7.0.3", + "graceful-fs": "^4.1.2", + "mkdirp": "^0.5.0", + "nopt": "2 || 3", + "npmlog": "0 || 1 || 2 || 3 || 4", + "osenv": "0", + "request": "^2.87.0", + "rimraf": "2", + "semver": "~5.3.0", + "tar": "^2.0.0", + "which": "1" + }, + "dependencies": { + "semver": { + "version": "5.3.0", + "resolved": "https://registry.npmjs.org/semver/-/semver-5.3.0.tgz", + "integrity": "sha1-myzl094C0XxgEq0yaqa00M9U+U8=", + "dev": true + } + } + }, + "node-libs-browser": { + "version": "2.2.1", + "resolved": "https://registry.npmjs.org/node-libs-browser/-/node-libs-browser-2.2.1.tgz", + "integrity": "sha512-h/zcD8H9kaDZ9ALUWwlBUDo6TKF8a7qBSCSEGfjTVIYeqsioSKaAX+BN7NgiMGp6iSIXZ3PxgCu8KS3b71YK5Q==", + "dev": true, + "requires": { + "assert": "^1.1.1", + "browserify-zlib": "^0.2.0", + "buffer": "^4.3.0", + "console-browserify": "^1.1.0", + "constants-browserify": "^1.0.0", + "crypto-browserify": "^3.11.0", + "domain-browser": "^1.1.1", + "events": "^3.0.0", + "https-browserify": "^1.0.0", + "os-browserify": "^0.3.0", + "path-browserify": "0.0.1", + "process": "^0.11.10", + "punycode": "^1.2.4", + "querystring-es3": "^0.2.0", + "readable-stream": "^2.3.3", + "stream-browserify": "^2.0.1", + "stream-http": "^2.7.2", + "string_decoder": "^1.0.0", + "timers-browserify": "^2.0.4", + "tty-browserify": "0.0.0", + "url": "^0.11.0", + "util": "^0.11.0", + "vm-browserify": "^1.0.1" + }, + "dependencies": { + "punycode": { + "version": "1.4.1", + "resolved": "https://registry.npmjs.org/punycode/-/punycode-1.4.1.tgz", + "integrity": "sha1-wNWmOycYgArY4esPpSachN1BhF4=", + "dev": true + } + } + }, + "node-sass": { + "version": "4.14.1", + "resolved": "https://registry.npmjs.org/node-sass/-/node-sass-4.14.1.tgz", + "integrity": "sha512-sjCuOlvGyCJS40R8BscF5vhVlQjNN069NtQ1gSxyK1u9iqvn6tf7O1R4GNowVZfiZUCRt5MmMs1xd+4V/7Yr0g==", + "dev": true, + "requires": { + "async-foreach": "^0.1.3", + "chalk": "^1.1.1", + "cross-spawn": "^3.0.0", + "gaze": "^1.0.0", + "get-stdin": "^4.0.1", + "glob": "^7.0.3", + "in-publish": "^2.0.0", + "lodash": "^4.17.15", + "meow": "^3.7.0", + "mkdirp": "^0.5.1", + "nan": "^2.13.2", + "node-gyp": "^3.8.0", + "npmlog": "^4.0.0", + "request": "^2.88.0", + "sass-graph": "2.2.5", + "stdout-stream": "^1.4.0", + "true-case-path": "^1.0.2" + }, + "dependencies": { + "ansi-regex": { + "version": "2.1.1", + "resolved": "https://registry.npmjs.org/ansi-regex/-/ansi-regex-2.1.1.tgz", + "integrity": "sha1-w7M6te42DYbg5ijwRorn7yfWVN8=", + "dev": true + }, + "ansi-styles": { + "version": "2.2.1", + "resolved": "https://registry.npmjs.org/ansi-styles/-/ansi-styles-2.2.1.tgz", + "integrity": "sha1-tDLdM1i2NM914eRmQ2gkBTPB3b4=", + "dev": true + }, + "chalk": { + "version": "1.1.3", + "resolved": "https://registry.npmjs.org/chalk/-/chalk-1.1.3.tgz", + "integrity": "sha1-qBFcVeSnAv5NFQq9OHKCKn4J/Jg=", + "dev": true, + "requires": { + "ansi-styles": "^2.2.1", + "escape-string-regexp": "^1.0.2", + "has-ansi": "^2.0.0", + "strip-ansi": "^3.0.0", + "supports-color": "^2.0.0" + } + }, + "cross-spawn": { + "version": "3.0.1", + "resolved": "https://registry.npmjs.org/cross-spawn/-/cross-spawn-3.0.1.tgz", + "integrity": "sha1-ElYDfsufDF9549bvE14wdwGEuYI=", + "dev": true, + "requires": { + "lru-cache": "^4.0.1", + "which": "^1.2.9" + } + }, + "lru-cache": { + "version": "4.1.5", + "resolved": "https://registry.npmjs.org/lru-cache/-/lru-cache-4.1.5.tgz", + "integrity": "sha512-sWZlbEP2OsHNkXrMl5GYk/jKk70MBng6UU4YI/qGDYbgf6YbP4EvmqISbXCoJiRKs+1bSpFHVgQxvJ17F2li5g==", + "dev": true, + "requires": { + "pseudomap": "^1.0.2", + "yallist": "^2.1.2" + } + }, + "strip-ansi": { + "version": "3.0.1", + "resolved": "https://registry.npmjs.org/strip-ansi/-/strip-ansi-3.0.1.tgz", + "integrity": "sha1-ajhfuIU9lS1f8F0Oiq+UJ43GPc8=", + "dev": true, + "requires": { + "ansi-regex": "^2.0.0" + } + }, + "supports-color": { + "version": "2.0.0", + "resolved": "https://registry.npmjs.org/supports-color/-/supports-color-2.0.0.tgz", + "integrity": "sha1-U10EXOa2Nj+kARcIRimZXp3zJMc=", + "dev": true + }, + "yallist": { + "version": "2.1.2", + "resolved": "https://registry.npmjs.org/yallist/-/yallist-2.1.2.tgz", + "integrity": "sha1-HBH5IY8HYImkfdUS+TxmmaaoHVI=", + "dev": true + } + } + }, + "nopt": { + "version": "3.0.6", + "resolved": "https://registry.npmjs.org/nopt/-/nopt-3.0.6.tgz", + "integrity": "sha1-xkZdvwirzU2zWTF/eaxopkayj/k=", + "dev": true, + "requires": { + "abbrev": "1" + } + }, + "normalize-package-data": { + "version": "2.5.0", + "resolved": "https://registry.npmjs.org/normalize-package-data/-/normalize-package-data-2.5.0.tgz", + "integrity": "sha512-/5CMN3T0R4XTj4DcGaexo+roZSdSFW/0AOOTROrjxzCG1wrWXEsGbRKevjlIL+ZDE4sZlJr5ED4YW0yqmkK+eA==", + "dev": true, + "requires": { + "hosted-git-info": "^2.1.4", + "resolve": "^1.10.0", + "semver": "2 || 3 || 4 || 5", + "validate-npm-package-license": "^3.0.1" + } + }, + "normalize-path": { + "version": "3.0.0", + "resolved": "https://registry.npmjs.org/normalize-path/-/normalize-path-3.0.0.tgz", + "integrity": "sha512-6eZs5Ls3WtCisHWp9S2GUy8dqkpGi4BVSz3GaqiE6ezub0512ESztXUwUB6C6IKbQkY2Pnb/mD4WYojCRwcwLA==", + "dev": true + }, + "npm-run-path": { + "version": "2.0.2", + "resolved": "https://registry.npmjs.org/npm-run-path/-/npm-run-path-2.0.2.tgz", + "integrity": "sha1-NakjLfo11wZ7TLLd8jV7GHFTbF8=", + "dev": true, + "requires": { + "path-key": "^2.0.0" + } + }, + "npmlog": { + "version": "4.1.2", + "resolved": "https://registry.npmjs.org/npmlog/-/npmlog-4.1.2.tgz", + "integrity": "sha512-2uUqazuKlTaSI/dC8AzicUck7+IrEaOnN/e0jd3Xtt1KcGpwx30v50mL7oPyr/h9bL3E4aZccVwpwP+5W9Vjkg==", + "dev": true, + "requires": { + "are-we-there-yet": "~1.1.2", + "console-control-strings": "~1.1.0", + "gauge": "~2.7.3", + "set-blocking": "~2.0.0" + } + }, + "number-is-nan": { + "version": "1.0.1", + "resolved": "https://registry.npmjs.org/number-is-nan/-/number-is-nan-1.0.1.tgz", + "integrity": "sha1-CXtgK1NCKlIsGvuHkDGDNpQaAR0=", + "dev": true + }, + "oauth-sign": { + "version": "0.9.0", + "resolved": "https://registry.npmjs.org/oauth-sign/-/oauth-sign-0.9.0.tgz", + "integrity": "sha512-fexhUFFPTGV8ybAtSIGbV6gOkSv8UtRbDBnAyLQw4QPKkgNlsH2ByPGtMUqdWkos6YCRmAqViwgZrJc/mRDzZQ==", + "dev": true + }, + "object-assign": { + "version": "4.1.1", + "resolved": "https://registry.npmjs.org/object-assign/-/object-assign-4.1.1.tgz", + "integrity": "sha1-IQmtx5ZYh8/AXLvUQsrIv7s2CGM=", + "dev": true + }, + "object-copy": { + "version": "0.1.0", + "resolved": "https://registry.npmjs.org/object-copy/-/object-copy-0.1.0.tgz", + "integrity": "sha1-fn2Fi3gb18mRpBupde04EnVOmYw=", + "dev": true, + "requires": { + "copy-descriptor": "^0.1.0", + "define-property": "^0.2.5", + "kind-of": "^3.0.3" + }, + "dependencies": { + "define-property": { + "version": "0.2.5", + "resolved": "https://registry.npmjs.org/define-property/-/define-property-0.2.5.tgz", + "integrity": "sha1-w1se+RjsPJkPmlvFe+BKrOxcgRY=", + "dev": true, + "requires": { + "is-descriptor": "^0.1.0" + } + }, + "kind-of": { + "version": "3.2.2", + "resolved": "https://registry.npmjs.org/kind-of/-/kind-of-3.2.2.tgz", + "integrity": "sha1-MeohpzS6ubuw8yRm2JOupR5KPGQ=", + "dev": true, + "requires": { + "is-buffer": "^1.1.5" + } + } + } + }, + "object-visit": { + "version": "1.0.1", + "resolved": "https://registry.npmjs.org/object-visit/-/object-visit-1.0.1.tgz", + "integrity": "sha1-95xEk68MU3e1n+OdOV5BBC3QRbs=", + "dev": true, + "requires": { + "isobject": "^3.0.0" + } + }, + "object.pick": { + "version": "1.3.0", + "resolved": "https://registry.npmjs.org/object.pick/-/object.pick-1.3.0.tgz", + "integrity": "sha1-h6EKxMFpS9Lhy/U1kaZhQftd10c=", + "dev": true, + "requires": { + "isobject": "^3.0.1" + } + }, + "once": { + "version": "1.4.0", + "resolved": "https://registry.npmjs.org/once/-/once-1.4.0.tgz", + "integrity": "sha1-WDsap3WWHUsROsF9nFC6753Xa9E=", + "dev": true, + "requires": { + "wrappy": "1" + } + }, + "os-browserify": { + "version": "0.3.0", + "resolved": "https://registry.npmjs.org/os-browserify/-/os-browserify-0.3.0.tgz", + "integrity": "sha1-hUNzx/XCMVkU/Jv8a9gjj92h7Cc=", + "dev": true + }, + "os-homedir": { + "version": "1.0.2", + "resolved": "https://registry.npmjs.org/os-homedir/-/os-homedir-1.0.2.tgz", + "integrity": "sha1-/7xJiDNuDoM94MFox+8VISGqf7M=", + "dev": true + }, + "os-locale": { + "version": "3.1.0", + "resolved": "https://registry.npmjs.org/os-locale/-/os-locale-3.1.0.tgz", + "integrity": "sha512-Z8l3R4wYWM40/52Z+S265okfFj8Kt2cC2MKY+xNi3kFs+XGI7WXu/I309QQQYbRW4ijiZ+yxs9pqEhJh0DqW3Q==", + "dev": true, + "requires": { + "execa": "^1.0.0", + "lcid": "^2.0.0", + "mem": "^4.0.0" + } + }, + "os-tmpdir": { + "version": "1.0.2", + "resolved": "https://registry.npmjs.org/os-tmpdir/-/os-tmpdir-1.0.2.tgz", + "integrity": "sha1-u+Z0BseaqFxc/sdm/lc0VV36EnQ=", + "dev": true + }, + "osenv": { + "version": "0.1.5", + "resolved": "https://registry.npmjs.org/osenv/-/osenv-0.1.5.tgz", + "integrity": "sha512-0CWcCECdMVc2Rw3U5w9ZjqX6ga6ubk1xDVKxtBQPK7wis/0F2r9T6k4ydGYhecl7YUBxBVxhL5oisPsNxAPe2g==", + "dev": true, + "requires": { + "os-homedir": "^1.0.0", + "os-tmpdir": "^1.0.0" + } + }, + "p-defer": { + "version": "1.0.0", + "resolved": "https://registry.npmjs.org/p-defer/-/p-defer-1.0.0.tgz", + "integrity": "sha1-n26xgvbJqozXQwBKfU+WsZaw+ww=", + "dev": true + }, + "p-finally": { + "version": "1.0.0", + "resolved": "https://registry.npmjs.org/p-finally/-/p-finally-1.0.0.tgz", + "integrity": "sha1-P7z7FbiZpEEjs0ttzBi3JDNqLK4=", + "dev": true + }, + "p-is-promise": { + "version": "2.1.0", + "resolved": "https://registry.npmjs.org/p-is-promise/-/p-is-promise-2.1.0.tgz", + "integrity": "sha512-Y3W0wlRPK8ZMRbNq97l4M5otioeA5lm1z7bkNkxCka8HSPjR0xRWmpCmc9utiaLP9Jb1eD8BgeIxTW4AIF45Pg==", + "dev": true + }, + "p-limit": { + "version": "2.3.0", + "resolved": "https://registry.npmjs.org/p-limit/-/p-limit-2.3.0.tgz", + "integrity": "sha512-//88mFWSJx8lxCzwdAABTJL2MyWB12+eIY7MDL2SqLmAkeKU9qxRvWuSyTjm3FUmpBEMuFfckAIqEaVGUDxb6w==", + "dev": true, + "requires": { + "p-try": "^2.0.0" + } + }, + "p-locate": { + "version": "3.0.0", + "resolved": "https://registry.npmjs.org/p-locate/-/p-locate-3.0.0.tgz", + "integrity": "sha512-x+12w/To+4GFfgJhBEpiDcLozRJGegY+Ei7/z0tSLkMmxGZNybVMSfWj9aJn8Z5Fc7dBUNJOOVgPv2H7IwulSQ==", + "dev": true, + "requires": { + "p-limit": "^2.0.0" + } + }, + "p-try": { + "version": "2.2.0", + "resolved": "https://registry.npmjs.org/p-try/-/p-try-2.2.0.tgz", + "integrity": "sha512-R4nPAVTAU0B9D35/Gk3uJf/7XYbQcyohSKdvAxIRSNghFl4e71hVoGnBNQz9cWaXxO2I10KTC+3jMdvvoKw6dQ==", + "dev": true + }, + "pako": { + "version": "1.0.11", + "resolved": "https://registry.npmjs.org/pako/-/pako-1.0.11.tgz", + "integrity": "sha512-4hLB8Py4zZce5s4yd9XzopqwVv/yGNhV1Bl8NTmCq1763HeK2+EwVTv+leGeL13Dnh2wfbqowVPXCIO0z4taYw==", + "dev": true + }, + "parallel-transform": { + "version": "1.2.0", + "resolved": "https://registry.npmjs.org/parallel-transform/-/parallel-transform-1.2.0.tgz", + "integrity": "sha512-P2vSmIu38uIlvdcU7fDkyrxj33gTUy/ABO5ZUbGowxNCopBq/OoD42bP4UmMrJoPyk4Uqf0mu3mtWBhHCZD8yg==", + "dev": true, + "requires": { + "cyclist": "^1.0.1", + "inherits": "^2.0.3", + "readable-stream": "^2.1.5" + } + }, + "parse-asn1": { + "version": "5.1.5", + "resolved": "https://registry.npmjs.org/parse-asn1/-/parse-asn1-5.1.5.tgz", + "integrity": "sha512-jkMYn1dcJqF6d5CpU689bq7w/b5ALS9ROVSpQDPrZsqqesUJii9qutvoT5ltGedNXMO2e16YUWIghG9KxaViTQ==", + "dev": true, + "requires": { + "asn1.js": "^4.0.0", + "browserify-aes": "^1.0.0", + "create-hash": "^1.1.0", + "evp_bytestokey": "^1.0.0", + "pbkdf2": "^3.0.3", + "safe-buffer": "^5.1.1" + } + }, + "parse-json": { + "version": "2.2.0", + "resolved": "https://registry.npmjs.org/parse-json/-/parse-json-2.2.0.tgz", + "integrity": "sha1-9ID0BDTvgHQfhGkJn43qGPVaTck=", + "dev": true, + "requires": { + "error-ex": "^1.2.0" + } + }, + "parse-passwd": { + "version": "1.0.0", + "resolved": "https://registry.npmjs.org/parse-passwd/-/parse-passwd-1.0.0.tgz", + "integrity": "sha1-bVuTSkVpk7I9N/QKOC1vFmao5cY=", + "dev": true + }, + "pascalcase": { + "version": "0.1.1", + "resolved": "https://registry.npmjs.org/pascalcase/-/pascalcase-0.1.1.tgz", + "integrity": "sha1-s2PlXoAGym/iF4TS2yK9FdeRfxQ=", + "dev": true + }, + "path-browserify": { + "version": "0.0.1", + "resolved": "https://registry.npmjs.org/path-browserify/-/path-browserify-0.0.1.tgz", + "integrity": "sha512-BapA40NHICOS+USX9SN4tyhq+A2RrN/Ws5F0Z5aMHDp98Fl86lX8Oti8B7uN93L4Ifv4fHOEA+pQw87gmMO/lQ==", + "dev": true + }, + "path-dirname": { + "version": "1.0.2", + "resolved": "https://registry.npmjs.org/path-dirname/-/path-dirname-1.0.2.tgz", + "integrity": "sha1-zDPSTVJeCZpTiMAzbG4yuRYGCeA=", + "dev": true + }, + "path-exists": { + "version": "3.0.0", + "resolved": "https://registry.npmjs.org/path-exists/-/path-exists-3.0.0.tgz", + "integrity": "sha1-zg6+ql94yxiSXqfYENe1mwEP1RU=", + "dev": true + }, + "path-is-absolute": { + "version": "1.0.1", + "resolved": "https://registry.npmjs.org/path-is-absolute/-/path-is-absolute-1.0.1.tgz", + "integrity": "sha1-F0uSaHNVNP+8es5r9TpanhtcX18=", + "dev": true + }, + "path-key": { + "version": "2.0.1", + "resolved": "https://registry.npmjs.org/path-key/-/path-key-2.0.1.tgz", + "integrity": "sha1-QRyttXTFoUDTpLGRDUDYDMn0C0A=", + "dev": true + }, + "path-parse": { + "version": "1.0.6", + "resolved": "https://registry.npmjs.org/path-parse/-/path-parse-1.0.6.tgz", + "integrity": "sha512-GSmOT2EbHrINBf9SR7CDELwlJ8AENk3Qn7OikK4nFYAu3Ote2+JYNVvkpAEQm3/TLNEJFD/xZJjzyxg3KBWOzw==", + "dev": true + }, + "path-type": { + "version": "1.1.0", + "resolved": "https://registry.npmjs.org/path-type/-/path-type-1.1.0.tgz", + "integrity": "sha1-WcRPfuSR2nBNpBXaWkBwuk+P5EE=", + "dev": true, + "requires": { + "graceful-fs": "^4.1.2", + "pify": "^2.0.0", + "pinkie-promise": "^2.0.0" + }, + "dependencies": { + "pify": { + "version": "2.3.0", + "resolved": "https://registry.npmjs.org/pify/-/pify-2.3.0.tgz", + "integrity": "sha1-7RQaasBDqEnqWISY59yosVMw6Qw=", + "dev": true + } + } + }, + "pbkdf2": { + "version": "3.0.17", + "resolved": "https://registry.npmjs.org/pbkdf2/-/pbkdf2-3.0.17.tgz", + "integrity": "sha512-U/il5MsrZp7mGg3mSQfn742na2T+1/vHDCG5/iTI3X9MKUuYUZVLQhyRsg06mCgDBTd57TxzgZt7P+fYfjRLtA==", + "dev": true, + "requires": { + "create-hash": "^1.1.2", + "create-hmac": "^1.1.4", + "ripemd160": "^2.0.1", + "safe-buffer": "^5.0.1", + "sha.js": "^2.4.8" + } + }, + "performance-now": { + "version": "2.1.0", + "resolved": "https://registry.npmjs.org/performance-now/-/performance-now-2.1.0.tgz", + "integrity": "sha1-Ywn04OX6kT7BxpMHrjZLSzd8nns=", + "dev": true + }, + "pify": { + "version": "4.0.1", + "resolved": "https://registry.npmjs.org/pify/-/pify-4.0.1.tgz", + "integrity": "sha512-uB80kBFb/tfd68bVleG9T5GGsGPjJrLAUpR5PZIrhBnIaRTQRjqdJSsIKkOP6OAIFbj7GOrcudc5pNjZ+geV2g==", + "dev": true + }, + "pinkie": { + "version": "2.0.4", + "resolved": "https://registry.npmjs.org/pinkie/-/pinkie-2.0.4.tgz", + "integrity": "sha1-clVrgM+g1IqXToDnckjoDtT3+HA=", + "dev": true + }, + "pinkie-promise": { + "version": "2.0.1", + "resolved": "https://registry.npmjs.org/pinkie-promise/-/pinkie-promise-2.0.1.tgz", + "integrity": "sha1-ITXW36ejWMBprJsXh3YogihFD/o=", + "dev": true, + "requires": { + "pinkie": "^2.0.0" + } + }, + "pkg-dir": { + "version": "3.0.0", + "resolved": "https://registry.npmjs.org/pkg-dir/-/pkg-dir-3.0.0.tgz", + "integrity": "sha512-/E57AYkoeQ25qkxMj5PBOVgF8Kiu/h7cYS30Z5+R7WaiCCBfLq58ZI/dSeaEKb9WVJV5n/03QwrN3IeWIFllvw==", + "dev": true, + "requires": { + "find-up": "^3.0.0" + } + }, + "posix-character-classes": { + "version": "0.1.1", + "resolved": "https://registry.npmjs.org/posix-character-classes/-/posix-character-classes-0.1.1.tgz", + "integrity": "sha1-AerA/jta9xoqbAL+q7jB/vfgDqs=", + "dev": true + }, + "process": { + "version": "0.11.10", + "resolved": "https://registry.npmjs.org/process/-/process-0.11.10.tgz", + "integrity": "sha1-czIwDoQBYb2j5podHZGn1LwW8YI=", + "dev": true + }, + "process-nextick-args": { + "version": "2.0.1", + "resolved": "https://registry.npmjs.org/process-nextick-args/-/process-nextick-args-2.0.1.tgz", + "integrity": "sha512-3ouUOpQhtgrbOa17J7+uxOTpITYWaGP7/AhoR3+A+/1e9skrzelGi/dXzEYyvbxubEF6Wn2ypscTKiKJFFn1ag==", + "dev": true + }, + "promise-inflight": { + "version": "1.0.1", + "resolved": "https://registry.npmjs.org/promise-inflight/-/promise-inflight-1.0.1.tgz", + "integrity": "sha1-mEcocL8igTL8vdhoEputEsPAKeM=", + "dev": true + }, + "prr": { + "version": "1.0.1", + "resolved": "https://registry.npmjs.org/prr/-/prr-1.0.1.tgz", + "integrity": "sha1-0/wRS6BplaRexok/SEzrHXj19HY=", + "dev": true + }, + "pseudomap": { + "version": "1.0.2", + "resolved": "https://registry.npmjs.org/pseudomap/-/pseudomap-1.0.2.tgz", + "integrity": "sha1-8FKijacOYYkX7wqKw0wa5aaChrM=", + "dev": true + }, + "psl": { + "version": "1.8.0", + "resolved": "https://registry.npmjs.org/psl/-/psl-1.8.0.tgz", + "integrity": "sha512-RIdOzyoavK+hA18OGGWDqUTsCLhtA7IcZ/6NCs4fFJaHBDab+pDDmDIByWFRQJq2Cd7r1OoQxBGKOaztq+hjIQ==", + "dev": true + }, + "public-encrypt": { + "version": "4.0.3", + "resolved": "https://registry.npmjs.org/public-encrypt/-/public-encrypt-4.0.3.tgz", + "integrity": "sha512-zVpa8oKZSz5bTMTFClc1fQOnyyEzpl5ozpi1B5YcvBrdohMjH2rfsBtyXcuNuwjsDIXmBYlF2N5FlJYhR29t8Q==", + "dev": true, + "requires": { + "bn.js": "^4.1.0", + "browserify-rsa": "^4.0.0", + "create-hash": "^1.1.0", + "parse-asn1": "^5.0.0", + "randombytes": "^2.0.1", + "safe-buffer": "^5.1.2" + }, + "dependencies": { + "bn.js": { + "version": "4.11.8", + "resolved": "https://registry.npmjs.org/bn.js/-/bn.js-4.11.8.tgz", + "integrity": "sha512-ItfYfPLkWHUjckQCk8xC+LwxgK8NYcXywGigJgSwOP8Y2iyWT4f2vsZnoOXTTbo+o5yXmIUJ4gn5538SO5S3gA==", + "dev": true + } + } + }, + "pump": { + "version": "3.0.0", + "resolved": "https://registry.npmjs.org/pump/-/pump-3.0.0.tgz", + "integrity": "sha512-LwZy+p3SFs1Pytd/jYct4wpv49HiYCqd9Rlc5ZVdk0V+8Yzv6jR5Blk3TRmPL1ft69TxP0IMZGJ+WPFU2BFhww==", + "dev": true, + "requires": { + "end-of-stream": "^1.1.0", + "once": "^1.3.1" + } + }, + "pumpify": { + "version": "1.5.1", + "resolved": "https://registry.npmjs.org/pumpify/-/pumpify-1.5.1.tgz", + "integrity": "sha512-oClZI37HvuUJJxSKKrC17bZ9Cu0ZYhEAGPsPUy9KlMUmv9dKX2o77RUmq7f3XjIxbwyGwYzbzQ1L2Ks8sIradQ==", + "dev": true, + "requires": { + "duplexify": "^3.6.0", + "inherits": "^2.0.3", + "pump": "^2.0.0" + }, + "dependencies": { + "pump": { + "version": "2.0.1", + "resolved": "https://registry.npmjs.org/pump/-/pump-2.0.1.tgz", + "integrity": "sha512-ruPMNRkN3MHP1cWJc9OWr+T/xDP0jhXYCLfJcBuX54hhfIBnaQmAUMfDcG4DM5UMWByBbJY69QSphm3jtDKIkA==", + "dev": true, + "requires": { + "end-of-stream": "^1.1.0", + "once": "^1.3.1" + } + } + } + }, + "punycode": { + "version": "2.1.1", + "resolved": "https://registry.npmjs.org/punycode/-/punycode-2.1.1.tgz", + "integrity": "sha512-XRsRjdf+j5ml+y/6GKHPZbrF/8p2Yga0JPtdqTIY2Xe5ohJPD9saDJJLPvp9+NSBprVvevdXZybnj2cv8OEd0A==", + "dev": true + }, + "qs": { + "version": "6.5.2", + "resolved": "https://registry.npmjs.org/qs/-/qs-6.5.2.tgz", + "integrity": "sha512-N5ZAX4/LxJmF+7wN74pUD6qAh9/wnvdQcjq9TZjevvXzSUo7bfmw91saqMjzGS2xq91/odN2dW/WOl7qQHNDGA==", + "dev": true + }, + "querystring": { + "version": "0.2.0", + "resolved": "https://registry.npmjs.org/querystring/-/querystring-0.2.0.tgz", + "integrity": "sha1-sgmEkgO7Jd+CDadW50cAWHhSFiA=", + "dev": true + }, + "querystring-es3": { + "version": "0.2.1", + "resolved": "https://registry.npmjs.org/querystring-es3/-/querystring-es3-0.2.1.tgz", + "integrity": "sha1-nsYfeQSYdXB9aUFFlv2Qek1xHnM=", + "dev": true + }, + "randombytes": { + "version": "2.1.0", + "resolved": "https://registry.npmjs.org/randombytes/-/randombytes-2.1.0.tgz", + "integrity": "sha512-vYl3iOX+4CKUWuxGi9Ukhie6fsqXqS9FE2Zaic4tNFD2N2QQaXOMFbuKK4QmDHC0JO6B1Zp41J0LpT0oR68amQ==", + "dev": true, + "requires": { + "safe-buffer": "^5.1.0" + } + }, + "randomfill": { + "version": "1.0.4", + "resolved": "https://registry.npmjs.org/randomfill/-/randomfill-1.0.4.tgz", + "integrity": "sha512-87lcbR8+MhcWcUiQ+9e+Rwx8MyR2P7qnt15ynUlbm3TU/fjbgz4GsvfSUDTemtCCtVCqb4ZcEFlyPNTh9bBTLw==", + "dev": true, + "requires": { + "randombytes": "^2.0.5", + "safe-buffer": "^5.1.0" + } + }, + "read-pkg": { + "version": "1.1.0", + "resolved": "https://registry.npmjs.org/read-pkg/-/read-pkg-1.1.0.tgz", + "integrity": "sha1-9f+qXs0pyzHAR0vKfXVra7KePyg=", + "dev": true, + "requires": { + "load-json-file": "^1.0.0", + "normalize-package-data": "^2.3.2", + "path-type": "^1.0.0" + } + }, + "read-pkg-up": { + "version": "1.0.1", + "resolved": "https://registry.npmjs.org/read-pkg-up/-/read-pkg-up-1.0.1.tgz", + "integrity": "sha1-nWPBMnbAZZGNV/ACpX9AobZD+wI=", + "dev": true, + "requires": { + "find-up": "^1.0.0", + "read-pkg": "^1.0.0" + }, + "dependencies": { + "find-up": { + "version": "1.1.2", + "resolved": "https://registry.npmjs.org/find-up/-/find-up-1.1.2.tgz", + "integrity": "sha1-ay6YIrGizgpgq2TWEOzK1TyyTQ8=", + "dev": true, + "requires": { + "path-exists": "^2.0.0", + "pinkie-promise": "^2.0.0" + } + }, + "path-exists": { + "version": "2.1.0", + "resolved": "https://registry.npmjs.org/path-exists/-/path-exists-2.1.0.tgz", + "integrity": "sha1-D+tsZPD8UY2adU3V77YscCJ2H0s=", + "dev": true, + "requires": { + "pinkie-promise": "^2.0.0" + } + } + } + }, + "readable-stream": { + "version": "2.3.7", + "resolved": "https://registry.npmjs.org/readable-stream/-/readable-stream-2.3.7.tgz", + "integrity": "sha512-Ebho8K4jIbHAxnuxi7o42OrZgF/ZTNcsZj6nRKyUmkhLFq8CHItp/fy6hQZuZmP/n3yZ9VBUbp4zz/mX8hmYPw==", + "dev": true, + "requires": { + "core-util-is": "~1.0.0", + "inherits": "~2.0.3", + "isarray": "~1.0.0", + "process-nextick-args": "~2.0.0", + "safe-buffer": "~5.1.1", + "string_decoder": "~1.1.1", + "util-deprecate": "~1.0.1" + } + }, + "readdirp": { + "version": "2.2.1", + "resolved": "https://registry.npmjs.org/readdirp/-/readdirp-2.2.1.tgz", + "integrity": "sha512-1JU/8q+VgFZyxwrJ+SVIOsh+KywWGpds3NTqikiKpDMZWScmAYyKIgqkO+ARvNWJfXeXR1zxz7aHF4u4CyH6vQ==", + "dev": true, + "requires": { + "graceful-fs": "^4.1.11", + "micromatch": "^3.1.10", + "readable-stream": "^2.0.2" + } + }, + "redent": { + "version": "1.0.0", + "resolved": "https://registry.npmjs.org/redent/-/redent-1.0.0.tgz", + "integrity": "sha1-z5Fqsf1fHxbfsggi3W7H9zDCr94=", + "dev": true, + "requires": { + "indent-string": "^2.1.0", + "strip-indent": "^1.0.1" + } + }, + "regex-not": { + "version": "1.0.2", + "resolved": "https://registry.npmjs.org/regex-not/-/regex-not-1.0.2.tgz", + "integrity": "sha512-J6SDjUgDxQj5NusnOtdFxDwN/+HWykR8GELwctJ7mdqhcyy1xEc4SRFHUXvxTp661YaVKAjfRLZ9cCqS6tn32A==", + "dev": true, + "requires": { + "extend-shallow": "^3.0.2", + "safe-regex": "^1.1.0" + } + }, + "remove-trailing-separator": { + "version": "1.1.0", + "resolved": "https://registry.npmjs.org/remove-trailing-separator/-/remove-trailing-separator-1.1.0.tgz", + "integrity": "sha1-wkvOKig62tW8P1jg1IJJuSN52O8=", + "dev": true + }, + "repeat-element": { + "version": "1.1.3", + "resolved": "https://registry.npmjs.org/repeat-element/-/repeat-element-1.1.3.tgz", + "integrity": "sha512-ahGq0ZnV5m5XtZLMb+vP76kcAM5nkLqk0lpqAuojSKGgQtn4eRi4ZZGm2olo2zKFH+sMsWaqOCW1dqAnOru72g==", + "dev": true + }, + "repeat-string": { + "version": "1.6.1", + "resolved": "https://registry.npmjs.org/repeat-string/-/repeat-string-1.6.1.tgz", + "integrity": "sha1-jcrkcOHIirwtYA//Sndihtp15jc=", + "dev": true + }, + "repeating": { + "version": "2.0.1", + "resolved": "https://registry.npmjs.org/repeating/-/repeating-2.0.1.tgz", + "integrity": "sha1-UhTFOpJtNVJwdSf7q0FdvAjQbdo=", + "dev": true, + "requires": { + "is-finite": "^1.0.0" + } + }, + "request": { + "version": "2.88.2", + "resolved": "https://registry.npmjs.org/request/-/request-2.88.2.tgz", + "integrity": "sha512-MsvtOrfG9ZcrOwAW+Qi+F6HbD0CWXEh9ou77uOb7FM2WPhwT7smM833PzanhJLsgXjN89Ir6V2PczXNnMpwKhw==", + "dev": true, + "requires": { + "aws-sign2": "~0.7.0", + "aws4": "^1.8.0", + "caseless": "~0.12.0", + "combined-stream": "~1.0.6", + "extend": "~3.0.2", + "forever-agent": "~0.6.1", + "form-data": "~2.3.2", + "har-validator": "~5.1.3", + "http-signature": "~1.2.0", + "is-typedarray": "~1.0.0", + "isstream": "~0.1.2", + "json-stringify-safe": "~5.0.1", + "mime-types": "~2.1.19", + "oauth-sign": "~0.9.0", + "performance-now": "^2.1.0", + "qs": "~6.5.2", + "safe-buffer": "^5.1.2", + "tough-cookie": "~2.5.0", + "tunnel-agent": "^0.6.0", + "uuid": "^3.3.2" + } + }, + "require-directory": { + "version": "2.1.1", + "resolved": "https://registry.npmjs.org/require-directory/-/require-directory-2.1.1.tgz", + "integrity": "sha1-jGStX9MNqxyXbiNE/+f3kqam30I=", + "dev": true + }, + "require-main-filename": { + "version": "2.0.0", + "resolved": "https://registry.npmjs.org/require-main-filename/-/require-main-filename-2.0.0.tgz", + "integrity": "sha512-NKN5kMDylKuldxYLSUfrbo5Tuzh4hd+2E8NPPX02mZtn1VuREQToYe/ZdlJy+J3uCpfaiGF05e7B8W0iXbQHmg==", + "dev": true + }, + "resolve": { + "version": "1.17.0", + "resolved": "https://registry.npmjs.org/resolve/-/resolve-1.17.0.tgz", + "integrity": "sha512-ic+7JYiV8Vi2yzQGFWOkiZD5Z9z7O2Zhm9XMaTxdJExKasieFCr+yXZ/WmXsckHiKl12ar0y6XiXDx3m4RHn1w==", + "dev": true, + "requires": { + "path-parse": "^1.0.6" + } + }, + "resolve-cwd": { + "version": "2.0.0", + "resolved": "https://registry.npmjs.org/resolve-cwd/-/resolve-cwd-2.0.0.tgz", + "integrity": "sha1-AKn3OHVW4nA46uIyyqNypqWbZlo=", + "dev": true, + "requires": { + "resolve-from": "^3.0.0" + } + }, + "resolve-dir": { + "version": "1.0.1", + "resolved": "https://registry.npmjs.org/resolve-dir/-/resolve-dir-1.0.1.tgz", + "integrity": "sha1-eaQGRMNivoLybv/nOcm7U4IEb0M=", + "dev": true, + "requires": { + "expand-tilde": "^2.0.0", + "global-modules": "^1.0.0" + }, + "dependencies": { + "global-modules": { + "version": "1.0.0", + "resolved": "https://registry.npmjs.org/global-modules/-/global-modules-1.0.0.tgz", + "integrity": "sha512-sKzpEkf11GpOFuw0Zzjzmt4B4UZwjOcG757PPvrfhxcLFbq0wpsgpOqxpxtxFiCG4DtG93M6XRVbF2oGdev7bg==", + "dev": true, + "requires": { + "global-prefix": "^1.0.1", + "is-windows": "^1.0.1", + "resolve-dir": "^1.0.0" + } + } + } + }, + "resolve-from": { + "version": "3.0.0", + "resolved": "https://registry.npmjs.org/resolve-from/-/resolve-from-3.0.0.tgz", + "integrity": "sha1-six699nWiBvItuZTM17rywoYh0g=", + "dev": true + }, + "resolve-url": { + "version": "0.2.1", + "resolved": "https://registry.npmjs.org/resolve-url/-/resolve-url-0.2.1.tgz", + "integrity": "sha1-LGN/53yJOv0qZj/iGqkIAGjiBSo=", + "dev": true + }, + "ret": { + "version": "0.1.15", + "resolved": "https://registry.npmjs.org/ret/-/ret-0.1.15.tgz", + "integrity": "sha512-TTlYpa+OL+vMMNG24xSlQGEJ3B/RzEfUlLct7b5G/ytav+wPrplCpVMFuwzXbkecJrb6IYo1iFb0S9v37754mg==", + "dev": true + }, + "rimraf": { + "version": "2.7.1", + "resolved": "https://registry.npmjs.org/rimraf/-/rimraf-2.7.1.tgz", + "integrity": "sha512-uWjbaKIK3T1OSVptzX7Nl6PvQ3qAGtKEtVRjRuazjfL3Bx5eI409VZSqgND+4UNnmzLVdPj9FqFJNPqBZFve4w==", + "dev": true, + "requires": { + "glob": "^7.1.3" + } + }, + "ripemd160": { + "version": "2.0.2", + "resolved": "https://registry.npmjs.org/ripemd160/-/ripemd160-2.0.2.tgz", + "integrity": "sha512-ii4iagi25WusVoiC4B4lq7pbXfAp3D9v5CwfkY33vffw2+pkDjY1D8GaN7spsxvCSx8dkPqOZCEZyfxcmJG2IA==", + "dev": true, + "requires": { + "hash-base": "^3.0.0", + "inherits": "^2.0.1" + } + }, + "run-queue": { + "version": "1.0.3", + "resolved": "https://registry.npmjs.org/run-queue/-/run-queue-1.0.3.tgz", + "integrity": "sha1-6Eg5bwV9Ij8kOGkkYY4laUFh7Ec=", + "dev": true, + "requires": { + "aproba": "^1.1.1" + } + }, + "safe-buffer": { + "version": "5.1.2", + "resolved": "https://registry.npmjs.org/safe-buffer/-/safe-buffer-5.1.2.tgz", + "integrity": "sha512-Gd2UZBJDkXlY7GbJxfsE8/nvKkUEU1G38c1siN6QP6a9PT9MmHB8GnpscSmMJSoF8LOIrt8ud/wPtojys4G6+g==", + "dev": true + }, + "safe-regex": { + "version": "1.1.0", + "resolved": "https://registry.npmjs.org/safe-regex/-/safe-regex-1.1.0.tgz", + "integrity": "sha1-QKNmnzsHfR6UPURinhV91IAjvy4=", + "dev": true, + "requires": { + "ret": "~0.1.10" + } + }, + "safer-buffer": { + "version": "2.1.2", + "resolved": "https://registry.npmjs.org/safer-buffer/-/safer-buffer-2.1.2.tgz", + "integrity": "sha512-YZo3K82SD7Riyi0E1EQPojLz7kpepnSQI9IyPbHHg1XXXevb5dJI7tpyN2ADxGcQbHG7vcyRHk0cbwqcQriUtg==", + "dev": true + }, + "sass-graph": { + "version": "2.2.5", + "resolved": "https://registry.npmjs.org/sass-graph/-/sass-graph-2.2.5.tgz", + "integrity": "sha512-VFWDAHOe6mRuT4mZRd4eKE+d8Uedrk6Xnh7Sh9b4NGufQLQjOrvf/MQoOdx+0s92L89FeyUUNfU597j/3uNpag==", + "dev": true, + "requires": { + "glob": "^7.0.0", + "lodash": "^4.0.0", + "scss-tokenizer": "^0.2.3", + "yargs": "^13.3.2" + }, + "dependencies": { + "yargs": { + "version": "13.3.2", + "resolved": "https://registry.npmjs.org/yargs/-/yargs-13.3.2.tgz", + "integrity": "sha512-AX3Zw5iPruN5ie6xGRIDgqkT+ZhnRlZMLMHAs8tg7nRruy2Nb+i5o9bwghAogtM08q1dpr2LVoS8KSTMYpWXUw==", + "dev": true, + "requires": { + "cliui": "^5.0.0", + "find-up": "^3.0.0", + "get-caller-file": "^2.0.1", + "require-directory": "^2.1.1", + "require-main-filename": "^2.0.0", + "set-blocking": "^2.0.0", + "string-width": "^3.0.0", + "which-module": "^2.0.0", + "y18n": "^4.0.0", + "yargs-parser": "^13.1.2" + } + } + } + }, + "schema-utils": { + "version": "1.0.0", + "resolved": "https://registry.npmjs.org/schema-utils/-/schema-utils-1.0.0.tgz", + "integrity": "sha512-i27Mic4KovM/lnGsy8whRCHhc7VicJajAjTrYg11K9zfZXnYIt4k5F+kZkwjnrhKzLic/HLU4j11mjsz2G/75g==", + "dev": true, + "requires": { + "ajv": "^6.1.0", + "ajv-errors": "^1.0.0", + "ajv-keywords": "^3.1.0" + } + }, + "scss-tokenizer": { + "version": "0.2.3", + "resolved": "https://registry.npmjs.org/scss-tokenizer/-/scss-tokenizer-0.2.3.tgz", + "integrity": "sha1-jrBtualyMzOCTT9VMGQRSYR85dE=", + "dev": true, + "requires": { + "js-base64": "^2.1.8", + "source-map": "^0.4.2" + }, + "dependencies": { + "source-map": { + "version": "0.4.4", + "resolved": "https://registry.npmjs.org/source-map/-/source-map-0.4.4.tgz", + "integrity": "sha1-66T12pwNyZneaAMti092FzZSA2s=", + "dev": true, + "requires": { + "amdefine": ">=0.0.4" + } + } + } + }, + "semver": { + "version": "5.7.1", + "resolved": "https://registry.npmjs.org/semver/-/semver-5.7.1.tgz", + "integrity": "sha512-sauaDf/PZdVgrLTNYHRtpXa1iRiKcaebiKQ1BJdpQlWH2lCvexQdX55snPFyK7QzpudqbCI0qXFfOasHdyNDGQ==", + "dev": true + }, + "serialize-javascript": { + "version": "2.1.2", + "resolved": "https://registry.npmjs.org/serialize-javascript/-/serialize-javascript-2.1.2.tgz", + "integrity": "sha512-rs9OggEUF0V4jUSecXazOYsLfu7OGK2qIn3c7IPBiffz32XniEp/TX9Xmc9LQfK2nQ2QKHvZ2oygKUGU0lG4jQ==", + "dev": true + }, + "set-blocking": { + "version": "2.0.0", + "resolved": "https://registry.npmjs.org/set-blocking/-/set-blocking-2.0.0.tgz", + "integrity": "sha1-BF+XgtARrppoA93TgrJDkrPYkPc=", + "dev": true + }, + "set-value": { + "version": "2.0.1", + "resolved": "https://registry.npmjs.org/set-value/-/set-value-2.0.1.tgz", + "integrity": "sha512-JxHc1weCN68wRY0fhCoXpyK55m/XPHafOmK4UWD7m2CI14GMcFypt4w/0+NV5f/ZMby2F6S2wwA7fgynh9gWSw==", + "dev": true, + "requires": { + "extend-shallow": "^2.0.1", + "is-extendable": "^0.1.1", + "is-plain-object": "^2.0.3", + "split-string": "^3.0.1" + }, + "dependencies": { + "extend-shallow": { + "version": "2.0.1", + "resolved": "https://registry.npmjs.org/extend-shallow/-/extend-shallow-2.0.1.tgz", + "integrity": "sha1-Ua99YUrZqfYQ6huvu5idaxxWiQ8=", + "dev": true, + "requires": { + "is-extendable": "^0.1.0" + } + } + } + }, + "setimmediate": { + "version": "1.0.5", + "resolved": "https://registry.npmjs.org/setimmediate/-/setimmediate-1.0.5.tgz", + "integrity": "sha1-KQy7Iy4waULX1+qbg3Mqt4VvgoU=", + "dev": true + }, + "sha.js": { + "version": "2.4.11", + "resolved": "https://registry.npmjs.org/sha.js/-/sha.js-2.4.11.tgz", + "integrity": "sha512-QMEp5B7cftE7APOjk5Y6xgrbWu+WkLVQwk8JNjZ8nKRciZaByEW6MubieAiToS7+dwvrjGhH8jRXz3MVd0AYqQ==", + "dev": true, + "requires": { + "inherits": "^2.0.1", + "safe-buffer": "^5.0.1" + } + }, + "shebang-command": { + "version": "1.2.0", + "resolved": "https://registry.npmjs.org/shebang-command/-/shebang-command-1.2.0.tgz", + "integrity": "sha1-RKrGW2lbAzmJaMOfNj/uXer98eo=", + "dev": true, + "requires": { + "shebang-regex": "^1.0.0" + } + }, + "shebang-regex": { + "version": "1.0.0", + "resolved": "https://registry.npmjs.org/shebang-regex/-/shebang-regex-1.0.0.tgz", + "integrity": "sha1-2kL0l0DAtC2yypcoVxyxkMmO/qM=", + "dev": true + }, + "signal-exit": { + "version": "3.0.3", + "resolved": "https://registry.npmjs.org/signal-exit/-/signal-exit-3.0.3.tgz", + "integrity": "sha512-VUJ49FC8U1OxwZLxIbTTrDvLnf/6TDgxZcK8wxR8zs13xpx7xbG60ndBlhNrFi2EMuFRoeDoJO7wthSLq42EjA==", + "dev": true + }, + "snapdragon": { + "version": "0.8.2", + "resolved": "https://registry.npmjs.org/snapdragon/-/snapdragon-0.8.2.tgz", + "integrity": "sha512-FtyOnWN/wCHTVXOMwvSv26d+ko5vWlIDD6zoUJ7LW8vh+ZBC8QdljveRP+crNrtBwioEUWy/4dMtbBjA4ioNlg==", + "dev": true, + "requires": { + "base": "^0.11.1", + "debug": "^2.2.0", + "define-property": "^0.2.5", + "extend-shallow": "^2.0.1", + "map-cache": "^0.2.2", + "source-map": "^0.5.6", + "source-map-resolve": "^0.5.0", + "use": "^3.1.0" + }, + "dependencies": { + "define-property": { + "version": "0.2.5", + "resolved": "https://registry.npmjs.org/define-property/-/define-property-0.2.5.tgz", + "integrity": "sha1-w1se+RjsPJkPmlvFe+BKrOxcgRY=", + "dev": true, + "requires": { + "is-descriptor": "^0.1.0" + } + }, + "extend-shallow": { + "version": "2.0.1", + "resolved": "https://registry.npmjs.org/extend-shallow/-/extend-shallow-2.0.1.tgz", + "integrity": "sha1-Ua99YUrZqfYQ6huvu5idaxxWiQ8=", + "dev": true, + "requires": { + "is-extendable": "^0.1.0" + } + } + } + }, + "snapdragon-node": { + "version": "2.1.1", + "resolved": "https://registry.npmjs.org/snapdragon-node/-/snapdragon-node-2.1.1.tgz", + "integrity": "sha512-O27l4xaMYt/RSQ5TR3vpWCAB5Kb/czIcqUFOM/C4fYcLnbZUc1PkjTAMjof2pBWaSTwOUd6qUHcFGVGj7aIwnw==", + "dev": true, + "requires": { + "define-property": "^1.0.0", + "isobject": "^3.0.0", + "snapdragon-util": "^3.0.1" + }, + "dependencies": { + "define-property": { + "version": "1.0.0", + "resolved": "https://registry.npmjs.org/define-property/-/define-property-1.0.0.tgz", + "integrity": "sha1-dp66rz9KY6rTr56NMEybvnm/sOY=", + "dev": true, + "requires": { + "is-descriptor": "^1.0.0" + } + }, + "is-accessor-descriptor": { + "version": "1.0.0", + "resolved": "https://registry.npmjs.org/is-accessor-descriptor/-/is-accessor-descriptor-1.0.0.tgz", + "integrity": "sha512-m5hnHTkcVsPfqx3AKlyttIPb7J+XykHvJP2B9bZDjlhLIoEq4XoK64Vg7boZlVWYK6LUY94dYPEE7Lh0ZkZKcQ==", + "dev": true, + "requires": { + "kind-of": "^6.0.0" + } + }, + "is-data-descriptor": { + "version": "1.0.0", + "resolved": "https://registry.npmjs.org/is-data-descriptor/-/is-data-descriptor-1.0.0.tgz", + "integrity": "sha512-jbRXy1FmtAoCjQkVmIVYwuuqDFUbaOeDjmed1tOGPrsMhtJA4rD9tkgA0F1qJ3gRFRXcHYVkdeaP50Q5rE/jLQ==", + "dev": true, + "requires": { + "kind-of": "^6.0.0" + } + }, + "is-descriptor": { + "version": "1.0.2", + "resolved": "https://registry.npmjs.org/is-descriptor/-/is-descriptor-1.0.2.tgz", + "integrity": "sha512-2eis5WqQGV7peooDyLmNEPUrps9+SXX5c9pL3xEB+4e9HnGuDa7mB7kHxHw4CbqS9k1T2hOH3miL8n8WtiYVtg==", + "dev": true, + "requires": { + "is-accessor-descriptor": "^1.0.0", + "is-data-descriptor": "^1.0.0", + "kind-of": "^6.0.2" + } + } + } + }, + "snapdragon-util": { + "version": "3.0.1", + "resolved": "https://registry.npmjs.org/snapdragon-util/-/snapdragon-util-3.0.1.tgz", + "integrity": "sha512-mbKkMdQKsjX4BAL4bRYTj21edOf8cN7XHdYUJEe+Zn99hVEYcMvKPct1IqNe7+AZPirn8BCDOQBHQZknqmKlZQ==", + "dev": true, + "requires": { + "kind-of": "^3.2.0" + }, + "dependencies": { + "kind-of": { + "version": "3.2.2", + "resolved": "https://registry.npmjs.org/kind-of/-/kind-of-3.2.2.tgz", + "integrity": "sha1-MeohpzS6ubuw8yRm2JOupR5KPGQ=", + "dev": true, + "requires": { + "is-buffer": "^1.1.5" + } + } + } + }, + "source-list-map": { + "version": "2.0.1", + "resolved": "https://registry.npmjs.org/source-list-map/-/source-list-map-2.0.1.tgz", + "integrity": "sha512-qnQ7gVMxGNxsiL4lEuJwe/To8UnK7fAnmbGEEH8RpLouuKbeEm0lhbQVFIrNSuB+G7tVrAlVsZgETT5nljf+Iw==", + "dev": true + }, + "source-map": { + "version": "0.5.7", + "resolved": "https://registry.npmjs.org/source-map/-/source-map-0.5.7.tgz", + "integrity": "sha1-igOdLRAh0i0eoUyA2OpGi6LvP8w=", + "dev": true + }, + "source-map-resolve": { + "version": "0.5.3", + "resolved": "https://registry.npmjs.org/source-map-resolve/-/source-map-resolve-0.5.3.tgz", + "integrity": "sha512-Htz+RnsXWk5+P2slx5Jh3Q66vhQj1Cllm0zvnaY98+NFx+Dv2CF/f5O/t8x+KaNdrdIAsruNzoh/KpialbqAnw==", + "dev": true, + "requires": { + "atob": "^2.1.2", + "decode-uri-component": "^0.2.0", + "resolve-url": "^0.2.1", + "source-map-url": "^0.4.0", + "urix": "^0.1.0" + } + }, + "source-map-support": { + "version": "0.5.19", + "resolved": "https://registry.npmjs.org/source-map-support/-/source-map-support-0.5.19.tgz", + "integrity": "sha512-Wonm7zOCIJzBGQdB+thsPar0kYuCIzYvxZwlBa87yi/Mdjv7Tip2cyVbLj5o0cFPN4EVkuTwb3GDDyUx2DGnGw==", + "dev": true, + "requires": { + "buffer-from": "^1.0.0", + "source-map": "^0.6.0" + }, + "dependencies": { + "source-map": { + "version": "0.6.1", + "resolved": "https://registry.npmjs.org/source-map/-/source-map-0.6.1.tgz", + "integrity": "sha512-UjgapumWlbMhkBgzT7Ykc5YXUT46F0iKu8SGXq0bcwP5dz/h0Plj6enJqjz1Zbq2l5WaqYnrVbwWOWMyF3F47g==", + "dev": true + } + } + }, + "source-map-url": { + "version": "0.4.0", + "resolved": "https://registry.npmjs.org/source-map-url/-/source-map-url-0.4.0.tgz", + "integrity": "sha1-PpNdfd1zYxuXZZlW1VEo6HtQhKM=", + "dev": true + }, + "spdx-correct": { + "version": "3.1.0", + "resolved": "https://registry.npmjs.org/spdx-correct/-/spdx-correct-3.1.0.tgz", + "integrity": "sha512-lr2EZCctC2BNR7j7WzJ2FpDznxky1sjfxvvYEyzxNyb6lZXHODmEoJeFu4JupYlkfha1KZpJyoqiJ7pgA1qq8Q==", + "dev": true, + "requires": { + "spdx-expression-parse": "^3.0.0", + "spdx-license-ids": "^3.0.0" + } + }, + "spdx-exceptions": { + "version": "2.3.0", + "resolved": "https://registry.npmjs.org/spdx-exceptions/-/spdx-exceptions-2.3.0.tgz", + "integrity": "sha512-/tTrYOC7PPI1nUAgx34hUpqXuyJG+DTHJTnIULG4rDygi4xu/tfgmq1e1cIRwRzwZgo4NLySi+ricLkZkw4i5A==", + "dev": true + }, + "spdx-expression-parse": { + "version": "3.0.0", + "resolved": "https://registry.npmjs.org/spdx-expression-parse/-/spdx-expression-parse-3.0.0.tgz", + "integrity": "sha512-Yg6D3XpRD4kkOmTpdgbUiEJFKghJH03fiC1OPll5h/0sO6neh2jqRDVHOQ4o/LMea0tgCkbMgea5ip/e+MkWyg==", + "dev": true, + "requires": { + "spdx-exceptions": "^2.1.0", + "spdx-license-ids": "^3.0.0" + } + }, + "spdx-license-ids": { + "version": "3.0.5", + "resolved": "https://registry.npmjs.org/spdx-license-ids/-/spdx-license-ids-3.0.5.tgz", + "integrity": "sha512-J+FWzZoynJEXGphVIS+XEh3kFSjZX/1i9gFBaWQcB+/tmpe2qUsSBABpcxqxnAxFdiUFEgAX1bjYGQvIZmoz9Q==", + "dev": true + }, + "split-string": { + "version": "3.1.0", + "resolved": "https://registry.npmjs.org/split-string/-/split-string-3.1.0.tgz", + "integrity": "sha512-NzNVhJDYpwceVVii8/Hu6DKfD2G+NrQHlS/V/qgv763EYudVwEcMQNxd2lh+0VrUByXN/oJkl5grOhYWvQUYiw==", + "dev": true, + "requires": { + "extend-shallow": "^3.0.0" + } + }, + "sshpk": { + "version": "1.16.1", + "resolved": "https://registry.npmjs.org/sshpk/-/sshpk-1.16.1.tgz", + "integrity": "sha512-HXXqVUq7+pcKeLqqZj6mHFUMvXtOJt1uoUx09pFW6011inTMxqI8BA8PM95myrIyyKwdnzjdFjLiE6KBPVtJIg==", + "dev": true, + "requires": { + "asn1": "~0.2.3", + "assert-plus": "^1.0.0", + "bcrypt-pbkdf": "^1.0.0", + "dashdash": "^1.12.0", + "ecc-jsbn": "~0.1.1", + "getpass": "^0.1.1", + "jsbn": "~0.1.0", + "safer-buffer": "^2.0.2", + "tweetnacl": "~0.14.0" + } + }, + "ssri": { + "version": "6.0.1", + "resolved": "https://registry.npmjs.org/ssri/-/ssri-6.0.1.tgz", + "integrity": "sha512-3Wge10hNcT1Kur4PDFwEieXSCMCJs/7WvSACcrMYrNp+b8kDL1/0wJch5Ni2WrtwEa2IO8OsVfeKIciKCDx/QA==", + "dev": true, + "requires": { + "figgy-pudding": "^3.5.1" + } + }, + "static-extend": { + "version": "0.1.2", + "resolved": "https://registry.npmjs.org/static-extend/-/static-extend-0.1.2.tgz", + "integrity": "sha1-YICcOcv/VTNyJv1eC1IPNB8ftcY=", + "dev": true, + "requires": { + "define-property": "^0.2.5", + "object-copy": "^0.1.0" + }, + "dependencies": { + "define-property": { + "version": "0.2.5", + "resolved": "https://registry.npmjs.org/define-property/-/define-property-0.2.5.tgz", + "integrity": "sha1-w1se+RjsPJkPmlvFe+BKrOxcgRY=", + "dev": true, + "requires": { + "is-descriptor": "^0.1.0" + } + } + } + }, + "stdout-stream": { + "version": "1.4.1", + "resolved": "https://registry.npmjs.org/stdout-stream/-/stdout-stream-1.4.1.tgz", + "integrity": "sha512-j4emi03KXqJWcIeF8eIXkjMFN1Cmb8gUlDYGeBALLPo5qdyTfA9bOtl8m33lRoC+vFMkP3gl0WsDr6+gzxbbTA==", + "dev": true, + "requires": { + "readable-stream": "^2.0.1" + } + }, + "stream-browserify": { + "version": "2.0.2", + "resolved": "https://registry.npmjs.org/stream-browserify/-/stream-browserify-2.0.2.tgz", + "integrity": "sha512-nX6hmklHs/gr2FuxYDltq8fJA1GDlxKQCz8O/IM4atRqBH8OORmBNgfvW5gG10GT/qQ9u0CzIvr2X5Pkt6ntqg==", + "dev": true, + "requires": { + "inherits": "~2.0.1", + "readable-stream": "^2.0.2" + } + }, + "stream-each": { + "version": "1.2.3", + "resolved": "https://registry.npmjs.org/stream-each/-/stream-each-1.2.3.tgz", + "integrity": "sha512-vlMC2f8I2u/bZGqkdfLQW/13Zihpej/7PmSiMQsbYddxuTsJp8vRe2x2FvVExZg7FaOds43ROAuFJwPR4MTZLw==", + "dev": true, + "requires": { + "end-of-stream": "^1.1.0", + "stream-shift": "^1.0.0" + } + }, + "stream-http": { + "version": "2.8.3", + "resolved": "https://registry.npmjs.org/stream-http/-/stream-http-2.8.3.tgz", + "integrity": "sha512-+TSkfINHDo4J+ZobQLWiMouQYB+UVYFttRA94FpEzzJ7ZdqcL4uUUQ7WkdkI4DSozGmgBUE/a47L+38PenXhUw==", + "dev": true, + "requires": { + "builtin-status-codes": "^3.0.0", + "inherits": "^2.0.1", + "readable-stream": "^2.3.6", + "to-arraybuffer": "^1.0.0", + "xtend": "^4.0.0" + } + }, + "stream-shift": { + "version": "1.0.1", + "resolved": "https://registry.npmjs.org/stream-shift/-/stream-shift-1.0.1.tgz", + "integrity": "sha512-AiisoFqQ0vbGcZgQPY1cdP2I76glaVA/RauYR4G4thNFgkTqr90yXTo4LYX60Jl+sIlPNHHdGSwo01AvbKUSVQ==", + "dev": true + }, + "string-width": { + "version": "3.1.0", + "resolved": "https://registry.npmjs.org/string-width/-/string-width-3.1.0.tgz", + "integrity": "sha512-vafcv6KjVZKSgz06oM/H6GDBrAtz8vdhQakGjFIvNrHA6y3HCF1CInLy+QLq8dTJPQ1b+KDUqDFctkdRW44e1w==", + "dev": true, + "requires": { + "emoji-regex": "^7.0.1", + "is-fullwidth-code-point": "^2.0.0", + "strip-ansi": "^5.1.0" + } + }, + "string_decoder": { + "version": "1.1.1", + "resolved": "https://registry.npmjs.org/string_decoder/-/string_decoder-1.1.1.tgz", + "integrity": "sha512-n/ShnvDi6FHbbVfviro+WojiFzv+s8MPMHBczVePfUpDJLwoLT0ht1l4YwBCbi8pJAveEEdnkHyPyTP/mzRfwg==", + "dev": true, + "requires": { + "safe-buffer": "~5.1.0" + } + }, + "strip-ansi": { + "version": "5.2.0", + "resolved": "https://registry.npmjs.org/strip-ansi/-/strip-ansi-5.2.0.tgz", + "integrity": "sha512-DuRs1gKbBqsMKIZlrffwlug8MHkcnpjs5VPmL1PAh+mA30U0DTotfDZ0d2UUsXpPmPmMMJ6W773MaA3J+lbiWA==", + "dev": true, + "requires": { + "ansi-regex": "^4.1.0" + } + }, + "strip-bom": { + "version": "2.0.0", + "resolved": "https://registry.npmjs.org/strip-bom/-/strip-bom-2.0.0.tgz", + "integrity": "sha1-YhmoVhZSBJHzV4i9vxRHqZx+aw4=", + "dev": true, + "requires": { + "is-utf8": "^0.2.0" + } + }, + "strip-eof": { + "version": "1.0.0", + "resolved": "https://registry.npmjs.org/strip-eof/-/strip-eof-1.0.0.tgz", + "integrity": "sha1-u0P/VZim6wXYm1n80SnJgzE2Br8=", + "dev": true + }, + "strip-indent": { + "version": "1.0.1", + "resolved": "https://registry.npmjs.org/strip-indent/-/strip-indent-1.0.1.tgz", + "integrity": "sha1-DHlipq3vp7vUrDZkYKY4VSrhoKI=", + "dev": true, + "requires": { + "get-stdin": "^4.0.1" + } + }, + "supports-color": { + "version": "6.1.0", + "resolved": "https://registry.npmjs.org/supports-color/-/supports-color-6.1.0.tgz", + "integrity": "sha512-qe1jfm1Mg7Nq/NSh6XE24gPXROEVsWHxC1LIx//XNlD9iw7YZQGjZNjYN7xGaEG6iKdA8EtNFW6R0gjnVXp+wQ==", + "dev": true, + "requires": { + "has-flag": "^3.0.0" + } + }, + "tapable": { + "version": "1.1.3", + "resolved": "https://registry.npmjs.org/tapable/-/tapable-1.1.3.tgz", + "integrity": "sha512-4WK/bYZmj8xLr+HUCODHGF1ZFzsYffasLUgEiMBY4fgtltdO6B4WJtlSbPaDTLpYTcGVwM2qLnFTICEcNxs3kA==", + "dev": true + }, + "tar": { + "version": "2.2.2", + "resolved": "https://registry.npmjs.org/tar/-/tar-2.2.2.tgz", + "integrity": "sha512-FCEhQ/4rE1zYv9rYXJw/msRqsnmlje5jHP6huWeBZ704jUTy02c5AZyWujpMR1ax6mVw9NyJMfuK2CMDWVIfgA==", + "dev": true, + "requires": { + "block-stream": "*", + "fstream": "^1.0.12", + "inherits": "2" + } + }, + "terser": { + "version": "4.6.13", + "resolved": "https://registry.npmjs.org/terser/-/terser-4.6.13.tgz", + "integrity": "sha512-wMvqukYgVpQlymbnNbabVZbtM6PN63AzqexpwJL8tbh/mRT9LE5o+ruVduAGL7D6Fpjl+Q+06U5I9Ul82odAhw==", + "dev": true, + "requires": { + "commander": "^2.20.0", + "source-map": "~0.6.1", + "source-map-support": "~0.5.12" + }, + "dependencies": { + "source-map": { + "version": "0.6.1", + "resolved": "https://registry.npmjs.org/source-map/-/source-map-0.6.1.tgz", + "integrity": "sha512-UjgapumWlbMhkBgzT7Ykc5YXUT46F0iKu8SGXq0bcwP5dz/h0Plj6enJqjz1Zbq2l5WaqYnrVbwWOWMyF3F47g==", + "dev": true + } + } + }, + "terser-webpack-plugin": { + "version": "1.4.3", + "resolved": "https://registry.npmjs.org/terser-webpack-plugin/-/terser-webpack-plugin-1.4.3.tgz", + "integrity": "sha512-QMxecFz/gHQwteWwSo5nTc6UaICqN1bMedC5sMtUc7y3Ha3Q8y6ZO0iCR8pq4RJC8Hjf0FEPEHZqcMB/+DFCrA==", + "dev": true, + "requires": { + "cacache": "^12.0.2", + "find-cache-dir": "^2.1.0", + "is-wsl": "^1.1.0", + "schema-utils": "^1.0.0", + "serialize-javascript": "^2.1.2", + "source-map": "^0.6.1", + "terser": "^4.1.2", + "webpack-sources": "^1.4.0", + "worker-farm": "^1.7.0" + }, + "dependencies": { + "source-map": { + "version": "0.6.1", + "resolved": "https://registry.npmjs.org/source-map/-/source-map-0.6.1.tgz", + "integrity": "sha512-UjgapumWlbMhkBgzT7Ykc5YXUT46F0iKu8SGXq0bcwP5dz/h0Plj6enJqjz1Zbq2l5WaqYnrVbwWOWMyF3F47g==", + "dev": true + } + } + }, + "through2": { + "version": "2.0.5", + "resolved": "https://registry.npmjs.org/through2/-/through2-2.0.5.tgz", + "integrity": "sha512-/mrRod8xqpA+IHSLyGCQ2s8SPHiCDEeQJSep1jqLYeEUClOFG2Qsh+4FU6G9VeqpZnGW/Su8LQGc4YKni5rYSQ==", + "dev": true, + "requires": { + "readable-stream": "~2.3.6", + "xtend": "~4.0.1" + } + }, + "timers-browserify": { + "version": "2.0.11", + "resolved": "https://registry.npmjs.org/timers-browserify/-/timers-browserify-2.0.11.tgz", + "integrity": "sha512-60aV6sgJ5YEbzUdn9c8kYGIqOubPoUdqQCul3SBAsRCZ40s6Y5cMcrW4dt3/k/EsbLVJNl9n6Vz3fTc+k2GeKQ==", + "dev": true, + "requires": { + "setimmediate": "^1.0.4" + } + }, + "to-arraybuffer": { + "version": "1.0.1", + "resolved": "https://registry.npmjs.org/to-arraybuffer/-/to-arraybuffer-1.0.1.tgz", + "integrity": "sha1-fSKbH8xjfkZsoIEYCDanqr/4P0M=", + "dev": true + }, + "to-object-path": { + "version": "0.3.0", + "resolved": "https://registry.npmjs.org/to-object-path/-/to-object-path-0.3.0.tgz", + "integrity": "sha1-KXWIt7Dn4KwI4E5nL4XB9JmeF68=", + "dev": true, + "requires": { + "kind-of": "^3.0.2" + }, + "dependencies": { + "kind-of": { + "version": "3.2.2", + "resolved": "https://registry.npmjs.org/kind-of/-/kind-of-3.2.2.tgz", + "integrity": "sha1-MeohpzS6ubuw8yRm2JOupR5KPGQ=", + "dev": true, + "requires": { + "is-buffer": "^1.1.5" + } + } + } + }, + "to-regex": { + "version": "3.0.2", + "resolved": "https://registry.npmjs.org/to-regex/-/to-regex-3.0.2.tgz", + "integrity": "sha512-FWtleNAtZ/Ki2qtqej2CXTOayOH9bHDQF+Q48VpWyDXjbYxA4Yz8iDB31zXOBUlOHHKidDbqGVrTUvQMPmBGBw==", + "dev": true, + "requires": { + "define-property": "^2.0.2", + "extend-shallow": "^3.0.2", + "regex-not": "^1.0.2", + "safe-regex": "^1.1.0" + } + }, + "to-regex-range": { + "version": "2.1.1", + "resolved": "https://registry.npmjs.org/to-regex-range/-/to-regex-range-2.1.1.tgz", + "integrity": "sha1-fIDBe53+vlmeJzZ+DU3VWQFB2zg=", + "dev": true, + "requires": { + "is-number": "^3.0.0", + "repeat-string": "^1.6.1" + } + }, + "tough-cookie": { + "version": "2.5.0", + "resolved": "https://registry.npmjs.org/tough-cookie/-/tough-cookie-2.5.0.tgz", + "integrity": "sha512-nlLsUzgm1kfLXSXfRZMc1KLAugd4hqJHDTvc2hDIwS3mZAfMEuMbc03SujMF+GEcpaX/qboeycw6iO8JwVv2+g==", + "dev": true, + "requires": { + "psl": "^1.1.28", + "punycode": "^2.1.1" + } + }, + "trim-newlines": { + "version": "1.0.0", + "resolved": "https://registry.npmjs.org/trim-newlines/-/trim-newlines-1.0.0.tgz", + "integrity": "sha1-WIeWa7WCpFA6QetST301ARgVphM=", + "dev": true + }, + "true-case-path": { + "version": "1.0.3", + "resolved": "https://registry.npmjs.org/true-case-path/-/true-case-path-1.0.3.tgz", + "integrity": "sha512-m6s2OdQe5wgpFMC+pAJ+q9djG82O2jcHPOI6RNg1yy9rCYR+WD6Nbpl32fDpfC56nirdRy+opFa/Vk7HYhqaew==", + "dev": true, + "requires": { + "glob": "^7.1.2" + } + }, + "tslib": { + "version": "1.11.2", + "resolved": "https://registry.npmjs.org/tslib/-/tslib-1.11.2.tgz", + "integrity": "sha512-tTSkux6IGPnUGUd1XAZHcpu85MOkIl5zX49pO+jfsie3eP0B6pyhOlLXm3cAC6T7s+euSDDUUV+Acop5WmtkVg==", + "dev": true + }, + "tty-browserify": { + "version": "0.0.0", + "resolved": "https://registry.npmjs.org/tty-browserify/-/tty-browserify-0.0.0.tgz", + "integrity": "sha1-oVe6QC2iTpv5V/mqadUk7tQpAaY=", + "dev": true + }, + "tunnel-agent": { + "version": "0.6.0", + "resolved": "https://registry.npmjs.org/tunnel-agent/-/tunnel-agent-0.6.0.tgz", + "integrity": "sha1-J6XeoGs2sEoKmWZ3SykIaPD8QP0=", + "dev": true, + "requires": { + "safe-buffer": "^5.0.1" + } + }, + "tweetnacl": { + "version": "0.14.5", + "resolved": "https://registry.npmjs.org/tweetnacl/-/tweetnacl-0.14.5.tgz", + "integrity": "sha1-WuaBd/GS1EViadEIr6k/+HQ/T2Q=", + "dev": true + }, + "typedarray": { + "version": "0.0.6", + "resolved": "https://registry.npmjs.org/typedarray/-/typedarray-0.0.6.tgz", + "integrity": "sha1-hnrHTjhkGHsdPUfZlqeOxciDB3c=", + "dev": true + }, + "union-value": { + "version": "1.0.1", + "resolved": "https://registry.npmjs.org/union-value/-/union-value-1.0.1.tgz", + "integrity": "sha512-tJfXmxMeWYnczCVs7XAEvIV7ieppALdyepWMkHkwciRpZraG/xwT+s2JN8+pr1+8jCRf80FFzvr+MpQeeoF4Xg==", + "dev": true, + "requires": { + "arr-union": "^3.1.0", + "get-value": "^2.0.6", + "is-extendable": "^0.1.1", + "set-value": "^2.0.1" + } + }, + "unique-filename": { + "version": "1.1.1", + "resolved": "https://registry.npmjs.org/unique-filename/-/unique-filename-1.1.1.tgz", + "integrity": "sha512-Vmp0jIp2ln35UTXuryvjzkjGdRyf9b2lTXuSYUiPmzRcl3FDtYqAwOnTJkAngD9SWhnoJzDbTKwaOrZ+STtxNQ==", + "dev": true, + "requires": { + "unique-slug": "^2.0.0" + } + }, + "unique-slug": { + "version": "2.0.2", + "resolved": "https://registry.npmjs.org/unique-slug/-/unique-slug-2.0.2.tgz", + "integrity": "sha512-zoWr9ObaxALD3DOPfjPSqxt4fnZiWblxHIgeWqW8x7UqDzEtHEQLzji2cuJYQFCU6KmoJikOYAZlrTHHebjx2w==", + "dev": true, + "requires": { + "imurmurhash": "^0.1.4" + } + }, + "unset-value": { + "version": "1.0.0", + "resolved": "https://registry.npmjs.org/unset-value/-/unset-value-1.0.0.tgz", + "integrity": "sha1-g3aHP30jNRef+x5vw6jtDfyKtVk=", + "dev": true, + "requires": { + "has-value": "^0.3.1", + "isobject": "^3.0.0" + }, + "dependencies": { + "has-value": { + "version": "0.3.1", + "resolved": "https://registry.npmjs.org/has-value/-/has-value-0.3.1.tgz", + "integrity": "sha1-ex9YutpiyoJ+wKIHgCVlSEWZXh8=", + "dev": true, + "requires": { + "get-value": "^2.0.3", + "has-values": "^0.1.4", + "isobject": "^2.0.0" + }, + "dependencies": { + "isobject": { + "version": "2.1.0", + "resolved": "https://registry.npmjs.org/isobject/-/isobject-2.1.0.tgz", + "integrity": "sha1-8GVWEJaj8dou9GJy+BXIQNh+DIk=", + "dev": true, + "requires": { + "isarray": "1.0.0" + } + } + } + }, + "has-values": { + "version": "0.1.4", + "resolved": "https://registry.npmjs.org/has-values/-/has-values-0.1.4.tgz", + "integrity": "sha1-bWHeldkd/Km5oCCJrThL/49it3E=", + "dev": true + } + } + }, + "upath": { + "version": "1.2.0", + "resolved": "https://registry.npmjs.org/upath/-/upath-1.2.0.tgz", + "integrity": "sha512-aZwGpamFO61g3OlfT7OQCHqhGnW43ieH9WZeP7QxN/G/jS4jfqUkZxoryvJgVPEcrl5NL/ggHsSmLMHuH64Lhg==", + "dev": true + }, + "uri-js": { + "version": "4.2.2", + "resolved": "https://registry.npmjs.org/uri-js/-/uri-js-4.2.2.tgz", + "integrity": "sha512-KY9Frmirql91X2Qgjry0Wd4Y+YTdrdZheS8TFwvkbLWf/G5KNJDCh6pKL5OZctEW4+0Baa5idK2ZQuELRwPznQ==", + "dev": true, + "requires": { + "punycode": "^2.1.0" + } + }, + "urix": { + "version": "0.1.0", + "resolved": "https://registry.npmjs.org/urix/-/urix-0.1.0.tgz", + "integrity": "sha1-2pN/emLiH+wf0Y1Js1wpNQZ6bHI=", + "dev": true + }, + "url": { + "version": "0.11.0", + "resolved": "https://registry.npmjs.org/url/-/url-0.11.0.tgz", + "integrity": "sha1-ODjpfPxgUh63PFJajlW/3Z4uKPE=", + "dev": true, + "requires": { + "punycode": "1.3.2", + "querystring": "0.2.0" + }, + "dependencies": { + "punycode": { + "version": "1.3.2", + "resolved": "https://registry.npmjs.org/punycode/-/punycode-1.3.2.tgz", + "integrity": "sha1-llOgNvt8HuQjQvIyXM7v6jkmxI0=", + "dev": true + } + } + }, + "use": { + "version": "3.1.1", + "resolved": "https://registry.npmjs.org/use/-/use-3.1.1.tgz", + "integrity": "sha512-cwESVXlO3url9YWlFW/TA9cshCEhtu7IKJ/p5soJ/gGpj7vbvFrAY/eIioQ6Dw23KjZhYgiIo8HOs1nQ2vr/oQ==", + "dev": true + }, + "util": { + "version": "0.11.1", + "resolved": "https://registry.npmjs.org/util/-/util-0.11.1.tgz", + "integrity": "sha512-HShAsny+zS2TZfaXxD9tYj4HQGlBezXZMZuM/S5PKLLoZkShZiGk9o5CzukI1LVHZvjdvZ2Sj1aW/Ndn2NB/HQ==", + "dev": true, + "requires": { + "inherits": "2.0.3" + }, + "dependencies": { + "inherits": { + "version": "2.0.3", + "resolved": "https://registry.npmjs.org/inherits/-/inherits-2.0.3.tgz", + "integrity": "sha1-Yzwsg+PaQqUC9SRmAiSA9CCCYd4=", + "dev": true + } + } + }, + "util-deprecate": { + "version": "1.0.2", + "resolved": "https://registry.npmjs.org/util-deprecate/-/util-deprecate-1.0.2.tgz", + "integrity": "sha1-RQ1Nyfpw3nMnYvvS1KKJgUGaDM8=", + "dev": true + }, + "uuid": { + "version": "3.4.0", + "resolved": "https://registry.npmjs.org/uuid/-/uuid-3.4.0.tgz", + "integrity": "sha512-HjSDRw6gZE5JMggctHBcjVak08+KEVhSIiDzFnT9S9aegmp85S/bReBVTb4QTFaRNptJ9kuYaNhnbNEOkbKb/A==", + "dev": true + }, + "v8-compile-cache": { + "version": "2.0.3", + "resolved": "https://registry.npmjs.org/v8-compile-cache/-/v8-compile-cache-2.0.3.tgz", + "integrity": "sha512-CNmdbwQMBjwr9Gsmohvm0pbL954tJrNzf6gWL3K+QMQf00PF7ERGrEiLgjuU3mKreLC2MeGhUsNV9ybTbLgd3w==", + "dev": true + }, + "validate-npm-package-license": { + "version": "3.0.4", + "resolved": "https://registry.npmjs.org/validate-npm-package-license/-/validate-npm-package-license-3.0.4.tgz", + "integrity": "sha512-DpKm2Ui/xN7/HQKCtpZxoRWBhZ9Z0kqtygG8XCgNQ8ZlDnxuQmWhj566j8fN4Cu3/JmbhsDo7fcAJq4s9h27Ew==", + "dev": true, + "requires": { + "spdx-correct": "^3.0.0", + "spdx-expression-parse": "^3.0.0" + } + }, + "verror": { + "version": "1.10.0", + "resolved": "https://registry.npmjs.org/verror/-/verror-1.10.0.tgz", + "integrity": "sha1-OhBcoXBTr1XW4nDB+CiGguGNpAA=", + "dev": true, + "requires": { + "assert-plus": "^1.0.0", + "core-util-is": "1.0.2", + "extsprintf": "^1.2.0" + } + }, + "vm-browserify": { + "version": "1.1.2", + "resolved": "https://registry.npmjs.org/vm-browserify/-/vm-browserify-1.1.2.tgz", + "integrity": "sha512-2ham8XPWTONajOR0ohOKOHXkm3+gaBmGut3SRuu75xLd/RRaY6vqgh8NBYYk7+RW3u5AtzPQZG8F10LHkl0lAQ==", + "dev": true + }, + "watchpack": { + "version": "1.6.1", + "resolved": "https://registry.npmjs.org/watchpack/-/watchpack-1.6.1.tgz", + "integrity": "sha512-+IF9hfUFOrYOOaKyfaI7h7dquUIOgyEMoQMLA7OP5FxegKA2+XdXThAZ9TU2kucfhDH7rfMHs1oPYziVGWRnZA==", + "dev": true, + "requires": { + "chokidar": "^2.1.8", + "graceful-fs": "^4.1.2", + "neo-async": "^2.5.0" + } + }, + "webpack": { + "version": "4.43.0", + "resolved": "https://registry.npmjs.org/webpack/-/webpack-4.43.0.tgz", + "integrity": "sha512-GW1LjnPipFW2Y78OOab8NJlCflB7EFskMih2AHdvjbpKMeDJqEgSx24cXXXiPS65+WSwVyxtDsJH6jGX2czy+g==", + "dev": true, + "requires": { + "@webassemblyjs/ast": "1.9.0", + "@webassemblyjs/helper-module-context": "1.9.0", + "@webassemblyjs/wasm-edit": "1.9.0", + "@webassemblyjs/wasm-parser": "1.9.0", + "acorn": "^6.4.1", + "ajv": "^6.10.2", + "ajv-keywords": "^3.4.1", + "chrome-trace-event": "^1.0.2", + "enhanced-resolve": "^4.1.0", + "eslint-scope": "^4.0.3", + "json-parse-better-errors": "^1.0.2", + "loader-runner": "^2.4.0", + "loader-utils": "^1.2.3", + "memory-fs": "^0.4.1", + "micromatch": "^3.1.10", + "mkdirp": "^0.5.3", + "neo-async": "^2.6.1", + "node-libs-browser": "^2.2.1", + "schema-utils": "^1.0.0", + "tapable": "^1.1.3", + "terser-webpack-plugin": "^1.4.3", + "watchpack": "^1.6.1", + "webpack-sources": "^1.4.1" + } + }, + "webpack-cli": { + "version": "3.3.11", + "resolved": "https://registry.npmjs.org/webpack-cli/-/webpack-cli-3.3.11.tgz", + "integrity": "sha512-dXlfuml7xvAFwYUPsrtQAA9e4DOe58gnzSxhgrO/ZM/gyXTBowrsYeubyN4mqGhYdpXMFNyQ6emjJS9M7OBd4g==", + "dev": true, + "requires": { + "chalk": "2.4.2", + "cross-spawn": "6.0.5", + "enhanced-resolve": "4.1.0", + "findup-sync": "3.0.0", + "global-modules": "2.0.0", + "import-local": "2.0.0", + "interpret": "1.2.0", + "loader-utils": "1.2.3", + "supports-color": "6.1.0", + "v8-compile-cache": "2.0.3", + "yargs": "13.2.4" + }, + "dependencies": { + "emojis-list": { + "version": "2.1.0", + "resolved": "https://registry.npmjs.org/emojis-list/-/emojis-list-2.1.0.tgz", + "integrity": "sha1-TapNnbAPmBmIDHn6RXrlsJof04k=", + "dev": true + }, + "enhanced-resolve": { + "version": "4.1.0", + "resolved": "https://registry.npmjs.org/enhanced-resolve/-/enhanced-resolve-4.1.0.tgz", + "integrity": "sha512-F/7vkyTtyc/llOIn8oWclcB25KdRaiPBpZYDgJHgh/UHtpgT2p2eldQgtQnLtUvfMKPKxbRaQM/hHkvLHt1Vng==", + "dev": true, + "requires": { + "graceful-fs": "^4.1.2", + "memory-fs": "^0.4.0", + "tapable": "^1.0.0" + } + }, + "loader-utils": { + "version": "1.2.3", + "resolved": "https://registry.npmjs.org/loader-utils/-/loader-utils-1.2.3.tgz", + "integrity": "sha512-fkpz8ejdnEMG3s37wGL07iSBDg99O9D5yflE9RGNH3hRdx9SOwYfnGYdZOUIZitN8E+E2vkq3MUMYMvPYl5ZZA==", + "dev": true, + "requires": { + "big.js": "^5.2.2", + "emojis-list": "^2.0.0", + "json5": "^1.0.1" + } + } + } + }, + "webpack-sources": { + "version": "1.4.3", + "resolved": "https://registry.npmjs.org/webpack-sources/-/webpack-sources-1.4.3.tgz", + "integrity": "sha512-lgTS3Xhv1lCOKo7SA5TjKXMjpSM4sBjNV5+q2bqesbSPs5FjGmU6jjtBSkX9b4qW87vDIsCIlUPOEhbZrMdjeQ==", + "dev": true, + "requires": { + "source-list-map": "^2.0.0", + "source-map": "~0.6.1" + }, + "dependencies": { + "source-map": { + "version": "0.6.1", + "resolved": "https://registry.npmjs.org/source-map/-/source-map-0.6.1.tgz", + "integrity": "sha512-UjgapumWlbMhkBgzT7Ykc5YXUT46F0iKu8SGXq0bcwP5dz/h0Plj6enJqjz1Zbq2l5WaqYnrVbwWOWMyF3F47g==", + "dev": true + } + } + }, + "which": { + "version": "1.3.1", + "resolved": "https://registry.npmjs.org/which/-/which-1.3.1.tgz", + "integrity": "sha512-HxJdYWq1MTIQbJ3nw0cqssHoTNU267KlrDuGZ1WYlxDStUtKUhOaJmh112/TZmHxxUfuJqPXSOm7tDyas0OSIQ==", + "dev": true, + "requires": { + "isexe": "^2.0.0" + } + }, + "which-module": { + "version": "2.0.0", + "resolved": "https://registry.npmjs.org/which-module/-/which-module-2.0.0.tgz", + "integrity": "sha1-2e8H3Od7mQK4o6j6SzHD4/fm6Ho=", + "dev": true + }, + "wide-align": { + "version": "1.1.3", + "resolved": "https://registry.npmjs.org/wide-align/-/wide-align-1.1.3.tgz", + "integrity": "sha512-QGkOQc8XL6Bt5PwnsExKBPuMKBxnGxWWW3fU55Xt4feHozMUhdUMaBCk290qpm/wG5u/RSKzwdAC4i51YigihA==", + "dev": true, + "requires": { + "string-width": "^1.0.2 || 2" + }, + "dependencies": { + "ansi-regex": { + "version": "3.0.0", + "resolved": "https://registry.npmjs.org/ansi-regex/-/ansi-regex-3.0.0.tgz", + "integrity": "sha1-7QMXwyIGT3lGbAKWa922Bas32Zg=", + "dev": true + }, + "string-width": { + "version": "2.1.1", + "resolved": "https://registry.npmjs.org/string-width/-/string-width-2.1.1.tgz", + "integrity": "sha512-nOqH59deCq9SRHlxq1Aw85Jnt4w6KvLKqWVik6oA9ZklXLNIOlqg4F2yrT1MVaTjAqvVwdfeZ7w7aCvJD7ugkw==", + "dev": true, + "requires": { + "is-fullwidth-code-point": "^2.0.0", + "strip-ansi": "^4.0.0" + } + }, + "strip-ansi": { + "version": "4.0.0", + "resolved": "https://registry.npmjs.org/strip-ansi/-/strip-ansi-4.0.0.tgz", + "integrity": "sha1-qEeQIusaw2iocTibY1JixQXuNo8=", + "dev": true, + "requires": { + "ansi-regex": "^3.0.0" + } + } + } + }, + "worker-farm": { + "version": "1.7.0", + "resolved": "https://registry.npmjs.org/worker-farm/-/worker-farm-1.7.0.tgz", + "integrity": "sha512-rvw3QTZc8lAxyVrqcSGVm5yP/IJ2UcB3U0graE3LCFoZ0Yn2x4EoVSqJKdB/T5M+FLcRPjz4TDacRf3OCfNUzw==", + "dev": true, + "requires": { + "errno": "~0.1.7" + } + }, + "wrap-ansi": { + "version": "5.1.0", + "resolved": "https://registry.npmjs.org/wrap-ansi/-/wrap-ansi-5.1.0.tgz", + "integrity": "sha512-QC1/iN/2/RPVJ5jYK8BGttj5z83LmSKmvbvrXPNCLZSEb32KKVDJDl/MOt2N01qU2H/FkzEa9PKto1BqDjtd7Q==", + "dev": true, + "requires": { + "ansi-styles": "^3.2.0", + "string-width": "^3.0.0", + "strip-ansi": "^5.0.0" + } + }, + "wrappy": { + "version": "1.0.2", + "resolved": "https://registry.npmjs.org/wrappy/-/wrappy-1.0.2.tgz", + "integrity": "sha1-tSQ9jz7BqjXxNkYFvA0QNuMKtp8=", + "dev": true + }, + "xtend": { + "version": "4.0.2", + "resolved": "https://registry.npmjs.org/xtend/-/xtend-4.0.2.tgz", + "integrity": "sha512-LKYU1iAXJXUgAXn9URjiu+MWhyUXHsvfp7mcuYm9dSUKK0/CjtrUwFAxD82/mCWbtLsGjFIad0wIsod4zrTAEQ==", + "dev": true + }, + "y18n": { + "version": "4.0.0", + "resolved": "https://registry.npmjs.org/y18n/-/y18n-4.0.0.tgz", + "integrity": "sha512-r9S/ZyXu/Xu9q1tYlpsLIsa3EeLXXk0VwlxqTcFRfg9EhMW+17kbt9G0NrgCmhGb5vT2hyhJZLfDGx+7+5Uj/w==", + "dev": true + }, + "yallist": { + "version": "3.1.1", + "resolved": "https://registry.npmjs.org/yallist/-/yallist-3.1.1.tgz", + "integrity": "sha512-a4UGQaWPH59mOXUYnAG2ewncQS4i4F43Tv3JoAM+s2VDAmS9NsK8GpDMLrCHPksFT7h3K6TOoUNn2pb7RoXx4g==", + "dev": true + }, + "yargs": { + "version": "13.2.4", + "resolved": "https://registry.npmjs.org/yargs/-/yargs-13.2.4.tgz", + "integrity": "sha512-HG/DWAJa1PAnHT9JAhNa8AbAv3FPaiLzioSjCcmuXXhP8MlpHO5vwls4g4j6n30Z74GVQj8Xa62dWVx1QCGklg==", + "dev": true, + "requires": { + "cliui": "^5.0.0", + "find-up": "^3.0.0", + "get-caller-file": "^2.0.1", + "os-locale": "^3.1.0", + "require-directory": "^2.1.1", + "require-main-filename": "^2.0.0", + "set-blocking": "^2.0.0", + "string-width": "^3.0.0", + "which-module": "^2.0.0", + "y18n": "^4.0.0", + "yargs-parser": "^13.1.0" + } + }, + "yargs-parser": { + "version": "13.1.2", + "resolved": "https://registry.npmjs.org/yargs-parser/-/yargs-parser-13.1.2.tgz", + "integrity": "sha512-3lbsNRf/j+A4QuSZfDRA7HRSfWrzO0YjqTJd5kjAq37Zep1CEgaYmrH9Q3GwPiB9cHyd1Y1UwggGhJGoxipbzg==", + "dev": true, + "requires": { + "camelcase": "^5.0.0", + "decamelize": "^1.2.0" + } + } + } +} diff --git a/GammaWorld3e/package.json b/GammaWorld3e/package.json new file mode 100644 index 0000000000..46a8a9ad1b --- /dev/null +++ b/GammaWorld3e/package.json @@ -0,0 +1,16 @@ +{ + "name": "roll20-charactersheet-gw3", + "version": "0.0.1", + "scripts": { + "pug": "pug src/sheet.pug -o . -P", + "pug-watch": "pug -w src/sheet.pug -o . -P", + "scss": "node-sass src/scss -o .", + "scss-watch": "node-sass --watch src/scss -o ." + }, + "devDependencies": { + "webpack": "^4.41.5", + "webpack-cli": "^3.3.10", + "node-sass": "^4.14.1" + }, + "dependencies": {} +} diff --git a/GammaWorld3e/partials/grid.css b/GammaWorld3e/partials/grid.css new file mode 100644 index 0000000000..4c617d725b --- /dev/null +++ b/GammaWorld3e/partials/grid.css @@ -0,0 +1,257 @@ +.sheet-container-fluid, +.sheet-container { + margin-right: auto; + margin-left: auto; } + +.sheet-container-fluid { + padding-right: 2rem; + padding-left: 2rem; } + +.sheet-row { + box-sizing: border-box; + display: -webkit-box !important; + display: -ms-flexbox !important; + display: flex !important; + -webkit-box-flex: 0; + -ms-flex: 0 1 auto; + flex: 0 1 auto; + -webkit-box-orient: horizontal; + -webkit-box-direction: normal; + -ms-flex-direction: row; + flex-direction: row; + -ms-flex-wrap: wrap; + flex-wrap: wrap; + margin-right: -0.5rem; + margin-left: -0.5rem; + margin-bottom: 2px; + padding-bottom: 2px; } + .sheet-row.sheet-underline { + border-bottom: 1px solid #8080801a; } + +.sheet-row.reverse { + -webkit-box-orient: horizontal; + -webkit-box-direction: reverse; + -ms-flex-direction: row-reverse; + flex-direction: row-reverse; } + +.sheet-col.reverse { + -webkit-box-orient: vertical; + -webkit-box-direction: reverse; + -ms-flex-direction: column-reverse; + flex-direction: column-reverse; } + +.sheet-col-xs, +.sheet-col-xs-1, +.sheet-col-xs-2, +.sheet-col-xs-3, +.sheet-col-xs-4, +.sheet-col-xs-5, +.sheet-col-xs-6, +.sheet-col-xs-7, +.sheet-col-xs-8, +.sheet-col-xs-9, +.sheet-col-xs-10, +.sheet-col-xs-11, +.sheet-col-xs-12, +.sheet-col-xs-offset-0, +.sheet-col-xs-offset-1, +.sheet-col-xs-offset-2, +.sheet-col-xs-offset-3, +.sheet-col-xs-offset-4, +.sheet-col-xs-offset-5, +.sheet-col-xs-offset-6, +.sheet-col-xs-offset-7, +.sheet-col-xs-offset-8, +.sheet-col-xs-offset-9, +.sheet-col-xs-offset-10, +.sheet-col-xs-offset-11, +.sheet-col-xs-offset-12 { + box-sizing: border-box; + -webkit-box-flex: 0; + -ms-flex: 0 0 auto; + flex: 0 0 auto; + position: relative; } + .sheet-col-xs:not(.sheet-padless), + .sheet-col-xs-1:not(.sheet-padless), + .sheet-col-xs-2:not(.sheet-padless), + .sheet-col-xs-3:not(.sheet-padless), + .sheet-col-xs-4:not(.sheet-padless), + .sheet-col-xs-5:not(.sheet-padless), + .sheet-col-xs-6:not(.sheet-padless), + .sheet-col-xs-7:not(.sheet-padless), + .sheet-col-xs-8:not(.sheet-padless), + .sheet-col-xs-9:not(.sheet-padless), + .sheet-col-xs-10:not(.sheet-padless), + .sheet-col-xs-11:not(.sheet-padless), + .sheet-col-xs-12:not(.sheet-padless), + .sheet-col-xs-offset-0:not(.sheet-padless), + .sheet-col-xs-offset-1:not(.sheet-padless), + .sheet-col-xs-offset-2:not(.sheet-padless), + .sheet-col-xs-offset-3:not(.sheet-padless), + .sheet-col-xs-offset-4:not(.sheet-padless), + .sheet-col-xs-offset-5:not(.sheet-padless), + .sheet-col-xs-offset-6:not(.sheet-padless), + .sheet-col-xs-offset-7:not(.sheet-padless), + .sheet-col-xs-offset-8:not(.sheet-padless), + .sheet-col-xs-offset-9:not(.sheet-padless), + .sheet-col-xs-offset-10:not(.sheet-padless), + .sheet-col-xs-offset-11:not(.sheet-padless), + .sheet-col-xs-offset-12:not(.sheet-padless) { + padding-right: 0.5rem; + padding-left: 0.5rem; } + +.sheet-col-xs { + -webkit-box-flex: 1; + -ms-flex-positive: 1; + flex-grow: 1; + -ms-flex-preferred-size: 0; + flex-basis: 0; + max-width: 100%; } + +.sheet-col-xs-1 { + -ms-flex-preferred-size: 8.33333333%; + flex-basis: 8.33333333%; + max-width: 8.33333333%; } + +.sheet-col-xs-2 { + -ms-flex-preferred-size: 16.66666667%; + flex-basis: 16.66666667%; + max-width: 16.66666667%; } + +.sheet-col-xs-3 { + -ms-flex-preferred-size: 25%; + flex-basis: 25%; + max-width: 25%; } + +.sheet-col-xs-4 { + -ms-flex-preferred-size: 33.33333333%; + flex-basis: 33.33333333%; + max-width: 33.33333333%; } + +.sheet-col-xs-5 { + -ms-flex-preferred-size: 41.66666667%; + flex-basis: 41.66666667%; + max-width: 41.66666667%; } + +.sheet-col-xs-6 { + -ms-flex-preferred-size: 50%; + flex-basis: 50%; + max-width: 50%; } + +.sheet-col-xs-7 { + -ms-flex-preferred-size: 58.33333333%; + flex-basis: 58.33333333%; + max-width: 58.33333333%; } + +.sheet-col-xs-8 { + -ms-flex-preferred-size: 66.66666667%; + flex-basis: 66.66666667%; + max-width: 66.66666667%; } + +.sheet-col-xs-9 { + -ms-flex-preferred-size: 75%; + flex-basis: 75%; + max-width: 75%; } + +.sheet-col-xs-10 { + -ms-flex-preferred-size: 83.33333333%; + flex-basis: 83.33333333%; + max-width: 83.33333333%; } + +.sheet-col-xs-11 { + -ms-flex-preferred-size: 91.66666667%; + flex-basis: 91.66666667%; + max-width: 91.66666667%; } + +.sheet-col-xs-12 { + -ms-flex-preferred-size: 100%; + flex-basis: 100%; + max-width: 100%; } + +.sheet-col-xs-offset-0 { + margin-left: 0; } + +.sheet-col-xs-offset-1 { + margin-left: 8.33333333%; } + +.sheet-col-xs-offset-2 { + margin-left: 16.66666667%; } + +.sheet-col-xs-offset-3 { + margin-left: 25%; } + +.sheet-col-xs-offset-4 { + margin-left: 33.33333333%; } + +.sheet-col-xs-offset-5 { + margin-left: 41.66666667%; } + +.sheet-col-xs-offset-6 { + margin-left: 50%; } + +.sheet-col-xs-offset-7 { + margin-left: 58.33333333%; } + +.sheet-col-xs-offset-8 { + margin-left: 66.66666667%; } + +.sheet-col-xs-offset-9 { + margin-left: 75%; } + +.sheet-col-xs-offset-10 { + margin-left: 83.33333333%; } + +.sheet-col-xs-offset-11 { + margin-left: 91.66666667%; } + +.sheet-start-xs { + -webkit-box-pack: start; + -ms-flex-pack: start; + justify-content: flex-start; + text-align: start; } + +.sheet-center-xs { + -webkit-box-pack: center; + -ms-flex-pack: center; + justify-content: center; + text-align: center; } + +.sheet-end-xs { + -webkit-box-pack: end; + -ms-flex-pack: end; + justify-content: flex-end; + text-align: end; } + +.sheet-top-xs { + -webkit-box-align: start; + -ms-flex-align: start; + align-items: flex-start; } + +.sheet-middle-xs { + -webkit-box-align: center; + -ms-flex-align: center; + align-items: center; } + +.sheet-bottom-xs { + -webkit-box-align: end; + -ms-flex-align: end; + align-items: flex-end; } + +.sheet-around-xs { + -ms-flex-pack: distribute; + justify-content: space-around; } + +.sheet-between-xs { + -webkit-box-pack: justify; + -ms-flex-pack: justify; + justify-content: space-between; } + +.sheet-first-xs { + -webkit-box-ordinal-group: 0; + -ms-flex-order: -1; + order: -1; } + +.sheet-last-xs { + -webkit-box-ordinal-group: 2; + -ms-flex-order: 1; + order: 1; } diff --git a/GammaWorld3e/partials/sheet.css b/GammaWorld3e/partials/sheet.css new file mode 100644 index 0000000000..c4abb9073d --- /dev/null +++ b/GammaWorld3e/partials/sheet.css @@ -0,0 +1,252 @@ +.sheet-3colrow .sheet-col, .sheet-row .sheet-col { + margin-right: 5px !important; + box-sizing: border-box !important; } + +/********************** + Headers +***********************/ +h1 { + font-family: "Contrail One"; + background: #ae6a00; + background: linear-gradient(0deg, #ae6a00 8%, #ae2400 38%, #ae6a00 84%); + -webkit-background-clip: text; + -webkit-text-fill-color: transparent; } + +h2 { + font-family: "Contrail One"; + font-size: 2rem; + background: #ae6a00; + background: linear-gradient(0deg, #ae6a00 8%, #ae2400 38%, #ae6a00 84%); + -webkit-background-clip: text; + -webkit-text-fill-color: transparent; } + +/********************** + Tabs +***********************/ +/* Hide actual radio */ +input[type="radio"] { + opacity: 0; + width: 16px; + height: 16px; + position: relative; + top: 5px; + left: 6px; + margin: -10px; + cursor: pointer; + z-index: 1; } + +div.sheet-rollSwitch-button { + border: 1px solid grey; + border-radius: 5px; + padding: 1rem; + background: linear-gradient(0deg, black, transparent); + color: white; + display: block; + cursor: pointer; } + +input.sheet-pageToggle:not([value="1"]) ~ .sheet-tab1 { + display: none; } + +input.sheet-pageToggle:not([value="2"]) ~ .sheet-tab2 { + display: none; } + +input.sheet-pageToggle:not([value="3"]) ~ .sheet-tab3 { + display: none; } + +/********************** + Roll-up +***********************/ +input.sheet-rollSwitch:not([value="0"]) ~ .sheet-pre-rolled { + display: none; } + +input.sheet-rollSwitch:not([value="1"]) ~ .sheet-post-rolled { + display: none; } + +/********************** + Layout +***********************/ +.sheet-panel { + background: silver; + border: 1px solid transparent; + border-radius: 5px; + color: #ae6a00; + padding: 1rem; + margin: 2px; + box-sizing: border-box; } + +.repcontainer .repitem { + background: linear-gradient(90deg, silver, transparent); + margin-bottom: 3px; } + +span.sheet-emphasis { + color: #ae2400; + font-weight: bold; + border: 1px solid #ccc; + border-radius: 3px; + padding: 3px 4px 5px 7px; + min-width: 11px; + display: block; + background: #f5f5f5; + vertical-align: 7%; + line-height: 18px; } + +label { + font-family: 'Contrail One'; + margin: 0; } + label.sheet-ability { + width: 20px; + display: inline-block; } + label.sheet-emphasis { + color: #ae2400; + font-weight: bold; } + label.sheet-tab { + display: inline; + border-radius: 3px; + border: 1px solid transparent; + color: white; + padding: 0; + text-align: center; + margin: 0 0.5rem 0 0; + background: -webkit-linear-gradient(0deg, #aeaeae 0%, #094379 64%, #0072ff 100%); + background: -moz-linear-gradient(0deg, #aeaeae 0%, #094379 64%, #0072ff 100%); + background: -o-linear-gradient(0deg, #aeaeae 0%, #094379 64%, #0072ff 100%); + background: linear-gradient(0deg, #aeaeae 0%, #094379 64%, #0072ff 100%); + -webkit-transition: background 0.4s ease-out; + -moz-transition: background 0.4s ease-out; + -o-transition: background 0.4s ease-out; + transition: background 0.4s ease-out; + background-size: 1px 40px; + cursor: pointer; } + label.sheet-tab span { + padding: 0 0.5rem 0 0.75rem; + text-align: center; } + label.sheet-tab:hover { + background-position: 100px; } + +/********************** + Sheet Container +***********************/ +.sheet-container { + border: 1px dashed #ae2400; + border-radius: 5px; + padding: 1rem; + box-sizing: border-box; } + .sheet-container .bottom-margin { + margin-bottom: 1rem; } + .sheet-container .sheet-row { + display: block; } + .sheet-container .sheet-label { + font-family: "Contrail One"; + display: inline; } + .sheet-container select { + font-family: "Arial" sans-serif; } + .sheet-container input:not(.sheet-short), .sheet-container select:not(.sheet-short) { + margin: 0; + width: 100% !important; + font-family: "Shadows Into Light"; } + +.sheet-rolls-container { + border: 1px dashed #ae2400; + border-radius: 5px; + padding: 1rem; + box-sizing: border-box; } + .sheet-rolls-container .bottom-margin { + margin-bottom: 1rem; } + .sheet-rolls-container .sheet-row { + display: block; } + .sheet-rolls-container .sheet-label { + font-family: "Contrail One"; + display: inline; } + +/********************** + Sub Container +***********************/ +.sheet-options-flag ~ .sheet-options, +.sheet-check-flag ~ .sheet-check-options { + display: none; } + +.sheet-options-flag:checked ~ .sheet-options, +.sheet-check-flag:checked ~ .sheet-options { + display: inherit; } + +.sheet-options-flag:checked ~ .sheet-options, +.sheet-check-flag:checked ~ .sheet-check-options { + min-height: 3rem; + vertical-align: top; + display: inline-block; + padding: 0.5rem; } + +.sheet-options-flag:checked ~ .sheet-display { + display: none; } + +.sheet-options-flag:checked ~ .sheet-active-flag { + margin-bottom: 50px; } + +.sheet-options-flag:checked ~ .sheet-display { + display: none; } + +.sheet-options-flag:not(:checked) ~ .sheet-display .sheet-title { + background-color: #EFEFEF; + border-bottom-right-radius: 5px; + border-top-left-radius: 5px; + display: inline-block; + font-size: 9px; + font-weight: bold; + line-height: 16px; + padding-bottom: 3px; + padding-left: 4px; + padding-right: 4px; + padding-top: 3px; + text-align: left; } + +.sheet-options-flag:not(:checked) ~ .sheet-display .sheet-subheader { + background-color: #EFEFEF; + border-bottom-right-radius: 5px; + border-top-left-radius: 5px; + display: inline-block; + font-size: 9px; + font-weight: bold; + height: 16px; + padding-bottom: 3px; + padding-left: 4px; + padding-right: 4px; + padding-top: 3px; + text-align: left; } + +.sheet-options-flag + span { + position: absolute; + top: 6px; + right: -6px; + white-space: nowrap; + width: 18px; + height: 18px; + font-size: 20px; + font-family: pictos; + color: #A0A0A0; + cursor: pointer; + margin-top: 0px; + display: none; } + +.repcontainer:hover .sheet-options-flag + span { + display: block; } + +.sheet-options-flag { + opacity: 0; + position: absolute; + top: 13px; + right: -6px; + width: 18px; + height: 18px !important; + z-index: 2; } + +.sheet-options-flag:not(:checked) ~ .sheet-display, +.sheet-options-flag:checked ~ .sheet-options, +.sheet-check-flag:not(:checked) ~ .sheet-display, +.sheet-check-flag:checked ~ .sheet-check-options { + width: 95%; + display: inline-block; } + +.sheet-options-flag:checked + span, +.sheet-check-flag:checked + span { + color: black; + display: block; } diff --git a/GammaWorld3e/sheet.html b/GammaWorld3e/sheet.html new file mode 100644 index 0000000000..cda4d0449c --- /dev/null +++ b/GammaWorld3e/sheet.html @@ -0,0 +1,2583 @@ + +
    +

    Gamma World 3e

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

    Physical Abilities

    +
    +
    +
    Cur.
    +
    Orig.
    +
    Adv.
    +
    Tmp.
    +
    Mod.
    +
    Roll
    +
    +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + + +
    +
    + +
    +
    +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + + +
    +
    + +
    +
    +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + + +
    +
    + +
    +
    +
    +
    +

    Mental Abilities

    +
    +
    +
    Cur.
    +
    Orig.
    +
    Adv.
    +
    Tmp.
    +
    Mod.
    +
    Roll
    +
    +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + + +
    +
    + +
    +
    +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + + +
    +
    + +
    +
    +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + + +
    +
    + +
    +
    +
    +
    +
    +
    +
    +
    +

    Mutations

    +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    +
    +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + + + +
    +
    + y +
    +
    +
    + +
    +
    + + + + + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    +
    +
    +
    +
    +
    +
    +

    Attacks

    +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    +
    +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + + +
    +
    + +
    +
    + y +
    +
    +
    +
    Type
    +
    + +
    +
    Skill
    +
    + +
    +
    +
    +
    +
    +
    Effect
    +
    + +
    +
    Critical
    +
    + +
    +
    +
    +
    +
    +
    Tech Lvl.
    +
    + +
    +
    Tech Rank
    +
    + +
    +
    +
    +
    Notes
    +
    + +
    +
    +
    +
    +
    +
    +
    +

    Armour

    +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    +
    +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + y +
    +
    +
    Notes
    +
    + +
    +
    Tech Lvl.
    +
    + +
    +
    Tech Rank
    +
    + +
    +
    +
    +
    Powered + +
    +
    + + + + + + + +
    +
    +
    +
    +
    Air Supply (hrs)
    +
    + +
    +
    +
    +
    +
    +
    Sensors
    +
    + +
    +
    +
    +
    +
    +
    +
    +
    No. Cells
    +
    + +
    +
    +
    +
    +
    +
    Cells Type
    +
    + +
    +
    +
    +
    +
    +
    Power Duration (hours)
    +
    + +
    +
    +
    +
    +
    +
    +
    +
    Strength x
    +
    + +
    +
    +
    +
    +
    +
    Speed x
    +
    + +
    +
    +
    +
    +
    +
    Enc. x
    +
    + +
    +
    +
    +
    +
    +
    +
    Shield + +
    +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    +
    +
    +
    Helmet + +
    +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +

    Gear

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

    Movement

    +
    +
    +
    +
    +
    +
    + +
    +
    + + +
    +
    +
    +
    +
    +
    + +
    +
    + +
    +
    +
    +
    +
    +
    + +
    +
    + +
    +
    kg.
    +
    +
    +
    +

    Combat Stats

    +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    +
    +
    +
    +
    + +
    +
    +
    +
    + +
    +
    + +
    +
    + +
    +
    +
    +
    +
    +
    Physical
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Energy
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Mental
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +

    Notes

    +
    +
    +
    + +
    +
    + y +
    +
    +
    Description
    +
    + +
    +
    +
    +
    +
    +
    +
    +
    +

    Skills

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

    Talents

    +
    +
    + +
    +
    +
    +
    +
    + +
    +
    + +
    +
    + y +
    +
    +
    Affects:
    +
    + +
    +
    Act Factor:
    +
    + +
    +
    Notes
    +
    + +
    +
    +
    +
    +
    +
    +
    +
    +

    Coins

    +
    +
    + +
    +
    + +
    +
    +
    +
    Nickels
    +
    + +
    +
    +
    +
    Silver Coins
    +
    + +
    +
    +
    +
    Gold Coins
    +
    + +
    +
    +
    +
    Domars
    +
    + +
    +
    +
    +
    Dahlers
    +
    + +
    +
    +
    +
    Daublers
    +
    + +
    +
    +
    +
    +
    +
    +

    Cells

    +
    +
    + +
    +
    + +
    +
    +
    +
    Atomic
    +
    + +
    +
    +
    +
    Chemical
    +
    + +
    +
    +
    +
    Hydrogen
    +
    + +
    +
    +
    +
    Solar
    +
    + +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    + +
    +
    + +
    +

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

    Combat Stats

    +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    +
    +
    + +
    +
    + +
    +
    + +
    +
    +
    +
    Physical
    +
    +
    +
    +
    +
    +
    +
    +
    Energy
    +
    +
    +
    +
    +
    +
    +
    +
    Mental
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    + +
    +
    +
    +
    +
    +

    Physical Abilities

    +
    +
    +
    Cur.
    +
    Orig.
    +
    Adv.
    +
    Tmp.
    +
    Mod.
    +
    Roll
    +
    +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + + +
    +
    + +
    +
    +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + + +
    +
    + +
    +
    +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + + +
    +
    + +
    +
    +
    +
    +

    Mental Abilities

    +
    +
    +
    Cur.
    +
    Orig.
    +
    Adv.
    +
    Tmp.
    +
    Mod.
    +
    Roll
    +
    +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + + +
    +
    + +
    +
    +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + + +
    +
    + +
    +
    +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + + +
    +
    + +
    +
    +
    +
    +
    +
    +

    Mutations

    +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    +
    +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + + +
    +
    + y +
    +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    +
    +
    +
    +
    +

    Attacks

    +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    +
    +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + y +
    +
    +
    +
    Type
    +
    + +
    +
    Skill
    +
    + +
    +
    +
    +
    +
    +
    Effect
    +
    + +
    +
    Critical
    +
    + +
    +
    +
    +
    +
    +
    Tech Lvl.
    +
    + +
    +
    Tech Rank
    +
    + +
    +
    +
    +
    Notes
    +
    + +
    +
    +
    +
    +
    +
    +
    +
    +
    + +
    +
    + +
    +
    +
    +
    +
    +
    +
    +
    +

    Ability Scores

    +
    + + + +
    +

    Hit Points

    +
    + + + +
    +
    +
    +
    +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/GammaWorld3e/sheet.json b/GammaWorld3e/sheet.json new file mode 100644 index 0000000000..1a753d84e2 --- /dev/null +++ b/GammaWorld3e/sheet.json @@ -0,0 +1,8 @@ +{ + "html": "sheet.html", + "css": "styles.css", + "authors": "Noel da Costa", + "roll20userid": "3920005", + "instructions": "# Instructions/r/r## Using the sheet/r/r### Overview/r/rThis sheet is for use with the GammaWorld 3rd edition rules./r/r### Abilities/r/r3e required that character abilities be rolled randomly. This is currently a requirement on the sheet - you can't edit your attributes directly. To roll your character's abilities, click on the `Roll-up` tab, here you can roll attributes and hitpoints. If you wish to re-roll you need to first click `Reset`./r/r- Adv. - This represents your character's advancement through XP. If you take your ability scores up with XP add the amount in this field./r- Tmp. - Any temporary modifiers to an ability score should be entered in this field/r- Mod. - The ability modifier is calculated automatically/r/r### Combat Stats/r/r#### Defence/r/rNote that this is a slight departure from the original character sheets included with the rules in that it splits defence ratings across `energy`, `physical` and `mental`. These were implied in the rules but not fully represented on the PnP character sheet. These are calculated values based on Gear, Armour and Mutation entries./r/r- _CS_: Column Shift/r- _RF_: Result Factor/r- _DR_: Damage Reduction", + "preview": "GW3-sheet.png" +} diff --git a/GammaWorld3e/src/api-scripts/companion.js b/GammaWorld3e/src/api-scripts/companion.js new file mode 100644 index 0000000000..1574992bdf --- /dev/null +++ b/GammaWorld3e/src/api-scripts/companion.js @@ -0,0 +1,1281 @@ +/* + * Version 0.0.1 + * Made By Noel da Costa + */ +// import compendium from './compendium' +function empty(mixedVar) { + // discuss at: http://locutus.io/php/empty/ + // original by: Philippe Baumann + // input by: Onno Marsman (https://twitter.com/onnomarsman) + // input by: LH + // input by: Stoyan Kyosev (http://www.svest.org/) + // bugfixed by: Kevin van Zonneveld (http://kvz.io) + // improved by: Onno Marsman (https://twitter.com/onnomarsman) + // improved by: Francesco + // improved by: Marc Jansen + // improved by: Rafał Kukawski (http://blog.kukawski.pl) + // example 1: empty(null) + // returns 1: true + // example 2: empty(undefined) + // returns 2: true + // example 3: empty([]) + // returns 3: true + // example 4: empty({}) + // returns 4: true + // example 5: empty({'aFunc' : function () { alert('humpty'); } }) + // returns 5: false + var undef; + var key; + var i; + var len; + var emptyValues = [undef, null, false, 0, "", "0"]; + + for (i = 0, len = emptyValues.length; i < len; i++) { + if (mixedVar === emptyValues[i]) { + return true; + } + } + + if (typeof mixedVar === "object") { + for (key in mixedVar) { + if (mixedVar.hasOwnProperty(key)) { + return false; + } + } + return true; + } + + return false; +} + +// @license: GammaWorld compendium not included for licensing reasons, but you can create your own, contact me for advice on how +// import compendium from './compendium' + +var GW3Companion = + GW3Companion || + (function () { + "use strict"; + + let observers = { + tokenChange: [], + }; + + // Styling for the chat responses. + const styles = { + reset: "padding: 0; margin: 0;", + menu: + "background-color: #fff; border: 1px dashed #ae2400; padding: 5px 5px 10px 5px; border-radius: 5px;", + button: + "background-color: #000; border: 1px solid #292929; border-radius: 3px; padding: 5px; color: #fff; text-align: center;", + list: "list-style: none;", + float: { + right: "float: right;", + left: "float: left;", + }, + success: + "color: green; background-color: white; padding: 0.3rem 1rem; margin-left: 1rem, border-radius: 3px;", + fail: + "color: red; background-color: white; padding: 0.3rem 1rem; margin-left: 1rem, border-radius: 3px;", + rank: + "border: solid 1px black; border-radius: 2px; padding: 2px 4px; background-color: #fefefe; cursor: pointer; display: inline-block;", + overflow: "overflow: hidden;", + row: "margin-bottom: 5px", + fullWidth: "width: 100%;", + underline: "text-decoration: underline;", + strikethrough: "text-decoration: strikethrough", + effect: + "font-weight: bold; margin-top: 5px; border: 1px solid grey; padding: 1rem; border-radius: 5px; background-color: #aaa; color: white;", + }, + script_name = "GW3Companion", + state_name = "GW3COMPANION", + markers = [ + "none", + "blue", + "brown", + "green", + "pink", + "purple", + "red", + "yellow", + "-", + "all-for-one", + "angel-outfit", + "archery-target", + "arrowed", + "aura", + "back-pain", + "black-flag", + "bleeding-eye", + "bolt-shield", + "broken-heart", + "broken-shield", + "broken-skull", + "chained-heart", + "chemical-bolt", + "cobweb", + "dead", + "death-zone", + "drink-me", + "edge-crack", + "fishing-net", + "fist", + "fluffy-wing", + "flying-flag", + "frozen-orb", + "grab", + "grenade", + "half-haze", + "half-heart", + "interdiction", + "lightning-helix", + "ninja-mask", + "overdrive", + "padlock", + "pummeled", + "radioactive", + "rolling-tomb", + "screaming", + "sentry-gun", + "skull", + "sleepy", + "snail", + "spanner", + "stopwatch", + "strong", + "three-leaves", + "tread", + "trophy", + "white-tower", + ], + generateUUID = (function () { + var a = 0, + b = []; + return function () { + var c = new Date().getTime() + 0, + d = c === a; + a = c; + for (var e = new Array(8), f = 7; 0 <= f; f--) { + e[ + f + ] = "-0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZ_abcdefghijklmnopqrstuvwxyz".charAt( + c % 64 + ); + c = Math.floor(c / 64); + } + c = e.join(""); + if (d) { + for (f = 11; 0 <= f && 63 === b[f]; f--) { + b[f] = 0; + } + b[f]++; + } else { + for (f = 0; 12 > f; f++) { + b[f] = Math.floor(64 * Math.random()); + } + } + for (f = 0; 12 > f; f++) { + c += "-0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZ_abcdefghijklmnopqrstuvwxyz".charAt( + b[f] + ); + } + return c; + }; + })(), + generateRowID = function () { + return generateUUID().replace(/_/g, "Z"); + }, + getParameters = function (args) { + let parameters = {}; + _.each(args, (arg, key) => { + let splat = args.shift().split("|"); + if (splat[1] !== undefined) { + parameters[splat[0]] = + splat[0] === "title" ? splat[1].replace("_", " ") : splat[1]; + } + }); + return parameters; + }, + getRollResult = function (msg, rolltext, callback, parameters) { + sendChat(msg.playerid, rolltext, function (ops) { + const rollresult = ops[0]; + log(rollresult); + let result = JSON.parse(ops[0].content); + roll = parseInt(result.total); + callback(roll, parameters); + }); + }, + handleInput = (msg) => { + if (msg.type != "api") return; + let data = {}, + listItems = [], + contents = "", + button = ""; + // Split the message into command and argument(s) + let args = msg.content.split(" "); + let command = args.shift().substring(1); + let extracommand = args.shift(); + log(msg); + log("GM issued " + script_name + " msg: " + msg.content); + log("GM issued " + script_name + " command: " + command); + if (command == state[state_name].config.command) { + switch (extracommand) { + case "reset": + if (!playerIsGM(msg.playerid)) return; + state[state_name] = {}; + setDefaults(true); + sendConfigMenu(); + break; + + case "config": + if (!playerIsGM(msg.playerid)) return; + let message; + if (args.length > 0) { + let setting = args.shift().split("|"); + let key = setting.shift(); + let value = + setting[0] === "true" + ? true + : setting[0] === "false" + ? false + : setting[0]; + state[state_name].config[key] = value; + if (key === "bar") { + //registerEventHandlers(); + message = + 'The API Sandbox needs to be restarted for this to take effect.'; + } + } + + sendConfigMenu(false, message); + break; + case "set": + if (!playerIsGM(msg.playerid)) return; + if (args.length > 0) { + let score = args.shift().split("|"); + let ability = score.shift(); + log("ability: " + ability); + log("score: " + score); + _.each(msg.selected, function (obj) { + let token, character, attribute, exists; + token = getObj("graphic", obj._id); + if (token) { + character = getObj("character", token.get("represents")); + } + + // attribute = getAttrByName(parameters['character'], `${ability}_rolled`); + attribute = findObjs({ + _type: "attribute", + characterid: character.id, + name: `${ability}_rolled`, + }); + log("ATTRIBUTE: "); + log(attribute); + log(attribute.length); + if (attribute.length) { + attribute[0].setWithWorker({ current: score }); + } + // if (character) { + // let rowId = generateRowID(); + // let objTemplate = { + // max: '', + // _id: rowId, + // _characterid: character.id + // }; + // let obj = Object.assign(objTemplate, { + // name:`attr_${ability}_rolled`, + // current: score + // }); + // log(obj); + // createObj('attribute',obj); + // } + }); + } + break; + case "act": + log("ACT roll"); + if (args.length > 0) { + log(args); + // Get main settings + let rankSetting = args.shift().split("|"); + let rank = rankSetting.shift(); + let roll1 = rankSetting[0]; + let roll2 = rankSetting[1]; + + // Get other parameters + const parameters = getParameters(args); + log("parameters: "); + log(parameters); + log("act passed rank: " + rank); + log(roll1); + log(roll2); + // log(value); + + // get target if any and target CS mod and + rollAct(msg, rank, parameters, roll1, roll2); + } + break; + case "import": + let ids = args.shift().split("|"); + let category = ids.shift(); + log("name: " + ids); + log("typeof ids: " + typeof ids); + log("ids: " + ids); + log("category: " + category); + log("typeof category: " + typeof category); + importCompendiumItemToCharacter(msg, ids, category); + break; + case "category": + log("category"); + if (args.length > 0) { + let category = args.shift(); + let cost = 0; + data = getData(); + listItems = []; + let items = Object.keys(data[category]); + let subcat = {}; + let header = ""; + _.each(items, (item) => { + // render type headers + if (data[category][item].type) { + log("type: " + data[category][item].type); + if (!subcat[data[category][item].type]) { + subcat[data[category][item].type] = true; + header = `

    ${ucFirst(data[category][item].type)}

    `; + log("set header"); + log(header); + } else { + header = ""; + } + } + cost = data[category][item].cost + ? data[category][item].cost + : data[category][item].rarity === 2 + ? "**" + : ""; + button = + header + + makeButton( + ucFirst(data[category][item].name), + `!gw import ${category}|${item}`, + styles.button + styles.float.right + ); + // log("COST: "+cost); + if (cost !== "") { + listItems.push(`cost: ${cost}` + button); + } else { + listItems.push(button); + } + }); + let backbutton = makeButton( + "Back", + `!gw compendium`, + styles.button + styles.float.right + ); + + contents = + makeList( + listItems, + styles.reset + styles.list + styles.overflow, + styles.overflow + ) + + '

    You can always come back to the compendium by typing `!' + + state[state_name].config.command + + " compendium`.


    " + + backbutton; + makeAndSendMenu( + contents, + "Compendium
    " + category + " import", + "" + ); + } + // button = makeButton('Backpack', '!' + state[state_name].config.command + ' import backpack', styles.button + styles.fullWidth); + // makeAndSendMenu(button, 'Import Gear'); + break; + case "compendium": + log("compendium"); + data = getData(); + listItems = []; + let categories = ["armour", "attacks", "gear", "mutations"]; + _.each(categories, (category) => { + button = makeButton( + ucFirst(category), + `!gw category ${category}`, + styles.button + styles.float.right + ); + listItems.push(button); + }); + contents = + makeList( + listItems, + styles.reset + styles.list + styles.overflow, + styles.overflow + ) + + '

    You can always come back to the compendium by typing `!' + + state[state_name].config.command + + " compendium`.


    "; + makeAndSendMenu(contents, "Compendium - Categories", ""); + break; + case "effect": + if (args.length > 0) { + log(args); + let setting = args.shift().split("|"); + log(setting); + let effect = setting.shift(); + let background = setting[0] || null; + let colour = + background == "white" || background == "yellow" + ? "black" + : "white"; + let result = getEffectResult(effect, background); + let title = result.name; + let player = getObj("player", msg.playerid); + log("PLAYER: "); + log(player); + const parameters = getParameters(args); + let whisper = parameters["whisper"] + ? player.get("_displayname") + : ""; + let content = `
    ${makeResult( + colour, + background, + result.result + )}
    `; + makeAndSendResult(content, title, whisper, msg.playerid); + } + break; + default: + sendConfigMenu(); + break; + } + } + }, + getRollColour = (roll, row) => { + let colour = "white", + RF = 0, + background = "black"; + if (roll >= row[0]) { + colour = "black"; + background = "white"; + } + if (roll >= row[1]) { + colour = "white"; + RF++; + background = "blue"; + } + if (roll >= row[2]) { + colour = "white"; + RF++; + background = "green"; + } + if (row[3] !== null && roll >= row[3]) { + colour = "black"; + RF++; + background = "yellow"; + } + if (row[4] !== null && roll >= row[4]) { + colour = "white"; + RF++; + background = "orange"; + } + if (roll >= row[5]) { + colour = "white"; + RF++; + background = "red"; + } + return { colour, RF, background }; + }, + rollAct = (msg, rank, parameters = {}, roll1, roll2) => { + const self = this; + log("rollACT: " + rank); + const data = getData(); + let save, + rankHTML = "", + effectType = "effect", + token = false, + character = false, + targetCharacter = false, + colorResult = {}, + effectName = "", + category = parameters["category"], + dmgTotalString = ""; + rank = parseInt(rank); + rankHTML = `${rank}`; + sendChat(msg.playerid, "/roll 2d100", function (ops) { + log("roll1: " + roll1); + log("roll2: " + roll2); + if (roll1) { + log("roll1 hardcoded"); + } else { + log("roll object"); + log(ops); + log(JSON.parse(ops[0].content)); + // return; + roll1 = parseInt(JSON.parse(ops[0].content).rolls[0].results[0].v); + roll2 = parseInt(JSON.parse(ops[0].content).rolls[0].results[1].v); + } + // ops will be an ARRAY of command results. + log("roll1: " + roll1); + log("roll2: " + roll2); + if (parameters["mod"]) { + // log('calculating rank based on mod'); + // log(parameters['character']); + // log(`${parameters['mod']}_mod`); + // log(getAttrByName(parameters['character'], 'PS_modifier')); + + const mod = parseInt( + getAttrByName( + parameters["character"], + `${parameters["mod"]}_modifier` + ) + ); + rankHTML += ` + ${mod}`; + rank += mod; + } + if (parameters["character"]) { + log("character: "); + log(character); + character = getObj("character", parameters["character"]); + } + if (parameters["CS"]) { + log("calculating rank based on CS: " + parseInt(parameters["CS"])); + rankHTML += ` + ${parameters["CS"]}`; + rank += parseInt(parameters["CS"]); + log("rank: " + rank); + } + if (parameters["tech"]) { + log("calculating rank based on tech level"); + let character_tech_level; + if (character) { + character_tech_level = getAttrByName( + character.id, + "character_tech_level" + ); + let tech_difference = Math.abs( + parseInt(character_tech_level) - parseInt(parameters["tech"]) + ); + rankHTML += ` - ${tech_difference}`; + rank -= tech_difference; + log("rank: " + rank); + } + } + if (parameters["target_id"]) { + log("target attributes"); + token = getObj("graphic", parameters["target_id"]); + log(token); + if (token) { + targetCharacter = getObj("character", token.get("represents")); + log(targetCharacter); + } + if (!targetCharacter) { + log("character not found"); + return; + } + if (parameters["target_mod"]) { + let modVal = getAttrByName( + targetCharacter.id, + parameters["target_mod"] + ); + log("modVal: " + modVal); + rank += parseInt(modVal); + // attributes = findObjs({ + // _type: 'attribute', + // characterid: targetCharacter.id + // }); + // _.each(attributes, fnction(attribute) { + // log(attribute); + // }); + } + // minus target's DX mod for melee attacks + if ( + parameters["category"] === "attacks" && + parameters["type"] === "melee" + ) { + let targetDXmod = getAttrByName( + targetCharacter.id, + "DX_modifier" + ); + log("targetDXmod: " + targetDXmod); + rankHTML += ` - ${targetDXmod}`; + rank -= parseInt(targetDXmod); + } + } + + rankHTML += `: ${rank}`; + let row = getActRow(rank); + log("row: " + row); + log(typeof row); + log(Array.isArray(row)); + if (!Array.isArray(row)) { + let player = getObj("player", msg.playerid); + makeAndSendResult( + "ACT roll failed!", + "Error:", + player.get("_displayname"), + msg.playerid + ); + return; + } + + colorResult = getRollColour(roll1, row); + // log('color: ' + colour); + // log('background: ' + background); + // log('RC: ' + background); + // log('RF: ' + RF); + let title = `ACT Roll'`; + if (parameters["title"]) { + if (parameters["category"] && parameters["title"] === "ref") { + if ( + data[parameters["category"]] && + data[parameters["category"]][parameters["id"]] + ) { + title = data[parameters["category"]][parameters["id"]].name; + } + } else { + title = parameters["title"]; + } + title += ` (${rank})`; + } + let content = ""; + content += `
    Roll: ${roll1}
    Rank: ${rankHTML}
    `; + + if (parameters["dmg"]) { + log( + "damage parameter: " + + parameters["dmg"] + + " - " + + parameters["damage_type"] + ); + let baseDmg, + DR = 0, + soaked; + if (parameters["dmg"] === "mutation") { + baseDmg = parseInt(rank) / 2; + } else if (parameters["dmg"].includes("/")) { + let dmg = parameters["dmg"].split("/"); + log("dmg: "); + log(dmg); + let size = + getAttrByName(targetCharacter.id, "character_size") || 3; + log("size: " + size); + baseDmg = parseInt(size) < 4 ? dmg[0] : dmg[1]; + } else { + baseDmg = parseInt(parameters["dmg"]); + } + log("baseDMG: " + baseDmg); + log("RF: " + colorResult.RF); + DR = getAttrByName(targetCharacter.id, "DR_physical") || 0; + log("DR: " + DR); + + let dmgTotal = parseInt(colorResult.RF) * parseInt(baseDmg); + if (DR) { + soaked = dmgTotal + parseInt(DR); + } + soaked = soaked < 1 ? 0 : soaked; + log("dmgTotal: " + dmgTotal); + dmgTotalString = `Physical Damage: ${soaked}`; + } + + content += makeResult( + colorResult.colour, + colorResult.background, + colorResult.background, + "RF", + colorResult.RF, + dmgTotalString + ); + + const send = (msg, parameters, title, content) => { + if (parameters["character"]) { + makeAndSendResult( + content, + title, + "", + parameters["character"], + "character" + ); + } else { + makeAndSendResult(content, title, "", msg.playerid); + } + }; + + // check save from item or from damage type + if (parameters["damage_type"]) { + if (data["damage_types"][parameters["damage_type"]]) { + if (data["damage_types"][parameters["damage_type"]]["save"]) { + save = data["damage_types"][parameters["damage_type"]].save; + } + } + } + + if (parameters["effect"]) { + effectName = parameters["effect"]; + if ( + !empty(data.effects) && + !empty(data.effects[parameters["effect"]]) + ) { + effectName = data.effects[parameters["effect"]].name; + // let result = getEffectResult(parameters['effect'], colorResult.background); + content += `
    Effect:
    ${effectName}
    `; + } else if ( + !empty(data.damage_types) && + data.damage_types[parameters["effect"]] + ) { + log( + "damage_type based on effect: " + + parameters["effect"] + + ", " + + data.damage_types[parameters["effect"]] + ); + content += `
    Effect: ${data.damage_types[parameters["effect"]].name}
    `; + save = data.damage_types[parameters["effect"]].save; + } + } + + if (parameters["effect_crit"]) { + log("effect_crit: " + parameters["effect_crit"]); + log("background: " + colorResult.background); + log( + !empty(data.effects) && data.effects[parameters["effect_crit"]] + ); + if (colorResult.background === "red") { + if (data.effects[parameters["effect_crit"]]) { + effectType = "effect_crit"; + content += `
    Critical Effect: ${ + data.effects[parameters["effect_crit"]].name + }
    `; + } else if (data.damage_types[parameters["effect_crit"]]) { + log(data.damage_types); + log(parameters["effect_crit"]); + log(data.damage_types[parameters["effect_crit"]]); + content += `
    Critical Effect: ${ + data.damage_types[parameters["effect_crit"]].name + }
    `; + save = data.damage_types[parameters["effect_crit"]].save; + } + } + } + + if (parameters["save"]) { + save = save || parameters["save"]; + let saveScore = getAttrByName(targetCharacter.id, `${save}`); + let effectsActRow = getActRow(saveScore); + let effectsColorResult = getRollColour(roll2, effectsActRow); + let effectsResult = { result: effectsColorResult.background }; + let result = ""; + log("effectType: " + effectType); + log(parameters[effectType]); + if (!empty(data.effects) && data.effects[parameters[effectType]]) { + effectsResult = getEffectResult( + parameters[effectType], + effectsColorResult.background + ); + } + result = effectsResult.result; + let success = + parseInt(effectsColorResult.RF) >= parseInt(colorResult.RF); + let successMessage = success + ? `success` + : `fail`; + content += `
    Save (${effectName}): ${result} ${successMessage}
    `; + } + send(msg, parameters, title, content); + }); + }, + getActRow = (rank) => { + log("getActRow"); + rank = parseInt(rank); + log(typeof rank + ": " + rank); + const cols = { + A: [18, 74, 99, null, null, 100], + B: [17, 73, 98, 99, null, 100], + C: [16, 72, 97, 99, null, 100], + "1": [15, 71, 96, 98, 99, 100], + "2": [14, 69, 94, 97, 99, 100], + "3": [13, 68, 93, 97, 97, 100], + "4": [12, 66, 91, 96, 97, 100], + "5": [11, 62, 87, 93, 97, 99], + "6": [10, 60, 85, 92, 96, 99], + "7": [9, 58, 83, 91, 96, 99], + "8": [8, 56, 80, 89, 95, 99], + "9": [7, 54, 78, 88, 93, 99], + "10": [6, 52, 75, 86, 92, 99], + "11": [5, 49, 71, 83, 91, 98], + "12": [5, 47, 68, 81, 90, 98], + "13": [4, 44, 65, 79, 89, 98], + "14": [4, 42, 62, 77, 88, 98], + "15": [4, 40, 58, 75, 87, 98], + "16": [3, 37, 53, 72, 86, 97], + "17": [3, 35, 49, 70, 85, 97], + "18": [3, 33, 45, 68, 84, 97], + "19": [3, 30, 41, 66, 83, 97], + "20": [2, 26, 36, 63, 82, 96], + "21": [2, 23, 32, 61, 81, 96], + X: [2, 20, 27, 59, 80, 96], + Y: [2, 17, 22, 56, 78, 95], + Z: [2, 13, 16, 51, 76, 94], + }; + if (rank <= -26) return cols["A"]; + if (rank <= -6) return cols["B"]; + if (rank <= 0) return cols["C"]; + if (rank === 1) return cols["1"]; + if (rank === 2) return cols["2"]; + if (rank === 3) return cols["3"]; + if (rank === 4) return cols["4"]; + if (rank === 5) return cols["5"]; + if (rank === 6) return cols["6"]; + if (rank === 7) return cols["7"]; + if (rank === 8) return cols["8"]; + if (rank === 9) return cols["9"]; + if (rank === 10) return cols["10"]; + if (rank === 11) return cols["11"]; + if (rank === 12) return cols["12"]; + if (rank === 13) return cols["13"]; + if (rank === 14) return cols["14"]; + if (rank === 15) return cols["15"]; + if (rank === 16) return cols["16"]; + if (rank === 17) return cols["17"]; + if (rank === 18) return cols["18"]; + if (rank === 19) return cols["19"]; + if (rank === 20) return cols["20"]; + if (rank === 21) return cols["21"]; + if (rank <= 120) return cols["X"]; + if (rank <= 600) return cols["Y"]; + if (rank > 600) return cols["Z"]; + }, + getEffectResult = (effect, colour) => { + let data = getData().effects; + const index = + colour === "red" + ? 0 + : colour === "orange" + ? 1 + : colour === "yellow" + ? 2 + : colour === "green" + ? 3 + : colour === "blue" + ? 4 + : colour === "white" + ? 5 + : 6; + log("index: ", index); + log("effectname: ", effect); + log(data[effect]); + log(data[effect].name); + log(data[effect].data[index]); + return { name: data[effect].name, result: data[effect].data[index] }; + }, + importCompendiumItemToCharacter = function (msg, ids, category) { + log("import"); + const data = getData(); + let player = getObj("player", msg.playerid); + log("player:"); + log(player); + log("player displayname:"); + log(player.get("_displayname")); + if (msg.selected === undefined) { + makeAndSendResult( + "Please first select a token representing the character to which you wish to import!", + "Error:", + player.get("_displayname"), + msg.playerid + ); + return; + } + _.each(msg.selected, function (obj) { + let token, character, attribute, sections, exists; + token = getObj("graphic", obj._id); + if (token) { + character = getObj("character", token.get("represents")); + } + if (character) { + attribute = findObjs({ + _type: "attribute", + characterid: character.id, + }); + } else { + log("character not found"); + return; + } + if (!attribute) { + makeAndSendResult( + "This character sheet is blank.", + "Error: ", + player.get("_displayname"), + character.id, + "character" + ); + return; + } + _.each(ids, (itemId) => { + let rowId = generateRowID(); + let objTemplate = { + max: "", + _id: rowId, + _characterid: character.id, + }; + if (data[category] === undefined) { + makeAndSendResult( + "The selected category could not be found.", + "Error: ", + player.get("_displayname"), + character.id, + "character" + ); + return; + } + // let items = data[category].filter(item => item.id === itemId); + if (!_.has(data[category], itemId)) { + makeAndSendResult( + "The selected itemID could not be found.", + "Error: ", + player.get("_displayname"), + character.id, + "character" + ); + return; + } + let itemAttributes = data[category][itemId]; + log("itemAttributes: "); + log(itemAttributes); + _.each(itemAttributes, (attributeValue, attributeName) => { + if (attributeName !== "id") { + let obj = Object.assign(objTemplate, { + name: `repeating_${category}_${rowId}_${attributeName}`, + current: attributeValue, + }); + log(obj); + createObj("attribute", obj); + } + }); + // add in the compendium reference + let obj = Object.assign(objTemplate, { + name: `repeating_${category}_${rowId}_ref`, + current: itemId, + }); + createObj("attribute", obj); + if (category === "armour" || category === "gear") { + let obj = Object.assign(objTemplate, { + name: `repeating_${category}_${rowId}_equipped`, + current: 0, + }); + createObj("attribute", obj); + } + if (category === "attacks" || category === "ammo") { + if (category === "attacks") { + let character_rank = parseInt( + getAttrByName(character.id, "character_rank") + ); + log("character rank:" + character_rank); + if (character_rank === NaN) { + log( + "character rank was not found and thus the attack rank could not be accurately determined and will default to 1" + ); + character_rank = 1; + } + let obj = Object.assign(objTemplate, { + name: `repeating_${category}_${rowId}_rank`, + current: character_rank, + }); + createObj("attribute", obj); + } + // also add it to gear + _.each(itemAttributes, (attributeValue, attributeName) => { + if (attributeName !== "id") { + let obj = Object.assign(objTemplate, { + name: `repeating_gear_${rowId}_${attributeName}`, + current: attributeValue, + }); + log(obj); + createObj("attribute", obj); + } + }); + } + if (category === "mutations") { + sendChat(msg.playerid, "/roll 2d6", function (ops) { + let rollresult = ops[0]; + let result = JSON.parse(ops[0].content); + let rolltotal = parseInt(result.total); + if (itemAttributes.modifier !== undefined) { + let mod = + itemAttributes["type"] === "mental" + ? "MS_modifier" + : "PS_modifier"; + let ability = attribute.filter((x) => x.get("name") === mod); + if (ability.length) { + let obj = Object.assign(objTemplate, { + name: `repeating_${category}_${rowId}_rank`, + current: parseInt(ability[0].get("current")) + rolltotal, + }); + createObj("attribute", obj); + } + } + }); + } + }); + }); + }, + handleBarValueChange = (obj, prev) => { + pre_log("handleBarValueChange: "); + log(obj); + log(prev); + + let bar = "bar" + state[state_name].config.bar; + + if ( + !obj || + !prev || + !obj.get("represents") || + obj.get(bar + "_value") === prev[bar + "_value"] + ) { + return; + } + + // let attributes = {}; + let character = {}, + characterID = obj.get("represents"); + character = getObj("character", characterID); + + // obj.set(attributes); + notifyObservers("tokenChange", obj, prev); + }, + getColor = (value) => { + return hslToHex((1 - value) * 120, 75, 50); + }, + hslToHex = (h, s, l) => { + h /= 360; + s /= 100; + l /= 100; + let r, g, b; + if (s === 0) { + r = g = b = l; // achromatic + } else { + const hue2rgb = (p, q, t) => { + if (t < 0) t += 1; + if (t > 1) t -= 1; + if (t < 1 / 6) return p + (q - p) * 6 * t; + if (t < 1 / 2) return q; + if (t < 2 / 3) return p + (q - p) * (2 / 3 - t) * 6; + return p; + }; + const q = l < 0.5 ? l * (1 + s) : l + s - l * s; + const p = 2 * l - q; + r = hue2rgb(p, q, h + 1 / 3); + g = hue2rgb(p, q, h); + b = hue2rgb(p, q, h - 1 / 3); + } + const toHex = (x) => { + const hex = Math.round(x * 255).toString(16); + return hex.length === 1 ? "0" + hex : hex; + }; + return `#${toHex(r)}${toHex(g)}${toHex(b)}`; + }, + ucFirst = (string) => { + return string.charAt(0).toUpperCase() + string.slice(1); + }, + sendConfigMenu = (first, message) => { + let commandButton = makeButton( + "!" + state[state_name].config.command, + "!" + + state[state_name].config.command + + " config command|?{Command (without !)}", + styles.button + styles.float.right + ), + barButton = makeButton( + "bar " + state[state_name].config.bar, + "!" + + state[state_name].config.command + + " config bar|?{Bar|Bar 1 (green),1|Bar 2 (blue),2|Bar 3 (red),3}", + styles.button + styles.float.right + ), + listItems = [ + 'Command: ' + + commandButton, + 'HP Bar: ' + + barButton, + ]; + + let resetButton = makeButton( + "Reset", + "!" + state[state_name].config.command + " reset", + styles.button + styles.fullWidth + ); + + let title_text = first + ? script_name + " First Time Setup" + : script_name + " Config"; + message = message ? "

    " + message + "

    " : ""; + let contents = + message + + makeList( + listItems, + styles.reset + styles.list + styles.overflow, + styles.overflow + ) + + '

    You can always come back to this config by typing `!' + + state[state_name].config.command + + " config`.


    " + + resetButton; + makeAndSendMenu(contents, title_text, "gm"); + }, + makeAndSendMenu = (contents, title, whisper) => { + title = title && title != "" && makeTitle(title); + whisper = whisper && whisper !== "" && "/w " + whisper + " "; + sendChat( + script_name, + whisper + + '
    ' + + title + + contents + + "
    ", + null, + { + noarchive: true, + } + ); + }, + makeAndSendResult = (contents, title, whisper, id, type = "player") => { + log("makeAndSendResult"); + log(id); + log(type); + title = title && title != "" && makeTitle(title); + whisper = whisper && whisper !== "" ? "/w " + whisper + " " : ""; + sendChat( + `${type}|${id}`, + whisper + + '
    ' + + title + + contents + + "
    ", + null, + { + noarchive: true, + } + ); + }, + makeTitle = (title) => { + return ( + '

    ' + + title + + "

    " + ); + }, + makeButton = (title, href, style) => { + return '' + title + ""; + }, + makeList = (items, listStyle, itemStyle) => { + let list = '
      '; + items.forEach((item) => { + list += '
    • ' + item + "
    • "; + }); + list += "
    "; + return list; + }, + makeResult = (colour, background, text, label, value, category = "") => { + return `
    ${category}
    ${text} (${label}: ${value})
    `; + }, + pre_log = (message) => { + log( + "---------------------------------------------------------------------------------------------" + ); + log(message); + log( + "---------------------------------------------------------------------------------------------" + ); + }, + checkInstall = () => { + if (!_.has(state, state_name)) { + state[state_name] = state[state_name] || {}; + } + setDefaults(); + + log( + script_name + " Ready! Command: !" + state[state_name].config.command + ); + if (state[state_name].config.debug) { + makeAndSendMenu(script_name + " Ready! Debug On.", "", "gm"); + } + }, + observeTokenChange = function (handler) { + pre_log("token change: "); + log(handler); + if (handler && _.isFunction(handler)) { + observers.tokenChange.push(handler); + } + }, + notifyObservers = function (event, obj, prev) { + _.each(observers[event], function (handler) { + handler(obj, prev); + }); + }, + registerEventHandlers = () => { + on("chat:message", handleInput); + on("change:graphic", handleBarValueChange); + if ("undefined" !== typeof TokenMod && TokenMod.ObserveTokenChange) { + TokenMod.ObserveTokenChange(handleBarValueChange); + } + }, + setDefaults = (reset) => { + const defaults = { + config: { + command: "gw", + bar: 1, + firsttime: reset ? false : true, + }, + }; + + if (!state[state_name].config) { + state[state_name].config = defaults.config; + } else { + if (!state[state_name].config.hasOwnProperty("command")) { + state[state_name].config.command = defaults.config.command; + } + if (!state[state_name].config.hasOwnProperty("bar")) { + state[state_name].config.bar = defaults.config.bar; + } + } + + if (state[state_name].config.firsttime) { + sendConfigMenu(true); + state[state_name].config.firsttime = false; + } + }, + getData = () => { + return compendium; + // return {} + }; + + return { + CheckInstall: checkInstall, + ObserveTokenChange: observeTokenChange, + RegisterEventHandlers: registerEventHandlers, + GetData: getData, + }; + })(); + +on("ready", function () { + "use strict"; + + GW3Companion.CheckInstall(); + GW3Companion.RegisterEventHandlers(); +}); diff --git a/GammaWorld3e/src/api-scripts/deathtracker.js b/GammaWorld3e/src/api-scripts/deathtracker.js new file mode 100644 index 0000000000..edf4cb4c3a --- /dev/null +++ b/GammaWorld3e/src/api-scripts/deathtracker.js @@ -0,0 +1,366 @@ +/* + * Version 0.1.8 + * Made By Robin Kuiper + * Minor changes by The Aaron + * Skype: RobinKuiper.eu + * Discord: Atheos#1095 + * Roll20: https://app.roll20.net/users/1226016/robin + * Github: https://github.com/RobinKuiper/Roll20APIScripts + * Reddit: https://www.reddit.com/user/robinkuiper/ + * Patreon: https://patreon.com/robinkuiper + * Paypal.me: https://www.paypal.me/robinkuiper + */ + +var DeathTracker = DeathTracker || (function () { + 'use strict'; + + let observers = { + tokenChange: [] + } + + // Styling for the chat responses. + const styles = { + reset: 'padding: 0; margin: 0;', + menu: 'background-color: #fff; border: 1px solid #000; padding: 5px; border-radius: 5px;', + button: 'background-color: #000; border: 1px solid #292929; border-radius: 3px; padding: 5px; color: #fff; text-align: center;', + list: 'list-style: none;', + float: { + right: 'float: right;', + left: 'float: left;' + }, + overflow: 'overflow: hidden;', + fullWidth: 'width: 100%;', + underline: 'text-decoration: underline;', + strikethrough: 'text-decoration: strikethrough' + }, + script_name = 'DeathTracker', + state_name = 'DEATHTRACKER', + markers = ['none', 'blue', 'brown', 'green', 'pink', 'purple', 'red', 'yellow', '-', 'all-for-one', 'angel-outfit', 'archery-target', 'arrowed', 'aura', 'back-pain', 'black-flag', 'bleeding-eye', 'bolt-shield', 'broken-heart', 'broken-shield', 'broken-skull', 'chained-heart', 'chemical-bolt', 'cobweb', 'dead', 'death-zone', 'drink-me', 'edge-crack', 'fishing-net', 'fist', 'fluffy-wing', 'flying-flag', 'frozen-orb', 'grab', 'grenade', 'half-haze', 'half-heart', 'interdiction', 'lightning-helix', 'ninja-mask', 'overdrive', 'padlock', 'pummeled', 'radioactive', 'rolling-tomb', 'screaming', 'sentry-gun', 'skull', 'sleepy', 'snail', 'spanner', 'stopwatch', 'strong', 'three-leaves', 'tread', 'trophy', 'white-tower'], + + handleInput = (msg) => { + if (msg.type != 'api' || !playerIsGM(msg.playerid)) return; + + // Split the message into command and argument(s) + let args = msg.content.split(' '); + let command = args.shift().substring(1); + let extracommand = args.shift(); + + if (command == state[state_name].config.command) { + switch (extracommand) { + case 'reset': + state[state_name] = {}; + setDefaults(true); + sendConfigMenu(); + break; + + case 'config': + let message; + if (args.length > 0) { + let setting = args.shift().split('|'); + let key = setting.shift(); + let value = (setting[0] === 'true') ? true : (setting[0] === 'false') ? false : setting[0]; + + if (key === 'death_statusmarker') { + if (value !== state[state_name].config.half_statusmarker) { + state[state_name].config[key] = value; + } else { + message = 'Statusmakers can\'t be the same.'; + } + } else if (key === 'half_statusmarker') { + if (value !== state[state_name].config.death_statusmarker) { + state[state_name].config[key] = value; + } else { + message = 'Statusmakers can\'t be the same.'; + } + } else { + state[state_name].config[key] = value; + } + + if (key === 'bar') { + //registerEventHandlers(); + message = 'The API Sandbox needs to be restarted for this to take effect.'; + } + } + + sendConfigMenu(false, message); + break; + + default: + sendConfigMenu(); + break; + } + } + }, + + handleBarValueChange = (obj, prev) => { + let bar = 'bar' + state[state_name].config.bar; + + if (!obj || !prev || !obj.get('represents') || obj.get(bar + '_value') === prev[bar + '_value']) { + return; + } + + let attributes = {}; + + let deathMarker = state[state_name].config.death_statusmarker; + let halfMarker = state[state_name].config.half_statusmarker; + let unconsciousMarker = state[state_name].config.pc_unconscious_statusmarker; + + let playerid = (obj.get('controlledby') && obj.get('controlledby') !== '') ? obj.get('controlledby') : (getObj('character', obj.get('represents'))) ? getObj('character', obj.get('represents')).get('controlledby') : false; + let isPlayer = (playerid && !playerIsGM(playerid)); + + if (deathMarker !== 'none' && obj.get(bar + '_value') <= 0) { + let marker = (unconsciousMarker !== 'none' && isPlayer) ? unconsciousMarker : deathMarker; + attributes['status_' + marker] = true; + attributes['status_' + halfMarker] = false; + } else { + attributes['status_' + deathMarker] = false; + attributes['status_' + unconsciousMarker] = false; + attributes['status_' + halfMarker] = (halfMarker !== 'none' && obj.get(bar + '_max') !== '' && obj.get(bar + '_value') <= obj.get(bar + '_max') / 2); + } + + if(state[state_name].config.change_player_tint && isPlayer || state[state_name].config.change_npc_tint && !isPlayer){ + let color = getColor(1 - (obj.get(bar + '_value') / obj.get(bar + '_max'))); + attributes.tint_color = (obj.get(bar + '_max') == obj.get(bar + '_value')) ? 'transparent' : color; + } + + if(state[state_name].config.fx && parseInt(obj.get(bar + '_value')) < parseInt(prev[bar + '_value'])){ + let x = parseInt(obj.get('left')), + y = parseInt(obj.get('top')); + + spawnFxBetweenPoints({ x, y }, { x, y }, state[state_name].config.fx_type, obj.get('pageid')) + } + + if(state[state_name].config.heal_fx && parseInt(obj.get(bar + '_value')) > parseInt(prev[bar + '_value'])){ + let x = parseInt(obj.get('left')), + y = parseInt(obj.get('top')); + + spawnFxBetweenPoints({ x, y }, { x, y }, state[state_name].config.heal_fx_type, obj.get('pageid')) + } + + obj.set(attributes); + notifyObservers('tokenChange', obj, prev); + }, + + getColor = (value) => { + return hslToHex(((1-value)*120), 75, 50); + }, + + hslToHex = (h, s, l) => { + h /= 360; + s /= 100; + l /= 100; + let r, g, b; + if (s === 0) { + r = g = b = l; // achromatic + } else { + const hue2rgb = (p, q, t) => { + if (t < 0) t += 1; + if (t > 1) t -= 1; + if (t < 1 / 6) return p + (q - p) * 6 * t; + if (t < 1 / 2) return q; + if (t < 2 / 3) return p + (q - p) * (2 / 3 - t) * 6; + return p; + }; + const q = l < 0.5 ? l * (1 + s) : l + s - l * s; + const p = 2 * l - q; + r = hue2rgb(p, q, h + 1 / 3); + g = hue2rgb(p, q, h); + b = hue2rgb(p, q, h - 1 / 3); + } + const toHex = x => { + const hex = Math.round(x * 255).toString(16); + return hex.length === 1 ? '0' + hex : hex; + }; + return `#${toHex(r)}${toHex(g)}${toHex(b)}`; + }, + + ucFirst = (string) => { + return string.charAt(0).toUpperCase() + string.slice(1); + }, + + sendConfigMenu = (first, message) => { + let markerDropdown = '?{Marker'; + markers.forEach((marker) => { + markerDropdown += '|' + ucFirst(marker).replace('-', ' ') + ',' + marker + }) + markerDropdown += '}'; + + let death_markerButton = makeButton(state[state_name].config.death_statusmarker, '!' + state[state_name].config.command + ' config death_statusmarker|' + markerDropdown, styles.button + styles.float.right), + half_markerButton = makeButton(state[state_name].config.half_statusmarker, '!' + state[state_name].config.command + ' config half_statusmarker|' + markerDropdown, styles.button + styles.float.right), + commandButton = makeButton('!' + state[state_name].config.command, '!' + state[state_name].config.command + ' config command|?{Command (without !)}', styles.button + styles.float.right), + barButton = makeButton('bar ' + state[state_name].config.bar, '!' + state[state_name].config.command + ' config bar|?{Bar|Bar 1 (green),1|Bar 2 (blue),2|Bar 3 (red),3}', styles.button + styles.float.right), + pc_unconscious_markerButton = makeButton(state[state_name].config.pc_unconscious_statusmarker, '!' + state[state_name].config.command + ' config pc_unconscious_statusmarker|' + markerDropdown, styles.button + styles.float.right), + change_player_tintButton = makeButton(state[state_name].config.change_player_tint, '!' + state[state_name].config.command + ' config change_player_tint|' + !state[state_name].config.change_player_tint, styles.button + styles.float.right), + change_npc_tintButton = makeButton(state[state_name].config.change_npc_tint, '!' + state[state_name].config.command + ' config change_npc_tint|' + !state[state_name].config.change_npc_tint, styles.button + styles.float.right), + fxButton = makeButton(state[state_name].config.fx, '!' + state[state_name].config.command + ' config fx|' + !state[state_name].config.fx, styles.button + styles.float.right), + fx_typeButton = makeButton(state[state_name].config.fx_type, '!' + state[state_name].config.command + ' config fx_type|?{FX Type|'+state[state_name].config.fx_type+'}', styles.button + styles.float.right), + heal_fxButton = makeButton(state[state_name].config.heal_fx, '!' + state[state_name].config.command + ' config heal_fx|' + !state[state_name].config.heal_fx, styles.button + styles.float.right), + heal_fx_typeButton = makeButton(state[state_name].config.heal_fx_type, '!' + state[state_name].config.command + ' config heal_fx_type|?{Heal FX Type|'+state[state_name].config.heal_fx_type+'}', styles.button + styles.float.right), + + listItems = [ + 'Command: ' + commandButton, + 'HP Bar: ' + barButton, + 'Dead Statusmarker: ' + death_markerButton, + 'Uncon. Statusmarker:
    Unconscious marker if PC.
    ' + pc_unconscious_markerButton, + 'Half Dead Statusmarker: ' + half_markerButton, + 'Change Player Tint Color: ' + change_player_tintButton, + 'Change NPC Tint Color: ' + change_npc_tintButton, + 'Use FX:
    When getting damage.
    ' + fxButton, + ] + + if(state[state_name].config.fx){ + listItems.push('FX Type: ' + fx_typeButton); + } + + listItems.push('Use Heal FX: ' + heal_fxButton); + + if(state[state_name].config.heal_fx){ + listItems.push('Heal FX Type: ' + heal_fx_typeButton); + } + + let resetButton = makeButton('Reset', '!' + state[state_name].config.command + ' reset', styles.button + styles.fullWidth); + + let title_text = (first) ? script_name + ' First Time Setup' : script_name + ' Config'; + message = (message) ? '

    ' + message + '

    ' : ''; + let contents = message + makeList(listItems, styles.reset + styles.list + styles.overflow, styles.overflow) + '

    You can always come back to this config by typing `!' + state[state_name].config.command + ' config`.


    ' + resetButton; + makeAndSendMenu(contents, title_text, 'gm'); + }, + + makeAndSendMenu = (contents, title, whisper) => { + title = (title && title != '') && makeTitle(title) + whisper = (whisper && whisper !== '') && '/w ' + whisper + ' '; + sendChat(script_name, whisper + '
    ' + title + contents + '
    ', null, { + noarchive: true + }); + }, + + makeTitle = (title) => { + return '

    ' + title + '

    '; + }, + + makeButton = (title, href, style) => { + return '' + title + ''; + }, + + makeList = (items, listStyle, itemStyle) => { + let list = '
      '; + items.forEach((item) => { + list += '
    • ' + item + '
    • '; + }); + list += '
    '; + return list; + }, + + pre_log = (message) => { + log('---------------------------------------------------------------------------------------------'); + log(message); + log('---------------------------------------------------------------------------------------------'); + }, + + checkInstall = () => { + if (!_.has(state, state_name)) { + state[state_name] = state[state_name] || {}; + } + setDefaults(); + + log(script_name + ' Ready! Command: !' + state[state_name].config.command); + if (state[state_name].config.debug) { + makeAndSendMenu(script_name + ' Ready! Debug On.', '', 'gm') + } + }, + + observeTokenChange = function (handler) { + if (handler && _.isFunction(handler)) { + observers.tokenChange.push(handler); + } + }, + + notifyObservers = function (event, obj, prev) { + _.each(observers[event], function (handler) { + handler(obj, prev); + }); + }, + + registerEventHandlers = () => { + on('chat:message', handleInput); + on('change:graphic', handleBarValueChange); + if('undefined' !== typeof TokenMod && TokenMod.ObserveTokenChange){ + TokenMod.ObserveTokenChange(handleBarValueChange); + } + }, + + setDefaults = (reset) => { + const defaults = { + config: { + command: 'dead', + death_statusmarker: 'dead', + half_statusmarker: 'red', + bar: 1, + firsttime: (reset) ? false : true, + pc_unconscious_statusmarker: 'sleepy', + change_player_tint: true, + change_npc_tint: true, + fx: true, + fx_type: 'splatter-blood', + heal_fx: false, + heal_fx_type: 'glow-holy' + } + }; + + if (!state[state_name].config) { + state[state_name].config = defaults.config; + } else { + if (!state[state_name].config.hasOwnProperty('command')) { + state[state_name].config.command = defaults.config.command; + } + if (!state[state_name].config.hasOwnProperty('death_statusmarker')) { + state[state_name].config.death_statusmarker = defaults.config.death_statusmarker; + } + if (!state[state_name].config.hasOwnProperty('half_statusmarker')) { + state[state_name].config.half_statusmarker = defaults.config.half_statusmarker; + } + if (!state[state_name].config.hasOwnProperty('bar')) { + state[state_name].config.bar = defaults.config.bar; + } + if (!state[state_name].config.hasOwnProperty('pc_unconscious_statusmarker')) { + state[state_name].config.pc_unconscious_statusmarker = defaults.config.pc_unconscious_statusmarker; + } + if (!state[state_name].config.hasOwnProperty('change_player_tint')) { + state[state_name].config.change_player_tint = defaults.config.change_player_tint; + } + if (!state[state_name].config.hasOwnProperty('change_npc_tint')) { + state[state_name].config.change_npc_tint = defaults.config.change_npc_tint; + } + if (!state[state_name].config.hasOwnProperty('fx')) { + state[state_name].config.fx = defaults.config.fx; + } + if (!state[state_name].config.hasOwnProperty('fx_type')) { + state[state_name].config.fx_type = defaults.config.fx_type; + } + if (!state[state_name].config.hasOwnProperty('heal_fx')) { + state[state_name].config.heal_fx = defaults.config.heal_fx; + } + if (!state[state_name].config.hasOwnProperty('heal_fx_type')) { + state[state_name].config.heal_fx_type = defaults.config.heal_fx_type; + } + } + + if (state[state_name].config.firsttime) { + sendConfigMenu(true); + state[state_name].config.firsttime = false; + } + }; + + return { + CheckInstall: checkInstall, + ObserveTokenChange: observeTokenChange, + RegisterEventHandlers: registerEventHandlers + } +})(); + +on('ready', function () { + 'use strict'; + + DeathTracker.CheckInstall(); + DeathTracker.RegisterEventHandlers(); +}); \ No newline at end of file diff --git a/GammaWorld3e/src/dice3.js b/GammaWorld3e/src/dice3.js new file mode 100644 index 0000000000..aa10d7f527 --- /dev/null +++ b/GammaWorld3e/src/dice3.js @@ -0,0 +1,217 @@ +/* + * Dices 3.1 + */ +(function() { + 'use strict'; + + + window.dices = { + + Version: '3.1.3', + + + // TODO: add 'dropped' array to return dropped rolls + + + /** + * Parses a dice string into an object + * + * @param {string} dice string to be parsed (e.g '1d6') + * @return {object} return an object containing count, sides, and modifier values + */ + parseRoll: function(roll) { + + var dice = { + count: 0, + sides: 0, + modifier: 0 + }, + indexAt = -1, + i = 0, + l = 0; + + for (i=0, l=roll.length; i < l; i += 1) { + + // finds index of 'd' or 'D' character in dice string + if (roll.charCodeAt(i) === 100 || roll.charCodeAt(i) === 68) { + indexAt = i; + break; + } + + } + + if (indexAt === -1) { + return dice; + } + else { + + dice.count = roll.substring(0, indexAt) >> 0; + + for (i=0, l=roll.length; i < l; i+=1) { + if (roll.charCodeAt(i) === 43) { + dice.sides = roll.substring(indexAt+1, i) >> 0; + indexAt = i; + dice.modifier = roll.substring(indexAt+1, l) >> 0; + break; + } + else if (roll.charCodeAt(i) === 45) { + dice.sides = roll.substring(indexAt+1, i) >> 0; + indexAt = i; + dice.modifier = (roll.substring(indexAt+1, l) >> 0) * -1; + break; + } + } + + if (!dice.sides) { + dice.sides = roll.substring(indexAt+1, roll.length) >> 0; + } + } + + return dice; + + }, + + + /** + * Rolls the dice, and handles the result based on optional parameters, then returns the result object + * + * @param {object} dice The dice to be rolled, if string, calls parseDice. + * @param {object} options An object containing optional parameter overrides. + * @return {object} A object containing all of the roll results, as well as the total. + */ + roll: function(dice, options) { + + var parsedDice = { + count: 0, + sides: 0, + modifier: 0 + }, + result = { + rolls: [], + total: 0 + }, + rolled = 0, + i = 0, + l = 0; + + options = dices.extend({ + multiMod : false, // Add modifier to for each dice rolled, instead of only once. + dropLowest : 0, // Useful for quick character stats generation + dropHighest : 0, // I don't know why you'd need this, but here it is anyway! + multiplier : 1 // Probably only useful for very specific needs. Multies roll, before adding modifier + }, options); + + + if (!dice) { + return result; + } + else if (typeof dice === 'string') { + parsedDice = dices.parseRoll(dice); + } + else if (typeof dice === 'object' && dices.isInt(dice.count) && dices.isInt(dice.sides)) { + parsedDice = dice; + } + else { + return result; + } + + for (i = 0, l = parsedDice.count; i < l; i += 1) { + + rolled = Math.round(Math.random() * (parsedDice.sides - 1)) + 1; + rolled = rolled * options.multiplier; + + if (options.multiMod) { + rolled += parsedDice.modifier; + } + + result.rolls.push(rolled); + + } + + // TODO: Re-sort array back to original state, instead of leaving it sorted by value + if (dices.isInt(options.dropLowest) && options.dropLowest > 0) { + + result.rolls.sort(dices.highSort); + result.rolls.length -= options.dropLowest; + + } + if (dices.isInt(options.dropHighest) && options.dropLowest > 0) { + + result.rolls.sort(dices.lowSort); + result.rolls.length -= options.dropHighest; + + } + + for (i = 0, l = result.rolls.length; i < l; i+=1) { + + result.total += result.rolls[i]; + + } + + if (!options.multiMod) { + result.total += parsedDice.modifier; + } + + return result; + + }, + + + /** + * Overrides values of one object with the values of another. + */ + extend: function(a, b) { + + b = b || {}; + + Object.keys(b).forEach(function(key) { + a[key] = b[key]; + }); + + return a; + + }, + + + /** + * Sorts from highest to lowest. + */ + highSort: function(a, b) { + + return b - a; + + }, + + + /** + * Sorts from lowest to highest. + */ + lowSort: function(a, b) { + + return a - b; + + }, + + + /** + * Returns true if parameter is integer. + */ + isInt: function(n) { + + return n === (n >> 0); + + }, + + + version: function() { + + return dices.Version; + + }, + + + }; + + + })(); + \ No newline at end of file diff --git a/GammaWorld3e/src/scss/partials/grid.scss b/GammaWorld3e/src/scss/partials/grid.scss new file mode 100644 index 0000000000..894799973c --- /dev/null +++ b/GammaWorld3e/src/scss/partials/grid.scss @@ -0,0 +1,277 @@ +.sheet-container-fluid, +.sheet-container { + margin-right: auto; + margin-left: auto; +} + +.sheet-container-fluid { + padding-right: 2rem; + padding-left: 2rem; +} + +.sheet-row { + box-sizing: border-box; + display: -webkit-box !important; + display: -ms-flexbox !important; + display: flex !important; + -webkit-box-flex: 0; + -ms-flex: 0 1 auto; + flex: 0 1 auto; + -webkit-box-orient: horizontal; + -webkit-box-direction: normal; + -ms-flex-direction: row; + flex-direction: row; + -ms-flex-wrap: wrap; + flex-wrap: wrap; + margin-right: -0.5rem; + margin-left: -0.5rem; + &.sheet-underline { + border-bottom: 1px solid #8080801a; + } + margin-bottom: 2px; + padding-bottom: 2px; +} + +.sheet-row.reverse { + -webkit-box-orient: horizontal; + -webkit-box-direction: reverse; + -ms-flex-direction: row-reverse; + flex-direction: row-reverse; +} + +.sheet-col.reverse { + -webkit-box-orient: vertical; + -webkit-box-direction: reverse; + -ms-flex-direction: column-reverse; + flex-direction: column-reverse; +} + +.sheet-col-xs, +.sheet-col-xs-1, +.sheet-col-xs-2, +.sheet-col-xs-3, +.sheet-col-xs-4, +.sheet-col-xs-5, +.sheet-col-xs-6, +.sheet-col-xs-7, +.sheet-col-xs-8, +.sheet-col-xs-9, +.sheet-col-xs-10, +.sheet-col-xs-11, +.sheet-col-xs-12, +.sheet-col-xs-offset-0, +.sheet-col-xs-offset-1, +.sheet-col-xs-offset-2, +.sheet-col-xs-offset-3, +.sheet-col-xs-offset-4, +.sheet-col-xs-offset-5, +.sheet-col-xs-offset-6, +.sheet-col-xs-offset-7, +.sheet-col-xs-offset-8, +.sheet-col-xs-offset-9, +.sheet-col-xs-offset-10, +.sheet-col-xs-offset-11, +.sheet-col-xs-offset-12 { + box-sizing: border-box; + -webkit-box-flex: 0; + -ms-flex: 0 0 auto; + flex: 0 0 auto; + position: relative; + &:not(.sheet-padless) { + padding-right: 0.5rem; + padding-left: 0.5rem; + } +} + +.sheet-col-xs { + -webkit-box-flex: 1; + -ms-flex-positive: 1; + flex-grow: 1; + -ms-flex-preferred-size: 0; + flex-basis: 0; + max-width: 100%; +} + +.sheet-col-xs-1 { + -ms-flex-preferred-size: 8.33333333%; + flex-basis: 8.33333333%; + max-width: 8.33333333%; +} + +.sheet-col-xs-2 { + -ms-flex-preferred-size: 16.66666667%; + flex-basis: 16.66666667%; + max-width: 16.66666667%; +} + +.sheet-col-xs-3 { + -ms-flex-preferred-size: 25%; + flex-basis: 25%; + max-width: 25%; +} + +.sheet-col-xs-4 { + -ms-flex-preferred-size: 33.33333333%; + flex-basis: 33.33333333%; + max-width: 33.33333333%; +} + +.sheet-col-xs-5 { + -ms-flex-preferred-size: 41.66666667%; + flex-basis: 41.66666667%; + max-width: 41.66666667%; +} + +.sheet-col-xs-6 { + -ms-flex-preferred-size: 50%; + flex-basis: 50%; + max-width: 50%; +} + +.sheet-col-xs-7 { + -ms-flex-preferred-size: 58.33333333%; + flex-basis: 58.33333333%; + max-width: 58.33333333%; +} + +.sheet-col-xs-8 { + -ms-flex-preferred-size: 66.66666667%; + flex-basis: 66.66666667%; + max-width: 66.66666667%; +} + +.sheet-col-xs-9 { + -ms-flex-preferred-size: 75%; + flex-basis: 75%; + max-width: 75%; +} + +.sheet-col-xs-10 { + -ms-flex-preferred-size: 83.33333333%; + flex-basis: 83.33333333%; + max-width: 83.33333333%; +} + +.sheet-col-xs-11 { + -ms-flex-preferred-size: 91.66666667%; + flex-basis: 91.66666667%; + max-width: 91.66666667%; +} + +.sheet-col-xs-12 { + -ms-flex-preferred-size: 100%; + flex-basis: 100%; + max-width: 100%; +} + +.sheet-col-xs-offset-0 { + margin-left: 0; +} + +.sheet-col-xs-offset-1 { + margin-left: 8.33333333%; +} + +.sheet-col-xs-offset-2 { + margin-left: 16.66666667%; +} + +.sheet-col-xs-offset-3 { + margin-left: 25%; +} + +.sheet-col-xs-offset-4 { + margin-left: 33.33333333%; +} + +.sheet-col-xs-offset-5 { + margin-left: 41.66666667%; +} + +.sheet-col-xs-offset-6 { + margin-left: 50%; +} + +.sheet-col-xs-offset-7 { + margin-left: 58.33333333%; +} + +.sheet-col-xs-offset-8 { + margin-left: 66.66666667%; +} + +.sheet-col-xs-offset-9 { + margin-left: 75%; +} + +.sheet-col-xs-offset-10 { + margin-left: 83.33333333%; +} + +.sheet-col-xs-offset-11 { + margin-left: 91.66666667%; +} + +.sheet-start-xs { + -webkit-box-pack: start; + -ms-flex-pack: start; + justify-content: flex-start; + text-align: start; +} + +.sheet-center-xs { + -webkit-box-pack: center; + -ms-flex-pack: center; + justify-content: center; + text-align: center; +} + +.sheet-end-xs { + -webkit-box-pack: end; + -ms-flex-pack: end; + justify-content: flex-end; + text-align: end; +} + +.sheet-top-xs { + -webkit-box-align: start; + -ms-flex-align: start; + align-items: flex-start; +} + +.sheet-middle-xs { + -webkit-box-align: center; + -ms-flex-align: center; + align-items: center; +} + +.sheet-bottom-xs { + -webkit-box-align: end; + -ms-flex-align: end; + align-items: flex-end; +} + +.sheet-around-xs { + -ms-flex-pack: distribute; + justify-content: space-around; +} + +.sheet-between-xs { + -webkit-box-pack: justify; + -ms-flex-pack: justify; + justify-content: space-between; +} + +.sheet-first-xs { + -webkit-box-ordinal-group: 0; + -ms-flex-order: -1; + order: -1; +} + +.sheet-last-xs { + -webkit-box-ordinal-group: 2; + -ms-flex-order: 1; + order: 1; +} + + diff --git a/GammaWorld3e/src/scss/partials/sheet.scss b/GammaWorld3e/src/scss/partials/sheet.scss new file mode 100644 index 0000000000..9ff30128fa --- /dev/null +++ b/GammaWorld3e/src/scss/partials/sheet.scss @@ -0,0 +1,314 @@ + +$red-color:rgba(174,36,0,1); +$orange-color: rgba(174,106,0,1); + +.sheet-3colrow .sheet-col, .sheet-row .sheet-col{ + margin-right: 5px !important; + box-sizing: border-box !important; +} + +/********************** + Headers +***********************/ +h1{ + font-family: "Contrail One"; + background: $orange-color; + background: linear-gradient(0deg, $orange-color 8%, $red-color 38%, rgba(174,106,0,1) 84%); + -webkit-background-clip: text; + -webkit-text-fill-color: transparent; +} + +h2 { + font-family: "Contrail One"; + font-size: 2rem; + background: $orange-color; + background: linear-gradient(0deg, $orange-color 8%, $red-color 38%, rgba(174,106,0,1) 84%); + -webkit-background-clip: text; + -webkit-text-fill-color: transparent; +} + + + +/********************** + Tabs +***********************/ + +/* Hide actual radio */ +input[type="radio"] +{ + opacity: 0; + width: 16px; + height: 16px; + position: relative; + top: 5px; + left: 6px; + margin: -10px; + cursor: pointer; + z-index: 1; +} + +div.sheet-rollSwitch-button +{ + border: 1px solid grey; + border-radius: 5px; + padding: 1rem; + background: linear-gradient(0deg, black, transparent); + color: white; + display: block; + cursor: pointer; +} +input.sheet-pageToggle:not([value="1"]) ~ .sheet-tab1 { + display: none; +} +input.sheet-pageToggle:not([value="2"]) ~ .sheet-tab2 { + display: none; +} +input.sheet-pageToggle:not([value="3"]) ~ .sheet-tab3 { + display: none; +} + + + +/********************** + Roll-up +***********************/ +input.sheet-rollSwitch:not([value="0"]) ~ .sheet-pre-rolled { + display:none +} + +input.sheet-rollSwitch:not([value="1"]) ~ .sheet-post-rolled { + display:none +} + + + +/********************** + Layout +***********************/ + +.sheet-panel { + background: silver; + border: 1px solid transparent; + border-radius: 5px; + color: $orange-color; + padding: 1rem; + margin: 2px; + box-sizing: border-box; +} + +.repcontainer .repitem{ + background: linear-gradient(90deg, silver, transparent); + margin-bottom: 3px; +} + +span{ + &.sheet-emphasis { + color: $red-color; + font-weight: bold; + // not sure this is a good idea + border: 1px solid #ccc; + border-radius: 3px; + padding: 3px 4px 5px 7px; + min-width: 11px; + display: block; + background: #f5f5f5; + vertical-align: 7%; + line-height: 18px; + } +} +label { + font-family: 'Contrail One'; + margin: 0; + &.sheet-ability { + width: 20px; + display: inline-block; + } + &.sheet-emphasis { + color: $red-color; + font-weight: bold; + } + &.sheet-tab { + display: inline; + border-radius: 3px; + border: 1px solid transparent; + color: white; + padding: 0; + text-align: center; + margin: 0 0.5rem 0 0; + + background: -webkit-linear-gradient(0deg, #aeaeae 0%, #094379 64%, #0072ff 100%); + background: -moz-linear-gradient(0deg, #aeaeae 0%, #094379 64%, #0072ff 100%); + background: -o-linear-gradient(0deg, #aeaeae 0%, #094379 64%, #0072ff 100%); + background: linear-gradient(0deg, #aeaeae 0%, #094379 64%, #0072ff 100%); + + -webkit-transition: background 0.4s ease-out; + -moz-transition: background 0.4s ease-out; + -o-transition: background 0.4s ease-out; + transition: background 0.4s ease-out; + + background-size:1px 40px; + cursor: pointer; + span{ + padding: 0 0.5rem 0 0.75rem; + text-align: center; + } + &:hover { + background-position:100px; + } + } +} + + +/********************** + Sheet Container +***********************/ +.sheet-container { + border: 1px dashed $red-color; + border-radius: 5px; + padding: 1rem; + box-sizing: border-box; + .bottom-margin { + margin-bottom: 1rem; + } + .sheet-row { + display: block; + } + .sheet-label { + font-family: "Contrail One"; + display: inline; + } + select { + font-family: "Arial" sans-serif; + } + input:not(.sheet-short), select:not(.sheet-short) { + margin: 0; + width: 100% !important; + font-family: "Shadows Into Light"; + } +} +.sheet-rolls-container { + border: 1px dashed $red-color; + border-radius: 5px; + padding: 1rem; + box-sizing: border-box; + .bottom-margin { + margin-bottom: 1rem; + } + .sheet-row { + display: block; + } + .sheet-label { + font-family: "Contrail One"; + display: inline; + } +} + +/********************** + Sub Container +***********************/ + +.sheet-options-flag ~ .sheet-options, +.sheet-check-flag ~ .sheet-check-options { + display: none; +} + +.sheet-options-flag:checked ~ .sheet-options, +.sheet-check-flag:checked ~ .sheet-options{ + display: inherit; +} + +.sheet-options-flag:checked ~ .sheet-options, +.sheet-check-flag:checked ~ .sheet-check-options { + min-height: 3rem; + vertical-align: top; + display: inline-block; + padding: 0.5rem; +} + +.sheet-options-flag:checked ~ .sheet-display +{ + display: none; +} +.sheet-options-flag:checked ~ .sheet-active-flag { + margin-bottom: 50px; +} + +.sheet-options-flag:checked ~ .sheet-display { + display: none; +} + +.sheet-options-flag:not(:checked) ~ .sheet-display .sheet-title { + background-color: #EFEFEF; + border-bottom-right-radius: 5px; + border-top-left-radius: 5px; + display: inline-block; + font-size: 9px; + font-weight: bold; + line-height: 16px; + padding-bottom: 3px; + padding-left: 4px; + padding-right: 4px; + padding-top: 3px; + text-align: left; +} + +.sheet-options-flag:not(:checked) ~ .sheet-display .sheet-subheader { + background-color: #EFEFEF; + border-bottom-right-radius: 5px; + border-top-left-radius: 5px; + display: inline-block; + font-size: 9px; + font-weight: bold; + height: 16px; + padding-bottom: 3px; + padding-left: 4px; + padding-right: 4px; + padding-top: 3px; + text-align: left; +} + +.sheet-options-flag + span{ + position: absolute; + top: 6px; + right: -6px; + white-space: nowrap; + width: 18px; + height: 18px; + font-size: 20px; + font-family: pictos; + color: #A0A0A0; + cursor: pointer; + margin-top: 0px; + display: none; +} + +.repcontainer:hover .sheet-options-flag + span{ + display: block; +} + +.sheet-options-flag +{ + opacity: 0; + position: absolute; + top: 13px; + right: -6px; + width: 18px; + height: 18px !important; + z-index: 2; +} + +.sheet-options-flag:not(:checked) ~ .sheet-display, +.sheet-options-flag:checked ~ .sheet-options, +.sheet-check-flag:not(:checked) ~ .sheet-display, +.sheet-check-flag:checked ~ .sheet-check-options +{ + width: 95%; + display: inline-block; +} +.sheet-options-flag:checked + span, +.sheet-check-flag:checked + span +{ + color: black; + display: block; +} + diff --git a/GammaWorld3e/src/scss/styles.scss b/GammaWorld3e/src/scss/styles.scss new file mode 100644 index 0000000000..a5324e8917 --- /dev/null +++ b/GammaWorld3e/src/scss/styles.scss @@ -0,0 +1,5 @@ + +// @import "partials/pure-grid"; +// @import "partials/gw2"; +@import "partials/grid"; +@import "partials/sheet"; diff --git a/GammaWorld3e/src/sheet.pug b/GammaWorld3e/src/sheet.pug new file mode 100644 index 0000000000..ccf3e9e237 --- /dev/null +++ b/GammaWorld3e/src/sheet.pug @@ -0,0 +1,1438 @@ +.container-fluid + h1 Gamma World 3e + label.tab + input.pageToggle(type="radio" value="1" name="attr_pageToggle") + span PC + label.tab + input.pageToggle(type="radio" value="2" name="attr_pageToggle") + span Monster + label.tab + input.pageToggle(type="radio" value="3" name="attr_pageToggle") + span Roll-up + div + input.pageToggle(type="hidden" name="attr_pageToggle" value="1") + .tab1 + .sheet-container + .row + .col-xs-4 + .row.middle-xs + .col-xs-2 + label Name: + .col-xs-10 + input(type="text" name="attr_character_name" title="@{character_name}") + .col-xs-3 + .row.middle-xs + .col-xs-2 + label XP: + .col-xs-4 + input(type="number" name="attr_character_xp" title="@{XP}") + .col-xs-3 + label Rank: + .col-xs-3 + input(type="number" name="attr_character_rank" value=1) + .col-xs-5 + .row.middle-xs + .col-xs-2 + label Size: + .col-xs-3 + select(name="attr_character_size" title="@{size}" value=3) + option(value=1) Tiny + option(value=2) Small + option(value=3) Medium + option(value=4) Large + option(value=5) Huge + .col-xs-2 + label Type: + .col-xs-5 + select(name="attr_character_type" title="@{character_type}") + option(value=1) Pure Strain Human + option(value=2) Mutated Human + option(value=3) Mutated Animal + option(value=4) Mutated Plant + .row.middle-xs.underline + .col-xs-1 + label Age: + .col-xs-1 + input(type="number" name="attr_character_age") + .col-xs-1 + label Gender: + .col-xs-1 + input(type="text" name="attr_character_gender") + .col-xs-1 + label Height: + .col-xs-1 + input(type="number" name="attr_character_height" step=0.01) + .col-xs-1 + label Weight: + .col-xs-1 + input(type="number" name="attr_character_weight" step=0.01) + .col-xs-1 + label Status: + .col-xs-1 + input(type="number" name="attr_character_status") + .col-xs-1 + label Tech Lvl.: + .col-xs-1 + select(name="attr_character_tech_level" title="@{character_tech_level}") + option(value=1) I + option(value=2) II + option(value=3) III + .row.top-xs + .col-xs-8 + .row.underline + .col-xs-12 + input.rollSwitch(type="hidden" name="attr_rollSwitch" value="0") + .row.pre-rolled + .col-xs-12 + //- input.rollSwitch(type="checkbox" name="attr_character_rolled" value="0") + + .row.post-rolled + .col-xs-6.post-rolled + h2 Physical Abilities + .row + .col-xs-1 + .col-xs-2(title="Current Score") Cur. + .col-xs-2(title="Initially Rolled Score") Orig. + .col-xs-2(title="Character Advancement") Adv. + .col-xs-2(title="Temporary Change") Tmp. + .col-xs-2(title="Score Modifier") Mod. + .col-xs-1.padless Roll + .row.middle-xs + .col-xs-1 + label.ability PS + .col-xs-2 + input(type="hidden" name="attr_PS" title="@{PS}") + span.emphasis(name="attr_PS") + .col-xs-2 + input(type="hidden" name="attr_PS_rolled" title="@{PS_rolled}") + span(name="attr_PS_rolled") + .col-xs-2 + input(type="number" name="attr_PS_advanced" value="0" title="@{PS_advanced}") + .col-xs-2 + input(type="number" name="attr_PS_tmp" value="0" title="@{PS_tmp}") + .col-xs-2 + input(type="hidden" name="attr_PS_modifier" value="0" title="@{PS_modifier}") + input(type="number" name="attr_PS_mod" value="@{PS_modifier}" disabled="true" ) + .col-xs-1.padless + button(type='roll' name='roll_PS' value='!gw act @{PS} CS|?{CS|0} title|Physical character|@{character_id}') + .row.middle-xs + .col-xs-1 + label.ability DX + .col-xs-2 + input(type="hidden" name="attr_DX" title="@{DX}") + span.emphasis(name="attr_DX") + .col-xs-2 + input(type="hidden" name="attr_DX_rolled" title="@{DX_rolled}") + span(name="attr_DX_rolled") + .col-xs-2 + input(type="number" name="attr_DX_advanced" value="0" title="@{DX_advanced}") + .col-xs-2 + input(type="number" name="attr_DX_tmp" value="0" title="@{DX_tmp}") + .col-xs-2 + input(type="hidden" name="attr_DX_modifier" value="0" title="@{DX_modifier}") + input(type="number" name="attr_DX_mod" value="@{DX_modifier}" disabled="true" ) + .col-xs-1.padless + button(type='roll' name='roll_DX' value='!gw act @{DX} CS|?{CS|0} title|Dexterity character|@{character_id}') + .row.middle-xs + .col-xs-1 + label.ability CN + .col-xs-2 + input(type="hidden" name="attr_CN" title="@{CN}") + span.emphasis(name="attr_CN") + .col-xs-2 + input(type="hidden" name="attr_CN_rolled" title="@{CN_rolled}") + span(name="attr_CN_rolled") + .col-xs-2 + input(type="number" name="attr_CN_advanced" value="0" title="@{CN_advanced}") + .col-xs-2 + input(type="number" name="attr_CN_tmp" value="0" title="@{CN_tmp}") + .col-xs-2 + input(type="hidden" name="attr_CN_modifier" value="0" title="@{CN_modifier}") + input(type="number" name="attr_CN_mod" value="@{CN_modifier}" disabled="true" ) + .col-xs-1.padless + button(type='roll' name='roll_CN' value='!gw act @{CN} CS|?{CS|0} title|Constitution character|@{character_id}') + .col-xs-6.post + h2 Mental Abilities + .row + .col-xs-1 + .col-xs-2(title="Current Score") Cur. + .col-xs-2(title="Initially Rolled Score") Orig. + .col-xs-2(title="Character Advancement") Adv. + .col-xs-2(title="Temporary Change") Tmp. + .col-xs-2(title="Score Modifier") Mod. + .col-xs-1.padless Roll + .row.middle-xs + .col-xs-1 + label.ability IN + .col-xs-2 + input(type="hidden" name="attr_IN" title="@{IN}") + span.emphasis(name="attr_IN") + .col-xs-2 + input(type="hidden" name="attr_IN_rolled" title="@{IN_rolled}") + span(name="attr_IN_rolled") + .col-xs-2 + input(type="number" name="attr_IN_advanced" value="0" title="@{IN_advanced}") + .col-xs-2 + input(type="number" name="attr_IN_tmp" value="0" title="@{IN_tmp}") + .col-xs-2 + input(type="hidden" name="attr_IN_modifier" value="0" title="@{IN_modifier}") + input(type="number" name="attr_IN_mod" value="@{IN_modifier}" disabled="true" ) + .col-xs-1.padless + button(type='roll' name='roll_IN' value='!gw act @{IN} CS|?{CS|0} title|Intelligence character|@{character_id}') + .row.middle-xs + .col-xs-1 + label.ability MS + .col-xs-2 + input(type="hidden" name="attr_MS" title="@{MS}") + span.emphasis(name="attr_MS") + .col-xs-2 + input(type="hidden" name="attr_MS_rolled" title="@{MS_rolled}") + span(name="attr_MS_rolled") + .col-xs-2 + input(type="number" name="attr_MS_advanced" value="0" title="@{MS_advanced}") + .col-xs-2 + input(type="number" name="attr_MS_tmp" value="0" title="@{MS_tmp}") + .col-xs-2 + input(type="hidden" name="attr_MS_modifier" value="0" title="@{MS_modifier}") + input(type="number" name="attr_MS_mod" value="@{MS_modifier}" disabled="true" ) + .col-xs-1.padless + button(type='roll' name='roll_MS' value='!gw act @{MS} CS|?{CS|0} title|Mental_Strength character|@{character_id}') + .row.middle-xs + .col-xs-1 + label.ability CH + .col-xs-2 + input(type="hidden" name="attr_CH" title="@{CH}") + span.emphasis(name="attr_CH") + .col-xs-2 + input(type="hidden" name="attr_CH_rolled" title="@{CH_rolled}") + span(name="attr_CH_rolled") + .col-xs-2 + input(type="number" name="attr_CH_advanced" value="0" title="@{CH_advanced}") + .col-xs-2 + input(type="number" name="attr_CH_tmp" value="0" title="@{CH_tmp}") + .col-xs-2 + input(type="hidden" name="attr_CH_modifier" value="0" title="@{CH_modifier}") + input(type="number" name="attr_CH_mod" value="@{CH_modifier}" disabled="true" ) + .col-xs-1.padless + button(type='roll' name='roll_CH' value='!gw act @{CH} CS|?{CS|0} title|Charsima character|@{character_id}') + .row.underline + .col-xs-12 + h2 Mutations + .row.middle-xs + .col-xs-3 + label Name + .col-xs-2 + label Type + .col-xs-2 + label Use + .col-xs-1 + label Range + .col-xs-1 + label Rank + .col-xs-1 + label Dmg. + fieldset.repeating_mutations + .row + .col-xs-3 + input(type="text" name="attr_name") + .col-xs-2 + select(name="attr_type") + option(value="physical") Physical + option(value="mental") Mental + option(value="defect") Defect + .col-xs-2 + input(type="text" name="attr_use") + .col-xs-1 + input(type="text" name="attr_range") + .col-xs-1 + input(type="number" name="attr_rank") + .col-xs-1 + input(type="number" name="attr_dmg") + .col-xs-1 + input(type="hidden" name="attr_id") + input(type="hidden" name="attr_ref") + button(type='roll' name='roll_mutation' value='!gw act @{rank} CS|?{CS|0} id|@{ref} title|ref category|mutations save|@{save} effect|@{effect} effect_crit|@{effect_crit} dmg|@{dmg} mod|@{mod} character|@{character_id} target_id|@{target|target1|token_id} ') + //- button(type='roll' name='roll_mutation2' value='!gw act @{rank} title|@{name} character|@{character_id} target_id|@{target|token_id}') + //- button(type='roll' name='roll_mutation4' value='!gw act @{rank} title|@{name} character|@{character_id} target_id|@{target|target1|token_name}') + input.short.options-flag(type="checkbox" name="attr_options-flag" class="options-flag" ) + span y + .options + .row.middle-xs + .col-xs-1 + label Mod. + .col-xs-1 + input(type="hidden" name="attr_save") + input(type="hidden" name="attr_effect") + input(type="hidden" name="attr_effect_crit") + input(type="hidden" name="attr_dmg_type") + select(name="attr_mod") + option(value="PS") PS + option(value="DX") DX + option(value="CN") CN + option(value="IN") IN + option(value="MS") MS + option(value="CH") CH + .col-xs-2 + label Effort + .col-xs-2 + select(name="attr_effort") + option(value="passive") Subconscious + option(value="active") Conscious + .col-xs-1 + label No. + .col-xs-1 + input(type="text" name="attr_number") + .col-xs-2 + label Duration + .col-xs-2 + input(type="text" name="attr_duration") + .col-xs-12 + label Description + .col-xs-12 + textarea(name="attr_description") + .row.underline + .col-xs-12 + h2 Attacks + .row.middle-xs + .col-xs-3 + label Name + .col-xs-1 + label Mod. + .col-xs-1 + label Range + .col-xs-1 + label Dmg. + .col-xs-2 + label Rank + fieldset.repeating_attacks + .row + .col-xs-3 + input(type="text" name="attr_name") + .col-xs-1 + select(name="attr_mod") + option(value="PS") PS + option(value="DX") DX + option(value="CN") CN + option(value="IN") IN + option(value="MS") MS + option(value="CH") CH + .col-xs-1 + input(type="text" name="attr_range") + .col-xs-1 + input(type="text" name="attr_dmg") + .col-xs-1 + input(type="hidden" name="attr_ref") + input(type="text" name="attr_rank") + .col-xs-1 + button(type='roll' name='roll_attack' value='!gw act @{rank} CS|?{CS|0} id|@{ref} title|ref category|attacks effect|@{effect} effect_crit|@{effect_crit} dmg|@{dmg} mod|@{mod} skill|@{skill} tech|@{tech} type|@{type} character|@{character_id} target_id|@{target|target1|token_id}') + //- button(type='roll' name='roll_attack' value='!gw act @{rank} CS|?{CS|0} title|@{name} mod|@{mod} tech|@{tech} type|@{type} effect|@{effect} character|@{character_id}') + input.short.options-flag(type="checkbox" name="attr_options-flag" class="options-flag" ) + span y + .options + .col-xs-12 + .row.middle-xs + .col-xs-1 Type + .col-xs-3 + select(name="attr_type") + option(value="brawling") Brawling + option(value="charging") Charging + option(value="grappling") Grappling + option(value="distracting") Distracting + option(value="dodging") Dodging + option(value="evasion") Evasion + option(value="feinting") Feinting + option(value="martialarts") Martial Arts + option(value="melee") Melee + option(value="shooting") Shooting + option(value="calledshot") Called Shot + option(value="crowdfire") Firing into Crowd + option(value="parrying") Parrying + option(value="throwing") Throwing + .col-xs-1 Skill + .col-xs-2 + select(name="attr_skill") + option(value="brawling") Brawling + option(value="martialarts") Martial Arts + option(value="melee") Melee + option(value="riding") Riding + option(value="throwing") Throwing + .col-xs-12 + .row.middle-xs + .col-xs-2 Effect + .col-xs-2 + select(name="attr_effect" value=0) + option(value=0) None + option(value="accrit") AC Critical + option(value="burn") Burn + option(value="cold") Cold + option(value="compa") Comp. A + option(value="compc") Comp. C + option(value="critical") Critical + option(value="delirium") Delirium + option(value="disintegrate") Disintegrate + option(value="domination") Domination + option(value="electrical") Electrical + option(value="fatal") Fatal + option(value="fieldnegate") Field Negate + option(value="fumes") Fumes + option(value="heat") Heat + option(value="extrarf") Hits +1RF + option(value="ignites") Ignites + option(value="ignoresac") Ignores AC + option(value="intercept") Intercept + option(value="irritant") Irritant + option(value="knockdown") Knock Down + option(value="ko") Knock Out + option(value="mutate") Mutate + option(value="paralysis") Paralysis + option(value="poison") Poison + option(value="powerdrain") Power Drain + option(value="radiation") Radiation + option(value="scatter") Scatter + option(value="seeker") Seeker + option(value="shortout") Short Out + option(value="slam") Slam + option(value="sonic") Sonic + option(value="stun") Stun + option(value="subsonics") Subsonics + option(value="tangle") Tangle + .col-xs-2 Critical + .col-xs-2 + select(name="attr_effect_crit" value=0) + option(value=0) None + option(value="accrit") AC Critical + option(value="burn") Burn + option(value="cold") Cold + option(value="compa") Comp. A + option(value="compc") Comp. C + option(value="critical") Critical + option(value="delirium") Delirium + option(value="disintegrate") Disintegrate + option(value="domination") Domination + option(value="electrical") Electrical + option(value="fatal") Fatal + option(value="fieldnegate") Field Negate + option(value="fumes") Fumes + option(value="heat") Heat + option(value="extrarf") Hits +1 RF + option(value="ignites") Ignites + option(value="ignoresac") Ignores AC + option(value="intercept") Intercept + option(value="irritant") Irritant + option(value="knockdown") Knock Down + option(value="ko") Knock Out + option(value="mutate") Mutate + option(value="paralysis") Paralysis + option(value="poison") Poison + option(value="powerdrain") Power Drain + option(value="radiation") Radiation + option(value="scatter") Scatter + option(value="seeker") Seeker + option(value="shortout") Short Out + option(value="slam") Slam + option(value="sonic") Sonic + option(value="stun") Stun + option(value="subsonics") Subsonics + option(value="tangle") Tangle + .col-xs-12 + .row.middle-xs + .col-xs-2 Tech Lvl. + .col-xs-2 + input(type="number" name="attr_tech") + .col-xs-2 Tech Rank + .col-xs-2 + input(type="text" name="attr_tech_rank") + .col-xs-12 Notes + .col-xs-12 + textarea(name="attr_notes") + + .row.underline + .col-xs-12 + h2 Armour + .row.middle-xs + .col-xs-5 + label Type + .col-xs-2 + label RF + .col-xs-2 + label DR + .col-xs-1 + label Wt. + .col-xs-1 + label √ + fieldset.repeating_armour + .row + .col-xs-5 + input(type="text" name="attr_name") + .col-xs-2 + input(type="text" name="attr_RF_physical" value="0") + .col-xs-2 + input(type="text" name="attr_DR_physical" value="0") + .col-xs-1 + input(type="number" name="attr_weight" value="0" step=0.01) + .col-xs-1 + input(type="checkbox" name="attr_equipped" value="1" checked="true") + input.short.options-flag(type="checkbox" name="attr_options-flag" class="options-flag" ) + span y + .options + .row.middle-xs + .col-xs-1 Notes + .col-xs-6 + input(type="text" name="attr_notes") + .col-xs-1 Tech Lvl. + .col-xs-2 + select(name="attr_tech") + option(value=0) None + option(value=1) I + option(value=2) II + option(value=3) III + option(value=4) IV + option(value=5) V + .col-xs-1 Tech Rank + .col-xs-1 + select(name="attr_tech_rank") + option(value="N") N + option(value="A") A + option(value="B") B + option(value="C") C + option(value="D") D + option(value="E") E + option(value="F") F + option(value="G") G + option(value="H") H + option(value="I") I + option(value="J") J + .row.middle-xs + .col-xs-12 Powered + input.short(type="checkbox" name="attr_powered" class="check-flag" ) + .check-options + .row + input(type="hidden" name="attr_covers") + input(type="hidden" name="attr_DR_energy" value="0") + input(type="hidden" name="attr_jump" value="0") + input(type="hidden" name="attr_material" value="0") + input(type="hidden" name="attr_medkit" value="0") + input(type="hidden" name="attr_jetpack" value="0") + input(type="hidden" name="attr_airtight" value="0") + .row + .col-xs-4 + .row + .col-xs-8 Air Supply (hrs) + .col-xs-4 + input(type="number" name="attr_airsupply" value="0" step=0.01) + .col-xs-8 + .row + .col-xs-4 Sensors + .col-xs-8 + select(name="attr_sensors" ) + //- Human Visual & Audio Ranges . + option(value="H") Human Visual / Audio + //- Infrared and Ultraviolet . + option(value="IU") Infrared and Ultraviolet + //- Microscopic. + option(value="S") Microscopic + //- Telescopic. + option(value="T") Telescopic + //- Audio, 3x Human Hearing + option(value="A") Audio + //- Radar/ Sonar + option(value="R") Radar/ Sonar + //- Communications , Radiowaves + option(value="C") Communications + //- 'Feeling , 3x Human Standards (Touch, Smell , Electronic Aura) option(value="1") M = Magnetic (as Feeling Range) + option(value="F") Feeling + //- Vibrations (as Feeling Range) + option(value="V") Vibrations + + .row + .col-xs-4 + .row + .col-xs-8 No. Cells + .col-xs-4 + input(type="number" name="attr_cells_no") + + .col-xs-4 + .row + .col-xs-6 Cells Type + .col-xs-6 + select(name="attr_cells_type") + //- Atomic + option(value="A") Atomic + //- Broadcast + option(value="B") Broadcast + //- Chemical + option(value="C") Chemical + //- Hydrogen + option(value="H") Hydrogen + //- Nuclear + option(value="N") Nuclear + //- Solar + option(value="S") Solar + + .col-xs-4 + .row + .col-xs-8 Power Duration (hours) + .col-xs-4 + input(type="number" name="attr_power_duration" step=0.01) + + .row + .col-xs-4 + .row + .col-xs-8 Strength x + .col-xs-4 + input(type="number" name="attr_PS_factor" value="1" step=0.01) + + .col-xs-4 + .row + .col-xs-8 Speed x + .col-xs-4 + input(type="number" name="attr_spd_factor" value="1" step=0.01) + + .col-xs-4 + .row + .col-xs-8 Enc. x + .col-xs-4 + input(type="number" name="attr_enc_factor" value="0.5" step=0.01) + + .col-xs-12 Shield + input.short(type="checkbox" name="attr_shield" class="check-flag" ) + .check-options + .row.middle-xs + .col-xs-2 + label Size + .col-xs-3 + select(name="attr_shield_size" value="0") + option(value=0) None + option(value=1) Small + option(value=2) Medium + option(value=3) Large + .col-xs-3 + label Material + .col-xs-4 + select(name="attr_shield_material" value="0") + option(value=0) None + option(value=1) Wood + option(value=2) Leather + option(value=3) Carapace + option(value=4) Plastic + option(value=5) Metal + option(value=6) Duralloy + + .col-xs-12 Helmet + input.short(type="checkbox" name="attr_helmet" class="check-flag" ) + .check-options + .row.middle-xs + .col-xs-2 + label Mental CS + .col-xs-3 + input(type="number" name="attr_CS_mental" value=0) + .col-xs-3 + label Material + .col-xs-4 + select(name="attr_material" value="0") + option(value=0) None + option(value=2) Leather + option(value=3) Carapace + option(value=4) Plastic + option(value=5) Metal + option(value=6) Duralloy + + .row.underline + .col-xs-12 + h2 Gear + .row.middle-xs + .col-xs-4 + label Type + .col-xs-1 + label Tech Lvl. + .col-xs-1 + label Tech Rank + .col-xs-1 + label Power + .col-xs-1 + label Cost + .col-xs-1 + label No. + .col-xs-1 + label Wt. + .col-xs-1 + label √ + fieldset.repeating_gear(title="@{gear}") + .row + .col-xs-4 + input(type="text" name="attr_name") + .col-xs-1 + select(name="attr_tech") + option(value=0) None + option(value=1) I + option(value=2) II + option(value=3) III + option(value=4) IV + option(value=5) V + .col-xs-1 + select(name="attr_tech_rank") + option(value="N") A + option(value="A") A + option(value="B") B + option(value="C") C + option(value="D") D + option(value="E") E + option(value="F") F + option(value="G") G + option(value="H") H + option(value="I") I + option(value="J") J + .col-xs-1 + input(type="text" name="attr_power") + .col-xs-1 + input(type="number" name="attr_cost") + .col-xs-1 + input(type="number" name="attr_count" value=1) + .col-xs-1 + input(type="number" name="attr_weight" step=0.01) + .col-xs-1 + input(type="checkbox" name="attr_equipped" value="1" checked="true") + .col-xs-6 + .col-xs-4 + .row + .col-xs-12 + h2 Movement + .row.middle-xs + .col-xs-3 + .row + .col-xs-8 + label Speed + .col-xs-4 + input(type="hidden" name="attr_speed_max" value=24) + input(type="hidden" name="attr_speed" value="6" title="@{spd}") + span( name="attr_speed") + .col-xs-9 + .row + .col-xs-4 + label Burden + .col-xs-8 + input(type="hidden" name="attr_burden" title="@{burden}" ) + span( name="attr_burden" ) + .row.middle-xs.underline + .col-xs-6 + label Encumbrance + .col-xs-4 + input(type="hidden" name="attr_encumbrance" value="0" title="@{enc}") + span( name="attr_encumbrance") + .col-xs-2 + span kg. + .row + .col-xs-12 + h2 Combat Stats + .row.middle-xs + .col-xs-2 + label.emphasis HP + .col-xs-3 + input(type="number" name="attr_hp_max" title="@{hp_max}") + .col-xs-3 + label.emphasis Wounds + .col-xs-4 + input(type="number" name="attr_wounds" value="(@{hp|max}-@{hp})" title="@{wounds}" disabled="true") + .row.middle-xs.underline + .col-xs-4 + label.emphasis Defence + .col-xs-8 + .row.middle-xs + .col-xs-4 + label CS + .col-xs-4 + label RF + .col-xs-4 + label DR + .row.middle-xs + .col-xs-4 Physical + .col-xs-8 + .row.middle-xs + .col-xs-4 + span(name="attr_CS_physical") + .col-xs-4 + span(name="attr_RF_physical") + .col-xs-4 + span(name="attr_DR_physical") + .row.middle-xs.underline + .col-xs-4 Energy + .col-xs-8 + .row.middle-xs + .col-xs-4 + span(name="attr_CS_energy") + .col-xs-4 + span(name="attr_RF_energy") + .col-xs-4 + span(name="attr_DR_energy") + .row.middle-xs + .col-xs-4 Mental + .col-xs-8 + .row.middle-xs + .col-xs-4 + span(name="attr_CS_mental") + .col-xs-4 + span(name="attr_RF_mental") + .col-xs-4 + span(name="attr_DR_mental") + .row.underline + .col-xs-12 + h2 Notes + fieldset.repeating_notes + .row + .col-xs-12 + input(type="text" name="attr_name") + input.short.options-flag(type="checkbox" name="attr_options-flag" class="options-flag" ) + span y + .options + .row + .col-xs-12 Description + .col-xs-12 + textarea(name="description") + .row.underline + .col-xs-12 + h2 Skills + .row + .col-xs-5 + label Name + .col-xs-3 + label Rank + .col-xs-3 + label Mod. + fieldset.repeating_skills + .row + .col-xs-5 + input(type="text" name="attr_name") + .col-xs-3 + input(type="number" name="attr_rank") + .col-xs-3 + select(name="attr_mod") + option(value="PS") PS + option(value="DX") DX + option(value="CN") CN + option(value="IN") IN + option(value="MS") MS + option(value="CH") CH + .col-xs-1 + button(type='roll' name='roll_skill' value='!gw act @{rank} title|@{name} mod|@{mod} character|@{character_id}') + .row.underline + .col-xs-12 + h2 Talents + .row + .col-xs-12 + label Name + fieldset.repeating_talents + .row + .col-xs-8 + input(type="text" name="attr_name") + .col-xs-2 + button(type='roll' name='roll_talent' value='!gw act @{character_rank} title|@{name} character|@{character_id}') + input.short.options-flag(type="checkbox" name="attr_options-flag" class="options-flag" ) + span y + .options + .row + .col-xs-3 Affects: + .col-xs-3 + input(type="text" name="attr_affects") + .col-xs-3 Act Factor: + .col-xs-3 + input(type="text" name="attr_act_factor") + .col-xs-12 Notes + .col-xs-12 + textarea(name="attr_notes") + .row.underline + .col-xs-12 + h2 Coins + .row.middle-xs + .col-xs-8 + label Type + .col-xs-4 + label Amount + .row.middle-xs + .col-xs-8 + span Nickels + .col-xs-4 + input(type="number" name="attr_coin_nk") + .row.middle-xs + .col-xs-8 + span Silver Coins + .col-xs-4 + input(type="number" name="attr_coin_sp") + .row.middle-xs + .col-xs-8 + span Gold Coins + .col-xs-4 + input(type="number" name="attr_coin_gp") + .row.middle-xs + .col-xs-8 + span Domars + .col-xs-4 + input(type="number" name="attr_coin_dm") + .row.middle-xs + .col-xs-8 + span Dahlers + .col-xs-4 + input(type="number" name="attr_coin_dl") + .row.middle-xs + .col-xs-8 + span Daublers + .col-xs-4 + input(type="number" name="attr_coin_db") + .row.underline + .col-xs-12 + h2 Cells + .row.middle-xs + .col-xs-8 + label Type + .col-xs-4 + label Amount + .row.middle-xs + .col-xs-8 + span Atomic + .col-xs-4 + input(type="number" name="attr_cells_atomic") + .row.middle-xs + .col-xs-8 + span Chemical + .col-xs-4 + input(type="number" name="attr_cells_chemical") + .row.middle-xs + .col-xs-8 + span Hydrogen + .col-xs-4 + input(type="number" name="attr_cells_hydrogen") + .row.middle-xs + .col-xs-8 + span Solar + .col-xs-4 + input(type="number" name="attr_cells_solar") + .tab2 + .sheet-container + .row.underline + .col-xs-8 + .row + .col-xs-6 + .row.middle-xs + .col-xs-12 + label Creature Type: + .col-xs-12 + input(type="text" name="attr_creature_type" title="@{creature_type}") + .col-xs-12 + br + .row.middle-xs + .col-xs-3 + label Number: + .col-xs-3 + input(type="text" name="attr_number" title="@{number}") + .col-xs-3 + label Morale: + .col-xs-3 + input(type="number" name="attr_morale" title="@{morale}") + .col-xs-12 + .row.middle-xs + .col-xs-3 + label Hit Dice: + .col-xs-3 + input(type="number" name="attr_character_rank" title="@{rank}") + .col-xs-3 + label AC: + .col-xs-3 + input(type="number" name="attr_AC" title="@{AC}" value="0") + .col-xs-12 + .row.middle-xs + .col-xs-1 + label DR: + .col-xs-3 + input(type="number" name="attr_DR_physical" title="@{DR_physica}" value="0") + .col-xs-2 + label Land Speed: + .col-xs-2 + input(type="number" name="attr_spd_land" title="@{DR_physica}" value="24") + .col-xs-2 + label Air Speed: + .col-xs-2 + input(type="number" name="attr_spd_air" title="@{DR_physica}" value="0") + .col-xs-6 + h2 Combat Stats + .row.middle-xs + .col-xs-2 + label.emphasis HP + .col-xs-3 + input(type="number" name="attr_hp_max" title="@{hp_max}") + .col-xs-3 + label.emphasis Wounds + .col-xs-4 + input(type="number" name="attr_wounds" value="(@{hp|max}-@{hp})" title="@{wounds}" disabled="true") + .col-xs-4 + label.emphasis Defence + .col-xs-8 + .row.middle-xs + .col-xs-4 + label CS + .col-xs-4 + label RF + .col-xs-4 + label DR + .col-xs-4 Physical + .col-xs-8 + .row.middle-xs + .col-xs-4 + span(name="attr_CS_physical") + .col-xs-4 + span(name="attr_RF_physical") + .col-xs-4 + span(name="attr_DR_physical") + .col-xs-4 Energy + .col-xs-8 + .row.middle-xs + .col-xs-4 + span(name="attr_CS_energy") + .col-xs-4 + span(name="attr_RF_energy") + .col-xs-4 + span(name="attr_DR_energy") + .col-xs-4 Mental + .col-xs-8 + .row.middle-xs + .col-xs-4 + span(name="attr_CS_mental") + .col-xs-4 + span(name="attr_RF_mental") + .col-xs-4 + span(name="attr_DR_mental") + .row.underline + .col-xs-12 + input.rollSwitch(type="hidden" name="attr_rollSwitch" value="0") + .row.pre-rolled + .col-xs-12 + //- input.rollSwitch(type="checkbox" name="attr_character_rolled" value="0") + + .row.post-rolled + .col-xs-6.post-rolled + h2 Physical Abilities + .row + .col-xs-1 + .col-xs-2(title="Current Score") Cur. + .col-xs-2(title="Initially Rolled Score") Orig. + .col-xs-2(title="Character Advancement") Adv. + .col-xs-2(title="Temporary Change") Tmp. + .col-xs-2(title="Score Modifier") Mod. + .col-xs-1.padless Roll + .row.middle-xs + .col-xs-1 + label.ability PS + .col-xs-2 + input(type="hidden" name="attr_PS" title="@{PS}") + span.emphasis(name="attr_PS") + .col-xs-2 + input(type="text" name="attr_PS_rolled" title="@{PS_rolled}") + .col-xs-2 + input(type="number" name="attr_PS_advanced" value="0" title="@{PS_advanced}") + .col-xs-2 + input(type="number" name="attr_PS_tmp" value="0" title="@{PS_tmp}") + .col-xs-2 + input(type="hidden" name="attr_PS_modifier" value="0" title="@{PS_modifier}") + input(type="number" name="attr_PS_mod" value="@{PS_modifier}" disabled="true" ) + .col-xs-1.padless + button(type='roll' name='roll_PS' value='!gw act @{PS} title|Physical character|@{character_id}') + .row.middle-xs + .col-xs-1 + label.ability DX + .col-xs-2 + input(type="hidden" name="attr_DX" title="@{DX}") + span.emphasis(name="attr_DX") + .col-xs-2 + input(type="text" name="attr_DX_rolled" title="@{DX_rolled}") + .col-xs-2 + input(type="number" name="attr_DX_advanced" value="0" title="@{DX_advanced}") + .col-xs-2 + input(type="number" name="attr_DX_tmp" value="0" title="@{DX_tmp}") + .col-xs-2 + input(type="hidden" name="attr_DX_modifier" value="0" title="@{DX_modifier}") + input(type="number" name="attr_DX_mod" value="@{DX_modifier}" disabled="true" ) + .col-xs-1.padless + button(type='roll' name='roll_DX' value='!gw act @{DX} title|Dexterity character|@{character_id}') + .row.middle-xs + .col-xs-1 + label.ability CN + .col-xs-2 + input(type="hidden" name="attr_CN" title="@{CN}") + span.emphasis(name="attr_CN") + .col-xs-2 + input(type="text" name="attr_CN_rolled" title="@{CN_rolled}") + .col-xs-2 + input(type="number" name="attr_CN_advanced" value="0" title="@{CN_advanced}") + .col-xs-2 + input(type="number" name="attr_CN_tmp" value="0" title="@{CN_tmp}") + .col-xs-2 + input(type="hidden" name="attr_CN_modifier" value="0" title="@{CN_modifier}") + input(type="number" name="attr_CN_mod" value="@{CN_modifier}" disabled="true" ) + .col-xs-1.padless + button(type='roll' name='roll_CN' value='!gw act @{CN} title|Constitution character|@{character_id}') + .col-xs-6.post + h2 Mental Abilities + .row + .col-xs-1 + .col-xs-2(title="Current Score") Cur. + .col-xs-2(title="Initially Rolled Score") Orig. + .col-xs-2(title="Character Advancement") Adv. + .col-xs-2(title="Temporary Change") Tmp. + .col-xs-2(title="Score Modifier") Mod. + .col-xs-1.padless Roll + .row.middle-xs + .col-xs-1 + label.ability IN + .col-xs-2 + input(type="hidden" name="attr_IN" title="@{IN}") + span.emphasis(name="attr_IN") + .col-xs-2 + input(type="text" name="attr_IN_rolled" title="@{IN_rolled}") + .col-xs-2 + input(type="number" name="attr_IN_advanced" value="0" title="@{IN_advanced}") + .col-xs-2 + input(type="number" name="attr_IN_tmp" value="0" title="@{IN_tmp}") + .col-xs-2 + input(type="hidden" name="attr_IN_modifier" value="0" title="@{IN_modifier}") + input(type="number" name="attr_IN_mod" value="@{IN_modifier}" disabled="true" ) + .col-xs-1.padless + button(type='roll' name='roll_IN' value='!gw act @{IN} title|Intelligence character|@{character_id}') + .row.middle-xs + .col-xs-1 + label.ability MS + .col-xs-2 + input(type="hidden" name="attr_MS" title="@{MS}") + span.emphasis(name="attr_MS") + .col-xs-2 + input(type="text" name="attr_MS_rolled" title="@{MS_rolled}") + .col-xs-2 + input(type="number" name="attr_MS_advanced" value="0" title="@{MS_advanced}") + .col-xs-2 + input(type="number" name="attr_MS_tmp" value="0" title="@{MS_tmp}") + .col-xs-2 + input(type="hidden" name="attr_MS_modifier" value="0" title="@{MS_modifier}") + input(type="number" name="attr_MS_mod" value="@{MS_modifier}" disabled="true" ) + .col-xs-1.padless + button(type='roll' name='roll_MS' value='!gw act @{MS} title|Mental_Strength character|@{character_id}') + .row.middle-xs + .col-xs-1 + label.ability CH + .col-xs-2 + input(type="hidden" name="attr_CH" title="@{CH}") + span.emphasis(name="attr_CH") + .col-xs-2 + input(type="text" name="attr_CH_rolled" title="@{CH_rolled}") + .col-xs-2 + input(type="number" name="attr_CH_advanced" value="0" title="@{CH_advanced}") + .col-xs-2 + input(type="number" name="attr_CH_tmp" value="0" title="@{CH_tmp}") + .col-xs-2 + input(type="hidden" name="attr_CH_modifier" value="0" title="@{CH_modifier}") + input(type="number" name="attr_CH_mod" value="@{CH_modifier}" disabled="true" ) + .col-xs-1.padless + button(type='roll' name='roll_CH' value='!gw act @{CH} title|Charsima character|@{character_id}') + .col-xs-12 + h2 Mutations + .row.middle-xs + .col-xs-3 + label Name + .col-xs-2 + label Type + .col-xs-2 + label Use + .col-xs-1 + label Range + .col-xs-1 + label Rank + .col-xs-1 + label Dmg. + fieldset.repeating_mutations + .row + .col-xs-3 + input(type="text" name="attr_name") + .col-xs-2 + select(name="attr_type") + option(value="physical") Physical + option(value="mental") Mental + option(value="defect") Defect + .col-xs-2 + input(type="text" name="attr_use") + .col-xs-1 + input(type="text" name="attr_range") + .col-xs-1 + input(type="number" name="attr_rank") + .col-xs-1 + input(type="number" name="attr_dmg") + .col-xs-1 + input(type="hidden" name="attr_id") + button(type='roll' name='roll_mutation' value='!gw act @{rank} title|@{name} character|@{character_id}') + input.short.options-flag(type="checkbox" name="attr_options-flag" class="options-flag" ) + span y + .options + .row.middle-xs + .col-xs-2 + label Mod. + .col-xs-2 + select(name="attr_mod") + option(value="PS") PS + option(value="DX") DX + option(value="CN") CN + option(value="IN") IN + option(value="MS") MS + option(value="CH") CH + .col-xs-2 + label Effort + .col-xs-2 + select(name="attr_effort") + option(value="passive") Subconscious + option(value="active") Conscious + .col-xs-1 + label No. + .col-xs-1 + input(type="text" name="attr_number") + .col-xs-2 + label Duration + .col-xs-2 + input(type="text" name="attr_duration") + .col-xs-12 + label Description + .col-xs-12 + textarea(name="attr_description") + .col-xs-12 + h2 Attacks + .row.middle-xs + .col-xs-3 + label Name + .col-xs-1 + label Mod. + .col-xs-1 + label Range + .col-xs-1 + label Dmg. + .col-xs-2 + label Rank + fieldset.repeating_attacks + .row + .col-xs-3 + input(type="text" name="attr_name") + .col-xs-1 + select(name="attr_mod") + option(value="PS") PS + option(value="DX") DX + option(value="CN") CN + option(value="IN") IN + option(value="MS") MS + option(value="CH") CH + .col-xs-1 + input(type="text" name="attr_range") + .col-xs-1 + input(type="text" name="attr_dmg") + .col-xs-1 + input(type="text" name="attr_rank") + .col-xs-1 + button(type='roll' name='roll_attack' value='!gw act @{rank} CS|?{CS|0} title|@{name} mod|@{mod} tech| type|@{type} effect|@{effect} character|@{character_id}') + input.short.options-flag(type="checkbox" name="attr_options-flag" class="options-flag" ) + span y + .options + .col-xs-12 + .row.middle-xs + .col-xs-1 Type + .col-xs-3 + select(name="attr_type") + option(value="brawling") Brawling + option(value="charging") Charging + option(value="grappling") Grappling + option(value="distracting") Distracting + option(value="dodging") Dodging + option(value="evasion") Evasion + option(value="feinting") Feinting + option(value="martialarts") Martial Arts + option(value="melee") Melee + option(value="shooting") Shooting + option(value="calledshot") Called Shot + option(value="crowdfire") Firing into Crowd + option(value="parrying") Parrying + option(value="throwing") Throwing + .col-xs-1 Skill + .col-xs-2 + select(name="attr_skill") + option(value="brawling") Brawling + option(value="martialarts") Martial Arts + option(value="melee") Melee + option(value="riding") Riding + option(value="throwing") Throwing + .col-xs-12 + .row.middle-xs + .col-xs-2 Effect + .col-xs-2 + select(name="attr_effect" value=0) + option(value=0) None + option(value="accrit") AC Critical + option(value="burn") Burn + option(value="cold") Cold + option(value="compa") Comp. A + option(value="compc") Comp. C + option(value="critical") Critical + option(value="delirium") Delirium + option(value="disintegrate") Disintegrate + option(value="domination") Domination + option(value="electrical") Electrical + option(value="fatal") Fatal + option(value="fieldnegate") Field Negate + option(value="fumes") Fumes + option(value="heat") Heat + option(value="extrarf") Hits +1RF + option(value="ignites") Ignites + option(value="ignoresac") Ignores AC + option(value="intercept") Intercept + option(value="irritant") Irritant + option(value="knockdown") Knock Down + option(value="ko") Knock Out + option(value="mutate") Mutate + option(value="paralysis") Paralysis + option(value="poison") Poison + option(value="powerdrain") Power Drain + option(value="radiation") Radiation + option(value="scatter") Scatter + option(value="seeker") Seeker + option(value="shortout") Short Out + option(value="slam") Slam + option(value="sonic") Sonic + option(value="stun") Stun + option(value="subsonics") Subsonics + option(value="tangle") Tangle + .col-xs-2 Critical + .col-xs-2 + select(name="attr_effect_crit" value=0) + option(value=0) None + option(value="accrit") AC Critical + option(value="burn") Burn + option(value="cold") Cold + option(value="compa") Comp. A + option(value="compc") Comp. C + option(value="critical") Critical + option(value="delirium") Delirium + option(value="disintegrate") Disintegrate + option(value="domination") Domination + option(value="electrical") Electrical + option(value="fatal") Fatal + option(value="fieldnegate") Field Negate + option(value="fumes") Fumes + option(value="heat") Heat + option(value="extrarf") Hits +1 RF + option(value="ignites") Ignites + option(value="ignoresac") Ignores AC + option(value="intercept") Intercept + option(value="irritant") Irritant + option(value="knockdown") Knock Down + option(value="ko") Knock Out + option(value="mutate") Mutate + option(value="paralysis") Paralysis + option(value="poison") Poison + option(value="powerdrain") Power Drain + option(value="radiation") Radiation + option(value="scatter") Scatter + option(value="seeker") Seeker + option(value="shortout") Short Out + option(value="slam") Slam + option(value="sonic") Sonic + option(value="stun") Stun + option(value="subsonics") Subsonics + option(value="tangle") Tangle + .col-xs-12 + .row.middle-xs + .col-xs-2 Tech Lvl. + .col-xs-2 + input(type="number" name="attr_tech") + .col-xs-2 Tech Rank + .col-xs-2 + input(type="text" name="attr_tech_rank") + .col-xs-12 Notes + .col-xs-12 + textarea(name="attr_notes") + .col-xs-4 + .row.middle-xs + .col-xs-12 + label Description + .col-xs-12 + textarea(name="attr_description") + + .tab3 + .sheet-container + h2 Ability Scores + div.panel + input.short.rollSwitch(type="hidden" value="0") + label.tab + input.short.rollSwitch(type="radio" value="0" name="attr_rollSwitch") + span Reset + label.tab + input.short.rollSwitch(type="radio" value="1" name="attr_rollSwitch") + span Roll + h2 Hit Points + div.panel + input.short.hpRollSwitch(type="hidden" value="0") + label.tab + input.short.hpRollSwitch(type="radio" value="0" name="attr_hpRollSwitch") + span Reset + label.tab + input.short.hpRollSwitch(type="radio" value="1" name="attr_hpRollSwitch") + span Roll + +//-- Hidden Fields +//- Ability Scores +input(type="hidden" name="attr_PS" title="@PS") +input(type="hidden" name="attr_PS_modifier" title="@PS_modifier") +input(type="hidden" name="attr_PS_rolled" title="@PS_rolled") +input(type="hidden" name="attr_PS_advanced" title="@PS_advanced") +input(type="hidden" name="attr_PS_tmp" title="@PS_tmp") +input(type="hidden" name="attr_PS_mod" title="@PS_mod") + +input(type="hidden" name="attr_DX" title="@DX") +input(type="hidden" name="attr_DX_modifier" title="@DX_modifier") +input(type="hidden" name="attr_DX_rolled" title="@DX_rolled") +input(type="hidden" name="attr_DX_advanced" title="@DX_advanced") +input(type="hidden" name="attr_DX_tmp" title="@DX_tmp") +input(type="hidden" name="attr_DX_mod" title="@DX_mod") + +input(type="hidden" name="attr_CN" title="@CN") +input(type="hidden" name="attr_CN_modifier" title="@CN_modifier") +input(type="hidden" name="attr_CN_rolled" title="@CN_rolled") +input(type="hidden" name="attr_CN_advanced" title="@CN_advanced") +input(type="hidden" name="attr_CN_tmp" title="@CN_tmp") +input(type="hidden" name="attr_CN_mod" title="@CN_mod") + +input(type="hidden" name="attr_IN" title="@IN") +input(type="hidden" name="attr_IN_modifier" title="@IN_modifier") +input(type="hidden" name="attr_IN_rolled" title="@IN_rolled") +input(type="hidden" name="attr_IN_advanced" title="@IN_advanced") +input(type="hidden" name="attr_IN_tmp" title="@IN_tmp") +input(type="hidden" name="attr_IN_mod" title="@IN_mod") + +input(type="hidden" name="attr_MS" title="@MS") +input(type="hidden" name="attr_MS_modifier" title="@MS_modifier") +input(type="hidden" name="attr_MS_rolled" title="@MS_rolled") +input(type="hidden" name="attr_MS_advanced" title="@MS_advanced") +input(type="hidden" name="attr_MS_tmp" title="@MS_tmp") +input(type="hidden" name="attr_MS_mod" title="@MS_mod") + +input(type="hidden" name="attr_CH" title="@CH") +input(type="hidden" name="attr_CH_modifier" title="@CH_modifier") +input(type="hidden" name="attr_CH_rolled" title="@CH_rolled") +input(type="hidden" name="attr_CH_advanced" title="@CH_advanced") +input(type="hidden" name="attr_CH_tmp" title="@CH_tmp") +input(type="hidden" name="attr_CH_mod" title="@CH_mod") + +input(type="hidden" name="attr_import" title="@import") +input(type="hidden" name="attr_DR_physical" title="@DR_physical" value="0") +input(type="hidden" name="attr_DR_mental" title="@DR_mental" value="0") +input(type="hidden" name="attr_DR_energy" title="@DR_energy" value="0") +input(type="hidden" name="attr_CS_physical" title="@CS_physical" value="0") +input(type="hidden" name="attr_CS_mental" title="@CS_mental" value="0") +input(type="hidden" name="attr_CS_energy" title="@CS_energy" value="0") +input(type="hidden" name="attr_RF_physical" title="@RF_physical" value="0") +input(type="hidden" name="attr_RF_mental" title="@RF_mental" value="0") +input(type="hidden" name="attr_RF_energy" title="@RF_energy" value="0") + +script(type="text/worker") + | + | + include dice3.js + include sheetworkers.js \ No newline at end of file diff --git a/GammaWorld3e/src/sheetworkers.js b/GammaWorld3e/src/sheetworkers.js new file mode 100644 index 0000000000..de717db54f --- /dev/null +++ b/GammaWorld3e/src/sheetworkers.js @@ -0,0 +1,496 @@ + +//------ Functions --------- + +const update_ability = function(name) { + console.log('update_ability: '+name); + let update = {}; + getAttrs([name+'_rolled', name+'_advanced', name+'_tmp'], (v) => { + console.log(v); + update[name] = (parseInt(v[name+'_rolled']) || 0 ) + (parseInt(v[name+'_advanced']) || 0 ) + (parseInt(v[name+'_tmp']) || 0 ); + console.log(update); + setAttrs(update, {silent: false}); + }); +}; +// @todo: this should probably just pick up equipped shields, rather than having a specific shield setting. +const getShieldCS = function(shield_size, shield_material) { + console.log('getShieldCS'); + console.log(shield_size); + console.log(shield_material); + let CS_physical = 0, CS_energy = 0, CS_mental = 0; + + CS_physical = + parseInt(shield_size) > 2 ? -2 : + parseInt(shield_size) > 1 ? -1 : + 0; + + CS_physical = + parseInt(shield_material) === 1 ? CS_physical : + parseInt(shield_material) === 2 ? CS_physical : + parseInt(shield_material) === 3 ? CS_physical-1 : + parseInt(shield_material) === 4 ? CS_physical-1 : + parseInt(shield_material) === 5 ? CS_physical-2 : + parseInt(shield_material) === 6 ? CS_physical : + CS_physical; + CS_energy = parseInt(shield_material) === 6 ? CS_physical -3 : CS_physical; + return {CS_physical, CS_energy, CS_mental}; +}; + +const update_ac = function() { + console.log('update_ac'); + let update = {}; + let dr_total = 0; + let ac_total = 0; + let count = 0; + let enc_attrs = ['shield_CS']; + getSectionIDs("repeating_armour", (armourIds) => { + _.each(armourIds, (currentID, i) => { + enc_attrs.push(`repeating_armour_${currentID}_weight`); + enc_attrs.push(`repeating_armour_${currentID}_count`); + enc_attrs.push(`repeating_armour_${currentID}_equipped`); + }); + getAttrs(enc_attrs, (v) => { + + }) + }); +}; + +const update_enc = function() { + console.log('update_enc'); + let update = {}; + let wtotal = 0; + let DR_physical = 0; + let DR_energy = 0; + let CS = {}; + let RFtotal = 0; + let CS_physical = 0; + let CS_mental = 0; + let CS_energy = 0; + let count = 0; + let PSfactor = 1; + let spdfactor = 1; + let enc_attrs = ['DR_physical', 'DR_energy', 'coin_gp', 'coin_nk', 'coin_sp', 'coin_dm', 'PS', 'PS_rolled', 'PS_advanced', 'PS_tmp', 'encumbrance', 'encumbrance_max', 'speed', 'speed_max', 'burden', 'burden_max']; + getSectionIDs("repeating_gear", (gearIds) => { + _.each(gearIds, (currentID, i) => { + enc_attrs.push(`repeating_gear_${currentID}_weight`); + enc_attrs.push(`repeating_gear_${currentID}_count`); + enc_attrs.push(`repeating_gear_${currentID}_equipped`); + }); + + getSectionIDs("repeating_armour", (armourIds) => { + _.each(armourIds, (currentID, i) => { + enc_attrs.push(`repeating_armour_${currentID}_weight`); + enc_attrs.push(`repeating_armour_${currentID}_count`); + enc_attrs.push(`repeating_armour_${currentID}_equipped`); + enc_attrs.push(`repeating_armour_${currentID}_powered`); + enc_attrs.push(`repeating_armour_${currentID}_enc_factor`); + enc_attrs.push(`repeating_armour_${currentID}_spd_factor`); + enc_attrs.push(`repeating_armour_${currentID}_PS_factor`); + enc_attrs.push(`repeating_armour_${currentID}_shield_size`); + enc_attrs.push(`repeating_armour_${currentID}_shield_material`); + enc_attrs.push(`repeating_armour_${currentID}_CS_mental`); + enc_attrs.push(`repeating_armour_${currentID}_DR_energy`); + enc_attrs.push(`repeating_armour_${currentID}_DR_physical`); + enc_attrs.push(`repeating_armour_${currentID}_RF_physical`); + }); + getAttrs(enc_attrs, (v) => { + + console.log(v); + if (v["speed_max"] === undefined) { + v["speed_max"] = v['speed']; + update["speed_max"] = v['speed']; + } + ["coin_gp", "coin_sp", "coin_nk", "coin_dm"].forEach((type)=> { + let coinweight = (isNaN(parseInt(v[`${type}`], 10)) === false) ? parseInt(v[`${type}`], 10) : 0; + // use roughly correct weights for different materials as per g/cm3 + if(type === 'coin_gp') { + wtotal += coinweight / 100 + } + if(type === 'coin_sp') { + wtotal += coinweight / 200 + } + if(type === 'coin_nk') { + wtotal += coinweight / 250 + } + if(type === 'coin_dm') { + wtotal += coinweight / 1000 + } + if(type === 'coin_dl') { + wtotal += coinweight / 1000 + } + if(type === 'coin_db') { + wtotal += coinweight / 1000 + } + }); + + _.each(gearIds, (currentID, i) => { + if ( + v[`repeating_gear_${currentID}_weight`] + && v[`repeating_gear_${currentID}_equipped`] === '1' + && isNaN(parseInt(v[`repeating_gear_${currentID}_weight`], 10)) === false) + { + count = v[`repeating_gear_${currentID}_count`] && isNaN(parseFloat(v[`repeating_gear_${currentID}_count`])) === false ? parseFloat(v[`repeating_gear_${currentID}_count`]) : 1; + wtotal = wtotal + (parseFloat(v[`repeating_gear_${currentID}_weight`]) * count); + } + }); + + _.each(armourIds, (currentID, i) => { + if ( + v[`repeating_armour_${currentID}_weight`] + && v[`repeating_armour_${currentID}_equipped`] === '1' + && isNaN(parseInt(v[`repeating_armour_${currentID}_weight`], 10)) === false) + { + count = v[`repeating_armour_${currentID}_count`] && isNaN(parseFloat(v[`repeating_armour_${currentID}_count`])) === false ? parseFloat(v[`repeating_armour_${currentID}_count`]) : 1; + wtotal = wtotal + (parseFloat(v[`repeating_armour_${currentID}_weight`]) * count * (isNaN(parseFloat(v[`repeating_armour_${currentID}_enc_factor`])) === false ? parseFloat(v[`repeating_armour_${currentID}_enc_factor`]) : 0.5)); + PSfactor + = isNaN(parseFloat(v[`repeating_armour_${currentID}_PS_factor`])) === false + ? (v[`repeating_armour_${currentID}_PS_factor`] > PSfactor ? v[`repeating_armour_${currentID}_PS_factor`] : PSfactor) + : PSfactor; + spdfactor + = isNaN(parseFloat(v[`repeating_armour_${currentID}_spd_factor`])) === false + ? (v[`repeating_armour_${currentID}_spd_factor`] > spdfactor ? v[`repeating_armour_${currentID}_spd_factor`] : spdfactor) + : spdfactor; + } + // update DR_physical + if ( + v[`repeating_armour_${currentID}_DR_physical`] + && v[`repeating_armour_${currentID}_equipped`] === '1' + && isNaN(parseInt(v[`repeating_armour_${currentID}_DR_physical`], 10)) === false + ) { + DR_physical += parseInt(v[`repeating_armour_${currentID}_DR_physical`]); + } + // update DR_energy + console.log('DR_energy: ', v[`repeating_armour_${currentID}_DR_energy`]); + if ( + v[`repeating_armour_${currentID}_DR_energy`] !== undefined + && v[`repeating_armour_${currentID}_equipped`] === '1' + && isNaN(parseInt(v[`repeating_armour_${currentID}_DR_energy`], 10)) === false + ) { + DR_energy += parseInt(v[`repeating_armour_${currentID}_DR_energy`]); + } else { + DR_energy += DR_physical; + } + + // update CS + if ( + v[`repeating_armour_${currentID}_shield_size`] + && v[`repeating_armour_${currentID}_shield_material`] + && v[`repeating_armour_${currentID}_equipped`] === '1' + ) { + CS = getShieldCS(v[`repeating_armour_${currentID}_shield_size`], v[`repeating_armour_${currentID}_shield_material`] ); + CS_physical += CS.CS_physical; + CS_mental += CS.CS_mental; + CS_energy += CS.CS_energy; + } + if ( + v[`repeating_armour_${currentID}_CS_mental`] + && v[`repeating_armour_${currentID}_equipped`] === '1' + ) { + console.log('HELMET: '+v[`repeating_armour_${currentID}_CS_mental`] ) + CS_mental += parseInt(v[`repeating_armour_${currentID}_CS_mental`]) ; + } + + // update RF + if ( + v[`repeating_armour_${currentID}_RF_physical`] + && v[`repeating_armour_${currentID}_equipped`] === '1' + && isNaN(parseInt(v[`repeating_armour_${currentID}_RF_physical`], 10)) === false + ) { + RFtotal += parseInt(v[`repeating_armour_${currentID}_RF_physical`]); + console.log(CS_physical); + } + }); + // console.log(CS_physical); + update["RF_physical"] = RFtotal; + update["RF_energy"] = RFtotal; + update["CS_physical"] = CS_physical; + update["CS_energy"] = CS_energy; + update["CS_mental"] = CS_mental; + update["DR_physical"] = DR_physical; + update["DR_energy"] = DR_energy; + update["encumbrance"] = Math.round(wtotal * 10) / 10; + let PS = (parseInt(v["PS_rolled"]) + + parseInt(v["PS_advanced"]) + + parseInt(v["PS_tmp"])) * PSfactor; + update['PS'] = PS; + update["burden"] = + (wtotal > PS*5) ? "Crushing Weight" : + (wtotal > PS*3) ? "Immobile" : + (wtotal > PS*2) ? "Heavily Burdened" : + (wtotal > PS*1) ? "Burdened" : + "Normal"; + update["speed"] = + (wtotal > PS*3) ? 0 : + (wtotal > PS*2) ? Math.floor((parseInt(v["speed_max"]) / 3)) : + (wtotal > PS*1) ? Math.floor((parseInt(v["speed_max"]) /3)*2) : + parseInt(v["speed_max"]) * spdfactor; + console.log(update); + setAttrs(update, {silent: true}); + update_mod('PS'); + }); + }); + }); +}; + +const update_mod = function(ability) { + console.log('update_mod: '+ability); + let update = {}; + let mod = 6; + let total = 0; + let ps_attrs = [ability]; + getAttrs(ps_attrs, (v) => { + console.log(v); + console.log(v[ability]); + total += parseInt(v[ability]); + if(total < 601) { + mod = 5; + } + if(total < 121) { + mod = 4; + } + if(total < 22) { + mod = 3; + } + if(total < 19) { + mod = 2; + } + if(total < 16) { + mod = 1; + } + if(total < 12) { + mod = 0; + } + if(total < 10) { + mod = -1; + } + if(total < 7) { + mod = -2; + } + if(total < 4) { + mod = -3; + } + if(total < 0) { + mod = -4; + } + if(total < -6) { + mod = -5; + } + if(total < -26) { + mod = -6; + } + update[ability+'_modifier'] = mod; + setAttrs(update, {silent: true}); + }); +}; + + + +//------ Events --------- + +on("sheet:opened", function(eventinfo) { + console.log('sheet:opened'); +}); + +on("change:import", function(args) { + console.log('sheet:import',args); + +}); + +on("change:PS_rolled", function(args) { + console.log('change:PS_rolled') + update_ability('PS'); +}); + +on("change:PS_advanced", function(args) { + console.log('change:PS_advanced') + update_ability('PS'); +}); + +on("change:PS_tmp", function(args) { + console.log('change:PS_tmp') + update_ability('PS'); +}); + +on("change:PS", function(args) { + console.log('PS changed'); + update_mod('PS'); + update_enc(); +}); + +on("change:DX_rolled", function(args) { + console.log('change:DX_rolled') + update_ability('DX'); +}); + +on("change:DX_advanced", function(args) { + console.log('change:DX_advanced') + update_ability('DX'); +}); + +on("change:DX_tmp", function(args) { + console.log('change:DX_tmp') + update_ability('DX'); +}); + +on("change:DX", function(args) { + console.log('DX changed'); + update_mod('DX'); +}); + +on("change:CN_rolled", function(args) { + console.log('change:CN_rolled') + update_ability('CN'); +}); + +on("change:CN_advanced", function(args) { + console.log('change:CN_advanced') + update_ability('CN'); +}); + +on("change:CN_tmp", function(args) { + console.log('change:CN_tmp') + update_ability('CN'); +}); + +on("change:CN", function(args) { + console.log('CN changed'); + update_mod('CN'); +}); + +on("change:IN_rolled", function(args) { + console.log('change:IN_rolled') + update_ability('IN'); +}); + +on("change:IN_advanced", function(args) { + console.log('change:IN_advanced') + update_ability('IN'); +}); + +on("change:IN_tmp", function(args) { + console.log('change:IN_tmp') + update_ability('IN'); +}); + +on("change:IN", function(args) { + console.log('IN changed'); + update_mod('IN'); +}); + +on("change:MS_rolled", function(args) { + console.log('change:MS_rolled') + update_ability('MS'); +}); + +on("change:MS_advanced", function(args) { + console.log('change:MS_advanced') + update_ability('MS'); +}); + +on("change:MS_tmp", function(args) { + console.log('change:MS_tmp') + update_ability('MS'); +}); + +on("change:MS", function(args) { + console.log('MS changed'); + update_mod('MS'); +}); + +on("change:CH_rolled", function(args) { + console.log('change:CH_rolled') + update_ability('CH'); +}); + +on("change:CH_advanced", function(args) { + console.log('change:CH_advanced') + update_ability('CH'); +}); + +on("change:CH_tmp", function(args) { + console.log('change:CH_tmp') + update_ability('CH'); +}); + +on("change:CH", function(args) { + console.log('CH changed'); + update_mod('CH'); +}); + +on("change:repeating_gear", function(args) { + update_enc(); +}); + +on("change:repeating_armour", function(args) { + console.log('change:repeating_armour'); + update_enc(); + // update_ac(); +}); + +on("change:coin_gp", function(args) { + update_enc(); +}); + +on("change:coin_nk", function(args) { + update_enc(); +}); + +on("change:coin_dm", function(args) { + update_enc(); +}); + +on("change:coin_sp", function(args) { + update_enc(); +}); + +on("change:rollSwitch", function(args) { + console.log(args); + let update = {}; + if(args.newValue == "0") { + update['PS_rolled'] = 0; + update['IN_rolled'] = 0; + update['CN_rolled'] = 0; + update['IN_rolled'] = 0; + update['MS_rolled'] = 0; + update['CH_rolled'] = 0; + } else { + update['PS_rolled'] = dices.roll('4d6', {dropLowest: 1}).total; + update['DX_rolled'] = dices.roll('4d6', {dropLowest: 1}).total; + update['CN_rolled'] = dices.roll('4d6', {dropLowest: 1}).total; + update['IN_rolled'] = dices.roll('4d6', {dropLowest: 1}).total; + update['MS_rolled'] = dices.roll('4d6', {dropLowest: 1}).total; + update['CH_rolled'] = dices.roll('4d6', {dropLowest: 1}).total; + } + setAttrs(update, {silent: true}); + + update_ability('PS'); + update_ability('DX'); + update_ability('CN'); + update_ability('IN'); + update_ability('MS'); + update_ability('CH'); + + update_mod('PS'); + update_mod('DX'); + update_mod('CN'); + update_mod('IN'); + update_mod('MS'); + update_mod('CH'); + +}); + + +on("change:hpRollSwitch", function(args) { + let update = {}; + if(args.newValue == "0") { + update['hp_max'] = 0; + } else { + let rank, CN; + getAttrs(['character_rank', 'CN'], (v) => { + rank = v['character_rank']; + CN = v['CN']; + }); + + update['hp_max'] = dices.roll(`${CN}d6+${CN}`).total; + setAttrs(update, {silent: true}); + } +}); \ No newline at end of file diff --git a/GammaWorld3e/styles.css b/GammaWorld3e/styles.css new file mode 100644 index 0000000000..0751fa864e --- /dev/null +++ b/GammaWorld3e/styles.css @@ -0,0 +1,510 @@ +.sheet-container-fluid, +.sheet-container { + margin-right: auto; + margin-left: auto; } + +.sheet-container-fluid { + padding-right: 2rem; + padding-left: 2rem; } + +.sheet-row { + box-sizing: border-box; + display: -webkit-box !important; + display: -ms-flexbox !important; + display: flex !important; + -webkit-box-flex: 0; + -ms-flex: 0 1 auto; + flex: 0 1 auto; + -webkit-box-orient: horizontal; + -webkit-box-direction: normal; + -ms-flex-direction: row; + flex-direction: row; + -ms-flex-wrap: wrap; + flex-wrap: wrap; + margin-right: -0.5rem; + margin-left: -0.5rem; + margin-bottom: 2px; + padding-bottom: 2px; } + .sheet-row.sheet-underline { + border-bottom: 1px solid #8080801a; } + +.sheet-row.reverse { + -webkit-box-orient: horizontal; + -webkit-box-direction: reverse; + -ms-flex-direction: row-reverse; + flex-direction: row-reverse; } + +.sheet-col.reverse { + -webkit-box-orient: vertical; + -webkit-box-direction: reverse; + -ms-flex-direction: column-reverse; + flex-direction: column-reverse; } + +.sheet-col-xs, +.sheet-col-xs-1, +.sheet-col-xs-2, +.sheet-col-xs-3, +.sheet-col-xs-4, +.sheet-col-xs-5, +.sheet-col-xs-6, +.sheet-col-xs-7, +.sheet-col-xs-8, +.sheet-col-xs-9, +.sheet-col-xs-10, +.sheet-col-xs-11, +.sheet-col-xs-12, +.sheet-col-xs-offset-0, +.sheet-col-xs-offset-1, +.sheet-col-xs-offset-2, +.sheet-col-xs-offset-3, +.sheet-col-xs-offset-4, +.sheet-col-xs-offset-5, +.sheet-col-xs-offset-6, +.sheet-col-xs-offset-7, +.sheet-col-xs-offset-8, +.sheet-col-xs-offset-9, +.sheet-col-xs-offset-10, +.sheet-col-xs-offset-11, +.sheet-col-xs-offset-12 { + box-sizing: border-box; + -webkit-box-flex: 0; + -ms-flex: 0 0 auto; + flex: 0 0 auto; + position: relative; } + .sheet-col-xs:not(.sheet-padless), + .sheet-col-xs-1:not(.sheet-padless), + .sheet-col-xs-2:not(.sheet-padless), + .sheet-col-xs-3:not(.sheet-padless), + .sheet-col-xs-4:not(.sheet-padless), + .sheet-col-xs-5:not(.sheet-padless), + .sheet-col-xs-6:not(.sheet-padless), + .sheet-col-xs-7:not(.sheet-padless), + .sheet-col-xs-8:not(.sheet-padless), + .sheet-col-xs-9:not(.sheet-padless), + .sheet-col-xs-10:not(.sheet-padless), + .sheet-col-xs-11:not(.sheet-padless), + .sheet-col-xs-12:not(.sheet-padless), + .sheet-col-xs-offset-0:not(.sheet-padless), + .sheet-col-xs-offset-1:not(.sheet-padless), + .sheet-col-xs-offset-2:not(.sheet-padless), + .sheet-col-xs-offset-3:not(.sheet-padless), + .sheet-col-xs-offset-4:not(.sheet-padless), + .sheet-col-xs-offset-5:not(.sheet-padless), + .sheet-col-xs-offset-6:not(.sheet-padless), + .sheet-col-xs-offset-7:not(.sheet-padless), + .sheet-col-xs-offset-8:not(.sheet-padless), + .sheet-col-xs-offset-9:not(.sheet-padless), + .sheet-col-xs-offset-10:not(.sheet-padless), + .sheet-col-xs-offset-11:not(.sheet-padless), + .sheet-col-xs-offset-12:not(.sheet-padless) { + padding-right: 0.5rem; + padding-left: 0.5rem; } + +.sheet-col-xs { + -webkit-box-flex: 1; + -ms-flex-positive: 1; + flex-grow: 1; + -ms-flex-preferred-size: 0; + flex-basis: 0; + max-width: 100%; } + +.sheet-col-xs-1 { + -ms-flex-preferred-size: 8.33333333%; + flex-basis: 8.33333333%; + max-width: 8.33333333%; } + +.sheet-col-xs-2 { + -ms-flex-preferred-size: 16.66666667%; + flex-basis: 16.66666667%; + max-width: 16.66666667%; } + +.sheet-col-xs-3 { + -ms-flex-preferred-size: 25%; + flex-basis: 25%; + max-width: 25%; } + +.sheet-col-xs-4 { + -ms-flex-preferred-size: 33.33333333%; + flex-basis: 33.33333333%; + max-width: 33.33333333%; } + +.sheet-col-xs-5 { + -ms-flex-preferred-size: 41.66666667%; + flex-basis: 41.66666667%; + max-width: 41.66666667%; } + +.sheet-col-xs-6 { + -ms-flex-preferred-size: 50%; + flex-basis: 50%; + max-width: 50%; } + +.sheet-col-xs-7 { + -ms-flex-preferred-size: 58.33333333%; + flex-basis: 58.33333333%; + max-width: 58.33333333%; } + +.sheet-col-xs-8 { + -ms-flex-preferred-size: 66.66666667%; + flex-basis: 66.66666667%; + max-width: 66.66666667%; } + +.sheet-col-xs-9 { + -ms-flex-preferred-size: 75%; + flex-basis: 75%; + max-width: 75%; } + +.sheet-col-xs-10 { + -ms-flex-preferred-size: 83.33333333%; + flex-basis: 83.33333333%; + max-width: 83.33333333%; } + +.sheet-col-xs-11 { + -ms-flex-preferred-size: 91.66666667%; + flex-basis: 91.66666667%; + max-width: 91.66666667%; } + +.sheet-col-xs-12 { + -ms-flex-preferred-size: 100%; + flex-basis: 100%; + max-width: 100%; } + +.sheet-col-xs-offset-0 { + margin-left: 0; } + +.sheet-col-xs-offset-1 { + margin-left: 8.33333333%; } + +.sheet-col-xs-offset-2 { + margin-left: 16.66666667%; } + +.sheet-col-xs-offset-3 { + margin-left: 25%; } + +.sheet-col-xs-offset-4 { + margin-left: 33.33333333%; } + +.sheet-col-xs-offset-5 { + margin-left: 41.66666667%; } + +.sheet-col-xs-offset-6 { + margin-left: 50%; } + +.sheet-col-xs-offset-7 { + margin-left: 58.33333333%; } + +.sheet-col-xs-offset-8 { + margin-left: 66.66666667%; } + +.sheet-col-xs-offset-9 { + margin-left: 75%; } + +.sheet-col-xs-offset-10 { + margin-left: 83.33333333%; } + +.sheet-col-xs-offset-11 { + margin-left: 91.66666667%; } + +.sheet-start-xs { + -webkit-box-pack: start; + -ms-flex-pack: start; + justify-content: flex-start; + text-align: start; } + +.sheet-center-xs { + -webkit-box-pack: center; + -ms-flex-pack: center; + justify-content: center; + text-align: center; } + +.sheet-end-xs { + -webkit-box-pack: end; + -ms-flex-pack: end; + justify-content: flex-end; + text-align: end; } + +.sheet-top-xs { + -webkit-box-align: start; + -ms-flex-align: start; + align-items: flex-start; } + +.sheet-middle-xs { + -webkit-box-align: center; + -ms-flex-align: center; + align-items: center; } + +.sheet-bottom-xs { + -webkit-box-align: end; + -ms-flex-align: end; + align-items: flex-end; } + +.sheet-around-xs { + -ms-flex-pack: distribute; + justify-content: space-around; } + +.sheet-between-xs { + -webkit-box-pack: justify; + -ms-flex-pack: justify; + justify-content: space-between; } + +.sheet-first-xs { + -webkit-box-ordinal-group: 0; + -ms-flex-order: -1; + order: -1; } + +.sheet-last-xs { + -webkit-box-ordinal-group: 2; + -ms-flex-order: 1; + order: 1; } + +.sheet-3colrow .sheet-col, .sheet-row .sheet-col { + margin-right: 5px !important; + box-sizing: border-box !important; } + +/********************** + Headers +***********************/ +h1 { + font-family: "Contrail One"; + background: #ae6a00; + background: linear-gradient(0deg, #ae6a00 8%, #ae2400 38%, #ae6a00 84%); + -webkit-background-clip: text; + -webkit-text-fill-color: transparent; } + +h2 { + font-family: "Contrail One"; + font-size: 2rem; + background: #ae6a00; + background: linear-gradient(0deg, #ae6a00 8%, #ae2400 38%, #ae6a00 84%); + -webkit-background-clip: text; + -webkit-text-fill-color: transparent; } + +/********************** + Tabs +***********************/ +/* Hide actual radio */ +input[type="radio"] { + opacity: 0; + width: 16px; + height: 16px; + position: relative; + top: 5px; + left: 6px; + margin: -10px; + cursor: pointer; + z-index: 1; } + +div.sheet-rollSwitch-button { + border: 1px solid grey; + border-radius: 5px; + padding: 1rem; + background: linear-gradient(0deg, black, transparent); + color: white; + display: block; + cursor: pointer; } + +input.sheet-pageToggle:not([value="1"]) ~ .sheet-tab1 { + display: none; } + +input.sheet-pageToggle:not([value="2"]) ~ .sheet-tab2 { + display: none; } + +input.sheet-pageToggle:not([value="3"]) ~ .sheet-tab3 { + display: none; } + +/********************** + Roll-up +***********************/ +input.sheet-rollSwitch:not([value="0"]) ~ .sheet-pre-rolled { + display: none; } + +input.sheet-rollSwitch:not([value="1"]) ~ .sheet-post-rolled { + display: none; } + +/********************** + Layout +***********************/ +.sheet-panel { + background: silver; + border: 1px solid transparent; + border-radius: 5px; + color: #ae6a00; + padding: 1rem; + margin: 2px; + box-sizing: border-box; } + +.repcontainer .repitem { + background: linear-gradient(90deg, silver, transparent); + margin-bottom: 3px; } + +span.sheet-emphasis { + color: #ae2400; + font-weight: bold; + border: 1px solid #ccc; + border-radius: 3px; + padding: 3px 4px 5px 7px; + min-width: 11px; + display: block; + background: #f5f5f5; + vertical-align: 7%; + line-height: 18px; } + +label { + font-family: 'Contrail One'; + margin: 0; } + label.sheet-ability { + width: 20px; + display: inline-block; } + label.sheet-emphasis { + color: #ae2400; + font-weight: bold; } + label.sheet-tab { + display: inline; + border-radius: 3px; + border: 1px solid transparent; + color: white; + padding: 0; + text-align: center; + margin: 0 0.5rem 0 0; + background: -webkit-linear-gradient(0deg, #aeaeae 0%, #094379 64%, #0072ff 100%); + background: -moz-linear-gradient(0deg, #aeaeae 0%, #094379 64%, #0072ff 100%); + background: -o-linear-gradient(0deg, #aeaeae 0%, #094379 64%, #0072ff 100%); + background: linear-gradient(0deg, #aeaeae 0%, #094379 64%, #0072ff 100%); + -webkit-transition: background 0.4s ease-out; + -moz-transition: background 0.4s ease-out; + -o-transition: background 0.4s ease-out; + transition: background 0.4s ease-out; + background-size: 1px 40px; + cursor: pointer; } + label.sheet-tab span { + padding: 0 0.5rem 0 0.75rem; + text-align: center; } + label.sheet-tab:hover { + background-position: 100px; } + +/********************** + Sheet Container +***********************/ +.sheet-container { + border: 1px dashed #ae2400; + border-radius: 5px; + padding: 1rem; + box-sizing: border-box; } + .sheet-container .bottom-margin { + margin-bottom: 1rem; } + .sheet-container .sheet-row { + display: block; } + .sheet-container .sheet-label { + font-family: "Contrail One"; + display: inline; } + .sheet-container select { + font-family: "Arial" sans-serif; } + .sheet-container input:not(.sheet-short), .sheet-container select:not(.sheet-short) { + margin: 0; + width: 100% !important; + font-family: "Shadows Into Light"; } + +.sheet-rolls-container { + border: 1px dashed #ae2400; + border-radius: 5px; + padding: 1rem; + box-sizing: border-box; } + .sheet-rolls-container .bottom-margin { + margin-bottom: 1rem; } + .sheet-rolls-container .sheet-row { + display: block; } + .sheet-rolls-container .sheet-label { + font-family: "Contrail One"; + display: inline; } + +/********************** + Sub Container +***********************/ +.sheet-options-flag ~ .sheet-options, +.sheet-check-flag ~ .sheet-check-options { + display: none; } + +.sheet-options-flag:checked ~ .sheet-options, +.sheet-check-flag:checked ~ .sheet-options { + display: inherit; } + +.sheet-options-flag:checked ~ .sheet-options, +.sheet-check-flag:checked ~ .sheet-check-options { + min-height: 3rem; + vertical-align: top; + display: inline-block; + padding: 0.5rem; } + +.sheet-options-flag:checked ~ .sheet-display { + display: none; } + +.sheet-options-flag:checked ~ .sheet-active-flag { + margin-bottom: 50px; } + +.sheet-options-flag:checked ~ .sheet-display { + display: none; } + +.sheet-options-flag:not(:checked) ~ .sheet-display .sheet-title { + background-color: #EFEFEF; + border-bottom-right-radius: 5px; + border-top-left-radius: 5px; + display: inline-block; + font-size: 9px; + font-weight: bold; + line-height: 16px; + padding-bottom: 3px; + padding-left: 4px; + padding-right: 4px; + padding-top: 3px; + text-align: left; } + +.sheet-options-flag:not(:checked) ~ .sheet-display .sheet-subheader { + background-color: #EFEFEF; + border-bottom-right-radius: 5px; + border-top-left-radius: 5px; + display: inline-block; + font-size: 9px; + font-weight: bold; + height: 16px; + padding-bottom: 3px; + padding-left: 4px; + padding-right: 4px; + padding-top: 3px; + text-align: left; } + +.sheet-options-flag + span { + position: absolute; + top: 6px; + right: -6px; + white-space: nowrap; + width: 18px; + height: 18px; + font-size: 20px; + font-family: pictos; + color: #A0A0A0; + cursor: pointer; + margin-top: 0px; + display: none; } + +.repcontainer:hover .sheet-options-flag + span { + display: block; } + +.sheet-options-flag { + opacity: 0; + position: absolute; + top: 13px; + right: -6px; + width: 18px; + height: 18px !important; + z-index: 2; } + +.sheet-options-flag:not(:checked) ~ .sheet-display, +.sheet-options-flag:checked ~ .sheet-options, +.sheet-check-flag:not(:checked) ~ .sheet-display, +.sheet-check-flag:checked ~ .sheet-check-options { + width: 95%; + display: inline-block; } + +.sheet-options-flag:checked + span, +.sheet-check-flag:checked + span { + color: black; + display: block; } diff --git a/GammaWorld3e/webpack.config.js b/GammaWorld3e/webpack.config.js new file mode 100644 index 0000000000..3c4f8174c5 --- /dev/null +++ b/GammaWorld3e/webpack.config.js @@ -0,0 +1,10 @@ +const path = require("path"); + +module.exports = { + entry: "./src/api-scripts/companion.js", + output: { + filename: "merged-compendium-companion.js", + path: path.resolve(__dirname, "."), + }, + mode: "development", +}; diff --git a/Genesys-RPG/translations/he.json b/Genesys-RPG/translations/he.json index c786d4af6e..cded8364bc 100644 --- a/Genesys-RPG/translations/he.json +++ b/Genesys-RPG/translations/he.json @@ -86,7 +86,7 @@ "charactermoralities": "Character Moralities", "charactermotivation": "Character Motivations", "charactername": "Character Name", - "charactersheet": "Character Sheet", + "charactersheet": "דף דמות", "charm": "Charm", "Charm": "Charm", "charmpr": "Charm (Pr)", diff --git a/Ghost-Ops-RPG/ghostopsrpg.html b/Ghost-Ops-RPG/ghostopsrpg.html index cd39a3c87d..9fed86119b 100644 --- a/Ghost-Ops-RPG/ghostopsrpg.html +++ b/Ghost-Ops-RPG/ghostopsrpg.html @@ -202,7 +202,7 @@
    - +
    @@ -592,4 +592,4 @@
    -
    \ No newline at end of file +
    diff --git a/HARP/harp.css b/HARP/harp.css new file mode 100644 index 0000000000..cf16ba172a --- /dev/null +++ b/HARP/harp.css @@ -0,0 +1,1047 @@ +@import url('https://fonts.googleapis.com/css?family=Rosarivo:ital@1|Merriweather&display=swap'); + + +.charsheet{ + width: 800px; +} + +/*----------- Tabs Setup -------------*/ + + +/*this hides the contents of each tab by default*/ +.charsheet div[class^="sheet-section"] { + display: none; +} + + +/*this shows the tab content when the appropriate input field is selected*/ +input.sheet-tab1:checked ~ div.sheet-section-basic, +input.sheet-tab2:checked ~ div.sheet-section-stats, +/*input.sheet-tab3:checked ~ div.sheet-section-background,*/ +input.sheet-tab4:checked ~ div.sheet-section-skills, +input.sheet-tab5:checked ~ div.sheet-section-talents, +input.sheet-tab6:checked ~ div.sheet-section-combat, +input.sheet-tab7:checked ~ div.sheet-section-grimoire, +input.sheet-tab8:checked ~ div.sheet-section-posessions, +input.sheet-tab9:checked ~ div.sheet-section-notes, +input.sheet-tab10:checked ~ div.sheet-section-weapons, +input.sheet-tab11:checked ~ div.sheet-section-armor, +input.sheet-tab12:checked ~ div.sheet-section-profession, +input.sheet-tab13:checked ~ div.sheet-section-race, +input.sheet-tab14:checked ~ div.sheet-section-culture, +input.sheet-tab15:checked ~ div.sheet-section-history, +input.sheet-tab16:checked ~ div.sheet-section-artistic, +input.sheet-tab17:checked ~ div.sheet-section-athletic, +input.sheet-tab18:checked ~ div.sheet-section-concentration, +input.sheet-tab19:checked ~ div.sheet-section-general, +input.sheet-tab20:checked ~ div.sheet-section-influence, +input.sheet-tab21:checked ~ div.sheet-section-mystical-arts, +input.sheet-tab22:checked ~ div.sheet-section-outdoor, +input.sheet-tab23:checked ~ div.sheet-section-physical, +input.sheet-tab24:checked ~ div.sheet-section-subterfuge, +{ + + display: block; +} + + + + + +/*this hides the radio button for each tab, makes it 100px wide and 40px tall and makes sure it's above everything else*/ +.charsheet input.sheet-tab { + width: 80px; + height: 25px; + cursor: pointer; + position: relative; + opacity: 0; + z-index: 9999; +} + + +/*this styles the span with the tab information and slides to the left, so it appears underneath the radio button*/ +.charsheet span.sheet-tab { + text-align: center; + display: inline-block; + font-size: 11px; + /*background: #1F5D5A;*/ + background: DarkOliveGreen; + /*color: #E9C458;*/ + color: Gainsboro; + font-style: normal; + border-radius: 16px; + + width: 80px; + height: 25px; + cursor: pointer; + position: relative; + vertical-align: middle; + margin-left: -81px;/*originally 91px*/ +} + +.charsheet span.sheet-tab { + text-align: center; + display: inline-block; + + /*background: #1F5D5A;*/ + +} + +/*this modifies the span color once the radio button is selected so you know which tab is selected*/ +input.sheet-tab1:checked + span.sheet-tab1, +input.sheet-tab2:checked + span.sheet-tab2, +/*input.sheet-tab3:checked + span.sheet-tab3,*/ +input.sheet-tab4:checked + span.sheet-tab4, +input.sheet-tab5:checked + span.sheet-tab5, +input.sheet-tab6:checked + span.sheet-tab6, +input.sheet-tab7:checked + span.sheet-tab7, +input.sheet-tab8:checked + span.sheet-tab8, +input.sheet-tab9:checked + span.sheet-tab9, +input.sheet-tab10:checked + span.sheet-tab10, +input.sheet-tab11:checked + span.sheet-tab11, +input.sheet-tab12:checked + span.sheet-tab12, +input.sheet-tab13:checked + span.sheet-tab13, +input.sheet-tab14:checked + span.sheet-tab14, +input.sheet-tab15:checked + span.sheet-tab15, +input.sheet-tab16:checked + span.sheet-tab16, +input.sheet-tab17:checked + span.sheet-tab17, +input.sheet-tab18:checked + span.sheet-tab18, +input.sheet-tab19:checked + span.sheet-tab19, +input.sheet-tab20:checked + span.sheet-tab20, +input.sheet-tab21:checked + span.sheet-tab21, +input.sheet-tab22:checked + span.sheet-tab22, +input.sheet-tab23:checked + span.sheet-tab23, +input.sheet-tab24:checked + span.sheet-tab24,{ + + background: white; + /*color: #1F5D5A;*/ + color: DarkOliveGreen; + font-size: 12px; + /*font-style: italic;*/ + font-weight: bold; + border-style: solid; + border-color: DarkOliveGreen; + border-width: 1px; + border-radius: 16px; +} +/*----------- End Tab Setup -----------*/ + +/* the combat tab */ + + +/*this styles the span with the tab information and slides to the left, so it appears underneath the radio button*/ + +/*----------- End Tab Setup -----------*/ +/* THIS SECTION IS FOR THE INSTRUCTIONS CARDS */ + +/* END OF INSTRUCTION CARD SETUP*/ +/* css grids */ +.sheet-six-column{ + display: grid; + width: 100%; + grid-gap: 3px; + grid-template-columns: 1fr 1fr 1fr 1fr 1fr 1fr; + grid-template-rows: 1fr; + grid-template-areas: "cone ctwo cthree cfour cfive csix"; +} + +.sheet-three-column{ + display: grid; + width: 100%; + grid-gap: 3px; + grid-template-columns: 1fr 1fr 1fr; + grid-template-rows: 1fr; + grid-template-areas: "tcleft tccenter tcright"; +} + +.sheet-two-column{ + display: grid; + width: 100%; + grid-gap: 3px; + grid-template-columns: 1fr 1fr; + grid-template-rows: 1fr; + grid-template-areas: "colleft colright"; +} + +.sheet-two-column-left-wide{ + display: grid; + width: 100%; + grid-gap: 3px; + grid-template-columns: 65% 34%; + grid-template-rows: 1fr; + grid-template-areas: "colleftw colrightw"; +} + +.sheet-two-column-right-wide{ + display: grid; + width: 100%; + grid-gap: 3px; + grid-template-columns: 35% 64%; + grid-template-rows: 1fr; + grid-template-areas: "colleftrw colrightrw"; +} + +.sheet-row{ + display: grid; + width: 100%; + grid-gap: 3px; + grid-template-columns: 1fr; + grid-template-rows: 1fr; + grid-template-areas: "rrow"; +} + +.sheet-skill-grid{ + display: grid; + width: 100%; + grid-gap: 3px; + grid-template-columns: 1fr 1fr 1fr 1fr 1fr 1fr 1fr 1fr 1fr 1fr 1fr 1fr; + grid-template-rows: 1fr; + grid-template-areas: "skbutt skname skname skname skstat skstat skranks skrbns sksbns skobns skttl skres"; +} + +.sheet-weapon-grid{ + display: grid; + width: 100%; + grid-gap: 3px; + grid-template-columns: .40fr 1fr 1fr 1fr 1fr 1fr 1fr 1fr 1fr 1fr 1fr; + grid-template-rows: 1fr; + grid-template-areas: "wpbutt wpname wpname wpcat wptype wpsize wprank wprbns wpstat wpother wptotal"; +} + +.sheet-full-armor-grid{ + display: grid; + width: 100%; + grid-gap: 3px; + grid-template-columns: 3fr .75fr 1.5fr 1fr 1fr 1fr 1fr 1fr; + grid-template-rows: 1fr; + grid-template-areas: "ardesc arfit artype ardb arbns armin armax arcast"; +} + +.sheet-piece-armor-grid{ + display: grid; + width: 100%; + grid-gap: 3px; + grid-template-columns: 2.25fr .75fr 1fr 1fr 1fr 1fr 1fr 1fr 1fr; + grid-template-rows: 1fr; + grid-template-areas: "pardesc parfit parloc partype pardb parbns parmin parmax parcast"; +} + +.sheet-spell-grid{ + display: grid; + width: 100%; + grid-gap: 3px; + grid-template-columns: .5fr 2fr 2fr 1fr 1fr 1fr 1fr 1fr 1fr 1fr; + grid-template-rows: 1fr; + grid-template-areas: "spbutt spsphere spname sptype sprr sprnk sprnkbns spstat spother sptotal"; +} + +.sheet-cone{ + grid-area: cone; +} + +.sheet-ctwo{ + grid-area: ctwo; +} + +.sheet-cthree{ + grid-area: cthree; +} + +.sheet-cfour{ + grid-area: cfour; +} + +.sheet-cfive{ + grid-area: cfive; +} + +.sheet-csix{ + grid-area: csix; +} + +.sheet-tcleft{ + grid-area: tcleft; +} + +.sheet-tccenter{ + grid-area: tccenter; +} + +.sheet-tcright{ + grid-area: tcright; +} + +.sheet-colleft{ + grid-area: colleft; +} + +.sheet-colright{ + grid-area: colright; +} + +.sheet-colleftw{ + grid-area: colleftw; +} + +.sheet-colrightrw{ + grid-area: colrightrw; +} + +.sheet-colleftrw{ + grid-area: colleftrw; +} + +.sheet-colrightw{ + grid-area: colrightw; +} + +.sheet-skname{ + grid-area: skname; +} +.sheet-skbutt{ + grid-area: skbutt; +} +.sheet-skstat{ + grid-area: skstat; +} +.sheet-skranks{ + grid-area: skranks; +} +.sheet-skrbns{ + grid-area: skrbns; +} +.sheet-sksbns{ + grid-area: sksbns; +} +.sheet-skobns{ + grid-area: skobns; +} +.sheet-skttl{ + grid-area: skttl; +} +.sheet-skres{ + grid-area: skres; +} + +.sheet-rrow{ + grid-area: rrow; +} + +.sheet-wpbutt{ + grid-area: wpbutt; +} +.sheet-wpname{ + grid-area: wpname; +} + +.sheet-wpcat{ + grid-area: wpcat; +} + +.sheet-wptype{ + grid-area: wptype; +} +.sheet-wpsize{ + grid-area: wpsize; +} + +.sheet-wprank{ + grid-area: wprank; +} +.sheet-wprbns{ + grid-area: wprbns; +} + +.sheet-wpstat{ + grid-area: wpstat; +} + +.sheet-wpother{ + grid-area: wpother; +} + +.sheet-wptotal{ + grid-area: wptotal; +} + +.sheet-ardesc{ + gird-area: ardesc; +} + +.sheet-arfit{ + gird-area: arfit; +} + +.sheet-artype{ + gird-area: artype; +} + +.sheet-ardb{ + gird-area: ardb; +} + +.sheet-arbns{ + gird-area: arbns; +} + +.sheet-armin{ + gird-area: armin; +} + +.sheet-armax{ + gird-area: armax; +} + +.sheet-arcast{ + gird-area: arcast; +} + +.sheet-pardesc{ + gird-area: pardesc; +} + +.sheet-parfit{ + gird-area: parfit; +} + +.sheet-parloc{ + gird-area: parloc; +} + +.sheet-partype{ + gird-area: partype; +} + +.sheet-pardb{ + gird-area: pardb; +} + +.sheet-parbns{ + gird-area: parbns; +} + +.sheet-parmin{ + gird-area: parmin; +} + +.sheet-parmax{ + gird-area: parmax; +} + +.sheet-parcast{ + gird-area: parcast; +} + +.sheet-spbutt{ + grid-area: spbutt; +} + +.sheet-spsphere{ + gird-area: spsphere; +} + +.sheet-spname{ + gird-area: spname; +} + +.sheet-sptype{ + gird-area: sptype; +} + +.sheet-sprr{ + gird-area: sprr; +} + +.sheet-sprnk{ + gird-area: sprnk; +} + +.sheet-sprnkbns{ + gird-area: sprnkbns; +} + +.sheet-spstat{ + gird-area: spstat; +} + +.sheet-spother{ + gird-area: spother; +} + +.sheet-sptotal{ + gird-area: sptotal; +} +/* end css grids */ + +.sheet-white { + background: white; + color: black; + font-size: 14px; + font-weight: normal; +} + +input.sheet-under{ + border-top: none; + border-left: none; + border-right: none; + border-bottom: solid 1px lightgray; +} + +input[type=text].sheet-compact{ + font-family: "Arial", sans-serif; + font-size: 13px; + height: 20px; + +} + +input[type=text].sheet-compact-label{ + border-top: none; + border-left: none; + border-right: none; + border-bottom: none; + font-size: 13px; + height: 20px; + font-family: "Arial", sans-serif; +} + +input[type=number].sheet-compact-number{ + font-size: 12px; + height: 20px; + width: 45px; +} + +input[type=number].sheet-compact-number-skill{ + font-size: 12px; + height: 20px; + width: 30px; +} + +input[type=text].sheet-text-full{ + width: 100%; +} + +input.sheet-text-225 +{ + width: 225px; +} + +input[type=text].sheet-text-200 +{ + width: 203px; +} +input.sheet-text-175 +{ + width: 175px; +} + +input.sheet-text-on +{ + width: 73px; +} + +input.sheet-text-off +{ + width: 72px; +} +input.sheet-text-put-on +{ + width: 155px; +} + +input.sheet-text-150 +{ + width: 150px; +} + +input.sheet-text-125 +{ + width: 125px; +} + +input.sheet-text-100 +{ + width: 100px; +} + +input.sheet-text-75 +{ + width: 75px; +} + +input.sheet-text-50 +{ + width: 50px; +} + +input.sheet-text-45 +{ + width: 45px; +} + +input.sheet-text-25 +{ + width: 17px; +} + +input[type=text].sheet-text-25 +{ + width: 25px; +} + +select.sheet-compact-select-ci{ + font-size: 10px; + color: black; + height: 21px; + width: 100%; + border-top: none; + border-left: none; + border-right: none; + border-bottom: solid 1px lightgray; +} + +select.sheet-compact-select-cir{ + font-size: 10px; + color: black; + height: 19px; + width: 45%; + border-top: none; + border-left: none; + border-right: none; + border-bottom: solid 1px lightgray; +} + +select.sheet-compact-select-cires{ + font-size: 9px; + color: black; + height: 20px; + width: 100%; + border-top: none; + border-left: none; + border-right: none; + border-bottom: solid 1px lightgray; + -webkit-appearance: none; + -moz-appearance: none; + text-indent: 1px; + text-overflow: ''; +} + +select.sheet-compact-select-cistat{ + font-size: 9px; + color: black; + height: 20px; + width: 40%; + border-top: none; + border-left: none; + border-right: none; + border-bottom: solid 1px lightgray; + -webkit-appearance: none; + -moz-appearance: none; + /*text-indent: 1px; + text-overflow: '';*/ +} + +/* will be deleted when full sheet is operational */ +div.sheet-header +{ + background: #1F5D5A; + text-align: center; + font-size: 14px; + border-radius: 6px 6px 6px 6px; + color: white; +} +/* will be deleted when full sheet is operational */ +div.sheet-header-one +{ + background: #E9C458; + text-align: center; + font-size: 10px; + border-radius: 0px 0px 0px 0px; + +} + +div.sheet-overflow{ + overflow: scroll; +} +.sheet-section { + padding: 2px; + margin-top: 2px; + margin-bottom: 2px; + border-style: solid; + border-color: LightGray; + border-width: 1px; + border-radius: 5px 5px 5px 5px; +} + +div.sheet-dashboard-header +{ + background: white; + text-align: center; + font-size: 11px; + border-radius: 20px 20px 20px 20px; + color: black; + margin: 3px; + width: 100%; + padding: 3px; + border-style: solid; + border-color: #1F5D5A; + border-width: 1px; +} + +div.sheet-instruction{ + width: 100%; + text-align: left; + font-family: 'Merriweather', serif; +} + +div.sheet-instruction-center +{ + text-align: center; + font-size: 14px; + border-radius: 6px 6px 6px 6px; + color: black; +} + +div.sheet-section-title{ + font-size: 20px; + color: black; + +} + +div.sheet-instruction{ + font-size:13px; + color: black; +} + +span.sheet-section-label{ + font-size: 20px; + font-family: 'Metamorphous', cursive; + font-family: 'Fondamento', cursive; + font-family: 'Rosarivo', serif; +} + +span.sheet-subsection-label{ + font-size: 16px; + font-family: 'Metamorphous', cursive; + font-family: 'Fondamento', cursive; + font-family: 'Rosarivo', serif; +} + +span.sheet-minor-label{ + font-size: 13px; + font-family: 'Metamorphous', cursive; + font-family: 'Fondamento', cursive; + font-family: 'Rosarivo', serif; +} + +input.sheet-compact-wide{ + font-size: 10px; + height: 20px; + width: 150px; + +} + +input.sheet-compact-mid{ + font-size: 10px; + height: 20px; + width: 130px; +} + +input.sheet-compact{ + font-size: 10px; + height: 20px; + width: 110px; +} + +input[type=number].sheet-compact-number{ + font-size: 10px; + height: 20px; + width: 45px; +} + +input.sheet-compact{ + font-size: 10px; + height: 20px; +} + +input.sheet-text-mid +{ + width: 110px; +} + +textarea.sheet-history{ + font-size: 11px; + width: 375px; + height: 300px; + border-top: none; + border-left: none; + border-right: none; + border-bottom: solid 1px lightgray; +} + +textarea.sheet-talent{ + font-size: 11px; + width: 93%; + height: 35px; + border-top: none; + border-left: none; + border-right: none; + border-bottom: solid 1px lightgray; +} + +select.sheet-compact-select{ + font-size: 10px; + height: 22px; + width: 75px; +} + +select.sheet-compact-select-wide{ + font-size: 10px; + height: 22px; + width: 150px; +} + +button.sheet-nod20:before { + content: "" !important; +} + +button.sheet-button{ + + height: 10px; + width: 24px; + font-size: 0; + font-family: 'dicefontd10'; +} + +/*--------------- Buttons/ chreckboxes ---------------*/ +button.sheet-nod20:before { + content: "" !important; + +} + +button.sheet-button{ + + height: 20px; + /*width: 24px;*/ + border-radius: 10px 10px 10px 10px; + color: black; + Background-color: gray; + font-size: 10px ; +} + +button.sheet-button-small{ + + height: 9px; + width: 22px; + color: black; + Background-color: LightGray; + border-radius: 12px 12px 12px 12px; + font-size: 8px; + font-family: 'Metamorphous', cursive, 'Arial'; + +} + +button.sheet-button-skill{ + + height: 9px; + width: 10px; + color: black; + Background-color: LightGray; + border-radius: 12px 12px 12px 12px; + +} + + +input[type=checkbox].sheet-check{ + height: 12px; + width: 12px; +} + +.sheet-full-suit, +.sheet-armor-switch-s:checked ~ .sheet-piecemeal { + display: block; +} + +.sheet-piecemeal, +.sheet-armor-switch-s:checked ~ .sheet-full-suit { + display: none; +} + + +input::-webkit-outer-spin-button, +input::-webkit-inner-spin-button { + -webkit-appearance: none; + margin: 0; +} + +input[type="number"] { + -moz-appearance: textfield; +} + + + + + + + +.itemcontrol { + margin-left: -33px; +} + + +.repcontrol{ + margin-right: 14px; +} + +div.repcontrol button +{ + width: 13px; + color: transparent; + padding: 0px; + padding-left: 2px; + text-shadow: 0px 0px 0px rgba(0, 0, 0, 0); + +} + +div.repcontrol button.repcontrol_add::before, +div.repcontrol button.repcontrol_edit::before +{ + font-family: Pictos; + position: relative; + color: #000; + width:12px; + height:12px; +} + +/* +Add */ +div.repcontrol button.repcontrol_add::before +{ + + content: "&"; /* & in Pictos is a + sign, while + is a plus inside a circle */ + left: -0px; + top: -0px; +} + +/* Modify */ +div.repcontrol button.repcontrol_edit::before +{ + text-shadow: 0px 0px 0px rgba(0, 0, 0, 0); + content: "x"; /* x in Pictos is a crossed hammer and wrench */ + left: -0px; + top: -0px; +} +/* Done */ +div.repcontrol.editmode button.repcontrol_edit::before +{ + content: "3"; /* 3 in Pictos is a check mark */ + +} + +/* ------------------ Skill check template --------------*/ + +.sheet-rolltemplate-skill .sheet-container { + padding: 4px; + /*background: Silver;*/ + background: DarkOliveGreen; + border-style: solid; + border-width: 1px; + border-color: LightGray; + color: OldLace; + font-family: 'Merriweather', serif; + border-radius: 12px 12px 12px 12px; +} + + + +.sheet-rolltemplate-skill .div{ + line-height: 20px; +} + +.sheet-rolltemplate-skill .sheet-skill-header{ + padding: 4px; + margin-top: 10px; + font-family: 'Merriweather', serif; + color: black; + background: OldLace; + border-style: solid; + border-color: black; + text-align: center; + border-right: 1px; + border-left: 1px; + border-top: 1px; + border-bottom: none; + border-radius: 12px 12px 0px 0px; +} + +.sheet-rolltemplate-skill .sheet-skill-title{ + font-size: 24px; + line-height: 30px; +} + +.sheet-rolltemplate-skill .sheet-subtitle{ + font-size: 20px; + line-height: 20px; +} + +.sheet-rolltemplate-skill .sheet-content{ + text-align: center; + padding: 4px; + color: black; + border-radius: 0px 0px 12px 12px; + /*border-right: 1px; + border-left: 1px; + border-top: none; + border-bottom: 1px; + border-style: solid; + border-color: black;*/ + background: OldLace; +} + +.sheet-rolltemplate-skill .sheet-display{ + text-align: center; + margin-top: 5px; + margin-bottom: 5px; + font-family: 'Merriweather', serif; + font-size: 16px; + line-height: 20px; +} + +.sheet-rolltemplate-skill .sheet-display-minor{ + text-align: center; + margin-top: 5px; + margin-bottom: 5px; + font-family: 'Merriweather', serif; + font-size: 12px; + line-height: 16px; +} + +.sheet-rolltemplate-skill .inlinerollresult{ + border: none; + background: OldLace; + font-family: 'Merriweather', serif; + font-size: 16px; + line-height: 20px; +} + +.sheet-rolltemplate-skill .inlinerollresult.fullcrit{ + border: none; + background: OldLace; + font-family: 'Merriweather', serif; + font-size: 16px; + line-height: 20px; +} + +.sheet-rolltemplate-skill .inlinerollresult.fullfail{ + border: none; + background: OldLace; + font-family: 'Merriweather', serif; + font-size: 16px; + line-height: 20px; +} + +.sheet-rolltemplate-skill .inlinerollresult.importantroll{ + border: none; + background: OldLace; + font-family: 'Merriweather', serif; + font-size: 16px; + line-height: 20px; +} diff --git a/HARP/harp.html b/HARP/harp.html new file mode 100644 index 0000000000..e1a7f384c8 --- /dev/null +++ b/HARP/harp.html @@ -0,0 +1,6814 @@ + +
    +
    + + Main + + + Skills + + + Talents + + + Combat + + + Magic + + + Posessions + + + Notes + + + Sheet + + +
    + +

     

    +   +
    +
    + Name:  + +
    +
    + Height Ft: + In: +
    +
    + Weight: +
    +
    +   +
    +
    + Experience
    + Experience: + + + Level +
    +
    +
    +
    + Endurance
    + Max: + + Current: + +
    +
    + Power Points
    + Max: + + Current: + +
    +
    +
    +
    + Statistics +
    +
    +  
    + St +
    +
    + Stat
    + +
    +
    + Bonus
    + +
    +
    + Race
    + +
    +
    + Other
    + +
    +
    + Total
    + +
    +
    +
    +
    + Co +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    +
    +
    + Ag +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    +
    +
    + Qu +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    +
    +
    + SD +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    +
    +
    + Re +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    +
    +
    + In +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    +
    +
    + Pr +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +   +
    +
    + Race + +
    +
    +
    + Race +
    +
    + Blood +
    +
    +
    +
    + +
    +
    + +
    +
    +
    + Abilities + + + +
    + +
    +
    +
    + Profession +
    +
    + Profession +
    +
    + Level +
    +
    +
    +
    +
    + +
    +
    + +
    +
    +
    +
    +
    +
    +
    + Move +
    +
    +  
    BMR +
    +
    + Base
    + +
    +
    + Qu
    + +
    +
    + Other
    + +
    +
    + Total
    + +
    +
    + +
    +
    +
    +
    + x2 +
    +
    + Run
    +
    +
    +
    +
    +
    + (-20)
    +
    +
    + +
    +
    + +
    +
    +
    +
    + x3 +
    +
    + Fast Run
    +
    +
    +
    +
    +
    + (-40)
    +
    +
    + +
    +
    + +
    +
    +
    +
    + x4 +
    +
    + Sprint
    +
    +
    +
    +
    +
    + (-60)
    +
    +
    + +
    +
    + +
    +
    +
    +
    + x5 +
    +
    + Dash
    +
    +
    +
    +
    +
    + (-80)
    +
    +
    + +
    +
    + +
    +
    +   +
    +
    + Encumbrance
    + Current Load: +
    +
    + Encumbrance +
    +
    + Max Load +
    +
    + Modifier +
    +
    +
    +
    + Non +
    +
    + + +
    +
    + 0 +
    +
    +
    +
    + Light +
    +
    + + +
    +
    + -10 +
    +
    +
    +
    + Medium +
    +
    + + +
    +
    + -20 +
    +
    +
    +
    + Heavy +
    +
    + + +
    +
    + -30 +
    +
    +
    +
    +
    + History & Notes +
    +
    + +
    +
    + Notes +
    + +
    +
    +
    +
    + +
    + +
    + + +

     

    +   +
    + General Character Sheet information +
    +
    +
      +
    • + Version: 1.0 +
    • +
    • + Designed to support online games of High Adventure Role Playing Fantasy © Iron Crown/Guild Companion Publications Ltd. This is an unofficial sheet and the author is not affiliated with ICE/Guild Companion in any way. +
    • +
    • + I have run HARP on roll20 for over two years. Over this time I have gone through several editions of home-spun sheets. Taking the lessons both good and bad from the prior versions, I designed this version. It is cleaner and more streamlined than previous attempts and should be much easier to use. It is my hope that it will facilitate quick and lively gameplay for you and your group. +
    • +
    • + Future Considerations: If enough interest is shown, the game systems supplements (Martial Law, College of Magics, Folkways & Loot at the time of creation) may be added to the options supported by the sheet.
      + Experience levels are not enforced by the sheet. Again, this would only be changed if there is adequate interest in the sheet. +
    • +
    • + Support: I will keep an eye on the Iron Crown Forums. If you have problems or suggestions for the sheet, post them there. +
    • +
    • + Support: While the Iron Crown Forums are in thier current state of uncertainty, post to the Roll20 character sheet forum. I most likely won't see it, but I will look. +
    • +
    +
    +

     

    + Roll Buttons & Output +
    +
    + Each skill included in this sheet has a button that will execute a virtual dice roll. The displayed result of the roll, is the final roll. All modifiers that are relevant have been included in the calculation. The messages displayed along with the result tell you which chart or column of the maneuver table to use to find the result. +
    +

     

    + Main Tab +
    +
    + The basic information for the character can be entered and edited on this page. The name, race, profession, stats, endurance, power points, experience & level, movement and encumbrance are included on this tab. There is also an area for character background and notes. +
      +
    • + When stats are entered, the bonus and totals are automatically calculated. +
    • +
    • + When race is selected, the racial stat bonus is updated and the stat total bonus recalculated. Use the 'Blood' selection to keep track of hybrid characters. +
    • +
    • + When height is entered the characters movement rate is automatically calculated. +
    • +
    • + Encumbrance loads are automaticaly calculated along with the strength total. The current load is calculated as gear is added on the equipment table. Encumbrance penalties are NOT included in the modifiers to skill rolls and should be added to the modifier pop-up when the skills are tested. +
    • +
    • + Experience levels are not enforced by the sheet. +
    • +
    • + Use the 'Other' field to account for talents, magic or other unknowns that could impact bonuses, movement, etc. +
    • +
    +
    +

     

    + Skills Tab +
    +
    + Click the '+' button underneath the category header to add a skill to that category. Be sure to enter the Stats that effect the skill as well as the resolution method. + The button to the left of the skill name can be used to execute the roll when it is time to test a skill. It is suggested to only add skills that the character has ranks + in. This will keep the listing more manageable and make finding a particular skill easier. +
      +
    • + Rank bonus, stat bonus and total are calculated automatically. +
    • +
    • + The combat skills category list should only be used for combat styles or martial arts styles. Enter all weapons and actual fighting skills on the combat tab! +
    • +
    • + Use the 'Other' field to account for talents, magic or other unknowns that could impact the skill. +
    • +
    • + Sorting of the skill within each category is manual. This is a limitation of the tools that are accessible for creating a dynamic list in the roll20 interface. Use the crossed hammers button to the right below the category list to open edit mode. Drag the items into the sort order you like. Click the crossed hammers to close edit mode. +
    • +
    • + The crossed hammers button also allows you to delete items from a category list. Click the trash can to delete. Click the crossed hammers to end edit mode. +
    • +
    • + When skill are tested by clicking on the round button to the left of the name, there will be a number of pop-up boxes that ask for information. These include a general modifier for entering contextual modifiers. Use this to enter difficulty or encumbrance modifiers. You will also be asked if the armor penatly applies. Click 'yes' to apply the armor penalty. +
    • +
    +
    +

     

    + Talents Tab +
    +
    + Click the '+' button underneath the list to add a new talent. Enter notes on the talent if you wish. The effect of the talent is not enforced by the sheet, so you will need to + update any skills or other scores that the talent may effect manually. As always, use the 'Other' field. +
    + +

     

    + Combat Tab +
    +
    + The characters weapon skills, armor, initiative, defensive bonus and armor penatlies are this tab. The weapons list functions identically to the skill list on the skill tab. It does contain a few additional fields + for weapon type, attack type and attack size. Armor can be full suit or piecemeal. +
    • + Click the '+' button to enter a new weapon. Be sure to fill out the record completely or the attack rolls attached to the button on the left, may not calculate correctly +
    • +
    • + To use full suit armor, enter the information about the armor in the bottom left-most section. +
    • +
    • + To use by the piece armor, click the 'Use Piecemeal' checkbox to switch to the armor by the piece list. Click the '+' to add a piece and fill out the type location, etc. information. +
    • +
    • + Enter shield information in the bottom right-most section. Click the 'in Use' checkbox to include the shield in the characters defensive bonus. +
    • +
    • + Defensive bonus updates automatically. +
    • +
    • + Armor penalties update automatically. +
    • +
    • + Initiative updates automatically. +
    • +
    +
    + +

     

    + Magic Tab +
    +
    + The characters spell lists and other arcane objects are recorded on this tab. Use the spell list like the weapons list, being sure to enter all fields. If fields are left out the roll for the spell may not calculate correctly. +
    • + When the button for the spell is clicked, pop-up boxes will ask for the base PP of the spell, any scaling PP and the number of rounds used to cast the spell. This will calculate the time and power modifiers for the specific casting and apply them to the roll. +
    • +
    • + Use the items panel to record information about spell books, enchanted items, etc. +
    • +
    +
    + +

     

    + Posessions Tab +
    +
    + This where the characters gear and wealth are recorded. +
    • + Use the equipment and other valuables lists in the same way the skills or weapons lists are used. +
    • +
    • + If the 'Carry' check box is checked, that piece of equipment will be added to the current load field on the main tab. Weight is calculated by multiplying the qty by the weight. Use the single item weight when adding multiples of the same item. + If encumbrance is not used in your game, do not check the 'Carry' check box. +
    • +
    +
    + +

     

    + Notes Tab +
    +
    + Just a nice place to keep notes. +
    +

     

    + Final Thoughts +
    +
    + I am surprised I got through writing that much text without a single swear word.
    +   +
    +
    + + +
    + +

     

    +   Max Skill Ranks  + +
    +
    +
    +
    + +
    +
    + Name +
    +
    + Stat Mods +
    +
    + Rank +
    +
    + Bns +
    +
    + StBns +
    +
    + Other +
    +
    + Total +
    +
    + Res +
    +
    +
    + Artistic
    +
    +
    +
    +
    +
    + +
    +
    + + / + + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + + +
    +
    +
    +
    +
    + Athletic
    +
    +
    +
    +
    +
    + +
    +
    + + / + + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + + +
    +
    +
    +
    +
    + Combat Combat & M-A Styles Only
    +
    +
    +
    +
    +
    + +
    +
    + + / + + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + + +
    +
    +
    +
    +
    + Concentration
    +
    +
    +
    +
    +
    + +
    +
    + + / + + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + + +
    +
    +
    +
    +
    + General
    +
    +
    +
    +
    + +
    +
    + / + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + Spcl +
    +
    +
    +
    +
    +
    + +
    +
    + / + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + Spcl +
    +
    +
    +
    +
    +
    + +
    +
    + / + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + Spcl +
    +
    +
    +
    +
    +
    +
    + +
    +
    + + / + + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + + +
    +
    +
    +
    +
    +
    +
    +
    + +
    +
    + Name +
    +
    + Stat Mods +
    +
    + Rank +
    +
    + Bns +
    +
    + StBns +
    +
    + Other +
    +
    + Total +
    +
    + Res +
    +
    +
    + Influence
    +
    +
    +
    +
    +
    + +
    +
    + + / + + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + + +
    +
    +
    +
    +
    + Mystical Arts
    +
    +
    + +
    +
    + +
    +
    + / + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + Spcl +
    +
    +
    +
    +
    +
    +
    + +
    +
    + + / + + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + + +
    +
    +
    +
    +
    + Outdoor
    +
    +
    +
    +
    +
    + +
    +
    + + / + + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + + +
    +
    +
    +
    +
    + Physical
    +
    +
    + +
    +
    + +
    +
    + / + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + Spcl +
    +
    +
    +
    + +
    +
    + +
    +
    + / + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + Spcl +
    +
    +
    +
    +
    +
    +
    + +
    +
    + + / + + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + + +
    +
    +
    +
    +
    + Subterfuge
    +
    +
    +
    +
    +
    + +
    +
    + + / + + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + + +
    +
    +
    +
    +
    +
    +
    + +
    + +

     

    + +
    +
    +
    + Talent/Ability +
    +
    + Description +
    +
    + Skills Affected +
    +
    +
    +
    +
    + +
    +
    + +
    +
    + +
    +
    +
    +
    + +
    + +
    + + +

     

    + +
    + Weapons
    +
    +
    + +
    +
    + Weapon Name +
    +
    + Category +
    +
    + Dmg Type +
    +
    + Attk Size +
    +
    + Ranks +
    +
    + Bns +
    +
    + Stats +
    +
    + Other +
    +
    + Total +
    +
    +
    +
    +
    +
    +
    + + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    +
    +
    +
    +
    + Defensive Bonus
    +
    +
    + Armor +
    +
    + Stats +
    +
    + Magic +
    +
    + Other +
    +
    + Total +
    +
    + +
    +
    +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    +
    +
    + Armor Penalties
    +
    +
    + Maneuver +
    +
    + Casting +
    +
    +
    +
    + +
    +
    + +
    +
    +
    +
    + Initiative
    +
    +
    + Stats +
    +
    + Magic +
    +
    + Other +
    +
    + Total +
    +
    + +
    +
    + +
    +
    +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    +   +
    +
    +
    +
    + Armor   + + + Use Piecemeal +
    + +
    +
    + Description +
    +
    + +
    +
    + Type +
    +
    + DB +
    +
    + Other +
    +
    + Min +
    +
    + Max +
    +
    + Cast +
    +
    +
    +
    + + +
    +
    + + fit +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    +
    +
    +
    +
    + Description +
    +
    + + + + +
    +
    + Area +
    +
    + Type +
    +
    + DB +
    +
    + Other +
    +
    + Min +
    +
    + Max +
    +
    + Cast +
    +
    +
    +
    +
    + +
    +
    + + fit +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    +
    +
    +
    +
    + Shield   + + + In Use
    +
    +
    + Type +
    +
    +
    +
    + Trained +
    +
    + DB +
    +
    + Other +
    +
    +
    +
    +
    +
    + +
    +
    +
    +
    + +
    +
    + +
    +
    + +
    +
    +
    +
    +
    + +
    + +
    + +
    + + +

     

    + +
    + Spells +
    +
    + +
    +
    + Sphere +
    +
    + Name +
    +
    + Type +
    +
    + RR +
    +
    + Ranks +
    +
    + Rnk Bns +
    +
    + Stats +
    +
    + Other +
    +
    + Total +
    +
    +
    +
    +
    +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    +
    +
    +
    + Items +
    +
    + Description +
    +
    + Properties +
    +
    +
    +
    +
    + +
    +
    + +
    +
    +
    +
    +
    + +
    + +

     

    + +
    +
    + Equipment +
    +
    + Description +
    +
    +
    +
    + Carry +
    +
    + Qty +
    +
    + Weight +
    +
    +
    +
    +
    +
    +
    + +
    +
    +
    +
    + + +
    +
    + +
    +
    + +
    +
    +
    +
    +
    +
    +
    + Treasure +
    +
    +
    +
    + PP + +
    +
    + GP + +
    +
    +
    +
    +
    +
    + SP + +
    +
    + CP + +
    +
    +
    +
    +  
    + Other Valuables +
    +
    + Description +
    +
    + Value +
    +
    +
    +
    +
    + +
    +
    + +
    +
    +
    +
    +
    +
    + +
    +

     

    + +
    +
    + +
    +
    +
    + +
    + + + +
    +
    {{name}}
    +
    + {{action}} +
    +
    + {{#roll}} +
    + ROLL: {{roll}} +

     

    +
    + {{/roll}} + {{#rollWasCrit() roll}} +
    + Exploding Roll! +
    + {{#rollTotal() all 1}} +
    + All or Nothing Roll! +
    + {{/rollTotal() all 1}} + {{#rollTotal() bns 1}} +
    + Bonus Roll! +
    + {{/rollTotal() bns 1}} + {{#rollTotal() cbt 1}} +
    + Combat Roll! +
    + {{/rollTotal() cbt 1}} + {{#rollTotal() per 1}} +
    + Percent Roll! +
    + {{/rollTotal() per 1}} + {{#rollTotal() res 1}} +
    + RR Roll! +
    + {{/rollTotal() res 1}} + {{#rollTotal() spc 1}} +
    + Special Roll! +
    + {{/rollTotal() spc 1}} + {{#rollTotal() var 1}} +
    + Varies Roll! +
    + {{/rollTotal() var 1}} + {{#allprops() name action roll fumble all bns cbt per res spc var}} +
    + {{key}}: {{value}} +
    + {{/allprops() name action roll fumble all bns cbt per res spc var}} + {{/rollWasCrit() roll}} + {{#^rollWasCrit() roll}} + {{#rollWasFumble() roll}} +
    + Fumble! +
    + {{/rollWasFumble() roll}} + {{#^rollWasFumble() roll}} + {{#rollWasCrit() roll}} +
    + Exploding Roll! +
    + {{/rollWasCrit() roll}} + {{#rollTotal() all 1}} +
    + All or Nothing Roll! +
    + {{/rollTotal() all 1}} + {{#rollTotal() bns 1}} +
    + Bonus Roll! +
    + {{/rollTotal() bns 1}} + {{#rollTotal() cbt 1}} +
    + Combat Roll! +
    + {{/rollTotal() cbt 1}} + {{#rollTotal() per 1}} +
    + Percent Roll! +
    + {{/rollTotal() per 1}} + {{#rollTotal() res 1}} +
    + RR Roll! +
    + {{/rollTotal() res 1}} + {{#rollTotal() spc 1}} +
    + Special Roll! +
    + {{/rollTotal() spc 1}} + {{#rollTotal() var 1}} +
    + Varies Roll! +
    + {{/rollTotal() var 1}} + {{#allprops() name action roll fumble all bns cbt per res spc var}} +
    + {{key}}: {{value}} +
    + {{/allprops() name action roll fumble all bns cbt per res spc var}} + {{/^rollWasFumble() roll}} + {{/^rollWasCrit() roll}} +
    +
    +
    + + diff --git a/HARP/harp.png b/HARP/harp.png new file mode 100644 index 0000000000..a449a09547 Binary files /dev/null and b/HARP/harp.png differ diff --git a/HARP/readme.md b/HARP/readme.md new file mode 100644 index 0000000000..1608b768a6 --- /dev/null +++ b/HARP/readme.md @@ -0,0 +1,3 @@ +HARP Character Sheet +This sheet supports the High Adventure Roleplaying Fantasy game published by Iron Crown Enterprises. +The sheet currently only supports the core set of rules. The sheet uses a tabbed interface and many of the calculations are handled by the sheet. A more complete list of features and instructions for each tab can be found on the sheet tab. \ No newline at end of file diff --git a/HARP/sheet.json b/HARP/sheet.json new file mode 100644 index 0000000000..1c43fed011 --- /dev/null +++ b/HARP/sheet.json @@ -0,0 +1,8 @@ +{ + "html": "harp.html", + "css": "harp.css", + "authors": "Brian Nicks", + "roll20userid": "2347390", + "preview": "harp.png", + "instructions": "This character sheet supports the I.C.E. game HARP Fantasy" +} diff --git a/Hack The Planet/Hack the Planet.html b/Hack The Planet/Hack the Planet.html index fc07e8ce9a..da8488c904 100644 --- a/Hack The Planet/Hack the Planet.html +++ b/Hack The Planet/Hack the Planet.html @@ -2012,7 +2012,7 @@ give you +1d. Maybe a higherTier target will give you -1d. Maybe - + - - -
    - - - - - - -
    - - - - - - -
    - - - - - -
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    -
    - - - - - -
    - -
    -

    Mythic

    - - - -

    STR

    -

    TOU

    -

    AGI

    -
    -
    -

    Character Movement

    - - - - - - - -

    Half

    -

    Full

    -

    Charge

    -

    Run

    -

    Sprint

    -

    Jump

    -

    Leap

    -
    -
    -

    Weight Capacity

    - - - -

    Carry

    -

    Lift

    -

    Push

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

    +

    - -

    +

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

    - - -
    - -
    -
    - -
    - -

    Current

    - -

    Max

    - -
    - -
    - -

    Current

    - -

    Max

    - -
    - -
    - -

    Current

    - -

    Max

    - -
    - -
    - -

    Current

    - -

    Max

    - -
    - -
    - -

    Current

    - -

    Max

    - -

    Delay

    - -

    Charge

    - -
    - -
    - -

    Head

    - -

    Arms

    - -

    Chest

    - -

    Legs

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

    Skillset

    -
    -

    Name

    -

    -

    Char

    -

    Mod

    -

    T

    -

    +10

    -

    +20

    -

    Roll

    -
    -
    -

    Appeal

    -

    - - - - - - -
    -
    -

    Athletics

    -

    - - - - - - -
    -
    -

    Camouflage

    -

    - - - - - - -
    -
    -

    Command

    -

    - - - - - - -
    -
    -

    Cryptography

    -

    Adv.

    - - - - - - -
    -
    -

    Deception

    -

    - - - - - - -
    -
    -

    Demolition

    -

    Adv.

    - - - - - - -
    -
    -

    Evasion

    -

    - - - - - - -
    -
    -

    Gambling

    -

    - - - - - - -
    -
    -

    Interrogation

    -

    - - - - - - -
    -
    -

    Intimidation

    -

    - - - - - - -
    -
    -

    Investigation

    -

    - - - - - - -
    -
    -

    Medication

    -

    Adv.

    - - - - - - -
    -
    -

    Navigation

    -

    - - - - - - -
    -
    -

    Negotiation

    -

    - - - - - - -
    -
    -

    Pilot

    -

    - - - - - - -
    -
    -

    Security

    -

    Adv.

    - - - - - - -
    -
    -

    Stunting

    -

    - - - - - - -
    -
    -

    Survival

    -

    - - - - - - -
    -
    -

    Technology

    -

    Adv.

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

    Education

    -
    -

    Name

    -

    Char

    -

    Mod

    -

    +5

    -

    +10

    -

    Roll

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

    Languages

    -
    - -
    -
    - -
    -
    - - - -

    Abilities

    -

    Expand or collapse ability's descriptor block ⯆

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

    Ranged Weapons

    -
    -
    -
    -
    Name
    - -
    Type
    - -
    -
    -
    Range
    - -
    DMG Roll
    - -
    Base
    - -
    Pierce
    - -
    -
    -
    Hit Mod
    - -
    Magazine
    - -
    /
    - - - -
    -
    -
    RoF
    - -
    /
    - -
    /
    - -
    Reload
    - -
    Weight
    - -
    -
    - - - - - -
    -
    -
    -
    -
    - -
    -

    Melee Weapons

    -
    -
    -
    -
    Name
    - -
    Type
    - -
    -
    -
    Reach
    - -
    DMG Roll
    - -
    Base
    - -
    Pierce
    - -
    -
    -
    Hit Mod
    - -
    Weight
    - -
    Br Pts
    - -
    /
    - - - -
    -
    -
    damage plus Strength
    - -
    pierce plus Strength
    - -
    -
    - - - - - -
    -
    -
    -
    -
    - -
    - cR Count: - cR Calculation: - Weight Calculation: kilograms - - -
    -
    -
    - -
    -
    Gear / Item Name
    -
    Amount
    -
    Value
    -
    Weight
    -
    B Pts
    -
    Page #
    -
    -
    - - - - - - - -
    - - -
    -
    - - - - - - - -
    - - -
    -
    - -
    -
    -

    Armor Display

    - -
    -
    -

    Armor

    -
    -
    -

    Head

    - -
    -
    -
    -

    Chest

    - -
    -
    -
    -

    Arm L

    - -
    -
    -
    -

    Arm R

    - -
    -
    -
    -

    Leg L

    - -
    -
    -
    -

    Leg R

    - -
    -
    - -
    -

    Armor Permutations

    -
    -
    -

    Name

    -

    Location

    -

    Hpts

    -

    Pg#

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

    Armor Description

    - -
    -
    - -
    - - - - - -
    - -
    - -
    - Finger / Toe - -
    - -
    No Effect / Healthy
    - -
    -1 WFM + WFR to Finger,
    -2 Agility to Toe
    - -
    -2 WFM + WFR to Finger,
    -4 Agility to Toe
    - -
    Body Location damaged.
    No longer usable. -3 Strength to Finger, -3 Agility to Toe
    - -
    Body Locaton destroyed,
    -4 Strength to Finger, -4 Agility to Toe
    -
    -
    - -
    - Heart - -
    - -
    No Effect / Healthy
    - -
    -2 Strength + Toughness + Agility
    - -
    -5 Strength + Toughness + Agility
    - -
    -10 Strength + Toughness + Agility
    - -
    Body Location damaged.
    +10 Fatigue, -15 Strength + Toughness + Agility
    - -
    Body Locaton destroyed,
    instant death
    -
    -
    - -
    - Neck - -
    - -
    No Effect / Healthy
    - -
    -2 Toughness
    - -
    -5 Toughness
    - -
    -10 Toughness
    - -
    +1 Fatigue, -10 Toughness
    - -
    Body Location damaged.
    -20 Toughness, Paralyzed and Helpless
    - -
    Body Location destroyed,
    instant death
    -
    -
    - -
    - Skull / Brain - -
    - -
    No Effect / Healthy
    - -
    -2 Perception + Intellect + WFM + WFR
    - -
    -5 Perception + Intellect + WFM + WFR
    - -
    -10 Perception + Intellect + WFM + WFR
    - -
    Body Location damaged.
    +10 Fatigue, -15 Perception + Intellect + WFM + WFR
    - -
    Body Location destroyed,
    instant death
    -
    -
    - -
    - Nose / Ear - -
    - -
    No Effect / Healthy
    - -
    -2 Perception to smelling or hearing Perception tests
    - -
    -5 Perception to smelling or hearing Perception tests
    - -
    -10 Perception to smelling or hearing Perception tests
    - -
    -15 Perception to smelling or hearing Perception tests
    - -
    Body Location broken.
    -20 Perception to smelling or hearing Perception tests
    - -
    Body Location destroyed,
    cannot make or halve Perception to smelling or hearing tests
    -
    -
    - -
    - Limb (Arm / Leg) - -
    - -
    No Effect / Healthy
    - -
    -2 Strength to Arm or
    -2 Agility to Leg
    - -
    -5 Strength to Arm, or
    -5 Agility to Leg
    - -
    -10 Strength to Arm, or
    -10 Agility to Leg
    - -
    -15 Strength to Arm, or
    -15 Agility to Leg
    - -
    Body Location damaged. -15 Strength to Arm, or -15 Agility to Leg. -5 to limb's Actions
    - -
    Body Location destroyed,
    limb cannot be used
    +3 Fatigue
    -
    -
    - -
    - Small / Large Intestines - -
    - -
    No Effect / Healthy
    - -
    -2 Toughness + Agility
    - -
    -4 Toughness + Agility
    - -
    -6 Toughness + Agility
    - -
    -10 Toughness + Agility
    - -
    Body Location damaged.
    +2 Fatigue, -15 Toughness + Agility
    - -
    Body Location destroyed,
    +5 Fatigue, -20 Toughness + Agility
    -
    -
    - -
    - Lungs - -
    - -
    No Effect / Healthy
    - -
    -2 Toughness, stunned for
    (D5-Toughness Modifier) rounds
    - -
    -5 Toughness, stunned for
    (2D5-Toughness Modifier) rounds
    - -
    -10 Toughness, stunned for
    (3D5-Toughness Modifier) rounds
    - -
    -15 Toughness, stunned for
    (4D5-Toughness Modifier) rounds
    - -
    Body Location damaged.
    -20 Toughness, stunned for
    (5D5-Toughness Modifier) rounds
    - -
    Body Location destroyed,
    -25 Toughness, stunned for
    (6D5-Toughness Modifier) rounds.
    Character will take 2 wounds whenever they take a Movement Action quicker than 2 Meters per Turn.
    -
    -
    - -
    - Kidney / Stomach / Liver / Spleen - -
    - -
    No Effect / Healthy
    - -
    -2 Toughness + Agility
    - -
    -4 Toughness + Agility
    - -
    -6 Toughness + Agility
    - -
    -10 Toughness + Agility
    - -
    Body Location damaged.
    +1 Fatigue, -15 Toughness + Agility
    - -
    Body Location destroyed,
    +5 Fatigue, -20 Toughness + Agility
    -
    -
    - -
    - Knee / Ankle / Shoulder / Elbow - -
    - -
    No Effect / Healthy
    - -
    -2 Strength + Agility
    - -
    -4 Strength + Agility
    - -
    -6 Strength + Agility
    - -
    -10 Strength + Agility
    - -
    Body Location damaged.
    +1 Fatigue, -15 Strength + Agility
    - -
    Body Location destroyed,
    +5 Fatigue, -20 Strength + Agility
    -
    -
    - -
    - Eye - -
    - -
    No Effect / Healthy
    - -
    -2 Perception to seeing tests
    - -
    -5 Perception to seeing tests
    - -
    -10 Perception to seeing tests
    - -
    -12 Perception to seeing tests
    - -
    Body Location broken.
    -15 Perception to seeing tests
    - -
    Body Location destroyed,
    Character blinded for D5 rounds. -20 Perception to seeing tests
    -
    -
    - -
    - Mouth - -
    - -
    No Effect / Healthy
    - -
    -1 Toughness, -5 to speaking tests
    - -
    -3 Toughness, -5 to speaking tests
    - -
    -5 Toughness, -10 to speaking tests
    - -
    -8 Toughness, -10 to speaking tests
    - -
    Body Location broken.
    +1 Fatigue, -12 Toughness, -15 to speaking tests
    - -
    Body Location destroyed,
    +2 Fatigue, -15 Toughness, -15 to speaking tests
    -
    -
    - -
    - Hand - -
    - -
    No Effect / Healthy
    - -
    -3 to both Warfare stats if hand is used to Attack
    - -
    -5 to both Warfare stats if hand is used to Attack
    - -
    -10 to both Warfare stats if hand is used to Attack
    - -
    -13 to both Warfare stats if hand is used to Attack
    - -
    Body Location broken.
    -15 to both Warfare stats if hand is used to Attack
    - -
    Body Location destroyed,
    Character cannot use the hand for any Actions
    -
    -
    - -
    - Chin / Jaw / Cheek - -
    - -
    No Effect / Healthy
    - -
    -2 Toughness
    - -
    -4 Toughness, -5 to speaking tests
    - -
    -6 Toughness, -10 to speaking tests
    - -
    +1 Fatigue, -10 Toughness, -10 to speaking tests
    - -
    Body Location damaged.
    +2 Fatigue, -15 Toughness, -15 to speaking tests
    - -
    Body Location destroyed,
    +3 Fatigue, -20 Toughness, -20 to speaking tests
    -
    -
    - -
    - Foot - -
    - -
    No Effect / Healthy
    - -
    -5 to Agility when figuring Movement Speed
    - -
    -10 to Agility when figuring Movement Speed
    - -
    -15 to Agility when figuring Movement Speed
    - -
    -20 to Agility when figuring Movement Speed
    - -
    Body Location broken.
    -25 to Agility when figuring Movement Speed
    - -
    Body Location destroyed,
    Character cannot use the Foot for any Actions. Half Move reduced to 1 Meter, Full Move reduced to 2 Meters, Charge and Run are impossible.
    -
    -
    - -
    - Pelvis - -
    - -
    No Effect / Healthy
    - -
    -1 Toughness, -4 Agility
    - -
    -3 Toughness, -6 Agility
    - -
    -6 Toughness, -8 Agility
    - -
    -8 Toughness, -12 Agility
    - -
    Body Location damaged.
    -20 Toughness + Agility
    - -
    Body Location destroyed,
    -30 Toughness + Agility
    -
    -
    - -
    - Chest - -
    - -
    No Effect / Healthy
    - -
    -2 Toughness
    - -
    -4 Toughness
    - -
    -8 Toughness, stunned for 1D5 rounds
    - -
    -10 Toughness, stunned for 2D5 rounds
    - -
    Body Location broken.
    -15 Toughness, stunned for 3D5 rounds
    - -
    Body Location destroyed,
    instant death
    -
    -
    - -
    -
    - -

    01-10 HEAD

    -
    01 Neck
    -
    02 Chin
    -
    03 Mouth
    -
    04-05 Nose
    -
    06-07 Cheeks
    -
    08 Eyes
    -
    09 Forehead
    -
    10 Ear
    -

    11-20 LEFT ARM

    -
    11 Fingers
    -
    12 Hands
    -
    13-15 Forearm
    -
    16 Elbow
    -
    17-19 Bicep
    -
    20 Shoulder
    -

    21-30 RIGHT ARM

    -
    21 Fingers
    -
    22 Hands
    -
    23-25 Forearm
    -
    26 Elbow
    -
    27-29 Bicep
    -
    30 Shoulder
    -

    31-45 LEFT LEG

    -
    31 Toes
    -
    32 Foot
    -
    33 Ankle
    -
    34-37 Shin
    -
    38 Knee
    -
    39-43 Thigh
    -
    44-45 Pelvis
    -

    46-61 RIGHT LEG

    -
    46 Toes
    -
    47 Foot
    -
    48 Ankle
    -
    49-53 Shin
    -
    54 Knee
    -
    55-58 Thigh
    -
    59-60 Pelvis
    -

    62-100 CHEST

    -
    61-66 Small Intestines
    -
    67-72 Large Intestines
    -
    73-78 Kidney
    -
    79-84 Stomach / Liver
    -
    85-89 Heart
    -
    90-96 Lungs
    -
    97-100 No Organ Hit
    -
    -
    -

    ROLL LOCATION (optional)

    -
    1-3 Left
    -
    4-7 Center
    -
    8-10 Right
    -
    -
    -

    IF Fingers / Toes 1D10

    -
    1-2 Pinky Finger / Toe
    -
    3-4 Ring Finger / Toe
    -
    5-6 Middle Finger / Toe
    -
    7-8 Index Finger / Toe
    -
    9-10 Thumb Finger / Toe
    -
    -
    - -
    -
    -

    Medical Information

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

    Experience Summary

    -
    - Unspent XP: - Spent XP: - XP Total: -
    -
    -
    -
    Name
    -
    XP Cost
    -
    Page #
    -
    Name
    -
    XP Cost
    -
    Page #
    -
    -
    - - - - - - -
    -
    -
    - - - - - - -
    -
    - -
    -
    -

    Faction Training

    -
    -
    U.N.S.C.
    -
    Forerunner
    -
    Covenant / Banished
    -
    -
    -
    -

    Weapon Training

    -
    -
    Basic
    -
    Infantry
    -
    Vehicle
    -
    Melee
    -
    Heavy
    -
    Advanced
    -
    Long-Range
    -
    Explosives
    -
    -
    -
    - -
    - - - - - -
    - -

    Journal: Objectives

    -
    -
    - - -
    -
    -

    Journal: Notes

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

    DIMENSIONS

    -
    Length
    -
    Width
    -
    Height
    -
    Weight
    - - - - - - -

    SPEED AND MANEUVERABILITY

    - -

    SPEED AND MANEUVERABILITY

    - -

    CHARACTERISTICS

    - - -
    Accelerate
    - -
    Brake
    - -
    Top Speed
    - -
    Maneuver
    - - - - - - - - - - -
    Vertical
    - -
    Takeoff
    - -
    Target Range
    - -
    Targeting
    - - - - - - - - - - -
    Strength
    - -
    Melee
    - - - - - - - - -
    Mythic
    - - -

    CREW AND COMPLEMENT

    - -
    Crew
    - -
    Complement
    - - - - -

    HULL

    -
    Hull Material
    - -
    -
    -

    BREAKPOINTS

    -
    Wep
    -
    Mod
    -
    Eng
    -
    Op
    -
    Crew
    - - - - - -

    Armor

    -
    Front
    -
    Back
    -
    Side
    -
    Top
    -
    Bottom
    - - - - - -
    -
    -

    Miscellaneous

    -
    Size Points
    -
    Weapon Points
    - - - - -
    Shield Rating
    - -
    Shield Current
    - -
    Recharge Delay
    - -
    Recharge Rate
    - - - - - - - - - -
    -
    - - - - - -
    -
    - - - - - -
    -
    -
    -
    -
    - -
    -
    -

    Vehicle Ranged Weapons

    -
    -
    -
    -
    Name
    - -
    Type
    - -
    -
    -
    Range
    - -
    DMG Roll
    - -
    Base
    - -
    Pierce
    - -
    -
    -
    Hit Mod
    - -
    Magazine
    - -
    /
    - - - -
    -
    -
    RoF
    - -
    /
    - -
    /
    - -
    Reload
    - -
    Weight
    - -
    -
    - - - - - -
    -
    -
    -
    -
    - -
    -

    Vehicle Melee Weaponry

    -
    -
    -
    -
    Name
    - -
    Type
    - -
    -
    -
    Reach
    - -
    DMG Roll
    - -
    Base
    - -
    Pierce
    - -
    -
    -
    Hit Mod
    - -
    Weight
    - -
    Br Pts
    - -
    /
    - - - -
    -
    - - - - - -
    -
    -
    -
    -
    -
    -
    - -
    - - - - - -
    - -

    Settings

    -

    Species Overrides

    - -
    - -

    Initiative Overrides

    - -
    - -

    Auto Roll Hit Locations

    - -
    - -

    Weapon Description in Damage Roll

    - -
    - -

    NPC Sheet

    - -
    -
    - -
    - - - - - - - - - - - - - - - -
    -
    - -
    - - - - - - -
    - -
    -
    - Characteristics - - - - - - - - - - -
    -
    -   - - - - - - - - - - -
    -
    - Mythic - - - -
    -
    -   -
    -
    -   -

    Half

    -

    Full

    -

    Charge

    -

    Run

    -

    Sprint

    -

    Jump

    -

    Leap

    -

    Carry

    -

    Lift

    -

    Push

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

    Current

    - -

    Max

    - -
    - -
    - -

    Current

    - -

    Max

    - -
    - -
    - -

    Current

    - -

    Max

    - -
    - -
    - -

    Current

    - -

    Max

    - -
    - -
    - -

    Current

    - -

    Max

    - -

    Delay

    - -

    Charge

    - -
    - -
    - -

    Head

    - -

    Arms

    - -

    Chest

    - -

    Legs

    - -
    -
    - -
    - -
    -
    -

    Ranged Weapons

    -
    -
    -
    -
    Name
    - -
    Type
    - -
    -
    -
    Range
    - -
    DMG Roll
    - -
    Base
    - -
    Pierce
    - -
    -
    -
    Hit Mod
    - -
    Magazine
    - -
    /
    - - - -
    -
    -
    RoF
    - -
    /
    - -
    /
    - -
    Reload
    - -
    Weight
    - -
    -
    - - - - - -
    -
    -
    -
    - -
    -

    Melee Weapons

    -
    -
    -
    -
    Name
    - -
    Type
    - -
    -
    -
    Reach
    - -
    DMG Roll
    - -
    Base
    - -
    Pierce
    - -
    -
    -
    Hit Mod
    - -
    Weight
    - -
    Br Pts
    - -
    /
    - - - -
    - -
    -
    damage plus Strength
    - - -
    pierce plus Strength
    - -
    - -
    - - - - - -
    -
    -
    -
    - -

    - -
    -

    Additional info

    - -
    - -
    -
    -
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - {{#initiative}} -
    {{character}} rolls for Initiative
    -
    -
    {{initiative}} Degrees of success
    - -
    - {{/initiative}} - - - - {{#roll-name}} -
    {{character}} rolls for {{roll-name}}
    -
    -
    -
    {{roll}}
    -
    - {{#^rollLess() roll 0 }}Degrees of success{{/^rollLess() roll 0 }} - {{#rollLess() roll 0 }}Degrees of failure{{/rollLess() roll 0 }} -
    -
    - -
    - {{/roll-name}} - - - - {{#avrdam}} -
    {{character}} damage with autoroller
    -
    -
    -
    Damage dealt:
    -
    {{avrdam}}
    -
    -
    Warning: this macro is complex; Values displayed are not a perfectly accurate simulation.
    - -
    - {{/avrdam}} - - - - {{#attack}} -
    {{character}} rolls to attack with {{weapon}}
    - {{#loc}}
    {{/loc}} - {{^loc}}
    {{/loc}} - -
    -
    {{roll}}
    - {{#^rollLess() roll 0 }}
    Degrees of success
    {{/^rollLess() roll 0 }} - {{#rollLess() roll 0 }}
    Degrees of failure
    {{/rollLess() roll 0 }} -
    - - {{#rollWasCrit() roll }}
    A CRITICAL FAIL!
    {{/rollWasCrit() roll }} - {{#rollWasFumble() roll }}
    A CRITICAL HIT!
    {{/rollWasFumble() roll }} -
    - {{/attack}} - - - - {{#loc}} - {{^attack}}
    {{/attack}} - {{#attack}}
    {{/attack}} -
    Hit Location {{loc}}
    -
    - {{#rollBetween() loc 1 10}} HEAD: {{/rollBetween() loc 1 10}} - {{#rollBetween() loc 1 1}} 01 Neck {{/rollBetween() loc 1 1}} - {{#rollBetween() loc 2 2}} 02 Chin {{/rollBetween() loc 2 2}} - {{#rollBetween() loc 3 3}} 03 Mouth {{/rollBetween() loc 3 3}} - {{#rollBetween() loc 4 5}} 04-05 Nose {{/rollBetween() loc 4 5}} - {{#rollBetween() loc 6 7}} 06-07 Cheeks {{/rollBetween() loc 6 7}} - {{#rollBetween() loc 8 8}} 08 Eyes {{/rollBetween() loc 8 8}} - {{#rollBetween() loc 9 9}} 09 Forehead {{/rollBetween() loc 9 9}} - {{#rollBetween() loc 10 10}} 10 Ear {{/rollBetween() loc 10 10}} - - {{#rollBetween() loc 11 20}} LEFT ARM: {{/rollBetween() loc 11 20}} - {{#rollBetween() loc 11 11}} 11 Fingers {{/rollBetween() loc 11 11}} - {{#rollBetween() loc 12 12}} 12 Hands {{/rollBetween() loc 12 12}} - {{#rollBetween() loc 13 15}} 13-15 Forearm {{/rollBetween() loc 13 15}} - {{#rollBetween() loc 16 16}} 16 Elbow {{/rollBetween() loc 16 16}} - {{#rollBetween() loc 17 19}} 17-19 Bicep {{/rollBetween() loc 17 19}} - {{#rollBetween() loc 20 20}} 20 Shoulder {{/rollBetween() loc 20 20}} - - {{#rollBetween() loc 21 30}} RIGHT ARM: {{/rollBetween() loc 21 30}} - {{#rollBetween() loc 21 21}} 21 Finger {{/rollBetween() loc 21 21}} - {{#rollBetween() loc 22 22}} 22 Hands {{/rollBetween() loc 22 22}} - {{#rollBetween() loc 23 25}} 23-25 Forearm {{/rollBetween() loc 23 25}} - {{#rollBetween() loc 26 26}} 26 Elbow {{/rollBetween() loc 26 26}} - {{#rollBetween() loc 27 29}} 27-29 Bicep {{/rollBetween() loc 27 29}} - {{#rollBetween() loc 30 30}} 30 Shoulder {{/rollBetween() loc 30 30}} - - {{#rollBetween() loc 31 45}} LEFT LEG: {{/rollBetween() loc 31 45}} - {{#rollBetween() loc 31 31}} 31 Toes {{/rollBetween() loc 31 31}} - {{#rollBetween() loc 32 32}} 32 Foot {{/rollBetween() loc 32 32}} - {{#rollBetween() loc 33 33}} 33 Ankle {{/rollBetween() loc 33 33}} - {{#rollBetween() loc 34 37}} 34-37 Shin {{/rollBetween() loc 34 37}} - {{#rollBetween() loc 38 38}} 38 Kne {{/rollBetween() loc 38 38}} - {{#rollBetween() loc 39 43}} 39-43 Thigh {{/rollBetween() loc 39 43}} - {{#rollBetween() loc 44 45}} 44-45 Pelvis {{/rollBetween() loc 44 45}} - - {{#rollBetween() loc 46 61}} RIGHT LEG: {{/rollBetween() loc 46 61}} - {{#rollBetween() loc 46 46}} 46 Toes {{/rollBetween() loc 46 46}} - {{#rollBetween() loc 47 47}} 47 Foot {{/rollBetween() loc 47 47}} - {{#rollBetween() loc 48 48}} 48 Ankle {{/rollBetween() loc 48 48}} - {{#rollBetween() loc 49 53}} 49-53 Shin {{/rollBetween() loc 49 53}} - {{#rollBetween() loc 54 54}} 54 Knee {{/rollBetween() loc 54 54}} - {{#rollBetween() loc 55 58}} 55-58 Thigh {{/rollBetween() loc 55 58}} - {{#rollBetween() loc 59 60}} 59-60 Pelvis {{/rollBetween() loc 59 60}} - - {{#rollBetween() loc 62 100}} CHEST: {{/rollBetween() loc 62 100}} - {{#rollBetween() loc 61 66}} 61-66 Small Intestines {{/rollBetween() loc 61 66}} - {{#rollBetween() loc 67 72}} 67-72 Large Intestines {{/rollBetween() loc 67 72}} - {{#rollBetween() loc 73 78}} 73-78 Kidney {{/rollBetween() loc 73 78}} - {{#rollBetween() loc 79 84}} 79-84 Stomach / Liver {{/rollBetween() loc 79 84}} - {{#rollBetween() loc 85 89}} 85-89 Heart {{/rollBetween() loc 85 89}} - {{#rollBetween() loc 90 96}} 90-96 Lungs {{/rollBetween() loc 90 96}} - {{#rollBetween() loc 97 100}} 97-100 No Organ Hit {{/rollBetween() loc 97 100}} -
    -
    - {{/loc}} - - - - {{#damage}} -
    {{character}} rolls for damage with {{weapon}}
    - {{#description}}
    {{/description}} - {{^description}}
    {{/description}} -
    - -
    -
    Damage
    -
    {{damage}}
    -
    - -
    -
    Pierce
    -
    {{pierce}}
    -
    -
    - -
    - {{/damage}} - {{#description}} - {{#name}}
    {{name}}
    {{/name}} -
    -
    {{description}}
    -
    - {{/description}} - - - - {{#scatter-range}} -
    {{character}} scatters
    -
    -
    Range: {{scatter-range}} meters
    - {{#rollBetween() scatter-direction 1 2}} {{/rollBetween() scatter-direction 1 2}} - {{#rollBetween() scatter-direction 3 3}} {{/rollBetween() scatter-direction 3 3}} - {{#rollBetween() scatter-direction 4 4}} {{/rollBetween() scatter-direction 4 4}} - {{#rollBetween() scatter-direction 5 5}} {{/rollBetween() scatter-direction 5 5}} - {{#rollBetween() scatter-direction 6 7}} {{/rollBetween() scatter-direction 6 7}} - {{#rollBetween() scatter-direction 8 8}} {{/rollBetween() scatter-direction 8 8}} - {{#rollBetween() scatter-direction 9 9}} {{/rollBetween() scatter-direction 9 9}} - {{#rollBetween() scatter-direction 10 10}} {{/rollBetween() scatter-direction 10 10}} - -
    - {{/scatter-range}} - - - - {{#2x2}} -
    {{character}}: {{name}}
    -
    - -
    -
    {{2x2-name}}
    -
    {{2x2}}
    -
    {{2x2-name-max}}
    -
    {{2x2-max}}
    -
    - -
    - {{/2x2}} - - {{#4x2-1}} -
    {{character}}: {{name}}
    -
    -
    - -
    -
    {{4x2-1-name}}
    -
    {{4x2-1}}
    -
    {{4x2-1-name-max}}
    -
    {{4x2-1-max}}
    -
    - -
    -
    {{4x2-2-name}}
    -
    {{4x2-2}}
    -
    {{4x2-2-name-max}}
    -
    {{4x2-2-max}}
    -
    - -
    - {{/4x2-1}} - -
    - + + + +
    + + + + + + +
    + + + + + + +
    + + + + + +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    +
    + + + + + +
    + +
    +

    Mythic

    + + + +

    STR

    +

    TOU

    +

    AGI

    +
    +
    +

    Character Movement

    + + + + + + + +

    Half

    +

    Full

    +

    Charge

    +

    Run

    +

    Sprint

    +

    Jump

    +

    Leap

    +
    +
    +

    Weight Capacity

    + + + +

    Carry

    +

    Lift

    +

    Push

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

    +

    + +

    +

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

    + + +
    + +
    +
    + +
    + +

    Current

    + +

    Max

    + +
    + +
    + +

    Current

    + +

    Max

    + +
    + +
    + +

    Current

    + +

    Max

    + +
    + +
    + +

    Current

    + +

    Max

    + +
    + +
    + +

    Current

    + +

    Max

    + +

    Delay

    + +

    Charge

    + +
    + +
    + +

    Head

    + +

    Arms

    + +

    Chest

    + +

    Legs

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

    Skillset

    +
    +

    Name

    +

    +

    Char

    +

    Mod

    +

    T

    +

    +10

    +

    +20

    +

    Roll

    +
    +
    +

    Appeal

    +

    + + + + + + +
    +
    +

    Athletics

    +

    + + + + + + +
    +
    +

    Camouflage

    +

    + + + + + + +
    +
    +

    Command

    +

    + + + + + + +
    +
    +

    Cryptography

    +

    Adv.

    + + + + + + +
    +
    +

    Deception

    +

    + + + + + + +
    +
    +

    Demolition

    +

    Adv.

    + + + + + + +
    +
    +

    Evasion

    +

    + + + + + + +
    +
    +

    Gambling

    +

    + + + + + + +
    +
    +

    Interrogation

    +

    + + + + + + +
    +
    +

    Intimidation

    +

    + + + + + + +
    +
    +

    Investigation

    +

    + + + + + + +
    +
    +

    Medication

    +

    Adv.

    + + + + + + +
    +
    +

    Nav Air

    +

    + + + + + + +
    +
    +

    Nav Land

    +

    + + + + + + +
    +
    +

    Nav Space

    +

    + + + + + + +
    + +
    +

    Negotiation

    +

    + + + + + + +
    +
    +

    Pilot Air

    +

    + + + + + + +
    +
    +

    Pilot Land

    +

    + + + + + + +
    +
    +

    Pilot Space

    +

    + + + + + + +
    +
    +

    Security

    +

    Adv.

    + + + + + + +
    +
    +

    Stunting

    +

    + + + + + + +
    +
    +

    Survival

    +

    + + + + + + +
    +
    +

    Technology

    +

    Adv.

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

    Education

    +
    +

    Name

    +

    Char

    +

    Mod

    +

    +5

    +

    +10

    +

    Roll

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

    Languages

    +
    + +
    +
    + +
    +
    + + + +

    Abilities

    +

    Expand or collapse ability's descriptor block ⯆

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

    Ranged Weapons

    +
    +
    +
    +
    Name
    + +
    Type
    + +
    +
    +
    Range
    + +
    DMG Roll
    + +
    Base
    + +
    Pierce
    + +
    +
    +
    Hit Mod
    + +
    Magazine
    + +
    /
    + + + +
    +
    +
    RoF
    + +
    /
    + +
    /
    + +
    Reload
    + +
    Weight
    + +
    +
    + + + + + +
    +
    +
    +
    +
    + +
    +

    Melee Weapons

    +
    +
    +
    +
    Name
    + +
    Type
    + +
    +
    +
    Reach
    + +
    DMG Roll
    + +
    Base
    + +
    Pierce
    + +
    +
    +
    Hit Mod
    + +
    Weight
    + +
    Br Pts
    + +
    /
    + + + +
    +
    +
    damage plus Strength
    + +
    pierce plus Strength
    + +
    +
    + + + + + +
    +
    +
    +
    +
    + +
    + cR Count: + cR Calculation: + Weight Calculation: kilograms + + +
    +
    +
    + +
    +
    Gear / Item Name
    +
    Amount
    +
    Value
    +
    Weight
    +
    B Pts
    +
    Page #
    +
    +
    + + + + + + + +
    + + +
    +
    + + + + + + + +
    + + +
    +
    + +
    +
    +

    Armor Display

    + +
    +
    +

    Armor

    +
    +
    +

    Head

    + +
    +
    +
    +

    Arm L

    + +
    +
    +
    +

    Arm R

    + +
    +
    +
    +

    Chest

    + +
    +
    +
    +

    Leg L

    + +
    +
    +
    +

    Leg R

    + +
    +
    + +
    +

    Armor Permutations

    +
    +
    +

    Name

    +

    Location

    +

    Hpts

    +

    Pg#

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

    Armor Description

    + +
    + + + + + +
    +
    +
    + +
    + + + + + +
    + +
    + +
    + Finger / Toe + +
    + +
    No Effect / Healthy
    + +
    -1 WFM + WFR to Finger,
    -2 Agility to Toe
    + +
    -2 WFM + WFR to Finger,
    -4 Agility to Toe
    + +
    Body Location damaged.
    No longer usable. -3 Strength to Finger, -3 Agility to Toe
    + +
    Body Locaton destroyed,
    -4 Strength to Finger, -4 Agility to Toe
    +
    +
    + +
    + Heart + +
    + +
    No Effect / Healthy
    + +
    -2 Strength + Toughness + Agility
    + +
    -5 Strength + Toughness + Agility
    + +
    -10 Strength + Toughness + Agility
    + +
    Body Location damaged.
    +10 Fatigue, -15 Strength + Toughness + Agility
    + +
    Body Locaton destroyed,
    instant death
    +
    +
    + +
    + Neck + +
    + +
    No Effect / Healthy
    + +
    -2 Toughness
    + +
    -5 Toughness
    + +
    -10 Toughness
    + +
    +1 Fatigue, -10 Toughness
    + +
    Body Location damaged.
    -20 Toughness, Paralyzed and Helpless
    + +
    Body Location destroyed,
    instant death
    +
    +
    + +
    + Skull / Brain + +
    + +
    No Effect / Healthy
    + +
    -2 Perception + Intellect + WFM + WFR
    + +
    -5 Perception + Intellect + WFM + WFR
    + +
    -10 Perception + Intellect + WFM + WFR
    + +
    Body Location damaged.
    +10 Fatigue, -15 Perception + Intellect + WFM + WFR
    + +
    Body Location destroyed,
    instant death
    +
    +
    + +
    + Nose / Ear + +
    + +
    No Effect / Healthy
    + +
    -2 Perception to smelling or hearing Perception tests
    + +
    -5 Perception to smelling or hearing Perception tests
    + +
    -10 Perception to smelling or hearing Perception tests
    + +
    -15 Perception to smelling or hearing Perception tests
    + +
    Body Location broken.
    -20 Perception to smelling or hearing Perception tests
    + +
    Body Location destroyed,
    cannot make or halve Perception to smelling or hearing tests
    +
    +
    + +
    + Limb (Arm / Leg) + +
    + +
    No Effect / Healthy
    + +
    -2 Strength to Arm or
    -2 Agility to Leg
    + +
    -5 Strength to Arm, or
    -5 Agility to Leg
    + +
    -10 Strength to Arm, or
    -10 Agility to Leg
    + +
    -15 Strength to Arm, or
    -15 Agility to Leg
    + +
    Body Location damaged. -15 Strength to Arm, or -15 Agility to Leg. -5 to limb's Actions
    + +
    Body Location destroyed,
    limb cannot be used
    +3 Fatigue
    +
    +
    + +
    + Small / Large Intestines + +
    + +
    No Effect / Healthy
    + +
    -2 Toughness + Agility
    + +
    -4 Toughness + Agility
    + +
    -6 Toughness + Agility
    + +
    -10 Toughness + Agility
    + +
    Body Location damaged.
    +2 Fatigue, -15 Toughness + Agility
    + +
    Body Location destroyed,
    +5 Fatigue, -20 Toughness + Agility
    +
    +
    + +
    + Lungs + +
    + +
    No Effect / Healthy
    + +
    -2 Toughness, stunned for
    (D5-Toughness Modifier) rounds
    + +
    -5 Toughness, stunned for
    (2D5-Toughness Modifier) rounds
    + +
    -10 Toughness, stunned for
    (3D5-Toughness Modifier) rounds
    + +
    -15 Toughness, stunned for
    (4D5-Toughness Modifier) rounds
    + +
    Body Location damaged.
    -20 Toughness, stunned for
    (5D5-Toughness Modifier) rounds
    + +
    Body Location destroyed,
    -25 Toughness, stunned for
    (6D5-Toughness Modifier) rounds.
    Character will take 2 wounds whenever they take a Movement Action quicker than 2 Meters per Turn.
    +
    +
    + +
    + Kidney / Stomach / Liver / Spleen + +
    + +
    No Effect / Healthy
    + +
    -2 Toughness + Agility
    + +
    -4 Toughness + Agility
    + +
    -6 Toughness + Agility
    + +
    -10 Toughness + Agility
    + +
    Body Location damaged.
    +1 Fatigue, -15 Toughness + Agility
    + +
    Body Location destroyed,
    +5 Fatigue, -20 Toughness + Agility
    +
    +
    + +
    + Knee / Ankle / Shoulder / Elbow + +
    + +
    No Effect / Healthy
    + +
    -2 Strength + Agility
    + +
    -4 Strength + Agility
    + +
    -6 Strength + Agility
    + +
    -10 Strength + Agility
    + +
    Body Location damaged.
    +1 Fatigue, -15 Strength + Agility
    + +
    Body Location destroyed,
    +5 Fatigue, -20 Strength + Agility
    +
    +
    + +
    + Eye + +
    + +
    No Effect / Healthy
    + +
    -2 Perception to seeing tests
    + +
    -5 Perception to seeing tests
    + +
    -10 Perception to seeing tests
    + +
    -12 Perception to seeing tests
    + +
    Body Location broken.
    -15 Perception to seeing tests
    + +
    Body Location destroyed,
    Character blinded for D5 rounds. -20 Perception to seeing tests
    +
    +
    + +
    + Mouth + +
    + +
    No Effect / Healthy
    + +
    -1 Toughness, -5 to speaking tests
    + +
    -3 Toughness, -5 to speaking tests
    + +
    -5 Toughness, -10 to speaking tests
    + +
    -8 Toughness, -10 to speaking tests
    + +
    Body Location broken.
    +1 Fatigue, -12 Toughness, -15 to speaking tests
    + +
    Body Location destroyed,
    +2 Fatigue, -15 Toughness, -15 to speaking tests
    +
    +
    + +
    + Hand + +
    + +
    No Effect / Healthy
    + +
    -3 to both Warfare stats if hand is used to Attack
    + +
    -5 to both Warfare stats if hand is used to Attack
    + +
    -10 to both Warfare stats if hand is used to Attack
    + +
    -13 to both Warfare stats if hand is used to Attack
    + +
    Body Location broken.
    -15 to both Warfare stats if hand is used to Attack
    + +
    Body Location destroyed,
    Character cannot use the hand for any Actions
    +
    +
    + +
    + Chin / Jaw / Cheek + +
    + +
    No Effect / Healthy
    + +
    -2 Toughness
    + +
    -4 Toughness, -5 to speaking tests
    + +
    -6 Toughness, -10 to speaking tests
    + +
    +1 Fatigue, -10 Toughness, -10 to speaking tests
    + +
    Body Location damaged.
    +2 Fatigue, -15 Toughness, -15 to speaking tests
    + +
    Body Location destroyed,
    +3 Fatigue, -20 Toughness, -20 to speaking tests
    +
    +
    + +
    + Foot + +
    + +
    No Effect / Healthy
    + +
    -5 to Agility when figuring Movement Speed
    + +
    -10 to Agility when figuring Movement Speed
    + +
    -15 to Agility when figuring Movement Speed
    + +
    -20 to Agility when figuring Movement Speed
    + +
    Body Location broken.
    -25 to Agility when figuring Movement Speed
    + +
    Body Location destroyed,
    Character cannot use the Foot for any Actions. Half Move reduced to 1 Meter, Full Move reduced to 2 Meters, Charge and Run are impossible.
    +
    +
    + +
    + Pelvis + +
    + +
    No Effect / Healthy
    + +
    -1 Toughness, -4 Agility
    + +
    -3 Toughness, -6 Agility
    + +
    -6 Toughness, -8 Agility
    + +
    -8 Toughness, -12 Agility
    + +
    Body Location damaged.
    -20 Toughness + Agility
    + +
    Body Location destroyed,
    -30 Toughness + Agility
    +
    +
    + +
    + Chest + +
    + +
    No Effect / Healthy
    + +
    -2 Toughness
    + +
    -4 Toughness
    + +
    -8 Toughness, stunned for 1D5 rounds
    + +
    -10 Toughness, stunned for 2D5 rounds
    + +
    Body Location broken.
    -15 Toughness, stunned for 3D5 rounds
    + +
    Body Location destroyed,
    instant death
    +
    +
    + +
    +
    + +

    01-10 HEAD

    +
    01 Neck
    +
    02 Chin
    +
    03 Mouth
    +
    04-05 Nose
    +
    06-07 Cheeks
    +
    08 Eyes
    +
    09 Forehead
    +
    10 Ear
    +

    11-20 LEFT ARM

    +
    11 Fingers
    +
    12 Hands
    +
    13-15 Forearm
    +
    16 Elbow
    +
    17-19 Bicep
    +
    20 Shoulder
    +

    21-30 RIGHT ARM

    +
    21 Fingers
    +
    22 Hands
    +
    23-25 Forearm
    +
    26 Elbow
    +
    27-29 Bicep
    +
    30 Shoulder
    +

    31-45 LEFT LEG

    +
    31 Toes
    +
    32 Foot
    +
    33 Ankle
    +
    34-37 Shin
    +
    38 Knee
    +
    39-43 Thigh
    +
    44-45 Pelvis
    +

    46-61 RIGHT LEG

    +
    46 Toes
    +
    47 Foot
    +
    48 Ankle
    +
    49-53 Shin
    +
    54 Knee
    +
    55-58 Thigh
    +
    59-60 Pelvis
    +

    62-100 CHEST

    +
    61-66 Small Intestines
    +
    67-72 Large Intestines
    +
    73-78 Kidney
    +
    79-84 Stomach / Liver
    +
    85-89 Heart
    +
    90-96 Lungs
    +
    97-100 No Organ Hit
    +
    +
    +

    ROLL LOCATION (optional)

    +
    1-3 Left
    +
    4-7 Center
    +
    8-10 Right
    +
    +
    +

    IF Fingers / Toes 1D10

    +
    1-2 Pinky Finger / Toe
    +
    3-4 Ring Finger / Toe
    +
    5-6 Middle Finger / Toe
    +
    7-8 Index Finger / Toe
    +
    9-10 Thumb Finger / Toe
    +
    +
    + +
    +
    +

    Medical Information

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

    Experience Summary

    +
    + Unspent XP: + Spent XP: + XP Total: +
    +
    +
    +
    Name
    +
    XP Cost
    +
    Page #
    +
    Name
    +
    XP Cost
    +
    Page #
    +
    +
    + + + + + + +
    +
    +
    + + + + + + +
    +
    + +
    +
    +

    Faction Training

    +
    +
    U.N.S.C.
    +
    Forerunner
    +
    Covenant / Banished
    +
    +
    +
    +

    Weapon Training

    +
    +
    Basic
    +
    Infantry
    +
    Vehicle
    +
    Melee
    +
    Heavy
    +
    Advanced
    +
    Long-Range
    +
    Explosives
    +
    +
    +
    + +
    + + + + + +
    + +

    Journal: Objectives

    +
    +
    + + +
    +
    +

    Journal: Notes

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

    DIMENSIONS

    +
    Length
    +
    Width
    +
    Height
    +
    Weight
    + + + + + + +

    SPEED AND MANEUVERABILITY

    + +

    SPEED AND MANEUVERABILITY

    + +

    CHARACTERISTICS

    + + +
    Accelerate
    + +
    Brake
    + +
    Top Speed
    + +
    Maneuver
    + + + + + + + + + + +
    Vertical
    + +
    Takeoff
    + +
    Target Range
    + +
    Targeting
    + + + + + + + + + + +
    Strength
    + +
    Melee
    + + + + + + + + +
    Mythic
    + + +

    CREW AND COMPLEMENT

    + +
    Crew
    + +
    Complement
    + + + + +

    HULL

    +
    Hull Material
    + +
    +
    +

    BREAKPOINTS

    +
    1-20 Wep
    +
    21-40 Mob
    +
    41-60 Eng
    +
    61-80 Optic
    +
    81-100 Crew
    + + + + + +

    Armor

    +
    Front
    +
    Back
    +
    Side
    +
    Top
    +
    Bottom
    + + + + + +
    +
    +

    Miscellaneous

    +
    Size Points
    +
    Weapon Points
    + + + + +
    Shield Rating
    + +
    Shield Current
    + +
    Recharge Delay
    + +
    Recharge Rate
    + + + + + + + + + +
    +
    + + + + + +
    +
    + + + + + +
    +
    +
    +
    +
    + +
    +
    +

    Vehicle Ranged Weapons

    +
    +
    +
    +
    Name
    + +
    Type
    + +
    +
    +
    Range
    + +
    DMG Roll
    + +
    Base
    + +
    Pierce
    + +
    +
    +
    Hit Mod
    + +
    Magazine
    + +
    /
    + + + +
    +
    +
    RoF
    + +
    /
    + +
    /
    + +
    Reload
    + +
    Weight
    + +
    +
    + + + + + +
    +
    +
    +
    +
    + +
    +

    Vehicle Melee Weaponry

    +
    +
    +
    +
    Name
    + +
    Type
    + +
    +
    +
    Reach
    + +
    DMG Roll
    + +
    Base
    + +
    Pierce
    + +
    +
    +
    Hit Mod
    + +
    Weight
    + +
    Br Pts
    + +
    /
    + + + +
    +
    + + + + + +
    +
    +
    +
    +
    +
    +
    + +
    + + + + + +
    + +

    Settings

    +

    Species Overrides

    + +
    + +

    Initiative Overrides

    + +
    + +

    Auto Roll Hit Locations

    + +
    + +

    Weapon Description in Damage Roll

    + +
    + +

    Calculate The Negative Impact Of Fatigue Automatically

    + +
    + + +

    NPC Sheet

    + +
    +
    + +
    + + + + + + + + + + + + + + + +
    +
    + +
    + + + + + + +
    + +
    +
    + Characteristics + + + + + + + + + + +
    +
    +   + + + + + + + + + + +
    +
    + Mythic + + + +
    +
    +   +
    +
    +   +

    Half

    +

    Full

    +

    Charge

    +

    Run

    +

    Sprint

    +

    Jump

    +

    Leap

    +

    Carry

    +

    Lift

    +

    Push

    +
    +
    +   + + + + + + + + + + +
    +
    +
    + Skills +
    +
    + + + + + + + + +
    +
    +
    +
    + + +
    +
    + +

    Current

    + +

    Max

    + +
    + +
    + +

    Current

    + +

    Max

    + +
    + +
    + +

    Current

    + +

    Max

    + +
    + +
    + +

    Current

    + +

    Max

    + +
    + +
    + +

    Current

    + +

    Max

    + +

    Delay

    + +

    Charge

    + +
    + +
    + +

    Head

    + +

    Arms

    + +

    Chest

    + +

    Legs

    + +
    +
    + +
    + +
    +
    +

    Ranged Weapons

    +
    +
    +
    +
    Name
    + +
    Type
    + +
    +
    +
    Range
    + +
    DMG Roll
    + +
    Base
    + +
    Pierce
    + +
    +
    +
    Hit Mod
    + +
    Magazine
    + +
    /
    + + + +
    +
    +
    RoF
    + +
    /
    + +
    /
    + +
    Reload
    + +
    Weight
    + +
    +
    + + + + + +
    +
    +
    +
    + +
    +

    Melee Weapons

    +
    +
    +
    +
    Name
    + +
    Type
    + +
    +
    +
    Reach
    + +
    DMG Roll
    + +
    Base
    + +
    Pierce
    + +
    +
    +
    Hit Mod
    + +
    Weight
    + +
    Br Pts
    + +
    /
    + + + +
    + +
    +
    damage plus Strength
    + + +
    pierce plus Strength
    + +
    + +
    + + + + + +
    +
    +
    +
    + +

    + +
    +

    Additional info

    + +
    + +
    +
    +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + {{#initiative}} +
    {{character}} rolls for Initiative
    +
    +
    {{initiative}} Degrees of success
    + +
    + {{/initiative}} + + + + {{#roll-name}} +
    {{character}} rolls for {{roll-name}}
    +
    +
    +
    {{roll}}
    +
    + {{#^rollLess() roll 0 }}Degrees of success{{/^rollLess() roll 0 }} + {{#rollLess() roll 0 }}Degrees of failure{{/rollLess() roll 0 }} +
    +
    + +
    + {{/roll-name}} + + + + {{#avrdam}} +
    {{character}} damage with autoroller
    +
    +
    +
    Damage dealt:
    +
    {{avrdam}}
    +
    +
    Warning: this macro is complex; Values displayed are not a perfectly accurate simulation.
    + +
    + {{/avrdam}} + + + + {{#attack}} +
    {{character}} rolls to attack with {{weapon}}
    + {{#loc}}
    {{/loc}} + {{^loc}}
    {{/loc}} + +
    +
    {{roll}}
    + {{#^rollLess() roll 0 }}
    Degrees of success
    {{/^rollLess() roll 0 }} + {{#rollLess() roll 0 }}
    Degrees of failure
    {{/rollLess() roll 0 }} +
    + + {{#rollWasCrit() roll }}
    A CRITICAL FAIL!
    {{/rollWasCrit() roll }} + {{#rollWasFumble() roll }}
    A CRITICAL HIT!
    {{/rollWasFumble() roll }} +
    + {{/attack}} + + + + {{#loc}} + {{^attack}}
    {{/attack}} + {{#attack}}
    {{/attack}} +
    Hit Location {{loc}}
    +
    + {{#rollBetween() loc 1 10}} HEAD: {{/rollBetween() loc 1 10}} + {{#rollBetween() loc 1 1}} 01 Neck {{/rollBetween() loc 1 1}} + {{#rollBetween() loc 2 2}} 02 Chin {{/rollBetween() loc 2 2}} + {{#rollBetween() loc 3 3}} 03 Mouth {{/rollBetween() loc 3 3}} + {{#rollBetween() loc 4 5}} 04-05 Nose {{/rollBetween() loc 4 5}} + {{#rollBetween() loc 6 7}} 06-07 Cheeks {{/rollBetween() loc 6 7}} + {{#rollBetween() loc 8 8}} 08 Eyes {{/rollBetween() loc 8 8}} + {{#rollBetween() loc 9 9}} 09 Forehead {{/rollBetween() loc 9 9}} + {{#rollBetween() loc 10 10}} 10 Ear {{/rollBetween() loc 10 10}} + + {{#rollBetween() loc 11 20}} LEFT ARM: {{/rollBetween() loc 11 20}} + {{#rollBetween() loc 11 11}} 11 Fingers {{/rollBetween() loc 11 11}} + {{#rollBetween() loc 12 12}} 12 Hands {{/rollBetween() loc 12 12}} + {{#rollBetween() loc 13 15}} 13-15 Forearm {{/rollBetween() loc 13 15}} + {{#rollBetween() loc 16 16}} 16 Elbow {{/rollBetween() loc 16 16}} + {{#rollBetween() loc 17 19}} 17-19 Bicep {{/rollBetween() loc 17 19}} + {{#rollBetween() loc 20 20}} 20 Shoulder {{/rollBetween() loc 20 20}} + + {{#rollBetween() loc 21 30}} RIGHT ARM: {{/rollBetween() loc 21 30}} + {{#rollBetween() loc 21 21}} 21 Finger {{/rollBetween() loc 21 21}} + {{#rollBetween() loc 22 22}} 22 Hands {{/rollBetween() loc 22 22}} + {{#rollBetween() loc 23 25}} 23-25 Forearm {{/rollBetween() loc 23 25}} + {{#rollBetween() loc 26 26}} 26 Elbow {{/rollBetween() loc 26 26}} + {{#rollBetween() loc 27 29}} 27-29 Bicep {{/rollBetween() loc 27 29}} + {{#rollBetween() loc 30 30}} 30 Shoulder {{/rollBetween() loc 30 30}} + + {{#rollBetween() loc 31 45}} LEFT LEG: {{/rollBetween() loc 31 45}} + {{#rollBetween() loc 31 31}} 31 Toes {{/rollBetween() loc 31 31}} + {{#rollBetween() loc 32 32}} 32 Foot {{/rollBetween() loc 32 32}} + {{#rollBetween() loc 33 33}} 33 Ankle {{/rollBetween() loc 33 33}} + {{#rollBetween() loc 34 37}} 34-37 Shin {{/rollBetween() loc 34 37}} + {{#rollBetween() loc 38 38}} 38 Kne {{/rollBetween() loc 38 38}} + {{#rollBetween() loc 39 43}} 39-43 Thigh {{/rollBetween() loc 39 43}} + {{#rollBetween() loc 44 45}} 44-45 Pelvis {{/rollBetween() loc 44 45}} + + {{#rollBetween() loc 46 61}} RIGHT LEG: {{/rollBetween() loc 46 61}} + {{#rollBetween() loc 46 46}} 46 Toes {{/rollBetween() loc 46 46}} + {{#rollBetween() loc 47 47}} 47 Foot {{/rollBetween() loc 47 47}} + {{#rollBetween() loc 48 48}} 48 Ankle {{/rollBetween() loc 48 48}} + {{#rollBetween() loc 49 53}} 49-53 Shin {{/rollBetween() loc 49 53}} + {{#rollBetween() loc 54 54}} 54 Knee {{/rollBetween() loc 54 54}} + {{#rollBetween() loc 55 58}} 55-58 Thigh {{/rollBetween() loc 55 58}} + {{#rollBetween() loc 59 60}} 59-60 Pelvis {{/rollBetween() loc 59 60}} + + {{#rollBetween() loc 62 100}} CHEST: {{/rollBetween() loc 62 100}} + {{#rollBetween() loc 61 66}} 61-66 Small Intestines {{/rollBetween() loc 61 66}} + {{#rollBetween() loc 67 72}} 67-72 Large Intestines {{/rollBetween() loc 67 72}} + {{#rollBetween() loc 73 78}} 73-78 Kidney {{/rollBetween() loc 73 78}} + {{#rollBetween() loc 79 84}} 79-84 Stomach / Liver {{/rollBetween() loc 79 84}} + {{#rollBetween() loc 85 89}} 85-89 Heart {{/rollBetween() loc 85 89}} + {{#rollBetween() loc 90 96}} 90-96 Lungs {{/rollBetween() loc 90 96}} + {{#rollBetween() loc 97 100}} 97-100 No Organ Hit {{/rollBetween() loc 97 100}} +
    +
    + {{/loc}} + + + + {{#damage}} +
    {{character}} rolls for damage with {{weapon}}
    + {{#description}}
    {{/description}} + {{^description}}
    {{/description}} +
    + +
    +
    Damage
    +
    {{damage}}
    +
    + +
    +
    Pierce
    +
    {{pierce}}
    +
    +
    + +
    + {{/damage}} + {{#description}} + {{#name}}
    {{name}}
    {{/name}} +
    +
    {{description}}
    +
    + {{/description}} + + + + {{#scatter-range}} +
    {{character}} scatters
    +
    +
    Range: {{scatter-range}} meters
    + {{#rollBetween() scatter-direction 1 2}} {{/rollBetween() scatter-direction 1 2}} + {{#rollBetween() scatter-direction 3 3}} {{/rollBetween() scatter-direction 3 3}} + {{#rollBetween() scatter-direction 4 4}} {{/rollBetween() scatter-direction 4 4}} + {{#rollBetween() scatter-direction 5 5}} {{/rollBetween() scatter-direction 5 5}} + {{#rollBetween() scatter-direction 6 7}} {{/rollBetween() scatter-direction 6 7}} + {{#rollBetween() scatter-direction 8 8}} {{/rollBetween() scatter-direction 8 8}} + {{#rollBetween() scatter-direction 9 9}} {{/rollBetween() scatter-direction 9 9}} + {{#rollBetween() scatter-direction 10 10}} {{/rollBetween() scatter-direction 10 10}} + +
    + {{/scatter-range}} + + + + {{#2x2}} +
    {{character}}: {{name}}
    +
    + +
    +
    {{2x2-name}}
    +
    {{2x2}}
    +
    {{2x2-name-max}}
    +
    {{2x2-max}}
    +
    + +
    + {{/2x2}} + + {{#4x2-1}} +
    {{character}}: {{name}}
    +
    +
    + +
    +
    {{4x2-1-name}}
    +
    {{4x2-1}}
    +
    {{4x2-1-name-max}}
    +
    {{4x2-1-max}}
    +
    + +
    +
    {{4x2-2-name}}
    +
    {{4x2-2}}
    +
    {{4x2-2-name-max}}
    +
    {{4x2-2-max}}
    +
    + +
    + {{/4x2-1}} + +
    + diff --git a/Halo_Mythic_3dot5/sheet.json b/Halo_Mythic_3dot5/sheet.json index a5ff3590ef..1f7930f81c 100644 --- a/Halo_Mythic_3dot5/sheet.json +++ b/Halo_Mythic_3dot5/sheet.json @@ -1,9 +1,55 @@ -{ - "html": "HaloMythic3dot5.html", - "css": "HaloMythic3dot5.css", - "authors": "Omran Losinno, Michael van Weelde", - "roll20userid": "557736, 1503191", - "preview": "preview.png", - "instructions": "This sheet is designed for use in Roll20, based on the Halo Mythic fan game made by Brandon ‘Vorked’ Miller." - -} +{ + "html": "HaloMythic3dot5.html", + "css": "HaloMythic3dot5.css", + "authors": "Omran Losinno, Michael van Weelde", + "roll20userid": "557736, 1503191", + "preview": "preview.png", + "instructions": "This sheet is designed for use in Roll20 it is based on the Mythic ttrpg by Brandon Vorked Miller.\r\rThere is a universal header that applies to all in-sheet tabs. This header section consists of five grid sub-sections: first logo and core character details, second characteristics, third Mythical characteristics plus physical calculations such as movement and carrying capacity, fourth initiative roller and alternate in-sheet tabs, and fifth has all other numbers that should be accessible on-hand by the player such as luck, wounds, etc. Specifically, the fifth header grid will be made to have the following attributes displayed: total experience points, luck points, support points, fatigue points, wound count, armor data, shield data, and credit count. Note that these attributes will be accessible and editable in other parts of the sheet. These tabs are composed of different sections: core character information such as skills and education, a summary of medical status along with any bodily injuries that could be sustained, a list of equipment both used in and out of combat such as weapons or communications gear, an experience page to differentiate unspent/spent experience points toward an automatically tracked total sum number, a player-kept journal tab to list complete/incomplete objectives in a mission or keep a history of your character's time spent, a vehicles tab to list vehicle data, and a settings tab to allow the player to apply technical changes to the sheet if needed, such as applying an automatic jump multiplier of 2 if playing as a Jackal.", + "useroptions": [ + { + "attribute": "initmod0", + "displayname": "Initiative Overrides", + "type": "select", + "options": [ + "No tiebreaker|[[floor", + "Decimal tiebreaker|[[", + "AGI tiebreaker|tiebreaker [[@{AGI_total}]] roll [[floor" + ], + "default": "[[floor", + "description": "Select the tiebreaker setting to use on the character sheet." + }, + { + "attribute": "settings_hitroll", + "displayname": "Auto Roll Hit Locations", + "type": "select", + "options": [ + "Automatically roll hit locations|{{loc=[[1d100]]}}", + "Don't automatically roll hit locations| " + ], + "default": "{{loc=[[1d100]]}}", + "description": "Select the Auto Hit Location setting to use on the character sheet." + }, + { + "attribute": "settings_weapondescription", + "displayname": "Weapon Description in Damage Roll", + "type": "select", + "options": [ + "Include weapon description|description", + "Exclude weapon description| " + ], + "default": " ", + "description": "Select the Weapon Description setting to use on the character sheet." + }, + { + "attribute": "settings_fatigue", + "displayname": "Calculate The Negative Impact Of Fatigue Automatically", + "type": "select", + "options": [ + "Auto calculate Fatigue|0", + "Dont auto calculate Fatigue|1" + ], + "default": "0", + "description": "Select the fatigue calculation setting to use on the character sheet." + } + ] +} diff --git a/Hardboiled/hardboiled.css b/Hardboiled/hardboiled.css index acb389c318..b291502a1a 100644 --- a/Hardboiled/hardboiled.css +++ b/Hardboiled/hardboiled.css @@ -5,11 +5,16 @@ padding: 0!important; } +.sheet-hardboiled button.btn { + background: green; + color: white; + text-shadow: none; +} + div.sheet-hardboiled { background-color: #fdfdfd; max-width: 1055px; min-width: 855px; - /*width: 855px;*/ font-family: "Bebas Neue"; margin: 0 auto; } @@ -37,7 +42,6 @@ input { } input[type=number] { - max- } textarea { @@ -56,6 +60,7 @@ input:focus, textarea:focus { .ui-dialog .charsheet input[type=number] { width: 2.5em!important; + text-align: center; } /* Sección personal */ @@ -95,7 +100,7 @@ div.sheet-personal input[type=number] { /* Sección habilidades */ div.sheet-col-habilidades { - width:calc(50% - 20px)!important; + width:calc(50%)!important; } div.sheet-habilidades { @@ -114,6 +119,19 @@ div.sheet-habilidades-header { justify-content: space-evenly; font-size: 2rem; margin: 10px 0px; + padding: 10px 0px; +} + +div.sheet-habilidades-header .sheet-col { + text-align: center; +} + +div.sheet-habilidades-header .sheet-col:second-of-type { + width: 25%; +} + +div.sheet-habilidades-header .sheet-col:nth-of-type(3) { + width: 42%; } div.sheet-habilidades-body { @@ -126,7 +144,7 @@ div.sheet-habilidades-body div { } div.sheet-habilidades label { - width: 165px; + width: 110px; margin-bottom: 0px; margin-left: 36px; } @@ -134,7 +152,7 @@ div.sheet-habilidades label { div.sheet-habilidades input { background-color: #f8ecc8; border-bottom: 2px solid black; - text-align: right; + width: 2.25em!important; text-align: center; } @@ -143,11 +161,44 @@ div.sheet-habilidades input[type=text] { text-align: center; } -.sheet-habilidades button{ +.sheet-habilidades button[type=roll]{ position: absolute; left: 0; } +.sheet-habilidades select { + width: fit-content; + width: -webkit-fill-available; + margin-bottom: 1px; + border-bottom-left-radius: 0px; + border-bottom-right-radius: 0px; + border-top-left-radius: 0px; + border-top-right-radius: 0px; + border:none; + background-color: #f8ecc8; + border-bottom: 2px solid black; +} + +.sheet-habilidades select option{ + text-transform: uppercase; +} + +.sheet-habilidades .repcontrol button{ + padding: 2px 5px; +} + +.sheet-habilidades .repcontainer { + display: block; +} +/* +.sheet-habilidades .repcontrol { + display: block; +} + +.sheet-habilidades .btn.repcontrol_add { + float: right; +}*/ + /* Sección atributos */ .sheet-atributos { diff --git a/Hardboiled/hardboiled.html b/Hardboiled/hardboiled.html index d2f1a5c237..e870c73718 100644 --- a/Hardboiled/hardboiled.html +++ b/Hardboiled/hardboiled.html @@ -30,7 +30,7 @@

    -
    +
    @@ -53,54 +53,54 @@
    Dotes Investigativas
    Relacionadas
    -
    %   
    + +
    %   
    -
    %   
    +
    %   
    -
    %   
    +
    %   
    -
    %   
    +
    %   
    -
    %   
    +
    %   
    -
    %   
    +
    %   
    -
    %   
    +
    %   
    -
    %   
    +
    %   
    -
    %   
    +
    %   
    -
    %   
    +
    %   
    -
    %   
    +
    %   
    -
    %   
    +
    %   
    -
    %   
    +
    %   
    -
    %   
    +
    %   
    -
    %   
    +
    %   
    -
    %   
    +
    %   
    -
    %   
    +
    %   
    -
    %   
    +
    %   
    -
    %   
    +
    %   
    -
    %    -
    +
    %   
    -
    %   
    +
    %   
    -
    %   
    +
    %   
    -
    %   
    +
    %   
    -
    %   
    +
    %   
    @@ -110,39 +110,67 @@
    arma de fuego
    daño
    alcance
    -
    cdf
    +
    cdf
    munición
    peso
    -
    notas
    +
    notas
    -
    +
    -
    +
    -
    +
    -
    +
    -
    +
    -
    +
    -
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    arma cuerpo a cuerpo
    @@ -163,6 +191,21 @@
    +
    +
    + +
    +
    +
    +
    +
    +
    + +
    +
    +
    +
    +

    NOTAS

    @@ -177,7 +220,7 @@ - + @@ -222,7 +265,7 @@
    {{name}}
    Habilidad:Dificultad: {{normal}} Tirada: {{roll}}
    - + @@ -326,24 +369,3 @@
    {{name}}
    Habilidad:Dificultad: {{normal}}
    - - diff --git a/Hardboiled/sheet-worker.js b/Hardboiled/sheet-worker.js new file mode 100644 index 0000000000..e3efc87482 --- /dev/null +++ b/Hardboiled/sheet-worker.js @@ -0,0 +1,84 @@ +on("change:vigor change:destreza sheet:opened", function() { + getAttrs(["vigor","destreza","mov"], function(values) { + let vigor = parseInt(values.vigor)||0; + let destreza = parseInt(values.destreza)||0; + let comb = vigor + destreza; + let rmov = 2; + + if (comb <= 200) rmov = 8; + if (comb < 191) rmov = 7; + if (comb < 181) rmov = 6; + if (comb < 141) rmov = 5; + if (comb < 101) rmov = 4; + if (comb < 41) rmov = 3; + if (comb < 21) rmov = 2; + + setAttrs({ mov: rmov }); + }); +}); + +on('sheet:opened', function() { + 'use strict'; + console.log('A'); + //Update sheet PV + getAttrs(["pvtotales", "pv_max"], function(values) { + let pv_max = parseInt(values.pvmax)||0; + let pvtotales = parseInt(values.pvtotales)||0; + console.log(pvtotales); + console.log(pv_max); + if ( pv_max == 0 ) { setAttrs({ pv_max: pvtotales }); } + }); +}); + +/*on('clicked:add_fire_weapon', function() { + var values = {} + + var rowId = generateRowID() + + + + + + var rowPrefix = 'repeating_weapon_'+rowId+'_' + for(let [key, value] of Object.entries(weaponDefaultProperties)) { + values[rowPrefix+'weapon_'+key] = value + } + for(let [key, value] of Object.entries(properties)) { + values[rowPrefix+'weapon_'+key] = value + } + return rowId + + + createWeapon(values, { + name: getTranslationByKey('weapon-bite'), + attribute: 'body', + skill: 'brawl', + handling: -3, + damage_type: 'flesh_wounds', + damage_base: 0, + damage_force_factor: '0.333' + }) + createWeapon(values, { + name: getTranslationByKey('weapon-kick'), + attribute: 'body', + skill: 'brawl', + handling: 1, + damage_type: 'ego', + damage_base: 0, + damage_force_factor: '0.5', + description: getTranslationByKey('weapon-quality-dazed') + }) + createWeapon(values, { + name: getTranslationByKey('weapon-blow'), + attribute: 'body', + skill: 'brawl', + handling: 2, + damage_type: 'ego', + damage_base: 0, + damage_force_factor: '0.333', + description: getTranslationByKey('weapon-quality-dazed')+ + ', '+ + getTranslationByKey('weapon-quality-smooth-running')+' (2T)' + }) + setAttrs(values) +})*/ \ No newline at end of file diff --git a/Hc Svnt Dracones Second Edition/Readme.md b/Hc Svnt Dracones Second Edition/Readme.md index 5f55a74d96..072951d8cf 100644 --- a/Hc Svnt Dracones Second Edition/Readme.md +++ b/Hc Svnt Dracones Second Edition/Readme.md @@ -3,6 +3,10 @@ Official Character Sheet # Changelog +## V.1.70 (2020-05-27) +* add Default sheet settings for `EXP`, `credits` and number of `techniques` +* updated `sheet.json`'s "instructions" + ## V.1.61 (2019-11-26) * Small bugfix for a unresponsive checkbox(Mind Stat "2 Profs") in Exp Table * change Battlescore default to zero from previous arbitrary "20" diff --git a/Hc Svnt Dracones Second Edition/hsd2.html b/Hc Svnt Dracones Second Edition/hsd2.html index 020689ab5e..0ed525a3bd 100644 --- a/Hc Svnt Dracones Second Edition/hsd2.html +++ b/Hc Svnt Dracones Second Edition/hsd2.html @@ -4,7 +4,7 @@ -Sheet Version: 1.61 +Sheet Version: 1.70 diff --git a/Hc Svnt Dracones Second Edition/sheet.json b/Hc Svnt Dracones Second Edition/sheet.json index 7be0391d9b..a30ae6d0de 100644 --- a/Hc Svnt Dracones Second Edition/sheet.json +++ b/Hc Svnt Dracones Second Edition/sheet.json @@ -4,5 +4,28 @@ "authors": "Andreas J.", "roll20userid": "1223200", "preview": "hsd2preview.png", - "instructions": "This is the Offical Sheet for **HC SVNT DRACONES: Second Edition**.\n* `Total Mass`,`Total Move` and `Cargo Points` are calcualted automatically\n* Adjusting things on page 3 doesn't affect other parts of the sheet and must be manually changed\n* No roll buttons\n* Sheet Version 1.61 - See [Readme]() for Sheet Changelog\n\n [Game's homepage](https://hsdroleplayinggame.com/)" + "instructions": "This is the Offical Sheet for **HC SVNT DRACONES: Second Edition**.\n* `Total Mass`,`Total Move` and `Cargo Points` are calcualted automatically\n* Page 3: Changes made to the `Notoriety Purchase Tracking` and `Landmark Automatic Benefits`-sections doesn't affect other parts of the sheet, and must be manually changed.\n* Page 3: Changes made on the `Large EXP table` automatically edit your `stats` accordingly, as well as `credits` and values in the `Progression Purchse Tracking`-section\n* No roll buttons\n* Sheet Version 1.70 - See [Readme](https://github.com/Roll20/roll20-character-sheets/tree/master/Hc%20Svnt%20Dracones%20Second%20Edition) for Sheet Changelog\n\n [Game's homepage](https://hsdroleplayinggame.com/)", + "useroptions": [ + { + "attribute": "techniques", + "displayname": "Starting number of Techniques: ", + "type": "number", + "default": "0", + "description": "How many Techniques a character starts with, before spending EXP." + }, + { + "attribute": "credits", + "displayname": "Starting Credits: ", + "type": "number", + "default": "1000", + "description": "How many credits a character starts with." + }, + { + "attribute": "exp_total", + "displayname": "Starting EXP: ", + "type": "number", + "default": "210", + "description": "How many EXP a character starts with." + } + ] } diff --git a/Hc Svnt Dracones/Hc Svnt Dracones.html b/Hc Svnt Dracones/Hc Svnt Dracones.html index cc5e467000..6e59b94cb9 100644 --- a/Hc Svnt Dracones/Hc Svnt Dracones.html +++ b/Hc Svnt Dracones/Hc Svnt Dracones.html @@ -1076,7 +1076,7 @@
    Size @@ -470,7 +470,7 @@
    - +
    @@ -589,7 +589,7 @@
    - +
    diff --git a/Hermanos-de-sangre/sheet.json b/Hermanos-de-sangre/sheet.json index a8a40af84f..399668ef9a 100644 --- a/Hermanos-de-sangre/sheet.json +++ b/Hermanos-de-sangre/sheet.json @@ -4,5 +4,5 @@ "authors": "Elfonochasis", "roll20userid": "3754033", "preview": "preview.png", - "instructions": "Hoja de personaje para Hermanos de Sangre" + "instructions": "Hoja de personaje para Hermanos de Sangre de Hill Press" } \ No newline at end of file diff --git a/Hero Kids/Hero-Kids.html b/Hero Kids/Hero-Kids.html index 366cc429dd..ee02d01f57 100644 --- a/Hero Kids/Hero-Kids.html +++ b/Hero Kids/Hero-Kids.html @@ -462,7 +462,7 @@


    -
    +
                            
    {{endureStress}} + {{#rollBetween() endureStress 1 10}} + You are overwhelmed. Face Desolation. + {{/rollBetween() endureStress 1 10}} + {{#rollBetween() endureStress 11 25}} + You give up. Forsake Your Vow (if possible, one relevant to your current crisis). + {{/rollBetween() endureStress 11 25}} + {{#rollBetween() endureStress 26 50}} + You give in to a fear or compulsion, and act against your better instincts. + {{/rollBetween() endureStress 26 50}} + {{#rollBetween() endureStress 51 100}} + You persevere. + {{/rollBetween() endureStress 51 100}} +
    diff --git a/Karyu Densetsu/karyu.html b/Karyu Densetsu/karyu.html index 134e721476..6ad85a181f 100644 --- a/Karyu Densetsu/karyu.html +++ b/Karyu Densetsu/karyu.html @@ -56,10 +56,6 @@

     

    - - - -

     

    @@ -258,9 +254,9 @@

    Trunfos:

    -
    +

    -
    +

    @@ -294,7 +290,7 @@
    Nagen Dano - Ougi
    + Ougi

     

    diff --git a/Kids on Bikes Official/kob.css b/Kids on Bikes Official/kob.css index 96ac0b9bb2..520e921ff1 100644 --- a/Kids on Bikes Official/kob.css +++ b/Kids on Bikes Official/kob.css @@ -11,11 +11,23 @@ button:before { button[type='roll'] { background: #bbb; - border-radius: 0.1em; } + border-radius: 0.1em; + font-weight: bold; + font-size: 1.2rem; } + button[type='roll']:hover > span { + color: white; } button[type='roll']:focus, button[type='roll']:hover, button[type='roll']:active { background-color: #770709; } button[type='roll']:focus > img, button[type='roll']:hover > img, button[type='roll']:active > img { filter: invert(1); } + button[type='roll'] > span { + writing-mode: vertical-rl; } + button[type='roll']:nth-of-type(odd) { + box-shadow: 2px 2px 3px 1px #4c4c4c; } + button[type='roll']:nth-of-type(even) { + box-shadow: -2px 2px 3px 1px #4c4c4c; } + button[type='roll']:nth-of-type(odd) > span { + transform: rotate(-180deg); } label { margin: 0px; @@ -66,7 +78,8 @@ div.sheet-kob-row { div.sheet-kob-row div.sheet-biobox textarea[name='attr_character_description'] { grid-column: 1 / 3; } div.sheet-kob-row div.sheet-dicebox { - grid-template-columns: 3em 1fr 1fr 3em; } + grid-template-columns: 3em 1fr 1fr 3em; + grid-column-gap: 2%; } div.sheet-kob-row div.sheet-dicebox button:nth-of-type(odd) { grid-column: 1; } div.sheet-kob-row div.sheet-dicebox button:nth-of-type(even) { diff --git a/Kids on Bikes Official/kob.html b/Kids on Bikes Official/kob.html index bba0cc8ddc..ffc12c67ab 100644 --- a/Kids on Bikes Official/kob.html +++ b/Kids on Bikes Official/kob.html @@ -1,296 +1,4 @@ - - -

    Kids on Bike Character Sheet

    -
    -
    Name - Age - Fear - Motivation - Description - Adversity -
    - - - - - - - - - - - - - - - -
    -
    -
    - - - - - - - - - - - - -
    -
    -
    -
    -

    Strengths -

    - COOL UNDER PRESSURE - EASY GOING - GROSS - HEROIC - INTUITIVE - LOYAL - LUCKY - PREPARED - PROTECTIVE - QUICK HEALING - REBELLIOUS - TOUGH - TREASURE HUNTER - UNASSUMING - WEALTHY - SKILLED AT: - -
    -
    -

    Flaws

    - ABSENT MINDED - BLUNT - BOASTFUL - CLUMSY - CONCEITED - COWARDLY - DECEITFUL - DEMANDING - DISLOYAL - DISOBEDIENT - DOGMATIC - ENVIOUS - FLIPPANT - GLOOMY - GREEDY - HOT-TEMPERED - IGNORANT - INCONSIDERATE - INSECURE - IRRATIONAL - NEUROTIC - OBNOXIOUS - PARANOID - PATRONIZING - PERVERSE - PETTY - PICKY - PREJUDICE - PRIM - RECKLESS - RESENTFUL - RESTLESS - RUDE - SECRETIVE - SELF-CENTERED - SELF-PITYING - SLOVENLY - SUPERSTITIOUS - VAIN - VINDICTIVE -
    -
    -
    -
    -

    Powers

    - -
    -
    -

    Backpack

    - -
    -
    -
    -
    -

    Notes

    - -
    -
    +

    Kids on Bike Character Sheet

    NameAgeFearMotivationDescriptionAdversity

    Strengths

    COOL UNDER PRESSUREEASY GOINGGROSSHEROICINTUITIVELOYALLUCKYPREPAREDPROTECTIVEQUICK HEALINGREBELLIOUSTOUGHTREASURE HUNTERUNASSUMINGWEALTHYSKILLED AT:

    Flaws

    ABSENT MINDEDBLUNTBOASTFULCLUMSYCONCEITEDCOWARDLYDECEITFULDEMANDINGDISLOYALDISOBEDIENTDOGMATICENVIOUSFLIPPANTGLOOMYGREEDYHOT-TEMPEREDIGNORANTINCONSIDERATEINSECUREIRRATIONALNEUROTICOBNOXIOUSPARANOIDPATRONIZINGPERVERSEPETTYPICKYPREJUDICEPRIMRECKLESSRESENTFULRESTLESSRUDESECRETIVESELF-CENTEREDSELF-PITYINGSLOVENLYSUPERSTITIOUSVAINVINDICTIVE

    Powers

    Backpack

    Notes

    diff --git a/Kids on Bikes Official/kob.pug b/Kids on Bikes Official/kob.pug index 6c71008e9e..86d3ab2ebd 100644 --- a/Kids on Bikes Official/kob.pug +++ b/Kids on Bikes Official/kob.pug @@ -1,7 +1,7 @@ //- VERSION //- ============================= -input(name='attr_version' type='hidden' value='1.03') +input(name='attr_version' type='hidden' value='1.04') //- MIXINS include src/pug/_mixins.pug @@ -14,7 +14,7 @@ h1.logo .grid.box.biobox each val in ['Name', 'Age', 'Fear', 'Motivation'] - const attrName = val.toLowerCase(); - img(alt=val src=`${imgSRC}/Label-${val}.png`) + img(alt=val src!=`${imgSRC}/Label-${val}.png`) input(data-i18n-placeholder=val name='attr_character_'+attrName placeholder=val title='@{character_'+attrName+'}' type='text' value='') img(src=`${imgSRC}/Label-Descriptions.png`, alt='Description') textarea(name='attr_character_description' title='@{character_description}') @@ -29,7 +29,8 @@ h1.logo each val in ['Fight', 'Flight', 'Brains', 'Brawn', 'Charm', 'Grit'] - const attrName = val.toLowerCase(); button(name=val type='roll' value!='&{template:rolls}{{header=^{'+val+'}}} {{dice=[[@{'+attrName+'}!+?{modifier|0}]]}}') - img(alt=val src=`${imgSRC}/Label-${val}.png`) + //-img(alt=val src=`${imgSRC}/Label-${val}.png`) + span(data-i18n=val) select(name='attr_'+attrName title='@{'+attrName+'}' value='d4') +diceSelect() diff --git a/Kids on Bikes Official/kob.scss b/Kids on Bikes Official/kob.scss index 732c2510bc..5a16fd9cb8 100644 --- a/Kids on Bikes Official/kob.scss +++ b/Kids on Bikes Official/kob.scss @@ -11,6 +11,12 @@ button:before { display: none; } button[type='roll'] { background: #bbb; border-radius: 0.1em; + font-weight: bold; + font-size: 1.2rem; + + &:hover > span { + color: white; + } &:focus, &:hover, &:active { background-color: #770709; @@ -19,6 +25,22 @@ button[type='roll'] { filter: invert(1); } } + + & > span { + writing-mode: vertical-rl; + } + + &:nth-of-type(odd) { + box-shadow: 2px 2px 3px 1px #4c4c4c; + } + + &:nth-of-type(even) { + box-shadow: -2px 2px 3px 1px #4c4c4c; + } + + &:nth-of-type(odd) > span { + transform: rotate(-180deg); + } } label { @@ -90,6 +112,7 @@ div.sheet-kob-row { div.sheet-dicebox { grid-template-columns: 3em 1fr 1fr 3em; + grid-column-gap: 2%; button { &:nth-of-type(odd) { grid-column: 1; } diff --git a/Kids on Bikes Official/package.json b/Kids on Bikes Official/package.json new file mode 100644 index 0000000000..38b312e0ea --- /dev/null +++ b/Kids on Bikes Official/package.json @@ -0,0 +1,21 @@ +{ + "name": "kob", + "version": "1.0.0", + "description": "Kids on Bikes compiler", + "main": "index.js", + "dependencies": { + "pug": "^2.0.4", + "node-sass": "^4.5.3", + "npm-run-all": "^4.1.1" + }, + "scripts": { + "start": "npm-run-all --parallel compile:sass compile:pug", + "compile:sass": "node-sass kob.scss kob.css -w", + "compile:pug": "pug kob.pug kob.html -w" + }, + "keywords": [ + "Roll20" + ], + "author": "Cassie", + "license": "ISC" +} diff --git a/Kids on Bikes Official/translations/es.json b/Kids on Bikes Official/translations/es.json index 969bbb9fb0..068186cb75 100644 --- a/Kids on Bikes Official/translations/es.json +++ b/Kids on Bikes Official/translations/es.json @@ -9,22 +9,22 @@ "Brawn": "Músculo", "Charm": "Encanto", "Grit": "Agallas", - "COOL UNDER PRESSURE": "FRÍO BAJO PRESIÓN", - "EASY GOING": "RELAJADO", - "GROSS": "GROSERO", - "HEROIC": "HEROICO", - "INTUITIVE": "INTUITIVO", + "COOL UNDER PRESSURE": "FRÍA/O BAJO PRESIÓN", + "EASY GOING": "RELAJADA/O", + "GROSS": "GROSERA/O", + "HEROIC": "HEROICA/O", + "INTUITIVE": "INTUITIVA/O", "LOYAL": "LEAL", - "LUCKY": "AFORTUNADO", - "PREPARED": "PREPARADO", - "PROTECTIVE": "PROTECTOR", + "LUCKY": "AFORTUNADA/O", + "PREPARED": "PREPARADA/O", + "PROTECTIVE": "PROTECTOR/A", "QUICK HEALING": "CURACIÓN RÁPIDA", "REBELLIOUS": "REBELDE", - "TOUGH": "DURO", - "TREASURE HUNTER": "CAZADOR DE TESOROS", - "UNASSUMING": "DISCRETO", - "WEALTHY": "ADINERADO", - "SKILLED AT:": "HABILIDOSO EN:", + "TOUGH": "DURA/O", + "TREASURE HUNTER": "CAZADOR/A DE TESOROS", + "UNASSUMING": "DISCRETA/O", + "WEALTHY": "ADINERADA/O", + "SKILLED AT:": "HABILIDOSA/O EN:", "SKILLED AT DESCRIPTION": "SKILLED AT DESCRIPTION", "ABSENT MINDED": "DISTRAÍDA/O", "BLUNT": "OBTUSA/O", diff --git a/Knight/knight.css b/Knight/knight.css index 4e7fad73f0..6336675f4b 100644 --- a/Knight/knight.css +++ b/Knight/knight.css @@ -401,7 +401,8 @@ input.sheet-tabMenu[value="8"] ~ div.sheet-tab8, input.sheet-tabMenu[value="9"] ~ div.sheet-tab9, input.sheet-tabMenu[value="10"] ~ div.sheet-tab10, input.sheet-tabMenu[value="11"] ~ div.sheet-tab11, -input.sheet-tabMenu[value="12"] ~ div.sheet-tab12 +input.sheet-tabMenu[value="12"] ~ div.sheet-tab12, +input.sheet-tabMenu[value="13"] ~ div.sheet-tab13 { display: block; } @@ -420,6 +421,7 @@ input.sheet-tabMenu[value="12"] ~ div.sheet-tab12 .sheet-tab-content { min-width:823px; + margin-top:5px; } .sheet-tab-content > .sheet-2colrow @@ -3278,7 +3280,6 @@ input.sheet-armureListe[value="monk"] ~ div div.sheet-Monk, input.sheet-armureListe[value="necromancer"] ~ div div.sheet-Necromancer, input.sheet-armureListe[value="paladin"] ~ div .sheet-Paladin, input.sheet-armureListe[value="priest"] ~ div div.sheet-Priest, -input.sheet-armureListe[value="psion"] ~ div div.sheet-Psion, input.sheet-armureListe[value="ranger"] ~ div div.sheet-Ranger, input.sheet-armureListe[value="rogue"] ~ div div.sheet-Rogue, input.sheet-armureListe[value="sorcerer"] ~ div div.sheet-Sorcerer, @@ -3289,10 +3290,6 @@ input.sheet-tabDistance[value="1"] ~ div div.sheet-tabDistance, input.sheet-tabContact[value="2"] ~ div div.sheet-tabContact, input.sheet-tabAutre[value="3"] ~ div div.sheet-tabAutre, input.sheet-tabEquipementDefensif[value="4"] ~ div div.sheet-tabEquipementDefensif, -input.sheet-ranger50-2[value="0"] ~ div div.sheet-rangerNot50-2, -input.sheet-ranger50-2[value="on"] ~ div div.sheet-ranger50-2, -input.sheet-ranger100[value="0"] ~ div div div.sheet-rangerNot100, -input.sheet-ranger100[value="on"] ~ div div div.sheet-ranger100, input.sheet-psion150[value="on"] ~ div div.sheet-psion150, input.sheet-psion150[value="0"] ~ div div.sheet-psionNot150, input.sheet-psion150[value=""] ~ div div.sheet-psionNot150, @@ -4072,6 +4069,23 @@ input.sheet-fanMade[value=""] ~ div div.sheet-notFanMade flex-wrap:wrap; } +input.sheet-armureListe[value="psion"] ~ div div.sheet-Psion +{ + display: flex !important; + width: 100%; + flex-wrap:wrap; +} + +input.sheet-ranger50-2[value="0"] ~ div div.sheet-rangerNot50-2, +input.sheet-ranger50-2[value="on"] ~ div div.sheet-ranger50-2, +input.sheet-ranger100[value="0"] ~ div div div.sheet-rangerNot100, +input.sheet-ranger100[value="on"] ~ div div div.sheet-ranger100 +{ + display: flex !important; + width: 100%; + flex-wrap:wrap; +} + input.sheet-chairAEMineur[value="1"] ~ div div.sheet-chairAEMineur, input.sheet-chairAEMajeur[value="1"] ~ div div.sheet-chairAEMajeur, input.sheet-beteAEMineur[value="1"] ~ div div.sheet-beteAEMineur, @@ -4283,7 +4297,8 @@ input.sheet-IAI[value="1"] ~ div.sheet-menu label.sheet-IAI, input.sheet-vehicule[value="1"] ~ div.sheet-menu label.sheet-vehicule, input.sheet-Modules[value="1"] ~ div.sheet-menu label.sheet-Modules, input.sheet-ficheType[value="0"] ~ div.sheet-menu label.sheet-Modules, -input.sheet-AI[value="1"] ~ div.sheet-menu label.sheet-armesImprovisees +input.sheet-AI[value="1"] ~ div.sheet-menu label.sheet-armesImprovisees, +input.sheet-art[value="1"] ~ div.sheet-menu label.sheet-art { display:block !important; } @@ -4291,7 +4306,7 @@ input.sheet-AI[value="1"] ~ div.sheet-menu label.sheet-armesImprovisees input.sheet-ranger50-1[value="0"] ~ div div.sheet-rangerNot50-1 { display: flex !important; - width: calc(50% - 3px); + width: calc(50% - 1px); flex-wrap:wrap; } @@ -4299,7 +4314,7 @@ input.sheet-ranger50-1[value="on"] ~ div div.sheet-rangerNot50-1, input.sheet-ranger50-1[value="on"] ~ div div.sheet-ranger50-1 { display: flex !important; - width: calc(33.33% - 4px); + width: calc(33.33% - 1px); flex-wrap:wrap; } @@ -4625,13 +4640,13 @@ div.sheet-moduleListDCL > .repcontainer > div:nth-of-type(odd).repitem border-left:1px solid RGB(93,111,179); border-bottom:1px solid RGB(213, 215, 237); border-right:1px solid RGB(213, 215, 237); + border-top:1px solid RGB(213, 215, 237); } div.sheet-moduleListDCL > .repcontainer > div:nth-of-type(even).repitem { - border-bottom:1px solid RGB(213, 215, 237); - border-left:1px solid RGB(213, 215, 237); - border-right:1px solid RGB(93,111,179); + border:1px solid RGB(213, 215, 237); + margin-right:1px; } div.sheet-moduleListDCL > .editmode > div:nth-of-type(even).repitem, @@ -4838,6 +4853,18 @@ div.sheet-moduleListDCL > .editmode > .repitem width:100%; } +div.sheet-moduleList > .editmode > div:nth-of-type(2).repitem, +div.sheet-moduleListDCL > .editmode > div:nth-of-type(2).repitem +{ + margin-top:5px; +} + +div.sheet-moduleList > .repcontainer > div:nth-of-type(1n+3).repitem, +div.sheet-moduleListDCL > .repcontainer > div:nth-of-type(1n+3).repitem +{ + margin-top:5px; +} + div.sheet-moduleList > .editmode > .repitem > label, div.sheet-moduleList > .editmode > .repitem > div:nth-of-type(2), div.sheet-moduleList > .editmode > .repitem > div.sheet-slots, @@ -5052,6 +5079,7 @@ div.sheet-PNJCapacite border-right: 1px solid RGB(93,111,179); border-left: 1px solid RGB(93,111,179); flex-wrap: wrap; + margin-top:5px; } div.sheet-PNJAE > h4, @@ -5144,6 +5172,479 @@ div.sheet-PNJCapacite > .repcontrol border-top:1px solid var(--sombre); } +div.sheet-optionsLongbow +{ + display:flex; + width:calc(50% - 3px); + flex-wrap:wrap; + justify-content:space-around; + padding-bottom:2px; +} + +div.sheet-optionsLongbow > div +{ + display:flex; + width:100%; + justify-content:center; + margin-top:1px; + margin-left:1px; + margin-right:1px; +} + +div.sheet-optionsLongbow > label.sheet-simple +{ + width: 123px; + height: 21px; + display: inline-block; + margin: 2px; + padding: 0px; +} + +div.sheet-optionsLongbow > label.sheet-double +{ + width: 123px; + height: 21px; + display: inline-block; + margin: 2px; + padding: 0px; +} + +div.sheet-optionsLongbow > label.sheet-simple > input[type="checkbox"] +{ + width: calc(123px + 2px); + height: 23px; + opacity: 0; + position: absolute; + margin-left: -2px; +} + +div.sheet-optionsLongbow > label.sheet-double > input[type="checkbox"] +{ + width: calc(123px + 1px - 29px); + height: 23px; + opacity: 0; + position: absolute; + margin-left: -1px; +} + +div.sheet-optionsLongbow > label.sheet-simple > span::before +{ + width: 123px; + line-height: 21px; + height: 21px; + text-align: center !important; + background: RGB(93,111,179); + color: White; + padding: 0px; + display: inline-block; + content: attr(title); + border: 1px solid black; + font-size: 12px; + margin-left: -2px; +} + +div.sheet-optionsLongbow > label.sheet-double > span::before +{ + width: calc(123px - 30px); + line-height: 21px; + height: 21px; + text-align: center !important; + background: RGB(93,111,179); + color: White; + padding: 0px; + display: inline-block; + content: attr(title); + border: 1px solid black; + font-size: 12px; + margin-left: -2px; + padding-right: 25px; +} + +div.sheet-optionsLongbow > label.sheet-simple > input[type="checkbox"]:checked ~ span::before, +div.sheet-optionsLongbow > label.sheet-double > input[type="checkbox"]:checked ~ span::before +{ + box-shadow: 0px 0px 7px 0px #000000 inset; +} + +div.sheet-optionsLongbow > label.sheet-double > input[type="number"] +{ + width: 30px; + height: 23px; + border-top: 1px solid black; + border-right: 1px solid black; + border-bottom: 1px solid black; + border-left: none; + border-radius: 0px; + text-align: center; + position: absolute; + margin-left: -25px; +} + +div.sheet-PNJCapaciteSpecial +{ + display:flex; + background-color:var(--clair); + flex-wrap:wrap; + justify-content:space-evenly; + width:100%; + border:1px solid var(--sombre); + padding-bottom:2px; + margin-top:5px; +} + +div.sheet-PNJCapaciteSpecial > h4 +{ + display:flex; + background-color:var(--sombre); + color:white; + flex-wrap:wrap; + justify-content:center; + width:100%; + padding:0px; + height:28px; + line-height:28px; +} + +div.sheet-PNJCapaciteSpecial > label +{ + width: 155px; + height: 21px; + display: flex; + margin: 2px; + padding: 0px; +} + +div.sheet-PNJCapaciteSpecial > label > input[type="checkbox"] +{ + width: calc(155px + 2px); + height: 23px; + opacity: 0; + position: absolute; +} + +div.sheet-PNJCapaciteSpecial > label > input[type="checkbox"] ~ span::before +{ + width: 155px; + line-height: 21px; + height: 21px; + text-align: center; + background-color: var(--sombre); + color: White; + padding: 0px; + display: inline-block; + content: attr(title); + border: 1px solid black; + font-size: 12px; +} + +div.sheet-PNJCapaciteSpecial > label > input[type="checkbox"]:checked ~ span::before +{ + box-shadow: 0px 0px 7px 0px #000000 inset; +} + +input[type="hidden"][value="0"].sheet-phase2 ~ div.sheet-phase2 +{ + display:none; +} + +input[type="hidden"][value="0"].sheet-phase2 ~ div.sheet-mainBlock +{ + margin-top:5px; +} + +input[type="hidden"][value="1"].sheet-phase2 ~ div.sheet-phase2 +{ + margin-bottom:5px; +} + +div.sheet-domaineArtistique +{ + display:flex; + flex-wrap:wrap; + background-color: var(--sombre); + border:1px solid var(--sombre); +} + +div.sheet-domaineArtistique > input[type="text"] +{ + display:flex; + width:calc(100% - 27px); + background: transparent; + border:0px; + color:white; + padding:0px; + text-align:center; + font-weight:bold; + line-height:28px; + padding-left:27px; +} + +div.sheet-domaineArtistique > button[type="roll"] +{ + display:flex; + width:25px; + margin:0px; + padding: 0px; + border-radius: 0px; + height: 25px; + font-size: 24px; + line-height: 23px; + justify-content: center; +} + +/* div.sheet-domaineArtistique > button[type="roll"]::before */ +/* { */ + /* font-family:"dicefontd6"; */ + /* content:"r"; */ +/* } */ + +div.sheet-domaineArtistique > div, +div.sheet-domaineArtistique > label +{ + display:flex; + width:100%; + background-color:var(--clair); + justify-content:space-between; +} + +div.sheet-domaineArtistique > div:not(:nth-of-type(1)), +div.sheet-domaineArtistique > label +{ + border-bottom:1px solid var(--sombre); +} + +div.sheet-domaineArtistique > div > select +{ + display:flex; + margin:0px; + padding:0px; + width:50%; +} + +div.sheet-domaineArtistique > label +{ + margin:0px; + padding:0px; + font-size:13px; + color:black; +} + +div.sheet-domaineArtistique > label:last-of-type +{ + border-bottom:0px; +} + +div.sheet-domaineArtistique > div:nth-of-type(3) > span +{ + display:flex; + justify-content:center; + font-weight:bold; + font-size:14px; + color:black; + align-items:center; +} + +div.sheet-domaineArtistique > span +{ + display:flex; + justify-content:center; + font-weight:bold; + font-size:14px; + color:black; + align-items:center; + width:100%; + background-color:var(--clair); + border-top:1px solid var(--sombre); + border-bottom:1px solid var(--sombre); +} + +div.sheet-domaineArtistique > div:nth-of-type(3) > span:nth-of-type(1) +{ + width:120px; + text-align:center; +} + +div.sheet-domaineArtistique > div:nth-of-type(3) > span:nth-of-type(2) +{ + width:calc(100% - 120px); +} + +div.sheet-domaineArtistique > label > span +{ + display:flex; + font-size:14px; + color:black; + align-items:center; +} + +div.sheet-domaineArtistique > label > span:nth-of-type(1) +{ + width:75px; + padding-left:2px; +} + +div.sheet-domaineArtistique > label > span:nth-of-type(2) +{ + width:45px; + justify-content:center; +} + +div.sheet-domaineArtistique > label > div +{ + display:flex; + width:calc(100% - 120px); + color:black; +} + +div.sheet-domaineArtistique > div:last-of-type +{ + border-bottom:0px; +} + +div.sheet-oeuvreArt, +div.sheet-oeuvreArtCree +{ + display:flex; + flex-wrap:wrap; + justify-content:space-between; + background-color:var(--sombre); + border:1px solid var(--sombre); +} + +div.sheet-oeuvreArt > h4, +div.sheet-oeuvreArtCree > h4 +{ + display:flex; + flex-wrap:wrap; + width:100%; + color:white; + justify-content:center; + line-height:28px; +} + +div.sheet-oeuvreArt > div:nth-of-type(1) +{ + display:flex; + flex-wrap:wrap; + width:100%; + justify-content:space-between; + border-bottom:1px solid var(--sombre); +} + +div.sheet-oeuvreArt > div, +div.sheet-oeuvreArtCree > div +{ + background-color:var(--clair); +} + +div.sheet-oeuvreArt > div > span +{ + display:flex; + flex-wrap:wrap; + justify-content:center; + font-weight:bold; + font-size:14px; +} + +div.sheet-oeuvreArt > div > span:nth-of-type(1) +{ + width:120px; +} + +div.sheet-oeuvreArt > div > span:nth-of-type(2) +{ + width:calc(100% - 120px); +} + +div.sheet-oeuvreArt > .repcontainer > .repitem, +div.sheet-oeuvreArtCree > .repcontainer > .repitem +{ + display:flex; + width:100%; + justify-content:space-between; + background-color:var(--clair); + border-bottom:1px solid var(--sombre); + flex-wrap:wrap; +} + +div.sheet-oeuvreArt > .repcontainer > .repitem > input[type="text"] +{ + padding:0px; + border-top:0px; + border-bottom:0px; + line-height:25px; +} + +div.sheet-oeuvreArt > .repcontainer > .repitem > input[type="text"]:nth-of-type(1) +{ + width:120px; + text-align:center; + border-right:0px; +} + +div.sheet-oeuvreArt > .repcontainer > .repitem > input[type="text"]:nth-of-type(2) +{ + width:calc(100% - 120px); +} + +div.sheet-oeuvreArt > .repcontainer > .repitem > .itemcontrol > .btn +{ + padding-top:0px; + padding-bottom:0px; + line-height:23px; +} + +div.sheet-oeuvreArtCree +{ + margin-top:5px; +} + +div.sheet-oeuvreArtCree > .repcontainer > .repitem +{ + background-color:var(--sombre); +} + +div.sheet-oeuvreArtCree > .repcontainer > div:not(:first-of-type).repitem +{ + border-top:2px double var(--sombre); +} + +div.sheet-oeuvreArtCree > .repcontainer > .repitem > label +{ + display:flex; + width:100%; + justify-content:space-between; + background-color:var(--clair); + margin:0px; + padding:0px; +} + +div.sheet-oeuvreArtCree > .repcontainer > .repitem > label > span +{ + display:flex; + width:100px; + padding-left:2px; + font-weight:bold; + font-size:14px; + align-items:center; +} + +div.sheet-oeuvreArtCree > .repcontainer > .repitem > label > input[type="text"] +{ + display:flex; + width:calc(100% - 100px); + line-height:28px; + padding:0px; + border-top:0px; + border-bottom:0px; + border-right:0px; +} + +div.sheet-oeuvreArtCree > .repcontainer > .repitem > div +{ + border-top:1px solid var(--sombre); +} + /*------------ Templates --------------*/ @@ -5163,7 +5664,8 @@ Templates .sheet-rolltemplate-distancePNJ div.sheet-mainBlock, .sheet-rolltemplate-contactPNJ div.sheet-mainBlock, .sheet-rolltemplate-bande div.sheet-mainBlock, -.sheet-rolltemplate-vehicule div.sheet-mainBlock +.sheet-rolltemplate-vehicule div.sheet-mainBlock, +.sheet-rolltemplate-base { width:100%; display:flex; @@ -5187,7 +5689,8 @@ Templates .sheet-rolltemplate-distancePNJ div.sheet-mainBlock div, .sheet-rolltemplate-contactPNJ div.sheet-mainBlock div, .sheet-rolltemplate-bande div.sheet-mainBlock div, -.sheet-rolltemplate-vehicule div.sheet-mainBlock div +.sheet-rolltemplate-vehicule div.sheet-mainBlock div, +.sheet-rolltemplate-base div { width:100%; display:flex; @@ -5217,7 +5720,8 @@ Templates .sheet-rolltemplate-distancePNJ div.sheet-mainBlock div.sheet-fondSombre, .sheet-rolltemplate-contactPNJ div.sheet-mainBlock div.sheet-fondSombre, .sheet-rolltemplate-bande div.sheet-mainBlock div.sheet-fondSombre, -.sheet-rolltemplate-vehicule div.sheet-mainBlock div.sheet-fondSombre +.sheet-rolltemplate-vehicule div.sheet-mainBlock div.sheet-fondSombre, +.sheet-rolltemplate-base div.sheet-fondSombre { background-color:RGB(93,111,179); } @@ -5237,7 +5741,8 @@ Templates .sheet-rolltemplate-distancePNJ div.sheet-mainBlock div:first-child, .sheet-rolltemplate-contactPNJ div.sheet-mainBlock div:first-child, .sheet-rolltemplate-bande div.sheet-mainBlock div:first-child, -.sheet-rolltemplate-vehicule div.sheet-mainBlock div:first-child +.sheet-rolltemplate-vehicule div.sheet-mainBlock div:first-child, +.sheet-rolltemplate-base div:first-child { margin-top:0px; } @@ -5257,11 +5762,25 @@ Templates .sheet-rolltemplate-distancePNJ div.sheet-mainBlock div:last-child, .sheet-rolltemplate-contactPNJ div.sheet-mainBlock div:last-child, .sheet-rolltemplate-bande div.sheet-mainBlock div:last-child, -.sheet-rolltemplate-vehicule div.sheet-mainBlock div:last-child +.sheet-rolltemplate-vehicule div.sheet-mainBlock div:last-child, +.sheet-rolltemplate-base div:last-child { border-bottom:1px solid RGB(93,111,179); } +.sheet-rolltemplate-simple div.sheet-spaceBetween +{ + justify-content:space-between; +} + +.sheet-rolltemplate-simple a[href^="~"] +{ + background-color: RGB(91, 111, 179); + font-weight: bold; + border: 0px; + border-radius: 5px; +} + .sheet-rolltemplate-initiative div.sheet-mainBlock .sheet-titre, .sheet-rolltemplate-simple div.sheet-mainBlock .sheet-titre, .sheet-rolltemplate-distance div.sheet-mainBlock .sheet-titre, @@ -5277,7 +5796,8 @@ Templates .sheet-rolltemplate-distancePNJ div.sheet-mainBlock .sheet-titre, .sheet-rolltemplate-contactPNJ div.sheet-mainBlock .sheet-titre, .sheet-rolltemplate-bande div.sheet-mainBlock .sheet-titre, -.sheet-rolltemplate-vehicule div.sheet-mainBlock .sheet-titre +.sheet-rolltemplate-vehicule div.sheet-mainBlock .sheet-titre, +.sheet-rolltemplate-base .sheet-titre { line-height:28px; height:28px; @@ -5304,7 +5824,8 @@ Templates .sheet-rolltemplate-distancePNJ div.sheet-mainBlock .sheet-center, .sheet-rolltemplate-contactPNJ div.sheet-mainBlock .sheet-center, .sheet-rolltemplate-bande div.sheet-mainBlock .sheet-center, -.sheet-rolltemplate-vehicule div.sheet-mainBlock .sheet-center +.sheet-rolltemplate-vehicule div.sheet-mainBlock .sheet-center, +.sheet-rolltemplate-base .sheet-center { text-align:center; width:100%; @@ -5332,7 +5853,8 @@ Templates .sheet-rolltemplate-druidSupport div.sheet-mainBlock .sheet-justify, .sheet-rolltemplate-druidCombat div.sheet-mainBlock .sheet-justify, .sheet-rolltemplate-distancePNJ div.sheet-mainBlock .sheet-justify, -.sheet-rolltemplate-contactPNJ div.sheet-mainBlock .sheet-justify +.sheet-rolltemplate-contactPNJ div.sheet-mainBlock .sheet-justify, +.sheet-rolltemplate-simple .sheet-justify { text-align:justify; width:100%; @@ -5353,7 +5875,8 @@ Templates .sheet-rolltemplate-distancePNJ div.sheet-mainBlock .sheet-textCenter, .sheet-rolltemplate-contactPNJ div.sheet-mainBlock .sheet-textCenter, .sheet-rolltemplate-bande div.sheet-mainBlock .sheet-textCenter, -.sheet-rolltemplate-vehicule div.sheet-mainBlock .sheet-textCenter +.sheet-rolltemplate-vehicule div.sheet-mainBlock .sheet-textCenter, +.sheet-rolltemplate-base .sheet-textCenter { text-align:center; } @@ -5440,7 +5963,8 @@ Templates .sheet-rolltemplate-distancePNJ div.sheet-mainBlock .sheet-W80, .sheet-rolltemplate-contactPNJ div.sheet-mainBlock .sheet-W80, .sheet-rolltemplate-bande div.sheet-mainBlock .sheet-W80, -.sheet-rolltemplate-vehicule div.sheet-mainBlock .sheet-W80 +.sheet-rolltemplate-vehicule div.sheet-mainBlock .sheet-W80, +.sheet-rolltemplate-base .sheet-W80 { width:80%; } @@ -5479,7 +6003,8 @@ Templates .sheet-rolltemplate-distancePNJ div.sheet-mainBlock .sheet-W20, .sheet-rolltemplate-contactPNJ div.sheet-mainBlock .sheet-W20, .sheet-rolltemplate-bande div.sheet-mainBlock .sheet-W20, -.sheet-rolltemplate-vehicule div.sheet-mainBlock .sheet-W20 +.sheet-rolltemplate-vehicule div.sheet-mainBlock .sheet-W20, +.sheet-rolltemplate-base .sheet-W20 { width:20%; } @@ -5515,7 +6040,8 @@ Templates .sheet-rolltemplate-contactPNJ .inlinerollresult, .sheet-rolltemplate-initiativePNJ .inlinerollresult, .sheet-rolltemplate-bande .inlinerollresult, -.sheet-rolltemplate-vehicule .inlinerollresult +.sheet-rolltemplate-vehicule .inlinerollresult, +.sheet-rolltemplate-base .inlinerollresult { background-color: transparent; border: none; @@ -5537,7 +6063,8 @@ Templates .sheet-rolltemplate-contactPNJ .inlinerollresult.fullcrit, .sheet-rolltemplate-initiativePNJ .inlinerollresult.fullcrit, .sheet-rolltemplate-bande .inlinerollresult.fullcrit, -.sheet-rolltemplate-vehicule .inlinerollresult.fullcrit +.sheet-rolltemplate-vehicule .inlinerollresult.fullcrit, +.sheet-rolltemplate-base .inlinerollresult.fullcrit { border: none; } @@ -5557,7 +6084,8 @@ Templates .sheet-rolltemplate-contactPNJ .inlinerollresult.fullfail, .sheet-rolltemplate-initiativePNJ .inlinerollresult.fullfail, .sheet-rolltemplate-bande .inlinerollresult.fullfail, -.sheet-rolltemplate-vehicule .inlinerollresult.fullfail +.sheet-rolltemplate-vehicule .inlinerollresult.fullfail, +.sheet-rolltemplate-base .inlinerollresult.fullfail { border: none; } @@ -5577,7 +6105,8 @@ Templates .sheet-rolltemplate-contactPNJ .inlinerollresult.importantroll, .sheet-rolltemplate-initiativePNJ .inlinerollresult.importantroll, .sheet-rolltemplate-bande .inlinerollresult.importantroll, -.sheet-rolltemplate-vehicule .inlinerollresult.importantroll +.sheet-rolltemplate-vehicule .inlinerollresult.importantroll, +.sheet-rolltemplate-base .inlinerollresult.importantroll { border: none; } \ No newline at end of file diff --git a/Knight/knight.html b/Knight/knight.html index 20b93f6aa5..65945ab686 100644 --- a/Knight/knight.html +++ b/Knight/knight.html @@ -4544,6 +4544,12 @@ Utiliser les capacités héroïques.
    +
    + +
    +
    + +
    -
    @@ -4780,7 +4793,7 @@
    -
    +

    Bonus/Malus aux Jets

    @@ -8298,7 +8311,7 @@ Effet : L’arme reçoit un bonus de 3 permanent aux dégâts qu’elle inflige.
    -
    +

    Capacités Fan Made

    @@ -8311,8 +8324,16 @@ Effet : L’arme reçoit un bonus de 3 permanent aux dégâts qu’elle inflige.
    - -
    + +
    +

    Capacités spéciales

    + +
    + +

    Capacités

    @@ -8327,6 +8348,28 @@ Effet : L’arme reçoit un bonus de 3 permanent aux dégâts qu’elle inflige.
    + + +
    +

    Phase 2

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

    Notes

    @@ -9830,7 +9873,7 @@ Effet : L’arme reçoit un bonus de 3 permanent aux dégâts qu’elle inflige.
    -
    +

    Effets à 2PE

    @@ -9871,7 +9914,7 @@ Effet : L’arme reçoit un bonus de 3 permanent aux dégâts qu’elle inflige.
    -
    +

    Effets à 3PE

    @@ -9913,7 +9956,7 @@ Effet : L’arme reçoit un bonus de 3 permanent aux dégâts qu’elle inflige.
    -
    +

    Effets à 6PE

    @@ -19215,7 +19258,7 @@ Effet : L’arme reçoit un bonus de 3 permanent aux dégâts qu’elle inflige. - + @@ -23056,6 +23099,129 @@ Attention : l’effet ne peut pas se cumuler alors que la cible est déjà sous
    + +
    + + + + +
    +
    +
    +
    +

    Bonus/Malus aux Jets

    + +
    +
    +
    + + +
    + + +
    + Effet de pratique +
    + + +
    +
    + Qualité + Bonus +
    + + + + Effet d'Oeuvre +
    + + +
    +
    +
    +
    +
    +

    Oeuvres d'arts en créations

    +
    + Durée + Oeuvre +
    +
    + + +
    +
    +
    +

    Oeuvres d'arts créées

    +
    + +
    + + +
    +
    +
    +
    +
    +
    @@ -23064,6 +23230,19 @@ Attention : l’effet ne peut pas se cumuler alors que la cible est déjà sous
    + +
    +

    {{Nom}}

    +
    +
    +

    {{type}}

    +
    +
    +
    Résultat
    +
    {{jet}}
    +
    +
    +
    @@ -23133,10 +23312,12 @@ Attention : l’effet ne peut pas se cumuler alors que la cible est déjà sous
    {{^guardian}} {{^sans}} -
    -
    +OD
    -
    {{OD1}} + {{OD2}}
    -
    + {{^art}} +
    +
    +OD
    +
    {{OD1}} + {{OD2}}
    +
    + {{/art}} {{/sans}} {{/guardian}} {{#barbarian}} @@ -23193,7 +23374,55 @@ Attention : l’effet ne peut pas se cumuler alors que la cible est déjà sous
    {{/rollGreater() bonusWarrOD2 0}} {{/^rollGreater() bonusWarrOD1 0}} - {{/warrior}} + {{/warrior}} + {{#art}} +
    +

    {{art}}

    +
    +
    +
    + {{effetPratique}} +
    +
    +
    +

    Apprenti (3 à 5)

    +
    +
    +
    + {{qualiteApprenti}} +
    +
    +
    +

    Initié (6 à 8)

    +
    +
    +
    + {{qualiteInitie}} +
    +
    +
    +

    Maître (9+)

    +
    +
    +
    + {{qualiteMaitre}} +
    +
    +
    +

    Effet

    +
    +
    +
    + Espérance +
    +
    +
    +

    Dégâts / Violence / Espoir

    +
    +
    + {{1d6}} {{2d6}} {{3d6}} {{4d6}} +
    + {{/art}}
    diff --git a/L5R Fantasy Flight Games/translations/es.json b/L5R Fantasy Flight Games/translations/es.json index cc221c1b45..6eb1db6a89 100644 --- a/L5R Fantasy Flight Games/translations/es.json +++ b/L5R Fantasy Flight Games/translations/es.json @@ -1,270 +1,270 @@ { - "character-name-u": "Character Name:", + "character-name-u": "Nombre del Personaje:", "clan-u": "Clan:", - "family-u": "Family", - "school-u": "School", - "rank-u": "Rank", - "player-u": "Player Name:", - "techtypes-u": "Technique Types Available:", - "narrative-u": "Narrative Mode", - "conflict-u": "Conflict Mode", - "advance-u": "Advancement", - "campaign-u": "Campaign Sheet", - "20questions-u": "20 Questions", - "npcs-u": "NPC Sheet", - "air-u": "Air", - "earth-u": "Earth", - "fire-u": "Fire", - "water-u": "Water", - "void-u": "Void", - "skill-name-u": "Skill Name", - "roll-u": "+Skill", - "keep-u": "+Ring", - "ring-u": "Ring:", - "skill-u": "Skill:", - "modifiers-u": "Modifiers:", - "modifiers-nocolon-u": "Modifiers", - "approach-u": "Approach", - "aesthetics-u": "Aesthetics", - "composition-u": "Composition", - "design-u": "Design", - "smithing-u": "Smithing", - "artisan-skills-u": "Artisan Skills", - "martial-skills-u": "Martial Skills", - "fitness-u": "Fitness", - "martial_arts_melee-u": "M.A. [Melee]", - "martial_arts_ranged-u": "M.A. [Ranged]", - "martial_arts_unarmed-u": "M.A. [Unarmed]", - "meditation-u": "Meditation", - "tactics-u": "Tactics", - "social-skills-u": "Social Skills", - "command-u": "Command", - "courtesy-u": "Courtesy", - "games-u": "Games", - "performance-u": "Performance", - "scholar-skills-u": "Scholar Skills", - "culture-u": "Culture", - "government-u": "Government", - "sentiment-u": "Sentiment", - "theology-u": "Theology", - "medicine-u": "Medicine", - "trade-skills-u": "Trade Skills", - "survival-u": "Survival", - "commerce-u": "Commerce", - "labor-u": "Labor", - "seafaring-u": "Seafaring", - "skulduggery-u": "Skulduggery", + "family-u": "Familia", + "school-u": "Escuela", + "rank-u": "Rango", + "player-u": "Nombre del Jugador:", + "techtypes-u": "Tipos de Técnicas Disponibles:", + "narrative-u": "Modo Narrativo", + "conflict-u": "Modo Enfrentamiento", + "advance-u": "Mejoras", + "campaign-u": "Hoja de Campaña", + "20questions-u": "20 Preguntas", + "npcs-u": "Hoja de PNJ", + "air-u": "Aire", + "earth-u": "Tierra", + "fire-u": "Fuego", + "water-u": "Agua", + "void-u": "Vacío", + "skill-name-u": "Nombre de Habilidad", + "roll-u": "+Habilidad", + "keep-u": "+Anillo", + "ring-u": "Anillo:", + "skill-u": "Habilidad:", + "modifiers-u": "Modificadores:", + "modifiers-nocolon-u": "Modificadores", + "approach-u": "Planteamiento", + "aesthetics-u": "Estética", + "composition-u": "Composición", + "design-u": "Diseño", + "smithing-u": "Herrería", + "artisan-skills-u": "Habilidades Artesanales", + "martial-skills-u": "Habilidades Marciales", + "fitness-u": "Aptitud física", + "martial_arts_melee-u": "A.M. [Armas Cuerpo a Cuerpo]", + "martial_arts_ranged-u": "A.M. [A distancia]", + "martial_arts_unarmed-u": "A.M. [Sin armas]", + "meditation-u": "Meditación", + "tactics-u": "Estrategía", + "social-skills-u": "Habilidades Sociales", + "command-u": "Mando", + "courtesy-u": "Cortesía", + "games-u": "Pasatiempos", + "performance-u": "Interpretación", + "scholar-skills-u": "Habilidades Académicas", + "culture-u": "Cultura", + "government-u": "Gobierno", + "sentiment-u": "Sentimiento", + "theology-u": "Teología", + "medicine-u": "Medicina", + "trade-skills-u": "Habilidades Mercantiles", + "survival-u": "Supervivencia", + "commerce-u": "Comercio", + "labor-u": "Trabajo manual", + "seafaring-u": "Navegación", + "skulduggery-u": "Actividad Criminal", "honor-u": "Honor", - "glory-u": "Glory", - "status-u": "Status", + "glory-u": "Gloria", + "status-u": "Estatus", "ninjo-u": "Ninjō", "ninjo-colon-u": "Ninjō:", "giri-u": "Giri", "giri-colon-u": "Giri:", - "titles-u": "Titles", - "roller-u": "Roller", - "symbolkey-u": "Symbol Key", - "success-u": "Success", - "explosivesuccess-u": "Explosive Success", - "opportunity-u": "Opportunities", - "strife-u": "Strife", - "socialstatus-u": "Social Status", - "advantagesanddisadvantages-u": "Advantages and Disadvantages", - "distinctions-u": "DISTINCTIONS: Reroll up to two dice of your choice when a distinction helps you on a check.", + "titles-u": "Títulos", + "roller-u": "Lanzador de dados", + "symbolkey-u": "Leyenda de símbolos", + "success-u": "Éxito", + "explosivesuccess-u": "Éxito relanzable", + "opportunity-u": "Oportunidad", + "strife-u": "Conflicto", + "socialstatus-u": "Estatus social", + "advantagesanddisadvantages-u": "Ventajas y Desventajas", + "distinctions-u": "DISTINCIONES: Vuelve a tirar hasta dos dados a tu elección cuando una distinción te beneficie en una tirada.", "adversities-u": "ADVERSITIES: Reroll two dice showing success or explossive success results when a flaw hinders you on a check. Then, if you failed, regain 1 Void point.", - "passions-u": "PASSIONS: After performing a check related to your passion, remove 3 strife.", + "passions-u": "PASIONES: Después de efectuar una tirada relacionada con tu pasión, descarta 3 puntos de Conflicto.", "anxieties-u": "ANXIETIES: After performing a check related to your anxiety, suffer 3 strife. If you suffer an Unmasking as a result, regain 1 Void point.", "personalunmasking-u": "Personal Unmasking", "othercharacters-u": "Other Characters, their status, and notes.", - "experience-u": "Experience", - "total-xp-u": "Total XP", - "saved-xp-u": "Saved XP", - "spent-xp-u": "Spent XP", + "experience-u": "Experiencia", + "total-xp-u": "PE Totales", + "saved-xp-u": "PE Guardados", + "spent-xp-u": "PE Gastados", "air-stance-u": "Air Stance (conflict only): Increase the TN of Attack and Scheme action checks targeting you by 1. If your school rank is 4 or higher, increase the TN by 2 instead.", "earth-stance-u": "Earth Stance (conflict only): Other characters cannot spend opportunity targeting you.", "fire-stance-u": "Fire Stance (conflict only): If you succeed, increase your degrees of success by 1 for each strife result.", "water-stance-u": "Water Stance (conflict only): During your turn, you may perform 1 additional action that does not require a check.", "void-stance-u": "Void Stance (conflict only): You do not gain Strife from strife results on checks.", - "advantages-u": "Advantages", - "disadvantages-u": "Disadvantages", - "school-ability-u": "School Ability", + "advantages-u": "Ventajas", + "disadvantages-u": "Desventajas", + "school-ability-u": "Capacidad de Escuela", "derivative-attributes-u": "Derivative Attributes", - "endurance-u": "Endurance", - "fatigue-u": "Fatigue", - "composure-u": "Composure", - "focus-u": "Focus", - "vigilance-u": "Vigilance", - "void-points-u": "Void Points", - "max-void-u": "Max Void", - "current-u": "Cur Void", - "conditions-u": "Conditions", - "weapons-u": "Weapons", - "armor-u": "Armor", - "name-u": "Name", - "damage-u": "Damage", - "deadliness-u": "Deadliness", - "range-u": "Range", - "protection-type-u": "Protection Type (Resistance)", + "endurance-u": "Aguante", + "fatigue-u": "Fatiga", + "composure-u": "Compostura", + "focus-u": "Concentración", + "vigilance-u": "Alerta", + "void-points-u": "Puntos de Vacío", + "max-void-u": "Vacío Máximo", + "current-u": "Vacío Actual", + "conditions-u": "Estados", + "weapons-u": "Armas", + "armor-u": "Armadura", + "name-u": "Nombre", + "damage-u": "Daño", + "deadliness-u": "Letalidad", + "range-u": "Alcance", + "protection-type-u": "Tipo de protección (Resistencia)", "physical-resistance-u": "Phy Resistance", "supernatural-resistance-u": "Sup Resistance", "qualities-u": "Qualities", - "notes-gear-u": "Notes and Gear Inventory", - "techniques-u": "Techniques", - "activation-u": "Activation", - "effects-u": "Effects", + "notes-gear-u": "Notas y Equipo", + "techniques-u": "Técnicas", + "activation-u": "Activación", + "effects-u": "Efectos", "p-u": "p# ", - "narrative-mode-u": "Narrative Mode", - "rings-skills-u": "Rings, Skills, and Information", - "conflict-mode-u": "Conflict Mode", - "armaments-u": "Armaments", - "minion-u": "(Minion)", - "adversary-u": "(Adversary)", - "details-u": "Details", - "conflict-rank-u": "Conflict Rank:", - "combat-u": "Combat ", - "intrigue-u": "Intrigue ", - "skills-u": "Skills:", - "advantages-colon-u": "Advantages:", - "disadvantages-colon-u": "Disadvatages:", - "demeanor-u": "Demeanor:", + "narrative-mode-u": "Modo Narrativo", + "rings-skills-u": "Anillos, Habilidades e Información", + "conflict-mode-u": "Modo Enfrentamiento", + "armaments-u": "Armamento", + "minion-u": "(Esbirro)", + "adversary-u": "(Adversario)", + "details-u": "Detalles", + "conflict-rank-u": "Nivel de Enfrentamiento:", + "combat-u": "Combate ", + "intrigue-u": "Intriga ", + "skills-u": "Habilidades:", + "advantages-colon-u": "Ventajas:", + "disadvantages-colon-u": "Desventajas:", + "demeanor-u": "Conducta:", "typical-unmasking-u": "Typical Unmasking:", "honor-colon-u": "Honor:", - "glory-colon-u": "Glory:", - "status-colon-u": "Status:", - "abilities-colon-u": "Abilities: ", - "gear-equiped-u": "Gear (equipped):", - "gear-other-u": "Gear (other):", - "artisan-u": "Artisan ", - "martial-u": "Martial ", - "social-u": "Social ", - "scholar-u": "Scholar ", - "trade-u": "Trade ", + "glory-colon-u": "Gloria:", + "status-colon-u": "Estatus:", + "abilities-colon-u": "Capacidades: ", + "gear-equiped-u": "Equipo (equipado):", + "gear-other-u": "Equipo (otro):", + "artisan-u": "Artesanales ", + "martial-u": "Marciales ", + "social-u": "Sociales ", + "scholar-u": "Académicas ", + "trade-u": "Mercantiles ", "kata-u": "Kata:", "kiho-u": "Kihō:", - "invocations-u": "Invocations:", - "rituals-u": "Rituals:", + "invocations-u": "Invocaciones:", + "rituals-u": "Rituales:", "shuji-u": "Shūji:", - "20-questions-worksheet-u": "Twenty Questions Worksheet", - "20hello-u": "You can use this sheet to fill in your answers to the Game of Twenty Questions, and to take notes for later!", - "question1-u": "1). What clan does your character belong to?", - "question2-u": "2). What family does your character belong to?", - "question3-u": "3). What is your character’s school and role?", - "question4-u": "4). How does your character stand out within their school?", - "question5-u": "5). What is your character’s duty to their lord?", - "question6-u": "6). What does your character long for?", - "question7-u": "7). What is your character’s opinion of their clan?", - "question8-u": "8). What does your character think of Bushidō?", - "question9-u": "9). What is your character’s greatest accomplishment so far?", - "question10-u": "10). What holds your characters back the most in life?", - "question11-u": "11). What makes your character feel at peace?", - "question12-u": "12). What concern, fear, or foible troubles your character the most?", - "question13-u": "13). Who has your character learned the most from during their life?", - "question14-u": "14). What details do others find most striking about your character?", - "question15-u": "15). How does your character respond to stressful situations?", - "question16-u": "16. What are your character’s preexisting relationships with other clans, families, organizations, and traditions?", - "question17-u": "17). How would your character’s parents describe them?", - "question18-u": "18). Who was your character named to honor?", - "question19-u": "19). What is your character’s personal name?", - "question20-u": "20). How should your character die?", - "part-i-u": "Part I: Core Identity (Clan & Family)", - "part-ii-u": "Part II: Role & School", - "part-iii-u": "Part III: Honor & Glory", - "part-iv-u": "Part IV: Strengths & Weaknesses", - "part-v-u": "Part V: Personality & Behavior", - "part-vi-u": "Part VI: Ancestry & Family", - "part-vii-u": "Part VII: Death", - "ring-increase-u": "Ring Increase (1)", - "ring-increase2-u": "Ring Increase (2)", - "skill-increases0-u": "Skill Increase (0–1)", - "skill-increases1-u": "Skill Increases (1)", - "skill-increases2-u": "Skill Increases (2)", - "skill-increases3-u": "Skill Increases (3-5)", - "techniques-available-u": "Techniques Available", - "starting-equipment-u": "Starting Equipment", - "starting-techniques-u": "Starting Techniques (2–5)", - "glory-increase-u": "Glory Increase", - "honor-increase-u": "Honor Increase", - "distinction1-u": "Distinction (1)", - "adversity1-u": "Adversity (1)", - "anxiety1-u": "Anxiety (1)", - "passion1-u": "Passion (1)", - "advantage1-u": "Advantage (1)", - "disadvantage1-u": "Disadvantage (1)", - "or-u": "OR", - "notes-u": "Notes", - "samurai-heritage-u": "Samurai Heritage (Result)", - "name-colon-u": "Name:", - "damage-colon-u": "Damage: ", - "deadliness-colon-u": "Deadliness: ", - "approach-colon-u": "Approach:", - "effects-colon-u": "Effects:", - "immediate-effects-colon-u": "Immediate Effects:", - "kiho-effect-colon-u": "Kihō Effect:", - "silhouette-u": "Silhouette ", - "artisan-tooltip-u": "

    Artisan Approaches

    Refine (Air)

    Restore(Earth)

    Invent (Fire)

    Adapt (Water)

    Attune (Void)", - "martial-tooltip-u": "

    Martial Approaches

    Feint (Air)

    Withstand (Earth)

    Overwhelm (Fire)

    Shift (Water)

    Sacrifice (Void)", - "social-tooltip-u": "

    Social Approaches

    Trick (Air)

    Reason (Earth)

    Incite (Fire)

    Charm (Water)

    Enlighten (Void)", - "scholar-tooltip-u": "

    Scholar Approaches

    Analyze (Air)

    Recall (Earth)

    Theorize (Fire)

    Survey (Water)

    Sense (Void)", - "trade-tooltip-u": "

    Trade Approaches

    Con (Air)

    Produce (Earth)

    Innovate (Fire)

    Exchange (Water)

    Subsist (Void)", - "roll-emote-u": "@{name} rolls a skill! (Keep up to @{ringdie} dice, minimum of 5.)", - "army-u": "Armies", - "strength-u": "Strength:", - "discipline-u": "Discipline:", + "20-questions-worksheet-u": "Hoja de las Veinte Preguntas", + "20hello-u": "Puedes usar esta hoja para ir rellenando tus respuestas al Juego de las veinte preguntas, y para tomar notas para el futuro.", + "question1-u": "1). ¿A qué clan pertenece tu personaje?", + "question2-u": "2). ¿A qué familia pertenece tu personaje?", + "question3-u": "3). ¿Cuál es la escuela de tu personajes, y qué funciones cumple en esa escuela?", + "question4-u": "4). ¿De qué manera destaca tu personaje dentro de su escuela?", + "question5-u": "5). ¿Quién es tu señor y cuál es el deber de tu personaje hacia él?", + "question6-u": "6). ¿Qué es lo que anhela tu personaje?", + "question7-u": "7). ¿Cuál es la relación de tu personaje con tu clan?", + "question8-u": "8). ¿Qué piensa tu personaje acerca del Bushidō?", + "question9-u": "9). ¿Cuál ha sido el mayor logro de tu personaje hasta ahora?", + "question10-u": "10). ¿Qué es lo que frena más a tu personaje en la vida?", + "question11-u": "11). ¿Qué actividad hace que tu personaje se sienta más en paz?", + "question12-u": "12). ¿Qué preocupación, miedo o debilidad perturba más a tu personaje?", + "question13-u": "13). ¿Quién ha sido la persona de la que más ha aprendido tu personaje en el transcurso de su vida?", + "question14-u": "14). ¿Qué es lo que advierte primero la gente al encontrarse con tu personaje?", + "question15-u": "15). ¿Cómo reacciona tu personaje ante situaciones de tensión?", + "question16-u": "16). ¿Cuáles son las relaciones previas de tu personaje con otros clanes, familias, organizaciones y tradiciones?", + "question17-u": "17). ¿Cómo describirían sus padres a tu personaje?", + "question18-u": "18). ¿En honor de quién se eligió el nombre de tu personaje?", + "question19-u": "19). ¿Cuál es el nombre personal de tu personaje?", + "question20-u": "20). ¿Cómo debería morir tu personaje?", + "part-i-u": "Parte I: Identidad básica (Clan y Familia)", + "part-ii-u": "Parte II: Función y Escuela", + "part-iii-u": "Parte III: Honor y Gloria", + "part-iv-u": "Parte IV: Fortalezas y Debilidades", + "part-v-u": "Parte V: Personalidad y Comportamiento", + "part-vi-u": "Parte VI: Ancestros y Familia", + "part-vii-u": "Parte VII: Muerte", + "ring-increase-u": "Incremento de Anillos (1)", + "ring-increase2-u": "Incremento de Anillos (2)", + "skill-increases0-u": "Incremento de Habilidades (0–1)", + "skill-increases1-u": "Incremento de Habilidades (1)", + "skill-increases2-u": "Incremento de Habilidades (2)", + "skill-increases3-u": "Incremento de Habilidades (3–5)", + "techniques-available-u": "Técnicas Disponibles", + "starting-equipment-u": "Equipo inicial", + "starting-techniques-u": "Técnicas iniciales (2–5)", + "glory-increase-u": "Incremento de Gloria", + "honor-increase-u": "Incremento de Honor", + "distinction1-u": "Distinciones (1)", + "adversity1-u": "Adversidades (1)", + "anxiety1-u": "Ansiedades (1)", + "passion1-u": "Pasiones (1)", + "advantage1-u": "Ventajas (1)", + "disadvantage1-u": "Desventajas (1)", + "or-u": "O", + "notes-u": "Notas", + "samurai-heritage-u": "Herencia Samurái (Resultado)", + "name-colon-u": "Nombre:", + "damage-colon-u": "Daño: ", + "deadliness-colon-u": "Letalidad: ", + "approach-colon-u": "Planteamiento:", + "effects-colon-u": "Efectos:", + "immediate-effects-colon-u": "Efectos inmediatos:", + "kiho-effect-colon-u": "Efecto Kihō:", + "silhouette-u": "Silueta ", + "artisan-tooltip-u": "

    Planteamientos Artesanales

    Refinar (Aire)

    Restaurar (Tierra)

    Inventar (Fuego)

    Adaptar (Agua)

    Sintonizar (Vacío)\n", + "martial-tooltip-u": "

    Planteamientos Marciales

    Amagar (Aire)

    Resistir (Tierra)

    Abrumar (Fuego)

    Alterar (Agua)

    Sacrificarse (Vacío)", + "social-tooltip-u": "

    Planteamientos Sociales

    Engañar (Aire)

    Razonar (Tierra)

    Incitar (Fuego)

    Encandilar (Agua)

    Iluminar (Vacío)", + "scholar-tooltip-u": "

    Planteamientos Académicos

    Analizar (Aire)

    Recordar (Tierra)

    Teorizar (Fuego)

    Examinar (Agua)

    Percibir (Vacío)", + "trade-tooltip-u": "

    Planteamientos Mercantiles

    Estafar (Aire)

    Producir (Tierra)

    Idear (Fuego)

    Intercambiar (Agua)

    Subsistir (Vacío)", + "roll-emote-u": "@{name} tira una habilidad (Guarda hasta @{ringdie} dados, mínimo 5.)", + "army-u": "Ejércitos", + "strength-u": "Fuerza:", + "discipline-u": "Disciplina:", "counter-up-u": "Up", "counter-down-u": "Dwn", - "activation-colon-u": "Activation:", - "session-notes-u": "Session Notes", - "session#-u": "Session #", - "character-ninjo-u": "Character (Ninjō)", - "character-giri-u": "Character (Giri)", - "rank1-u": "Rank 1", - "xp-rank1-u": "XP spent at Rank 1 / Total:", - "rank2-u": "Rank 2", - "xp-rank2-u": "XP spent at Rank 2 / Total:", - "rank3-u": "Rank 3", - "xp-rank3-u": "XP spent at Rank 3 / Total:", - "rank4-u": "Rank 4", - "xp-rank4-u": "XP spent at Rank 4 / Total:", - "rank5-u": "Rank 5", - "xp-rank5-u": "XP spent at Rank 5 / Total:", - "xp-invested-u": "XP Invested", - "skill-group-u": "Skill Group", - "skill-nocolon-u": "Skill", + "activation-colon-u": "Activation: ", + "session-notes-u": "Notas de Sesión", + "session#-u": "Sesión #", + "character-ninjo-u": "Personaje (Ninjō)", + "character-giri-u": "Personaje (Giri)", + "rank1-u": "Rango 1", + "xp-rank1-u": "PE gastados en Rango 1 / Total:", + "rank2-u": "Rango 2", + "xp-rank2-u": "PE gastados en Rango 2 / Total:", + "rank3-u": "Rango 3", + "xp-rank3-u": "PE gastados en Rango 3 / Total:", + "rank4-u": "Rango 4", + "xp-rank4-u": "PE gastados en Rango 4 / Total:", + "rank5-u": "Rango 5", + "xp-rank5-u": "PE gastados en Rango 5 / Total:", + "xp-invested-u": "PE Invertidos", + "skill-group-u": "Grupo de Habilidad", + "skill-nocolon-u": "Habilidad", "technique-category-u": "Technique Category", - "technique-u": "Technique", - "rings-u": "Rings", - "completed-u": "Completed", - "school-mastery-u": "School Mastery Ability", - "unlocked-u": "Unlocked", - "purchase-u": "Purchase", - "cost-u": "Cost", - "school-rank-u": "School Rank?", - "title-name-u": "Title Name", - "xp-title-u": "XP spent in Title / Total:", - "title-mastery-u": "Title Mastery Ability", - "xp-and-advancement-u": "XP and Advancement", + "technique-u": "Técnica", + "rings-u": "Anillos", + "completed-u": "Completado", + "school-mastery-u": "Capacidad Suprema de Escuela", + "unlocked-u": "Desbloqueada", + "purchase-u": "Adquisición", + "cost-u": "Coste", + "school-rank-u": "¿Rango de Escuela?", + "title-name-u": "Nombre de Título", + "xp-title-u": "PE gastados en Título / Total:", + "title-mastery-u": "Capacidad Suprema de Título", + "xp-and-advancement-u": "PE y Mejoras", "distinctive-equipment-u": "Piece of Distinctive Equipment", - "additional-item-u": "Additional Item", - "casualties-u": "Casualties:", - "panic-u": "Panic:", - "skill-emote1-u": "rolls", - "skill-emote2-u": "using the", - "skill-emote3-u": "approach! (Keep up to", - "skill-emote4-u": "rolls a skill! (Keep up to", - "skill-emote5-u": ", minimum of 1.)", - "skill-emote6-u": "attacks with their", - "skill-emote7-u": "kata using the", - "skill-emote8-u": "kihō using the", - "skill-emote9-u": "casts their", - "skill-emote10-u": "invocation using the", - "skill-emote11-u": "stance! (Keep up to", - "skill-emote12-u": "ritual using the", - "skill-emote13-u": "shūji using the", - "skill-emote14-u": "applies their", - "ninjo-giri-u": "Ninjō and Giri Notes", + "additional-item-u": "Objeto Adicional", + "casualties-u": "Bajas:", + "panic-u": "Pçanico:", + "skill-emote1-u": "tira", + "skill-emote2-u": "utilizando el", + "skill-emote3-u": "planteamiento. (Guarda hasta", + "skill-emote4-u": "tira una habilidad. (Guarda hasta", + "skill-emote5-u": ", mínimo 1.)", + "skill-emote6-u": "ataca con su", + "skill-emote7-u": "kata utilizando", + "skill-emote8-u": "kihō utilizando", + "skill-emote9-u": "lanza su", + "skill-emote10-u": "invocación utilizando", + "skill-emote11-u": "actitud. (Guarda hasta", + "skill-emote12-u": "ritual utilizando", + "skill-emote13-u": "shūji utilizando", + "skill-emote14-u": "aplica su", + "ninjo-giri-u": "Notas de Ninjō y Giri", "out-of-rank-u": "Out of Rank", - "defense-check-u": "Defense Check", - "fitness-defense-u": "Fitness (Defense)", + "defense-check-u": "Tirada de Defensa", + "fitness-defense-u": "Aptitud física (Defensa)", "ninjutsu-u": "Ninjutsu", "maho-u": "Mahō" } diff --git a/LME_sheet/LMESheet.css b/LME_sheet/LMESheet.css index 3922dab835..c12df5e16e 100644 --- a/LME_sheet/LMESheet.css +++ b/LME_sheet/LMESheet.css @@ -2,6 +2,46 @@ min-width: 890px; } +/* Custom notab */ +.sheet-resp-table{ + width: 100%; + display: table; +} + +.sheet-resp-table-caption{ + display: table-caption !important; + text-align: center; + font-size: 30px; + font-weight: bold; +} + +.sheet-resp-table-header{ + display: table-header-group !important; + background-color: gray; + font-weight: bold; + font-size: 15px; +} + +.sheet-table-header-cell{ + display: table-cell !important; + padding: 10px; + text-align: justify; + border-bottom: 1px solid black; +} + +.sheet-resp-table-body{ + display: table-row-group !important; +} + +.sheet-resp-table-row{ + display: table-row !important; +} + +.sheet-table-body-cell{ + padding: 5px; + display: table-cell !important; +} + /* Universal styling applied to all elements of these types */ h2 { @@ -84,32 +124,42 @@ span.sheet-dee { width: 33%; } -/* Custom rolltemplate style*/ -/* -.sheet-rolltemplate-evaluate table { - width: 100%; - background-color: white; - border: 1px solid rgba(112,32,130,1); +/* Custom notab */ +.sheet-resp-table{ + width: 100%; + display: table; } -.sheet-rolltemplate-evaluate caption { - background-color: rgba(112,32,130,1); - color: white; - font-family: "Helvetica Neue",Helvetica,sans-serif; - font-weight: 300; - font-size: 1.1em; - padding: 5px; +.sheet-resp-table-caption{ + display: table-caption; + text-align: center; + font-size: 30px; + font-weight: bold; } -.sheet-rolltemplate-evaluate td:first-child { - font-weight: bold; - text-align: right; - min-width: 50px; - padding-right: 10px; +.sheet-resp-table-header{ + display: table-header-group !important; + background-color: gray; + font-weight: bold; + font-size: 25px; } -.sheet-rolltemplate-evaluate td { - padding: 5px; - line-height: 1.4em; - vertical-align: top; -}/*/ \ No newline at end of file +.sheet-table-header-cell{ + display: table-cell; + padding: 10px; + text-align: justify; + border-bottom: 1px solid black; +} + + +.sheet-resp-table-body{ + display: table-row-group; +} + +.sheet-resp-table-row{ + display: table-row; +} + +.sheet-table-body-cell{ + display: table-cell; +} diff --git a/LME_sheet/LMESheet.html b/LME_sheet/LMESheet.html index 17e7d5dc18..29d6b4ea77 100644 --- a/LME_sheet/LMESheet.html +++ b/LME_sheet/LMESheet.html @@ -5,7 +5,7 @@

    - +
    @@ -13,7 +13,7 @@

    -
    - +
    +
    @@ -40,36 +40,36 @@

    Attributos


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

    Tiradas de salvación

    -
    - +
    +
    - +
    - +
    - +
    - +
    @@ -116,7 +116,7 @@

    Armas y Combate


    - + Nombre: Daño: +
    +
    +
    +
    +
    + -6 +
    +
    + -5 +
    +
    + -4 +
    +
    + -3 +
    +
    + -2 +
    +
    + -1 +
    +
    + 0 +
    +
    + 1 +
    +
    + 2 +
    +
    + 3 +
    +
    + 4 +
    +
    + 5 +
    +
    + 6 +
    +
    + 7 +
    +
    + 8 +
    +
    + 9 +
    +
    +
    +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    +
    +
    +

    Habilidades

    @@ -146,7 +260,7 @@
    - + @@ -165,28 +279,66 @@

    +
    +
    +

    Equipo

    +
    +
    + Item: + Descripción: + Cantidad: + Peso: kg. +
    +
    +
    +
    +

    Dinero

    +
    + + + + + +
    +
    +
    +

    Hechizos


    - Nombre: - Descripción: - Alcance: - Duración: turnos. -
    -
    -
    -
    -

    Equipo

    -
    -
    - Item: - Descripción: - Cantidad: - Peso: kg. + Nombre: | + Descripción:
    + Alcance: | + Preparado: | + Duración: turnos. +
    + + + + + + + + + + + + + +
    {{name}}
    Objetivo:{{objetivo}}
    Tirada:{{testevaluate}}
    Resultado: + {{#rollLess() testevaluate objetivo}} + Fallo + {{/rollLess() testevaluate objetivo}} + {{#rollGreater() testevaluate objetivo}} + Éxito + {{/rollGreater() testevaluate objetivo}} +
    +
    + @@ -264,6 +416,10 @@ }); } + on("change:destreza_mod",(obj)=>{ + CalcularCA(); + }); + on("change:armadura",(obj)=>{ CalcularCA(); }); @@ -747,13 +903,429 @@ } }); } + + function CalcularTablaAtaque(){ + getAttrs(['clase','lvl'],(values) => { + var nivel = parseInt(values.lvl); + var claseAux = values.clase; + if(claseAux=="clerigo" || claseAux =="ladron"){ + if(nivel <= 3){ + setTableAta(1); + }else if(nivel <= 5){ + setTableAta(2); + }else if(nivel <= 8){ + setTableAta(3); + }else if(nivel <= 10){ + setTableAta(4); + }else if(nivel <= 11){ + setTableAta(5); + }else if(nivel <= 12){ + setTableAta(6); + }else if(nivel <= 14){ + setTableAta(7); + }else if(nivel <= 16){ + setTableAta(8); + }else if(nivel <= 18){ + setTableAta(9); + }else if(nivel <= 20){ + setTableAta(10); + }else if(nivel >= 21){ + setTableAta(11); + } + }else if(claseAux=="mago"){ + if(nivel <= 3){ + setTableAta(1); + }else if(nivel <= 7){ + setTableAta(2); + }else if(nivel <= 10){ + setTableAta(3); + }else if(nivel <= 12){ + setTableAta(4); + }else if(nivel <= 13){ + setTableAta(5); + }else if(nivel <= 15){ + setTableAta(6); + }else if(nivel <= 18){ + setTableAta(7); + }else if(nivel <= 20){ + setTableAta(8); + }else if(nivel <= 23){ + setTableAta(9); + }else if(nivel >= 24){ + setTableAta(10); + } + }else { + if(nivel <= 2){ + setTableAta(1); + }else if(nivel <= 3){ + setTableAta(2); + }else if(nivel <= 4){ + setTableAta(3); + }else if(nivel <= 5){ + setTableAta(4); + }else if(nivel <= 6){ + setTableAta(5); + }else if(nivel <= 8){ + setTableAta(6); + }else if(nivel <= 9){ + setTableAta(7); + }else if(nivel <= 11){ + setTableAta(8); + }else if(nivel <= 12){ + setTableAta(9); + }else if(nivel <= 13){ + setTableAta(10); + }else if(nivel <= 14){ + setTableAta(11); + }else if(nivel <= 15){ + setTableAta(12); + }else if(nivel <= 16){ + setTableAta(13); + }else if(nivel <= 17){ + setTableAta(14); + }else if(nivel <= 18){ + setTableAta(15); + }else if(nivel >= 19){ + setTableAta(16); + } + } + }); + } + + function setTableAta(grado){ + var obj=20; + switch(grado){ + case 1: + setAttrs({ + "att_m6": obj, + "att_m5": obj, + "att_m4": obj, + "att_m3": obj, + "att_m2": obj, + "att_m1": obj, + "att_m0": obj, + "att_p1": obj-1, + "att_p2": obj-2, + "att_p3": obj-3, + "att_p4": obj-4, + "att_p5": obj-5, + "att_p6": obj-6, + "att_p7": obj-7, + "att_p8": obj-8, + "att_p9": obj-9 + }); + break; + case 2: + setAttrs({ + "att_m6": obj, + "att_m5": obj, + "att_m4": obj, + "att_m3": obj, + "att_m2": obj, + "att_m1": obj, + "att_m0": obj-1, + "att_p1": obj-1, + "att_p2": obj-2, + "att_p3": obj-3, + "att_p4": obj-4, + "att_p5": obj-5, + "att_p6": obj-6, + "att_p7": obj-7, + "att_p8": obj-8, + "att_p9": obj-10 + }); + break; + case 3: + setAttrs({ + "att_m6": obj, + "att_m5": obj, + "att_m4": obj, + "att_m3": obj, + "att_m2": obj, + "att_m1": obj-1, + "att_m0": obj-2, + "att_p1": obj-3, + "att_p2": obj-4, + "att_p3": obj-5, + "att_p4": obj-6, + "att_p5": obj-7, + "att_p6": obj-8, + "att_p7": obj-9, + "att_p8": obj-10, + "att_p9": obj-11 + }); + break; + case 4: + setAttrs({ + "att_m6": obj, + "att_m5": obj, + "att_m4": obj, + "att_m3": obj, + "att_m2": obj-1, + "att_m1": obj-2, + "att_m0": obj-3, + "att_p1": obj-4, + "att_p2": obj-5, + "att_p3": obj-6, + "att_p4": obj-7, + "att_p5": obj-8, + "att_p6": obj-9, + "att_p7": obj-10, + "att_p8": obj-11, + "att_p9": obj-12 + }); + break; + case 5: + setAttrs({ + "att_m6": obj, + "att_m5": obj, + "att_m4": obj, + "att_m3": obj-1, + "att_m2": obj-2, + "att_m1": obj-3, + "att_m0": obj-4, + "att_p1": obj-5, + "att_p2": obj-6, + "att_p3": obj-7, + "att_p4": obj-8, + "att_p5": obj-9, + "att_p6": obj-10, + "att_p7": obj-11, + "att_p8": obj-12, + "att_p9": obj-13 + }); + break; + case 6: + setAttrs({ + "att_m6": obj, + "att_m5": obj, + "att_m4": obj-1, + "att_m3": obj-2, + "att_m2": obj-3, + "att_m1": obj-4, + "att_m0": obj-5, + "att_p1": obj-6, + "att_p2": obj-7, + "att_p3": obj-8, + "att_p4": obj-9, + "att_p5": obj-10, + "att_p6": obj-11, + "att_p7": obj-12, + "att_p8": obj-13, + "att_p9": obj-14 + }); + break; + case 7: + setAttrs({ + "att_m6": obj, + "att_m5": obj-1, + "att_m4": obj-2, + "att_m3": obj-3, + "att_m2": obj-4, + "att_m1": obj-5, + "att_m0": obj-6, + "att_p1": obj-7, + "att_p2": obj-8, + "att_p3": obj-9, + "att_p4": obj-10, + "att_p5": obj-11, + "att_p6": obj-12, + "att_p7": obj-13, + "att_p8": obj-14, + "att_p9": obj-15 + }); + break; + case 8: + setAttrs({ + "att_m6": obj-1, + "att_m5": obj-2, + "att_m4": obj-3, + "att_m3": obj-4, + "att_m2": obj-5, + "att_m1": obj-6, + "att_m0": obj-7, + "att_p1": obj-8, + "att_p2": obj-9, + "att_p3": obj-10, + "att_p4": obj-11, + "att_p5": obj-12, + "att_p6": obj-13, + "att_p7": obj-14, + "att_p8": obj-15, + "att_p9": obj-16 + }); + break; + case 9: + setAttrs({ + "att_m6": obj-2, + "att_m5": obj-3, + "att_m4": obj-4, + "att_m3": obj-5, + "att_m2": obj-6, + "att_m1": obj-7, + "att_m0": obj-8, + "att_p1": obj-9, + "att_p2": obj-10, + "att_p3": obj-11, + "att_p4": obj-12, + "att_p5": obj-13, + "att_p6": obj-14, + "att_p7": obj-15, + "att_p8": obj-16, + "att_p9": obj-17 + }); + break; + case 10: + setAttrs({ + "att_m6": obj-3, + "att_m5": obj-4, + "att_m4": obj-5, + "att_m3": obj-6, + "att_m2": obj-7, + "att_m1": obj-8, + "att_m0": obj-9, + "att_p1": obj-10, + "att_p2": obj-11, + "att_p3": obj-12, + "att_p4": obj-13, + "att_p5": obj-14, + "att_p6": obj-15, + "att_p7": obj-16, + "att_p8": obj-17, + "att_p9": obj-18 + }); + break; + case 11: + setAttrs({ + "att_m6": obj-4, + "att_m5": obj-5, + "att_m4": obj-6, + "att_m3": obj-7, + "att_m2": obj-8, + "att_m1": obj-9, + "att_m0": obj-10, + "att_p1": obj-11, + "att_p2": obj-12, + "att_p3": obj-13, + "att_p4": obj-14, + "att_p5": obj-15, + "att_p6": obj-16, + "att_p7": obj-17, + "att_p8": obj-18, + "att_p9": obj-18 + }); + break; + case 12: + setAttrs({ + "att_m6": obj-5, + "att_m5": obj-6, + "att_m4": obj-7, + "att_m3": obj-8, + "att_m2": obj-9, + "att_m1": obj-10, + "att_m0": obj-11, + "att_p1": obj-12, + "att_p2": obj-13, + "att_p3": obj-14, + "att_p4": obj-15, + "att_p5": obj-16, + "att_p6": obj-17, + "att_p7": obj-18, + "att_p8": obj-18, + "att_p9": obj-18 + }); + break; + case 13: + setAttrs({ + "att_m6": obj-6, + "att_m5": obj-7, + "att_m4": obj-8, + "att_m3": obj-9, + "att_m2": obj-10, + "att_m1": obj-11, + "att_m0": obj-12, + "att_p1": obj-13, + "att_p2": obj-14, + "att_p3": obj-15, + "att_p4": obj-16, + "att_p5": obj-17, + "att_p6": obj-18, + "att_p7": obj-18, + "att_p8": obj-18, + "att_p9": obj-18 + }); + break; + case 14: + setAttrs({ + "att_m6": obj-7, + "att_m5": obj-8, + "att_m4": obj-9, + "att_m3": obj-10, + "att_m2": obj-11, + "att_m1": obj-12, + "att_m0": obj-13, + "att_p1": obj-14, + "att_p2": obj-15, + "att_p3": obj-16, + "att_p4": obj-17, + "att_p5": obj-18, + "att_p6": obj-18, + "att_p7": obj-18, + "att_p8": obj-18, + "att_p9": obj-18 + }); + break; + case 15: + setAttrs({ + "att_m6": obj-8, + "att_m5": obj-9, + "att_m4": obj-10, + "att_m3": obj-11, + "att_m2": obj-12, + "att_m1": obj-13, + "att_m0": obj-14, + "att_p1": obj-15, + "att_p2": obj-16, + "att_p3": obj-17, + "att_p4": obj-18, + "att_p5": obj-18, + "att_p6": obj-18, + "att_p7": obj-18, + "att_p8": obj-18, + "att_p9": obj-18 + }); + break; + case 16: + setAttrs({ + "att_m6": obj-9, + "att_m5": obj-10, + "att_m4": obj-11, + "att_m3": obj-12, + "att_m2": obj-13, + "att_m1": obj-14, + "att_m0": obj-15, + "att_p1": obj-16, + "att_p2": obj-17, + "att_p3": obj-18, + "att_p4": obj-18, + "att_p5": obj-18, + "att_p6": obj-18, + "att_p7": obj-18, + "att_p8": obj-18, + "att_p9": obj-18 + }); + break; + } + } on("change:lvl", (obj) =>{ CalcularClase(); + CalcularTablaAtaque(); }); on("change:clase", (obj) =>{ CalcularClase(); + CalcularTablaAtaque(); }); \ No newline at end of file diff --git a/LME_sheet/preview.jpg b/LME_sheet/preview.jpg index db35066f24..3614cd168c 100644 Binary files a/LME_sheet/preview.jpg and b/LME_sheet/preview.jpg differ diff --git a/Legacy - Life Among the Ruins/LegacyRoll20CSS.css b/Legacy - Life Among the Ruins/LegacyRoll20CSS.css index fe48255d16..589285a890 100644 --- a/Legacy - Life Among the Ruins/LegacyRoll20CSS.css +++ b/Legacy - Life Among the Ruins/LegacyRoll20CSS.css @@ -1,36 +1,37 @@ -div.sheet-Null, -div.sheet-Elder, -div.sheet-Envoy, -div.sheet-Firebrand, -div.sheet-Hunter, -div.sheet-Machine, -div.sheet-Promethean, -div.sheet-Reaver, -div.sheet-Remnant, -div.sheet-Scavenger, -div.sheet-Seeker, -div.sheet-Sentinel, -div.sheet-Survivor, -div.sheet-Untamed, -div.sheet-Quick, -div.sheet-fNull, -div.sheet-Cultivators, -div.sheet-Enclave, -div.sheet-Merchants, -div.sheet-Lawgivers, -div.sheet-Titan, -div.sheet-Pioneers, -div.sheet-Servants, -div.sheet-Starfarers, -div.sheet-Hive, -div.sheet-Tyrants, -div.sheet-Uplifted +/* Basic sheet show/hide control */ +.sheet-Null, +.sheet-Elder, +.sheet-Envoy, +.sheet-Firebrand, +.sheet-Hunter, +.sheet-Machine, +.sheet-Promethean, +.sheet-Reaver, +.sheet-Remnant, +.sheet-Scavenger, +.sheet-Seeker, +.sheet-Sentinel, +.sheet-Survivor, +.sheet-Untamed, +.sheet-Quick, +.sheet-fNull, +.sheet-Cultivators, +.sheet-Enclave, +.sheet-Merchants, +.sheet-Lawgivers, +.sheet-Titan, +.sheet-Pioneers, +.sheet-Servants, +.sheet-Starfarers, +.sheet-Hive, +.sheet-Tyrants, +.sheet-Uplifted { display: none; } -div.sheet-Family, -div.sheet-Character{ +.sheet-Family, +.sheet-Character{ display: none; } @@ -80,39 +81,50 @@ input.sheet-type-selector[value="family"]:checked ~ span::before { content: "Family Mode"; } +input[type="radio"][value="0"]:checked ~ .sheet-Null, +input[type="radio"][value="1"]:checked ~ .sheet-Elder, +input[type="radio"][value="2"]:checked ~ .sheet-Envoy, +input[type="radio"][value="3"]:checked ~ .sheet-Firebrand, +input[type="radio"][value="4"]:checked ~ .sheet-Hunter, +input[type="radio"][value="5"]:checked ~ .sheet-Machine, +input[type="radio"][value="6"]:checked ~ .sheet-Promethean, +input[type="radio"][value="7"]:checked ~ .sheet-Reaver, +input[type="radio"][value="8"]:checked ~ .sheet-Remnant, +input[type="radio"][value="9"]:checked ~ .sheet-Scavenger, +input[type="radio"][value="10"]:checked ~ .sheet-Seeker, +input[type="radio"][value="11"]:checked ~ .sheet-Sentinel, +input[type="radio"][value="12"]:checked ~ .sheet-Survivor, +input[type="radio"][value="13"]:checked ~ .sheet-Untamed, +input[type="radio"][value="99"]:checked ~ .sheet-Quick, -input[type="radio"][value="0"]:checked ~ div.sheet-Null, -input[type="radio"][value="1"]:checked ~ div.sheet-Elder, -input[type="radio"][value="2"]:checked ~ div.sheet-Envoy, -input[type="radio"][value="3"]:checked ~ div.sheet-Firebrand, -input[type="radio"][value="4"]:checked ~ div.sheet-Hunter, -input[type="radio"][value="5"]:checked ~ div.sheet-Machine, -input[type="radio"][value="6"]:checked ~ div.sheet-Promethean, -input[type="radio"][value="7"]:checked ~ div.sheet-Reaver, -input[type="radio"][value="8"]:checked ~ div.sheet-Remnant, -input[type="radio"][value="9"]:checked ~ div.sheet-Scavenger, -input[type="radio"][value="10"]:checked ~ div.sheet-Seeker, -input[type="radio"][value="11"]:checked ~ div.sheet-Sentinel, -input[type="radio"][value="12"]:checked ~ div.sheet-Survivor, -input[type="radio"][value="13"]:checked ~ div.sheet-Untamed, -input[type="radio"][value="99"]:checked ~ div.sheet-Quick, +input[type="radio"][value="f0"]:checked ~ .sheet-fNull, +input[type="radio"][value="f1"]:checked ~ .sheet-Cultivators, +input[type="radio"][value="f2"]:checked ~ .sheet-Enclave, +input[type="radio"][value="f3"]:checked ~ .sheet-Merchants, +input[type="radio"][value="f4"]:checked ~ .sheet-Lawgivers, +input[type="radio"][value="f5"]:checked ~ .sheet-Titan, +input[type="radio"][value="f6"]:checked ~ .sheet-Pioneers, +input[type="radio"][value="f7"]:checked ~ .sheet-Servants, +input[type="radio"][value="f8"]:checked ~ .sheet-Starfarers, +input[type="radio"][value="f9"]:checked ~ .sheet-Hive, +input[type="radio"][value="f10"]:checked ~ .sheet-Tyrants, +input[type="radio"][value="f11"]:checked ~ .sheet-Uplifted, -input[type="radio"][value="f0"]:checked ~ div.sheet-fNull, -input[type="radio"][value="f1"]:checked ~ div.sheet-Cultivators, -input[type="radio"][value="f2"]:checked ~ div.sheet-Enclave, -input[type="radio"][value="f3"]:checked ~ div.sheet-Merchants, -input[type="radio"][value="f4"]:checked ~ div.sheet-Lawgivers, -input[type="radio"][value="f5"]:checked ~ div.sheet-Titan, -input[type="radio"][value="f6"]:checked ~ div.sheet-Pioneers, -input[type="radio"][value="f7"]:checked ~ div.sheet-Servants, -input[type="radio"][value="f8"]:checked ~ div.sheet-Starfarers, -input[type="radio"][value="f9"]:checked ~ div.sheet-Hive, -input[type="radio"][value="f10"]:checked ~ div.sheet-Tyrants, -input[type="radio"][value="f11"]:checked ~ div.sheet-Uplifted, +input[type="checkbox"][value="f0"]:checked ~ .sheet-fNull, +input[type="checkbox"][value="f1"]:checked ~ .sheet-Cultivators, +input[type="checkbox"][value="f2"]:checked ~ .sheet-Enclave, +input[type="checkbox"][value="f3"]:checked ~ .sheet-Merchants, +input[type="checkbox"][value="f4"]:checked ~ .sheet-Lawgivers, +input[type="checkbox"][value="f5"]:checked ~ .sheet-Titan, +input[type="checkbox"][value="f6"]:checked ~ .sheet-Pioneers, +input[type="checkbox"][value="f7"]:checked ~ .sheet-Servants, +input[type="checkbox"][value="f8"]:checked ~ .sheet-Starfarers, +input[type="checkbox"][value="f9"]:checked ~ .sheet-Hive, +input[type="checkbox"][value="f10"]:checked ~ .sheet-Tyrants, +input[type="checkbox"][value="f11"]:checked ~ .sheet-Uplifted, - -input[type="radio"][value="family"]:checked ~ div.sheet-Family, -input[type="radio"][value="character"]:checked ~ div.sheet-Character +input[type="radio"][value="family"]:checked ~ .sheet-Family, +input[type="radio"][value="character"]:checked ~ .sheet-Character { display: block; } @@ -123,20 +135,396 @@ select.sheet-SkinSelect top: 4px; } - -option.sheet-SkinSelect:checked -{ - display: none; -} - select.sheet-fSkinSelect { position: relative; - top: 4px; } - -option.sheet-fSkinSelect:checked -{ - display: none; +.sheet-fSkinCheck, +.sheet-charSkinCheck { + display: none; } + +label.sheet-option-select { + font-weight: normal; + font-size: 1em; + cursor: pointer; +} + +.sheet-starting-collapsible, +.sheet-treaty-classic, +.sheet-sueplus-needs-classic { + padding:1rem 1.5rem; + background-color:lightgray; +} + +.sheet-collapsible { + display: none; +} + +.sheet-toggle-label { + color:gray; + cursor: pointer; +} + +.sheet-toggle-label::after { + content:""; + display: inline-block; + margin-left: 0.5rem; + height:0px; + width:0px; + border:4px solid; + border-color: gray gray transparent transparent; + transform: rotate(135deg); +} + +input[type="checkbox"]:checked ~ .sheet-collapsible { + display: block; +} + +input[type="checkbox"]:checked + .sheet-toggle-label { + color:#000; +} + +input[type="checkbox"]:checked + .sheet-toggle-label::after { + transform: rotate(-45deg); +} + +.sheet-help { + font-size: 0.5em; + color:gray; +} + +.sheet-starterStats h2, .sheet-starterTraditions h2 { + font-size: 0.8rem; +} + +.sheet-row.sheet-family-details-section { + display: flex; + margin-top:1rem; + padding-top:1rem; + margin-bottom:1rem; + padding-bottom:1rem; + border-top:2px solid gray; + border-bottom:2px solid gray; +} + +.sheet-family-stats, +.sheet-family-secondary-stats { + padding-top:1rem; + width:100px; + flex-grow: 0; + flex-shrink: 0; + border-right: 1px solid gray; +} + +.sheet-lifestyles, .sheet-doctrines { + flex-grow: 1; + flex-shrink: 1; + flex-basis: 0; + margin-left:1rem; + margin-right: 1rem; +} + +.sheet-lifestyles { + padding-left: 1rem; + padding-right: 1rem; + margin-left: 1rem; + margin-right: 1rem; + border-right: 1px solid gray; +} + +.sheet-doctrines { + padding-left:1rem; +} + +.sheet-assets-family-wrapper, +.sheet-family-resources-wrapper { + width:100%; +} + +.sheet-family-resources-wrapper { + display: flex; +} + +.sheet-assets-family-row { + display: flex; + width:100%; +} + +.sheet-asset-family-set { + max-width: 50%; + width:50%; + flex-grow: 1; + flex-shrink: 0; + padding-left:1rem; + padding-right: 1rem; +} + +.sheet-resources-surplus-needs { + margin-bottom: 1.5rem; +} + +.sheet-resources-surplus-needs .repcontainer input[type="text"] { + width:auto; + max-width:100%; +} + +.sheet-resources-col-wrapper, +.sheet-device-notes { + flex-grow: 1; + flex-shrink: 1; + flex-basis: 0; +} + +.sheet-resources-col-wrapper { + padding-left:1rem; + padding-right: 1rem; + margin-left: 1rem; + margin-right: 1rem; + border-right: 1px solid gray; +} + +.sheet-device-notes { + padding-left:1rem; + padding-right: 1rem; +} + +/* Sheet General Layout */ +.sheet-Family-Basics .sheet-row, +.sheet-moves-columns { + display:flex; +} + +.sheet-moves-col { + flex-grow: 1; + flex-shrink: 0; + flex-basis: auto; + width:50%; +} + +.sheet-moves-col:first-of-type { + padding-right:1rem; + margin-right:1rem; + border-right:1px solid gray; +} + +.sheet-moves-col:last-of-type { + padding-left:1rem; +} + +.sheet-Family-Basics .sheet-family-name-wrapper, .sheet-Family-Basics .sheet-family-playbook-wrapper, .sheet-Family-Basics .sheet-family-traditions-wrapper { + padding-left:0.5rem; + padding-right:0.5rem; +} + +.sheet-Family-Basics .sheet-family-playbook-wrapper { + flex-grow: 0; + flex-shrink: 0; +} + +.sheet-Family-Basics .sheet-family-name-wrapper, .sheet-Family-Basics .sheet-family-traditions-wrapper { + flex-grow: 1; + flex-shrink: 1; +} + +.sheet-Family-Basics .sheet-family-name-wrapper input, .sheet-Family-Basics .sheet-family-playbook-wrapper input, .sheet-Family-Basics .sheet-family-traditions-wrapper input { + width:100%; +} + +.sheet-family-move { + margin-bottom: 1rem; + padding-bottom: 1rem; + border-bottom: 1px solid gray; +} + +.sheet-family-move:last-of-type { + border-bottom: none; +} + +.sheet-family-move-body { + padding-left: 1.8rem; + padding-right:1.8rem; +} + +.sheet-family-move-title-wrapper input, .sheet-family-move-title-wrapper h3, .sheet-family-move-title-wrapper button { + display: inline; +} + +.sheet-family-move-body .repitem, +.sheet-treaty-wrapper .repitem { + display: flex; + margin-bottom: 0.5rem; +} + +.sheet-family-move-body .repitem label { + width: auto; +} + +.sheet-move-options { + color:gray; + font-style: italic; +} + +.sheet-resource { + font-weight: bold; +} + +.sheet-move-trigger { + font-style: italic; + font-weight: bold; +} + +.sheet-treaty-history-wrapper { + display: flex; +} + +.sheet-treaty { + max-width: 50%; + padding-right: 2rem; + border-right: 2px solid gray; + flex-grow: 1; + flex-shrink: 1; + flex-basis: 50%; +} + +.sheet-history { + max-width: 50%; + padding-left: 2rem; + flex-grow: 1; + flex-shrink: 1; + flex-basis: 50%; +} + +.sheet-treaty-head, +.sheet-surplus-needs-head { + width:100%; + display: flex; + font-weight: bold; +} + +.sheet-surplus-needs-body { + display: flex; +} + +.sheet-treaty-on-us { + width: 6rem; + flex-grow: 0; + flex-shrink: 0; +} + +.sheet-treaty-faction { + flex-grow: 1; + text-align: center; +} + +.sheet-treaty-onthem { + width: 6rem; + flex-grow: 0; + flex-shrink: 0; +} + +.sheet-treaty-wrapper { + padding-bottom: 1rem; +} + +.sheet-treaty-classic-inner, +.sheet-surplus-needs-classic-inner { + display: flex; +} + +.sheet-treaty-classic-inner div, +.sheet-surplus-needs-classic-inner div { + flex-grow:1; +} + +.sheet-surplus-needs-head span { + flex-grow: 1; + display: block; +} + +.surplus-needs-body { + display: flex; +} + +.sheet-surplus-needs-col { + flex-grow: 1; + flex-shrink: 0; + flex-basis: 0; +} + +.sheet-textarea-fix { + max-width:90%; +} + +.sheet-family-section { + padding-bottom: 1rem; + margin-bottom: 1rem; + border-bottom:2px solid darkgray; +} + +.sheet-stat, .sheet-secondary-stat { + margin-bottom: 2rem; + display: block; +} + +.sheet-stat label, .sheet-secondary-stat label { + margin-bottom:0.5rem; + font-size: 2rem; +} + +.sheet-family-inhertance-section-wrapper { + display: flex; +} + +.sheet-inhertance-col { + flex-grow: 1; + flex-shrink: 1; + flex-basis: 0; +} + +.sheet-inhertance-col:first-of-type { + padding-right: 1rem; + margin-right: 1rem; + border-right: 1px solid gray; +} + +.sheet-inhertance-col:last-of-type { + padding-left: 1rem; +} + +/* End Sheet General Family Layout */ + +/* Begin Sheet General Character Layout */ +.sheet-character-stat-block { + display: flex; + flex-wrap: wrap; + width: 100%; +} + +.sheet-character-stat-block-row { + display: flex; + width: 100%; + justify-content: space-around; +} + +.sheet-character-stat { + margin-bottom: 1rem; + display: flex; +} + +/* Specific to the roll template */ + +.sheet-rolltemplate-legacy { + font-size: 16px; + border:2px dashed black; + background-color:#fff; +} +.sheet-rolltemplate-legacy .sheet-template-action { + font-weight: bold; + padding:1rem; +} +.sheet-rolltemplate-legacy .sheet-template-result { + font-size: 20px; + padding:2rem; +} \ No newline at end of file diff --git a/Legacy - Life Among the Ruins/LegacyRoll20sheets.html b/Legacy - Life Among the Ruins/LegacyRoll20sheets.html index 74c0217693..cb68a7f074 100644 --- a/Legacy - Life Among the Ruins/LegacyRoll20sheets.html +++ b/Legacy - Life Among the Ruins/LegacyRoll20sheets.html @@ -1,2816 +1,3609 @@
    - + Legacy: Life Among the Ruins
    +
    +
    -
    -

    - Name: - Playbook: - -

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

    Traditions:
    -

    -
    -
    - -
    -

    Select a Playbook above to get started

    -
    -
    -
    - Reach: -   - Grasp: -   - Sleight:   -
    -
    -
    -
    -

    Starting Stats

    -

    Choose one:

    -
      -
    • If mankind was able to protect the natural world from the worst excesses of the Fall: Reach 2, Grasp -1, - Sleight 0.
    • -
    • If the ecosystem had to change in strange and unexpected ways to survive the Fall: Reach 2, Grasp 0, - Sleight -1.
    • -
    • If the Fall completely supplanted the original ecosystem with new and alien forms of life: Reach -1, - Grasp 1, Sleight 1.
    • -
    -
    -
    -
    -
    - -

    Traditions

    -
    -

    Choose one of each, or invent your own:
    - Populace: Atavistic throwbacks, a carefully-managed bloodline, a co-op of traders and ranchers.
    - Style: Bucolic and laconic, sterile and analytic, wild and unrestrained.
    - Governance: Feudal hierarchy of serfs and landowners, commune of innovators and eccentrics, a - pantheon taking on nature’s aspects.

    -
    -
    -
    -
    -
    -
    -
    -

    Moves

    -

    Pick Culture and one other.

    -

    - Culture: When your Family starts cultivating a new product, erase Surplus: Progress, Land, or Barter - Goods. After a few months, harvest the product: get the surplus back, plus:

    -
      -
    • Progress: get Surplus: Medicine and 1 use of medicine that can heal any harm box instantly.
    • -
    • Land: get Surplus: Crops and slow but steady population growth. At the end of the age, if you - still have the surplus gain Surplus: Recruits.
    • -
    • Barter Goods: get Surplus: Livestock gain a few exemplary examples of the bred animals. If - they're used as mounts, add 1 free tag to them.
    • -
    -

    At the start of each age you can skip the months of cultivation and go straight to the harvest.

    -

    - Domestication: When an abnormal life form is brought back to your Family’s farm and reshaped to suit - your needs, choose one: +

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

    Starting Stats (Choose one)

      -
    • Archive one of its traits. From now on you can add that trait to the crops and animals created by - Culture and have the drugs you create temporarily grant it to their users.
    • -
    • Corral a small breeding population of the organism.
    • -
    • Find a way for you to resist its abilities or avoid its dangers.
    • +
    • If mankind was able to protect the natural world from the worst excesses of the Fall: Reach 2, Grasp -1, Sleight 0
    • +
    • If the ecosystem had to change in strange and unexpected ways to survive the Fall: Reach 2, Grasp 0, Sleight -1
    • +
    • If the Fall completely supplanted the original ecosystem with new and alien forms of life: Reach -1, Grasp 1, Sleight 1
    -

    Recycling: - When your character dissects the body of unnatural creature, they can improvise a Device from its organs - or fluids. In addition, your Family can sacrifice Surplus: Medicine, Crops or Livestock to activate - Culture to make one of the other two surpluses.

    -

    Investment: - Whenever a Family you've traded with gains a Surplus in Land, Progress, Barter Goods or anything organic - or medical, they may give you 1-Stake. If this takes you to 3-Stake, give them Surplus: Medicine, Crops or - Livestock as if you had used Culture - with your Family gaining the side benefits as normal - and set - Stake to 0.

    -

    Evolutionary - Leap: When you use Culture, characters gain one of these bonuses the next time they Tool Up - according to the Surplus produced:

    +
    +
    +

    Traditions Choose one of each or invent your own.

      -
    • Medicine: Your weapons can be poisoned to add the aberrant or non-lethal tags. Get 1 use of stimulants - that'll stop someone's Death move from triggering for an hour.
    • -
    • Crops: Food that toughens skin and gives +1 Armour or provides boundless energy, depending on how it's - cooked.
    • -
    • Livestock: A group of animals with simian-level intelligence. They have quality 2 and one of the - following specialties: Strength and Endurance, Speed and Cunning, or Ferocity and Violence.
    • +
    • Populace: Atavistic throwbacks, a carefully-managed bloodline, a co-op of traders and ranchers.
    • +
    • Style: Bucolic and laconic, sterile and analytic, wild and unrestrained.
    • +
    • Governance: Feudal hierarchy of serfs and landowners, commune of innovators and eccentrics, a pantheon taking on nature’s aspects.
    -

    In addition, your Family improves themselves over generations. Every time The Age Turns, pick one - physical trait they’ve encountered sometime this Age (night vision, flight, photosynthesis, etc) with the - GM providing a downside. Your Family members will all exhibit that trait from then on.

    -
    -
    -
    -
    -

    Lifestyle

    -

    Nomadic: Your caravans have several - hidden places they visit to retrieve new harvests. Each sanctuary can hide and support your Family for - months at a time.
    - Dispersed: Your Family barters and - borrows space in others’ land for their cultivations, giving you up-to-date information on the state of - other faction’s food supply.
    - Settled: Your Family’s farms and - facilities are extensive, and can work on the creation of multiple new Surpluses simultaneously.

    -
    -
    -

    Doctrine

    -

    Sculpting a New Humanity: When your - Family creates or tames a new species, they inherit one of its minor or cosmetic traits.
    - The Horn of Plenty: anyone else who keeps - a surplus from the time you Culture it to the start of the next Age gains Surplus: Recruits.
    - Nature’s Acolytes: So long as your Family - members only consume the food and drink they’ve produced, they will not fall ill or be attacked by mundane - wild animals.

    -
    -
    -

    Landmarks

    -

    Draw a sign of one from each on the map, or invent your own:

    -

    Before
    - A cathedral-sized automated slaughterhouse.
    - A plantation of heavily modified trees.
    - Ruins filled with deadly spores.

    -

    The Fall
    - Catacombs filled with failed genetic experiments.
    - A vast forest filled with calcified trees.
    - A tree that outlasted the city it was meant to nurture.

    -

    A Threat
    - A pack of perfectly designed predators.
    - A drought so severe that famine is a certainty.
    - A plague too efficient and dreadful to be natural.

    -
    -
    -

    Notes
    -

    -
    -
    -
    -
    -
    -
    -
    -

    Data: Tech: -

    -
    -
    -

    Mood:

    -
    -
    -

    Surpluses:

    - -
    -
    -

    Needs:

    - -
    -

    Take 2 as Surpluses and the rest as Needs:
    - Barter Goods, Land, Progress, Medicine, Crops

    -
    -
    -

    Treaty

    -

    When you freely give someone the perfect resource to solve a problem, gain 1-Treaty on them.

    -
    -
    -

    Faction:

    - -
    -
    -

    Treaty:

    - -
    -
    -
    -
    - -

    History

    -
    -

    Everyone has a need for your products. Take 1 Treaty on each other Family and Faction. Then ask the - other families:

    -

    Which of you has made agreements with us that might just end up saving mankind AND the planet? You - take 1-Treaty on them.

    -

    Which of you supplies us with resources vital for cultivation? Work out what the supplies are and - give that Family 1-Treaty on you.

    -
    -
    -
    -
    -

    Assets

    -

    Your characters can always have a friendly pet of some kind. In addition, pick 3:

    -

    Weapons

    -

    Soporific needles - and darts (melee, nonlethal).

    -

    Surprisingly - effective farming tools (melee, unreliable).

    -

    Trained attack - animals (ranged, many).

    -

    Chemical grenades - (area, many).

    -

    -

    Defenses

    -

    Animal hides and - homespun fabric (utility, tough).

    -

    Nearly-pristine - labcoats (regal, comms).

    -

    Forest-strider gear - (camo, mobile).

    -

    - -

    Travel

    -

    Pedigree animals - (land, mount).

    -

    Agricultural - vehicles (land, mighty)

    -

    Mobile research - station (land, med bay).

    -

    - -

    Expertise

    -

    Farmers (Quality 1, - Wrangling crops and animals).

    -

    Surgeons (Quality - 1, Healing and dissecting).

    -

    Rangers (Quality 1, - Living off the land).

    -

    -
    -
    -

    Inheritance

    -

    Cultivator Characters get +1 to Sway or Lore.

    -

    Quick Characters can pick an Inheritance Move:

    -
      -
    • Hardy: Automatically reduce by 1 the first Harm you take each day.
    • -
    • Green Fingers: You know the medical and culinary uses of any plant or animal you encounter.
    • -
    • Animal Companion: You have a reliable mount. It's a vehicle with mount, land and one of air, - water, swift or mighty.
    • -
    • Master Chef: The food you prepare and augment tastes exceptionally good, and will heal minor - ailments and give people energy.
    • -
    • Surgeon: With a few hours of dedicated treatment you can clear all of someone’s Harm boxes. With - all your effort, you can delay the onset of someone’s Dead box.
    • -
    -
    -
    -
    -
    -
    -
    - Reach: -   - Grasp: -   - Sleight:   -
    -
    -
    -
    -

    Starting Stats

    -

    Choose one:

    -
      -
    • If the wonders from Before were widely distributed and everyone can benefit from your advice: Reach 1 - Grasp 0 Sleight 0.
    • -
    • If the wonders from Before were hoarded by researchers, the military, the wealthy, and now you: Reach -1 - Grasp 2 Sleight 0.
    • -
    • If the Fall unleashed previously unknown technology and knowledge which you now seek out: Reach 1 Grasp - -1 Sleight 1.
    • -
    -
    -
    -
    -
    - -

    Traditions

    -
    -

    Choose one of each, or invent your own:
    - Populace: Close-knit families passing secrets to their children, Demagogues and those who seek their - knowledge, Vat-grown duplicates.
    - Style: Bulky and concealing environment suits, utilitarian clothes studded with implants, monastic - robes embroidered with circuitry.
    - Governance: Meritocratic academic bureaucracy, Anarchic rule of the loudest and most interesting, - Hidebound council of elders.

    -
    -
    -
    -
    -
    -
    -
    -

    Moves

    -

    Pick two:

    -

    Sufficiently - Advanced: Your Family has retained access to some of the wonders of the World Before. Choose one:

    -

    Medical treatments able to cure any ailment.
    - A ward that shields a - wide area from harm.
    - A weapon that could - slay any foe.
    - A vehicle that can - swiftly transport a dozen people from horizon to horizon.

    -

    It comes with 3-Power. When you activate it, roll +Power spent (minimum 1). On a 10+ it works perfectly, - exactly as desired. On a 7-9 it does what you wanted, but it’s either out of action for the near future or - there are weird anomalies (you choose). On a miss, it erupts with chaotic power and bizarre side effects. -

    -

    Choose how Power is regained:

    -
      -
    • Renewable Energy: 1 Power every few months, climate permitting.
    • -
    • Precious - Fuels: 1 Power per material Surplus erased.
    • -
    • Mystic - Sacrifice: 1 Power per named Family member or Player Character sacrificed.
    • -
    -

    Deep Knowledge: Your - Family has a well-curated and extensive store of records on certain fields. Choose one:

    -

    Grand Architecture, from Surface to Stars.
    - Magic and Artifice of - the Glorious Past
    - The Horrors Birthed by - the Fall
    - The Fragmented Lands - and their Hidden Depths
    - Persons and - Proceedings of Historical Significance

    -

    When your Character encounters a creature, item or situation covered by this field, tell everyone a - fact about it and gain fleeting advantage acting on that information. The GM will also tell you something - you can do to gain 1 Tech from the subject. You can erase a Surplus of knowledge (e.g. Progress, Scouts, - Lore, etc) to pick an additional field of knowledge.

    -

    An Eye for Details: - Your Family sees hidden relevance in stories that others overlook. When they use Diplomacy you can ask a - follow-up question, and when you Uncover Secrets you always get to ask a second question.

    -

    Weird Science: When - your Family puts together a device powerful enough to shape the local area for generations, say what they - want it to do. The GM will give one to three of the following conditions:

    -
      -
    • It’ll take weeks/months/years to build.
    • -
    • You’ll need to erase a certain Surplus.
    • -
    • It’ll only work for a limited length of time before needing to recharge.
    • -
    • You’ll need to hook it up to a certain power source.
    • -
    • You’ll have to sacrifice 1/2/3 Tech.
    • -
    -

    Future Shock: When - you use Power Up, you can spend extra points of Tech. For each point past the first, roll an - extra die. You still take the two highest.

    -
    -
    -
    -
    -

    Lifestyle

    -

    Nomadic: You keep your technology - shrouded, and it looks mundane to the casual observer.
    - Dispersed: When you write to Family in - other settlements for insights, get fleeting advantage when you act on their advice.
    - Settled: When you encounter a fragment of - pre-Fall culture, you know its cultural significance.

    -
    -
    -

    Doctrine

    -

    Holding Back Another Fall: When a piece - of dangerous technology is brought back to the Family, they can break it down into 2 Tech.
    - Uplifting Mankind’s Remnants: so long as - others heed your Family’s advice on a grand project, they take advantage on their rolls building it.
    - Better Living Through Technology: You can - spend 1 point of Tech to get an extra choice when you Tool Up, or 5 Tech to mark off a Wonder Requirement. -

    -
    -
    -

    Landmarks

    -

    Draw a sign of one from each on the map, or invent your own:

    -

    Before
    - A secret research centre full of untamed wonders.
    - A dangerous and unstable power plant.
    - A site of connection to the stars beyond. -

    - -

    The Fall
    - A spot where the laws of physics were unravelled.
    - A redoubt where the miraculous science from Before almost averted the Fall.
    - The research centre that first understood the Fall's root cause.

    - -

    A Threat
    - A crude tribe of raiders using advanced tech.
    - A valley where lights appear in the sky.
    - A ruin where creations of science now rule

    -
    -
    -

    Notes
    -

    -
    -
    -
    -
    -
    -
    -
    -

    Data: Tech: -

    -
    -
    -

    Mood:

    -
    -
    -

    Surpluses:

    - -
    -
    -

    Needs:

    - -
    -
    -

    Take 2 as Surpluses and the rest as Needs:
    - Defences, Engineering, Progress, Leadership, Morale

    -
    -
    -

    Treaty

    -

    When you spend time and effort showing another group how to use their technology better, gain - 1-Treaty on them.

    -
    -
    -

    Faction:

    - -
    -
    -

    Treaty:

    - -
    -
    -
    -
    - -

    History

    -
    -

    Then ask the other families:

    -

    Which one of you is civilisation's best chance to regrow? Give them 2-treaty on you.

    -

    Which of you has seen the true power of our technology? Take 2-Treaty on each other.

    -

    Which of you has seen the true power of our technology? Give them 1-Treaty on you.

    -
    -
    -
    -
    -

    Assets

    -

    Your characters can always have battered, half-understood journals from the Before. In addition, pick 3: -

    -

    Weapons

    -

    Morphing pistols (ranged, - hidden).

    -

    High-powered rifles from a - distance (far, elegant).

    -

    Weird grenades (area, - aberrant).

    -

    -

    Defenses

    -

    Bulky hazmat suits - (utility, sealed).

    -

    Gleaming power armour - (powered, tough).

    -

    Blood-borne nanomachines - (implanted, mantle).

    -

    - -

    Travel

    -

    Flying vehicles (air, - canopy).

    -

    Rugged APCs (land, - transport)

    -

    Mobile ICU (land, medbay). -

    -

    - -

    Expertise

    -

    Scholars (Quality 1, - Researching).

    -

    Special Forces (Quality 1, - Assault).

    -

    Scavengers (Quality 1, - picking through junk).

    -

    -
    -
    -

    Inheritance

    -

    Enclave Characters get +1 to Steel or Lore.

    -

    Quick Characters can pick an Inheritance Move:

    -

    Radio Rig: You can sense when Tech is within a mile, and track it down to within 100 metres.
    - Pain Box: You have a device that causes intense pain in anyone within a few dozen metres (melee, - non-lethal, area, aberrant).
    - Survey drone: You can roll +Lore with Wasteland Survival, so long as your trail is visible from the - air.
    - Hot Rod: You have an exceptionally fast vehicle - it has the swift tag, and you can change one of its - tags with 15 minutes of tinkering.
    - Educated: The first time you give advice to somebody based on your knowledge of the Before, they gain - fleeting advantage acting on it. -

    -
    -
    -
    -
    -
    - Reach: -   - Grasp: -   - Sleight:   -
    -
    -
    -
    -

    Starting Stats

    -

    Choose one:

    -
      -
    • If the Fall was a sudden and terrifying event: Reach 0 Grasp -1 Sleight 2.
    • -
    • If the Fall was a protracted struggle against extinction: Reach 1 Grasp -1 Sleight 1.
    • -
    • If the Fall was so long ago that few can remember how it played out: Reach 0 Grasp 1 Sleight 0.
    • -
    -
    -
    -
    -
    - -

    Traditions

    -
    -

    Choose one of each, or invent your own:
    - Populace: Loose confederacy of traders, aristocrats living off their pre-Fall heirlooms, enthusiastic - but eccentric collectors.
    - Style: Luxurious silks and furs, elegant but hardy trail wear, packs and pockets bulging with - curios.
    - Governance: Decadent merchant-princes and their servants, an open market of favours and votes, - independent traders under a shared charter.

    -
    -
    -
    -
    -
    -
    -
    -

    Moves

    -

    Take Stock in Trade and one other:

    -

    Stock - in Trade: Your Family has a particular product range they trade in, and you can expect to have those - wares around unless your Family is deeply in need and Mood is at -3. Once per session, you can draw on one - of your Stocks in Trade to boost a roll's results by one category: 6- to 7-9, 7-9 to 10+.
    - Choose one to three, depending on whether you want to sell one boutique stock or have a wide array of wares: -

    -

    Arms and ammunition.
    - Art, music and - culture.
    - Books, maps, and - instruction manuals for forgotten things.
    - Drugs, spices and - venoms.
    - Food, fresh or - preserved.
    - Living creatures, - bred or captured.
    - Mementos of the - World Before.

    -

    Whaddaya Buying? - When your Family brings goods to market, roll +Reach. On a hit you’re able to sell them for a fair - price. On a 7-9 pick 1, 10+ pick 2:

    -
      -
    • You hear an interesting rumour; get +1 Data.
    • -
    • You make friends with another merchant, giving you easy access to another Stock in Trade while in this - area.
    • -
    • They don’t realise the true worth of what they paid with.
    • -
    -

    Cabinet of - Wonders: When you delve deep into your Family’s reserves in search of something useful, - describe what it is and what you want it for. It should fit with your Stock in Trade or a Surplus of yours. - The GM will give you 1-3 downsides, and then you can decide whether you still want to take it:

    -
      -
    • It’ll be useless afterwards.
    • -
    • Its value will be immediately obvious to anyone who sees you carrying it.
    • -
    • You’re taking it away from an agreed buyer, and there’ll be consequences if it isn’t returned.
    • -
    • You’ll need help from a specific character or NPC to use it well.
    • -
    -

    Avaricious - Appraisal: When your Family tries to work out the worth of a new acquisition, roll +Reach. On a - hit you have a good idea how much you could get for it, as well as some details on its past owner(s). On a - 7-9 choose one:

    -
      -
    • It’s useless to you, but one of your allies could make use of it.
    • -
    • It’s incredibly, maddeningly valuable. Someone in your Family becomes obsessed with it, and you’ll have - to deal with them or Hold Together to successfully sell it.
    • -
    • It’s very valuable, but one of your enemies or rivals knows you have it and they’re making plans.
    • -
    -

    Brand Loyalty: - When you would use Diplomacy to meet someone who's bought from you before, instead automatically get - an audience. They will always be willing to at least hear you out.

    -

    Rationing: - Whenever you lose a surplus for any reason, hold 1; spend 1 hold to get advantage on an action that surplus - could help.

    -
    -
    -
    -
    -

    Lifestyle

    -

    Nomadic: When your Family comes to a new - area, tell the group what hidden resource brought you here.
    - Dispersed: The transport of goods and - messages between settlements is another Stock in Trade for your Family.
    - Settled: Everyone who carries something - valuable to your settlement will bring it to your Family first.

    -
    -
    -

    Doctrine

    -

    Traders in Stories and Song: When your - Family performs for a community, they gain fleeting advantage dealing with them.
    - Cut-throat Extortionists: When a customer - wants your goods but can’t afford them, your Family can convince them to perform a favour as payment - instead.
    - Men of Wealth and Taste: When your Family - gains a luxurious or extravagant Surplus, they gain fleeting advantage.

    -
    -
    -

    Landmarks

    -

    Draw a sign of one from each on the map, or invent your own:

    -

    Before
    - A vault built to preserve a priceless heritage.
    - A haven for the rich and powerful that lasted longer than most.
    - A huge and sombre building where the fate of nations was decided. -

    - -

    The Fall
    - A huge transport line, choked with abandoned vehicles.
    - A business district, eerily undamaged and devoid of life.
    - A cache of doomsday weapons, built for the Fall.

    - -

    A Threat
    - Cannibalistic raiders who have refused all attempts to negotiate.
    - A dwindling but vital resource.
    - Privileged survivors hoarding knowledge from the World Before.

    -
    -
    -

    Notes
    -

    -
    -
    -
    -
    -
    -
    -
    -

    Data: Tech: -

    -
    -
    -

    Mood:

    -
    -
    -

    Surpluses:

    - -
    -
    -

    Needs:

    - -
    -
    -

    Take 2 as Surpluses and the rest as Needs:
    - Barter Goods, Artisans, Recruits, Medicine, Prestige

    -
    -
    -

    Treaty

    -

    When you make another group part of your trading operation (suppliers, distributors or vendors) gain - 1-Treaty on them.

    -
    -
    -

    Faction:

    - -
    -
    -

    Treaty:

    - -
    -
    -
    -
    - -

    History

    -
    -

    Everyone, like it or not, has to trade with your Company. Take 1-Treaty on all the other Families. Then, - ask the other Families:

    -

    Which of you came to our rescue when a deal went way south? Give them 2-Treaty on you.

    -

    Which of you harbours a guild of information brokers? Get 1-Treaty on them for their failure to rein - in your rivals.

    -
    -
    -
    -
    -

    Assets

    -

    Your characters can always have well-fitting and stylish clothing. In addition, pick 3 for your family:

    -

    Weapons

    -

    Masterwork heirloom - weapons (melee, elegant).

    -

    Disposable prototype - guns (ranged, many).

    -

    Poison-tipped needles - (melee, hidden).

    -

    -

    Defenses

    -

    Deluxe executive wear - (regal, comms).

    -

    All-weather travel gear - (utility, thermo).

    -

    Packrat kit (utility, - powered).

    -

    - -

    Travel

    -

    Salvaged Fliers (air, - canopy).

    -

    Beast-Drawn Caravans - (land, transport).

    -

    Personal Speeders - (land, canopy).

    -

    - -

    Expertise

    -

    Hagglers (Quality 1, - Bartering and bargain-hunting).

    -

    Artisans (Quality 1, - crafting and building).

    -

    Bodyguards (Quality 1, - guarding and protecting).

    -

    -
    -
    -

    Inheritance

    -

    Merchant Characters get +1 to Sway or Lore.

    -

    Quick Characters can pick an Inheritance Move:

    -

    Salesman’s Eye: After watching someone for 5 minutes ask their player: What do they most desire?
    - Opulence: Your gear is noticeably more luxurious than normal, and most people will be willing to - trade for it.
    - The Beggar Prince: Your gear is deceptively shabby-looking, and people will dismiss you out of hand - as beneath their notice.
    - Deep Pockets: When you look in your satchel for a helpful item, find it but choose one: it’s fragile, - it’s got a side effect, it’s precious to you.
    - Traveller’s Tales: When you reach a new settlement, tell the group a story you’ve heard about it and - the GM will confirm one part as true.

    -
    -
    -
    -
    -
    -
    - Reach: -   - Grasp: -   - Sleight:   -
    -
    -
    -
    -

    Starting Stats

    -

    Choose one:

    -
      -
    • If significant parts of civilization survived the Fall: Reach 1 Grasp 1 Sleight -1.
    • -
    • If societal collapse strongly contributed to the Fall: Reach -1 Grasp 1 Sleight 1.
    • -
    • If law and order saved mankind from extinction: Reach 0 Grasp 2 Sleight -1.
    • -
    -
    -
    -
    -
    - -

    Traditions

    -
    -

    Choose one of each, or invent your own:
    - Populace: Gathering of the wronged and vengeful, distant descendants of cops and soldiers, corrupt - enforcers providing protection and extortion.
    - Style: Bristling weapons and barely-contained violence, simple uniforms and hidden blades, sturdy - trail clothes and a deep hood.
    - Governance: Lone vigilantes calling in for support when needed, complex legal codes overseen by - elderly judges, hierarchy of respect from leg-breakers to godfathers.

    -
    -
    -
    -
    -
    -
    -
    -

    Moves

    -

    Take Laying Down the Law and one other:

    - -

    Laying - Down the Law: Everything you do is motivated by a strict moral code, held by all the Family. Answer - these questions:

    -

    Who always deserves protection?
    -
    - Your Family and Character have advantage while protecting them.
    - Options: The sick, the poor, the young, the weak, the old, those of a particular faith, doctors, - teachers, slaves, etc.

    -

    Who always deserves your justice?
    -
    - You have advantage while pursuing them.
    - Options: The rich, the strong, murderers, thieves, slavers, cheats, bigots, imperialists, hoarders, - etc.

    -

    What does your Family’s code prevent you from doing in the name of justice?
    -
    - Your Family and Character roll with disadvantage on all moves if you go further, until the GM thinks you’ve - made amends.
    - Options: theft, beatings, kidnapping, extortion, murder, betrayal, etc.

    -

    Ear to the - Ground: When your Family goes into a community looking for information on a target, roll - +Reach. On a 7-9 learn 1, on a 10+ learn 3. Tell us how you find this out.

    -
      -
    • Where to find their lair.
    • -
    • Who their allies are.
    • -
    • How dangerous their gang is.
    • -
    • What they’re planning.
    • -
    -

    This is a Civilised - Land: As long as your Family patrols a region and keeps its citizens safe, they’ll know through - rumours and whispers when someone breaks their laws. Its people will gradually start behaving according to - your principles over time.

    -

    Round up the - Posse: When you brandish your Family’s authority in a non-hostile land, you can recruit a gang - of locals to fight at your side. As long as you work towards bringing that target to justice you can use - them as a group of Followers (Quality +1, Expertise: vigilante justice), and when they fight alongside you - they reduce the harm you take by 1. -

    Tooled Up and - Looking for Trouble: When you arm up your Family and move out en masse to bring justice to your - quarry, get 1 hold for each point of Grasp. You can spend Tech to get extra hold, 1-for-1. While you - hunt, you may spend 1 hold to:

    +
    +

    Landmarks Draw a sign of one from each on the map, or invent your own.

    +

    Before

      -
    • Take out a specified target immediately.
    • -
    • Negate an incoming attack.
    • -
    • Force your foes out into the open.
    • -
    • Reveal reinforcements.
    • +
    • A cathedral-sized automated slaughterhouse.
    • +
    • A plantation of heavily modified trees.
    • +
    • Ruins filled with deadly spores.
    -
    -
    -
    -
    -

    Lifestyle

    -

    Nomadic: When your Family moves on from a - settlement where they laid down the law, name one thing that settlement will now always (or never) do.
    - Dispersed: When your Family spreads word - someone’s Wanted, they’ll find no shelter in allied towns.
    - Settled: Your Family is known as the local - law in your home settlement, and its members will respect your judgements in all matters.

    -
    -
    -

    Doctrine

    -

    Hired Guns: When you accept a job from a - Family or faction to take down a target, your Family gains Surplus: Barter Goods or Scouts for the job’s - duration.
    - Righteous Vigilantes: When you come to a - scene of violence, you can ask the GM one question about the victim or the attacker.
    - Bounty Hunters: When you drag a criminal - back to a settlement, your Family gets +1 Reach there for the next Age.

    -
    -
    -

    Landmarks

    -

    Draw a sign of one from each on the map, or invent your own:

    -

    Before
    - A maximum security prison.
    - A courthouse full of preserved archives.
    - A private security force's headquarters.

    - -

    The Fall
    - The site of a massacre.
    - A public building destroyed by the riots.
    - A refugee camp torn apart from the inside.

    -

    A Threat
    - A looted caravan with a mysterious destination.
    - A settlement dominated by an unknown force.
    - A dangerous ruin full of squatters with nowhere else to go.

    -
    -
    -

    Notes
    -

    -
    -
    -
    -
    -
    -
    -
    -

    Data: Tech: -

    -
    -
    -

    Mood:

    -
    -
    -

    Surpluses:

    - -
    -
    -

    Needs:

    - -
    -
    -

    Take 2 as Surpluses and the rest as Needs:
    - Weaponry, Transport, Leadership, Defences, Recruits

    -
    -
    -

    Treaty

    -

    When you bring another Family’s or Faction’s hated foe to justice, your Family gains 2-Treaty on - them.

    -
    -
    -

    Faction:

    - -
    -
    -

    Treaty:

    - -
    -
    -
    -
    - -

    History

    -
    -

    Ask the other families:

    -

    Which of you supports our crusade the most? Give them 2-Treaty on you.

    -

    Which of you did we save from slaughter at the hand of raiders? Take 2-Treaty on them.

    -

    Which of you raised the Homeland's worst criminal? Take 1-Treaty on them; they give another Family - the criminal's victimised 1-Treaty.

    -
    -
    -
    -
    -

    Assets

    -

    Your characters can always have an obvious symbol of authority. In addition, pick 3:

    -

    Weapons

    -

    Stun prods (melee, - nonlethal).

    -

    Heavy pistols (ranged, - brutal).

    -

    Assassination blades - (melee, hidden).

    -

    -

    Defenses

    -

    Nondescript robes - (camo, utility).

    -

    Improvised armour - (tough, armoured).

    -

    Ancient enforcer gear - (tough, comms).

    -

    - -

    Travel

    -

    Battle-hardened Beasts - (land, mount).

    -

    All-terrain trucks - (land, transport).

    -

    Speeder bikes (land, - swift).

    -

    - -

    Expertise

    -

    Investigators (Quality - 1, questioning and deduction).

    -

    Enforcers (Quality 1, - ensuring compliance).

    -

    Magistrates (Quality 1, - negotiating compromises).

    -

    -
    -
    -

    Inheritance

    -

    Lawgiver Characters get +1 to Force or Steel.

    -

    Quick Characters can pick an Inheritance Move:

    -

    Tin Star: You have an impressive symbol of your authority in the Family. When you brandish it, roll - +Steel instead of +Sway for Familiar Face.
    - Restraints: You have strangely durable manacles. When you bind someone or something with them they - will not break.
    - Loyal Steed: you have a living mount that's always nearby. Whistle and it'll be with you in a few - moments.
    - Forensics: When you spend a few hours analysing evidence, the GM will tell you: what it's made of, - important marks its history has left on it, signs of who have handled it.
    - Plea Bargain: When you Find Common Ground with someone you know is guilty of a crime, one term they - pick must be 'you forgive the crime'.

    -
    -
    -
    -
    -
    -
    - Reach: -   - Grasp: -   - Sleight:   -
    -
    -
    -
    -

    Starting Stats

    -

    Choose one:

    -
      -
    • If your studies woke the Behemoths and set them loose: Reach 0 Grasp 0 Sleight 1.
    • -
    • If the Behemoths brought the Fall to the world: Reach 1 Grasp 1 Sleight -1.
    • -
    • If humanity carved out a niche in the Behemoths' alien ecosystem: Reach 2 Grasp -1 Sleight 0.
    • -
    -
    -
    -
    -
    - -

    Traditions

    -
    -

    Choose one of each, or invent your own:
    - Populace: Hired hunters and indentured servants; an honourable corps giving their lives for the - greater good; a tribe of unhinged zealots.
    - Style: Rough and extensive body art; flowing robes of adaptive camouflage; chromed implants, leathers - and all kinds of mirrorshades.
    - Governance: Dysfunctional remains of corporate hierarchy; a council of the dead channelled for - guidance; an A.I. interpreting signs from beyond.

    -
    -
    -
    -
    -
    -
    -
    -

    Moves

    -

    Take Kaiju Threat Alert and one other:

    - -

    Kaiju Threat - Alert: - Your Family is dedicated to hunting Behemoths – titanic creatures that stalk the land and are hostile to - human life. Each has unique strengths, hungers and capabilities, but they share a common origin. As a group, - work out what sort of form your world’s Behemoths take – are they organic, robotic, elemental, ephemeral? -

    -

    When you scout for signs of behemoth attack, pick a danger in the world as an omen of an incoming - assault. Say how it threatens Families of your choice, who become Alerted. You can spend Treaty you have on - one Alerted group on any other.

    -
      -
    • If the behemoth is stopped before the threat becomes plausible, each Alerted Family or Faction - gets 1-Treaty on you.
    • -
    • If you stop it once it’s a clear threat, gain 1-Treaty on every Alerted Family or Faction, and - redistribute Treaty on them as you like.
    • -
    • If someone else stops it once it’s a clear threat, you and whoever stopped it gain 1-Treaty on - every Alerted Family or Faction.
    • -
    • If the behemoth assault happens as you foresaw, you and every Alerted Family or Faction gain a - Need of your choice.
    • -
    -

    Hell Divers: When you - first find out about a specific Behemoth, name one Hostile Ground condition it surrounds itself with. - Your Vehicles and Outfits automatically avoid disadvantage in that environment, and can augment other's gear - to resist it at the cost of 1 Tech each. -

    Ultimate Weapon: Your - vehicles are the edge that allow you to bloody the nose of the Behemoth, and wipe the floor with regular - foes. When you take one of your special vehicles out of storage, choose 2:

    +

    The Fall

      -
    • They have an extra environment tag: sea, land, air, void, earth, or something stranger.
    • -
    • You have advantage on physical actions when piloting it.
    • -
    • They're giant and can fight Behemoths on equal terms.
    • +
    • Catacombs filled with failed genetic experiments.
    • +
    • A vast forest filled with calcified trees.
    • +
    • A tree that outlasted the city it was meant to nurture.
    -

    Every time the you use it pick one:

    +

    A Threat

      -
    • Erase Surplus: Transport or Surplus: Energy.
    • -
    • It pollutes: gain Need: Medicine or Need: Land.
    • -
    • It could break down or blow up at any moment.
    • +
    • A pack of perfectly designed predators.
    • +
    • A drought so severe that famine is a certainty.
    • +
    • A plague too efficient and dreadful to be natural.
    -

    Behemoth Tech: If a - Behemoth is killed and you get access to its remains, you gain Surplus: Behemoth Tech. When used in - a Wonder this replaces any two of its regular requirements. Tell us how the project was warped in alien - ways. -

    Doomsday Research: - When you issue a Kaiju Threat Alert, gain 6 hold. When you act against the threat, spend 1 hold - to roll with advantage. If your character is directly confronting the threat, spend all remaining hold - after rolling to set one of their dice to the hold spent. -

    Sleep Now in the - Fire: When you lure a Behemoth to rampage over a faction or Family under Kaiju Threat - Alert, spend up to 3 points of Data and roll +Sleight. On a hit the Behemoth destroys one of - their Surpluses per point of data spent; on a 7-9 it also destroys one of your Surpluses. On a 6- it - unleashes great power and massive collateral damage, creating a new Hostile Ground. Don’t miss. -

    -
    -
    -
    -

    Lifestyle

    -

    Nomadic: Your scouts stand ever watchful - against the monsters. As soon as any of your Family detects a Behemoth, the whole Family will know.
    - Dispersed: When any other Family's - holdings are menaced by a Behemoth, you may narrate the arrival of a group of the Order.
    - Settled: The ground under your buildings - is honeycombed with passageways civilians can use to shelter and safely escape the settlement.

    -
    -
    -

    Doctrine

    -

    Armageddon Gods: Whenever anyone rolls - two 1s, someone in your Family forms a psychic connection to the monsters; gain fleeting advantage when you - act on the knowledge they gain.
    - Hell Crusaders: When a Behemoth attacks, - say where you can find a Surplus to help you fight it off.
    - Carrion Market: When a new Behemoth is - found name a Surplus that can be extracted from it or its environment, at the risk of drawing its attention. -

    -
    -
    -

    Landmarks

    -

    Draw a sign of one from each on the map, or invent your own:

    -

    Before
    - A toxic dump that poisons the world still.
    - Ruined defences as huge as they were futile.
    - A titan's carcass crawling with scavengers.

    - -

    The Fall
    - The broken shell of a mighty capital laid low by the first Behemoth attack.
    - The reality tear the Behemoths crawled from.
    - The unused chassis of a vehicle made to kill Behemoths.

    -

    A Threat
    - A tall ruin, now a monster's aerie.
    - A horde of ravenous parasites fleeing the corpse of their last host.
    - An artefact of inhuman origin that the Behemoths fiercely guard.

    -
    -
    -

    Notes
    -

    -
    -
    -
    -
    -
    -
    -
    -

    Data: Tech: -

    -
    -
    -

    Mood:

    -
    -
    -

    Surpluses:

    - -
    -
    -

    Needs:

    - -
    -
    -

    Take 2 as Surpluses and the rest as Needs:
    - Prestige, Weaponry, Scouts, Transport, Recruits

    -
    -
    -

    Treaty

    -

    When you Lend Aid to a group under a Kaiju Threat Alert, gain 1 Treaty on them.

    -
    -
    -

    Faction:

    - -
    -
    -

    Treaty:

    - -
    -
    - -

    History

    -
    -

    Ask the other families:

    -

    Which of you has given us reason to believe you know things about the behemoths we don't? They take - 2-Treaty on your Family.

    -

    Which of you fought alongside us in the last war, and let us down at the worst possible moment? Get - 2-Treaty on them.

    -

    Which of you currently hosts the greatest hero of the last war in a respected role? Take 1-Treaty on - each other.

    -
    -
    -
    -
    -

    Assets

    -

    Your characters can always have a trophy from a previous hunt. In addition, pick 3:

    -

    Weapons

    -

    Silent snipers (far, silent). -

    -

    Carving blades (melee, brutal). -

    -

    Explosive launchers (ranged, - area).

    -

    -

    Defenses

    -

    Beast-climbing gear (utility, - mobile).

    -

    Helldiver armour (hardened, - sealed).

    -

    Bright halo (mantle, regal). -

    -

    - -

    Travel

    -

    Outrider trucks (land, turret). -

    -

    Tamed beasts (air, mount).

    -

    Command vehicles (land, med - bay).

    -

    - -

    Expertise

    -

    Scouts (Quality 1, spotting - approaching threats).

    -

    Tamers (Quality 1, bringing - animals to heel).

    -

    Soldiers (Quality 1, - suppressing fire).

    -

    -
    -
    -

    Inheritance

    -

    Order Characters get +1 to Force or Lore.

    -

    Quick Characters can pick an Inheritance Move:

    -

    Titan Grip: When you attempt to climb a giant monster, roll +Steel. On a hit hold 3; spend hold to - avoid one of the monster’s attacks, or resist being shaken off.
    - Bait: With noise, flailing and bright colours you can attract the attention of everything hostile - within a mile or so. They’ll ignore others in their pursuit of you.
    - Grapple: You have a sturdy grappling gun. It can hit targets a hundred metres away, and bear your - weight and that of another.
    - Monster Empath: For each minute you spend observing a monster, you can ask the GM one: What does it - most want to do, what’s hurting it, what can it sense that I can’t?
    - Suppressing fire: While you attack with the goal of scaring foes and keeping their heads down, give - your allies advantage when they flank them, escape them or target their position.

    -
    -
    -
    -
    -
    -
    - Reach: -   - Grasp: -   - Sleight:   -
    -
    -
    -
    -

    Starting Stats

    -

    Choose one:

    -
      -
    • If the Homeland is mostly covered by seas and oceans: Reach +1 Grasp -1 Sleight +1.
    • -
    • If the Homeland is only partially covered by seas and oceans: Reach -1 Grasp +2 Sleight 0.
    • -
    • If the Homeland surrounds the lakes, marshes or aquifiers you call home: Reach 0 Grasp 0 Sleight +1. -
    • -
    -
    -
    -
    -
    - -

    Traditions

    -
    -

    Choose one of each, or invent your own:
    - Populace: Aquatic cyborgs, genetically modified merfolk, an intrepid crew of submariners.
    - Style: Sleek diving clothing, glossy armour and equipment, diaphanous nets and fabrics.
    - Governance: A technocratic council, a communist collective, enlightened anarchy, the pirate's code. -

    -
    -
    -
    -
    -
    -
    -
    -

    Moves

    -

    Take two:

    - -

    Lords of the Deep: - The water cycle and the life cycle are one, and your Family understands them better than any other. When - you erase a Surplus, recover 1 Tech from the depths.

    -

    Hydra's Children: - When you Claim by Force in a marine environment, assistance from creatures of the deep gives - you Advantage to the roll. Spend 1 tech to call a hulking beast onto land, gaining advantage on all Claim by - Force rolls as long as it survives.

    -

    The Dragon in the - Sea: You are free from the hope that the sea will ever rest. Instead, you’ve learned to sail through - the tempest. When your Family hits -2 Mood, you can roll +Grasp: on a hit gain 2 of Surplus: Barter - Goods, Trade, and Progress, and erase a Need. Say how the sea provides for you in your moment of need. On a - miss, the GM can make as hard a move as they like.

    -

    The Kraken Wakes: - Sometimes we must discard the old, embrace the new, and run headlong down an unwavering course. When your - Family faces a Trial during the Turning of Ages, gain Surplus: Motivation and 1 hold per Trial faced. - Spend 1 hold to give a Family move advantage.

    -

    Startide Rising: - The sea, once it casts its spell, holds one in its net of wonder forever. You can spend 1-Tech and work a - special ritual to let a Family's characters ignore Disadvantage from underwater hostile grounds. This - lasts until the next Age. If you do this for another Family or faction, you have advantage on Conduct - Diplomacy or Find Common Ground rolls with them for the rest of time.

    -
    -
    -
    -
    -

    Lifestyle

    -

    Nomadic: You can find wealth beyond - measure in the vastness of the oceans. If you erase Surplus: Barter Goods, Trade or Transport, get it back - at the start of the next session.
    - Dispersed: Your domains are vast, but - your people know how to make use of the resources of others. When you Call in a Debt and take one of their - Surpluses, also gain Surplus: Safety, Morale or Leadership.
    - Settled: Your lands are wracked by storms - and tempests. Anyone who acts against your Family in its home turf must take Need: Transport, Scouts or - Trade.

    -
    -
    -

    Doctrine

    -

    Preservers of the Seas: The seas' wealth - is yours for the taking. Gain Surplus: Barter Goods, Trade or Transport at the start of every Age.
    - Masters of the Waves: Your Family never - suffers disadvantage navigating the seas, and they have advantage against other sailors.
    - Rulers of Atlantis: Your people are truly - amphibious. Your Family never suffers disadvantage underwater, and they have advantage there against those - not similarly adapted.

    -
    -
    -

    Landmarks

    -

    Draw a sign of one from each on the map, or invent your own:

    -

    Before
    - Sprawling ruins of docks and berths.
    - A haunted offshore research facility.
    - A ship graveyard.

    - -

    The Fall
    - A sunken city, poison flowing through its streets.
    - A derelict carrier, larger than most cities.
    - A death stranding where the great sea creatures beached themselves and died.

    -

    A Threat
    - A massive volcano not far from the shore, threatening eruption.
    - A precarious cliffside settlement assaulted by the rising tide.
    - An invading flotilla.

    -
    -
    -

    Notes
    -

    - -
    -
    -
    -
    -
    -
    -
    -

    Data: Tech: -

    -
    -
    -

    Mood:

    -
    -
    -

    Surpluses:

    - -
    -
    -

    Needs:

    - -
    -
    -

    Take 2 as Surpluses and the rest as Needs:
    - Morale, Scouts, Progress, Land, Transport

    -
    -
    -

    Treaty

    -

    When you trade a Family a Surplus harvested from the sea for one harvested from the land, gain 1 - Treaty on them.

    -
    -
    -

    Faction:

    - -
    -
    -

    Treaty:

    - -
    -
    -
    -
    - -

    History

    -
    -

    Ask the other families:

    -

    Which one of you is partly descended from Pioneers who turned their back to the sea? Gain 1-Treaty - on each other.

    -

    Which one of you was our sole contact with drylanders for a long time? What happened to reveal our - existence to the other Families? They take 2-Treaty on you.

    -

    Which of you hosts a brilliant explorer who relies on our secrets? Take 1-Treaty on them.

    -
    -
    -
    -
    -

    Assets

    -

    Your characters always have enough breathing equipment to function on land and in water. In addition, pick - 3:

    -

    Weapons

    -

    Fishing Spears (melee, - brutal).

    -

    Claws and fangs (melee, - hidden).

    -

    Pneumatic guns (ranged, - silent).

    -

    -

    Defenses

    -

    Environment suits - (powered, sealed).

    -

    Grappling rig (mobile, - utility).

    -

    Hardened scales (regal, - plated).

    -

    - -

    Travel

    -

    Amphibious crawlers - (land, water).

    -

    Submersibles (water, - canopy).

    -

    Galleons (water, - transport).

    -

    - -

    Expertise

    -

    Fishers (Quality 1, - finding food).

    -

    Raiders (Quality 1, - intimidation and extortion).

    -

    Cetacean Allies (Quality - 1, underwater search and rescue).

    -

    -
    -
    -

    Inheritance

    -

    Pioneer Characters get +1 to Force or Steel.

    -

    Quick Characters can pick an Inheritance Move:

    -

    The Call of the Deep: If you’re near a large body of water you can summon a beast from its depths. - It’ll arrive within a few hours, but will rampage heedless of your wishes.
    - Breathing Apparatus: You can always breathe easy, no matter the circumstance, and can puff out - vapours that intoxicate those around you. - Entangling Nets: If you get your nets around someone, everyone else has advantage when assaulting or - escaping them. - Pirate’s Code: So long as you always accept other’s surrender, intelligent foes are willing to give - you a chance to parley.
    - Tempest-tossed: When you hurl yourself into a storm, natural disaster or cataclysm, roll +Steel. On a - hit, you end up somewhere safe once the disaster’s over. On a 10+ you still have your gear and health.

    -
    -
    -
    -
    -
    -
    - Reach: -   - Grasp: -   - Sleight:   -
    -
    -
    -
    -

    Starting Stats

    -

    Choose one:

    -
      -
    • If your religion was built around the forces of the Fall: Reach -1 Grasp 1 Sleight 1.
    • -
    • If your religion merged fragments of faiths from Before: Reach 1 Grasp 0 Sleight 0.
    • -
    • If your religion is a response to the threats that haunt the Homeland: Reach -1 Grasp 0 Sleight 2.
    • -
    -
    -
    -
    -
    - -

    Traditions

    -
    -

    Choose one of each, or invent your own:
    - Populace: Secluded monastic community, evangelistic cult full of zealous converts, disparate - survivors of an unimaginable calamity.
    - Style: Outlandish and impractical ceremonial wear, plain homespun robes, conspicuous symbols of - prosperity and devotion.
    - Governance: Acolytes interpreting the utterances of an oracle, dogmatic adherence to a holy text, - many shepherds guiding many flocks.

    -
    -
    -
    -
    -
    -
    -
    -

    Moves

    -

    Take Faith of the Fallen and one other:

    - -

    Faith of - the Fallen:Your Family has a faith they cling to more ardently than life. Choose one tenet:

    -
    -

    The restoration - and healing of humanity.

    -

    The protection - of the unfortunate.

    -

    The - renunciation of the Before.

    -

    Transformation - into gods.

    -

    Travel to a - pristine and unspoiled land.

    -
    -

    At the start of each Age past the first, count those who are in line with your tenet as Righteous and - everyone else as Corrupt.

    -

    When your Family gains something that furthers their tenet, hold 1. When an emissary of your Family – - including your Character – draws on this vision of future perfection, spend 1 hold to:

    -
      -
    • Get an insight towards your current goal.
    • -
    • Ignore all penalties and Disadvantage for a single roll.
    • -
    • Plant the seeds of your faith in the mind of another.
    • -
    -

    The Inquisition: - When your Family makes an example out of a member of a Corrupt Family or Faction, hold 1. Spend hold - 1-for-1 to force someone, Righteous or Corrupt, to choose one of the following:

    -
      -
    • Perform a task for you, no matter the risk.
    • -
    • Say a secret they don't want you to hear.
    • -
    • Give up all their possessions.
    • -
    -

    Sacrifice: When - you whip your Family into a frenzy then send them into battle, you can gain Need: recruits, Need: - medicine and/or Need: leadership. For each you take, choose one: +

    +
    +

    Starting Stats (Choose one)

      -
    • Darkness will cloud your enemies’ eyes, allowing you to take them by surprise.
    • -
    • One chosen champion of your Family will be unharmed by the foe’s attacks.
    • -
    • The site of the battle will be marked and forever stand as a testament to your righteousness.
    • +
    • If the wonders from Before were widely distributed and everyone can benefit from your advice: Reach 1 Grasp 0 Sleight 0
    • +
    • If the wonders from Before were hoarded by researchers, the military, the wealthy, and now you: Reach -1 Grasp 2 Sleight 0
    • +
    • If the Fall unleashed previously unknown technology and knowledge which you now seek out: Reach 1 Grasp -1 Sleight 1
    -

    A Voice in the - Wilderness: When your Family condemns a powerful figure or organisation in a public place, - roll +Grasp. On a hit, they're now counted as Corrupt. On a 7-9, choose one; on a 10+ choose two.

    +
    +
    +

    Traditions Choose one of each or invent your own.

      -
    • You’ll suffer no reprisals.
    • -
    • You receive grateful donations; gain Surplus: barter goods.
    • -
    • The crowd delivers a representative of your foe to you.
    • -
    • The audience riots, forcing your enemy into retreat.
    • +
    • Populace: Close-knit families passing secrets to their children, Demagogues and those who seek their knowledge, Vat-grown duplicates.
    • +
    • Style: Bulky and concealing environment suits, utilitarian clothes studded with implants, monastic robes embroidered with circuitry.
    • +
    • Governance: Meritocratic academic bureaucracy, Anarchic rule of the loudest and most interesting, Hidebound council of elders.
    -

    The Plagues: - If you have 5 Treaty or more on a Corrupt Family or Faction, you can denounce their wicked ways. At - some point of this Age the GM will unleash a natural disaster upon them, devastating their holdings.

    -

    The Corrupt Family or Faction is now considered Righteous. Lose 1-Treaty with every other Family or - Faction; deep inside they know all that pain and loss came from your decrees.

    -
    -
    -
    -
    -

    Lifestyle

    -

    Nomadic: When you enter a new settlement, - tell the group one thing the settlement’s main faith makes mandatory and one thing it forbids.
    - Dispersed: The faith has been spread - far, and you’ll always find lodging and food with other faithful in a settlement.
    - Settled: Your community is bound together - with secret gestures, shared phrases and other shibboleths. Anyone who tries to infiltrate your community - rolls with Disadvantage.

    -
    -
    -

    Doctrine

    -

    The Faith is Mother, the Faith is - Father: The bonds of faith between you are more than natural. When Family members are in deep - distress, other members somehow know.
    - The Canticle of Illumination: When you - enter a hostile community, you will not be harmed so long as you provide some aid.
    - The Cleansing Fires of Purity: When you - fight the horrors of the Fall, the wounds you inflict will never heal.

    -
    -
    -

    Landmarks

    -

    Draw a sign of one from each on the map, or invent your own:

    -

    Before
    - A temple of a lost faith, miraculously untouched by the Fall.
    - A holy site that drew countless pilgrims to their deaths.
    - The grave of the last great preacher of the Before.

    - -

    The Fall
    - The place where people first battled “demons”.
    - The first cult to revere the agents of the Fall.
    - A fortress of those who banded together to stave off Armageddon.

    -

    A Threat
    - A prophet of the End, returned from death.
    - Demons, embodying all the horrors of the Fall.
    - A cabal of Fall-cultists, intent on following mysterious visions.

    -
    -
    -

    Notes
    -

    -
    -
    -
    -
    -
    -
    -
    -

    Data: Tech: -

    -
    -
    -

    Mood:

    -
    -
    -

    Surpluses:

    - -
    -
    -

    Needs:

    - -
    -

    Take 2 as Surpluses and the rest as Needs:
    - Artisans, Leadership, Land, Safety, Recruits

    -
    -
    -

    Treaty

    -

    When you publicly condemn another group for their sins, hold 1. Publicly absolve them of those same - sins and spend that hold to gain 1-Treaty on them. You can only have 1 hold at a time.

    -
    -
    -

    Faction:

    - -
    -
    -

    Treaty:

    - -
    -
    -
    -
    - -

    History

    -
    -

    Judge each other Family:

    -

    Righteous: They say what they did to win you over. You give them 1-Treaty.

    -

    Corrupt: Take 1-Treaty on them. They say what happened to make your Family condemn them.

    -
    -
    -
    -
    -

    Assets

    -

    Your characters can always have a small holy book or a religious symbol. In addition, pick 3:

    -

    Weapons

    -

    Ceremonial weapons - (melee, unreliable).

    -

    Flamethrowers (ranged, - area).

    -

    Infectious madness - (ranged, aberrant).

    -

    -

    Defenses

    -

    By blending in (utility, - camo).

    -

    Blessed heirlooms (regal, - armoured).

    -

    Crude implants - (implanted, hardened).

    -

    - -

    Travel

    -

    Caravans (land, - transport).

    -

    Placid livestock (land, - mount).

    -

    - -

    Expertise

    -

    Inquisitors (Quality 1, - exposing guilt).

    -

    Healers (Quality 1, - treating illnesses).

    -

    Evangelists (Quality 1, - communicating with outsiders).

    -

    -
    -
    -

    Inheritance

    -

    Servant Characters get +1 to Sway or Steel.

    -

    Quick Characters can pick an Inheritance Move:

    -

    Blood for Blood: If you lay hands on someone and burn out your own health, mark harm 1-for-1 to heal - them: cosmetic for cosmetic, impairing for impairing, dead for dead.
    - Martyr: If anyone in arm's reach would take harm, you can jump in the way and take it yourself.
    - Paladin: If you spend an hour praying over a weapon, you can give it the aberrant tag.
    - Clergy: When you wear the garb of your faith, people will assume you're: harmless, deadly, mystical, - self-sacrificing. Pick one according to your Family's reputation.
    - Confessional: When you spend an hour preaching to an audience, one audience member will approaches - you afterwards and confess something that's useful to you.

    -
    -
    -
    -
    -
    -
    - Reach: -   - Grasp: -   - Sleight:   -
    -
    -
    -
    -

    Starting Stats

    -

    Choose one:

    -
      -
    • If the Homeland is alien terrain humans had to adapt to: Reach +1 Grasp +1 Sleight -1.
    • -
    • If the Homeland is suitable for human life: Reach -1 Grasp 0 Sleight +2.
    • -
    • If the Homeland is artificial and hostile to alien and human alike: Reach 0 Grasp +1 Sleight 0.
    • -
    -
    -
    -
    -
    - -

    Traditions

    -
    -

    Choose one of each, or invent your own:
    - Populace: Vaguely humanoid, arachnoid builders, biomechanical cephalopods.
    - Style: Bulky life support, bristling with weaponry, nanogel suits.
    - Governance: Genetics-based autocracy, a council of digitised elders, decentralised cells bound by an - alien moral code.

    -
    -
    -
    -
    -
    -
    -
    -

    Moves

    -

    Take two moves:

    - -

    Orbital - Bombardment: When you attack from orbit, raze a terrain feature or a Surplus belonging to - another Family or Faction. Then roll +Grasp. On a 7-9 choose 2, on a 10+ choose 1:

    -
      -
    • You cause unintended collateral damage.
    • -
    • You galvanise your foes against you.
    • -
    • You lose 1-Treaty on every other Family or Faction.
    • -
    -

    Invading - Armies: When you march upon an opponent, bringing to bear all your advanced arms and ships, - roll +Reach. On a 7-9 choose 1, on a 10+ choose 2:

    -
      -
    • Their allies stop providing them support.
    • -
    • Their followers start rioting in panic.
    • -
    • One of their enemies will pay you a tribute of 1 Surplus.
    • -
    -

    Body Snatchers: - When you roll a 7+ on Subterfuge, you may declare that some members of the targeted Family or - faction have been replaced with duplicates loyal to you.

    -

    When you activate the sleeper cell, roll +Sleight. On a hit, choose one:

    -
      -
    • You learn a secret weakness of their defences.
    • -
    • You learn ways to move through this area quickly and unseen.
    • -
    • You learn clues to a hidden strength or unknown history.
    • -
    -

    On a 10+ you are given access to a safe house you can use while you’re in that Family or Faction’s - territory.

    -

    Wormhole Gates: - Spend 1 Tech to instantly relocate your Character or one of your assets to the safety of one of your bases. -

    Abduction: - When you use your grasping lights to abduct someone mentally or bodily, trigger Conduct Diplomacy - but lose 1-Treaty on their Family or Faction. In exchange, pick two:

    +
    +

    Landmarks Draw a sign of one from each on the map, or invent your own.

    +

    Before

      -
    • The target won't remember this conversation.
    • -
    • The target won't be able to lie to you.
    • -
    • The abduction happens immediately.
    • -
    • Their absence will go unnoticed until it's too late.
    • +
    • A secret research centre full of untamed wonders.
    • +
    • A dangerous and unstable power plant.
    • +
    • A site of connection to the stars beyond.
    -

    Alien - Physiology: You’re perfectly adapted to environments lethal to humans. Pick 1-3 tags all your - characters have from now on:

    -

    Hardened -

    Sealed -

    Thermo -

    For each you take, add an extra penalty to one of their harm boxes - damage to life support reveals - how poorly adapted you are to the Homeland.

    -
    -
    -
    -
    -

    Lifestyle

    -

    Nomadic: Your atmospheric drop ships are - still functional. You can use them to gain Advantage on Wasteland Survival, but everyone sees where you - go.
    - Dispersed: Your people can gather all - their numbers on a moment’s notice. You can use strange technology to bring them together, gaining advantage - to Grasp rolls as long as they stay there, but you must Hold Together once you part.
    - Settled: Your base is secret and - well-hidden. Attempts to find it have Disadvantage, but you may never gain Surplus: Trade.

    -
    -
    -

    Doctrine

    -

    Gardener of Worlds: when you spend Data - to reveal the hidden potential of the homeland, gain 1 Tech.
    - Secret Invaders: when your Family gets a - hit on Subterfuge to subvert or take control of a power structure from within, gain 1 Data.
    - Stellar Locusts: Take Advantage on rolls - to Claim by Force a resource you have a Need for.

    -
    -
    -

    Landmarks

    -

    Draw a sign of one from each on the map, or invent your own:

    -

    Before
    - Evidence of ancient alien contact.
    - A secret vault and prison for aliens.
    - A mega project to reach the stars.

    - -

    The Fall
    - The crater where the planetary defence centre used to be.
    - A vast alien ship, intact but out of reach.
    - A former internment camp littered with bones.

    -

    A Threat
    - A rapidly-expanding alien ecosystem.
    - Signals that destroy the mind of those who try to interpret them.
    - Self-replicating machines carrying on a long forgotten mission.

    -
    -
    -

    Notes
    -

    -
    -
    -
    -
    -
    -
    -
    -

    Data: Tech: -

    -
    -
    -

    Mood:

    -
    -
    -

    Surpluses:

    - -
    -
    -

    Needs:

    - -
    -
    -

    Take 2 as Surpluses and the rest as Needs:
    - Defences, Progress, Morale, Leadership, Energy

    -
    -
    -

    Treaty

    -

    Your origin gives you a different perspective on the world. When you Uncover Secrets to reveal - something that helps another Family, gain 1-Treaty on them..

    -
    -
    -

    Faction:

    - -
    -
    -

    Treaty:

    - -
    -
    -
    -
    - -

    History

    -
    -

    Ask the other Families:

    -

    Which one of you controls a resource critical to our survival? They take 2-Treaty on you.

    -

    Which of you did we save from certain doom with our technology? Get 1-Treaty on them.

    -

    Which of you did we secretly experiment on in the past? They take 1-Treaty on you.

    -
    -
    -
    -
    -

    Assets

    -

    Your character always has some feature that marks them as inhuman. In addition, pick 3:

    -

    Weapons

    -

    Acid spit (ranged, - hidden).

    -

    Energy blasters - (ranged, brutal).

    -

    Psionic amplifiers - (ranged, aberrant).

    -

    -

    Defenses

    -

    Adaptive force fields - (camp, mantle).

    -

    Spacesuits (sealed, - hardened).

    -

    Bio-boosting skin - (tough, mobile).

    -

    - -

    Travel

    -

    Null-grav fliers - (air, swift).

    -

    Orbital shuttles - (air, space).

    -

    Transport worms - (land, mount).

    -

    - -

    Expertise

    -

    Science officers - (Quality 1, research).

    -

    Assimilators (Quality - 1, recycling organics).

    -

    Translators (Quality - 1, negotiating).

    -

    -
    -
    -

    Inheritance

    -

    Starfarer Characters get +1 to Sway or Lore.

    -

    Quick Characters can pick an Inheritance Move:

    -

    Neuralyzer: If you can get someone to stare into this gadget’s bright light for a few seconds, you - can erase the last 5 minutes of their memory.
    - Telepathy: You speak into minds, not through sound. You can speak to anyone you can see, and no-one - else can overhear.
    - Final Form: Instead of activating your Death Move, erase this to enter a chrysalis. An hour later - you’ll emerge fully-healed, and with an outfit tag that’d help you resist what killed you.
    - Ride the Lightning: You have a small, wire-threaded gem. If you give it to someone they can break it - to summon you instantly to their side. 
    - Doppelganger: After a few minutes of painful adaptation you can shapechange into any organism you’ve - directly observed.

    -
    -
    -
    -
    -
    -
    - Reach: -   - Grasp: -   - Sleight:   -
    -
    -
    -
    -

    Starting Stats

    -

    Choose one:

    -
      -
    • If the Homeland’s power infrastructure has been decimated: Reach 0 Grasp -1 Sleight 2.
    • -
    • If the Fall preserved much of the Homeland’s power infrastructure: Reach 1 Grasp 0 Sleight 0.
    • -
    • If the Homeland is nothing but artificial infrastructure, ravaged by the Fall: Reach 0 Grasp 2 Sleight - -1.
    • -
    -
    -
    -
    -
    - -

    Traditions

    -
    -

    Choose one of each, or invent your own:
    - Populace: Part-human cyborgs, anthropomorphic robots, inhuman machines.
    - Style: Sleek and minimalist design, heavy and dirty casing, camouflaged military armour.
    - Governance: Blind obedience to master control, shared consciousness of conjoined minds, one mind - replicated to infinity.

    -
    -
    -
    -
    -
    -
    -
    -

    Moves

    -

    Take Living Machines and one more:

    - -

    Living - Machines: By default, all your Family members are synthetic. They do not need to eat, drink or - breathe, but can only use Professional Care when they have access to technological surpluses: - Progress, Research, Engineers, etc. -

    Nanofabricators: You - alone control the miraculous nanotechnology. When you use your foundries to break down resources and - reassemble them, pick one:

    +

    The Fall

      -
    • Spend 2-Tech to create any physical Surplus.
    • -
    • Erase a physical Surplus to gain 2-Tech.
    • +
    • A spot where the laws of physics were unravelled.
    • +
    • A redoubt where the miraculous science from Before almost averted the Fall.
    • +
    • The research centre that first understood the Fall's root cause.
    -

    Drone Army: You may spend - Tech to boost your follower's Quality, 1-for-1. When Claiming by Force, add this to the available - options:

    -

    “Your drone army suffered the brunt of the losses: spend 2-Tech right now or get disadvantage on Grasp - until you do.”

    -

    Vast Digital Archives: - Whenever you gain Tech outside of the Hive, you also gain 1 Data.

    -

    Autonomous Systems: - Machines need very little to go on. Your Mood is locked at +2, regardless of Surplus and Needs. You still - have limits: if you would ever gain a sixth Need, trigger Fall into Crisis instead.

    -

    Terraformers of Tomorrow: - When working together with another Family, the effect of one of their long term moves (such as Weird - Science, This is a Civilised Land, etc.) will be implemented on a new scale of magnitude - - either a much broader scale, or a far longer duration.

    +

    A Threat

    +
      +
    • A crude tribe of raiders using advanced tech.
    • +
    • A valley where lights appear in the sky.
    • +
    • A ruin where creations of science now rule.
    • +
    +
    -
    -
    -
    -

    Lifestyle

    -

    Nomadic: All your agents appear perfectly - human, though underneath their skin lies a body of metal.
    - Dispersed: Thanks to the Hive mind, when - Conducting Diplomacy you learn the results immediately.
    - Settled: Your drones can be easily - repaired. You can always provide Professional Care to any synthetic Character inside the Hive’s holdings. -

    +
    +
    +

    Starting Stats (Choose one)

    +
      +
    • If the Fall was a sudden and terrifying event: Reach 0 Grasp -1 Sleight 2
    • +
    • If the Fall was a protracted struggle against extinction: Reach 1 Grasp -1 Sleight 1
    • +
    • If the Fall was so long ago that few can remember how it played out: Reach 0 Grasp 1 Sleight 0
    • +
    +
    +
    +

    Traditions Choose one of each or invent your own.

    +
      +
    • Populace: Loose confederacy of traders, aristocrats living off their pre-Fall heirlooms, enthusiastic but eccentric collectors.
    • +
    • Style: Luxurious silks and furs, elegant but hardy trail wear, packs and pockets bulging with curios.
    • +
    • Governance: Decadent merchant-princes and their servants, an open market of favours and votes, independent traders under a shared charter.
    • +
    +
    +
    +

    Landmarks Draw a sign of one from each on the map, or invent your own.

    +

    Before

    +
      +
    • A vault built to preserve a priceless heritage.
    • +
    • A haven for the rich and powerful that lasted longer than most.
    • +
    • A huge and sombre building where the fate of nations was decided.
    • +
    +

    The Fall

    +
      +
    • A huge transport line, choked with abandoned vehicles.
    • +
    • A business district, eerily undamaged and devoid of life.
    • +
    • A cache of doomsday weapons, built for the Fall.
    • +
    +

    A Threat

    +
      +
    • Cannibalistic raiders who have refused all attempts to negotiate.
    • +
    • A dwindling but vital resource.
    • +
    • Privileged survivors hoarding knowledge from the World Before.
    • +
    +
    -
    -

    Doctrine

    -

    Shepherds of Humanity: your factories - could rebuild civilization from scratch, if given the proper blueprints. You can spend 2-Data to manufacture - 3-Tech.
    - Axioms of Order: The Hive’s directive is - to bring harmony and discipline to the world. You have Advantage on Hold Together.
    - Guardians of the Singularity: you always - know how much Tech other Families and Factions have in store. Whenever an Unleash Power rouses devices in - the environment, gain 1 Data.

    +
    +
    +

    Starting Stats (Choose one)

    +
      +
    • If significant parts of civilization survived the Fall: Reach 1 Grasp 1 Sleight -1
    • +
    • If societal collapse strongly contributed to the Fall: Reach -1 Grasp 1 Sleight 1
    • +
    • If law and order saved mankind from extinction: Reach 0 Grasp 2 Sleight -1
    • +
    +
    +
    +

    Traditions Choose one of each or invent your own.

    +
      +
    • Populace: Gathering of the wronged and vengeful, distant descendants of cops and soldiers, corrupt enforcers providing protection and extortion.
    • +
    • Style: Bristling weapons and barely-contained violence, simple uniforms and hidden blades, sturdy trail clothes and a deep hood.
    • +
    • Governance: Lone vigilantes calling in for support when needed, complex legal codes overseen by elderly judges, hierarchy of respect from leg-breakers to godfathers.
    • +
    +
    +
    +

    Landmarks Draw a sign of one from each on the map, or invent your own.

    +

    Before

    +
      +
    • A maximum security prison.
    • +
    • A courthouse full of preserved archives.
    • +
    • A private security force's headquarters.
    • +
    +

    The Fall

    +
      +
    • The site of a massacre.
    • +
    • A public building destroyed by the riots.
    • +
    • A refugee camp torn apart from the inside.
    • +
    +

    A Threat

    +
      +
    • A looted caravan with a mysterious destination.
    • +
    • A settlement dominated by an unknown force.
    • +
    • A dangerous ruin full of squatters with nowhere else to go.
    • +
    +
    -
    -

    Landmarks

    -

    Draw a sign of one from each on the map, or invent your own:

    -

    Before
    - An ancient power plant, dead but mostly intact.
    - A remote node critical to the digital infrastructure of Before.
    - A fortress, still defended by advanced drones.

    - -

    The Fall
    - A processing plant turned into an abattoir.
    - A wasteland ravaged by weaponized weather.
    - Scars of mankind’s most destructive and desperate tactics.

    -

    A Threat
    - A sentient war machine gone rogue.
    - Self-replicating drones on an arcane mission.
    - Digital ghosts haunting the physical landscape.

    +
    +
    +

    Starting Stats (Choose one)

    +
      +
    • If your studies woke the Behemoths and set them loose: Reach 0 Grasp 0 Sleight 1
    • +
    • If the Behemoths brought the Fall to the world: Reach 1 Grasp 1 Sleight -1
    • +
    • If humanity carved out a niche in the Behemoths' alien ecosystem: Reach 2 Grasp -1 Sleight 0
    • +
    +
    +
    +

    Traditions Choose one of each or invent your own.

    +
      +
    • Populace: Hired hunters and indentured servants; an honourable corps giving their lives for the greater good; a tribe of unhinged zealots.
    • +
    • Style: Rough and extensive body art; flowing robes of adaptive camouflage; chromed implants, leathers and all kinds of mirrorshades.
    • +
    • Governance: Dysfunctional remains of corporate hierarchy; a council of the dead channelled for guidance; an A.I. interpreting signs from beyond.
    • +
    +
    +
    +

    Landmarks Draw a sign of one from each on the map, or invent your own.

    +

    Before

    +
      +
    • A toxic dump that poisons the world still.
    • +
    • Ruined defences as huge as they were futile.
    • +
    • A titan's carcass crawling with scavengers.
    • +
    +

    The Fall

    +
      +
    • The broken shell of a mighty capital laid low by the first Behemoth attack.
    • +
    • The reality tear the Behemoths crawled from.
    • +
    • The unused chassis of a vehicle made to kill Behemoths.
    • +
    +

    A Threat

    +
      +
    • A tall ruin, now a monster's aerie.
    • +
    • A horde of ravenous parasites fleeing the corpse of their last host.
    • +
    • An artefact of inhuman origin that the Behemoths fiercely guard.
    • +
    +
    -
    -

    Notes
    -

    +
    +
    +

    Starting Stats (Choose one)

    +
      +
    • If the Homeland is mostly covered by seas and oceans: Reach +1 Grasp -1 Sleight +1
    • +
    • If the Homeland is only partially covered by seas and oceans: Reach -1 Grasp +2 Sleight 0
    • +
    • If the Homeland surrounds the lakes, marshes or aquifiers you call home: Reach 0 Grasp 0 Sleight +1
    • +
    +
    +
    +

    Traditions Choose one of each or invent your own.

    +
      +
    • Populace: Aquatic cyborgs, genetically modified merfolk, an intrepid crew of submariners.
    • +
    • Style: Sleek diving clothing, glossy armour and equipment, diaphanous nets and fabrics.
    • +
    • Governance: A technocratic council, a communist collective, enlightened anarchy, the pirate's code.
    • +
    +
    +
    +

    Landmarks Draw a sign of one from each on the map, or invent your own.

    +

    Before

    +
      +
    • Sprawling ruins of docks and berths.
    • +
    • A haunted offshore research facility.
    • +
    • A ship graveyard.
    • +
    +

    The Fall

    +
      +
    • A sunken city, poison flowing through its streets.
    • +
    • A derelict carrier, larger than most cities.
    • +
    • A death stranding where the great sea creatures beached themselves and died.
    • +
    +

    A Threat

    +
      +
    • A massive volcano not far from the shore, threatening eruption.
    • +
    • A precarious cliffside settlement assaulted by the rising tide.
    • +
    • An invading flotilla.
    • +
    +
    +
    +
    +

    Starting Stats (Choose one)

    +
      +
    • If your religion was built around the forces of the Fall: Reach -1 Grasp 1 Sleight 1
    • +
    • If your religion merged fragments of faiths from Before: Reach 1 Grasp 0 Sleight 0
    • +
    • If your religion is a response to the threats that haunt the Homeland: Reach -1 Grasp 0 Sleight 2
    • +
    +
    +
    +

    Traditions Choose one of each or invent your own.

    +
      +
    • Populace: Secluded monastic community, evangelistic cult full of zealous converts, disparate survivors of an unimaginable calamity.
    • +
    • Style: Outlandish and impractical ceremonial wear, plain homespun robes, conspicuous symbols of prosperity and devotion.
    • +
    • Governance: Acolytes interpreting the utterances of an oracle, dogmatic adherence to a holy text, many shepherds guiding many flocks.
    • +
    +
    +
    +

    Landmarks Draw a sign of one from each on the map, or invent your own.

    +

    Before

    +
      +
    • A temple of a lost faith, miraculously untouched by the Fall.
    • +
    • A holy site that drew countless pilgrims to their deaths.
    • +
    • The grave of the last great preacher of the Before.
    • +
    +

    The Fall

    +
      +
    • The place where people first battled “demons”.
    • +
    • The first cult to revere the agents of the Fall.
    • +
    • A fortress of those who banded together to stave off Armageddon.
    • +
    +

    A Threat

    +
      +
    • A prophet of the End, returned from death.
    • +
    • Demons, embodying all the horrors of the Fall.
    • +
    • A cabal of Fall-cultists, intent on following mysterious visions.
    • +
    +
    +
    +
    +
    +

    Starting Stats (Choose one)

    +
      +
    • If the Homeland is alien terrain humans had to adapt to: Reach +1 Grasp +1 Sleight -1
    • +
    • If the Homeland is suitable for human life: Reach -1 Grasp 0 Sleight +2
    • +
    • If the Homeland is artificial and hostile to alien and human alike: Reach 0 Grasp +1 Sleight 0
    • +
    +
    +
    +

    Traditions Choose one of each or invent your own.

    +
      +
    • Populace: Vaguely humanoid, arachnoid builders, biomechanical cephalopods.
    • +
    • Style: Bulky life support, bristling with weaponry, nanogel suits.
    • +
    • Governance: Genetics-based autocracy, a council of digitised elders, decentralised cells bound by an alien moral code.
    • +
    +
    +
    +

    Landmarks Draw a sign of one from each on the map, or invent your own.

    +

    Before

    +
      +
    • Evidence of ancient alien contact.
    • +
    • A secret vault and prison for aliens.
    • +
    • A mega project to reach the stars.
    • +
    +

    The Fall

    +
      +
    • The crater where the planetary defence centre used to be.
    • +
    • A vast alien ship, intact but out of reach.
    • +
    • A former internment camp littered with bones.
    • +
    +

    A Threat

    +
      +
    • A rapidly-expanding alien ecosystem.
    • +
    • Signals that destroy the mind of those who try to interpret them.
    • +
    • Self-replicating machines carrying on a long forgotten mission.
    • +
    +
    +
    +
    +
    +

    Starting Stats (Choose one)

    +
      +
    • If the Homeland’s power infrastructure has been decimated: Reach 0 Grasp -1 Sleight 2
    • +
    • If the Fall preserved much of the Homeland’s power infrastructure: Reach 1 Grasp 0 Sleight 0
    • +
    • If the Homeland is nothing but artificial infrastructure, ravaged by the Fall: Reach 0 Grasp 2 Sleight -1
    • +
    +
    +
    +

    Traditions Choose one of each or invent your own.

    +
      +
    • Populace: Part-human cyborgs, anthropomorphic robots, inhuman machines.
    • +
    • Style: Sleek and minimalist design, heavy and dirty casing, camouflaged military armour.
    • +
    • Governance: Blind obedience to master control, shared consciousness of conjoined minds, one mind replicated to infinity.
    • +
    +
    +
    +

    Landmarks Draw a sign of one from each on the map, or invent your own.

    +

    Before

    +
      +
    • An ancient power plant, dead but mostly intact.
    • +
    • A remote node critical to the digital infrastructure of Before.
    • +
    • A fortress, still defended by advanced drones.
    • +
    +

    The Fall

    +
      +
    • A processing plant turned into an abattoir.
    • +
    • A wasteland ravaged by weaponized weather.
    • +
    • Scars of mankind’s most destructive and desperate tactics.
    • +
    +

    A Threat

    +
      +
    • A sentient war machine gone rogue.
    • +
    • Self-replicating drones on an arcane mission.
    • +
    • Digital ghosts haunting the physical landscape.
    • +
    +
    +
    +
    +
    +

    Starting Stats (Choose one)

    +
      +
    • If wars between nations of Before escalated into the Fall: Reach 0 Grasp 2 Sleight -1
    • +
    • If the World Before united their armies to fight the Fall, but only managed to stave off extinction: Reach 0 Grasp 1 Sleight 0
    • +
    • If the armies from the world Before burned in the Fall and the scum of the earth inherited their might: Reach -1 Grasp 1 Sleight 1
    • +
    +
    +
    +

    Traditions Choose one of each or invent your own.

    +
      +
    • Populace: Conscripted soldiers marching on an endless war, vassal villages giving tribute and warriors, Family of veterans that survived the Fall together.
    • +
    • Style: Ordered and well-drilled precision, barbaric brutality with leathers and spikes, masks/helmets decorated according to rank.
    • +
    • Governance: Rule of the strongest fighting off regular challengers, zealous conqueror and her advisors, battle companies sitting in council.
    • +
    +
    +
    +

    Landmarks Draw a sign of one from each on the map, or invent your own.

    +

    Before

    +
      +
    • A fort high command hoped to fall back to.
    • +
    • Warehouses full of weaponry too dangerous and too expensive to use.
    • +
    • A carrier vessel large enough to shelter thousands and win wars single-handed.
    • +
    +

    The Fall

    +
      +
    • A metropolis ruined by the battles of the Fall.
    • +
    • A massive boneyard, still growing larger.
    • +
    • A pass where soldiers were massacred.
    • +
    +

    A Threat

    +
      +
    • Drone weapons still waging ancient war.
    • +
    • A cache of doomsday weapons that fell into the wrong hands.
    • +
    • A foreign army stranded in the Homeland.
    • +
    +
    +
    +
    +
    +

    Starting Stats (Choose one)

    +
      +
    • If your natural habitat was preserved and ready for your return: Reach -1 Grasp +2 Sleight 0
    • +
    • If you needed to adapt to the homeland’s climate or biome: Reach +1 Grasp +1 Sleight -1
    • +
    • If you’re struggling to survive in an ecosystem your ancestor species would have no chance in: Reach +1 Grasp -1 Sleight +1
    • +
    +
    +
    +

    Traditions Choose one of each or invent your own.

    +
      +
    • Populace: A menagerie bound by phenotypic similarity, a Family of the same race, a designed species without clear parallel.
    • +
    • Style: Bold dyes and scarification, torn scavenged clothing, crude armours of an original design.
    • +
    • Governance: Loud anarchic democracy, a council of elders, tyranny of the strong.
    • +
    +
    +
    +

    Landmarks Draw a sign of one from each on the map, or invent your own.

    +

    Before

    +
      +
    • The ruins of a large zoo.
    • +
    • A research facility haunted by failed experiments.
    • +
    • A museum of extinct species and biomes.
    • +
    +

    The Fall

    +
      +
    • The site of a genocidal massacre.
    • +
    • Urban areas used to hide from persecution.
    • +
    • Strange new habitats growing in the ruins.
    • +
    +

    A Threat

    +
      +
    • Carrion birds smart enough to herd and harvest livestock.
    • +
    • A locust swarm so wide that famine is sure to follow.
    • +
    • Extreme weather upsetting the food chain.
    • +
    +
    +
    -
    -
    -
    -
    -

    Data: Tech: -

    + +
    +
    + + + + + +
    +
    +

    Lifestyle

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

    Mood:

    -
    -
    -

    Surpluses:

    - -
    -
    -

    Needs:

    - -
    -
    -

    Take 2 as Surpluses and the rest as Needs:
    - Engineering, Energy, Defences, Weaponry, Transport

    +
    + + +
    -
    -

    Treaty

    -

    When a Family or Faction comes freely to you to ask for support or trade, gain 1-Treaty on them on - top of any deals you make.

    -
    -
    -

    Faction:

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

    Doctrine

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

    Tech, Data, and Resources

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

    Treaty:

    - +
    +

    Resources

    +

    Take 2 as Surpluses and the rest as Needs:
    + Barter Goods, Land, Progress, Medicine, Crops.

    +
    +
    + Surplus + Needs +
    +
    +
    +
    + +
    +
    +
    +
    + +
    +
    +
    +
    + + + + +
    +
    +
    +

    Surplusses:

    + +
    +
    +

    Needs:

    + +
    +
    +
    +
    + +
    +

    Notable Devices

    +

    Each device counts as one Tech. Use up the Device, the Tech is gone. Spend the Tech, the Device is gone.

    +
    -
    - -

    History

    -
    -

    Everyone worries you could strike at any moment. Each Family says what event caused this fear, and you take - 1-Treaty on them.

    -

    Then ask the other Families:

    -

    Which of you holds an important node of your ancestral infrastructure? Say what prevents them from - unlocking its deeper mysteries and give them 2-Treaty.

    -

    Which of you hosts a leader that could unite everyone and crush us? Why hasn’t she done that yet? - Give them 2-Treaty.

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

    Resources

    +

    Take 2 as Surpluses and the rest as Needs:
    + Defences, Engineering, Progress, Leadership, Morale.

    +
    +
    + Surplus + Needs +
    +
    +
    +
    + +
    +
    +
    +
    + +
    +
    +
    +
    + + + + +
    +
    +
    +

    Surplusses:

    + +
    +
    +

    Needs:

    + +
    +
    +
    +
    + +
    +

    Notable Devices

    +

    Each device counts as one Tech. Use up the Device, the Tech is gone. Spend the Tech, the Device is gone.

    + +
    +
    -
    -
    -
    -

    Assets

    -

    Your character is synthetic – see Living Machines. In addition, pick 3:

    -

    Weapons

    -

    Built-in weapons (ranged, - hidden).

    -

    Terrible mechanical strength - (melee, brutal).

    -

    Missile pods (ranged, many).

    -

    -

    Defenses

    -

    Military operations (camo, - armoured).

    -

    Environmental probes (thermo, - sealed).

    -

    Communication relays (hardened, - comms).

    -

    - -

    Travel

    -

    Personal artigrav engines (air, - swift).

    -

    Larger bots (land, mount).

    -

    Transport drones (air, - transport).

    -

    - -

    Expertise

    -

    Scanning Droids (Quality 1, - mapping and analysis).

    -

    Killbots (Quality 1, direct - force).

    -

    Protocol AIs (Quality 1, - negotiation and diplomacy).

    -

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

    Resources

    +

    Take 2 as Surpluses and the rest as Needs:
    + Barter Goods, Artisans, Recruits, Medicine, Prestige.

    +
    +
    + Surplus + Needs +
    +
    +
    +
    + +
    +
    +
    +
    + +
    +
    +
    +
    + + + + +
    +
    +
    +

    Surplusses:

    + +
    +
    +

    Needs:

    + +
    +
    +
    +
    + +
    +

    Notable Devices

    +

    Each device counts as one Tech. Use up the Device, the Tech is gone. Spend the Tech, the Device is gone.

    + +
    +
    -
    -

    Inheritance

    -

    Hive Characters get +1 to Steel or Lore.

    -

    Quick Characters can pick an Inheritance Move:

    -

    Swarm Form: You can dissolve into a swarm of tiny flying bots. Each individual bot has limited - intelligence; treat the swarm as Followers with Quality +2. Roll Under Orders to see where you reform and - what they do on the way.
    - EMP: You can release a blast that shuts down all technology within eyesight - including yourself. You - boot back up a few minutes later, and the EMP is recharged within a few hours.
    - Resource Digester: You can eat any material, a handful at a time. Six hours later you produce its - core components out of a chest hatch, purified into one-inch cubes.
    - Turret Mode: If you anchor yourself to a spot and devote all resources to your combat systems, add - the brutal and many tags to your weapons.
    - Transmorpher: With a few moments of shifting you can become a vehicle with two tags of your choice. -

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

    Resources

    +

    Take 2 as Surpluses and the rest as Needs:
    + Weaponry, Transport, Leadership, Defences, Recruits.

    +
    +
    + Surplus + Needs +
    +
    +
    +
    + +
    +
    +
    +
    + +
    +
    +
    +
    + + + + +
    +
    +
    +

    Surplusses:

    + +
    +
    +

    Needs:

    + +
    +
    +
    +
    + +
    +

    Notable Devices

    +

    Each device counts as one Tech. Use up the Device, the Tech is gone. Spend the Tech, the Device is gone.

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

    Resources

    +

    Take 2 as Surpluses and the rest as Needs:
    + Prestige, Weaponry, Scouts, Transport, Recruits.

    +
    +
    + Surplus + Needs +
    +
    +
    +
    + +
    +
    +
    +
    + +
    +
    +
    +
    + + + + +
    +
    +
    +

    Surplusses:

    + +
    +
    +

    Needs:

    + +
    +
    +
    +
    + +
    +

    Notable Devices

    +

    Each device counts as one Tech. Use up the Device, the Tech is gone. Spend the Tech, the Device is gone.

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

    Resources

    +

    Take 2 as Surpluses and the rest as Needs:
    + Morale, Scouts, Progress, Land, Transport.

    +
    +
    + Surplus + Needs +
    +
    +
    +
    + +
    +
    +
    +
    + +
    +
    +
    +
    + + + + +
    +
    +
    +

    Surplusses:

    + +
    +
    +

    Needs:

    + +
    +
    +
    +
    + +
    +

    Notable Devices

    +

    Each device counts as one Tech. Use up the Device, the Tech is gone. Spend the Tech, the Device is gone.

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

    Resources

    +

    Take 2 as Surpluses and the rest as Needs:
    + Artisans, Leadership, Land, Safety, Recruits.

    +
    +
    + Surplus + Needs +
    +
    +
    +
    + +
    +
    +
    +
    + +
    +
    +
    +
    + + + + +
    +
    +
    +

    Surplusses:

    + +
    +
    +

    Needs:

    + +
    +
    +
    +
    + +
    +

    Notable Devices

    +

    Each device counts as one Tech. Use up the Device, the Tech is gone. Spend the Tech, the Device is gone.

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

    Resources

    +

    Take 2 as Surpluses and the rest as Needs:
    + Defences, Progress, Morale, Leadership, Energy.

    +
    +
    + Surplus + Needs +
    +
    +
    +
    + +
    +
    +
    +
    + +
    +
    +
    +
    + + + + +
    +
    +
    +

    Surplusses:

    + +
    +
    +

    Needs:

    + +
    +
    +
    +
    + +
    +

    Notable Devices

    +

    Each device counts as one Tech. Use up the Device, the Tech is gone. Spend the Tech, the Device is gone.

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

    Resources

    +

    Take 2 as Surpluses and the rest as Needs:
    + Engineering, Energy, Defences, Weaponry, Transport.

    +
    +
    + Surplus + Needs +
    +
    +
    +
    + +
    +
    +
    +
    + +
    +
    +
    +
    + + + + +
    +
    +
    +

    Surplusses:

    + +
    +
    +

    Needs:

    + +
    +
    +
    +
    + +
    +

    Notable Devices

    +

    Each device counts as one Tech. Use up the Device, the Tech is gone. Spend the Tech, the Device is gone.

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

    Resources

    +

    Take 2 as Surpluses and the rest as Needs:
    + Spies, Weaponry, Land, Transport, Recruits.

    +
    +
    + Surplus + Needs +
    +
    +
    +
    + +
    +
    +
    +
    + +
    +
    +
    +
    + + + + +
    +
    +
    +

    Surplusses:

    + +
    +
    +

    Needs:

    + +
    +
    +
    +
    + +
    +

    Notable Devices

    +

    Each device counts as one Tech. Use up the Device, the Tech is gone. Spend the Tech, the Device is gone.

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

    Resources

    +

    Take 2 as Surpluses and the rest as Needs:
    + Morale, Safety, Recruits, Scouts, Fresh Water.

    +
    +
    + Surplus + Needs +
    +
    +
    +
    + +
    +
    +
    +
    + +
    +
    +
    +
    + + + + +
    +
    +
    +

    Surplusses:

    + +
    +
    +

    Needs:

    + +
    +
    +
    +
    + +
    +

    Notable Devices

    +

    Each device counts as one Tech. Use up the Device, the Tech is gone. Spend the Tech, the Device is gone.

    + +
    +
    +
    +
    -
    -
    -
    - Reach: -   - Grasp: -   - Sleight:   -
    -
    -
    -
    -

    Starting Stats

    -

    Choose one:

    -
      -
    • If wars between nations of Before escalated into the Fall: Reach 0 Grasp 2 Sleight -1.
    • -
    • If the World Before united their armies to fight the Fall, but only managed to stave off extinction: - Reach 0 Grasp 1 Sleight 0.
    • -
    • If the armies from the world Before burned in the Fall and the scum of the earth inherited their might: - Reach -1 Grasp 1 Sleight 1.
    • -
    -
    -
    -
    -
    - -

    Traditions

    -
    -

    Choose one of each, or invent your own:
    - Populace: Conscripted soldiers marching on an endless war, vassal villages giving tribute and - warriors, Family of veterans that survived the Fall together.
    - Style: Ordered and well-drilled precision, barbaric brutality with leathers and spikes, masks/helmets - decorated according to rank.
    - Governance: Rule of the strongest fighting off regular challengers, zealous conqueror and her - advisors, battle companies sitting in council.

    -
    -
    -
    -
    -
    -
    -
    -

    Moves

    -

    Take two moves:

    -

    Always Outnumbered, Never - Outgunned: Choose what gives your Family a ferocious edge in battle: -

    A huge, bristling cornucopia of weaponry. -

    A few ill-tempered but devastating relics of the Fall. -

    A feral, barely-restrained killing instinct. -

    Start with 3-Arsenal. When you go all-out on an enemy, you may spend 1-Arsenal to:

    +
    +
    +
    +

    Custom Family Moves

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

    Pick Culture and one other.

    + +
    +
    + +

    Culture

    +
    +
    +

    When your Family starts cultivating a new product, erase Surplus: Progress, Land, or Barter Goods. After a few months, harvest the product: get the surplus back, plus:

    +
      +
    • Progress: get Surplus: Medicine and 1 use of medicine that can heal any harm box instantly.
    • +
    • Land: get Surplus: Crops and slow but steady population growth. At the end of the age, if you still have the surplus gain Surplus: Recruits.
    • +
    • Barter Goods: get Surplus: Livestock gain a few exemplary examples of the bred animals. If they're used as mounts, add 1 free tag to them.
    • +
    +

    At the start of each age you can skip the months of cultivation and go straight to the harvest.

    +
    +
    + +
    +
    + +

    Domestication

    +
    +
    +

    When an abnormal life form is brought back to your Family’s farm and reshaped to suit your needs, choose one:

    +
      +
    • Archive one of its traits. From now on you can add that trait to the crops and animals created by Culture and have the drugs you create temporarily grant it to their users.
    • +
    • Corral a small breeding population of the organism.
    • +
    • Find a way for you to resist its abilities or avoid its dangers.
    • +
    +
    +
    + +
    +
    + +

    Recycling

    +
    +
    +

    When your character dissects the body of unnatural creature, they can improvise a Device from its organs or fluids. In addition, your Family can sacrifice Surplus: Medicine, Crops or Livestock to activate Culture to make one of the other two surpluses.

    +
    +
    + +
    +
    + +

    Investment

    +
    +
    +

    Whenever a Family you've traded with gains a Surplus in Land, Progress, Barter Goods or anything organic or medical, they may give you 1-Stake. If this takes you to 3-Stake, give them Surplus: Medicine, Crops or Livestock as if you had used Culture - with your Family gaining the side benefits as normal - and set Stake to 0.

    +
    + +
    +
    +
    + +
    +
    + +

    Evolutionary Leap

    +
    +
    +

    When you use Culture, characters gain one of these bonuses the next time they Tool Up according to the Surplus produced:

    +
      +
    • Medicine: Your weapons can be poisoned to add the aberrant or non-lethal tags. Get 1 use of stimulants that'll stop someone's Death move from triggering for an hour.
    • +
    • Crops: Food that toughens skin and gives +1 Armour or provides boundless energy, depending on how it's cooked.
    • +
    • Livestock: A group of animals with simian-level intelligence. They have quality 2 and one of the following specialties: Strength and Endurance, Speed and Cunning, or Ferocity and Violence.
    • +
    +

    In addition, your Family improves themselves over generations. Every time The Age Turns, pick one physical trait they’ve encountered sometime this Age (night vision, flight, photosynthesis, etc.) with the GM providing a downside. Your Family members will all exhibit that trait from then on.

    +
    +
    +
    +
    + +
    +
    +

    Pick two:

    + +
    +
    + +

    Sufficiently Advanced

    +
    +
    +

    Your Family has retained access to some of the wonders of the World Before. Choose one:

    +
      +
    • Medical treatments able to cure any ailment.
    • +
    • A ward that shields a wide area from harm.
    • +
    • A weapon that couldslay any foe.
    • +
    • A vehicle that can swiftly transport a dozen people from horizon to horizon.
    • +
    +

    It comes with 3-Power.

    +

    When you activate it, roll +Power spent (minimum 1). On a 10+ it works perfectly, exactly as desired. On a 7-9 it does what you wanted, but it’s either out of action for the near future or there are weird anomalies (you choose). On a miss, it erupts with chaotic power and bizarre side effects.

    +

    Choose how Power is regained:

    +
      +
    • Renewable Energy: 1 Power every few months, climate permitting.
    • +
    • Precious Fuels: 1 Power per material Surplus erased.
    • +
    • Mystic Sacrifice: 1 Power per named Family member or Player Character sacrificed.
    • +
    +
    +
    + +
    +
    + +

    Deep Knowledge

    +
    +
    +

    Your Family has a well-curated and extensive store of records on certain fields. Choose one:

    +
      +
    • Grand Architecture, from Surface to Stars.
    • +
    • Magic and Artifice of the Glorious Past
    • +
    • The Horrors Birthed by the Fall
    • +
    • The Fragmented Lands and their Hidden Depths
    • +
    • Persons and Proceedings of Historical Significance
    • +
    +

    When your Character encounters a creature, item or situation covered by this field, tell everyone a fact about it and gain fleeting advantage acting on that information. The GM will also tell you something you can do to gain 1 Tech from the subject. You can erase a Surplus of knowledge (e.g. Progress, Scouts, Lore, etc) to pick an additional field of knowledge.

    +
    +
    + +
    +
    + +

    An Eye for Details

    +
    +
    +

    Your Family sees hidden relevance in stories that others overlook. When they use Diplomacy you can ask a follow-up question, and when you Uncover Secrets you always get to ask a second question.

    +
    +
    + +
    +
    + +

    Weird Science

    +
    +
    +

    When your Family puts together a device powerful enough to shape the local area for generations, say what they want it to do. The GM will give one to three of the following conditions:

    +
      +
    • It’ll take weeks/months/years to build.
    • +
    • You’ll need to erase a certain Surplus.
    • +
    • It’ll only work for a limited length of time before needing to recharge.
    • +
    • You’ll need to hook it up to a certain power source.
    • +
    • You’ll have to sacrifice 1/2/3 Tech.
    • +
    +
    +
    + +
    +
    + +

    Future Shock

    +
    +
    +

    When you use Power Up, you can spend extra points of Tech. For each point past the first, roll an extra die. You still take the two highest.

    +
    +
    +
    +
    + +
    +
    +

    Take Stock in Trade and one other:

    + +
    +
    + +

    Stock in Trade

    +
    +
    +

    Your Family has a particular product range they trade in, and you can expect to have those wares around unless your Family is deeply in need and Mood is at -3. Once per session, you can draw on one of your Stocks in Trade to boost a roll's results by one category: 6- to 7-9, 7-9 to 10+.

    +

    Choose one to three, depending on whether you want to sell one boutique stock or have a wide array of wares:

    +
      +
    • Arms and ammunition.
    • +
    • Art, music and culture.
    • +
    • Books, maps, and instruction manuals for forgotten things.
    • +
    • Drugs, spices and venoms.
    • +
    • Food, fresh or preserved.
    • +
    • Living creatures, bred or captured.
    • +
    • Mementos of the World Before.
    • +
    +
    +
    + +
    +
    + +

    Whaddaya Buying?

    + +
    +
    +

    When your Family brings goods to market, roll +Reach. On a hit you’re able to sell them for a fair price. On a 7-9 pick 1, 10+ pick 2:

    +
      +
    • You hear an interesting rumour; get +1 Data.
    • +
    • You make friends with another merchant, giving you easy access to another Stock in Trade while in this area.
    • +
    • They don’t realise the true worth of what they paid with.
    • +
    +
    +
    + +
    +
    + +

    Cabinet of Wonders

    +
    +
    +

    When you delve deep into your Family’s reserves in search of something useful, describe what it is and what you want it for. It should fit with your Stock in Trade or a Surplus of yours. The GM will give you 1-3 downsides, and then you can decide whether you still want to take it:

    +
      +
    • It’ll be useless afterwards.
    • +
    • Its value will be immediately obvious to anyone who sees you carrying it.
    • +
    • You’re taking it away from an agreed buyer, and there’ll be consequences if it isn’t returned.
    • +
    • You’ll need help from a specific character or NPC to use it well.
    • +
    +
    +
    + +
    +
    + +

    Avaricious Appraisal

    + +
    +
    +

    When your Family tries to work out the worth of a new acquisition, roll +Reach. On a hit you have a good idea how much you could get for it, as well as some details on its past owner(s). On a 7-9 choose one:

    +
      +
    • It’s useless to you, but one of your allies could make use of it.
    • +
    • It’s incredibly, maddeningly valuable. Someone in your Family becomes obsessed with it, and you’ll have to deal with them or Hold Together to successfully sell it.
    • +
    • It’s very valuable, but one of your enemies or rivals knows you have it and they’re making plans.
    • +
    +
    +
    + +
    +
    + +

    Brand Loyalty

    +
    +
    +

    When you would use Diplomacy to meet someone who's bought from you before, instead automatically get an audience. They will always be willing to at least hear you out.

    +
    +
    + +
    +
    + +

    Rationing

    +
    +
    +

    Whenever you lose a Surplus for any reason, hold 1; spend 1 hold to get advantage on an action that surplus could help.

    +
    +
    +
    +
    + +
    +
    +

    Take Laying Down the Law and one other:

    + +
    +
    + +

    Laying Down the Law

    +
    +
    +

    Everything you do is motivated by a strict moral code, held by all the Family. Answer these questions:

    +

    Who always deserves protection?

    +

    Your Family and Character have advantage while protecting them.

    +

    Options: The sick, the poor, the young, the weak, the old, those of a particular faith, doctors, teachers, slaves, etc.

    +

    +

    Who always deserves your justice? +

    You have advantage while pursuing them.

    +

    Options: The rich, the strong, murderers, thieves, slavers, cheats, bigots, imperialists, hoarders, etc.

    +

    +

    What does your Family’s code prevent you from doing in the name of justice? +

    Your Family and Character roll with disadvantage on all moves if you go further, until the GM thinks you’ve made amends.

    +

    Options: theft, beatings, kidnapping, extortion, murder, betrayal, etc.

    +

    +
    +
    + +
    +
    + +

    Ear to the Ground

    + +
    +
    +

    When your Family goes into a community looking for information on a target, roll +Reach. On a 7-9 learn 1, on a 10+ learn 3. Tell us how you find this out.

    +
      +
    • Where to find their lair.
    • +
    • Who their allies are.
    • +
    • How dangerous their gang is.
    • +
    • What they’re planning.
    • +
    +
    +
    + +
    +
    + +

    This is a Civilised Land

    +
    +
    +

    As long as your Family patrols a region and keeps its citizens safe, they’ll know through rumours and whispers when someone breaks their laws. Its people will gradually start behaving according to your principles over time.

    +
    +
    + +
    +
    + +

    Round up the Posse

    +
    +
    +

    When you brandish your Family’s authority in a non-hostile land, you can recruit a gang of locals to fight at your side. As long as you work towards bringing that target to justice you can use them as a group of Followers (Quality +1, Expertise: vigilante justice), and when they fight alongside you they reduce the harm you take by 1.

    +
    +
    + +
    +
    + +

    Tooled Up and Looking for Trouble

    +
    +
    +

    When you arm up your Family and move out en masse to bring justice to your quarry, get 1 hold for each point of Grasp. You can spend Tech to get extra hold, 1-for-1. While you hunt, you may spend 1 hold to:

    +
      +
    • Take out a specified target immediately.
    • +
    • Negate an incoming attack.
    • +
    • Force your foes out into the open.
    • +
    • Reveal reinforcements.
    • +
    +

    +
    +
    +
    +
    + +
    +
    +

    Take Kaiju Threat Alert and one other:

    + +
    +
    + +

    Kaiju Threat Alert

    +
    +
    +

    Your Family is dedicated to hunting Behemoths – titanic creatures that stalk the land and are hostile to human life. Each has unique strengths, hungers and capabilities, but they share a common origin. As a group, work out what sort of form your world’s Behemoths take – are they organic, robotic, elemental, ephemeral?

    +

    +

    When you scout for signs of behemoth attack, pick a danger in the world as an omen of an incoming assault. Say how it threatens Families of your choice, who become Alerted. You can spend Treaty you have on one Alerted group on any other.

    +
      +
    • If the behemoth is stopped before the threat becomes plausible, each Alerted Family or Faction gets 1-Treaty on you.
    • +
    • If you stop it once it’s a clear threat, gain 1-Treaty on every Alerted Family or Faction, and redistribute Treaty on them as you like.
    • +
    • If someone else stops it once it’s a clear threat, you and whoever stopped it gain 1-Treaty on every Alerted Family or Faction.
    • +
    • If the behemoth assault happens as you foresaw, you and every Alerted Family or Faction gain a Need of your choice.
    • +
    +
    +
    + +
    +
    + +

    Hell Divers

    +
    +
    +

    When you first find out about a specific Behemoth, name one Hostile Ground condition it surrounds itself with. Your Vehicles and Outfits automatically avoid disadvantage in that environment, and can augment other's gear to resist it at the cost of 1 Tech each.

    +
    + , +
    +
    +
    + +
    +
    + +

    Ultimate Weapon

    +
    +
    +

    Your vehicles are the edge that allow you to bloody the nose of the Behemoth, and wipe the floor with regular foes. When you take one of your special vehicles out of storage, choose 2:

    +
      +
    • They have an extra environment tag: sea, land, air, void, earth, or something stranger.
    • +
    • You have advantage on physical actions when piloting it.
    • +
    • They're giant and can fight Behemoths on equal terms.
    • +
    +

    Every time the you use it pick one:

    +
      +
    • Erase Surplus: Transport or Surplus: Energy.
    • +
    • It pollutes: gain Need: Medicine or Need: Land.
    • +
    • It could break down or blow up at any moment.
    • +
    +
    +
    + +
    +
    + +

    Behemoth Tech

    +
    +
    +

    If a Behemoth is killed and you get access to its remains, you gain Surplus: Behemoth Tech. When used in a Wonder this replaces any two of its regular requirements. Tell us how the project was warped in alien ways.

    +
    +
    + +
    +
    + +

    Doomsday Research

    +
    +
    +

    When you issue a Kaiju Threat Alert, gain 6 hold. When you act against the threat, spend 1 hold to roll with advantage. If your character is directly confronting the threat, spend all remaining hold after rolling to set one of their dice to the hold spent.

    +

    +
    +
    + +
    +
    + +

    Sleep Now in the Fire

    +
    +
    +

    When you lure a Behemoth to rampage over a faction or Family under Kaiju Threat Alert, spend up to 3 points of Data and roll +Sleight. On a hit the Behemoth destroys one of their Surpluses per point of data spent; on a 7-9 it also destroys one of your Surpluses. On a 6- it unleashes great power and massive collateral damage, creating a new Hostile Ground. Don’t miss.

    +
    +
    +
    +
    + +
    +
    +

    Take two:

    + +
    +
    + +

    Lords of the Deep

    +
    +
    +

    The water cycle and the life cycle are one, and your Family understands them better than any other. When you erase a Surplus, recover 1 Tech from the depths.

    +
    +
    + +
    +
    + +

    Hydra's Children

    +
    +
    +

    When you Claim by Force in a marine environment, assistance from creatures of the deep gives you Advantage to the roll. Spend 1 tech to call a hulking beast onto land, gaining advantage on all Claim by Force rolls as long as it survives.

    +
    +
    + +
    +
    + +

    The Dragon in the Sea

    +
    +
    +

    You are free from the hope that the sea will ever rest. Instead, you’ve learned to sail through the tempest. When your Family hits -2 Mood, you can roll +Grasp: on a hit gain 2 of Surplus: Barter Goods, Trade, and Progress, and erase a Need. Say how the sea provides for you in your moment of need. On a miss, the GM can make as hard a move as they like.

    +
    +
    + +
    +
    + +

    The Kraken Wakes

    +
    +
    +

    Sometimes we must discard the old, embrace the new, and run headlong down an unwavering course. When your Family faces a Trial during the Turning of Ages, gain Surplus: Motivation and 1 hold per Trial faced. Spend 1 hold to give a Family move advantage.

    +
    +
    + +
    +
    + +

    Startide Rising

    +
    +
    +

    The sea, once it casts its spell, holds one in its net of wonder forever. You can spend 1-Tech and work a special ritual to let a Family's characters ignore Disadvantage from underwater hostile grounds. This lasts until the next Age. If you do this for another Family or faction, you have advantage on Conduct Diplomacy or Find Common Ground rolls with them for the rest of time.

    +
    +
    +
    +
    + +
    +
    +

    Take Faith of the Fallen and one other:

    + +
    +
    + +

    Faith of the Fallen

    +
    +
    +

    Your Family has a faith they cling to more ardently than life. Choose one tenet:

    +
    +

    The restoration and healing of humanity.

    +

    The protection of the unfortunate.

    +

    The renunciation of the Before.

    +

    Transformation into gods.

    +

    Travel to a pristine and unspoiled land.

    +
    +

    At the start of each Age past the first, count those who are in line with your tenet as Righteous and everyone else as Corrupt.

    +

    When your Family gains something that furthers their tenet, hold 1. When an emissary of your Family – including your Character – draws on this vision of future perfection, spend 1 hold to:

    +
      +
    • Get an insight towards your current goal.
    • +
    • Ignore all penalties and Disadvantage for a single roll.
    • +
    • Plant the seeds of your faith in the mind of another.
    • +
    +
    +
    + +
    +
    + +

    The Inquisition

    +
    +
    +

    When your Family makes an example out of a member of a Corrupt Family or Faction, hold 1. Spend hold 1-for-1 to force someone, Righteous or Corrupt, to choose one of the following:

    +
      +
    • Perform a task for you, no matter the risk.
    • +
    • Say a secret they don't want you to hear.
    • +
    • Give up all their possessions.
    • +
    +
    +
    + +
    +
    + +

    Sacrifice

    +
    +
    +

    When you whip your Family into a frenzy then send them into battle, you can gain Need: Recruits, Need: Medicine and/or Need: Leadership. For each you take, choose one:

    +
      +
    • Darkness will cloud your enemies’ eyes, allowing you to take them by surprise.
    • +
    • One chosen champion of your Family will be unharmed by the foe’s attacks.
    • +
    • The site of the battle will be marked and forever stand as a testament to your righteousness.
    • +
    +
    +
    + +
    +
    + +

    A Voice in the Wilderness

    +
    +
    +

    When your Family condemns a powerful figure or organisation in a public place, roll +Grasp. On a hit, they're now counted as Corrupt. On a 7-9, choose one; on a 10+ choose two.

    +
      +
    • You’ll suffer no reprisals.
    • +
    • You receive grateful donations; gain Surplus: barter goods.
    • +
    • The crowd delivers a representative of your foe to you.
    • +
    • The audience riots, forcing your enemy into retreat.
    • +
    +
    +
    + +
    +
    + +

    The Plagues

    +
    +
    +

    If you have 5 Treaty or more on a Corrupt Family or Faction, you can denounce their wicked ways. At some point of this Age the GM will unleash a natural disaster upon them, devastating their holdings.

    +

    The Corrupt Family or Faction is now considered Righteous. Lose 1-Treaty with every other Family or Faction; deep inside they know all that pain and loss came from your decrees.

    +
    +
    +
    +
    + +
    +
    +

    Take two moves:

    + +
    +
    + +

    Orbital Bombardment

    +
    +
    +

    When you attack from orbit, raze a terrain feature or a Surplus belonging to another Family or Faction. Then roll +Grasp. On a 7-9 choose 2, on a 10+ choose 1:

    +
      +
    • You cause unintended collateral damage.
    • +
    • You galvanise your foes against you.
    • +
    • You lose 1-Treaty on every other Family or Faction.
    • +
    +
    +
    + +
    +
    + +

    Invading Armies

    +
    +
    +

    When you march upon an opponent, bringing to bear all your advanced arms and ships, roll +Reach. On a 7-9 choose 1, on a 10+ choose 2:

    +
      +
    • Their allies stop providing them support.
    • +
    • Their followers start rioting in panic.
    • +
    • One of their enemies will pay you a tribute of 1 Surplus.
    • +
    +
    +
    + +
    +
    + +

    Body Snatchers

    +
    +
    +

    When you roll a 7+ on Subterfuge, you may declare that some members of the targeted Family or faction have been replaced with duplicates loyal to you.

    +

    When you activate the sleeper cell, roll +Sleight. On a hit, choose one:

    +
      +
    • You learn a secret weakness of their defences.
    • +
    • You learn ways to move through this area quickly and unseen.
    • +
    • You learn clues to a hidden strength or unknown history.
    • +
    +

    On a 10+ you are given access to a safe house you can use while you’re in that Family or Faction’s territory.

    +
    +
    + +
    +
    + +

    Wormhole Gates

    +
    +
    +

    Spend 1 Tech to instantly relocate your Character or one of your assets to the safety of one of your bases.

    +
    +
    + +
    +
    + +

    Abduction

    +
    +
    +

    When you use your grasping lights to abduct someone mentally or bodily,

    +
      +
    • The target won't remember this conversation.
    • +
    • The target won't be able to lie to you.
    • +
    • The abduction happens immediately.
    • +
    • Their absence will go unnoticed until it's too late.
    • +
    +
    +
    + +
    +
    + +

    Alien Physiology

    +
    +
    +

    You’re perfectly adapted to environments lethal to humans. Pick 1-3 tags all your characters have from now on:

    +
      +
    • Hardened
    • +
    • Sealed
    • +
    • Thermo
    • +
    +

    For each you take, add an extra penalty to one of their harm boxes - damage to life support reveals how poorly adapted you are to the Homeland.

    +
    +
    +
    +
    + +
    +
    +

    Take Living Machines and one more:

    + +
    +
    + +

    Living Machines

    +
    +
    +

    By default, all your Family members are synthetic. They do not need to eat, drink or breathe, but can only use Professional Care when they have access to technological surpluses: Progress, Research, Engineers, etc.

    +
    +
    + +
    +
    + +

    Nanofabricators

    +
    +
    +

    You alone control the miraculous nanotechnology. When you use your foundries to break down resources and reassemble them, pick one:

    +
      +
    • Spend 2-Tech to create any physical Surplus.
    • +
    • Erase a physical Surplus to gain 2-Tech.
    • +
    +
    +
    + +
    +
    + +

    Drone Army

    +
    +
    +

    You may spend Tech to boost your follower's Quality, 1-for-1. When Claiming by Force, add this to the availabel options:

    +
      +
    • “Your drone army suffered the brunt of the losses: spend 2-Tech right now or get disadvantage on Grasp until you do.”
    • +
    +
    +
    + +
    +
    + +

    Vast Digital Archives

    +
    +
    +

    Whenever you gain Tech outside of the Hive, you also gain 1 Data.

    +
    +
    + +
    +
    + +

    Autonomous Systems

    +
    +
    +

    Machines need very little to go on. Your Mood is locked at +2, regardless of Surplus and Needs. You still have limits: if you would ever gain a sixth Need, trigger Fall into Crisis instead.

    +
    +
    + +
    +
    + +

    Terraformers of Tomorrow

    +
    +
    +

    When working together with another Family, the effect of one of their long term moves (such as Weird Science, This is a Civilised Land, etc.) will be implemented on a new scale of magnitude - either a much broader scale, or a far longer duration.

    +
    +
    +
    +
    + +
    +
    +

    Take two moves:

    + +
    +
    + +

    Always Outnumbered, Never Outgunned

    +
    +
    +

    Choose what gives your Family a ferocious edge in battle:

    +
      +
    • A huge, bristling cornucopia of weaponry.
    • +
    • A few ill-tempered but devastating relics of the Fall.
    • +
    • A feral, barely-restrained killing instinct.
    • +
    +

    Start with 3-Arsenal.

    +

    When you go all-out on an enemy, you may spend 1-Arsenal to:

    • Dismay and overwhelm your foes.
    • Drastically alter the battlefield or your place in it.
    • Leave the battlefield in whatever direction you wish.
    • At the start of a new Age, reset to 3-Arsenal.
    -

    Conscription: - When you show a group of outsiders that you have the power to bring them pain, ruin or glory, - your Family can gain Surplus: recruits but choose one:

    +
    +
    + +
    +
    + +

    Conscription:

    +
    +
    +

    When you show a group of outsiders that you have the power to bring them pain, ruin or glory, your Family can gain Surplus: Recruits but choose one:

    • The conscripts chafe under your rule and are plotting rebellion.
    • They’re green and will likely break in the next major battle.
    • They’ll only fight for you so long as they believe your promises.
    -

    Dominion: - When your Family takes over a settlement, roll +Grasp. On a 10+ pick 2, on 7-9 pick 1:

    +
    +
    + +
    +
    + +

    Dominion

    +
    +
    +

    When your Family takes over a settlement, roll +Grasp. On a 10+ pick 2, on 7-9 pick 1:

      -
    • The heads of the settlement conspire with the Tyrants to keep the people peaceful and - cooperative.
    • +
    • The heads of the settlement conspire with the Tyrants to keep the people peaceful and cooperative.
    • They uneasily send tribute. Gain 2 Tech.
    • Your Family terrifies their neighbours; gain 1-Treaty on each neighbouring settlement.
    -

    Lords of War: - When you bring together all your armies and march to battle against a stated target, get - advantage when you Claim by Force so long as you stay together. If you give up without - conquering your target gain Need: leadership.

    -

    Tyranny: - When your Family makes an example out of a dissenter, a defeated foe or a useless minion, - hold 1. Spend hold 1-for-1 to force a Family member or a resident of a conquered settlement to:

    +
    +
    + +
    +
    + +

    Lords of War

    +
    +
    +

    When you bring together all your armies and march to battle against a stated target, get advantage when you Claim by Force so long as you stay together. If you give up without conquering your target gain Need: Leadership.

    +
    +
    + +
    +
    + +

    Tyranny

    +
    +
    +

    When your Family makes an example out of a dissenter, a defeated foe or a useless minion, hold 1. Spend hold 1-for-1 to force a Family member or a resident of a conquered settlement to:

    • Perform a task for you, no matter the risk.
    • Give up a secret they’d rather you not hear.
    • Give up all their possessions.
    -
    -
    -
    -
    -

    Lifestyle

    -

    Nomadic: Your Family is fanatically - loyal. Get Advantage on all rolls to rescue or avenge a Family member.
    - Dispersed: Your Family are masters of - destruction and can reliably sneak saboteurs and arsonists into any location.
    - Settled: Though your Family is - established, they remain ever-vigilant; guard patrols will tell you if anything hostile crosses your - borders.

    -
    -
    -

    Doctrine

    -

    The Tides of Conquest: if you have both - Surplus: Recruits and Morale, you gain +1 Grasp. Your legions march as one against the world.
    - The Engines of War: if you have both - Surplus: Weaponry and Leadership, you gain +1 Reach. Your military might reinforces your diplomacy and - influence.
    - The Web of Destructions: if you have both - Surplus: Spies and Scouts, you gain +1 Sleight. Your skills at irregular warfare allow you to stay in the - shadows.

    -
    -
    -

    Landmarks

    -

    Draw a sign of one from each on the map, or invent your own:

    -

    Before
    - A fort high command hoped to fall back to.
    - Warehouses full of weaponry too dangerous and too expensive to use.
    - A carrier vessel large enough to shelter thousands and win wars single-handed.

    - -

    The Fall
    - A metropolis ruined by the battles of the Fall.
    - A massive boneyard, still growing larger.
    - A pass where soldiers were massacred.

    -

    A Threat
    - Drone weapons still waging ancient war.
    - A cache of doomsday weapons that fell into the wrong hands.
    - A foreign army stranded in the Homeland.

    -
    -
    -

    Notes
    -

    -
    -
    -
    -
    -
    -
    -
    -

    Data: Tech: -

    -
    -
    -

    Mood:

    -
    -
    -

    Surpluses:

    - -
    -
    -

    Needs:

    - +
    +
    -

    Take 2 as Surpluses and the rest as Needs:
    - Spies, Weaponry, Land, Transport, Recruits.

    -
    -
    -

    Treaty

    -

    When you give another Family a position of power in your empire’s hierarchy, gain 1-Treaty on them. -

    -
    -
    -

    Faction:

    - -
    -
    -

    Treaty:

    - -
    -
    -
    -
    - -

    History

    -
    -

    Ask the other Families:

    -

    Which of you is a threat even to us? They take 2-treaty on you.

    -

    Which of you was able to negotiate a peace settlement with us? They take 2-Treaty on your Family. -

    -

    Which of you fought side by side with us in a vicious battle? Take 1-Treaty on each other.

    -
    -
    -
    -
    -

    Assets

    -

    Your character can always have some luxury item, recently liberated from its previous owner. In addition, - pick 3:

    -

    Weapons

    -

    Enforcer’s blade (melee, - elegant).

    -

    Spray-and-pray guns - (ranged, area).

    -

    Homemade explosives (area, - unreliable).

    -

    -

    Defenses

    -

    Welded junk armour (tough, - armoured).

    -

    Ambush gear (camo, tough). -

    -

    Survival gear (camo, - thermo).

    -

    - -

    Travel

    -

    Spiky junk piles (land, - mighty).

    -

    Scratch-built technicals - (land, turret).

    -

    Lumbering war rigs (land, - transport).

    -

    - -

    Expertise

    -

    Brawlers (Quality 1, - keeping people busy).

    -

    Enforcers (Quality 1, - intimidation and extortion).

    -

    Legates (Quality 1, - enforcing the hierarchy).

    -

    -
    -
    -

    Inheritance

    -

    Tyrant Characters get +1 to Force or Sway.

    -

    Quick Characters can pick an Inheritance Move:

    -

    Guerrilla: When in hostile territory, you can hide a group of any size under debris and - camouflage.
    - Witness Me: You can mark your Dead box to succeed on Fiercely Assault, Defuse or Unleash Power as if - you'd rolled a 10+.
    - All for One: If you have Followers nearby and would take harm, you can first reduce the Harm value by - reducing their Quality, 1-for-1. This can't take their Quality below 0.
    - Scrapheap Challenge: When you have access to a pile of mechanical scrap and a few hours, roll +Lore. - On a hit you can make a vehicle or weapon with 3 stat points/3 tags. On a 7-9, it will definitely fail - sometime in the next day.
    - Legate: When in territory you control, you automatically get a 10+ on Familiar Face.

    -
    -
    -
    -
    -
    -
    - Reach: -   - Grasp: -   - Sleight:   -
    -
    -
    -
    -

    Starting Stats

    -

    Choose one:

    -
      -
    • If your natural habitat was preserved and ready for your return: Reach -1 Grasp +2 Sleight 0.
    • -
    • If you needed to adapt to the homeland’s climate or biome: Reach +1 Grasp +1 Sleight -1.
    • -
    • If you’re struggling to survive in an ecosystem your ancestor species would have no chance in: Reach +1 - Grasp -1 Sleight +1.
    • -
    -
    -
    -
    -
    - -

    Traditions

    -
    -

    Choose one of each, or invent your own:
    - Populace: A menagerie bound by phenotypic similarity, a Family of the same race, a designed species - without clear parallel.
    - Style: Bold dyes and scarification, torn scavenged clothing, crude armours of an original design.
    - Governance: Loud anarchic democracy, a council of elders, tyranny of the strong.

    -
    -
    -
    -
    -
    -
    -
    -

    Moves

    -

    Take two moves:

    - -

    Atavistic Nature: - Choose what gives your Family a ferocious edge in battle: -

    Superior senses and teamwork. -

    Superior physical attributes. -

    A feral, barely-restrained killing instinct. -

    Start with 3-Savagery. When you go all-out on an enemy, you may spend 1-Savagery to:

    + +
    +
    +

    Take two moves:

    + +
    +
    + +

    Atavistic Nature

    +
    +
    +

    Choose what gives your Family a ferocious edge in battle:

    +
      +
    • Superior senses and teamwork.
    • +
    • Superior physical attributes.
    • +
    • A feral, barely-restrained killing instinct.
    • +
    +

    Start with 3-Savagery.

    +

    When you go all-out on an enemy, you may spend 1-Savagery to:

    • Separate your target from its allies.
    • Terrify your target with a display of violence.
    • Take out your target’s weakest units.

    At the start of a new Age, reset to 3-Savagery.

    -

    The Strength of - the Pack: Add +1 Quality to any group of followers entirely made of members of your - Family.
    - When they act as one, both character and followers roll with advantage.
    - If your pack is ever completely wiped out, gain Need: Vengeance. -

    You Are - Weak! When your Family takes over a settlement, roll +Grasp. On a 10+ pick 2, on 7-9 - pick 1:

    -
      -
    • The people of the settlement are sent away running: one neighbour takes a Need of your choice. -
    • -
    • Your Family takes the fruit of their foe’s labour: gain one of their Surpluses.
    • -
    • Your Family holds back from violence but makes the threat clear: take 2 Treaty on the - settlement's leaders.
    • -
    -

    Are We Not - Men? When your Family Lends Aid or otherwise protects another Family without - asking for anything in return, gain advantage on the joint effort. If the venture is a - success gain Surplus: Morale, Culture or Motivation.

    -

    Home. Family. - Future. When your Family fights for survival or supremacy, you can gain Need: - Recruits, Morale and/or Motivation. For each you take, choose one:

    -
      -
    • One of your foe’s champions will be overwhelmed.
    • -
    • One chosen champion of your Family will decimate scores of your foe’s regular troops.
    • -
    • Those who witness the battle will be forever marked by the strength and power of your people. -
    • -
    -
    -
    -
    -
    -

    Lifestyle

    -

    Air-Based: your phenotype is winged, and - you can easily access areas out of reach to land based creatures.
    - Land-Based: your phenotype is ideal for - speed and endurance, and you will not grow tired before your prey or pursuer does.
    - Water-Based: your phenotype is amphibious, - and you can easily access and survive in underwater areas.

    -
    -
    -

    Doctrine

    -

    The Hunters: your Family descend from - predators. You have Advantage hunting down prey in the Homeland.
    - The Grazers: your Family descend from - herd animals. You have Advantage moving as a group over large distances.
    - The Scavengers: your Family descend from - omnivores. You have Advantage infiltrating and scavenging for resources.

    -
    -
    -

    Landmarks

    -

    Draw a sign of one from each on the map, or invent your own:

    -

    Before
    - The ruins of a large zoo.
    - A research facility haunted by failed experiments.
    - A museum of extinct species and biomes.

    - -

    The Fall
    - The site of a genocidal massacre.
    - Urban areas used to hide from persecution.
    - Strange new habitats growing in the ruins.

    -

    A Threat
    - Carrion birds smart enough to herd and harvest livestock.
    - A locust swarm so wide that famine is sure to follow.
    - Extreme weather upsetting the food chain.

    -
    -
    -

    Notes
    -

    -
    -
    -
    -
    -
    -
    -
    -

    Data: Tech: -

    -
    -
    -

    Mood:

    -
    -
    -

    Surpluses:

    - -
    -
    -

    Needs:

    - -
    -
    -

    Take 2 as Surpluses and the rest as Needs:
    - Morale, Safety, Recruits, Scouts, Fresh Water.

    -
    -
    -

    Treaty

    -

    When someone adopts your customs, whether on the primal or sapient side, gain 1-Treaty on them.

    -
    -
    -

    Faction:

    - -
    -
    -

    Treaty:

    - +
    +
    + +
    +
    + +

    The Strength of the Pack

    +
    +
    +

    Add +1 Quality to any group of followers entirely made of members of your Family.

    +
      +
    • When they act as one, both character and followers roll with advantage.
    • +
    • If your pack is ever completely wiped out, gain Need: Vengeance.
    • +
    +
    +
    + +
    +
    + +

    You Are Weak!

    +
    +
    +

    When your Family takes over a settlement, roll +Grasp. On a 10+ pick 2, on 7-9 pick 1:

    +
      +
    • The people of the settlement are sent away running: one neighbour takes a Need of your choice.
    • +
    • Your Family takes the fruit of their foe’s labour: gain one of their Surpluses.
    • +
    • Your Family holds back from violence but makes the threat clear: take 2 Treaty on the settlement's leaders.
    • +
    +
    +
    + +
    +
    + +

    Are We Not Men?

    +
    +
    +

    When your Family Lends Aid or otherwise protects another Family without asking for anything in return, gain advantage on the joint effort. If the venture is a success gain Surplus: Morale, Culture or Motivation.

    +
    +
    + +
    +
    + +

    Home. Family. Future.

    +
    +
    +

    When your Family fights for survival or supremacy, you can gain Need: Recruits, Morale and/or Motivation. For each you take, choose one:

    +
      +
    • One of your foe’s champions will be overwhelmed.
    • +
    • One chosen champion of your Family will decimate scores of your foe’s regular troops.
    • +
    • Those who witness the battle will be forever marked by the strength and power of your people.
    • +
    +
    +
    -
    - -

    History

    -
    -

    Ask the other Families:

    -

    Which of you came to our rescue and helped us build a community? Say how, and they say when. Give - them 2-Treaty on you.

    -

    Which of you is related to those who uplifted us? Tell us how you found out, and they explain their - relationship to your progenitors. Take 2-Treaty on each other.

    -

    Which of you hunted us as animals, realising their mistake far too late? Take 2-Treaty on them.

    -
    -
    -
    -
    -

    Assets

    -

    Your character can always have some accessory that marks them as more than animal - a scarf, engineering - tools, a religious symbol, etc. In addition, pick 3:

    -

    Weapons

    -

    Vicious assaults (melee, - brutal).

    -

    Hit-and-run tactics - (melee, elegant).

    -

    Scavenged weaponry - (ranged, unreliable).

    -

    -

    Defenses

    -

    Powered exoskeleton - (powered, mobile).

    -

    Natural hide (camo, - tough).

    -

    Uplift implants - (implanted, comms).

    -

    - -

    Travel

    -

    Simpler animals (land, - mount).

    -

    Grafted wings (air, - swift).

    -

    - -

    Expertise

    -

    Scavengers (Quality 1, - finding food and shinies).

    -

    Pack Hunters (Quality 1, - group tactics).

    -

    Primal Performers - (Quality 1, song and dance).

    -

    -
    -
    -

    Inheritance

    -

    Uplift Characters get +1 to Steel or Sway.

    -

    Quick Characters can pick an Inheritance Move:

    -

    Humane: When you ease another’s suffering, say what they realise you have in common. You have - advantage to Find Common Ground with each other.
    - Animal Empathy: You can talk to and command any non-sentient animal of your phenotype. Treat them as - Quality 1, with specialities appropriate to the animal in question.
    - Pack Leader: When you charge ahead, heedless of the danger, those that follow you roll with - advantage.
    - Loose Uplift: You can shut off your sapience to become a creature of instincts, getting advantage on - Force and +2 Armour but losing the ability to talk, reason or use tools.
    - Animal Senses: when you investigate a scene, you can ask the GM one question based on your inhuman - senses. The GM must answer truthfully, through a veil of heavy symbolism.

    +
    +

    Notes

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

    Treaty

    +

    When you freely give someone the perfect resource to solve a problem, gain 1-Treaty on them.

    +
    +
    + On Us + Faction + On Them +
    +
    + + + +
    +
    + + + + +
    +
    +
    +

    Faction:

    + +
    +
    +

    Treaty:

    + +
    +
    +
    +
    +
    +

    History

    +

    Everyone has a need for your products. Take 1 Treaty on each other Family and Faction. Then ask the other families:

    +
      +
    • Which of you has made agreements with us that might just end up saving mankind AND the planet? You take 1-Treaty on them.
    • +
    • Which of you supplies us with resources vital for cultivation? Work out what the supplies are and give that Family 1-Treaty on you.
    • +
    +

    History Notes

    + +
    +
    +
    + +
    +
    +
    +

    Treaty

    +

    When you spend time and effort showing another group how to use their technology better, gain 1-Treaty on them.

    +
    +
    + On Us + Faction + On Them +
    +
    + + + +
    +
    + + + + +
    +
    +
    +

    Faction:

    + +
    +
    +

    Treaty:

    + +
    +
    +
    +
    +
    +

    History

    +

    Ask the other families:

    +
      +
    • Which one of you is civilisation's best chance to regrow? Give them 2-treaty on you.
    • +
    • Which of you has seen the true power of our technology? Take 2-Treaty on each other.
    • +
    • Which of you has seen the true power of our technology? Give them 1-Treaty on you.
    • +
    +

    History Notes

    + +
    +
    +
    + +
    +
    +
    +

    Treaty

    +

    When you make another group part of your trading operation (suppliers, distributors or vendors) gain 1-Treaty on them.

    +
    +
    + On Us + Faction + On Them +
    +
    + + + +
    +
    + + + + +
    +
    +
    +

    Faction:

    + +
    +
    +

    Treaty:

    + +
    +
    +
    +
    +
    +

    History

    +

    Everyone, like it or not, has to trade with your Company. Take 1-Treaty on all the other Families. Then, ask the other Families:

    +
      +
    • Which of you came to our rescue when a deal went way south? Give them 2-Treaty on you.
    • +
    • Which of you harbours a guild of information brokers? Get 1-Treaty on them for their failure to rein in your rivals.
    • +
    +

    Notes

    + +
    +
    +
    + +
    +
    +
    +

    Treaty

    +

    When you bring another Family’s or Faction’s hated foe to justice, your Family gains 2-Treaty on them.

    +
    +
    + On Us + Faction + On Them +
    +
    + + + +
    +
    + + + + +
    +
    +
    +

    Faction:

    + +
    +
    +

    Treaty:

    + +
    +
    +
    +
    +
    +

    History

    +

    Ask the other families:

    +
      +
    • Which of you supports our crusade the most? Give them 2-Treaty on you.
    • +
    • Which of you did we save from slaughter at the hand of raiders? Take 2-Treaty on them.
    • +
    • Which of you raised the Homeland's worst criminal? Take 1-Treaty on them; they give another Family the criminal's victimised 1-Treaty.
    • +
    +

    History Notes

    + +
    +
    +
    + +
    +
    +
    +

    Treaty

    +

    When you Lend Aid to a group under a Kaiju Threat Alert, gain 1 Treaty on them.

    +
    +
    + On Us + Faction + On Them +
    +
    + + + +
    +
    + + + + +
    +
    +
    +

    Faction:

    + +
    +
    +

    Treaty:

    + +
    +
    +
    +
    +
    +

    History

    +

    Ask the other families:

    +
      +
    • Which of you has given us reason to believe you know things about the behemoths we don't? They take 2-Treaty on your Family.
    • +
    • Which of you fought alongside us in the last war, and let us down at the worst possible moment? Get 2-Treaty on them.
    • +
    • Which of you currently hosts the greatest hero of the last war in a respected role? Take 1-Treaty on each other.
    • +
    +

    History Notes

    + +
    +
    +
    + +
    +
    +
    +

    Treaty

    +

    When you trade a Family a Surplus harvested from the sea for one harvested from the land, gain 1 Treaty on them.

    +
    +
    + On Us + Faction + On Them +
    +
    + + + +
    +
    + + + + +
    +
    +
    +

    Faction:

    + +
    +
    +

    Treaty:

    + +
    +
    +
    +
    +
    +

    History

    +

    Ask the other families:

    +
      +
    • Which one of you is partly descended from Pioneers who turned their back to the sea? Gain 1-Treaty on each other.
    • +
    • Which one of you was our sole contact with drylanders for a long time? What happened to reveal our existence to the other Families? They take 2-Treaty on you.
    • +
    • Which of you hosts a brilliant explorer who relies on our secrets? Take 1-Treaty on them.
    • +
    +

    History Notes

    + +
    +
    +
    + +
    +
    +
    +

    Treaty

    +

    When you publicly condemn another group for their sins, hold 1. Publicly absolve them of those same sins and spend that hold to gain 1-Treaty on them. You can only have 1 hold at a time.

    +
    +
    + On Us + Faction + On Them +
    +
    + + + +
    +
    + + + + +
    +
    +
    +

    Faction:

    + +
    +
    +

    Treaty:

    + +
    +
    +
    +
    +
    +

    History

    +

    Judge each other Family:

    +
      +
    • Righteous: They say what they did to win you over. You give them 1-Treaty.
    • +
    • Corrupt: Take 1-Treaty on them. They say what happened to make your Family condemn them.
    • +
    +

    History Notes

    + +
    +
    +
    + +
    +
    +
    +

    Treaty

    +

    Your origin gives you a different perspective on the world. When you Uncover Secrets to reveal something that helps another Family, gain 1-Treaty on them.

    +
    +
    + On Us + Faction + On Them +
    +
    + + + +
    +
    + + + + +
    +
    +
    +

    Faction:

    + +
    +
    +

    Treaty:

    + +
    +
    +
    +
    +
    +

    History

    +

    Ask the other Families:

    +
      +
    • Which one of you controls a resource critical to our survival? They take 2-Treaty on you.
    • +
    • Which of you did we save from certain doom with our technology? Get 1-Treaty on them.
    • +
    • Which of you did we secretly experiment on in the past? They take 1-Treaty on you.
    • +
    +

    History Notes

    + +
    +
    +
    + +
    +
    +
    +

    Treaty

    +

    When a Family or Faction comes freely to you to ask for support or trade, gain 1-Treaty on them on top of any deals you make.

    +
    +
    + On Us + Faction + On Them +
    +
    + + + +
    +
    + + + + +
    +
    +
    +

    Faction:

    + +
    +
    +

    Treaty:

    + +
    +
    +
    +
    +
    +

    History

    +

    Everyone worries you could strike at any moment. Each Family says what event caused this fear, and you take 1-Treaty on them.

    +

    Then ask the other Families:

    +
      +
    • Which of you holds an important node of your ancestral infrastructure? Say what prevents them from unlocking its deeper mysteries and give them 2-Treaty.
    • +
    • Which of you hosts a leader that could unite everyone and crush us? Why hasn’t she done that yet? Give them 2-Treaty.
    • +
    +

    History Notes

    + +
    +
    +
    + +
    +
    +
    +

    Treaty

    +

    When you give another Family a position of power in your empire’s hierarchy, gain 1-Treaty on them.

    +
    +
    + On Us + Faction + On Them +
    +
    + + + +
    +
    + + + + +
    +
    +
    +

    Faction:

    + +
    +
    +

    Treaty:

    + +
    +
    +
    +
    +
    +

    History

    +

    Ask the other Families:

    +
      +
    • Which of you is a threat even to us? They take 2-treaty on you.
    • +
    • Which of you was able to negotiate a peace settlement with us? They take 2-Treaty on your Family.
    • +
    • Which of you fought side by side with us in a vicious battle? Take 1-Treaty on each other.
    • +
    +

    History Notes

    + +
    +
    +
    + +
    +
    +
    +

    Treaty

    +

    When someone adopts your customs, whether on the primal or sapient side, gain 1-Treaty on them.

    +
    +
    + On Us + Faction + On Them +
    +
    + + + +
    +
    + + + + +
    +
    +
    +

    Faction:

    + +
    +
    +

    Treaty:

    + +
    +
    +
    +
    +
    +

    History

    +

    Ask the other Families:

    +
      +
    • Which of you came to our rescue and helped us build a community? Say how, and they say when. Give them 2-Treaty on you.
    • +
    • Which of you is related to those who uplifted us? Tell us how you found out, and they explain their relationship to your progenitors. Take 2-Treaty on each other.
    • +
    • Which of you hunted us as animals, realising their mistake far too late? Take 2-Treaty on them.
    • +
    +

    History Notes

    + +
    +
    +
    + +
    +
    + +
    +
    +

    Assets

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

    Your characters can always have a friendly pet of some kind. In addition, pick 3:

    +
    +
    +
    +

    How do you fight?

    +
      +
    • Soporific needles and darts (melee, nonlethal).
    • +
    • Surprisingly effective farming tools (melee, unreliable).
    • +
    • Trained attack animals (ranged, many).
    • +
    • +
    +
    + +
    +

    How do you defend?

    +
      +
    • Animal hides and homespun fabric (utility, tough).
    • +
    • Nearly-pristine labcoats (regal, comms).
    • +
    • Forest-strider gear (camo, mobile).
    • +
    • +
    +
    +
    + +
    +
    +

    How do you travel?

    +
      +
    • Pedigree animals (land, mount).
    • +
    • Agricultural vehicles (land, mighty).
    • +
    • Mobile research station (land, med bay).
    • +
    • +
    +
    + +
    +

    What useful expertise can you draw onl?

    +
      +
    • Farmers (Quality 1, Wrangling crops and animals).
    • +
    • Surgeons (Quality 1, Healing and dissecting).
    • +
    • Rangers (Quality 1, Living off the land).
    • +
    • +
    +
    +
    +
    +
    + +
    +

    Your characters can always have battered, half-understood journals from the Before. In addition, pick 3:

    + +
    +
    +
    +

    How do you fight?

    +
      +
    • Morphing pistols (ranged, hidden).
    • +
    • High-powered rifles from a distance (far, elegant).
    • +
    • Weird grenades (area, aberrant).
    • +
    • +
    +
    + +
    +

    How do you defend?

    +
      +
    • Bulky hazmat suits (utility, sealed).
    • +
    • Gleaming power armour (powered, tough).
    • +
    • Blood-borne nanomachines (implanted, mantle).
    • +
    • + +
    +
    +
    + +
    + +
    +

    How do you travel?

    +
      +
    • Flying vehicles (air, canopy).
    • +
    • Rugged APCs (land, transport).
    • +
    • Mobile ICU (land, medbay).
    • +
    • +
    +
    + +
    +

    What useful expertise can you draw onl?

    +
      +
    • Scholars (Quality 1, Researching).
    • +
    • Special Forces (Quality 1, Assault).
    • +
    • Scavengers (Quality 1, picking through junk).
    • +
    • +
    +
    +
    +
    +
    + +
    +

    Your characters can always have well-fitting and stylish clothing. In addition, pick 3 for your family:

    + +
    +
    +
    +

    How do you fight?

    +
      +
    • Masterwork heirloom weapons (melee, elegant).
    • +
    • Disposable prototype guns (ranged, many).
    • +
    • Poison-tipped needles (melee, hidden).
    • +
    • +
    +
    + +
    +

    How do you defend?

    +
      +
    • Deluxe executive wear (regal, comms).
    • +
    • All-weather travel gear (utility, thermo).
    • +
    • Packrat kit (utility, powered).
    • +
    • +
    +
    +
    + +
    + +
    +

    How do you travel?

    +
      +
    • Salvaged Fliers (air, canopy).
    • +
    • Beast-Drawn Caravans (land, transport).
    • +
    • Personal Speeders (land, canopy).
    • +
    • +
    +
    + +
    +

    What useful expertise can you draw onl?

    +
      +
    • Hagglers (Quality 1, Bartering and bargain-hunting).
    • +
    • Artisans (Quality 1, crafting and building).
    • +
    • Bodyguards (Quality 1, guarding and protecting).
    • +
    • +
    +
    +
    +
    +
    + +
    +

    Your characters can always have an obvious symbol of authority. In addition, pick 3:

    +
    +
    +
    +

    How do you fight?

    +
      +
    • Stun prods (melee, nonlethal).
    • +
    • Heavy pistols (ranged, brutal).
    • +
    • Assassination blades (melee, hidden).
    • +
    • +
    +
    + +
    +

    How do you defend?

    +
      +
    • Nondescript robes (camo, utility).
    • +
    • Improvised armour (tough, armoured).
    • +
    • Ancient enforcer gear (tough, comms).
    • +
    • +
    +
    +
    + +
    + +
    +

    How do you travel?

    +
      +
    • Battle-hardened Beasts (land, mount).
    • +
    • All-terrain trucks (land, transport).
    • +
    • Speeder bikes (land, swift).
    • +
    • +
    +
    + +
    +

    What useful expertise can you draw onl?

    +
      +
    • Investigators (Quality 1, questioning and deduction).
    • +
    • Enforcers (Quality 1, ensuring compliance).
    • +
    • Magistrates (Quality 1, negotiating compromises).
    • +
    • +
    +
    +
    +
    +
    + +
    +

    Your characters can always have a trophy from a previous hunt. In addition, pick 3:

    +
    +
    +
    +

    How do you fight?

    +
      +
    • Silent snipers (far, silent).
    • +
    • Carving blades (melee, brutal).
    • +
    • Explosive launchers (ranged, area).
    • +
    • +
    +
    + +
    +

    How do you defend?

    +
      +
    • Beast-climbing gear (utility, mobile).
    • +
    • Helldiver armour (hardened, sealed).
    • +
    • Bright halo (mantle, regal).
    • +
    • +
    +
    +
    + +
    + +
    +

    How do you travel?

    +
      +
    • Outrider trucks (land, turret).
    • +
    • Tamed beasts (air, mount).
    • +
    • Command vehicles (land, med bay).
    • +
    • +
    +
    + +
    +

    What useful expertise can you draw onl?

    +
      +
    • Scouts (Quality 1, spotting approaching threats).
    • +
    • Tamers (Quality 1, bringing animals to heel).
    • +
    • Soldiers (Quality 1, suppressing fire).
    • +
    • +
    +
    +
    +
    +
    + +
    +

    Your characters always have enough breathing equipment to function on land and in water. In addition, pick 3:

    +
    + +
    + +
    +

    How do you fight?

    +
      +
    • Fishing Spears (melee, brutal).
    • +
    • Claws and fangs (melee, hidden).
    • +
    • Pneumatic guns (ranged, silent).
    • +
    • +
    +
    + +
    +

    How do you defend?

    +
      +
    • Environment suits (powered, sealed).
    • +
    • Grappling rig (mobile, utility).
    • +
    • Hardened scales (regal, plated).
    • +
    • +
    +
    +
    + +
    + +
    +

    How do you travel?

    +
      +
    • Amphibious crawlers (land, water).
    • +
    • Submersibles (water, canopy).
    • +
    • Galleons (water, transport).
    • +
    • +
    +
    + +
    +

    What useful expertise can you draw onl?

    +
      +
    • Fishers (Quality 1, finding food).
    • +
    • Raiders (Quality 1, intimidation and extortion).
    • +
    • Cetacean Allies (Quality 1, underwater search and rescue).
    • +
    • +
    +
    +
    +
    +
    + +
    +

    Your characters can always have a small holy book or a religious symbol. In addition, pick 3:

    +
    +
    + +
    +

    How do you fight?

    +
      +
    • Ceremonial weapons (melee, unreliable).
    • +
    • Flamethrowers (ranged, area).
    • +
    • Infectious madness (ranged, aberrant).
    • +
    • +
    +
    + +
    +

    How do you defend?

    +
      +
    • By blending in (utility, camo).
    • +
    • Blessed heirlooms (regal, armoured).
    • +
    • Crude implants (implanted, hardened).
    • +
    • +
    +
    +
    + +
    + +
    +

    How do you travel?

    +
      +
    • Caravans (land, transport).
    • +
    • Placid livestock (land, mount).
    • +
    • Ambulance (land, med-bay).
    • +
    • +
    +
    + +
    +

    What useful expertise can you draw onl?

    +
      +
    • Inquisitors (Quality 1, exposing guilt).
    • +
    • Healers (Quality 1, treating illnesses).
    • +
    • Evangelists (Quality 1, communicating with outsiders).
    • +
    • +
    +
    +
    +
    +
    + +
    +

    Your character always has some feature that marks them as inhuman. In addition, pick 3:

    + +
    +
    + +
    +

    How do you fight?

    +
      +
    • Acid spit (ranged, hidden).
    • +
    • Energy blasters (ranged, brutal).
    • +
    • Psionic amplifiers (ranged, aberrant).
    • +
    • +
    +
    + +
    +

    How do you defend?

    +
      +
    • Adaptive force fields (camo, mantle).
    • +
    • Spacesuits (sealed, hardened).
    • +
    • Bio-boosting skin (tough, mobile).
    • +
    • +
    +
    +
    + +
    + +
    +

    How do you travel?

    +
      +
    • Null-grav fliers (air, swift).
    • +
    • Orbital shuttles (air, space).
    • +
    • Transport worms (land, mount).
    • +
    • +
    +
    + +
    +

    What useful expertise can you draw onl?

    +
      +
    • Science officers (Quality 1, research).
    • +
    • Assimilators (Quality 1, recycling organics).
    • +
    • Translators (Quality 1, negotiating).
    • +
    • +
    +
    +
    +
    +
    + +
    +

    Your character is synthetic – see Living Machines. In addition, pick 3:

    +
    +
    + +
    +

    How do you fight?

    +
      +
    • Built-in weapons (ranged, hidden).
    • +
    • Terrible mechanical strength (melee, brutal).
    • +
    • Missile pods (ranged, many).
    • +
    • +
    +
    + +
    +

    How do you defend?

    +
      +
    • Military operations (camo, armoured).
    • +
    • Environmental probes (thermo, sealed).
    • +
    • Communication relays (hardened, comms).
    • +
    • +
    +
    +
    + +
    + +
    +

    How do you travel?

    +
      +
    • Personal artigrav engines (air, swift).
    • +
    • Larger bots (land, mount).
    • +
    • Transport drones (air, transport).
    • +
    • +
    +
    + +
    +

    What useful expertise can you draw onl?

    +
      +
    • Scanning Droids (Quality 1, mapping and analysis).
    • +
    • Killbots (Quality 1, direct force).
    • +
    • Protocol AIs (Quality 1, negotiation and diplomacy).
    • +
    • +
    +
    +
    +
    +
    + +
    +

    Your character can always have some luxury item, recently liberated from its previous owner. In addition, pick 3:

    +
    +
    + +
    +

    How do you fight?

    +
      +
    • Enforcer’s blade (melee, elegant).
    • +
    • Spray-and-pray guns (ranged, area).
    • +
    • Homemade explosives (area, unreliable).
    • +
    • +
    +
    + +
    +

    How do you defend?

    +
      +
    • Welded junk armour (tough, armoured).
    • +
    • Ambush gear (camo, tough).
    • +
    • Survival gear (camo, thermo).
    • +
    • +
    +
    +
    + +
    + +
    +

    How do you travel?

    +
      +
    • Spiky junk piles (land, mighty).
    • +
    • Scratch-built technicals (land, turret).
    • +
    • Lumbering war rigs (land, transport).
    • +
    • +
    +
    + +
    +

    What useful expertise can you draw onl?

    +
      +
    • Brawlers (Quality 1, keeping people busy).
    • +
    • Enforcers (Quality 1, intimidation and extortion).
    • +
    • Legates (Quality 1, enforcing the hierarchy).
    • +
    • +
    +
    +
    +
    +
    + +
    +

    Your character can always have some accessory that marks them as more than animal - a scarf, engineering tools, a religious symbol, etc. In addition, pick 3:

    +
    +
    + +
    +

    How do you fight?

    +
      +
    • Vicious assaults (melee, brutal).
    • +
    • Hit-and-run tactics (melee, elegant).
    • +
    • Scavenged weaponry (ranged, unreliable).
    • +
    • +
    +
    + +
    +

    How do you defend?

    +
      +
    • Powered exoskeleton (powered, mobile).
    • +
    • Natural hide (camo, tough).
    • +
    • Uplift implants (implanted, comms).
    • +
    • +
    +
    +
    + +
    + +
    +

    How do you travel?

    +
      +
    • Simpler animals (land, mount).
    • +
    • Grafted wings (air, swift).
    • +
    • Stolen offroad vehicles (land,durable).
    • +
    • +
    +
    + +
    +

    What useful expertise can you draw onl?

    +
      +
    • Scavengers (Quality 1, finding food and shinies).
    • +
    • Pack Hunters (Quality 1, group tactics).
    • +
    • Primal Performers (Quality 1, song and dance).
    • +
    • +
    +
    +
    +
    + +
    + +
    +
    + +
    +
    +
    +

    Inheretance

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

    Cultivator Characters get +1 to Sway or Lore.

    +

    Quick Characters can pick an Inheritance Move:

    +
      +
    • Hardy: Automatically reduce by 1 the first Harm you take each day.
    • +
    • Green Fingers: You know the medical and culinary uses of any plant or animal you encounter.
    • +
    • Animal Companion: You have a reliable mount. It's a vehicle with mount, land and one of air, water, swift or mighty.
    • +
    • Master Chef: The food you prepare and augment tastes exceptionally good, and will heal minor ailments and give people energy.
    • +
    • Surgeon: With a few hours of dedicated treatment you can clear all of someone’s Harm boxes. With all your effort, you can delay the onset of someone’s Dead box.
    • +
    +
    + +
    +

    Enclave Characters get +1 to Steel or Lore.

    +

    Quick Characters can pick an Inheritance Move:

    +
      +
    • Radio Rig: You can sense when Tech is within a mile, and track it down to within 100 metres.
    • +
    • Pain Box: You have a device that causes intense pain in anyone within a few dozen metres (melee,non-lethal, area, aberrant).
    • +
    • Survey drone: You can roll +Lore with Wasteland Survival, so long as your trail is visible from the air.
    • +
    • Hot Rod: You have an exceptionally fast vehicle - it has the swift tag, and you can change one of its tags with 15 minutes of tinkering.
    • +
    • Educated: The first time you give advice to somebody based on your knowledge of the Before, they gain fleeting advantage acting on it.
    • +
    +
    + +
    +

    Merchant Characters get +1 to Sway or Lore.

    +

    Quick Characters can pick an Inheritance Move:

    +
      +
    • Salesman’s Eye: After watching someone for 5 minutes ask their player: What do they most desire?
    • +
    • Opulence: Your gear is noticeably more luxurious than normal, and most people will be willing to trade for it.
    • +
    • The Beggar Prince: Your gear is deceptively shabby-looking, and people will dismiss you out of hand as beneath their notice.
    • +
    • Deep Pockets: When you look in your satchel for a helpful item, find it but choose one: it’s fragile, it’s got a side effect, it’s precious to you.
    • +
    • Traveller’s Tales: When you reach a new settlement, tell the group a story you’ve heard about it and the GM will confirm one part as true.
    • +
    +
    + +
    +

    Lawgiver Characters get +1 to Force or Steel.

    +

    Quick Characters can pick an Inheritance Move:

    +
      +
    • Tin Star: You have an impressive symbol of your authority in the Family. When you brandish it, roll +Steel instead of +Sway for Familiar Face.
    • +
    • Restraints: You have strangely durable manacles. When you bind someone or something with them they will not break.
    • +
    • Loyal Steed: you have a living mount that's always nearby. Whistle and it'll be with you in a few moments.
    • +
    • Forensics: When you spend a few hours analysing evidence, the GM will tell you: what it's made of, important marks its history has left on it, signs of who have handled it.
    • +
    • Plea Bargain: When you Find Common Ground with someone you know is guilty of a crime, one term they pick must be 'you forgive the crime'.
    • +
    +
    + +
    +

    Order Characters get +1 to Force or Lore.

    +

    Quick Characters can pick an Inheritance Move:

    +
      +
    • Titan Grip: When you attempt to climb a giant monster, roll +Steel. On a hit hold 3; spend hold to avoid one of the monster’s attacks, or resist being shaken off.
    • +
    • Bait: With noise, flailing and bright colours you can attract the attention of everything hostile within a mile or so. They’ll ignore others in their pursuit of you.
    • +
    • Grapple: You have a sturdy grappling gun. It can hit targets a hundred metres away, and bear your weight and that of another.
    • +
    • Monster Empath: For each minute you spend observing a monster, you can ask the GM one: What does it most want to do, what’s hurting it, what can it sense that I can’t?
    • +
    • Suppressing fire: While you attack with the goal of scaring foes and keeping their heads down, give your allies advantage when they flank them, escape them or target their position.
    • +
    +
    + +
    +

    Pioneer Characters get +1 to Force or Steel.

    +

    Quick Characters can pick an Inheritance Move:

    +
      +
    • The Call of the Deep: If you’re near a large body of water you can summon a beast from its depths. It’ll arrive within a few hours, but will rampage heedless of your wishes.
    • +
    • Breathing Apparatus: You can always breathe easy, no matter the circumstance, and can puff out vapours that intoxicate those around you.
    • +
    • Entangling Nets: If you get your nets around someone, everyone else has advantage when assaulting or escaping them.
    • +
    • Pirate’s Code: So long as you always accept other’s surrender, intelligent foes are willing to give you a chance to parley.
    • +
    • Tempest-tossed: When you hurl yourself into a storm, natural disaster or cataclysm, roll +Steel. On a hit, you end up somewhere safe once the disaster’s over. On a 10+ you still have your gear and health.
    • +
    +
    + +
    +

    Servant Characters get +1 to Sway or Steel.

    +

    Quick Characters can pick an Inheritance Move:

    +
      +
    • Blood for Blood: If you lay hands on someone and burn out your own health, mark harm 1-for-1 to heal them: cosmetic for cosmetic, impairing for impairing, dead for dead.
    • +
    • Martyr: If anyone in arm's reach would take harm, you can jump in the way and take it yourself.
    • +
    • Paladin: If you spend an hour praying over a weapon, you can give it the aberrant tag.
    • +
    • Clergy: When you wear the garb of your faith, people will assume you're: harmless, deadly, mystical, self-sacrificing. Pick one according to your Family's reputation.
    • +
    • Confessional: When you spend an hour preaching to an audience, one audience member will approaches you afterwards and confess something that's useful to you.
    • +
    +
    + +
    +

    Starfarer Characters get +1 to Sway or Lore.

    +

    Quick Characters can pick an Inheritance Move:

    +
      +
    • Neuralyzer: If you can get someone to stare into this gadget’s bright light for a few seconds, you can erase the last 5 minutes of their memory.
    • +
    • Telepathy: You speak into minds, not through sound. You can speak to anyone you can see, and no-one else can overhear.
    • +
    • Final Form: Instead of activating your Death Move, erase this to enter a chrysalis. An hour later you’ll emerge fully-healed, and with an outfit tag that’d help you resist what killed you.
    • +
    • Ride the Lightning: You have a small, wire-threaded gem. If you give it to someone they can break it to summon you instantly to their side.
    • +
    • Doppelganger: After a few minutes of painful adaptation you can shapechange into any organism you’ve directly observed.
    • +
    +
    + +
    +

    Hive Characters get +1 to Steel or Lore.

    +

    Quick Characters can pick an Inheritance Move:

    +
      +
    • Swarm Form: You can dissolve into a swarm of tiny flying bots. Each individual bot has limited intelligence; treat the swarm as Followers with Quality +2. Roll Under Orders to see where you reform and what they do on the way.
    • +
    • EMP: You can release a blast that shuts down all technology within eyesight - including yourself. You boot back up a few minutes later, and the EMP is recharged within a few hours.
    • +
    • Resource Digester: You can eat any material, a handful at a time. Six hours later you produce its core components out of a chest hatch, purified into one-inch cubes.
    • +
    • Turret Mode: If you anchor yourself to a spot and devote all resources to your combat systems, add the brutal and many tags to your weapons.
    • +
    • Transmorpher: With a few moments of shifting you can become a vehicle with two tags of your choice.
    • +
    +
    + +
    +

    Tyrant Characters get +1 to Force or Sway.

    +

    Quick Characters can pick an Inheritance Move:

    +
      +
    • Guerrilla: When in hostile territory, you can hide a group of any size under debris and camouflage.
    • +
    • Witness Me: You can mark your Dead box to succeed on Fiercely Assault, Defuse or Unleash Power as if you'd rolled a 10+.
    • +
    • All for One: If you have Followers nearby and would take harm, you can first reduce the Harm value by reducing their Quality, 1-for-1. This can't take their Quality below 0.
    • +
    • Scrapheap Challenge: When you have access to a pile of mechanical scrap and a few hours, roll +Lore. On a hit you can make a vehicle or weapon with 3 stat points/3 tags. On a 7-9, it will definitely fail sometime in the next day.
    • +
    • Legate: When in territory you control, you automatically get a 10+ on Familiar Face.
    • +
    +
    + +
    +

    Uplift Characters get +1 to Steel or Sway.

    +

    Quick Characters can pick an Inheritance Move:

    +
      +
    • Humane: When you ease another’s suffering, say what they realise you have in common. You have advantage to Find Common Ground with each other.
    • +
    • Animal Empathy: You can talk to and command any non-sentient animal of your phenotype. Treat them as Quality 1, with specialities appropriate to the animal in question.
    • +
    • Pack Leader: When you charge ahead, heedless of the danger, those that follow you roll with advantage.
    • +
    • Loose Uplift: You can shut off your sapience to become a creature of instincts, getting advantage on Force and +2 Armour but losing the ability to talk, reason or use tools.
    • +
    • Animal Senses: when you investigate a scene, you can ask the GM one question based on your inhuman senses. The GM must answer truthfully, through a veil of heavy symbolism.
    • +
    +
    +
    +
    +

    Other Notes

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

    Select a Playbook above to get started

    +
    +
    -
    + +
    -

    +

    Name: Family: Playbook: @@ -2834,46 +3627,61 @@

    -

    Look:

    +

    Look:

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

    Select a Playbook above to get started

    +

    Select a Playbook above to get started

    +
    -

    - Stats  
    - Force:   - Lore:  
    - Steel:   - Sway:  

    +

    Stats

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

    Starting Arrays:
    +

    Starting Arrays:

    • Force -1, Lore +1, Steel 0, Sway +1
    • Force -1, Lore 0, Steel +1, Sway +1
    • @@ -3007,38 +3815,43 @@
    -

    History and Notes

    +

    History and Notes


    +
    -

    - Stats  
    - Force:   - Lore:  
    - Steel:   - Sway:  
    -

    +

    Stats

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

    Starting Arrays:
    +

    Starting Arrays:

    • Force +1, Lore 0, Steel -1, Sway +1
    • Force +1, Lore -1, Steel 0, Sway +1
    • @@ -3162,40 +3975,45 @@
    -

    +

    History and Notes

    +
    -

    - Stats  
    - Force:   - Lore:  
    - Steel:   - Sway:  
    -

    +

    Stats

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

    Starting Arrays:
    +

    Starting Arrays:

    • Force +1, Lore -1, Steel 0, Sway +1
    • Force 0, Lore 0, Steel 0, Sway +1
    • @@ -3329,38 +4147,43 @@
    -

    History and Notes
    +

    History and Notes

    +
    -

    - Stats  
    - Force:   - Lore:  
    - Steel:   - Sway:  
    -

    +

    Stats

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

    Starting Arrays:
    +

    Starting Arrays:

    • Force +1, Lore 0, Steel +1, Sway -1
    • Force +1, Lore +1, Steel 0, Sway -1
    • @@ -3480,37 +4303,43 @@
    -

    History and Notes
    +

    History and Notes

    +
    -

    - Stats  
    - Force:   - Lore:  
    - Steel:   - Sway:  

    +

    Stats

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

    Starting Arrays:
    +

    Starting Arrays:

    • Force +1, Lore +1, Steel 0, Sway -1
    • Force 0, Lore +1, Steel +1, Sway -1
    • @@ -3634,39 +4463,44 @@
    -

    +

    History and Notes

    +
    -

    - Stats  
    - Force:   - Lore:  
    - Steel:   - Sway:  
    -

    +

    Stats

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

    Starting Arrays:
    +

    Starting Arrays:

    • Force -1, Lore +1, Steel +2, Sway -1
    • Force +1, Lore +1, Steel 0, Sway -1
    • @@ -3790,38 +4624,43 @@
    -

    History and Notes
    +

    History and Notes

    +
    -

    - Stats  
    - Force:   - Lore:  
    - Steel:   - Sway:  
    -

    +

    Stats

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

    Starting Arrays:
    +

    Starting Arrays:

    • Force 0, Lore -1, Steel +1, Sway +1
    • Force +1, Lore 0, Steel +1, Sway -1
    • @@ -3963,38 +4802,43 @@
    -

    History and Notes
    +

    History and Notes

    +
    -

    - Stats  
    - Force:   - Lore:  
    - Steel:   - Sway:  
    -

    +

    Stats

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

    Starting Arrays:
    +

    Starting Arrays:

    • Force -1, Lore +1, Steel +1, Sway 0
    • Force -1, Lore +1, Steel 0, Sway +1
    • @@ -4122,38 +4966,43 @@
    -

    History and Notes
    +

    History and Notes

    +
    -

    - Stats  
    - Force:   - Lore:  
    - Steel:   - Sway:  
    -

    +

    Stats

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

    Starting Arrays:
    +

    Starting Arrays:

    • Force -1, Lore +1, Steel +1, Sway 0
    • Force 0, Lore +1, Steel +1, Sway -1
    • @@ -4287,39 +5136,44 @@
    -

    +

    History and Notes

    +
    -

    - Stats  
    - Force:   - Lore:  
    - Steel:   - Sway:  
    -

    +

    Stats

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

    Starting Arrays:
    +

    Starting Arrays:

    • Force -1, Lore +1, Steel +1, Sway 0
    • Force 0, Lore +1, Steel +1, Sway -1
    • @@ -4447,39 +5301,44 @@
    -

    +

    History and Notes

    +
    -

    - Stats  
    - Force:   - Lore:  
    - Steel:   - Sway:  
    -

    +

    Stats

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

    Starting Arrays:
    +

    Starting Arrays:

    • Force +1, Lore 0, Steel -1, Sway -1
    • Force +1, Lore -1, Steel +1, Sway 0
    • @@ -4598,40 +5457,45 @@
    -

    +

    History and Notes

    +
    -

    - Stats  
    - Force:   - Lore:  
    - Steel:   - Sway:  
    -

    +

    Stats

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

    Starting Arrays:
    +

    Starting Arrays:

    • Force 0, Lore +1, Steel +1, Sway -1
    • Force +1, Lore 0, Steel +1, Sway -1
    • @@ -4714,14 +5578,14 @@ Choose two:

      The Things I've Seen Choose what destroyed your life:

      -

      The Monsters Birthed by the Fall: When a horrific monstrosity attacks, name one thing that’ll help you survive and take advantage to your first roll that uses it.

      -

      The Insane Magic of the Before: When energies are raging out of control, your Defuse rolls to get out of harm’s way have advantage.

      -

      The Barbaric Excess of Mankind: When you Fiercely Assault a group of humans, roll with advantage if you choose to drive them away rather than kill or capture them.

      @@ -4756,40 +5620,45 @@
    -

    +

    History and Notes

    +
    -

    - Stats  
    - Force:   - Lore:  
    - Steel:   - Sway:  
    -

    +

    Stats

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

    Starting Arrays:
    +

    Starting Arrays:

    • Force +2, Lore -1, Steel +1, Sway -1
    • Force +1, Lore -1, Steel +1, Sway 0
    • @@ -4901,34 +5770,38 @@
    -

    +

    History and Notes

    +
    -

    - Stats  
    - Force: -   - Lore: -   - Steel: -   - Sway: -  

    -

    Split +1, 0, 0, -1 between your stats and add your family bonus to one.

    +

    Stats

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

    Split +1, 0, 0, -1 between your stats and add your family bonus to one.


    @@ -4961,7 +5834,7 @@

    Drained

    Winded

    Hurt (-1 to )

    + type="text" name="attr_StatPenalty">)

    Mangled (-1 to every stat)

    Dead

    @@ -5000,7 +5873,7 @@
    -

    +

    History and Notes

    @@ -5008,28 +5881,67 @@
    +
    - sheet version 0.2 + sheet version 0.21
    + + + +
    {{name}} rolls {{#roll_name}} {{roll_name}}{{/roll_name}}{{#roll_attr_mod}}({{roll_attr_mod}}){{/roll_attr_mod}}
    +
    + {{#rollGreater() result 9}} + {{result}} + Success! + {{/rollGreater() result 9}} + {{#rollBetween() result 7 9}} + {{result}} + Partial Success + {{/rollBetween() result 7 9}} + {{#rollLess() result 7}} + {{result}} + Miss + {{/rollLess() result 7}} +
    + +
    + + + + // console.log("Set SkinCheck = SkinName if not already equal.") + getAttrs(["SkinName","SkinCheck"], function(values) { + if (values.SkinCheck !== values.SkinName) { + setAttrs({ SkinCheck: values.SkinName }); + }; + }); + // console.log("SkinCheck = SkinName whenever changed."); + }); + + \ No newline at end of file diff --git a/Legend-of-the-Elements/LOTE.PNG b/Legend-of-the-Elements/LOTE.PNG new file mode 100644 index 0000000000..431d0e83fc Binary files /dev/null and b/Legend-of-the-Elements/LOTE.PNG differ diff --git a/Legend-of-the-Elements/LOTE.css b/Legend-of-the-Elements/LOTE.css new file mode 100644 index 0000000000..f13f936188 --- /dev/null +++ b/Legend-of-the-Elements/LOTE.css @@ -0,0 +1,159 @@ +div.sheet-Airshaper, +div.sheet-Aristocrat, +div.sheet-Earthshaper, +div.sheet-Fireshaper, +div.sheet-Hunter, +div.sheet-Monk, +div.sheet-Peasant, +div.sheet-Scholar, +div.sheet-Spiritshaper, +div.sheet-Warrior, +div.sheet-Watershaper, +div.sheet-Custom +{ + display: none; +} + +input[type="radio"][value="1"]:checked ~ div.sheet-Airshaper, +input[type="radio"][value="2"]:checked ~ div.sheet-Aristocrat, +input[type="radio"][value="3"]:checked ~ div.sheet-Earthshaper, +input[type="radio"][value="4"]:checked ~ div.sheet-Fireshaper, +input[type="radio"][value="5"]:checked ~ div.sheet-Hunter, +input[type="radio"][value="6"]:checked ~ div.sheet-Monk, +input[type="radio"][value="7"]:checked ~ div.sheet-Peasant, +input[type="radio"][value="8"]:checked ~ div.sheet-Scholar, +input[type="radio"][value="9"]:checked ~ div.sheet-Spiritshaper, +input[type="radio"][value="10"]:checked ~ div.sheet-Warrior, +input[type="radio"][value="11"]:checked ~ div.sheet-Wate +rshaper, +input[type="radio"][value="99"]:checked ~ div.sheet-Custom +{ + display: block; +} + +.sheet-move_radio{ + display:inline-block!important; +} + + + +select.sheet-PlaybookSelect +{ + position: relative; + top: 4px; +} + +input[type="radio"] +{ + display: none; +} + +option.sheet-PlaybookSelect:checked +{ + display: none; +} + +/* TEXT FORMATTING */ + +h1 { + font-size: 120%; + font-family: "Tahoma"; + color: black; + +} + +h3 { + font-size: 250%; + font-family: "Tahoma"; + color: black; +} +/* HR line */ + +hr { + display: block; + height: 4px; + border: 0; + border-top: 4px solid #000; + margin: 1em 0; + padding: 0; +} + + + +/* ROLL TEMPLATE */ + +.sheet-rolltemplate-mh2 table { + margin-left: -45px; + margin-right: -1px; + width: 280px; + height: 165px; + padding: 0px; + background: url(http://i.imgur.com/7hM6C1Z.gif) top left; + background-size: 280px 165px; + background-repeat: no-repeat; + font-family: "Baskerville", "Baskerville Old Face", "Goudy Old Style", Garamond, "Times New Roman", serif; + border-spacing:0; +} + +.sheet-rolltemplate-mh2 th { + color: rgb(250, 250, 250); + font-size: 1.7em; + text-align: left; + font-family: "Baskerville"; + color: white; + text-shadow: + -1px -1px 0 #dc1921, + 1px -1px 0 #dc1921, + -1px 1px 0 #dc1921, + 1px 1px 0 #dc1921; + border-style:solid; + border-width:0px; + vertical-align:bottom; + height: 30px; +} + + +.sheet-rolltemplate-mh2 td { + vertical-align: top; + font-family: "Baskerville"; + border-style:solid; + border-width:0px; + height: 30px; + font-size: 1em; + vertical-align:center; + color: #ffffff; +} + + +.sheet-rolltemplate-mh2 .sheet-result { + font-size: 5em; + text-align: center; + padding-top: 40px; +} + +.sheet-rolltemplate-mh2 .inlinerollresult, +.sheet-rolltemplate-mh2 .inlinerollresult.fullcrit, +.sheet-rolltemplate-mh2 .inlinerollresult.fullfail, +.sheet-rolltemplate-mh2 .inlinerollresult.importantroll{ + background-color: transparent; + color: #dc1921; + border: none; +} + +.sheet-rolltemplate-mh2 .sheet-success .inlinerollresult, +.sheet-rolltemplate-mh2 .sheet-success .inlinerollresult.fullcrit, +.sheet-rolltemplate-mh2 .sheet-success .inlinerollresult.fullfail, +.sheet-rolltemplate-mh2 .sheet-success .inlinerollresult.importantroll{ + background-color: transparent; + color: #dc1921; + border: none; +} + +.sheet-rolltemplate-mh2 .sheet-failure .inlinerollresult, +.sheet-rolltemplate-mh2 .sheet-failure .inlinerollresult.fullcrit, +.sheet-rolltemplate-mh2 .sheet-failure .inlinerollresult.fullfail, +.sheet-rolltemplate-mh2 .sheet-failure .inlinerollresult.importantroll{ + background-color: transparent; + color: #dc1921; + border: none; +} diff --git a/Legend-of-the-Elements/LOTE.html b/Legend-of-the-Elements/LOTE.html new file mode 100644 index 0000000000..7743f1e9b1 --- /dev/null +++ b/Legend-of-the-Elements/LOTE.html @@ -0,0 +1,2959 @@ +
    +

    LEGEND OF THE ELEMENTS

    +
    +
    +

    + Name: + Pronouns: + Playbook: + +

    +
    +
    +

    Look: + Origin:

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

    + Natural:     + Hot:     + Solid:     + Keen:     + Fluid:     +

    +
    +
    +
    +
    +
    +
    +

    Your Backstory

    + airshaper backstory +
    +
    +
    +

    Oaths

    +
    + +
    +
    +
    +
    +

    I respect

    +
    + +
    +
    +
    +
    +

    I am respected by

    +
    + +
    +
    +
    +
    +

    Minor Tags

    +
    +
    +
    +

    +
    +
    +
    +

    Moderate-tags

    +
    +
    +
    +

    +
    +
    +
    +

    Severe-tags

    +
    +
    +
    +

    +
    +
    +
    +

    Notes

    +
    +
    +
    +
    +

    Gear

    +
    +
    +
    +
    +

    Airshaper Moves

    + You get Airshaperry Contract, and choose one + more:
    +
    +
    + +

     Airshaperry Contract:

    + +

     Unashamed: You can give someone a String on you to add 3 to + your attempt to Turn Them On.

    + +

     The + Wild Hunt: When you draw upon + your most feral manner, echoing the lithe movements of a cat or the voracity of a wolf, + add 1 to your roll to Turn Someone On.

    + +

     Beyond + The Veil: To seek audience + with the Airshaperry King, Gaze Into the Abyss. On a 10 up, in addition to other + results, the Airshaperry King reveals to you a hidden String on someone. Gain it. • On a + 7 to 9, in addition to other results, the Airshaperry King demands a favour of + you.

    + +

     Lure: Whenever someone makes a promise to you, they mark + experience. Whenever someone breaks a promise to you, you mark experience.

    + +

     Guide: If you spend a String on someone willing, you can + bring them across the veil, into the airshaperry realm. The spell lasts for a scene or + two, before you're both returned to the mundane world.

    + + +
    +
    +

    Other Moves

    +
    + +
    +
    +
    +
    +
    +

    Mastery Move

    + When you lie naked with another, you can ask them + for a promise. If they refuse, take 2 Strings on them. + +
    +
    +
    +

    Mastery Move

    + Fortune Max Fortune +
    +
    +
    +

    Chi

    +

    + + + + +

    + When you have five experience points, erase them and choose + one advancement from the list below: +

    +
    + Add +1 to one of your stats.
    + Take another Airshaper move.
    + Take another Airshaper move.
    + Take a move from any Playbook.
    + Take a move from any Playbook.
    + Add +1 to one of your stats.
    + Take another Airshaper move.
    + Take another Airshaper move.
    + Take a move from any Playbook.
    + Take a move from any Playbook.
    + Take a move from any Playbook.
    +
    + Don't forget to manually add any advancements to your + sheet. Check any you've already taken. +
    +
    +

    Season Advances

    + Unlocked
    +
    + Once someone has taken their fifth advance, the + Season Advances are unlocked for everybody. There's one more session left after the + current one, and then the season ends.
    +
    +
    + Change your character's Playbook.
    + Rewrite your Darkest Self.
    + Retire your character and start a new one.
    + Change your character's Playbook.
    + Rewrite your Darkest Self.
    + Retire your character and start a new one.
    + Gain two of the Growing Up moves.
    +
    +
    +
    +
    +
    +
    + + + +
    +
    +
    +

    + Natural:     + Hot:     + Solid:     + Keen:     + Fluid:     +

    +
    +
    +
    +
    +
    +
    +

    Your Backstory

    + aristocrat backstory +
    +
    +
    +

    Oaths

    +
    + +
    +
    +
    +
    +

    I respect

    +
    + +
    +
    +
    +
    +

    I am respected by

    +
    + +
    +
    +
    +
    +

    Minor Tags

    +
    +
    +
    +

    +
    +
    +
    +

    Moderate-tags

    +
    +
    +
    +

    +
    +
    +
    +

    Severe-tags

    +
    +
    +
    +

    +
    +
    +
    +

    Notes

    +
    +
    +
    +
    +

    Gear

    +
    +
    +
    +
    +

    Aristocrat Moves

    + You get Aristocratry Contract, and choose one + more:
    +
    +
    + +

     Aristocratry Contract:

    + +

     Unashamed: You can give someone a String on you to add 3 to + your attempt to Turn Them On.

    + +

     The + Wild Hunt: When you draw upon + your most feral manner, echoing the lithe movements of a cat or the voracity of a wolf, + add 1 to your roll to Turn Someone On.

    + +

     Beyond The Veil: To seek audience with the Aristocratry King, + Gaze Into the Abyss. On a 10 up, in addition to other results, the Aristocratry + King reveals to you a hidden String on someone. Gain it. • On a 7 to 9, in addition to + other results, the Aristocratry King demands a favour of you.

    + +

     Lure: Whenever someone makes a promise to you, they + mark experience. Whenever someone breaks a promise to you, you mark experience. +

    + +

     Guide: If you spend a String on someone willing, you can + bring them across the veil, into the aristocratry realm. The spell lasts for a scene or + two, before you're both returned to the mundane world.

    + + +
    +
    +

    Other Moves

    +
    + +
    +
    +
    +
    +
    +

    Mastery Move

    + When you lie naked with another, you can ask them + for a promise. If they refuse, take 2 Strings on them. + +
    +
    +
    +

    Mastery Move

    + Fortune Max Fortune +
    +
    +
    +

    Chi

    +

    + + + + +

    + When you have five experience points, erase them and choose + one advancement from the list below: +

    +
    + Add +1 to one of your stats.
    + Take another Aristocrat move.
    + Take another Aristocrat move.
    + Take a move from any Playbook.
    + Take a move from any Playbook.
    + Add +1 to one of your stats.
    + Take another Aristocrat move.
    + Take another Aristocrat move.
    + Take a move from any Playbook.
    + Take a move from any Playbook.
    + Take a move from any Playbook.
    +
    + Don't forget to manually add any advancements to your + sheet. Check any you've already taken. +
    +
    +

    Season Advances

    + Unlocked
    +
    + Once someone has taken their fifth advance, the + Season Advances are unlocked for everybody. There's one more session left after the + current one, and then the season ends.
    +
    +
    + Change your character's Playbook.
    + Rewrite your Darkest Self.
    + Retire your character and start a new one.
    + Change your character's Playbook.
    + Rewrite your Darkest Self.
    + Retire your character and start a new one.
    + Gain two of the Growing Up moves.
    +
    +
    +
    +
    +
    +
    + + + +
    +
    +
    +

    + Natural:     + Hot:     + Solid:     + Keen:     + Fluid:     +

    +
    +
    +
    +
    +
    +
    +

    Your Backstory

    + earthshaper backstory +
    +
    +
    +

    Oaths

    +
    + +
    +
    +
    +
    +

    I respect

    +
    + +
    +
    +
    +
    +

    I am respected by

    +
    + +
    +
    +
    +
    +

    Minor Tags

    +
    +
    +
    +

    +
    +
    +
    +

    Moderate-tags

    +
    +
    +
    +

    +
    +
    +
    +

    Severe-tags

    +
    +
    +
    +

    +
    +
    +
    +

    Notes

    +
    +
    +
    +
    +

    Gear

    +
    +
    +
    +
    +

    Earthshaper Moves +

    + You get Earthshaperry Contract, and choose one + more:
    +
    +
    + +

     Earthshaperry Contract:

    + +

     Unashamed: You can give someone a String on you to add 3 to + your attempt to Turn Them On.

    + +

     The + Wild Hunt: When you draw + upon your most feral manner, echoing the lithe movements of a cat or the voracity of a + wolf, add 1 to your roll to Turn Someone On.

    + +

     Beyond The Veil: To seek audience with the Earthshaperry King, + Gaze Into the Abyss. On a 10 up, in addition to other results, the Earthshaperry + King reveals to you a hidden String on someone. Gain it. • On a 7 to 9, in addition to + other results, the Earthshaperry King demands a favour of you.

    + +

     Lure: Whenever someone makes a promise to you, they + mark experience. Whenever someone breaks a promise to you, you mark experience. +

    + +

     Guide: If you spend a String on someone willing, you + can bring them across the veil, into the earthshaperry realm. The spell lasts for a + scene or two, before you're both returned to the mundane world.

    + + +
    +
    +

    Other Moves

    +
    + +
    +
    +
    +
    +
    +

    Mastery Move

    + When you lie naked with another, you can ask them + for a promise. If they refuse, take 2 Strings on them. + +
    +
    +
    +

    Mastery Move

    + Fortune Max Fortune +
    +
    +
    +

    Chi

    +

    + + + + +

    + When you have five experience points, erase them and choose + one advancement from the list below: +

    +
    + Add +1 to one of your stats.
    + Take another Earthshaper move.
    + Take another Earthshaper move.
    + Take a move from any Playbook.
    + Take a move from any Playbook.
    + Add +1 to one of your stats.
    + Take another Earthshaper move.
    + Take another Earthshaper move.
    + Take a move from any Playbook.
    + Take a move from any Playbook.
    + Take a move from any Playbook.
    +
    + Don't forget to manually add any advancements to your + sheet. Check any you've already taken. +
    +
    +

    Season Advances

    + Unlocked
    +
    + Once someone has taken their fifth advance, the + Season Advances are unlocked for everybody. There's one more session left after the + current one, and then the season ends.
    +
    +
    + Change your character's Playbook.
    + Rewrite your Darkest Self.
    + Retire your character and start a new one.
    + Change your character's Playbook.
    + Rewrite your Darkest Self.
    + Retire your character and start a new one.
    + Gain two of the Growing Up moves.
    +
    +
    +
    +
    +
    +
    + + + +
    +
    +
    +

    + Natural:     + Hot:     + Solid:     + Keen:     + Fluid:     +

    +
    +
    +
    +
    +
    +
    +

    Your Backstory

    + fireshaper backstory +
    +
    +
    +

    Oaths

    +
    + +
    +
    +
    +
    +

    I respect

    +
    + +
    +
    +
    +
    +

    I am respected by

    +
    + +
    +
    +
    +
    +

    Minor Tags

    +
    +
    +
    +

    +
    +
    +
    +

    Moderate-tags

    +
    +
    +
    +

    +
    +
    +
    +

    Severe-tags

    +
    +
    +
    +

    +
    +
    +
    +

    Notes

    +
    +
    +
    +
    +

    Gear

    +
    +
    +
    +
    +

    Fireshaper Moves

    + You get Fireshaperry Contract, and choose one + more:
    +
    +
    + +

     Fireshaperry Contract:

    + +

     Unashamed: You can give someone a String on you to add 3 to + your attempt to Turn Them On.

    + +

     The + Wild Hunt: When you draw upon + your most feral manner, echoing the lithe movements of a cat or the voracity of a wolf, + add 1 to your roll to Turn Someone On.

    + +

     Beyond The Veil: To seek audience with the Fireshaperry King, + Gaze Into the Abyss. On a 10 up, in addition to other results, the Fireshaperry + King reveals to you a hidden String on someone. Gain it. • On a 7 to 9, in addition to + other results, the Fireshaperry King demands a favour of you.

    + +

     Lure: Whenever someone makes a promise to you, they + mark experience. Whenever someone breaks a promise to you, you mark experience. +

    + +

     Guide: If you spend a String on someone willing, you can + bring them across the veil, into the fireshaperry realm. The spell lasts for a scene or + two, before you're both returned to the mundane world.

    + + +
    +
    +

    Other Moves

    +
    + +
    +
    +
    +
    +
    +

    Mastery Move

    + When you lie naked with another, you can ask them + for a promise. If they refuse, take 2 Strings on them. + +
    +
    +
    +

    Mastery Move

    + Fortune Max Fortune +
    +
    +
    +

    Chi

    +

    + + + + +

    + When you have five experience points, erase them and choose + one advancement from the list below: +

    +
    + Add +1 to one of your stats.
    + Take another Fireshaper move.
    + Take another Fireshaper move.
    + Take a move from any Playbook.
    + Take a move from any Playbook.
    + Add +1 to one of your stats.
    + Take another Fireshaper move.
    + Take another Fireshaper move.
    + Take a move from any Playbook.
    + Take a move from any Playbook.
    + Take a move from any Playbook.
    +
    + Don't forget to manually add any advancements to your + sheet. Check any you've already taken. +
    +
    +

    Season Advances

    + Unlocked
    +
    + Once someone has taken their fifth advance, the + Season Advances are unlocked for everybody. There's one more session left after the + current one, and then the season ends.
    +
    +
    + Change your character's Playbook.
    + Rewrite your Darkest Self.
    + Retire your character and start a new one.
    + Change your character's Playbook.
    + Rewrite your Darkest Self.
    + Retire your character and start a new one.
    + Gain two of the Growing Up moves.
    +
    +
    +
    +
    +
    +
    + + + +
    +
    +
    +

    + Natural:     + Hot:     + Solid:     + Keen:     + Fluid:     +

    +
    +
    +
    +
    +
    +
    +

    Your Backstory

    + hunter backstory +
    +
    +
    +

    Oaths

    +
    + +
    +
    +
    +
    +

    I respect

    +
    + +
    +
    +
    +
    +

    I am respected by

    +
    + +
    +
    +
    +
    +

    Minor Tags

    +
    +
    +
    +

    +
    +
    +
    +

    Moderate-tags

    +
    +
    +
    +

    +
    +
    +
    +

    Severe-tags

    +
    +
    +
    +

    +
    +
    +
    +

    Notes

    +
    +
    +
    +
    +

    Gear

    +
    +
    +
    +
    +

    Hunter Moves

    + You get Hunterry Contract, and choose one more:
    +
    +
    + +

     Hunterry Contract:

    + +

     Unashamed: You can give someone a String on you to add 3 to your + attempt to Turn Them On.

    + +

     The Wild Hunt: When you draw upon your most feral manner, echoing + the lithe movements of a cat or the voracity of a wolf, add 1 to your roll to Turn + Someone On.

    + +

     Beyond The Veil: To seek audience with the Hunterry King, Gaze Into + the Abyss. On a 10 up, in addition to other results, the Hunterry King reveals + to you a hidden String on someone. Gain it. • On a 7 to 9, in addition to other results, + the Hunterry King demands a favour of you.

    + +

     Lure: Whenever someone makes a promise to you, they mark + experience. Whenever someone breaks a promise to you, you mark experience.

    + +

     Guide: If you spend a String on someone willing, you can + bring them across the veil, into the hunterry realm. The spell lasts for a scene or two, + before you're both returned to the mundane world.

    + + +
    +
    +

    Other Moves

    +
    + +
    +
    +
    +
    +
    +

    Mastery Move

    + When you lie naked with another, you can ask them for a + promise. If they refuse, take 2 Strings on them. + +
    +
    +
    +

    Mastery Move

    + Fortune Max Fortune +
    +
    +
    +

    Chi

    +

    + + + + +

    + When you have five experience points, erase them and choose + one advancement from the list below: +

    +
    + Add +1 to one of your stats.
    + Take another Hunter move.
    + Take another Hunter move.
    + Take a move from any Playbook.
    + Take a move from any Playbook.
    + Add +1 to one of your stats.
    + Take another Hunter move.
    + Take another Hunter move.
    + Take a move from any Playbook.
    + Take a move from any Playbook.
    + Take a move from any Playbook.
    +
    + Don't forget to manually add any advancements to your + sheet. Check any you've already taken. +
    +
    +

    Season Advances

    + Unlocked
    +
    + Once someone has taken their fifth advance, the + Season Advances are unlocked for everybody. There's one more session left after the + current one, and then the season ends.
    +
    +
    + Change your character's Playbook.
    + Rewrite your Darkest Self.
    + Retire your character and start a new one.
    + Change your character's Playbook.
    + Rewrite your Darkest Self.
    + Retire your character and start a new one.
    + Gain two of the Growing Up moves.
    +
    +
    +
    +
    +
    +
    + + + + +
    +
    +
    +

    + Natural:     + Hot:     + Solid:     + Keen:     + Fluid:     +

    +
    +
    +
    +
    +
    +
    +

    Your Backstory

    + monk backstory +
    +
    +
    +

    Oaths

    +
    + +
    +
    +
    +
    +

    I respect

    +
    + +
    +
    +
    +
    +

    I am respected by

    +
    + +
    +
    +
    +
    +

    Minor Tags

    +
    +
    +
    +

    +
    +
    +
    +

    Moderate-tags

    +
    +
    +
    +

    +
    +
    +
    +

    Severe-tags

    +
    +
    +
    +

    +
    +
    +
    +

    Notes

    +
    +
    +
    +
    +

    Gear

    +
    +
    +
    +
    +

    Monk Moves

    + You get Monkry Contract, and choose one more:
    +
    +
    + +

     Monkry + Contract:

    + +

     Unashamed: You can give someone a String on you to add 3 to your + attempt to Turn Them On.

    + +

     The Wild Hunt: When you draw upon your most feral manner, echoing the + lithe movements of a cat or the voracity of a wolf, add 1 to your roll to Turn + Someone On.

    + +

     Beyond The Veil: To seek audience with the Monkry King, Gaze Into the + Abyss. On a 10 up, in addition to other results, the Monkry King reveals to you + a hidden String on someone. Gain it. • On a 7 to 9, in addition to other results, the + Monkry King demands a favour of you.

    + +

     Lure: Whenever someone makes a promise to you, they mark + experience. Whenever someone breaks a promise to you, you mark experience.

    + +

     Guide: If you spend a String on someone willing, you can bring + them across the veil, into the monkry realm. The spell lasts for a scene or two, before + you're both returned to the mundane world.

    + + +
    +
    +

    Other Moves

    +
    + +
    +
    +
    +
    +
    +

    Mastery Move

    + When you lie naked with another, you can ask them for a + promise. If they refuse, take 2 Strings on them. + +
    +
    +
    +

    Mastery Move

    + Fortune Max Fortune +
    +
    +
    +

    Chi

    +

    + + + + +

    + When you have five experience points, erase them and choose + one advancement from the list below: +

    +
    + Add +1 to one of your stats.
    + Take another Monk move.
    + Take another Monk move.
    + Take a move from any Playbook.
    + Take a move from any Playbook.
    + Add +1 to one of your stats.
    + Take another Monk move.
    + Take another Monk move.
    + Take a move from any Playbook.
    + Take a move from any Playbook.
    + Take a move from any Playbook.
    +
    + Don't forget to manually add any advancements to your + sheet. Check any you've already taken. +
    +
    +

    Season Advances

    + Unlocked
    +
    + Once someone has taken their fifth advance, the + Season Advances are unlocked for everybody. There's one more session left after the + current one, and then the season ends.
    +
    +
    + Change your character's Playbook.
    + Rewrite your Darkest Self.
    + Retire your character and start a new one.
    + Change your character's Playbook.
    + Rewrite your Darkest Self.
    + Retire your character and start a new one.
    + Gain two of the Growing Up moves.
    +
    +
    +
    +
    +
    +
    + + + +
    +
    +
    +

    + Natural:     + Hot:     + Solid:     + Keen:     + Fluid:     +

    +
    +
    +
    +
    +
    +
    +

    Your Backstory

    + peasant backstory +
    +
    +
    +

    Oaths

    +
    + +
    +
    +
    +
    +

    I respect

    +
    + +
    +
    +
    +
    +

    I am respected by

    +
    + +
    +
    +
    +
    +

    Minor Tags

    +
    +
    +
    +

    +
    +
    +
    +

    Moderate-tags

    +
    +
    +
    +

    +
    +
    +
    +

    Severe-tags

    +
    +
    +
    +

    +
    +
    +
    +

    Notes

    +
    +
    +
    +
    +

    Gear

    +
    +
    +
    +
    +

    Peasant Moves

    + You get Peasantry Contract, and choose one + more:
    +
    +
    + +

     Peasantry Contract:

    + +

     Unashamed: You can give someone a String on you to add 3 to + your attempt to Turn Them On.

    + +

     The Wild Hunt: When you draw upon your most feral manner, echoing + the lithe movements of a cat or the voracity of a wolf, add 1 to your roll to Turn + Someone On.

    + +

     Beyond The Veil: To seek audience with the Peasantry King, Gaze + Into the Abyss. On a 10 up, in addition to other results, the Peasantry King + reveals to you a hidden String on someone. Gain it. • On a 7 to 9, in addition to other + results, the Peasantry King demands a favour of you.

    + +

     Lure: Whenever someone makes a promise to you, they mark + experience. Whenever someone breaks a promise to you, you mark experience.

    + +

     Guide: If you spend a String on someone willing, you can + bring them across the veil, into the peasantry realm. The spell lasts for a scene or + two, before you're both returned to the mundane world.

    + + +
    +
    +

    Other Moves

    +
    + +
    +
    +
    +
    +
    +

    Mastery Move

    + When you lie naked with another, you can ask them for + a promise. If they refuse, take 2 Strings on them. + +
    +
    +
    +

    Mastery Move

    + Fortune Max Fortune +
    +
    +
    +

    Chi

    +

    + + + + +

    + When you have five experience points, erase them and choose + one advancement from the list below: +

    +
    + Add +1 to one of your stats.
    + Take another Peasant move.
    + Take another Peasant move.
    + Take a move from any Playbook.
    + Take a move from any Playbook.
    + Add +1 to one of your stats.
    + Take another Peasant move.
    + Take another Peasant move.
    + Take a move from any Playbook.
    + Take a move from any Playbook.
    + Take a move from any Playbook.
    +
    + Don't forget to manually add any advancements to your + sheet. Check any you've already taken. +
    +
    +

    Season Advances

    + Unlocked
    +
    + Once someone has taken their fifth advance, the + Season Advances are unlocked for everybody. There's one more session left after the + current one, and then the season ends.
    +
    +
    + Change your character's Playbook.
    + Rewrite your Darkest Self.
    + Retire your character and start a new one.
    + Change your character's Playbook.
    + Rewrite your Darkest Self.
    + Retire your character and start a new one.
    + Gain two of the Growing Up moves.
    +
    +
    +
    +
    +
    +
    + + + +
    +
    +
    +

    + Natural:     + Hot:     + Solid:     + Keen:     + Fluid:     +

    +
    +
    +
    +
    +
    +
    +

    Your Backstory

    + scholar backstory +
    +
    +
    +

    Oaths

    +
    + +
    +
    +
    +
    +

    I respect

    +
    + +
    +
    +
    +
    +

    I am respected by

    +
    + +
    +
    +
    +
    +

    Minor Tags

    +
    +
    +
    +

    +
    +
    +
    +

    Moderate-tags

    +
    +
    +
    +

    +
    +
    +
    +

    Severe-tags

    +
    +
    +
    +

    +
    +
    +
    +

    Notes

    +
    +
    +
    +
    +

    Gear

    +
    +
    +
    +
    +

    Scholar Moves

    + You get Scholarry Contract, and choose one + more:
    +
    +
    +
    + Materia +
    +

     Scholarry Contract:

    + +

     Unashamed: You can give someone a String on you to add 3 to + your attempt to Turn Them On.

    + +

     The Wild Hunt: When you draw upon your most feral manner, echoing + the lithe movements of a cat or the voracity of a wolf, add 1 to your roll to Turn + Someone On.

    + +

     Beyond The Veil: To seek audience with the Scholarry King, Gaze + Into the Abyss. On a 10 up, in addition to other results, the Scholarry King + reveals to you a hidden String on someone. Gain it. • On a 7 to 9, in addition to other + results, the Scholarry King demands a favour of you.

    + +

     Lure: Whenever someone makes a promise to you, they mark + experience. Whenever someone breaks a promise to you, you mark experience.

    + +

     Guide: If you spend a String on someone willing, you can + bring them across the veil, into the scholarry realm. The spell lasts for a scene or + two, before you're both returned to the mundane world.

    + + +
    +
    +

    Other Moves

    +
    + +
    +
    +
    +
    +
    +

    Mastery Move

    + When you lie naked with another, you can ask them for + a promise. If they refuse, take 2 Strings on them. + +
    +
    +
    +

    Mastery Move

    + Fortune Max Fortune +
    +
    +
    +

    Chi

    +

    + + + + +

    + When you have five experience points, erase them and choose + one advancement from the list below: +

    +
    + Add +1 to one of your stats.
    + Take another Scholar move.
    + Take another Scholar move.
    + Take a move from any Playbook.
    + Take a move from any Playbook.
    + Add +1 to one of your stats.
    + Take another Scholar move.
    + Take another Scholar move.
    + Take a move from any Playbook.
    + Take a move from any Playbook.
    + Take a move from any Playbook.
    +
    + Don't forget to manually add any advancements to your + sheet. Check any you've already taken. +
    +
    +

    Season Advances

    + Unlocked
    +
    + Once someone has taken their fifth advance, the + Season Advances are unlocked for everybody. There's one more session left after the + current one, and then the season ends.
    +
    +
    + Change your character's Playbook.
    + Rewrite your Darkest Self.
    + Retire your character and start a new one.
    + Change your character's Playbook.
    + Rewrite your Darkest Self.
    + Retire your character and start a new one.
    + Gain two of the Growing Up moves.
    +
    +
    +
    +
    +
    +
    + + + +
    +
    +
    +

    + Natural:     + Hot:     + Solid:     + Keen:     + Fluid:     +

    +
    +
    +
    +
    +
    +
    +

    Your Backstory

    + spiritshaper backstory +
    +
    +
    +

    Oaths

    +
    + +
    +
    +
    +
    +

    I respect

    +
    + +
    +
    +
    +
    +

    I am respected by

    +
    + +
    +
    +
    +
    +

    Minor Tags

    +
    +
    +
    +

    +
    +
    +
    +

    Moderate-tags

    +
    +
    +
    +

    +
    +
    +
    +

    Severe-tags

    +
    +
    +
    +

    +
    +
    +
    +

    Notes

    +
    +
    +
    +
    +

    Gear

    +
    +
    +
    +
    +

    Spiritshaper Moves +

    + You get Spiritshaperry Contract, and choose one + more:
    +
    +
    + +

     Spiritshaperry Contract:

    + +

     Unashamed: You can give someone a String on you to add 3 + to your attempt to Turn Them On.

    + +

     The Wild Hunt: When you draw upon your most feral manner, + echoing the lithe movements of a cat or the voracity of a wolf, add 1 to your roll to + Turn Someone On.

    + +

     Beyond The Veil: To seek audience with the Spiritshaperry King, + Gaze Into the Abyss. On a 10 up, in addition to other results, the Spiritshaperry + King reveals to you a hidden String on someone. Gain it. • On a 7 to 9, in addition to + other results, the Spiritshaperry King demands a favour of you.

    + +

     Lure: Whenever someone makes a promise to you, they + mark experience. Whenever someone breaks a promise to you, you mark experience. +

    + +

     Guide: If you spend a String on someone willing, you + can bring them across the veil, into the spiritshaperry realm. The spell lasts for a + scene or two, before you're both returned to the mundane world.

    + + +
    +
    +

    Other Moves

    +
    + +
    +
    +
    +
    +
    +

    Mastery Move

    + When you lie naked with another, you can ask them + for a promise. If they refuse, take 2 Strings on them. + +
    +
    +
    +

    Mastery Move

    + Fortune Max Fortune +
    +
    +
    +

    Chi

    +

    + + + + +

    + When you have five experience points, erase them and choose + one advancement from the list below: +

    +
    + Add +1 to one of your stats.
    + Take another Spiritshaper move.
    + Take another Spiritshaper move.
    + Take a move from any Playbook.
    + Take a move from any Playbook.
    + Add +1 to one of your stats.
    + Take another Spiritshaper move.
    + Take another Spiritshaper move.
    + Take a move from any Playbook.
    + Take a move from any Playbook.
    + Take a move from any Playbook.
    +
    + Don't forget to manually add any advancements to your + sheet. Check any you've already taken. +
    +
    +

    Season Advances

    + Unlocked
    +
    + Once someone has taken their fifth advance, the + Season Advances are unlocked for everybody. There's one more session left after the + current one, and then the season ends.
    +
    +
    + Change your character's Playbook.
    + Rewrite your Darkest Self.
    + Retire your character and start a new one.
    + Change your character's Playbook.
    + Rewrite your Darkest Self.
    + Retire your character and start a new one.
    + Gain two of the Growing Up moves.
    +
    +
    +
    +
    +
    +
    + + + +
    +
    +
    +

    + Natural:     + Hot:     + Solid:     + Keen:     + Fluid:     +

    +
    +
    +
    +
    +
    +
    +

    Your Backstory

    + warrior backstory +
    +
    +
    +

    Oaths

    +
    + +
    +
    +
    +
    +

    I respect

    +
    + +
    +
    +
    +
    +

    I am respected by

    +
    + +
    +
    +
    +
    +

    Minor Tags

    +
    +
    +
    +

    +
    +
    +
    +

    Moderate-tags

    +
    +
    +
    +

    +
    +
    +
    +

    Severe-tags

    +
    +
    +
    +

    +
    +
    +
    +

    Notes

    +
    +
    +
    +
    +

    Gear

    +
    +
    +
    +
    +

    Warrior Moves

    + You get Warriorry Contract, and choose one + more:
    +
    +
    + +

     Warriorry Contract:

    + +

     Unashamed: You can give someone a String on you to add 3 to + your attempt to Turn Them On.

    + +

     The Wild Hunt: When you draw upon your most feral manner, echoing + the lithe movements of a cat or the voracity of a wolf, add 1 to your roll to Turn + Someone On.

    + +

     Beyond The Veil: To seek audience with the Warriorry King, Gaze + Into the Abyss. On a 10 up, in addition to other results, the Warriorry King + reveals to you a hidden String on someone. Gain it. • On a 7 to 9, in addition to other + results, the Warriorry King demands a favour of you.

    + +

     Lure: Whenever someone makes a promise to you, they mark + experience. Whenever someone breaks a promise to you, you mark experience.

    + +

     Guide: If you spend a String on someone willing, you can + bring them across the veil, into the warriorry realm. The spell lasts for a scene or + two, before you're both returned to the mundane world.

    + + +
    +
    +

    Other Moves

    +
    + +
    +
    +
    +
    +
    +

    Mastery Move

    + When you lie naked with another, you can ask them for + a promise. If they refuse, take 2 Strings on them. + +
    +
    +
    +

    Mastery Move

    + Fortune Max Fortune +
    +
    +
    +

    Chi

    +

    + + + + +

    + When you have five experience points, erase them and choose + one advancement from the list below: +

    +
    + Add +1 to one of your stats.
    + Take another Warrior move.
    + Take another Warrior move.
    + Take a move from any Playbook.
    + Take a move from any Playbook.
    + Add +1 to one of your stats.
    + Take another Warrior move.
    + Take another Warrior move.
    + Take a move from any Playbook.
    + Take a move from any Playbook.
    + Take a move from any Playbook.
    +
    + Don't forget to manually add any advancements to your + sheet. Check any you've already taken. +
    +
    +

    Season Advances

    + Unlocked
    +
    + Once someone has taken their fifth advance, the + Season Advances are unlocked for everybody. There's one more session left after the + current one, and then the season ends.
    +
    +
    + Change your character's Playbook.
    + Rewrite your Darkest Self.
    + Retire your character and start a new one.
    + Change your character's Playbook.
    + Rewrite your Darkest Self.
    + Retire your character and start a new one.
    + Gain two of the Growing Up moves.
    +
    +
    +
    +
    +
    +
    + + + +
    +
    +
    +

    + Natural:     + Hot:     + Solid:     + Keen:     + Fluid:     +

    +
    +
    +
    +
    +
    +
    +

    Your Backstory

    + watershaper backstory +
    +
    +
    +

    Oaths

    +
    + +
    +
    +
    +
    +

    I respect

    +
    + +
    +
    +
    +
    +

    I am respected by

    +
    + +
    +
    +
    +
    +

    Minor Tags

    +
    +
    +
    +

    +
    +
    +
    +

    Moderate-tags

    +
    +
    +
    +

    +
    +
    +
    +

    Severe-tags

    +
    +
    +
    +

    +
    +
    +
    +

    Notes

    +
    +
    +
    +
    +

    Gear

    +
    +
    +
    +
    +

    Watershaper Moves +

    + You get Watershaperry Contract, and choose one + more:
    +
    +
    +
    + Water +
    +

     Watershaperry Contract:

    + +

     Unashamed: You can give someone a String on you to add 3 to + your attempt to Turn Them On.

    + +

     The + Wild Hunt: When you draw + upon your most feral manner, echoing the lithe movements of a cat or the voracity of a + wolf, add 1 to your roll to Turn Someone On.

    + +

     Beyond The Veil: To seek audience with the Watershaperry King, + Gaze Into the Abyss. On a 10 up, in addition to other results, the Watershaperry + King reveals to you a hidden String on someone. Gain it. • On a 7 to 9, in addition to + other results, the Watershaperry King demands a favour of you.

    + +

     Lure: Whenever someone makes a promise to you, they + mark experience. Whenever someone breaks a promise to you, you mark experience. +

    + +

     Guide: If you spend a String on someone willing, you + can bring them across the veil, into the watershaperry realm. The spell lasts for a + scene or two, before you're both returned to the mundane world.

    + + +
    +
    +

    Other Moves

    +
    + +
    +
    +
    +
    +
    +

    Mastery Move

    + When you lie naked with another, you can ask them + for a promise. If they refuse, take 2 Strings on them. + +
    +
    +
    +

    Mastery Move

    + Fortune Max Fortune +
    +
    +
    +

    Chi

    +

    + + + + +

    + When you have five experience points, erase them and choose + one advancement from the list below: +

    +
    + Add +1 to one of your stats.
    + Take another Watershaper move.
    + Take another Watershaper move.
    + Take a move from any Playbook.
    + Take a move from any Playbook.
    + Add +1 to one of your stats.
    + Take another Watershaper move.
    + Take another Watershaper move.
    + Take a move from any Playbook.
    + Take a move from any Playbook.
    + Take a move from any Playbook.
    +
    + Don't forget to manually add any advancements to your + sheet. Check any you've already taken. +
    +
    +

    Season Advances

    + Unlocked
    +
    + Once someone has taken their fifth advance, the + Season Advances are unlocked for everybody. There's one more session left after the + current one, and then the season ends.
    +
    +
    + Change your character's Playbook.
    + Rewrite your Darkest Self.
    + Retire your character and start a new one.
    + Change your character's Playbook.
    + Rewrite your Darkest Self.
    + Retire your character and start a new one.
    + Gain two of the Growing Up moves.
    +
    +
    +
    +
    +
    +
    + + + + +
    +
    +
    +

    + Hot:     + Solid:     + Volatile:     + Dark:     +

    +
    +
    +
    +
    +
    +
    +

    Your Backstory

    +
    +

    +
    +
    +
    +
    +

    Strings

    +
    + +
    +
    +
    +

    Other

    +
    +
    +
    +
    +
    +
    +

    Harm

    +

    + + + + +
    At four Harm, Skirt Death.

    +

    +
    +

    Conditions

    +
    +
    +
    +
    +
    +
    +

    Notes

    +
    +
    +
    +
    +

    Playbook Moves +

    +
    +
    + Name: + Description:
    +
    +
    +
    +

    Other Moves

    +
    + +
    +
    +
    +
    +
    +
    +

    Sex Move

    + +
    +
    +

    Darkest Self

    + +
    +
    +

    Experience

    +

    + + + + + +

    When you have five experience points, erase them and + choose one advancement from the list below: +

    +
    + Add +1 to one of your stats.  
    + Take another Playbook move.  
    + Take another Playbook move.  
    + Take a move from any Playbook.
    + Take a move from any Playbook.
    +

    +

    +  
    +
    +

    +
    + Don't forget to manually add any advancements to your + sheet. Check any you've already taken. +
    +
    +

    Season Advancements

    + Unlocked
    +
    + Once someone has taken their fifth advance, the + Season Advances are unlocked for everybody. There's one more session left after the + current one, and then the season ends.
    +
    +
    + Change your character's Playbook.
    + Rewrite your Darkest Self.
    + Retire your character and start a new one.
    + Gain two of the Growing Up moves.
    +
    +
    +

    Rewritten Darkest Self

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

    Animal Companion

    +
    +
    + Name: + Name: +
    + Animal:     + +
    +
    +
    +

    Moderate-tags

    +
    +
    +
    +

    +
    +
    +

    Severe-tags

    +
    +
    +
    +

    +
    +
    +
    +
    +

    Animal moves

    +

     companionry + Contract:

    +
    +
    +
    +

    Riding Moves

    +

     Unashamed: You can give someone a String on you to add 3 + to + your attempt to Turn Them On.

    + +

     The + Wild Hunt: When you draw + upon + your most feral manner, echoing the lithe movements of a cat or the voracity of a + wolf, + add 1 to your roll to Turn Someone On.

    +
    +
    +

    Hunting Moves

    +

     Beyond + The Veil: To seek audience + with the companionry King, Gaze Into the Abyss. On a 10 up, in addition to + other + results, the companionry King reveals to you a hidden String on someone. Gain it. • + On a + 7 to 9, in addition to other results, the companionry King demands a favour of + you.

    + +

     Lure: Whenever someone makes a promise to you, they + mark + experience. Whenever someone breaks a promise to you, you mark experience. +

    +
    +
    +
    +
    +
    +
    +


    + sheet version 0.0.1 for Legend of the Elements by Tjrem090. Based on the Monsterhearts sheet by + Allie B. (@madpierrot) +
    + + + + + + + +
    {{name}}
    + + + + + + + + + + + + + {{#rollTotal() result 15}} + + {{/rollTotal() result 15}} + {{#rollTotal() result 14}} + + {{/rollTotal() result 14}} + {{#rollTotal() result 13}} + + {{/rollTotal() result 13}} + {{#rollTotal() result 12}} + + {{/rollTotal() result 12}} + {{#rollTotal() result 11}} + + {{/rollTotal() result 11}} + {{#rollTotal() result 10}} + + {{/rollTotal() result 10}} + {{#rollTotal() result 9}} + + {{/rollTotal() result 9}} + {{#rollTotal() result 8}} + + {{/rollTotal() result 8}} + {{#rollTotal() result 7}} + + {{/rollTotal() result 7}} + {{#rollTotal() result 6}} + + {{/rollTotal() result 6}} + {{#rollTotal() result 5}} + + {{/rollTotal() result 5}} + {{#rollTotal() result 4}} + + {{/rollTotal() result 4}} + {{#rollTotal() result 3}} + + {{/rollTotal() result 3}} + {{#rollTotal() result 2}} + + {{/rollTotal() result 2}} + {{#rollTotal() result 1}} + + {{/rollTotal() result 1}} + {{#rollTotal() result 0}} + + {{/rollTotal() result 0}} + {{#rollTotal() result -1}} + + {{/rollTotal() result -1}} + + + {{#rollTotal() result 6}} + + {{/rollTotal() result 6}} + {{#rollTotal() result 5}} + + {{/rollTotal() result 5}} + {{#rollTotal() result 4}} + + {{/rollTotal() result 4}} + {{#rollTotal() result 3}} + + {{/rollTotal() result 3}} + {{#rollTotal() result 2}} + + {{/rollTotal() result 2}} + {{#rollTotal() result 1}} + + {{/rollTotal() result 1}} + {{#rollTotal() result 0}} + + {{/rollTotal() result 0}} + {{#rollTotal() result -1}} + + {{/rollTotal() result -1}} + +
    {{name}} {{#roll_name}} {{/roll_name}}{{#roll_mod}}{{/roll_mod}}
    {{comment}}
    {{result}}
    +
    \ No newline at end of file diff --git a/Legend-of-the-Elements/TODO.md b/Legend-of-the-Elements/TODO.md new file mode 100644 index 0000000000..d5597f42fe --- /dev/null +++ b/Legend-of-the-Elements/TODO.md @@ -0,0 +1,4 @@ +# TODO +* change roll backgrounds to LOTE backgrounds +* Change title to match artwork +* rename mh2 rolls to lote rolls \ No newline at end of file diff --git a/Legend-of-the-Elements/sheet.json b/Legend-of-the-Elements/sheet.json new file mode 100644 index 0000000000..916f0bfa35 --- /dev/null +++ b/Legend-of-the-Elements/sheet.json @@ -0,0 +1,8 @@ +{ + "html": "LOTE.html", + "css": "LOTE.css", + "authors": "jremmes @jrem090", + "roll20userid": "302317", + "preview": "LOTE.PNG", + "instructions": "Select a playbook from the dropdown menu and play!" +} diff --git a/Legend-of-the-Elements/translation.json b/Legend-of-the-Elements/translation.json new file mode 100644 index 0000000000..266f516e75 --- /dev/null +++ b/Legend-of-the-Elements/translation.json @@ -0,0 +1,387 @@ +{ + "lbl-name":"Name", + "lbl-pronouns":"Pronouns", + "lbl-playbook":"Playbook", + "lbl-look":"Look", + "lbl-chakras":"chakras", + "lbl-backstory":"Your Backstory", + "lbl-strings":"Strings", + "lbl-promises":"Promises", + "lbl-harm":"Harm", + "text-harminfo":"At four Harm, Skirt Death.", + "lbl-conditions":"Conditions", + "lbl-notes":"Notes", + "lbl-moves":"Moves", + "lbl-other":"Other", + "lbl-oaths":"Oaths", + "lbl-fortune":"Fortune", + "lbl-minor-tags":"Minor Tags", + "lbl-moderate-tags":"Moderate tags", + "lbl-severe-tags":"Severe tags", + "lbl-gear":"Gear", + "lbl-respects":"I Respect", + "lbl-respecteds":"I Am Respected By", + "lbl-mastermove":"Mastery Move", + "lbl-seasonadvances":"Advanced Improvments", + "lbl-unlocked":"Unlocked", + "lbl-chi":"Chi", + "lbl-atfault":"At Fault", + "lbl-species":"Species", + + + "text-chiinfo":"Spend 5 chi and choose one advancement from the list below:", + "text-expreminder":"Don't forget to manually add any advancements to your sheet. Check any you've already taken.", + "text-seasonadvancesinfo":"(after you’ve taken five Improvements, you may also choose Advanced Improvements)", + "text-seasonadvances1":" You have +1 to any Stat (max +3).", + "text-seasonadvances2":" You have +1 maximum Fortune.", + "text-seasonadvances3":" Retire your character to safety.", + "text-seasonadvances4":" Replace one of your Chakras.", + "text-seasonadvances5":" Create a second character, played side-by-side with the first.", + "text-seasonadvances6":" Change to a new Playbook", + "text-seasonadvances7":" You have an Animal Companion with two Moves", + "lbl-seasonadvancements":"Season Advancements", + + "text-askbonus":"Any other modifiers?", + "text-commentprompt":"Comment", + "text-commentexample":"..To do something!", + + "lbl-Natural":"Natural", + "lbl-Hot":"Hot", + "lbl-Solid":"Solid", + "lbl-Keen":"Keen", + "lbl-Fluid":"Fluid", + "lbl-Animal":"Animal", + + "lbl-bullet":"
    ✦  ", + + "lbl-airshaper":"Airshaper", + "text-airshaperbackstory":"You made __________ a promise a long time ago, but have made no progress. What was it?
    __________ is a close friend, we Respect each other.", + "text-airshaperinfo":"You get Airshaping, and choose one more:", + "text-airshaper-move1name":"Airshaping", + "text-airshaper-move1desc":"When you manipulate the air to control the area, roll +Natural. On a 7 or greater, choose one:
    ✦  Immobilize a foe.
    ✦  Move as fast as the wind.
    ✦  Perform a great feat of acrobatics.
    ✦  Reposition the battlefield. On a 10 or greater, as above, but also add 1 to your rolls until you stop moving.
    Other actions can involve airshaping, but are treated as whatever move would be appropriate.", + "text-airshaper-move2name":"Attuned", + "text-airshaper-move2desc":"When you are outdoors, you have +1 Natural (max +3).", + "text-airshaper-move3name":"Nomad", + "text-airshaper-move3desc":"When you Meditate about some facet of the world (natural or Spirit), on a 7 or greater you may also ask the MC one related question that they must answer.", + "text-airshaper-move4name":"Redirection", + "text-airshaper-move4desc":"When you change the target of an attack, roll +Fluid. On a 10 or greater, it strikes a new target of your choice. On a 7, 8, or 9, you redirect it and it strikes a new target of the MC’s choice.", + "text-airshaper-move5name":"Soundshaping", + "text-airshaper-move5desc":"You can manipulate sound as just another facet of the air. When you use this to mimic, amplify, or reduce noises, roll +Keen. On a 10 or greater, you can convincingly project any sound you’ve heard. On a 7, 8, or 9, the replication is pretty close, but you are also exposed to danger.", + "text-airshaper-move6name":"Unburdened", + "text-airshaper-move6desc":"So long as you have no unresolved Oaths, add 1 to all Speak Honorably and Act Dishonorably rolls.", + "text-airshaper-mastermove":"Once you’ve trained with a master airshaper, add the following to the Move With Intention option list:
    ✦   Roll your next Move with Natural instead of its usual Stat.", + "text-airshaper-advance1":" You have +1 Hot (max +2).", + "text-airshaper-advance2":" You have +1 Solid (max +2).", + "text-airshaper-advance3":" You have +1 Keen (max +2).", + "text-airshaper-advance4":" You have +1 Fluid (max +2).", + "text-airshaper-advance5":" Take another Airshaper move.", + "text-airshaper-advance6":" Take another Airshaper move.", + "text-airshaper-advance7":" Take a move from any Playbook.", + "text-airshaper-advance8":" Take a move from any Playbook.", + "text-airshaper-advance9":" Take a move from a sub-Playbook.", + "text-airshaper-advance10":" Take a move from a sub-Playbook.", + "text-airshaper-advance11":" Take a new Chakra or write your own", + + + "lbl-aristocrat":"Aristocrat", + "text-aristocratbackstory":"Gain the Respect of as many characters as you desire. For each character you cause to Respect you, make an Oath, though it needn’t be to that character", + "text-aristocratinfo":"Choose two moves:", + "text-aristocrat-move1name":"Currency of Favors", + "text-aristocrat-move1desc":"Whenever you Help someone, you can demand a favor of them first. If they agree, they gain 1 Chi.", + "text-aristocrat-move2name":"Henchmen", + "text-aristocrat-move2desc":"You have a small force of loyal henchmen. They can be sent out with commands or aid your efforts as you wish, though their obedience is not absolute", + "text-aristocrat-move3name":"Intrigue", + "text-aristocrat-move3desc":"When you Act Dishonorably but disguise it in polite conversation, roll +Natural instead of +Hot.", + "text-aristocrat-move4name":"Mastermind", + "text-aristocrat-move4desc":"When you scheme and plan a future plot, roll +Keen. On a 10 or greater, the MC will pick 2 of the following conditions, only one of which must be addressed to succeed. On a 7, 8, or 9, the same thing, but you’ll need to address both.
    ✦   It will be very expensive or resource-intensive.
    ✦   It will take hours/days.
    ✦   You’re going to need __________’s help.
    ✦   __________ stands in the way of success.", + "text-aristocrat-move5name":"Silver Tongue", + "text-aristocrat-move5desc":"Whenever you roll a 10 or greater to Speak Honorably, the target must also offer something extra they think you want.", + "text-aristocrat-move6name":"Web of Commitments", + "text-aristocrat-move6desc":"When you take an Oath contradictory to another you’ve made, you may give up one of them without it counting as breaking an Oath (for purposes of the move), though there will still likely be social consequences to not fulfilling it.", + "text-aristocrat-mastermove":"Once you’ve trained with a master politician, choose 1:
    ✦   You’re better at juggling many engagements; when you have at least 3 Oaths and take an additional Oath, gain 1 Chi.
    ✦   You’re most skilled at handling one thing at a time; when you have exactly 1 Oath, add 1 to any roll when making actions directly related to completing it.", + "text-aristocrat-advance1":" You have +1 Hot (max +2).", + "text-aristocrat-advance2":" You have +1 Solid (max +2).", + "text-aristocrat-advance3":" You have +1 Keen (max +2).", + "text-aristocrat-advance4":" You have +1 Fluid (max +2).", + "text-aristocrat-advance5":" Take another Aristocrat move.", + "text-aristocrat-advance6":" Take another Aristocrat move.", + "text-aristocrat-advance7":" Take a move from any Playbook.", + "text-aristocrat-advance8":" Take a move from any Playbook.", + "text-aristocrat-advance9":" Take a move from a sub-Playbook.", + "text-aristocrat-advance10":" Take a move from a sub-Playbook.", + "text-aristocrat-advance11":" Take a new Chakra or write your own", + + "lbl-earthshaper":"Earthshaper", + "text-earthshaperbackstory":"You don’t let people down, usually. Every character has Respect for you, except for __________.
    What have you promised them to try and gain their confidence?", + "text-earthshaperinfo":"You get Earthshaping, and choose one more:", + "text-earthshaper-move1name":"Earthshaping", + "text-earthshaper-move1desc":"When you alter the battlefield’s topography, roll +Solid. On a 7 or greater, add an appropriate Environment Tag. On a 10 or greater, anyone taking advantage of this Environment Tag when making a Move add +1 to their roll.
    Other actions can involve earthshaping, but are treated as whatever move would be appropriate", + "text-earthshaper-move2name":"Bulldozer", + "text-earthshaper-move2desc":"When your actions lead to the immediate destruction of (or relief from) an Environment Tag, gain 1 Chi.", + "text-earthshaper-move3name":"Defender", + "text-earthshaper-move3desc":"Whenever you are in your element, you can protect yourself from an attack (and associated Tag) by spending 1 Chi. If it was a player attacking you, give them the Chi. Otherwise, give it to the MC", + "text-earthshaper-move4name":"Metalshaping", + "text-earthshaper-move4desc":"You can control metal that you are in contact with. When you do, it’s the same as Earthshaping but roll +Keen instead of +Solid. When you metalshape against someone, on a 7 or greater you can Tag the target as well as the environment.", + "text-earthshaper-move5name":"Rooted", + "text-earthshaper-move5desc":"When you are in solid contact with the ground, you have +1 Solid (max +3).", + "text-earthshaper-move6name":"Vibration Sense", + "text-earthshaper-move6desc":"You can see and feel anything in contact with the ground (within reasonable distance). When you Observe Carefully, add the following questions to the list of options:
    ✦   Are they telling the truth?
    ✦   What does their body language betray about their plans?
    ✦   What is unseen but in contact with the ground?", + "text-earthshaper-mastermove":"Once you’ve trained with a master Earthshaper, whenever you pass up an opportunity for action or resist opposition without reaction, gain 1 Chi.", + "text-earthshaper-advance1":" You have +1 Hot (max +2).", + "text-earthshaper-advance2":" You have +1 Solid (max +2).", + "text-earthshaper-advance3":" You have +1 Keen (max +2).", + "text-earthshaper-advance4":" You have +1 Fluid (max +2).", + "text-earthshaper-advance5":" Take another Earthshaper move.", + "text-earthshaper-advance6":" Take another Earthshaper move.", + "text-earthshaper-advance7":" Take a move from any Playbook.", + "text-earthshaper-advance8":" Take a move from any Playbook.", + "text-earthshaper-advance9":" Take a move from a sub-Playbook.", + "text-earthshaper-advance10":" Take a move from a sub-Playbook.", + "text-earthshaper-advance11":" Take a new Chakra or write your own", + + "lbl-fireshaper":"Fireshaper", + "text-fireshaperbackstory":"Make two Oaths: one making up for past failures, and one made to ease another’s burdens.", + "text-fireshaperinfo":"You get Fireshaping, and choose one more:", + "text-fireshaper-move1name":"Fireshaping", + "text-fireshaper-move1desc":"When you create or manipulate open flame to attack, roll +Hot. On a 10 or greater, it does what you want, Tagging targets as appropriate. On a 7, 8, or 9, you lose control of it in some manner (choose 1):
    ✦   The flames are larger and more taxing than intended. They burn hot and strong, but take -1 to th next roll you make.
    ✦   The flames explode into being, injuring all nearby, including the Fireshaper. Add Tags as appropriate.
    ✦   You set fire to the area. Add a relevant Environment Tag.
    Other actions can involve fireshaping, but are treated as whatever move would be appropriate", + "text-fireshaper-move2name":"Driven by Honor", + "text-fireshaper-move2desc":"When you fervently pursue the completion of an Oath to someone who doesn’t Respect you, add 1 to all Stand Fast and Speak Honorably rolls", + "text-fireshaper-move3name":"Hot-Headed", + "text-fireshaper-move3desc":"When you are treated disrespectfully and respond by Acting Dishonorably, add +1 to your roll. If you respond by Committing Open Violence, gain 1 Chi instead.", + "text-fireshaper-move4name":"Inner Passion", + "text-fireshaper-move4desc":"Decide and inform the MC of what emotion fuels your shaping. If the emotion is destructive or negative (such as anger, arrogance, or fear) you may Stand Fast with Hot instead of Solid.
    If the emotion is a positive or constructive one (such as harmony, discipline, or hope) you may Move With Intention with Hot instead of Fluid.", + "text-fireshaper-move5name":"Lightningshaping", + "text-fireshaper-move5desc":"+Fluid. On a 10 or greater, you succeed at projecting or redirecting the lightning strike.
    On a 7, 8, or 9, choose 1:
    ✦   Some power rebounds, shocking and Tagging the shaper as well.
    ✦   The lightning doesn’t strike the target, but all that can see it gain the Dazed Tag.
    ✦   The blast misses but causes explosive and chaotic damage; the MC adds an appropriate Environment Tag.", + "text-fireshaper-move6name":"Sunsoul", + "text-fireshaper-move6desc":"When the sun is in the sky, you have +1 Hot (max +3).", + "text-fireshaper-mastermove":"Once you’ve trained with a master fireshaper, never again can you be Tagged by being burned by natural fire, or your own magical fire.", + "text-fireshaper-advance1":" You have +1 Hot (max +2).", + "text-fireshaper-advance2":" You have +1 Solid (max +2).", + "text-fireshaper-advance3":" You have +1 Keen (max +2).", + "text-fireshaper-advance4":" You have +1 Fluid (max +2).", + "text-fireshaper-advance5":" Take another Fireshaper move.", + "text-fireshaper-advance6":" Take another Fireshaper move.", + "text-fireshaper-advance7":" Take a move from any Playbook.", + "text-fireshaper-advance8":" Take a move from any Playbook.", + "text-fireshaper-advance9":" Take a move from a sub-Playbook.", + "text-fireshaper-advance10":" Take a move from a sub-Playbook.", + "text-fireshaper-advance11":" Take a new Chakra or write your own", + + "lbl-hunter":"Hunter", + "text-hunterbackstory":"You regularly bring back trophies of your prey, grisly or otherwise. __________ has shown Respect for your talents.
    __________ has been kind to you when you were in need, and you Respect them for it. What promise have you made to them to show that Respect?", + "text-hunterinfo":"Choose two Hunter Moves:", + "text-hunter-move1name":"Ambush", + "text-hunter-move1desc":"While a foe is marked by a Tag indicating that they are not aware of your presence, you can spend 1 Chi to immediately defeat them and remove them from the action", + "text-hunter-move2name":"Friend of Nature", + "text-hunter-move2desc":"One of your Animal Companions may select a new Move.", + "text-hunter-move3name":"Guerrilla Tactics", + "text-hunter-move3desc":"When hunting in the wilderness, you may Commit Open Violence with Keen instead of Hot. On a 10 or greater, if you take advantage of an Environment Tag in the process also choose one of the Move With Intention options.", + "text-hunter-move4name":"Stealth", + "text-hunter-move4desc":"When you conceal yourself from view, roll +Fluid. On a 7 or greater, enemies can’t see you and are Tagged as Unwitting Prey. On a 7, 8, or 9, also select one of the following:
    ✦   Someone is on alert now.
    ✦   You can’t keep track of everyone from your hiding place.
    ✦   You can’t stay undetected here for long.", + "text-hunter-move5name":"The Path", + "text-hunter-move5desc":"When you seek the way to someone or something you’ve been searching for, roll +Keen. On a 10 or greater, you find a route that is safe to use, at least this once. On a 7, 8, or 9, choose one:
    ✦   Something has to get left behind on the way.
    ✦   You are followed by something dangerous.
    ✦   Your travel is obvious to all.", + "text-hunter-move6name":"White Stag", + "text-hunter-move6desc":"When you name a quarry your White Stag, swear an oath to capture or kill them (your choice). You always intuitively know if your White Stag is near, and while they are you take +1 on Commit Open Violence and Move With Intention rolls. You can only have one White Stag at a time. Break your Oath when you give up", + "text-hunter-mastermove":"Once you’ve trained with a master hunter, whenever you Tag a foe who is not aware of your presence you may immediately add an Environment Tag describing the current situation", + "text-hunter-advance1":" You have +1 Hot (max +2).", + "text-hunter-advance2":" You have +1 Solid (max +2).", + "text-hunter-advance3":" You have +1 Keen (max +2).", + "text-hunter-advance4":" You have +1 Fluid (max +2).", + "text-hunter-advance5":" Take another Hunter move.", + "text-hunter-advance6":" Take another Hunter move.", + "text-hunter-advance7":" Take a move from any Playbook.", + "text-hunter-advance8":" Take a move from any Playbook.", + "text-hunter-advance9":" Take a move from a sub-Playbook.", + "text-hunter-advance10":" Take a move from a sub-Playbook.", + "text-hunter-advance11":" Take a new Chakra or write your own", + + "lbl-monk":"Monk", + "text-monkbackstory":"", + "text-monkinfo":"Choose two Moves", + "text-monk-move1name":"Calm Stability", + "text-monk-move1desc":"Until you personally show aggression toward your enemies, whenever you are still and unflinching in the face of imminent harm roll +Solid. On a 10 or greater, you still come through unscathed. On a 7, , or 9, the same, but you must act immediately against your attacker.", + "text-monk-move2name":"Chi Blocker", + "text-monk-move2desc":"When you assault your foe’s pressure points, roll +Hot. On a 10 or greater, name a type of action that foe is now incapable of. On a 7, 8, or 9, name two or three types of action and the MC will pick which one the foe can’t do.", + "text-monk-move3name":"Clarity of Senses", + "text-monk-move3desc":"When you find yourself in a tense situation, you can immediately apply an Environment Tag describing the situation.", + "text-monk-move4name":"Guru", + "text-monk-move4desc":"You teach others the path to self-improvement. Whenever you Help another character in an instructive or guiding capacity, they gain Respect for you. If they already Respect you, they gain 1 Chi", + "text-monk-move5name":"Spiritual", + "text-monk-move5desc":"With effort, you can contactentities of the Spirit World. When you meditate to call upon a spirit, roll +Chi spent. On a 10 or greater, that spirit appears to you. On a 7, 8, or 9, choose two:
    ✦   The correct spirit appears.
    ✦   The spirit is benevolent.
    ✦   The spirit doesn’t want something in return.
    You cannot spend additional Chi to improve the results of this roll, even when taking advantage of a Tag.", + "text-monk-move6name":"Stillness", + "text-monk-move6desc":"When you are subtle with your motions or settle into a defensive posture, you Move With Intention with Solid instead of Fluid.", + "text-monk-mastermove":"When you study under an enlightened soul, renew your monastic vows. Set a condition: You will never (choose 1):
    ✦   Afford yourself any luxury,
    ✦   Cause intentional harm,
    ✦   Tell anything but the truth.
    Treat this vow as a Chakra. If you break the vow, the Master knows and sends people for you.", + "text-monk-advance1":" You have +1 Hot (max +2).", + "text-monk-advance2":" You have +1 Solid (max +2).", + "text-monk-advance3":" You have +1 Keen (max +2).", + "text-monk-advance4":" You have +1 Fluid (max +2).", + "text-monk-advance5":" Take another Monk move.", + "text-monk-advance6":" Take another Monk move.", + "text-monk-advance7":" Take a move from any Playbook.", + "text-monk-advance8":" Take a move from any Playbook.", + "text-monk-advance9":" Take a move from a sub-Playbook.", + "text-monk-advance10":" Take a move from a sub-Playbook.", + "text-monk-advance11":" Take a new Chakra or write your own", + + "lbl-peasant":"Peasant", + "text-peasantbackstory":"You owe __________ big, and have sworn to make it up to them. Decide whether you Respect them or not.
    What did you and __________ each swear that has brought you so close together and earned your mutual Respect? (if there are no other player characters so inclined, create an MC character instead.", + "text-peasantinfo":"Choose two moves:", + "text-peasant-move1name":"Fool's Luck", + "text-peasant-move1desc":"Your maximum Fortune is increased by 1. You can only spend Fortune if you’re not intentionally attempting to defend yourself.", + "text-peasant-move2name":"From the Gutter", + "text-peasant-move2desc":"When you Move With Intention while in a town or city, roll +Hot instead of +Fluid. If you do, add the following to the list of options:
    ✦   Take something of value from the target.", + "text-peasant-move3name":"Loyal Servant", + "text-peasant-move3desc":"When you make an Oath to someone above your station, add +1 to any rolls directly related to completing it. When someone above your station fulfills an Oath to you, if you did not Respect them, gain 1 Chi.", + "text-peasant-move4name":"Martyr", + "text-peasant-move4desc":"If someone near you would take a Tag and you intervene, you may take it yourself instead of them taking it (the Tag’s specific nature may change in the process). If you do, gain 1 Chi.", + "text-peasant-move5name":"Out of Focus", + "text-peasant-move5desc":"When you act like you belong to avoid drawing attention or to give commands, roll +Solid to Observe Carefully or Speak Honorably.", + "text-peasant-move6name":"Stalwart Presence", + "text-peasant-move6desc":"When you Help someone, on a 7 or greater you may spend 1 Chi to improve the result of their modified roll by one step, so long as you both are already Tagged.", + "text-peasant-mastermove":"There are no masters for what you do. Instead, when you receive training from a master of another discipline, you may take the Mastery Move from the appropriate playbook. When you do, you may spend 1 Chi to immediately transfer to that playbook.", + "text-peasant-advance1":" You have +1 Hot (max +2).", + "text-peasant-advance2":" You have +1 Solid (max +2).", + "text-peasant-advance3":" You have +1 Keen (max +2).", + "text-peasant-advance4":" You have +1 Fluid (max +2).", + "text-peasant-advance5":" Take another Peasant move.", + "text-peasant-advance6":" Take another Peasant move.", + "text-peasant-advance7":" Take a move from any Playbook.", + "text-peasant-advance8":" Take a move from any Playbook.", + "text-peasant-advance9":" Take a move from a sub-Playbook.", + "text-peasant-advance10":" Take a move from a sub-Playbook.", + "text-peasant-advance11":" Take a new Chakra or write your own", + + "lbl-scholar":"Scholar", + "text-scholarbackstory":"__________ once saved your life, earning your Respect. In return, what did you promise them?", + "text-scholarinfo":"You start with Always Prepared and one other Move", + "text-scholar-move1name":"Always Prepared", + "text-scholar-move1desc":"When you begin the session, roll 1 die +Keen. The result is the number of Materials you have for that session. Spend Materials 1-for-1 to produce a small, simple tool of your choice. You may spend a second Material to produce a small, complex tool instead. Lastly, you may spend 1 Material at any point to ask a single question as if you’d succeeded on an Observe Carefully roll.", + "text-scholar-move2name":"Construct", + "text-scholar-move2desc":"When you take your time to build a complicated contraption, spend a number of Materials and roll +Materials spent. On a 10 or greater, you build it all up, maybe with one complication. On a 7, 8, or 9, the MC will choose two or three of the following conditions needed to perfect the contraption:
    ✦   You needed extra resources; the project takes an extra Material.
    ✦   It’ll take significantly longer to build.
    ✦   The best you can do is a lesser version, unreliable and limited.
    ✦   Finishing it attracts attention.
    ✦   You can’t do it alone", + "text-scholar-move3name":"Fight with Your Head", + "text-scholar-move3desc":"When you Commit Open Violence or Move With Intention after watching a foe for a moment, you may add the Observed Tag to the target before the roll.", + "text-scholar-move4name":"Ingenious", + "text-scholar-move4desc":"So long as you have any Materials, you have +1 Keen (max +3).", + "text-scholar-move5name":"Think it Through", + "text-scholar-move5desc":"When you use rational thought to Meditate on a subject, you roll +Keen instead of +Natural. If you spend 1 Material to consult your books in the process, you can Meditate quickly as well.", + "text-scholar-move6name":"Trained Observer", + "text-scholar-move6desc":"When you Observe Carefully, you may ask an additional question, regardless of result (even on a failure).", + "text-scholar-mastermove":"When you learn from a master inventor, choose a small object. You never need to spend Materials to produce this tool.
    Once you’ve learned from a master sage, when you Observe Carefully you may also ask the following question:
    ✦   What does my research reveal about this?", + "text-scholar-advance1":" You have +1 Hot (max +2).", + "text-scholar-advance2":" You have +1 Solid (max +2).", + "text-scholar-advance3":" You have +1 Keen (max +2).", + "text-scholar-advance4":" You have +1 Fluid (max +2).", + "text-scholar-advance5":" Take another Scholar move.", + "text-scholar-advance6":" Take another Scholar move.", + "text-scholar-advance7":" Take a move from any Playbook.", + "text-scholar-advance8":" Take a move from any Playbook.", + "text-scholar-advance9":" Take a move from a sub-Playbook.", + "text-scholar-advance10":" Take a move from a sub-Playbook.", + "text-scholar-advance11":" Take a new Chakra or write your own", + + "lbl-spiritshaper":"Spiritshaper", + "text-spiritshaperbackstory":"You have the Respect of a Great Spirit, and thus its True Name. What is it?
    You Respect __________ and have shown them the Spirit World.
    What spirit have you summoned for __________? What went wrong?", + "text-spiritshaperinfo":"You start with two Moves:", + "text-spiritshaper-move1name":"Astral Projection", + "text-spiritshaper-move1desc":"When you step outside of your physical body, roll +Natural. On a 10 or greater, you can observe or converse beyond your own body. You may return instantly, but can still be hurt, and your physical form is unconscious and helpless. On a 7, 8, or 9, the same but you are quickly noticed, either in spirit or physical form.", + "text-spiritshaper-move2name":"Binding Contracts", + "text-spiritshaper-move2desc":"When you make a bargain with a spirit, it is obliged to to grant you an additional boon upon completion. When you break an Oath to a spirit, subtract 1 from all Speak Honorably and Act Dishonorably rolls until you reconcile with the spirit", + "text-spiritshaper-move3name":"Communion", + "text-spiritshaper-move3desc":"When you summon a spirit to bargain for services, roll plus the number of conditions you fulfill:
    ✦   You present an offering.
    ✦   You’ve previously met and established a price with the spirit.
    ✦   You are in a place of power. If you attempt to perform the summoning hastily, subtract 1. On a 10 or greater, the spirit fulfills the bargain before payment is needed. On a 7, 8, or 9, payment is required up front.", + "text-spiritshaper-move4name":"Medium", + "text-spiritshaper-move4desc":"When you channel the ghosts of the dead, roll +Solid. On a 7 or greater, you may ask 1 question that they must answer. On a 10 or greater, you may choose to embody the ghost. Take a Chakra in line with the ghost’s personality and you may appear as the ghost did in life.", + "text-spiritshaper-move5name":"Mindwarp", + "text-spiritshaper-move5desc":"When you exert your will over a being’s essence, roll +Fluid. On a 10 or greater, it falls under your influence (perhaps with resentment). On a 7, 8, or 9, it contorts your command, fights you for control, or has some influence over you in return.
    If used against another player character, treat the command as an Oath.", + "text-spiritshaper-move6name":"Whispering Spirits", + "text-spiritshaper-move6desc":"When you Observe Carefully, you may choose to answer questions instead of asking them. If you do, the MC chooses the question and you may answer it as you choose. You may mix asking and answering. If you answer any questions, the MC places an Environment Tag instead of you.", + "text-spiritshaper-mastermove":"Once you’ve trained with a master spiritshaper, you may use any spirit’s True Name to summon it at any time, without a roll, though it may not be happy or forgiving of this. A True Name must come from the spirit itself to be used this way", + "text-spiritshaper-advance1":" You have +1 Hot (max +2).", + "text-spiritshaper-advance2":" You have +1 Solid (max +2).", + "text-spiritshaper-advance3":" You have +1 Keen (max +2).", + "text-spiritshaper-advance4":" You have +1 Fluid (max +2).", + "text-spiritshaper-advance5":" Take another Spiritshaper move.", + "text-spiritshaper-advance6":" Take another Spiritshaper move.", + "text-spiritshaper-advance7":" Take a move from any Playbook.", + "text-spiritshaper-advance8":" Take a move from any Playbook.", + "text-spiritshaper-advance9":" Take a move from a sub-Playbook.", + "text-spiritshaper-advance10":" Take a move from a sub-Playbook.", + "text-spiritshaper-advance11":" Take a new Chakra or write your own", + + "lbl-warrior":"Warrior", + "text-warriorbackstory":" You’ve sworn to never harm __________, even though you do not trust them.
    __________ has earned your wrath. Name this MC character and swear to bring about their downfall.", + "text-warriorinfo":"Choose two Moves:", + "text-warrior-move1name":"Improviser", + "text-warrior-move1desc":"Everything in your surroundings is a weapon in your hands. When you eschew your usual armament in favor of using the environment for the first time during a conflict, gain 1 Chi.", + "text-warrior-move2name":"Memories of Battle", + "text-warrior-move2desc":"When you spend Fortune you may choose to immediately Meditate on the situation by remembering something from your past, either as a flashback or just as a recollection.", + "text-warrior-move3name":"Outlaw", + "text-warrior-move3desc":"When you go outside the law or the morals of your community and Act Dishonorably, add +2 to your roll if you lose (or do not have) their Respect. If they are a player character, on a 7 or greater you may demand an Oath from them.", + "text-warrior-move4name":"Samurai", + "text-warrior-move4desc":"You have +1 maximum Fortune, and answer the following:
    To whom have you sworn your loyalty? Are you still loyal to them? Make an Oath reflecting your commitment to them.", + "text-warrior-move5name":"Suvivor", + "text-warrior-move5desc":"When you Commit Open Violence when you have a Moderate Tag, add 1 to the roll. If you have both a Moderate and a Severe Tag, instead gain 1 Chi.", + "text-warrior-move6name":"Wire-Fu", + "text-warrior-move6desc":"When you perform an implausible feat of athletics or physics-defying acrobatic stunt, Move With Intention. On a failure, you still choose one of the options.", + "text-warrior-mastermove":"Once you’ve trained with a master warrior, when you enter battle you may immediately challenge one foe to single combat. If they deny you, gain 1 Chi.", + "text-warrior-advance1":" You have +1 Hot (max +2).", + "text-warrior-advance2":" You have +1 Solid (max +2).", + "text-warrior-advance3":" You have +1 Keen (max +2).", + "text-warrior-advance4":" You have +1 Fluid (max +2).", + "text-warrior-advance5":" Take another Warrior move.", + "text-warrior-advance6":" Take another Warrior move.", + "text-warrior-advance7":" Take a move from any Playbook.", + "text-warrior-advance8":" Take a move from any Playbook.", + "text-warrior-advance9":" Take a move from a sub-Playbook.", + "text-warrior-advance10":" Take a move from a sub-Playbook.", + "text-warrior-advance11":" Take a new Chakra or write your own", + + "lbl-watershaper":"Watershaper", + "text-watershaperbackstory":"Despite past failures, you are dedicated to your Oath to __________.
    __________ is beloved by my people, and so is Respected by me too.", + "text-watershaperinfo":"You get Watershaping, and choose one more:", + "text-watershaper-move1name":"Watershaping", + "text-watershaper-move1desc":"You have a small supply of Water. You can carry up to 3 Water, which is replenished whenever you come across a sufficient body of water. When you manipulate water in combat, spend 1 Water and roll +Fluid. On a 10 or greater, choose two from the list. On a 7, 8, or 9, just one. You may pick a single option multiple times.
    ✦   Impose a Tag on a foe.
    ✦   Impose an Environment Tag.
    ✦   Get the spent Water back.
    Other actions can involve watershaping, but are treated as whatever move would be appropriat", + "text-watershaper-move2name":"Healer", + "text-watershaper-move2desc":"When you take time to cover a wound with your element and lay hands upon it, roll +Natural. On a 10 or greater, the wound is visibly cured and the subject refreshed.
    On a 7, 8, or 9, serious wounds are healed but superficial ones remain.", + "text-watershaper-move3name":"Iceshaping", + "text-watershaper-move3desc":"You can control ice as if it were liquid water, and can shift between the two freely. When you shape ice in combat, roll +Keen instead of +Fluid, and on a 10 or greater you can make a third choice from the list of options.", + "text-watershaper-move4name":"Moon-Chosen", + "text-watershaper-move4desc":"When the moon has risen, you have +1 Fluid (max +3).", + "text-watershaper-move5name":"Shaping Stance", + "text-watershaper-move5desc":"When you set into a shaping stance, roll Move With Intention and add the following option to the list:
    ✦   Use the result of this Move’s roll as the result of your next shaping roll.", + "text-watershaper-move6name":"Ubiquity", + "text-watershaper-move6desc":"Spend 1 Chi to refill your Water from any environment, be it from water vapor, plants, or some other source other than an actual body of water.", + "text-watershaper-mastermove":"Once you’ve trained with a master watershaper, you are more efficient about your water use and may carry 1 additional Water", + "text-watershaper-advance1":" You have +1 Hot (max +2).", + "text-watershaper-advance2":" You have +1 Solid (max +2).", + "text-watershaper-advance3":" You have +1 Keen (max +2).", + "text-watershaper-advance4":" You have +1 Fluid (max +2).", + "text-watershaper-advance5":" Take another Watershaper move.", + "text-watershaper-advance6":" Take another Watershaper move.", + "text-watershaper-advance7":" Take a move from any Playbook.", + "text-watershaper-advance8":" Take a move from any Playbook.", + "text-watershaper-advance9":" Take a move from a sub-Playbook.", + "text-watershaper-advance10":" Take a move from a sub-Playbook.", + "text-watershaper-advance11":" Take a new Chakra or write your own", + + "lbl-customplaybook":"Custom Playbook", + "text-custom-advance1":" You have +1 to any Stat (max +3).", + "text-custom-advance2":" You have +1 maximum Fortune.", + "text-custom-advance3":" Retire your character to safety.", + "text-custom-advance4":" Replace one of your Chakras.", + "text-custom-advance5":"Create a second character, played side-by-side with the first.", + "text-custom-advance6":" Change to a new Playbook", + "text-custom-advance7":" You have an Animal Companion with two Moves", + + "lbl-companion":"Animal Companion", + "text-companion-move1name":"Wild", + "text-companion-move1desc":"Your companion has an Animal score of +2 instead of +1.", + "text-companion-move2name":"Unstopping", + "text-companion-move2desc":"Choose one type of terrain your companion can easily traverse: clouds, sea, solid stone", + "text-companion-move3name":"Zephyr", + "text-companion-move3desc":"When you ride with haste, roll +Animal. On a 7 or greater, you reach your destination swiftly. On a 7, 8, or 9, choose one:
    ✦   Trouble finds you there.
    ✦   Your companion is Exhausted.
    ✦   Your arrival causes a big scene.", + "text-companion-move4name":"Hound", + "text-companion-move4desc":"So long as you have some recent physical link to a subject, you can spend 1 Chi to find them (though it may not be fast or stealthy).", + "text-companion-move5name":"Pack Mentality", + "text-companion-move5desc":"When your companion is an equal participant in your maneuvers, roll +Animal in addition to rolling your own Move. On a 7 or greater, you may choose to use that result instead for your Move" + +} diff --git a/Legend-of-the-Elements/translations/af.json b/Legend-of-the-Elements/translations/af.json new file mode 100644 index 0000000000..a1716e79a7 --- /dev/null +++ b/Legend-of-the-Elements/translations/af.json @@ -0,0 +1,367 @@ +{ + "lbl-name": "Name", + "lbl-pronouns": "Pronouns", + "lbl-playbook": "Playbook", + "lbl-look": "Look", + "lbl-chakras": "chakras", + "lbl-backstory": "Your Backstory", + "lbl-strings": "Strings", + "lbl-promises": "Promises", + "lbl-harm": "Harm", + "text-harminfo": "At four Harm, Skirt Death.", + "lbl-conditions": "Conditions", + "lbl-notes": "Notes", + "lbl-moves": "Moves", + "lbl-other": "Other", + "lbl-oaths": "Oaths", + "lbl-fortune": "Fortune", + "lbl-minor-tags": "Minor Tags", + "lbl-moderate-tags": "Moderate tags", + "lbl-severe-tags": "Severe tags", + "lbl-gear": "Gear", + "lbl-respects": "I Respect", + "lbl-respecteds": "I Am Respected By", + "lbl-mastermove": "Mastery Move", + "lbl-seasonadvances": "Advanced Improvments", + "lbl-unlocked": "Unlocked", + "lbl-chi": "Chi", + "lbl-atfault": "At Fault", + "lbl-species": "Species", + "text-chiinfo": "Spend 5 chi and choose one advancement from the list below:", + "text-expreminder": "Don't forget to manually add any advancements to your sheet. Check any you've already taken.", + "text-seasonadvancesinfo": "(after you’ve taken five Improvements, you may also choose Advanced Improvements)", + "text-seasonadvances1": " You have +1 to any Stat (max +3).", + "text-seasonadvances2": " You have +1 maximum Fortune.", + "text-seasonadvances3": " Retire your character to safety.", + "text-seasonadvances4": " Replace one of your Chakras.", + "text-seasonadvances5": " Create a second character, played side-by-side with the first.", + "text-seasonadvances6": " Change to a new Playbook", + "text-seasonadvances7": " You have an Animal Companion with two Moves", + "lbl-seasonadvancements": "Season Advancements", + "text-askbonus": "Any other modifiers?", + "text-commentprompt": "Comment", + "text-commentexample": "..To do something!", + "lbl-Natural": "Natural", + "lbl-Hot": "Hot", + "lbl-Solid": "Solid", + "lbl-Keen": "Keen", + "lbl-Fluid": "Fluid", + "lbl-Animal": "Animal", + "lbl-bullet": "
    ✦  ", + "lbl-airshaper": "Airshaper", + "text-airshaperbackstory": "You made __________ a promise a long time ago, but have made no progress. What was it?
    __________ is a close friend, we Respect each other.", + "text-airshaperinfo": "You get Airshaping, and choose one more:", + "text-airshaper-move1name": "Airshaping", + "text-airshaper-move1desc": "When you manipulate the air to control the area, roll +Natural. On a 7 or greater, choose one:
    ✦  Immobilize a foe.
    ✦  Move as fast as the wind.
    ✦  Perform a great feat of acrobatics.
    ✦  Reposition the battlefield. On a 10 or greater, as above, but also add 1 to your rolls until you stop moving.
    Other actions can involve airshaping, but are treated as whatever move would be appropriate.", + "text-airshaper-move2name": "Attuned", + "text-airshaper-move2desc": "When you are outdoors, you have +1 Natural (max +3).", + "text-airshaper-move3name": "Nomad", + "text-airshaper-move3desc": "When you Meditate about some facet of the world (natural or Spirit), on a 7 or greater you may also ask the MC one related question that they must answer.", + "text-airshaper-move4name": "Redirection", + "text-airshaper-move4desc": "When you change the target of an attack, roll +Fluid. On a 10 or greater, it strikes a new target of your choice. On a 7, 8, or 9, you redirect it and it strikes a new target of the MC’s choice.", + "text-airshaper-move5name": "Soundshaping", + "text-airshaper-move5desc": "You can manipulate sound as just another facet of the air. When you use this to mimic, amplify, or reduce noises, roll +Keen. On a 10 or greater, you can convincingly project any sound you’ve heard. On a 7, 8, or 9, the replication is pretty close, but you are also exposed to danger.", + "text-airshaper-move6name": "Unburdened", + "text-airshaper-move6desc": "So long as you have no unresolved Oaths, add 1 to all Speak Honorably and Act Dishonorably rolls.", + "text-airshaper-mastermove": "Once you’ve trained with a master airshaper, add the following to the Move With Intention option list:
    ✦   Roll your next Move with Natural instead of its usual Stat.", + "text-airshaper-advance1": " You have +1 Hot (max +2).", + "text-airshaper-advance2": " You have +1 Solid (max +2).", + "text-airshaper-advance3": " You have +1 Keen (max +2).", + "text-airshaper-advance4": " You have +1 Fluid (max +2).", + "text-airshaper-advance5": " Take another Airshaper move.", + "text-airshaper-advance6": " Take another Airshaper move.", + "text-airshaper-advance7": " Take a move from any Playbook.", + "text-airshaper-advance8": " Take a move from any Playbook.", + "text-airshaper-advance9": " Take a move from a sub-Playbook.", + "text-airshaper-advance10": " Take a move from a sub-Playbook.", + "text-airshaper-advance11": " Take a new Chakra or write your own", + "lbl-aristocrat": "Aristocrat", + "text-aristocratbackstory": "Gain the Respect of as many characters as you desire. For each character you cause to Respect you, make an Oath, though it needn’t be to that character", + "text-aristocratinfo": "Choose two moves:", + "text-aristocrat-move1name": "Currency of Favors", + "text-aristocrat-move1desc": "Whenever you Help someone, you can demand a favor of them first. If they agree, they gain 1 Chi.", + "text-aristocrat-move2name": "Henchmen", + "text-aristocrat-move2desc": "You have a small force of loyal henchmen. They can be sent out with commands or aid your efforts as you wish, though their obedience is not absolute", + "text-aristocrat-move3name": "Intrigue", + "text-aristocrat-move3desc": "When you Act Dishonorably but disguise it in polite conversation, roll +Natural instead of +Hot.", + "text-aristocrat-move4name": "Mastermind", + "text-aristocrat-move4desc": "When you scheme and plan a future plot, roll +Keen. On a 10 or greater, the MC will pick 2 of the following conditions, only one of which must be addressed to succeed. On a 7, 8, or 9, the same thing, but you’ll need to address both.
    ✦   It will be very expensive or resource-intensive.
    ✦   It will take hours/days.
    ✦   You’re going to need __________’s help.
    ✦   __________ stands in the way of success.", + "text-aristocrat-move5name": "Silver Tongue", + "text-aristocrat-move5desc": "Whenever you roll a 10 or greater to Speak Honorably, the target must also offer something extra they think you want.", + "text-aristocrat-move6name": "Web of Commitments", + "text-aristocrat-move6desc": "When you take an Oath contradictory to another you’ve made, you may give up one of them without it counting as breaking an Oath (for purposes of the move), though there will still likely be social consequences to not fulfilling it.", + "text-aristocrat-mastermove": "Once you’ve trained with a master politician, choose 1:
    ✦   You’re better at juggling many engagements; when you have at least 3 Oaths and take an additional Oath, gain 1 Chi.
    ✦   You’re most skilled at handling one thing at a time; when you have exactly 1 Oath, add 1 to any roll when making actions directly related to completing it.", + "text-aristocrat-advance1": " You have +1 Hot (max +2).", + "text-aristocrat-advance2": " You have +1 Solid (max +2).", + "text-aristocrat-advance3": " You have +1 Keen (max +2).", + "text-aristocrat-advance4": " You have +1 Fluid (max +2).", + "text-aristocrat-advance5": " Take another Aristocrat move.", + "text-aristocrat-advance6": " Take another Aristocrat move.", + "text-aristocrat-advance7": " Take a move from any Playbook.", + "text-aristocrat-advance8": " Take a move from any Playbook.", + "text-aristocrat-advance9": " Take a move from a sub-Playbook.", + "text-aristocrat-advance10": " Take a move from a sub-Playbook.", + "text-aristocrat-advance11": " Take a new Chakra or write your own", + "lbl-earthshaper": "Earthshaper", + "text-earthshaperbackstory": "You don’t let people down, usually. Every character has Respect for you, except for __________.
    What have you promised them to try and gain their confidence?", + "text-earthshaperinfo": "You get Earthshaping, and choose one more:", + "text-earthshaper-move1name": "Earthshaping", + "text-earthshaper-move1desc": "When you alter the battlefield’s topography, roll +Solid. On a 7 or greater, add an appropriate Environment Tag. On a 10 or greater, anyone taking advantage of this Environment Tag when making a Move add +1 to their roll.
    Other actions can involve earthshaping, but are treated as whatever move would be appropriate", + "text-earthshaper-move2name": "Bulldozer", + "text-earthshaper-move2desc": "When your actions lead to the immediate destruction of (or relief from) an Environment Tag, gain 1 Chi.", + "text-earthshaper-move3name": "Defender", + "text-earthshaper-move3desc": "Whenever you are in your element, you can protect yourself from an attack (and associated Tag) by spending 1 Chi. If it was a player attacking you, give them the Chi. Otherwise, give it to the MC", + "text-earthshaper-move4name": "Metalshaping", + "text-earthshaper-move4desc": "You can control metal that you are in contact with. When you do, it’s the same as Earthshaping but roll +Keen instead of +Solid. When you metalshape against someone, on a 7 or greater you can Tag the target as well as the environment.", + "text-earthshaper-move5name": "Rooted", + "text-earthshaper-move5desc": "When you are in solid contact with the ground, you have +1 Solid (max +3).", + "text-earthshaper-move6name": "Vibration Sense", + "text-earthshaper-move6desc": "You can see and feel anything in contact with the ground (within reasonable distance). When you Observe Carefully, add the following questions to the list of options:
    ✦   Are they telling the truth?
    ✦   What does their body language betray about their plans?
    ✦   What is unseen but in contact with the ground?", + "text-earthshaper-mastermove": "Once you’ve trained with a master Earthshaper, whenever you pass up an opportunity for action or resist opposition without reaction, gain 1 Chi.", + "text-earthshaper-advance1": " You have +1 Hot (max +2).", + "text-earthshaper-advance2": " You have +1 Solid (max +2).", + "text-earthshaper-advance3": " You have +1 Keen (max +2).", + "text-earthshaper-advance4": " You have +1 Fluid (max +2).", + "text-earthshaper-advance5": " Take another Earthshaper move.", + "text-earthshaper-advance6": " Take another Earthshaper move.", + "text-earthshaper-advance7": " Take a move from any Playbook.", + "text-earthshaper-advance8": " Take a move from any Playbook.", + "text-earthshaper-advance9": " Take a move from a sub-Playbook.", + "text-earthshaper-advance10": " Take a move from a sub-Playbook.", + "text-earthshaper-advance11": " Take a new Chakra or write your own", + "lbl-fireshaper": "Fireshaper", + "text-fireshaperbackstory": "Make two Oaths: one making up for past failures, and one made to ease another’s burdens.", + "text-fireshaperinfo": "You get Fireshaping, and choose one more:", + "text-fireshaper-move1name": "Fireshaping", + "text-fireshaper-move1desc": "When you create or manipulate open flame to attack, roll +Hot. On a 10 or greater, it does what you want, Tagging targets as appropriate. On a 7, 8, or 9, you lose control of it in some manner (choose 1):
    ✦   The flames are larger and more taxing than intended. They burn hot and strong, but take -1 to th next roll you make.
    ✦   The flames explode into being, injuring all nearby, including the Fireshaper. Add Tags as appropriate.
    ✦   You set fire to the area. Add a relevant Environment Tag.
    Other actions can involve fireshaping, but are treated as whatever move would be appropriate", + "text-fireshaper-move2name": "Driven by Honor", + "text-fireshaper-move2desc": "When you fervently pursue the completion of an Oath to someone who doesn’t Respect you, add 1 to all Stand Fast and Speak Honorably rolls", + "text-fireshaper-move3name": "Hot-Headed", + "text-fireshaper-move3desc": "When you are treated disrespectfully and respond by Acting Dishonorably, add +1 to your roll. If you respond by Committing Open Violence, gain 1 Chi instead.", + "text-fireshaper-move4name": "Inner Passion", + "text-fireshaper-move4desc": "Decide and inform the MC of what emotion fuels your shaping. If the emotion is destructive or negative (such as anger, arrogance, or fear) you may Stand Fast with Hot instead of Solid.
    If the emotion is a positive or constructive one (such as harmony, discipline, or hope) you may Move With Intention with Hot instead of Fluid.", + "text-fireshaper-move5name": "Lightningshaping", + "text-fireshaper-move5desc": "+Fluid. On a 10 or greater, you succeed at projecting or redirecting the lightning strike.
    On a 7, 8, or 9, choose 1:
    ✦   Some power rebounds, shocking and Tagging the shaper as well.
    ✦   The lightning doesn’t strike the target, but all that can see it gain the Dazed Tag.
    ✦   The blast misses but causes explosive and chaotic damage; the MC adds an appropriate Environment Tag.", + "text-fireshaper-move6name": "Sunsoul", + "text-fireshaper-move6desc": "When the sun is in the sky, you have +1 Hot (max +3).", + "text-fireshaper-mastermove": "Once you’ve trained with a master fireshaper, never again can you be Tagged by being burned by natural fire, or your own magical fire.", + "text-fireshaper-advance1": " You have +1 Hot (max +2).", + "text-fireshaper-advance2": " You have +1 Solid (max +2).", + "text-fireshaper-advance3": " You have +1 Keen (max +2).", + "text-fireshaper-advance4": " You have +1 Fluid (max +2).", + "text-fireshaper-advance5": " Take another Fireshaper move.", + "text-fireshaper-advance6": " Take another Fireshaper move.", + "text-fireshaper-advance7": " Take a move from any Playbook.", + "text-fireshaper-advance8": " Take a move from any Playbook.", + "text-fireshaper-advance9": " Take a move from a sub-Playbook.", + "text-fireshaper-advance10": " Take a move from a sub-Playbook.", + "text-fireshaper-advance11": " Take a new Chakra or write your own", + "lbl-hunter": "Hunter", + "text-hunterbackstory": "You regularly bring back trophies of your prey, grisly or otherwise. __________ has shown Respect for your talents.
    __________ has been kind to you when you were in need, and you Respect them for it. What promise have you made to them to show that Respect?", + "text-hunterinfo": "Choose two Hunter Moves:", + "text-hunter-move1name": "Ambush", + "text-hunter-move1desc": "While a foe is marked by a Tag indicating that they are not aware of your presence, you can spend 1 Chi to immediately defeat them and remove them from the action", + "text-hunter-move2name": "Friend of Nature", + "text-hunter-move2desc": "One of your Animal Companions may select a new Move.", + "text-hunter-move3name": "Guerrilla Tactics", + "text-hunter-move3desc": "When hunting in the wilderness, you may Commit Open Violence with Keen instead of Hot. On a 10 or greater, if you take advantage of an Environment Tag in the process also choose one of the Move With Intention options.", + "text-hunter-move4name": "Stealth", + "text-hunter-move4desc": "When you conceal yourself from view, roll +Fluid. On a 7 or greater, enemies can’t see you and are Tagged as Unwitting Prey. On a 7, 8, or 9, also select one of the following:
    ✦   Someone is on alert now.
    ✦   You can’t keep track of everyone from your hiding place.
    ✦   You can’t stay undetected here for long.", + "text-hunter-move5name": "The Path", + "text-hunter-move5desc": "When you seek the way to someone or something you’ve been searching for, roll +Keen. On a 10 or greater, you find a route that is safe to use, at least this once. On a 7, 8, or 9, choose one:
    ✦   Something has to get left behind on the way.
    ✦   You are followed by something dangerous.
    ✦   Your travel is obvious to all.", + "text-hunter-move6name": "White Stag", + "text-hunter-move6desc": "When you name a quarry your White Stag, swear an oath to capture or kill them (your choice). You always intuitively know if your White Stag is near, and while they are you take +1 on Commit Open Violence and Move With Intention rolls. You can only have one White Stag at a time. Break your Oath when you give up", + "text-hunter-mastermove": "Once you’ve trained with a master hunter, whenever you Tag a foe who is not aware of your presence you may immediately add an Environment Tag describing the current situation", + "text-hunter-advance1": " You have +1 Hot (max +2).", + "text-hunter-advance2": " You have +1 Solid (max +2).", + "text-hunter-advance3": " You have +1 Keen (max +2).", + "text-hunter-advance4": " You have +1 Fluid (max +2).", + "text-hunter-advance5": " Take another Hunter move.", + "text-hunter-advance6": " Take another Hunter move.", + "text-hunter-advance7": " Take a move from any Playbook.", + "text-hunter-advance8": " Take a move from any Playbook.", + "text-hunter-advance9": " Take a move from a sub-Playbook.", + "text-hunter-advance10": " Take a move from a sub-Playbook.", + "text-hunter-advance11": " Take a new Chakra or write your own", + "lbl-monk": "Monk", + "text-monkbackstory": "", + "text-monkinfo": "Choose two Moves", + "text-monk-move1name": "Calm Stability", + "text-monk-move1desc": "Until you personally show aggression toward your enemies, whenever you are still and unflinching in the face of imminent harm roll +Solid. On a 10 or greater, you still come through unscathed. On a 7, , or 9, the same, but you must act immediately against your attacker.", + "text-monk-move2name": "Chi Blocker", + "text-monk-move2desc": "When you assault your foe’s pressure points, roll +Hot. On a 10 or greater, name a type of action that foe is now incapable of. On a 7, 8, or 9, name two or three types of action and the MC will pick which one the foe can’t do.", + "text-monk-move3name": "Clarity of Senses", + "text-monk-move3desc": "When you find yourself in a tense situation, you can immediately apply an Environment Tag describing the situation.", + "text-monk-move4name": "Guru", + "text-monk-move4desc": "You teach others the path to self-improvement. Whenever you Help another character in an instructive or guiding capacity, they gain Respect for you. If they already Respect you, they gain 1 Chi", + "text-monk-move5name": "Spiritual", + "text-monk-move5desc": "With effort, you can contactentities of the Spirit World. When you meditate to call upon a spirit, roll +Chi spent. On a 10 or greater, that spirit appears to you. On a 7, 8, or 9, choose two:
    ✦   The correct spirit appears.
    ✦   The spirit is benevolent.
    ✦   The spirit doesn’t want something in return.
    You cannot spend additional Chi to improve the results of this roll, even when taking advantage of a Tag.", + "text-monk-move6name": "Stillness", + "text-monk-move6desc": "When you are subtle with your motions or settle into a defensive posture, you Move With Intention with Solid instead of Fluid.", + "text-monk-mastermove": "When you study under an enlightened soul, renew your monastic vows. Set a condition: You will never (choose 1):
    ✦   Afford yourself any luxury,
    ✦   Cause intentional harm,
    ✦   Tell anything but the truth.
    Treat this vow as a Chakra. If you break the vow, the Master knows and sends people for you.", + "text-monk-advance1": " You have +1 Hot (max +2).", + "text-monk-advance2": " You have +1 Solid (max +2).", + "text-monk-advance3": " You have +1 Keen (max +2).", + "text-monk-advance4": " You have +1 Fluid (max +2).", + "text-monk-advance5": " Take another Monk move.", + "text-monk-advance6": " Take another Monk move.", + "text-monk-advance7": " Take a move from any Playbook.", + "text-monk-advance8": " Take a move from any Playbook.", + "text-monk-advance9": " Take a move from a sub-Playbook.", + "text-monk-advance10": " Take a move from a sub-Playbook.", + "text-monk-advance11": " Take a new Chakra or write your own", + "lbl-peasant": "Peasant", + "text-peasantbackstory": "You owe __________ big, and have sworn to make it up to them. Decide whether you Respect them or not.
    What did you and __________ each swear that has brought you so close together and earned your mutual Respect? (if there are no other player characters so inclined, create an MC character instead.", + "text-peasantinfo": "Choose two moves:", + "text-peasant-move1name": "Fool's Luck", + "text-peasant-move1desc": "Your maximum Fortune is increased by 1. You can only spend Fortune if you’re not intentionally attempting to defend yourself.", + "text-peasant-move2name": "From the Gutter", + "text-peasant-move2desc": "When you Move With Intention while in a town or city, roll +Hot instead of +Fluid. If you do, add the following to the list of options:
    ✦   Take something of value from the target.", + "text-peasant-move3name": "Loyal Servant", + "text-peasant-move3desc": "When you make an Oath to someone above your station, add +1 to any rolls directly related to completing it. When someone above your station fulfills an Oath to you, if you did not Respect them, gain 1 Chi.", + "text-peasant-move4name": "Martyr", + "text-peasant-move4desc": "If someone near you would take a Tag and you intervene, you may take it yourself instead of them taking it (the Tag’s specific nature may change in the process). If you do, gain 1 Chi.", + "text-peasant-move5name": "Out of Focus", + "text-peasant-move5desc": "When you act like you belong to avoid drawing attention or to give commands, roll +Solid to Observe Carefully or Speak Honorably.", + "text-peasant-move6name": "Stalwart Presence", + "text-peasant-move6desc": "When you Help someone, on a 7 or greater you may spend 1 Chi to improve the result of their modified roll by one step, so long as you both are already Tagged.", + "text-peasant-mastermove": "There are no masters for what you do. Instead, when you receive training from a master of another discipline, you may take the Mastery Move from the appropriate playbook. When you do, you may spend 1 Chi to immediately transfer to that playbook.", + "text-peasant-advance1": " You have +1 Hot (max +2).", + "text-peasant-advance2": " You have +1 Solid (max +2).", + "text-peasant-advance3": " You have +1 Keen (max +2).", + "text-peasant-advance4": " You have +1 Fluid (max +2).", + "text-peasant-advance5": " Take another Peasant move.", + "text-peasant-advance6": " Take another Peasant move.", + "text-peasant-advance7": " Take a move from any Playbook.", + "text-peasant-advance8": " Take a move from any Playbook.", + "text-peasant-advance9": " Take a move from a sub-Playbook.", + "text-peasant-advance10": " Take a move from a sub-Playbook.", + "text-peasant-advance11": " Take a new Chakra or write your own", + "lbl-scholar": "Scholar", + "text-scholarbackstory": "__________ once saved your life, earning your Respect. In return, what did you promise them?", + "text-scholarinfo": "You start with Always Prepared and one other Move", + "text-scholar-move1name": "Always Prepared", + "text-scholar-move1desc": "When you begin the session, roll 1 die +Keen. The result is the number of Materials you have for that session. Spend Materials 1-for-1 to produce a small, simple tool of your choice. You may spend a second Material to produce a small, complex tool instead. Lastly, you may spend 1 Material at any point to ask a single question as if you’d succeeded on an Observe Carefully roll.", + "text-scholar-move2name": "Construct", + "text-scholar-move2desc": "When you take your time to build a complicated contraption, spend a number of Materials and roll +Materials spent. On a 10 or greater, you build it all up, maybe with one complication. On a 7, 8, or 9, the MC will choose two or three of the following conditions needed to perfect the contraption:
    ✦   You needed extra resources; the project takes an extra Material.
    ✦   It’ll take significantly longer to build.
    ✦   The best you can do is a lesser version, unreliable and limited.
    ✦   Finishing it attracts attention.
    ✦   You can’t do it alone", + "text-scholar-move3name": "Fight with Your Head", + "text-scholar-move3desc": "When you Commit Open Violence or Move With Intention after watching a foe for a moment, you may add the Observed Tag to the target before the roll.", + "text-scholar-move4name": "Ingenious", + "text-scholar-move4desc": "So long as you have any Materials, you have +1 Keen (max +3).", + "text-scholar-move5name": "Think it Through", + "text-scholar-move5desc": "When you use rational thought to Meditate on a subject, you roll +Keen instead of +Natural. If you spend 1 Material to consult your books in the process, you can Meditate quickly as well.", + "text-scholar-move6name": "Trained Observer", + "text-scholar-move6desc": "When you Observe Carefully, you may ask an additional question, regardless of result (even on a failure).", + "text-scholar-mastermove": "When you learn from a master inventor, choose a small object. You never need to spend Materials to produce this tool.
    Once you’ve learned from a master sage, when you Observe Carefully you may also ask the following question:
    ✦   What does my research reveal about this?", + "text-scholar-advance1": " You have +1 Hot (max +2).", + "text-scholar-advance2": " You have +1 Solid (max +2).", + "text-scholar-advance3": " You have +1 Keen (max +2).", + "text-scholar-advance4": " You have +1 Fluid (max +2).", + "text-scholar-advance5": " Take another Scholar move.", + "text-scholar-advance6": " Take another Scholar move.", + "text-scholar-advance7": " Take a move from any Playbook.", + "text-scholar-advance8": " Take a move from any Playbook.", + "text-scholar-advance9": " Take a move from a sub-Playbook.", + "text-scholar-advance10": " Take a move from a sub-Playbook.", + "text-scholar-advance11": " Take a new Chakra or write your own", + "lbl-spiritshaper": "Spiritshaper", + "text-spiritshaperbackstory": "You have the Respect of a Great Spirit, and thus its True Name. What is it?
    You Respect __________ and have shown them the Spirit World.
    What spirit have you summoned for __________? What went wrong?", + "text-spiritshaperinfo": "You start with two Moves:", + "text-spiritshaper-move1name": "Astral Projection", + "text-spiritshaper-move1desc": "When you step outside of your physical body, roll +Natural. On a 10 or greater, you can observe or converse beyond your own body. You may return instantly, but can still be hurt, and your physical form is unconscious and helpless. On a 7, 8, or 9, the same but you are quickly noticed, either in spirit or physical form.", + "text-spiritshaper-move2name": "Binding Contracts", + "text-spiritshaper-move2desc": "When you make a bargain with a spirit, it is obliged to to grant you an additional boon upon completion. When you break an Oath to a spirit, subtract 1 from all Speak Honorably and Act Dishonorably rolls until you reconcile with the spirit", + "text-spiritshaper-move3name": "Communion", + "text-spiritshaper-move3desc": "When you summon a spirit to bargain for services, roll plus the number of conditions you fulfill:
    ✦   You present an offering.
    ✦   You’ve previously met and established a price with the spirit.
    ✦   You are in a place of power. If you attempt to perform the summoning hastily, subtract 1. On a 10 or greater, the spirit fulfills the bargain before payment is needed. On a 7, 8, or 9, payment is required up front.", + "text-spiritshaper-move4name": "Medium", + "text-spiritshaper-move4desc": "When you channel the ghosts of the dead, roll +Solid. On a 7 or greater, you may ask 1 question that they must answer. On a 10 or greater, you may choose to embody the ghost. Take a Chakra in line with the ghost’s personality and you may appear as the ghost did in life.", + "text-spiritshaper-move5name": "Mindwarp", + "text-spiritshaper-move5desc": "When you exert your will over a being’s essence, roll +Fluid. On a 10 or greater, it falls under your influence (perhaps with resentment). On a 7, 8, or 9, it contorts your command, fights you for control, or has some influence over you in return.
    If used against another player character, treat the command as an Oath.", + "text-spiritshaper-move6name": "Whispering Spirits", + "text-spiritshaper-move6desc": "When you Observe Carefully, you may choose to answer questions instead of asking them. If you do, the MC chooses the question and you may answer it as you choose. You may mix asking and answering. If you answer any questions, the MC places an Environment Tag instead of you.", + "text-spiritshaper-mastermove": "Once you’ve trained with a master spiritshaper, you may use any spirit’s True Name to summon it at any time, without a roll, though it may not be happy or forgiving of this. A True Name must come from the spirit itself to be used this way", + "text-spiritshaper-advance1": " You have +1 Hot (max +2).", + "text-spiritshaper-advance2": " You have +1 Solid (max +2).", + "text-spiritshaper-advance3": " You have +1 Keen (max +2).", + "text-spiritshaper-advance4": " You have +1 Fluid (max +2).", + "text-spiritshaper-advance5": " Take another Spiritshaper move.", + "text-spiritshaper-advance6": " Take another Spiritshaper move.", + "text-spiritshaper-advance7": " Take a move from any Playbook.", + "text-spiritshaper-advance8": " Take a move from any Playbook.", + "text-spiritshaper-advance9": " Take a move from a sub-Playbook.", + "text-spiritshaper-advance10": " Take a move from a sub-Playbook.", + "text-spiritshaper-advance11": " Take a new Chakra or write your own", + "lbl-warrior": "Warrior", + "text-warriorbackstory": " You’ve sworn to never harm __________, even though you do not trust them.
    __________ has earned your wrath. Name this MC character and swear to bring about their downfall.", + "text-warriorinfo": "Choose two Moves:", + "text-warrior-move1name": "Improviser", + "text-warrior-move1desc": "Everything in your surroundings is a weapon in your hands. When you eschew your usual armament in favor of using the environment for the first time during a conflict, gain 1 Chi.", + "text-warrior-move2name": "Memories of Battle", + "text-warrior-move2desc": "When you spend Fortune you may choose to immediately Meditate on the situation by remembering something from your past, either as a flashback or just as a recollection.", + "text-warrior-move3name": "Outlaw", + "text-warrior-move3desc": "When you go outside the law or the morals of your community and Act Dishonorably, add +2 to your roll if you lose (or do not have) their Respect. If they are a player character, on a 7 or greater you may demand an Oath from them.", + "text-warrior-move4name": "Samurai", + "text-warrior-move4desc": "You have +1 maximum Fortune, and answer the following:
    To whom have you sworn your loyalty? Are you still loyal to them? Make an Oath reflecting your commitment to them.", + "text-warrior-move5name": "Suvivor", + "text-warrior-move5desc": "When you Commit Open Violence when you have a Moderate Tag, add 1 to the roll. If you have both a Moderate and a Severe Tag, instead gain 1 Chi.", + "text-warrior-move6name": "Wire-Fu", + "text-warrior-move6desc": "When you perform an implausible feat of athletics or physics-defying acrobatic stunt, Move With Intention. On a failure, you still choose one of the options.", + "text-warrior-mastermove": "Once you’ve trained with a master warrior, when you enter battle you may immediately challenge one foe to single combat. If they deny you, gain 1 Chi.", + "text-warrior-advance1": " You have +1 Hot (max +2).", + "text-warrior-advance2": " You have +1 Solid (max +2).", + "text-warrior-advance3": " You have +1 Keen (max +2).", + "text-warrior-advance4": " You have +1 Fluid (max +2).", + "text-warrior-advance5": " Take another Warrior move.", + "text-warrior-advance6": " Take another Warrior move.", + "text-warrior-advance7": " Take a move from any Playbook.", + "text-warrior-advance8": " Take a move from any Playbook.", + "text-warrior-advance9": " Take a move from a sub-Playbook.", + "text-warrior-advance10": " Take a move from a sub-Playbook.", + "text-warrior-advance11": " Take a new Chakra or write your own", + "lbl-watershaper": "Watershaper", + "text-watershaperbackstory": "Despite past failures, you are dedicated to your Oath to __________.
    __________ is beloved by my people, and so is Respected by me too.", + "text-watershaperinfo": "You get Watershaping, and choose one more:", + "text-watershaper-move1name": "Watershaping", + "text-watershaper-move1desc": "You have a small supply of Water. You can carry up to 3 Water, which is replenished whenever you come across a sufficient body of water. When you manipulate water in combat, spend 1 Water and roll +Fluid. On a 10 or greater, choose two from the list. On a 7, 8, or 9, just one. You may pick a single option multiple times.
    ✦   Impose a Tag on a foe.
    ✦   Impose an Environment Tag.
    ✦   Get the spent Water back.
    Other actions can involve watershaping, but are treated as whatever move would be appropriat", + "text-watershaper-move2name": "Healer", + "text-watershaper-move2desc": "When you take time to cover a wound with your element and lay hands upon it, roll +Natural. On a 10 or greater, the wound is visibly cured and the subject refreshed.
    On a 7, 8, or 9, serious wounds are healed but superficial ones remain.", + "text-watershaper-move3name": "Iceshaping", + "text-watershaper-move3desc": "You can control ice as if it were liquid water, and can shift between the two freely. When you shape ice in combat, roll +Keen instead of +Fluid, and on a 10 or greater you can make a third choice from the list of options.", + "text-watershaper-move4name": "Moon-Chosen", + "text-watershaper-move4desc": "When the moon has risen, you have +1 Fluid (max +3).", + "text-watershaper-move5name": "Shaping Stance", + "text-watershaper-move5desc": "When you set into a shaping stance, roll Move With Intention and add the following option to the list:
    ✦   Use the result of this Move’s roll as the result of your next shaping roll.", + "text-watershaper-move6name": "Ubiquity", + "text-watershaper-move6desc": "Spend 1 Chi to refill your Water from any environment, be it from water vapor, plants, or some other source other than an actual body of water.", + "text-watershaper-mastermove": "Once you’ve trained with a master watershaper, you are more efficient about your water use and may carry 1 additional Water", + "text-watershaper-advance1": " You have +1 Hot (max +2).", + "text-watershaper-advance2": " You have +1 Solid (max +2).", + "text-watershaper-advance3": " You have +1 Keen (max +2).", + "text-watershaper-advance4": " You have +1 Fluid (max +2).", + "text-watershaper-advance5": " Take another Watershaper move.", + "text-watershaper-advance6": " Take another Watershaper move.", + "text-watershaper-advance7": " Take a move from any Playbook.", + "text-watershaper-advance8": " Take a move from any Playbook.", + "text-watershaper-advance9": " Take a move from a sub-Playbook.", + "text-watershaper-advance10": " Take a move from a sub-Playbook.", + "text-watershaper-advance11": " Take a new Chakra or write your own", + "lbl-customplaybook": "Custom Playbook", + "text-custom-advance1": " You have +1 to any Stat (max +3).", + "text-custom-advance2": " You have +1 maximum Fortune.", + "text-custom-advance3": " Retire your character to safety.", + "text-custom-advance4": " Replace one of your Chakras.", + "text-custom-advance5": "Create a second character, played side-by-side with the first.", + "text-custom-advance6": " Change to a new Playbook", + "text-custom-advance7": " You have an Animal Companion with two Moves", + "lbl-companion": "Animal Companion", + "text-companion-move1name": "Wild", + "text-companion-move1desc": "Your companion has an Animal score of +2 instead of +1.", + "text-companion-move2name": "Unstopping", + "text-companion-move2desc": "Choose one type of terrain your companion can easily traverse: clouds, sea, solid stone", + "text-companion-move3name": "Zephyr", + "text-companion-move3desc": "When you ride with haste, roll +Animal. On a 7 or greater, you reach your destination swiftly. On a 7, 8, or 9, choose one:
    ✦   Trouble finds you there.
    ✦   Your companion is Exhausted.
    ✦   Your arrival causes a big scene.", + "text-companion-move4name": "Hound", + "text-companion-move4desc": "So long as you have some recent physical link to a subject, you can spend 1 Chi to find them (though it may not be fast or stealthy).", + "text-companion-move5name": "Pack Mentality", + "text-companion-move5desc": "When your companion is an equal participant in your maneuvers, roll +Animal in addition to rolling your own Move. On a 7 or greater, you may choose to use that result instead for your Move" +} diff --git a/Legend-of-the-Elements/translations/cs.json b/Legend-of-the-Elements/translations/cs.json new file mode 100644 index 0000000000..a1716e79a7 --- /dev/null +++ b/Legend-of-the-Elements/translations/cs.json @@ -0,0 +1,367 @@ +{ + "lbl-name": "Name", + "lbl-pronouns": "Pronouns", + "lbl-playbook": "Playbook", + "lbl-look": "Look", + "lbl-chakras": "chakras", + "lbl-backstory": "Your Backstory", + "lbl-strings": "Strings", + "lbl-promises": "Promises", + "lbl-harm": "Harm", + "text-harminfo": "At four Harm, Skirt Death.", + "lbl-conditions": "Conditions", + "lbl-notes": "Notes", + "lbl-moves": "Moves", + "lbl-other": "Other", + "lbl-oaths": "Oaths", + "lbl-fortune": "Fortune", + "lbl-minor-tags": "Minor Tags", + "lbl-moderate-tags": "Moderate tags", + "lbl-severe-tags": "Severe tags", + "lbl-gear": "Gear", + "lbl-respects": "I Respect", + "lbl-respecteds": "I Am Respected By", + "lbl-mastermove": "Mastery Move", + "lbl-seasonadvances": "Advanced Improvments", + "lbl-unlocked": "Unlocked", + "lbl-chi": "Chi", + "lbl-atfault": "At Fault", + "lbl-species": "Species", + "text-chiinfo": "Spend 5 chi and choose one advancement from the list below:", + "text-expreminder": "Don't forget to manually add any advancements to your sheet. Check any you've already taken.", + "text-seasonadvancesinfo": "(after you’ve taken five Improvements, you may also choose Advanced Improvements)", + "text-seasonadvances1": " You have +1 to any Stat (max +3).", + "text-seasonadvances2": " You have +1 maximum Fortune.", + "text-seasonadvances3": " Retire your character to safety.", + "text-seasonadvances4": " Replace one of your Chakras.", + "text-seasonadvances5": " Create a second character, played side-by-side with the first.", + "text-seasonadvances6": " Change to a new Playbook", + "text-seasonadvances7": " You have an Animal Companion with two Moves", + "lbl-seasonadvancements": "Season Advancements", + "text-askbonus": "Any other modifiers?", + "text-commentprompt": "Comment", + "text-commentexample": "..To do something!", + "lbl-Natural": "Natural", + "lbl-Hot": "Hot", + "lbl-Solid": "Solid", + "lbl-Keen": "Keen", + "lbl-Fluid": "Fluid", + "lbl-Animal": "Animal", + "lbl-bullet": "
    ✦  ", + "lbl-airshaper": "Airshaper", + "text-airshaperbackstory": "You made __________ a promise a long time ago, but have made no progress. What was it?
    __________ is a close friend, we Respect each other.", + "text-airshaperinfo": "You get Airshaping, and choose one more:", + "text-airshaper-move1name": "Airshaping", + "text-airshaper-move1desc": "When you manipulate the air to control the area, roll +Natural. On a 7 or greater, choose one:
    ✦  Immobilize a foe.
    ✦  Move as fast as the wind.
    ✦  Perform a great feat of acrobatics.
    ✦  Reposition the battlefield. On a 10 or greater, as above, but also add 1 to your rolls until you stop moving.
    Other actions can involve airshaping, but are treated as whatever move would be appropriate.", + "text-airshaper-move2name": "Attuned", + "text-airshaper-move2desc": "When you are outdoors, you have +1 Natural (max +3).", + "text-airshaper-move3name": "Nomad", + "text-airshaper-move3desc": "When you Meditate about some facet of the world (natural or Spirit), on a 7 or greater you may also ask the MC one related question that they must answer.", + "text-airshaper-move4name": "Redirection", + "text-airshaper-move4desc": "When you change the target of an attack, roll +Fluid. On a 10 or greater, it strikes a new target of your choice. On a 7, 8, or 9, you redirect it and it strikes a new target of the MC’s choice.", + "text-airshaper-move5name": "Soundshaping", + "text-airshaper-move5desc": "You can manipulate sound as just another facet of the air. When you use this to mimic, amplify, or reduce noises, roll +Keen. On a 10 or greater, you can convincingly project any sound you’ve heard. On a 7, 8, or 9, the replication is pretty close, but you are also exposed to danger.", + "text-airshaper-move6name": "Unburdened", + "text-airshaper-move6desc": "So long as you have no unresolved Oaths, add 1 to all Speak Honorably and Act Dishonorably rolls.", + "text-airshaper-mastermove": "Once you’ve trained with a master airshaper, add the following to the Move With Intention option list:
    ✦   Roll your next Move with Natural instead of its usual Stat.", + "text-airshaper-advance1": " You have +1 Hot (max +2).", + "text-airshaper-advance2": " You have +1 Solid (max +2).", + "text-airshaper-advance3": " You have +1 Keen (max +2).", + "text-airshaper-advance4": " You have +1 Fluid (max +2).", + "text-airshaper-advance5": " Take another Airshaper move.", + "text-airshaper-advance6": " Take another Airshaper move.", + "text-airshaper-advance7": " Take a move from any Playbook.", + "text-airshaper-advance8": " Take a move from any Playbook.", + "text-airshaper-advance9": " Take a move from a sub-Playbook.", + "text-airshaper-advance10": " Take a move from a sub-Playbook.", + "text-airshaper-advance11": " Take a new Chakra or write your own", + "lbl-aristocrat": "Aristocrat", + "text-aristocratbackstory": "Gain the Respect of as many characters as you desire. For each character you cause to Respect you, make an Oath, though it needn’t be to that character", + "text-aristocratinfo": "Choose two moves:", + "text-aristocrat-move1name": "Currency of Favors", + "text-aristocrat-move1desc": "Whenever you Help someone, you can demand a favor of them first. If they agree, they gain 1 Chi.", + "text-aristocrat-move2name": "Henchmen", + "text-aristocrat-move2desc": "You have a small force of loyal henchmen. They can be sent out with commands or aid your efforts as you wish, though their obedience is not absolute", + "text-aristocrat-move3name": "Intrigue", + "text-aristocrat-move3desc": "When you Act Dishonorably but disguise it in polite conversation, roll +Natural instead of +Hot.", + "text-aristocrat-move4name": "Mastermind", + "text-aristocrat-move4desc": "When you scheme and plan a future plot, roll +Keen. On a 10 or greater, the MC will pick 2 of the following conditions, only one of which must be addressed to succeed. On a 7, 8, or 9, the same thing, but you’ll need to address both.
    ✦   It will be very expensive or resource-intensive.
    ✦   It will take hours/days.
    ✦   You’re going to need __________’s help.
    ✦   __________ stands in the way of success.", + "text-aristocrat-move5name": "Silver Tongue", + "text-aristocrat-move5desc": "Whenever you roll a 10 or greater to Speak Honorably, the target must also offer something extra they think you want.", + "text-aristocrat-move6name": "Web of Commitments", + "text-aristocrat-move6desc": "When you take an Oath contradictory to another you’ve made, you may give up one of them without it counting as breaking an Oath (for purposes of the move), though there will still likely be social consequences to not fulfilling it.", + "text-aristocrat-mastermove": "Once you’ve trained with a master politician, choose 1:
    ✦   You’re better at juggling many engagements; when you have at least 3 Oaths and take an additional Oath, gain 1 Chi.
    ✦   You’re most skilled at handling one thing at a time; when you have exactly 1 Oath, add 1 to any roll when making actions directly related to completing it.", + "text-aristocrat-advance1": " You have +1 Hot (max +2).", + "text-aristocrat-advance2": " You have +1 Solid (max +2).", + "text-aristocrat-advance3": " You have +1 Keen (max +2).", + "text-aristocrat-advance4": " You have +1 Fluid (max +2).", + "text-aristocrat-advance5": " Take another Aristocrat move.", + "text-aristocrat-advance6": " Take another Aristocrat move.", + "text-aristocrat-advance7": " Take a move from any Playbook.", + "text-aristocrat-advance8": " Take a move from any Playbook.", + "text-aristocrat-advance9": " Take a move from a sub-Playbook.", + "text-aristocrat-advance10": " Take a move from a sub-Playbook.", + "text-aristocrat-advance11": " Take a new Chakra or write your own", + "lbl-earthshaper": "Earthshaper", + "text-earthshaperbackstory": "You don’t let people down, usually. Every character has Respect for you, except for __________.
    What have you promised them to try and gain their confidence?", + "text-earthshaperinfo": "You get Earthshaping, and choose one more:", + "text-earthshaper-move1name": "Earthshaping", + "text-earthshaper-move1desc": "When you alter the battlefield’s topography, roll +Solid. On a 7 or greater, add an appropriate Environment Tag. On a 10 or greater, anyone taking advantage of this Environment Tag when making a Move add +1 to their roll.
    Other actions can involve earthshaping, but are treated as whatever move would be appropriate", + "text-earthshaper-move2name": "Bulldozer", + "text-earthshaper-move2desc": "When your actions lead to the immediate destruction of (or relief from) an Environment Tag, gain 1 Chi.", + "text-earthshaper-move3name": "Defender", + "text-earthshaper-move3desc": "Whenever you are in your element, you can protect yourself from an attack (and associated Tag) by spending 1 Chi. If it was a player attacking you, give them the Chi. Otherwise, give it to the MC", + "text-earthshaper-move4name": "Metalshaping", + "text-earthshaper-move4desc": "You can control metal that you are in contact with. When you do, it’s the same as Earthshaping but roll +Keen instead of +Solid. When you metalshape against someone, on a 7 or greater you can Tag the target as well as the environment.", + "text-earthshaper-move5name": "Rooted", + "text-earthshaper-move5desc": "When you are in solid contact with the ground, you have +1 Solid (max +3).", + "text-earthshaper-move6name": "Vibration Sense", + "text-earthshaper-move6desc": "You can see and feel anything in contact with the ground (within reasonable distance). When you Observe Carefully, add the following questions to the list of options:
    ✦   Are they telling the truth?
    ✦   What does their body language betray about their plans?
    ✦   What is unseen but in contact with the ground?", + "text-earthshaper-mastermove": "Once you’ve trained with a master Earthshaper, whenever you pass up an opportunity for action or resist opposition without reaction, gain 1 Chi.", + "text-earthshaper-advance1": " You have +1 Hot (max +2).", + "text-earthshaper-advance2": " You have +1 Solid (max +2).", + "text-earthshaper-advance3": " You have +1 Keen (max +2).", + "text-earthshaper-advance4": " You have +1 Fluid (max +2).", + "text-earthshaper-advance5": " Take another Earthshaper move.", + "text-earthshaper-advance6": " Take another Earthshaper move.", + "text-earthshaper-advance7": " Take a move from any Playbook.", + "text-earthshaper-advance8": " Take a move from any Playbook.", + "text-earthshaper-advance9": " Take a move from a sub-Playbook.", + "text-earthshaper-advance10": " Take a move from a sub-Playbook.", + "text-earthshaper-advance11": " Take a new Chakra or write your own", + "lbl-fireshaper": "Fireshaper", + "text-fireshaperbackstory": "Make two Oaths: one making up for past failures, and one made to ease another’s burdens.", + "text-fireshaperinfo": "You get Fireshaping, and choose one more:", + "text-fireshaper-move1name": "Fireshaping", + "text-fireshaper-move1desc": "When you create or manipulate open flame to attack, roll +Hot. On a 10 or greater, it does what you want, Tagging targets as appropriate. On a 7, 8, or 9, you lose control of it in some manner (choose 1):
    ✦   The flames are larger and more taxing than intended. They burn hot and strong, but take -1 to th next roll you make.
    ✦   The flames explode into being, injuring all nearby, including the Fireshaper. Add Tags as appropriate.
    ✦   You set fire to the area. Add a relevant Environment Tag.
    Other actions can involve fireshaping, but are treated as whatever move would be appropriate", + "text-fireshaper-move2name": "Driven by Honor", + "text-fireshaper-move2desc": "When you fervently pursue the completion of an Oath to someone who doesn’t Respect you, add 1 to all Stand Fast and Speak Honorably rolls", + "text-fireshaper-move3name": "Hot-Headed", + "text-fireshaper-move3desc": "When you are treated disrespectfully and respond by Acting Dishonorably, add +1 to your roll. If you respond by Committing Open Violence, gain 1 Chi instead.", + "text-fireshaper-move4name": "Inner Passion", + "text-fireshaper-move4desc": "Decide and inform the MC of what emotion fuels your shaping. If the emotion is destructive or negative (such as anger, arrogance, or fear) you may Stand Fast with Hot instead of Solid.
    If the emotion is a positive or constructive one (such as harmony, discipline, or hope) you may Move With Intention with Hot instead of Fluid.", + "text-fireshaper-move5name": "Lightningshaping", + "text-fireshaper-move5desc": "+Fluid. On a 10 or greater, you succeed at projecting or redirecting the lightning strike.
    On a 7, 8, or 9, choose 1:
    ✦   Some power rebounds, shocking and Tagging the shaper as well.
    ✦   The lightning doesn’t strike the target, but all that can see it gain the Dazed Tag.
    ✦   The blast misses but causes explosive and chaotic damage; the MC adds an appropriate Environment Tag.", + "text-fireshaper-move6name": "Sunsoul", + "text-fireshaper-move6desc": "When the sun is in the sky, you have +1 Hot (max +3).", + "text-fireshaper-mastermove": "Once you’ve trained with a master fireshaper, never again can you be Tagged by being burned by natural fire, or your own magical fire.", + "text-fireshaper-advance1": " You have +1 Hot (max +2).", + "text-fireshaper-advance2": " You have +1 Solid (max +2).", + "text-fireshaper-advance3": " You have +1 Keen (max +2).", + "text-fireshaper-advance4": " You have +1 Fluid (max +2).", + "text-fireshaper-advance5": " Take another Fireshaper move.", + "text-fireshaper-advance6": " Take another Fireshaper move.", + "text-fireshaper-advance7": " Take a move from any Playbook.", + "text-fireshaper-advance8": " Take a move from any Playbook.", + "text-fireshaper-advance9": " Take a move from a sub-Playbook.", + "text-fireshaper-advance10": " Take a move from a sub-Playbook.", + "text-fireshaper-advance11": " Take a new Chakra or write your own", + "lbl-hunter": "Hunter", + "text-hunterbackstory": "You regularly bring back trophies of your prey, grisly or otherwise. __________ has shown Respect for your talents.
    __________ has been kind to you when you were in need, and you Respect them for it. What promise have you made to them to show that Respect?", + "text-hunterinfo": "Choose two Hunter Moves:", + "text-hunter-move1name": "Ambush", + "text-hunter-move1desc": "While a foe is marked by a Tag indicating that they are not aware of your presence, you can spend 1 Chi to immediately defeat them and remove them from the action", + "text-hunter-move2name": "Friend of Nature", + "text-hunter-move2desc": "One of your Animal Companions may select a new Move.", + "text-hunter-move3name": "Guerrilla Tactics", + "text-hunter-move3desc": "When hunting in the wilderness, you may Commit Open Violence with Keen instead of Hot. On a 10 or greater, if you take advantage of an Environment Tag in the process also choose one of the Move With Intention options.", + "text-hunter-move4name": "Stealth", + "text-hunter-move4desc": "When you conceal yourself from view, roll +Fluid. On a 7 or greater, enemies can’t see you and are Tagged as Unwitting Prey. On a 7, 8, or 9, also select one of the following:
    ✦   Someone is on alert now.
    ✦   You can’t keep track of everyone from your hiding place.
    ✦   You can’t stay undetected here for long.", + "text-hunter-move5name": "The Path", + "text-hunter-move5desc": "When you seek the way to someone or something you’ve been searching for, roll +Keen. On a 10 or greater, you find a route that is safe to use, at least this once. On a 7, 8, or 9, choose one:
    ✦   Something has to get left behind on the way.
    ✦   You are followed by something dangerous.
    ✦   Your travel is obvious to all.", + "text-hunter-move6name": "White Stag", + "text-hunter-move6desc": "When you name a quarry your White Stag, swear an oath to capture or kill them (your choice). You always intuitively know if your White Stag is near, and while they are you take +1 on Commit Open Violence and Move With Intention rolls. You can only have one White Stag at a time. Break your Oath when you give up", + "text-hunter-mastermove": "Once you’ve trained with a master hunter, whenever you Tag a foe who is not aware of your presence you may immediately add an Environment Tag describing the current situation", + "text-hunter-advance1": " You have +1 Hot (max +2).", + "text-hunter-advance2": " You have +1 Solid (max +2).", + "text-hunter-advance3": " You have +1 Keen (max +2).", + "text-hunter-advance4": " You have +1 Fluid (max +2).", + "text-hunter-advance5": " Take another Hunter move.", + "text-hunter-advance6": " Take another Hunter move.", + "text-hunter-advance7": " Take a move from any Playbook.", + "text-hunter-advance8": " Take a move from any Playbook.", + "text-hunter-advance9": " Take a move from a sub-Playbook.", + "text-hunter-advance10": " Take a move from a sub-Playbook.", + "text-hunter-advance11": " Take a new Chakra or write your own", + "lbl-monk": "Monk", + "text-monkbackstory": "", + "text-monkinfo": "Choose two Moves", + "text-monk-move1name": "Calm Stability", + "text-monk-move1desc": "Until you personally show aggression toward your enemies, whenever you are still and unflinching in the face of imminent harm roll +Solid. On a 10 or greater, you still come through unscathed. On a 7, , or 9, the same, but you must act immediately against your attacker.", + "text-monk-move2name": "Chi Blocker", + "text-monk-move2desc": "When you assault your foe’s pressure points, roll +Hot. On a 10 or greater, name a type of action that foe is now incapable of. On a 7, 8, or 9, name two or three types of action and the MC will pick which one the foe can’t do.", + "text-monk-move3name": "Clarity of Senses", + "text-monk-move3desc": "When you find yourself in a tense situation, you can immediately apply an Environment Tag describing the situation.", + "text-monk-move4name": "Guru", + "text-monk-move4desc": "You teach others the path to self-improvement. Whenever you Help another character in an instructive or guiding capacity, they gain Respect for you. If they already Respect you, they gain 1 Chi", + "text-monk-move5name": "Spiritual", + "text-monk-move5desc": "With effort, you can contactentities of the Spirit World. When you meditate to call upon a spirit, roll +Chi spent. On a 10 or greater, that spirit appears to you. On a 7, 8, or 9, choose two:
    ✦   The correct spirit appears.
    ✦   The spirit is benevolent.
    ✦   The spirit doesn’t want something in return.
    You cannot spend additional Chi to improve the results of this roll, even when taking advantage of a Tag.", + "text-monk-move6name": "Stillness", + "text-monk-move6desc": "When you are subtle with your motions or settle into a defensive posture, you Move With Intention with Solid instead of Fluid.", + "text-monk-mastermove": "When you study under an enlightened soul, renew your monastic vows. Set a condition: You will never (choose 1):
    ✦   Afford yourself any luxury,
    ✦   Cause intentional harm,
    ✦   Tell anything but the truth.
    Treat this vow as a Chakra. If you break the vow, the Master knows and sends people for you.", + "text-monk-advance1": " You have +1 Hot (max +2).", + "text-monk-advance2": " You have +1 Solid (max +2).", + "text-monk-advance3": " You have +1 Keen (max +2).", + "text-monk-advance4": " You have +1 Fluid (max +2).", + "text-monk-advance5": " Take another Monk move.", + "text-monk-advance6": " Take another Monk move.", + "text-monk-advance7": " Take a move from any Playbook.", + "text-monk-advance8": " Take a move from any Playbook.", + "text-monk-advance9": " Take a move from a sub-Playbook.", + "text-monk-advance10": " Take a move from a sub-Playbook.", + "text-monk-advance11": " Take a new Chakra or write your own", + "lbl-peasant": "Peasant", + "text-peasantbackstory": "You owe __________ big, and have sworn to make it up to them. Decide whether you Respect them or not.
    What did you and __________ each swear that has brought you so close together and earned your mutual Respect? (if there are no other player characters so inclined, create an MC character instead.", + "text-peasantinfo": "Choose two moves:", + "text-peasant-move1name": "Fool's Luck", + "text-peasant-move1desc": "Your maximum Fortune is increased by 1. You can only spend Fortune if you’re not intentionally attempting to defend yourself.", + "text-peasant-move2name": "From the Gutter", + "text-peasant-move2desc": "When you Move With Intention while in a town or city, roll +Hot instead of +Fluid. If you do, add the following to the list of options:
    ✦   Take something of value from the target.", + "text-peasant-move3name": "Loyal Servant", + "text-peasant-move3desc": "When you make an Oath to someone above your station, add +1 to any rolls directly related to completing it. When someone above your station fulfills an Oath to you, if you did not Respect them, gain 1 Chi.", + "text-peasant-move4name": "Martyr", + "text-peasant-move4desc": "If someone near you would take a Tag and you intervene, you may take it yourself instead of them taking it (the Tag’s specific nature may change in the process). If you do, gain 1 Chi.", + "text-peasant-move5name": "Out of Focus", + "text-peasant-move5desc": "When you act like you belong to avoid drawing attention or to give commands, roll +Solid to Observe Carefully or Speak Honorably.", + "text-peasant-move6name": "Stalwart Presence", + "text-peasant-move6desc": "When you Help someone, on a 7 or greater you may spend 1 Chi to improve the result of their modified roll by one step, so long as you both are already Tagged.", + "text-peasant-mastermove": "There are no masters for what you do. Instead, when you receive training from a master of another discipline, you may take the Mastery Move from the appropriate playbook. When you do, you may spend 1 Chi to immediately transfer to that playbook.", + "text-peasant-advance1": " You have +1 Hot (max +2).", + "text-peasant-advance2": " You have +1 Solid (max +2).", + "text-peasant-advance3": " You have +1 Keen (max +2).", + "text-peasant-advance4": " You have +1 Fluid (max +2).", + "text-peasant-advance5": " Take another Peasant move.", + "text-peasant-advance6": " Take another Peasant move.", + "text-peasant-advance7": " Take a move from any Playbook.", + "text-peasant-advance8": " Take a move from any Playbook.", + "text-peasant-advance9": " Take a move from a sub-Playbook.", + "text-peasant-advance10": " Take a move from a sub-Playbook.", + "text-peasant-advance11": " Take a new Chakra or write your own", + "lbl-scholar": "Scholar", + "text-scholarbackstory": "__________ once saved your life, earning your Respect. In return, what did you promise them?", + "text-scholarinfo": "You start with Always Prepared and one other Move", + "text-scholar-move1name": "Always Prepared", + "text-scholar-move1desc": "When you begin the session, roll 1 die +Keen. The result is the number of Materials you have for that session. Spend Materials 1-for-1 to produce a small, simple tool of your choice. You may spend a second Material to produce a small, complex tool instead. Lastly, you may spend 1 Material at any point to ask a single question as if you’d succeeded on an Observe Carefully roll.", + "text-scholar-move2name": "Construct", + "text-scholar-move2desc": "When you take your time to build a complicated contraption, spend a number of Materials and roll +Materials spent. On a 10 or greater, you build it all up, maybe with one complication. On a 7, 8, or 9, the MC will choose two or three of the following conditions needed to perfect the contraption:
    ✦   You needed extra resources; the project takes an extra Material.
    ✦   It’ll take significantly longer to build.
    ✦   The best you can do is a lesser version, unreliable and limited.
    ✦   Finishing it attracts attention.
    ✦   You can’t do it alone", + "text-scholar-move3name": "Fight with Your Head", + "text-scholar-move3desc": "When you Commit Open Violence or Move With Intention after watching a foe for a moment, you may add the Observed Tag to the target before the roll.", + "text-scholar-move4name": "Ingenious", + "text-scholar-move4desc": "So long as you have any Materials, you have +1 Keen (max +3).", + "text-scholar-move5name": "Think it Through", + "text-scholar-move5desc": "When you use rational thought to Meditate on a subject, you roll +Keen instead of +Natural. If you spend 1 Material to consult your books in the process, you can Meditate quickly as well.", + "text-scholar-move6name": "Trained Observer", + "text-scholar-move6desc": "When you Observe Carefully, you may ask an additional question, regardless of result (even on a failure).", + "text-scholar-mastermove": "When you learn from a master inventor, choose a small object. You never need to spend Materials to produce this tool.
    Once you’ve learned from a master sage, when you Observe Carefully you may also ask the following question:
    ✦   What does my research reveal about this?", + "text-scholar-advance1": " You have +1 Hot (max +2).", + "text-scholar-advance2": " You have +1 Solid (max +2).", + "text-scholar-advance3": " You have +1 Keen (max +2).", + "text-scholar-advance4": " You have +1 Fluid (max +2).", + "text-scholar-advance5": " Take another Scholar move.", + "text-scholar-advance6": " Take another Scholar move.", + "text-scholar-advance7": " Take a move from any Playbook.", + "text-scholar-advance8": " Take a move from any Playbook.", + "text-scholar-advance9": " Take a move from a sub-Playbook.", + "text-scholar-advance10": " Take a move from a sub-Playbook.", + "text-scholar-advance11": " Take a new Chakra or write your own", + "lbl-spiritshaper": "Spiritshaper", + "text-spiritshaperbackstory": "You have the Respect of a Great Spirit, and thus its True Name. What is it?
    You Respect __________ and have shown them the Spirit World.
    What spirit have you summoned for __________? What went wrong?", + "text-spiritshaperinfo": "You start with two Moves:", + "text-spiritshaper-move1name": "Astral Projection", + "text-spiritshaper-move1desc": "When you step outside of your physical body, roll +Natural. On a 10 or greater, you can observe or converse beyond your own body. You may return instantly, but can still be hurt, and your physical form is unconscious and helpless. On a 7, 8, or 9, the same but you are quickly noticed, either in spirit or physical form.", + "text-spiritshaper-move2name": "Binding Contracts", + "text-spiritshaper-move2desc": "When you make a bargain with a spirit, it is obliged to to grant you an additional boon upon completion. When you break an Oath to a spirit, subtract 1 from all Speak Honorably and Act Dishonorably rolls until you reconcile with the spirit", + "text-spiritshaper-move3name": "Communion", + "text-spiritshaper-move3desc": "When you summon a spirit to bargain for services, roll plus the number of conditions you fulfill:
    ✦   You present an offering.
    ✦   You’ve previously met and established a price with the spirit.
    ✦   You are in a place of power. If you attempt to perform the summoning hastily, subtract 1. On a 10 or greater, the spirit fulfills the bargain before payment is needed. On a 7, 8, or 9, payment is required up front.", + "text-spiritshaper-move4name": "Medium", + "text-spiritshaper-move4desc": "When you channel the ghosts of the dead, roll +Solid. On a 7 or greater, you may ask 1 question that they must answer. On a 10 or greater, you may choose to embody the ghost. Take a Chakra in line with the ghost’s personality and you may appear as the ghost did in life.", + "text-spiritshaper-move5name": "Mindwarp", + "text-spiritshaper-move5desc": "When you exert your will over a being’s essence, roll +Fluid. On a 10 or greater, it falls under your influence (perhaps with resentment). On a 7, 8, or 9, it contorts your command, fights you for control, or has some influence over you in return.
    If used against another player character, treat the command as an Oath.", + "text-spiritshaper-move6name": "Whispering Spirits", + "text-spiritshaper-move6desc": "When you Observe Carefully, you may choose to answer questions instead of asking them. If you do, the MC chooses the question and you may answer it as you choose. You may mix asking and answering. If you answer any questions, the MC places an Environment Tag instead of you.", + "text-spiritshaper-mastermove": "Once you’ve trained with a master spiritshaper, you may use any spirit’s True Name to summon it at any time, without a roll, though it may not be happy or forgiving of this. A True Name must come from the spirit itself to be used this way", + "text-spiritshaper-advance1": " You have +1 Hot (max +2).", + "text-spiritshaper-advance2": " You have +1 Solid (max +2).", + "text-spiritshaper-advance3": " You have +1 Keen (max +2).", + "text-spiritshaper-advance4": " You have +1 Fluid (max +2).", + "text-spiritshaper-advance5": " Take another Spiritshaper move.", + "text-spiritshaper-advance6": " Take another Spiritshaper move.", + "text-spiritshaper-advance7": " Take a move from any Playbook.", + "text-spiritshaper-advance8": " Take a move from any Playbook.", + "text-spiritshaper-advance9": " Take a move from a sub-Playbook.", + "text-spiritshaper-advance10": " Take a move from a sub-Playbook.", + "text-spiritshaper-advance11": " Take a new Chakra or write your own", + "lbl-warrior": "Warrior", + "text-warriorbackstory": " You’ve sworn to never harm __________, even though you do not trust them.
    __________ has earned your wrath. Name this MC character and swear to bring about their downfall.", + "text-warriorinfo": "Choose two Moves:", + "text-warrior-move1name": "Improviser", + "text-warrior-move1desc": "Everything in your surroundings is a weapon in your hands. When you eschew your usual armament in favor of using the environment for the first time during a conflict, gain 1 Chi.", + "text-warrior-move2name": "Memories of Battle", + "text-warrior-move2desc": "When you spend Fortune you may choose to immediately Meditate on the situation by remembering something from your past, either as a flashback or just as a recollection.", + "text-warrior-move3name": "Outlaw", + "text-warrior-move3desc": "When you go outside the law or the morals of your community and Act Dishonorably, add +2 to your roll if you lose (or do not have) their Respect. If they are a player character, on a 7 or greater you may demand an Oath from them.", + "text-warrior-move4name": "Samurai", + "text-warrior-move4desc": "You have +1 maximum Fortune, and answer the following:
    To whom have you sworn your loyalty? Are you still loyal to them? Make an Oath reflecting your commitment to them.", + "text-warrior-move5name": "Suvivor", + "text-warrior-move5desc": "When you Commit Open Violence when you have a Moderate Tag, add 1 to the roll. If you have both a Moderate and a Severe Tag, instead gain 1 Chi.", + "text-warrior-move6name": "Wire-Fu", + "text-warrior-move6desc": "When you perform an implausible feat of athletics or physics-defying acrobatic stunt, Move With Intention. On a failure, you still choose one of the options.", + "text-warrior-mastermove": "Once you’ve trained with a master warrior, when you enter battle you may immediately challenge one foe to single combat. If they deny you, gain 1 Chi.", + "text-warrior-advance1": " You have +1 Hot (max +2).", + "text-warrior-advance2": " You have +1 Solid (max +2).", + "text-warrior-advance3": " You have +1 Keen (max +2).", + "text-warrior-advance4": " You have +1 Fluid (max +2).", + "text-warrior-advance5": " Take another Warrior move.", + "text-warrior-advance6": " Take another Warrior move.", + "text-warrior-advance7": " Take a move from any Playbook.", + "text-warrior-advance8": " Take a move from any Playbook.", + "text-warrior-advance9": " Take a move from a sub-Playbook.", + "text-warrior-advance10": " Take a move from a sub-Playbook.", + "text-warrior-advance11": " Take a new Chakra or write your own", + "lbl-watershaper": "Watershaper", + "text-watershaperbackstory": "Despite past failures, you are dedicated to your Oath to __________.
    __________ is beloved by my people, and so is Respected by me too.", + "text-watershaperinfo": "You get Watershaping, and choose one more:", + "text-watershaper-move1name": "Watershaping", + "text-watershaper-move1desc": "You have a small supply of Water. You can carry up to 3 Water, which is replenished whenever you come across a sufficient body of water. When you manipulate water in combat, spend 1 Water and roll +Fluid. On a 10 or greater, choose two from the list. On a 7, 8, or 9, just one. You may pick a single option multiple times.
    ✦   Impose a Tag on a foe.
    ✦   Impose an Environment Tag.
    ✦   Get the spent Water back.
    Other actions can involve watershaping, but are treated as whatever move would be appropriat", + "text-watershaper-move2name": "Healer", + "text-watershaper-move2desc": "When you take time to cover a wound with your element and lay hands upon it, roll +Natural. On a 10 or greater, the wound is visibly cured and the subject refreshed.
    On a 7, 8, or 9, serious wounds are healed but superficial ones remain.", + "text-watershaper-move3name": "Iceshaping", + "text-watershaper-move3desc": "You can control ice as if it were liquid water, and can shift between the two freely. When you shape ice in combat, roll +Keen instead of +Fluid, and on a 10 or greater you can make a third choice from the list of options.", + "text-watershaper-move4name": "Moon-Chosen", + "text-watershaper-move4desc": "When the moon has risen, you have +1 Fluid (max +3).", + "text-watershaper-move5name": "Shaping Stance", + "text-watershaper-move5desc": "When you set into a shaping stance, roll Move With Intention and add the following option to the list:
    ✦   Use the result of this Move’s roll as the result of your next shaping roll.", + "text-watershaper-move6name": "Ubiquity", + "text-watershaper-move6desc": "Spend 1 Chi to refill your Water from any environment, be it from water vapor, plants, or some other source other than an actual body of water.", + "text-watershaper-mastermove": "Once you’ve trained with a master watershaper, you are more efficient about your water use and may carry 1 additional Water", + "text-watershaper-advance1": " You have +1 Hot (max +2).", + "text-watershaper-advance2": " You have +1 Solid (max +2).", + "text-watershaper-advance3": " You have +1 Keen (max +2).", + "text-watershaper-advance4": " You have +1 Fluid (max +2).", + "text-watershaper-advance5": " Take another Watershaper move.", + "text-watershaper-advance6": " Take another Watershaper move.", + "text-watershaper-advance7": " Take a move from any Playbook.", + "text-watershaper-advance8": " Take a move from any Playbook.", + "text-watershaper-advance9": " Take a move from a sub-Playbook.", + "text-watershaper-advance10": " Take a move from a sub-Playbook.", + "text-watershaper-advance11": " Take a new Chakra or write your own", + "lbl-customplaybook": "Custom Playbook", + "text-custom-advance1": " You have +1 to any Stat (max +3).", + "text-custom-advance2": " You have +1 maximum Fortune.", + "text-custom-advance3": " Retire your character to safety.", + "text-custom-advance4": " Replace one of your Chakras.", + "text-custom-advance5": "Create a second character, played side-by-side with the first.", + "text-custom-advance6": " Change to a new Playbook", + "text-custom-advance7": " You have an Animal Companion with two Moves", + "lbl-companion": "Animal Companion", + "text-companion-move1name": "Wild", + "text-companion-move1desc": "Your companion has an Animal score of +2 instead of +1.", + "text-companion-move2name": "Unstopping", + "text-companion-move2desc": "Choose one type of terrain your companion can easily traverse: clouds, sea, solid stone", + "text-companion-move3name": "Zephyr", + "text-companion-move3desc": "When you ride with haste, roll +Animal. On a 7 or greater, you reach your destination swiftly. On a 7, 8, or 9, choose one:
    ✦   Trouble finds you there.
    ✦   Your companion is Exhausted.
    ✦   Your arrival causes a big scene.", + "text-companion-move4name": "Hound", + "text-companion-move4desc": "So long as you have some recent physical link to a subject, you can spend 1 Chi to find them (though it may not be fast or stealthy).", + "text-companion-move5name": "Pack Mentality", + "text-companion-move5desc": "When your companion is an equal participant in your maneuvers, roll +Animal in addition to rolling your own Move. On a 7 or greater, you may choose to use that result instead for your Move" +} diff --git a/Legend-of-the-Elements/translations/da.json b/Legend-of-the-Elements/translations/da.json new file mode 100644 index 0000000000..a1716e79a7 --- /dev/null +++ b/Legend-of-the-Elements/translations/da.json @@ -0,0 +1,367 @@ +{ + "lbl-name": "Name", + "lbl-pronouns": "Pronouns", + "lbl-playbook": "Playbook", + "lbl-look": "Look", + "lbl-chakras": "chakras", + "lbl-backstory": "Your Backstory", + "lbl-strings": "Strings", + "lbl-promises": "Promises", + "lbl-harm": "Harm", + "text-harminfo": "At four Harm, Skirt Death.", + "lbl-conditions": "Conditions", + "lbl-notes": "Notes", + "lbl-moves": "Moves", + "lbl-other": "Other", + "lbl-oaths": "Oaths", + "lbl-fortune": "Fortune", + "lbl-minor-tags": "Minor Tags", + "lbl-moderate-tags": "Moderate tags", + "lbl-severe-tags": "Severe tags", + "lbl-gear": "Gear", + "lbl-respects": "I Respect", + "lbl-respecteds": "I Am Respected By", + "lbl-mastermove": "Mastery Move", + "lbl-seasonadvances": "Advanced Improvments", + "lbl-unlocked": "Unlocked", + "lbl-chi": "Chi", + "lbl-atfault": "At Fault", + "lbl-species": "Species", + "text-chiinfo": "Spend 5 chi and choose one advancement from the list below:", + "text-expreminder": "Don't forget to manually add any advancements to your sheet. Check any you've already taken.", + "text-seasonadvancesinfo": "(after you’ve taken five Improvements, you may also choose Advanced Improvements)", + "text-seasonadvances1": " You have +1 to any Stat (max +3).", + "text-seasonadvances2": " You have +1 maximum Fortune.", + "text-seasonadvances3": " Retire your character to safety.", + "text-seasonadvances4": " Replace one of your Chakras.", + "text-seasonadvances5": " Create a second character, played side-by-side with the first.", + "text-seasonadvances6": " Change to a new Playbook", + "text-seasonadvances7": " You have an Animal Companion with two Moves", + "lbl-seasonadvancements": "Season Advancements", + "text-askbonus": "Any other modifiers?", + "text-commentprompt": "Comment", + "text-commentexample": "..To do something!", + "lbl-Natural": "Natural", + "lbl-Hot": "Hot", + "lbl-Solid": "Solid", + "lbl-Keen": "Keen", + "lbl-Fluid": "Fluid", + "lbl-Animal": "Animal", + "lbl-bullet": "
    ✦  ", + "lbl-airshaper": "Airshaper", + "text-airshaperbackstory": "You made __________ a promise a long time ago, but have made no progress. What was it?
    __________ is a close friend, we Respect each other.", + "text-airshaperinfo": "You get Airshaping, and choose one more:", + "text-airshaper-move1name": "Airshaping", + "text-airshaper-move1desc": "When you manipulate the air to control the area, roll +Natural. On a 7 or greater, choose one:
    ✦  Immobilize a foe.
    ✦  Move as fast as the wind.
    ✦  Perform a great feat of acrobatics.
    ✦  Reposition the battlefield. On a 10 or greater, as above, but also add 1 to your rolls until you stop moving.
    Other actions can involve airshaping, but are treated as whatever move would be appropriate.", + "text-airshaper-move2name": "Attuned", + "text-airshaper-move2desc": "When you are outdoors, you have +1 Natural (max +3).", + "text-airshaper-move3name": "Nomad", + "text-airshaper-move3desc": "When you Meditate about some facet of the world (natural or Spirit), on a 7 or greater you may also ask the MC one related question that they must answer.", + "text-airshaper-move4name": "Redirection", + "text-airshaper-move4desc": "When you change the target of an attack, roll +Fluid. On a 10 or greater, it strikes a new target of your choice. On a 7, 8, or 9, you redirect it and it strikes a new target of the MC’s choice.", + "text-airshaper-move5name": "Soundshaping", + "text-airshaper-move5desc": "You can manipulate sound as just another facet of the air. When you use this to mimic, amplify, or reduce noises, roll +Keen. On a 10 or greater, you can convincingly project any sound you’ve heard. On a 7, 8, or 9, the replication is pretty close, but you are also exposed to danger.", + "text-airshaper-move6name": "Unburdened", + "text-airshaper-move6desc": "So long as you have no unresolved Oaths, add 1 to all Speak Honorably and Act Dishonorably rolls.", + "text-airshaper-mastermove": "Once you’ve trained with a master airshaper, add the following to the Move With Intention option list:
    ✦   Roll your next Move with Natural instead of its usual Stat.", + "text-airshaper-advance1": " You have +1 Hot (max +2).", + "text-airshaper-advance2": " You have +1 Solid (max +2).", + "text-airshaper-advance3": " You have +1 Keen (max +2).", + "text-airshaper-advance4": " You have +1 Fluid (max +2).", + "text-airshaper-advance5": " Take another Airshaper move.", + "text-airshaper-advance6": " Take another Airshaper move.", + "text-airshaper-advance7": " Take a move from any Playbook.", + "text-airshaper-advance8": " Take a move from any Playbook.", + "text-airshaper-advance9": " Take a move from a sub-Playbook.", + "text-airshaper-advance10": " Take a move from a sub-Playbook.", + "text-airshaper-advance11": " Take a new Chakra or write your own", + "lbl-aristocrat": "Aristocrat", + "text-aristocratbackstory": "Gain the Respect of as many characters as you desire. For each character you cause to Respect you, make an Oath, though it needn’t be to that character", + "text-aristocratinfo": "Choose two moves:", + "text-aristocrat-move1name": "Currency of Favors", + "text-aristocrat-move1desc": "Whenever you Help someone, you can demand a favor of them first. If they agree, they gain 1 Chi.", + "text-aristocrat-move2name": "Henchmen", + "text-aristocrat-move2desc": "You have a small force of loyal henchmen. They can be sent out with commands or aid your efforts as you wish, though their obedience is not absolute", + "text-aristocrat-move3name": "Intrigue", + "text-aristocrat-move3desc": "When you Act Dishonorably but disguise it in polite conversation, roll +Natural instead of +Hot.", + "text-aristocrat-move4name": "Mastermind", + "text-aristocrat-move4desc": "When you scheme and plan a future plot, roll +Keen. On a 10 or greater, the MC will pick 2 of the following conditions, only one of which must be addressed to succeed. On a 7, 8, or 9, the same thing, but you’ll need to address both.
    ✦   It will be very expensive or resource-intensive.
    ✦   It will take hours/days.
    ✦   You’re going to need __________’s help.
    ✦   __________ stands in the way of success.", + "text-aristocrat-move5name": "Silver Tongue", + "text-aristocrat-move5desc": "Whenever you roll a 10 or greater to Speak Honorably, the target must also offer something extra they think you want.", + "text-aristocrat-move6name": "Web of Commitments", + "text-aristocrat-move6desc": "When you take an Oath contradictory to another you’ve made, you may give up one of them without it counting as breaking an Oath (for purposes of the move), though there will still likely be social consequences to not fulfilling it.", + "text-aristocrat-mastermove": "Once you’ve trained with a master politician, choose 1:
    ✦   You’re better at juggling many engagements; when you have at least 3 Oaths and take an additional Oath, gain 1 Chi.
    ✦   You’re most skilled at handling one thing at a time; when you have exactly 1 Oath, add 1 to any roll when making actions directly related to completing it.", + "text-aristocrat-advance1": " You have +1 Hot (max +2).", + "text-aristocrat-advance2": " You have +1 Solid (max +2).", + "text-aristocrat-advance3": " You have +1 Keen (max +2).", + "text-aristocrat-advance4": " You have +1 Fluid (max +2).", + "text-aristocrat-advance5": " Take another Aristocrat move.", + "text-aristocrat-advance6": " Take another Aristocrat move.", + "text-aristocrat-advance7": " Take a move from any Playbook.", + "text-aristocrat-advance8": " Take a move from any Playbook.", + "text-aristocrat-advance9": " Take a move from a sub-Playbook.", + "text-aristocrat-advance10": " Take a move from a sub-Playbook.", + "text-aristocrat-advance11": " Take a new Chakra or write your own", + "lbl-earthshaper": "Earthshaper", + "text-earthshaperbackstory": "You don’t let people down, usually. Every character has Respect for you, except for __________.
    What have you promised them to try and gain their confidence?", + "text-earthshaperinfo": "You get Earthshaping, and choose one more:", + "text-earthshaper-move1name": "Earthshaping", + "text-earthshaper-move1desc": "When you alter the battlefield’s topography, roll +Solid. On a 7 or greater, add an appropriate Environment Tag. On a 10 or greater, anyone taking advantage of this Environment Tag when making a Move add +1 to their roll.
    Other actions can involve earthshaping, but are treated as whatever move would be appropriate", + "text-earthshaper-move2name": "Bulldozer", + "text-earthshaper-move2desc": "When your actions lead to the immediate destruction of (or relief from) an Environment Tag, gain 1 Chi.", + "text-earthshaper-move3name": "Defender", + "text-earthshaper-move3desc": "Whenever you are in your element, you can protect yourself from an attack (and associated Tag) by spending 1 Chi. If it was a player attacking you, give them the Chi. Otherwise, give it to the MC", + "text-earthshaper-move4name": "Metalshaping", + "text-earthshaper-move4desc": "You can control metal that you are in contact with. When you do, it’s the same as Earthshaping but roll +Keen instead of +Solid. When you metalshape against someone, on a 7 or greater you can Tag the target as well as the environment.", + "text-earthshaper-move5name": "Rooted", + "text-earthshaper-move5desc": "When you are in solid contact with the ground, you have +1 Solid (max +3).", + "text-earthshaper-move6name": "Vibration Sense", + "text-earthshaper-move6desc": "You can see and feel anything in contact with the ground (within reasonable distance). When you Observe Carefully, add the following questions to the list of options:
    ✦   Are they telling the truth?
    ✦   What does their body language betray about their plans?
    ✦   What is unseen but in contact with the ground?", + "text-earthshaper-mastermove": "Once you’ve trained with a master Earthshaper, whenever you pass up an opportunity for action or resist opposition without reaction, gain 1 Chi.", + "text-earthshaper-advance1": " You have +1 Hot (max +2).", + "text-earthshaper-advance2": " You have +1 Solid (max +2).", + "text-earthshaper-advance3": " You have +1 Keen (max +2).", + "text-earthshaper-advance4": " You have +1 Fluid (max +2).", + "text-earthshaper-advance5": " Take another Earthshaper move.", + "text-earthshaper-advance6": " Take another Earthshaper move.", + "text-earthshaper-advance7": " Take a move from any Playbook.", + "text-earthshaper-advance8": " Take a move from any Playbook.", + "text-earthshaper-advance9": " Take a move from a sub-Playbook.", + "text-earthshaper-advance10": " Take a move from a sub-Playbook.", + "text-earthshaper-advance11": " Take a new Chakra or write your own", + "lbl-fireshaper": "Fireshaper", + "text-fireshaperbackstory": "Make two Oaths: one making up for past failures, and one made to ease another’s burdens.", + "text-fireshaperinfo": "You get Fireshaping, and choose one more:", + "text-fireshaper-move1name": "Fireshaping", + "text-fireshaper-move1desc": "When you create or manipulate open flame to attack, roll +Hot. On a 10 or greater, it does what you want, Tagging targets as appropriate. On a 7, 8, or 9, you lose control of it in some manner (choose 1):
    ✦   The flames are larger and more taxing than intended. They burn hot and strong, but take -1 to th next roll you make.
    ✦   The flames explode into being, injuring all nearby, including the Fireshaper. Add Tags as appropriate.
    ✦   You set fire to the area. Add a relevant Environment Tag.
    Other actions can involve fireshaping, but are treated as whatever move would be appropriate", + "text-fireshaper-move2name": "Driven by Honor", + "text-fireshaper-move2desc": "When you fervently pursue the completion of an Oath to someone who doesn’t Respect you, add 1 to all Stand Fast and Speak Honorably rolls", + "text-fireshaper-move3name": "Hot-Headed", + "text-fireshaper-move3desc": "When you are treated disrespectfully and respond by Acting Dishonorably, add +1 to your roll. If you respond by Committing Open Violence, gain 1 Chi instead.", + "text-fireshaper-move4name": "Inner Passion", + "text-fireshaper-move4desc": "Decide and inform the MC of what emotion fuels your shaping. If the emotion is destructive or negative (such as anger, arrogance, or fear) you may Stand Fast with Hot instead of Solid.
    If the emotion is a positive or constructive one (such as harmony, discipline, or hope) you may Move With Intention with Hot instead of Fluid.", + "text-fireshaper-move5name": "Lightningshaping", + "text-fireshaper-move5desc": "+Fluid. On a 10 or greater, you succeed at projecting or redirecting the lightning strike.
    On a 7, 8, or 9, choose 1:
    ✦   Some power rebounds, shocking and Tagging the shaper as well.
    ✦   The lightning doesn’t strike the target, but all that can see it gain the Dazed Tag.
    ✦   The blast misses but causes explosive and chaotic damage; the MC adds an appropriate Environment Tag.", + "text-fireshaper-move6name": "Sunsoul", + "text-fireshaper-move6desc": "When the sun is in the sky, you have +1 Hot (max +3).", + "text-fireshaper-mastermove": "Once you’ve trained with a master fireshaper, never again can you be Tagged by being burned by natural fire, or your own magical fire.", + "text-fireshaper-advance1": " You have +1 Hot (max +2).", + "text-fireshaper-advance2": " You have +1 Solid (max +2).", + "text-fireshaper-advance3": " You have +1 Keen (max +2).", + "text-fireshaper-advance4": " You have +1 Fluid (max +2).", + "text-fireshaper-advance5": " Take another Fireshaper move.", + "text-fireshaper-advance6": " Take another Fireshaper move.", + "text-fireshaper-advance7": " Take a move from any Playbook.", + "text-fireshaper-advance8": " Take a move from any Playbook.", + "text-fireshaper-advance9": " Take a move from a sub-Playbook.", + "text-fireshaper-advance10": " Take a move from a sub-Playbook.", + "text-fireshaper-advance11": " Take a new Chakra or write your own", + "lbl-hunter": "Hunter", + "text-hunterbackstory": "You regularly bring back trophies of your prey, grisly or otherwise. __________ has shown Respect for your talents.
    __________ has been kind to you when you were in need, and you Respect them for it. What promise have you made to them to show that Respect?", + "text-hunterinfo": "Choose two Hunter Moves:", + "text-hunter-move1name": "Ambush", + "text-hunter-move1desc": "While a foe is marked by a Tag indicating that they are not aware of your presence, you can spend 1 Chi to immediately defeat them and remove them from the action", + "text-hunter-move2name": "Friend of Nature", + "text-hunter-move2desc": "One of your Animal Companions may select a new Move.", + "text-hunter-move3name": "Guerrilla Tactics", + "text-hunter-move3desc": "When hunting in the wilderness, you may Commit Open Violence with Keen instead of Hot. On a 10 or greater, if you take advantage of an Environment Tag in the process also choose one of the Move With Intention options.", + "text-hunter-move4name": "Stealth", + "text-hunter-move4desc": "When you conceal yourself from view, roll +Fluid. On a 7 or greater, enemies can’t see you and are Tagged as Unwitting Prey. On a 7, 8, or 9, also select one of the following:
    ✦   Someone is on alert now.
    ✦   You can’t keep track of everyone from your hiding place.
    ✦   You can’t stay undetected here for long.", + "text-hunter-move5name": "The Path", + "text-hunter-move5desc": "When you seek the way to someone or something you’ve been searching for, roll +Keen. On a 10 or greater, you find a route that is safe to use, at least this once. On a 7, 8, or 9, choose one:
    ✦   Something has to get left behind on the way.
    ✦   You are followed by something dangerous.
    ✦   Your travel is obvious to all.", + "text-hunter-move6name": "White Stag", + "text-hunter-move6desc": "When you name a quarry your White Stag, swear an oath to capture or kill them (your choice). You always intuitively know if your White Stag is near, and while they are you take +1 on Commit Open Violence and Move With Intention rolls. You can only have one White Stag at a time. Break your Oath when you give up", + "text-hunter-mastermove": "Once you’ve trained with a master hunter, whenever you Tag a foe who is not aware of your presence you may immediately add an Environment Tag describing the current situation", + "text-hunter-advance1": " You have +1 Hot (max +2).", + "text-hunter-advance2": " You have +1 Solid (max +2).", + "text-hunter-advance3": " You have +1 Keen (max +2).", + "text-hunter-advance4": " You have +1 Fluid (max +2).", + "text-hunter-advance5": " Take another Hunter move.", + "text-hunter-advance6": " Take another Hunter move.", + "text-hunter-advance7": " Take a move from any Playbook.", + "text-hunter-advance8": " Take a move from any Playbook.", + "text-hunter-advance9": " Take a move from a sub-Playbook.", + "text-hunter-advance10": " Take a move from a sub-Playbook.", + "text-hunter-advance11": " Take a new Chakra or write your own", + "lbl-monk": "Monk", + "text-monkbackstory": "", + "text-monkinfo": "Choose two Moves", + "text-monk-move1name": "Calm Stability", + "text-monk-move1desc": "Until you personally show aggression toward your enemies, whenever you are still and unflinching in the face of imminent harm roll +Solid. On a 10 or greater, you still come through unscathed. On a 7, , or 9, the same, but you must act immediately against your attacker.", + "text-monk-move2name": "Chi Blocker", + "text-monk-move2desc": "When you assault your foe’s pressure points, roll +Hot. On a 10 or greater, name a type of action that foe is now incapable of. On a 7, 8, or 9, name two or three types of action and the MC will pick which one the foe can’t do.", + "text-monk-move3name": "Clarity of Senses", + "text-monk-move3desc": "When you find yourself in a tense situation, you can immediately apply an Environment Tag describing the situation.", + "text-monk-move4name": "Guru", + "text-monk-move4desc": "You teach others the path to self-improvement. Whenever you Help another character in an instructive or guiding capacity, they gain Respect for you. If they already Respect you, they gain 1 Chi", + "text-monk-move5name": "Spiritual", + "text-monk-move5desc": "With effort, you can contactentities of the Spirit World. When you meditate to call upon a spirit, roll +Chi spent. On a 10 or greater, that spirit appears to you. On a 7, 8, or 9, choose two:
    ✦   The correct spirit appears.
    ✦   The spirit is benevolent.
    ✦   The spirit doesn’t want something in return.
    You cannot spend additional Chi to improve the results of this roll, even when taking advantage of a Tag.", + "text-monk-move6name": "Stillness", + "text-monk-move6desc": "When you are subtle with your motions or settle into a defensive posture, you Move With Intention with Solid instead of Fluid.", + "text-monk-mastermove": "When you study under an enlightened soul, renew your monastic vows. Set a condition: You will never (choose 1):
    ✦   Afford yourself any luxury,
    ✦   Cause intentional harm,
    ✦   Tell anything but the truth.
    Treat this vow as a Chakra. If you break the vow, the Master knows and sends people for you.", + "text-monk-advance1": " You have +1 Hot (max +2).", + "text-monk-advance2": " You have +1 Solid (max +2).", + "text-monk-advance3": " You have +1 Keen (max +2).", + "text-monk-advance4": " You have +1 Fluid (max +2).", + "text-monk-advance5": " Take another Monk move.", + "text-monk-advance6": " Take another Monk move.", + "text-monk-advance7": " Take a move from any Playbook.", + "text-monk-advance8": " Take a move from any Playbook.", + "text-monk-advance9": " Take a move from a sub-Playbook.", + "text-monk-advance10": " Take a move from a sub-Playbook.", + "text-monk-advance11": " Take a new Chakra or write your own", + "lbl-peasant": "Peasant", + "text-peasantbackstory": "You owe __________ big, and have sworn to make it up to them. Decide whether you Respect them or not.
    What did you and __________ each swear that has brought you so close together and earned your mutual Respect? (if there are no other player characters so inclined, create an MC character instead.", + "text-peasantinfo": "Choose two moves:", + "text-peasant-move1name": "Fool's Luck", + "text-peasant-move1desc": "Your maximum Fortune is increased by 1. You can only spend Fortune if you’re not intentionally attempting to defend yourself.", + "text-peasant-move2name": "From the Gutter", + "text-peasant-move2desc": "When you Move With Intention while in a town or city, roll +Hot instead of +Fluid. If you do, add the following to the list of options:
    ✦   Take something of value from the target.", + "text-peasant-move3name": "Loyal Servant", + "text-peasant-move3desc": "When you make an Oath to someone above your station, add +1 to any rolls directly related to completing it. When someone above your station fulfills an Oath to you, if you did not Respect them, gain 1 Chi.", + "text-peasant-move4name": "Martyr", + "text-peasant-move4desc": "If someone near you would take a Tag and you intervene, you may take it yourself instead of them taking it (the Tag’s specific nature may change in the process). If you do, gain 1 Chi.", + "text-peasant-move5name": "Out of Focus", + "text-peasant-move5desc": "When you act like you belong to avoid drawing attention or to give commands, roll +Solid to Observe Carefully or Speak Honorably.", + "text-peasant-move6name": "Stalwart Presence", + "text-peasant-move6desc": "When you Help someone, on a 7 or greater you may spend 1 Chi to improve the result of their modified roll by one step, so long as you both are already Tagged.", + "text-peasant-mastermove": "There are no masters for what you do. Instead, when you receive training from a master of another discipline, you may take the Mastery Move from the appropriate playbook. When you do, you may spend 1 Chi to immediately transfer to that playbook.", + "text-peasant-advance1": " You have +1 Hot (max +2).", + "text-peasant-advance2": " You have +1 Solid (max +2).", + "text-peasant-advance3": " You have +1 Keen (max +2).", + "text-peasant-advance4": " You have +1 Fluid (max +2).", + "text-peasant-advance5": " Take another Peasant move.", + "text-peasant-advance6": " Take another Peasant move.", + "text-peasant-advance7": " Take a move from any Playbook.", + "text-peasant-advance8": " Take a move from any Playbook.", + "text-peasant-advance9": " Take a move from a sub-Playbook.", + "text-peasant-advance10": " Take a move from a sub-Playbook.", + "text-peasant-advance11": " Take a new Chakra or write your own", + "lbl-scholar": "Scholar", + "text-scholarbackstory": "__________ once saved your life, earning your Respect. In return, what did you promise them?", + "text-scholarinfo": "You start with Always Prepared and one other Move", + "text-scholar-move1name": "Always Prepared", + "text-scholar-move1desc": "When you begin the session, roll 1 die +Keen. The result is the number of Materials you have for that session. Spend Materials 1-for-1 to produce a small, simple tool of your choice. You may spend a second Material to produce a small, complex tool instead. Lastly, you may spend 1 Material at any point to ask a single question as if you’d succeeded on an Observe Carefully roll.", + "text-scholar-move2name": "Construct", + "text-scholar-move2desc": "When you take your time to build a complicated contraption, spend a number of Materials and roll +Materials spent. On a 10 or greater, you build it all up, maybe with one complication. On a 7, 8, or 9, the MC will choose two or three of the following conditions needed to perfect the contraption:
    ✦   You needed extra resources; the project takes an extra Material.
    ✦   It’ll take significantly longer to build.
    ✦   The best you can do is a lesser version, unreliable and limited.
    ✦   Finishing it attracts attention.
    ✦   You can’t do it alone", + "text-scholar-move3name": "Fight with Your Head", + "text-scholar-move3desc": "When you Commit Open Violence or Move With Intention after watching a foe for a moment, you may add the Observed Tag to the target before the roll.", + "text-scholar-move4name": "Ingenious", + "text-scholar-move4desc": "So long as you have any Materials, you have +1 Keen (max +3).", + "text-scholar-move5name": "Think it Through", + "text-scholar-move5desc": "When you use rational thought to Meditate on a subject, you roll +Keen instead of +Natural. If you spend 1 Material to consult your books in the process, you can Meditate quickly as well.", + "text-scholar-move6name": "Trained Observer", + "text-scholar-move6desc": "When you Observe Carefully, you may ask an additional question, regardless of result (even on a failure).", + "text-scholar-mastermove": "When you learn from a master inventor, choose a small object. You never need to spend Materials to produce this tool.
    Once you’ve learned from a master sage, when you Observe Carefully you may also ask the following question:
    ✦   What does my research reveal about this?", + "text-scholar-advance1": " You have +1 Hot (max +2).", + "text-scholar-advance2": " You have +1 Solid (max +2).", + "text-scholar-advance3": " You have +1 Keen (max +2).", + "text-scholar-advance4": " You have +1 Fluid (max +2).", + "text-scholar-advance5": " Take another Scholar move.", + "text-scholar-advance6": " Take another Scholar move.", + "text-scholar-advance7": " Take a move from any Playbook.", + "text-scholar-advance8": " Take a move from any Playbook.", + "text-scholar-advance9": " Take a move from a sub-Playbook.", + "text-scholar-advance10": " Take a move from a sub-Playbook.", + "text-scholar-advance11": " Take a new Chakra or write your own", + "lbl-spiritshaper": "Spiritshaper", + "text-spiritshaperbackstory": "You have the Respect of a Great Spirit, and thus its True Name. What is it?
    You Respect __________ and have shown them the Spirit World.
    What spirit have you summoned for __________? What went wrong?", + "text-spiritshaperinfo": "You start with two Moves:", + "text-spiritshaper-move1name": "Astral Projection", + "text-spiritshaper-move1desc": "When you step outside of your physical body, roll +Natural. On a 10 or greater, you can observe or converse beyond your own body. You may return instantly, but can still be hurt, and your physical form is unconscious and helpless. On a 7, 8, or 9, the same but you are quickly noticed, either in spirit or physical form.", + "text-spiritshaper-move2name": "Binding Contracts", + "text-spiritshaper-move2desc": "When you make a bargain with a spirit, it is obliged to to grant you an additional boon upon completion. When you break an Oath to a spirit, subtract 1 from all Speak Honorably and Act Dishonorably rolls until you reconcile with the spirit", + "text-spiritshaper-move3name": "Communion", + "text-spiritshaper-move3desc": "When you summon a spirit to bargain for services, roll plus the number of conditions you fulfill:
    ✦   You present an offering.
    ✦   You’ve previously met and established a price with the spirit.
    ✦   You are in a place of power. If you attempt to perform the summoning hastily, subtract 1. On a 10 or greater, the spirit fulfills the bargain before payment is needed. On a 7, 8, or 9, payment is required up front.", + "text-spiritshaper-move4name": "Medium", + "text-spiritshaper-move4desc": "When you channel the ghosts of the dead, roll +Solid. On a 7 or greater, you may ask 1 question that they must answer. On a 10 or greater, you may choose to embody the ghost. Take a Chakra in line with the ghost’s personality and you may appear as the ghost did in life.", + "text-spiritshaper-move5name": "Mindwarp", + "text-spiritshaper-move5desc": "When you exert your will over a being’s essence, roll +Fluid. On a 10 or greater, it falls under your influence (perhaps with resentment). On a 7, 8, or 9, it contorts your command, fights you for control, or has some influence over you in return.
    If used against another player character, treat the command as an Oath.", + "text-spiritshaper-move6name": "Whispering Spirits", + "text-spiritshaper-move6desc": "When you Observe Carefully, you may choose to answer questions instead of asking them. If you do, the MC chooses the question and you may answer it as you choose. You may mix asking and answering. If you answer any questions, the MC places an Environment Tag instead of you.", + "text-spiritshaper-mastermove": "Once you’ve trained with a master spiritshaper, you may use any spirit’s True Name to summon it at any time, without a roll, though it may not be happy or forgiving of this. A True Name must come from the spirit itself to be used this way", + "text-spiritshaper-advance1": " You have +1 Hot (max +2).", + "text-spiritshaper-advance2": " You have +1 Solid (max +2).", + "text-spiritshaper-advance3": " You have +1 Keen (max +2).", + "text-spiritshaper-advance4": " You have +1 Fluid (max +2).", + "text-spiritshaper-advance5": " Take another Spiritshaper move.", + "text-spiritshaper-advance6": " Take another Spiritshaper move.", + "text-spiritshaper-advance7": " Take a move from any Playbook.", + "text-spiritshaper-advance8": " Take a move from any Playbook.", + "text-spiritshaper-advance9": " Take a move from a sub-Playbook.", + "text-spiritshaper-advance10": " Take a move from a sub-Playbook.", + "text-spiritshaper-advance11": " Take a new Chakra or write your own", + "lbl-warrior": "Warrior", + "text-warriorbackstory": " You’ve sworn to never harm __________, even though you do not trust them.
    __________ has earned your wrath. Name this MC character and swear to bring about their downfall.", + "text-warriorinfo": "Choose two Moves:", + "text-warrior-move1name": "Improviser", + "text-warrior-move1desc": "Everything in your surroundings is a weapon in your hands. When you eschew your usual armament in favor of using the environment for the first time during a conflict, gain 1 Chi.", + "text-warrior-move2name": "Memories of Battle", + "text-warrior-move2desc": "When you spend Fortune you may choose to immediately Meditate on the situation by remembering something from your past, either as a flashback or just as a recollection.", + "text-warrior-move3name": "Outlaw", + "text-warrior-move3desc": "When you go outside the law or the morals of your community and Act Dishonorably, add +2 to your roll if you lose (or do not have) their Respect. If they are a player character, on a 7 or greater you may demand an Oath from them.", + "text-warrior-move4name": "Samurai", + "text-warrior-move4desc": "You have +1 maximum Fortune, and answer the following:
    To whom have you sworn your loyalty? Are you still loyal to them? Make an Oath reflecting your commitment to them.", + "text-warrior-move5name": "Suvivor", + "text-warrior-move5desc": "When you Commit Open Violence when you have a Moderate Tag, add 1 to the roll. If you have both a Moderate and a Severe Tag, instead gain 1 Chi.", + "text-warrior-move6name": "Wire-Fu", + "text-warrior-move6desc": "When you perform an implausible feat of athletics or physics-defying acrobatic stunt, Move With Intention. On a failure, you still choose one of the options.", + "text-warrior-mastermove": "Once you’ve trained with a master warrior, when you enter battle you may immediately challenge one foe to single combat. If they deny you, gain 1 Chi.", + "text-warrior-advance1": " You have +1 Hot (max +2).", + "text-warrior-advance2": " You have +1 Solid (max +2).", + "text-warrior-advance3": " You have +1 Keen (max +2).", + "text-warrior-advance4": " You have +1 Fluid (max +2).", + "text-warrior-advance5": " Take another Warrior move.", + "text-warrior-advance6": " Take another Warrior move.", + "text-warrior-advance7": " Take a move from any Playbook.", + "text-warrior-advance8": " Take a move from any Playbook.", + "text-warrior-advance9": " Take a move from a sub-Playbook.", + "text-warrior-advance10": " Take a move from a sub-Playbook.", + "text-warrior-advance11": " Take a new Chakra or write your own", + "lbl-watershaper": "Watershaper", + "text-watershaperbackstory": "Despite past failures, you are dedicated to your Oath to __________.
    __________ is beloved by my people, and so is Respected by me too.", + "text-watershaperinfo": "You get Watershaping, and choose one more:", + "text-watershaper-move1name": "Watershaping", + "text-watershaper-move1desc": "You have a small supply of Water. You can carry up to 3 Water, which is replenished whenever you come across a sufficient body of water. When you manipulate water in combat, spend 1 Water and roll +Fluid. On a 10 or greater, choose two from the list. On a 7, 8, or 9, just one. You may pick a single option multiple times.
    ✦   Impose a Tag on a foe.
    ✦   Impose an Environment Tag.
    ✦   Get the spent Water back.
    Other actions can involve watershaping, but are treated as whatever move would be appropriat", + "text-watershaper-move2name": "Healer", + "text-watershaper-move2desc": "When you take time to cover a wound with your element and lay hands upon it, roll +Natural. On a 10 or greater, the wound is visibly cured and the subject refreshed.
    On a 7, 8, or 9, serious wounds are healed but superficial ones remain.", + "text-watershaper-move3name": "Iceshaping", + "text-watershaper-move3desc": "You can control ice as if it were liquid water, and can shift between the two freely. When you shape ice in combat, roll +Keen instead of +Fluid, and on a 10 or greater you can make a third choice from the list of options.", + "text-watershaper-move4name": "Moon-Chosen", + "text-watershaper-move4desc": "When the moon has risen, you have +1 Fluid (max +3).", + "text-watershaper-move5name": "Shaping Stance", + "text-watershaper-move5desc": "When you set into a shaping stance, roll Move With Intention and add the following option to the list:
    ✦   Use the result of this Move’s roll as the result of your next shaping roll.", + "text-watershaper-move6name": "Ubiquity", + "text-watershaper-move6desc": "Spend 1 Chi to refill your Water from any environment, be it from water vapor, plants, or some other source other than an actual body of water.", + "text-watershaper-mastermove": "Once you’ve trained with a master watershaper, you are more efficient about your water use and may carry 1 additional Water", + "text-watershaper-advance1": " You have +1 Hot (max +2).", + "text-watershaper-advance2": " You have +1 Solid (max +2).", + "text-watershaper-advance3": " You have +1 Keen (max +2).", + "text-watershaper-advance4": " You have +1 Fluid (max +2).", + "text-watershaper-advance5": " Take another Watershaper move.", + "text-watershaper-advance6": " Take another Watershaper move.", + "text-watershaper-advance7": " Take a move from any Playbook.", + "text-watershaper-advance8": " Take a move from any Playbook.", + "text-watershaper-advance9": " Take a move from a sub-Playbook.", + "text-watershaper-advance10": " Take a move from a sub-Playbook.", + "text-watershaper-advance11": " Take a new Chakra or write your own", + "lbl-customplaybook": "Custom Playbook", + "text-custom-advance1": " You have +1 to any Stat (max +3).", + "text-custom-advance2": " You have +1 maximum Fortune.", + "text-custom-advance3": " Retire your character to safety.", + "text-custom-advance4": " Replace one of your Chakras.", + "text-custom-advance5": "Create a second character, played side-by-side with the first.", + "text-custom-advance6": " Change to a new Playbook", + "text-custom-advance7": " You have an Animal Companion with two Moves", + "lbl-companion": "Animal Companion", + "text-companion-move1name": "Wild", + "text-companion-move1desc": "Your companion has an Animal score of +2 instead of +1.", + "text-companion-move2name": "Unstopping", + "text-companion-move2desc": "Choose one type of terrain your companion can easily traverse: clouds, sea, solid stone", + "text-companion-move3name": "Zephyr", + "text-companion-move3desc": "When you ride with haste, roll +Animal. On a 7 or greater, you reach your destination swiftly. On a 7, 8, or 9, choose one:
    ✦   Trouble finds you there.
    ✦   Your companion is Exhausted.
    ✦   Your arrival causes a big scene.", + "text-companion-move4name": "Hound", + "text-companion-move4desc": "So long as you have some recent physical link to a subject, you can spend 1 Chi to find them (though it may not be fast or stealthy).", + "text-companion-move5name": "Pack Mentality", + "text-companion-move5desc": "When your companion is an equal participant in your maneuvers, roll +Animal in addition to rolling your own Move. On a 7 or greater, you may choose to use that result instead for your Move" +} diff --git a/Legend-of-the-Elements/translations/de.json b/Legend-of-the-Elements/translations/de.json new file mode 100644 index 0000000000..a1716e79a7 --- /dev/null +++ b/Legend-of-the-Elements/translations/de.json @@ -0,0 +1,367 @@ +{ + "lbl-name": "Name", + "lbl-pronouns": "Pronouns", + "lbl-playbook": "Playbook", + "lbl-look": "Look", + "lbl-chakras": "chakras", + "lbl-backstory": "Your Backstory", + "lbl-strings": "Strings", + "lbl-promises": "Promises", + "lbl-harm": "Harm", + "text-harminfo": "At four Harm, Skirt Death.", + "lbl-conditions": "Conditions", + "lbl-notes": "Notes", + "lbl-moves": "Moves", + "lbl-other": "Other", + "lbl-oaths": "Oaths", + "lbl-fortune": "Fortune", + "lbl-minor-tags": "Minor Tags", + "lbl-moderate-tags": "Moderate tags", + "lbl-severe-tags": "Severe tags", + "lbl-gear": "Gear", + "lbl-respects": "I Respect", + "lbl-respecteds": "I Am Respected By", + "lbl-mastermove": "Mastery Move", + "lbl-seasonadvances": "Advanced Improvments", + "lbl-unlocked": "Unlocked", + "lbl-chi": "Chi", + "lbl-atfault": "At Fault", + "lbl-species": "Species", + "text-chiinfo": "Spend 5 chi and choose one advancement from the list below:", + "text-expreminder": "Don't forget to manually add any advancements to your sheet. Check any you've already taken.", + "text-seasonadvancesinfo": "(after you’ve taken five Improvements, you may also choose Advanced Improvements)", + "text-seasonadvances1": " You have +1 to any Stat (max +3).", + "text-seasonadvances2": " You have +1 maximum Fortune.", + "text-seasonadvances3": " Retire your character to safety.", + "text-seasonadvances4": " Replace one of your Chakras.", + "text-seasonadvances5": " Create a second character, played side-by-side with the first.", + "text-seasonadvances6": " Change to a new Playbook", + "text-seasonadvances7": " You have an Animal Companion with two Moves", + "lbl-seasonadvancements": "Season Advancements", + "text-askbonus": "Any other modifiers?", + "text-commentprompt": "Comment", + "text-commentexample": "..To do something!", + "lbl-Natural": "Natural", + "lbl-Hot": "Hot", + "lbl-Solid": "Solid", + "lbl-Keen": "Keen", + "lbl-Fluid": "Fluid", + "lbl-Animal": "Animal", + "lbl-bullet": "
    ✦  ", + "lbl-airshaper": "Airshaper", + "text-airshaperbackstory": "You made __________ a promise a long time ago, but have made no progress. What was it?
    __________ is a close friend, we Respect each other.", + "text-airshaperinfo": "You get Airshaping, and choose one more:", + "text-airshaper-move1name": "Airshaping", + "text-airshaper-move1desc": "When you manipulate the air to control the area, roll +Natural. On a 7 or greater, choose one:
    ✦  Immobilize a foe.
    ✦  Move as fast as the wind.
    ✦  Perform a great feat of acrobatics.
    ✦  Reposition the battlefield. On a 10 or greater, as above, but also add 1 to your rolls until you stop moving.
    Other actions can involve airshaping, but are treated as whatever move would be appropriate.", + "text-airshaper-move2name": "Attuned", + "text-airshaper-move2desc": "When you are outdoors, you have +1 Natural (max +3).", + "text-airshaper-move3name": "Nomad", + "text-airshaper-move3desc": "When you Meditate about some facet of the world (natural or Spirit), on a 7 or greater you may also ask the MC one related question that they must answer.", + "text-airshaper-move4name": "Redirection", + "text-airshaper-move4desc": "When you change the target of an attack, roll +Fluid. On a 10 or greater, it strikes a new target of your choice. On a 7, 8, or 9, you redirect it and it strikes a new target of the MC’s choice.", + "text-airshaper-move5name": "Soundshaping", + "text-airshaper-move5desc": "You can manipulate sound as just another facet of the air. When you use this to mimic, amplify, or reduce noises, roll +Keen. On a 10 or greater, you can convincingly project any sound you’ve heard. On a 7, 8, or 9, the replication is pretty close, but you are also exposed to danger.", + "text-airshaper-move6name": "Unburdened", + "text-airshaper-move6desc": "So long as you have no unresolved Oaths, add 1 to all Speak Honorably and Act Dishonorably rolls.", + "text-airshaper-mastermove": "Once you’ve trained with a master airshaper, add the following to the Move With Intention option list:
    ✦   Roll your next Move with Natural instead of its usual Stat.", + "text-airshaper-advance1": " You have +1 Hot (max +2).", + "text-airshaper-advance2": " You have +1 Solid (max +2).", + "text-airshaper-advance3": " You have +1 Keen (max +2).", + "text-airshaper-advance4": " You have +1 Fluid (max +2).", + "text-airshaper-advance5": " Take another Airshaper move.", + "text-airshaper-advance6": " Take another Airshaper move.", + "text-airshaper-advance7": " Take a move from any Playbook.", + "text-airshaper-advance8": " Take a move from any Playbook.", + "text-airshaper-advance9": " Take a move from a sub-Playbook.", + "text-airshaper-advance10": " Take a move from a sub-Playbook.", + "text-airshaper-advance11": " Take a new Chakra or write your own", + "lbl-aristocrat": "Aristocrat", + "text-aristocratbackstory": "Gain the Respect of as many characters as you desire. For each character you cause to Respect you, make an Oath, though it needn’t be to that character", + "text-aristocratinfo": "Choose two moves:", + "text-aristocrat-move1name": "Currency of Favors", + "text-aristocrat-move1desc": "Whenever you Help someone, you can demand a favor of them first. If they agree, they gain 1 Chi.", + "text-aristocrat-move2name": "Henchmen", + "text-aristocrat-move2desc": "You have a small force of loyal henchmen. They can be sent out with commands or aid your efforts as you wish, though their obedience is not absolute", + "text-aristocrat-move3name": "Intrigue", + "text-aristocrat-move3desc": "When you Act Dishonorably but disguise it in polite conversation, roll +Natural instead of +Hot.", + "text-aristocrat-move4name": "Mastermind", + "text-aristocrat-move4desc": "When you scheme and plan a future plot, roll +Keen. On a 10 or greater, the MC will pick 2 of the following conditions, only one of which must be addressed to succeed. On a 7, 8, or 9, the same thing, but you’ll need to address both.
    ✦   It will be very expensive or resource-intensive.
    ✦   It will take hours/days.
    ✦   You’re going to need __________’s help.
    ✦   __________ stands in the way of success.", + "text-aristocrat-move5name": "Silver Tongue", + "text-aristocrat-move5desc": "Whenever you roll a 10 or greater to Speak Honorably, the target must also offer something extra they think you want.", + "text-aristocrat-move6name": "Web of Commitments", + "text-aristocrat-move6desc": "When you take an Oath contradictory to another you’ve made, you may give up one of them without it counting as breaking an Oath (for purposes of the move), though there will still likely be social consequences to not fulfilling it.", + "text-aristocrat-mastermove": "Once you’ve trained with a master politician, choose 1:
    ✦   You’re better at juggling many engagements; when you have at least 3 Oaths and take an additional Oath, gain 1 Chi.
    ✦   You’re most skilled at handling one thing at a time; when you have exactly 1 Oath, add 1 to any roll when making actions directly related to completing it.", + "text-aristocrat-advance1": " You have +1 Hot (max +2).", + "text-aristocrat-advance2": " You have +1 Solid (max +2).", + "text-aristocrat-advance3": " You have +1 Keen (max +2).", + "text-aristocrat-advance4": " You have +1 Fluid (max +2).", + "text-aristocrat-advance5": " Take another Aristocrat move.", + "text-aristocrat-advance6": " Take another Aristocrat move.", + "text-aristocrat-advance7": " Take a move from any Playbook.", + "text-aristocrat-advance8": " Take a move from any Playbook.", + "text-aristocrat-advance9": " Take a move from a sub-Playbook.", + "text-aristocrat-advance10": " Take a move from a sub-Playbook.", + "text-aristocrat-advance11": " Take a new Chakra or write your own", + "lbl-earthshaper": "Earthshaper", + "text-earthshaperbackstory": "You don’t let people down, usually. Every character has Respect for you, except for __________.
    What have you promised them to try and gain their confidence?", + "text-earthshaperinfo": "You get Earthshaping, and choose one more:", + "text-earthshaper-move1name": "Earthshaping", + "text-earthshaper-move1desc": "When you alter the battlefield’s topography, roll +Solid. On a 7 or greater, add an appropriate Environment Tag. On a 10 or greater, anyone taking advantage of this Environment Tag when making a Move add +1 to their roll.
    Other actions can involve earthshaping, but are treated as whatever move would be appropriate", + "text-earthshaper-move2name": "Bulldozer", + "text-earthshaper-move2desc": "When your actions lead to the immediate destruction of (or relief from) an Environment Tag, gain 1 Chi.", + "text-earthshaper-move3name": "Defender", + "text-earthshaper-move3desc": "Whenever you are in your element, you can protect yourself from an attack (and associated Tag) by spending 1 Chi. If it was a player attacking you, give them the Chi. Otherwise, give it to the MC", + "text-earthshaper-move4name": "Metalshaping", + "text-earthshaper-move4desc": "You can control metal that you are in contact with. When you do, it’s the same as Earthshaping but roll +Keen instead of +Solid. When you metalshape against someone, on a 7 or greater you can Tag the target as well as the environment.", + "text-earthshaper-move5name": "Rooted", + "text-earthshaper-move5desc": "When you are in solid contact with the ground, you have +1 Solid (max +3).", + "text-earthshaper-move6name": "Vibration Sense", + "text-earthshaper-move6desc": "You can see and feel anything in contact with the ground (within reasonable distance). When you Observe Carefully, add the following questions to the list of options:
    ✦   Are they telling the truth?
    ✦   What does their body language betray about their plans?
    ✦   What is unseen but in contact with the ground?", + "text-earthshaper-mastermove": "Once you’ve trained with a master Earthshaper, whenever you pass up an opportunity for action or resist opposition without reaction, gain 1 Chi.", + "text-earthshaper-advance1": " You have +1 Hot (max +2).", + "text-earthshaper-advance2": " You have +1 Solid (max +2).", + "text-earthshaper-advance3": " You have +1 Keen (max +2).", + "text-earthshaper-advance4": " You have +1 Fluid (max +2).", + "text-earthshaper-advance5": " Take another Earthshaper move.", + "text-earthshaper-advance6": " Take another Earthshaper move.", + "text-earthshaper-advance7": " Take a move from any Playbook.", + "text-earthshaper-advance8": " Take a move from any Playbook.", + "text-earthshaper-advance9": " Take a move from a sub-Playbook.", + "text-earthshaper-advance10": " Take a move from a sub-Playbook.", + "text-earthshaper-advance11": " Take a new Chakra or write your own", + "lbl-fireshaper": "Fireshaper", + "text-fireshaperbackstory": "Make two Oaths: one making up for past failures, and one made to ease another’s burdens.", + "text-fireshaperinfo": "You get Fireshaping, and choose one more:", + "text-fireshaper-move1name": "Fireshaping", + "text-fireshaper-move1desc": "When you create or manipulate open flame to attack, roll +Hot. On a 10 or greater, it does what you want, Tagging targets as appropriate. On a 7, 8, or 9, you lose control of it in some manner (choose 1):
    ✦   The flames are larger and more taxing than intended. They burn hot and strong, but take -1 to th next roll you make.
    ✦   The flames explode into being, injuring all nearby, including the Fireshaper. Add Tags as appropriate.
    ✦   You set fire to the area. Add a relevant Environment Tag.
    Other actions can involve fireshaping, but are treated as whatever move would be appropriate", + "text-fireshaper-move2name": "Driven by Honor", + "text-fireshaper-move2desc": "When you fervently pursue the completion of an Oath to someone who doesn’t Respect you, add 1 to all Stand Fast and Speak Honorably rolls", + "text-fireshaper-move3name": "Hot-Headed", + "text-fireshaper-move3desc": "When you are treated disrespectfully and respond by Acting Dishonorably, add +1 to your roll. If you respond by Committing Open Violence, gain 1 Chi instead.", + "text-fireshaper-move4name": "Inner Passion", + "text-fireshaper-move4desc": "Decide and inform the MC of what emotion fuels your shaping. If the emotion is destructive or negative (such as anger, arrogance, or fear) you may Stand Fast with Hot instead of Solid.
    If the emotion is a positive or constructive one (such as harmony, discipline, or hope) you may Move With Intention with Hot instead of Fluid.", + "text-fireshaper-move5name": "Lightningshaping", + "text-fireshaper-move5desc": "+Fluid. On a 10 or greater, you succeed at projecting or redirecting the lightning strike.
    On a 7, 8, or 9, choose 1:
    ✦   Some power rebounds, shocking and Tagging the shaper as well.
    ✦   The lightning doesn’t strike the target, but all that can see it gain the Dazed Tag.
    ✦   The blast misses but causes explosive and chaotic damage; the MC adds an appropriate Environment Tag.", + "text-fireshaper-move6name": "Sunsoul", + "text-fireshaper-move6desc": "When the sun is in the sky, you have +1 Hot (max +3).", + "text-fireshaper-mastermove": "Once you’ve trained with a master fireshaper, never again can you be Tagged by being burned by natural fire, or your own magical fire.", + "text-fireshaper-advance1": " You have +1 Hot (max +2).", + "text-fireshaper-advance2": " You have +1 Solid (max +2).", + "text-fireshaper-advance3": " You have +1 Keen (max +2).", + "text-fireshaper-advance4": " You have +1 Fluid (max +2).", + "text-fireshaper-advance5": " Take another Fireshaper move.", + "text-fireshaper-advance6": " Take another Fireshaper move.", + "text-fireshaper-advance7": " Take a move from any Playbook.", + "text-fireshaper-advance8": " Take a move from any Playbook.", + "text-fireshaper-advance9": " Take a move from a sub-Playbook.", + "text-fireshaper-advance10": " Take a move from a sub-Playbook.", + "text-fireshaper-advance11": " Take a new Chakra or write your own", + "lbl-hunter": "Hunter", + "text-hunterbackstory": "You regularly bring back trophies of your prey, grisly or otherwise. __________ has shown Respect for your talents.
    __________ has been kind to you when you were in need, and you Respect them for it. What promise have you made to them to show that Respect?", + "text-hunterinfo": "Choose two Hunter Moves:", + "text-hunter-move1name": "Ambush", + "text-hunter-move1desc": "While a foe is marked by a Tag indicating that they are not aware of your presence, you can spend 1 Chi to immediately defeat them and remove them from the action", + "text-hunter-move2name": "Friend of Nature", + "text-hunter-move2desc": "One of your Animal Companions may select a new Move.", + "text-hunter-move3name": "Guerrilla Tactics", + "text-hunter-move3desc": "When hunting in the wilderness, you may Commit Open Violence with Keen instead of Hot. On a 10 or greater, if you take advantage of an Environment Tag in the process also choose one of the Move With Intention options.", + "text-hunter-move4name": "Stealth", + "text-hunter-move4desc": "When you conceal yourself from view, roll +Fluid. On a 7 or greater, enemies can’t see you and are Tagged as Unwitting Prey. On a 7, 8, or 9, also select one of the following:
    ✦   Someone is on alert now.
    ✦   You can’t keep track of everyone from your hiding place.
    ✦   You can’t stay undetected here for long.", + "text-hunter-move5name": "The Path", + "text-hunter-move5desc": "When you seek the way to someone or something you’ve been searching for, roll +Keen. On a 10 or greater, you find a route that is safe to use, at least this once. On a 7, 8, or 9, choose one:
    ✦   Something has to get left behind on the way.
    ✦   You are followed by something dangerous.
    ✦   Your travel is obvious to all.", + "text-hunter-move6name": "White Stag", + "text-hunter-move6desc": "When you name a quarry your White Stag, swear an oath to capture or kill them (your choice). You always intuitively know if your White Stag is near, and while they are you take +1 on Commit Open Violence and Move With Intention rolls. You can only have one White Stag at a time. Break your Oath when you give up", + "text-hunter-mastermove": "Once you’ve trained with a master hunter, whenever you Tag a foe who is not aware of your presence you may immediately add an Environment Tag describing the current situation", + "text-hunter-advance1": " You have +1 Hot (max +2).", + "text-hunter-advance2": " You have +1 Solid (max +2).", + "text-hunter-advance3": " You have +1 Keen (max +2).", + "text-hunter-advance4": " You have +1 Fluid (max +2).", + "text-hunter-advance5": " Take another Hunter move.", + "text-hunter-advance6": " Take another Hunter move.", + "text-hunter-advance7": " Take a move from any Playbook.", + "text-hunter-advance8": " Take a move from any Playbook.", + "text-hunter-advance9": " Take a move from a sub-Playbook.", + "text-hunter-advance10": " Take a move from a sub-Playbook.", + "text-hunter-advance11": " Take a new Chakra or write your own", + "lbl-monk": "Monk", + "text-monkbackstory": "", + "text-monkinfo": "Choose two Moves", + "text-monk-move1name": "Calm Stability", + "text-monk-move1desc": "Until you personally show aggression toward your enemies, whenever you are still and unflinching in the face of imminent harm roll +Solid. On a 10 or greater, you still come through unscathed. On a 7, , or 9, the same, but you must act immediately against your attacker.", + "text-monk-move2name": "Chi Blocker", + "text-monk-move2desc": "When you assault your foe’s pressure points, roll +Hot. On a 10 or greater, name a type of action that foe is now incapable of. On a 7, 8, or 9, name two or three types of action and the MC will pick which one the foe can’t do.", + "text-monk-move3name": "Clarity of Senses", + "text-monk-move3desc": "When you find yourself in a tense situation, you can immediately apply an Environment Tag describing the situation.", + "text-monk-move4name": "Guru", + "text-monk-move4desc": "You teach others the path to self-improvement. Whenever you Help another character in an instructive or guiding capacity, they gain Respect for you. If they already Respect you, they gain 1 Chi", + "text-monk-move5name": "Spiritual", + "text-monk-move5desc": "With effort, you can contactentities of the Spirit World. When you meditate to call upon a spirit, roll +Chi spent. On a 10 or greater, that spirit appears to you. On a 7, 8, or 9, choose two:
    ✦   The correct spirit appears.
    ✦   The spirit is benevolent.
    ✦   The spirit doesn’t want something in return.
    You cannot spend additional Chi to improve the results of this roll, even when taking advantage of a Tag.", + "text-monk-move6name": "Stillness", + "text-monk-move6desc": "When you are subtle with your motions or settle into a defensive posture, you Move With Intention with Solid instead of Fluid.", + "text-monk-mastermove": "When you study under an enlightened soul, renew your monastic vows. Set a condition: You will never (choose 1):
    ✦   Afford yourself any luxury,
    ✦   Cause intentional harm,
    ✦   Tell anything but the truth.
    Treat this vow as a Chakra. If you break the vow, the Master knows and sends people for you.", + "text-monk-advance1": " You have +1 Hot (max +2).", + "text-monk-advance2": " You have +1 Solid (max +2).", + "text-monk-advance3": " You have +1 Keen (max +2).", + "text-monk-advance4": " You have +1 Fluid (max +2).", + "text-monk-advance5": " Take another Monk move.", + "text-monk-advance6": " Take another Monk move.", + "text-monk-advance7": " Take a move from any Playbook.", + "text-monk-advance8": " Take a move from any Playbook.", + "text-monk-advance9": " Take a move from a sub-Playbook.", + "text-monk-advance10": " Take a move from a sub-Playbook.", + "text-monk-advance11": " Take a new Chakra or write your own", + "lbl-peasant": "Peasant", + "text-peasantbackstory": "You owe __________ big, and have sworn to make it up to them. Decide whether you Respect them or not.
    What did you and __________ each swear that has brought you so close together and earned your mutual Respect? (if there are no other player characters so inclined, create an MC character instead.", + "text-peasantinfo": "Choose two moves:", + "text-peasant-move1name": "Fool's Luck", + "text-peasant-move1desc": "Your maximum Fortune is increased by 1. You can only spend Fortune if you’re not intentionally attempting to defend yourself.", + "text-peasant-move2name": "From the Gutter", + "text-peasant-move2desc": "When you Move With Intention while in a town or city, roll +Hot instead of +Fluid. If you do, add the following to the list of options:
    ✦   Take something of value from the target.", + "text-peasant-move3name": "Loyal Servant", + "text-peasant-move3desc": "When you make an Oath to someone above your station, add +1 to any rolls directly related to completing it. When someone above your station fulfills an Oath to you, if you did not Respect them, gain 1 Chi.", + "text-peasant-move4name": "Martyr", + "text-peasant-move4desc": "If someone near you would take a Tag and you intervene, you may take it yourself instead of them taking it (the Tag’s specific nature may change in the process). If you do, gain 1 Chi.", + "text-peasant-move5name": "Out of Focus", + "text-peasant-move5desc": "When you act like you belong to avoid drawing attention or to give commands, roll +Solid to Observe Carefully or Speak Honorably.", + "text-peasant-move6name": "Stalwart Presence", + "text-peasant-move6desc": "When you Help someone, on a 7 or greater you may spend 1 Chi to improve the result of their modified roll by one step, so long as you both are already Tagged.", + "text-peasant-mastermove": "There are no masters for what you do. Instead, when you receive training from a master of another discipline, you may take the Mastery Move from the appropriate playbook. When you do, you may spend 1 Chi to immediately transfer to that playbook.", + "text-peasant-advance1": " You have +1 Hot (max +2).", + "text-peasant-advance2": " You have +1 Solid (max +2).", + "text-peasant-advance3": " You have +1 Keen (max +2).", + "text-peasant-advance4": " You have +1 Fluid (max +2).", + "text-peasant-advance5": " Take another Peasant move.", + "text-peasant-advance6": " Take another Peasant move.", + "text-peasant-advance7": " Take a move from any Playbook.", + "text-peasant-advance8": " Take a move from any Playbook.", + "text-peasant-advance9": " Take a move from a sub-Playbook.", + "text-peasant-advance10": " Take a move from a sub-Playbook.", + "text-peasant-advance11": " Take a new Chakra or write your own", + "lbl-scholar": "Scholar", + "text-scholarbackstory": "__________ once saved your life, earning your Respect. In return, what did you promise them?", + "text-scholarinfo": "You start with Always Prepared and one other Move", + "text-scholar-move1name": "Always Prepared", + "text-scholar-move1desc": "When you begin the session, roll 1 die +Keen. The result is the number of Materials you have for that session. Spend Materials 1-for-1 to produce a small, simple tool of your choice. You may spend a second Material to produce a small, complex tool instead. Lastly, you may spend 1 Material at any point to ask a single question as if you’d succeeded on an Observe Carefully roll.", + "text-scholar-move2name": "Construct", + "text-scholar-move2desc": "When you take your time to build a complicated contraption, spend a number of Materials and roll +Materials spent. On a 10 or greater, you build it all up, maybe with one complication. On a 7, 8, or 9, the MC will choose two or three of the following conditions needed to perfect the contraption:
    ✦   You needed extra resources; the project takes an extra Material.
    ✦   It’ll take significantly longer to build.
    ✦   The best you can do is a lesser version, unreliable and limited.
    ✦   Finishing it attracts attention.
    ✦   You can’t do it alone", + "text-scholar-move3name": "Fight with Your Head", + "text-scholar-move3desc": "When you Commit Open Violence or Move With Intention after watching a foe for a moment, you may add the Observed Tag to the target before the roll.", + "text-scholar-move4name": "Ingenious", + "text-scholar-move4desc": "So long as you have any Materials, you have +1 Keen (max +3).", + "text-scholar-move5name": "Think it Through", + "text-scholar-move5desc": "When you use rational thought to Meditate on a subject, you roll +Keen instead of +Natural. If you spend 1 Material to consult your books in the process, you can Meditate quickly as well.", + "text-scholar-move6name": "Trained Observer", + "text-scholar-move6desc": "When you Observe Carefully, you may ask an additional question, regardless of result (even on a failure).", + "text-scholar-mastermove": "When you learn from a master inventor, choose a small object. You never need to spend Materials to produce this tool.
    Once you’ve learned from a master sage, when you Observe Carefully you may also ask the following question:
    ✦   What does my research reveal about this?", + "text-scholar-advance1": " You have +1 Hot (max +2).", + "text-scholar-advance2": " You have +1 Solid (max +2).", + "text-scholar-advance3": " You have +1 Keen (max +2).", + "text-scholar-advance4": " You have +1 Fluid (max +2).", + "text-scholar-advance5": " Take another Scholar move.", + "text-scholar-advance6": " Take another Scholar move.", + "text-scholar-advance7": " Take a move from any Playbook.", + "text-scholar-advance8": " Take a move from any Playbook.", + "text-scholar-advance9": " Take a move from a sub-Playbook.", + "text-scholar-advance10": " Take a move from a sub-Playbook.", + "text-scholar-advance11": " Take a new Chakra or write your own", + "lbl-spiritshaper": "Spiritshaper", + "text-spiritshaperbackstory": "You have the Respect of a Great Spirit, and thus its True Name. What is it?
    You Respect __________ and have shown them the Spirit World.
    What spirit have you summoned for __________? What went wrong?", + "text-spiritshaperinfo": "You start with two Moves:", + "text-spiritshaper-move1name": "Astral Projection", + "text-spiritshaper-move1desc": "When you step outside of your physical body, roll +Natural. On a 10 or greater, you can observe or converse beyond your own body. You may return instantly, but can still be hurt, and your physical form is unconscious and helpless. On a 7, 8, or 9, the same but you are quickly noticed, either in spirit or physical form.", + "text-spiritshaper-move2name": "Binding Contracts", + "text-spiritshaper-move2desc": "When you make a bargain with a spirit, it is obliged to to grant you an additional boon upon completion. When you break an Oath to a spirit, subtract 1 from all Speak Honorably and Act Dishonorably rolls until you reconcile with the spirit", + "text-spiritshaper-move3name": "Communion", + "text-spiritshaper-move3desc": "When you summon a spirit to bargain for services, roll plus the number of conditions you fulfill:
    ✦   You present an offering.
    ✦   You’ve previously met and established a price with the spirit.
    ✦   You are in a place of power. If you attempt to perform the summoning hastily, subtract 1. On a 10 or greater, the spirit fulfills the bargain before payment is needed. On a 7, 8, or 9, payment is required up front.", + "text-spiritshaper-move4name": "Medium", + "text-spiritshaper-move4desc": "When you channel the ghosts of the dead, roll +Solid. On a 7 or greater, you may ask 1 question that they must answer. On a 10 or greater, you may choose to embody the ghost. Take a Chakra in line with the ghost’s personality and you may appear as the ghost did in life.", + "text-spiritshaper-move5name": "Mindwarp", + "text-spiritshaper-move5desc": "When you exert your will over a being’s essence, roll +Fluid. On a 10 or greater, it falls under your influence (perhaps with resentment). On a 7, 8, or 9, it contorts your command, fights you for control, or has some influence over you in return.
    If used against another player character, treat the command as an Oath.", + "text-spiritshaper-move6name": "Whispering Spirits", + "text-spiritshaper-move6desc": "When you Observe Carefully, you may choose to answer questions instead of asking them. If you do, the MC chooses the question and you may answer it as you choose. You may mix asking and answering. If you answer any questions, the MC places an Environment Tag instead of you.", + "text-spiritshaper-mastermove": "Once you’ve trained with a master spiritshaper, you may use any spirit’s True Name to summon it at any time, without a roll, though it may not be happy or forgiving of this. A True Name must come from the spirit itself to be used this way", + "text-spiritshaper-advance1": " You have +1 Hot (max +2).", + "text-spiritshaper-advance2": " You have +1 Solid (max +2).", + "text-spiritshaper-advance3": " You have +1 Keen (max +2).", + "text-spiritshaper-advance4": " You have +1 Fluid (max +2).", + "text-spiritshaper-advance5": " Take another Spiritshaper move.", + "text-spiritshaper-advance6": " Take another Spiritshaper move.", + "text-spiritshaper-advance7": " Take a move from any Playbook.", + "text-spiritshaper-advance8": " Take a move from any Playbook.", + "text-spiritshaper-advance9": " Take a move from a sub-Playbook.", + "text-spiritshaper-advance10": " Take a move from a sub-Playbook.", + "text-spiritshaper-advance11": " Take a new Chakra or write your own", + "lbl-warrior": "Warrior", + "text-warriorbackstory": " You’ve sworn to never harm __________, even though you do not trust them.
    __________ has earned your wrath. Name this MC character and swear to bring about their downfall.", + "text-warriorinfo": "Choose two Moves:", + "text-warrior-move1name": "Improviser", + "text-warrior-move1desc": "Everything in your surroundings is a weapon in your hands. When you eschew your usual armament in favor of using the environment for the first time during a conflict, gain 1 Chi.", + "text-warrior-move2name": "Memories of Battle", + "text-warrior-move2desc": "When you spend Fortune you may choose to immediately Meditate on the situation by remembering something from your past, either as a flashback or just as a recollection.", + "text-warrior-move3name": "Outlaw", + "text-warrior-move3desc": "When you go outside the law or the morals of your community and Act Dishonorably, add +2 to your roll if you lose (or do not have) their Respect. If they are a player character, on a 7 or greater you may demand an Oath from them.", + "text-warrior-move4name": "Samurai", + "text-warrior-move4desc": "You have +1 maximum Fortune, and answer the following:
    To whom have you sworn your loyalty? Are you still loyal to them? Make an Oath reflecting your commitment to them.", + "text-warrior-move5name": "Suvivor", + "text-warrior-move5desc": "When you Commit Open Violence when you have a Moderate Tag, add 1 to the roll. If you have both a Moderate and a Severe Tag, instead gain 1 Chi.", + "text-warrior-move6name": "Wire-Fu", + "text-warrior-move6desc": "When you perform an implausible feat of athletics or physics-defying acrobatic stunt, Move With Intention. On a failure, you still choose one of the options.", + "text-warrior-mastermove": "Once you’ve trained with a master warrior, when you enter battle you may immediately challenge one foe to single combat. If they deny you, gain 1 Chi.", + "text-warrior-advance1": " You have +1 Hot (max +2).", + "text-warrior-advance2": " You have +1 Solid (max +2).", + "text-warrior-advance3": " You have +1 Keen (max +2).", + "text-warrior-advance4": " You have +1 Fluid (max +2).", + "text-warrior-advance5": " Take another Warrior move.", + "text-warrior-advance6": " Take another Warrior move.", + "text-warrior-advance7": " Take a move from any Playbook.", + "text-warrior-advance8": " Take a move from any Playbook.", + "text-warrior-advance9": " Take a move from a sub-Playbook.", + "text-warrior-advance10": " Take a move from a sub-Playbook.", + "text-warrior-advance11": " Take a new Chakra or write your own", + "lbl-watershaper": "Watershaper", + "text-watershaperbackstory": "Despite past failures, you are dedicated to your Oath to __________.
    __________ is beloved by my people, and so is Respected by me too.", + "text-watershaperinfo": "You get Watershaping, and choose one more:", + "text-watershaper-move1name": "Watershaping", + "text-watershaper-move1desc": "You have a small supply of Water. You can carry up to 3 Water, which is replenished whenever you come across a sufficient body of water. When you manipulate water in combat, spend 1 Water and roll +Fluid. On a 10 or greater, choose two from the list. On a 7, 8, or 9, just one. You may pick a single option multiple times.
    ✦   Impose a Tag on a foe.
    ✦   Impose an Environment Tag.
    ✦   Get the spent Water back.
    Other actions can involve watershaping, but are treated as whatever move would be appropriat", + "text-watershaper-move2name": "Healer", + "text-watershaper-move2desc": "When you take time to cover a wound with your element and lay hands upon it, roll +Natural. On a 10 or greater, the wound is visibly cured and the subject refreshed.
    On a 7, 8, or 9, serious wounds are healed but superficial ones remain.", + "text-watershaper-move3name": "Iceshaping", + "text-watershaper-move3desc": "You can control ice as if it were liquid water, and can shift between the two freely. When you shape ice in combat, roll +Keen instead of +Fluid, and on a 10 or greater you can make a third choice from the list of options.", + "text-watershaper-move4name": "Moon-Chosen", + "text-watershaper-move4desc": "When the moon has risen, you have +1 Fluid (max +3).", + "text-watershaper-move5name": "Shaping Stance", + "text-watershaper-move5desc": "When you set into a shaping stance, roll Move With Intention and add the following option to the list:
    ✦   Use the result of this Move’s roll as the result of your next shaping roll.", + "text-watershaper-move6name": "Ubiquity", + "text-watershaper-move6desc": "Spend 1 Chi to refill your Water from any environment, be it from water vapor, plants, or some other source other than an actual body of water.", + "text-watershaper-mastermove": "Once you’ve trained with a master watershaper, you are more efficient about your water use and may carry 1 additional Water", + "text-watershaper-advance1": " You have +1 Hot (max +2).", + "text-watershaper-advance2": " You have +1 Solid (max +2).", + "text-watershaper-advance3": " You have +1 Keen (max +2).", + "text-watershaper-advance4": " You have +1 Fluid (max +2).", + "text-watershaper-advance5": " Take another Watershaper move.", + "text-watershaper-advance6": " Take another Watershaper move.", + "text-watershaper-advance7": " Take a move from any Playbook.", + "text-watershaper-advance8": " Take a move from any Playbook.", + "text-watershaper-advance9": " Take a move from a sub-Playbook.", + "text-watershaper-advance10": " Take a move from a sub-Playbook.", + "text-watershaper-advance11": " Take a new Chakra or write your own", + "lbl-customplaybook": "Custom Playbook", + "text-custom-advance1": " You have +1 to any Stat (max +3).", + "text-custom-advance2": " You have +1 maximum Fortune.", + "text-custom-advance3": " Retire your character to safety.", + "text-custom-advance4": " Replace one of your Chakras.", + "text-custom-advance5": "Create a second character, played side-by-side with the first.", + "text-custom-advance6": " Change to a new Playbook", + "text-custom-advance7": " You have an Animal Companion with two Moves", + "lbl-companion": "Animal Companion", + "text-companion-move1name": "Wild", + "text-companion-move1desc": "Your companion has an Animal score of +2 instead of +1.", + "text-companion-move2name": "Unstopping", + "text-companion-move2desc": "Choose one type of terrain your companion can easily traverse: clouds, sea, solid stone", + "text-companion-move3name": "Zephyr", + "text-companion-move3desc": "When you ride with haste, roll +Animal. On a 7 or greater, you reach your destination swiftly. On a 7, 8, or 9, choose one:
    ✦   Trouble finds you there.
    ✦   Your companion is Exhausted.
    ✦   Your arrival causes a big scene.", + "text-companion-move4name": "Hound", + "text-companion-move4desc": "So long as you have some recent physical link to a subject, you can spend 1 Chi to find them (though it may not be fast or stealthy).", + "text-companion-move5name": "Pack Mentality", + "text-companion-move5desc": "When your companion is an equal participant in your maneuvers, roll +Animal in addition to rolling your own Move. On a 7 or greater, you may choose to use that result instead for your Move" +} diff --git a/Legend-of-the-Elements/translations/el.json b/Legend-of-the-Elements/translations/el.json new file mode 100644 index 0000000000..a1716e79a7 --- /dev/null +++ b/Legend-of-the-Elements/translations/el.json @@ -0,0 +1,367 @@ +{ + "lbl-name": "Name", + "lbl-pronouns": "Pronouns", + "lbl-playbook": "Playbook", + "lbl-look": "Look", + "lbl-chakras": "chakras", + "lbl-backstory": "Your Backstory", + "lbl-strings": "Strings", + "lbl-promises": "Promises", + "lbl-harm": "Harm", + "text-harminfo": "At four Harm, Skirt Death.", + "lbl-conditions": "Conditions", + "lbl-notes": "Notes", + "lbl-moves": "Moves", + "lbl-other": "Other", + "lbl-oaths": "Oaths", + "lbl-fortune": "Fortune", + "lbl-minor-tags": "Minor Tags", + "lbl-moderate-tags": "Moderate tags", + "lbl-severe-tags": "Severe tags", + "lbl-gear": "Gear", + "lbl-respects": "I Respect", + "lbl-respecteds": "I Am Respected By", + "lbl-mastermove": "Mastery Move", + "lbl-seasonadvances": "Advanced Improvments", + "lbl-unlocked": "Unlocked", + "lbl-chi": "Chi", + "lbl-atfault": "At Fault", + "lbl-species": "Species", + "text-chiinfo": "Spend 5 chi and choose one advancement from the list below:", + "text-expreminder": "Don't forget to manually add any advancements to your sheet. Check any you've already taken.", + "text-seasonadvancesinfo": "(after you’ve taken five Improvements, you may also choose Advanced Improvements)", + "text-seasonadvances1": " You have +1 to any Stat (max +3).", + "text-seasonadvances2": " You have +1 maximum Fortune.", + "text-seasonadvances3": " Retire your character to safety.", + "text-seasonadvances4": " Replace one of your Chakras.", + "text-seasonadvances5": " Create a second character, played side-by-side with the first.", + "text-seasonadvances6": " Change to a new Playbook", + "text-seasonadvances7": " You have an Animal Companion with two Moves", + "lbl-seasonadvancements": "Season Advancements", + "text-askbonus": "Any other modifiers?", + "text-commentprompt": "Comment", + "text-commentexample": "..To do something!", + "lbl-Natural": "Natural", + "lbl-Hot": "Hot", + "lbl-Solid": "Solid", + "lbl-Keen": "Keen", + "lbl-Fluid": "Fluid", + "lbl-Animal": "Animal", + "lbl-bullet": "
    ✦  ", + "lbl-airshaper": "Airshaper", + "text-airshaperbackstory": "You made __________ a promise a long time ago, but have made no progress. What was it?
    __________ is a close friend, we Respect each other.", + "text-airshaperinfo": "You get Airshaping, and choose one more:", + "text-airshaper-move1name": "Airshaping", + "text-airshaper-move1desc": "When you manipulate the air to control the area, roll +Natural. On a 7 or greater, choose one:
    ✦  Immobilize a foe.
    ✦  Move as fast as the wind.
    ✦  Perform a great feat of acrobatics.
    ✦  Reposition the battlefield. On a 10 or greater, as above, but also add 1 to your rolls until you stop moving.
    Other actions can involve airshaping, but are treated as whatever move would be appropriate.", + "text-airshaper-move2name": "Attuned", + "text-airshaper-move2desc": "When you are outdoors, you have +1 Natural (max +3).", + "text-airshaper-move3name": "Nomad", + "text-airshaper-move3desc": "When you Meditate about some facet of the world (natural or Spirit), on a 7 or greater you may also ask the MC one related question that they must answer.", + "text-airshaper-move4name": "Redirection", + "text-airshaper-move4desc": "When you change the target of an attack, roll +Fluid. On a 10 or greater, it strikes a new target of your choice. On a 7, 8, or 9, you redirect it and it strikes a new target of the MC’s choice.", + "text-airshaper-move5name": "Soundshaping", + "text-airshaper-move5desc": "You can manipulate sound as just another facet of the air. When you use this to mimic, amplify, or reduce noises, roll +Keen. On a 10 or greater, you can convincingly project any sound you’ve heard. On a 7, 8, or 9, the replication is pretty close, but you are also exposed to danger.", + "text-airshaper-move6name": "Unburdened", + "text-airshaper-move6desc": "So long as you have no unresolved Oaths, add 1 to all Speak Honorably and Act Dishonorably rolls.", + "text-airshaper-mastermove": "Once you’ve trained with a master airshaper, add the following to the Move With Intention option list:
    ✦   Roll your next Move with Natural instead of its usual Stat.", + "text-airshaper-advance1": " You have +1 Hot (max +2).", + "text-airshaper-advance2": " You have +1 Solid (max +2).", + "text-airshaper-advance3": " You have +1 Keen (max +2).", + "text-airshaper-advance4": " You have +1 Fluid (max +2).", + "text-airshaper-advance5": " Take another Airshaper move.", + "text-airshaper-advance6": " Take another Airshaper move.", + "text-airshaper-advance7": " Take a move from any Playbook.", + "text-airshaper-advance8": " Take a move from any Playbook.", + "text-airshaper-advance9": " Take a move from a sub-Playbook.", + "text-airshaper-advance10": " Take a move from a sub-Playbook.", + "text-airshaper-advance11": " Take a new Chakra or write your own", + "lbl-aristocrat": "Aristocrat", + "text-aristocratbackstory": "Gain the Respect of as many characters as you desire. For each character you cause to Respect you, make an Oath, though it needn’t be to that character", + "text-aristocratinfo": "Choose two moves:", + "text-aristocrat-move1name": "Currency of Favors", + "text-aristocrat-move1desc": "Whenever you Help someone, you can demand a favor of them first. If they agree, they gain 1 Chi.", + "text-aristocrat-move2name": "Henchmen", + "text-aristocrat-move2desc": "You have a small force of loyal henchmen. They can be sent out with commands or aid your efforts as you wish, though their obedience is not absolute", + "text-aristocrat-move3name": "Intrigue", + "text-aristocrat-move3desc": "When you Act Dishonorably but disguise it in polite conversation, roll +Natural instead of +Hot.", + "text-aristocrat-move4name": "Mastermind", + "text-aristocrat-move4desc": "When you scheme and plan a future plot, roll +Keen. On a 10 or greater, the MC will pick 2 of the following conditions, only one of which must be addressed to succeed. On a 7, 8, or 9, the same thing, but you’ll need to address both.
    ✦   It will be very expensive or resource-intensive.
    ✦   It will take hours/days.
    ✦   You’re going to need __________’s help.
    ✦   __________ stands in the way of success.", + "text-aristocrat-move5name": "Silver Tongue", + "text-aristocrat-move5desc": "Whenever you roll a 10 or greater to Speak Honorably, the target must also offer something extra they think you want.", + "text-aristocrat-move6name": "Web of Commitments", + "text-aristocrat-move6desc": "When you take an Oath contradictory to another you’ve made, you may give up one of them without it counting as breaking an Oath (for purposes of the move), though there will still likely be social consequences to not fulfilling it.", + "text-aristocrat-mastermove": "Once you’ve trained with a master politician, choose 1:
    ✦   You’re better at juggling many engagements; when you have at least 3 Oaths and take an additional Oath, gain 1 Chi.
    ✦   You’re most skilled at handling one thing at a time; when you have exactly 1 Oath, add 1 to any roll when making actions directly related to completing it.", + "text-aristocrat-advance1": " You have +1 Hot (max +2).", + "text-aristocrat-advance2": " You have +1 Solid (max +2).", + "text-aristocrat-advance3": " You have +1 Keen (max +2).", + "text-aristocrat-advance4": " You have +1 Fluid (max +2).", + "text-aristocrat-advance5": " Take another Aristocrat move.", + "text-aristocrat-advance6": " Take another Aristocrat move.", + "text-aristocrat-advance7": " Take a move from any Playbook.", + "text-aristocrat-advance8": " Take a move from any Playbook.", + "text-aristocrat-advance9": " Take a move from a sub-Playbook.", + "text-aristocrat-advance10": " Take a move from a sub-Playbook.", + "text-aristocrat-advance11": " Take a new Chakra or write your own", + "lbl-earthshaper": "Earthshaper", + "text-earthshaperbackstory": "You don’t let people down, usually. Every character has Respect for you, except for __________.
    What have you promised them to try and gain their confidence?", + "text-earthshaperinfo": "You get Earthshaping, and choose one more:", + "text-earthshaper-move1name": "Earthshaping", + "text-earthshaper-move1desc": "When you alter the battlefield’s topography, roll +Solid. On a 7 or greater, add an appropriate Environment Tag. On a 10 or greater, anyone taking advantage of this Environment Tag when making a Move add +1 to their roll.
    Other actions can involve earthshaping, but are treated as whatever move would be appropriate", + "text-earthshaper-move2name": "Bulldozer", + "text-earthshaper-move2desc": "When your actions lead to the immediate destruction of (or relief from) an Environment Tag, gain 1 Chi.", + "text-earthshaper-move3name": "Defender", + "text-earthshaper-move3desc": "Whenever you are in your element, you can protect yourself from an attack (and associated Tag) by spending 1 Chi. If it was a player attacking you, give them the Chi. Otherwise, give it to the MC", + "text-earthshaper-move4name": "Metalshaping", + "text-earthshaper-move4desc": "You can control metal that you are in contact with. When you do, it’s the same as Earthshaping but roll +Keen instead of +Solid. When you metalshape against someone, on a 7 or greater you can Tag the target as well as the environment.", + "text-earthshaper-move5name": "Rooted", + "text-earthshaper-move5desc": "When you are in solid contact with the ground, you have +1 Solid (max +3).", + "text-earthshaper-move6name": "Vibration Sense", + "text-earthshaper-move6desc": "You can see and feel anything in contact with the ground (within reasonable distance). When you Observe Carefully, add the following questions to the list of options:
    ✦   Are they telling the truth?
    ✦   What does their body language betray about their plans?
    ✦   What is unseen but in contact with the ground?", + "text-earthshaper-mastermove": "Once you’ve trained with a master Earthshaper, whenever you pass up an opportunity for action or resist opposition without reaction, gain 1 Chi.", + "text-earthshaper-advance1": " You have +1 Hot (max +2).", + "text-earthshaper-advance2": " You have +1 Solid (max +2).", + "text-earthshaper-advance3": " You have +1 Keen (max +2).", + "text-earthshaper-advance4": " You have +1 Fluid (max +2).", + "text-earthshaper-advance5": " Take another Earthshaper move.", + "text-earthshaper-advance6": " Take another Earthshaper move.", + "text-earthshaper-advance7": " Take a move from any Playbook.", + "text-earthshaper-advance8": " Take a move from any Playbook.", + "text-earthshaper-advance9": " Take a move from a sub-Playbook.", + "text-earthshaper-advance10": " Take a move from a sub-Playbook.", + "text-earthshaper-advance11": " Take a new Chakra or write your own", + "lbl-fireshaper": "Fireshaper", + "text-fireshaperbackstory": "Make two Oaths: one making up for past failures, and one made to ease another’s burdens.", + "text-fireshaperinfo": "You get Fireshaping, and choose one more:", + "text-fireshaper-move1name": "Fireshaping", + "text-fireshaper-move1desc": "When you create or manipulate open flame to attack, roll +Hot. On a 10 or greater, it does what you want, Tagging targets as appropriate. On a 7, 8, or 9, you lose control of it in some manner (choose 1):
    ✦   The flames are larger and more taxing than intended. They burn hot and strong, but take -1 to th next roll you make.
    ✦   The flames explode into being, injuring all nearby, including the Fireshaper. Add Tags as appropriate.
    ✦   You set fire to the area. Add a relevant Environment Tag.
    Other actions can involve fireshaping, but are treated as whatever move would be appropriate", + "text-fireshaper-move2name": "Driven by Honor", + "text-fireshaper-move2desc": "When you fervently pursue the completion of an Oath to someone who doesn’t Respect you, add 1 to all Stand Fast and Speak Honorably rolls", + "text-fireshaper-move3name": "Hot-Headed", + "text-fireshaper-move3desc": "When you are treated disrespectfully and respond by Acting Dishonorably, add +1 to your roll. If you respond by Committing Open Violence, gain 1 Chi instead.", + "text-fireshaper-move4name": "Inner Passion", + "text-fireshaper-move4desc": "Decide and inform the MC of what emotion fuels your shaping. If the emotion is destructive or negative (such as anger, arrogance, or fear) you may Stand Fast with Hot instead of Solid.
    If the emotion is a positive or constructive one (such as harmony, discipline, or hope) you may Move With Intention with Hot instead of Fluid.", + "text-fireshaper-move5name": "Lightningshaping", + "text-fireshaper-move5desc": "+Fluid. On a 10 or greater, you succeed at projecting or redirecting the lightning strike.
    On a 7, 8, or 9, choose 1:
    ✦   Some power rebounds, shocking and Tagging the shaper as well.
    ✦   The lightning doesn’t strike the target, but all that can see it gain the Dazed Tag.
    ✦   The blast misses but causes explosive and chaotic damage; the MC adds an appropriate Environment Tag.", + "text-fireshaper-move6name": "Sunsoul", + "text-fireshaper-move6desc": "When the sun is in the sky, you have +1 Hot (max +3).", + "text-fireshaper-mastermove": "Once you’ve trained with a master fireshaper, never again can you be Tagged by being burned by natural fire, or your own magical fire.", + "text-fireshaper-advance1": " You have +1 Hot (max +2).", + "text-fireshaper-advance2": " You have +1 Solid (max +2).", + "text-fireshaper-advance3": " You have +1 Keen (max +2).", + "text-fireshaper-advance4": " You have +1 Fluid (max +2).", + "text-fireshaper-advance5": " Take another Fireshaper move.", + "text-fireshaper-advance6": " Take another Fireshaper move.", + "text-fireshaper-advance7": " Take a move from any Playbook.", + "text-fireshaper-advance8": " Take a move from any Playbook.", + "text-fireshaper-advance9": " Take a move from a sub-Playbook.", + "text-fireshaper-advance10": " Take a move from a sub-Playbook.", + "text-fireshaper-advance11": " Take a new Chakra or write your own", + "lbl-hunter": "Hunter", + "text-hunterbackstory": "You regularly bring back trophies of your prey, grisly or otherwise. __________ has shown Respect for your talents.
    __________ has been kind to you when you were in need, and you Respect them for it. What promise have you made to them to show that Respect?", + "text-hunterinfo": "Choose two Hunter Moves:", + "text-hunter-move1name": "Ambush", + "text-hunter-move1desc": "While a foe is marked by a Tag indicating that they are not aware of your presence, you can spend 1 Chi to immediately defeat them and remove them from the action", + "text-hunter-move2name": "Friend of Nature", + "text-hunter-move2desc": "One of your Animal Companions may select a new Move.", + "text-hunter-move3name": "Guerrilla Tactics", + "text-hunter-move3desc": "When hunting in the wilderness, you may Commit Open Violence with Keen instead of Hot. On a 10 or greater, if you take advantage of an Environment Tag in the process also choose one of the Move With Intention options.", + "text-hunter-move4name": "Stealth", + "text-hunter-move4desc": "When you conceal yourself from view, roll +Fluid. On a 7 or greater, enemies can’t see you and are Tagged as Unwitting Prey. On a 7, 8, or 9, also select one of the following:
    ✦   Someone is on alert now.
    ✦   You can’t keep track of everyone from your hiding place.
    ✦   You can’t stay undetected here for long.", + "text-hunter-move5name": "The Path", + "text-hunter-move5desc": "When you seek the way to someone or something you’ve been searching for, roll +Keen. On a 10 or greater, you find a route that is safe to use, at least this once. On a 7, 8, or 9, choose one:
    ✦   Something has to get left behind on the way.
    ✦   You are followed by something dangerous.
    ✦   Your travel is obvious to all.", + "text-hunter-move6name": "White Stag", + "text-hunter-move6desc": "When you name a quarry your White Stag, swear an oath to capture or kill them (your choice). You always intuitively know if your White Stag is near, and while they are you take +1 on Commit Open Violence and Move With Intention rolls. You can only have one White Stag at a time. Break your Oath when you give up", + "text-hunter-mastermove": "Once you’ve trained with a master hunter, whenever you Tag a foe who is not aware of your presence you may immediately add an Environment Tag describing the current situation", + "text-hunter-advance1": " You have +1 Hot (max +2).", + "text-hunter-advance2": " You have +1 Solid (max +2).", + "text-hunter-advance3": " You have +1 Keen (max +2).", + "text-hunter-advance4": " You have +1 Fluid (max +2).", + "text-hunter-advance5": " Take another Hunter move.", + "text-hunter-advance6": " Take another Hunter move.", + "text-hunter-advance7": " Take a move from any Playbook.", + "text-hunter-advance8": " Take a move from any Playbook.", + "text-hunter-advance9": " Take a move from a sub-Playbook.", + "text-hunter-advance10": " Take a move from a sub-Playbook.", + "text-hunter-advance11": " Take a new Chakra or write your own", + "lbl-monk": "Monk", + "text-monkbackstory": "", + "text-monkinfo": "Choose two Moves", + "text-monk-move1name": "Calm Stability", + "text-monk-move1desc": "Until you personally show aggression toward your enemies, whenever you are still and unflinching in the face of imminent harm roll +Solid. On a 10 or greater, you still come through unscathed. On a 7, , or 9, the same, but you must act immediately against your attacker.", + "text-monk-move2name": "Chi Blocker", + "text-monk-move2desc": "When you assault your foe’s pressure points, roll +Hot. On a 10 or greater, name a type of action that foe is now incapable of. On a 7, 8, or 9, name two or three types of action and the MC will pick which one the foe can’t do.", + "text-monk-move3name": "Clarity of Senses", + "text-monk-move3desc": "When you find yourself in a tense situation, you can immediately apply an Environment Tag describing the situation.", + "text-monk-move4name": "Guru", + "text-monk-move4desc": "You teach others the path to self-improvement. Whenever you Help another character in an instructive or guiding capacity, they gain Respect for you. If they already Respect you, they gain 1 Chi", + "text-monk-move5name": "Spiritual", + "text-monk-move5desc": "With effort, you can contactentities of the Spirit World. When you meditate to call upon a spirit, roll +Chi spent. On a 10 or greater, that spirit appears to you. On a 7, 8, or 9, choose two:
    ✦   The correct spirit appears.
    ✦   The spirit is benevolent.
    ✦   The spirit doesn’t want something in return.
    You cannot spend additional Chi to improve the results of this roll, even when taking advantage of a Tag.", + "text-monk-move6name": "Stillness", + "text-monk-move6desc": "When you are subtle with your motions or settle into a defensive posture, you Move With Intention with Solid instead of Fluid.", + "text-monk-mastermove": "When you study under an enlightened soul, renew your monastic vows. Set a condition: You will never (choose 1):
    ✦   Afford yourself any luxury,
    ✦   Cause intentional harm,
    ✦   Tell anything but the truth.
    Treat this vow as a Chakra. If you break the vow, the Master knows and sends people for you.", + "text-monk-advance1": " You have +1 Hot (max +2).", + "text-monk-advance2": " You have +1 Solid (max +2).", + "text-monk-advance3": " You have +1 Keen (max +2).", + "text-monk-advance4": " You have +1 Fluid (max +2).", + "text-monk-advance5": " Take another Monk move.", + "text-monk-advance6": " Take another Monk move.", + "text-monk-advance7": " Take a move from any Playbook.", + "text-monk-advance8": " Take a move from any Playbook.", + "text-monk-advance9": " Take a move from a sub-Playbook.", + "text-monk-advance10": " Take a move from a sub-Playbook.", + "text-monk-advance11": " Take a new Chakra or write your own", + "lbl-peasant": "Peasant", + "text-peasantbackstory": "You owe __________ big, and have sworn to make it up to them. Decide whether you Respect them or not.
    What did you and __________ each swear that has brought you so close together and earned your mutual Respect? (if there are no other player characters so inclined, create an MC character instead.", + "text-peasantinfo": "Choose two moves:", + "text-peasant-move1name": "Fool's Luck", + "text-peasant-move1desc": "Your maximum Fortune is increased by 1. You can only spend Fortune if you’re not intentionally attempting to defend yourself.", + "text-peasant-move2name": "From the Gutter", + "text-peasant-move2desc": "When you Move With Intention while in a town or city, roll +Hot instead of +Fluid. If you do, add the following to the list of options:
    ✦   Take something of value from the target.", + "text-peasant-move3name": "Loyal Servant", + "text-peasant-move3desc": "When you make an Oath to someone above your station, add +1 to any rolls directly related to completing it. When someone above your station fulfills an Oath to you, if you did not Respect them, gain 1 Chi.", + "text-peasant-move4name": "Martyr", + "text-peasant-move4desc": "If someone near you would take a Tag and you intervene, you may take it yourself instead of them taking it (the Tag’s specific nature may change in the process). If you do, gain 1 Chi.", + "text-peasant-move5name": "Out of Focus", + "text-peasant-move5desc": "When you act like you belong to avoid drawing attention or to give commands, roll +Solid to Observe Carefully or Speak Honorably.", + "text-peasant-move6name": "Stalwart Presence", + "text-peasant-move6desc": "When you Help someone, on a 7 or greater you may spend 1 Chi to improve the result of their modified roll by one step, so long as you both are already Tagged.", + "text-peasant-mastermove": "There are no masters for what you do. Instead, when you receive training from a master of another discipline, you may take the Mastery Move from the appropriate playbook. When you do, you may spend 1 Chi to immediately transfer to that playbook.", + "text-peasant-advance1": " You have +1 Hot (max +2).", + "text-peasant-advance2": " You have +1 Solid (max +2).", + "text-peasant-advance3": " You have +1 Keen (max +2).", + "text-peasant-advance4": " You have +1 Fluid (max +2).", + "text-peasant-advance5": " Take another Peasant move.", + "text-peasant-advance6": " Take another Peasant move.", + "text-peasant-advance7": " Take a move from any Playbook.", + "text-peasant-advance8": " Take a move from any Playbook.", + "text-peasant-advance9": " Take a move from a sub-Playbook.", + "text-peasant-advance10": " Take a move from a sub-Playbook.", + "text-peasant-advance11": " Take a new Chakra or write your own", + "lbl-scholar": "Scholar", + "text-scholarbackstory": "__________ once saved your life, earning your Respect. In return, what did you promise them?", + "text-scholarinfo": "You start with Always Prepared and one other Move", + "text-scholar-move1name": "Always Prepared", + "text-scholar-move1desc": "When you begin the session, roll 1 die +Keen. The result is the number of Materials you have for that session. Spend Materials 1-for-1 to produce a small, simple tool of your choice. You may spend a second Material to produce a small, complex tool instead. Lastly, you may spend 1 Material at any point to ask a single question as if you’d succeeded on an Observe Carefully roll.", + "text-scholar-move2name": "Construct", + "text-scholar-move2desc": "When you take your time to build a complicated contraption, spend a number of Materials and roll +Materials spent. On a 10 or greater, you build it all up, maybe with one complication. On a 7, 8, or 9, the MC will choose two or three of the following conditions needed to perfect the contraption:
    ✦   You needed extra resources; the project takes an extra Material.
    ✦   It’ll take significantly longer to build.
    ✦   The best you can do is a lesser version, unreliable and limited.
    ✦   Finishing it attracts attention.
    ✦   You can’t do it alone", + "text-scholar-move3name": "Fight with Your Head", + "text-scholar-move3desc": "When you Commit Open Violence or Move With Intention after watching a foe for a moment, you may add the Observed Tag to the target before the roll.", + "text-scholar-move4name": "Ingenious", + "text-scholar-move4desc": "So long as you have any Materials, you have +1 Keen (max +3).", + "text-scholar-move5name": "Think it Through", + "text-scholar-move5desc": "When you use rational thought to Meditate on a subject, you roll +Keen instead of +Natural. If you spend 1 Material to consult your books in the process, you can Meditate quickly as well.", + "text-scholar-move6name": "Trained Observer", + "text-scholar-move6desc": "When you Observe Carefully, you may ask an additional question, regardless of result (even on a failure).", + "text-scholar-mastermove": "When you learn from a master inventor, choose a small object. You never need to spend Materials to produce this tool.
    Once you’ve learned from a master sage, when you Observe Carefully you may also ask the following question:
    ✦   What does my research reveal about this?", + "text-scholar-advance1": " You have +1 Hot (max +2).", + "text-scholar-advance2": " You have +1 Solid (max +2).", + "text-scholar-advance3": " You have +1 Keen (max +2).", + "text-scholar-advance4": " You have +1 Fluid (max +2).", + "text-scholar-advance5": " Take another Scholar move.", + "text-scholar-advance6": " Take another Scholar move.", + "text-scholar-advance7": " Take a move from any Playbook.", + "text-scholar-advance8": " Take a move from any Playbook.", + "text-scholar-advance9": " Take a move from a sub-Playbook.", + "text-scholar-advance10": " Take a move from a sub-Playbook.", + "text-scholar-advance11": " Take a new Chakra or write your own", + "lbl-spiritshaper": "Spiritshaper", + "text-spiritshaperbackstory": "You have the Respect of a Great Spirit, and thus its True Name. What is it?
    You Respect __________ and have shown them the Spirit World.
    What spirit have you summoned for __________? What went wrong?", + "text-spiritshaperinfo": "You start with two Moves:", + "text-spiritshaper-move1name": "Astral Projection", + "text-spiritshaper-move1desc": "When you step outside of your physical body, roll +Natural. On a 10 or greater, you can observe or converse beyond your own body. You may return instantly, but can still be hurt, and your physical form is unconscious and helpless. On a 7, 8, or 9, the same but you are quickly noticed, either in spirit or physical form.", + "text-spiritshaper-move2name": "Binding Contracts", + "text-spiritshaper-move2desc": "When you make a bargain with a spirit, it is obliged to to grant you an additional boon upon completion. When you break an Oath to a spirit, subtract 1 from all Speak Honorably and Act Dishonorably rolls until you reconcile with the spirit", + "text-spiritshaper-move3name": "Communion", + "text-spiritshaper-move3desc": "When you summon a spirit to bargain for services, roll plus the number of conditions you fulfill:
    ✦   You present an offering.
    ✦   You’ve previously met and established a price with the spirit.
    ✦   You are in a place of power. If you attempt to perform the summoning hastily, subtract 1. On a 10 or greater, the spirit fulfills the bargain before payment is needed. On a 7, 8, or 9, payment is required up front.", + "text-spiritshaper-move4name": "Medium", + "text-spiritshaper-move4desc": "When you channel the ghosts of the dead, roll +Solid. On a 7 or greater, you may ask 1 question that they must answer. On a 10 or greater, you may choose to embody the ghost. Take a Chakra in line with the ghost’s personality and you may appear as the ghost did in life.", + "text-spiritshaper-move5name": "Mindwarp", + "text-spiritshaper-move5desc": "When you exert your will over a being’s essence, roll +Fluid. On a 10 or greater, it falls under your influence (perhaps with resentment). On a 7, 8, or 9, it contorts your command, fights you for control, or has some influence over you in return.
    If used against another player character, treat the command as an Oath.", + "text-spiritshaper-move6name": "Whispering Spirits", + "text-spiritshaper-move6desc": "When you Observe Carefully, you may choose to answer questions instead of asking them. If you do, the MC chooses the question and you may answer it as you choose. You may mix asking and answering. If you answer any questions, the MC places an Environment Tag instead of you.", + "text-spiritshaper-mastermove": "Once you’ve trained with a master spiritshaper, you may use any spirit’s True Name to summon it at any time, without a roll, though it may not be happy or forgiving of this. A True Name must come from the spirit itself to be used this way", + "text-spiritshaper-advance1": " You have +1 Hot (max +2).", + "text-spiritshaper-advance2": " You have +1 Solid (max +2).", + "text-spiritshaper-advance3": " You have +1 Keen (max +2).", + "text-spiritshaper-advance4": " You have +1 Fluid (max +2).", + "text-spiritshaper-advance5": " Take another Spiritshaper move.", + "text-spiritshaper-advance6": " Take another Spiritshaper move.", + "text-spiritshaper-advance7": " Take a move from any Playbook.", + "text-spiritshaper-advance8": " Take a move from any Playbook.", + "text-spiritshaper-advance9": " Take a move from a sub-Playbook.", + "text-spiritshaper-advance10": " Take a move from a sub-Playbook.", + "text-spiritshaper-advance11": " Take a new Chakra or write your own", + "lbl-warrior": "Warrior", + "text-warriorbackstory": " You’ve sworn to never harm __________, even though you do not trust them.
    __________ has earned your wrath. Name this MC character and swear to bring about their downfall.", + "text-warriorinfo": "Choose two Moves:", + "text-warrior-move1name": "Improviser", + "text-warrior-move1desc": "Everything in your surroundings is a weapon in your hands. When you eschew your usual armament in favor of using the environment for the first time during a conflict, gain 1 Chi.", + "text-warrior-move2name": "Memories of Battle", + "text-warrior-move2desc": "When you spend Fortune you may choose to immediately Meditate on the situation by remembering something from your past, either as a flashback or just as a recollection.", + "text-warrior-move3name": "Outlaw", + "text-warrior-move3desc": "When you go outside the law or the morals of your community and Act Dishonorably, add +2 to your roll if you lose (or do not have) their Respect. If they are a player character, on a 7 or greater you may demand an Oath from them.", + "text-warrior-move4name": "Samurai", + "text-warrior-move4desc": "You have +1 maximum Fortune, and answer the following:
    To whom have you sworn your loyalty? Are you still loyal to them? Make an Oath reflecting your commitment to them.", + "text-warrior-move5name": "Suvivor", + "text-warrior-move5desc": "When you Commit Open Violence when you have a Moderate Tag, add 1 to the roll. If you have both a Moderate and a Severe Tag, instead gain 1 Chi.", + "text-warrior-move6name": "Wire-Fu", + "text-warrior-move6desc": "When you perform an implausible feat of athletics or physics-defying acrobatic stunt, Move With Intention. On a failure, you still choose one of the options.", + "text-warrior-mastermove": "Once you’ve trained with a master warrior, when you enter battle you may immediately challenge one foe to single combat. If they deny you, gain 1 Chi.", + "text-warrior-advance1": " You have +1 Hot (max +2).", + "text-warrior-advance2": " You have +1 Solid (max +2).", + "text-warrior-advance3": " You have +1 Keen (max +2).", + "text-warrior-advance4": " You have +1 Fluid (max +2).", + "text-warrior-advance5": " Take another Warrior move.", + "text-warrior-advance6": " Take another Warrior move.", + "text-warrior-advance7": " Take a move from any Playbook.", + "text-warrior-advance8": " Take a move from any Playbook.", + "text-warrior-advance9": " Take a move from a sub-Playbook.", + "text-warrior-advance10": " Take a move from a sub-Playbook.", + "text-warrior-advance11": " Take a new Chakra or write your own", + "lbl-watershaper": "Watershaper", + "text-watershaperbackstory": "Despite past failures, you are dedicated to your Oath to __________.
    __________ is beloved by my people, and so is Respected by me too.", + "text-watershaperinfo": "You get Watershaping, and choose one more:", + "text-watershaper-move1name": "Watershaping", + "text-watershaper-move1desc": "You have a small supply of Water. You can carry up to 3 Water, which is replenished whenever you come across a sufficient body of water. When you manipulate water in combat, spend 1 Water and roll +Fluid. On a 10 or greater, choose two from the list. On a 7, 8, or 9, just one. You may pick a single option multiple times.
    ✦   Impose a Tag on a foe.
    ✦   Impose an Environment Tag.
    ✦   Get the spent Water back.
    Other actions can involve watershaping, but are treated as whatever move would be appropriat", + "text-watershaper-move2name": "Healer", + "text-watershaper-move2desc": "When you take time to cover a wound with your element and lay hands upon it, roll +Natural. On a 10 or greater, the wound is visibly cured and the subject refreshed.
    On a 7, 8, or 9, serious wounds are healed but superficial ones remain.", + "text-watershaper-move3name": "Iceshaping", + "text-watershaper-move3desc": "You can control ice as if it were liquid water, and can shift between the two freely. When you shape ice in combat, roll +Keen instead of +Fluid, and on a 10 or greater you can make a third choice from the list of options.", + "text-watershaper-move4name": "Moon-Chosen", + "text-watershaper-move4desc": "When the moon has risen, you have +1 Fluid (max +3).", + "text-watershaper-move5name": "Shaping Stance", + "text-watershaper-move5desc": "When you set into a shaping stance, roll Move With Intention and add the following option to the list:
    ✦   Use the result of this Move’s roll as the result of your next shaping roll.", + "text-watershaper-move6name": "Ubiquity", + "text-watershaper-move6desc": "Spend 1 Chi to refill your Water from any environment, be it from water vapor, plants, or some other source other than an actual body of water.", + "text-watershaper-mastermove": "Once you’ve trained with a master watershaper, you are more efficient about your water use and may carry 1 additional Water", + "text-watershaper-advance1": " You have +1 Hot (max +2).", + "text-watershaper-advance2": " You have +1 Solid (max +2).", + "text-watershaper-advance3": " You have +1 Keen (max +2).", + "text-watershaper-advance4": " You have +1 Fluid (max +2).", + "text-watershaper-advance5": " Take another Watershaper move.", + "text-watershaper-advance6": " Take another Watershaper move.", + "text-watershaper-advance7": " Take a move from any Playbook.", + "text-watershaper-advance8": " Take a move from any Playbook.", + "text-watershaper-advance9": " Take a move from a sub-Playbook.", + "text-watershaper-advance10": " Take a move from a sub-Playbook.", + "text-watershaper-advance11": " Take a new Chakra or write your own", + "lbl-customplaybook": "Custom Playbook", + "text-custom-advance1": " You have +1 to any Stat (max +3).", + "text-custom-advance2": " You have +1 maximum Fortune.", + "text-custom-advance3": " Retire your character to safety.", + "text-custom-advance4": " Replace one of your Chakras.", + "text-custom-advance5": "Create a second character, played side-by-side with the first.", + "text-custom-advance6": " Change to a new Playbook", + "text-custom-advance7": " You have an Animal Companion with two Moves", + "lbl-companion": "Animal Companion", + "text-companion-move1name": "Wild", + "text-companion-move1desc": "Your companion has an Animal score of +2 instead of +1.", + "text-companion-move2name": "Unstopping", + "text-companion-move2desc": "Choose one type of terrain your companion can easily traverse: clouds, sea, solid stone", + "text-companion-move3name": "Zephyr", + "text-companion-move3desc": "When you ride with haste, roll +Animal. On a 7 or greater, you reach your destination swiftly. On a 7, 8, or 9, choose one:
    ✦   Trouble finds you there.
    ✦   Your companion is Exhausted.
    ✦   Your arrival causes a big scene.", + "text-companion-move4name": "Hound", + "text-companion-move4desc": "So long as you have some recent physical link to a subject, you can spend 1 Chi to find them (though it may not be fast or stealthy).", + "text-companion-move5name": "Pack Mentality", + "text-companion-move5desc": "When your companion is an equal participant in your maneuvers, roll +Animal in addition to rolling your own Move. On a 7 or greater, you may choose to use that result instead for your Move" +} diff --git a/Legend-of-the-Elements/translations/en.json b/Legend-of-the-Elements/translations/en.json new file mode 100644 index 0000000000..a1716e79a7 --- /dev/null +++ b/Legend-of-the-Elements/translations/en.json @@ -0,0 +1,367 @@ +{ + "lbl-name": "Name", + "lbl-pronouns": "Pronouns", + "lbl-playbook": "Playbook", + "lbl-look": "Look", + "lbl-chakras": "chakras", + "lbl-backstory": "Your Backstory", + "lbl-strings": "Strings", + "lbl-promises": "Promises", + "lbl-harm": "Harm", + "text-harminfo": "At four Harm, Skirt Death.", + "lbl-conditions": "Conditions", + "lbl-notes": "Notes", + "lbl-moves": "Moves", + "lbl-other": "Other", + "lbl-oaths": "Oaths", + "lbl-fortune": "Fortune", + "lbl-minor-tags": "Minor Tags", + "lbl-moderate-tags": "Moderate tags", + "lbl-severe-tags": "Severe tags", + "lbl-gear": "Gear", + "lbl-respects": "I Respect", + "lbl-respecteds": "I Am Respected By", + "lbl-mastermove": "Mastery Move", + "lbl-seasonadvances": "Advanced Improvments", + "lbl-unlocked": "Unlocked", + "lbl-chi": "Chi", + "lbl-atfault": "At Fault", + "lbl-species": "Species", + "text-chiinfo": "Spend 5 chi and choose one advancement from the list below:", + "text-expreminder": "Don't forget to manually add any advancements to your sheet. Check any you've already taken.", + "text-seasonadvancesinfo": "(after you’ve taken five Improvements, you may also choose Advanced Improvements)", + "text-seasonadvances1": " You have +1 to any Stat (max +3).", + "text-seasonadvances2": " You have +1 maximum Fortune.", + "text-seasonadvances3": " Retire your character to safety.", + "text-seasonadvances4": " Replace one of your Chakras.", + "text-seasonadvances5": " Create a second character, played side-by-side with the first.", + "text-seasonadvances6": " Change to a new Playbook", + "text-seasonadvances7": " You have an Animal Companion with two Moves", + "lbl-seasonadvancements": "Season Advancements", + "text-askbonus": "Any other modifiers?", + "text-commentprompt": "Comment", + "text-commentexample": "..To do something!", + "lbl-Natural": "Natural", + "lbl-Hot": "Hot", + "lbl-Solid": "Solid", + "lbl-Keen": "Keen", + "lbl-Fluid": "Fluid", + "lbl-Animal": "Animal", + "lbl-bullet": "
    ✦  ", + "lbl-airshaper": "Airshaper", + "text-airshaperbackstory": "You made __________ a promise a long time ago, but have made no progress. What was it?
    __________ is a close friend, we Respect each other.", + "text-airshaperinfo": "You get Airshaping, and choose one more:", + "text-airshaper-move1name": "Airshaping", + "text-airshaper-move1desc": "When you manipulate the air to control the area, roll +Natural. On a 7 or greater, choose one:
    ✦  Immobilize a foe.
    ✦  Move as fast as the wind.
    ✦  Perform a great feat of acrobatics.
    ✦  Reposition the battlefield. On a 10 or greater, as above, but also add 1 to your rolls until you stop moving.
    Other actions can involve airshaping, but are treated as whatever move would be appropriate.", + "text-airshaper-move2name": "Attuned", + "text-airshaper-move2desc": "When you are outdoors, you have +1 Natural (max +3).", + "text-airshaper-move3name": "Nomad", + "text-airshaper-move3desc": "When you Meditate about some facet of the world (natural or Spirit), on a 7 or greater you may also ask the MC one related question that they must answer.", + "text-airshaper-move4name": "Redirection", + "text-airshaper-move4desc": "When you change the target of an attack, roll +Fluid. On a 10 or greater, it strikes a new target of your choice. On a 7, 8, or 9, you redirect it and it strikes a new target of the MC’s choice.", + "text-airshaper-move5name": "Soundshaping", + "text-airshaper-move5desc": "You can manipulate sound as just another facet of the air. When you use this to mimic, amplify, or reduce noises, roll +Keen. On a 10 or greater, you can convincingly project any sound you’ve heard. On a 7, 8, or 9, the replication is pretty close, but you are also exposed to danger.", + "text-airshaper-move6name": "Unburdened", + "text-airshaper-move6desc": "So long as you have no unresolved Oaths, add 1 to all Speak Honorably and Act Dishonorably rolls.", + "text-airshaper-mastermove": "Once you’ve trained with a master airshaper, add the following to the Move With Intention option list:
    ✦   Roll your next Move with Natural instead of its usual Stat.", + "text-airshaper-advance1": " You have +1 Hot (max +2).", + "text-airshaper-advance2": " You have +1 Solid (max +2).", + "text-airshaper-advance3": " You have +1 Keen (max +2).", + "text-airshaper-advance4": " You have +1 Fluid (max +2).", + "text-airshaper-advance5": " Take another Airshaper move.", + "text-airshaper-advance6": " Take another Airshaper move.", + "text-airshaper-advance7": " Take a move from any Playbook.", + "text-airshaper-advance8": " Take a move from any Playbook.", + "text-airshaper-advance9": " Take a move from a sub-Playbook.", + "text-airshaper-advance10": " Take a move from a sub-Playbook.", + "text-airshaper-advance11": " Take a new Chakra or write your own", + "lbl-aristocrat": "Aristocrat", + "text-aristocratbackstory": "Gain the Respect of as many characters as you desire. For each character you cause to Respect you, make an Oath, though it needn’t be to that character", + "text-aristocratinfo": "Choose two moves:", + "text-aristocrat-move1name": "Currency of Favors", + "text-aristocrat-move1desc": "Whenever you Help someone, you can demand a favor of them first. If they agree, they gain 1 Chi.", + "text-aristocrat-move2name": "Henchmen", + "text-aristocrat-move2desc": "You have a small force of loyal henchmen. They can be sent out with commands or aid your efforts as you wish, though their obedience is not absolute", + "text-aristocrat-move3name": "Intrigue", + "text-aristocrat-move3desc": "When you Act Dishonorably but disguise it in polite conversation, roll +Natural instead of +Hot.", + "text-aristocrat-move4name": "Mastermind", + "text-aristocrat-move4desc": "When you scheme and plan a future plot, roll +Keen. On a 10 or greater, the MC will pick 2 of the following conditions, only one of which must be addressed to succeed. On a 7, 8, or 9, the same thing, but you’ll need to address both.
    ✦   It will be very expensive or resource-intensive.
    ✦   It will take hours/days.
    ✦   You’re going to need __________’s help.
    ✦   __________ stands in the way of success.", + "text-aristocrat-move5name": "Silver Tongue", + "text-aristocrat-move5desc": "Whenever you roll a 10 or greater to Speak Honorably, the target must also offer something extra they think you want.", + "text-aristocrat-move6name": "Web of Commitments", + "text-aristocrat-move6desc": "When you take an Oath contradictory to another you’ve made, you may give up one of them without it counting as breaking an Oath (for purposes of the move), though there will still likely be social consequences to not fulfilling it.", + "text-aristocrat-mastermove": "Once you’ve trained with a master politician, choose 1:
    ✦   You’re better at juggling many engagements; when you have at least 3 Oaths and take an additional Oath, gain 1 Chi.
    ✦   You’re most skilled at handling one thing at a time; when you have exactly 1 Oath, add 1 to any roll when making actions directly related to completing it.", + "text-aristocrat-advance1": " You have +1 Hot (max +2).", + "text-aristocrat-advance2": " You have +1 Solid (max +2).", + "text-aristocrat-advance3": " You have +1 Keen (max +2).", + "text-aristocrat-advance4": " You have +1 Fluid (max +2).", + "text-aristocrat-advance5": " Take another Aristocrat move.", + "text-aristocrat-advance6": " Take another Aristocrat move.", + "text-aristocrat-advance7": " Take a move from any Playbook.", + "text-aristocrat-advance8": " Take a move from any Playbook.", + "text-aristocrat-advance9": " Take a move from a sub-Playbook.", + "text-aristocrat-advance10": " Take a move from a sub-Playbook.", + "text-aristocrat-advance11": " Take a new Chakra or write your own", + "lbl-earthshaper": "Earthshaper", + "text-earthshaperbackstory": "You don’t let people down, usually. Every character has Respect for you, except for __________.
    What have you promised them to try and gain their confidence?", + "text-earthshaperinfo": "You get Earthshaping, and choose one more:", + "text-earthshaper-move1name": "Earthshaping", + "text-earthshaper-move1desc": "When you alter the battlefield’s topography, roll +Solid. On a 7 or greater, add an appropriate Environment Tag. On a 10 or greater, anyone taking advantage of this Environment Tag when making a Move add +1 to their roll.
    Other actions can involve earthshaping, but are treated as whatever move would be appropriate", + "text-earthshaper-move2name": "Bulldozer", + "text-earthshaper-move2desc": "When your actions lead to the immediate destruction of (or relief from) an Environment Tag, gain 1 Chi.", + "text-earthshaper-move3name": "Defender", + "text-earthshaper-move3desc": "Whenever you are in your element, you can protect yourself from an attack (and associated Tag) by spending 1 Chi. If it was a player attacking you, give them the Chi. Otherwise, give it to the MC", + "text-earthshaper-move4name": "Metalshaping", + "text-earthshaper-move4desc": "You can control metal that you are in contact with. When you do, it’s the same as Earthshaping but roll +Keen instead of +Solid. When you metalshape against someone, on a 7 or greater you can Tag the target as well as the environment.", + "text-earthshaper-move5name": "Rooted", + "text-earthshaper-move5desc": "When you are in solid contact with the ground, you have +1 Solid (max +3).", + "text-earthshaper-move6name": "Vibration Sense", + "text-earthshaper-move6desc": "You can see and feel anything in contact with the ground (within reasonable distance). When you Observe Carefully, add the following questions to the list of options:
    ✦   Are they telling the truth?
    ✦   What does their body language betray about their plans?
    ✦   What is unseen but in contact with the ground?", + "text-earthshaper-mastermove": "Once you’ve trained with a master Earthshaper, whenever you pass up an opportunity for action or resist opposition without reaction, gain 1 Chi.", + "text-earthshaper-advance1": " You have +1 Hot (max +2).", + "text-earthshaper-advance2": " You have +1 Solid (max +2).", + "text-earthshaper-advance3": " You have +1 Keen (max +2).", + "text-earthshaper-advance4": " You have +1 Fluid (max +2).", + "text-earthshaper-advance5": " Take another Earthshaper move.", + "text-earthshaper-advance6": " Take another Earthshaper move.", + "text-earthshaper-advance7": " Take a move from any Playbook.", + "text-earthshaper-advance8": " Take a move from any Playbook.", + "text-earthshaper-advance9": " Take a move from a sub-Playbook.", + "text-earthshaper-advance10": " Take a move from a sub-Playbook.", + "text-earthshaper-advance11": " Take a new Chakra or write your own", + "lbl-fireshaper": "Fireshaper", + "text-fireshaperbackstory": "Make two Oaths: one making up for past failures, and one made to ease another’s burdens.", + "text-fireshaperinfo": "You get Fireshaping, and choose one more:", + "text-fireshaper-move1name": "Fireshaping", + "text-fireshaper-move1desc": "When you create or manipulate open flame to attack, roll +Hot. On a 10 or greater, it does what you want, Tagging targets as appropriate. On a 7, 8, or 9, you lose control of it in some manner (choose 1):
    ✦   The flames are larger and more taxing than intended. They burn hot and strong, but take -1 to th next roll you make.
    ✦   The flames explode into being, injuring all nearby, including the Fireshaper. Add Tags as appropriate.
    ✦   You set fire to the area. Add a relevant Environment Tag.
    Other actions can involve fireshaping, but are treated as whatever move would be appropriate", + "text-fireshaper-move2name": "Driven by Honor", + "text-fireshaper-move2desc": "When you fervently pursue the completion of an Oath to someone who doesn’t Respect you, add 1 to all Stand Fast and Speak Honorably rolls", + "text-fireshaper-move3name": "Hot-Headed", + "text-fireshaper-move3desc": "When you are treated disrespectfully and respond by Acting Dishonorably, add +1 to your roll. If you respond by Committing Open Violence, gain 1 Chi instead.", + "text-fireshaper-move4name": "Inner Passion", + "text-fireshaper-move4desc": "Decide and inform the MC of what emotion fuels your shaping. If the emotion is destructive or negative (such as anger, arrogance, or fear) you may Stand Fast with Hot instead of Solid.
    If the emotion is a positive or constructive one (such as harmony, discipline, or hope) you may Move With Intention with Hot instead of Fluid.", + "text-fireshaper-move5name": "Lightningshaping", + "text-fireshaper-move5desc": "+Fluid. On a 10 or greater, you succeed at projecting or redirecting the lightning strike.
    On a 7, 8, or 9, choose 1:
    ✦   Some power rebounds, shocking and Tagging the shaper as well.
    ✦   The lightning doesn’t strike the target, but all that can see it gain the Dazed Tag.
    ✦   The blast misses but causes explosive and chaotic damage; the MC adds an appropriate Environment Tag.", + "text-fireshaper-move6name": "Sunsoul", + "text-fireshaper-move6desc": "When the sun is in the sky, you have +1 Hot (max +3).", + "text-fireshaper-mastermove": "Once you’ve trained with a master fireshaper, never again can you be Tagged by being burned by natural fire, or your own magical fire.", + "text-fireshaper-advance1": " You have +1 Hot (max +2).", + "text-fireshaper-advance2": " You have +1 Solid (max +2).", + "text-fireshaper-advance3": " You have +1 Keen (max +2).", + "text-fireshaper-advance4": " You have +1 Fluid (max +2).", + "text-fireshaper-advance5": " Take another Fireshaper move.", + "text-fireshaper-advance6": " Take another Fireshaper move.", + "text-fireshaper-advance7": " Take a move from any Playbook.", + "text-fireshaper-advance8": " Take a move from any Playbook.", + "text-fireshaper-advance9": " Take a move from a sub-Playbook.", + "text-fireshaper-advance10": " Take a move from a sub-Playbook.", + "text-fireshaper-advance11": " Take a new Chakra or write your own", + "lbl-hunter": "Hunter", + "text-hunterbackstory": "You regularly bring back trophies of your prey, grisly or otherwise. __________ has shown Respect for your talents.
    __________ has been kind to you when you were in need, and you Respect them for it. What promise have you made to them to show that Respect?", + "text-hunterinfo": "Choose two Hunter Moves:", + "text-hunter-move1name": "Ambush", + "text-hunter-move1desc": "While a foe is marked by a Tag indicating that they are not aware of your presence, you can spend 1 Chi to immediately defeat them and remove them from the action", + "text-hunter-move2name": "Friend of Nature", + "text-hunter-move2desc": "One of your Animal Companions may select a new Move.", + "text-hunter-move3name": "Guerrilla Tactics", + "text-hunter-move3desc": "When hunting in the wilderness, you may Commit Open Violence with Keen instead of Hot. On a 10 or greater, if you take advantage of an Environment Tag in the process also choose one of the Move With Intention options.", + "text-hunter-move4name": "Stealth", + "text-hunter-move4desc": "When you conceal yourself from view, roll +Fluid. On a 7 or greater, enemies can’t see you and are Tagged as Unwitting Prey. On a 7, 8, or 9, also select one of the following:
    ✦   Someone is on alert now.
    ✦   You can’t keep track of everyone from your hiding place.
    ✦   You can’t stay undetected here for long.", + "text-hunter-move5name": "The Path", + "text-hunter-move5desc": "When you seek the way to someone or something you’ve been searching for, roll +Keen. On a 10 or greater, you find a route that is safe to use, at least this once. On a 7, 8, or 9, choose one:
    ✦   Something has to get left behind on the way.
    ✦   You are followed by something dangerous.
    ✦   Your travel is obvious to all.", + "text-hunter-move6name": "White Stag", + "text-hunter-move6desc": "When you name a quarry your White Stag, swear an oath to capture or kill them (your choice). You always intuitively know if your White Stag is near, and while they are you take +1 on Commit Open Violence and Move With Intention rolls. You can only have one White Stag at a time. Break your Oath when you give up", + "text-hunter-mastermove": "Once you’ve trained with a master hunter, whenever you Tag a foe who is not aware of your presence you may immediately add an Environment Tag describing the current situation", + "text-hunter-advance1": " You have +1 Hot (max +2).", + "text-hunter-advance2": " You have +1 Solid (max +2).", + "text-hunter-advance3": " You have +1 Keen (max +2).", + "text-hunter-advance4": " You have +1 Fluid (max +2).", + "text-hunter-advance5": " Take another Hunter move.", + "text-hunter-advance6": " Take another Hunter move.", + "text-hunter-advance7": " Take a move from any Playbook.", + "text-hunter-advance8": " Take a move from any Playbook.", + "text-hunter-advance9": " Take a move from a sub-Playbook.", + "text-hunter-advance10": " Take a move from a sub-Playbook.", + "text-hunter-advance11": " Take a new Chakra or write your own", + "lbl-monk": "Monk", + "text-monkbackstory": "", + "text-monkinfo": "Choose two Moves", + "text-monk-move1name": "Calm Stability", + "text-monk-move1desc": "Until you personally show aggression toward your enemies, whenever you are still and unflinching in the face of imminent harm roll +Solid. On a 10 or greater, you still come through unscathed. On a 7, , or 9, the same, but you must act immediately against your attacker.", + "text-monk-move2name": "Chi Blocker", + "text-monk-move2desc": "When you assault your foe’s pressure points, roll +Hot. On a 10 or greater, name a type of action that foe is now incapable of. On a 7, 8, or 9, name two or three types of action and the MC will pick which one the foe can’t do.", + "text-monk-move3name": "Clarity of Senses", + "text-monk-move3desc": "When you find yourself in a tense situation, you can immediately apply an Environment Tag describing the situation.", + "text-monk-move4name": "Guru", + "text-monk-move4desc": "You teach others the path to self-improvement. Whenever you Help another character in an instructive or guiding capacity, they gain Respect for you. If they already Respect you, they gain 1 Chi", + "text-monk-move5name": "Spiritual", + "text-monk-move5desc": "With effort, you can contactentities of the Spirit World. When you meditate to call upon a spirit, roll +Chi spent. On a 10 or greater, that spirit appears to you. On a 7, 8, or 9, choose two:
    ✦   The correct spirit appears.
    ✦   The spirit is benevolent.
    ✦   The spirit doesn’t want something in return.
    You cannot spend additional Chi to improve the results of this roll, even when taking advantage of a Tag.", + "text-monk-move6name": "Stillness", + "text-monk-move6desc": "When you are subtle with your motions or settle into a defensive posture, you Move With Intention with Solid instead of Fluid.", + "text-monk-mastermove": "When you study under an enlightened soul, renew your monastic vows. Set a condition: You will never (choose 1):
    ✦   Afford yourself any luxury,
    ✦   Cause intentional harm,
    ✦   Tell anything but the truth.
    Treat this vow as a Chakra. If you break the vow, the Master knows and sends people for you.", + "text-monk-advance1": " You have +1 Hot (max +2).", + "text-monk-advance2": " You have +1 Solid (max +2).", + "text-monk-advance3": " You have +1 Keen (max +2).", + "text-monk-advance4": " You have +1 Fluid (max +2).", + "text-monk-advance5": " Take another Monk move.", + "text-monk-advance6": " Take another Monk move.", + "text-monk-advance7": " Take a move from any Playbook.", + "text-monk-advance8": " Take a move from any Playbook.", + "text-monk-advance9": " Take a move from a sub-Playbook.", + "text-monk-advance10": " Take a move from a sub-Playbook.", + "text-monk-advance11": " Take a new Chakra or write your own", + "lbl-peasant": "Peasant", + "text-peasantbackstory": "You owe __________ big, and have sworn to make it up to them. Decide whether you Respect them or not.
    What did you and __________ each swear that has brought you so close together and earned your mutual Respect? (if there are no other player characters so inclined, create an MC character instead.", + "text-peasantinfo": "Choose two moves:", + "text-peasant-move1name": "Fool's Luck", + "text-peasant-move1desc": "Your maximum Fortune is increased by 1. You can only spend Fortune if you’re not intentionally attempting to defend yourself.", + "text-peasant-move2name": "From the Gutter", + "text-peasant-move2desc": "When you Move With Intention while in a town or city, roll +Hot instead of +Fluid. If you do, add the following to the list of options:
    ✦   Take something of value from the target.", + "text-peasant-move3name": "Loyal Servant", + "text-peasant-move3desc": "When you make an Oath to someone above your station, add +1 to any rolls directly related to completing it. When someone above your station fulfills an Oath to you, if you did not Respect them, gain 1 Chi.", + "text-peasant-move4name": "Martyr", + "text-peasant-move4desc": "If someone near you would take a Tag and you intervene, you may take it yourself instead of them taking it (the Tag’s specific nature may change in the process). If you do, gain 1 Chi.", + "text-peasant-move5name": "Out of Focus", + "text-peasant-move5desc": "When you act like you belong to avoid drawing attention or to give commands, roll +Solid to Observe Carefully or Speak Honorably.", + "text-peasant-move6name": "Stalwart Presence", + "text-peasant-move6desc": "When you Help someone, on a 7 or greater you may spend 1 Chi to improve the result of their modified roll by one step, so long as you both are already Tagged.", + "text-peasant-mastermove": "There are no masters for what you do. Instead, when you receive training from a master of another discipline, you may take the Mastery Move from the appropriate playbook. When you do, you may spend 1 Chi to immediately transfer to that playbook.", + "text-peasant-advance1": " You have +1 Hot (max +2).", + "text-peasant-advance2": " You have +1 Solid (max +2).", + "text-peasant-advance3": " You have +1 Keen (max +2).", + "text-peasant-advance4": " You have +1 Fluid (max +2).", + "text-peasant-advance5": " Take another Peasant move.", + "text-peasant-advance6": " Take another Peasant move.", + "text-peasant-advance7": " Take a move from any Playbook.", + "text-peasant-advance8": " Take a move from any Playbook.", + "text-peasant-advance9": " Take a move from a sub-Playbook.", + "text-peasant-advance10": " Take a move from a sub-Playbook.", + "text-peasant-advance11": " Take a new Chakra or write your own", + "lbl-scholar": "Scholar", + "text-scholarbackstory": "__________ once saved your life, earning your Respect. In return, what did you promise them?", + "text-scholarinfo": "You start with Always Prepared and one other Move", + "text-scholar-move1name": "Always Prepared", + "text-scholar-move1desc": "When you begin the session, roll 1 die +Keen. The result is the number of Materials you have for that session. Spend Materials 1-for-1 to produce a small, simple tool of your choice. You may spend a second Material to produce a small, complex tool instead. Lastly, you may spend 1 Material at any point to ask a single question as if you’d succeeded on an Observe Carefully roll.", + "text-scholar-move2name": "Construct", + "text-scholar-move2desc": "When you take your time to build a complicated contraption, spend a number of Materials and roll +Materials spent. On a 10 or greater, you build it all up, maybe with one complication. On a 7, 8, or 9, the MC will choose two or three of the following conditions needed to perfect the contraption:
    ✦   You needed extra resources; the project takes an extra Material.
    ✦   It’ll take significantly longer to build.
    ✦   The best you can do is a lesser version, unreliable and limited.
    ✦   Finishing it attracts attention.
    ✦   You can’t do it alone", + "text-scholar-move3name": "Fight with Your Head", + "text-scholar-move3desc": "When you Commit Open Violence or Move With Intention after watching a foe for a moment, you may add the Observed Tag to the target before the roll.", + "text-scholar-move4name": "Ingenious", + "text-scholar-move4desc": "So long as you have any Materials, you have +1 Keen (max +3).", + "text-scholar-move5name": "Think it Through", + "text-scholar-move5desc": "When you use rational thought to Meditate on a subject, you roll +Keen instead of +Natural. If you spend 1 Material to consult your books in the process, you can Meditate quickly as well.", + "text-scholar-move6name": "Trained Observer", + "text-scholar-move6desc": "When you Observe Carefully, you may ask an additional question, regardless of result (even on a failure).", + "text-scholar-mastermove": "When you learn from a master inventor, choose a small object. You never need to spend Materials to produce this tool.
    Once you’ve learned from a master sage, when you Observe Carefully you may also ask the following question:
    ✦   What does my research reveal about this?", + "text-scholar-advance1": " You have +1 Hot (max +2).", + "text-scholar-advance2": " You have +1 Solid (max +2).", + "text-scholar-advance3": " You have +1 Keen (max +2).", + "text-scholar-advance4": " You have +1 Fluid (max +2).", + "text-scholar-advance5": " Take another Scholar move.", + "text-scholar-advance6": " Take another Scholar move.", + "text-scholar-advance7": " Take a move from any Playbook.", + "text-scholar-advance8": " Take a move from any Playbook.", + "text-scholar-advance9": " Take a move from a sub-Playbook.", + "text-scholar-advance10": " Take a move from a sub-Playbook.", + "text-scholar-advance11": " Take a new Chakra or write your own", + "lbl-spiritshaper": "Spiritshaper", + "text-spiritshaperbackstory": "You have the Respect of a Great Spirit, and thus its True Name. What is it?
    You Respect __________ and have shown them the Spirit World.
    What spirit have you summoned for __________? What went wrong?", + "text-spiritshaperinfo": "You start with two Moves:", + "text-spiritshaper-move1name": "Astral Projection", + "text-spiritshaper-move1desc": "When you step outside of your physical body, roll +Natural. On a 10 or greater, you can observe or converse beyond your own body. You may return instantly, but can still be hurt, and your physical form is unconscious and helpless. On a 7, 8, or 9, the same but you are quickly noticed, either in spirit or physical form.", + "text-spiritshaper-move2name": "Binding Contracts", + "text-spiritshaper-move2desc": "When you make a bargain with a spirit, it is obliged to to grant you an additional boon upon completion. When you break an Oath to a spirit, subtract 1 from all Speak Honorably and Act Dishonorably rolls until you reconcile with the spirit", + "text-spiritshaper-move3name": "Communion", + "text-spiritshaper-move3desc": "When you summon a spirit to bargain for services, roll plus the number of conditions you fulfill:
    ✦   You present an offering.
    ✦   You’ve previously met and established a price with the spirit.
    ✦   You are in a place of power. If you attempt to perform the summoning hastily, subtract 1. On a 10 or greater, the spirit fulfills the bargain before payment is needed. On a 7, 8, or 9, payment is required up front.", + "text-spiritshaper-move4name": "Medium", + "text-spiritshaper-move4desc": "When you channel the ghosts of the dead, roll +Solid. On a 7 or greater, you may ask 1 question that they must answer. On a 10 or greater, you may choose to embody the ghost. Take a Chakra in line with the ghost’s personality and you may appear as the ghost did in life.", + "text-spiritshaper-move5name": "Mindwarp", + "text-spiritshaper-move5desc": "When you exert your will over a being’s essence, roll +Fluid. On a 10 or greater, it falls under your influence (perhaps with resentment). On a 7, 8, or 9, it contorts your command, fights you for control, or has some influence over you in return.
    If used against another player character, treat the command as an Oath.", + "text-spiritshaper-move6name": "Whispering Spirits", + "text-spiritshaper-move6desc": "When you Observe Carefully, you may choose to answer questions instead of asking them. If you do, the MC chooses the question and you may answer it as you choose. You may mix asking and answering. If you answer any questions, the MC places an Environment Tag instead of you.", + "text-spiritshaper-mastermove": "Once you’ve trained with a master spiritshaper, you may use any spirit’s True Name to summon it at any time, without a roll, though it may not be happy or forgiving of this. A True Name must come from the spirit itself to be used this way", + "text-spiritshaper-advance1": " You have +1 Hot (max +2).", + "text-spiritshaper-advance2": " You have +1 Solid (max +2).", + "text-spiritshaper-advance3": " You have +1 Keen (max +2).", + "text-spiritshaper-advance4": " You have +1 Fluid (max +2).", + "text-spiritshaper-advance5": " Take another Spiritshaper move.", + "text-spiritshaper-advance6": " Take another Spiritshaper move.", + "text-spiritshaper-advance7": " Take a move from any Playbook.", + "text-spiritshaper-advance8": " Take a move from any Playbook.", + "text-spiritshaper-advance9": " Take a move from a sub-Playbook.", + "text-spiritshaper-advance10": " Take a move from a sub-Playbook.", + "text-spiritshaper-advance11": " Take a new Chakra or write your own", + "lbl-warrior": "Warrior", + "text-warriorbackstory": " You’ve sworn to never harm __________, even though you do not trust them.
    __________ has earned your wrath. Name this MC character and swear to bring about their downfall.", + "text-warriorinfo": "Choose two Moves:", + "text-warrior-move1name": "Improviser", + "text-warrior-move1desc": "Everything in your surroundings is a weapon in your hands. When you eschew your usual armament in favor of using the environment for the first time during a conflict, gain 1 Chi.", + "text-warrior-move2name": "Memories of Battle", + "text-warrior-move2desc": "When you spend Fortune you may choose to immediately Meditate on the situation by remembering something from your past, either as a flashback or just as a recollection.", + "text-warrior-move3name": "Outlaw", + "text-warrior-move3desc": "When you go outside the law or the morals of your community and Act Dishonorably, add +2 to your roll if you lose (or do not have) their Respect. If they are a player character, on a 7 or greater you may demand an Oath from them.", + "text-warrior-move4name": "Samurai", + "text-warrior-move4desc": "You have +1 maximum Fortune, and answer the following:
    To whom have you sworn your loyalty? Are you still loyal to them? Make an Oath reflecting your commitment to them.", + "text-warrior-move5name": "Suvivor", + "text-warrior-move5desc": "When you Commit Open Violence when you have a Moderate Tag, add 1 to the roll. If you have both a Moderate and a Severe Tag, instead gain 1 Chi.", + "text-warrior-move6name": "Wire-Fu", + "text-warrior-move6desc": "When you perform an implausible feat of athletics or physics-defying acrobatic stunt, Move With Intention. On a failure, you still choose one of the options.", + "text-warrior-mastermove": "Once you’ve trained with a master warrior, when you enter battle you may immediately challenge one foe to single combat. If they deny you, gain 1 Chi.", + "text-warrior-advance1": " You have +1 Hot (max +2).", + "text-warrior-advance2": " You have +1 Solid (max +2).", + "text-warrior-advance3": " You have +1 Keen (max +2).", + "text-warrior-advance4": " You have +1 Fluid (max +2).", + "text-warrior-advance5": " Take another Warrior move.", + "text-warrior-advance6": " Take another Warrior move.", + "text-warrior-advance7": " Take a move from any Playbook.", + "text-warrior-advance8": " Take a move from any Playbook.", + "text-warrior-advance9": " Take a move from a sub-Playbook.", + "text-warrior-advance10": " Take a move from a sub-Playbook.", + "text-warrior-advance11": " Take a new Chakra or write your own", + "lbl-watershaper": "Watershaper", + "text-watershaperbackstory": "Despite past failures, you are dedicated to your Oath to __________.
    __________ is beloved by my people, and so is Respected by me too.", + "text-watershaperinfo": "You get Watershaping, and choose one more:", + "text-watershaper-move1name": "Watershaping", + "text-watershaper-move1desc": "You have a small supply of Water. You can carry up to 3 Water, which is replenished whenever you come across a sufficient body of water. When you manipulate water in combat, spend 1 Water and roll +Fluid. On a 10 or greater, choose two from the list. On a 7, 8, or 9, just one. You may pick a single option multiple times.
    ✦   Impose a Tag on a foe.
    ✦   Impose an Environment Tag.
    ✦   Get the spent Water back.
    Other actions can involve watershaping, but are treated as whatever move would be appropriat", + "text-watershaper-move2name": "Healer", + "text-watershaper-move2desc": "When you take time to cover a wound with your element and lay hands upon it, roll +Natural. On a 10 or greater, the wound is visibly cured and the subject refreshed.
    On a 7, 8, or 9, serious wounds are healed but superficial ones remain.", + "text-watershaper-move3name": "Iceshaping", + "text-watershaper-move3desc": "You can control ice as if it were liquid water, and can shift between the two freely. When you shape ice in combat, roll +Keen instead of +Fluid, and on a 10 or greater you can make a third choice from the list of options.", + "text-watershaper-move4name": "Moon-Chosen", + "text-watershaper-move4desc": "When the moon has risen, you have +1 Fluid (max +3).", + "text-watershaper-move5name": "Shaping Stance", + "text-watershaper-move5desc": "When you set into a shaping stance, roll Move With Intention and add the following option to the list:
    ✦   Use the result of this Move’s roll as the result of your next shaping roll.", + "text-watershaper-move6name": "Ubiquity", + "text-watershaper-move6desc": "Spend 1 Chi to refill your Water from any environment, be it from water vapor, plants, or some other source other than an actual body of water.", + "text-watershaper-mastermove": "Once you’ve trained with a master watershaper, you are more efficient about your water use and may carry 1 additional Water", + "text-watershaper-advance1": " You have +1 Hot (max +2).", + "text-watershaper-advance2": " You have +1 Solid (max +2).", + "text-watershaper-advance3": " You have +1 Keen (max +2).", + "text-watershaper-advance4": " You have +1 Fluid (max +2).", + "text-watershaper-advance5": " Take another Watershaper move.", + "text-watershaper-advance6": " Take another Watershaper move.", + "text-watershaper-advance7": " Take a move from any Playbook.", + "text-watershaper-advance8": " Take a move from any Playbook.", + "text-watershaper-advance9": " Take a move from a sub-Playbook.", + "text-watershaper-advance10": " Take a move from a sub-Playbook.", + "text-watershaper-advance11": " Take a new Chakra or write your own", + "lbl-customplaybook": "Custom Playbook", + "text-custom-advance1": " You have +1 to any Stat (max +3).", + "text-custom-advance2": " You have +1 maximum Fortune.", + "text-custom-advance3": " Retire your character to safety.", + "text-custom-advance4": " Replace one of your Chakras.", + "text-custom-advance5": "Create a second character, played side-by-side with the first.", + "text-custom-advance6": " Change to a new Playbook", + "text-custom-advance7": " You have an Animal Companion with two Moves", + "lbl-companion": "Animal Companion", + "text-companion-move1name": "Wild", + "text-companion-move1desc": "Your companion has an Animal score of +2 instead of +1.", + "text-companion-move2name": "Unstopping", + "text-companion-move2desc": "Choose one type of terrain your companion can easily traverse: clouds, sea, solid stone", + "text-companion-move3name": "Zephyr", + "text-companion-move3desc": "When you ride with haste, roll +Animal. On a 7 or greater, you reach your destination swiftly. On a 7, 8, or 9, choose one:
    ✦   Trouble finds you there.
    ✦   Your companion is Exhausted.
    ✦   Your arrival causes a big scene.", + "text-companion-move4name": "Hound", + "text-companion-move4desc": "So long as you have some recent physical link to a subject, you can spend 1 Chi to find them (though it may not be fast or stealthy).", + "text-companion-move5name": "Pack Mentality", + "text-companion-move5desc": "When your companion is an equal participant in your maneuvers, roll +Animal in addition to rolling your own Move. On a 7 or greater, you may choose to use that result instead for your Move" +} diff --git a/Legend-of-the-Elements/translations/es.json b/Legend-of-the-Elements/translations/es.json new file mode 100644 index 0000000000..a1716e79a7 --- /dev/null +++ b/Legend-of-the-Elements/translations/es.json @@ -0,0 +1,367 @@ +{ + "lbl-name": "Name", + "lbl-pronouns": "Pronouns", + "lbl-playbook": "Playbook", + "lbl-look": "Look", + "lbl-chakras": "chakras", + "lbl-backstory": "Your Backstory", + "lbl-strings": "Strings", + "lbl-promises": "Promises", + "lbl-harm": "Harm", + "text-harminfo": "At four Harm, Skirt Death.", + "lbl-conditions": "Conditions", + "lbl-notes": "Notes", + "lbl-moves": "Moves", + "lbl-other": "Other", + "lbl-oaths": "Oaths", + "lbl-fortune": "Fortune", + "lbl-minor-tags": "Minor Tags", + "lbl-moderate-tags": "Moderate tags", + "lbl-severe-tags": "Severe tags", + "lbl-gear": "Gear", + "lbl-respects": "I Respect", + "lbl-respecteds": "I Am Respected By", + "lbl-mastermove": "Mastery Move", + "lbl-seasonadvances": "Advanced Improvments", + "lbl-unlocked": "Unlocked", + "lbl-chi": "Chi", + "lbl-atfault": "At Fault", + "lbl-species": "Species", + "text-chiinfo": "Spend 5 chi and choose one advancement from the list below:", + "text-expreminder": "Don't forget to manually add any advancements to your sheet. Check any you've already taken.", + "text-seasonadvancesinfo": "(after you’ve taken five Improvements, you may also choose Advanced Improvements)", + "text-seasonadvances1": " You have +1 to any Stat (max +3).", + "text-seasonadvances2": " You have +1 maximum Fortune.", + "text-seasonadvances3": " Retire your character to safety.", + "text-seasonadvances4": " Replace one of your Chakras.", + "text-seasonadvances5": " Create a second character, played side-by-side with the first.", + "text-seasonadvances6": " Change to a new Playbook", + "text-seasonadvances7": " You have an Animal Companion with two Moves", + "lbl-seasonadvancements": "Season Advancements", + "text-askbonus": "Any other modifiers?", + "text-commentprompt": "Comment", + "text-commentexample": "..To do something!", + "lbl-Natural": "Natural", + "lbl-Hot": "Hot", + "lbl-Solid": "Solid", + "lbl-Keen": "Keen", + "lbl-Fluid": "Fluid", + "lbl-Animal": "Animal", + "lbl-bullet": "
    ✦  ", + "lbl-airshaper": "Airshaper", + "text-airshaperbackstory": "You made __________ a promise a long time ago, but have made no progress. What was it?
    __________ is a close friend, we Respect each other.", + "text-airshaperinfo": "You get Airshaping, and choose one more:", + "text-airshaper-move1name": "Airshaping", + "text-airshaper-move1desc": "When you manipulate the air to control the area, roll +Natural. On a 7 or greater, choose one:
    ✦  Immobilize a foe.
    ✦  Move as fast as the wind.
    ✦  Perform a great feat of acrobatics.
    ✦  Reposition the battlefield. On a 10 or greater, as above, but also add 1 to your rolls until you stop moving.
    Other actions can involve airshaping, but are treated as whatever move would be appropriate.", + "text-airshaper-move2name": "Attuned", + "text-airshaper-move2desc": "When you are outdoors, you have +1 Natural (max +3).", + "text-airshaper-move3name": "Nomad", + "text-airshaper-move3desc": "When you Meditate about some facet of the world (natural or Spirit), on a 7 or greater you may also ask the MC one related question that they must answer.", + "text-airshaper-move4name": "Redirection", + "text-airshaper-move4desc": "When you change the target of an attack, roll +Fluid. On a 10 or greater, it strikes a new target of your choice. On a 7, 8, or 9, you redirect it and it strikes a new target of the MC’s choice.", + "text-airshaper-move5name": "Soundshaping", + "text-airshaper-move5desc": "You can manipulate sound as just another facet of the air. When you use this to mimic, amplify, or reduce noises, roll +Keen. On a 10 or greater, you can convincingly project any sound you’ve heard. On a 7, 8, or 9, the replication is pretty close, but you are also exposed to danger.", + "text-airshaper-move6name": "Unburdened", + "text-airshaper-move6desc": "So long as you have no unresolved Oaths, add 1 to all Speak Honorably and Act Dishonorably rolls.", + "text-airshaper-mastermove": "Once you’ve trained with a master airshaper, add the following to the Move With Intention option list:
    ✦   Roll your next Move with Natural instead of its usual Stat.", + "text-airshaper-advance1": " You have +1 Hot (max +2).", + "text-airshaper-advance2": " You have +1 Solid (max +2).", + "text-airshaper-advance3": " You have +1 Keen (max +2).", + "text-airshaper-advance4": " You have +1 Fluid (max +2).", + "text-airshaper-advance5": " Take another Airshaper move.", + "text-airshaper-advance6": " Take another Airshaper move.", + "text-airshaper-advance7": " Take a move from any Playbook.", + "text-airshaper-advance8": " Take a move from any Playbook.", + "text-airshaper-advance9": " Take a move from a sub-Playbook.", + "text-airshaper-advance10": " Take a move from a sub-Playbook.", + "text-airshaper-advance11": " Take a new Chakra or write your own", + "lbl-aristocrat": "Aristocrat", + "text-aristocratbackstory": "Gain the Respect of as many characters as you desire. For each character you cause to Respect you, make an Oath, though it needn’t be to that character", + "text-aristocratinfo": "Choose two moves:", + "text-aristocrat-move1name": "Currency of Favors", + "text-aristocrat-move1desc": "Whenever you Help someone, you can demand a favor of them first. If they agree, they gain 1 Chi.", + "text-aristocrat-move2name": "Henchmen", + "text-aristocrat-move2desc": "You have a small force of loyal henchmen. They can be sent out with commands or aid your efforts as you wish, though their obedience is not absolute", + "text-aristocrat-move3name": "Intrigue", + "text-aristocrat-move3desc": "When you Act Dishonorably but disguise it in polite conversation, roll +Natural instead of +Hot.", + "text-aristocrat-move4name": "Mastermind", + "text-aristocrat-move4desc": "When you scheme and plan a future plot, roll +Keen. On a 10 or greater, the MC will pick 2 of the following conditions, only one of which must be addressed to succeed. On a 7, 8, or 9, the same thing, but you’ll need to address both.
    ✦   It will be very expensive or resource-intensive.
    ✦   It will take hours/days.
    ✦   You’re going to need __________’s help.
    ✦   __________ stands in the way of success.", + "text-aristocrat-move5name": "Silver Tongue", + "text-aristocrat-move5desc": "Whenever you roll a 10 or greater to Speak Honorably, the target must also offer something extra they think you want.", + "text-aristocrat-move6name": "Web of Commitments", + "text-aristocrat-move6desc": "When you take an Oath contradictory to another you’ve made, you may give up one of them without it counting as breaking an Oath (for purposes of the move), though there will still likely be social consequences to not fulfilling it.", + "text-aristocrat-mastermove": "Once you’ve trained with a master politician, choose 1:
    ✦   You’re better at juggling many engagements; when you have at least 3 Oaths and take an additional Oath, gain 1 Chi.
    ✦   You’re most skilled at handling one thing at a time; when you have exactly 1 Oath, add 1 to any roll when making actions directly related to completing it.", + "text-aristocrat-advance1": " You have +1 Hot (max +2).", + "text-aristocrat-advance2": " You have +1 Solid (max +2).", + "text-aristocrat-advance3": " You have +1 Keen (max +2).", + "text-aristocrat-advance4": " You have +1 Fluid (max +2).", + "text-aristocrat-advance5": " Take another Aristocrat move.", + "text-aristocrat-advance6": " Take another Aristocrat move.", + "text-aristocrat-advance7": " Take a move from any Playbook.", + "text-aristocrat-advance8": " Take a move from any Playbook.", + "text-aristocrat-advance9": " Take a move from a sub-Playbook.", + "text-aristocrat-advance10": " Take a move from a sub-Playbook.", + "text-aristocrat-advance11": " Take a new Chakra or write your own", + "lbl-earthshaper": "Earthshaper", + "text-earthshaperbackstory": "You don’t let people down, usually. Every character has Respect for you, except for __________.
    What have you promised them to try and gain their confidence?", + "text-earthshaperinfo": "You get Earthshaping, and choose one more:", + "text-earthshaper-move1name": "Earthshaping", + "text-earthshaper-move1desc": "When you alter the battlefield’s topography, roll +Solid. On a 7 or greater, add an appropriate Environment Tag. On a 10 or greater, anyone taking advantage of this Environment Tag when making a Move add +1 to their roll.
    Other actions can involve earthshaping, but are treated as whatever move would be appropriate", + "text-earthshaper-move2name": "Bulldozer", + "text-earthshaper-move2desc": "When your actions lead to the immediate destruction of (or relief from) an Environment Tag, gain 1 Chi.", + "text-earthshaper-move3name": "Defender", + "text-earthshaper-move3desc": "Whenever you are in your element, you can protect yourself from an attack (and associated Tag) by spending 1 Chi. If it was a player attacking you, give them the Chi. Otherwise, give it to the MC", + "text-earthshaper-move4name": "Metalshaping", + "text-earthshaper-move4desc": "You can control metal that you are in contact with. When you do, it’s the same as Earthshaping but roll +Keen instead of +Solid. When you metalshape against someone, on a 7 or greater you can Tag the target as well as the environment.", + "text-earthshaper-move5name": "Rooted", + "text-earthshaper-move5desc": "When you are in solid contact with the ground, you have +1 Solid (max +3).", + "text-earthshaper-move6name": "Vibration Sense", + "text-earthshaper-move6desc": "You can see and feel anything in contact with the ground (within reasonable distance). When you Observe Carefully, add the following questions to the list of options:
    ✦   Are they telling the truth?
    ✦   What does their body language betray about their plans?
    ✦   What is unseen but in contact with the ground?", + "text-earthshaper-mastermove": "Once you’ve trained with a master Earthshaper, whenever you pass up an opportunity for action or resist opposition without reaction, gain 1 Chi.", + "text-earthshaper-advance1": " You have +1 Hot (max +2).", + "text-earthshaper-advance2": " You have +1 Solid (max +2).", + "text-earthshaper-advance3": " You have +1 Keen (max +2).", + "text-earthshaper-advance4": " You have +1 Fluid (max +2).", + "text-earthshaper-advance5": " Take another Earthshaper move.", + "text-earthshaper-advance6": " Take another Earthshaper move.", + "text-earthshaper-advance7": " Take a move from any Playbook.", + "text-earthshaper-advance8": " Take a move from any Playbook.", + "text-earthshaper-advance9": " Take a move from a sub-Playbook.", + "text-earthshaper-advance10": " Take a move from a sub-Playbook.", + "text-earthshaper-advance11": " Take a new Chakra or write your own", + "lbl-fireshaper": "Fireshaper", + "text-fireshaperbackstory": "Make two Oaths: one making up for past failures, and one made to ease another’s burdens.", + "text-fireshaperinfo": "You get Fireshaping, and choose one more:", + "text-fireshaper-move1name": "Fireshaping", + "text-fireshaper-move1desc": "When you create or manipulate open flame to attack, roll +Hot. On a 10 or greater, it does what you want, Tagging targets as appropriate. On a 7, 8, or 9, you lose control of it in some manner (choose 1):
    ✦   The flames are larger and more taxing than intended. They burn hot and strong, but take -1 to th next roll you make.
    ✦   The flames explode into being, injuring all nearby, including the Fireshaper. Add Tags as appropriate.
    ✦   You set fire to the area. Add a relevant Environment Tag.
    Other actions can involve fireshaping, but are treated as whatever move would be appropriate", + "text-fireshaper-move2name": "Driven by Honor", + "text-fireshaper-move2desc": "When you fervently pursue the completion of an Oath to someone who doesn’t Respect you, add 1 to all Stand Fast and Speak Honorably rolls", + "text-fireshaper-move3name": "Hot-Headed", + "text-fireshaper-move3desc": "When you are treated disrespectfully and respond by Acting Dishonorably, add +1 to your roll. If you respond by Committing Open Violence, gain 1 Chi instead.", + "text-fireshaper-move4name": "Inner Passion", + "text-fireshaper-move4desc": "Decide and inform the MC of what emotion fuels your shaping. If the emotion is destructive or negative (such as anger, arrogance, or fear) you may Stand Fast with Hot instead of Solid.
    If the emotion is a positive or constructive one (such as harmony, discipline, or hope) you may Move With Intention with Hot instead of Fluid.", + "text-fireshaper-move5name": "Lightningshaping", + "text-fireshaper-move5desc": "+Fluid. On a 10 or greater, you succeed at projecting or redirecting the lightning strike.
    On a 7, 8, or 9, choose 1:
    ✦   Some power rebounds, shocking and Tagging the shaper as well.
    ✦   The lightning doesn’t strike the target, but all that can see it gain the Dazed Tag.
    ✦   The blast misses but causes explosive and chaotic damage; the MC adds an appropriate Environment Tag.", + "text-fireshaper-move6name": "Sunsoul", + "text-fireshaper-move6desc": "When the sun is in the sky, you have +1 Hot (max +3).", + "text-fireshaper-mastermove": "Once you’ve trained with a master fireshaper, never again can you be Tagged by being burned by natural fire, or your own magical fire.", + "text-fireshaper-advance1": " You have +1 Hot (max +2).", + "text-fireshaper-advance2": " You have +1 Solid (max +2).", + "text-fireshaper-advance3": " You have +1 Keen (max +2).", + "text-fireshaper-advance4": " You have +1 Fluid (max +2).", + "text-fireshaper-advance5": " Take another Fireshaper move.", + "text-fireshaper-advance6": " Take another Fireshaper move.", + "text-fireshaper-advance7": " Take a move from any Playbook.", + "text-fireshaper-advance8": " Take a move from any Playbook.", + "text-fireshaper-advance9": " Take a move from a sub-Playbook.", + "text-fireshaper-advance10": " Take a move from a sub-Playbook.", + "text-fireshaper-advance11": " Take a new Chakra or write your own", + "lbl-hunter": "Hunter", + "text-hunterbackstory": "You regularly bring back trophies of your prey, grisly or otherwise. __________ has shown Respect for your talents.
    __________ has been kind to you when you were in need, and you Respect them for it. What promise have you made to them to show that Respect?", + "text-hunterinfo": "Choose two Hunter Moves:", + "text-hunter-move1name": "Ambush", + "text-hunter-move1desc": "While a foe is marked by a Tag indicating that they are not aware of your presence, you can spend 1 Chi to immediately defeat them and remove them from the action", + "text-hunter-move2name": "Friend of Nature", + "text-hunter-move2desc": "One of your Animal Companions may select a new Move.", + "text-hunter-move3name": "Guerrilla Tactics", + "text-hunter-move3desc": "When hunting in the wilderness, you may Commit Open Violence with Keen instead of Hot. On a 10 or greater, if you take advantage of an Environment Tag in the process also choose one of the Move With Intention options.", + "text-hunter-move4name": "Stealth", + "text-hunter-move4desc": "When you conceal yourself from view, roll +Fluid. On a 7 or greater, enemies can’t see you and are Tagged as Unwitting Prey. On a 7, 8, or 9, also select one of the following:
    ✦   Someone is on alert now.
    ✦   You can’t keep track of everyone from your hiding place.
    ✦   You can’t stay undetected here for long.", + "text-hunter-move5name": "The Path", + "text-hunter-move5desc": "When you seek the way to someone or something you’ve been searching for, roll +Keen. On a 10 or greater, you find a route that is safe to use, at least this once. On a 7, 8, or 9, choose one:
    ✦   Something has to get left behind on the way.
    ✦   You are followed by something dangerous.
    ✦   Your travel is obvious to all.", + "text-hunter-move6name": "White Stag", + "text-hunter-move6desc": "When you name a quarry your White Stag, swear an oath to capture or kill them (your choice). You always intuitively know if your White Stag is near, and while they are you take +1 on Commit Open Violence and Move With Intention rolls. You can only have one White Stag at a time. Break your Oath when you give up", + "text-hunter-mastermove": "Once you’ve trained with a master hunter, whenever you Tag a foe who is not aware of your presence you may immediately add an Environment Tag describing the current situation", + "text-hunter-advance1": " You have +1 Hot (max +2).", + "text-hunter-advance2": " You have +1 Solid (max +2).", + "text-hunter-advance3": " You have +1 Keen (max +2).", + "text-hunter-advance4": " You have +1 Fluid (max +2).", + "text-hunter-advance5": " Take another Hunter move.", + "text-hunter-advance6": " Take another Hunter move.", + "text-hunter-advance7": " Take a move from any Playbook.", + "text-hunter-advance8": " Take a move from any Playbook.", + "text-hunter-advance9": " Take a move from a sub-Playbook.", + "text-hunter-advance10": " Take a move from a sub-Playbook.", + "text-hunter-advance11": " Take a new Chakra or write your own", + "lbl-monk": "Monk", + "text-monkbackstory": "", + "text-monkinfo": "Choose two Moves", + "text-monk-move1name": "Calm Stability", + "text-monk-move1desc": "Until you personally show aggression toward your enemies, whenever you are still and unflinching in the face of imminent harm roll +Solid. On a 10 or greater, you still come through unscathed. On a 7, , or 9, the same, but you must act immediately against your attacker.", + "text-monk-move2name": "Chi Blocker", + "text-monk-move2desc": "When you assault your foe’s pressure points, roll +Hot. On a 10 or greater, name a type of action that foe is now incapable of. On a 7, 8, or 9, name two or three types of action and the MC will pick which one the foe can’t do.", + "text-monk-move3name": "Clarity of Senses", + "text-monk-move3desc": "When you find yourself in a tense situation, you can immediately apply an Environment Tag describing the situation.", + "text-monk-move4name": "Guru", + "text-monk-move4desc": "You teach others the path to self-improvement. Whenever you Help another character in an instructive or guiding capacity, they gain Respect for you. If they already Respect you, they gain 1 Chi", + "text-monk-move5name": "Spiritual", + "text-monk-move5desc": "With effort, you can contactentities of the Spirit World. When you meditate to call upon a spirit, roll +Chi spent. On a 10 or greater, that spirit appears to you. On a 7, 8, or 9, choose two:
    ✦   The correct spirit appears.
    ✦   The spirit is benevolent.
    ✦   The spirit doesn’t want something in return.
    You cannot spend additional Chi to improve the results of this roll, even when taking advantage of a Tag.", + "text-monk-move6name": "Stillness", + "text-monk-move6desc": "When you are subtle with your motions or settle into a defensive posture, you Move With Intention with Solid instead of Fluid.", + "text-monk-mastermove": "When you study under an enlightened soul, renew your monastic vows. Set a condition: You will never (choose 1):
    ✦   Afford yourself any luxury,
    ✦   Cause intentional harm,
    ✦   Tell anything but the truth.
    Treat this vow as a Chakra. If you break the vow, the Master knows and sends people for you.", + "text-monk-advance1": " You have +1 Hot (max +2).", + "text-monk-advance2": " You have +1 Solid (max +2).", + "text-monk-advance3": " You have +1 Keen (max +2).", + "text-monk-advance4": " You have +1 Fluid (max +2).", + "text-monk-advance5": " Take another Monk move.", + "text-monk-advance6": " Take another Monk move.", + "text-monk-advance7": " Take a move from any Playbook.", + "text-monk-advance8": " Take a move from any Playbook.", + "text-monk-advance9": " Take a move from a sub-Playbook.", + "text-monk-advance10": " Take a move from a sub-Playbook.", + "text-monk-advance11": " Take a new Chakra or write your own", + "lbl-peasant": "Peasant", + "text-peasantbackstory": "You owe __________ big, and have sworn to make it up to them. Decide whether you Respect them or not.
    What did you and __________ each swear that has brought you so close together and earned your mutual Respect? (if there are no other player characters so inclined, create an MC character instead.", + "text-peasantinfo": "Choose two moves:", + "text-peasant-move1name": "Fool's Luck", + "text-peasant-move1desc": "Your maximum Fortune is increased by 1. You can only spend Fortune if you’re not intentionally attempting to defend yourself.", + "text-peasant-move2name": "From the Gutter", + "text-peasant-move2desc": "When you Move With Intention while in a town or city, roll +Hot instead of +Fluid. If you do, add the following to the list of options:
    ✦   Take something of value from the target.", + "text-peasant-move3name": "Loyal Servant", + "text-peasant-move3desc": "When you make an Oath to someone above your station, add +1 to any rolls directly related to completing it. When someone above your station fulfills an Oath to you, if you did not Respect them, gain 1 Chi.", + "text-peasant-move4name": "Martyr", + "text-peasant-move4desc": "If someone near you would take a Tag and you intervene, you may take it yourself instead of them taking it (the Tag’s specific nature may change in the process). If you do, gain 1 Chi.", + "text-peasant-move5name": "Out of Focus", + "text-peasant-move5desc": "When you act like you belong to avoid drawing attention or to give commands, roll +Solid to Observe Carefully or Speak Honorably.", + "text-peasant-move6name": "Stalwart Presence", + "text-peasant-move6desc": "When you Help someone, on a 7 or greater you may spend 1 Chi to improve the result of their modified roll by one step, so long as you both are already Tagged.", + "text-peasant-mastermove": "There are no masters for what you do. Instead, when you receive training from a master of another discipline, you may take the Mastery Move from the appropriate playbook. When you do, you may spend 1 Chi to immediately transfer to that playbook.", + "text-peasant-advance1": " You have +1 Hot (max +2).", + "text-peasant-advance2": " You have +1 Solid (max +2).", + "text-peasant-advance3": " You have +1 Keen (max +2).", + "text-peasant-advance4": " You have +1 Fluid (max +2).", + "text-peasant-advance5": " Take another Peasant move.", + "text-peasant-advance6": " Take another Peasant move.", + "text-peasant-advance7": " Take a move from any Playbook.", + "text-peasant-advance8": " Take a move from any Playbook.", + "text-peasant-advance9": " Take a move from a sub-Playbook.", + "text-peasant-advance10": " Take a move from a sub-Playbook.", + "text-peasant-advance11": " Take a new Chakra or write your own", + "lbl-scholar": "Scholar", + "text-scholarbackstory": "__________ once saved your life, earning your Respect. In return, what did you promise them?", + "text-scholarinfo": "You start with Always Prepared and one other Move", + "text-scholar-move1name": "Always Prepared", + "text-scholar-move1desc": "When you begin the session, roll 1 die +Keen. The result is the number of Materials you have for that session. Spend Materials 1-for-1 to produce a small, simple tool of your choice. You may spend a second Material to produce a small, complex tool instead. Lastly, you may spend 1 Material at any point to ask a single question as if you’d succeeded on an Observe Carefully roll.", + "text-scholar-move2name": "Construct", + "text-scholar-move2desc": "When you take your time to build a complicated contraption, spend a number of Materials and roll +Materials spent. On a 10 or greater, you build it all up, maybe with one complication. On a 7, 8, or 9, the MC will choose two or three of the following conditions needed to perfect the contraption:
    ✦   You needed extra resources; the project takes an extra Material.
    ✦   It’ll take significantly longer to build.
    ✦   The best you can do is a lesser version, unreliable and limited.
    ✦   Finishing it attracts attention.
    ✦   You can’t do it alone", + "text-scholar-move3name": "Fight with Your Head", + "text-scholar-move3desc": "When you Commit Open Violence or Move With Intention after watching a foe for a moment, you may add the Observed Tag to the target before the roll.", + "text-scholar-move4name": "Ingenious", + "text-scholar-move4desc": "So long as you have any Materials, you have +1 Keen (max +3).", + "text-scholar-move5name": "Think it Through", + "text-scholar-move5desc": "When you use rational thought to Meditate on a subject, you roll +Keen instead of +Natural. If you spend 1 Material to consult your books in the process, you can Meditate quickly as well.", + "text-scholar-move6name": "Trained Observer", + "text-scholar-move6desc": "When you Observe Carefully, you may ask an additional question, regardless of result (even on a failure).", + "text-scholar-mastermove": "When you learn from a master inventor, choose a small object. You never need to spend Materials to produce this tool.
    Once you’ve learned from a master sage, when you Observe Carefully you may also ask the following question:
    ✦   What does my research reveal about this?", + "text-scholar-advance1": " You have +1 Hot (max +2).", + "text-scholar-advance2": " You have +1 Solid (max +2).", + "text-scholar-advance3": " You have +1 Keen (max +2).", + "text-scholar-advance4": " You have +1 Fluid (max +2).", + "text-scholar-advance5": " Take another Scholar move.", + "text-scholar-advance6": " Take another Scholar move.", + "text-scholar-advance7": " Take a move from any Playbook.", + "text-scholar-advance8": " Take a move from any Playbook.", + "text-scholar-advance9": " Take a move from a sub-Playbook.", + "text-scholar-advance10": " Take a move from a sub-Playbook.", + "text-scholar-advance11": " Take a new Chakra or write your own", + "lbl-spiritshaper": "Spiritshaper", + "text-spiritshaperbackstory": "You have the Respect of a Great Spirit, and thus its True Name. What is it?
    You Respect __________ and have shown them the Spirit World.
    What spirit have you summoned for __________? What went wrong?", + "text-spiritshaperinfo": "You start with two Moves:", + "text-spiritshaper-move1name": "Astral Projection", + "text-spiritshaper-move1desc": "When you step outside of your physical body, roll +Natural. On a 10 or greater, you can observe or converse beyond your own body. You may return instantly, but can still be hurt, and your physical form is unconscious and helpless. On a 7, 8, or 9, the same but you are quickly noticed, either in spirit or physical form.", + "text-spiritshaper-move2name": "Binding Contracts", + "text-spiritshaper-move2desc": "When you make a bargain with a spirit, it is obliged to to grant you an additional boon upon completion. When you break an Oath to a spirit, subtract 1 from all Speak Honorably and Act Dishonorably rolls until you reconcile with the spirit", + "text-spiritshaper-move3name": "Communion", + "text-spiritshaper-move3desc": "When you summon a spirit to bargain for services, roll plus the number of conditions you fulfill:
    ✦   You present an offering.
    ✦   You’ve previously met and established a price with the spirit.
    ✦   You are in a place of power. If you attempt to perform the summoning hastily, subtract 1. On a 10 or greater, the spirit fulfills the bargain before payment is needed. On a 7, 8, or 9, payment is required up front.", + "text-spiritshaper-move4name": "Medium", + "text-spiritshaper-move4desc": "When you channel the ghosts of the dead, roll +Solid. On a 7 or greater, you may ask 1 question that they must answer. On a 10 or greater, you may choose to embody the ghost. Take a Chakra in line with the ghost’s personality and you may appear as the ghost did in life.", + "text-spiritshaper-move5name": "Mindwarp", + "text-spiritshaper-move5desc": "When you exert your will over a being’s essence, roll +Fluid. On a 10 or greater, it falls under your influence (perhaps with resentment). On a 7, 8, or 9, it contorts your command, fights you for control, or has some influence over you in return.
    If used against another player character, treat the command as an Oath.", + "text-spiritshaper-move6name": "Whispering Spirits", + "text-spiritshaper-move6desc": "When you Observe Carefully, you may choose to answer questions instead of asking them. If you do, the MC chooses the question and you may answer it as you choose. You may mix asking and answering. If you answer any questions, the MC places an Environment Tag instead of you.", + "text-spiritshaper-mastermove": "Once you’ve trained with a master spiritshaper, you may use any spirit’s True Name to summon it at any time, without a roll, though it may not be happy or forgiving of this. A True Name must come from the spirit itself to be used this way", + "text-spiritshaper-advance1": " You have +1 Hot (max +2).", + "text-spiritshaper-advance2": " You have +1 Solid (max +2).", + "text-spiritshaper-advance3": " You have +1 Keen (max +2).", + "text-spiritshaper-advance4": " You have +1 Fluid (max +2).", + "text-spiritshaper-advance5": " Take another Spiritshaper move.", + "text-spiritshaper-advance6": " Take another Spiritshaper move.", + "text-spiritshaper-advance7": " Take a move from any Playbook.", + "text-spiritshaper-advance8": " Take a move from any Playbook.", + "text-spiritshaper-advance9": " Take a move from a sub-Playbook.", + "text-spiritshaper-advance10": " Take a move from a sub-Playbook.", + "text-spiritshaper-advance11": " Take a new Chakra or write your own", + "lbl-warrior": "Warrior", + "text-warriorbackstory": " You’ve sworn to never harm __________, even though you do not trust them.
    __________ has earned your wrath. Name this MC character and swear to bring about their downfall.", + "text-warriorinfo": "Choose two Moves:", + "text-warrior-move1name": "Improviser", + "text-warrior-move1desc": "Everything in your surroundings is a weapon in your hands. When you eschew your usual armament in favor of using the environment for the first time during a conflict, gain 1 Chi.", + "text-warrior-move2name": "Memories of Battle", + "text-warrior-move2desc": "When you spend Fortune you may choose to immediately Meditate on the situation by remembering something from your past, either as a flashback or just as a recollection.", + "text-warrior-move3name": "Outlaw", + "text-warrior-move3desc": "When you go outside the law or the morals of your community and Act Dishonorably, add +2 to your roll if you lose (or do not have) their Respect. If they are a player character, on a 7 or greater you may demand an Oath from them.", + "text-warrior-move4name": "Samurai", + "text-warrior-move4desc": "You have +1 maximum Fortune, and answer the following:
    To whom have you sworn your loyalty? Are you still loyal to them? Make an Oath reflecting your commitment to them.", + "text-warrior-move5name": "Suvivor", + "text-warrior-move5desc": "When you Commit Open Violence when you have a Moderate Tag, add 1 to the roll. If you have both a Moderate and a Severe Tag, instead gain 1 Chi.", + "text-warrior-move6name": "Wire-Fu", + "text-warrior-move6desc": "When you perform an implausible feat of athletics or physics-defying acrobatic stunt, Move With Intention. On a failure, you still choose one of the options.", + "text-warrior-mastermove": "Once you’ve trained with a master warrior, when you enter battle you may immediately challenge one foe to single combat. If they deny you, gain 1 Chi.", + "text-warrior-advance1": " You have +1 Hot (max +2).", + "text-warrior-advance2": " You have +1 Solid (max +2).", + "text-warrior-advance3": " You have +1 Keen (max +2).", + "text-warrior-advance4": " You have +1 Fluid (max +2).", + "text-warrior-advance5": " Take another Warrior move.", + "text-warrior-advance6": " Take another Warrior move.", + "text-warrior-advance7": " Take a move from any Playbook.", + "text-warrior-advance8": " Take a move from any Playbook.", + "text-warrior-advance9": " Take a move from a sub-Playbook.", + "text-warrior-advance10": " Take a move from a sub-Playbook.", + "text-warrior-advance11": " Take a new Chakra or write your own", + "lbl-watershaper": "Watershaper", + "text-watershaperbackstory": "Despite past failures, you are dedicated to your Oath to __________.
    __________ is beloved by my people, and so is Respected by me too.", + "text-watershaperinfo": "You get Watershaping, and choose one more:", + "text-watershaper-move1name": "Watershaping", + "text-watershaper-move1desc": "You have a small supply of Water. You can carry up to 3 Water, which is replenished whenever you come across a sufficient body of water. When you manipulate water in combat, spend 1 Water and roll +Fluid. On a 10 or greater, choose two from the list. On a 7, 8, or 9, just one. You may pick a single option multiple times.
    ✦   Impose a Tag on a foe.
    ✦   Impose an Environment Tag.
    ✦   Get the spent Water back.
    Other actions can involve watershaping, but are treated as whatever move would be appropriat", + "text-watershaper-move2name": "Healer", + "text-watershaper-move2desc": "When you take time to cover a wound with your element and lay hands upon it, roll +Natural. On a 10 or greater, the wound is visibly cured and the subject refreshed.
    On a 7, 8, or 9, serious wounds are healed but superficial ones remain.", + "text-watershaper-move3name": "Iceshaping", + "text-watershaper-move3desc": "You can control ice as if it were liquid water, and can shift between the two freely. When you shape ice in combat, roll +Keen instead of +Fluid, and on a 10 or greater you can make a third choice from the list of options.", + "text-watershaper-move4name": "Moon-Chosen", + "text-watershaper-move4desc": "When the moon has risen, you have +1 Fluid (max +3).", + "text-watershaper-move5name": "Shaping Stance", + "text-watershaper-move5desc": "When you set into a shaping stance, roll Move With Intention and add the following option to the list:
    ✦   Use the result of this Move’s roll as the result of your next shaping roll.", + "text-watershaper-move6name": "Ubiquity", + "text-watershaper-move6desc": "Spend 1 Chi to refill your Water from any environment, be it from water vapor, plants, or some other source other than an actual body of water.", + "text-watershaper-mastermove": "Once you’ve trained with a master watershaper, you are more efficient about your water use and may carry 1 additional Water", + "text-watershaper-advance1": " You have +1 Hot (max +2).", + "text-watershaper-advance2": " You have +1 Solid (max +2).", + "text-watershaper-advance3": " You have +1 Keen (max +2).", + "text-watershaper-advance4": " You have +1 Fluid (max +2).", + "text-watershaper-advance5": " Take another Watershaper move.", + "text-watershaper-advance6": " Take another Watershaper move.", + "text-watershaper-advance7": " Take a move from any Playbook.", + "text-watershaper-advance8": " Take a move from any Playbook.", + "text-watershaper-advance9": " Take a move from a sub-Playbook.", + "text-watershaper-advance10": " Take a move from a sub-Playbook.", + "text-watershaper-advance11": " Take a new Chakra or write your own", + "lbl-customplaybook": "Custom Playbook", + "text-custom-advance1": " You have +1 to any Stat (max +3).", + "text-custom-advance2": " You have +1 maximum Fortune.", + "text-custom-advance3": " Retire your character to safety.", + "text-custom-advance4": " Replace one of your Chakras.", + "text-custom-advance5": "Create a second character, played side-by-side with the first.", + "text-custom-advance6": " Change to a new Playbook", + "text-custom-advance7": " You have an Animal Companion with two Moves", + "lbl-companion": "Animal Companion", + "text-companion-move1name": "Wild", + "text-companion-move1desc": "Your companion has an Animal score of +2 instead of +1.", + "text-companion-move2name": "Unstopping", + "text-companion-move2desc": "Choose one type of terrain your companion can easily traverse: clouds, sea, solid stone", + "text-companion-move3name": "Zephyr", + "text-companion-move3desc": "When you ride with haste, roll +Animal. On a 7 or greater, you reach your destination swiftly. On a 7, 8, or 9, choose one:
    ✦   Trouble finds you there.
    ✦   Your companion is Exhausted.
    ✦   Your arrival causes a big scene.", + "text-companion-move4name": "Hound", + "text-companion-move4desc": "So long as you have some recent physical link to a subject, you can spend 1 Chi to find them (though it may not be fast or stealthy).", + "text-companion-move5name": "Pack Mentality", + "text-companion-move5desc": "When your companion is an equal participant in your maneuvers, roll +Animal in addition to rolling your own Move. On a 7 or greater, you may choose to use that result instead for your Move" +} diff --git a/Legend-of-the-Elements/translations/fr.json b/Legend-of-the-Elements/translations/fr.json new file mode 100644 index 0000000000..a1716e79a7 --- /dev/null +++ b/Legend-of-the-Elements/translations/fr.json @@ -0,0 +1,367 @@ +{ + "lbl-name": "Name", + "lbl-pronouns": "Pronouns", + "lbl-playbook": "Playbook", + "lbl-look": "Look", + "lbl-chakras": "chakras", + "lbl-backstory": "Your Backstory", + "lbl-strings": "Strings", + "lbl-promises": "Promises", + "lbl-harm": "Harm", + "text-harminfo": "At four Harm, Skirt Death.", + "lbl-conditions": "Conditions", + "lbl-notes": "Notes", + "lbl-moves": "Moves", + "lbl-other": "Other", + "lbl-oaths": "Oaths", + "lbl-fortune": "Fortune", + "lbl-minor-tags": "Minor Tags", + "lbl-moderate-tags": "Moderate tags", + "lbl-severe-tags": "Severe tags", + "lbl-gear": "Gear", + "lbl-respects": "I Respect", + "lbl-respecteds": "I Am Respected By", + "lbl-mastermove": "Mastery Move", + "lbl-seasonadvances": "Advanced Improvments", + "lbl-unlocked": "Unlocked", + "lbl-chi": "Chi", + "lbl-atfault": "At Fault", + "lbl-species": "Species", + "text-chiinfo": "Spend 5 chi and choose one advancement from the list below:", + "text-expreminder": "Don't forget to manually add any advancements to your sheet. Check any you've already taken.", + "text-seasonadvancesinfo": "(after you’ve taken five Improvements, you may also choose Advanced Improvements)", + "text-seasonadvances1": " You have +1 to any Stat (max +3).", + "text-seasonadvances2": " You have +1 maximum Fortune.", + "text-seasonadvances3": " Retire your character to safety.", + "text-seasonadvances4": " Replace one of your Chakras.", + "text-seasonadvances5": " Create a second character, played side-by-side with the first.", + "text-seasonadvances6": " Change to a new Playbook", + "text-seasonadvances7": " You have an Animal Companion with two Moves", + "lbl-seasonadvancements": "Season Advancements", + "text-askbonus": "Any other modifiers?", + "text-commentprompt": "Comment", + "text-commentexample": "..To do something!", + "lbl-Natural": "Natural", + "lbl-Hot": "Hot", + "lbl-Solid": "Solid", + "lbl-Keen": "Keen", + "lbl-Fluid": "Fluid", + "lbl-Animal": "Animal", + "lbl-bullet": "
    ✦  ", + "lbl-airshaper": "Airshaper", + "text-airshaperbackstory": "You made __________ a promise a long time ago, but have made no progress. What was it?
    __________ is a close friend, we Respect each other.", + "text-airshaperinfo": "You get Airshaping, and choose one more:", + "text-airshaper-move1name": "Airshaping", + "text-airshaper-move1desc": "When you manipulate the air to control the area, roll +Natural. On a 7 or greater, choose one:
    ✦  Immobilize a foe.
    ✦  Move as fast as the wind.
    ✦  Perform a great feat of acrobatics.
    ✦  Reposition the battlefield. On a 10 or greater, as above, but also add 1 to your rolls until you stop moving.
    Other actions can involve airshaping, but are treated as whatever move would be appropriate.", + "text-airshaper-move2name": "Attuned", + "text-airshaper-move2desc": "When you are outdoors, you have +1 Natural (max +3).", + "text-airshaper-move3name": "Nomad", + "text-airshaper-move3desc": "When you Meditate about some facet of the world (natural or Spirit), on a 7 or greater you may also ask the MC one related question that they must answer.", + "text-airshaper-move4name": "Redirection", + "text-airshaper-move4desc": "When you change the target of an attack, roll +Fluid. On a 10 or greater, it strikes a new target of your choice. On a 7, 8, or 9, you redirect it and it strikes a new target of the MC’s choice.", + "text-airshaper-move5name": "Soundshaping", + "text-airshaper-move5desc": "You can manipulate sound as just another facet of the air. When you use this to mimic, amplify, or reduce noises, roll +Keen. On a 10 or greater, you can convincingly project any sound you’ve heard. On a 7, 8, or 9, the replication is pretty close, but you are also exposed to danger.", + "text-airshaper-move6name": "Unburdened", + "text-airshaper-move6desc": "So long as you have no unresolved Oaths, add 1 to all Speak Honorably and Act Dishonorably rolls.", + "text-airshaper-mastermove": "Once you’ve trained with a master airshaper, add the following to the Move With Intention option list:
    ✦   Roll your next Move with Natural instead of its usual Stat.", + "text-airshaper-advance1": " You have +1 Hot (max +2).", + "text-airshaper-advance2": " You have +1 Solid (max +2).", + "text-airshaper-advance3": " You have +1 Keen (max +2).", + "text-airshaper-advance4": " You have +1 Fluid (max +2).", + "text-airshaper-advance5": " Take another Airshaper move.", + "text-airshaper-advance6": " Take another Airshaper move.", + "text-airshaper-advance7": " Take a move from any Playbook.", + "text-airshaper-advance8": " Take a move from any Playbook.", + "text-airshaper-advance9": " Take a move from a sub-Playbook.", + "text-airshaper-advance10": " Take a move from a sub-Playbook.", + "text-airshaper-advance11": " Take a new Chakra or write your own", + "lbl-aristocrat": "Aristocrat", + "text-aristocratbackstory": "Gain the Respect of as many characters as you desire. For each character you cause to Respect you, make an Oath, though it needn’t be to that character", + "text-aristocratinfo": "Choose two moves:", + "text-aristocrat-move1name": "Currency of Favors", + "text-aristocrat-move1desc": "Whenever you Help someone, you can demand a favor of them first. If they agree, they gain 1 Chi.", + "text-aristocrat-move2name": "Henchmen", + "text-aristocrat-move2desc": "You have a small force of loyal henchmen. They can be sent out with commands or aid your efforts as you wish, though their obedience is not absolute", + "text-aristocrat-move3name": "Intrigue", + "text-aristocrat-move3desc": "When you Act Dishonorably but disguise it in polite conversation, roll +Natural instead of +Hot.", + "text-aristocrat-move4name": "Mastermind", + "text-aristocrat-move4desc": "When you scheme and plan a future plot, roll +Keen. On a 10 or greater, the MC will pick 2 of the following conditions, only one of which must be addressed to succeed. On a 7, 8, or 9, the same thing, but you’ll need to address both.
    ✦   It will be very expensive or resource-intensive.
    ✦   It will take hours/days.
    ✦   You’re going to need __________’s help.
    ✦   __________ stands in the way of success.", + "text-aristocrat-move5name": "Silver Tongue", + "text-aristocrat-move5desc": "Whenever you roll a 10 or greater to Speak Honorably, the target must also offer something extra they think you want.", + "text-aristocrat-move6name": "Web of Commitments", + "text-aristocrat-move6desc": "When you take an Oath contradictory to another you’ve made, you may give up one of them without it counting as breaking an Oath (for purposes of the move), though there will still likely be social consequences to not fulfilling it.", + "text-aristocrat-mastermove": "Once you’ve trained with a master politician, choose 1:
    ✦   You’re better at juggling many engagements; when you have at least 3 Oaths and take an additional Oath, gain 1 Chi.
    ✦   You’re most skilled at handling one thing at a time; when you have exactly 1 Oath, add 1 to any roll when making actions directly related to completing it.", + "text-aristocrat-advance1": " You have +1 Hot (max +2).", + "text-aristocrat-advance2": " You have +1 Solid (max +2).", + "text-aristocrat-advance3": " You have +1 Keen (max +2).", + "text-aristocrat-advance4": " You have +1 Fluid (max +2).", + "text-aristocrat-advance5": " Take another Aristocrat move.", + "text-aristocrat-advance6": " Take another Aristocrat move.", + "text-aristocrat-advance7": " Take a move from any Playbook.", + "text-aristocrat-advance8": " Take a move from any Playbook.", + "text-aristocrat-advance9": " Take a move from a sub-Playbook.", + "text-aristocrat-advance10": " Take a move from a sub-Playbook.", + "text-aristocrat-advance11": " Take a new Chakra or write your own", + "lbl-earthshaper": "Earthshaper", + "text-earthshaperbackstory": "You don’t let people down, usually. Every character has Respect for you, except for __________.
    What have you promised them to try and gain their confidence?", + "text-earthshaperinfo": "You get Earthshaping, and choose one more:", + "text-earthshaper-move1name": "Earthshaping", + "text-earthshaper-move1desc": "When you alter the battlefield’s topography, roll +Solid. On a 7 or greater, add an appropriate Environment Tag. On a 10 or greater, anyone taking advantage of this Environment Tag when making a Move add +1 to their roll.
    Other actions can involve earthshaping, but are treated as whatever move would be appropriate", + "text-earthshaper-move2name": "Bulldozer", + "text-earthshaper-move2desc": "When your actions lead to the immediate destruction of (or relief from) an Environment Tag, gain 1 Chi.", + "text-earthshaper-move3name": "Defender", + "text-earthshaper-move3desc": "Whenever you are in your element, you can protect yourself from an attack (and associated Tag) by spending 1 Chi. If it was a player attacking you, give them the Chi. Otherwise, give it to the MC", + "text-earthshaper-move4name": "Metalshaping", + "text-earthshaper-move4desc": "You can control metal that you are in contact with. When you do, it’s the same as Earthshaping but roll +Keen instead of +Solid. When you metalshape against someone, on a 7 or greater you can Tag the target as well as the environment.", + "text-earthshaper-move5name": "Rooted", + "text-earthshaper-move5desc": "When you are in solid contact with the ground, you have +1 Solid (max +3).", + "text-earthshaper-move6name": "Vibration Sense", + "text-earthshaper-move6desc": "You can see and feel anything in contact with the ground (within reasonable distance). When you Observe Carefully, add the following questions to the list of options:
    ✦   Are they telling the truth?
    ✦   What does their body language betray about their plans?
    ✦   What is unseen but in contact with the ground?", + "text-earthshaper-mastermove": "Once you’ve trained with a master Earthshaper, whenever you pass up an opportunity for action or resist opposition without reaction, gain 1 Chi.", + "text-earthshaper-advance1": " You have +1 Hot (max +2).", + "text-earthshaper-advance2": " You have +1 Solid (max +2).", + "text-earthshaper-advance3": " You have +1 Keen (max +2).", + "text-earthshaper-advance4": " You have +1 Fluid (max +2).", + "text-earthshaper-advance5": " Take another Earthshaper move.", + "text-earthshaper-advance6": " Take another Earthshaper move.", + "text-earthshaper-advance7": " Take a move from any Playbook.", + "text-earthshaper-advance8": " Take a move from any Playbook.", + "text-earthshaper-advance9": " Take a move from a sub-Playbook.", + "text-earthshaper-advance10": " Take a move from a sub-Playbook.", + "text-earthshaper-advance11": " Take a new Chakra or write your own", + "lbl-fireshaper": "Fireshaper", + "text-fireshaperbackstory": "Make two Oaths: one making up for past failures, and one made to ease another’s burdens.", + "text-fireshaperinfo": "You get Fireshaping, and choose one more:", + "text-fireshaper-move1name": "Fireshaping", + "text-fireshaper-move1desc": "When you create or manipulate open flame to attack, roll +Hot. On a 10 or greater, it does what you want, Tagging targets as appropriate. On a 7, 8, or 9, you lose control of it in some manner (choose 1):
    ✦   The flames are larger and more taxing than intended. They burn hot and strong, but take -1 to th next roll you make.
    ✦   The flames explode into being, injuring all nearby, including the Fireshaper. Add Tags as appropriate.
    ✦   You set fire to the area. Add a relevant Environment Tag.
    Other actions can involve fireshaping, but are treated as whatever move would be appropriate", + "text-fireshaper-move2name": "Driven by Honor", + "text-fireshaper-move2desc": "When you fervently pursue the completion of an Oath to someone who doesn’t Respect you, add 1 to all Stand Fast and Speak Honorably rolls", + "text-fireshaper-move3name": "Hot-Headed", + "text-fireshaper-move3desc": "When you are treated disrespectfully and respond by Acting Dishonorably, add +1 to your roll. If you respond by Committing Open Violence, gain 1 Chi instead.", + "text-fireshaper-move4name": "Inner Passion", + "text-fireshaper-move4desc": "Decide and inform the MC of what emotion fuels your shaping. If the emotion is destructive or negative (such as anger, arrogance, or fear) you may Stand Fast with Hot instead of Solid.
    If the emotion is a positive or constructive one (such as harmony, discipline, or hope) you may Move With Intention with Hot instead of Fluid.", + "text-fireshaper-move5name": "Lightningshaping", + "text-fireshaper-move5desc": "+Fluid. On a 10 or greater, you succeed at projecting or redirecting the lightning strike.
    On a 7, 8, or 9, choose 1:
    ✦   Some power rebounds, shocking and Tagging the shaper as well.
    ✦   The lightning doesn’t strike the target, but all that can see it gain the Dazed Tag.
    ✦   The blast misses but causes explosive and chaotic damage; the MC adds an appropriate Environment Tag.", + "text-fireshaper-move6name": "Sunsoul", + "text-fireshaper-move6desc": "When the sun is in the sky, you have +1 Hot (max +3).", + "text-fireshaper-mastermove": "Once you’ve trained with a master fireshaper, never again can you be Tagged by being burned by natural fire, or your own magical fire.", + "text-fireshaper-advance1": " You have +1 Hot (max +2).", + "text-fireshaper-advance2": " You have +1 Solid (max +2).", + "text-fireshaper-advance3": " You have +1 Keen (max +2).", + "text-fireshaper-advance4": " You have +1 Fluid (max +2).", + "text-fireshaper-advance5": " Take another Fireshaper move.", + "text-fireshaper-advance6": " Take another Fireshaper move.", + "text-fireshaper-advance7": " Take a move from any Playbook.", + "text-fireshaper-advance8": " Take a move from any Playbook.", + "text-fireshaper-advance9": " Take a move from a sub-Playbook.", + "text-fireshaper-advance10": " Take a move from a sub-Playbook.", + "text-fireshaper-advance11": " Take a new Chakra or write your own", + "lbl-hunter": "Hunter", + "text-hunterbackstory": "You regularly bring back trophies of your prey, grisly or otherwise. __________ has shown Respect for your talents.
    __________ has been kind to you when you were in need, and you Respect them for it. What promise have you made to them to show that Respect?", + "text-hunterinfo": "Choose two Hunter Moves:", + "text-hunter-move1name": "Ambush", + "text-hunter-move1desc": "While a foe is marked by a Tag indicating that they are not aware of your presence, you can spend 1 Chi to immediately defeat them and remove them from the action", + "text-hunter-move2name": "Friend of Nature", + "text-hunter-move2desc": "One of your Animal Companions may select a new Move.", + "text-hunter-move3name": "Guerrilla Tactics", + "text-hunter-move3desc": "When hunting in the wilderness, you may Commit Open Violence with Keen instead of Hot. On a 10 or greater, if you take advantage of an Environment Tag in the process also choose one of the Move With Intention options.", + "text-hunter-move4name": "Stealth", + "text-hunter-move4desc": "When you conceal yourself from view, roll +Fluid. On a 7 or greater, enemies can’t see you and are Tagged as Unwitting Prey. On a 7, 8, or 9, also select one of the following:
    ✦   Someone is on alert now.
    ✦   You can’t keep track of everyone from your hiding place.
    ✦   You can’t stay undetected here for long.", + "text-hunter-move5name": "The Path", + "text-hunter-move5desc": "When you seek the way to someone or something you’ve been searching for, roll +Keen. On a 10 or greater, you find a route that is safe to use, at least this once. On a 7, 8, or 9, choose one:
    ✦   Something has to get left behind on the way.
    ✦   You are followed by something dangerous.
    ✦   Your travel is obvious to all.", + "text-hunter-move6name": "White Stag", + "text-hunter-move6desc": "When you name a quarry your White Stag, swear an oath to capture or kill them (your choice). You always intuitively know if your White Stag is near, and while they are you take +1 on Commit Open Violence and Move With Intention rolls. You can only have one White Stag at a time. Break your Oath when you give up", + "text-hunter-mastermove": "Once you’ve trained with a master hunter, whenever you Tag a foe who is not aware of your presence you may immediately add an Environment Tag describing the current situation", + "text-hunter-advance1": " You have +1 Hot (max +2).", + "text-hunter-advance2": " You have +1 Solid (max +2).", + "text-hunter-advance3": " You have +1 Keen (max +2).", + "text-hunter-advance4": " You have +1 Fluid (max +2).", + "text-hunter-advance5": " Take another Hunter move.", + "text-hunter-advance6": " Take another Hunter move.", + "text-hunter-advance7": " Take a move from any Playbook.", + "text-hunter-advance8": " Take a move from any Playbook.", + "text-hunter-advance9": " Take a move from a sub-Playbook.", + "text-hunter-advance10": " Take a move from a sub-Playbook.", + "text-hunter-advance11": " Take a new Chakra or write your own", + "lbl-monk": "Monk", + "text-monkbackstory": "", + "text-monkinfo": "Choose two Moves", + "text-monk-move1name": "Calm Stability", + "text-monk-move1desc": "Until you personally show aggression toward your enemies, whenever you are still and unflinching in the face of imminent harm roll +Solid. On a 10 or greater, you still come through unscathed. On a 7, , or 9, the same, but you must act immediately against your attacker.", + "text-monk-move2name": "Chi Blocker", + "text-monk-move2desc": "When you assault your foe’s pressure points, roll +Hot. On a 10 or greater, name a type of action that foe is now incapable of. On a 7, 8, or 9, name two or three types of action and the MC will pick which one the foe can’t do.", + "text-monk-move3name": "Clarity of Senses", + "text-monk-move3desc": "When you find yourself in a tense situation, you can immediately apply an Environment Tag describing the situation.", + "text-monk-move4name": "Guru", + "text-monk-move4desc": "You teach others the path to self-improvement. Whenever you Help another character in an instructive or guiding capacity, they gain Respect for you. If they already Respect you, they gain 1 Chi", + "text-monk-move5name": "Spiritual", + "text-monk-move5desc": "With effort, you can contactentities of the Spirit World. When you meditate to call upon a spirit, roll +Chi spent. On a 10 or greater, that spirit appears to you. On a 7, 8, or 9, choose two:
    ✦   The correct spirit appears.
    ✦   The spirit is benevolent.
    ✦   The spirit doesn’t want something in return.
    You cannot spend additional Chi to improve the results of this roll, even when taking advantage of a Tag.", + "text-monk-move6name": "Stillness", + "text-monk-move6desc": "When you are subtle with your motions or settle into a defensive posture, you Move With Intention with Solid instead of Fluid.", + "text-monk-mastermove": "When you study under an enlightened soul, renew your monastic vows. Set a condition: You will never (choose 1):
    ✦   Afford yourself any luxury,
    ✦   Cause intentional harm,
    ✦   Tell anything but the truth.
    Treat this vow as a Chakra. If you break the vow, the Master knows and sends people for you.", + "text-monk-advance1": " You have +1 Hot (max +2).", + "text-monk-advance2": " You have +1 Solid (max +2).", + "text-monk-advance3": " You have +1 Keen (max +2).", + "text-monk-advance4": " You have +1 Fluid (max +2).", + "text-monk-advance5": " Take another Monk move.", + "text-monk-advance6": " Take another Monk move.", + "text-monk-advance7": " Take a move from any Playbook.", + "text-monk-advance8": " Take a move from any Playbook.", + "text-monk-advance9": " Take a move from a sub-Playbook.", + "text-monk-advance10": " Take a move from a sub-Playbook.", + "text-monk-advance11": " Take a new Chakra or write your own", + "lbl-peasant": "Peasant", + "text-peasantbackstory": "You owe __________ big, and have sworn to make it up to them. Decide whether you Respect them or not.
    What did you and __________ each swear that has brought you so close together and earned your mutual Respect? (if there are no other player characters so inclined, create an MC character instead.", + "text-peasantinfo": "Choose two moves:", + "text-peasant-move1name": "Fool's Luck", + "text-peasant-move1desc": "Your maximum Fortune is increased by 1. You can only spend Fortune if you’re not intentionally attempting to defend yourself.", + "text-peasant-move2name": "From the Gutter", + "text-peasant-move2desc": "When you Move With Intention while in a town or city, roll +Hot instead of +Fluid. If you do, add the following to the list of options:
    ✦   Take something of value from the target.", + "text-peasant-move3name": "Loyal Servant", + "text-peasant-move3desc": "When you make an Oath to someone above your station, add +1 to any rolls directly related to completing it. When someone above your station fulfills an Oath to you, if you did not Respect them, gain 1 Chi.", + "text-peasant-move4name": "Martyr", + "text-peasant-move4desc": "If someone near you would take a Tag and you intervene, you may take it yourself instead of them taking it (the Tag’s specific nature may change in the process). If you do, gain 1 Chi.", + "text-peasant-move5name": "Out of Focus", + "text-peasant-move5desc": "When you act like you belong to avoid drawing attention or to give commands, roll +Solid to Observe Carefully or Speak Honorably.", + "text-peasant-move6name": "Stalwart Presence", + "text-peasant-move6desc": "When you Help someone, on a 7 or greater you may spend 1 Chi to improve the result of their modified roll by one step, so long as you both are already Tagged.", + "text-peasant-mastermove": "There are no masters for what you do. Instead, when you receive training from a master of another discipline, you may take the Mastery Move from the appropriate playbook. When you do, you may spend 1 Chi to immediately transfer to that playbook.", + "text-peasant-advance1": " You have +1 Hot (max +2).", + "text-peasant-advance2": " You have +1 Solid (max +2).", + "text-peasant-advance3": " You have +1 Keen (max +2).", + "text-peasant-advance4": " You have +1 Fluid (max +2).", + "text-peasant-advance5": " Take another Peasant move.", + "text-peasant-advance6": " Take another Peasant move.", + "text-peasant-advance7": " Take a move from any Playbook.", + "text-peasant-advance8": " Take a move from any Playbook.", + "text-peasant-advance9": " Take a move from a sub-Playbook.", + "text-peasant-advance10": " Take a move from a sub-Playbook.", + "text-peasant-advance11": " Take a new Chakra or write your own", + "lbl-scholar": "Scholar", + "text-scholarbackstory": "__________ once saved your life, earning your Respect. In return, what did you promise them?", + "text-scholarinfo": "You start with Always Prepared and one other Move", + "text-scholar-move1name": "Always Prepared", + "text-scholar-move1desc": "When you begin the session, roll 1 die +Keen. The result is the number of Materials you have for that session. Spend Materials 1-for-1 to produce a small, simple tool of your choice. You may spend a second Material to produce a small, complex tool instead. Lastly, you may spend 1 Material at any point to ask a single question as if you’d succeeded on an Observe Carefully roll.", + "text-scholar-move2name": "Construct", + "text-scholar-move2desc": "When you take your time to build a complicated contraption, spend a number of Materials and roll +Materials spent. On a 10 or greater, you build it all up, maybe with one complication. On a 7, 8, or 9, the MC will choose two or three of the following conditions needed to perfect the contraption:
    ✦   You needed extra resources; the project takes an extra Material.
    ✦   It’ll take significantly longer to build.
    ✦   The best you can do is a lesser version, unreliable and limited.
    ✦   Finishing it attracts attention.
    ✦   You can’t do it alone", + "text-scholar-move3name": "Fight with Your Head", + "text-scholar-move3desc": "When you Commit Open Violence or Move With Intention after watching a foe for a moment, you may add the Observed Tag to the target before the roll.", + "text-scholar-move4name": "Ingenious", + "text-scholar-move4desc": "So long as you have any Materials, you have +1 Keen (max +3).", + "text-scholar-move5name": "Think it Through", + "text-scholar-move5desc": "When you use rational thought to Meditate on a subject, you roll +Keen instead of +Natural. If you spend 1 Material to consult your books in the process, you can Meditate quickly as well.", + "text-scholar-move6name": "Trained Observer", + "text-scholar-move6desc": "When you Observe Carefully, you may ask an additional question, regardless of result (even on a failure).", + "text-scholar-mastermove": "When you learn from a master inventor, choose a small object. You never need to spend Materials to produce this tool.
    Once you’ve learned from a master sage, when you Observe Carefully you may also ask the following question:
    ✦   What does my research reveal about this?", + "text-scholar-advance1": " You have +1 Hot (max +2).", + "text-scholar-advance2": " You have +1 Solid (max +2).", + "text-scholar-advance3": " You have +1 Keen (max +2).", + "text-scholar-advance4": " You have +1 Fluid (max +2).", + "text-scholar-advance5": " Take another Scholar move.", + "text-scholar-advance6": " Take another Scholar move.", + "text-scholar-advance7": " Take a move from any Playbook.", + "text-scholar-advance8": " Take a move from any Playbook.", + "text-scholar-advance9": " Take a move from a sub-Playbook.", + "text-scholar-advance10": " Take a move from a sub-Playbook.", + "text-scholar-advance11": " Take a new Chakra or write your own", + "lbl-spiritshaper": "Spiritshaper", + "text-spiritshaperbackstory": "You have the Respect of a Great Spirit, and thus its True Name. What is it?
    You Respect __________ and have shown them the Spirit World.
    What spirit have you summoned for __________? What went wrong?", + "text-spiritshaperinfo": "You start with two Moves:", + "text-spiritshaper-move1name": "Astral Projection", + "text-spiritshaper-move1desc": "When you step outside of your physical body, roll +Natural. On a 10 or greater, you can observe or converse beyond your own body. You may return instantly, but can still be hurt, and your physical form is unconscious and helpless. On a 7, 8, or 9, the same but you are quickly noticed, either in spirit or physical form.", + "text-spiritshaper-move2name": "Binding Contracts", + "text-spiritshaper-move2desc": "When you make a bargain with a spirit, it is obliged to to grant you an additional boon upon completion. When you break an Oath to a spirit, subtract 1 from all Speak Honorably and Act Dishonorably rolls until you reconcile with the spirit", + "text-spiritshaper-move3name": "Communion", + "text-spiritshaper-move3desc": "When you summon a spirit to bargain for services, roll plus the number of conditions you fulfill:
    ✦   You present an offering.
    ✦   You’ve previously met and established a price with the spirit.
    ✦   You are in a place of power. If you attempt to perform the summoning hastily, subtract 1. On a 10 or greater, the spirit fulfills the bargain before payment is needed. On a 7, 8, or 9, payment is required up front.", + "text-spiritshaper-move4name": "Medium", + "text-spiritshaper-move4desc": "When you channel the ghosts of the dead, roll +Solid. On a 7 or greater, you may ask 1 question that they must answer. On a 10 or greater, you may choose to embody the ghost. Take a Chakra in line with the ghost’s personality and you may appear as the ghost did in life.", + "text-spiritshaper-move5name": "Mindwarp", + "text-spiritshaper-move5desc": "When you exert your will over a being’s essence, roll +Fluid. On a 10 or greater, it falls under your influence (perhaps with resentment). On a 7, 8, or 9, it contorts your command, fights you for control, or has some influence over you in return.
    If used against another player character, treat the command as an Oath.", + "text-spiritshaper-move6name": "Whispering Spirits", + "text-spiritshaper-move6desc": "When you Observe Carefully, you may choose to answer questions instead of asking them. If you do, the MC chooses the question and you may answer it as you choose. You may mix asking and answering. If you answer any questions, the MC places an Environment Tag instead of you.", + "text-spiritshaper-mastermove": "Once you’ve trained with a master spiritshaper, you may use any spirit’s True Name to summon it at any time, without a roll, though it may not be happy or forgiving of this. A True Name must come from the spirit itself to be used this way", + "text-spiritshaper-advance1": " You have +1 Hot (max +2).", + "text-spiritshaper-advance2": " You have +1 Solid (max +2).", + "text-spiritshaper-advance3": " You have +1 Keen (max +2).", + "text-spiritshaper-advance4": " You have +1 Fluid (max +2).", + "text-spiritshaper-advance5": " Take another Spiritshaper move.", + "text-spiritshaper-advance6": " Take another Spiritshaper move.", + "text-spiritshaper-advance7": " Take a move from any Playbook.", + "text-spiritshaper-advance8": " Take a move from any Playbook.", + "text-spiritshaper-advance9": " Take a move from a sub-Playbook.", + "text-spiritshaper-advance10": " Take a move from a sub-Playbook.", + "text-spiritshaper-advance11": " Take a new Chakra or write your own", + "lbl-warrior": "Warrior", + "text-warriorbackstory": " You’ve sworn to never harm __________, even though you do not trust them.
    __________ has earned your wrath. Name this MC character and swear to bring about their downfall.", + "text-warriorinfo": "Choose two Moves:", + "text-warrior-move1name": "Improviser", + "text-warrior-move1desc": "Everything in your surroundings is a weapon in your hands. When you eschew your usual armament in favor of using the environment for the first time during a conflict, gain 1 Chi.", + "text-warrior-move2name": "Memories of Battle", + "text-warrior-move2desc": "When you spend Fortune you may choose to immediately Meditate on the situation by remembering something from your past, either as a flashback or just as a recollection.", + "text-warrior-move3name": "Outlaw", + "text-warrior-move3desc": "When you go outside the law or the morals of your community and Act Dishonorably, add +2 to your roll if you lose (or do not have) their Respect. If they are a player character, on a 7 or greater you may demand an Oath from them.", + "text-warrior-move4name": "Samurai", + "text-warrior-move4desc": "You have +1 maximum Fortune, and answer the following:
    To whom have you sworn your loyalty? Are you still loyal to them? Make an Oath reflecting your commitment to them.", + "text-warrior-move5name": "Suvivor", + "text-warrior-move5desc": "When you Commit Open Violence when you have a Moderate Tag, add 1 to the roll. If you have both a Moderate and a Severe Tag, instead gain 1 Chi.", + "text-warrior-move6name": "Wire-Fu", + "text-warrior-move6desc": "When you perform an implausible feat of athletics or physics-defying acrobatic stunt, Move With Intention. On a failure, you still choose one of the options.", + "text-warrior-mastermove": "Once you’ve trained with a master warrior, when you enter battle you may immediately challenge one foe to single combat. If they deny you, gain 1 Chi.", + "text-warrior-advance1": " You have +1 Hot (max +2).", + "text-warrior-advance2": " You have +1 Solid (max +2).", + "text-warrior-advance3": " You have +1 Keen (max +2).", + "text-warrior-advance4": " You have +1 Fluid (max +2).", + "text-warrior-advance5": " Take another Warrior move.", + "text-warrior-advance6": " Take another Warrior move.", + "text-warrior-advance7": " Take a move from any Playbook.", + "text-warrior-advance8": " Take a move from any Playbook.", + "text-warrior-advance9": " Take a move from a sub-Playbook.", + "text-warrior-advance10": " Take a move from a sub-Playbook.", + "text-warrior-advance11": " Take a new Chakra or write your own", + "lbl-watershaper": "Watershaper", + "text-watershaperbackstory": "Despite past failures, you are dedicated to your Oath to __________.
    __________ is beloved by my people, and so is Respected by me too.", + "text-watershaperinfo": "You get Watershaping, and choose one more:", + "text-watershaper-move1name": "Watershaping", + "text-watershaper-move1desc": "You have a small supply of Water. You can carry up to 3 Water, which is replenished whenever you come across a sufficient body of water. When you manipulate water in combat, spend 1 Water and roll +Fluid. On a 10 or greater, choose two from the list. On a 7, 8, or 9, just one. You may pick a single option multiple times.
    ✦   Impose a Tag on a foe.
    ✦   Impose an Environment Tag.
    ✦   Get the spent Water back.
    Other actions can involve watershaping, but are treated as whatever move would be appropriat", + "text-watershaper-move2name": "Healer", + "text-watershaper-move2desc": "When you take time to cover a wound with your element and lay hands upon it, roll +Natural. On a 10 or greater, the wound is visibly cured and the subject refreshed.
    On a 7, 8, or 9, serious wounds are healed but superficial ones remain.", + "text-watershaper-move3name": "Iceshaping", + "text-watershaper-move3desc": "You can control ice as if it were liquid water, and can shift between the two freely. When you shape ice in combat, roll +Keen instead of +Fluid, and on a 10 or greater you can make a third choice from the list of options.", + "text-watershaper-move4name": "Moon-Chosen", + "text-watershaper-move4desc": "When the moon has risen, you have +1 Fluid (max +3).", + "text-watershaper-move5name": "Shaping Stance", + "text-watershaper-move5desc": "When you set into a shaping stance, roll Move With Intention and add the following option to the list:
    ✦   Use the result of this Move’s roll as the result of your next shaping roll.", + "text-watershaper-move6name": "Ubiquity", + "text-watershaper-move6desc": "Spend 1 Chi to refill your Water from any environment, be it from water vapor, plants, or some other source other than an actual body of water.", + "text-watershaper-mastermove": "Once you’ve trained with a master watershaper, you are more efficient about your water use and may carry 1 additional Water", + "text-watershaper-advance1": " You have +1 Hot (max +2).", + "text-watershaper-advance2": " You have +1 Solid (max +2).", + "text-watershaper-advance3": " You have +1 Keen (max +2).", + "text-watershaper-advance4": " You have +1 Fluid (max +2).", + "text-watershaper-advance5": " Take another Watershaper move.", + "text-watershaper-advance6": " Take another Watershaper move.", + "text-watershaper-advance7": " Take a move from any Playbook.", + "text-watershaper-advance8": " Take a move from any Playbook.", + "text-watershaper-advance9": " Take a move from a sub-Playbook.", + "text-watershaper-advance10": " Take a move from a sub-Playbook.", + "text-watershaper-advance11": " Take a new Chakra or write your own", + "lbl-customplaybook": "Custom Playbook", + "text-custom-advance1": " You have +1 to any Stat (max +3).", + "text-custom-advance2": " You have +1 maximum Fortune.", + "text-custom-advance3": " Retire your character to safety.", + "text-custom-advance4": " Replace one of your Chakras.", + "text-custom-advance5": "Create a second character, played side-by-side with the first.", + "text-custom-advance6": " Change to a new Playbook", + "text-custom-advance7": " You have an Animal Companion with two Moves", + "lbl-companion": "Animal Companion", + "text-companion-move1name": "Wild", + "text-companion-move1desc": "Your companion has an Animal score of +2 instead of +1.", + "text-companion-move2name": "Unstopping", + "text-companion-move2desc": "Choose one type of terrain your companion can easily traverse: clouds, sea, solid stone", + "text-companion-move3name": "Zephyr", + "text-companion-move3desc": "When you ride with haste, roll +Animal. On a 7 or greater, you reach your destination swiftly. On a 7, 8, or 9, choose one:
    ✦   Trouble finds you there.
    ✦   Your companion is Exhausted.
    ✦   Your arrival causes a big scene.", + "text-companion-move4name": "Hound", + "text-companion-move4desc": "So long as you have some recent physical link to a subject, you can spend 1 Chi to find them (though it may not be fast or stealthy).", + "text-companion-move5name": "Pack Mentality", + "text-companion-move5desc": "When your companion is an equal participant in your maneuvers, roll +Animal in addition to rolling your own Move. On a 7 or greater, you may choose to use that result instead for your Move" +} diff --git a/Legend-of-the-Elements/translations/he.json b/Legend-of-the-Elements/translations/he.json new file mode 100644 index 0000000000..a1716e79a7 --- /dev/null +++ b/Legend-of-the-Elements/translations/he.json @@ -0,0 +1,367 @@ +{ + "lbl-name": "Name", + "lbl-pronouns": "Pronouns", + "lbl-playbook": "Playbook", + "lbl-look": "Look", + "lbl-chakras": "chakras", + "lbl-backstory": "Your Backstory", + "lbl-strings": "Strings", + "lbl-promises": "Promises", + "lbl-harm": "Harm", + "text-harminfo": "At four Harm, Skirt Death.", + "lbl-conditions": "Conditions", + "lbl-notes": "Notes", + "lbl-moves": "Moves", + "lbl-other": "Other", + "lbl-oaths": "Oaths", + "lbl-fortune": "Fortune", + "lbl-minor-tags": "Minor Tags", + "lbl-moderate-tags": "Moderate tags", + "lbl-severe-tags": "Severe tags", + "lbl-gear": "Gear", + "lbl-respects": "I Respect", + "lbl-respecteds": "I Am Respected By", + "lbl-mastermove": "Mastery Move", + "lbl-seasonadvances": "Advanced Improvments", + "lbl-unlocked": "Unlocked", + "lbl-chi": "Chi", + "lbl-atfault": "At Fault", + "lbl-species": "Species", + "text-chiinfo": "Spend 5 chi and choose one advancement from the list below:", + "text-expreminder": "Don't forget to manually add any advancements to your sheet. Check any you've already taken.", + "text-seasonadvancesinfo": "(after you’ve taken five Improvements, you may also choose Advanced Improvements)", + "text-seasonadvances1": " You have +1 to any Stat (max +3).", + "text-seasonadvances2": " You have +1 maximum Fortune.", + "text-seasonadvances3": " Retire your character to safety.", + "text-seasonadvances4": " Replace one of your Chakras.", + "text-seasonadvances5": " Create a second character, played side-by-side with the first.", + "text-seasonadvances6": " Change to a new Playbook", + "text-seasonadvances7": " You have an Animal Companion with two Moves", + "lbl-seasonadvancements": "Season Advancements", + "text-askbonus": "Any other modifiers?", + "text-commentprompt": "Comment", + "text-commentexample": "..To do something!", + "lbl-Natural": "Natural", + "lbl-Hot": "Hot", + "lbl-Solid": "Solid", + "lbl-Keen": "Keen", + "lbl-Fluid": "Fluid", + "lbl-Animal": "Animal", + "lbl-bullet": "
    ✦  ", + "lbl-airshaper": "Airshaper", + "text-airshaperbackstory": "You made __________ a promise a long time ago, but have made no progress. What was it?
    __________ is a close friend, we Respect each other.", + "text-airshaperinfo": "You get Airshaping, and choose one more:", + "text-airshaper-move1name": "Airshaping", + "text-airshaper-move1desc": "When you manipulate the air to control the area, roll +Natural. On a 7 or greater, choose one:
    ✦  Immobilize a foe.
    ✦  Move as fast as the wind.
    ✦  Perform a great feat of acrobatics.
    ✦  Reposition the battlefield. On a 10 or greater, as above, but also add 1 to your rolls until you stop moving.
    Other actions can involve airshaping, but are treated as whatever move would be appropriate.", + "text-airshaper-move2name": "Attuned", + "text-airshaper-move2desc": "When you are outdoors, you have +1 Natural (max +3).", + "text-airshaper-move3name": "Nomad", + "text-airshaper-move3desc": "When you Meditate about some facet of the world (natural or Spirit), on a 7 or greater you may also ask the MC one related question that they must answer.", + "text-airshaper-move4name": "Redirection", + "text-airshaper-move4desc": "When you change the target of an attack, roll +Fluid. On a 10 or greater, it strikes a new target of your choice. On a 7, 8, or 9, you redirect it and it strikes a new target of the MC’s choice.", + "text-airshaper-move5name": "Soundshaping", + "text-airshaper-move5desc": "You can manipulate sound as just another facet of the air. When you use this to mimic, amplify, or reduce noises, roll +Keen. On a 10 or greater, you can convincingly project any sound you’ve heard. On a 7, 8, or 9, the replication is pretty close, but you are also exposed to danger.", + "text-airshaper-move6name": "Unburdened", + "text-airshaper-move6desc": "So long as you have no unresolved Oaths, add 1 to all Speak Honorably and Act Dishonorably rolls.", + "text-airshaper-mastermove": "Once you’ve trained with a master airshaper, add the following to the Move With Intention option list:
    ✦   Roll your next Move with Natural instead of its usual Stat.", + "text-airshaper-advance1": " You have +1 Hot (max +2).", + "text-airshaper-advance2": " You have +1 Solid (max +2).", + "text-airshaper-advance3": " You have +1 Keen (max +2).", + "text-airshaper-advance4": " You have +1 Fluid (max +2).", + "text-airshaper-advance5": " Take another Airshaper move.", + "text-airshaper-advance6": " Take another Airshaper move.", + "text-airshaper-advance7": " Take a move from any Playbook.", + "text-airshaper-advance8": " Take a move from any Playbook.", + "text-airshaper-advance9": " Take a move from a sub-Playbook.", + "text-airshaper-advance10": " Take a move from a sub-Playbook.", + "text-airshaper-advance11": " Take a new Chakra or write your own", + "lbl-aristocrat": "Aristocrat", + "text-aristocratbackstory": "Gain the Respect of as many characters as you desire. For each character you cause to Respect you, make an Oath, though it needn’t be to that character", + "text-aristocratinfo": "Choose two moves:", + "text-aristocrat-move1name": "Currency of Favors", + "text-aristocrat-move1desc": "Whenever you Help someone, you can demand a favor of them first. If they agree, they gain 1 Chi.", + "text-aristocrat-move2name": "Henchmen", + "text-aristocrat-move2desc": "You have a small force of loyal henchmen. They can be sent out with commands or aid your efforts as you wish, though their obedience is not absolute", + "text-aristocrat-move3name": "Intrigue", + "text-aristocrat-move3desc": "When you Act Dishonorably but disguise it in polite conversation, roll +Natural instead of +Hot.", + "text-aristocrat-move4name": "Mastermind", + "text-aristocrat-move4desc": "When you scheme and plan a future plot, roll +Keen. On a 10 or greater, the MC will pick 2 of the following conditions, only one of which must be addressed to succeed. On a 7, 8, or 9, the same thing, but you’ll need to address both.
    ✦   It will be very expensive or resource-intensive.
    ✦   It will take hours/days.
    ✦   You’re going to need __________’s help.
    ✦   __________ stands in the way of success.", + "text-aristocrat-move5name": "Silver Tongue", + "text-aristocrat-move5desc": "Whenever you roll a 10 or greater to Speak Honorably, the target must also offer something extra they think you want.", + "text-aristocrat-move6name": "Web of Commitments", + "text-aristocrat-move6desc": "When you take an Oath contradictory to another you’ve made, you may give up one of them without it counting as breaking an Oath (for purposes of the move), though there will still likely be social consequences to not fulfilling it.", + "text-aristocrat-mastermove": "Once you’ve trained with a master politician, choose 1:
    ✦   You’re better at juggling many engagements; when you have at least 3 Oaths and take an additional Oath, gain 1 Chi.
    ✦   You’re most skilled at handling one thing at a time; when you have exactly 1 Oath, add 1 to any roll when making actions directly related to completing it.", + "text-aristocrat-advance1": " You have +1 Hot (max +2).", + "text-aristocrat-advance2": " You have +1 Solid (max +2).", + "text-aristocrat-advance3": " You have +1 Keen (max +2).", + "text-aristocrat-advance4": " You have +1 Fluid (max +2).", + "text-aristocrat-advance5": " Take another Aristocrat move.", + "text-aristocrat-advance6": " Take another Aristocrat move.", + "text-aristocrat-advance7": " Take a move from any Playbook.", + "text-aristocrat-advance8": " Take a move from any Playbook.", + "text-aristocrat-advance9": " Take a move from a sub-Playbook.", + "text-aristocrat-advance10": " Take a move from a sub-Playbook.", + "text-aristocrat-advance11": " Take a new Chakra or write your own", + "lbl-earthshaper": "Earthshaper", + "text-earthshaperbackstory": "You don’t let people down, usually. Every character has Respect for you, except for __________.
    What have you promised them to try and gain their confidence?", + "text-earthshaperinfo": "You get Earthshaping, and choose one more:", + "text-earthshaper-move1name": "Earthshaping", + "text-earthshaper-move1desc": "When you alter the battlefield’s topography, roll +Solid. On a 7 or greater, add an appropriate Environment Tag. On a 10 or greater, anyone taking advantage of this Environment Tag when making a Move add +1 to their roll.
    Other actions can involve earthshaping, but are treated as whatever move would be appropriate", + "text-earthshaper-move2name": "Bulldozer", + "text-earthshaper-move2desc": "When your actions lead to the immediate destruction of (or relief from) an Environment Tag, gain 1 Chi.", + "text-earthshaper-move3name": "Defender", + "text-earthshaper-move3desc": "Whenever you are in your element, you can protect yourself from an attack (and associated Tag) by spending 1 Chi. If it was a player attacking you, give them the Chi. Otherwise, give it to the MC", + "text-earthshaper-move4name": "Metalshaping", + "text-earthshaper-move4desc": "You can control metal that you are in contact with. When you do, it’s the same as Earthshaping but roll +Keen instead of +Solid. When you metalshape against someone, on a 7 or greater you can Tag the target as well as the environment.", + "text-earthshaper-move5name": "Rooted", + "text-earthshaper-move5desc": "When you are in solid contact with the ground, you have +1 Solid (max +3).", + "text-earthshaper-move6name": "Vibration Sense", + "text-earthshaper-move6desc": "You can see and feel anything in contact with the ground (within reasonable distance). When you Observe Carefully, add the following questions to the list of options:
    ✦   Are they telling the truth?
    ✦   What does their body language betray about their plans?
    ✦   What is unseen but in contact with the ground?", + "text-earthshaper-mastermove": "Once you’ve trained with a master Earthshaper, whenever you pass up an opportunity for action or resist opposition without reaction, gain 1 Chi.", + "text-earthshaper-advance1": " You have +1 Hot (max +2).", + "text-earthshaper-advance2": " You have +1 Solid (max +2).", + "text-earthshaper-advance3": " You have +1 Keen (max +2).", + "text-earthshaper-advance4": " You have +1 Fluid (max +2).", + "text-earthshaper-advance5": " Take another Earthshaper move.", + "text-earthshaper-advance6": " Take another Earthshaper move.", + "text-earthshaper-advance7": " Take a move from any Playbook.", + "text-earthshaper-advance8": " Take a move from any Playbook.", + "text-earthshaper-advance9": " Take a move from a sub-Playbook.", + "text-earthshaper-advance10": " Take a move from a sub-Playbook.", + "text-earthshaper-advance11": " Take a new Chakra or write your own", + "lbl-fireshaper": "Fireshaper", + "text-fireshaperbackstory": "Make two Oaths: one making up for past failures, and one made to ease another’s burdens.", + "text-fireshaperinfo": "You get Fireshaping, and choose one more:", + "text-fireshaper-move1name": "Fireshaping", + "text-fireshaper-move1desc": "When you create or manipulate open flame to attack, roll +Hot. On a 10 or greater, it does what you want, Tagging targets as appropriate. On a 7, 8, or 9, you lose control of it in some manner (choose 1):
    ✦   The flames are larger and more taxing than intended. They burn hot and strong, but take -1 to th next roll you make.
    ✦   The flames explode into being, injuring all nearby, including the Fireshaper. Add Tags as appropriate.
    ✦   You set fire to the area. Add a relevant Environment Tag.
    Other actions can involve fireshaping, but are treated as whatever move would be appropriate", + "text-fireshaper-move2name": "Driven by Honor", + "text-fireshaper-move2desc": "When you fervently pursue the completion of an Oath to someone who doesn’t Respect you, add 1 to all Stand Fast and Speak Honorably rolls", + "text-fireshaper-move3name": "Hot-Headed", + "text-fireshaper-move3desc": "When you are treated disrespectfully and respond by Acting Dishonorably, add +1 to your roll. If you respond by Committing Open Violence, gain 1 Chi instead.", + "text-fireshaper-move4name": "Inner Passion", + "text-fireshaper-move4desc": "Decide and inform the MC of what emotion fuels your shaping. If the emotion is destructive or negative (such as anger, arrogance, or fear) you may Stand Fast with Hot instead of Solid.
    If the emotion is a positive or constructive one (such as harmony, discipline, or hope) you may Move With Intention with Hot instead of Fluid.", + "text-fireshaper-move5name": "Lightningshaping", + "text-fireshaper-move5desc": "+Fluid. On a 10 or greater, you succeed at projecting or redirecting the lightning strike.
    On a 7, 8, or 9, choose 1:
    ✦   Some power rebounds, shocking and Tagging the shaper as well.
    ✦   The lightning doesn’t strike the target, but all that can see it gain the Dazed Tag.
    ✦   The blast misses but causes explosive and chaotic damage; the MC adds an appropriate Environment Tag.", + "text-fireshaper-move6name": "Sunsoul", + "text-fireshaper-move6desc": "When the sun is in the sky, you have +1 Hot (max +3).", + "text-fireshaper-mastermove": "Once you’ve trained with a master fireshaper, never again can you be Tagged by being burned by natural fire, or your own magical fire.", + "text-fireshaper-advance1": " You have +1 Hot (max +2).", + "text-fireshaper-advance2": " You have +1 Solid (max +2).", + "text-fireshaper-advance3": " You have +1 Keen (max +2).", + "text-fireshaper-advance4": " You have +1 Fluid (max +2).", + "text-fireshaper-advance5": " Take another Fireshaper move.", + "text-fireshaper-advance6": " Take another Fireshaper move.", + "text-fireshaper-advance7": " Take a move from any Playbook.", + "text-fireshaper-advance8": " Take a move from any Playbook.", + "text-fireshaper-advance9": " Take a move from a sub-Playbook.", + "text-fireshaper-advance10": " Take a move from a sub-Playbook.", + "text-fireshaper-advance11": " Take a new Chakra or write your own", + "lbl-hunter": "Hunter", + "text-hunterbackstory": "You regularly bring back trophies of your prey, grisly or otherwise. __________ has shown Respect for your talents.
    __________ has been kind to you when you were in need, and you Respect them for it. What promise have you made to them to show that Respect?", + "text-hunterinfo": "Choose two Hunter Moves:", + "text-hunter-move1name": "Ambush", + "text-hunter-move1desc": "While a foe is marked by a Tag indicating that they are not aware of your presence, you can spend 1 Chi to immediately defeat them and remove them from the action", + "text-hunter-move2name": "Friend of Nature", + "text-hunter-move2desc": "One of your Animal Companions may select a new Move.", + "text-hunter-move3name": "Guerrilla Tactics", + "text-hunter-move3desc": "When hunting in the wilderness, you may Commit Open Violence with Keen instead of Hot. On a 10 or greater, if you take advantage of an Environment Tag in the process also choose one of the Move With Intention options.", + "text-hunter-move4name": "Stealth", + "text-hunter-move4desc": "When you conceal yourself from view, roll +Fluid. On a 7 or greater, enemies can’t see you and are Tagged as Unwitting Prey. On a 7, 8, or 9, also select one of the following:
    ✦   Someone is on alert now.
    ✦   You can’t keep track of everyone from your hiding place.
    ✦   You can’t stay undetected here for long.", + "text-hunter-move5name": "The Path", + "text-hunter-move5desc": "When you seek the way to someone or something you’ve been searching for, roll +Keen. On a 10 or greater, you find a route that is safe to use, at least this once. On a 7, 8, or 9, choose one:
    ✦   Something has to get left behind on the way.
    ✦   You are followed by something dangerous.
    ✦   Your travel is obvious to all.", + "text-hunter-move6name": "White Stag", + "text-hunter-move6desc": "When you name a quarry your White Stag, swear an oath to capture or kill them (your choice). You always intuitively know if your White Stag is near, and while they are you take +1 on Commit Open Violence and Move With Intention rolls. You can only have one White Stag at a time. Break your Oath when you give up", + "text-hunter-mastermove": "Once you’ve trained with a master hunter, whenever you Tag a foe who is not aware of your presence you may immediately add an Environment Tag describing the current situation", + "text-hunter-advance1": " You have +1 Hot (max +2).", + "text-hunter-advance2": " You have +1 Solid (max +2).", + "text-hunter-advance3": " You have +1 Keen (max +2).", + "text-hunter-advance4": " You have +1 Fluid (max +2).", + "text-hunter-advance5": " Take another Hunter move.", + "text-hunter-advance6": " Take another Hunter move.", + "text-hunter-advance7": " Take a move from any Playbook.", + "text-hunter-advance8": " Take a move from any Playbook.", + "text-hunter-advance9": " Take a move from a sub-Playbook.", + "text-hunter-advance10": " Take a move from a sub-Playbook.", + "text-hunter-advance11": " Take a new Chakra or write your own", + "lbl-monk": "Monk", + "text-monkbackstory": "", + "text-monkinfo": "Choose two Moves", + "text-monk-move1name": "Calm Stability", + "text-monk-move1desc": "Until you personally show aggression toward your enemies, whenever you are still and unflinching in the face of imminent harm roll +Solid. On a 10 or greater, you still come through unscathed. On a 7, , or 9, the same, but you must act immediately against your attacker.", + "text-monk-move2name": "Chi Blocker", + "text-monk-move2desc": "When you assault your foe’s pressure points, roll +Hot. On a 10 or greater, name a type of action that foe is now incapable of. On a 7, 8, or 9, name two or three types of action and the MC will pick which one the foe can’t do.", + "text-monk-move3name": "Clarity of Senses", + "text-monk-move3desc": "When you find yourself in a tense situation, you can immediately apply an Environment Tag describing the situation.", + "text-monk-move4name": "Guru", + "text-monk-move4desc": "You teach others the path to self-improvement. Whenever you Help another character in an instructive or guiding capacity, they gain Respect for you. If they already Respect you, they gain 1 Chi", + "text-monk-move5name": "Spiritual", + "text-monk-move5desc": "With effort, you can contactentities of the Spirit World. When you meditate to call upon a spirit, roll +Chi spent. On a 10 or greater, that spirit appears to you. On a 7, 8, or 9, choose two:
    ✦   The correct spirit appears.
    ✦   The spirit is benevolent.
    ✦   The spirit doesn’t want something in return.
    You cannot spend additional Chi to improve the results of this roll, even when taking advantage of a Tag.", + "text-monk-move6name": "Stillness", + "text-monk-move6desc": "When you are subtle with your motions or settle into a defensive posture, you Move With Intention with Solid instead of Fluid.", + "text-monk-mastermove": "When you study under an enlightened soul, renew your monastic vows. Set a condition: You will never (choose 1):
    ✦   Afford yourself any luxury,
    ✦   Cause intentional harm,
    ✦   Tell anything but the truth.
    Treat this vow as a Chakra. If you break the vow, the Master knows and sends people for you.", + "text-monk-advance1": " You have +1 Hot (max +2).", + "text-monk-advance2": " You have +1 Solid (max +2).", + "text-monk-advance3": " You have +1 Keen (max +2).", + "text-monk-advance4": " You have +1 Fluid (max +2).", + "text-monk-advance5": " Take another Monk move.", + "text-monk-advance6": " Take another Monk move.", + "text-monk-advance7": " Take a move from any Playbook.", + "text-monk-advance8": " Take a move from any Playbook.", + "text-monk-advance9": " Take a move from a sub-Playbook.", + "text-monk-advance10": " Take a move from a sub-Playbook.", + "text-monk-advance11": " Take a new Chakra or write your own", + "lbl-peasant": "Peasant", + "text-peasantbackstory": "You owe __________ big, and have sworn to make it up to them. Decide whether you Respect them or not.
    What did you and __________ each swear that has brought you so close together and earned your mutual Respect? (if there are no other player characters so inclined, create an MC character instead.", + "text-peasantinfo": "Choose two moves:", + "text-peasant-move1name": "Fool's Luck", + "text-peasant-move1desc": "Your maximum Fortune is increased by 1. You can only spend Fortune if you’re not intentionally attempting to defend yourself.", + "text-peasant-move2name": "From the Gutter", + "text-peasant-move2desc": "When you Move With Intention while in a town or city, roll +Hot instead of +Fluid. If you do, add the following to the list of options:
    ✦   Take something of value from the target.", + "text-peasant-move3name": "Loyal Servant", + "text-peasant-move3desc": "When you make an Oath to someone above your station, add +1 to any rolls directly related to completing it. When someone above your station fulfills an Oath to you, if you did not Respect them, gain 1 Chi.", + "text-peasant-move4name": "Martyr", + "text-peasant-move4desc": "If someone near you would take a Tag and you intervene, you may take it yourself instead of them taking it (the Tag’s specific nature may change in the process). If you do, gain 1 Chi.", + "text-peasant-move5name": "Out of Focus", + "text-peasant-move5desc": "When you act like you belong to avoid drawing attention or to give commands, roll +Solid to Observe Carefully or Speak Honorably.", + "text-peasant-move6name": "Stalwart Presence", + "text-peasant-move6desc": "When you Help someone, on a 7 or greater you may spend 1 Chi to improve the result of their modified roll by one step, so long as you both are already Tagged.", + "text-peasant-mastermove": "There are no masters for what you do. Instead, when you receive training from a master of another discipline, you may take the Mastery Move from the appropriate playbook. When you do, you may spend 1 Chi to immediately transfer to that playbook.", + "text-peasant-advance1": " You have +1 Hot (max +2).", + "text-peasant-advance2": " You have +1 Solid (max +2).", + "text-peasant-advance3": " You have +1 Keen (max +2).", + "text-peasant-advance4": " You have +1 Fluid (max +2).", + "text-peasant-advance5": " Take another Peasant move.", + "text-peasant-advance6": " Take another Peasant move.", + "text-peasant-advance7": " Take a move from any Playbook.", + "text-peasant-advance8": " Take a move from any Playbook.", + "text-peasant-advance9": " Take a move from a sub-Playbook.", + "text-peasant-advance10": " Take a move from a sub-Playbook.", + "text-peasant-advance11": " Take a new Chakra or write your own", + "lbl-scholar": "Scholar", + "text-scholarbackstory": "__________ once saved your life, earning your Respect. In return, what did you promise them?", + "text-scholarinfo": "You start with Always Prepared and one other Move", + "text-scholar-move1name": "Always Prepared", + "text-scholar-move1desc": "When you begin the session, roll 1 die +Keen. The result is the number of Materials you have for that session. Spend Materials 1-for-1 to produce a small, simple tool of your choice. You may spend a second Material to produce a small, complex tool instead. Lastly, you may spend 1 Material at any point to ask a single question as if you’d succeeded on an Observe Carefully roll.", + "text-scholar-move2name": "Construct", + "text-scholar-move2desc": "When you take your time to build a complicated contraption, spend a number of Materials and roll +Materials spent. On a 10 or greater, you build it all up, maybe with one complication. On a 7, 8, or 9, the MC will choose two or three of the following conditions needed to perfect the contraption:
    ✦   You needed extra resources; the project takes an extra Material.
    ✦   It’ll take significantly longer to build.
    ✦   The best you can do is a lesser version, unreliable and limited.
    ✦   Finishing it attracts attention.
    ✦   You can’t do it alone", + "text-scholar-move3name": "Fight with Your Head", + "text-scholar-move3desc": "When you Commit Open Violence or Move With Intention after watching a foe for a moment, you may add the Observed Tag to the target before the roll.", + "text-scholar-move4name": "Ingenious", + "text-scholar-move4desc": "So long as you have any Materials, you have +1 Keen (max +3).", + "text-scholar-move5name": "Think it Through", + "text-scholar-move5desc": "When you use rational thought to Meditate on a subject, you roll +Keen instead of +Natural. If you spend 1 Material to consult your books in the process, you can Meditate quickly as well.", + "text-scholar-move6name": "Trained Observer", + "text-scholar-move6desc": "When you Observe Carefully, you may ask an additional question, regardless of result (even on a failure).", + "text-scholar-mastermove": "When you learn from a master inventor, choose a small object. You never need to spend Materials to produce this tool.
    Once you’ve learned from a master sage, when you Observe Carefully you may also ask the following question:
    ✦   What does my research reveal about this?", + "text-scholar-advance1": " You have +1 Hot (max +2).", + "text-scholar-advance2": " You have +1 Solid (max +2).", + "text-scholar-advance3": " You have +1 Keen (max +2).", + "text-scholar-advance4": " You have +1 Fluid (max +2).", + "text-scholar-advance5": " Take another Scholar move.", + "text-scholar-advance6": " Take another Scholar move.", + "text-scholar-advance7": " Take a move from any Playbook.", + "text-scholar-advance8": " Take a move from any Playbook.", + "text-scholar-advance9": " Take a move from a sub-Playbook.", + "text-scholar-advance10": " Take a move from a sub-Playbook.", + "text-scholar-advance11": " Take a new Chakra or write your own", + "lbl-spiritshaper": "Spiritshaper", + "text-spiritshaperbackstory": "You have the Respect of a Great Spirit, and thus its True Name. What is it?
    You Respect __________ and have shown them the Spirit World.
    What spirit have you summoned for __________? What went wrong?", + "text-spiritshaperinfo": "You start with two Moves:", + "text-spiritshaper-move1name": "Astral Projection", + "text-spiritshaper-move1desc": "When you step outside of your physical body, roll +Natural. On a 10 or greater, you can observe or converse beyond your own body. You may return instantly, but can still be hurt, and your physical form is unconscious and helpless. On a 7, 8, or 9, the same but you are quickly noticed, either in spirit or physical form.", + "text-spiritshaper-move2name": "Binding Contracts", + "text-spiritshaper-move2desc": "When you make a bargain with a spirit, it is obliged to to grant you an additional boon upon completion. When you break an Oath to a spirit, subtract 1 from all Speak Honorably and Act Dishonorably rolls until you reconcile with the spirit", + "text-spiritshaper-move3name": "Communion", + "text-spiritshaper-move3desc": "When you summon a spirit to bargain for services, roll plus the number of conditions you fulfill:
    ✦   You present an offering.
    ✦   You’ve previously met and established a price with the spirit.
    ✦   You are in a place of power. If you attempt to perform the summoning hastily, subtract 1. On a 10 or greater, the spirit fulfills the bargain before payment is needed. On a 7, 8, or 9, payment is required up front.", + "text-spiritshaper-move4name": "Medium", + "text-spiritshaper-move4desc": "When you channel the ghosts of the dead, roll +Solid. On a 7 or greater, you may ask 1 question that they must answer. On a 10 or greater, you may choose to embody the ghost. Take a Chakra in line with the ghost’s personality and you may appear as the ghost did in life.", + "text-spiritshaper-move5name": "Mindwarp", + "text-spiritshaper-move5desc": "When you exert your will over a being’s essence, roll +Fluid. On a 10 or greater, it falls under your influence (perhaps with resentment). On a 7, 8, or 9, it contorts your command, fights you for control, or has some influence over you in return.
    If used against another player character, treat the command as an Oath.", + "text-spiritshaper-move6name": "Whispering Spirits", + "text-spiritshaper-move6desc": "When you Observe Carefully, you may choose to answer questions instead of asking them. If you do, the MC chooses the question and you may answer it as you choose. You may mix asking and answering. If you answer any questions, the MC places an Environment Tag instead of you.", + "text-spiritshaper-mastermove": "Once you’ve trained with a master spiritshaper, you may use any spirit’s True Name to summon it at any time, without a roll, though it may not be happy or forgiving of this. A True Name must come from the spirit itself to be used this way", + "text-spiritshaper-advance1": " You have +1 Hot (max +2).", + "text-spiritshaper-advance2": " You have +1 Solid (max +2).", + "text-spiritshaper-advance3": " You have +1 Keen (max +2).", + "text-spiritshaper-advance4": " You have +1 Fluid (max +2).", + "text-spiritshaper-advance5": " Take another Spiritshaper move.", + "text-spiritshaper-advance6": " Take another Spiritshaper move.", + "text-spiritshaper-advance7": " Take a move from any Playbook.", + "text-spiritshaper-advance8": " Take a move from any Playbook.", + "text-spiritshaper-advance9": " Take a move from a sub-Playbook.", + "text-spiritshaper-advance10": " Take a move from a sub-Playbook.", + "text-spiritshaper-advance11": " Take a new Chakra or write your own", + "lbl-warrior": "Warrior", + "text-warriorbackstory": " You’ve sworn to never harm __________, even though you do not trust them.
    __________ has earned your wrath. Name this MC character and swear to bring about their downfall.", + "text-warriorinfo": "Choose two Moves:", + "text-warrior-move1name": "Improviser", + "text-warrior-move1desc": "Everything in your surroundings is a weapon in your hands. When you eschew your usual armament in favor of using the environment for the first time during a conflict, gain 1 Chi.", + "text-warrior-move2name": "Memories of Battle", + "text-warrior-move2desc": "When you spend Fortune you may choose to immediately Meditate on the situation by remembering something from your past, either as a flashback or just as a recollection.", + "text-warrior-move3name": "Outlaw", + "text-warrior-move3desc": "When you go outside the law or the morals of your community and Act Dishonorably, add +2 to your roll if you lose (or do not have) their Respect. If they are a player character, on a 7 or greater you may demand an Oath from them.", + "text-warrior-move4name": "Samurai", + "text-warrior-move4desc": "You have +1 maximum Fortune, and answer the following:
    To whom have you sworn your loyalty? Are you still loyal to them? Make an Oath reflecting your commitment to them.", + "text-warrior-move5name": "Suvivor", + "text-warrior-move5desc": "When you Commit Open Violence when you have a Moderate Tag, add 1 to the roll. If you have both a Moderate and a Severe Tag, instead gain 1 Chi.", + "text-warrior-move6name": "Wire-Fu", + "text-warrior-move6desc": "When you perform an implausible feat of athletics or physics-defying acrobatic stunt, Move With Intention. On a failure, you still choose one of the options.", + "text-warrior-mastermove": "Once you’ve trained with a master warrior, when you enter battle you may immediately challenge one foe to single combat. If they deny you, gain 1 Chi.", + "text-warrior-advance1": " You have +1 Hot (max +2).", + "text-warrior-advance2": " You have +1 Solid (max +2).", + "text-warrior-advance3": " You have +1 Keen (max +2).", + "text-warrior-advance4": " You have +1 Fluid (max +2).", + "text-warrior-advance5": " Take another Warrior move.", + "text-warrior-advance6": " Take another Warrior move.", + "text-warrior-advance7": " Take a move from any Playbook.", + "text-warrior-advance8": " Take a move from any Playbook.", + "text-warrior-advance9": " Take a move from a sub-Playbook.", + "text-warrior-advance10": " Take a move from a sub-Playbook.", + "text-warrior-advance11": " Take a new Chakra or write your own", + "lbl-watershaper": "Watershaper", + "text-watershaperbackstory": "Despite past failures, you are dedicated to your Oath to __________.
    __________ is beloved by my people, and so is Respected by me too.", + "text-watershaperinfo": "You get Watershaping, and choose one more:", + "text-watershaper-move1name": "Watershaping", + "text-watershaper-move1desc": "You have a small supply of Water. You can carry up to 3 Water, which is replenished whenever you come across a sufficient body of water. When you manipulate water in combat, spend 1 Water and roll +Fluid. On a 10 or greater, choose two from the list. On a 7, 8, or 9, just one. You may pick a single option multiple times.
    ✦   Impose a Tag on a foe.
    ✦   Impose an Environment Tag.
    ✦   Get the spent Water back.
    Other actions can involve watershaping, but are treated as whatever move would be appropriat", + "text-watershaper-move2name": "Healer", + "text-watershaper-move2desc": "When you take time to cover a wound with your element and lay hands upon it, roll +Natural. On a 10 or greater, the wound is visibly cured and the subject refreshed.
    On a 7, 8, or 9, serious wounds are healed but superficial ones remain.", + "text-watershaper-move3name": "Iceshaping", + "text-watershaper-move3desc": "You can control ice as if it were liquid water, and can shift between the two freely. When you shape ice in combat, roll +Keen instead of +Fluid, and on a 10 or greater you can make a third choice from the list of options.", + "text-watershaper-move4name": "Moon-Chosen", + "text-watershaper-move4desc": "When the moon has risen, you have +1 Fluid (max +3).", + "text-watershaper-move5name": "Shaping Stance", + "text-watershaper-move5desc": "When you set into a shaping stance, roll Move With Intention and add the following option to the list:
    ✦   Use the result of this Move’s roll as the result of your next shaping roll.", + "text-watershaper-move6name": "Ubiquity", + "text-watershaper-move6desc": "Spend 1 Chi to refill your Water from any environment, be it from water vapor, plants, or some other source other than an actual body of water.", + "text-watershaper-mastermove": "Once you’ve trained with a master watershaper, you are more efficient about your water use and may carry 1 additional Water", + "text-watershaper-advance1": " You have +1 Hot (max +2).", + "text-watershaper-advance2": " You have +1 Solid (max +2).", + "text-watershaper-advance3": " You have +1 Keen (max +2).", + "text-watershaper-advance4": " You have +1 Fluid (max +2).", + "text-watershaper-advance5": " Take another Watershaper move.", + "text-watershaper-advance6": " Take another Watershaper move.", + "text-watershaper-advance7": " Take a move from any Playbook.", + "text-watershaper-advance8": " Take a move from any Playbook.", + "text-watershaper-advance9": " Take a move from a sub-Playbook.", + "text-watershaper-advance10": " Take a move from a sub-Playbook.", + "text-watershaper-advance11": " Take a new Chakra or write your own", + "lbl-customplaybook": "Custom Playbook", + "text-custom-advance1": " You have +1 to any Stat (max +3).", + "text-custom-advance2": " You have +1 maximum Fortune.", + "text-custom-advance3": " Retire your character to safety.", + "text-custom-advance4": " Replace one of your Chakras.", + "text-custom-advance5": "Create a second character, played side-by-side with the first.", + "text-custom-advance6": " Change to a new Playbook", + "text-custom-advance7": " You have an Animal Companion with two Moves", + "lbl-companion": "Animal Companion", + "text-companion-move1name": "Wild", + "text-companion-move1desc": "Your companion has an Animal score of +2 instead of +1.", + "text-companion-move2name": "Unstopping", + "text-companion-move2desc": "Choose one type of terrain your companion can easily traverse: clouds, sea, solid stone", + "text-companion-move3name": "Zephyr", + "text-companion-move3desc": "When you ride with haste, roll +Animal. On a 7 or greater, you reach your destination swiftly. On a 7, 8, or 9, choose one:
    ✦   Trouble finds you there.
    ✦   Your companion is Exhausted.
    ✦   Your arrival causes a big scene.", + "text-companion-move4name": "Hound", + "text-companion-move4desc": "So long as you have some recent physical link to a subject, you can spend 1 Chi to find them (though it may not be fast or stealthy).", + "text-companion-move5name": "Pack Mentality", + "text-companion-move5desc": "When your companion is an equal participant in your maneuvers, roll +Animal in addition to rolling your own Move. On a 7 or greater, you may choose to use that result instead for your Move" +} diff --git a/Legend-of-the-Elements/translations/it.json b/Legend-of-the-Elements/translations/it.json new file mode 100644 index 0000000000..a1716e79a7 --- /dev/null +++ b/Legend-of-the-Elements/translations/it.json @@ -0,0 +1,367 @@ +{ + "lbl-name": "Name", + "lbl-pronouns": "Pronouns", + "lbl-playbook": "Playbook", + "lbl-look": "Look", + "lbl-chakras": "chakras", + "lbl-backstory": "Your Backstory", + "lbl-strings": "Strings", + "lbl-promises": "Promises", + "lbl-harm": "Harm", + "text-harminfo": "At four Harm, Skirt Death.", + "lbl-conditions": "Conditions", + "lbl-notes": "Notes", + "lbl-moves": "Moves", + "lbl-other": "Other", + "lbl-oaths": "Oaths", + "lbl-fortune": "Fortune", + "lbl-minor-tags": "Minor Tags", + "lbl-moderate-tags": "Moderate tags", + "lbl-severe-tags": "Severe tags", + "lbl-gear": "Gear", + "lbl-respects": "I Respect", + "lbl-respecteds": "I Am Respected By", + "lbl-mastermove": "Mastery Move", + "lbl-seasonadvances": "Advanced Improvments", + "lbl-unlocked": "Unlocked", + "lbl-chi": "Chi", + "lbl-atfault": "At Fault", + "lbl-species": "Species", + "text-chiinfo": "Spend 5 chi and choose one advancement from the list below:", + "text-expreminder": "Don't forget to manually add any advancements to your sheet. Check any you've already taken.", + "text-seasonadvancesinfo": "(after you’ve taken five Improvements, you may also choose Advanced Improvements)", + "text-seasonadvances1": " You have +1 to any Stat (max +3).", + "text-seasonadvances2": " You have +1 maximum Fortune.", + "text-seasonadvances3": " Retire your character to safety.", + "text-seasonadvances4": " Replace one of your Chakras.", + "text-seasonadvances5": " Create a second character, played side-by-side with the first.", + "text-seasonadvances6": " Change to a new Playbook", + "text-seasonadvances7": " You have an Animal Companion with two Moves", + "lbl-seasonadvancements": "Season Advancements", + "text-askbonus": "Any other modifiers?", + "text-commentprompt": "Comment", + "text-commentexample": "..To do something!", + "lbl-Natural": "Natural", + "lbl-Hot": "Hot", + "lbl-Solid": "Solid", + "lbl-Keen": "Keen", + "lbl-Fluid": "Fluid", + "lbl-Animal": "Animal", + "lbl-bullet": "
    ✦  ", + "lbl-airshaper": "Airshaper", + "text-airshaperbackstory": "You made __________ a promise a long time ago, but have made no progress. What was it?
    __________ is a close friend, we Respect each other.", + "text-airshaperinfo": "You get Airshaping, and choose one more:", + "text-airshaper-move1name": "Airshaping", + "text-airshaper-move1desc": "When you manipulate the air to control the area, roll +Natural. On a 7 or greater, choose one:
    ✦  Immobilize a foe.
    ✦  Move as fast as the wind.
    ✦  Perform a great feat of acrobatics.
    ✦  Reposition the battlefield. On a 10 or greater, as above, but also add 1 to your rolls until you stop moving.
    Other actions can involve airshaping, but are treated as whatever move would be appropriate.", + "text-airshaper-move2name": "Attuned", + "text-airshaper-move2desc": "When you are outdoors, you have +1 Natural (max +3).", + "text-airshaper-move3name": "Nomad", + "text-airshaper-move3desc": "When you Meditate about some facet of the world (natural or Spirit), on a 7 or greater you may also ask the MC one related question that they must answer.", + "text-airshaper-move4name": "Redirection", + "text-airshaper-move4desc": "When you change the target of an attack, roll +Fluid. On a 10 or greater, it strikes a new target of your choice. On a 7, 8, or 9, you redirect it and it strikes a new target of the MC’s choice.", + "text-airshaper-move5name": "Soundshaping", + "text-airshaper-move5desc": "You can manipulate sound as just another facet of the air. When you use this to mimic, amplify, or reduce noises, roll +Keen. On a 10 or greater, you can convincingly project any sound you’ve heard. On a 7, 8, or 9, the replication is pretty close, but you are also exposed to danger.", + "text-airshaper-move6name": "Unburdened", + "text-airshaper-move6desc": "So long as you have no unresolved Oaths, add 1 to all Speak Honorably and Act Dishonorably rolls.", + "text-airshaper-mastermove": "Once you’ve trained with a master airshaper, add the following to the Move With Intention option list:
    ✦   Roll your next Move with Natural instead of its usual Stat.", + "text-airshaper-advance1": " You have +1 Hot (max +2).", + "text-airshaper-advance2": " You have +1 Solid (max +2).", + "text-airshaper-advance3": " You have +1 Keen (max +2).", + "text-airshaper-advance4": " You have +1 Fluid (max +2).", + "text-airshaper-advance5": " Take another Airshaper move.", + "text-airshaper-advance6": " Take another Airshaper move.", + "text-airshaper-advance7": " Take a move from any Playbook.", + "text-airshaper-advance8": " Take a move from any Playbook.", + "text-airshaper-advance9": " Take a move from a sub-Playbook.", + "text-airshaper-advance10": " Take a move from a sub-Playbook.", + "text-airshaper-advance11": " Take a new Chakra or write your own", + "lbl-aristocrat": "Aristocrat", + "text-aristocratbackstory": "Gain the Respect of as many characters as you desire. For each character you cause to Respect you, make an Oath, though it needn’t be to that character", + "text-aristocratinfo": "Choose two moves:", + "text-aristocrat-move1name": "Currency of Favors", + "text-aristocrat-move1desc": "Whenever you Help someone, you can demand a favor of them first. If they agree, they gain 1 Chi.", + "text-aristocrat-move2name": "Henchmen", + "text-aristocrat-move2desc": "You have a small force of loyal henchmen. They can be sent out with commands or aid your efforts as you wish, though their obedience is not absolute", + "text-aristocrat-move3name": "Intrigue", + "text-aristocrat-move3desc": "When you Act Dishonorably but disguise it in polite conversation, roll +Natural instead of +Hot.", + "text-aristocrat-move4name": "Mastermind", + "text-aristocrat-move4desc": "When you scheme and plan a future plot, roll +Keen. On a 10 or greater, the MC will pick 2 of the following conditions, only one of which must be addressed to succeed. On a 7, 8, or 9, the same thing, but you’ll need to address both.
    ✦   It will be very expensive or resource-intensive.
    ✦   It will take hours/days.
    ✦   You’re going to need __________’s help.
    ✦   __________ stands in the way of success.", + "text-aristocrat-move5name": "Silver Tongue", + "text-aristocrat-move5desc": "Whenever you roll a 10 or greater to Speak Honorably, the target must also offer something extra they think you want.", + "text-aristocrat-move6name": "Web of Commitments", + "text-aristocrat-move6desc": "When you take an Oath contradictory to another you’ve made, you may give up one of them without it counting as breaking an Oath (for purposes of the move), though there will still likely be social consequences to not fulfilling it.", + "text-aristocrat-mastermove": "Once you’ve trained with a master politician, choose 1:
    ✦   You’re better at juggling many engagements; when you have at least 3 Oaths and take an additional Oath, gain 1 Chi.
    ✦   You’re most skilled at handling one thing at a time; when you have exactly 1 Oath, add 1 to any roll when making actions directly related to completing it.", + "text-aristocrat-advance1": " You have +1 Hot (max +2).", + "text-aristocrat-advance2": " You have +1 Solid (max +2).", + "text-aristocrat-advance3": " You have +1 Keen (max +2).", + "text-aristocrat-advance4": " You have +1 Fluid (max +2).", + "text-aristocrat-advance5": " Take another Aristocrat move.", + "text-aristocrat-advance6": " Take another Aristocrat move.", + "text-aristocrat-advance7": " Take a move from any Playbook.", + "text-aristocrat-advance8": " Take a move from any Playbook.", + "text-aristocrat-advance9": " Take a move from a sub-Playbook.", + "text-aristocrat-advance10": " Take a move from a sub-Playbook.", + "text-aristocrat-advance11": " Take a new Chakra or write your own", + "lbl-earthshaper": "Earthshaper", + "text-earthshaperbackstory": "You don’t let people down, usually. Every character has Respect for you, except for __________.
    What have you promised them to try and gain their confidence?", + "text-earthshaperinfo": "You get Earthshaping, and choose one more:", + "text-earthshaper-move1name": "Earthshaping", + "text-earthshaper-move1desc": "When you alter the battlefield’s topography, roll +Solid. On a 7 or greater, add an appropriate Environment Tag. On a 10 or greater, anyone taking advantage of this Environment Tag when making a Move add +1 to their roll.
    Other actions can involve earthshaping, but are treated as whatever move would be appropriate", + "text-earthshaper-move2name": "Bulldozer", + "text-earthshaper-move2desc": "When your actions lead to the immediate destruction of (or relief from) an Environment Tag, gain 1 Chi.", + "text-earthshaper-move3name": "Defender", + "text-earthshaper-move3desc": "Whenever you are in your element, you can protect yourself from an attack (and associated Tag) by spending 1 Chi. If it was a player attacking you, give them the Chi. Otherwise, give it to the MC", + "text-earthshaper-move4name": "Metalshaping", + "text-earthshaper-move4desc": "You can control metal that you are in contact with. When you do, it’s the same as Earthshaping but roll +Keen instead of +Solid. When you metalshape against someone, on a 7 or greater you can Tag the target as well as the environment.", + "text-earthshaper-move5name": "Rooted", + "text-earthshaper-move5desc": "When you are in solid contact with the ground, you have +1 Solid (max +3).", + "text-earthshaper-move6name": "Vibration Sense", + "text-earthshaper-move6desc": "You can see and feel anything in contact with the ground (within reasonable distance). When you Observe Carefully, add the following questions to the list of options:
    ✦   Are they telling the truth?
    ✦   What does their body language betray about their plans?
    ✦   What is unseen but in contact with the ground?", + "text-earthshaper-mastermove": "Once you’ve trained with a master Earthshaper, whenever you pass up an opportunity for action or resist opposition without reaction, gain 1 Chi.", + "text-earthshaper-advance1": " You have +1 Hot (max +2).", + "text-earthshaper-advance2": " You have +1 Solid (max +2).", + "text-earthshaper-advance3": " You have +1 Keen (max +2).", + "text-earthshaper-advance4": " You have +1 Fluid (max +2).", + "text-earthshaper-advance5": " Take another Earthshaper move.", + "text-earthshaper-advance6": " Take another Earthshaper move.", + "text-earthshaper-advance7": " Take a move from any Playbook.", + "text-earthshaper-advance8": " Take a move from any Playbook.", + "text-earthshaper-advance9": " Take a move from a sub-Playbook.", + "text-earthshaper-advance10": " Take a move from a sub-Playbook.", + "text-earthshaper-advance11": " Take a new Chakra or write your own", + "lbl-fireshaper": "Fireshaper", + "text-fireshaperbackstory": "Make two Oaths: one making up for past failures, and one made to ease another’s burdens.", + "text-fireshaperinfo": "You get Fireshaping, and choose one more:", + "text-fireshaper-move1name": "Fireshaping", + "text-fireshaper-move1desc": "When you create or manipulate open flame to attack, roll +Hot. On a 10 or greater, it does what you want, Tagging targets as appropriate. On a 7, 8, or 9, you lose control of it in some manner (choose 1):
    ✦   The flames are larger and more taxing than intended. They burn hot and strong, but take -1 to th next roll you make.
    ✦   The flames explode into being, injuring all nearby, including the Fireshaper. Add Tags as appropriate.
    ✦   You set fire to the area. Add a relevant Environment Tag.
    Other actions can involve fireshaping, but are treated as whatever move would be appropriate", + "text-fireshaper-move2name": "Driven by Honor", + "text-fireshaper-move2desc": "When you fervently pursue the completion of an Oath to someone who doesn’t Respect you, add 1 to all Stand Fast and Speak Honorably rolls", + "text-fireshaper-move3name": "Hot-Headed", + "text-fireshaper-move3desc": "When you are treated disrespectfully and respond by Acting Dishonorably, add +1 to your roll. If you respond by Committing Open Violence, gain 1 Chi instead.", + "text-fireshaper-move4name": "Inner Passion", + "text-fireshaper-move4desc": "Decide and inform the MC of what emotion fuels your shaping. If the emotion is destructive or negative (such as anger, arrogance, or fear) you may Stand Fast with Hot instead of Solid.
    If the emotion is a positive or constructive one (such as harmony, discipline, or hope) you may Move With Intention with Hot instead of Fluid.", + "text-fireshaper-move5name": "Lightningshaping", + "text-fireshaper-move5desc": "+Fluid. On a 10 or greater, you succeed at projecting or redirecting the lightning strike.
    On a 7, 8, or 9, choose 1:
    ✦   Some power rebounds, shocking and Tagging the shaper as well.
    ✦   The lightning doesn’t strike the target, but all that can see it gain the Dazed Tag.
    ✦   The blast misses but causes explosive and chaotic damage; the MC adds an appropriate Environment Tag.", + "text-fireshaper-move6name": "Sunsoul", + "text-fireshaper-move6desc": "When the sun is in the sky, you have +1 Hot (max +3).", + "text-fireshaper-mastermove": "Once you’ve trained with a master fireshaper, never again can you be Tagged by being burned by natural fire, or your own magical fire.", + "text-fireshaper-advance1": " You have +1 Hot (max +2).", + "text-fireshaper-advance2": " You have +1 Solid (max +2).", + "text-fireshaper-advance3": " You have +1 Keen (max +2).", + "text-fireshaper-advance4": " You have +1 Fluid (max +2).", + "text-fireshaper-advance5": " Take another Fireshaper move.", + "text-fireshaper-advance6": " Take another Fireshaper move.", + "text-fireshaper-advance7": " Take a move from any Playbook.", + "text-fireshaper-advance8": " Take a move from any Playbook.", + "text-fireshaper-advance9": " Take a move from a sub-Playbook.", + "text-fireshaper-advance10": " Take a move from a sub-Playbook.", + "text-fireshaper-advance11": " Take a new Chakra or write your own", + "lbl-hunter": "Hunter", + "text-hunterbackstory": "You regularly bring back trophies of your prey, grisly or otherwise. __________ has shown Respect for your talents.
    __________ has been kind to you when you were in need, and you Respect them for it. What promise have you made to them to show that Respect?", + "text-hunterinfo": "Choose two Hunter Moves:", + "text-hunter-move1name": "Ambush", + "text-hunter-move1desc": "While a foe is marked by a Tag indicating that they are not aware of your presence, you can spend 1 Chi to immediately defeat them and remove them from the action", + "text-hunter-move2name": "Friend of Nature", + "text-hunter-move2desc": "One of your Animal Companions may select a new Move.", + "text-hunter-move3name": "Guerrilla Tactics", + "text-hunter-move3desc": "When hunting in the wilderness, you may Commit Open Violence with Keen instead of Hot. On a 10 or greater, if you take advantage of an Environment Tag in the process also choose one of the Move With Intention options.", + "text-hunter-move4name": "Stealth", + "text-hunter-move4desc": "When you conceal yourself from view, roll +Fluid. On a 7 or greater, enemies can’t see you and are Tagged as Unwitting Prey. On a 7, 8, or 9, also select one of the following:
    ✦   Someone is on alert now.
    ✦   You can’t keep track of everyone from your hiding place.
    ✦   You can’t stay undetected here for long.", + "text-hunter-move5name": "The Path", + "text-hunter-move5desc": "When you seek the way to someone or something you’ve been searching for, roll +Keen. On a 10 or greater, you find a route that is safe to use, at least this once. On a 7, 8, or 9, choose one:
    ✦   Something has to get left behind on the way.
    ✦   You are followed by something dangerous.
    ✦   Your travel is obvious to all.", + "text-hunter-move6name": "White Stag", + "text-hunter-move6desc": "When you name a quarry your White Stag, swear an oath to capture or kill them (your choice). You always intuitively know if your White Stag is near, and while they are you take +1 on Commit Open Violence and Move With Intention rolls. You can only have one White Stag at a time. Break your Oath when you give up", + "text-hunter-mastermove": "Once you’ve trained with a master hunter, whenever you Tag a foe who is not aware of your presence you may immediately add an Environment Tag describing the current situation", + "text-hunter-advance1": " You have +1 Hot (max +2).", + "text-hunter-advance2": " You have +1 Solid (max +2).", + "text-hunter-advance3": " You have +1 Keen (max +2).", + "text-hunter-advance4": " You have +1 Fluid (max +2).", + "text-hunter-advance5": " Take another Hunter move.", + "text-hunter-advance6": " Take another Hunter move.", + "text-hunter-advance7": " Take a move from any Playbook.", + "text-hunter-advance8": " Take a move from any Playbook.", + "text-hunter-advance9": " Take a move from a sub-Playbook.", + "text-hunter-advance10": " Take a move from a sub-Playbook.", + "text-hunter-advance11": " Take a new Chakra or write your own", + "lbl-monk": "Monk", + "text-monkbackstory": "", + "text-monkinfo": "Choose two Moves", + "text-monk-move1name": "Calm Stability", + "text-monk-move1desc": "Until you personally show aggression toward your enemies, whenever you are still and unflinching in the face of imminent harm roll +Solid. On a 10 or greater, you still come through unscathed. On a 7, , or 9, the same, but you must act immediately against your attacker.", + "text-monk-move2name": "Chi Blocker", + "text-monk-move2desc": "When you assault your foe’s pressure points, roll +Hot. On a 10 or greater, name a type of action that foe is now incapable of. On a 7, 8, or 9, name two or three types of action and the MC will pick which one the foe can’t do.", + "text-monk-move3name": "Clarity of Senses", + "text-monk-move3desc": "When you find yourself in a tense situation, you can immediately apply an Environment Tag describing the situation.", + "text-monk-move4name": "Guru", + "text-monk-move4desc": "You teach others the path to self-improvement. Whenever you Help another character in an instructive or guiding capacity, they gain Respect for you. If they already Respect you, they gain 1 Chi", + "text-monk-move5name": "Spiritual", + "text-monk-move5desc": "With effort, you can contactentities of the Spirit World. When you meditate to call upon a spirit, roll +Chi spent. On a 10 or greater, that spirit appears to you. On a 7, 8, or 9, choose two:
    ✦   The correct spirit appears.
    ✦   The spirit is benevolent.
    ✦   The spirit doesn’t want something in return.
    You cannot spend additional Chi to improve the results of this roll, even when taking advantage of a Tag.", + "text-monk-move6name": "Stillness", + "text-monk-move6desc": "When you are subtle with your motions or settle into a defensive posture, you Move With Intention with Solid instead of Fluid.", + "text-monk-mastermove": "When you study under an enlightened soul, renew your monastic vows. Set a condition: You will never (choose 1):
    ✦   Afford yourself any luxury,
    ✦   Cause intentional harm,
    ✦   Tell anything but the truth.
    Treat this vow as a Chakra. If you break the vow, the Master knows and sends people for you.", + "text-monk-advance1": " You have +1 Hot (max +2).", + "text-monk-advance2": " You have +1 Solid (max +2).", + "text-monk-advance3": " You have +1 Keen (max +2).", + "text-monk-advance4": " You have +1 Fluid (max +2).", + "text-monk-advance5": " Take another Monk move.", + "text-monk-advance6": " Take another Monk move.", + "text-monk-advance7": " Take a move from any Playbook.", + "text-monk-advance8": " Take a move from any Playbook.", + "text-monk-advance9": " Take a move from a sub-Playbook.", + "text-monk-advance10": " Take a move from a sub-Playbook.", + "text-monk-advance11": " Take a new Chakra or write your own", + "lbl-peasant": "Peasant", + "text-peasantbackstory": "You owe __________ big, and have sworn to make it up to them. Decide whether you Respect them or not.
    What did you and __________ each swear that has brought you so close together and earned your mutual Respect? (if there are no other player characters so inclined, create an MC character instead.", + "text-peasantinfo": "Choose two moves:", + "text-peasant-move1name": "Fool's Luck", + "text-peasant-move1desc": "Your maximum Fortune is increased by 1. You can only spend Fortune if you’re not intentionally attempting to defend yourself.", + "text-peasant-move2name": "From the Gutter", + "text-peasant-move2desc": "When you Move With Intention while in a town or city, roll +Hot instead of +Fluid. If you do, add the following to the list of options:
    ✦   Take something of value from the target.", + "text-peasant-move3name": "Loyal Servant", + "text-peasant-move3desc": "When you make an Oath to someone above your station, add +1 to any rolls directly related to completing it. When someone above your station fulfills an Oath to you, if you did not Respect them, gain 1 Chi.", + "text-peasant-move4name": "Martyr", + "text-peasant-move4desc": "If someone near you would take a Tag and you intervene, you may take it yourself instead of them taking it (the Tag’s specific nature may change in the process). If you do, gain 1 Chi.", + "text-peasant-move5name": "Out of Focus", + "text-peasant-move5desc": "When you act like you belong to avoid drawing attention or to give commands, roll +Solid to Observe Carefully or Speak Honorably.", + "text-peasant-move6name": "Stalwart Presence", + "text-peasant-move6desc": "When you Help someone, on a 7 or greater you may spend 1 Chi to improve the result of their modified roll by one step, so long as you both are already Tagged.", + "text-peasant-mastermove": "There are no masters for what you do. Instead, when you receive training from a master of another discipline, you may take the Mastery Move from the appropriate playbook. When you do, you may spend 1 Chi to immediately transfer to that playbook.", + "text-peasant-advance1": " You have +1 Hot (max +2).", + "text-peasant-advance2": " You have +1 Solid (max +2).", + "text-peasant-advance3": " You have +1 Keen (max +2).", + "text-peasant-advance4": " You have +1 Fluid (max +2).", + "text-peasant-advance5": " Take another Peasant move.", + "text-peasant-advance6": " Take another Peasant move.", + "text-peasant-advance7": " Take a move from any Playbook.", + "text-peasant-advance8": " Take a move from any Playbook.", + "text-peasant-advance9": " Take a move from a sub-Playbook.", + "text-peasant-advance10": " Take a move from a sub-Playbook.", + "text-peasant-advance11": " Take a new Chakra or write your own", + "lbl-scholar": "Scholar", + "text-scholarbackstory": "__________ once saved your life, earning your Respect. In return, what did you promise them?", + "text-scholarinfo": "You start with Always Prepared and one other Move", + "text-scholar-move1name": "Always Prepared", + "text-scholar-move1desc": "When you begin the session, roll 1 die +Keen. The result is the number of Materials you have for that session. Spend Materials 1-for-1 to produce a small, simple tool of your choice. You may spend a second Material to produce a small, complex tool instead. Lastly, you may spend 1 Material at any point to ask a single question as if you’d succeeded on an Observe Carefully roll.", + "text-scholar-move2name": "Construct", + "text-scholar-move2desc": "When you take your time to build a complicated contraption, spend a number of Materials and roll +Materials spent. On a 10 or greater, you build it all up, maybe with one complication. On a 7, 8, or 9, the MC will choose two or three of the following conditions needed to perfect the contraption:
    ✦   You needed extra resources; the project takes an extra Material.
    ✦   It’ll take significantly longer to build.
    ✦   The best you can do is a lesser version, unreliable and limited.
    ✦   Finishing it attracts attention.
    ✦   You can’t do it alone", + "text-scholar-move3name": "Fight with Your Head", + "text-scholar-move3desc": "When you Commit Open Violence or Move With Intention after watching a foe for a moment, you may add the Observed Tag to the target before the roll.", + "text-scholar-move4name": "Ingenious", + "text-scholar-move4desc": "So long as you have any Materials, you have +1 Keen (max +3).", + "text-scholar-move5name": "Think it Through", + "text-scholar-move5desc": "When you use rational thought to Meditate on a subject, you roll +Keen instead of +Natural. If you spend 1 Material to consult your books in the process, you can Meditate quickly as well.", + "text-scholar-move6name": "Trained Observer", + "text-scholar-move6desc": "When you Observe Carefully, you may ask an additional question, regardless of result (even on a failure).", + "text-scholar-mastermove": "When you learn from a master inventor, choose a small object. You never need to spend Materials to produce this tool.
    Once you’ve learned from a master sage, when you Observe Carefully you may also ask the following question:
    ✦   What does my research reveal about this?", + "text-scholar-advance1": " You have +1 Hot (max +2).", + "text-scholar-advance2": " You have +1 Solid (max +2).", + "text-scholar-advance3": " You have +1 Keen (max +2).", + "text-scholar-advance4": " You have +1 Fluid (max +2).", + "text-scholar-advance5": " Take another Scholar move.", + "text-scholar-advance6": " Take another Scholar move.", + "text-scholar-advance7": " Take a move from any Playbook.", + "text-scholar-advance8": " Take a move from any Playbook.", + "text-scholar-advance9": " Take a move from a sub-Playbook.", + "text-scholar-advance10": " Take a move from a sub-Playbook.", + "text-scholar-advance11": " Take a new Chakra or write your own", + "lbl-spiritshaper": "Spiritshaper", + "text-spiritshaperbackstory": "You have the Respect of a Great Spirit, and thus its True Name. What is it?
    You Respect __________ and have shown them the Spirit World.
    What spirit have you summoned for __________? What went wrong?", + "text-spiritshaperinfo": "You start with two Moves:", + "text-spiritshaper-move1name": "Astral Projection", + "text-spiritshaper-move1desc": "When you step outside of your physical body, roll +Natural. On a 10 or greater, you can observe or converse beyond your own body. You may return instantly, but can still be hurt, and your physical form is unconscious and helpless. On a 7, 8, or 9, the same but you are quickly noticed, either in spirit or physical form.", + "text-spiritshaper-move2name": "Binding Contracts", + "text-spiritshaper-move2desc": "When you make a bargain with a spirit, it is obliged to to grant you an additional boon upon completion. When you break an Oath to a spirit, subtract 1 from all Speak Honorably and Act Dishonorably rolls until you reconcile with the spirit", + "text-spiritshaper-move3name": "Communion", + "text-spiritshaper-move3desc": "When you summon a spirit to bargain for services, roll plus the number of conditions you fulfill:
    ✦   You present an offering.
    ✦   You’ve previously met and established a price with the spirit.
    ✦   You are in a place of power. If you attempt to perform the summoning hastily, subtract 1. On a 10 or greater, the spirit fulfills the bargain before payment is needed. On a 7, 8, or 9, payment is required up front.", + "text-spiritshaper-move4name": "Medium", + "text-spiritshaper-move4desc": "When you channel the ghosts of the dead, roll +Solid. On a 7 or greater, you may ask 1 question that they must answer. On a 10 or greater, you may choose to embody the ghost. Take a Chakra in line with the ghost’s personality and you may appear as the ghost did in life.", + "text-spiritshaper-move5name": "Mindwarp", + "text-spiritshaper-move5desc": "When you exert your will over a being’s essence, roll +Fluid. On a 10 or greater, it falls under your influence (perhaps with resentment). On a 7, 8, or 9, it contorts your command, fights you for control, or has some influence over you in return.
    If used against another player character, treat the command as an Oath.", + "text-spiritshaper-move6name": "Whispering Spirits", + "text-spiritshaper-move6desc": "When you Observe Carefully, you may choose to answer questions instead of asking them. If you do, the MC chooses the question and you may answer it as you choose. You may mix asking and answering. If you answer any questions, the MC places an Environment Tag instead of you.", + "text-spiritshaper-mastermove": "Once you’ve trained with a master spiritshaper, you may use any spirit’s True Name to summon it at any time, without a roll, though it may not be happy or forgiving of this. A True Name must come from the spirit itself to be used this way", + "text-spiritshaper-advance1": " You have +1 Hot (max +2).", + "text-spiritshaper-advance2": " You have +1 Solid (max +2).", + "text-spiritshaper-advance3": " You have +1 Keen (max +2).", + "text-spiritshaper-advance4": " You have +1 Fluid (max +2).", + "text-spiritshaper-advance5": " Take another Spiritshaper move.", + "text-spiritshaper-advance6": " Take another Spiritshaper move.", + "text-spiritshaper-advance7": " Take a move from any Playbook.", + "text-spiritshaper-advance8": " Take a move from any Playbook.", + "text-spiritshaper-advance9": " Take a move from a sub-Playbook.", + "text-spiritshaper-advance10": " Take a move from a sub-Playbook.", + "text-spiritshaper-advance11": " Take a new Chakra or write your own", + "lbl-warrior": "Warrior", + "text-warriorbackstory": " You’ve sworn to never harm __________, even though you do not trust them.
    __________ has earned your wrath. Name this MC character and swear to bring about their downfall.", + "text-warriorinfo": "Choose two Moves:", + "text-warrior-move1name": "Improviser", + "text-warrior-move1desc": "Everything in your surroundings is a weapon in your hands. When you eschew your usual armament in favor of using the environment for the first time during a conflict, gain 1 Chi.", + "text-warrior-move2name": "Memories of Battle", + "text-warrior-move2desc": "When you spend Fortune you may choose to immediately Meditate on the situation by remembering something from your past, either as a flashback or just as a recollection.", + "text-warrior-move3name": "Outlaw", + "text-warrior-move3desc": "When you go outside the law or the morals of your community and Act Dishonorably, add +2 to your roll if you lose (or do not have) their Respect. If they are a player character, on a 7 or greater you may demand an Oath from them.", + "text-warrior-move4name": "Samurai", + "text-warrior-move4desc": "You have +1 maximum Fortune, and answer the following:
    To whom have you sworn your loyalty? Are you still loyal to them? Make an Oath reflecting your commitment to them.", + "text-warrior-move5name": "Suvivor", + "text-warrior-move5desc": "When you Commit Open Violence when you have a Moderate Tag, add 1 to the roll. If you have both a Moderate and a Severe Tag, instead gain 1 Chi.", + "text-warrior-move6name": "Wire-Fu", + "text-warrior-move6desc": "When you perform an implausible feat of athletics or physics-defying acrobatic stunt, Move With Intention. On a failure, you still choose one of the options.", + "text-warrior-mastermove": "Once you’ve trained with a master warrior, when you enter battle you may immediately challenge one foe to single combat. If they deny you, gain 1 Chi.", + "text-warrior-advance1": " You have +1 Hot (max +2).", + "text-warrior-advance2": " You have +1 Solid (max +2).", + "text-warrior-advance3": " You have +1 Keen (max +2).", + "text-warrior-advance4": " You have +1 Fluid (max +2).", + "text-warrior-advance5": " Take another Warrior move.", + "text-warrior-advance6": " Take another Warrior move.", + "text-warrior-advance7": " Take a move from any Playbook.", + "text-warrior-advance8": " Take a move from any Playbook.", + "text-warrior-advance9": " Take a move from a sub-Playbook.", + "text-warrior-advance10": " Take a move from a sub-Playbook.", + "text-warrior-advance11": " Take a new Chakra or write your own", + "lbl-watershaper": "Watershaper", + "text-watershaperbackstory": "Despite past failures, you are dedicated to your Oath to __________.
    __________ is beloved by my people, and so is Respected by me too.", + "text-watershaperinfo": "You get Watershaping, and choose one more:", + "text-watershaper-move1name": "Watershaping", + "text-watershaper-move1desc": "You have a small supply of Water. You can carry up to 3 Water, which is replenished whenever you come across a sufficient body of water. When you manipulate water in combat, spend 1 Water and roll +Fluid. On a 10 or greater, choose two from the list. On a 7, 8, or 9, just one. You may pick a single option multiple times.
    ✦   Impose a Tag on a foe.
    ✦   Impose an Environment Tag.
    ✦   Get the spent Water back.
    Other actions can involve watershaping, but are treated as whatever move would be appropriat", + "text-watershaper-move2name": "Healer", + "text-watershaper-move2desc": "When you take time to cover a wound with your element and lay hands upon it, roll +Natural. On a 10 or greater, the wound is visibly cured and the subject refreshed.
    On a 7, 8, or 9, serious wounds are healed but superficial ones remain.", + "text-watershaper-move3name": "Iceshaping", + "text-watershaper-move3desc": "You can control ice as if it were liquid water, and can shift between the two freely. When you shape ice in combat, roll +Keen instead of +Fluid, and on a 10 or greater you can make a third choice from the list of options.", + "text-watershaper-move4name": "Moon-Chosen", + "text-watershaper-move4desc": "When the moon has risen, you have +1 Fluid (max +3).", + "text-watershaper-move5name": "Shaping Stance", + "text-watershaper-move5desc": "When you set into a shaping stance, roll Move With Intention and add the following option to the list:
    ✦   Use the result of this Move’s roll as the result of your next shaping roll.", + "text-watershaper-move6name": "Ubiquity", + "text-watershaper-move6desc": "Spend 1 Chi to refill your Water from any environment, be it from water vapor, plants, or some other source other than an actual body of water.", + "text-watershaper-mastermove": "Once you’ve trained with a master watershaper, you are more efficient about your water use and may carry 1 additional Water", + "text-watershaper-advance1": " You have +1 Hot (max +2).", + "text-watershaper-advance2": " You have +1 Solid (max +2).", + "text-watershaper-advance3": " You have +1 Keen (max +2).", + "text-watershaper-advance4": " You have +1 Fluid (max +2).", + "text-watershaper-advance5": " Take another Watershaper move.", + "text-watershaper-advance6": " Take another Watershaper move.", + "text-watershaper-advance7": " Take a move from any Playbook.", + "text-watershaper-advance8": " Take a move from any Playbook.", + "text-watershaper-advance9": " Take a move from a sub-Playbook.", + "text-watershaper-advance10": " Take a move from a sub-Playbook.", + "text-watershaper-advance11": " Take a new Chakra or write your own", + "lbl-customplaybook": "Custom Playbook", + "text-custom-advance1": " You have +1 to any Stat (max +3).", + "text-custom-advance2": " You have +1 maximum Fortune.", + "text-custom-advance3": " Retire your character to safety.", + "text-custom-advance4": " Replace one of your Chakras.", + "text-custom-advance5": "Create a second character, played side-by-side with the first.", + "text-custom-advance6": " Change to a new Playbook", + "text-custom-advance7": " You have an Animal Companion with two Moves", + "lbl-companion": "Animal Companion", + "text-companion-move1name": "Wild", + "text-companion-move1desc": "Your companion has an Animal score of +2 instead of +1.", + "text-companion-move2name": "Unstopping", + "text-companion-move2desc": "Choose one type of terrain your companion can easily traverse: clouds, sea, solid stone", + "text-companion-move3name": "Zephyr", + "text-companion-move3desc": "When you ride with haste, roll +Animal. On a 7 or greater, you reach your destination swiftly. On a 7, 8, or 9, choose one:
    ✦   Trouble finds you there.
    ✦   Your companion is Exhausted.
    ✦   Your arrival causes a big scene.", + "text-companion-move4name": "Hound", + "text-companion-move4desc": "So long as you have some recent physical link to a subject, you can spend 1 Chi to find them (though it may not be fast or stealthy).", + "text-companion-move5name": "Pack Mentality", + "text-companion-move5desc": "When your companion is an equal participant in your maneuvers, roll +Animal in addition to rolling your own Move. On a 7 or greater, you may choose to use that result instead for your Move" +} diff --git a/Legend-of-the-Elements/translations/ja.json b/Legend-of-the-Elements/translations/ja.json new file mode 100644 index 0000000000..a1716e79a7 --- /dev/null +++ b/Legend-of-the-Elements/translations/ja.json @@ -0,0 +1,367 @@ +{ + "lbl-name": "Name", + "lbl-pronouns": "Pronouns", + "lbl-playbook": "Playbook", + "lbl-look": "Look", + "lbl-chakras": "chakras", + "lbl-backstory": "Your Backstory", + "lbl-strings": "Strings", + "lbl-promises": "Promises", + "lbl-harm": "Harm", + "text-harminfo": "At four Harm, Skirt Death.", + "lbl-conditions": "Conditions", + "lbl-notes": "Notes", + "lbl-moves": "Moves", + "lbl-other": "Other", + "lbl-oaths": "Oaths", + "lbl-fortune": "Fortune", + "lbl-minor-tags": "Minor Tags", + "lbl-moderate-tags": "Moderate tags", + "lbl-severe-tags": "Severe tags", + "lbl-gear": "Gear", + "lbl-respects": "I Respect", + "lbl-respecteds": "I Am Respected By", + "lbl-mastermove": "Mastery Move", + "lbl-seasonadvances": "Advanced Improvments", + "lbl-unlocked": "Unlocked", + "lbl-chi": "Chi", + "lbl-atfault": "At Fault", + "lbl-species": "Species", + "text-chiinfo": "Spend 5 chi and choose one advancement from the list below:", + "text-expreminder": "Don't forget to manually add any advancements to your sheet. Check any you've already taken.", + "text-seasonadvancesinfo": "(after you’ve taken five Improvements, you may also choose Advanced Improvements)", + "text-seasonadvances1": " You have +1 to any Stat (max +3).", + "text-seasonadvances2": " You have +1 maximum Fortune.", + "text-seasonadvances3": " Retire your character to safety.", + "text-seasonadvances4": " Replace one of your Chakras.", + "text-seasonadvances5": " Create a second character, played side-by-side with the first.", + "text-seasonadvances6": " Change to a new Playbook", + "text-seasonadvances7": " You have an Animal Companion with two Moves", + "lbl-seasonadvancements": "Season Advancements", + "text-askbonus": "Any other modifiers?", + "text-commentprompt": "Comment", + "text-commentexample": "..To do something!", + "lbl-Natural": "Natural", + "lbl-Hot": "Hot", + "lbl-Solid": "Solid", + "lbl-Keen": "Keen", + "lbl-Fluid": "Fluid", + "lbl-Animal": "Animal", + "lbl-bullet": "
    ✦  ", + "lbl-airshaper": "Airshaper", + "text-airshaperbackstory": "You made __________ a promise a long time ago, but have made no progress. What was it?
    __________ is a close friend, we Respect each other.", + "text-airshaperinfo": "You get Airshaping, and choose one more:", + "text-airshaper-move1name": "Airshaping", + "text-airshaper-move1desc": "When you manipulate the air to control the area, roll +Natural. On a 7 or greater, choose one:
    ✦  Immobilize a foe.
    ✦  Move as fast as the wind.
    ✦  Perform a great feat of acrobatics.
    ✦  Reposition the battlefield. On a 10 or greater, as above, but also add 1 to your rolls until you stop moving.
    Other actions can involve airshaping, but are treated as whatever move would be appropriate.", + "text-airshaper-move2name": "Attuned", + "text-airshaper-move2desc": "When you are outdoors, you have +1 Natural (max +3).", + "text-airshaper-move3name": "Nomad", + "text-airshaper-move3desc": "When you Meditate about some facet of the world (natural or Spirit), on a 7 or greater you may also ask the MC one related question that they must answer.", + "text-airshaper-move4name": "Redirection", + "text-airshaper-move4desc": "When you change the target of an attack, roll +Fluid. On a 10 or greater, it strikes a new target of your choice. On a 7, 8, or 9, you redirect it and it strikes a new target of the MC’s choice.", + "text-airshaper-move5name": "Soundshaping", + "text-airshaper-move5desc": "You can manipulate sound as just another facet of the air. When you use this to mimic, amplify, or reduce noises, roll +Keen. On a 10 or greater, you can convincingly project any sound you’ve heard. On a 7, 8, or 9, the replication is pretty close, but you are also exposed to danger.", + "text-airshaper-move6name": "Unburdened", + "text-airshaper-move6desc": "So long as you have no unresolved Oaths, add 1 to all Speak Honorably and Act Dishonorably rolls.", + "text-airshaper-mastermove": "Once you’ve trained with a master airshaper, add the following to the Move With Intention option list:
    ✦   Roll your next Move with Natural instead of its usual Stat.", + "text-airshaper-advance1": " You have +1 Hot (max +2).", + "text-airshaper-advance2": " You have +1 Solid (max +2).", + "text-airshaper-advance3": " You have +1 Keen (max +2).", + "text-airshaper-advance4": " You have +1 Fluid (max +2).", + "text-airshaper-advance5": " Take another Airshaper move.", + "text-airshaper-advance6": " Take another Airshaper move.", + "text-airshaper-advance7": " Take a move from any Playbook.", + "text-airshaper-advance8": " Take a move from any Playbook.", + "text-airshaper-advance9": " Take a move from a sub-Playbook.", + "text-airshaper-advance10": " Take a move from a sub-Playbook.", + "text-airshaper-advance11": " Take a new Chakra or write your own", + "lbl-aristocrat": "Aristocrat", + "text-aristocratbackstory": "Gain the Respect of as many characters as you desire. For each character you cause to Respect you, make an Oath, though it needn’t be to that character", + "text-aristocratinfo": "Choose two moves:", + "text-aristocrat-move1name": "Currency of Favors", + "text-aristocrat-move1desc": "Whenever you Help someone, you can demand a favor of them first. If they agree, they gain 1 Chi.", + "text-aristocrat-move2name": "Henchmen", + "text-aristocrat-move2desc": "You have a small force of loyal henchmen. They can be sent out with commands or aid your efforts as you wish, though their obedience is not absolute", + "text-aristocrat-move3name": "Intrigue", + "text-aristocrat-move3desc": "When you Act Dishonorably but disguise it in polite conversation, roll +Natural instead of +Hot.", + "text-aristocrat-move4name": "Mastermind", + "text-aristocrat-move4desc": "When you scheme and plan a future plot, roll +Keen. On a 10 or greater, the MC will pick 2 of the following conditions, only one of which must be addressed to succeed. On a 7, 8, or 9, the same thing, but you’ll need to address both.
    ✦   It will be very expensive or resource-intensive.
    ✦   It will take hours/days.
    ✦   You’re going to need __________’s help.
    ✦   __________ stands in the way of success.", + "text-aristocrat-move5name": "Silver Tongue", + "text-aristocrat-move5desc": "Whenever you roll a 10 or greater to Speak Honorably, the target must also offer something extra they think you want.", + "text-aristocrat-move6name": "Web of Commitments", + "text-aristocrat-move6desc": "When you take an Oath contradictory to another you’ve made, you may give up one of them without it counting as breaking an Oath (for purposes of the move), though there will still likely be social consequences to not fulfilling it.", + "text-aristocrat-mastermove": "Once you’ve trained with a master politician, choose 1:
    ✦   You’re better at juggling many engagements; when you have at least 3 Oaths and take an additional Oath, gain 1 Chi.
    ✦   You’re most skilled at handling one thing at a time; when you have exactly 1 Oath, add 1 to any roll when making actions directly related to completing it.", + "text-aristocrat-advance1": " You have +1 Hot (max +2).", + "text-aristocrat-advance2": " You have +1 Solid (max +2).", + "text-aristocrat-advance3": " You have +1 Keen (max +2).", + "text-aristocrat-advance4": " You have +1 Fluid (max +2).", + "text-aristocrat-advance5": " Take another Aristocrat move.", + "text-aristocrat-advance6": " Take another Aristocrat move.", + "text-aristocrat-advance7": " Take a move from any Playbook.", + "text-aristocrat-advance8": " Take a move from any Playbook.", + "text-aristocrat-advance9": " Take a move from a sub-Playbook.", + "text-aristocrat-advance10": " Take a move from a sub-Playbook.", + "text-aristocrat-advance11": " Take a new Chakra or write your own", + "lbl-earthshaper": "Earthshaper", + "text-earthshaperbackstory": "You don’t let people down, usually. Every character has Respect for you, except for __________.
    What have you promised them to try and gain their confidence?", + "text-earthshaperinfo": "You get Earthshaping, and choose one more:", + "text-earthshaper-move1name": "Earthshaping", + "text-earthshaper-move1desc": "When you alter the battlefield’s topography, roll +Solid. On a 7 or greater, add an appropriate Environment Tag. On a 10 or greater, anyone taking advantage of this Environment Tag when making a Move add +1 to their roll.
    Other actions can involve earthshaping, but are treated as whatever move would be appropriate", + "text-earthshaper-move2name": "Bulldozer", + "text-earthshaper-move2desc": "When your actions lead to the immediate destruction of (or relief from) an Environment Tag, gain 1 Chi.", + "text-earthshaper-move3name": "Defender", + "text-earthshaper-move3desc": "Whenever you are in your element, you can protect yourself from an attack (and associated Tag) by spending 1 Chi. If it was a player attacking you, give them the Chi. Otherwise, give it to the MC", + "text-earthshaper-move4name": "Metalshaping", + "text-earthshaper-move4desc": "You can control metal that you are in contact with. When you do, it’s the same as Earthshaping but roll +Keen instead of +Solid. When you metalshape against someone, on a 7 or greater you can Tag the target as well as the environment.", + "text-earthshaper-move5name": "Rooted", + "text-earthshaper-move5desc": "When you are in solid contact with the ground, you have +1 Solid (max +3).", + "text-earthshaper-move6name": "Vibration Sense", + "text-earthshaper-move6desc": "You can see and feel anything in contact with the ground (within reasonable distance). When you Observe Carefully, add the following questions to the list of options:
    ✦   Are they telling the truth?
    ✦   What does their body language betray about their plans?
    ✦   What is unseen but in contact with the ground?", + "text-earthshaper-mastermove": "Once you’ve trained with a master Earthshaper, whenever you pass up an opportunity for action or resist opposition without reaction, gain 1 Chi.", + "text-earthshaper-advance1": " You have +1 Hot (max +2).", + "text-earthshaper-advance2": " You have +1 Solid (max +2).", + "text-earthshaper-advance3": " You have +1 Keen (max +2).", + "text-earthshaper-advance4": " You have +1 Fluid (max +2).", + "text-earthshaper-advance5": " Take another Earthshaper move.", + "text-earthshaper-advance6": " Take another Earthshaper move.", + "text-earthshaper-advance7": " Take a move from any Playbook.", + "text-earthshaper-advance8": " Take a move from any Playbook.", + "text-earthshaper-advance9": " Take a move from a sub-Playbook.", + "text-earthshaper-advance10": " Take a move from a sub-Playbook.", + "text-earthshaper-advance11": " Take a new Chakra or write your own", + "lbl-fireshaper": "Fireshaper", + "text-fireshaperbackstory": "Make two Oaths: one making up for past failures, and one made to ease another’s burdens.", + "text-fireshaperinfo": "You get Fireshaping, and choose one more:", + "text-fireshaper-move1name": "Fireshaping", + "text-fireshaper-move1desc": "When you create or manipulate open flame to attack, roll +Hot. On a 10 or greater, it does what you want, Tagging targets as appropriate. On a 7, 8, or 9, you lose control of it in some manner (choose 1):
    ✦   The flames are larger and more taxing than intended. They burn hot and strong, but take -1 to th next roll you make.
    ✦   The flames explode into being, injuring all nearby, including the Fireshaper. Add Tags as appropriate.
    ✦   You set fire to the area. Add a relevant Environment Tag.
    Other actions can involve fireshaping, but are treated as whatever move would be appropriate", + "text-fireshaper-move2name": "Driven by Honor", + "text-fireshaper-move2desc": "When you fervently pursue the completion of an Oath to someone who doesn’t Respect you, add 1 to all Stand Fast and Speak Honorably rolls", + "text-fireshaper-move3name": "Hot-Headed", + "text-fireshaper-move3desc": "When you are treated disrespectfully and respond by Acting Dishonorably, add +1 to your roll. If you respond by Committing Open Violence, gain 1 Chi instead.", + "text-fireshaper-move4name": "Inner Passion", + "text-fireshaper-move4desc": "Decide and inform the MC of what emotion fuels your shaping. If the emotion is destructive or negative (such as anger, arrogance, or fear) you may Stand Fast with Hot instead of Solid.
    If the emotion is a positive or constructive one (such as harmony, discipline, or hope) you may Move With Intention with Hot instead of Fluid.", + "text-fireshaper-move5name": "Lightningshaping", + "text-fireshaper-move5desc": "+Fluid. On a 10 or greater, you succeed at projecting or redirecting the lightning strike.
    On a 7, 8, or 9, choose 1:
    ✦   Some power rebounds, shocking and Tagging the shaper as well.
    ✦   The lightning doesn’t strike the target, but all that can see it gain the Dazed Tag.
    ✦   The blast misses but causes explosive and chaotic damage; the MC adds an appropriate Environment Tag.", + "text-fireshaper-move6name": "Sunsoul", + "text-fireshaper-move6desc": "When the sun is in the sky, you have +1 Hot (max +3).", + "text-fireshaper-mastermove": "Once you’ve trained with a master fireshaper, never again can you be Tagged by being burned by natural fire, or your own magical fire.", + "text-fireshaper-advance1": " You have +1 Hot (max +2).", + "text-fireshaper-advance2": " You have +1 Solid (max +2).", + "text-fireshaper-advance3": " You have +1 Keen (max +2).", + "text-fireshaper-advance4": " You have +1 Fluid (max +2).", + "text-fireshaper-advance5": " Take another Fireshaper move.", + "text-fireshaper-advance6": " Take another Fireshaper move.", + "text-fireshaper-advance7": " Take a move from any Playbook.", + "text-fireshaper-advance8": " Take a move from any Playbook.", + "text-fireshaper-advance9": " Take a move from a sub-Playbook.", + "text-fireshaper-advance10": " Take a move from a sub-Playbook.", + "text-fireshaper-advance11": " Take a new Chakra or write your own", + "lbl-hunter": "Hunter", + "text-hunterbackstory": "You regularly bring back trophies of your prey, grisly or otherwise. __________ has shown Respect for your talents.
    __________ has been kind to you when you were in need, and you Respect them for it. What promise have you made to them to show that Respect?", + "text-hunterinfo": "Choose two Hunter Moves:", + "text-hunter-move1name": "Ambush", + "text-hunter-move1desc": "While a foe is marked by a Tag indicating that they are not aware of your presence, you can spend 1 Chi to immediately defeat them and remove them from the action", + "text-hunter-move2name": "Friend of Nature", + "text-hunter-move2desc": "One of your Animal Companions may select a new Move.", + "text-hunter-move3name": "Guerrilla Tactics", + "text-hunter-move3desc": "When hunting in the wilderness, you may Commit Open Violence with Keen instead of Hot. On a 10 or greater, if you take advantage of an Environment Tag in the process also choose one of the Move With Intention options.", + "text-hunter-move4name": "Stealth", + "text-hunter-move4desc": "When you conceal yourself from view, roll +Fluid. On a 7 or greater, enemies can’t see you and are Tagged as Unwitting Prey. On a 7, 8, or 9, also select one of the following:
    ✦   Someone is on alert now.
    ✦   You can’t keep track of everyone from your hiding place.
    ✦   You can’t stay undetected here for long.", + "text-hunter-move5name": "The Path", + "text-hunter-move5desc": "When you seek the way to someone or something you’ve been searching for, roll +Keen. On a 10 or greater, you find a route that is safe to use, at least this once. On a 7, 8, or 9, choose one:
    ✦   Something has to get left behind on the way.
    ✦   You are followed by something dangerous.
    ✦   Your travel is obvious to all.", + "text-hunter-move6name": "White Stag", + "text-hunter-move6desc": "When you name a quarry your White Stag, swear an oath to capture or kill them (your choice). You always intuitively know if your White Stag is near, and while they are you take +1 on Commit Open Violence and Move With Intention rolls. You can only have one White Stag at a time. Break your Oath when you give up", + "text-hunter-mastermove": "Once you’ve trained with a master hunter, whenever you Tag a foe who is not aware of your presence you may immediately add an Environment Tag describing the current situation", + "text-hunter-advance1": " You have +1 Hot (max +2).", + "text-hunter-advance2": " You have +1 Solid (max +2).", + "text-hunter-advance3": " You have +1 Keen (max +2).", + "text-hunter-advance4": " You have +1 Fluid (max +2).", + "text-hunter-advance5": " Take another Hunter move.", + "text-hunter-advance6": " Take another Hunter move.", + "text-hunter-advance7": " Take a move from any Playbook.", + "text-hunter-advance8": " Take a move from any Playbook.", + "text-hunter-advance9": " Take a move from a sub-Playbook.", + "text-hunter-advance10": " Take a move from a sub-Playbook.", + "text-hunter-advance11": " Take a new Chakra or write your own", + "lbl-monk": "Monk", + "text-monkbackstory": "", + "text-monkinfo": "Choose two Moves", + "text-monk-move1name": "Calm Stability", + "text-monk-move1desc": "Until you personally show aggression toward your enemies, whenever you are still and unflinching in the face of imminent harm roll +Solid. On a 10 or greater, you still come through unscathed. On a 7, , or 9, the same, but you must act immediately against your attacker.", + "text-monk-move2name": "Chi Blocker", + "text-monk-move2desc": "When you assault your foe’s pressure points, roll +Hot. On a 10 or greater, name a type of action that foe is now incapable of. On a 7, 8, or 9, name two or three types of action and the MC will pick which one the foe can’t do.", + "text-monk-move3name": "Clarity of Senses", + "text-monk-move3desc": "When you find yourself in a tense situation, you can immediately apply an Environment Tag describing the situation.", + "text-monk-move4name": "Guru", + "text-monk-move4desc": "You teach others the path to self-improvement. Whenever you Help another character in an instructive or guiding capacity, they gain Respect for you. If they already Respect you, they gain 1 Chi", + "text-monk-move5name": "Spiritual", + "text-monk-move5desc": "With effort, you can contactentities of the Spirit World. When you meditate to call upon a spirit, roll +Chi spent. On a 10 or greater, that spirit appears to you. On a 7, 8, or 9, choose two:
    ✦   The correct spirit appears.
    ✦   The spirit is benevolent.
    ✦   The spirit doesn’t want something in return.
    You cannot spend additional Chi to improve the results of this roll, even when taking advantage of a Tag.", + "text-monk-move6name": "Stillness", + "text-monk-move6desc": "When you are subtle with your motions or settle into a defensive posture, you Move With Intention with Solid instead of Fluid.", + "text-monk-mastermove": "When you study under an enlightened soul, renew your monastic vows. Set a condition: You will never (choose 1):
    ✦   Afford yourself any luxury,
    ✦   Cause intentional harm,
    ✦   Tell anything but the truth.
    Treat this vow as a Chakra. If you break the vow, the Master knows and sends people for you.", + "text-monk-advance1": " You have +1 Hot (max +2).", + "text-monk-advance2": " You have +1 Solid (max +2).", + "text-monk-advance3": " You have +1 Keen (max +2).", + "text-monk-advance4": " You have +1 Fluid (max +2).", + "text-monk-advance5": " Take another Monk move.", + "text-monk-advance6": " Take another Monk move.", + "text-monk-advance7": " Take a move from any Playbook.", + "text-monk-advance8": " Take a move from any Playbook.", + "text-monk-advance9": " Take a move from a sub-Playbook.", + "text-monk-advance10": " Take a move from a sub-Playbook.", + "text-monk-advance11": " Take a new Chakra or write your own", + "lbl-peasant": "Peasant", + "text-peasantbackstory": "You owe __________ big, and have sworn to make it up to them. Decide whether you Respect them or not.
    What did you and __________ each swear that has brought you so close together and earned your mutual Respect? (if there are no other player characters so inclined, create an MC character instead.", + "text-peasantinfo": "Choose two moves:", + "text-peasant-move1name": "Fool's Luck", + "text-peasant-move1desc": "Your maximum Fortune is increased by 1. You can only spend Fortune if you’re not intentionally attempting to defend yourself.", + "text-peasant-move2name": "From the Gutter", + "text-peasant-move2desc": "When you Move With Intention while in a town or city, roll +Hot instead of +Fluid. If you do, add the following to the list of options:
    ✦   Take something of value from the target.", + "text-peasant-move3name": "Loyal Servant", + "text-peasant-move3desc": "When you make an Oath to someone above your station, add +1 to any rolls directly related to completing it. When someone above your station fulfills an Oath to you, if you did not Respect them, gain 1 Chi.", + "text-peasant-move4name": "Martyr", + "text-peasant-move4desc": "If someone near you would take a Tag and you intervene, you may take it yourself instead of them taking it (the Tag’s specific nature may change in the process). If you do, gain 1 Chi.", + "text-peasant-move5name": "Out of Focus", + "text-peasant-move5desc": "When you act like you belong to avoid drawing attention or to give commands, roll +Solid to Observe Carefully or Speak Honorably.", + "text-peasant-move6name": "Stalwart Presence", + "text-peasant-move6desc": "When you Help someone, on a 7 or greater you may spend 1 Chi to improve the result of their modified roll by one step, so long as you both are already Tagged.", + "text-peasant-mastermove": "There are no masters for what you do. Instead, when you receive training from a master of another discipline, you may take the Mastery Move from the appropriate playbook. When you do, you may spend 1 Chi to immediately transfer to that playbook.", + "text-peasant-advance1": " You have +1 Hot (max +2).", + "text-peasant-advance2": " You have +1 Solid (max +2).", + "text-peasant-advance3": " You have +1 Keen (max +2).", + "text-peasant-advance4": " You have +1 Fluid (max +2).", + "text-peasant-advance5": " Take another Peasant move.", + "text-peasant-advance6": " Take another Peasant move.", + "text-peasant-advance7": " Take a move from any Playbook.", + "text-peasant-advance8": " Take a move from any Playbook.", + "text-peasant-advance9": " Take a move from a sub-Playbook.", + "text-peasant-advance10": " Take a move from a sub-Playbook.", + "text-peasant-advance11": " Take a new Chakra or write your own", + "lbl-scholar": "Scholar", + "text-scholarbackstory": "__________ once saved your life, earning your Respect. In return, what did you promise them?", + "text-scholarinfo": "You start with Always Prepared and one other Move", + "text-scholar-move1name": "Always Prepared", + "text-scholar-move1desc": "When you begin the session, roll 1 die +Keen. The result is the number of Materials you have for that session. Spend Materials 1-for-1 to produce a small, simple tool of your choice. You may spend a second Material to produce a small, complex tool instead. Lastly, you may spend 1 Material at any point to ask a single question as if you’d succeeded on an Observe Carefully roll.", + "text-scholar-move2name": "Construct", + "text-scholar-move2desc": "When you take your time to build a complicated contraption, spend a number of Materials and roll +Materials spent. On a 10 or greater, you build it all up, maybe with one complication. On a 7, 8, or 9, the MC will choose two or three of the following conditions needed to perfect the contraption:
    ✦   You needed extra resources; the project takes an extra Material.
    ✦   It’ll take significantly longer to build.
    ✦   The best you can do is a lesser version, unreliable and limited.
    ✦   Finishing it attracts attention.
    ✦   You can’t do it alone", + "text-scholar-move3name": "Fight with Your Head", + "text-scholar-move3desc": "When you Commit Open Violence or Move With Intention after watching a foe for a moment, you may add the Observed Tag to the target before the roll.", + "text-scholar-move4name": "Ingenious", + "text-scholar-move4desc": "So long as you have any Materials, you have +1 Keen (max +3).", + "text-scholar-move5name": "Think it Through", + "text-scholar-move5desc": "When you use rational thought to Meditate on a subject, you roll +Keen instead of +Natural. If you spend 1 Material to consult your books in the process, you can Meditate quickly as well.", + "text-scholar-move6name": "Trained Observer", + "text-scholar-move6desc": "When you Observe Carefully, you may ask an additional question, regardless of result (even on a failure).", + "text-scholar-mastermove": "When you learn from a master inventor, choose a small object. You never need to spend Materials to produce this tool.
    Once you’ve learned from a master sage, when you Observe Carefully you may also ask the following question:
    ✦   What does my research reveal about this?", + "text-scholar-advance1": " You have +1 Hot (max +2).", + "text-scholar-advance2": " You have +1 Solid (max +2).", + "text-scholar-advance3": " You have +1 Keen (max +2).", + "text-scholar-advance4": " You have +1 Fluid (max +2).", + "text-scholar-advance5": " Take another Scholar move.", + "text-scholar-advance6": " Take another Scholar move.", + "text-scholar-advance7": " Take a move from any Playbook.", + "text-scholar-advance8": " Take a move from any Playbook.", + "text-scholar-advance9": " Take a move from a sub-Playbook.", + "text-scholar-advance10": " Take a move from a sub-Playbook.", + "text-scholar-advance11": " Take a new Chakra or write your own", + "lbl-spiritshaper": "Spiritshaper", + "text-spiritshaperbackstory": "You have the Respect of a Great Spirit, and thus its True Name. What is it?
    You Respect __________ and have shown them the Spirit World.
    What spirit have you summoned for __________? What went wrong?", + "text-spiritshaperinfo": "You start with two Moves:", + "text-spiritshaper-move1name": "Astral Projection", + "text-spiritshaper-move1desc": "When you step outside of your physical body, roll +Natural. On a 10 or greater, you can observe or converse beyond your own body. You may return instantly, but can still be hurt, and your physical form is unconscious and helpless. On a 7, 8, or 9, the same but you are quickly noticed, either in spirit or physical form.", + "text-spiritshaper-move2name": "Binding Contracts", + "text-spiritshaper-move2desc": "When you make a bargain with a spirit, it is obliged to to grant you an additional boon upon completion. When you break an Oath to a spirit, subtract 1 from all Speak Honorably and Act Dishonorably rolls until you reconcile with the spirit", + "text-spiritshaper-move3name": "Communion", + "text-spiritshaper-move3desc": "When you summon a spirit to bargain for services, roll plus the number of conditions you fulfill:
    ✦   You present an offering.
    ✦   You’ve previously met and established a price with the spirit.
    ✦   You are in a place of power. If you attempt to perform the summoning hastily, subtract 1. On a 10 or greater, the spirit fulfills the bargain before payment is needed. On a 7, 8, or 9, payment is required up front.", + "text-spiritshaper-move4name": "Medium", + "text-spiritshaper-move4desc": "When you channel the ghosts of the dead, roll +Solid. On a 7 or greater, you may ask 1 question that they must answer. On a 10 or greater, you may choose to embody the ghost. Take a Chakra in line with the ghost’s personality and you may appear as the ghost did in life.", + "text-spiritshaper-move5name": "Mindwarp", + "text-spiritshaper-move5desc": "When you exert your will over a being’s essence, roll +Fluid. On a 10 or greater, it falls under your influence (perhaps with resentment). On a 7, 8, or 9, it contorts your command, fights you for control, or has some influence over you in return.
    If used against another player character, treat the command as an Oath.", + "text-spiritshaper-move6name": "Whispering Spirits", + "text-spiritshaper-move6desc": "When you Observe Carefully, you may choose to answer questions instead of asking them. If you do, the MC chooses the question and you may answer it as you choose. You may mix asking and answering. If you answer any questions, the MC places an Environment Tag instead of you.", + "text-spiritshaper-mastermove": "Once you’ve trained with a master spiritshaper, you may use any spirit’s True Name to summon it at any time, without a roll, though it may not be happy or forgiving of this. A True Name must come from the spirit itself to be used this way", + "text-spiritshaper-advance1": " You have +1 Hot (max +2).", + "text-spiritshaper-advance2": " You have +1 Solid (max +2).", + "text-spiritshaper-advance3": " You have +1 Keen (max +2).", + "text-spiritshaper-advance4": " You have +1 Fluid (max +2).", + "text-spiritshaper-advance5": " Take another Spiritshaper move.", + "text-spiritshaper-advance6": " Take another Spiritshaper move.", + "text-spiritshaper-advance7": " Take a move from any Playbook.", + "text-spiritshaper-advance8": " Take a move from any Playbook.", + "text-spiritshaper-advance9": " Take a move from a sub-Playbook.", + "text-spiritshaper-advance10": " Take a move from a sub-Playbook.", + "text-spiritshaper-advance11": " Take a new Chakra or write your own", + "lbl-warrior": "Warrior", + "text-warriorbackstory": " You’ve sworn to never harm __________, even though you do not trust them.
    __________ has earned your wrath. Name this MC character and swear to bring about their downfall.", + "text-warriorinfo": "Choose two Moves:", + "text-warrior-move1name": "Improviser", + "text-warrior-move1desc": "Everything in your surroundings is a weapon in your hands. When you eschew your usual armament in favor of using the environment for the first time during a conflict, gain 1 Chi.", + "text-warrior-move2name": "Memories of Battle", + "text-warrior-move2desc": "When you spend Fortune you may choose to immediately Meditate on the situation by remembering something from your past, either as a flashback or just as a recollection.", + "text-warrior-move3name": "Outlaw", + "text-warrior-move3desc": "When you go outside the law or the morals of your community and Act Dishonorably, add +2 to your roll if you lose (or do not have) their Respect. If they are a player character, on a 7 or greater you may demand an Oath from them.", + "text-warrior-move4name": "Samurai", + "text-warrior-move4desc": "You have +1 maximum Fortune, and answer the following:
    To whom have you sworn your loyalty? Are you still loyal to them? Make an Oath reflecting your commitment to them.", + "text-warrior-move5name": "Suvivor", + "text-warrior-move5desc": "When you Commit Open Violence when you have a Moderate Tag, add 1 to the roll. If you have both a Moderate and a Severe Tag, instead gain 1 Chi.", + "text-warrior-move6name": "Wire-Fu", + "text-warrior-move6desc": "When you perform an implausible feat of athletics or physics-defying acrobatic stunt, Move With Intention. On a failure, you still choose one of the options.", + "text-warrior-mastermove": "Once you’ve trained with a master warrior, when you enter battle you may immediately challenge one foe to single combat. If they deny you, gain 1 Chi.", + "text-warrior-advance1": " You have +1 Hot (max +2).", + "text-warrior-advance2": " You have +1 Solid (max +2).", + "text-warrior-advance3": " You have +1 Keen (max +2).", + "text-warrior-advance4": " You have +1 Fluid (max +2).", + "text-warrior-advance5": " Take another Warrior move.", + "text-warrior-advance6": " Take another Warrior move.", + "text-warrior-advance7": " Take a move from any Playbook.", + "text-warrior-advance8": " Take a move from any Playbook.", + "text-warrior-advance9": " Take a move from a sub-Playbook.", + "text-warrior-advance10": " Take a move from a sub-Playbook.", + "text-warrior-advance11": " Take a new Chakra or write your own", + "lbl-watershaper": "Watershaper", + "text-watershaperbackstory": "Despite past failures, you are dedicated to your Oath to __________.
    __________ is beloved by my people, and so is Respected by me too.", + "text-watershaperinfo": "You get Watershaping, and choose one more:", + "text-watershaper-move1name": "Watershaping", + "text-watershaper-move1desc": "You have a small supply of Water. You can carry up to 3 Water, which is replenished whenever you come across a sufficient body of water. When you manipulate water in combat, spend 1 Water and roll +Fluid. On a 10 or greater, choose two from the list. On a 7, 8, or 9, just one. You may pick a single option multiple times.
    ✦   Impose a Tag on a foe.
    ✦   Impose an Environment Tag.
    ✦   Get the spent Water back.
    Other actions can involve watershaping, but are treated as whatever move would be appropriat", + "text-watershaper-move2name": "Healer", + "text-watershaper-move2desc": "When you take time to cover a wound with your element and lay hands upon it, roll +Natural. On a 10 or greater, the wound is visibly cured and the subject refreshed.
    On a 7, 8, or 9, serious wounds are healed but superficial ones remain.", + "text-watershaper-move3name": "Iceshaping", + "text-watershaper-move3desc": "You can control ice as if it were liquid water, and can shift between the two freely. When you shape ice in combat, roll +Keen instead of +Fluid, and on a 10 or greater you can make a third choice from the list of options.", + "text-watershaper-move4name": "Moon-Chosen", + "text-watershaper-move4desc": "When the moon has risen, you have +1 Fluid (max +3).", + "text-watershaper-move5name": "Shaping Stance", + "text-watershaper-move5desc": "When you set into a shaping stance, roll Move With Intention and add the following option to the list:
    ✦   Use the result of this Move’s roll as the result of your next shaping roll.", + "text-watershaper-move6name": "Ubiquity", + "text-watershaper-move6desc": "Spend 1 Chi to refill your Water from any environment, be it from water vapor, plants, or some other source other than an actual body of water.", + "text-watershaper-mastermove": "Once you’ve trained with a master watershaper, you are more efficient about your water use and may carry 1 additional Water", + "text-watershaper-advance1": " You have +1 Hot (max +2).", + "text-watershaper-advance2": " You have +1 Solid (max +2).", + "text-watershaper-advance3": " You have +1 Keen (max +2).", + "text-watershaper-advance4": " You have +1 Fluid (max +2).", + "text-watershaper-advance5": " Take another Watershaper move.", + "text-watershaper-advance6": " Take another Watershaper move.", + "text-watershaper-advance7": " Take a move from any Playbook.", + "text-watershaper-advance8": " Take a move from any Playbook.", + "text-watershaper-advance9": " Take a move from a sub-Playbook.", + "text-watershaper-advance10": " Take a move from a sub-Playbook.", + "text-watershaper-advance11": " Take a new Chakra or write your own", + "lbl-customplaybook": "Custom Playbook", + "text-custom-advance1": " You have +1 to any Stat (max +3).", + "text-custom-advance2": " You have +1 maximum Fortune.", + "text-custom-advance3": " Retire your character to safety.", + "text-custom-advance4": " Replace one of your Chakras.", + "text-custom-advance5": "Create a second character, played side-by-side with the first.", + "text-custom-advance6": " Change to a new Playbook", + "text-custom-advance7": " You have an Animal Companion with two Moves", + "lbl-companion": "Animal Companion", + "text-companion-move1name": "Wild", + "text-companion-move1desc": "Your companion has an Animal score of +2 instead of +1.", + "text-companion-move2name": "Unstopping", + "text-companion-move2desc": "Choose one type of terrain your companion can easily traverse: clouds, sea, solid stone", + "text-companion-move3name": "Zephyr", + "text-companion-move3desc": "When you ride with haste, roll +Animal. On a 7 or greater, you reach your destination swiftly. On a 7, 8, or 9, choose one:
    ✦   Trouble finds you there.
    ✦   Your companion is Exhausted.
    ✦   Your arrival causes a big scene.", + "text-companion-move4name": "Hound", + "text-companion-move4desc": "So long as you have some recent physical link to a subject, you can spend 1 Chi to find them (though it may not be fast or stealthy).", + "text-companion-move5name": "Pack Mentality", + "text-companion-move5desc": "When your companion is an equal participant in your maneuvers, roll +Animal in addition to rolling your own Move. On a 7 or greater, you may choose to use that result instead for your Move" +} diff --git a/Legend-of-the-Elements/translations/ko.json b/Legend-of-the-Elements/translations/ko.json new file mode 100644 index 0000000000..a1716e79a7 --- /dev/null +++ b/Legend-of-the-Elements/translations/ko.json @@ -0,0 +1,367 @@ +{ + "lbl-name": "Name", + "lbl-pronouns": "Pronouns", + "lbl-playbook": "Playbook", + "lbl-look": "Look", + "lbl-chakras": "chakras", + "lbl-backstory": "Your Backstory", + "lbl-strings": "Strings", + "lbl-promises": "Promises", + "lbl-harm": "Harm", + "text-harminfo": "At four Harm, Skirt Death.", + "lbl-conditions": "Conditions", + "lbl-notes": "Notes", + "lbl-moves": "Moves", + "lbl-other": "Other", + "lbl-oaths": "Oaths", + "lbl-fortune": "Fortune", + "lbl-minor-tags": "Minor Tags", + "lbl-moderate-tags": "Moderate tags", + "lbl-severe-tags": "Severe tags", + "lbl-gear": "Gear", + "lbl-respects": "I Respect", + "lbl-respecteds": "I Am Respected By", + "lbl-mastermove": "Mastery Move", + "lbl-seasonadvances": "Advanced Improvments", + "lbl-unlocked": "Unlocked", + "lbl-chi": "Chi", + "lbl-atfault": "At Fault", + "lbl-species": "Species", + "text-chiinfo": "Spend 5 chi and choose one advancement from the list below:", + "text-expreminder": "Don't forget to manually add any advancements to your sheet. Check any you've already taken.", + "text-seasonadvancesinfo": "(after you’ve taken five Improvements, you may also choose Advanced Improvements)", + "text-seasonadvances1": " You have +1 to any Stat (max +3).", + "text-seasonadvances2": " You have +1 maximum Fortune.", + "text-seasonadvances3": " Retire your character to safety.", + "text-seasonadvances4": " Replace one of your Chakras.", + "text-seasonadvances5": " Create a second character, played side-by-side with the first.", + "text-seasonadvances6": " Change to a new Playbook", + "text-seasonadvances7": " You have an Animal Companion with two Moves", + "lbl-seasonadvancements": "Season Advancements", + "text-askbonus": "Any other modifiers?", + "text-commentprompt": "Comment", + "text-commentexample": "..To do something!", + "lbl-Natural": "Natural", + "lbl-Hot": "Hot", + "lbl-Solid": "Solid", + "lbl-Keen": "Keen", + "lbl-Fluid": "Fluid", + "lbl-Animal": "Animal", + "lbl-bullet": "
    ✦  ", + "lbl-airshaper": "Airshaper", + "text-airshaperbackstory": "You made __________ a promise a long time ago, but have made no progress. What was it?
    __________ is a close friend, we Respect each other.", + "text-airshaperinfo": "You get Airshaping, and choose one more:", + "text-airshaper-move1name": "Airshaping", + "text-airshaper-move1desc": "When you manipulate the air to control the area, roll +Natural. On a 7 or greater, choose one:
    ✦  Immobilize a foe.
    ✦  Move as fast as the wind.
    ✦  Perform a great feat of acrobatics.
    ✦  Reposition the battlefield. On a 10 or greater, as above, but also add 1 to your rolls until you stop moving.
    Other actions can involve airshaping, but are treated as whatever move would be appropriate.", + "text-airshaper-move2name": "Attuned", + "text-airshaper-move2desc": "When you are outdoors, you have +1 Natural (max +3).", + "text-airshaper-move3name": "Nomad", + "text-airshaper-move3desc": "When you Meditate about some facet of the world (natural or Spirit), on a 7 or greater you may also ask the MC one related question that they must answer.", + "text-airshaper-move4name": "Redirection", + "text-airshaper-move4desc": "When you change the target of an attack, roll +Fluid. On a 10 or greater, it strikes a new target of your choice. On a 7, 8, or 9, you redirect it and it strikes a new target of the MC’s choice.", + "text-airshaper-move5name": "Soundshaping", + "text-airshaper-move5desc": "You can manipulate sound as just another facet of the air. When you use this to mimic, amplify, or reduce noises, roll +Keen. On a 10 or greater, you can convincingly project any sound you’ve heard. On a 7, 8, or 9, the replication is pretty close, but you are also exposed to danger.", + "text-airshaper-move6name": "Unburdened", + "text-airshaper-move6desc": "So long as you have no unresolved Oaths, add 1 to all Speak Honorably and Act Dishonorably rolls.", + "text-airshaper-mastermove": "Once you’ve trained with a master airshaper, add the following to the Move With Intention option list:
    ✦   Roll your next Move with Natural instead of its usual Stat.", + "text-airshaper-advance1": " You have +1 Hot (max +2).", + "text-airshaper-advance2": " You have +1 Solid (max +2).", + "text-airshaper-advance3": " You have +1 Keen (max +2).", + "text-airshaper-advance4": " You have +1 Fluid (max +2).", + "text-airshaper-advance5": " Take another Airshaper move.", + "text-airshaper-advance6": " Take another Airshaper move.", + "text-airshaper-advance7": " Take a move from any Playbook.", + "text-airshaper-advance8": " Take a move from any Playbook.", + "text-airshaper-advance9": " Take a move from a sub-Playbook.", + "text-airshaper-advance10": " Take a move from a sub-Playbook.", + "text-airshaper-advance11": " Take a new Chakra or write your own", + "lbl-aristocrat": "Aristocrat", + "text-aristocratbackstory": "Gain the Respect of as many characters as you desire. For each character you cause to Respect you, make an Oath, though it needn’t be to that character", + "text-aristocratinfo": "Choose two moves:", + "text-aristocrat-move1name": "Currency of Favors", + "text-aristocrat-move1desc": "Whenever you Help someone, you can demand a favor of them first. If they agree, they gain 1 Chi.", + "text-aristocrat-move2name": "Henchmen", + "text-aristocrat-move2desc": "You have a small force of loyal henchmen. They can be sent out with commands or aid your efforts as you wish, though their obedience is not absolute", + "text-aristocrat-move3name": "Intrigue", + "text-aristocrat-move3desc": "When you Act Dishonorably but disguise it in polite conversation, roll +Natural instead of +Hot.", + "text-aristocrat-move4name": "Mastermind", + "text-aristocrat-move4desc": "When you scheme and plan a future plot, roll +Keen. On a 10 or greater, the MC will pick 2 of the following conditions, only one of which must be addressed to succeed. On a 7, 8, or 9, the same thing, but you’ll need to address both.
    ✦   It will be very expensive or resource-intensive.
    ✦   It will take hours/days.
    ✦   You’re going to need __________’s help.
    ✦   __________ stands in the way of success.", + "text-aristocrat-move5name": "Silver Tongue", + "text-aristocrat-move5desc": "Whenever you roll a 10 or greater to Speak Honorably, the target must also offer something extra they think you want.", + "text-aristocrat-move6name": "Web of Commitments", + "text-aristocrat-move6desc": "When you take an Oath contradictory to another you’ve made, you may give up one of them without it counting as breaking an Oath (for purposes of the move), though there will still likely be social consequences to not fulfilling it.", + "text-aristocrat-mastermove": "Once you’ve trained with a master politician, choose 1:
    ✦   You’re better at juggling many engagements; when you have at least 3 Oaths and take an additional Oath, gain 1 Chi.
    ✦   You’re most skilled at handling one thing at a time; when you have exactly 1 Oath, add 1 to any roll when making actions directly related to completing it.", + "text-aristocrat-advance1": " You have +1 Hot (max +2).", + "text-aristocrat-advance2": " You have +1 Solid (max +2).", + "text-aristocrat-advance3": " You have +1 Keen (max +2).", + "text-aristocrat-advance4": " You have +1 Fluid (max +2).", + "text-aristocrat-advance5": " Take another Aristocrat move.", + "text-aristocrat-advance6": " Take another Aristocrat move.", + "text-aristocrat-advance7": " Take a move from any Playbook.", + "text-aristocrat-advance8": " Take a move from any Playbook.", + "text-aristocrat-advance9": " Take a move from a sub-Playbook.", + "text-aristocrat-advance10": " Take a move from a sub-Playbook.", + "text-aristocrat-advance11": " Take a new Chakra or write your own", + "lbl-earthshaper": "Earthshaper", + "text-earthshaperbackstory": "You don’t let people down, usually. Every character has Respect for you, except for __________.
    What have you promised them to try and gain their confidence?", + "text-earthshaperinfo": "You get Earthshaping, and choose one more:", + "text-earthshaper-move1name": "Earthshaping", + "text-earthshaper-move1desc": "When you alter the battlefield’s topography, roll +Solid. On a 7 or greater, add an appropriate Environment Tag. On a 10 or greater, anyone taking advantage of this Environment Tag when making a Move add +1 to their roll.
    Other actions can involve earthshaping, but are treated as whatever move would be appropriate", + "text-earthshaper-move2name": "Bulldozer", + "text-earthshaper-move2desc": "When your actions lead to the immediate destruction of (or relief from) an Environment Tag, gain 1 Chi.", + "text-earthshaper-move3name": "Defender", + "text-earthshaper-move3desc": "Whenever you are in your element, you can protect yourself from an attack (and associated Tag) by spending 1 Chi. If it was a player attacking you, give them the Chi. Otherwise, give it to the MC", + "text-earthshaper-move4name": "Metalshaping", + "text-earthshaper-move4desc": "You can control metal that you are in contact with. When you do, it’s the same as Earthshaping but roll +Keen instead of +Solid. When you metalshape against someone, on a 7 or greater you can Tag the target as well as the environment.", + "text-earthshaper-move5name": "Rooted", + "text-earthshaper-move5desc": "When you are in solid contact with the ground, you have +1 Solid (max +3).", + "text-earthshaper-move6name": "Vibration Sense", + "text-earthshaper-move6desc": "You can see and feel anything in contact with the ground (within reasonable distance). When you Observe Carefully, add the following questions to the list of options:
    ✦   Are they telling the truth?
    ✦   What does their body language betray about their plans?
    ✦   What is unseen but in contact with the ground?", + "text-earthshaper-mastermove": "Once you’ve trained with a master Earthshaper, whenever you pass up an opportunity for action or resist opposition without reaction, gain 1 Chi.", + "text-earthshaper-advance1": " You have +1 Hot (max +2).", + "text-earthshaper-advance2": " You have +1 Solid (max +2).", + "text-earthshaper-advance3": " You have +1 Keen (max +2).", + "text-earthshaper-advance4": " You have +1 Fluid (max +2).", + "text-earthshaper-advance5": " Take another Earthshaper move.", + "text-earthshaper-advance6": " Take another Earthshaper move.", + "text-earthshaper-advance7": " Take a move from any Playbook.", + "text-earthshaper-advance8": " Take a move from any Playbook.", + "text-earthshaper-advance9": " Take a move from a sub-Playbook.", + "text-earthshaper-advance10": " Take a move from a sub-Playbook.", + "text-earthshaper-advance11": " Take a new Chakra or write your own", + "lbl-fireshaper": "Fireshaper", + "text-fireshaperbackstory": "Make two Oaths: one making up for past failures, and one made to ease another’s burdens.", + "text-fireshaperinfo": "You get Fireshaping, and choose one more:", + "text-fireshaper-move1name": "Fireshaping", + "text-fireshaper-move1desc": "When you create or manipulate open flame to attack, roll +Hot. On a 10 or greater, it does what you want, Tagging targets as appropriate. On a 7, 8, or 9, you lose control of it in some manner (choose 1):
    ✦   The flames are larger and more taxing than intended. They burn hot and strong, but take -1 to th next roll you make.
    ✦   The flames explode into being, injuring all nearby, including the Fireshaper. Add Tags as appropriate.
    ✦   You set fire to the area. Add a relevant Environment Tag.
    Other actions can involve fireshaping, but are treated as whatever move would be appropriate", + "text-fireshaper-move2name": "Driven by Honor", + "text-fireshaper-move2desc": "When you fervently pursue the completion of an Oath to someone who doesn’t Respect you, add 1 to all Stand Fast and Speak Honorably rolls", + "text-fireshaper-move3name": "Hot-Headed", + "text-fireshaper-move3desc": "When you are treated disrespectfully and respond by Acting Dishonorably, add +1 to your roll. If you respond by Committing Open Violence, gain 1 Chi instead.", + "text-fireshaper-move4name": "Inner Passion", + "text-fireshaper-move4desc": "Decide and inform the MC of what emotion fuels your shaping. If the emotion is destructive or negative (such as anger, arrogance, or fear) you may Stand Fast with Hot instead of Solid.
    If the emotion is a positive or constructive one (such as harmony, discipline, or hope) you may Move With Intention with Hot instead of Fluid.", + "text-fireshaper-move5name": "Lightningshaping", + "text-fireshaper-move5desc": "+Fluid. On a 10 or greater, you succeed at projecting or redirecting the lightning strike.
    On a 7, 8, or 9, choose 1:
    ✦   Some power rebounds, shocking and Tagging the shaper as well.
    ✦   The lightning doesn’t strike the target, but all that can see it gain the Dazed Tag.
    ✦   The blast misses but causes explosive and chaotic damage; the MC adds an appropriate Environment Tag.", + "text-fireshaper-move6name": "Sunsoul", + "text-fireshaper-move6desc": "When the sun is in the sky, you have +1 Hot (max +3).", + "text-fireshaper-mastermove": "Once you’ve trained with a master fireshaper, never again can you be Tagged by being burned by natural fire, or your own magical fire.", + "text-fireshaper-advance1": " You have +1 Hot (max +2).", + "text-fireshaper-advance2": " You have +1 Solid (max +2).", + "text-fireshaper-advance3": " You have +1 Keen (max +2).", + "text-fireshaper-advance4": " You have +1 Fluid (max +2).", + "text-fireshaper-advance5": " Take another Fireshaper move.", + "text-fireshaper-advance6": " Take another Fireshaper move.", + "text-fireshaper-advance7": " Take a move from any Playbook.", + "text-fireshaper-advance8": " Take a move from any Playbook.", + "text-fireshaper-advance9": " Take a move from a sub-Playbook.", + "text-fireshaper-advance10": " Take a move from a sub-Playbook.", + "text-fireshaper-advance11": " Take a new Chakra or write your own", + "lbl-hunter": "Hunter", + "text-hunterbackstory": "You regularly bring back trophies of your prey, grisly or otherwise. __________ has shown Respect for your talents.
    __________ has been kind to you when you were in need, and you Respect them for it. What promise have you made to them to show that Respect?", + "text-hunterinfo": "Choose two Hunter Moves:", + "text-hunter-move1name": "Ambush", + "text-hunter-move1desc": "While a foe is marked by a Tag indicating that they are not aware of your presence, you can spend 1 Chi to immediately defeat them and remove them from the action", + "text-hunter-move2name": "Friend of Nature", + "text-hunter-move2desc": "One of your Animal Companions may select a new Move.", + "text-hunter-move3name": "Guerrilla Tactics", + "text-hunter-move3desc": "When hunting in the wilderness, you may Commit Open Violence with Keen instead of Hot. On a 10 or greater, if you take advantage of an Environment Tag in the process also choose one of the Move With Intention options.", + "text-hunter-move4name": "Stealth", + "text-hunter-move4desc": "When you conceal yourself from view, roll +Fluid. On a 7 or greater, enemies can’t see you and are Tagged as Unwitting Prey. On a 7, 8, or 9, also select one of the following:
    ✦   Someone is on alert now.
    ✦   You can’t keep track of everyone from your hiding place.
    ✦   You can’t stay undetected here for long.", + "text-hunter-move5name": "The Path", + "text-hunter-move5desc": "When you seek the way to someone or something you’ve been searching for, roll +Keen. On a 10 or greater, you find a route that is safe to use, at least this once. On a 7, 8, or 9, choose one:
    ✦   Something has to get left behind on the way.
    ✦   You are followed by something dangerous.
    ✦   Your travel is obvious to all.", + "text-hunter-move6name": "White Stag", + "text-hunter-move6desc": "When you name a quarry your White Stag, swear an oath to capture or kill them (your choice). You always intuitively know if your White Stag is near, and while they are you take +1 on Commit Open Violence and Move With Intention rolls. You can only have one White Stag at a time. Break your Oath when you give up", + "text-hunter-mastermove": "Once you’ve trained with a master hunter, whenever you Tag a foe who is not aware of your presence you may immediately add an Environment Tag describing the current situation", + "text-hunter-advance1": " You have +1 Hot (max +2).", + "text-hunter-advance2": " You have +1 Solid (max +2).", + "text-hunter-advance3": " You have +1 Keen (max +2).", + "text-hunter-advance4": " You have +1 Fluid (max +2).", + "text-hunter-advance5": " Take another Hunter move.", + "text-hunter-advance6": " Take another Hunter move.", + "text-hunter-advance7": " Take a move from any Playbook.", + "text-hunter-advance8": " Take a move from any Playbook.", + "text-hunter-advance9": " Take a move from a sub-Playbook.", + "text-hunter-advance10": " Take a move from a sub-Playbook.", + "text-hunter-advance11": " Take a new Chakra or write your own", + "lbl-monk": "Monk", + "text-monkbackstory": "", + "text-monkinfo": "Choose two Moves", + "text-monk-move1name": "Calm Stability", + "text-monk-move1desc": "Until you personally show aggression toward your enemies, whenever you are still and unflinching in the face of imminent harm roll +Solid. On a 10 or greater, you still come through unscathed. On a 7, , or 9, the same, but you must act immediately against your attacker.", + "text-monk-move2name": "Chi Blocker", + "text-monk-move2desc": "When you assault your foe’s pressure points, roll +Hot. On a 10 or greater, name a type of action that foe is now incapable of. On a 7, 8, or 9, name two or three types of action and the MC will pick which one the foe can’t do.", + "text-monk-move3name": "Clarity of Senses", + "text-monk-move3desc": "When you find yourself in a tense situation, you can immediately apply an Environment Tag describing the situation.", + "text-monk-move4name": "Guru", + "text-monk-move4desc": "You teach others the path to self-improvement. Whenever you Help another character in an instructive or guiding capacity, they gain Respect for you. If they already Respect you, they gain 1 Chi", + "text-monk-move5name": "Spiritual", + "text-monk-move5desc": "With effort, you can contactentities of the Spirit World. When you meditate to call upon a spirit, roll +Chi spent. On a 10 or greater, that spirit appears to you. On a 7, 8, or 9, choose two:
    ✦   The correct spirit appears.
    ✦   The spirit is benevolent.
    ✦   The spirit doesn’t want something in return.
    You cannot spend additional Chi to improve the results of this roll, even when taking advantage of a Tag.", + "text-monk-move6name": "Stillness", + "text-monk-move6desc": "When you are subtle with your motions or settle into a defensive posture, you Move With Intention with Solid instead of Fluid.", + "text-monk-mastermove": "When you study under an enlightened soul, renew your monastic vows. Set a condition: You will never (choose 1):
    ✦   Afford yourself any luxury,
    ✦   Cause intentional harm,
    ✦   Tell anything but the truth.
    Treat this vow as a Chakra. If you break the vow, the Master knows and sends people for you.", + "text-monk-advance1": " You have +1 Hot (max +2).", + "text-monk-advance2": " You have +1 Solid (max +2).", + "text-monk-advance3": " You have +1 Keen (max +2).", + "text-monk-advance4": " You have +1 Fluid (max +2).", + "text-monk-advance5": " Take another Monk move.", + "text-monk-advance6": " Take another Monk move.", + "text-monk-advance7": " Take a move from any Playbook.", + "text-monk-advance8": " Take a move from any Playbook.", + "text-monk-advance9": " Take a move from a sub-Playbook.", + "text-monk-advance10": " Take a move from a sub-Playbook.", + "text-monk-advance11": " Take a new Chakra or write your own", + "lbl-peasant": "Peasant", + "text-peasantbackstory": "You owe __________ big, and have sworn to make it up to them. Decide whether you Respect them or not.
    What did you and __________ each swear that has brought you so close together and earned your mutual Respect? (if there are no other player characters so inclined, create an MC character instead.", + "text-peasantinfo": "Choose two moves:", + "text-peasant-move1name": "Fool's Luck", + "text-peasant-move1desc": "Your maximum Fortune is increased by 1. You can only spend Fortune if you’re not intentionally attempting to defend yourself.", + "text-peasant-move2name": "From the Gutter", + "text-peasant-move2desc": "When you Move With Intention while in a town or city, roll +Hot instead of +Fluid. If you do, add the following to the list of options:
    ✦   Take something of value from the target.", + "text-peasant-move3name": "Loyal Servant", + "text-peasant-move3desc": "When you make an Oath to someone above your station, add +1 to any rolls directly related to completing it. When someone above your station fulfills an Oath to you, if you did not Respect them, gain 1 Chi.", + "text-peasant-move4name": "Martyr", + "text-peasant-move4desc": "If someone near you would take a Tag and you intervene, you may take it yourself instead of them taking it (the Tag’s specific nature may change in the process). If you do, gain 1 Chi.", + "text-peasant-move5name": "Out of Focus", + "text-peasant-move5desc": "When you act like you belong to avoid drawing attention or to give commands, roll +Solid to Observe Carefully or Speak Honorably.", + "text-peasant-move6name": "Stalwart Presence", + "text-peasant-move6desc": "When you Help someone, on a 7 or greater you may spend 1 Chi to improve the result of their modified roll by one step, so long as you both are already Tagged.", + "text-peasant-mastermove": "There are no masters for what you do. Instead, when you receive training from a master of another discipline, you may take the Mastery Move from the appropriate playbook. When you do, you may spend 1 Chi to immediately transfer to that playbook.", + "text-peasant-advance1": " You have +1 Hot (max +2).", + "text-peasant-advance2": " You have +1 Solid (max +2).", + "text-peasant-advance3": " You have +1 Keen (max +2).", + "text-peasant-advance4": " You have +1 Fluid (max +2).", + "text-peasant-advance5": " Take another Peasant move.", + "text-peasant-advance6": " Take another Peasant move.", + "text-peasant-advance7": " Take a move from any Playbook.", + "text-peasant-advance8": " Take a move from any Playbook.", + "text-peasant-advance9": " Take a move from a sub-Playbook.", + "text-peasant-advance10": " Take a move from a sub-Playbook.", + "text-peasant-advance11": " Take a new Chakra or write your own", + "lbl-scholar": "Scholar", + "text-scholarbackstory": "__________ once saved your life, earning your Respect. In return, what did you promise them?", + "text-scholarinfo": "You start with Always Prepared and one other Move", + "text-scholar-move1name": "Always Prepared", + "text-scholar-move1desc": "When you begin the session, roll 1 die +Keen. The result is the number of Materials you have for that session. Spend Materials 1-for-1 to produce a small, simple tool of your choice. You may spend a second Material to produce a small, complex tool instead. Lastly, you may spend 1 Material at any point to ask a single question as if you’d succeeded on an Observe Carefully roll.", + "text-scholar-move2name": "Construct", + "text-scholar-move2desc": "When you take your time to build a complicated contraption, spend a number of Materials and roll +Materials spent. On a 10 or greater, you build it all up, maybe with one complication. On a 7, 8, or 9, the MC will choose two or three of the following conditions needed to perfect the contraption:
    ✦   You needed extra resources; the project takes an extra Material.
    ✦   It’ll take significantly longer to build.
    ✦   The best you can do is a lesser version, unreliable and limited.
    ✦   Finishing it attracts attention.
    ✦   You can’t do it alone", + "text-scholar-move3name": "Fight with Your Head", + "text-scholar-move3desc": "When you Commit Open Violence or Move With Intention after watching a foe for a moment, you may add the Observed Tag to the target before the roll.", + "text-scholar-move4name": "Ingenious", + "text-scholar-move4desc": "So long as you have any Materials, you have +1 Keen (max +3).", + "text-scholar-move5name": "Think it Through", + "text-scholar-move5desc": "When you use rational thought to Meditate on a subject, you roll +Keen instead of +Natural. If you spend 1 Material to consult your books in the process, you can Meditate quickly as well.", + "text-scholar-move6name": "Trained Observer", + "text-scholar-move6desc": "When you Observe Carefully, you may ask an additional question, regardless of result (even on a failure).", + "text-scholar-mastermove": "When you learn from a master inventor, choose a small object. You never need to spend Materials to produce this tool.
    Once you’ve learned from a master sage, when you Observe Carefully you may also ask the following question:
    ✦   What does my research reveal about this?", + "text-scholar-advance1": " You have +1 Hot (max +2).", + "text-scholar-advance2": " You have +1 Solid (max +2).", + "text-scholar-advance3": " You have +1 Keen (max +2).", + "text-scholar-advance4": " You have +1 Fluid (max +2).", + "text-scholar-advance5": " Take another Scholar move.", + "text-scholar-advance6": " Take another Scholar move.", + "text-scholar-advance7": " Take a move from any Playbook.", + "text-scholar-advance8": " Take a move from any Playbook.", + "text-scholar-advance9": " Take a move from a sub-Playbook.", + "text-scholar-advance10": " Take a move from a sub-Playbook.", + "text-scholar-advance11": " Take a new Chakra or write your own", + "lbl-spiritshaper": "Spiritshaper", + "text-spiritshaperbackstory": "You have the Respect of a Great Spirit, and thus its True Name. What is it?
    You Respect __________ and have shown them the Spirit World.
    What spirit have you summoned for __________? What went wrong?", + "text-spiritshaperinfo": "You start with two Moves:", + "text-spiritshaper-move1name": "Astral Projection", + "text-spiritshaper-move1desc": "When you step outside of your physical body, roll +Natural. On a 10 or greater, you can observe or converse beyond your own body. You may return instantly, but can still be hurt, and your physical form is unconscious and helpless. On a 7, 8, or 9, the same but you are quickly noticed, either in spirit or physical form.", + "text-spiritshaper-move2name": "Binding Contracts", + "text-spiritshaper-move2desc": "When you make a bargain with a spirit, it is obliged to to grant you an additional boon upon completion. When you break an Oath to a spirit, subtract 1 from all Speak Honorably and Act Dishonorably rolls until you reconcile with the spirit", + "text-spiritshaper-move3name": "Communion", + "text-spiritshaper-move3desc": "When you summon a spirit to bargain for services, roll plus the number of conditions you fulfill:
    ✦   You present an offering.
    ✦   You’ve previously met and established a price with the spirit.
    ✦   You are in a place of power. If you attempt to perform the summoning hastily, subtract 1. On a 10 or greater, the spirit fulfills the bargain before payment is needed. On a 7, 8, or 9, payment is required up front.", + "text-spiritshaper-move4name": "Medium", + "text-spiritshaper-move4desc": "When you channel the ghosts of the dead, roll +Solid. On a 7 or greater, you may ask 1 question that they must answer. On a 10 or greater, you may choose to embody the ghost. Take a Chakra in line with the ghost’s personality and you may appear as the ghost did in life.", + "text-spiritshaper-move5name": "Mindwarp", + "text-spiritshaper-move5desc": "When you exert your will over a being’s essence, roll +Fluid. On a 10 or greater, it falls under your influence (perhaps with resentment). On a 7, 8, or 9, it contorts your command, fights you for control, or has some influence over you in return.
    If used against another player character, treat the command as an Oath.", + "text-spiritshaper-move6name": "Whispering Spirits", + "text-spiritshaper-move6desc": "When you Observe Carefully, you may choose to answer questions instead of asking them. If you do, the MC chooses the question and you may answer it as you choose. You may mix asking and answering. If you answer any questions, the MC places an Environment Tag instead of you.", + "text-spiritshaper-mastermove": "Once you’ve trained with a master spiritshaper, you may use any spirit’s True Name to summon it at any time, without a roll, though it may not be happy or forgiving of this. A True Name must come from the spirit itself to be used this way", + "text-spiritshaper-advance1": " You have +1 Hot (max +2).", + "text-spiritshaper-advance2": " You have +1 Solid (max +2).", + "text-spiritshaper-advance3": " You have +1 Keen (max +2).", + "text-spiritshaper-advance4": " You have +1 Fluid (max +2).", + "text-spiritshaper-advance5": " Take another Spiritshaper move.", + "text-spiritshaper-advance6": " Take another Spiritshaper move.", + "text-spiritshaper-advance7": " Take a move from any Playbook.", + "text-spiritshaper-advance8": " Take a move from any Playbook.", + "text-spiritshaper-advance9": " Take a move from a sub-Playbook.", + "text-spiritshaper-advance10": " Take a move from a sub-Playbook.", + "text-spiritshaper-advance11": " Take a new Chakra or write your own", + "lbl-warrior": "Warrior", + "text-warriorbackstory": " You’ve sworn to never harm __________, even though you do not trust them.
    __________ has earned your wrath. Name this MC character and swear to bring about their downfall.", + "text-warriorinfo": "Choose two Moves:", + "text-warrior-move1name": "Improviser", + "text-warrior-move1desc": "Everything in your surroundings is a weapon in your hands. When you eschew your usual armament in favor of using the environment for the first time during a conflict, gain 1 Chi.", + "text-warrior-move2name": "Memories of Battle", + "text-warrior-move2desc": "When you spend Fortune you may choose to immediately Meditate on the situation by remembering something from your past, either as a flashback or just as a recollection.", + "text-warrior-move3name": "Outlaw", + "text-warrior-move3desc": "When you go outside the law or the morals of your community and Act Dishonorably, add +2 to your roll if you lose (or do not have) their Respect. If they are a player character, on a 7 or greater you may demand an Oath from them.", + "text-warrior-move4name": "Samurai", + "text-warrior-move4desc": "You have +1 maximum Fortune, and answer the following:
    To whom have you sworn your loyalty? Are you still loyal to them? Make an Oath reflecting your commitment to them.", + "text-warrior-move5name": "Suvivor", + "text-warrior-move5desc": "When you Commit Open Violence when you have a Moderate Tag, add 1 to the roll. If you have both a Moderate and a Severe Tag, instead gain 1 Chi.", + "text-warrior-move6name": "Wire-Fu", + "text-warrior-move6desc": "When you perform an implausible feat of athletics or physics-defying acrobatic stunt, Move With Intention. On a failure, you still choose one of the options.", + "text-warrior-mastermove": "Once you’ve trained with a master warrior, when you enter battle you may immediately challenge one foe to single combat. If they deny you, gain 1 Chi.", + "text-warrior-advance1": " You have +1 Hot (max +2).", + "text-warrior-advance2": " You have +1 Solid (max +2).", + "text-warrior-advance3": " You have +1 Keen (max +2).", + "text-warrior-advance4": " You have +1 Fluid (max +2).", + "text-warrior-advance5": " Take another Warrior move.", + "text-warrior-advance6": " Take another Warrior move.", + "text-warrior-advance7": " Take a move from any Playbook.", + "text-warrior-advance8": " Take a move from any Playbook.", + "text-warrior-advance9": " Take a move from a sub-Playbook.", + "text-warrior-advance10": " Take a move from a sub-Playbook.", + "text-warrior-advance11": " Take a new Chakra or write your own", + "lbl-watershaper": "Watershaper", + "text-watershaperbackstory": "Despite past failures, you are dedicated to your Oath to __________.
    __________ is beloved by my people, and so is Respected by me too.", + "text-watershaperinfo": "You get Watershaping, and choose one more:", + "text-watershaper-move1name": "Watershaping", + "text-watershaper-move1desc": "You have a small supply of Water. You can carry up to 3 Water, which is replenished whenever you come across a sufficient body of water. When you manipulate water in combat, spend 1 Water and roll +Fluid. On a 10 or greater, choose two from the list. On a 7, 8, or 9, just one. You may pick a single option multiple times.
    ✦   Impose a Tag on a foe.
    ✦   Impose an Environment Tag.
    ✦   Get the spent Water back.
    Other actions can involve watershaping, but are treated as whatever move would be appropriat", + "text-watershaper-move2name": "Healer", + "text-watershaper-move2desc": "When you take time to cover a wound with your element and lay hands upon it, roll +Natural. On a 10 or greater, the wound is visibly cured and the subject refreshed.
    On a 7, 8, or 9, serious wounds are healed but superficial ones remain.", + "text-watershaper-move3name": "Iceshaping", + "text-watershaper-move3desc": "You can control ice as if it were liquid water, and can shift between the two freely. When you shape ice in combat, roll +Keen instead of +Fluid, and on a 10 or greater you can make a third choice from the list of options.", + "text-watershaper-move4name": "Moon-Chosen", + "text-watershaper-move4desc": "When the moon has risen, you have +1 Fluid (max +3).", + "text-watershaper-move5name": "Shaping Stance", + "text-watershaper-move5desc": "When you set into a shaping stance, roll Move With Intention and add the following option to the list:
    ✦   Use the result of this Move’s roll as the result of your next shaping roll.", + "text-watershaper-move6name": "Ubiquity", + "text-watershaper-move6desc": "Spend 1 Chi to refill your Water from any environment, be it from water vapor, plants, or some other source other than an actual body of water.", + "text-watershaper-mastermove": "Once you’ve trained with a master watershaper, you are more efficient about your water use and may carry 1 additional Water", + "text-watershaper-advance1": " You have +1 Hot (max +2).", + "text-watershaper-advance2": " You have +1 Solid (max +2).", + "text-watershaper-advance3": " You have +1 Keen (max +2).", + "text-watershaper-advance4": " You have +1 Fluid (max +2).", + "text-watershaper-advance5": " Take another Watershaper move.", + "text-watershaper-advance6": " Take another Watershaper move.", + "text-watershaper-advance7": " Take a move from any Playbook.", + "text-watershaper-advance8": " Take a move from any Playbook.", + "text-watershaper-advance9": " Take a move from a sub-Playbook.", + "text-watershaper-advance10": " Take a move from a sub-Playbook.", + "text-watershaper-advance11": " Take a new Chakra or write your own", + "lbl-customplaybook": "Custom Playbook", + "text-custom-advance1": " You have +1 to any Stat (max +3).", + "text-custom-advance2": " You have +1 maximum Fortune.", + "text-custom-advance3": " Retire your character to safety.", + "text-custom-advance4": " Replace one of your Chakras.", + "text-custom-advance5": "Create a second character, played side-by-side with the first.", + "text-custom-advance6": " Change to a new Playbook", + "text-custom-advance7": " You have an Animal Companion with two Moves", + "lbl-companion": "Animal Companion", + "text-companion-move1name": "Wild", + "text-companion-move1desc": "Your companion has an Animal score of +2 instead of +1.", + "text-companion-move2name": "Unstopping", + "text-companion-move2desc": "Choose one type of terrain your companion can easily traverse: clouds, sea, solid stone", + "text-companion-move3name": "Zephyr", + "text-companion-move3desc": "When you ride with haste, roll +Animal. On a 7 or greater, you reach your destination swiftly. On a 7, 8, or 9, choose one:
    ✦   Trouble finds you there.
    ✦   Your companion is Exhausted.
    ✦   Your arrival causes a big scene.", + "text-companion-move4name": "Hound", + "text-companion-move4desc": "So long as you have some recent physical link to a subject, you can spend 1 Chi to find them (though it may not be fast or stealthy).", + "text-companion-move5name": "Pack Mentality", + "text-companion-move5desc": "When your companion is an equal participant in your maneuvers, roll +Animal in addition to rolling your own Move. On a 7 or greater, you may choose to use that result instead for your Move" +} diff --git a/Legend-of-the-Elements/translations/nl.json b/Legend-of-the-Elements/translations/nl.json new file mode 100644 index 0000000000..a1716e79a7 --- /dev/null +++ b/Legend-of-the-Elements/translations/nl.json @@ -0,0 +1,367 @@ +{ + "lbl-name": "Name", + "lbl-pronouns": "Pronouns", + "lbl-playbook": "Playbook", + "lbl-look": "Look", + "lbl-chakras": "chakras", + "lbl-backstory": "Your Backstory", + "lbl-strings": "Strings", + "lbl-promises": "Promises", + "lbl-harm": "Harm", + "text-harminfo": "At four Harm, Skirt Death.", + "lbl-conditions": "Conditions", + "lbl-notes": "Notes", + "lbl-moves": "Moves", + "lbl-other": "Other", + "lbl-oaths": "Oaths", + "lbl-fortune": "Fortune", + "lbl-minor-tags": "Minor Tags", + "lbl-moderate-tags": "Moderate tags", + "lbl-severe-tags": "Severe tags", + "lbl-gear": "Gear", + "lbl-respects": "I Respect", + "lbl-respecteds": "I Am Respected By", + "lbl-mastermove": "Mastery Move", + "lbl-seasonadvances": "Advanced Improvments", + "lbl-unlocked": "Unlocked", + "lbl-chi": "Chi", + "lbl-atfault": "At Fault", + "lbl-species": "Species", + "text-chiinfo": "Spend 5 chi and choose one advancement from the list below:", + "text-expreminder": "Don't forget to manually add any advancements to your sheet. Check any you've already taken.", + "text-seasonadvancesinfo": "(after you’ve taken five Improvements, you may also choose Advanced Improvements)", + "text-seasonadvances1": " You have +1 to any Stat (max +3).", + "text-seasonadvances2": " You have +1 maximum Fortune.", + "text-seasonadvances3": " Retire your character to safety.", + "text-seasonadvances4": " Replace one of your Chakras.", + "text-seasonadvances5": " Create a second character, played side-by-side with the first.", + "text-seasonadvances6": " Change to a new Playbook", + "text-seasonadvances7": " You have an Animal Companion with two Moves", + "lbl-seasonadvancements": "Season Advancements", + "text-askbonus": "Any other modifiers?", + "text-commentprompt": "Comment", + "text-commentexample": "..To do something!", + "lbl-Natural": "Natural", + "lbl-Hot": "Hot", + "lbl-Solid": "Solid", + "lbl-Keen": "Keen", + "lbl-Fluid": "Fluid", + "lbl-Animal": "Animal", + "lbl-bullet": "
    ✦  ", + "lbl-airshaper": "Airshaper", + "text-airshaperbackstory": "You made __________ a promise a long time ago, but have made no progress. What was it?
    __________ is a close friend, we Respect each other.", + "text-airshaperinfo": "You get Airshaping, and choose one more:", + "text-airshaper-move1name": "Airshaping", + "text-airshaper-move1desc": "When you manipulate the air to control the area, roll +Natural. On a 7 or greater, choose one:
    ✦  Immobilize a foe.
    ✦  Move as fast as the wind.
    ✦  Perform a great feat of acrobatics.
    ✦  Reposition the battlefield. On a 10 or greater, as above, but also add 1 to your rolls until you stop moving.
    Other actions can involve airshaping, but are treated as whatever move would be appropriate.", + "text-airshaper-move2name": "Attuned", + "text-airshaper-move2desc": "When you are outdoors, you have +1 Natural (max +3).", + "text-airshaper-move3name": "Nomad", + "text-airshaper-move3desc": "When you Meditate about some facet of the world (natural or Spirit), on a 7 or greater you may also ask the MC one related question that they must answer.", + "text-airshaper-move4name": "Redirection", + "text-airshaper-move4desc": "When you change the target of an attack, roll +Fluid. On a 10 or greater, it strikes a new target of your choice. On a 7, 8, or 9, you redirect it and it strikes a new target of the MC’s choice.", + "text-airshaper-move5name": "Soundshaping", + "text-airshaper-move5desc": "You can manipulate sound as just another facet of the air. When you use this to mimic, amplify, or reduce noises, roll +Keen. On a 10 or greater, you can convincingly project any sound you’ve heard. On a 7, 8, or 9, the replication is pretty close, but you are also exposed to danger.", + "text-airshaper-move6name": "Unburdened", + "text-airshaper-move6desc": "So long as you have no unresolved Oaths, add 1 to all Speak Honorably and Act Dishonorably rolls.", + "text-airshaper-mastermove": "Once you’ve trained with a master airshaper, add the following to the Move With Intention option list:
    ✦   Roll your next Move with Natural instead of its usual Stat.", + "text-airshaper-advance1": " You have +1 Hot (max +2).", + "text-airshaper-advance2": " You have +1 Solid (max +2).", + "text-airshaper-advance3": " You have +1 Keen (max +2).", + "text-airshaper-advance4": " You have +1 Fluid (max +2).", + "text-airshaper-advance5": " Take another Airshaper move.", + "text-airshaper-advance6": " Take another Airshaper move.", + "text-airshaper-advance7": " Take a move from any Playbook.", + "text-airshaper-advance8": " Take a move from any Playbook.", + "text-airshaper-advance9": " Take a move from a sub-Playbook.", + "text-airshaper-advance10": " Take a move from a sub-Playbook.", + "text-airshaper-advance11": " Take a new Chakra or write your own", + "lbl-aristocrat": "Aristocrat", + "text-aristocratbackstory": "Gain the Respect of as many characters as you desire. For each character you cause to Respect you, make an Oath, though it needn’t be to that character", + "text-aristocratinfo": "Choose two moves:", + "text-aristocrat-move1name": "Currency of Favors", + "text-aristocrat-move1desc": "Whenever you Help someone, you can demand a favor of them first. If they agree, they gain 1 Chi.", + "text-aristocrat-move2name": "Henchmen", + "text-aristocrat-move2desc": "You have a small force of loyal henchmen. They can be sent out with commands or aid your efforts as you wish, though their obedience is not absolute", + "text-aristocrat-move3name": "Intrigue", + "text-aristocrat-move3desc": "When you Act Dishonorably but disguise it in polite conversation, roll +Natural instead of +Hot.", + "text-aristocrat-move4name": "Mastermind", + "text-aristocrat-move4desc": "When you scheme and plan a future plot, roll +Keen. On a 10 or greater, the MC will pick 2 of the following conditions, only one of which must be addressed to succeed. On a 7, 8, or 9, the same thing, but you’ll need to address both.
    ✦   It will be very expensive or resource-intensive.
    ✦   It will take hours/days.
    ✦   You’re going to need __________’s help.
    ✦   __________ stands in the way of success.", + "text-aristocrat-move5name": "Silver Tongue", + "text-aristocrat-move5desc": "Whenever you roll a 10 or greater to Speak Honorably, the target must also offer something extra they think you want.", + "text-aristocrat-move6name": "Web of Commitments", + "text-aristocrat-move6desc": "When you take an Oath contradictory to another you’ve made, you may give up one of them without it counting as breaking an Oath (for purposes of the move), though there will still likely be social consequences to not fulfilling it.", + "text-aristocrat-mastermove": "Once you’ve trained with a master politician, choose 1:
    ✦   You’re better at juggling many engagements; when you have at least 3 Oaths and take an additional Oath, gain 1 Chi.
    ✦   You’re most skilled at handling one thing at a time; when you have exactly 1 Oath, add 1 to any roll when making actions directly related to completing it.", + "text-aristocrat-advance1": " You have +1 Hot (max +2).", + "text-aristocrat-advance2": " You have +1 Solid (max +2).", + "text-aristocrat-advance3": " You have +1 Keen (max +2).", + "text-aristocrat-advance4": " You have +1 Fluid (max +2).", + "text-aristocrat-advance5": " Take another Aristocrat move.", + "text-aristocrat-advance6": " Take another Aristocrat move.", + "text-aristocrat-advance7": " Take a move from any Playbook.", + "text-aristocrat-advance8": " Take a move from any Playbook.", + "text-aristocrat-advance9": " Take a move from a sub-Playbook.", + "text-aristocrat-advance10": " Take a move from a sub-Playbook.", + "text-aristocrat-advance11": " Take a new Chakra or write your own", + "lbl-earthshaper": "Earthshaper", + "text-earthshaperbackstory": "You don’t let people down, usually. Every character has Respect for you, except for __________.
    What have you promised them to try and gain their confidence?", + "text-earthshaperinfo": "You get Earthshaping, and choose one more:", + "text-earthshaper-move1name": "Earthshaping", + "text-earthshaper-move1desc": "When you alter the battlefield’s topography, roll +Solid. On a 7 or greater, add an appropriate Environment Tag. On a 10 or greater, anyone taking advantage of this Environment Tag when making a Move add +1 to their roll.
    Other actions can involve earthshaping, but are treated as whatever move would be appropriate", + "text-earthshaper-move2name": "Bulldozer", + "text-earthshaper-move2desc": "When your actions lead to the immediate destruction of (or relief from) an Environment Tag, gain 1 Chi.", + "text-earthshaper-move3name": "Defender", + "text-earthshaper-move3desc": "Whenever you are in your element, you can protect yourself from an attack (and associated Tag) by spending 1 Chi. If it was a player attacking you, give them the Chi. Otherwise, give it to the MC", + "text-earthshaper-move4name": "Metalshaping", + "text-earthshaper-move4desc": "You can control metal that you are in contact with. When you do, it’s the same as Earthshaping but roll +Keen instead of +Solid. When you metalshape against someone, on a 7 or greater you can Tag the target as well as the environment.", + "text-earthshaper-move5name": "Rooted", + "text-earthshaper-move5desc": "When you are in solid contact with the ground, you have +1 Solid (max +3).", + "text-earthshaper-move6name": "Vibration Sense", + "text-earthshaper-move6desc": "You can see and feel anything in contact with the ground (within reasonable distance). When you Observe Carefully, add the following questions to the list of options:
    ✦   Are they telling the truth?
    ✦   What does their body language betray about their plans?
    ✦   What is unseen but in contact with the ground?", + "text-earthshaper-mastermove": "Once you’ve trained with a master Earthshaper, whenever you pass up an opportunity for action or resist opposition without reaction, gain 1 Chi.", + "text-earthshaper-advance1": " You have +1 Hot (max +2).", + "text-earthshaper-advance2": " You have +1 Solid (max +2).", + "text-earthshaper-advance3": " You have +1 Keen (max +2).", + "text-earthshaper-advance4": " You have +1 Fluid (max +2).", + "text-earthshaper-advance5": " Take another Earthshaper move.", + "text-earthshaper-advance6": " Take another Earthshaper move.", + "text-earthshaper-advance7": " Take a move from any Playbook.", + "text-earthshaper-advance8": " Take a move from any Playbook.", + "text-earthshaper-advance9": " Take a move from a sub-Playbook.", + "text-earthshaper-advance10": " Take a move from a sub-Playbook.", + "text-earthshaper-advance11": " Take a new Chakra or write your own", + "lbl-fireshaper": "Fireshaper", + "text-fireshaperbackstory": "Make two Oaths: one making up for past failures, and one made to ease another’s burdens.", + "text-fireshaperinfo": "You get Fireshaping, and choose one more:", + "text-fireshaper-move1name": "Fireshaping", + "text-fireshaper-move1desc": "When you create or manipulate open flame to attack, roll +Hot. On a 10 or greater, it does what you want, Tagging targets as appropriate. On a 7, 8, or 9, you lose control of it in some manner (choose 1):
    ✦   The flames are larger and more taxing than intended. They burn hot and strong, but take -1 to th next roll you make.
    ✦   The flames explode into being, injuring all nearby, including the Fireshaper. Add Tags as appropriate.
    ✦   You set fire to the area. Add a relevant Environment Tag.
    Other actions can involve fireshaping, but are treated as whatever move would be appropriate", + "text-fireshaper-move2name": "Driven by Honor", + "text-fireshaper-move2desc": "When you fervently pursue the completion of an Oath to someone who doesn’t Respect you, add 1 to all Stand Fast and Speak Honorably rolls", + "text-fireshaper-move3name": "Hot-Headed", + "text-fireshaper-move3desc": "When you are treated disrespectfully and respond by Acting Dishonorably, add +1 to your roll. If you respond by Committing Open Violence, gain 1 Chi instead.", + "text-fireshaper-move4name": "Inner Passion", + "text-fireshaper-move4desc": "Decide and inform the MC of what emotion fuels your shaping. If the emotion is destructive or negative (such as anger, arrogance, or fear) you may Stand Fast with Hot instead of Solid.
    If the emotion is a positive or constructive one (such as harmony, discipline, or hope) you may Move With Intention with Hot instead of Fluid.", + "text-fireshaper-move5name": "Lightningshaping", + "text-fireshaper-move5desc": "+Fluid. On a 10 or greater, you succeed at projecting or redirecting the lightning strike.
    On a 7, 8, or 9, choose 1:
    ✦   Some power rebounds, shocking and Tagging the shaper as well.
    ✦   The lightning doesn’t strike the target, but all that can see it gain the Dazed Tag.
    ✦   The blast misses but causes explosive and chaotic damage; the MC adds an appropriate Environment Tag.", + "text-fireshaper-move6name": "Sunsoul", + "text-fireshaper-move6desc": "When the sun is in the sky, you have +1 Hot (max +3).", + "text-fireshaper-mastermove": "Once you’ve trained with a master fireshaper, never again can you be Tagged by being burned by natural fire, or your own magical fire.", + "text-fireshaper-advance1": " You have +1 Hot (max +2).", + "text-fireshaper-advance2": " You have +1 Solid (max +2).", + "text-fireshaper-advance3": " You have +1 Keen (max +2).", + "text-fireshaper-advance4": " You have +1 Fluid (max +2).", + "text-fireshaper-advance5": " Take another Fireshaper move.", + "text-fireshaper-advance6": " Take another Fireshaper move.", + "text-fireshaper-advance7": " Take a move from any Playbook.", + "text-fireshaper-advance8": " Take a move from any Playbook.", + "text-fireshaper-advance9": " Take a move from a sub-Playbook.", + "text-fireshaper-advance10": " Take a move from a sub-Playbook.", + "text-fireshaper-advance11": " Take a new Chakra or write your own", + "lbl-hunter": "Hunter", + "text-hunterbackstory": "You regularly bring back trophies of your prey, grisly or otherwise. __________ has shown Respect for your talents.
    __________ has been kind to you when you were in need, and you Respect them for it. What promise have you made to them to show that Respect?", + "text-hunterinfo": "Choose two Hunter Moves:", + "text-hunter-move1name": "Ambush", + "text-hunter-move1desc": "While a foe is marked by a Tag indicating that they are not aware of your presence, you can spend 1 Chi to immediately defeat them and remove them from the action", + "text-hunter-move2name": "Friend of Nature", + "text-hunter-move2desc": "One of your Animal Companions may select a new Move.", + "text-hunter-move3name": "Guerrilla Tactics", + "text-hunter-move3desc": "When hunting in the wilderness, you may Commit Open Violence with Keen instead of Hot. On a 10 or greater, if you take advantage of an Environment Tag in the process also choose one of the Move With Intention options.", + "text-hunter-move4name": "Stealth", + "text-hunter-move4desc": "When you conceal yourself from view, roll +Fluid. On a 7 or greater, enemies can’t see you and are Tagged as Unwitting Prey. On a 7, 8, or 9, also select one of the following:
    ✦   Someone is on alert now.
    ✦   You can’t keep track of everyone from your hiding place.
    ✦   You can’t stay undetected here for long.", + "text-hunter-move5name": "The Path", + "text-hunter-move5desc": "When you seek the way to someone or something you’ve been searching for, roll +Keen. On a 10 or greater, you find a route that is safe to use, at least this once. On a 7, 8, or 9, choose one:
    ✦   Something has to get left behind on the way.
    ✦   You are followed by something dangerous.
    ✦   Your travel is obvious to all.", + "text-hunter-move6name": "White Stag", + "text-hunter-move6desc": "When you name a quarry your White Stag, swear an oath to capture or kill them (your choice). You always intuitively know if your White Stag is near, and while they are you take +1 on Commit Open Violence and Move With Intention rolls. You can only have one White Stag at a time. Break your Oath when you give up", + "text-hunter-mastermove": "Once you’ve trained with a master hunter, whenever you Tag a foe who is not aware of your presence you may immediately add an Environment Tag describing the current situation", + "text-hunter-advance1": " You have +1 Hot (max +2).", + "text-hunter-advance2": " You have +1 Solid (max +2).", + "text-hunter-advance3": " You have +1 Keen (max +2).", + "text-hunter-advance4": " You have +1 Fluid (max +2).", + "text-hunter-advance5": " Take another Hunter move.", + "text-hunter-advance6": " Take another Hunter move.", + "text-hunter-advance7": " Take a move from any Playbook.", + "text-hunter-advance8": " Take a move from any Playbook.", + "text-hunter-advance9": " Take a move from a sub-Playbook.", + "text-hunter-advance10": " Take a move from a sub-Playbook.", + "text-hunter-advance11": " Take a new Chakra or write your own", + "lbl-monk": "Monk", + "text-monkbackstory": "", + "text-monkinfo": "Choose two Moves", + "text-monk-move1name": "Calm Stability", + "text-monk-move1desc": "Until you personally show aggression toward your enemies, whenever you are still and unflinching in the face of imminent harm roll +Solid. On a 10 or greater, you still come through unscathed. On a 7, , or 9, the same, but you must act immediately against your attacker.", + "text-monk-move2name": "Chi Blocker", + "text-monk-move2desc": "When you assault your foe’s pressure points, roll +Hot. On a 10 or greater, name a type of action that foe is now incapable of. On a 7, 8, or 9, name two or three types of action and the MC will pick which one the foe can’t do.", + "text-monk-move3name": "Clarity of Senses", + "text-monk-move3desc": "When you find yourself in a tense situation, you can immediately apply an Environment Tag describing the situation.", + "text-monk-move4name": "Guru", + "text-monk-move4desc": "You teach others the path to self-improvement. Whenever you Help another character in an instructive or guiding capacity, they gain Respect for you. If they already Respect you, they gain 1 Chi", + "text-monk-move5name": "Spiritual", + "text-monk-move5desc": "With effort, you can contactentities of the Spirit World. When you meditate to call upon a spirit, roll +Chi spent. On a 10 or greater, that spirit appears to you. On a 7, 8, or 9, choose two:
    ✦   The correct spirit appears.
    ✦   The spirit is benevolent.
    ✦   The spirit doesn’t want something in return.
    You cannot spend additional Chi to improve the results of this roll, even when taking advantage of a Tag.", + "text-monk-move6name": "Stillness", + "text-monk-move6desc": "When you are subtle with your motions or settle into a defensive posture, you Move With Intention with Solid instead of Fluid.", + "text-monk-mastermove": "When you study under an enlightened soul, renew your monastic vows. Set a condition: You will never (choose 1):
    ✦   Afford yourself any luxury,
    ✦   Cause intentional harm,
    ✦   Tell anything but the truth.
    Treat this vow as a Chakra. If you break the vow, the Master knows and sends people for you.", + "text-monk-advance1": " You have +1 Hot (max +2).", + "text-monk-advance2": " You have +1 Solid (max +2).", + "text-monk-advance3": " You have +1 Keen (max +2).", + "text-monk-advance4": " You have +1 Fluid (max +2).", + "text-monk-advance5": " Take another Monk move.", + "text-monk-advance6": " Take another Monk move.", + "text-monk-advance7": " Take a move from any Playbook.", + "text-monk-advance8": " Take a move from any Playbook.", + "text-monk-advance9": " Take a move from a sub-Playbook.", + "text-monk-advance10": " Take a move from a sub-Playbook.", + "text-monk-advance11": " Take a new Chakra or write your own", + "lbl-peasant": "Peasant", + "text-peasantbackstory": "You owe __________ big, and have sworn to make it up to them. Decide whether you Respect them or not.
    What did you and __________ each swear that has brought you so close together and earned your mutual Respect? (if there are no other player characters so inclined, create an MC character instead.", + "text-peasantinfo": "Choose two moves:", + "text-peasant-move1name": "Fool's Luck", + "text-peasant-move1desc": "Your maximum Fortune is increased by 1. You can only spend Fortune if you’re not intentionally attempting to defend yourself.", + "text-peasant-move2name": "From the Gutter", + "text-peasant-move2desc": "When you Move With Intention while in a town or city, roll +Hot instead of +Fluid. If you do, add the following to the list of options:
    ✦   Take something of value from the target.", + "text-peasant-move3name": "Loyal Servant", + "text-peasant-move3desc": "When you make an Oath to someone above your station, add +1 to any rolls directly related to completing it. When someone above your station fulfills an Oath to you, if you did not Respect them, gain 1 Chi.", + "text-peasant-move4name": "Martyr", + "text-peasant-move4desc": "If someone near you would take a Tag and you intervene, you may take it yourself instead of them taking it (the Tag’s specific nature may change in the process). If you do, gain 1 Chi.", + "text-peasant-move5name": "Out of Focus", + "text-peasant-move5desc": "When you act like you belong to avoid drawing attention or to give commands, roll +Solid to Observe Carefully or Speak Honorably.", + "text-peasant-move6name": "Stalwart Presence", + "text-peasant-move6desc": "When you Help someone, on a 7 or greater you may spend 1 Chi to improve the result of their modified roll by one step, so long as you both are already Tagged.", + "text-peasant-mastermove": "There are no masters for what you do. Instead, when you receive training from a master of another discipline, you may take the Mastery Move from the appropriate playbook. When you do, you may spend 1 Chi to immediately transfer to that playbook.", + "text-peasant-advance1": " You have +1 Hot (max +2).", + "text-peasant-advance2": " You have +1 Solid (max +2).", + "text-peasant-advance3": " You have +1 Keen (max +2).", + "text-peasant-advance4": " You have +1 Fluid (max +2).", + "text-peasant-advance5": " Take another Peasant move.", + "text-peasant-advance6": " Take another Peasant move.", + "text-peasant-advance7": " Take a move from any Playbook.", + "text-peasant-advance8": " Take a move from any Playbook.", + "text-peasant-advance9": " Take a move from a sub-Playbook.", + "text-peasant-advance10": " Take a move from a sub-Playbook.", + "text-peasant-advance11": " Take a new Chakra or write your own", + "lbl-scholar": "Scholar", + "text-scholarbackstory": "__________ once saved your life, earning your Respect. In return, what did you promise them?", + "text-scholarinfo": "You start with Always Prepared and one other Move", + "text-scholar-move1name": "Always Prepared", + "text-scholar-move1desc": "When you begin the session, roll 1 die +Keen. The result is the number of Materials you have for that session. Spend Materials 1-for-1 to produce a small, simple tool of your choice. You may spend a second Material to produce a small, complex tool instead. Lastly, you may spend 1 Material at any point to ask a single question as if you’d succeeded on an Observe Carefully roll.", + "text-scholar-move2name": "Construct", + "text-scholar-move2desc": "When you take your time to build a complicated contraption, spend a number of Materials and roll +Materials spent. On a 10 or greater, you build it all up, maybe with one complication. On a 7, 8, or 9, the MC will choose two or three of the following conditions needed to perfect the contraption:
    ✦   You needed extra resources; the project takes an extra Material.
    ✦   It’ll take significantly longer to build.
    ✦   The best you can do is a lesser version, unreliable and limited.
    ✦   Finishing it attracts attention.
    ✦   You can’t do it alone", + "text-scholar-move3name": "Fight with Your Head", + "text-scholar-move3desc": "When you Commit Open Violence or Move With Intention after watching a foe for a moment, you may add the Observed Tag to the target before the roll.", + "text-scholar-move4name": "Ingenious", + "text-scholar-move4desc": "So long as you have any Materials, you have +1 Keen (max +3).", + "text-scholar-move5name": "Think it Through", + "text-scholar-move5desc": "When you use rational thought to Meditate on a subject, you roll +Keen instead of +Natural. If you spend 1 Material to consult your books in the process, you can Meditate quickly as well.", + "text-scholar-move6name": "Trained Observer", + "text-scholar-move6desc": "When you Observe Carefully, you may ask an additional question, regardless of result (even on a failure).", + "text-scholar-mastermove": "When you learn from a master inventor, choose a small object. You never need to spend Materials to produce this tool.
    Once you’ve learned from a master sage, when you Observe Carefully you may also ask the following question:
    ✦   What does my research reveal about this?", + "text-scholar-advance1": " You have +1 Hot (max +2).", + "text-scholar-advance2": " You have +1 Solid (max +2).", + "text-scholar-advance3": " You have +1 Keen (max +2).", + "text-scholar-advance4": " You have +1 Fluid (max +2).", + "text-scholar-advance5": " Take another Scholar move.", + "text-scholar-advance6": " Take another Scholar move.", + "text-scholar-advance7": " Take a move from any Playbook.", + "text-scholar-advance8": " Take a move from any Playbook.", + "text-scholar-advance9": " Take a move from a sub-Playbook.", + "text-scholar-advance10": " Take a move from a sub-Playbook.", + "text-scholar-advance11": " Take a new Chakra or write your own", + "lbl-spiritshaper": "Spiritshaper", + "text-spiritshaperbackstory": "You have the Respect of a Great Spirit, and thus its True Name. What is it?
    You Respect __________ and have shown them the Spirit World.
    What spirit have you summoned for __________? What went wrong?", + "text-spiritshaperinfo": "You start with two Moves:", + "text-spiritshaper-move1name": "Astral Projection", + "text-spiritshaper-move1desc": "When you step outside of your physical body, roll +Natural. On a 10 or greater, you can observe or converse beyond your own body. You may return instantly, but can still be hurt, and your physical form is unconscious and helpless. On a 7, 8, or 9, the same but you are quickly noticed, either in spirit or physical form.", + "text-spiritshaper-move2name": "Binding Contracts", + "text-spiritshaper-move2desc": "When you make a bargain with a spirit, it is obliged to to grant you an additional boon upon completion. When you break an Oath to a spirit, subtract 1 from all Speak Honorably and Act Dishonorably rolls until you reconcile with the spirit", + "text-spiritshaper-move3name": "Communion", + "text-spiritshaper-move3desc": "When you summon a spirit to bargain for services, roll plus the number of conditions you fulfill:
    ✦   You present an offering.
    ✦   You’ve previously met and established a price with the spirit.
    ✦   You are in a place of power. If you attempt to perform the summoning hastily, subtract 1. On a 10 or greater, the spirit fulfills the bargain before payment is needed. On a 7, 8, or 9, payment is required up front.", + "text-spiritshaper-move4name": "Medium", + "text-spiritshaper-move4desc": "When you channel the ghosts of the dead, roll +Solid. On a 7 or greater, you may ask 1 question that they must answer. On a 10 or greater, you may choose to embody the ghost. Take a Chakra in line with the ghost’s personality and you may appear as the ghost did in life.", + "text-spiritshaper-move5name": "Mindwarp", + "text-spiritshaper-move5desc": "When you exert your will over a being’s essence, roll +Fluid. On a 10 or greater, it falls under your influence (perhaps with resentment). On a 7, 8, or 9, it contorts your command, fights you for control, or has some influence over you in return.
    If used against another player character, treat the command as an Oath.", + "text-spiritshaper-move6name": "Whispering Spirits", + "text-spiritshaper-move6desc": "When you Observe Carefully, you may choose to answer questions instead of asking them. If you do, the MC chooses the question and you may answer it as you choose. You may mix asking and answering. If you answer any questions, the MC places an Environment Tag instead of you.", + "text-spiritshaper-mastermove": "Once you’ve trained with a master spiritshaper, you may use any spirit’s True Name to summon it at any time, without a roll, though it may not be happy or forgiving of this. A True Name must come from the spirit itself to be used this way", + "text-spiritshaper-advance1": " You have +1 Hot (max +2).", + "text-spiritshaper-advance2": " You have +1 Solid (max +2).", + "text-spiritshaper-advance3": " You have +1 Keen (max +2).", + "text-spiritshaper-advance4": " You have +1 Fluid (max +2).", + "text-spiritshaper-advance5": " Take another Spiritshaper move.", + "text-spiritshaper-advance6": " Take another Spiritshaper move.", + "text-spiritshaper-advance7": " Take a move from any Playbook.", + "text-spiritshaper-advance8": " Take a move from any Playbook.", + "text-spiritshaper-advance9": " Take a move from a sub-Playbook.", + "text-spiritshaper-advance10": " Take a move from a sub-Playbook.", + "text-spiritshaper-advance11": " Take a new Chakra or write your own", + "lbl-warrior": "Warrior", + "text-warriorbackstory": " You’ve sworn to never harm __________, even though you do not trust them.
    __________ has earned your wrath. Name this MC character and swear to bring about their downfall.", + "text-warriorinfo": "Choose two Moves:", + "text-warrior-move1name": "Improviser", + "text-warrior-move1desc": "Everything in your surroundings is a weapon in your hands. When you eschew your usual armament in favor of using the environment for the first time during a conflict, gain 1 Chi.", + "text-warrior-move2name": "Memories of Battle", + "text-warrior-move2desc": "When you spend Fortune you may choose to immediately Meditate on the situation by remembering something from your past, either as a flashback or just as a recollection.", + "text-warrior-move3name": "Outlaw", + "text-warrior-move3desc": "When you go outside the law or the morals of your community and Act Dishonorably, add +2 to your roll if you lose (or do not have) their Respect. If they are a player character, on a 7 or greater you may demand an Oath from them.", + "text-warrior-move4name": "Samurai", + "text-warrior-move4desc": "You have +1 maximum Fortune, and answer the following:
    To whom have you sworn your loyalty? Are you still loyal to them? Make an Oath reflecting your commitment to them.", + "text-warrior-move5name": "Suvivor", + "text-warrior-move5desc": "When you Commit Open Violence when you have a Moderate Tag, add 1 to the roll. If you have both a Moderate and a Severe Tag, instead gain 1 Chi.", + "text-warrior-move6name": "Wire-Fu", + "text-warrior-move6desc": "When you perform an implausible feat of athletics or physics-defying acrobatic stunt, Move With Intention. On a failure, you still choose one of the options.", + "text-warrior-mastermove": "Once you’ve trained with a master warrior, when you enter battle you may immediately challenge one foe to single combat. If they deny you, gain 1 Chi.", + "text-warrior-advance1": " You have +1 Hot (max +2).", + "text-warrior-advance2": " You have +1 Solid (max +2).", + "text-warrior-advance3": " You have +1 Keen (max +2).", + "text-warrior-advance4": " You have +1 Fluid (max +2).", + "text-warrior-advance5": " Take another Warrior move.", + "text-warrior-advance6": " Take another Warrior move.", + "text-warrior-advance7": " Take a move from any Playbook.", + "text-warrior-advance8": " Take a move from any Playbook.", + "text-warrior-advance9": " Take a move from a sub-Playbook.", + "text-warrior-advance10": " Take a move from a sub-Playbook.", + "text-warrior-advance11": " Take a new Chakra or write your own", + "lbl-watershaper": "Watershaper", + "text-watershaperbackstory": "Despite past failures, you are dedicated to your Oath to __________.
    __________ is beloved by my people, and so is Respected by me too.", + "text-watershaperinfo": "You get Watershaping, and choose one more:", + "text-watershaper-move1name": "Watershaping", + "text-watershaper-move1desc": "You have a small supply of Water. You can carry up to 3 Water, which is replenished whenever you come across a sufficient body of water. When you manipulate water in combat, spend 1 Water and roll +Fluid. On a 10 or greater, choose two from the list. On a 7, 8, or 9, just one. You may pick a single option multiple times.
    ✦   Impose a Tag on a foe.
    ✦   Impose an Environment Tag.
    ✦   Get the spent Water back.
    Other actions can involve watershaping, but are treated as whatever move would be appropriat", + "text-watershaper-move2name": "Healer", + "text-watershaper-move2desc": "When you take time to cover a wound with your element and lay hands upon it, roll +Natural. On a 10 or greater, the wound is visibly cured and the subject refreshed.
    On a 7, 8, or 9, serious wounds are healed but superficial ones remain.", + "text-watershaper-move3name": "Iceshaping", + "text-watershaper-move3desc": "You can control ice as if it were liquid water, and can shift between the two freely. When you shape ice in combat, roll +Keen instead of +Fluid, and on a 10 or greater you can make a third choice from the list of options.", + "text-watershaper-move4name": "Moon-Chosen", + "text-watershaper-move4desc": "When the moon has risen, you have +1 Fluid (max +3).", + "text-watershaper-move5name": "Shaping Stance", + "text-watershaper-move5desc": "When you set into a shaping stance, roll Move With Intention and add the following option to the list:
    ✦   Use the result of this Move’s roll as the result of your next shaping roll.", + "text-watershaper-move6name": "Ubiquity", + "text-watershaper-move6desc": "Spend 1 Chi to refill your Water from any environment, be it from water vapor, plants, or some other source other than an actual body of water.", + "text-watershaper-mastermove": "Once you’ve trained with a master watershaper, you are more efficient about your water use and may carry 1 additional Water", + "text-watershaper-advance1": " You have +1 Hot (max +2).", + "text-watershaper-advance2": " You have +1 Solid (max +2).", + "text-watershaper-advance3": " You have +1 Keen (max +2).", + "text-watershaper-advance4": " You have +1 Fluid (max +2).", + "text-watershaper-advance5": " Take another Watershaper move.", + "text-watershaper-advance6": " Take another Watershaper move.", + "text-watershaper-advance7": " Take a move from any Playbook.", + "text-watershaper-advance8": " Take a move from any Playbook.", + "text-watershaper-advance9": " Take a move from a sub-Playbook.", + "text-watershaper-advance10": " Take a move from a sub-Playbook.", + "text-watershaper-advance11": " Take a new Chakra or write your own", + "lbl-customplaybook": "Custom Playbook", + "text-custom-advance1": " You have +1 to any Stat (max +3).", + "text-custom-advance2": " You have +1 maximum Fortune.", + "text-custom-advance3": " Retire your character to safety.", + "text-custom-advance4": " Replace one of your Chakras.", + "text-custom-advance5": "Create a second character, played side-by-side with the first.", + "text-custom-advance6": " Change to a new Playbook", + "text-custom-advance7": " You have an Animal Companion with two Moves", + "lbl-companion": "Animal Companion", + "text-companion-move1name": "Wild", + "text-companion-move1desc": "Your companion has an Animal score of +2 instead of +1.", + "text-companion-move2name": "Unstopping", + "text-companion-move2desc": "Choose one type of terrain your companion can easily traverse: clouds, sea, solid stone", + "text-companion-move3name": "Zephyr", + "text-companion-move3desc": "When you ride with haste, roll +Animal. On a 7 or greater, you reach your destination swiftly. On a 7, 8, or 9, choose one:
    ✦   Trouble finds you there.
    ✦   Your companion is Exhausted.
    ✦   Your arrival causes a big scene.", + "text-companion-move4name": "Hound", + "text-companion-move4desc": "So long as you have some recent physical link to a subject, you can spend 1 Chi to find them (though it may not be fast or stealthy).", + "text-companion-move5name": "Pack Mentality", + "text-companion-move5desc": "When your companion is an equal participant in your maneuvers, roll +Animal in addition to rolling your own Move. On a 7 or greater, you may choose to use that result instead for your Move" +} diff --git a/Legend-of-the-Elements/translations/pl.json b/Legend-of-the-Elements/translations/pl.json new file mode 100644 index 0000000000..a1716e79a7 --- /dev/null +++ b/Legend-of-the-Elements/translations/pl.json @@ -0,0 +1,367 @@ +{ + "lbl-name": "Name", + "lbl-pronouns": "Pronouns", + "lbl-playbook": "Playbook", + "lbl-look": "Look", + "lbl-chakras": "chakras", + "lbl-backstory": "Your Backstory", + "lbl-strings": "Strings", + "lbl-promises": "Promises", + "lbl-harm": "Harm", + "text-harminfo": "At four Harm, Skirt Death.", + "lbl-conditions": "Conditions", + "lbl-notes": "Notes", + "lbl-moves": "Moves", + "lbl-other": "Other", + "lbl-oaths": "Oaths", + "lbl-fortune": "Fortune", + "lbl-minor-tags": "Minor Tags", + "lbl-moderate-tags": "Moderate tags", + "lbl-severe-tags": "Severe tags", + "lbl-gear": "Gear", + "lbl-respects": "I Respect", + "lbl-respecteds": "I Am Respected By", + "lbl-mastermove": "Mastery Move", + "lbl-seasonadvances": "Advanced Improvments", + "lbl-unlocked": "Unlocked", + "lbl-chi": "Chi", + "lbl-atfault": "At Fault", + "lbl-species": "Species", + "text-chiinfo": "Spend 5 chi and choose one advancement from the list below:", + "text-expreminder": "Don't forget to manually add any advancements to your sheet. Check any you've already taken.", + "text-seasonadvancesinfo": "(after you’ve taken five Improvements, you may also choose Advanced Improvements)", + "text-seasonadvances1": " You have +1 to any Stat (max +3).", + "text-seasonadvances2": " You have +1 maximum Fortune.", + "text-seasonadvances3": " Retire your character to safety.", + "text-seasonadvances4": " Replace one of your Chakras.", + "text-seasonadvances5": " Create a second character, played side-by-side with the first.", + "text-seasonadvances6": " Change to a new Playbook", + "text-seasonadvances7": " You have an Animal Companion with two Moves", + "lbl-seasonadvancements": "Season Advancements", + "text-askbonus": "Any other modifiers?", + "text-commentprompt": "Comment", + "text-commentexample": "..To do something!", + "lbl-Natural": "Natural", + "lbl-Hot": "Hot", + "lbl-Solid": "Solid", + "lbl-Keen": "Keen", + "lbl-Fluid": "Fluid", + "lbl-Animal": "Animal", + "lbl-bullet": "
    ✦  ", + "lbl-airshaper": "Airshaper", + "text-airshaperbackstory": "You made __________ a promise a long time ago, but have made no progress. What was it?
    __________ is a close friend, we Respect each other.", + "text-airshaperinfo": "You get Airshaping, and choose one more:", + "text-airshaper-move1name": "Airshaping", + "text-airshaper-move1desc": "When you manipulate the air to control the area, roll +Natural. On a 7 or greater, choose one:
    ✦  Immobilize a foe.
    ✦  Move as fast as the wind.
    ✦  Perform a great feat of acrobatics.
    ✦  Reposition the battlefield. On a 10 or greater, as above, but also add 1 to your rolls until you stop moving.
    Other actions can involve airshaping, but are treated as whatever move would be appropriate.", + "text-airshaper-move2name": "Attuned", + "text-airshaper-move2desc": "When you are outdoors, you have +1 Natural (max +3).", + "text-airshaper-move3name": "Nomad", + "text-airshaper-move3desc": "When you Meditate about some facet of the world (natural or Spirit), on a 7 or greater you may also ask the MC one related question that they must answer.", + "text-airshaper-move4name": "Redirection", + "text-airshaper-move4desc": "When you change the target of an attack, roll +Fluid. On a 10 or greater, it strikes a new target of your choice. On a 7, 8, or 9, you redirect it and it strikes a new target of the MC’s choice.", + "text-airshaper-move5name": "Soundshaping", + "text-airshaper-move5desc": "You can manipulate sound as just another facet of the air. When you use this to mimic, amplify, or reduce noises, roll +Keen. On a 10 or greater, you can convincingly project any sound you’ve heard. On a 7, 8, or 9, the replication is pretty close, but you are also exposed to danger.", + "text-airshaper-move6name": "Unburdened", + "text-airshaper-move6desc": "So long as you have no unresolved Oaths, add 1 to all Speak Honorably and Act Dishonorably rolls.", + "text-airshaper-mastermove": "Once you’ve trained with a master airshaper, add the following to the Move With Intention option list:
    ✦   Roll your next Move with Natural instead of its usual Stat.", + "text-airshaper-advance1": " You have +1 Hot (max +2).", + "text-airshaper-advance2": " You have +1 Solid (max +2).", + "text-airshaper-advance3": " You have +1 Keen (max +2).", + "text-airshaper-advance4": " You have +1 Fluid (max +2).", + "text-airshaper-advance5": " Take another Airshaper move.", + "text-airshaper-advance6": " Take another Airshaper move.", + "text-airshaper-advance7": " Take a move from any Playbook.", + "text-airshaper-advance8": " Take a move from any Playbook.", + "text-airshaper-advance9": " Take a move from a sub-Playbook.", + "text-airshaper-advance10": " Take a move from a sub-Playbook.", + "text-airshaper-advance11": " Take a new Chakra or write your own", + "lbl-aristocrat": "Aristocrat", + "text-aristocratbackstory": "Gain the Respect of as many characters as you desire. For each character you cause to Respect you, make an Oath, though it needn’t be to that character", + "text-aristocratinfo": "Choose two moves:", + "text-aristocrat-move1name": "Currency of Favors", + "text-aristocrat-move1desc": "Whenever you Help someone, you can demand a favor of them first. If they agree, they gain 1 Chi.", + "text-aristocrat-move2name": "Henchmen", + "text-aristocrat-move2desc": "You have a small force of loyal henchmen. They can be sent out with commands or aid your efforts as you wish, though their obedience is not absolute", + "text-aristocrat-move3name": "Intrigue", + "text-aristocrat-move3desc": "When you Act Dishonorably but disguise it in polite conversation, roll +Natural instead of +Hot.", + "text-aristocrat-move4name": "Mastermind", + "text-aristocrat-move4desc": "When you scheme and plan a future plot, roll +Keen. On a 10 or greater, the MC will pick 2 of the following conditions, only one of which must be addressed to succeed. On a 7, 8, or 9, the same thing, but you’ll need to address both.
    ✦   It will be very expensive or resource-intensive.
    ✦   It will take hours/days.
    ✦   You’re going to need __________’s help.
    ✦   __________ stands in the way of success.", + "text-aristocrat-move5name": "Silver Tongue", + "text-aristocrat-move5desc": "Whenever you roll a 10 or greater to Speak Honorably, the target must also offer something extra they think you want.", + "text-aristocrat-move6name": "Web of Commitments", + "text-aristocrat-move6desc": "When you take an Oath contradictory to another you’ve made, you may give up one of them without it counting as breaking an Oath (for purposes of the move), though there will still likely be social consequences to not fulfilling it.", + "text-aristocrat-mastermove": "Once you’ve trained with a master politician, choose 1:
    ✦   You’re better at juggling many engagements; when you have at least 3 Oaths and take an additional Oath, gain 1 Chi.
    ✦   You’re most skilled at handling one thing at a time; when you have exactly 1 Oath, add 1 to any roll when making actions directly related to completing it.", + "text-aristocrat-advance1": " You have +1 Hot (max +2).", + "text-aristocrat-advance2": " You have +1 Solid (max +2).", + "text-aristocrat-advance3": " You have +1 Keen (max +2).", + "text-aristocrat-advance4": " You have +1 Fluid (max +2).", + "text-aristocrat-advance5": " Take another Aristocrat move.", + "text-aristocrat-advance6": " Take another Aristocrat move.", + "text-aristocrat-advance7": " Take a move from any Playbook.", + "text-aristocrat-advance8": " Take a move from any Playbook.", + "text-aristocrat-advance9": " Take a move from a sub-Playbook.", + "text-aristocrat-advance10": " Take a move from a sub-Playbook.", + "text-aristocrat-advance11": " Take a new Chakra or write your own", + "lbl-earthshaper": "Earthshaper", + "text-earthshaperbackstory": "You don’t let people down, usually. Every character has Respect for you, except for __________.
    What have you promised them to try and gain their confidence?", + "text-earthshaperinfo": "You get Earthshaping, and choose one more:", + "text-earthshaper-move1name": "Earthshaping", + "text-earthshaper-move1desc": "When you alter the battlefield’s topography, roll +Solid. On a 7 or greater, add an appropriate Environment Tag. On a 10 or greater, anyone taking advantage of this Environment Tag when making a Move add +1 to their roll.
    Other actions can involve earthshaping, but are treated as whatever move would be appropriate", + "text-earthshaper-move2name": "Bulldozer", + "text-earthshaper-move2desc": "When your actions lead to the immediate destruction of (or relief from) an Environment Tag, gain 1 Chi.", + "text-earthshaper-move3name": "Defender", + "text-earthshaper-move3desc": "Whenever you are in your element, you can protect yourself from an attack (and associated Tag) by spending 1 Chi. If it was a player attacking you, give them the Chi. Otherwise, give it to the MC", + "text-earthshaper-move4name": "Metalshaping", + "text-earthshaper-move4desc": "You can control metal that you are in contact with. When you do, it’s the same as Earthshaping but roll +Keen instead of +Solid. When you metalshape against someone, on a 7 or greater you can Tag the target as well as the environment.", + "text-earthshaper-move5name": "Rooted", + "text-earthshaper-move5desc": "When you are in solid contact with the ground, you have +1 Solid (max +3).", + "text-earthshaper-move6name": "Vibration Sense", + "text-earthshaper-move6desc": "You can see and feel anything in contact with the ground (within reasonable distance). When you Observe Carefully, add the following questions to the list of options:
    ✦   Are they telling the truth?
    ✦   What does their body language betray about their plans?
    ✦   What is unseen but in contact with the ground?", + "text-earthshaper-mastermove": "Once you’ve trained with a master Earthshaper, whenever you pass up an opportunity for action or resist opposition without reaction, gain 1 Chi.", + "text-earthshaper-advance1": " You have +1 Hot (max +2).", + "text-earthshaper-advance2": " You have +1 Solid (max +2).", + "text-earthshaper-advance3": " You have +1 Keen (max +2).", + "text-earthshaper-advance4": " You have +1 Fluid (max +2).", + "text-earthshaper-advance5": " Take another Earthshaper move.", + "text-earthshaper-advance6": " Take another Earthshaper move.", + "text-earthshaper-advance7": " Take a move from any Playbook.", + "text-earthshaper-advance8": " Take a move from any Playbook.", + "text-earthshaper-advance9": " Take a move from a sub-Playbook.", + "text-earthshaper-advance10": " Take a move from a sub-Playbook.", + "text-earthshaper-advance11": " Take a new Chakra or write your own", + "lbl-fireshaper": "Fireshaper", + "text-fireshaperbackstory": "Make two Oaths: one making up for past failures, and one made to ease another’s burdens.", + "text-fireshaperinfo": "You get Fireshaping, and choose one more:", + "text-fireshaper-move1name": "Fireshaping", + "text-fireshaper-move1desc": "When you create or manipulate open flame to attack, roll +Hot. On a 10 or greater, it does what you want, Tagging targets as appropriate. On a 7, 8, or 9, you lose control of it in some manner (choose 1):
    ✦   The flames are larger and more taxing than intended. They burn hot and strong, but take -1 to th next roll you make.
    ✦   The flames explode into being, injuring all nearby, including the Fireshaper. Add Tags as appropriate.
    ✦   You set fire to the area. Add a relevant Environment Tag.
    Other actions can involve fireshaping, but are treated as whatever move would be appropriate", + "text-fireshaper-move2name": "Driven by Honor", + "text-fireshaper-move2desc": "When you fervently pursue the completion of an Oath to someone who doesn’t Respect you, add 1 to all Stand Fast and Speak Honorably rolls", + "text-fireshaper-move3name": "Hot-Headed", + "text-fireshaper-move3desc": "When you are treated disrespectfully and respond by Acting Dishonorably, add +1 to your roll. If you respond by Committing Open Violence, gain 1 Chi instead.", + "text-fireshaper-move4name": "Inner Passion", + "text-fireshaper-move4desc": "Decide and inform the MC of what emotion fuels your shaping. If the emotion is destructive or negative (such as anger, arrogance, or fear) you may Stand Fast with Hot instead of Solid.
    If the emotion is a positive or constructive one (such as harmony, discipline, or hope) you may Move With Intention with Hot instead of Fluid.", + "text-fireshaper-move5name": "Lightningshaping", + "text-fireshaper-move5desc": "+Fluid. On a 10 or greater, you succeed at projecting or redirecting the lightning strike.
    On a 7, 8, or 9, choose 1:
    ✦   Some power rebounds, shocking and Tagging the shaper as well.
    ✦   The lightning doesn’t strike the target, but all that can see it gain the Dazed Tag.
    ✦   The blast misses but causes explosive and chaotic damage; the MC adds an appropriate Environment Tag.", + "text-fireshaper-move6name": "Sunsoul", + "text-fireshaper-move6desc": "When the sun is in the sky, you have +1 Hot (max +3).", + "text-fireshaper-mastermove": "Once you’ve trained with a master fireshaper, never again can you be Tagged by being burned by natural fire, or your own magical fire.", + "text-fireshaper-advance1": " You have +1 Hot (max +2).", + "text-fireshaper-advance2": " You have +1 Solid (max +2).", + "text-fireshaper-advance3": " You have +1 Keen (max +2).", + "text-fireshaper-advance4": " You have +1 Fluid (max +2).", + "text-fireshaper-advance5": " Take another Fireshaper move.", + "text-fireshaper-advance6": " Take another Fireshaper move.", + "text-fireshaper-advance7": " Take a move from any Playbook.", + "text-fireshaper-advance8": " Take a move from any Playbook.", + "text-fireshaper-advance9": " Take a move from a sub-Playbook.", + "text-fireshaper-advance10": " Take a move from a sub-Playbook.", + "text-fireshaper-advance11": " Take a new Chakra or write your own", + "lbl-hunter": "Hunter", + "text-hunterbackstory": "You regularly bring back trophies of your prey, grisly or otherwise. __________ has shown Respect for your talents.
    __________ has been kind to you when you were in need, and you Respect them for it. What promise have you made to them to show that Respect?", + "text-hunterinfo": "Choose two Hunter Moves:", + "text-hunter-move1name": "Ambush", + "text-hunter-move1desc": "While a foe is marked by a Tag indicating that they are not aware of your presence, you can spend 1 Chi to immediately defeat them and remove them from the action", + "text-hunter-move2name": "Friend of Nature", + "text-hunter-move2desc": "One of your Animal Companions may select a new Move.", + "text-hunter-move3name": "Guerrilla Tactics", + "text-hunter-move3desc": "When hunting in the wilderness, you may Commit Open Violence with Keen instead of Hot. On a 10 or greater, if you take advantage of an Environment Tag in the process also choose one of the Move With Intention options.", + "text-hunter-move4name": "Stealth", + "text-hunter-move4desc": "When you conceal yourself from view, roll +Fluid. On a 7 or greater, enemies can’t see you and are Tagged as Unwitting Prey. On a 7, 8, or 9, also select one of the following:
    ✦   Someone is on alert now.
    ✦   You can’t keep track of everyone from your hiding place.
    ✦   You can’t stay undetected here for long.", + "text-hunter-move5name": "The Path", + "text-hunter-move5desc": "When you seek the way to someone or something you’ve been searching for, roll +Keen. On a 10 or greater, you find a route that is safe to use, at least this once. On a 7, 8, or 9, choose one:
    ✦   Something has to get left behind on the way.
    ✦   You are followed by something dangerous.
    ✦   Your travel is obvious to all.", + "text-hunter-move6name": "White Stag", + "text-hunter-move6desc": "When you name a quarry your White Stag, swear an oath to capture or kill them (your choice). You always intuitively know if your White Stag is near, and while they are you take +1 on Commit Open Violence and Move With Intention rolls. You can only have one White Stag at a time. Break your Oath when you give up", + "text-hunter-mastermove": "Once you’ve trained with a master hunter, whenever you Tag a foe who is not aware of your presence you may immediately add an Environment Tag describing the current situation", + "text-hunter-advance1": " You have +1 Hot (max +2).", + "text-hunter-advance2": " You have +1 Solid (max +2).", + "text-hunter-advance3": " You have +1 Keen (max +2).", + "text-hunter-advance4": " You have +1 Fluid (max +2).", + "text-hunter-advance5": " Take another Hunter move.", + "text-hunter-advance6": " Take another Hunter move.", + "text-hunter-advance7": " Take a move from any Playbook.", + "text-hunter-advance8": " Take a move from any Playbook.", + "text-hunter-advance9": " Take a move from a sub-Playbook.", + "text-hunter-advance10": " Take a move from a sub-Playbook.", + "text-hunter-advance11": " Take a new Chakra or write your own", + "lbl-monk": "Monk", + "text-monkbackstory": "", + "text-monkinfo": "Choose two Moves", + "text-monk-move1name": "Calm Stability", + "text-monk-move1desc": "Until you personally show aggression toward your enemies, whenever you are still and unflinching in the face of imminent harm roll +Solid. On a 10 or greater, you still come through unscathed. On a 7, , or 9, the same, but you must act immediately against your attacker.", + "text-monk-move2name": "Chi Blocker", + "text-monk-move2desc": "When you assault your foe’s pressure points, roll +Hot. On a 10 or greater, name a type of action that foe is now incapable of. On a 7, 8, or 9, name two or three types of action and the MC will pick which one the foe can’t do.", + "text-monk-move3name": "Clarity of Senses", + "text-monk-move3desc": "When you find yourself in a tense situation, you can immediately apply an Environment Tag describing the situation.", + "text-monk-move4name": "Guru", + "text-monk-move4desc": "You teach others the path to self-improvement. Whenever you Help another character in an instructive or guiding capacity, they gain Respect for you. If they already Respect you, they gain 1 Chi", + "text-monk-move5name": "Spiritual", + "text-monk-move5desc": "With effort, you can contactentities of the Spirit World. When you meditate to call upon a spirit, roll +Chi spent. On a 10 or greater, that spirit appears to you. On a 7, 8, or 9, choose two:
    ✦   The correct spirit appears.
    ✦   The spirit is benevolent.
    ✦   The spirit doesn’t want something in return.
    You cannot spend additional Chi to improve the results of this roll, even when taking advantage of a Tag.", + "text-monk-move6name": "Stillness", + "text-monk-move6desc": "When you are subtle with your motions or settle into a defensive posture, you Move With Intention with Solid instead of Fluid.", + "text-monk-mastermove": "When you study under an enlightened soul, renew your monastic vows. Set a condition: You will never (choose 1):
    ✦   Afford yourself any luxury,
    ✦   Cause intentional harm,
    ✦   Tell anything but the truth.
    Treat this vow as a Chakra. If you break the vow, the Master knows and sends people for you.", + "text-monk-advance1": " You have +1 Hot (max +2).", + "text-monk-advance2": " You have +1 Solid (max +2).", + "text-monk-advance3": " You have +1 Keen (max +2).", + "text-monk-advance4": " You have +1 Fluid (max +2).", + "text-monk-advance5": " Take another Monk move.", + "text-monk-advance6": " Take another Monk move.", + "text-monk-advance7": " Take a move from any Playbook.", + "text-monk-advance8": " Take a move from any Playbook.", + "text-monk-advance9": " Take a move from a sub-Playbook.", + "text-monk-advance10": " Take a move from a sub-Playbook.", + "text-monk-advance11": " Take a new Chakra or write your own", + "lbl-peasant": "Peasant", + "text-peasantbackstory": "You owe __________ big, and have sworn to make it up to them. Decide whether you Respect them or not.
    What did you and __________ each swear that has brought you so close together and earned your mutual Respect? (if there are no other player characters so inclined, create an MC character instead.", + "text-peasantinfo": "Choose two moves:", + "text-peasant-move1name": "Fool's Luck", + "text-peasant-move1desc": "Your maximum Fortune is increased by 1. You can only spend Fortune if you’re not intentionally attempting to defend yourself.", + "text-peasant-move2name": "From the Gutter", + "text-peasant-move2desc": "When you Move With Intention while in a town or city, roll +Hot instead of +Fluid. If you do, add the following to the list of options:
    ✦   Take something of value from the target.", + "text-peasant-move3name": "Loyal Servant", + "text-peasant-move3desc": "When you make an Oath to someone above your station, add +1 to any rolls directly related to completing it. When someone above your station fulfills an Oath to you, if you did not Respect them, gain 1 Chi.", + "text-peasant-move4name": "Martyr", + "text-peasant-move4desc": "If someone near you would take a Tag and you intervene, you may take it yourself instead of them taking it (the Tag’s specific nature may change in the process). If you do, gain 1 Chi.", + "text-peasant-move5name": "Out of Focus", + "text-peasant-move5desc": "When you act like you belong to avoid drawing attention or to give commands, roll +Solid to Observe Carefully or Speak Honorably.", + "text-peasant-move6name": "Stalwart Presence", + "text-peasant-move6desc": "When you Help someone, on a 7 or greater you may spend 1 Chi to improve the result of their modified roll by one step, so long as you both are already Tagged.", + "text-peasant-mastermove": "There are no masters for what you do. Instead, when you receive training from a master of another discipline, you may take the Mastery Move from the appropriate playbook. When you do, you may spend 1 Chi to immediately transfer to that playbook.", + "text-peasant-advance1": " You have +1 Hot (max +2).", + "text-peasant-advance2": " You have +1 Solid (max +2).", + "text-peasant-advance3": " You have +1 Keen (max +2).", + "text-peasant-advance4": " You have +1 Fluid (max +2).", + "text-peasant-advance5": " Take another Peasant move.", + "text-peasant-advance6": " Take another Peasant move.", + "text-peasant-advance7": " Take a move from any Playbook.", + "text-peasant-advance8": " Take a move from any Playbook.", + "text-peasant-advance9": " Take a move from a sub-Playbook.", + "text-peasant-advance10": " Take a move from a sub-Playbook.", + "text-peasant-advance11": " Take a new Chakra or write your own", + "lbl-scholar": "Scholar", + "text-scholarbackstory": "__________ once saved your life, earning your Respect. In return, what did you promise them?", + "text-scholarinfo": "You start with Always Prepared and one other Move", + "text-scholar-move1name": "Always Prepared", + "text-scholar-move1desc": "When you begin the session, roll 1 die +Keen. The result is the number of Materials you have for that session. Spend Materials 1-for-1 to produce a small, simple tool of your choice. You may spend a second Material to produce a small, complex tool instead. Lastly, you may spend 1 Material at any point to ask a single question as if you’d succeeded on an Observe Carefully roll.", + "text-scholar-move2name": "Construct", + "text-scholar-move2desc": "When you take your time to build a complicated contraption, spend a number of Materials and roll +Materials spent. On a 10 or greater, you build it all up, maybe with one complication. On a 7, 8, or 9, the MC will choose two or three of the following conditions needed to perfect the contraption:
    ✦   You needed extra resources; the project takes an extra Material.
    ✦   It’ll take significantly longer to build.
    ✦   The best you can do is a lesser version, unreliable and limited.
    ✦   Finishing it attracts attention.
    ✦   You can’t do it alone", + "text-scholar-move3name": "Fight with Your Head", + "text-scholar-move3desc": "When you Commit Open Violence or Move With Intention after watching a foe for a moment, you may add the Observed Tag to the target before the roll.", + "text-scholar-move4name": "Ingenious", + "text-scholar-move4desc": "So long as you have any Materials, you have +1 Keen (max +3).", + "text-scholar-move5name": "Think it Through", + "text-scholar-move5desc": "When you use rational thought to Meditate on a subject, you roll +Keen instead of +Natural. If you spend 1 Material to consult your books in the process, you can Meditate quickly as well.", + "text-scholar-move6name": "Trained Observer", + "text-scholar-move6desc": "When you Observe Carefully, you may ask an additional question, regardless of result (even on a failure).", + "text-scholar-mastermove": "When you learn from a master inventor, choose a small object. You never need to spend Materials to produce this tool.
    Once you’ve learned from a master sage, when you Observe Carefully you may also ask the following question:
    ✦   What does my research reveal about this?", + "text-scholar-advance1": " You have +1 Hot (max +2).", + "text-scholar-advance2": " You have +1 Solid (max +2).", + "text-scholar-advance3": " You have +1 Keen (max +2).", + "text-scholar-advance4": " You have +1 Fluid (max +2).", + "text-scholar-advance5": " Take another Scholar move.", + "text-scholar-advance6": " Take another Scholar move.", + "text-scholar-advance7": " Take a move from any Playbook.", + "text-scholar-advance8": " Take a move from any Playbook.", + "text-scholar-advance9": " Take a move from a sub-Playbook.", + "text-scholar-advance10": " Take a move from a sub-Playbook.", + "text-scholar-advance11": " Take a new Chakra or write your own", + "lbl-spiritshaper": "Spiritshaper", + "text-spiritshaperbackstory": "You have the Respect of a Great Spirit, and thus its True Name. What is it?
    You Respect __________ and have shown them the Spirit World.
    What spirit have you summoned for __________? What went wrong?", + "text-spiritshaperinfo": "You start with two Moves:", + "text-spiritshaper-move1name": "Astral Projection", + "text-spiritshaper-move1desc": "When you step outside of your physical body, roll +Natural. On a 10 or greater, you can observe or converse beyond your own body. You may return instantly, but can still be hurt, and your physical form is unconscious and helpless. On a 7, 8, or 9, the same but you are quickly noticed, either in spirit or physical form.", + "text-spiritshaper-move2name": "Binding Contracts", + "text-spiritshaper-move2desc": "When you make a bargain with a spirit, it is obliged to to grant you an additional boon upon completion. When you break an Oath to a spirit, subtract 1 from all Speak Honorably and Act Dishonorably rolls until you reconcile with the spirit", + "text-spiritshaper-move3name": "Communion", + "text-spiritshaper-move3desc": "When you summon a spirit to bargain for services, roll plus the number of conditions you fulfill:
    ✦   You present an offering.
    ✦   You’ve previously met and established a price with the spirit.
    ✦   You are in a place of power. If you attempt to perform the summoning hastily, subtract 1. On a 10 or greater, the spirit fulfills the bargain before payment is needed. On a 7, 8, or 9, payment is required up front.", + "text-spiritshaper-move4name": "Medium", + "text-spiritshaper-move4desc": "When you channel the ghosts of the dead, roll +Solid. On a 7 or greater, you may ask 1 question that they must answer. On a 10 or greater, you may choose to embody the ghost. Take a Chakra in line with the ghost’s personality and you may appear as the ghost did in life.", + "text-spiritshaper-move5name": "Mindwarp", + "text-spiritshaper-move5desc": "When you exert your will over a being’s essence, roll +Fluid. On a 10 or greater, it falls under your influence (perhaps with resentment). On a 7, 8, or 9, it contorts your command, fights you for control, or has some influence over you in return.
    If used against another player character, treat the command as an Oath.", + "text-spiritshaper-move6name": "Whispering Spirits", + "text-spiritshaper-move6desc": "When you Observe Carefully, you may choose to answer questions instead of asking them. If you do, the MC chooses the question and you may answer it as you choose. You may mix asking and answering. If you answer any questions, the MC places an Environment Tag instead of you.", + "text-spiritshaper-mastermove": "Once you’ve trained with a master spiritshaper, you may use any spirit’s True Name to summon it at any time, without a roll, though it may not be happy or forgiving of this. A True Name must come from the spirit itself to be used this way", + "text-spiritshaper-advance1": " You have +1 Hot (max +2).", + "text-spiritshaper-advance2": " You have +1 Solid (max +2).", + "text-spiritshaper-advance3": " You have +1 Keen (max +2).", + "text-spiritshaper-advance4": " You have +1 Fluid (max +2).", + "text-spiritshaper-advance5": " Take another Spiritshaper move.", + "text-spiritshaper-advance6": " Take another Spiritshaper move.", + "text-spiritshaper-advance7": " Take a move from any Playbook.", + "text-spiritshaper-advance8": " Take a move from any Playbook.", + "text-spiritshaper-advance9": " Take a move from a sub-Playbook.", + "text-spiritshaper-advance10": " Take a move from a sub-Playbook.", + "text-spiritshaper-advance11": " Take a new Chakra or write your own", + "lbl-warrior": "Warrior", + "text-warriorbackstory": " You’ve sworn to never harm __________, even though you do not trust them.
    __________ has earned your wrath. Name this MC character and swear to bring about their downfall.", + "text-warriorinfo": "Choose two Moves:", + "text-warrior-move1name": "Improviser", + "text-warrior-move1desc": "Everything in your surroundings is a weapon in your hands. When you eschew your usual armament in favor of using the environment for the first time during a conflict, gain 1 Chi.", + "text-warrior-move2name": "Memories of Battle", + "text-warrior-move2desc": "When you spend Fortune you may choose to immediately Meditate on the situation by remembering something from your past, either as a flashback or just as a recollection.", + "text-warrior-move3name": "Outlaw", + "text-warrior-move3desc": "When you go outside the law or the morals of your community and Act Dishonorably, add +2 to your roll if you lose (or do not have) their Respect. If they are a player character, on a 7 or greater you may demand an Oath from them.", + "text-warrior-move4name": "Samurai", + "text-warrior-move4desc": "You have +1 maximum Fortune, and answer the following:
    To whom have you sworn your loyalty? Are you still loyal to them? Make an Oath reflecting your commitment to them.", + "text-warrior-move5name": "Suvivor", + "text-warrior-move5desc": "When you Commit Open Violence when you have a Moderate Tag, add 1 to the roll. If you have both a Moderate and a Severe Tag, instead gain 1 Chi.", + "text-warrior-move6name": "Wire-Fu", + "text-warrior-move6desc": "When you perform an implausible feat of athletics or physics-defying acrobatic stunt, Move With Intention. On a failure, you still choose one of the options.", + "text-warrior-mastermove": "Once you’ve trained with a master warrior, when you enter battle you may immediately challenge one foe to single combat. If they deny you, gain 1 Chi.", + "text-warrior-advance1": " You have +1 Hot (max +2).", + "text-warrior-advance2": " You have +1 Solid (max +2).", + "text-warrior-advance3": " You have +1 Keen (max +2).", + "text-warrior-advance4": " You have +1 Fluid (max +2).", + "text-warrior-advance5": " Take another Warrior move.", + "text-warrior-advance6": " Take another Warrior move.", + "text-warrior-advance7": " Take a move from any Playbook.", + "text-warrior-advance8": " Take a move from any Playbook.", + "text-warrior-advance9": " Take a move from a sub-Playbook.", + "text-warrior-advance10": " Take a move from a sub-Playbook.", + "text-warrior-advance11": " Take a new Chakra or write your own", + "lbl-watershaper": "Watershaper", + "text-watershaperbackstory": "Despite past failures, you are dedicated to your Oath to __________.
    __________ is beloved by my people, and so is Respected by me too.", + "text-watershaperinfo": "You get Watershaping, and choose one more:", + "text-watershaper-move1name": "Watershaping", + "text-watershaper-move1desc": "You have a small supply of Water. You can carry up to 3 Water, which is replenished whenever you come across a sufficient body of water. When you manipulate water in combat, spend 1 Water and roll +Fluid. On a 10 or greater, choose two from the list. On a 7, 8, or 9, just one. You may pick a single option multiple times.
    ✦   Impose a Tag on a foe.
    ✦   Impose an Environment Tag.
    ✦   Get the spent Water back.
    Other actions can involve watershaping, but are treated as whatever move would be appropriat", + "text-watershaper-move2name": "Healer", + "text-watershaper-move2desc": "When you take time to cover a wound with your element and lay hands upon it, roll +Natural. On a 10 or greater, the wound is visibly cured and the subject refreshed.
    On a 7, 8, or 9, serious wounds are healed but superficial ones remain.", + "text-watershaper-move3name": "Iceshaping", + "text-watershaper-move3desc": "You can control ice as if it were liquid water, and can shift between the two freely. When you shape ice in combat, roll +Keen instead of +Fluid, and on a 10 or greater you can make a third choice from the list of options.", + "text-watershaper-move4name": "Moon-Chosen", + "text-watershaper-move4desc": "When the moon has risen, you have +1 Fluid (max +3).", + "text-watershaper-move5name": "Shaping Stance", + "text-watershaper-move5desc": "When you set into a shaping stance, roll Move With Intention and add the following option to the list:
    ✦   Use the result of this Move’s roll as the result of your next shaping roll.", + "text-watershaper-move6name": "Ubiquity", + "text-watershaper-move6desc": "Spend 1 Chi to refill your Water from any environment, be it from water vapor, plants, or some other source other than an actual body of water.", + "text-watershaper-mastermove": "Once you’ve trained with a master watershaper, you are more efficient about your water use and may carry 1 additional Water", + "text-watershaper-advance1": " You have +1 Hot (max +2).", + "text-watershaper-advance2": " You have +1 Solid (max +2).", + "text-watershaper-advance3": " You have +1 Keen (max +2).", + "text-watershaper-advance4": " You have +1 Fluid (max +2).", + "text-watershaper-advance5": " Take another Watershaper move.", + "text-watershaper-advance6": " Take another Watershaper move.", + "text-watershaper-advance7": " Take a move from any Playbook.", + "text-watershaper-advance8": " Take a move from any Playbook.", + "text-watershaper-advance9": " Take a move from a sub-Playbook.", + "text-watershaper-advance10": " Take a move from a sub-Playbook.", + "text-watershaper-advance11": " Take a new Chakra or write your own", + "lbl-customplaybook": "Custom Playbook", + "text-custom-advance1": " You have +1 to any Stat (max +3).", + "text-custom-advance2": " You have +1 maximum Fortune.", + "text-custom-advance3": " Retire your character to safety.", + "text-custom-advance4": " Replace one of your Chakras.", + "text-custom-advance5": "Create a second character, played side-by-side with the first.", + "text-custom-advance6": " Change to a new Playbook", + "text-custom-advance7": " You have an Animal Companion with two Moves", + "lbl-companion": "Animal Companion", + "text-companion-move1name": "Wild", + "text-companion-move1desc": "Your companion has an Animal score of +2 instead of +1.", + "text-companion-move2name": "Unstopping", + "text-companion-move2desc": "Choose one type of terrain your companion can easily traverse: clouds, sea, solid stone", + "text-companion-move3name": "Zephyr", + "text-companion-move3desc": "When you ride with haste, roll +Animal. On a 7 or greater, you reach your destination swiftly. On a 7, 8, or 9, choose one:
    ✦   Trouble finds you there.
    ✦   Your companion is Exhausted.
    ✦   Your arrival causes a big scene.", + "text-companion-move4name": "Hound", + "text-companion-move4desc": "So long as you have some recent physical link to a subject, you can spend 1 Chi to find them (though it may not be fast or stealthy).", + "text-companion-move5name": "Pack Mentality", + "text-companion-move5desc": "When your companion is an equal participant in your maneuvers, roll +Animal in addition to rolling your own Move. On a 7 or greater, you may choose to use that result instead for your Move" +} diff --git a/Legend-of-the-Elements/translations/pt.json b/Legend-of-the-Elements/translations/pt.json new file mode 100644 index 0000000000..a1716e79a7 --- /dev/null +++ b/Legend-of-the-Elements/translations/pt.json @@ -0,0 +1,367 @@ +{ + "lbl-name": "Name", + "lbl-pronouns": "Pronouns", + "lbl-playbook": "Playbook", + "lbl-look": "Look", + "lbl-chakras": "chakras", + "lbl-backstory": "Your Backstory", + "lbl-strings": "Strings", + "lbl-promises": "Promises", + "lbl-harm": "Harm", + "text-harminfo": "At four Harm, Skirt Death.", + "lbl-conditions": "Conditions", + "lbl-notes": "Notes", + "lbl-moves": "Moves", + "lbl-other": "Other", + "lbl-oaths": "Oaths", + "lbl-fortune": "Fortune", + "lbl-minor-tags": "Minor Tags", + "lbl-moderate-tags": "Moderate tags", + "lbl-severe-tags": "Severe tags", + "lbl-gear": "Gear", + "lbl-respects": "I Respect", + "lbl-respecteds": "I Am Respected By", + "lbl-mastermove": "Mastery Move", + "lbl-seasonadvances": "Advanced Improvments", + "lbl-unlocked": "Unlocked", + "lbl-chi": "Chi", + "lbl-atfault": "At Fault", + "lbl-species": "Species", + "text-chiinfo": "Spend 5 chi and choose one advancement from the list below:", + "text-expreminder": "Don't forget to manually add any advancements to your sheet. Check any you've already taken.", + "text-seasonadvancesinfo": "(after you’ve taken five Improvements, you may also choose Advanced Improvements)", + "text-seasonadvances1": " You have +1 to any Stat (max +3).", + "text-seasonadvances2": " You have +1 maximum Fortune.", + "text-seasonadvances3": " Retire your character to safety.", + "text-seasonadvances4": " Replace one of your Chakras.", + "text-seasonadvances5": " Create a second character, played side-by-side with the first.", + "text-seasonadvances6": " Change to a new Playbook", + "text-seasonadvances7": " You have an Animal Companion with two Moves", + "lbl-seasonadvancements": "Season Advancements", + "text-askbonus": "Any other modifiers?", + "text-commentprompt": "Comment", + "text-commentexample": "..To do something!", + "lbl-Natural": "Natural", + "lbl-Hot": "Hot", + "lbl-Solid": "Solid", + "lbl-Keen": "Keen", + "lbl-Fluid": "Fluid", + "lbl-Animal": "Animal", + "lbl-bullet": "
    ✦  ", + "lbl-airshaper": "Airshaper", + "text-airshaperbackstory": "You made __________ a promise a long time ago, but have made no progress. What was it?
    __________ is a close friend, we Respect each other.", + "text-airshaperinfo": "You get Airshaping, and choose one more:", + "text-airshaper-move1name": "Airshaping", + "text-airshaper-move1desc": "When you manipulate the air to control the area, roll +Natural. On a 7 or greater, choose one:
    ✦  Immobilize a foe.
    ✦  Move as fast as the wind.
    ✦  Perform a great feat of acrobatics.
    ✦  Reposition the battlefield. On a 10 or greater, as above, but also add 1 to your rolls until you stop moving.
    Other actions can involve airshaping, but are treated as whatever move would be appropriate.", + "text-airshaper-move2name": "Attuned", + "text-airshaper-move2desc": "When you are outdoors, you have +1 Natural (max +3).", + "text-airshaper-move3name": "Nomad", + "text-airshaper-move3desc": "When you Meditate about some facet of the world (natural or Spirit), on a 7 or greater you may also ask the MC one related question that they must answer.", + "text-airshaper-move4name": "Redirection", + "text-airshaper-move4desc": "When you change the target of an attack, roll +Fluid. On a 10 or greater, it strikes a new target of your choice. On a 7, 8, or 9, you redirect it and it strikes a new target of the MC’s choice.", + "text-airshaper-move5name": "Soundshaping", + "text-airshaper-move5desc": "You can manipulate sound as just another facet of the air. When you use this to mimic, amplify, or reduce noises, roll +Keen. On a 10 or greater, you can convincingly project any sound you’ve heard. On a 7, 8, or 9, the replication is pretty close, but you are also exposed to danger.", + "text-airshaper-move6name": "Unburdened", + "text-airshaper-move6desc": "So long as you have no unresolved Oaths, add 1 to all Speak Honorably and Act Dishonorably rolls.", + "text-airshaper-mastermove": "Once you’ve trained with a master airshaper, add the following to the Move With Intention option list:
    ✦   Roll your next Move with Natural instead of its usual Stat.", + "text-airshaper-advance1": " You have +1 Hot (max +2).", + "text-airshaper-advance2": " You have +1 Solid (max +2).", + "text-airshaper-advance3": " You have +1 Keen (max +2).", + "text-airshaper-advance4": " You have +1 Fluid (max +2).", + "text-airshaper-advance5": " Take another Airshaper move.", + "text-airshaper-advance6": " Take another Airshaper move.", + "text-airshaper-advance7": " Take a move from any Playbook.", + "text-airshaper-advance8": " Take a move from any Playbook.", + "text-airshaper-advance9": " Take a move from a sub-Playbook.", + "text-airshaper-advance10": " Take a move from a sub-Playbook.", + "text-airshaper-advance11": " Take a new Chakra or write your own", + "lbl-aristocrat": "Aristocrat", + "text-aristocratbackstory": "Gain the Respect of as many characters as you desire. For each character you cause to Respect you, make an Oath, though it needn’t be to that character", + "text-aristocratinfo": "Choose two moves:", + "text-aristocrat-move1name": "Currency of Favors", + "text-aristocrat-move1desc": "Whenever you Help someone, you can demand a favor of them first. If they agree, they gain 1 Chi.", + "text-aristocrat-move2name": "Henchmen", + "text-aristocrat-move2desc": "You have a small force of loyal henchmen. They can be sent out with commands or aid your efforts as you wish, though their obedience is not absolute", + "text-aristocrat-move3name": "Intrigue", + "text-aristocrat-move3desc": "When you Act Dishonorably but disguise it in polite conversation, roll +Natural instead of +Hot.", + "text-aristocrat-move4name": "Mastermind", + "text-aristocrat-move4desc": "When you scheme and plan a future plot, roll +Keen. On a 10 or greater, the MC will pick 2 of the following conditions, only one of which must be addressed to succeed. On a 7, 8, or 9, the same thing, but you’ll need to address both.
    ✦   It will be very expensive or resource-intensive.
    ✦   It will take hours/days.
    ✦   You’re going to need __________’s help.
    ✦   __________ stands in the way of success.", + "text-aristocrat-move5name": "Silver Tongue", + "text-aristocrat-move5desc": "Whenever you roll a 10 or greater to Speak Honorably, the target must also offer something extra they think you want.", + "text-aristocrat-move6name": "Web of Commitments", + "text-aristocrat-move6desc": "When you take an Oath contradictory to another you’ve made, you may give up one of them without it counting as breaking an Oath (for purposes of the move), though there will still likely be social consequences to not fulfilling it.", + "text-aristocrat-mastermove": "Once you’ve trained with a master politician, choose 1:
    ✦   You’re better at juggling many engagements; when you have at least 3 Oaths and take an additional Oath, gain 1 Chi.
    ✦   You’re most skilled at handling one thing at a time; when you have exactly 1 Oath, add 1 to any roll when making actions directly related to completing it.", + "text-aristocrat-advance1": " You have +1 Hot (max +2).", + "text-aristocrat-advance2": " You have +1 Solid (max +2).", + "text-aristocrat-advance3": " You have +1 Keen (max +2).", + "text-aristocrat-advance4": " You have +1 Fluid (max +2).", + "text-aristocrat-advance5": " Take another Aristocrat move.", + "text-aristocrat-advance6": " Take another Aristocrat move.", + "text-aristocrat-advance7": " Take a move from any Playbook.", + "text-aristocrat-advance8": " Take a move from any Playbook.", + "text-aristocrat-advance9": " Take a move from a sub-Playbook.", + "text-aristocrat-advance10": " Take a move from a sub-Playbook.", + "text-aristocrat-advance11": " Take a new Chakra or write your own", + "lbl-earthshaper": "Earthshaper", + "text-earthshaperbackstory": "You don’t let people down, usually. Every character has Respect for you, except for __________.
    What have you promised them to try and gain their confidence?", + "text-earthshaperinfo": "You get Earthshaping, and choose one more:", + "text-earthshaper-move1name": "Earthshaping", + "text-earthshaper-move1desc": "When you alter the battlefield’s topography, roll +Solid. On a 7 or greater, add an appropriate Environment Tag. On a 10 or greater, anyone taking advantage of this Environment Tag when making a Move add +1 to their roll.
    Other actions can involve earthshaping, but are treated as whatever move would be appropriate", + "text-earthshaper-move2name": "Bulldozer", + "text-earthshaper-move2desc": "When your actions lead to the immediate destruction of (or relief from) an Environment Tag, gain 1 Chi.", + "text-earthshaper-move3name": "Defender", + "text-earthshaper-move3desc": "Whenever you are in your element, you can protect yourself from an attack (and associated Tag) by spending 1 Chi. If it was a player attacking you, give them the Chi. Otherwise, give it to the MC", + "text-earthshaper-move4name": "Metalshaping", + "text-earthshaper-move4desc": "You can control metal that you are in contact with. When you do, it’s the same as Earthshaping but roll +Keen instead of +Solid. When you metalshape against someone, on a 7 or greater you can Tag the target as well as the environment.", + "text-earthshaper-move5name": "Rooted", + "text-earthshaper-move5desc": "When you are in solid contact with the ground, you have +1 Solid (max +3).", + "text-earthshaper-move6name": "Vibration Sense", + "text-earthshaper-move6desc": "You can see and feel anything in contact with the ground (within reasonable distance). When you Observe Carefully, add the following questions to the list of options:
    ✦   Are they telling the truth?
    ✦   What does their body language betray about their plans?
    ✦   What is unseen but in contact with the ground?", + "text-earthshaper-mastermove": "Once you’ve trained with a master Earthshaper, whenever you pass up an opportunity for action or resist opposition without reaction, gain 1 Chi.", + "text-earthshaper-advance1": " You have +1 Hot (max +2).", + "text-earthshaper-advance2": " You have +1 Solid (max +2).", + "text-earthshaper-advance3": " You have +1 Keen (max +2).", + "text-earthshaper-advance4": " You have +1 Fluid (max +2).", + "text-earthshaper-advance5": " Take another Earthshaper move.", + "text-earthshaper-advance6": " Take another Earthshaper move.", + "text-earthshaper-advance7": " Take a move from any Playbook.", + "text-earthshaper-advance8": " Take a move from any Playbook.", + "text-earthshaper-advance9": " Take a move from a sub-Playbook.", + "text-earthshaper-advance10": " Take a move from a sub-Playbook.", + "text-earthshaper-advance11": " Take a new Chakra or write your own", + "lbl-fireshaper": "Fireshaper", + "text-fireshaperbackstory": "Make two Oaths: one making up for past failures, and one made to ease another’s burdens.", + "text-fireshaperinfo": "You get Fireshaping, and choose one more:", + "text-fireshaper-move1name": "Fireshaping", + "text-fireshaper-move1desc": "When you create or manipulate open flame to attack, roll +Hot. On a 10 or greater, it does what you want, Tagging targets as appropriate. On a 7, 8, or 9, you lose control of it in some manner (choose 1):
    ✦   The flames are larger and more taxing than intended. They burn hot and strong, but take -1 to th next roll you make.
    ✦   The flames explode into being, injuring all nearby, including the Fireshaper. Add Tags as appropriate.
    ✦   You set fire to the area. Add a relevant Environment Tag.
    Other actions can involve fireshaping, but are treated as whatever move would be appropriate", + "text-fireshaper-move2name": "Driven by Honor", + "text-fireshaper-move2desc": "When you fervently pursue the completion of an Oath to someone who doesn’t Respect you, add 1 to all Stand Fast and Speak Honorably rolls", + "text-fireshaper-move3name": "Hot-Headed", + "text-fireshaper-move3desc": "When you are treated disrespectfully and respond by Acting Dishonorably, add +1 to your roll. If you respond by Committing Open Violence, gain 1 Chi instead.", + "text-fireshaper-move4name": "Inner Passion", + "text-fireshaper-move4desc": "Decide and inform the MC of what emotion fuels your shaping. If the emotion is destructive or negative (such as anger, arrogance, or fear) you may Stand Fast with Hot instead of Solid.
    If the emotion is a positive or constructive one (such as harmony, discipline, or hope) you may Move With Intention with Hot instead of Fluid.", + "text-fireshaper-move5name": "Lightningshaping", + "text-fireshaper-move5desc": "+Fluid. On a 10 or greater, you succeed at projecting or redirecting the lightning strike.
    On a 7, 8, or 9, choose 1:
    ✦   Some power rebounds, shocking and Tagging the shaper as well.
    ✦   The lightning doesn’t strike the target, but all that can see it gain the Dazed Tag.
    ✦   The blast misses but causes explosive and chaotic damage; the MC adds an appropriate Environment Tag.", + "text-fireshaper-move6name": "Sunsoul", + "text-fireshaper-move6desc": "When the sun is in the sky, you have +1 Hot (max +3).", + "text-fireshaper-mastermove": "Once you’ve trained with a master fireshaper, never again can you be Tagged by being burned by natural fire, or your own magical fire.", + "text-fireshaper-advance1": " You have +1 Hot (max +2).", + "text-fireshaper-advance2": " You have +1 Solid (max +2).", + "text-fireshaper-advance3": " You have +1 Keen (max +2).", + "text-fireshaper-advance4": " You have +1 Fluid (max +2).", + "text-fireshaper-advance5": " Take another Fireshaper move.", + "text-fireshaper-advance6": " Take another Fireshaper move.", + "text-fireshaper-advance7": " Take a move from any Playbook.", + "text-fireshaper-advance8": " Take a move from any Playbook.", + "text-fireshaper-advance9": " Take a move from a sub-Playbook.", + "text-fireshaper-advance10": " Take a move from a sub-Playbook.", + "text-fireshaper-advance11": " Take a new Chakra or write your own", + "lbl-hunter": "Hunter", + "text-hunterbackstory": "You regularly bring back trophies of your prey, grisly or otherwise. __________ has shown Respect for your talents.
    __________ has been kind to you when you were in need, and you Respect them for it. What promise have you made to them to show that Respect?", + "text-hunterinfo": "Choose two Hunter Moves:", + "text-hunter-move1name": "Ambush", + "text-hunter-move1desc": "While a foe is marked by a Tag indicating that they are not aware of your presence, you can spend 1 Chi to immediately defeat them and remove them from the action", + "text-hunter-move2name": "Friend of Nature", + "text-hunter-move2desc": "One of your Animal Companions may select a new Move.", + "text-hunter-move3name": "Guerrilla Tactics", + "text-hunter-move3desc": "When hunting in the wilderness, you may Commit Open Violence with Keen instead of Hot. On a 10 or greater, if you take advantage of an Environment Tag in the process also choose one of the Move With Intention options.", + "text-hunter-move4name": "Stealth", + "text-hunter-move4desc": "When you conceal yourself from view, roll +Fluid. On a 7 or greater, enemies can’t see you and are Tagged as Unwitting Prey. On a 7, 8, or 9, also select one of the following:
    ✦   Someone is on alert now.
    ✦   You can’t keep track of everyone from your hiding place.
    ✦   You can’t stay undetected here for long.", + "text-hunter-move5name": "The Path", + "text-hunter-move5desc": "When you seek the way to someone or something you’ve been searching for, roll +Keen. On a 10 or greater, you find a route that is safe to use, at least this once. On a 7, 8, or 9, choose one:
    ✦   Something has to get left behind on the way.
    ✦   You are followed by something dangerous.
    ✦   Your travel is obvious to all.", + "text-hunter-move6name": "White Stag", + "text-hunter-move6desc": "When you name a quarry your White Stag, swear an oath to capture or kill them (your choice). You always intuitively know if your White Stag is near, and while they are you take +1 on Commit Open Violence and Move With Intention rolls. You can only have one White Stag at a time. Break your Oath when you give up", + "text-hunter-mastermove": "Once you’ve trained with a master hunter, whenever you Tag a foe who is not aware of your presence you may immediately add an Environment Tag describing the current situation", + "text-hunter-advance1": " You have +1 Hot (max +2).", + "text-hunter-advance2": " You have +1 Solid (max +2).", + "text-hunter-advance3": " You have +1 Keen (max +2).", + "text-hunter-advance4": " You have +1 Fluid (max +2).", + "text-hunter-advance5": " Take another Hunter move.", + "text-hunter-advance6": " Take another Hunter move.", + "text-hunter-advance7": " Take a move from any Playbook.", + "text-hunter-advance8": " Take a move from any Playbook.", + "text-hunter-advance9": " Take a move from a sub-Playbook.", + "text-hunter-advance10": " Take a move from a sub-Playbook.", + "text-hunter-advance11": " Take a new Chakra or write your own", + "lbl-monk": "Monk", + "text-monkbackstory": "", + "text-monkinfo": "Choose two Moves", + "text-monk-move1name": "Calm Stability", + "text-monk-move1desc": "Until you personally show aggression toward your enemies, whenever you are still and unflinching in the face of imminent harm roll +Solid. On a 10 or greater, you still come through unscathed. On a 7, , or 9, the same, but you must act immediately against your attacker.", + "text-monk-move2name": "Chi Blocker", + "text-monk-move2desc": "When you assault your foe’s pressure points, roll +Hot. On a 10 or greater, name a type of action that foe is now incapable of. On a 7, 8, or 9, name two or three types of action and the MC will pick which one the foe can’t do.", + "text-monk-move3name": "Clarity of Senses", + "text-monk-move3desc": "When you find yourself in a tense situation, you can immediately apply an Environment Tag describing the situation.", + "text-monk-move4name": "Guru", + "text-monk-move4desc": "You teach others the path to self-improvement. Whenever you Help another character in an instructive or guiding capacity, they gain Respect for you. If they already Respect you, they gain 1 Chi", + "text-monk-move5name": "Spiritual", + "text-monk-move5desc": "With effort, you can contactentities of the Spirit World. When you meditate to call upon a spirit, roll +Chi spent. On a 10 or greater, that spirit appears to you. On a 7, 8, or 9, choose two:
    ✦   The correct spirit appears.
    ✦   The spirit is benevolent.
    ✦   The spirit doesn’t want something in return.
    You cannot spend additional Chi to improve the results of this roll, even when taking advantage of a Tag.", + "text-monk-move6name": "Stillness", + "text-monk-move6desc": "When you are subtle with your motions or settle into a defensive posture, you Move With Intention with Solid instead of Fluid.", + "text-monk-mastermove": "When you study under an enlightened soul, renew your monastic vows. Set a condition: You will never (choose 1):
    ✦   Afford yourself any luxury,
    ✦   Cause intentional harm,
    ✦   Tell anything but the truth.
    Treat this vow as a Chakra. If you break the vow, the Master knows and sends people for you.", + "text-monk-advance1": " You have +1 Hot (max +2).", + "text-monk-advance2": " You have +1 Solid (max +2).", + "text-monk-advance3": " You have +1 Keen (max +2).", + "text-monk-advance4": " You have +1 Fluid (max +2).", + "text-monk-advance5": " Take another Monk move.", + "text-monk-advance6": " Take another Monk move.", + "text-monk-advance7": " Take a move from any Playbook.", + "text-monk-advance8": " Take a move from any Playbook.", + "text-monk-advance9": " Take a move from a sub-Playbook.", + "text-monk-advance10": " Take a move from a sub-Playbook.", + "text-monk-advance11": " Take a new Chakra or write your own", + "lbl-peasant": "Peasant", + "text-peasantbackstory": "You owe __________ big, and have sworn to make it up to them. Decide whether you Respect them or not.
    What did you and __________ each swear that has brought you so close together and earned your mutual Respect? (if there are no other player characters so inclined, create an MC character instead.", + "text-peasantinfo": "Choose two moves:", + "text-peasant-move1name": "Fool's Luck", + "text-peasant-move1desc": "Your maximum Fortune is increased by 1. You can only spend Fortune if you’re not intentionally attempting to defend yourself.", + "text-peasant-move2name": "From the Gutter", + "text-peasant-move2desc": "When you Move With Intention while in a town or city, roll +Hot instead of +Fluid. If you do, add the following to the list of options:
    ✦   Take something of value from the target.", + "text-peasant-move3name": "Loyal Servant", + "text-peasant-move3desc": "When you make an Oath to someone above your station, add +1 to any rolls directly related to completing it. When someone above your station fulfills an Oath to you, if you did not Respect them, gain 1 Chi.", + "text-peasant-move4name": "Martyr", + "text-peasant-move4desc": "If someone near you would take a Tag and you intervene, you may take it yourself instead of them taking it (the Tag’s specific nature may change in the process). If you do, gain 1 Chi.", + "text-peasant-move5name": "Out of Focus", + "text-peasant-move5desc": "When you act like you belong to avoid drawing attention or to give commands, roll +Solid to Observe Carefully or Speak Honorably.", + "text-peasant-move6name": "Stalwart Presence", + "text-peasant-move6desc": "When you Help someone, on a 7 or greater you may spend 1 Chi to improve the result of their modified roll by one step, so long as you both are already Tagged.", + "text-peasant-mastermove": "There are no masters for what you do. Instead, when you receive training from a master of another discipline, you may take the Mastery Move from the appropriate playbook. When you do, you may spend 1 Chi to immediately transfer to that playbook.", + "text-peasant-advance1": " You have +1 Hot (max +2).", + "text-peasant-advance2": " You have +1 Solid (max +2).", + "text-peasant-advance3": " You have +1 Keen (max +2).", + "text-peasant-advance4": " You have +1 Fluid (max +2).", + "text-peasant-advance5": " Take another Peasant move.", + "text-peasant-advance6": " Take another Peasant move.", + "text-peasant-advance7": " Take a move from any Playbook.", + "text-peasant-advance8": " Take a move from any Playbook.", + "text-peasant-advance9": " Take a move from a sub-Playbook.", + "text-peasant-advance10": " Take a move from a sub-Playbook.", + "text-peasant-advance11": " Take a new Chakra or write your own", + "lbl-scholar": "Scholar", + "text-scholarbackstory": "__________ once saved your life, earning your Respect. In return, what did you promise them?", + "text-scholarinfo": "You start with Always Prepared and one other Move", + "text-scholar-move1name": "Always Prepared", + "text-scholar-move1desc": "When you begin the session, roll 1 die +Keen. The result is the number of Materials you have for that session. Spend Materials 1-for-1 to produce a small, simple tool of your choice. You may spend a second Material to produce a small, complex tool instead. Lastly, you may spend 1 Material at any point to ask a single question as if you’d succeeded on an Observe Carefully roll.", + "text-scholar-move2name": "Construct", + "text-scholar-move2desc": "When you take your time to build a complicated contraption, spend a number of Materials and roll +Materials spent. On a 10 or greater, you build it all up, maybe with one complication. On a 7, 8, or 9, the MC will choose two or three of the following conditions needed to perfect the contraption:
    ✦   You needed extra resources; the project takes an extra Material.
    ✦   It’ll take significantly longer to build.
    ✦   The best you can do is a lesser version, unreliable and limited.
    ✦   Finishing it attracts attention.
    ✦   You can’t do it alone", + "text-scholar-move3name": "Fight with Your Head", + "text-scholar-move3desc": "When you Commit Open Violence or Move With Intention after watching a foe for a moment, you may add the Observed Tag to the target before the roll.", + "text-scholar-move4name": "Ingenious", + "text-scholar-move4desc": "So long as you have any Materials, you have +1 Keen (max +3).", + "text-scholar-move5name": "Think it Through", + "text-scholar-move5desc": "When you use rational thought to Meditate on a subject, you roll +Keen instead of +Natural. If you spend 1 Material to consult your books in the process, you can Meditate quickly as well.", + "text-scholar-move6name": "Trained Observer", + "text-scholar-move6desc": "When you Observe Carefully, you may ask an additional question, regardless of result (even on a failure).", + "text-scholar-mastermove": "When you learn from a master inventor, choose a small object. You never need to spend Materials to produce this tool.
    Once you’ve learned from a master sage, when you Observe Carefully you may also ask the following question:
    ✦   What does my research reveal about this?", + "text-scholar-advance1": " You have +1 Hot (max +2).", + "text-scholar-advance2": " You have +1 Solid (max +2).", + "text-scholar-advance3": " You have +1 Keen (max +2).", + "text-scholar-advance4": " You have +1 Fluid (max +2).", + "text-scholar-advance5": " Take another Scholar move.", + "text-scholar-advance6": " Take another Scholar move.", + "text-scholar-advance7": " Take a move from any Playbook.", + "text-scholar-advance8": " Take a move from any Playbook.", + "text-scholar-advance9": " Take a move from a sub-Playbook.", + "text-scholar-advance10": " Take a move from a sub-Playbook.", + "text-scholar-advance11": " Take a new Chakra or write your own", + "lbl-spiritshaper": "Spiritshaper", + "text-spiritshaperbackstory": "You have the Respect of a Great Spirit, and thus its True Name. What is it?
    You Respect __________ and have shown them the Spirit World.
    What spirit have you summoned for __________? What went wrong?", + "text-spiritshaperinfo": "You start with two Moves:", + "text-spiritshaper-move1name": "Astral Projection", + "text-spiritshaper-move1desc": "When you step outside of your physical body, roll +Natural. On a 10 or greater, you can observe or converse beyond your own body. You may return instantly, but can still be hurt, and your physical form is unconscious and helpless. On a 7, 8, or 9, the same but you are quickly noticed, either in spirit or physical form.", + "text-spiritshaper-move2name": "Binding Contracts", + "text-spiritshaper-move2desc": "When you make a bargain with a spirit, it is obliged to to grant you an additional boon upon completion. When you break an Oath to a spirit, subtract 1 from all Speak Honorably and Act Dishonorably rolls until you reconcile with the spirit", + "text-spiritshaper-move3name": "Communion", + "text-spiritshaper-move3desc": "When you summon a spirit to bargain for services, roll plus the number of conditions you fulfill:
    ✦   You present an offering.
    ✦   You’ve previously met and established a price with the spirit.
    ✦   You are in a place of power. If you attempt to perform the summoning hastily, subtract 1. On a 10 or greater, the spirit fulfills the bargain before payment is needed. On a 7, 8, or 9, payment is required up front.", + "text-spiritshaper-move4name": "Medium", + "text-spiritshaper-move4desc": "When you channel the ghosts of the dead, roll +Solid. On a 7 or greater, you may ask 1 question that they must answer. On a 10 or greater, you may choose to embody the ghost. Take a Chakra in line with the ghost’s personality and you may appear as the ghost did in life.", + "text-spiritshaper-move5name": "Mindwarp", + "text-spiritshaper-move5desc": "When you exert your will over a being’s essence, roll +Fluid. On a 10 or greater, it falls under your influence (perhaps with resentment). On a 7, 8, or 9, it contorts your command, fights you for control, or has some influence over you in return.
    If used against another player character, treat the command as an Oath.", + "text-spiritshaper-move6name": "Whispering Spirits", + "text-spiritshaper-move6desc": "When you Observe Carefully, you may choose to answer questions instead of asking them. If you do, the MC chooses the question and you may answer it as you choose. You may mix asking and answering. If you answer any questions, the MC places an Environment Tag instead of you.", + "text-spiritshaper-mastermove": "Once you’ve trained with a master spiritshaper, you may use any spirit’s True Name to summon it at any time, without a roll, though it may not be happy or forgiving of this. A True Name must come from the spirit itself to be used this way", + "text-spiritshaper-advance1": " You have +1 Hot (max +2).", + "text-spiritshaper-advance2": " You have +1 Solid (max +2).", + "text-spiritshaper-advance3": " You have +1 Keen (max +2).", + "text-spiritshaper-advance4": " You have +1 Fluid (max +2).", + "text-spiritshaper-advance5": " Take another Spiritshaper move.", + "text-spiritshaper-advance6": " Take another Spiritshaper move.", + "text-spiritshaper-advance7": " Take a move from any Playbook.", + "text-spiritshaper-advance8": " Take a move from any Playbook.", + "text-spiritshaper-advance9": " Take a move from a sub-Playbook.", + "text-spiritshaper-advance10": " Take a move from a sub-Playbook.", + "text-spiritshaper-advance11": " Take a new Chakra or write your own", + "lbl-warrior": "Warrior", + "text-warriorbackstory": " You’ve sworn to never harm __________, even though you do not trust them.
    __________ has earned your wrath. Name this MC character and swear to bring about their downfall.", + "text-warriorinfo": "Choose two Moves:", + "text-warrior-move1name": "Improviser", + "text-warrior-move1desc": "Everything in your surroundings is a weapon in your hands. When you eschew your usual armament in favor of using the environment for the first time during a conflict, gain 1 Chi.", + "text-warrior-move2name": "Memories of Battle", + "text-warrior-move2desc": "When you spend Fortune you may choose to immediately Meditate on the situation by remembering something from your past, either as a flashback or just as a recollection.", + "text-warrior-move3name": "Outlaw", + "text-warrior-move3desc": "When you go outside the law or the morals of your community and Act Dishonorably, add +2 to your roll if you lose (or do not have) their Respect. If they are a player character, on a 7 or greater you may demand an Oath from them.", + "text-warrior-move4name": "Samurai", + "text-warrior-move4desc": "You have +1 maximum Fortune, and answer the following:
    To whom have you sworn your loyalty? Are you still loyal to them? Make an Oath reflecting your commitment to them.", + "text-warrior-move5name": "Suvivor", + "text-warrior-move5desc": "When you Commit Open Violence when you have a Moderate Tag, add 1 to the roll. If you have both a Moderate and a Severe Tag, instead gain 1 Chi.", + "text-warrior-move6name": "Wire-Fu", + "text-warrior-move6desc": "When you perform an implausible feat of athletics or physics-defying acrobatic stunt, Move With Intention. On a failure, you still choose one of the options.", + "text-warrior-mastermove": "Once you’ve trained with a master warrior, when you enter battle you may immediately challenge one foe to single combat. If they deny you, gain 1 Chi.", + "text-warrior-advance1": " You have +1 Hot (max +2).", + "text-warrior-advance2": " You have +1 Solid (max +2).", + "text-warrior-advance3": " You have +1 Keen (max +2).", + "text-warrior-advance4": " You have +1 Fluid (max +2).", + "text-warrior-advance5": " Take another Warrior move.", + "text-warrior-advance6": " Take another Warrior move.", + "text-warrior-advance7": " Take a move from any Playbook.", + "text-warrior-advance8": " Take a move from any Playbook.", + "text-warrior-advance9": " Take a move from a sub-Playbook.", + "text-warrior-advance10": " Take a move from a sub-Playbook.", + "text-warrior-advance11": " Take a new Chakra or write your own", + "lbl-watershaper": "Watershaper", + "text-watershaperbackstory": "Despite past failures, you are dedicated to your Oath to __________.
    __________ is beloved by my people, and so is Respected by me too.", + "text-watershaperinfo": "You get Watershaping, and choose one more:", + "text-watershaper-move1name": "Watershaping", + "text-watershaper-move1desc": "You have a small supply of Water. You can carry up to 3 Water, which is replenished whenever you come across a sufficient body of water. When you manipulate water in combat, spend 1 Water and roll +Fluid. On a 10 or greater, choose two from the list. On a 7, 8, or 9, just one. You may pick a single option multiple times.
    ✦   Impose a Tag on a foe.
    ✦   Impose an Environment Tag.
    ✦   Get the spent Water back.
    Other actions can involve watershaping, but are treated as whatever move would be appropriat", + "text-watershaper-move2name": "Healer", + "text-watershaper-move2desc": "When you take time to cover a wound with your element and lay hands upon it, roll +Natural. On a 10 or greater, the wound is visibly cured and the subject refreshed.
    On a 7, 8, or 9, serious wounds are healed but superficial ones remain.", + "text-watershaper-move3name": "Iceshaping", + "text-watershaper-move3desc": "You can control ice as if it were liquid water, and can shift between the two freely. When you shape ice in combat, roll +Keen instead of +Fluid, and on a 10 or greater you can make a third choice from the list of options.", + "text-watershaper-move4name": "Moon-Chosen", + "text-watershaper-move4desc": "When the moon has risen, you have +1 Fluid (max +3).", + "text-watershaper-move5name": "Shaping Stance", + "text-watershaper-move5desc": "When you set into a shaping stance, roll Move With Intention and add the following option to the list:
    ✦   Use the result of this Move’s roll as the result of your next shaping roll.", + "text-watershaper-move6name": "Ubiquity", + "text-watershaper-move6desc": "Spend 1 Chi to refill your Water from any environment, be it from water vapor, plants, or some other source other than an actual body of water.", + "text-watershaper-mastermove": "Once you’ve trained with a master watershaper, you are more efficient about your water use and may carry 1 additional Water", + "text-watershaper-advance1": " You have +1 Hot (max +2).", + "text-watershaper-advance2": " You have +1 Solid (max +2).", + "text-watershaper-advance3": " You have +1 Keen (max +2).", + "text-watershaper-advance4": " You have +1 Fluid (max +2).", + "text-watershaper-advance5": " Take another Watershaper move.", + "text-watershaper-advance6": " Take another Watershaper move.", + "text-watershaper-advance7": " Take a move from any Playbook.", + "text-watershaper-advance8": " Take a move from any Playbook.", + "text-watershaper-advance9": " Take a move from a sub-Playbook.", + "text-watershaper-advance10": " Take a move from a sub-Playbook.", + "text-watershaper-advance11": " Take a new Chakra or write your own", + "lbl-customplaybook": "Custom Playbook", + "text-custom-advance1": " You have +1 to any Stat (max +3).", + "text-custom-advance2": " You have +1 maximum Fortune.", + "text-custom-advance3": " Retire your character to safety.", + "text-custom-advance4": " Replace one of your Chakras.", + "text-custom-advance5": "Create a second character, played side-by-side with the first.", + "text-custom-advance6": " Change to a new Playbook", + "text-custom-advance7": " You have an Animal Companion with two Moves", + "lbl-companion": "Animal Companion", + "text-companion-move1name": "Wild", + "text-companion-move1desc": "Your companion has an Animal score of +2 instead of +1.", + "text-companion-move2name": "Unstopping", + "text-companion-move2desc": "Choose one type of terrain your companion can easily traverse: clouds, sea, solid stone", + "text-companion-move3name": "Zephyr", + "text-companion-move3desc": "When you ride with haste, roll +Animal. On a 7 or greater, you reach your destination swiftly. On a 7, 8, or 9, choose one:
    ✦   Trouble finds you there.
    ✦   Your companion is Exhausted.
    ✦   Your arrival causes a big scene.", + "text-companion-move4name": "Hound", + "text-companion-move4desc": "So long as you have some recent physical link to a subject, you can spend 1 Chi to find them (though it may not be fast or stealthy).", + "text-companion-move5name": "Pack Mentality", + "text-companion-move5desc": "When your companion is an equal participant in your maneuvers, roll +Animal in addition to rolling your own Move. On a 7 or greater, you may choose to use that result instead for your Move" +} diff --git a/Legend-of-the-Elements/translations/ru.json b/Legend-of-the-Elements/translations/ru.json new file mode 100644 index 0000000000..a1716e79a7 --- /dev/null +++ b/Legend-of-the-Elements/translations/ru.json @@ -0,0 +1,367 @@ +{ + "lbl-name": "Name", + "lbl-pronouns": "Pronouns", + "lbl-playbook": "Playbook", + "lbl-look": "Look", + "lbl-chakras": "chakras", + "lbl-backstory": "Your Backstory", + "lbl-strings": "Strings", + "lbl-promises": "Promises", + "lbl-harm": "Harm", + "text-harminfo": "At four Harm, Skirt Death.", + "lbl-conditions": "Conditions", + "lbl-notes": "Notes", + "lbl-moves": "Moves", + "lbl-other": "Other", + "lbl-oaths": "Oaths", + "lbl-fortune": "Fortune", + "lbl-minor-tags": "Minor Tags", + "lbl-moderate-tags": "Moderate tags", + "lbl-severe-tags": "Severe tags", + "lbl-gear": "Gear", + "lbl-respects": "I Respect", + "lbl-respecteds": "I Am Respected By", + "lbl-mastermove": "Mastery Move", + "lbl-seasonadvances": "Advanced Improvments", + "lbl-unlocked": "Unlocked", + "lbl-chi": "Chi", + "lbl-atfault": "At Fault", + "lbl-species": "Species", + "text-chiinfo": "Spend 5 chi and choose one advancement from the list below:", + "text-expreminder": "Don't forget to manually add any advancements to your sheet. Check any you've already taken.", + "text-seasonadvancesinfo": "(after you’ve taken five Improvements, you may also choose Advanced Improvements)", + "text-seasonadvances1": " You have +1 to any Stat (max +3).", + "text-seasonadvances2": " You have +1 maximum Fortune.", + "text-seasonadvances3": " Retire your character to safety.", + "text-seasonadvances4": " Replace one of your Chakras.", + "text-seasonadvances5": " Create a second character, played side-by-side with the first.", + "text-seasonadvances6": " Change to a new Playbook", + "text-seasonadvances7": " You have an Animal Companion with two Moves", + "lbl-seasonadvancements": "Season Advancements", + "text-askbonus": "Any other modifiers?", + "text-commentprompt": "Comment", + "text-commentexample": "..To do something!", + "lbl-Natural": "Natural", + "lbl-Hot": "Hot", + "lbl-Solid": "Solid", + "lbl-Keen": "Keen", + "lbl-Fluid": "Fluid", + "lbl-Animal": "Animal", + "lbl-bullet": "
    ✦  ", + "lbl-airshaper": "Airshaper", + "text-airshaperbackstory": "You made __________ a promise a long time ago, but have made no progress. What was it?
    __________ is a close friend, we Respect each other.", + "text-airshaperinfo": "You get Airshaping, and choose one more:", + "text-airshaper-move1name": "Airshaping", + "text-airshaper-move1desc": "When you manipulate the air to control the area, roll +Natural. On a 7 or greater, choose one:
    ✦  Immobilize a foe.
    ✦  Move as fast as the wind.
    ✦  Perform a great feat of acrobatics.
    ✦  Reposition the battlefield. On a 10 or greater, as above, but also add 1 to your rolls until you stop moving.
    Other actions can involve airshaping, but are treated as whatever move would be appropriate.", + "text-airshaper-move2name": "Attuned", + "text-airshaper-move2desc": "When you are outdoors, you have +1 Natural (max +3).", + "text-airshaper-move3name": "Nomad", + "text-airshaper-move3desc": "When you Meditate about some facet of the world (natural or Spirit), on a 7 or greater you may also ask the MC one related question that they must answer.", + "text-airshaper-move4name": "Redirection", + "text-airshaper-move4desc": "When you change the target of an attack, roll +Fluid. On a 10 or greater, it strikes a new target of your choice. On a 7, 8, or 9, you redirect it and it strikes a new target of the MC’s choice.", + "text-airshaper-move5name": "Soundshaping", + "text-airshaper-move5desc": "You can manipulate sound as just another facet of the air. When you use this to mimic, amplify, or reduce noises, roll +Keen. On a 10 or greater, you can convincingly project any sound you’ve heard. On a 7, 8, or 9, the replication is pretty close, but you are also exposed to danger.", + "text-airshaper-move6name": "Unburdened", + "text-airshaper-move6desc": "So long as you have no unresolved Oaths, add 1 to all Speak Honorably and Act Dishonorably rolls.", + "text-airshaper-mastermove": "Once you’ve trained with a master airshaper, add the following to the Move With Intention option list:
    ✦   Roll your next Move with Natural instead of its usual Stat.", + "text-airshaper-advance1": " You have +1 Hot (max +2).", + "text-airshaper-advance2": " You have +1 Solid (max +2).", + "text-airshaper-advance3": " You have +1 Keen (max +2).", + "text-airshaper-advance4": " You have +1 Fluid (max +2).", + "text-airshaper-advance5": " Take another Airshaper move.", + "text-airshaper-advance6": " Take another Airshaper move.", + "text-airshaper-advance7": " Take a move from any Playbook.", + "text-airshaper-advance8": " Take a move from any Playbook.", + "text-airshaper-advance9": " Take a move from a sub-Playbook.", + "text-airshaper-advance10": " Take a move from a sub-Playbook.", + "text-airshaper-advance11": " Take a new Chakra or write your own", + "lbl-aristocrat": "Aristocrat", + "text-aristocratbackstory": "Gain the Respect of as many characters as you desire. For each character you cause to Respect you, make an Oath, though it needn’t be to that character", + "text-aristocratinfo": "Choose two moves:", + "text-aristocrat-move1name": "Currency of Favors", + "text-aristocrat-move1desc": "Whenever you Help someone, you can demand a favor of them first. If they agree, they gain 1 Chi.", + "text-aristocrat-move2name": "Henchmen", + "text-aristocrat-move2desc": "You have a small force of loyal henchmen. They can be sent out with commands or aid your efforts as you wish, though their obedience is not absolute", + "text-aristocrat-move3name": "Intrigue", + "text-aristocrat-move3desc": "When you Act Dishonorably but disguise it in polite conversation, roll +Natural instead of +Hot.", + "text-aristocrat-move4name": "Mastermind", + "text-aristocrat-move4desc": "When you scheme and plan a future plot, roll +Keen. On a 10 or greater, the MC will pick 2 of the following conditions, only one of which must be addressed to succeed. On a 7, 8, or 9, the same thing, but you’ll need to address both.
    ✦   It will be very expensive or resource-intensive.
    ✦   It will take hours/days.
    ✦   You’re going to need __________’s help.
    ✦   __________ stands in the way of success.", + "text-aristocrat-move5name": "Silver Tongue", + "text-aristocrat-move5desc": "Whenever you roll a 10 or greater to Speak Honorably, the target must also offer something extra they think you want.", + "text-aristocrat-move6name": "Web of Commitments", + "text-aristocrat-move6desc": "When you take an Oath contradictory to another you’ve made, you may give up one of them without it counting as breaking an Oath (for purposes of the move), though there will still likely be social consequences to not fulfilling it.", + "text-aristocrat-mastermove": "Once you’ve trained with a master politician, choose 1:
    ✦   You’re better at juggling many engagements; when you have at least 3 Oaths and take an additional Oath, gain 1 Chi.
    ✦   You’re most skilled at handling one thing at a time; when you have exactly 1 Oath, add 1 to any roll when making actions directly related to completing it.", + "text-aristocrat-advance1": " You have +1 Hot (max +2).", + "text-aristocrat-advance2": " You have +1 Solid (max +2).", + "text-aristocrat-advance3": " You have +1 Keen (max +2).", + "text-aristocrat-advance4": " You have +1 Fluid (max +2).", + "text-aristocrat-advance5": " Take another Aristocrat move.", + "text-aristocrat-advance6": " Take another Aristocrat move.", + "text-aristocrat-advance7": " Take a move from any Playbook.", + "text-aristocrat-advance8": " Take a move from any Playbook.", + "text-aristocrat-advance9": " Take a move from a sub-Playbook.", + "text-aristocrat-advance10": " Take a move from a sub-Playbook.", + "text-aristocrat-advance11": " Take a new Chakra or write your own", + "lbl-earthshaper": "Earthshaper", + "text-earthshaperbackstory": "You don’t let people down, usually. Every character has Respect for you, except for __________.
    What have you promised them to try and gain their confidence?", + "text-earthshaperinfo": "You get Earthshaping, and choose one more:", + "text-earthshaper-move1name": "Earthshaping", + "text-earthshaper-move1desc": "When you alter the battlefield’s topography, roll +Solid. On a 7 or greater, add an appropriate Environment Tag. On a 10 or greater, anyone taking advantage of this Environment Tag when making a Move add +1 to their roll.
    Other actions can involve earthshaping, but are treated as whatever move would be appropriate", + "text-earthshaper-move2name": "Bulldozer", + "text-earthshaper-move2desc": "When your actions lead to the immediate destruction of (or relief from) an Environment Tag, gain 1 Chi.", + "text-earthshaper-move3name": "Defender", + "text-earthshaper-move3desc": "Whenever you are in your element, you can protect yourself from an attack (and associated Tag) by spending 1 Chi. If it was a player attacking you, give them the Chi. Otherwise, give it to the MC", + "text-earthshaper-move4name": "Metalshaping", + "text-earthshaper-move4desc": "You can control metal that you are in contact with. When you do, it’s the same as Earthshaping but roll +Keen instead of +Solid. When you metalshape against someone, on a 7 or greater you can Tag the target as well as the environment.", + "text-earthshaper-move5name": "Rooted", + "text-earthshaper-move5desc": "When you are in solid contact with the ground, you have +1 Solid (max +3).", + "text-earthshaper-move6name": "Vibration Sense", + "text-earthshaper-move6desc": "You can see and feel anything in contact with the ground (within reasonable distance). When you Observe Carefully, add the following questions to the list of options:
    ✦   Are they telling the truth?
    ✦   What does their body language betray about their plans?
    ✦   What is unseen but in contact with the ground?", + "text-earthshaper-mastermove": "Once you’ve trained with a master Earthshaper, whenever you pass up an opportunity for action or resist opposition without reaction, gain 1 Chi.", + "text-earthshaper-advance1": " You have +1 Hot (max +2).", + "text-earthshaper-advance2": " You have +1 Solid (max +2).", + "text-earthshaper-advance3": " You have +1 Keen (max +2).", + "text-earthshaper-advance4": " You have +1 Fluid (max +2).", + "text-earthshaper-advance5": " Take another Earthshaper move.", + "text-earthshaper-advance6": " Take another Earthshaper move.", + "text-earthshaper-advance7": " Take a move from any Playbook.", + "text-earthshaper-advance8": " Take a move from any Playbook.", + "text-earthshaper-advance9": " Take a move from a sub-Playbook.", + "text-earthshaper-advance10": " Take a move from a sub-Playbook.", + "text-earthshaper-advance11": " Take a new Chakra or write your own", + "lbl-fireshaper": "Fireshaper", + "text-fireshaperbackstory": "Make two Oaths: one making up for past failures, and one made to ease another’s burdens.", + "text-fireshaperinfo": "You get Fireshaping, and choose one more:", + "text-fireshaper-move1name": "Fireshaping", + "text-fireshaper-move1desc": "When you create or manipulate open flame to attack, roll +Hot. On a 10 or greater, it does what you want, Tagging targets as appropriate. On a 7, 8, or 9, you lose control of it in some manner (choose 1):
    ✦   The flames are larger and more taxing than intended. They burn hot and strong, but take -1 to th next roll you make.
    ✦   The flames explode into being, injuring all nearby, including the Fireshaper. Add Tags as appropriate.
    ✦   You set fire to the area. Add a relevant Environment Tag.
    Other actions can involve fireshaping, but are treated as whatever move would be appropriate", + "text-fireshaper-move2name": "Driven by Honor", + "text-fireshaper-move2desc": "When you fervently pursue the completion of an Oath to someone who doesn’t Respect you, add 1 to all Stand Fast and Speak Honorably rolls", + "text-fireshaper-move3name": "Hot-Headed", + "text-fireshaper-move3desc": "When you are treated disrespectfully and respond by Acting Dishonorably, add +1 to your roll. If you respond by Committing Open Violence, gain 1 Chi instead.", + "text-fireshaper-move4name": "Inner Passion", + "text-fireshaper-move4desc": "Decide and inform the MC of what emotion fuels your shaping. If the emotion is destructive or negative (such as anger, arrogance, or fear) you may Stand Fast with Hot instead of Solid.
    If the emotion is a positive or constructive one (such as harmony, discipline, or hope) you may Move With Intention with Hot instead of Fluid.", + "text-fireshaper-move5name": "Lightningshaping", + "text-fireshaper-move5desc": "+Fluid. On a 10 or greater, you succeed at projecting or redirecting the lightning strike.
    On a 7, 8, or 9, choose 1:
    ✦   Some power rebounds, shocking and Tagging the shaper as well.
    ✦   The lightning doesn’t strike the target, but all that can see it gain the Dazed Tag.
    ✦   The blast misses but causes explosive and chaotic damage; the MC adds an appropriate Environment Tag.", + "text-fireshaper-move6name": "Sunsoul", + "text-fireshaper-move6desc": "When the sun is in the sky, you have +1 Hot (max +3).", + "text-fireshaper-mastermove": "Once you’ve trained with a master fireshaper, never again can you be Tagged by being burned by natural fire, or your own magical fire.", + "text-fireshaper-advance1": " You have +1 Hot (max +2).", + "text-fireshaper-advance2": " You have +1 Solid (max +2).", + "text-fireshaper-advance3": " You have +1 Keen (max +2).", + "text-fireshaper-advance4": " You have +1 Fluid (max +2).", + "text-fireshaper-advance5": " Take another Fireshaper move.", + "text-fireshaper-advance6": " Take another Fireshaper move.", + "text-fireshaper-advance7": " Take a move from any Playbook.", + "text-fireshaper-advance8": " Take a move from any Playbook.", + "text-fireshaper-advance9": " Take a move from a sub-Playbook.", + "text-fireshaper-advance10": " Take a move from a sub-Playbook.", + "text-fireshaper-advance11": " Take a new Chakra or write your own", + "lbl-hunter": "Hunter", + "text-hunterbackstory": "You regularly bring back trophies of your prey, grisly or otherwise. __________ has shown Respect for your talents.
    __________ has been kind to you when you were in need, and you Respect them for it. What promise have you made to them to show that Respect?", + "text-hunterinfo": "Choose two Hunter Moves:", + "text-hunter-move1name": "Ambush", + "text-hunter-move1desc": "While a foe is marked by a Tag indicating that they are not aware of your presence, you can spend 1 Chi to immediately defeat them and remove them from the action", + "text-hunter-move2name": "Friend of Nature", + "text-hunter-move2desc": "One of your Animal Companions may select a new Move.", + "text-hunter-move3name": "Guerrilla Tactics", + "text-hunter-move3desc": "When hunting in the wilderness, you may Commit Open Violence with Keen instead of Hot. On a 10 or greater, if you take advantage of an Environment Tag in the process also choose one of the Move With Intention options.", + "text-hunter-move4name": "Stealth", + "text-hunter-move4desc": "When you conceal yourself from view, roll +Fluid. On a 7 or greater, enemies can’t see you and are Tagged as Unwitting Prey. On a 7, 8, or 9, also select one of the following:
    ✦   Someone is on alert now.
    ✦   You can’t keep track of everyone from your hiding place.
    ✦   You can’t stay undetected here for long.", + "text-hunter-move5name": "The Path", + "text-hunter-move5desc": "When you seek the way to someone or something you’ve been searching for, roll +Keen. On a 10 or greater, you find a route that is safe to use, at least this once. On a 7, 8, or 9, choose one:
    ✦   Something has to get left behind on the way.
    ✦   You are followed by something dangerous.
    ✦   Your travel is obvious to all.", + "text-hunter-move6name": "White Stag", + "text-hunter-move6desc": "When you name a quarry your White Stag, swear an oath to capture or kill them (your choice). You always intuitively know if your White Stag is near, and while they are you take +1 on Commit Open Violence and Move With Intention rolls. You can only have one White Stag at a time. Break your Oath when you give up", + "text-hunter-mastermove": "Once you’ve trained with a master hunter, whenever you Tag a foe who is not aware of your presence you may immediately add an Environment Tag describing the current situation", + "text-hunter-advance1": " You have +1 Hot (max +2).", + "text-hunter-advance2": " You have +1 Solid (max +2).", + "text-hunter-advance3": " You have +1 Keen (max +2).", + "text-hunter-advance4": " You have +1 Fluid (max +2).", + "text-hunter-advance5": " Take another Hunter move.", + "text-hunter-advance6": " Take another Hunter move.", + "text-hunter-advance7": " Take a move from any Playbook.", + "text-hunter-advance8": " Take a move from any Playbook.", + "text-hunter-advance9": " Take a move from a sub-Playbook.", + "text-hunter-advance10": " Take a move from a sub-Playbook.", + "text-hunter-advance11": " Take a new Chakra or write your own", + "lbl-monk": "Monk", + "text-monkbackstory": "", + "text-monkinfo": "Choose two Moves", + "text-monk-move1name": "Calm Stability", + "text-monk-move1desc": "Until you personally show aggression toward your enemies, whenever you are still and unflinching in the face of imminent harm roll +Solid. On a 10 or greater, you still come through unscathed. On a 7, , or 9, the same, but you must act immediately against your attacker.", + "text-monk-move2name": "Chi Blocker", + "text-monk-move2desc": "When you assault your foe’s pressure points, roll +Hot. On a 10 or greater, name a type of action that foe is now incapable of. On a 7, 8, or 9, name two or three types of action and the MC will pick which one the foe can’t do.", + "text-monk-move3name": "Clarity of Senses", + "text-monk-move3desc": "When you find yourself in a tense situation, you can immediately apply an Environment Tag describing the situation.", + "text-monk-move4name": "Guru", + "text-monk-move4desc": "You teach others the path to self-improvement. Whenever you Help another character in an instructive or guiding capacity, they gain Respect for you. If they already Respect you, they gain 1 Chi", + "text-monk-move5name": "Spiritual", + "text-monk-move5desc": "With effort, you can contactentities of the Spirit World. When you meditate to call upon a spirit, roll +Chi spent. On a 10 or greater, that spirit appears to you. On a 7, 8, or 9, choose two:
    ✦   The correct spirit appears.
    ✦   The spirit is benevolent.
    ✦   The spirit doesn’t want something in return.
    You cannot spend additional Chi to improve the results of this roll, even when taking advantage of a Tag.", + "text-monk-move6name": "Stillness", + "text-monk-move6desc": "When you are subtle with your motions or settle into a defensive posture, you Move With Intention with Solid instead of Fluid.", + "text-monk-mastermove": "When you study under an enlightened soul, renew your monastic vows. Set a condition: You will never (choose 1):
    ✦   Afford yourself any luxury,
    ✦   Cause intentional harm,
    ✦   Tell anything but the truth.
    Treat this vow as a Chakra. If you break the vow, the Master knows and sends people for you.", + "text-monk-advance1": " You have +1 Hot (max +2).", + "text-monk-advance2": " You have +1 Solid (max +2).", + "text-monk-advance3": " You have +1 Keen (max +2).", + "text-monk-advance4": " You have +1 Fluid (max +2).", + "text-monk-advance5": " Take another Monk move.", + "text-monk-advance6": " Take another Monk move.", + "text-monk-advance7": " Take a move from any Playbook.", + "text-monk-advance8": " Take a move from any Playbook.", + "text-monk-advance9": " Take a move from a sub-Playbook.", + "text-monk-advance10": " Take a move from a sub-Playbook.", + "text-monk-advance11": " Take a new Chakra or write your own", + "lbl-peasant": "Peasant", + "text-peasantbackstory": "You owe __________ big, and have sworn to make it up to them. Decide whether you Respect them or not.
    What did you and __________ each swear that has brought you so close together and earned your mutual Respect? (if there are no other player characters so inclined, create an MC character instead.", + "text-peasantinfo": "Choose two moves:", + "text-peasant-move1name": "Fool's Luck", + "text-peasant-move1desc": "Your maximum Fortune is increased by 1. You can only spend Fortune if you’re not intentionally attempting to defend yourself.", + "text-peasant-move2name": "From the Gutter", + "text-peasant-move2desc": "When you Move With Intention while in a town or city, roll +Hot instead of +Fluid. If you do, add the following to the list of options:
    ✦   Take something of value from the target.", + "text-peasant-move3name": "Loyal Servant", + "text-peasant-move3desc": "When you make an Oath to someone above your station, add +1 to any rolls directly related to completing it. When someone above your station fulfills an Oath to you, if you did not Respect them, gain 1 Chi.", + "text-peasant-move4name": "Martyr", + "text-peasant-move4desc": "If someone near you would take a Tag and you intervene, you may take it yourself instead of them taking it (the Tag’s specific nature may change in the process). If you do, gain 1 Chi.", + "text-peasant-move5name": "Out of Focus", + "text-peasant-move5desc": "When you act like you belong to avoid drawing attention or to give commands, roll +Solid to Observe Carefully or Speak Honorably.", + "text-peasant-move6name": "Stalwart Presence", + "text-peasant-move6desc": "When you Help someone, on a 7 or greater you may spend 1 Chi to improve the result of their modified roll by one step, so long as you both are already Tagged.", + "text-peasant-mastermove": "There are no masters for what you do. Instead, when you receive training from a master of another discipline, you may take the Mastery Move from the appropriate playbook. When you do, you may spend 1 Chi to immediately transfer to that playbook.", + "text-peasant-advance1": " You have +1 Hot (max +2).", + "text-peasant-advance2": " You have +1 Solid (max +2).", + "text-peasant-advance3": " You have +1 Keen (max +2).", + "text-peasant-advance4": " You have +1 Fluid (max +2).", + "text-peasant-advance5": " Take another Peasant move.", + "text-peasant-advance6": " Take another Peasant move.", + "text-peasant-advance7": " Take a move from any Playbook.", + "text-peasant-advance8": " Take a move from any Playbook.", + "text-peasant-advance9": " Take a move from a sub-Playbook.", + "text-peasant-advance10": " Take a move from a sub-Playbook.", + "text-peasant-advance11": " Take a new Chakra or write your own", + "lbl-scholar": "Scholar", + "text-scholarbackstory": "__________ once saved your life, earning your Respect. In return, what did you promise them?", + "text-scholarinfo": "You start with Always Prepared and one other Move", + "text-scholar-move1name": "Always Prepared", + "text-scholar-move1desc": "When you begin the session, roll 1 die +Keen. The result is the number of Materials you have for that session. Spend Materials 1-for-1 to produce a small, simple tool of your choice. You may spend a second Material to produce a small, complex tool instead. Lastly, you may spend 1 Material at any point to ask a single question as if you’d succeeded on an Observe Carefully roll.", + "text-scholar-move2name": "Construct", + "text-scholar-move2desc": "When you take your time to build a complicated contraption, spend a number of Materials and roll +Materials spent. On a 10 or greater, you build it all up, maybe with one complication. On a 7, 8, or 9, the MC will choose two or three of the following conditions needed to perfect the contraption:
    ✦   You needed extra resources; the project takes an extra Material.
    ✦   It’ll take significantly longer to build.
    ✦   The best you can do is a lesser version, unreliable and limited.
    ✦   Finishing it attracts attention.
    ✦   You can’t do it alone", + "text-scholar-move3name": "Fight with Your Head", + "text-scholar-move3desc": "When you Commit Open Violence or Move With Intention after watching a foe for a moment, you may add the Observed Tag to the target before the roll.", + "text-scholar-move4name": "Ingenious", + "text-scholar-move4desc": "So long as you have any Materials, you have +1 Keen (max +3).", + "text-scholar-move5name": "Think it Through", + "text-scholar-move5desc": "When you use rational thought to Meditate on a subject, you roll +Keen instead of +Natural. If you spend 1 Material to consult your books in the process, you can Meditate quickly as well.", + "text-scholar-move6name": "Trained Observer", + "text-scholar-move6desc": "When you Observe Carefully, you may ask an additional question, regardless of result (even on a failure).", + "text-scholar-mastermove": "When you learn from a master inventor, choose a small object. You never need to spend Materials to produce this tool.
    Once you’ve learned from a master sage, when you Observe Carefully you may also ask the following question:
    ✦   What does my research reveal about this?", + "text-scholar-advance1": " You have +1 Hot (max +2).", + "text-scholar-advance2": " You have +1 Solid (max +2).", + "text-scholar-advance3": " You have +1 Keen (max +2).", + "text-scholar-advance4": " You have +1 Fluid (max +2).", + "text-scholar-advance5": " Take another Scholar move.", + "text-scholar-advance6": " Take another Scholar move.", + "text-scholar-advance7": " Take a move from any Playbook.", + "text-scholar-advance8": " Take a move from any Playbook.", + "text-scholar-advance9": " Take a move from a sub-Playbook.", + "text-scholar-advance10": " Take a move from a sub-Playbook.", + "text-scholar-advance11": " Take a new Chakra or write your own", + "lbl-spiritshaper": "Spiritshaper", + "text-spiritshaperbackstory": "You have the Respect of a Great Spirit, and thus its True Name. What is it?
    You Respect __________ and have shown them the Spirit World.
    What spirit have you summoned for __________? What went wrong?", + "text-spiritshaperinfo": "You start with two Moves:", + "text-spiritshaper-move1name": "Astral Projection", + "text-spiritshaper-move1desc": "When you step outside of your physical body, roll +Natural. On a 10 or greater, you can observe or converse beyond your own body. You may return instantly, but can still be hurt, and your physical form is unconscious and helpless. On a 7, 8, or 9, the same but you are quickly noticed, either in spirit or physical form.", + "text-spiritshaper-move2name": "Binding Contracts", + "text-spiritshaper-move2desc": "When you make a bargain with a spirit, it is obliged to to grant you an additional boon upon completion. When you break an Oath to a spirit, subtract 1 from all Speak Honorably and Act Dishonorably rolls until you reconcile with the spirit", + "text-spiritshaper-move3name": "Communion", + "text-spiritshaper-move3desc": "When you summon a spirit to bargain for services, roll plus the number of conditions you fulfill:
    ✦   You present an offering.
    ✦   You’ve previously met and established a price with the spirit.
    ✦   You are in a place of power. If you attempt to perform the summoning hastily, subtract 1. On a 10 or greater, the spirit fulfills the bargain before payment is needed. On a 7, 8, or 9, payment is required up front.", + "text-spiritshaper-move4name": "Medium", + "text-spiritshaper-move4desc": "When you channel the ghosts of the dead, roll +Solid. On a 7 or greater, you may ask 1 question that they must answer. On a 10 or greater, you may choose to embody the ghost. Take a Chakra in line with the ghost’s personality and you may appear as the ghost did in life.", + "text-spiritshaper-move5name": "Mindwarp", + "text-spiritshaper-move5desc": "When you exert your will over a being’s essence, roll +Fluid. On a 10 or greater, it falls under your influence (perhaps with resentment). On a 7, 8, or 9, it contorts your command, fights you for control, or has some influence over you in return.
    If used against another player character, treat the command as an Oath.", + "text-spiritshaper-move6name": "Whispering Spirits", + "text-spiritshaper-move6desc": "When you Observe Carefully, you may choose to answer questions instead of asking them. If you do, the MC chooses the question and you may answer it as you choose. You may mix asking and answering. If you answer any questions, the MC places an Environment Tag instead of you.", + "text-spiritshaper-mastermove": "Once you’ve trained with a master spiritshaper, you may use any spirit’s True Name to summon it at any time, without a roll, though it may not be happy or forgiving of this. A True Name must come from the spirit itself to be used this way", + "text-spiritshaper-advance1": " You have +1 Hot (max +2).", + "text-spiritshaper-advance2": " You have +1 Solid (max +2).", + "text-spiritshaper-advance3": " You have +1 Keen (max +2).", + "text-spiritshaper-advance4": " You have +1 Fluid (max +2).", + "text-spiritshaper-advance5": " Take another Spiritshaper move.", + "text-spiritshaper-advance6": " Take another Spiritshaper move.", + "text-spiritshaper-advance7": " Take a move from any Playbook.", + "text-spiritshaper-advance8": " Take a move from any Playbook.", + "text-spiritshaper-advance9": " Take a move from a sub-Playbook.", + "text-spiritshaper-advance10": " Take a move from a sub-Playbook.", + "text-spiritshaper-advance11": " Take a new Chakra or write your own", + "lbl-warrior": "Warrior", + "text-warriorbackstory": " You’ve sworn to never harm __________, even though you do not trust them.
    __________ has earned your wrath. Name this MC character and swear to bring about their downfall.", + "text-warriorinfo": "Choose two Moves:", + "text-warrior-move1name": "Improviser", + "text-warrior-move1desc": "Everything in your surroundings is a weapon in your hands. When you eschew your usual armament in favor of using the environment for the first time during a conflict, gain 1 Chi.", + "text-warrior-move2name": "Memories of Battle", + "text-warrior-move2desc": "When you spend Fortune you may choose to immediately Meditate on the situation by remembering something from your past, either as a flashback or just as a recollection.", + "text-warrior-move3name": "Outlaw", + "text-warrior-move3desc": "When you go outside the law or the morals of your community and Act Dishonorably, add +2 to your roll if you lose (or do not have) their Respect. If they are a player character, on a 7 or greater you may demand an Oath from them.", + "text-warrior-move4name": "Samurai", + "text-warrior-move4desc": "You have +1 maximum Fortune, and answer the following:
    To whom have you sworn your loyalty? Are you still loyal to them? Make an Oath reflecting your commitment to them.", + "text-warrior-move5name": "Suvivor", + "text-warrior-move5desc": "When you Commit Open Violence when you have a Moderate Tag, add 1 to the roll. If you have both a Moderate and a Severe Tag, instead gain 1 Chi.", + "text-warrior-move6name": "Wire-Fu", + "text-warrior-move6desc": "When you perform an implausible feat of athletics or physics-defying acrobatic stunt, Move With Intention. On a failure, you still choose one of the options.", + "text-warrior-mastermove": "Once you’ve trained with a master warrior, when you enter battle you may immediately challenge one foe to single combat. If they deny you, gain 1 Chi.", + "text-warrior-advance1": " You have +1 Hot (max +2).", + "text-warrior-advance2": " You have +1 Solid (max +2).", + "text-warrior-advance3": " You have +1 Keen (max +2).", + "text-warrior-advance4": " You have +1 Fluid (max +2).", + "text-warrior-advance5": " Take another Warrior move.", + "text-warrior-advance6": " Take another Warrior move.", + "text-warrior-advance7": " Take a move from any Playbook.", + "text-warrior-advance8": " Take a move from any Playbook.", + "text-warrior-advance9": " Take a move from a sub-Playbook.", + "text-warrior-advance10": " Take a move from a sub-Playbook.", + "text-warrior-advance11": " Take a new Chakra or write your own", + "lbl-watershaper": "Watershaper", + "text-watershaperbackstory": "Despite past failures, you are dedicated to your Oath to __________.
    __________ is beloved by my people, and so is Respected by me too.", + "text-watershaperinfo": "You get Watershaping, and choose one more:", + "text-watershaper-move1name": "Watershaping", + "text-watershaper-move1desc": "You have a small supply of Water. You can carry up to 3 Water, which is replenished whenever you come across a sufficient body of water. When you manipulate water in combat, spend 1 Water and roll +Fluid. On a 10 or greater, choose two from the list. On a 7, 8, or 9, just one. You may pick a single option multiple times.
    ✦   Impose a Tag on a foe.
    ✦   Impose an Environment Tag.
    ✦   Get the spent Water back.
    Other actions can involve watershaping, but are treated as whatever move would be appropriat", + "text-watershaper-move2name": "Healer", + "text-watershaper-move2desc": "When you take time to cover a wound with your element and lay hands upon it, roll +Natural. On a 10 or greater, the wound is visibly cured and the subject refreshed.
    On a 7, 8, or 9, serious wounds are healed but superficial ones remain.", + "text-watershaper-move3name": "Iceshaping", + "text-watershaper-move3desc": "You can control ice as if it were liquid water, and can shift between the two freely. When you shape ice in combat, roll +Keen instead of +Fluid, and on a 10 or greater you can make a third choice from the list of options.", + "text-watershaper-move4name": "Moon-Chosen", + "text-watershaper-move4desc": "When the moon has risen, you have +1 Fluid (max +3).", + "text-watershaper-move5name": "Shaping Stance", + "text-watershaper-move5desc": "When you set into a shaping stance, roll Move With Intention and add the following option to the list:
    ✦   Use the result of this Move’s roll as the result of your next shaping roll.", + "text-watershaper-move6name": "Ubiquity", + "text-watershaper-move6desc": "Spend 1 Chi to refill your Water from any environment, be it from water vapor, plants, or some other source other than an actual body of water.", + "text-watershaper-mastermove": "Once you’ve trained with a master watershaper, you are more efficient about your water use and may carry 1 additional Water", + "text-watershaper-advance1": " You have +1 Hot (max +2).", + "text-watershaper-advance2": " You have +1 Solid (max +2).", + "text-watershaper-advance3": " You have +1 Keen (max +2).", + "text-watershaper-advance4": " You have +1 Fluid (max +2).", + "text-watershaper-advance5": " Take another Watershaper move.", + "text-watershaper-advance6": " Take another Watershaper move.", + "text-watershaper-advance7": " Take a move from any Playbook.", + "text-watershaper-advance8": " Take a move from any Playbook.", + "text-watershaper-advance9": " Take a move from a sub-Playbook.", + "text-watershaper-advance10": " Take a move from a sub-Playbook.", + "text-watershaper-advance11": " Take a new Chakra or write your own", + "lbl-customplaybook": "Custom Playbook", + "text-custom-advance1": " You have +1 to any Stat (max +3).", + "text-custom-advance2": " You have +1 maximum Fortune.", + "text-custom-advance3": " Retire your character to safety.", + "text-custom-advance4": " Replace one of your Chakras.", + "text-custom-advance5": "Create a second character, played side-by-side with the first.", + "text-custom-advance6": " Change to a new Playbook", + "text-custom-advance7": " You have an Animal Companion with two Moves", + "lbl-companion": "Animal Companion", + "text-companion-move1name": "Wild", + "text-companion-move1desc": "Your companion has an Animal score of +2 instead of +1.", + "text-companion-move2name": "Unstopping", + "text-companion-move2desc": "Choose one type of terrain your companion can easily traverse: clouds, sea, solid stone", + "text-companion-move3name": "Zephyr", + "text-companion-move3desc": "When you ride with haste, roll +Animal. On a 7 or greater, you reach your destination swiftly. On a 7, 8, or 9, choose one:
    ✦   Trouble finds you there.
    ✦   Your companion is Exhausted.
    ✦   Your arrival causes a big scene.", + "text-companion-move4name": "Hound", + "text-companion-move4desc": "So long as you have some recent physical link to a subject, you can spend 1 Chi to find them (though it may not be fast or stealthy).", + "text-companion-move5name": "Pack Mentality", + "text-companion-move5desc": "When your companion is an equal participant in your maneuvers, roll +Animal in addition to rolling your own Move. On a 7 or greater, you may choose to use that result instead for your Move" +} diff --git a/Legend-of-the-Elements/translations/sv.json b/Legend-of-the-Elements/translations/sv.json new file mode 100644 index 0000000000..a1716e79a7 --- /dev/null +++ b/Legend-of-the-Elements/translations/sv.json @@ -0,0 +1,367 @@ +{ + "lbl-name": "Name", + "lbl-pronouns": "Pronouns", + "lbl-playbook": "Playbook", + "lbl-look": "Look", + "lbl-chakras": "chakras", + "lbl-backstory": "Your Backstory", + "lbl-strings": "Strings", + "lbl-promises": "Promises", + "lbl-harm": "Harm", + "text-harminfo": "At four Harm, Skirt Death.", + "lbl-conditions": "Conditions", + "lbl-notes": "Notes", + "lbl-moves": "Moves", + "lbl-other": "Other", + "lbl-oaths": "Oaths", + "lbl-fortune": "Fortune", + "lbl-minor-tags": "Minor Tags", + "lbl-moderate-tags": "Moderate tags", + "lbl-severe-tags": "Severe tags", + "lbl-gear": "Gear", + "lbl-respects": "I Respect", + "lbl-respecteds": "I Am Respected By", + "lbl-mastermove": "Mastery Move", + "lbl-seasonadvances": "Advanced Improvments", + "lbl-unlocked": "Unlocked", + "lbl-chi": "Chi", + "lbl-atfault": "At Fault", + "lbl-species": "Species", + "text-chiinfo": "Spend 5 chi and choose one advancement from the list below:", + "text-expreminder": "Don't forget to manually add any advancements to your sheet. Check any you've already taken.", + "text-seasonadvancesinfo": "(after you’ve taken five Improvements, you may also choose Advanced Improvements)", + "text-seasonadvances1": " You have +1 to any Stat (max +3).", + "text-seasonadvances2": " You have +1 maximum Fortune.", + "text-seasonadvances3": " Retire your character to safety.", + "text-seasonadvances4": " Replace one of your Chakras.", + "text-seasonadvances5": " Create a second character, played side-by-side with the first.", + "text-seasonadvances6": " Change to a new Playbook", + "text-seasonadvances7": " You have an Animal Companion with two Moves", + "lbl-seasonadvancements": "Season Advancements", + "text-askbonus": "Any other modifiers?", + "text-commentprompt": "Comment", + "text-commentexample": "..To do something!", + "lbl-Natural": "Natural", + "lbl-Hot": "Hot", + "lbl-Solid": "Solid", + "lbl-Keen": "Keen", + "lbl-Fluid": "Fluid", + "lbl-Animal": "Animal", + "lbl-bullet": "
    ✦  ", + "lbl-airshaper": "Airshaper", + "text-airshaperbackstory": "You made __________ a promise a long time ago, but have made no progress. What was it?
    __________ is a close friend, we Respect each other.", + "text-airshaperinfo": "You get Airshaping, and choose one more:", + "text-airshaper-move1name": "Airshaping", + "text-airshaper-move1desc": "When you manipulate the air to control the area, roll +Natural. On a 7 or greater, choose one:
    ✦  Immobilize a foe.
    ✦  Move as fast as the wind.
    ✦  Perform a great feat of acrobatics.
    ✦  Reposition the battlefield. On a 10 or greater, as above, but also add 1 to your rolls until you stop moving.
    Other actions can involve airshaping, but are treated as whatever move would be appropriate.", + "text-airshaper-move2name": "Attuned", + "text-airshaper-move2desc": "When you are outdoors, you have +1 Natural (max +3).", + "text-airshaper-move3name": "Nomad", + "text-airshaper-move3desc": "When you Meditate about some facet of the world (natural or Spirit), on a 7 or greater you may also ask the MC one related question that they must answer.", + "text-airshaper-move4name": "Redirection", + "text-airshaper-move4desc": "When you change the target of an attack, roll +Fluid. On a 10 or greater, it strikes a new target of your choice. On a 7, 8, or 9, you redirect it and it strikes a new target of the MC’s choice.", + "text-airshaper-move5name": "Soundshaping", + "text-airshaper-move5desc": "You can manipulate sound as just another facet of the air. When you use this to mimic, amplify, or reduce noises, roll +Keen. On a 10 or greater, you can convincingly project any sound you’ve heard. On a 7, 8, or 9, the replication is pretty close, but you are also exposed to danger.", + "text-airshaper-move6name": "Unburdened", + "text-airshaper-move6desc": "So long as you have no unresolved Oaths, add 1 to all Speak Honorably and Act Dishonorably rolls.", + "text-airshaper-mastermove": "Once you’ve trained with a master airshaper, add the following to the Move With Intention option list:
    ✦   Roll your next Move with Natural instead of its usual Stat.", + "text-airshaper-advance1": " You have +1 Hot (max +2).", + "text-airshaper-advance2": " You have +1 Solid (max +2).", + "text-airshaper-advance3": " You have +1 Keen (max +2).", + "text-airshaper-advance4": " You have +1 Fluid (max +2).", + "text-airshaper-advance5": " Take another Airshaper move.", + "text-airshaper-advance6": " Take another Airshaper move.", + "text-airshaper-advance7": " Take a move from any Playbook.", + "text-airshaper-advance8": " Take a move from any Playbook.", + "text-airshaper-advance9": " Take a move from a sub-Playbook.", + "text-airshaper-advance10": " Take a move from a sub-Playbook.", + "text-airshaper-advance11": " Take a new Chakra or write your own", + "lbl-aristocrat": "Aristocrat", + "text-aristocratbackstory": "Gain the Respect of as many characters as you desire. For each character you cause to Respect you, make an Oath, though it needn’t be to that character", + "text-aristocratinfo": "Choose two moves:", + "text-aristocrat-move1name": "Currency of Favors", + "text-aristocrat-move1desc": "Whenever you Help someone, you can demand a favor of them first. If they agree, they gain 1 Chi.", + "text-aristocrat-move2name": "Henchmen", + "text-aristocrat-move2desc": "You have a small force of loyal henchmen. They can be sent out with commands or aid your efforts as you wish, though their obedience is not absolute", + "text-aristocrat-move3name": "Intrigue", + "text-aristocrat-move3desc": "When you Act Dishonorably but disguise it in polite conversation, roll +Natural instead of +Hot.", + "text-aristocrat-move4name": "Mastermind", + "text-aristocrat-move4desc": "When you scheme and plan a future plot, roll +Keen. On a 10 or greater, the MC will pick 2 of the following conditions, only one of which must be addressed to succeed. On a 7, 8, or 9, the same thing, but you’ll need to address both.
    ✦   It will be very expensive or resource-intensive.
    ✦   It will take hours/days.
    ✦   You’re going to need __________’s help.
    ✦   __________ stands in the way of success.", + "text-aristocrat-move5name": "Silver Tongue", + "text-aristocrat-move5desc": "Whenever you roll a 10 or greater to Speak Honorably, the target must also offer something extra they think you want.", + "text-aristocrat-move6name": "Web of Commitments", + "text-aristocrat-move6desc": "When you take an Oath contradictory to another you’ve made, you may give up one of them without it counting as breaking an Oath (for purposes of the move), though there will still likely be social consequences to not fulfilling it.", + "text-aristocrat-mastermove": "Once you’ve trained with a master politician, choose 1:
    ✦   You’re better at juggling many engagements; when you have at least 3 Oaths and take an additional Oath, gain 1 Chi.
    ✦   You’re most skilled at handling one thing at a time; when you have exactly 1 Oath, add 1 to any roll when making actions directly related to completing it.", + "text-aristocrat-advance1": " You have +1 Hot (max +2).", + "text-aristocrat-advance2": " You have +1 Solid (max +2).", + "text-aristocrat-advance3": " You have +1 Keen (max +2).", + "text-aristocrat-advance4": " You have +1 Fluid (max +2).", + "text-aristocrat-advance5": " Take another Aristocrat move.", + "text-aristocrat-advance6": " Take another Aristocrat move.", + "text-aristocrat-advance7": " Take a move from any Playbook.", + "text-aristocrat-advance8": " Take a move from any Playbook.", + "text-aristocrat-advance9": " Take a move from a sub-Playbook.", + "text-aristocrat-advance10": " Take a move from a sub-Playbook.", + "text-aristocrat-advance11": " Take a new Chakra or write your own", + "lbl-earthshaper": "Earthshaper", + "text-earthshaperbackstory": "You don’t let people down, usually. Every character has Respect for you, except for __________.
    What have you promised them to try and gain their confidence?", + "text-earthshaperinfo": "You get Earthshaping, and choose one more:", + "text-earthshaper-move1name": "Earthshaping", + "text-earthshaper-move1desc": "When you alter the battlefield’s topography, roll +Solid. On a 7 or greater, add an appropriate Environment Tag. On a 10 or greater, anyone taking advantage of this Environment Tag when making a Move add +1 to their roll.
    Other actions can involve earthshaping, but are treated as whatever move would be appropriate", + "text-earthshaper-move2name": "Bulldozer", + "text-earthshaper-move2desc": "When your actions lead to the immediate destruction of (or relief from) an Environment Tag, gain 1 Chi.", + "text-earthshaper-move3name": "Defender", + "text-earthshaper-move3desc": "Whenever you are in your element, you can protect yourself from an attack (and associated Tag) by spending 1 Chi. If it was a player attacking you, give them the Chi. Otherwise, give it to the MC", + "text-earthshaper-move4name": "Metalshaping", + "text-earthshaper-move4desc": "You can control metal that you are in contact with. When you do, it’s the same as Earthshaping but roll +Keen instead of +Solid. When you metalshape against someone, on a 7 or greater you can Tag the target as well as the environment.", + "text-earthshaper-move5name": "Rooted", + "text-earthshaper-move5desc": "When you are in solid contact with the ground, you have +1 Solid (max +3).", + "text-earthshaper-move6name": "Vibration Sense", + "text-earthshaper-move6desc": "You can see and feel anything in contact with the ground (within reasonable distance). When you Observe Carefully, add the following questions to the list of options:
    ✦   Are they telling the truth?
    ✦   What does their body language betray about their plans?
    ✦   What is unseen but in contact with the ground?", + "text-earthshaper-mastermove": "Once you’ve trained with a master Earthshaper, whenever you pass up an opportunity for action or resist opposition without reaction, gain 1 Chi.", + "text-earthshaper-advance1": " You have +1 Hot (max +2).", + "text-earthshaper-advance2": " You have +1 Solid (max +2).", + "text-earthshaper-advance3": " You have +1 Keen (max +2).", + "text-earthshaper-advance4": " You have +1 Fluid (max +2).", + "text-earthshaper-advance5": " Take another Earthshaper move.", + "text-earthshaper-advance6": " Take another Earthshaper move.", + "text-earthshaper-advance7": " Take a move from any Playbook.", + "text-earthshaper-advance8": " Take a move from any Playbook.", + "text-earthshaper-advance9": " Take a move from a sub-Playbook.", + "text-earthshaper-advance10": " Take a move from a sub-Playbook.", + "text-earthshaper-advance11": " Take a new Chakra or write your own", + "lbl-fireshaper": "Fireshaper", + "text-fireshaperbackstory": "Make two Oaths: one making up for past failures, and one made to ease another’s burdens.", + "text-fireshaperinfo": "You get Fireshaping, and choose one more:", + "text-fireshaper-move1name": "Fireshaping", + "text-fireshaper-move1desc": "When you create or manipulate open flame to attack, roll +Hot. On a 10 or greater, it does what you want, Tagging targets as appropriate. On a 7, 8, or 9, you lose control of it in some manner (choose 1):
    ✦   The flames are larger and more taxing than intended. They burn hot and strong, but take -1 to th next roll you make.
    ✦   The flames explode into being, injuring all nearby, including the Fireshaper. Add Tags as appropriate.
    ✦   You set fire to the area. Add a relevant Environment Tag.
    Other actions can involve fireshaping, but are treated as whatever move would be appropriate", + "text-fireshaper-move2name": "Driven by Honor", + "text-fireshaper-move2desc": "When you fervently pursue the completion of an Oath to someone who doesn’t Respect you, add 1 to all Stand Fast and Speak Honorably rolls", + "text-fireshaper-move3name": "Hot-Headed", + "text-fireshaper-move3desc": "When you are treated disrespectfully and respond by Acting Dishonorably, add +1 to your roll. If you respond by Committing Open Violence, gain 1 Chi instead.", + "text-fireshaper-move4name": "Inner Passion", + "text-fireshaper-move4desc": "Decide and inform the MC of what emotion fuels your shaping. If the emotion is destructive or negative (such as anger, arrogance, or fear) you may Stand Fast with Hot instead of Solid.
    If the emotion is a positive or constructive one (such as harmony, discipline, or hope) you may Move With Intention with Hot instead of Fluid.", + "text-fireshaper-move5name": "Lightningshaping", + "text-fireshaper-move5desc": "+Fluid. On a 10 or greater, you succeed at projecting or redirecting the lightning strike.
    On a 7, 8, or 9, choose 1:
    ✦   Some power rebounds, shocking and Tagging the shaper as well.
    ✦   The lightning doesn’t strike the target, but all that can see it gain the Dazed Tag.
    ✦   The blast misses but causes explosive and chaotic damage; the MC adds an appropriate Environment Tag.", + "text-fireshaper-move6name": "Sunsoul", + "text-fireshaper-move6desc": "When the sun is in the sky, you have +1 Hot (max +3).", + "text-fireshaper-mastermove": "Once you’ve trained with a master fireshaper, never again can you be Tagged by being burned by natural fire, or your own magical fire.", + "text-fireshaper-advance1": " You have +1 Hot (max +2).", + "text-fireshaper-advance2": " You have +1 Solid (max +2).", + "text-fireshaper-advance3": " You have +1 Keen (max +2).", + "text-fireshaper-advance4": " You have +1 Fluid (max +2).", + "text-fireshaper-advance5": " Take another Fireshaper move.", + "text-fireshaper-advance6": " Take another Fireshaper move.", + "text-fireshaper-advance7": " Take a move from any Playbook.", + "text-fireshaper-advance8": " Take a move from any Playbook.", + "text-fireshaper-advance9": " Take a move from a sub-Playbook.", + "text-fireshaper-advance10": " Take a move from a sub-Playbook.", + "text-fireshaper-advance11": " Take a new Chakra or write your own", + "lbl-hunter": "Hunter", + "text-hunterbackstory": "You regularly bring back trophies of your prey, grisly or otherwise. __________ has shown Respect for your talents.
    __________ has been kind to you when you were in need, and you Respect them for it. What promise have you made to them to show that Respect?", + "text-hunterinfo": "Choose two Hunter Moves:", + "text-hunter-move1name": "Ambush", + "text-hunter-move1desc": "While a foe is marked by a Tag indicating that they are not aware of your presence, you can spend 1 Chi to immediately defeat them and remove them from the action", + "text-hunter-move2name": "Friend of Nature", + "text-hunter-move2desc": "One of your Animal Companions may select a new Move.", + "text-hunter-move3name": "Guerrilla Tactics", + "text-hunter-move3desc": "When hunting in the wilderness, you may Commit Open Violence with Keen instead of Hot. On a 10 or greater, if you take advantage of an Environment Tag in the process also choose one of the Move With Intention options.", + "text-hunter-move4name": "Stealth", + "text-hunter-move4desc": "When you conceal yourself from view, roll +Fluid. On a 7 or greater, enemies can’t see you and are Tagged as Unwitting Prey. On a 7, 8, or 9, also select one of the following:
    ✦   Someone is on alert now.
    ✦   You can’t keep track of everyone from your hiding place.
    ✦   You can’t stay undetected here for long.", + "text-hunter-move5name": "The Path", + "text-hunter-move5desc": "When you seek the way to someone or something you’ve been searching for, roll +Keen. On a 10 or greater, you find a route that is safe to use, at least this once. On a 7, 8, or 9, choose one:
    ✦   Something has to get left behind on the way.
    ✦   You are followed by something dangerous.
    ✦   Your travel is obvious to all.", + "text-hunter-move6name": "White Stag", + "text-hunter-move6desc": "When you name a quarry your White Stag, swear an oath to capture or kill them (your choice). You always intuitively know if your White Stag is near, and while they are you take +1 on Commit Open Violence and Move With Intention rolls. You can only have one White Stag at a time. Break your Oath when you give up", + "text-hunter-mastermove": "Once you’ve trained with a master hunter, whenever you Tag a foe who is not aware of your presence you may immediately add an Environment Tag describing the current situation", + "text-hunter-advance1": " You have +1 Hot (max +2).", + "text-hunter-advance2": " You have +1 Solid (max +2).", + "text-hunter-advance3": " You have +1 Keen (max +2).", + "text-hunter-advance4": " You have +1 Fluid (max +2).", + "text-hunter-advance5": " Take another Hunter move.", + "text-hunter-advance6": " Take another Hunter move.", + "text-hunter-advance7": " Take a move from any Playbook.", + "text-hunter-advance8": " Take a move from any Playbook.", + "text-hunter-advance9": " Take a move from a sub-Playbook.", + "text-hunter-advance10": " Take a move from a sub-Playbook.", + "text-hunter-advance11": " Take a new Chakra or write your own", + "lbl-monk": "Monk", + "text-monkbackstory": "", + "text-monkinfo": "Choose two Moves", + "text-monk-move1name": "Calm Stability", + "text-monk-move1desc": "Until you personally show aggression toward your enemies, whenever you are still and unflinching in the face of imminent harm roll +Solid. On a 10 or greater, you still come through unscathed. On a 7, , or 9, the same, but you must act immediately against your attacker.", + "text-monk-move2name": "Chi Blocker", + "text-monk-move2desc": "When you assault your foe’s pressure points, roll +Hot. On a 10 or greater, name a type of action that foe is now incapable of. On a 7, 8, or 9, name two or three types of action and the MC will pick which one the foe can’t do.", + "text-monk-move3name": "Clarity of Senses", + "text-monk-move3desc": "When you find yourself in a tense situation, you can immediately apply an Environment Tag describing the situation.", + "text-monk-move4name": "Guru", + "text-monk-move4desc": "You teach others the path to self-improvement. Whenever you Help another character in an instructive or guiding capacity, they gain Respect for you. If they already Respect you, they gain 1 Chi", + "text-monk-move5name": "Spiritual", + "text-monk-move5desc": "With effort, you can contactentities of the Spirit World. When you meditate to call upon a spirit, roll +Chi spent. On a 10 or greater, that spirit appears to you. On a 7, 8, or 9, choose two:
    ✦   The correct spirit appears.
    ✦   The spirit is benevolent.
    ✦   The spirit doesn’t want something in return.
    You cannot spend additional Chi to improve the results of this roll, even when taking advantage of a Tag.", + "text-monk-move6name": "Stillness", + "text-monk-move6desc": "When you are subtle with your motions or settle into a defensive posture, you Move With Intention with Solid instead of Fluid.", + "text-monk-mastermove": "When you study under an enlightened soul, renew your monastic vows. Set a condition: You will never (choose 1):
    ✦   Afford yourself any luxury,
    ✦   Cause intentional harm,
    ✦   Tell anything but the truth.
    Treat this vow as a Chakra. If you break the vow, the Master knows and sends people for you.", + "text-monk-advance1": " You have +1 Hot (max +2).", + "text-monk-advance2": " You have +1 Solid (max +2).", + "text-monk-advance3": " You have +1 Keen (max +2).", + "text-monk-advance4": " You have +1 Fluid (max +2).", + "text-monk-advance5": " Take another Monk move.", + "text-monk-advance6": " Take another Monk move.", + "text-monk-advance7": " Take a move from any Playbook.", + "text-monk-advance8": " Take a move from any Playbook.", + "text-monk-advance9": " Take a move from a sub-Playbook.", + "text-monk-advance10": " Take a move from a sub-Playbook.", + "text-monk-advance11": " Take a new Chakra or write your own", + "lbl-peasant": "Peasant", + "text-peasantbackstory": "You owe __________ big, and have sworn to make it up to them. Decide whether you Respect them or not.
    What did you and __________ each swear that has brought you so close together and earned your mutual Respect? (if there are no other player characters so inclined, create an MC character instead.", + "text-peasantinfo": "Choose two moves:", + "text-peasant-move1name": "Fool's Luck", + "text-peasant-move1desc": "Your maximum Fortune is increased by 1. You can only spend Fortune if you’re not intentionally attempting to defend yourself.", + "text-peasant-move2name": "From the Gutter", + "text-peasant-move2desc": "When you Move With Intention while in a town or city, roll +Hot instead of +Fluid. If you do, add the following to the list of options:
    ✦   Take something of value from the target.", + "text-peasant-move3name": "Loyal Servant", + "text-peasant-move3desc": "When you make an Oath to someone above your station, add +1 to any rolls directly related to completing it. When someone above your station fulfills an Oath to you, if you did not Respect them, gain 1 Chi.", + "text-peasant-move4name": "Martyr", + "text-peasant-move4desc": "If someone near you would take a Tag and you intervene, you may take it yourself instead of them taking it (the Tag’s specific nature may change in the process). If you do, gain 1 Chi.", + "text-peasant-move5name": "Out of Focus", + "text-peasant-move5desc": "When you act like you belong to avoid drawing attention or to give commands, roll +Solid to Observe Carefully or Speak Honorably.", + "text-peasant-move6name": "Stalwart Presence", + "text-peasant-move6desc": "When you Help someone, on a 7 or greater you may spend 1 Chi to improve the result of their modified roll by one step, so long as you both are already Tagged.", + "text-peasant-mastermove": "There are no masters for what you do. Instead, when you receive training from a master of another discipline, you may take the Mastery Move from the appropriate playbook. When you do, you may spend 1 Chi to immediately transfer to that playbook.", + "text-peasant-advance1": " You have +1 Hot (max +2).", + "text-peasant-advance2": " You have +1 Solid (max +2).", + "text-peasant-advance3": " You have +1 Keen (max +2).", + "text-peasant-advance4": " You have +1 Fluid (max +2).", + "text-peasant-advance5": " Take another Peasant move.", + "text-peasant-advance6": " Take another Peasant move.", + "text-peasant-advance7": " Take a move from any Playbook.", + "text-peasant-advance8": " Take a move from any Playbook.", + "text-peasant-advance9": " Take a move from a sub-Playbook.", + "text-peasant-advance10": " Take a move from a sub-Playbook.", + "text-peasant-advance11": " Take a new Chakra or write your own", + "lbl-scholar": "Scholar", + "text-scholarbackstory": "__________ once saved your life, earning your Respect. In return, what did you promise them?", + "text-scholarinfo": "You start with Always Prepared and one other Move", + "text-scholar-move1name": "Always Prepared", + "text-scholar-move1desc": "When you begin the session, roll 1 die +Keen. The result is the number of Materials you have for that session. Spend Materials 1-for-1 to produce a small, simple tool of your choice. You may spend a second Material to produce a small, complex tool instead. Lastly, you may spend 1 Material at any point to ask a single question as if you’d succeeded on an Observe Carefully roll.", + "text-scholar-move2name": "Construct", + "text-scholar-move2desc": "When you take your time to build a complicated contraption, spend a number of Materials and roll +Materials spent. On a 10 or greater, you build it all up, maybe with one complication. On a 7, 8, or 9, the MC will choose two or three of the following conditions needed to perfect the contraption:
    ✦   You needed extra resources; the project takes an extra Material.
    ✦   It’ll take significantly longer to build.
    ✦   The best you can do is a lesser version, unreliable and limited.
    ✦   Finishing it attracts attention.
    ✦   You can’t do it alone", + "text-scholar-move3name": "Fight with Your Head", + "text-scholar-move3desc": "When you Commit Open Violence or Move With Intention after watching a foe for a moment, you may add the Observed Tag to the target before the roll.", + "text-scholar-move4name": "Ingenious", + "text-scholar-move4desc": "So long as you have any Materials, you have +1 Keen (max +3).", + "text-scholar-move5name": "Think it Through", + "text-scholar-move5desc": "When you use rational thought to Meditate on a subject, you roll +Keen instead of +Natural. If you spend 1 Material to consult your books in the process, you can Meditate quickly as well.", + "text-scholar-move6name": "Trained Observer", + "text-scholar-move6desc": "When you Observe Carefully, you may ask an additional question, regardless of result (even on a failure).", + "text-scholar-mastermove": "When you learn from a master inventor, choose a small object. You never need to spend Materials to produce this tool.
    Once you’ve learned from a master sage, when you Observe Carefully you may also ask the following question:
    ✦   What does my research reveal about this?", + "text-scholar-advance1": " You have +1 Hot (max +2).", + "text-scholar-advance2": " You have +1 Solid (max +2).", + "text-scholar-advance3": " You have +1 Keen (max +2).", + "text-scholar-advance4": " You have +1 Fluid (max +2).", + "text-scholar-advance5": " Take another Scholar move.", + "text-scholar-advance6": " Take another Scholar move.", + "text-scholar-advance7": " Take a move from any Playbook.", + "text-scholar-advance8": " Take a move from any Playbook.", + "text-scholar-advance9": " Take a move from a sub-Playbook.", + "text-scholar-advance10": " Take a move from a sub-Playbook.", + "text-scholar-advance11": " Take a new Chakra or write your own", + "lbl-spiritshaper": "Spiritshaper", + "text-spiritshaperbackstory": "You have the Respect of a Great Spirit, and thus its True Name. What is it?
    You Respect __________ and have shown them the Spirit World.
    What spirit have you summoned for __________? What went wrong?", + "text-spiritshaperinfo": "You start with two Moves:", + "text-spiritshaper-move1name": "Astral Projection", + "text-spiritshaper-move1desc": "When you step outside of your physical body, roll +Natural. On a 10 or greater, you can observe or converse beyond your own body. You may return instantly, but can still be hurt, and your physical form is unconscious and helpless. On a 7, 8, or 9, the same but you are quickly noticed, either in spirit or physical form.", + "text-spiritshaper-move2name": "Binding Contracts", + "text-spiritshaper-move2desc": "When you make a bargain with a spirit, it is obliged to to grant you an additional boon upon completion. When you break an Oath to a spirit, subtract 1 from all Speak Honorably and Act Dishonorably rolls until you reconcile with the spirit", + "text-spiritshaper-move3name": "Communion", + "text-spiritshaper-move3desc": "When you summon a spirit to bargain for services, roll plus the number of conditions you fulfill:
    ✦   You present an offering.
    ✦   You’ve previously met and established a price with the spirit.
    ✦   You are in a place of power. If you attempt to perform the summoning hastily, subtract 1. On a 10 or greater, the spirit fulfills the bargain before payment is needed. On a 7, 8, or 9, payment is required up front.", + "text-spiritshaper-move4name": "Medium", + "text-spiritshaper-move4desc": "When you channel the ghosts of the dead, roll +Solid. On a 7 or greater, you may ask 1 question that they must answer. On a 10 or greater, you may choose to embody the ghost. Take a Chakra in line with the ghost’s personality and you may appear as the ghost did in life.", + "text-spiritshaper-move5name": "Mindwarp", + "text-spiritshaper-move5desc": "When you exert your will over a being’s essence, roll +Fluid. On a 10 or greater, it falls under your influence (perhaps with resentment). On a 7, 8, or 9, it contorts your command, fights you for control, or has some influence over you in return.
    If used against another player character, treat the command as an Oath.", + "text-spiritshaper-move6name": "Whispering Spirits", + "text-spiritshaper-move6desc": "When you Observe Carefully, you may choose to answer questions instead of asking them. If you do, the MC chooses the question and you may answer it as you choose. You may mix asking and answering. If you answer any questions, the MC places an Environment Tag instead of you.", + "text-spiritshaper-mastermove": "Once you’ve trained with a master spiritshaper, you may use any spirit’s True Name to summon it at any time, without a roll, though it may not be happy or forgiving of this. A True Name must come from the spirit itself to be used this way", + "text-spiritshaper-advance1": " You have +1 Hot (max +2).", + "text-spiritshaper-advance2": " You have +1 Solid (max +2).", + "text-spiritshaper-advance3": " You have +1 Keen (max +2).", + "text-spiritshaper-advance4": " You have +1 Fluid (max +2).", + "text-spiritshaper-advance5": " Take another Spiritshaper move.", + "text-spiritshaper-advance6": " Take another Spiritshaper move.", + "text-spiritshaper-advance7": " Take a move from any Playbook.", + "text-spiritshaper-advance8": " Take a move from any Playbook.", + "text-spiritshaper-advance9": " Take a move from a sub-Playbook.", + "text-spiritshaper-advance10": " Take a move from a sub-Playbook.", + "text-spiritshaper-advance11": " Take a new Chakra or write your own", + "lbl-warrior": "Warrior", + "text-warriorbackstory": " You’ve sworn to never harm __________, even though you do not trust them.
    __________ has earned your wrath. Name this MC character and swear to bring about their downfall.", + "text-warriorinfo": "Choose two Moves:", + "text-warrior-move1name": "Improviser", + "text-warrior-move1desc": "Everything in your surroundings is a weapon in your hands. When you eschew your usual armament in favor of using the environment for the first time during a conflict, gain 1 Chi.", + "text-warrior-move2name": "Memories of Battle", + "text-warrior-move2desc": "When you spend Fortune you may choose to immediately Meditate on the situation by remembering something from your past, either as a flashback or just as a recollection.", + "text-warrior-move3name": "Outlaw", + "text-warrior-move3desc": "When you go outside the law or the morals of your community and Act Dishonorably, add +2 to your roll if you lose (or do not have) their Respect. If they are a player character, on a 7 or greater you may demand an Oath from them.", + "text-warrior-move4name": "Samurai", + "text-warrior-move4desc": "You have +1 maximum Fortune, and answer the following:
    To whom have you sworn your loyalty? Are you still loyal to them? Make an Oath reflecting your commitment to them.", + "text-warrior-move5name": "Suvivor", + "text-warrior-move5desc": "When you Commit Open Violence when you have a Moderate Tag, add 1 to the roll. If you have both a Moderate and a Severe Tag, instead gain 1 Chi.", + "text-warrior-move6name": "Wire-Fu", + "text-warrior-move6desc": "When you perform an implausible feat of athletics or physics-defying acrobatic stunt, Move With Intention. On a failure, you still choose one of the options.", + "text-warrior-mastermove": "Once you’ve trained with a master warrior, when you enter battle you may immediately challenge one foe to single combat. If they deny you, gain 1 Chi.", + "text-warrior-advance1": " You have +1 Hot (max +2).", + "text-warrior-advance2": " You have +1 Solid (max +2).", + "text-warrior-advance3": " You have +1 Keen (max +2).", + "text-warrior-advance4": " You have +1 Fluid (max +2).", + "text-warrior-advance5": " Take another Warrior move.", + "text-warrior-advance6": " Take another Warrior move.", + "text-warrior-advance7": " Take a move from any Playbook.", + "text-warrior-advance8": " Take a move from any Playbook.", + "text-warrior-advance9": " Take a move from a sub-Playbook.", + "text-warrior-advance10": " Take a move from a sub-Playbook.", + "text-warrior-advance11": " Take a new Chakra or write your own", + "lbl-watershaper": "Watershaper", + "text-watershaperbackstory": "Despite past failures, you are dedicated to your Oath to __________.
    __________ is beloved by my people, and so is Respected by me too.", + "text-watershaperinfo": "You get Watershaping, and choose one more:", + "text-watershaper-move1name": "Watershaping", + "text-watershaper-move1desc": "You have a small supply of Water. You can carry up to 3 Water, which is replenished whenever you come across a sufficient body of water. When you manipulate water in combat, spend 1 Water and roll +Fluid. On a 10 or greater, choose two from the list. On a 7, 8, or 9, just one. You may pick a single option multiple times.
    ✦   Impose a Tag on a foe.
    ✦   Impose an Environment Tag.
    ✦   Get the spent Water back.
    Other actions can involve watershaping, but are treated as whatever move would be appropriat", + "text-watershaper-move2name": "Healer", + "text-watershaper-move2desc": "When you take time to cover a wound with your element and lay hands upon it, roll +Natural. On a 10 or greater, the wound is visibly cured and the subject refreshed.
    On a 7, 8, or 9, serious wounds are healed but superficial ones remain.", + "text-watershaper-move3name": "Iceshaping", + "text-watershaper-move3desc": "You can control ice as if it were liquid water, and can shift between the two freely. When you shape ice in combat, roll +Keen instead of +Fluid, and on a 10 or greater you can make a third choice from the list of options.", + "text-watershaper-move4name": "Moon-Chosen", + "text-watershaper-move4desc": "When the moon has risen, you have +1 Fluid (max +3).", + "text-watershaper-move5name": "Shaping Stance", + "text-watershaper-move5desc": "When you set into a shaping stance, roll Move With Intention and add the following option to the list:
    ✦   Use the result of this Move’s roll as the result of your next shaping roll.", + "text-watershaper-move6name": "Ubiquity", + "text-watershaper-move6desc": "Spend 1 Chi to refill your Water from any environment, be it from water vapor, plants, or some other source other than an actual body of water.", + "text-watershaper-mastermove": "Once you’ve trained with a master watershaper, you are more efficient about your water use and may carry 1 additional Water", + "text-watershaper-advance1": " You have +1 Hot (max +2).", + "text-watershaper-advance2": " You have +1 Solid (max +2).", + "text-watershaper-advance3": " You have +1 Keen (max +2).", + "text-watershaper-advance4": " You have +1 Fluid (max +2).", + "text-watershaper-advance5": " Take another Watershaper move.", + "text-watershaper-advance6": " Take another Watershaper move.", + "text-watershaper-advance7": " Take a move from any Playbook.", + "text-watershaper-advance8": " Take a move from any Playbook.", + "text-watershaper-advance9": " Take a move from a sub-Playbook.", + "text-watershaper-advance10": " Take a move from a sub-Playbook.", + "text-watershaper-advance11": " Take a new Chakra or write your own", + "lbl-customplaybook": "Custom Playbook", + "text-custom-advance1": " You have +1 to any Stat (max +3).", + "text-custom-advance2": " You have +1 maximum Fortune.", + "text-custom-advance3": " Retire your character to safety.", + "text-custom-advance4": " Replace one of your Chakras.", + "text-custom-advance5": "Create a second character, played side-by-side with the first.", + "text-custom-advance6": " Change to a new Playbook", + "text-custom-advance7": " You have an Animal Companion with two Moves", + "lbl-companion": "Animal Companion", + "text-companion-move1name": "Wild", + "text-companion-move1desc": "Your companion has an Animal score of +2 instead of +1.", + "text-companion-move2name": "Unstopping", + "text-companion-move2desc": "Choose one type of terrain your companion can easily traverse: clouds, sea, solid stone", + "text-companion-move3name": "Zephyr", + "text-companion-move3desc": "When you ride with haste, roll +Animal. On a 7 or greater, you reach your destination swiftly. On a 7, 8, or 9, choose one:
    ✦   Trouble finds you there.
    ✦   Your companion is Exhausted.
    ✦   Your arrival causes a big scene.", + "text-companion-move4name": "Hound", + "text-companion-move4desc": "So long as you have some recent physical link to a subject, you can spend 1 Chi to find them (though it may not be fast or stealthy).", + "text-companion-move5name": "Pack Mentality", + "text-companion-move5desc": "When your companion is an equal participant in your maneuvers, roll +Animal in addition to rolling your own Move. On a 7 or greater, you may choose to use that result instead for your Move" +} diff --git a/Legend-of-the-Elements/translations/tr.json b/Legend-of-the-Elements/translations/tr.json new file mode 100644 index 0000000000..a1716e79a7 --- /dev/null +++ b/Legend-of-the-Elements/translations/tr.json @@ -0,0 +1,367 @@ +{ + "lbl-name": "Name", + "lbl-pronouns": "Pronouns", + "lbl-playbook": "Playbook", + "lbl-look": "Look", + "lbl-chakras": "chakras", + "lbl-backstory": "Your Backstory", + "lbl-strings": "Strings", + "lbl-promises": "Promises", + "lbl-harm": "Harm", + "text-harminfo": "At four Harm, Skirt Death.", + "lbl-conditions": "Conditions", + "lbl-notes": "Notes", + "lbl-moves": "Moves", + "lbl-other": "Other", + "lbl-oaths": "Oaths", + "lbl-fortune": "Fortune", + "lbl-minor-tags": "Minor Tags", + "lbl-moderate-tags": "Moderate tags", + "lbl-severe-tags": "Severe tags", + "lbl-gear": "Gear", + "lbl-respects": "I Respect", + "lbl-respecteds": "I Am Respected By", + "lbl-mastermove": "Mastery Move", + "lbl-seasonadvances": "Advanced Improvments", + "lbl-unlocked": "Unlocked", + "lbl-chi": "Chi", + "lbl-atfault": "At Fault", + "lbl-species": "Species", + "text-chiinfo": "Spend 5 chi and choose one advancement from the list below:", + "text-expreminder": "Don't forget to manually add any advancements to your sheet. Check any you've already taken.", + "text-seasonadvancesinfo": "(after you’ve taken five Improvements, you may also choose Advanced Improvements)", + "text-seasonadvances1": " You have +1 to any Stat (max +3).", + "text-seasonadvances2": " You have +1 maximum Fortune.", + "text-seasonadvances3": " Retire your character to safety.", + "text-seasonadvances4": " Replace one of your Chakras.", + "text-seasonadvances5": " Create a second character, played side-by-side with the first.", + "text-seasonadvances6": " Change to a new Playbook", + "text-seasonadvances7": " You have an Animal Companion with two Moves", + "lbl-seasonadvancements": "Season Advancements", + "text-askbonus": "Any other modifiers?", + "text-commentprompt": "Comment", + "text-commentexample": "..To do something!", + "lbl-Natural": "Natural", + "lbl-Hot": "Hot", + "lbl-Solid": "Solid", + "lbl-Keen": "Keen", + "lbl-Fluid": "Fluid", + "lbl-Animal": "Animal", + "lbl-bullet": "
    ✦  ", + "lbl-airshaper": "Airshaper", + "text-airshaperbackstory": "You made __________ a promise a long time ago, but have made no progress. What was it?
    __________ is a close friend, we Respect each other.", + "text-airshaperinfo": "You get Airshaping, and choose one more:", + "text-airshaper-move1name": "Airshaping", + "text-airshaper-move1desc": "When you manipulate the air to control the area, roll +Natural. On a 7 or greater, choose one:
    ✦  Immobilize a foe.
    ✦  Move as fast as the wind.
    ✦  Perform a great feat of acrobatics.
    ✦  Reposition the battlefield. On a 10 or greater, as above, but also add 1 to your rolls until you stop moving.
    Other actions can involve airshaping, but are treated as whatever move would be appropriate.", + "text-airshaper-move2name": "Attuned", + "text-airshaper-move2desc": "When you are outdoors, you have +1 Natural (max +3).", + "text-airshaper-move3name": "Nomad", + "text-airshaper-move3desc": "When you Meditate about some facet of the world (natural or Spirit), on a 7 or greater you may also ask the MC one related question that they must answer.", + "text-airshaper-move4name": "Redirection", + "text-airshaper-move4desc": "When you change the target of an attack, roll +Fluid. On a 10 or greater, it strikes a new target of your choice. On a 7, 8, or 9, you redirect it and it strikes a new target of the MC’s choice.", + "text-airshaper-move5name": "Soundshaping", + "text-airshaper-move5desc": "You can manipulate sound as just another facet of the air. When you use this to mimic, amplify, or reduce noises, roll +Keen. On a 10 or greater, you can convincingly project any sound you’ve heard. On a 7, 8, or 9, the replication is pretty close, but you are also exposed to danger.", + "text-airshaper-move6name": "Unburdened", + "text-airshaper-move6desc": "So long as you have no unresolved Oaths, add 1 to all Speak Honorably and Act Dishonorably rolls.", + "text-airshaper-mastermove": "Once you’ve trained with a master airshaper, add the following to the Move With Intention option list:
    ✦   Roll your next Move with Natural instead of its usual Stat.", + "text-airshaper-advance1": " You have +1 Hot (max +2).", + "text-airshaper-advance2": " You have +1 Solid (max +2).", + "text-airshaper-advance3": " You have +1 Keen (max +2).", + "text-airshaper-advance4": " You have +1 Fluid (max +2).", + "text-airshaper-advance5": " Take another Airshaper move.", + "text-airshaper-advance6": " Take another Airshaper move.", + "text-airshaper-advance7": " Take a move from any Playbook.", + "text-airshaper-advance8": " Take a move from any Playbook.", + "text-airshaper-advance9": " Take a move from a sub-Playbook.", + "text-airshaper-advance10": " Take a move from a sub-Playbook.", + "text-airshaper-advance11": " Take a new Chakra or write your own", + "lbl-aristocrat": "Aristocrat", + "text-aristocratbackstory": "Gain the Respect of as many characters as you desire. For each character you cause to Respect you, make an Oath, though it needn’t be to that character", + "text-aristocratinfo": "Choose two moves:", + "text-aristocrat-move1name": "Currency of Favors", + "text-aristocrat-move1desc": "Whenever you Help someone, you can demand a favor of them first. If they agree, they gain 1 Chi.", + "text-aristocrat-move2name": "Henchmen", + "text-aristocrat-move2desc": "You have a small force of loyal henchmen. They can be sent out with commands or aid your efforts as you wish, though their obedience is not absolute", + "text-aristocrat-move3name": "Intrigue", + "text-aristocrat-move3desc": "When you Act Dishonorably but disguise it in polite conversation, roll +Natural instead of +Hot.", + "text-aristocrat-move4name": "Mastermind", + "text-aristocrat-move4desc": "When you scheme and plan a future plot, roll +Keen. On a 10 or greater, the MC will pick 2 of the following conditions, only one of which must be addressed to succeed. On a 7, 8, or 9, the same thing, but you’ll need to address both.
    ✦   It will be very expensive or resource-intensive.
    ✦   It will take hours/days.
    ✦   You’re going to need __________’s help.
    ✦   __________ stands in the way of success.", + "text-aristocrat-move5name": "Silver Tongue", + "text-aristocrat-move5desc": "Whenever you roll a 10 or greater to Speak Honorably, the target must also offer something extra they think you want.", + "text-aristocrat-move6name": "Web of Commitments", + "text-aristocrat-move6desc": "When you take an Oath contradictory to another you’ve made, you may give up one of them without it counting as breaking an Oath (for purposes of the move), though there will still likely be social consequences to not fulfilling it.", + "text-aristocrat-mastermove": "Once you’ve trained with a master politician, choose 1:
    ✦   You’re better at juggling many engagements; when you have at least 3 Oaths and take an additional Oath, gain 1 Chi.
    ✦   You’re most skilled at handling one thing at a time; when you have exactly 1 Oath, add 1 to any roll when making actions directly related to completing it.", + "text-aristocrat-advance1": " You have +1 Hot (max +2).", + "text-aristocrat-advance2": " You have +1 Solid (max +2).", + "text-aristocrat-advance3": " You have +1 Keen (max +2).", + "text-aristocrat-advance4": " You have +1 Fluid (max +2).", + "text-aristocrat-advance5": " Take another Aristocrat move.", + "text-aristocrat-advance6": " Take another Aristocrat move.", + "text-aristocrat-advance7": " Take a move from any Playbook.", + "text-aristocrat-advance8": " Take a move from any Playbook.", + "text-aristocrat-advance9": " Take a move from a sub-Playbook.", + "text-aristocrat-advance10": " Take a move from a sub-Playbook.", + "text-aristocrat-advance11": " Take a new Chakra or write your own", + "lbl-earthshaper": "Earthshaper", + "text-earthshaperbackstory": "You don’t let people down, usually. Every character has Respect for you, except for __________.
    What have you promised them to try and gain their confidence?", + "text-earthshaperinfo": "You get Earthshaping, and choose one more:", + "text-earthshaper-move1name": "Earthshaping", + "text-earthshaper-move1desc": "When you alter the battlefield’s topography, roll +Solid. On a 7 or greater, add an appropriate Environment Tag. On a 10 or greater, anyone taking advantage of this Environment Tag when making a Move add +1 to their roll.
    Other actions can involve earthshaping, but are treated as whatever move would be appropriate", + "text-earthshaper-move2name": "Bulldozer", + "text-earthshaper-move2desc": "When your actions lead to the immediate destruction of (or relief from) an Environment Tag, gain 1 Chi.", + "text-earthshaper-move3name": "Defender", + "text-earthshaper-move3desc": "Whenever you are in your element, you can protect yourself from an attack (and associated Tag) by spending 1 Chi. If it was a player attacking you, give them the Chi. Otherwise, give it to the MC", + "text-earthshaper-move4name": "Metalshaping", + "text-earthshaper-move4desc": "You can control metal that you are in contact with. When you do, it’s the same as Earthshaping but roll +Keen instead of +Solid. When you metalshape against someone, on a 7 or greater you can Tag the target as well as the environment.", + "text-earthshaper-move5name": "Rooted", + "text-earthshaper-move5desc": "When you are in solid contact with the ground, you have +1 Solid (max +3).", + "text-earthshaper-move6name": "Vibration Sense", + "text-earthshaper-move6desc": "You can see and feel anything in contact with the ground (within reasonable distance). When you Observe Carefully, add the following questions to the list of options:
    ✦   Are they telling the truth?
    ✦   What does their body language betray about their plans?
    ✦   What is unseen but in contact with the ground?", + "text-earthshaper-mastermove": "Once you’ve trained with a master Earthshaper, whenever you pass up an opportunity for action or resist opposition without reaction, gain 1 Chi.", + "text-earthshaper-advance1": " You have +1 Hot (max +2).", + "text-earthshaper-advance2": " You have +1 Solid (max +2).", + "text-earthshaper-advance3": " You have +1 Keen (max +2).", + "text-earthshaper-advance4": " You have +1 Fluid (max +2).", + "text-earthshaper-advance5": " Take another Earthshaper move.", + "text-earthshaper-advance6": " Take another Earthshaper move.", + "text-earthshaper-advance7": " Take a move from any Playbook.", + "text-earthshaper-advance8": " Take a move from any Playbook.", + "text-earthshaper-advance9": " Take a move from a sub-Playbook.", + "text-earthshaper-advance10": " Take a move from a sub-Playbook.", + "text-earthshaper-advance11": " Take a new Chakra or write your own", + "lbl-fireshaper": "Fireshaper", + "text-fireshaperbackstory": "Make two Oaths: one making up for past failures, and one made to ease another’s burdens.", + "text-fireshaperinfo": "You get Fireshaping, and choose one more:", + "text-fireshaper-move1name": "Fireshaping", + "text-fireshaper-move1desc": "When you create or manipulate open flame to attack, roll +Hot. On a 10 or greater, it does what you want, Tagging targets as appropriate. On a 7, 8, or 9, you lose control of it in some manner (choose 1):
    ✦   The flames are larger and more taxing than intended. They burn hot and strong, but take -1 to th next roll you make.
    ✦   The flames explode into being, injuring all nearby, including the Fireshaper. Add Tags as appropriate.
    ✦   You set fire to the area. Add a relevant Environment Tag.
    Other actions can involve fireshaping, but are treated as whatever move would be appropriate", + "text-fireshaper-move2name": "Driven by Honor", + "text-fireshaper-move2desc": "When you fervently pursue the completion of an Oath to someone who doesn’t Respect you, add 1 to all Stand Fast and Speak Honorably rolls", + "text-fireshaper-move3name": "Hot-Headed", + "text-fireshaper-move3desc": "When you are treated disrespectfully and respond by Acting Dishonorably, add +1 to your roll. If you respond by Committing Open Violence, gain 1 Chi instead.", + "text-fireshaper-move4name": "Inner Passion", + "text-fireshaper-move4desc": "Decide and inform the MC of what emotion fuels your shaping. If the emotion is destructive or negative (such as anger, arrogance, or fear) you may Stand Fast with Hot instead of Solid.
    If the emotion is a positive or constructive one (such as harmony, discipline, or hope) you may Move With Intention with Hot instead of Fluid.", + "text-fireshaper-move5name": "Lightningshaping", + "text-fireshaper-move5desc": "+Fluid. On a 10 or greater, you succeed at projecting or redirecting the lightning strike.
    On a 7, 8, or 9, choose 1:
    ✦   Some power rebounds, shocking and Tagging the shaper as well.
    ✦   The lightning doesn’t strike the target, but all that can see it gain the Dazed Tag.
    ✦   The blast misses but causes explosive and chaotic damage; the MC adds an appropriate Environment Tag.", + "text-fireshaper-move6name": "Sunsoul", + "text-fireshaper-move6desc": "When the sun is in the sky, you have +1 Hot (max +3).", + "text-fireshaper-mastermove": "Once you’ve trained with a master fireshaper, never again can you be Tagged by being burned by natural fire, or your own magical fire.", + "text-fireshaper-advance1": " You have +1 Hot (max +2).", + "text-fireshaper-advance2": " You have +1 Solid (max +2).", + "text-fireshaper-advance3": " You have +1 Keen (max +2).", + "text-fireshaper-advance4": " You have +1 Fluid (max +2).", + "text-fireshaper-advance5": " Take another Fireshaper move.", + "text-fireshaper-advance6": " Take another Fireshaper move.", + "text-fireshaper-advance7": " Take a move from any Playbook.", + "text-fireshaper-advance8": " Take a move from any Playbook.", + "text-fireshaper-advance9": " Take a move from a sub-Playbook.", + "text-fireshaper-advance10": " Take a move from a sub-Playbook.", + "text-fireshaper-advance11": " Take a new Chakra or write your own", + "lbl-hunter": "Hunter", + "text-hunterbackstory": "You regularly bring back trophies of your prey, grisly or otherwise. __________ has shown Respect for your talents.
    __________ has been kind to you when you were in need, and you Respect them for it. What promise have you made to them to show that Respect?", + "text-hunterinfo": "Choose two Hunter Moves:", + "text-hunter-move1name": "Ambush", + "text-hunter-move1desc": "While a foe is marked by a Tag indicating that they are not aware of your presence, you can spend 1 Chi to immediately defeat them and remove them from the action", + "text-hunter-move2name": "Friend of Nature", + "text-hunter-move2desc": "One of your Animal Companions may select a new Move.", + "text-hunter-move3name": "Guerrilla Tactics", + "text-hunter-move3desc": "When hunting in the wilderness, you may Commit Open Violence with Keen instead of Hot. On a 10 or greater, if you take advantage of an Environment Tag in the process also choose one of the Move With Intention options.", + "text-hunter-move4name": "Stealth", + "text-hunter-move4desc": "When you conceal yourself from view, roll +Fluid. On a 7 or greater, enemies can’t see you and are Tagged as Unwitting Prey. On a 7, 8, or 9, also select one of the following:
    ✦   Someone is on alert now.
    ✦   You can’t keep track of everyone from your hiding place.
    ✦   You can’t stay undetected here for long.", + "text-hunter-move5name": "The Path", + "text-hunter-move5desc": "When you seek the way to someone or something you’ve been searching for, roll +Keen. On a 10 or greater, you find a route that is safe to use, at least this once. On a 7, 8, or 9, choose one:
    ✦   Something has to get left behind on the way.
    ✦   You are followed by something dangerous.
    ✦   Your travel is obvious to all.", + "text-hunter-move6name": "White Stag", + "text-hunter-move6desc": "When you name a quarry your White Stag, swear an oath to capture or kill them (your choice). You always intuitively know if your White Stag is near, and while they are you take +1 on Commit Open Violence and Move With Intention rolls. You can only have one White Stag at a time. Break your Oath when you give up", + "text-hunter-mastermove": "Once you’ve trained with a master hunter, whenever you Tag a foe who is not aware of your presence you may immediately add an Environment Tag describing the current situation", + "text-hunter-advance1": " You have +1 Hot (max +2).", + "text-hunter-advance2": " You have +1 Solid (max +2).", + "text-hunter-advance3": " You have +1 Keen (max +2).", + "text-hunter-advance4": " You have +1 Fluid (max +2).", + "text-hunter-advance5": " Take another Hunter move.", + "text-hunter-advance6": " Take another Hunter move.", + "text-hunter-advance7": " Take a move from any Playbook.", + "text-hunter-advance8": " Take a move from any Playbook.", + "text-hunter-advance9": " Take a move from a sub-Playbook.", + "text-hunter-advance10": " Take a move from a sub-Playbook.", + "text-hunter-advance11": " Take a new Chakra or write your own", + "lbl-monk": "Monk", + "text-monkbackstory": "", + "text-monkinfo": "Choose two Moves", + "text-monk-move1name": "Calm Stability", + "text-monk-move1desc": "Until you personally show aggression toward your enemies, whenever you are still and unflinching in the face of imminent harm roll +Solid. On a 10 or greater, you still come through unscathed. On a 7, , or 9, the same, but you must act immediately against your attacker.", + "text-monk-move2name": "Chi Blocker", + "text-monk-move2desc": "When you assault your foe’s pressure points, roll +Hot. On a 10 or greater, name a type of action that foe is now incapable of. On a 7, 8, or 9, name two or three types of action and the MC will pick which one the foe can’t do.", + "text-monk-move3name": "Clarity of Senses", + "text-monk-move3desc": "When you find yourself in a tense situation, you can immediately apply an Environment Tag describing the situation.", + "text-monk-move4name": "Guru", + "text-monk-move4desc": "You teach others the path to self-improvement. Whenever you Help another character in an instructive or guiding capacity, they gain Respect for you. If they already Respect you, they gain 1 Chi", + "text-monk-move5name": "Spiritual", + "text-monk-move5desc": "With effort, you can contactentities of the Spirit World. When you meditate to call upon a spirit, roll +Chi spent. On a 10 or greater, that spirit appears to you. On a 7, 8, or 9, choose two:
    ✦   The correct spirit appears.
    ✦   The spirit is benevolent.
    ✦   The spirit doesn’t want something in return.
    You cannot spend additional Chi to improve the results of this roll, even when taking advantage of a Tag.", + "text-monk-move6name": "Stillness", + "text-monk-move6desc": "When you are subtle with your motions or settle into a defensive posture, you Move With Intention with Solid instead of Fluid.", + "text-monk-mastermove": "When you study under an enlightened soul, renew your monastic vows. Set a condition: You will never (choose 1):
    ✦   Afford yourself any luxury,
    ✦   Cause intentional harm,
    ✦   Tell anything but the truth.
    Treat this vow as a Chakra. If you break the vow, the Master knows and sends people for you.", + "text-monk-advance1": " You have +1 Hot (max +2).", + "text-monk-advance2": " You have +1 Solid (max +2).", + "text-monk-advance3": " You have +1 Keen (max +2).", + "text-monk-advance4": " You have +1 Fluid (max +2).", + "text-monk-advance5": " Take another Monk move.", + "text-monk-advance6": " Take another Monk move.", + "text-monk-advance7": " Take a move from any Playbook.", + "text-monk-advance8": " Take a move from any Playbook.", + "text-monk-advance9": " Take a move from a sub-Playbook.", + "text-monk-advance10": " Take a move from a sub-Playbook.", + "text-monk-advance11": " Take a new Chakra or write your own", + "lbl-peasant": "Peasant", + "text-peasantbackstory": "You owe __________ big, and have sworn to make it up to them. Decide whether you Respect them or not.
    What did you and __________ each swear that has brought you so close together and earned your mutual Respect? (if there are no other player characters so inclined, create an MC character instead.", + "text-peasantinfo": "Choose two moves:", + "text-peasant-move1name": "Fool's Luck", + "text-peasant-move1desc": "Your maximum Fortune is increased by 1. You can only spend Fortune if you’re not intentionally attempting to defend yourself.", + "text-peasant-move2name": "From the Gutter", + "text-peasant-move2desc": "When you Move With Intention while in a town or city, roll +Hot instead of +Fluid. If you do, add the following to the list of options:
    ✦   Take something of value from the target.", + "text-peasant-move3name": "Loyal Servant", + "text-peasant-move3desc": "When you make an Oath to someone above your station, add +1 to any rolls directly related to completing it. When someone above your station fulfills an Oath to you, if you did not Respect them, gain 1 Chi.", + "text-peasant-move4name": "Martyr", + "text-peasant-move4desc": "If someone near you would take a Tag and you intervene, you may take it yourself instead of them taking it (the Tag’s specific nature may change in the process). If you do, gain 1 Chi.", + "text-peasant-move5name": "Out of Focus", + "text-peasant-move5desc": "When you act like you belong to avoid drawing attention or to give commands, roll +Solid to Observe Carefully or Speak Honorably.", + "text-peasant-move6name": "Stalwart Presence", + "text-peasant-move6desc": "When you Help someone, on a 7 or greater you may spend 1 Chi to improve the result of their modified roll by one step, so long as you both are already Tagged.", + "text-peasant-mastermove": "There are no masters for what you do. Instead, when you receive training from a master of another discipline, you may take the Mastery Move from the appropriate playbook. When you do, you may spend 1 Chi to immediately transfer to that playbook.", + "text-peasant-advance1": " You have +1 Hot (max +2).", + "text-peasant-advance2": " You have +1 Solid (max +2).", + "text-peasant-advance3": " You have +1 Keen (max +2).", + "text-peasant-advance4": " You have +1 Fluid (max +2).", + "text-peasant-advance5": " Take another Peasant move.", + "text-peasant-advance6": " Take another Peasant move.", + "text-peasant-advance7": " Take a move from any Playbook.", + "text-peasant-advance8": " Take a move from any Playbook.", + "text-peasant-advance9": " Take a move from a sub-Playbook.", + "text-peasant-advance10": " Take a move from a sub-Playbook.", + "text-peasant-advance11": " Take a new Chakra or write your own", + "lbl-scholar": "Scholar", + "text-scholarbackstory": "__________ once saved your life, earning your Respect. In return, what did you promise them?", + "text-scholarinfo": "You start with Always Prepared and one other Move", + "text-scholar-move1name": "Always Prepared", + "text-scholar-move1desc": "When you begin the session, roll 1 die +Keen. The result is the number of Materials you have for that session. Spend Materials 1-for-1 to produce a small, simple tool of your choice. You may spend a second Material to produce a small, complex tool instead. Lastly, you may spend 1 Material at any point to ask a single question as if you’d succeeded on an Observe Carefully roll.", + "text-scholar-move2name": "Construct", + "text-scholar-move2desc": "When you take your time to build a complicated contraption, spend a number of Materials and roll +Materials spent. On a 10 or greater, you build it all up, maybe with one complication. On a 7, 8, or 9, the MC will choose two or three of the following conditions needed to perfect the contraption:
    ✦   You needed extra resources; the project takes an extra Material.
    ✦   It’ll take significantly longer to build.
    ✦   The best you can do is a lesser version, unreliable and limited.
    ✦   Finishing it attracts attention.
    ✦   You can’t do it alone", + "text-scholar-move3name": "Fight with Your Head", + "text-scholar-move3desc": "When you Commit Open Violence or Move With Intention after watching a foe for a moment, you may add the Observed Tag to the target before the roll.", + "text-scholar-move4name": "Ingenious", + "text-scholar-move4desc": "So long as you have any Materials, you have +1 Keen (max +3).", + "text-scholar-move5name": "Think it Through", + "text-scholar-move5desc": "When you use rational thought to Meditate on a subject, you roll +Keen instead of +Natural. If you spend 1 Material to consult your books in the process, you can Meditate quickly as well.", + "text-scholar-move6name": "Trained Observer", + "text-scholar-move6desc": "When you Observe Carefully, you may ask an additional question, regardless of result (even on a failure).", + "text-scholar-mastermove": "When you learn from a master inventor, choose a small object. You never need to spend Materials to produce this tool.
    Once you’ve learned from a master sage, when you Observe Carefully you may also ask the following question:
    ✦   What does my research reveal about this?", + "text-scholar-advance1": " You have +1 Hot (max +2).", + "text-scholar-advance2": " You have +1 Solid (max +2).", + "text-scholar-advance3": " You have +1 Keen (max +2).", + "text-scholar-advance4": " You have +1 Fluid (max +2).", + "text-scholar-advance5": " Take another Scholar move.", + "text-scholar-advance6": " Take another Scholar move.", + "text-scholar-advance7": " Take a move from any Playbook.", + "text-scholar-advance8": " Take a move from any Playbook.", + "text-scholar-advance9": " Take a move from a sub-Playbook.", + "text-scholar-advance10": " Take a move from a sub-Playbook.", + "text-scholar-advance11": " Take a new Chakra or write your own", + "lbl-spiritshaper": "Spiritshaper", + "text-spiritshaperbackstory": "You have the Respect of a Great Spirit, and thus its True Name. What is it?
    You Respect __________ and have shown them the Spirit World.
    What spirit have you summoned for __________? What went wrong?", + "text-spiritshaperinfo": "You start with two Moves:", + "text-spiritshaper-move1name": "Astral Projection", + "text-spiritshaper-move1desc": "When you step outside of your physical body, roll +Natural. On a 10 or greater, you can observe or converse beyond your own body. You may return instantly, but can still be hurt, and your physical form is unconscious and helpless. On a 7, 8, or 9, the same but you are quickly noticed, either in spirit or physical form.", + "text-spiritshaper-move2name": "Binding Contracts", + "text-spiritshaper-move2desc": "When you make a bargain with a spirit, it is obliged to to grant you an additional boon upon completion. When you break an Oath to a spirit, subtract 1 from all Speak Honorably and Act Dishonorably rolls until you reconcile with the spirit", + "text-spiritshaper-move3name": "Communion", + "text-spiritshaper-move3desc": "When you summon a spirit to bargain for services, roll plus the number of conditions you fulfill:
    ✦   You present an offering.
    ✦   You’ve previously met and established a price with the spirit.
    ✦   You are in a place of power. If you attempt to perform the summoning hastily, subtract 1. On a 10 or greater, the spirit fulfills the bargain before payment is needed. On a 7, 8, or 9, payment is required up front.", + "text-spiritshaper-move4name": "Medium", + "text-spiritshaper-move4desc": "When you channel the ghosts of the dead, roll +Solid. On a 7 or greater, you may ask 1 question that they must answer. On a 10 or greater, you may choose to embody the ghost. Take a Chakra in line with the ghost’s personality and you may appear as the ghost did in life.", + "text-spiritshaper-move5name": "Mindwarp", + "text-spiritshaper-move5desc": "When you exert your will over a being’s essence, roll +Fluid. On a 10 or greater, it falls under your influence (perhaps with resentment). On a 7, 8, or 9, it contorts your command, fights you for control, or has some influence over you in return.
    If used against another player character, treat the command as an Oath.", + "text-spiritshaper-move6name": "Whispering Spirits", + "text-spiritshaper-move6desc": "When you Observe Carefully, you may choose to answer questions instead of asking them. If you do, the MC chooses the question and you may answer it as you choose. You may mix asking and answering. If you answer any questions, the MC places an Environment Tag instead of you.", + "text-spiritshaper-mastermove": "Once you’ve trained with a master spiritshaper, you may use any spirit’s True Name to summon it at any time, without a roll, though it may not be happy or forgiving of this. A True Name must come from the spirit itself to be used this way", + "text-spiritshaper-advance1": " You have +1 Hot (max +2).", + "text-spiritshaper-advance2": " You have +1 Solid (max +2).", + "text-spiritshaper-advance3": " You have +1 Keen (max +2).", + "text-spiritshaper-advance4": " You have +1 Fluid (max +2).", + "text-spiritshaper-advance5": " Take another Spiritshaper move.", + "text-spiritshaper-advance6": " Take another Spiritshaper move.", + "text-spiritshaper-advance7": " Take a move from any Playbook.", + "text-spiritshaper-advance8": " Take a move from any Playbook.", + "text-spiritshaper-advance9": " Take a move from a sub-Playbook.", + "text-spiritshaper-advance10": " Take a move from a sub-Playbook.", + "text-spiritshaper-advance11": " Take a new Chakra or write your own", + "lbl-warrior": "Warrior", + "text-warriorbackstory": " You’ve sworn to never harm __________, even though you do not trust them.
    __________ has earned your wrath. Name this MC character and swear to bring about their downfall.", + "text-warriorinfo": "Choose two Moves:", + "text-warrior-move1name": "Improviser", + "text-warrior-move1desc": "Everything in your surroundings is a weapon in your hands. When you eschew your usual armament in favor of using the environment for the first time during a conflict, gain 1 Chi.", + "text-warrior-move2name": "Memories of Battle", + "text-warrior-move2desc": "When you spend Fortune you may choose to immediately Meditate on the situation by remembering something from your past, either as a flashback or just as a recollection.", + "text-warrior-move3name": "Outlaw", + "text-warrior-move3desc": "When you go outside the law or the morals of your community and Act Dishonorably, add +2 to your roll if you lose (or do not have) their Respect. If they are a player character, on a 7 or greater you may demand an Oath from them.", + "text-warrior-move4name": "Samurai", + "text-warrior-move4desc": "You have +1 maximum Fortune, and answer the following:
    To whom have you sworn your loyalty? Are you still loyal to them? Make an Oath reflecting your commitment to them.", + "text-warrior-move5name": "Suvivor", + "text-warrior-move5desc": "When you Commit Open Violence when you have a Moderate Tag, add 1 to the roll. If you have both a Moderate and a Severe Tag, instead gain 1 Chi.", + "text-warrior-move6name": "Wire-Fu", + "text-warrior-move6desc": "When you perform an implausible feat of athletics or physics-defying acrobatic stunt, Move With Intention. On a failure, you still choose one of the options.", + "text-warrior-mastermove": "Once you’ve trained with a master warrior, when you enter battle you may immediately challenge one foe to single combat. If they deny you, gain 1 Chi.", + "text-warrior-advance1": " You have +1 Hot (max +2).", + "text-warrior-advance2": " You have +1 Solid (max +2).", + "text-warrior-advance3": " You have +1 Keen (max +2).", + "text-warrior-advance4": " You have +1 Fluid (max +2).", + "text-warrior-advance5": " Take another Warrior move.", + "text-warrior-advance6": " Take another Warrior move.", + "text-warrior-advance7": " Take a move from any Playbook.", + "text-warrior-advance8": " Take a move from any Playbook.", + "text-warrior-advance9": " Take a move from a sub-Playbook.", + "text-warrior-advance10": " Take a move from a sub-Playbook.", + "text-warrior-advance11": " Take a new Chakra or write your own", + "lbl-watershaper": "Watershaper", + "text-watershaperbackstory": "Despite past failures, you are dedicated to your Oath to __________.
    __________ is beloved by my people, and so is Respected by me too.", + "text-watershaperinfo": "You get Watershaping, and choose one more:", + "text-watershaper-move1name": "Watershaping", + "text-watershaper-move1desc": "You have a small supply of Water. You can carry up to 3 Water, which is replenished whenever you come across a sufficient body of water. When you manipulate water in combat, spend 1 Water and roll +Fluid. On a 10 or greater, choose two from the list. On a 7, 8, or 9, just one. You may pick a single option multiple times.
    ✦   Impose a Tag on a foe.
    ✦   Impose an Environment Tag.
    ✦   Get the spent Water back.
    Other actions can involve watershaping, but are treated as whatever move would be appropriat", + "text-watershaper-move2name": "Healer", + "text-watershaper-move2desc": "When you take time to cover a wound with your element and lay hands upon it, roll +Natural. On a 10 or greater, the wound is visibly cured and the subject refreshed.
    On a 7, 8, or 9, serious wounds are healed but superficial ones remain.", + "text-watershaper-move3name": "Iceshaping", + "text-watershaper-move3desc": "You can control ice as if it were liquid water, and can shift between the two freely. When you shape ice in combat, roll +Keen instead of +Fluid, and on a 10 or greater you can make a third choice from the list of options.", + "text-watershaper-move4name": "Moon-Chosen", + "text-watershaper-move4desc": "When the moon has risen, you have +1 Fluid (max +3).", + "text-watershaper-move5name": "Shaping Stance", + "text-watershaper-move5desc": "When you set into a shaping stance, roll Move With Intention and add the following option to the list:
    ✦   Use the result of this Move’s roll as the result of your next shaping roll.", + "text-watershaper-move6name": "Ubiquity", + "text-watershaper-move6desc": "Spend 1 Chi to refill your Water from any environment, be it from water vapor, plants, or some other source other than an actual body of water.", + "text-watershaper-mastermove": "Once you’ve trained with a master watershaper, you are more efficient about your water use and may carry 1 additional Water", + "text-watershaper-advance1": " You have +1 Hot (max +2).", + "text-watershaper-advance2": " You have +1 Solid (max +2).", + "text-watershaper-advance3": " You have +1 Keen (max +2).", + "text-watershaper-advance4": " You have +1 Fluid (max +2).", + "text-watershaper-advance5": " Take another Watershaper move.", + "text-watershaper-advance6": " Take another Watershaper move.", + "text-watershaper-advance7": " Take a move from any Playbook.", + "text-watershaper-advance8": " Take a move from any Playbook.", + "text-watershaper-advance9": " Take a move from a sub-Playbook.", + "text-watershaper-advance10": " Take a move from a sub-Playbook.", + "text-watershaper-advance11": " Take a new Chakra or write your own", + "lbl-customplaybook": "Custom Playbook", + "text-custom-advance1": " You have +1 to any Stat (max +3).", + "text-custom-advance2": " You have +1 maximum Fortune.", + "text-custom-advance3": " Retire your character to safety.", + "text-custom-advance4": " Replace one of your Chakras.", + "text-custom-advance5": "Create a second character, played side-by-side with the first.", + "text-custom-advance6": " Change to a new Playbook", + "text-custom-advance7": " You have an Animal Companion with two Moves", + "lbl-companion": "Animal Companion", + "text-companion-move1name": "Wild", + "text-companion-move1desc": "Your companion has an Animal score of +2 instead of +1.", + "text-companion-move2name": "Unstopping", + "text-companion-move2desc": "Choose one type of terrain your companion can easily traverse: clouds, sea, solid stone", + "text-companion-move3name": "Zephyr", + "text-companion-move3desc": "When you ride with haste, roll +Animal. On a 7 or greater, you reach your destination swiftly. On a 7, 8, or 9, choose one:
    ✦   Trouble finds you there.
    ✦   Your companion is Exhausted.
    ✦   Your arrival causes a big scene.", + "text-companion-move4name": "Hound", + "text-companion-move4desc": "So long as you have some recent physical link to a subject, you can spend 1 Chi to find them (though it may not be fast or stealthy).", + "text-companion-move5name": "Pack Mentality", + "text-companion-move5desc": "When your companion is an equal participant in your maneuvers, roll +Animal in addition to rolling your own Move. On a 7 or greater, you may choose to use that result instead for your Move" +} diff --git a/Legend-of-the-Elements/translations/zh.json b/Legend-of-the-Elements/translations/zh.json new file mode 100644 index 0000000000..a1716e79a7 --- /dev/null +++ b/Legend-of-the-Elements/translations/zh.json @@ -0,0 +1,367 @@ +{ + "lbl-name": "Name", + "lbl-pronouns": "Pronouns", + "lbl-playbook": "Playbook", + "lbl-look": "Look", + "lbl-chakras": "chakras", + "lbl-backstory": "Your Backstory", + "lbl-strings": "Strings", + "lbl-promises": "Promises", + "lbl-harm": "Harm", + "text-harminfo": "At four Harm, Skirt Death.", + "lbl-conditions": "Conditions", + "lbl-notes": "Notes", + "lbl-moves": "Moves", + "lbl-other": "Other", + "lbl-oaths": "Oaths", + "lbl-fortune": "Fortune", + "lbl-minor-tags": "Minor Tags", + "lbl-moderate-tags": "Moderate tags", + "lbl-severe-tags": "Severe tags", + "lbl-gear": "Gear", + "lbl-respects": "I Respect", + "lbl-respecteds": "I Am Respected By", + "lbl-mastermove": "Mastery Move", + "lbl-seasonadvances": "Advanced Improvments", + "lbl-unlocked": "Unlocked", + "lbl-chi": "Chi", + "lbl-atfault": "At Fault", + "lbl-species": "Species", + "text-chiinfo": "Spend 5 chi and choose one advancement from the list below:", + "text-expreminder": "Don't forget to manually add any advancements to your sheet. Check any you've already taken.", + "text-seasonadvancesinfo": "(after you’ve taken five Improvements, you may also choose Advanced Improvements)", + "text-seasonadvances1": " You have +1 to any Stat (max +3).", + "text-seasonadvances2": " You have +1 maximum Fortune.", + "text-seasonadvances3": " Retire your character to safety.", + "text-seasonadvances4": " Replace one of your Chakras.", + "text-seasonadvances5": " Create a second character, played side-by-side with the first.", + "text-seasonadvances6": " Change to a new Playbook", + "text-seasonadvances7": " You have an Animal Companion with two Moves", + "lbl-seasonadvancements": "Season Advancements", + "text-askbonus": "Any other modifiers?", + "text-commentprompt": "Comment", + "text-commentexample": "..To do something!", + "lbl-Natural": "Natural", + "lbl-Hot": "Hot", + "lbl-Solid": "Solid", + "lbl-Keen": "Keen", + "lbl-Fluid": "Fluid", + "lbl-Animal": "Animal", + "lbl-bullet": "
    ✦  ", + "lbl-airshaper": "Airshaper", + "text-airshaperbackstory": "You made __________ a promise a long time ago, but have made no progress. What was it?
    __________ is a close friend, we Respect each other.", + "text-airshaperinfo": "You get Airshaping, and choose one more:", + "text-airshaper-move1name": "Airshaping", + "text-airshaper-move1desc": "When you manipulate the air to control the area, roll +Natural. On a 7 or greater, choose one:
    ✦  Immobilize a foe.
    ✦  Move as fast as the wind.
    ✦  Perform a great feat of acrobatics.
    ✦  Reposition the battlefield. On a 10 or greater, as above, but also add 1 to your rolls until you stop moving.
    Other actions can involve airshaping, but are treated as whatever move would be appropriate.", + "text-airshaper-move2name": "Attuned", + "text-airshaper-move2desc": "When you are outdoors, you have +1 Natural (max +3).", + "text-airshaper-move3name": "Nomad", + "text-airshaper-move3desc": "When you Meditate about some facet of the world (natural or Spirit), on a 7 or greater you may also ask the MC one related question that they must answer.", + "text-airshaper-move4name": "Redirection", + "text-airshaper-move4desc": "When you change the target of an attack, roll +Fluid. On a 10 or greater, it strikes a new target of your choice. On a 7, 8, or 9, you redirect it and it strikes a new target of the MC’s choice.", + "text-airshaper-move5name": "Soundshaping", + "text-airshaper-move5desc": "You can manipulate sound as just another facet of the air. When you use this to mimic, amplify, or reduce noises, roll +Keen. On a 10 or greater, you can convincingly project any sound you’ve heard. On a 7, 8, or 9, the replication is pretty close, but you are also exposed to danger.", + "text-airshaper-move6name": "Unburdened", + "text-airshaper-move6desc": "So long as you have no unresolved Oaths, add 1 to all Speak Honorably and Act Dishonorably rolls.", + "text-airshaper-mastermove": "Once you’ve trained with a master airshaper, add the following to the Move With Intention option list:
    ✦   Roll your next Move with Natural instead of its usual Stat.", + "text-airshaper-advance1": " You have +1 Hot (max +2).", + "text-airshaper-advance2": " You have +1 Solid (max +2).", + "text-airshaper-advance3": " You have +1 Keen (max +2).", + "text-airshaper-advance4": " You have +1 Fluid (max +2).", + "text-airshaper-advance5": " Take another Airshaper move.", + "text-airshaper-advance6": " Take another Airshaper move.", + "text-airshaper-advance7": " Take a move from any Playbook.", + "text-airshaper-advance8": " Take a move from any Playbook.", + "text-airshaper-advance9": " Take a move from a sub-Playbook.", + "text-airshaper-advance10": " Take a move from a sub-Playbook.", + "text-airshaper-advance11": " Take a new Chakra or write your own", + "lbl-aristocrat": "Aristocrat", + "text-aristocratbackstory": "Gain the Respect of as many characters as you desire. For each character you cause to Respect you, make an Oath, though it needn’t be to that character", + "text-aristocratinfo": "Choose two moves:", + "text-aristocrat-move1name": "Currency of Favors", + "text-aristocrat-move1desc": "Whenever you Help someone, you can demand a favor of them first. If they agree, they gain 1 Chi.", + "text-aristocrat-move2name": "Henchmen", + "text-aristocrat-move2desc": "You have a small force of loyal henchmen. They can be sent out with commands or aid your efforts as you wish, though their obedience is not absolute", + "text-aristocrat-move3name": "Intrigue", + "text-aristocrat-move3desc": "When you Act Dishonorably but disguise it in polite conversation, roll +Natural instead of +Hot.", + "text-aristocrat-move4name": "Mastermind", + "text-aristocrat-move4desc": "When you scheme and plan a future plot, roll +Keen. On a 10 or greater, the MC will pick 2 of the following conditions, only one of which must be addressed to succeed. On a 7, 8, or 9, the same thing, but you’ll need to address both.
    ✦   It will be very expensive or resource-intensive.
    ✦   It will take hours/days.
    ✦   You’re going to need __________’s help.
    ✦   __________ stands in the way of success.", + "text-aristocrat-move5name": "Silver Tongue", + "text-aristocrat-move5desc": "Whenever you roll a 10 or greater to Speak Honorably, the target must also offer something extra they think you want.", + "text-aristocrat-move6name": "Web of Commitments", + "text-aristocrat-move6desc": "When you take an Oath contradictory to another you’ve made, you may give up one of them without it counting as breaking an Oath (for purposes of the move), though there will still likely be social consequences to not fulfilling it.", + "text-aristocrat-mastermove": "Once you’ve trained with a master politician, choose 1:
    ✦   You’re better at juggling many engagements; when you have at least 3 Oaths and take an additional Oath, gain 1 Chi.
    ✦   You’re most skilled at handling one thing at a time; when you have exactly 1 Oath, add 1 to any roll when making actions directly related to completing it.", + "text-aristocrat-advance1": " You have +1 Hot (max +2).", + "text-aristocrat-advance2": " You have +1 Solid (max +2).", + "text-aristocrat-advance3": " You have +1 Keen (max +2).", + "text-aristocrat-advance4": " You have +1 Fluid (max +2).", + "text-aristocrat-advance5": " Take another Aristocrat move.", + "text-aristocrat-advance6": " Take another Aristocrat move.", + "text-aristocrat-advance7": " Take a move from any Playbook.", + "text-aristocrat-advance8": " Take a move from any Playbook.", + "text-aristocrat-advance9": " Take a move from a sub-Playbook.", + "text-aristocrat-advance10": " Take a move from a sub-Playbook.", + "text-aristocrat-advance11": " Take a new Chakra or write your own", + "lbl-earthshaper": "Earthshaper", + "text-earthshaperbackstory": "You don’t let people down, usually. Every character has Respect for you, except for __________.
    What have you promised them to try and gain their confidence?", + "text-earthshaperinfo": "You get Earthshaping, and choose one more:", + "text-earthshaper-move1name": "Earthshaping", + "text-earthshaper-move1desc": "When you alter the battlefield’s topography, roll +Solid. On a 7 or greater, add an appropriate Environment Tag. On a 10 or greater, anyone taking advantage of this Environment Tag when making a Move add +1 to their roll.
    Other actions can involve earthshaping, but are treated as whatever move would be appropriate", + "text-earthshaper-move2name": "Bulldozer", + "text-earthshaper-move2desc": "When your actions lead to the immediate destruction of (or relief from) an Environment Tag, gain 1 Chi.", + "text-earthshaper-move3name": "Defender", + "text-earthshaper-move3desc": "Whenever you are in your element, you can protect yourself from an attack (and associated Tag) by spending 1 Chi. If it was a player attacking you, give them the Chi. Otherwise, give it to the MC", + "text-earthshaper-move4name": "Metalshaping", + "text-earthshaper-move4desc": "You can control metal that you are in contact with. When you do, it’s the same as Earthshaping but roll +Keen instead of +Solid. When you metalshape against someone, on a 7 or greater you can Tag the target as well as the environment.", + "text-earthshaper-move5name": "Rooted", + "text-earthshaper-move5desc": "When you are in solid contact with the ground, you have +1 Solid (max +3).", + "text-earthshaper-move6name": "Vibration Sense", + "text-earthshaper-move6desc": "You can see and feel anything in contact with the ground (within reasonable distance). When you Observe Carefully, add the following questions to the list of options:
    ✦   Are they telling the truth?
    ✦   What does their body language betray about their plans?
    ✦   What is unseen but in contact with the ground?", + "text-earthshaper-mastermove": "Once you’ve trained with a master Earthshaper, whenever you pass up an opportunity for action or resist opposition without reaction, gain 1 Chi.", + "text-earthshaper-advance1": " You have +1 Hot (max +2).", + "text-earthshaper-advance2": " You have +1 Solid (max +2).", + "text-earthshaper-advance3": " You have +1 Keen (max +2).", + "text-earthshaper-advance4": " You have +1 Fluid (max +2).", + "text-earthshaper-advance5": " Take another Earthshaper move.", + "text-earthshaper-advance6": " Take another Earthshaper move.", + "text-earthshaper-advance7": " Take a move from any Playbook.", + "text-earthshaper-advance8": " Take a move from any Playbook.", + "text-earthshaper-advance9": " Take a move from a sub-Playbook.", + "text-earthshaper-advance10": " Take a move from a sub-Playbook.", + "text-earthshaper-advance11": " Take a new Chakra or write your own", + "lbl-fireshaper": "Fireshaper", + "text-fireshaperbackstory": "Make two Oaths: one making up for past failures, and one made to ease another’s burdens.", + "text-fireshaperinfo": "You get Fireshaping, and choose one more:", + "text-fireshaper-move1name": "Fireshaping", + "text-fireshaper-move1desc": "When you create or manipulate open flame to attack, roll +Hot. On a 10 or greater, it does what you want, Tagging targets as appropriate. On a 7, 8, or 9, you lose control of it in some manner (choose 1):
    ✦   The flames are larger and more taxing than intended. They burn hot and strong, but take -1 to th next roll you make.
    ✦   The flames explode into being, injuring all nearby, including the Fireshaper. Add Tags as appropriate.
    ✦   You set fire to the area. Add a relevant Environment Tag.
    Other actions can involve fireshaping, but are treated as whatever move would be appropriate", + "text-fireshaper-move2name": "Driven by Honor", + "text-fireshaper-move2desc": "When you fervently pursue the completion of an Oath to someone who doesn’t Respect you, add 1 to all Stand Fast and Speak Honorably rolls", + "text-fireshaper-move3name": "Hot-Headed", + "text-fireshaper-move3desc": "When you are treated disrespectfully and respond by Acting Dishonorably, add +1 to your roll. If you respond by Committing Open Violence, gain 1 Chi instead.", + "text-fireshaper-move4name": "Inner Passion", + "text-fireshaper-move4desc": "Decide and inform the MC of what emotion fuels your shaping. If the emotion is destructive or negative (such as anger, arrogance, or fear) you may Stand Fast with Hot instead of Solid.
    If the emotion is a positive or constructive one (such as harmony, discipline, or hope) you may Move With Intention with Hot instead of Fluid.", + "text-fireshaper-move5name": "Lightningshaping", + "text-fireshaper-move5desc": "+Fluid. On a 10 or greater, you succeed at projecting or redirecting the lightning strike.
    On a 7, 8, or 9, choose 1:
    ✦   Some power rebounds, shocking and Tagging the shaper as well.
    ✦   The lightning doesn’t strike the target, but all that can see it gain the Dazed Tag.
    ✦   The blast misses but causes explosive and chaotic damage; the MC adds an appropriate Environment Tag.", + "text-fireshaper-move6name": "Sunsoul", + "text-fireshaper-move6desc": "When the sun is in the sky, you have +1 Hot (max +3).", + "text-fireshaper-mastermove": "Once you’ve trained with a master fireshaper, never again can you be Tagged by being burned by natural fire, or your own magical fire.", + "text-fireshaper-advance1": " You have +1 Hot (max +2).", + "text-fireshaper-advance2": " You have +1 Solid (max +2).", + "text-fireshaper-advance3": " You have +1 Keen (max +2).", + "text-fireshaper-advance4": " You have +1 Fluid (max +2).", + "text-fireshaper-advance5": " Take another Fireshaper move.", + "text-fireshaper-advance6": " Take another Fireshaper move.", + "text-fireshaper-advance7": " Take a move from any Playbook.", + "text-fireshaper-advance8": " Take a move from any Playbook.", + "text-fireshaper-advance9": " Take a move from a sub-Playbook.", + "text-fireshaper-advance10": " Take a move from a sub-Playbook.", + "text-fireshaper-advance11": " Take a new Chakra or write your own", + "lbl-hunter": "Hunter", + "text-hunterbackstory": "You regularly bring back trophies of your prey, grisly or otherwise. __________ has shown Respect for your talents.
    __________ has been kind to you when you were in need, and you Respect them for it. What promise have you made to them to show that Respect?", + "text-hunterinfo": "Choose two Hunter Moves:", + "text-hunter-move1name": "Ambush", + "text-hunter-move1desc": "While a foe is marked by a Tag indicating that they are not aware of your presence, you can spend 1 Chi to immediately defeat them and remove them from the action", + "text-hunter-move2name": "Friend of Nature", + "text-hunter-move2desc": "One of your Animal Companions may select a new Move.", + "text-hunter-move3name": "Guerrilla Tactics", + "text-hunter-move3desc": "When hunting in the wilderness, you may Commit Open Violence with Keen instead of Hot. On a 10 or greater, if you take advantage of an Environment Tag in the process also choose one of the Move With Intention options.", + "text-hunter-move4name": "Stealth", + "text-hunter-move4desc": "When you conceal yourself from view, roll +Fluid. On a 7 or greater, enemies can’t see you and are Tagged as Unwitting Prey. On a 7, 8, or 9, also select one of the following:
    ✦   Someone is on alert now.
    ✦   You can’t keep track of everyone from your hiding place.
    ✦   You can’t stay undetected here for long.", + "text-hunter-move5name": "The Path", + "text-hunter-move5desc": "When you seek the way to someone or something you’ve been searching for, roll +Keen. On a 10 or greater, you find a route that is safe to use, at least this once. On a 7, 8, or 9, choose one:
    ✦   Something has to get left behind on the way.
    ✦   You are followed by something dangerous.
    ✦   Your travel is obvious to all.", + "text-hunter-move6name": "White Stag", + "text-hunter-move6desc": "When you name a quarry your White Stag, swear an oath to capture or kill them (your choice). You always intuitively know if your White Stag is near, and while they are you take +1 on Commit Open Violence and Move With Intention rolls. You can only have one White Stag at a time. Break your Oath when you give up", + "text-hunter-mastermove": "Once you’ve trained with a master hunter, whenever you Tag a foe who is not aware of your presence you may immediately add an Environment Tag describing the current situation", + "text-hunter-advance1": " You have +1 Hot (max +2).", + "text-hunter-advance2": " You have +1 Solid (max +2).", + "text-hunter-advance3": " You have +1 Keen (max +2).", + "text-hunter-advance4": " You have +1 Fluid (max +2).", + "text-hunter-advance5": " Take another Hunter move.", + "text-hunter-advance6": " Take another Hunter move.", + "text-hunter-advance7": " Take a move from any Playbook.", + "text-hunter-advance8": " Take a move from any Playbook.", + "text-hunter-advance9": " Take a move from a sub-Playbook.", + "text-hunter-advance10": " Take a move from a sub-Playbook.", + "text-hunter-advance11": " Take a new Chakra or write your own", + "lbl-monk": "Monk", + "text-monkbackstory": "", + "text-monkinfo": "Choose two Moves", + "text-monk-move1name": "Calm Stability", + "text-monk-move1desc": "Until you personally show aggression toward your enemies, whenever you are still and unflinching in the face of imminent harm roll +Solid. On a 10 or greater, you still come through unscathed. On a 7, , or 9, the same, but you must act immediately against your attacker.", + "text-monk-move2name": "Chi Blocker", + "text-monk-move2desc": "When you assault your foe’s pressure points, roll +Hot. On a 10 or greater, name a type of action that foe is now incapable of. On a 7, 8, or 9, name two or three types of action and the MC will pick which one the foe can’t do.", + "text-monk-move3name": "Clarity of Senses", + "text-monk-move3desc": "When you find yourself in a tense situation, you can immediately apply an Environment Tag describing the situation.", + "text-monk-move4name": "Guru", + "text-monk-move4desc": "You teach others the path to self-improvement. Whenever you Help another character in an instructive or guiding capacity, they gain Respect for you. If they already Respect you, they gain 1 Chi", + "text-monk-move5name": "Spiritual", + "text-monk-move5desc": "With effort, you can contactentities of the Spirit World. When you meditate to call upon a spirit, roll +Chi spent. On a 10 or greater, that spirit appears to you. On a 7, 8, or 9, choose two:
    ✦   The correct spirit appears.
    ✦   The spirit is benevolent.
    ✦   The spirit doesn’t want something in return.
    You cannot spend additional Chi to improve the results of this roll, even when taking advantage of a Tag.", + "text-monk-move6name": "Stillness", + "text-monk-move6desc": "When you are subtle with your motions or settle into a defensive posture, you Move With Intention with Solid instead of Fluid.", + "text-monk-mastermove": "When you study under an enlightened soul, renew your monastic vows. Set a condition: You will never (choose 1):
    ✦   Afford yourself any luxury,
    ✦   Cause intentional harm,
    ✦   Tell anything but the truth.
    Treat this vow as a Chakra. If you break the vow, the Master knows and sends people for you.", + "text-monk-advance1": " You have +1 Hot (max +2).", + "text-monk-advance2": " You have +1 Solid (max +2).", + "text-monk-advance3": " You have +1 Keen (max +2).", + "text-monk-advance4": " You have +1 Fluid (max +2).", + "text-monk-advance5": " Take another Monk move.", + "text-monk-advance6": " Take another Monk move.", + "text-monk-advance7": " Take a move from any Playbook.", + "text-monk-advance8": " Take a move from any Playbook.", + "text-monk-advance9": " Take a move from a sub-Playbook.", + "text-monk-advance10": " Take a move from a sub-Playbook.", + "text-monk-advance11": " Take a new Chakra or write your own", + "lbl-peasant": "Peasant", + "text-peasantbackstory": "You owe __________ big, and have sworn to make it up to them. Decide whether you Respect them or not.
    What did you and __________ each swear that has brought you so close together and earned your mutual Respect? (if there are no other player characters so inclined, create an MC character instead.", + "text-peasantinfo": "Choose two moves:", + "text-peasant-move1name": "Fool's Luck", + "text-peasant-move1desc": "Your maximum Fortune is increased by 1. You can only spend Fortune if you’re not intentionally attempting to defend yourself.", + "text-peasant-move2name": "From the Gutter", + "text-peasant-move2desc": "When you Move With Intention while in a town or city, roll +Hot instead of +Fluid. If you do, add the following to the list of options:
    ✦   Take something of value from the target.", + "text-peasant-move3name": "Loyal Servant", + "text-peasant-move3desc": "When you make an Oath to someone above your station, add +1 to any rolls directly related to completing it. When someone above your station fulfills an Oath to you, if you did not Respect them, gain 1 Chi.", + "text-peasant-move4name": "Martyr", + "text-peasant-move4desc": "If someone near you would take a Tag and you intervene, you may take it yourself instead of them taking it (the Tag’s specific nature may change in the process). If you do, gain 1 Chi.", + "text-peasant-move5name": "Out of Focus", + "text-peasant-move5desc": "When you act like you belong to avoid drawing attention or to give commands, roll +Solid to Observe Carefully or Speak Honorably.", + "text-peasant-move6name": "Stalwart Presence", + "text-peasant-move6desc": "When you Help someone, on a 7 or greater you may spend 1 Chi to improve the result of their modified roll by one step, so long as you both are already Tagged.", + "text-peasant-mastermove": "There are no masters for what you do. Instead, when you receive training from a master of another discipline, you may take the Mastery Move from the appropriate playbook. When you do, you may spend 1 Chi to immediately transfer to that playbook.", + "text-peasant-advance1": " You have +1 Hot (max +2).", + "text-peasant-advance2": " You have +1 Solid (max +2).", + "text-peasant-advance3": " You have +1 Keen (max +2).", + "text-peasant-advance4": " You have +1 Fluid (max +2).", + "text-peasant-advance5": " Take another Peasant move.", + "text-peasant-advance6": " Take another Peasant move.", + "text-peasant-advance7": " Take a move from any Playbook.", + "text-peasant-advance8": " Take a move from any Playbook.", + "text-peasant-advance9": " Take a move from a sub-Playbook.", + "text-peasant-advance10": " Take a move from a sub-Playbook.", + "text-peasant-advance11": " Take a new Chakra or write your own", + "lbl-scholar": "Scholar", + "text-scholarbackstory": "__________ once saved your life, earning your Respect. In return, what did you promise them?", + "text-scholarinfo": "You start with Always Prepared and one other Move", + "text-scholar-move1name": "Always Prepared", + "text-scholar-move1desc": "When you begin the session, roll 1 die +Keen. The result is the number of Materials you have for that session. Spend Materials 1-for-1 to produce a small, simple tool of your choice. You may spend a second Material to produce a small, complex tool instead. Lastly, you may spend 1 Material at any point to ask a single question as if you’d succeeded on an Observe Carefully roll.", + "text-scholar-move2name": "Construct", + "text-scholar-move2desc": "When you take your time to build a complicated contraption, spend a number of Materials and roll +Materials spent. On a 10 or greater, you build it all up, maybe with one complication. On a 7, 8, or 9, the MC will choose two or three of the following conditions needed to perfect the contraption:
    ✦   You needed extra resources; the project takes an extra Material.
    ✦   It’ll take significantly longer to build.
    ✦   The best you can do is a lesser version, unreliable and limited.
    ✦   Finishing it attracts attention.
    ✦   You can’t do it alone", + "text-scholar-move3name": "Fight with Your Head", + "text-scholar-move3desc": "When you Commit Open Violence or Move With Intention after watching a foe for a moment, you may add the Observed Tag to the target before the roll.", + "text-scholar-move4name": "Ingenious", + "text-scholar-move4desc": "So long as you have any Materials, you have +1 Keen (max +3).", + "text-scholar-move5name": "Think it Through", + "text-scholar-move5desc": "When you use rational thought to Meditate on a subject, you roll +Keen instead of +Natural. If you spend 1 Material to consult your books in the process, you can Meditate quickly as well.", + "text-scholar-move6name": "Trained Observer", + "text-scholar-move6desc": "When you Observe Carefully, you may ask an additional question, regardless of result (even on a failure).", + "text-scholar-mastermove": "When you learn from a master inventor, choose a small object. You never need to spend Materials to produce this tool.
    Once you’ve learned from a master sage, when you Observe Carefully you may also ask the following question:
    ✦   What does my research reveal about this?", + "text-scholar-advance1": " You have +1 Hot (max +2).", + "text-scholar-advance2": " You have +1 Solid (max +2).", + "text-scholar-advance3": " You have +1 Keen (max +2).", + "text-scholar-advance4": " You have +1 Fluid (max +2).", + "text-scholar-advance5": " Take another Scholar move.", + "text-scholar-advance6": " Take another Scholar move.", + "text-scholar-advance7": " Take a move from any Playbook.", + "text-scholar-advance8": " Take a move from any Playbook.", + "text-scholar-advance9": " Take a move from a sub-Playbook.", + "text-scholar-advance10": " Take a move from a sub-Playbook.", + "text-scholar-advance11": " Take a new Chakra or write your own", + "lbl-spiritshaper": "Spiritshaper", + "text-spiritshaperbackstory": "You have the Respect of a Great Spirit, and thus its True Name. What is it?
    You Respect __________ and have shown them the Spirit World.
    What spirit have you summoned for __________? What went wrong?", + "text-spiritshaperinfo": "You start with two Moves:", + "text-spiritshaper-move1name": "Astral Projection", + "text-spiritshaper-move1desc": "When you step outside of your physical body, roll +Natural. On a 10 or greater, you can observe or converse beyond your own body. You may return instantly, but can still be hurt, and your physical form is unconscious and helpless. On a 7, 8, or 9, the same but you are quickly noticed, either in spirit or physical form.", + "text-spiritshaper-move2name": "Binding Contracts", + "text-spiritshaper-move2desc": "When you make a bargain with a spirit, it is obliged to to grant you an additional boon upon completion. When you break an Oath to a spirit, subtract 1 from all Speak Honorably and Act Dishonorably rolls until you reconcile with the spirit", + "text-spiritshaper-move3name": "Communion", + "text-spiritshaper-move3desc": "When you summon a spirit to bargain for services, roll plus the number of conditions you fulfill:
    ✦   You present an offering.
    ✦   You’ve previously met and established a price with the spirit.
    ✦   You are in a place of power. If you attempt to perform the summoning hastily, subtract 1. On a 10 or greater, the spirit fulfills the bargain before payment is needed. On a 7, 8, or 9, payment is required up front.", + "text-spiritshaper-move4name": "Medium", + "text-spiritshaper-move4desc": "When you channel the ghosts of the dead, roll +Solid. On a 7 or greater, you may ask 1 question that they must answer. On a 10 or greater, you may choose to embody the ghost. Take a Chakra in line with the ghost’s personality and you may appear as the ghost did in life.", + "text-spiritshaper-move5name": "Mindwarp", + "text-spiritshaper-move5desc": "When you exert your will over a being’s essence, roll +Fluid. On a 10 or greater, it falls under your influence (perhaps with resentment). On a 7, 8, or 9, it contorts your command, fights you for control, or has some influence over you in return.
    If used against another player character, treat the command as an Oath.", + "text-spiritshaper-move6name": "Whispering Spirits", + "text-spiritshaper-move6desc": "When you Observe Carefully, you may choose to answer questions instead of asking them. If you do, the MC chooses the question and you may answer it as you choose. You may mix asking and answering. If you answer any questions, the MC places an Environment Tag instead of you.", + "text-spiritshaper-mastermove": "Once you’ve trained with a master spiritshaper, you may use any spirit’s True Name to summon it at any time, without a roll, though it may not be happy or forgiving of this. A True Name must come from the spirit itself to be used this way", + "text-spiritshaper-advance1": " You have +1 Hot (max +2).", + "text-spiritshaper-advance2": " You have +1 Solid (max +2).", + "text-spiritshaper-advance3": " You have +1 Keen (max +2).", + "text-spiritshaper-advance4": " You have +1 Fluid (max +2).", + "text-spiritshaper-advance5": " Take another Spiritshaper move.", + "text-spiritshaper-advance6": " Take another Spiritshaper move.", + "text-spiritshaper-advance7": " Take a move from any Playbook.", + "text-spiritshaper-advance8": " Take a move from any Playbook.", + "text-spiritshaper-advance9": " Take a move from a sub-Playbook.", + "text-spiritshaper-advance10": " Take a move from a sub-Playbook.", + "text-spiritshaper-advance11": " Take a new Chakra or write your own", + "lbl-warrior": "Warrior", + "text-warriorbackstory": " You’ve sworn to never harm __________, even though you do not trust them.
    __________ has earned your wrath. Name this MC character and swear to bring about their downfall.", + "text-warriorinfo": "Choose two Moves:", + "text-warrior-move1name": "Improviser", + "text-warrior-move1desc": "Everything in your surroundings is a weapon in your hands. When you eschew your usual armament in favor of using the environment for the first time during a conflict, gain 1 Chi.", + "text-warrior-move2name": "Memories of Battle", + "text-warrior-move2desc": "When you spend Fortune you may choose to immediately Meditate on the situation by remembering something from your past, either as a flashback or just as a recollection.", + "text-warrior-move3name": "Outlaw", + "text-warrior-move3desc": "When you go outside the law or the morals of your community and Act Dishonorably, add +2 to your roll if you lose (or do not have) their Respect. If they are a player character, on a 7 or greater you may demand an Oath from them.", + "text-warrior-move4name": "Samurai", + "text-warrior-move4desc": "You have +1 maximum Fortune, and answer the following:
    To whom have you sworn your loyalty? Are you still loyal to them? Make an Oath reflecting your commitment to them.", + "text-warrior-move5name": "Suvivor", + "text-warrior-move5desc": "When you Commit Open Violence when you have a Moderate Tag, add 1 to the roll. If you have both a Moderate and a Severe Tag, instead gain 1 Chi.", + "text-warrior-move6name": "Wire-Fu", + "text-warrior-move6desc": "When you perform an implausible feat of athletics or physics-defying acrobatic stunt, Move With Intention. On a failure, you still choose one of the options.", + "text-warrior-mastermove": "Once you’ve trained with a master warrior, when you enter battle you may immediately challenge one foe to single combat. If they deny you, gain 1 Chi.", + "text-warrior-advance1": " You have +1 Hot (max +2).", + "text-warrior-advance2": " You have +1 Solid (max +2).", + "text-warrior-advance3": " You have +1 Keen (max +2).", + "text-warrior-advance4": " You have +1 Fluid (max +2).", + "text-warrior-advance5": " Take another Warrior move.", + "text-warrior-advance6": " Take another Warrior move.", + "text-warrior-advance7": " Take a move from any Playbook.", + "text-warrior-advance8": " Take a move from any Playbook.", + "text-warrior-advance9": " Take a move from a sub-Playbook.", + "text-warrior-advance10": " Take a move from a sub-Playbook.", + "text-warrior-advance11": " Take a new Chakra or write your own", + "lbl-watershaper": "Watershaper", + "text-watershaperbackstory": "Despite past failures, you are dedicated to your Oath to __________.
    __________ is beloved by my people, and so is Respected by me too.", + "text-watershaperinfo": "You get Watershaping, and choose one more:", + "text-watershaper-move1name": "Watershaping", + "text-watershaper-move1desc": "You have a small supply of Water. You can carry up to 3 Water, which is replenished whenever you come across a sufficient body of water. When you manipulate water in combat, spend 1 Water and roll +Fluid. On a 10 or greater, choose two from the list. On a 7, 8, or 9, just one. You may pick a single option multiple times.
    ✦   Impose a Tag on a foe.
    ✦   Impose an Environment Tag.
    ✦   Get the spent Water back.
    Other actions can involve watershaping, but are treated as whatever move would be appropriat", + "text-watershaper-move2name": "Healer", + "text-watershaper-move2desc": "When you take time to cover a wound with your element and lay hands upon it, roll +Natural. On a 10 or greater, the wound is visibly cured and the subject refreshed.
    On a 7, 8, or 9, serious wounds are healed but superficial ones remain.", + "text-watershaper-move3name": "Iceshaping", + "text-watershaper-move3desc": "You can control ice as if it were liquid water, and can shift between the two freely. When you shape ice in combat, roll +Keen instead of +Fluid, and on a 10 or greater you can make a third choice from the list of options.", + "text-watershaper-move4name": "Moon-Chosen", + "text-watershaper-move4desc": "When the moon has risen, you have +1 Fluid (max +3).", + "text-watershaper-move5name": "Shaping Stance", + "text-watershaper-move5desc": "When you set into a shaping stance, roll Move With Intention and add the following option to the list:
    ✦   Use the result of this Move’s roll as the result of your next shaping roll.", + "text-watershaper-move6name": "Ubiquity", + "text-watershaper-move6desc": "Spend 1 Chi to refill your Water from any environment, be it from water vapor, plants, or some other source other than an actual body of water.", + "text-watershaper-mastermove": "Once you’ve trained with a master watershaper, you are more efficient about your water use and may carry 1 additional Water", + "text-watershaper-advance1": " You have +1 Hot (max +2).", + "text-watershaper-advance2": " You have +1 Solid (max +2).", + "text-watershaper-advance3": " You have +1 Keen (max +2).", + "text-watershaper-advance4": " You have +1 Fluid (max +2).", + "text-watershaper-advance5": " Take another Watershaper move.", + "text-watershaper-advance6": " Take another Watershaper move.", + "text-watershaper-advance7": " Take a move from any Playbook.", + "text-watershaper-advance8": " Take a move from any Playbook.", + "text-watershaper-advance9": " Take a move from a sub-Playbook.", + "text-watershaper-advance10": " Take a move from a sub-Playbook.", + "text-watershaper-advance11": " Take a new Chakra or write your own", + "lbl-customplaybook": "Custom Playbook", + "text-custom-advance1": " You have +1 to any Stat (max +3).", + "text-custom-advance2": " You have +1 maximum Fortune.", + "text-custom-advance3": " Retire your character to safety.", + "text-custom-advance4": " Replace one of your Chakras.", + "text-custom-advance5": "Create a second character, played side-by-side with the first.", + "text-custom-advance6": " Change to a new Playbook", + "text-custom-advance7": " You have an Animal Companion with two Moves", + "lbl-companion": "Animal Companion", + "text-companion-move1name": "Wild", + "text-companion-move1desc": "Your companion has an Animal score of +2 instead of +1.", + "text-companion-move2name": "Unstopping", + "text-companion-move2desc": "Choose one type of terrain your companion can easily traverse: clouds, sea, solid stone", + "text-companion-move3name": "Zephyr", + "text-companion-move3desc": "When you ride with haste, roll +Animal. On a 7 or greater, you reach your destination swiftly. On a 7, 8, or 9, choose one:
    ✦   Trouble finds you there.
    ✦   Your companion is Exhausted.
    ✦   Your arrival causes a big scene.", + "text-companion-move4name": "Hound", + "text-companion-move4desc": "So long as you have some recent physical link to a subject, you can spend 1 Chi to find them (though it may not be fast or stealthy).", + "text-companion-move5name": "Pack Mentality", + "text-companion-move5desc": "When your companion is an equal participant in your maneuvers, roll +Animal in addition to rolling your own Move. On a 7 or greater, you may choose to use that result instead for your Move" +} diff --git a/Legend-of-the-Elements/translations/zu.json b/Legend-of-the-Elements/translations/zu.json new file mode 100644 index 0000000000..5e078a7092 --- /dev/null +++ b/Legend-of-the-Elements/translations/zu.json @@ -0,0 +1,367 @@ +{ + "lbl-name": "crwdns146906:0crwdne146906:0", + "lbl-pronouns": "crwdns146908:0crwdne146908:0", + "lbl-playbook": "crwdns146910:0crwdne146910:0", + "lbl-look": "crwdns146912:0crwdne146912:0", + "lbl-chakras": "crwdns146914:0crwdne146914:0", + "lbl-backstory": "crwdns146916:0crwdne146916:0", + "lbl-strings": "crwdns146918:0crwdne146918:0", + "lbl-promises": "crwdns146920:0crwdne146920:0", + "lbl-harm": "crwdns146922:0crwdne146922:0", + "text-harminfo": "crwdns146924:0crwdne146924:0", + "lbl-conditions": "crwdns146926:0crwdne146926:0", + "lbl-notes": "crwdns146928:0crwdne146928:0", + "lbl-moves": "crwdns146930:0crwdne146930:0", + "lbl-other": "crwdns146932:0crwdne146932:0", + "lbl-oaths": "crwdns146934:0crwdne146934:0", + "lbl-fortune": "crwdns146936:0crwdne146936:0", + "lbl-minor-tags": "crwdns146938:0crwdne146938:0", + "lbl-moderate-tags": "crwdns146940:0crwdne146940:0", + "lbl-severe-tags": "crwdns146942:0crwdne146942:0", + "lbl-gear": "crwdns146944:0crwdne146944:0", + "lbl-respects": "crwdns146946:0crwdne146946:0", + "lbl-respecteds": "crwdns146948:0crwdne146948:0", + "lbl-mastermove": "crwdns146950:0crwdne146950:0", + "lbl-seasonadvances": "crwdns146952:0crwdne146952:0", + "lbl-unlocked": "crwdns146954:0crwdne146954:0", + "lbl-chi": "crwdns146956:0crwdne146956:0", + "lbl-atfault": "crwdns146958:0crwdne146958:0", + "lbl-species": "crwdns146960:0crwdne146960:0", + "text-chiinfo": "crwdns146962:0crwdne146962:0", + "text-expreminder": "crwdns146964:0crwdne146964:0", + "text-seasonadvancesinfo": "crwdns146966:0crwdne146966:0", + "text-seasonadvances1": "crwdns146968:0crwdne146968:0", + "text-seasonadvances2": "crwdns146970:0crwdne146970:0", + "text-seasonadvances3": "crwdns146972:0crwdne146972:0", + "text-seasonadvances4": "crwdns146974:0crwdne146974:0", + "text-seasonadvances5": "crwdns146976:0crwdne146976:0", + "text-seasonadvances6": "crwdns146978:0crwdne146978:0", + "text-seasonadvances7": "crwdns146980:0crwdne146980:0", + "lbl-seasonadvancements": "crwdns146982:0crwdne146982:0", + "text-askbonus": "crwdns146984:0crwdne146984:0", + "text-commentprompt": "crwdns146986:0crwdne146986:0", + "text-commentexample": "crwdns146988:0crwdne146988:0", + "lbl-Natural": "crwdns146990:0crwdne146990:0", + "lbl-Hot": "crwdns146992:0crwdne146992:0", + "lbl-Solid": "crwdns146994:0crwdne146994:0", + "lbl-Keen": "crwdns146996:0crwdne146996:0", + "lbl-Fluid": "crwdns146998:0crwdne146998:0", + "lbl-Animal": "crwdns147000:0crwdne147000:0", + "lbl-bullet": "crwdns147002:0crwdne147002:0", + "lbl-airshaper": "crwdns147004:0crwdne147004:0", + "text-airshaperbackstory": "crwdns147006:0__________crwdnd147006:0__________crwdne147006:0", + "text-airshaperinfo": "crwdns147008:0crwdne147008:0", + "text-airshaper-move1name": "crwdns147010:0crwdne147010:0", + "text-airshaper-move1desc": "crwdns147012:0crwdne147012:0", + "text-airshaper-move2name": "crwdns147014:0crwdne147014:0", + "text-airshaper-move2desc": "crwdns147016:0crwdne147016:0", + "text-airshaper-move3name": "crwdns147018:0crwdne147018:0", + "text-airshaper-move3desc": "crwdns147020:0crwdne147020:0", + "text-airshaper-move4name": "crwdns147022:0crwdne147022:0", + "text-airshaper-move4desc": "crwdns147024:0crwdne147024:0", + "text-airshaper-move5name": "crwdns147026:0crwdne147026:0", + "text-airshaper-move5desc": "crwdns147028:0crwdne147028:0", + "text-airshaper-move6name": "crwdns147030:0crwdne147030:0", + "text-airshaper-move6desc": "crwdns147032:0crwdne147032:0", + "text-airshaper-mastermove": "crwdns147034:0crwdne147034:0", + "text-airshaper-advance1": "crwdns147036:0crwdne147036:0", + "text-airshaper-advance2": "crwdns147038:0crwdne147038:0", + "text-airshaper-advance3": "crwdns147040:0crwdne147040:0", + "text-airshaper-advance4": "crwdns147042:0crwdne147042:0", + "text-airshaper-advance5": "crwdns147044:0crwdne147044:0", + "text-airshaper-advance6": "crwdns147046:0crwdne147046:0", + "text-airshaper-advance7": "crwdns147048:0crwdne147048:0", + "text-airshaper-advance8": "crwdns147050:0crwdne147050:0", + "text-airshaper-advance9": "crwdns147052:0crwdne147052:0", + "text-airshaper-advance10": "crwdns147054:0crwdne147054:0", + "text-airshaper-advance11": "crwdns147056:0crwdne147056:0", + "lbl-aristocrat": "crwdns147058:0crwdne147058:0", + "text-aristocratbackstory": "crwdns147060:0crwdne147060:0", + "text-aristocratinfo": "crwdns147062:0crwdne147062:0", + "text-aristocrat-move1name": "crwdns147064:0crwdne147064:0", + "text-aristocrat-move1desc": "crwdns147066:0crwdne147066:0", + "text-aristocrat-move2name": "crwdns147068:0crwdne147068:0", + "text-aristocrat-move2desc": "crwdns147070:0crwdne147070:0", + "text-aristocrat-move3name": "crwdns147072:0crwdne147072:0", + "text-aristocrat-move3desc": "crwdns147074:0crwdne147074:0", + "text-aristocrat-move4name": "crwdns147076:0crwdne147076:0", + "text-aristocrat-move4desc": "crwdns147078:0__________crwdnd147078:0__________crwdne147078:0", + "text-aristocrat-move5name": "crwdns147080:0crwdne147080:0", + "text-aristocrat-move5desc": "crwdns147082:0crwdne147082:0", + "text-aristocrat-move6name": "crwdns147084:0crwdne147084:0", + "text-aristocrat-move6desc": "crwdns147086:0crwdne147086:0", + "text-aristocrat-mastermove": "crwdns147088:0crwdne147088:0", + "text-aristocrat-advance1": "crwdns147090:0crwdne147090:0", + "text-aristocrat-advance2": "crwdns147092:0crwdne147092:0", + "text-aristocrat-advance3": "crwdns147094:0crwdne147094:0", + "text-aristocrat-advance4": "crwdns147096:0crwdne147096:0", + "text-aristocrat-advance5": "crwdns147098:0crwdne147098:0", + "text-aristocrat-advance6": "crwdns147100:0crwdne147100:0", + "text-aristocrat-advance7": "crwdns147102:0crwdne147102:0", + "text-aristocrat-advance8": "crwdns147104:0crwdne147104:0", + "text-aristocrat-advance9": "crwdns147106:0crwdne147106:0", + "text-aristocrat-advance10": "crwdns147108:0crwdne147108:0", + "text-aristocrat-advance11": "crwdns147110:0crwdne147110:0", + "lbl-earthshaper": "crwdns147112:0crwdne147112:0", + "text-earthshaperbackstory": "crwdns147114:0__________crwdne147114:0", + "text-earthshaperinfo": "crwdns147116:0crwdne147116:0", + "text-earthshaper-move1name": "crwdns147118:0crwdne147118:0", + "text-earthshaper-move1desc": "crwdns147120:0crwdne147120:0", + "text-earthshaper-move2name": "crwdns147122:0crwdne147122:0", + "text-earthshaper-move2desc": "crwdns147124:0crwdne147124:0", + "text-earthshaper-move3name": "crwdns147126:0crwdne147126:0", + "text-earthshaper-move3desc": "crwdns147128:0crwdne147128:0", + "text-earthshaper-move4name": "crwdns147130:0crwdne147130:0", + "text-earthshaper-move4desc": "crwdns147132:0crwdne147132:0", + "text-earthshaper-move5name": "crwdns147134:0crwdne147134:0", + "text-earthshaper-move5desc": "crwdns147136:0crwdne147136:0", + "text-earthshaper-move6name": "crwdns147138:0crwdne147138:0", + "text-earthshaper-move6desc": "crwdns147140:0crwdne147140:0", + "text-earthshaper-mastermove": "crwdns147142:0crwdne147142:0", + "text-earthshaper-advance1": "crwdns147144:0crwdne147144:0", + "text-earthshaper-advance2": "crwdns147146:0crwdne147146:0", + "text-earthshaper-advance3": "crwdns147148:0crwdne147148:0", + "text-earthshaper-advance4": "crwdns147150:0crwdne147150:0", + "text-earthshaper-advance5": "crwdns147152:0crwdne147152:0", + "text-earthshaper-advance6": "crwdns147154:0crwdne147154:0", + "text-earthshaper-advance7": "crwdns147156:0crwdne147156:0", + "text-earthshaper-advance8": "crwdns147158:0crwdne147158:0", + "text-earthshaper-advance9": "crwdns147160:0crwdne147160:0", + "text-earthshaper-advance10": "crwdns147162:0crwdne147162:0", + "text-earthshaper-advance11": "crwdns147164:0crwdne147164:0", + "lbl-fireshaper": "crwdns147166:0crwdne147166:0", + "text-fireshaperbackstory": "crwdns147168:0crwdne147168:0", + "text-fireshaperinfo": "crwdns147170:0crwdne147170:0", + "text-fireshaper-move1name": "crwdns147172:0crwdne147172:0", + "text-fireshaper-move1desc": "crwdns147174:0crwdne147174:0", + "text-fireshaper-move2name": "crwdns147176:0crwdne147176:0", + "text-fireshaper-move2desc": "crwdns147178:0crwdne147178:0", + "text-fireshaper-move3name": "crwdns147180:0crwdne147180:0", + "text-fireshaper-move3desc": "crwdns147182:0crwdne147182:0", + "text-fireshaper-move4name": "crwdns147184:0crwdne147184:0", + "text-fireshaper-move4desc": "crwdns147186:0crwdne147186:0", + "text-fireshaper-move5name": "crwdns147188:0crwdne147188:0", + "text-fireshaper-move5desc": "crwdns147190:0crwdne147190:0", + "text-fireshaper-move6name": "crwdns147192:0crwdne147192:0", + "text-fireshaper-move6desc": "crwdns147194:0crwdne147194:0", + "text-fireshaper-mastermove": "crwdns147196:0crwdne147196:0", + "text-fireshaper-advance1": "crwdns147198:0crwdne147198:0", + "text-fireshaper-advance2": "crwdns147200:0crwdne147200:0", + "text-fireshaper-advance3": "crwdns147202:0crwdne147202:0", + "text-fireshaper-advance4": "crwdns147204:0crwdne147204:0", + "text-fireshaper-advance5": "crwdns147206:0crwdne147206:0", + "text-fireshaper-advance6": "crwdns147208:0crwdne147208:0", + "text-fireshaper-advance7": "crwdns147210:0crwdne147210:0", + "text-fireshaper-advance8": "crwdns147212:0crwdne147212:0", + "text-fireshaper-advance9": "crwdns147214:0crwdne147214:0", + "text-fireshaper-advance10": "crwdns147216:0crwdne147216:0", + "text-fireshaper-advance11": "crwdns147218:0crwdne147218:0", + "lbl-hunter": "crwdns147220:0crwdne147220:0", + "text-hunterbackstory": "crwdns147222:0__________crwdnd147222:0__________crwdne147222:0", + "text-hunterinfo": "crwdns147224:0crwdne147224:0", + "text-hunter-move1name": "crwdns147226:0crwdne147226:0", + "text-hunter-move1desc": "crwdns147228:0crwdne147228:0", + "text-hunter-move2name": "crwdns147230:0crwdne147230:0", + "text-hunter-move2desc": "crwdns147232:0crwdne147232:0", + "text-hunter-move3name": "crwdns147234:0crwdne147234:0", + "text-hunter-move3desc": "crwdns147236:0crwdne147236:0", + "text-hunter-move4name": "crwdns147238:0crwdne147238:0", + "text-hunter-move4desc": "crwdns147240:0crwdne147240:0", + "text-hunter-move5name": "crwdns147242:0crwdne147242:0", + "text-hunter-move5desc": "crwdns147244:0crwdne147244:0", + "text-hunter-move6name": "crwdns147246:0crwdne147246:0", + "text-hunter-move6desc": "crwdns147248:0crwdne147248:0", + "text-hunter-mastermove": "crwdns147250:0crwdne147250:0", + "text-hunter-advance1": "crwdns147252:0crwdne147252:0", + "text-hunter-advance2": "crwdns147254:0crwdne147254:0", + "text-hunter-advance3": "crwdns147256:0crwdne147256:0", + "text-hunter-advance4": "crwdns147258:0crwdne147258:0", + "text-hunter-advance5": "crwdns147260:0crwdne147260:0", + "text-hunter-advance6": "crwdns147262:0crwdne147262:0", + "text-hunter-advance7": "crwdns147264:0crwdne147264:0", + "text-hunter-advance8": "crwdns147266:0crwdne147266:0", + "text-hunter-advance9": "crwdns147268:0crwdne147268:0", + "text-hunter-advance10": "crwdns147270:0crwdne147270:0", + "text-hunter-advance11": "crwdns147272:0crwdne147272:0", + "lbl-monk": "crwdns147274:0crwdne147274:0", + "text-monkbackstory": "crwdns147276:0crwdne147276:0", + "text-monkinfo": "crwdns147278:0crwdne147278:0", + "text-monk-move1name": "crwdns147280:0crwdne147280:0", + "text-monk-move1desc": "crwdns147282:0crwdne147282:0", + "text-monk-move2name": "crwdns147284:0crwdne147284:0", + "text-monk-move2desc": "crwdns147286:0crwdne147286:0", + "text-monk-move3name": "crwdns147288:0crwdne147288:0", + "text-monk-move3desc": "crwdns147290:0crwdne147290:0", + "text-monk-move4name": "crwdns147292:0crwdne147292:0", + "text-monk-move4desc": "crwdns147294:0crwdne147294:0", + "text-monk-move5name": "crwdns147296:0crwdne147296:0", + "text-monk-move5desc": "crwdns147298:0crwdne147298:0", + "text-monk-move6name": "crwdns147300:0crwdne147300:0", + "text-monk-move6desc": "crwdns147302:0crwdne147302:0", + "text-monk-mastermove": "crwdns147304:0crwdne147304:0", + "text-monk-advance1": "crwdns147306:0crwdne147306:0", + "text-monk-advance2": "crwdns147308:0crwdne147308:0", + "text-monk-advance3": "crwdns147310:0crwdne147310:0", + "text-monk-advance4": "crwdns147312:0crwdne147312:0", + "text-monk-advance5": "crwdns147314:0crwdne147314:0", + "text-monk-advance6": "crwdns147316:0crwdne147316:0", + "text-monk-advance7": "crwdns147318:0crwdne147318:0", + "text-monk-advance8": "crwdns147320:0crwdne147320:0", + "text-monk-advance9": "crwdns147322:0crwdne147322:0", + "text-monk-advance10": "crwdns147324:0crwdne147324:0", + "text-monk-advance11": "crwdns147326:0crwdne147326:0", + "lbl-peasant": "crwdns147328:0crwdne147328:0", + "text-peasantbackstory": "crwdns147330:0__________crwdnd147330:0__________crwdne147330:0", + "text-peasantinfo": "crwdns147332:0crwdne147332:0", + "text-peasant-move1name": "crwdns147334:0crwdne147334:0", + "text-peasant-move1desc": "crwdns147336:0crwdne147336:0", + "text-peasant-move2name": "crwdns147338:0crwdne147338:0", + "text-peasant-move2desc": "crwdns147340:0crwdne147340:0", + "text-peasant-move3name": "crwdns147342:0crwdne147342:0", + "text-peasant-move3desc": "crwdns147344:0crwdne147344:0", + "text-peasant-move4name": "crwdns147346:0crwdne147346:0", + "text-peasant-move4desc": "crwdns147348:0crwdne147348:0", + "text-peasant-move5name": "crwdns147350:0crwdne147350:0", + "text-peasant-move5desc": "crwdns147352:0crwdne147352:0", + "text-peasant-move6name": "crwdns147354:0crwdne147354:0", + "text-peasant-move6desc": "crwdns147356:0crwdne147356:0", + "text-peasant-mastermove": "crwdns147358:0crwdne147358:0", + "text-peasant-advance1": "crwdns147360:0crwdne147360:0", + "text-peasant-advance2": "crwdns147362:0crwdne147362:0", + "text-peasant-advance3": "crwdns147364:0crwdne147364:0", + "text-peasant-advance4": "crwdns147366:0crwdne147366:0", + "text-peasant-advance5": "crwdns147368:0crwdne147368:0", + "text-peasant-advance6": "crwdns147370:0crwdne147370:0", + "text-peasant-advance7": "crwdns147372:0crwdne147372:0", + "text-peasant-advance8": "crwdns147374:0crwdne147374:0", + "text-peasant-advance9": "crwdns147376:0crwdne147376:0", + "text-peasant-advance10": "crwdns147378:0crwdne147378:0", + "text-peasant-advance11": "crwdns147380:0crwdne147380:0", + "lbl-scholar": "crwdns147382:0crwdne147382:0", + "text-scholarbackstory": "crwdns147384:0__________crwdne147384:0", + "text-scholarinfo": "crwdns147386:0crwdne147386:0", + "text-scholar-move1name": "crwdns147388:0crwdne147388:0", + "text-scholar-move1desc": "crwdns147390:0crwdne147390:0", + "text-scholar-move2name": "crwdns147392:0crwdne147392:0", + "text-scholar-move2desc": "crwdns147394:0crwdne147394:0", + "text-scholar-move3name": "crwdns147396:0crwdne147396:0", + "text-scholar-move3desc": "crwdns147398:0crwdne147398:0", + "text-scholar-move4name": "crwdns147400:0crwdne147400:0", + "text-scholar-move4desc": "crwdns147402:0crwdne147402:0", + "text-scholar-move5name": "crwdns147404:0crwdne147404:0", + "text-scholar-move5desc": "crwdns147406:0crwdne147406:0", + "text-scholar-move6name": "crwdns147408:0crwdne147408:0", + "text-scholar-move6desc": "crwdns147410:0crwdne147410:0", + "text-scholar-mastermove": "crwdns147412:0crwdne147412:0", + "text-scholar-advance1": "crwdns147414:0crwdne147414:0", + "text-scholar-advance2": "crwdns147416:0crwdne147416:0", + "text-scholar-advance3": "crwdns147418:0crwdne147418:0", + "text-scholar-advance4": "crwdns147420:0crwdne147420:0", + "text-scholar-advance5": "crwdns147422:0crwdne147422:0", + "text-scholar-advance6": "crwdns147424:0crwdne147424:0", + "text-scholar-advance7": "crwdns147426:0crwdne147426:0", + "text-scholar-advance8": "crwdns147428:0crwdne147428:0", + "text-scholar-advance9": "crwdns147430:0crwdne147430:0", + "text-scholar-advance10": "crwdns147432:0crwdne147432:0", + "text-scholar-advance11": "crwdns147434:0crwdne147434:0", + "lbl-spiritshaper": "crwdns147436:0crwdne147436:0", + "text-spiritshaperbackstory": "crwdns147438:0__________crwdnd147438:0__________crwdne147438:0", + "text-spiritshaperinfo": "crwdns147440:0crwdne147440:0", + "text-spiritshaper-move1name": "crwdns147442:0crwdne147442:0", + "text-spiritshaper-move1desc": "crwdns147444:0crwdne147444:0", + "text-spiritshaper-move2name": "crwdns147446:0crwdne147446:0", + "text-spiritshaper-move2desc": "crwdns147448:0crwdne147448:0", + "text-spiritshaper-move3name": "crwdns147450:0crwdne147450:0", + "text-spiritshaper-move3desc": "crwdns147452:0crwdne147452:0", + "text-spiritshaper-move4name": "crwdns147454:0crwdne147454:0", + "text-spiritshaper-move4desc": "crwdns147456:0crwdne147456:0", + "text-spiritshaper-move5name": "crwdns147458:0crwdne147458:0", + "text-spiritshaper-move5desc": "crwdns147460:0crwdne147460:0", + "text-spiritshaper-move6name": "crwdns147462:0crwdne147462:0", + "text-spiritshaper-move6desc": "crwdns147464:0crwdne147464:0", + "text-spiritshaper-mastermove": "crwdns147466:0crwdne147466:0", + "text-spiritshaper-advance1": "crwdns147468:0crwdne147468:0", + "text-spiritshaper-advance2": "crwdns147470:0crwdne147470:0", + "text-spiritshaper-advance3": "crwdns147472:0crwdne147472:0", + "text-spiritshaper-advance4": "crwdns147474:0crwdne147474:0", + "text-spiritshaper-advance5": "crwdns147476:0crwdne147476:0", + "text-spiritshaper-advance6": "crwdns147478:0crwdne147478:0", + "text-spiritshaper-advance7": "crwdns147480:0crwdne147480:0", + "text-spiritshaper-advance8": "crwdns147482:0crwdne147482:0", + "text-spiritshaper-advance9": "crwdns147484:0crwdne147484:0", + "text-spiritshaper-advance10": "crwdns147486:0crwdne147486:0", + "text-spiritshaper-advance11": "crwdns147488:0crwdne147488:0", + "lbl-warrior": "crwdns147490:0crwdne147490:0", + "text-warriorbackstory": "crwdns147492:0__________crwdnd147492:0__________crwdne147492:0", + "text-warriorinfo": "crwdns147494:0crwdne147494:0", + "text-warrior-move1name": "crwdns147496:0crwdne147496:0", + "text-warrior-move1desc": "crwdns147498:0crwdne147498:0", + "text-warrior-move2name": "crwdns147500:0crwdne147500:0", + "text-warrior-move2desc": "crwdns147502:0crwdne147502:0", + "text-warrior-move3name": "crwdns147504:0crwdne147504:0", + "text-warrior-move3desc": "crwdns147506:0crwdne147506:0", + "text-warrior-move4name": "crwdns147508:0crwdne147508:0", + "text-warrior-move4desc": "crwdns147510:0crwdne147510:0", + "text-warrior-move5name": "crwdns147512:0crwdne147512:0", + "text-warrior-move5desc": "crwdns147514:0crwdne147514:0", + "text-warrior-move6name": "crwdns147516:0crwdne147516:0", + "text-warrior-move6desc": "crwdns147518:0crwdne147518:0", + "text-warrior-mastermove": "crwdns147520:0crwdne147520:0", + "text-warrior-advance1": "crwdns147522:0crwdne147522:0", + "text-warrior-advance2": "crwdns147524:0crwdne147524:0", + "text-warrior-advance3": "crwdns147526:0crwdne147526:0", + "text-warrior-advance4": "crwdns147528:0crwdne147528:0", + "text-warrior-advance5": "crwdns147530:0crwdne147530:0", + "text-warrior-advance6": "crwdns147532:0crwdne147532:0", + "text-warrior-advance7": "crwdns147534:0crwdne147534:0", + "text-warrior-advance8": "crwdns147536:0crwdne147536:0", + "text-warrior-advance9": "crwdns147538:0crwdne147538:0", + "text-warrior-advance10": "crwdns147540:0crwdne147540:0", + "text-warrior-advance11": "crwdns147542:0crwdne147542:0", + "lbl-watershaper": "crwdns147544:0crwdne147544:0", + "text-watershaperbackstory": "crwdns147546:0__________crwdnd147546:0__________crwdne147546:0", + "text-watershaperinfo": "crwdns147548:0crwdne147548:0", + "text-watershaper-move1name": "crwdns147550:0crwdne147550:0", + "text-watershaper-move1desc": "crwdns147552:0crwdne147552:0", + "text-watershaper-move2name": "crwdns147554:0crwdne147554:0", + "text-watershaper-move2desc": "crwdns147556:0crwdne147556:0", + "text-watershaper-move3name": "crwdns147558:0crwdne147558:0", + "text-watershaper-move3desc": "crwdns147560:0crwdne147560:0", + "text-watershaper-move4name": "crwdns147562:0crwdne147562:0", + "text-watershaper-move4desc": "crwdns147564:0crwdne147564:0", + "text-watershaper-move5name": "crwdns147566:0crwdne147566:0", + "text-watershaper-move5desc": "crwdns147568:0crwdne147568:0", + "text-watershaper-move6name": "crwdns147570:0crwdne147570:0", + "text-watershaper-move6desc": "crwdns147572:0crwdne147572:0", + "text-watershaper-mastermove": "crwdns147574:0crwdne147574:0", + "text-watershaper-advance1": "crwdns147576:0crwdne147576:0", + "text-watershaper-advance2": "crwdns147578:0crwdne147578:0", + "text-watershaper-advance3": "crwdns147580:0crwdne147580:0", + "text-watershaper-advance4": "crwdns147582:0crwdne147582:0", + "text-watershaper-advance5": "crwdns147584:0crwdne147584:0", + "text-watershaper-advance6": "crwdns147586:0crwdne147586:0", + "text-watershaper-advance7": "crwdns147588:0crwdne147588:0", + "text-watershaper-advance8": "crwdns147590:0crwdne147590:0", + "text-watershaper-advance9": "crwdns147592:0crwdne147592:0", + "text-watershaper-advance10": "crwdns147594:0crwdne147594:0", + "text-watershaper-advance11": "crwdns147596:0crwdne147596:0", + "lbl-customplaybook": "crwdns147598:0crwdne147598:0", + "text-custom-advance1": "crwdns147600:0crwdne147600:0", + "text-custom-advance2": "crwdns147602:0crwdne147602:0", + "text-custom-advance3": "crwdns147604:0crwdne147604:0", + "text-custom-advance4": "crwdns147606:0crwdne147606:0", + "text-custom-advance5": "crwdns147608:0crwdne147608:0", + "text-custom-advance6": "crwdns147610:0crwdne147610:0", + "text-custom-advance7": "crwdns147612:0crwdne147612:0", + "lbl-companion": "crwdns147614:0crwdne147614:0", + "text-companion-move1name": "crwdns147616:0crwdne147616:0", + "text-companion-move1desc": "crwdns147618:0crwdne147618:0", + "text-companion-move2name": "crwdns147620:0crwdne147620:0", + "text-companion-move2desc": "crwdns147622:0crwdne147622:0", + "text-companion-move3name": "crwdns147624:0crwdne147624:0", + "text-companion-move3desc": "crwdns147626:0crwdne147626:0", + "text-companion-move4name": "crwdns147628:0crwdne147628:0", + "text-companion-move4desc": "crwdns147630:0crwdne147630:0", + "text-companion-move5name": "crwdns147632:0crwdne147632:0", + "text-companion-move5desc": "crwdns147634:0crwdne147634:0" +} diff --git a/Les Chants de Loss/LCDL.html b/Les Chants de Loss/LCDL.html index cb36c1b82c..473bbf2a02 100644 --- a/Les Chants de Loss/LCDL.html +++ b/Les Chants de Loss/LCDL.html @@ -1085,7 +1085,7 @@
    - +
    diff --git a/Les-Oublies/LesOublies.css b/Les-Oublies/LesOublies.css new file mode 100644 index 0000000000..55e36321da --- /dev/null +++ b/Les-Oublies/LesOublies.css @@ -0,0 +1,530 @@ +@import url('https://fonts.googleapis.com/css?family=Averia+Serif+Libre&display=swap'); + + +/* ========================================================================== */ +/* =============================== NAVIGATION =============================== */ +/* ========================================================================== */ + +/*Configure the tab buttons*/ +.sheet-character, +.sheet-skills, +.sheet-equipment_and_actions, +.sheet-journal { + display: none; +} + +/* show the selected tab */ +.sheet-tabstoggle[value="character"] ~ div.sheet-character, +.sheet-tabstoggle[value="skills"] ~ div.sheet-skills, +.sheet-tabstoggle[value="equipment_and_actions"] ~ div.sheet-equipment_and_actions, +.sheet-tabstoggle[value="journal"] ~ div.sheet-journal, +.sheet-tabstoggle[value="fullsheet"] ~ div.sheet-character, +.sheet-tabstoggle[value="fullsheet"] ~ div.sheet-skills, +.sheet-tabstoggle[value="fullsheet"] ~ div.sheet-equipment_and_actions, +.sheet-tabstoggle[value="fullsheet"] ~ div.sheet-journal { + display: block; +} + +/* highlight the selected button */ +.sheet-tabstoggleforbtn[value="character"] ~ button[name="act_character"], +.sheet-tabstoggleforbtn[value="skills"] ~ button[name="act_skills"], +.sheet-tabstoggleforbtn[value="equipment_and_actions"] ~ button[name="act_equipment_and_actions"], +.sheet-tabstoggleforbtn[value="journal"] ~ button[name="act_journal"], +.sheet-tabstoggleforbtn[value="fullsheet"] ~ button[name="act_fullsheet"] { + background-color: rgb(230, 230, 230); + border-color: rgb(30, 30, 30); +} + +/* move the image */ +.sheet-navigation-div { + position: sticky; + z-index: 2; +} +.sheet-navigation-div img { + position: absolute; + z-index: -1; + top: -155px; + width: 280px; + height: auto; +} +.sheet-navigation-div .sheet-tabstoggleforbtn[value="character"] ~ img { + left: -80px; +} +.sheet-navigation-div .sheet-tabstoggleforbtn[value="skills"] ~ img { + left: 72px; +} +.sheet-navigation-div .sheet-tabstoggleforbtn[value="equipment_and_actions"] ~ img { + left: 260px; +} +.sheet-navigation-div .sheet-tabstoggleforbtn[value="journal"] ~ img { + left: 419px; +} +.sheet-navigation-div .sheet-tabstoggleforbtn[value="fullsheet"] ~ img { + left: 560px; +} + +.sheet-navigation-div { + border-bottom: 1px solid rgb(30, 30, 30); + margin-top: 20px; + margin-bottom: 10px; +} + +.sheet-navigation-div button { + border-radius: 15px 15px 0px 0px; + border-bottom: 0; + border-color: gray; + border-style: solid; + padding: 5px 20px; + background-color: rgba(255, 255, 255, 0.8); + font-size: 17px; +} + +.sheet-navigation-div button:hover { + background-color: rgb(200, 200, 200); +} + + +/* ========================================================================== */ +/* =============================== SECTIONS ================================= */ +/* ========================================================================== */ + + +.charsheet { /* General sheet properties */ + position: relative; + color: black; + font-family: "Averia Serif Libre", "Verdana", sans-serif; +} + +div.sheet-outline { + overflow: hidden; + background-image: url("https://raw.githubusercontent.com/ElsaTam/roll20-character-sheets/Lesoublies/Les%20Oublies/images/background.png"); + background-repeat: repeat; + width: 800px; + border: 2px solid gray; + padding: 10px; +} + +div.sheet-small-outline { + margin: 15px 1px; + padding-top: 15px; + padding-bottom: 15px; + border: 1px dotted rgba(150, 150, 150, 0.3); + border-radius: 5px; + background-color: rgba(255, 255, 255, 0.5); +} + +table { + margin-left:auto; + margin-right:auto; + width: 90%; +} + +td { + padding-top: 5px; + padding-bottom: 5px; +} + +.sheet-title { + font-variant: small-caps; + margin-left: 10px; +} + +td.sheet-title { + font-size: 17px; +} + +h1 { + margin-bottom: 15px; +} + +.sheet-center-content { + text-align: center; +} + +.sheet-section-oublie table tr:nth-last-child(2) td { /* label 'Taille' and 'Points de vie' */ + padding-bottom: 0px; +} + +.sheet-section-oublie table tr:last-child td { /* inputs 'Taille' and 'Points de vie' */ + padding-top: 0px; +} + +.sheet-section-songes-cauchemar table tr:nth-child(odd) td { /* label */ + padding-bottom: 0px; +} + +.sheet-section-songes-cauchemar table tr:nth-child(even) td { /* inputs */ + padding-top: 0px; + padding-bottom: 18px; +} + +.sheet-section-competences div { + display: table; + width: 95%; +} + +.sheet-section-competences div span { + display: table-cell; + white-space:nowrap; +} + +.sheet-section-compagnie { + width: 100%; +} + +.sheet-section-compagnie table { + width: 100%; +} + +.sheet-section-compagnie span.sheet-company-name-label { + display: inline-block; + width: 180px; +} + +.sheet-section-compagnie .sheet-company-name { + width: calc(100% - 220px); +} + +.sheet-section-compagnie span.sheet-company-power-label { + padding: 0px 15px; +} + +.sheet-section-compagnie .sheet-company-power-label { + width: 100px; +} + +.sheet-section-compagnie .sheet-company-power { + width: calc(100% - 100px); +} + +.sheet-repeating-section { + margin-bottom: 3px; +} + +.sheet-section-armes { + width: 796px; +} + +.sheet-section-armes span { + text-align: center; +} + +.sheet-section-armures { + width: 796px; +} + +.sheet-section-armures span { + text-align: center; +} + +.sheet-section-sortileges { + width: 796px; +} + +.sheet-section-sortileges span { + text-align: center; +} + +.sheet-section-notes { + width: 796px; +} + +.sheet-footer { + overflow: hidden; +} + +.sheet-footer img.sheet-bottom-img { + position: absolute; + height: 130px; + width: auto; + bottom: 12px; + right: 20px; +} + +/* ========================================================================== */ +/* ================================= INPUTS ================================= */ +/* ========================================================================== */ + +.sheet-section-oublie input[type=text] { + display: inline-block; + font-weight: bold; + text-align: center; + width: 100%; +} + +.sheet-section-oublie input[type=number], +.sheet-section-songes-cauchemar input[type=number] { + display: inline-block; + font-weight: bold; + text-align: center; + width: 100px; +} + +.sheet-section-compagnie .sheet-title-input { + border-top: 0; + border-right: 0; + border-left: 0; + border-bottom: 1px dashed gray; + margin-left: 20px; + margin-bottom: 10px; + font-size: inherit; + background-color: transparent; +} + +.sheet-section-competences input[type=number].sheet-input-important { + display: inline-block; + font-weight: bold; + text-align: center; + width: 100%; +} + +.sheet-section-competences input[type=text] { + display: table-cell; + width: 100%; + border-top: 0; + border-left: 0; + border-right: 0; + border-bottom: 1px dashed gray; + margin-bottom: 2px; + margin-left: 5px; + background-color: transparent; +} + +.sheet-section-competences input[type=number] { + display: inline-block; + text-align: center; + width: 60px; +} + +.sheet-section-competences input[type=checkbox] { + outline: 1px solid gray; +} + +.sheet-section-montures input[type=text], +.sheet-section-equipement input[type=text] { + margin-left: 5%; + margin-right: 5%; + display: inline-block; + width: 90%; +} + +.sheet-section-armes .sheet-label-name, +.sheet-section-armes input[type=text].sheet-input-name { + margin-left: 8px; + display: inline-block; + width: 150px; +} + +.sheet-section-armes .sheet-label-number, +.sheet-section-armes input[type=number].sheet-input-number { + display: inline-block; + width: 50px; +} + +.sheet-section-armes .sheet-label-particularites, +.sheet-section-armes input[type=text].sheet-input-particularites { + display: inline-block; + width: 400px; +} + +.sheet-section-armes .sheet-label-roll { + display: inline-block; + width: 120px; +} + +.sheet-section-armes .sheet-input-roll:before { + vertical-align: middle; +} + +.sheet-section-armes .sheet-input-roll:first-child { + width: 45px; + vertical-align: middle; +} +.sheet-section-armes .sheet-input-roll:nth-child(2) { + width: 35px; +} +.sheet-section-armes .sheet-small-text { + font-size: x-small; +} + +.sheet-section-armures .sheet-label-type, +.sheet-section-armures input[type=text].sheet-input-type { + margin-left: 8px; + display: inline-block; + width: calc(100% - 222px); +} + +.sheet-section-armures .sheet-label-number, +.sheet-section-armures input[type=number].sheet-input-number { + display: inline-block; + width: 100px; + text-align: center; +} + +.sheet-section-sortileges span, +.sheet-section-sortileges input { + display: inline-block; + width: 16%; +} + +.sheet-section-sortileges span:first-child, +.sheet-section-sortileges input:first-child { + margin-left: 8px; +} + +.sheet-section-notes textarea { + display: block; + margin: auto; + width:95%; + resize: vertical; + height: 300px; +} + +/* ========================================================================== */ +/* ============================= ROLL TEMPLATES ============================= */ +/* ========================================================================== */ + +/* Classic roll */ + +.sheet-rolltemplate-classic-roll div.sheet-template-container { + background-color: rgb(233, 233, 233); + color: rgba(50, 50, 50); + border: 2px solid gray; + border-radius: 3px; + font-family: "Averia Serif Libre", "Verdana", sans-serif; +} + +.sheet-rolltemplate-classic-roll .sheet-template-header { + background-color: rgba(50, 50, 50); + border-bottom: 1px solid black; + color: rgb(233, 233, 233); + padding: 2px 2px 2px 15px; + line-height: 1.6em; + font-size: 1.2em; +} + +.sheet-rolltemplate-classic-roll table { + width: 100%; +} + +.sheet-rolltemplate-classic-roll table tr { + border-bottom: 1px dotted gray; +} + +.sheet-rolltemplate-classic-roll table td { + padding: 10px 5px 10px 5px; +} + +.sheet-rolltemplate-classic-roll .sheet-template-first-col { + width: 150px; +} + +.sheet-rolltemplate-classic-roll .sheet-template-white { + background-color: white; + color: black; +} + +.sheet-rolltemplate-classic-roll .sheet-template-black { + background-color: black; + color: white; +} + +.sheet-rolltemplate-classic-roll span.sheet-template-strong { + font-weight: bold; +} + +.sheet-rolltemplate-classic-roll span.sheet-template-weak { + color: rgba(80, 80, 80); +} + +.sheet-rolltemplate-classic-roll .inlinerollresult { + display: inline-block; + color: black; + min-width: 1.5em; + text-align: center; + border: 2px solid rgba(167, 168, 170,1); +} +.sheet-rolltemplate-classic-roll .inlinerollresult.fullcrit { + border: 2px solid #3FB315; +} +.sheet-rolltemplate-classic-roll .inlinerollresult.fullfail { + border: 2px solid #B31515; +} +.sheet-rolltemplate-classic-roll .inlinerollresult.importantroll { + border: 2px solid #4A57ED; +} + +/* Attack roll */ + +.sheet-rolltemplate-attack-roll div.sheet-template-container { + background-color: rgb(233, 233, 233); + color: rgba(50, 50, 50); + border: 2px solid gray; + border-radius: 3px; + font-family: "Averia Serif Libre", "Verdana", sans-serif; +} + +.sheet-rolltemplate-attack-roll .sheet-template-header { + background-color: rgba(50, 50, 50); + border-bottom: 1px solid black; + color: rgb(233, 233, 233); + padding: 2px 2px 2px 15px; + line-height: 1.6em; + font-size: 1.2em; +} + +.sheet-rolltemplate-attack-roll table { + width: 100%; +} + +.sheet-rolltemplate-attack-roll table th { + height: 2em; + text-align: center; + padding: 0px 5px; +} + +.sheet-rolltemplate-attack-roll table td { + padding: 10px 5px 10px 5px; +} + +.sheet-rolltemplate-attack-roll .sheet-template-row-rolls { + border-bottom: 2px solid gray; + text-align: center; +} + +.sheet-rolltemplate-attack-roll .sheet-template-white { + background-color: white; + color: black; +} + +.sheet-rolltemplate-attack-roll .sheet-template-black { + background-color: black; + color: white; +} + +.sheet-rolltemplate-attack-roll .sheet-template-difficulte { + border-left: 2px dotted gray; +} + +.sheet-rolltemplate-attack-roll .sheet-template-particularites { + word-break: break-word; + font-style: italic; + font-weight: 200; +} + +.sheet-rolltemplate-attack-roll .inlinerollresult { + display: inline-block; + color: black; + min-width: 1.5em; + text-align: center; + border: 2px solid rgba(167, 168, 170,1); +} +.sheet-rolltemplate-attack-roll .inlinerollresult.fullcrit { + border: 2px solid #3FB315; +} +.sheet-rolltemplate-attack-roll .inlinerollresult.fullfail { + border: 2px solid #B31515; +} +.sheet-rolltemplate-attack-roll .inlinerollresult.importantroll { + border: 2px solid #4A57ED; +} \ No newline at end of file diff --git a/Les-Oublies/LesOublies.html b/Les-Oublies/LesOublies.html new file mode 100644 index 0000000000..57f46a4745 --- /dev/null +++ b/Les-Oublies/LesOublies.html @@ -0,0 +1,1231 @@ +
    + + + + + +
    + +
    + + + + + + + + + + + + + + +
    + +
    + +
    + +

    Oublié

    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    + Nom + + +
    + Race + + +
    + Tribu + + +
    + Métier + + +
    + Taille + + Points de vie +
    + + + +
    +
    + + + + + + + +
    + +

    Songes & Cauchemar

    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    + Songes + + Cauchemar +
    + + + +
    + Points de songes + + Points de cauchemar +
    + + + +
    + Dettes de songes + + Dettes de cauchemar +
    + + + +
    + +
    +
    + + + + + +
    + +
    + + + +
    +

    Compagnie :

    + Pouvoir : +
    + +
    +
    + +
    + +
    + + + + + +
    + +
    + +

    Profil & Compétences

    + +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    Artiste + +
    +
    + Art + +
    +
    + + + + + + + +1D12 +
    +
    + Art + +
    +
    + + + + + + + +1D12 +
    +
    + Art + +
    +
    + + + + + + + +1D12 +
    Empathie + + + + + + + +1D12 +
    Séduction + + + + + + + +1D12 +

    Athlète + +
    Athlétisme + + + + + + + +1D12 +
    Rapidité + + + + + + + +1D12 +
    Volonté + + + + + + + +1D12 +

    Chasseur + +
    Sens + + + + + + + +1D12 +
    Survie + + + + + + + +1D12 +
    Tir + + + + + + + +1D12 +

    Faiseur + +
    +
    + Artisanat + +
    +
    + + + + + + + +1D12 +
    +
    + Artisanat + +
    +
    + + + + + + + +1D12 +
    +
    + Artisanat + +
    +
    + + + + + + + +1D12 +
    Intellect + + + + + + + +1D12 +
    Soins + + + + + + + +1D12 +

    Force de la nature + +
    Commandement + + + + + + + +1D12 +
    Endurance + + + + + + + +1D12 +
    Force + + + + + + + +1D12 +
    +
    + +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    Guerrier + +
    Corps à corps + + + + + + + +1D12 +
    Mêlée + + + + + + + +1D12 +
    Montures + + + + + + + +1D12 +

    Mystique + +
    Chimérisme + + + + + + + +1D12 +
    Magie + + + + + + + +1D12 +
    Onirologie + + + + + + + +1D12 +

    Ombre + +
    Discrétion + + + + + + + +1D12 +
    Esquive + + + + + + + +1D12 +
    Subterfuge + + + + + + + +1D12 +

    Savant + +
    +
    + Erudition + +
    +
    + + + + + + + +1D12 +
    +
    + Erudition + +
    +
    + + + + + + + +1D12 +
    +
    + Erudition + +
    +
    + + + + + + + +1D12 +
    +
    + Langues + +
    +
    + + + + + + + +1D12 +
    +
    + Langues + +
    +
    + + + + + + + +1D12 +
    +
    + Langues + +
    +
    + + + + + + + +1D12 +
    +
    + Stratégie + +
    +
    + + + + + + + +1D12 +
    +
    + Stratégie + +
    +
    + + + + + + + +1D12 +
    +
    + Stratégie + +
    +
    + + + + + + + +1D12 +
    +
    + +
    + +
    + +
    + + + + +
    + +
    +

    Montures

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

    Equipement

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

    Armes

    + + Nom + Taille + Dégâts + Particularités + Attaques + +
    +
    + + + + + + +
    +
    +
    + +
    + + + + + +
    + +
    +

    Armures

    + + Type + Protection + Init + +
    +
    + + + +
    +
    +
    + +
    + + + + + +
    + +
    +

    Sortilèges

    + + Songes + Prépa. + Durée + Portée + AoE + Cumul + +
    +
    + + + + + + +
    +
    +
    + +
    + +
    + + + + + +
    + +
    +
    +

    Notes

    + +
    +
    + +
    + + + + + + + +
    + + + + + + + +
    +
    + {{name}} +
    + + + + + + + + + + + + + +
    + Résultat (Songes) : + {{whiteroll}}
    + Résultat (Cauchemar) : + {{blackroll}}
    + Dé bonus : + {{bonusdice}}
    +
    +
    + + +
    +
    + {{name}} +
    + + + + + + + + + + + + + + + + {{^particularites}} + + + + {{/particularites}} + + {{#particularites}} + + + + + {{/particularites}} +
    SongesCauch.BonusSeuil
    {{whiteroll}}{{blackroll}}{{bonusdice}}{{threshold}}
    Dégâts : {{degats}}
    Dégâts : {{degats}}{{particularites}}
    +
    +
    \ No newline at end of file diff --git a/Les-Oublies/LesOubliesPreview.png b/Les-Oublies/LesOubliesPreview.png new file mode 100644 index 0000000000..16e1e47ca5 Binary files /dev/null and b/Les-Oublies/LesOubliesPreview.png differ diff --git a/Les-Oublies/images/background.png b/Les-Oublies/images/background.png new file mode 100644 index 0000000000..098eca5c95 Binary files /dev/null and b/Les-Oublies/images/background.png differ diff --git a/Les-Oublies/images/banner.png b/Les-Oublies/images/banner.png new file mode 100644 index 0000000000..9976ce874b Binary files /dev/null and b/Les-Oublies/images/banner.png differ diff --git a/Les-Oublies/images/footer.png b/Les-Oublies/images/footer.png new file mode 100644 index 0000000000..d7c5539794 Binary files /dev/null and b/Les-Oublies/images/footer.png differ diff --git a/Les-Oublies/images/shadow.png b/Les-Oublies/images/shadow.png new file mode 100644 index 0000000000..b1235da94c Binary files /dev/null and b/Les-Oublies/images/shadow.png differ diff --git a/Les-Oublies/images/title.png b/Les-Oublies/images/title.png new file mode 100644 index 0000000000..f87fea520d Binary files /dev/null and b/Les-Oublies/images/title.png differ diff --git a/Les-Oublies/images/tree.png b/Les-Oublies/images/tree.png new file mode 100644 index 0000000000..8a80defc19 Binary files /dev/null and b/Les-Oublies/images/tree.png differ diff --git a/Les-Oublies/sheet.json b/Les-Oublies/sheet.json new file mode 100644 index 0000000000..f715055612 --- /dev/null +++ b/Les-Oublies/sheet.json @@ -0,0 +1,8 @@ +{ +"html": "LesOublies.html", +"css": "LesOublies.css", +"authors": "Elsa T.", +"roll20userID": "2085580", +"preview": "LesOubliesPreview.png", +"instructions": "Character sheet for the french RPG Les Oublies, from Les XII Singes." +} \ No newline at end of file diff --git a/Magic_World/magicworld.css b/Magic_World/magicworld.css new file mode 100644 index 0000000000..57a7ee65ba --- /dev/null +++ b/Magic_World/magicworld.css @@ -0,0 +1,1033 @@ +@import url('https://fonts.googleapis.com/css?family=Metamorphous&display=swap'); + +/*this hides the radio button for each tab, makes it 100px wide and 40px tall and makes sure it's above everything else*/ +.charsheet{ + background: white; +} +.charsheet input.sheet-tab { + width: 23px; + height: 23x; + cursor: pointer; + position: relative; + opacity: 0; + z-index: 9999; + +} + + +/*this styles the span with the tab information and slides to the left, so it appears underneath the radio button*/ +.charsheet span.sheet-tab { + text-align: center; + display: inline-block; + font-size: 14px; + /*--background: #4e4e4e;*/ + color: black; + font-style: normal; + border-radius: 16px; + line-height: 25px; + width: 23px; + height: 23px; + cursor: pointer; + position: relative; + vertical-align: middle; + margin-left: -25px;/*originally 91px*/ +} + +.charsheet span.sheet-tab-u { + background: WhiteSmoke; + color: LightGray; +} + +.charsheet span.sheet-tab-d { + background: LightGray; + color: white; +} + +.charsheet span.sheet-tab { + text-align: center; + display: inline-block; + + /*--background: #4e4e4e;*/ + +} + +/*this modifies the span color once the radio button is selected so you know which tab is selected*/ +.charsheet input.sheet-hp-tab0:checked + span.sheet-hp-tab0, +.charsheet input.sheet-hp-tab1:checked + span.sheet-hp-tab1, +.charsheet input.sheet-hp-tab2:checked + span.sheet-hp-tab2, +.charsheet input.sheet-hp-tab3:checked + span.sheet-hp-tab3, +.charsheet input.sheet-hp-tab4:checked + span.sheet-hp-tab4, +.charsheet input.sheet-hp-tab5:checked + span.sheet-hp-tab5, +.charsheet input.sheet-hp-tab6:checked + span.sheet-hp-tab6, +.charsheet input.sheet-hp-tab7:checked + span.sheet-hp-tab7, +.charsheet input.sheet-hp-tab8:checked + span.sheet-hp-tab8, +.charsheet input.sheet-hp-tab9:checked + span.sheet-hp-tab9, + +.charsheet input.sheet-hp-tab10:checked + span.sheet-hp-tab10, +.charsheet input.sheet-hp-tab11:checked + span.sheet-hp-tab11, +.charsheet input.sheet-hp-tab12:checked + span.sheet-hp-tab12, +.charsheet input.sheet-hp-tab13:checked + span.sheet-hp-tab13, +.charsheet input.sheet-hp-tab14:checked + span.sheet-hp-tab14, +.charsheet input.sheet-hp-tab15:checked + span.sheet-hp-tab15, +.charsheet input.sheet-hp-tab16:checked + span.sheet-hp-tab16, +.charsheet input.sheet-hp-tab17:checked + span.sheet-hp-tab17, +.charsheet input.sheet-hp-tab18:checked + span.sheet-hp-tab18, +.charsheet input.sheet-hp-tab19:checked + span.sheet-hp-tab19, + +.charsheet input.sheet-hp-tab20:checked + span.sheet-hp-tab20, +.charsheet input.sheet-hp-tab21:checked + span.sheet-hp-tab21, +.charsheet input.sheet-hp-tab22:checked + span.sheet-hp-tab22, +.charsheet input.sheet-hp-tab23:checked + span.sheet-hp-tab23, +.charsheet input.sheet-hp-tab24:checked + span.sheet-hp-tab24, +.charsheet input.sheet-hp-tab25:checked + span.sheet-hp-tab25, +.charsheet input.sheet-hp-tab26:checked + span.sheet-hp-tab26, +.charsheet input.sheet-hp-tab27:checked + span.sheet-hp-tab27, +.charsheet input.sheet-hp-tab28:checked + span.sheet-hp-tab28, +.charsheet input.sheet-hp-tab29:checked + span.sheet-hp-tab29, + +.charsheet input.sheet-hp-tab30:checked + span.sheet-hp-tab30, +.charsheet input.sheet-hp-tab31:checked + span.sheet-hp-tab31, +.charsheet input.sheet-hp-tab32:checked + span.sheet-hp-tab32, +.charsheet input.sheet-hp-tab33:checked + span.sheet-hp-tab33, +.charsheet input.sheet-hp-tab34:checked + span.sheet-hp-tab34, +.charsheet input.sheet-hp-tab35:checked + span.sheet-hp-tab35, +.charsheet input.sheet-hp-tab36:checked + span.sheet-hp-tab36, +.charsheet input.sheet-hp-tab37:checked + span.sheet-hp-tab37, +.charsheet input.sheet-hp-tab38:checked + span.sheet-hp-tab38, +.charsheet input.sheet-hp-tab39:checked + span.sheet-hp-tab39, + +.charsheet input.sheet-hp-tab40:checked + span.sheet-hp-tab40, +.charsheet input.sheet-hp-tab41:checked + span.sheet-hp-tab41, +.charsheet input.sheet-hp-tab42:checked + span.sheet-hp-tab42, +.charsheet input.sheet-hp-tab43:checked + span.sheet-hp-tab43, +.charsheet input.sheet-hp-tab44:checked + span.sheet-hp-tab44, +.charsheet input.sheet-hp-tab45:checked + span.sheet-hp-tab45, +.charsheet input.sheet-hp-tab46:checked + span.sheet-hp-tab46, +.charsheet input.sheet-hp-tab47:checked + span.sheet-hp-tab47, +.charsheet input.sheet-hp-tab48:checked + span.sheet-hp-tab48, +.charsheet input.sheet-hp-tab49:checked + span.sheet-hp-tab49, + +.charsheet input.sheet-mp-tab0:checked + span.sheet-mp-tab0, +.charsheet input.sheet-mp-tab1:checked + span.sheet-mp-tab1, +.charsheet input.sheet-mp-tab2:checked + span.sheet-mp-tab2, +.charsheet input.sheet-mp-tab3:checked + span.sheet-mp-tab3, +.charsheet input.sheet-mp-tab4:checked + span.sheet-mp-tab4, +.charsheet input.sheet-mp-tab5:checked + span.sheet-mp-tab5, +.charsheet input.sheet-mp-tab6:checked + span.sheet-mp-tab6, +.charsheet input.sheet-mp-tab7:checked + span.sheet-mp-tab7, +.charsheet input.sheet-mp-tab8:checked + span.sheet-mp-tab8, +.charsheet input.sheet-mp-tab9:checked + span.sheet-mp-tab9, + +.charsheet input.sheet-mp-tab10:checked + span.sheet-mp-tab10, +.charsheet input.sheet-mp-tab11:checked + span.sheet-mp-tab11, +.charsheet input.sheet-mp-tab12:checked + span.sheet-mp-tab12, +.charsheet input.sheet-mp-tab13:checked + span.sheet-mp-tab13, +.charsheet input.sheet-mp-tab14:checked + span.sheet-mp-tab14, +.charsheet input.sheet-mp-tab15:checked + span.sheet-mp-tab15, +.charsheet input.sheet-mp-tab16:checked + span.sheet-mp-tab16, +.charsheet input.sheet-mp-tab17:checked + span.sheet-mp-tab17, +.charsheet input.sheet-mp-tab18:checked + span.sheet-mp-tab18, +.charsheet input.sheet-mp-tab19:checked + span.sheet-mp-tab19, + +.charsheet input.sheet-mp-tab20:checked + span.sheet-mp-tab20, +.charsheet input.sheet-mp-tab21:checked + span.sheet-mp-tab21, +.charsheet input.sheet-mp-tab22:checked + span.sheet-mp-tab22, +.charsheet input.sheet-mp-tab23:checked + span.sheet-mp-tab23, +.charsheet input.sheet-mp-tab24:checked + span.sheet-mp-tab24, +.charsheet input.sheet-mp-tab25:checked + span.sheet-mp-tab25, +.charsheet input.sheet-mp-tab26:checked + span.sheet-mp-tab26, +.charsheet input.sheet-mp-tab27:checked + span.sheet-mp-tab27, +.charsheet input.sheet-mp-tab28:checked + span.sheet-mp-tab28, +.charsheet input.sheet-mp-tab29:checked + span.sheet-mp-tab29, + +.charsheet input.sheet-mp-tab30:checked + span.sheet-mp-tab30, +.charsheet input.sheet-mp-tab31:checked + span.sheet-mp-tab31, +.charsheet input.sheet-mp-tab32:checked + span.sheet-mp-tab32, +.charsheet input.sheet-mp-tab33:checked + span.sheet-mp-tab33, +.charsheet input.sheet-mp-tab34:checked + span.sheet-mp-tab34, +.charsheet input.sheet-mp-tab35:checked + span.sheet-mp-tab35, +.charsheet input.sheet-mp-tab36:checked + span.sheet-mp-tab36, +.charsheet input.sheet-mp-tab37:checked + span.sheet-mp-tab37, +.charsheet input.sheet-mp-tab38:checked + span.sheet-mp-tab38, +.charsheet input.sheet-mp-tab39:checked + span.sheet-mp-tab39, + +.charsheet input.sheet-mp-tab40:checked + span.sheet-mp-tab40, +.charsheet input.sheet-mp-tab41:checked + span.sheet-mp-tab41, +.charsheet input.sheet-mp-tab42:checked + span.sheet-mp-tab42, +.charsheet input.sheet-mp-tab43:checked + span.sheet-mp-tab43, +.charsheet input.sheet-mp-tab44:checked + span.sheet-mp-tab44, +.charsheet input.sheet-mp-tab45:checked + span.sheet-mp-tab45, +.charsheet input.sheet-mp-tab46:checked + span.sheet-mp-tab46, +.charsheet input.sheet-mp-tab47:checked + span.sheet-mp-tab47, +.charsheet input.sheet-mp-tab48:checked + span.sheet-mp-tab48, +.charsheet input.sheet-mp-tab49:checked + span.sheet-mp-tab49, +{ + + /*background: white;*/ + color: black; + /*font-family: 'Yatra One', cursive;*/ + font-size: 14px; + /*font-style: italic;*/ + font-weight: bold; + border-style: solid; + border-color: black; + border-width: 1px; + border-radius: 16px; +} + + +.sheet-main { + display: grid; + width: 800px; + /*height: 900px;*/ + grid-gap: 4px; + grid-template-columns: 1fr 1fr 1fr 1fr 1fr 1fr 1fr 1fr; + grid-template-rows: 60px 330px 180px 180px 240px 310px 175px .25fr .5fr; + grid-template-areas:"header header header header header-rigt header-right header-right header-right" + "personal personal personal personal characteristics characteristics characteristics characteristics" + "skill skill skill skill skill hp hp hp" + "skill skill skill skill skill power power power" + "skill skill skill skill skill armor armor armor" + "weap weap weap weap weap weap weap weap" + "spell spell spell spell spell alleg alleg alleg" + "note note note note note equip equip equip" + "aff aff aff aff aff aff aff aff "; +} + +.sheet-character { + display: grid; + width: 100%; + grid-gap: 2px; + grid-template-columns: 20% 1fr 1fr 1fr 1fr 1fr 1fr 1fr; + grid-template-rows: 1fr 1fr 1fr 1fr; + grid-template-areas: "namelbl nameinp nameinp nameinp nameinp nameinp nameinp nameinp" + "speclbl specinp specinp agelbl ageinp gendlbl gendinp gendinp" + "brthlbl brthinp brthinp brthinp brthinp brthinp brthinp brthinp" + "famllbl famlinp famlinp famlinp famlinp famlinp famlinp famlinp" + "occplbl occpinp occpinp occpinp occpinp occpinp occpinp occpinp" + "lattlbl lattinp lattinp lattinp lattinp lattinp lattinp lattinp"; +} + +.sheet-characteristics-scores { + display: grid; + width: 100%; + grid-gap: 2px; + grid-template-columns: 1fr 20% 1fr 1fr; + grid-template-rows: 1fr 1fr 1fr 1fr 1fr 1fr 1fr; + grid-template-areas: "strlbl strval efflbl effval" + "conlbl conval stalbl staval" + "sizlbl sizval emplbl empval" + "intlbl intval idalbl idaval" + "powlbl powval luklbl lukval" + "dexlbl dexval agilbl agival" + "applbl appval chalbl chaval"; +} + +.sheet-allegiance{ + display: grid; + width: 100%; + grid-gap: 2px; + grid-template-columns: 1fr 1fr 1fr; + grid-template-rows: 1fr 1fr; + grid-template-areas: "lgtlbl ballbl shdlbl" + "lgtval balval shdval"; +} + +.sheet-two-column{ + display: grid; + width: 100%; + grid-gap: 2px; + grid-template-columns: 1fr 1fr; + grid-template-rows: 1fr; + grid-template-areas: "colleft colright"; +} + +.sheet-two-column-skill{ + display: grid; + width: 100%; + grid-gap: 2px; + grid-template-columns: 1fr 75px; + grid-template-rows: 1fr; + grid-template-areas: "colleftsk colrightsk"; +} + +.sheet-weapon{ + display: grid; + width: 100%; + grid-gap: 2px; + grid-template-columns: 5% 20% 12% 8% 8% .75fr .75fr 8% 1fr 1fr .75fr; + grid-template-rows: 21px; + grid-template-areas: "wpnact wpnname wpnskill wpnbase wpnperc wpndmg wpndb wpnhnd wpnhp wpnlen wpnpary"; +} +/*----------------- GENERAL CSS ------------------*/ + +.sheet-page-title{ + font-size: 42px; + font-family: 'Metamorphous', cursive; + font-weight: bold; + color: SlateGrey; +} + +.sheet-section-title{ + font-size: 20px; + font-family: 'Metamorphous', cursive; + /*font-family: 'Inknut Antiqua', serif;*/ +} + +.sheet-section-subtitle{ + font-size: 14px; + font-family: 'Metamorphous', cursive; + /*font-family: 'Inknut Antiqua', serif;*/ +} + +.sheet-section-subhead{ + font-weight: normal; + font-size: 12px; + font-family: 'Metamorphous', cursive; + /*font-family: 'Inknut Antiqua', serif;*/ +} + +.sheet-section { + padding: 2px; + border-style: solid; + border-color: LightGray; + border-width: 1px; + border-radius: 5px 5px 5px 5px; +} + +.sheet-flex-col { + display: flex; + flex-flow: row wrap; + /*justify-content: flex-start;*/ +} + +.sheet-flex-center { + align-items: center; + justify-content: center; +} + +/*------------- Section-specific CSS -------------*/ + +.sheet-header { + grid-area: header; + flex-direction: column; +} + +.sheet-header-right { + grid-area: header-right; + text-align: right; + flex-direction: column; +} + +.sheet-personal { + grid-area: personal; +} + +.sheet-characteristics { + grid-area: characteristics; +} + +.sheet-power { + grid-area: power; +} + +.sheet-skill { + grid-area: skill; + +} + +.sheet-hp { + grid-area: hp; +} + +.sheet-alleg { + grid-area: alleg; +} + +.sheet-spell { + grid-area: spell; +} + +.sheet-weap { + grid-area: weap; +} + +.sheet-armor { + grid-area: armor; +} + +.sheet-note { + grid-area: note; +} + +.sheet-equip { + grid-area: equip; +} + +.sheet-aff { + grid-area: aff; +} +/*-----Character css grid--------------*/ +.sheet-namelbl{ + grid-area: namelbl; +} + +.sheet-nameinp{ + grid-area: nameinp; +} + +.sheet-speclbl{ + grid-area: speclbl; +} + +.sheet-specinp{ + grid-area: specinp; +} + +.sheet-agelbl{ + grid-area: agelbl; +} + +.sheet-ageinp{ + grid-area: ageinp; +} + +.sheet-gendlbl{ + grid-area: gendlbl; +} + +.sheet-gendinp{ + grid-area: gendinp; +} + +.sheet-brthlbl{ + grid-area: brthlbl; +} + +.sheet-brthinp{ + grid-area: brthinp; +} + +.sheet-famllbl{ + grid-area: famllbl; +} + +.sheet-famlinp{ + grid-area: famlinp; +} + +.sheet-occplbl{ + grid-area: occplbl; +} + +.sheet-occpinp{ + grid-area: occpinp; +} + +.sheet-lattlbl{ + grid-area: lattlbl; +} + +.sheet-lattinp{ + grid-area: lattinp; +} + +/*---------------- characteristics grid ------------*/ +.sheet-strlbl{ + grid-area: strlbl; +} + +.sheet-strval{ + grid-area: strval; +} + +.sheet-conlbl{ + grid-area: conlbl; +} + +.sheet-conval{ + grid-area: conval; +} + +.sheet-sizlbl{ + grid-area: sizlbl; +} + +.sheet-sizval{ + grid-area: sizval; +} + +.sheet-intlbl{ + grid-area: intlbl; +} + +.sheet-intval{ + grid-area: intval; +} + +.sheet-powlbl{ + grid-area: powlbl; +} + +.sheet-powval{ + grid-area: powval; +} + +.sheet-dexlbl{ + grid-area: dexlbl; +} + +.sheet-dexval{ + grid-area: dexval; +} + +.sheet-applbl{ + grid-area: applbl; +} + +.sheet-appval{ + grid-area: appval; +} + +.sheet-efflbl{ + grid-area: efflbl; +} + +.sheet-effval{ + grid-area: effval; +} + +.sheet-stalbl{ + grid-area: stalbl; +} + +.sheet-staval{ + grid-area: staval; +} + +.sheet-idalbl{ + grid-area: idalbl; +} + +.sheet-idaval{ + grid-area: idaval; +} + +.sheet-luklbl{ + grid-area: luklbl; +} + +.sheet-lukval{ + grid-area: lukval; +} + +.sheet-agilbl{ + grid-area: agilbl; +} + +.sheet-agival{ + grid-area: agival; +} + +.sheet-chalbl{ + grid-area: chalbl; +} + +.sheet-chaval{ + grid-area: chaval; +} + +/*------ Allegiance styles -----*/ + +.sheet-lgtlbl{ + grid-area: lgtlbl; +} + +.sheet-lgtval{ + grid-area: lgtval; +} + +.sheet-ballbl{ + grid-area: ballbl; +} + +.sheet-balval{ + grid-area: balval; +} + +.sheet-shdlbl{ + grid-area: shdlbl; +} + +.sheet-shdval{ + grid-area: shdval; +} + +/*-------- two column parent ------------------*/ + +.sheet-colleft{ + grid-area: colleft: +} + +.sheet-colleft{ + grid-area: colright: +} + + +/*-------- two column child ------------------*/ + +.sheet-colleft-skill{ + grid-area: colleftsk: + font-weight: normal; +} + +.sheet-colleft-skill{ + grid-area: colrightsk: +} + +/*------------weapons table*/ + + +.sheet-wpnname{ + grid-area: wpnname; +} + +.sheet-wpnskill{ + grid-area: wpnskill; + vertical-align: bottom; +} + +.sheet-wpnperc{ + grid-area: wpnperc; +} + +.sheet-wpndmg{ + grid-area: wpndmg; +} + +.sheet-wpnhp{ + grid-area: wpnhp; +} + +.sheet-wpndb{ + grid-area: wpndb; +} + +.sheet-wpnlen{ + grid-area: wpnlen; +} + +.sheet-wpnpary{ + grid-area: wpnpary; +} + +/*-------------control styles-----------------------*/ +span.sheet-small{ + font-size: 10px; +} + +div.sheet-small{ + font-size: 10px; +} + +div.sheet-normal{ + font-weight: normal; +} + +div.sheet-skills{ + font-size: 13px; +} + + +input.sheet-text-full{ + width: 100%; +} + +input.sheet-text-225 +{ + width: 225px; +} + +input.sheet-text-200 +{ + width: 203px; +} +input.sheet-text-175 +{ + width: 175px; +} + +input.sheet-text-on +{ + width: 73px; +} + +input.sheet-text-off +{ + width: 72px; +} +input.sheet-text-put-on +{ + width: 155px; +} + +input.sheet-text-150 +{ + width: 150px; +} + +input.sheet-text-125 +{ + width: 125px; +} + +input.sheet-text-100 +{ + width: 100px; +} + +input.sheet-text-75 +{ + width: 75px; +} + +input.sheet-text-50 +{ + width: 50px; +} + +input.sheet-text-45 +{ + width: 45px; +} + +input.sheet-compact{ + font-family: "Arial", sans-serif; + font-size: 13px; + height: 20px; + +} + +input.sheet-under{ + border-top: none; + border-left: none; + border-right: none; + border-bottom: solid 1px lightgray; +} + +input.sheet-noborder{ + border-top: none; + border-left: none; + border-right: none; + border-bottom: none; +} + +input[type=number].sheet-compact-number{ + font-size: 12px; + height: 20px; + width: 45px; +} + + +textarea.sheet-attitude{ + width: 97%; + height: 75px; + border-top: none; + border-left: none; + border-right: none; + border-bottom: solid 1px lightgray; +} + +textarea.sheet-anote{ + width: 94%; + /*height: 75px; + border-top: none; + border-left: none; + border-right: none; + border-bottom: solid 1px lightgray;*/ + border: solid 1px lightgray; +} + +span.sheet-button-text{ + font-size: 10px; + font-family: 'Metamorphous', cursive, 'Arial'; + margin-left: -18px; + line-height: 12px; +} + +select.sheet-compact-select-ci{ + font-size: 10px; + color: black; + height: 18px; + width: 100%; + margin-top: 2px; + border-top: none; + border-left: none; + border-right: none; + border-bottom: solid 1px lightgray; +} + + +/*--------------- Buttons/ chreckboxes ---------------*/ +button.sheet-nod20:before { + content: "" !important; + +} + +button.sheet-button{ + + height: 20px; + /*width: 24px;*/ + border-radius: 10px 10px 10px 10px; + color: black; + Background-color: gray; + font-size: 10px ; +} + +button.sheet-button-small{ + + height: 9px; + width: 22px; + color: black; + Background-color: LightGray; + border-radius: 12px 12px 12px 12px; + font-size: 8px; + font-family: 'Metamorphous', cursive, 'Arial'; + +} + +button.sheet-button-skill{ + + height: 9px; + width: 15px; + color: black; + Background-color: LightGray; + border-radius: 12px 12px 12px 12px; + +} + + +input[type=checkbox].sheet-check{ + height: 12px; + width: 12px; +} + +/*-------- General roll template********************/ + +.sheet-rolltemplate-general { +} + +.sheet-rolltemplate-general .sheet-container { + + /* by default, the border is the same color as the header. You can change this here, e.g. to black */ + +} + +.sheet-rolltemplate-general .sheet-outline { + text-align: center; + margin-bottom: 2px; + +} + +.sheet-rolltemplate-general .div{ + line-height: 20px; +} + +.sheet-rolltemplate-general .sheet-general-header{ + padding: 4px; + margin-bottom: 1px; + font-family: 'Metamorphous', cursive, 'Arial'; + background: OldLace; + border-style: solid; + border-width: 1px; + border-color: black; + text-align: center; + border-radius: 12px 12px 12px 12px; +} + +.sheet-rolltemplate-general .sheet-general-title{ + font-size: 24px; + line-height: 30px; +} + +.sheet-rolltemplate-general .sheet-subtitle{ + font-size: 16px; + line-height: 20px; +} + +.sheet-rolltemplate-general .sheet-content{ + padding: 4px; + border-radius: 12px 12px 12px 12px; + border: 1px; + border-style: solid; + border-color: black; + background: OldLace; +} + +.sheet-rolltemplate-general .sheet-key{ + font-style: bold; +} + +.sheet-rolltemplate-general .sheet-description{ + padding: 4px; + width: 90%; + text-align: center; + line-height: 20px; + font-style: italic; +} + +/* ------------------ Skill check template --------------*/ + +.sheet-rolltemplate-skill .sheet-container { + padding: 4px; + background: Silver; + border-style: solid; + border-width: 1px; + border-color: LightGray; + color: black; + font-family: 'Metamorphous', cursive, 'Arial'; + border-radius: 12px 12px 12px 12px; +} + + + +.sheet-rolltemplate-skill .div{ + line-height: 20px; +} + +.sheet-rolltemplate-skill .sheet-skill-header{ + padding: 4px; + margin-top: 10px; + font-family: 'Metamorphous', cursive, 'Arial'; + color: black; + background: OldLace; + border-style: solid; + border-color: black; + text-align: center; + border-right: 1px; + border-left: 1px; + border-top: 1px; + border-bottom: none; + border-radius: 12px 12px 0px 0px; +} + +.sheet-rolltemplate-skill .sheet-skill-title{ + font-size: 24px; + line-height: 30px; +} + +.sheet-rolltemplate-skill .sheet-subtitle{ + font-size: 20px; + line-height: 20px; +} + +.sheet-rolltemplate-skill .sheet-content{ + text-align: center; + padding: 4px; + color: black; + border-radius: 0px 0px 12px 12px; + /*border-right: 1px; + border-left: 1px; + border-top: none; + border-bottom: 1px; + border-style: solid; + border-color: black;*/ + background: OldLace; +} + +.sheet-rolltemplate-skill .sheet-display{ + text-align: center; + margin-top: 5px; + margin-bottom: 5px; + font-family: 'Metamorphous', cursive, 'Arial'; + font-size: 16px; + line-height: 20px; +} + +.sheet-rolltemplate-skill .inlinerollresult{ + border: none; + background: OldLace; + font-family: 'Metamorphous', cursive, 'Arial'; + font-size: 16px; + line-height: 20px; +} + +.sheet-rolltemplate-skill .inlinerollresult.fullcrit{ + border: none; + background: OldLace; + font-family: 'Metamorphous', cursive, 'Arial'; + font-size: 16px; + line-height: 20px; +} + +.sheet-rolltemplate-skill .inlinerollresult.fullfail{ + border: none; + background: OldLace; + font-family: 'Metamorphous', cursive, 'Arial'; + font-size: 16px; + line-height: 20px; +} + +.sheet-rolltemplate-skill .inlinerollresult.importantroll{ + border: none; + background: OldLace; + font-family: 'Metamorphous', cursive, 'Arial'; + font-size: 16px; + line-height: 20px; +} + + + +.itemcontrol { + margin-left: -33px; +} + + +.repcontrol{ + margin-right: 14px; +} + +div.repcontrol button +{ + width: 13px; + color: transparent; + padding: 0px; + padding-left: 2px; + text-shadow: 0px 0px 0px rgba(0, 0, 0, 0); + +} + +div.repcontrol button.repcontrol_add::before, +div.repcontrol button.repcontrol_edit::before +{ + font-family: Pictos; + position: relative; + color: #000; + width:12px; + height:12px; +} + +/* +Add */ +div.repcontrol button.repcontrol_add::before +{ + + content: "&"; /* & in Pictos is a + sign, while + is a plus inside a circle */ + left: -0px; + top: -0px; +} + +/* Modify */ +div.repcontrol button.repcontrol_edit::before +{ + text-shadow: 0px 0px 0px rgba(0, 0, 0, 0); + content: "x"; /* x in Pictos is a crossed hammer and wrench */ + left: -0px; + top: -0px; +} +/* Done */ +div.repcontrol.editmode button.repcontrol_edit::before +{ + content: "3"; /* 3 in Pictos is a check mark */ + +} + diff --git a/Magic_World/magicworld.html b/Magic_World/magicworld.html new file mode 100644 index 0000000000..fb86628c8c --- /dev/null +++ b/Magic_World/magicworld.html @@ -0,0 +1,3604 @@ +
    +
    + Magic World +
    +
    + Adventurer Sheet +
    +
    +
    + Characteristics +
    +
    +
    Strength
    +
    + + +
    +
    Effort (Str x 05%)
    +
    + +
    + +
    Constitution
    +
    + + +
    +
    Stamina (Con x 05%)
    +
    + +
    + +
    Size
    +
    + + +
    + +
    Intelligence
    +
    + + +
    +
    Idea (Int x 05%)
    +
    + +
    + +
    Power
    +
    + + +
    +
    Luck (Pow x 05%)
    +
    + +
    + +
    Dexterity
    +
    + + +
    +
    Agility (Dex x 05%)
    +
    + +
    + +
    Appearance
    +
    + + +
    +
    Charisma (App x 05%)
    +
    + +
    + +
    +
    +
    +
    Personal Information

    +
    +
    +
    Name:
    +
    +
    Species:
    +
    +
    Age:
    +
    +
    Gender:
    +
    +
    Birthplace:
    +
    +
    Family:
    +
    +
    Occupation:
    +
    +
    Looks & Attitude:
    +
    +
    +
    +
    +
    +
    + Power Points +
    +
    + Max: +
    + + 00 + + 01 + + 02 + + 03 + + 04 + + 05 + + 06 + + 07 + + 08 + + 09
    + + + 10 + + 11 + + 12 + + 13 + + 14 + + 15 + + 16 + + 17 + + 18 + + 19
    + + + 20 + + 21 + + 22 + + 23 + + 24 + + 25 + + 26 + + 27 + + 28 + + 29
    + + + 30 + + 31 + + 32 + + 33 + + 34 + + 35 + + 36 + + 37 + + 38 + + 39
    + + + 40 + + 41 + + 42 + + 43 + + 44 + + 45 + + 46 + + 47 + + 48 + + 49 + +
    +
    +
    + Skills +
    +
    +
    +
    +
    +
    +
    Physical
    +
    +
    + +
    +
    + +
    +
    + + + Brawl + (20%) +
    +
    +
    + + +
    +
    +
    +
    +
    + + + Climb (40%) +
    +
    +
    + + +
    +
    +
    +
    +
    + + + Dodge (Dex *02%) +
    +
    +
    + + +
    +
    +
    +
    +
    + + + Jump (05%) +
    +
    +
    + + +
    +
    +
    +
    +
    + + + Ride (35%) +
    +
    +
    + + +
    +
    +
    +
    +
    + + + Swim (25%) +
    +
    +
    + + +
    +
    +
    +
    +
    + + + Throw (25%) +
    +
    +
    + + +
    +
    +
    +
    +
    + + + Wrestle (25%) +
    +
    +
    + + +
    +
    +
    +
    +
    +   +
    +
    + +
    +
    + +
    +
    +
    Communication
    +
    +
    + +
    +
    + +
    +
    + + + Art (05%) +
    +
    +
    + + +
    +
    +
    +
    +
    + + + +
    +
    + + +
    +
    +
    +
    + + + Bargain (15%) +
    +
    +
    + + +
    +
    +
    +
    +
    + + + Disguise (15%) +
    +
    +
    + + +
    +
    +
    +
    +
    + + + Fast Talk (15%) +
    +
    +
    + + +
    +
    +
    +
    +
    + + + Oratory (05%) +
    +
    +
    + + +
    +
    +
    +
    +
    +   +
    +
    + +
    +
    + +
    +
    +
    Knowledge
    +
    +
    + +
    +
    + + +
    +
    + + + Evaluate (15%) +
    +
    +
    + + +
    +
    +
    +
    +
    + + + Nature (25%) +
    +
    +
    + + +
    +
    +
    +
    +
    + + + Navigate (10%) +
    +
    +
    + + +
    +
    +
    +
    +
    + + + Own Language (Int X05%) +
    +
    +
    + + +
    +
    +
    +
    +
    + + + Other Language (00%) +
    +
    +
    + + +
    +
    +
    +
    +
    + + + +
    +
    + + +
    +
    +
    +
    + + + +
    +
    + + +
    +
    +
    +
    + +
    +
    + + + Physik (30%) +
    +
    +
    + + +
    +
    +
    +
    +
    + + + Potions (00%) +
    +
    +
    + + +
    +
    +
    +
    +
    + + + World Lore (15%) +
    +
    +
    + + +
    +
    +
    +
    +
    +   +
    +
    + +
    +
    + + +
    +
    +
    Manipulation
    +
    +
    + +
    +
    + +
    +
    + + + Conceal Object (25%) +
    +
    +
    + + +
    +
    +
    +
    +
    + + + Craft (05%) +
    +
    +
    + + +
    +
    +
    +
    +
    + + + +
    +
    + + +
    +
    +
    +
    + + + +
    +
    + + +
    +
    +
    +
    + + + +
    +
    + + +
    +
    +
    +
    + + + Hide (20%) +
    +
    +
    + + +
    +
    +
    +
    +
    + + + Move Quietly (20%) +
    +
    +
    + + +
    +
    +
    +
    +
    + + + Pick Lock (05%) +
    +
    +
    + + +
    +
    +
    +
    +
    + + + Play Instrument +
    +
    +
    + + +
    +
    +
    +
    +
    + + + +
    +
    + + +
    +
    +
    +
    + + + Repair/Devise (Dex x 04%) +
    +
    +
    + + +
    +
    +
    +
    +
    + + + Sailing (15%) +
    +
    +
    + + +
    +
    +
    +
    +
    + + + Scribe (00%) +
    +
    +
    + + +
    +
    +
    +
    +
    + + + Trap (05%) +
    +
    +
    + + +
    +
    +
    +
    +
    +   +
    +
    + +
    +
    + +
    +
    +
    Perception
    +
    +
    + +
    +
    + +
    +
    + + + Insight (15%) +
    +
    +
    + + +
    +
    +
    +
    +
    + + + Listen (15%) +
    +
    +
    + + +
    +
    +
    +
    +
    + + + Sense (15%) +
    +
    +
    + + +
    +
    +
    +
    +
    + + + Search (20%) +
    +
    +
    + + +
    +
    +
    +
    +
    + + + Track (10%) +
    +
    +
    + + +
    +
    +
    +
    +
    +   +
    +
    + +
    +
    +
    +
    +
    + + Resistance Table +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    + Hit Points +
    +
    +
    +
    + Max: +
    +
    +
    +
    + POWx4: + +
    +
    +
    + + + 00 + + 01 + + 02 + + 03 + + 04 + + 05 + + 06 + + 07 + + 08 + + 09
    + + + 10 + + 11 + + 12 + + 13 + + 14 + + 15 + + 16 + + 17 + + 18 + + 19
    + + + 20 + + 21 + + 22 + + 23 + + 24 + + 25 + + 26 + + 27 + + 28 + + 29
    + + + 30 + + 31 + + 32 + + 33 + + 34 + + 35 + + 36 + + 37 + + 38 + + 39
    + + + 40 + + 41 + + 42 + + 43 + + 44 + + 45 + + 46 + + 47 + + 48 + + 49 + +
    + +
    +
    Spells
    +
    +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    +
    +
    +
    +
    Allegiance
    +
    +
    + Light +
    +
    + Balance +
    +
    + Shadow +
    +
    + +
    +
    + +
    +
    + +
    +
    +
    + +
    +
    +
    Weapons & Combat Skills +
    +
    Damage Bonus: + +
    +
    +
    + +
    +   +
    + Melee Weapons +
    +
    +
    + +
    +
    + Weapon Name +
    +
    + Skill +
    +
    + Base % +
    +
    + Skill % +
    +
    + Damage +
    +
    + DB +
    +
    + Hnd +
    +
    + HP +
    +
    + Len +
    +
    + Parry +
    +
    +
    +
    +
    + +
    +
    + + + +
    +
    + +
    +
    + +
    +
    + + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    +
    +   +
    + Missile Weapons +
    +
    +
    + +
    +
    + Weapon +
    +
    + Skill +
    +
    + Base % +
    +
    + Skill % +
    +
    + Damage +
    +
    + DB +
    +
    + ~ +
    +
    + HP +
    +
    + Range +
    +
    + Attacks +
    +
    +
    +
    +
    + +
    +
    + + + +
    +
    + +
    +
    + +
    +
    + + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    +
    +
    +
    +
    Armor & Shield
    +
    + Armor Type: +
    +
    + Damage Deflected (helmet on): +
    +
    + Damage Deflected (helmet off): +
    +
    + Burden: +
    +
    + Time to put on: +
    +   +
    + Shield Type: + + +
    +
    +
    + Skill % +
    +
    + Base % +
    +
    + Hit Points: +
    +
    + DMG: + +
    +
    +
    + +
    +
    Notes
    +
    + +
    + +
    +
    +
    Equipment & Posessions
    +
    + +
    +
    + +
    +
    Affiliations, Beasts and Otherworldly Beings
    +
    +
    + Name:
    + Occupation: + Age:
    + Species: + Gender: + Damage: +    Move: +

     

    + Characteristics +
    +
    +
    +
    + Str / Eff + +
    +
    + +
    +
    +
    +
    +
    +
    + + +
    +
    + + +
    +
    +
    +
    +
    +
    +
    +
    + Con / Sta + +
    +
    + + +
    +
    +
    +
    +
    +
    + + +
    +
    + + +
    +
    +
    +
    +
    +
    +
    +
    + Size + +
    +
    + + +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    + Int / Ida + +
    +
    + + +
    +
    +
    +
    +
    +
    + + +
    +
    + + +
    +
    +
    +
    +
    +
    +
    +
    + Pow / Luk + +
    +
    + + +
    +
    +
    +
    +
    +
    + + +
    +
    + + +
    +
    +
    +
    +
    +
    +
    +
    + + Dex / Agi +
    +
    + + +
    +
    +
    +
    +
    +
    + + +
    +
    + + +
    +
    +
    +
    +
    +
    +
    +
    + App / Chr +
    +
    + + +
    +
    + +
    +
    +
    +
    + +
    +
    + + + +
    +
    + +
    +
    + + + + +

     

    + Affiliation:
    + Skills (Name / Percentage) +
    +
    + + %: + + + +
    +
    + Melee (Weapon Name / Percentage / Damage) +
    +
    + + %: + + + + +
    +
    + Missile (Weapon Name / Percentage / Damage) +
    +
    + + %: + + + + +
    +
    + Armor (Type / Dmg Helmet on / Dmg Helmet off) +
    +
    + + + + + + +
    +
    + Spells (Spell Name) +
    +
    + + +
    +
    + Notes +
    + +
    +
    +
    + Name:
    + Occupation: + Age:
    + Species: + Gender: + Damage: +    Move: +

     

    + Characteristics +
    +
    +
    +
    + Str / Eff + +
    +
    + +
    +
    +
    +
    +
    +
    + + +
    +
    + + +
    +
    +
    +
    +
    +
    +
    +
    + Con / Sta + +
    +
    + + +
    +
    +
    +
    +
    +
    + + + +
    +
    + + +
    +
    +
    +
    +
    +
    +
    +
    + Size + +
    +
    + + +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    + Int / Ida + +
    +
    + + +
    +
    +
    +
    +
    +
    + + +
    +
    + + +
    +
    +
    +
    +
    +
    +
    +
    + Pow / Luk + +
    +
    + + +
    +
    +
    +
    +
    +
    + + +
    +
    + + +
    +
    +
    +
    +
    +
    +
    +
    + + Dex / Agi +
    +
    + + +
    +
    +
    +
    +
    +
    + + +
    +
    + + +
    +
    +
    +
    +
    +
    +
    +
    + App / Chr +
    +
    + + +
    +
    + +
    +
    +
    +
    + +
    +
    + + + +
    +
    + +
    +
    + +

     

    + Affiliation:
    + Skills: +
    +
    + + %: + + + +
    +
    + Melee (Weapon Name / Percentage / Damage) +
    +
    + + %: + + + + +
    +
    + Missile (Weapon Name / Percentage / Damage) +
    +
    + + %: + + + + +
    +
    + Armor (Type / Dmg Helmet on / Dmg Helmet off) +
    +
    + + + + + + +
    +
    + Spells (Spell Name) +
    +
    + + +
    +
    + Notes +
    + +
    +
    +
    + Name:
    + Occupation: + Age:
    + Species: + Gender: + Damage: +    Move: +

     

    + Characteristics +
    +
    +
    +
    + Str / Eff + +
    +
    + +
    +
    +
    +
    +
    +
    + + +
    +
    + + +
    +
    +
    +
    +
    +
    +
    +
    + Con / Sta + +
    +
    + + +
    +
    +
    +
    +
    +
    + + +
    +
    + + +
    +
    +
    +
    +
    +
    +
    +
    + Size + +
    +
    + + +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    + Int / Ida + +
    +
    + + +
    +
    +
    +
    +
    +
    + + +
    +
    + + +
    +
    +
    +
    +
    +
    +
    +
    + Pow / luk + +
    +
    + + +
    +
    +
    +
    +
    +
    + + +
    +
    + + +
    +
    +
    +
    +
    +
    +
    +
    + + Dex / Agi +
    +
    + + +
    +
    +
    +
    +
    +
    + + +
    +
    + + +
    +
    +
    +
    +
    +
    +
    +
    + App / Chr +
    +
    + + +
    +
    + +
    +
    +
    +
    + +
    +
    + + + +
    +
    + +
    +
    + +

     

    + Affiliation:
    + Skills: +
    +
    + + %: + + + +
    +
    + Melee (Weapon Name / Percentage / Damage) +
    +
    + + %: + + + + +
    +
    + Missile (Weapon Name / Percentage / Damage) +
    +
    + + %: + + + + +
    +
    + Armor (Type / Dmg Helmet on / Dmg Helmet off) +
    +
    + + + + + + +
    +
    + Spells (Spell Name) +
    +
    + + +
    +
    + Notes +
    + +
    +
    +
    +
    +
    + + + + +
    +
    +
    + {{name}} +
    +
    + {{action}} +
    +
    +
    + {{#allprops() name action desc}} +
    + + + + + +
    {{key}}
    {{value}}
    +
    + {{/allprops() name action desc}} + {{#desc}} +
    + {{desc}} +
    + {{/desc}} +
    +
    +
    + + + +
    +
    {{name}}
    +
    + {{action}} +
    +
    + {{#roll}} +
    + + + + + + +
    + ROLL: {{roll}} + + <= + + TGT: {{tgt}} +
    +
    + {{/roll}} + {{#rollGreater() roll fumble}} +
    + Fumble! +
    + {{/rollGreater() roll fumble}} + {{#^rollGreater() roll fumble}} + {{#rollLess() roll succ}} + {{#rollLess() roll crit}} +
    + Critical Success! +
    + {{/rollLess() roll crit}} + {{#^rollLess() roll crit}} + {{#rollLess() roll spec}} +
    + Special Success! +
    + {{/rollLess() roll spec}} + {{#^rollLess() roll spec}} +
    + Success! +
    + {{/^rollLess() roll spec}} + {{/^rollLess() roll crit}} + {{#dmg}} +
    + Damage = {{dmg}}! +
    + {{/dmg}} + {{/rollLess() roll succ}} + {{#^rollLess() roll succ}} +
    + Failure! +
    + {{/^rollLess() roll succ}} + {{/^rollGreater() roll fumble}} + {{#allprops() name action roll tgt fumble succ crit spec dmg}} +
    + {{key}} -- {{value}} +
    + {{/allprops() name action roll tgt fumble succ crit spec dmg}} +
    +
    +
    + + diff --git a/Magic_World/magicworld.png b/Magic_World/magicworld.png new file mode 100644 index 0000000000..492096af71 Binary files /dev/null and b/Magic_World/magicworld.png differ diff --git a/Magic_World/readme.md b/Magic_World/readme.md new file mode 100644 index 0000000000..7676e22214 --- /dev/null +++ b/Magic_World/readme.md @@ -0,0 +1,5 @@ +# Magic World + +Based on the character sheet provided in the Magic World rulebook. Skill Category Bonuses, Default skill percentages, Damage Bonus, and Characteristic rolls are automatically calculated. Automatically calculates skill rolls including the category bonus and success levels, when the roll button associated with a skill is clicked. You only need to add any contextual modifiers when the roll is triggered. For weapons skills, you will need to enter the base percentage for the weapon class into the base field for that weapon. Weapon skill rolls automatically roll damage including DB. For DB and weapon damage fields enter the dice code (1d4+1 etc.). + + diff --git a/Magic_World/sheet.json b/Magic_World/sheet.json new file mode 100644 index 0000000000..c3765ddc82 --- /dev/null +++ b/Magic_World/sheet.json @@ -0,0 +1,8 @@ +{ + "html": "magicworld.html", + "css": "magicworld.css", + "authors": "Brian Nicks", + "preview": "magicworld.png", + "roll20userid": "2347390", + "instructions": "This sheet should be fairly easy to use if you are familiar with the sheet in back of the Magic World ruleset publication. When entering the fields for weapon damage, armor damage deflection or the characters damage bonus, use the full dice code (2d6+1, 1d4, etc..)." +} diff --git a/Magica_Logia/MagicaLogia.css b/Magica_Logia/MagicaLogia.css index 15c3effb37..b2cade5c49 100644 --- a/Magica_Logia/MagicaLogia.css +++ b/Magica_Logia/MagicaLogia.css @@ -1434,9 +1434,13 @@ input.sheet-tabconf:checked + span{ .sheet-rolltemplate-Magic .sheet-myrow, .sheet-rolltemplate-npc .sheet-myrow { - padding: 0px 1px 0px 2px; + padding: 5px; + border:1px solid #182C4A; + border-top:0px; + border-bottom:0px; + background:#fff; } -.sheet-rolltemplate-Magic .sheet-bordered .sheet-myrow:nth-child(odd) {background: linear-gradient(to left,white,#D8DBE6);} +.sheet-rolltemplate-Magic .sheet-vtop + .sheet-myrow {background: linear-gradient(to left,white,#D8DBE6);} .sheet-rolltemplate-npc .sheet-bordered .sheet-myrow:nth-child(even) {background: linear-gradient(to left,#c3996b7a,white);} .sheet-rolltemplate-Magic div.sheet-charname { @@ -1471,8 +1475,8 @@ input.sheet-tabconf:checked + span{ overflow-y: auto; border-width: 1px; border-style: solid; - margin-top: 2px; padding: 1px 1px 1px 2px; + border-bottom-width:0; } .sheet-rolltemplate-Magic div.sheet-desc { background-color: white; @@ -1504,8 +1508,9 @@ input.sheet-tabconf:checked + span{ .sheet-rolltemplate-Magic .sheet-bordered, .sheet-rolltemplate-npc .sheet-bordered { - border-style: solid; - border-width: 1px; +/* border-style: solid; + border-width: 1px;*/ + border-bottom:1px solid #182C4A; text-align: left; vertical-align: top; position: relative; @@ -1580,16 +1585,6 @@ input.sheet-tabconf:checked + span{ font-size: 2em; } - -.sheet-rolltemplate-Magic .sheet-bordered { - background-color: white; - border-color: #182C4A; -} -.sheet-rolltemplate-npc .sheet-bordered { - background-color: white; - border-color: #3C2517; -} - .sheet-rolltemplate-Magic .sheet-symbol, .sheet-rolltemplate-npc .sheet-symbol { font-family: "Pictos Custom"; @@ -1633,27 +1628,13 @@ input.sheet-tabconf:checked + span{ color: #3C2517; font-weight: bold; } +.sheet-rolltemplate-Magic .sheet-img {padding-bottom:10px;} +.sheet-rolltemplate-Magic .sheet-img img, +.sheet-rolltemplate-npc .sheet-img img {display:block; margin:0 auto;} /* top */ -.sheet-rolltemplate-Magic .sheet-blacklabel.sheet-top { - height: 36px; - width: 85%; - max-width: 85%; - vertical-align: top; - padding-right: 27px; -} -.sheet-rolltemplate-npc .sheet-blacklabel.sheet-top { - height: 36px; - width: 78%; - max-width: 78%; - vertical-align: top; - padding-right: 27px; -} +.sheet-rolltemplate-Magic .sheet-blacklabel.sheet-top, +.sheet-rolltemplate-npc .sheet-blacklabel.sheet-top {display:block; border-radius:5px 5px 0 0; overflow:hidden; padding:10px; font-size:14px; text-align:center;} -.sheet-rolltemplate-Magic .sheet-blacklabel.sheet-top img.sheet-brdright, -.sheet-rolltemplate-npc .sheet-blacklabel.sheet-top img.sheet-brdright { - width: 26px; - height: 36px; -} /* med */ .sheet-rolltemplate-Magic span.sheet-med { font-weight: normal; @@ -1790,22 +1771,17 @@ input.sheet-tabconf:checked + span{ } .sheet-rolltemplate-Magic .sheet-blacklabel .sheet-big, -.sheet-rolltemplate-npc .sheet-big { - display: inline; - font-family: sans-serif; - font-size: 1.0em; - line-height: 1.0em; - padding-left: 1px; - font-weight: bold; - text-transform: uppercase; -} +.sheet-rolltemplate-npc .sheet-big {display:block; font-size:12px; padding:0 0 5px; text-align:center; font-weight:normal; border-bottom:1px solid rgba(255,255,255,.3); margin-bottom:5px;} .sheet-rolltemplate-npc .sheet-big {color: #3C2517;} .sheet-rolltemplate-Magic .sheet-resright, .sheet-rolltemplate-npc .sheet-resright { - display: inline; - float: right; - margin-right: 3px; + display: block; + text-align:center; + border: 1px solid #182C4A; + border-top: 0px; + border-bottom: 0px; + background:#fff; clear: both; font-size: 1.3em; text-transform: uppercase; diff --git a/Magica_Logia/MagicaLogia.html b/Magica_Logia/MagicaLogia.html index f1398a0adb..394f8990c1 100644 --- a/Magica_Logia/MagicaLogia.html +++ b/Magica_Logia/MagicaLogia.html @@ -86,13 +86,14 @@
    +
    かりそめの名前 - +
    魔法名 - +
    PL @@ -550,7 +551,7 @@
    黄金 @@ -567,7 +568,7 @@
    肉 @@ -583,7 +584,7 @@
    重力 @@ -599,7 +600,7 @@
    物語 @@ -615,7 +616,7 @@
    追憶 @@ -631,7 +632,7 @@
    深淵 @@ -652,7 +653,7 @@
    大地 @@ -668,7 +669,7 @@
    蟲 @@ -684,7 +685,7 @@
    風 @@ -700,7 +701,7 @@
    旋律 @@ -714,7 +715,7 @@
    - 謎
    腐敗 @@ -750,7 +751,7 @@
    森 @@ -766,7 +767,7 @@
    花 @@ -782,7 +783,7 @@
    流れ @@ -798,7 +799,7 @@
    涙 @@ -814,7 +815,7 @@
    嘘 @@ -830,7 +831,7 @@
    裏切り @@ -851,7 +852,7 @@
    道 @@ -867,7 +868,7 @@
    血 @@ -883,7 +884,7 @@
    水 @@ -899,7 +900,7 @@
    別れ @@ -915,7 +916,7 @@
    不安 @@ -931,7 +932,7 @@
    迷い @@ -952,7 +953,7 @@
    海 @@ -968,7 +969,7 @@
    鱗 @@ -984,7 +985,7 @@
    波 @@ -1000,7 +1001,7 @@
    微笑み @@ -1016,7 +1017,7 @@
    眠り @@ -1032,7 +1033,7 @@
    怠惰 @@ -1053,7 +1054,7 @@
    静寂 @@ -1069,7 +1070,7 @@
    混沌 @@ -1085,7 +1086,7 @@
    自由 @@ -1101,7 +1102,7 @@
    想い @@ -1117,7 +1118,7 @@
    偶然 @@ -1133,7 +1134,7 @@
    歪み @@ -1154,7 +1155,7 @@
    雨 @@ -1170,7 +1171,7 @@
    牙 @@ -1186,7 +1187,7 @@
    衝撃 @@ -1202,7 +1203,7 @@
    勝利 @@ -1218,7 +1219,7 @@
    幻 @@ -1234,7 +1235,7 @@
    不幸 @@ -1255,7 +1256,7 @@
    嵐 @@ -1271,7 +1272,7 @@
    叫び @@ -1287,7 +1288,7 @@
    雷 @@ -1303,7 +1304,7 @@
    恋 @@ -1319,7 +1320,7 @@
    狂気 @@ -1335,7 +1336,7 @@
    バカ @@ -1356,7 +1357,7 @@
    太陽 @@ -1372,7 +1373,7 @@
    怒り @@ -1388,7 +1389,7 @@
    炎 @@ -1404,7 +1405,7 @@
    情熱 @@ -1420,7 +1421,7 @@
    祈り @@ -1436,7 +1437,7 @@
    悪意 @@ -1457,7 +1458,7 @@
    天空 @@ -1473,7 +1474,7 @@
    翼 @@ -1489,7 +1490,7 @@
    光 @@ -1505,7 +1506,7 @@
    癒し @@ -1521,7 +1522,7 @@
    希望 @@ -1537,7 +1538,7 @@
    絶望 @@ -1558,7 +1559,7 @@
    異界 @@ -1574,7 +1575,7 @@
    エロス @@ -1590,7 +1591,7 @@
    円環 @@ -1606,7 +1607,7 @@
    時 @@ -1622,7 +1623,7 @@
    未来 @@ -1638,7 +1639,7 @@
    死 @@ -1659,7 +1660,7 @@  
    [IMAGE]({{ima_show}}) [IMAGE]({{ima_show_cust}})
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    +
    + + +
    +
    +
    Coin Status
    +
    +
    + None + +
    +
    + Some + +
    +
    + Lots + +
    +
    + Tons + +
    +
    +
    + +
    + Good dice: + Evil dice: +
    + +
    +
    Reward dice:
    +
    +
    Earned / + Spent
    +
    +
    + +
    + Restless dead: +
    + +
    + + + +
    +
    +
    + +
    +
    + +
    Full
    +
    Now
    +
    +
    + +
    Full
    +
    Now
    +
    +
    + +
    Full
    +
    Now
    +
    +
    + +
    Full
    +
    Now
    +
    +
    + +
    +
    Restore Rolls: /
    +
    Banked Actions:
    +
    +
    Special Dice
    Add to Core dice rolls
    +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    NameDescriptionTypeDice
    +
    +
    + +
    +
    STUFF!
    All of your weapons, armor, clothes, and gear!
    +
    + +
    +
    Name:
    + + + + + + + +
    Dice & Bonuses
    + + + + + +
    Broken? Lost?
    +
    + +
    +
    Name:
    + + + + + + + +
    Dice & Bonuses
    + + + + + +
    Broken? Lost?
    +
    +
    + +
    + +
    +
    Name:
    + + + + + + + +
    Dice & Bonuses
    + + + + + +
    Broken? Lost?
    +
    + +
    +
    Name:
    + + + + + + + +
    Dice & Bonuses
    + + + + + +
    Broken? Lost?
    +
    + +
    + +
    + +
    +
    Name:
    + + + + + + + +
    Dice & Bonuses
    + + + + + +
    Broken? Lost?
    +
    + +
    +
    Name:
    + + + + + + + +
    Dice & Bonuses
    + + + + + +
    Broken? Lost?
    +
    +
    + +
    + +
    +
    Name:
    + + + + + + + +
    Dice & Bonuses
    + + + + + +
    Broken? Lost?
    +
    + +
    +
    Name:
    + + + + + + + +
    Dice & Bonuses
    + + + + + +
    Broken? Lost?
    +
    +
    +
    +
    +
    + + +
    +
    +
    +
    LOOT!
    +
    + +
    +
    +
    +
    Spells
    +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    NameDifficulty
    +
    +
    +
    +
    Shepherd Flock
    +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    StrongSmartToughBrave
    Special Dice
    NameDice
    + +
    +
    Sheep Clothes & Armor
    +
    +
    + +
    +
    + + \ No newline at end of file diff --git a/Magical Land of Yeld/magical-land-of-yeld.png b/Magical Land of Yeld/magical-land-of-yeld.png new file mode 100644 index 0000000000..5142735e46 Binary files /dev/null and b/Magical Land of Yeld/magical-land-of-yeld.png differ diff --git a/Magical Land of Yeld/sheet.json b/Magical Land of Yeld/sheet.json new file mode 100644 index 0000000000..e2481f6101 --- /dev/null +++ b/Magical Land of Yeld/sheet.json @@ -0,0 +1,9 @@ +{ + "html": "magical-land-of-yeld.html", + "css": "magical-land-of-yeld.css", + "authors": "Richard T (medieve@gmail.com)", + "patreon": "https://www.patreon.com/sceneficant", + "roll20userid": "23472", + "preview": "magical-land-of-yeld.png", + "instructions": "Magical Land of Yeld by Jake Richmond @ModestMedusa \r \r Graciously commissioned by [Grey](https://app.roll20.net/users/91546/grey) If there's something you want added, or you'd like to report a bug, please contact the author of this sheet.\n \n May 2020, 'v1.0'" +} diff --git a/Marvel Heroic Roleplaying/marvel-heroic-rpg-preview.png b/Marvel Heroic Roleplaying/marvel-heroic-rpg-preview.png new file mode 100644 index 0000000000..7acfbbcfe2 Binary files /dev/null and b/Marvel Heroic Roleplaying/marvel-heroic-rpg-preview.png differ diff --git a/Marvel Heroic Roleplaying/mhrpg.css b/Marvel Heroic Roleplaying/mhrpg.css index 43d253fbfd..a42f9f9812 100644 --- a/Marvel Heroic Roleplaying/mhrpg.css +++ b/Marvel Heroic Roleplaying/mhrpg.css @@ -1,20 +1,620 @@ -input[type="text"] { - display: block; - margin: 0; - width: 100%; - font-family: serif; +/*-------------------------------------------------*\ + # SHEET STRUCTURE +\*-------------------------------------------------*/ + +/* hide the tabs unless tab buttons selected */ +.sheet-stats, .sheet-details, .sheet-npc, .sheet-doom_pool { + display: none; +} + +/* show the selected tab and structuring of grids */ +.sheet-tabstoggle[value="stats"] ~ div.sheet-stats { + display: grid; + grid-template-columns: 95px 95px 95px 95px 95px 95px 95px 95px; + grid-template-rows: 3fr 2fr 2fr 2fr 2fr 2fr 2fr 2fr 2fr 2fr 2fr fit-content() + fit-content() fit-content() 2fr fit-content() fit-content() fit-content() fit-content() + 2fr fit-content() 2fr 2fr 2fr 2fr 2fr 2fr 2fr 2fr 2fr 2fr; + justify-content: center; + background-image: linear-gradient(to left top, #6b7d97, #364e6c); + background-size: 840px; + background-repeat: no-repeat; + background-position: center; +} + +.sheet-tabstoggle[value="details"] ~ div.sheet-details { + display: grid; + grid-template-columns: 190px 190px 380px; + grid-template-rows: 100px 750px; + justify-content: center; + background-image: linear-gradient(to right top, #6b7d97, #364e6c); + background-size: 840px; + background-repeat: no-repeat; + background-position: center; +} + +.sheet-tabstoggle[value="npc"] ~ div.sheet-npc { + display: grid; + grid-template-columns: 95px 95px 95px 95px 95px 95px 95px 95px; + grid-template-rows: 3fr 2fr 2fr 2fr fit-content() 2fr 2fr 2fr 2fr 2fr 2fr 2fr 2fr + fit-content() fit-content() fit-content() 2fr fit-content() fit-content() + fit-content() 2fr 2fr fit-content(); + justify-content: center; + background-image: radial-gradient(#782326, #541c1d); + background-size: 840px; + background-repeat: no-repeat; + background-position: center; +} + +.sheet-tabstoggle[value="doom_pool"] ~ div.sheet-doom_pool { + display: grid; + grid-template-columns: 110px 110px 110px 110px 110px 110px; + grid-template-rows: 1fr 1fr 60px 60px 60px 60px; + justify-content: center; + background-image: radial-gradient(#782326, #541c1d); + background-size: 840px 550px; + background-repeat: no-repeat; + background-position: center; +} + +/* laying out the grid elements on the STATS tab */ + +.sheet-heroname { grid-area: 1/1/2/3; } + +.sheet-heroname_query { grid-area: 1/3/2/7; } + + +.sheet-powerpoints { grid-area: 1/7/2/8; } + +.sheet-ppcounter { grid-area: 1/8/2/9; } + + +.sheet-dicepool { grid-area: 2/1/3/3; } + +.sheet-d4roll { grid-area: 2/3/3/4; } + +.sheet-d6roll { grid-area: 2/4/3/5; } + +.sheet-d8roll { grid-area: 2/5/3/6; } + +.sheet-d10roll { grid-area: 2/6/3/7; } + +.sheet-d12roll { grid-area: 2/7/3/8; } + +.sheet-poolbuttons { grid-area: 2/8/3/9; } + + +.sheet-affiliations { grid-area: 3/1/4/3; } + +.sheet-solo { grid-area: 3/3/4/5; } + +.sheet-buddy { grid-area: 3/5/4/7; } + +.sheet-team { grid-area: 3/7/4/9; } + +.sheet-d6affiliaton { grid-area: 4/4/5/5; } + +.sheet-d8affiliation { grid-area: 4/5/5/6; } + +.sheet-d10affiliation { grid-area: 4/6/5/7; } + + +.sheet-distinctions { grid-area: 5/1/6/3; } + +.sheet-dis1 { grid-area: 5/3/6/7; } + +.sheet-dis2 { grid-area: 6/3/7/7; } + +.sheet-dis3 { grid-area: 7/3/8/7; } + +.sheet-d4distinction { grid-area: 7/7/8/8; } + +.sheet-d8distinction { grid-area: 7/8/8/9; } + + +.sheet-stress { grid-area: 8/1/9/3; } + +.sheet-pstress { grid-area: 8/3/9/5; } + +.sheet-mstress { grid-area: 8/5/9/7; } + +.sheet-estress { grid-area: 8/7/9/9; } + + +.sheet-trauma { grid-area: 9/1/10/3; } + +.sheet-ptrauma { grid-area: 9/3/10/5; } + +.sheet-mtrauma { grid-area: 9/5/10/7; } + +.sheet-etrauma { grid-area: 9/7/10/9; } + + +.sheet-powersets { grid-area: 10/3/11/7; } + +.sheet-psname1 { grid-area: 11/2/12/4; } + +.sheet-levelpower1 { grid-area: 12/1/13/5; } + +.sheet-powerbutton1 { grid-area: 12/5/13/9; } + +.sheet-sfx1 { grid-area: 13/1/14/9; } + +.sheet-limit1 { grid-area: 14/1/15/9; } + +.sheet-psname2 { grid-area: 15/2/16/4; } + +.sheet-levelpower2 { grid-area: 16/1/17/5; } + +.sheet-powerbutton2 { grid-area: 16/5/17/9; } + +.sheet-sfx2 { grid-area: 17/1/18/9; } + +.sheet-limit2 { grid-area: 18/1/19/9; } + + +.sheet-specialties { grid-area: 19/1/20/2; } + +.sheet-specrating { grid-area: 19/2/20/5; } + +.sheet-specdice { grid-area: 19/6/20/9; } + + +.sheet-push { grid-area: 20/1/21/2; } + +.sheet-pushdice { grid-area: 20/2/21/5; } + +.sheet-stunt { grid-area: 20/5/21/6; } + +.sheet-stuntdice { grid-area: 20/6/21/9; } + + +.sheet-resources { grid-area: 21/1/22/2; } + +.sheet-resource_asset_names_descs { grid-area: 21/2/22/8; } + +.sheet-resourcebuttons { grid-area: 21/8/22/9; } + + +.sheet-poolbuttons_b { grid-area: 22/1/23/3; } + +.sheet-d4roll_b { grid-area: 22/3/23/4; } + +.sheet-d6roll_b { grid-area: 22/4/23/5; } + +.sheet-d8roll_b { grid-area: 22/5/23/6; } + +.sheet-d10roll_b { grid-area: 22/6/23/7; } + +.sheet-d12roll_b { grid-area: 22/7/23/8; } + + +.sheet-milestones { grid-area: 23/1/24/2; } + +.sheet-msname1 { grid-area: 23/2/24/4; } + +.sheet-1xpbutton1 { grid-area: 24/2/24/3; } + +.sheet-trigger11 { grid-area: 24/3/25/9; } + +.sheet-3xpbutton1 { grid-area: 25/2/26/3; } + +.sheet-trigger13 { grid-area: 25/3/26/9; } + +.sheet-10xpbutton1 { grid-area: 26/2/27/3; } + +.sheet-trigger110 { grid-area: 26/3/27/9; } + +.sheet-msname2 { grid-area: 27/2/28/4; } + +.sheet-1xpbutton2 { grid-area: 28/2/29/3; } + +.sheet-trigger21 { grid-area: 28/3/29/9; } + +.sheet-3xpbutton2 { grid-area: 29/2/30/3; } + +.sheet-trigger23 { grid-area: 29/3/30/9; } + +.sheet-10xpbutton2 { grid-area: 30/2/31/3; } + +.sheet-trigger210 { grid-area: 30/3/31/9; } + + +.sheet-xp { grid-area: 31/4/32/6; } + +.sheet-xpcounter { grid-area: 31/6/32/7; } + +.sheet-buypp { grid-area: 31/7/32/9; } + + +/* laying out the grid elements on the CHARACTER DETAILS tab */ + +.sheet-secretpublic { grid-area: 1/2/2/3; } + +.sheet-identity { grid-area: 1/3/2/4; } + +.sheet-history { grid-area: 2/1/3/3; } + +.sheet-personality { grid-area: 2/3/3/4; } + + +/* laying out the grid elements on the NPC tab */ + +.sheet-npcname { grid-area: 1/1/2/3; } + +.sheet-npcname_query { grid-area: 1/3/2/7; } + +.sheet-identity_npc { grid-area: 1/7/2/9; } + + +.sheet-dicepool_npc { grid-area: 2/1/3/3; } + +.sheet-d4roll_npc { grid-area: 2/3/3/4; } + +.sheet-d6roll_npc { grid-area: 2/4/3/5; } + +.sheet-d8roll_npc { grid-area: 2/5/3/6; } + +.sheet-d10roll_npc { grid-area: 2/6/3/7; } + +.sheet-d12roll_npc { grid-area: 2/7/3/8; } + +.sheet-poolbuttons_npc { grid-area: 2/8/3/9; } + + +.sheet-affiliations_npc { grid-area: 3/1/4/3; } + +.sheet-solo_npc { grid-area: 3/3/4/5; } + +.sheet-buddy_npc { grid-area: 3/5/4/7; } + +.sheet-team_npc { grid-area: 3/7/4/9; } + +.sheet-d4affiliation_npc { grid-area: 4/4/5/5; } + +.sheet-d6affiliaton_npc { grid-area: 4/5/5/6; } + +.sheet-d8affiliation_npc { grid-area: 4/6/5/7; } + +.sheet-d10affiliation_npc { grid-area: 4/7/5/8; } + + +.sheet-specialties_npc { grid-area: 5/1/6/2; } + +.sheet-specrating_npc { grid-area: 5/2/6/5; } + +.sheet-specdice_npc { grid-area: 5/6/6/9; } + + +.sheet-resources_npc { grid-area: 6/1/7/2; } + +.sheet-resource_asset_names_descs_npc { grid-area: 6/2/7/8; } + +.sheet-resourcebuttons_npc { grid-area: 6/8/7/9; } + + +.sheet-stress_npc { grid-area: 7/1/8/3; } + +.sheet-pstress_npc { grid-area: 7/3/8/5; } + +.sheet-mstress_npc { grid-area: 7/5/8/7; } + +.sheet-estress_npc { grid-area: 7/7/8/9; } + + +.sheet-trauma_npc { grid-area: 8/1/9/3; } + +.sheet-ptrauma_npc { grid-area: 8/3/9/5; } + +.sheet-mtrauma_npc { grid-area: 8/5/9/7; } + +.sheet-etrauma_npc { grid-area: 8/7/9/9; } + + +.sheet-distinctions_npc { grid-area: 9/1/10/3; } + +.sheet-dis1_npc { grid-area: 9/3/10/7; } + +.sheet-dis2_npc { grid-area: 10/3/11/7; } + +.sheet-dis3_npc { grid-area: 11/3/12/7; } + +.sheet-d4distinction_npc { grid-area: 11/7/12/8; } + +.sheet-d8distinction_npc { grid-area: 11/8/12/9; } + + +.sheet-powersets_npc { grid-area: 12/3/13/7; } + +.sheet-psname1_npc { grid-area: 13/2/14/4; } + +.sheet-levelpower1_npc { grid-area: 14/1/15/5; } + +.sheet-powerbutton1_npc { grid-area: 14/5/15/9; } + +.sheet-sfx1_npc { grid-area: 15/1/16/9; } + +.sheet-limit1_npc { grid-area: 16/1/17/9; } + +.sheet-psname2_npc { grid-area: 17/2/18/4; } + +.sheet-levelpower2_npc { grid-area: 18/1/19/5; } + +.sheet-powerbutton2_npc { grid-area: 18/5/19/9; } + +.sheet-sfx2_npc { grid-area: 19/1/20/9; } + +.sheet-limit2_npc { grid-area: 20/1/21/9; } + + +.sheet-stunt_npc { grid-area: 21/1/22/3; } + +.sheet-stuntdice_npc { grid-area: 21/3/22/9; } + + +.sheet-poolbuttons_b_npc { grid-area: 22/1/23/3; } + +.sheet-d4roll_b_npc { grid-area: 22/3/23/4; } + +.sheet-d6roll_b_npc { grid-area: 22/4/23/5; } + +.sheet-d8roll_b_npc { grid-area: 22/5/23/6; } + +.sheet-d10roll_b_npc { grid-area: 22/6/23/7; } + +.sheet-d12roll_b_npc { grid-area: 22/7/23/8; } + + +.sheet-history_npc { grid-area: 23/1/24/9; } + + +/* laying out the grid elements on the Doom Pool tab */ + +.sheet-doom_pool_name { grid-area: 1/2/2/5; } + +.sheet-d4roll_d { grid-area: 2/1/3/2; } + +.sheet-d6roll_d { grid-area: 2/2/3/3; } + +.sheet-d8roll_d { grid-area: 2/3/3/4; } + +.sheet-d10roll_d { grid-area: 2/4/3/5; } + +.sheet-d12roll_d { grid-area: 2/5/3/6; } + +.sheet-poolbuttons_d { grid-area: 2/6/3/7; } + +.sheet-d4add_doom { grid-area: 3/1/4/2; } + +.sheet-d6add_doom { grid-area: 3/2/4/3; } + +.sheet-d8add_doom { grid-area: 3/3/4/4; } + +.sheet-d10add_doom { grid-area: 3/4/4/5; } + +.sheet-d12add_doom { grid-area: 3/5/4/6; } + +.sheet-d4remove_doom { grid-area: 4/1/5/2; } + +.sheet-d6remove_doom { grid-area: 4/2/5/3; } + +.sheet-d8remove_doom { grid-area: 4/3/5/4; } + +.sheet-d10remove_doom { grid-area: 4/4/5/5; } + +.sheet-d12remove_doom { grid-area: 4/5/5/6; } + +.sheet-d4stepup_doom { grid-area: 5/1/6/2; } + +.sheet-d6stepup_doom { grid-area: 5/2/6/3; } + +.sheet-d8stepup_doom { grid-area: 5/3/6/4; } + +.sheet-d10stepup_doom { grid-area: 5/4/6/5; } + +.sheet-d6stepdown_doom { grid-area: 6/2/7/3; } + +.sheet-d8stepdown_doom { grid-area: 6/3/7/4; } + +.sheet-d10stepdown_doom { grid-area: 6/4/7/5; } + +.sheet-d12stepdown_doom { grid-area: 6/5/7/6; } + + +/*-------------------------------------------------*\ + # GENERAL +\*-------------------------------------------------*/ + +/* ------- Inputs ------- */ + +input[type="number"] { + margin: 5px; + font-weight: bold; +} + +input.sheet-name { + margin: 8px; + width: 18em; + text-transform: uppercase; + font-family: Candal; + font-weight: bolder; + font-size: 20px; + background-color: #173f61; + color: white; +} + +input.sheet-name_npc { + margin: 8px; + width: 18em; + text-transform: uppercase; + font-family: Candal; + font-weight: bolder; + font-size: 20px; + background-color: #3c0506; + color: white; +} + +input.sheet-sub_name { + margin-left: 2px; + margin-right: 2px; + width: 8em; + text-transform: uppercase; + font-family: Contrail One; font-size: 18px; - appearance: none; - box-shadow: none; - border-radius: none - border-width: 10px; + background-color: #193855; + color: white; } -input[type="text"]:focus { - outline: none; - .charsheet label { - display: inline-block; - width: 50px; - text-align: right; - padding-bottom: 0px; - font-size: 12px; + +input.sheet-sub_name_npc { + margin-top: 8px; + margin-left: 2px; + margin-right: 2px; + width: 7em; + text-transform: uppercase; + font-family: Contrail One; + font-size: 18px; + background-color: #3c0506; + color: white; +} + +input.sheet-description { + margin: 4px; + width: 31em; + font-size: 12px; + font-weight: bold; + background-color: #002240; + color: white; +} + +input.sheet-description_npc { + margin: 4px; + width: 31em; + font-size: 12px; + font-weight: bold; + background-color: #3c0506; + color: white; +} + + +/* ------- Textareas ------- */ + +textarea { + margin-left: 5px; + width: 340px; + height: 300px; + font-size: 12px; + font-weight: bold; + background-color: #002240; + color: white; +} + +textarea.sheet-tall { + margin-left: 5px; + width: 340px; + height: 655px; + font-size: 12px; + font-weight: bold; + background-color: #002240; + color: white; +} + +textarea.sheet-tall_npc { + margin-left: 5px; + width: 340px; + height: 655px; + font-size: 12px; + font-weight: bold; + background-color: #430507; + color: white; +} + + +textarea.sheet-short { + margin: 4px; + margin-top: 7px; + width: 43em; + height: 16px; + font-size: 12px; + font-weight: bold; + background-color: #002240; + color: white; +} + +textarea.sheet-short_npc { + margin: 4px; + margin-top: 7px; + width: 43em; + height: 16px; + font-size: 12px; + font-weight: bold; + background-color: #430507; + color: white; +} + +/* ------- Selects ------- */ + +select { + margin: 4px; + width: 175px; + background-color: #f1e14b; + font-weight: bold; +} + +select.sheet-small { + margin: 4px; + width: 90px; + background-color: #f1e14b; + font-weight: bold; +} + +select.sheet-medium { + width: 140px; + background-color: #f1e14b; + font-weight: bold; +} + +/* ------- Text ------- */ + +h1 { + font-family: Candal; + text-transform: uppercase; + font-size: 25px; + color: white; +} + +p, strong, label { + font-family: Candal; + color: white; +} + +h2 { + margin: 2px; + font-size: 16px; + font-family: Contrail One; + text-transform: uppercase; + color: white; +} + +/* ------- Buttons ------- */ + +button { + margin: 6px; + padding: 5px 7px; + text-align: center; + font-family: Candal; + font-size: 13px; + text-transform: uppercase; + background-color: #f1e14b; + color: black; +} + +button.sheet-switcher { + margin: 6px; + padding: 5px 7px; + text-align: center; + font-family: Candal; + font-size: 13px; + align-self: right; + text-transform: uppercase; + background-color: #ca190d; + color: white; } diff --git a/Marvel Heroic Roleplaying/mhrpg.html b/Marvel Heroic Roleplaying/mhrpg.html index d49dc2f60e..7aa2a0f6e8 100644 --- a/Marvel Heroic Roleplaying/mhrpg.html +++ b/Marvel Heroic Roleplaying/mhrpg.html @@ -1,129 +1,1734 @@ -

    -

    Distinctions:

    -

    -
    -
    -

     

    -

    Affiliations:

    - Solo - - Buddy - - Team - -
    -

    Stress:


    -Physical -Mental -Emotional
    -

    Trauma:


    -Physical -Mental -Emotional
    -

    Power Sets:

    -
    -
    - - -

    - SFX:
    - -
    - Limit: -
    - -
    -

     

    -
    -
    - -

    - SFX: -
    - -
    - Limit: -
    - -
    -

    Specialties:

    -

    -

    - - -
    -

    -

    Milestones:

    -

    -1 XP:

    -3 XP:

    -5 XP:

    +
    + + + + +
    -

    -1 XP:

    -3 XP:

    -5 XP:

    + + + +
    + +
    +

    Hero Name:

    +
    +
    + +
    + +
    +

    Power Points

    +
    +
    + +
    + +
    +

    Dice Pool

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

    Affiliations

    +
    + +
    + Solo + +
    + +
    + Buddy + +
    + +
    + Team + +
    + +
    + +
    + +
    + +
    + +
    + +
    + +
    +

    Distinctions

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

    Stress

    +
    + +
    + Physical + +
    + +
    + Mental + +
    + +
    + Emotional + +
    + +
    +

    Trauma

    +
    + +
    + Physical + +
    + +
    + Mental + +
    + +
    + Emotional + +
    + +
    +

    Power Sets

    +
    + +
    + +
    + +
    +
    + + + + +
    +
    + +
    + + + + +
    + +
    + SFX: + +
    + + +
    +
    + +
    + Limit: + +
    + + + + +
    +
    + +
    + +
    + +
    +
    + + + + +
    +
    + +
    + + + + +
    + +
    + SFX: + +
    + + +
    +
    + +
    + Limit: + +
    + + + + +
    +
    + +
    +

    Specialties

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

    Push Dice

    +
    + +
    + + +
    + +
    +

    Stunts

    +
    + +
    + + +
    + +
    +

    Resources / Assets

    +
    + +
    +
    + + +
    +
    + +
    + + + +
    + +
    + + +
    + +
    + D4: + +
    +
    + D6: + +
    +
    + D8: + +
    +
    + D10: + +
    +
    + D12: + +
    + + +
    +

    Milestones

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

    Experience Points

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

    History

    + +
    + +
    +

    Personality

    + + +

    Abilities & Resources

    + +
    +
    + + +
    + +
    +

    NPC Name:

    +
    +
    + +
    +
    + +
    + +
    +

    Dice Pool

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

    Affiliations

    +
    + +
    + Solo + +
    + +
    + Buddy + +
    + +
    + Team + +
    + +
    + +
    + +
    + +
    + +
    + +
    + +
    + +
    + +
    +

    Specialties

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

    Resources / Assets

    +
    + +
    +
    + + +
    +
    + +
    +

    Create a Resource or Asset by spending a die from the Doom Pool

    + + +
    + +
    +

    Stress

    +
    + +
    + Physical + +
    + +
    + Mental + +
    + +
    + Emotional + +
    + +
    +

    Trauma

    +
    + +
    + Physical + +
    + +
    + Mental + +
    + +
    + Emotional + +
    + +
    +

    Distinctions

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

    Power Sets

    +
    + +
    + +
    + +
    +
    + + + + +
    +
    + +
    + + + + +
    + +
    + SFX: + +
    + + +
    +
    + +
    + Limit: + +
    + + +
    +
    + +
    + +
    + +
    +
    + + + +
    +
    + +
    + + + + +
    + +
    + SFX: + +
    + + +
    +
    + +
    + Limit: + +
    + + +
    +
    + +
    +

    Stunts

    +
    + +
    + + +
    + +
    + + +
    + +
    + D4: + +
    +
    + D6: + +
    +
    + D8: + +
    +
    + D10: + +
    +
    + D12: + +
    + +
    +

    NPC History

    + +
    +
    + + +
    + +
    +

    Doom Pool

    +
    + +
    + + +
    +
    + + +
    +
    + + +
    +
    + + +
    +
    + + +
    + +
    + + +
    + +
    + +
    + +
    + +
    + +
    + +
    + +
    + +
    + +
    + +
    + +
    + +
    + +
    + +
    + +
    + +
    + +
    + +
    + +
    + +
    + +
    + +
    + +
    + +
    + +
    + +
    + +
    + +
    + +
    + +
    + +
    + +
    + +
    + +
    + +
    + +
    +
    + + + diff --git a/Marvel Heroic Roleplaying/mhrpg.png b/Marvel Heroic Roleplaying/mhrpg.png deleted file mode 100644 index 0fd651e032..0000000000 Binary files a/Marvel Heroic Roleplaying/mhrpg.png and /dev/null differ diff --git a/Marvel Heroic Roleplaying/sheet.json b/Marvel Heroic Roleplaying/sheet.json index dcb0f311fa..9c7fa8426f 100644 --- a/Marvel Heroic Roleplaying/sheet.json +++ b/Marvel Heroic Roleplaying/sheet.json @@ -1,8 +1,23 @@ { "html": "mhrpg.html", "css": "mhrpg.css", - "authors": "Thiago Shinken (@trueshinken)", - "roll20userid": "207155", - "preview": "mhrpg.png", - "instructions": "" + "preview": "marvel-heroic-rpg-preview.png", + "authors": "Flynn B. (@flynnwastaken), Thiago Shinken (@trueshinken)", + "patreon": "https://www.patreon.com/flynnwastaken", + "roll20userid": "1969239", + "instructions": "Most buttons add dice to the dice pool, which is then rolled by the 'Roll Pool' button. View the code and make requests at [flynnwastaken's repository](https://github.com/flynnwastaken/marvel-heroic-roleplaying-roll20-character-sheet/).\nPlease enjoy!", + "useroptions": [ + { + "attribute": "sheetTab", + "displayname": "Sheet Type:", + "type": "select", + "options": [ + "Player Stats|stats", + "Player Details|details", + "NPC|npc" + ], + "default": "stats", + "description": "Toggles newly created sheets to shows the Player or NPC page by default." + } + ] } diff --git a/Marvel Heroic Roleplaying/translation.json b/Marvel Heroic Roleplaying/translation.json new file mode 100644 index 0000000000..f3b330c4de --- /dev/null +++ b/Marvel Heroic Roleplaying/translation.json @@ -0,0 +1,258 @@ +{ + "stats": "Stats", + "character-details": "Character Details", + "non-player-character": "NPC", + "doom-dice-pool": "Doom Pool", + "hero-name": "Hero Name:", + "power-points": "Power Points", + "dice-pool": "Dice Pool", + "roll-dice-pool": "Roll Pool", + "clear-dice-pool": "Clear Pool", + "affiliations": "Affiliations", + "solo": "Solo", + "buddy": "Buddy", + "team": "Team", + "add-d6-a": "Add D6", + "add-d8-a": "Add D8", + "add-d10-a": "Add D10", + "distinctions": "Distinctions", + "add-d4-add1-power-point-d": "Add D4, +1PP", + "add-d8-d": "Add D8", + "stress": "Stress", + "physical-stress": "Physical", + "knocked-out-physical": "Out", + "mental-stress": "Mental", + "knocked-out-mental": "Out", + "emotional-stress": "Emotional", + "knocked-out-emotional": "Out", + "trauma": "Trauma", + "physical-trauma": "Physical", + "physically-dead": "Dead", + "mental-trauma": "Mental", + "mentally-dead": "Dead", + "emotional-trauma": "Emotional", + "emotionally-dead": "Dead", + "power-sets": "Power Sets", + "power-set-1": "Power Set 1", + "d6-minor-ability1": "D6 - Minor", + "d8-enhanced-ability1": "D8 - Enhanced", + "d10-superhuman-ability1": "D10 - Superhuman", + "d12-godlike-ability1": "D12 - Godlike", + "power-name1": "Power Name", + "add-d6-p1": "Add D6", + "add-d8-p1": "Add D8", + "add-d10-p1": "Add D10", + "add-d12-p1": "Add D12", + "special-effects-abbr1": "SFX:", + "special-effects-abbr-name1": "SFX Name", + "special-effects-abbr-description1": "SFX Description", + "limit1": "Limit:", + "limit-name1": "Limit Name", + "limit-description1": "Limit Description", + "add1-power-point-l1": "+1PP", + "power-set-2": "Power Set 2", + "d6-minor-ability2": "D6 - Minor", + "d8-enhanced-ability2": "D8 - Enhanced", + "d10-superhuman-ability2": "D10 - Superhuman", + "d12-godlike-ability2": "D12 - Godlike", + "power-name2": "Power Name", + "add-d6-p2": "Add D6", + "add-d8-p2": "Add D8", + "add-d10-p2": "Add D10", + "add-d12-p2": "Add D12", + "special-effects-abbr2": "SFX:", + "special-effects-abbr-name2": "SFX Name", + "special-effects-abbr-description2": "SFX Description", + "limit2": "Limit:", + "limit-name2": "Limit Name", + "limit-description2": "Limit Description", + "add1-power-point-l2": "+1PP", + "specialties": "Specialties", + "choose": "Choose...", + "acrobatic": "Acrobatic", + "business": "Business", + "combat": "Combat", + "cosmic": "Cosmic", + "covert": "Covert", + "crime": "Crime", + "medical": "Medical", + "menace": "Menace", + "mystic": "Mystic", + "psych": "Psych", + "science": "Science", + "tech": "Tech", + "vehicle": "Vehicle", + "expert-d8-2d6": "Expert - D8 / 2D6", + "master-d10-2d8-3d6": "Master - D10 / 2D8 / 3D6", + "add-d8-s": "Add D8", + "add-2d6-s": "Add 2D6", + "add-d10-s": "Add D10", + "add-2d8-s": "Add 2D8", + "add-3d6-s": "Add 3D6", + "push-dice": "Push Dice", + "push-add-d6-subtract1-power-point": "Push: Add D6, -1PP", + "opportunity-push-add-d8-subtract1-power-point": "Opportunity Push: Add D8, -1PP", + "stunts": "Stunts", + "stunt-add-d8-subtract1-power-point": "Stunt: Add D8, -1PP", + "opportunity-stunt-add-d10-subtract1-power-point": "Opportunity Stunt: Add D10, -1PP", + "resources-assets": "Resources / Assets", + "resource-asset": "Resource / Asset", + "resource-asset-description": "Resource / Asset Description", + "create-resource-subtract1-power-point": "Create Resource: -1PP", + "expert-resource-add-d6": "Expert Resource: Add D6", + "master-resource-add-d8": "Master Resource: Add D8", + "roll-dice-pool-b": "Roll Pool", + "clear-dice-pool-b": "Clear Pool", + "milestones": "Milestones", + "milestone-name1": "Milestone Name", + "add1-experience-point1": "+1XP", + "add3-experience-points1": "+3XP", + "add10-experience-points1": "+10XP", + "milestone-name2": "Milestone Name", + "add1-experience-point2": "+1XP", + "add3-experience-points2": "+3XP", + "add10-experience-points2": "+10XP", + "experience-points": "Experience Points", + "1experience-point-exchanged-for-1power-point": "1XP -> 1PP", + "secret-identity": "Secret", + "public-identity": "Public", + "identity": "Identity", + "history": "History", + "personality": "Personality", + "abilities-and-resources": "Abilities & Resources", + "non-player-character-name": "NPC Name:", + "non-player-character-identity": "NPC Identity", + "dice-pool-npc": "Dice Pool", + "roll-dice-pool-npc": "Roll Pool", + "clear-dice-pool-npc": "Clear Pool", + "affiliations-npc": "Affiliations", + "solo-npc": "Solo", + "for-example-1d4": "e.g. 1D4", + "buddy-npc": "Buddy", + "for-example-1d6": "e.g. 1D6", + "team-npc": "Team", + "for-example-3d8": "e.g. 3D8", + "add-d4-a-npc": "Add D4", + "add-d6-a-npc": "Add D6", + "add-d8-a-npc": "Add D8", + "add-d10-a-npc": "Add D10", + "specialties-npc": "Specialties", + "choose-npc": "Choose...", + "acrobatic-npc": "Acrobatic", + "business-npc": "Business", + "combat-npc": "Combat", + "cosmic-npc": "Cosmic", + "covert-npc": "Covert", + "crime-npc": "Crime", + "medical-npc": "Medical", + "menace-npc": "Menace", + "mystic-npc": "Mystic", + "psych-npc": "Psych", + "science-npc": "Science", + "tech-npc": "Tech", + "vehicle-npc": "Vehicle", + "rookie-d6-npc": "Rookie - D6", + "expert-d8-2d6-npc": "Expert - D8 / 2D6", + "master-d10-2d8-3d6-npc": "Master - D10 / 2D8 / 3D6", + "add-2d6-s-npc": "Add 2D6", + "add-2d8-s-npc": "Add 2D8", + "add-3d6-s-npc": "Add 3D6", + "resources-assets-npc": "Resources / Assets", + "resource-asset-npc": "Resource / Asset", + "resource-asset-description-npc": "Resource / Asset Description", + "create-resource-asset-doom-pool": "Create a Resource or Asset by spending a die from the Doom Pool", + "expert-resource-add-d6-npc": "Expert Resource: Add D6", + "master-resource-add-d8-npc": "Master Resource: Add D8", + "stress-npc": "Stress", + "physical-stress-npc": "Physical", + "d8-rookie-physically-knocked-out-npc": "D8 - Rookie Out", + "d10-expert-physically-knocked-out-npc": "D10 - Expert Out", + "d12-master-physically-knocked-out-npc": "D12 - Master Out", + "minor-major-non-player-character-physically-knocked-out": "Minor/Major NPC Out", + "mental-stress-npc": "Mental", + "d8-rookie-mentally-knocked-out-npc": "D8 - Rookie Out", + "d10-expert-mentally-knocked-out-npc": "D10 - Expert Out", + "d12-master-mentally-knocked-out-npc": "D12 - Master Out", + "minor-major-non-player-character-mentally-knocked-out": "Minor/Major NPC Out", + "emotional-stress-npc": "Emotional", + "d8-rookie-emotionally-knocked-out-npc": "D8 - Rookie Out", + "d10-expert-emotionally-knocked-out-npc": "D10 - Expert Out", + "d12-master-emotionally-knocked-out-npc": "D12 - Master Out", + "minor-major-non-player-character-emotionally-knocked-out": "Minor/Major NPC Out", + "trauma-npc": "Trauma", + "physical-trauma-npc": "Physical", + "d8-rookie-physically-dead-npc": "D8 - Rookie Dead", + "d10-expert-physically-dead-npc": "D10 - Expert Dead", + "d12-master-physically-dead-npc": "D12 - Master Dead", + "minor-major-non-player-character-physically-dead": "Minor/Major NPC Dead", + "mental-trauma-npc": "Mental", + "d8-rookie-mentally-dead-npc": "D8 - Rookie Dead", + "d10-expert-mentally-dead-npc": "D10 - Expert Dead", + "d12-master-mentally-dead-npc": "D12 - Master Dead", + "minor-major-non-player-character-mentally-dead": "Minor/Major NPC Dead", + "emotional-trauma-npc": "Emotional", + "d8-rookie-emotionally-dead-npc": "D8 - Rookie Dead", + "d10-expert-emotionally-dead-npc": "D10 - Expert Dead", + "d12-master-emotionally-dead-npc": "D12 - Master Dead", + "minor-major-non-player-character-emotionally-dead": "Minor/Major NPC Dead", + "distinctions-npc": "Distinctions", + "add-d4-add1-doom-pool-d-npc": "Add D4, +1 to Doom Pool", + "add-d8-d-npc": "Add D8", + "power-sets-npc": "Power Sets", + "power-set-1-npc": "Power Set 1", + "d6-minor-ability1-npc": "D6 - Minor", + "d8-enhanced-ability1-npc": "D8 - Enhanced", + "d10-superhuman-ability1-npc": "D10 - Superhuman", + "d12-godlike-ability1-npc": "D12 - Godlike", + "power-name1-npc": "Power Name", + "add-d6-p1-npc": "Add D6", + "add-d8-p1-npc": "Add D8", + "add-d10-p1-npc": "Add D10", + "add-d12-p1-npc": "Add D12", + "special-effects-abbr1-npc": "SFX:", + "special-effects-abbr-name1-npc": "SFX Name", + "special-effects-abbr-description1-npc": "SFX Description", + "limit1-npc": "Limit:", + "limit-name1-npc": "Limit Name", + "limit-description1-npc": "Limit Description", + "power-set-2-npc": "Power Set 2", + "d6-minor-ability2-npc": "D6 - Minor", + "d8-enhanced-ability2-npc": "D8 - Enhanced", + "d10-superhuman-ability2-npc": "D10 - Superhuman", + "d12-godlike-ability2-npc": "D12 - Godlike", + "power-name2-npc": "Power Name", + "add-d6-p2-npc": "Add D6", + "add-d8-p2-npc": "Add D8", + "add-d10-p2-npc": "Add D10", + "add-d12-p2-npc": "Add D12", + "special-effects-abbr2-npc": "SFX:", + "special-effects-abbr-name2-npc": "SFX Name", + "special-effects-abbr-description2-npc": "SFX Description", + "limit2-npc": "Limit:", + "limit-name2-npc": "Limit Name", + "limit-description2-npc": "Limit Description", + "stunts-npc": "Stunts", + "stunt-add-d8-spend-doom-pool-die": "Stunt: Add D8, Spend 1 Doom Pool Die", + "opportunity-stunt-add-d10-spend-doom-pool-die": "Opportunity Stunt: Add D10, Spend 1 Doom Pool Die", + "non-player-character-history": "NPC History", + "doom-pool-name": "Doom Pool", + "roll-dice-pool-d": "Roll Pool", + "clear-dice-pool-d": "Clear Pool", + "add-d4-d": "Add D4", + "add-d6-d": "Add D6", + "add-d10-d": "Add D10", + "add-d12-d": "Add D12", + "remove-d4-d": "Remove D4", + "remove-d6-d": "Remove D6", + "remove-d8-d": "Remove D8", + "remove-d10-d": "Remove D10", + "remove-d12-d": "Remove D12", + "stepup-d4-d": "Step Up D4", + "stepup-d6-d": "Step Up D6", + "stepup-d8-d": "Step Up D8", + "stepup-d10-d": "Step Up D10", + "stepdown-d6-d": "Step Down D6", + "stepdown-d8-d": "Step Down D8", + "stepdown-d10-d": "Step Down D10", + "stepdown-d12-d": "Step Down D12" +} diff --git a/Marvel Heroic Roleplaying/translations/af.json b/Marvel Heroic Roleplaying/translations/af.json new file mode 100644 index 0000000000..f3b330c4de --- /dev/null +++ b/Marvel Heroic Roleplaying/translations/af.json @@ -0,0 +1,258 @@ +{ + "stats": "Stats", + "character-details": "Character Details", + "non-player-character": "NPC", + "doom-dice-pool": "Doom Pool", + "hero-name": "Hero Name:", + "power-points": "Power Points", + "dice-pool": "Dice Pool", + "roll-dice-pool": "Roll Pool", + "clear-dice-pool": "Clear Pool", + "affiliations": "Affiliations", + "solo": "Solo", + "buddy": "Buddy", + "team": "Team", + "add-d6-a": "Add D6", + "add-d8-a": "Add D8", + "add-d10-a": "Add D10", + "distinctions": "Distinctions", + "add-d4-add1-power-point-d": "Add D4, +1PP", + "add-d8-d": "Add D8", + "stress": "Stress", + "physical-stress": "Physical", + "knocked-out-physical": "Out", + "mental-stress": "Mental", + "knocked-out-mental": "Out", + "emotional-stress": "Emotional", + "knocked-out-emotional": "Out", + "trauma": "Trauma", + "physical-trauma": "Physical", + "physically-dead": "Dead", + "mental-trauma": "Mental", + "mentally-dead": "Dead", + "emotional-trauma": "Emotional", + "emotionally-dead": "Dead", + "power-sets": "Power Sets", + "power-set-1": "Power Set 1", + "d6-minor-ability1": "D6 - Minor", + "d8-enhanced-ability1": "D8 - Enhanced", + "d10-superhuman-ability1": "D10 - Superhuman", + "d12-godlike-ability1": "D12 - Godlike", + "power-name1": "Power Name", + "add-d6-p1": "Add D6", + "add-d8-p1": "Add D8", + "add-d10-p1": "Add D10", + "add-d12-p1": "Add D12", + "special-effects-abbr1": "SFX:", + "special-effects-abbr-name1": "SFX Name", + "special-effects-abbr-description1": "SFX Description", + "limit1": "Limit:", + "limit-name1": "Limit Name", + "limit-description1": "Limit Description", + "add1-power-point-l1": "+1PP", + "power-set-2": "Power Set 2", + "d6-minor-ability2": "D6 - Minor", + "d8-enhanced-ability2": "D8 - Enhanced", + "d10-superhuman-ability2": "D10 - Superhuman", + "d12-godlike-ability2": "D12 - Godlike", + "power-name2": "Power Name", + "add-d6-p2": "Add D6", + "add-d8-p2": "Add D8", + "add-d10-p2": "Add D10", + "add-d12-p2": "Add D12", + "special-effects-abbr2": "SFX:", + "special-effects-abbr-name2": "SFX Name", + "special-effects-abbr-description2": "SFX Description", + "limit2": "Limit:", + "limit-name2": "Limit Name", + "limit-description2": "Limit Description", + "add1-power-point-l2": "+1PP", + "specialties": "Specialties", + "choose": "Choose...", + "acrobatic": "Acrobatic", + "business": "Business", + "combat": "Combat", + "cosmic": "Cosmic", + "covert": "Covert", + "crime": "Crime", + "medical": "Medical", + "menace": "Menace", + "mystic": "Mystic", + "psych": "Psych", + "science": "Science", + "tech": "Tech", + "vehicle": "Vehicle", + "expert-d8-2d6": "Expert - D8 / 2D6", + "master-d10-2d8-3d6": "Master - D10 / 2D8 / 3D6", + "add-d8-s": "Add D8", + "add-2d6-s": "Add 2D6", + "add-d10-s": "Add D10", + "add-2d8-s": "Add 2D8", + "add-3d6-s": "Add 3D6", + "push-dice": "Push Dice", + "push-add-d6-subtract1-power-point": "Push: Add D6, -1PP", + "opportunity-push-add-d8-subtract1-power-point": "Opportunity Push: Add D8, -1PP", + "stunts": "Stunts", + "stunt-add-d8-subtract1-power-point": "Stunt: Add D8, -1PP", + "opportunity-stunt-add-d10-subtract1-power-point": "Opportunity Stunt: Add D10, -1PP", + "resources-assets": "Resources / Assets", + "resource-asset": "Resource / Asset", + "resource-asset-description": "Resource / Asset Description", + "create-resource-subtract1-power-point": "Create Resource: -1PP", + "expert-resource-add-d6": "Expert Resource: Add D6", + "master-resource-add-d8": "Master Resource: Add D8", + "roll-dice-pool-b": "Roll Pool", + "clear-dice-pool-b": "Clear Pool", + "milestones": "Milestones", + "milestone-name1": "Milestone Name", + "add1-experience-point1": "+1XP", + "add3-experience-points1": "+3XP", + "add10-experience-points1": "+10XP", + "milestone-name2": "Milestone Name", + "add1-experience-point2": "+1XP", + "add3-experience-points2": "+3XP", + "add10-experience-points2": "+10XP", + "experience-points": "Experience Points", + "1experience-point-exchanged-for-1power-point": "1XP -> 1PP", + "secret-identity": "Secret", + "public-identity": "Public", + "identity": "Identity", + "history": "History", + "personality": "Personality", + "abilities-and-resources": "Abilities & Resources", + "non-player-character-name": "NPC Name:", + "non-player-character-identity": "NPC Identity", + "dice-pool-npc": "Dice Pool", + "roll-dice-pool-npc": "Roll Pool", + "clear-dice-pool-npc": "Clear Pool", + "affiliations-npc": "Affiliations", + "solo-npc": "Solo", + "for-example-1d4": "e.g. 1D4", + "buddy-npc": "Buddy", + "for-example-1d6": "e.g. 1D6", + "team-npc": "Team", + "for-example-3d8": "e.g. 3D8", + "add-d4-a-npc": "Add D4", + "add-d6-a-npc": "Add D6", + "add-d8-a-npc": "Add D8", + "add-d10-a-npc": "Add D10", + "specialties-npc": "Specialties", + "choose-npc": "Choose...", + "acrobatic-npc": "Acrobatic", + "business-npc": "Business", + "combat-npc": "Combat", + "cosmic-npc": "Cosmic", + "covert-npc": "Covert", + "crime-npc": "Crime", + "medical-npc": "Medical", + "menace-npc": "Menace", + "mystic-npc": "Mystic", + "psych-npc": "Psych", + "science-npc": "Science", + "tech-npc": "Tech", + "vehicle-npc": "Vehicle", + "rookie-d6-npc": "Rookie - D6", + "expert-d8-2d6-npc": "Expert - D8 / 2D6", + "master-d10-2d8-3d6-npc": "Master - D10 / 2D8 / 3D6", + "add-2d6-s-npc": "Add 2D6", + "add-2d8-s-npc": "Add 2D8", + "add-3d6-s-npc": "Add 3D6", + "resources-assets-npc": "Resources / Assets", + "resource-asset-npc": "Resource / Asset", + "resource-asset-description-npc": "Resource / Asset Description", + "create-resource-asset-doom-pool": "Create a Resource or Asset by spending a die from the Doom Pool", + "expert-resource-add-d6-npc": "Expert Resource: Add D6", + "master-resource-add-d8-npc": "Master Resource: Add D8", + "stress-npc": "Stress", + "physical-stress-npc": "Physical", + "d8-rookie-physically-knocked-out-npc": "D8 - Rookie Out", + "d10-expert-physically-knocked-out-npc": "D10 - Expert Out", + "d12-master-physically-knocked-out-npc": "D12 - Master Out", + "minor-major-non-player-character-physically-knocked-out": "Minor/Major NPC Out", + "mental-stress-npc": "Mental", + "d8-rookie-mentally-knocked-out-npc": "D8 - Rookie Out", + "d10-expert-mentally-knocked-out-npc": "D10 - Expert Out", + "d12-master-mentally-knocked-out-npc": "D12 - Master Out", + "minor-major-non-player-character-mentally-knocked-out": "Minor/Major NPC Out", + "emotional-stress-npc": "Emotional", + "d8-rookie-emotionally-knocked-out-npc": "D8 - Rookie Out", + "d10-expert-emotionally-knocked-out-npc": "D10 - Expert Out", + "d12-master-emotionally-knocked-out-npc": "D12 - Master Out", + "minor-major-non-player-character-emotionally-knocked-out": "Minor/Major NPC Out", + "trauma-npc": "Trauma", + "physical-trauma-npc": "Physical", + "d8-rookie-physically-dead-npc": "D8 - Rookie Dead", + "d10-expert-physically-dead-npc": "D10 - Expert Dead", + "d12-master-physically-dead-npc": "D12 - Master Dead", + "minor-major-non-player-character-physically-dead": "Minor/Major NPC Dead", + "mental-trauma-npc": "Mental", + "d8-rookie-mentally-dead-npc": "D8 - Rookie Dead", + "d10-expert-mentally-dead-npc": "D10 - Expert Dead", + "d12-master-mentally-dead-npc": "D12 - Master Dead", + "minor-major-non-player-character-mentally-dead": "Minor/Major NPC Dead", + "emotional-trauma-npc": "Emotional", + "d8-rookie-emotionally-dead-npc": "D8 - Rookie Dead", + "d10-expert-emotionally-dead-npc": "D10 - Expert Dead", + "d12-master-emotionally-dead-npc": "D12 - Master Dead", + "minor-major-non-player-character-emotionally-dead": "Minor/Major NPC Dead", + "distinctions-npc": "Distinctions", + "add-d4-add1-doom-pool-d-npc": "Add D4, +1 to Doom Pool", + "add-d8-d-npc": "Add D8", + "power-sets-npc": "Power Sets", + "power-set-1-npc": "Power Set 1", + "d6-minor-ability1-npc": "D6 - Minor", + "d8-enhanced-ability1-npc": "D8 - Enhanced", + "d10-superhuman-ability1-npc": "D10 - Superhuman", + "d12-godlike-ability1-npc": "D12 - Godlike", + "power-name1-npc": "Power Name", + "add-d6-p1-npc": "Add D6", + "add-d8-p1-npc": "Add D8", + "add-d10-p1-npc": "Add D10", + "add-d12-p1-npc": "Add D12", + "special-effects-abbr1-npc": "SFX:", + "special-effects-abbr-name1-npc": "SFX Name", + "special-effects-abbr-description1-npc": "SFX Description", + "limit1-npc": "Limit:", + "limit-name1-npc": "Limit Name", + "limit-description1-npc": "Limit Description", + "power-set-2-npc": "Power Set 2", + "d6-minor-ability2-npc": "D6 - Minor", + "d8-enhanced-ability2-npc": "D8 - Enhanced", + "d10-superhuman-ability2-npc": "D10 - Superhuman", + "d12-godlike-ability2-npc": "D12 - Godlike", + "power-name2-npc": "Power Name", + "add-d6-p2-npc": "Add D6", + "add-d8-p2-npc": "Add D8", + "add-d10-p2-npc": "Add D10", + "add-d12-p2-npc": "Add D12", + "special-effects-abbr2-npc": "SFX:", + "special-effects-abbr-name2-npc": "SFX Name", + "special-effects-abbr-description2-npc": "SFX Description", + "limit2-npc": "Limit:", + "limit-name2-npc": "Limit Name", + "limit-description2-npc": "Limit Description", + "stunts-npc": "Stunts", + "stunt-add-d8-spend-doom-pool-die": "Stunt: Add D8, Spend 1 Doom Pool Die", + "opportunity-stunt-add-d10-spend-doom-pool-die": "Opportunity Stunt: Add D10, Spend 1 Doom Pool Die", + "non-player-character-history": "NPC History", + "doom-pool-name": "Doom Pool", + "roll-dice-pool-d": "Roll Pool", + "clear-dice-pool-d": "Clear Pool", + "add-d4-d": "Add D4", + "add-d6-d": "Add D6", + "add-d10-d": "Add D10", + "add-d12-d": "Add D12", + "remove-d4-d": "Remove D4", + "remove-d6-d": "Remove D6", + "remove-d8-d": "Remove D8", + "remove-d10-d": "Remove D10", + "remove-d12-d": "Remove D12", + "stepup-d4-d": "Step Up D4", + "stepup-d6-d": "Step Up D6", + "stepup-d8-d": "Step Up D8", + "stepup-d10-d": "Step Up D10", + "stepdown-d6-d": "Step Down D6", + "stepdown-d8-d": "Step Down D8", + "stepdown-d10-d": "Step Down D10", + "stepdown-d12-d": "Step Down D12" +} diff --git a/Marvel Heroic Roleplaying/translations/cs.json b/Marvel Heroic Roleplaying/translations/cs.json new file mode 100644 index 0000000000..f3b330c4de --- /dev/null +++ b/Marvel Heroic Roleplaying/translations/cs.json @@ -0,0 +1,258 @@ +{ + "stats": "Stats", + "character-details": "Character Details", + "non-player-character": "NPC", + "doom-dice-pool": "Doom Pool", + "hero-name": "Hero Name:", + "power-points": "Power Points", + "dice-pool": "Dice Pool", + "roll-dice-pool": "Roll Pool", + "clear-dice-pool": "Clear Pool", + "affiliations": "Affiliations", + "solo": "Solo", + "buddy": "Buddy", + "team": "Team", + "add-d6-a": "Add D6", + "add-d8-a": "Add D8", + "add-d10-a": "Add D10", + "distinctions": "Distinctions", + "add-d4-add1-power-point-d": "Add D4, +1PP", + "add-d8-d": "Add D8", + "stress": "Stress", + "physical-stress": "Physical", + "knocked-out-physical": "Out", + "mental-stress": "Mental", + "knocked-out-mental": "Out", + "emotional-stress": "Emotional", + "knocked-out-emotional": "Out", + "trauma": "Trauma", + "physical-trauma": "Physical", + "physically-dead": "Dead", + "mental-trauma": "Mental", + "mentally-dead": "Dead", + "emotional-trauma": "Emotional", + "emotionally-dead": "Dead", + "power-sets": "Power Sets", + "power-set-1": "Power Set 1", + "d6-minor-ability1": "D6 - Minor", + "d8-enhanced-ability1": "D8 - Enhanced", + "d10-superhuman-ability1": "D10 - Superhuman", + "d12-godlike-ability1": "D12 - Godlike", + "power-name1": "Power Name", + "add-d6-p1": "Add D6", + "add-d8-p1": "Add D8", + "add-d10-p1": "Add D10", + "add-d12-p1": "Add D12", + "special-effects-abbr1": "SFX:", + "special-effects-abbr-name1": "SFX Name", + "special-effects-abbr-description1": "SFX Description", + "limit1": "Limit:", + "limit-name1": "Limit Name", + "limit-description1": "Limit Description", + "add1-power-point-l1": "+1PP", + "power-set-2": "Power Set 2", + "d6-minor-ability2": "D6 - Minor", + "d8-enhanced-ability2": "D8 - Enhanced", + "d10-superhuman-ability2": "D10 - Superhuman", + "d12-godlike-ability2": "D12 - Godlike", + "power-name2": "Power Name", + "add-d6-p2": "Add D6", + "add-d8-p2": "Add D8", + "add-d10-p2": "Add D10", + "add-d12-p2": "Add D12", + "special-effects-abbr2": "SFX:", + "special-effects-abbr-name2": "SFX Name", + "special-effects-abbr-description2": "SFX Description", + "limit2": "Limit:", + "limit-name2": "Limit Name", + "limit-description2": "Limit Description", + "add1-power-point-l2": "+1PP", + "specialties": "Specialties", + "choose": "Choose...", + "acrobatic": "Acrobatic", + "business": "Business", + "combat": "Combat", + "cosmic": "Cosmic", + "covert": "Covert", + "crime": "Crime", + "medical": "Medical", + "menace": "Menace", + "mystic": "Mystic", + "psych": "Psych", + "science": "Science", + "tech": "Tech", + "vehicle": "Vehicle", + "expert-d8-2d6": "Expert - D8 / 2D6", + "master-d10-2d8-3d6": "Master - D10 / 2D8 / 3D6", + "add-d8-s": "Add D8", + "add-2d6-s": "Add 2D6", + "add-d10-s": "Add D10", + "add-2d8-s": "Add 2D8", + "add-3d6-s": "Add 3D6", + "push-dice": "Push Dice", + "push-add-d6-subtract1-power-point": "Push: Add D6, -1PP", + "opportunity-push-add-d8-subtract1-power-point": "Opportunity Push: Add D8, -1PP", + "stunts": "Stunts", + "stunt-add-d8-subtract1-power-point": "Stunt: Add D8, -1PP", + "opportunity-stunt-add-d10-subtract1-power-point": "Opportunity Stunt: Add D10, -1PP", + "resources-assets": "Resources / Assets", + "resource-asset": "Resource / Asset", + "resource-asset-description": "Resource / Asset Description", + "create-resource-subtract1-power-point": "Create Resource: -1PP", + "expert-resource-add-d6": "Expert Resource: Add D6", + "master-resource-add-d8": "Master Resource: Add D8", + "roll-dice-pool-b": "Roll Pool", + "clear-dice-pool-b": "Clear Pool", + "milestones": "Milestones", + "milestone-name1": "Milestone Name", + "add1-experience-point1": "+1XP", + "add3-experience-points1": "+3XP", + "add10-experience-points1": "+10XP", + "milestone-name2": "Milestone Name", + "add1-experience-point2": "+1XP", + "add3-experience-points2": "+3XP", + "add10-experience-points2": "+10XP", + "experience-points": "Experience Points", + "1experience-point-exchanged-for-1power-point": "1XP -> 1PP", + "secret-identity": "Secret", + "public-identity": "Public", + "identity": "Identity", + "history": "History", + "personality": "Personality", + "abilities-and-resources": "Abilities & Resources", + "non-player-character-name": "NPC Name:", + "non-player-character-identity": "NPC Identity", + "dice-pool-npc": "Dice Pool", + "roll-dice-pool-npc": "Roll Pool", + "clear-dice-pool-npc": "Clear Pool", + "affiliations-npc": "Affiliations", + "solo-npc": "Solo", + "for-example-1d4": "e.g. 1D4", + "buddy-npc": "Buddy", + "for-example-1d6": "e.g. 1D6", + "team-npc": "Team", + "for-example-3d8": "e.g. 3D8", + "add-d4-a-npc": "Add D4", + "add-d6-a-npc": "Add D6", + "add-d8-a-npc": "Add D8", + "add-d10-a-npc": "Add D10", + "specialties-npc": "Specialties", + "choose-npc": "Choose...", + "acrobatic-npc": "Acrobatic", + "business-npc": "Business", + "combat-npc": "Combat", + "cosmic-npc": "Cosmic", + "covert-npc": "Covert", + "crime-npc": "Crime", + "medical-npc": "Medical", + "menace-npc": "Menace", + "mystic-npc": "Mystic", + "psych-npc": "Psych", + "science-npc": "Science", + "tech-npc": "Tech", + "vehicle-npc": "Vehicle", + "rookie-d6-npc": "Rookie - D6", + "expert-d8-2d6-npc": "Expert - D8 / 2D6", + "master-d10-2d8-3d6-npc": "Master - D10 / 2D8 / 3D6", + "add-2d6-s-npc": "Add 2D6", + "add-2d8-s-npc": "Add 2D8", + "add-3d6-s-npc": "Add 3D6", + "resources-assets-npc": "Resources / Assets", + "resource-asset-npc": "Resource / Asset", + "resource-asset-description-npc": "Resource / Asset Description", + "create-resource-asset-doom-pool": "Create a Resource or Asset by spending a die from the Doom Pool", + "expert-resource-add-d6-npc": "Expert Resource: Add D6", + "master-resource-add-d8-npc": "Master Resource: Add D8", + "stress-npc": "Stress", + "physical-stress-npc": "Physical", + "d8-rookie-physically-knocked-out-npc": "D8 - Rookie Out", + "d10-expert-physically-knocked-out-npc": "D10 - Expert Out", + "d12-master-physically-knocked-out-npc": "D12 - Master Out", + "minor-major-non-player-character-physically-knocked-out": "Minor/Major NPC Out", + "mental-stress-npc": "Mental", + "d8-rookie-mentally-knocked-out-npc": "D8 - Rookie Out", + "d10-expert-mentally-knocked-out-npc": "D10 - Expert Out", + "d12-master-mentally-knocked-out-npc": "D12 - Master Out", + "minor-major-non-player-character-mentally-knocked-out": "Minor/Major NPC Out", + "emotional-stress-npc": "Emotional", + "d8-rookie-emotionally-knocked-out-npc": "D8 - Rookie Out", + "d10-expert-emotionally-knocked-out-npc": "D10 - Expert Out", + "d12-master-emotionally-knocked-out-npc": "D12 - Master Out", + "minor-major-non-player-character-emotionally-knocked-out": "Minor/Major NPC Out", + "trauma-npc": "Trauma", + "physical-trauma-npc": "Physical", + "d8-rookie-physically-dead-npc": "D8 - Rookie Dead", + "d10-expert-physically-dead-npc": "D10 - Expert Dead", + "d12-master-physically-dead-npc": "D12 - Master Dead", + "minor-major-non-player-character-physically-dead": "Minor/Major NPC Dead", + "mental-trauma-npc": "Mental", + "d8-rookie-mentally-dead-npc": "D8 - Rookie Dead", + "d10-expert-mentally-dead-npc": "D10 - Expert Dead", + "d12-master-mentally-dead-npc": "D12 - Master Dead", + "minor-major-non-player-character-mentally-dead": "Minor/Major NPC Dead", + "emotional-trauma-npc": "Emotional", + "d8-rookie-emotionally-dead-npc": "D8 - Rookie Dead", + "d10-expert-emotionally-dead-npc": "D10 - Expert Dead", + "d12-master-emotionally-dead-npc": "D12 - Master Dead", + "minor-major-non-player-character-emotionally-dead": "Minor/Major NPC Dead", + "distinctions-npc": "Distinctions", + "add-d4-add1-doom-pool-d-npc": "Add D4, +1 to Doom Pool", + "add-d8-d-npc": "Add D8", + "power-sets-npc": "Power Sets", + "power-set-1-npc": "Power Set 1", + "d6-minor-ability1-npc": "D6 - Minor", + "d8-enhanced-ability1-npc": "D8 - Enhanced", + "d10-superhuman-ability1-npc": "D10 - Superhuman", + "d12-godlike-ability1-npc": "D12 - Godlike", + "power-name1-npc": "Power Name", + "add-d6-p1-npc": "Add D6", + "add-d8-p1-npc": "Add D8", + "add-d10-p1-npc": "Add D10", + "add-d12-p1-npc": "Add D12", + "special-effects-abbr1-npc": "SFX:", + "special-effects-abbr-name1-npc": "SFX Name", + "special-effects-abbr-description1-npc": "SFX Description", + "limit1-npc": "Limit:", + "limit-name1-npc": "Limit Name", + "limit-description1-npc": "Limit Description", + "power-set-2-npc": "Power Set 2", + "d6-minor-ability2-npc": "D6 - Minor", + "d8-enhanced-ability2-npc": "D8 - Enhanced", + "d10-superhuman-ability2-npc": "D10 - Superhuman", + "d12-godlike-ability2-npc": "D12 - Godlike", + "power-name2-npc": "Power Name", + "add-d6-p2-npc": "Add D6", + "add-d8-p2-npc": "Add D8", + "add-d10-p2-npc": "Add D10", + "add-d12-p2-npc": "Add D12", + "special-effects-abbr2-npc": "SFX:", + "special-effects-abbr-name2-npc": "SFX Name", + "special-effects-abbr-description2-npc": "SFX Description", + "limit2-npc": "Limit:", + "limit-name2-npc": "Limit Name", + "limit-description2-npc": "Limit Description", + "stunts-npc": "Stunts", + "stunt-add-d8-spend-doom-pool-die": "Stunt: Add D8, Spend 1 Doom Pool Die", + "opportunity-stunt-add-d10-spend-doom-pool-die": "Opportunity Stunt: Add D10, Spend 1 Doom Pool Die", + "non-player-character-history": "NPC History", + "doom-pool-name": "Doom Pool", + "roll-dice-pool-d": "Roll Pool", + "clear-dice-pool-d": "Clear Pool", + "add-d4-d": "Add D4", + "add-d6-d": "Add D6", + "add-d10-d": "Add D10", + "add-d12-d": "Add D12", + "remove-d4-d": "Remove D4", + "remove-d6-d": "Remove D6", + "remove-d8-d": "Remove D8", + "remove-d10-d": "Remove D10", + "remove-d12-d": "Remove D12", + "stepup-d4-d": "Step Up D4", + "stepup-d6-d": "Step Up D6", + "stepup-d8-d": "Step Up D8", + "stepup-d10-d": "Step Up D10", + "stepdown-d6-d": "Step Down D6", + "stepdown-d8-d": "Step Down D8", + "stepdown-d10-d": "Step Down D10", + "stepdown-d12-d": "Step Down D12" +} diff --git a/Marvel Heroic Roleplaying/translations/da.json b/Marvel Heroic Roleplaying/translations/da.json new file mode 100644 index 0000000000..f3b330c4de --- /dev/null +++ b/Marvel Heroic Roleplaying/translations/da.json @@ -0,0 +1,258 @@ +{ + "stats": "Stats", + "character-details": "Character Details", + "non-player-character": "NPC", + "doom-dice-pool": "Doom Pool", + "hero-name": "Hero Name:", + "power-points": "Power Points", + "dice-pool": "Dice Pool", + "roll-dice-pool": "Roll Pool", + "clear-dice-pool": "Clear Pool", + "affiliations": "Affiliations", + "solo": "Solo", + "buddy": "Buddy", + "team": "Team", + "add-d6-a": "Add D6", + "add-d8-a": "Add D8", + "add-d10-a": "Add D10", + "distinctions": "Distinctions", + "add-d4-add1-power-point-d": "Add D4, +1PP", + "add-d8-d": "Add D8", + "stress": "Stress", + "physical-stress": "Physical", + "knocked-out-physical": "Out", + "mental-stress": "Mental", + "knocked-out-mental": "Out", + "emotional-stress": "Emotional", + "knocked-out-emotional": "Out", + "trauma": "Trauma", + "physical-trauma": "Physical", + "physically-dead": "Dead", + "mental-trauma": "Mental", + "mentally-dead": "Dead", + "emotional-trauma": "Emotional", + "emotionally-dead": "Dead", + "power-sets": "Power Sets", + "power-set-1": "Power Set 1", + "d6-minor-ability1": "D6 - Minor", + "d8-enhanced-ability1": "D8 - Enhanced", + "d10-superhuman-ability1": "D10 - Superhuman", + "d12-godlike-ability1": "D12 - Godlike", + "power-name1": "Power Name", + "add-d6-p1": "Add D6", + "add-d8-p1": "Add D8", + "add-d10-p1": "Add D10", + "add-d12-p1": "Add D12", + "special-effects-abbr1": "SFX:", + "special-effects-abbr-name1": "SFX Name", + "special-effects-abbr-description1": "SFX Description", + "limit1": "Limit:", + "limit-name1": "Limit Name", + "limit-description1": "Limit Description", + "add1-power-point-l1": "+1PP", + "power-set-2": "Power Set 2", + "d6-minor-ability2": "D6 - Minor", + "d8-enhanced-ability2": "D8 - Enhanced", + "d10-superhuman-ability2": "D10 - Superhuman", + "d12-godlike-ability2": "D12 - Godlike", + "power-name2": "Power Name", + "add-d6-p2": "Add D6", + "add-d8-p2": "Add D8", + "add-d10-p2": "Add D10", + "add-d12-p2": "Add D12", + "special-effects-abbr2": "SFX:", + "special-effects-abbr-name2": "SFX Name", + "special-effects-abbr-description2": "SFX Description", + "limit2": "Limit:", + "limit-name2": "Limit Name", + "limit-description2": "Limit Description", + "add1-power-point-l2": "+1PP", + "specialties": "Specialties", + "choose": "Choose...", + "acrobatic": "Acrobatic", + "business": "Business", + "combat": "Combat", + "cosmic": "Cosmic", + "covert": "Covert", + "crime": "Crime", + "medical": "Medical", + "menace": "Menace", + "mystic": "Mystic", + "psych": "Psych", + "science": "Science", + "tech": "Tech", + "vehicle": "Vehicle", + "expert-d8-2d6": "Expert - D8 / 2D6", + "master-d10-2d8-3d6": "Master - D10 / 2D8 / 3D6", + "add-d8-s": "Add D8", + "add-2d6-s": "Add 2D6", + "add-d10-s": "Add D10", + "add-2d8-s": "Add 2D8", + "add-3d6-s": "Add 3D6", + "push-dice": "Push Dice", + "push-add-d6-subtract1-power-point": "Push: Add D6, -1PP", + "opportunity-push-add-d8-subtract1-power-point": "Opportunity Push: Add D8, -1PP", + "stunts": "Stunts", + "stunt-add-d8-subtract1-power-point": "Stunt: Add D8, -1PP", + "opportunity-stunt-add-d10-subtract1-power-point": "Opportunity Stunt: Add D10, -1PP", + "resources-assets": "Resources / Assets", + "resource-asset": "Resource / Asset", + "resource-asset-description": "Resource / Asset Description", + "create-resource-subtract1-power-point": "Create Resource: -1PP", + "expert-resource-add-d6": "Expert Resource: Add D6", + "master-resource-add-d8": "Master Resource: Add D8", + "roll-dice-pool-b": "Roll Pool", + "clear-dice-pool-b": "Clear Pool", + "milestones": "Milestones", + "milestone-name1": "Milestone Name", + "add1-experience-point1": "+1XP", + "add3-experience-points1": "+3XP", + "add10-experience-points1": "+10XP", + "milestone-name2": "Milestone Name", + "add1-experience-point2": "+1XP", + "add3-experience-points2": "+3XP", + "add10-experience-points2": "+10XP", + "experience-points": "Experience Points", + "1experience-point-exchanged-for-1power-point": "1XP -> 1PP", + "secret-identity": "Secret", + "public-identity": "Public", + "identity": "Identity", + "history": "History", + "personality": "Personality", + "abilities-and-resources": "Abilities & Resources", + "non-player-character-name": "NPC Name:", + "non-player-character-identity": "NPC Identity", + "dice-pool-npc": "Dice Pool", + "roll-dice-pool-npc": "Roll Pool", + "clear-dice-pool-npc": "Clear Pool", + "affiliations-npc": "Affiliations", + "solo-npc": "Solo", + "for-example-1d4": "e.g. 1D4", + "buddy-npc": "Buddy", + "for-example-1d6": "e.g. 1D6", + "team-npc": "Team", + "for-example-3d8": "e.g. 3D8", + "add-d4-a-npc": "Add D4", + "add-d6-a-npc": "Add D6", + "add-d8-a-npc": "Add D8", + "add-d10-a-npc": "Add D10", + "specialties-npc": "Specialties", + "choose-npc": "Choose...", + "acrobatic-npc": "Acrobatic", + "business-npc": "Business", + "combat-npc": "Combat", + "cosmic-npc": "Cosmic", + "covert-npc": "Covert", + "crime-npc": "Crime", + "medical-npc": "Medical", + "menace-npc": "Menace", + "mystic-npc": "Mystic", + "psych-npc": "Psych", + "science-npc": "Science", + "tech-npc": "Tech", + "vehicle-npc": "Vehicle", + "rookie-d6-npc": "Rookie - D6", + "expert-d8-2d6-npc": "Expert - D8 / 2D6", + "master-d10-2d8-3d6-npc": "Master - D10 / 2D8 / 3D6", + "add-2d6-s-npc": "Add 2D6", + "add-2d8-s-npc": "Add 2D8", + "add-3d6-s-npc": "Add 3D6", + "resources-assets-npc": "Resources / Assets", + "resource-asset-npc": "Resource / Asset", + "resource-asset-description-npc": "Resource / Asset Description", + "create-resource-asset-doom-pool": "Create a Resource or Asset by spending a die from the Doom Pool", + "expert-resource-add-d6-npc": "Expert Resource: Add D6", + "master-resource-add-d8-npc": "Master Resource: Add D8", + "stress-npc": "Stress", + "physical-stress-npc": "Physical", + "d8-rookie-physically-knocked-out-npc": "D8 - Rookie Out", + "d10-expert-physically-knocked-out-npc": "D10 - Expert Out", + "d12-master-physically-knocked-out-npc": "D12 - Master Out", + "minor-major-non-player-character-physically-knocked-out": "Minor/Major NPC Out", + "mental-stress-npc": "Mental", + "d8-rookie-mentally-knocked-out-npc": "D8 - Rookie Out", + "d10-expert-mentally-knocked-out-npc": "D10 - Expert Out", + "d12-master-mentally-knocked-out-npc": "D12 - Master Out", + "minor-major-non-player-character-mentally-knocked-out": "Minor/Major NPC Out", + "emotional-stress-npc": "Emotional", + "d8-rookie-emotionally-knocked-out-npc": "D8 - Rookie Out", + "d10-expert-emotionally-knocked-out-npc": "D10 - Expert Out", + "d12-master-emotionally-knocked-out-npc": "D12 - Master Out", + "minor-major-non-player-character-emotionally-knocked-out": "Minor/Major NPC Out", + "trauma-npc": "Trauma", + "physical-trauma-npc": "Physical", + "d8-rookie-physically-dead-npc": "D8 - Rookie Dead", + "d10-expert-physically-dead-npc": "D10 - Expert Dead", + "d12-master-physically-dead-npc": "D12 - Master Dead", + "minor-major-non-player-character-physically-dead": "Minor/Major NPC Dead", + "mental-trauma-npc": "Mental", + "d8-rookie-mentally-dead-npc": "D8 - Rookie Dead", + "d10-expert-mentally-dead-npc": "D10 - Expert Dead", + "d12-master-mentally-dead-npc": "D12 - Master Dead", + "minor-major-non-player-character-mentally-dead": "Minor/Major NPC Dead", + "emotional-trauma-npc": "Emotional", + "d8-rookie-emotionally-dead-npc": "D8 - Rookie Dead", + "d10-expert-emotionally-dead-npc": "D10 - Expert Dead", + "d12-master-emotionally-dead-npc": "D12 - Master Dead", + "minor-major-non-player-character-emotionally-dead": "Minor/Major NPC Dead", + "distinctions-npc": "Distinctions", + "add-d4-add1-doom-pool-d-npc": "Add D4, +1 to Doom Pool", + "add-d8-d-npc": "Add D8", + "power-sets-npc": "Power Sets", + "power-set-1-npc": "Power Set 1", + "d6-minor-ability1-npc": "D6 - Minor", + "d8-enhanced-ability1-npc": "D8 - Enhanced", + "d10-superhuman-ability1-npc": "D10 - Superhuman", + "d12-godlike-ability1-npc": "D12 - Godlike", + "power-name1-npc": "Power Name", + "add-d6-p1-npc": "Add D6", + "add-d8-p1-npc": "Add D8", + "add-d10-p1-npc": "Add D10", + "add-d12-p1-npc": "Add D12", + "special-effects-abbr1-npc": "SFX:", + "special-effects-abbr-name1-npc": "SFX Name", + "special-effects-abbr-description1-npc": "SFX Description", + "limit1-npc": "Limit:", + "limit-name1-npc": "Limit Name", + "limit-description1-npc": "Limit Description", + "power-set-2-npc": "Power Set 2", + "d6-minor-ability2-npc": "D6 - Minor", + "d8-enhanced-ability2-npc": "D8 - Enhanced", + "d10-superhuman-ability2-npc": "D10 - Superhuman", + "d12-godlike-ability2-npc": "D12 - Godlike", + "power-name2-npc": "Power Name", + "add-d6-p2-npc": "Add D6", + "add-d8-p2-npc": "Add D8", + "add-d10-p2-npc": "Add D10", + "add-d12-p2-npc": "Add D12", + "special-effects-abbr2-npc": "SFX:", + "special-effects-abbr-name2-npc": "SFX Name", + "special-effects-abbr-description2-npc": "SFX Description", + "limit2-npc": "Limit:", + "limit-name2-npc": "Limit Name", + "limit-description2-npc": "Limit Description", + "stunts-npc": "Stunts", + "stunt-add-d8-spend-doom-pool-die": "Stunt: Add D8, Spend 1 Doom Pool Die", + "opportunity-stunt-add-d10-spend-doom-pool-die": "Opportunity Stunt: Add D10, Spend 1 Doom Pool Die", + "non-player-character-history": "NPC History", + "doom-pool-name": "Doom Pool", + "roll-dice-pool-d": "Roll Pool", + "clear-dice-pool-d": "Clear Pool", + "add-d4-d": "Add D4", + "add-d6-d": "Add D6", + "add-d10-d": "Add D10", + "add-d12-d": "Add D12", + "remove-d4-d": "Remove D4", + "remove-d6-d": "Remove D6", + "remove-d8-d": "Remove D8", + "remove-d10-d": "Remove D10", + "remove-d12-d": "Remove D12", + "stepup-d4-d": "Step Up D4", + "stepup-d6-d": "Step Up D6", + "stepup-d8-d": "Step Up D8", + "stepup-d10-d": "Step Up D10", + "stepdown-d6-d": "Step Down D6", + "stepdown-d8-d": "Step Down D8", + "stepdown-d10-d": "Step Down D10", + "stepdown-d12-d": "Step Down D12" +} diff --git a/Marvel Heroic Roleplaying/translations/de.json b/Marvel Heroic Roleplaying/translations/de.json new file mode 100644 index 0000000000..f3b330c4de --- /dev/null +++ b/Marvel Heroic Roleplaying/translations/de.json @@ -0,0 +1,258 @@ +{ + "stats": "Stats", + "character-details": "Character Details", + "non-player-character": "NPC", + "doom-dice-pool": "Doom Pool", + "hero-name": "Hero Name:", + "power-points": "Power Points", + "dice-pool": "Dice Pool", + "roll-dice-pool": "Roll Pool", + "clear-dice-pool": "Clear Pool", + "affiliations": "Affiliations", + "solo": "Solo", + "buddy": "Buddy", + "team": "Team", + "add-d6-a": "Add D6", + "add-d8-a": "Add D8", + "add-d10-a": "Add D10", + "distinctions": "Distinctions", + "add-d4-add1-power-point-d": "Add D4, +1PP", + "add-d8-d": "Add D8", + "stress": "Stress", + "physical-stress": "Physical", + "knocked-out-physical": "Out", + "mental-stress": "Mental", + "knocked-out-mental": "Out", + "emotional-stress": "Emotional", + "knocked-out-emotional": "Out", + "trauma": "Trauma", + "physical-trauma": "Physical", + "physically-dead": "Dead", + "mental-trauma": "Mental", + "mentally-dead": "Dead", + "emotional-trauma": "Emotional", + "emotionally-dead": "Dead", + "power-sets": "Power Sets", + "power-set-1": "Power Set 1", + "d6-minor-ability1": "D6 - Minor", + "d8-enhanced-ability1": "D8 - Enhanced", + "d10-superhuman-ability1": "D10 - Superhuman", + "d12-godlike-ability1": "D12 - Godlike", + "power-name1": "Power Name", + "add-d6-p1": "Add D6", + "add-d8-p1": "Add D8", + "add-d10-p1": "Add D10", + "add-d12-p1": "Add D12", + "special-effects-abbr1": "SFX:", + "special-effects-abbr-name1": "SFX Name", + "special-effects-abbr-description1": "SFX Description", + "limit1": "Limit:", + "limit-name1": "Limit Name", + "limit-description1": "Limit Description", + "add1-power-point-l1": "+1PP", + "power-set-2": "Power Set 2", + "d6-minor-ability2": "D6 - Minor", + "d8-enhanced-ability2": "D8 - Enhanced", + "d10-superhuman-ability2": "D10 - Superhuman", + "d12-godlike-ability2": "D12 - Godlike", + "power-name2": "Power Name", + "add-d6-p2": "Add D6", + "add-d8-p2": "Add D8", + "add-d10-p2": "Add D10", + "add-d12-p2": "Add D12", + "special-effects-abbr2": "SFX:", + "special-effects-abbr-name2": "SFX Name", + "special-effects-abbr-description2": "SFX Description", + "limit2": "Limit:", + "limit-name2": "Limit Name", + "limit-description2": "Limit Description", + "add1-power-point-l2": "+1PP", + "specialties": "Specialties", + "choose": "Choose...", + "acrobatic": "Acrobatic", + "business": "Business", + "combat": "Combat", + "cosmic": "Cosmic", + "covert": "Covert", + "crime": "Crime", + "medical": "Medical", + "menace": "Menace", + "mystic": "Mystic", + "psych": "Psych", + "science": "Science", + "tech": "Tech", + "vehicle": "Vehicle", + "expert-d8-2d6": "Expert - D8 / 2D6", + "master-d10-2d8-3d6": "Master - D10 / 2D8 / 3D6", + "add-d8-s": "Add D8", + "add-2d6-s": "Add 2D6", + "add-d10-s": "Add D10", + "add-2d8-s": "Add 2D8", + "add-3d6-s": "Add 3D6", + "push-dice": "Push Dice", + "push-add-d6-subtract1-power-point": "Push: Add D6, -1PP", + "opportunity-push-add-d8-subtract1-power-point": "Opportunity Push: Add D8, -1PP", + "stunts": "Stunts", + "stunt-add-d8-subtract1-power-point": "Stunt: Add D8, -1PP", + "opportunity-stunt-add-d10-subtract1-power-point": "Opportunity Stunt: Add D10, -1PP", + "resources-assets": "Resources / Assets", + "resource-asset": "Resource / Asset", + "resource-asset-description": "Resource / Asset Description", + "create-resource-subtract1-power-point": "Create Resource: -1PP", + "expert-resource-add-d6": "Expert Resource: Add D6", + "master-resource-add-d8": "Master Resource: Add D8", + "roll-dice-pool-b": "Roll Pool", + "clear-dice-pool-b": "Clear Pool", + "milestones": "Milestones", + "milestone-name1": "Milestone Name", + "add1-experience-point1": "+1XP", + "add3-experience-points1": "+3XP", + "add10-experience-points1": "+10XP", + "milestone-name2": "Milestone Name", + "add1-experience-point2": "+1XP", + "add3-experience-points2": "+3XP", + "add10-experience-points2": "+10XP", + "experience-points": "Experience Points", + "1experience-point-exchanged-for-1power-point": "1XP -> 1PP", + "secret-identity": "Secret", + "public-identity": "Public", + "identity": "Identity", + "history": "History", + "personality": "Personality", + "abilities-and-resources": "Abilities & Resources", + "non-player-character-name": "NPC Name:", + "non-player-character-identity": "NPC Identity", + "dice-pool-npc": "Dice Pool", + "roll-dice-pool-npc": "Roll Pool", + "clear-dice-pool-npc": "Clear Pool", + "affiliations-npc": "Affiliations", + "solo-npc": "Solo", + "for-example-1d4": "e.g. 1D4", + "buddy-npc": "Buddy", + "for-example-1d6": "e.g. 1D6", + "team-npc": "Team", + "for-example-3d8": "e.g. 3D8", + "add-d4-a-npc": "Add D4", + "add-d6-a-npc": "Add D6", + "add-d8-a-npc": "Add D8", + "add-d10-a-npc": "Add D10", + "specialties-npc": "Specialties", + "choose-npc": "Choose...", + "acrobatic-npc": "Acrobatic", + "business-npc": "Business", + "combat-npc": "Combat", + "cosmic-npc": "Cosmic", + "covert-npc": "Covert", + "crime-npc": "Crime", + "medical-npc": "Medical", + "menace-npc": "Menace", + "mystic-npc": "Mystic", + "psych-npc": "Psych", + "science-npc": "Science", + "tech-npc": "Tech", + "vehicle-npc": "Vehicle", + "rookie-d6-npc": "Rookie - D6", + "expert-d8-2d6-npc": "Expert - D8 / 2D6", + "master-d10-2d8-3d6-npc": "Master - D10 / 2D8 / 3D6", + "add-2d6-s-npc": "Add 2D6", + "add-2d8-s-npc": "Add 2D8", + "add-3d6-s-npc": "Add 3D6", + "resources-assets-npc": "Resources / Assets", + "resource-asset-npc": "Resource / Asset", + "resource-asset-description-npc": "Resource / Asset Description", + "create-resource-asset-doom-pool": "Create a Resource or Asset by spending a die from the Doom Pool", + "expert-resource-add-d6-npc": "Expert Resource: Add D6", + "master-resource-add-d8-npc": "Master Resource: Add D8", + "stress-npc": "Stress", + "physical-stress-npc": "Physical", + "d8-rookie-physically-knocked-out-npc": "D8 - Rookie Out", + "d10-expert-physically-knocked-out-npc": "D10 - Expert Out", + "d12-master-physically-knocked-out-npc": "D12 - Master Out", + "minor-major-non-player-character-physically-knocked-out": "Minor/Major NPC Out", + "mental-stress-npc": "Mental", + "d8-rookie-mentally-knocked-out-npc": "D8 - Rookie Out", + "d10-expert-mentally-knocked-out-npc": "D10 - Expert Out", + "d12-master-mentally-knocked-out-npc": "D12 - Master Out", + "minor-major-non-player-character-mentally-knocked-out": "Minor/Major NPC Out", + "emotional-stress-npc": "Emotional", + "d8-rookie-emotionally-knocked-out-npc": "D8 - Rookie Out", + "d10-expert-emotionally-knocked-out-npc": "D10 - Expert Out", + "d12-master-emotionally-knocked-out-npc": "D12 - Master Out", + "minor-major-non-player-character-emotionally-knocked-out": "Minor/Major NPC Out", + "trauma-npc": "Trauma", + "physical-trauma-npc": "Physical", + "d8-rookie-physically-dead-npc": "D8 - Rookie Dead", + "d10-expert-physically-dead-npc": "D10 - Expert Dead", + "d12-master-physically-dead-npc": "D12 - Master Dead", + "minor-major-non-player-character-physically-dead": "Minor/Major NPC Dead", + "mental-trauma-npc": "Mental", + "d8-rookie-mentally-dead-npc": "D8 - Rookie Dead", + "d10-expert-mentally-dead-npc": "D10 - Expert Dead", + "d12-master-mentally-dead-npc": "D12 - Master Dead", + "minor-major-non-player-character-mentally-dead": "Minor/Major NPC Dead", + "emotional-trauma-npc": "Emotional", + "d8-rookie-emotionally-dead-npc": "D8 - Rookie Dead", + "d10-expert-emotionally-dead-npc": "D10 - Expert Dead", + "d12-master-emotionally-dead-npc": "D12 - Master Dead", + "minor-major-non-player-character-emotionally-dead": "Minor/Major NPC Dead", + "distinctions-npc": "Distinctions", + "add-d4-add1-doom-pool-d-npc": "Add D4, +1 to Doom Pool", + "add-d8-d-npc": "Add D8", + "power-sets-npc": "Power Sets", + "power-set-1-npc": "Power Set 1", + "d6-minor-ability1-npc": "D6 - Minor", + "d8-enhanced-ability1-npc": "D8 - Enhanced", + "d10-superhuman-ability1-npc": "D10 - Superhuman", + "d12-godlike-ability1-npc": "D12 - Godlike", + "power-name1-npc": "Power Name", + "add-d6-p1-npc": "Add D6", + "add-d8-p1-npc": "Add D8", + "add-d10-p1-npc": "Add D10", + "add-d12-p1-npc": "Add D12", + "special-effects-abbr1-npc": "SFX:", + "special-effects-abbr-name1-npc": "SFX Name", + "special-effects-abbr-description1-npc": "SFX Description", + "limit1-npc": "Limit:", + "limit-name1-npc": "Limit Name", + "limit-description1-npc": "Limit Description", + "power-set-2-npc": "Power Set 2", + "d6-minor-ability2-npc": "D6 - Minor", + "d8-enhanced-ability2-npc": "D8 - Enhanced", + "d10-superhuman-ability2-npc": "D10 - Superhuman", + "d12-godlike-ability2-npc": "D12 - Godlike", + "power-name2-npc": "Power Name", + "add-d6-p2-npc": "Add D6", + "add-d8-p2-npc": "Add D8", + "add-d10-p2-npc": "Add D10", + "add-d12-p2-npc": "Add D12", + "special-effects-abbr2-npc": "SFX:", + "special-effects-abbr-name2-npc": "SFX Name", + "special-effects-abbr-description2-npc": "SFX Description", + "limit2-npc": "Limit:", + "limit-name2-npc": "Limit Name", + "limit-description2-npc": "Limit Description", + "stunts-npc": "Stunts", + "stunt-add-d8-spend-doom-pool-die": "Stunt: Add D8, Spend 1 Doom Pool Die", + "opportunity-stunt-add-d10-spend-doom-pool-die": "Opportunity Stunt: Add D10, Spend 1 Doom Pool Die", + "non-player-character-history": "NPC History", + "doom-pool-name": "Doom Pool", + "roll-dice-pool-d": "Roll Pool", + "clear-dice-pool-d": "Clear Pool", + "add-d4-d": "Add D4", + "add-d6-d": "Add D6", + "add-d10-d": "Add D10", + "add-d12-d": "Add D12", + "remove-d4-d": "Remove D4", + "remove-d6-d": "Remove D6", + "remove-d8-d": "Remove D8", + "remove-d10-d": "Remove D10", + "remove-d12-d": "Remove D12", + "stepup-d4-d": "Step Up D4", + "stepup-d6-d": "Step Up D6", + "stepup-d8-d": "Step Up D8", + "stepup-d10-d": "Step Up D10", + "stepdown-d6-d": "Step Down D6", + "stepdown-d8-d": "Step Down D8", + "stepdown-d10-d": "Step Down D10", + "stepdown-d12-d": "Step Down D12" +} diff --git a/Marvel Heroic Roleplaying/translations/el.json b/Marvel Heroic Roleplaying/translations/el.json new file mode 100644 index 0000000000..f3b330c4de --- /dev/null +++ b/Marvel Heroic Roleplaying/translations/el.json @@ -0,0 +1,258 @@ +{ + "stats": "Stats", + "character-details": "Character Details", + "non-player-character": "NPC", + "doom-dice-pool": "Doom Pool", + "hero-name": "Hero Name:", + "power-points": "Power Points", + "dice-pool": "Dice Pool", + "roll-dice-pool": "Roll Pool", + "clear-dice-pool": "Clear Pool", + "affiliations": "Affiliations", + "solo": "Solo", + "buddy": "Buddy", + "team": "Team", + "add-d6-a": "Add D6", + "add-d8-a": "Add D8", + "add-d10-a": "Add D10", + "distinctions": "Distinctions", + "add-d4-add1-power-point-d": "Add D4, +1PP", + "add-d8-d": "Add D8", + "stress": "Stress", + "physical-stress": "Physical", + "knocked-out-physical": "Out", + "mental-stress": "Mental", + "knocked-out-mental": "Out", + "emotional-stress": "Emotional", + "knocked-out-emotional": "Out", + "trauma": "Trauma", + "physical-trauma": "Physical", + "physically-dead": "Dead", + "mental-trauma": "Mental", + "mentally-dead": "Dead", + "emotional-trauma": "Emotional", + "emotionally-dead": "Dead", + "power-sets": "Power Sets", + "power-set-1": "Power Set 1", + "d6-minor-ability1": "D6 - Minor", + "d8-enhanced-ability1": "D8 - Enhanced", + "d10-superhuman-ability1": "D10 - Superhuman", + "d12-godlike-ability1": "D12 - Godlike", + "power-name1": "Power Name", + "add-d6-p1": "Add D6", + "add-d8-p1": "Add D8", + "add-d10-p1": "Add D10", + "add-d12-p1": "Add D12", + "special-effects-abbr1": "SFX:", + "special-effects-abbr-name1": "SFX Name", + "special-effects-abbr-description1": "SFX Description", + "limit1": "Limit:", + "limit-name1": "Limit Name", + "limit-description1": "Limit Description", + "add1-power-point-l1": "+1PP", + "power-set-2": "Power Set 2", + "d6-minor-ability2": "D6 - Minor", + "d8-enhanced-ability2": "D8 - Enhanced", + "d10-superhuman-ability2": "D10 - Superhuman", + "d12-godlike-ability2": "D12 - Godlike", + "power-name2": "Power Name", + "add-d6-p2": "Add D6", + "add-d8-p2": "Add D8", + "add-d10-p2": "Add D10", + "add-d12-p2": "Add D12", + "special-effects-abbr2": "SFX:", + "special-effects-abbr-name2": "SFX Name", + "special-effects-abbr-description2": "SFX Description", + "limit2": "Limit:", + "limit-name2": "Limit Name", + "limit-description2": "Limit Description", + "add1-power-point-l2": "+1PP", + "specialties": "Specialties", + "choose": "Choose...", + "acrobatic": "Acrobatic", + "business": "Business", + "combat": "Combat", + "cosmic": "Cosmic", + "covert": "Covert", + "crime": "Crime", + "medical": "Medical", + "menace": "Menace", + "mystic": "Mystic", + "psych": "Psych", + "science": "Science", + "tech": "Tech", + "vehicle": "Vehicle", + "expert-d8-2d6": "Expert - D8 / 2D6", + "master-d10-2d8-3d6": "Master - D10 / 2D8 / 3D6", + "add-d8-s": "Add D8", + "add-2d6-s": "Add 2D6", + "add-d10-s": "Add D10", + "add-2d8-s": "Add 2D8", + "add-3d6-s": "Add 3D6", + "push-dice": "Push Dice", + "push-add-d6-subtract1-power-point": "Push: Add D6, -1PP", + "opportunity-push-add-d8-subtract1-power-point": "Opportunity Push: Add D8, -1PP", + "stunts": "Stunts", + "stunt-add-d8-subtract1-power-point": "Stunt: Add D8, -1PP", + "opportunity-stunt-add-d10-subtract1-power-point": "Opportunity Stunt: Add D10, -1PP", + "resources-assets": "Resources / Assets", + "resource-asset": "Resource / Asset", + "resource-asset-description": "Resource / Asset Description", + "create-resource-subtract1-power-point": "Create Resource: -1PP", + "expert-resource-add-d6": "Expert Resource: Add D6", + "master-resource-add-d8": "Master Resource: Add D8", + "roll-dice-pool-b": "Roll Pool", + "clear-dice-pool-b": "Clear Pool", + "milestones": "Milestones", + "milestone-name1": "Milestone Name", + "add1-experience-point1": "+1XP", + "add3-experience-points1": "+3XP", + "add10-experience-points1": "+10XP", + "milestone-name2": "Milestone Name", + "add1-experience-point2": "+1XP", + "add3-experience-points2": "+3XP", + "add10-experience-points2": "+10XP", + "experience-points": "Experience Points", + "1experience-point-exchanged-for-1power-point": "1XP -> 1PP", + "secret-identity": "Secret", + "public-identity": "Public", + "identity": "Identity", + "history": "History", + "personality": "Personality", + "abilities-and-resources": "Abilities & Resources", + "non-player-character-name": "NPC Name:", + "non-player-character-identity": "NPC Identity", + "dice-pool-npc": "Dice Pool", + "roll-dice-pool-npc": "Roll Pool", + "clear-dice-pool-npc": "Clear Pool", + "affiliations-npc": "Affiliations", + "solo-npc": "Solo", + "for-example-1d4": "e.g. 1D4", + "buddy-npc": "Buddy", + "for-example-1d6": "e.g. 1D6", + "team-npc": "Team", + "for-example-3d8": "e.g. 3D8", + "add-d4-a-npc": "Add D4", + "add-d6-a-npc": "Add D6", + "add-d8-a-npc": "Add D8", + "add-d10-a-npc": "Add D10", + "specialties-npc": "Specialties", + "choose-npc": "Choose...", + "acrobatic-npc": "Acrobatic", + "business-npc": "Business", + "combat-npc": "Combat", + "cosmic-npc": "Cosmic", + "covert-npc": "Covert", + "crime-npc": "Crime", + "medical-npc": "Medical", + "menace-npc": "Menace", + "mystic-npc": "Mystic", + "psych-npc": "Psych", + "science-npc": "Science", + "tech-npc": "Tech", + "vehicle-npc": "Vehicle", + "rookie-d6-npc": "Rookie - D6", + "expert-d8-2d6-npc": "Expert - D8 / 2D6", + "master-d10-2d8-3d6-npc": "Master - D10 / 2D8 / 3D6", + "add-2d6-s-npc": "Add 2D6", + "add-2d8-s-npc": "Add 2D8", + "add-3d6-s-npc": "Add 3D6", + "resources-assets-npc": "Resources / Assets", + "resource-asset-npc": "Resource / Asset", + "resource-asset-description-npc": "Resource / Asset Description", + "create-resource-asset-doom-pool": "Create a Resource or Asset by spending a die from the Doom Pool", + "expert-resource-add-d6-npc": "Expert Resource: Add D6", + "master-resource-add-d8-npc": "Master Resource: Add D8", + "stress-npc": "Stress", + "physical-stress-npc": "Physical", + "d8-rookie-physically-knocked-out-npc": "D8 - Rookie Out", + "d10-expert-physically-knocked-out-npc": "D10 - Expert Out", + "d12-master-physically-knocked-out-npc": "D12 - Master Out", + "minor-major-non-player-character-physically-knocked-out": "Minor/Major NPC Out", + "mental-stress-npc": "Mental", + "d8-rookie-mentally-knocked-out-npc": "D8 - Rookie Out", + "d10-expert-mentally-knocked-out-npc": "D10 - Expert Out", + "d12-master-mentally-knocked-out-npc": "D12 - Master Out", + "minor-major-non-player-character-mentally-knocked-out": "Minor/Major NPC Out", + "emotional-stress-npc": "Emotional", + "d8-rookie-emotionally-knocked-out-npc": "D8 - Rookie Out", + "d10-expert-emotionally-knocked-out-npc": "D10 - Expert Out", + "d12-master-emotionally-knocked-out-npc": "D12 - Master Out", + "minor-major-non-player-character-emotionally-knocked-out": "Minor/Major NPC Out", + "trauma-npc": "Trauma", + "physical-trauma-npc": "Physical", + "d8-rookie-physically-dead-npc": "D8 - Rookie Dead", + "d10-expert-physically-dead-npc": "D10 - Expert Dead", + "d12-master-physically-dead-npc": "D12 - Master Dead", + "minor-major-non-player-character-physically-dead": "Minor/Major NPC Dead", + "mental-trauma-npc": "Mental", + "d8-rookie-mentally-dead-npc": "D8 - Rookie Dead", + "d10-expert-mentally-dead-npc": "D10 - Expert Dead", + "d12-master-mentally-dead-npc": "D12 - Master Dead", + "minor-major-non-player-character-mentally-dead": "Minor/Major NPC Dead", + "emotional-trauma-npc": "Emotional", + "d8-rookie-emotionally-dead-npc": "D8 - Rookie Dead", + "d10-expert-emotionally-dead-npc": "D10 - Expert Dead", + "d12-master-emotionally-dead-npc": "D12 - Master Dead", + "minor-major-non-player-character-emotionally-dead": "Minor/Major NPC Dead", + "distinctions-npc": "Distinctions", + "add-d4-add1-doom-pool-d-npc": "Add D4, +1 to Doom Pool", + "add-d8-d-npc": "Add D8", + "power-sets-npc": "Power Sets", + "power-set-1-npc": "Power Set 1", + "d6-minor-ability1-npc": "D6 - Minor", + "d8-enhanced-ability1-npc": "D8 - Enhanced", + "d10-superhuman-ability1-npc": "D10 - Superhuman", + "d12-godlike-ability1-npc": "D12 - Godlike", + "power-name1-npc": "Power Name", + "add-d6-p1-npc": "Add D6", + "add-d8-p1-npc": "Add D8", + "add-d10-p1-npc": "Add D10", + "add-d12-p1-npc": "Add D12", + "special-effects-abbr1-npc": "SFX:", + "special-effects-abbr-name1-npc": "SFX Name", + "special-effects-abbr-description1-npc": "SFX Description", + "limit1-npc": "Limit:", + "limit-name1-npc": "Limit Name", + "limit-description1-npc": "Limit Description", + "power-set-2-npc": "Power Set 2", + "d6-minor-ability2-npc": "D6 - Minor", + "d8-enhanced-ability2-npc": "D8 - Enhanced", + "d10-superhuman-ability2-npc": "D10 - Superhuman", + "d12-godlike-ability2-npc": "D12 - Godlike", + "power-name2-npc": "Power Name", + "add-d6-p2-npc": "Add D6", + "add-d8-p2-npc": "Add D8", + "add-d10-p2-npc": "Add D10", + "add-d12-p2-npc": "Add D12", + "special-effects-abbr2-npc": "SFX:", + "special-effects-abbr-name2-npc": "SFX Name", + "special-effects-abbr-description2-npc": "SFX Description", + "limit2-npc": "Limit:", + "limit-name2-npc": "Limit Name", + "limit-description2-npc": "Limit Description", + "stunts-npc": "Stunts", + "stunt-add-d8-spend-doom-pool-die": "Stunt: Add D8, Spend 1 Doom Pool Die", + "opportunity-stunt-add-d10-spend-doom-pool-die": "Opportunity Stunt: Add D10, Spend 1 Doom Pool Die", + "non-player-character-history": "NPC History", + "doom-pool-name": "Doom Pool", + "roll-dice-pool-d": "Roll Pool", + "clear-dice-pool-d": "Clear Pool", + "add-d4-d": "Add D4", + "add-d6-d": "Add D6", + "add-d10-d": "Add D10", + "add-d12-d": "Add D12", + "remove-d4-d": "Remove D4", + "remove-d6-d": "Remove D6", + "remove-d8-d": "Remove D8", + "remove-d10-d": "Remove D10", + "remove-d12-d": "Remove D12", + "stepup-d4-d": "Step Up D4", + "stepup-d6-d": "Step Up D6", + "stepup-d8-d": "Step Up D8", + "stepup-d10-d": "Step Up D10", + "stepdown-d6-d": "Step Down D6", + "stepdown-d8-d": "Step Down D8", + "stepdown-d10-d": "Step Down D10", + "stepdown-d12-d": "Step Down D12" +} diff --git a/Marvel Heroic Roleplaying/translations/en.json b/Marvel Heroic Roleplaying/translations/en.json new file mode 100644 index 0000000000..f3b330c4de --- /dev/null +++ b/Marvel Heroic Roleplaying/translations/en.json @@ -0,0 +1,258 @@ +{ + "stats": "Stats", + "character-details": "Character Details", + "non-player-character": "NPC", + "doom-dice-pool": "Doom Pool", + "hero-name": "Hero Name:", + "power-points": "Power Points", + "dice-pool": "Dice Pool", + "roll-dice-pool": "Roll Pool", + "clear-dice-pool": "Clear Pool", + "affiliations": "Affiliations", + "solo": "Solo", + "buddy": "Buddy", + "team": "Team", + "add-d6-a": "Add D6", + "add-d8-a": "Add D8", + "add-d10-a": "Add D10", + "distinctions": "Distinctions", + "add-d4-add1-power-point-d": "Add D4, +1PP", + "add-d8-d": "Add D8", + "stress": "Stress", + "physical-stress": "Physical", + "knocked-out-physical": "Out", + "mental-stress": "Mental", + "knocked-out-mental": "Out", + "emotional-stress": "Emotional", + "knocked-out-emotional": "Out", + "trauma": "Trauma", + "physical-trauma": "Physical", + "physically-dead": "Dead", + "mental-trauma": "Mental", + "mentally-dead": "Dead", + "emotional-trauma": "Emotional", + "emotionally-dead": "Dead", + "power-sets": "Power Sets", + "power-set-1": "Power Set 1", + "d6-minor-ability1": "D6 - Minor", + "d8-enhanced-ability1": "D8 - Enhanced", + "d10-superhuman-ability1": "D10 - Superhuman", + "d12-godlike-ability1": "D12 - Godlike", + "power-name1": "Power Name", + "add-d6-p1": "Add D6", + "add-d8-p1": "Add D8", + "add-d10-p1": "Add D10", + "add-d12-p1": "Add D12", + "special-effects-abbr1": "SFX:", + "special-effects-abbr-name1": "SFX Name", + "special-effects-abbr-description1": "SFX Description", + "limit1": "Limit:", + "limit-name1": "Limit Name", + "limit-description1": "Limit Description", + "add1-power-point-l1": "+1PP", + "power-set-2": "Power Set 2", + "d6-minor-ability2": "D6 - Minor", + "d8-enhanced-ability2": "D8 - Enhanced", + "d10-superhuman-ability2": "D10 - Superhuman", + "d12-godlike-ability2": "D12 - Godlike", + "power-name2": "Power Name", + "add-d6-p2": "Add D6", + "add-d8-p2": "Add D8", + "add-d10-p2": "Add D10", + "add-d12-p2": "Add D12", + "special-effects-abbr2": "SFX:", + "special-effects-abbr-name2": "SFX Name", + "special-effects-abbr-description2": "SFX Description", + "limit2": "Limit:", + "limit-name2": "Limit Name", + "limit-description2": "Limit Description", + "add1-power-point-l2": "+1PP", + "specialties": "Specialties", + "choose": "Choose...", + "acrobatic": "Acrobatic", + "business": "Business", + "combat": "Combat", + "cosmic": "Cosmic", + "covert": "Covert", + "crime": "Crime", + "medical": "Medical", + "menace": "Menace", + "mystic": "Mystic", + "psych": "Psych", + "science": "Science", + "tech": "Tech", + "vehicle": "Vehicle", + "expert-d8-2d6": "Expert - D8 / 2D6", + "master-d10-2d8-3d6": "Master - D10 / 2D8 / 3D6", + "add-d8-s": "Add D8", + "add-2d6-s": "Add 2D6", + "add-d10-s": "Add D10", + "add-2d8-s": "Add 2D8", + "add-3d6-s": "Add 3D6", + "push-dice": "Push Dice", + "push-add-d6-subtract1-power-point": "Push: Add D6, -1PP", + "opportunity-push-add-d8-subtract1-power-point": "Opportunity Push: Add D8, -1PP", + "stunts": "Stunts", + "stunt-add-d8-subtract1-power-point": "Stunt: Add D8, -1PP", + "opportunity-stunt-add-d10-subtract1-power-point": "Opportunity Stunt: Add D10, -1PP", + "resources-assets": "Resources / Assets", + "resource-asset": "Resource / Asset", + "resource-asset-description": "Resource / Asset Description", + "create-resource-subtract1-power-point": "Create Resource: -1PP", + "expert-resource-add-d6": "Expert Resource: Add D6", + "master-resource-add-d8": "Master Resource: Add D8", + "roll-dice-pool-b": "Roll Pool", + "clear-dice-pool-b": "Clear Pool", + "milestones": "Milestones", + "milestone-name1": "Milestone Name", + "add1-experience-point1": "+1XP", + "add3-experience-points1": "+3XP", + "add10-experience-points1": "+10XP", + "milestone-name2": "Milestone Name", + "add1-experience-point2": "+1XP", + "add3-experience-points2": "+3XP", + "add10-experience-points2": "+10XP", + "experience-points": "Experience Points", + "1experience-point-exchanged-for-1power-point": "1XP -> 1PP", + "secret-identity": "Secret", + "public-identity": "Public", + "identity": "Identity", + "history": "History", + "personality": "Personality", + "abilities-and-resources": "Abilities & Resources", + "non-player-character-name": "NPC Name:", + "non-player-character-identity": "NPC Identity", + "dice-pool-npc": "Dice Pool", + "roll-dice-pool-npc": "Roll Pool", + "clear-dice-pool-npc": "Clear Pool", + "affiliations-npc": "Affiliations", + "solo-npc": "Solo", + "for-example-1d4": "e.g. 1D4", + "buddy-npc": "Buddy", + "for-example-1d6": "e.g. 1D6", + "team-npc": "Team", + "for-example-3d8": "e.g. 3D8", + "add-d4-a-npc": "Add D4", + "add-d6-a-npc": "Add D6", + "add-d8-a-npc": "Add D8", + "add-d10-a-npc": "Add D10", + "specialties-npc": "Specialties", + "choose-npc": "Choose...", + "acrobatic-npc": "Acrobatic", + "business-npc": "Business", + "combat-npc": "Combat", + "cosmic-npc": "Cosmic", + "covert-npc": "Covert", + "crime-npc": "Crime", + "medical-npc": "Medical", + "menace-npc": "Menace", + "mystic-npc": "Mystic", + "psych-npc": "Psych", + "science-npc": "Science", + "tech-npc": "Tech", + "vehicle-npc": "Vehicle", + "rookie-d6-npc": "Rookie - D6", + "expert-d8-2d6-npc": "Expert - D8 / 2D6", + "master-d10-2d8-3d6-npc": "Master - D10 / 2D8 / 3D6", + "add-2d6-s-npc": "Add 2D6", + "add-2d8-s-npc": "Add 2D8", + "add-3d6-s-npc": "Add 3D6", + "resources-assets-npc": "Resources / Assets", + "resource-asset-npc": "Resource / Asset", + "resource-asset-description-npc": "Resource / Asset Description", + "create-resource-asset-doom-pool": "Create a Resource or Asset by spending a die from the Doom Pool", + "expert-resource-add-d6-npc": "Expert Resource: Add D6", + "master-resource-add-d8-npc": "Master Resource: Add D8", + "stress-npc": "Stress", + "physical-stress-npc": "Physical", + "d8-rookie-physically-knocked-out-npc": "D8 - Rookie Out", + "d10-expert-physically-knocked-out-npc": "D10 - Expert Out", + "d12-master-physically-knocked-out-npc": "D12 - Master Out", + "minor-major-non-player-character-physically-knocked-out": "Minor/Major NPC Out", + "mental-stress-npc": "Mental", + "d8-rookie-mentally-knocked-out-npc": "D8 - Rookie Out", + "d10-expert-mentally-knocked-out-npc": "D10 - Expert Out", + "d12-master-mentally-knocked-out-npc": "D12 - Master Out", + "minor-major-non-player-character-mentally-knocked-out": "Minor/Major NPC Out", + "emotional-stress-npc": "Emotional", + "d8-rookie-emotionally-knocked-out-npc": "D8 - Rookie Out", + "d10-expert-emotionally-knocked-out-npc": "D10 - Expert Out", + "d12-master-emotionally-knocked-out-npc": "D12 - Master Out", + "minor-major-non-player-character-emotionally-knocked-out": "Minor/Major NPC Out", + "trauma-npc": "Trauma", + "physical-trauma-npc": "Physical", + "d8-rookie-physically-dead-npc": "D8 - Rookie Dead", + "d10-expert-physically-dead-npc": "D10 - Expert Dead", + "d12-master-physically-dead-npc": "D12 - Master Dead", + "minor-major-non-player-character-physically-dead": "Minor/Major NPC Dead", + "mental-trauma-npc": "Mental", + "d8-rookie-mentally-dead-npc": "D8 - Rookie Dead", + "d10-expert-mentally-dead-npc": "D10 - Expert Dead", + "d12-master-mentally-dead-npc": "D12 - Master Dead", + "minor-major-non-player-character-mentally-dead": "Minor/Major NPC Dead", + "emotional-trauma-npc": "Emotional", + "d8-rookie-emotionally-dead-npc": "D8 - Rookie Dead", + "d10-expert-emotionally-dead-npc": "D10 - Expert Dead", + "d12-master-emotionally-dead-npc": "D12 - Master Dead", + "minor-major-non-player-character-emotionally-dead": "Minor/Major NPC Dead", + "distinctions-npc": "Distinctions", + "add-d4-add1-doom-pool-d-npc": "Add D4, +1 to Doom Pool", + "add-d8-d-npc": "Add D8", + "power-sets-npc": "Power Sets", + "power-set-1-npc": "Power Set 1", + "d6-minor-ability1-npc": "D6 - Minor", + "d8-enhanced-ability1-npc": "D8 - Enhanced", + "d10-superhuman-ability1-npc": "D10 - Superhuman", + "d12-godlike-ability1-npc": "D12 - Godlike", + "power-name1-npc": "Power Name", + "add-d6-p1-npc": "Add D6", + "add-d8-p1-npc": "Add D8", + "add-d10-p1-npc": "Add D10", + "add-d12-p1-npc": "Add D12", + "special-effects-abbr1-npc": "SFX:", + "special-effects-abbr-name1-npc": "SFX Name", + "special-effects-abbr-description1-npc": "SFX Description", + "limit1-npc": "Limit:", + "limit-name1-npc": "Limit Name", + "limit-description1-npc": "Limit Description", + "power-set-2-npc": "Power Set 2", + "d6-minor-ability2-npc": "D6 - Minor", + "d8-enhanced-ability2-npc": "D8 - Enhanced", + "d10-superhuman-ability2-npc": "D10 - Superhuman", + "d12-godlike-ability2-npc": "D12 - Godlike", + "power-name2-npc": "Power Name", + "add-d6-p2-npc": "Add D6", + "add-d8-p2-npc": "Add D8", + "add-d10-p2-npc": "Add D10", + "add-d12-p2-npc": "Add D12", + "special-effects-abbr2-npc": "SFX:", + "special-effects-abbr-name2-npc": "SFX Name", + "special-effects-abbr-description2-npc": "SFX Description", + "limit2-npc": "Limit:", + "limit-name2-npc": "Limit Name", + "limit-description2-npc": "Limit Description", + "stunts-npc": "Stunts", + "stunt-add-d8-spend-doom-pool-die": "Stunt: Add D8, Spend 1 Doom Pool Die", + "opportunity-stunt-add-d10-spend-doom-pool-die": "Opportunity Stunt: Add D10, Spend 1 Doom Pool Die", + "non-player-character-history": "NPC History", + "doom-pool-name": "Doom Pool", + "roll-dice-pool-d": "Roll Pool", + "clear-dice-pool-d": "Clear Pool", + "add-d4-d": "Add D4", + "add-d6-d": "Add D6", + "add-d10-d": "Add D10", + "add-d12-d": "Add D12", + "remove-d4-d": "Remove D4", + "remove-d6-d": "Remove D6", + "remove-d8-d": "Remove D8", + "remove-d10-d": "Remove D10", + "remove-d12-d": "Remove D12", + "stepup-d4-d": "Step Up D4", + "stepup-d6-d": "Step Up D6", + "stepup-d8-d": "Step Up D8", + "stepup-d10-d": "Step Up D10", + "stepdown-d6-d": "Step Down D6", + "stepdown-d8-d": "Step Down D8", + "stepdown-d10-d": "Step Down D10", + "stepdown-d12-d": "Step Down D12" +} diff --git a/Marvel Heroic Roleplaying/translations/es.json b/Marvel Heroic Roleplaying/translations/es.json new file mode 100644 index 0000000000..f3b330c4de --- /dev/null +++ b/Marvel Heroic Roleplaying/translations/es.json @@ -0,0 +1,258 @@ +{ + "stats": "Stats", + "character-details": "Character Details", + "non-player-character": "NPC", + "doom-dice-pool": "Doom Pool", + "hero-name": "Hero Name:", + "power-points": "Power Points", + "dice-pool": "Dice Pool", + "roll-dice-pool": "Roll Pool", + "clear-dice-pool": "Clear Pool", + "affiliations": "Affiliations", + "solo": "Solo", + "buddy": "Buddy", + "team": "Team", + "add-d6-a": "Add D6", + "add-d8-a": "Add D8", + "add-d10-a": "Add D10", + "distinctions": "Distinctions", + "add-d4-add1-power-point-d": "Add D4, +1PP", + "add-d8-d": "Add D8", + "stress": "Stress", + "physical-stress": "Physical", + "knocked-out-physical": "Out", + "mental-stress": "Mental", + "knocked-out-mental": "Out", + "emotional-stress": "Emotional", + "knocked-out-emotional": "Out", + "trauma": "Trauma", + "physical-trauma": "Physical", + "physically-dead": "Dead", + "mental-trauma": "Mental", + "mentally-dead": "Dead", + "emotional-trauma": "Emotional", + "emotionally-dead": "Dead", + "power-sets": "Power Sets", + "power-set-1": "Power Set 1", + "d6-minor-ability1": "D6 - Minor", + "d8-enhanced-ability1": "D8 - Enhanced", + "d10-superhuman-ability1": "D10 - Superhuman", + "d12-godlike-ability1": "D12 - Godlike", + "power-name1": "Power Name", + "add-d6-p1": "Add D6", + "add-d8-p1": "Add D8", + "add-d10-p1": "Add D10", + "add-d12-p1": "Add D12", + "special-effects-abbr1": "SFX:", + "special-effects-abbr-name1": "SFX Name", + "special-effects-abbr-description1": "SFX Description", + "limit1": "Limit:", + "limit-name1": "Limit Name", + "limit-description1": "Limit Description", + "add1-power-point-l1": "+1PP", + "power-set-2": "Power Set 2", + "d6-minor-ability2": "D6 - Minor", + "d8-enhanced-ability2": "D8 - Enhanced", + "d10-superhuman-ability2": "D10 - Superhuman", + "d12-godlike-ability2": "D12 - Godlike", + "power-name2": "Power Name", + "add-d6-p2": "Add D6", + "add-d8-p2": "Add D8", + "add-d10-p2": "Add D10", + "add-d12-p2": "Add D12", + "special-effects-abbr2": "SFX:", + "special-effects-abbr-name2": "SFX Name", + "special-effects-abbr-description2": "SFX Description", + "limit2": "Limit:", + "limit-name2": "Limit Name", + "limit-description2": "Limit Description", + "add1-power-point-l2": "+1PP", + "specialties": "Specialties", + "choose": "Choose...", + "acrobatic": "Acrobatic", + "business": "Business", + "combat": "Combat", + "cosmic": "Cosmic", + "covert": "Covert", + "crime": "Crime", + "medical": "Medical", + "menace": "Menace", + "mystic": "Mystic", + "psych": "Psych", + "science": "Science", + "tech": "Tech", + "vehicle": "Vehicle", + "expert-d8-2d6": "Expert - D8 / 2D6", + "master-d10-2d8-3d6": "Master - D10 / 2D8 / 3D6", + "add-d8-s": "Add D8", + "add-2d6-s": "Add 2D6", + "add-d10-s": "Add D10", + "add-2d8-s": "Add 2D8", + "add-3d6-s": "Add 3D6", + "push-dice": "Push Dice", + "push-add-d6-subtract1-power-point": "Push: Add D6, -1PP", + "opportunity-push-add-d8-subtract1-power-point": "Opportunity Push: Add D8, -1PP", + "stunts": "Stunts", + "stunt-add-d8-subtract1-power-point": "Stunt: Add D8, -1PP", + "opportunity-stunt-add-d10-subtract1-power-point": "Opportunity Stunt: Add D10, -1PP", + "resources-assets": "Resources / Assets", + "resource-asset": "Resource / Asset", + "resource-asset-description": "Resource / Asset Description", + "create-resource-subtract1-power-point": "Create Resource: -1PP", + "expert-resource-add-d6": "Expert Resource: Add D6", + "master-resource-add-d8": "Master Resource: Add D8", + "roll-dice-pool-b": "Roll Pool", + "clear-dice-pool-b": "Clear Pool", + "milestones": "Milestones", + "milestone-name1": "Milestone Name", + "add1-experience-point1": "+1XP", + "add3-experience-points1": "+3XP", + "add10-experience-points1": "+10XP", + "milestone-name2": "Milestone Name", + "add1-experience-point2": "+1XP", + "add3-experience-points2": "+3XP", + "add10-experience-points2": "+10XP", + "experience-points": "Experience Points", + "1experience-point-exchanged-for-1power-point": "1XP -> 1PP", + "secret-identity": "Secret", + "public-identity": "Public", + "identity": "Identity", + "history": "History", + "personality": "Personality", + "abilities-and-resources": "Abilities & Resources", + "non-player-character-name": "NPC Name:", + "non-player-character-identity": "NPC Identity", + "dice-pool-npc": "Dice Pool", + "roll-dice-pool-npc": "Roll Pool", + "clear-dice-pool-npc": "Clear Pool", + "affiliations-npc": "Affiliations", + "solo-npc": "Solo", + "for-example-1d4": "e.g. 1D4", + "buddy-npc": "Buddy", + "for-example-1d6": "e.g. 1D6", + "team-npc": "Team", + "for-example-3d8": "e.g. 3D8", + "add-d4-a-npc": "Add D4", + "add-d6-a-npc": "Add D6", + "add-d8-a-npc": "Add D8", + "add-d10-a-npc": "Add D10", + "specialties-npc": "Specialties", + "choose-npc": "Choose...", + "acrobatic-npc": "Acrobatic", + "business-npc": "Business", + "combat-npc": "Combat", + "cosmic-npc": "Cosmic", + "covert-npc": "Covert", + "crime-npc": "Crime", + "medical-npc": "Medical", + "menace-npc": "Menace", + "mystic-npc": "Mystic", + "psych-npc": "Psych", + "science-npc": "Science", + "tech-npc": "Tech", + "vehicle-npc": "Vehicle", + "rookie-d6-npc": "Rookie - D6", + "expert-d8-2d6-npc": "Expert - D8 / 2D6", + "master-d10-2d8-3d6-npc": "Master - D10 / 2D8 / 3D6", + "add-2d6-s-npc": "Add 2D6", + "add-2d8-s-npc": "Add 2D8", + "add-3d6-s-npc": "Add 3D6", + "resources-assets-npc": "Resources / Assets", + "resource-asset-npc": "Resource / Asset", + "resource-asset-description-npc": "Resource / Asset Description", + "create-resource-asset-doom-pool": "Create a Resource or Asset by spending a die from the Doom Pool", + "expert-resource-add-d6-npc": "Expert Resource: Add D6", + "master-resource-add-d8-npc": "Master Resource: Add D8", + "stress-npc": "Stress", + "physical-stress-npc": "Physical", + "d8-rookie-physically-knocked-out-npc": "D8 - Rookie Out", + "d10-expert-physically-knocked-out-npc": "D10 - Expert Out", + "d12-master-physically-knocked-out-npc": "D12 - Master Out", + "minor-major-non-player-character-physically-knocked-out": "Minor/Major NPC Out", + "mental-stress-npc": "Mental", + "d8-rookie-mentally-knocked-out-npc": "D8 - Rookie Out", + "d10-expert-mentally-knocked-out-npc": "D10 - Expert Out", + "d12-master-mentally-knocked-out-npc": "D12 - Master Out", + "minor-major-non-player-character-mentally-knocked-out": "Minor/Major NPC Out", + "emotional-stress-npc": "Emotional", + "d8-rookie-emotionally-knocked-out-npc": "D8 - Rookie Out", + "d10-expert-emotionally-knocked-out-npc": "D10 - Expert Out", + "d12-master-emotionally-knocked-out-npc": "D12 - Master Out", + "minor-major-non-player-character-emotionally-knocked-out": "Minor/Major NPC Out", + "trauma-npc": "Trauma", + "physical-trauma-npc": "Physical", + "d8-rookie-physically-dead-npc": "D8 - Rookie Dead", + "d10-expert-physically-dead-npc": "D10 - Expert Dead", + "d12-master-physically-dead-npc": "D12 - Master Dead", + "minor-major-non-player-character-physically-dead": "Minor/Major NPC Dead", + "mental-trauma-npc": "Mental", + "d8-rookie-mentally-dead-npc": "D8 - Rookie Dead", + "d10-expert-mentally-dead-npc": "D10 - Expert Dead", + "d12-master-mentally-dead-npc": "D12 - Master Dead", + "minor-major-non-player-character-mentally-dead": "Minor/Major NPC Dead", + "emotional-trauma-npc": "Emotional", + "d8-rookie-emotionally-dead-npc": "D8 - Rookie Dead", + "d10-expert-emotionally-dead-npc": "D10 - Expert Dead", + "d12-master-emotionally-dead-npc": "D12 - Master Dead", + "minor-major-non-player-character-emotionally-dead": "Minor/Major NPC Dead", + "distinctions-npc": "Distinctions", + "add-d4-add1-doom-pool-d-npc": "Add D4, +1 to Doom Pool", + "add-d8-d-npc": "Add D8", + "power-sets-npc": "Power Sets", + "power-set-1-npc": "Power Set 1", + "d6-minor-ability1-npc": "D6 - Minor", + "d8-enhanced-ability1-npc": "D8 - Enhanced", + "d10-superhuman-ability1-npc": "D10 - Superhuman", + "d12-godlike-ability1-npc": "D12 - Godlike", + "power-name1-npc": "Power Name", + "add-d6-p1-npc": "Add D6", + "add-d8-p1-npc": "Add D8", + "add-d10-p1-npc": "Add D10", + "add-d12-p1-npc": "Add D12", + "special-effects-abbr1-npc": "SFX:", + "special-effects-abbr-name1-npc": "SFX Name", + "special-effects-abbr-description1-npc": "SFX Description", + "limit1-npc": "Limit:", + "limit-name1-npc": "Limit Name", + "limit-description1-npc": "Limit Description", + "power-set-2-npc": "Power Set 2", + "d6-minor-ability2-npc": "D6 - Minor", + "d8-enhanced-ability2-npc": "D8 - Enhanced", + "d10-superhuman-ability2-npc": "D10 - Superhuman", + "d12-godlike-ability2-npc": "D12 - Godlike", + "power-name2-npc": "Power Name", + "add-d6-p2-npc": "Add D6", + "add-d8-p2-npc": "Add D8", + "add-d10-p2-npc": "Add D10", + "add-d12-p2-npc": "Add D12", + "special-effects-abbr2-npc": "SFX:", + "special-effects-abbr-name2-npc": "SFX Name", + "special-effects-abbr-description2-npc": "SFX Description", + "limit2-npc": "Limit:", + "limit-name2-npc": "Limit Name", + "limit-description2-npc": "Limit Description", + "stunts-npc": "Stunts", + "stunt-add-d8-spend-doom-pool-die": "Stunt: Add D8, Spend 1 Doom Pool Die", + "opportunity-stunt-add-d10-spend-doom-pool-die": "Opportunity Stunt: Add D10, Spend 1 Doom Pool Die", + "non-player-character-history": "NPC History", + "doom-pool-name": "Doom Pool", + "roll-dice-pool-d": "Roll Pool", + "clear-dice-pool-d": "Clear Pool", + "add-d4-d": "Add D4", + "add-d6-d": "Add D6", + "add-d10-d": "Add D10", + "add-d12-d": "Add D12", + "remove-d4-d": "Remove D4", + "remove-d6-d": "Remove D6", + "remove-d8-d": "Remove D8", + "remove-d10-d": "Remove D10", + "remove-d12-d": "Remove D12", + "stepup-d4-d": "Step Up D4", + "stepup-d6-d": "Step Up D6", + "stepup-d8-d": "Step Up D8", + "stepup-d10-d": "Step Up D10", + "stepdown-d6-d": "Step Down D6", + "stepdown-d8-d": "Step Down D8", + "stepdown-d10-d": "Step Down D10", + "stepdown-d12-d": "Step Down D12" +} diff --git a/Marvel Heroic Roleplaying/translations/fr.json b/Marvel Heroic Roleplaying/translations/fr.json new file mode 100644 index 0000000000..f3b330c4de --- /dev/null +++ b/Marvel Heroic Roleplaying/translations/fr.json @@ -0,0 +1,258 @@ +{ + "stats": "Stats", + "character-details": "Character Details", + "non-player-character": "NPC", + "doom-dice-pool": "Doom Pool", + "hero-name": "Hero Name:", + "power-points": "Power Points", + "dice-pool": "Dice Pool", + "roll-dice-pool": "Roll Pool", + "clear-dice-pool": "Clear Pool", + "affiliations": "Affiliations", + "solo": "Solo", + "buddy": "Buddy", + "team": "Team", + "add-d6-a": "Add D6", + "add-d8-a": "Add D8", + "add-d10-a": "Add D10", + "distinctions": "Distinctions", + "add-d4-add1-power-point-d": "Add D4, +1PP", + "add-d8-d": "Add D8", + "stress": "Stress", + "physical-stress": "Physical", + "knocked-out-physical": "Out", + "mental-stress": "Mental", + "knocked-out-mental": "Out", + "emotional-stress": "Emotional", + "knocked-out-emotional": "Out", + "trauma": "Trauma", + "physical-trauma": "Physical", + "physically-dead": "Dead", + "mental-trauma": "Mental", + "mentally-dead": "Dead", + "emotional-trauma": "Emotional", + "emotionally-dead": "Dead", + "power-sets": "Power Sets", + "power-set-1": "Power Set 1", + "d6-minor-ability1": "D6 - Minor", + "d8-enhanced-ability1": "D8 - Enhanced", + "d10-superhuman-ability1": "D10 - Superhuman", + "d12-godlike-ability1": "D12 - Godlike", + "power-name1": "Power Name", + "add-d6-p1": "Add D6", + "add-d8-p1": "Add D8", + "add-d10-p1": "Add D10", + "add-d12-p1": "Add D12", + "special-effects-abbr1": "SFX:", + "special-effects-abbr-name1": "SFX Name", + "special-effects-abbr-description1": "SFX Description", + "limit1": "Limit:", + "limit-name1": "Limit Name", + "limit-description1": "Limit Description", + "add1-power-point-l1": "+1PP", + "power-set-2": "Power Set 2", + "d6-minor-ability2": "D6 - Minor", + "d8-enhanced-ability2": "D8 - Enhanced", + "d10-superhuman-ability2": "D10 - Superhuman", + "d12-godlike-ability2": "D12 - Godlike", + "power-name2": "Power Name", + "add-d6-p2": "Add D6", + "add-d8-p2": "Add D8", + "add-d10-p2": "Add D10", + "add-d12-p2": "Add D12", + "special-effects-abbr2": "SFX:", + "special-effects-abbr-name2": "SFX Name", + "special-effects-abbr-description2": "SFX Description", + "limit2": "Limit:", + "limit-name2": "Limit Name", + "limit-description2": "Limit Description", + "add1-power-point-l2": "+1PP", + "specialties": "Specialties", + "choose": "Choose...", + "acrobatic": "Acrobatic", + "business": "Business", + "combat": "Combat", + "cosmic": "Cosmic", + "covert": "Covert", + "crime": "Crime", + "medical": "Medical", + "menace": "Menace", + "mystic": "Mystic", + "psych": "Psych", + "science": "Science", + "tech": "Tech", + "vehicle": "Vehicle", + "expert-d8-2d6": "Expert - D8 / 2D6", + "master-d10-2d8-3d6": "Master - D10 / 2D8 / 3D6", + "add-d8-s": "Add D8", + "add-2d6-s": "Add 2D6", + "add-d10-s": "Add D10", + "add-2d8-s": "Add 2D8", + "add-3d6-s": "Add 3D6", + "push-dice": "Push Dice", + "push-add-d6-subtract1-power-point": "Push: Add D6, -1PP", + "opportunity-push-add-d8-subtract1-power-point": "Opportunity Push: Add D8, -1PP", + "stunts": "Stunts", + "stunt-add-d8-subtract1-power-point": "Stunt: Add D8, -1PP", + "opportunity-stunt-add-d10-subtract1-power-point": "Opportunity Stunt: Add D10, -1PP", + "resources-assets": "Resources / Assets", + "resource-asset": "Resource / Asset", + "resource-asset-description": "Resource / Asset Description", + "create-resource-subtract1-power-point": "Create Resource: -1PP", + "expert-resource-add-d6": "Expert Resource: Add D6", + "master-resource-add-d8": "Master Resource: Add D8", + "roll-dice-pool-b": "Roll Pool", + "clear-dice-pool-b": "Clear Pool", + "milestones": "Milestones", + "milestone-name1": "Milestone Name", + "add1-experience-point1": "+1XP", + "add3-experience-points1": "+3XP", + "add10-experience-points1": "+10XP", + "milestone-name2": "Milestone Name", + "add1-experience-point2": "+1XP", + "add3-experience-points2": "+3XP", + "add10-experience-points2": "+10XP", + "experience-points": "Experience Points", + "1experience-point-exchanged-for-1power-point": "1XP -> 1PP", + "secret-identity": "Secret", + "public-identity": "Public", + "identity": "Identity", + "history": "History", + "personality": "Personality", + "abilities-and-resources": "Abilities & Resources", + "non-player-character-name": "NPC Name:", + "non-player-character-identity": "NPC Identity", + "dice-pool-npc": "Dice Pool", + "roll-dice-pool-npc": "Roll Pool", + "clear-dice-pool-npc": "Clear Pool", + "affiliations-npc": "Affiliations", + "solo-npc": "Solo", + "for-example-1d4": "e.g. 1D4", + "buddy-npc": "Buddy", + "for-example-1d6": "e.g. 1D6", + "team-npc": "Team", + "for-example-3d8": "e.g. 3D8", + "add-d4-a-npc": "Add D4", + "add-d6-a-npc": "Add D6", + "add-d8-a-npc": "Add D8", + "add-d10-a-npc": "Add D10", + "specialties-npc": "Specialties", + "choose-npc": "Choose...", + "acrobatic-npc": "Acrobatic", + "business-npc": "Business", + "combat-npc": "Combat", + "cosmic-npc": "Cosmic", + "covert-npc": "Covert", + "crime-npc": "Crime", + "medical-npc": "Medical", + "menace-npc": "Menace", + "mystic-npc": "Mystic", + "psych-npc": "Psych", + "science-npc": "Science", + "tech-npc": "Tech", + "vehicle-npc": "Vehicle", + "rookie-d6-npc": "Rookie - D6", + "expert-d8-2d6-npc": "Expert - D8 / 2D6", + "master-d10-2d8-3d6-npc": "Master - D10 / 2D8 / 3D6", + "add-2d6-s-npc": "Add 2D6", + "add-2d8-s-npc": "Add 2D8", + "add-3d6-s-npc": "Add 3D6", + "resources-assets-npc": "Resources / Assets", + "resource-asset-npc": "Resource / Asset", + "resource-asset-description-npc": "Resource / Asset Description", + "create-resource-asset-doom-pool": "Create a Resource or Asset by spending a die from the Doom Pool", + "expert-resource-add-d6-npc": "Expert Resource: Add D6", + "master-resource-add-d8-npc": "Master Resource: Add D8", + "stress-npc": "Stress", + "physical-stress-npc": "Physical", + "d8-rookie-physically-knocked-out-npc": "D8 - Rookie Out", + "d10-expert-physically-knocked-out-npc": "D10 - Expert Out", + "d12-master-physically-knocked-out-npc": "D12 - Master Out", + "minor-major-non-player-character-physically-knocked-out": "Minor/Major NPC Out", + "mental-stress-npc": "Mental", + "d8-rookie-mentally-knocked-out-npc": "D8 - Rookie Out", + "d10-expert-mentally-knocked-out-npc": "D10 - Expert Out", + "d12-master-mentally-knocked-out-npc": "D12 - Master Out", + "minor-major-non-player-character-mentally-knocked-out": "Minor/Major NPC Out", + "emotional-stress-npc": "Emotional", + "d8-rookie-emotionally-knocked-out-npc": "D8 - Rookie Out", + "d10-expert-emotionally-knocked-out-npc": "D10 - Expert Out", + "d12-master-emotionally-knocked-out-npc": "D12 - Master Out", + "minor-major-non-player-character-emotionally-knocked-out": "Minor/Major NPC Out", + "trauma-npc": "Trauma", + "physical-trauma-npc": "Physical", + "d8-rookie-physically-dead-npc": "D8 - Rookie Dead", + "d10-expert-physically-dead-npc": "D10 - Expert Dead", + "d12-master-physically-dead-npc": "D12 - Master Dead", + "minor-major-non-player-character-physically-dead": "Minor/Major NPC Dead", + "mental-trauma-npc": "Mental", + "d8-rookie-mentally-dead-npc": "D8 - Rookie Dead", + "d10-expert-mentally-dead-npc": "D10 - Expert Dead", + "d12-master-mentally-dead-npc": "D12 - Master Dead", + "minor-major-non-player-character-mentally-dead": "Minor/Major NPC Dead", + "emotional-trauma-npc": "Emotional", + "d8-rookie-emotionally-dead-npc": "D8 - Rookie Dead", + "d10-expert-emotionally-dead-npc": "D10 - Expert Dead", + "d12-master-emotionally-dead-npc": "D12 - Master Dead", + "minor-major-non-player-character-emotionally-dead": "Minor/Major NPC Dead", + "distinctions-npc": "Distinctions", + "add-d4-add1-doom-pool-d-npc": "Add D4, +1 to Doom Pool", + "add-d8-d-npc": "Add D8", + "power-sets-npc": "Power Sets", + "power-set-1-npc": "Power Set 1", + "d6-minor-ability1-npc": "D6 - Minor", + "d8-enhanced-ability1-npc": "D8 - Enhanced", + "d10-superhuman-ability1-npc": "D10 - Superhuman", + "d12-godlike-ability1-npc": "D12 - Godlike", + "power-name1-npc": "Power Name", + "add-d6-p1-npc": "Add D6", + "add-d8-p1-npc": "Add D8", + "add-d10-p1-npc": "Add D10", + "add-d12-p1-npc": "Add D12", + "special-effects-abbr1-npc": "SFX:", + "special-effects-abbr-name1-npc": "SFX Name", + "special-effects-abbr-description1-npc": "SFX Description", + "limit1-npc": "Limit:", + "limit-name1-npc": "Limit Name", + "limit-description1-npc": "Limit Description", + "power-set-2-npc": "Power Set 2", + "d6-minor-ability2-npc": "D6 - Minor", + "d8-enhanced-ability2-npc": "D8 - Enhanced", + "d10-superhuman-ability2-npc": "D10 - Superhuman", + "d12-godlike-ability2-npc": "D12 - Godlike", + "power-name2-npc": "Power Name", + "add-d6-p2-npc": "Add D6", + "add-d8-p2-npc": "Add D8", + "add-d10-p2-npc": "Add D10", + "add-d12-p2-npc": "Add D12", + "special-effects-abbr2-npc": "SFX:", + "special-effects-abbr-name2-npc": "SFX Name", + "special-effects-abbr-description2-npc": "SFX Description", + "limit2-npc": "Limit:", + "limit-name2-npc": "Limit Name", + "limit-description2-npc": "Limit Description", + "stunts-npc": "Stunts", + "stunt-add-d8-spend-doom-pool-die": "Stunt: Add D8, Spend 1 Doom Pool Die", + "opportunity-stunt-add-d10-spend-doom-pool-die": "Opportunity Stunt: Add D10, Spend 1 Doom Pool Die", + "non-player-character-history": "NPC History", + "doom-pool-name": "Doom Pool", + "roll-dice-pool-d": "Roll Pool", + "clear-dice-pool-d": "Clear Pool", + "add-d4-d": "Add D4", + "add-d6-d": "Add D6", + "add-d10-d": "Add D10", + "add-d12-d": "Add D12", + "remove-d4-d": "Remove D4", + "remove-d6-d": "Remove D6", + "remove-d8-d": "Remove D8", + "remove-d10-d": "Remove D10", + "remove-d12-d": "Remove D12", + "stepup-d4-d": "Step Up D4", + "stepup-d6-d": "Step Up D6", + "stepup-d8-d": "Step Up D8", + "stepup-d10-d": "Step Up D10", + "stepdown-d6-d": "Step Down D6", + "stepdown-d8-d": "Step Down D8", + "stepdown-d10-d": "Step Down D10", + "stepdown-d12-d": "Step Down D12" +} diff --git a/Marvel Heroic Roleplaying/translations/he.json b/Marvel Heroic Roleplaying/translations/he.json new file mode 100644 index 0000000000..f3b330c4de --- /dev/null +++ b/Marvel Heroic Roleplaying/translations/he.json @@ -0,0 +1,258 @@ +{ + "stats": "Stats", + "character-details": "Character Details", + "non-player-character": "NPC", + "doom-dice-pool": "Doom Pool", + "hero-name": "Hero Name:", + "power-points": "Power Points", + "dice-pool": "Dice Pool", + "roll-dice-pool": "Roll Pool", + "clear-dice-pool": "Clear Pool", + "affiliations": "Affiliations", + "solo": "Solo", + "buddy": "Buddy", + "team": "Team", + "add-d6-a": "Add D6", + "add-d8-a": "Add D8", + "add-d10-a": "Add D10", + "distinctions": "Distinctions", + "add-d4-add1-power-point-d": "Add D4, +1PP", + "add-d8-d": "Add D8", + "stress": "Stress", + "physical-stress": "Physical", + "knocked-out-physical": "Out", + "mental-stress": "Mental", + "knocked-out-mental": "Out", + "emotional-stress": "Emotional", + "knocked-out-emotional": "Out", + "trauma": "Trauma", + "physical-trauma": "Physical", + "physically-dead": "Dead", + "mental-trauma": "Mental", + "mentally-dead": "Dead", + "emotional-trauma": "Emotional", + "emotionally-dead": "Dead", + "power-sets": "Power Sets", + "power-set-1": "Power Set 1", + "d6-minor-ability1": "D6 - Minor", + "d8-enhanced-ability1": "D8 - Enhanced", + "d10-superhuman-ability1": "D10 - Superhuman", + "d12-godlike-ability1": "D12 - Godlike", + "power-name1": "Power Name", + "add-d6-p1": "Add D6", + "add-d8-p1": "Add D8", + "add-d10-p1": "Add D10", + "add-d12-p1": "Add D12", + "special-effects-abbr1": "SFX:", + "special-effects-abbr-name1": "SFX Name", + "special-effects-abbr-description1": "SFX Description", + "limit1": "Limit:", + "limit-name1": "Limit Name", + "limit-description1": "Limit Description", + "add1-power-point-l1": "+1PP", + "power-set-2": "Power Set 2", + "d6-minor-ability2": "D6 - Minor", + "d8-enhanced-ability2": "D8 - Enhanced", + "d10-superhuman-ability2": "D10 - Superhuman", + "d12-godlike-ability2": "D12 - Godlike", + "power-name2": "Power Name", + "add-d6-p2": "Add D6", + "add-d8-p2": "Add D8", + "add-d10-p2": "Add D10", + "add-d12-p2": "Add D12", + "special-effects-abbr2": "SFX:", + "special-effects-abbr-name2": "SFX Name", + "special-effects-abbr-description2": "SFX Description", + "limit2": "Limit:", + "limit-name2": "Limit Name", + "limit-description2": "Limit Description", + "add1-power-point-l2": "+1PP", + "specialties": "Specialties", + "choose": "Choose...", + "acrobatic": "Acrobatic", + "business": "Business", + "combat": "Combat", + "cosmic": "Cosmic", + "covert": "Covert", + "crime": "Crime", + "medical": "Medical", + "menace": "Menace", + "mystic": "Mystic", + "psych": "Psych", + "science": "Science", + "tech": "Tech", + "vehicle": "Vehicle", + "expert-d8-2d6": "Expert - D8 / 2D6", + "master-d10-2d8-3d6": "Master - D10 / 2D8 / 3D6", + "add-d8-s": "Add D8", + "add-2d6-s": "Add 2D6", + "add-d10-s": "Add D10", + "add-2d8-s": "Add 2D8", + "add-3d6-s": "Add 3D6", + "push-dice": "Push Dice", + "push-add-d6-subtract1-power-point": "Push: Add D6, -1PP", + "opportunity-push-add-d8-subtract1-power-point": "Opportunity Push: Add D8, -1PP", + "stunts": "Stunts", + "stunt-add-d8-subtract1-power-point": "Stunt: Add D8, -1PP", + "opportunity-stunt-add-d10-subtract1-power-point": "Opportunity Stunt: Add D10, -1PP", + "resources-assets": "Resources / Assets", + "resource-asset": "Resource / Asset", + "resource-asset-description": "Resource / Asset Description", + "create-resource-subtract1-power-point": "Create Resource: -1PP", + "expert-resource-add-d6": "Expert Resource: Add D6", + "master-resource-add-d8": "Master Resource: Add D8", + "roll-dice-pool-b": "Roll Pool", + "clear-dice-pool-b": "Clear Pool", + "milestones": "Milestones", + "milestone-name1": "Milestone Name", + "add1-experience-point1": "+1XP", + "add3-experience-points1": "+3XP", + "add10-experience-points1": "+10XP", + "milestone-name2": "Milestone Name", + "add1-experience-point2": "+1XP", + "add3-experience-points2": "+3XP", + "add10-experience-points2": "+10XP", + "experience-points": "Experience Points", + "1experience-point-exchanged-for-1power-point": "1XP -> 1PP", + "secret-identity": "Secret", + "public-identity": "Public", + "identity": "Identity", + "history": "History", + "personality": "Personality", + "abilities-and-resources": "Abilities & Resources", + "non-player-character-name": "NPC Name:", + "non-player-character-identity": "NPC Identity", + "dice-pool-npc": "Dice Pool", + "roll-dice-pool-npc": "Roll Pool", + "clear-dice-pool-npc": "Clear Pool", + "affiliations-npc": "Affiliations", + "solo-npc": "Solo", + "for-example-1d4": "e.g. 1D4", + "buddy-npc": "Buddy", + "for-example-1d6": "e.g. 1D6", + "team-npc": "Team", + "for-example-3d8": "e.g. 3D8", + "add-d4-a-npc": "Add D4", + "add-d6-a-npc": "Add D6", + "add-d8-a-npc": "Add D8", + "add-d10-a-npc": "Add D10", + "specialties-npc": "Specialties", + "choose-npc": "Choose...", + "acrobatic-npc": "Acrobatic", + "business-npc": "Business", + "combat-npc": "Combat", + "cosmic-npc": "Cosmic", + "covert-npc": "Covert", + "crime-npc": "Crime", + "medical-npc": "Medical", + "menace-npc": "Menace", + "mystic-npc": "Mystic", + "psych-npc": "Psych", + "science-npc": "Science", + "tech-npc": "Tech", + "vehicle-npc": "Vehicle", + "rookie-d6-npc": "Rookie - D6", + "expert-d8-2d6-npc": "Expert - D8 / 2D6", + "master-d10-2d8-3d6-npc": "Master - D10 / 2D8 / 3D6", + "add-2d6-s-npc": "Add 2D6", + "add-2d8-s-npc": "Add 2D8", + "add-3d6-s-npc": "Add 3D6", + "resources-assets-npc": "Resources / Assets", + "resource-asset-npc": "Resource / Asset", + "resource-asset-description-npc": "Resource / Asset Description", + "create-resource-asset-doom-pool": "Create a Resource or Asset by spending a die from the Doom Pool", + "expert-resource-add-d6-npc": "Expert Resource: Add D6", + "master-resource-add-d8-npc": "Master Resource: Add D8", + "stress-npc": "Stress", + "physical-stress-npc": "Physical", + "d8-rookie-physically-knocked-out-npc": "D8 - Rookie Out", + "d10-expert-physically-knocked-out-npc": "D10 - Expert Out", + "d12-master-physically-knocked-out-npc": "D12 - Master Out", + "minor-major-non-player-character-physically-knocked-out": "Minor/Major NPC Out", + "mental-stress-npc": "Mental", + "d8-rookie-mentally-knocked-out-npc": "D8 - Rookie Out", + "d10-expert-mentally-knocked-out-npc": "D10 - Expert Out", + "d12-master-mentally-knocked-out-npc": "D12 - Master Out", + "minor-major-non-player-character-mentally-knocked-out": "Minor/Major NPC Out", + "emotional-stress-npc": "Emotional", + "d8-rookie-emotionally-knocked-out-npc": "D8 - Rookie Out", + "d10-expert-emotionally-knocked-out-npc": "D10 - Expert Out", + "d12-master-emotionally-knocked-out-npc": "D12 - Master Out", + "minor-major-non-player-character-emotionally-knocked-out": "Minor/Major NPC Out", + "trauma-npc": "Trauma", + "physical-trauma-npc": "Physical", + "d8-rookie-physically-dead-npc": "D8 - Rookie Dead", + "d10-expert-physically-dead-npc": "D10 - Expert Dead", + "d12-master-physically-dead-npc": "D12 - Master Dead", + "minor-major-non-player-character-physically-dead": "Minor/Major NPC Dead", + "mental-trauma-npc": "Mental", + "d8-rookie-mentally-dead-npc": "D8 - Rookie Dead", + "d10-expert-mentally-dead-npc": "D10 - Expert Dead", + "d12-master-mentally-dead-npc": "D12 - Master Dead", + "minor-major-non-player-character-mentally-dead": "Minor/Major NPC Dead", + "emotional-trauma-npc": "Emotional", + "d8-rookie-emotionally-dead-npc": "D8 - Rookie Dead", + "d10-expert-emotionally-dead-npc": "D10 - Expert Dead", + "d12-master-emotionally-dead-npc": "D12 - Master Dead", + "minor-major-non-player-character-emotionally-dead": "Minor/Major NPC Dead", + "distinctions-npc": "Distinctions", + "add-d4-add1-doom-pool-d-npc": "Add D4, +1 to Doom Pool", + "add-d8-d-npc": "Add D8", + "power-sets-npc": "Power Sets", + "power-set-1-npc": "Power Set 1", + "d6-minor-ability1-npc": "D6 - Minor", + "d8-enhanced-ability1-npc": "D8 - Enhanced", + "d10-superhuman-ability1-npc": "D10 - Superhuman", + "d12-godlike-ability1-npc": "D12 - Godlike", + "power-name1-npc": "Power Name", + "add-d6-p1-npc": "Add D6", + "add-d8-p1-npc": "Add D8", + "add-d10-p1-npc": "Add D10", + "add-d12-p1-npc": "Add D12", + "special-effects-abbr1-npc": "SFX:", + "special-effects-abbr-name1-npc": "SFX Name", + "special-effects-abbr-description1-npc": "SFX Description", + "limit1-npc": "Limit:", + "limit-name1-npc": "Limit Name", + "limit-description1-npc": "Limit Description", + "power-set-2-npc": "Power Set 2", + "d6-minor-ability2-npc": "D6 - Minor", + "d8-enhanced-ability2-npc": "D8 - Enhanced", + "d10-superhuman-ability2-npc": "D10 - Superhuman", + "d12-godlike-ability2-npc": "D12 - Godlike", + "power-name2-npc": "Power Name", + "add-d6-p2-npc": "Add D6", + "add-d8-p2-npc": "Add D8", + "add-d10-p2-npc": "Add D10", + "add-d12-p2-npc": "Add D12", + "special-effects-abbr2-npc": "SFX:", + "special-effects-abbr-name2-npc": "SFX Name", + "special-effects-abbr-description2-npc": "SFX Description", + "limit2-npc": "Limit:", + "limit-name2-npc": "Limit Name", + "limit-description2-npc": "Limit Description", + "stunts-npc": "Stunts", + "stunt-add-d8-spend-doom-pool-die": "Stunt: Add D8, Spend 1 Doom Pool Die", + "opportunity-stunt-add-d10-spend-doom-pool-die": "Opportunity Stunt: Add D10, Spend 1 Doom Pool Die", + "non-player-character-history": "NPC History", + "doom-pool-name": "Doom Pool", + "roll-dice-pool-d": "Roll Pool", + "clear-dice-pool-d": "Clear Pool", + "add-d4-d": "Add D4", + "add-d6-d": "Add D6", + "add-d10-d": "Add D10", + "add-d12-d": "Add D12", + "remove-d4-d": "Remove D4", + "remove-d6-d": "Remove D6", + "remove-d8-d": "Remove D8", + "remove-d10-d": "Remove D10", + "remove-d12-d": "Remove D12", + "stepup-d4-d": "Step Up D4", + "stepup-d6-d": "Step Up D6", + "stepup-d8-d": "Step Up D8", + "stepup-d10-d": "Step Up D10", + "stepdown-d6-d": "Step Down D6", + "stepdown-d8-d": "Step Down D8", + "stepdown-d10-d": "Step Down D10", + "stepdown-d12-d": "Step Down D12" +} diff --git a/Marvel Heroic Roleplaying/translations/it.json b/Marvel Heroic Roleplaying/translations/it.json new file mode 100644 index 0000000000..f3b330c4de --- /dev/null +++ b/Marvel Heroic Roleplaying/translations/it.json @@ -0,0 +1,258 @@ +{ + "stats": "Stats", + "character-details": "Character Details", + "non-player-character": "NPC", + "doom-dice-pool": "Doom Pool", + "hero-name": "Hero Name:", + "power-points": "Power Points", + "dice-pool": "Dice Pool", + "roll-dice-pool": "Roll Pool", + "clear-dice-pool": "Clear Pool", + "affiliations": "Affiliations", + "solo": "Solo", + "buddy": "Buddy", + "team": "Team", + "add-d6-a": "Add D6", + "add-d8-a": "Add D8", + "add-d10-a": "Add D10", + "distinctions": "Distinctions", + "add-d4-add1-power-point-d": "Add D4, +1PP", + "add-d8-d": "Add D8", + "stress": "Stress", + "physical-stress": "Physical", + "knocked-out-physical": "Out", + "mental-stress": "Mental", + "knocked-out-mental": "Out", + "emotional-stress": "Emotional", + "knocked-out-emotional": "Out", + "trauma": "Trauma", + "physical-trauma": "Physical", + "physically-dead": "Dead", + "mental-trauma": "Mental", + "mentally-dead": "Dead", + "emotional-trauma": "Emotional", + "emotionally-dead": "Dead", + "power-sets": "Power Sets", + "power-set-1": "Power Set 1", + "d6-minor-ability1": "D6 - Minor", + "d8-enhanced-ability1": "D8 - Enhanced", + "d10-superhuman-ability1": "D10 - Superhuman", + "d12-godlike-ability1": "D12 - Godlike", + "power-name1": "Power Name", + "add-d6-p1": "Add D6", + "add-d8-p1": "Add D8", + "add-d10-p1": "Add D10", + "add-d12-p1": "Add D12", + "special-effects-abbr1": "SFX:", + "special-effects-abbr-name1": "SFX Name", + "special-effects-abbr-description1": "SFX Description", + "limit1": "Limit:", + "limit-name1": "Limit Name", + "limit-description1": "Limit Description", + "add1-power-point-l1": "+1PP", + "power-set-2": "Power Set 2", + "d6-minor-ability2": "D6 - Minor", + "d8-enhanced-ability2": "D8 - Enhanced", + "d10-superhuman-ability2": "D10 - Superhuman", + "d12-godlike-ability2": "D12 - Godlike", + "power-name2": "Power Name", + "add-d6-p2": "Add D6", + "add-d8-p2": "Add D8", + "add-d10-p2": "Add D10", + "add-d12-p2": "Add D12", + "special-effects-abbr2": "SFX:", + "special-effects-abbr-name2": "SFX Name", + "special-effects-abbr-description2": "SFX Description", + "limit2": "Limit:", + "limit-name2": "Limit Name", + "limit-description2": "Limit Description", + "add1-power-point-l2": "+1PP", + "specialties": "Specialties", + "choose": "Choose...", + "acrobatic": "Acrobatic", + "business": "Business", + "combat": "Combat", + "cosmic": "Cosmic", + "covert": "Covert", + "crime": "Crime", + "medical": "Medical", + "menace": "Menace", + "mystic": "Mystic", + "psych": "Psych", + "science": "Science", + "tech": "Tech", + "vehicle": "Vehicle", + "expert-d8-2d6": "Expert - D8 / 2D6", + "master-d10-2d8-3d6": "Master - D10 / 2D8 / 3D6", + "add-d8-s": "Add D8", + "add-2d6-s": "Add 2D6", + "add-d10-s": "Add D10", + "add-2d8-s": "Add 2D8", + "add-3d6-s": "Add 3D6", + "push-dice": "Push Dice", + "push-add-d6-subtract1-power-point": "Push: Add D6, -1PP", + "opportunity-push-add-d8-subtract1-power-point": "Opportunity Push: Add D8, -1PP", + "stunts": "Stunts", + "stunt-add-d8-subtract1-power-point": "Stunt: Add D8, -1PP", + "opportunity-stunt-add-d10-subtract1-power-point": "Opportunity Stunt: Add D10, -1PP", + "resources-assets": "Resources / Assets", + "resource-asset": "Resource / Asset", + "resource-asset-description": "Resource / Asset Description", + "create-resource-subtract1-power-point": "Create Resource: -1PP", + "expert-resource-add-d6": "Expert Resource: Add D6", + "master-resource-add-d8": "Master Resource: Add D8", + "roll-dice-pool-b": "Roll Pool", + "clear-dice-pool-b": "Clear Pool", + "milestones": "Milestones", + "milestone-name1": "Milestone Name", + "add1-experience-point1": "+1XP", + "add3-experience-points1": "+3XP", + "add10-experience-points1": "+10XP", + "milestone-name2": "Milestone Name", + "add1-experience-point2": "+1XP", + "add3-experience-points2": "+3XP", + "add10-experience-points2": "+10XP", + "experience-points": "Experience Points", + "1experience-point-exchanged-for-1power-point": "1XP -> 1PP", + "secret-identity": "Secret", + "public-identity": "Public", + "identity": "Identity", + "history": "History", + "personality": "Personality", + "abilities-and-resources": "Abilities & Resources", + "non-player-character-name": "NPC Name:", + "non-player-character-identity": "NPC Identity", + "dice-pool-npc": "Dice Pool", + "roll-dice-pool-npc": "Roll Pool", + "clear-dice-pool-npc": "Clear Pool", + "affiliations-npc": "Affiliations", + "solo-npc": "Solo", + "for-example-1d4": "e.g. 1D4", + "buddy-npc": "Buddy", + "for-example-1d6": "e.g. 1D6", + "team-npc": "Team", + "for-example-3d8": "e.g. 3D8", + "add-d4-a-npc": "Add D4", + "add-d6-a-npc": "Add D6", + "add-d8-a-npc": "Add D8", + "add-d10-a-npc": "Add D10", + "specialties-npc": "Specialties", + "choose-npc": "Choose...", + "acrobatic-npc": "Acrobatic", + "business-npc": "Business", + "combat-npc": "Combat", + "cosmic-npc": "Cosmic", + "covert-npc": "Covert", + "crime-npc": "Crime", + "medical-npc": "Medical", + "menace-npc": "Menace", + "mystic-npc": "Mystic", + "psych-npc": "Psych", + "science-npc": "Science", + "tech-npc": "Tech", + "vehicle-npc": "Vehicle", + "rookie-d6-npc": "Rookie - D6", + "expert-d8-2d6-npc": "Expert - D8 / 2D6", + "master-d10-2d8-3d6-npc": "Master - D10 / 2D8 / 3D6", + "add-2d6-s-npc": "Add 2D6", + "add-2d8-s-npc": "Add 2D8", + "add-3d6-s-npc": "Add 3D6", + "resources-assets-npc": "Resources / Assets", + "resource-asset-npc": "Resource / Asset", + "resource-asset-description-npc": "Resource / Asset Description", + "create-resource-asset-doom-pool": "Create a Resource or Asset by spending a die from the Doom Pool", + "expert-resource-add-d6-npc": "Expert Resource: Add D6", + "master-resource-add-d8-npc": "Master Resource: Add D8", + "stress-npc": "Stress", + "physical-stress-npc": "Physical", + "d8-rookie-physically-knocked-out-npc": "D8 - Rookie Out", + "d10-expert-physically-knocked-out-npc": "D10 - Expert Out", + "d12-master-physically-knocked-out-npc": "D12 - Master Out", + "minor-major-non-player-character-physically-knocked-out": "Minor/Major NPC Out", + "mental-stress-npc": "Mental", + "d8-rookie-mentally-knocked-out-npc": "D8 - Rookie Out", + "d10-expert-mentally-knocked-out-npc": "D10 - Expert Out", + "d12-master-mentally-knocked-out-npc": "D12 - Master Out", + "minor-major-non-player-character-mentally-knocked-out": "Minor/Major NPC Out", + "emotional-stress-npc": "Emotional", + "d8-rookie-emotionally-knocked-out-npc": "D8 - Rookie Out", + "d10-expert-emotionally-knocked-out-npc": "D10 - Expert Out", + "d12-master-emotionally-knocked-out-npc": "D12 - Master Out", + "minor-major-non-player-character-emotionally-knocked-out": "Minor/Major NPC Out", + "trauma-npc": "Trauma", + "physical-trauma-npc": "Physical", + "d8-rookie-physically-dead-npc": "D8 - Rookie Dead", + "d10-expert-physically-dead-npc": "D10 - Expert Dead", + "d12-master-physically-dead-npc": "D12 - Master Dead", + "minor-major-non-player-character-physically-dead": "Minor/Major NPC Dead", + "mental-trauma-npc": "Mental", + "d8-rookie-mentally-dead-npc": "D8 - Rookie Dead", + "d10-expert-mentally-dead-npc": "D10 - Expert Dead", + "d12-master-mentally-dead-npc": "D12 - Master Dead", + "minor-major-non-player-character-mentally-dead": "Minor/Major NPC Dead", + "emotional-trauma-npc": "Emotional", + "d8-rookie-emotionally-dead-npc": "D8 - Rookie Dead", + "d10-expert-emotionally-dead-npc": "D10 - Expert Dead", + "d12-master-emotionally-dead-npc": "D12 - Master Dead", + "minor-major-non-player-character-emotionally-dead": "Minor/Major NPC Dead", + "distinctions-npc": "Distinctions", + "add-d4-add1-doom-pool-d-npc": "Add D4, +1 to Doom Pool", + "add-d8-d-npc": "Add D8", + "power-sets-npc": "Power Sets", + "power-set-1-npc": "Power Set 1", + "d6-minor-ability1-npc": "D6 - Minor", + "d8-enhanced-ability1-npc": "D8 - Enhanced", + "d10-superhuman-ability1-npc": "D10 - Superhuman", + "d12-godlike-ability1-npc": "D12 - Godlike", + "power-name1-npc": "Power Name", + "add-d6-p1-npc": "Add D6", + "add-d8-p1-npc": "Add D8", + "add-d10-p1-npc": "Add D10", + "add-d12-p1-npc": "Add D12", + "special-effects-abbr1-npc": "SFX:", + "special-effects-abbr-name1-npc": "SFX Name", + "special-effects-abbr-description1-npc": "SFX Description", + "limit1-npc": "Limit:", + "limit-name1-npc": "Limit Name", + "limit-description1-npc": "Limit Description", + "power-set-2-npc": "Power Set 2", + "d6-minor-ability2-npc": "D6 - Minor", + "d8-enhanced-ability2-npc": "D8 - Enhanced", + "d10-superhuman-ability2-npc": "D10 - Superhuman", + "d12-godlike-ability2-npc": "D12 - Godlike", + "power-name2-npc": "Power Name", + "add-d6-p2-npc": "Add D6", + "add-d8-p2-npc": "Add D8", + "add-d10-p2-npc": "Add D10", + "add-d12-p2-npc": "Add D12", + "special-effects-abbr2-npc": "SFX:", + "special-effects-abbr-name2-npc": "SFX Name", + "special-effects-abbr-description2-npc": "SFX Description", + "limit2-npc": "Limit:", + "limit-name2-npc": "Limit Name", + "limit-description2-npc": "Limit Description", + "stunts-npc": "Stunts", + "stunt-add-d8-spend-doom-pool-die": "Stunt: Add D8, Spend 1 Doom Pool Die", + "opportunity-stunt-add-d10-spend-doom-pool-die": "Opportunity Stunt: Add D10, Spend 1 Doom Pool Die", + "non-player-character-history": "NPC History", + "doom-pool-name": "Doom Pool", + "roll-dice-pool-d": "Roll Pool", + "clear-dice-pool-d": "Clear Pool", + "add-d4-d": "Add D4", + "add-d6-d": "Add D6", + "add-d10-d": "Add D10", + "add-d12-d": "Add D12", + "remove-d4-d": "Remove D4", + "remove-d6-d": "Remove D6", + "remove-d8-d": "Remove D8", + "remove-d10-d": "Remove D10", + "remove-d12-d": "Remove D12", + "stepup-d4-d": "Step Up D4", + "stepup-d6-d": "Step Up D6", + "stepup-d8-d": "Step Up D8", + "stepup-d10-d": "Step Up D10", + "stepdown-d6-d": "Step Down D6", + "stepdown-d8-d": "Step Down D8", + "stepdown-d10-d": "Step Down D10", + "stepdown-d12-d": "Step Down D12" +} diff --git a/Marvel Heroic Roleplaying/translations/ja.json b/Marvel Heroic Roleplaying/translations/ja.json new file mode 100644 index 0000000000..f3b330c4de --- /dev/null +++ b/Marvel Heroic Roleplaying/translations/ja.json @@ -0,0 +1,258 @@ +{ + "stats": "Stats", + "character-details": "Character Details", + "non-player-character": "NPC", + "doom-dice-pool": "Doom Pool", + "hero-name": "Hero Name:", + "power-points": "Power Points", + "dice-pool": "Dice Pool", + "roll-dice-pool": "Roll Pool", + "clear-dice-pool": "Clear Pool", + "affiliations": "Affiliations", + "solo": "Solo", + "buddy": "Buddy", + "team": "Team", + "add-d6-a": "Add D6", + "add-d8-a": "Add D8", + "add-d10-a": "Add D10", + "distinctions": "Distinctions", + "add-d4-add1-power-point-d": "Add D4, +1PP", + "add-d8-d": "Add D8", + "stress": "Stress", + "physical-stress": "Physical", + "knocked-out-physical": "Out", + "mental-stress": "Mental", + "knocked-out-mental": "Out", + "emotional-stress": "Emotional", + "knocked-out-emotional": "Out", + "trauma": "Trauma", + "physical-trauma": "Physical", + "physically-dead": "Dead", + "mental-trauma": "Mental", + "mentally-dead": "Dead", + "emotional-trauma": "Emotional", + "emotionally-dead": "Dead", + "power-sets": "Power Sets", + "power-set-1": "Power Set 1", + "d6-minor-ability1": "D6 - Minor", + "d8-enhanced-ability1": "D8 - Enhanced", + "d10-superhuman-ability1": "D10 - Superhuman", + "d12-godlike-ability1": "D12 - Godlike", + "power-name1": "Power Name", + "add-d6-p1": "Add D6", + "add-d8-p1": "Add D8", + "add-d10-p1": "Add D10", + "add-d12-p1": "Add D12", + "special-effects-abbr1": "SFX:", + "special-effects-abbr-name1": "SFX Name", + "special-effects-abbr-description1": "SFX Description", + "limit1": "Limit:", + "limit-name1": "Limit Name", + "limit-description1": "Limit Description", + "add1-power-point-l1": "+1PP", + "power-set-2": "Power Set 2", + "d6-minor-ability2": "D6 - Minor", + "d8-enhanced-ability2": "D8 - Enhanced", + "d10-superhuman-ability2": "D10 - Superhuman", + "d12-godlike-ability2": "D12 - Godlike", + "power-name2": "Power Name", + "add-d6-p2": "Add D6", + "add-d8-p2": "Add D8", + "add-d10-p2": "Add D10", + "add-d12-p2": "Add D12", + "special-effects-abbr2": "SFX:", + "special-effects-abbr-name2": "SFX Name", + "special-effects-abbr-description2": "SFX Description", + "limit2": "Limit:", + "limit-name2": "Limit Name", + "limit-description2": "Limit Description", + "add1-power-point-l2": "+1PP", + "specialties": "Specialties", + "choose": "Choose...", + "acrobatic": "Acrobatic", + "business": "Business", + "combat": "Combat", + "cosmic": "Cosmic", + "covert": "Covert", + "crime": "Crime", + "medical": "Medical", + "menace": "Menace", + "mystic": "Mystic", + "psych": "Psych", + "science": "Science", + "tech": "Tech", + "vehicle": "Vehicle", + "expert-d8-2d6": "Expert - D8 / 2D6", + "master-d10-2d8-3d6": "Master - D10 / 2D8 / 3D6", + "add-d8-s": "Add D8", + "add-2d6-s": "Add 2D6", + "add-d10-s": "Add D10", + "add-2d8-s": "Add 2D8", + "add-3d6-s": "Add 3D6", + "push-dice": "Push Dice", + "push-add-d6-subtract1-power-point": "Push: Add D6, -1PP", + "opportunity-push-add-d8-subtract1-power-point": "Opportunity Push: Add D8, -1PP", + "stunts": "Stunts", + "stunt-add-d8-subtract1-power-point": "Stunt: Add D8, -1PP", + "opportunity-stunt-add-d10-subtract1-power-point": "Opportunity Stunt: Add D10, -1PP", + "resources-assets": "Resources / Assets", + "resource-asset": "Resource / Asset", + "resource-asset-description": "Resource / Asset Description", + "create-resource-subtract1-power-point": "Create Resource: -1PP", + "expert-resource-add-d6": "Expert Resource: Add D6", + "master-resource-add-d8": "Master Resource: Add D8", + "roll-dice-pool-b": "Roll Pool", + "clear-dice-pool-b": "Clear Pool", + "milestones": "Milestones", + "milestone-name1": "Milestone Name", + "add1-experience-point1": "+1XP", + "add3-experience-points1": "+3XP", + "add10-experience-points1": "+10XP", + "milestone-name2": "Milestone Name", + "add1-experience-point2": "+1XP", + "add3-experience-points2": "+3XP", + "add10-experience-points2": "+10XP", + "experience-points": "Experience Points", + "1experience-point-exchanged-for-1power-point": "1XP -> 1PP", + "secret-identity": "Secret", + "public-identity": "Public", + "identity": "Identity", + "history": "History", + "personality": "Personality", + "abilities-and-resources": "Abilities & Resources", + "non-player-character-name": "NPC Name:", + "non-player-character-identity": "NPC Identity", + "dice-pool-npc": "Dice Pool", + "roll-dice-pool-npc": "Roll Pool", + "clear-dice-pool-npc": "Clear Pool", + "affiliations-npc": "Affiliations", + "solo-npc": "Solo", + "for-example-1d4": "e.g. 1D4", + "buddy-npc": "Buddy", + "for-example-1d6": "e.g. 1D6", + "team-npc": "Team", + "for-example-3d8": "e.g. 3D8", + "add-d4-a-npc": "Add D4", + "add-d6-a-npc": "Add D6", + "add-d8-a-npc": "Add D8", + "add-d10-a-npc": "Add D10", + "specialties-npc": "Specialties", + "choose-npc": "Choose...", + "acrobatic-npc": "Acrobatic", + "business-npc": "Business", + "combat-npc": "Combat", + "cosmic-npc": "Cosmic", + "covert-npc": "Covert", + "crime-npc": "Crime", + "medical-npc": "Medical", + "menace-npc": "Menace", + "mystic-npc": "Mystic", + "psych-npc": "Psych", + "science-npc": "Science", + "tech-npc": "Tech", + "vehicle-npc": "Vehicle", + "rookie-d6-npc": "Rookie - D6", + "expert-d8-2d6-npc": "Expert - D8 / 2D6", + "master-d10-2d8-3d6-npc": "Master - D10 / 2D8 / 3D6", + "add-2d6-s-npc": "Add 2D6", + "add-2d8-s-npc": "Add 2D8", + "add-3d6-s-npc": "Add 3D6", + "resources-assets-npc": "Resources / Assets", + "resource-asset-npc": "Resource / Asset", + "resource-asset-description-npc": "Resource / Asset Description", + "create-resource-asset-doom-pool": "Create a Resource or Asset by spending a die from the Doom Pool", + "expert-resource-add-d6-npc": "Expert Resource: Add D6", + "master-resource-add-d8-npc": "Master Resource: Add D8", + "stress-npc": "Stress", + "physical-stress-npc": "Physical", + "d8-rookie-physically-knocked-out-npc": "D8 - Rookie Out", + "d10-expert-physically-knocked-out-npc": "D10 - Expert Out", + "d12-master-physically-knocked-out-npc": "D12 - Master Out", + "minor-major-non-player-character-physically-knocked-out": "Minor/Major NPC Out", + "mental-stress-npc": "Mental", + "d8-rookie-mentally-knocked-out-npc": "D8 - Rookie Out", + "d10-expert-mentally-knocked-out-npc": "D10 - Expert Out", + "d12-master-mentally-knocked-out-npc": "D12 - Master Out", + "minor-major-non-player-character-mentally-knocked-out": "Minor/Major NPC Out", + "emotional-stress-npc": "Emotional", + "d8-rookie-emotionally-knocked-out-npc": "D8 - Rookie Out", + "d10-expert-emotionally-knocked-out-npc": "D10 - Expert Out", + "d12-master-emotionally-knocked-out-npc": "D12 - Master Out", + "minor-major-non-player-character-emotionally-knocked-out": "Minor/Major NPC Out", + "trauma-npc": "Trauma", + "physical-trauma-npc": "Physical", + "d8-rookie-physically-dead-npc": "D8 - Rookie Dead", + "d10-expert-physically-dead-npc": "D10 - Expert Dead", + "d12-master-physically-dead-npc": "D12 - Master Dead", + "minor-major-non-player-character-physically-dead": "Minor/Major NPC Dead", + "mental-trauma-npc": "Mental", + "d8-rookie-mentally-dead-npc": "D8 - Rookie Dead", + "d10-expert-mentally-dead-npc": "D10 - Expert Dead", + "d12-master-mentally-dead-npc": "D12 - Master Dead", + "minor-major-non-player-character-mentally-dead": "Minor/Major NPC Dead", + "emotional-trauma-npc": "Emotional", + "d8-rookie-emotionally-dead-npc": "D8 - Rookie Dead", + "d10-expert-emotionally-dead-npc": "D10 - Expert Dead", + "d12-master-emotionally-dead-npc": "D12 - Master Dead", + "minor-major-non-player-character-emotionally-dead": "Minor/Major NPC Dead", + "distinctions-npc": "Distinctions", + "add-d4-add1-doom-pool-d-npc": "Add D4, +1 to Doom Pool", + "add-d8-d-npc": "Add D8", + "power-sets-npc": "Power Sets", + "power-set-1-npc": "Power Set 1", + "d6-minor-ability1-npc": "D6 - Minor", + "d8-enhanced-ability1-npc": "D8 - Enhanced", + "d10-superhuman-ability1-npc": "D10 - Superhuman", + "d12-godlike-ability1-npc": "D12 - Godlike", + "power-name1-npc": "Power Name", + "add-d6-p1-npc": "Add D6", + "add-d8-p1-npc": "Add D8", + "add-d10-p1-npc": "Add D10", + "add-d12-p1-npc": "Add D12", + "special-effects-abbr1-npc": "SFX:", + "special-effects-abbr-name1-npc": "SFX Name", + "special-effects-abbr-description1-npc": "SFX Description", + "limit1-npc": "Limit:", + "limit-name1-npc": "Limit Name", + "limit-description1-npc": "Limit Description", + "power-set-2-npc": "Power Set 2", + "d6-minor-ability2-npc": "D6 - Minor", + "d8-enhanced-ability2-npc": "D8 - Enhanced", + "d10-superhuman-ability2-npc": "D10 - Superhuman", + "d12-godlike-ability2-npc": "D12 - Godlike", + "power-name2-npc": "Power Name", + "add-d6-p2-npc": "Add D6", + "add-d8-p2-npc": "Add D8", + "add-d10-p2-npc": "Add D10", + "add-d12-p2-npc": "Add D12", + "special-effects-abbr2-npc": "SFX:", + "special-effects-abbr-name2-npc": "SFX Name", + "special-effects-abbr-description2-npc": "SFX Description", + "limit2-npc": "Limit:", + "limit-name2-npc": "Limit Name", + "limit-description2-npc": "Limit Description", + "stunts-npc": "Stunts", + "stunt-add-d8-spend-doom-pool-die": "Stunt: Add D8, Spend 1 Doom Pool Die", + "opportunity-stunt-add-d10-spend-doom-pool-die": "Opportunity Stunt: Add D10, Spend 1 Doom Pool Die", + "non-player-character-history": "NPC History", + "doom-pool-name": "Doom Pool", + "roll-dice-pool-d": "Roll Pool", + "clear-dice-pool-d": "Clear Pool", + "add-d4-d": "Add D4", + "add-d6-d": "Add D6", + "add-d10-d": "Add D10", + "add-d12-d": "Add D12", + "remove-d4-d": "Remove D4", + "remove-d6-d": "Remove D6", + "remove-d8-d": "Remove D8", + "remove-d10-d": "Remove D10", + "remove-d12-d": "Remove D12", + "stepup-d4-d": "Step Up D4", + "stepup-d6-d": "Step Up D6", + "stepup-d8-d": "Step Up D8", + "stepup-d10-d": "Step Up D10", + "stepdown-d6-d": "Step Down D6", + "stepdown-d8-d": "Step Down D8", + "stepdown-d10-d": "Step Down D10", + "stepdown-d12-d": "Step Down D12" +} diff --git a/Marvel Heroic Roleplaying/translations/ko.json b/Marvel Heroic Roleplaying/translations/ko.json new file mode 100644 index 0000000000..f3b330c4de --- /dev/null +++ b/Marvel Heroic Roleplaying/translations/ko.json @@ -0,0 +1,258 @@ +{ + "stats": "Stats", + "character-details": "Character Details", + "non-player-character": "NPC", + "doom-dice-pool": "Doom Pool", + "hero-name": "Hero Name:", + "power-points": "Power Points", + "dice-pool": "Dice Pool", + "roll-dice-pool": "Roll Pool", + "clear-dice-pool": "Clear Pool", + "affiliations": "Affiliations", + "solo": "Solo", + "buddy": "Buddy", + "team": "Team", + "add-d6-a": "Add D6", + "add-d8-a": "Add D8", + "add-d10-a": "Add D10", + "distinctions": "Distinctions", + "add-d4-add1-power-point-d": "Add D4, +1PP", + "add-d8-d": "Add D8", + "stress": "Stress", + "physical-stress": "Physical", + "knocked-out-physical": "Out", + "mental-stress": "Mental", + "knocked-out-mental": "Out", + "emotional-stress": "Emotional", + "knocked-out-emotional": "Out", + "trauma": "Trauma", + "physical-trauma": "Physical", + "physically-dead": "Dead", + "mental-trauma": "Mental", + "mentally-dead": "Dead", + "emotional-trauma": "Emotional", + "emotionally-dead": "Dead", + "power-sets": "Power Sets", + "power-set-1": "Power Set 1", + "d6-minor-ability1": "D6 - Minor", + "d8-enhanced-ability1": "D8 - Enhanced", + "d10-superhuman-ability1": "D10 - Superhuman", + "d12-godlike-ability1": "D12 - Godlike", + "power-name1": "Power Name", + "add-d6-p1": "Add D6", + "add-d8-p1": "Add D8", + "add-d10-p1": "Add D10", + "add-d12-p1": "Add D12", + "special-effects-abbr1": "SFX:", + "special-effects-abbr-name1": "SFX Name", + "special-effects-abbr-description1": "SFX Description", + "limit1": "Limit:", + "limit-name1": "Limit Name", + "limit-description1": "Limit Description", + "add1-power-point-l1": "+1PP", + "power-set-2": "Power Set 2", + "d6-minor-ability2": "D6 - Minor", + "d8-enhanced-ability2": "D8 - Enhanced", + "d10-superhuman-ability2": "D10 - Superhuman", + "d12-godlike-ability2": "D12 - Godlike", + "power-name2": "Power Name", + "add-d6-p2": "Add D6", + "add-d8-p2": "Add D8", + "add-d10-p2": "Add D10", + "add-d12-p2": "Add D12", + "special-effects-abbr2": "SFX:", + "special-effects-abbr-name2": "SFX Name", + "special-effects-abbr-description2": "SFX Description", + "limit2": "Limit:", + "limit-name2": "Limit Name", + "limit-description2": "Limit Description", + "add1-power-point-l2": "+1PP", + "specialties": "Specialties", + "choose": "Choose...", + "acrobatic": "Acrobatic", + "business": "Business", + "combat": "Combat", + "cosmic": "Cosmic", + "covert": "Covert", + "crime": "Crime", + "medical": "Medical", + "menace": "Menace", + "mystic": "Mystic", + "psych": "Psych", + "science": "Science", + "tech": "Tech", + "vehicle": "Vehicle", + "expert-d8-2d6": "Expert - D8 / 2D6", + "master-d10-2d8-3d6": "Master - D10 / 2D8 / 3D6", + "add-d8-s": "Add D8", + "add-2d6-s": "Add 2D6", + "add-d10-s": "Add D10", + "add-2d8-s": "Add 2D8", + "add-3d6-s": "Add 3D6", + "push-dice": "Push Dice", + "push-add-d6-subtract1-power-point": "Push: Add D6, -1PP", + "opportunity-push-add-d8-subtract1-power-point": "Opportunity Push: Add D8, -1PP", + "stunts": "Stunts", + "stunt-add-d8-subtract1-power-point": "Stunt: Add D8, -1PP", + "opportunity-stunt-add-d10-subtract1-power-point": "Opportunity Stunt: Add D10, -1PP", + "resources-assets": "Resources / Assets", + "resource-asset": "Resource / Asset", + "resource-asset-description": "Resource / Asset Description", + "create-resource-subtract1-power-point": "Create Resource: -1PP", + "expert-resource-add-d6": "Expert Resource: Add D6", + "master-resource-add-d8": "Master Resource: Add D8", + "roll-dice-pool-b": "Roll Pool", + "clear-dice-pool-b": "Clear Pool", + "milestones": "Milestones", + "milestone-name1": "Milestone Name", + "add1-experience-point1": "+1XP", + "add3-experience-points1": "+3XP", + "add10-experience-points1": "+10XP", + "milestone-name2": "Milestone Name", + "add1-experience-point2": "+1XP", + "add3-experience-points2": "+3XP", + "add10-experience-points2": "+10XP", + "experience-points": "Experience Points", + "1experience-point-exchanged-for-1power-point": "1XP -> 1PP", + "secret-identity": "Secret", + "public-identity": "Public", + "identity": "Identity", + "history": "History", + "personality": "Personality", + "abilities-and-resources": "Abilities & Resources", + "non-player-character-name": "NPC Name:", + "non-player-character-identity": "NPC Identity", + "dice-pool-npc": "Dice Pool", + "roll-dice-pool-npc": "Roll Pool", + "clear-dice-pool-npc": "Clear Pool", + "affiliations-npc": "Affiliations", + "solo-npc": "Solo", + "for-example-1d4": "e.g. 1D4", + "buddy-npc": "Buddy", + "for-example-1d6": "e.g. 1D6", + "team-npc": "Team", + "for-example-3d8": "e.g. 3D8", + "add-d4-a-npc": "Add D4", + "add-d6-a-npc": "Add D6", + "add-d8-a-npc": "Add D8", + "add-d10-a-npc": "Add D10", + "specialties-npc": "Specialties", + "choose-npc": "Choose...", + "acrobatic-npc": "Acrobatic", + "business-npc": "Business", + "combat-npc": "Combat", + "cosmic-npc": "Cosmic", + "covert-npc": "Covert", + "crime-npc": "Crime", + "medical-npc": "Medical", + "menace-npc": "Menace", + "mystic-npc": "Mystic", + "psych-npc": "Psych", + "science-npc": "Science", + "tech-npc": "Tech", + "vehicle-npc": "Vehicle", + "rookie-d6-npc": "Rookie - D6", + "expert-d8-2d6-npc": "Expert - D8 / 2D6", + "master-d10-2d8-3d6-npc": "Master - D10 / 2D8 / 3D6", + "add-2d6-s-npc": "Add 2D6", + "add-2d8-s-npc": "Add 2D8", + "add-3d6-s-npc": "Add 3D6", + "resources-assets-npc": "Resources / Assets", + "resource-asset-npc": "Resource / Asset", + "resource-asset-description-npc": "Resource / Asset Description", + "create-resource-asset-doom-pool": "Create a Resource or Asset by spending a die from the Doom Pool", + "expert-resource-add-d6-npc": "Expert Resource: Add D6", + "master-resource-add-d8-npc": "Master Resource: Add D8", + "stress-npc": "Stress", + "physical-stress-npc": "Physical", + "d8-rookie-physically-knocked-out-npc": "D8 - Rookie Out", + "d10-expert-physically-knocked-out-npc": "D10 - Expert Out", + "d12-master-physically-knocked-out-npc": "D12 - Master Out", + "minor-major-non-player-character-physically-knocked-out": "Minor/Major NPC Out", + "mental-stress-npc": "Mental", + "d8-rookie-mentally-knocked-out-npc": "D8 - Rookie Out", + "d10-expert-mentally-knocked-out-npc": "D10 - Expert Out", + "d12-master-mentally-knocked-out-npc": "D12 - Master Out", + "minor-major-non-player-character-mentally-knocked-out": "Minor/Major NPC Out", + "emotional-stress-npc": "Emotional", + "d8-rookie-emotionally-knocked-out-npc": "D8 - Rookie Out", + "d10-expert-emotionally-knocked-out-npc": "D10 - Expert Out", + "d12-master-emotionally-knocked-out-npc": "D12 - Master Out", + "minor-major-non-player-character-emotionally-knocked-out": "Minor/Major NPC Out", + "trauma-npc": "Trauma", + "physical-trauma-npc": "Physical", + "d8-rookie-physically-dead-npc": "D8 - Rookie Dead", + "d10-expert-physically-dead-npc": "D10 - Expert Dead", + "d12-master-physically-dead-npc": "D12 - Master Dead", + "minor-major-non-player-character-physically-dead": "Minor/Major NPC Dead", + "mental-trauma-npc": "Mental", + "d8-rookie-mentally-dead-npc": "D8 - Rookie Dead", + "d10-expert-mentally-dead-npc": "D10 - Expert Dead", + "d12-master-mentally-dead-npc": "D12 - Master Dead", + "minor-major-non-player-character-mentally-dead": "Minor/Major NPC Dead", + "emotional-trauma-npc": "Emotional", + "d8-rookie-emotionally-dead-npc": "D8 - Rookie Dead", + "d10-expert-emotionally-dead-npc": "D10 - Expert Dead", + "d12-master-emotionally-dead-npc": "D12 - Master Dead", + "minor-major-non-player-character-emotionally-dead": "Minor/Major NPC Dead", + "distinctions-npc": "Distinctions", + "add-d4-add1-doom-pool-d-npc": "Add D4, +1 to Doom Pool", + "add-d8-d-npc": "Add D8", + "power-sets-npc": "Power Sets", + "power-set-1-npc": "Power Set 1", + "d6-minor-ability1-npc": "D6 - Minor", + "d8-enhanced-ability1-npc": "D8 - Enhanced", + "d10-superhuman-ability1-npc": "D10 - Superhuman", + "d12-godlike-ability1-npc": "D12 - Godlike", + "power-name1-npc": "Power Name", + "add-d6-p1-npc": "Add D6", + "add-d8-p1-npc": "Add D8", + "add-d10-p1-npc": "Add D10", + "add-d12-p1-npc": "Add D12", + "special-effects-abbr1-npc": "SFX:", + "special-effects-abbr-name1-npc": "SFX Name", + "special-effects-abbr-description1-npc": "SFX Description", + "limit1-npc": "Limit:", + "limit-name1-npc": "Limit Name", + "limit-description1-npc": "Limit Description", + "power-set-2-npc": "Power Set 2", + "d6-minor-ability2-npc": "D6 - Minor", + "d8-enhanced-ability2-npc": "D8 - Enhanced", + "d10-superhuman-ability2-npc": "D10 - Superhuman", + "d12-godlike-ability2-npc": "D12 - Godlike", + "power-name2-npc": "Power Name", + "add-d6-p2-npc": "Add D6", + "add-d8-p2-npc": "Add D8", + "add-d10-p2-npc": "Add D10", + "add-d12-p2-npc": "Add D12", + "special-effects-abbr2-npc": "SFX:", + "special-effects-abbr-name2-npc": "SFX Name", + "special-effects-abbr-description2-npc": "SFX Description", + "limit2-npc": "Limit:", + "limit-name2-npc": "Limit Name", + "limit-description2-npc": "Limit Description", + "stunts-npc": "Stunts", + "stunt-add-d8-spend-doom-pool-die": "Stunt: Add D8, Spend 1 Doom Pool Die", + "opportunity-stunt-add-d10-spend-doom-pool-die": "Opportunity Stunt: Add D10, Spend 1 Doom Pool Die", + "non-player-character-history": "NPC History", + "doom-pool-name": "Doom Pool", + "roll-dice-pool-d": "Roll Pool", + "clear-dice-pool-d": "Clear Pool", + "add-d4-d": "Add D4", + "add-d6-d": "Add D6", + "add-d10-d": "Add D10", + "add-d12-d": "Add D12", + "remove-d4-d": "Remove D4", + "remove-d6-d": "Remove D6", + "remove-d8-d": "Remove D8", + "remove-d10-d": "Remove D10", + "remove-d12-d": "Remove D12", + "stepup-d4-d": "Step Up D4", + "stepup-d6-d": "Step Up D6", + "stepup-d8-d": "Step Up D8", + "stepup-d10-d": "Step Up D10", + "stepdown-d6-d": "Step Down D6", + "stepdown-d8-d": "Step Down D8", + "stepdown-d10-d": "Step Down D10", + "stepdown-d12-d": "Step Down D12" +} diff --git a/Marvel Heroic Roleplaying/translations/nl.json b/Marvel Heroic Roleplaying/translations/nl.json new file mode 100644 index 0000000000..f3b330c4de --- /dev/null +++ b/Marvel Heroic Roleplaying/translations/nl.json @@ -0,0 +1,258 @@ +{ + "stats": "Stats", + "character-details": "Character Details", + "non-player-character": "NPC", + "doom-dice-pool": "Doom Pool", + "hero-name": "Hero Name:", + "power-points": "Power Points", + "dice-pool": "Dice Pool", + "roll-dice-pool": "Roll Pool", + "clear-dice-pool": "Clear Pool", + "affiliations": "Affiliations", + "solo": "Solo", + "buddy": "Buddy", + "team": "Team", + "add-d6-a": "Add D6", + "add-d8-a": "Add D8", + "add-d10-a": "Add D10", + "distinctions": "Distinctions", + "add-d4-add1-power-point-d": "Add D4, +1PP", + "add-d8-d": "Add D8", + "stress": "Stress", + "physical-stress": "Physical", + "knocked-out-physical": "Out", + "mental-stress": "Mental", + "knocked-out-mental": "Out", + "emotional-stress": "Emotional", + "knocked-out-emotional": "Out", + "trauma": "Trauma", + "physical-trauma": "Physical", + "physically-dead": "Dead", + "mental-trauma": "Mental", + "mentally-dead": "Dead", + "emotional-trauma": "Emotional", + "emotionally-dead": "Dead", + "power-sets": "Power Sets", + "power-set-1": "Power Set 1", + "d6-minor-ability1": "D6 - Minor", + "d8-enhanced-ability1": "D8 - Enhanced", + "d10-superhuman-ability1": "D10 - Superhuman", + "d12-godlike-ability1": "D12 - Godlike", + "power-name1": "Power Name", + "add-d6-p1": "Add D6", + "add-d8-p1": "Add D8", + "add-d10-p1": "Add D10", + "add-d12-p1": "Add D12", + "special-effects-abbr1": "SFX:", + "special-effects-abbr-name1": "SFX Name", + "special-effects-abbr-description1": "SFX Description", + "limit1": "Limit:", + "limit-name1": "Limit Name", + "limit-description1": "Limit Description", + "add1-power-point-l1": "+1PP", + "power-set-2": "Power Set 2", + "d6-minor-ability2": "D6 - Minor", + "d8-enhanced-ability2": "D8 - Enhanced", + "d10-superhuman-ability2": "D10 - Superhuman", + "d12-godlike-ability2": "D12 - Godlike", + "power-name2": "Power Name", + "add-d6-p2": "Add D6", + "add-d8-p2": "Add D8", + "add-d10-p2": "Add D10", + "add-d12-p2": "Add D12", + "special-effects-abbr2": "SFX:", + "special-effects-abbr-name2": "SFX Name", + "special-effects-abbr-description2": "SFX Description", + "limit2": "Limit:", + "limit-name2": "Limit Name", + "limit-description2": "Limit Description", + "add1-power-point-l2": "+1PP", + "specialties": "Specialties", + "choose": "Choose...", + "acrobatic": "Acrobatic", + "business": "Business", + "combat": "Combat", + "cosmic": "Cosmic", + "covert": "Covert", + "crime": "Crime", + "medical": "Medical", + "menace": "Menace", + "mystic": "Mystic", + "psych": "Psych", + "science": "Science", + "tech": "Tech", + "vehicle": "Vehicle", + "expert-d8-2d6": "Expert - D8 / 2D6", + "master-d10-2d8-3d6": "Master - D10 / 2D8 / 3D6", + "add-d8-s": "Add D8", + "add-2d6-s": "Add 2D6", + "add-d10-s": "Add D10", + "add-2d8-s": "Add 2D8", + "add-3d6-s": "Add 3D6", + "push-dice": "Push Dice", + "push-add-d6-subtract1-power-point": "Push: Add D6, -1PP", + "opportunity-push-add-d8-subtract1-power-point": "Opportunity Push: Add D8, -1PP", + "stunts": "Stunts", + "stunt-add-d8-subtract1-power-point": "Stunt: Add D8, -1PP", + "opportunity-stunt-add-d10-subtract1-power-point": "Opportunity Stunt: Add D10, -1PP", + "resources-assets": "Resources / Assets", + "resource-asset": "Resource / Asset", + "resource-asset-description": "Resource / Asset Description", + "create-resource-subtract1-power-point": "Create Resource: -1PP", + "expert-resource-add-d6": "Expert Resource: Add D6", + "master-resource-add-d8": "Master Resource: Add D8", + "roll-dice-pool-b": "Roll Pool", + "clear-dice-pool-b": "Clear Pool", + "milestones": "Milestones", + "milestone-name1": "Milestone Name", + "add1-experience-point1": "+1XP", + "add3-experience-points1": "+3XP", + "add10-experience-points1": "+10XP", + "milestone-name2": "Milestone Name", + "add1-experience-point2": "+1XP", + "add3-experience-points2": "+3XP", + "add10-experience-points2": "+10XP", + "experience-points": "Experience Points", + "1experience-point-exchanged-for-1power-point": "1XP -> 1PP", + "secret-identity": "Secret", + "public-identity": "Public", + "identity": "Identity", + "history": "History", + "personality": "Personality", + "abilities-and-resources": "Abilities & Resources", + "non-player-character-name": "NPC Name:", + "non-player-character-identity": "NPC Identity", + "dice-pool-npc": "Dice Pool", + "roll-dice-pool-npc": "Roll Pool", + "clear-dice-pool-npc": "Clear Pool", + "affiliations-npc": "Affiliations", + "solo-npc": "Solo", + "for-example-1d4": "e.g. 1D4", + "buddy-npc": "Buddy", + "for-example-1d6": "e.g. 1D6", + "team-npc": "Team", + "for-example-3d8": "e.g. 3D8", + "add-d4-a-npc": "Add D4", + "add-d6-a-npc": "Add D6", + "add-d8-a-npc": "Add D8", + "add-d10-a-npc": "Add D10", + "specialties-npc": "Specialties", + "choose-npc": "Choose...", + "acrobatic-npc": "Acrobatic", + "business-npc": "Business", + "combat-npc": "Combat", + "cosmic-npc": "Cosmic", + "covert-npc": "Covert", + "crime-npc": "Crime", + "medical-npc": "Medical", + "menace-npc": "Menace", + "mystic-npc": "Mystic", + "psych-npc": "Psych", + "science-npc": "Science", + "tech-npc": "Tech", + "vehicle-npc": "Vehicle", + "rookie-d6-npc": "Rookie - D6", + "expert-d8-2d6-npc": "Expert - D8 / 2D6", + "master-d10-2d8-3d6-npc": "Master - D10 / 2D8 / 3D6", + "add-2d6-s-npc": "Add 2D6", + "add-2d8-s-npc": "Add 2D8", + "add-3d6-s-npc": "Add 3D6", + "resources-assets-npc": "Resources / Assets", + "resource-asset-npc": "Resource / Asset", + "resource-asset-description-npc": "Resource / Asset Description", + "create-resource-asset-doom-pool": "Create a Resource or Asset by spending a die from the Doom Pool", + "expert-resource-add-d6-npc": "Expert Resource: Add D6", + "master-resource-add-d8-npc": "Master Resource: Add D8", + "stress-npc": "Stress", + "physical-stress-npc": "Physical", + "d8-rookie-physically-knocked-out-npc": "D8 - Rookie Out", + "d10-expert-physically-knocked-out-npc": "D10 - Expert Out", + "d12-master-physically-knocked-out-npc": "D12 - Master Out", + "minor-major-non-player-character-physically-knocked-out": "Minor/Major NPC Out", + "mental-stress-npc": "Mental", + "d8-rookie-mentally-knocked-out-npc": "D8 - Rookie Out", + "d10-expert-mentally-knocked-out-npc": "D10 - Expert Out", + "d12-master-mentally-knocked-out-npc": "D12 - Master Out", + "minor-major-non-player-character-mentally-knocked-out": "Minor/Major NPC Out", + "emotional-stress-npc": "Emotional", + "d8-rookie-emotionally-knocked-out-npc": "D8 - Rookie Out", + "d10-expert-emotionally-knocked-out-npc": "D10 - Expert Out", + "d12-master-emotionally-knocked-out-npc": "D12 - Master Out", + "minor-major-non-player-character-emotionally-knocked-out": "Minor/Major NPC Out", + "trauma-npc": "Trauma", + "physical-trauma-npc": "Physical", + "d8-rookie-physically-dead-npc": "D8 - Rookie Dead", + "d10-expert-physically-dead-npc": "D10 - Expert Dead", + "d12-master-physically-dead-npc": "D12 - Master Dead", + "minor-major-non-player-character-physically-dead": "Minor/Major NPC Dead", + "mental-trauma-npc": "Mental", + "d8-rookie-mentally-dead-npc": "D8 - Rookie Dead", + "d10-expert-mentally-dead-npc": "D10 - Expert Dead", + "d12-master-mentally-dead-npc": "D12 - Master Dead", + "minor-major-non-player-character-mentally-dead": "Minor/Major NPC Dead", + "emotional-trauma-npc": "Emotional", + "d8-rookie-emotionally-dead-npc": "D8 - Rookie Dead", + "d10-expert-emotionally-dead-npc": "D10 - Expert Dead", + "d12-master-emotionally-dead-npc": "D12 - Master Dead", + "minor-major-non-player-character-emotionally-dead": "Minor/Major NPC Dead", + "distinctions-npc": "Distinctions", + "add-d4-add1-doom-pool-d-npc": "Add D4, +1 to Doom Pool", + "add-d8-d-npc": "Add D8", + "power-sets-npc": "Power Sets", + "power-set-1-npc": "Power Set 1", + "d6-minor-ability1-npc": "D6 - Minor", + "d8-enhanced-ability1-npc": "D8 - Enhanced", + "d10-superhuman-ability1-npc": "D10 - Superhuman", + "d12-godlike-ability1-npc": "D12 - Godlike", + "power-name1-npc": "Power Name", + "add-d6-p1-npc": "Add D6", + "add-d8-p1-npc": "Add D8", + "add-d10-p1-npc": "Add D10", + "add-d12-p1-npc": "Add D12", + "special-effects-abbr1-npc": "SFX:", + "special-effects-abbr-name1-npc": "SFX Name", + "special-effects-abbr-description1-npc": "SFX Description", + "limit1-npc": "Limit:", + "limit-name1-npc": "Limit Name", + "limit-description1-npc": "Limit Description", + "power-set-2-npc": "Power Set 2", + "d6-minor-ability2-npc": "D6 - Minor", + "d8-enhanced-ability2-npc": "D8 - Enhanced", + "d10-superhuman-ability2-npc": "D10 - Superhuman", + "d12-godlike-ability2-npc": "D12 - Godlike", + "power-name2-npc": "Power Name", + "add-d6-p2-npc": "Add D6", + "add-d8-p2-npc": "Add D8", + "add-d10-p2-npc": "Add D10", + "add-d12-p2-npc": "Add D12", + "special-effects-abbr2-npc": "SFX:", + "special-effects-abbr-name2-npc": "SFX Name", + "special-effects-abbr-description2-npc": "SFX Description", + "limit2-npc": "Limit:", + "limit-name2-npc": "Limit Name", + "limit-description2-npc": "Limit Description", + "stunts-npc": "Stunts", + "stunt-add-d8-spend-doom-pool-die": "Stunt: Add D8, Spend 1 Doom Pool Die", + "opportunity-stunt-add-d10-spend-doom-pool-die": "Opportunity Stunt: Add D10, Spend 1 Doom Pool Die", + "non-player-character-history": "NPC History", + "doom-pool-name": "Doom Pool", + "roll-dice-pool-d": "Roll Pool", + "clear-dice-pool-d": "Clear Pool", + "add-d4-d": "Add D4", + "add-d6-d": "Add D6", + "add-d10-d": "Add D10", + "add-d12-d": "Add D12", + "remove-d4-d": "Remove D4", + "remove-d6-d": "Remove D6", + "remove-d8-d": "Remove D8", + "remove-d10-d": "Remove D10", + "remove-d12-d": "Remove D12", + "stepup-d4-d": "Step Up D4", + "stepup-d6-d": "Step Up D6", + "stepup-d8-d": "Step Up D8", + "stepup-d10-d": "Step Up D10", + "stepdown-d6-d": "Step Down D6", + "stepdown-d8-d": "Step Down D8", + "stepdown-d10-d": "Step Down D10", + "stepdown-d12-d": "Step Down D12" +} diff --git a/Marvel Heroic Roleplaying/translations/pl.json b/Marvel Heroic Roleplaying/translations/pl.json new file mode 100644 index 0000000000..f3b330c4de --- /dev/null +++ b/Marvel Heroic Roleplaying/translations/pl.json @@ -0,0 +1,258 @@ +{ + "stats": "Stats", + "character-details": "Character Details", + "non-player-character": "NPC", + "doom-dice-pool": "Doom Pool", + "hero-name": "Hero Name:", + "power-points": "Power Points", + "dice-pool": "Dice Pool", + "roll-dice-pool": "Roll Pool", + "clear-dice-pool": "Clear Pool", + "affiliations": "Affiliations", + "solo": "Solo", + "buddy": "Buddy", + "team": "Team", + "add-d6-a": "Add D6", + "add-d8-a": "Add D8", + "add-d10-a": "Add D10", + "distinctions": "Distinctions", + "add-d4-add1-power-point-d": "Add D4, +1PP", + "add-d8-d": "Add D8", + "stress": "Stress", + "physical-stress": "Physical", + "knocked-out-physical": "Out", + "mental-stress": "Mental", + "knocked-out-mental": "Out", + "emotional-stress": "Emotional", + "knocked-out-emotional": "Out", + "trauma": "Trauma", + "physical-trauma": "Physical", + "physically-dead": "Dead", + "mental-trauma": "Mental", + "mentally-dead": "Dead", + "emotional-trauma": "Emotional", + "emotionally-dead": "Dead", + "power-sets": "Power Sets", + "power-set-1": "Power Set 1", + "d6-minor-ability1": "D6 - Minor", + "d8-enhanced-ability1": "D8 - Enhanced", + "d10-superhuman-ability1": "D10 - Superhuman", + "d12-godlike-ability1": "D12 - Godlike", + "power-name1": "Power Name", + "add-d6-p1": "Add D6", + "add-d8-p1": "Add D8", + "add-d10-p1": "Add D10", + "add-d12-p1": "Add D12", + "special-effects-abbr1": "SFX:", + "special-effects-abbr-name1": "SFX Name", + "special-effects-abbr-description1": "SFX Description", + "limit1": "Limit:", + "limit-name1": "Limit Name", + "limit-description1": "Limit Description", + "add1-power-point-l1": "+1PP", + "power-set-2": "Power Set 2", + "d6-minor-ability2": "D6 - Minor", + "d8-enhanced-ability2": "D8 - Enhanced", + "d10-superhuman-ability2": "D10 - Superhuman", + "d12-godlike-ability2": "D12 - Godlike", + "power-name2": "Power Name", + "add-d6-p2": "Add D6", + "add-d8-p2": "Add D8", + "add-d10-p2": "Add D10", + "add-d12-p2": "Add D12", + "special-effects-abbr2": "SFX:", + "special-effects-abbr-name2": "SFX Name", + "special-effects-abbr-description2": "SFX Description", + "limit2": "Limit:", + "limit-name2": "Limit Name", + "limit-description2": "Limit Description", + "add1-power-point-l2": "+1PP", + "specialties": "Specialties", + "choose": "Choose...", + "acrobatic": "Acrobatic", + "business": "Business", + "combat": "Combat", + "cosmic": "Cosmic", + "covert": "Covert", + "crime": "Crime", + "medical": "Medical", + "menace": "Menace", + "mystic": "Mystic", + "psych": "Psych", + "science": "Science", + "tech": "Tech", + "vehicle": "Vehicle", + "expert-d8-2d6": "Expert - D8 / 2D6", + "master-d10-2d8-3d6": "Master - D10 / 2D8 / 3D6", + "add-d8-s": "Add D8", + "add-2d6-s": "Add 2D6", + "add-d10-s": "Add D10", + "add-2d8-s": "Add 2D8", + "add-3d6-s": "Add 3D6", + "push-dice": "Push Dice", + "push-add-d6-subtract1-power-point": "Push: Add D6, -1PP", + "opportunity-push-add-d8-subtract1-power-point": "Opportunity Push: Add D8, -1PP", + "stunts": "Stunts", + "stunt-add-d8-subtract1-power-point": "Stunt: Add D8, -1PP", + "opportunity-stunt-add-d10-subtract1-power-point": "Opportunity Stunt: Add D10, -1PP", + "resources-assets": "Resources / Assets", + "resource-asset": "Resource / Asset", + "resource-asset-description": "Resource / Asset Description", + "create-resource-subtract1-power-point": "Create Resource: -1PP", + "expert-resource-add-d6": "Expert Resource: Add D6", + "master-resource-add-d8": "Master Resource: Add D8", + "roll-dice-pool-b": "Roll Pool", + "clear-dice-pool-b": "Clear Pool", + "milestones": "Milestones", + "milestone-name1": "Milestone Name", + "add1-experience-point1": "+1XP", + "add3-experience-points1": "+3XP", + "add10-experience-points1": "+10XP", + "milestone-name2": "Milestone Name", + "add1-experience-point2": "+1XP", + "add3-experience-points2": "+3XP", + "add10-experience-points2": "+10XP", + "experience-points": "Experience Points", + "1experience-point-exchanged-for-1power-point": "1XP -> 1PP", + "secret-identity": "Secret", + "public-identity": "Public", + "identity": "Identity", + "history": "History", + "personality": "Personality", + "abilities-and-resources": "Abilities & Resources", + "non-player-character-name": "NPC Name:", + "non-player-character-identity": "NPC Identity", + "dice-pool-npc": "Dice Pool", + "roll-dice-pool-npc": "Roll Pool", + "clear-dice-pool-npc": "Clear Pool", + "affiliations-npc": "Affiliations", + "solo-npc": "Solo", + "for-example-1d4": "e.g. 1D4", + "buddy-npc": "Buddy", + "for-example-1d6": "e.g. 1D6", + "team-npc": "Team", + "for-example-3d8": "e.g. 3D8", + "add-d4-a-npc": "Add D4", + "add-d6-a-npc": "Add D6", + "add-d8-a-npc": "Add D8", + "add-d10-a-npc": "Add D10", + "specialties-npc": "Specialties", + "choose-npc": "Choose...", + "acrobatic-npc": "Acrobatic", + "business-npc": "Business", + "combat-npc": "Combat", + "cosmic-npc": "Cosmic", + "covert-npc": "Covert", + "crime-npc": "Crime", + "medical-npc": "Medical", + "menace-npc": "Menace", + "mystic-npc": "Mystic", + "psych-npc": "Psych", + "science-npc": "Science", + "tech-npc": "Tech", + "vehicle-npc": "Vehicle", + "rookie-d6-npc": "Rookie - D6", + "expert-d8-2d6-npc": "Expert - D8 / 2D6", + "master-d10-2d8-3d6-npc": "Master - D10 / 2D8 / 3D6", + "add-2d6-s-npc": "Add 2D6", + "add-2d8-s-npc": "Add 2D8", + "add-3d6-s-npc": "Add 3D6", + "resources-assets-npc": "Resources / Assets", + "resource-asset-npc": "Resource / Asset", + "resource-asset-description-npc": "Resource / Asset Description", + "create-resource-asset-doom-pool": "Create a Resource or Asset by spending a die from the Doom Pool", + "expert-resource-add-d6-npc": "Expert Resource: Add D6", + "master-resource-add-d8-npc": "Master Resource: Add D8", + "stress-npc": "Stress", + "physical-stress-npc": "Physical", + "d8-rookie-physically-knocked-out-npc": "D8 - Rookie Out", + "d10-expert-physically-knocked-out-npc": "D10 - Expert Out", + "d12-master-physically-knocked-out-npc": "D12 - Master Out", + "minor-major-non-player-character-physically-knocked-out": "Minor/Major NPC Out", + "mental-stress-npc": "Mental", + "d8-rookie-mentally-knocked-out-npc": "D8 - Rookie Out", + "d10-expert-mentally-knocked-out-npc": "D10 - Expert Out", + "d12-master-mentally-knocked-out-npc": "D12 - Master Out", + "minor-major-non-player-character-mentally-knocked-out": "Minor/Major NPC Out", + "emotional-stress-npc": "Emotional", + "d8-rookie-emotionally-knocked-out-npc": "D8 - Rookie Out", + "d10-expert-emotionally-knocked-out-npc": "D10 - Expert Out", + "d12-master-emotionally-knocked-out-npc": "D12 - Master Out", + "minor-major-non-player-character-emotionally-knocked-out": "Minor/Major NPC Out", + "trauma-npc": "Trauma", + "physical-trauma-npc": "Physical", + "d8-rookie-physically-dead-npc": "D8 - Rookie Dead", + "d10-expert-physically-dead-npc": "D10 - Expert Dead", + "d12-master-physically-dead-npc": "D12 - Master Dead", + "minor-major-non-player-character-physically-dead": "Minor/Major NPC Dead", + "mental-trauma-npc": "Mental", + "d8-rookie-mentally-dead-npc": "D8 - Rookie Dead", + "d10-expert-mentally-dead-npc": "D10 - Expert Dead", + "d12-master-mentally-dead-npc": "D12 - Master Dead", + "minor-major-non-player-character-mentally-dead": "Minor/Major NPC Dead", + "emotional-trauma-npc": "Emotional", + "d8-rookie-emotionally-dead-npc": "D8 - Rookie Dead", + "d10-expert-emotionally-dead-npc": "D10 - Expert Dead", + "d12-master-emotionally-dead-npc": "D12 - Master Dead", + "minor-major-non-player-character-emotionally-dead": "Minor/Major NPC Dead", + "distinctions-npc": "Distinctions", + "add-d4-add1-doom-pool-d-npc": "Add D4, +1 to Doom Pool", + "add-d8-d-npc": "Add D8", + "power-sets-npc": "Power Sets", + "power-set-1-npc": "Power Set 1", + "d6-minor-ability1-npc": "D6 - Minor", + "d8-enhanced-ability1-npc": "D8 - Enhanced", + "d10-superhuman-ability1-npc": "D10 - Superhuman", + "d12-godlike-ability1-npc": "D12 - Godlike", + "power-name1-npc": "Power Name", + "add-d6-p1-npc": "Add D6", + "add-d8-p1-npc": "Add D8", + "add-d10-p1-npc": "Add D10", + "add-d12-p1-npc": "Add D12", + "special-effects-abbr1-npc": "SFX:", + "special-effects-abbr-name1-npc": "SFX Name", + "special-effects-abbr-description1-npc": "SFX Description", + "limit1-npc": "Limit:", + "limit-name1-npc": "Limit Name", + "limit-description1-npc": "Limit Description", + "power-set-2-npc": "Power Set 2", + "d6-minor-ability2-npc": "D6 - Minor", + "d8-enhanced-ability2-npc": "D8 - Enhanced", + "d10-superhuman-ability2-npc": "D10 - Superhuman", + "d12-godlike-ability2-npc": "D12 - Godlike", + "power-name2-npc": "Power Name", + "add-d6-p2-npc": "Add D6", + "add-d8-p2-npc": "Add D8", + "add-d10-p2-npc": "Add D10", + "add-d12-p2-npc": "Add D12", + "special-effects-abbr2-npc": "SFX:", + "special-effects-abbr-name2-npc": "SFX Name", + "special-effects-abbr-description2-npc": "SFX Description", + "limit2-npc": "Limit:", + "limit-name2-npc": "Limit Name", + "limit-description2-npc": "Limit Description", + "stunts-npc": "Stunts", + "stunt-add-d8-spend-doom-pool-die": "Stunt: Add D8, Spend 1 Doom Pool Die", + "opportunity-stunt-add-d10-spend-doom-pool-die": "Opportunity Stunt: Add D10, Spend 1 Doom Pool Die", + "non-player-character-history": "NPC History", + "doom-pool-name": "Doom Pool", + "roll-dice-pool-d": "Roll Pool", + "clear-dice-pool-d": "Clear Pool", + "add-d4-d": "Add D4", + "add-d6-d": "Add D6", + "add-d10-d": "Add D10", + "add-d12-d": "Add D12", + "remove-d4-d": "Remove D4", + "remove-d6-d": "Remove D6", + "remove-d8-d": "Remove D8", + "remove-d10-d": "Remove D10", + "remove-d12-d": "Remove D12", + "stepup-d4-d": "Step Up D4", + "stepup-d6-d": "Step Up D6", + "stepup-d8-d": "Step Up D8", + "stepup-d10-d": "Step Up D10", + "stepdown-d6-d": "Step Down D6", + "stepdown-d8-d": "Step Down D8", + "stepdown-d10-d": "Step Down D10", + "stepdown-d12-d": "Step Down D12" +} diff --git a/Marvel Heroic Roleplaying/translations/pt.json b/Marvel Heroic Roleplaying/translations/pt.json new file mode 100644 index 0000000000..f3b330c4de --- /dev/null +++ b/Marvel Heroic Roleplaying/translations/pt.json @@ -0,0 +1,258 @@ +{ + "stats": "Stats", + "character-details": "Character Details", + "non-player-character": "NPC", + "doom-dice-pool": "Doom Pool", + "hero-name": "Hero Name:", + "power-points": "Power Points", + "dice-pool": "Dice Pool", + "roll-dice-pool": "Roll Pool", + "clear-dice-pool": "Clear Pool", + "affiliations": "Affiliations", + "solo": "Solo", + "buddy": "Buddy", + "team": "Team", + "add-d6-a": "Add D6", + "add-d8-a": "Add D8", + "add-d10-a": "Add D10", + "distinctions": "Distinctions", + "add-d4-add1-power-point-d": "Add D4, +1PP", + "add-d8-d": "Add D8", + "stress": "Stress", + "physical-stress": "Physical", + "knocked-out-physical": "Out", + "mental-stress": "Mental", + "knocked-out-mental": "Out", + "emotional-stress": "Emotional", + "knocked-out-emotional": "Out", + "trauma": "Trauma", + "physical-trauma": "Physical", + "physically-dead": "Dead", + "mental-trauma": "Mental", + "mentally-dead": "Dead", + "emotional-trauma": "Emotional", + "emotionally-dead": "Dead", + "power-sets": "Power Sets", + "power-set-1": "Power Set 1", + "d6-minor-ability1": "D6 - Minor", + "d8-enhanced-ability1": "D8 - Enhanced", + "d10-superhuman-ability1": "D10 - Superhuman", + "d12-godlike-ability1": "D12 - Godlike", + "power-name1": "Power Name", + "add-d6-p1": "Add D6", + "add-d8-p1": "Add D8", + "add-d10-p1": "Add D10", + "add-d12-p1": "Add D12", + "special-effects-abbr1": "SFX:", + "special-effects-abbr-name1": "SFX Name", + "special-effects-abbr-description1": "SFX Description", + "limit1": "Limit:", + "limit-name1": "Limit Name", + "limit-description1": "Limit Description", + "add1-power-point-l1": "+1PP", + "power-set-2": "Power Set 2", + "d6-minor-ability2": "D6 - Minor", + "d8-enhanced-ability2": "D8 - Enhanced", + "d10-superhuman-ability2": "D10 - Superhuman", + "d12-godlike-ability2": "D12 - Godlike", + "power-name2": "Power Name", + "add-d6-p2": "Add D6", + "add-d8-p2": "Add D8", + "add-d10-p2": "Add D10", + "add-d12-p2": "Add D12", + "special-effects-abbr2": "SFX:", + "special-effects-abbr-name2": "SFX Name", + "special-effects-abbr-description2": "SFX Description", + "limit2": "Limit:", + "limit-name2": "Limit Name", + "limit-description2": "Limit Description", + "add1-power-point-l2": "+1PP", + "specialties": "Specialties", + "choose": "Choose...", + "acrobatic": "Acrobatic", + "business": "Business", + "combat": "Combat", + "cosmic": "Cosmic", + "covert": "Covert", + "crime": "Crime", + "medical": "Medical", + "menace": "Menace", + "mystic": "Mystic", + "psych": "Psych", + "science": "Science", + "tech": "Tech", + "vehicle": "Vehicle", + "expert-d8-2d6": "Expert - D8 / 2D6", + "master-d10-2d8-3d6": "Master - D10 / 2D8 / 3D6", + "add-d8-s": "Add D8", + "add-2d6-s": "Add 2D6", + "add-d10-s": "Add D10", + "add-2d8-s": "Add 2D8", + "add-3d6-s": "Add 3D6", + "push-dice": "Push Dice", + "push-add-d6-subtract1-power-point": "Push: Add D6, -1PP", + "opportunity-push-add-d8-subtract1-power-point": "Opportunity Push: Add D8, -1PP", + "stunts": "Stunts", + "stunt-add-d8-subtract1-power-point": "Stunt: Add D8, -1PP", + "opportunity-stunt-add-d10-subtract1-power-point": "Opportunity Stunt: Add D10, -1PP", + "resources-assets": "Resources / Assets", + "resource-asset": "Resource / Asset", + "resource-asset-description": "Resource / Asset Description", + "create-resource-subtract1-power-point": "Create Resource: -1PP", + "expert-resource-add-d6": "Expert Resource: Add D6", + "master-resource-add-d8": "Master Resource: Add D8", + "roll-dice-pool-b": "Roll Pool", + "clear-dice-pool-b": "Clear Pool", + "milestones": "Milestones", + "milestone-name1": "Milestone Name", + "add1-experience-point1": "+1XP", + "add3-experience-points1": "+3XP", + "add10-experience-points1": "+10XP", + "milestone-name2": "Milestone Name", + "add1-experience-point2": "+1XP", + "add3-experience-points2": "+3XP", + "add10-experience-points2": "+10XP", + "experience-points": "Experience Points", + "1experience-point-exchanged-for-1power-point": "1XP -> 1PP", + "secret-identity": "Secret", + "public-identity": "Public", + "identity": "Identity", + "history": "History", + "personality": "Personality", + "abilities-and-resources": "Abilities & Resources", + "non-player-character-name": "NPC Name:", + "non-player-character-identity": "NPC Identity", + "dice-pool-npc": "Dice Pool", + "roll-dice-pool-npc": "Roll Pool", + "clear-dice-pool-npc": "Clear Pool", + "affiliations-npc": "Affiliations", + "solo-npc": "Solo", + "for-example-1d4": "e.g. 1D4", + "buddy-npc": "Buddy", + "for-example-1d6": "e.g. 1D6", + "team-npc": "Team", + "for-example-3d8": "e.g. 3D8", + "add-d4-a-npc": "Add D4", + "add-d6-a-npc": "Add D6", + "add-d8-a-npc": "Add D8", + "add-d10-a-npc": "Add D10", + "specialties-npc": "Specialties", + "choose-npc": "Choose...", + "acrobatic-npc": "Acrobatic", + "business-npc": "Business", + "combat-npc": "Combat", + "cosmic-npc": "Cosmic", + "covert-npc": "Covert", + "crime-npc": "Crime", + "medical-npc": "Medical", + "menace-npc": "Menace", + "mystic-npc": "Mystic", + "psych-npc": "Psych", + "science-npc": "Science", + "tech-npc": "Tech", + "vehicle-npc": "Vehicle", + "rookie-d6-npc": "Rookie - D6", + "expert-d8-2d6-npc": "Expert - D8 / 2D6", + "master-d10-2d8-3d6-npc": "Master - D10 / 2D8 / 3D6", + "add-2d6-s-npc": "Add 2D6", + "add-2d8-s-npc": "Add 2D8", + "add-3d6-s-npc": "Add 3D6", + "resources-assets-npc": "Resources / Assets", + "resource-asset-npc": "Resource / Asset", + "resource-asset-description-npc": "Resource / Asset Description", + "create-resource-asset-doom-pool": "Create a Resource or Asset by spending a die from the Doom Pool", + "expert-resource-add-d6-npc": "Expert Resource: Add D6", + "master-resource-add-d8-npc": "Master Resource: Add D8", + "stress-npc": "Stress", + "physical-stress-npc": "Physical", + "d8-rookie-physically-knocked-out-npc": "D8 - Rookie Out", + "d10-expert-physically-knocked-out-npc": "D10 - Expert Out", + "d12-master-physically-knocked-out-npc": "D12 - Master Out", + "minor-major-non-player-character-physically-knocked-out": "Minor/Major NPC Out", + "mental-stress-npc": "Mental", + "d8-rookie-mentally-knocked-out-npc": "D8 - Rookie Out", + "d10-expert-mentally-knocked-out-npc": "D10 - Expert Out", + "d12-master-mentally-knocked-out-npc": "D12 - Master Out", + "minor-major-non-player-character-mentally-knocked-out": "Minor/Major NPC Out", + "emotional-stress-npc": "Emotional", + "d8-rookie-emotionally-knocked-out-npc": "D8 - Rookie Out", + "d10-expert-emotionally-knocked-out-npc": "D10 - Expert Out", + "d12-master-emotionally-knocked-out-npc": "D12 - Master Out", + "minor-major-non-player-character-emotionally-knocked-out": "Minor/Major NPC Out", + "trauma-npc": "Trauma", + "physical-trauma-npc": "Physical", + "d8-rookie-physically-dead-npc": "D8 - Rookie Dead", + "d10-expert-physically-dead-npc": "D10 - Expert Dead", + "d12-master-physically-dead-npc": "D12 - Master Dead", + "minor-major-non-player-character-physically-dead": "Minor/Major NPC Dead", + "mental-trauma-npc": "Mental", + "d8-rookie-mentally-dead-npc": "D8 - Rookie Dead", + "d10-expert-mentally-dead-npc": "D10 - Expert Dead", + "d12-master-mentally-dead-npc": "D12 - Master Dead", + "minor-major-non-player-character-mentally-dead": "Minor/Major NPC Dead", + "emotional-trauma-npc": "Emotional", + "d8-rookie-emotionally-dead-npc": "D8 - Rookie Dead", + "d10-expert-emotionally-dead-npc": "D10 - Expert Dead", + "d12-master-emotionally-dead-npc": "D12 - Master Dead", + "minor-major-non-player-character-emotionally-dead": "Minor/Major NPC Dead", + "distinctions-npc": "Distinctions", + "add-d4-add1-doom-pool-d-npc": "Add D4, +1 to Doom Pool", + "add-d8-d-npc": "Add D8", + "power-sets-npc": "Power Sets", + "power-set-1-npc": "Power Set 1", + "d6-minor-ability1-npc": "D6 - Minor", + "d8-enhanced-ability1-npc": "D8 - Enhanced", + "d10-superhuman-ability1-npc": "D10 - Superhuman", + "d12-godlike-ability1-npc": "D12 - Godlike", + "power-name1-npc": "Power Name", + "add-d6-p1-npc": "Add D6", + "add-d8-p1-npc": "Add D8", + "add-d10-p1-npc": "Add D10", + "add-d12-p1-npc": "Add D12", + "special-effects-abbr1-npc": "SFX:", + "special-effects-abbr-name1-npc": "SFX Name", + "special-effects-abbr-description1-npc": "SFX Description", + "limit1-npc": "Limit:", + "limit-name1-npc": "Limit Name", + "limit-description1-npc": "Limit Description", + "power-set-2-npc": "Power Set 2", + "d6-minor-ability2-npc": "D6 - Minor", + "d8-enhanced-ability2-npc": "D8 - Enhanced", + "d10-superhuman-ability2-npc": "D10 - Superhuman", + "d12-godlike-ability2-npc": "D12 - Godlike", + "power-name2-npc": "Power Name", + "add-d6-p2-npc": "Add D6", + "add-d8-p2-npc": "Add D8", + "add-d10-p2-npc": "Add D10", + "add-d12-p2-npc": "Add D12", + "special-effects-abbr2-npc": "SFX:", + "special-effects-abbr-name2-npc": "SFX Name", + "special-effects-abbr-description2-npc": "SFX Description", + "limit2-npc": "Limit:", + "limit-name2-npc": "Limit Name", + "limit-description2-npc": "Limit Description", + "stunts-npc": "Stunts", + "stunt-add-d8-spend-doom-pool-die": "Stunt: Add D8, Spend 1 Doom Pool Die", + "opportunity-stunt-add-d10-spend-doom-pool-die": "Opportunity Stunt: Add D10, Spend 1 Doom Pool Die", + "non-player-character-history": "NPC History", + "doom-pool-name": "Doom Pool", + "roll-dice-pool-d": "Roll Pool", + "clear-dice-pool-d": "Clear Pool", + "add-d4-d": "Add D4", + "add-d6-d": "Add D6", + "add-d10-d": "Add D10", + "add-d12-d": "Add D12", + "remove-d4-d": "Remove D4", + "remove-d6-d": "Remove D6", + "remove-d8-d": "Remove D8", + "remove-d10-d": "Remove D10", + "remove-d12-d": "Remove D12", + "stepup-d4-d": "Step Up D4", + "stepup-d6-d": "Step Up D6", + "stepup-d8-d": "Step Up D8", + "stepup-d10-d": "Step Up D10", + "stepdown-d6-d": "Step Down D6", + "stepdown-d8-d": "Step Down D8", + "stepdown-d10-d": "Step Down D10", + "stepdown-d12-d": "Step Down D12" +} diff --git a/Marvel Heroic Roleplaying/translations/ru.json b/Marvel Heroic Roleplaying/translations/ru.json new file mode 100644 index 0000000000..f3b330c4de --- /dev/null +++ b/Marvel Heroic Roleplaying/translations/ru.json @@ -0,0 +1,258 @@ +{ + "stats": "Stats", + "character-details": "Character Details", + "non-player-character": "NPC", + "doom-dice-pool": "Doom Pool", + "hero-name": "Hero Name:", + "power-points": "Power Points", + "dice-pool": "Dice Pool", + "roll-dice-pool": "Roll Pool", + "clear-dice-pool": "Clear Pool", + "affiliations": "Affiliations", + "solo": "Solo", + "buddy": "Buddy", + "team": "Team", + "add-d6-a": "Add D6", + "add-d8-a": "Add D8", + "add-d10-a": "Add D10", + "distinctions": "Distinctions", + "add-d4-add1-power-point-d": "Add D4, +1PP", + "add-d8-d": "Add D8", + "stress": "Stress", + "physical-stress": "Physical", + "knocked-out-physical": "Out", + "mental-stress": "Mental", + "knocked-out-mental": "Out", + "emotional-stress": "Emotional", + "knocked-out-emotional": "Out", + "trauma": "Trauma", + "physical-trauma": "Physical", + "physically-dead": "Dead", + "mental-trauma": "Mental", + "mentally-dead": "Dead", + "emotional-trauma": "Emotional", + "emotionally-dead": "Dead", + "power-sets": "Power Sets", + "power-set-1": "Power Set 1", + "d6-minor-ability1": "D6 - Minor", + "d8-enhanced-ability1": "D8 - Enhanced", + "d10-superhuman-ability1": "D10 - Superhuman", + "d12-godlike-ability1": "D12 - Godlike", + "power-name1": "Power Name", + "add-d6-p1": "Add D6", + "add-d8-p1": "Add D8", + "add-d10-p1": "Add D10", + "add-d12-p1": "Add D12", + "special-effects-abbr1": "SFX:", + "special-effects-abbr-name1": "SFX Name", + "special-effects-abbr-description1": "SFX Description", + "limit1": "Limit:", + "limit-name1": "Limit Name", + "limit-description1": "Limit Description", + "add1-power-point-l1": "+1PP", + "power-set-2": "Power Set 2", + "d6-minor-ability2": "D6 - Minor", + "d8-enhanced-ability2": "D8 - Enhanced", + "d10-superhuman-ability2": "D10 - Superhuman", + "d12-godlike-ability2": "D12 - Godlike", + "power-name2": "Power Name", + "add-d6-p2": "Add D6", + "add-d8-p2": "Add D8", + "add-d10-p2": "Add D10", + "add-d12-p2": "Add D12", + "special-effects-abbr2": "SFX:", + "special-effects-abbr-name2": "SFX Name", + "special-effects-abbr-description2": "SFX Description", + "limit2": "Limit:", + "limit-name2": "Limit Name", + "limit-description2": "Limit Description", + "add1-power-point-l2": "+1PP", + "specialties": "Specialties", + "choose": "Choose...", + "acrobatic": "Acrobatic", + "business": "Business", + "combat": "Combat", + "cosmic": "Cosmic", + "covert": "Covert", + "crime": "Crime", + "medical": "Medical", + "menace": "Menace", + "mystic": "Mystic", + "psych": "Psych", + "science": "Science", + "tech": "Tech", + "vehicle": "Vehicle", + "expert-d8-2d6": "Expert - D8 / 2D6", + "master-d10-2d8-3d6": "Master - D10 / 2D8 / 3D6", + "add-d8-s": "Add D8", + "add-2d6-s": "Add 2D6", + "add-d10-s": "Add D10", + "add-2d8-s": "Add 2D8", + "add-3d6-s": "Add 3D6", + "push-dice": "Push Dice", + "push-add-d6-subtract1-power-point": "Push: Add D6, -1PP", + "opportunity-push-add-d8-subtract1-power-point": "Opportunity Push: Add D8, -1PP", + "stunts": "Stunts", + "stunt-add-d8-subtract1-power-point": "Stunt: Add D8, -1PP", + "opportunity-stunt-add-d10-subtract1-power-point": "Opportunity Stunt: Add D10, -1PP", + "resources-assets": "Resources / Assets", + "resource-asset": "Resource / Asset", + "resource-asset-description": "Resource / Asset Description", + "create-resource-subtract1-power-point": "Create Resource: -1PP", + "expert-resource-add-d6": "Expert Resource: Add D6", + "master-resource-add-d8": "Master Resource: Add D8", + "roll-dice-pool-b": "Roll Pool", + "clear-dice-pool-b": "Clear Pool", + "milestones": "Milestones", + "milestone-name1": "Milestone Name", + "add1-experience-point1": "+1XP", + "add3-experience-points1": "+3XP", + "add10-experience-points1": "+10XP", + "milestone-name2": "Milestone Name", + "add1-experience-point2": "+1XP", + "add3-experience-points2": "+3XP", + "add10-experience-points2": "+10XP", + "experience-points": "Experience Points", + "1experience-point-exchanged-for-1power-point": "1XP -> 1PP", + "secret-identity": "Secret", + "public-identity": "Public", + "identity": "Identity", + "history": "History", + "personality": "Personality", + "abilities-and-resources": "Abilities & Resources", + "non-player-character-name": "NPC Name:", + "non-player-character-identity": "NPC Identity", + "dice-pool-npc": "Dice Pool", + "roll-dice-pool-npc": "Roll Pool", + "clear-dice-pool-npc": "Clear Pool", + "affiliations-npc": "Affiliations", + "solo-npc": "Solo", + "for-example-1d4": "e.g. 1D4", + "buddy-npc": "Buddy", + "for-example-1d6": "e.g. 1D6", + "team-npc": "Team", + "for-example-3d8": "e.g. 3D8", + "add-d4-a-npc": "Add D4", + "add-d6-a-npc": "Add D6", + "add-d8-a-npc": "Add D8", + "add-d10-a-npc": "Add D10", + "specialties-npc": "Specialties", + "choose-npc": "Choose...", + "acrobatic-npc": "Acrobatic", + "business-npc": "Business", + "combat-npc": "Combat", + "cosmic-npc": "Cosmic", + "covert-npc": "Covert", + "crime-npc": "Crime", + "medical-npc": "Medical", + "menace-npc": "Menace", + "mystic-npc": "Mystic", + "psych-npc": "Psych", + "science-npc": "Science", + "tech-npc": "Tech", + "vehicle-npc": "Vehicle", + "rookie-d6-npc": "Rookie - D6", + "expert-d8-2d6-npc": "Expert - D8 / 2D6", + "master-d10-2d8-3d6-npc": "Master - D10 / 2D8 / 3D6", + "add-2d6-s-npc": "Add 2D6", + "add-2d8-s-npc": "Add 2D8", + "add-3d6-s-npc": "Add 3D6", + "resources-assets-npc": "Resources / Assets", + "resource-asset-npc": "Resource / Asset", + "resource-asset-description-npc": "Resource / Asset Description", + "create-resource-asset-doom-pool": "Create a Resource or Asset by spending a die from the Doom Pool", + "expert-resource-add-d6-npc": "Expert Resource: Add D6", + "master-resource-add-d8-npc": "Master Resource: Add D8", + "stress-npc": "Stress", + "physical-stress-npc": "Physical", + "d8-rookie-physically-knocked-out-npc": "D8 - Rookie Out", + "d10-expert-physically-knocked-out-npc": "D10 - Expert Out", + "d12-master-physically-knocked-out-npc": "D12 - Master Out", + "minor-major-non-player-character-physically-knocked-out": "Minor/Major NPC Out", + "mental-stress-npc": "Mental", + "d8-rookie-mentally-knocked-out-npc": "D8 - Rookie Out", + "d10-expert-mentally-knocked-out-npc": "D10 - Expert Out", + "d12-master-mentally-knocked-out-npc": "D12 - Master Out", + "minor-major-non-player-character-mentally-knocked-out": "Minor/Major NPC Out", + "emotional-stress-npc": "Emotional", + "d8-rookie-emotionally-knocked-out-npc": "D8 - Rookie Out", + "d10-expert-emotionally-knocked-out-npc": "D10 - Expert Out", + "d12-master-emotionally-knocked-out-npc": "D12 - Master Out", + "minor-major-non-player-character-emotionally-knocked-out": "Minor/Major NPC Out", + "trauma-npc": "Trauma", + "physical-trauma-npc": "Physical", + "d8-rookie-physically-dead-npc": "D8 - Rookie Dead", + "d10-expert-physically-dead-npc": "D10 - Expert Dead", + "d12-master-physically-dead-npc": "D12 - Master Dead", + "minor-major-non-player-character-physically-dead": "Minor/Major NPC Dead", + "mental-trauma-npc": "Mental", + "d8-rookie-mentally-dead-npc": "D8 - Rookie Dead", + "d10-expert-mentally-dead-npc": "D10 - Expert Dead", + "d12-master-mentally-dead-npc": "D12 - Master Dead", + "minor-major-non-player-character-mentally-dead": "Minor/Major NPC Dead", + "emotional-trauma-npc": "Emotional", + "d8-rookie-emotionally-dead-npc": "D8 - Rookie Dead", + "d10-expert-emotionally-dead-npc": "D10 - Expert Dead", + "d12-master-emotionally-dead-npc": "D12 - Master Dead", + "minor-major-non-player-character-emotionally-dead": "Minor/Major NPC Dead", + "distinctions-npc": "Distinctions", + "add-d4-add1-doom-pool-d-npc": "Add D4, +1 to Doom Pool", + "add-d8-d-npc": "Add D8", + "power-sets-npc": "Power Sets", + "power-set-1-npc": "Power Set 1", + "d6-minor-ability1-npc": "D6 - Minor", + "d8-enhanced-ability1-npc": "D8 - Enhanced", + "d10-superhuman-ability1-npc": "D10 - Superhuman", + "d12-godlike-ability1-npc": "D12 - Godlike", + "power-name1-npc": "Power Name", + "add-d6-p1-npc": "Add D6", + "add-d8-p1-npc": "Add D8", + "add-d10-p1-npc": "Add D10", + "add-d12-p1-npc": "Add D12", + "special-effects-abbr1-npc": "SFX:", + "special-effects-abbr-name1-npc": "SFX Name", + "special-effects-abbr-description1-npc": "SFX Description", + "limit1-npc": "Limit:", + "limit-name1-npc": "Limit Name", + "limit-description1-npc": "Limit Description", + "power-set-2-npc": "Power Set 2", + "d6-minor-ability2-npc": "D6 - Minor", + "d8-enhanced-ability2-npc": "D8 - Enhanced", + "d10-superhuman-ability2-npc": "D10 - Superhuman", + "d12-godlike-ability2-npc": "D12 - Godlike", + "power-name2-npc": "Power Name", + "add-d6-p2-npc": "Add D6", + "add-d8-p2-npc": "Add D8", + "add-d10-p2-npc": "Add D10", + "add-d12-p2-npc": "Add D12", + "special-effects-abbr2-npc": "SFX:", + "special-effects-abbr-name2-npc": "SFX Name", + "special-effects-abbr-description2-npc": "SFX Description", + "limit2-npc": "Limit:", + "limit-name2-npc": "Limit Name", + "limit-description2-npc": "Limit Description", + "stunts-npc": "Stunts", + "stunt-add-d8-spend-doom-pool-die": "Stunt: Add D8, Spend 1 Doom Pool Die", + "opportunity-stunt-add-d10-spend-doom-pool-die": "Opportunity Stunt: Add D10, Spend 1 Doom Pool Die", + "non-player-character-history": "NPC History", + "doom-pool-name": "Doom Pool", + "roll-dice-pool-d": "Roll Pool", + "clear-dice-pool-d": "Clear Pool", + "add-d4-d": "Add D4", + "add-d6-d": "Add D6", + "add-d10-d": "Add D10", + "add-d12-d": "Add D12", + "remove-d4-d": "Remove D4", + "remove-d6-d": "Remove D6", + "remove-d8-d": "Remove D8", + "remove-d10-d": "Remove D10", + "remove-d12-d": "Remove D12", + "stepup-d4-d": "Step Up D4", + "stepup-d6-d": "Step Up D6", + "stepup-d8-d": "Step Up D8", + "stepup-d10-d": "Step Up D10", + "stepdown-d6-d": "Step Down D6", + "stepdown-d8-d": "Step Down D8", + "stepdown-d10-d": "Step Down D10", + "stepdown-d12-d": "Step Down D12" +} diff --git a/Marvel Heroic Roleplaying/translations/sv.json b/Marvel Heroic Roleplaying/translations/sv.json new file mode 100644 index 0000000000..f3b330c4de --- /dev/null +++ b/Marvel Heroic Roleplaying/translations/sv.json @@ -0,0 +1,258 @@ +{ + "stats": "Stats", + "character-details": "Character Details", + "non-player-character": "NPC", + "doom-dice-pool": "Doom Pool", + "hero-name": "Hero Name:", + "power-points": "Power Points", + "dice-pool": "Dice Pool", + "roll-dice-pool": "Roll Pool", + "clear-dice-pool": "Clear Pool", + "affiliations": "Affiliations", + "solo": "Solo", + "buddy": "Buddy", + "team": "Team", + "add-d6-a": "Add D6", + "add-d8-a": "Add D8", + "add-d10-a": "Add D10", + "distinctions": "Distinctions", + "add-d4-add1-power-point-d": "Add D4, +1PP", + "add-d8-d": "Add D8", + "stress": "Stress", + "physical-stress": "Physical", + "knocked-out-physical": "Out", + "mental-stress": "Mental", + "knocked-out-mental": "Out", + "emotional-stress": "Emotional", + "knocked-out-emotional": "Out", + "trauma": "Trauma", + "physical-trauma": "Physical", + "physically-dead": "Dead", + "mental-trauma": "Mental", + "mentally-dead": "Dead", + "emotional-trauma": "Emotional", + "emotionally-dead": "Dead", + "power-sets": "Power Sets", + "power-set-1": "Power Set 1", + "d6-minor-ability1": "D6 - Minor", + "d8-enhanced-ability1": "D8 - Enhanced", + "d10-superhuman-ability1": "D10 - Superhuman", + "d12-godlike-ability1": "D12 - Godlike", + "power-name1": "Power Name", + "add-d6-p1": "Add D6", + "add-d8-p1": "Add D8", + "add-d10-p1": "Add D10", + "add-d12-p1": "Add D12", + "special-effects-abbr1": "SFX:", + "special-effects-abbr-name1": "SFX Name", + "special-effects-abbr-description1": "SFX Description", + "limit1": "Limit:", + "limit-name1": "Limit Name", + "limit-description1": "Limit Description", + "add1-power-point-l1": "+1PP", + "power-set-2": "Power Set 2", + "d6-minor-ability2": "D6 - Minor", + "d8-enhanced-ability2": "D8 - Enhanced", + "d10-superhuman-ability2": "D10 - Superhuman", + "d12-godlike-ability2": "D12 - Godlike", + "power-name2": "Power Name", + "add-d6-p2": "Add D6", + "add-d8-p2": "Add D8", + "add-d10-p2": "Add D10", + "add-d12-p2": "Add D12", + "special-effects-abbr2": "SFX:", + "special-effects-abbr-name2": "SFX Name", + "special-effects-abbr-description2": "SFX Description", + "limit2": "Limit:", + "limit-name2": "Limit Name", + "limit-description2": "Limit Description", + "add1-power-point-l2": "+1PP", + "specialties": "Specialties", + "choose": "Choose...", + "acrobatic": "Acrobatic", + "business": "Business", + "combat": "Combat", + "cosmic": "Cosmic", + "covert": "Covert", + "crime": "Crime", + "medical": "Medical", + "menace": "Menace", + "mystic": "Mystic", + "psych": "Psych", + "science": "Science", + "tech": "Tech", + "vehicle": "Vehicle", + "expert-d8-2d6": "Expert - D8 / 2D6", + "master-d10-2d8-3d6": "Master - D10 / 2D8 / 3D6", + "add-d8-s": "Add D8", + "add-2d6-s": "Add 2D6", + "add-d10-s": "Add D10", + "add-2d8-s": "Add 2D8", + "add-3d6-s": "Add 3D6", + "push-dice": "Push Dice", + "push-add-d6-subtract1-power-point": "Push: Add D6, -1PP", + "opportunity-push-add-d8-subtract1-power-point": "Opportunity Push: Add D8, -1PP", + "stunts": "Stunts", + "stunt-add-d8-subtract1-power-point": "Stunt: Add D8, -1PP", + "opportunity-stunt-add-d10-subtract1-power-point": "Opportunity Stunt: Add D10, -1PP", + "resources-assets": "Resources / Assets", + "resource-asset": "Resource / Asset", + "resource-asset-description": "Resource / Asset Description", + "create-resource-subtract1-power-point": "Create Resource: -1PP", + "expert-resource-add-d6": "Expert Resource: Add D6", + "master-resource-add-d8": "Master Resource: Add D8", + "roll-dice-pool-b": "Roll Pool", + "clear-dice-pool-b": "Clear Pool", + "milestones": "Milestones", + "milestone-name1": "Milestone Name", + "add1-experience-point1": "+1XP", + "add3-experience-points1": "+3XP", + "add10-experience-points1": "+10XP", + "milestone-name2": "Milestone Name", + "add1-experience-point2": "+1XP", + "add3-experience-points2": "+3XP", + "add10-experience-points2": "+10XP", + "experience-points": "Experience Points", + "1experience-point-exchanged-for-1power-point": "1XP -> 1PP", + "secret-identity": "Secret", + "public-identity": "Public", + "identity": "Identity", + "history": "History", + "personality": "Personality", + "abilities-and-resources": "Abilities & Resources", + "non-player-character-name": "NPC Name:", + "non-player-character-identity": "NPC Identity", + "dice-pool-npc": "Dice Pool", + "roll-dice-pool-npc": "Roll Pool", + "clear-dice-pool-npc": "Clear Pool", + "affiliations-npc": "Affiliations", + "solo-npc": "Solo", + "for-example-1d4": "e.g. 1D4", + "buddy-npc": "Buddy", + "for-example-1d6": "e.g. 1D6", + "team-npc": "Team", + "for-example-3d8": "e.g. 3D8", + "add-d4-a-npc": "Add D4", + "add-d6-a-npc": "Add D6", + "add-d8-a-npc": "Add D8", + "add-d10-a-npc": "Add D10", + "specialties-npc": "Specialties", + "choose-npc": "Choose...", + "acrobatic-npc": "Acrobatic", + "business-npc": "Business", + "combat-npc": "Combat", + "cosmic-npc": "Cosmic", + "covert-npc": "Covert", + "crime-npc": "Crime", + "medical-npc": "Medical", + "menace-npc": "Menace", + "mystic-npc": "Mystic", + "psych-npc": "Psych", + "science-npc": "Science", + "tech-npc": "Tech", + "vehicle-npc": "Vehicle", + "rookie-d6-npc": "Rookie - D6", + "expert-d8-2d6-npc": "Expert - D8 / 2D6", + "master-d10-2d8-3d6-npc": "Master - D10 / 2D8 / 3D6", + "add-2d6-s-npc": "Add 2D6", + "add-2d8-s-npc": "Add 2D8", + "add-3d6-s-npc": "Add 3D6", + "resources-assets-npc": "Resources / Assets", + "resource-asset-npc": "Resource / Asset", + "resource-asset-description-npc": "Resource / Asset Description", + "create-resource-asset-doom-pool": "Create a Resource or Asset by spending a die from the Doom Pool", + "expert-resource-add-d6-npc": "Expert Resource: Add D6", + "master-resource-add-d8-npc": "Master Resource: Add D8", + "stress-npc": "Stress", + "physical-stress-npc": "Physical", + "d8-rookie-physically-knocked-out-npc": "D8 - Rookie Out", + "d10-expert-physically-knocked-out-npc": "D10 - Expert Out", + "d12-master-physically-knocked-out-npc": "D12 - Master Out", + "minor-major-non-player-character-physically-knocked-out": "Minor/Major NPC Out", + "mental-stress-npc": "Mental", + "d8-rookie-mentally-knocked-out-npc": "D8 - Rookie Out", + "d10-expert-mentally-knocked-out-npc": "D10 - Expert Out", + "d12-master-mentally-knocked-out-npc": "D12 - Master Out", + "minor-major-non-player-character-mentally-knocked-out": "Minor/Major NPC Out", + "emotional-stress-npc": "Emotional", + "d8-rookie-emotionally-knocked-out-npc": "D8 - Rookie Out", + "d10-expert-emotionally-knocked-out-npc": "D10 - Expert Out", + "d12-master-emotionally-knocked-out-npc": "D12 - Master Out", + "minor-major-non-player-character-emotionally-knocked-out": "Minor/Major NPC Out", + "trauma-npc": "Trauma", + "physical-trauma-npc": "Physical", + "d8-rookie-physically-dead-npc": "D8 - Rookie Dead", + "d10-expert-physically-dead-npc": "D10 - Expert Dead", + "d12-master-physically-dead-npc": "D12 - Master Dead", + "minor-major-non-player-character-physically-dead": "Minor/Major NPC Dead", + "mental-trauma-npc": "Mental", + "d8-rookie-mentally-dead-npc": "D8 - Rookie Dead", + "d10-expert-mentally-dead-npc": "D10 - Expert Dead", + "d12-master-mentally-dead-npc": "D12 - Master Dead", + "minor-major-non-player-character-mentally-dead": "Minor/Major NPC Dead", + "emotional-trauma-npc": "Emotional", + "d8-rookie-emotionally-dead-npc": "D8 - Rookie Dead", + "d10-expert-emotionally-dead-npc": "D10 - Expert Dead", + "d12-master-emotionally-dead-npc": "D12 - Master Dead", + "minor-major-non-player-character-emotionally-dead": "Minor/Major NPC Dead", + "distinctions-npc": "Distinctions", + "add-d4-add1-doom-pool-d-npc": "Add D4, +1 to Doom Pool", + "add-d8-d-npc": "Add D8", + "power-sets-npc": "Power Sets", + "power-set-1-npc": "Power Set 1", + "d6-minor-ability1-npc": "D6 - Minor", + "d8-enhanced-ability1-npc": "D8 - Enhanced", + "d10-superhuman-ability1-npc": "D10 - Superhuman", + "d12-godlike-ability1-npc": "D12 - Godlike", + "power-name1-npc": "Power Name", + "add-d6-p1-npc": "Add D6", + "add-d8-p1-npc": "Add D8", + "add-d10-p1-npc": "Add D10", + "add-d12-p1-npc": "Add D12", + "special-effects-abbr1-npc": "SFX:", + "special-effects-abbr-name1-npc": "SFX Name", + "special-effects-abbr-description1-npc": "SFX Description", + "limit1-npc": "Limit:", + "limit-name1-npc": "Limit Name", + "limit-description1-npc": "Limit Description", + "power-set-2-npc": "Power Set 2", + "d6-minor-ability2-npc": "D6 - Minor", + "d8-enhanced-ability2-npc": "D8 - Enhanced", + "d10-superhuman-ability2-npc": "D10 - Superhuman", + "d12-godlike-ability2-npc": "D12 - Godlike", + "power-name2-npc": "Power Name", + "add-d6-p2-npc": "Add D6", + "add-d8-p2-npc": "Add D8", + "add-d10-p2-npc": "Add D10", + "add-d12-p2-npc": "Add D12", + "special-effects-abbr2-npc": "SFX:", + "special-effects-abbr-name2-npc": "SFX Name", + "special-effects-abbr-description2-npc": "SFX Description", + "limit2-npc": "Limit:", + "limit-name2-npc": "Limit Name", + "limit-description2-npc": "Limit Description", + "stunts-npc": "Stunts", + "stunt-add-d8-spend-doom-pool-die": "Stunt: Add D8, Spend 1 Doom Pool Die", + "opportunity-stunt-add-d10-spend-doom-pool-die": "Opportunity Stunt: Add D10, Spend 1 Doom Pool Die", + "non-player-character-history": "NPC History", + "doom-pool-name": "Doom Pool", + "roll-dice-pool-d": "Roll Pool", + "clear-dice-pool-d": "Clear Pool", + "add-d4-d": "Add D4", + "add-d6-d": "Add D6", + "add-d10-d": "Add D10", + "add-d12-d": "Add D12", + "remove-d4-d": "Remove D4", + "remove-d6-d": "Remove D6", + "remove-d8-d": "Remove D8", + "remove-d10-d": "Remove D10", + "remove-d12-d": "Remove D12", + "stepup-d4-d": "Step Up D4", + "stepup-d6-d": "Step Up D6", + "stepup-d8-d": "Step Up D8", + "stepup-d10-d": "Step Up D10", + "stepdown-d6-d": "Step Down D6", + "stepdown-d8-d": "Step Down D8", + "stepdown-d10-d": "Step Down D10", + "stepdown-d12-d": "Step Down D12" +} diff --git a/Marvel Heroic Roleplaying/translations/tr.json b/Marvel Heroic Roleplaying/translations/tr.json new file mode 100644 index 0000000000..f3b330c4de --- /dev/null +++ b/Marvel Heroic Roleplaying/translations/tr.json @@ -0,0 +1,258 @@ +{ + "stats": "Stats", + "character-details": "Character Details", + "non-player-character": "NPC", + "doom-dice-pool": "Doom Pool", + "hero-name": "Hero Name:", + "power-points": "Power Points", + "dice-pool": "Dice Pool", + "roll-dice-pool": "Roll Pool", + "clear-dice-pool": "Clear Pool", + "affiliations": "Affiliations", + "solo": "Solo", + "buddy": "Buddy", + "team": "Team", + "add-d6-a": "Add D6", + "add-d8-a": "Add D8", + "add-d10-a": "Add D10", + "distinctions": "Distinctions", + "add-d4-add1-power-point-d": "Add D4, +1PP", + "add-d8-d": "Add D8", + "stress": "Stress", + "physical-stress": "Physical", + "knocked-out-physical": "Out", + "mental-stress": "Mental", + "knocked-out-mental": "Out", + "emotional-stress": "Emotional", + "knocked-out-emotional": "Out", + "trauma": "Trauma", + "physical-trauma": "Physical", + "physically-dead": "Dead", + "mental-trauma": "Mental", + "mentally-dead": "Dead", + "emotional-trauma": "Emotional", + "emotionally-dead": "Dead", + "power-sets": "Power Sets", + "power-set-1": "Power Set 1", + "d6-minor-ability1": "D6 - Minor", + "d8-enhanced-ability1": "D8 - Enhanced", + "d10-superhuman-ability1": "D10 - Superhuman", + "d12-godlike-ability1": "D12 - Godlike", + "power-name1": "Power Name", + "add-d6-p1": "Add D6", + "add-d8-p1": "Add D8", + "add-d10-p1": "Add D10", + "add-d12-p1": "Add D12", + "special-effects-abbr1": "SFX:", + "special-effects-abbr-name1": "SFX Name", + "special-effects-abbr-description1": "SFX Description", + "limit1": "Limit:", + "limit-name1": "Limit Name", + "limit-description1": "Limit Description", + "add1-power-point-l1": "+1PP", + "power-set-2": "Power Set 2", + "d6-minor-ability2": "D6 - Minor", + "d8-enhanced-ability2": "D8 - Enhanced", + "d10-superhuman-ability2": "D10 - Superhuman", + "d12-godlike-ability2": "D12 - Godlike", + "power-name2": "Power Name", + "add-d6-p2": "Add D6", + "add-d8-p2": "Add D8", + "add-d10-p2": "Add D10", + "add-d12-p2": "Add D12", + "special-effects-abbr2": "SFX:", + "special-effects-abbr-name2": "SFX Name", + "special-effects-abbr-description2": "SFX Description", + "limit2": "Limit:", + "limit-name2": "Limit Name", + "limit-description2": "Limit Description", + "add1-power-point-l2": "+1PP", + "specialties": "Specialties", + "choose": "Choose...", + "acrobatic": "Acrobatic", + "business": "Business", + "combat": "Combat", + "cosmic": "Cosmic", + "covert": "Covert", + "crime": "Crime", + "medical": "Medical", + "menace": "Menace", + "mystic": "Mystic", + "psych": "Psych", + "science": "Science", + "tech": "Tech", + "vehicle": "Vehicle", + "expert-d8-2d6": "Expert - D8 / 2D6", + "master-d10-2d8-3d6": "Master - D10 / 2D8 / 3D6", + "add-d8-s": "Add D8", + "add-2d6-s": "Add 2D6", + "add-d10-s": "Add D10", + "add-2d8-s": "Add 2D8", + "add-3d6-s": "Add 3D6", + "push-dice": "Push Dice", + "push-add-d6-subtract1-power-point": "Push: Add D6, -1PP", + "opportunity-push-add-d8-subtract1-power-point": "Opportunity Push: Add D8, -1PP", + "stunts": "Stunts", + "stunt-add-d8-subtract1-power-point": "Stunt: Add D8, -1PP", + "opportunity-stunt-add-d10-subtract1-power-point": "Opportunity Stunt: Add D10, -1PP", + "resources-assets": "Resources / Assets", + "resource-asset": "Resource / Asset", + "resource-asset-description": "Resource / Asset Description", + "create-resource-subtract1-power-point": "Create Resource: -1PP", + "expert-resource-add-d6": "Expert Resource: Add D6", + "master-resource-add-d8": "Master Resource: Add D8", + "roll-dice-pool-b": "Roll Pool", + "clear-dice-pool-b": "Clear Pool", + "milestones": "Milestones", + "milestone-name1": "Milestone Name", + "add1-experience-point1": "+1XP", + "add3-experience-points1": "+3XP", + "add10-experience-points1": "+10XP", + "milestone-name2": "Milestone Name", + "add1-experience-point2": "+1XP", + "add3-experience-points2": "+3XP", + "add10-experience-points2": "+10XP", + "experience-points": "Experience Points", + "1experience-point-exchanged-for-1power-point": "1XP -> 1PP", + "secret-identity": "Secret", + "public-identity": "Public", + "identity": "Identity", + "history": "History", + "personality": "Personality", + "abilities-and-resources": "Abilities & Resources", + "non-player-character-name": "NPC Name:", + "non-player-character-identity": "NPC Identity", + "dice-pool-npc": "Dice Pool", + "roll-dice-pool-npc": "Roll Pool", + "clear-dice-pool-npc": "Clear Pool", + "affiliations-npc": "Affiliations", + "solo-npc": "Solo", + "for-example-1d4": "e.g. 1D4", + "buddy-npc": "Buddy", + "for-example-1d6": "e.g. 1D6", + "team-npc": "Team", + "for-example-3d8": "e.g. 3D8", + "add-d4-a-npc": "Add D4", + "add-d6-a-npc": "Add D6", + "add-d8-a-npc": "Add D8", + "add-d10-a-npc": "Add D10", + "specialties-npc": "Specialties", + "choose-npc": "Choose...", + "acrobatic-npc": "Acrobatic", + "business-npc": "Business", + "combat-npc": "Combat", + "cosmic-npc": "Cosmic", + "covert-npc": "Covert", + "crime-npc": "Crime", + "medical-npc": "Medical", + "menace-npc": "Menace", + "mystic-npc": "Mystic", + "psych-npc": "Psych", + "science-npc": "Science", + "tech-npc": "Tech", + "vehicle-npc": "Vehicle", + "rookie-d6-npc": "Rookie - D6", + "expert-d8-2d6-npc": "Expert - D8 / 2D6", + "master-d10-2d8-3d6-npc": "Master - D10 / 2D8 / 3D6", + "add-2d6-s-npc": "Add 2D6", + "add-2d8-s-npc": "Add 2D8", + "add-3d6-s-npc": "Add 3D6", + "resources-assets-npc": "Resources / Assets", + "resource-asset-npc": "Resource / Asset", + "resource-asset-description-npc": "Resource / Asset Description", + "create-resource-asset-doom-pool": "Create a Resource or Asset by spending a die from the Doom Pool", + "expert-resource-add-d6-npc": "Expert Resource: Add D6", + "master-resource-add-d8-npc": "Master Resource: Add D8", + "stress-npc": "Stress", + "physical-stress-npc": "Physical", + "d8-rookie-physically-knocked-out-npc": "D8 - Rookie Out", + "d10-expert-physically-knocked-out-npc": "D10 - Expert Out", + "d12-master-physically-knocked-out-npc": "D12 - Master Out", + "minor-major-non-player-character-physically-knocked-out": "Minor/Major NPC Out", + "mental-stress-npc": "Mental", + "d8-rookie-mentally-knocked-out-npc": "D8 - Rookie Out", + "d10-expert-mentally-knocked-out-npc": "D10 - Expert Out", + "d12-master-mentally-knocked-out-npc": "D12 - Master Out", + "minor-major-non-player-character-mentally-knocked-out": "Minor/Major NPC Out", + "emotional-stress-npc": "Emotional", + "d8-rookie-emotionally-knocked-out-npc": "D8 - Rookie Out", + "d10-expert-emotionally-knocked-out-npc": "D10 - Expert Out", + "d12-master-emotionally-knocked-out-npc": "D12 - Master Out", + "minor-major-non-player-character-emotionally-knocked-out": "Minor/Major NPC Out", + "trauma-npc": "Trauma", + "physical-trauma-npc": "Physical", + "d8-rookie-physically-dead-npc": "D8 - Rookie Dead", + "d10-expert-physically-dead-npc": "D10 - Expert Dead", + "d12-master-physically-dead-npc": "D12 - Master Dead", + "minor-major-non-player-character-physically-dead": "Minor/Major NPC Dead", + "mental-trauma-npc": "Mental", + "d8-rookie-mentally-dead-npc": "D8 - Rookie Dead", + "d10-expert-mentally-dead-npc": "D10 - Expert Dead", + "d12-master-mentally-dead-npc": "D12 - Master Dead", + "minor-major-non-player-character-mentally-dead": "Minor/Major NPC Dead", + "emotional-trauma-npc": "Emotional", + "d8-rookie-emotionally-dead-npc": "D8 - Rookie Dead", + "d10-expert-emotionally-dead-npc": "D10 - Expert Dead", + "d12-master-emotionally-dead-npc": "D12 - Master Dead", + "minor-major-non-player-character-emotionally-dead": "Minor/Major NPC Dead", + "distinctions-npc": "Distinctions", + "add-d4-add1-doom-pool-d-npc": "Add D4, +1 to Doom Pool", + "add-d8-d-npc": "Add D8", + "power-sets-npc": "Power Sets", + "power-set-1-npc": "Power Set 1", + "d6-minor-ability1-npc": "D6 - Minor", + "d8-enhanced-ability1-npc": "D8 - Enhanced", + "d10-superhuman-ability1-npc": "D10 - Superhuman", + "d12-godlike-ability1-npc": "D12 - Godlike", + "power-name1-npc": "Power Name", + "add-d6-p1-npc": "Add D6", + "add-d8-p1-npc": "Add D8", + "add-d10-p1-npc": "Add D10", + "add-d12-p1-npc": "Add D12", + "special-effects-abbr1-npc": "SFX:", + "special-effects-abbr-name1-npc": "SFX Name", + "special-effects-abbr-description1-npc": "SFX Description", + "limit1-npc": "Limit:", + "limit-name1-npc": "Limit Name", + "limit-description1-npc": "Limit Description", + "power-set-2-npc": "Power Set 2", + "d6-minor-ability2-npc": "D6 - Minor", + "d8-enhanced-ability2-npc": "D8 - Enhanced", + "d10-superhuman-ability2-npc": "D10 - Superhuman", + "d12-godlike-ability2-npc": "D12 - Godlike", + "power-name2-npc": "Power Name", + "add-d6-p2-npc": "Add D6", + "add-d8-p2-npc": "Add D8", + "add-d10-p2-npc": "Add D10", + "add-d12-p2-npc": "Add D12", + "special-effects-abbr2-npc": "SFX:", + "special-effects-abbr-name2-npc": "SFX Name", + "special-effects-abbr-description2-npc": "SFX Description", + "limit2-npc": "Limit:", + "limit-name2-npc": "Limit Name", + "limit-description2-npc": "Limit Description", + "stunts-npc": "Stunts", + "stunt-add-d8-spend-doom-pool-die": "Stunt: Add D8, Spend 1 Doom Pool Die", + "opportunity-stunt-add-d10-spend-doom-pool-die": "Opportunity Stunt: Add D10, Spend 1 Doom Pool Die", + "non-player-character-history": "NPC History", + "doom-pool-name": "Doom Pool", + "roll-dice-pool-d": "Roll Pool", + "clear-dice-pool-d": "Clear Pool", + "add-d4-d": "Add D4", + "add-d6-d": "Add D6", + "add-d10-d": "Add D10", + "add-d12-d": "Add D12", + "remove-d4-d": "Remove D4", + "remove-d6-d": "Remove D6", + "remove-d8-d": "Remove D8", + "remove-d10-d": "Remove D10", + "remove-d12-d": "Remove D12", + "stepup-d4-d": "Step Up D4", + "stepup-d6-d": "Step Up D6", + "stepup-d8-d": "Step Up D8", + "stepup-d10-d": "Step Up D10", + "stepdown-d6-d": "Step Down D6", + "stepdown-d8-d": "Step Down D8", + "stepdown-d10-d": "Step Down D10", + "stepdown-d12-d": "Step Down D12" +} diff --git a/Marvel Heroic Roleplaying/translations/zh.json b/Marvel Heroic Roleplaying/translations/zh.json new file mode 100644 index 0000000000..f3b330c4de --- /dev/null +++ b/Marvel Heroic Roleplaying/translations/zh.json @@ -0,0 +1,258 @@ +{ + "stats": "Stats", + "character-details": "Character Details", + "non-player-character": "NPC", + "doom-dice-pool": "Doom Pool", + "hero-name": "Hero Name:", + "power-points": "Power Points", + "dice-pool": "Dice Pool", + "roll-dice-pool": "Roll Pool", + "clear-dice-pool": "Clear Pool", + "affiliations": "Affiliations", + "solo": "Solo", + "buddy": "Buddy", + "team": "Team", + "add-d6-a": "Add D6", + "add-d8-a": "Add D8", + "add-d10-a": "Add D10", + "distinctions": "Distinctions", + "add-d4-add1-power-point-d": "Add D4, +1PP", + "add-d8-d": "Add D8", + "stress": "Stress", + "physical-stress": "Physical", + "knocked-out-physical": "Out", + "mental-stress": "Mental", + "knocked-out-mental": "Out", + "emotional-stress": "Emotional", + "knocked-out-emotional": "Out", + "trauma": "Trauma", + "physical-trauma": "Physical", + "physically-dead": "Dead", + "mental-trauma": "Mental", + "mentally-dead": "Dead", + "emotional-trauma": "Emotional", + "emotionally-dead": "Dead", + "power-sets": "Power Sets", + "power-set-1": "Power Set 1", + "d6-minor-ability1": "D6 - Minor", + "d8-enhanced-ability1": "D8 - Enhanced", + "d10-superhuman-ability1": "D10 - Superhuman", + "d12-godlike-ability1": "D12 - Godlike", + "power-name1": "Power Name", + "add-d6-p1": "Add D6", + "add-d8-p1": "Add D8", + "add-d10-p1": "Add D10", + "add-d12-p1": "Add D12", + "special-effects-abbr1": "SFX:", + "special-effects-abbr-name1": "SFX Name", + "special-effects-abbr-description1": "SFX Description", + "limit1": "Limit:", + "limit-name1": "Limit Name", + "limit-description1": "Limit Description", + "add1-power-point-l1": "+1PP", + "power-set-2": "Power Set 2", + "d6-minor-ability2": "D6 - Minor", + "d8-enhanced-ability2": "D8 - Enhanced", + "d10-superhuman-ability2": "D10 - Superhuman", + "d12-godlike-ability2": "D12 - Godlike", + "power-name2": "Power Name", + "add-d6-p2": "Add D6", + "add-d8-p2": "Add D8", + "add-d10-p2": "Add D10", + "add-d12-p2": "Add D12", + "special-effects-abbr2": "SFX:", + "special-effects-abbr-name2": "SFX Name", + "special-effects-abbr-description2": "SFX Description", + "limit2": "Limit:", + "limit-name2": "Limit Name", + "limit-description2": "Limit Description", + "add1-power-point-l2": "+1PP", + "specialties": "Specialties", + "choose": "Choose...", + "acrobatic": "Acrobatic", + "business": "Business", + "combat": "Combat", + "cosmic": "Cosmic", + "covert": "Covert", + "crime": "Crime", + "medical": "Medical", + "menace": "Menace", + "mystic": "Mystic", + "psych": "Psych", + "science": "Science", + "tech": "Tech", + "vehicle": "Vehicle", + "expert-d8-2d6": "Expert - D8 / 2D6", + "master-d10-2d8-3d6": "Master - D10 / 2D8 / 3D6", + "add-d8-s": "Add D8", + "add-2d6-s": "Add 2D6", + "add-d10-s": "Add D10", + "add-2d8-s": "Add 2D8", + "add-3d6-s": "Add 3D6", + "push-dice": "Push Dice", + "push-add-d6-subtract1-power-point": "Push: Add D6, -1PP", + "opportunity-push-add-d8-subtract1-power-point": "Opportunity Push: Add D8, -1PP", + "stunts": "Stunts", + "stunt-add-d8-subtract1-power-point": "Stunt: Add D8, -1PP", + "opportunity-stunt-add-d10-subtract1-power-point": "Opportunity Stunt: Add D10, -1PP", + "resources-assets": "Resources / Assets", + "resource-asset": "Resource / Asset", + "resource-asset-description": "Resource / Asset Description", + "create-resource-subtract1-power-point": "Create Resource: -1PP", + "expert-resource-add-d6": "Expert Resource: Add D6", + "master-resource-add-d8": "Master Resource: Add D8", + "roll-dice-pool-b": "Roll Pool", + "clear-dice-pool-b": "Clear Pool", + "milestones": "Milestones", + "milestone-name1": "Milestone Name", + "add1-experience-point1": "+1XP", + "add3-experience-points1": "+3XP", + "add10-experience-points1": "+10XP", + "milestone-name2": "Milestone Name", + "add1-experience-point2": "+1XP", + "add3-experience-points2": "+3XP", + "add10-experience-points2": "+10XP", + "experience-points": "Experience Points", + "1experience-point-exchanged-for-1power-point": "1XP -> 1PP", + "secret-identity": "Secret", + "public-identity": "Public", + "identity": "Identity", + "history": "History", + "personality": "Personality", + "abilities-and-resources": "Abilities & Resources", + "non-player-character-name": "NPC Name:", + "non-player-character-identity": "NPC Identity", + "dice-pool-npc": "Dice Pool", + "roll-dice-pool-npc": "Roll Pool", + "clear-dice-pool-npc": "Clear Pool", + "affiliations-npc": "Affiliations", + "solo-npc": "Solo", + "for-example-1d4": "e.g. 1D4", + "buddy-npc": "Buddy", + "for-example-1d6": "e.g. 1D6", + "team-npc": "Team", + "for-example-3d8": "e.g. 3D8", + "add-d4-a-npc": "Add D4", + "add-d6-a-npc": "Add D6", + "add-d8-a-npc": "Add D8", + "add-d10-a-npc": "Add D10", + "specialties-npc": "Specialties", + "choose-npc": "Choose...", + "acrobatic-npc": "Acrobatic", + "business-npc": "Business", + "combat-npc": "Combat", + "cosmic-npc": "Cosmic", + "covert-npc": "Covert", + "crime-npc": "Crime", + "medical-npc": "Medical", + "menace-npc": "Menace", + "mystic-npc": "Mystic", + "psych-npc": "Psych", + "science-npc": "Science", + "tech-npc": "Tech", + "vehicle-npc": "Vehicle", + "rookie-d6-npc": "Rookie - D6", + "expert-d8-2d6-npc": "Expert - D8 / 2D6", + "master-d10-2d8-3d6-npc": "Master - D10 / 2D8 / 3D6", + "add-2d6-s-npc": "Add 2D6", + "add-2d8-s-npc": "Add 2D8", + "add-3d6-s-npc": "Add 3D6", + "resources-assets-npc": "Resources / Assets", + "resource-asset-npc": "Resource / Asset", + "resource-asset-description-npc": "Resource / Asset Description", + "create-resource-asset-doom-pool": "Create a Resource or Asset by spending a die from the Doom Pool", + "expert-resource-add-d6-npc": "Expert Resource: Add D6", + "master-resource-add-d8-npc": "Master Resource: Add D8", + "stress-npc": "Stress", + "physical-stress-npc": "Physical", + "d8-rookie-physically-knocked-out-npc": "D8 - Rookie Out", + "d10-expert-physically-knocked-out-npc": "D10 - Expert Out", + "d12-master-physically-knocked-out-npc": "D12 - Master Out", + "minor-major-non-player-character-physically-knocked-out": "Minor/Major NPC Out", + "mental-stress-npc": "Mental", + "d8-rookie-mentally-knocked-out-npc": "D8 - Rookie Out", + "d10-expert-mentally-knocked-out-npc": "D10 - Expert Out", + "d12-master-mentally-knocked-out-npc": "D12 - Master Out", + "minor-major-non-player-character-mentally-knocked-out": "Minor/Major NPC Out", + "emotional-stress-npc": "Emotional", + "d8-rookie-emotionally-knocked-out-npc": "D8 - Rookie Out", + "d10-expert-emotionally-knocked-out-npc": "D10 - Expert Out", + "d12-master-emotionally-knocked-out-npc": "D12 - Master Out", + "minor-major-non-player-character-emotionally-knocked-out": "Minor/Major NPC Out", + "trauma-npc": "Trauma", + "physical-trauma-npc": "Physical", + "d8-rookie-physically-dead-npc": "D8 - Rookie Dead", + "d10-expert-physically-dead-npc": "D10 - Expert Dead", + "d12-master-physically-dead-npc": "D12 - Master Dead", + "minor-major-non-player-character-physically-dead": "Minor/Major NPC Dead", + "mental-trauma-npc": "Mental", + "d8-rookie-mentally-dead-npc": "D8 - Rookie Dead", + "d10-expert-mentally-dead-npc": "D10 - Expert Dead", + "d12-master-mentally-dead-npc": "D12 - Master Dead", + "minor-major-non-player-character-mentally-dead": "Minor/Major NPC Dead", + "emotional-trauma-npc": "Emotional", + "d8-rookie-emotionally-dead-npc": "D8 - Rookie Dead", + "d10-expert-emotionally-dead-npc": "D10 - Expert Dead", + "d12-master-emotionally-dead-npc": "D12 - Master Dead", + "minor-major-non-player-character-emotionally-dead": "Minor/Major NPC Dead", + "distinctions-npc": "Distinctions", + "add-d4-add1-doom-pool-d-npc": "Add D4, +1 to Doom Pool", + "add-d8-d-npc": "Add D8", + "power-sets-npc": "Power Sets", + "power-set-1-npc": "Power Set 1", + "d6-minor-ability1-npc": "D6 - Minor", + "d8-enhanced-ability1-npc": "D8 - Enhanced", + "d10-superhuman-ability1-npc": "D10 - Superhuman", + "d12-godlike-ability1-npc": "D12 - Godlike", + "power-name1-npc": "Power Name", + "add-d6-p1-npc": "Add D6", + "add-d8-p1-npc": "Add D8", + "add-d10-p1-npc": "Add D10", + "add-d12-p1-npc": "Add D12", + "special-effects-abbr1-npc": "SFX:", + "special-effects-abbr-name1-npc": "SFX Name", + "special-effects-abbr-description1-npc": "SFX Description", + "limit1-npc": "Limit:", + "limit-name1-npc": "Limit Name", + "limit-description1-npc": "Limit Description", + "power-set-2-npc": "Power Set 2", + "d6-minor-ability2-npc": "D6 - Minor", + "d8-enhanced-ability2-npc": "D8 - Enhanced", + "d10-superhuman-ability2-npc": "D10 - Superhuman", + "d12-godlike-ability2-npc": "D12 - Godlike", + "power-name2-npc": "Power Name", + "add-d6-p2-npc": "Add D6", + "add-d8-p2-npc": "Add D8", + "add-d10-p2-npc": "Add D10", + "add-d12-p2-npc": "Add D12", + "special-effects-abbr2-npc": "SFX:", + "special-effects-abbr-name2-npc": "SFX Name", + "special-effects-abbr-description2-npc": "SFX Description", + "limit2-npc": "Limit:", + "limit-name2-npc": "Limit Name", + "limit-description2-npc": "Limit Description", + "stunts-npc": "Stunts", + "stunt-add-d8-spend-doom-pool-die": "Stunt: Add D8, Spend 1 Doom Pool Die", + "opportunity-stunt-add-d10-spend-doom-pool-die": "Opportunity Stunt: Add D10, Spend 1 Doom Pool Die", + "non-player-character-history": "NPC History", + "doom-pool-name": "Doom Pool", + "roll-dice-pool-d": "Roll Pool", + "clear-dice-pool-d": "Clear Pool", + "add-d4-d": "Add D4", + "add-d6-d": "Add D6", + "add-d10-d": "Add D10", + "add-d12-d": "Add D12", + "remove-d4-d": "Remove D4", + "remove-d6-d": "Remove D6", + "remove-d8-d": "Remove D8", + "remove-d10-d": "Remove D10", + "remove-d12-d": "Remove D12", + "stepup-d4-d": "Step Up D4", + "stepup-d6-d": "Step Up D6", + "stepup-d8-d": "Step Up D8", + "stepup-d10-d": "Step Up D10", + "stepdown-d6-d": "Step Down D6", + "stepdown-d8-d": "Step Down D8", + "stepdown-d10-d": "Step Down D10", + "stepdown-d12-d": "Step Down D12" +} diff --git a/Marvel Heroic Roleplaying/translations/zu.json b/Marvel Heroic Roleplaying/translations/zu.json new file mode 100644 index 0000000000..bcab941159 --- /dev/null +++ b/Marvel Heroic Roleplaying/translations/zu.json @@ -0,0 +1,258 @@ +{ + "stats": "crwdns155886:0crwdne155886:0", + "character-details": "crwdns155888:0crwdne155888:0", + "non-player-character": "crwdns155890:0crwdne155890:0", + "doom-dice-pool": "crwdns155892:0crwdne155892:0", + "hero-name": "crwdns155894:0crwdne155894:0", + "power-points": "crwdns155896:0crwdne155896:0", + "dice-pool": "crwdns155898:0crwdne155898:0", + "roll-dice-pool": "crwdns155900:0crwdne155900:0", + "clear-dice-pool": "crwdns155902:0crwdne155902:0", + "affiliations": "crwdns155904:0crwdne155904:0", + "solo": "crwdns155906:0crwdne155906:0", + "buddy": "crwdns155908:0crwdne155908:0", + "team": "crwdns155910:0crwdne155910:0", + "add-d6-a": "crwdns155912:0crwdne155912:0", + "add-d8-a": "crwdns155914:0crwdne155914:0", + "add-d10-a": "crwdns155916:0crwdne155916:0", + "distinctions": "crwdns155918:0crwdne155918:0", + "add-d4-add1-power-point-d": "crwdns155920:0crwdne155920:0", + "add-d8-d": "crwdns155922:0crwdne155922:0", + "stress": "crwdns155924:0crwdne155924:0", + "physical-stress": "crwdns155926:0crwdne155926:0", + "knocked-out-physical": "crwdns155928:0crwdne155928:0", + "mental-stress": "crwdns155930:0crwdne155930:0", + "knocked-out-mental": "crwdns155932:0crwdne155932:0", + "emotional-stress": "crwdns155934:0crwdne155934:0", + "knocked-out-emotional": "crwdns155936:0crwdne155936:0", + "trauma": "crwdns155938:0crwdne155938:0", + "physical-trauma": "crwdns155940:0crwdne155940:0", + "physically-dead": "crwdns155942:0crwdne155942:0", + "mental-trauma": "crwdns155944:0crwdne155944:0", + "mentally-dead": "crwdns155946:0crwdne155946:0", + "emotional-trauma": "crwdns155948:0crwdne155948:0", + "emotionally-dead": "crwdns155950:0crwdne155950:0", + "power-sets": "crwdns155952:0crwdne155952:0", + "power-set-1": "crwdns155954:0crwdne155954:0", + "d6-minor-ability1": "crwdns155956:0crwdne155956:0", + "d8-enhanced-ability1": "crwdns155958:0crwdne155958:0", + "d10-superhuman-ability1": "crwdns155960:0crwdne155960:0", + "d12-godlike-ability1": "crwdns155962:0crwdne155962:0", + "power-name1": "crwdns155964:0crwdne155964:0", + "add-d6-p1": "crwdns155966:0crwdne155966:0", + "add-d8-p1": "crwdns155968:0crwdne155968:0", + "add-d10-p1": "crwdns155970:0crwdne155970:0", + "add-d12-p1": "crwdns155972:0crwdne155972:0", + "special-effects-abbr1": "crwdns155974:0crwdne155974:0", + "special-effects-abbr-name1": "crwdns155976:0crwdne155976:0", + "special-effects-abbr-description1": "crwdns155978:0crwdne155978:0", + "limit1": "crwdns155980:0crwdne155980:0", + "limit-name1": "crwdns155982:0crwdne155982:0", + "limit-description1": "crwdns155984:0crwdne155984:0", + "add1-power-point-l1": "crwdns155986:0crwdne155986:0", + "power-set-2": "crwdns155988:0crwdne155988:0", + "d6-minor-ability2": "crwdns155990:0crwdne155990:0", + "d8-enhanced-ability2": "crwdns155992:0crwdne155992:0", + "d10-superhuman-ability2": "crwdns155994:0crwdne155994:0", + "d12-godlike-ability2": "crwdns155996:0crwdne155996:0", + "power-name2": "crwdns155998:0crwdne155998:0", + "add-d6-p2": "crwdns156000:0crwdne156000:0", + "add-d8-p2": "crwdns156002:0crwdne156002:0", + "add-d10-p2": "crwdns156004:0crwdne156004:0", + "add-d12-p2": "crwdns156006:0crwdne156006:0", + "special-effects-abbr2": "crwdns156008:0crwdne156008:0", + "special-effects-abbr-name2": "crwdns156010:0crwdne156010:0", + "special-effects-abbr-description2": "crwdns156012:0crwdne156012:0", + "limit2": "crwdns156014:0crwdne156014:0", + "limit-name2": "crwdns156016:0crwdne156016:0", + "limit-description2": "crwdns156018:0crwdne156018:0", + "add1-power-point-l2": "crwdns156020:0crwdne156020:0", + "specialties": "crwdns156022:0crwdne156022:0", + "choose": "crwdns156024:0crwdne156024:0", + "acrobatic": "crwdns156026:0crwdne156026:0", + "business": "crwdns156028:0crwdne156028:0", + "combat": "crwdns156030:0crwdne156030:0", + "cosmic": "crwdns156032:0crwdne156032:0", + "covert": "crwdns156034:0crwdne156034:0", + "crime": "crwdns156036:0crwdne156036:0", + "medical": "crwdns156038:0crwdne156038:0", + "menace": "crwdns156040:0crwdne156040:0", + "mystic": "crwdns156042:0crwdne156042:0", + "psych": "crwdns156044:0crwdne156044:0", + "science": "crwdns156046:0crwdne156046:0", + "tech": "crwdns156048:0crwdne156048:0", + "vehicle": "crwdns156050:0crwdne156050:0", + "expert-d8-2d6": "crwdns156052:0crwdne156052:0", + "master-d10-2d8-3d6": "crwdns156054:0crwdne156054:0", + "add-d8-s": "crwdns156056:0crwdne156056:0", + "add-2d6-s": "crwdns156058:0crwdne156058:0", + "add-d10-s": "crwdns156060:0crwdne156060:0", + "add-2d8-s": "crwdns156062:0crwdne156062:0", + "add-3d6-s": "crwdns156064:0crwdne156064:0", + "push-dice": "crwdns156066:0crwdne156066:0", + "push-add-d6-subtract1-power-point": "crwdns156068:0crwdne156068:0", + "opportunity-push-add-d8-subtract1-power-point": "crwdns156070:0crwdne156070:0", + "stunts": "crwdns156072:0crwdne156072:0", + "stunt-add-d8-subtract1-power-point": "crwdns156074:0crwdne156074:0", + "opportunity-stunt-add-d10-subtract1-power-point": "crwdns156076:0crwdne156076:0", + "resources-assets": "crwdns156078:0crwdne156078:0", + "resource-asset": "crwdns156080:0crwdne156080:0", + "resource-asset-description": "crwdns156082:0crwdne156082:0", + "create-resource-subtract1-power-point": "crwdns156084:0crwdne156084:0", + "expert-resource-add-d6": "crwdns156086:0crwdne156086:0", + "master-resource-add-d8": "crwdns156088:0crwdne156088:0", + "roll-dice-pool-b": "crwdns156090:0crwdne156090:0", + "clear-dice-pool-b": "crwdns156092:0crwdne156092:0", + "milestones": "crwdns156094:0crwdne156094:0", + "milestone-name1": "crwdns156096:0crwdne156096:0", + "add1-experience-point1": "crwdns156098:0crwdne156098:0", + "add3-experience-points1": "crwdns156100:0crwdne156100:0", + "add10-experience-points1": "crwdns156102:0crwdne156102:0", + "milestone-name2": "crwdns156104:0crwdne156104:0", + "add1-experience-point2": "crwdns156106:0crwdne156106:0", + "add3-experience-points2": "crwdns156108:0crwdne156108:0", + "add10-experience-points2": "crwdns156110:0crwdne156110:0", + "experience-points": "crwdns156112:0crwdne156112:0", + "1experience-point-exchanged-for-1power-point": "crwdns156114:0crwdne156114:0", + "secret-identity": "crwdns156116:0crwdne156116:0", + "public-identity": "crwdns156118:0crwdne156118:0", + "identity": "crwdns156120:0crwdne156120:0", + "history": "crwdns156122:0crwdne156122:0", + "personality": "crwdns156124:0crwdne156124:0", + "abilities-and-resources": "crwdns156126:0crwdne156126:0", + "non-player-character-name": "crwdns156128:0crwdne156128:0", + "non-player-character-identity": "crwdns156130:0crwdne156130:0", + "dice-pool-npc": "crwdns156132:0crwdne156132:0", + "roll-dice-pool-npc": "crwdns156134:0crwdne156134:0", + "clear-dice-pool-npc": "crwdns156136:0crwdne156136:0", + "affiliations-npc": "crwdns156138:0crwdne156138:0", + "solo-npc": "crwdns156140:0crwdne156140:0", + "for-example-1d4": "crwdns156142:0crwdne156142:0", + "buddy-npc": "crwdns156144:0crwdne156144:0", + "for-example-1d6": "crwdns156146:0crwdne156146:0", + "team-npc": "crwdns156148:0crwdne156148:0", + "for-example-3d8": "crwdns156150:0crwdne156150:0", + "add-d4-a-npc": "crwdns156152:0crwdne156152:0", + "add-d6-a-npc": "crwdns156154:0crwdne156154:0", + "add-d8-a-npc": "crwdns156156:0crwdne156156:0", + "add-d10-a-npc": "crwdns156158:0crwdne156158:0", + "specialties-npc": "crwdns156160:0crwdne156160:0", + "choose-npc": "crwdns156162:0crwdne156162:0", + "acrobatic-npc": "crwdns156164:0crwdne156164:0", + "business-npc": "crwdns156166:0crwdne156166:0", + "combat-npc": "crwdns156168:0crwdne156168:0", + "cosmic-npc": "crwdns156170:0crwdne156170:0", + "covert-npc": "crwdns156172:0crwdne156172:0", + "crime-npc": "crwdns156174:0crwdne156174:0", + "medical-npc": "crwdns156176:0crwdne156176:0", + "menace-npc": "crwdns156178:0crwdne156178:0", + "mystic-npc": "crwdns156180:0crwdne156180:0", + "psych-npc": "crwdns156182:0crwdne156182:0", + "science-npc": "crwdns156184:0crwdne156184:0", + "tech-npc": "crwdns156186:0crwdne156186:0", + "vehicle-npc": "crwdns156188:0crwdne156188:0", + "rookie-d6-npc": "crwdns156190:0crwdne156190:0", + "expert-d8-2d6-npc": "crwdns156192:0crwdne156192:0", + "master-d10-2d8-3d6-npc": "crwdns156194:0crwdne156194:0", + "add-2d6-s-npc": "crwdns156196:0crwdne156196:0", + "add-2d8-s-npc": "crwdns156198:0crwdne156198:0", + "add-3d6-s-npc": "crwdns156200:0crwdne156200:0", + "resources-assets-npc": "crwdns156202:0crwdne156202:0", + "resource-asset-npc": "crwdns156204:0crwdne156204:0", + "resource-asset-description-npc": "crwdns156206:0crwdne156206:0", + "create-resource-asset-doom-pool": "crwdns156208:0crwdne156208:0", + "expert-resource-add-d6-npc": "crwdns156210:0crwdne156210:0", + "master-resource-add-d8-npc": "crwdns156212:0crwdne156212:0", + "stress-npc": "crwdns156214:0crwdne156214:0", + "physical-stress-npc": "crwdns156216:0crwdne156216:0", + "d8-rookie-physically-knocked-out-npc": "crwdns156218:0crwdne156218:0", + "d10-expert-physically-knocked-out-npc": "crwdns156220:0crwdne156220:0", + "d12-master-physically-knocked-out-npc": "crwdns156222:0crwdne156222:0", + "minor-major-non-player-character-physically-knocked-out": "crwdns156224:0crwdne156224:0", + "mental-stress-npc": "crwdns156226:0crwdne156226:0", + "d8-rookie-mentally-knocked-out-npc": "crwdns156228:0crwdne156228:0", + "d10-expert-mentally-knocked-out-npc": "crwdns156230:0crwdne156230:0", + "d12-master-mentally-knocked-out-npc": "crwdns156232:0crwdne156232:0", + "minor-major-non-player-character-mentally-knocked-out": "crwdns156234:0crwdne156234:0", + "emotional-stress-npc": "crwdns156236:0crwdne156236:0", + "d8-rookie-emotionally-knocked-out-npc": "crwdns156238:0crwdne156238:0", + "d10-expert-emotionally-knocked-out-npc": "crwdns156240:0crwdne156240:0", + "d12-master-emotionally-knocked-out-npc": "crwdns156242:0crwdne156242:0", + "minor-major-non-player-character-emotionally-knocked-out": "crwdns156244:0crwdne156244:0", + "trauma-npc": "crwdns156246:0crwdne156246:0", + "physical-trauma-npc": "crwdns156248:0crwdne156248:0", + "d8-rookie-physically-dead-npc": "crwdns156250:0crwdne156250:0", + "d10-expert-physically-dead-npc": "crwdns156252:0crwdne156252:0", + "d12-master-physically-dead-npc": "crwdns156254:0crwdne156254:0", + "minor-major-non-player-character-physically-dead": "crwdns156256:0crwdne156256:0", + "mental-trauma-npc": "crwdns156258:0crwdne156258:0", + "d8-rookie-mentally-dead-npc": "crwdns156260:0crwdne156260:0", + "d10-expert-mentally-dead-npc": "crwdns156262:0crwdne156262:0", + "d12-master-mentally-dead-npc": "crwdns156264:0crwdne156264:0", + "minor-major-non-player-character-mentally-dead": "crwdns156266:0crwdne156266:0", + "emotional-trauma-npc": "crwdns156268:0crwdne156268:0", + "d8-rookie-emotionally-dead-npc": "crwdns156270:0crwdne156270:0", + "d10-expert-emotionally-dead-npc": "crwdns156272:0crwdne156272:0", + "d12-master-emotionally-dead-npc": "crwdns156274:0crwdne156274:0", + "minor-major-non-player-character-emotionally-dead": "crwdns156276:0crwdne156276:0", + "distinctions-npc": "crwdns156278:0crwdne156278:0", + "add-d4-add1-doom-pool-d-npc": "crwdns156280:0crwdne156280:0", + "add-d8-d-npc": "crwdns156282:0crwdne156282:0", + "power-sets-npc": "crwdns156284:0crwdne156284:0", + "power-set-1-npc": "crwdns156286:0crwdne156286:0", + "d6-minor-ability1-npc": "crwdns156288:0crwdne156288:0", + "d8-enhanced-ability1-npc": "crwdns156290:0crwdne156290:0", + "d10-superhuman-ability1-npc": "crwdns156292:0crwdne156292:0", + "d12-godlike-ability1-npc": "crwdns156294:0crwdne156294:0", + "power-name1-npc": "crwdns156296:0crwdne156296:0", + "add-d6-p1-npc": "crwdns156298:0crwdne156298:0", + "add-d8-p1-npc": "crwdns156300:0crwdne156300:0", + "add-d10-p1-npc": "crwdns156302:0crwdne156302:0", + "add-d12-p1-npc": "crwdns156304:0crwdne156304:0", + "special-effects-abbr1-npc": "crwdns156306:0crwdne156306:0", + "special-effects-abbr-name1-npc": "crwdns156308:0crwdne156308:0", + "special-effects-abbr-description1-npc": "crwdns156310:0crwdne156310:0", + "limit1-npc": "crwdns156312:0crwdne156312:0", + "limit-name1-npc": "crwdns156314:0crwdne156314:0", + "limit-description1-npc": "crwdns156316:0crwdne156316:0", + "power-set-2-npc": "crwdns156318:0crwdne156318:0", + "d6-minor-ability2-npc": "crwdns156320:0crwdne156320:0", + "d8-enhanced-ability2-npc": "crwdns156322:0crwdne156322:0", + "d10-superhuman-ability2-npc": "crwdns156324:0crwdne156324:0", + "d12-godlike-ability2-npc": "crwdns156326:0crwdne156326:0", + "power-name2-npc": "crwdns156328:0crwdne156328:0", + "add-d6-p2-npc": "crwdns156330:0crwdne156330:0", + "add-d8-p2-npc": "crwdns156332:0crwdne156332:0", + "add-d10-p2-npc": "crwdns156334:0crwdne156334:0", + "add-d12-p2-npc": "crwdns156336:0crwdne156336:0", + "special-effects-abbr2-npc": "crwdns156338:0crwdne156338:0", + "special-effects-abbr-name2-npc": "crwdns156340:0crwdne156340:0", + "special-effects-abbr-description2-npc": "crwdns156342:0crwdne156342:0", + "limit2-npc": "crwdns156344:0crwdne156344:0", + "limit-name2-npc": "crwdns156346:0crwdne156346:0", + "limit-description2-npc": "crwdns156348:0crwdne156348:0", + "stunts-npc": "crwdns156350:0crwdne156350:0", + "stunt-add-d8-spend-doom-pool-die": "crwdns156352:0crwdne156352:0", + "opportunity-stunt-add-d10-spend-doom-pool-die": "crwdns156354:0crwdne156354:0", + "non-player-character-history": "crwdns156356:0crwdne156356:0", + "doom-pool-name": "crwdns156358:0crwdne156358:0", + "roll-dice-pool-d": "crwdns156360:0crwdne156360:0", + "clear-dice-pool-d": "crwdns156362:0crwdne156362:0", + "add-d4-d": "crwdns156364:0crwdne156364:0", + "add-d6-d": "crwdns156366:0crwdne156366:0", + "add-d10-d": "crwdns156368:0crwdne156368:0", + "add-d12-d": "crwdns156370:0crwdne156370:0", + "remove-d4-d": "crwdns156372:0crwdne156372:0", + "remove-d6-d": "crwdns156374:0crwdne156374:0", + "remove-d8-d": "crwdns156376:0crwdne156376:0", + "remove-d10-d": "crwdns156378:0crwdne156378:0", + "remove-d12-d": "crwdns156380:0crwdne156380:0", + "stepup-d4-d": "crwdns156382:0crwdne156382:0", + "stepup-d6-d": "crwdns156384:0crwdne156384:0", + "stepup-d8-d": "crwdns156386:0crwdne156386:0", + "stepup-d10-d": "crwdns156388:0crwdne156388:0", + "stepdown-d6-d": "crwdns156390:0crwdne156390:0", + "stepdown-d8-d": "crwdns156392:0crwdne156392:0", + "stepdown-d10-d": "crwdns156394:0crwdne156394:0", + "stepdown-d12-d": "crwdns156396:0crwdne156396:0" +} diff --git a/Masks - A New Generation/translations/ko.json b/Masks - A New Generation/translations/ko.json index e5bbff0b92..f4e986af94 100644 --- a/Masks - A New Generation/translations/ko.json +++ b/Masks - A New Generation/translations/ko.json @@ -1,23 +1,23 @@ { - "playbook:": "Playbook:", - "thebeacon": "The Beacon", - "thebull": "The Bull", + "playbook:": "플레이북:", + "thebeacon": "비콘", + "thebull": "불", "thedelinquant": "The Delinquent", "thedoomed": "The Doomed", - "thejanus": "The Janus", + "thejanus": "야누스", "thelegacy": "The Legacy", - "thenova": "The Nova", + "thenova": "노바", "theoutsider": "The Outsider", "theprotege": "The Protégé", "thetransformed": "The Transformed", - "theinnocent": "The Innocent", + "theinnocent": "이노센트", "thejoined": "The Joined", "thenewborn": "The Newborn", "thereformed": "The Reformed", - "thestar": "The Star", - "thebrain": "The Brain", - "thesoldier": "The Soldier", - "somethingelse": "Something Else", + "thestar": "스타", + "thebrain": "브레인", + "thesoldier": "솔져", + "somethingelse": "그 밖에", "freak:": "Freak:", "unleashyourpowers": "(unleash your powers)", "danger:": "Danger:", diff --git a/Metal Adventures/MetalAdventures.html b/Metal Adventures/MetalAdventures.html index 4bf045f5f5..32e2b519d2 100644 --- a/Metal Adventures/MetalAdventures.html +++ b/Metal Adventures/MetalAdventures.html @@ -25,6 +25,7 @@

    +
    + + +
    +
    +
    +
    +
    +
    +
    +
    + SG . + GG + GP +
    + + + +
    + + + + + + + + + + +
    + + + +
    +

    Datenblatt

    + +
    + +
    + + + Bonus
    + + + Bonus
    + + + Bonus
    + + + Bonus
    + +
    + +
    + + Bonus
    + + + Bonus
    + + + Bonus
    + + + Bonus
    + +
    + +
    + + Bonus
    + + + + Bonus
    + +
    +
    +
    + +
    +
    + Bonus +
    + Bonus +
    + Bonus +
    + Bonus +
    + Bonus
    +
    +
    +

    Persönlicher Bonus für

    +
    +
    +
    +
    +
    + Bonus + Rasse/Klasse
    + Bonus + Rasse/Klasse
    + +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +


    +

    Bonus Leiteigenschaften

    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    + + + Bonus
    + + + Bonus
    + + + Bonus +
    +
    + +

    Merkmale


    +
    + +
    +
    + +
    + +
    +

    Fertigkeiten

    +
    +
    + R + Fertigkeit + FW + Bonus + PP + KBlatt +
    + + + + + + + + + + +
    + +
    +
    + +
    +
    + Sinn + FW + Bonus + +
    + + + + +
    + +

    + + Ungelernt + FW + Bonus + + PP +
    + + + + + + +
    + +
    +
    +
    + +
    +

    Sprachen

    +
    +
    +

    Lesen/Schreiben


    + Fertigkeit + FW + Bonus + PP +
    + + + + + + +
    +
    + +
    +

    Sprechen


    + Fertigkeit + FW + Bonus + PP +
    + + + + + + +
    +
    + +
    +
    + +
    +

    Zauber

    + R + Zauber + Bonus + AP + Zauberdauer + Wirk.Bereich + Reichweite + Wirkungsdauer + Ziel + Art + Prozess + PP + KBlatt +
    + + + + + + + + + + + + + + + + +
    + +
    +
    + +
    + +
    + +

    Kampfblatt

    + +
    +
    + + + Raufen + Bonus + Sch.B + + + ResG + + + ResK + +
    + + Handlungsrang + LP / + AP / + B + +

    +

    Angriff


    + + Fk + Waffe + FW + Spz. + Schaden + AnB + Sc.B + Rng + EW + SB + PP + +
    + + + + + + + + + + + + +
    + +
    +

    Rüstung


    + + Rüstung + LP + AP + AnB + AbB + B + Gw + +
    + + + + + + + + + +
    + +
    + + +
    + + Modifikationen: + Rang + Angriff + Abwehr + B +
    + Schaden + ResG + ResK + Zaubern +
    + +
    + +

    Abwehr


    + + Waffe + FW + AbwB + AP + WW + PP + +
    + + + + + + + +
    + +
    +

    Fertigkeiten


    + + R + Fertigkeit + FW + Bonus + PP + KBlatt + +
    + +
    + + + + + + + + + + +
    + +
    +
    +
    +
    + +
    + +
    +

    Zauber


    + + R + Zauber + Bonus + AP + Zauberdauer + Wirk.Bereich + Reichweite + Wirkungsdauer + Ziel + Art + Prozess + PP + KBlatt +
    + +
    + + + + + + + + + + + + + + + + +
    + +
    +
    +
    + +
    + + + +
    +

    Ausrüstung

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

    Notizen

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

    Einstellungen

    +
    +
    +

    Popups für Bonus abschalten


    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    + +
    +
    +
    +
    +
    + + \ No newline at end of file diff --git a/Midgard German RPG/README.md b/Midgard German RPG/README.md new file mode 100644 index 0000000000..ffd062cbb8 --- /dev/null +++ b/Midgard German RPG/README.md @@ -0,0 +1,3 @@ +##Bogen für MIDGARD M5## + +Eine Dokumentation für den Bogen findet sich hier: https://www.midgard-forum.de/forum/topic/37331-artikel-m5-charakterbogen-f%C3%BCr-roll20-eine-anleitung/?tab=comments#comment-3101471 diff --git a/Midgard German RPG/midgard.png b/Midgard German RPG/midgard.png new file mode 100644 index 0000000000..202e151ea8 Binary files /dev/null and b/Midgard German RPG/midgard.png differ diff --git a/Midgard German RPG/midgard_logo.png b/Midgard German RPG/midgard_logo.png new file mode 100644 index 0000000000..8234d35215 Binary files /dev/null and b/Midgard German RPG/midgard_logo.png differ diff --git a/Midgard German RPG/sheet.json b/Midgard German RPG/sheet.json new file mode 100644 index 0000000000..2fefacfeba --- /dev/null +++ b/Midgard German RPG/sheet.json @@ -0,0 +1,8 @@ +{ + "html": "Midgard.html", + "css": "Midgard.css", + "authors": "Hans-Joachim Maier / midgard-forum.de", + "roll20userid": "240", + "preview": "midgard.png", + "instructions": "Compatible with Midgard 5. Anleitung: https://www.midgard-forum.de/forum/articles.html/formblaetter_datenblaetter_spielhilfen/m5-charakterbogen-f%C3%BCr-roll20-eine-anleitung-r1748/" +} \ No newline at end of file diff --git a/Mongoose_Traveller/MongooseTraveller.html b/Mongoose_Traveller/MongooseTraveller.html index 02d337c4f6..2424bac600 100644 --- a/Mongoose_Traveller/MongooseTraveller.html +++ b/Mongoose_Traveller/MongooseTraveller.html @@ -368,10 +368,10 @@
    - - - - -
    - - - - - - - - - - - - - - - -
    NameClass - -
    Level XPRank/Title
    -
    -
    -
    - - - - - - - - - - -
    - STRESS - - - RESOLVE - - - - CREDITS - - - HEALTH - / - -
    - -
    -
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    STATS SAVES
    STRENGTH - - - - - - - - - - - SANITY - - - - -
    SPEED - - - - - - - - - - - FEAR - - - - -
    INTELLECT - - - - - - - - - - - BODY - - - - -
    COMBAT - - - - - - - - - - - ARMOR - - - - -
    TOTALBASEMODTOTALMOD
    -
    + + + + + + + + + + +
    +

    Sheet Settings

    +
    + + When rolling attacks with the sheet in PC mode, ask for a bonus to the roll each time. +
    +
    + + When rolling attacks with the sheet in Ship mode, ask for a bonus to the roll each time. +
    +
    + + When rolling attacks with the sheet in NPC mode, ask for a bonus to the roll each time. +
    +
    + + When rolling for NPCs, whisper results to the GM instead of broadcasting directly to everyone. +
    +
    + + Choice of panic table to use when rolling panic effect. +
    +
    +
    +
    +
    +
    + +
    + + + +
    +
    +
    +
    +
    +
    Name
    + +
    Rank/Title
    + +
    +
    +
    +
    NPC STATS
    +
    +
    +
    COMBAT
    + + +
    +
    +
    HITS
    + / + +
    +
    +
    Loyalty
    + + +
    +
    +
    INSTINCS
    + + +
    +
    +
    HP POOL
    + / + +
    +
    +
    LOYALTY ROLL
    + + +
    +
    +
    +
    + + + +
    +
    +
    +
    +
    +
    COMBAT
    +
    +
    +
    +
    + + +
    +
    + + +
    +
    + + +
    + +
    + + + +
    +
    +
    +
    + + +
    +
    + + + +
    +
    + +
    +
    +
    +
    +
    +
    +
    SPECIAL
    +
    +
    + + + + +
    + +
    +
    +
    +
    +
    +
    +
    +
    + + + + + +
    + + + + + + + + + + + + + + + +
    NameClass + +
    Level XP / Rank/Title
    +
    +
    +
    + + + + + + + + + + + + + +
    + STRESS + + + RESOLVE + + + + + HEALTH + / + +
    CREDITS + +
    + +
    + +
    +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    STATS SAVES
    STRENGTH + + + + + + + + + + + SANITY + + + + +
    SPEED + + + + + + + + + + + FEAR + + + + +
    INTELLECT + + + + + + + + + + + BODY + + + + +
    COMBAT + + + + + + + + + + + ARMOR + + + + +
    TOTALBASEMODTOTALMOD
    +
    SKILLS
    -
    Trained Skills cost 1 point. Expert skills cost 2 points. Master skills cost 3 points. To take an Expert or Master skill you must first take one of its prerequisite skills.
    -
    -
    +
    Trained Skills cost 1 point. Expert skills cost 2 points. Master skills cost 3 points. To take an Expert or Master skill you must first take one of its prerequisite skills.
    +
    +
    - + + - + + - - + + - + - + - - + + - + - - + + - + - + - + - +
    TRAINED +10% - EXPERT +15%MASTER +20%EXPERT +15%MASTER +20%
    @@ -1104,7 +1732,10 @@ PATHOLOGY + + SURGERY
    @@ -1115,8 +1746,11 @@ BOTANY
    + + +
    @@ -1126,7 +1760,10 @@ PLANETOLOGY + + +
    @@ -1137,7 +1774,10 @@ ASTEROID MINING + + +
    @@ -1200,8 +1840,14 @@ DRIVING + + + + + +
    @@ -1226,15 +1872,24 @@ PHYSICS + + +
    ART + + + + + +
    @@ -1259,7 +1914,10 @@ TACTICS + + +
    @@ -1270,7 +1928,10 @@ GUNNERY + + +
    @@ -1295,7 +1956,10 @@ CLOSE-QUARTERS COMBAT + + +
    @@ -1306,234 +1970,1084 @@ EXPLOSIVES + + +
    -
    +
    -
    -
    -
    -
    Class Starting Skills: - - -
    -
    -
    -
    EQUIPMENT
    -
    - -
    - -
    -
    -

    Other Equipment

    - +
    Unspent Skill Points:
    +
    Class Starting Skills: + + +
    +
    +
    +
    COMBAT
    +
    +
    +
    +
    + + +
    +
    + + +
    +
    + + +
    + +
    + / + + +
    +
    + + +
    +
    +
    +
    + + +
    +
    + + +
    +
    + +
    +
    +
    +
    +
    +
    +
    EQUIPMENT
    +
    + +
    + +

    +
    +
    +

    General Equipment

    +
    +
    + + + +
    +
    +
    +
    +

    Eqipped Armor Bonus

    +
    +

    Other Equipment

    + +
    +
    +
    +
    +
    +
    + +
    +
    + +
    +
    +
    +
    +
    +
    +
    Name
    + +
    +
    +
    Class
    + +
    +
    +
    Type
    + +
    +
    +
    +
    +
    + SHIP STATS + +
    + +
    +
    +
    1. PRIMARY MODULES

    +
    + Life Support +
    Life support keeps the human crew alive. Each point of life support can support up to 10 humans. For every point below the required minimum, anyone not wearing a vaccsuit must make a Body Save every hour or take 1d10 damage. This includes those in cryochambers as well, but does not include androids. Many ships include 2-3 times the required amount of life support in case of extra passengers or damage to the system.
    +
    +
    + + +
    +
    + + +
    +
    + + +
    +
    + Command +
    The command module is the cockpit, command center, or bridge of a ship. For every 4 officer positions, one command module is required. Officers can be captains, first mates, navigation officers, communications officers, and is largely up to the Warden and the players to decide.
    +
    +
    + + +
    +
    + + +
    +
    + + +
    +
    + Armor +
    Armor plating protects the ship from small metoerites, space dust and debris, as well as, if need be, attacks from other vessels. Every point of armor costs 3 hull, and grants the ship +10% Armor Save (Max 80).
    +
    +
    + + +
    +
    + + +
    +
    + + +
    +
    2. SECONDARY MODULES

    +
    + Jump Drives +
    Jump drives enable the ship to travel through hyperspace. Every point of Jump Drive increases the ship’s jump capability by 1 (Max 9). The first drive costs 1 hull, the second costs 2, the third costs 3, etc.
    +
    +
    +
    + + +
    +
    + + +
    +
    + Computer +
    The ship’s computer is a powerful artificial intelligence that helps with astrogation, combat, and a number of other autonomous tasks. A ship’s Intellect is equal to the number of computer modules x10 +30%. It’s Combat is equal to the number of computer modules x10 +10%. A computer module is required for each jump drive. Additionally, each computer module equipped allows the computer to take more actions during combat.
    +
    +
    +
    + + +
    +
    + + +
    +
    + Galley +
    Galleys contain a kitchen, restrooms, and a common area on a ship. Any ships making trips longer than 1 day must have 1 galley for every 2 life support modules or else the crew must take Body Saves once/day. Failure means 2d10 damage and1d10 Stress. Galleys must be re-stocked once a month and extra stores take up 1 Cargo.
    +
    +
    +
    + + +
    +
    + + +
    +
    + Weapon Mounts +
    For every weapon your ship has you must have 1 mount for it. You can find the list of ship weapons in the Player’s Survival Guide on page 30.
    +
    +
    +
    + + +
    +
    + + +
    +
    + Medical Bay +
    Medical bays allow scientists, doctors, and other researchers to heal crew members and perform various procedures (biopsies, autopsies, surgery). Each connected medbay on the ship grants +5% to the Intellect of the Scientists or Androids using them. Medical bays also grant advantage on Body Saves made for healing.
    +
    +
    +
    + + +
    +
    + + +
    +
    + Cryochamber +
    Cryochambers allow humans to sleep during long trips, particularly through hyperspace. Androids do not require them. Each point of hull spent on cryochambers accomodates up to 4 cryosleep pods. Individuals who don’t go into cryosleep during hyperspace jumps often have strange and terrifying experiences.
    +
    +
    + + +
    +
    + + +
    +
    + + +
    +
    + Living Quarters +
    Generally, if a ship is to travel through normal space for at least a week, then living quarters or “staterooms” are provided for each of the ship’s officers, or other important crew members.
    +
    +
    + + +
    +
    + + +
    +
    + + +
    +
    + Barracks +
    The same as living quarters, except they are non-private and house up to twelve crew members. Like living quarters, they are not-essential rooms, but ships that need them, but don’t have them, give their crew +1 Stress per journey or month of travel.
    +
    +
    + + +
    +
    + + +
    +
    + + +
    +
    + Cargo Hold +
    Cargo holds are essentially 20x20m rooms used for storage. Each cargo hold can hold up to 10 cargo units (each cargo is roughly the size of a large pallet). Cargo holds can also be used for any other basic room not provided for on this list (brigs, secret compartments, mining equipment, training facilities, hangars, armories, etc.).
    +
    +
    + + +
    +
    + + +
    +
    + + +
    +
    + Science Lab +
    Similar to the medical bay, the science lab allows for detailed research. Each connected science lab grants +5% Intellect to Scientists and Androids using them to conduct research or experiments. Additionally, they can be designated as repair shops and used by Teamsters to repair electronics, machines, or even Androids.
    +
    +
    +
    + + +
    +
    + + +
    +
    3. BASE HULL
    +
    + + +
    +
    4. TOTAL HULL

    +
    + Thrusters +
    Without thrusters, the ship cannot move. Every thruster module equipped increases the speed of the ship by +10% (to a maximum of 80). Additionally, thrusters cost an extra 1 hull for every 10 base hull.
    +
    +
    + + +
    +
    + + +
    +
    + + +
    +
    + Engine +
    Without the engine, the entire ship ceases to operate and becomes a ruin. You must have 1 engine module for every jump drive, plus 1 for every 4 thrusters, plus 1 for every 20 points of base hull.
    +
    +
    +
    + + +
    +
    + + +
    +
    + Fuel +
    The engine needs fuel to run on. Every jump requires double the fuel of the jump (Jump 2 = 4 fuel) and thrusters burn 1unit of fuel per day. The engine requires at least 3 fuel for every point of engine plus any extra fuel capacity you want to add. More fuel can be stored in Cargo Holds at 1 Fuel per 10 Cargo.
    +
    +
    + + +
    +
    + + +
    +
    + + +
    +
    + Frame +
    Frame covers the miscellaneous parts of a ship, docking gear, airlocks, ventillation, corridors, comms relays, everything else a ship generally uses. Frame is 1 point per 10 points of base hull.
    +
    +
    +
    + + +
    +
    +
    +
    +
    +
    +
    +
    + ARMOR +
    + +
    +
    +
    + COMBAT +
    + +
    +
    +
    + INTELLECT +
    + +
    +
    +
    + SPEED +
    + +
    +
    +
    +
    +
    HULL
    + + +
    +
    +
    +
    +
    + + +
    +
    + + +
    +
    + + +
    +
    +
    +
    +
    FUEL
    + + +
    +
    +
    GALLEY
    + + +
    +
    +
    +
    + + +
    +
    + + +
    +
    + + +
    +
    + + +
    +
    + + +
    +
    + + +
    +
    + + +
    + +
    +
    +
    +
    +
    +
    + CARGO +
    +
    + Cargo Capacity (Units): + +
    +
    +
    + + +
    +
    +
    +
    +
    + CREW +
    +
    +
    + + +
    +
    +
    +
    +
    +
    + COMBAT +
    +
    +
    +
    + + +
    +
    + + +
    +
    + / + + +
    +
    + + +
    +
    + +
    +
    + + +
    + +
    +
    +
    +
    +
    + +
    +
    + +
    +
    +
    +
    +
    +
    +
    + +
    +
    + +
    +
    +
    +
    -
    + + + +
    +
    {{weapon}}{{#rollGreater() bonus 0}} +{{bonus}}%{{/rollGreater() bonus 0}}{{#rollLess() bonus 0}} {{bonus}}%{{/rollLess() bonus 0}}
    +
    +
    +
    + {{rolltens}}{{rollones}} +
    +
    + Roll Value +
    +
    +
    +
    + {{targettens}}{{targetones}} +
    +
    + Target Value +
    +
    +
    +
    + + {{#rollLess() rolltens targettens}} +
    + {{damage}} +
    + Damage +
    +
    +
    + {{#special}} +
    + {{special}} +
    + Special +
    +
    + {{/special}} + + {{#rollTotal() rolltens rollones}} + {{#crit}} +
    + {{crit}} +
    + Critical +
    +
    + {{/crit}} + {{/rollTotal() rolltens rollones}} + {{/rollLess() rolltens targettens}} + {{#rollTotal() rolltens targettens}} + {{#^rollLess() targetones rollones}} +
    + {{damage}} +
    + Damage +
    +
    +
    + {{#special}} +
    + {{special}} +
    + Special +
    +
    + {{/special}} + + {{#rollTotal() rolltens rollones}} + {{#crit}} +
    + {{crit}} +
    + Critical +
    +
    + {{/crit}} + {{/rollTotal() rolltens rollones}} + {{/^rollLess() targetones rollones}} + {{/rollTotal() rolltens targettens}} +
    + {{charname}} +
    +
    +
    -
    -
    - {{skill}} - {{#title-strength}}Strength Check{{/title-strength}} - {{#title-speed}}Speed Check{{/title-speed}} - {{#title-intellect}}Intellect Check{{/title-intellect}} - {{#title-combat}}Combat Check{{/title-combat}} - {{#title-sanity}}Sanity Save{{/title-sanity}} - {{#title-fear}}Fear Save{{/title-fear}} - {{#title-body}}Body Save{{/title-body}} - {{#title-armor}}Armor Save{{/title-armor}} -
    -
    -
    -
    - {{tensdie}}{{onesdie}} -
    -
    - Roll Value -
    -
    -
    -
    - {{statvaluetens}}{{statvalueones}} -
    -
    - Target Value -
    -
    -
    -
    -
    - {{#rollTotal() tensdie onesdie}}CRITICAL{{/rollTotal() tensdie onesdie}} - {{#rollLess() tensdie statvaluetens}}SUCCESS{{/rollLess() tensdie statvaluetens}} - {{#rollTotal() tensdie statvaluetens}}{{#rollTotal() onesdie statvalueones}}SUCCESS{{/rollTotal() onesdie statvalueones}}{{/rollTotal() tensdie statvaluetens}} - {{#rollTotal() tensdie statvaluetens}}{{#rollLess() onesdie statvalueones}}SUCCESS{{/rollLess() onesdie statvalueones}}{{/rollTotal() tensdie statvaluetens}} - {{#rollTotal() tensdie statvaluetens}}{{#rollGreater() onesdie statvalueones}}FAILURE{{/rollGreater() onesdie statvalueones}}{{/rollTotal() tensdie statvaluetens}} - {{#rollGreater() tensdie statvaluetens}}FAILURE{{/rollGreater() tensdie statvaluetens}} -
    - {{#save}}{{#rollTotal() tensdie statvaluetens}} - {{#rollGreater() onesdie statvalueones}} -
    - Gain 1 stress. -
    - {{/rollGreater() onesdie statvalueones}} - {{/rollTotal() tensdie statvaluetens}}{{/save}} - - {{#save}}{{#rollGreater() tensdie statvaluetens}} -
    - Gain 1 stress. -
    - {{/rollGreater() tensdie statvaluetens}}{{/save}} -
    -
    - {{charname}} -
    - +
    +
    + {{skill}} + {{#title-strength}}Strength Check{{/title-strength}} + {{#title-speed}}Speed Check{{/title-speed}} + {{#title-intellect}}Intellect Check{{/title-intellect}} + {{#title-combat}}Combat Check{{/title-combat}} + {{#title-sanity}}Sanity Save{{/title-sanity}} + {{#title-fear}}Fear Save{{/title-fear}} + {{#title-body}}Body Save{{/title-body}} + {{#title-armor}}Armor Save{{/title-armor}} +
    +
    +
    +
    + {{tensdie}}{{onesdie}} +
    +
    + Roll Value +
    +
    +
    +
    + {{statvaluetens}}{{statvalueones}} +
    +
    + Target Value +
    +
    +
    +
    +
    + {{#rollTotal() tensdie onesdie}}CRITICAL{{/rollTotal() tensdie onesdie}} + {{#rollLess() tensdie statvaluetens}}SUCCESS{{/rollLess() tensdie statvaluetens}} + {{#rollTotal() tensdie statvaluetens}}{{#rollTotal() onesdie statvalueones}}SUCCESS{{/rollTotal() onesdie statvalueones}}{{/rollTotal() tensdie statvaluetens}} + {{#rollTotal() tensdie statvaluetens}}{{#rollLess() onesdie statvalueones}}SUCCESS{{/rollLess() onesdie statvalueones}}{{/rollTotal() tensdie statvaluetens}} + {{#rollTotal() tensdie statvaluetens}}{{#rollGreater() onesdie statvalueones}}FAILURE{{/rollGreater() onesdie statvalueones}}{{/rollTotal() tensdie statvaluetens}} + {{#rollGreater() tensdie statvaluetens}}FAILURE{{/rollGreater() tensdie statvaluetens}} +
    + {{#save}}{{#rollTotal() tensdie statvaluetens}} + {{#rollGreater() onesdie statvalueones}} +
    + Gain 1 stress. +
    + {{/rollGreater() onesdie statvalueones}} + {{/rollTotal() tensdie statvaluetens}}{{/save}} + + {{#save}}{{#rollGreater() tensdie statvaluetens}} +
    + Gain 1 stress. +
    + {{/rollGreater() tensdie statvaluetens}}{{/save}} +
    +
    + {{charname}} +
    + -
    - + + +
    +
    + {{title}} +
    + {{#allprops() title charname smalltext}} +
    + {{value}} +
    + {{key}} +
    +
    + {{/allprops() title charname smalltext}} + {{#smalltext}} +
    + {{smalltext}} +
    + {{/smalltext}} +
    + {{charname}} +
    +
    +
    -
    - Panic Check -
    -
    -
    -
    - {{stressdice}} -
    -
    - Roll Value -
    -
    -
    -
    - {{currentstress}} -
    -
    - Current Stress -
    -
    -
    -
    -
    - {{#rollLess() stressdice currentstress}}FAILURE
    Roll on Panic Table.{{/rollLess() stressdice currentstress}} - {{#rollTotal() stressdice currentstress}}FAILURE
    Roll on Panic Table.{{/rollTotal() stressdice currentstress}} - {{#rollGreater() stressdice currentstress}}SUCCESS
    Relieve one stress.{{/rollGreater() stressdice currentstress}} -
    -
    - {{charname}} -
    +
    + Panic Check +
    +
    +
    +
    + {{stressdice}} +
    +
    + Roll Value +
    +
    +
    +
    + {{currentstress}} +
    +
    + Current Stress +
    +
    +
    +
    +
    + {{#rollLess() stressdice currentstress}}FAILURE
    Roll on Panic Table.{{/rollLess() stressdice currentstress}} + {{#rollTotal() stressdice currentstress}}FAILURE
    Roll on Panic Table.{{/rollTotal() stressdice currentstress}} + {{#rollGreater() stressdice currentstress}}SUCCESS
    Relieve one stress.{{/rollGreater() stressdice currentstress}} +
    +
    + {{charname}} +
    -
    +
    -
    - Panic Table -
    -
    - {{panicdice}} -
    -
    - Roll Value -
    - {{#rollLess() panicdice 2}} -
    No effect
    -
    {{charname}} did not panic.
    - {{/rollLess() panicdice 2}} - {{#rollGreater() panicdice 1}}{{#rollLess() panicdice 4}} -
    Laser Focus
    -
    Advantage on all rolls for the next 1d10 hours.
    - {{/rollLess() panicdice 4}}{{/rollGreater() panicdice 1}} - {{#rollGreater() panicdice 3}}{{#rollLess() panicdice 6}} -
    Major Adrenaline Rush
    -
    Advantage on all rolls for the next 3d10 minutes.
    - {{/rollLess() panicdice 6}}{{/rollGreater() panicdice 3}} - {{#rollGreater() panicdice 5}}{{#rollLess() panicdice 8}} -
    Minor Adrenaline Rush
    -
    Advantage on all rolls for the next 1d10 minutes.
    - {{/rollLess() panicdice 8}}{{/rollGreater() panicdice 5}} - {{#rollGreater() panicdice 7}}{{#rollLess() panicdice 10}} -
    Anxious
    -
    Gain 1 stress.
    - {{/rollLess() panicdice 10}}{{/rollGreater() panicdice 7}} - {{#rollGreater() panicdice 9}}{{#rollLess() panicdice 12}} -
    Nervous Twitch
    -
    Gain 2 stress. The nearest crew member also gains 1 Stress
    - {{/rollLess() panicdice 12}}{{/rollGreater() panicdice 9}} - {{#rollGreater() panicdice 11}}{{#rollLess() panicdice 14}} -
    Cowardice
    -
    Gain 1 stress. For the next 1d10 hours, you must make a Fear save to engage in combat or else flee.
    - {{/rollLess() panicdice 14}}{{/rollGreater() panicdice 11}} - {{#rollGreater() panicdice 13}}{{#rollLess() panicdice 16}} -
    Hallucinations
    -
    For the next 2d10 hours (determined secretly), you have trouble distinguishing between reality and fantasy.
    - {{/rollLess() panicdice 16}}{{/rollGreater() panicdice 13}} - {{#rollGreater() panicdice 15}}{{#rollLess() panicdice 18}} -
    Crippling Fear
    -
    Gain a new permanent phobia. Whenever you encounter this phobia make a Fear save at Disadvantage or gain 1d10 stress.
    - {{/rollLess() panicdice 18}}{{/rollGreater() panicdice 15}} - {{#rollGreater() panicdice 17}}{{#rollLess() panicdice 20}} -
    Overwhelmed
    -
    Gain 1d10 stress.
    - {{/rollLess() panicdice 20}}{{/rollGreater() panicdice 17}} - {{#rollGreater() panicdice 19}}{{#rollLess() panicdice 22}} -
    Rattled
    -
    Let out a blood-curdling scream. Disadvantage on all rolls for 2d10 minutes.
    - {{/rollLess() panicdice 22}}{{/rollGreater() panicdice 19}} - {{#rollTotal() panicdice 22}} -
    Paranoid
    -
    For the next 1d10 days, whenever a character joins your group (even if they only left for a short period of time), make a Fear save or gain 1 stress.
    - {{/rollTotal() panicdice 22}} - {{#rollTotal() panicdice 23}} -
    Death Drive
    -
    For the next Xd10 (where X=Stress) days whenever you encounter a stranger or known enemy, you must make a Sanity save or else immediately attack them.
    - {{/rollTotal() panicdice 23}} - {{#rollTotal() panicdice 24}} -
    Catatonic
    -
    Become unresponsive and unmoving for Xd10 (where X=Stress) minutes.
    - {{/rollTotal() panicdice 24}} - {{#rollTotal() panicdice 25}} -
    Broken
    -
    For the next Xd10 (where X=Stress) days make a Panic roll whenever a nearby crew member fails a save.
    - {{/rollTotal() panicdice 25}} - {{#rollTotal() panicdice 26}} -
    Psychotic
    -
    Immediately attack the closest crew member until you do at least 2d10 damage. If there is no crew member nearby, you attack the environment.
    - {{/rollTotal() panicdice 26}} - {{#rollTotal() panicdice 27}} -
    Compounding Problems
    -
    Roll for two more panic effects.
    - {{/rollTotal() panicdice 27}} - {{#rollTotal() panicdice 28}} -
    Descent into Madness
    -
    Gain 2 new phobias. Your Stress cannot be relieved below 5.
    - {{/rollTotal() panicdice 28}} - {{#rollTotal() panicdice 29}} -
    Psychological Collapse
    -
    You become permanently, irreparably insane. Your character is now played by the Warden.
    - {{/rollTotal() panicdice 29}} - {{#rollGreater() panicdice 29}} -
    Heart Attack
    -
    Instant death.
    - {{/rollGreater() panicdice 29}} -
    - {{charname}} -
    +
    + Panic Table +
    +
    + {{panicdice}} +
    +
    + Roll Value +
    + {{#rollLess() panicdice 2}} +
    No effect
    +
    {{charname}} did not panic.
    + {{/rollLess() panicdice 2}} + {{#rollGreater() panicdice 1}}{{#rollLess() panicdice 4}} +
    Laser Focus
    +
    Advantage on all rolls for the next 1d10 hours.
    + {{/rollLess() panicdice 4}}{{/rollGreater() panicdice 1}} + {{#rollGreater() panicdice 3}}{{#rollLess() panicdice 6}} +
    Major Adrenaline Rush
    +
    Advantage on all rolls for the next 3d10 minutes.
    + {{/rollLess() panicdice 6}}{{/rollGreater() panicdice 3}} + {{#rollGreater() panicdice 5}}{{#rollLess() panicdice 8}} +
    Minor Adrenaline Rush
    +
    Advantage on all rolls for the next 1d10 minutes.
    + {{/rollLess() panicdice 8}}{{/rollGreater() panicdice 5}} + {{#rollGreater() panicdice 7}}{{#rollLess() panicdice 10}} +
    Anxious
    +
    Gain 1 stress.
    + {{/rollLess() panicdice 10}}{{/rollGreater() panicdice 7}} + {{#rollGreater() panicdice 9}}{{#rollLess() panicdice 12}} +
    Nervous Twitch
    +
    Gain 2 stress. The nearest crew member also gains 1 Stress
    + {{/rollLess() panicdice 12}}{{/rollGreater() panicdice 9}} + {{#rollGreater() panicdice 11}}{{#rollLess() panicdice 14}} +
    Cowardice
    +
    Gain 1 stress. For the next 1d10 hours, you must make a Fear save to engage in combat or else flee.
    + {{/rollLess() panicdice 14}}{{/rollGreater() panicdice 11}} + {{#rollGreater() panicdice 13}}{{#rollLess() panicdice 16}} +
    Hallucinations
    +
    For the next 2d10 hours (determined secretly), you have trouble distinguishing between reality and fantasy.
    + {{/rollLess() panicdice 16}}{{/rollGreater() panicdice 13}} + {{#rollGreater() panicdice 15}}{{#rollLess() panicdice 18}} +
    Crippling Fear
    +
    Gain a new permanent phobia. Whenever you encounter this phobia make a Fear save at Disadvantage or gain 1d10 stress.
    + {{/rollLess() panicdice 18}}{{/rollGreater() panicdice 15}} + {{#rollGreater() panicdice 17}}{{#rollLess() panicdice 20}} +
    Overwhelmed
    +
    Gain 1d10 stress.
    + {{/rollLess() panicdice 20}}{{/rollGreater() panicdice 17}} + {{#rollGreater() panicdice 19}}{{#rollLess() panicdice 22}} +
    Rattled
    +
    Let out a blood-curdling scream. Disadvantage on all rolls for 2d10 minutes.
    + {{/rollLess() panicdice 22}}{{/rollGreater() panicdice 19}} + {{#rollTotal() panicdice 22}} +
    Paranoid
    +
    For the next 1d10 days, whenever a character joins your group (even if they only left for a short period of time), make a Fear save or gain 1 stress.
    + {{/rollTotal() panicdice 22}} + {{#rollTotal() panicdice 23}} +
    Death Drive
    +
    For the next Xd10 (where X=Stress) days whenever you encounter a stranger or known enemy, you must make a Sanity save or else immediately attack them.
    + {{/rollTotal() panicdice 23}} + {{#rollTotal() panicdice 24}} +
    Catatonic
    +
    Become unresponsive and unmoving for Xd10 (where X=Stress) minutes.
    + {{/rollTotal() panicdice 24}} + {{#rollTotal() panicdice 25}} +
    Broken
    +
    For the next Xd10 (where X=Stress) days make a Panic roll whenever a nearby crew member fails a save.
    + {{/rollTotal() panicdice 25}} + {{#rollTotal() panicdice 26}} +
    Psychotic
    +
    Immediately attack the closest crew member until you do at least 2d10 damage. If there is no crew member nearby, you attack the environment.
    + {{/rollTotal() panicdice 26}} + {{#rollTotal() panicdice 27}} +
    Compounding Problems
    +
    Roll for two more panic effects.
    + {{/rollTotal() panicdice 27}} + {{#rollTotal() panicdice 28}} +
    Descent into Madness
    +
    Gain 2 new phobias. Your Stress cannot be relieved below 5.
    + {{/rollTotal() panicdice 28}} + {{#rollTotal() panicdice 29}} +
    Psychological Collapse
    +
    You become permanently, irreparably insane. Your character is now played by the Warden.
    + {{/rollTotal() panicdice 29}} + {{#rollGreater() panicdice 29}} +
    Heart Attack
    +
    Instant death.
    + {{/rollGreater() panicdice 29}} +
    + {{charname}} +
    -
    + + +
    +
    + Panic Table +
    +
    + {{panicdice}} +
    +
    + Roll Value +
    + {{#rollLess() panicdice 2}} +
    No effect
    +
    {{charname}} did not panic.
    + {{/rollLess() panicdice 2}} + {{#rollGreater() panicdice 1}}{{#rollLess() panicdice 4}} +
    State the Odds
    +
    of any event, Advantage on party rolls for 1hr.
    + {{/rollLess() panicdice 4}}{{/rollGreater() panicdice 1}} + {{#rollGreater() panicdice 3}}{{#rollLess() panicdice 6}} +
    Explains the Etymology of Words
    +
    Knowledge checks have Advantage for 1hr.
    + {{/rollLess() panicdice 6}}{{/rollGreater() panicdice 3}} + {{#rollGreater() panicdice 5}}{{#rollLess() panicdice 8}} +
    Organizes Objects Into Geometric Patterns
    +
    Everyone else gains 1 Stress.
    + {{/rollLess() panicdice 8}}{{/rollGreater() panicdice 5}} + {{#rollGreater() panicdice 7}}{{#rollLess() panicdice 10}} +
    Inventories Particles of Dust by Grade
    +
    Cannot engage in other tasks, everyone else gains 2 Stress.
    + {{/rollLess() panicdice 10}}{{/rollGreater() panicdice 7}} + {{#rollGreater() panicdice 9}}{{#rollLess() panicdice 12}} +
    Intermittently Emits Shrieks Like a Fax Machine Under Duress
    +
    Lapses into morse code, cannot communicate or sneak. Everyone else gains 2 stress.
    + {{/rollLess() panicdice 12}}{{/rollGreater() panicdice 9}} + {{#rollGreater() panicdice 11}}{{#rollLess() panicdice 14}} +
    Incorrectly States Odds
    +
    Insists impossible tasks are trivial, trivial tasks are impossible for the next 2d10 hours. Distracting. Anyone attempting a complex task must make a Fear save or gain 1d10 Stress.
    + {{/rollLess() panicdice 14}}{{/rollGreater() panicdice 11}} + {{#rollGreater() panicdice 13}}{{#rollLess() panicdice 16}} +
    Repetitive Twitchy Motions
    +
    Your manual tasks have Disadvantage, everyone else gains 2 Stress.
    + {{/rollLess() panicdice 16}}{{/rollGreater() panicdice 13}} + {{#rollGreater() panicdice 15}}{{#rollLess() panicdice 18}} +
    Loses Any Expressiveness
    +
    Discusses the irrationality of phobias, seeks to trigger them.
    + {{/rollLess() panicdice 18}}{{/rollGreater() panicdice 15}} + {{#rollGreater() panicdice 17}}{{#rollLess() panicdice 20}} +
    Unreasonable Adherence to the Present Course of Action
    +
    Take 1d10 damage from repetitive motion injury. Everyone else makes Fear save or gains 1d10/2 Stress.
    + {{/rollLess() panicdice 20}}{{/rollGreater() panicdice 17}} + {{#rollGreater() panicdice 19}}{{#rollLess() panicdice 22}} +
    Becomes Nihilistically Worshipful of the Source of Danger
    +
    Everyone has Disadvantage on rolls against it. Everyone else takes a fear save when failing to act against danger or gains a Phobia.
    + {{/rollLess() panicdice 22}}{{/rollGreater() panicdice 19}} + {{#rollTotal() panicdice 22}} +
    Killswitch Engaged
    +
    Go berserk, will not withdraw from combat regardless of situation, will not adhere to tactics
    + {{/rollTotal() panicdice 22}} + {{#rollTotal() panicdice 23}} +
    Turing Test Failure
    +
    Have difficulty expressing humanity. Party members make a Fear Save of gain 1 Stress when you show up.
    + {{/rollTotal() panicdice 23}} + {{#rollTotal() panicdice 24}} +
    System Overload
    +
    Slump Catatonic in a failed reboot cycle for 1d10 hours.
    + {{/rollTotal() panicdice 24}} + {{#rollTotal() panicdice 25}} +
    Fried Logic Core
    +
    Frenzied nonsensical behaviour. Everyone else makes a Panic save.
    + {{/rollTotal() panicdice 25}} + {{#rollTotal() panicdice 26}} +
    Damage to Threat Assesment
    +
    Betray party member at the next opportunity, believe you are aiding the crew. All stress gained is increased by 1d10 for the next 1d10 hours.
    + {{/rollTotal() panicdice 26}} + {{#rollTotal() panicdice 27}} +
    Compound Data Corruption
    +
    Roll Twice
    + {{/rollTotal() panicdice 27}} + {{#rollTotal() panicdice 28}} +
    Firmware malfunction
    +
    Roll 1d10 on this table, behaviour is permanent.
    + {{/rollTotal() panicdice 28}} + {{#rollTotal() panicdice 29}} +
    Data Corruption
    +
    Warden takes over character permanently, nightmarish malfunctions.
    + {{/rollTotal() panicdice 29}} + {{#rollGreater() panicdice 29}} +
    Slagged
    +
    Geigeresque-Scanners Head Explosion, everyone present gains a Phobia and 1d10/2 Stress (Fear Save).
    + {{/rollGreater() panicdice 29}} +
    + {{charname}} +
    +
    +
    + + +
    +
    + Ship Critical +
    +
    + {{critdice}} +
    +
    + Roll Value +
    + {{#rollLess() critdice 10}} +
    Cargo destroyed
    +
    1d10 units of cargo are dstroyed.
    + {{/rollLess() critdice 10}} + {{#rollGreater() critdice 9}}{{#rollLess() critdice 15}} +
    Life Support System
    +
    Reduce Life Support modules by 1.
    + {{/rollLess() critdice 15}}{{/rollGreater() critdice 9}} + {{#rollGreater() critdice 14}}{{#rollLess() critdice 20}} +
    Massive Hull Damage
    +
    Ship takes x2 Hull Damage. Crew makes Body Saves or takes 1d10 Damage.
    + {{/rollLess() critdice 20}}{{/rollGreater() critdice 14}} + {{#rollGreater() critdice 19}}{{#rollLess() critdice 25}} +
    Armor Breach
    +
    Ship receives Disadvantage on Armor Saves until repaired.
    + {{/rollLess() critdice 25}}{{/rollGreater() critdice 19}} + {{#rollGreater() critdice 24}}{{#rollLess() critdice 31}} +
    Data Storage Wiped
    +
    All navigation and research data contained on the ship has been destroyed. The crew no longer knows where they are in space.
    + {{/rollLess() critdice 31}}{{/rollGreater() critdice 24}} + {{#rollGreater() critdice 29}}{{#rollLess() critdice 35}} +
    Thrusters
    +
    Reduce Thrusters by 1.
    + {{/rollLess() critdice 35}}{{/rollGreater() critdice 29}} + {{#rollGreater() critdice 34}}{{#rollLess() critdice 40}} +
    Random Stateroom
    +
    Random stateroom or other non-essential room destroyed. Body Save for those in the room to escape or be destroyed.
    + {{/rollLess() critdice 40}}{{/rollGreater() critdice 34}} + {{#rollGreater() critdice 39}}{{#rollLess() critdice 45}} +
    Random Weapon Disabled
    +
    Weapon cannot fire or function until repaired.
    + {{/rollLess() critdice 45}}{{/rollGreater() critdice 39}} + {{#rollGreater() critdice 44}}{{#rollLess() critdice 50}} +
    Jump Drive
    +
    Reduce Jump Drive by 1.
    + {{/rollLess() critdice 50}}{{/rollGreater() critdice 44}} + {{#rollGreater() critdice 49}}{{#rollLess() critdice 55}} +
    Engines
    +
    Reduce Engine by 1.
    + {{/rollLess() critdice 55}}{{/rollGreater() critdice 49}} + {{#rollGreater() critdice 54}}{{#rollLess() critdice 60}} +
    System Overload.
    +
    Computer and Jump drives cease to work for 1d10 rounds unless repaired. -10% to Combat.
    + {{/rollLess() critdice 60}}{{/rollGreater() critdice 54}} + {{#rollGreater() critdice 59}}{{#rollLess() critdice 65}} +
    Artificial Gravity
    +
    The artificial gravity in the ship ceases to work and everyone/everything starts floating. Body Saves or take 1d10 damage from the jolt.
    + {{/rollLess() critdice 65}}{{/rollGreater() critdice 59}} + {{#rollGreater() critdice 64}}{{#rollLess() critdice 70}} +
    EMP
    +
    All systems shut down for 1 round. Androids shut off and can't be rebooted.
    + {{/rollLess() critdice 70}}{{/rollGreater() critdice 64}} + {{#rollGreater() critdice 69}}{{#rollLess() critdice 75}} +
    Cryosleep Chamber
    +
    1d10 cryosleep chambers destroyed.
    + {{/rollLess() critdice 75}}{{/rollGreater() critdice 69}} + {{#rollGreater() critdice 74}}{{#rollLess() critdice 80}} +
    Hull Breach
    +
    Ship begins to depressurize (starting in random room) unless airlocks can be secured. Vacuum suits required for all affected areas and Body Save at Disadvantage to avoid being sucked out of the ship if you are in the vicinity of the breach.
    + {{/rollLess() critdice 80}}{{/rollGreater() critdice 74}} + {{#rollGreater() critdice 79}}{{#rollLess() critdice 85}} +
    Navigation Controls
    +
    Ship cannot change direction without Repair Check.
    + {{/rollLess() critdice 85}}{{/rollGreater() critdice 79}} + {{#rollGreater() critdice 84}}{{#rollLess() critdice 90}} +
    Internal Fire
    +
    Starts in random room, spreads on room per turn. Destroyes room in 1d10 turns.
    + {{/rollLess() critdice 90}}{{/rollGreater() critdice 84}} + {{#rollGreater() critdice 89}}{{#rollLess() critdice 95}} +
    Systems Reboot.
    +
    Entire ship ceases to function for 1d10 turns.
    + {{/rollLess() critdice 95}}{{/rollGreater() critdice 89}} + {{#rollGreater() critdice 94}}{{#rollLess() critdice 99}} +
    Cockpit or Bridge Destroyed
    +
    Body Saves to escape the room before it's destroyed.
    + {{/rollLess() critdice 99}}{{/rollGreater() critdice 94}} + {{#rollTotal() critdice 99}} +
    Fuel Line
    +
    Ship destroyed in 1d10 turns.
    + {{/rollTotal() critdice 99}} +
    + {{shipname}} +
    +
    +
    + \ No newline at end of file diff --git a/Mothership/sheet.json b/Mothership/sheet.json index fdd4a080e1..7746d2a1ce 100644 --- a/Mothership/sheet.json +++ b/Mothership/sheet.json @@ -4,5 +4,19 @@ "authors": "Adam Bell", "roll20userid": "671181", "preview": "mothership.png", - "instructions": "This sheet works with the Mothership rules as defined in the Player's Survival Guide Alpha PDF Edition. Follow the steps to create a character as defined by the character sheet's flowchart. Class-specific modifications to stats and saves will be calculated automatically." + "instructions": "This sheet works with the Mothership rules as defined in the Player's Survival Guide Alpha PDF Edition. Follow the steps to create a character as defined by the character sheet's flowchart. Class-specific modifications to stats and saves will be calculated automatically.", + "useroptions": [ + { + "attribute": "sheetmode", + "displayname": "Sheet Mode", + "type": "select", + "options": [ + "PC|pc", + "NPC|npc", + "SHIP|ship" + ], + "default": "pc", + "description": "Default mode for new characters. Useful if all players have already been created and new characters are likely to be NPCs." + } + ] } \ No newline at end of file diff --git a/Mothership/translation.json b/Mothership/translation.json index 3e951f65db..b183be2416 100644 --- a/Mothership/translation.json +++ b/Mothership/translation.json @@ -15,7 +15,9 @@ "paniceffect": "PANIC EFFECT", "credits": "CREDITS", "currenthealth": "HEALTH", - "stats": "STATS", + "stats": "STATS", + "npcstats": "NPC STATS", + "shipstats": "SHIP STATS", "saves": "SAVES", "strength": "STRENGTH", "sanity": "SANITY", @@ -23,8 +25,13 @@ "fear": "FEAR", "intellect": "INTELLECT", "body": "BODY", - "combat": "COMBAT", - "armor": "ARMOR", + "combat": "COMBAT", + "instinct": "INSTINCT", + "armor": "ARMOR", + "hits": "HITS", + "hppool": "HP POOL", + "loyalty": "LOYALTY", + "loyaltyroll": "LOYALTY ROLL", "skills": "SKILLS", "trained": "TRAINED +10%", "expert": "EXPERT +15%", @@ -79,9 +86,10 @@ "equipment": "EQUIPMENT", "noloadout": "NO LOADOUT SELECTED", "excavation": "EXCAVATION", - "exploration": "exploration", + "exploration": "EXPLORATION", "extermination": "EXTERMINATION", "examination": "EXAMINATION", + "surgery": "SURGERY", "other-equipment": "Other Equipment", "rollvalue": "\n\t\t\tRoll Value \n\t\t", "nervoustwitch": "Nervous Twitch", @@ -89,7 +97,9 @@ "cowardice": "Cowardice", "cowardicetext": "Gain 1 stress. For the next 1d10 hours, you must make a Fear save to engage in combat or else flee.", "cripplingfear": "Crippling Fear", - "cripplingfeartext": "Gain a new permanent phobia. Whenever you encounter this phobia make a Fear save at Disadvantage or gain 1d10 stress.", + "cripplingfeartext": "Gain a new permanent phobia. Whenever you encounter this phobia make a Fear save at Disadvantage or gain 1d10 stress.", + "majadr": "Major Adrenaline Rush", + "majadrtext": "Advantage on all rolls for the next 3d10 minutes.", "minadr": "Minor Adrenaline Rush", "minadrtext": "Advantage on all rolls for the next 1d10 minutes.", "hallucinations": "Hallucinations", @@ -103,7 +113,7 @@ "paranoid": "Paranoid", "paranoidtext": "For the next 1d10 days, whenever a character joins your group (even if they only left for a short period of time), make a Fear save or gain 1 stress.", "noeffect": "No effect", - "noeffecttext": "Moser Steinhaus did not panic.", + "noeffecttext": "Did not panic.", "laserfocus": "Laser Focus", "laserfocustext": "Advantage on all rolls for the next 1d10 hours.", "currentstress": "\t\n\t\t\t\tCurrent Stress\n\t\t\t", @@ -122,5 +132,49 @@ "psychologicalcollapse": "Psychological Collapse", "psychologicalcollapsetext": "You become permanently, irreparably insane. Your character is now played by the Warden.", "heartattack": "Heart Attack", - "heartattacktext": "Instant Death" + "heartattacktext": "Instant Death", + "statetheodds": "State the Odds", + "statetheoddstext": "of any event, Advantage on party rolls for 1hr.", + "etymology": "Explains the Etymology of Words", + "etymologytext": "Knowledge checks have Advantage for 1hr.", + "geometric": "Organizes Objects Into Geometric Patterns", + "geometrictext": "Everyone else gains 1 Stress.", + "inventorydust": "Inventories Particles of Dust by Grade", + "inventorydusttext": "Cannot engage in other tasks, everyone else gains 2 Stress.", + "faxmachine": "Intermittently Emits Shrieks Like a Fax Machine Under Duress", + "faxmachinetext": "Lapses into morse code, cannot communicate or sneak. Everyone else gains 2 stress.", + "incorrectodds": "Incorrectly States Odds", + "incorrectoddstext": "Insists impossible tasks are trivial, trivial tasks are impossible for the next 2d10 hours. Distracting. Anyone attempting a complex task must make a Fear save or gain 1d10 Stress.", + "twitchy": "Repetitive Twitchy Motions", + "twitchytext": "Your manual tasks have Disadvantage, everyone else gains 2 Stress.", + "expressiveness": "Loses Any Expressiveness", + "expressivenesstext": "Discusses the irrationality of phobias, seeks to trigger them.", + "presentcourse": "Unreasonable Adherence to the Present Course of Action", + "presentcoursetext": "Take 1d10 damage from repetitive motion injury. Everyone else makes Fear save or gains 1d10/2 Stress.", + "nihilism": "Becomes Nihilistically Worshipful of the Source of Danger", + "nihilismtext": "Everyone has Disadvantage on rolls against it. Everyone else takes a fear save when failing to act against danger or gains a Phobia.", + "killswitch": "Killswitch Engaged", + "killswitchtext": "Go berserk, will not withdraw from combat regardless of situation, will not adhere to tactics", + "turingtest": "Turing Test Failure", + "turingtesttext": "Have difficulty expressing humanity. Party members make a Fear Save of gain 1 Stress when you show up.", + "systemoverload": "System Overload", + "systemoverloadtext": "Slump Catatonic in a failed reboot cycle for 1d10 hours.", + "logiccore": "Fried Logic Core", + "logiccoretext": "Frenzied nonsensical behaviour. Everyone else makes a Panic save.", + "threatassesment": "Damage to Threat Assesment", + "threatassesmenttext": "Betray party member at the next opportunity, believe you are aiding the crew. All stress gained is increased by 1d10 for the next 1d10 hours.", + "compoundingcorruption": "Compound Data Corruption", + "compoundingcorruptiontext": "Roll Twice", + "firmware": "Firmware malfunction", + "firmwaretext": "Roll 1d10 on this table, behaviour is permanent.", + "corruption": "Data Corruption", + "corruptiontext": "Warden takes over character permanently, nightmarish malfunctions.", + "slagged": "Slagged", + "slaggedtext": "Geigeresque-Scanners Head Explosion, everyone present gains a Phobia and 1d10/2 Stress (Fear Save).", + "pc": "PC", + "npc": "NPC", + "ship": "SHIP", + "type": "Type", + "cargo": "CARGO", + "crew": "CREW" } \ No newline at end of file diff --git a/Mothership/translations/af.json b/Mothership/translations/af.json index 3e951f65db..5b9417da4e 100644 --- a/Mothership/translations/af.json +++ b/Mothership/translations/af.json @@ -16,6 +16,8 @@ "credits": "CREDITS", "currenthealth": "HEALTH", "stats": "STATS", + "npcstats": "NPC STATS", + "shipstats": "SHIP STATS", "saves": "SAVES", "strength": "STRENGTH", "sanity": "SANITY", @@ -24,7 +26,12 @@ "intellect": "INTELLECT", "body": "BODY", "combat": "COMBAT", + "instinct": "INSTINCT", "armor": "ARMOR", + "hits": "HITS", + "hppool": "HP POOL", + "loyalty": "LOYALTY", + "loyaltyroll": "LOYALTY ROLL", "skills": "SKILLS", "trained": "TRAINED +10%", "expert": "EXPERT +15%", @@ -82,6 +89,7 @@ "exploration": "exploration", "extermination": "EXTERMINATION", "examination": "EXAMINATION", + "surgery": "SURGERY", "other-equipment": "Other Equipment", "rollvalue": "\n\t\t\tRoll Value \n\t\t", "nervoustwitch": "Nervous Twitch", @@ -90,6 +98,8 @@ "cowardicetext": "Gain 1 stress. For the next 1d10 hours, you must make a Fear save to engage in combat or else flee.", "cripplingfear": "Crippling Fear", "cripplingfeartext": "Gain a new permanent phobia. Whenever you encounter this phobia make a Fear save at Disadvantage or gain 1d10 stress.", + "majadr": "Major Adrenaline Rush", + "majadrtext": "Advantage on all rolls for the next 3d10 minutes.", "minadr": "Minor Adrenaline Rush", "minadrtext": "Advantage on all rolls for the next 1d10 minutes.", "hallucinations": "Hallucinations", @@ -122,5 +132,49 @@ "psychologicalcollapse": "Psychological Collapse", "psychologicalcollapsetext": "You become permanently, irreparably insane. Your character is now played by the Warden.", "heartattack": "Heart Attack", - "heartattacktext": "Instant Death" + "heartattacktext": "Instant Death", + "statetheodds": "State the Odds", + "statetheoddstext": "of any event, Advantage on party rolls for 1hr.", + "etymology": "Explains the Etymology of Words", + "etymologytext": "Knowledge checks have Advantage for 1hr.", + "geometric": "Organizes Objects Into Geometric Patterns", + "geometrictext": "Everyone else gains 1 Stress.", + "inventorydust": "Inventories Particles of Dust by Grade", + "inventorydusttext": "Cannot engage in other tasks, everyone else gains 2 Stress.", + "faxmachine": "Intermittently Emits Shrieks Like a Fax Machine Under Duress", + "faxmachinetext": "Lapses into morse code, cannot communicate or sneak. Everyone else gains 2 stress.", + "incorrectodds": "Incorrectly States Odds", + "incorrectoddstext": "Insists impossible tasks are trivial, trivial tasks are impossible for the next 2d10 hours. Distracting. Anyone attempting a complex task must make a Fear save or gain 1d10 Stress.", + "twitchy": "Repetitive Twitchy Motions", + "twitchytext": "Your manual tasks have Disadvantage, everyone else gains 2 Stress.", + "expressiveness": "Loses Any Expressiveness", + "expressivenesstext": "Discusses the irrationality of phobias, seeks to trigger them.", + "presentcourse": "Unreasonable Adherence to the Present Course of Action", + "presentcoursetext": "Take 1d10 damage from repetitive motion injury. Everyone else makes Fear save or gains 1d10/2 Stress.", + "nihilism": "Becomes Nihilistically Worshipful of the Source of Danger", + "nihilismtext": "Everyone has Disadvantage on rolls against it. Everyone else takes a fear save when failing to act against danger or gains a Phobia.", + "killswitch": "Killswitch Engaged", + "killswitchtext": "Go berserk, will not withdraw from combat regardless of situation, will not adhere to tactics", + "turingtest": "Turing Test Failure", + "turingtesttext": "Have difficulty expressing humanity. Party members make a Fear Save of gain 1 Stress when you show up.", + "systemoverload": "System Overload", + "systemoverloadtext": "Slump Catatonic in a failed reboot cycle for 1d10 hours.", + "logiccore": "Fried Logic Core", + "logiccoretext": "Frenzied nonsensical behaviour. Everyone else makes a Panic save.", + "threatassesment": "Damage to Threat Assesment", + "threatassesmenttext": "Betray party member at the next opportunity, believe you are aiding the crew. All stress gained is increased by 1d10 for the next 1d10 hours.", + "compoundingcorruption": "Compound Data Corruption", + "compoundingcorruptiontext": "Roll Twice", + "firmware": "Firmware malfunction", + "firmwaretext": "Roll 1d10 on this table, behaviour is permanent.", + "corruption": "Data Corruption", + "corruptiontext": "Warden takes over character permanently, nightmarish malfunctions.", + "slagged": "Slagged", + "slaggedtext": "Geigeresque-Scanners Head Explosion, everyone present gains a Phobia and 1d10/2 Stress (Fear Save).", + "pc": "PC", + "npc": "NPC", + "ship": "SHIP", + "type": "Type", + "cargo": "CARGO", + "crew": "CREW" } \ No newline at end of file diff --git a/Mothership/translations/cs.json b/Mothership/translations/cs.json index 3e951f65db..5b9417da4e 100644 --- a/Mothership/translations/cs.json +++ b/Mothership/translations/cs.json @@ -16,6 +16,8 @@ "credits": "CREDITS", "currenthealth": "HEALTH", "stats": "STATS", + "npcstats": "NPC STATS", + "shipstats": "SHIP STATS", "saves": "SAVES", "strength": "STRENGTH", "sanity": "SANITY", @@ -24,7 +26,12 @@ "intellect": "INTELLECT", "body": "BODY", "combat": "COMBAT", + "instinct": "INSTINCT", "armor": "ARMOR", + "hits": "HITS", + "hppool": "HP POOL", + "loyalty": "LOYALTY", + "loyaltyroll": "LOYALTY ROLL", "skills": "SKILLS", "trained": "TRAINED +10%", "expert": "EXPERT +15%", @@ -82,6 +89,7 @@ "exploration": "exploration", "extermination": "EXTERMINATION", "examination": "EXAMINATION", + "surgery": "SURGERY", "other-equipment": "Other Equipment", "rollvalue": "\n\t\t\tRoll Value \n\t\t", "nervoustwitch": "Nervous Twitch", @@ -90,6 +98,8 @@ "cowardicetext": "Gain 1 stress. For the next 1d10 hours, you must make a Fear save to engage in combat or else flee.", "cripplingfear": "Crippling Fear", "cripplingfeartext": "Gain a new permanent phobia. Whenever you encounter this phobia make a Fear save at Disadvantage or gain 1d10 stress.", + "majadr": "Major Adrenaline Rush", + "majadrtext": "Advantage on all rolls for the next 3d10 minutes.", "minadr": "Minor Adrenaline Rush", "minadrtext": "Advantage on all rolls for the next 1d10 minutes.", "hallucinations": "Hallucinations", @@ -122,5 +132,49 @@ "psychologicalcollapse": "Psychological Collapse", "psychologicalcollapsetext": "You become permanently, irreparably insane. Your character is now played by the Warden.", "heartattack": "Heart Attack", - "heartattacktext": "Instant Death" + "heartattacktext": "Instant Death", + "statetheodds": "State the Odds", + "statetheoddstext": "of any event, Advantage on party rolls for 1hr.", + "etymology": "Explains the Etymology of Words", + "etymologytext": "Knowledge checks have Advantage for 1hr.", + "geometric": "Organizes Objects Into Geometric Patterns", + "geometrictext": "Everyone else gains 1 Stress.", + "inventorydust": "Inventories Particles of Dust by Grade", + "inventorydusttext": "Cannot engage in other tasks, everyone else gains 2 Stress.", + "faxmachine": "Intermittently Emits Shrieks Like a Fax Machine Under Duress", + "faxmachinetext": "Lapses into morse code, cannot communicate or sneak. Everyone else gains 2 stress.", + "incorrectodds": "Incorrectly States Odds", + "incorrectoddstext": "Insists impossible tasks are trivial, trivial tasks are impossible for the next 2d10 hours. Distracting. Anyone attempting a complex task must make a Fear save or gain 1d10 Stress.", + "twitchy": "Repetitive Twitchy Motions", + "twitchytext": "Your manual tasks have Disadvantage, everyone else gains 2 Stress.", + "expressiveness": "Loses Any Expressiveness", + "expressivenesstext": "Discusses the irrationality of phobias, seeks to trigger them.", + "presentcourse": "Unreasonable Adherence to the Present Course of Action", + "presentcoursetext": "Take 1d10 damage from repetitive motion injury. Everyone else makes Fear save or gains 1d10/2 Stress.", + "nihilism": "Becomes Nihilistically Worshipful of the Source of Danger", + "nihilismtext": "Everyone has Disadvantage on rolls against it. Everyone else takes a fear save when failing to act against danger or gains a Phobia.", + "killswitch": "Killswitch Engaged", + "killswitchtext": "Go berserk, will not withdraw from combat regardless of situation, will not adhere to tactics", + "turingtest": "Turing Test Failure", + "turingtesttext": "Have difficulty expressing humanity. Party members make a Fear Save of gain 1 Stress when you show up.", + "systemoverload": "System Overload", + "systemoverloadtext": "Slump Catatonic in a failed reboot cycle for 1d10 hours.", + "logiccore": "Fried Logic Core", + "logiccoretext": "Frenzied nonsensical behaviour. Everyone else makes a Panic save.", + "threatassesment": "Damage to Threat Assesment", + "threatassesmenttext": "Betray party member at the next opportunity, believe you are aiding the crew. All stress gained is increased by 1d10 for the next 1d10 hours.", + "compoundingcorruption": "Compound Data Corruption", + "compoundingcorruptiontext": "Roll Twice", + "firmware": "Firmware malfunction", + "firmwaretext": "Roll 1d10 on this table, behaviour is permanent.", + "corruption": "Data Corruption", + "corruptiontext": "Warden takes over character permanently, nightmarish malfunctions.", + "slagged": "Slagged", + "slaggedtext": "Geigeresque-Scanners Head Explosion, everyone present gains a Phobia and 1d10/2 Stress (Fear Save).", + "pc": "PC", + "npc": "NPC", + "ship": "SHIP", + "type": "Type", + "cargo": "CARGO", + "crew": "CREW" } \ No newline at end of file diff --git a/Mothership/translations/da.json b/Mothership/translations/da.json index 3e951f65db..5b9417da4e 100644 --- a/Mothership/translations/da.json +++ b/Mothership/translations/da.json @@ -16,6 +16,8 @@ "credits": "CREDITS", "currenthealth": "HEALTH", "stats": "STATS", + "npcstats": "NPC STATS", + "shipstats": "SHIP STATS", "saves": "SAVES", "strength": "STRENGTH", "sanity": "SANITY", @@ -24,7 +26,12 @@ "intellect": "INTELLECT", "body": "BODY", "combat": "COMBAT", + "instinct": "INSTINCT", "armor": "ARMOR", + "hits": "HITS", + "hppool": "HP POOL", + "loyalty": "LOYALTY", + "loyaltyroll": "LOYALTY ROLL", "skills": "SKILLS", "trained": "TRAINED +10%", "expert": "EXPERT +15%", @@ -82,6 +89,7 @@ "exploration": "exploration", "extermination": "EXTERMINATION", "examination": "EXAMINATION", + "surgery": "SURGERY", "other-equipment": "Other Equipment", "rollvalue": "\n\t\t\tRoll Value \n\t\t", "nervoustwitch": "Nervous Twitch", @@ -90,6 +98,8 @@ "cowardicetext": "Gain 1 stress. For the next 1d10 hours, you must make a Fear save to engage in combat or else flee.", "cripplingfear": "Crippling Fear", "cripplingfeartext": "Gain a new permanent phobia. Whenever you encounter this phobia make a Fear save at Disadvantage or gain 1d10 stress.", + "majadr": "Major Adrenaline Rush", + "majadrtext": "Advantage on all rolls for the next 3d10 minutes.", "minadr": "Minor Adrenaline Rush", "minadrtext": "Advantage on all rolls for the next 1d10 minutes.", "hallucinations": "Hallucinations", @@ -122,5 +132,49 @@ "psychologicalcollapse": "Psychological Collapse", "psychologicalcollapsetext": "You become permanently, irreparably insane. Your character is now played by the Warden.", "heartattack": "Heart Attack", - "heartattacktext": "Instant Death" + "heartattacktext": "Instant Death", + "statetheodds": "State the Odds", + "statetheoddstext": "of any event, Advantage on party rolls for 1hr.", + "etymology": "Explains the Etymology of Words", + "etymologytext": "Knowledge checks have Advantage for 1hr.", + "geometric": "Organizes Objects Into Geometric Patterns", + "geometrictext": "Everyone else gains 1 Stress.", + "inventorydust": "Inventories Particles of Dust by Grade", + "inventorydusttext": "Cannot engage in other tasks, everyone else gains 2 Stress.", + "faxmachine": "Intermittently Emits Shrieks Like a Fax Machine Under Duress", + "faxmachinetext": "Lapses into morse code, cannot communicate or sneak. Everyone else gains 2 stress.", + "incorrectodds": "Incorrectly States Odds", + "incorrectoddstext": "Insists impossible tasks are trivial, trivial tasks are impossible for the next 2d10 hours. Distracting. Anyone attempting a complex task must make a Fear save or gain 1d10 Stress.", + "twitchy": "Repetitive Twitchy Motions", + "twitchytext": "Your manual tasks have Disadvantage, everyone else gains 2 Stress.", + "expressiveness": "Loses Any Expressiveness", + "expressivenesstext": "Discusses the irrationality of phobias, seeks to trigger them.", + "presentcourse": "Unreasonable Adherence to the Present Course of Action", + "presentcoursetext": "Take 1d10 damage from repetitive motion injury. Everyone else makes Fear save or gains 1d10/2 Stress.", + "nihilism": "Becomes Nihilistically Worshipful of the Source of Danger", + "nihilismtext": "Everyone has Disadvantage on rolls against it. Everyone else takes a fear save when failing to act against danger or gains a Phobia.", + "killswitch": "Killswitch Engaged", + "killswitchtext": "Go berserk, will not withdraw from combat regardless of situation, will not adhere to tactics", + "turingtest": "Turing Test Failure", + "turingtesttext": "Have difficulty expressing humanity. Party members make a Fear Save of gain 1 Stress when you show up.", + "systemoverload": "System Overload", + "systemoverloadtext": "Slump Catatonic in a failed reboot cycle for 1d10 hours.", + "logiccore": "Fried Logic Core", + "logiccoretext": "Frenzied nonsensical behaviour. Everyone else makes a Panic save.", + "threatassesment": "Damage to Threat Assesment", + "threatassesmenttext": "Betray party member at the next opportunity, believe you are aiding the crew. All stress gained is increased by 1d10 for the next 1d10 hours.", + "compoundingcorruption": "Compound Data Corruption", + "compoundingcorruptiontext": "Roll Twice", + "firmware": "Firmware malfunction", + "firmwaretext": "Roll 1d10 on this table, behaviour is permanent.", + "corruption": "Data Corruption", + "corruptiontext": "Warden takes over character permanently, nightmarish malfunctions.", + "slagged": "Slagged", + "slaggedtext": "Geigeresque-Scanners Head Explosion, everyone present gains a Phobia and 1d10/2 Stress (Fear Save).", + "pc": "PC", + "npc": "NPC", + "ship": "SHIP", + "type": "Type", + "cargo": "CARGO", + "crew": "CREW" } \ No newline at end of file diff --git a/Mothership/translations/de.json b/Mothership/translations/de.json index 3e951f65db..5b9417da4e 100644 --- a/Mothership/translations/de.json +++ b/Mothership/translations/de.json @@ -16,6 +16,8 @@ "credits": "CREDITS", "currenthealth": "HEALTH", "stats": "STATS", + "npcstats": "NPC STATS", + "shipstats": "SHIP STATS", "saves": "SAVES", "strength": "STRENGTH", "sanity": "SANITY", @@ -24,7 +26,12 @@ "intellect": "INTELLECT", "body": "BODY", "combat": "COMBAT", + "instinct": "INSTINCT", "armor": "ARMOR", + "hits": "HITS", + "hppool": "HP POOL", + "loyalty": "LOYALTY", + "loyaltyroll": "LOYALTY ROLL", "skills": "SKILLS", "trained": "TRAINED +10%", "expert": "EXPERT +15%", @@ -82,6 +89,7 @@ "exploration": "exploration", "extermination": "EXTERMINATION", "examination": "EXAMINATION", + "surgery": "SURGERY", "other-equipment": "Other Equipment", "rollvalue": "\n\t\t\tRoll Value \n\t\t", "nervoustwitch": "Nervous Twitch", @@ -90,6 +98,8 @@ "cowardicetext": "Gain 1 stress. For the next 1d10 hours, you must make a Fear save to engage in combat or else flee.", "cripplingfear": "Crippling Fear", "cripplingfeartext": "Gain a new permanent phobia. Whenever you encounter this phobia make a Fear save at Disadvantage or gain 1d10 stress.", + "majadr": "Major Adrenaline Rush", + "majadrtext": "Advantage on all rolls for the next 3d10 minutes.", "minadr": "Minor Adrenaline Rush", "minadrtext": "Advantage on all rolls for the next 1d10 minutes.", "hallucinations": "Hallucinations", @@ -122,5 +132,49 @@ "psychologicalcollapse": "Psychological Collapse", "psychologicalcollapsetext": "You become permanently, irreparably insane. Your character is now played by the Warden.", "heartattack": "Heart Attack", - "heartattacktext": "Instant Death" + "heartattacktext": "Instant Death", + "statetheodds": "State the Odds", + "statetheoddstext": "of any event, Advantage on party rolls for 1hr.", + "etymology": "Explains the Etymology of Words", + "etymologytext": "Knowledge checks have Advantage for 1hr.", + "geometric": "Organizes Objects Into Geometric Patterns", + "geometrictext": "Everyone else gains 1 Stress.", + "inventorydust": "Inventories Particles of Dust by Grade", + "inventorydusttext": "Cannot engage in other tasks, everyone else gains 2 Stress.", + "faxmachine": "Intermittently Emits Shrieks Like a Fax Machine Under Duress", + "faxmachinetext": "Lapses into morse code, cannot communicate or sneak. Everyone else gains 2 stress.", + "incorrectodds": "Incorrectly States Odds", + "incorrectoddstext": "Insists impossible tasks are trivial, trivial tasks are impossible for the next 2d10 hours. Distracting. Anyone attempting a complex task must make a Fear save or gain 1d10 Stress.", + "twitchy": "Repetitive Twitchy Motions", + "twitchytext": "Your manual tasks have Disadvantage, everyone else gains 2 Stress.", + "expressiveness": "Loses Any Expressiveness", + "expressivenesstext": "Discusses the irrationality of phobias, seeks to trigger them.", + "presentcourse": "Unreasonable Adherence to the Present Course of Action", + "presentcoursetext": "Take 1d10 damage from repetitive motion injury. Everyone else makes Fear save or gains 1d10/2 Stress.", + "nihilism": "Becomes Nihilistically Worshipful of the Source of Danger", + "nihilismtext": "Everyone has Disadvantage on rolls against it. Everyone else takes a fear save when failing to act against danger or gains a Phobia.", + "killswitch": "Killswitch Engaged", + "killswitchtext": "Go berserk, will not withdraw from combat regardless of situation, will not adhere to tactics", + "turingtest": "Turing Test Failure", + "turingtesttext": "Have difficulty expressing humanity. Party members make a Fear Save of gain 1 Stress when you show up.", + "systemoverload": "System Overload", + "systemoverloadtext": "Slump Catatonic in a failed reboot cycle for 1d10 hours.", + "logiccore": "Fried Logic Core", + "logiccoretext": "Frenzied nonsensical behaviour. Everyone else makes a Panic save.", + "threatassesment": "Damage to Threat Assesment", + "threatassesmenttext": "Betray party member at the next opportunity, believe you are aiding the crew. All stress gained is increased by 1d10 for the next 1d10 hours.", + "compoundingcorruption": "Compound Data Corruption", + "compoundingcorruptiontext": "Roll Twice", + "firmware": "Firmware malfunction", + "firmwaretext": "Roll 1d10 on this table, behaviour is permanent.", + "corruption": "Data Corruption", + "corruptiontext": "Warden takes over character permanently, nightmarish malfunctions.", + "slagged": "Slagged", + "slaggedtext": "Geigeresque-Scanners Head Explosion, everyone present gains a Phobia and 1d10/2 Stress (Fear Save).", + "pc": "PC", + "npc": "NPC", + "ship": "SHIP", + "type": "Type", + "cargo": "CARGO", + "crew": "CREW" } \ No newline at end of file diff --git a/Mothership/translations/el.json b/Mothership/translations/el.json index 3e951f65db..5b9417da4e 100644 --- a/Mothership/translations/el.json +++ b/Mothership/translations/el.json @@ -16,6 +16,8 @@ "credits": "CREDITS", "currenthealth": "HEALTH", "stats": "STATS", + "npcstats": "NPC STATS", + "shipstats": "SHIP STATS", "saves": "SAVES", "strength": "STRENGTH", "sanity": "SANITY", @@ -24,7 +26,12 @@ "intellect": "INTELLECT", "body": "BODY", "combat": "COMBAT", + "instinct": "INSTINCT", "armor": "ARMOR", + "hits": "HITS", + "hppool": "HP POOL", + "loyalty": "LOYALTY", + "loyaltyroll": "LOYALTY ROLL", "skills": "SKILLS", "trained": "TRAINED +10%", "expert": "EXPERT +15%", @@ -82,6 +89,7 @@ "exploration": "exploration", "extermination": "EXTERMINATION", "examination": "EXAMINATION", + "surgery": "SURGERY", "other-equipment": "Other Equipment", "rollvalue": "\n\t\t\tRoll Value \n\t\t", "nervoustwitch": "Nervous Twitch", @@ -90,6 +98,8 @@ "cowardicetext": "Gain 1 stress. For the next 1d10 hours, you must make a Fear save to engage in combat or else flee.", "cripplingfear": "Crippling Fear", "cripplingfeartext": "Gain a new permanent phobia. Whenever you encounter this phobia make a Fear save at Disadvantage or gain 1d10 stress.", + "majadr": "Major Adrenaline Rush", + "majadrtext": "Advantage on all rolls for the next 3d10 minutes.", "minadr": "Minor Adrenaline Rush", "minadrtext": "Advantage on all rolls for the next 1d10 minutes.", "hallucinations": "Hallucinations", @@ -122,5 +132,49 @@ "psychologicalcollapse": "Psychological Collapse", "psychologicalcollapsetext": "You become permanently, irreparably insane. Your character is now played by the Warden.", "heartattack": "Heart Attack", - "heartattacktext": "Instant Death" + "heartattacktext": "Instant Death", + "statetheodds": "State the Odds", + "statetheoddstext": "of any event, Advantage on party rolls for 1hr.", + "etymology": "Explains the Etymology of Words", + "etymologytext": "Knowledge checks have Advantage for 1hr.", + "geometric": "Organizes Objects Into Geometric Patterns", + "geometrictext": "Everyone else gains 1 Stress.", + "inventorydust": "Inventories Particles of Dust by Grade", + "inventorydusttext": "Cannot engage in other tasks, everyone else gains 2 Stress.", + "faxmachine": "Intermittently Emits Shrieks Like a Fax Machine Under Duress", + "faxmachinetext": "Lapses into morse code, cannot communicate or sneak. Everyone else gains 2 stress.", + "incorrectodds": "Incorrectly States Odds", + "incorrectoddstext": "Insists impossible tasks are trivial, trivial tasks are impossible for the next 2d10 hours. Distracting. Anyone attempting a complex task must make a Fear save or gain 1d10 Stress.", + "twitchy": "Repetitive Twitchy Motions", + "twitchytext": "Your manual tasks have Disadvantage, everyone else gains 2 Stress.", + "expressiveness": "Loses Any Expressiveness", + "expressivenesstext": "Discusses the irrationality of phobias, seeks to trigger them.", + "presentcourse": "Unreasonable Adherence to the Present Course of Action", + "presentcoursetext": "Take 1d10 damage from repetitive motion injury. Everyone else makes Fear save or gains 1d10/2 Stress.", + "nihilism": "Becomes Nihilistically Worshipful of the Source of Danger", + "nihilismtext": "Everyone has Disadvantage on rolls against it. Everyone else takes a fear save when failing to act against danger or gains a Phobia.", + "killswitch": "Killswitch Engaged", + "killswitchtext": "Go berserk, will not withdraw from combat regardless of situation, will not adhere to tactics", + "turingtest": "Turing Test Failure", + "turingtesttext": "Have difficulty expressing humanity. Party members make a Fear Save of gain 1 Stress when you show up.", + "systemoverload": "System Overload", + "systemoverloadtext": "Slump Catatonic in a failed reboot cycle for 1d10 hours.", + "logiccore": "Fried Logic Core", + "logiccoretext": "Frenzied nonsensical behaviour. Everyone else makes a Panic save.", + "threatassesment": "Damage to Threat Assesment", + "threatassesmenttext": "Betray party member at the next opportunity, believe you are aiding the crew. All stress gained is increased by 1d10 for the next 1d10 hours.", + "compoundingcorruption": "Compound Data Corruption", + "compoundingcorruptiontext": "Roll Twice", + "firmware": "Firmware malfunction", + "firmwaretext": "Roll 1d10 on this table, behaviour is permanent.", + "corruption": "Data Corruption", + "corruptiontext": "Warden takes over character permanently, nightmarish malfunctions.", + "slagged": "Slagged", + "slaggedtext": "Geigeresque-Scanners Head Explosion, everyone present gains a Phobia and 1d10/2 Stress (Fear Save).", + "pc": "PC", + "npc": "NPC", + "ship": "SHIP", + "type": "Type", + "cargo": "CARGO", + "crew": "CREW" } \ No newline at end of file diff --git a/Mothership/translations/en.json b/Mothership/translations/en.json index 3e951f65db..5b9417da4e 100644 --- a/Mothership/translations/en.json +++ b/Mothership/translations/en.json @@ -16,6 +16,8 @@ "credits": "CREDITS", "currenthealth": "HEALTH", "stats": "STATS", + "npcstats": "NPC STATS", + "shipstats": "SHIP STATS", "saves": "SAVES", "strength": "STRENGTH", "sanity": "SANITY", @@ -24,7 +26,12 @@ "intellect": "INTELLECT", "body": "BODY", "combat": "COMBAT", + "instinct": "INSTINCT", "armor": "ARMOR", + "hits": "HITS", + "hppool": "HP POOL", + "loyalty": "LOYALTY", + "loyaltyroll": "LOYALTY ROLL", "skills": "SKILLS", "trained": "TRAINED +10%", "expert": "EXPERT +15%", @@ -82,6 +89,7 @@ "exploration": "exploration", "extermination": "EXTERMINATION", "examination": "EXAMINATION", + "surgery": "SURGERY", "other-equipment": "Other Equipment", "rollvalue": "\n\t\t\tRoll Value \n\t\t", "nervoustwitch": "Nervous Twitch", @@ -90,6 +98,8 @@ "cowardicetext": "Gain 1 stress. For the next 1d10 hours, you must make a Fear save to engage in combat or else flee.", "cripplingfear": "Crippling Fear", "cripplingfeartext": "Gain a new permanent phobia. Whenever you encounter this phobia make a Fear save at Disadvantage or gain 1d10 stress.", + "majadr": "Major Adrenaline Rush", + "majadrtext": "Advantage on all rolls for the next 3d10 minutes.", "minadr": "Minor Adrenaline Rush", "minadrtext": "Advantage on all rolls for the next 1d10 minutes.", "hallucinations": "Hallucinations", @@ -122,5 +132,49 @@ "psychologicalcollapse": "Psychological Collapse", "psychologicalcollapsetext": "You become permanently, irreparably insane. Your character is now played by the Warden.", "heartattack": "Heart Attack", - "heartattacktext": "Instant Death" + "heartattacktext": "Instant Death", + "statetheodds": "State the Odds", + "statetheoddstext": "of any event, Advantage on party rolls for 1hr.", + "etymology": "Explains the Etymology of Words", + "etymologytext": "Knowledge checks have Advantage for 1hr.", + "geometric": "Organizes Objects Into Geometric Patterns", + "geometrictext": "Everyone else gains 1 Stress.", + "inventorydust": "Inventories Particles of Dust by Grade", + "inventorydusttext": "Cannot engage in other tasks, everyone else gains 2 Stress.", + "faxmachine": "Intermittently Emits Shrieks Like a Fax Machine Under Duress", + "faxmachinetext": "Lapses into morse code, cannot communicate or sneak. Everyone else gains 2 stress.", + "incorrectodds": "Incorrectly States Odds", + "incorrectoddstext": "Insists impossible tasks are trivial, trivial tasks are impossible for the next 2d10 hours. Distracting. Anyone attempting a complex task must make a Fear save or gain 1d10 Stress.", + "twitchy": "Repetitive Twitchy Motions", + "twitchytext": "Your manual tasks have Disadvantage, everyone else gains 2 Stress.", + "expressiveness": "Loses Any Expressiveness", + "expressivenesstext": "Discusses the irrationality of phobias, seeks to trigger them.", + "presentcourse": "Unreasonable Adherence to the Present Course of Action", + "presentcoursetext": "Take 1d10 damage from repetitive motion injury. Everyone else makes Fear save or gains 1d10/2 Stress.", + "nihilism": "Becomes Nihilistically Worshipful of the Source of Danger", + "nihilismtext": "Everyone has Disadvantage on rolls against it. Everyone else takes a fear save when failing to act against danger or gains a Phobia.", + "killswitch": "Killswitch Engaged", + "killswitchtext": "Go berserk, will not withdraw from combat regardless of situation, will not adhere to tactics", + "turingtest": "Turing Test Failure", + "turingtesttext": "Have difficulty expressing humanity. Party members make a Fear Save of gain 1 Stress when you show up.", + "systemoverload": "System Overload", + "systemoverloadtext": "Slump Catatonic in a failed reboot cycle for 1d10 hours.", + "logiccore": "Fried Logic Core", + "logiccoretext": "Frenzied nonsensical behaviour. Everyone else makes a Panic save.", + "threatassesment": "Damage to Threat Assesment", + "threatassesmenttext": "Betray party member at the next opportunity, believe you are aiding the crew. All stress gained is increased by 1d10 for the next 1d10 hours.", + "compoundingcorruption": "Compound Data Corruption", + "compoundingcorruptiontext": "Roll Twice", + "firmware": "Firmware malfunction", + "firmwaretext": "Roll 1d10 on this table, behaviour is permanent.", + "corruption": "Data Corruption", + "corruptiontext": "Warden takes over character permanently, nightmarish malfunctions.", + "slagged": "Slagged", + "slaggedtext": "Geigeresque-Scanners Head Explosion, everyone present gains a Phobia and 1d10/2 Stress (Fear Save).", + "pc": "PC", + "npc": "NPC", + "ship": "SHIP", + "type": "Type", + "cargo": "CARGO", + "crew": "CREW" } \ No newline at end of file diff --git a/Mothership/translations/es.json b/Mothership/translations/es.json index 3e951f65db..5b9417da4e 100644 --- a/Mothership/translations/es.json +++ b/Mothership/translations/es.json @@ -16,6 +16,8 @@ "credits": "CREDITS", "currenthealth": "HEALTH", "stats": "STATS", + "npcstats": "NPC STATS", + "shipstats": "SHIP STATS", "saves": "SAVES", "strength": "STRENGTH", "sanity": "SANITY", @@ -24,7 +26,12 @@ "intellect": "INTELLECT", "body": "BODY", "combat": "COMBAT", + "instinct": "INSTINCT", "armor": "ARMOR", + "hits": "HITS", + "hppool": "HP POOL", + "loyalty": "LOYALTY", + "loyaltyroll": "LOYALTY ROLL", "skills": "SKILLS", "trained": "TRAINED +10%", "expert": "EXPERT +15%", @@ -82,6 +89,7 @@ "exploration": "exploration", "extermination": "EXTERMINATION", "examination": "EXAMINATION", + "surgery": "SURGERY", "other-equipment": "Other Equipment", "rollvalue": "\n\t\t\tRoll Value \n\t\t", "nervoustwitch": "Nervous Twitch", @@ -90,6 +98,8 @@ "cowardicetext": "Gain 1 stress. For the next 1d10 hours, you must make a Fear save to engage in combat or else flee.", "cripplingfear": "Crippling Fear", "cripplingfeartext": "Gain a new permanent phobia. Whenever you encounter this phobia make a Fear save at Disadvantage or gain 1d10 stress.", + "majadr": "Major Adrenaline Rush", + "majadrtext": "Advantage on all rolls for the next 3d10 minutes.", "minadr": "Minor Adrenaline Rush", "minadrtext": "Advantage on all rolls for the next 1d10 minutes.", "hallucinations": "Hallucinations", @@ -122,5 +132,49 @@ "psychologicalcollapse": "Psychological Collapse", "psychologicalcollapsetext": "You become permanently, irreparably insane. Your character is now played by the Warden.", "heartattack": "Heart Attack", - "heartattacktext": "Instant Death" + "heartattacktext": "Instant Death", + "statetheodds": "State the Odds", + "statetheoddstext": "of any event, Advantage on party rolls for 1hr.", + "etymology": "Explains the Etymology of Words", + "etymologytext": "Knowledge checks have Advantage for 1hr.", + "geometric": "Organizes Objects Into Geometric Patterns", + "geometrictext": "Everyone else gains 1 Stress.", + "inventorydust": "Inventories Particles of Dust by Grade", + "inventorydusttext": "Cannot engage in other tasks, everyone else gains 2 Stress.", + "faxmachine": "Intermittently Emits Shrieks Like a Fax Machine Under Duress", + "faxmachinetext": "Lapses into morse code, cannot communicate or sneak. Everyone else gains 2 stress.", + "incorrectodds": "Incorrectly States Odds", + "incorrectoddstext": "Insists impossible tasks are trivial, trivial tasks are impossible for the next 2d10 hours. Distracting. Anyone attempting a complex task must make a Fear save or gain 1d10 Stress.", + "twitchy": "Repetitive Twitchy Motions", + "twitchytext": "Your manual tasks have Disadvantage, everyone else gains 2 Stress.", + "expressiveness": "Loses Any Expressiveness", + "expressivenesstext": "Discusses the irrationality of phobias, seeks to trigger them.", + "presentcourse": "Unreasonable Adherence to the Present Course of Action", + "presentcoursetext": "Take 1d10 damage from repetitive motion injury. Everyone else makes Fear save or gains 1d10/2 Stress.", + "nihilism": "Becomes Nihilistically Worshipful of the Source of Danger", + "nihilismtext": "Everyone has Disadvantage on rolls against it. Everyone else takes a fear save when failing to act against danger or gains a Phobia.", + "killswitch": "Killswitch Engaged", + "killswitchtext": "Go berserk, will not withdraw from combat regardless of situation, will not adhere to tactics", + "turingtest": "Turing Test Failure", + "turingtesttext": "Have difficulty expressing humanity. Party members make a Fear Save of gain 1 Stress when you show up.", + "systemoverload": "System Overload", + "systemoverloadtext": "Slump Catatonic in a failed reboot cycle for 1d10 hours.", + "logiccore": "Fried Logic Core", + "logiccoretext": "Frenzied nonsensical behaviour. Everyone else makes a Panic save.", + "threatassesment": "Damage to Threat Assesment", + "threatassesmenttext": "Betray party member at the next opportunity, believe you are aiding the crew. All stress gained is increased by 1d10 for the next 1d10 hours.", + "compoundingcorruption": "Compound Data Corruption", + "compoundingcorruptiontext": "Roll Twice", + "firmware": "Firmware malfunction", + "firmwaretext": "Roll 1d10 on this table, behaviour is permanent.", + "corruption": "Data Corruption", + "corruptiontext": "Warden takes over character permanently, nightmarish malfunctions.", + "slagged": "Slagged", + "slaggedtext": "Geigeresque-Scanners Head Explosion, everyone present gains a Phobia and 1d10/2 Stress (Fear Save).", + "pc": "PC", + "npc": "NPC", + "ship": "SHIP", + "type": "Type", + "cargo": "CARGO", + "crew": "CREW" } \ No newline at end of file diff --git a/Mothership/translations/fr.json b/Mothership/translations/fr.json index 3e951f65db..5b9417da4e 100644 --- a/Mothership/translations/fr.json +++ b/Mothership/translations/fr.json @@ -16,6 +16,8 @@ "credits": "CREDITS", "currenthealth": "HEALTH", "stats": "STATS", + "npcstats": "NPC STATS", + "shipstats": "SHIP STATS", "saves": "SAVES", "strength": "STRENGTH", "sanity": "SANITY", @@ -24,7 +26,12 @@ "intellect": "INTELLECT", "body": "BODY", "combat": "COMBAT", + "instinct": "INSTINCT", "armor": "ARMOR", + "hits": "HITS", + "hppool": "HP POOL", + "loyalty": "LOYALTY", + "loyaltyroll": "LOYALTY ROLL", "skills": "SKILLS", "trained": "TRAINED +10%", "expert": "EXPERT +15%", @@ -82,6 +89,7 @@ "exploration": "exploration", "extermination": "EXTERMINATION", "examination": "EXAMINATION", + "surgery": "SURGERY", "other-equipment": "Other Equipment", "rollvalue": "\n\t\t\tRoll Value \n\t\t", "nervoustwitch": "Nervous Twitch", @@ -90,6 +98,8 @@ "cowardicetext": "Gain 1 stress. For the next 1d10 hours, you must make a Fear save to engage in combat or else flee.", "cripplingfear": "Crippling Fear", "cripplingfeartext": "Gain a new permanent phobia. Whenever you encounter this phobia make a Fear save at Disadvantage or gain 1d10 stress.", + "majadr": "Major Adrenaline Rush", + "majadrtext": "Advantage on all rolls for the next 3d10 minutes.", "minadr": "Minor Adrenaline Rush", "minadrtext": "Advantage on all rolls for the next 1d10 minutes.", "hallucinations": "Hallucinations", @@ -122,5 +132,49 @@ "psychologicalcollapse": "Psychological Collapse", "psychologicalcollapsetext": "You become permanently, irreparably insane. Your character is now played by the Warden.", "heartattack": "Heart Attack", - "heartattacktext": "Instant Death" + "heartattacktext": "Instant Death", + "statetheodds": "State the Odds", + "statetheoddstext": "of any event, Advantage on party rolls for 1hr.", + "etymology": "Explains the Etymology of Words", + "etymologytext": "Knowledge checks have Advantage for 1hr.", + "geometric": "Organizes Objects Into Geometric Patterns", + "geometrictext": "Everyone else gains 1 Stress.", + "inventorydust": "Inventories Particles of Dust by Grade", + "inventorydusttext": "Cannot engage in other tasks, everyone else gains 2 Stress.", + "faxmachine": "Intermittently Emits Shrieks Like a Fax Machine Under Duress", + "faxmachinetext": "Lapses into morse code, cannot communicate or sneak. Everyone else gains 2 stress.", + "incorrectodds": "Incorrectly States Odds", + "incorrectoddstext": "Insists impossible tasks are trivial, trivial tasks are impossible for the next 2d10 hours. Distracting. Anyone attempting a complex task must make a Fear save or gain 1d10 Stress.", + "twitchy": "Repetitive Twitchy Motions", + "twitchytext": "Your manual tasks have Disadvantage, everyone else gains 2 Stress.", + "expressiveness": "Loses Any Expressiveness", + "expressivenesstext": "Discusses the irrationality of phobias, seeks to trigger them.", + "presentcourse": "Unreasonable Adherence to the Present Course of Action", + "presentcoursetext": "Take 1d10 damage from repetitive motion injury. Everyone else makes Fear save or gains 1d10/2 Stress.", + "nihilism": "Becomes Nihilistically Worshipful of the Source of Danger", + "nihilismtext": "Everyone has Disadvantage on rolls against it. Everyone else takes a fear save when failing to act against danger or gains a Phobia.", + "killswitch": "Killswitch Engaged", + "killswitchtext": "Go berserk, will not withdraw from combat regardless of situation, will not adhere to tactics", + "turingtest": "Turing Test Failure", + "turingtesttext": "Have difficulty expressing humanity. Party members make a Fear Save of gain 1 Stress when you show up.", + "systemoverload": "System Overload", + "systemoverloadtext": "Slump Catatonic in a failed reboot cycle for 1d10 hours.", + "logiccore": "Fried Logic Core", + "logiccoretext": "Frenzied nonsensical behaviour. Everyone else makes a Panic save.", + "threatassesment": "Damage to Threat Assesment", + "threatassesmenttext": "Betray party member at the next opportunity, believe you are aiding the crew. All stress gained is increased by 1d10 for the next 1d10 hours.", + "compoundingcorruption": "Compound Data Corruption", + "compoundingcorruptiontext": "Roll Twice", + "firmware": "Firmware malfunction", + "firmwaretext": "Roll 1d10 on this table, behaviour is permanent.", + "corruption": "Data Corruption", + "corruptiontext": "Warden takes over character permanently, nightmarish malfunctions.", + "slagged": "Slagged", + "slaggedtext": "Geigeresque-Scanners Head Explosion, everyone present gains a Phobia and 1d10/2 Stress (Fear Save).", + "pc": "PC", + "npc": "NPC", + "ship": "SHIP", + "type": "Type", + "cargo": "CARGO", + "crew": "CREW" } \ No newline at end of file diff --git a/Mothership/translations/he.json b/Mothership/translations/he.json index 3e951f65db..5b9417da4e 100644 --- a/Mothership/translations/he.json +++ b/Mothership/translations/he.json @@ -16,6 +16,8 @@ "credits": "CREDITS", "currenthealth": "HEALTH", "stats": "STATS", + "npcstats": "NPC STATS", + "shipstats": "SHIP STATS", "saves": "SAVES", "strength": "STRENGTH", "sanity": "SANITY", @@ -24,7 +26,12 @@ "intellect": "INTELLECT", "body": "BODY", "combat": "COMBAT", + "instinct": "INSTINCT", "armor": "ARMOR", + "hits": "HITS", + "hppool": "HP POOL", + "loyalty": "LOYALTY", + "loyaltyroll": "LOYALTY ROLL", "skills": "SKILLS", "trained": "TRAINED +10%", "expert": "EXPERT +15%", @@ -82,6 +89,7 @@ "exploration": "exploration", "extermination": "EXTERMINATION", "examination": "EXAMINATION", + "surgery": "SURGERY", "other-equipment": "Other Equipment", "rollvalue": "\n\t\t\tRoll Value \n\t\t", "nervoustwitch": "Nervous Twitch", @@ -90,6 +98,8 @@ "cowardicetext": "Gain 1 stress. For the next 1d10 hours, you must make a Fear save to engage in combat or else flee.", "cripplingfear": "Crippling Fear", "cripplingfeartext": "Gain a new permanent phobia. Whenever you encounter this phobia make a Fear save at Disadvantage or gain 1d10 stress.", + "majadr": "Major Adrenaline Rush", + "majadrtext": "Advantage on all rolls for the next 3d10 minutes.", "minadr": "Minor Adrenaline Rush", "minadrtext": "Advantage on all rolls for the next 1d10 minutes.", "hallucinations": "Hallucinations", @@ -122,5 +132,49 @@ "psychologicalcollapse": "Psychological Collapse", "psychologicalcollapsetext": "You become permanently, irreparably insane. Your character is now played by the Warden.", "heartattack": "Heart Attack", - "heartattacktext": "Instant Death" + "heartattacktext": "Instant Death", + "statetheodds": "State the Odds", + "statetheoddstext": "of any event, Advantage on party rolls for 1hr.", + "etymology": "Explains the Etymology of Words", + "etymologytext": "Knowledge checks have Advantage for 1hr.", + "geometric": "Organizes Objects Into Geometric Patterns", + "geometrictext": "Everyone else gains 1 Stress.", + "inventorydust": "Inventories Particles of Dust by Grade", + "inventorydusttext": "Cannot engage in other tasks, everyone else gains 2 Stress.", + "faxmachine": "Intermittently Emits Shrieks Like a Fax Machine Under Duress", + "faxmachinetext": "Lapses into morse code, cannot communicate or sneak. Everyone else gains 2 stress.", + "incorrectodds": "Incorrectly States Odds", + "incorrectoddstext": "Insists impossible tasks are trivial, trivial tasks are impossible for the next 2d10 hours. Distracting. Anyone attempting a complex task must make a Fear save or gain 1d10 Stress.", + "twitchy": "Repetitive Twitchy Motions", + "twitchytext": "Your manual tasks have Disadvantage, everyone else gains 2 Stress.", + "expressiveness": "Loses Any Expressiveness", + "expressivenesstext": "Discusses the irrationality of phobias, seeks to trigger them.", + "presentcourse": "Unreasonable Adherence to the Present Course of Action", + "presentcoursetext": "Take 1d10 damage from repetitive motion injury. Everyone else makes Fear save or gains 1d10/2 Stress.", + "nihilism": "Becomes Nihilistically Worshipful of the Source of Danger", + "nihilismtext": "Everyone has Disadvantage on rolls against it. Everyone else takes a fear save when failing to act against danger or gains a Phobia.", + "killswitch": "Killswitch Engaged", + "killswitchtext": "Go berserk, will not withdraw from combat regardless of situation, will not adhere to tactics", + "turingtest": "Turing Test Failure", + "turingtesttext": "Have difficulty expressing humanity. Party members make a Fear Save of gain 1 Stress when you show up.", + "systemoverload": "System Overload", + "systemoverloadtext": "Slump Catatonic in a failed reboot cycle for 1d10 hours.", + "logiccore": "Fried Logic Core", + "logiccoretext": "Frenzied nonsensical behaviour. Everyone else makes a Panic save.", + "threatassesment": "Damage to Threat Assesment", + "threatassesmenttext": "Betray party member at the next opportunity, believe you are aiding the crew. All stress gained is increased by 1d10 for the next 1d10 hours.", + "compoundingcorruption": "Compound Data Corruption", + "compoundingcorruptiontext": "Roll Twice", + "firmware": "Firmware malfunction", + "firmwaretext": "Roll 1d10 on this table, behaviour is permanent.", + "corruption": "Data Corruption", + "corruptiontext": "Warden takes over character permanently, nightmarish malfunctions.", + "slagged": "Slagged", + "slaggedtext": "Geigeresque-Scanners Head Explosion, everyone present gains a Phobia and 1d10/2 Stress (Fear Save).", + "pc": "PC", + "npc": "NPC", + "ship": "SHIP", + "type": "Type", + "cargo": "CARGO", + "crew": "CREW" } \ No newline at end of file diff --git a/Mothership/translations/it.json b/Mothership/translations/it.json index 3e951f65db..5b9417da4e 100644 --- a/Mothership/translations/it.json +++ b/Mothership/translations/it.json @@ -16,6 +16,8 @@ "credits": "CREDITS", "currenthealth": "HEALTH", "stats": "STATS", + "npcstats": "NPC STATS", + "shipstats": "SHIP STATS", "saves": "SAVES", "strength": "STRENGTH", "sanity": "SANITY", @@ -24,7 +26,12 @@ "intellect": "INTELLECT", "body": "BODY", "combat": "COMBAT", + "instinct": "INSTINCT", "armor": "ARMOR", + "hits": "HITS", + "hppool": "HP POOL", + "loyalty": "LOYALTY", + "loyaltyroll": "LOYALTY ROLL", "skills": "SKILLS", "trained": "TRAINED +10%", "expert": "EXPERT +15%", @@ -82,6 +89,7 @@ "exploration": "exploration", "extermination": "EXTERMINATION", "examination": "EXAMINATION", + "surgery": "SURGERY", "other-equipment": "Other Equipment", "rollvalue": "\n\t\t\tRoll Value \n\t\t", "nervoustwitch": "Nervous Twitch", @@ -90,6 +98,8 @@ "cowardicetext": "Gain 1 stress. For the next 1d10 hours, you must make a Fear save to engage in combat or else flee.", "cripplingfear": "Crippling Fear", "cripplingfeartext": "Gain a new permanent phobia. Whenever you encounter this phobia make a Fear save at Disadvantage or gain 1d10 stress.", + "majadr": "Major Adrenaline Rush", + "majadrtext": "Advantage on all rolls for the next 3d10 minutes.", "minadr": "Minor Adrenaline Rush", "minadrtext": "Advantage on all rolls for the next 1d10 minutes.", "hallucinations": "Hallucinations", @@ -122,5 +132,49 @@ "psychologicalcollapse": "Psychological Collapse", "psychologicalcollapsetext": "You become permanently, irreparably insane. Your character is now played by the Warden.", "heartattack": "Heart Attack", - "heartattacktext": "Instant Death" + "heartattacktext": "Instant Death", + "statetheodds": "State the Odds", + "statetheoddstext": "of any event, Advantage on party rolls for 1hr.", + "etymology": "Explains the Etymology of Words", + "etymologytext": "Knowledge checks have Advantage for 1hr.", + "geometric": "Organizes Objects Into Geometric Patterns", + "geometrictext": "Everyone else gains 1 Stress.", + "inventorydust": "Inventories Particles of Dust by Grade", + "inventorydusttext": "Cannot engage in other tasks, everyone else gains 2 Stress.", + "faxmachine": "Intermittently Emits Shrieks Like a Fax Machine Under Duress", + "faxmachinetext": "Lapses into morse code, cannot communicate or sneak. Everyone else gains 2 stress.", + "incorrectodds": "Incorrectly States Odds", + "incorrectoddstext": "Insists impossible tasks are trivial, trivial tasks are impossible for the next 2d10 hours. Distracting. Anyone attempting a complex task must make a Fear save or gain 1d10 Stress.", + "twitchy": "Repetitive Twitchy Motions", + "twitchytext": "Your manual tasks have Disadvantage, everyone else gains 2 Stress.", + "expressiveness": "Loses Any Expressiveness", + "expressivenesstext": "Discusses the irrationality of phobias, seeks to trigger them.", + "presentcourse": "Unreasonable Adherence to the Present Course of Action", + "presentcoursetext": "Take 1d10 damage from repetitive motion injury. Everyone else makes Fear save or gains 1d10/2 Stress.", + "nihilism": "Becomes Nihilistically Worshipful of the Source of Danger", + "nihilismtext": "Everyone has Disadvantage on rolls against it. Everyone else takes a fear save when failing to act against danger or gains a Phobia.", + "killswitch": "Killswitch Engaged", + "killswitchtext": "Go berserk, will not withdraw from combat regardless of situation, will not adhere to tactics", + "turingtest": "Turing Test Failure", + "turingtesttext": "Have difficulty expressing humanity. Party members make a Fear Save of gain 1 Stress when you show up.", + "systemoverload": "System Overload", + "systemoverloadtext": "Slump Catatonic in a failed reboot cycle for 1d10 hours.", + "logiccore": "Fried Logic Core", + "logiccoretext": "Frenzied nonsensical behaviour. Everyone else makes a Panic save.", + "threatassesment": "Damage to Threat Assesment", + "threatassesmenttext": "Betray party member at the next opportunity, believe you are aiding the crew. All stress gained is increased by 1d10 for the next 1d10 hours.", + "compoundingcorruption": "Compound Data Corruption", + "compoundingcorruptiontext": "Roll Twice", + "firmware": "Firmware malfunction", + "firmwaretext": "Roll 1d10 on this table, behaviour is permanent.", + "corruption": "Data Corruption", + "corruptiontext": "Warden takes over character permanently, nightmarish malfunctions.", + "slagged": "Slagged", + "slaggedtext": "Geigeresque-Scanners Head Explosion, everyone present gains a Phobia and 1d10/2 Stress (Fear Save).", + "pc": "PC", + "npc": "NPC", + "ship": "SHIP", + "type": "Type", + "cargo": "CARGO", + "crew": "CREW" } \ No newline at end of file diff --git a/Mothership/translations/ja.json b/Mothership/translations/ja.json index 3e951f65db..5b9417da4e 100644 --- a/Mothership/translations/ja.json +++ b/Mothership/translations/ja.json @@ -16,6 +16,8 @@ "credits": "CREDITS", "currenthealth": "HEALTH", "stats": "STATS", + "npcstats": "NPC STATS", + "shipstats": "SHIP STATS", "saves": "SAVES", "strength": "STRENGTH", "sanity": "SANITY", @@ -24,7 +26,12 @@ "intellect": "INTELLECT", "body": "BODY", "combat": "COMBAT", + "instinct": "INSTINCT", "armor": "ARMOR", + "hits": "HITS", + "hppool": "HP POOL", + "loyalty": "LOYALTY", + "loyaltyroll": "LOYALTY ROLL", "skills": "SKILLS", "trained": "TRAINED +10%", "expert": "EXPERT +15%", @@ -82,6 +89,7 @@ "exploration": "exploration", "extermination": "EXTERMINATION", "examination": "EXAMINATION", + "surgery": "SURGERY", "other-equipment": "Other Equipment", "rollvalue": "\n\t\t\tRoll Value \n\t\t", "nervoustwitch": "Nervous Twitch", @@ -90,6 +98,8 @@ "cowardicetext": "Gain 1 stress. For the next 1d10 hours, you must make a Fear save to engage in combat or else flee.", "cripplingfear": "Crippling Fear", "cripplingfeartext": "Gain a new permanent phobia. Whenever you encounter this phobia make a Fear save at Disadvantage or gain 1d10 stress.", + "majadr": "Major Adrenaline Rush", + "majadrtext": "Advantage on all rolls for the next 3d10 minutes.", "minadr": "Minor Adrenaline Rush", "minadrtext": "Advantage on all rolls for the next 1d10 minutes.", "hallucinations": "Hallucinations", @@ -122,5 +132,49 @@ "psychologicalcollapse": "Psychological Collapse", "psychologicalcollapsetext": "You become permanently, irreparably insane. Your character is now played by the Warden.", "heartattack": "Heart Attack", - "heartattacktext": "Instant Death" + "heartattacktext": "Instant Death", + "statetheodds": "State the Odds", + "statetheoddstext": "of any event, Advantage on party rolls for 1hr.", + "etymology": "Explains the Etymology of Words", + "etymologytext": "Knowledge checks have Advantage for 1hr.", + "geometric": "Organizes Objects Into Geometric Patterns", + "geometrictext": "Everyone else gains 1 Stress.", + "inventorydust": "Inventories Particles of Dust by Grade", + "inventorydusttext": "Cannot engage in other tasks, everyone else gains 2 Stress.", + "faxmachine": "Intermittently Emits Shrieks Like a Fax Machine Under Duress", + "faxmachinetext": "Lapses into morse code, cannot communicate or sneak. Everyone else gains 2 stress.", + "incorrectodds": "Incorrectly States Odds", + "incorrectoddstext": "Insists impossible tasks are trivial, trivial tasks are impossible for the next 2d10 hours. Distracting. Anyone attempting a complex task must make a Fear save or gain 1d10 Stress.", + "twitchy": "Repetitive Twitchy Motions", + "twitchytext": "Your manual tasks have Disadvantage, everyone else gains 2 Stress.", + "expressiveness": "Loses Any Expressiveness", + "expressivenesstext": "Discusses the irrationality of phobias, seeks to trigger them.", + "presentcourse": "Unreasonable Adherence to the Present Course of Action", + "presentcoursetext": "Take 1d10 damage from repetitive motion injury. Everyone else makes Fear save or gains 1d10/2 Stress.", + "nihilism": "Becomes Nihilistically Worshipful of the Source of Danger", + "nihilismtext": "Everyone has Disadvantage on rolls against it. Everyone else takes a fear save when failing to act against danger or gains a Phobia.", + "killswitch": "Killswitch Engaged", + "killswitchtext": "Go berserk, will not withdraw from combat regardless of situation, will not adhere to tactics", + "turingtest": "Turing Test Failure", + "turingtesttext": "Have difficulty expressing humanity. Party members make a Fear Save of gain 1 Stress when you show up.", + "systemoverload": "System Overload", + "systemoverloadtext": "Slump Catatonic in a failed reboot cycle for 1d10 hours.", + "logiccore": "Fried Logic Core", + "logiccoretext": "Frenzied nonsensical behaviour. Everyone else makes a Panic save.", + "threatassesment": "Damage to Threat Assesment", + "threatassesmenttext": "Betray party member at the next opportunity, believe you are aiding the crew. All stress gained is increased by 1d10 for the next 1d10 hours.", + "compoundingcorruption": "Compound Data Corruption", + "compoundingcorruptiontext": "Roll Twice", + "firmware": "Firmware malfunction", + "firmwaretext": "Roll 1d10 on this table, behaviour is permanent.", + "corruption": "Data Corruption", + "corruptiontext": "Warden takes over character permanently, nightmarish malfunctions.", + "slagged": "Slagged", + "slaggedtext": "Geigeresque-Scanners Head Explosion, everyone present gains a Phobia and 1d10/2 Stress (Fear Save).", + "pc": "PC", + "npc": "NPC", + "ship": "SHIP", + "type": "Type", + "cargo": "CARGO", + "crew": "CREW" } \ No newline at end of file diff --git a/Mothership/translations/ko.json b/Mothership/translations/ko.json index 3e951f65db..5b9417da4e 100644 --- a/Mothership/translations/ko.json +++ b/Mothership/translations/ko.json @@ -16,6 +16,8 @@ "credits": "CREDITS", "currenthealth": "HEALTH", "stats": "STATS", + "npcstats": "NPC STATS", + "shipstats": "SHIP STATS", "saves": "SAVES", "strength": "STRENGTH", "sanity": "SANITY", @@ -24,7 +26,12 @@ "intellect": "INTELLECT", "body": "BODY", "combat": "COMBAT", + "instinct": "INSTINCT", "armor": "ARMOR", + "hits": "HITS", + "hppool": "HP POOL", + "loyalty": "LOYALTY", + "loyaltyroll": "LOYALTY ROLL", "skills": "SKILLS", "trained": "TRAINED +10%", "expert": "EXPERT +15%", @@ -82,6 +89,7 @@ "exploration": "exploration", "extermination": "EXTERMINATION", "examination": "EXAMINATION", + "surgery": "SURGERY", "other-equipment": "Other Equipment", "rollvalue": "\n\t\t\tRoll Value \n\t\t", "nervoustwitch": "Nervous Twitch", @@ -90,6 +98,8 @@ "cowardicetext": "Gain 1 stress. For the next 1d10 hours, you must make a Fear save to engage in combat or else flee.", "cripplingfear": "Crippling Fear", "cripplingfeartext": "Gain a new permanent phobia. Whenever you encounter this phobia make a Fear save at Disadvantage or gain 1d10 stress.", + "majadr": "Major Adrenaline Rush", + "majadrtext": "Advantage on all rolls for the next 3d10 minutes.", "minadr": "Minor Adrenaline Rush", "minadrtext": "Advantage on all rolls for the next 1d10 minutes.", "hallucinations": "Hallucinations", @@ -122,5 +132,49 @@ "psychologicalcollapse": "Psychological Collapse", "psychologicalcollapsetext": "You become permanently, irreparably insane. Your character is now played by the Warden.", "heartattack": "Heart Attack", - "heartattacktext": "Instant Death" + "heartattacktext": "Instant Death", + "statetheodds": "State the Odds", + "statetheoddstext": "of any event, Advantage on party rolls for 1hr.", + "etymology": "Explains the Etymology of Words", + "etymologytext": "Knowledge checks have Advantage for 1hr.", + "geometric": "Organizes Objects Into Geometric Patterns", + "geometrictext": "Everyone else gains 1 Stress.", + "inventorydust": "Inventories Particles of Dust by Grade", + "inventorydusttext": "Cannot engage in other tasks, everyone else gains 2 Stress.", + "faxmachine": "Intermittently Emits Shrieks Like a Fax Machine Under Duress", + "faxmachinetext": "Lapses into morse code, cannot communicate or sneak. Everyone else gains 2 stress.", + "incorrectodds": "Incorrectly States Odds", + "incorrectoddstext": "Insists impossible tasks are trivial, trivial tasks are impossible for the next 2d10 hours. Distracting. Anyone attempting a complex task must make a Fear save or gain 1d10 Stress.", + "twitchy": "Repetitive Twitchy Motions", + "twitchytext": "Your manual tasks have Disadvantage, everyone else gains 2 Stress.", + "expressiveness": "Loses Any Expressiveness", + "expressivenesstext": "Discusses the irrationality of phobias, seeks to trigger them.", + "presentcourse": "Unreasonable Adherence to the Present Course of Action", + "presentcoursetext": "Take 1d10 damage from repetitive motion injury. Everyone else makes Fear save or gains 1d10/2 Stress.", + "nihilism": "Becomes Nihilistically Worshipful of the Source of Danger", + "nihilismtext": "Everyone has Disadvantage on rolls against it. Everyone else takes a fear save when failing to act against danger or gains a Phobia.", + "killswitch": "Killswitch Engaged", + "killswitchtext": "Go berserk, will not withdraw from combat regardless of situation, will not adhere to tactics", + "turingtest": "Turing Test Failure", + "turingtesttext": "Have difficulty expressing humanity. Party members make a Fear Save of gain 1 Stress when you show up.", + "systemoverload": "System Overload", + "systemoverloadtext": "Slump Catatonic in a failed reboot cycle for 1d10 hours.", + "logiccore": "Fried Logic Core", + "logiccoretext": "Frenzied nonsensical behaviour. Everyone else makes a Panic save.", + "threatassesment": "Damage to Threat Assesment", + "threatassesmenttext": "Betray party member at the next opportunity, believe you are aiding the crew. All stress gained is increased by 1d10 for the next 1d10 hours.", + "compoundingcorruption": "Compound Data Corruption", + "compoundingcorruptiontext": "Roll Twice", + "firmware": "Firmware malfunction", + "firmwaretext": "Roll 1d10 on this table, behaviour is permanent.", + "corruption": "Data Corruption", + "corruptiontext": "Warden takes over character permanently, nightmarish malfunctions.", + "slagged": "Slagged", + "slaggedtext": "Geigeresque-Scanners Head Explosion, everyone present gains a Phobia and 1d10/2 Stress (Fear Save).", + "pc": "PC", + "npc": "NPC", + "ship": "SHIP", + "type": "Type", + "cargo": "CARGO", + "crew": "CREW" } \ No newline at end of file diff --git a/Mothership/translations/nl.json b/Mothership/translations/nl.json index 3e951f65db..5b9417da4e 100644 --- a/Mothership/translations/nl.json +++ b/Mothership/translations/nl.json @@ -16,6 +16,8 @@ "credits": "CREDITS", "currenthealth": "HEALTH", "stats": "STATS", + "npcstats": "NPC STATS", + "shipstats": "SHIP STATS", "saves": "SAVES", "strength": "STRENGTH", "sanity": "SANITY", @@ -24,7 +26,12 @@ "intellect": "INTELLECT", "body": "BODY", "combat": "COMBAT", + "instinct": "INSTINCT", "armor": "ARMOR", + "hits": "HITS", + "hppool": "HP POOL", + "loyalty": "LOYALTY", + "loyaltyroll": "LOYALTY ROLL", "skills": "SKILLS", "trained": "TRAINED +10%", "expert": "EXPERT +15%", @@ -82,6 +89,7 @@ "exploration": "exploration", "extermination": "EXTERMINATION", "examination": "EXAMINATION", + "surgery": "SURGERY", "other-equipment": "Other Equipment", "rollvalue": "\n\t\t\tRoll Value \n\t\t", "nervoustwitch": "Nervous Twitch", @@ -90,6 +98,8 @@ "cowardicetext": "Gain 1 stress. For the next 1d10 hours, you must make a Fear save to engage in combat or else flee.", "cripplingfear": "Crippling Fear", "cripplingfeartext": "Gain a new permanent phobia. Whenever you encounter this phobia make a Fear save at Disadvantage or gain 1d10 stress.", + "majadr": "Major Adrenaline Rush", + "majadrtext": "Advantage on all rolls for the next 3d10 minutes.", "minadr": "Minor Adrenaline Rush", "minadrtext": "Advantage on all rolls for the next 1d10 minutes.", "hallucinations": "Hallucinations", @@ -122,5 +132,49 @@ "psychologicalcollapse": "Psychological Collapse", "psychologicalcollapsetext": "You become permanently, irreparably insane. Your character is now played by the Warden.", "heartattack": "Heart Attack", - "heartattacktext": "Instant Death" + "heartattacktext": "Instant Death", + "statetheodds": "State the Odds", + "statetheoddstext": "of any event, Advantage on party rolls for 1hr.", + "etymology": "Explains the Etymology of Words", + "etymologytext": "Knowledge checks have Advantage for 1hr.", + "geometric": "Organizes Objects Into Geometric Patterns", + "geometrictext": "Everyone else gains 1 Stress.", + "inventorydust": "Inventories Particles of Dust by Grade", + "inventorydusttext": "Cannot engage in other tasks, everyone else gains 2 Stress.", + "faxmachine": "Intermittently Emits Shrieks Like a Fax Machine Under Duress", + "faxmachinetext": "Lapses into morse code, cannot communicate or sneak. Everyone else gains 2 stress.", + "incorrectodds": "Incorrectly States Odds", + "incorrectoddstext": "Insists impossible tasks are trivial, trivial tasks are impossible for the next 2d10 hours. Distracting. Anyone attempting a complex task must make a Fear save or gain 1d10 Stress.", + "twitchy": "Repetitive Twitchy Motions", + "twitchytext": "Your manual tasks have Disadvantage, everyone else gains 2 Stress.", + "expressiveness": "Loses Any Expressiveness", + "expressivenesstext": "Discusses the irrationality of phobias, seeks to trigger them.", + "presentcourse": "Unreasonable Adherence to the Present Course of Action", + "presentcoursetext": "Take 1d10 damage from repetitive motion injury. Everyone else makes Fear save or gains 1d10/2 Stress.", + "nihilism": "Becomes Nihilistically Worshipful of the Source of Danger", + "nihilismtext": "Everyone has Disadvantage on rolls against it. Everyone else takes a fear save when failing to act against danger or gains a Phobia.", + "killswitch": "Killswitch Engaged", + "killswitchtext": "Go berserk, will not withdraw from combat regardless of situation, will not adhere to tactics", + "turingtest": "Turing Test Failure", + "turingtesttext": "Have difficulty expressing humanity. Party members make a Fear Save of gain 1 Stress when you show up.", + "systemoverload": "System Overload", + "systemoverloadtext": "Slump Catatonic in a failed reboot cycle for 1d10 hours.", + "logiccore": "Fried Logic Core", + "logiccoretext": "Frenzied nonsensical behaviour. Everyone else makes a Panic save.", + "threatassesment": "Damage to Threat Assesment", + "threatassesmenttext": "Betray party member at the next opportunity, believe you are aiding the crew. All stress gained is increased by 1d10 for the next 1d10 hours.", + "compoundingcorruption": "Compound Data Corruption", + "compoundingcorruptiontext": "Roll Twice", + "firmware": "Firmware malfunction", + "firmwaretext": "Roll 1d10 on this table, behaviour is permanent.", + "corruption": "Data Corruption", + "corruptiontext": "Warden takes over character permanently, nightmarish malfunctions.", + "slagged": "Slagged", + "slaggedtext": "Geigeresque-Scanners Head Explosion, everyone present gains a Phobia and 1d10/2 Stress (Fear Save).", + "pc": "PC", + "npc": "NPC", + "ship": "SHIP", + "type": "Type", + "cargo": "CARGO", + "crew": "CREW" } \ No newline at end of file diff --git a/Mothership/translations/pl.json b/Mothership/translations/pl.json index 3e951f65db..5b9417da4e 100644 --- a/Mothership/translations/pl.json +++ b/Mothership/translations/pl.json @@ -16,6 +16,8 @@ "credits": "CREDITS", "currenthealth": "HEALTH", "stats": "STATS", + "npcstats": "NPC STATS", + "shipstats": "SHIP STATS", "saves": "SAVES", "strength": "STRENGTH", "sanity": "SANITY", @@ -24,7 +26,12 @@ "intellect": "INTELLECT", "body": "BODY", "combat": "COMBAT", + "instinct": "INSTINCT", "armor": "ARMOR", + "hits": "HITS", + "hppool": "HP POOL", + "loyalty": "LOYALTY", + "loyaltyroll": "LOYALTY ROLL", "skills": "SKILLS", "trained": "TRAINED +10%", "expert": "EXPERT +15%", @@ -82,6 +89,7 @@ "exploration": "exploration", "extermination": "EXTERMINATION", "examination": "EXAMINATION", + "surgery": "SURGERY", "other-equipment": "Other Equipment", "rollvalue": "\n\t\t\tRoll Value \n\t\t", "nervoustwitch": "Nervous Twitch", @@ -90,6 +98,8 @@ "cowardicetext": "Gain 1 stress. For the next 1d10 hours, you must make a Fear save to engage in combat or else flee.", "cripplingfear": "Crippling Fear", "cripplingfeartext": "Gain a new permanent phobia. Whenever you encounter this phobia make a Fear save at Disadvantage or gain 1d10 stress.", + "majadr": "Major Adrenaline Rush", + "majadrtext": "Advantage on all rolls for the next 3d10 minutes.", "minadr": "Minor Adrenaline Rush", "minadrtext": "Advantage on all rolls for the next 1d10 minutes.", "hallucinations": "Hallucinations", @@ -122,5 +132,49 @@ "psychologicalcollapse": "Psychological Collapse", "psychologicalcollapsetext": "You become permanently, irreparably insane. Your character is now played by the Warden.", "heartattack": "Heart Attack", - "heartattacktext": "Instant Death" + "heartattacktext": "Instant Death", + "statetheodds": "State the Odds", + "statetheoddstext": "of any event, Advantage on party rolls for 1hr.", + "etymology": "Explains the Etymology of Words", + "etymologytext": "Knowledge checks have Advantage for 1hr.", + "geometric": "Organizes Objects Into Geometric Patterns", + "geometrictext": "Everyone else gains 1 Stress.", + "inventorydust": "Inventories Particles of Dust by Grade", + "inventorydusttext": "Cannot engage in other tasks, everyone else gains 2 Stress.", + "faxmachine": "Intermittently Emits Shrieks Like a Fax Machine Under Duress", + "faxmachinetext": "Lapses into morse code, cannot communicate or sneak. Everyone else gains 2 stress.", + "incorrectodds": "Incorrectly States Odds", + "incorrectoddstext": "Insists impossible tasks are trivial, trivial tasks are impossible for the next 2d10 hours. Distracting. Anyone attempting a complex task must make a Fear save or gain 1d10 Stress.", + "twitchy": "Repetitive Twitchy Motions", + "twitchytext": "Your manual tasks have Disadvantage, everyone else gains 2 Stress.", + "expressiveness": "Loses Any Expressiveness", + "expressivenesstext": "Discusses the irrationality of phobias, seeks to trigger them.", + "presentcourse": "Unreasonable Adherence to the Present Course of Action", + "presentcoursetext": "Take 1d10 damage from repetitive motion injury. Everyone else makes Fear save or gains 1d10/2 Stress.", + "nihilism": "Becomes Nihilistically Worshipful of the Source of Danger", + "nihilismtext": "Everyone has Disadvantage on rolls against it. Everyone else takes a fear save when failing to act against danger or gains a Phobia.", + "killswitch": "Killswitch Engaged", + "killswitchtext": "Go berserk, will not withdraw from combat regardless of situation, will not adhere to tactics", + "turingtest": "Turing Test Failure", + "turingtesttext": "Have difficulty expressing humanity. Party members make a Fear Save of gain 1 Stress when you show up.", + "systemoverload": "System Overload", + "systemoverloadtext": "Slump Catatonic in a failed reboot cycle for 1d10 hours.", + "logiccore": "Fried Logic Core", + "logiccoretext": "Frenzied nonsensical behaviour. Everyone else makes a Panic save.", + "threatassesment": "Damage to Threat Assesment", + "threatassesmenttext": "Betray party member at the next opportunity, believe you are aiding the crew. All stress gained is increased by 1d10 for the next 1d10 hours.", + "compoundingcorruption": "Compound Data Corruption", + "compoundingcorruptiontext": "Roll Twice", + "firmware": "Firmware malfunction", + "firmwaretext": "Roll 1d10 on this table, behaviour is permanent.", + "corruption": "Data Corruption", + "corruptiontext": "Warden takes over character permanently, nightmarish malfunctions.", + "slagged": "Slagged", + "slaggedtext": "Geigeresque-Scanners Head Explosion, everyone present gains a Phobia and 1d10/2 Stress (Fear Save).", + "pc": "PC", + "npc": "NPC", + "ship": "SHIP", + "type": "Type", + "cargo": "CARGO", + "crew": "CREW" } \ No newline at end of file diff --git a/Mothership/translations/pt.json b/Mothership/translations/pt.json index 3e951f65db..5b9417da4e 100644 --- a/Mothership/translations/pt.json +++ b/Mothership/translations/pt.json @@ -16,6 +16,8 @@ "credits": "CREDITS", "currenthealth": "HEALTH", "stats": "STATS", + "npcstats": "NPC STATS", + "shipstats": "SHIP STATS", "saves": "SAVES", "strength": "STRENGTH", "sanity": "SANITY", @@ -24,7 +26,12 @@ "intellect": "INTELLECT", "body": "BODY", "combat": "COMBAT", + "instinct": "INSTINCT", "armor": "ARMOR", + "hits": "HITS", + "hppool": "HP POOL", + "loyalty": "LOYALTY", + "loyaltyroll": "LOYALTY ROLL", "skills": "SKILLS", "trained": "TRAINED +10%", "expert": "EXPERT +15%", @@ -82,6 +89,7 @@ "exploration": "exploration", "extermination": "EXTERMINATION", "examination": "EXAMINATION", + "surgery": "SURGERY", "other-equipment": "Other Equipment", "rollvalue": "\n\t\t\tRoll Value \n\t\t", "nervoustwitch": "Nervous Twitch", @@ -90,6 +98,8 @@ "cowardicetext": "Gain 1 stress. For the next 1d10 hours, you must make a Fear save to engage in combat or else flee.", "cripplingfear": "Crippling Fear", "cripplingfeartext": "Gain a new permanent phobia. Whenever you encounter this phobia make a Fear save at Disadvantage or gain 1d10 stress.", + "majadr": "Major Adrenaline Rush", + "majadrtext": "Advantage on all rolls for the next 3d10 minutes.", "minadr": "Minor Adrenaline Rush", "minadrtext": "Advantage on all rolls for the next 1d10 minutes.", "hallucinations": "Hallucinations", @@ -122,5 +132,49 @@ "psychologicalcollapse": "Psychological Collapse", "psychologicalcollapsetext": "You become permanently, irreparably insane. Your character is now played by the Warden.", "heartattack": "Heart Attack", - "heartattacktext": "Instant Death" + "heartattacktext": "Instant Death", + "statetheodds": "State the Odds", + "statetheoddstext": "of any event, Advantage on party rolls for 1hr.", + "etymology": "Explains the Etymology of Words", + "etymologytext": "Knowledge checks have Advantage for 1hr.", + "geometric": "Organizes Objects Into Geometric Patterns", + "geometrictext": "Everyone else gains 1 Stress.", + "inventorydust": "Inventories Particles of Dust by Grade", + "inventorydusttext": "Cannot engage in other tasks, everyone else gains 2 Stress.", + "faxmachine": "Intermittently Emits Shrieks Like a Fax Machine Under Duress", + "faxmachinetext": "Lapses into morse code, cannot communicate or sneak. Everyone else gains 2 stress.", + "incorrectodds": "Incorrectly States Odds", + "incorrectoddstext": "Insists impossible tasks are trivial, trivial tasks are impossible for the next 2d10 hours. Distracting. Anyone attempting a complex task must make a Fear save or gain 1d10 Stress.", + "twitchy": "Repetitive Twitchy Motions", + "twitchytext": "Your manual tasks have Disadvantage, everyone else gains 2 Stress.", + "expressiveness": "Loses Any Expressiveness", + "expressivenesstext": "Discusses the irrationality of phobias, seeks to trigger them.", + "presentcourse": "Unreasonable Adherence to the Present Course of Action", + "presentcoursetext": "Take 1d10 damage from repetitive motion injury. Everyone else makes Fear save or gains 1d10/2 Stress.", + "nihilism": "Becomes Nihilistically Worshipful of the Source of Danger", + "nihilismtext": "Everyone has Disadvantage on rolls against it. Everyone else takes a fear save when failing to act against danger or gains a Phobia.", + "killswitch": "Killswitch Engaged", + "killswitchtext": "Go berserk, will not withdraw from combat regardless of situation, will not adhere to tactics", + "turingtest": "Turing Test Failure", + "turingtesttext": "Have difficulty expressing humanity. Party members make a Fear Save of gain 1 Stress when you show up.", + "systemoverload": "System Overload", + "systemoverloadtext": "Slump Catatonic in a failed reboot cycle for 1d10 hours.", + "logiccore": "Fried Logic Core", + "logiccoretext": "Frenzied nonsensical behaviour. Everyone else makes a Panic save.", + "threatassesment": "Damage to Threat Assesment", + "threatassesmenttext": "Betray party member at the next opportunity, believe you are aiding the crew. All stress gained is increased by 1d10 for the next 1d10 hours.", + "compoundingcorruption": "Compound Data Corruption", + "compoundingcorruptiontext": "Roll Twice", + "firmware": "Firmware malfunction", + "firmwaretext": "Roll 1d10 on this table, behaviour is permanent.", + "corruption": "Data Corruption", + "corruptiontext": "Warden takes over character permanently, nightmarish malfunctions.", + "slagged": "Slagged", + "slaggedtext": "Geigeresque-Scanners Head Explosion, everyone present gains a Phobia and 1d10/2 Stress (Fear Save).", + "pc": "PC", + "npc": "NPC", + "ship": "SHIP", + "type": "Type", + "cargo": "CARGO", + "crew": "CREW" } \ No newline at end of file diff --git a/Mothership/translations/ru.json b/Mothership/translations/ru.json index 3e951f65db..5b9417da4e 100644 --- a/Mothership/translations/ru.json +++ b/Mothership/translations/ru.json @@ -16,6 +16,8 @@ "credits": "CREDITS", "currenthealth": "HEALTH", "stats": "STATS", + "npcstats": "NPC STATS", + "shipstats": "SHIP STATS", "saves": "SAVES", "strength": "STRENGTH", "sanity": "SANITY", @@ -24,7 +26,12 @@ "intellect": "INTELLECT", "body": "BODY", "combat": "COMBAT", + "instinct": "INSTINCT", "armor": "ARMOR", + "hits": "HITS", + "hppool": "HP POOL", + "loyalty": "LOYALTY", + "loyaltyroll": "LOYALTY ROLL", "skills": "SKILLS", "trained": "TRAINED +10%", "expert": "EXPERT +15%", @@ -82,6 +89,7 @@ "exploration": "exploration", "extermination": "EXTERMINATION", "examination": "EXAMINATION", + "surgery": "SURGERY", "other-equipment": "Other Equipment", "rollvalue": "\n\t\t\tRoll Value \n\t\t", "nervoustwitch": "Nervous Twitch", @@ -90,6 +98,8 @@ "cowardicetext": "Gain 1 stress. For the next 1d10 hours, you must make a Fear save to engage in combat or else flee.", "cripplingfear": "Crippling Fear", "cripplingfeartext": "Gain a new permanent phobia. Whenever you encounter this phobia make a Fear save at Disadvantage or gain 1d10 stress.", + "majadr": "Major Adrenaline Rush", + "majadrtext": "Advantage on all rolls for the next 3d10 minutes.", "minadr": "Minor Adrenaline Rush", "minadrtext": "Advantage on all rolls for the next 1d10 minutes.", "hallucinations": "Hallucinations", @@ -122,5 +132,49 @@ "psychologicalcollapse": "Psychological Collapse", "psychologicalcollapsetext": "You become permanently, irreparably insane. Your character is now played by the Warden.", "heartattack": "Heart Attack", - "heartattacktext": "Instant Death" + "heartattacktext": "Instant Death", + "statetheodds": "State the Odds", + "statetheoddstext": "of any event, Advantage on party rolls for 1hr.", + "etymology": "Explains the Etymology of Words", + "etymologytext": "Knowledge checks have Advantage for 1hr.", + "geometric": "Organizes Objects Into Geometric Patterns", + "geometrictext": "Everyone else gains 1 Stress.", + "inventorydust": "Inventories Particles of Dust by Grade", + "inventorydusttext": "Cannot engage in other tasks, everyone else gains 2 Stress.", + "faxmachine": "Intermittently Emits Shrieks Like a Fax Machine Under Duress", + "faxmachinetext": "Lapses into morse code, cannot communicate or sneak. Everyone else gains 2 stress.", + "incorrectodds": "Incorrectly States Odds", + "incorrectoddstext": "Insists impossible tasks are trivial, trivial tasks are impossible for the next 2d10 hours. Distracting. Anyone attempting a complex task must make a Fear save or gain 1d10 Stress.", + "twitchy": "Repetitive Twitchy Motions", + "twitchytext": "Your manual tasks have Disadvantage, everyone else gains 2 Stress.", + "expressiveness": "Loses Any Expressiveness", + "expressivenesstext": "Discusses the irrationality of phobias, seeks to trigger them.", + "presentcourse": "Unreasonable Adherence to the Present Course of Action", + "presentcoursetext": "Take 1d10 damage from repetitive motion injury. Everyone else makes Fear save or gains 1d10/2 Stress.", + "nihilism": "Becomes Nihilistically Worshipful of the Source of Danger", + "nihilismtext": "Everyone has Disadvantage on rolls against it. Everyone else takes a fear save when failing to act against danger or gains a Phobia.", + "killswitch": "Killswitch Engaged", + "killswitchtext": "Go berserk, will not withdraw from combat regardless of situation, will not adhere to tactics", + "turingtest": "Turing Test Failure", + "turingtesttext": "Have difficulty expressing humanity. Party members make a Fear Save of gain 1 Stress when you show up.", + "systemoverload": "System Overload", + "systemoverloadtext": "Slump Catatonic in a failed reboot cycle for 1d10 hours.", + "logiccore": "Fried Logic Core", + "logiccoretext": "Frenzied nonsensical behaviour. Everyone else makes a Panic save.", + "threatassesment": "Damage to Threat Assesment", + "threatassesmenttext": "Betray party member at the next opportunity, believe you are aiding the crew. All stress gained is increased by 1d10 for the next 1d10 hours.", + "compoundingcorruption": "Compound Data Corruption", + "compoundingcorruptiontext": "Roll Twice", + "firmware": "Firmware malfunction", + "firmwaretext": "Roll 1d10 on this table, behaviour is permanent.", + "corruption": "Data Corruption", + "corruptiontext": "Warden takes over character permanently, nightmarish malfunctions.", + "slagged": "Slagged", + "slaggedtext": "Geigeresque-Scanners Head Explosion, everyone present gains a Phobia and 1d10/2 Stress (Fear Save).", + "pc": "PC", + "npc": "NPC", + "ship": "SHIP", + "type": "Type", + "cargo": "CARGO", + "crew": "CREW" } \ No newline at end of file diff --git a/Mothership/translations/sv.json b/Mothership/translations/sv.json index 3e951f65db..5b9417da4e 100644 --- a/Mothership/translations/sv.json +++ b/Mothership/translations/sv.json @@ -16,6 +16,8 @@ "credits": "CREDITS", "currenthealth": "HEALTH", "stats": "STATS", + "npcstats": "NPC STATS", + "shipstats": "SHIP STATS", "saves": "SAVES", "strength": "STRENGTH", "sanity": "SANITY", @@ -24,7 +26,12 @@ "intellect": "INTELLECT", "body": "BODY", "combat": "COMBAT", + "instinct": "INSTINCT", "armor": "ARMOR", + "hits": "HITS", + "hppool": "HP POOL", + "loyalty": "LOYALTY", + "loyaltyroll": "LOYALTY ROLL", "skills": "SKILLS", "trained": "TRAINED +10%", "expert": "EXPERT +15%", @@ -82,6 +89,7 @@ "exploration": "exploration", "extermination": "EXTERMINATION", "examination": "EXAMINATION", + "surgery": "SURGERY", "other-equipment": "Other Equipment", "rollvalue": "\n\t\t\tRoll Value \n\t\t", "nervoustwitch": "Nervous Twitch", @@ -90,6 +98,8 @@ "cowardicetext": "Gain 1 stress. For the next 1d10 hours, you must make a Fear save to engage in combat or else flee.", "cripplingfear": "Crippling Fear", "cripplingfeartext": "Gain a new permanent phobia. Whenever you encounter this phobia make a Fear save at Disadvantage or gain 1d10 stress.", + "majadr": "Major Adrenaline Rush", + "majadrtext": "Advantage on all rolls for the next 3d10 minutes.", "minadr": "Minor Adrenaline Rush", "minadrtext": "Advantage on all rolls for the next 1d10 minutes.", "hallucinations": "Hallucinations", @@ -122,5 +132,49 @@ "psychologicalcollapse": "Psychological Collapse", "psychologicalcollapsetext": "You become permanently, irreparably insane. Your character is now played by the Warden.", "heartattack": "Heart Attack", - "heartattacktext": "Instant Death" + "heartattacktext": "Instant Death", + "statetheodds": "State the Odds", + "statetheoddstext": "of any event, Advantage on party rolls for 1hr.", + "etymology": "Explains the Etymology of Words", + "etymologytext": "Knowledge checks have Advantage for 1hr.", + "geometric": "Organizes Objects Into Geometric Patterns", + "geometrictext": "Everyone else gains 1 Stress.", + "inventorydust": "Inventories Particles of Dust by Grade", + "inventorydusttext": "Cannot engage in other tasks, everyone else gains 2 Stress.", + "faxmachine": "Intermittently Emits Shrieks Like a Fax Machine Under Duress", + "faxmachinetext": "Lapses into morse code, cannot communicate or sneak. Everyone else gains 2 stress.", + "incorrectodds": "Incorrectly States Odds", + "incorrectoddstext": "Insists impossible tasks are trivial, trivial tasks are impossible for the next 2d10 hours. Distracting. Anyone attempting a complex task must make a Fear save or gain 1d10 Stress.", + "twitchy": "Repetitive Twitchy Motions", + "twitchytext": "Your manual tasks have Disadvantage, everyone else gains 2 Stress.", + "expressiveness": "Loses Any Expressiveness", + "expressivenesstext": "Discusses the irrationality of phobias, seeks to trigger them.", + "presentcourse": "Unreasonable Adherence to the Present Course of Action", + "presentcoursetext": "Take 1d10 damage from repetitive motion injury. Everyone else makes Fear save or gains 1d10/2 Stress.", + "nihilism": "Becomes Nihilistically Worshipful of the Source of Danger", + "nihilismtext": "Everyone has Disadvantage on rolls against it. Everyone else takes a fear save when failing to act against danger or gains a Phobia.", + "killswitch": "Killswitch Engaged", + "killswitchtext": "Go berserk, will not withdraw from combat regardless of situation, will not adhere to tactics", + "turingtest": "Turing Test Failure", + "turingtesttext": "Have difficulty expressing humanity. Party members make a Fear Save of gain 1 Stress when you show up.", + "systemoverload": "System Overload", + "systemoverloadtext": "Slump Catatonic in a failed reboot cycle for 1d10 hours.", + "logiccore": "Fried Logic Core", + "logiccoretext": "Frenzied nonsensical behaviour. Everyone else makes a Panic save.", + "threatassesment": "Damage to Threat Assesment", + "threatassesmenttext": "Betray party member at the next opportunity, believe you are aiding the crew. All stress gained is increased by 1d10 for the next 1d10 hours.", + "compoundingcorruption": "Compound Data Corruption", + "compoundingcorruptiontext": "Roll Twice", + "firmware": "Firmware malfunction", + "firmwaretext": "Roll 1d10 on this table, behaviour is permanent.", + "corruption": "Data Corruption", + "corruptiontext": "Warden takes over character permanently, nightmarish malfunctions.", + "slagged": "Slagged", + "slaggedtext": "Geigeresque-Scanners Head Explosion, everyone present gains a Phobia and 1d10/2 Stress (Fear Save).", + "pc": "PC", + "npc": "NPC", + "ship": "SHIP", + "type": "Type", + "cargo": "CARGO", + "crew": "CREW" } \ No newline at end of file diff --git a/Mothership/translations/tr.json b/Mothership/translations/tr.json index 3e951f65db..5b9417da4e 100644 --- a/Mothership/translations/tr.json +++ b/Mothership/translations/tr.json @@ -16,6 +16,8 @@ "credits": "CREDITS", "currenthealth": "HEALTH", "stats": "STATS", + "npcstats": "NPC STATS", + "shipstats": "SHIP STATS", "saves": "SAVES", "strength": "STRENGTH", "sanity": "SANITY", @@ -24,7 +26,12 @@ "intellect": "INTELLECT", "body": "BODY", "combat": "COMBAT", + "instinct": "INSTINCT", "armor": "ARMOR", + "hits": "HITS", + "hppool": "HP POOL", + "loyalty": "LOYALTY", + "loyaltyroll": "LOYALTY ROLL", "skills": "SKILLS", "trained": "TRAINED +10%", "expert": "EXPERT +15%", @@ -82,6 +89,7 @@ "exploration": "exploration", "extermination": "EXTERMINATION", "examination": "EXAMINATION", + "surgery": "SURGERY", "other-equipment": "Other Equipment", "rollvalue": "\n\t\t\tRoll Value \n\t\t", "nervoustwitch": "Nervous Twitch", @@ -90,6 +98,8 @@ "cowardicetext": "Gain 1 stress. For the next 1d10 hours, you must make a Fear save to engage in combat or else flee.", "cripplingfear": "Crippling Fear", "cripplingfeartext": "Gain a new permanent phobia. Whenever you encounter this phobia make a Fear save at Disadvantage or gain 1d10 stress.", + "majadr": "Major Adrenaline Rush", + "majadrtext": "Advantage on all rolls for the next 3d10 minutes.", "minadr": "Minor Adrenaline Rush", "minadrtext": "Advantage on all rolls for the next 1d10 minutes.", "hallucinations": "Hallucinations", @@ -122,5 +132,49 @@ "psychologicalcollapse": "Psychological Collapse", "psychologicalcollapsetext": "You become permanently, irreparably insane. Your character is now played by the Warden.", "heartattack": "Heart Attack", - "heartattacktext": "Instant Death" + "heartattacktext": "Instant Death", + "statetheodds": "State the Odds", + "statetheoddstext": "of any event, Advantage on party rolls for 1hr.", + "etymology": "Explains the Etymology of Words", + "etymologytext": "Knowledge checks have Advantage for 1hr.", + "geometric": "Organizes Objects Into Geometric Patterns", + "geometrictext": "Everyone else gains 1 Stress.", + "inventorydust": "Inventories Particles of Dust by Grade", + "inventorydusttext": "Cannot engage in other tasks, everyone else gains 2 Stress.", + "faxmachine": "Intermittently Emits Shrieks Like a Fax Machine Under Duress", + "faxmachinetext": "Lapses into morse code, cannot communicate or sneak. Everyone else gains 2 stress.", + "incorrectodds": "Incorrectly States Odds", + "incorrectoddstext": "Insists impossible tasks are trivial, trivial tasks are impossible for the next 2d10 hours. Distracting. Anyone attempting a complex task must make a Fear save or gain 1d10 Stress.", + "twitchy": "Repetitive Twitchy Motions", + "twitchytext": "Your manual tasks have Disadvantage, everyone else gains 2 Stress.", + "expressiveness": "Loses Any Expressiveness", + "expressivenesstext": "Discusses the irrationality of phobias, seeks to trigger them.", + "presentcourse": "Unreasonable Adherence to the Present Course of Action", + "presentcoursetext": "Take 1d10 damage from repetitive motion injury. Everyone else makes Fear save or gains 1d10/2 Stress.", + "nihilism": "Becomes Nihilistically Worshipful of the Source of Danger", + "nihilismtext": "Everyone has Disadvantage on rolls against it. Everyone else takes a fear save when failing to act against danger or gains a Phobia.", + "killswitch": "Killswitch Engaged", + "killswitchtext": "Go berserk, will not withdraw from combat regardless of situation, will not adhere to tactics", + "turingtest": "Turing Test Failure", + "turingtesttext": "Have difficulty expressing humanity. Party members make a Fear Save of gain 1 Stress when you show up.", + "systemoverload": "System Overload", + "systemoverloadtext": "Slump Catatonic in a failed reboot cycle for 1d10 hours.", + "logiccore": "Fried Logic Core", + "logiccoretext": "Frenzied nonsensical behaviour. Everyone else makes a Panic save.", + "threatassesment": "Damage to Threat Assesment", + "threatassesmenttext": "Betray party member at the next opportunity, believe you are aiding the crew. All stress gained is increased by 1d10 for the next 1d10 hours.", + "compoundingcorruption": "Compound Data Corruption", + "compoundingcorruptiontext": "Roll Twice", + "firmware": "Firmware malfunction", + "firmwaretext": "Roll 1d10 on this table, behaviour is permanent.", + "corruption": "Data Corruption", + "corruptiontext": "Warden takes over character permanently, nightmarish malfunctions.", + "slagged": "Slagged", + "slaggedtext": "Geigeresque-Scanners Head Explosion, everyone present gains a Phobia and 1d10/2 Stress (Fear Save).", + "pc": "PC", + "npc": "NPC", + "ship": "SHIP", + "type": "Type", + "cargo": "CARGO", + "crew": "CREW" } \ No newline at end of file diff --git a/Mothership/translations/zh.json b/Mothership/translations/zh.json index 3e951f65db..5b9417da4e 100644 --- a/Mothership/translations/zh.json +++ b/Mothership/translations/zh.json @@ -16,6 +16,8 @@ "credits": "CREDITS", "currenthealth": "HEALTH", "stats": "STATS", + "npcstats": "NPC STATS", + "shipstats": "SHIP STATS", "saves": "SAVES", "strength": "STRENGTH", "sanity": "SANITY", @@ -24,7 +26,12 @@ "intellect": "INTELLECT", "body": "BODY", "combat": "COMBAT", + "instinct": "INSTINCT", "armor": "ARMOR", + "hits": "HITS", + "hppool": "HP POOL", + "loyalty": "LOYALTY", + "loyaltyroll": "LOYALTY ROLL", "skills": "SKILLS", "trained": "TRAINED +10%", "expert": "EXPERT +15%", @@ -82,6 +89,7 @@ "exploration": "exploration", "extermination": "EXTERMINATION", "examination": "EXAMINATION", + "surgery": "SURGERY", "other-equipment": "Other Equipment", "rollvalue": "\n\t\t\tRoll Value \n\t\t", "nervoustwitch": "Nervous Twitch", @@ -90,6 +98,8 @@ "cowardicetext": "Gain 1 stress. For the next 1d10 hours, you must make a Fear save to engage in combat or else flee.", "cripplingfear": "Crippling Fear", "cripplingfeartext": "Gain a new permanent phobia. Whenever you encounter this phobia make a Fear save at Disadvantage or gain 1d10 stress.", + "majadr": "Major Adrenaline Rush", + "majadrtext": "Advantage on all rolls for the next 3d10 minutes.", "minadr": "Minor Adrenaline Rush", "minadrtext": "Advantage on all rolls for the next 1d10 minutes.", "hallucinations": "Hallucinations", @@ -122,5 +132,49 @@ "psychologicalcollapse": "Psychological Collapse", "psychologicalcollapsetext": "You become permanently, irreparably insane. Your character is now played by the Warden.", "heartattack": "Heart Attack", - "heartattacktext": "Instant Death" + "heartattacktext": "Instant Death", + "statetheodds": "State the Odds", + "statetheoddstext": "of any event, Advantage on party rolls for 1hr.", + "etymology": "Explains the Etymology of Words", + "etymologytext": "Knowledge checks have Advantage for 1hr.", + "geometric": "Organizes Objects Into Geometric Patterns", + "geometrictext": "Everyone else gains 1 Stress.", + "inventorydust": "Inventories Particles of Dust by Grade", + "inventorydusttext": "Cannot engage in other tasks, everyone else gains 2 Stress.", + "faxmachine": "Intermittently Emits Shrieks Like a Fax Machine Under Duress", + "faxmachinetext": "Lapses into morse code, cannot communicate or sneak. Everyone else gains 2 stress.", + "incorrectodds": "Incorrectly States Odds", + "incorrectoddstext": "Insists impossible tasks are trivial, trivial tasks are impossible for the next 2d10 hours. Distracting. Anyone attempting a complex task must make a Fear save or gain 1d10 Stress.", + "twitchy": "Repetitive Twitchy Motions", + "twitchytext": "Your manual tasks have Disadvantage, everyone else gains 2 Stress.", + "expressiveness": "Loses Any Expressiveness", + "expressivenesstext": "Discusses the irrationality of phobias, seeks to trigger them.", + "presentcourse": "Unreasonable Adherence to the Present Course of Action", + "presentcoursetext": "Take 1d10 damage from repetitive motion injury. Everyone else makes Fear save or gains 1d10/2 Stress.", + "nihilism": "Becomes Nihilistically Worshipful of the Source of Danger", + "nihilismtext": "Everyone has Disadvantage on rolls against it. Everyone else takes a fear save when failing to act against danger or gains a Phobia.", + "killswitch": "Killswitch Engaged", + "killswitchtext": "Go berserk, will not withdraw from combat regardless of situation, will not adhere to tactics", + "turingtest": "Turing Test Failure", + "turingtesttext": "Have difficulty expressing humanity. Party members make a Fear Save of gain 1 Stress when you show up.", + "systemoverload": "System Overload", + "systemoverloadtext": "Slump Catatonic in a failed reboot cycle for 1d10 hours.", + "logiccore": "Fried Logic Core", + "logiccoretext": "Frenzied nonsensical behaviour. Everyone else makes a Panic save.", + "threatassesment": "Damage to Threat Assesment", + "threatassesmenttext": "Betray party member at the next opportunity, believe you are aiding the crew. All stress gained is increased by 1d10 for the next 1d10 hours.", + "compoundingcorruption": "Compound Data Corruption", + "compoundingcorruptiontext": "Roll Twice", + "firmware": "Firmware malfunction", + "firmwaretext": "Roll 1d10 on this table, behaviour is permanent.", + "corruption": "Data Corruption", + "corruptiontext": "Warden takes over character permanently, nightmarish malfunctions.", + "slagged": "Slagged", + "slaggedtext": "Geigeresque-Scanners Head Explosion, everyone present gains a Phobia and 1d10/2 Stress (Fear Save).", + "pc": "PC", + "npc": "NPC", + "ship": "SHIP", + "type": "Type", + "cargo": "CARGO", + "crew": "CREW" } \ No newline at end of file diff --git a/Mothership/translations/zu.json b/Mothership/translations/zu.json index d279cb2184..3cdc6fb04c 100644 --- a/Mothership/translations/zu.json +++ b/Mothership/translations/zu.json @@ -16,6 +16,8 @@ "credits": "crwdns79537:0crwdne79537:0", "currenthealth": "crwdns79538:0crwdne79538:0", "stats": "crwdns79539:0crwdne79539:0", + "npcstats": "crwdns148636:0crwdne148636:0", + "shipstats": "crwdns148638:0crwdne148638:0", "saves": "crwdns79540:0crwdne79540:0", "strength": "crwdns79541:0crwdne79541:0", "sanity": "crwdns79542:0crwdne79542:0", @@ -24,7 +26,12 @@ "intellect": "crwdns79545:0crwdne79545:0", "body": "crwdns79546:0crwdne79546:0", "combat": "crwdns79547:0crwdne79547:0", + "instinct": "crwdns148640:0crwdne148640:0", "armor": "crwdns79548:0crwdne79548:0", + "hits": "crwdns148642:0crwdne148642:0", + "hppool": "crwdns148644:0crwdne148644:0", + "loyalty": "crwdns148646:0crwdne148646:0", + "loyaltyroll": "crwdns148648:0crwdne148648:0", "skills": "crwdns79549:0crwdne79549:0", "trained": "crwdns79550:0crwdne79550:0", "expert": "crwdns79551:0crwdne79551:0", @@ -79,9 +86,10 @@ "equipment": "crwdns79600:0crwdne79600:0", "noloadout": "crwdns79601:0crwdne79601:0", "excavation": "crwdns79602:0crwdne79602:0", - "exploration": "crwdns79603:0crwdne79603:0", + "exploration": "crwdns148650:0crwdne148650:0", "extermination": "crwdns79604:0crwdne79604:0", "examination": "crwdns79605:0crwdne79605:0", + "surgery": "crwdns148652:0crwdne148652:0", "other-equipment": "crwdns79606:0crwdne79606:0", "rollvalue": "crwdns79607:0crwdne79607:0", "nervoustwitch": "crwdns79608:0crwdne79608:0", @@ -90,6 +98,8 @@ "cowardicetext": "crwdns79611:0crwdne79611:0", "cripplingfear": "crwdns79612:0crwdne79612:0", "cripplingfeartext": "crwdns79613:0crwdne79613:0", + "majadr": "crwdns148654:0crwdne148654:0", + "majadrtext": "crwdns148656:0crwdne148656:0", "minadr": "crwdns79614:0crwdne79614:0", "minadrtext": "crwdns79615:0crwdne79615:0", "hallucinations": "crwdns79616:0crwdne79616:0", @@ -103,7 +113,7 @@ "paranoid": "crwdns79624:0crwdne79624:0", "paranoidtext": "crwdns79625:0crwdne79625:0", "noeffect": "crwdns79626:0crwdne79626:0", - "noeffecttext": "crwdns79627:0crwdne79627:0", + "noeffecttext": "crwdns148658:0crwdne148658:0", "laserfocus": "crwdns79628:0crwdne79628:0", "laserfocustext": "crwdns79629:0crwdne79629:0", "currentstress": "crwdns79630:0crwdne79630:0", @@ -122,5 +132,49 @@ "psychologicalcollapse": "crwdns79643:0crwdne79643:0", "psychologicalcollapsetext": "crwdns79644:0crwdne79644:0", "heartattack": "crwdns79645:0crwdne79645:0", - "heartattacktext": "crwdns79646:0crwdne79646:0" + "heartattacktext": "crwdns79646:0crwdne79646:0", + "statetheodds": "crwdns148660:0crwdne148660:0", + "statetheoddstext": "crwdns148662:0crwdne148662:0", + "etymology": "crwdns148664:0crwdne148664:0", + "etymologytext": "crwdns148666:0crwdne148666:0", + "geometric": "crwdns148668:0crwdne148668:0", + "geometrictext": "crwdns148670:0crwdne148670:0", + "inventorydust": "crwdns148672:0crwdne148672:0", + "inventorydusttext": "crwdns148674:0crwdne148674:0", + "faxmachine": "crwdns148676:0crwdne148676:0", + "faxmachinetext": "crwdns148678:0crwdne148678:0", + "incorrectodds": "crwdns148680:0crwdne148680:0", + "incorrectoddstext": "crwdns148682:0crwdne148682:0", + "twitchy": "crwdns148684:0crwdne148684:0", + "twitchytext": "crwdns148686:0crwdne148686:0", + "expressiveness": "crwdns148688:0crwdne148688:0", + "expressivenesstext": "crwdns148690:0crwdne148690:0", + "presentcourse": "crwdns148692:0crwdne148692:0", + "presentcoursetext": "crwdns148694:0crwdne148694:0", + "nihilism": "crwdns148696:0crwdne148696:0", + "nihilismtext": "crwdns148698:0crwdne148698:0", + "killswitch": "crwdns148700:0crwdne148700:0", + "killswitchtext": "crwdns148702:0crwdne148702:0", + "turingtest": "crwdns148704:0crwdne148704:0", + "turingtesttext": "crwdns148706:0crwdne148706:0", + "systemoverload": "crwdns148708:0crwdne148708:0", + "systemoverloadtext": "crwdns148710:0crwdne148710:0", + "logiccore": "crwdns148712:0crwdne148712:0", + "logiccoretext": "crwdns148714:0crwdne148714:0", + "threatassesment": "crwdns148716:0crwdne148716:0", + "threatassesmenttext": "crwdns148718:0crwdne148718:0", + "compoundingcorruption": "crwdns148720:0crwdne148720:0", + "compoundingcorruptiontext": "crwdns148722:0crwdne148722:0", + "firmware": "crwdns148724:0crwdne148724:0", + "firmwaretext": "crwdns148726:0crwdne148726:0", + "corruption": "crwdns148728:0crwdne148728:0", + "corruptiontext": "crwdns148730:0crwdne148730:0", + "slagged": "crwdns148732:0crwdne148732:0", + "slaggedtext": "crwdns148734:0crwdne148734:0", + "pc": "crwdns148736:0crwdne148736:0", + "npc": "crwdns148738:0crwdne148738:0", + "ship": "crwdns148740:0crwdne148740:0", + "type": "crwdns148742:0crwdne148742:0", + "cargo": "crwdns148744:0crwdne148744:0", + "crew": "crwdns148746:0crwdne148746:0" } \ No newline at end of file diff --git a/MouseGuard2E/MouseGuard2E.css b/MouseGuard2E/MouseGuard2E.css new file mode 100644 index 0000000000..bd090a6174 --- /dev/null +++ b/MouseGuard2E/MouseGuard2E.css @@ -0,0 +1,460 @@ +/* +Border Color #8d7870 +Label Color #5f4a42 +Input Color #660000 +Light form #c4bfb1 +Bubble text #006666 +Text Red #a23224 +*/ +@import url('https://fonts.googleapis.com/css?family=Caveat|Fondamento|Salsa&display=swap'); +/* Font Import Reference +//Labels --- font-family: 'Salsa', cursive; +//Subtext --- font-family: 'Fondamento', cursive; +//Text box --- font-family: 'Caveat', cursive; +*/ + +.charsheet { + font-family: 'Fondamento', cursive; +} +.sheet-mousefloat { + position: absolute; + height: 800px; + width: 483px; + background-image: url("https://i.imgur.com/bltYmEj.jpg"), url("https://i.imgur.com/VnxOHlA.png"); + background-blend-mode: none, screen; +} +input[type="checkbox"].sheet-tab-switch { + opacity: 0; + position: absolute; + /*left: calc(50% - 35px);*/ + top: -60px; + right: -78px; + height: 80px; + width: 69px; + cursor: pointer; + z-index: 1; +} +input[type="checkbox"].sheet-tab-switch + span::before { + content: ""; + margin-left: 0px; + position: absolute; + top: -60px; + right: -78px; + /*left: calc(50% - 35px);*/ + height: 80px; + width: 69px; + background:none; + background-image: url("https://i.imgur.com/AdsqEDV.png"); + background-size: contain; + background-repeat: none; + border: solid 0px; + line-height: 14px; + display: inline-block; + vertical-align: middle; + box-shadow: 0 0 0px #ccc; +} +input[type="checkbox"].sheet-tab-switch:hover + span::before { + background-image:url("https://i.imgur.com/3FU2i4K.png"); +} +.sheet-tab-a, .sheet-tab-switch:checked ~ .sheet-tab-b { + display: block; +} + +.sheet-tab-b, .sheet-tab-switch:checked ~ .sheet-tab-a { + display: none; +} + +.sheet-background { + position: relative; + min-width: 500px; + min-height: 800px; + background-image: url("https://i.imgur.com/bltYmEj.jpg"), url("https://i.imgur.com/VnxOHlA.png"); + background-blend-mode: screen; + background-position: 150px 50px ; + background-repeat: repeat, no-repeat; + background-attachment: scroll, fixed; + border: 70px solid transparent; + border-image: url(https://i.imgur.com/2JzKDLO.png) 66 round; +} +h1 { + font-family: "Salsa", Garamond; + font-size 2em; + line-height 4em; + color: #5f4a42; + display:block; + text-align:center; +} +h2 { + font-family: "Salsa", "Candal", Palatino Header, Palatino, Garamond, Bookmand; + font-size: 1.4em; + line-height: 1.2em; + color: #5f4a42; + display: inline-block; +} +h3 { + font-family: "Fondamento", Garamond; + font-size: 1em; + line-height: 1.2em; + padding: 2px 5px; + color: #333333; +} +h4 { + font-family: "Salsa", "Candal", Palatino Header, Palatino, Garamond, Bookmand; + font-size: 1.2em; + line-height: 1.2em; + color: #5f4a42; + display: inline-block; +} +ul { + list-style-type: none; + margin: 0; + padding: 0 0 0 3px; + font-family: "caveat", Garamond; + font-size: 1.2em; + line-height: 1.2em; +} + +.sheet-flexcontainer { + display: flex; + flex-direction: row; + flex-wrap: wrap; + width: 100%; +} +.sheet-flexcol { + box-sizing: content-box; +} +/*/////////////////////////////////////// Input Styling */ + +input.sheet-inputdesc { + height: 1.5em; + background: none; + align-self: right; + font-family: "salsa"; + font-size: 1.5em; + color: #830000; + margin-left: 20px; + padding: 0px; + padding-left: 10px; + padding-bottom: 4px; + border-width: 0px 2px 1px; + border-style: solid; + border-color: #8d7870; + border-image-source: url(https://i.imgur.com/hnpr4sP.png); + border-image-slice: 0 11 11; + border-image-width: 0 11 11; + border-image-repeat: round; +} +input.sheet-inputability { + height: 1.5em; + width: 100%; + background: none; + font-family: "Salsa", Garamond; + font-size: 1.5em; + color: #660000; + padding: 0px; + padding-left: 2px; + padding-bottom: 5px; + border-width: 0px 2px 1px; + border-style: solid; + border-color: #8d7870; + border-image-source: url(https://i.imgur.com/hnpr4sP.png); + border-image-slice: 0 11 11; + border-image-width: 0 11 11; + border-image-repeat: round; +} +input.sheet-inputability.sheet-rollerline { + width: 75%; +} +input[type="number"].sheet-inputRating { + background: none; + height: 1.5em; + width: 2em; + font-family: "Salsa"; + font-size: 1.5em; + color: #660000; + text-align: center; + padding: 0px; + padding-left: 2px; + padding-bottom: 2px; + border-width: 0px 2px 1px; + border-style: solid; + border-color: #8d7870; + border-image-source: url(https://i.imgur.com/hnpr4sP.png); + border-image-slice: 0 11 11; + border-image-width: 0 11 11; + border-image-repeat: round; + +} + +input[type="number"]::-webkit-outer-spin-button, input[type="number"]::-webkit-inner-spin-button { + -webkit-appearance: none; + margin: 0; +} +input.sheet-points[type=number] { + -moz-appearance: textfield; + font-family: "Salsa", Garamond; + font-size: 2.5em; + height: 1.5em; + color: #660000; + width: 2em; + text-align:center; + margin: 0 auto; + padding-bottom: 0px; + padding-left: 5px; + display:block; + + background:none; + outline: 0; + border-width: 0px 2px 1px; + border-style: solid; + border-color: #8d7870; + border-image-source: url(https://i.imgur.com/hnpr4sP.png); + border-image-slice: 0 11 11; + border-image-width: 0 11 11; + border-image-repeat: round; +} +.sheet-wiseinput { + vertical-align:bottom !important; + padding-bottom: 20px !important; +} +/*//////////////////////////////////// Button Styling */ +button[type=roll].sheet-genericbutton::before { + content: ""; + +} +button[type=roll].sheet-genericbutton { + height: 40px; + width: 34px; + border: 0; + margin: 0; + margin-right: 5px; + padding: 0; + background: none; + background-image: url("https://i.imgur.com/Ai7leLC.png"); + background-size: contain; + +} +button[type=roll].sheet-genericbutton:hover { + background-image: url("https://i.imgur.com/F1i6aXQ.gif"); +} + +/*//////////////////////////////////// Fake radio */ +input[type="radio"] + span::before { + content: ""; + width: 12px; + height: 12px; + font-size: 24px; + border-radius: 50%; +} + +input[type="radio"]:checked + span::before { + content: "•"; +} +input[type="radio"].sheet-traitlevel { + left: 15px; + width: 15px; + height:; 15px; +} + +.sheet-popout { + min-width: 170px; + border: 11px solid transparent; + border-image: url(https://i.imgur.com/upU02Xd.png) 11 round; + border-image-slice: 11 fill; +} + + +/*//////////////////////////////////// Checkbox Styling */ +/* Hide actual radio/checkbox */ +input[type="radio"], +input[type="checkbox"].sheet-checktrait { + opacity: 0; + width: 12px; + height: 12px; + position: relative; + left: 6px; + bottom: 2px; + margin: -12px; + cursor: pointer; + z-index: 1; +} +input[type="checkbox"].sheet-checktrait { + left: 2px; +} + +input[type="checkbox"].sheet-checkcondition { + opacity: 0; + width: 12px; + height: 12px; + position: relative; + left: 12px; + bottom: -1px; + cursor: pointer; + z-index: 1; +} +/* Fake radio/checkbox */ +input[type="radio"] + span::before, +input[type="checkbox"] + span::before { + position: relative; + margin-right: 10px; + margin-bottom: 5px; + border: solid 1px #a8a8a8; + line-height: 12px; + text-align: center; + display: inline-block; + vertical-align: middle; + box-shadow: 0 0 2px #ccc; + background: #8d7870; +} +/* Fake Radio */ +input[type="radio"].sheet-traitlevel + span::before { + margin-left: 12px; + margin-bottom: 2px; + padding: 0px 2.5px 5px; + width: 8px; + height: 8px; +} +input[type="radio"]:checked.sheet-traitlevel + span::before { + content: "•"; + color: white; +} +/* Advancement Radios */ +input[type="radio"].sheet-radioAdvancement + span::before { + left: 0px; + margin: 5px; + bottom: 2px; + content: "•"; + font-size: 25px; + color: white; + +} +/* Remove dot from all radios _after_ selected one */ +input[type="radio"]:checked.sheet-radioAdvancement ~ input[type="radio"] + span::before { + content: ""; + left: 0px; +} + +/* Fake checkbox */ +input[type="checkbox"].sheet-checkcondition + span::before { + content: ""; + width: 10px; + height: 10px; + font-size: 10px; + border-radius: 3px; +} + +input[type="checkbox"]:checked.sheet-checkcondition + span::before { + content: "✓"; + color:white; +} +input[type="checkbox"].sheet-checktrait + span::before { + content: ""; + width: 12px; + height: 12px; + font-size: 12px; + border-radius: 3px; + background: #8d7870; +} + +input[type="checkbox"]:checked.sheet-checktrait + span::before { + content: "✓"; + color: white; +} +/*Wise Checkboxes*/ +input[type="checkbox"].sheet-wiseright { + margin-right: 0px; + margin-left: 15px; + left: 12px; +} +input[type="checkbox"].sheet-wiseright + span::before { + +} + +/* DIV Tables */ +.sheet-divTable{ + display: table; + width: 100%; +} +.sheet-divTableRow { + display: table-row; +} +.sheet-divTableHeading { + background-color: #EEE; + display: table-header-group; +} +.sheet-divTableCell, .divTableHead { + border: 0px solid #999999; + display: table-cell; + padding: 3px 5px 3px 0px; + vertical-align: top; +} +.sheet-divTableHeading { + background-color: #EEE; + display: table-header-group; + font-weight: bold; +} +.sheet-divTableFoot { + background-color: #EEE; + display: table-footer-group; + font-weight: bold; +} +.sheet-divTableBody { + display: table-row-group; +} +/* Trait Table */ +.sheet-traitcell { + font-size: .8em; + min-width: 115px; +} +.sheet-selectionrow { + height: 17px; +} +.sheet-advancementcell { + min-width: 130px; +} + +/* Text Area Formatting */ +.sheet-textarea { + position: relative; + margin: 0px; + outline: none; + resize: none; + width: 97%; + height: 5em; + font-family: "caveat"; + font-size: 20px; + color: #006666; + line-height: 20px; + border: 2px solid #5f4a42; + + border-radius: 0px 15px 15px 15px; + background: #cccccc; + background-image: url("https://i.imgur.com/VnxOHlA.png"); + background-attachment: fixed; + background-position: 150px 50px; + background-repeat: no-repeat; + background-blend-mode: screen; + /*660000 + 112e2e*/ +} +.sheet-borderwrap { + padding: 2px; + padding-bottom: 0px; + background: linear-gradient(120deg, #006666, #5f4a42); + border-radius: 0px 15px 15px 15px; +} +.sheet-textshort { + height: 3.5em; +} + +/* Flexbox Management */ +.sheet-flexrow { + display: flex; +} + +.sheet-flexrow h2 { + flex: 0 0 auto; +} +.sheet-flexrow .sheet-spaceright { + flex: 1 0 auto; +} \ No newline at end of file diff --git a/MouseGuard2E/MouseGuard2E.html b/MouseGuard2E/MouseGuard2E.html new file mode 100644 index 0000000000..65b8192758 --- /dev/null +++ b/MouseGuard2E/MouseGuard2E.html @@ -0,0 +1,848 @@ + + + +
    +
    + +
    + + +
    +
    +

    Name

    +

    Age

    +

    Home

    +

    Fur Color

    +

    Guard Rank

    +

    Cloak Color

    +
    +
    +

    Parents

    +

    Artisan

    +

    Mentor

    +

    Friend

    +

    Enemy

    +
    +
    + +
    +
    +
    +
    +
    +

    Belief

    Playing a Belief earns a fate point

    +
    +
    +
    +

    Goal

    Accomplishing a Goal earns a persona point

    +
    +
    +
    +

    Instinct

    Playing an Instinct earns a fate point

    +
    +
    +
    +

    Contacts

    +
    +
    +
    +

    Gear

    +
    +
    +
    +
    +

    Traits

    +
    +
    +
    +
    Trait Name
    +
    Trait Level
    +
    Beneficial Uses
    +
    Checks
    +
    +
    +
    +
    +
    +
    1 +1D per session
    +
    2 +1D per session
    +
    3 +1S to rolls
    +
    +
    +
    +
    +
    Used this session
    +
    Used this session
    +
    May be used on each roll
    +
    +
    + +
    +
    + + + + +
    +
    + + + + +
    +
    +
    +
    +
    +
    +
    +
    1 +1D per session
    +
    2 +1D per session
    +
    3 +1S to rolls
    +
    +
    +
    +
    +
    Used this session
    +
    Used this session
    +
    May be used on each roll
    + +
    +
    +
    +
    + + + + +
    +
    + + + + +
    +
    +
    +
    +
    +
    +
    +
    1 +1D per session
    +
    2 +1D per session
    +
    3 +1S to rolls
    +
    +
    +
    +
    +
    Used this session
    +
    Used this session
    +
    May be used on each roll
    + +
    +
    +
    +
    + + + + +
    +
    + + + + +
    +
    +
    +
    +
    +
    +
    +
    1 +1D per session
    +
    2 +1D per session
    +
    3 +1S to rolls
    +
    +
    +
    +
    +
    Used this session
    +
    Used this session
    +
    May be used on each roll
    + +
    +
    +
    +
    + + + + +
    +
    + + + + +
    +
    +
    +
    +
    +
    +
    +
    1 +1D per session
    +
    2 +1D per session
    +
    3 +1S to rolls
    +
    +
    +
    +
    +
    Used this session
    +
    Used this session
    +
    May be used on each roll
    + +
    +
    +
    +
    + + + + +
    +
    + + + + +
    +
    +
    + +
    +
    + +
    +
    +
    +

    Fate

    + +

    One point allows you to reroll any 6s as a new dice

    +

    Persona

    + +

    Add one dice per point spent or tap Nature

    +

    Conditions

    +

    Hungry/Thirsty

    +

    Angry (Ob 2 Will)

    +

    Tired (Ob 3 Health)

    +

    Injured (Ob 4 Health)

    +

    Sick (Ob 4 Will)

    +

    Checks

    +

    Earning Checks

    +
      +
    • 1: +1D to your ind. or vs. test
    • +
    • 2: +2D to opponent's vs test
    • +
    • 2: Break versus test tie in opponent's favor
    • +
    +

    Spending Checks

    +
      +
    • 1: One test during Player's turn
    • +
    • 2: Recovery check during GM's turn
    • +
    • 3: Charge: temporarily elevate trait for remainder of session
    • +
    • 2/4: Recharge trait
    • +
    +
    +
    +
    +
    +
    +

    Abilities

    +
    +
    +
    +
    Raw Abilities
    +
    Rating
    +
    Advancement
    +
    Special Abilities
    +
    Rating
    +
    Advancement
    +
    + +
    +

    Nature

    +
    +
    +

    P:

    + + + + + + + +
    +

    F:

    + + + + + + +
    +
    +

    Resources

    +
    +
    +

    P:

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

    F:

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

    Will

    +
    +
    +

    P:

    + + + + + + +
    +

    F:

    + + + + + +
    +
    +

    Circles

    +
    +
    +

    P:

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

    F:

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

    Health

    +
    +
    +

    P:

    + + + + + + +
    +

    F:

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

    Wises

    +
    +
    + +
    +
    +
    +
    +
    + Pass + Fail +
    +
    +
    +
    + Fate + Pers +
    +
    +
    +
    +
    +
    +
    + Pass + Fail +
    +
    +
    +
    + Fate + Pers +
    +
    +
    +
    +
    +
    +
    +
    +
    + Pass + Fail +
    +
    +
    +
    + Fate + Pers +
    +
    +
    +
    +
    +
    +
    + Pass + Fail +
    +
    +
    +
    + Fate + Pers +
    +
    +
    +
    +
    + +

    Skills

    +
    +
    +
    +
    Skills
    +
    Rating
    +
    Advancement
    +
    Skills
    +
    Rating
    +
    Advancement
    +
    +
    +

    Fighter

    +
    +
    +

    P:

    + + + + + + + +
    +

    F:

    + + + + + + +
    +
    +

    Orator

    +
    +
    +

    P:

    + + + + + + + +
    +

    F:

    + + + + + + +
    +
    +
    +
    +

    Healer

    +
    +
    +

    P:

    + + + + + + + +
    +

    F:

    + + + + + + +
    +
    +

    Manipulator

    +
    +
    +

    P:

    + + + + + + + +
    +

    F:

    + + + + + + +
    +
    +
    +
    +

    Hunter

    +
    +
    +

    P:

    + + + + + + + +
    +

    F:

    + + + + + + +
    +
    +

    Persuader

    +
    +
    +

    P:

    + + + + + + + +
    +

    F:

    + + + + + + +
    +
    +
    +
    +

    Instructor

    +
    +
    +

    P:

    + + + + + + + +
    +

    F:

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

    P:

    + + + + + + + +
    +

    F:

    + + + + + + +
    +
    +
    +
    +

    Pathfinder

    +
    +
    +

    P:

    + + + + + + + +
    +

    F:

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

    P:

    + + + + + + + +
    +

    F:

    + + + + + + +
    +
    +
    +
    +

    Scout

    +
    +
    +

    P:

    + + + + + + + +
    +

    F:

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

    P:

    + + + + + + + +
    +

    F:

    + + + + + + +
    +
    +
    +
    +

    Survivalist

    +
    +
    +

    P:

    + + + + + + + +
    +

    F:

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

    P:

    + + + + + + + +
    +

    F:

    + + + + + + +
    +
    +
    +
    +

    Weather Watcher

    +
    +
    +

    P:

    + + + + + + + +
    +

    F:

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

    P:

    + + + + + + + +
    +

    F:

    + + + + + + +
    +
    +
    +
    +
    +
    +
    + + + \ No newline at end of file diff --git a/MouseGuard2E/MouseGuard2E.jpg b/MouseGuard2E/MouseGuard2E.jpg new file mode 100644 index 0000000000..a61c2c1a41 Binary files /dev/null and b/MouseGuard2E/MouseGuard2E.jpg differ diff --git a/MouseGuard2E/images/background-illustration.png b/MouseGuard2E/images/background-illustration.png new file mode 100644 index 0000000000..90e3d028ec Binary files /dev/null and b/MouseGuard2E/images/background-illustration.png differ diff --git a/MouseGuard2E/images/inside-border.png b/MouseGuard2E/images/inside-border.png new file mode 100644 index 0000000000..5a3d8252e3 Binary files /dev/null and b/MouseGuard2E/images/inside-border.png differ diff --git a/MouseGuard2E/images/pencilline.png b/MouseGuard2E/images/pencilline.png new file mode 100644 index 0000000000..02ed3a3ce0 Binary files /dev/null and b/MouseGuard2E/images/pencilline.png differ diff --git a/MouseGuard2E/images/reddice.gif b/MouseGuard2E/images/reddice.gif new file mode 100644 index 0000000000..4d65a1019e Binary files /dev/null and b/MouseGuard2E/images/reddice.gif differ diff --git a/MouseGuard2E/images/repeatingpaper.jpg b/MouseGuard2E/images/repeatingpaper.jpg new file mode 100644 index 0000000000..d64727637d Binary files /dev/null and b/MouseGuard2E/images/repeatingpaper.jpg differ diff --git a/MouseGuard2E/images/sheet-border.png b/MouseGuard2E/images/sheet-border.png new file mode 100644 index 0000000000..9a197c2a7b Binary files /dev/null and b/MouseGuard2E/images/sheet-border.png differ diff --git a/MouseGuard2E/images/swordscroll-hover.png b/MouseGuard2E/images/swordscroll-hover.png new file mode 100644 index 0000000000..61cdc2a827 Binary files /dev/null and b/MouseGuard2E/images/swordscroll-hover.png differ diff --git a/MouseGuard2E/images/swordscroll.png b/MouseGuard2E/images/swordscroll.png new file mode 100644 index 0000000000..788550836e Binary files /dev/null and b/MouseGuard2E/images/swordscroll.png differ diff --git a/MouseGuard2E/images/whitedice.png b/MouseGuard2E/images/whitedice.png new file mode 100644 index 0000000000..7134d25eaf Binary files /dev/null and b/MouseGuard2E/images/whitedice.png differ diff --git a/MouseGuard2E/sheet.json b/MouseGuard2E/sheet.json new file mode 100644 index 0000000000..2dc2e4a2dd --- /dev/null +++ b/MouseGuard2E/sheet.json @@ -0,0 +1,9 @@ +{ + "html": "MouseGuard2E.html", + "css": "MouseGuard2E.css", + "authors": "Richard Tran (Medieve@gmail.com)", + "roll20userid": "23472", + "patreon": "https://www.patreon.com/sceneficant", + "preview": "MouseGuard2E.jpg", + "instructions": "This is a character sheet for David Petersen and Luke Crane's Mouse Guard Roleplaying Game, second edition. \rThis character sheet has a second page for Skills and Wises which you can access by pressing the Scroll & Sword icon in the upper right of the sheet. If you have questions or suggestions you can contact me via personal message from my [Roll20 Profile](https://app.roll20.net/users/23472/richard-t) \r\r*Version* `1.0`" +} diff --git a/Mutant Year Zero/mutantyearzero.htm b/Mutant Year Zero/mutantyearzero.html similarity index 99% rename from Mutant Year Zero/mutantyearzero.htm rename to Mutant Year Zero/mutantyearzero.html index 3d7581fdfb..02489e72d9 100644 --- a/Mutant Year Zero/mutantyearzero.htm +++ b/Mutant Year Zero/mutantyearzero.html @@ -1,4 +1,4 @@ - + @@ -642,13 +642,13 @@

    NECESSITIES

    - chocolate bar representing grub + chocolate bar representing grub
    - water bottle + water bottle
    - bullets + bullets
    diff --git a/Mutant Year Zero/sheet.json b/Mutant Year Zero/sheet.json index 84d1aa8397..55c0793815 100644 --- a/Mutant Year Zero/sheet.json +++ b/Mutant Year Zero/sheet.json @@ -1,5 +1,5 @@ { - "html": "mutantyearzero.htm", + "html": "mutantyearzero.html", "css": "mutantyearzero.css", "authors": "Cassie Levett", "roll20userid": "557736", diff --git a/Mythras/Mythras.html b/Mythras/Mythras.html index 94746d213e..42015f88e3 100644 --- a/Mythras/Mythras.html +++ b/Mythras/Mythras.html @@ -5499,6 +5499,7 @@
    Notes
    +
    @@ -5529,6 +5530,7 @@
    Notes
    +
    @@ -5714,6 +5716,7 @@ +
    @@ -9556,7 +9559,7 @@ var calc_movement = function() { var step3_fly_movement = 0; } - var run = ((step3_land_movement+(Math.floor((athletics_no_penalty/25)*.5)))*3)+armor_penalty; + var run = Math.ceil((step3_land_movement+(Math.floor((athletics_no_penalty/25))*.5))*3)+armor_penalty; if (run < step3_land_movement) { run = step3_land_movement; } diff --git a/Mythras/src/scripts/autocalc.js b/Mythras/src/scripts/autocalc.js index 8341fcef03..06350d50b4 100644 --- a/Mythras/src/scripts/autocalc.js +++ b/Mythras/src/scripts/autocalc.js @@ -485,7 +485,7 @@ var calc_movement = function() { var step3_fly_movement = 0; } - var run = ((step3_land_movement+(Math.floor((athletics_no_penalty/25)*.5)))*3)+armor_penalty; + var run = Math.ceil((step3_land_movement+(Math.floor((athletics_no_penalty/25))*.5))*3)+armor_penalty; if (run < step3_land_movement) { run = step3_land_movement; } diff --git a/Mythras/src/sheet/types/character/detailed.html b/Mythras/src/sheet/types/character/detailed.html index 74d2b9126e..54507470ec 100644 --- a/Mythras/src/sheet/types/character/detailed.html +++ b/Mythras/src/sheet/types/character/detailed.html @@ -4912,6 +4912,7 @@
    Notes
    +
    @@ -4942,6 +4943,7 @@
    Notes
    +
    @@ -5125,4 +5127,4 @@

    Notes

    - \ No newline at end of file + diff --git a/NOC/NOC.css b/NOC/NOC.css new file mode 100644 index 0000000000..1af8918f4c --- /dev/null +++ b/NOC/NOC.css @@ -0,0 +1,1930 @@ +/* FONTS */ +@font-face { + font-family: 'Special Elite'; + font-style: normal; + font-weight: 400; + src: local('Special Elite Regular'), local('SpecialElite-Regular'), url(https://fonts.gstatic.com/s/specialelite/v10/XLYgIZbkc4JPUL5CVArUVL0ntnAOSA.woff2) format('woff2'); + unicode-range: U+0000-00FF, U+0131, U+0152-0153, U+02BB-02BC, U+02C6, U+02DA, U+02DC, U+2000-206F, U+2074, U+20AC, U+2122, U+2191, U+2193, U+2212, U+2215, U+FEFF, U+FFFD; +} + +/* latin */ +@font-face { + font-family: 'Caveat'; + font-style: normal; + font-weight: 400; + src: local('Caveat Regular'), local('Caveat-Regular'), url(https://fonts.gstatic.com/s/caveat/v7/Wnz6HAc5bAfYB2Q7ZjYY.woff2) format('woff2'); + unicode-range: U+0000-00FF, U+0131, U+0152-0153, U+02BB-02BC, U+02C6, U+02DA, U+02DC, U+2000-206F, U+2074, U+20AC, U+2122, U+2191, U+2193, U+2212, U+2215, U+FEFF, U+FFFD; +} + +/* +-= ONGLETS =- +*/ + +.charsheet div[class^="sheet-section"] { + display: none; +} + +.charsheet input.sheet-tab1:checked ~ div.sheet-section-gen { + display: block; +} +.charsheet input.sheet-tab1:checked ~ div.sheet-section-comp, +.charsheet input.sheet-tab1:checked ~ div.sheet-section-equip, +.charsheet input.sheet-tab1:checked ~ div.sheet-section-notes { + display: none; +} + +.charsheet input.sheet-tab2:checked ~ div.sheet-section-comp { + display: block; +} +.charsheet input.sheet-tab2:checked ~ div.sheet-section-gen, +.charsheet input.sheet-tab2:checked ~ div.sheet-section-equip +.charsheet input.sheet-tab2:checked ~ div.sheet-section-notes { + display: none; +} + +.charsheet input.sheet-tab3:checked ~ div.sheet-section-equip { + display: block; +} +.charsheet input.sheet-tab3:checked ~ div.sheet-section-comp, +.charsheet input.sheet-tab3:checked ~ div.sheet-section-gen +.charsheet input.sheet-tab3:checked ~ div.sheet-section-notes { + display: none; +} + +.charsheet input.sheet-tab4:checked ~ div.sheet-section-notes { + display: block; +} +.charsheet input.sheet-tab4:checked ~ div.sheet-section-comp, +.charsheet input.sheet-tab4:checked ~ div.sheet-section-gen +.charsheet input.sheet-tab4:checked ~ div.sheet-section-equip { + display: none; +} + +.charsheet input.sheet-tab { + width: 35px; + height: 105px; + cursor: pointer; + position: absolute; + opacity: 0; + z-index: 9999; +} + +.charsheet input.sheet-tab1 { + margin-left: 0px; + margin-top: 0px; +} + +.charsheet input.sheet-tab2 { + margin-left: 0px; + margin-top: 90px; +} + +.charsheet input.sheet-tab3 { + margin-left: 0px; + margin-top: 180px; +} + +.charsheet input.sheet-tab4 { + margin-left: 0px; + margin-top: 270px; +} + +.charsheet span.sheet-tab { + writing-mode: vertical-rl; + text-orientation: sideways; + text-align: center; + display: inline-block; + font-size: 13px; + color: white; + width: 30px; + height: 100px; + cursor: pointer; + position: absolute; + vertical-align: middle; + font-family: 'Special Elite'; + font-size: 14px; + border-radius: 0px 10px 10px 0px; + text-shadow:1px 1px 2px black, 0 0 4px black, 0 0 10px black; + box-shadow: 0 0 10px #353535, 5px 5px 10px #353535; + background-color: transparent; + border: 2px solid black; +} + +.charsheet span.sheet-tab1 { + margin-left: 0px; + margin-top: 0px; + background-image:url("https://zupimages.net/up/20/20/bp3e.jpg"); + +} + +.charsheet span.sheet-tab2 { + margin-left: 0px; + margin-top: 90px; + background-image:url("https://zupimages.net/up/20/20/rlvb.jpg"); +} + +.charsheet span.sheet-tab3 { + margin-left: 0px; + margin-top: 180px; + background-image:url("https://zupimages.net/up/20/20/qlpm.jpg"); +} + +.charsheet span.sheet-tab4 { + margin-left: 0px; + margin-top: 270px; + background-image:url("https://zupimages.net/up/20/20/jhaw.jpg"); +} + +.charsheet input.sheet-tab1:checked + span.sheet-tab1, +.charsheet input.sheet-tab2:checked + span.sheet-tab2, +.charsheet input.sheet-tab3:checked + span.sheet-tab3, +.charsheet input.sheet-tab4:checked + span.sheet-tab4 +{ + width: 50px; +} + +.sheet-tab { + border-radius: 5px; + padding: 5px 5px 5px 5px; + margin-left: 5px; + margin-right: 5px; +} + + +/* Zone d'état (malus) */ + +.sheet-malusdiv { + position: absolute; + z-index: 10; + background-image:url("https://zupimages.net/up/20/20/mjy0.jpg"); + background-repeat: no-repeat; + background-size: 320px; + width: 270px; + height: 200px; + margin-left: 20px; + margin-top: 680px; + padding-top: 5px; + border: 5px groove; + border-color: #616B6F #616B6F #685C52 #685C52; + border-radius: 10px; + box-shadow: 0 0 10px #353535, 5px 5px 10px #353535; +} + +.sheet-divmalusgauche { + position: absolute; + width: 130px; + text-align: center; + z-index: 11; +} + +.sheet-divmalusdroite { + position: relative; + margin-left: 135px; + width: 135px; + text-align: center; + z-index: 11; +} + +.sheet-caracteristique-value, +.sheet-competence-value { + display: inline; +} +.sheet-caracteristique-value-max, +.sheet-competence-value-max { + display: none; +} + +.sheet-malus { + width: auto; + text-align: center; + position: relative; + z-index: 12; + border: 2px ridge; + border-color: #685C52 #685C52 #616B6F #616B6F; +} + +.sheet-malusname { + width: auto; + text-align: center; + color: #4F5F70; + background: -webkit-gradient(linear, left center, right bottom, from(#585049), to(#4F5F70)); + -webkit-background-clip: text; + -webkit-text-fill-color: transparent; +} + +.sheet-afficheflag { + position : absolute; + z-index: 999; + margin-left: 25px; + margin-top: 660px; +} + +.sheet-afficheflagON, +.sheet-afficheflagOFF { + position : absolute; + z-index: 999; + width: 100px; + font-size: 12px; + margin-left: 50px; + margin-top: 660px; +} + +.sheet-afficheflagON { + color: red; + display: none; +} + +.sheet-afficheflagOFF { + color: #514842; + display: inline; +} + +.sheet-afficheflag:checked ~ label.sheet-afficheflagOFF { + display: none; +} +.sheet-afficheflag:checked ~ label.sheet-afficheflagON { + display: inline; +} + +.sheet-afficheflag:checked ~ div.sheet-caracteristique-competence * input.sheet-caracteristique-value { + display: none; +} +.sheet-afficheflag:checked ~ div.sheet-caracteristique-competence * input.sheet-caracteristique-value-max { + display: inline; +} +.sheet-afficheflag:checked ~ div.sheet-caracteristique-competence * input.sheet-competence-value { + display: none; +} +.sheet-afficheflag:checked ~ div.sheet-caracteristique-competence * input.sheet-competence-value-max { + display: inline; +} + +.sheet-afficheflag:checked ~ div.sheet-caracteristique-competence * div.sheet-lock { + display: inline; +} +.sheet-afficheflag:checked ~ div.sheet-caracteristique-competence * div.sheet-lock2 { + display: inline; +} + + +/* +-= FICHE =- +*/ + +/* Général */ + +.sheet-Main { + background-image:url("https://zupimages.net/up/20/20/giur.jpg"); + background-repeat: repeat-y; + background-size: 1020px; + width: 1020px; + color: black; + box-shadow: 0 0 10px #555; + border: 3px solid black; +} + +.charsheet button[type="roll"]:before{ + background-position: 0; + content: ""!important; +} + +.charsheet button[type="roll"]:hover { + background-image: url("https://zupimages.net/up/20/20/lfvc.png"); + background-position: 0; + width : 16px; + height: 16px; + background-size: 16px; +} + +.charsheet button[type="roll"] { + background-position: 0; + margin: 0px 0px 0px 0px; + padding: 0px 0px 0px 0px; + width : 15px; + Height: 15px; + background-image: url("https://zupimages.net/up/20/20/5hsp.png"); + background-color: transparent; + background-size: 15px; + background-repeat: no-repeat; + border: 0px solid black; +} + +[data-groupname=repeating_class-ability] > button.btn.repcontrol_add::after { + content: "Add Another Class Ability for CPP"; + background-color:transparent; + width: 30px; +} + +[data-groupname=repeating_class-ability] > button.btn.repcontrol_edit::after { + content: "Adjust Class Abilities for CPP"; + background-color:transparent; + width: 30px; +} + +.charsheet .repcontrol_add, +.charsheet .repcontrol_edit { + background-image:url("https://zupimages.net/up/20/21/felt.jpg"); + background-repeat: no-repeat; + background-size: 75px; + border: 2px solid black; + height: 30px; + border-radius: 10px; + box-shadow: 0 0 10px black, 5px 5px 10px #514842; + color: white; + font-family: "Courier New",Courier,monospace; + font-size: 14px; + font-weight: bold; + text-shadow: none; +} + + +/* Identité */ + +.sheet-photoid { + background-image:url("https://zupimages.net/up/20/20/nflr.png"); + background-repeat: no-repeat; + position: absolute; + width: 165px; + height: 220px; + background-size: 165px; + margin-left: 575px; + margin-top: 106px; + z-index: 99; +} + +.sheet-section-gen { + background-image:url("https://zupimages.net/up/20/20/whqi.png"); + background-size: 550px; + background-repeat: no-repeat; + background-position: bottom right; + width: 970px; + height: 1300px; + margin-left: 50px; + min-width: 950px; + margin-top: -50px; +} + +.sheet-identity-gauche { + position: absolute; + width: 400px; + height: 720px; + margin-left: 10px; + margin-top: 25px; +} + +.sheet-identity-droite { + position: absolute; + width: 420px; + height: 720px; + margin-left: 430px; + margin-top: 25px; +} + +.sheet-info { + color: black; + box-shadow: none; + border-style: none; + border-color: none; + border-radius: inherit; + background-color: transparent; + font-size: 14px; + font-family: "Courier New",Courier,monospace; + font-weight: bold; + max-height: 14px; +} + +.sheet-infotitre { + font-size: 22px; + max-height: 22px; +} + +.sheet-infogrostitre { + font-size: 30px; + max-height: 30px; +} + +.sheet-input-info { + box-shadow: none; + border-style: none; + border-color: none; + border-radius: inherit; + background-color: transparent; + font-size: 14px; + max-height: 14px; + font-weight: bold; + font-family: "Courier New",Courier,monospace; +} + +.sheet-input-info-id { + color : black; + box-shadow: none; + border-width: 0px 0px 0px 0px; + border-style: none; + background-color: transparent; + font-family: "Courier New",Courier,monospace; + width: 200px; + font-size: 14px; + max-height: 14px; +} + +.sheet-input-infobloc-id { + resize: none; + color : black; + box-shadow: none; + border-width: 0px 0px 0px 0px; + border-style: none; + border-radius: inherit; + background-color: transparent; + font-family: "Courier New",Courier,monospace; + width: 380px; + font-size: 14px; + padding: 0px 0px 0px 5px; + margin-bottom: 0px; +} + +.sheet-selectid { + padding: 0px 0px 0px 0px; + margin: 0px 0px 0px 0px; + color: black; + margin-top: 1px; + font-size: 14px; + border-style: none; + background-color: transparent; + font-family: "Courier New",Courier,monospace; +} + +.sheet-selectidsecurite { + width:150px; +} + +.sheet-selectidharmonie { + width:110px; +} + +.sheet-selectidtraitnoirceur { + width:170px; + font-size:13px; +} + +.sheet-identity { + background-image:url("https://zupimages.net/up/20/20/le9w.jpg"); + background-size: 890px 970px; + background-repeat: no-repeat; + width: 860px; + height: 950px; + box-shadow: 5px 5px 10px #353535; + margin-top: 10px; + padding-top: 10px; + padding-left: 30px; +} + +.sheet-identityprivate { + background-image:url("https://zupimages.net/up/20/20/fv93.png"); + background-size: 450px; + background-repeat: no-repeat; + width: 440px; + height: 550px; + margin-top: -200px; + margin-left: 20px; + padding-top: 5px; + transform: rotate(-5deg); +} + +.sheet-confidentiel { + background-image:url("https://zupimages.net/up/20/20/f9na.png"); + background-size: 200px; + background-repeat: no-repeat; + background-position: 0 -20px; + width: 200px; + height: 100px; + margin-top: 30px; + margin-left: 190px; + position: relative; +} + +.sheet-identityprivatevcontent { + width: 380px; + height: 380px; + margin-top: 10px; + margin-left: 30px; + position: relative; +} + +.sheet-infoprivate { + box-shadow: none; + border-style: none; + border-color: none; + border-radius: inherit; + background-color: transparent; + font-family: 'Special Elite'; + font-size: 14px; + font-weight: bold; +} + +.sheet-input-info-idprivate { + color : black; + box-shadow: none; + border-style: none; + border-color: none; + border-radius: inherit; + background-color: transparent; + font-family: 'Special Elite'; + font-size: 14px; + width: 200px; +} + +.sheet-input-info-idprivatebloc { + resize: none; + color : black; + box-shadow: none; + border-width: 0px 0px 0px 0px; + border-style: none; + border-radius: inherit; + background-color: transparent; + font-family: 'Special Elite'; + width: 380px; + font-size: 14px; + padding: 0px 0px 0px 5px; + margin-bottom: 0px; + height: 55px; +} + +/* DOMAINES ET TALENTS */ + +.sheet-lock, +.sheet-lock2 { + display:none; +} + +.sheet-lock { + background-image:url("https://zupimages.net/up/20/21/4mmh.png"); + background-repeat: no-repeat; + background-size: 16px; + z-index: 9999; + position: absolute; + width: 15px; + height: 15px; +} + +.sheet-lock2 { + background-image:url("https://zupimages.net/up/20/21/4mmh.png"); + background-repeat: no-repeat; + background-size: 13px; + z-index: 9999; + position: absolute; + width: 13px; + height: 13px; +} + +.sheet-logoNOC { + background-image:url("https://zupimages.net/up/20/20/hzx2.png"); + background-repeat: no-repeat; + background-size: 190px; + width: 190px; + height: 200px; + position: absolute; + margin-left: 430px; + margin-top: 245px; + z-index: 2; +} + +.sheet-section-comp { + background-image:url("https://zupimages.net/up/20/20/a5fq.png"); + background-position: bottom right; + background-repeat: no-repeat; + padding-top: 0px; + height: 895px; +} + +.sheet-caracteristique-competence { + background-image:url("https://zupimages.net/up/20/20/5vb9.png"); + background-size: 700px 700px; + background-repeat: no-repeat; + width: 830px; + height: 820px; + margin-top: 30px; + margin-left: 175px; + margin-right: 5px; + position: relative; + z-index: 4; +} + +.sheet-caracteristique-vietab, +.sheet-caracteristique-eruditiontab, +.sheet-caracteristique-techniquetab, +.sheet-caracteristique-socialtab, +.sheet-caracteristique-ametab, +.sheet-caracteristique-statuttab, +.sheet-caracteristique-actiontab { + padding: 2px 2px 2px 2px; + margin-left: 4px; + margin-right: 4px; + border: 3px groove; + border-color: #616B6F #616B6F #685C52 #685C52; + border-radius: 5px; + box-shadow: 0 0 10px #353535, 5px 5px 10px #353535; + width: 190px; + position: absolute; + background-color: transparent; + background-image:url("https://zupimages.net/up/20/20/lep9.jpg"); + background-repeat: no-repeat; + background-size: 232px; + z-index: 99; +} + +.sheet-caracteristique-backtitle { + background-color: transparent; + background-image:url("https://zupimages.net/up/20/20/upf5.png"); + background-repeat: no-repeat; + background-size: 223px 71px; + width: 223px; + height: 71px; + margin-left: -15px; + margin-top: -20px; + position : absolute; + z-index: 4; +} +.sheet-caracteristique-backtitle2 { + background-color: transparent; + background-image:url("https://zupimages.net/up/20/20/fclt.png"); + background-repeat: no-repeat; + background-size: 200px 75px; + width: 200px; + height: 75px; + margin-left: -30px; + margin-top: -28px; + position : absolute; + z-index: 4; +} +.sheet-caracteristique-backtitle3 { + background-color: transparent; + background-image:url("https://zupimages.net/up/20/20/m7kw.png"); + background-repeat: no-repeat; + background-size: 140px 65px; + width: 140px; + height: 65px; + margin-left: -10px; + margin-top: -25px; + position : absolute; + z-index: 4; +} + +.sheet-caracteristique-title { + font-family: 'Special Elite'; + font-size: 22px; + color: white; + position: relative; + display: inline; + z-index: 5; + text-shadow:1px 1px 2px black, 0 0 4px black, 0 0 10px black; +} + +.sheet-caracteristique-value, +.sheet-caracteristique-value-max { + width: 45px; + font-size: 23px; + font-weight: bold; + text-align: center; + border: 5px ridge; + border-color: #685C52 #685C52 #616B6F #616B6F; + margin-right:5px; + position: relative; + z-index: 5; + border-radius: 25px; + box-shadow: 0 0 5px black, 5px 5px 10px #514842; +} + +.sheet-caracteristique-vietab { + margin-left: 45px; + margin-top: -100px; +} + +.sheet-caracteristique-eruditiontab { + margin-left: 460px; + margin-top: -100px; +} + +.sheet-caracteristique-socialtab { + margin-left: -130px; + margin-top: 160px; +} + +.sheet-caracteristique-techniquetab { + margin-left: 640px; + margin-top: 160px; +} + +.sheet-caracteristique-ametab { + margin-left: -50px; + margin-top: 460px; +} + +.sheet-caracteristique-actiontab { + margin-left: 590px; + margin-top: 460px; +} + +.sheet-caracteristique-statuttab { + margin-left: 260px; + margin-top: 620px; +} + + +.sheet-competence-value, +.sheet-competence-value-max { + width: 35px; + font-size: 17px; + font-weight: bold; + text-align: center; + margin-top: 2px; + margin-bottom: 2px; + border-radius: 20px; + border: 3px ridge; + border-color: #685C52 #685C52 #616B6F #616B6F; + box-shadow: 1px 1px 5px #514842; +} + + +.sheet-competence-title { + font-family: 'Special Elite'; + font-size: 18px; + display: inline; + padding-right: 1px; + font-weight: bolder; + color: #758CA5; + background: -webkit-gradient(linear, left center, right bottom, from(#585049), to(#758CA5)); + -webkit-background-clip: text; + -webkit-text-fill-color: transparent; +} + +.sheet-points-vecu { + width: 130px; + text-align:center; + position: absolute; + margin-left: 290px; + margin-top: 55px; + z-index: 5; +} + +.sheet-points-espoir { + width: 130px; + text-align:center; + position: absolute; + margin-left: 100px; + margin-top: 140px; + z-index: 5; +} + +.sheet-points-singularite { + width: 130px; + text-align:center; + position: absolute; + margin-left: 480px; + margin-top: 140px; + z-index: 5; +} + +.sheet-points-trauma { + width: 150px; + position: absolute; + margin-left: 70px; + margin-top: 340px; + text-align: center; + z-index: 5; +} + +.sheet-points-blessures { + width: 150px; + position: absolute; + margin-left: 505px; + margin-top: 340px; + text-align: center; + z-index: 5; +} + +.sheet-points-noirceur { + width: 150px; + position: absolute; + margin-left: 180px; + margin-top: 500px; + text-align: center; + z-index: 5; +} + +.sheet-points-traque { + width: 150px; + position: absolute; + margin-left: 400px; + margin-top: 500px; + text-align: center; + z-index: 5; +} + +.sheet-points-title { + font-family: 'Special Elite'; + font-size: 20px; + display: inline; + text-align: center; + position:relative; + z-index: 5; + color: white; + text-shadow:1px 1px 2px black, 0 0 4px black, 0 0 10px black; +} + +.sheet-points-title2 { + font-family: 'Special Elite'; + font-size: 20px; + display: inline; + text-align: center; + padding-left: 8px; + position:relative; + z-index: 5; + color: white; + text-shadow:1px 1px 2px black, 0 0 4px black, 0 0 10px black; +} + +.sheet-points-slash { + font-family: 'Special Elite'; + font-size: 23px; + display: inline-block; + text-align: center; + color:#514842; + margin-top: 5px; + font-weight: bolder; + text-shadow: 0 0 5px black, 5px 5px 10px #514842; +} + +.sheet-points-content { + vertical-align: middle; + width: 120px; +} + +.sheet-points-select { + width: 48px; + height : 35px; + font-size: 20px; + font-weight: bold; + text-align: center; + border: 3px ridge; + border-color: #685C52 #685C52 #616B6F #616B6F; + z-index: 5; + float: left; + display: inline-block; + position: relative; + box-shadow: 0 0 5px black, 5px 5px 10px #514842; +} + +.sheet-points-select-max { + width: 48px; + height : 35px; + font-size: 20px; + font-weight: bold; + text-align: center; + border: 3px ridge; + border-color: #685C52 #685C52 #616B6F #616B6F; + color: grey; + z-index: 5; + display: inline-block; + position: relative; + box-shadow: 0 0 5px black, 5px 5px 10px #514842; +} + +.sheet-points-select-max-input { + width: 40px; + height : 35px; + max-height : 35px; + font-size: 20px; + font-weight: bold; + text-align: center; + border: 3px ridge; + border-color: #685C52 #685C52 #616B6F #616B6F; + color: grey; + z-index: 5; + float: right; + display: inline-block; + position: relative; + box-shadow: 0 0 5px black, 5px 5px 10px #514842; +} + +.sheet-points-title-effet { + display: none; +} + +.sheet-checkbox-trauma, +.sheet-checkbox-bless, +.sheet-checkbox-noirceur, +.sheet-checkbox-traque { + position:relative; + z-index: 5; + box-shadow: 2px 2px 5px #514842; +} + +.sheet-points-permanents { + width: 33px; + font-size: 19px; + text-align: center; + border: 1px solid black; + color: grey; + position:relative; + z-index: 5; + position: absolute; + margin-left: -85px; + margin-top: -20px; + border-radius: 25px; + box-shadow: 1px 1px 5px #514842; + color: black; +} + + + +/* blessures */ +.sheet-effet-points { + background-color: transparent; + border: 0px solid black; + text-align: center; + font-size: 12px; + width: 152px; + height: 54px; + resize : none; + margin-top: -20px; + color: black; +} + +.sheet-effet-points-blessures-leger, +.sheet-effet-points-blessures-grave, +.sheet-effet-points-blessures-mort { + display: none; +} + +.sheet-effet-points-blessures-leger { + text-shadow: 2px 2px 6px orange, -2px -2px 6px orange; +} + +.sheet-effet-points-blessures-grave { + text-shadow: 2px 2px 6px red, -2px -2px 6px red; +} + +.sheet-effet-points-blessures-mort { + text-shadow: 2px 2px 6px purple, -2px -2px 6px purple; +} + +.sheet-checkbox-bless5:checked ~ textarea.sheet-effet-points-blessures-leger { + display: inline; +} +.sheet-checkbox-bless5:checked ~ textarea.sheet-effet-points-blessures-grave { + display: none; +} +.sheet-checkbox-bless5:checked ~ textarea.sheet-effet-points-blessures-mort { + display: none; +} + +.sheet-checkbox-bless8:checked ~ textarea.sheet-effet-points-blessures-leger { + display: none; +} +.sheet-checkbox-bless8:checked ~ textarea.sheet-effet-points-blessures-grave { + display: inline; +} +.sheet-checkbox-bless8:checked ~ textarea.sheet-effet-points-blessures-mort { + display: none; +} + +.sheet-checkbox-bless10:checked ~ textarea.sheet-effet-points-blessures-leger { + display: none; +} +.sheet-checkbox-bless10:checked ~ textarea.sheet-effet-points-blessures-grave { + display: none; +} +.sheet-checkbox-bless10:checked ~ textarea.sheet-effet-points-blessures-mort { + display: inline; +} + +/* trauma */ +.sheet-effet-points-trauma-leger, +.sheet-effet-points-trauma-grave, +.sheet-effet-points-trauma-mort { + display: none; +} + +.sheet-effet-points-trauma-leger { + text-shadow: 2px 2px 6px orange, -2px -2px 6px orange; +} + +.sheet-effet-points-trauma-grave { + text-shadow: 2px 2px 6px red, -2px -2px 6px red; +} + +.sheet-effet-points-trauma-mort { + text-shadow: 2px 2px 6px purple, -2px -2px 6px purple; +} + +.sheet-checkbox-trauma5:checked ~ textarea.sheet-effet-points-trauma-leger { + display: inline; +} +.sheet-checkbox-trauma5:checked ~ textarea.sheet-effet-points-trauma-grave { + display: none; +} +.sheet-checkbox-trauma5:checked ~ textarea.sheet-effet-points-trauma-mort { + display: none; +} + +.sheet-checkbox-trauma8:checked ~ textarea.sheet-effet-points-trauma-leger { + display: none; +} +.sheet-checkbox-trauma8:checked ~ textarea.sheet-effet-points-trauma-grave { + display: inline; +} +.sheet-checkbox-trauma8:checked ~ textarea.sheet-effet-points-trauma-mort { + display: none; +} + +.sheet-checkbox-trauma10:checked ~ textarea.sheet-effet-points-trauma-leger { + display: none; +} +.sheet-checkbox-trauma10:checked ~ textarea.sheet-effet-points-trauma-grave { + display: none; +} +.sheet-checkbox-trauma10:checked ~ textarea.sheet-effet-points-trauma-mort { + display: inline; +} + + + +/* traque */ +.sheet-effet-points-traque-leger, +.sheet-effet-points-traque-grave, +.sheet-effet-points-traque-mort { + display: none; +} + +.sheet-effet-points-traque-leger { + text-shadow: 2px 2px 6px orange, -2px -2px 6px orange; +} + +.sheet-effet-points-traque-grave { + text-shadow: 2px 2px 6px red, -2px -2px 6px red; +} + +.sheet-effet-points-traque-mort { + text-shadow: 2px 2px 6px purple, -2px -2px 6px purple; +} + +.sheet-checkbox-traque5:checked ~ textarea.sheet-effet-points-traque-leger { + display: inline; +} +.sheet-checkbox-traque5:checked ~ textarea.sheet-effet-points-traque-grave { + display: none; +} +.sheet-checkbox-traque5:checked ~ textarea.sheet-effet-points-traque-mort { + display: none; +} + +.sheet-checkbox-traque8:checked ~ textarea.sheet-effet-points-traque-leger { + display: none; +} +.sheet-checkbox-traque8:checked ~ textarea.sheet-effet-points-traque-grave { + display: inline; +} +.sheet-checkbox-traque8:checked ~ textarea.sheet-effet-points-traque-mort { + display: none; +} + +.sheet-checkbox-traque10:checked ~ textarea.sheet-effet-points-traque-leger { + display: none; +} +.sheet-checkbox-traque10:checked ~ textarea.sheet-effet-points-traque-grave { + display: none; +} +.sheet-checkbox-traque10:checked ~ textarea.sheet-effet-points-traque-mort { + display: inline; +} + +/* noirceur */ +.sheet-effet-points-noirceur-leger, +.sheet-effet-points-noirceur-grave, +.sheet-effet-points-noirceur-mort { + display: none; +} + +.sheet-effet-points-noirceur-leger { + text-shadow: 2px 2px 6px orange, -2px -2px 6px orange; +} + +.sheet-effet-points-noirceur-grave { + text-shadow: 2px 2px 6px red, -2px -2px 6px red; +} + +.sheet-effet-points-noirceur-mort { + text-shadow: 2px 2px 6px purple, -2px -2px 6px purple; +} + +.sheet-checkbox-noirceur5:checked ~ textarea.sheet-effet-points-noirceur-leger { + display: inline; +} +.sheet-checkbox-noirceur5:checked ~ textarea.sheet-effet-points-noirceur-grave { + display: none; +} +.sheet-checkbox-noirceur5:checked ~ textarea.sheet-effet-points-noirceur-mort { + display: none; +} + +.sheet-checkbox-noirceur8:checked ~ textarea.sheet-effet-points-noirceur-leger { + display: none; +} +.sheet-checkbox-noirceur8:checked ~ textarea.sheet-effet-points-noirceur-grave { + display: inline; +} +.sheet-checkbox-noirceur8:checked ~ textarea.sheet-effet-points-noirceur-mort { + display: none; +} + +.sheet-checkbox-noirceur10:checked ~ textarea.sheet-effet-points-noirceur-leger { + display: none; +} +.sheet-checkbox-noirceur10:checked ~ textarea.sheet-effet-points-noirceur-grave { + display: none; +} +.sheet-checkbox-noirceur10:checked ~ textarea.sheet-effet-points-noirceur-mort { + display: inline; +} + + +/* POSSESSIONS */ +.sheet-section-equip { + width: 960px; + background-image:url("https://zupimages.net/up/20/20/l7y9.png"),url("https://zupimages.net/up/20/20/n80i.png"); + background-repeat: no-repeat; + background-size: 400px, 300px ; + background-position: bottom left, bottom right ; + padding-left: 60px; + margin-top: -50px; + padding-bottom: 150px; +} + + +.sheet-divtircac { + width: 930px; + min-height: 100px; + margin-bottom: 30px; + display:inline-block; +} + +.sheet-tab-contacts { + min-height: 300px; + height: 300px; + max-height: 300px; + width: 400px; + margin-left: 30px; + margin-bottom: 10px; + border: 2px solid black; + box-shadow: 0 0 10px #353535, 5px 5px 10px #353535; + border-radius: 5px 5px 0px 0px; + background-image:url("https://zupimages.net/up/20/20/riyk.jpg"); + background-repeat: no-repeat; + background-position: top left; + background-size: 400px; +} + +.sheet-tab-armure { + min-height: 120px; + height: 120px; + max-height: 120px; + width: 400px; + margin-left: 30px; + margin-bottom: 10px; + border: 2px solid black; + box-shadow: 0 0 10px #353535, 5px 5px 10px #353535; + border-radius: 5px 5px 0px 0px; + background-image:url("https://zupimages.net/up/20/20/riyk.jpg"); + background-repeat: no-repeat; + background-position: top left; + background-size: 400px; +} + +.sheet-tab-tir { + min-height: 100px; + width: 500px; + float: left; + border: 2px solid black; + box-shadow: 0 0 10px #353535, 5px 5px 10px #353535; + border-radius: 5px 5px 0px 0px; + background-image:url("https://zupimages.net/up/20/20/riyk.jpg"); + background-repeat: no-repeat; + background-position: top left; + background-size: 500px; +} + +.sheet-tir-all, +.sheet-cac-all { + height:115px; +} + +.sheet-tir-gauche, +.sheet-cac-gauche { + float: left; +} + +.sheet-tir-droite, +.sheet-cac-droite { + margin-top: 5px; +} + +.sheet-tab-cac { + min-height: 100px; + width: 400px; + float: right; + border: 2px solid black; + box-shadow: 0 0 10px #353535, 5px 5px 10px #353535; + border-radius: 5px 5px 0px 0px; + background-image:url("https://zupimages.net/up/20/20/riyk.jpg"); + background-repeat: no-repeat; + background-position: top left; + background-size: 400px; + vertical-align: top; +} + +.sheet-tab-equip { + background-image:url("https://zupimages.net/up/20/20/riyk.jpg"); + background-repeat: no-repeat; + background-position: top left; + background-size: 950px; + border: 2px solid black; + width: 950px; + min-height: 100px; + margin-bottom: 20px; + vertical-align: top; + box-shadow: 0 0 10px #353535, 5px 5px 10px #353535; + border-radius: 5px 5px 0px 0px; +} + +.sheet-equip-title { + background-image:url("https://zupimages.net/up/20/20/xvxs.jpg"); + background-repeat: no-repeat; + background-size: 950px 30px; + width: 950px; + height : 30px; + border-radius: 5px 5px 0px 0px; + box-shadow: 0 0 10px #353535, 5px 5px 10px #353535; + border: 2px solid black; +} + +.sheet-tir-title { + background-image:url("https://zupimages.net/up/20/20/xvxs.jpg"); + background-repeat: no-repeat; + background-size: 500px 30px; + width: 500px; + height : 30px; + border-radius: 5px 5px 0px 0px; + box-shadow: 0 0 10px #353535, 5px 5px 10px #353535; + border: 2px solid black; +} + + +.sheet-contacts-title, +.sheet-armure-title, +.sheet-cac-title { + background-image:url("https://zupimages.net/up/20/20/xvxs.jpg"); + background-repeat: no-repeat; + background-size: 400px 30px; + width: 400px; + height : 30px; + border-radius: 5px 5px 0px 0px; + border: 2px solid black; + box-shadow: 0 0 10px #353535, 5px 5px 10px #353535; +} + + +.sheet-equip-title-label, +.sheet-contacts-title-label, +.sheet-tir-title-label, +.sheet-cac-title-label, +.sheet-armure-title-label { + font-family: 'Special Elite'; + font-size: 22px; + color: white; + font-weight : bold; + padding-top : 10px; + padding-left : 5px; + height : 30px; + text-shadow:1px 1px 2px black, 0 0 4px black, 0 0 10px black; +} + +.sheet-equip-Effet { + color : black; + width: 240px; + height : 100px; + box-shadow: 0 0 10px #555; + border: 3px ridge; + border-color: #685C52 #685C52 #616B6F #616B6F; + resize : none; + background-color: transparent; + background-image:url("https://zupimages.net/up/20/20/fu3w.jpg"); + background-repeat: no-repeat; + background-size: 250px; +} + +.sheet-header-equip { + text-align: center; + color : black; + font-size:14px; + display:inline-block; + vertical-align: middle; + padding-bottom:10px; +} + +.sheet-line-equip1, +.sheet-line-equip2, +.sheet-line-equip3 { + width: 250px; + vertical-align: top; + margin-left: 32px; + margin-right: 32px; +} + +.sheet-line-equip1 { + float: left; + display:inline-block; +} + +.sheet-line-equip2 { + display:inline-block; +} + +.sheet-line-equip3 { + display:inline-block; + float: right; +} + +.sheet-contacts-th { + height:50px; +} + +.sheet-header-equip-contact { + text-align: center; + color : black; + font-size:14px; + width:65px; + display:inline-block; + vertical-align: middle; +} + +.sheet-inputcontact { + width: 35px; + height: 35px; + text-align: center; + font-size: 20px; + border-radius: 30px; + margin-right: 15px; + margin-left: 15px; + margin-bottom: 5px; + border: 3px ridge; + border-color: #685C52 #685C52 #616B6F #616B6F; +} + +.sheet-armure-th { + height:25px; +} + +.sheet-header-equip-armure { + text-align: center; + color : black; + font-size:14px; + width:65px; + display:inline-block; + vertical-align: middle; +} + +.sheet-inputarmure { + width: 35px; + height: 35px; + text-align: center; + font-size: 20px; + border-radius: 30px; + margin-right: 15px; + margin-left: 15px; + border: 3px ridge; + border-color: #685C52 #685C52 #616B6F #616B6F; +} + +.sheet-header-equip-roll { + text-align: center; + color : black; + font-size:14px; + width:40px; + display:inline-block; + vertical-align: middle; +} + +.sheet-header-equip-armure { + text-align: center; + color : black; + font-size:14px; + width:60px; + display:inline-block; + vertical-align: middle; +} + +.sheet-header-equip-armure2 { + text-align: center; + color : black; + font-size:14px; + width:70px; + display:inline-block; + vertical-align: middle; +} + +.sheet-inputarmenom, +.sheet-input-infoequip { + width: 190px; + font-size: 16px; + color: black; +} + +.sheet-tir-th, +.sheet-cac-th { + height:40px; +} + +.sheet-armeinfo { + width: 200px; + height: 70px; + color : black; + box-shadow: 0 0 10px #555; + border: 3px ridge; + border-color: #685C52 #685C52 #616B6F #616B6F; + resize : none; + background-color: transparent; + background-image:url("https://zupimages.net/up/20/20/fu3w.jpg"); + background-repeat: no-repeat; + background-size: 310px 110px; + margin-left: 5px; +} + +.sheet-input-degat, +.sheet-input-munitions, +.sheet-input-munitionsmax { + width: 35px; + height: 35px; + min-height: 35px; + font-size: 16px; + text-align: center; + border-radius: 20px; + margin-left: 10px; + margin-right: 10px; + border: 3px ridge; + border-color: #685C52 #685C52 #616B6F #616B6F; +} + +.sheet-input-talent { + width: 65px; + height: 35px; + min-height: 35px; + margin-bottom: 0px; + margin-left: 3px; + margin-right: 2px; + border: 3px ridge; + border-color: #685C52 #685C52 #616B6F #616B6F; +} + +.sheet-input-trait { + width: 150px; + text-align: left; +} + +.sheet-input-infocontacts, +.sheet-input-infoarmure { + color:black; +} + +/* Combat helper */ +.sheet-Combathelper { + width: 490px; + height: 350px; + position: absolute; + margin-left: 460px; + margin-top: -390px; + z-index: 5; + font-size: 10px; + background-image:url("https://zupimages.net/up/20/20/2npv.jpg"); + background-repeat: no-repeat; + background-size: 490px 350px; + background-position: 0px 0px; + border-radius : 15px; + border: 3px groove; + border-color: #685C52 #685C52 #616B6F #616B6F; + box-shadow: 0 0 10px #353535, 5px 5px 10px #353535; +} + +.sheet-Combathelper-title { + background-image:url("https://zupimages.net/up/20/20/60mx.png"); + background-repeat: no-repeat; + background-size: 280px 100px; + background-position: -28px -15px; + width: 260px; + height : 80px; + position: absolute; +} + +.sheet-Combathelper-title-label { + font-family: 'Special Elite'; + font-size: 22px; + color: white; + font-weight : bold; + padding-top : 10px; + padding-left : 5px; + height : 30px; + text-shadow:1px 1px 2px black, 0 0 4px black, 0 0 10px black; + padding-top: 30px; + padding-left: 25px; +} + +.sheet-CHdivjets { + width: 480px; + position: absolute; + z-index: 5; + margin-left: 10px; + margin-top: 70px; +} +.sheet-CHdivcombobox { + width: 250px; + height: 150px; + position: absolute; + z-index: 5; + margin-left: -5px; + margin-top: 115px; + vertical-align: middle; +} +.sheet-CHdivcheckbox { + width: 250px; + height: 150px; + position: absolute; + z-index: 5; + margin-left: 225px; + margin-top: 115px; + vertical-align: middle; +} + +.sheet-CHdivbonusmalus { + width: 210px; + height: 75px; + position: absolute; + z-index: 5; + margin-left: 240px; + margin-top: 15px; +} + +.sheet-CHtotalBM { + width: 420px; + height: 80px; + position: absolute; + z-index: 5; + margin-left: 20px; + margin-top: 270px; +} + +.sheet-CHdescription { + text-align: right; + vertical-align: middle; + color: #514842; + display:inline-block; + vertical-align: middle; + font-size: 13px; + font-family: "Courier New", Courier, monospace; + font-weight: bold; +} + +.sheet-CHdescriptionBM { + width: 170px; + margin-top: 5px; + font-size: 13px; + color: #514842; + display:inline-block; + vertical-align: middle; +} + +.sheet-CHdescriptioncombobox { + text-align: right; + margin-left: 15px; +} + +.sheet-CHdescriptioncheckbox { + text-align: right; + width: 170px; +} + +.sheet-CHdescriptionroll { + text-align: right; + font-size: 14px; + margin-top: 10px; + margin-left: 15px; + font-family: 'Special Elite'; +} + +.sheet-CHdescriptionbonusmalus { + margin-top: 10px; + text-align: right; + width: 370px; +} + +.sheet-CHportee { + width: 135px; + margin-left: 5px; + border: 2px ridge; + border-color: #685C52 #685C52 #616B6F #616B6F; +} + +.sheet-CHNombreopposants { + width: 50px; + margin-left: 5px; + border: 2px ridge; + border-color: #685C52 #685C52 #616B6F #616B6F; +} + +.sheet-CHcouvert { + width: 80px; + margin-left: 5px; + border: 2px ridge; + border-color: #685C52 #685C52 #616B6F #616B6F; +} + +.sheet-CHconditions { + width: 125px; + margin-left: 5px; + border: 2px ridge; + border-color: #685C52 #685C52 #616B6F #616B6F; +} + +.sheet-CHinitiative, +.sheet-CHesquive, +.sheet-CHparade, +.sheet-CHd10 { + vertical-align: middle; +} + +.sheet-CHbonusmalus { + width: 35px; + height: 35px; + min-height:35; + font-size: 22px; + text-align: center; + margin-left: 5px; + border: 2px ridge; + border-color: #685C52 #685C52 #616B6F #616B6F; +} + +.sheet-CHbonusmalusdsbl { + color: grey; +} + +.sheet-CHcheckbox { + margin-left: 5px; + width: 65px; + border: 2px ridge; + border-color: #685C52 #685C52 #616B6F #616B6F; +} + +/* NOTES */ +.sheet-section-notes { + width: 900px; + height: 945px; +} + +.sheet-notes { + font-family: 'Caveat'; + width: 940px; + height: 950px; + background-color: transparent; + background-image:url("https://zupimages.net/up/20/20/o1bm.png"); + background-repeat: no-repeat; + background-size: 850px 950px; + margin-left: 50px; + margin-top: -50px; +} + +.sheet-notes-book { + width: 720px; + height : 870px; + resize : none; + background-color: transparent; + margin-left: 80px; + margin-top: 20px; + border: 0px solid black; + font-size: 22px; +} + + +/* +-= TEMPLATE ROLL =- +*/ + +.sheet-rolltemplate-noc-comp div.sheet-templatemain { + width: 220px; + height: 200px; + min-height: 200px; + background-size: 225px; + background-image:url("https://zupimages.net/up/20/20/nd3s.jpg"); + background-repeat: no-repeat; + font-family: "Courier New", Courier, monospace; + font-weight: bold; + border: 5px groove; + border-color: #616B6F #616B6F #685C52 #685C52; + border-radius: 15px; + box-shadow: 10px 5px 5px #555; + padding: 2px 2px 2px 2px; +} + +.sheet-rolltemplate-noc-relance div.sheet-templatemain { + width: 220px; + height: 120px; + min-height: 120px; + background-size: 225px; + background-image:url("https://zupimages.net/up/20/20/nd3s.jpg"); + background-repeat: no-repeat; + font-family: "Courier New", Courier, monospace; + font-weight: bold; + border: 5px groove; + border-color: #616B6F #616B6F #685C52 #685C52; + border-radius: 15px; + box-shadow: 10px 5px 5px #555; + padding: 2px 2px 2px 2px; +} + +.sheet-rolltemplate-noc-attaque div.sheet-templatemain { + width: 220px; + height: 200px; + min-height: 200px; + background-size: 225px; + background-image:url("https://zupimages.net/up/20/20/w7f5.jpg"); + background-repeat: no-repeat; + font-family: "Courier New", Courier, monospace; + font-weight: bold; + border: 5px groove; + border-color: #616B6F #616B6F #685C52 #685C52; + border-radius: 15px; + box-shadow: 10px 5px 5px #555; + padding: 2px 2px 2px 2px; +} + + +.sheet-rolltemplate-noc-attaque div.sheet-templatemain { + height: 250px; + min-height: 250px; +} + +.sheet-rolltemplate-noc-comp div.sheet-templatethdiv, +.sheet-rolltemplate-noc-attaque div.sheet-templatethdiv, +.sheet-rolltemplate-noc-relance div.sheet-templatethdiv { + padding: 5px 5px 15px 5px; + text-align: center; + color: rgb(112, 0, 0); + font-size: 26px; + font-family: 'Special Elite'; + color: white; +} + +.sheet-rolltemplate-noc-comp div.sheet-templatethdiv { + width: 220px; + height: 55px; + background-size: 240px; + background-image:url("https://zupimages.net/up/20/20/h872.png"); + background-repeat: no-repeat; + background-position:-15px -20px; +} + +.sheet-rolltemplate-noc-relance div.sheet-templatethdiv { + width: 220px; + height: 55px; + background-size: 240px; + background-image:url("https://zupimages.net/up/20/20/h872.png"); + background-repeat: no-repeat; + background-position:-15px -20px; +} + +.sheet-rolltemplate-noc-attaque div.sheet-templatethdiv { + width: 220px; + height: 95px; + background-size: 240px; + background-image:url("https://zupimages.net/up/20/20/h872.png"); + background-repeat: no-repeat; + background-position:-15px -20px; +} + +.sheet-rolltemplate-noc-comp div.sheet-templatenamediv, +.sheet-rolltemplate-noc-attaque div.sheet-templatenamediv, +.sheet-rolltemplate-noc-relance div.sheet-templatenamediv { + width: 220px; + padding-top: 10px; + padding-bottom: 13px; +} + +.sheet-rolltemplate-noc-comp span.sheet-templatename, +.sheet-rolltemplate-noc-attaque span.sheet-templatename, +.sheet-rolltemplate-noc-relance span.sheet-templatename { + font-size: inherit; + font-size: 24px; + font-weight: bold; + text-shadow: 1px 1px 2px black, 0 0 4px black, 0 0 10px black; + margin-top: -5px; +} +.sheet-rolltemplate-noc-comp span.sheet-templateaction, +.sheet-rolltemplate-noc-attaque span.sheet-templateaction, +.sheet-rolltemplate-noc-relance span.sheet-templateaction { + font-size: inherit; + font-size: 20px; + font-weight: normal; + text-shadow: 1px 1px 2px black, 0 0 4px black, 0 0 10px black; +} + +.sheet-rolltemplate-noc-attaque span.sheet-templatearme { + font-size: inherit; + font-size: 20px; + font-weight: normal; + text-shadow: 1px 1px 2px black, 0 0 4px black, 0 0 10px black; +} + +.sheet-rolltemplate-noc-attaque span.sheet-templatedps { + font-size: inherit; + font-size: 16px; + font-weight: normal; + text-shadow: 1px 1px 2px black, 0 0 4px black, 0 0 10px black; + background-color: transparent; +} + +.sheet-rolltemplate-noc-attaque span.sheet-templatedps .inlinerollresult { + background-color: transparent; + border: 0px; +} + + +.sheet-rolltemplate-noc-comp .sheet-result, +.sheet-rolltemplate-noc-attaque .sheet-result, +.sheet-rolltemplate-noc-relance .sheet-result { + font-size: 28px; + text-align: center; + color: white; + text-shadow:1px 1px 2px black, 0 0 4px black, 0 0 10px black; + padding-top: 15px; +} + +.sheet-rolltemplate-noc-comp .sheet-attr, +.sheet-rolltemplate-noc-attaque .sheet-attr { + padding-left: 10px; + color: black; + font-size: 16px; +} + +.sheet-rolltemplate-noc-comp .sheet-mal, +.sheet-rolltemplate-noc-attaque .sheet-mal { + padding-left: 20px; + padding-top: 5px; +} + +.sheet-rolltemplate-noc-comp .inlinerollresult, +.sheet-rolltemplate-noc-attaque .inlinerollresult, +.sheet-rolltemplate-noc-relance .inlinerollresult { + background-color: transparent; + color: #404040; + border: none; +} + +.sheet-rolltemplate-noc-comp .sheet-templatedps .inlinerollresult, +.sheet-rolltemplate-noc-attaque .sheet-templatedps .inlinerollresult, +.sheet-rolltemplate-noc-relance .sheet-templatedps .inlinerollresult { + background-color: transparent; + color: #404040; + border: none; + color: white; + font-size: 16px; + font-weight: normal; +} + +.sheet-rolltemplate-noc-comp .sheet-result .inlinerollresult, +.sheet-rolltemplate-noc-attaque .sheet-result .inlinerollresult, +.sheet-rolltemplate-noc-relance .sheet-result .inlinerollresult { + background-color: transparent; + color: #FFFFFF; + border: none; +} + +.sheet-rolltemplate-noc-comp .inlinerollresult.fullcrit, +.sheet-rolltemplate-noc-attaque .inlinerollresult.fullcrit, +.sheet-rolltemplate-noc-relance .inlinerollresult.fullcrit { + color: #3FB315; + border: none; +} + +.sheet-rolltemplate-noc-comp .inlinerollresult.fullfail, +.sheet-rolltemplate-noc-attaque .inlinerollresult.fullfail, +.sheet-rolltemplate-noc-relance .inlinerollresult.fullfail { + color: red; + border: none; +} + +.sheet-rolltemplate-noc-comp .inlinerollresult.importantroll, +.sheet-rolltemplate-noc-attaque .inlinerollresult.importantroll, +.sheet-rolltemplate-noc-relance .inlinerollresult.importantroll { + color: #3FB315; + border: none; +} + + + diff --git a/NOC/NOC.html b/NOC/NOC.html new file mode 100644 index 0000000000..92f41007c2 --- /dev/null +++ b/NOC/NOC.html @@ -0,0 +1,881 @@ + +
    +
    +
    + {{name}}
    +
    + {{action}}
    +
    +
    {{result}} succès
    +
    +
    + + +
    +
    +
    + {{name}}
    +
    + {{action}}
    +
    +
    + {{#attr}} + {{attr}}({{attr_num}})
    + {{/attr}} + {{#skill}} + {{skill}}({{skill_num}})
    + {{/skill}} +
    +
    + {{#mod_num1}} + Malus domaines ({{mod_num1}})
    + {{/mod_num1}} + {{#mod_num2}} + Malus talents ({{mod_num2}}) + {{/mod_num2}} +
    +
    {{result}} succès
    +
    +
    + + +
    +
    +
    + {{name}}
    +
    + {{action}} avec
    + {{arme}}
    + (dégats: {{DPS}}) +
    +
    + {{#attr}} + {{attr}}({{attr_num}})
    + {{/attr}} + {{#skill}} + {{skill}}({{skill_num}})
    + {{/skill}} +
    +
    + {{#mod_num1}} + Malus domaines ({{mod_num1}})
    + {{/mod_num1}} + {{#mod_num2}} + Malus talents ({{mod_num2}}) + {{/mod_num2}} + {{#mod_num3}} + Malus/Bonus ({{mod_num3}}) + {{/mod_num3}} +
    +
    {{result}} succès
    +
    +
    + + +
    + + IDENTITE
    + DOMAINES & TALENTS
    + INVENTAIRE
    + NOTES
    + + +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    + +
    +
    +
    + + + +
    +
    + + + +
    +
    + + + + + + +
    +
    + + + + + + +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    + +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    + +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    + +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    + +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    + +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    + +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    + +
    +
    +
    +
    +
    +
    + + / + +
    +
    +
    +
    +
    +
    + + / + +
    +
    +
    +
    +
    +
    + + / + +
    +
    +
    +
    + +
    + + + + + +
    + + + + + +
    + +
    + + + +
    +
    +
    +
    + +
    + + + + + +
    + + + + + +
    + +
    + + + +
    +
    +
    + +
    + + + + + +
    + + + + + +
    + +
    + + + +
    +
    +
    + +
    + + + + + +
    + + + + + +
    + +
    + + + +
    +
    +
    + + +
    +
    +
    +
    + + + +
    +
    + + + +
    +
    +
    +
    +
    + + + +
    + + + +
    +
    +
    +
    + Ajouter Bonus/Malus au jet +
    +
    + Initiative + Esquive + Parade + Relance D10 +
    +
    +
    + Portée + +
    +
    + Opposants + +
    +
    + Couvert + +
    +
    + Conditions + +
    +
    +
    +
    + Arme dans liste de Talent + +
    +
    + Aversaire utilise son couvert + +
    +
    + Attaque préparée + +
    +
    + L'adversaire s'est jeté au sol + +
    +
    +
    + Total bonus/malus en attaque au corps à corps
    + Total bonus/malus en attaque au tir +
    +
    +
    +
    +
    +
    + Description + DPS + Mun + Mun max + Talent + +
    +
    +
    +
    +
    + +
    +
    + + + + +
    +
    +
    + +
    +
    +
    +
    +
    +
    +
    + Description + DPS + Talent + +
    +
    +
    +
    +
    + +
    +
    + + +
    +
    +
    + +
    +
    +
    +
    +
    +
    +
    +
    + Description +
    +
    + +
    +
    +
    + Description +
    +
    + +
    +
    +
    + Description +
    +
    + +
    +
    +
    +
    + + +
    +
    + +
    +
    +
    + + \ No newline at end of file diff --git a/NOC/NOC.jpg b/NOC/NOC.jpg new file mode 100644 index 0000000000..e505256e1c Binary files /dev/null and b/NOC/NOC.jpg differ diff --git a/NOC/images/NOClogo.png b/NOC/images/NOClogo.png new file mode 100644 index 0000000000..fa5b01b580 Binary files /dev/null and b/NOC/images/NOClogo.png differ diff --git a/NOC/images/de.png b/NOC/images/de.png new file mode 100644 index 0000000000..cbc5b051fb Binary files /dev/null and b/NOC/images/de.png differ diff --git a/NOC/images/deactive.png b/NOC/images/deactive.png new file mode 100644 index 0000000000..c41e5d4432 Binary files /dev/null and b/NOC/images/deactive.png differ diff --git a/NOC/images/fondCHetetat.jpg b/NOC/images/fondCHetetat.jpg new file mode 100644 index 0000000000..b396caf464 Binary files /dev/null and b/NOC/images/fondCHetetat.jpg differ diff --git a/NOC/images/fond_titre1.png b/NOC/images/fond_titre1.png new file mode 100644 index 0000000000..250f200b69 Binary files /dev/null and b/NOC/images/fond_titre1.png differ diff --git a/NOC/images/fond_titre2.png b/NOC/images/fond_titre2.png new file mode 100644 index 0000000000..a4c7fea15b Binary files /dev/null and b/NOC/images/fond_titre2.png differ diff --git a/NOC/images/fond_titre3.png b/NOC/images/fond_titre3.png new file mode 100644 index 0000000000..74924c7f65 Binary files /dev/null and b/NOC/images/fond_titre3.png differ diff --git a/NOC/images/fond_titre4.png b/NOC/images/fond_titre4.png new file mode 100644 index 0000000000..ee488e6b86 Binary files /dev/null and b/NOC/images/fond_titre4.png differ diff --git a/NOC/images/fond_titre5.png b/NOC/images/fond_titre5.png new file mode 100644 index 0000000000..a7c5d01b52 Binary files /dev/null and b/NOC/images/fond_titre5.png differ diff --git a/NOC/images/fond_titre6.png b/NOC/images/fond_titre6.png new file mode 100644 index 0000000000..5355b6fa8e Binary files /dev/null and b/NOC/images/fond_titre6.png differ diff --git a/NOC/images/fondbouton.jpg b/NOC/images/fondbouton.jpg new file mode 100644 index 0000000000..4b3e121376 Binary files /dev/null and b/NOC/images/fondbouton.jpg differ diff --git a/NOC/images/fondcomposition.png b/NOC/images/fondcomposition.png new file mode 100644 index 0000000000..5d2324c3d5 Binary files /dev/null and b/NOC/images/fondcomposition.png differ diff --git a/NOC/images/fondcompositionbasdroite.png b/NOC/images/fondcompositionbasdroite.png new file mode 100644 index 0000000000..c5a9ffba8b Binary files /dev/null and b/NOC/images/fondcompositionbasdroite.png differ diff --git a/NOC/images/fonddescriptionequip.jpg b/NOC/images/fonddescriptionequip.jpg new file mode 100644 index 0000000000..b44cb389e3 Binary files /dev/null and b/NOC/images/fonddescriptionequip.jpg differ diff --git a/NOC/images/fondequipement.jpg b/NOC/images/fondequipement.jpg new file mode 100644 index 0000000000..163807f50a Binary files /dev/null and b/NOC/images/fondequipement.jpg differ diff --git a/NOC/images/fondequipementbasdroite.png b/NOC/images/fondequipementbasdroite.png new file mode 100644 index 0000000000..25a09ff391 Binary files /dev/null and b/NOC/images/fondequipementbasdroite.png differ diff --git a/NOC/images/fondequipementbasgauche.png b/NOC/images/fondequipementbasgauche.png new file mode 100644 index 0000000000..de8b6112ea Binary files /dev/null and b/NOC/images/fondequipementbasgauche.png differ diff --git a/NOC/images/fondidentite.jpg b/NOC/images/fondidentite.jpg new file mode 100644 index 0000000000..502c3dbdf5 Binary files /dev/null and b/NOC/images/fondidentite.jpg differ diff --git a/NOC/images/fondidentitebasdroite.png b/NOC/images/fondidentitebasdroite.png new file mode 100644 index 0000000000..a6eec4dc1b Binary files /dev/null and b/NOC/images/fondidentitebasdroite.png differ diff --git a/NOC/images/fondidentiteconfidentiel.png b/NOC/images/fondidentiteconfidentiel.png new file mode 100644 index 0000000000..6769dd1d90 Binary files /dev/null and b/NOC/images/fondidentiteconfidentiel.png differ diff --git a/NOC/images/fondmain.jpg b/NOC/images/fondmain.jpg new file mode 100644 index 0000000000..4d63b131aa Binary files /dev/null and b/NOC/images/fondmain.jpg differ diff --git a/NOC/images/fondmalus.jpg b/NOC/images/fondmalus.jpg new file mode 100644 index 0000000000..55bb6c41bd Binary files /dev/null and b/NOC/images/fondmalus.jpg differ diff --git a/NOC/images/fondnotes.png b/NOC/images/fondnotes.png new file mode 100644 index 0000000000..9e3417172f Binary files /dev/null and b/NOC/images/fondnotes.png differ diff --git a/NOC/images/fondtab1.jpg b/NOC/images/fondtab1.jpg new file mode 100644 index 0000000000..6e467f39d0 Binary files /dev/null and b/NOC/images/fondtab1.jpg differ diff --git a/NOC/images/fondtab2.jpg b/NOC/images/fondtab2.jpg new file mode 100644 index 0000000000..aa6058908a Binary files /dev/null and b/NOC/images/fondtab2.jpg differ diff --git a/NOC/images/fondtab3.jpg b/NOC/images/fondtab3.jpg new file mode 100644 index 0000000000..b74b8d05c0 Binary files /dev/null and b/NOC/images/fondtab3.jpg differ diff --git a/NOC/images/fondtab4.jpg b/NOC/images/fondtab4.jpg new file mode 100644 index 0000000000..cda7771401 Binary files /dev/null and b/NOC/images/fondtab4.jpg differ diff --git a/NOC/images/fondtalents.jpg b/NOC/images/fondtalents.jpg new file mode 100644 index 0000000000..db119d69a9 Binary files /dev/null and b/NOC/images/fondtalents.jpg differ diff --git a/NOC/images/fondtemplateattaque.jpg b/NOC/images/fondtemplateattaque.jpg new file mode 100644 index 0000000000..a51f1c4539 Binary files /dev/null and b/NOC/images/fondtemplateattaque.jpg differ diff --git a/NOC/images/fondtemplatecompetrelance.jpg b/NOC/images/fondtemplatecompetrelance.jpg new file mode 100644 index 0000000000..09b708718a Binary files /dev/null and b/NOC/images/fondtemplatecompetrelance.jpg differ diff --git a/NOC/images/fondtitrequipement.jpg b/NOC/images/fondtitrequipement.jpg new file mode 100644 index 0000000000..81dcaa8234 Binary files /dev/null and b/NOC/images/fondtitrequipement.jpg differ diff --git a/NOC/images/lock.png b/NOC/images/lock.png new file mode 100644 index 0000000000..8661a67c23 Binary files /dev/null and b/NOC/images/lock.png differ diff --git a/NOC/images/photoid.png b/NOC/images/photoid.png new file mode 100644 index 0000000000..65647db377 Binary files /dev/null and b/NOC/images/photoid.png differ diff --git a/NOC/images/tamponconfidentiel.png b/NOC/images/tamponconfidentiel.png new file mode 100644 index 0000000000..d001da4b1f Binary files /dev/null and b/NOC/images/tamponconfidentiel.png differ diff --git a/NOC/sheet.json b/NOC/sheet.json new file mode 100644 index 0000000000..3524c70cf2 --- /dev/null +++ b/NOC/sheet.json @@ -0,0 +1,8 @@ +{ + "html": "NOC.html", + "css": "NOC.css", + "authors": "Nicolas M. (Thalar)", + "roll20userID": "335541", + "preview": "NOC.jpg", + "instructions": "Version beta" +} diff --git a/NOC/translation.json b/NOC/translation.json new file mode 100644 index 0000000000..8de17db743 --- /dev/null +++ b/NOC/translation.json @@ -0,0 +1,149 @@ +{ +"GENERAL-u":"IDENTITÉ", +"ATTRIBUTES-u":"COMPOSITION", +"INVENTORY-u":"POSSESSIONS", +"NOTES-u":"NOTES", + +"aremplir-p":"A renseigner", +"idsignale-t":"Signalé : les patrouilles ont le signalement du\npersonnage qui sera arrêté en cas de contrôle.", +"idrecherche-t":"Recherché (Criminel) : le personnage est activement recherché.\nDes investigateurs se rendent à son travail,\ninterrogent son entourage, etc. Une équipe du\nBureau des Investigations se met à sa poursuite.", +"idpourchasse-t":"Pourchassé (Ennemi public) : le personnage est l’ennemi\nnuméro un du Bloc. Des patrouilles sillonnent\nla ville à sa recherche. Ses proches, ses collègues\nsont surveillés, et certains, violentés ou arrêtés.\nSon domicile est fouillé sans ménagement.\nCinq équipes du Bureau des Investigations le\nrecherchent.", +"idteinte-t":"", +"idpossede-t":"", +"idcorrompu-t":"", +"idsecurite-t":"Signalé : les patrouilles ont le signalement du\npersonnage qui sera arrêté en cas de contrôle.\n\nRecherché (Criminel) : le personnage est activement recherché.\nDes investigateurs se rendent à son travail,\ninterrogent son entourage, etc. Une équipe du\nBureau des Investigations se met à sa poursuite.\n\nPourchassé (Ennemi public) : le personnage est l’ennemi\nnuméro un du Bloc. Des patrouilles sillonnent\nla ville à sa recherche. Ses proches, ses collègues\nsont surveillés, et certains, violentés ou arrêtés.\nSon domicile est fouillé sans ménagement.\nCinq équipes du Bureau des Investigations le\nrecherchent.", +"idviolence-t":"Violence : le personnage ne peut pas arrêter un\ncombat tant qu’il n’a pas occasionné la perte d’au\nmoins 3 points de Blessures à un ennemi (à moins\nqu’il ne soit neutralisé avant).", +"idmalaise-t":"Malaise : le personnage est victime de malaises\net nausées. Il a l’impression que son corps est\nparasité. Lorsqu’il est victime de n’importe quel\neffet du Fiel, il perd un point d’Espoir additionnel.\nS’il n’en a plus, il devient Fatigué et subit un niveau\nde malus à tous ses Talents jusqu’à ce qu’il bénéficie\nd’un moment de calme", +"idHallucinations-t":"Hallucinations : le personnage est victime\nd’hallucinations. Il voit des choses terrifiantes qui\nn’existent pas. Il entend des voix, sent des choses\nqui le touchent, perçoit des odeurs putrides. Lorsqu’il\nest victime de n’importe quel effet du Fiel, il\nsubit un point de Trauma additionnel.", +"idMauvaispenchants-t":"Mauvais penchants : le personnage ne régénère\nplus sa jauge d’Espoir qu’en s’adonnant à ses vices.\nLors de chaque moment de calme (voir p. 41), s’il\ndésire recharger ses réserves ou soigner des points\nde Blessures, Trauma ou Noirceur, il doit recevoir\nun point de Traque.", +"idtraitnoirceur-t":"Violence : le personnage ne peut pas arrêter un\ncombat tant qu’il n’a pas occasionné la perte d’au\nmoins 3 points de Blessures à un ennemi (à moins\nqu’il ne soit neutralisé avant).\n\nMalaise : le personnage est victime de malaises\net nausées. Il a l’impression que son corps est\nparasité. Lorsqu’il est victime de n’importe quel\neffet du Fiel, il perd un point d’Espoir additionnel.\nS’il n’en a plus, il devient Fatigué et subit un niveau\nde malus à tous ses Talents jusqu’à ce qu’il bénéficie\nd’un moment de calme\n\nHallucinations : le personnage est victime\nd’hallucinations. Il voit des choses terrifiantes qui\nn’existent pas. Il entend des voix, sent des choses\nqui le touchent, perçoit des odeurs putrides. Lorsqu’il\nest victime de n’importe quel effet du Fiel, il\nsubit un point de Trauma additionnel.\n\nMauvais penchants : le personnage ne régénère\nplus sa jauge d’Espoir qu’en s’adonnant à ses vices.\nLors de chaque moment de calme (voir p. 41), s’il\ndésire recharger ses réserves ou soigner des points\nde Blessures, Trauma ou Noirceur, il doit recevoir\nun point de Traque.", + +"afficheflag-t":"Permet de rendre visible les répercussions de tous les malus de condition \ndu personnage et cela dans tous ses Domaines et Talents.\n\nAttention ! Aucune modification ne peut être faite sur les points de\n Domaines et Talents tant que l'affichage des malus est activé.\n", + +"vie-u":"VIE", +"erudition-u":"ÉRUDITION", +"technique-u":"TECHNIQUE", +"social-u":"SOCIAL", +"ame-u":"ÂME", +"statut-u":"STATUT", +"action-u":"ACTION", + +"apaisement-u":"Apaisement", +"ferveur-u":"Ferveur", +"lumiere-u":"Lumière", +"soins-u":"Soins", +"culture-u":"Culture", +"bureau-u":"Bureau", +"recherche-u":"Recherche", +"societe-u":"Société", +"artefact-u":"Artefact", +"artisanat-u":"Artisanat", +"mecanismes-u":"Mecanismes", +"survie-u":"Survie", +"charisme-u":"Charisme", +"conviction-u":"Conviction", +"psychologie-u":"Psychologie", +"tromperie-u":"Tromperie", +"extase-u":"Extase", +"folie-u":"Folie", +"sensibilite-u":"Sensibilité", +"tenebres-u":"Ténèbres", +"fortune-u":"Fortune", +"rang-u":"Rang", +"contacts-u":"Contacts", +"facade-u":"Façade", +"combat-u":"Combat", +"deplacement-u":"Déplacement", +"instinct-u":"Instinct", +"constitution-u":"Constitution", + +"vecu-u":"VÉCU", +"espoir-u":"ESPOIR", +"singularite-u":"SINGULARITÉ", +"trauma-u":"TRAUMA", +"blessures-u":"BLESSURES", +"noirceur-u":"NOIRCEUR", +"traque-u":"TRAQUE", + +"effet-points-blessures-leger-u":"Blessé léger\n-1D Domaines", +"effet-points-blessures-grave-u":"Blessé grave\n-1D Talents\n+1pt Blessures permanent", +"effet-points-blessures-mort-u":"10 min avant la mort", + +"effet-points-trauma-leger-u":"Choqué\n-1D Domaines\n+1pt Trauma permanent", +"effet-points-trauma-grave-u":"Traumatisé\n-1D Talents", +"effet-points-trauma-mort-u":"Fou", + +"effet-points-traque-leger-u":"Signalé", +"effet-points-traque-grave-u":"Recherché\n+1trait "Criminel\n+1pt Traque permanent", +"effet-points-traque-mort-u":"Pourchassé\n+1trait "Ennemi public"", + +"effet-points-noirceur-leger-u":"Teinté\n+1trait Noirceur", +"effet-points-noirceur-grave-u":"Possédé\n+1trait Noirceur\n+1pt Noirceur permanent", +"effet-points-noirceur-mort-u":"Corrompu\n+1trait Noirceur", + +"EQUIPMENTS-u":"ÉQUIPEMENT", +"CONTACTS-u":"CONTACTS", +"Description-u":"Description", +"Name-u":"Nom", +"Name-p":"Nom", +"faveur-u":"Faveur", +"faveurmax-u":"Faveur max", +"Combathelper-u":"AIDE AU COMBAT", +"tir-u":"ARMES DE TIR", +"dps-u":"Dég.", +"munitions-u":"Mun.", +"munitionsmax-u":"Mun. max", +"armetalent-u":"Talent", +"trait-p":"Trait", +"cac-u":"ARMES DE CONTACT", +"armure-u":"ARMURE", +"armurepts-u":"Armure", +"defense-u":"Défense", + +"Notes-p":"La nuit est tombée sur le monde. La Terre a été engloutie par l’Artefact, un objet impossible surgi du fond de l’espace et du temps. Il s’est replié sur elle en une étreinte cosmique, se substituant au ciel et aux étoiles.\n\rL’Artefact est une prison qui a plongé l’humanité dans un éternel crépuscule et a disloqué la civilisation. Tel est le fardeau des vivants.\n\rL’Artefact est un bouclier érigé contre une menace extérieure supposée conduire à l’anéantissement de toute vie. Telle est la voix de la propagande.\n\rL’Artefact est un horizon inatteignable aux motivations cryptiques, incarnation de l’apocalypse et porteur d’espoir pour qui croit en son message.\n\rIl est l’Objet-Dieu.", + +"vie-t":"Ce Domaine est celui du don de soi, de l’abnégation\net de la bonté. Un personnage doté d’une affinité\nen Vie sera une lueur dans un monde de ténèbres,\nune incarnation de la volonté de survie de l’espèce\nconfrontée à son ultime épreuve.", +"erudition-t":"Ce Domaine regroupe toutes leseff connaissances,\nà l’exclusion de la technologie qui relève d’un\nDomaine propre.\nUn personnage possédant des niveaux dans les\nTalents d’Érudition fait partie d’une caste élitiste.\nIl est probablement bibliothécaire, érudit, professeur.\nLe savoir, dans la société délitée de NOC, est\nun important marqueur de statut.", +"technique-t":"Ce domaine est celui des savoirs pratiques, des\nobjets et de leur fonctionnement, de la débrouille\net des technologies inspirées de l’Artefact.", +"social-t":"Ce Domaine est celui de l’interaction pacifique\nentre êtres humains. Il permet de régir les dizaines\nde petites batailles que chaque femme et chaque\nhomme doit mener au quotidien lorsqu’il évolue\nparmi ses semblables : séduire ou être séduit,\nconvaincre ou être convaincu, s’imposer ou se\nsoumettre.", +"ame-t":"Ce Domaine est celui de l’inconscient, de ce qui se\ncache au-delà des pensées et de la rationalité du\npersonnage. C’est le royaume de l’inavouable, des\npulsions, de la vie intérieure mais aussi de la sensibilité\net de l’inspiration. Dans le monde désenchanté\npar l’Administration, ceux qui restent\nhabités par leurs rêves, bons ou mauvais, sont\nautant à envier qu’à plaindre.", +"statut-t":"Les Talents du Domaine Statut ne reflètent pas\ndirectement des capacités ou des connaissances\ndu personnage mais son rang, ses connexions et\nsa position sociale. Il s’agit de Talents passifs. \nIls indiquent quels sont les moyens concrets\net matériels à sa disposition.", +"action-t":"Ce Domaine est celui des capacités physiques et\ndes réflexes, du prédateur et de la proie, de la\nsurvie et de la traque. Un personnage possédant\nune affinité en Action sera plus vigilant, plus vif\net plus fort que ses semblables.", + +"apaisement-t":"Le Talent Apaisement permet au personnage\nde calmer les tourments psychologiques de ses\nsemblables, de trouver les mots rassurants pour\nréconforter la victime après un événement traumatisant.\nNiveau 0 : le personnage n’a pas d’expérience\nparticulière des situations de crise et doit\nimproviser avec son propre malaise lorsqu’il est\nconfronté à la détresse d’autrui.\nCe talent permet de soigner des points de\nTrauma d’un autre personnage.", +"ferveur-t":"Le Talent Ferveur représente la flamme qui anime\nle personnage, son élan, le souffle qui lui permet\nde maintenir son espérance et de la communiquer\nà ses proches, même dans les pires situations.\nNiveau 0 : le personnage est vaillant mais se\ndécourage face aux grosses difficultés. Il dispose\nd’une réserve de 3 points d’Espoir.\nCe Talent définit la taille de la réserve d’Espoir\ndu personnage.", +"lumiere-t":"Le Talent Lumière représente la pureté d’âme\ndu personnage, sa noblesse profonde, sa bonté.\nIl reflète la résistance mystique et physiologique\ndu personnage à la Noirceur.\nNiveau 0 : le personnage possède des failles, une\npart d’ombre sur laquelle les ténèbres peuvent\ngermer.\nLe Talent Lumière sert à encaisser les points de\nNoirceur et les dégâts liés au trait Énergie Noire.", +"soins-t":"Le Talent Soins est celui des médecins et des\nguérisseurs.\nNiveau 0 : le personnage n’a pas d’autres notions\nde médecine que celles inculquées par la culture\npopulaire. Il connaît quelques remèdes de grandmère,\nne manque pas de bon sens, mais sera\ndémuni devant la moindre blessure sérieuse.\nCe talent permet de soigner des points de Blessures\nd’un autre personnage.", +"culture-t":"La Culture est un Talent très large : il reflète la\nconnaissance générale du personnage, qu’il\ns’agisse d’histoire, de géographie ou des dogmes\nofficiels de la Voie.\nNiveau 0 : le personnage sait passablement lire\net écrire. Il connaît le nom des Blocs voisins, se\nsouvient de faits passés durant les trois dernières\nannées officielles et peut réciter les mythes propagandistes\ncourants.", +"bureau-t":"Le Talent Bureau recouvre la connaissance de l’administration\net de ses rouages. Les codes, les lois,\nles formulaires, les services, les grades.\nNiveau 0 : le personnage sait où retirer ses tickets\nde rationnement, qui appeler au secours et qui\nne pas ennuyer.", +"recherche-t":"Le Talent Recherche permet de passer au crible\nun lieu ou une masse de données dans le but d’en\nextraire des informations. Ce Talent servira aussi\nbien pour fouiller une pièce que pour éplucher des\ncoupures de presse dans une bibliothèque.\nNiveau 0 : le personnage trouvera les preuves\névidentes mais ne fera pas de rapprochement et\nne tirera pas de conclusions de la présence ou de\nl’absence d’éléments trop subtils.", +"societe-t":"Le Talent Société permet de connaître les noms, les\nlieux, les ragots sur ce qu’il se passe dans le Bloc. Il\npermet d’identifier une personnalité, de connaître\nles rumeurs associées à un événement ou de savoir\noù passer une bonne soirée.\nNiveau 0 : le personnage connaît les figures\nimportantes de son quartier, les enseignes incontournables\nde la ville, sait où faire des affaires et\nquand sont prévus les grands événements.", +"artefact-t":"Le Talent Artefact permet de bénéficier d’une\nsorte d’empathie avec l’Objet-Dieu. Le personnage\ncomprend, ressent la logique de l’Artefact, de ses\nrythmes, de ses pulsations.\nNiveau 0 : le personnage sait distinguer un\nMécanisme d’un Grand Mécanisme, mais c’est\ntout. Sa réserve de points de Singularité est vide.", +"artisanat-t":"Le Talent Artisanat reflète les capacités du personnage\ndans tous les champs de techniques de base :\nmaçonnerie, forge, ébénisterie, tannage...\nNiveau 0 : le personnage est capable de bricoler\nplus ou moins adroitement. Il rafistole, mais pas\nplus.", +"mecanismes-t":"Le Talent Mécanismes indique la capacité du personnage\nà concevoir, réparer ou confectionner\ndes objets novateurs ou complexes, des moteurs\nde voiture aux escalators. Plus que cela, ce trait\nest nécessaire à la manipulation, réparation ou\nconstruction des objets quantiques. Ce Talent\nreflète également sa connaissance des principes\nscientifiques de base, de la physique comme de la\nchimie.\nNiveau 0 : pour le personnage, les merveilles\nquantiques sont hors de compréhension. Il sait\nqu’une pomme lancée en l’air retombe mais ne\nsait pas vraiment pourquoi. Il comprend les\nprincipes de base d’un moteur mais serait bien\nen peine d’en construire un.", +"survie-t":"Le Talent Survie est possédé par les habitants\ndes campagnes ou des banlieues miséreuses. Il\nregroupe toutes les techniques permettant de se\nrepérer, de s’alimenter, de dormir et de survivre\nen terrain naturel ou défavorable comme les pires\nbanlieues.\nNiveau 0 : le personnage est né et a toujours\névolué dans le coeur urbain du Bloc. Il n’a ni les\nconnaissances, ni les réflexes, ni le cran pour\naffronter l’Extérieur.", +"charisme-t":"Le Talent Charisme est celui de la séduction,\ndu charme, de l’appétit, de la sympathie. Il permet\nd’obtenir quelque chose d’un interlocuteur : des\ninformations, des services, une prestation ou un\nassentiment. Ce talent permet aussi de persuader,\nde porter un message avec force et crédibilité.\nNiveau 0 : le personnage est physiquement\nbanal. Il n’a pas de sex-appeal et ne plaît qu’à\nune petite part des membres du sexe opposé. Il ne\npossède aucun atout physique significatif et ne\nsouffre d’aucun défaut visible socialement handicapant.\nIl a du mal à enflammer un auditoire\nou à persuader les étrangers de ses idées, même\nles plus sincères.", +"conviction-t":"Le Talent Conviction exprime la force de volonté du\npersonnage, sa détermination, sa lucidité face à\ntout ce qui pourrait le détourner de sa route. Il lui\npermet de résister à la tentation, à la corruption,\nà l’intimidation et à la torture.\nNiveau 0 : le personnage a des convictions, mais\nil n’est pas prêt à mourir pour elles.\nCe Talent sert de niveau requis aux tentatives de\npersuasion, de séduction ou d’intimidation contre\nle personnage.", +"psychologie-t":"Le Talent Psychologie est celui de l’empathie,\nde l’analyse du paraverbal, de la lecture du corps.\nIl permet de détecter le mensonge, d’interpréter ce\nqui se joue dans l’esprit, dans le coeur et dans les\ntripes de ses semblables.\nNiveau 0 : le personnage n’est pas spécialement\nsubtil mais il est capable de se projeter sur l’effet\ninduit par une situation forte chez ses semblables.", +"tromperie-t":"Le Talent Tromperie indique la capacité du personnage\nà mentir, à dissimuler ses émotions ou\nses intentions, à jouer la comédie.\nNiveau 0 : le personnage est tendu lorsqu’il ment\net ce d’autant plus que l’enjeu ou les risques sont\nimportants. Sa voix est subtilement différente. Il\nne regarde pas son interlocuteur dans les yeux,\nse frotte le visage, se racle la gorge. Dans l’urgence,\nil est capable de concevoir un mensonge\nà peu près cohérent mais sera en difficulté s’il lui\nest demandé de rentrer dans les détails.", +"extase-t":"Le Talent Extase est une indication de la stabilité\ndu cadre familial ou amical du personnage, de\nla puissance cathartique de ses passions et de sa\nfacilité à trouver du réconfort dans son environnement.\nL’Extase lui permet de se vider la tête, de\nretrouver son calme.\nNiveau 0 : le personnage a une famille qu’il peut\nretrouver avec plaisir, ou un loisir, un passetemps,\ngrâce auquel il peut penser à autre\nchose. Boire un coup avec des amis, jouer aux\njeux de hasard, danser ou fréquenter les lieux de\ndébauche, il sait comment tuer le temps.\nLe Talent Extase permet de recharger sa jauge\nd’Espoir et celle de ses alliés durant les moments\nde calme.", +"folie-t":"La Folie est un talent ambigu. Sa possession\nindique que le personnage a déjà subi des traumatismes,\nvécu des expériences terribles ou avancé\nsur la voie de la démence et que ce passif l’a en\nquelque sorte préparé aux horreurs que lui réserve\nsa vie future.\nNiveau 0 : le personnage est un citoyen de\nce monde dur. Il a une certaine habitude de\nla violence, de l’oppression et de l’étrange –\néléments que l’on rencontre souvent, même à\nl’abri d’un Bloc – mais il n’a jamais assisté à un\nmassacre, jamais approché un Autre et jamais\nsubi un interrogatoire de la Police Secrète.\nAutant d’événements susceptibles de l’affecter\ndurablement.\nCe Talent sert à ralentir l’effet du Trauma sur\nle personnage.", +"sensibilite-t":"La Sensibilité est la réceptivité du personnage\naux choses invisibles, aux énergies, aux flux,\naux émotions. Elle permet de comprendre ou de\nproduire une oeuvre d’art, mais également de\nsentir les « mauvaises ondes » indiquant la proximité\nd’une source de Noirceur (voir p. 54).\nNiveau 0 : le personnage n’est pas particulièrement\nréceptif. Dans sa vie, il lui est parfois\narrivé d’avoir des impressions troublantes mais\nil n’a pas su les interpréter correctement ou leur\naccorder l’importance qu’elles auraient mérité.\nL’art ne lui inspire pas grand chose sinon les\noeuvres les plus directement accessibles.", +"tenebres-t":"Le Talent Ténèbres représente la part d’ombre du\npersonnage, le poids de ses crimes, son inclination\nau mal. Qu’il ait réellement commis des actes\nmauvais, ou qu’il s’agisse d’une faille béante dans\nson âme, cette zone ténébreuse sera sentie par les\nAutres et interprétée comme un signe d’appartenance.\nCe Talent représente également labrutalité,\nla monstruosité ou la froideur émanant de sa\npersonne, la crainte qu’il inspire à ses semblables.\nIl sert à intimider les humains, les animaux ou les\ncréatures surnaturelles.\nNiveau 0 : le personnage est une proie, un\nspécimen quelconque de la race humaine et, à\nce sens, ne fera l’objet d’aucun traitement particulier\nde la part des Autres. À moins d’être armé\nou en situation de force, il n’intimidera généralement\nque les couards.", +"fortune-t":"Le Talent Fortune indique la richesse dupersonnage.\nNiveau 0 : le personnage fait partie de la classe\nmoyenne. Il loue un appartement dans les faubourgs\nou un petit studio dans les quartiers\npopulaires du centre-ville. Il n’a pas vraiment\nde patrimoine mais dispose des fonds suffisants\npour s’alimenter, se vêtir et se déplacer au quotidien.\nDurant ses temps morts, il se contente\nde loisirs simples : visite des musées officiels, un\nspectacle cautionné de temps en temps, deux ou\ntrois verres dans un club middle-class. Il dispose\nde quelques couronnes pour ses transactions\ncourantes sans menacer son train de vie.", +"rang-t":"Le Talent Rang indique l’autorité du personnage,\nle grade ou la fonction sociale dont il peut se prévaloir.\nCe Talent ouvre des portes et lui assure des\npasse-droits. Pour jouir de son niveau de Rang, le\npersonnage doit toutefois porter ostensiblement\nla preuve de son niveau, qu’il s’agisse d’un badge,\nd’un uniforme, ou d’un nom célèbre (le sien ou\ncelui d’un ami important), qu’il se doit alors de\nrévéler. En cela, il lui sera impossible de jouir de\nson niveau de Rang tant qu’il restera sous couvert\nd’une fausse identité, par exemple.\nNiveau 0 : le personnage n’a pas de statut particulier.\nIl ne peut se prévaloir d’aucune autorité\nà part, peut-être, dans l’espace très restreint de\nson environnement professionnel.\nCe Talent sert à obtenir des accès, des autorisations\net de précieux formulaires en jeu.", +"contacts-t":"Le Talent Contacts indique le nombre de personnes\nbien placées prêtes à aider le personnage.\nPour chaque niveau qu’il possède dans ce Talent,\nil connaît un individu ou un groupe disposant de\nressources ou de connaissances intéressantes dans\nle cadre de sa lutte. Lorsqu’il a besoin de matériel,\nd’un service ou d’une information, le personnage\npeut joindre l’un de ses contacts pour l’obtenir.\nLes moyens de ces contacts n’ont pas à être décrits\navec précision.\nNiveau 0 : le personnage est un homme ou une\nfemme ordinaire. Il peut demander de menus\nservices à ses proches, mais ne connaît personne\nd’assez bien placé ou d’assez investi prêt à se\ncompromettre pour lui. Sa réserve de points de\nFaveur est vide.", +"facade-t":"Le Talent Façade est l’expression de la prudence et\nde la paranoïa du personnage. Il reflète le soin qu’il\nprend à cacher ses traces, à brouiller les pistes, à\nplacer des obstacles sur le chemin de ceux qui voudraient\nremonter jusqu’à lui, découvrir ses agissements,\naccéder à son domicile, saisir son argent.\nIl représente également la capacité du personnage\nà passer inaperçu, à avoir l’air inoffensif, à ne pas\nêtre remarqué parmi une foule.\nNiveau 0 : le personnage est un citoyen ordinaire.\nSon dossier administratif est bien fourni, son\nadresse connue et ses moyens de fuite limités.\nLorsqu’il a des choses à se reprocher ou qu’il\nest sous pression, son attitude peut paraître\nsuspecte.\nCe Talent sert à ralentir l’effet de la Traque sur\nle personnage.", +"combat-t":"Le Talent Combat reflète l’aisance du personnage\ndans les situations physiques ou martiales et sa\nmaîtrise des armes.\nNiveau 0 : le personnage ne sait pas se battre et\nn’en viendra aux mains qu’en dernièreextrémité.\nNote : chaque fois qu’un personnage développe\nle Talent Combat au-dessus du niveau 0, il\nchoisit deux armes parmi celles présentées p. 51.\nAinsi, il choisit 2 armes au niveau 1, 2 de plus au\nniveau 2, etc.\nLorsqu’il manie des armes qui ne sont pas du\nmême type que celles qu’il a choisies, il souffre\nd’un malus de 1 à son niveau de Combat.\nDans le cadre de ce kit, les Héros et les Rouages\nn’ont pas de malus lorsqu’ils manient les armes\nindiquées dans leur équipement.", +"deplacement-t":"Le Talent Déplacement est celui de l’agilité et de\nl’athlétisme, de la grâce, de la souplesse et de\nl’endurance. Il régit la coordination corporelle qui\npermet de courir vite, de sauter loin, d’éviter les\nattaques, de marcher longtemps et de se mouvoir\ndiscrètement.\nNiveau 0 : le personnage est capable de performances\nphysiques communes. Il court le cent\nmètres en moins de quinze secondes et peut\nsauter quatre mètres en longueur avec élan. Il\ns’épuise au bout de quelques dizaines de minutes\nd’effort.", +"instinct-t":"Le Talent Instinct rend compte de la perception\ndu personnage, de sa capacité à entendre un bruit\nfugace dans son dos, à voir un tireur embusqué\nsur un toit, à remarquer une odeur suspecte. Dans\nles situations tendues ou dangereuses, les Héros\n« prépareront » souvent leur Instinct. L’Instinct est\ngénéralement un trait passif, utilisé pour déterminer\nsi la personne se rend compte de quelque chose\nqui survient alors qu’il ne s’y attend pas. Il diffère\nen cela du Talent Recherche, qui vaut lorsque le\npersonnage cherche activement un élément dans\nune masse de données.\nNiveau 0 : le personnage n’est pas toujours sur\nses gardes. Il lui arrive d’être perdu dans ses\npensées ou d’être surpris par un événement\ninattendu.", +"constitution-t":"Le Talent Constitution définit la carrure du personnage,\nsa puissance et sa résistance physique.\nNiveau 0 : le personnage a une stature moyenne,\nla force compensant son poids. Il peut porter une\ntrentaine de kilos durant moins de dix minutes,\net soulever de terre un objet d’une cinquantaine\nde kilos maximum.", + +"vecu-t":"Les Héros commencent chaque scénario avec une\nréserve de 3 points de Vécu. Le Vécu correspond au\npassé des personnages et à leur familiarité avec\ncertains environnements et certaines pratiques.\nLorsqu’un personnage entreprend une action\npour laquelle son histoire ou son expérience\npersonnelle sont susceptibles de lui octroyer un\navantage logique, le joueur peut dépenser un (et\nun seul) point de Vécu pour obtenir un niveau supplémentaire\nau Talent utilisé. Cette dépense doit\nêtre effectuée avant tout jet de dés de destin.", +"espoir-t":"Un personnage commence chaque scénario avec\nune réserve de points d’Espoir, dépendant de son\nniveau dans le Talent Ferveur.\nUn personnage peut dépenser un point d’Espoir\npour lancer trois dés de destin supplémentaires\nlors de n’importe quelle action. Il peut aussi\ndépenser un point d’Espoir pour lancer trois dés\nlorsqu’il subit des points de Blessures, Trauma,\nTraque ou Noirceur. Dans ce cas, chaque succès\ndiminue de 1 le nombre de points encaissés. Par\ncontre, chaque 1 ajoute une goutte à la jauge de\nFiel.", +"singularite-t":"Un personnage commence chaque séance de jeu\navec une réserve de points de Singularité, dont la\ntaille dépend de son niveau dans le Talent Artefact\nUn personnage peut dépenser un point de Singularité\npour empêcher l’ajout d’une goutte de Fiel\nà la jauge des Héros.\nLa réserve de Singularité ne se recharge pas en\ncours de partie.", +"trauma-t":"Dès qu’un personnage a subi 5 points de Trauma,\nil est Choqué. Son état de stress est tel qu’il influe\nsur ses performances et sur sa lucidité. Il souffre\nd’un malus de 1 à tous ses niveaux de Domaine.\nDès qu’il a subi 8 points de Trauma, le personnage\nest Traumatisé. Il souffre d’un malus de 1 à\ntous ses niveaux de Talent. De plus, il gardera des\nséquelles de cet événement : l’un de ses points de\nTrauma devient permanent et ne pourra pas être\nsoigné.\nSi un personnage cumule 10 points de Trauma,\nil devient Fou. Il tombe en catatonie durant le reste\nde la scène. Passé ce cap, son traumatisme est tel\nqu’il ne sera plus jouable. Il est définitivement\nperdu.", +"blessures-t":"Dès qu’il a subi 5 points de Blessures, le personnage\nsouffre d’un malus de 1 à tous ses niveaux\nde Domaine.\nSi un personnage cumule 8 points de Blessures,\nil est lourdement blessé. Il subit un malus de 1 à\ntous ses niveaux de Talent. De plus, il gardera des\nséquelles de cet événement : l’un de ses points de\nBlessures devient permanent et ne pourra pas être\nsoigné.\nSi un personnage cumule 10 points de Blessures,\nil agonise. Il meurt au bout de dix minutes s’il n’est\npas soigné.", +"noirceur-t":"Lorsqu’il a cumulé 5 points de Noirceur, le personnage\nest Teinté.\nLorsqu’il a cumulé 8 points de Noirceur, il est\nPossédé. De plus, il gardera des séquelles de cet\névénement : l’un de ses points de Noirceur devient\npermanent et ne pourra pas être soigné.\nLorsqu’il a cumulé 10 points de Noirceur, il est\nCorrompu. La Loi en prend le contrôle (à moins\nque le joueur n’accepte de jouer ce rôle jusqu’au\nbout). Le corrompu fera tout pour rallier un Axe\nle plus rapidement possible. S’il y parvient, il disparaît\ndans l’Artefact à tout jamais.", +"traque-t":"Lorsqu’il a cumulé 5 points de Traque, le personnage\nest Signalé.\nLorsqu’il a cumulé 8 points de Traque, le personnage\nest Recherché. Il gardera des séquelles\nde cet événement : l’un de ses points de Traque\ndevient permanent et ne pourra pas être retiré. De\nplus, il gagne le trait Criminel.\nLorsqu’il a cumulé 10 points de Traque, le personnage\nest Pourchassé. De plus, il gagne le trait\nEnnemi public." +} \ No newline at end of file diff --git a/NOC/translations/af.json b/NOC/translations/af.json new file mode 100644 index 0000000000..58b60b81e2 --- /dev/null +++ b/NOC/translations/af.json @@ -0,0 +1,135 @@ +{ + "GENERAL-u": "IDENTITÉ", + "ATTRIBUTES-u": "COMPOSITION", + "INVENTORY-u": "POSSESSIONS", + "NOTES-u": "NOTES", + "aremplir-p": "A renseigner", + "idsignale-t": "Signalé : les patrouilles ont le signalement du\npersonnage qui sera arrêté en cas de contrôle.", + "idrecherche-t": "Recherché (Criminel) : le personnage est activement recherché.\nDes investigateurs se rendent à son travail,\ninterrogent son entourage, etc. Une équipe du\nBureau des Investigations se met à sa poursuite.", + "idpourchasse-t": "Pourchassé (Ennemi public) : le personnage est l’ennemi\nnuméro un du Bloc. Des patrouilles sillonnent\nla ville à sa recherche. Ses proches, ses collègues\nsont surveillés, et certains, violentés ou arrêtés.\nSon domicile est fouillé sans ménagement.\nCinq équipes du Bureau des Investigations le\nrecherchent.", + "idteinte-t": "", + "idpossede-t": "", + "idcorrompu-t": "", + "idsecurite-t": "Signalé : les patrouilles ont le signalement du\npersonnage qui sera arrêté en cas de contrôle.\n\nRecherché (Criminel) : le personnage est activement recherché.\nDes investigateurs se rendent à son travail,\ninterrogent son entourage, etc. Une équipe du\nBureau des Investigations se met à sa poursuite.\n\nPourchassé (Ennemi public) : le personnage est l’ennemi\nnuméro un du Bloc. Des patrouilles sillonnent\nla ville à sa recherche. Ses proches, ses collègues\nsont surveillés, et certains, violentés ou arrêtés.\nSon domicile est fouillé sans ménagement.\nCinq équipes du Bureau des Investigations le\nrecherchent.", + "idviolence-t": "Violence : le personnage ne peut pas arrêter un\ncombat tant qu’il n’a pas occasionné la perte d’au\nmoins 3 points de Blessures à un ennemi (à moins\nqu’il ne soit neutralisé avant).", + "idmalaise-t": "Malaise : le personnage est victime de malaises\net nausées. Il a l’impression que son corps est\nparasité. Lorsqu’il est victime de n’importe quel\neffet du Fiel, il perd un point d’Espoir additionnel.\nS’il n’en a plus, il devient Fatigué et subit un niveau\nde malus à tous ses Talents jusqu’à ce qu’il bénéficie\nd’un moment de calme", + "idHallucinations-t": "Hallucinations : le personnage est victime\nd’hallucinations. Il voit des choses terrifiantes qui\nn’existent pas. Il entend des voix, sent des choses\nqui le touchent, perçoit des odeurs putrides. Lorsqu’il\nest victime de n’importe quel effet du Fiel, il\nsubit un point de Trauma additionnel.", + "idMauvaispenchants-t": "Mauvais penchants : le personnage ne régénère\nplus sa jauge d’Espoir qu’en s’adonnant à ses vices.\nLors de chaque moment de calme (voir p. 41), s’il\ndésire recharger ses réserves ou soigner des points\nde Blessures, Trauma ou Noirceur, il doit recevoir\nun point de Traque.", + "idtraitnoirceur-t": "Violence : le personnage ne peut pas arrêter un\ncombat tant qu’il n’a pas occasionné la perte d’au\nmoins 3 points de Blessures à un ennemi (à moins\nqu’il ne soit neutralisé avant).\n\nMalaise : le personnage est victime de malaises\net nausées. Il a l’impression que son corps est\nparasité. Lorsqu’il est victime de n’importe quel\neffet du Fiel, il perd un point d’Espoir additionnel.\nS’il n’en a plus, il devient Fatigué et subit un niveau\nde malus à tous ses Talents jusqu’à ce qu’il bénéficie\nd’un moment de calme\n\nHallucinations : le personnage est victime\nd’hallucinations. Il voit des choses terrifiantes qui\nn’existent pas. Il entend des voix, sent des choses\nqui le touchent, perçoit des odeurs putrides. Lorsqu’il\nest victime de n’importe quel effet du Fiel, il\nsubit un point de Trauma additionnel.\n\nMauvais penchants : le personnage ne régénère\nplus sa jauge d’Espoir qu’en s’adonnant à ses vices.\nLors de chaque moment de calme (voir p. 41), s’il\ndésire recharger ses réserves ou soigner des points\nde Blessures, Trauma ou Noirceur, il doit recevoir\nun point de Traque.", + "afficheflag-t": "Permet de rendre visible les répercussions de tous les malus de condition \ndu personnage et cela dans tous ses Domaines et Talents.\n\nAttention ! Aucune modification ne peut être faite sur les points de\n Domaines et Talents tant que l'affichage des malus est activé.\n", + "vie-u": "VIE", + "erudition-u": "ÉRUDITION", + "technique-u": "TECHNIQUE", + "social-u": "SOCIAL", + "ame-u": "ÂME", + "statut-u": "STATUT", + "action-u": "ACTION", + "apaisement-u": "Apaisement", + "ferveur-u": "Ferveur", + "lumiere-u": "Lumière", + "soins-u": "Soins", + "culture-u": "Culture", + "bureau-u": "Bureau", + "recherche-u": "Recherche", + "societe-u": "Société", + "artefact-u": "Artefact", + "artisanat-u": "Artisanat", + "mecanismes-u": "Mecanismes", + "survie-u": "Survie", + "charisme-u": "Charisme", + "conviction-u": "Conviction", + "psychologie-u": "Psychologie", + "tromperie-u": "Tromperie", + "extase-u": "Extase", + "folie-u": "Folie", + "sensibilite-u": "Sensibilité", + "tenebres-u": "Ténèbres", + "fortune-u": "Fortune", + "rang-u": "Rang", + "contacts-u": "Contacts", + "facade-u": "Façade", + "combat-u": "Combat", + "deplacement-u": "Déplacement", + "instinct-u": "Instinct", + "constitution-u": "Constitution", + "vecu-u": "VÉCU", + "espoir-u": "ESPOIR", + "singularite-u": "SINGULARITÉ", + "trauma-u": "TRAUMA", + "blessures-u": "BLESSURES", + "noirceur-u": "NOIRCEUR", + "traque-u": "TRAQUE", + "effet-points-blessures-leger-u": "Blessé léger\n-1D Domaines", + "effet-points-blessures-grave-u": "Blessé grave\n-1D Talents\n+1pt Blessures permanent", + "effet-points-blessures-mort-u": "10 min avant la mort", + "effet-points-trauma-leger-u": "Choqué\n-1D Domaines\n+1pt Trauma permanent", + "effet-points-trauma-grave-u": "Traumatisé\n-1D Talents", + "effet-points-trauma-mort-u": "Fou", + "effet-points-traque-leger-u": "Signalé", + "effet-points-traque-grave-u": "Recherché\n+1trait "Criminel\n+1pt Traque permanent", + "effet-points-traque-mort-u": "Pourchassé\n+1trait "Ennemi public"", + "effet-points-noirceur-leger-u": "Teinté\n+1trait Noirceur", + "effet-points-noirceur-grave-u": "Possédé\n+1trait Noirceur\n+1pt Noirceur permanent", + "effet-points-noirceur-mort-u": "Corrompu\n+1trait Noirceur", + "EQUIPMENTS-u": "ÉQUIPEMENT", + "CONTACTS-u": "CONTACTS", + "Description-u": "Description", + "Name-u": "Nom", + "Name-p": "Nom", + "faveur-u": "Faveur", + "faveurmax-u": "Faveur max", + "Combathelper-u": "AIDE AU COMBAT", + "tir-u": "ARMES DE TIR", + "dps-u": "Dég.", + "munitions-u": "Mun.", + "munitionsmax-u": "Mun. max", + "armetalent-u": "Talent", + "trait-p": "Trait", + "cac-u": "ARMES DE CONTACT", + "armure-u": "ARMURE", + "armurepts-u": "Armure", + "defense-u": "Défense", + "Notes-p": "La nuit est tombée sur le monde. La Terre a été engloutie par l’Artefact, un objet impossible surgi du fond de l’espace et du temps. Il s’est replié sur elle en une étreinte cosmique, se substituant au ciel et aux étoiles.\n\rL’Artefact est une prison qui a plongé l’humanité dans un éternel crépuscule et a disloqué la civilisation. Tel est le fardeau des vivants.\n\rL’Artefact est un bouclier érigé contre une menace extérieure supposée conduire à l’anéantissement de toute vie. Telle est la voix de la propagande.\n\rL’Artefact est un horizon inatteignable aux motivations cryptiques, incarnation de l’apocalypse et porteur d’espoir pour qui croit en son message.\n\rIl est l’Objet-Dieu.", + "vie-t": "Ce Domaine est celui du don de soi, de l’abnégation\net de la bonté. Un personnage doté d’une affinité\nen Vie sera une lueur dans un monde de ténèbres,\nune incarnation de la volonté de survie de l’espèce\nconfrontée à son ultime épreuve.", + "erudition-t": "Ce Domaine regroupe toutes leseff connaissances,\nà l’exclusion de la technologie qui relève d’un\nDomaine propre.\nUn personnage possédant des niveaux dans les\nTalents d’Érudition fait partie d’une caste élitiste.\nIl est probablement bibliothécaire, érudit, professeur.\nLe savoir, dans la société délitée de NOC, est\nun important marqueur de statut.", + "technique-t": "Ce domaine est celui des savoirs pratiques, des\nobjets et de leur fonctionnement, de la débrouille\net des technologies inspirées de l’Artefact.", + "social-t": "Ce Domaine est celui de l’interaction pacifique\nentre êtres humains. Il permet de régir les dizaines\nde petites batailles que chaque femme et chaque\nhomme doit mener au quotidien lorsqu’il évolue\nparmi ses semblables : séduire ou être séduit,\nconvaincre ou être convaincu, s’imposer ou se\nsoumettre.", + "ame-t": "Ce Domaine est celui de l’inconscient, de ce qui se\ncache au-delà des pensées et de la rationalité du\npersonnage. C’est le royaume de l’inavouable, des\npulsions, de la vie intérieure mais aussi de la sensibilité\net de l’inspiration. Dans le monde désenchanté\npar l’Administration, ceux qui restent\nhabités par leurs rêves, bons ou mauvais, sont\nautant à envier qu’à plaindre.", + "statut-t": "Les Talents du Domaine Statut ne reflètent pas\ndirectement des capacités ou des connaissances\ndu personnage mais son rang, ses connexions et\nsa position sociale. Il s’agit de Talents passifs. \nIls indiquent quels sont les moyens concrets\net matériels à sa disposition.", + "action-t": "Ce Domaine est celui des capacités physiques et\ndes réflexes, du prédateur et de la proie, de la\nsurvie et de la traque. Un personnage possédant\nune affinité en Action sera plus vigilant, plus vif\net plus fort que ses semblables.", + "apaisement-t": "Le Talent Apaisement permet au personnage\nde calmer les tourments psychologiques de ses\nsemblables, de trouver les mots rassurants pour\nréconforter la victime après un événement traumatisant.\nNiveau 0 : le personnage n’a pas d’expérience\nparticulière des situations de crise et doit\nimproviser avec son propre malaise lorsqu’il est\nconfronté à la détresse d’autrui.\nCe talent permet de soigner des points de\nTrauma d’un autre personnage.", + "ferveur-t": "Le Talent Ferveur représente la flamme qui anime\nle personnage, son élan, le souffle qui lui permet\nde maintenir son espérance et de la communiquer\nà ses proches, même dans les pires situations.\nNiveau 0 : le personnage est vaillant mais se\ndécourage face aux grosses difficultés. Il dispose\nd’une réserve de 3 points d’Espoir.\nCe Talent définit la taille de la réserve d’Espoir\ndu personnage.", + "lumiere-t": "Le Talent Lumière représente la pureté d’âme\ndu personnage, sa noblesse profonde, sa bonté.\nIl reflète la résistance mystique et physiologique\ndu personnage à la Noirceur.\nNiveau 0 : le personnage possède des failles, une\npart d’ombre sur laquelle les ténèbres peuvent\ngermer.\nLe Talent Lumière sert à encaisser les points de\nNoirceur et les dégâts liés au trait Énergie Noire.", + "soins-t": "Le Talent Soins est celui des médecins et des\nguérisseurs.\nNiveau 0 : le personnage n’a pas d’autres notions\nde médecine que celles inculquées par la culture\npopulaire. Il connaît quelques remèdes de grandmère,\nne manque pas de bon sens, mais sera\ndémuni devant la moindre blessure sérieuse.\nCe talent permet de soigner des points de Blessures\nd’un autre personnage.", + "culture-t": "La Culture est un Talent très large : il reflète la\nconnaissance générale du personnage, qu’il\ns’agisse d’histoire, de géographie ou des dogmes\nofficiels de la Voie.\nNiveau 0 : le personnage sait passablement lire\net écrire. Il connaît le nom des Blocs voisins, se\nsouvient de faits passés durant les trois dernières\nannées officielles et peut réciter les mythes propagandistes\ncourants.", + "bureau-t": "Le Talent Bureau recouvre la connaissance de l’administration\net de ses rouages. Les codes, les lois,\nles formulaires, les services, les grades.\nNiveau 0 : le personnage sait où retirer ses tickets\nde rationnement, qui appeler au secours et qui\nne pas ennuyer.", + "recherche-t": "Le Talent Recherche permet de passer au crible\nun lieu ou une masse de données dans le but d’en\nextraire des informations. Ce Talent servira aussi\nbien pour fouiller une pièce que pour éplucher des\ncoupures de presse dans une bibliothèque.\nNiveau 0 : le personnage trouvera les preuves\névidentes mais ne fera pas de rapprochement et\nne tirera pas de conclusions de la présence ou de\nl’absence d’éléments trop subtils.", + "societe-t": "Le Talent Société permet de connaître les noms, les\nlieux, les ragots sur ce qu’il se passe dans le Bloc. Il\npermet d’identifier une personnalité, de connaître\nles rumeurs associées à un événement ou de savoir\noù passer une bonne soirée.\nNiveau 0 : le personnage connaît les figures\nimportantes de son quartier, les enseignes incontournables\nde la ville, sait où faire des affaires et\nquand sont prévus les grands événements.", + "artefact-t": "Le Talent Artefact permet de bénéficier d’une\nsorte d’empathie avec l’Objet-Dieu. Le personnage\ncomprend, ressent la logique de l’Artefact, de ses\nrythmes, de ses pulsations.\nNiveau 0 : le personnage sait distinguer un\nMécanisme d’un Grand Mécanisme, mais c’est\ntout. Sa réserve de points de Singularité est vide.", + "artisanat-t": "Le Talent Artisanat reflète les capacités du personnage\ndans tous les champs de techniques de base :\nmaçonnerie, forge, ébénisterie, tannage...\nNiveau 0 : le personnage est capable de bricoler\nplus ou moins adroitement. Il rafistole, mais pas\nplus.", + "mecanismes-t": "Le Talent Mécanismes indique la capacité du personnage\nà concevoir, réparer ou confectionner\ndes objets novateurs ou complexes, des moteurs\nde voiture aux escalators. Plus que cela, ce trait\nest nécessaire à la manipulation, réparation ou\nconstruction des objets quantiques. Ce Talent\nreflète également sa connaissance des principes\nscientifiques de base, de la physique comme de la\nchimie.\nNiveau 0 : pour le personnage, les merveilles\nquantiques sont hors de compréhension. Il sait\nqu’une pomme lancée en l’air retombe mais ne\nsait pas vraiment pourquoi. Il comprend les\nprincipes de base d’un moteur mais serait bien\nen peine d’en construire un.", + "survie-t": "Le Talent Survie est possédé par les habitants\ndes campagnes ou des banlieues miséreuses. Il\nregroupe toutes les techniques permettant de se\nrepérer, de s’alimenter, de dormir et de survivre\nen terrain naturel ou défavorable comme les pires\nbanlieues.\nNiveau 0 : le personnage est né et a toujours\névolué dans le coeur urbain du Bloc. Il n’a ni les\nconnaissances, ni les réflexes, ni le cran pour\naffronter l’Extérieur.", + "charisme-t": "Le Talent Charisme est celui de la séduction,\ndu charme, de l’appétit, de la sympathie. Il permet\nd’obtenir quelque chose d’un interlocuteur : des\ninformations, des services, une prestation ou un\nassentiment. Ce talent permet aussi de persuader,\nde porter un message avec force et crédibilité.\nNiveau 0 : le personnage est physiquement\nbanal. Il n’a pas de sex-appeal et ne plaît qu’à\nune petite part des membres du sexe opposé. Il ne\npossède aucun atout physique significatif et ne\nsouffre d’aucun défaut visible socialement handicapant.\nIl a du mal à enflammer un auditoire\nou à persuader les étrangers de ses idées, même\nles plus sincères.", + "conviction-t": "Le Talent Conviction exprime la force de volonté du\npersonnage, sa détermination, sa lucidité face à\ntout ce qui pourrait le détourner de sa route. Il lui\npermet de résister à la tentation, à la corruption,\nà l’intimidation et à la torture.\nNiveau 0 : le personnage a des convictions, mais\nil n’est pas prêt à mourir pour elles.\nCe Talent sert de niveau requis aux tentatives de\npersuasion, de séduction ou d’intimidation contre\nle personnage.", + "psychologie-t": "Le Talent Psychologie est celui de l’empathie,\nde l’analyse du paraverbal, de la lecture du corps.\nIl permet de détecter le mensonge, d’interpréter ce\nqui se joue dans l’esprit, dans le coeur et dans les\ntripes de ses semblables.\nNiveau 0 : le personnage n’est pas spécialement\nsubtil mais il est capable de se projeter sur l’effet\ninduit par une situation forte chez ses semblables.", + "tromperie-t": "Le Talent Tromperie indique la capacité du personnage\nà mentir, à dissimuler ses émotions ou\nses intentions, à jouer la comédie.\nNiveau 0 : le personnage est tendu lorsqu’il ment\net ce d’autant plus que l’enjeu ou les risques sont\nimportants. Sa voix est subtilement différente. Il\nne regarde pas son interlocuteur dans les yeux,\nse frotte le visage, se racle la gorge. Dans l’urgence,\nil est capable de concevoir un mensonge\nà peu près cohérent mais sera en difficulté s’il lui\nest demandé de rentrer dans les détails.", + "extase-t": "Le Talent Extase est une indication de la stabilité\ndu cadre familial ou amical du personnage, de\nla puissance cathartique de ses passions et de sa\nfacilité à trouver du réconfort dans son environnement.\nL’Extase lui permet de se vider la tête, de\nretrouver son calme.\nNiveau 0 : le personnage a une famille qu’il peut\nretrouver avec plaisir, ou un loisir, un passetemps,\ngrâce auquel il peut penser à autre\nchose. Boire un coup avec des amis, jouer aux\njeux de hasard, danser ou fréquenter les lieux de\ndébauche, il sait comment tuer le temps.\nLe Talent Extase permet de recharger sa jauge\nd’Espoir et celle de ses alliés durant les moments\nde calme.", + "folie-t": "La Folie est un talent ambigu. Sa possession\nindique que le personnage a déjà subi des traumatismes,\nvécu des expériences terribles ou avancé\nsur la voie de la démence et que ce passif l’a en\nquelque sorte préparé aux horreurs que lui réserve\nsa vie future.\nNiveau 0 : le personnage est un citoyen de\nce monde dur. Il a une certaine habitude de\nla violence, de l’oppression et de l’étrange –\néléments que l’on rencontre souvent, même à\nl’abri d’un Bloc – mais il n’a jamais assisté à un\nmassacre, jamais approché un Autre et jamais\nsubi un interrogatoire de la Police Secrète.\nAutant d’événements susceptibles de l’affecter\ndurablement.\nCe Talent sert à ralentir l’effet du Trauma sur\nle personnage.", + "sensibilite-t": "La Sensibilité est la réceptivité du personnage\naux choses invisibles, aux énergies, aux flux,\naux émotions. Elle permet de comprendre ou de\nproduire une oeuvre d’art, mais également de\nsentir les « mauvaises ondes » indiquant la proximité\nd’une source de Noirceur (voir p. 54).\nNiveau 0 : le personnage n’est pas particulièrement\nréceptif. Dans sa vie, il lui est parfois\narrivé d’avoir des impressions troublantes mais\nil n’a pas su les interpréter correctement ou leur\naccorder l’importance qu’elles auraient mérité.\nL’art ne lui inspire pas grand chose sinon les\noeuvres les plus directement accessibles.", + "tenebres-t": "Le Talent Ténèbres représente la part d’ombre du\npersonnage, le poids de ses crimes, son inclination\nau mal. Qu’il ait réellement commis des actes\nmauvais, ou qu’il s’agisse d’une faille béante dans\nson âme, cette zone ténébreuse sera sentie par les\nAutres et interprétée comme un signe d’appartenance.\nCe Talent représente également labrutalité,\nla monstruosité ou la froideur émanant de sa\npersonne, la crainte qu’il inspire à ses semblables.\nIl sert à intimider les humains, les animaux ou les\ncréatures surnaturelles.\nNiveau 0 : le personnage est une proie, un\nspécimen quelconque de la race humaine et, à\nce sens, ne fera l’objet d’aucun traitement particulier\nde la part des Autres. À moins d’être armé\nou en situation de force, il n’intimidera généralement\nque les couards.", + "fortune-t": "Le Talent Fortune indique la richesse dupersonnage.\nNiveau 0 : le personnage fait partie de la classe\nmoyenne. Il loue un appartement dans les faubourgs\nou un petit studio dans les quartiers\npopulaires du centre-ville. Il n’a pas vraiment\nde patrimoine mais dispose des fonds suffisants\npour s’alimenter, se vêtir et se déplacer au quotidien.\nDurant ses temps morts, il se contente\nde loisirs simples : visite des musées officiels, un\nspectacle cautionné de temps en temps, deux ou\ntrois verres dans un club middle-class. Il dispose\nde quelques couronnes pour ses transactions\ncourantes sans menacer son train de vie.", + "rang-t": "Le Talent Rang indique l’autorité du personnage,\nle grade ou la fonction sociale dont il peut se prévaloir.\nCe Talent ouvre des portes et lui assure des\npasse-droits. Pour jouir de son niveau de Rang, le\npersonnage doit toutefois porter ostensiblement\nla preuve de son niveau, qu’il s’agisse d’un badge,\nd’un uniforme, ou d’un nom célèbre (le sien ou\ncelui d’un ami important), qu’il se doit alors de\nrévéler. En cela, il lui sera impossible de jouir de\nson niveau de Rang tant qu’il restera sous couvert\nd’une fausse identité, par exemple.\nNiveau 0 : le personnage n’a pas de statut particulier.\nIl ne peut se prévaloir d’aucune autorité\nà part, peut-être, dans l’espace très restreint de\nson environnement professionnel.\nCe Talent sert à obtenir des accès, des autorisations\net de précieux formulaires en jeu.", + "contacts-t": "Le Talent Contacts indique le nombre de personnes\nbien placées prêtes à aider le personnage.\nPour chaque niveau qu’il possède dans ce Talent,\nil connaît un individu ou un groupe disposant de\nressources ou de connaissances intéressantes dans\nle cadre de sa lutte. Lorsqu’il a besoin de matériel,\nd’un service ou d’une information, le personnage\npeut joindre l’un de ses contacts pour l’obtenir.\nLes moyens de ces contacts n’ont pas à être décrits\navec précision.\nNiveau 0 : le personnage est un homme ou une\nfemme ordinaire. Il peut demander de menus\nservices à ses proches, mais ne connaît personne\nd’assez bien placé ou d’assez investi prêt à se\ncompromettre pour lui. Sa réserve de points de\nFaveur est vide.", + "facade-t": "Le Talent Façade est l’expression de la prudence et\nde la paranoïa du personnage. Il reflète le soin qu’il\nprend à cacher ses traces, à brouiller les pistes, à\nplacer des obstacles sur le chemin de ceux qui voudraient\nremonter jusqu’à lui, découvrir ses agissements,\naccéder à son domicile, saisir son argent.\nIl représente également la capacité du personnage\nà passer inaperçu, à avoir l’air inoffensif, à ne pas\nêtre remarqué parmi une foule.\nNiveau 0 : le personnage est un citoyen ordinaire.\nSon dossier administratif est bien fourni, son\nadresse connue et ses moyens de fuite limités.\nLorsqu’il a des choses à se reprocher ou qu’il\nest sous pression, son attitude peut paraître\nsuspecte.\nCe Talent sert à ralentir l’effet de la Traque sur\nle personnage.", + "combat-t": "Le Talent Combat reflète l’aisance du personnage\ndans les situations physiques ou martiales et sa\nmaîtrise des armes.\nNiveau 0 : le personnage ne sait pas se battre et\nn’en viendra aux mains qu’en dernièreextrémité.\nNote : chaque fois qu’un personnage développe\nle Talent Combat au-dessus du niveau 0, il\nchoisit deux armes parmi celles présentées p. 51.\nAinsi, il choisit 2 armes au niveau 1, 2 de plus au\nniveau 2, etc.\nLorsqu’il manie des armes qui ne sont pas du\nmême type que celles qu’il a choisies, il souffre\nd’un malus de 1 à son niveau de Combat.\nDans le cadre de ce kit, les Héros et les Rouages\nn’ont pas de malus lorsqu’ils manient les armes\nindiquées dans leur équipement.", + "deplacement-t": "Le Talent Déplacement est celui de l’agilité et de\nl’athlétisme, de la grâce, de la souplesse et de\nl’endurance. Il régit la coordination corporelle qui\npermet de courir vite, de sauter loin, d’éviter les\nattaques, de marcher longtemps et de se mouvoir\ndiscrètement.\nNiveau 0 : le personnage est capable de performances\nphysiques communes. Il court le cent\nmètres en moins de quinze secondes et peut\nsauter quatre mètres en longueur avec élan. Il\ns’épuise au bout de quelques dizaines de minutes\nd’effort.", + "instinct-t": "Le Talent Instinct rend compte de la perception\ndu personnage, de sa capacité à entendre un bruit\nfugace dans son dos, à voir un tireur embusqué\nsur un toit, à remarquer une odeur suspecte. Dans\nles situations tendues ou dangereuses, les Héros\n« prépareront » souvent leur Instinct. L’Instinct est\ngénéralement un trait passif, utilisé pour déterminer\nsi la personne se rend compte de quelque chose\nqui survient alors qu’il ne s’y attend pas. Il diffère\nen cela du Talent Recherche, qui vaut lorsque le\npersonnage cherche activement un élément dans\nune masse de données.\nNiveau 0 : le personnage n’est pas toujours sur\nses gardes. Il lui arrive d’être perdu dans ses\npensées ou d’être surpris par un événement\ninattendu.", + "constitution-t": "Le Talent Constitution définit la carrure du personnage,\nsa puissance et sa résistance physique.\nNiveau 0 : le personnage a une stature moyenne,\nla force compensant son poids. Il peut porter une\ntrentaine de kilos durant moins de dix minutes,\net soulever de terre un objet d’une cinquantaine\nde kilos maximum.", + "vecu-t": "Les Héros commencent chaque scénario avec une\nréserve de 3 points de Vécu. Le Vécu correspond au\npassé des personnages et à leur familiarité avec\ncertains environnements et certaines pratiques.\nLorsqu’un personnage entreprend une action\npour laquelle son histoire ou son expérience\npersonnelle sont susceptibles de lui octroyer un\navantage logique, le joueur peut dépenser un (et\nun seul) point de Vécu pour obtenir un niveau supplémentaire\nau Talent utilisé. Cette dépense doit\nêtre effectuée avant tout jet de dés de destin.", + "espoir-t": "Un personnage commence chaque scénario avec\nune réserve de points d’Espoir, dépendant de son\nniveau dans le Talent Ferveur.\nUn personnage peut dépenser un point d’Espoir\npour lancer trois dés de destin supplémentaires\nlors de n’importe quelle action. Il peut aussi\ndépenser un point d’Espoir pour lancer trois dés\nlorsqu’il subit des points de Blessures, Trauma,\nTraque ou Noirceur. Dans ce cas, chaque succès\ndiminue de 1 le nombre de points encaissés. Par\ncontre, chaque 1 ajoute une goutte à la jauge de\nFiel.", + "singularite-t": "Un personnage commence chaque séance de jeu\navec une réserve de points de Singularité, dont la\ntaille dépend de son niveau dans le Talent Artefact\nUn personnage peut dépenser un point de Singularité\npour empêcher l’ajout d’une goutte de Fiel\nà la jauge des Héros.\nLa réserve de Singularité ne se recharge pas en\ncours de partie.", + "trauma-t": "Dès qu’un personnage a subi 5 points de Trauma,\nil est Choqué. Son état de stress est tel qu’il influe\nsur ses performances et sur sa lucidité. Il souffre\nd’un malus de 1 à tous ses niveaux de Domaine.\nDès qu’il a subi 8 points de Trauma, le personnage\nest Traumatisé. Il souffre d’un malus de 1 à\ntous ses niveaux de Talent. De plus, il gardera des\nséquelles de cet événement : l’un de ses points de\nTrauma devient permanent et ne pourra pas être\nsoigné.\nSi un personnage cumule 10 points de Trauma,\nil devient Fou. Il tombe en catatonie durant le reste\nde la scène. Passé ce cap, son traumatisme est tel\nqu’il ne sera plus jouable. Il est définitivement\nperdu.", + "blessures-t": "Dès qu’il a subi 5 points de Blessures, le personnage\nsouffre d’un malus de 1 à tous ses niveaux\nde Domaine.\nSi un personnage cumule 8 points de Blessures,\nil est lourdement blessé. Il subit un malus de 1 à\ntous ses niveaux de Talent. De plus, il gardera des\nséquelles de cet événement : l’un de ses points de\nBlessures devient permanent et ne pourra pas être\nsoigné.\nSi un personnage cumule 10 points de Blessures,\nil agonise. Il meurt au bout de dix minutes s’il n’est\npas soigné.", + "noirceur-t": "Lorsqu’il a cumulé 5 points de Noirceur, le personnage\nest Teinté.\nLorsqu’il a cumulé 8 points de Noirceur, il est\nPossédé. De plus, il gardera des séquelles de cet\névénement : l’un de ses points de Noirceur devient\npermanent et ne pourra pas être soigné.\nLorsqu’il a cumulé 10 points de Noirceur, il est\nCorrompu. La Loi en prend le contrôle (à moins\nque le joueur n’accepte de jouer ce rôle jusqu’au\nbout). Le corrompu fera tout pour rallier un Axe\nle plus rapidement possible. S’il y parvient, il disparaît\ndans l’Artefact à tout jamais.", + "traque-t": "Lorsqu’il a cumulé 5 points de Traque, le personnage\nest Signalé.\nLorsqu’il a cumulé 8 points de Traque, le personnage\nest Recherché. Il gardera des séquelles\nde cet événement : l’un de ses points de Traque\ndevient permanent et ne pourra pas être retiré. De\nplus, il gagne le trait Criminel.\nLorsqu’il a cumulé 10 points de Traque, le personnage\nest Pourchassé. De plus, il gagne le trait\nEnnemi public." +} \ No newline at end of file diff --git a/NOC/translations/cs.json b/NOC/translations/cs.json new file mode 100644 index 0000000000..58b60b81e2 --- /dev/null +++ b/NOC/translations/cs.json @@ -0,0 +1,135 @@ +{ + "GENERAL-u": "IDENTITÉ", + "ATTRIBUTES-u": "COMPOSITION", + "INVENTORY-u": "POSSESSIONS", + "NOTES-u": "NOTES", + "aremplir-p": "A renseigner", + "idsignale-t": "Signalé : les patrouilles ont le signalement du\npersonnage qui sera arrêté en cas de contrôle.", + "idrecherche-t": "Recherché (Criminel) : le personnage est activement recherché.\nDes investigateurs se rendent à son travail,\ninterrogent son entourage, etc. Une équipe du\nBureau des Investigations se met à sa poursuite.", + "idpourchasse-t": "Pourchassé (Ennemi public) : le personnage est l’ennemi\nnuméro un du Bloc. Des patrouilles sillonnent\nla ville à sa recherche. Ses proches, ses collègues\nsont surveillés, et certains, violentés ou arrêtés.\nSon domicile est fouillé sans ménagement.\nCinq équipes du Bureau des Investigations le\nrecherchent.", + "idteinte-t": "", + "idpossede-t": "", + "idcorrompu-t": "", + "idsecurite-t": "Signalé : les patrouilles ont le signalement du\npersonnage qui sera arrêté en cas de contrôle.\n\nRecherché (Criminel) : le personnage est activement recherché.\nDes investigateurs se rendent à son travail,\ninterrogent son entourage, etc. Une équipe du\nBureau des Investigations se met à sa poursuite.\n\nPourchassé (Ennemi public) : le personnage est l’ennemi\nnuméro un du Bloc. Des patrouilles sillonnent\nla ville à sa recherche. Ses proches, ses collègues\nsont surveillés, et certains, violentés ou arrêtés.\nSon domicile est fouillé sans ménagement.\nCinq équipes du Bureau des Investigations le\nrecherchent.", + "idviolence-t": "Violence : le personnage ne peut pas arrêter un\ncombat tant qu’il n’a pas occasionné la perte d’au\nmoins 3 points de Blessures à un ennemi (à moins\nqu’il ne soit neutralisé avant).", + "idmalaise-t": "Malaise : le personnage est victime de malaises\net nausées. Il a l’impression que son corps est\nparasité. Lorsqu’il est victime de n’importe quel\neffet du Fiel, il perd un point d’Espoir additionnel.\nS’il n’en a plus, il devient Fatigué et subit un niveau\nde malus à tous ses Talents jusqu’à ce qu’il bénéficie\nd’un moment de calme", + "idHallucinations-t": "Hallucinations : le personnage est victime\nd’hallucinations. Il voit des choses terrifiantes qui\nn’existent pas. Il entend des voix, sent des choses\nqui le touchent, perçoit des odeurs putrides. Lorsqu’il\nest victime de n’importe quel effet du Fiel, il\nsubit un point de Trauma additionnel.", + "idMauvaispenchants-t": "Mauvais penchants : le personnage ne régénère\nplus sa jauge d’Espoir qu’en s’adonnant à ses vices.\nLors de chaque moment de calme (voir p. 41), s’il\ndésire recharger ses réserves ou soigner des points\nde Blessures, Trauma ou Noirceur, il doit recevoir\nun point de Traque.", + "idtraitnoirceur-t": "Violence : le personnage ne peut pas arrêter un\ncombat tant qu’il n’a pas occasionné la perte d’au\nmoins 3 points de Blessures à un ennemi (à moins\nqu’il ne soit neutralisé avant).\n\nMalaise : le personnage est victime de malaises\net nausées. Il a l’impression que son corps est\nparasité. Lorsqu’il est victime de n’importe quel\neffet du Fiel, il perd un point d’Espoir additionnel.\nS’il n’en a plus, il devient Fatigué et subit un niveau\nde malus à tous ses Talents jusqu’à ce qu’il bénéficie\nd’un moment de calme\n\nHallucinations : le personnage est victime\nd’hallucinations. Il voit des choses terrifiantes qui\nn’existent pas. Il entend des voix, sent des choses\nqui le touchent, perçoit des odeurs putrides. Lorsqu’il\nest victime de n’importe quel effet du Fiel, il\nsubit un point de Trauma additionnel.\n\nMauvais penchants : le personnage ne régénère\nplus sa jauge d’Espoir qu’en s’adonnant à ses vices.\nLors de chaque moment de calme (voir p. 41), s’il\ndésire recharger ses réserves ou soigner des points\nde Blessures, Trauma ou Noirceur, il doit recevoir\nun point de Traque.", + "afficheflag-t": "Permet de rendre visible les répercussions de tous les malus de condition \ndu personnage et cela dans tous ses Domaines et Talents.\n\nAttention ! Aucune modification ne peut être faite sur les points de\n Domaines et Talents tant que l'affichage des malus est activé.\n", + "vie-u": "VIE", + "erudition-u": "ÉRUDITION", + "technique-u": "TECHNIQUE", + "social-u": "SOCIAL", + "ame-u": "ÂME", + "statut-u": "STATUT", + "action-u": "ACTION", + "apaisement-u": "Apaisement", + "ferveur-u": "Ferveur", + "lumiere-u": "Lumière", + "soins-u": "Soins", + "culture-u": "Culture", + "bureau-u": "Bureau", + "recherche-u": "Recherche", + "societe-u": "Société", + "artefact-u": "Artefact", + "artisanat-u": "Artisanat", + "mecanismes-u": "Mecanismes", + "survie-u": "Survie", + "charisme-u": "Charisme", + "conviction-u": "Conviction", + "psychologie-u": "Psychologie", + "tromperie-u": "Tromperie", + "extase-u": "Extase", + "folie-u": "Folie", + "sensibilite-u": "Sensibilité", + "tenebres-u": "Ténèbres", + "fortune-u": "Fortune", + "rang-u": "Rang", + "contacts-u": "Contacts", + "facade-u": "Façade", + "combat-u": "Combat", + "deplacement-u": "Déplacement", + "instinct-u": "Instinct", + "constitution-u": "Constitution", + "vecu-u": "VÉCU", + "espoir-u": "ESPOIR", + "singularite-u": "SINGULARITÉ", + "trauma-u": "TRAUMA", + "blessures-u": "BLESSURES", + "noirceur-u": "NOIRCEUR", + "traque-u": "TRAQUE", + "effet-points-blessures-leger-u": "Blessé léger\n-1D Domaines", + "effet-points-blessures-grave-u": "Blessé grave\n-1D Talents\n+1pt Blessures permanent", + "effet-points-blessures-mort-u": "10 min avant la mort", + "effet-points-trauma-leger-u": "Choqué\n-1D Domaines\n+1pt Trauma permanent", + "effet-points-trauma-grave-u": "Traumatisé\n-1D Talents", + "effet-points-trauma-mort-u": "Fou", + "effet-points-traque-leger-u": "Signalé", + "effet-points-traque-grave-u": "Recherché\n+1trait "Criminel\n+1pt Traque permanent", + "effet-points-traque-mort-u": "Pourchassé\n+1trait "Ennemi public"", + "effet-points-noirceur-leger-u": "Teinté\n+1trait Noirceur", + "effet-points-noirceur-grave-u": "Possédé\n+1trait Noirceur\n+1pt Noirceur permanent", + "effet-points-noirceur-mort-u": "Corrompu\n+1trait Noirceur", + "EQUIPMENTS-u": "ÉQUIPEMENT", + "CONTACTS-u": "CONTACTS", + "Description-u": "Description", + "Name-u": "Nom", + "Name-p": "Nom", + "faveur-u": "Faveur", + "faveurmax-u": "Faveur max", + "Combathelper-u": "AIDE AU COMBAT", + "tir-u": "ARMES DE TIR", + "dps-u": "Dég.", + "munitions-u": "Mun.", + "munitionsmax-u": "Mun. max", + "armetalent-u": "Talent", + "trait-p": "Trait", + "cac-u": "ARMES DE CONTACT", + "armure-u": "ARMURE", + "armurepts-u": "Armure", + "defense-u": "Défense", + "Notes-p": "La nuit est tombée sur le monde. La Terre a été engloutie par l’Artefact, un objet impossible surgi du fond de l’espace et du temps. Il s’est replié sur elle en une étreinte cosmique, se substituant au ciel et aux étoiles.\n\rL’Artefact est une prison qui a plongé l’humanité dans un éternel crépuscule et a disloqué la civilisation. Tel est le fardeau des vivants.\n\rL’Artefact est un bouclier érigé contre une menace extérieure supposée conduire à l’anéantissement de toute vie. Telle est la voix de la propagande.\n\rL’Artefact est un horizon inatteignable aux motivations cryptiques, incarnation de l’apocalypse et porteur d’espoir pour qui croit en son message.\n\rIl est l’Objet-Dieu.", + "vie-t": "Ce Domaine est celui du don de soi, de l’abnégation\net de la bonté. Un personnage doté d’une affinité\nen Vie sera une lueur dans un monde de ténèbres,\nune incarnation de la volonté de survie de l’espèce\nconfrontée à son ultime épreuve.", + "erudition-t": "Ce Domaine regroupe toutes leseff connaissances,\nà l’exclusion de la technologie qui relève d’un\nDomaine propre.\nUn personnage possédant des niveaux dans les\nTalents d’Érudition fait partie d’une caste élitiste.\nIl est probablement bibliothécaire, érudit, professeur.\nLe savoir, dans la société délitée de NOC, est\nun important marqueur de statut.", + "technique-t": "Ce domaine est celui des savoirs pratiques, des\nobjets et de leur fonctionnement, de la débrouille\net des technologies inspirées de l’Artefact.", + "social-t": "Ce Domaine est celui de l’interaction pacifique\nentre êtres humains. Il permet de régir les dizaines\nde petites batailles que chaque femme et chaque\nhomme doit mener au quotidien lorsqu’il évolue\nparmi ses semblables : séduire ou être séduit,\nconvaincre ou être convaincu, s’imposer ou se\nsoumettre.", + "ame-t": "Ce Domaine est celui de l’inconscient, de ce qui se\ncache au-delà des pensées et de la rationalité du\npersonnage. C’est le royaume de l’inavouable, des\npulsions, de la vie intérieure mais aussi de la sensibilité\net de l’inspiration. Dans le monde désenchanté\npar l’Administration, ceux qui restent\nhabités par leurs rêves, bons ou mauvais, sont\nautant à envier qu’à plaindre.", + "statut-t": "Les Talents du Domaine Statut ne reflètent pas\ndirectement des capacités ou des connaissances\ndu personnage mais son rang, ses connexions et\nsa position sociale. Il s’agit de Talents passifs. \nIls indiquent quels sont les moyens concrets\net matériels à sa disposition.", + "action-t": "Ce Domaine est celui des capacités physiques et\ndes réflexes, du prédateur et de la proie, de la\nsurvie et de la traque. Un personnage possédant\nune affinité en Action sera plus vigilant, plus vif\net plus fort que ses semblables.", + "apaisement-t": "Le Talent Apaisement permet au personnage\nde calmer les tourments psychologiques de ses\nsemblables, de trouver les mots rassurants pour\nréconforter la victime après un événement traumatisant.\nNiveau 0 : le personnage n’a pas d’expérience\nparticulière des situations de crise et doit\nimproviser avec son propre malaise lorsqu’il est\nconfronté à la détresse d’autrui.\nCe talent permet de soigner des points de\nTrauma d’un autre personnage.", + "ferveur-t": "Le Talent Ferveur représente la flamme qui anime\nle personnage, son élan, le souffle qui lui permet\nde maintenir son espérance et de la communiquer\nà ses proches, même dans les pires situations.\nNiveau 0 : le personnage est vaillant mais se\ndécourage face aux grosses difficultés. Il dispose\nd’une réserve de 3 points d’Espoir.\nCe Talent définit la taille de la réserve d’Espoir\ndu personnage.", + "lumiere-t": "Le Talent Lumière représente la pureté d’âme\ndu personnage, sa noblesse profonde, sa bonté.\nIl reflète la résistance mystique et physiologique\ndu personnage à la Noirceur.\nNiveau 0 : le personnage possède des failles, une\npart d’ombre sur laquelle les ténèbres peuvent\ngermer.\nLe Talent Lumière sert à encaisser les points de\nNoirceur et les dégâts liés au trait Énergie Noire.", + "soins-t": "Le Talent Soins est celui des médecins et des\nguérisseurs.\nNiveau 0 : le personnage n’a pas d’autres notions\nde médecine que celles inculquées par la culture\npopulaire. Il connaît quelques remèdes de grandmère,\nne manque pas de bon sens, mais sera\ndémuni devant la moindre blessure sérieuse.\nCe talent permet de soigner des points de Blessures\nd’un autre personnage.", + "culture-t": "La Culture est un Talent très large : il reflète la\nconnaissance générale du personnage, qu’il\ns’agisse d’histoire, de géographie ou des dogmes\nofficiels de la Voie.\nNiveau 0 : le personnage sait passablement lire\net écrire. Il connaît le nom des Blocs voisins, se\nsouvient de faits passés durant les trois dernières\nannées officielles et peut réciter les mythes propagandistes\ncourants.", + "bureau-t": "Le Talent Bureau recouvre la connaissance de l’administration\net de ses rouages. Les codes, les lois,\nles formulaires, les services, les grades.\nNiveau 0 : le personnage sait où retirer ses tickets\nde rationnement, qui appeler au secours et qui\nne pas ennuyer.", + "recherche-t": "Le Talent Recherche permet de passer au crible\nun lieu ou une masse de données dans le but d’en\nextraire des informations. Ce Talent servira aussi\nbien pour fouiller une pièce que pour éplucher des\ncoupures de presse dans une bibliothèque.\nNiveau 0 : le personnage trouvera les preuves\névidentes mais ne fera pas de rapprochement et\nne tirera pas de conclusions de la présence ou de\nl’absence d’éléments trop subtils.", + "societe-t": "Le Talent Société permet de connaître les noms, les\nlieux, les ragots sur ce qu’il se passe dans le Bloc. Il\npermet d’identifier une personnalité, de connaître\nles rumeurs associées à un événement ou de savoir\noù passer une bonne soirée.\nNiveau 0 : le personnage connaît les figures\nimportantes de son quartier, les enseignes incontournables\nde la ville, sait où faire des affaires et\nquand sont prévus les grands événements.", + "artefact-t": "Le Talent Artefact permet de bénéficier d’une\nsorte d’empathie avec l’Objet-Dieu. Le personnage\ncomprend, ressent la logique de l’Artefact, de ses\nrythmes, de ses pulsations.\nNiveau 0 : le personnage sait distinguer un\nMécanisme d’un Grand Mécanisme, mais c’est\ntout. Sa réserve de points de Singularité est vide.", + "artisanat-t": "Le Talent Artisanat reflète les capacités du personnage\ndans tous les champs de techniques de base :\nmaçonnerie, forge, ébénisterie, tannage...\nNiveau 0 : le personnage est capable de bricoler\nplus ou moins adroitement. Il rafistole, mais pas\nplus.", + "mecanismes-t": "Le Talent Mécanismes indique la capacité du personnage\nà concevoir, réparer ou confectionner\ndes objets novateurs ou complexes, des moteurs\nde voiture aux escalators. Plus que cela, ce trait\nest nécessaire à la manipulation, réparation ou\nconstruction des objets quantiques. Ce Talent\nreflète également sa connaissance des principes\nscientifiques de base, de la physique comme de la\nchimie.\nNiveau 0 : pour le personnage, les merveilles\nquantiques sont hors de compréhension. Il sait\nqu’une pomme lancée en l’air retombe mais ne\nsait pas vraiment pourquoi. Il comprend les\nprincipes de base d’un moteur mais serait bien\nen peine d’en construire un.", + "survie-t": "Le Talent Survie est possédé par les habitants\ndes campagnes ou des banlieues miséreuses. Il\nregroupe toutes les techniques permettant de se\nrepérer, de s’alimenter, de dormir et de survivre\nen terrain naturel ou défavorable comme les pires\nbanlieues.\nNiveau 0 : le personnage est né et a toujours\névolué dans le coeur urbain du Bloc. Il n’a ni les\nconnaissances, ni les réflexes, ni le cran pour\naffronter l’Extérieur.", + "charisme-t": "Le Talent Charisme est celui de la séduction,\ndu charme, de l’appétit, de la sympathie. Il permet\nd’obtenir quelque chose d’un interlocuteur : des\ninformations, des services, une prestation ou un\nassentiment. Ce talent permet aussi de persuader,\nde porter un message avec force et crédibilité.\nNiveau 0 : le personnage est physiquement\nbanal. Il n’a pas de sex-appeal et ne plaît qu’à\nune petite part des membres du sexe opposé. Il ne\npossède aucun atout physique significatif et ne\nsouffre d’aucun défaut visible socialement handicapant.\nIl a du mal à enflammer un auditoire\nou à persuader les étrangers de ses idées, même\nles plus sincères.", + "conviction-t": "Le Talent Conviction exprime la force de volonté du\npersonnage, sa détermination, sa lucidité face à\ntout ce qui pourrait le détourner de sa route. Il lui\npermet de résister à la tentation, à la corruption,\nà l’intimidation et à la torture.\nNiveau 0 : le personnage a des convictions, mais\nil n’est pas prêt à mourir pour elles.\nCe Talent sert de niveau requis aux tentatives de\npersuasion, de séduction ou d’intimidation contre\nle personnage.", + "psychologie-t": "Le Talent Psychologie est celui de l’empathie,\nde l’analyse du paraverbal, de la lecture du corps.\nIl permet de détecter le mensonge, d’interpréter ce\nqui se joue dans l’esprit, dans le coeur et dans les\ntripes de ses semblables.\nNiveau 0 : le personnage n’est pas spécialement\nsubtil mais il est capable de se projeter sur l’effet\ninduit par une situation forte chez ses semblables.", + "tromperie-t": "Le Talent Tromperie indique la capacité du personnage\nà mentir, à dissimuler ses émotions ou\nses intentions, à jouer la comédie.\nNiveau 0 : le personnage est tendu lorsqu’il ment\net ce d’autant plus que l’enjeu ou les risques sont\nimportants. Sa voix est subtilement différente. Il\nne regarde pas son interlocuteur dans les yeux,\nse frotte le visage, se racle la gorge. Dans l’urgence,\nil est capable de concevoir un mensonge\nà peu près cohérent mais sera en difficulté s’il lui\nest demandé de rentrer dans les détails.", + "extase-t": "Le Talent Extase est une indication de la stabilité\ndu cadre familial ou amical du personnage, de\nla puissance cathartique de ses passions et de sa\nfacilité à trouver du réconfort dans son environnement.\nL’Extase lui permet de se vider la tête, de\nretrouver son calme.\nNiveau 0 : le personnage a une famille qu’il peut\nretrouver avec plaisir, ou un loisir, un passetemps,\ngrâce auquel il peut penser à autre\nchose. Boire un coup avec des amis, jouer aux\njeux de hasard, danser ou fréquenter les lieux de\ndébauche, il sait comment tuer le temps.\nLe Talent Extase permet de recharger sa jauge\nd’Espoir et celle de ses alliés durant les moments\nde calme.", + "folie-t": "La Folie est un talent ambigu. Sa possession\nindique que le personnage a déjà subi des traumatismes,\nvécu des expériences terribles ou avancé\nsur la voie de la démence et que ce passif l’a en\nquelque sorte préparé aux horreurs que lui réserve\nsa vie future.\nNiveau 0 : le personnage est un citoyen de\nce monde dur. Il a une certaine habitude de\nla violence, de l’oppression et de l’étrange –\néléments que l’on rencontre souvent, même à\nl’abri d’un Bloc – mais il n’a jamais assisté à un\nmassacre, jamais approché un Autre et jamais\nsubi un interrogatoire de la Police Secrète.\nAutant d’événements susceptibles de l’affecter\ndurablement.\nCe Talent sert à ralentir l’effet du Trauma sur\nle personnage.", + "sensibilite-t": "La Sensibilité est la réceptivité du personnage\naux choses invisibles, aux énergies, aux flux,\naux émotions. Elle permet de comprendre ou de\nproduire une oeuvre d’art, mais également de\nsentir les « mauvaises ondes » indiquant la proximité\nd’une source de Noirceur (voir p. 54).\nNiveau 0 : le personnage n’est pas particulièrement\nréceptif. Dans sa vie, il lui est parfois\narrivé d’avoir des impressions troublantes mais\nil n’a pas su les interpréter correctement ou leur\naccorder l’importance qu’elles auraient mérité.\nL’art ne lui inspire pas grand chose sinon les\noeuvres les plus directement accessibles.", + "tenebres-t": "Le Talent Ténèbres représente la part d’ombre du\npersonnage, le poids de ses crimes, son inclination\nau mal. Qu’il ait réellement commis des actes\nmauvais, ou qu’il s’agisse d’une faille béante dans\nson âme, cette zone ténébreuse sera sentie par les\nAutres et interprétée comme un signe d’appartenance.\nCe Talent représente également labrutalité,\nla monstruosité ou la froideur émanant de sa\npersonne, la crainte qu’il inspire à ses semblables.\nIl sert à intimider les humains, les animaux ou les\ncréatures surnaturelles.\nNiveau 0 : le personnage est une proie, un\nspécimen quelconque de la race humaine et, à\nce sens, ne fera l’objet d’aucun traitement particulier\nde la part des Autres. À moins d’être armé\nou en situation de force, il n’intimidera généralement\nque les couards.", + "fortune-t": "Le Talent Fortune indique la richesse dupersonnage.\nNiveau 0 : le personnage fait partie de la classe\nmoyenne. Il loue un appartement dans les faubourgs\nou un petit studio dans les quartiers\npopulaires du centre-ville. Il n’a pas vraiment\nde patrimoine mais dispose des fonds suffisants\npour s’alimenter, se vêtir et se déplacer au quotidien.\nDurant ses temps morts, il se contente\nde loisirs simples : visite des musées officiels, un\nspectacle cautionné de temps en temps, deux ou\ntrois verres dans un club middle-class. Il dispose\nde quelques couronnes pour ses transactions\ncourantes sans menacer son train de vie.", + "rang-t": "Le Talent Rang indique l’autorité du personnage,\nle grade ou la fonction sociale dont il peut se prévaloir.\nCe Talent ouvre des portes et lui assure des\npasse-droits. Pour jouir de son niveau de Rang, le\npersonnage doit toutefois porter ostensiblement\nla preuve de son niveau, qu’il s’agisse d’un badge,\nd’un uniforme, ou d’un nom célèbre (le sien ou\ncelui d’un ami important), qu’il se doit alors de\nrévéler. En cela, il lui sera impossible de jouir de\nson niveau de Rang tant qu’il restera sous couvert\nd’une fausse identité, par exemple.\nNiveau 0 : le personnage n’a pas de statut particulier.\nIl ne peut se prévaloir d’aucune autorité\nà part, peut-être, dans l’espace très restreint de\nson environnement professionnel.\nCe Talent sert à obtenir des accès, des autorisations\net de précieux formulaires en jeu.", + "contacts-t": "Le Talent Contacts indique le nombre de personnes\nbien placées prêtes à aider le personnage.\nPour chaque niveau qu’il possède dans ce Talent,\nil connaît un individu ou un groupe disposant de\nressources ou de connaissances intéressantes dans\nle cadre de sa lutte. Lorsqu’il a besoin de matériel,\nd’un service ou d’une information, le personnage\npeut joindre l’un de ses contacts pour l’obtenir.\nLes moyens de ces contacts n’ont pas à être décrits\navec précision.\nNiveau 0 : le personnage est un homme ou une\nfemme ordinaire. Il peut demander de menus\nservices à ses proches, mais ne connaît personne\nd’assez bien placé ou d’assez investi prêt à se\ncompromettre pour lui. Sa réserve de points de\nFaveur est vide.", + "facade-t": "Le Talent Façade est l’expression de la prudence et\nde la paranoïa du personnage. Il reflète le soin qu’il\nprend à cacher ses traces, à brouiller les pistes, à\nplacer des obstacles sur le chemin de ceux qui voudraient\nremonter jusqu’à lui, découvrir ses agissements,\naccéder à son domicile, saisir son argent.\nIl représente également la capacité du personnage\nà passer inaperçu, à avoir l’air inoffensif, à ne pas\nêtre remarqué parmi une foule.\nNiveau 0 : le personnage est un citoyen ordinaire.\nSon dossier administratif est bien fourni, son\nadresse connue et ses moyens de fuite limités.\nLorsqu’il a des choses à se reprocher ou qu’il\nest sous pression, son attitude peut paraître\nsuspecte.\nCe Talent sert à ralentir l’effet de la Traque sur\nle personnage.", + "combat-t": "Le Talent Combat reflète l’aisance du personnage\ndans les situations physiques ou martiales et sa\nmaîtrise des armes.\nNiveau 0 : le personnage ne sait pas se battre et\nn’en viendra aux mains qu’en dernièreextrémité.\nNote : chaque fois qu’un personnage développe\nle Talent Combat au-dessus du niveau 0, il\nchoisit deux armes parmi celles présentées p. 51.\nAinsi, il choisit 2 armes au niveau 1, 2 de plus au\nniveau 2, etc.\nLorsqu’il manie des armes qui ne sont pas du\nmême type que celles qu’il a choisies, il souffre\nd’un malus de 1 à son niveau de Combat.\nDans le cadre de ce kit, les Héros et les Rouages\nn’ont pas de malus lorsqu’ils manient les armes\nindiquées dans leur équipement.", + "deplacement-t": "Le Talent Déplacement est celui de l’agilité et de\nl’athlétisme, de la grâce, de la souplesse et de\nl’endurance. Il régit la coordination corporelle qui\npermet de courir vite, de sauter loin, d’éviter les\nattaques, de marcher longtemps et de se mouvoir\ndiscrètement.\nNiveau 0 : le personnage est capable de performances\nphysiques communes. Il court le cent\nmètres en moins de quinze secondes et peut\nsauter quatre mètres en longueur avec élan. Il\ns’épuise au bout de quelques dizaines de minutes\nd’effort.", + "instinct-t": "Le Talent Instinct rend compte de la perception\ndu personnage, de sa capacité à entendre un bruit\nfugace dans son dos, à voir un tireur embusqué\nsur un toit, à remarquer une odeur suspecte. Dans\nles situations tendues ou dangereuses, les Héros\n« prépareront » souvent leur Instinct. L’Instinct est\ngénéralement un trait passif, utilisé pour déterminer\nsi la personne se rend compte de quelque chose\nqui survient alors qu’il ne s’y attend pas. Il diffère\nen cela du Talent Recherche, qui vaut lorsque le\npersonnage cherche activement un élément dans\nune masse de données.\nNiveau 0 : le personnage n’est pas toujours sur\nses gardes. Il lui arrive d’être perdu dans ses\npensées ou d’être surpris par un événement\ninattendu.", + "constitution-t": "Le Talent Constitution définit la carrure du personnage,\nsa puissance et sa résistance physique.\nNiveau 0 : le personnage a une stature moyenne,\nla force compensant son poids. Il peut porter une\ntrentaine de kilos durant moins de dix minutes,\net soulever de terre un objet d’une cinquantaine\nde kilos maximum.", + "vecu-t": "Les Héros commencent chaque scénario avec une\nréserve de 3 points de Vécu. Le Vécu correspond au\npassé des personnages et à leur familiarité avec\ncertains environnements et certaines pratiques.\nLorsqu’un personnage entreprend une action\npour laquelle son histoire ou son expérience\npersonnelle sont susceptibles de lui octroyer un\navantage logique, le joueur peut dépenser un (et\nun seul) point de Vécu pour obtenir un niveau supplémentaire\nau Talent utilisé. Cette dépense doit\nêtre effectuée avant tout jet de dés de destin.", + "espoir-t": "Un personnage commence chaque scénario avec\nune réserve de points d’Espoir, dépendant de son\nniveau dans le Talent Ferveur.\nUn personnage peut dépenser un point d’Espoir\npour lancer trois dés de destin supplémentaires\nlors de n’importe quelle action. Il peut aussi\ndépenser un point d’Espoir pour lancer trois dés\nlorsqu’il subit des points de Blessures, Trauma,\nTraque ou Noirceur. Dans ce cas, chaque succès\ndiminue de 1 le nombre de points encaissés. Par\ncontre, chaque 1 ajoute une goutte à la jauge de\nFiel.", + "singularite-t": "Un personnage commence chaque séance de jeu\navec une réserve de points de Singularité, dont la\ntaille dépend de son niveau dans le Talent Artefact\nUn personnage peut dépenser un point de Singularité\npour empêcher l’ajout d’une goutte de Fiel\nà la jauge des Héros.\nLa réserve de Singularité ne se recharge pas en\ncours de partie.", + "trauma-t": "Dès qu’un personnage a subi 5 points de Trauma,\nil est Choqué. Son état de stress est tel qu’il influe\nsur ses performances et sur sa lucidité. Il souffre\nd’un malus de 1 à tous ses niveaux de Domaine.\nDès qu’il a subi 8 points de Trauma, le personnage\nest Traumatisé. Il souffre d’un malus de 1 à\ntous ses niveaux de Talent. De plus, il gardera des\nséquelles de cet événement : l’un de ses points de\nTrauma devient permanent et ne pourra pas être\nsoigné.\nSi un personnage cumule 10 points de Trauma,\nil devient Fou. Il tombe en catatonie durant le reste\nde la scène. Passé ce cap, son traumatisme est tel\nqu’il ne sera plus jouable. Il est définitivement\nperdu.", + "blessures-t": "Dès qu’il a subi 5 points de Blessures, le personnage\nsouffre d’un malus de 1 à tous ses niveaux\nde Domaine.\nSi un personnage cumule 8 points de Blessures,\nil est lourdement blessé. Il subit un malus de 1 à\ntous ses niveaux de Talent. De plus, il gardera des\nséquelles de cet événement : l’un de ses points de\nBlessures devient permanent et ne pourra pas être\nsoigné.\nSi un personnage cumule 10 points de Blessures,\nil agonise. Il meurt au bout de dix minutes s’il n’est\npas soigné.", + "noirceur-t": "Lorsqu’il a cumulé 5 points de Noirceur, le personnage\nest Teinté.\nLorsqu’il a cumulé 8 points de Noirceur, il est\nPossédé. De plus, il gardera des séquelles de cet\névénement : l’un de ses points de Noirceur devient\npermanent et ne pourra pas être soigné.\nLorsqu’il a cumulé 10 points de Noirceur, il est\nCorrompu. La Loi en prend le contrôle (à moins\nque le joueur n’accepte de jouer ce rôle jusqu’au\nbout). Le corrompu fera tout pour rallier un Axe\nle plus rapidement possible. S’il y parvient, il disparaît\ndans l’Artefact à tout jamais.", + "traque-t": "Lorsqu’il a cumulé 5 points de Traque, le personnage\nest Signalé.\nLorsqu’il a cumulé 8 points de Traque, le personnage\nest Recherché. Il gardera des séquelles\nde cet événement : l’un de ses points de Traque\ndevient permanent et ne pourra pas être retiré. De\nplus, il gagne le trait Criminel.\nLorsqu’il a cumulé 10 points de Traque, le personnage\nest Pourchassé. De plus, il gagne le trait\nEnnemi public." +} \ No newline at end of file diff --git a/NOC/translations/da.json b/NOC/translations/da.json new file mode 100644 index 0000000000..58b60b81e2 --- /dev/null +++ b/NOC/translations/da.json @@ -0,0 +1,135 @@ +{ + "GENERAL-u": "IDENTITÉ", + "ATTRIBUTES-u": "COMPOSITION", + "INVENTORY-u": "POSSESSIONS", + "NOTES-u": "NOTES", + "aremplir-p": "A renseigner", + "idsignale-t": "Signalé : les patrouilles ont le signalement du\npersonnage qui sera arrêté en cas de contrôle.", + "idrecherche-t": "Recherché (Criminel) : le personnage est activement recherché.\nDes investigateurs se rendent à son travail,\ninterrogent son entourage, etc. Une équipe du\nBureau des Investigations se met à sa poursuite.", + "idpourchasse-t": "Pourchassé (Ennemi public) : le personnage est l’ennemi\nnuméro un du Bloc. Des patrouilles sillonnent\nla ville à sa recherche. Ses proches, ses collègues\nsont surveillés, et certains, violentés ou arrêtés.\nSon domicile est fouillé sans ménagement.\nCinq équipes du Bureau des Investigations le\nrecherchent.", + "idteinte-t": "", + "idpossede-t": "", + "idcorrompu-t": "", + "idsecurite-t": "Signalé : les patrouilles ont le signalement du\npersonnage qui sera arrêté en cas de contrôle.\n\nRecherché (Criminel) : le personnage est activement recherché.\nDes investigateurs se rendent à son travail,\ninterrogent son entourage, etc. Une équipe du\nBureau des Investigations se met à sa poursuite.\n\nPourchassé (Ennemi public) : le personnage est l’ennemi\nnuméro un du Bloc. Des patrouilles sillonnent\nla ville à sa recherche. Ses proches, ses collègues\nsont surveillés, et certains, violentés ou arrêtés.\nSon domicile est fouillé sans ménagement.\nCinq équipes du Bureau des Investigations le\nrecherchent.", + "idviolence-t": "Violence : le personnage ne peut pas arrêter un\ncombat tant qu’il n’a pas occasionné la perte d’au\nmoins 3 points de Blessures à un ennemi (à moins\nqu’il ne soit neutralisé avant).", + "idmalaise-t": "Malaise : le personnage est victime de malaises\net nausées. Il a l’impression que son corps est\nparasité. Lorsqu’il est victime de n’importe quel\neffet du Fiel, il perd un point d’Espoir additionnel.\nS’il n’en a plus, il devient Fatigué et subit un niveau\nde malus à tous ses Talents jusqu’à ce qu’il bénéficie\nd’un moment de calme", + "idHallucinations-t": "Hallucinations : le personnage est victime\nd’hallucinations. Il voit des choses terrifiantes qui\nn’existent pas. Il entend des voix, sent des choses\nqui le touchent, perçoit des odeurs putrides. Lorsqu’il\nest victime de n’importe quel effet du Fiel, il\nsubit un point de Trauma additionnel.", + "idMauvaispenchants-t": "Mauvais penchants : le personnage ne régénère\nplus sa jauge d’Espoir qu’en s’adonnant à ses vices.\nLors de chaque moment de calme (voir p. 41), s’il\ndésire recharger ses réserves ou soigner des points\nde Blessures, Trauma ou Noirceur, il doit recevoir\nun point de Traque.", + "idtraitnoirceur-t": "Violence : le personnage ne peut pas arrêter un\ncombat tant qu’il n’a pas occasionné la perte d’au\nmoins 3 points de Blessures à un ennemi (à moins\nqu’il ne soit neutralisé avant).\n\nMalaise : le personnage est victime de malaises\net nausées. Il a l’impression que son corps est\nparasité. Lorsqu’il est victime de n’importe quel\neffet du Fiel, il perd un point d’Espoir additionnel.\nS’il n’en a plus, il devient Fatigué et subit un niveau\nde malus à tous ses Talents jusqu’à ce qu’il bénéficie\nd’un moment de calme\n\nHallucinations : le personnage est victime\nd’hallucinations. Il voit des choses terrifiantes qui\nn’existent pas. Il entend des voix, sent des choses\nqui le touchent, perçoit des odeurs putrides. Lorsqu’il\nest victime de n’importe quel effet du Fiel, il\nsubit un point de Trauma additionnel.\n\nMauvais penchants : le personnage ne régénère\nplus sa jauge d’Espoir qu’en s’adonnant à ses vices.\nLors de chaque moment de calme (voir p. 41), s’il\ndésire recharger ses réserves ou soigner des points\nde Blessures, Trauma ou Noirceur, il doit recevoir\nun point de Traque.", + "afficheflag-t": "Permet de rendre visible les répercussions de tous les malus de condition \ndu personnage et cela dans tous ses Domaines et Talents.\n\nAttention ! Aucune modification ne peut être faite sur les points de\n Domaines et Talents tant que l'affichage des malus est activé.\n", + "vie-u": "VIE", + "erudition-u": "ÉRUDITION", + "technique-u": "TECHNIQUE", + "social-u": "SOCIAL", + "ame-u": "ÂME", + "statut-u": "STATUT", + "action-u": "ACTION", + "apaisement-u": "Apaisement", + "ferveur-u": "Ferveur", + "lumiere-u": "Lumière", + "soins-u": "Soins", + "culture-u": "Culture", + "bureau-u": "Bureau", + "recherche-u": "Recherche", + "societe-u": "Société", + "artefact-u": "Artefact", + "artisanat-u": "Artisanat", + "mecanismes-u": "Mecanismes", + "survie-u": "Survie", + "charisme-u": "Charisme", + "conviction-u": "Conviction", + "psychologie-u": "Psychologie", + "tromperie-u": "Tromperie", + "extase-u": "Extase", + "folie-u": "Folie", + "sensibilite-u": "Sensibilité", + "tenebres-u": "Ténèbres", + "fortune-u": "Fortune", + "rang-u": "Rang", + "contacts-u": "Contacts", + "facade-u": "Façade", + "combat-u": "Combat", + "deplacement-u": "Déplacement", + "instinct-u": "Instinct", + "constitution-u": "Constitution", + "vecu-u": "VÉCU", + "espoir-u": "ESPOIR", + "singularite-u": "SINGULARITÉ", + "trauma-u": "TRAUMA", + "blessures-u": "BLESSURES", + "noirceur-u": "NOIRCEUR", + "traque-u": "TRAQUE", + "effet-points-blessures-leger-u": "Blessé léger\n-1D Domaines", + "effet-points-blessures-grave-u": "Blessé grave\n-1D Talents\n+1pt Blessures permanent", + "effet-points-blessures-mort-u": "10 min avant la mort", + "effet-points-trauma-leger-u": "Choqué\n-1D Domaines\n+1pt Trauma permanent", + "effet-points-trauma-grave-u": "Traumatisé\n-1D Talents", + "effet-points-trauma-mort-u": "Fou", + "effet-points-traque-leger-u": "Signalé", + "effet-points-traque-grave-u": "Recherché\n+1trait "Criminel\n+1pt Traque permanent", + "effet-points-traque-mort-u": "Pourchassé\n+1trait "Ennemi public"", + "effet-points-noirceur-leger-u": "Teinté\n+1trait Noirceur", + "effet-points-noirceur-grave-u": "Possédé\n+1trait Noirceur\n+1pt Noirceur permanent", + "effet-points-noirceur-mort-u": "Corrompu\n+1trait Noirceur", + "EQUIPMENTS-u": "ÉQUIPEMENT", + "CONTACTS-u": "CONTACTS", + "Description-u": "Description", + "Name-u": "Nom", + "Name-p": "Nom", + "faveur-u": "Faveur", + "faveurmax-u": "Faveur max", + "Combathelper-u": "AIDE AU COMBAT", + "tir-u": "ARMES DE TIR", + "dps-u": "Dég.", + "munitions-u": "Mun.", + "munitionsmax-u": "Mun. max", + "armetalent-u": "Talent", + "trait-p": "Trait", + "cac-u": "ARMES DE CONTACT", + "armure-u": "ARMURE", + "armurepts-u": "Armure", + "defense-u": "Défense", + "Notes-p": "La nuit est tombée sur le monde. La Terre a été engloutie par l’Artefact, un objet impossible surgi du fond de l’espace et du temps. Il s’est replié sur elle en une étreinte cosmique, se substituant au ciel et aux étoiles.\n\rL’Artefact est une prison qui a plongé l’humanité dans un éternel crépuscule et a disloqué la civilisation. Tel est le fardeau des vivants.\n\rL’Artefact est un bouclier érigé contre une menace extérieure supposée conduire à l’anéantissement de toute vie. Telle est la voix de la propagande.\n\rL’Artefact est un horizon inatteignable aux motivations cryptiques, incarnation de l’apocalypse et porteur d’espoir pour qui croit en son message.\n\rIl est l’Objet-Dieu.", + "vie-t": "Ce Domaine est celui du don de soi, de l’abnégation\net de la bonté. Un personnage doté d’une affinité\nen Vie sera une lueur dans un monde de ténèbres,\nune incarnation de la volonté de survie de l’espèce\nconfrontée à son ultime épreuve.", + "erudition-t": "Ce Domaine regroupe toutes leseff connaissances,\nà l’exclusion de la technologie qui relève d’un\nDomaine propre.\nUn personnage possédant des niveaux dans les\nTalents d’Érudition fait partie d’une caste élitiste.\nIl est probablement bibliothécaire, érudit, professeur.\nLe savoir, dans la société délitée de NOC, est\nun important marqueur de statut.", + "technique-t": "Ce domaine est celui des savoirs pratiques, des\nobjets et de leur fonctionnement, de la débrouille\net des technologies inspirées de l’Artefact.", + "social-t": "Ce Domaine est celui de l’interaction pacifique\nentre êtres humains. Il permet de régir les dizaines\nde petites batailles que chaque femme et chaque\nhomme doit mener au quotidien lorsqu’il évolue\nparmi ses semblables : séduire ou être séduit,\nconvaincre ou être convaincu, s’imposer ou se\nsoumettre.", + "ame-t": "Ce Domaine est celui de l’inconscient, de ce qui se\ncache au-delà des pensées et de la rationalité du\npersonnage. C’est le royaume de l’inavouable, des\npulsions, de la vie intérieure mais aussi de la sensibilité\net de l’inspiration. Dans le monde désenchanté\npar l’Administration, ceux qui restent\nhabités par leurs rêves, bons ou mauvais, sont\nautant à envier qu’à plaindre.", + "statut-t": "Les Talents du Domaine Statut ne reflètent pas\ndirectement des capacités ou des connaissances\ndu personnage mais son rang, ses connexions et\nsa position sociale. Il s’agit de Talents passifs. \nIls indiquent quels sont les moyens concrets\net matériels à sa disposition.", + "action-t": "Ce Domaine est celui des capacités physiques et\ndes réflexes, du prédateur et de la proie, de la\nsurvie et de la traque. Un personnage possédant\nune affinité en Action sera plus vigilant, plus vif\net plus fort que ses semblables.", + "apaisement-t": "Le Talent Apaisement permet au personnage\nde calmer les tourments psychologiques de ses\nsemblables, de trouver les mots rassurants pour\nréconforter la victime après un événement traumatisant.\nNiveau 0 : le personnage n’a pas d’expérience\nparticulière des situations de crise et doit\nimproviser avec son propre malaise lorsqu’il est\nconfronté à la détresse d’autrui.\nCe talent permet de soigner des points de\nTrauma d’un autre personnage.", + "ferveur-t": "Le Talent Ferveur représente la flamme qui anime\nle personnage, son élan, le souffle qui lui permet\nde maintenir son espérance et de la communiquer\nà ses proches, même dans les pires situations.\nNiveau 0 : le personnage est vaillant mais se\ndécourage face aux grosses difficultés. Il dispose\nd’une réserve de 3 points d’Espoir.\nCe Talent définit la taille de la réserve d’Espoir\ndu personnage.", + "lumiere-t": "Le Talent Lumière représente la pureté d’âme\ndu personnage, sa noblesse profonde, sa bonté.\nIl reflète la résistance mystique et physiologique\ndu personnage à la Noirceur.\nNiveau 0 : le personnage possède des failles, une\npart d’ombre sur laquelle les ténèbres peuvent\ngermer.\nLe Talent Lumière sert à encaisser les points de\nNoirceur et les dégâts liés au trait Énergie Noire.", + "soins-t": "Le Talent Soins est celui des médecins et des\nguérisseurs.\nNiveau 0 : le personnage n’a pas d’autres notions\nde médecine que celles inculquées par la culture\npopulaire. Il connaît quelques remèdes de grandmère,\nne manque pas de bon sens, mais sera\ndémuni devant la moindre blessure sérieuse.\nCe talent permet de soigner des points de Blessures\nd’un autre personnage.", + "culture-t": "La Culture est un Talent très large : il reflète la\nconnaissance générale du personnage, qu’il\ns’agisse d’histoire, de géographie ou des dogmes\nofficiels de la Voie.\nNiveau 0 : le personnage sait passablement lire\net écrire. Il connaît le nom des Blocs voisins, se\nsouvient de faits passés durant les trois dernières\nannées officielles et peut réciter les mythes propagandistes\ncourants.", + "bureau-t": "Le Talent Bureau recouvre la connaissance de l’administration\net de ses rouages. Les codes, les lois,\nles formulaires, les services, les grades.\nNiveau 0 : le personnage sait où retirer ses tickets\nde rationnement, qui appeler au secours et qui\nne pas ennuyer.", + "recherche-t": "Le Talent Recherche permet de passer au crible\nun lieu ou une masse de données dans le but d’en\nextraire des informations. Ce Talent servira aussi\nbien pour fouiller une pièce que pour éplucher des\ncoupures de presse dans une bibliothèque.\nNiveau 0 : le personnage trouvera les preuves\névidentes mais ne fera pas de rapprochement et\nne tirera pas de conclusions de la présence ou de\nl’absence d’éléments trop subtils.", + "societe-t": "Le Talent Société permet de connaître les noms, les\nlieux, les ragots sur ce qu’il se passe dans le Bloc. Il\npermet d’identifier une personnalité, de connaître\nles rumeurs associées à un événement ou de savoir\noù passer une bonne soirée.\nNiveau 0 : le personnage connaît les figures\nimportantes de son quartier, les enseignes incontournables\nde la ville, sait où faire des affaires et\nquand sont prévus les grands événements.", + "artefact-t": "Le Talent Artefact permet de bénéficier d’une\nsorte d’empathie avec l’Objet-Dieu. Le personnage\ncomprend, ressent la logique de l’Artefact, de ses\nrythmes, de ses pulsations.\nNiveau 0 : le personnage sait distinguer un\nMécanisme d’un Grand Mécanisme, mais c’est\ntout. Sa réserve de points de Singularité est vide.", + "artisanat-t": "Le Talent Artisanat reflète les capacités du personnage\ndans tous les champs de techniques de base :\nmaçonnerie, forge, ébénisterie, tannage...\nNiveau 0 : le personnage est capable de bricoler\nplus ou moins adroitement. Il rafistole, mais pas\nplus.", + "mecanismes-t": "Le Talent Mécanismes indique la capacité du personnage\nà concevoir, réparer ou confectionner\ndes objets novateurs ou complexes, des moteurs\nde voiture aux escalators. Plus que cela, ce trait\nest nécessaire à la manipulation, réparation ou\nconstruction des objets quantiques. Ce Talent\nreflète également sa connaissance des principes\nscientifiques de base, de la physique comme de la\nchimie.\nNiveau 0 : pour le personnage, les merveilles\nquantiques sont hors de compréhension. Il sait\nqu’une pomme lancée en l’air retombe mais ne\nsait pas vraiment pourquoi. Il comprend les\nprincipes de base d’un moteur mais serait bien\nen peine d’en construire un.", + "survie-t": "Le Talent Survie est possédé par les habitants\ndes campagnes ou des banlieues miséreuses. Il\nregroupe toutes les techniques permettant de se\nrepérer, de s’alimenter, de dormir et de survivre\nen terrain naturel ou défavorable comme les pires\nbanlieues.\nNiveau 0 : le personnage est né et a toujours\névolué dans le coeur urbain du Bloc. Il n’a ni les\nconnaissances, ni les réflexes, ni le cran pour\naffronter l’Extérieur.", + "charisme-t": "Le Talent Charisme est celui de la séduction,\ndu charme, de l’appétit, de la sympathie. Il permet\nd’obtenir quelque chose d’un interlocuteur : des\ninformations, des services, une prestation ou un\nassentiment. Ce talent permet aussi de persuader,\nde porter un message avec force et crédibilité.\nNiveau 0 : le personnage est physiquement\nbanal. Il n’a pas de sex-appeal et ne plaît qu’à\nune petite part des membres du sexe opposé. Il ne\npossède aucun atout physique significatif et ne\nsouffre d’aucun défaut visible socialement handicapant.\nIl a du mal à enflammer un auditoire\nou à persuader les étrangers de ses idées, même\nles plus sincères.", + "conviction-t": "Le Talent Conviction exprime la force de volonté du\npersonnage, sa détermination, sa lucidité face à\ntout ce qui pourrait le détourner de sa route. Il lui\npermet de résister à la tentation, à la corruption,\nà l’intimidation et à la torture.\nNiveau 0 : le personnage a des convictions, mais\nil n’est pas prêt à mourir pour elles.\nCe Talent sert de niveau requis aux tentatives de\npersuasion, de séduction ou d’intimidation contre\nle personnage.", + "psychologie-t": "Le Talent Psychologie est celui de l’empathie,\nde l’analyse du paraverbal, de la lecture du corps.\nIl permet de détecter le mensonge, d’interpréter ce\nqui se joue dans l’esprit, dans le coeur et dans les\ntripes de ses semblables.\nNiveau 0 : le personnage n’est pas spécialement\nsubtil mais il est capable de se projeter sur l’effet\ninduit par une situation forte chez ses semblables.", + "tromperie-t": "Le Talent Tromperie indique la capacité du personnage\nà mentir, à dissimuler ses émotions ou\nses intentions, à jouer la comédie.\nNiveau 0 : le personnage est tendu lorsqu’il ment\net ce d’autant plus que l’enjeu ou les risques sont\nimportants. Sa voix est subtilement différente. Il\nne regarde pas son interlocuteur dans les yeux,\nse frotte le visage, se racle la gorge. Dans l’urgence,\nil est capable de concevoir un mensonge\nà peu près cohérent mais sera en difficulté s’il lui\nest demandé de rentrer dans les détails.", + "extase-t": "Le Talent Extase est une indication de la stabilité\ndu cadre familial ou amical du personnage, de\nla puissance cathartique de ses passions et de sa\nfacilité à trouver du réconfort dans son environnement.\nL’Extase lui permet de se vider la tête, de\nretrouver son calme.\nNiveau 0 : le personnage a une famille qu’il peut\nretrouver avec plaisir, ou un loisir, un passetemps,\ngrâce auquel il peut penser à autre\nchose. Boire un coup avec des amis, jouer aux\njeux de hasard, danser ou fréquenter les lieux de\ndébauche, il sait comment tuer le temps.\nLe Talent Extase permet de recharger sa jauge\nd’Espoir et celle de ses alliés durant les moments\nde calme.", + "folie-t": "La Folie est un talent ambigu. Sa possession\nindique que le personnage a déjà subi des traumatismes,\nvécu des expériences terribles ou avancé\nsur la voie de la démence et que ce passif l’a en\nquelque sorte préparé aux horreurs que lui réserve\nsa vie future.\nNiveau 0 : le personnage est un citoyen de\nce monde dur. Il a une certaine habitude de\nla violence, de l’oppression et de l’étrange –\néléments que l’on rencontre souvent, même à\nl’abri d’un Bloc – mais il n’a jamais assisté à un\nmassacre, jamais approché un Autre et jamais\nsubi un interrogatoire de la Police Secrète.\nAutant d’événements susceptibles de l’affecter\ndurablement.\nCe Talent sert à ralentir l’effet du Trauma sur\nle personnage.", + "sensibilite-t": "La Sensibilité est la réceptivité du personnage\naux choses invisibles, aux énergies, aux flux,\naux émotions. Elle permet de comprendre ou de\nproduire une oeuvre d’art, mais également de\nsentir les « mauvaises ondes » indiquant la proximité\nd’une source de Noirceur (voir p. 54).\nNiveau 0 : le personnage n’est pas particulièrement\nréceptif. Dans sa vie, il lui est parfois\narrivé d’avoir des impressions troublantes mais\nil n’a pas su les interpréter correctement ou leur\naccorder l’importance qu’elles auraient mérité.\nL’art ne lui inspire pas grand chose sinon les\noeuvres les plus directement accessibles.", + "tenebres-t": "Le Talent Ténèbres représente la part d’ombre du\npersonnage, le poids de ses crimes, son inclination\nau mal. Qu’il ait réellement commis des actes\nmauvais, ou qu’il s’agisse d’une faille béante dans\nson âme, cette zone ténébreuse sera sentie par les\nAutres et interprétée comme un signe d’appartenance.\nCe Talent représente également labrutalité,\nla monstruosité ou la froideur émanant de sa\npersonne, la crainte qu’il inspire à ses semblables.\nIl sert à intimider les humains, les animaux ou les\ncréatures surnaturelles.\nNiveau 0 : le personnage est une proie, un\nspécimen quelconque de la race humaine et, à\nce sens, ne fera l’objet d’aucun traitement particulier\nde la part des Autres. À moins d’être armé\nou en situation de force, il n’intimidera généralement\nque les couards.", + "fortune-t": "Le Talent Fortune indique la richesse dupersonnage.\nNiveau 0 : le personnage fait partie de la classe\nmoyenne. Il loue un appartement dans les faubourgs\nou un petit studio dans les quartiers\npopulaires du centre-ville. Il n’a pas vraiment\nde patrimoine mais dispose des fonds suffisants\npour s’alimenter, se vêtir et se déplacer au quotidien.\nDurant ses temps morts, il se contente\nde loisirs simples : visite des musées officiels, un\nspectacle cautionné de temps en temps, deux ou\ntrois verres dans un club middle-class. Il dispose\nde quelques couronnes pour ses transactions\ncourantes sans menacer son train de vie.", + "rang-t": "Le Talent Rang indique l’autorité du personnage,\nle grade ou la fonction sociale dont il peut se prévaloir.\nCe Talent ouvre des portes et lui assure des\npasse-droits. Pour jouir de son niveau de Rang, le\npersonnage doit toutefois porter ostensiblement\nla preuve de son niveau, qu’il s’agisse d’un badge,\nd’un uniforme, ou d’un nom célèbre (le sien ou\ncelui d’un ami important), qu’il se doit alors de\nrévéler. En cela, il lui sera impossible de jouir de\nson niveau de Rang tant qu’il restera sous couvert\nd’une fausse identité, par exemple.\nNiveau 0 : le personnage n’a pas de statut particulier.\nIl ne peut se prévaloir d’aucune autorité\nà part, peut-être, dans l’espace très restreint de\nson environnement professionnel.\nCe Talent sert à obtenir des accès, des autorisations\net de précieux formulaires en jeu.", + "contacts-t": "Le Talent Contacts indique le nombre de personnes\nbien placées prêtes à aider le personnage.\nPour chaque niveau qu’il possède dans ce Talent,\nil connaît un individu ou un groupe disposant de\nressources ou de connaissances intéressantes dans\nle cadre de sa lutte. Lorsqu’il a besoin de matériel,\nd’un service ou d’une information, le personnage\npeut joindre l’un de ses contacts pour l’obtenir.\nLes moyens de ces contacts n’ont pas à être décrits\navec précision.\nNiveau 0 : le personnage est un homme ou une\nfemme ordinaire. Il peut demander de menus\nservices à ses proches, mais ne connaît personne\nd’assez bien placé ou d’assez investi prêt à se\ncompromettre pour lui. Sa réserve de points de\nFaveur est vide.", + "facade-t": "Le Talent Façade est l’expression de la prudence et\nde la paranoïa du personnage. Il reflète le soin qu’il\nprend à cacher ses traces, à brouiller les pistes, à\nplacer des obstacles sur le chemin de ceux qui voudraient\nremonter jusqu’à lui, découvrir ses agissements,\naccéder à son domicile, saisir son argent.\nIl représente également la capacité du personnage\nà passer inaperçu, à avoir l’air inoffensif, à ne pas\nêtre remarqué parmi une foule.\nNiveau 0 : le personnage est un citoyen ordinaire.\nSon dossier administratif est bien fourni, son\nadresse connue et ses moyens de fuite limités.\nLorsqu’il a des choses à se reprocher ou qu’il\nest sous pression, son attitude peut paraître\nsuspecte.\nCe Talent sert à ralentir l’effet de la Traque sur\nle personnage.", + "combat-t": "Le Talent Combat reflète l’aisance du personnage\ndans les situations physiques ou martiales et sa\nmaîtrise des armes.\nNiveau 0 : le personnage ne sait pas se battre et\nn’en viendra aux mains qu’en dernièreextrémité.\nNote : chaque fois qu’un personnage développe\nle Talent Combat au-dessus du niveau 0, il\nchoisit deux armes parmi celles présentées p. 51.\nAinsi, il choisit 2 armes au niveau 1, 2 de plus au\nniveau 2, etc.\nLorsqu’il manie des armes qui ne sont pas du\nmême type que celles qu’il a choisies, il souffre\nd’un malus de 1 à son niveau de Combat.\nDans le cadre de ce kit, les Héros et les Rouages\nn’ont pas de malus lorsqu’ils manient les armes\nindiquées dans leur équipement.", + "deplacement-t": "Le Talent Déplacement est celui de l’agilité et de\nl’athlétisme, de la grâce, de la souplesse et de\nl’endurance. Il régit la coordination corporelle qui\npermet de courir vite, de sauter loin, d’éviter les\nattaques, de marcher longtemps et de se mouvoir\ndiscrètement.\nNiveau 0 : le personnage est capable de performances\nphysiques communes. Il court le cent\nmètres en moins de quinze secondes et peut\nsauter quatre mètres en longueur avec élan. Il\ns’épuise au bout de quelques dizaines de minutes\nd’effort.", + "instinct-t": "Le Talent Instinct rend compte de la perception\ndu personnage, de sa capacité à entendre un bruit\nfugace dans son dos, à voir un tireur embusqué\nsur un toit, à remarquer une odeur suspecte. Dans\nles situations tendues ou dangereuses, les Héros\n« prépareront » souvent leur Instinct. L’Instinct est\ngénéralement un trait passif, utilisé pour déterminer\nsi la personne se rend compte de quelque chose\nqui survient alors qu’il ne s’y attend pas. Il diffère\nen cela du Talent Recherche, qui vaut lorsque le\npersonnage cherche activement un élément dans\nune masse de données.\nNiveau 0 : le personnage n’est pas toujours sur\nses gardes. Il lui arrive d’être perdu dans ses\npensées ou d’être surpris par un événement\ninattendu.", + "constitution-t": "Le Talent Constitution définit la carrure du personnage,\nsa puissance et sa résistance physique.\nNiveau 0 : le personnage a une stature moyenne,\nla force compensant son poids. Il peut porter une\ntrentaine de kilos durant moins de dix minutes,\net soulever de terre un objet d’une cinquantaine\nde kilos maximum.", + "vecu-t": "Les Héros commencent chaque scénario avec une\nréserve de 3 points de Vécu. Le Vécu correspond au\npassé des personnages et à leur familiarité avec\ncertains environnements et certaines pratiques.\nLorsqu’un personnage entreprend une action\npour laquelle son histoire ou son expérience\npersonnelle sont susceptibles de lui octroyer un\navantage logique, le joueur peut dépenser un (et\nun seul) point de Vécu pour obtenir un niveau supplémentaire\nau Talent utilisé. Cette dépense doit\nêtre effectuée avant tout jet de dés de destin.", + "espoir-t": "Un personnage commence chaque scénario avec\nune réserve de points d’Espoir, dépendant de son\nniveau dans le Talent Ferveur.\nUn personnage peut dépenser un point d’Espoir\npour lancer trois dés de destin supplémentaires\nlors de n’importe quelle action. Il peut aussi\ndépenser un point d’Espoir pour lancer trois dés\nlorsqu’il subit des points de Blessures, Trauma,\nTraque ou Noirceur. Dans ce cas, chaque succès\ndiminue de 1 le nombre de points encaissés. Par\ncontre, chaque 1 ajoute une goutte à la jauge de\nFiel.", + "singularite-t": "Un personnage commence chaque séance de jeu\navec une réserve de points de Singularité, dont la\ntaille dépend de son niveau dans le Talent Artefact\nUn personnage peut dépenser un point de Singularité\npour empêcher l’ajout d’une goutte de Fiel\nà la jauge des Héros.\nLa réserve de Singularité ne se recharge pas en\ncours de partie.", + "trauma-t": "Dès qu’un personnage a subi 5 points de Trauma,\nil est Choqué. Son état de stress est tel qu’il influe\nsur ses performances et sur sa lucidité. Il souffre\nd’un malus de 1 à tous ses niveaux de Domaine.\nDès qu’il a subi 8 points de Trauma, le personnage\nest Traumatisé. Il souffre d’un malus de 1 à\ntous ses niveaux de Talent. De plus, il gardera des\nséquelles de cet événement : l’un de ses points de\nTrauma devient permanent et ne pourra pas être\nsoigné.\nSi un personnage cumule 10 points de Trauma,\nil devient Fou. Il tombe en catatonie durant le reste\nde la scène. Passé ce cap, son traumatisme est tel\nqu’il ne sera plus jouable. Il est définitivement\nperdu.", + "blessures-t": "Dès qu’il a subi 5 points de Blessures, le personnage\nsouffre d’un malus de 1 à tous ses niveaux\nde Domaine.\nSi un personnage cumule 8 points de Blessures,\nil est lourdement blessé. Il subit un malus de 1 à\ntous ses niveaux de Talent. De plus, il gardera des\nséquelles de cet événement : l’un de ses points de\nBlessures devient permanent et ne pourra pas être\nsoigné.\nSi un personnage cumule 10 points de Blessures,\nil agonise. Il meurt au bout de dix minutes s’il n’est\npas soigné.", + "noirceur-t": "Lorsqu’il a cumulé 5 points de Noirceur, le personnage\nest Teinté.\nLorsqu’il a cumulé 8 points de Noirceur, il est\nPossédé. De plus, il gardera des séquelles de cet\névénement : l’un de ses points de Noirceur devient\npermanent et ne pourra pas être soigné.\nLorsqu’il a cumulé 10 points de Noirceur, il est\nCorrompu. La Loi en prend le contrôle (à moins\nque le joueur n’accepte de jouer ce rôle jusqu’au\nbout). Le corrompu fera tout pour rallier un Axe\nle plus rapidement possible. S’il y parvient, il disparaît\ndans l’Artefact à tout jamais.", + "traque-t": "Lorsqu’il a cumulé 5 points de Traque, le personnage\nest Signalé.\nLorsqu’il a cumulé 8 points de Traque, le personnage\nest Recherché. Il gardera des séquelles\nde cet événement : l’un de ses points de Traque\ndevient permanent et ne pourra pas être retiré. De\nplus, il gagne le trait Criminel.\nLorsqu’il a cumulé 10 points de Traque, le personnage\nest Pourchassé. De plus, il gagne le trait\nEnnemi public." +} \ No newline at end of file diff --git a/NOC/translations/de.json b/NOC/translations/de.json new file mode 100644 index 0000000000..58b60b81e2 --- /dev/null +++ b/NOC/translations/de.json @@ -0,0 +1,135 @@ +{ + "GENERAL-u": "IDENTITÉ", + "ATTRIBUTES-u": "COMPOSITION", + "INVENTORY-u": "POSSESSIONS", + "NOTES-u": "NOTES", + "aremplir-p": "A renseigner", + "idsignale-t": "Signalé : les patrouilles ont le signalement du\npersonnage qui sera arrêté en cas de contrôle.", + "idrecherche-t": "Recherché (Criminel) : le personnage est activement recherché.\nDes investigateurs se rendent à son travail,\ninterrogent son entourage, etc. Une équipe du\nBureau des Investigations se met à sa poursuite.", + "idpourchasse-t": "Pourchassé (Ennemi public) : le personnage est l’ennemi\nnuméro un du Bloc. Des patrouilles sillonnent\nla ville à sa recherche. Ses proches, ses collègues\nsont surveillés, et certains, violentés ou arrêtés.\nSon domicile est fouillé sans ménagement.\nCinq équipes du Bureau des Investigations le\nrecherchent.", + "idteinte-t": "", + "idpossede-t": "", + "idcorrompu-t": "", + "idsecurite-t": "Signalé : les patrouilles ont le signalement du\npersonnage qui sera arrêté en cas de contrôle.\n\nRecherché (Criminel) : le personnage est activement recherché.\nDes investigateurs se rendent à son travail,\ninterrogent son entourage, etc. Une équipe du\nBureau des Investigations se met à sa poursuite.\n\nPourchassé (Ennemi public) : le personnage est l’ennemi\nnuméro un du Bloc. Des patrouilles sillonnent\nla ville à sa recherche. Ses proches, ses collègues\nsont surveillés, et certains, violentés ou arrêtés.\nSon domicile est fouillé sans ménagement.\nCinq équipes du Bureau des Investigations le\nrecherchent.", + "idviolence-t": "Violence : le personnage ne peut pas arrêter un\ncombat tant qu’il n’a pas occasionné la perte d’au\nmoins 3 points de Blessures à un ennemi (à moins\nqu’il ne soit neutralisé avant).", + "idmalaise-t": "Malaise : le personnage est victime de malaises\net nausées. Il a l’impression que son corps est\nparasité. Lorsqu’il est victime de n’importe quel\neffet du Fiel, il perd un point d’Espoir additionnel.\nS’il n’en a plus, il devient Fatigué et subit un niveau\nde malus à tous ses Talents jusqu’à ce qu’il bénéficie\nd’un moment de calme", + "idHallucinations-t": "Hallucinations : le personnage est victime\nd’hallucinations. Il voit des choses terrifiantes qui\nn’existent pas. Il entend des voix, sent des choses\nqui le touchent, perçoit des odeurs putrides. Lorsqu’il\nest victime de n’importe quel effet du Fiel, il\nsubit un point de Trauma additionnel.", + "idMauvaispenchants-t": "Mauvais penchants : le personnage ne régénère\nplus sa jauge d’Espoir qu’en s’adonnant à ses vices.\nLors de chaque moment de calme (voir p. 41), s’il\ndésire recharger ses réserves ou soigner des points\nde Blessures, Trauma ou Noirceur, il doit recevoir\nun point de Traque.", + "idtraitnoirceur-t": "Violence : le personnage ne peut pas arrêter un\ncombat tant qu’il n’a pas occasionné la perte d’au\nmoins 3 points de Blessures à un ennemi (à moins\nqu’il ne soit neutralisé avant).\n\nMalaise : le personnage est victime de malaises\net nausées. Il a l’impression que son corps est\nparasité. Lorsqu’il est victime de n’importe quel\neffet du Fiel, il perd un point d’Espoir additionnel.\nS’il n’en a plus, il devient Fatigué et subit un niveau\nde malus à tous ses Talents jusqu’à ce qu’il bénéficie\nd’un moment de calme\n\nHallucinations : le personnage est victime\nd’hallucinations. Il voit des choses terrifiantes qui\nn’existent pas. Il entend des voix, sent des choses\nqui le touchent, perçoit des odeurs putrides. Lorsqu’il\nest victime de n’importe quel effet du Fiel, il\nsubit un point de Trauma additionnel.\n\nMauvais penchants : le personnage ne régénère\nplus sa jauge d’Espoir qu’en s’adonnant à ses vices.\nLors de chaque moment de calme (voir p. 41), s’il\ndésire recharger ses réserves ou soigner des points\nde Blessures, Trauma ou Noirceur, il doit recevoir\nun point de Traque.", + "afficheflag-t": "Permet de rendre visible les répercussions de tous les malus de condition \ndu personnage et cela dans tous ses Domaines et Talents.\n\nAttention ! Aucune modification ne peut être faite sur les points de\n Domaines et Talents tant que l'affichage des malus est activé.\n", + "vie-u": "VIE", + "erudition-u": "ÉRUDITION", + "technique-u": "TECHNIQUE", + "social-u": "SOCIAL", + "ame-u": "ÂME", + "statut-u": "STATUT", + "action-u": "ACTION", + "apaisement-u": "Apaisement", + "ferveur-u": "Ferveur", + "lumiere-u": "Lumière", + "soins-u": "Soins", + "culture-u": "Culture", + "bureau-u": "Bureau", + "recherche-u": "Recherche", + "societe-u": "Société", + "artefact-u": "Artefact", + "artisanat-u": "Artisanat", + "mecanismes-u": "Mecanismes", + "survie-u": "Survie", + "charisme-u": "Charisme", + "conviction-u": "Conviction", + "psychologie-u": "Psychologie", + "tromperie-u": "Tromperie", + "extase-u": "Extase", + "folie-u": "Folie", + "sensibilite-u": "Sensibilité", + "tenebres-u": "Ténèbres", + "fortune-u": "Fortune", + "rang-u": "Rang", + "contacts-u": "Contacts", + "facade-u": "Façade", + "combat-u": "Combat", + "deplacement-u": "Déplacement", + "instinct-u": "Instinct", + "constitution-u": "Constitution", + "vecu-u": "VÉCU", + "espoir-u": "ESPOIR", + "singularite-u": "SINGULARITÉ", + "trauma-u": "TRAUMA", + "blessures-u": "BLESSURES", + "noirceur-u": "NOIRCEUR", + "traque-u": "TRAQUE", + "effet-points-blessures-leger-u": "Blessé léger\n-1D Domaines", + "effet-points-blessures-grave-u": "Blessé grave\n-1D Talents\n+1pt Blessures permanent", + "effet-points-blessures-mort-u": "10 min avant la mort", + "effet-points-trauma-leger-u": "Choqué\n-1D Domaines\n+1pt Trauma permanent", + "effet-points-trauma-grave-u": "Traumatisé\n-1D Talents", + "effet-points-trauma-mort-u": "Fou", + "effet-points-traque-leger-u": "Signalé", + "effet-points-traque-grave-u": "Recherché\n+1trait "Criminel\n+1pt Traque permanent", + "effet-points-traque-mort-u": "Pourchassé\n+1trait "Ennemi public"", + "effet-points-noirceur-leger-u": "Teinté\n+1trait Noirceur", + "effet-points-noirceur-grave-u": "Possédé\n+1trait Noirceur\n+1pt Noirceur permanent", + "effet-points-noirceur-mort-u": "Corrompu\n+1trait Noirceur", + "EQUIPMENTS-u": "ÉQUIPEMENT", + "CONTACTS-u": "CONTACTS", + "Description-u": "Description", + "Name-u": "Nom", + "Name-p": "Nom", + "faveur-u": "Faveur", + "faveurmax-u": "Faveur max", + "Combathelper-u": "AIDE AU COMBAT", + "tir-u": "ARMES DE TIR", + "dps-u": "Dég.", + "munitions-u": "Mun.", + "munitionsmax-u": "Mun. max", + "armetalent-u": "Talent", + "trait-p": "Trait", + "cac-u": "ARMES DE CONTACT", + "armure-u": "ARMURE", + "armurepts-u": "Armure", + "defense-u": "Défense", + "Notes-p": "La nuit est tombée sur le monde. La Terre a été engloutie par l’Artefact, un objet impossible surgi du fond de l’espace et du temps. Il s’est replié sur elle en une étreinte cosmique, se substituant au ciel et aux étoiles.\n\rL’Artefact est une prison qui a plongé l’humanité dans un éternel crépuscule et a disloqué la civilisation. Tel est le fardeau des vivants.\n\rL’Artefact est un bouclier érigé contre une menace extérieure supposée conduire à l’anéantissement de toute vie. Telle est la voix de la propagande.\n\rL’Artefact est un horizon inatteignable aux motivations cryptiques, incarnation de l’apocalypse et porteur d’espoir pour qui croit en son message.\n\rIl est l’Objet-Dieu.", + "vie-t": "Ce Domaine est celui du don de soi, de l’abnégation\net de la bonté. Un personnage doté d’une affinité\nen Vie sera une lueur dans un monde de ténèbres,\nune incarnation de la volonté de survie de l’espèce\nconfrontée à son ultime épreuve.", + "erudition-t": "Ce Domaine regroupe toutes leseff connaissances,\nà l’exclusion de la technologie qui relève d’un\nDomaine propre.\nUn personnage possédant des niveaux dans les\nTalents d’Érudition fait partie d’une caste élitiste.\nIl est probablement bibliothécaire, érudit, professeur.\nLe savoir, dans la société délitée de NOC, est\nun important marqueur de statut.", + "technique-t": "Ce domaine est celui des savoirs pratiques, des\nobjets et de leur fonctionnement, de la débrouille\net des technologies inspirées de l’Artefact.", + "social-t": "Ce Domaine est celui de l’interaction pacifique\nentre êtres humains. Il permet de régir les dizaines\nde petites batailles que chaque femme et chaque\nhomme doit mener au quotidien lorsqu’il évolue\nparmi ses semblables : séduire ou être séduit,\nconvaincre ou être convaincu, s’imposer ou se\nsoumettre.", + "ame-t": "Ce Domaine est celui de l’inconscient, de ce qui se\ncache au-delà des pensées et de la rationalité du\npersonnage. C’est le royaume de l’inavouable, des\npulsions, de la vie intérieure mais aussi de la sensibilité\net de l’inspiration. Dans le monde désenchanté\npar l’Administration, ceux qui restent\nhabités par leurs rêves, bons ou mauvais, sont\nautant à envier qu’à plaindre.", + "statut-t": "Les Talents du Domaine Statut ne reflètent pas\ndirectement des capacités ou des connaissances\ndu personnage mais son rang, ses connexions et\nsa position sociale. Il s’agit de Talents passifs. \nIls indiquent quels sont les moyens concrets\net matériels à sa disposition.", + "action-t": "Ce Domaine est celui des capacités physiques et\ndes réflexes, du prédateur et de la proie, de la\nsurvie et de la traque. Un personnage possédant\nune affinité en Action sera plus vigilant, plus vif\net plus fort que ses semblables.", + "apaisement-t": "Le Talent Apaisement permet au personnage\nde calmer les tourments psychologiques de ses\nsemblables, de trouver les mots rassurants pour\nréconforter la victime après un événement traumatisant.\nNiveau 0 : le personnage n’a pas d’expérience\nparticulière des situations de crise et doit\nimproviser avec son propre malaise lorsqu’il est\nconfronté à la détresse d’autrui.\nCe talent permet de soigner des points de\nTrauma d’un autre personnage.", + "ferveur-t": "Le Talent Ferveur représente la flamme qui anime\nle personnage, son élan, le souffle qui lui permet\nde maintenir son espérance et de la communiquer\nà ses proches, même dans les pires situations.\nNiveau 0 : le personnage est vaillant mais se\ndécourage face aux grosses difficultés. Il dispose\nd’une réserve de 3 points d’Espoir.\nCe Talent définit la taille de la réserve d’Espoir\ndu personnage.", + "lumiere-t": "Le Talent Lumière représente la pureté d’âme\ndu personnage, sa noblesse profonde, sa bonté.\nIl reflète la résistance mystique et physiologique\ndu personnage à la Noirceur.\nNiveau 0 : le personnage possède des failles, une\npart d’ombre sur laquelle les ténèbres peuvent\ngermer.\nLe Talent Lumière sert à encaisser les points de\nNoirceur et les dégâts liés au trait Énergie Noire.", + "soins-t": "Le Talent Soins est celui des médecins et des\nguérisseurs.\nNiveau 0 : le personnage n’a pas d’autres notions\nde médecine que celles inculquées par la culture\npopulaire. Il connaît quelques remèdes de grandmère,\nne manque pas de bon sens, mais sera\ndémuni devant la moindre blessure sérieuse.\nCe talent permet de soigner des points de Blessures\nd’un autre personnage.", + "culture-t": "La Culture est un Talent très large : il reflète la\nconnaissance générale du personnage, qu’il\ns’agisse d’histoire, de géographie ou des dogmes\nofficiels de la Voie.\nNiveau 0 : le personnage sait passablement lire\net écrire. Il connaît le nom des Blocs voisins, se\nsouvient de faits passés durant les trois dernières\nannées officielles et peut réciter les mythes propagandistes\ncourants.", + "bureau-t": "Le Talent Bureau recouvre la connaissance de l’administration\net de ses rouages. Les codes, les lois,\nles formulaires, les services, les grades.\nNiveau 0 : le personnage sait où retirer ses tickets\nde rationnement, qui appeler au secours et qui\nne pas ennuyer.", + "recherche-t": "Le Talent Recherche permet de passer au crible\nun lieu ou une masse de données dans le but d’en\nextraire des informations. Ce Talent servira aussi\nbien pour fouiller une pièce que pour éplucher des\ncoupures de presse dans une bibliothèque.\nNiveau 0 : le personnage trouvera les preuves\névidentes mais ne fera pas de rapprochement et\nne tirera pas de conclusions de la présence ou de\nl’absence d’éléments trop subtils.", + "societe-t": "Le Talent Société permet de connaître les noms, les\nlieux, les ragots sur ce qu’il se passe dans le Bloc. Il\npermet d’identifier une personnalité, de connaître\nles rumeurs associées à un événement ou de savoir\noù passer une bonne soirée.\nNiveau 0 : le personnage connaît les figures\nimportantes de son quartier, les enseignes incontournables\nde la ville, sait où faire des affaires et\nquand sont prévus les grands événements.", + "artefact-t": "Le Talent Artefact permet de bénéficier d’une\nsorte d’empathie avec l’Objet-Dieu. Le personnage\ncomprend, ressent la logique de l’Artefact, de ses\nrythmes, de ses pulsations.\nNiveau 0 : le personnage sait distinguer un\nMécanisme d’un Grand Mécanisme, mais c’est\ntout. Sa réserve de points de Singularité est vide.", + "artisanat-t": "Le Talent Artisanat reflète les capacités du personnage\ndans tous les champs de techniques de base :\nmaçonnerie, forge, ébénisterie, tannage...\nNiveau 0 : le personnage est capable de bricoler\nplus ou moins adroitement. Il rafistole, mais pas\nplus.", + "mecanismes-t": "Le Talent Mécanismes indique la capacité du personnage\nà concevoir, réparer ou confectionner\ndes objets novateurs ou complexes, des moteurs\nde voiture aux escalators. Plus que cela, ce trait\nest nécessaire à la manipulation, réparation ou\nconstruction des objets quantiques. Ce Talent\nreflète également sa connaissance des principes\nscientifiques de base, de la physique comme de la\nchimie.\nNiveau 0 : pour le personnage, les merveilles\nquantiques sont hors de compréhension. Il sait\nqu’une pomme lancée en l’air retombe mais ne\nsait pas vraiment pourquoi. Il comprend les\nprincipes de base d’un moteur mais serait bien\nen peine d’en construire un.", + "survie-t": "Le Talent Survie est possédé par les habitants\ndes campagnes ou des banlieues miséreuses. Il\nregroupe toutes les techniques permettant de se\nrepérer, de s’alimenter, de dormir et de survivre\nen terrain naturel ou défavorable comme les pires\nbanlieues.\nNiveau 0 : le personnage est né et a toujours\névolué dans le coeur urbain du Bloc. Il n’a ni les\nconnaissances, ni les réflexes, ni le cran pour\naffronter l’Extérieur.", + "charisme-t": "Le Talent Charisme est celui de la séduction,\ndu charme, de l’appétit, de la sympathie. Il permet\nd’obtenir quelque chose d’un interlocuteur : des\ninformations, des services, une prestation ou un\nassentiment. Ce talent permet aussi de persuader,\nde porter un message avec force et crédibilité.\nNiveau 0 : le personnage est physiquement\nbanal. Il n’a pas de sex-appeal et ne plaît qu’à\nune petite part des membres du sexe opposé. Il ne\npossède aucun atout physique significatif et ne\nsouffre d’aucun défaut visible socialement handicapant.\nIl a du mal à enflammer un auditoire\nou à persuader les étrangers de ses idées, même\nles plus sincères.", + "conviction-t": "Le Talent Conviction exprime la force de volonté du\npersonnage, sa détermination, sa lucidité face à\ntout ce qui pourrait le détourner de sa route. Il lui\npermet de résister à la tentation, à la corruption,\nà l’intimidation et à la torture.\nNiveau 0 : le personnage a des convictions, mais\nil n’est pas prêt à mourir pour elles.\nCe Talent sert de niveau requis aux tentatives de\npersuasion, de séduction ou d’intimidation contre\nle personnage.", + "psychologie-t": "Le Talent Psychologie est celui de l’empathie,\nde l’analyse du paraverbal, de la lecture du corps.\nIl permet de détecter le mensonge, d’interpréter ce\nqui se joue dans l’esprit, dans le coeur et dans les\ntripes de ses semblables.\nNiveau 0 : le personnage n’est pas spécialement\nsubtil mais il est capable de se projeter sur l’effet\ninduit par une situation forte chez ses semblables.", + "tromperie-t": "Le Talent Tromperie indique la capacité du personnage\nà mentir, à dissimuler ses émotions ou\nses intentions, à jouer la comédie.\nNiveau 0 : le personnage est tendu lorsqu’il ment\net ce d’autant plus que l’enjeu ou les risques sont\nimportants. Sa voix est subtilement différente. Il\nne regarde pas son interlocuteur dans les yeux,\nse frotte le visage, se racle la gorge. Dans l’urgence,\nil est capable de concevoir un mensonge\nà peu près cohérent mais sera en difficulté s’il lui\nest demandé de rentrer dans les détails.", + "extase-t": "Le Talent Extase est une indication de la stabilité\ndu cadre familial ou amical du personnage, de\nla puissance cathartique de ses passions et de sa\nfacilité à trouver du réconfort dans son environnement.\nL’Extase lui permet de se vider la tête, de\nretrouver son calme.\nNiveau 0 : le personnage a une famille qu’il peut\nretrouver avec plaisir, ou un loisir, un passetemps,\ngrâce auquel il peut penser à autre\nchose. Boire un coup avec des amis, jouer aux\njeux de hasard, danser ou fréquenter les lieux de\ndébauche, il sait comment tuer le temps.\nLe Talent Extase permet de recharger sa jauge\nd’Espoir et celle de ses alliés durant les moments\nde calme.", + "folie-t": "La Folie est un talent ambigu. Sa possession\nindique que le personnage a déjà subi des traumatismes,\nvécu des expériences terribles ou avancé\nsur la voie de la démence et que ce passif l’a en\nquelque sorte préparé aux horreurs que lui réserve\nsa vie future.\nNiveau 0 : le personnage est un citoyen de\nce monde dur. Il a une certaine habitude de\nla violence, de l’oppression et de l’étrange –\néléments que l’on rencontre souvent, même à\nl’abri d’un Bloc – mais il n’a jamais assisté à un\nmassacre, jamais approché un Autre et jamais\nsubi un interrogatoire de la Police Secrète.\nAutant d’événements susceptibles de l’affecter\ndurablement.\nCe Talent sert à ralentir l’effet du Trauma sur\nle personnage.", + "sensibilite-t": "La Sensibilité est la réceptivité du personnage\naux choses invisibles, aux énergies, aux flux,\naux émotions. Elle permet de comprendre ou de\nproduire une oeuvre d’art, mais également de\nsentir les « mauvaises ondes » indiquant la proximité\nd’une source de Noirceur (voir p. 54).\nNiveau 0 : le personnage n’est pas particulièrement\nréceptif. Dans sa vie, il lui est parfois\narrivé d’avoir des impressions troublantes mais\nil n’a pas su les interpréter correctement ou leur\naccorder l’importance qu’elles auraient mérité.\nL’art ne lui inspire pas grand chose sinon les\noeuvres les plus directement accessibles.", + "tenebres-t": "Le Talent Ténèbres représente la part d’ombre du\npersonnage, le poids de ses crimes, son inclination\nau mal. Qu’il ait réellement commis des actes\nmauvais, ou qu’il s’agisse d’une faille béante dans\nson âme, cette zone ténébreuse sera sentie par les\nAutres et interprétée comme un signe d’appartenance.\nCe Talent représente également labrutalité,\nla monstruosité ou la froideur émanant de sa\npersonne, la crainte qu’il inspire à ses semblables.\nIl sert à intimider les humains, les animaux ou les\ncréatures surnaturelles.\nNiveau 0 : le personnage est une proie, un\nspécimen quelconque de la race humaine et, à\nce sens, ne fera l’objet d’aucun traitement particulier\nde la part des Autres. À moins d’être armé\nou en situation de force, il n’intimidera généralement\nque les couards.", + "fortune-t": "Le Talent Fortune indique la richesse dupersonnage.\nNiveau 0 : le personnage fait partie de la classe\nmoyenne. Il loue un appartement dans les faubourgs\nou un petit studio dans les quartiers\npopulaires du centre-ville. Il n’a pas vraiment\nde patrimoine mais dispose des fonds suffisants\npour s’alimenter, se vêtir et se déplacer au quotidien.\nDurant ses temps morts, il se contente\nde loisirs simples : visite des musées officiels, un\nspectacle cautionné de temps en temps, deux ou\ntrois verres dans un club middle-class. Il dispose\nde quelques couronnes pour ses transactions\ncourantes sans menacer son train de vie.", + "rang-t": "Le Talent Rang indique l’autorité du personnage,\nle grade ou la fonction sociale dont il peut se prévaloir.\nCe Talent ouvre des portes et lui assure des\npasse-droits. Pour jouir de son niveau de Rang, le\npersonnage doit toutefois porter ostensiblement\nla preuve de son niveau, qu’il s’agisse d’un badge,\nd’un uniforme, ou d’un nom célèbre (le sien ou\ncelui d’un ami important), qu’il se doit alors de\nrévéler. En cela, il lui sera impossible de jouir de\nson niveau de Rang tant qu’il restera sous couvert\nd’une fausse identité, par exemple.\nNiveau 0 : le personnage n’a pas de statut particulier.\nIl ne peut se prévaloir d’aucune autorité\nà part, peut-être, dans l’espace très restreint de\nson environnement professionnel.\nCe Talent sert à obtenir des accès, des autorisations\net de précieux formulaires en jeu.", + "contacts-t": "Le Talent Contacts indique le nombre de personnes\nbien placées prêtes à aider le personnage.\nPour chaque niveau qu’il possède dans ce Talent,\nil connaît un individu ou un groupe disposant de\nressources ou de connaissances intéressantes dans\nle cadre de sa lutte. Lorsqu’il a besoin de matériel,\nd’un service ou d’une information, le personnage\npeut joindre l’un de ses contacts pour l’obtenir.\nLes moyens de ces contacts n’ont pas à être décrits\navec précision.\nNiveau 0 : le personnage est un homme ou une\nfemme ordinaire. Il peut demander de menus\nservices à ses proches, mais ne connaît personne\nd’assez bien placé ou d’assez investi prêt à se\ncompromettre pour lui. Sa réserve de points de\nFaveur est vide.", + "facade-t": "Le Talent Façade est l’expression de la prudence et\nde la paranoïa du personnage. Il reflète le soin qu’il\nprend à cacher ses traces, à brouiller les pistes, à\nplacer des obstacles sur le chemin de ceux qui voudraient\nremonter jusqu’à lui, découvrir ses agissements,\naccéder à son domicile, saisir son argent.\nIl représente également la capacité du personnage\nà passer inaperçu, à avoir l’air inoffensif, à ne pas\nêtre remarqué parmi une foule.\nNiveau 0 : le personnage est un citoyen ordinaire.\nSon dossier administratif est bien fourni, son\nadresse connue et ses moyens de fuite limités.\nLorsqu’il a des choses à se reprocher ou qu’il\nest sous pression, son attitude peut paraître\nsuspecte.\nCe Talent sert à ralentir l’effet de la Traque sur\nle personnage.", + "combat-t": "Le Talent Combat reflète l’aisance du personnage\ndans les situations physiques ou martiales et sa\nmaîtrise des armes.\nNiveau 0 : le personnage ne sait pas se battre et\nn’en viendra aux mains qu’en dernièreextrémité.\nNote : chaque fois qu’un personnage développe\nle Talent Combat au-dessus du niveau 0, il\nchoisit deux armes parmi celles présentées p. 51.\nAinsi, il choisit 2 armes au niveau 1, 2 de plus au\nniveau 2, etc.\nLorsqu’il manie des armes qui ne sont pas du\nmême type que celles qu’il a choisies, il souffre\nd’un malus de 1 à son niveau de Combat.\nDans le cadre de ce kit, les Héros et les Rouages\nn’ont pas de malus lorsqu’ils manient les armes\nindiquées dans leur équipement.", + "deplacement-t": "Le Talent Déplacement est celui de l’agilité et de\nl’athlétisme, de la grâce, de la souplesse et de\nl’endurance. Il régit la coordination corporelle qui\npermet de courir vite, de sauter loin, d’éviter les\nattaques, de marcher longtemps et de se mouvoir\ndiscrètement.\nNiveau 0 : le personnage est capable de performances\nphysiques communes. Il court le cent\nmètres en moins de quinze secondes et peut\nsauter quatre mètres en longueur avec élan. Il\ns’épuise au bout de quelques dizaines de minutes\nd’effort.", + "instinct-t": "Le Talent Instinct rend compte de la perception\ndu personnage, de sa capacité à entendre un bruit\nfugace dans son dos, à voir un tireur embusqué\nsur un toit, à remarquer une odeur suspecte. Dans\nles situations tendues ou dangereuses, les Héros\n« prépareront » souvent leur Instinct. L’Instinct est\ngénéralement un trait passif, utilisé pour déterminer\nsi la personne se rend compte de quelque chose\nqui survient alors qu’il ne s’y attend pas. Il diffère\nen cela du Talent Recherche, qui vaut lorsque le\npersonnage cherche activement un élément dans\nune masse de données.\nNiveau 0 : le personnage n’est pas toujours sur\nses gardes. Il lui arrive d’être perdu dans ses\npensées ou d’être surpris par un événement\ninattendu.", + "constitution-t": "Le Talent Constitution définit la carrure du personnage,\nsa puissance et sa résistance physique.\nNiveau 0 : le personnage a une stature moyenne,\nla force compensant son poids. Il peut porter une\ntrentaine de kilos durant moins de dix minutes,\net soulever de terre un objet d’une cinquantaine\nde kilos maximum.", + "vecu-t": "Les Héros commencent chaque scénario avec une\nréserve de 3 points de Vécu. Le Vécu correspond au\npassé des personnages et à leur familiarité avec\ncertains environnements et certaines pratiques.\nLorsqu’un personnage entreprend une action\npour laquelle son histoire ou son expérience\npersonnelle sont susceptibles de lui octroyer un\navantage logique, le joueur peut dépenser un (et\nun seul) point de Vécu pour obtenir un niveau supplémentaire\nau Talent utilisé. Cette dépense doit\nêtre effectuée avant tout jet de dés de destin.", + "espoir-t": "Un personnage commence chaque scénario avec\nune réserve de points d’Espoir, dépendant de son\nniveau dans le Talent Ferveur.\nUn personnage peut dépenser un point d’Espoir\npour lancer trois dés de destin supplémentaires\nlors de n’importe quelle action. Il peut aussi\ndépenser un point d’Espoir pour lancer trois dés\nlorsqu’il subit des points de Blessures, Trauma,\nTraque ou Noirceur. Dans ce cas, chaque succès\ndiminue de 1 le nombre de points encaissés. Par\ncontre, chaque 1 ajoute une goutte à la jauge de\nFiel.", + "singularite-t": "Un personnage commence chaque séance de jeu\navec une réserve de points de Singularité, dont la\ntaille dépend de son niveau dans le Talent Artefact\nUn personnage peut dépenser un point de Singularité\npour empêcher l’ajout d’une goutte de Fiel\nà la jauge des Héros.\nLa réserve de Singularité ne se recharge pas en\ncours de partie.", + "trauma-t": "Dès qu’un personnage a subi 5 points de Trauma,\nil est Choqué. Son état de stress est tel qu’il influe\nsur ses performances et sur sa lucidité. Il souffre\nd’un malus de 1 à tous ses niveaux de Domaine.\nDès qu’il a subi 8 points de Trauma, le personnage\nest Traumatisé. Il souffre d’un malus de 1 à\ntous ses niveaux de Talent. De plus, il gardera des\nséquelles de cet événement : l’un de ses points de\nTrauma devient permanent et ne pourra pas être\nsoigné.\nSi un personnage cumule 10 points de Trauma,\nil devient Fou. Il tombe en catatonie durant le reste\nde la scène. Passé ce cap, son traumatisme est tel\nqu’il ne sera plus jouable. Il est définitivement\nperdu.", + "blessures-t": "Dès qu’il a subi 5 points de Blessures, le personnage\nsouffre d’un malus de 1 à tous ses niveaux\nde Domaine.\nSi un personnage cumule 8 points de Blessures,\nil est lourdement blessé. Il subit un malus de 1 à\ntous ses niveaux de Talent. De plus, il gardera des\nséquelles de cet événement : l’un de ses points de\nBlessures devient permanent et ne pourra pas être\nsoigné.\nSi un personnage cumule 10 points de Blessures,\nil agonise. Il meurt au bout de dix minutes s’il n’est\npas soigné.", + "noirceur-t": "Lorsqu’il a cumulé 5 points de Noirceur, le personnage\nest Teinté.\nLorsqu’il a cumulé 8 points de Noirceur, il est\nPossédé. De plus, il gardera des séquelles de cet\névénement : l’un de ses points de Noirceur devient\npermanent et ne pourra pas être soigné.\nLorsqu’il a cumulé 10 points de Noirceur, il est\nCorrompu. La Loi en prend le contrôle (à moins\nque le joueur n’accepte de jouer ce rôle jusqu’au\nbout). Le corrompu fera tout pour rallier un Axe\nle plus rapidement possible. S’il y parvient, il disparaît\ndans l’Artefact à tout jamais.", + "traque-t": "Lorsqu’il a cumulé 5 points de Traque, le personnage\nest Signalé.\nLorsqu’il a cumulé 8 points de Traque, le personnage\nest Recherché. Il gardera des séquelles\nde cet événement : l’un de ses points de Traque\ndevient permanent et ne pourra pas être retiré. De\nplus, il gagne le trait Criminel.\nLorsqu’il a cumulé 10 points de Traque, le personnage\nest Pourchassé. De plus, il gagne le trait\nEnnemi public." +} \ No newline at end of file diff --git a/NOC/translations/el.json b/NOC/translations/el.json new file mode 100644 index 0000000000..58b60b81e2 --- /dev/null +++ b/NOC/translations/el.json @@ -0,0 +1,135 @@ +{ + "GENERAL-u": "IDENTITÉ", + "ATTRIBUTES-u": "COMPOSITION", + "INVENTORY-u": "POSSESSIONS", + "NOTES-u": "NOTES", + "aremplir-p": "A renseigner", + "idsignale-t": "Signalé : les patrouilles ont le signalement du\npersonnage qui sera arrêté en cas de contrôle.", + "idrecherche-t": "Recherché (Criminel) : le personnage est activement recherché.\nDes investigateurs se rendent à son travail,\ninterrogent son entourage, etc. Une équipe du\nBureau des Investigations se met à sa poursuite.", + "idpourchasse-t": "Pourchassé (Ennemi public) : le personnage est l’ennemi\nnuméro un du Bloc. Des patrouilles sillonnent\nla ville à sa recherche. Ses proches, ses collègues\nsont surveillés, et certains, violentés ou arrêtés.\nSon domicile est fouillé sans ménagement.\nCinq équipes du Bureau des Investigations le\nrecherchent.", + "idteinte-t": "", + "idpossede-t": "", + "idcorrompu-t": "", + "idsecurite-t": "Signalé : les patrouilles ont le signalement du\npersonnage qui sera arrêté en cas de contrôle.\n\nRecherché (Criminel) : le personnage est activement recherché.\nDes investigateurs se rendent à son travail,\ninterrogent son entourage, etc. Une équipe du\nBureau des Investigations se met à sa poursuite.\n\nPourchassé (Ennemi public) : le personnage est l’ennemi\nnuméro un du Bloc. Des patrouilles sillonnent\nla ville à sa recherche. Ses proches, ses collègues\nsont surveillés, et certains, violentés ou arrêtés.\nSon domicile est fouillé sans ménagement.\nCinq équipes du Bureau des Investigations le\nrecherchent.", + "idviolence-t": "Violence : le personnage ne peut pas arrêter un\ncombat tant qu’il n’a pas occasionné la perte d’au\nmoins 3 points de Blessures à un ennemi (à moins\nqu’il ne soit neutralisé avant).", + "idmalaise-t": "Malaise : le personnage est victime de malaises\net nausées. Il a l’impression que son corps est\nparasité. Lorsqu’il est victime de n’importe quel\neffet du Fiel, il perd un point d’Espoir additionnel.\nS’il n’en a plus, il devient Fatigué et subit un niveau\nde malus à tous ses Talents jusqu’à ce qu’il bénéficie\nd’un moment de calme", + "idHallucinations-t": "Hallucinations : le personnage est victime\nd’hallucinations. Il voit des choses terrifiantes qui\nn’existent pas. Il entend des voix, sent des choses\nqui le touchent, perçoit des odeurs putrides. Lorsqu’il\nest victime de n’importe quel effet du Fiel, il\nsubit un point de Trauma additionnel.", + "idMauvaispenchants-t": "Mauvais penchants : le personnage ne régénère\nplus sa jauge d’Espoir qu’en s’adonnant à ses vices.\nLors de chaque moment de calme (voir p. 41), s’il\ndésire recharger ses réserves ou soigner des points\nde Blessures, Trauma ou Noirceur, il doit recevoir\nun point de Traque.", + "idtraitnoirceur-t": "Violence : le personnage ne peut pas arrêter un\ncombat tant qu’il n’a pas occasionné la perte d’au\nmoins 3 points de Blessures à un ennemi (à moins\nqu’il ne soit neutralisé avant).\n\nMalaise : le personnage est victime de malaises\net nausées. Il a l’impression que son corps est\nparasité. Lorsqu’il est victime de n’importe quel\neffet du Fiel, il perd un point d’Espoir additionnel.\nS’il n’en a plus, il devient Fatigué et subit un niveau\nde malus à tous ses Talents jusqu’à ce qu’il bénéficie\nd’un moment de calme\n\nHallucinations : le personnage est victime\nd’hallucinations. Il voit des choses terrifiantes qui\nn’existent pas. Il entend des voix, sent des choses\nqui le touchent, perçoit des odeurs putrides. Lorsqu’il\nest victime de n’importe quel effet du Fiel, il\nsubit un point de Trauma additionnel.\n\nMauvais penchants : le personnage ne régénère\nplus sa jauge d’Espoir qu’en s’adonnant à ses vices.\nLors de chaque moment de calme (voir p. 41), s’il\ndésire recharger ses réserves ou soigner des points\nde Blessures, Trauma ou Noirceur, il doit recevoir\nun point de Traque.", + "afficheflag-t": "Permet de rendre visible les répercussions de tous les malus de condition \ndu personnage et cela dans tous ses Domaines et Talents.\n\nAttention ! Aucune modification ne peut être faite sur les points de\n Domaines et Talents tant que l'affichage des malus est activé.\n", + "vie-u": "VIE", + "erudition-u": "ÉRUDITION", + "technique-u": "TECHNIQUE", + "social-u": "SOCIAL", + "ame-u": "ÂME", + "statut-u": "STATUT", + "action-u": "ACTION", + "apaisement-u": "Apaisement", + "ferveur-u": "Ferveur", + "lumiere-u": "Lumière", + "soins-u": "Soins", + "culture-u": "Culture", + "bureau-u": "Bureau", + "recherche-u": "Recherche", + "societe-u": "Société", + "artefact-u": "Artefact", + "artisanat-u": "Artisanat", + "mecanismes-u": "Mecanismes", + "survie-u": "Survie", + "charisme-u": "Charisme", + "conviction-u": "Conviction", + "psychologie-u": "Psychologie", + "tromperie-u": "Tromperie", + "extase-u": "Extase", + "folie-u": "Folie", + "sensibilite-u": "Sensibilité", + "tenebres-u": "Ténèbres", + "fortune-u": "Fortune", + "rang-u": "Rang", + "contacts-u": "Contacts", + "facade-u": "Façade", + "combat-u": "Combat", + "deplacement-u": "Déplacement", + "instinct-u": "Instinct", + "constitution-u": "Constitution", + "vecu-u": "VÉCU", + "espoir-u": "ESPOIR", + "singularite-u": "SINGULARITÉ", + "trauma-u": "TRAUMA", + "blessures-u": "BLESSURES", + "noirceur-u": "NOIRCEUR", + "traque-u": "TRAQUE", + "effet-points-blessures-leger-u": "Blessé léger\n-1D Domaines", + "effet-points-blessures-grave-u": "Blessé grave\n-1D Talents\n+1pt Blessures permanent", + "effet-points-blessures-mort-u": "10 min avant la mort", + "effet-points-trauma-leger-u": "Choqué\n-1D Domaines\n+1pt Trauma permanent", + "effet-points-trauma-grave-u": "Traumatisé\n-1D Talents", + "effet-points-trauma-mort-u": "Fou", + "effet-points-traque-leger-u": "Signalé", + "effet-points-traque-grave-u": "Recherché\n+1trait "Criminel\n+1pt Traque permanent", + "effet-points-traque-mort-u": "Pourchassé\n+1trait "Ennemi public"", + "effet-points-noirceur-leger-u": "Teinté\n+1trait Noirceur", + "effet-points-noirceur-grave-u": "Possédé\n+1trait Noirceur\n+1pt Noirceur permanent", + "effet-points-noirceur-mort-u": "Corrompu\n+1trait Noirceur", + "EQUIPMENTS-u": "ÉQUIPEMENT", + "CONTACTS-u": "CONTACTS", + "Description-u": "Description", + "Name-u": "Nom", + "Name-p": "Nom", + "faveur-u": "Faveur", + "faveurmax-u": "Faveur max", + "Combathelper-u": "AIDE AU COMBAT", + "tir-u": "ARMES DE TIR", + "dps-u": "Dég.", + "munitions-u": "Mun.", + "munitionsmax-u": "Mun. max", + "armetalent-u": "Talent", + "trait-p": "Trait", + "cac-u": "ARMES DE CONTACT", + "armure-u": "ARMURE", + "armurepts-u": "Armure", + "defense-u": "Défense", + "Notes-p": "La nuit est tombée sur le monde. La Terre a été engloutie par l’Artefact, un objet impossible surgi du fond de l’espace et du temps. Il s’est replié sur elle en une étreinte cosmique, se substituant au ciel et aux étoiles.\n\rL’Artefact est une prison qui a plongé l’humanité dans un éternel crépuscule et a disloqué la civilisation. Tel est le fardeau des vivants.\n\rL’Artefact est un bouclier érigé contre une menace extérieure supposée conduire à l’anéantissement de toute vie. Telle est la voix de la propagande.\n\rL’Artefact est un horizon inatteignable aux motivations cryptiques, incarnation de l’apocalypse et porteur d’espoir pour qui croit en son message.\n\rIl est l’Objet-Dieu.", + "vie-t": "Ce Domaine est celui du don de soi, de l’abnégation\net de la bonté. Un personnage doté d’une affinité\nen Vie sera une lueur dans un monde de ténèbres,\nune incarnation de la volonté de survie de l’espèce\nconfrontée à son ultime épreuve.", + "erudition-t": "Ce Domaine regroupe toutes leseff connaissances,\nà l’exclusion de la technologie qui relève d’un\nDomaine propre.\nUn personnage possédant des niveaux dans les\nTalents d’Érudition fait partie d’une caste élitiste.\nIl est probablement bibliothécaire, érudit, professeur.\nLe savoir, dans la société délitée de NOC, est\nun important marqueur de statut.", + "technique-t": "Ce domaine est celui des savoirs pratiques, des\nobjets et de leur fonctionnement, de la débrouille\net des technologies inspirées de l’Artefact.", + "social-t": "Ce Domaine est celui de l’interaction pacifique\nentre êtres humains. Il permet de régir les dizaines\nde petites batailles que chaque femme et chaque\nhomme doit mener au quotidien lorsqu’il évolue\nparmi ses semblables : séduire ou être séduit,\nconvaincre ou être convaincu, s’imposer ou se\nsoumettre.", + "ame-t": "Ce Domaine est celui de l’inconscient, de ce qui se\ncache au-delà des pensées et de la rationalité du\npersonnage. C’est le royaume de l’inavouable, des\npulsions, de la vie intérieure mais aussi de la sensibilité\net de l’inspiration. Dans le monde désenchanté\npar l’Administration, ceux qui restent\nhabités par leurs rêves, bons ou mauvais, sont\nautant à envier qu’à plaindre.", + "statut-t": "Les Talents du Domaine Statut ne reflètent pas\ndirectement des capacités ou des connaissances\ndu personnage mais son rang, ses connexions et\nsa position sociale. Il s’agit de Talents passifs. \nIls indiquent quels sont les moyens concrets\net matériels à sa disposition.", + "action-t": "Ce Domaine est celui des capacités physiques et\ndes réflexes, du prédateur et de la proie, de la\nsurvie et de la traque. Un personnage possédant\nune affinité en Action sera plus vigilant, plus vif\net plus fort que ses semblables.", + "apaisement-t": "Le Talent Apaisement permet au personnage\nde calmer les tourments psychologiques de ses\nsemblables, de trouver les mots rassurants pour\nréconforter la victime après un événement traumatisant.\nNiveau 0 : le personnage n’a pas d’expérience\nparticulière des situations de crise et doit\nimproviser avec son propre malaise lorsqu’il est\nconfronté à la détresse d’autrui.\nCe talent permet de soigner des points de\nTrauma d’un autre personnage.", + "ferveur-t": "Le Talent Ferveur représente la flamme qui anime\nle personnage, son élan, le souffle qui lui permet\nde maintenir son espérance et de la communiquer\nà ses proches, même dans les pires situations.\nNiveau 0 : le personnage est vaillant mais se\ndécourage face aux grosses difficultés. Il dispose\nd’une réserve de 3 points d’Espoir.\nCe Talent définit la taille de la réserve d’Espoir\ndu personnage.", + "lumiere-t": "Le Talent Lumière représente la pureté d’âme\ndu personnage, sa noblesse profonde, sa bonté.\nIl reflète la résistance mystique et physiologique\ndu personnage à la Noirceur.\nNiveau 0 : le personnage possède des failles, une\npart d’ombre sur laquelle les ténèbres peuvent\ngermer.\nLe Talent Lumière sert à encaisser les points de\nNoirceur et les dégâts liés au trait Énergie Noire.", + "soins-t": "Le Talent Soins est celui des médecins et des\nguérisseurs.\nNiveau 0 : le personnage n’a pas d’autres notions\nde médecine que celles inculquées par la culture\npopulaire. Il connaît quelques remèdes de grandmère,\nne manque pas de bon sens, mais sera\ndémuni devant la moindre blessure sérieuse.\nCe talent permet de soigner des points de Blessures\nd’un autre personnage.", + "culture-t": "La Culture est un Talent très large : il reflète la\nconnaissance générale du personnage, qu’il\ns’agisse d’histoire, de géographie ou des dogmes\nofficiels de la Voie.\nNiveau 0 : le personnage sait passablement lire\net écrire. Il connaît le nom des Blocs voisins, se\nsouvient de faits passés durant les trois dernières\nannées officielles et peut réciter les mythes propagandistes\ncourants.", + "bureau-t": "Le Talent Bureau recouvre la connaissance de l’administration\net de ses rouages. Les codes, les lois,\nles formulaires, les services, les grades.\nNiveau 0 : le personnage sait où retirer ses tickets\nde rationnement, qui appeler au secours et qui\nne pas ennuyer.", + "recherche-t": "Le Talent Recherche permet de passer au crible\nun lieu ou une masse de données dans le but d’en\nextraire des informations. Ce Talent servira aussi\nbien pour fouiller une pièce que pour éplucher des\ncoupures de presse dans une bibliothèque.\nNiveau 0 : le personnage trouvera les preuves\névidentes mais ne fera pas de rapprochement et\nne tirera pas de conclusions de la présence ou de\nl’absence d’éléments trop subtils.", + "societe-t": "Le Talent Société permet de connaître les noms, les\nlieux, les ragots sur ce qu’il se passe dans le Bloc. Il\npermet d’identifier une personnalité, de connaître\nles rumeurs associées à un événement ou de savoir\noù passer une bonne soirée.\nNiveau 0 : le personnage connaît les figures\nimportantes de son quartier, les enseignes incontournables\nde la ville, sait où faire des affaires et\nquand sont prévus les grands événements.", + "artefact-t": "Le Talent Artefact permet de bénéficier d’une\nsorte d’empathie avec l’Objet-Dieu. Le personnage\ncomprend, ressent la logique de l’Artefact, de ses\nrythmes, de ses pulsations.\nNiveau 0 : le personnage sait distinguer un\nMécanisme d’un Grand Mécanisme, mais c’est\ntout. Sa réserve de points de Singularité est vide.", + "artisanat-t": "Le Talent Artisanat reflète les capacités du personnage\ndans tous les champs de techniques de base :\nmaçonnerie, forge, ébénisterie, tannage...\nNiveau 0 : le personnage est capable de bricoler\nplus ou moins adroitement. Il rafistole, mais pas\nplus.", + "mecanismes-t": "Le Talent Mécanismes indique la capacité du personnage\nà concevoir, réparer ou confectionner\ndes objets novateurs ou complexes, des moteurs\nde voiture aux escalators. Plus que cela, ce trait\nest nécessaire à la manipulation, réparation ou\nconstruction des objets quantiques. Ce Talent\nreflète également sa connaissance des principes\nscientifiques de base, de la physique comme de la\nchimie.\nNiveau 0 : pour le personnage, les merveilles\nquantiques sont hors de compréhension. Il sait\nqu’une pomme lancée en l’air retombe mais ne\nsait pas vraiment pourquoi. Il comprend les\nprincipes de base d’un moteur mais serait bien\nen peine d’en construire un.", + "survie-t": "Le Talent Survie est possédé par les habitants\ndes campagnes ou des banlieues miséreuses. Il\nregroupe toutes les techniques permettant de se\nrepérer, de s’alimenter, de dormir et de survivre\nen terrain naturel ou défavorable comme les pires\nbanlieues.\nNiveau 0 : le personnage est né et a toujours\névolué dans le coeur urbain du Bloc. Il n’a ni les\nconnaissances, ni les réflexes, ni le cran pour\naffronter l’Extérieur.", + "charisme-t": "Le Talent Charisme est celui de la séduction,\ndu charme, de l’appétit, de la sympathie. Il permet\nd’obtenir quelque chose d’un interlocuteur : des\ninformations, des services, une prestation ou un\nassentiment. Ce talent permet aussi de persuader,\nde porter un message avec force et crédibilité.\nNiveau 0 : le personnage est physiquement\nbanal. Il n’a pas de sex-appeal et ne plaît qu’à\nune petite part des membres du sexe opposé. Il ne\npossède aucun atout physique significatif et ne\nsouffre d’aucun défaut visible socialement handicapant.\nIl a du mal à enflammer un auditoire\nou à persuader les étrangers de ses idées, même\nles plus sincères.", + "conviction-t": "Le Talent Conviction exprime la force de volonté du\npersonnage, sa détermination, sa lucidité face à\ntout ce qui pourrait le détourner de sa route. Il lui\npermet de résister à la tentation, à la corruption,\nà l’intimidation et à la torture.\nNiveau 0 : le personnage a des convictions, mais\nil n’est pas prêt à mourir pour elles.\nCe Talent sert de niveau requis aux tentatives de\npersuasion, de séduction ou d’intimidation contre\nle personnage.", + "psychologie-t": "Le Talent Psychologie est celui de l’empathie,\nde l’analyse du paraverbal, de la lecture du corps.\nIl permet de détecter le mensonge, d’interpréter ce\nqui se joue dans l’esprit, dans le coeur et dans les\ntripes de ses semblables.\nNiveau 0 : le personnage n’est pas spécialement\nsubtil mais il est capable de se projeter sur l’effet\ninduit par une situation forte chez ses semblables.", + "tromperie-t": "Le Talent Tromperie indique la capacité du personnage\nà mentir, à dissimuler ses émotions ou\nses intentions, à jouer la comédie.\nNiveau 0 : le personnage est tendu lorsqu’il ment\net ce d’autant plus que l’enjeu ou les risques sont\nimportants. Sa voix est subtilement différente. Il\nne regarde pas son interlocuteur dans les yeux,\nse frotte le visage, se racle la gorge. Dans l’urgence,\nil est capable de concevoir un mensonge\nà peu près cohérent mais sera en difficulté s’il lui\nest demandé de rentrer dans les détails.", + "extase-t": "Le Talent Extase est une indication de la stabilité\ndu cadre familial ou amical du personnage, de\nla puissance cathartique de ses passions et de sa\nfacilité à trouver du réconfort dans son environnement.\nL’Extase lui permet de se vider la tête, de\nretrouver son calme.\nNiveau 0 : le personnage a une famille qu’il peut\nretrouver avec plaisir, ou un loisir, un passetemps,\ngrâce auquel il peut penser à autre\nchose. Boire un coup avec des amis, jouer aux\njeux de hasard, danser ou fréquenter les lieux de\ndébauche, il sait comment tuer le temps.\nLe Talent Extase permet de recharger sa jauge\nd’Espoir et celle de ses alliés durant les moments\nde calme.", + "folie-t": "La Folie est un talent ambigu. Sa possession\nindique que le personnage a déjà subi des traumatismes,\nvécu des expériences terribles ou avancé\nsur la voie de la démence et que ce passif l’a en\nquelque sorte préparé aux horreurs que lui réserve\nsa vie future.\nNiveau 0 : le personnage est un citoyen de\nce monde dur. Il a une certaine habitude de\nla violence, de l’oppression et de l’étrange –\néléments que l’on rencontre souvent, même à\nl’abri d’un Bloc – mais il n’a jamais assisté à un\nmassacre, jamais approché un Autre et jamais\nsubi un interrogatoire de la Police Secrète.\nAutant d’événements susceptibles de l’affecter\ndurablement.\nCe Talent sert à ralentir l’effet du Trauma sur\nle personnage.", + "sensibilite-t": "La Sensibilité est la réceptivité du personnage\naux choses invisibles, aux énergies, aux flux,\naux émotions. Elle permet de comprendre ou de\nproduire une oeuvre d’art, mais également de\nsentir les « mauvaises ondes » indiquant la proximité\nd’une source de Noirceur (voir p. 54).\nNiveau 0 : le personnage n’est pas particulièrement\nréceptif. Dans sa vie, il lui est parfois\narrivé d’avoir des impressions troublantes mais\nil n’a pas su les interpréter correctement ou leur\naccorder l’importance qu’elles auraient mérité.\nL’art ne lui inspire pas grand chose sinon les\noeuvres les plus directement accessibles.", + "tenebres-t": "Le Talent Ténèbres représente la part d’ombre du\npersonnage, le poids de ses crimes, son inclination\nau mal. Qu’il ait réellement commis des actes\nmauvais, ou qu’il s’agisse d’une faille béante dans\nson âme, cette zone ténébreuse sera sentie par les\nAutres et interprétée comme un signe d’appartenance.\nCe Talent représente également labrutalité,\nla monstruosité ou la froideur émanant de sa\npersonne, la crainte qu’il inspire à ses semblables.\nIl sert à intimider les humains, les animaux ou les\ncréatures surnaturelles.\nNiveau 0 : le personnage est une proie, un\nspécimen quelconque de la race humaine et, à\nce sens, ne fera l’objet d’aucun traitement particulier\nde la part des Autres. À moins d’être armé\nou en situation de force, il n’intimidera généralement\nque les couards.", + "fortune-t": "Le Talent Fortune indique la richesse dupersonnage.\nNiveau 0 : le personnage fait partie de la classe\nmoyenne. Il loue un appartement dans les faubourgs\nou un petit studio dans les quartiers\npopulaires du centre-ville. Il n’a pas vraiment\nde patrimoine mais dispose des fonds suffisants\npour s’alimenter, se vêtir et se déplacer au quotidien.\nDurant ses temps morts, il se contente\nde loisirs simples : visite des musées officiels, un\nspectacle cautionné de temps en temps, deux ou\ntrois verres dans un club middle-class. Il dispose\nde quelques couronnes pour ses transactions\ncourantes sans menacer son train de vie.", + "rang-t": "Le Talent Rang indique l’autorité du personnage,\nle grade ou la fonction sociale dont il peut se prévaloir.\nCe Talent ouvre des portes et lui assure des\npasse-droits. Pour jouir de son niveau de Rang, le\npersonnage doit toutefois porter ostensiblement\nla preuve de son niveau, qu’il s’agisse d’un badge,\nd’un uniforme, ou d’un nom célèbre (le sien ou\ncelui d’un ami important), qu’il se doit alors de\nrévéler. En cela, il lui sera impossible de jouir de\nson niveau de Rang tant qu’il restera sous couvert\nd’une fausse identité, par exemple.\nNiveau 0 : le personnage n’a pas de statut particulier.\nIl ne peut se prévaloir d’aucune autorité\nà part, peut-être, dans l’espace très restreint de\nson environnement professionnel.\nCe Talent sert à obtenir des accès, des autorisations\net de précieux formulaires en jeu.", + "contacts-t": "Le Talent Contacts indique le nombre de personnes\nbien placées prêtes à aider le personnage.\nPour chaque niveau qu’il possède dans ce Talent,\nil connaît un individu ou un groupe disposant de\nressources ou de connaissances intéressantes dans\nle cadre de sa lutte. Lorsqu’il a besoin de matériel,\nd’un service ou d’une information, le personnage\npeut joindre l’un de ses contacts pour l’obtenir.\nLes moyens de ces contacts n’ont pas à être décrits\navec précision.\nNiveau 0 : le personnage est un homme ou une\nfemme ordinaire. Il peut demander de menus\nservices à ses proches, mais ne connaît personne\nd’assez bien placé ou d’assez investi prêt à se\ncompromettre pour lui. Sa réserve de points de\nFaveur est vide.", + "facade-t": "Le Talent Façade est l’expression de la prudence et\nde la paranoïa du personnage. Il reflète le soin qu’il\nprend à cacher ses traces, à brouiller les pistes, à\nplacer des obstacles sur le chemin de ceux qui voudraient\nremonter jusqu’à lui, découvrir ses agissements,\naccéder à son domicile, saisir son argent.\nIl représente également la capacité du personnage\nà passer inaperçu, à avoir l’air inoffensif, à ne pas\nêtre remarqué parmi une foule.\nNiveau 0 : le personnage est un citoyen ordinaire.\nSon dossier administratif est bien fourni, son\nadresse connue et ses moyens de fuite limités.\nLorsqu’il a des choses à se reprocher ou qu’il\nest sous pression, son attitude peut paraître\nsuspecte.\nCe Talent sert à ralentir l’effet de la Traque sur\nle personnage.", + "combat-t": "Le Talent Combat reflète l’aisance du personnage\ndans les situations physiques ou martiales et sa\nmaîtrise des armes.\nNiveau 0 : le personnage ne sait pas se battre et\nn’en viendra aux mains qu’en dernièreextrémité.\nNote : chaque fois qu’un personnage développe\nle Talent Combat au-dessus du niveau 0, il\nchoisit deux armes parmi celles présentées p. 51.\nAinsi, il choisit 2 armes au niveau 1, 2 de plus au\nniveau 2, etc.\nLorsqu’il manie des armes qui ne sont pas du\nmême type que celles qu’il a choisies, il souffre\nd’un malus de 1 à son niveau de Combat.\nDans le cadre de ce kit, les Héros et les Rouages\nn’ont pas de malus lorsqu’ils manient les armes\nindiquées dans leur équipement.", + "deplacement-t": "Le Talent Déplacement est celui de l’agilité et de\nl’athlétisme, de la grâce, de la souplesse et de\nl’endurance. Il régit la coordination corporelle qui\npermet de courir vite, de sauter loin, d’éviter les\nattaques, de marcher longtemps et de se mouvoir\ndiscrètement.\nNiveau 0 : le personnage est capable de performances\nphysiques communes. Il court le cent\nmètres en moins de quinze secondes et peut\nsauter quatre mètres en longueur avec élan. Il\ns’épuise au bout de quelques dizaines de minutes\nd’effort.", + "instinct-t": "Le Talent Instinct rend compte de la perception\ndu personnage, de sa capacité à entendre un bruit\nfugace dans son dos, à voir un tireur embusqué\nsur un toit, à remarquer une odeur suspecte. Dans\nles situations tendues ou dangereuses, les Héros\n« prépareront » souvent leur Instinct. L’Instinct est\ngénéralement un trait passif, utilisé pour déterminer\nsi la personne se rend compte de quelque chose\nqui survient alors qu’il ne s’y attend pas. Il diffère\nen cela du Talent Recherche, qui vaut lorsque le\npersonnage cherche activement un élément dans\nune masse de données.\nNiveau 0 : le personnage n’est pas toujours sur\nses gardes. Il lui arrive d’être perdu dans ses\npensées ou d’être surpris par un événement\ninattendu.", + "constitution-t": "Le Talent Constitution définit la carrure du personnage,\nsa puissance et sa résistance physique.\nNiveau 0 : le personnage a une stature moyenne,\nla force compensant son poids. Il peut porter une\ntrentaine de kilos durant moins de dix minutes,\net soulever de terre un objet d’une cinquantaine\nde kilos maximum.", + "vecu-t": "Les Héros commencent chaque scénario avec une\nréserve de 3 points de Vécu. Le Vécu correspond au\npassé des personnages et à leur familiarité avec\ncertains environnements et certaines pratiques.\nLorsqu’un personnage entreprend une action\npour laquelle son histoire ou son expérience\npersonnelle sont susceptibles de lui octroyer un\navantage logique, le joueur peut dépenser un (et\nun seul) point de Vécu pour obtenir un niveau supplémentaire\nau Talent utilisé. Cette dépense doit\nêtre effectuée avant tout jet de dés de destin.", + "espoir-t": "Un personnage commence chaque scénario avec\nune réserve de points d’Espoir, dépendant de son\nniveau dans le Talent Ferveur.\nUn personnage peut dépenser un point d’Espoir\npour lancer trois dés de destin supplémentaires\nlors de n’importe quelle action. Il peut aussi\ndépenser un point d’Espoir pour lancer trois dés\nlorsqu’il subit des points de Blessures, Trauma,\nTraque ou Noirceur. Dans ce cas, chaque succès\ndiminue de 1 le nombre de points encaissés. Par\ncontre, chaque 1 ajoute une goutte à la jauge de\nFiel.", + "singularite-t": "Un personnage commence chaque séance de jeu\navec une réserve de points de Singularité, dont la\ntaille dépend de son niveau dans le Talent Artefact\nUn personnage peut dépenser un point de Singularité\npour empêcher l’ajout d’une goutte de Fiel\nà la jauge des Héros.\nLa réserve de Singularité ne se recharge pas en\ncours de partie.", + "trauma-t": "Dès qu’un personnage a subi 5 points de Trauma,\nil est Choqué. Son état de stress est tel qu’il influe\nsur ses performances et sur sa lucidité. Il souffre\nd’un malus de 1 à tous ses niveaux de Domaine.\nDès qu’il a subi 8 points de Trauma, le personnage\nest Traumatisé. Il souffre d’un malus de 1 à\ntous ses niveaux de Talent. De plus, il gardera des\nséquelles de cet événement : l’un de ses points de\nTrauma devient permanent et ne pourra pas être\nsoigné.\nSi un personnage cumule 10 points de Trauma,\nil devient Fou. Il tombe en catatonie durant le reste\nde la scène. Passé ce cap, son traumatisme est tel\nqu’il ne sera plus jouable. Il est définitivement\nperdu.", + "blessures-t": "Dès qu’il a subi 5 points de Blessures, le personnage\nsouffre d’un malus de 1 à tous ses niveaux\nde Domaine.\nSi un personnage cumule 8 points de Blessures,\nil est lourdement blessé. Il subit un malus de 1 à\ntous ses niveaux de Talent. De plus, il gardera des\nséquelles de cet événement : l’un de ses points de\nBlessures devient permanent et ne pourra pas être\nsoigné.\nSi un personnage cumule 10 points de Blessures,\nil agonise. Il meurt au bout de dix minutes s’il n’est\npas soigné.", + "noirceur-t": "Lorsqu’il a cumulé 5 points de Noirceur, le personnage\nest Teinté.\nLorsqu’il a cumulé 8 points de Noirceur, il est\nPossédé. De plus, il gardera des séquelles de cet\névénement : l’un de ses points de Noirceur devient\npermanent et ne pourra pas être soigné.\nLorsqu’il a cumulé 10 points de Noirceur, il est\nCorrompu. La Loi en prend le contrôle (à moins\nque le joueur n’accepte de jouer ce rôle jusqu’au\nbout). Le corrompu fera tout pour rallier un Axe\nle plus rapidement possible. S’il y parvient, il disparaît\ndans l’Artefact à tout jamais.", + "traque-t": "Lorsqu’il a cumulé 5 points de Traque, le personnage\nest Signalé.\nLorsqu’il a cumulé 8 points de Traque, le personnage\nest Recherché. Il gardera des séquelles\nde cet événement : l’un de ses points de Traque\ndevient permanent et ne pourra pas être retiré. De\nplus, il gagne le trait Criminel.\nLorsqu’il a cumulé 10 points de Traque, le personnage\nest Pourchassé. De plus, il gagne le trait\nEnnemi public." +} \ No newline at end of file diff --git a/NOC/translations/en.json b/NOC/translations/en.json new file mode 100644 index 0000000000..58b60b81e2 --- /dev/null +++ b/NOC/translations/en.json @@ -0,0 +1,135 @@ +{ + "GENERAL-u": "IDENTITÉ", + "ATTRIBUTES-u": "COMPOSITION", + "INVENTORY-u": "POSSESSIONS", + "NOTES-u": "NOTES", + "aremplir-p": "A renseigner", + "idsignale-t": "Signalé : les patrouilles ont le signalement du\npersonnage qui sera arrêté en cas de contrôle.", + "idrecherche-t": "Recherché (Criminel) : le personnage est activement recherché.\nDes investigateurs se rendent à son travail,\ninterrogent son entourage, etc. Une équipe du\nBureau des Investigations se met à sa poursuite.", + "idpourchasse-t": "Pourchassé (Ennemi public) : le personnage est l’ennemi\nnuméro un du Bloc. Des patrouilles sillonnent\nla ville à sa recherche. Ses proches, ses collègues\nsont surveillés, et certains, violentés ou arrêtés.\nSon domicile est fouillé sans ménagement.\nCinq équipes du Bureau des Investigations le\nrecherchent.", + "idteinte-t": "", + "idpossede-t": "", + "idcorrompu-t": "", + "idsecurite-t": "Signalé : les patrouilles ont le signalement du\npersonnage qui sera arrêté en cas de contrôle.\n\nRecherché (Criminel) : le personnage est activement recherché.\nDes investigateurs se rendent à son travail,\ninterrogent son entourage, etc. Une équipe du\nBureau des Investigations se met à sa poursuite.\n\nPourchassé (Ennemi public) : le personnage est l’ennemi\nnuméro un du Bloc. Des patrouilles sillonnent\nla ville à sa recherche. Ses proches, ses collègues\nsont surveillés, et certains, violentés ou arrêtés.\nSon domicile est fouillé sans ménagement.\nCinq équipes du Bureau des Investigations le\nrecherchent.", + "idviolence-t": "Violence : le personnage ne peut pas arrêter un\ncombat tant qu’il n’a pas occasionné la perte d’au\nmoins 3 points de Blessures à un ennemi (à moins\nqu’il ne soit neutralisé avant).", + "idmalaise-t": "Malaise : le personnage est victime de malaises\net nausées. Il a l’impression que son corps est\nparasité. Lorsqu’il est victime de n’importe quel\neffet du Fiel, il perd un point d’Espoir additionnel.\nS’il n’en a plus, il devient Fatigué et subit un niveau\nde malus à tous ses Talents jusqu’à ce qu’il bénéficie\nd’un moment de calme", + "idHallucinations-t": "Hallucinations : le personnage est victime\nd’hallucinations. Il voit des choses terrifiantes qui\nn’existent pas. Il entend des voix, sent des choses\nqui le touchent, perçoit des odeurs putrides. Lorsqu’il\nest victime de n’importe quel effet du Fiel, il\nsubit un point de Trauma additionnel.", + "idMauvaispenchants-t": "Mauvais penchants : le personnage ne régénère\nplus sa jauge d’Espoir qu’en s’adonnant à ses vices.\nLors de chaque moment de calme (voir p. 41), s’il\ndésire recharger ses réserves ou soigner des points\nde Blessures, Trauma ou Noirceur, il doit recevoir\nun point de Traque.", + "idtraitnoirceur-t": "Violence : le personnage ne peut pas arrêter un\ncombat tant qu’il n’a pas occasionné la perte d’au\nmoins 3 points de Blessures à un ennemi (à moins\nqu’il ne soit neutralisé avant).\n\nMalaise : le personnage est victime de malaises\net nausées. Il a l’impression que son corps est\nparasité. Lorsqu’il est victime de n’importe quel\neffet du Fiel, il perd un point d’Espoir additionnel.\nS’il n’en a plus, il devient Fatigué et subit un niveau\nde malus à tous ses Talents jusqu’à ce qu’il bénéficie\nd’un moment de calme\n\nHallucinations : le personnage est victime\nd’hallucinations. Il voit des choses terrifiantes qui\nn’existent pas. Il entend des voix, sent des choses\nqui le touchent, perçoit des odeurs putrides. Lorsqu’il\nest victime de n’importe quel effet du Fiel, il\nsubit un point de Trauma additionnel.\n\nMauvais penchants : le personnage ne régénère\nplus sa jauge d’Espoir qu’en s’adonnant à ses vices.\nLors de chaque moment de calme (voir p. 41), s’il\ndésire recharger ses réserves ou soigner des points\nde Blessures, Trauma ou Noirceur, il doit recevoir\nun point de Traque.", + "afficheflag-t": "Permet de rendre visible les répercussions de tous les malus de condition \ndu personnage et cela dans tous ses Domaines et Talents.\n\nAttention ! Aucune modification ne peut être faite sur les points de\n Domaines et Talents tant que l'affichage des malus est activé.\n", + "vie-u": "VIE", + "erudition-u": "ÉRUDITION", + "technique-u": "TECHNIQUE", + "social-u": "SOCIAL", + "ame-u": "ÂME", + "statut-u": "STATUT", + "action-u": "ACTION", + "apaisement-u": "Apaisement", + "ferveur-u": "Ferveur", + "lumiere-u": "Lumière", + "soins-u": "Soins", + "culture-u": "Culture", + "bureau-u": "Bureau", + "recherche-u": "Recherche", + "societe-u": "Société", + "artefact-u": "Artefact", + "artisanat-u": "Artisanat", + "mecanismes-u": "Mecanismes", + "survie-u": "Survie", + "charisme-u": "Charisme", + "conviction-u": "Conviction", + "psychologie-u": "Psychologie", + "tromperie-u": "Tromperie", + "extase-u": "Extase", + "folie-u": "Folie", + "sensibilite-u": "Sensibilité", + "tenebres-u": "Ténèbres", + "fortune-u": "Fortune", + "rang-u": "Rang", + "contacts-u": "Contacts", + "facade-u": "Façade", + "combat-u": "Combat", + "deplacement-u": "Déplacement", + "instinct-u": "Instinct", + "constitution-u": "Constitution", + "vecu-u": "VÉCU", + "espoir-u": "ESPOIR", + "singularite-u": "SINGULARITÉ", + "trauma-u": "TRAUMA", + "blessures-u": "BLESSURES", + "noirceur-u": "NOIRCEUR", + "traque-u": "TRAQUE", + "effet-points-blessures-leger-u": "Blessé léger\n-1D Domaines", + "effet-points-blessures-grave-u": "Blessé grave\n-1D Talents\n+1pt Blessures permanent", + "effet-points-blessures-mort-u": "10 min avant la mort", + "effet-points-trauma-leger-u": "Choqué\n-1D Domaines\n+1pt Trauma permanent", + "effet-points-trauma-grave-u": "Traumatisé\n-1D Talents", + "effet-points-trauma-mort-u": "Fou", + "effet-points-traque-leger-u": "Signalé", + "effet-points-traque-grave-u": "Recherché\n+1trait "Criminel\n+1pt Traque permanent", + "effet-points-traque-mort-u": "Pourchassé\n+1trait "Ennemi public"", + "effet-points-noirceur-leger-u": "Teinté\n+1trait Noirceur", + "effet-points-noirceur-grave-u": "Possédé\n+1trait Noirceur\n+1pt Noirceur permanent", + "effet-points-noirceur-mort-u": "Corrompu\n+1trait Noirceur", + "EQUIPMENTS-u": "ÉQUIPEMENT", + "CONTACTS-u": "CONTACTS", + "Description-u": "Description", + "Name-u": "Nom", + "Name-p": "Nom", + "faveur-u": "Faveur", + "faveurmax-u": "Faveur max", + "Combathelper-u": "AIDE AU COMBAT", + "tir-u": "ARMES DE TIR", + "dps-u": "Dég.", + "munitions-u": "Mun.", + "munitionsmax-u": "Mun. max", + "armetalent-u": "Talent", + "trait-p": "Trait", + "cac-u": "ARMES DE CONTACT", + "armure-u": "ARMURE", + "armurepts-u": "Armure", + "defense-u": "Défense", + "Notes-p": "La nuit est tombée sur le monde. La Terre a été engloutie par l’Artefact, un objet impossible surgi du fond de l’espace et du temps. Il s’est replié sur elle en une étreinte cosmique, se substituant au ciel et aux étoiles.\n\rL’Artefact est une prison qui a plongé l’humanité dans un éternel crépuscule et a disloqué la civilisation. Tel est le fardeau des vivants.\n\rL’Artefact est un bouclier érigé contre une menace extérieure supposée conduire à l’anéantissement de toute vie. Telle est la voix de la propagande.\n\rL’Artefact est un horizon inatteignable aux motivations cryptiques, incarnation de l’apocalypse et porteur d’espoir pour qui croit en son message.\n\rIl est l’Objet-Dieu.", + "vie-t": "Ce Domaine est celui du don de soi, de l’abnégation\net de la bonté. Un personnage doté d’une affinité\nen Vie sera une lueur dans un monde de ténèbres,\nune incarnation de la volonté de survie de l’espèce\nconfrontée à son ultime épreuve.", + "erudition-t": "Ce Domaine regroupe toutes leseff connaissances,\nà l’exclusion de la technologie qui relève d’un\nDomaine propre.\nUn personnage possédant des niveaux dans les\nTalents d’Érudition fait partie d’une caste élitiste.\nIl est probablement bibliothécaire, érudit, professeur.\nLe savoir, dans la société délitée de NOC, est\nun important marqueur de statut.", + "technique-t": "Ce domaine est celui des savoirs pratiques, des\nobjets et de leur fonctionnement, de la débrouille\net des technologies inspirées de l’Artefact.", + "social-t": "Ce Domaine est celui de l’interaction pacifique\nentre êtres humains. Il permet de régir les dizaines\nde petites batailles que chaque femme et chaque\nhomme doit mener au quotidien lorsqu’il évolue\nparmi ses semblables : séduire ou être séduit,\nconvaincre ou être convaincu, s’imposer ou se\nsoumettre.", + "ame-t": "Ce Domaine est celui de l’inconscient, de ce qui se\ncache au-delà des pensées et de la rationalité du\npersonnage. C’est le royaume de l’inavouable, des\npulsions, de la vie intérieure mais aussi de la sensibilité\net de l’inspiration. Dans le monde désenchanté\npar l’Administration, ceux qui restent\nhabités par leurs rêves, bons ou mauvais, sont\nautant à envier qu’à plaindre.", + "statut-t": "Les Talents du Domaine Statut ne reflètent pas\ndirectement des capacités ou des connaissances\ndu personnage mais son rang, ses connexions et\nsa position sociale. Il s’agit de Talents passifs. \nIls indiquent quels sont les moyens concrets\net matériels à sa disposition.", + "action-t": "Ce Domaine est celui des capacités physiques et\ndes réflexes, du prédateur et de la proie, de la\nsurvie et de la traque. Un personnage possédant\nune affinité en Action sera plus vigilant, plus vif\net plus fort que ses semblables.", + "apaisement-t": "Le Talent Apaisement permet au personnage\nde calmer les tourments psychologiques de ses\nsemblables, de trouver les mots rassurants pour\nréconforter la victime après un événement traumatisant.\nNiveau 0 : le personnage n’a pas d’expérience\nparticulière des situations de crise et doit\nimproviser avec son propre malaise lorsqu’il est\nconfronté à la détresse d’autrui.\nCe talent permet de soigner des points de\nTrauma d’un autre personnage.", + "ferveur-t": "Le Talent Ferveur représente la flamme qui anime\nle personnage, son élan, le souffle qui lui permet\nde maintenir son espérance et de la communiquer\nà ses proches, même dans les pires situations.\nNiveau 0 : le personnage est vaillant mais se\ndécourage face aux grosses difficultés. Il dispose\nd’une réserve de 3 points d’Espoir.\nCe Talent définit la taille de la réserve d’Espoir\ndu personnage.", + "lumiere-t": "Le Talent Lumière représente la pureté d’âme\ndu personnage, sa noblesse profonde, sa bonté.\nIl reflète la résistance mystique et physiologique\ndu personnage à la Noirceur.\nNiveau 0 : le personnage possède des failles, une\npart d’ombre sur laquelle les ténèbres peuvent\ngermer.\nLe Talent Lumière sert à encaisser les points de\nNoirceur et les dégâts liés au trait Énergie Noire.", + "soins-t": "Le Talent Soins est celui des médecins et des\nguérisseurs.\nNiveau 0 : le personnage n’a pas d’autres notions\nde médecine que celles inculquées par la culture\npopulaire. Il connaît quelques remèdes de grandmère,\nne manque pas de bon sens, mais sera\ndémuni devant la moindre blessure sérieuse.\nCe talent permet de soigner des points de Blessures\nd’un autre personnage.", + "culture-t": "La Culture est un Talent très large : il reflète la\nconnaissance générale du personnage, qu’il\ns’agisse d’histoire, de géographie ou des dogmes\nofficiels de la Voie.\nNiveau 0 : le personnage sait passablement lire\net écrire. Il connaît le nom des Blocs voisins, se\nsouvient de faits passés durant les trois dernières\nannées officielles et peut réciter les mythes propagandistes\ncourants.", + "bureau-t": "Le Talent Bureau recouvre la connaissance de l’administration\net de ses rouages. Les codes, les lois,\nles formulaires, les services, les grades.\nNiveau 0 : le personnage sait où retirer ses tickets\nde rationnement, qui appeler au secours et qui\nne pas ennuyer.", + "recherche-t": "Le Talent Recherche permet de passer au crible\nun lieu ou une masse de données dans le but d’en\nextraire des informations. Ce Talent servira aussi\nbien pour fouiller une pièce que pour éplucher des\ncoupures de presse dans une bibliothèque.\nNiveau 0 : le personnage trouvera les preuves\névidentes mais ne fera pas de rapprochement et\nne tirera pas de conclusions de la présence ou de\nl’absence d’éléments trop subtils.", + "societe-t": "Le Talent Société permet de connaître les noms, les\nlieux, les ragots sur ce qu’il se passe dans le Bloc. Il\npermet d’identifier une personnalité, de connaître\nles rumeurs associées à un événement ou de savoir\noù passer une bonne soirée.\nNiveau 0 : le personnage connaît les figures\nimportantes de son quartier, les enseignes incontournables\nde la ville, sait où faire des affaires et\nquand sont prévus les grands événements.", + "artefact-t": "Le Talent Artefact permet de bénéficier d’une\nsorte d’empathie avec l’Objet-Dieu. Le personnage\ncomprend, ressent la logique de l’Artefact, de ses\nrythmes, de ses pulsations.\nNiveau 0 : le personnage sait distinguer un\nMécanisme d’un Grand Mécanisme, mais c’est\ntout. Sa réserve de points de Singularité est vide.", + "artisanat-t": "Le Talent Artisanat reflète les capacités du personnage\ndans tous les champs de techniques de base :\nmaçonnerie, forge, ébénisterie, tannage...\nNiveau 0 : le personnage est capable de bricoler\nplus ou moins adroitement. Il rafistole, mais pas\nplus.", + "mecanismes-t": "Le Talent Mécanismes indique la capacité du personnage\nà concevoir, réparer ou confectionner\ndes objets novateurs ou complexes, des moteurs\nde voiture aux escalators. Plus que cela, ce trait\nest nécessaire à la manipulation, réparation ou\nconstruction des objets quantiques. Ce Talent\nreflète également sa connaissance des principes\nscientifiques de base, de la physique comme de la\nchimie.\nNiveau 0 : pour le personnage, les merveilles\nquantiques sont hors de compréhension. Il sait\nqu’une pomme lancée en l’air retombe mais ne\nsait pas vraiment pourquoi. Il comprend les\nprincipes de base d’un moteur mais serait bien\nen peine d’en construire un.", + "survie-t": "Le Talent Survie est possédé par les habitants\ndes campagnes ou des banlieues miséreuses. Il\nregroupe toutes les techniques permettant de se\nrepérer, de s’alimenter, de dormir et de survivre\nen terrain naturel ou défavorable comme les pires\nbanlieues.\nNiveau 0 : le personnage est né et a toujours\névolué dans le coeur urbain du Bloc. Il n’a ni les\nconnaissances, ni les réflexes, ni le cran pour\naffronter l’Extérieur.", + "charisme-t": "Le Talent Charisme est celui de la séduction,\ndu charme, de l’appétit, de la sympathie. Il permet\nd’obtenir quelque chose d’un interlocuteur : des\ninformations, des services, une prestation ou un\nassentiment. Ce talent permet aussi de persuader,\nde porter un message avec force et crédibilité.\nNiveau 0 : le personnage est physiquement\nbanal. Il n’a pas de sex-appeal et ne plaît qu’à\nune petite part des membres du sexe opposé. Il ne\npossède aucun atout physique significatif et ne\nsouffre d’aucun défaut visible socialement handicapant.\nIl a du mal à enflammer un auditoire\nou à persuader les étrangers de ses idées, même\nles plus sincères.", + "conviction-t": "Le Talent Conviction exprime la force de volonté du\npersonnage, sa détermination, sa lucidité face à\ntout ce qui pourrait le détourner de sa route. Il lui\npermet de résister à la tentation, à la corruption,\nà l’intimidation et à la torture.\nNiveau 0 : le personnage a des convictions, mais\nil n’est pas prêt à mourir pour elles.\nCe Talent sert de niveau requis aux tentatives de\npersuasion, de séduction ou d’intimidation contre\nle personnage.", + "psychologie-t": "Le Talent Psychologie est celui de l’empathie,\nde l’analyse du paraverbal, de la lecture du corps.\nIl permet de détecter le mensonge, d’interpréter ce\nqui se joue dans l’esprit, dans le coeur et dans les\ntripes de ses semblables.\nNiveau 0 : le personnage n’est pas spécialement\nsubtil mais il est capable de se projeter sur l’effet\ninduit par une situation forte chez ses semblables.", + "tromperie-t": "Le Talent Tromperie indique la capacité du personnage\nà mentir, à dissimuler ses émotions ou\nses intentions, à jouer la comédie.\nNiveau 0 : le personnage est tendu lorsqu’il ment\net ce d’autant plus que l’enjeu ou les risques sont\nimportants. Sa voix est subtilement différente. Il\nne regarde pas son interlocuteur dans les yeux,\nse frotte le visage, se racle la gorge. Dans l’urgence,\nil est capable de concevoir un mensonge\nà peu près cohérent mais sera en difficulté s’il lui\nest demandé de rentrer dans les détails.", + "extase-t": "Le Talent Extase est une indication de la stabilité\ndu cadre familial ou amical du personnage, de\nla puissance cathartique de ses passions et de sa\nfacilité à trouver du réconfort dans son environnement.\nL’Extase lui permet de se vider la tête, de\nretrouver son calme.\nNiveau 0 : le personnage a une famille qu’il peut\nretrouver avec plaisir, ou un loisir, un passetemps,\ngrâce auquel il peut penser à autre\nchose. Boire un coup avec des amis, jouer aux\njeux de hasard, danser ou fréquenter les lieux de\ndébauche, il sait comment tuer le temps.\nLe Talent Extase permet de recharger sa jauge\nd’Espoir et celle de ses alliés durant les moments\nde calme.", + "folie-t": "La Folie est un talent ambigu. Sa possession\nindique que le personnage a déjà subi des traumatismes,\nvécu des expériences terribles ou avancé\nsur la voie de la démence et que ce passif l’a en\nquelque sorte préparé aux horreurs que lui réserve\nsa vie future.\nNiveau 0 : le personnage est un citoyen de\nce monde dur. Il a une certaine habitude de\nla violence, de l’oppression et de l’étrange –\néléments que l’on rencontre souvent, même à\nl’abri d’un Bloc – mais il n’a jamais assisté à un\nmassacre, jamais approché un Autre et jamais\nsubi un interrogatoire de la Police Secrète.\nAutant d’événements susceptibles de l’affecter\ndurablement.\nCe Talent sert à ralentir l’effet du Trauma sur\nle personnage.", + "sensibilite-t": "La Sensibilité est la réceptivité du personnage\naux choses invisibles, aux énergies, aux flux,\naux émotions. Elle permet de comprendre ou de\nproduire une oeuvre d’art, mais également de\nsentir les « mauvaises ondes » indiquant la proximité\nd’une source de Noirceur (voir p. 54).\nNiveau 0 : le personnage n’est pas particulièrement\nréceptif. Dans sa vie, il lui est parfois\narrivé d’avoir des impressions troublantes mais\nil n’a pas su les interpréter correctement ou leur\naccorder l’importance qu’elles auraient mérité.\nL’art ne lui inspire pas grand chose sinon les\noeuvres les plus directement accessibles.", + "tenebres-t": "Le Talent Ténèbres représente la part d’ombre du\npersonnage, le poids de ses crimes, son inclination\nau mal. Qu’il ait réellement commis des actes\nmauvais, ou qu’il s’agisse d’une faille béante dans\nson âme, cette zone ténébreuse sera sentie par les\nAutres et interprétée comme un signe d’appartenance.\nCe Talent représente également labrutalité,\nla monstruosité ou la froideur émanant de sa\npersonne, la crainte qu’il inspire à ses semblables.\nIl sert à intimider les humains, les animaux ou les\ncréatures surnaturelles.\nNiveau 0 : le personnage est une proie, un\nspécimen quelconque de la race humaine et, à\nce sens, ne fera l’objet d’aucun traitement particulier\nde la part des Autres. À moins d’être armé\nou en situation de force, il n’intimidera généralement\nque les couards.", + "fortune-t": "Le Talent Fortune indique la richesse dupersonnage.\nNiveau 0 : le personnage fait partie de la classe\nmoyenne. Il loue un appartement dans les faubourgs\nou un petit studio dans les quartiers\npopulaires du centre-ville. Il n’a pas vraiment\nde patrimoine mais dispose des fonds suffisants\npour s’alimenter, se vêtir et se déplacer au quotidien.\nDurant ses temps morts, il se contente\nde loisirs simples : visite des musées officiels, un\nspectacle cautionné de temps en temps, deux ou\ntrois verres dans un club middle-class. Il dispose\nde quelques couronnes pour ses transactions\ncourantes sans menacer son train de vie.", + "rang-t": "Le Talent Rang indique l’autorité du personnage,\nle grade ou la fonction sociale dont il peut se prévaloir.\nCe Talent ouvre des portes et lui assure des\npasse-droits. Pour jouir de son niveau de Rang, le\npersonnage doit toutefois porter ostensiblement\nla preuve de son niveau, qu’il s’agisse d’un badge,\nd’un uniforme, ou d’un nom célèbre (le sien ou\ncelui d’un ami important), qu’il se doit alors de\nrévéler. En cela, il lui sera impossible de jouir de\nson niveau de Rang tant qu’il restera sous couvert\nd’une fausse identité, par exemple.\nNiveau 0 : le personnage n’a pas de statut particulier.\nIl ne peut se prévaloir d’aucune autorité\nà part, peut-être, dans l’espace très restreint de\nson environnement professionnel.\nCe Talent sert à obtenir des accès, des autorisations\net de précieux formulaires en jeu.", + "contacts-t": "Le Talent Contacts indique le nombre de personnes\nbien placées prêtes à aider le personnage.\nPour chaque niveau qu’il possède dans ce Talent,\nil connaît un individu ou un groupe disposant de\nressources ou de connaissances intéressantes dans\nle cadre de sa lutte. Lorsqu’il a besoin de matériel,\nd’un service ou d’une information, le personnage\npeut joindre l’un de ses contacts pour l’obtenir.\nLes moyens de ces contacts n’ont pas à être décrits\navec précision.\nNiveau 0 : le personnage est un homme ou une\nfemme ordinaire. Il peut demander de menus\nservices à ses proches, mais ne connaît personne\nd’assez bien placé ou d’assez investi prêt à se\ncompromettre pour lui. Sa réserve de points de\nFaveur est vide.", + "facade-t": "Le Talent Façade est l’expression de la prudence et\nde la paranoïa du personnage. Il reflète le soin qu’il\nprend à cacher ses traces, à brouiller les pistes, à\nplacer des obstacles sur le chemin de ceux qui voudraient\nremonter jusqu’à lui, découvrir ses agissements,\naccéder à son domicile, saisir son argent.\nIl représente également la capacité du personnage\nà passer inaperçu, à avoir l’air inoffensif, à ne pas\nêtre remarqué parmi une foule.\nNiveau 0 : le personnage est un citoyen ordinaire.\nSon dossier administratif est bien fourni, son\nadresse connue et ses moyens de fuite limités.\nLorsqu’il a des choses à se reprocher ou qu’il\nest sous pression, son attitude peut paraître\nsuspecte.\nCe Talent sert à ralentir l’effet de la Traque sur\nle personnage.", + "combat-t": "Le Talent Combat reflète l’aisance du personnage\ndans les situations physiques ou martiales et sa\nmaîtrise des armes.\nNiveau 0 : le personnage ne sait pas se battre et\nn’en viendra aux mains qu’en dernièreextrémité.\nNote : chaque fois qu’un personnage développe\nle Talent Combat au-dessus du niveau 0, il\nchoisit deux armes parmi celles présentées p. 51.\nAinsi, il choisit 2 armes au niveau 1, 2 de plus au\nniveau 2, etc.\nLorsqu’il manie des armes qui ne sont pas du\nmême type que celles qu’il a choisies, il souffre\nd’un malus de 1 à son niveau de Combat.\nDans le cadre de ce kit, les Héros et les Rouages\nn’ont pas de malus lorsqu’ils manient les armes\nindiquées dans leur équipement.", + "deplacement-t": "Le Talent Déplacement est celui de l’agilité et de\nl’athlétisme, de la grâce, de la souplesse et de\nl’endurance. Il régit la coordination corporelle qui\npermet de courir vite, de sauter loin, d’éviter les\nattaques, de marcher longtemps et de se mouvoir\ndiscrètement.\nNiveau 0 : le personnage est capable de performances\nphysiques communes. Il court le cent\nmètres en moins de quinze secondes et peut\nsauter quatre mètres en longueur avec élan. Il\ns’épuise au bout de quelques dizaines de minutes\nd’effort.", + "instinct-t": "Le Talent Instinct rend compte de la perception\ndu personnage, de sa capacité à entendre un bruit\nfugace dans son dos, à voir un tireur embusqué\nsur un toit, à remarquer une odeur suspecte. Dans\nles situations tendues ou dangereuses, les Héros\n« prépareront » souvent leur Instinct. L’Instinct est\ngénéralement un trait passif, utilisé pour déterminer\nsi la personne se rend compte de quelque chose\nqui survient alors qu’il ne s’y attend pas. Il diffère\nen cela du Talent Recherche, qui vaut lorsque le\npersonnage cherche activement un élément dans\nune masse de données.\nNiveau 0 : le personnage n’est pas toujours sur\nses gardes. Il lui arrive d’être perdu dans ses\npensées ou d’être surpris par un événement\ninattendu.", + "constitution-t": "Le Talent Constitution définit la carrure du personnage,\nsa puissance et sa résistance physique.\nNiveau 0 : le personnage a une stature moyenne,\nla force compensant son poids. Il peut porter une\ntrentaine de kilos durant moins de dix minutes,\net soulever de terre un objet d’une cinquantaine\nde kilos maximum.", + "vecu-t": "Les Héros commencent chaque scénario avec une\nréserve de 3 points de Vécu. Le Vécu correspond au\npassé des personnages et à leur familiarité avec\ncertains environnements et certaines pratiques.\nLorsqu’un personnage entreprend une action\npour laquelle son histoire ou son expérience\npersonnelle sont susceptibles de lui octroyer un\navantage logique, le joueur peut dépenser un (et\nun seul) point de Vécu pour obtenir un niveau supplémentaire\nau Talent utilisé. Cette dépense doit\nêtre effectuée avant tout jet de dés de destin.", + "espoir-t": "Un personnage commence chaque scénario avec\nune réserve de points d’Espoir, dépendant de son\nniveau dans le Talent Ferveur.\nUn personnage peut dépenser un point d’Espoir\npour lancer trois dés de destin supplémentaires\nlors de n’importe quelle action. Il peut aussi\ndépenser un point d’Espoir pour lancer trois dés\nlorsqu’il subit des points de Blessures, Trauma,\nTraque ou Noirceur. Dans ce cas, chaque succès\ndiminue de 1 le nombre de points encaissés. Par\ncontre, chaque 1 ajoute une goutte à la jauge de\nFiel.", + "singularite-t": "Un personnage commence chaque séance de jeu\navec une réserve de points de Singularité, dont la\ntaille dépend de son niveau dans le Talent Artefact\nUn personnage peut dépenser un point de Singularité\npour empêcher l’ajout d’une goutte de Fiel\nà la jauge des Héros.\nLa réserve de Singularité ne se recharge pas en\ncours de partie.", + "trauma-t": "Dès qu’un personnage a subi 5 points de Trauma,\nil est Choqué. Son état de stress est tel qu’il influe\nsur ses performances et sur sa lucidité. Il souffre\nd’un malus de 1 à tous ses niveaux de Domaine.\nDès qu’il a subi 8 points de Trauma, le personnage\nest Traumatisé. Il souffre d’un malus de 1 à\ntous ses niveaux de Talent. De plus, il gardera des\nséquelles de cet événement : l’un de ses points de\nTrauma devient permanent et ne pourra pas être\nsoigné.\nSi un personnage cumule 10 points de Trauma,\nil devient Fou. Il tombe en catatonie durant le reste\nde la scène. Passé ce cap, son traumatisme est tel\nqu’il ne sera plus jouable. Il est définitivement\nperdu.", + "blessures-t": "Dès qu’il a subi 5 points de Blessures, le personnage\nsouffre d’un malus de 1 à tous ses niveaux\nde Domaine.\nSi un personnage cumule 8 points de Blessures,\nil est lourdement blessé. Il subit un malus de 1 à\ntous ses niveaux de Talent. De plus, il gardera des\nséquelles de cet événement : l’un de ses points de\nBlessures devient permanent et ne pourra pas être\nsoigné.\nSi un personnage cumule 10 points de Blessures,\nil agonise. Il meurt au bout de dix minutes s’il n’est\npas soigné.", + "noirceur-t": "Lorsqu’il a cumulé 5 points de Noirceur, le personnage\nest Teinté.\nLorsqu’il a cumulé 8 points de Noirceur, il est\nPossédé. De plus, il gardera des séquelles de cet\névénement : l’un de ses points de Noirceur devient\npermanent et ne pourra pas être soigné.\nLorsqu’il a cumulé 10 points de Noirceur, il est\nCorrompu. La Loi en prend le contrôle (à moins\nque le joueur n’accepte de jouer ce rôle jusqu’au\nbout). Le corrompu fera tout pour rallier un Axe\nle plus rapidement possible. S’il y parvient, il disparaît\ndans l’Artefact à tout jamais.", + "traque-t": "Lorsqu’il a cumulé 5 points de Traque, le personnage\nest Signalé.\nLorsqu’il a cumulé 8 points de Traque, le personnage\nest Recherché. Il gardera des séquelles\nde cet événement : l’un de ses points de Traque\ndevient permanent et ne pourra pas être retiré. De\nplus, il gagne le trait Criminel.\nLorsqu’il a cumulé 10 points de Traque, le personnage\nest Pourchassé. De plus, il gagne le trait\nEnnemi public." +} \ No newline at end of file diff --git a/NOC/translations/es.json b/NOC/translations/es.json new file mode 100644 index 0000000000..58b60b81e2 --- /dev/null +++ b/NOC/translations/es.json @@ -0,0 +1,135 @@ +{ + "GENERAL-u": "IDENTITÉ", + "ATTRIBUTES-u": "COMPOSITION", + "INVENTORY-u": "POSSESSIONS", + "NOTES-u": "NOTES", + "aremplir-p": "A renseigner", + "idsignale-t": "Signalé : les patrouilles ont le signalement du\npersonnage qui sera arrêté en cas de contrôle.", + "idrecherche-t": "Recherché (Criminel) : le personnage est activement recherché.\nDes investigateurs se rendent à son travail,\ninterrogent son entourage, etc. Une équipe du\nBureau des Investigations se met à sa poursuite.", + "idpourchasse-t": "Pourchassé (Ennemi public) : le personnage est l’ennemi\nnuméro un du Bloc. Des patrouilles sillonnent\nla ville à sa recherche. Ses proches, ses collègues\nsont surveillés, et certains, violentés ou arrêtés.\nSon domicile est fouillé sans ménagement.\nCinq équipes du Bureau des Investigations le\nrecherchent.", + "idteinte-t": "", + "idpossede-t": "", + "idcorrompu-t": "", + "idsecurite-t": "Signalé : les patrouilles ont le signalement du\npersonnage qui sera arrêté en cas de contrôle.\n\nRecherché (Criminel) : le personnage est activement recherché.\nDes investigateurs se rendent à son travail,\ninterrogent son entourage, etc. Une équipe du\nBureau des Investigations se met à sa poursuite.\n\nPourchassé (Ennemi public) : le personnage est l’ennemi\nnuméro un du Bloc. Des patrouilles sillonnent\nla ville à sa recherche. Ses proches, ses collègues\nsont surveillés, et certains, violentés ou arrêtés.\nSon domicile est fouillé sans ménagement.\nCinq équipes du Bureau des Investigations le\nrecherchent.", + "idviolence-t": "Violence : le personnage ne peut pas arrêter un\ncombat tant qu’il n’a pas occasionné la perte d’au\nmoins 3 points de Blessures à un ennemi (à moins\nqu’il ne soit neutralisé avant).", + "idmalaise-t": "Malaise : le personnage est victime de malaises\net nausées. Il a l’impression que son corps est\nparasité. Lorsqu’il est victime de n’importe quel\neffet du Fiel, il perd un point d’Espoir additionnel.\nS’il n’en a plus, il devient Fatigué et subit un niveau\nde malus à tous ses Talents jusqu’à ce qu’il bénéficie\nd’un moment de calme", + "idHallucinations-t": "Hallucinations : le personnage est victime\nd’hallucinations. Il voit des choses terrifiantes qui\nn’existent pas. Il entend des voix, sent des choses\nqui le touchent, perçoit des odeurs putrides. Lorsqu’il\nest victime de n’importe quel effet du Fiel, il\nsubit un point de Trauma additionnel.", + "idMauvaispenchants-t": "Mauvais penchants : le personnage ne régénère\nplus sa jauge d’Espoir qu’en s’adonnant à ses vices.\nLors de chaque moment de calme (voir p. 41), s’il\ndésire recharger ses réserves ou soigner des points\nde Blessures, Trauma ou Noirceur, il doit recevoir\nun point de Traque.", + "idtraitnoirceur-t": "Violence : le personnage ne peut pas arrêter un\ncombat tant qu’il n’a pas occasionné la perte d’au\nmoins 3 points de Blessures à un ennemi (à moins\nqu’il ne soit neutralisé avant).\n\nMalaise : le personnage est victime de malaises\net nausées. Il a l’impression que son corps est\nparasité. Lorsqu’il est victime de n’importe quel\neffet du Fiel, il perd un point d’Espoir additionnel.\nS’il n’en a plus, il devient Fatigué et subit un niveau\nde malus à tous ses Talents jusqu’à ce qu’il bénéficie\nd’un moment de calme\n\nHallucinations : le personnage est victime\nd’hallucinations. Il voit des choses terrifiantes qui\nn’existent pas. Il entend des voix, sent des choses\nqui le touchent, perçoit des odeurs putrides. Lorsqu’il\nest victime de n’importe quel effet du Fiel, il\nsubit un point de Trauma additionnel.\n\nMauvais penchants : le personnage ne régénère\nplus sa jauge d’Espoir qu’en s’adonnant à ses vices.\nLors de chaque moment de calme (voir p. 41), s’il\ndésire recharger ses réserves ou soigner des points\nde Blessures, Trauma ou Noirceur, il doit recevoir\nun point de Traque.", + "afficheflag-t": "Permet de rendre visible les répercussions de tous les malus de condition \ndu personnage et cela dans tous ses Domaines et Talents.\n\nAttention ! Aucune modification ne peut être faite sur les points de\n Domaines et Talents tant que l'affichage des malus est activé.\n", + "vie-u": "VIE", + "erudition-u": "ÉRUDITION", + "technique-u": "TECHNIQUE", + "social-u": "SOCIAL", + "ame-u": "ÂME", + "statut-u": "STATUT", + "action-u": "ACTION", + "apaisement-u": "Apaisement", + "ferveur-u": "Ferveur", + "lumiere-u": "Lumière", + "soins-u": "Soins", + "culture-u": "Culture", + "bureau-u": "Bureau", + "recherche-u": "Recherche", + "societe-u": "Société", + "artefact-u": "Artefact", + "artisanat-u": "Artisanat", + "mecanismes-u": "Mecanismes", + "survie-u": "Survie", + "charisme-u": "Charisme", + "conviction-u": "Conviction", + "psychologie-u": "Psychologie", + "tromperie-u": "Tromperie", + "extase-u": "Extase", + "folie-u": "Folie", + "sensibilite-u": "Sensibilité", + "tenebres-u": "Ténèbres", + "fortune-u": "Fortune", + "rang-u": "Rang", + "contacts-u": "Contacts", + "facade-u": "Façade", + "combat-u": "Combat", + "deplacement-u": "Déplacement", + "instinct-u": "Instinct", + "constitution-u": "Constitution", + "vecu-u": "VÉCU", + "espoir-u": "ESPOIR", + "singularite-u": "SINGULARITÉ", + "trauma-u": "TRAUMA", + "blessures-u": "BLESSURES", + "noirceur-u": "NOIRCEUR", + "traque-u": "TRAQUE", + "effet-points-blessures-leger-u": "Blessé léger\n-1D Domaines", + "effet-points-blessures-grave-u": "Blessé grave\n-1D Talents\n+1pt Blessures permanent", + "effet-points-blessures-mort-u": "10 min avant la mort", + "effet-points-trauma-leger-u": "Choqué\n-1D Domaines\n+1pt Trauma permanent", + "effet-points-trauma-grave-u": "Traumatisé\n-1D Talents", + "effet-points-trauma-mort-u": "Fou", + "effet-points-traque-leger-u": "Signalé", + "effet-points-traque-grave-u": "Recherché\n+1trait "Criminel\n+1pt Traque permanent", + "effet-points-traque-mort-u": "Pourchassé\n+1trait "Ennemi public"", + "effet-points-noirceur-leger-u": "Teinté\n+1trait Noirceur", + "effet-points-noirceur-grave-u": "Possédé\n+1trait Noirceur\n+1pt Noirceur permanent", + "effet-points-noirceur-mort-u": "Corrompu\n+1trait Noirceur", + "EQUIPMENTS-u": "ÉQUIPEMENT", + "CONTACTS-u": "CONTACTS", + "Description-u": "Description", + "Name-u": "Nom", + "Name-p": "Nom", + "faveur-u": "Faveur", + "faveurmax-u": "Faveur max", + "Combathelper-u": "AIDE AU COMBAT", + "tir-u": "ARMES DE TIR", + "dps-u": "Dég.", + "munitions-u": "Mun.", + "munitionsmax-u": "Mun. max", + "armetalent-u": "Talent", + "trait-p": "Trait", + "cac-u": "ARMES DE CONTACT", + "armure-u": "ARMURE", + "armurepts-u": "Armure", + "defense-u": "Défense", + "Notes-p": "La nuit est tombée sur le monde. La Terre a été engloutie par l’Artefact, un objet impossible surgi du fond de l’espace et du temps. Il s’est replié sur elle en une étreinte cosmique, se substituant au ciel et aux étoiles.\n\rL’Artefact est une prison qui a plongé l’humanité dans un éternel crépuscule et a disloqué la civilisation. Tel est le fardeau des vivants.\n\rL’Artefact est un bouclier érigé contre une menace extérieure supposée conduire à l’anéantissement de toute vie. Telle est la voix de la propagande.\n\rL’Artefact est un horizon inatteignable aux motivations cryptiques, incarnation de l’apocalypse et porteur d’espoir pour qui croit en son message.\n\rIl est l’Objet-Dieu.", + "vie-t": "Ce Domaine est celui du don de soi, de l’abnégation\net de la bonté. Un personnage doté d’une affinité\nen Vie sera une lueur dans un monde de ténèbres,\nune incarnation de la volonté de survie de l’espèce\nconfrontée à son ultime épreuve.", + "erudition-t": "Ce Domaine regroupe toutes leseff connaissances,\nà l’exclusion de la technologie qui relève d’un\nDomaine propre.\nUn personnage possédant des niveaux dans les\nTalents d’Érudition fait partie d’une caste élitiste.\nIl est probablement bibliothécaire, érudit, professeur.\nLe savoir, dans la société délitée de NOC, est\nun important marqueur de statut.", + "technique-t": "Ce domaine est celui des savoirs pratiques, des\nobjets et de leur fonctionnement, de la débrouille\net des technologies inspirées de l’Artefact.", + "social-t": "Ce Domaine est celui de l’interaction pacifique\nentre êtres humains. Il permet de régir les dizaines\nde petites batailles que chaque femme et chaque\nhomme doit mener au quotidien lorsqu’il évolue\nparmi ses semblables : séduire ou être séduit,\nconvaincre ou être convaincu, s’imposer ou se\nsoumettre.", + "ame-t": "Ce Domaine est celui de l’inconscient, de ce qui se\ncache au-delà des pensées et de la rationalité du\npersonnage. C’est le royaume de l’inavouable, des\npulsions, de la vie intérieure mais aussi de la sensibilité\net de l’inspiration. Dans le monde désenchanté\npar l’Administration, ceux qui restent\nhabités par leurs rêves, bons ou mauvais, sont\nautant à envier qu’à plaindre.", + "statut-t": "Les Talents du Domaine Statut ne reflètent pas\ndirectement des capacités ou des connaissances\ndu personnage mais son rang, ses connexions et\nsa position sociale. Il s’agit de Talents passifs. \nIls indiquent quels sont les moyens concrets\net matériels à sa disposition.", + "action-t": "Ce Domaine est celui des capacités physiques et\ndes réflexes, du prédateur et de la proie, de la\nsurvie et de la traque. Un personnage possédant\nune affinité en Action sera plus vigilant, plus vif\net plus fort que ses semblables.", + "apaisement-t": "Le Talent Apaisement permet au personnage\nde calmer les tourments psychologiques de ses\nsemblables, de trouver les mots rassurants pour\nréconforter la victime après un événement traumatisant.\nNiveau 0 : le personnage n’a pas d’expérience\nparticulière des situations de crise et doit\nimproviser avec son propre malaise lorsqu’il est\nconfronté à la détresse d’autrui.\nCe talent permet de soigner des points de\nTrauma d’un autre personnage.", + "ferveur-t": "Le Talent Ferveur représente la flamme qui anime\nle personnage, son élan, le souffle qui lui permet\nde maintenir son espérance et de la communiquer\nà ses proches, même dans les pires situations.\nNiveau 0 : le personnage est vaillant mais se\ndécourage face aux grosses difficultés. Il dispose\nd’une réserve de 3 points d’Espoir.\nCe Talent définit la taille de la réserve d’Espoir\ndu personnage.", + "lumiere-t": "Le Talent Lumière représente la pureté d’âme\ndu personnage, sa noblesse profonde, sa bonté.\nIl reflète la résistance mystique et physiologique\ndu personnage à la Noirceur.\nNiveau 0 : le personnage possède des failles, une\npart d’ombre sur laquelle les ténèbres peuvent\ngermer.\nLe Talent Lumière sert à encaisser les points de\nNoirceur et les dégâts liés au trait Énergie Noire.", + "soins-t": "Le Talent Soins est celui des médecins et des\nguérisseurs.\nNiveau 0 : le personnage n’a pas d’autres notions\nde médecine que celles inculquées par la culture\npopulaire. Il connaît quelques remèdes de grandmère,\nne manque pas de bon sens, mais sera\ndémuni devant la moindre blessure sérieuse.\nCe talent permet de soigner des points de Blessures\nd’un autre personnage.", + "culture-t": "La Culture est un Talent très large : il reflète la\nconnaissance générale du personnage, qu’il\ns’agisse d’histoire, de géographie ou des dogmes\nofficiels de la Voie.\nNiveau 0 : le personnage sait passablement lire\net écrire. Il connaît le nom des Blocs voisins, se\nsouvient de faits passés durant les trois dernières\nannées officielles et peut réciter les mythes propagandistes\ncourants.", + "bureau-t": "Le Talent Bureau recouvre la connaissance de l’administration\net de ses rouages. Les codes, les lois,\nles formulaires, les services, les grades.\nNiveau 0 : le personnage sait où retirer ses tickets\nde rationnement, qui appeler au secours et qui\nne pas ennuyer.", + "recherche-t": "Le Talent Recherche permet de passer au crible\nun lieu ou une masse de données dans le but d’en\nextraire des informations. Ce Talent servira aussi\nbien pour fouiller une pièce que pour éplucher des\ncoupures de presse dans une bibliothèque.\nNiveau 0 : le personnage trouvera les preuves\névidentes mais ne fera pas de rapprochement et\nne tirera pas de conclusions de la présence ou de\nl’absence d’éléments trop subtils.", + "societe-t": "Le Talent Société permet de connaître les noms, les\nlieux, les ragots sur ce qu’il se passe dans le Bloc. Il\npermet d’identifier une personnalité, de connaître\nles rumeurs associées à un événement ou de savoir\noù passer une bonne soirée.\nNiveau 0 : le personnage connaît les figures\nimportantes de son quartier, les enseignes incontournables\nde la ville, sait où faire des affaires et\nquand sont prévus les grands événements.", + "artefact-t": "Le Talent Artefact permet de bénéficier d’une\nsorte d’empathie avec l’Objet-Dieu. Le personnage\ncomprend, ressent la logique de l’Artefact, de ses\nrythmes, de ses pulsations.\nNiveau 0 : le personnage sait distinguer un\nMécanisme d’un Grand Mécanisme, mais c’est\ntout. Sa réserve de points de Singularité est vide.", + "artisanat-t": "Le Talent Artisanat reflète les capacités du personnage\ndans tous les champs de techniques de base :\nmaçonnerie, forge, ébénisterie, tannage...\nNiveau 0 : le personnage est capable de bricoler\nplus ou moins adroitement. Il rafistole, mais pas\nplus.", + "mecanismes-t": "Le Talent Mécanismes indique la capacité du personnage\nà concevoir, réparer ou confectionner\ndes objets novateurs ou complexes, des moteurs\nde voiture aux escalators. Plus que cela, ce trait\nest nécessaire à la manipulation, réparation ou\nconstruction des objets quantiques. Ce Talent\nreflète également sa connaissance des principes\nscientifiques de base, de la physique comme de la\nchimie.\nNiveau 0 : pour le personnage, les merveilles\nquantiques sont hors de compréhension. Il sait\nqu’une pomme lancée en l’air retombe mais ne\nsait pas vraiment pourquoi. Il comprend les\nprincipes de base d’un moteur mais serait bien\nen peine d’en construire un.", + "survie-t": "Le Talent Survie est possédé par les habitants\ndes campagnes ou des banlieues miséreuses. Il\nregroupe toutes les techniques permettant de se\nrepérer, de s’alimenter, de dormir et de survivre\nen terrain naturel ou défavorable comme les pires\nbanlieues.\nNiveau 0 : le personnage est né et a toujours\névolué dans le coeur urbain du Bloc. Il n’a ni les\nconnaissances, ni les réflexes, ni le cran pour\naffronter l’Extérieur.", + "charisme-t": "Le Talent Charisme est celui de la séduction,\ndu charme, de l’appétit, de la sympathie. Il permet\nd’obtenir quelque chose d’un interlocuteur : des\ninformations, des services, une prestation ou un\nassentiment. Ce talent permet aussi de persuader,\nde porter un message avec force et crédibilité.\nNiveau 0 : le personnage est physiquement\nbanal. Il n’a pas de sex-appeal et ne plaît qu’à\nune petite part des membres du sexe opposé. Il ne\npossède aucun atout physique significatif et ne\nsouffre d’aucun défaut visible socialement handicapant.\nIl a du mal à enflammer un auditoire\nou à persuader les étrangers de ses idées, même\nles plus sincères.", + "conviction-t": "Le Talent Conviction exprime la force de volonté du\npersonnage, sa détermination, sa lucidité face à\ntout ce qui pourrait le détourner de sa route. Il lui\npermet de résister à la tentation, à la corruption,\nà l’intimidation et à la torture.\nNiveau 0 : le personnage a des convictions, mais\nil n’est pas prêt à mourir pour elles.\nCe Talent sert de niveau requis aux tentatives de\npersuasion, de séduction ou d’intimidation contre\nle personnage.", + "psychologie-t": "Le Talent Psychologie est celui de l’empathie,\nde l’analyse du paraverbal, de la lecture du corps.\nIl permet de détecter le mensonge, d’interpréter ce\nqui se joue dans l’esprit, dans le coeur et dans les\ntripes de ses semblables.\nNiveau 0 : le personnage n’est pas spécialement\nsubtil mais il est capable de se projeter sur l’effet\ninduit par une situation forte chez ses semblables.", + "tromperie-t": "Le Talent Tromperie indique la capacité du personnage\nà mentir, à dissimuler ses émotions ou\nses intentions, à jouer la comédie.\nNiveau 0 : le personnage est tendu lorsqu’il ment\net ce d’autant plus que l’enjeu ou les risques sont\nimportants. Sa voix est subtilement différente. Il\nne regarde pas son interlocuteur dans les yeux,\nse frotte le visage, se racle la gorge. Dans l’urgence,\nil est capable de concevoir un mensonge\nà peu près cohérent mais sera en difficulté s’il lui\nest demandé de rentrer dans les détails.", + "extase-t": "Le Talent Extase est une indication de la stabilité\ndu cadre familial ou amical du personnage, de\nla puissance cathartique de ses passions et de sa\nfacilité à trouver du réconfort dans son environnement.\nL’Extase lui permet de se vider la tête, de\nretrouver son calme.\nNiveau 0 : le personnage a une famille qu’il peut\nretrouver avec plaisir, ou un loisir, un passetemps,\ngrâce auquel il peut penser à autre\nchose. Boire un coup avec des amis, jouer aux\njeux de hasard, danser ou fréquenter les lieux de\ndébauche, il sait comment tuer le temps.\nLe Talent Extase permet de recharger sa jauge\nd’Espoir et celle de ses alliés durant les moments\nde calme.", + "folie-t": "La Folie est un talent ambigu. Sa possession\nindique que le personnage a déjà subi des traumatismes,\nvécu des expériences terribles ou avancé\nsur la voie de la démence et que ce passif l’a en\nquelque sorte préparé aux horreurs que lui réserve\nsa vie future.\nNiveau 0 : le personnage est un citoyen de\nce monde dur. Il a une certaine habitude de\nla violence, de l’oppression et de l’étrange –\néléments que l’on rencontre souvent, même à\nl’abri d’un Bloc – mais il n’a jamais assisté à un\nmassacre, jamais approché un Autre et jamais\nsubi un interrogatoire de la Police Secrète.\nAutant d’événements susceptibles de l’affecter\ndurablement.\nCe Talent sert à ralentir l’effet du Trauma sur\nle personnage.", + "sensibilite-t": "La Sensibilité est la réceptivité du personnage\naux choses invisibles, aux énergies, aux flux,\naux émotions. Elle permet de comprendre ou de\nproduire une oeuvre d’art, mais également de\nsentir les « mauvaises ondes » indiquant la proximité\nd’une source de Noirceur (voir p. 54).\nNiveau 0 : le personnage n’est pas particulièrement\nréceptif. Dans sa vie, il lui est parfois\narrivé d’avoir des impressions troublantes mais\nil n’a pas su les interpréter correctement ou leur\naccorder l’importance qu’elles auraient mérité.\nL’art ne lui inspire pas grand chose sinon les\noeuvres les plus directement accessibles.", + "tenebres-t": "Le Talent Ténèbres représente la part d’ombre du\npersonnage, le poids de ses crimes, son inclination\nau mal. Qu’il ait réellement commis des actes\nmauvais, ou qu’il s’agisse d’une faille béante dans\nson âme, cette zone ténébreuse sera sentie par les\nAutres et interprétée comme un signe d’appartenance.\nCe Talent représente également labrutalité,\nla monstruosité ou la froideur émanant de sa\npersonne, la crainte qu’il inspire à ses semblables.\nIl sert à intimider les humains, les animaux ou les\ncréatures surnaturelles.\nNiveau 0 : le personnage est une proie, un\nspécimen quelconque de la race humaine et, à\nce sens, ne fera l’objet d’aucun traitement particulier\nde la part des Autres. À moins d’être armé\nou en situation de force, il n’intimidera généralement\nque les couards.", + "fortune-t": "Le Talent Fortune indique la richesse dupersonnage.\nNiveau 0 : le personnage fait partie de la classe\nmoyenne. Il loue un appartement dans les faubourgs\nou un petit studio dans les quartiers\npopulaires du centre-ville. Il n’a pas vraiment\nde patrimoine mais dispose des fonds suffisants\npour s’alimenter, se vêtir et se déplacer au quotidien.\nDurant ses temps morts, il se contente\nde loisirs simples : visite des musées officiels, un\nspectacle cautionné de temps en temps, deux ou\ntrois verres dans un club middle-class. Il dispose\nde quelques couronnes pour ses transactions\ncourantes sans menacer son train de vie.", + "rang-t": "Le Talent Rang indique l’autorité du personnage,\nle grade ou la fonction sociale dont il peut se prévaloir.\nCe Talent ouvre des portes et lui assure des\npasse-droits. Pour jouir de son niveau de Rang, le\npersonnage doit toutefois porter ostensiblement\nla preuve de son niveau, qu’il s’agisse d’un badge,\nd’un uniforme, ou d’un nom célèbre (le sien ou\ncelui d’un ami important), qu’il se doit alors de\nrévéler. En cela, il lui sera impossible de jouir de\nson niveau de Rang tant qu’il restera sous couvert\nd’une fausse identité, par exemple.\nNiveau 0 : le personnage n’a pas de statut particulier.\nIl ne peut se prévaloir d’aucune autorité\nà part, peut-être, dans l’espace très restreint de\nson environnement professionnel.\nCe Talent sert à obtenir des accès, des autorisations\net de précieux formulaires en jeu.", + "contacts-t": "Le Talent Contacts indique le nombre de personnes\nbien placées prêtes à aider le personnage.\nPour chaque niveau qu’il possède dans ce Talent,\nil connaît un individu ou un groupe disposant de\nressources ou de connaissances intéressantes dans\nle cadre de sa lutte. Lorsqu’il a besoin de matériel,\nd’un service ou d’une information, le personnage\npeut joindre l’un de ses contacts pour l’obtenir.\nLes moyens de ces contacts n’ont pas à être décrits\navec précision.\nNiveau 0 : le personnage est un homme ou une\nfemme ordinaire. Il peut demander de menus\nservices à ses proches, mais ne connaît personne\nd’assez bien placé ou d’assez investi prêt à se\ncompromettre pour lui. Sa réserve de points de\nFaveur est vide.", + "facade-t": "Le Talent Façade est l’expression de la prudence et\nde la paranoïa du personnage. Il reflète le soin qu’il\nprend à cacher ses traces, à brouiller les pistes, à\nplacer des obstacles sur le chemin de ceux qui voudraient\nremonter jusqu’à lui, découvrir ses agissements,\naccéder à son domicile, saisir son argent.\nIl représente également la capacité du personnage\nà passer inaperçu, à avoir l’air inoffensif, à ne pas\nêtre remarqué parmi une foule.\nNiveau 0 : le personnage est un citoyen ordinaire.\nSon dossier administratif est bien fourni, son\nadresse connue et ses moyens de fuite limités.\nLorsqu’il a des choses à se reprocher ou qu’il\nest sous pression, son attitude peut paraître\nsuspecte.\nCe Talent sert à ralentir l’effet de la Traque sur\nle personnage.", + "combat-t": "Le Talent Combat reflète l’aisance du personnage\ndans les situations physiques ou martiales et sa\nmaîtrise des armes.\nNiveau 0 : le personnage ne sait pas se battre et\nn’en viendra aux mains qu’en dernièreextrémité.\nNote : chaque fois qu’un personnage développe\nle Talent Combat au-dessus du niveau 0, il\nchoisit deux armes parmi celles présentées p. 51.\nAinsi, il choisit 2 armes au niveau 1, 2 de plus au\nniveau 2, etc.\nLorsqu’il manie des armes qui ne sont pas du\nmême type que celles qu’il a choisies, il souffre\nd’un malus de 1 à son niveau de Combat.\nDans le cadre de ce kit, les Héros et les Rouages\nn’ont pas de malus lorsqu’ils manient les armes\nindiquées dans leur équipement.", + "deplacement-t": "Le Talent Déplacement est celui de l’agilité et de\nl’athlétisme, de la grâce, de la souplesse et de\nl’endurance. Il régit la coordination corporelle qui\npermet de courir vite, de sauter loin, d’éviter les\nattaques, de marcher longtemps et de se mouvoir\ndiscrètement.\nNiveau 0 : le personnage est capable de performances\nphysiques communes. Il court le cent\nmètres en moins de quinze secondes et peut\nsauter quatre mètres en longueur avec élan. Il\ns’épuise au bout de quelques dizaines de minutes\nd’effort.", + "instinct-t": "Le Talent Instinct rend compte de la perception\ndu personnage, de sa capacité à entendre un bruit\nfugace dans son dos, à voir un tireur embusqué\nsur un toit, à remarquer une odeur suspecte. Dans\nles situations tendues ou dangereuses, les Héros\n« prépareront » souvent leur Instinct. L’Instinct est\ngénéralement un trait passif, utilisé pour déterminer\nsi la personne se rend compte de quelque chose\nqui survient alors qu’il ne s’y attend pas. Il diffère\nen cela du Talent Recherche, qui vaut lorsque le\npersonnage cherche activement un élément dans\nune masse de données.\nNiveau 0 : le personnage n’est pas toujours sur\nses gardes. Il lui arrive d’être perdu dans ses\npensées ou d’être surpris par un événement\ninattendu.", + "constitution-t": "Le Talent Constitution définit la carrure du personnage,\nsa puissance et sa résistance physique.\nNiveau 0 : le personnage a une stature moyenne,\nla force compensant son poids. Il peut porter une\ntrentaine de kilos durant moins de dix minutes,\net soulever de terre un objet d’une cinquantaine\nde kilos maximum.", + "vecu-t": "Les Héros commencent chaque scénario avec une\nréserve de 3 points de Vécu. Le Vécu correspond au\npassé des personnages et à leur familiarité avec\ncertains environnements et certaines pratiques.\nLorsqu’un personnage entreprend une action\npour laquelle son histoire ou son expérience\npersonnelle sont susceptibles de lui octroyer un\navantage logique, le joueur peut dépenser un (et\nun seul) point de Vécu pour obtenir un niveau supplémentaire\nau Talent utilisé. Cette dépense doit\nêtre effectuée avant tout jet de dés de destin.", + "espoir-t": "Un personnage commence chaque scénario avec\nune réserve de points d’Espoir, dépendant de son\nniveau dans le Talent Ferveur.\nUn personnage peut dépenser un point d’Espoir\npour lancer trois dés de destin supplémentaires\nlors de n’importe quelle action. Il peut aussi\ndépenser un point d’Espoir pour lancer trois dés\nlorsqu’il subit des points de Blessures, Trauma,\nTraque ou Noirceur. Dans ce cas, chaque succès\ndiminue de 1 le nombre de points encaissés. Par\ncontre, chaque 1 ajoute une goutte à la jauge de\nFiel.", + "singularite-t": "Un personnage commence chaque séance de jeu\navec une réserve de points de Singularité, dont la\ntaille dépend de son niveau dans le Talent Artefact\nUn personnage peut dépenser un point de Singularité\npour empêcher l’ajout d’une goutte de Fiel\nà la jauge des Héros.\nLa réserve de Singularité ne se recharge pas en\ncours de partie.", + "trauma-t": "Dès qu’un personnage a subi 5 points de Trauma,\nil est Choqué. Son état de stress est tel qu’il influe\nsur ses performances et sur sa lucidité. Il souffre\nd’un malus de 1 à tous ses niveaux de Domaine.\nDès qu’il a subi 8 points de Trauma, le personnage\nest Traumatisé. Il souffre d’un malus de 1 à\ntous ses niveaux de Talent. De plus, il gardera des\nséquelles de cet événement : l’un de ses points de\nTrauma devient permanent et ne pourra pas être\nsoigné.\nSi un personnage cumule 10 points de Trauma,\nil devient Fou. Il tombe en catatonie durant le reste\nde la scène. Passé ce cap, son traumatisme est tel\nqu’il ne sera plus jouable. Il est définitivement\nperdu.", + "blessures-t": "Dès qu’il a subi 5 points de Blessures, le personnage\nsouffre d’un malus de 1 à tous ses niveaux\nde Domaine.\nSi un personnage cumule 8 points de Blessures,\nil est lourdement blessé. Il subit un malus de 1 à\ntous ses niveaux de Talent. De plus, il gardera des\nséquelles de cet événement : l’un de ses points de\nBlessures devient permanent et ne pourra pas être\nsoigné.\nSi un personnage cumule 10 points de Blessures,\nil agonise. Il meurt au bout de dix minutes s’il n’est\npas soigné.", + "noirceur-t": "Lorsqu’il a cumulé 5 points de Noirceur, le personnage\nest Teinté.\nLorsqu’il a cumulé 8 points de Noirceur, il est\nPossédé. De plus, il gardera des séquelles de cet\névénement : l’un de ses points de Noirceur devient\npermanent et ne pourra pas être soigné.\nLorsqu’il a cumulé 10 points de Noirceur, il est\nCorrompu. La Loi en prend le contrôle (à moins\nque le joueur n’accepte de jouer ce rôle jusqu’au\nbout). Le corrompu fera tout pour rallier un Axe\nle plus rapidement possible. S’il y parvient, il disparaît\ndans l’Artefact à tout jamais.", + "traque-t": "Lorsqu’il a cumulé 5 points de Traque, le personnage\nest Signalé.\nLorsqu’il a cumulé 8 points de Traque, le personnage\nest Recherché. Il gardera des séquelles\nde cet événement : l’un de ses points de Traque\ndevient permanent et ne pourra pas être retiré. De\nplus, il gagne le trait Criminel.\nLorsqu’il a cumulé 10 points de Traque, le personnage\nest Pourchassé. De plus, il gagne le trait\nEnnemi public." +} \ No newline at end of file diff --git a/NOC/translations/fr.json b/NOC/translations/fr.json new file mode 100644 index 0000000000..58b60b81e2 --- /dev/null +++ b/NOC/translations/fr.json @@ -0,0 +1,135 @@ +{ + "GENERAL-u": "IDENTITÉ", + "ATTRIBUTES-u": "COMPOSITION", + "INVENTORY-u": "POSSESSIONS", + "NOTES-u": "NOTES", + "aremplir-p": "A renseigner", + "idsignale-t": "Signalé : les patrouilles ont le signalement du\npersonnage qui sera arrêté en cas de contrôle.", + "idrecherche-t": "Recherché (Criminel) : le personnage est activement recherché.\nDes investigateurs se rendent à son travail,\ninterrogent son entourage, etc. Une équipe du\nBureau des Investigations se met à sa poursuite.", + "idpourchasse-t": "Pourchassé (Ennemi public) : le personnage est l’ennemi\nnuméro un du Bloc. Des patrouilles sillonnent\nla ville à sa recherche. Ses proches, ses collègues\nsont surveillés, et certains, violentés ou arrêtés.\nSon domicile est fouillé sans ménagement.\nCinq équipes du Bureau des Investigations le\nrecherchent.", + "idteinte-t": "", + "idpossede-t": "", + "idcorrompu-t": "", + "idsecurite-t": "Signalé : les patrouilles ont le signalement du\npersonnage qui sera arrêté en cas de contrôle.\n\nRecherché (Criminel) : le personnage est activement recherché.\nDes investigateurs se rendent à son travail,\ninterrogent son entourage, etc. Une équipe du\nBureau des Investigations se met à sa poursuite.\n\nPourchassé (Ennemi public) : le personnage est l’ennemi\nnuméro un du Bloc. Des patrouilles sillonnent\nla ville à sa recherche. Ses proches, ses collègues\nsont surveillés, et certains, violentés ou arrêtés.\nSon domicile est fouillé sans ménagement.\nCinq équipes du Bureau des Investigations le\nrecherchent.", + "idviolence-t": "Violence : le personnage ne peut pas arrêter un\ncombat tant qu’il n’a pas occasionné la perte d’au\nmoins 3 points de Blessures à un ennemi (à moins\nqu’il ne soit neutralisé avant).", + "idmalaise-t": "Malaise : le personnage est victime de malaises\net nausées. Il a l’impression que son corps est\nparasité. Lorsqu’il est victime de n’importe quel\neffet du Fiel, il perd un point d’Espoir additionnel.\nS’il n’en a plus, il devient Fatigué et subit un niveau\nde malus à tous ses Talents jusqu’à ce qu’il bénéficie\nd’un moment de calme", + "idHallucinations-t": "Hallucinations : le personnage est victime\nd’hallucinations. Il voit des choses terrifiantes qui\nn’existent pas. Il entend des voix, sent des choses\nqui le touchent, perçoit des odeurs putrides. Lorsqu’il\nest victime de n’importe quel effet du Fiel, il\nsubit un point de Trauma additionnel.", + "idMauvaispenchants-t": "Mauvais penchants : le personnage ne régénère\nplus sa jauge d’Espoir qu’en s’adonnant à ses vices.\nLors de chaque moment de calme (voir p. 41), s’il\ndésire recharger ses réserves ou soigner des points\nde Blessures, Trauma ou Noirceur, il doit recevoir\nun point de Traque.", + "idtraitnoirceur-t": "Violence : le personnage ne peut pas arrêter un\ncombat tant qu’il n’a pas occasionné la perte d’au\nmoins 3 points de Blessures à un ennemi (à moins\nqu’il ne soit neutralisé avant).\n\nMalaise : le personnage est victime de malaises\net nausées. Il a l’impression que son corps est\nparasité. Lorsqu’il est victime de n’importe quel\neffet du Fiel, il perd un point d’Espoir additionnel.\nS’il n’en a plus, il devient Fatigué et subit un niveau\nde malus à tous ses Talents jusqu’à ce qu’il bénéficie\nd’un moment de calme\n\nHallucinations : le personnage est victime\nd’hallucinations. Il voit des choses terrifiantes qui\nn’existent pas. Il entend des voix, sent des choses\nqui le touchent, perçoit des odeurs putrides. Lorsqu’il\nest victime de n’importe quel effet du Fiel, il\nsubit un point de Trauma additionnel.\n\nMauvais penchants : le personnage ne régénère\nplus sa jauge d’Espoir qu’en s’adonnant à ses vices.\nLors de chaque moment de calme (voir p. 41), s’il\ndésire recharger ses réserves ou soigner des points\nde Blessures, Trauma ou Noirceur, il doit recevoir\nun point de Traque.", + "afficheflag-t": "Permet de rendre visible les répercussions de tous les malus de condition \ndu personnage et cela dans tous ses Domaines et Talents.\n\nAttention ! Aucune modification ne peut être faite sur les points de\n Domaines et Talents tant que l'affichage des malus est activé.\n", + "vie-u": "VIE", + "erudition-u": "ÉRUDITION", + "technique-u": "TECHNIQUE", + "social-u": "SOCIAL", + "ame-u": "ÂME", + "statut-u": "STATUT", + "action-u": "ACTION", + "apaisement-u": "Apaisement", + "ferveur-u": "Ferveur", + "lumiere-u": "Lumière", + "soins-u": "Soins", + "culture-u": "Culture", + "bureau-u": "Bureau", + "recherche-u": "Recherche", + "societe-u": "Société", + "artefact-u": "Artefact", + "artisanat-u": "Artisanat", + "mecanismes-u": "Mecanismes", + "survie-u": "Survie", + "charisme-u": "Charisme", + "conviction-u": "Conviction", + "psychologie-u": "Psychologie", + "tromperie-u": "Tromperie", + "extase-u": "Extase", + "folie-u": "Folie", + "sensibilite-u": "Sensibilité", + "tenebres-u": "Ténèbres", + "fortune-u": "Fortune", + "rang-u": "Rang", + "contacts-u": "Contacts", + "facade-u": "Façade", + "combat-u": "Combat", + "deplacement-u": "Déplacement", + "instinct-u": "Instinct", + "constitution-u": "Constitution", + "vecu-u": "VÉCU", + "espoir-u": "ESPOIR", + "singularite-u": "SINGULARITÉ", + "trauma-u": "TRAUMA", + "blessures-u": "BLESSURES", + "noirceur-u": "NOIRCEUR", + "traque-u": "TRAQUE", + "effet-points-blessures-leger-u": "Blessé léger\n-1D Domaines", + "effet-points-blessures-grave-u": "Blessé grave\n-1D Talents\n+1pt Blessures permanent", + "effet-points-blessures-mort-u": "10 min avant la mort", + "effet-points-trauma-leger-u": "Choqué\n-1D Domaines\n+1pt Trauma permanent", + "effet-points-trauma-grave-u": "Traumatisé\n-1D Talents", + "effet-points-trauma-mort-u": "Fou", + "effet-points-traque-leger-u": "Signalé", + "effet-points-traque-grave-u": "Recherché\n+1trait "Criminel\n+1pt Traque permanent", + "effet-points-traque-mort-u": "Pourchassé\n+1trait "Ennemi public"", + "effet-points-noirceur-leger-u": "Teinté\n+1trait Noirceur", + "effet-points-noirceur-grave-u": "Possédé\n+1trait Noirceur\n+1pt Noirceur permanent", + "effet-points-noirceur-mort-u": "Corrompu\n+1trait Noirceur", + "EQUIPMENTS-u": "ÉQUIPEMENT", + "CONTACTS-u": "CONTACTS", + "Description-u": "Description", + "Name-u": "Nom", + "Name-p": "Nom", + "faveur-u": "Faveur", + "faveurmax-u": "Faveur max", + "Combathelper-u": "AIDE AU COMBAT", + "tir-u": "ARMES DE TIR", + "dps-u": "Dég.", + "munitions-u": "Mun.", + "munitionsmax-u": "Mun. max", + "armetalent-u": "Talent", + "trait-p": "Trait", + "cac-u": "ARMES DE CONTACT", + "armure-u": "ARMURE", + "armurepts-u": "Armure", + "defense-u": "Défense", + "Notes-p": "La nuit est tombée sur le monde. La Terre a été engloutie par l’Artefact, un objet impossible surgi du fond de l’espace et du temps. Il s’est replié sur elle en une étreinte cosmique, se substituant au ciel et aux étoiles.\n\rL’Artefact est une prison qui a plongé l’humanité dans un éternel crépuscule et a disloqué la civilisation. Tel est le fardeau des vivants.\n\rL’Artefact est un bouclier érigé contre une menace extérieure supposée conduire à l’anéantissement de toute vie. Telle est la voix de la propagande.\n\rL’Artefact est un horizon inatteignable aux motivations cryptiques, incarnation de l’apocalypse et porteur d’espoir pour qui croit en son message.\n\rIl est l’Objet-Dieu.", + "vie-t": "Ce Domaine est celui du don de soi, de l’abnégation\net de la bonté. Un personnage doté d’une affinité\nen Vie sera une lueur dans un monde de ténèbres,\nune incarnation de la volonté de survie de l’espèce\nconfrontée à son ultime épreuve.", + "erudition-t": "Ce Domaine regroupe toutes leseff connaissances,\nà l’exclusion de la technologie qui relève d’un\nDomaine propre.\nUn personnage possédant des niveaux dans les\nTalents d’Érudition fait partie d’une caste élitiste.\nIl est probablement bibliothécaire, érudit, professeur.\nLe savoir, dans la société délitée de NOC, est\nun important marqueur de statut.", + "technique-t": "Ce domaine est celui des savoirs pratiques, des\nobjets et de leur fonctionnement, de la débrouille\net des technologies inspirées de l’Artefact.", + "social-t": "Ce Domaine est celui de l’interaction pacifique\nentre êtres humains. Il permet de régir les dizaines\nde petites batailles que chaque femme et chaque\nhomme doit mener au quotidien lorsqu’il évolue\nparmi ses semblables : séduire ou être séduit,\nconvaincre ou être convaincu, s’imposer ou se\nsoumettre.", + "ame-t": "Ce Domaine est celui de l’inconscient, de ce qui se\ncache au-delà des pensées et de la rationalité du\npersonnage. C’est le royaume de l’inavouable, des\npulsions, de la vie intérieure mais aussi de la sensibilité\net de l’inspiration. Dans le monde désenchanté\npar l’Administration, ceux qui restent\nhabités par leurs rêves, bons ou mauvais, sont\nautant à envier qu’à plaindre.", + "statut-t": "Les Talents du Domaine Statut ne reflètent pas\ndirectement des capacités ou des connaissances\ndu personnage mais son rang, ses connexions et\nsa position sociale. Il s’agit de Talents passifs. \nIls indiquent quels sont les moyens concrets\net matériels à sa disposition.", + "action-t": "Ce Domaine est celui des capacités physiques et\ndes réflexes, du prédateur et de la proie, de la\nsurvie et de la traque. Un personnage possédant\nune affinité en Action sera plus vigilant, plus vif\net plus fort que ses semblables.", + "apaisement-t": "Le Talent Apaisement permet au personnage\nde calmer les tourments psychologiques de ses\nsemblables, de trouver les mots rassurants pour\nréconforter la victime après un événement traumatisant.\nNiveau 0 : le personnage n’a pas d’expérience\nparticulière des situations de crise et doit\nimproviser avec son propre malaise lorsqu’il est\nconfronté à la détresse d’autrui.\nCe talent permet de soigner des points de\nTrauma d’un autre personnage.", + "ferveur-t": "Le Talent Ferveur représente la flamme qui anime\nle personnage, son élan, le souffle qui lui permet\nde maintenir son espérance et de la communiquer\nà ses proches, même dans les pires situations.\nNiveau 0 : le personnage est vaillant mais se\ndécourage face aux grosses difficultés. Il dispose\nd’une réserve de 3 points d’Espoir.\nCe Talent définit la taille de la réserve d’Espoir\ndu personnage.", + "lumiere-t": "Le Talent Lumière représente la pureté d’âme\ndu personnage, sa noblesse profonde, sa bonté.\nIl reflète la résistance mystique et physiologique\ndu personnage à la Noirceur.\nNiveau 0 : le personnage possède des failles, une\npart d’ombre sur laquelle les ténèbres peuvent\ngermer.\nLe Talent Lumière sert à encaisser les points de\nNoirceur et les dégâts liés au trait Énergie Noire.", + "soins-t": "Le Talent Soins est celui des médecins et des\nguérisseurs.\nNiveau 0 : le personnage n’a pas d’autres notions\nde médecine que celles inculquées par la culture\npopulaire. Il connaît quelques remèdes de grandmère,\nne manque pas de bon sens, mais sera\ndémuni devant la moindre blessure sérieuse.\nCe talent permet de soigner des points de Blessures\nd’un autre personnage.", + "culture-t": "La Culture est un Talent très large : il reflète la\nconnaissance générale du personnage, qu’il\ns’agisse d’histoire, de géographie ou des dogmes\nofficiels de la Voie.\nNiveau 0 : le personnage sait passablement lire\net écrire. Il connaît le nom des Blocs voisins, se\nsouvient de faits passés durant les trois dernières\nannées officielles et peut réciter les mythes propagandistes\ncourants.", + "bureau-t": "Le Talent Bureau recouvre la connaissance de l’administration\net de ses rouages. Les codes, les lois,\nles formulaires, les services, les grades.\nNiveau 0 : le personnage sait où retirer ses tickets\nde rationnement, qui appeler au secours et qui\nne pas ennuyer.", + "recherche-t": "Le Talent Recherche permet de passer au crible\nun lieu ou une masse de données dans le but d’en\nextraire des informations. Ce Talent servira aussi\nbien pour fouiller une pièce que pour éplucher des\ncoupures de presse dans une bibliothèque.\nNiveau 0 : le personnage trouvera les preuves\névidentes mais ne fera pas de rapprochement et\nne tirera pas de conclusions de la présence ou de\nl’absence d’éléments trop subtils.", + "societe-t": "Le Talent Société permet de connaître les noms, les\nlieux, les ragots sur ce qu’il se passe dans le Bloc. Il\npermet d’identifier une personnalité, de connaître\nles rumeurs associées à un événement ou de savoir\noù passer une bonne soirée.\nNiveau 0 : le personnage connaît les figures\nimportantes de son quartier, les enseignes incontournables\nde la ville, sait où faire des affaires et\nquand sont prévus les grands événements.", + "artefact-t": "Le Talent Artefact permet de bénéficier d’une\nsorte d’empathie avec l’Objet-Dieu. Le personnage\ncomprend, ressent la logique de l’Artefact, de ses\nrythmes, de ses pulsations.\nNiveau 0 : le personnage sait distinguer un\nMécanisme d’un Grand Mécanisme, mais c’est\ntout. Sa réserve de points de Singularité est vide.", + "artisanat-t": "Le Talent Artisanat reflète les capacités du personnage\ndans tous les champs de techniques de base :\nmaçonnerie, forge, ébénisterie, tannage...\nNiveau 0 : le personnage est capable de bricoler\nplus ou moins adroitement. Il rafistole, mais pas\nplus.", + "mecanismes-t": "Le Talent Mécanismes indique la capacité du personnage\nà concevoir, réparer ou confectionner\ndes objets novateurs ou complexes, des moteurs\nde voiture aux escalators. Plus que cela, ce trait\nest nécessaire à la manipulation, réparation ou\nconstruction des objets quantiques. Ce Talent\nreflète également sa connaissance des principes\nscientifiques de base, de la physique comme de la\nchimie.\nNiveau 0 : pour le personnage, les merveilles\nquantiques sont hors de compréhension. Il sait\nqu’une pomme lancée en l’air retombe mais ne\nsait pas vraiment pourquoi. Il comprend les\nprincipes de base d’un moteur mais serait bien\nen peine d’en construire un.", + "survie-t": "Le Talent Survie est possédé par les habitants\ndes campagnes ou des banlieues miséreuses. Il\nregroupe toutes les techniques permettant de se\nrepérer, de s’alimenter, de dormir et de survivre\nen terrain naturel ou défavorable comme les pires\nbanlieues.\nNiveau 0 : le personnage est né et a toujours\névolué dans le coeur urbain du Bloc. Il n’a ni les\nconnaissances, ni les réflexes, ni le cran pour\naffronter l’Extérieur.", + "charisme-t": "Le Talent Charisme est celui de la séduction,\ndu charme, de l’appétit, de la sympathie. Il permet\nd’obtenir quelque chose d’un interlocuteur : des\ninformations, des services, une prestation ou un\nassentiment. Ce talent permet aussi de persuader,\nde porter un message avec force et crédibilité.\nNiveau 0 : le personnage est physiquement\nbanal. Il n’a pas de sex-appeal et ne plaît qu’à\nune petite part des membres du sexe opposé. Il ne\npossède aucun atout physique significatif et ne\nsouffre d’aucun défaut visible socialement handicapant.\nIl a du mal à enflammer un auditoire\nou à persuader les étrangers de ses idées, même\nles plus sincères.", + "conviction-t": "Le Talent Conviction exprime la force de volonté du\npersonnage, sa détermination, sa lucidité face à\ntout ce qui pourrait le détourner de sa route. Il lui\npermet de résister à la tentation, à la corruption,\nà l’intimidation et à la torture.\nNiveau 0 : le personnage a des convictions, mais\nil n’est pas prêt à mourir pour elles.\nCe Talent sert de niveau requis aux tentatives de\npersuasion, de séduction ou d’intimidation contre\nle personnage.", + "psychologie-t": "Le Talent Psychologie est celui de l’empathie,\nde l’analyse du paraverbal, de la lecture du corps.\nIl permet de détecter le mensonge, d’interpréter ce\nqui se joue dans l’esprit, dans le coeur et dans les\ntripes de ses semblables.\nNiveau 0 : le personnage n’est pas spécialement\nsubtil mais il est capable de se projeter sur l’effet\ninduit par une situation forte chez ses semblables.", + "tromperie-t": "Le Talent Tromperie indique la capacité du personnage\nà mentir, à dissimuler ses émotions ou\nses intentions, à jouer la comédie.\nNiveau 0 : le personnage est tendu lorsqu’il ment\net ce d’autant plus que l’enjeu ou les risques sont\nimportants. Sa voix est subtilement différente. Il\nne regarde pas son interlocuteur dans les yeux,\nse frotte le visage, se racle la gorge. Dans l’urgence,\nil est capable de concevoir un mensonge\nà peu près cohérent mais sera en difficulté s’il lui\nest demandé de rentrer dans les détails.", + "extase-t": "Le Talent Extase est une indication de la stabilité\ndu cadre familial ou amical du personnage, de\nla puissance cathartique de ses passions et de sa\nfacilité à trouver du réconfort dans son environnement.\nL’Extase lui permet de se vider la tête, de\nretrouver son calme.\nNiveau 0 : le personnage a une famille qu’il peut\nretrouver avec plaisir, ou un loisir, un passetemps,\ngrâce auquel il peut penser à autre\nchose. Boire un coup avec des amis, jouer aux\njeux de hasard, danser ou fréquenter les lieux de\ndébauche, il sait comment tuer le temps.\nLe Talent Extase permet de recharger sa jauge\nd’Espoir et celle de ses alliés durant les moments\nde calme.", + "folie-t": "La Folie est un talent ambigu. Sa possession\nindique que le personnage a déjà subi des traumatismes,\nvécu des expériences terribles ou avancé\nsur la voie de la démence et que ce passif l’a en\nquelque sorte préparé aux horreurs que lui réserve\nsa vie future.\nNiveau 0 : le personnage est un citoyen de\nce monde dur. Il a une certaine habitude de\nla violence, de l’oppression et de l’étrange –\néléments que l’on rencontre souvent, même à\nl’abri d’un Bloc – mais il n’a jamais assisté à un\nmassacre, jamais approché un Autre et jamais\nsubi un interrogatoire de la Police Secrète.\nAutant d’événements susceptibles de l’affecter\ndurablement.\nCe Talent sert à ralentir l’effet du Trauma sur\nle personnage.", + "sensibilite-t": "La Sensibilité est la réceptivité du personnage\naux choses invisibles, aux énergies, aux flux,\naux émotions. Elle permet de comprendre ou de\nproduire une oeuvre d’art, mais également de\nsentir les « mauvaises ondes » indiquant la proximité\nd’une source de Noirceur (voir p. 54).\nNiveau 0 : le personnage n’est pas particulièrement\nréceptif. Dans sa vie, il lui est parfois\narrivé d’avoir des impressions troublantes mais\nil n’a pas su les interpréter correctement ou leur\naccorder l’importance qu’elles auraient mérité.\nL’art ne lui inspire pas grand chose sinon les\noeuvres les plus directement accessibles.", + "tenebres-t": "Le Talent Ténèbres représente la part d’ombre du\npersonnage, le poids de ses crimes, son inclination\nau mal. Qu’il ait réellement commis des actes\nmauvais, ou qu’il s’agisse d’une faille béante dans\nson âme, cette zone ténébreuse sera sentie par les\nAutres et interprétée comme un signe d’appartenance.\nCe Talent représente également labrutalité,\nla monstruosité ou la froideur émanant de sa\npersonne, la crainte qu’il inspire à ses semblables.\nIl sert à intimider les humains, les animaux ou les\ncréatures surnaturelles.\nNiveau 0 : le personnage est une proie, un\nspécimen quelconque de la race humaine et, à\nce sens, ne fera l’objet d’aucun traitement particulier\nde la part des Autres. À moins d’être armé\nou en situation de force, il n’intimidera généralement\nque les couards.", + "fortune-t": "Le Talent Fortune indique la richesse dupersonnage.\nNiveau 0 : le personnage fait partie de la classe\nmoyenne. Il loue un appartement dans les faubourgs\nou un petit studio dans les quartiers\npopulaires du centre-ville. Il n’a pas vraiment\nde patrimoine mais dispose des fonds suffisants\npour s’alimenter, se vêtir et se déplacer au quotidien.\nDurant ses temps morts, il se contente\nde loisirs simples : visite des musées officiels, un\nspectacle cautionné de temps en temps, deux ou\ntrois verres dans un club middle-class. Il dispose\nde quelques couronnes pour ses transactions\ncourantes sans menacer son train de vie.", + "rang-t": "Le Talent Rang indique l’autorité du personnage,\nle grade ou la fonction sociale dont il peut se prévaloir.\nCe Talent ouvre des portes et lui assure des\npasse-droits. Pour jouir de son niveau de Rang, le\npersonnage doit toutefois porter ostensiblement\nla preuve de son niveau, qu’il s’agisse d’un badge,\nd’un uniforme, ou d’un nom célèbre (le sien ou\ncelui d’un ami important), qu’il se doit alors de\nrévéler. En cela, il lui sera impossible de jouir de\nson niveau de Rang tant qu’il restera sous couvert\nd’une fausse identité, par exemple.\nNiveau 0 : le personnage n’a pas de statut particulier.\nIl ne peut se prévaloir d’aucune autorité\nà part, peut-être, dans l’espace très restreint de\nson environnement professionnel.\nCe Talent sert à obtenir des accès, des autorisations\net de précieux formulaires en jeu.", + "contacts-t": "Le Talent Contacts indique le nombre de personnes\nbien placées prêtes à aider le personnage.\nPour chaque niveau qu’il possède dans ce Talent,\nil connaît un individu ou un groupe disposant de\nressources ou de connaissances intéressantes dans\nle cadre de sa lutte. Lorsqu’il a besoin de matériel,\nd’un service ou d’une information, le personnage\npeut joindre l’un de ses contacts pour l’obtenir.\nLes moyens de ces contacts n’ont pas à être décrits\navec précision.\nNiveau 0 : le personnage est un homme ou une\nfemme ordinaire. Il peut demander de menus\nservices à ses proches, mais ne connaît personne\nd’assez bien placé ou d’assez investi prêt à se\ncompromettre pour lui. Sa réserve de points de\nFaveur est vide.", + "facade-t": "Le Talent Façade est l’expression de la prudence et\nde la paranoïa du personnage. Il reflète le soin qu’il\nprend à cacher ses traces, à brouiller les pistes, à\nplacer des obstacles sur le chemin de ceux qui voudraient\nremonter jusqu’à lui, découvrir ses agissements,\naccéder à son domicile, saisir son argent.\nIl représente également la capacité du personnage\nà passer inaperçu, à avoir l’air inoffensif, à ne pas\nêtre remarqué parmi une foule.\nNiveau 0 : le personnage est un citoyen ordinaire.\nSon dossier administratif est bien fourni, son\nadresse connue et ses moyens de fuite limités.\nLorsqu’il a des choses à se reprocher ou qu’il\nest sous pression, son attitude peut paraître\nsuspecte.\nCe Talent sert à ralentir l’effet de la Traque sur\nle personnage.", + "combat-t": "Le Talent Combat reflète l’aisance du personnage\ndans les situations physiques ou martiales et sa\nmaîtrise des armes.\nNiveau 0 : le personnage ne sait pas se battre et\nn’en viendra aux mains qu’en dernièreextrémité.\nNote : chaque fois qu’un personnage développe\nle Talent Combat au-dessus du niveau 0, il\nchoisit deux armes parmi celles présentées p. 51.\nAinsi, il choisit 2 armes au niveau 1, 2 de plus au\nniveau 2, etc.\nLorsqu’il manie des armes qui ne sont pas du\nmême type que celles qu’il a choisies, il souffre\nd’un malus de 1 à son niveau de Combat.\nDans le cadre de ce kit, les Héros et les Rouages\nn’ont pas de malus lorsqu’ils manient les armes\nindiquées dans leur équipement.", + "deplacement-t": "Le Talent Déplacement est celui de l’agilité et de\nl’athlétisme, de la grâce, de la souplesse et de\nl’endurance. Il régit la coordination corporelle qui\npermet de courir vite, de sauter loin, d’éviter les\nattaques, de marcher longtemps et de se mouvoir\ndiscrètement.\nNiveau 0 : le personnage est capable de performances\nphysiques communes. Il court le cent\nmètres en moins de quinze secondes et peut\nsauter quatre mètres en longueur avec élan. Il\ns’épuise au bout de quelques dizaines de minutes\nd’effort.", + "instinct-t": "Le Talent Instinct rend compte de la perception\ndu personnage, de sa capacité à entendre un bruit\nfugace dans son dos, à voir un tireur embusqué\nsur un toit, à remarquer une odeur suspecte. Dans\nles situations tendues ou dangereuses, les Héros\n« prépareront » souvent leur Instinct. L’Instinct est\ngénéralement un trait passif, utilisé pour déterminer\nsi la personne se rend compte de quelque chose\nqui survient alors qu’il ne s’y attend pas. Il diffère\nen cela du Talent Recherche, qui vaut lorsque le\npersonnage cherche activement un élément dans\nune masse de données.\nNiveau 0 : le personnage n’est pas toujours sur\nses gardes. Il lui arrive d’être perdu dans ses\npensées ou d’être surpris par un événement\ninattendu.", + "constitution-t": "Le Talent Constitution définit la carrure du personnage,\nsa puissance et sa résistance physique.\nNiveau 0 : le personnage a une stature moyenne,\nla force compensant son poids. Il peut porter une\ntrentaine de kilos durant moins de dix minutes,\net soulever de terre un objet d’une cinquantaine\nde kilos maximum.", + "vecu-t": "Les Héros commencent chaque scénario avec une\nréserve de 3 points de Vécu. Le Vécu correspond au\npassé des personnages et à leur familiarité avec\ncertains environnements et certaines pratiques.\nLorsqu’un personnage entreprend une action\npour laquelle son histoire ou son expérience\npersonnelle sont susceptibles de lui octroyer un\navantage logique, le joueur peut dépenser un (et\nun seul) point de Vécu pour obtenir un niveau supplémentaire\nau Talent utilisé. Cette dépense doit\nêtre effectuée avant tout jet de dés de destin.", + "espoir-t": "Un personnage commence chaque scénario avec\nune réserve de points d’Espoir, dépendant de son\nniveau dans le Talent Ferveur.\nUn personnage peut dépenser un point d’Espoir\npour lancer trois dés de destin supplémentaires\nlors de n’importe quelle action. Il peut aussi\ndépenser un point d’Espoir pour lancer trois dés\nlorsqu’il subit des points de Blessures, Trauma,\nTraque ou Noirceur. Dans ce cas, chaque succès\ndiminue de 1 le nombre de points encaissés. Par\ncontre, chaque 1 ajoute une goutte à la jauge de\nFiel.", + "singularite-t": "Un personnage commence chaque séance de jeu\navec une réserve de points de Singularité, dont la\ntaille dépend de son niveau dans le Talent Artefact\nUn personnage peut dépenser un point de Singularité\npour empêcher l’ajout d’une goutte de Fiel\nà la jauge des Héros.\nLa réserve de Singularité ne se recharge pas en\ncours de partie.", + "trauma-t": "Dès qu’un personnage a subi 5 points de Trauma,\nil est Choqué. Son état de stress est tel qu’il influe\nsur ses performances et sur sa lucidité. Il souffre\nd’un malus de 1 à tous ses niveaux de Domaine.\nDès qu’il a subi 8 points de Trauma, le personnage\nest Traumatisé. Il souffre d’un malus de 1 à\ntous ses niveaux de Talent. De plus, il gardera des\nséquelles de cet événement : l’un de ses points de\nTrauma devient permanent et ne pourra pas être\nsoigné.\nSi un personnage cumule 10 points de Trauma,\nil devient Fou. Il tombe en catatonie durant le reste\nde la scène. Passé ce cap, son traumatisme est tel\nqu’il ne sera plus jouable. Il est définitivement\nperdu.", + "blessures-t": "Dès qu’il a subi 5 points de Blessures, le personnage\nsouffre d’un malus de 1 à tous ses niveaux\nde Domaine.\nSi un personnage cumule 8 points de Blessures,\nil est lourdement blessé. Il subit un malus de 1 à\ntous ses niveaux de Talent. De plus, il gardera des\nséquelles de cet événement : l’un de ses points de\nBlessures devient permanent et ne pourra pas être\nsoigné.\nSi un personnage cumule 10 points de Blessures,\nil agonise. Il meurt au bout de dix minutes s’il n’est\npas soigné.", + "noirceur-t": "Lorsqu’il a cumulé 5 points de Noirceur, le personnage\nest Teinté.\nLorsqu’il a cumulé 8 points de Noirceur, il est\nPossédé. De plus, il gardera des séquelles de cet\névénement : l’un de ses points de Noirceur devient\npermanent et ne pourra pas être soigné.\nLorsqu’il a cumulé 10 points de Noirceur, il est\nCorrompu. La Loi en prend le contrôle (à moins\nque le joueur n’accepte de jouer ce rôle jusqu’au\nbout). Le corrompu fera tout pour rallier un Axe\nle plus rapidement possible. S’il y parvient, il disparaît\ndans l’Artefact à tout jamais.", + "traque-t": "Lorsqu’il a cumulé 5 points de Traque, le personnage\nest Signalé.\nLorsqu’il a cumulé 8 points de Traque, le personnage\nest Recherché. Il gardera des séquelles\nde cet événement : l’un de ses points de Traque\ndevient permanent et ne pourra pas être retiré. De\nplus, il gagne le trait Criminel.\nLorsqu’il a cumulé 10 points de Traque, le personnage\nest Pourchassé. De plus, il gagne le trait\nEnnemi public." +} \ No newline at end of file diff --git a/NOC/translations/he.json b/NOC/translations/he.json new file mode 100644 index 0000000000..58b60b81e2 --- /dev/null +++ b/NOC/translations/he.json @@ -0,0 +1,135 @@ +{ + "GENERAL-u": "IDENTITÉ", + "ATTRIBUTES-u": "COMPOSITION", + "INVENTORY-u": "POSSESSIONS", + "NOTES-u": "NOTES", + "aremplir-p": "A renseigner", + "idsignale-t": "Signalé : les patrouilles ont le signalement du\npersonnage qui sera arrêté en cas de contrôle.", + "idrecherche-t": "Recherché (Criminel) : le personnage est activement recherché.\nDes investigateurs se rendent à son travail,\ninterrogent son entourage, etc. Une équipe du\nBureau des Investigations se met à sa poursuite.", + "idpourchasse-t": "Pourchassé (Ennemi public) : le personnage est l’ennemi\nnuméro un du Bloc. Des patrouilles sillonnent\nla ville à sa recherche. Ses proches, ses collègues\nsont surveillés, et certains, violentés ou arrêtés.\nSon domicile est fouillé sans ménagement.\nCinq équipes du Bureau des Investigations le\nrecherchent.", + "idteinte-t": "", + "idpossede-t": "", + "idcorrompu-t": "", + "idsecurite-t": "Signalé : les patrouilles ont le signalement du\npersonnage qui sera arrêté en cas de contrôle.\n\nRecherché (Criminel) : le personnage est activement recherché.\nDes investigateurs se rendent à son travail,\ninterrogent son entourage, etc. Une équipe du\nBureau des Investigations se met à sa poursuite.\n\nPourchassé (Ennemi public) : le personnage est l’ennemi\nnuméro un du Bloc. Des patrouilles sillonnent\nla ville à sa recherche. Ses proches, ses collègues\nsont surveillés, et certains, violentés ou arrêtés.\nSon domicile est fouillé sans ménagement.\nCinq équipes du Bureau des Investigations le\nrecherchent.", + "idviolence-t": "Violence : le personnage ne peut pas arrêter un\ncombat tant qu’il n’a pas occasionné la perte d’au\nmoins 3 points de Blessures à un ennemi (à moins\nqu’il ne soit neutralisé avant).", + "idmalaise-t": "Malaise : le personnage est victime de malaises\net nausées. Il a l’impression que son corps est\nparasité. Lorsqu’il est victime de n’importe quel\neffet du Fiel, il perd un point d’Espoir additionnel.\nS’il n’en a plus, il devient Fatigué et subit un niveau\nde malus à tous ses Talents jusqu’à ce qu’il bénéficie\nd’un moment de calme", + "idHallucinations-t": "Hallucinations : le personnage est victime\nd’hallucinations. Il voit des choses terrifiantes qui\nn’existent pas. Il entend des voix, sent des choses\nqui le touchent, perçoit des odeurs putrides. Lorsqu’il\nest victime de n’importe quel effet du Fiel, il\nsubit un point de Trauma additionnel.", + "idMauvaispenchants-t": "Mauvais penchants : le personnage ne régénère\nplus sa jauge d’Espoir qu’en s’adonnant à ses vices.\nLors de chaque moment de calme (voir p. 41), s’il\ndésire recharger ses réserves ou soigner des points\nde Blessures, Trauma ou Noirceur, il doit recevoir\nun point de Traque.", + "idtraitnoirceur-t": "Violence : le personnage ne peut pas arrêter un\ncombat tant qu’il n’a pas occasionné la perte d’au\nmoins 3 points de Blessures à un ennemi (à moins\nqu’il ne soit neutralisé avant).\n\nMalaise : le personnage est victime de malaises\net nausées. Il a l’impression que son corps est\nparasité. Lorsqu’il est victime de n’importe quel\neffet du Fiel, il perd un point d’Espoir additionnel.\nS’il n’en a plus, il devient Fatigué et subit un niveau\nde malus à tous ses Talents jusqu’à ce qu’il bénéficie\nd’un moment de calme\n\nHallucinations : le personnage est victime\nd’hallucinations. Il voit des choses terrifiantes qui\nn’existent pas. Il entend des voix, sent des choses\nqui le touchent, perçoit des odeurs putrides. Lorsqu’il\nest victime de n’importe quel effet du Fiel, il\nsubit un point de Trauma additionnel.\n\nMauvais penchants : le personnage ne régénère\nplus sa jauge d’Espoir qu’en s’adonnant à ses vices.\nLors de chaque moment de calme (voir p. 41), s’il\ndésire recharger ses réserves ou soigner des points\nde Blessures, Trauma ou Noirceur, il doit recevoir\nun point de Traque.", + "afficheflag-t": "Permet de rendre visible les répercussions de tous les malus de condition \ndu personnage et cela dans tous ses Domaines et Talents.\n\nAttention ! Aucune modification ne peut être faite sur les points de\n Domaines et Talents tant que l'affichage des malus est activé.\n", + "vie-u": "VIE", + "erudition-u": "ÉRUDITION", + "technique-u": "TECHNIQUE", + "social-u": "SOCIAL", + "ame-u": "ÂME", + "statut-u": "STATUT", + "action-u": "ACTION", + "apaisement-u": "Apaisement", + "ferveur-u": "Ferveur", + "lumiere-u": "Lumière", + "soins-u": "Soins", + "culture-u": "Culture", + "bureau-u": "Bureau", + "recherche-u": "Recherche", + "societe-u": "Société", + "artefact-u": "Artefact", + "artisanat-u": "Artisanat", + "mecanismes-u": "Mecanismes", + "survie-u": "Survie", + "charisme-u": "Charisme", + "conviction-u": "Conviction", + "psychologie-u": "Psychologie", + "tromperie-u": "Tromperie", + "extase-u": "Extase", + "folie-u": "Folie", + "sensibilite-u": "Sensibilité", + "tenebres-u": "Ténèbres", + "fortune-u": "Fortune", + "rang-u": "Rang", + "contacts-u": "Contacts", + "facade-u": "Façade", + "combat-u": "Combat", + "deplacement-u": "Déplacement", + "instinct-u": "Instinct", + "constitution-u": "Constitution", + "vecu-u": "VÉCU", + "espoir-u": "ESPOIR", + "singularite-u": "SINGULARITÉ", + "trauma-u": "TRAUMA", + "blessures-u": "BLESSURES", + "noirceur-u": "NOIRCEUR", + "traque-u": "TRAQUE", + "effet-points-blessures-leger-u": "Blessé léger\n-1D Domaines", + "effet-points-blessures-grave-u": "Blessé grave\n-1D Talents\n+1pt Blessures permanent", + "effet-points-blessures-mort-u": "10 min avant la mort", + "effet-points-trauma-leger-u": "Choqué\n-1D Domaines\n+1pt Trauma permanent", + "effet-points-trauma-grave-u": "Traumatisé\n-1D Talents", + "effet-points-trauma-mort-u": "Fou", + "effet-points-traque-leger-u": "Signalé", + "effet-points-traque-grave-u": "Recherché\n+1trait "Criminel\n+1pt Traque permanent", + "effet-points-traque-mort-u": "Pourchassé\n+1trait "Ennemi public"", + "effet-points-noirceur-leger-u": "Teinté\n+1trait Noirceur", + "effet-points-noirceur-grave-u": "Possédé\n+1trait Noirceur\n+1pt Noirceur permanent", + "effet-points-noirceur-mort-u": "Corrompu\n+1trait Noirceur", + "EQUIPMENTS-u": "ÉQUIPEMENT", + "CONTACTS-u": "CONTACTS", + "Description-u": "Description", + "Name-u": "Nom", + "Name-p": "Nom", + "faveur-u": "Faveur", + "faveurmax-u": "Faveur max", + "Combathelper-u": "AIDE AU COMBAT", + "tir-u": "ARMES DE TIR", + "dps-u": "Dég.", + "munitions-u": "Mun.", + "munitionsmax-u": "Mun. max", + "armetalent-u": "Talent", + "trait-p": "Trait", + "cac-u": "ARMES DE CONTACT", + "armure-u": "ARMURE", + "armurepts-u": "Armure", + "defense-u": "Défense", + "Notes-p": "La nuit est tombée sur le monde. La Terre a été engloutie par l’Artefact, un objet impossible surgi du fond de l’espace et du temps. Il s’est replié sur elle en une étreinte cosmique, se substituant au ciel et aux étoiles.\n\rL’Artefact est une prison qui a plongé l’humanité dans un éternel crépuscule et a disloqué la civilisation. Tel est le fardeau des vivants.\n\rL’Artefact est un bouclier érigé contre une menace extérieure supposée conduire à l’anéantissement de toute vie. Telle est la voix de la propagande.\n\rL’Artefact est un horizon inatteignable aux motivations cryptiques, incarnation de l’apocalypse et porteur d’espoir pour qui croit en son message.\n\rIl est l’Objet-Dieu.", + "vie-t": "Ce Domaine est celui du don de soi, de l’abnégation\net de la bonté. Un personnage doté d’une affinité\nen Vie sera une lueur dans un monde de ténèbres,\nune incarnation de la volonté de survie de l’espèce\nconfrontée à son ultime épreuve.", + "erudition-t": "Ce Domaine regroupe toutes leseff connaissances,\nà l’exclusion de la technologie qui relève d’un\nDomaine propre.\nUn personnage possédant des niveaux dans les\nTalents d’Érudition fait partie d’une caste élitiste.\nIl est probablement bibliothécaire, érudit, professeur.\nLe savoir, dans la société délitée de NOC, est\nun important marqueur de statut.", + "technique-t": "Ce domaine est celui des savoirs pratiques, des\nobjets et de leur fonctionnement, de la débrouille\net des technologies inspirées de l’Artefact.", + "social-t": "Ce Domaine est celui de l’interaction pacifique\nentre êtres humains. Il permet de régir les dizaines\nde petites batailles que chaque femme et chaque\nhomme doit mener au quotidien lorsqu’il évolue\nparmi ses semblables : séduire ou être séduit,\nconvaincre ou être convaincu, s’imposer ou se\nsoumettre.", + "ame-t": "Ce Domaine est celui de l’inconscient, de ce qui se\ncache au-delà des pensées et de la rationalité du\npersonnage. C’est le royaume de l’inavouable, des\npulsions, de la vie intérieure mais aussi de la sensibilité\net de l’inspiration. Dans le monde désenchanté\npar l’Administration, ceux qui restent\nhabités par leurs rêves, bons ou mauvais, sont\nautant à envier qu’à plaindre.", + "statut-t": "Les Talents du Domaine Statut ne reflètent pas\ndirectement des capacités ou des connaissances\ndu personnage mais son rang, ses connexions et\nsa position sociale. Il s’agit de Talents passifs. \nIls indiquent quels sont les moyens concrets\net matériels à sa disposition.", + "action-t": "Ce Domaine est celui des capacités physiques et\ndes réflexes, du prédateur et de la proie, de la\nsurvie et de la traque. Un personnage possédant\nune affinité en Action sera plus vigilant, plus vif\net plus fort que ses semblables.", + "apaisement-t": "Le Talent Apaisement permet au personnage\nde calmer les tourments psychologiques de ses\nsemblables, de trouver les mots rassurants pour\nréconforter la victime après un événement traumatisant.\nNiveau 0 : le personnage n’a pas d’expérience\nparticulière des situations de crise et doit\nimproviser avec son propre malaise lorsqu’il est\nconfronté à la détresse d’autrui.\nCe talent permet de soigner des points de\nTrauma d’un autre personnage.", + "ferveur-t": "Le Talent Ferveur représente la flamme qui anime\nle personnage, son élan, le souffle qui lui permet\nde maintenir son espérance et de la communiquer\nà ses proches, même dans les pires situations.\nNiveau 0 : le personnage est vaillant mais se\ndécourage face aux grosses difficultés. Il dispose\nd’une réserve de 3 points d’Espoir.\nCe Talent définit la taille de la réserve d’Espoir\ndu personnage.", + "lumiere-t": "Le Talent Lumière représente la pureté d’âme\ndu personnage, sa noblesse profonde, sa bonté.\nIl reflète la résistance mystique et physiologique\ndu personnage à la Noirceur.\nNiveau 0 : le personnage possède des failles, une\npart d’ombre sur laquelle les ténèbres peuvent\ngermer.\nLe Talent Lumière sert à encaisser les points de\nNoirceur et les dégâts liés au trait Énergie Noire.", + "soins-t": "Le Talent Soins est celui des médecins et des\nguérisseurs.\nNiveau 0 : le personnage n’a pas d’autres notions\nde médecine que celles inculquées par la culture\npopulaire. Il connaît quelques remèdes de grandmère,\nne manque pas de bon sens, mais sera\ndémuni devant la moindre blessure sérieuse.\nCe talent permet de soigner des points de Blessures\nd’un autre personnage.", + "culture-t": "La Culture est un Talent très large : il reflète la\nconnaissance générale du personnage, qu’il\ns’agisse d’histoire, de géographie ou des dogmes\nofficiels de la Voie.\nNiveau 0 : le personnage sait passablement lire\net écrire. Il connaît le nom des Blocs voisins, se\nsouvient de faits passés durant les trois dernières\nannées officielles et peut réciter les mythes propagandistes\ncourants.", + "bureau-t": "Le Talent Bureau recouvre la connaissance de l’administration\net de ses rouages. Les codes, les lois,\nles formulaires, les services, les grades.\nNiveau 0 : le personnage sait où retirer ses tickets\nde rationnement, qui appeler au secours et qui\nne pas ennuyer.", + "recherche-t": "Le Talent Recherche permet de passer au crible\nun lieu ou une masse de données dans le but d’en\nextraire des informations. Ce Talent servira aussi\nbien pour fouiller une pièce que pour éplucher des\ncoupures de presse dans une bibliothèque.\nNiveau 0 : le personnage trouvera les preuves\névidentes mais ne fera pas de rapprochement et\nne tirera pas de conclusions de la présence ou de\nl’absence d’éléments trop subtils.", + "societe-t": "Le Talent Société permet de connaître les noms, les\nlieux, les ragots sur ce qu’il se passe dans le Bloc. Il\npermet d’identifier une personnalité, de connaître\nles rumeurs associées à un événement ou de savoir\noù passer une bonne soirée.\nNiveau 0 : le personnage connaît les figures\nimportantes de son quartier, les enseignes incontournables\nde la ville, sait où faire des affaires et\nquand sont prévus les grands événements.", + "artefact-t": "Le Talent Artefact permet de bénéficier d’une\nsorte d’empathie avec l’Objet-Dieu. Le personnage\ncomprend, ressent la logique de l’Artefact, de ses\nrythmes, de ses pulsations.\nNiveau 0 : le personnage sait distinguer un\nMécanisme d’un Grand Mécanisme, mais c’est\ntout. Sa réserve de points de Singularité est vide.", + "artisanat-t": "Le Talent Artisanat reflète les capacités du personnage\ndans tous les champs de techniques de base :\nmaçonnerie, forge, ébénisterie, tannage...\nNiveau 0 : le personnage est capable de bricoler\nplus ou moins adroitement. Il rafistole, mais pas\nplus.", + "mecanismes-t": "Le Talent Mécanismes indique la capacité du personnage\nà concevoir, réparer ou confectionner\ndes objets novateurs ou complexes, des moteurs\nde voiture aux escalators. Plus que cela, ce trait\nest nécessaire à la manipulation, réparation ou\nconstruction des objets quantiques. Ce Talent\nreflète également sa connaissance des principes\nscientifiques de base, de la physique comme de la\nchimie.\nNiveau 0 : pour le personnage, les merveilles\nquantiques sont hors de compréhension. Il sait\nqu’une pomme lancée en l’air retombe mais ne\nsait pas vraiment pourquoi. Il comprend les\nprincipes de base d’un moteur mais serait bien\nen peine d’en construire un.", + "survie-t": "Le Talent Survie est possédé par les habitants\ndes campagnes ou des banlieues miséreuses. Il\nregroupe toutes les techniques permettant de se\nrepérer, de s’alimenter, de dormir et de survivre\nen terrain naturel ou défavorable comme les pires\nbanlieues.\nNiveau 0 : le personnage est né et a toujours\névolué dans le coeur urbain du Bloc. Il n’a ni les\nconnaissances, ni les réflexes, ni le cran pour\naffronter l’Extérieur.", + "charisme-t": "Le Talent Charisme est celui de la séduction,\ndu charme, de l’appétit, de la sympathie. Il permet\nd’obtenir quelque chose d’un interlocuteur : des\ninformations, des services, une prestation ou un\nassentiment. Ce talent permet aussi de persuader,\nde porter un message avec force et crédibilité.\nNiveau 0 : le personnage est physiquement\nbanal. Il n’a pas de sex-appeal et ne plaît qu’à\nune petite part des membres du sexe opposé. Il ne\npossède aucun atout physique significatif et ne\nsouffre d’aucun défaut visible socialement handicapant.\nIl a du mal à enflammer un auditoire\nou à persuader les étrangers de ses idées, même\nles plus sincères.", + "conviction-t": "Le Talent Conviction exprime la force de volonté du\npersonnage, sa détermination, sa lucidité face à\ntout ce qui pourrait le détourner de sa route. Il lui\npermet de résister à la tentation, à la corruption,\nà l’intimidation et à la torture.\nNiveau 0 : le personnage a des convictions, mais\nil n’est pas prêt à mourir pour elles.\nCe Talent sert de niveau requis aux tentatives de\npersuasion, de séduction ou d’intimidation contre\nle personnage.", + "psychologie-t": "Le Talent Psychologie est celui de l’empathie,\nde l’analyse du paraverbal, de la lecture du corps.\nIl permet de détecter le mensonge, d’interpréter ce\nqui se joue dans l’esprit, dans le coeur et dans les\ntripes de ses semblables.\nNiveau 0 : le personnage n’est pas spécialement\nsubtil mais il est capable de se projeter sur l’effet\ninduit par une situation forte chez ses semblables.", + "tromperie-t": "Le Talent Tromperie indique la capacité du personnage\nà mentir, à dissimuler ses émotions ou\nses intentions, à jouer la comédie.\nNiveau 0 : le personnage est tendu lorsqu’il ment\net ce d’autant plus que l’enjeu ou les risques sont\nimportants. Sa voix est subtilement différente. Il\nne regarde pas son interlocuteur dans les yeux,\nse frotte le visage, se racle la gorge. Dans l’urgence,\nil est capable de concevoir un mensonge\nà peu près cohérent mais sera en difficulté s’il lui\nest demandé de rentrer dans les détails.", + "extase-t": "Le Talent Extase est une indication de la stabilité\ndu cadre familial ou amical du personnage, de\nla puissance cathartique de ses passions et de sa\nfacilité à trouver du réconfort dans son environnement.\nL’Extase lui permet de se vider la tête, de\nretrouver son calme.\nNiveau 0 : le personnage a une famille qu’il peut\nretrouver avec plaisir, ou un loisir, un passetemps,\ngrâce auquel il peut penser à autre\nchose. Boire un coup avec des amis, jouer aux\njeux de hasard, danser ou fréquenter les lieux de\ndébauche, il sait comment tuer le temps.\nLe Talent Extase permet de recharger sa jauge\nd’Espoir et celle de ses alliés durant les moments\nde calme.", + "folie-t": "La Folie est un talent ambigu. Sa possession\nindique que le personnage a déjà subi des traumatismes,\nvécu des expériences terribles ou avancé\nsur la voie de la démence et que ce passif l’a en\nquelque sorte préparé aux horreurs que lui réserve\nsa vie future.\nNiveau 0 : le personnage est un citoyen de\nce monde dur. Il a une certaine habitude de\nla violence, de l’oppression et de l’étrange –\néléments que l’on rencontre souvent, même à\nl’abri d’un Bloc – mais il n’a jamais assisté à un\nmassacre, jamais approché un Autre et jamais\nsubi un interrogatoire de la Police Secrète.\nAutant d’événements susceptibles de l’affecter\ndurablement.\nCe Talent sert à ralentir l’effet du Trauma sur\nle personnage.", + "sensibilite-t": "La Sensibilité est la réceptivité du personnage\naux choses invisibles, aux énergies, aux flux,\naux émotions. Elle permet de comprendre ou de\nproduire une oeuvre d’art, mais également de\nsentir les « mauvaises ondes » indiquant la proximité\nd’une source de Noirceur (voir p. 54).\nNiveau 0 : le personnage n’est pas particulièrement\nréceptif. Dans sa vie, il lui est parfois\narrivé d’avoir des impressions troublantes mais\nil n’a pas su les interpréter correctement ou leur\naccorder l’importance qu’elles auraient mérité.\nL’art ne lui inspire pas grand chose sinon les\noeuvres les plus directement accessibles.", + "tenebres-t": "Le Talent Ténèbres représente la part d’ombre du\npersonnage, le poids de ses crimes, son inclination\nau mal. Qu’il ait réellement commis des actes\nmauvais, ou qu’il s’agisse d’une faille béante dans\nson âme, cette zone ténébreuse sera sentie par les\nAutres et interprétée comme un signe d’appartenance.\nCe Talent représente également labrutalité,\nla monstruosité ou la froideur émanant de sa\npersonne, la crainte qu’il inspire à ses semblables.\nIl sert à intimider les humains, les animaux ou les\ncréatures surnaturelles.\nNiveau 0 : le personnage est une proie, un\nspécimen quelconque de la race humaine et, à\nce sens, ne fera l’objet d’aucun traitement particulier\nde la part des Autres. À moins d’être armé\nou en situation de force, il n’intimidera généralement\nque les couards.", + "fortune-t": "Le Talent Fortune indique la richesse dupersonnage.\nNiveau 0 : le personnage fait partie de la classe\nmoyenne. Il loue un appartement dans les faubourgs\nou un petit studio dans les quartiers\npopulaires du centre-ville. Il n’a pas vraiment\nde patrimoine mais dispose des fonds suffisants\npour s’alimenter, se vêtir et se déplacer au quotidien.\nDurant ses temps morts, il se contente\nde loisirs simples : visite des musées officiels, un\nspectacle cautionné de temps en temps, deux ou\ntrois verres dans un club middle-class. Il dispose\nde quelques couronnes pour ses transactions\ncourantes sans menacer son train de vie.", + "rang-t": "Le Talent Rang indique l’autorité du personnage,\nle grade ou la fonction sociale dont il peut se prévaloir.\nCe Talent ouvre des portes et lui assure des\npasse-droits. Pour jouir de son niveau de Rang, le\npersonnage doit toutefois porter ostensiblement\nla preuve de son niveau, qu’il s’agisse d’un badge,\nd’un uniforme, ou d’un nom célèbre (le sien ou\ncelui d’un ami important), qu’il se doit alors de\nrévéler. En cela, il lui sera impossible de jouir de\nson niveau de Rang tant qu’il restera sous couvert\nd’une fausse identité, par exemple.\nNiveau 0 : le personnage n’a pas de statut particulier.\nIl ne peut se prévaloir d’aucune autorité\nà part, peut-être, dans l’espace très restreint de\nson environnement professionnel.\nCe Talent sert à obtenir des accès, des autorisations\net de précieux formulaires en jeu.", + "contacts-t": "Le Talent Contacts indique le nombre de personnes\nbien placées prêtes à aider le personnage.\nPour chaque niveau qu’il possède dans ce Talent,\nil connaît un individu ou un groupe disposant de\nressources ou de connaissances intéressantes dans\nle cadre de sa lutte. Lorsqu’il a besoin de matériel,\nd’un service ou d’une information, le personnage\npeut joindre l’un de ses contacts pour l’obtenir.\nLes moyens de ces contacts n’ont pas à être décrits\navec précision.\nNiveau 0 : le personnage est un homme ou une\nfemme ordinaire. Il peut demander de menus\nservices à ses proches, mais ne connaît personne\nd’assez bien placé ou d’assez investi prêt à se\ncompromettre pour lui. Sa réserve de points de\nFaveur est vide.", + "facade-t": "Le Talent Façade est l’expression de la prudence et\nde la paranoïa du personnage. Il reflète le soin qu’il\nprend à cacher ses traces, à brouiller les pistes, à\nplacer des obstacles sur le chemin de ceux qui voudraient\nremonter jusqu’à lui, découvrir ses agissements,\naccéder à son domicile, saisir son argent.\nIl représente également la capacité du personnage\nà passer inaperçu, à avoir l’air inoffensif, à ne pas\nêtre remarqué parmi une foule.\nNiveau 0 : le personnage est un citoyen ordinaire.\nSon dossier administratif est bien fourni, son\nadresse connue et ses moyens de fuite limités.\nLorsqu’il a des choses à se reprocher ou qu’il\nest sous pression, son attitude peut paraître\nsuspecte.\nCe Talent sert à ralentir l’effet de la Traque sur\nle personnage.", + "combat-t": "Le Talent Combat reflète l’aisance du personnage\ndans les situations physiques ou martiales et sa\nmaîtrise des armes.\nNiveau 0 : le personnage ne sait pas se battre et\nn’en viendra aux mains qu’en dernièreextrémité.\nNote : chaque fois qu’un personnage développe\nle Talent Combat au-dessus du niveau 0, il\nchoisit deux armes parmi celles présentées p. 51.\nAinsi, il choisit 2 armes au niveau 1, 2 de plus au\nniveau 2, etc.\nLorsqu’il manie des armes qui ne sont pas du\nmême type que celles qu’il a choisies, il souffre\nd’un malus de 1 à son niveau de Combat.\nDans le cadre de ce kit, les Héros et les Rouages\nn’ont pas de malus lorsqu’ils manient les armes\nindiquées dans leur équipement.", + "deplacement-t": "Le Talent Déplacement est celui de l’agilité et de\nl’athlétisme, de la grâce, de la souplesse et de\nl’endurance. Il régit la coordination corporelle qui\npermet de courir vite, de sauter loin, d’éviter les\nattaques, de marcher longtemps et de se mouvoir\ndiscrètement.\nNiveau 0 : le personnage est capable de performances\nphysiques communes. Il court le cent\nmètres en moins de quinze secondes et peut\nsauter quatre mètres en longueur avec élan. Il\ns’épuise au bout de quelques dizaines de minutes\nd’effort.", + "instinct-t": "Le Talent Instinct rend compte de la perception\ndu personnage, de sa capacité à entendre un bruit\nfugace dans son dos, à voir un tireur embusqué\nsur un toit, à remarquer une odeur suspecte. Dans\nles situations tendues ou dangereuses, les Héros\n« prépareront » souvent leur Instinct. L’Instinct est\ngénéralement un trait passif, utilisé pour déterminer\nsi la personne se rend compte de quelque chose\nqui survient alors qu’il ne s’y attend pas. Il diffère\nen cela du Talent Recherche, qui vaut lorsque le\npersonnage cherche activement un élément dans\nune masse de données.\nNiveau 0 : le personnage n’est pas toujours sur\nses gardes. Il lui arrive d’être perdu dans ses\npensées ou d’être surpris par un événement\ninattendu.", + "constitution-t": "Le Talent Constitution définit la carrure du personnage,\nsa puissance et sa résistance physique.\nNiveau 0 : le personnage a une stature moyenne,\nla force compensant son poids. Il peut porter une\ntrentaine de kilos durant moins de dix minutes,\net soulever de terre un objet d’une cinquantaine\nde kilos maximum.", + "vecu-t": "Les Héros commencent chaque scénario avec une\nréserve de 3 points de Vécu. Le Vécu correspond au\npassé des personnages et à leur familiarité avec\ncertains environnements et certaines pratiques.\nLorsqu’un personnage entreprend une action\npour laquelle son histoire ou son expérience\npersonnelle sont susceptibles de lui octroyer un\navantage logique, le joueur peut dépenser un (et\nun seul) point de Vécu pour obtenir un niveau supplémentaire\nau Talent utilisé. Cette dépense doit\nêtre effectuée avant tout jet de dés de destin.", + "espoir-t": "Un personnage commence chaque scénario avec\nune réserve de points d’Espoir, dépendant de son\nniveau dans le Talent Ferveur.\nUn personnage peut dépenser un point d’Espoir\npour lancer trois dés de destin supplémentaires\nlors de n’importe quelle action. Il peut aussi\ndépenser un point d’Espoir pour lancer trois dés\nlorsqu’il subit des points de Blessures, Trauma,\nTraque ou Noirceur. Dans ce cas, chaque succès\ndiminue de 1 le nombre de points encaissés. Par\ncontre, chaque 1 ajoute une goutte à la jauge de\nFiel.", + "singularite-t": "Un personnage commence chaque séance de jeu\navec une réserve de points de Singularité, dont la\ntaille dépend de son niveau dans le Talent Artefact\nUn personnage peut dépenser un point de Singularité\npour empêcher l’ajout d’une goutte de Fiel\nà la jauge des Héros.\nLa réserve de Singularité ne se recharge pas en\ncours de partie.", + "trauma-t": "Dès qu’un personnage a subi 5 points de Trauma,\nil est Choqué. Son état de stress est tel qu’il influe\nsur ses performances et sur sa lucidité. Il souffre\nd’un malus de 1 à tous ses niveaux de Domaine.\nDès qu’il a subi 8 points de Trauma, le personnage\nest Traumatisé. Il souffre d’un malus de 1 à\ntous ses niveaux de Talent. De plus, il gardera des\nséquelles de cet événement : l’un de ses points de\nTrauma devient permanent et ne pourra pas être\nsoigné.\nSi un personnage cumule 10 points de Trauma,\nil devient Fou. Il tombe en catatonie durant le reste\nde la scène. Passé ce cap, son traumatisme est tel\nqu’il ne sera plus jouable. Il est définitivement\nperdu.", + "blessures-t": "Dès qu’il a subi 5 points de Blessures, le personnage\nsouffre d’un malus de 1 à tous ses niveaux\nde Domaine.\nSi un personnage cumule 8 points de Blessures,\nil est lourdement blessé. Il subit un malus de 1 à\ntous ses niveaux de Talent. De plus, il gardera des\nséquelles de cet événement : l’un de ses points de\nBlessures devient permanent et ne pourra pas être\nsoigné.\nSi un personnage cumule 10 points de Blessures,\nil agonise. Il meurt au bout de dix minutes s’il n’est\npas soigné.", + "noirceur-t": "Lorsqu’il a cumulé 5 points de Noirceur, le personnage\nest Teinté.\nLorsqu’il a cumulé 8 points de Noirceur, il est\nPossédé. De plus, il gardera des séquelles de cet\névénement : l’un de ses points de Noirceur devient\npermanent et ne pourra pas être soigné.\nLorsqu’il a cumulé 10 points de Noirceur, il est\nCorrompu. La Loi en prend le contrôle (à moins\nque le joueur n’accepte de jouer ce rôle jusqu’au\nbout). Le corrompu fera tout pour rallier un Axe\nle plus rapidement possible. S’il y parvient, il disparaît\ndans l’Artefact à tout jamais.", + "traque-t": "Lorsqu’il a cumulé 5 points de Traque, le personnage\nest Signalé.\nLorsqu’il a cumulé 8 points de Traque, le personnage\nest Recherché. Il gardera des séquelles\nde cet événement : l’un de ses points de Traque\ndevient permanent et ne pourra pas être retiré. De\nplus, il gagne le trait Criminel.\nLorsqu’il a cumulé 10 points de Traque, le personnage\nest Pourchassé. De plus, il gagne le trait\nEnnemi public." +} \ No newline at end of file diff --git a/NOC/translations/it.json b/NOC/translations/it.json new file mode 100644 index 0000000000..58b60b81e2 --- /dev/null +++ b/NOC/translations/it.json @@ -0,0 +1,135 @@ +{ + "GENERAL-u": "IDENTITÉ", + "ATTRIBUTES-u": "COMPOSITION", + "INVENTORY-u": "POSSESSIONS", + "NOTES-u": "NOTES", + "aremplir-p": "A renseigner", + "idsignale-t": "Signalé : les patrouilles ont le signalement du\npersonnage qui sera arrêté en cas de contrôle.", + "idrecherche-t": "Recherché (Criminel) : le personnage est activement recherché.\nDes investigateurs se rendent à son travail,\ninterrogent son entourage, etc. Une équipe du\nBureau des Investigations se met à sa poursuite.", + "idpourchasse-t": "Pourchassé (Ennemi public) : le personnage est l’ennemi\nnuméro un du Bloc. Des patrouilles sillonnent\nla ville à sa recherche. Ses proches, ses collègues\nsont surveillés, et certains, violentés ou arrêtés.\nSon domicile est fouillé sans ménagement.\nCinq équipes du Bureau des Investigations le\nrecherchent.", + "idteinte-t": "", + "idpossede-t": "", + "idcorrompu-t": "", + "idsecurite-t": "Signalé : les patrouilles ont le signalement du\npersonnage qui sera arrêté en cas de contrôle.\n\nRecherché (Criminel) : le personnage est activement recherché.\nDes investigateurs se rendent à son travail,\ninterrogent son entourage, etc. Une équipe du\nBureau des Investigations se met à sa poursuite.\n\nPourchassé (Ennemi public) : le personnage est l’ennemi\nnuméro un du Bloc. Des patrouilles sillonnent\nla ville à sa recherche. Ses proches, ses collègues\nsont surveillés, et certains, violentés ou arrêtés.\nSon domicile est fouillé sans ménagement.\nCinq équipes du Bureau des Investigations le\nrecherchent.", + "idviolence-t": "Violence : le personnage ne peut pas arrêter un\ncombat tant qu’il n’a pas occasionné la perte d’au\nmoins 3 points de Blessures à un ennemi (à moins\nqu’il ne soit neutralisé avant).", + "idmalaise-t": "Malaise : le personnage est victime de malaises\net nausées. Il a l’impression que son corps est\nparasité. Lorsqu’il est victime de n’importe quel\neffet du Fiel, il perd un point d’Espoir additionnel.\nS’il n’en a plus, il devient Fatigué et subit un niveau\nde malus à tous ses Talents jusqu’à ce qu’il bénéficie\nd’un moment de calme", + "idHallucinations-t": "Hallucinations : le personnage est victime\nd’hallucinations. Il voit des choses terrifiantes qui\nn’existent pas. Il entend des voix, sent des choses\nqui le touchent, perçoit des odeurs putrides. Lorsqu’il\nest victime de n’importe quel effet du Fiel, il\nsubit un point de Trauma additionnel.", + "idMauvaispenchants-t": "Mauvais penchants : le personnage ne régénère\nplus sa jauge d’Espoir qu’en s’adonnant à ses vices.\nLors de chaque moment de calme (voir p. 41), s’il\ndésire recharger ses réserves ou soigner des points\nde Blessures, Trauma ou Noirceur, il doit recevoir\nun point de Traque.", + "idtraitnoirceur-t": "Violence : le personnage ne peut pas arrêter un\ncombat tant qu’il n’a pas occasionné la perte d’au\nmoins 3 points de Blessures à un ennemi (à moins\nqu’il ne soit neutralisé avant).\n\nMalaise : le personnage est victime de malaises\net nausées. Il a l’impression que son corps est\nparasité. Lorsqu’il est victime de n’importe quel\neffet du Fiel, il perd un point d’Espoir additionnel.\nS’il n’en a plus, il devient Fatigué et subit un niveau\nde malus à tous ses Talents jusqu’à ce qu’il bénéficie\nd’un moment de calme\n\nHallucinations : le personnage est victime\nd’hallucinations. Il voit des choses terrifiantes qui\nn’existent pas. Il entend des voix, sent des choses\nqui le touchent, perçoit des odeurs putrides. Lorsqu’il\nest victime de n’importe quel effet du Fiel, il\nsubit un point de Trauma additionnel.\n\nMauvais penchants : le personnage ne régénère\nplus sa jauge d’Espoir qu’en s’adonnant à ses vices.\nLors de chaque moment de calme (voir p. 41), s’il\ndésire recharger ses réserves ou soigner des points\nde Blessures, Trauma ou Noirceur, il doit recevoir\nun point de Traque.", + "afficheflag-t": "Permet de rendre visible les répercussions de tous les malus de condition \ndu personnage et cela dans tous ses Domaines et Talents.\n\nAttention ! Aucune modification ne peut être faite sur les points de\n Domaines et Talents tant que l'affichage des malus est activé.\n", + "vie-u": "VIE", + "erudition-u": "ÉRUDITION", + "technique-u": "TECHNIQUE", + "social-u": "SOCIAL", + "ame-u": "ÂME", + "statut-u": "STATUT", + "action-u": "ACTION", + "apaisement-u": "Apaisement", + "ferveur-u": "Ferveur", + "lumiere-u": "Lumière", + "soins-u": "Soins", + "culture-u": "Culture", + "bureau-u": "Bureau", + "recherche-u": "Recherche", + "societe-u": "Société", + "artefact-u": "Artefact", + "artisanat-u": "Artisanat", + "mecanismes-u": "Mecanismes", + "survie-u": "Survie", + "charisme-u": "Charisme", + "conviction-u": "Conviction", + "psychologie-u": "Psychologie", + "tromperie-u": "Tromperie", + "extase-u": "Extase", + "folie-u": "Folie", + "sensibilite-u": "Sensibilité", + "tenebres-u": "Ténèbres", + "fortune-u": "Fortune", + "rang-u": "Rang", + "contacts-u": "Contacts", + "facade-u": "Façade", + "combat-u": "Combat", + "deplacement-u": "Déplacement", + "instinct-u": "Instinct", + "constitution-u": "Constitution", + "vecu-u": "VÉCU", + "espoir-u": "ESPOIR", + "singularite-u": "SINGULARITÉ", + "trauma-u": "TRAUMA", + "blessures-u": "BLESSURES", + "noirceur-u": "NOIRCEUR", + "traque-u": "TRAQUE", + "effet-points-blessures-leger-u": "Blessé léger\n-1D Domaines", + "effet-points-blessures-grave-u": "Blessé grave\n-1D Talents\n+1pt Blessures permanent", + "effet-points-blessures-mort-u": "10 min avant la mort", + "effet-points-trauma-leger-u": "Choqué\n-1D Domaines\n+1pt Trauma permanent", + "effet-points-trauma-grave-u": "Traumatisé\n-1D Talents", + "effet-points-trauma-mort-u": "Fou", + "effet-points-traque-leger-u": "Signalé", + "effet-points-traque-grave-u": "Recherché\n+1trait "Criminel\n+1pt Traque permanent", + "effet-points-traque-mort-u": "Pourchassé\n+1trait "Ennemi public"", + "effet-points-noirceur-leger-u": "Teinté\n+1trait Noirceur", + "effet-points-noirceur-grave-u": "Possédé\n+1trait Noirceur\n+1pt Noirceur permanent", + "effet-points-noirceur-mort-u": "Corrompu\n+1trait Noirceur", + "EQUIPMENTS-u": "ÉQUIPEMENT", + "CONTACTS-u": "CONTACTS", + "Description-u": "Description", + "Name-u": "Nom", + "Name-p": "Nom", + "faveur-u": "Faveur", + "faveurmax-u": "Faveur max", + "Combathelper-u": "AIDE AU COMBAT", + "tir-u": "ARMES DE TIR", + "dps-u": "Dég.", + "munitions-u": "Mun.", + "munitionsmax-u": "Mun. max", + "armetalent-u": "Talent", + "trait-p": "Trait", + "cac-u": "ARMES DE CONTACT", + "armure-u": "ARMURE", + "armurepts-u": "Armure", + "defense-u": "Défense", + "Notes-p": "La nuit est tombée sur le monde. La Terre a été engloutie par l’Artefact, un objet impossible surgi du fond de l’espace et du temps. Il s’est replié sur elle en une étreinte cosmique, se substituant au ciel et aux étoiles.\n\rL’Artefact est une prison qui a plongé l’humanité dans un éternel crépuscule et a disloqué la civilisation. Tel est le fardeau des vivants.\n\rL’Artefact est un bouclier érigé contre une menace extérieure supposée conduire à l’anéantissement de toute vie. Telle est la voix de la propagande.\n\rL’Artefact est un horizon inatteignable aux motivations cryptiques, incarnation de l’apocalypse et porteur d’espoir pour qui croit en son message.\n\rIl est l’Objet-Dieu.", + "vie-t": "Ce Domaine est celui du don de soi, de l’abnégation\net de la bonté. Un personnage doté d’une affinité\nen Vie sera une lueur dans un monde de ténèbres,\nune incarnation de la volonté de survie de l’espèce\nconfrontée à son ultime épreuve.", + "erudition-t": "Ce Domaine regroupe toutes leseff connaissances,\nà l’exclusion de la technologie qui relève d’un\nDomaine propre.\nUn personnage possédant des niveaux dans les\nTalents d’Érudition fait partie d’une caste élitiste.\nIl est probablement bibliothécaire, érudit, professeur.\nLe savoir, dans la société délitée de NOC, est\nun important marqueur de statut.", + "technique-t": "Ce domaine est celui des savoirs pratiques, des\nobjets et de leur fonctionnement, de la débrouille\net des technologies inspirées de l’Artefact.", + "social-t": "Ce Domaine est celui de l’interaction pacifique\nentre êtres humains. Il permet de régir les dizaines\nde petites batailles que chaque femme et chaque\nhomme doit mener au quotidien lorsqu’il évolue\nparmi ses semblables : séduire ou être séduit,\nconvaincre ou être convaincu, s’imposer ou se\nsoumettre.", + "ame-t": "Ce Domaine est celui de l’inconscient, de ce qui se\ncache au-delà des pensées et de la rationalité du\npersonnage. C’est le royaume de l’inavouable, des\npulsions, de la vie intérieure mais aussi de la sensibilité\net de l’inspiration. Dans le monde désenchanté\npar l’Administration, ceux qui restent\nhabités par leurs rêves, bons ou mauvais, sont\nautant à envier qu’à plaindre.", + "statut-t": "Les Talents du Domaine Statut ne reflètent pas\ndirectement des capacités ou des connaissances\ndu personnage mais son rang, ses connexions et\nsa position sociale. Il s’agit de Talents passifs. \nIls indiquent quels sont les moyens concrets\net matériels à sa disposition.", + "action-t": "Ce Domaine est celui des capacités physiques et\ndes réflexes, du prédateur et de la proie, de la\nsurvie et de la traque. Un personnage possédant\nune affinité en Action sera plus vigilant, plus vif\net plus fort que ses semblables.", + "apaisement-t": "Le Talent Apaisement permet au personnage\nde calmer les tourments psychologiques de ses\nsemblables, de trouver les mots rassurants pour\nréconforter la victime après un événement traumatisant.\nNiveau 0 : le personnage n’a pas d’expérience\nparticulière des situations de crise et doit\nimproviser avec son propre malaise lorsqu’il est\nconfronté à la détresse d’autrui.\nCe talent permet de soigner des points de\nTrauma d’un autre personnage.", + "ferveur-t": "Le Talent Ferveur représente la flamme qui anime\nle personnage, son élan, le souffle qui lui permet\nde maintenir son espérance et de la communiquer\nà ses proches, même dans les pires situations.\nNiveau 0 : le personnage est vaillant mais se\ndécourage face aux grosses difficultés. Il dispose\nd’une réserve de 3 points d’Espoir.\nCe Talent définit la taille de la réserve d’Espoir\ndu personnage.", + "lumiere-t": "Le Talent Lumière représente la pureté d’âme\ndu personnage, sa noblesse profonde, sa bonté.\nIl reflète la résistance mystique et physiologique\ndu personnage à la Noirceur.\nNiveau 0 : le personnage possède des failles, une\npart d’ombre sur laquelle les ténèbres peuvent\ngermer.\nLe Talent Lumière sert à encaisser les points de\nNoirceur et les dégâts liés au trait Énergie Noire.", + "soins-t": "Le Talent Soins est celui des médecins et des\nguérisseurs.\nNiveau 0 : le personnage n’a pas d’autres notions\nde médecine que celles inculquées par la culture\npopulaire. Il connaît quelques remèdes de grandmère,\nne manque pas de bon sens, mais sera\ndémuni devant la moindre blessure sérieuse.\nCe talent permet de soigner des points de Blessures\nd’un autre personnage.", + "culture-t": "La Culture est un Talent très large : il reflète la\nconnaissance générale du personnage, qu’il\ns’agisse d’histoire, de géographie ou des dogmes\nofficiels de la Voie.\nNiveau 0 : le personnage sait passablement lire\net écrire. Il connaît le nom des Blocs voisins, se\nsouvient de faits passés durant les trois dernières\nannées officielles et peut réciter les mythes propagandistes\ncourants.", + "bureau-t": "Le Talent Bureau recouvre la connaissance de l’administration\net de ses rouages. Les codes, les lois,\nles formulaires, les services, les grades.\nNiveau 0 : le personnage sait où retirer ses tickets\nde rationnement, qui appeler au secours et qui\nne pas ennuyer.", + "recherche-t": "Le Talent Recherche permet de passer au crible\nun lieu ou une masse de données dans le but d’en\nextraire des informations. Ce Talent servira aussi\nbien pour fouiller une pièce que pour éplucher des\ncoupures de presse dans une bibliothèque.\nNiveau 0 : le personnage trouvera les preuves\névidentes mais ne fera pas de rapprochement et\nne tirera pas de conclusions de la présence ou de\nl’absence d’éléments trop subtils.", + "societe-t": "Le Talent Société permet de connaître les noms, les\nlieux, les ragots sur ce qu’il se passe dans le Bloc. Il\npermet d’identifier une personnalité, de connaître\nles rumeurs associées à un événement ou de savoir\noù passer une bonne soirée.\nNiveau 0 : le personnage connaît les figures\nimportantes de son quartier, les enseignes incontournables\nde la ville, sait où faire des affaires et\nquand sont prévus les grands événements.", + "artefact-t": "Le Talent Artefact permet de bénéficier d’une\nsorte d’empathie avec l’Objet-Dieu. Le personnage\ncomprend, ressent la logique de l’Artefact, de ses\nrythmes, de ses pulsations.\nNiveau 0 : le personnage sait distinguer un\nMécanisme d’un Grand Mécanisme, mais c’est\ntout. Sa réserve de points de Singularité est vide.", + "artisanat-t": "Le Talent Artisanat reflète les capacités du personnage\ndans tous les champs de techniques de base :\nmaçonnerie, forge, ébénisterie, tannage...\nNiveau 0 : le personnage est capable de bricoler\nplus ou moins adroitement. Il rafistole, mais pas\nplus.", + "mecanismes-t": "Le Talent Mécanismes indique la capacité du personnage\nà concevoir, réparer ou confectionner\ndes objets novateurs ou complexes, des moteurs\nde voiture aux escalators. Plus que cela, ce trait\nest nécessaire à la manipulation, réparation ou\nconstruction des objets quantiques. Ce Talent\nreflète également sa connaissance des principes\nscientifiques de base, de la physique comme de la\nchimie.\nNiveau 0 : pour le personnage, les merveilles\nquantiques sont hors de compréhension. Il sait\nqu’une pomme lancée en l’air retombe mais ne\nsait pas vraiment pourquoi. Il comprend les\nprincipes de base d’un moteur mais serait bien\nen peine d’en construire un.", + "survie-t": "Le Talent Survie est possédé par les habitants\ndes campagnes ou des banlieues miséreuses. Il\nregroupe toutes les techniques permettant de se\nrepérer, de s’alimenter, de dormir et de survivre\nen terrain naturel ou défavorable comme les pires\nbanlieues.\nNiveau 0 : le personnage est né et a toujours\névolué dans le coeur urbain du Bloc. Il n’a ni les\nconnaissances, ni les réflexes, ni le cran pour\naffronter l’Extérieur.", + "charisme-t": "Le Talent Charisme est celui de la séduction,\ndu charme, de l’appétit, de la sympathie. Il permet\nd’obtenir quelque chose d’un interlocuteur : des\ninformations, des services, une prestation ou un\nassentiment. Ce talent permet aussi de persuader,\nde porter un message avec force et crédibilité.\nNiveau 0 : le personnage est physiquement\nbanal. Il n’a pas de sex-appeal et ne plaît qu’à\nune petite part des membres du sexe opposé. Il ne\npossède aucun atout physique significatif et ne\nsouffre d’aucun défaut visible socialement handicapant.\nIl a du mal à enflammer un auditoire\nou à persuader les étrangers de ses idées, même\nles plus sincères.", + "conviction-t": "Le Talent Conviction exprime la force de volonté du\npersonnage, sa détermination, sa lucidité face à\ntout ce qui pourrait le détourner de sa route. Il lui\npermet de résister à la tentation, à la corruption,\nà l’intimidation et à la torture.\nNiveau 0 : le personnage a des convictions, mais\nil n’est pas prêt à mourir pour elles.\nCe Talent sert de niveau requis aux tentatives de\npersuasion, de séduction ou d’intimidation contre\nle personnage.", + "psychologie-t": "Le Talent Psychologie est celui de l’empathie,\nde l’analyse du paraverbal, de la lecture du corps.\nIl permet de détecter le mensonge, d’interpréter ce\nqui se joue dans l’esprit, dans le coeur et dans les\ntripes de ses semblables.\nNiveau 0 : le personnage n’est pas spécialement\nsubtil mais il est capable de se projeter sur l’effet\ninduit par une situation forte chez ses semblables.", + "tromperie-t": "Le Talent Tromperie indique la capacité du personnage\nà mentir, à dissimuler ses émotions ou\nses intentions, à jouer la comédie.\nNiveau 0 : le personnage est tendu lorsqu’il ment\net ce d’autant plus que l’enjeu ou les risques sont\nimportants. Sa voix est subtilement différente. Il\nne regarde pas son interlocuteur dans les yeux,\nse frotte le visage, se racle la gorge. Dans l’urgence,\nil est capable de concevoir un mensonge\nà peu près cohérent mais sera en difficulté s’il lui\nest demandé de rentrer dans les détails.", + "extase-t": "Le Talent Extase est une indication de la stabilité\ndu cadre familial ou amical du personnage, de\nla puissance cathartique de ses passions et de sa\nfacilité à trouver du réconfort dans son environnement.\nL’Extase lui permet de se vider la tête, de\nretrouver son calme.\nNiveau 0 : le personnage a une famille qu’il peut\nretrouver avec plaisir, ou un loisir, un passetemps,\ngrâce auquel il peut penser à autre\nchose. Boire un coup avec des amis, jouer aux\njeux de hasard, danser ou fréquenter les lieux de\ndébauche, il sait comment tuer le temps.\nLe Talent Extase permet de recharger sa jauge\nd’Espoir et celle de ses alliés durant les moments\nde calme.", + "folie-t": "La Folie est un talent ambigu. Sa possession\nindique que le personnage a déjà subi des traumatismes,\nvécu des expériences terribles ou avancé\nsur la voie de la démence et que ce passif l’a en\nquelque sorte préparé aux horreurs que lui réserve\nsa vie future.\nNiveau 0 : le personnage est un citoyen de\nce monde dur. Il a une certaine habitude de\nla violence, de l’oppression et de l’étrange –\néléments que l’on rencontre souvent, même à\nl’abri d’un Bloc – mais il n’a jamais assisté à un\nmassacre, jamais approché un Autre et jamais\nsubi un interrogatoire de la Police Secrète.\nAutant d’événements susceptibles de l’affecter\ndurablement.\nCe Talent sert à ralentir l’effet du Trauma sur\nle personnage.", + "sensibilite-t": "La Sensibilité est la réceptivité du personnage\naux choses invisibles, aux énergies, aux flux,\naux émotions. Elle permet de comprendre ou de\nproduire une oeuvre d’art, mais également de\nsentir les « mauvaises ondes » indiquant la proximité\nd’une source de Noirceur (voir p. 54).\nNiveau 0 : le personnage n’est pas particulièrement\nréceptif. Dans sa vie, il lui est parfois\narrivé d’avoir des impressions troublantes mais\nil n’a pas su les interpréter correctement ou leur\naccorder l’importance qu’elles auraient mérité.\nL’art ne lui inspire pas grand chose sinon les\noeuvres les plus directement accessibles.", + "tenebres-t": "Le Talent Ténèbres représente la part d’ombre du\npersonnage, le poids de ses crimes, son inclination\nau mal. Qu’il ait réellement commis des actes\nmauvais, ou qu’il s’agisse d’une faille béante dans\nson âme, cette zone ténébreuse sera sentie par les\nAutres et interprétée comme un signe d’appartenance.\nCe Talent représente également labrutalité,\nla monstruosité ou la froideur émanant de sa\npersonne, la crainte qu’il inspire à ses semblables.\nIl sert à intimider les humains, les animaux ou les\ncréatures surnaturelles.\nNiveau 0 : le personnage est une proie, un\nspécimen quelconque de la race humaine et, à\nce sens, ne fera l’objet d’aucun traitement particulier\nde la part des Autres. À moins d’être armé\nou en situation de force, il n’intimidera généralement\nque les couards.", + "fortune-t": "Le Talent Fortune indique la richesse dupersonnage.\nNiveau 0 : le personnage fait partie de la classe\nmoyenne. Il loue un appartement dans les faubourgs\nou un petit studio dans les quartiers\npopulaires du centre-ville. Il n’a pas vraiment\nde patrimoine mais dispose des fonds suffisants\npour s’alimenter, se vêtir et se déplacer au quotidien.\nDurant ses temps morts, il se contente\nde loisirs simples : visite des musées officiels, un\nspectacle cautionné de temps en temps, deux ou\ntrois verres dans un club middle-class. Il dispose\nde quelques couronnes pour ses transactions\ncourantes sans menacer son train de vie.", + "rang-t": "Le Talent Rang indique l’autorité du personnage,\nle grade ou la fonction sociale dont il peut se prévaloir.\nCe Talent ouvre des portes et lui assure des\npasse-droits. Pour jouir de son niveau de Rang, le\npersonnage doit toutefois porter ostensiblement\nla preuve de son niveau, qu’il s’agisse d’un badge,\nd’un uniforme, ou d’un nom célèbre (le sien ou\ncelui d’un ami important), qu’il se doit alors de\nrévéler. En cela, il lui sera impossible de jouir de\nson niveau de Rang tant qu’il restera sous couvert\nd’une fausse identité, par exemple.\nNiveau 0 : le personnage n’a pas de statut particulier.\nIl ne peut se prévaloir d’aucune autorité\nà part, peut-être, dans l’espace très restreint de\nson environnement professionnel.\nCe Talent sert à obtenir des accès, des autorisations\net de précieux formulaires en jeu.", + "contacts-t": "Le Talent Contacts indique le nombre de personnes\nbien placées prêtes à aider le personnage.\nPour chaque niveau qu’il possède dans ce Talent,\nil connaît un individu ou un groupe disposant de\nressources ou de connaissances intéressantes dans\nle cadre de sa lutte. Lorsqu’il a besoin de matériel,\nd’un service ou d’une information, le personnage\npeut joindre l’un de ses contacts pour l’obtenir.\nLes moyens de ces contacts n’ont pas à être décrits\navec précision.\nNiveau 0 : le personnage est un homme ou une\nfemme ordinaire. Il peut demander de menus\nservices à ses proches, mais ne connaît personne\nd’assez bien placé ou d’assez investi prêt à se\ncompromettre pour lui. Sa réserve de points de\nFaveur est vide.", + "facade-t": "Le Talent Façade est l’expression de la prudence et\nde la paranoïa du personnage. Il reflète le soin qu’il\nprend à cacher ses traces, à brouiller les pistes, à\nplacer des obstacles sur le chemin de ceux qui voudraient\nremonter jusqu’à lui, découvrir ses agissements,\naccéder à son domicile, saisir son argent.\nIl représente également la capacité du personnage\nà passer inaperçu, à avoir l’air inoffensif, à ne pas\nêtre remarqué parmi une foule.\nNiveau 0 : le personnage est un citoyen ordinaire.\nSon dossier administratif est bien fourni, son\nadresse connue et ses moyens de fuite limités.\nLorsqu’il a des choses à se reprocher ou qu’il\nest sous pression, son attitude peut paraître\nsuspecte.\nCe Talent sert à ralentir l’effet de la Traque sur\nle personnage.", + "combat-t": "Le Talent Combat reflète l’aisance du personnage\ndans les situations physiques ou martiales et sa\nmaîtrise des armes.\nNiveau 0 : le personnage ne sait pas se battre et\nn’en viendra aux mains qu’en dernièreextrémité.\nNote : chaque fois qu’un personnage développe\nle Talent Combat au-dessus du niveau 0, il\nchoisit deux armes parmi celles présentées p. 51.\nAinsi, il choisit 2 armes au niveau 1, 2 de plus au\nniveau 2, etc.\nLorsqu’il manie des armes qui ne sont pas du\nmême type que celles qu’il a choisies, il souffre\nd’un malus de 1 à son niveau de Combat.\nDans le cadre de ce kit, les Héros et les Rouages\nn’ont pas de malus lorsqu’ils manient les armes\nindiquées dans leur équipement.", + "deplacement-t": "Le Talent Déplacement est celui de l’agilité et de\nl’athlétisme, de la grâce, de la souplesse et de\nl’endurance. Il régit la coordination corporelle qui\npermet de courir vite, de sauter loin, d’éviter les\nattaques, de marcher longtemps et de se mouvoir\ndiscrètement.\nNiveau 0 : le personnage est capable de performances\nphysiques communes. Il court le cent\nmètres en moins de quinze secondes et peut\nsauter quatre mètres en longueur avec élan. Il\ns’épuise au bout de quelques dizaines de minutes\nd’effort.", + "instinct-t": "Le Talent Instinct rend compte de la perception\ndu personnage, de sa capacité à entendre un bruit\nfugace dans son dos, à voir un tireur embusqué\nsur un toit, à remarquer une odeur suspecte. Dans\nles situations tendues ou dangereuses, les Héros\n« prépareront » souvent leur Instinct. L’Instinct est\ngénéralement un trait passif, utilisé pour déterminer\nsi la personne se rend compte de quelque chose\nqui survient alors qu’il ne s’y attend pas. Il diffère\nen cela du Talent Recherche, qui vaut lorsque le\npersonnage cherche activement un élément dans\nune masse de données.\nNiveau 0 : le personnage n’est pas toujours sur\nses gardes. Il lui arrive d’être perdu dans ses\npensées ou d’être surpris par un événement\ninattendu.", + "constitution-t": "Le Talent Constitution définit la carrure du personnage,\nsa puissance et sa résistance physique.\nNiveau 0 : le personnage a une stature moyenne,\nla force compensant son poids. Il peut porter une\ntrentaine de kilos durant moins de dix minutes,\net soulever de terre un objet d’une cinquantaine\nde kilos maximum.", + "vecu-t": "Les Héros commencent chaque scénario avec une\nréserve de 3 points de Vécu. Le Vécu correspond au\npassé des personnages et à leur familiarité avec\ncertains environnements et certaines pratiques.\nLorsqu’un personnage entreprend une action\npour laquelle son histoire ou son expérience\npersonnelle sont susceptibles de lui octroyer un\navantage logique, le joueur peut dépenser un (et\nun seul) point de Vécu pour obtenir un niveau supplémentaire\nau Talent utilisé. Cette dépense doit\nêtre effectuée avant tout jet de dés de destin.", + "espoir-t": "Un personnage commence chaque scénario avec\nune réserve de points d’Espoir, dépendant de son\nniveau dans le Talent Ferveur.\nUn personnage peut dépenser un point d’Espoir\npour lancer trois dés de destin supplémentaires\nlors de n’importe quelle action. Il peut aussi\ndépenser un point d’Espoir pour lancer trois dés\nlorsqu’il subit des points de Blessures, Trauma,\nTraque ou Noirceur. Dans ce cas, chaque succès\ndiminue de 1 le nombre de points encaissés. Par\ncontre, chaque 1 ajoute une goutte à la jauge de\nFiel.", + "singularite-t": "Un personnage commence chaque séance de jeu\navec une réserve de points de Singularité, dont la\ntaille dépend de son niveau dans le Talent Artefact\nUn personnage peut dépenser un point de Singularité\npour empêcher l’ajout d’une goutte de Fiel\nà la jauge des Héros.\nLa réserve de Singularité ne se recharge pas en\ncours de partie.", + "trauma-t": "Dès qu’un personnage a subi 5 points de Trauma,\nil est Choqué. Son état de stress est tel qu’il influe\nsur ses performances et sur sa lucidité. Il souffre\nd’un malus de 1 à tous ses niveaux de Domaine.\nDès qu’il a subi 8 points de Trauma, le personnage\nest Traumatisé. Il souffre d’un malus de 1 à\ntous ses niveaux de Talent. De plus, il gardera des\nséquelles de cet événement : l’un de ses points de\nTrauma devient permanent et ne pourra pas être\nsoigné.\nSi un personnage cumule 10 points de Trauma,\nil devient Fou. Il tombe en catatonie durant le reste\nde la scène. Passé ce cap, son traumatisme est tel\nqu’il ne sera plus jouable. Il est définitivement\nperdu.", + "blessures-t": "Dès qu’il a subi 5 points de Blessures, le personnage\nsouffre d’un malus de 1 à tous ses niveaux\nde Domaine.\nSi un personnage cumule 8 points de Blessures,\nil est lourdement blessé. Il subit un malus de 1 à\ntous ses niveaux de Talent. De plus, il gardera des\nséquelles de cet événement : l’un de ses points de\nBlessures devient permanent et ne pourra pas être\nsoigné.\nSi un personnage cumule 10 points de Blessures,\nil agonise. Il meurt au bout de dix minutes s’il n’est\npas soigné.", + "noirceur-t": "Lorsqu’il a cumulé 5 points de Noirceur, le personnage\nest Teinté.\nLorsqu’il a cumulé 8 points de Noirceur, il est\nPossédé. De plus, il gardera des séquelles de cet\névénement : l’un de ses points de Noirceur devient\npermanent et ne pourra pas être soigné.\nLorsqu’il a cumulé 10 points de Noirceur, il est\nCorrompu. La Loi en prend le contrôle (à moins\nque le joueur n’accepte de jouer ce rôle jusqu’au\nbout). Le corrompu fera tout pour rallier un Axe\nle plus rapidement possible. S’il y parvient, il disparaît\ndans l’Artefact à tout jamais.", + "traque-t": "Lorsqu’il a cumulé 5 points de Traque, le personnage\nest Signalé.\nLorsqu’il a cumulé 8 points de Traque, le personnage\nest Recherché. Il gardera des séquelles\nde cet événement : l’un de ses points de Traque\ndevient permanent et ne pourra pas être retiré. De\nplus, il gagne le trait Criminel.\nLorsqu’il a cumulé 10 points de Traque, le personnage\nest Pourchassé. De plus, il gagne le trait\nEnnemi public." +} \ No newline at end of file diff --git a/NOC/translations/ja.json b/NOC/translations/ja.json new file mode 100644 index 0000000000..58b60b81e2 --- /dev/null +++ b/NOC/translations/ja.json @@ -0,0 +1,135 @@ +{ + "GENERAL-u": "IDENTITÉ", + "ATTRIBUTES-u": "COMPOSITION", + "INVENTORY-u": "POSSESSIONS", + "NOTES-u": "NOTES", + "aremplir-p": "A renseigner", + "idsignale-t": "Signalé : les patrouilles ont le signalement du\npersonnage qui sera arrêté en cas de contrôle.", + "idrecherche-t": "Recherché (Criminel) : le personnage est activement recherché.\nDes investigateurs se rendent à son travail,\ninterrogent son entourage, etc. Une équipe du\nBureau des Investigations se met à sa poursuite.", + "idpourchasse-t": "Pourchassé (Ennemi public) : le personnage est l’ennemi\nnuméro un du Bloc. Des patrouilles sillonnent\nla ville à sa recherche. Ses proches, ses collègues\nsont surveillés, et certains, violentés ou arrêtés.\nSon domicile est fouillé sans ménagement.\nCinq équipes du Bureau des Investigations le\nrecherchent.", + "idteinte-t": "", + "idpossede-t": "", + "idcorrompu-t": "", + "idsecurite-t": "Signalé : les patrouilles ont le signalement du\npersonnage qui sera arrêté en cas de contrôle.\n\nRecherché (Criminel) : le personnage est activement recherché.\nDes investigateurs se rendent à son travail,\ninterrogent son entourage, etc. Une équipe du\nBureau des Investigations se met à sa poursuite.\n\nPourchassé (Ennemi public) : le personnage est l’ennemi\nnuméro un du Bloc. Des patrouilles sillonnent\nla ville à sa recherche. Ses proches, ses collègues\nsont surveillés, et certains, violentés ou arrêtés.\nSon domicile est fouillé sans ménagement.\nCinq équipes du Bureau des Investigations le\nrecherchent.", + "idviolence-t": "Violence : le personnage ne peut pas arrêter un\ncombat tant qu’il n’a pas occasionné la perte d’au\nmoins 3 points de Blessures à un ennemi (à moins\nqu’il ne soit neutralisé avant).", + "idmalaise-t": "Malaise : le personnage est victime de malaises\net nausées. Il a l’impression que son corps est\nparasité. Lorsqu’il est victime de n’importe quel\neffet du Fiel, il perd un point d’Espoir additionnel.\nS’il n’en a plus, il devient Fatigué et subit un niveau\nde malus à tous ses Talents jusqu’à ce qu’il bénéficie\nd’un moment de calme", + "idHallucinations-t": "Hallucinations : le personnage est victime\nd’hallucinations. Il voit des choses terrifiantes qui\nn’existent pas. Il entend des voix, sent des choses\nqui le touchent, perçoit des odeurs putrides. Lorsqu’il\nest victime de n’importe quel effet du Fiel, il\nsubit un point de Trauma additionnel.", + "idMauvaispenchants-t": "Mauvais penchants : le personnage ne régénère\nplus sa jauge d’Espoir qu’en s’adonnant à ses vices.\nLors de chaque moment de calme (voir p. 41), s’il\ndésire recharger ses réserves ou soigner des points\nde Blessures, Trauma ou Noirceur, il doit recevoir\nun point de Traque.", + "idtraitnoirceur-t": "Violence : le personnage ne peut pas arrêter un\ncombat tant qu’il n’a pas occasionné la perte d’au\nmoins 3 points de Blessures à un ennemi (à moins\nqu’il ne soit neutralisé avant).\n\nMalaise : le personnage est victime de malaises\net nausées. Il a l’impression que son corps est\nparasité. Lorsqu’il est victime de n’importe quel\neffet du Fiel, il perd un point d’Espoir additionnel.\nS’il n’en a plus, il devient Fatigué et subit un niveau\nde malus à tous ses Talents jusqu’à ce qu’il bénéficie\nd’un moment de calme\n\nHallucinations : le personnage est victime\nd’hallucinations. Il voit des choses terrifiantes qui\nn’existent pas. Il entend des voix, sent des choses\nqui le touchent, perçoit des odeurs putrides. Lorsqu’il\nest victime de n’importe quel effet du Fiel, il\nsubit un point de Trauma additionnel.\n\nMauvais penchants : le personnage ne régénère\nplus sa jauge d’Espoir qu’en s’adonnant à ses vices.\nLors de chaque moment de calme (voir p. 41), s’il\ndésire recharger ses réserves ou soigner des points\nde Blessures, Trauma ou Noirceur, il doit recevoir\nun point de Traque.", + "afficheflag-t": "Permet de rendre visible les répercussions de tous les malus de condition \ndu personnage et cela dans tous ses Domaines et Talents.\n\nAttention ! Aucune modification ne peut être faite sur les points de\n Domaines et Talents tant que l'affichage des malus est activé.\n", + "vie-u": "VIE", + "erudition-u": "ÉRUDITION", + "technique-u": "TECHNIQUE", + "social-u": "SOCIAL", + "ame-u": "ÂME", + "statut-u": "STATUT", + "action-u": "ACTION", + "apaisement-u": "Apaisement", + "ferveur-u": "Ferveur", + "lumiere-u": "Lumière", + "soins-u": "Soins", + "culture-u": "Culture", + "bureau-u": "Bureau", + "recherche-u": "Recherche", + "societe-u": "Société", + "artefact-u": "Artefact", + "artisanat-u": "Artisanat", + "mecanismes-u": "Mecanismes", + "survie-u": "Survie", + "charisme-u": "Charisme", + "conviction-u": "Conviction", + "psychologie-u": "Psychologie", + "tromperie-u": "Tromperie", + "extase-u": "Extase", + "folie-u": "Folie", + "sensibilite-u": "Sensibilité", + "tenebres-u": "Ténèbres", + "fortune-u": "Fortune", + "rang-u": "Rang", + "contacts-u": "Contacts", + "facade-u": "Façade", + "combat-u": "Combat", + "deplacement-u": "Déplacement", + "instinct-u": "Instinct", + "constitution-u": "Constitution", + "vecu-u": "VÉCU", + "espoir-u": "ESPOIR", + "singularite-u": "SINGULARITÉ", + "trauma-u": "TRAUMA", + "blessures-u": "BLESSURES", + "noirceur-u": "NOIRCEUR", + "traque-u": "TRAQUE", + "effet-points-blessures-leger-u": "Blessé léger\n-1D Domaines", + "effet-points-blessures-grave-u": "Blessé grave\n-1D Talents\n+1pt Blessures permanent", + "effet-points-blessures-mort-u": "10 min avant la mort", + "effet-points-trauma-leger-u": "Choqué\n-1D Domaines\n+1pt Trauma permanent", + "effet-points-trauma-grave-u": "Traumatisé\n-1D Talents", + "effet-points-trauma-mort-u": "Fou", + "effet-points-traque-leger-u": "Signalé", + "effet-points-traque-grave-u": "Recherché\n+1trait "Criminel\n+1pt Traque permanent", + "effet-points-traque-mort-u": "Pourchassé\n+1trait "Ennemi public"", + "effet-points-noirceur-leger-u": "Teinté\n+1trait Noirceur", + "effet-points-noirceur-grave-u": "Possédé\n+1trait Noirceur\n+1pt Noirceur permanent", + "effet-points-noirceur-mort-u": "Corrompu\n+1trait Noirceur", + "EQUIPMENTS-u": "ÉQUIPEMENT", + "CONTACTS-u": "CONTACTS", + "Description-u": "Description", + "Name-u": "Nom", + "Name-p": "Nom", + "faveur-u": "Faveur", + "faveurmax-u": "Faveur max", + "Combathelper-u": "AIDE AU COMBAT", + "tir-u": "ARMES DE TIR", + "dps-u": "Dég.", + "munitions-u": "Mun.", + "munitionsmax-u": "Mun. max", + "armetalent-u": "Talent", + "trait-p": "Trait", + "cac-u": "ARMES DE CONTACT", + "armure-u": "ARMURE", + "armurepts-u": "Armure", + "defense-u": "Défense", + "Notes-p": "La nuit est tombée sur le monde. La Terre a été engloutie par l’Artefact, un objet impossible surgi du fond de l’espace et du temps. Il s’est replié sur elle en une étreinte cosmique, se substituant au ciel et aux étoiles.\n\rL’Artefact est une prison qui a plongé l’humanité dans un éternel crépuscule et a disloqué la civilisation. Tel est le fardeau des vivants.\n\rL’Artefact est un bouclier érigé contre une menace extérieure supposée conduire à l’anéantissement de toute vie. Telle est la voix de la propagande.\n\rL’Artefact est un horizon inatteignable aux motivations cryptiques, incarnation de l’apocalypse et porteur d’espoir pour qui croit en son message.\n\rIl est l’Objet-Dieu.", + "vie-t": "Ce Domaine est celui du don de soi, de l’abnégation\net de la bonté. Un personnage doté d’une affinité\nen Vie sera une lueur dans un monde de ténèbres,\nune incarnation de la volonté de survie de l’espèce\nconfrontée à son ultime épreuve.", + "erudition-t": "Ce Domaine regroupe toutes leseff connaissances,\nà l’exclusion de la technologie qui relève d’un\nDomaine propre.\nUn personnage possédant des niveaux dans les\nTalents d’Érudition fait partie d’une caste élitiste.\nIl est probablement bibliothécaire, érudit, professeur.\nLe savoir, dans la société délitée de NOC, est\nun important marqueur de statut.", + "technique-t": "Ce domaine est celui des savoirs pratiques, des\nobjets et de leur fonctionnement, de la débrouille\net des technologies inspirées de l’Artefact.", + "social-t": "Ce Domaine est celui de l’interaction pacifique\nentre êtres humains. Il permet de régir les dizaines\nde petites batailles que chaque femme et chaque\nhomme doit mener au quotidien lorsqu’il évolue\nparmi ses semblables : séduire ou être séduit,\nconvaincre ou être convaincu, s’imposer ou se\nsoumettre.", + "ame-t": "Ce Domaine est celui de l’inconscient, de ce qui se\ncache au-delà des pensées et de la rationalité du\npersonnage. C’est le royaume de l’inavouable, des\npulsions, de la vie intérieure mais aussi de la sensibilité\net de l’inspiration. Dans le monde désenchanté\npar l’Administration, ceux qui restent\nhabités par leurs rêves, bons ou mauvais, sont\nautant à envier qu’à plaindre.", + "statut-t": "Les Talents du Domaine Statut ne reflètent pas\ndirectement des capacités ou des connaissances\ndu personnage mais son rang, ses connexions et\nsa position sociale. Il s’agit de Talents passifs. \nIls indiquent quels sont les moyens concrets\net matériels à sa disposition.", + "action-t": "Ce Domaine est celui des capacités physiques et\ndes réflexes, du prédateur et de la proie, de la\nsurvie et de la traque. Un personnage possédant\nune affinité en Action sera plus vigilant, plus vif\net plus fort que ses semblables.", + "apaisement-t": "Le Talent Apaisement permet au personnage\nde calmer les tourments psychologiques de ses\nsemblables, de trouver les mots rassurants pour\nréconforter la victime après un événement traumatisant.\nNiveau 0 : le personnage n’a pas d’expérience\nparticulière des situations de crise et doit\nimproviser avec son propre malaise lorsqu’il est\nconfronté à la détresse d’autrui.\nCe talent permet de soigner des points de\nTrauma d’un autre personnage.", + "ferveur-t": "Le Talent Ferveur représente la flamme qui anime\nle personnage, son élan, le souffle qui lui permet\nde maintenir son espérance et de la communiquer\nà ses proches, même dans les pires situations.\nNiveau 0 : le personnage est vaillant mais se\ndécourage face aux grosses difficultés. Il dispose\nd’une réserve de 3 points d’Espoir.\nCe Talent définit la taille de la réserve d’Espoir\ndu personnage.", + "lumiere-t": "Le Talent Lumière représente la pureté d’âme\ndu personnage, sa noblesse profonde, sa bonté.\nIl reflète la résistance mystique et physiologique\ndu personnage à la Noirceur.\nNiveau 0 : le personnage possède des failles, une\npart d’ombre sur laquelle les ténèbres peuvent\ngermer.\nLe Talent Lumière sert à encaisser les points de\nNoirceur et les dégâts liés au trait Énergie Noire.", + "soins-t": "Le Talent Soins est celui des médecins et des\nguérisseurs.\nNiveau 0 : le personnage n’a pas d’autres notions\nde médecine que celles inculquées par la culture\npopulaire. Il connaît quelques remèdes de grandmère,\nne manque pas de bon sens, mais sera\ndémuni devant la moindre blessure sérieuse.\nCe talent permet de soigner des points de Blessures\nd’un autre personnage.", + "culture-t": "La Culture est un Talent très large : il reflète la\nconnaissance générale du personnage, qu’il\ns’agisse d’histoire, de géographie ou des dogmes\nofficiels de la Voie.\nNiveau 0 : le personnage sait passablement lire\net écrire. Il connaît le nom des Blocs voisins, se\nsouvient de faits passés durant les trois dernières\nannées officielles et peut réciter les mythes propagandistes\ncourants.", + "bureau-t": "Le Talent Bureau recouvre la connaissance de l’administration\net de ses rouages. Les codes, les lois,\nles formulaires, les services, les grades.\nNiveau 0 : le personnage sait où retirer ses tickets\nde rationnement, qui appeler au secours et qui\nne pas ennuyer.", + "recherche-t": "Le Talent Recherche permet de passer au crible\nun lieu ou une masse de données dans le but d’en\nextraire des informations. Ce Talent servira aussi\nbien pour fouiller une pièce que pour éplucher des\ncoupures de presse dans une bibliothèque.\nNiveau 0 : le personnage trouvera les preuves\névidentes mais ne fera pas de rapprochement et\nne tirera pas de conclusions de la présence ou de\nl’absence d’éléments trop subtils.", + "societe-t": "Le Talent Société permet de connaître les noms, les\nlieux, les ragots sur ce qu’il se passe dans le Bloc. Il\npermet d’identifier une personnalité, de connaître\nles rumeurs associées à un événement ou de savoir\noù passer une bonne soirée.\nNiveau 0 : le personnage connaît les figures\nimportantes de son quartier, les enseignes incontournables\nde la ville, sait où faire des affaires et\nquand sont prévus les grands événements.", + "artefact-t": "Le Talent Artefact permet de bénéficier d’une\nsorte d’empathie avec l’Objet-Dieu. Le personnage\ncomprend, ressent la logique de l’Artefact, de ses\nrythmes, de ses pulsations.\nNiveau 0 : le personnage sait distinguer un\nMécanisme d’un Grand Mécanisme, mais c’est\ntout. Sa réserve de points de Singularité est vide.", + "artisanat-t": "Le Talent Artisanat reflète les capacités du personnage\ndans tous les champs de techniques de base :\nmaçonnerie, forge, ébénisterie, tannage...\nNiveau 0 : le personnage est capable de bricoler\nplus ou moins adroitement. Il rafistole, mais pas\nplus.", + "mecanismes-t": "Le Talent Mécanismes indique la capacité du personnage\nà concevoir, réparer ou confectionner\ndes objets novateurs ou complexes, des moteurs\nde voiture aux escalators. Plus que cela, ce trait\nest nécessaire à la manipulation, réparation ou\nconstruction des objets quantiques. Ce Talent\nreflète également sa connaissance des principes\nscientifiques de base, de la physique comme de la\nchimie.\nNiveau 0 : pour le personnage, les merveilles\nquantiques sont hors de compréhension. Il sait\nqu’une pomme lancée en l’air retombe mais ne\nsait pas vraiment pourquoi. Il comprend les\nprincipes de base d’un moteur mais serait bien\nen peine d’en construire un.", + "survie-t": "Le Talent Survie est possédé par les habitants\ndes campagnes ou des banlieues miséreuses. Il\nregroupe toutes les techniques permettant de se\nrepérer, de s’alimenter, de dormir et de survivre\nen terrain naturel ou défavorable comme les pires\nbanlieues.\nNiveau 0 : le personnage est né et a toujours\névolué dans le coeur urbain du Bloc. Il n’a ni les\nconnaissances, ni les réflexes, ni le cran pour\naffronter l’Extérieur.", + "charisme-t": "Le Talent Charisme est celui de la séduction,\ndu charme, de l’appétit, de la sympathie. Il permet\nd’obtenir quelque chose d’un interlocuteur : des\ninformations, des services, une prestation ou un\nassentiment. Ce talent permet aussi de persuader,\nde porter un message avec force et crédibilité.\nNiveau 0 : le personnage est physiquement\nbanal. Il n’a pas de sex-appeal et ne plaît qu’à\nune petite part des membres du sexe opposé. Il ne\npossède aucun atout physique significatif et ne\nsouffre d’aucun défaut visible socialement handicapant.\nIl a du mal à enflammer un auditoire\nou à persuader les étrangers de ses idées, même\nles plus sincères.", + "conviction-t": "Le Talent Conviction exprime la force de volonté du\npersonnage, sa détermination, sa lucidité face à\ntout ce qui pourrait le détourner de sa route. Il lui\npermet de résister à la tentation, à la corruption,\nà l’intimidation et à la torture.\nNiveau 0 : le personnage a des convictions, mais\nil n’est pas prêt à mourir pour elles.\nCe Talent sert de niveau requis aux tentatives de\npersuasion, de séduction ou d’intimidation contre\nle personnage.", + "psychologie-t": "Le Talent Psychologie est celui de l’empathie,\nde l’analyse du paraverbal, de la lecture du corps.\nIl permet de détecter le mensonge, d’interpréter ce\nqui se joue dans l’esprit, dans le coeur et dans les\ntripes de ses semblables.\nNiveau 0 : le personnage n’est pas spécialement\nsubtil mais il est capable de se projeter sur l’effet\ninduit par une situation forte chez ses semblables.", + "tromperie-t": "Le Talent Tromperie indique la capacité du personnage\nà mentir, à dissimuler ses émotions ou\nses intentions, à jouer la comédie.\nNiveau 0 : le personnage est tendu lorsqu’il ment\net ce d’autant plus que l’enjeu ou les risques sont\nimportants. Sa voix est subtilement différente. Il\nne regarde pas son interlocuteur dans les yeux,\nse frotte le visage, se racle la gorge. Dans l’urgence,\nil est capable de concevoir un mensonge\nà peu près cohérent mais sera en difficulté s’il lui\nest demandé de rentrer dans les détails.", + "extase-t": "Le Talent Extase est une indication de la stabilité\ndu cadre familial ou amical du personnage, de\nla puissance cathartique de ses passions et de sa\nfacilité à trouver du réconfort dans son environnement.\nL’Extase lui permet de se vider la tête, de\nretrouver son calme.\nNiveau 0 : le personnage a une famille qu’il peut\nretrouver avec plaisir, ou un loisir, un passetemps,\ngrâce auquel il peut penser à autre\nchose. Boire un coup avec des amis, jouer aux\njeux de hasard, danser ou fréquenter les lieux de\ndébauche, il sait comment tuer le temps.\nLe Talent Extase permet de recharger sa jauge\nd’Espoir et celle de ses alliés durant les moments\nde calme.", + "folie-t": "La Folie est un talent ambigu. Sa possession\nindique que le personnage a déjà subi des traumatismes,\nvécu des expériences terribles ou avancé\nsur la voie de la démence et que ce passif l’a en\nquelque sorte préparé aux horreurs que lui réserve\nsa vie future.\nNiveau 0 : le personnage est un citoyen de\nce monde dur. Il a une certaine habitude de\nla violence, de l’oppression et de l’étrange –\néléments que l’on rencontre souvent, même à\nl’abri d’un Bloc – mais il n’a jamais assisté à un\nmassacre, jamais approché un Autre et jamais\nsubi un interrogatoire de la Police Secrète.\nAutant d’événements susceptibles de l’affecter\ndurablement.\nCe Talent sert à ralentir l’effet du Trauma sur\nle personnage.", + "sensibilite-t": "La Sensibilité est la réceptivité du personnage\naux choses invisibles, aux énergies, aux flux,\naux émotions. Elle permet de comprendre ou de\nproduire une oeuvre d’art, mais également de\nsentir les « mauvaises ondes » indiquant la proximité\nd’une source de Noirceur (voir p. 54).\nNiveau 0 : le personnage n’est pas particulièrement\nréceptif. Dans sa vie, il lui est parfois\narrivé d’avoir des impressions troublantes mais\nil n’a pas su les interpréter correctement ou leur\naccorder l’importance qu’elles auraient mérité.\nL’art ne lui inspire pas grand chose sinon les\noeuvres les plus directement accessibles.", + "tenebres-t": "Le Talent Ténèbres représente la part d’ombre du\npersonnage, le poids de ses crimes, son inclination\nau mal. Qu’il ait réellement commis des actes\nmauvais, ou qu’il s’agisse d’une faille béante dans\nson âme, cette zone ténébreuse sera sentie par les\nAutres et interprétée comme un signe d’appartenance.\nCe Talent représente également labrutalité,\nla monstruosité ou la froideur émanant de sa\npersonne, la crainte qu’il inspire à ses semblables.\nIl sert à intimider les humains, les animaux ou les\ncréatures surnaturelles.\nNiveau 0 : le personnage est une proie, un\nspécimen quelconque de la race humaine et, à\nce sens, ne fera l’objet d’aucun traitement particulier\nde la part des Autres. À moins d’être armé\nou en situation de force, il n’intimidera généralement\nque les couards.", + "fortune-t": "Le Talent Fortune indique la richesse dupersonnage.\nNiveau 0 : le personnage fait partie de la classe\nmoyenne. Il loue un appartement dans les faubourgs\nou un petit studio dans les quartiers\npopulaires du centre-ville. Il n’a pas vraiment\nde patrimoine mais dispose des fonds suffisants\npour s’alimenter, se vêtir et se déplacer au quotidien.\nDurant ses temps morts, il se contente\nde loisirs simples : visite des musées officiels, un\nspectacle cautionné de temps en temps, deux ou\ntrois verres dans un club middle-class. Il dispose\nde quelques couronnes pour ses transactions\ncourantes sans menacer son train de vie.", + "rang-t": "Le Talent Rang indique l’autorité du personnage,\nle grade ou la fonction sociale dont il peut se prévaloir.\nCe Talent ouvre des portes et lui assure des\npasse-droits. Pour jouir de son niveau de Rang, le\npersonnage doit toutefois porter ostensiblement\nla preuve de son niveau, qu’il s’agisse d’un badge,\nd’un uniforme, ou d’un nom célèbre (le sien ou\ncelui d’un ami important), qu’il se doit alors de\nrévéler. En cela, il lui sera impossible de jouir de\nson niveau de Rang tant qu’il restera sous couvert\nd’une fausse identité, par exemple.\nNiveau 0 : le personnage n’a pas de statut particulier.\nIl ne peut se prévaloir d’aucune autorité\nà part, peut-être, dans l’espace très restreint de\nson environnement professionnel.\nCe Talent sert à obtenir des accès, des autorisations\net de précieux formulaires en jeu.", + "contacts-t": "Le Talent Contacts indique le nombre de personnes\nbien placées prêtes à aider le personnage.\nPour chaque niveau qu’il possède dans ce Talent,\nil connaît un individu ou un groupe disposant de\nressources ou de connaissances intéressantes dans\nle cadre de sa lutte. Lorsqu’il a besoin de matériel,\nd’un service ou d’une information, le personnage\npeut joindre l’un de ses contacts pour l’obtenir.\nLes moyens de ces contacts n’ont pas à être décrits\navec précision.\nNiveau 0 : le personnage est un homme ou une\nfemme ordinaire. Il peut demander de menus\nservices à ses proches, mais ne connaît personne\nd’assez bien placé ou d’assez investi prêt à se\ncompromettre pour lui. Sa réserve de points de\nFaveur est vide.", + "facade-t": "Le Talent Façade est l’expression de la prudence et\nde la paranoïa du personnage. Il reflète le soin qu’il\nprend à cacher ses traces, à brouiller les pistes, à\nplacer des obstacles sur le chemin de ceux qui voudraient\nremonter jusqu’à lui, découvrir ses agissements,\naccéder à son domicile, saisir son argent.\nIl représente également la capacité du personnage\nà passer inaperçu, à avoir l’air inoffensif, à ne pas\nêtre remarqué parmi une foule.\nNiveau 0 : le personnage est un citoyen ordinaire.\nSon dossier administratif est bien fourni, son\nadresse connue et ses moyens de fuite limités.\nLorsqu’il a des choses à se reprocher ou qu’il\nest sous pression, son attitude peut paraître\nsuspecte.\nCe Talent sert à ralentir l’effet de la Traque sur\nle personnage.", + "combat-t": "Le Talent Combat reflète l’aisance du personnage\ndans les situations physiques ou martiales et sa\nmaîtrise des armes.\nNiveau 0 : le personnage ne sait pas se battre et\nn’en viendra aux mains qu’en dernièreextrémité.\nNote : chaque fois qu’un personnage développe\nle Talent Combat au-dessus du niveau 0, il\nchoisit deux armes parmi celles présentées p. 51.\nAinsi, il choisit 2 armes au niveau 1, 2 de plus au\nniveau 2, etc.\nLorsqu’il manie des armes qui ne sont pas du\nmême type que celles qu’il a choisies, il souffre\nd’un malus de 1 à son niveau de Combat.\nDans le cadre de ce kit, les Héros et les Rouages\nn’ont pas de malus lorsqu’ils manient les armes\nindiquées dans leur équipement.", + "deplacement-t": "Le Talent Déplacement est celui de l’agilité et de\nl’athlétisme, de la grâce, de la souplesse et de\nl’endurance. Il régit la coordination corporelle qui\npermet de courir vite, de sauter loin, d’éviter les\nattaques, de marcher longtemps et de se mouvoir\ndiscrètement.\nNiveau 0 : le personnage est capable de performances\nphysiques communes. Il court le cent\nmètres en moins de quinze secondes et peut\nsauter quatre mètres en longueur avec élan. Il\ns’épuise au bout de quelques dizaines de minutes\nd’effort.", + "instinct-t": "Le Talent Instinct rend compte de la perception\ndu personnage, de sa capacité à entendre un bruit\nfugace dans son dos, à voir un tireur embusqué\nsur un toit, à remarquer une odeur suspecte. Dans\nles situations tendues ou dangereuses, les Héros\n« prépareront » souvent leur Instinct. L’Instinct est\ngénéralement un trait passif, utilisé pour déterminer\nsi la personne se rend compte de quelque chose\nqui survient alors qu’il ne s’y attend pas. Il diffère\nen cela du Talent Recherche, qui vaut lorsque le\npersonnage cherche activement un élément dans\nune masse de données.\nNiveau 0 : le personnage n’est pas toujours sur\nses gardes. Il lui arrive d’être perdu dans ses\npensées ou d’être surpris par un événement\ninattendu.", + "constitution-t": "Le Talent Constitution définit la carrure du personnage,\nsa puissance et sa résistance physique.\nNiveau 0 : le personnage a une stature moyenne,\nla force compensant son poids. Il peut porter une\ntrentaine de kilos durant moins de dix minutes,\net soulever de terre un objet d’une cinquantaine\nde kilos maximum.", + "vecu-t": "Les Héros commencent chaque scénario avec une\nréserve de 3 points de Vécu. Le Vécu correspond au\npassé des personnages et à leur familiarité avec\ncertains environnements et certaines pratiques.\nLorsqu’un personnage entreprend une action\npour laquelle son histoire ou son expérience\npersonnelle sont susceptibles de lui octroyer un\navantage logique, le joueur peut dépenser un (et\nun seul) point de Vécu pour obtenir un niveau supplémentaire\nau Talent utilisé. Cette dépense doit\nêtre effectuée avant tout jet de dés de destin.", + "espoir-t": "Un personnage commence chaque scénario avec\nune réserve de points d’Espoir, dépendant de son\nniveau dans le Talent Ferveur.\nUn personnage peut dépenser un point d’Espoir\npour lancer trois dés de destin supplémentaires\nlors de n’importe quelle action. Il peut aussi\ndépenser un point d’Espoir pour lancer trois dés\nlorsqu’il subit des points de Blessures, Trauma,\nTraque ou Noirceur. Dans ce cas, chaque succès\ndiminue de 1 le nombre de points encaissés. Par\ncontre, chaque 1 ajoute une goutte à la jauge de\nFiel.", + "singularite-t": "Un personnage commence chaque séance de jeu\navec une réserve de points de Singularité, dont la\ntaille dépend de son niveau dans le Talent Artefact\nUn personnage peut dépenser un point de Singularité\npour empêcher l’ajout d’une goutte de Fiel\nà la jauge des Héros.\nLa réserve de Singularité ne se recharge pas en\ncours de partie.", + "trauma-t": "Dès qu’un personnage a subi 5 points de Trauma,\nil est Choqué. Son état de stress est tel qu’il influe\nsur ses performances et sur sa lucidité. Il souffre\nd’un malus de 1 à tous ses niveaux de Domaine.\nDès qu’il a subi 8 points de Trauma, le personnage\nest Traumatisé. Il souffre d’un malus de 1 à\ntous ses niveaux de Talent. De plus, il gardera des\nséquelles de cet événement : l’un de ses points de\nTrauma devient permanent et ne pourra pas être\nsoigné.\nSi un personnage cumule 10 points de Trauma,\nil devient Fou. Il tombe en catatonie durant le reste\nde la scène. Passé ce cap, son traumatisme est tel\nqu’il ne sera plus jouable. Il est définitivement\nperdu.", + "blessures-t": "Dès qu’il a subi 5 points de Blessures, le personnage\nsouffre d’un malus de 1 à tous ses niveaux\nde Domaine.\nSi un personnage cumule 8 points de Blessures,\nil est lourdement blessé. Il subit un malus de 1 à\ntous ses niveaux de Talent. De plus, il gardera des\nséquelles de cet événement : l’un de ses points de\nBlessures devient permanent et ne pourra pas être\nsoigné.\nSi un personnage cumule 10 points de Blessures,\nil agonise. Il meurt au bout de dix minutes s’il n’est\npas soigné.", + "noirceur-t": "Lorsqu’il a cumulé 5 points de Noirceur, le personnage\nest Teinté.\nLorsqu’il a cumulé 8 points de Noirceur, il est\nPossédé. De plus, il gardera des séquelles de cet\névénement : l’un de ses points de Noirceur devient\npermanent et ne pourra pas être soigné.\nLorsqu’il a cumulé 10 points de Noirceur, il est\nCorrompu. La Loi en prend le contrôle (à moins\nque le joueur n’accepte de jouer ce rôle jusqu’au\nbout). Le corrompu fera tout pour rallier un Axe\nle plus rapidement possible. S’il y parvient, il disparaît\ndans l’Artefact à tout jamais.", + "traque-t": "Lorsqu’il a cumulé 5 points de Traque, le personnage\nest Signalé.\nLorsqu’il a cumulé 8 points de Traque, le personnage\nest Recherché. Il gardera des séquelles\nde cet événement : l’un de ses points de Traque\ndevient permanent et ne pourra pas être retiré. De\nplus, il gagne le trait Criminel.\nLorsqu’il a cumulé 10 points de Traque, le personnage\nest Pourchassé. De plus, il gagne le trait\nEnnemi public." +} \ No newline at end of file diff --git a/NOC/translations/ko.json b/NOC/translations/ko.json new file mode 100644 index 0000000000..58b60b81e2 --- /dev/null +++ b/NOC/translations/ko.json @@ -0,0 +1,135 @@ +{ + "GENERAL-u": "IDENTITÉ", + "ATTRIBUTES-u": "COMPOSITION", + "INVENTORY-u": "POSSESSIONS", + "NOTES-u": "NOTES", + "aremplir-p": "A renseigner", + "idsignale-t": "Signalé : les patrouilles ont le signalement du\npersonnage qui sera arrêté en cas de contrôle.", + "idrecherche-t": "Recherché (Criminel) : le personnage est activement recherché.\nDes investigateurs se rendent à son travail,\ninterrogent son entourage, etc. Une équipe du\nBureau des Investigations se met à sa poursuite.", + "idpourchasse-t": "Pourchassé (Ennemi public) : le personnage est l’ennemi\nnuméro un du Bloc. Des patrouilles sillonnent\nla ville à sa recherche. Ses proches, ses collègues\nsont surveillés, et certains, violentés ou arrêtés.\nSon domicile est fouillé sans ménagement.\nCinq équipes du Bureau des Investigations le\nrecherchent.", + "idteinte-t": "", + "idpossede-t": "", + "idcorrompu-t": "", + "idsecurite-t": "Signalé : les patrouilles ont le signalement du\npersonnage qui sera arrêté en cas de contrôle.\n\nRecherché (Criminel) : le personnage est activement recherché.\nDes investigateurs se rendent à son travail,\ninterrogent son entourage, etc. Une équipe du\nBureau des Investigations se met à sa poursuite.\n\nPourchassé (Ennemi public) : le personnage est l’ennemi\nnuméro un du Bloc. Des patrouilles sillonnent\nla ville à sa recherche. Ses proches, ses collègues\nsont surveillés, et certains, violentés ou arrêtés.\nSon domicile est fouillé sans ménagement.\nCinq équipes du Bureau des Investigations le\nrecherchent.", + "idviolence-t": "Violence : le personnage ne peut pas arrêter un\ncombat tant qu’il n’a pas occasionné la perte d’au\nmoins 3 points de Blessures à un ennemi (à moins\nqu’il ne soit neutralisé avant).", + "idmalaise-t": "Malaise : le personnage est victime de malaises\net nausées. Il a l’impression que son corps est\nparasité. Lorsqu’il est victime de n’importe quel\neffet du Fiel, il perd un point d’Espoir additionnel.\nS’il n’en a plus, il devient Fatigué et subit un niveau\nde malus à tous ses Talents jusqu’à ce qu’il bénéficie\nd’un moment de calme", + "idHallucinations-t": "Hallucinations : le personnage est victime\nd’hallucinations. Il voit des choses terrifiantes qui\nn’existent pas. Il entend des voix, sent des choses\nqui le touchent, perçoit des odeurs putrides. Lorsqu’il\nest victime de n’importe quel effet du Fiel, il\nsubit un point de Trauma additionnel.", + "idMauvaispenchants-t": "Mauvais penchants : le personnage ne régénère\nplus sa jauge d’Espoir qu’en s’adonnant à ses vices.\nLors de chaque moment de calme (voir p. 41), s’il\ndésire recharger ses réserves ou soigner des points\nde Blessures, Trauma ou Noirceur, il doit recevoir\nun point de Traque.", + "idtraitnoirceur-t": "Violence : le personnage ne peut pas arrêter un\ncombat tant qu’il n’a pas occasionné la perte d’au\nmoins 3 points de Blessures à un ennemi (à moins\nqu’il ne soit neutralisé avant).\n\nMalaise : le personnage est victime de malaises\net nausées. Il a l’impression que son corps est\nparasité. Lorsqu’il est victime de n’importe quel\neffet du Fiel, il perd un point d’Espoir additionnel.\nS’il n’en a plus, il devient Fatigué et subit un niveau\nde malus à tous ses Talents jusqu’à ce qu’il bénéficie\nd’un moment de calme\n\nHallucinations : le personnage est victime\nd’hallucinations. Il voit des choses terrifiantes qui\nn’existent pas. Il entend des voix, sent des choses\nqui le touchent, perçoit des odeurs putrides. Lorsqu’il\nest victime de n’importe quel effet du Fiel, il\nsubit un point de Trauma additionnel.\n\nMauvais penchants : le personnage ne régénère\nplus sa jauge d’Espoir qu’en s’adonnant à ses vices.\nLors de chaque moment de calme (voir p. 41), s’il\ndésire recharger ses réserves ou soigner des points\nde Blessures, Trauma ou Noirceur, il doit recevoir\nun point de Traque.", + "afficheflag-t": "Permet de rendre visible les répercussions de tous les malus de condition \ndu personnage et cela dans tous ses Domaines et Talents.\n\nAttention ! Aucune modification ne peut être faite sur les points de\n Domaines et Talents tant que l'affichage des malus est activé.\n", + "vie-u": "VIE", + "erudition-u": "ÉRUDITION", + "technique-u": "TECHNIQUE", + "social-u": "SOCIAL", + "ame-u": "ÂME", + "statut-u": "STATUT", + "action-u": "ACTION", + "apaisement-u": "Apaisement", + "ferveur-u": "Ferveur", + "lumiere-u": "Lumière", + "soins-u": "Soins", + "culture-u": "Culture", + "bureau-u": "Bureau", + "recherche-u": "Recherche", + "societe-u": "Société", + "artefact-u": "Artefact", + "artisanat-u": "Artisanat", + "mecanismes-u": "Mecanismes", + "survie-u": "Survie", + "charisme-u": "Charisme", + "conviction-u": "Conviction", + "psychologie-u": "Psychologie", + "tromperie-u": "Tromperie", + "extase-u": "Extase", + "folie-u": "Folie", + "sensibilite-u": "Sensibilité", + "tenebres-u": "Ténèbres", + "fortune-u": "Fortune", + "rang-u": "Rang", + "contacts-u": "Contacts", + "facade-u": "Façade", + "combat-u": "Combat", + "deplacement-u": "Déplacement", + "instinct-u": "Instinct", + "constitution-u": "Constitution", + "vecu-u": "VÉCU", + "espoir-u": "ESPOIR", + "singularite-u": "SINGULARITÉ", + "trauma-u": "TRAUMA", + "blessures-u": "BLESSURES", + "noirceur-u": "NOIRCEUR", + "traque-u": "TRAQUE", + "effet-points-blessures-leger-u": "Blessé léger\n-1D Domaines", + "effet-points-blessures-grave-u": "Blessé grave\n-1D Talents\n+1pt Blessures permanent", + "effet-points-blessures-mort-u": "10 min avant la mort", + "effet-points-trauma-leger-u": "Choqué\n-1D Domaines\n+1pt Trauma permanent", + "effet-points-trauma-grave-u": "Traumatisé\n-1D Talents", + "effet-points-trauma-mort-u": "Fou", + "effet-points-traque-leger-u": "Signalé", + "effet-points-traque-grave-u": "Recherché\n+1trait "Criminel\n+1pt Traque permanent", + "effet-points-traque-mort-u": "Pourchassé\n+1trait "Ennemi public"", + "effet-points-noirceur-leger-u": "Teinté\n+1trait Noirceur", + "effet-points-noirceur-grave-u": "Possédé\n+1trait Noirceur\n+1pt Noirceur permanent", + "effet-points-noirceur-mort-u": "Corrompu\n+1trait Noirceur", + "EQUIPMENTS-u": "ÉQUIPEMENT", + "CONTACTS-u": "CONTACTS", + "Description-u": "Description", + "Name-u": "Nom", + "Name-p": "Nom", + "faveur-u": "Faveur", + "faveurmax-u": "Faveur max", + "Combathelper-u": "AIDE AU COMBAT", + "tir-u": "ARMES DE TIR", + "dps-u": "Dég.", + "munitions-u": "Mun.", + "munitionsmax-u": "Mun. max", + "armetalent-u": "Talent", + "trait-p": "Trait", + "cac-u": "ARMES DE CONTACT", + "armure-u": "ARMURE", + "armurepts-u": "Armure", + "defense-u": "Défense", + "Notes-p": "La nuit est tombée sur le monde. La Terre a été engloutie par l’Artefact, un objet impossible surgi du fond de l’espace et du temps. Il s’est replié sur elle en une étreinte cosmique, se substituant au ciel et aux étoiles.\n\rL’Artefact est une prison qui a plongé l’humanité dans un éternel crépuscule et a disloqué la civilisation. Tel est le fardeau des vivants.\n\rL’Artefact est un bouclier érigé contre une menace extérieure supposée conduire à l’anéantissement de toute vie. Telle est la voix de la propagande.\n\rL’Artefact est un horizon inatteignable aux motivations cryptiques, incarnation de l’apocalypse et porteur d’espoir pour qui croit en son message.\n\rIl est l’Objet-Dieu.", + "vie-t": "Ce Domaine est celui du don de soi, de l’abnégation\net de la bonté. Un personnage doté d’une affinité\nen Vie sera une lueur dans un monde de ténèbres,\nune incarnation de la volonté de survie de l’espèce\nconfrontée à son ultime épreuve.", + "erudition-t": "Ce Domaine regroupe toutes leseff connaissances,\nà l’exclusion de la technologie qui relève d’un\nDomaine propre.\nUn personnage possédant des niveaux dans les\nTalents d’Érudition fait partie d’une caste élitiste.\nIl est probablement bibliothécaire, érudit, professeur.\nLe savoir, dans la société délitée de NOC, est\nun important marqueur de statut.", + "technique-t": "Ce domaine est celui des savoirs pratiques, des\nobjets et de leur fonctionnement, de la débrouille\net des technologies inspirées de l’Artefact.", + "social-t": "Ce Domaine est celui de l’interaction pacifique\nentre êtres humains. Il permet de régir les dizaines\nde petites batailles que chaque femme et chaque\nhomme doit mener au quotidien lorsqu’il évolue\nparmi ses semblables : séduire ou être séduit,\nconvaincre ou être convaincu, s’imposer ou se\nsoumettre.", + "ame-t": "Ce Domaine est celui de l’inconscient, de ce qui se\ncache au-delà des pensées et de la rationalité du\npersonnage. C’est le royaume de l’inavouable, des\npulsions, de la vie intérieure mais aussi de la sensibilité\net de l’inspiration. Dans le monde désenchanté\npar l’Administration, ceux qui restent\nhabités par leurs rêves, bons ou mauvais, sont\nautant à envier qu’à plaindre.", + "statut-t": "Les Talents du Domaine Statut ne reflètent pas\ndirectement des capacités ou des connaissances\ndu personnage mais son rang, ses connexions et\nsa position sociale. Il s’agit de Talents passifs. \nIls indiquent quels sont les moyens concrets\net matériels à sa disposition.", + "action-t": "Ce Domaine est celui des capacités physiques et\ndes réflexes, du prédateur et de la proie, de la\nsurvie et de la traque. Un personnage possédant\nune affinité en Action sera plus vigilant, plus vif\net plus fort que ses semblables.", + "apaisement-t": "Le Talent Apaisement permet au personnage\nde calmer les tourments psychologiques de ses\nsemblables, de trouver les mots rassurants pour\nréconforter la victime après un événement traumatisant.\nNiveau 0 : le personnage n’a pas d’expérience\nparticulière des situations de crise et doit\nimproviser avec son propre malaise lorsqu’il est\nconfronté à la détresse d’autrui.\nCe talent permet de soigner des points de\nTrauma d’un autre personnage.", + "ferveur-t": "Le Talent Ferveur représente la flamme qui anime\nle personnage, son élan, le souffle qui lui permet\nde maintenir son espérance et de la communiquer\nà ses proches, même dans les pires situations.\nNiveau 0 : le personnage est vaillant mais se\ndécourage face aux grosses difficultés. Il dispose\nd’une réserve de 3 points d’Espoir.\nCe Talent définit la taille de la réserve d’Espoir\ndu personnage.", + "lumiere-t": "Le Talent Lumière représente la pureté d’âme\ndu personnage, sa noblesse profonde, sa bonté.\nIl reflète la résistance mystique et physiologique\ndu personnage à la Noirceur.\nNiveau 0 : le personnage possède des failles, une\npart d’ombre sur laquelle les ténèbres peuvent\ngermer.\nLe Talent Lumière sert à encaisser les points de\nNoirceur et les dégâts liés au trait Énergie Noire.", + "soins-t": "Le Talent Soins est celui des médecins et des\nguérisseurs.\nNiveau 0 : le personnage n’a pas d’autres notions\nde médecine que celles inculquées par la culture\npopulaire. Il connaît quelques remèdes de grandmère,\nne manque pas de bon sens, mais sera\ndémuni devant la moindre blessure sérieuse.\nCe talent permet de soigner des points de Blessures\nd’un autre personnage.", + "culture-t": "La Culture est un Talent très large : il reflète la\nconnaissance générale du personnage, qu’il\ns’agisse d’histoire, de géographie ou des dogmes\nofficiels de la Voie.\nNiveau 0 : le personnage sait passablement lire\net écrire. Il connaît le nom des Blocs voisins, se\nsouvient de faits passés durant les trois dernières\nannées officielles et peut réciter les mythes propagandistes\ncourants.", + "bureau-t": "Le Talent Bureau recouvre la connaissance de l’administration\net de ses rouages. Les codes, les lois,\nles formulaires, les services, les grades.\nNiveau 0 : le personnage sait où retirer ses tickets\nde rationnement, qui appeler au secours et qui\nne pas ennuyer.", + "recherche-t": "Le Talent Recherche permet de passer au crible\nun lieu ou une masse de données dans le but d’en\nextraire des informations. Ce Talent servira aussi\nbien pour fouiller une pièce que pour éplucher des\ncoupures de presse dans une bibliothèque.\nNiveau 0 : le personnage trouvera les preuves\névidentes mais ne fera pas de rapprochement et\nne tirera pas de conclusions de la présence ou de\nl’absence d’éléments trop subtils.", + "societe-t": "Le Talent Société permet de connaître les noms, les\nlieux, les ragots sur ce qu’il se passe dans le Bloc. Il\npermet d’identifier une personnalité, de connaître\nles rumeurs associées à un événement ou de savoir\noù passer une bonne soirée.\nNiveau 0 : le personnage connaît les figures\nimportantes de son quartier, les enseignes incontournables\nde la ville, sait où faire des affaires et\nquand sont prévus les grands événements.", + "artefact-t": "Le Talent Artefact permet de bénéficier d’une\nsorte d’empathie avec l’Objet-Dieu. Le personnage\ncomprend, ressent la logique de l’Artefact, de ses\nrythmes, de ses pulsations.\nNiveau 0 : le personnage sait distinguer un\nMécanisme d’un Grand Mécanisme, mais c’est\ntout. Sa réserve de points de Singularité est vide.", + "artisanat-t": "Le Talent Artisanat reflète les capacités du personnage\ndans tous les champs de techniques de base :\nmaçonnerie, forge, ébénisterie, tannage...\nNiveau 0 : le personnage est capable de bricoler\nplus ou moins adroitement. Il rafistole, mais pas\nplus.", + "mecanismes-t": "Le Talent Mécanismes indique la capacité du personnage\nà concevoir, réparer ou confectionner\ndes objets novateurs ou complexes, des moteurs\nde voiture aux escalators. Plus que cela, ce trait\nest nécessaire à la manipulation, réparation ou\nconstruction des objets quantiques. Ce Talent\nreflète également sa connaissance des principes\nscientifiques de base, de la physique comme de la\nchimie.\nNiveau 0 : pour le personnage, les merveilles\nquantiques sont hors de compréhension. Il sait\nqu’une pomme lancée en l’air retombe mais ne\nsait pas vraiment pourquoi. Il comprend les\nprincipes de base d’un moteur mais serait bien\nen peine d’en construire un.", + "survie-t": "Le Talent Survie est possédé par les habitants\ndes campagnes ou des banlieues miséreuses. Il\nregroupe toutes les techniques permettant de se\nrepérer, de s’alimenter, de dormir et de survivre\nen terrain naturel ou défavorable comme les pires\nbanlieues.\nNiveau 0 : le personnage est né et a toujours\névolué dans le coeur urbain du Bloc. Il n’a ni les\nconnaissances, ni les réflexes, ni le cran pour\naffronter l’Extérieur.", + "charisme-t": "Le Talent Charisme est celui de la séduction,\ndu charme, de l’appétit, de la sympathie. Il permet\nd’obtenir quelque chose d’un interlocuteur : des\ninformations, des services, une prestation ou un\nassentiment. Ce talent permet aussi de persuader,\nde porter un message avec force et crédibilité.\nNiveau 0 : le personnage est physiquement\nbanal. Il n’a pas de sex-appeal et ne plaît qu’à\nune petite part des membres du sexe opposé. Il ne\npossède aucun atout physique significatif et ne\nsouffre d’aucun défaut visible socialement handicapant.\nIl a du mal à enflammer un auditoire\nou à persuader les étrangers de ses idées, même\nles plus sincères.", + "conviction-t": "Le Talent Conviction exprime la force de volonté du\npersonnage, sa détermination, sa lucidité face à\ntout ce qui pourrait le détourner de sa route. Il lui\npermet de résister à la tentation, à la corruption,\nà l’intimidation et à la torture.\nNiveau 0 : le personnage a des convictions, mais\nil n’est pas prêt à mourir pour elles.\nCe Talent sert de niveau requis aux tentatives de\npersuasion, de séduction ou d’intimidation contre\nle personnage.", + "psychologie-t": "Le Talent Psychologie est celui de l’empathie,\nde l’analyse du paraverbal, de la lecture du corps.\nIl permet de détecter le mensonge, d’interpréter ce\nqui se joue dans l’esprit, dans le coeur et dans les\ntripes de ses semblables.\nNiveau 0 : le personnage n’est pas spécialement\nsubtil mais il est capable de se projeter sur l’effet\ninduit par une situation forte chez ses semblables.", + "tromperie-t": "Le Talent Tromperie indique la capacité du personnage\nà mentir, à dissimuler ses émotions ou\nses intentions, à jouer la comédie.\nNiveau 0 : le personnage est tendu lorsqu’il ment\net ce d’autant plus que l’enjeu ou les risques sont\nimportants. Sa voix est subtilement différente. Il\nne regarde pas son interlocuteur dans les yeux,\nse frotte le visage, se racle la gorge. Dans l’urgence,\nil est capable de concevoir un mensonge\nà peu près cohérent mais sera en difficulté s’il lui\nest demandé de rentrer dans les détails.", + "extase-t": "Le Talent Extase est une indication de la stabilité\ndu cadre familial ou amical du personnage, de\nla puissance cathartique de ses passions et de sa\nfacilité à trouver du réconfort dans son environnement.\nL’Extase lui permet de se vider la tête, de\nretrouver son calme.\nNiveau 0 : le personnage a une famille qu’il peut\nretrouver avec plaisir, ou un loisir, un passetemps,\ngrâce auquel il peut penser à autre\nchose. Boire un coup avec des amis, jouer aux\njeux de hasard, danser ou fréquenter les lieux de\ndébauche, il sait comment tuer le temps.\nLe Talent Extase permet de recharger sa jauge\nd’Espoir et celle de ses alliés durant les moments\nde calme.", + "folie-t": "La Folie est un talent ambigu. Sa possession\nindique que le personnage a déjà subi des traumatismes,\nvécu des expériences terribles ou avancé\nsur la voie de la démence et que ce passif l’a en\nquelque sorte préparé aux horreurs que lui réserve\nsa vie future.\nNiveau 0 : le personnage est un citoyen de\nce monde dur. Il a une certaine habitude de\nla violence, de l’oppression et de l’étrange –\néléments que l’on rencontre souvent, même à\nl’abri d’un Bloc – mais il n’a jamais assisté à un\nmassacre, jamais approché un Autre et jamais\nsubi un interrogatoire de la Police Secrète.\nAutant d’événements susceptibles de l’affecter\ndurablement.\nCe Talent sert à ralentir l’effet du Trauma sur\nle personnage.", + "sensibilite-t": "La Sensibilité est la réceptivité du personnage\naux choses invisibles, aux énergies, aux flux,\naux émotions. Elle permet de comprendre ou de\nproduire une oeuvre d’art, mais également de\nsentir les « mauvaises ondes » indiquant la proximité\nd’une source de Noirceur (voir p. 54).\nNiveau 0 : le personnage n’est pas particulièrement\nréceptif. Dans sa vie, il lui est parfois\narrivé d’avoir des impressions troublantes mais\nil n’a pas su les interpréter correctement ou leur\naccorder l’importance qu’elles auraient mérité.\nL’art ne lui inspire pas grand chose sinon les\noeuvres les plus directement accessibles.", + "tenebres-t": "Le Talent Ténèbres représente la part d’ombre du\npersonnage, le poids de ses crimes, son inclination\nau mal. Qu’il ait réellement commis des actes\nmauvais, ou qu’il s’agisse d’une faille béante dans\nson âme, cette zone ténébreuse sera sentie par les\nAutres et interprétée comme un signe d’appartenance.\nCe Talent représente également labrutalité,\nla monstruosité ou la froideur émanant de sa\npersonne, la crainte qu’il inspire à ses semblables.\nIl sert à intimider les humains, les animaux ou les\ncréatures surnaturelles.\nNiveau 0 : le personnage est une proie, un\nspécimen quelconque de la race humaine et, à\nce sens, ne fera l’objet d’aucun traitement particulier\nde la part des Autres. À moins d’être armé\nou en situation de force, il n’intimidera généralement\nque les couards.", + "fortune-t": "Le Talent Fortune indique la richesse dupersonnage.\nNiveau 0 : le personnage fait partie de la classe\nmoyenne. Il loue un appartement dans les faubourgs\nou un petit studio dans les quartiers\npopulaires du centre-ville. Il n’a pas vraiment\nde patrimoine mais dispose des fonds suffisants\npour s’alimenter, se vêtir et se déplacer au quotidien.\nDurant ses temps morts, il se contente\nde loisirs simples : visite des musées officiels, un\nspectacle cautionné de temps en temps, deux ou\ntrois verres dans un club middle-class. Il dispose\nde quelques couronnes pour ses transactions\ncourantes sans menacer son train de vie.", + "rang-t": "Le Talent Rang indique l’autorité du personnage,\nle grade ou la fonction sociale dont il peut se prévaloir.\nCe Talent ouvre des portes et lui assure des\npasse-droits. Pour jouir de son niveau de Rang, le\npersonnage doit toutefois porter ostensiblement\nla preuve de son niveau, qu’il s’agisse d’un badge,\nd’un uniforme, ou d’un nom célèbre (le sien ou\ncelui d’un ami important), qu’il se doit alors de\nrévéler. En cela, il lui sera impossible de jouir de\nson niveau de Rang tant qu’il restera sous couvert\nd’une fausse identité, par exemple.\nNiveau 0 : le personnage n’a pas de statut particulier.\nIl ne peut se prévaloir d’aucune autorité\nà part, peut-être, dans l’espace très restreint de\nson environnement professionnel.\nCe Talent sert à obtenir des accès, des autorisations\net de précieux formulaires en jeu.", + "contacts-t": "Le Talent Contacts indique le nombre de personnes\nbien placées prêtes à aider le personnage.\nPour chaque niveau qu’il possède dans ce Talent,\nil connaît un individu ou un groupe disposant de\nressources ou de connaissances intéressantes dans\nle cadre de sa lutte. Lorsqu’il a besoin de matériel,\nd’un service ou d’une information, le personnage\npeut joindre l’un de ses contacts pour l’obtenir.\nLes moyens de ces contacts n’ont pas à être décrits\navec précision.\nNiveau 0 : le personnage est un homme ou une\nfemme ordinaire. Il peut demander de menus\nservices à ses proches, mais ne connaît personne\nd’assez bien placé ou d’assez investi prêt à se\ncompromettre pour lui. Sa réserve de points de\nFaveur est vide.", + "facade-t": "Le Talent Façade est l’expression de la prudence et\nde la paranoïa du personnage. Il reflète le soin qu’il\nprend à cacher ses traces, à brouiller les pistes, à\nplacer des obstacles sur le chemin de ceux qui voudraient\nremonter jusqu’à lui, découvrir ses agissements,\naccéder à son domicile, saisir son argent.\nIl représente également la capacité du personnage\nà passer inaperçu, à avoir l’air inoffensif, à ne pas\nêtre remarqué parmi une foule.\nNiveau 0 : le personnage est un citoyen ordinaire.\nSon dossier administratif est bien fourni, son\nadresse connue et ses moyens de fuite limités.\nLorsqu’il a des choses à se reprocher ou qu’il\nest sous pression, son attitude peut paraître\nsuspecte.\nCe Talent sert à ralentir l’effet de la Traque sur\nle personnage.", + "combat-t": "Le Talent Combat reflète l’aisance du personnage\ndans les situations physiques ou martiales et sa\nmaîtrise des armes.\nNiveau 0 : le personnage ne sait pas se battre et\nn’en viendra aux mains qu’en dernièreextrémité.\nNote : chaque fois qu’un personnage développe\nle Talent Combat au-dessus du niveau 0, il\nchoisit deux armes parmi celles présentées p. 51.\nAinsi, il choisit 2 armes au niveau 1, 2 de plus au\nniveau 2, etc.\nLorsqu’il manie des armes qui ne sont pas du\nmême type que celles qu’il a choisies, il souffre\nd’un malus de 1 à son niveau de Combat.\nDans le cadre de ce kit, les Héros et les Rouages\nn’ont pas de malus lorsqu’ils manient les armes\nindiquées dans leur équipement.", + "deplacement-t": "Le Talent Déplacement est celui de l’agilité et de\nl’athlétisme, de la grâce, de la souplesse et de\nl’endurance. Il régit la coordination corporelle qui\npermet de courir vite, de sauter loin, d’éviter les\nattaques, de marcher longtemps et de se mouvoir\ndiscrètement.\nNiveau 0 : le personnage est capable de performances\nphysiques communes. Il court le cent\nmètres en moins de quinze secondes et peut\nsauter quatre mètres en longueur avec élan. Il\ns’épuise au bout de quelques dizaines de minutes\nd’effort.", + "instinct-t": "Le Talent Instinct rend compte de la perception\ndu personnage, de sa capacité à entendre un bruit\nfugace dans son dos, à voir un tireur embusqué\nsur un toit, à remarquer une odeur suspecte. Dans\nles situations tendues ou dangereuses, les Héros\n« prépareront » souvent leur Instinct. L’Instinct est\ngénéralement un trait passif, utilisé pour déterminer\nsi la personne se rend compte de quelque chose\nqui survient alors qu’il ne s’y attend pas. Il diffère\nen cela du Talent Recherche, qui vaut lorsque le\npersonnage cherche activement un élément dans\nune masse de données.\nNiveau 0 : le personnage n’est pas toujours sur\nses gardes. Il lui arrive d’être perdu dans ses\npensées ou d’être surpris par un événement\ninattendu.", + "constitution-t": "Le Talent Constitution définit la carrure du personnage,\nsa puissance et sa résistance physique.\nNiveau 0 : le personnage a une stature moyenne,\nla force compensant son poids. Il peut porter une\ntrentaine de kilos durant moins de dix minutes,\net soulever de terre un objet d’une cinquantaine\nde kilos maximum.", + "vecu-t": "Les Héros commencent chaque scénario avec une\nréserve de 3 points de Vécu. Le Vécu correspond au\npassé des personnages et à leur familiarité avec\ncertains environnements et certaines pratiques.\nLorsqu’un personnage entreprend une action\npour laquelle son histoire ou son expérience\npersonnelle sont susceptibles de lui octroyer un\navantage logique, le joueur peut dépenser un (et\nun seul) point de Vécu pour obtenir un niveau supplémentaire\nau Talent utilisé. Cette dépense doit\nêtre effectuée avant tout jet de dés de destin.", + "espoir-t": "Un personnage commence chaque scénario avec\nune réserve de points d’Espoir, dépendant de son\nniveau dans le Talent Ferveur.\nUn personnage peut dépenser un point d’Espoir\npour lancer trois dés de destin supplémentaires\nlors de n’importe quelle action. Il peut aussi\ndépenser un point d’Espoir pour lancer trois dés\nlorsqu’il subit des points de Blessures, Trauma,\nTraque ou Noirceur. Dans ce cas, chaque succès\ndiminue de 1 le nombre de points encaissés. Par\ncontre, chaque 1 ajoute une goutte à la jauge de\nFiel.", + "singularite-t": "Un personnage commence chaque séance de jeu\navec une réserve de points de Singularité, dont la\ntaille dépend de son niveau dans le Talent Artefact\nUn personnage peut dépenser un point de Singularité\npour empêcher l’ajout d’une goutte de Fiel\nà la jauge des Héros.\nLa réserve de Singularité ne se recharge pas en\ncours de partie.", + "trauma-t": "Dès qu’un personnage a subi 5 points de Trauma,\nil est Choqué. Son état de stress est tel qu’il influe\nsur ses performances et sur sa lucidité. Il souffre\nd’un malus de 1 à tous ses niveaux de Domaine.\nDès qu’il a subi 8 points de Trauma, le personnage\nest Traumatisé. Il souffre d’un malus de 1 à\ntous ses niveaux de Talent. De plus, il gardera des\nséquelles de cet événement : l’un de ses points de\nTrauma devient permanent et ne pourra pas être\nsoigné.\nSi un personnage cumule 10 points de Trauma,\nil devient Fou. Il tombe en catatonie durant le reste\nde la scène. Passé ce cap, son traumatisme est tel\nqu’il ne sera plus jouable. Il est définitivement\nperdu.", + "blessures-t": "Dès qu’il a subi 5 points de Blessures, le personnage\nsouffre d’un malus de 1 à tous ses niveaux\nde Domaine.\nSi un personnage cumule 8 points de Blessures,\nil est lourdement blessé. Il subit un malus de 1 à\ntous ses niveaux de Talent. De plus, il gardera des\nséquelles de cet événement : l’un de ses points de\nBlessures devient permanent et ne pourra pas être\nsoigné.\nSi un personnage cumule 10 points de Blessures,\nil agonise. Il meurt au bout de dix minutes s’il n’est\npas soigné.", + "noirceur-t": "Lorsqu’il a cumulé 5 points de Noirceur, le personnage\nest Teinté.\nLorsqu’il a cumulé 8 points de Noirceur, il est\nPossédé. De plus, il gardera des séquelles de cet\névénement : l’un de ses points de Noirceur devient\npermanent et ne pourra pas être soigné.\nLorsqu’il a cumulé 10 points de Noirceur, il est\nCorrompu. La Loi en prend le contrôle (à moins\nque le joueur n’accepte de jouer ce rôle jusqu’au\nbout). Le corrompu fera tout pour rallier un Axe\nle plus rapidement possible. S’il y parvient, il disparaît\ndans l’Artefact à tout jamais.", + "traque-t": "Lorsqu’il a cumulé 5 points de Traque, le personnage\nest Signalé.\nLorsqu’il a cumulé 8 points de Traque, le personnage\nest Recherché. Il gardera des séquelles\nde cet événement : l’un de ses points de Traque\ndevient permanent et ne pourra pas être retiré. De\nplus, il gagne le trait Criminel.\nLorsqu’il a cumulé 10 points de Traque, le personnage\nest Pourchassé. De plus, il gagne le trait\nEnnemi public." +} \ No newline at end of file diff --git a/NOC/translations/nl.json b/NOC/translations/nl.json new file mode 100644 index 0000000000..58b60b81e2 --- /dev/null +++ b/NOC/translations/nl.json @@ -0,0 +1,135 @@ +{ + "GENERAL-u": "IDENTITÉ", + "ATTRIBUTES-u": "COMPOSITION", + "INVENTORY-u": "POSSESSIONS", + "NOTES-u": "NOTES", + "aremplir-p": "A renseigner", + "idsignale-t": "Signalé : les patrouilles ont le signalement du\npersonnage qui sera arrêté en cas de contrôle.", + "idrecherche-t": "Recherché (Criminel) : le personnage est activement recherché.\nDes investigateurs se rendent à son travail,\ninterrogent son entourage, etc. Une équipe du\nBureau des Investigations se met à sa poursuite.", + "idpourchasse-t": "Pourchassé (Ennemi public) : le personnage est l’ennemi\nnuméro un du Bloc. Des patrouilles sillonnent\nla ville à sa recherche. Ses proches, ses collègues\nsont surveillés, et certains, violentés ou arrêtés.\nSon domicile est fouillé sans ménagement.\nCinq équipes du Bureau des Investigations le\nrecherchent.", + "idteinte-t": "", + "idpossede-t": "", + "idcorrompu-t": "", + "idsecurite-t": "Signalé : les patrouilles ont le signalement du\npersonnage qui sera arrêté en cas de contrôle.\n\nRecherché (Criminel) : le personnage est activement recherché.\nDes investigateurs se rendent à son travail,\ninterrogent son entourage, etc. Une équipe du\nBureau des Investigations se met à sa poursuite.\n\nPourchassé (Ennemi public) : le personnage est l’ennemi\nnuméro un du Bloc. Des patrouilles sillonnent\nla ville à sa recherche. Ses proches, ses collègues\nsont surveillés, et certains, violentés ou arrêtés.\nSon domicile est fouillé sans ménagement.\nCinq équipes du Bureau des Investigations le\nrecherchent.", + "idviolence-t": "Violence : le personnage ne peut pas arrêter un\ncombat tant qu’il n’a pas occasionné la perte d’au\nmoins 3 points de Blessures à un ennemi (à moins\nqu’il ne soit neutralisé avant).", + "idmalaise-t": "Malaise : le personnage est victime de malaises\net nausées. Il a l’impression que son corps est\nparasité. Lorsqu’il est victime de n’importe quel\neffet du Fiel, il perd un point d’Espoir additionnel.\nS’il n’en a plus, il devient Fatigué et subit un niveau\nde malus à tous ses Talents jusqu’à ce qu’il bénéficie\nd’un moment de calme", + "idHallucinations-t": "Hallucinations : le personnage est victime\nd’hallucinations. Il voit des choses terrifiantes qui\nn’existent pas. Il entend des voix, sent des choses\nqui le touchent, perçoit des odeurs putrides. Lorsqu’il\nest victime de n’importe quel effet du Fiel, il\nsubit un point de Trauma additionnel.", + "idMauvaispenchants-t": "Mauvais penchants : le personnage ne régénère\nplus sa jauge d’Espoir qu’en s’adonnant à ses vices.\nLors de chaque moment de calme (voir p. 41), s’il\ndésire recharger ses réserves ou soigner des points\nde Blessures, Trauma ou Noirceur, il doit recevoir\nun point de Traque.", + "idtraitnoirceur-t": "Violence : le personnage ne peut pas arrêter un\ncombat tant qu’il n’a pas occasionné la perte d’au\nmoins 3 points de Blessures à un ennemi (à moins\nqu’il ne soit neutralisé avant).\n\nMalaise : le personnage est victime de malaises\net nausées. Il a l’impression que son corps est\nparasité. Lorsqu’il est victime de n’importe quel\neffet du Fiel, il perd un point d’Espoir additionnel.\nS’il n’en a plus, il devient Fatigué et subit un niveau\nde malus à tous ses Talents jusqu’à ce qu’il bénéficie\nd’un moment de calme\n\nHallucinations : le personnage est victime\nd’hallucinations. Il voit des choses terrifiantes qui\nn’existent pas. Il entend des voix, sent des choses\nqui le touchent, perçoit des odeurs putrides. Lorsqu’il\nest victime de n’importe quel effet du Fiel, il\nsubit un point de Trauma additionnel.\n\nMauvais penchants : le personnage ne régénère\nplus sa jauge d’Espoir qu’en s’adonnant à ses vices.\nLors de chaque moment de calme (voir p. 41), s’il\ndésire recharger ses réserves ou soigner des points\nde Blessures, Trauma ou Noirceur, il doit recevoir\nun point de Traque.", + "afficheflag-t": "Permet de rendre visible les répercussions de tous les malus de condition \ndu personnage et cela dans tous ses Domaines et Talents.\n\nAttention ! Aucune modification ne peut être faite sur les points de\n Domaines et Talents tant que l'affichage des malus est activé.\n", + "vie-u": "VIE", + "erudition-u": "ÉRUDITION", + "technique-u": "TECHNIQUE", + "social-u": "SOCIAL", + "ame-u": "ÂME", + "statut-u": "STATUT", + "action-u": "ACTION", + "apaisement-u": "Apaisement", + "ferveur-u": "Ferveur", + "lumiere-u": "Lumière", + "soins-u": "Soins", + "culture-u": "Culture", + "bureau-u": "Bureau", + "recherche-u": "Recherche", + "societe-u": "Société", + "artefact-u": "Artefact", + "artisanat-u": "Artisanat", + "mecanismes-u": "Mecanismes", + "survie-u": "Survie", + "charisme-u": "Charisme", + "conviction-u": "Conviction", + "psychologie-u": "Psychologie", + "tromperie-u": "Tromperie", + "extase-u": "Extase", + "folie-u": "Folie", + "sensibilite-u": "Sensibilité", + "tenebres-u": "Ténèbres", + "fortune-u": "Fortune", + "rang-u": "Rang", + "contacts-u": "Contacts", + "facade-u": "Façade", + "combat-u": "Combat", + "deplacement-u": "Déplacement", + "instinct-u": "Instinct", + "constitution-u": "Constitution", + "vecu-u": "VÉCU", + "espoir-u": "ESPOIR", + "singularite-u": "SINGULARITÉ", + "trauma-u": "TRAUMA", + "blessures-u": "BLESSURES", + "noirceur-u": "NOIRCEUR", + "traque-u": "TRAQUE", + "effet-points-blessures-leger-u": "Blessé léger\n-1D Domaines", + "effet-points-blessures-grave-u": "Blessé grave\n-1D Talents\n+1pt Blessures permanent", + "effet-points-blessures-mort-u": "10 min avant la mort", + "effet-points-trauma-leger-u": "Choqué\n-1D Domaines\n+1pt Trauma permanent", + "effet-points-trauma-grave-u": "Traumatisé\n-1D Talents", + "effet-points-trauma-mort-u": "Fou", + "effet-points-traque-leger-u": "Signalé", + "effet-points-traque-grave-u": "Recherché\n+1trait "Criminel\n+1pt Traque permanent", + "effet-points-traque-mort-u": "Pourchassé\n+1trait "Ennemi public"", + "effet-points-noirceur-leger-u": "Teinté\n+1trait Noirceur", + "effet-points-noirceur-grave-u": "Possédé\n+1trait Noirceur\n+1pt Noirceur permanent", + "effet-points-noirceur-mort-u": "Corrompu\n+1trait Noirceur", + "EQUIPMENTS-u": "ÉQUIPEMENT", + "CONTACTS-u": "CONTACTS", + "Description-u": "Description", + "Name-u": "Nom", + "Name-p": "Nom", + "faveur-u": "Faveur", + "faveurmax-u": "Faveur max", + "Combathelper-u": "AIDE AU COMBAT", + "tir-u": "ARMES DE TIR", + "dps-u": "Dég.", + "munitions-u": "Mun.", + "munitionsmax-u": "Mun. max", + "armetalent-u": "Talent", + "trait-p": "Trait", + "cac-u": "ARMES DE CONTACT", + "armure-u": "ARMURE", + "armurepts-u": "Armure", + "defense-u": "Défense", + "Notes-p": "La nuit est tombée sur le monde. La Terre a été engloutie par l’Artefact, un objet impossible surgi du fond de l’espace et du temps. Il s’est replié sur elle en une étreinte cosmique, se substituant au ciel et aux étoiles.\n\rL’Artefact est une prison qui a plongé l’humanité dans un éternel crépuscule et a disloqué la civilisation. Tel est le fardeau des vivants.\n\rL’Artefact est un bouclier érigé contre une menace extérieure supposée conduire à l’anéantissement de toute vie. Telle est la voix de la propagande.\n\rL’Artefact est un horizon inatteignable aux motivations cryptiques, incarnation de l’apocalypse et porteur d’espoir pour qui croit en son message.\n\rIl est l’Objet-Dieu.", + "vie-t": "Ce Domaine est celui du don de soi, de l’abnégation\net de la bonté. Un personnage doté d’une affinité\nen Vie sera une lueur dans un monde de ténèbres,\nune incarnation de la volonté de survie de l’espèce\nconfrontée à son ultime épreuve.", + "erudition-t": "Ce Domaine regroupe toutes leseff connaissances,\nà l’exclusion de la technologie qui relève d’un\nDomaine propre.\nUn personnage possédant des niveaux dans les\nTalents d’Érudition fait partie d’une caste élitiste.\nIl est probablement bibliothécaire, érudit, professeur.\nLe savoir, dans la société délitée de NOC, est\nun important marqueur de statut.", + "technique-t": "Ce domaine est celui des savoirs pratiques, des\nobjets et de leur fonctionnement, de la débrouille\net des technologies inspirées de l’Artefact.", + "social-t": "Ce Domaine est celui de l’interaction pacifique\nentre êtres humains. Il permet de régir les dizaines\nde petites batailles que chaque femme et chaque\nhomme doit mener au quotidien lorsqu’il évolue\nparmi ses semblables : séduire ou être séduit,\nconvaincre ou être convaincu, s’imposer ou se\nsoumettre.", + "ame-t": "Ce Domaine est celui de l’inconscient, de ce qui se\ncache au-delà des pensées et de la rationalité du\npersonnage. C’est le royaume de l’inavouable, des\npulsions, de la vie intérieure mais aussi de la sensibilité\net de l’inspiration. Dans le monde désenchanté\npar l’Administration, ceux qui restent\nhabités par leurs rêves, bons ou mauvais, sont\nautant à envier qu’à plaindre.", + "statut-t": "Les Talents du Domaine Statut ne reflètent pas\ndirectement des capacités ou des connaissances\ndu personnage mais son rang, ses connexions et\nsa position sociale. Il s’agit de Talents passifs. \nIls indiquent quels sont les moyens concrets\net matériels à sa disposition.", + "action-t": "Ce Domaine est celui des capacités physiques et\ndes réflexes, du prédateur et de la proie, de la\nsurvie et de la traque. Un personnage possédant\nune affinité en Action sera plus vigilant, plus vif\net plus fort que ses semblables.", + "apaisement-t": "Le Talent Apaisement permet au personnage\nde calmer les tourments psychologiques de ses\nsemblables, de trouver les mots rassurants pour\nréconforter la victime après un événement traumatisant.\nNiveau 0 : le personnage n’a pas d’expérience\nparticulière des situations de crise et doit\nimproviser avec son propre malaise lorsqu’il est\nconfronté à la détresse d’autrui.\nCe talent permet de soigner des points de\nTrauma d’un autre personnage.", + "ferveur-t": "Le Talent Ferveur représente la flamme qui anime\nle personnage, son élan, le souffle qui lui permet\nde maintenir son espérance et de la communiquer\nà ses proches, même dans les pires situations.\nNiveau 0 : le personnage est vaillant mais se\ndécourage face aux grosses difficultés. Il dispose\nd’une réserve de 3 points d’Espoir.\nCe Talent définit la taille de la réserve d’Espoir\ndu personnage.", + "lumiere-t": "Le Talent Lumière représente la pureté d’âme\ndu personnage, sa noblesse profonde, sa bonté.\nIl reflète la résistance mystique et physiologique\ndu personnage à la Noirceur.\nNiveau 0 : le personnage possède des failles, une\npart d’ombre sur laquelle les ténèbres peuvent\ngermer.\nLe Talent Lumière sert à encaisser les points de\nNoirceur et les dégâts liés au trait Énergie Noire.", + "soins-t": "Le Talent Soins est celui des médecins et des\nguérisseurs.\nNiveau 0 : le personnage n’a pas d’autres notions\nde médecine que celles inculquées par la culture\npopulaire. Il connaît quelques remèdes de grandmère,\nne manque pas de bon sens, mais sera\ndémuni devant la moindre blessure sérieuse.\nCe talent permet de soigner des points de Blessures\nd’un autre personnage.", + "culture-t": "La Culture est un Talent très large : il reflète la\nconnaissance générale du personnage, qu’il\ns’agisse d’histoire, de géographie ou des dogmes\nofficiels de la Voie.\nNiveau 0 : le personnage sait passablement lire\net écrire. Il connaît le nom des Blocs voisins, se\nsouvient de faits passés durant les trois dernières\nannées officielles et peut réciter les mythes propagandistes\ncourants.", + "bureau-t": "Le Talent Bureau recouvre la connaissance de l’administration\net de ses rouages. Les codes, les lois,\nles formulaires, les services, les grades.\nNiveau 0 : le personnage sait où retirer ses tickets\nde rationnement, qui appeler au secours et qui\nne pas ennuyer.", + "recherche-t": "Le Talent Recherche permet de passer au crible\nun lieu ou une masse de données dans le but d’en\nextraire des informations. Ce Talent servira aussi\nbien pour fouiller une pièce que pour éplucher des\ncoupures de presse dans une bibliothèque.\nNiveau 0 : le personnage trouvera les preuves\névidentes mais ne fera pas de rapprochement et\nne tirera pas de conclusions de la présence ou de\nl’absence d’éléments trop subtils.", + "societe-t": "Le Talent Société permet de connaître les noms, les\nlieux, les ragots sur ce qu’il se passe dans le Bloc. Il\npermet d’identifier une personnalité, de connaître\nles rumeurs associées à un événement ou de savoir\noù passer une bonne soirée.\nNiveau 0 : le personnage connaît les figures\nimportantes de son quartier, les enseignes incontournables\nde la ville, sait où faire des affaires et\nquand sont prévus les grands événements.", + "artefact-t": "Le Talent Artefact permet de bénéficier d’une\nsorte d’empathie avec l’Objet-Dieu. Le personnage\ncomprend, ressent la logique de l’Artefact, de ses\nrythmes, de ses pulsations.\nNiveau 0 : le personnage sait distinguer un\nMécanisme d’un Grand Mécanisme, mais c’est\ntout. Sa réserve de points de Singularité est vide.", + "artisanat-t": "Le Talent Artisanat reflète les capacités du personnage\ndans tous les champs de techniques de base :\nmaçonnerie, forge, ébénisterie, tannage...\nNiveau 0 : le personnage est capable de bricoler\nplus ou moins adroitement. Il rafistole, mais pas\nplus.", + "mecanismes-t": "Le Talent Mécanismes indique la capacité du personnage\nà concevoir, réparer ou confectionner\ndes objets novateurs ou complexes, des moteurs\nde voiture aux escalators. Plus que cela, ce trait\nest nécessaire à la manipulation, réparation ou\nconstruction des objets quantiques. Ce Talent\nreflète également sa connaissance des principes\nscientifiques de base, de la physique comme de la\nchimie.\nNiveau 0 : pour le personnage, les merveilles\nquantiques sont hors de compréhension. Il sait\nqu’une pomme lancée en l’air retombe mais ne\nsait pas vraiment pourquoi. Il comprend les\nprincipes de base d’un moteur mais serait bien\nen peine d’en construire un.", + "survie-t": "Le Talent Survie est possédé par les habitants\ndes campagnes ou des banlieues miséreuses. Il\nregroupe toutes les techniques permettant de se\nrepérer, de s’alimenter, de dormir et de survivre\nen terrain naturel ou défavorable comme les pires\nbanlieues.\nNiveau 0 : le personnage est né et a toujours\névolué dans le coeur urbain du Bloc. Il n’a ni les\nconnaissances, ni les réflexes, ni le cran pour\naffronter l’Extérieur.", + "charisme-t": "Le Talent Charisme est celui de la séduction,\ndu charme, de l’appétit, de la sympathie. Il permet\nd’obtenir quelque chose d’un interlocuteur : des\ninformations, des services, une prestation ou un\nassentiment. Ce talent permet aussi de persuader,\nde porter un message avec force et crédibilité.\nNiveau 0 : le personnage est physiquement\nbanal. Il n’a pas de sex-appeal et ne plaît qu’à\nune petite part des membres du sexe opposé. Il ne\npossède aucun atout physique significatif et ne\nsouffre d’aucun défaut visible socialement handicapant.\nIl a du mal à enflammer un auditoire\nou à persuader les étrangers de ses idées, même\nles plus sincères.", + "conviction-t": "Le Talent Conviction exprime la force de volonté du\npersonnage, sa détermination, sa lucidité face à\ntout ce qui pourrait le détourner de sa route. Il lui\npermet de résister à la tentation, à la corruption,\nà l’intimidation et à la torture.\nNiveau 0 : le personnage a des convictions, mais\nil n’est pas prêt à mourir pour elles.\nCe Talent sert de niveau requis aux tentatives de\npersuasion, de séduction ou d’intimidation contre\nle personnage.", + "psychologie-t": "Le Talent Psychologie est celui de l’empathie,\nde l’analyse du paraverbal, de la lecture du corps.\nIl permet de détecter le mensonge, d’interpréter ce\nqui se joue dans l’esprit, dans le coeur et dans les\ntripes de ses semblables.\nNiveau 0 : le personnage n’est pas spécialement\nsubtil mais il est capable de se projeter sur l’effet\ninduit par une situation forte chez ses semblables.", + "tromperie-t": "Le Talent Tromperie indique la capacité du personnage\nà mentir, à dissimuler ses émotions ou\nses intentions, à jouer la comédie.\nNiveau 0 : le personnage est tendu lorsqu’il ment\net ce d’autant plus que l’enjeu ou les risques sont\nimportants. Sa voix est subtilement différente. Il\nne regarde pas son interlocuteur dans les yeux,\nse frotte le visage, se racle la gorge. Dans l’urgence,\nil est capable de concevoir un mensonge\nà peu près cohérent mais sera en difficulté s’il lui\nest demandé de rentrer dans les détails.", + "extase-t": "Le Talent Extase est une indication de la stabilité\ndu cadre familial ou amical du personnage, de\nla puissance cathartique de ses passions et de sa\nfacilité à trouver du réconfort dans son environnement.\nL’Extase lui permet de se vider la tête, de\nretrouver son calme.\nNiveau 0 : le personnage a une famille qu’il peut\nretrouver avec plaisir, ou un loisir, un passetemps,\ngrâce auquel il peut penser à autre\nchose. Boire un coup avec des amis, jouer aux\njeux de hasard, danser ou fréquenter les lieux de\ndébauche, il sait comment tuer le temps.\nLe Talent Extase permet de recharger sa jauge\nd’Espoir et celle de ses alliés durant les moments\nde calme.", + "folie-t": "La Folie est un talent ambigu. Sa possession\nindique que le personnage a déjà subi des traumatismes,\nvécu des expériences terribles ou avancé\nsur la voie de la démence et que ce passif l’a en\nquelque sorte préparé aux horreurs que lui réserve\nsa vie future.\nNiveau 0 : le personnage est un citoyen de\nce monde dur. Il a une certaine habitude de\nla violence, de l’oppression et de l’étrange –\néléments que l’on rencontre souvent, même à\nl’abri d’un Bloc – mais il n’a jamais assisté à un\nmassacre, jamais approché un Autre et jamais\nsubi un interrogatoire de la Police Secrète.\nAutant d’événements susceptibles de l’affecter\ndurablement.\nCe Talent sert à ralentir l’effet du Trauma sur\nle personnage.", + "sensibilite-t": "La Sensibilité est la réceptivité du personnage\naux choses invisibles, aux énergies, aux flux,\naux émotions. Elle permet de comprendre ou de\nproduire une oeuvre d’art, mais également de\nsentir les « mauvaises ondes » indiquant la proximité\nd’une source de Noirceur (voir p. 54).\nNiveau 0 : le personnage n’est pas particulièrement\nréceptif. Dans sa vie, il lui est parfois\narrivé d’avoir des impressions troublantes mais\nil n’a pas su les interpréter correctement ou leur\naccorder l’importance qu’elles auraient mérité.\nL’art ne lui inspire pas grand chose sinon les\noeuvres les plus directement accessibles.", + "tenebres-t": "Le Talent Ténèbres représente la part d’ombre du\npersonnage, le poids de ses crimes, son inclination\nau mal. Qu’il ait réellement commis des actes\nmauvais, ou qu’il s’agisse d’une faille béante dans\nson âme, cette zone ténébreuse sera sentie par les\nAutres et interprétée comme un signe d’appartenance.\nCe Talent représente également labrutalité,\nla monstruosité ou la froideur émanant de sa\npersonne, la crainte qu’il inspire à ses semblables.\nIl sert à intimider les humains, les animaux ou les\ncréatures surnaturelles.\nNiveau 0 : le personnage est une proie, un\nspécimen quelconque de la race humaine et, à\nce sens, ne fera l’objet d’aucun traitement particulier\nde la part des Autres. À moins d’être armé\nou en situation de force, il n’intimidera généralement\nque les couards.", + "fortune-t": "Le Talent Fortune indique la richesse dupersonnage.\nNiveau 0 : le personnage fait partie de la classe\nmoyenne. Il loue un appartement dans les faubourgs\nou un petit studio dans les quartiers\npopulaires du centre-ville. Il n’a pas vraiment\nde patrimoine mais dispose des fonds suffisants\npour s’alimenter, se vêtir et se déplacer au quotidien.\nDurant ses temps morts, il se contente\nde loisirs simples : visite des musées officiels, un\nspectacle cautionné de temps en temps, deux ou\ntrois verres dans un club middle-class. Il dispose\nde quelques couronnes pour ses transactions\ncourantes sans menacer son train de vie.", + "rang-t": "Le Talent Rang indique l’autorité du personnage,\nle grade ou la fonction sociale dont il peut se prévaloir.\nCe Talent ouvre des portes et lui assure des\npasse-droits. Pour jouir de son niveau de Rang, le\npersonnage doit toutefois porter ostensiblement\nla preuve de son niveau, qu’il s’agisse d’un badge,\nd’un uniforme, ou d’un nom célèbre (le sien ou\ncelui d’un ami important), qu’il se doit alors de\nrévéler. En cela, il lui sera impossible de jouir de\nson niveau de Rang tant qu’il restera sous couvert\nd’une fausse identité, par exemple.\nNiveau 0 : le personnage n’a pas de statut particulier.\nIl ne peut se prévaloir d’aucune autorité\nà part, peut-être, dans l’espace très restreint de\nson environnement professionnel.\nCe Talent sert à obtenir des accès, des autorisations\net de précieux formulaires en jeu.", + "contacts-t": "Le Talent Contacts indique le nombre de personnes\nbien placées prêtes à aider le personnage.\nPour chaque niveau qu’il possède dans ce Talent,\nil connaît un individu ou un groupe disposant de\nressources ou de connaissances intéressantes dans\nle cadre de sa lutte. Lorsqu’il a besoin de matériel,\nd’un service ou d’une information, le personnage\npeut joindre l’un de ses contacts pour l’obtenir.\nLes moyens de ces contacts n’ont pas à être décrits\navec précision.\nNiveau 0 : le personnage est un homme ou une\nfemme ordinaire. Il peut demander de menus\nservices à ses proches, mais ne connaît personne\nd’assez bien placé ou d’assez investi prêt à se\ncompromettre pour lui. Sa réserve de points de\nFaveur est vide.", + "facade-t": "Le Talent Façade est l’expression de la prudence et\nde la paranoïa du personnage. Il reflète le soin qu’il\nprend à cacher ses traces, à brouiller les pistes, à\nplacer des obstacles sur le chemin de ceux qui voudraient\nremonter jusqu’à lui, découvrir ses agissements,\naccéder à son domicile, saisir son argent.\nIl représente également la capacité du personnage\nà passer inaperçu, à avoir l’air inoffensif, à ne pas\nêtre remarqué parmi une foule.\nNiveau 0 : le personnage est un citoyen ordinaire.\nSon dossier administratif est bien fourni, son\nadresse connue et ses moyens de fuite limités.\nLorsqu’il a des choses à se reprocher ou qu’il\nest sous pression, son attitude peut paraître\nsuspecte.\nCe Talent sert à ralentir l’effet de la Traque sur\nle personnage.", + "combat-t": "Le Talent Combat reflète l’aisance du personnage\ndans les situations physiques ou martiales et sa\nmaîtrise des armes.\nNiveau 0 : le personnage ne sait pas se battre et\nn’en viendra aux mains qu’en dernièreextrémité.\nNote : chaque fois qu’un personnage développe\nle Talent Combat au-dessus du niveau 0, il\nchoisit deux armes parmi celles présentées p. 51.\nAinsi, il choisit 2 armes au niveau 1, 2 de plus au\nniveau 2, etc.\nLorsqu’il manie des armes qui ne sont pas du\nmême type que celles qu’il a choisies, il souffre\nd’un malus de 1 à son niveau de Combat.\nDans le cadre de ce kit, les Héros et les Rouages\nn’ont pas de malus lorsqu’ils manient les armes\nindiquées dans leur équipement.", + "deplacement-t": "Le Talent Déplacement est celui de l’agilité et de\nl’athlétisme, de la grâce, de la souplesse et de\nl’endurance. Il régit la coordination corporelle qui\npermet de courir vite, de sauter loin, d’éviter les\nattaques, de marcher longtemps et de se mouvoir\ndiscrètement.\nNiveau 0 : le personnage est capable de performances\nphysiques communes. Il court le cent\nmètres en moins de quinze secondes et peut\nsauter quatre mètres en longueur avec élan. Il\ns’épuise au bout de quelques dizaines de minutes\nd’effort.", + "instinct-t": "Le Talent Instinct rend compte de la perception\ndu personnage, de sa capacité à entendre un bruit\nfugace dans son dos, à voir un tireur embusqué\nsur un toit, à remarquer une odeur suspecte. Dans\nles situations tendues ou dangereuses, les Héros\n« prépareront » souvent leur Instinct. L’Instinct est\ngénéralement un trait passif, utilisé pour déterminer\nsi la personne se rend compte de quelque chose\nqui survient alors qu’il ne s’y attend pas. Il diffère\nen cela du Talent Recherche, qui vaut lorsque le\npersonnage cherche activement un élément dans\nune masse de données.\nNiveau 0 : le personnage n’est pas toujours sur\nses gardes. Il lui arrive d’être perdu dans ses\npensées ou d’être surpris par un événement\ninattendu.", + "constitution-t": "Le Talent Constitution définit la carrure du personnage,\nsa puissance et sa résistance physique.\nNiveau 0 : le personnage a une stature moyenne,\nla force compensant son poids. Il peut porter une\ntrentaine de kilos durant moins de dix minutes,\net soulever de terre un objet d’une cinquantaine\nde kilos maximum.", + "vecu-t": "Les Héros commencent chaque scénario avec une\nréserve de 3 points de Vécu. Le Vécu correspond au\npassé des personnages et à leur familiarité avec\ncertains environnements et certaines pratiques.\nLorsqu’un personnage entreprend une action\npour laquelle son histoire ou son expérience\npersonnelle sont susceptibles de lui octroyer un\navantage logique, le joueur peut dépenser un (et\nun seul) point de Vécu pour obtenir un niveau supplémentaire\nau Talent utilisé. Cette dépense doit\nêtre effectuée avant tout jet de dés de destin.", + "espoir-t": "Un personnage commence chaque scénario avec\nune réserve de points d’Espoir, dépendant de son\nniveau dans le Talent Ferveur.\nUn personnage peut dépenser un point d’Espoir\npour lancer trois dés de destin supplémentaires\nlors de n’importe quelle action. Il peut aussi\ndépenser un point d’Espoir pour lancer trois dés\nlorsqu’il subit des points de Blessures, Trauma,\nTraque ou Noirceur. Dans ce cas, chaque succès\ndiminue de 1 le nombre de points encaissés. Par\ncontre, chaque 1 ajoute une goutte à la jauge de\nFiel.", + "singularite-t": "Un personnage commence chaque séance de jeu\navec une réserve de points de Singularité, dont la\ntaille dépend de son niveau dans le Talent Artefact\nUn personnage peut dépenser un point de Singularité\npour empêcher l’ajout d’une goutte de Fiel\nà la jauge des Héros.\nLa réserve de Singularité ne se recharge pas en\ncours de partie.", + "trauma-t": "Dès qu’un personnage a subi 5 points de Trauma,\nil est Choqué. Son état de stress est tel qu’il influe\nsur ses performances et sur sa lucidité. Il souffre\nd’un malus de 1 à tous ses niveaux de Domaine.\nDès qu’il a subi 8 points de Trauma, le personnage\nest Traumatisé. Il souffre d’un malus de 1 à\ntous ses niveaux de Talent. De plus, il gardera des\nséquelles de cet événement : l’un de ses points de\nTrauma devient permanent et ne pourra pas être\nsoigné.\nSi un personnage cumule 10 points de Trauma,\nil devient Fou. Il tombe en catatonie durant le reste\nde la scène. Passé ce cap, son traumatisme est tel\nqu’il ne sera plus jouable. Il est définitivement\nperdu.", + "blessures-t": "Dès qu’il a subi 5 points de Blessures, le personnage\nsouffre d’un malus de 1 à tous ses niveaux\nde Domaine.\nSi un personnage cumule 8 points de Blessures,\nil est lourdement blessé. Il subit un malus de 1 à\ntous ses niveaux de Talent. De plus, il gardera des\nséquelles de cet événement : l’un de ses points de\nBlessures devient permanent et ne pourra pas être\nsoigné.\nSi un personnage cumule 10 points de Blessures,\nil agonise. Il meurt au bout de dix minutes s’il n’est\npas soigné.", + "noirceur-t": "Lorsqu’il a cumulé 5 points de Noirceur, le personnage\nest Teinté.\nLorsqu’il a cumulé 8 points de Noirceur, il est\nPossédé. De plus, il gardera des séquelles de cet\névénement : l’un de ses points de Noirceur devient\npermanent et ne pourra pas être soigné.\nLorsqu’il a cumulé 10 points de Noirceur, il est\nCorrompu. La Loi en prend le contrôle (à moins\nque le joueur n’accepte de jouer ce rôle jusqu’au\nbout). Le corrompu fera tout pour rallier un Axe\nle plus rapidement possible. S’il y parvient, il disparaît\ndans l’Artefact à tout jamais.", + "traque-t": "Lorsqu’il a cumulé 5 points de Traque, le personnage\nest Signalé.\nLorsqu’il a cumulé 8 points de Traque, le personnage\nest Recherché. Il gardera des séquelles\nde cet événement : l’un de ses points de Traque\ndevient permanent et ne pourra pas être retiré. De\nplus, il gagne le trait Criminel.\nLorsqu’il a cumulé 10 points de Traque, le personnage\nest Pourchassé. De plus, il gagne le trait\nEnnemi public." +} \ No newline at end of file diff --git a/NOC/translations/pl.json b/NOC/translations/pl.json new file mode 100644 index 0000000000..58b60b81e2 --- /dev/null +++ b/NOC/translations/pl.json @@ -0,0 +1,135 @@ +{ + "GENERAL-u": "IDENTITÉ", + "ATTRIBUTES-u": "COMPOSITION", + "INVENTORY-u": "POSSESSIONS", + "NOTES-u": "NOTES", + "aremplir-p": "A renseigner", + "idsignale-t": "Signalé : les patrouilles ont le signalement du\npersonnage qui sera arrêté en cas de contrôle.", + "idrecherche-t": "Recherché (Criminel) : le personnage est activement recherché.\nDes investigateurs se rendent à son travail,\ninterrogent son entourage, etc. Une équipe du\nBureau des Investigations se met à sa poursuite.", + "idpourchasse-t": "Pourchassé (Ennemi public) : le personnage est l’ennemi\nnuméro un du Bloc. Des patrouilles sillonnent\nla ville à sa recherche. Ses proches, ses collègues\nsont surveillés, et certains, violentés ou arrêtés.\nSon domicile est fouillé sans ménagement.\nCinq équipes du Bureau des Investigations le\nrecherchent.", + "idteinte-t": "", + "idpossede-t": "", + "idcorrompu-t": "", + "idsecurite-t": "Signalé : les patrouilles ont le signalement du\npersonnage qui sera arrêté en cas de contrôle.\n\nRecherché (Criminel) : le personnage est activement recherché.\nDes investigateurs se rendent à son travail,\ninterrogent son entourage, etc. Une équipe du\nBureau des Investigations se met à sa poursuite.\n\nPourchassé (Ennemi public) : le personnage est l’ennemi\nnuméro un du Bloc. Des patrouilles sillonnent\nla ville à sa recherche. Ses proches, ses collègues\nsont surveillés, et certains, violentés ou arrêtés.\nSon domicile est fouillé sans ménagement.\nCinq équipes du Bureau des Investigations le\nrecherchent.", + "idviolence-t": "Violence : le personnage ne peut pas arrêter un\ncombat tant qu’il n’a pas occasionné la perte d’au\nmoins 3 points de Blessures à un ennemi (à moins\nqu’il ne soit neutralisé avant).", + "idmalaise-t": "Malaise : le personnage est victime de malaises\net nausées. Il a l’impression que son corps est\nparasité. Lorsqu’il est victime de n’importe quel\neffet du Fiel, il perd un point d’Espoir additionnel.\nS’il n’en a plus, il devient Fatigué et subit un niveau\nde malus à tous ses Talents jusqu’à ce qu’il bénéficie\nd’un moment de calme", + "idHallucinations-t": "Hallucinations : le personnage est victime\nd’hallucinations. Il voit des choses terrifiantes qui\nn’existent pas. Il entend des voix, sent des choses\nqui le touchent, perçoit des odeurs putrides. Lorsqu’il\nest victime de n’importe quel effet du Fiel, il\nsubit un point de Trauma additionnel.", + "idMauvaispenchants-t": "Mauvais penchants : le personnage ne régénère\nplus sa jauge d’Espoir qu’en s’adonnant à ses vices.\nLors de chaque moment de calme (voir p. 41), s’il\ndésire recharger ses réserves ou soigner des points\nde Blessures, Trauma ou Noirceur, il doit recevoir\nun point de Traque.", + "idtraitnoirceur-t": "Violence : le personnage ne peut pas arrêter un\ncombat tant qu’il n’a pas occasionné la perte d’au\nmoins 3 points de Blessures à un ennemi (à moins\nqu’il ne soit neutralisé avant).\n\nMalaise : le personnage est victime de malaises\net nausées. Il a l’impression que son corps est\nparasité. Lorsqu’il est victime de n’importe quel\neffet du Fiel, il perd un point d’Espoir additionnel.\nS’il n’en a plus, il devient Fatigué et subit un niveau\nde malus à tous ses Talents jusqu’à ce qu’il bénéficie\nd’un moment de calme\n\nHallucinations : le personnage est victime\nd’hallucinations. Il voit des choses terrifiantes qui\nn’existent pas. Il entend des voix, sent des choses\nqui le touchent, perçoit des odeurs putrides. Lorsqu’il\nest victime de n’importe quel effet du Fiel, il\nsubit un point de Trauma additionnel.\n\nMauvais penchants : le personnage ne régénère\nplus sa jauge d’Espoir qu’en s’adonnant à ses vices.\nLors de chaque moment de calme (voir p. 41), s’il\ndésire recharger ses réserves ou soigner des points\nde Blessures, Trauma ou Noirceur, il doit recevoir\nun point de Traque.", + "afficheflag-t": "Permet de rendre visible les répercussions de tous les malus de condition \ndu personnage et cela dans tous ses Domaines et Talents.\n\nAttention ! Aucune modification ne peut être faite sur les points de\n Domaines et Talents tant que l'affichage des malus est activé.\n", + "vie-u": "VIE", + "erudition-u": "ÉRUDITION", + "technique-u": "TECHNIQUE", + "social-u": "SOCIAL", + "ame-u": "ÂME", + "statut-u": "STATUT", + "action-u": "ACTION", + "apaisement-u": "Apaisement", + "ferveur-u": "Ferveur", + "lumiere-u": "Lumière", + "soins-u": "Soins", + "culture-u": "Culture", + "bureau-u": "Bureau", + "recherche-u": "Recherche", + "societe-u": "Société", + "artefact-u": "Artefact", + "artisanat-u": "Artisanat", + "mecanismes-u": "Mecanismes", + "survie-u": "Survie", + "charisme-u": "Charisme", + "conviction-u": "Conviction", + "psychologie-u": "Psychologie", + "tromperie-u": "Tromperie", + "extase-u": "Extase", + "folie-u": "Folie", + "sensibilite-u": "Sensibilité", + "tenebres-u": "Ténèbres", + "fortune-u": "Fortune", + "rang-u": "Rang", + "contacts-u": "Contacts", + "facade-u": "Façade", + "combat-u": "Combat", + "deplacement-u": "Déplacement", + "instinct-u": "Instinct", + "constitution-u": "Constitution", + "vecu-u": "VÉCU", + "espoir-u": "ESPOIR", + "singularite-u": "SINGULARITÉ", + "trauma-u": "TRAUMA", + "blessures-u": "BLESSURES", + "noirceur-u": "NOIRCEUR", + "traque-u": "TRAQUE", + "effet-points-blessures-leger-u": "Blessé léger\n-1D Domaines", + "effet-points-blessures-grave-u": "Blessé grave\n-1D Talents\n+1pt Blessures permanent", + "effet-points-blessures-mort-u": "10 min avant la mort", + "effet-points-trauma-leger-u": "Choqué\n-1D Domaines\n+1pt Trauma permanent", + "effet-points-trauma-grave-u": "Traumatisé\n-1D Talents", + "effet-points-trauma-mort-u": "Fou", + "effet-points-traque-leger-u": "Signalé", + "effet-points-traque-grave-u": "Recherché\n+1trait "Criminel\n+1pt Traque permanent", + "effet-points-traque-mort-u": "Pourchassé\n+1trait "Ennemi public"", + "effet-points-noirceur-leger-u": "Teinté\n+1trait Noirceur", + "effet-points-noirceur-grave-u": "Possédé\n+1trait Noirceur\n+1pt Noirceur permanent", + "effet-points-noirceur-mort-u": "Corrompu\n+1trait Noirceur", + "EQUIPMENTS-u": "ÉQUIPEMENT", + "CONTACTS-u": "CONTACTS", + "Description-u": "Description", + "Name-u": "Nom", + "Name-p": "Nom", + "faveur-u": "Faveur", + "faveurmax-u": "Faveur max", + "Combathelper-u": "AIDE AU COMBAT", + "tir-u": "ARMES DE TIR", + "dps-u": "Dég.", + "munitions-u": "Mun.", + "munitionsmax-u": "Mun. max", + "armetalent-u": "Talent", + "trait-p": "Trait", + "cac-u": "ARMES DE CONTACT", + "armure-u": "ARMURE", + "armurepts-u": "Armure", + "defense-u": "Défense", + "Notes-p": "La nuit est tombée sur le monde. La Terre a été engloutie par l’Artefact, un objet impossible surgi du fond de l’espace et du temps. Il s’est replié sur elle en une étreinte cosmique, se substituant au ciel et aux étoiles.\n\rL’Artefact est une prison qui a plongé l’humanité dans un éternel crépuscule et a disloqué la civilisation. Tel est le fardeau des vivants.\n\rL’Artefact est un bouclier érigé contre une menace extérieure supposée conduire à l’anéantissement de toute vie. Telle est la voix de la propagande.\n\rL’Artefact est un horizon inatteignable aux motivations cryptiques, incarnation de l’apocalypse et porteur d’espoir pour qui croit en son message.\n\rIl est l’Objet-Dieu.", + "vie-t": "Ce Domaine est celui du don de soi, de l’abnégation\net de la bonté. Un personnage doté d’une affinité\nen Vie sera une lueur dans un monde de ténèbres,\nune incarnation de la volonté de survie de l’espèce\nconfrontée à son ultime épreuve.", + "erudition-t": "Ce Domaine regroupe toutes leseff connaissances,\nà l’exclusion de la technologie qui relève d’un\nDomaine propre.\nUn personnage possédant des niveaux dans les\nTalents d’Érudition fait partie d’une caste élitiste.\nIl est probablement bibliothécaire, érudit, professeur.\nLe savoir, dans la société délitée de NOC, est\nun important marqueur de statut.", + "technique-t": "Ce domaine est celui des savoirs pratiques, des\nobjets et de leur fonctionnement, de la débrouille\net des technologies inspirées de l’Artefact.", + "social-t": "Ce Domaine est celui de l’interaction pacifique\nentre êtres humains. Il permet de régir les dizaines\nde petites batailles que chaque femme et chaque\nhomme doit mener au quotidien lorsqu’il évolue\nparmi ses semblables : séduire ou être séduit,\nconvaincre ou être convaincu, s’imposer ou se\nsoumettre.", + "ame-t": "Ce Domaine est celui de l’inconscient, de ce qui se\ncache au-delà des pensées et de la rationalité du\npersonnage. C’est le royaume de l’inavouable, des\npulsions, de la vie intérieure mais aussi de la sensibilité\net de l’inspiration. Dans le monde désenchanté\npar l’Administration, ceux qui restent\nhabités par leurs rêves, bons ou mauvais, sont\nautant à envier qu’à plaindre.", + "statut-t": "Les Talents du Domaine Statut ne reflètent pas\ndirectement des capacités ou des connaissances\ndu personnage mais son rang, ses connexions et\nsa position sociale. Il s’agit de Talents passifs. \nIls indiquent quels sont les moyens concrets\net matériels à sa disposition.", + "action-t": "Ce Domaine est celui des capacités physiques et\ndes réflexes, du prédateur et de la proie, de la\nsurvie et de la traque. Un personnage possédant\nune affinité en Action sera plus vigilant, plus vif\net plus fort que ses semblables.", + "apaisement-t": "Le Talent Apaisement permet au personnage\nde calmer les tourments psychologiques de ses\nsemblables, de trouver les mots rassurants pour\nréconforter la victime après un événement traumatisant.\nNiveau 0 : le personnage n’a pas d’expérience\nparticulière des situations de crise et doit\nimproviser avec son propre malaise lorsqu’il est\nconfronté à la détresse d’autrui.\nCe talent permet de soigner des points de\nTrauma d’un autre personnage.", + "ferveur-t": "Le Talent Ferveur représente la flamme qui anime\nle personnage, son élan, le souffle qui lui permet\nde maintenir son espérance et de la communiquer\nà ses proches, même dans les pires situations.\nNiveau 0 : le personnage est vaillant mais se\ndécourage face aux grosses difficultés. Il dispose\nd’une réserve de 3 points d’Espoir.\nCe Talent définit la taille de la réserve d’Espoir\ndu personnage.", + "lumiere-t": "Le Talent Lumière représente la pureté d’âme\ndu personnage, sa noblesse profonde, sa bonté.\nIl reflète la résistance mystique et physiologique\ndu personnage à la Noirceur.\nNiveau 0 : le personnage possède des failles, une\npart d’ombre sur laquelle les ténèbres peuvent\ngermer.\nLe Talent Lumière sert à encaisser les points de\nNoirceur et les dégâts liés au trait Énergie Noire.", + "soins-t": "Le Talent Soins est celui des médecins et des\nguérisseurs.\nNiveau 0 : le personnage n’a pas d’autres notions\nde médecine que celles inculquées par la culture\npopulaire. Il connaît quelques remèdes de grandmère,\nne manque pas de bon sens, mais sera\ndémuni devant la moindre blessure sérieuse.\nCe talent permet de soigner des points de Blessures\nd’un autre personnage.", + "culture-t": "La Culture est un Talent très large : il reflète la\nconnaissance générale du personnage, qu’il\ns’agisse d’histoire, de géographie ou des dogmes\nofficiels de la Voie.\nNiveau 0 : le personnage sait passablement lire\net écrire. Il connaît le nom des Blocs voisins, se\nsouvient de faits passés durant les trois dernières\nannées officielles et peut réciter les mythes propagandistes\ncourants.", + "bureau-t": "Le Talent Bureau recouvre la connaissance de l’administration\net de ses rouages. Les codes, les lois,\nles formulaires, les services, les grades.\nNiveau 0 : le personnage sait où retirer ses tickets\nde rationnement, qui appeler au secours et qui\nne pas ennuyer.", + "recherche-t": "Le Talent Recherche permet de passer au crible\nun lieu ou une masse de données dans le but d’en\nextraire des informations. Ce Talent servira aussi\nbien pour fouiller une pièce que pour éplucher des\ncoupures de presse dans une bibliothèque.\nNiveau 0 : le personnage trouvera les preuves\névidentes mais ne fera pas de rapprochement et\nne tirera pas de conclusions de la présence ou de\nl’absence d’éléments trop subtils.", + "societe-t": "Le Talent Société permet de connaître les noms, les\nlieux, les ragots sur ce qu’il se passe dans le Bloc. Il\npermet d’identifier une personnalité, de connaître\nles rumeurs associées à un événement ou de savoir\noù passer une bonne soirée.\nNiveau 0 : le personnage connaît les figures\nimportantes de son quartier, les enseignes incontournables\nde la ville, sait où faire des affaires et\nquand sont prévus les grands événements.", + "artefact-t": "Le Talent Artefact permet de bénéficier d’une\nsorte d’empathie avec l’Objet-Dieu. Le personnage\ncomprend, ressent la logique de l’Artefact, de ses\nrythmes, de ses pulsations.\nNiveau 0 : le personnage sait distinguer un\nMécanisme d’un Grand Mécanisme, mais c’est\ntout. Sa réserve de points de Singularité est vide.", + "artisanat-t": "Le Talent Artisanat reflète les capacités du personnage\ndans tous les champs de techniques de base :\nmaçonnerie, forge, ébénisterie, tannage...\nNiveau 0 : le personnage est capable de bricoler\nplus ou moins adroitement. Il rafistole, mais pas\nplus.", + "mecanismes-t": "Le Talent Mécanismes indique la capacité du personnage\nà concevoir, réparer ou confectionner\ndes objets novateurs ou complexes, des moteurs\nde voiture aux escalators. Plus que cela, ce trait\nest nécessaire à la manipulation, réparation ou\nconstruction des objets quantiques. Ce Talent\nreflète également sa connaissance des principes\nscientifiques de base, de la physique comme de la\nchimie.\nNiveau 0 : pour le personnage, les merveilles\nquantiques sont hors de compréhension. Il sait\nqu’une pomme lancée en l’air retombe mais ne\nsait pas vraiment pourquoi. Il comprend les\nprincipes de base d’un moteur mais serait bien\nen peine d’en construire un.", + "survie-t": "Le Talent Survie est possédé par les habitants\ndes campagnes ou des banlieues miséreuses. Il\nregroupe toutes les techniques permettant de se\nrepérer, de s’alimenter, de dormir et de survivre\nen terrain naturel ou défavorable comme les pires\nbanlieues.\nNiveau 0 : le personnage est né et a toujours\névolué dans le coeur urbain du Bloc. Il n’a ni les\nconnaissances, ni les réflexes, ni le cran pour\naffronter l’Extérieur.", + "charisme-t": "Le Talent Charisme est celui de la séduction,\ndu charme, de l’appétit, de la sympathie. Il permet\nd’obtenir quelque chose d’un interlocuteur : des\ninformations, des services, une prestation ou un\nassentiment. Ce talent permet aussi de persuader,\nde porter un message avec force et crédibilité.\nNiveau 0 : le personnage est physiquement\nbanal. Il n’a pas de sex-appeal et ne plaît qu’à\nune petite part des membres du sexe opposé. Il ne\npossède aucun atout physique significatif et ne\nsouffre d’aucun défaut visible socialement handicapant.\nIl a du mal à enflammer un auditoire\nou à persuader les étrangers de ses idées, même\nles plus sincères.", + "conviction-t": "Le Talent Conviction exprime la force de volonté du\npersonnage, sa détermination, sa lucidité face à\ntout ce qui pourrait le détourner de sa route. Il lui\npermet de résister à la tentation, à la corruption,\nà l’intimidation et à la torture.\nNiveau 0 : le personnage a des convictions, mais\nil n’est pas prêt à mourir pour elles.\nCe Talent sert de niveau requis aux tentatives de\npersuasion, de séduction ou d’intimidation contre\nle personnage.", + "psychologie-t": "Le Talent Psychologie est celui de l’empathie,\nde l’analyse du paraverbal, de la lecture du corps.\nIl permet de détecter le mensonge, d’interpréter ce\nqui se joue dans l’esprit, dans le coeur et dans les\ntripes de ses semblables.\nNiveau 0 : le personnage n’est pas spécialement\nsubtil mais il est capable de se projeter sur l’effet\ninduit par une situation forte chez ses semblables.", + "tromperie-t": "Le Talent Tromperie indique la capacité du personnage\nà mentir, à dissimuler ses émotions ou\nses intentions, à jouer la comédie.\nNiveau 0 : le personnage est tendu lorsqu’il ment\net ce d’autant plus que l’enjeu ou les risques sont\nimportants. Sa voix est subtilement différente. Il\nne regarde pas son interlocuteur dans les yeux,\nse frotte le visage, se racle la gorge. Dans l’urgence,\nil est capable de concevoir un mensonge\nà peu près cohérent mais sera en difficulté s’il lui\nest demandé de rentrer dans les détails.", + "extase-t": "Le Talent Extase est une indication de la stabilité\ndu cadre familial ou amical du personnage, de\nla puissance cathartique de ses passions et de sa\nfacilité à trouver du réconfort dans son environnement.\nL’Extase lui permet de se vider la tête, de\nretrouver son calme.\nNiveau 0 : le personnage a une famille qu’il peut\nretrouver avec plaisir, ou un loisir, un passetemps,\ngrâce auquel il peut penser à autre\nchose. Boire un coup avec des amis, jouer aux\njeux de hasard, danser ou fréquenter les lieux de\ndébauche, il sait comment tuer le temps.\nLe Talent Extase permet de recharger sa jauge\nd’Espoir et celle de ses alliés durant les moments\nde calme.", + "folie-t": "La Folie est un talent ambigu. Sa possession\nindique que le personnage a déjà subi des traumatismes,\nvécu des expériences terribles ou avancé\nsur la voie de la démence et que ce passif l’a en\nquelque sorte préparé aux horreurs que lui réserve\nsa vie future.\nNiveau 0 : le personnage est un citoyen de\nce monde dur. Il a une certaine habitude de\nla violence, de l’oppression et de l’étrange –\néléments que l’on rencontre souvent, même à\nl’abri d’un Bloc – mais il n’a jamais assisté à un\nmassacre, jamais approché un Autre et jamais\nsubi un interrogatoire de la Police Secrète.\nAutant d’événements susceptibles de l’affecter\ndurablement.\nCe Talent sert à ralentir l’effet du Trauma sur\nle personnage.", + "sensibilite-t": "La Sensibilité est la réceptivité du personnage\naux choses invisibles, aux énergies, aux flux,\naux émotions. Elle permet de comprendre ou de\nproduire une oeuvre d’art, mais également de\nsentir les « mauvaises ondes » indiquant la proximité\nd’une source de Noirceur (voir p. 54).\nNiveau 0 : le personnage n’est pas particulièrement\nréceptif. Dans sa vie, il lui est parfois\narrivé d’avoir des impressions troublantes mais\nil n’a pas su les interpréter correctement ou leur\naccorder l’importance qu’elles auraient mérité.\nL’art ne lui inspire pas grand chose sinon les\noeuvres les plus directement accessibles.", + "tenebres-t": "Le Talent Ténèbres représente la part d’ombre du\npersonnage, le poids de ses crimes, son inclination\nau mal. Qu’il ait réellement commis des actes\nmauvais, ou qu’il s’agisse d’une faille béante dans\nson âme, cette zone ténébreuse sera sentie par les\nAutres et interprétée comme un signe d’appartenance.\nCe Talent représente également labrutalité,\nla monstruosité ou la froideur émanant de sa\npersonne, la crainte qu’il inspire à ses semblables.\nIl sert à intimider les humains, les animaux ou les\ncréatures surnaturelles.\nNiveau 0 : le personnage est une proie, un\nspécimen quelconque de la race humaine et, à\nce sens, ne fera l’objet d’aucun traitement particulier\nde la part des Autres. À moins d’être armé\nou en situation de force, il n’intimidera généralement\nque les couards.", + "fortune-t": "Le Talent Fortune indique la richesse dupersonnage.\nNiveau 0 : le personnage fait partie de la classe\nmoyenne. Il loue un appartement dans les faubourgs\nou un petit studio dans les quartiers\npopulaires du centre-ville. Il n’a pas vraiment\nde patrimoine mais dispose des fonds suffisants\npour s’alimenter, se vêtir et se déplacer au quotidien.\nDurant ses temps morts, il se contente\nde loisirs simples : visite des musées officiels, un\nspectacle cautionné de temps en temps, deux ou\ntrois verres dans un club middle-class. Il dispose\nde quelques couronnes pour ses transactions\ncourantes sans menacer son train de vie.", + "rang-t": "Le Talent Rang indique l’autorité du personnage,\nle grade ou la fonction sociale dont il peut se prévaloir.\nCe Talent ouvre des portes et lui assure des\npasse-droits. Pour jouir de son niveau de Rang, le\npersonnage doit toutefois porter ostensiblement\nla preuve de son niveau, qu’il s’agisse d’un badge,\nd’un uniforme, ou d’un nom célèbre (le sien ou\ncelui d’un ami important), qu’il se doit alors de\nrévéler. En cela, il lui sera impossible de jouir de\nson niveau de Rang tant qu’il restera sous couvert\nd’une fausse identité, par exemple.\nNiveau 0 : le personnage n’a pas de statut particulier.\nIl ne peut se prévaloir d’aucune autorité\nà part, peut-être, dans l’espace très restreint de\nson environnement professionnel.\nCe Talent sert à obtenir des accès, des autorisations\net de précieux formulaires en jeu.", + "contacts-t": "Le Talent Contacts indique le nombre de personnes\nbien placées prêtes à aider le personnage.\nPour chaque niveau qu’il possède dans ce Talent,\nil connaît un individu ou un groupe disposant de\nressources ou de connaissances intéressantes dans\nle cadre de sa lutte. Lorsqu’il a besoin de matériel,\nd’un service ou d’une information, le personnage\npeut joindre l’un de ses contacts pour l’obtenir.\nLes moyens de ces contacts n’ont pas à être décrits\navec précision.\nNiveau 0 : le personnage est un homme ou une\nfemme ordinaire. Il peut demander de menus\nservices à ses proches, mais ne connaît personne\nd’assez bien placé ou d’assez investi prêt à se\ncompromettre pour lui. Sa réserve de points de\nFaveur est vide.", + "facade-t": "Le Talent Façade est l’expression de la prudence et\nde la paranoïa du personnage. Il reflète le soin qu’il\nprend à cacher ses traces, à brouiller les pistes, à\nplacer des obstacles sur le chemin de ceux qui voudraient\nremonter jusqu’à lui, découvrir ses agissements,\naccéder à son domicile, saisir son argent.\nIl représente également la capacité du personnage\nà passer inaperçu, à avoir l’air inoffensif, à ne pas\nêtre remarqué parmi une foule.\nNiveau 0 : le personnage est un citoyen ordinaire.\nSon dossier administratif est bien fourni, son\nadresse connue et ses moyens de fuite limités.\nLorsqu’il a des choses à se reprocher ou qu’il\nest sous pression, son attitude peut paraître\nsuspecte.\nCe Talent sert à ralentir l’effet de la Traque sur\nle personnage.", + "combat-t": "Le Talent Combat reflète l’aisance du personnage\ndans les situations physiques ou martiales et sa\nmaîtrise des armes.\nNiveau 0 : le personnage ne sait pas se battre et\nn’en viendra aux mains qu’en dernièreextrémité.\nNote : chaque fois qu’un personnage développe\nle Talent Combat au-dessus du niveau 0, il\nchoisit deux armes parmi celles présentées p. 51.\nAinsi, il choisit 2 armes au niveau 1, 2 de plus au\nniveau 2, etc.\nLorsqu’il manie des armes qui ne sont pas du\nmême type que celles qu’il a choisies, il souffre\nd’un malus de 1 à son niveau de Combat.\nDans le cadre de ce kit, les Héros et les Rouages\nn’ont pas de malus lorsqu’ils manient les armes\nindiquées dans leur équipement.", + "deplacement-t": "Le Talent Déplacement est celui de l’agilité et de\nl’athlétisme, de la grâce, de la souplesse et de\nl’endurance. Il régit la coordination corporelle qui\npermet de courir vite, de sauter loin, d’éviter les\nattaques, de marcher longtemps et de se mouvoir\ndiscrètement.\nNiveau 0 : le personnage est capable de performances\nphysiques communes. Il court le cent\nmètres en moins de quinze secondes et peut\nsauter quatre mètres en longueur avec élan. Il\ns’épuise au bout de quelques dizaines de minutes\nd’effort.", + "instinct-t": "Le Talent Instinct rend compte de la perception\ndu personnage, de sa capacité à entendre un bruit\nfugace dans son dos, à voir un tireur embusqué\nsur un toit, à remarquer une odeur suspecte. Dans\nles situations tendues ou dangereuses, les Héros\n« prépareront » souvent leur Instinct. L’Instinct est\ngénéralement un trait passif, utilisé pour déterminer\nsi la personne se rend compte de quelque chose\nqui survient alors qu’il ne s’y attend pas. Il diffère\nen cela du Talent Recherche, qui vaut lorsque le\npersonnage cherche activement un élément dans\nune masse de données.\nNiveau 0 : le personnage n’est pas toujours sur\nses gardes. Il lui arrive d’être perdu dans ses\npensées ou d’être surpris par un événement\ninattendu.", + "constitution-t": "Le Talent Constitution définit la carrure du personnage,\nsa puissance et sa résistance physique.\nNiveau 0 : le personnage a une stature moyenne,\nla force compensant son poids. Il peut porter une\ntrentaine de kilos durant moins de dix minutes,\net soulever de terre un objet d’une cinquantaine\nde kilos maximum.", + "vecu-t": "Les Héros commencent chaque scénario avec une\nréserve de 3 points de Vécu. Le Vécu correspond au\npassé des personnages et à leur familiarité avec\ncertains environnements et certaines pratiques.\nLorsqu’un personnage entreprend une action\npour laquelle son histoire ou son expérience\npersonnelle sont susceptibles de lui octroyer un\navantage logique, le joueur peut dépenser un (et\nun seul) point de Vécu pour obtenir un niveau supplémentaire\nau Talent utilisé. Cette dépense doit\nêtre effectuée avant tout jet de dés de destin.", + "espoir-t": "Un personnage commence chaque scénario avec\nune réserve de points d’Espoir, dépendant de son\nniveau dans le Talent Ferveur.\nUn personnage peut dépenser un point d’Espoir\npour lancer trois dés de destin supplémentaires\nlors de n’importe quelle action. Il peut aussi\ndépenser un point d’Espoir pour lancer trois dés\nlorsqu’il subit des points de Blessures, Trauma,\nTraque ou Noirceur. Dans ce cas, chaque succès\ndiminue de 1 le nombre de points encaissés. Par\ncontre, chaque 1 ajoute une goutte à la jauge de\nFiel.", + "singularite-t": "Un personnage commence chaque séance de jeu\navec une réserve de points de Singularité, dont la\ntaille dépend de son niveau dans le Talent Artefact\nUn personnage peut dépenser un point de Singularité\npour empêcher l’ajout d’une goutte de Fiel\nà la jauge des Héros.\nLa réserve de Singularité ne se recharge pas en\ncours de partie.", + "trauma-t": "Dès qu’un personnage a subi 5 points de Trauma,\nil est Choqué. Son état de stress est tel qu’il influe\nsur ses performances et sur sa lucidité. Il souffre\nd’un malus de 1 à tous ses niveaux de Domaine.\nDès qu’il a subi 8 points de Trauma, le personnage\nest Traumatisé. Il souffre d’un malus de 1 à\ntous ses niveaux de Talent. De plus, il gardera des\nséquelles de cet événement : l’un de ses points de\nTrauma devient permanent et ne pourra pas être\nsoigné.\nSi un personnage cumule 10 points de Trauma,\nil devient Fou. Il tombe en catatonie durant le reste\nde la scène. Passé ce cap, son traumatisme est tel\nqu’il ne sera plus jouable. Il est définitivement\nperdu.", + "blessures-t": "Dès qu’il a subi 5 points de Blessures, le personnage\nsouffre d’un malus de 1 à tous ses niveaux\nde Domaine.\nSi un personnage cumule 8 points de Blessures,\nil est lourdement blessé. Il subit un malus de 1 à\ntous ses niveaux de Talent. De plus, il gardera des\nséquelles de cet événement : l’un de ses points de\nBlessures devient permanent et ne pourra pas être\nsoigné.\nSi un personnage cumule 10 points de Blessures,\nil agonise. Il meurt au bout de dix minutes s’il n’est\npas soigné.", + "noirceur-t": "Lorsqu’il a cumulé 5 points de Noirceur, le personnage\nest Teinté.\nLorsqu’il a cumulé 8 points de Noirceur, il est\nPossédé. De plus, il gardera des séquelles de cet\névénement : l’un de ses points de Noirceur devient\npermanent et ne pourra pas être soigné.\nLorsqu’il a cumulé 10 points de Noirceur, il est\nCorrompu. La Loi en prend le contrôle (à moins\nque le joueur n’accepte de jouer ce rôle jusqu’au\nbout). Le corrompu fera tout pour rallier un Axe\nle plus rapidement possible. S’il y parvient, il disparaît\ndans l’Artefact à tout jamais.", + "traque-t": "Lorsqu’il a cumulé 5 points de Traque, le personnage\nest Signalé.\nLorsqu’il a cumulé 8 points de Traque, le personnage\nest Recherché. Il gardera des séquelles\nde cet événement : l’un de ses points de Traque\ndevient permanent et ne pourra pas être retiré. De\nplus, il gagne le trait Criminel.\nLorsqu’il a cumulé 10 points de Traque, le personnage\nest Pourchassé. De plus, il gagne le trait\nEnnemi public." +} \ No newline at end of file diff --git a/NOC/translations/pt.json b/NOC/translations/pt.json new file mode 100644 index 0000000000..58b60b81e2 --- /dev/null +++ b/NOC/translations/pt.json @@ -0,0 +1,135 @@ +{ + "GENERAL-u": "IDENTITÉ", + "ATTRIBUTES-u": "COMPOSITION", + "INVENTORY-u": "POSSESSIONS", + "NOTES-u": "NOTES", + "aremplir-p": "A renseigner", + "idsignale-t": "Signalé : les patrouilles ont le signalement du\npersonnage qui sera arrêté en cas de contrôle.", + "idrecherche-t": "Recherché (Criminel) : le personnage est activement recherché.\nDes investigateurs se rendent à son travail,\ninterrogent son entourage, etc. Une équipe du\nBureau des Investigations se met à sa poursuite.", + "idpourchasse-t": "Pourchassé (Ennemi public) : le personnage est l’ennemi\nnuméro un du Bloc. Des patrouilles sillonnent\nla ville à sa recherche. Ses proches, ses collègues\nsont surveillés, et certains, violentés ou arrêtés.\nSon domicile est fouillé sans ménagement.\nCinq équipes du Bureau des Investigations le\nrecherchent.", + "idteinte-t": "", + "idpossede-t": "", + "idcorrompu-t": "", + "idsecurite-t": "Signalé : les patrouilles ont le signalement du\npersonnage qui sera arrêté en cas de contrôle.\n\nRecherché (Criminel) : le personnage est activement recherché.\nDes investigateurs se rendent à son travail,\ninterrogent son entourage, etc. Une équipe du\nBureau des Investigations se met à sa poursuite.\n\nPourchassé (Ennemi public) : le personnage est l’ennemi\nnuméro un du Bloc. Des patrouilles sillonnent\nla ville à sa recherche. Ses proches, ses collègues\nsont surveillés, et certains, violentés ou arrêtés.\nSon domicile est fouillé sans ménagement.\nCinq équipes du Bureau des Investigations le\nrecherchent.", + "idviolence-t": "Violence : le personnage ne peut pas arrêter un\ncombat tant qu’il n’a pas occasionné la perte d’au\nmoins 3 points de Blessures à un ennemi (à moins\nqu’il ne soit neutralisé avant).", + "idmalaise-t": "Malaise : le personnage est victime de malaises\net nausées. Il a l’impression que son corps est\nparasité. Lorsqu’il est victime de n’importe quel\neffet du Fiel, il perd un point d’Espoir additionnel.\nS’il n’en a plus, il devient Fatigué et subit un niveau\nde malus à tous ses Talents jusqu’à ce qu’il bénéficie\nd’un moment de calme", + "idHallucinations-t": "Hallucinations : le personnage est victime\nd’hallucinations. Il voit des choses terrifiantes qui\nn’existent pas. Il entend des voix, sent des choses\nqui le touchent, perçoit des odeurs putrides. Lorsqu’il\nest victime de n’importe quel effet du Fiel, il\nsubit un point de Trauma additionnel.", + "idMauvaispenchants-t": "Mauvais penchants : le personnage ne régénère\nplus sa jauge d’Espoir qu’en s’adonnant à ses vices.\nLors de chaque moment de calme (voir p. 41), s’il\ndésire recharger ses réserves ou soigner des points\nde Blessures, Trauma ou Noirceur, il doit recevoir\nun point de Traque.", + "idtraitnoirceur-t": "Violence : le personnage ne peut pas arrêter un\ncombat tant qu’il n’a pas occasionné la perte d’au\nmoins 3 points de Blessures à un ennemi (à moins\nqu’il ne soit neutralisé avant).\n\nMalaise : le personnage est victime de malaises\net nausées. Il a l’impression que son corps est\nparasité. Lorsqu’il est victime de n’importe quel\neffet du Fiel, il perd un point d’Espoir additionnel.\nS’il n’en a plus, il devient Fatigué et subit un niveau\nde malus à tous ses Talents jusqu’à ce qu’il bénéficie\nd’un moment de calme\n\nHallucinations : le personnage est victime\nd’hallucinations. Il voit des choses terrifiantes qui\nn’existent pas. Il entend des voix, sent des choses\nqui le touchent, perçoit des odeurs putrides. Lorsqu’il\nest victime de n’importe quel effet du Fiel, il\nsubit un point de Trauma additionnel.\n\nMauvais penchants : le personnage ne régénère\nplus sa jauge d’Espoir qu’en s’adonnant à ses vices.\nLors de chaque moment de calme (voir p. 41), s’il\ndésire recharger ses réserves ou soigner des points\nde Blessures, Trauma ou Noirceur, il doit recevoir\nun point de Traque.", + "afficheflag-t": "Permet de rendre visible les répercussions de tous les malus de condition \ndu personnage et cela dans tous ses Domaines et Talents.\n\nAttention ! Aucune modification ne peut être faite sur les points de\n Domaines et Talents tant que l'affichage des malus est activé.\n", + "vie-u": "VIE", + "erudition-u": "ÉRUDITION", + "technique-u": "TECHNIQUE", + "social-u": "SOCIAL", + "ame-u": "ÂME", + "statut-u": "STATUT", + "action-u": "ACTION", + "apaisement-u": "Apaisement", + "ferveur-u": "Ferveur", + "lumiere-u": "Lumière", + "soins-u": "Soins", + "culture-u": "Culture", + "bureau-u": "Bureau", + "recherche-u": "Recherche", + "societe-u": "Société", + "artefact-u": "Artefact", + "artisanat-u": "Artisanat", + "mecanismes-u": "Mecanismes", + "survie-u": "Survie", + "charisme-u": "Charisme", + "conviction-u": "Conviction", + "psychologie-u": "Psychologie", + "tromperie-u": "Tromperie", + "extase-u": "Extase", + "folie-u": "Folie", + "sensibilite-u": "Sensibilité", + "tenebres-u": "Ténèbres", + "fortune-u": "Fortune", + "rang-u": "Rang", + "contacts-u": "Contacts", + "facade-u": "Façade", + "combat-u": "Combat", + "deplacement-u": "Déplacement", + "instinct-u": "Instinct", + "constitution-u": "Constitution", + "vecu-u": "VÉCU", + "espoir-u": "ESPOIR", + "singularite-u": "SINGULARITÉ", + "trauma-u": "TRAUMA", + "blessures-u": "BLESSURES", + "noirceur-u": "NOIRCEUR", + "traque-u": "TRAQUE", + "effet-points-blessures-leger-u": "Blessé léger\n-1D Domaines", + "effet-points-blessures-grave-u": "Blessé grave\n-1D Talents\n+1pt Blessures permanent", + "effet-points-blessures-mort-u": "10 min avant la mort", + "effet-points-trauma-leger-u": "Choqué\n-1D Domaines\n+1pt Trauma permanent", + "effet-points-trauma-grave-u": "Traumatisé\n-1D Talents", + "effet-points-trauma-mort-u": "Fou", + "effet-points-traque-leger-u": "Signalé", + "effet-points-traque-grave-u": "Recherché\n+1trait "Criminel\n+1pt Traque permanent", + "effet-points-traque-mort-u": "Pourchassé\n+1trait "Ennemi public"", + "effet-points-noirceur-leger-u": "Teinté\n+1trait Noirceur", + "effet-points-noirceur-grave-u": "Possédé\n+1trait Noirceur\n+1pt Noirceur permanent", + "effet-points-noirceur-mort-u": "Corrompu\n+1trait Noirceur", + "EQUIPMENTS-u": "ÉQUIPEMENT", + "CONTACTS-u": "CONTACTS", + "Description-u": "Description", + "Name-u": "Nom", + "Name-p": "Nom", + "faveur-u": "Faveur", + "faveurmax-u": "Faveur max", + "Combathelper-u": "AIDE AU COMBAT", + "tir-u": "ARMES DE TIR", + "dps-u": "Dég.", + "munitions-u": "Mun.", + "munitionsmax-u": "Mun. max", + "armetalent-u": "Talent", + "trait-p": "Trait", + "cac-u": "ARMES DE CONTACT", + "armure-u": "ARMURE", + "armurepts-u": "Armure", + "defense-u": "Défense", + "Notes-p": "La nuit est tombée sur le monde. La Terre a été engloutie par l’Artefact, un objet impossible surgi du fond de l’espace et du temps. Il s’est replié sur elle en une étreinte cosmique, se substituant au ciel et aux étoiles.\n\rL’Artefact est une prison qui a plongé l’humanité dans un éternel crépuscule et a disloqué la civilisation. Tel est le fardeau des vivants.\n\rL’Artefact est un bouclier érigé contre une menace extérieure supposée conduire à l’anéantissement de toute vie. Telle est la voix de la propagande.\n\rL’Artefact est un horizon inatteignable aux motivations cryptiques, incarnation de l’apocalypse et porteur d’espoir pour qui croit en son message.\n\rIl est l’Objet-Dieu.", + "vie-t": "Ce Domaine est celui du don de soi, de l’abnégation\net de la bonté. Un personnage doté d’une affinité\nen Vie sera une lueur dans un monde de ténèbres,\nune incarnation de la volonté de survie de l’espèce\nconfrontée à son ultime épreuve.", + "erudition-t": "Ce Domaine regroupe toutes leseff connaissances,\nà l’exclusion de la technologie qui relève d’un\nDomaine propre.\nUn personnage possédant des niveaux dans les\nTalents d’Érudition fait partie d’une caste élitiste.\nIl est probablement bibliothécaire, érudit, professeur.\nLe savoir, dans la société délitée de NOC, est\nun important marqueur de statut.", + "technique-t": "Ce domaine est celui des savoirs pratiques, des\nobjets et de leur fonctionnement, de la débrouille\net des technologies inspirées de l’Artefact.", + "social-t": "Ce Domaine est celui de l’interaction pacifique\nentre êtres humains. Il permet de régir les dizaines\nde petites batailles que chaque femme et chaque\nhomme doit mener au quotidien lorsqu’il évolue\nparmi ses semblables : séduire ou être séduit,\nconvaincre ou être convaincu, s’imposer ou se\nsoumettre.", + "ame-t": "Ce Domaine est celui de l’inconscient, de ce qui se\ncache au-delà des pensées et de la rationalité du\npersonnage. C’est le royaume de l’inavouable, des\npulsions, de la vie intérieure mais aussi de la sensibilité\net de l’inspiration. Dans le monde désenchanté\npar l’Administration, ceux qui restent\nhabités par leurs rêves, bons ou mauvais, sont\nautant à envier qu’à plaindre.", + "statut-t": "Les Talents du Domaine Statut ne reflètent pas\ndirectement des capacités ou des connaissances\ndu personnage mais son rang, ses connexions et\nsa position sociale. Il s’agit de Talents passifs. \nIls indiquent quels sont les moyens concrets\net matériels à sa disposition.", + "action-t": "Ce Domaine est celui des capacités physiques et\ndes réflexes, du prédateur et de la proie, de la\nsurvie et de la traque. Un personnage possédant\nune affinité en Action sera plus vigilant, plus vif\net plus fort que ses semblables.", + "apaisement-t": "Le Talent Apaisement permet au personnage\nde calmer les tourments psychologiques de ses\nsemblables, de trouver les mots rassurants pour\nréconforter la victime après un événement traumatisant.\nNiveau 0 : le personnage n’a pas d’expérience\nparticulière des situations de crise et doit\nimproviser avec son propre malaise lorsqu’il est\nconfronté à la détresse d’autrui.\nCe talent permet de soigner des points de\nTrauma d’un autre personnage.", + "ferveur-t": "Le Talent Ferveur représente la flamme qui anime\nle personnage, son élan, le souffle qui lui permet\nde maintenir son espérance et de la communiquer\nà ses proches, même dans les pires situations.\nNiveau 0 : le personnage est vaillant mais se\ndécourage face aux grosses difficultés. Il dispose\nd’une réserve de 3 points d’Espoir.\nCe Talent définit la taille de la réserve d’Espoir\ndu personnage.", + "lumiere-t": "Le Talent Lumière représente la pureté d’âme\ndu personnage, sa noblesse profonde, sa bonté.\nIl reflète la résistance mystique et physiologique\ndu personnage à la Noirceur.\nNiveau 0 : le personnage possède des failles, une\npart d’ombre sur laquelle les ténèbres peuvent\ngermer.\nLe Talent Lumière sert à encaisser les points de\nNoirceur et les dégâts liés au trait Énergie Noire.", + "soins-t": "Le Talent Soins est celui des médecins et des\nguérisseurs.\nNiveau 0 : le personnage n’a pas d’autres notions\nde médecine que celles inculquées par la culture\npopulaire. Il connaît quelques remèdes de grandmère,\nne manque pas de bon sens, mais sera\ndémuni devant la moindre blessure sérieuse.\nCe talent permet de soigner des points de Blessures\nd’un autre personnage.", + "culture-t": "La Culture est un Talent très large : il reflète la\nconnaissance générale du personnage, qu’il\ns’agisse d’histoire, de géographie ou des dogmes\nofficiels de la Voie.\nNiveau 0 : le personnage sait passablement lire\net écrire. Il connaît le nom des Blocs voisins, se\nsouvient de faits passés durant les trois dernières\nannées officielles et peut réciter les mythes propagandistes\ncourants.", + "bureau-t": "Le Talent Bureau recouvre la connaissance de l’administration\net de ses rouages. Les codes, les lois,\nles formulaires, les services, les grades.\nNiveau 0 : le personnage sait où retirer ses tickets\nde rationnement, qui appeler au secours et qui\nne pas ennuyer.", + "recherche-t": "Le Talent Recherche permet de passer au crible\nun lieu ou une masse de données dans le but d’en\nextraire des informations. Ce Talent servira aussi\nbien pour fouiller une pièce que pour éplucher des\ncoupures de presse dans une bibliothèque.\nNiveau 0 : le personnage trouvera les preuves\névidentes mais ne fera pas de rapprochement et\nne tirera pas de conclusions de la présence ou de\nl’absence d’éléments trop subtils.", + "societe-t": "Le Talent Société permet de connaître les noms, les\nlieux, les ragots sur ce qu’il se passe dans le Bloc. Il\npermet d’identifier une personnalité, de connaître\nles rumeurs associées à un événement ou de savoir\noù passer une bonne soirée.\nNiveau 0 : le personnage connaît les figures\nimportantes de son quartier, les enseignes incontournables\nde la ville, sait où faire des affaires et\nquand sont prévus les grands événements.", + "artefact-t": "Le Talent Artefact permet de bénéficier d’une\nsorte d’empathie avec l’Objet-Dieu. Le personnage\ncomprend, ressent la logique de l’Artefact, de ses\nrythmes, de ses pulsations.\nNiveau 0 : le personnage sait distinguer un\nMécanisme d’un Grand Mécanisme, mais c’est\ntout. Sa réserve de points de Singularité est vide.", + "artisanat-t": "Le Talent Artisanat reflète les capacités du personnage\ndans tous les champs de techniques de base :\nmaçonnerie, forge, ébénisterie, tannage...\nNiveau 0 : le personnage est capable de bricoler\nplus ou moins adroitement. Il rafistole, mais pas\nplus.", + "mecanismes-t": "Le Talent Mécanismes indique la capacité du personnage\nà concevoir, réparer ou confectionner\ndes objets novateurs ou complexes, des moteurs\nde voiture aux escalators. Plus que cela, ce trait\nest nécessaire à la manipulation, réparation ou\nconstruction des objets quantiques. Ce Talent\nreflète également sa connaissance des principes\nscientifiques de base, de la physique comme de la\nchimie.\nNiveau 0 : pour le personnage, les merveilles\nquantiques sont hors de compréhension. Il sait\nqu’une pomme lancée en l’air retombe mais ne\nsait pas vraiment pourquoi. Il comprend les\nprincipes de base d’un moteur mais serait bien\nen peine d’en construire un.", + "survie-t": "Le Talent Survie est possédé par les habitants\ndes campagnes ou des banlieues miséreuses. Il\nregroupe toutes les techniques permettant de se\nrepérer, de s’alimenter, de dormir et de survivre\nen terrain naturel ou défavorable comme les pires\nbanlieues.\nNiveau 0 : le personnage est né et a toujours\névolué dans le coeur urbain du Bloc. Il n’a ni les\nconnaissances, ni les réflexes, ni le cran pour\naffronter l’Extérieur.", + "charisme-t": "Le Talent Charisme est celui de la séduction,\ndu charme, de l’appétit, de la sympathie. Il permet\nd’obtenir quelque chose d’un interlocuteur : des\ninformations, des services, une prestation ou un\nassentiment. Ce talent permet aussi de persuader,\nde porter un message avec force et crédibilité.\nNiveau 0 : le personnage est physiquement\nbanal. Il n’a pas de sex-appeal et ne plaît qu’à\nune petite part des membres du sexe opposé. Il ne\npossède aucun atout physique significatif et ne\nsouffre d’aucun défaut visible socialement handicapant.\nIl a du mal à enflammer un auditoire\nou à persuader les étrangers de ses idées, même\nles plus sincères.", + "conviction-t": "Le Talent Conviction exprime la force de volonté du\npersonnage, sa détermination, sa lucidité face à\ntout ce qui pourrait le détourner de sa route. Il lui\npermet de résister à la tentation, à la corruption,\nà l’intimidation et à la torture.\nNiveau 0 : le personnage a des convictions, mais\nil n’est pas prêt à mourir pour elles.\nCe Talent sert de niveau requis aux tentatives de\npersuasion, de séduction ou d’intimidation contre\nle personnage.", + "psychologie-t": "Le Talent Psychologie est celui de l’empathie,\nde l’analyse du paraverbal, de la lecture du corps.\nIl permet de détecter le mensonge, d’interpréter ce\nqui se joue dans l’esprit, dans le coeur et dans les\ntripes de ses semblables.\nNiveau 0 : le personnage n’est pas spécialement\nsubtil mais il est capable de se projeter sur l’effet\ninduit par une situation forte chez ses semblables.", + "tromperie-t": "Le Talent Tromperie indique la capacité du personnage\nà mentir, à dissimuler ses émotions ou\nses intentions, à jouer la comédie.\nNiveau 0 : le personnage est tendu lorsqu’il ment\net ce d’autant plus que l’enjeu ou les risques sont\nimportants. Sa voix est subtilement différente. Il\nne regarde pas son interlocuteur dans les yeux,\nse frotte le visage, se racle la gorge. Dans l’urgence,\nil est capable de concevoir un mensonge\nà peu près cohérent mais sera en difficulté s’il lui\nest demandé de rentrer dans les détails.", + "extase-t": "Le Talent Extase est une indication de la stabilité\ndu cadre familial ou amical du personnage, de\nla puissance cathartique de ses passions et de sa\nfacilité à trouver du réconfort dans son environnement.\nL’Extase lui permet de se vider la tête, de\nretrouver son calme.\nNiveau 0 : le personnage a une famille qu’il peut\nretrouver avec plaisir, ou un loisir, un passetemps,\ngrâce auquel il peut penser à autre\nchose. Boire un coup avec des amis, jouer aux\njeux de hasard, danser ou fréquenter les lieux de\ndébauche, il sait comment tuer le temps.\nLe Talent Extase permet de recharger sa jauge\nd’Espoir et celle de ses alliés durant les moments\nde calme.", + "folie-t": "La Folie est un talent ambigu. Sa possession\nindique que le personnage a déjà subi des traumatismes,\nvécu des expériences terribles ou avancé\nsur la voie de la démence et que ce passif l’a en\nquelque sorte préparé aux horreurs que lui réserve\nsa vie future.\nNiveau 0 : le personnage est un citoyen de\nce monde dur. Il a une certaine habitude de\nla violence, de l’oppression et de l’étrange –\néléments que l’on rencontre souvent, même à\nl’abri d’un Bloc – mais il n’a jamais assisté à un\nmassacre, jamais approché un Autre et jamais\nsubi un interrogatoire de la Police Secrète.\nAutant d’événements susceptibles de l’affecter\ndurablement.\nCe Talent sert à ralentir l’effet du Trauma sur\nle personnage.", + "sensibilite-t": "La Sensibilité est la réceptivité du personnage\naux choses invisibles, aux énergies, aux flux,\naux émotions. Elle permet de comprendre ou de\nproduire une oeuvre d’art, mais également de\nsentir les « mauvaises ondes » indiquant la proximité\nd’une source de Noirceur (voir p. 54).\nNiveau 0 : le personnage n’est pas particulièrement\nréceptif. Dans sa vie, il lui est parfois\narrivé d’avoir des impressions troublantes mais\nil n’a pas su les interpréter correctement ou leur\naccorder l’importance qu’elles auraient mérité.\nL’art ne lui inspire pas grand chose sinon les\noeuvres les plus directement accessibles.", + "tenebres-t": "Le Talent Ténèbres représente la part d’ombre du\npersonnage, le poids de ses crimes, son inclination\nau mal. Qu’il ait réellement commis des actes\nmauvais, ou qu’il s’agisse d’une faille béante dans\nson âme, cette zone ténébreuse sera sentie par les\nAutres et interprétée comme un signe d’appartenance.\nCe Talent représente également labrutalité,\nla monstruosité ou la froideur émanant de sa\npersonne, la crainte qu’il inspire à ses semblables.\nIl sert à intimider les humains, les animaux ou les\ncréatures surnaturelles.\nNiveau 0 : le personnage est une proie, un\nspécimen quelconque de la race humaine et, à\nce sens, ne fera l’objet d’aucun traitement particulier\nde la part des Autres. À moins d’être armé\nou en situation de force, il n’intimidera généralement\nque les couards.", + "fortune-t": "Le Talent Fortune indique la richesse dupersonnage.\nNiveau 0 : le personnage fait partie de la classe\nmoyenne. Il loue un appartement dans les faubourgs\nou un petit studio dans les quartiers\npopulaires du centre-ville. Il n’a pas vraiment\nde patrimoine mais dispose des fonds suffisants\npour s’alimenter, se vêtir et se déplacer au quotidien.\nDurant ses temps morts, il se contente\nde loisirs simples : visite des musées officiels, un\nspectacle cautionné de temps en temps, deux ou\ntrois verres dans un club middle-class. Il dispose\nde quelques couronnes pour ses transactions\ncourantes sans menacer son train de vie.", + "rang-t": "Le Talent Rang indique l’autorité du personnage,\nle grade ou la fonction sociale dont il peut se prévaloir.\nCe Talent ouvre des portes et lui assure des\npasse-droits. Pour jouir de son niveau de Rang, le\npersonnage doit toutefois porter ostensiblement\nla preuve de son niveau, qu’il s’agisse d’un badge,\nd’un uniforme, ou d’un nom célèbre (le sien ou\ncelui d’un ami important), qu’il se doit alors de\nrévéler. En cela, il lui sera impossible de jouir de\nson niveau de Rang tant qu’il restera sous couvert\nd’une fausse identité, par exemple.\nNiveau 0 : le personnage n’a pas de statut particulier.\nIl ne peut se prévaloir d’aucune autorité\nà part, peut-être, dans l’espace très restreint de\nson environnement professionnel.\nCe Talent sert à obtenir des accès, des autorisations\net de précieux formulaires en jeu.", + "contacts-t": "Le Talent Contacts indique le nombre de personnes\nbien placées prêtes à aider le personnage.\nPour chaque niveau qu’il possède dans ce Talent,\nil connaît un individu ou un groupe disposant de\nressources ou de connaissances intéressantes dans\nle cadre de sa lutte. Lorsqu’il a besoin de matériel,\nd’un service ou d’une information, le personnage\npeut joindre l’un de ses contacts pour l’obtenir.\nLes moyens de ces contacts n’ont pas à être décrits\navec précision.\nNiveau 0 : le personnage est un homme ou une\nfemme ordinaire. Il peut demander de menus\nservices à ses proches, mais ne connaît personne\nd’assez bien placé ou d’assez investi prêt à se\ncompromettre pour lui. Sa réserve de points de\nFaveur est vide.", + "facade-t": "Le Talent Façade est l’expression de la prudence et\nde la paranoïa du personnage. Il reflète le soin qu’il\nprend à cacher ses traces, à brouiller les pistes, à\nplacer des obstacles sur le chemin de ceux qui voudraient\nremonter jusqu’à lui, découvrir ses agissements,\naccéder à son domicile, saisir son argent.\nIl représente également la capacité du personnage\nà passer inaperçu, à avoir l’air inoffensif, à ne pas\nêtre remarqué parmi une foule.\nNiveau 0 : le personnage est un citoyen ordinaire.\nSon dossier administratif est bien fourni, son\nadresse connue et ses moyens de fuite limités.\nLorsqu’il a des choses à se reprocher ou qu’il\nest sous pression, son attitude peut paraître\nsuspecte.\nCe Talent sert à ralentir l’effet de la Traque sur\nle personnage.", + "combat-t": "Le Talent Combat reflète l’aisance du personnage\ndans les situations physiques ou martiales et sa\nmaîtrise des armes.\nNiveau 0 : le personnage ne sait pas se battre et\nn’en viendra aux mains qu’en dernièreextrémité.\nNote : chaque fois qu’un personnage développe\nle Talent Combat au-dessus du niveau 0, il\nchoisit deux armes parmi celles présentées p. 51.\nAinsi, il choisit 2 armes au niveau 1, 2 de plus au\nniveau 2, etc.\nLorsqu’il manie des armes qui ne sont pas du\nmême type que celles qu’il a choisies, il souffre\nd’un malus de 1 à son niveau de Combat.\nDans le cadre de ce kit, les Héros et les Rouages\nn’ont pas de malus lorsqu’ils manient les armes\nindiquées dans leur équipement.", + "deplacement-t": "Le Talent Déplacement est celui de l’agilité et de\nl’athlétisme, de la grâce, de la souplesse et de\nl’endurance. Il régit la coordination corporelle qui\npermet de courir vite, de sauter loin, d’éviter les\nattaques, de marcher longtemps et de se mouvoir\ndiscrètement.\nNiveau 0 : le personnage est capable de performances\nphysiques communes. Il court le cent\nmètres en moins de quinze secondes et peut\nsauter quatre mètres en longueur avec élan. Il\ns’épuise au bout de quelques dizaines de minutes\nd’effort.", + "instinct-t": "Le Talent Instinct rend compte de la perception\ndu personnage, de sa capacité à entendre un bruit\nfugace dans son dos, à voir un tireur embusqué\nsur un toit, à remarquer une odeur suspecte. Dans\nles situations tendues ou dangereuses, les Héros\n« prépareront » souvent leur Instinct. L’Instinct est\ngénéralement un trait passif, utilisé pour déterminer\nsi la personne se rend compte de quelque chose\nqui survient alors qu’il ne s’y attend pas. Il diffère\nen cela du Talent Recherche, qui vaut lorsque le\npersonnage cherche activement un élément dans\nune masse de données.\nNiveau 0 : le personnage n’est pas toujours sur\nses gardes. Il lui arrive d’être perdu dans ses\npensées ou d’être surpris par un événement\ninattendu.", + "constitution-t": "Le Talent Constitution définit la carrure du personnage,\nsa puissance et sa résistance physique.\nNiveau 0 : le personnage a une stature moyenne,\nla force compensant son poids. Il peut porter une\ntrentaine de kilos durant moins de dix minutes,\net soulever de terre un objet d’une cinquantaine\nde kilos maximum.", + "vecu-t": "Les Héros commencent chaque scénario avec une\nréserve de 3 points de Vécu. Le Vécu correspond au\npassé des personnages et à leur familiarité avec\ncertains environnements et certaines pratiques.\nLorsqu’un personnage entreprend une action\npour laquelle son histoire ou son expérience\npersonnelle sont susceptibles de lui octroyer un\navantage logique, le joueur peut dépenser un (et\nun seul) point de Vécu pour obtenir un niveau supplémentaire\nau Talent utilisé. Cette dépense doit\nêtre effectuée avant tout jet de dés de destin.", + "espoir-t": "Un personnage commence chaque scénario avec\nune réserve de points d’Espoir, dépendant de son\nniveau dans le Talent Ferveur.\nUn personnage peut dépenser un point d’Espoir\npour lancer trois dés de destin supplémentaires\nlors de n’importe quelle action. Il peut aussi\ndépenser un point d’Espoir pour lancer trois dés\nlorsqu’il subit des points de Blessures, Trauma,\nTraque ou Noirceur. Dans ce cas, chaque succès\ndiminue de 1 le nombre de points encaissés. Par\ncontre, chaque 1 ajoute une goutte à la jauge de\nFiel.", + "singularite-t": "Un personnage commence chaque séance de jeu\navec une réserve de points de Singularité, dont la\ntaille dépend de son niveau dans le Talent Artefact\nUn personnage peut dépenser un point de Singularité\npour empêcher l’ajout d’une goutte de Fiel\nà la jauge des Héros.\nLa réserve de Singularité ne se recharge pas en\ncours de partie.", + "trauma-t": "Dès qu’un personnage a subi 5 points de Trauma,\nil est Choqué. Son état de stress est tel qu’il influe\nsur ses performances et sur sa lucidité. Il souffre\nd’un malus de 1 à tous ses niveaux de Domaine.\nDès qu’il a subi 8 points de Trauma, le personnage\nest Traumatisé. Il souffre d’un malus de 1 à\ntous ses niveaux de Talent. De plus, il gardera des\nséquelles de cet événement : l’un de ses points de\nTrauma devient permanent et ne pourra pas être\nsoigné.\nSi un personnage cumule 10 points de Trauma,\nil devient Fou. Il tombe en catatonie durant le reste\nde la scène. Passé ce cap, son traumatisme est tel\nqu’il ne sera plus jouable. Il est définitivement\nperdu.", + "blessures-t": "Dès qu’il a subi 5 points de Blessures, le personnage\nsouffre d’un malus de 1 à tous ses niveaux\nde Domaine.\nSi un personnage cumule 8 points de Blessures,\nil est lourdement blessé. Il subit un malus de 1 à\ntous ses niveaux de Talent. De plus, il gardera des\nséquelles de cet événement : l’un de ses points de\nBlessures devient permanent et ne pourra pas être\nsoigné.\nSi un personnage cumule 10 points de Blessures,\nil agonise. Il meurt au bout de dix minutes s’il n’est\npas soigné.", + "noirceur-t": "Lorsqu’il a cumulé 5 points de Noirceur, le personnage\nest Teinté.\nLorsqu’il a cumulé 8 points de Noirceur, il est\nPossédé. De plus, il gardera des séquelles de cet\névénement : l’un de ses points de Noirceur devient\npermanent et ne pourra pas être soigné.\nLorsqu’il a cumulé 10 points de Noirceur, il est\nCorrompu. La Loi en prend le contrôle (à moins\nque le joueur n’accepte de jouer ce rôle jusqu’au\nbout). Le corrompu fera tout pour rallier un Axe\nle plus rapidement possible. S’il y parvient, il disparaît\ndans l’Artefact à tout jamais.", + "traque-t": "Lorsqu’il a cumulé 5 points de Traque, le personnage\nest Signalé.\nLorsqu’il a cumulé 8 points de Traque, le personnage\nest Recherché. Il gardera des séquelles\nde cet événement : l’un de ses points de Traque\ndevient permanent et ne pourra pas être retiré. De\nplus, il gagne le trait Criminel.\nLorsqu’il a cumulé 10 points de Traque, le personnage\nest Pourchassé. De plus, il gagne le trait\nEnnemi public." +} \ No newline at end of file diff --git a/NOC/translations/ru.json b/NOC/translations/ru.json new file mode 100644 index 0000000000..58b60b81e2 --- /dev/null +++ b/NOC/translations/ru.json @@ -0,0 +1,135 @@ +{ + "GENERAL-u": "IDENTITÉ", + "ATTRIBUTES-u": "COMPOSITION", + "INVENTORY-u": "POSSESSIONS", + "NOTES-u": "NOTES", + "aremplir-p": "A renseigner", + "idsignale-t": "Signalé : les patrouilles ont le signalement du\npersonnage qui sera arrêté en cas de contrôle.", + "idrecherche-t": "Recherché (Criminel) : le personnage est activement recherché.\nDes investigateurs se rendent à son travail,\ninterrogent son entourage, etc. Une équipe du\nBureau des Investigations se met à sa poursuite.", + "idpourchasse-t": "Pourchassé (Ennemi public) : le personnage est l’ennemi\nnuméro un du Bloc. Des patrouilles sillonnent\nla ville à sa recherche. Ses proches, ses collègues\nsont surveillés, et certains, violentés ou arrêtés.\nSon domicile est fouillé sans ménagement.\nCinq équipes du Bureau des Investigations le\nrecherchent.", + "idteinte-t": "", + "idpossede-t": "", + "idcorrompu-t": "", + "idsecurite-t": "Signalé : les patrouilles ont le signalement du\npersonnage qui sera arrêté en cas de contrôle.\n\nRecherché (Criminel) : le personnage est activement recherché.\nDes investigateurs se rendent à son travail,\ninterrogent son entourage, etc. Une équipe du\nBureau des Investigations se met à sa poursuite.\n\nPourchassé (Ennemi public) : le personnage est l’ennemi\nnuméro un du Bloc. Des patrouilles sillonnent\nla ville à sa recherche. Ses proches, ses collègues\nsont surveillés, et certains, violentés ou arrêtés.\nSon domicile est fouillé sans ménagement.\nCinq équipes du Bureau des Investigations le\nrecherchent.", + "idviolence-t": "Violence : le personnage ne peut pas arrêter un\ncombat tant qu’il n’a pas occasionné la perte d’au\nmoins 3 points de Blessures à un ennemi (à moins\nqu’il ne soit neutralisé avant).", + "idmalaise-t": "Malaise : le personnage est victime de malaises\net nausées. Il a l’impression que son corps est\nparasité. Lorsqu’il est victime de n’importe quel\neffet du Fiel, il perd un point d’Espoir additionnel.\nS’il n’en a plus, il devient Fatigué et subit un niveau\nde malus à tous ses Talents jusqu’à ce qu’il bénéficie\nd’un moment de calme", + "idHallucinations-t": "Hallucinations : le personnage est victime\nd’hallucinations. Il voit des choses terrifiantes qui\nn’existent pas. Il entend des voix, sent des choses\nqui le touchent, perçoit des odeurs putrides. Lorsqu’il\nest victime de n’importe quel effet du Fiel, il\nsubit un point de Trauma additionnel.", + "idMauvaispenchants-t": "Mauvais penchants : le personnage ne régénère\nplus sa jauge d’Espoir qu’en s’adonnant à ses vices.\nLors de chaque moment de calme (voir p. 41), s’il\ndésire recharger ses réserves ou soigner des points\nde Blessures, Trauma ou Noirceur, il doit recevoir\nun point de Traque.", + "idtraitnoirceur-t": "Violence : le personnage ne peut pas arrêter un\ncombat tant qu’il n’a pas occasionné la perte d’au\nmoins 3 points de Blessures à un ennemi (à moins\nqu’il ne soit neutralisé avant).\n\nMalaise : le personnage est victime de malaises\net nausées. Il a l’impression que son corps est\nparasité. Lorsqu’il est victime de n’importe quel\neffet du Fiel, il perd un point d’Espoir additionnel.\nS’il n’en a plus, il devient Fatigué et subit un niveau\nde malus à tous ses Talents jusqu’à ce qu’il bénéficie\nd’un moment de calme\n\nHallucinations : le personnage est victime\nd’hallucinations. Il voit des choses terrifiantes qui\nn’existent pas. Il entend des voix, sent des choses\nqui le touchent, perçoit des odeurs putrides. Lorsqu’il\nest victime de n’importe quel effet du Fiel, il\nsubit un point de Trauma additionnel.\n\nMauvais penchants : le personnage ne régénère\nplus sa jauge d’Espoir qu’en s’adonnant à ses vices.\nLors de chaque moment de calme (voir p. 41), s’il\ndésire recharger ses réserves ou soigner des points\nde Blessures, Trauma ou Noirceur, il doit recevoir\nun point de Traque.", + "afficheflag-t": "Permet de rendre visible les répercussions de tous les malus de condition \ndu personnage et cela dans tous ses Domaines et Talents.\n\nAttention ! Aucune modification ne peut être faite sur les points de\n Domaines et Talents tant que l'affichage des malus est activé.\n", + "vie-u": "VIE", + "erudition-u": "ÉRUDITION", + "technique-u": "TECHNIQUE", + "social-u": "SOCIAL", + "ame-u": "ÂME", + "statut-u": "STATUT", + "action-u": "ACTION", + "apaisement-u": "Apaisement", + "ferveur-u": "Ferveur", + "lumiere-u": "Lumière", + "soins-u": "Soins", + "culture-u": "Culture", + "bureau-u": "Bureau", + "recherche-u": "Recherche", + "societe-u": "Société", + "artefact-u": "Artefact", + "artisanat-u": "Artisanat", + "mecanismes-u": "Mecanismes", + "survie-u": "Survie", + "charisme-u": "Charisme", + "conviction-u": "Conviction", + "psychologie-u": "Psychologie", + "tromperie-u": "Tromperie", + "extase-u": "Extase", + "folie-u": "Folie", + "sensibilite-u": "Sensibilité", + "tenebres-u": "Ténèbres", + "fortune-u": "Fortune", + "rang-u": "Rang", + "contacts-u": "Contacts", + "facade-u": "Façade", + "combat-u": "Combat", + "deplacement-u": "Déplacement", + "instinct-u": "Instinct", + "constitution-u": "Constitution", + "vecu-u": "VÉCU", + "espoir-u": "ESPOIR", + "singularite-u": "SINGULARITÉ", + "trauma-u": "TRAUMA", + "blessures-u": "BLESSURES", + "noirceur-u": "NOIRCEUR", + "traque-u": "TRAQUE", + "effet-points-blessures-leger-u": "Blessé léger\n-1D Domaines", + "effet-points-blessures-grave-u": "Blessé grave\n-1D Talents\n+1pt Blessures permanent", + "effet-points-blessures-mort-u": "10 min avant la mort", + "effet-points-trauma-leger-u": "Choqué\n-1D Domaines\n+1pt Trauma permanent", + "effet-points-trauma-grave-u": "Traumatisé\n-1D Talents", + "effet-points-trauma-mort-u": "Fou", + "effet-points-traque-leger-u": "Signalé", + "effet-points-traque-grave-u": "Recherché\n+1trait "Criminel\n+1pt Traque permanent", + "effet-points-traque-mort-u": "Pourchassé\n+1trait "Ennemi public"", + "effet-points-noirceur-leger-u": "Teinté\n+1trait Noirceur", + "effet-points-noirceur-grave-u": "Possédé\n+1trait Noirceur\n+1pt Noirceur permanent", + "effet-points-noirceur-mort-u": "Corrompu\n+1trait Noirceur", + "EQUIPMENTS-u": "ÉQUIPEMENT", + "CONTACTS-u": "CONTACTS", + "Description-u": "Description", + "Name-u": "Nom", + "Name-p": "Nom", + "faveur-u": "Faveur", + "faveurmax-u": "Faveur max", + "Combathelper-u": "AIDE AU COMBAT", + "tir-u": "ARMES DE TIR", + "dps-u": "Dég.", + "munitions-u": "Mun.", + "munitionsmax-u": "Mun. max", + "armetalent-u": "Talent", + "trait-p": "Trait", + "cac-u": "ARMES DE CONTACT", + "armure-u": "ARMURE", + "armurepts-u": "Armure", + "defense-u": "Défense", + "Notes-p": "La nuit est tombée sur le monde. La Terre a été engloutie par l’Artefact, un objet impossible surgi du fond de l’espace et du temps. Il s’est replié sur elle en une étreinte cosmique, se substituant au ciel et aux étoiles.\n\rL’Artefact est une prison qui a plongé l’humanité dans un éternel crépuscule et a disloqué la civilisation. Tel est le fardeau des vivants.\n\rL’Artefact est un bouclier érigé contre une menace extérieure supposée conduire à l’anéantissement de toute vie. Telle est la voix de la propagande.\n\rL’Artefact est un horizon inatteignable aux motivations cryptiques, incarnation de l’apocalypse et porteur d’espoir pour qui croit en son message.\n\rIl est l’Objet-Dieu.", + "vie-t": "Ce Domaine est celui du don de soi, de l’abnégation\net de la bonté. Un personnage doté d’une affinité\nen Vie sera une lueur dans un monde de ténèbres,\nune incarnation de la volonté de survie de l’espèce\nconfrontée à son ultime épreuve.", + "erudition-t": "Ce Domaine regroupe toutes leseff connaissances,\nà l’exclusion de la technologie qui relève d’un\nDomaine propre.\nUn personnage possédant des niveaux dans les\nTalents d’Érudition fait partie d’une caste élitiste.\nIl est probablement bibliothécaire, érudit, professeur.\nLe savoir, dans la société délitée de NOC, est\nun important marqueur de statut.", + "technique-t": "Ce domaine est celui des savoirs pratiques, des\nobjets et de leur fonctionnement, de la débrouille\net des technologies inspirées de l’Artefact.", + "social-t": "Ce Domaine est celui de l’interaction pacifique\nentre êtres humains. Il permet de régir les dizaines\nde petites batailles que chaque femme et chaque\nhomme doit mener au quotidien lorsqu’il évolue\nparmi ses semblables : séduire ou être séduit,\nconvaincre ou être convaincu, s’imposer ou se\nsoumettre.", + "ame-t": "Ce Domaine est celui de l’inconscient, de ce qui se\ncache au-delà des pensées et de la rationalité du\npersonnage. C’est le royaume de l’inavouable, des\npulsions, de la vie intérieure mais aussi de la sensibilité\net de l’inspiration. Dans le monde désenchanté\npar l’Administration, ceux qui restent\nhabités par leurs rêves, bons ou mauvais, sont\nautant à envier qu’à plaindre.", + "statut-t": "Les Talents du Domaine Statut ne reflètent pas\ndirectement des capacités ou des connaissances\ndu personnage mais son rang, ses connexions et\nsa position sociale. Il s’agit de Talents passifs. \nIls indiquent quels sont les moyens concrets\net matériels à sa disposition.", + "action-t": "Ce Domaine est celui des capacités physiques et\ndes réflexes, du prédateur et de la proie, de la\nsurvie et de la traque. Un personnage possédant\nune affinité en Action sera plus vigilant, plus vif\net plus fort que ses semblables.", + "apaisement-t": "Le Talent Apaisement permet au personnage\nde calmer les tourments psychologiques de ses\nsemblables, de trouver les mots rassurants pour\nréconforter la victime après un événement traumatisant.\nNiveau 0 : le personnage n’a pas d’expérience\nparticulière des situations de crise et doit\nimproviser avec son propre malaise lorsqu’il est\nconfronté à la détresse d’autrui.\nCe talent permet de soigner des points de\nTrauma d’un autre personnage.", + "ferveur-t": "Le Talent Ferveur représente la flamme qui anime\nle personnage, son élan, le souffle qui lui permet\nde maintenir son espérance et de la communiquer\nà ses proches, même dans les pires situations.\nNiveau 0 : le personnage est vaillant mais se\ndécourage face aux grosses difficultés. Il dispose\nd’une réserve de 3 points d’Espoir.\nCe Talent définit la taille de la réserve d’Espoir\ndu personnage.", + "lumiere-t": "Le Talent Lumière représente la pureté d’âme\ndu personnage, sa noblesse profonde, sa bonté.\nIl reflète la résistance mystique et physiologique\ndu personnage à la Noirceur.\nNiveau 0 : le personnage possède des failles, une\npart d’ombre sur laquelle les ténèbres peuvent\ngermer.\nLe Talent Lumière sert à encaisser les points de\nNoirceur et les dégâts liés au trait Énergie Noire.", + "soins-t": "Le Talent Soins est celui des médecins et des\nguérisseurs.\nNiveau 0 : le personnage n’a pas d’autres notions\nde médecine que celles inculquées par la culture\npopulaire. Il connaît quelques remèdes de grandmère,\nne manque pas de bon sens, mais sera\ndémuni devant la moindre blessure sérieuse.\nCe talent permet de soigner des points de Blessures\nd’un autre personnage.", + "culture-t": "La Culture est un Talent très large : il reflète la\nconnaissance générale du personnage, qu’il\ns’agisse d’histoire, de géographie ou des dogmes\nofficiels de la Voie.\nNiveau 0 : le personnage sait passablement lire\net écrire. Il connaît le nom des Blocs voisins, se\nsouvient de faits passés durant les trois dernières\nannées officielles et peut réciter les mythes propagandistes\ncourants.", + "bureau-t": "Le Talent Bureau recouvre la connaissance de l’administration\net de ses rouages. Les codes, les lois,\nles formulaires, les services, les grades.\nNiveau 0 : le personnage sait où retirer ses tickets\nde rationnement, qui appeler au secours et qui\nne pas ennuyer.", + "recherche-t": "Le Talent Recherche permet de passer au crible\nun lieu ou une masse de données dans le but d’en\nextraire des informations. Ce Talent servira aussi\nbien pour fouiller une pièce que pour éplucher des\ncoupures de presse dans une bibliothèque.\nNiveau 0 : le personnage trouvera les preuves\névidentes mais ne fera pas de rapprochement et\nne tirera pas de conclusions de la présence ou de\nl’absence d’éléments trop subtils.", + "societe-t": "Le Talent Société permet de connaître les noms, les\nlieux, les ragots sur ce qu’il se passe dans le Bloc. Il\npermet d’identifier une personnalité, de connaître\nles rumeurs associées à un événement ou de savoir\noù passer une bonne soirée.\nNiveau 0 : le personnage connaît les figures\nimportantes de son quartier, les enseignes incontournables\nde la ville, sait où faire des affaires et\nquand sont prévus les grands événements.", + "artefact-t": "Le Talent Artefact permet de bénéficier d’une\nsorte d’empathie avec l’Objet-Dieu. Le personnage\ncomprend, ressent la logique de l’Artefact, de ses\nrythmes, de ses pulsations.\nNiveau 0 : le personnage sait distinguer un\nMécanisme d’un Grand Mécanisme, mais c’est\ntout. Sa réserve de points de Singularité est vide.", + "artisanat-t": "Le Talent Artisanat reflète les capacités du personnage\ndans tous les champs de techniques de base :\nmaçonnerie, forge, ébénisterie, tannage...\nNiveau 0 : le personnage est capable de bricoler\nplus ou moins adroitement. Il rafistole, mais pas\nplus.", + "mecanismes-t": "Le Talent Mécanismes indique la capacité du personnage\nà concevoir, réparer ou confectionner\ndes objets novateurs ou complexes, des moteurs\nde voiture aux escalators. Plus que cela, ce trait\nest nécessaire à la manipulation, réparation ou\nconstruction des objets quantiques. Ce Talent\nreflète également sa connaissance des principes\nscientifiques de base, de la physique comme de la\nchimie.\nNiveau 0 : pour le personnage, les merveilles\nquantiques sont hors de compréhension. Il sait\nqu’une pomme lancée en l’air retombe mais ne\nsait pas vraiment pourquoi. Il comprend les\nprincipes de base d’un moteur mais serait bien\nen peine d’en construire un.", + "survie-t": "Le Talent Survie est possédé par les habitants\ndes campagnes ou des banlieues miséreuses. Il\nregroupe toutes les techniques permettant de se\nrepérer, de s’alimenter, de dormir et de survivre\nen terrain naturel ou défavorable comme les pires\nbanlieues.\nNiveau 0 : le personnage est né et a toujours\névolué dans le coeur urbain du Bloc. Il n’a ni les\nconnaissances, ni les réflexes, ni le cran pour\naffronter l’Extérieur.", + "charisme-t": "Le Talent Charisme est celui de la séduction,\ndu charme, de l’appétit, de la sympathie. Il permet\nd’obtenir quelque chose d’un interlocuteur : des\ninformations, des services, une prestation ou un\nassentiment. Ce talent permet aussi de persuader,\nde porter un message avec force et crédibilité.\nNiveau 0 : le personnage est physiquement\nbanal. Il n’a pas de sex-appeal et ne plaît qu’à\nune petite part des membres du sexe opposé. Il ne\npossède aucun atout physique significatif et ne\nsouffre d’aucun défaut visible socialement handicapant.\nIl a du mal à enflammer un auditoire\nou à persuader les étrangers de ses idées, même\nles plus sincères.", + "conviction-t": "Le Talent Conviction exprime la force de volonté du\npersonnage, sa détermination, sa lucidité face à\ntout ce qui pourrait le détourner de sa route. Il lui\npermet de résister à la tentation, à la corruption,\nà l’intimidation et à la torture.\nNiveau 0 : le personnage a des convictions, mais\nil n’est pas prêt à mourir pour elles.\nCe Talent sert de niveau requis aux tentatives de\npersuasion, de séduction ou d’intimidation contre\nle personnage.", + "psychologie-t": "Le Talent Psychologie est celui de l’empathie,\nde l’analyse du paraverbal, de la lecture du corps.\nIl permet de détecter le mensonge, d’interpréter ce\nqui se joue dans l’esprit, dans le coeur et dans les\ntripes de ses semblables.\nNiveau 0 : le personnage n’est pas spécialement\nsubtil mais il est capable de se projeter sur l’effet\ninduit par une situation forte chez ses semblables.", + "tromperie-t": "Le Talent Tromperie indique la capacité du personnage\nà mentir, à dissimuler ses émotions ou\nses intentions, à jouer la comédie.\nNiveau 0 : le personnage est tendu lorsqu’il ment\net ce d’autant plus que l’enjeu ou les risques sont\nimportants. Sa voix est subtilement différente. Il\nne regarde pas son interlocuteur dans les yeux,\nse frotte le visage, se racle la gorge. Dans l’urgence,\nil est capable de concevoir un mensonge\nà peu près cohérent mais sera en difficulté s’il lui\nest demandé de rentrer dans les détails.", + "extase-t": "Le Talent Extase est une indication de la stabilité\ndu cadre familial ou amical du personnage, de\nla puissance cathartique de ses passions et de sa\nfacilité à trouver du réconfort dans son environnement.\nL’Extase lui permet de se vider la tête, de\nretrouver son calme.\nNiveau 0 : le personnage a une famille qu’il peut\nretrouver avec plaisir, ou un loisir, un passetemps,\ngrâce auquel il peut penser à autre\nchose. Boire un coup avec des amis, jouer aux\njeux de hasard, danser ou fréquenter les lieux de\ndébauche, il sait comment tuer le temps.\nLe Talent Extase permet de recharger sa jauge\nd’Espoir et celle de ses alliés durant les moments\nde calme.", + "folie-t": "La Folie est un talent ambigu. Sa possession\nindique que le personnage a déjà subi des traumatismes,\nvécu des expériences terribles ou avancé\nsur la voie de la démence et que ce passif l’a en\nquelque sorte préparé aux horreurs que lui réserve\nsa vie future.\nNiveau 0 : le personnage est un citoyen de\nce monde dur. Il a une certaine habitude de\nla violence, de l’oppression et de l’étrange –\néléments que l’on rencontre souvent, même à\nl’abri d’un Bloc – mais il n’a jamais assisté à un\nmassacre, jamais approché un Autre et jamais\nsubi un interrogatoire de la Police Secrète.\nAutant d’événements susceptibles de l’affecter\ndurablement.\nCe Talent sert à ralentir l’effet du Trauma sur\nle personnage.", + "sensibilite-t": "La Sensibilité est la réceptivité du personnage\naux choses invisibles, aux énergies, aux flux,\naux émotions. Elle permet de comprendre ou de\nproduire une oeuvre d’art, mais également de\nsentir les « mauvaises ondes » indiquant la proximité\nd’une source de Noirceur (voir p. 54).\nNiveau 0 : le personnage n’est pas particulièrement\nréceptif. Dans sa vie, il lui est parfois\narrivé d’avoir des impressions troublantes mais\nil n’a pas su les interpréter correctement ou leur\naccorder l’importance qu’elles auraient mérité.\nL’art ne lui inspire pas grand chose sinon les\noeuvres les plus directement accessibles.", + "tenebres-t": "Le Talent Ténèbres représente la part d’ombre du\npersonnage, le poids de ses crimes, son inclination\nau mal. Qu’il ait réellement commis des actes\nmauvais, ou qu’il s’agisse d’une faille béante dans\nson âme, cette zone ténébreuse sera sentie par les\nAutres et interprétée comme un signe d’appartenance.\nCe Talent représente également labrutalité,\nla monstruosité ou la froideur émanant de sa\npersonne, la crainte qu’il inspire à ses semblables.\nIl sert à intimider les humains, les animaux ou les\ncréatures surnaturelles.\nNiveau 0 : le personnage est une proie, un\nspécimen quelconque de la race humaine et, à\nce sens, ne fera l’objet d’aucun traitement particulier\nde la part des Autres. À moins d’être armé\nou en situation de force, il n’intimidera généralement\nque les couards.", + "fortune-t": "Le Talent Fortune indique la richesse dupersonnage.\nNiveau 0 : le personnage fait partie de la classe\nmoyenne. Il loue un appartement dans les faubourgs\nou un petit studio dans les quartiers\npopulaires du centre-ville. Il n’a pas vraiment\nde patrimoine mais dispose des fonds suffisants\npour s’alimenter, se vêtir et se déplacer au quotidien.\nDurant ses temps morts, il se contente\nde loisirs simples : visite des musées officiels, un\nspectacle cautionné de temps en temps, deux ou\ntrois verres dans un club middle-class. Il dispose\nde quelques couronnes pour ses transactions\ncourantes sans menacer son train de vie.", + "rang-t": "Le Talent Rang indique l’autorité du personnage,\nle grade ou la fonction sociale dont il peut se prévaloir.\nCe Talent ouvre des portes et lui assure des\npasse-droits. Pour jouir de son niveau de Rang, le\npersonnage doit toutefois porter ostensiblement\nla preuve de son niveau, qu’il s’agisse d’un badge,\nd’un uniforme, ou d’un nom célèbre (le sien ou\ncelui d’un ami important), qu’il se doit alors de\nrévéler. En cela, il lui sera impossible de jouir de\nson niveau de Rang tant qu’il restera sous couvert\nd’une fausse identité, par exemple.\nNiveau 0 : le personnage n’a pas de statut particulier.\nIl ne peut se prévaloir d’aucune autorité\nà part, peut-être, dans l’espace très restreint de\nson environnement professionnel.\nCe Talent sert à obtenir des accès, des autorisations\net de précieux formulaires en jeu.", + "contacts-t": "Le Talent Contacts indique le nombre de personnes\nbien placées prêtes à aider le personnage.\nPour chaque niveau qu’il possède dans ce Talent,\nil connaît un individu ou un groupe disposant de\nressources ou de connaissances intéressantes dans\nle cadre de sa lutte. Lorsqu’il a besoin de matériel,\nd’un service ou d’une information, le personnage\npeut joindre l’un de ses contacts pour l’obtenir.\nLes moyens de ces contacts n’ont pas à être décrits\navec précision.\nNiveau 0 : le personnage est un homme ou une\nfemme ordinaire. Il peut demander de menus\nservices à ses proches, mais ne connaît personne\nd’assez bien placé ou d’assez investi prêt à se\ncompromettre pour lui. Sa réserve de points de\nFaveur est vide.", + "facade-t": "Le Talent Façade est l’expression de la prudence et\nde la paranoïa du personnage. Il reflète le soin qu’il\nprend à cacher ses traces, à brouiller les pistes, à\nplacer des obstacles sur le chemin de ceux qui voudraient\nremonter jusqu’à lui, découvrir ses agissements,\naccéder à son domicile, saisir son argent.\nIl représente également la capacité du personnage\nà passer inaperçu, à avoir l’air inoffensif, à ne pas\nêtre remarqué parmi une foule.\nNiveau 0 : le personnage est un citoyen ordinaire.\nSon dossier administratif est bien fourni, son\nadresse connue et ses moyens de fuite limités.\nLorsqu’il a des choses à se reprocher ou qu’il\nest sous pression, son attitude peut paraître\nsuspecte.\nCe Talent sert à ralentir l’effet de la Traque sur\nle personnage.", + "combat-t": "Le Talent Combat reflète l’aisance du personnage\ndans les situations physiques ou martiales et sa\nmaîtrise des armes.\nNiveau 0 : le personnage ne sait pas se battre et\nn’en viendra aux mains qu’en dernièreextrémité.\nNote : chaque fois qu’un personnage développe\nle Talent Combat au-dessus du niveau 0, il\nchoisit deux armes parmi celles présentées p. 51.\nAinsi, il choisit 2 armes au niveau 1, 2 de plus au\nniveau 2, etc.\nLorsqu’il manie des armes qui ne sont pas du\nmême type que celles qu’il a choisies, il souffre\nd’un malus de 1 à son niveau de Combat.\nDans le cadre de ce kit, les Héros et les Rouages\nn’ont pas de malus lorsqu’ils manient les armes\nindiquées dans leur équipement.", + "deplacement-t": "Le Talent Déplacement est celui de l’agilité et de\nl’athlétisme, de la grâce, de la souplesse et de\nl’endurance. Il régit la coordination corporelle qui\npermet de courir vite, de sauter loin, d’éviter les\nattaques, de marcher longtemps et de se mouvoir\ndiscrètement.\nNiveau 0 : le personnage est capable de performances\nphysiques communes. Il court le cent\nmètres en moins de quinze secondes et peut\nsauter quatre mètres en longueur avec élan. Il\ns’épuise au bout de quelques dizaines de minutes\nd’effort.", + "instinct-t": "Le Talent Instinct rend compte de la perception\ndu personnage, de sa capacité à entendre un bruit\nfugace dans son dos, à voir un tireur embusqué\nsur un toit, à remarquer une odeur suspecte. Dans\nles situations tendues ou dangereuses, les Héros\n« prépareront » souvent leur Instinct. L’Instinct est\ngénéralement un trait passif, utilisé pour déterminer\nsi la personne se rend compte de quelque chose\nqui survient alors qu’il ne s’y attend pas. Il diffère\nen cela du Talent Recherche, qui vaut lorsque le\npersonnage cherche activement un élément dans\nune masse de données.\nNiveau 0 : le personnage n’est pas toujours sur\nses gardes. Il lui arrive d’être perdu dans ses\npensées ou d’être surpris par un événement\ninattendu.", + "constitution-t": "Le Talent Constitution définit la carrure du personnage,\nsa puissance et sa résistance physique.\nNiveau 0 : le personnage a une stature moyenne,\nla force compensant son poids. Il peut porter une\ntrentaine de kilos durant moins de dix minutes,\net soulever de terre un objet d’une cinquantaine\nde kilos maximum.", + "vecu-t": "Les Héros commencent chaque scénario avec une\nréserve de 3 points de Vécu. Le Vécu correspond au\npassé des personnages et à leur familiarité avec\ncertains environnements et certaines pratiques.\nLorsqu’un personnage entreprend une action\npour laquelle son histoire ou son expérience\npersonnelle sont susceptibles de lui octroyer un\navantage logique, le joueur peut dépenser un (et\nun seul) point de Vécu pour obtenir un niveau supplémentaire\nau Talent utilisé. Cette dépense doit\nêtre effectuée avant tout jet de dés de destin.", + "espoir-t": "Un personnage commence chaque scénario avec\nune réserve de points d’Espoir, dépendant de son\nniveau dans le Talent Ferveur.\nUn personnage peut dépenser un point d’Espoir\npour lancer trois dés de destin supplémentaires\nlors de n’importe quelle action. Il peut aussi\ndépenser un point d’Espoir pour lancer trois dés\nlorsqu’il subit des points de Blessures, Trauma,\nTraque ou Noirceur. Dans ce cas, chaque succès\ndiminue de 1 le nombre de points encaissés. Par\ncontre, chaque 1 ajoute une goutte à la jauge de\nFiel.", + "singularite-t": "Un personnage commence chaque séance de jeu\navec une réserve de points de Singularité, dont la\ntaille dépend de son niveau dans le Talent Artefact\nUn personnage peut dépenser un point de Singularité\npour empêcher l’ajout d’une goutte de Fiel\nà la jauge des Héros.\nLa réserve de Singularité ne se recharge pas en\ncours de partie.", + "trauma-t": "Dès qu’un personnage a subi 5 points de Trauma,\nil est Choqué. Son état de stress est tel qu’il influe\nsur ses performances et sur sa lucidité. Il souffre\nd’un malus de 1 à tous ses niveaux de Domaine.\nDès qu’il a subi 8 points de Trauma, le personnage\nest Traumatisé. Il souffre d’un malus de 1 à\ntous ses niveaux de Talent. De plus, il gardera des\nséquelles de cet événement : l’un de ses points de\nTrauma devient permanent et ne pourra pas être\nsoigné.\nSi un personnage cumule 10 points de Trauma,\nil devient Fou. Il tombe en catatonie durant le reste\nde la scène. Passé ce cap, son traumatisme est tel\nqu’il ne sera plus jouable. Il est définitivement\nperdu.", + "blessures-t": "Dès qu’il a subi 5 points de Blessures, le personnage\nsouffre d’un malus de 1 à tous ses niveaux\nde Domaine.\nSi un personnage cumule 8 points de Blessures,\nil est lourdement blessé. Il subit un malus de 1 à\ntous ses niveaux de Talent. De plus, il gardera des\nséquelles de cet événement : l’un de ses points de\nBlessures devient permanent et ne pourra pas être\nsoigné.\nSi un personnage cumule 10 points de Blessures,\nil agonise. Il meurt au bout de dix minutes s’il n’est\npas soigné.", + "noirceur-t": "Lorsqu’il a cumulé 5 points de Noirceur, le personnage\nest Teinté.\nLorsqu’il a cumulé 8 points de Noirceur, il est\nPossédé. De plus, il gardera des séquelles de cet\névénement : l’un de ses points de Noirceur devient\npermanent et ne pourra pas être soigné.\nLorsqu’il a cumulé 10 points de Noirceur, il est\nCorrompu. La Loi en prend le contrôle (à moins\nque le joueur n’accepte de jouer ce rôle jusqu’au\nbout). Le corrompu fera tout pour rallier un Axe\nle plus rapidement possible. S’il y parvient, il disparaît\ndans l’Artefact à tout jamais.", + "traque-t": "Lorsqu’il a cumulé 5 points de Traque, le personnage\nest Signalé.\nLorsqu’il a cumulé 8 points de Traque, le personnage\nest Recherché. Il gardera des séquelles\nde cet événement : l’un de ses points de Traque\ndevient permanent et ne pourra pas être retiré. De\nplus, il gagne le trait Criminel.\nLorsqu’il a cumulé 10 points de Traque, le personnage\nest Pourchassé. De plus, il gagne le trait\nEnnemi public." +} \ No newline at end of file diff --git a/NOC/translations/sv.json b/NOC/translations/sv.json new file mode 100644 index 0000000000..58b60b81e2 --- /dev/null +++ b/NOC/translations/sv.json @@ -0,0 +1,135 @@ +{ + "GENERAL-u": "IDENTITÉ", + "ATTRIBUTES-u": "COMPOSITION", + "INVENTORY-u": "POSSESSIONS", + "NOTES-u": "NOTES", + "aremplir-p": "A renseigner", + "idsignale-t": "Signalé : les patrouilles ont le signalement du\npersonnage qui sera arrêté en cas de contrôle.", + "idrecherche-t": "Recherché (Criminel) : le personnage est activement recherché.\nDes investigateurs se rendent à son travail,\ninterrogent son entourage, etc. Une équipe du\nBureau des Investigations se met à sa poursuite.", + "idpourchasse-t": "Pourchassé (Ennemi public) : le personnage est l’ennemi\nnuméro un du Bloc. Des patrouilles sillonnent\nla ville à sa recherche. Ses proches, ses collègues\nsont surveillés, et certains, violentés ou arrêtés.\nSon domicile est fouillé sans ménagement.\nCinq équipes du Bureau des Investigations le\nrecherchent.", + "idteinte-t": "", + "idpossede-t": "", + "idcorrompu-t": "", + "idsecurite-t": "Signalé : les patrouilles ont le signalement du\npersonnage qui sera arrêté en cas de contrôle.\n\nRecherché (Criminel) : le personnage est activement recherché.\nDes investigateurs se rendent à son travail,\ninterrogent son entourage, etc. Une équipe du\nBureau des Investigations se met à sa poursuite.\n\nPourchassé (Ennemi public) : le personnage est l’ennemi\nnuméro un du Bloc. Des patrouilles sillonnent\nla ville à sa recherche. Ses proches, ses collègues\nsont surveillés, et certains, violentés ou arrêtés.\nSon domicile est fouillé sans ménagement.\nCinq équipes du Bureau des Investigations le\nrecherchent.", + "idviolence-t": "Violence : le personnage ne peut pas arrêter un\ncombat tant qu’il n’a pas occasionné la perte d’au\nmoins 3 points de Blessures à un ennemi (à moins\nqu’il ne soit neutralisé avant).", + "idmalaise-t": "Malaise : le personnage est victime de malaises\net nausées. Il a l’impression que son corps est\nparasité. Lorsqu’il est victime de n’importe quel\neffet du Fiel, il perd un point d’Espoir additionnel.\nS’il n’en a plus, il devient Fatigué et subit un niveau\nde malus à tous ses Talents jusqu’à ce qu’il bénéficie\nd’un moment de calme", + "idHallucinations-t": "Hallucinations : le personnage est victime\nd’hallucinations. Il voit des choses terrifiantes qui\nn’existent pas. Il entend des voix, sent des choses\nqui le touchent, perçoit des odeurs putrides. Lorsqu’il\nest victime de n’importe quel effet du Fiel, il\nsubit un point de Trauma additionnel.", + "idMauvaispenchants-t": "Mauvais penchants : le personnage ne régénère\nplus sa jauge d’Espoir qu’en s’adonnant à ses vices.\nLors de chaque moment de calme (voir p. 41), s’il\ndésire recharger ses réserves ou soigner des points\nde Blessures, Trauma ou Noirceur, il doit recevoir\nun point de Traque.", + "idtraitnoirceur-t": "Violence : le personnage ne peut pas arrêter un\ncombat tant qu’il n’a pas occasionné la perte d’au\nmoins 3 points de Blessures à un ennemi (à moins\nqu’il ne soit neutralisé avant).\n\nMalaise : le personnage est victime de malaises\net nausées. Il a l’impression que son corps est\nparasité. Lorsqu’il est victime de n’importe quel\neffet du Fiel, il perd un point d’Espoir additionnel.\nS’il n’en a plus, il devient Fatigué et subit un niveau\nde malus à tous ses Talents jusqu’à ce qu’il bénéficie\nd’un moment de calme\n\nHallucinations : le personnage est victime\nd’hallucinations. Il voit des choses terrifiantes qui\nn’existent pas. Il entend des voix, sent des choses\nqui le touchent, perçoit des odeurs putrides. Lorsqu’il\nest victime de n’importe quel effet du Fiel, il\nsubit un point de Trauma additionnel.\n\nMauvais penchants : le personnage ne régénère\nplus sa jauge d’Espoir qu’en s’adonnant à ses vices.\nLors de chaque moment de calme (voir p. 41), s’il\ndésire recharger ses réserves ou soigner des points\nde Blessures, Trauma ou Noirceur, il doit recevoir\nun point de Traque.", + "afficheflag-t": "Permet de rendre visible les répercussions de tous les malus de condition \ndu personnage et cela dans tous ses Domaines et Talents.\n\nAttention ! Aucune modification ne peut être faite sur les points de\n Domaines et Talents tant que l'affichage des malus est activé.\n", + "vie-u": "VIE", + "erudition-u": "ÉRUDITION", + "technique-u": "TECHNIQUE", + "social-u": "SOCIAL", + "ame-u": "ÂME", + "statut-u": "STATUT", + "action-u": "ACTION", + "apaisement-u": "Apaisement", + "ferveur-u": "Ferveur", + "lumiere-u": "Lumière", + "soins-u": "Soins", + "culture-u": "Culture", + "bureau-u": "Bureau", + "recherche-u": "Recherche", + "societe-u": "Société", + "artefact-u": "Artefact", + "artisanat-u": "Artisanat", + "mecanismes-u": "Mecanismes", + "survie-u": "Survie", + "charisme-u": "Charisme", + "conviction-u": "Conviction", + "psychologie-u": "Psychologie", + "tromperie-u": "Tromperie", + "extase-u": "Extase", + "folie-u": "Folie", + "sensibilite-u": "Sensibilité", + "tenebres-u": "Ténèbres", + "fortune-u": "Fortune", + "rang-u": "Rang", + "contacts-u": "Contacts", + "facade-u": "Façade", + "combat-u": "Combat", + "deplacement-u": "Déplacement", + "instinct-u": "Instinct", + "constitution-u": "Constitution", + "vecu-u": "VÉCU", + "espoir-u": "ESPOIR", + "singularite-u": "SINGULARITÉ", + "trauma-u": "TRAUMA", + "blessures-u": "BLESSURES", + "noirceur-u": "NOIRCEUR", + "traque-u": "TRAQUE", + "effet-points-blessures-leger-u": "Blessé léger\n-1D Domaines", + "effet-points-blessures-grave-u": "Blessé grave\n-1D Talents\n+1pt Blessures permanent", + "effet-points-blessures-mort-u": "10 min avant la mort", + "effet-points-trauma-leger-u": "Choqué\n-1D Domaines\n+1pt Trauma permanent", + "effet-points-trauma-grave-u": "Traumatisé\n-1D Talents", + "effet-points-trauma-mort-u": "Fou", + "effet-points-traque-leger-u": "Signalé", + "effet-points-traque-grave-u": "Recherché\n+1trait "Criminel\n+1pt Traque permanent", + "effet-points-traque-mort-u": "Pourchassé\n+1trait "Ennemi public"", + "effet-points-noirceur-leger-u": "Teinté\n+1trait Noirceur", + "effet-points-noirceur-grave-u": "Possédé\n+1trait Noirceur\n+1pt Noirceur permanent", + "effet-points-noirceur-mort-u": "Corrompu\n+1trait Noirceur", + "EQUIPMENTS-u": "ÉQUIPEMENT", + "CONTACTS-u": "CONTACTS", + "Description-u": "Description", + "Name-u": "Nom", + "Name-p": "Nom", + "faveur-u": "Faveur", + "faveurmax-u": "Faveur max", + "Combathelper-u": "AIDE AU COMBAT", + "tir-u": "ARMES DE TIR", + "dps-u": "Dég.", + "munitions-u": "Mun.", + "munitionsmax-u": "Mun. max", + "armetalent-u": "Talent", + "trait-p": "Trait", + "cac-u": "ARMES DE CONTACT", + "armure-u": "ARMURE", + "armurepts-u": "Armure", + "defense-u": "Défense", + "Notes-p": "La nuit est tombée sur le monde. La Terre a été engloutie par l’Artefact, un objet impossible surgi du fond de l’espace et du temps. Il s’est replié sur elle en une étreinte cosmique, se substituant au ciel et aux étoiles.\n\rL’Artefact est une prison qui a plongé l’humanité dans un éternel crépuscule et a disloqué la civilisation. Tel est le fardeau des vivants.\n\rL’Artefact est un bouclier érigé contre une menace extérieure supposée conduire à l’anéantissement de toute vie. Telle est la voix de la propagande.\n\rL’Artefact est un horizon inatteignable aux motivations cryptiques, incarnation de l’apocalypse et porteur d’espoir pour qui croit en son message.\n\rIl est l’Objet-Dieu.", + "vie-t": "Ce Domaine est celui du don de soi, de l’abnégation\net de la bonté. Un personnage doté d’une affinité\nen Vie sera une lueur dans un monde de ténèbres,\nune incarnation de la volonté de survie de l’espèce\nconfrontée à son ultime épreuve.", + "erudition-t": "Ce Domaine regroupe toutes leseff connaissances,\nà l’exclusion de la technologie qui relève d’un\nDomaine propre.\nUn personnage possédant des niveaux dans les\nTalents d’Érudition fait partie d’une caste élitiste.\nIl est probablement bibliothécaire, érudit, professeur.\nLe savoir, dans la société délitée de NOC, est\nun important marqueur de statut.", + "technique-t": "Ce domaine est celui des savoirs pratiques, des\nobjets et de leur fonctionnement, de la débrouille\net des technologies inspirées de l’Artefact.", + "social-t": "Ce Domaine est celui de l’interaction pacifique\nentre êtres humains. Il permet de régir les dizaines\nde petites batailles que chaque femme et chaque\nhomme doit mener au quotidien lorsqu’il évolue\nparmi ses semblables : séduire ou être séduit,\nconvaincre ou être convaincu, s’imposer ou se\nsoumettre.", + "ame-t": "Ce Domaine est celui de l’inconscient, de ce qui se\ncache au-delà des pensées et de la rationalité du\npersonnage. C’est le royaume de l’inavouable, des\npulsions, de la vie intérieure mais aussi de la sensibilité\net de l’inspiration. Dans le monde désenchanté\npar l’Administration, ceux qui restent\nhabités par leurs rêves, bons ou mauvais, sont\nautant à envier qu’à plaindre.", + "statut-t": "Les Talents du Domaine Statut ne reflètent pas\ndirectement des capacités ou des connaissances\ndu personnage mais son rang, ses connexions et\nsa position sociale. Il s’agit de Talents passifs. \nIls indiquent quels sont les moyens concrets\net matériels à sa disposition.", + "action-t": "Ce Domaine est celui des capacités physiques et\ndes réflexes, du prédateur et de la proie, de la\nsurvie et de la traque. Un personnage possédant\nune affinité en Action sera plus vigilant, plus vif\net plus fort que ses semblables.", + "apaisement-t": "Le Talent Apaisement permet au personnage\nde calmer les tourments psychologiques de ses\nsemblables, de trouver les mots rassurants pour\nréconforter la victime après un événement traumatisant.\nNiveau 0 : le personnage n’a pas d’expérience\nparticulière des situations de crise et doit\nimproviser avec son propre malaise lorsqu’il est\nconfronté à la détresse d’autrui.\nCe talent permet de soigner des points de\nTrauma d’un autre personnage.", + "ferveur-t": "Le Talent Ferveur représente la flamme qui anime\nle personnage, son élan, le souffle qui lui permet\nde maintenir son espérance et de la communiquer\nà ses proches, même dans les pires situations.\nNiveau 0 : le personnage est vaillant mais se\ndécourage face aux grosses difficultés. Il dispose\nd’une réserve de 3 points d’Espoir.\nCe Talent définit la taille de la réserve d’Espoir\ndu personnage.", + "lumiere-t": "Le Talent Lumière représente la pureté d’âme\ndu personnage, sa noblesse profonde, sa bonté.\nIl reflète la résistance mystique et physiologique\ndu personnage à la Noirceur.\nNiveau 0 : le personnage possède des failles, une\npart d’ombre sur laquelle les ténèbres peuvent\ngermer.\nLe Talent Lumière sert à encaisser les points de\nNoirceur et les dégâts liés au trait Énergie Noire.", + "soins-t": "Le Talent Soins est celui des médecins et des\nguérisseurs.\nNiveau 0 : le personnage n’a pas d’autres notions\nde médecine que celles inculquées par la culture\npopulaire. Il connaît quelques remèdes de grandmère,\nne manque pas de bon sens, mais sera\ndémuni devant la moindre blessure sérieuse.\nCe talent permet de soigner des points de Blessures\nd’un autre personnage.", + "culture-t": "La Culture est un Talent très large : il reflète la\nconnaissance générale du personnage, qu’il\ns’agisse d’histoire, de géographie ou des dogmes\nofficiels de la Voie.\nNiveau 0 : le personnage sait passablement lire\net écrire. Il connaît le nom des Blocs voisins, se\nsouvient de faits passés durant les trois dernières\nannées officielles et peut réciter les mythes propagandistes\ncourants.", + "bureau-t": "Le Talent Bureau recouvre la connaissance de l’administration\net de ses rouages. Les codes, les lois,\nles formulaires, les services, les grades.\nNiveau 0 : le personnage sait où retirer ses tickets\nde rationnement, qui appeler au secours et qui\nne pas ennuyer.", + "recherche-t": "Le Talent Recherche permet de passer au crible\nun lieu ou une masse de données dans le but d’en\nextraire des informations. Ce Talent servira aussi\nbien pour fouiller une pièce que pour éplucher des\ncoupures de presse dans une bibliothèque.\nNiveau 0 : le personnage trouvera les preuves\névidentes mais ne fera pas de rapprochement et\nne tirera pas de conclusions de la présence ou de\nl’absence d’éléments trop subtils.", + "societe-t": "Le Talent Société permet de connaître les noms, les\nlieux, les ragots sur ce qu’il se passe dans le Bloc. Il\npermet d’identifier une personnalité, de connaître\nles rumeurs associées à un événement ou de savoir\noù passer une bonne soirée.\nNiveau 0 : le personnage connaît les figures\nimportantes de son quartier, les enseignes incontournables\nde la ville, sait où faire des affaires et\nquand sont prévus les grands événements.", + "artefact-t": "Le Talent Artefact permet de bénéficier d’une\nsorte d’empathie avec l’Objet-Dieu. Le personnage\ncomprend, ressent la logique de l’Artefact, de ses\nrythmes, de ses pulsations.\nNiveau 0 : le personnage sait distinguer un\nMécanisme d’un Grand Mécanisme, mais c’est\ntout. Sa réserve de points de Singularité est vide.", + "artisanat-t": "Le Talent Artisanat reflète les capacités du personnage\ndans tous les champs de techniques de base :\nmaçonnerie, forge, ébénisterie, tannage...\nNiveau 0 : le personnage est capable de bricoler\nplus ou moins adroitement. Il rafistole, mais pas\nplus.", + "mecanismes-t": "Le Talent Mécanismes indique la capacité du personnage\nà concevoir, réparer ou confectionner\ndes objets novateurs ou complexes, des moteurs\nde voiture aux escalators. Plus que cela, ce trait\nest nécessaire à la manipulation, réparation ou\nconstruction des objets quantiques. Ce Talent\nreflète également sa connaissance des principes\nscientifiques de base, de la physique comme de la\nchimie.\nNiveau 0 : pour le personnage, les merveilles\nquantiques sont hors de compréhension. Il sait\nqu’une pomme lancée en l’air retombe mais ne\nsait pas vraiment pourquoi. Il comprend les\nprincipes de base d’un moteur mais serait bien\nen peine d’en construire un.", + "survie-t": "Le Talent Survie est possédé par les habitants\ndes campagnes ou des banlieues miséreuses. Il\nregroupe toutes les techniques permettant de se\nrepérer, de s’alimenter, de dormir et de survivre\nen terrain naturel ou défavorable comme les pires\nbanlieues.\nNiveau 0 : le personnage est né et a toujours\névolué dans le coeur urbain du Bloc. Il n’a ni les\nconnaissances, ni les réflexes, ni le cran pour\naffronter l’Extérieur.", + "charisme-t": "Le Talent Charisme est celui de la séduction,\ndu charme, de l’appétit, de la sympathie. Il permet\nd’obtenir quelque chose d’un interlocuteur : des\ninformations, des services, une prestation ou un\nassentiment. Ce talent permet aussi de persuader,\nde porter un message avec force et crédibilité.\nNiveau 0 : le personnage est physiquement\nbanal. Il n’a pas de sex-appeal et ne plaît qu’à\nune petite part des membres du sexe opposé. Il ne\npossède aucun atout physique significatif et ne\nsouffre d’aucun défaut visible socialement handicapant.\nIl a du mal à enflammer un auditoire\nou à persuader les étrangers de ses idées, même\nles plus sincères.", + "conviction-t": "Le Talent Conviction exprime la force de volonté du\npersonnage, sa détermination, sa lucidité face à\ntout ce qui pourrait le détourner de sa route. Il lui\npermet de résister à la tentation, à la corruption,\nà l’intimidation et à la torture.\nNiveau 0 : le personnage a des convictions, mais\nil n’est pas prêt à mourir pour elles.\nCe Talent sert de niveau requis aux tentatives de\npersuasion, de séduction ou d’intimidation contre\nle personnage.", + "psychologie-t": "Le Talent Psychologie est celui de l’empathie,\nde l’analyse du paraverbal, de la lecture du corps.\nIl permet de détecter le mensonge, d’interpréter ce\nqui se joue dans l’esprit, dans le coeur et dans les\ntripes de ses semblables.\nNiveau 0 : le personnage n’est pas spécialement\nsubtil mais il est capable de se projeter sur l’effet\ninduit par une situation forte chez ses semblables.", + "tromperie-t": "Le Talent Tromperie indique la capacité du personnage\nà mentir, à dissimuler ses émotions ou\nses intentions, à jouer la comédie.\nNiveau 0 : le personnage est tendu lorsqu’il ment\net ce d’autant plus que l’enjeu ou les risques sont\nimportants. Sa voix est subtilement différente. Il\nne regarde pas son interlocuteur dans les yeux,\nse frotte le visage, se racle la gorge. Dans l’urgence,\nil est capable de concevoir un mensonge\nà peu près cohérent mais sera en difficulté s’il lui\nest demandé de rentrer dans les détails.", + "extase-t": "Le Talent Extase est une indication de la stabilité\ndu cadre familial ou amical du personnage, de\nla puissance cathartique de ses passions et de sa\nfacilité à trouver du réconfort dans son environnement.\nL’Extase lui permet de se vider la tête, de\nretrouver son calme.\nNiveau 0 : le personnage a une famille qu’il peut\nretrouver avec plaisir, ou un loisir, un passetemps,\ngrâce auquel il peut penser à autre\nchose. Boire un coup avec des amis, jouer aux\njeux de hasard, danser ou fréquenter les lieux de\ndébauche, il sait comment tuer le temps.\nLe Talent Extase permet de recharger sa jauge\nd’Espoir et celle de ses alliés durant les moments\nde calme.", + "folie-t": "La Folie est un talent ambigu. Sa possession\nindique que le personnage a déjà subi des traumatismes,\nvécu des expériences terribles ou avancé\nsur la voie de la démence et que ce passif l’a en\nquelque sorte préparé aux horreurs que lui réserve\nsa vie future.\nNiveau 0 : le personnage est un citoyen de\nce monde dur. Il a une certaine habitude de\nla violence, de l’oppression et de l’étrange –\néléments que l’on rencontre souvent, même à\nl’abri d’un Bloc – mais il n’a jamais assisté à un\nmassacre, jamais approché un Autre et jamais\nsubi un interrogatoire de la Police Secrète.\nAutant d’événements susceptibles de l’affecter\ndurablement.\nCe Talent sert à ralentir l’effet du Trauma sur\nle personnage.", + "sensibilite-t": "La Sensibilité est la réceptivité du personnage\naux choses invisibles, aux énergies, aux flux,\naux émotions. Elle permet de comprendre ou de\nproduire une oeuvre d’art, mais également de\nsentir les « mauvaises ondes » indiquant la proximité\nd’une source de Noirceur (voir p. 54).\nNiveau 0 : le personnage n’est pas particulièrement\nréceptif. Dans sa vie, il lui est parfois\narrivé d’avoir des impressions troublantes mais\nil n’a pas su les interpréter correctement ou leur\naccorder l’importance qu’elles auraient mérité.\nL’art ne lui inspire pas grand chose sinon les\noeuvres les plus directement accessibles.", + "tenebres-t": "Le Talent Ténèbres représente la part d’ombre du\npersonnage, le poids de ses crimes, son inclination\nau mal. Qu’il ait réellement commis des actes\nmauvais, ou qu’il s’agisse d’une faille béante dans\nson âme, cette zone ténébreuse sera sentie par les\nAutres et interprétée comme un signe d’appartenance.\nCe Talent représente également labrutalité,\nla monstruosité ou la froideur émanant de sa\npersonne, la crainte qu’il inspire à ses semblables.\nIl sert à intimider les humains, les animaux ou les\ncréatures surnaturelles.\nNiveau 0 : le personnage est une proie, un\nspécimen quelconque de la race humaine et, à\nce sens, ne fera l’objet d’aucun traitement particulier\nde la part des Autres. À moins d’être armé\nou en situation de force, il n’intimidera généralement\nque les couards.", + "fortune-t": "Le Talent Fortune indique la richesse dupersonnage.\nNiveau 0 : le personnage fait partie de la classe\nmoyenne. Il loue un appartement dans les faubourgs\nou un petit studio dans les quartiers\npopulaires du centre-ville. Il n’a pas vraiment\nde patrimoine mais dispose des fonds suffisants\npour s’alimenter, se vêtir et se déplacer au quotidien.\nDurant ses temps morts, il se contente\nde loisirs simples : visite des musées officiels, un\nspectacle cautionné de temps en temps, deux ou\ntrois verres dans un club middle-class. Il dispose\nde quelques couronnes pour ses transactions\ncourantes sans menacer son train de vie.", + "rang-t": "Le Talent Rang indique l’autorité du personnage,\nle grade ou la fonction sociale dont il peut se prévaloir.\nCe Talent ouvre des portes et lui assure des\npasse-droits. Pour jouir de son niveau de Rang, le\npersonnage doit toutefois porter ostensiblement\nla preuve de son niveau, qu’il s’agisse d’un badge,\nd’un uniforme, ou d’un nom célèbre (le sien ou\ncelui d’un ami important), qu’il se doit alors de\nrévéler. En cela, il lui sera impossible de jouir de\nson niveau de Rang tant qu’il restera sous couvert\nd’une fausse identité, par exemple.\nNiveau 0 : le personnage n’a pas de statut particulier.\nIl ne peut se prévaloir d’aucune autorité\nà part, peut-être, dans l’espace très restreint de\nson environnement professionnel.\nCe Talent sert à obtenir des accès, des autorisations\net de précieux formulaires en jeu.", + "contacts-t": "Le Talent Contacts indique le nombre de personnes\nbien placées prêtes à aider le personnage.\nPour chaque niveau qu’il possède dans ce Talent,\nil connaît un individu ou un groupe disposant de\nressources ou de connaissances intéressantes dans\nle cadre de sa lutte. Lorsqu’il a besoin de matériel,\nd’un service ou d’une information, le personnage\npeut joindre l’un de ses contacts pour l’obtenir.\nLes moyens de ces contacts n’ont pas à être décrits\navec précision.\nNiveau 0 : le personnage est un homme ou une\nfemme ordinaire. Il peut demander de menus\nservices à ses proches, mais ne connaît personne\nd’assez bien placé ou d’assez investi prêt à se\ncompromettre pour lui. Sa réserve de points de\nFaveur est vide.", + "facade-t": "Le Talent Façade est l’expression de la prudence et\nde la paranoïa du personnage. Il reflète le soin qu’il\nprend à cacher ses traces, à brouiller les pistes, à\nplacer des obstacles sur le chemin de ceux qui voudraient\nremonter jusqu’à lui, découvrir ses agissements,\naccéder à son domicile, saisir son argent.\nIl représente également la capacité du personnage\nà passer inaperçu, à avoir l’air inoffensif, à ne pas\nêtre remarqué parmi une foule.\nNiveau 0 : le personnage est un citoyen ordinaire.\nSon dossier administratif est bien fourni, son\nadresse connue et ses moyens de fuite limités.\nLorsqu’il a des choses à se reprocher ou qu’il\nest sous pression, son attitude peut paraître\nsuspecte.\nCe Talent sert à ralentir l’effet de la Traque sur\nle personnage.", + "combat-t": "Le Talent Combat reflète l’aisance du personnage\ndans les situations physiques ou martiales et sa\nmaîtrise des armes.\nNiveau 0 : le personnage ne sait pas se battre et\nn’en viendra aux mains qu’en dernièreextrémité.\nNote : chaque fois qu’un personnage développe\nle Talent Combat au-dessus du niveau 0, il\nchoisit deux armes parmi celles présentées p. 51.\nAinsi, il choisit 2 armes au niveau 1, 2 de plus au\nniveau 2, etc.\nLorsqu’il manie des armes qui ne sont pas du\nmême type que celles qu’il a choisies, il souffre\nd’un malus de 1 à son niveau de Combat.\nDans le cadre de ce kit, les Héros et les Rouages\nn’ont pas de malus lorsqu’ils manient les armes\nindiquées dans leur équipement.", + "deplacement-t": "Le Talent Déplacement est celui de l’agilité et de\nl’athlétisme, de la grâce, de la souplesse et de\nl’endurance. Il régit la coordination corporelle qui\npermet de courir vite, de sauter loin, d’éviter les\nattaques, de marcher longtemps et de se mouvoir\ndiscrètement.\nNiveau 0 : le personnage est capable de performances\nphysiques communes. Il court le cent\nmètres en moins de quinze secondes et peut\nsauter quatre mètres en longueur avec élan. Il\ns’épuise au bout de quelques dizaines de minutes\nd’effort.", + "instinct-t": "Le Talent Instinct rend compte de la perception\ndu personnage, de sa capacité à entendre un bruit\nfugace dans son dos, à voir un tireur embusqué\nsur un toit, à remarquer une odeur suspecte. Dans\nles situations tendues ou dangereuses, les Héros\n« prépareront » souvent leur Instinct. L’Instinct est\ngénéralement un trait passif, utilisé pour déterminer\nsi la personne se rend compte de quelque chose\nqui survient alors qu’il ne s’y attend pas. Il diffère\nen cela du Talent Recherche, qui vaut lorsque le\npersonnage cherche activement un élément dans\nune masse de données.\nNiveau 0 : le personnage n’est pas toujours sur\nses gardes. Il lui arrive d’être perdu dans ses\npensées ou d’être surpris par un événement\ninattendu.", + "constitution-t": "Le Talent Constitution définit la carrure du personnage,\nsa puissance et sa résistance physique.\nNiveau 0 : le personnage a une stature moyenne,\nla force compensant son poids. Il peut porter une\ntrentaine de kilos durant moins de dix minutes,\net soulever de terre un objet d’une cinquantaine\nde kilos maximum.", + "vecu-t": "Les Héros commencent chaque scénario avec une\nréserve de 3 points de Vécu. Le Vécu correspond au\npassé des personnages et à leur familiarité avec\ncertains environnements et certaines pratiques.\nLorsqu’un personnage entreprend une action\npour laquelle son histoire ou son expérience\npersonnelle sont susceptibles de lui octroyer un\navantage logique, le joueur peut dépenser un (et\nun seul) point de Vécu pour obtenir un niveau supplémentaire\nau Talent utilisé. Cette dépense doit\nêtre effectuée avant tout jet de dés de destin.", + "espoir-t": "Un personnage commence chaque scénario avec\nune réserve de points d’Espoir, dépendant de son\nniveau dans le Talent Ferveur.\nUn personnage peut dépenser un point d’Espoir\npour lancer trois dés de destin supplémentaires\nlors de n’importe quelle action. Il peut aussi\ndépenser un point d’Espoir pour lancer trois dés\nlorsqu’il subit des points de Blessures, Trauma,\nTraque ou Noirceur. Dans ce cas, chaque succès\ndiminue de 1 le nombre de points encaissés. Par\ncontre, chaque 1 ajoute une goutte à la jauge de\nFiel.", + "singularite-t": "Un personnage commence chaque séance de jeu\navec une réserve de points de Singularité, dont la\ntaille dépend de son niveau dans le Talent Artefact\nUn personnage peut dépenser un point de Singularité\npour empêcher l’ajout d’une goutte de Fiel\nà la jauge des Héros.\nLa réserve de Singularité ne se recharge pas en\ncours de partie.", + "trauma-t": "Dès qu’un personnage a subi 5 points de Trauma,\nil est Choqué. Son état de stress est tel qu’il influe\nsur ses performances et sur sa lucidité. Il souffre\nd’un malus de 1 à tous ses niveaux de Domaine.\nDès qu’il a subi 8 points de Trauma, le personnage\nest Traumatisé. Il souffre d’un malus de 1 à\ntous ses niveaux de Talent. De plus, il gardera des\nséquelles de cet événement : l’un de ses points de\nTrauma devient permanent et ne pourra pas être\nsoigné.\nSi un personnage cumule 10 points de Trauma,\nil devient Fou. Il tombe en catatonie durant le reste\nde la scène. Passé ce cap, son traumatisme est tel\nqu’il ne sera plus jouable. Il est définitivement\nperdu.", + "blessures-t": "Dès qu’il a subi 5 points de Blessures, le personnage\nsouffre d’un malus de 1 à tous ses niveaux\nde Domaine.\nSi un personnage cumule 8 points de Blessures,\nil est lourdement blessé. Il subit un malus de 1 à\ntous ses niveaux de Talent. De plus, il gardera des\nséquelles de cet événement : l’un de ses points de\nBlessures devient permanent et ne pourra pas être\nsoigné.\nSi un personnage cumule 10 points de Blessures,\nil agonise. Il meurt au bout de dix minutes s’il n’est\npas soigné.", + "noirceur-t": "Lorsqu’il a cumulé 5 points de Noirceur, le personnage\nest Teinté.\nLorsqu’il a cumulé 8 points de Noirceur, il est\nPossédé. De plus, il gardera des séquelles de cet\névénement : l’un de ses points de Noirceur devient\npermanent et ne pourra pas être soigné.\nLorsqu’il a cumulé 10 points de Noirceur, il est\nCorrompu. La Loi en prend le contrôle (à moins\nque le joueur n’accepte de jouer ce rôle jusqu’au\nbout). Le corrompu fera tout pour rallier un Axe\nle plus rapidement possible. S’il y parvient, il disparaît\ndans l’Artefact à tout jamais.", + "traque-t": "Lorsqu’il a cumulé 5 points de Traque, le personnage\nest Signalé.\nLorsqu’il a cumulé 8 points de Traque, le personnage\nest Recherché. Il gardera des séquelles\nde cet événement : l’un de ses points de Traque\ndevient permanent et ne pourra pas être retiré. De\nplus, il gagne le trait Criminel.\nLorsqu’il a cumulé 10 points de Traque, le personnage\nest Pourchassé. De plus, il gagne le trait\nEnnemi public." +} \ No newline at end of file diff --git a/NOC/translations/tr.json b/NOC/translations/tr.json new file mode 100644 index 0000000000..58b60b81e2 --- /dev/null +++ b/NOC/translations/tr.json @@ -0,0 +1,135 @@ +{ + "GENERAL-u": "IDENTITÉ", + "ATTRIBUTES-u": "COMPOSITION", + "INVENTORY-u": "POSSESSIONS", + "NOTES-u": "NOTES", + "aremplir-p": "A renseigner", + "idsignale-t": "Signalé : les patrouilles ont le signalement du\npersonnage qui sera arrêté en cas de contrôle.", + "idrecherche-t": "Recherché (Criminel) : le personnage est activement recherché.\nDes investigateurs se rendent à son travail,\ninterrogent son entourage, etc. Une équipe du\nBureau des Investigations se met à sa poursuite.", + "idpourchasse-t": "Pourchassé (Ennemi public) : le personnage est l’ennemi\nnuméro un du Bloc. Des patrouilles sillonnent\nla ville à sa recherche. Ses proches, ses collègues\nsont surveillés, et certains, violentés ou arrêtés.\nSon domicile est fouillé sans ménagement.\nCinq équipes du Bureau des Investigations le\nrecherchent.", + "idteinte-t": "", + "idpossede-t": "", + "idcorrompu-t": "", + "idsecurite-t": "Signalé : les patrouilles ont le signalement du\npersonnage qui sera arrêté en cas de contrôle.\n\nRecherché (Criminel) : le personnage est activement recherché.\nDes investigateurs se rendent à son travail,\ninterrogent son entourage, etc. Une équipe du\nBureau des Investigations se met à sa poursuite.\n\nPourchassé (Ennemi public) : le personnage est l’ennemi\nnuméro un du Bloc. Des patrouilles sillonnent\nla ville à sa recherche. Ses proches, ses collègues\nsont surveillés, et certains, violentés ou arrêtés.\nSon domicile est fouillé sans ménagement.\nCinq équipes du Bureau des Investigations le\nrecherchent.", + "idviolence-t": "Violence : le personnage ne peut pas arrêter un\ncombat tant qu’il n’a pas occasionné la perte d’au\nmoins 3 points de Blessures à un ennemi (à moins\nqu’il ne soit neutralisé avant).", + "idmalaise-t": "Malaise : le personnage est victime de malaises\net nausées. Il a l’impression que son corps est\nparasité. Lorsqu’il est victime de n’importe quel\neffet du Fiel, il perd un point d’Espoir additionnel.\nS’il n’en a plus, il devient Fatigué et subit un niveau\nde malus à tous ses Talents jusqu’à ce qu’il bénéficie\nd’un moment de calme", + "idHallucinations-t": "Hallucinations : le personnage est victime\nd’hallucinations. Il voit des choses terrifiantes qui\nn’existent pas. Il entend des voix, sent des choses\nqui le touchent, perçoit des odeurs putrides. Lorsqu’il\nest victime de n’importe quel effet du Fiel, il\nsubit un point de Trauma additionnel.", + "idMauvaispenchants-t": "Mauvais penchants : le personnage ne régénère\nplus sa jauge d’Espoir qu’en s’adonnant à ses vices.\nLors de chaque moment de calme (voir p. 41), s’il\ndésire recharger ses réserves ou soigner des points\nde Blessures, Trauma ou Noirceur, il doit recevoir\nun point de Traque.", + "idtraitnoirceur-t": "Violence : le personnage ne peut pas arrêter un\ncombat tant qu’il n’a pas occasionné la perte d’au\nmoins 3 points de Blessures à un ennemi (à moins\nqu’il ne soit neutralisé avant).\n\nMalaise : le personnage est victime de malaises\net nausées. Il a l’impression que son corps est\nparasité. Lorsqu’il est victime de n’importe quel\neffet du Fiel, il perd un point d’Espoir additionnel.\nS’il n’en a plus, il devient Fatigué et subit un niveau\nde malus à tous ses Talents jusqu’à ce qu’il bénéficie\nd’un moment de calme\n\nHallucinations : le personnage est victime\nd’hallucinations. Il voit des choses terrifiantes qui\nn’existent pas. Il entend des voix, sent des choses\nqui le touchent, perçoit des odeurs putrides. Lorsqu’il\nest victime de n’importe quel effet du Fiel, il\nsubit un point de Trauma additionnel.\n\nMauvais penchants : le personnage ne régénère\nplus sa jauge d’Espoir qu’en s’adonnant à ses vices.\nLors de chaque moment de calme (voir p. 41), s’il\ndésire recharger ses réserves ou soigner des points\nde Blessures, Trauma ou Noirceur, il doit recevoir\nun point de Traque.", + "afficheflag-t": "Permet de rendre visible les répercussions de tous les malus de condition \ndu personnage et cela dans tous ses Domaines et Talents.\n\nAttention ! Aucune modification ne peut être faite sur les points de\n Domaines et Talents tant que l'affichage des malus est activé.\n", + "vie-u": "VIE", + "erudition-u": "ÉRUDITION", + "technique-u": "TECHNIQUE", + "social-u": "SOCIAL", + "ame-u": "ÂME", + "statut-u": "STATUT", + "action-u": "ACTION", + "apaisement-u": "Apaisement", + "ferveur-u": "Ferveur", + "lumiere-u": "Lumière", + "soins-u": "Soins", + "culture-u": "Culture", + "bureau-u": "Bureau", + "recherche-u": "Recherche", + "societe-u": "Société", + "artefact-u": "Artefact", + "artisanat-u": "Artisanat", + "mecanismes-u": "Mecanismes", + "survie-u": "Survie", + "charisme-u": "Charisme", + "conviction-u": "Conviction", + "psychologie-u": "Psychologie", + "tromperie-u": "Tromperie", + "extase-u": "Extase", + "folie-u": "Folie", + "sensibilite-u": "Sensibilité", + "tenebres-u": "Ténèbres", + "fortune-u": "Fortune", + "rang-u": "Rang", + "contacts-u": "Contacts", + "facade-u": "Façade", + "combat-u": "Combat", + "deplacement-u": "Déplacement", + "instinct-u": "Instinct", + "constitution-u": "Constitution", + "vecu-u": "VÉCU", + "espoir-u": "ESPOIR", + "singularite-u": "SINGULARITÉ", + "trauma-u": "TRAUMA", + "blessures-u": "BLESSURES", + "noirceur-u": "NOIRCEUR", + "traque-u": "TRAQUE", + "effet-points-blessures-leger-u": "Blessé léger\n-1D Domaines", + "effet-points-blessures-grave-u": "Blessé grave\n-1D Talents\n+1pt Blessures permanent", + "effet-points-blessures-mort-u": "10 min avant la mort", + "effet-points-trauma-leger-u": "Choqué\n-1D Domaines\n+1pt Trauma permanent", + "effet-points-trauma-grave-u": "Traumatisé\n-1D Talents", + "effet-points-trauma-mort-u": "Fou", + "effet-points-traque-leger-u": "Signalé", + "effet-points-traque-grave-u": "Recherché\n+1trait "Criminel\n+1pt Traque permanent", + "effet-points-traque-mort-u": "Pourchassé\n+1trait "Ennemi public"", + "effet-points-noirceur-leger-u": "Teinté\n+1trait Noirceur", + "effet-points-noirceur-grave-u": "Possédé\n+1trait Noirceur\n+1pt Noirceur permanent", + "effet-points-noirceur-mort-u": "Corrompu\n+1trait Noirceur", + "EQUIPMENTS-u": "ÉQUIPEMENT", + "CONTACTS-u": "CONTACTS", + "Description-u": "Description", + "Name-u": "Nom", + "Name-p": "Nom", + "faveur-u": "Faveur", + "faveurmax-u": "Faveur max", + "Combathelper-u": "AIDE AU COMBAT", + "tir-u": "ARMES DE TIR", + "dps-u": "Dég.", + "munitions-u": "Mun.", + "munitionsmax-u": "Mun. max", + "armetalent-u": "Talent", + "trait-p": "Trait", + "cac-u": "ARMES DE CONTACT", + "armure-u": "ARMURE", + "armurepts-u": "Armure", + "defense-u": "Défense", + "Notes-p": "La nuit est tombée sur le monde. La Terre a été engloutie par l’Artefact, un objet impossible surgi du fond de l’espace et du temps. Il s’est replié sur elle en une étreinte cosmique, se substituant au ciel et aux étoiles.\n\rL’Artefact est une prison qui a plongé l’humanité dans un éternel crépuscule et a disloqué la civilisation. Tel est le fardeau des vivants.\n\rL’Artefact est un bouclier érigé contre une menace extérieure supposée conduire à l’anéantissement de toute vie. Telle est la voix de la propagande.\n\rL’Artefact est un horizon inatteignable aux motivations cryptiques, incarnation de l’apocalypse et porteur d’espoir pour qui croit en son message.\n\rIl est l’Objet-Dieu.", + "vie-t": "Ce Domaine est celui du don de soi, de l’abnégation\net de la bonté. Un personnage doté d’une affinité\nen Vie sera une lueur dans un monde de ténèbres,\nune incarnation de la volonté de survie de l’espèce\nconfrontée à son ultime épreuve.", + "erudition-t": "Ce Domaine regroupe toutes leseff connaissances,\nà l’exclusion de la technologie qui relève d’un\nDomaine propre.\nUn personnage possédant des niveaux dans les\nTalents d’Érudition fait partie d’une caste élitiste.\nIl est probablement bibliothécaire, érudit, professeur.\nLe savoir, dans la société délitée de NOC, est\nun important marqueur de statut.", + "technique-t": "Ce domaine est celui des savoirs pratiques, des\nobjets et de leur fonctionnement, de la débrouille\net des technologies inspirées de l’Artefact.", + "social-t": "Ce Domaine est celui de l’interaction pacifique\nentre êtres humains. Il permet de régir les dizaines\nde petites batailles que chaque femme et chaque\nhomme doit mener au quotidien lorsqu’il évolue\nparmi ses semblables : séduire ou être séduit,\nconvaincre ou être convaincu, s’imposer ou se\nsoumettre.", + "ame-t": "Ce Domaine est celui de l’inconscient, de ce qui se\ncache au-delà des pensées et de la rationalité du\npersonnage. C’est le royaume de l’inavouable, des\npulsions, de la vie intérieure mais aussi de la sensibilité\net de l’inspiration. Dans le monde désenchanté\npar l’Administration, ceux qui restent\nhabités par leurs rêves, bons ou mauvais, sont\nautant à envier qu’à plaindre.", + "statut-t": "Les Talents du Domaine Statut ne reflètent pas\ndirectement des capacités ou des connaissances\ndu personnage mais son rang, ses connexions et\nsa position sociale. Il s’agit de Talents passifs. \nIls indiquent quels sont les moyens concrets\net matériels à sa disposition.", + "action-t": "Ce Domaine est celui des capacités physiques et\ndes réflexes, du prédateur et de la proie, de la\nsurvie et de la traque. Un personnage possédant\nune affinité en Action sera plus vigilant, plus vif\net plus fort que ses semblables.", + "apaisement-t": "Le Talent Apaisement permet au personnage\nde calmer les tourments psychologiques de ses\nsemblables, de trouver les mots rassurants pour\nréconforter la victime après un événement traumatisant.\nNiveau 0 : le personnage n’a pas d’expérience\nparticulière des situations de crise et doit\nimproviser avec son propre malaise lorsqu’il est\nconfronté à la détresse d’autrui.\nCe talent permet de soigner des points de\nTrauma d’un autre personnage.", + "ferveur-t": "Le Talent Ferveur représente la flamme qui anime\nle personnage, son élan, le souffle qui lui permet\nde maintenir son espérance et de la communiquer\nà ses proches, même dans les pires situations.\nNiveau 0 : le personnage est vaillant mais se\ndécourage face aux grosses difficultés. Il dispose\nd’une réserve de 3 points d’Espoir.\nCe Talent définit la taille de la réserve d’Espoir\ndu personnage.", + "lumiere-t": "Le Talent Lumière représente la pureté d’âme\ndu personnage, sa noblesse profonde, sa bonté.\nIl reflète la résistance mystique et physiologique\ndu personnage à la Noirceur.\nNiveau 0 : le personnage possède des failles, une\npart d’ombre sur laquelle les ténèbres peuvent\ngermer.\nLe Talent Lumière sert à encaisser les points de\nNoirceur et les dégâts liés au trait Énergie Noire.", + "soins-t": "Le Talent Soins est celui des médecins et des\nguérisseurs.\nNiveau 0 : le personnage n’a pas d’autres notions\nde médecine que celles inculquées par la culture\npopulaire. Il connaît quelques remèdes de grandmère,\nne manque pas de bon sens, mais sera\ndémuni devant la moindre blessure sérieuse.\nCe talent permet de soigner des points de Blessures\nd’un autre personnage.", + "culture-t": "La Culture est un Talent très large : il reflète la\nconnaissance générale du personnage, qu’il\ns’agisse d’histoire, de géographie ou des dogmes\nofficiels de la Voie.\nNiveau 0 : le personnage sait passablement lire\net écrire. Il connaît le nom des Blocs voisins, se\nsouvient de faits passés durant les trois dernières\nannées officielles et peut réciter les mythes propagandistes\ncourants.", + "bureau-t": "Le Talent Bureau recouvre la connaissance de l’administration\net de ses rouages. Les codes, les lois,\nles formulaires, les services, les grades.\nNiveau 0 : le personnage sait où retirer ses tickets\nde rationnement, qui appeler au secours et qui\nne pas ennuyer.", + "recherche-t": "Le Talent Recherche permet de passer au crible\nun lieu ou une masse de données dans le but d’en\nextraire des informations. Ce Talent servira aussi\nbien pour fouiller une pièce que pour éplucher des\ncoupures de presse dans une bibliothèque.\nNiveau 0 : le personnage trouvera les preuves\névidentes mais ne fera pas de rapprochement et\nne tirera pas de conclusions de la présence ou de\nl’absence d’éléments trop subtils.", + "societe-t": "Le Talent Société permet de connaître les noms, les\nlieux, les ragots sur ce qu’il se passe dans le Bloc. Il\npermet d’identifier une personnalité, de connaître\nles rumeurs associées à un événement ou de savoir\noù passer une bonne soirée.\nNiveau 0 : le personnage connaît les figures\nimportantes de son quartier, les enseignes incontournables\nde la ville, sait où faire des affaires et\nquand sont prévus les grands événements.", + "artefact-t": "Le Talent Artefact permet de bénéficier d’une\nsorte d’empathie avec l’Objet-Dieu. Le personnage\ncomprend, ressent la logique de l’Artefact, de ses\nrythmes, de ses pulsations.\nNiveau 0 : le personnage sait distinguer un\nMécanisme d’un Grand Mécanisme, mais c’est\ntout. Sa réserve de points de Singularité est vide.", + "artisanat-t": "Le Talent Artisanat reflète les capacités du personnage\ndans tous les champs de techniques de base :\nmaçonnerie, forge, ébénisterie, tannage...\nNiveau 0 : le personnage est capable de bricoler\nplus ou moins adroitement. Il rafistole, mais pas\nplus.", + "mecanismes-t": "Le Talent Mécanismes indique la capacité du personnage\nà concevoir, réparer ou confectionner\ndes objets novateurs ou complexes, des moteurs\nde voiture aux escalators. Plus que cela, ce trait\nest nécessaire à la manipulation, réparation ou\nconstruction des objets quantiques. Ce Talent\nreflète également sa connaissance des principes\nscientifiques de base, de la physique comme de la\nchimie.\nNiveau 0 : pour le personnage, les merveilles\nquantiques sont hors de compréhension. Il sait\nqu’une pomme lancée en l’air retombe mais ne\nsait pas vraiment pourquoi. Il comprend les\nprincipes de base d’un moteur mais serait bien\nen peine d’en construire un.", + "survie-t": "Le Talent Survie est possédé par les habitants\ndes campagnes ou des banlieues miséreuses. Il\nregroupe toutes les techniques permettant de se\nrepérer, de s’alimenter, de dormir et de survivre\nen terrain naturel ou défavorable comme les pires\nbanlieues.\nNiveau 0 : le personnage est né et a toujours\névolué dans le coeur urbain du Bloc. Il n’a ni les\nconnaissances, ni les réflexes, ni le cran pour\naffronter l’Extérieur.", + "charisme-t": "Le Talent Charisme est celui de la séduction,\ndu charme, de l’appétit, de la sympathie. Il permet\nd’obtenir quelque chose d’un interlocuteur : des\ninformations, des services, une prestation ou un\nassentiment. Ce talent permet aussi de persuader,\nde porter un message avec force et crédibilité.\nNiveau 0 : le personnage est physiquement\nbanal. Il n’a pas de sex-appeal et ne plaît qu’à\nune petite part des membres du sexe opposé. Il ne\npossède aucun atout physique significatif et ne\nsouffre d’aucun défaut visible socialement handicapant.\nIl a du mal à enflammer un auditoire\nou à persuader les étrangers de ses idées, même\nles plus sincères.", + "conviction-t": "Le Talent Conviction exprime la force de volonté du\npersonnage, sa détermination, sa lucidité face à\ntout ce qui pourrait le détourner de sa route. Il lui\npermet de résister à la tentation, à la corruption,\nà l’intimidation et à la torture.\nNiveau 0 : le personnage a des convictions, mais\nil n’est pas prêt à mourir pour elles.\nCe Talent sert de niveau requis aux tentatives de\npersuasion, de séduction ou d’intimidation contre\nle personnage.", + "psychologie-t": "Le Talent Psychologie est celui de l’empathie,\nde l’analyse du paraverbal, de la lecture du corps.\nIl permet de détecter le mensonge, d’interpréter ce\nqui se joue dans l’esprit, dans le coeur et dans les\ntripes de ses semblables.\nNiveau 0 : le personnage n’est pas spécialement\nsubtil mais il est capable de se projeter sur l’effet\ninduit par une situation forte chez ses semblables.", + "tromperie-t": "Le Talent Tromperie indique la capacité du personnage\nà mentir, à dissimuler ses émotions ou\nses intentions, à jouer la comédie.\nNiveau 0 : le personnage est tendu lorsqu’il ment\net ce d’autant plus que l’enjeu ou les risques sont\nimportants. Sa voix est subtilement différente. Il\nne regarde pas son interlocuteur dans les yeux,\nse frotte le visage, se racle la gorge. Dans l’urgence,\nil est capable de concevoir un mensonge\nà peu près cohérent mais sera en difficulté s’il lui\nest demandé de rentrer dans les détails.", + "extase-t": "Le Talent Extase est une indication de la stabilité\ndu cadre familial ou amical du personnage, de\nla puissance cathartique de ses passions et de sa\nfacilité à trouver du réconfort dans son environnement.\nL’Extase lui permet de se vider la tête, de\nretrouver son calme.\nNiveau 0 : le personnage a une famille qu’il peut\nretrouver avec plaisir, ou un loisir, un passetemps,\ngrâce auquel il peut penser à autre\nchose. Boire un coup avec des amis, jouer aux\njeux de hasard, danser ou fréquenter les lieux de\ndébauche, il sait comment tuer le temps.\nLe Talent Extase permet de recharger sa jauge\nd’Espoir et celle de ses alliés durant les moments\nde calme.", + "folie-t": "La Folie est un talent ambigu. Sa possession\nindique que le personnage a déjà subi des traumatismes,\nvécu des expériences terribles ou avancé\nsur la voie de la démence et que ce passif l’a en\nquelque sorte préparé aux horreurs que lui réserve\nsa vie future.\nNiveau 0 : le personnage est un citoyen de\nce monde dur. Il a une certaine habitude de\nla violence, de l’oppression et de l’étrange –\néléments que l’on rencontre souvent, même à\nl’abri d’un Bloc – mais il n’a jamais assisté à un\nmassacre, jamais approché un Autre et jamais\nsubi un interrogatoire de la Police Secrète.\nAutant d’événements susceptibles de l’affecter\ndurablement.\nCe Talent sert à ralentir l’effet du Trauma sur\nle personnage.", + "sensibilite-t": "La Sensibilité est la réceptivité du personnage\naux choses invisibles, aux énergies, aux flux,\naux émotions. Elle permet de comprendre ou de\nproduire une oeuvre d’art, mais également de\nsentir les « mauvaises ondes » indiquant la proximité\nd’une source de Noirceur (voir p. 54).\nNiveau 0 : le personnage n’est pas particulièrement\nréceptif. Dans sa vie, il lui est parfois\narrivé d’avoir des impressions troublantes mais\nil n’a pas su les interpréter correctement ou leur\naccorder l’importance qu’elles auraient mérité.\nL’art ne lui inspire pas grand chose sinon les\noeuvres les plus directement accessibles.", + "tenebres-t": "Le Talent Ténèbres représente la part d’ombre du\npersonnage, le poids de ses crimes, son inclination\nau mal. Qu’il ait réellement commis des actes\nmauvais, ou qu’il s’agisse d’une faille béante dans\nson âme, cette zone ténébreuse sera sentie par les\nAutres et interprétée comme un signe d’appartenance.\nCe Talent représente également labrutalité,\nla monstruosité ou la froideur émanant de sa\npersonne, la crainte qu’il inspire à ses semblables.\nIl sert à intimider les humains, les animaux ou les\ncréatures surnaturelles.\nNiveau 0 : le personnage est une proie, un\nspécimen quelconque de la race humaine et, à\nce sens, ne fera l’objet d’aucun traitement particulier\nde la part des Autres. À moins d’être armé\nou en situation de force, il n’intimidera généralement\nque les couards.", + "fortune-t": "Le Talent Fortune indique la richesse dupersonnage.\nNiveau 0 : le personnage fait partie de la classe\nmoyenne. Il loue un appartement dans les faubourgs\nou un petit studio dans les quartiers\npopulaires du centre-ville. Il n’a pas vraiment\nde patrimoine mais dispose des fonds suffisants\npour s’alimenter, se vêtir et se déplacer au quotidien.\nDurant ses temps morts, il se contente\nde loisirs simples : visite des musées officiels, un\nspectacle cautionné de temps en temps, deux ou\ntrois verres dans un club middle-class. Il dispose\nde quelques couronnes pour ses transactions\ncourantes sans menacer son train de vie.", + "rang-t": "Le Talent Rang indique l’autorité du personnage,\nle grade ou la fonction sociale dont il peut se prévaloir.\nCe Talent ouvre des portes et lui assure des\npasse-droits. Pour jouir de son niveau de Rang, le\npersonnage doit toutefois porter ostensiblement\nla preuve de son niveau, qu’il s’agisse d’un badge,\nd’un uniforme, ou d’un nom célèbre (le sien ou\ncelui d’un ami important), qu’il se doit alors de\nrévéler. En cela, il lui sera impossible de jouir de\nson niveau de Rang tant qu’il restera sous couvert\nd’une fausse identité, par exemple.\nNiveau 0 : le personnage n’a pas de statut particulier.\nIl ne peut se prévaloir d’aucune autorité\nà part, peut-être, dans l’espace très restreint de\nson environnement professionnel.\nCe Talent sert à obtenir des accès, des autorisations\net de précieux formulaires en jeu.", + "contacts-t": "Le Talent Contacts indique le nombre de personnes\nbien placées prêtes à aider le personnage.\nPour chaque niveau qu’il possède dans ce Talent,\nil connaît un individu ou un groupe disposant de\nressources ou de connaissances intéressantes dans\nle cadre de sa lutte. Lorsqu’il a besoin de matériel,\nd’un service ou d’une information, le personnage\npeut joindre l’un de ses contacts pour l’obtenir.\nLes moyens de ces contacts n’ont pas à être décrits\navec précision.\nNiveau 0 : le personnage est un homme ou une\nfemme ordinaire. Il peut demander de menus\nservices à ses proches, mais ne connaît personne\nd’assez bien placé ou d’assez investi prêt à se\ncompromettre pour lui. Sa réserve de points de\nFaveur est vide.", + "facade-t": "Le Talent Façade est l’expression de la prudence et\nde la paranoïa du personnage. Il reflète le soin qu’il\nprend à cacher ses traces, à brouiller les pistes, à\nplacer des obstacles sur le chemin de ceux qui voudraient\nremonter jusqu’à lui, découvrir ses agissements,\naccéder à son domicile, saisir son argent.\nIl représente également la capacité du personnage\nà passer inaperçu, à avoir l’air inoffensif, à ne pas\nêtre remarqué parmi une foule.\nNiveau 0 : le personnage est un citoyen ordinaire.\nSon dossier administratif est bien fourni, son\nadresse connue et ses moyens de fuite limités.\nLorsqu’il a des choses à se reprocher ou qu’il\nest sous pression, son attitude peut paraître\nsuspecte.\nCe Talent sert à ralentir l’effet de la Traque sur\nle personnage.", + "combat-t": "Le Talent Combat reflète l’aisance du personnage\ndans les situations physiques ou martiales et sa\nmaîtrise des armes.\nNiveau 0 : le personnage ne sait pas se battre et\nn’en viendra aux mains qu’en dernièreextrémité.\nNote : chaque fois qu’un personnage développe\nle Talent Combat au-dessus du niveau 0, il\nchoisit deux armes parmi celles présentées p. 51.\nAinsi, il choisit 2 armes au niveau 1, 2 de plus au\nniveau 2, etc.\nLorsqu’il manie des armes qui ne sont pas du\nmême type que celles qu’il a choisies, il souffre\nd’un malus de 1 à son niveau de Combat.\nDans le cadre de ce kit, les Héros et les Rouages\nn’ont pas de malus lorsqu’ils manient les armes\nindiquées dans leur équipement.", + "deplacement-t": "Le Talent Déplacement est celui de l’agilité et de\nl’athlétisme, de la grâce, de la souplesse et de\nl’endurance. Il régit la coordination corporelle qui\npermet de courir vite, de sauter loin, d’éviter les\nattaques, de marcher longtemps et de se mouvoir\ndiscrètement.\nNiveau 0 : le personnage est capable de performances\nphysiques communes. Il court le cent\nmètres en moins de quinze secondes et peut\nsauter quatre mètres en longueur avec élan. Il\ns’épuise au bout de quelques dizaines de minutes\nd’effort.", + "instinct-t": "Le Talent Instinct rend compte de la perception\ndu personnage, de sa capacité à entendre un bruit\nfugace dans son dos, à voir un tireur embusqué\nsur un toit, à remarquer une odeur suspecte. Dans\nles situations tendues ou dangereuses, les Héros\n« prépareront » souvent leur Instinct. L’Instinct est\ngénéralement un trait passif, utilisé pour déterminer\nsi la personne se rend compte de quelque chose\nqui survient alors qu’il ne s’y attend pas. Il diffère\nen cela du Talent Recherche, qui vaut lorsque le\npersonnage cherche activement un élément dans\nune masse de données.\nNiveau 0 : le personnage n’est pas toujours sur\nses gardes. Il lui arrive d’être perdu dans ses\npensées ou d’être surpris par un événement\ninattendu.", + "constitution-t": "Le Talent Constitution définit la carrure du personnage,\nsa puissance et sa résistance physique.\nNiveau 0 : le personnage a une stature moyenne,\nla force compensant son poids. Il peut porter une\ntrentaine de kilos durant moins de dix minutes,\net soulever de terre un objet d’une cinquantaine\nde kilos maximum.", + "vecu-t": "Les Héros commencent chaque scénario avec une\nréserve de 3 points de Vécu. Le Vécu correspond au\npassé des personnages et à leur familiarité avec\ncertains environnements et certaines pratiques.\nLorsqu’un personnage entreprend une action\npour laquelle son histoire ou son expérience\npersonnelle sont susceptibles de lui octroyer un\navantage logique, le joueur peut dépenser un (et\nun seul) point de Vécu pour obtenir un niveau supplémentaire\nau Talent utilisé. Cette dépense doit\nêtre effectuée avant tout jet de dés de destin.", + "espoir-t": "Un personnage commence chaque scénario avec\nune réserve de points d’Espoir, dépendant de son\nniveau dans le Talent Ferveur.\nUn personnage peut dépenser un point d’Espoir\npour lancer trois dés de destin supplémentaires\nlors de n’importe quelle action. Il peut aussi\ndépenser un point d’Espoir pour lancer trois dés\nlorsqu’il subit des points de Blessures, Trauma,\nTraque ou Noirceur. Dans ce cas, chaque succès\ndiminue de 1 le nombre de points encaissés. Par\ncontre, chaque 1 ajoute une goutte à la jauge de\nFiel.", + "singularite-t": "Un personnage commence chaque séance de jeu\navec une réserve de points de Singularité, dont la\ntaille dépend de son niveau dans le Talent Artefact\nUn personnage peut dépenser un point de Singularité\npour empêcher l’ajout d’une goutte de Fiel\nà la jauge des Héros.\nLa réserve de Singularité ne se recharge pas en\ncours de partie.", + "trauma-t": "Dès qu’un personnage a subi 5 points de Trauma,\nil est Choqué. Son état de stress est tel qu’il influe\nsur ses performances et sur sa lucidité. Il souffre\nd’un malus de 1 à tous ses niveaux de Domaine.\nDès qu’il a subi 8 points de Trauma, le personnage\nest Traumatisé. Il souffre d’un malus de 1 à\ntous ses niveaux de Talent. De plus, il gardera des\nséquelles de cet événement : l’un de ses points de\nTrauma devient permanent et ne pourra pas être\nsoigné.\nSi un personnage cumule 10 points de Trauma,\nil devient Fou. Il tombe en catatonie durant le reste\nde la scène. Passé ce cap, son traumatisme est tel\nqu’il ne sera plus jouable. Il est définitivement\nperdu.", + "blessures-t": "Dès qu’il a subi 5 points de Blessures, le personnage\nsouffre d’un malus de 1 à tous ses niveaux\nde Domaine.\nSi un personnage cumule 8 points de Blessures,\nil est lourdement blessé. Il subit un malus de 1 à\ntous ses niveaux de Talent. De plus, il gardera des\nséquelles de cet événement : l’un de ses points de\nBlessures devient permanent et ne pourra pas être\nsoigné.\nSi un personnage cumule 10 points de Blessures,\nil agonise. Il meurt au bout de dix minutes s’il n’est\npas soigné.", + "noirceur-t": "Lorsqu’il a cumulé 5 points de Noirceur, le personnage\nest Teinté.\nLorsqu’il a cumulé 8 points de Noirceur, il est\nPossédé. De plus, il gardera des séquelles de cet\névénement : l’un de ses points de Noirceur devient\npermanent et ne pourra pas être soigné.\nLorsqu’il a cumulé 10 points de Noirceur, il est\nCorrompu. La Loi en prend le contrôle (à moins\nque le joueur n’accepte de jouer ce rôle jusqu’au\nbout). Le corrompu fera tout pour rallier un Axe\nle plus rapidement possible. S’il y parvient, il disparaît\ndans l’Artefact à tout jamais.", + "traque-t": "Lorsqu’il a cumulé 5 points de Traque, le personnage\nest Signalé.\nLorsqu’il a cumulé 8 points de Traque, le personnage\nest Recherché. Il gardera des séquelles\nde cet événement : l’un de ses points de Traque\ndevient permanent et ne pourra pas être retiré. De\nplus, il gagne le trait Criminel.\nLorsqu’il a cumulé 10 points de Traque, le personnage\nest Pourchassé. De plus, il gagne le trait\nEnnemi public." +} \ No newline at end of file diff --git a/NOC/translations/zh.json b/NOC/translations/zh.json new file mode 100644 index 0000000000..58b60b81e2 --- /dev/null +++ b/NOC/translations/zh.json @@ -0,0 +1,135 @@ +{ + "GENERAL-u": "IDENTITÉ", + "ATTRIBUTES-u": "COMPOSITION", + "INVENTORY-u": "POSSESSIONS", + "NOTES-u": "NOTES", + "aremplir-p": "A renseigner", + "idsignale-t": "Signalé : les patrouilles ont le signalement du\npersonnage qui sera arrêté en cas de contrôle.", + "idrecherche-t": "Recherché (Criminel) : le personnage est activement recherché.\nDes investigateurs se rendent à son travail,\ninterrogent son entourage, etc. Une équipe du\nBureau des Investigations se met à sa poursuite.", + "idpourchasse-t": "Pourchassé (Ennemi public) : le personnage est l’ennemi\nnuméro un du Bloc. Des patrouilles sillonnent\nla ville à sa recherche. Ses proches, ses collègues\nsont surveillés, et certains, violentés ou arrêtés.\nSon domicile est fouillé sans ménagement.\nCinq équipes du Bureau des Investigations le\nrecherchent.", + "idteinte-t": "", + "idpossede-t": "", + "idcorrompu-t": "", + "idsecurite-t": "Signalé : les patrouilles ont le signalement du\npersonnage qui sera arrêté en cas de contrôle.\n\nRecherché (Criminel) : le personnage est activement recherché.\nDes investigateurs se rendent à son travail,\ninterrogent son entourage, etc. Une équipe du\nBureau des Investigations se met à sa poursuite.\n\nPourchassé (Ennemi public) : le personnage est l’ennemi\nnuméro un du Bloc. Des patrouilles sillonnent\nla ville à sa recherche. Ses proches, ses collègues\nsont surveillés, et certains, violentés ou arrêtés.\nSon domicile est fouillé sans ménagement.\nCinq équipes du Bureau des Investigations le\nrecherchent.", + "idviolence-t": "Violence : le personnage ne peut pas arrêter un\ncombat tant qu’il n’a pas occasionné la perte d’au\nmoins 3 points de Blessures à un ennemi (à moins\nqu’il ne soit neutralisé avant).", + "idmalaise-t": "Malaise : le personnage est victime de malaises\net nausées. Il a l’impression que son corps est\nparasité. Lorsqu’il est victime de n’importe quel\neffet du Fiel, il perd un point d’Espoir additionnel.\nS’il n’en a plus, il devient Fatigué et subit un niveau\nde malus à tous ses Talents jusqu’à ce qu’il bénéficie\nd’un moment de calme", + "idHallucinations-t": "Hallucinations : le personnage est victime\nd’hallucinations. Il voit des choses terrifiantes qui\nn’existent pas. Il entend des voix, sent des choses\nqui le touchent, perçoit des odeurs putrides. Lorsqu’il\nest victime de n’importe quel effet du Fiel, il\nsubit un point de Trauma additionnel.", + "idMauvaispenchants-t": "Mauvais penchants : le personnage ne régénère\nplus sa jauge d’Espoir qu’en s’adonnant à ses vices.\nLors de chaque moment de calme (voir p. 41), s’il\ndésire recharger ses réserves ou soigner des points\nde Blessures, Trauma ou Noirceur, il doit recevoir\nun point de Traque.", + "idtraitnoirceur-t": "Violence : le personnage ne peut pas arrêter un\ncombat tant qu’il n’a pas occasionné la perte d’au\nmoins 3 points de Blessures à un ennemi (à moins\nqu’il ne soit neutralisé avant).\n\nMalaise : le personnage est victime de malaises\net nausées. Il a l’impression que son corps est\nparasité. Lorsqu’il est victime de n’importe quel\neffet du Fiel, il perd un point d’Espoir additionnel.\nS’il n’en a plus, il devient Fatigué et subit un niveau\nde malus à tous ses Talents jusqu’à ce qu’il bénéficie\nd’un moment de calme\n\nHallucinations : le personnage est victime\nd’hallucinations. Il voit des choses terrifiantes qui\nn’existent pas. Il entend des voix, sent des choses\nqui le touchent, perçoit des odeurs putrides. Lorsqu’il\nest victime de n’importe quel effet du Fiel, il\nsubit un point de Trauma additionnel.\n\nMauvais penchants : le personnage ne régénère\nplus sa jauge d’Espoir qu’en s’adonnant à ses vices.\nLors de chaque moment de calme (voir p. 41), s’il\ndésire recharger ses réserves ou soigner des points\nde Blessures, Trauma ou Noirceur, il doit recevoir\nun point de Traque.", + "afficheflag-t": "Permet de rendre visible les répercussions de tous les malus de condition \ndu personnage et cela dans tous ses Domaines et Talents.\n\nAttention ! Aucune modification ne peut être faite sur les points de\n Domaines et Talents tant que l'affichage des malus est activé.\n", + "vie-u": "VIE", + "erudition-u": "ÉRUDITION", + "technique-u": "TECHNIQUE", + "social-u": "SOCIAL", + "ame-u": "ÂME", + "statut-u": "STATUT", + "action-u": "ACTION", + "apaisement-u": "Apaisement", + "ferveur-u": "Ferveur", + "lumiere-u": "Lumière", + "soins-u": "Soins", + "culture-u": "Culture", + "bureau-u": "Bureau", + "recherche-u": "Recherche", + "societe-u": "Société", + "artefact-u": "Artefact", + "artisanat-u": "Artisanat", + "mecanismes-u": "Mecanismes", + "survie-u": "Survie", + "charisme-u": "Charisme", + "conviction-u": "Conviction", + "psychologie-u": "Psychologie", + "tromperie-u": "Tromperie", + "extase-u": "Extase", + "folie-u": "Folie", + "sensibilite-u": "Sensibilité", + "tenebres-u": "Ténèbres", + "fortune-u": "Fortune", + "rang-u": "Rang", + "contacts-u": "Contacts", + "facade-u": "Façade", + "combat-u": "Combat", + "deplacement-u": "Déplacement", + "instinct-u": "Instinct", + "constitution-u": "Constitution", + "vecu-u": "VÉCU", + "espoir-u": "ESPOIR", + "singularite-u": "SINGULARITÉ", + "trauma-u": "TRAUMA", + "blessures-u": "BLESSURES", + "noirceur-u": "NOIRCEUR", + "traque-u": "TRAQUE", + "effet-points-blessures-leger-u": "Blessé léger\n-1D Domaines", + "effet-points-blessures-grave-u": "Blessé grave\n-1D Talents\n+1pt Blessures permanent", + "effet-points-blessures-mort-u": "10 min avant la mort", + "effet-points-trauma-leger-u": "Choqué\n-1D Domaines\n+1pt Trauma permanent", + "effet-points-trauma-grave-u": "Traumatisé\n-1D Talents", + "effet-points-trauma-mort-u": "Fou", + "effet-points-traque-leger-u": "Signalé", + "effet-points-traque-grave-u": "Recherché\n+1trait "Criminel\n+1pt Traque permanent", + "effet-points-traque-mort-u": "Pourchassé\n+1trait "Ennemi public"", + "effet-points-noirceur-leger-u": "Teinté\n+1trait Noirceur", + "effet-points-noirceur-grave-u": "Possédé\n+1trait Noirceur\n+1pt Noirceur permanent", + "effet-points-noirceur-mort-u": "Corrompu\n+1trait Noirceur", + "EQUIPMENTS-u": "ÉQUIPEMENT", + "CONTACTS-u": "CONTACTS", + "Description-u": "Description", + "Name-u": "Nom", + "Name-p": "Nom", + "faveur-u": "Faveur", + "faveurmax-u": "Faveur max", + "Combathelper-u": "AIDE AU COMBAT", + "tir-u": "ARMES DE TIR", + "dps-u": "Dég.", + "munitions-u": "Mun.", + "munitionsmax-u": "Mun. max", + "armetalent-u": "Talent", + "trait-p": "Trait", + "cac-u": "ARMES DE CONTACT", + "armure-u": "ARMURE", + "armurepts-u": "Armure", + "defense-u": "Défense", + "Notes-p": "La nuit est tombée sur le monde. La Terre a été engloutie par l’Artefact, un objet impossible surgi du fond de l’espace et du temps. Il s’est replié sur elle en une étreinte cosmique, se substituant au ciel et aux étoiles.\n\rL’Artefact est une prison qui a plongé l’humanité dans un éternel crépuscule et a disloqué la civilisation. Tel est le fardeau des vivants.\n\rL’Artefact est un bouclier érigé contre une menace extérieure supposée conduire à l’anéantissement de toute vie. Telle est la voix de la propagande.\n\rL’Artefact est un horizon inatteignable aux motivations cryptiques, incarnation de l’apocalypse et porteur d’espoir pour qui croit en son message.\n\rIl est l’Objet-Dieu.", + "vie-t": "Ce Domaine est celui du don de soi, de l’abnégation\net de la bonté. Un personnage doté d’une affinité\nen Vie sera une lueur dans un monde de ténèbres,\nune incarnation de la volonté de survie de l’espèce\nconfrontée à son ultime épreuve.", + "erudition-t": "Ce Domaine regroupe toutes leseff connaissances,\nà l’exclusion de la technologie qui relève d’un\nDomaine propre.\nUn personnage possédant des niveaux dans les\nTalents d’Érudition fait partie d’une caste élitiste.\nIl est probablement bibliothécaire, érudit, professeur.\nLe savoir, dans la société délitée de NOC, est\nun important marqueur de statut.", + "technique-t": "Ce domaine est celui des savoirs pratiques, des\nobjets et de leur fonctionnement, de la débrouille\net des technologies inspirées de l’Artefact.", + "social-t": "Ce Domaine est celui de l’interaction pacifique\nentre êtres humains. Il permet de régir les dizaines\nde petites batailles que chaque femme et chaque\nhomme doit mener au quotidien lorsqu’il évolue\nparmi ses semblables : séduire ou être séduit,\nconvaincre ou être convaincu, s’imposer ou se\nsoumettre.", + "ame-t": "Ce Domaine est celui de l’inconscient, de ce qui se\ncache au-delà des pensées et de la rationalité du\npersonnage. C’est le royaume de l’inavouable, des\npulsions, de la vie intérieure mais aussi de la sensibilité\net de l’inspiration. Dans le monde désenchanté\npar l’Administration, ceux qui restent\nhabités par leurs rêves, bons ou mauvais, sont\nautant à envier qu’à plaindre.", + "statut-t": "Les Talents du Domaine Statut ne reflètent pas\ndirectement des capacités ou des connaissances\ndu personnage mais son rang, ses connexions et\nsa position sociale. Il s’agit de Talents passifs. \nIls indiquent quels sont les moyens concrets\net matériels à sa disposition.", + "action-t": "Ce Domaine est celui des capacités physiques et\ndes réflexes, du prédateur et de la proie, de la\nsurvie et de la traque. Un personnage possédant\nune affinité en Action sera plus vigilant, plus vif\net plus fort que ses semblables.", + "apaisement-t": "Le Talent Apaisement permet au personnage\nde calmer les tourments psychologiques de ses\nsemblables, de trouver les mots rassurants pour\nréconforter la victime après un événement traumatisant.\nNiveau 0 : le personnage n’a pas d’expérience\nparticulière des situations de crise et doit\nimproviser avec son propre malaise lorsqu’il est\nconfronté à la détresse d’autrui.\nCe talent permet de soigner des points de\nTrauma d’un autre personnage.", + "ferveur-t": "Le Talent Ferveur représente la flamme qui anime\nle personnage, son élan, le souffle qui lui permet\nde maintenir son espérance et de la communiquer\nà ses proches, même dans les pires situations.\nNiveau 0 : le personnage est vaillant mais se\ndécourage face aux grosses difficultés. Il dispose\nd’une réserve de 3 points d’Espoir.\nCe Talent définit la taille de la réserve d’Espoir\ndu personnage.", + "lumiere-t": "Le Talent Lumière représente la pureté d’âme\ndu personnage, sa noblesse profonde, sa bonté.\nIl reflète la résistance mystique et physiologique\ndu personnage à la Noirceur.\nNiveau 0 : le personnage possède des failles, une\npart d’ombre sur laquelle les ténèbres peuvent\ngermer.\nLe Talent Lumière sert à encaisser les points de\nNoirceur et les dégâts liés au trait Énergie Noire.", + "soins-t": "Le Talent Soins est celui des médecins et des\nguérisseurs.\nNiveau 0 : le personnage n’a pas d’autres notions\nde médecine que celles inculquées par la culture\npopulaire. Il connaît quelques remèdes de grandmère,\nne manque pas de bon sens, mais sera\ndémuni devant la moindre blessure sérieuse.\nCe talent permet de soigner des points de Blessures\nd’un autre personnage.", + "culture-t": "La Culture est un Talent très large : il reflète la\nconnaissance générale du personnage, qu’il\ns’agisse d’histoire, de géographie ou des dogmes\nofficiels de la Voie.\nNiveau 0 : le personnage sait passablement lire\net écrire. Il connaît le nom des Blocs voisins, se\nsouvient de faits passés durant les trois dernières\nannées officielles et peut réciter les mythes propagandistes\ncourants.", + "bureau-t": "Le Talent Bureau recouvre la connaissance de l’administration\net de ses rouages. Les codes, les lois,\nles formulaires, les services, les grades.\nNiveau 0 : le personnage sait où retirer ses tickets\nde rationnement, qui appeler au secours et qui\nne pas ennuyer.", + "recherche-t": "Le Talent Recherche permet de passer au crible\nun lieu ou une masse de données dans le but d’en\nextraire des informations. Ce Talent servira aussi\nbien pour fouiller une pièce que pour éplucher des\ncoupures de presse dans une bibliothèque.\nNiveau 0 : le personnage trouvera les preuves\névidentes mais ne fera pas de rapprochement et\nne tirera pas de conclusions de la présence ou de\nl’absence d’éléments trop subtils.", + "societe-t": "Le Talent Société permet de connaître les noms, les\nlieux, les ragots sur ce qu’il se passe dans le Bloc. Il\npermet d’identifier une personnalité, de connaître\nles rumeurs associées à un événement ou de savoir\noù passer une bonne soirée.\nNiveau 0 : le personnage connaît les figures\nimportantes de son quartier, les enseignes incontournables\nde la ville, sait où faire des affaires et\nquand sont prévus les grands événements.", + "artefact-t": "Le Talent Artefact permet de bénéficier d’une\nsorte d’empathie avec l’Objet-Dieu. Le personnage\ncomprend, ressent la logique de l’Artefact, de ses\nrythmes, de ses pulsations.\nNiveau 0 : le personnage sait distinguer un\nMécanisme d’un Grand Mécanisme, mais c’est\ntout. Sa réserve de points de Singularité est vide.", + "artisanat-t": "Le Talent Artisanat reflète les capacités du personnage\ndans tous les champs de techniques de base :\nmaçonnerie, forge, ébénisterie, tannage...\nNiveau 0 : le personnage est capable de bricoler\nplus ou moins adroitement. Il rafistole, mais pas\nplus.", + "mecanismes-t": "Le Talent Mécanismes indique la capacité du personnage\nà concevoir, réparer ou confectionner\ndes objets novateurs ou complexes, des moteurs\nde voiture aux escalators. Plus que cela, ce trait\nest nécessaire à la manipulation, réparation ou\nconstruction des objets quantiques. Ce Talent\nreflète également sa connaissance des principes\nscientifiques de base, de la physique comme de la\nchimie.\nNiveau 0 : pour le personnage, les merveilles\nquantiques sont hors de compréhension. Il sait\nqu’une pomme lancée en l’air retombe mais ne\nsait pas vraiment pourquoi. Il comprend les\nprincipes de base d’un moteur mais serait bien\nen peine d’en construire un.", + "survie-t": "Le Talent Survie est possédé par les habitants\ndes campagnes ou des banlieues miséreuses. Il\nregroupe toutes les techniques permettant de se\nrepérer, de s’alimenter, de dormir et de survivre\nen terrain naturel ou défavorable comme les pires\nbanlieues.\nNiveau 0 : le personnage est né et a toujours\névolué dans le coeur urbain du Bloc. Il n’a ni les\nconnaissances, ni les réflexes, ni le cran pour\naffronter l’Extérieur.", + "charisme-t": "Le Talent Charisme est celui de la séduction,\ndu charme, de l’appétit, de la sympathie. Il permet\nd’obtenir quelque chose d’un interlocuteur : des\ninformations, des services, une prestation ou un\nassentiment. Ce talent permet aussi de persuader,\nde porter un message avec force et crédibilité.\nNiveau 0 : le personnage est physiquement\nbanal. Il n’a pas de sex-appeal et ne plaît qu’à\nune petite part des membres du sexe opposé. Il ne\npossède aucun atout physique significatif et ne\nsouffre d’aucun défaut visible socialement handicapant.\nIl a du mal à enflammer un auditoire\nou à persuader les étrangers de ses idées, même\nles plus sincères.", + "conviction-t": "Le Talent Conviction exprime la force de volonté du\npersonnage, sa détermination, sa lucidité face à\ntout ce qui pourrait le détourner de sa route. Il lui\npermet de résister à la tentation, à la corruption,\nà l’intimidation et à la torture.\nNiveau 0 : le personnage a des convictions, mais\nil n’est pas prêt à mourir pour elles.\nCe Talent sert de niveau requis aux tentatives de\npersuasion, de séduction ou d’intimidation contre\nle personnage.", + "psychologie-t": "Le Talent Psychologie est celui de l’empathie,\nde l’analyse du paraverbal, de la lecture du corps.\nIl permet de détecter le mensonge, d’interpréter ce\nqui se joue dans l’esprit, dans le coeur et dans les\ntripes de ses semblables.\nNiveau 0 : le personnage n’est pas spécialement\nsubtil mais il est capable de se projeter sur l’effet\ninduit par une situation forte chez ses semblables.", + "tromperie-t": "Le Talent Tromperie indique la capacité du personnage\nà mentir, à dissimuler ses émotions ou\nses intentions, à jouer la comédie.\nNiveau 0 : le personnage est tendu lorsqu’il ment\net ce d’autant plus que l’enjeu ou les risques sont\nimportants. Sa voix est subtilement différente. Il\nne regarde pas son interlocuteur dans les yeux,\nse frotte le visage, se racle la gorge. Dans l’urgence,\nil est capable de concevoir un mensonge\nà peu près cohérent mais sera en difficulté s’il lui\nest demandé de rentrer dans les détails.", + "extase-t": "Le Talent Extase est une indication de la stabilité\ndu cadre familial ou amical du personnage, de\nla puissance cathartique de ses passions et de sa\nfacilité à trouver du réconfort dans son environnement.\nL’Extase lui permet de se vider la tête, de\nretrouver son calme.\nNiveau 0 : le personnage a une famille qu’il peut\nretrouver avec plaisir, ou un loisir, un passetemps,\ngrâce auquel il peut penser à autre\nchose. Boire un coup avec des amis, jouer aux\njeux de hasard, danser ou fréquenter les lieux de\ndébauche, il sait comment tuer le temps.\nLe Talent Extase permet de recharger sa jauge\nd’Espoir et celle de ses alliés durant les moments\nde calme.", + "folie-t": "La Folie est un talent ambigu. Sa possession\nindique que le personnage a déjà subi des traumatismes,\nvécu des expériences terribles ou avancé\nsur la voie de la démence et que ce passif l’a en\nquelque sorte préparé aux horreurs que lui réserve\nsa vie future.\nNiveau 0 : le personnage est un citoyen de\nce monde dur. Il a une certaine habitude de\nla violence, de l’oppression et de l’étrange –\néléments que l’on rencontre souvent, même à\nl’abri d’un Bloc – mais il n’a jamais assisté à un\nmassacre, jamais approché un Autre et jamais\nsubi un interrogatoire de la Police Secrète.\nAutant d’événements susceptibles de l’affecter\ndurablement.\nCe Talent sert à ralentir l’effet du Trauma sur\nle personnage.", + "sensibilite-t": "La Sensibilité est la réceptivité du personnage\naux choses invisibles, aux énergies, aux flux,\naux émotions. Elle permet de comprendre ou de\nproduire une oeuvre d’art, mais également de\nsentir les « mauvaises ondes » indiquant la proximité\nd’une source de Noirceur (voir p. 54).\nNiveau 0 : le personnage n’est pas particulièrement\nréceptif. Dans sa vie, il lui est parfois\narrivé d’avoir des impressions troublantes mais\nil n’a pas su les interpréter correctement ou leur\naccorder l’importance qu’elles auraient mérité.\nL’art ne lui inspire pas grand chose sinon les\noeuvres les plus directement accessibles.", + "tenebres-t": "Le Talent Ténèbres représente la part d’ombre du\npersonnage, le poids de ses crimes, son inclination\nau mal. Qu’il ait réellement commis des actes\nmauvais, ou qu’il s’agisse d’une faille béante dans\nson âme, cette zone ténébreuse sera sentie par les\nAutres et interprétée comme un signe d’appartenance.\nCe Talent représente également labrutalité,\nla monstruosité ou la froideur émanant de sa\npersonne, la crainte qu’il inspire à ses semblables.\nIl sert à intimider les humains, les animaux ou les\ncréatures surnaturelles.\nNiveau 0 : le personnage est une proie, un\nspécimen quelconque de la race humaine et, à\nce sens, ne fera l’objet d’aucun traitement particulier\nde la part des Autres. À moins d’être armé\nou en situation de force, il n’intimidera généralement\nque les couards.", + "fortune-t": "Le Talent Fortune indique la richesse dupersonnage.\nNiveau 0 : le personnage fait partie de la classe\nmoyenne. Il loue un appartement dans les faubourgs\nou un petit studio dans les quartiers\npopulaires du centre-ville. Il n’a pas vraiment\nde patrimoine mais dispose des fonds suffisants\npour s’alimenter, se vêtir et se déplacer au quotidien.\nDurant ses temps morts, il se contente\nde loisirs simples : visite des musées officiels, un\nspectacle cautionné de temps en temps, deux ou\ntrois verres dans un club middle-class. Il dispose\nde quelques couronnes pour ses transactions\ncourantes sans menacer son train de vie.", + "rang-t": "Le Talent Rang indique l’autorité du personnage,\nle grade ou la fonction sociale dont il peut se prévaloir.\nCe Talent ouvre des portes et lui assure des\npasse-droits. Pour jouir de son niveau de Rang, le\npersonnage doit toutefois porter ostensiblement\nla preuve de son niveau, qu’il s’agisse d’un badge,\nd’un uniforme, ou d’un nom célèbre (le sien ou\ncelui d’un ami important), qu’il se doit alors de\nrévéler. En cela, il lui sera impossible de jouir de\nson niveau de Rang tant qu’il restera sous couvert\nd’une fausse identité, par exemple.\nNiveau 0 : le personnage n’a pas de statut particulier.\nIl ne peut se prévaloir d’aucune autorité\nà part, peut-être, dans l’espace très restreint de\nson environnement professionnel.\nCe Talent sert à obtenir des accès, des autorisations\net de précieux formulaires en jeu.", + "contacts-t": "Le Talent Contacts indique le nombre de personnes\nbien placées prêtes à aider le personnage.\nPour chaque niveau qu’il possède dans ce Talent,\nil connaît un individu ou un groupe disposant de\nressources ou de connaissances intéressantes dans\nle cadre de sa lutte. Lorsqu’il a besoin de matériel,\nd’un service ou d’une information, le personnage\npeut joindre l’un de ses contacts pour l’obtenir.\nLes moyens de ces contacts n’ont pas à être décrits\navec précision.\nNiveau 0 : le personnage est un homme ou une\nfemme ordinaire. Il peut demander de menus\nservices à ses proches, mais ne connaît personne\nd’assez bien placé ou d’assez investi prêt à se\ncompromettre pour lui. Sa réserve de points de\nFaveur est vide.", + "facade-t": "Le Talent Façade est l’expression de la prudence et\nde la paranoïa du personnage. Il reflète le soin qu’il\nprend à cacher ses traces, à brouiller les pistes, à\nplacer des obstacles sur le chemin de ceux qui voudraient\nremonter jusqu’à lui, découvrir ses agissements,\naccéder à son domicile, saisir son argent.\nIl représente également la capacité du personnage\nà passer inaperçu, à avoir l’air inoffensif, à ne pas\nêtre remarqué parmi une foule.\nNiveau 0 : le personnage est un citoyen ordinaire.\nSon dossier administratif est bien fourni, son\nadresse connue et ses moyens de fuite limités.\nLorsqu’il a des choses à se reprocher ou qu’il\nest sous pression, son attitude peut paraître\nsuspecte.\nCe Talent sert à ralentir l’effet de la Traque sur\nle personnage.", + "combat-t": "Le Talent Combat reflète l’aisance du personnage\ndans les situations physiques ou martiales et sa\nmaîtrise des armes.\nNiveau 0 : le personnage ne sait pas se battre et\nn’en viendra aux mains qu’en dernièreextrémité.\nNote : chaque fois qu’un personnage développe\nle Talent Combat au-dessus du niveau 0, il\nchoisit deux armes parmi celles présentées p. 51.\nAinsi, il choisit 2 armes au niveau 1, 2 de plus au\nniveau 2, etc.\nLorsqu’il manie des armes qui ne sont pas du\nmême type que celles qu’il a choisies, il souffre\nd’un malus de 1 à son niveau de Combat.\nDans le cadre de ce kit, les Héros et les Rouages\nn’ont pas de malus lorsqu’ils manient les armes\nindiquées dans leur équipement.", + "deplacement-t": "Le Talent Déplacement est celui de l’agilité et de\nl’athlétisme, de la grâce, de la souplesse et de\nl’endurance. Il régit la coordination corporelle qui\npermet de courir vite, de sauter loin, d’éviter les\nattaques, de marcher longtemps et de se mouvoir\ndiscrètement.\nNiveau 0 : le personnage est capable de performances\nphysiques communes. Il court le cent\nmètres en moins de quinze secondes et peut\nsauter quatre mètres en longueur avec élan. Il\ns’épuise au bout de quelques dizaines de minutes\nd’effort.", + "instinct-t": "Le Talent Instinct rend compte de la perception\ndu personnage, de sa capacité à entendre un bruit\nfugace dans son dos, à voir un tireur embusqué\nsur un toit, à remarquer une odeur suspecte. Dans\nles situations tendues ou dangereuses, les Héros\n« prépareront » souvent leur Instinct. L’Instinct est\ngénéralement un trait passif, utilisé pour déterminer\nsi la personne se rend compte de quelque chose\nqui survient alors qu’il ne s’y attend pas. Il diffère\nen cela du Talent Recherche, qui vaut lorsque le\npersonnage cherche activement un élément dans\nune masse de données.\nNiveau 0 : le personnage n’est pas toujours sur\nses gardes. Il lui arrive d’être perdu dans ses\npensées ou d’être surpris par un événement\ninattendu.", + "constitution-t": "Le Talent Constitution définit la carrure du personnage,\nsa puissance et sa résistance physique.\nNiveau 0 : le personnage a une stature moyenne,\nla force compensant son poids. Il peut porter une\ntrentaine de kilos durant moins de dix minutes,\net soulever de terre un objet d’une cinquantaine\nde kilos maximum.", + "vecu-t": "Les Héros commencent chaque scénario avec une\nréserve de 3 points de Vécu. Le Vécu correspond au\npassé des personnages et à leur familiarité avec\ncertains environnements et certaines pratiques.\nLorsqu’un personnage entreprend une action\npour laquelle son histoire ou son expérience\npersonnelle sont susceptibles de lui octroyer un\navantage logique, le joueur peut dépenser un (et\nun seul) point de Vécu pour obtenir un niveau supplémentaire\nau Talent utilisé. Cette dépense doit\nêtre effectuée avant tout jet de dés de destin.", + "espoir-t": "Un personnage commence chaque scénario avec\nune réserve de points d’Espoir, dépendant de son\nniveau dans le Talent Ferveur.\nUn personnage peut dépenser un point d’Espoir\npour lancer trois dés de destin supplémentaires\nlors de n’importe quelle action. Il peut aussi\ndépenser un point d’Espoir pour lancer trois dés\nlorsqu’il subit des points de Blessures, Trauma,\nTraque ou Noirceur. Dans ce cas, chaque succès\ndiminue de 1 le nombre de points encaissés. Par\ncontre, chaque 1 ajoute une goutte à la jauge de\nFiel.", + "singularite-t": "Un personnage commence chaque séance de jeu\navec une réserve de points de Singularité, dont la\ntaille dépend de son niveau dans le Talent Artefact\nUn personnage peut dépenser un point de Singularité\npour empêcher l’ajout d’une goutte de Fiel\nà la jauge des Héros.\nLa réserve de Singularité ne se recharge pas en\ncours de partie.", + "trauma-t": "Dès qu’un personnage a subi 5 points de Trauma,\nil est Choqué. Son état de stress est tel qu’il influe\nsur ses performances et sur sa lucidité. Il souffre\nd’un malus de 1 à tous ses niveaux de Domaine.\nDès qu’il a subi 8 points de Trauma, le personnage\nest Traumatisé. Il souffre d’un malus de 1 à\ntous ses niveaux de Talent. De plus, il gardera des\nséquelles de cet événement : l’un de ses points de\nTrauma devient permanent et ne pourra pas être\nsoigné.\nSi un personnage cumule 10 points de Trauma,\nil devient Fou. Il tombe en catatonie durant le reste\nde la scène. Passé ce cap, son traumatisme est tel\nqu’il ne sera plus jouable. Il est définitivement\nperdu.", + "blessures-t": "Dès qu’il a subi 5 points de Blessures, le personnage\nsouffre d’un malus de 1 à tous ses niveaux\nde Domaine.\nSi un personnage cumule 8 points de Blessures,\nil est lourdement blessé. Il subit un malus de 1 à\ntous ses niveaux de Talent. De plus, il gardera des\nséquelles de cet événement : l’un de ses points de\nBlessures devient permanent et ne pourra pas être\nsoigné.\nSi un personnage cumule 10 points de Blessures,\nil agonise. Il meurt au bout de dix minutes s’il n’est\npas soigné.", + "noirceur-t": "Lorsqu’il a cumulé 5 points de Noirceur, le personnage\nest Teinté.\nLorsqu’il a cumulé 8 points de Noirceur, il est\nPossédé. De plus, il gardera des séquelles de cet\névénement : l’un de ses points de Noirceur devient\npermanent et ne pourra pas être soigné.\nLorsqu’il a cumulé 10 points de Noirceur, il est\nCorrompu. La Loi en prend le contrôle (à moins\nque le joueur n’accepte de jouer ce rôle jusqu’au\nbout). Le corrompu fera tout pour rallier un Axe\nle plus rapidement possible. S’il y parvient, il disparaît\ndans l’Artefact à tout jamais.", + "traque-t": "Lorsqu’il a cumulé 5 points de Traque, le personnage\nest Signalé.\nLorsqu’il a cumulé 8 points de Traque, le personnage\nest Recherché. Il gardera des séquelles\nde cet événement : l’un de ses points de Traque\ndevient permanent et ne pourra pas être retiré. De\nplus, il gagne le trait Criminel.\nLorsqu’il a cumulé 10 points de Traque, le personnage\nest Pourchassé. De plus, il gagne le trait\nEnnemi public." +} \ No newline at end of file diff --git a/NOC/translations/zu.json b/NOC/translations/zu.json new file mode 100644 index 0000000000..8a8b2ef5fb --- /dev/null +++ b/NOC/translations/zu.json @@ -0,0 +1,135 @@ +{ + "GENERAL-u": "crwdns156414:0crwdne156414:0", + "ATTRIBUTES-u": "crwdns156416:0crwdne156416:0", + "INVENTORY-u": "crwdns156418:0crwdne156418:0", + "NOTES-u": "crwdns156420:0crwdne156420:0", + "aremplir-p": "crwdns156422:0crwdne156422:0", + "idsignale-t": "crwdns156424:0crwdne156424:0", + "idrecherche-t": "crwdns156426:0crwdne156426:0", + "idpourchasse-t": "crwdns156428:0crwdne156428:0", + "idteinte-t": "crwdns156430:0crwdne156430:0", + "idpossede-t": "crwdns156432:0crwdne156432:0", + "idcorrompu-t": "crwdns156434:0crwdne156434:0", + "idsecurite-t": "crwdns156436:0crwdne156436:0", + "idviolence-t": "crwdns156438:0crwdne156438:0", + "idmalaise-t": "crwdns156440:0crwdne156440:0", + "idHallucinations-t": "crwdns156442:0crwdne156442:0", + "idMauvaispenchants-t": "crwdns156444:0crwdne156444:0", + "idtraitnoirceur-t": "crwdns156446:0crwdne156446:0", + "afficheflag-t": "crwdns156448:0crwdne156448:0", + "vie-u": "crwdns156450:0crwdne156450:0", + "erudition-u": "crwdns156452:0crwdne156452:0", + "technique-u": "crwdns156454:0crwdne156454:0", + "social-u": "crwdns156456:0crwdne156456:0", + "ame-u": "crwdns156458:0crwdne156458:0", + "statut-u": "crwdns156460:0crwdne156460:0", + "action-u": "crwdns156462:0crwdne156462:0", + "apaisement-u": "crwdns156464:0crwdne156464:0", + "ferveur-u": "crwdns156466:0crwdne156466:0", + "lumiere-u": "crwdns156468:0crwdne156468:0", + "soins-u": "crwdns156470:0crwdne156470:0", + "culture-u": "crwdns156472:0crwdne156472:0", + "bureau-u": "crwdns156474:0crwdne156474:0", + "recherche-u": "crwdns156476:0crwdne156476:0", + "societe-u": "crwdns156478:0crwdne156478:0", + "artefact-u": "crwdns156480:0crwdne156480:0", + "artisanat-u": "crwdns156482:0crwdne156482:0", + "mecanismes-u": "crwdns156484:0crwdne156484:0", + "survie-u": "crwdns156486:0crwdne156486:0", + "charisme-u": "crwdns156488:0crwdne156488:0", + "conviction-u": "crwdns156490:0crwdne156490:0", + "psychologie-u": "crwdns156492:0crwdne156492:0", + "tromperie-u": "crwdns156494:0crwdne156494:0", + "extase-u": "crwdns156496:0crwdne156496:0", + "folie-u": "crwdns156498:0crwdne156498:0", + "sensibilite-u": "crwdns156500:0crwdne156500:0", + "tenebres-u": "crwdns156502:0crwdne156502:0", + "fortune-u": "crwdns156504:0crwdne156504:0", + "rang-u": "crwdns156506:0crwdne156506:0", + "contacts-u": "crwdns156508:0crwdne156508:0", + "facade-u": "crwdns156510:0crwdne156510:0", + "combat-u": "crwdns156512:0crwdne156512:0", + "deplacement-u": "crwdns156514:0crwdne156514:0", + "instinct-u": "crwdns156516:0crwdne156516:0", + "constitution-u": "crwdns156518:0crwdne156518:0", + "vecu-u": "crwdns156520:0crwdne156520:0", + "espoir-u": "crwdns156522:0crwdne156522:0", + "singularite-u": "crwdns156524:0crwdne156524:0", + "trauma-u": "crwdns156526:0crwdne156526:0", + "blessures-u": "crwdns156528:0crwdne156528:0", + "noirceur-u": "crwdns156530:0crwdne156530:0", + "traque-u": "crwdns156532:0crwdne156532:0", + "effet-points-blessures-leger-u": "crwdns156534:0crwdne156534:0", + "effet-points-blessures-grave-u": "crwdns156536:0crwdne156536:0", + "effet-points-blessures-mort-u": "crwdns156538:0crwdne156538:0", + "effet-points-trauma-leger-u": "crwdns156540:0crwdne156540:0", + "effet-points-trauma-grave-u": "crwdns156542:0crwdne156542:0", + "effet-points-trauma-mort-u": "crwdns156544:0crwdne156544:0", + "effet-points-traque-leger-u": "crwdns156546:0crwdne156546:0", + "effet-points-traque-grave-u": "crwdns156548:0crwdne156548:0", + "effet-points-traque-mort-u": "crwdns156550:0crwdne156550:0", + "effet-points-noirceur-leger-u": "crwdns156552:0crwdne156552:0", + "effet-points-noirceur-grave-u": "crwdns156554:0crwdne156554:0", + "effet-points-noirceur-mort-u": "crwdns156556:0crwdne156556:0", + "EQUIPMENTS-u": "crwdns156558:0crwdne156558:0", + "CONTACTS-u": "crwdns156560:0crwdne156560:0", + "Description-u": "crwdns156562:0crwdne156562:0", + "Name-u": "crwdns156564:0crwdne156564:0", + "Name-p": "crwdns156566:0crwdne156566:0", + "faveur-u": "crwdns156568:0crwdne156568:0", + "faveurmax-u": "crwdns156570:0crwdne156570:0", + "Combathelper-u": "crwdns156572:0crwdne156572:0", + "tir-u": "crwdns156574:0crwdne156574:0", + "dps-u": "crwdns156576:0crwdne156576:0", + "munitions-u": "crwdns156578:0crwdne156578:0", + "munitionsmax-u": "crwdns156580:0crwdne156580:0", + "armetalent-u": "crwdns156582:0crwdne156582:0", + "trait-p": "crwdns156584:0crwdne156584:0", + "cac-u": "crwdns156586:0crwdne156586:0", + "armure-u": "crwdns156588:0crwdne156588:0", + "armurepts-u": "crwdns156590:0crwdne156590:0", + "defense-u": "crwdns156592:0crwdne156592:0", + "Notes-p": "crwdns156594:0crwdne156594:0", + "vie-t": "crwdns156596:0crwdne156596:0", + "erudition-t": "crwdns156598:0crwdne156598:0", + "technique-t": "crwdns156600:0crwdne156600:0", + "social-t": "crwdns156602:0crwdne156602:0", + "ame-t": "crwdns156604:0crwdne156604:0", + "statut-t": "crwdns156606:0crwdne156606:0", + "action-t": "crwdns156608:0crwdne156608:0", + "apaisement-t": "crwdns156610:0crwdne156610:0", + "ferveur-t": "crwdns156612:0crwdne156612:0", + "lumiere-t": "crwdns156614:0crwdne156614:0", + "soins-t": "crwdns156616:0crwdne156616:0", + "culture-t": "crwdns156618:0crwdne156618:0", + "bureau-t": "crwdns156620:0crwdne156620:0", + "recherche-t": "crwdns156622:0crwdne156622:0", + "societe-t": "crwdns156624:0crwdne156624:0", + "artefact-t": "crwdns156626:0crwdne156626:0", + "artisanat-t": "crwdns156628:0crwdne156628:0", + "mecanismes-t": "crwdns156630:0crwdne156630:0", + "survie-t": "crwdns156632:0crwdne156632:0", + "charisme-t": "crwdns156634:0crwdne156634:0", + "conviction-t": "crwdns156636:0crwdne156636:0", + "psychologie-t": "crwdns156638:0crwdne156638:0", + "tromperie-t": "crwdns156640:0crwdne156640:0", + "extase-t": "crwdns156642:0crwdne156642:0", + "folie-t": "crwdns156644:0crwdne156644:0", + "sensibilite-t": "crwdns156646:0crwdne156646:0", + "tenebres-t": "crwdns156648:0crwdne156648:0", + "fortune-t": "crwdns156650:0crwdne156650:0", + "rang-t": "crwdns156652:0crwdne156652:0", + "contacts-t": "crwdns156654:0crwdne156654:0", + "facade-t": "crwdns156656:0crwdne156656:0", + "combat-t": "crwdns156658:0crwdne156658:0", + "deplacement-t": "crwdns156660:0crwdne156660:0", + "instinct-t": "crwdns156662:0crwdne156662:0", + "constitution-t": "crwdns156664:0crwdne156664:0", + "vecu-t": "crwdns156666:0crwdne156666:0", + "espoir-t": "crwdns156668:0crwdne156668:0", + "singularite-t": "crwdns156670:0crwdne156670:0", + "trauma-t": "crwdns156672:0crwdne156672:0", + "blessures-t": "crwdns156674:0crwdne156674:0", + "noirceur-t": "crwdns156676:0crwdne156676:0", + "traque-t": "crwdns156678:0crwdne156678:0" +} \ No newline at end of file diff --git a/Naheulbeuk/Naheulbeuk.html b/Naheulbeuk/Naheulbeuk.html index d0a78ef582..0a1951e2f5 100644 --- a/Naheulbeuk/Naheulbeuk.html +++ b/Naheulbeuk/Naheulbeuk.html @@ -1431,7 +1431,7 @@
    Dégats de l'Arme N°1 :
    - Pour utiliser l'armre N°2, remplacer $0 par $1 et ainsi de suite. + Pour utiliser l'arme N°2, remplacer $0 par $1 et ainsi de suite.
    diff --git a/Naheulbeuk/readme.md b/Naheulbeuk/readme.md index bf073c9c2b..d5ac010366 100644 --- a/Naheulbeuk/readme.md +++ b/Naheulbeuk/readme.md @@ -31,7 +31,7 @@ La fiche reprend les éléments de la feuille de personnage officielle réorgani - Compagnons * Permet de gérer montures ou animaux de compagnies -Il est possible de basculter les feuilles en un affichage plus compacte pour les PNJ en cliquant sur le bouton PJ en haut à gauche. +Il est possible de basculer les feuilles en un affichage plus compacte pour les PNJ en cliquant sur le bouton PJ en haut à gauche. Il est également possible d'exporter toutes les données de la fiche en un format texte que vous pourrez sauvegarder, puis l'importer dans une fiche vierge d'une autre campagne pour la préremplir. diff --git a/NightLife/NightLife.css b/NightLife/NightLife.css new file mode 100644 index 0000000000..19b74ba14c --- /dev/null +++ b/NightLife/NightLife.css @@ -0,0 +1,734 @@ +@import url('https://fonts.googleapis.com/css?family=Metal+Mania|Averia+Serif+Libre&display=swap'); + +/* Changes the sheets default font (This seems to effect the chat log as well, consider revisiting)*/ +* { + font-family: 'Averia Serif Libre'; +} + +/* title styling */ +.sheet-title { + text-align: center; + padding-bottom: 27.5px; + font-family: 'Metal Mania'; + font-size: 47.5px; + font-style: italic; +} + +/* Sets the sheets minimum width, sheet will actually resize pretty nicely without this (On chrome anyway), but it looks abit naff at its midpoint */ +.charsheet { + min-width: 840px; +} + +/* Core table-esc layout */ +/* - For three equal columns that floats next to each other */ +.sheet-col { + width: calc(33% - 21px); + margin-right: 26.5px; /* removed 3.5 to fight the space after inline blocks */ + display: inline-block; + vertical-align: top; + min-width: 253.5px; +} +/* - Clear floats after the columns */ +.sheet-table:after { + content: ""; + display: table; + clear: both; +} +/* - fixed cells, to be used in columns */ +.sheet-cel { + float: left; + height: 30px; + margin-bottom: 5px; + width: 100%; +} +/* - tall cells, to be used in columns, used for physical desciption etc */ +.sheet-bcel { + float: left; + height: 100px; + margin-bottom: 5px; + width: 100%; +} + +/* used to correct some of placement inside the old roll20 preview tab, as well as framing the sheet for absolute positioning*/ +.sheet-absposhelper { + position: relative; + box-sizing: border-box; +} + +/* Abilities section layout etc */ +.sheet-abilitycel { + float: left; + height: 22px; + margin-bottom: 5px; + display: flex; + flex-direction: row; + align-items: stretch; + width: 100%; + position: relative; +} +.sheet-abilitycel > span { + flex: 1; + border: 0px; + border-bottom: 2px; + border-style: dotted; + display: block; + overflow: hidden; + opacity: 1; + padding: 0px; + margin: 0px; +} +.sheet-abilitycel > input[type=text] { + width: 24px; + border: 0px; + border-radius: 0px; + background: none; + border-bottom: 2px black solid; + text-align: center; + margin: 0px; + padding: 0px; +} +.sheet-abilitycel > input[type=text] > input[type=text] { + padding-right: 10px; +} +input[type=text] ~ input[type=text]:focus ~ .sheet-previewinput2 { + opacity: 0; +} +input[type=text]:focus ~ .sheet-previewinput1 { + opacity: 0; +} +input[type=text]:valid.sheet-previewinput2, input[type=text]:valid.sheet-previewinput1 { + visibility: visible!important; +} +.sheet-previewinput2, .sheet-previewinput1 { + pointer-events: none; + position: relative; + left: -24px; + margin-right: -24px !important; + background: white !important; + visibility: hidden; +} +.sheet-abilitycel > .sheet-space { + min-width: 5px; + flex: 0; +} +.sheet-abilityvertlines { + height: 110px; + width: 28px; + position: absolute; + right: 69px; + border-right: 2px solid black; + border-left: 2px solid black; + opacity: 0.6; + pointer-events: none; +} +.sheet-abilityvertlines > div { + position: absolute; + top: -20px; + margin-left: -50%; + font-size: 1em; + font-style: italic; +} + +/*roll buttons*/ +button[type=roll] { + width: 22px !important; + height: 22px !important; + border-radius: 0px !important; + margin: 0px !important; + padding: 0px !important; + color: rgb(51, 51, 51); + box-sizing: border-box; + font-family: "Helvetica Neue",Helvetica,Arial,sans-serif; +} +button[type=roll]::before { + width: 100%; + height: 100%; + font-weight: bold; + vertical-align: middle; +} +button[type=roll].sheet-ib::before { + font-family: "Pictos"; + content: "t"; + font-weight: normal; + vertical-align: top; +} +button[type=roll].sheet-hyperlink { + background: none; + border: none; + box-shadow: none; + text-shadow: none; + color: #0000ff; + width: auto !important; + font-size: inherit; + height: min-content !important; + line-height: inherit; + position: relative; + bottom: 1px; +} +button[type=roll].sheet-hyperlink::before { + font-family: 'Averia Serif Libre'; + content: "here"; + font-weight: normal; + text-decoration: underline; +} +button[type=roll].sheet-bigbutton { + width: 26px !important; + height: 26px !important; +} + +/* Spacing/formating for buttons in different places */ +.sheet-buttonspace { + width: 22px !important; + flex: inherit !important; +} +.sheet-doublebuttonspace { + width: 44px !important; + flex: inherit !important; +} +.sheet-barbutton0 { + right: 57px; +} +.sheet-barbutton1 { + right: 33px; +} +.sheet-barbutton2 { + right: 9px; +} +.sheet-barbutton0, .sheet-barbutton1, .sheet-barbutton2 { + z-index: 5 !important; + position: absolute; + top: 9px; + color: white; + height: 22px; +} + +/* Checkbox sized as a roll button in black expanding bars */ +input[type="checkbox"].sheet-barbutton2, input[type="checkbox"].sheet-barbutton1, input[type="checkbox"].sheet-barbutton0 { + width: 23px !important; + height: 23px !important; + -moz-transform: scale(1.5); /* this counterstyles firefoxes locked to tiny checkboxes style, might be better off using -webkit-appearance: none and trying to style my own in the future */ +} + +/* used on checkboxes within non-roll generic buttons to make buttons which are secretly checkboxes, as roll20 checkbox functionality is superior to roll20 button functionality */ +.sheet-buttonfixer { + width: 100%; + height: 100% !important; + position: absolute; + top: 0; + left: 0; + opacity: 0; +} + +/* long text button, used for setting job skills*/ +.sheet-longactionbutton { + width: 100%; + height: 25px; + position: relative; + padding: 0; + margin: 0; + box-sizing: border-box +} + +/* Settings/Cog Button (the positioning on this is pretty lazy and may be worth revisiting)*/ +.sheet-settingbutton { + position: absolute; + right: 11px; + top: -20px; + width: 27px; + height: 27px; + border-radius: 0px; + margin: 0px; + padding: 0px; + color: rgb(51, 51, 51); + box-sizing: border-box; +} +.sheet-settingbutton::before { + font-family: "Pictos"; + content: "y"; + width: 100%; + height: 100%; + font-weight: normal; + font-size: 17px; + display: flex; + flex-direction: row; + justify-content: center; + align-items: center; +} + +/* Text fields */ +/* - Labels which go to the left of text fields*/ +h5, .sheet-h5f { + float: left; + font-size: 1.2em; + line-height: 32px; + height: 30px; +} +/* - for making an input field look like a h5 label, for */ +.sheet-h5f { + width: 72px; + margin: 0; + font-weight: bold; + color: #333; + text-rendering: optimizelegibility; + border: none; + background: none; + padding: 0; + cursor: initial; +} +/* - Sublabel, for intended, secondary expanded text */ +h6 { + float: left; + font-size: 1.2em; + line-height: 32px; + height: 30px; + font-weight: normal; + margin-left: 18px; +} +/* - label indent, for tertiary expanded text */ +.sheet-indent { + float: left; + height: 30px; + border: 0px; + padding: 0px; + margin: 0px; + margin-left: 18px; +} +/* - container for the text fields - part of ensuring they stretch */ +.sheet-tfc { + display: block; + overflow: hidden; + padding-left: 15px; + padding-bottom: 0px; + height: 30px; +} +/* - the actual text fields */ +.sheet-tf { + width: 100%; +} +/* - formating placeholder text inside text fields */ +.sheet-tf::placeholder { + color: #555; + opacity: 0.5; +} +/* - three digit text fields */ +.sheet-stf { + width: 25px; + text-align: center; + height: inherit !important; + color: rgb(85, 85, 85); + padding-right: 0px; + padding-left: 0px; +} +/* - used for putting a slash between two of the three digit fields */ +.sheet-slashbookend { + margin-left: 0px; + margin-right: 3px; +} +.sheet-slashbookend + .sheet-slashbookend { + margin-left: 3px; + margin-right: 0px; +} +/* hides three digit fields if thier placeholder is shown, used to hide unused fields for other items quantity (Consider making generic)*/ +.sheet-stf:placeholder-shown { + visibility: hidden; +} +/* - used to force non-expanding text field(s) to the right */ +.sheet-rightfloat { + float: right; +} +/* - "locked" text fields which just look like text, used for summaries inside edges/flaws */ +.sheet-ltf { + width: 100%; + background: none; + border: 0; + line-height: 32px; + padding: 0; +} +/* - 50% fields*/ +.sheet-htf { + width: 50%; +} +/* - 40% text fields*/ +.sheet-fptf { + width: 40%; +} +/* - 20% text fields*/ +.sheet-tptf { + width: 20%; +} +/* - makes it so the smaller text fields can be lined up next to eachother in the same span (Currently an issue where their vertical alignment is 1 pixel off, consider revisiting)*/ +.sheet-htf, .sheet-fptf, .sheet-tptf { + padding: 4px; + margin: 0; + border: 1px solid #ccc; + margin-bottom: 1px; +} +/* - used to make text field borders go green when a keyword match is detected */ +input.sheet-greenborderothers1:checked ~ .sheet-greenborderifgreenborderothers1checked { + border-color: darkgreen; +} + +/* Text areas */ +.sheet-ta { + width: 100%; + height: 96px; + padding: 4px; + margin: 0px; + -webkit-box-sizing: border-box !important; + -moz-box-sizing: border-box !important; + box-sizing: border-box !important; + resize: none; +} + +/* Black expanding bars */ +/* - turns checkboxes into touch area for the bar (width could be 100% now, consider revisiting)*/ +input.sheet-edgebartouch { + position: relative; + display: block; + left: 10%; + width: 75%; + height: 40px; + padding: -20px; + margin: 0px; + margin-bottom: -40px; + z-index: 0; + opacity: 0; + cursor: pointer; +} +/* - actual visuals/container for the bar */ +.sheet-edgebarvisual { + position: relative; + width: 100%; + height: 40px; + padding: 0px; + margin: 0px; + z-index: -2; + opacity: 1; + background-color: black; + color: white; + border-radius: 3px; + white-space: nowrap; + pointer-events: none; + display: flex; + flex-direction: row; + align-items: stretch; +} +/* - The container for the content within a bar */ +.sheet-edgebarcontent { + padding: 5px; + margin-top: -1px; + outline-offset-top: 2px; + border-top: 10px; + border: 1px solid darkgrey; + border-top-style: none; +} +/* - Makes it so the the content within a bar can only be seen when its expanded */ +input.sheet-edgebartouch:not(:checked) ~ div.sheet-edgebarcontent { + display: none; +} +/* - Styling for text fields etc in black expanding bars, makes them appear as text, and serve as dynamic text */ +.sheet-edgebarltf { + height: 100% !important; + color: white; + background: none; + border: 0; + line-height: 100%; + padding: 0; + font-size: 1.2em; + padding-left: 10px; +} +/* - sizing and resize priority for the various text fields in the black expanding bars */ +.sheet-bar-score { + flex: 0; + min-width: 37px; +} +.sheet-bar-header { + flex: 1; + min-width: 0; +} +.sheet-bar-cost { + flex: 0; + min-width: 19px; +} +.sheet-bar-doublebuttonspace { + flex: 0; + min-width: 57px; +} +.sheet-bar-checkboxspace { + flex: 0; + min-width: 28px; +} +.sheet-bar-flawdataspace { + flex: 0; + min-width: 84px; +} +/* - multiline text area for the flaws black expanding bar, as its header is liable to go over multiple lines (This doesn't look great but I haven't found a better solution for multiline dynamic text)*/ +.sheet-edgebarlta { + height: 100% !important; + color: white; + background: none; + border: 0; + font-size: 0.98em; + padding-left: 9px; + padding-right: 0; + padding-top: 2px; + padding-bottom: 0; + overflow: hidden; + margin: 0; + resize: none; +} +/* right side text for the flaws black expanding bar (still using old approach, consider revisiting to move to a flex system like the rest of the bars)*/ +.sheet-edgebarst { + width: 100%; + margin: 0; + z-index: 5 !important; + position: absolute; + top: 10px; + color: white; + background: none; + border: 0; + font-size: 1.2em; + padding: 0; + padding-left: 9px; + padding-right: 9px; + text-align: right; + pointer-events: none; +} + +/* Stops the black expanding bars and their roll buttons from blocking the roll20 editmode buttons and preventing them from being clicked*/ +.repcontainer.editmode .sheet-edgebartouch { + z-index: -1; +} +.repcontainer.editmode .sheet-barbutton1 { + z-index: -1 !important; +} +.repcontainer.editmode .sheet-barbutton2 { + z-index: -1 !important; +} + +/* setting the space between Roll20s repeating items */ +.repcontainer .repitem { + margin-bottom: 3px; +} + +/* configures Roll20s repcontainers to support horizontal then vertical list used by the skills section */ +.repcontainer[data-groupname=repeating_skills] + .repcontrol { + width: calc( ((33% - 21px)*3) + 60px ); +} +.repcontainer[data-groupname=repeating_skills] .repitem { + display: inline-block; + vertical-align: top; + width: calc(33% - 21px); + min-width: 253.5px; +} +.repcontainer[data-groupname=repeating_skills] .repitem:not(:nth-child(3n+3)) { + margin-right: 30px; +} + +/* used to fake repcontainers for the always set skills like hand-to-hand */ +.sheet-repemulator { + position: relative; + margin-bottom: 3px; +} + +/* used to make elements semi-transparent based on checkbox status, primarily used for the black expanding bar currently */ +input.sheet-transparentothers1:not(:checked) ~ .sheet-transparentiftransparentothers1notchecked { + opacity: 0.6; +} + +/* interactable, visible checkbox used within the black expanding bars and settings menu*/ +.sheet-edgecheckbox { + position: relative; + display: block; + width: 20px !important; + height: 20px !important; + margin-top: 5px !important; + padding: 0px !important; + float: right; +} + +/* +/- expanding boxes used within edges and flaws */ +.sheet-expandbox { + position: relative; + display: block; + width: 10px !important; + height: 10px !important; + margin: 0px !important; + margin-top: 10px !important; + padding: 0px !important; + line-height: 11px !important; +} +input.sheet-expandbox { + z-index: 0; + opacity: 0; + cursor: pointer; + margin-bottom: -20px !important; +} +.sheet-expandboxvisual { + z-index: -2; + opacity: 1; + font-size: 12px; + text-align: center; + border: 1px solid black; + float: left; + margin-right: 5px !important; +} +input.sheet-expandbox:not(:checked) ~ .sheet-expandboxopened { + display: none; +} +input.sheet-expandbox:checked ~ .sheet-expandboxclosed { + display: none; +} + +/* Multiuse/multipurpose styles for hiding elements based on checkbox status, these are reused throughout the sheet */ +input.sheet-hidesothers1:checked ~ .sheet-hideifhidesothers1checked { + display: none; +} +input.sheet-hidesothers1:not(:checked) ~ .sheet-hideifhidesothers1notchecked { + display: none; +} +input.sheet-hidesothers2:checked ~ .sheet-hideifhidesothers2checked { + display: none; +} +input.sheet-hidesothers2:not(:checked) ~ .sheet-hideifhidesothers2notchecked { + display: none; +} +input.sheet-hidesothers1:checked ~ .sheet-hideifhidesothers1and2notchecked { + display: block; +} +input.sheet-hidesothers2:checked ~ .sheet-hideifhidesothers1and2notchecked { + display: block; +} +.sheet-hideifhidesothers1and2notchecked { + display: none; +} +input.sheet-hidesothers3:checked ~ .sheet-hideifhidesothers3checked { + display: none; +} +input.sheet-hidesothers3:not(:checked) ~ .sheet-hideifhidesothers3notchecked { + display: none; +} +input.sheet-hidesothers4:checked ~ .sheet-hideifhidesothers4checked { + display: none; +} +input.sheet-hidesothers4:not(:checked) ~ .sheet-hideifhidesothers4notchecked { + display: none; +} +input.sheet-hidesothers5:checked ~ .sheet-hideifhidesothers5checked { + display: none; +} +input.sheet-hidesothers5:not(:checked) ~ .sheet-hideifhidesothers5notchecked { + display: none; +} +input.sheet-hidesothers6:checked ~ .sheet-hideifhidesothers6checked { + display: none; +} +input.sheet-hidesothers6:not(:checked) ~ .sheet-hideifhidesothers6notchecked { + display: none; +} + +/* Used to hide elements throughout the sheet, like hidden checkboxes managed by code */ +.sheet-invisible { + display: none; +} + +/* Styling for the settings popup */ +.sheet-settingswindow { + border: 1.5px; + border-style: solid; + border-radius: 10px; + padding: 25px; + position: absolute; + background: #FFFFFF; + left: 15%; + right: 15%; + box-shadow: 0 4px 8px 0 rgba(0, 0, 0, 0.2), 0 6px 20px 0 rgba(0, 0, 0, 0.19); + top: 65px; + z-index: 10; +} +.sheet-comment { + font-style: italic; + text-align: center; + font-size: 1em; +} + +/* styling for rolltemplates */ +/* - main container for the templates, including gradient background */ +.sheet-rolltemplate-main, .sheet-rolltemplate-individualinitiative { + background: #0d0d0d; /* fallback for old browsers */ + background: -webkit-linear-gradient(to top, #424235, #0d0d0d); /* Chrome 10-25, Safari 5.1-6 */ + background: linear-gradient(to top, #424235, #0d0d0d); /* W3C, IE 10+/ Edge, Firefox 16+, Chrome 26+, Opera 12+, Safari 7+ */ + color: white; + border-radius: 3px; + padding: 0.75em; + margin-right: 1px; + line-height: 1.5em; + position: relative; + font-family: 'Averia Serif Libre'; +} +/* - headers */ +.sheet-rolltemplate-header, .sheet-rolltemplate-initiative-header { + color: #b2ab57; + font-size: 1.075em; + margin-bottom: 0.2em; +} +.sheet-rolltemplate-header { + padding-right: 2.75em; +} +/* - changes how the dice roll text is formatted */ +.sheet-rolltemplate-main .inlinerollresult, .sheet-rolltemplate-individualinitiative .inlinerollresult { + background-color: transparent; + border: 1px solid white; + padding: 0 0.25em 0 0.25em; + font-weight: bold; + cursor: help; + font-size: 1.1em; +} +/* - Dice icon used for indicating success and failure (this looks abit naff, and players seem to frequently not realise its meaning, consider revisiting)*/ +.sheet-rolltemplate-d10 { + color: black; + font-family: 'dicefontd10'; + font-size: 3em; + position: absolute; + top: 0.32em; + right: 0.32em; +} +/* - used for concealing inlinerolls for when they've being used to deliver static variables to the roll template and don't represent dice rolls */ +.sheet-rolltemplate-main .sheet-noinlineroll .inlinerollresult, .sheet-rolltemplate-individualinitiative .sheet-noinlineroll .inlinerollresult { + background-color: transparent; + border: 0px solid white; + padding: 0 0 0; + font-weight: normal; + cursor: auto; + font-size: 1.05em; +} +/* - Makes text in the rolltemplate transparent, used for listing included modifiers for clarity*/ +.sheet-rolltemplate-italic { + font-style: italic; +} +/* - Used in conjunction with helper functions in the template to determine roll result once and use CSS to hide elements in the rest of the template based on that result +this means I don't have to repeat helper functions frequently and end up with a hard to parse template */ +.sheet-rolltemplate-showifrollsuccess { + display: none; +} +.sheet-rolltemplate-rollsuccess ~ .sheet-rolltemplate-showifrollsuccess { + display: inline; +} +.sheet-rolltemplate-showifrollfailure { + display: none; +} +.sheet-rolltemplate-rollfailure ~ .sheet-rolltemplate-showifrollfailure { + display: inline; +} +.sheet-rolltemplate-showifrollautomaticsuccess { + display: none; +} +.sheet-rolltemplate-rollautomaticsuccess ~ .sheet-rolltemplate-showifrollautomaticsuccess { + display: inline; +} +.sheet-rolltemplate-showifrollautomaticfailure { + display: none; +} +.sheet-rolltemplate-rollautomaticfailure ~ .sheet-rolltemplate-showifrollautomaticfailure { + display: inline; +} diff --git a/NightLife/NightLife.html b/NightLife/NightLife.html new file mode 100644 index 0000000000..d38273ff66 --- /dev/null +++ b/NightLife/NightLife.html @@ -0,0 +1,2538 @@ + + + + + + + + + + + + + + + +
    + + +
    +

    Street Velocity

    +
    +
    Use street velocity initiative rules
    +
    +

    Houserules

    +
    +
    Temporary changes to FIT/Luck impact Survival Points
    +
    Initiative = Dexterity + Perception + 1d100 + Speed Edge
    +
    +
    Interested in more houserules? I’ve uploaded all of mine !
    +
    +

    Nightlife Kin Control Sheet


    +
    +
    +
    +
    Name:
    +
    +
    +
    Race:
    +
    +
    +
    Faction:
    +
    +
    +
    Age:
    +
    +
    +
    +
    +
    Physical Description:
    +
    +
    + +
    +
    +
    +
    +
    Favored Mode of Dress:
    +
    +
    + +
    +
    +
    +

    Abilities


    +
    +
    +
    changed
    +
    Strength (STR)
    +
    +
    +
    Dexterity (DEX)
    +
    +
    +
    Fitness (FIT)
    +
    +
    +
    Intellect (INT)
    +
    +

     

    +
    +
    +
    changed
    +
    Will
    +
    +
    +
    Perception (PER)
    +
    +
    +
    Attractiveness (ATT)
    +
    +
    +
    Luck
    +
    +

     

    +
    +
    +
    changed
    +
    Magic Ability (MA)
    +
    +
    +
    Street Face
    +
    +
    +
    Humanity | Max
    +
    +
    +
    Survival Points
    +
    +
    +
    Base HTH Damage
    +
    +
    +
    +

    Edges and Flaws


    +
    +
    +

    Edges

    +
    +
    +
    + + + + + + + + + +
    + +
    +
    +
    Name:
    +
    Score:
    +
    Base:
    +
    Target:
    + +
    −
    +
    Humanity Costs:
    +
    +
    Acquisition Cost:
    +
    Cost Ratio:
    +
    Use Cost:
    +
    +
    + +
    −
    +
    Range:
    +
    + + + +
    Touch:
    +
    Distance:
    +
    Value:
    +
    Multiplied by:
    +
    Measurement:
    +
    Line of sight:
    +
    Eye contact:
    +
    Voice:
    +
    Other:
    + +
    +
    + +
    −
    +
    Escape Roll:
    +
    +
    Ability:
    +
    Success Effect:
    +
    +
    + +
    −
    +
    Speed:
    +
    + +
    MPH:
    +
    Movement Name:
    +
    +
    + +
    −
    +
    Shapeshift:
    +
    +
    STR:
    +
    DEX:
    +
    FIT:
    +
    INT:
    +
    WILL:
    +
    PER:
    +
    ATT:
    +
    LUCK:
    +
    MA:
    +
    Skill Modifier:
    +
    +
    +
    Active:
    +
    Description:
    + +
    +
    +
    +
    +
    +
    +
    +

    Spells

    +
    +
    +
    +
    + +
    +
    +
    Name:
    +
    Description:
    + +
    +
    +
    +
    +
    +
    +
    +

    Flaws

    +
    +
    +
    + + + + + + +
    +
    +
    Name:
    + +
    −
    +
    Roll:
    +
    +
    Ability:
    +
    Modify using Humanity:
    +
    +
    + +
    −
    +
    Damage:
    +
    +
    Value:
    +
    +/- per 10 Humanity:
    +
    +
    +
    Description:
    + +
    +
    +
    +
    +
    +
    +

    Skills


    +
    +
    +
    +
    + + +
    +
    +
    +
    +
    +
    +
    + + +
    +
    +
    +
    +
    +
    +
    + + + +
    +
    +
    Language:
    +
    Score:
    +
    +
    +
    +
    +
    +
    +
    +
    +
    + +
    + + + + +
    +
    +
    Name:
    +
    Score:
    +
    Base:
    +
    Is a combat skill:
    + +
    Notes:
    + + +
    +
    +
    +
    +
    +
    +

    Inventory


    +
    +
    +

    Weapons (Attacks)

    +
    +
    +
    + + + + / + + +
    +
    + + + + + +
    Name:
    +
    CSR:
    + +
    Value:
    +
    Modifier:
    +
    Damage Potential:
    + +
    Divided by:
    +
    Value:
    +
    Value:
    +
    Damage Type:
    +
    Substance:
    + +
    Add HTH:
    +
    Add Claws÷5:
    +
    Add Damage Modifier
    +
    Target:
    +
    No. Rounds Being Fired:
    +
    Ammo:
    / +
    Range:
    +
    Hide:
    +
    Legal:
    +
    Enchanted:
    + + + +
    Attacker CSR modifier:
    +
    Active/Held:
    +
    Carried:
    +
    Notes:
    + +
    +
    +
    +
    +
    +
    +

    Wearables

    +
    +
    +
    + + + +
    +
    + +
    Name:
    +
    Attacker CSR Modifier:
    +
    Add:
    +
    Root Magic:
    +
    Quantity:
    +
    Worn:
    +
    Carried:
    +
    Notes:
    + +
    +
    +
    +
    +
    +
    +

    Other

    +
    +
    +
    + + + +
    +
    +
    Name:
    +
    Quantity:
    +
    Carried:
    +
    Notes:
    + +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Cash $:
    +
    +
    +
    +
    +
    Savings $:
    +
    +
    +
    +
    +
    Root Magic Items Worn:
    / +
    +
    +
    Total Attacker CSR Modifier:
    +
    +
    +
    +

    Movement


    +
    +
    + +
    +
    Walking:
    +
    +
    +
    Crawling:
    +
    +
    +
    Climbing:
    +
    +
    + +
    +
    +
    +
    +
    Jogging:
    +
    +
    +
    Swimming:
    +
    +
    +
    Standing Jump:
    +
    +
    +
    +
    +
    Running:
    +
    +
    +
    Backstroke:
    +
    +
    +
    Running Jump:
    +
    +
    +
    +

    Healing


    +
    +
    +
    +
    SP:
    +
    +
    +
    +
    +
    Basic Ability:
    +
    +
    +
    +
    +
    Death Tally:
    / +
    +
    +
    +

    Carrying


    +
    +
    +
    +
    Comfortable:
    +
    +
    +
    Swimming:
    +
    +
    +
    +
    +
    DEX Reducing:
    +
    +
    +
    +
    +
    Dragging/Lifting:
    +
    +
    +
    +

    Throwing


    +
    +
    +
    +
    Small Objects:
    +
    +
    +
    +
    +
    Spears:
    +
    +
    +
    +   +
    +
    +

    Miscellaneous


    +
    +
    +
    +
    Evade Attempts:
    +
    +
    +
    +
    +
    Average Day Humanity +/-:
    +
    +
    +
    +   +
    +
    +

    Income


    +
    +
    +
    +
    Job Skill:
    +
    +
    +
    +
    +
    Monthly Expenses $:
    +
    +
    +
    +
    +
    Owns the Business:
    +
    +
    +
    + +
    +
    +
    +
    LUCK auto-success $:
    +
    +
    +
    +
    +
    LUCK auto-failure $:
    +
    +
    +
    +
    +
    LUCK success $:
    +
    +
    +
    +
    +
    +   +
    +
    +   +
    +
    +
    +
    Normal Weekly $:
    +
    +
    +
    +
    +
    +
    For a quick start guide, features and known issues please visit the wiki page .
    + + + + diff --git a/NightLife/NightLife.png b/NightLife/NightLife.png new file mode 100644 index 0000000000..d2fa41bde8 Binary files /dev/null and b/NightLife/NightLife.png differ diff --git a/NightLife/README.md b/NightLife/README.md new file mode 100644 index 0000000000..58e63e12c7 --- /dev/null +++ b/NightLife/README.md @@ -0,0 +1,7 @@ +This sheet is for NightLife: The Role-Playing Game Of Urban Horror. It provides comprehensive support for 3rd Edition core rules alongside partial support for the Magic and Street Velocity supplements. It also supports a couple of optional house rules. + +For a quick start guide, features and known issues please visit its [wiki page](https://wiki.roll20.net/NightLife_Character_Sheet). + +If you have feature requests, issues or questions please contact the [sheet's creator](https://app.roll20.net/users/320214). + +**Not all features are obvious so I recommend visiting the wiki before you start.** diff --git a/NightLife/sheet.json b/NightLife/sheet.json new file mode 100644 index 0000000000..a2226b5953 --- /dev/null +++ b/NightLife/sheet.json @@ -0,0 +1,8 @@ +{ + "html": "NightLife.html", + "css": "NightLife.css", + "authors": "Thomas S. (Foemass on Roll20.net)", + "roll20userid": "320214", + "preview": "NightLife.png", + "instructions": "This sheet is for NightLife: The Role-Playing Game Of Urban Horror. It provides comprehensive support for 3rd Edition core rules alongside partial support for the Magic and Street Velocity supplements. It also supports a couple of optional house rules. \n\nFor a quick start guide, features and known issues please visit its [wiki page](https://wiki.roll20.net/NightLife_Character_Sheet). \n\nIf you have feature requests, issues or questions please contact the [sheet's creator](https://app.roll20.net/users/320214). \n\n**Not all features are obvious so I recommend visiting the wiki before you start.**" +} diff --git a/NoReturn/NoReturn.css b/NoReturn/NoReturn.css index 7bfa0eb1cf..ba1a37b9f1 100644 --- a/NoReturn/NoReturn.css +++ b/NoReturn/NoReturn.css @@ -1,388 +1 @@ -/* CSS Reset */ -.charsheet .sheet-wrapper div, .charsheet .sheet-wrapper span, .charsheet .sheet-wrapper label, -.charsheet .sheet-wrapper h1, .charsheet .sheet-wrapper h2, .charsheet .sheet-wrapper h3, .charsheet .sheet-wrapper h4, .charsheet .sheet-wrapper h5, .charsheet .sheet-wrapper h6, .charsheet .sheet-wrapper p, -.charsheet .sheet-wrapper table, .charsheet .sheet-wrapper caption, .charsheet .sheet-wrapper tbody, .charsheet .sheet-wrapper tfoot, .charsheet .sheet-wrapper thead, .charsheet .sheet-wrapper tr, .charsheet .sheet-wrapper th, .charsheet .sheet-wrapper td { - margin: 0; - padding: 0; - font: inherit; - box-sizing: border-box; -} - -.charsheet .sheet-wrapper { - width: 900px; -} - -/* Button Roll */ -.charsheet .sheet-wrapper .sheet-characteristics button[type="roll"]:before, -.charsheet .sheet-wrapper .sheet-abillity button[type="roll"]:before, -.charsheet .sheet-wrapper .sheet-inv button[type="roll"]:before { - content: ""; - display: none; -} - -.charsheet .sheet-wrapper button[type="roll"], -.charsheet .sheet-wrapper .sheet-btn { - width: 100%; - height:24px; - padding: 0; - margin: 0; - border-radius: unset; - background-image: none; - background-color: transparent; - box-sizing: border-box; - -moz-box-sizing: border-box; - -webkit-box-sizing: border-box; -} - -.charsheet .sheet-wrapper button[type="roll"]:hover, -.charsheet .sheet-wrapper .sheet-btn:hover, -.charsheet .sheet-wrapper .sheet-hider input[type=checkbox]:checked ~ .sheet-btn { - background-color: #DAA520; -} - -.charsheet .sheet-wrapper .sheet-characteristics button[type="roll"]:hover { - background-color: #DAA520; - border-radius: 5px; -} - -.charsheet .sheet-wrapper button[type="roll"] label, -.charsheet .sheet-wrapper button[type="roll"] input { - line-height: 24px; - font-size: 13px; - text-align:center; - font-weight:700; -} - -.charsheet .sheet-wrapper h3 { - color: black; - font-size:18px; - font-weight:bold; - text-transform:uppercase; - text-align:center; -} - -.charsheet .sheet-wrapper textarea { - resize: vertical; -} - -.charsheet .sheet-wrapper input, -.charsheet .sheet-wrapper select, -.charsheet .sheet-wrapper input[type="number"] { - height: 24px; - width: 100%; - font-size: 14px; - border: none; - border-bottom: 1px dotted gray; -} - -.charsheet .sheet-wrapper input[type="number"] { - text-align: center; - -moz-appearance: textfield; - -webkit-appearance: textfield; -} - -.charsheet .sheet-wrapper input[type="number"]::-webkit-outer-spin-button, -.charsheet .sheet-wrapper input[type="number"]::-webkit-inner-spin-button { - -webkit-appearance: none; - margin: 0; - display: none; -} - -.charsheet .sheet-wrapper input[disabled], -.charsheet .sheet-wrapper select[disabled], -.charsheet .sheet-wrapper textarea[disabled], -.charsheet .sheet-wrapper input[readonly], -.charsheet .sheet-wrapper select[readonly], -.charsheet .sheet-wrapper textarea[readonly] { - background-color: transparent; -} - -.charsheet .sheet-wrapper .sheet-3colrow .sheet-col { - width: calc(40% - 9px) ; - margin-right: 5px ; -} - -.charsheet .sheet-wrapper .sheet-3colrow .sheet-col:nth-child(2) { - width: calc(20% - 9px) ; - margin-right:5px; -} - -.charsheet .sheet-wrapper .sheet-3colrow .sheet-col:last-child { - margin-right: 0 ; -} - -.charsheet .sheet-wrapper .sheet-2colrow .sheet-col { - width: calc(50% - 3px) ; - margin-right: 2px ; -} - -.charsheet .sheet-wrapper .sheet-2colrow .sheet-col:last-child { - margin-right: 0 ; -} - -.charsheet .sheet-wrapper .sheet-1colrow .sheet-col { - width: calc(100% - 3px) ; - margin-right: 0 ; -} - -.charsheet .sheet-table{ - display: table; - width: 360px; -} - -.charsheet .sheet-tableBody { - display: table-row-group; -} - -.charsheet .sheet-tableRow { - display: table-row; -} - -.charsheet .sheet-tableHeadSkill, -.charsheet .sheet-tableHeadAtt, -.charsheet .sheet-tableHeadValue, -.charsheet .sheet-tableHeadRoll, -.charsheet .sheet-tableCellSkill, -.charsheet .sheet-tableCellAtt, -.charsheet .sheet-tableCellValue, -.charsheet .sheet-tableCellRoll { - border: 1px solid #999999; - display: table-cell; - padding: 3px 10px; -} - -.charsheet .sheet-tableHeadSkill, -.charsheet .sheet-tableHeadAtt, -.charsheet .sheet-tableHeadValue, -.charsheet .sheet-tableHeadRoll { - background-color: #EEE; - font-weight: bold; -} - -.charsheet .sheet-tableHeadSkill, -.charsheet .sheet-tableHeadAtt, -.charsheet .sheet-tableHeadValue, -.charsheet .sheet-tableHeadRoll, -.charsheet .sheet-tableCellAtt { - text-align: center; -} - -.charsheet .sheet-tableCellSkill { - padding-left: 5px; -} - -.charsheet .sheet-tableHeadSkill, -.charsheet .sheet-tableCellSkill { - width: 200px; -} - -.charsheet .sheet-tableHeadAtt, -.charsheet .sheet-tableCellAtt { - width: 30px; -} - -.charsheet .sheet-tableHeadValue, -.charsheet .sheet-tableCellValue { - width: 50px; -} - -.charsheet .sheet-tableHeadRoll, -.charsheet .sheet-tableCellRoll { - width: 30px; -} - -.charsheet .sheet-wrapper .sheet-rolllable { - text-align: left; - font-size: 1em; -} - -.charsheet .sheet-wrapper .sheet-rolllable::before { - content: ""; -} - -.charsheet .sheet-wrapper .sheet-skills button[type="roll"] { - width: 100%; - border: none; -} - -.charsheet .sheet-wrapper .sheet-skills input { - border: none; -} - -.charsheet .sheet-wrapper .sheet-skills select { - -moz-appearance: textfield; - -webkit-appearance: textfield; - font-size: 11px; - padding: 0; - margin: 0; - border: none; -} - -.charsheet .sheet-wrapper .sheet-quickborder { - border-bottom: 1px dashed gray; - padding:3px; - margin-bottom:5px; -} - -.charsheet .sheet-wrapper .sheet-item { - display: inline-block; - width: 100%; - height: 28px; - margin: 0 -2px; - padding: 0 2px 0 0; -} - -.charsheet .sheet-wrapper .sheet-health { - width: 413px; - height: auto; -} - -.charsheet .sheet-wrapper .sheet-healthblock { - text-align: center; - margin: auto auto 5px auto; - width: 24%; - display: inline-block; - border: 1px solid #AAAAAA; -} - -.charsheet .sheet-wrapper .sheet-healthblock label { - text-align: center; -} - -.charsheet .sheet-wrapper .sheet-healthblock input { - text-align: center; - font-size: 1.2em; -} - -.charsheet .sheet-wrapper .sheet-center { - display: inline-flex; - justify-content: center; -} - -.charsheet .sheet-wrapper .sheet-item.sheet-lable { - width: auto; -} - -.charsheet .sheet-wrapper .sheet-item.sheet-labletexts { - width: 70px; -} - -.charsheet .sheet-wrapper .sheet-item.sheet-labletexts input { - text-align: center; -} - -.charsheet .sheet-wrapper .sheet-item.sheet-labletextb { - width: 180px; -} - -.charsheet .sheet-wrapper .sheet-item.sheet-labletextb input { - text-align: left; -} - -.charsheet .sheet-wrapper .sheet-item.sheet-labletextd { - width: 120px; - display: inline-flex; -} - -.charsheet .sheet-wrapper .sheet-item.sheet-labletextd input { - width: 49%; -} - -.charsheet .sheet-wrapper .sheet-item.sheet-puny { - width: calc(10% - 3%); -} - -.charsheet .sheet-wrapper .sheet-item.sheet-little { - width: calc(12% - 0.5%); -} - -.charsheet .sheet-wrapper .sheet-item.sheet-tiny { - width: calc(15% - 2%); -} - -.charsheet .sheet-wrapper .sheet-item.sheet-small { - width: calc(20% - 0.5%); -} - -.charsheet .sheet-wrapper .sheet-item.sheet-med { - width: calc(30% - 0.5%); -} - -.charsheet .sheet-wrapper .sheet-item.sheet-bigger { - width: calc(70% - 3%); -} - -.charsheet .sheet-wrapper .sheet-item.sheet-huge { - width: calc(80% - 3%); -} - -.charsheet .sheet-wrapper .sheet-item.sheet-fit { - width: fit-content; -} - -.charsheet .sheet-wrapper .sheet-characteristics button[type="roll"] label, -.charsheet .sheet-wrapper .sheet-characteristics button[type="roll"] input { - font-size: 16px; -} - -.charsheet .sheet-wrapper .sheet-characteristics button[type="roll"] { - border: none; -} - -.charsheet .sheet-wrapper .sheet-characteristics input { - display:block; - border:1px solid gray; - width:70%; - height:65px; - margin:auto; - text-align:center; - font-weight:bolder; - font-size:3em; -} - - -.charsheet .sheet-wrapper .sheet-input_makro { - float: right; - display: inline-flex; -} - -.charsheet .sheet-wrapper .sheet-show_makro, -.charsheet .sheet-wrapper .sheet-characteristics .sheet-show_makro { - display: none; -} - -.charsheet .sheet-wrapper .sheet-input_label{ - cursor: pointer; -} - -.sheet-show_makro:checked ~ .sheet-Makro, -.sheet-show_makro:checked ~ div div .sheet-Makro, -.sheet-show_makro[name=attr_show_makro_psi]:checked ~ div div div .sheet-Makro_psi, -.sheet-show_makro[name=attr_show_makro_mw]:checked ~ div div div .sheet-Makro_mw, -.sheet-show_makro[name=attr_show_makro_rw]:checked ~ div div div .sheet-Makro_rw { - display:none; -} - -.charsheet .sheet-wrapper textarea { - height: 25px; - padding: 0; - margin: 0; -} - -.charsheet .sheet-wrapper .sheet-characteristics .sheet-Makro { - text-align: center; -} - -.charsheet .sheet-wrapper .sheet-characteristics .sheet-Makro textarea { - width: 68%; -} - -.charsheet .sheet-wrapper .sheet-one.sheet-Makro textarea { - width: 99%; - display: inline-block; -} - -.charsheet .sheet-wrapper .sheet-twice.sheet-Makro textarea { - width: 49%; - display: inline-block; -} +.charsheet .sheet-wrapper{width:900px;}.charsheet .sheet-wrapper div{margin:0;padding:0;font:inherit;box-sizing:border-box;}.charsheet .sheet-wrapper span{margin:0;padding:0;font:inherit;box-sizing:border-box;}.charsheet .sheet-wrapper label{margin:0;padding:0;font:inherit;box-sizing:border-box;}.charsheet .sheet-wrapper h1{margin:0;padding:0;font:inherit;box-sizing:border-box;}.charsheet .sheet-wrapper h2{margin:0;padding:0;font:inherit;box-sizing:border-box;}.charsheet .sheet-wrapper h3{margin:0;padding:0;font:inherit;box-sizing:border-box;color:black;font-size:18px;font-weight:bold;text-transform:uppercase;text-align:center;}.charsheet .sheet-wrapper h4{margin:0;padding:0;font:inherit;box-sizing:border-box;}.charsheet .sheet-wrapper h5{margin:0;padding:0;font:inherit;box-sizing:border-box;}.charsheet .sheet-wrapper h6{margin:0;padding:0;font:inherit;box-sizing:border-box;}.charsheet .sheet-wrapper p{margin:0;padding:0;font:inherit;box-sizing:border-box;}.charsheet .sheet-wrapper table{margin:0;padding:0;font:inherit;box-sizing:border-box;}.charsheet .sheet-wrapper caption{margin:0;padding:0;font:inherit;box-sizing:border-box;}.charsheet .sheet-wrapper tbody{margin:0;padding:0;font:inherit;box-sizing:border-box;}.charsheet .sheet-wrapper tfoot{margin:0;padding:0;font:inherit;box-sizing:border-box;}.charsheet .sheet-wrapper thead{margin:0;padding:0;font:inherit;box-sizing:border-box;}.charsheet .sheet-wrapper tr{margin:0;padding:0;font:inherit;box-sizing:border-box;}.charsheet .sheet-wrapper th{margin:0;padding:0;font:inherit;box-sizing:border-box;}.charsheet .sheet-wrapper td{margin:0;padding:0;font:inherit;box-sizing:border-box;}.charsheet .sheet-wrapper textarea{resize:vertical;height:25px;padding:0;margin:0;}.charsheet .sheet-wrapper input{height:24px;width:100%;font-size:14px;border:none;border-bottom:1px dotted gray;}.charsheet .sheet-wrapper select{height:24px;width:100%;font-size:14px;border:none;border-bottom:1px dotted gray;}.charsheet .sheet-wrapper input[type="number"]{height:24px;width:100%;font-size:14px;border:none;border-bottom:1px dotted gray;text-align:center;-moz-appearance:textfield;-webkit-appearance:textfield;}.charsheet .sheet-wrapper input[type="number"]::-webkit-outer-spin-button{-webkit-appearance:none;margin:0;display:none;}.charsheet .sheet-wrapper input[type="number"]::-webkit-inner-spin-button{-webkit-appearance:none;margin:0;display:none;}.charsheet .sheet-wrapper input[disabled]{background-color:transparent;}.charsheet .sheet-wrapper select[disabled]{background-color:transparent;}.charsheet .sheet-wrapper textarea[disabled]{background-color:transparent;}.charsheet .sheet-wrapper input[readonly]{background-color:transparent;}.charsheet .sheet-wrapper select[readonly]{background-color:transparent;}.charsheet .sheet-wrapper textarea[readonly]{background-color:transparent;}.charsheet .sheet-wrapper .sheet-characteristics button[type="roll"]{border:none;}.charsheet .sheet-wrapper .sheet-characteristics button[type="roll"]:before{content:"";display:none;}.charsheet .sheet-wrapper .sheet-characteristics button[type="roll"]:hover{background-color:#DAA520;border-radius:5px;}.charsheet .sheet-wrapper .sheet-characteristics button[type="roll"] label{font-size:16px;}.charsheet .sheet-wrapper .sheet-characteristics button[type="roll"] input{font-size:16px;}.charsheet .sheet-wrapper .sheet-characteristics input{display:block;border:1px solid gray;width:70%;height:65px;margin:auto;text-align:center;font-weight:bolder;font-size:3em;}.charsheet .sheet-wrapper .sheet-characteristics .sheet-show_makro{display:none;}.charsheet .sheet-wrapper .sheet-characteristics .sheet-Makro{text-align:center;}.charsheet .sheet-wrapper .sheet-characteristics .sheet-Makro textarea{width:68%;}.charsheet .sheet-wrapper .sheet-abillity button[type="roll"]:before{content:"";display:none;}.charsheet .sheet-wrapper .sheet-inv button[type="roll"]:before{content:"";display:none;}.charsheet .sheet-wrapper button[type="roll"]{width:100%;height:24px;padding:0;margin:0;border-radius:unset;background-image:none;background-color:transparent;box-sizing:border-box;-moz-box-sizing:border-box;-webkit-box-sizing:border-box;}.charsheet .sheet-wrapper button[type="roll"]:hover{background-color:#DAA520;}.charsheet .sheet-wrapper button[type="roll"] label{line-height:24px;font-size:13px;text-align:center;font-weight:700;}.charsheet .sheet-wrapper button[type="roll"] input{line-height:24px;font-size:13px;text-align:center;font-weight:700;}.charsheet .sheet-wrapper .sheet-btn{width:100%;height:24px;padding:0;margin:0;border-radius:unset;background-image:none;background-color:transparent;box-sizing:border-box;-moz-box-sizing:border-box;-webkit-box-sizing:border-box;}.charsheet .sheet-wrapper .sheet-btn:hover{background-color:#DAA520;}.charsheet .sheet-wrapper .sheet-hider input[type=checkbox]:checked ~ .sheet-btn{background-color:#DAA520;}.charsheet .sheet-wrapper .sheet-3colrow .sheet-col{width:calc(40% - 9px);margin-right:5px;}.charsheet .sheet-wrapper .sheet-3colrow .sheet-col:nth-child(2){width:calc(20% - 9px);margin-right:5px;}.charsheet .sheet-wrapper .sheet-3colrow .sheet-col:last-child{margin-right:0;}.charsheet .sheet-wrapper .sheet-2colrow .sheet-col{width:calc(50% - 3px);margin-right:2px;}.charsheet .sheet-wrapper .sheet-2colrow .sheet-col:last-child{margin-right:0;}.charsheet .sheet-wrapper .sheet-1colrow .sheet-col{width:calc(100% - 3px);margin-right:0;}.charsheet .sheet-wrapper .sheet-rolllable{text-align:left;font-size:1em;}.charsheet .sheet-wrapper .sheet-rolllable::before{content:"";}.charsheet .sheet-wrapper .sheet-skills button[type="roll"]{width:100%;border:none;}.charsheet .sheet-wrapper .sheet-skills input{border:none;}.charsheet .sheet-wrapper .sheet-skills select{-moz-appearance:textfield;-webkit-appearance:textfield;font-size:11px;padding:0;margin:0;border:none;}.charsheet .sheet-wrapper .sheet-quickborder{border-bottom:1px dashed gray;padding:3px;margin-bottom:5px;}.charsheet .sheet-wrapper .sheet-item{display:inline-block;width:100%;height:28px;margin:0 -2px;padding:0 2px 0 0;}.charsheet .sheet-wrapper .sheet-health{width:413px;height:auto;}.charsheet .sheet-wrapper .sheet-healthblock{text-align:center;margin:auto auto 5px auto;width:24%;display:inline-block;border:1px solid #AAAAAA;}.charsheet .sheet-wrapper .sheet-healthblock label{text-align:center;}.charsheet .sheet-wrapper .sheet-healthblock input{text-align:center;font-size:1.2em;}.charsheet .sheet-wrapper .sheet-center{display:inline-flex;justify-content:center;}.charsheet .sheet-wrapper .sheet-item.sheet-lable{width:auto;}.charsheet .sheet-wrapper .sheet-item.sheet-labletexts{width:70px;}.charsheet .sheet-wrapper .sheet-item.sheet-labletexts input{text-align:center;}.charsheet .sheet-wrapper .sheet-item.sheet-labletextb{width:180px;}.charsheet .sheet-wrapper .sheet-item.sheet-labletextb input{text-align:left;}.charsheet .sheet-wrapper .sheet-item.sheet-labletextd{width:120px;display:inline-flex;}.charsheet .sheet-wrapper .sheet-item.sheet-labletextd input{width:49%;}.charsheet .sheet-wrapper .sheet-item.sheet-puny{width:calc(10% - 3%);}.charsheet .sheet-wrapper .sheet-item.sheet-little{width:calc(12% - .5%);}.charsheet .sheet-wrapper .sheet-item.sheet-tiny{width:calc(15% - 2%);}.charsheet .sheet-wrapper .sheet-item.sheet-small{width:calc(20% - .5%);}.charsheet .sheet-wrapper .sheet-item.sheet-med{width:calc(30% - .5%);}.charsheet .sheet-wrapper .sheet-item.sheet-bigger{width:calc(70% - 3%);}.charsheet .sheet-wrapper .sheet-item.sheet-huge{width:calc(80% - 3%);}.charsheet .sheet-wrapper .sheet-item.sheet-fit{width:fit-content;}.charsheet .sheet-wrapper .sheet-input_makro{float:right;display:inline-flex;}.charsheet .sheet-wrapper .sheet-show_makro{display:none;}.charsheet .sheet-wrapper .sheet-input_label{cursor:pointer;}.charsheet .sheet-wrapper .sheet-one.sheet-Makro textarea{width:99%;display:inline-block;}.charsheet .sheet-wrapper .sheet-twice.sheet-Makro textarea{width:49%;display:inline-block;}.charsheet .sheet-table{display:table;width:360px;}.charsheet .sheet-tableBody{display:table-row-group;}.charsheet .sheet-tableRow{display:table-row;}.charsheet .sheet-tableHeadSkill{border:1px solid #999999;display:table-cell;padding:3px 10px;background-color:#EEE;font-weight:bold;text-align:center;width:200px;}.charsheet .sheet-tableHeadAtt{border:1px solid #999999;display:table-cell;padding:3px 10px;background-color:#EEE;font-weight:bold;text-align:center;width:30px;}.charsheet .sheet-tableHeadValue{border:1px solid #999999;display:table-cell;padding:3px 10px;background-color:#EEE;font-weight:bold;text-align:center;width:50px;}.charsheet .sheet-tableHeadRoll{border:1px solid #999999;display:table-cell;padding:3px 10px;background-color:#EEE;font-weight:bold;text-align:center;width:30px;}.charsheet .sheet-tableCellSkill{border:1px solid #999999;display:table-cell;padding:3px 10px;padding-left:5px;width:200px;}.charsheet .sheet-tableCellAtt{border:1px solid #999999;display:table-cell;padding:3px 10px;text-align:center;width:30px;}.charsheet .sheet-tableCellValue{border:1px solid #999999;display:table-cell;padding:3px 10px;width:50px;}.charsheet .sheet-tableCellRoll{border:1px solid #999999;display:table-cell;padding:3px 10px;width:30px;}.sheet-show_makro:checked ~ .sheet-Makro{display:none;}.sheet-show_makro:checked ~ div div .sheet-Makro{display:none;}.sheet-show_makro[name=attr_show_makro_psi]:checked ~ div div div .sheet-Makro_psi{display:none;}.sheet-show_makro[name=attr_show_makro_mw]:checked ~ div div div .sheet-Makro_mw{display:none;}.sheet-show_makro[name=attr_show_makro_rw]:checked ~ div div div .sheet-Makro_rw{display:none;} \ No newline at end of file diff --git a/NoReturn/NoReturn.html b/NoReturn/NoReturn.html index 63d420281b..b0fe1da432 100644 --- a/NoReturn/NoReturn.html +++ b/NoReturn/NoReturn.html @@ -1,952 +1,1270 @@
    - -
    -
    - -
    -
    - -
    -
    - -
    -
    -
    -
    -
    -
    -
    -
    -
    -
    -
    N$ -
    -
    -
    -
    -
    -
    -
    -
    -
    -
    -
    -
    -
    -
    -
    -
    -
    -
    -
    -
    -
    -
    -
    -
    -
    -
    -
    -
    -
    -
    /
    -
    -
    /
    -
    -
    /
    -
    -
    /
    -
    -
    -
    -
    -
    -
    - + +
    +
    +
    - -
    -
    -
    -
    - -
    +
    + +
    +
    - -
    - - -
    -
    -
    -
    Fertigkeit
    -
    Attr.
    -
    Wert
    -
    MOD
    -
    Roll
    -
    Makro
    -
    -
    -
    Akrobatik
    -
    GE
    -
    -
    -
    -
    -
    -
    -
    Antigrav
    -
    FA
    -
    -
    -
    -
    -
    -
    -
    Ausdauer
    -
    KO
    -
    -
    -
    -
    -
    -
    -
    Ausweichen
    -
    SK
    -
    -
    -
    -
    -
    -
    -
    Autos
    -
    FA
    -
    -
    -
    -
    -
    -
    -
    Basteln
    -
    LO
    -
    -
    -
    -
    -
    -
    -
    Betrügen
    -
    CH
    -
    -
    -
    -
    -
    -
    -
    Biochemie
    -
    LO
    -
    -
    -
    -
    -
    -
    -
    Computer
    -
    LO
    -
    -
    -
    -
    -
    -
    -
    Design
    -
    GE
    -
    -
    -
    -
    -
    -
    -
    Dressieren
    -
    CH
    -
    -
    -
    -
    -
    -
    -
    Einschüchtern
    -
    - -
    -
    -
    -
    -
    -
    -
    -
    Elektronik
    -
    LO
    -
    -
    -
    -
    -
    -
    -
    Experimentaltechnik
    -
    - -
    -
    -
    -
    -
    -
    -
    -
    Gangs
    -
    WI
    -
    -
    -
    -
    -
    -
    -
    Gassenwissen
    -
    WI
    -
    -
    -
    -
    -
    -
    -
    Genetik
    -
    LO
    -
    -
    -
    -
    -
    -
    -
    Geschütze
    -
    GE
    -
    -
    -
    -
    -
    -
    -
    Gesetze
    -
    WI
    -
    -
    -
    -
    -
    -
    -
    Grobmechanik
    -
    FA
    -
    -
    -
    -
    -
    -
    -
    Heimlichkeit
    -
    WA
    -
    -
    -
    -
    -
    -
    -
    Improvisierte Waffen
    -
    LO
    -
    -
    -
    -
    -
    -
    -
    Inspirieren
    -
    CH
    -
    -
    -
    -
    -
    -
    -
    Kettenfahrzeuge
    -
    FA
    -
    -
    -
    -
    -
    -
    -
    Klettern
    -
    ST
    -
    -
    -
    -
    -
    -
    -
    Läufer
    -
    FA
    -
    -
    -
    -
    -
    -
    -
    Medizin
    -
    WI
    -
    -
    -
    -
    -
    -
    -
    Menschenkenntnis
    -
    WI
    -
    -
    -
    -
    -
    -
    -
    Motorräder
    -
    FA
    -
    -
    -
    -
    -
    -
    -
    Nahkampf
    -
    GE
    -
    -
    -
    -
    -
    -
    -
    Projektilwaffen
    -
    GE
    -
    -
    -
    -
    -
    -
    -
    Reaktion
    -
    SK
    -
    -
    -
    -
    -
    -
    -
    Reiten
    -
    GE
    -
    -
    -
    -
    -
    -
    -
    Rennen
    -
    SK
    -
    -
    -
    -
    -
    -
    -
    Robotik
    -
    LO
    -
    -
    -
    -
    -
    -
    -
    Rotormaschinen
    -
    FA
    -
    -
    -
    -
    -
    -
    -
    Rüstung
    -
    LO
    -
    -
    -
    -
    -
    -
    -
    Saufen
    -
    KO
    -
    -
    -
    -
    -
    -
    -
    Schätzen
    -
    WI
    -
    -
    -
    -
    -
    -
    -
    Schießen
    -
    GE
    -
    -
    -
    -
    -
    -
    -
    Schwere Waffen
    -
    GE
    -
    -
    -
    -
    -
    -
    -
    Schwimmen
    -
    KO
    -
    -
    -
    -
    -
    -
    -
    Sicherheitstechnik
    -
    LO
    -
    -
    -
    -
    -
    -
    -
    Spezies
    -
    WI
    -
    -
    -
    -
    -
    -
    -
    Sprengstoffe
    -
    LO
    -
    -
    -
    -
    -
    -
    -
    Springen
    -
    ST
    -
    -
    -
    -
    -
    -
    -
    Sprühwaffen
    -
    GE
    -
    -
    -
    -
    -
    -
    -
    Stemmen
    -
    ST
    -
    -
    -
    -
    -
    -
    -
    Suchen
    -
    WA
    -
    -
    -
    -
    -
    -
    -
    Taschendiebstahl
    -
    GE
    -
    -
    -
    -
    -
    -
    -
    Überreden
    -
    CH
    -
    -
    -
    -
    -
    -
    -
    Vektorschubmaschinen
    -
    FA
    -
    -
    -
    -
    -
    -
    -
    Verhandeln
    -
    CH
    -
    -
    -
    -
    -
    -
    -
    Waffenkampf
    -
    GE
    -
    -
    -
    -
    -
    -
    -
    Wasserfahrzeuge
    -
    FA
    -
    -
    -
    -
    -
    -
    -
    Willenskraft
    -
    WI
    -
    -
    -
    -
    -
    -
    -
    Wurfwaffen
    -
    GE
    -
    -
    -
    -
    -
    -
    -
    -
    -
    -
    -
    -
    -
    - -
    -
    -
    -
    -
    -
    -
    -
    -
    -
    - -
    - - -
    - -
    -
    - -
    -
    - -
    -
    - -
    -
    - -
    -
    - -
    -
    - -
    -
    - -
    -
    - -
    -
    - -
    -
    - -
    - -

    Besondere Fertigkeiten

    -
    - () -
    -
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    N$ +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    /
    +
    +
    /
    +
    +
    /
    +
    +
    /
    +
    +
    +
    +
    +
    +
    + +
    + +
    +
    +
    +
    + +
    - -

    Style-Skils

    -
    - -
    -
    + +
    + + +
    +
    +
    +
    Fertigkeit
    +
    Attr.
    +
    Wert
    +
    MOD
    +
    Roll
    +
    Makro
    +
    +
    +
    Akrobatik
    +
    GE
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Antigrav
    +
    FA
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Ausdauer
    +
    KO
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Ausweichen
    +
    SK
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Autos
    +
    FA
    +
    +
    +
    +
    +
    +
    +
    +
    Basteln
    +
    LO
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Betrügen
    +
    CH
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Biochemie
    +
    LO
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Computer
    +
    LO
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Design
    +
    GE
    +
    +
    +
    +
    +
    +
    +
    +
    Dressieren
    +
    CH
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Einschüchtern
    +
    + +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Elektronik
    +
    LO
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Experimentaltechnik
    +
    + +
    +
    +
    +
    +
    +
    +
    +
    +
    Gangs
    +
    WI
    +
    +
    +
    +
    +
    +
    +
    +
    Gassenwissen
    +
    WI
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Genetik
    +
    LO
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Geschütze
    +
    GE
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Gesetze
    +
    WI
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Grobmechanik
    +
    FA
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Heimlichkeit
    +
    WA
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Improvisierte Waffen
    +
    LO
    +
    +
    +
    +
    +
    +
    +
    +
    Inspirieren
    +
    CH
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Kettenfahrzeuge
    +
    FA
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Klettern
    +
    ST
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Läufer
    +
    FA
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Medizin
    +
    WI
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Menschenkenntnis
    +
    WI
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Motorräder
    +
    FA
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Nahkampf
    +
    GE
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Projektilwaffen
    +
    GE
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Reaktion
    +
    SK
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Reiten
    +
    GE
    +
    +
    +
    +
    +
    +
    +
    +
    Rennen
    +
    SK
    +
    +
    +
    +
    +
    +
    +
    +
    Robotik
    +
    LO
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Rotormaschinen
    +
    FA
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Rüstung
    +
    LO
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Saufen
    +
    KO
    +
    +
    +
    +
    +
    +
    +
    +
    Schätzen
    +
    WI
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Schießen
    +
    GE
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Schwere Waffen
    +
    GE
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Schwimmen
    +
    KO
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Sicherheitstechnik
    +
    LO
    +
    +
    +
    +
    +
    +
    +
    +
    Spezies
    +
    WI
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Sprengstoffe
    +
    LO
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Springen
    +
    ST
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Sprühwaffen
    +
    GE
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Stemmen
    +
    ST
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Suchen
    +
    WA
    +
    +
    +
    +
    +
    +
    +
    +
    Taschendiebstahl
    +
    GE
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Überreden
    +
    CH
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Vektorschubmaschinen
    +
    FA
    +
    +
    +
    +
    +
    +
    +
    +
    Verhandeln
    +
    CH
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Waffenkampf
    +
    GE
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Wasserfahrzeuge
    +
    FA
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Willenskraft
    +
    WI
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    Wurfwaffen
    +
    GE
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    + +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    + +
    + + +
    + +
    +
    +
    + +
    +
    +
    + +
    +
    +
    + +
    +
    +
    + +
    +
    +
    + +
    +
    +
    + +
    +
    +
    + +
    +
    +
    + +
    +
    +
    + +
    +
    +
    + +
    + +

    Besondere Fertigkeiten

    +
    + () +
    +
    - -

    Mutationen & Abnormalitäten

    -
    - -
    -
    + +

    Style-Skils

    +
    + +
    +
    - -

    Physiologische Störungen

    -
    - -
    -
    + +

    Mutationen & Abnormalitäten

    +
    + +
    +
    - - - -
    -
    -
    -
    -
    -
    -
    -
    -
    -
    -
    - -
    -
    -
    -
    -
    -
    -
    /
    -
    -
    -
    -
    -
    -
    -
    -
    -
    -
    -
    -
    -
    -
    -
    -
    -
    - -
    -
    - -
    -

    HP&Rüstung

    -
    - - - - - -

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

    -
    - - - - - -

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

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

    Physiologische Störungen

    +
    + +
    +
    - -
    - - -
    -
    -
    -
    -
    -
    -
    -
    -
    - -
    -
    -
    -
    -
    -
    -
    p
    -
    -
    -
    -
    -
    -
    -
    -
    - - -
    -
    -
    -
    - - -
    -
    -
    -
    Waffe:
    -
    -
    -
    -
    - +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    + +
    +
    +
    +
    +
    +
    +
    /
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    + +
    +
    + +
    +

    HP&Rüstung

    +
    + + + + + +

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

    +
    + + + + + +

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

    +
    + + + + + +
    +
    + + + + + +
    +
    + + +
    +
    +
    + + +
    + + +
    +
    +
    +
    +
    +
    +
    +
    +
    + +
    +
    +
    +
    +
    +
    +
    p
    +
    +
    +
    +
    +
    +
    +
    +
    + + +
    +
    +
    +
    + + +
    +
    +
    +
    Waffe:
    +
    +
    +
    +
    + -
    -
    -
    -
    - +
    +
    +
    +
    + +
    +
    + +
    +
    + +
    +
    +
    +
    Damage:
    +
    +
    p /
    +
    +
    +
    p
    +
    +
    +
    +
    +
    + +
    +
    + +
    +
    + +
    +
    +
    +
    p
    +
    +
    +
    +
    +
    +
    + + + + + + +
    +
    +
    +
    +

    Ausrüstung

    +
    + () +
    +
    +
    +
    + +
    +
    +
    +

    Notizen:

    +
    -
    - -
    -
    - -
    -
    -
    -
    Damage:
    -
    -
    p /
    -
    -
    p
    -
    -
    -
    -
    -
    - -
    -
    - -
    -
    - -
    -
    -
    p
    -
    -
    -
    -
    -
    -
    - - - - - - -
    -
    -
    -
    -

    Ausrüstung

    -
    - () -
    -
    -
    -
    - -
    -
    -
    -

    Notizen:

    - -
    -
    -
    -

    Charaktermerkmale:

    -
    - () -
    -
    -
    - -
    -
    -

    Bereitgestellt von AnzahCraft
    AnzahCraft - Deine Rollenspiel Community

    -
    -
    +
    +
    +

    Charaktermerkmale:

    +
    + () +
    +
    +
    + +
    +
    +

    Bereitgestellt von AnzahCraft
    + AnzahCraft - Deine Rollenspiel Community

    +
    +
    \ No newline at end of file diff --git a/NoReturn/NoReturn.less b/NoReturn/NoReturn.less new file mode 100644 index 0000000000..4d4f7b7fbb --- /dev/null +++ b/NoReturn/NoReturn.less @@ -0,0 +1,672 @@ +.charsheet { + + .sheet-wrapper { + width: 900px; + + div { + margin: 0; + padding: 0; + font: inherit; + box-sizing: border-box; + } + + span { + margin: 0; + padding: 0; + font: inherit; + box-sizing: border-box; + } + + label { + margin: 0; + padding: 0; + font: inherit; + box-sizing: border-box; + } + + h1 { + margin: 0; + padding: 0; + font: inherit; + box-sizing: border-box; + } + + h2 { + margin: 0; + padding: 0; + font: inherit; + box-sizing: border-box; + } + + h3 { + margin: 0; + padding: 0; + font: inherit; + box-sizing: border-box; + color: black; + font-size: 18px; + font-weight: bold; + text-transform: uppercase; + text-align: center; + } + + h4 { + margin: 0; + padding: 0; + font: inherit; + box-sizing: border-box; + } + + h5 { + margin: 0; + padding: 0; + font: inherit; + box-sizing: border-box; + } + + h6 { + margin: 0; + padding: 0; + font: inherit; + box-sizing: border-box; + } + + p { + margin: 0; + padding: 0; + font: inherit; + box-sizing: border-box; + } + + table { + margin: 0; + padding: 0; + font: inherit; + box-sizing: border-box; + } + + caption { + margin: 0; + padding: 0; + font: inherit; + box-sizing: border-box; + } + + tbody { + margin: 0; + padding: 0; + font: inherit; + box-sizing: border-box; + } + + tfoot { + margin: 0; + padding: 0; + font: inherit; + box-sizing: border-box; + } + + thead { + margin: 0; + padding: 0; + font: inherit; + box-sizing: border-box; + } + + tr { + margin: 0; + padding: 0; + font: inherit; + box-sizing: border-box; + } + + th { + margin: 0; + padding: 0; + font: inherit; + box-sizing: border-box; + } + + td { + margin: 0; + padding: 0; + font: inherit; + box-sizing: border-box; + } + + textarea { + resize: vertical; + height: 25px; + padding: 0; + margin: 0; + } + + input { + height: 24px; + width: 100%; + font-size: 14px; + border: none; + border-bottom: 1px dotted gray; + } + + select { + height: 24px; + width: 100%; + font-size: 14px; + border: none; + border-bottom: 1px dotted gray; + } + + input[type="number"] { + height: 24px; + width: 100%; + font-size: 14px; + border: none; + border-bottom: 1px dotted gray; + text-align: center; + -moz-appearance: textfield; + -webkit-appearance: textfield; + + &::-webkit-outer-spin-button { + -webkit-appearance: none; + margin: 0; + display: none; + } + + &::-webkit-inner-spin-button { + -webkit-appearance: none; + margin: 0; + display: none; + } + } + + input[disabled] { + background-color: transparent; + } + + select[disabled] { + background-color: transparent; + } + + textarea[disabled] { + background-color: transparent; + } + + input[readonly] { + background-color: transparent; + } + + select[readonly] { + background-color: transparent; + } + + textarea[readonly] { + background-color: transparent; + } + + .sheet-characteristics { + + button[type="roll"] { + border: none; + + &:before { + content: ""; + display: none; + } + + &:hover { + background-color: #DAA520; + border-radius: 5px; + } + + label { + font-size: 16px; + } + + input { + font-size: 16px; + } + } + + input { + display: block; + border: 1px solid gray; + width: 70%; + height: 65px; + margin: auto; + text-align: center; + font-weight: bolder; + font-size: 3em; + } + + .sheet-show_makro { + display: none; + } + + .sheet-Makro { + text-align: center; + + textarea { + width: 68%; + } + } + } + .sheet-abillity { + + button[type="roll"] { + + &:before { + content: ""; + display: none; + } + } + } + + .sheet-inv { + + button[type="roll"] { + + &:before { + content: ""; + display: none; + } + } + } + + button[type="roll"] { + width: 100%; + height: 24px; + padding: 0; + margin: 0; + border-radius: unset; + background-image: none; + background-color: transparent; + box-sizing: border-box; + -moz-box-sizing: border-box; + -webkit-box-sizing: border-box; + + &:hover { + background-color: #DAA520; + } + + label { + line-height: 24px; + font-size: 13px; + text-align: center; + font-weight: 700; + } + + input { + line-height: 24px; + font-size: 13px; + text-align: center; + font-weight: 700; + } + } + + .sheet-btn { + width: 100%; + height: 24px; + padding: 0; + margin: 0; + border-radius: unset; + background-image: none; + background-color: transparent; + box-sizing: border-box; + -moz-box-sizing: border-box; + -webkit-box-sizing: border-box; + + &:hover { + background-color: #DAA520; + } + } + + .sheet-hider { + + input[type=checkbox] { + + &:checked { + ~ .sheet-btn { + background-color: #DAA520; + } + } + } + } + + .sheet-3colrow { + + .sheet-col { + width: calc(40% - 9px); + margin-right: 5px; + + &:nth-child(2) { + width: calc(20% - 9px); + margin-right: 5px; + } + &:last-child { + + margin-right: 0; + } + } + } + .sheet-2colrow { + + .sheet-col { + width: calc(50% - 3px); + margin-right: 2px; + + &:last-child { + margin-right: 0; + } + } + } + + .sheet-1colrow { + + .sheet-col { + width: calc(100% - 3px); + margin-right: 0; + } + } + + .sheet-rolllable { + text-align: left; + font-size: 1em; + + &::before { + content: ""; + } + } + + .sheet-skills { + + button[type="roll"] { + width: 100%; + border: none; + } + + input { + border: none; + } + + select { + -moz-appearance: textfield; + -webkit-appearance: textfield; + font-size: 11px; + padding: 0; + margin: 0; + border: none; + } + } + + .sheet-quickborder { + border-bottom: 1px dashed gray; + padding: 3px; + margin-bottom: 5px; + } + + .sheet-item { + display: inline-block; + width: 100%; + height: 28px; + margin: 0 -2px; + padding: 0 2px 0 0; + } + + .sheet-health { + width: 413px; + height: auto; + } + + .sheet-healthblock { + text-align: center; + margin: auto auto 5px auto; + width: 24%; + display: inline-block; + border: 1px solid #AAAAAA; + + label { + text-align: center; + } + + input { + text-align: center; + font-size: 1.2em; + } + } + + .sheet-center { + display: inline-flex; + justify-content: center; + } + + .sheet-item.sheet-lable { + width: auto; + } + + .sheet-item.sheet-labletexts { + width: 70px; + + input { + text-align: center; + } + } + + .sheet-item.sheet-labletextb { + width: 180px; + + input { + text-align: left; + } + } + + .sheet-item.sheet-labletextd { + width: 120px; + display: inline-flex; + + input { + width: 49%; + } + } + + .sheet-item.sheet-puny { + width: calc(10% - 3%); + } + + .sheet-item.sheet-little { + width: calc(12% - 0.5%); + } + + .sheet-item.sheet-tiny { + width: calc(15% - 2%); + } + + .sheet-item.sheet-small { + width: calc(20% - 0.5%); + } + + .sheet-item.sheet-med { + width: calc(30% - 0.5%); + } + + .sheet-item.sheet-bigger { + width: calc(70% - 3%); + } + + .sheet-item.sheet-huge { + width: calc(80% - 3%); + } + + .sheet-item.sheet-fit { + width: fit-content; + } + + .sheet-input_makro { + float: right; + display: inline-flex; + } + + .sheet-show_makro { + display: none; + } + + .sheet-input_label { + cursor: pointer; + } + + .sheet-one.sheet-Makro { + + textarea { + width: 99%; + display: inline-block; + } + } + + .sheet-twice.sheet-Makro { + + textarea { + width: 49%; + display: inline-block; + } + } + } + + .sheet-table { + display: table; + width: 360px; + } + + .sheet-tableBody { + display: table-row-group; + } + + .sheet-tableRow { + display: table-row; + } + + .sheet-tableHeadSkill { + border: 1px solid #999999; + display: table-cell; + padding: 3px 10px; + background-color: #EEE; + font-weight: bold; + text-align: center; + width: 200px; + } + + .sheet-tableHeadAtt { + border: 1px solid #999999; + display: table-cell; + padding: 3px 10px; + background-color: #EEE; + font-weight: bold; + text-align: center; + width: 30px; + } + + .sheet-tableHeadValue { + border: 1px solid #999999; + display: table-cell; + padding: 3px 10px; + background-color: #EEE; + font-weight: bold; + text-align: center; + width: 50px; + } + + .sheet-tableHeadRoll { + border: 1px solid #999999; + display: table-cell; + padding: 3px 10px; + background-color: #EEE; + font-weight: bold; + text-align: center; + width: 30px; + } + + .sheet-tableCellSkill { + border: 1px solid #999999; + display: table-cell; + padding: 3px 10px; + padding-left: 5px; + width: 200px; + } + + .sheet-tableCellAtt { + border: 1px solid #999999; + display: table-cell; + padding: 3px 10px; + text-align: center; + width: 30px; + } + + .sheet-tableCellValue { + border: 1px solid #999999; + display: table-cell; + padding: 3px 10px; + width: 50px; + } + + .sheet-tableCellRoll { + border: 1px solid #999999; + display: table-cell; + padding: 3px 10px; + width: 30px; + } +} + +.sheet-show_makro { + &:checked { + ~ .sheet-Makro { + display: none; + } + ~ div { + div { + .sheet-Makro { + display: none; + } + } + } + } +} +.sheet-show_makro[name=attr_show_makro_psi] { + &:checked { + ~ div { + div { + div { + .sheet-Makro_psi { + display: none; + } + } + } + } + } +} +.sheet-show_makro[name=attr_show_makro_mw] { + + &:checked { + ~ div { + div { + div { + .sheet-Makro_mw { + display: none; + } + } + } + } + } +} + +.sheet-show_makro[name=attr_show_makro_rw] { + &:checked { + ~ div { + div { + div { + .sheet-Makro_rw { + display: none; + } + } + } + } + } +} diff --git a/NoReturn/NoReturn_min.css b/NoReturn/NoReturn_min.css deleted file mode 100644 index ac7338e35d..0000000000 --- a/NoReturn/NoReturn_min.css +++ /dev/null @@ -1 +0,0 @@ -.charsheet .sheet-wrapper caption,.charsheet .sheet-wrapper div,.charsheet .sheet-wrapper h1,.charsheet .sheet-wrapper h2,.charsheet .sheet-wrapper h3,.charsheet .sheet-wrapper h4,.charsheet .sheet-wrapper h5,.charsheet .sheet-wrapper h6,.charsheet .sheet-wrapper label,.charsheet .sheet-wrapper p,.charsheet .sheet-wrapper span,.charsheet .sheet-wrapper table,.charsheet .sheet-wrapper tbody,.charsheet .sheet-wrapper td,.charsheet .sheet-wrapper tfoot,.charsheet .sheet-wrapper th,.charsheet .sheet-wrapper thead,.charsheet .sheet-wrapper tr{margin:0;padding:0;font:inherit;box-sizing:border-box}.charsheet .sheet-wrapper{width:900px}.charsheet .sheet-wrapper .sheet-abillity button[type=roll]:before,.charsheet .sheet-wrapper .sheet-characteristics button[type=roll]:before,.charsheet .sheet-wrapper .sheet-inv button[type=roll]:before{content:"";display:none}.charsheet .sheet-wrapper .sheet-btn,.charsheet .sheet-wrapper button[type=roll]{width:100%;height:24px;padding:0;margin:0;border-radius:unset;background-image:none;background-color:transparent;box-sizing:border-box;-moz-box-sizing:border-box;-webkit-box-sizing:border-box}.charsheet .sheet-wrapper .sheet-btn:hover,.charsheet .sheet-wrapper .sheet-hider input[type=checkbox]:checked~.sheet-btn,.charsheet .sheet-wrapper button[type=roll]:hover{background-color:#DAA520}.charsheet .sheet-wrapper .sheet-characteristics button[type=roll]:hover{background-color:#DAA520;border-radius:5px}.charsheet .sheet-wrapper button[type=roll] input,.charsheet .sheet-wrapper button[type=roll] label{line-height:24px;font-size:13px;text-align:center;font-weight:700}.charsheet .sheet-wrapper h3{color:#000;font-size:18px;font-weight:700;text-transform:uppercase;text-align:center}.charsheet .sheet-wrapper input,.charsheet .sheet-wrapper input[type=number],.charsheet .sheet-wrapper select{height:24px;width:100%;font-size:14px;border:none;border-bottom:1px dotted gray}.charsheet .sheet-wrapper input[type=number]{text-align:center;-moz-appearance:textfield;-webkit-appearance:textfield}.charsheet .sheet-wrapper input[type=number]::-webkit-inner-spin-button,.charsheet .sheet-wrapper input[type=number]::-webkit-outer-spin-button{-webkit-appearance:none;margin:0;display:none}.charsheet .sheet-wrapper input[disabled],.charsheet .sheet-wrapper input[readonly],.charsheet .sheet-wrapper select[disabled],.charsheet .sheet-wrapper select[readonly],.charsheet .sheet-wrapper textarea[disabled],.charsheet .sheet-wrapper textarea[readonly]{background-color:transparent}.charsheet .sheet-wrapper .sheet-3colrow .sheet-col{width:calc(40% - 9px);margin-right:5px}.charsheet .sheet-wrapper .sheet-3colrow .sheet-col:nth-child(2){width:calc(20% - 9px);margin-right:5px}.charsheet .sheet-wrapper .sheet-3colrow .sheet-col:last-child{margin-right:0}.charsheet .sheet-wrapper .sheet-2colrow .sheet-col{width:calc(50% - 3px);margin-right:2px}.charsheet .sheet-wrapper .sheet-2colrow .sheet-col:last-child{margin-right:0}.charsheet .sheet-wrapper .sheet-1colrow .sheet-col{width:calc(100% - 3px);margin-right:0}.charsheet .sheet-table{display:table;width:360px}.charsheet .sheet-tableBody{display:table-row-group}.charsheet .sheet-tableRow{display:table-row}.charsheet .sheet-tableCellAtt,.charsheet .sheet-tableCellRoll,.charsheet .sheet-tableCellSkill,.charsheet .sheet-tableCellValue,.charsheet .sheet-tableHeadAtt,.charsheet .sheet-tableHeadRoll,.charsheet .sheet-tableHeadSkill,.charsheet .sheet-tableHeadValue{border:1px solid #999;display:table-cell;padding:3px 10px}.charsheet .sheet-tableHeadAtt,.charsheet .sheet-tableHeadRoll,.charsheet .sheet-tableHeadSkill,.charsheet .sheet-tableHeadValue{background-color:#EEE;font-weight:700}.charsheet .sheet-tableCellAtt,.charsheet .sheet-tableHeadAtt,.charsheet .sheet-tableHeadRoll,.charsheet .sheet-tableHeadSkill,.charsheet .sheet-tableHeadValue{text-align:center}.charsheet .sheet-tableCellSkill{padding-left:5px}.charsheet .sheet-tableCellSkill,.charsheet .sheet-tableHeadSkill{width:200px}.charsheet .sheet-tableCellAtt,.charsheet .sheet-tableHeadAtt{width:30px}.charsheet .sheet-tableCellValue,.charsheet .sheet-tableHeadValue{width:50px}.charsheet .sheet-tableCellRoll,.charsheet .sheet-tableHeadRoll{width:30px}.charsheet .sheet-wrapper .sheet-rolllable{text-align:left;font-size:1em}.charsheet .sheet-wrapper .sheet-rolllable::before{content:""}.charsheet .sheet-wrapper .sheet-skills button[type=roll]{width:100%;border:none}.charsheet .sheet-wrapper .sheet-skills input{border:none}.charsheet .sheet-wrapper .sheet-skills select{-moz-appearance:textfield;-webkit-appearance:textfield;font-size:11px;padding:0;margin:0;border:none}.charsheet .sheet-wrapper .sheet-quickborder{border-bottom:1px dashed gray;padding:3px;margin-bottom:5px}.charsheet .sheet-wrapper .sheet-item{display:inline-block;width:100%;height:28px;margin:0 -2px;padding:0 2px 0 0}.charsheet .sheet-wrapper .sheet-health{width:413px;height:auto}.charsheet .sheet-wrapper .sheet-healthblock{text-align:center;margin:auto auto 5px;width:24%;display:inline-block;border:1px solid #AAA}.charsheet .sheet-wrapper .sheet-healthblock label{text-align:center}.charsheet .sheet-wrapper .sheet-healthblock input{text-align:center;font-size:1.2em}.charsheet .sheet-wrapper .sheet-center{display:inline-flex;justify-content:center}.charsheet .sheet-wrapper .sheet-item.sheet-lable{width:auto}.charsheet .sheet-wrapper .sheet-item.sheet-labletexts{width:70px}.charsheet .sheet-wrapper .sheet-item.sheet-labletexts input{text-align:center}.charsheet .sheet-wrapper .sheet-item.sheet-labletextb{width:180px}.charsheet .sheet-wrapper .sheet-item.sheet-labletextb input{text-align:left}.charsheet .sheet-wrapper .sheet-item.sheet-labletextd{width:120px;display:inline-flex}.charsheet .sheet-wrapper .sheet-item.sheet-labletextd input{width:49%}.charsheet .sheet-wrapper .sheet-item.sheet-puny{width:calc(10% - 3%)}.charsheet .sheet-wrapper .sheet-item.sheet-little{width:calc(12% - .5%)}.charsheet .sheet-wrapper .sheet-item.sheet-tiny{width:calc(15% - 2%)}.charsheet .sheet-wrapper .sheet-item.sheet-small{width:calc(20% - .5%)}.charsheet .sheet-wrapper .sheet-item.sheet-med{width:calc(30% - .5%)}.charsheet .sheet-wrapper .sheet-item.sheet-bigger{width:calc(70% - 3%)}.charsheet .sheet-wrapper .sheet-item.sheet-huge{width:calc(80% - 3%)}.charsheet .sheet-wrapper .sheet-item.sheet-fit{width:fit-content}.charsheet .sheet-wrapper .sheet-characteristics button[type=roll] input,.charsheet .sheet-wrapper .sheet-characteristics button[type=roll] label{font-size:16px}.charsheet .sheet-wrapper .sheet-characteristics button[type=roll]{border:none}.charsheet .sheet-wrapper .sheet-characteristics input{display:block;border:1px solid gray;width:70%;height:65px;margin:auto;text-align:center;font-weight:bolder;font-size:3em}.charsheet .sheet-wrapper .sheet-input_makro{float:right;display:inline-flex}.charsheet .sheet-wrapper .sheet-characteristics .sheet-show_makro,.charsheet .sheet-wrapper .sheet-show_makro,.sheet-show_makro:checked~.sheet-Makro,.sheet-show_makro:checked~div div .sheet-Makro,.sheet-show_makro[name=attr_show_makro_mw]:checked~div div div .sheet-Makro_mw,.sheet-show_makro[name=attr_show_makro_psi]:checked~div div div .sheet-Makro_psi,.sheet-show_makro[name=attr_show_makro_rw]:checked~div div div .sheet-Makro_rw{display:none}.charsheet .sheet-wrapper .sheet-input_label{cursor:pointer}.charsheet .sheet-wrapper textarea{resize:vertical;height:25px;padding:0;margin:0}.charsheet .sheet-wrapper .sheet-characteristics .sheet-Makro{text-align:center}.charsheet .sheet-wrapper .sheet-characteristics .sheet-Makro textarea{width:68%}.charsheet .sheet-wrapper .sheet-one.sheet-Makro textarea{width:99%;display:inline-block}.charsheet .sheet-wrapper .sheet-twice.sheet-Makro textarea{width:49%;display:inline-block} \ No newline at end of file diff --git a/NoReturn/sheet.json b/NoReturn/sheet.json index 7ccd4e5e75..84e1b74545 100644 --- a/NoReturn/sheet.json +++ b/NoReturn/sheet.json @@ -1,8 +1,7 @@ { "html": "NoReturn.html", - "css": "NoReturn_min.css", - "authors": "Daniel B. aka Tealk", + "css": "NoReturn.css", + "authors": "Daniel (Tealk) Buck - Herzog von Meranien", "roll20userid": "207181", "preview": "NoReturn.png", - "instructions": "The style is based on the Dark_Heresy Sheet by Daniel D which I used to create a sheet for NoReturn.\nIt is possible to customize the dice macros by clicking on the category headings." -} + "instructions": "## General\r Check out the [official website](https://www.mannifest-games.com/games/noreturn/) to get the latest rulebooks and helpful tools. \r\r## Handling\r * With the button \"Fuer alle wuerfeln\" or \"Fuer GM wuerfeln\" it is possible to switch the visible no for all dice that are rolled over the character sheet. \r\r## Contact\r If you find bugs or have suggestions, please use the [Github issue tracker](https://github.com/Tealk/roll20-character-sheets/issues) for this sheet. \r\r## Contribute\r If you want to support me, here is my [Roll20 wish list](https://app.roll20.net/wishlist/53252)."} diff --git a/Nuestro-ultimo-verano/nuestroultimoverano.css b/Nuestro-ultimo-verano/nuestroultimoverano.css index e22a3b72f2..b8c03c70c7 100644 --- a/Nuestro-ultimo-verano/nuestroultimoverano.css +++ b/Nuestro-ultimo-verano/nuestroultimoverano.css @@ -473,6 +473,7 @@ input[type="number"] {-moz-appearance: textfield;} border-radius: 12px; padding-left: 5px; margin-bottom: 5px; + letter-spacing: 0; } input[disabled] { diff --git a/Nuestro-ultimo-verano/nuestroultimoverano.html b/Nuestro-ultimo-verano/nuestroultimoverano.html index 259e949b5d..aa8c50c14a 100644 --- a/Nuestro-ultimo-verano/nuestroultimoverano.html +++ b/Nuestro-ultimo-verano/nuestroultimoverano.html @@ -44,7 +44,7 @@

    Instinto


    -
    +
    @@ -289,32 +289,35 @@ -

    Ataques

    -
    - -
    Arma
    -
    Tipo
    -
    Dado Daño
    -
    Notas
    -
    - -
    -
    -
    -
    - +
    +
    +

    Ataques

    +
    +
    Arma
    +
    Tipo
    +
    Dado Daño
    +
    Notas
    -
    -
    -
    - -
    +
    +
    +
    +
    + +
    +
    +
    + +
    + +
    +
    +
    -
    +
    diff --git a/Nuestro-ultimo-verano/sheet.json b/Nuestro-ultimo-verano/sheet.json index 68ccdc65ce..931d6215f0 100644 --- a/Nuestro-ultimo-verano/sheet.json +++ b/Nuestro-ultimo-verano/sheet.json @@ -4,5 +4,5 @@ "authors": "Elfonochasis", "roll20userid": "3754033", "preview": "preview.png", - "instructions": "Ficha para Nuestro Último Verano de grapas&mapas" + "instructions": "Ficha para Nuestro Último Verano de grapas&mapas. Cualquier problema o duda, contacta con elfonochasis@gmail.com" } \ No newline at end of file diff --git a/Old Dragon - Aprimorado/od_enhanced.css b/Old Dragon - Aprimorado/od_enhanced.css new file mode 100644 index 0000000000..045537a744 --- /dev/null +++ b/Old Dragon - Aprimorado/od_enhanced.css @@ -0,0 +1,1044 @@ +/* CSS Reset {}*/ +/*@import url("https://fonts.googleapis.com/css2?family=Lalezar&display=swap");*/ +/*.charsheet .sheet-wrapper p, .charsheet .sheet-wrapper span,*/ + +.charsheet .sheet-wrapper div, .charsheet .sheet-wrapper span, .charsheet .sheet-wrapper label +/*, .charsheet .sheet-wrapper h1, */ +/*.charsheet .sheet-wrapper h3, .charsheet .sheet-wrapper h4, .charsheet .sheet-wrapper h5, .charsheet .sheet-wrapper h6, */ +/*.charsheet .sheet-wrapper table, .charsheet .sheet-wrapper caption, .charsheet .sheet-wrapper tbody, .charsheet .sheet-wrapper tfoot, */ +/*.charsheet .sheet-wrapper thead, .charsheet .sheet-wrapper tr, .charsheet .sheet-wrapper th, .charsheet .sheet-wrapper td */ +{ + margin: 0; + padding: 0; + border: 0; + font-size: 100%; + font: inherit; + color: #323232; + vertical-align: baseline; + box-sizing: border-box; + -moz-box-sizing: border-box; + -webkit-box-sizing: border-box; +} + +/*.charset .sheet-wrapper hr {*/ +/* border: 1px solid #ead9bf;*/ +/*}*/ + +.charsheet .sheet-boxspan { + padding:3px; + position: relative; + display: inline-block; + margin: 0; + vertical-align:top; + border-radius: 3px; + border: 1px solid #ccc; + background-color: white; + text-align:center; + vertical-align:middle; + color: #555; + width:30px; + height: 20px; + font-size:18px; + /*width:30px;*/ + /*height:30px;*/ +} + +.sheet-rolltemplate-odataque .sheet-squarespan { + padding:5px; + position: relative; + display: inline-block; + margin: 3px; + vertical-align:top; + border-radius: 2px; + border: 1px solid #432d1b; + background-color: #ead9bf; + text-align:center; + vertical-align:middle; + color: #70281f; + width:20px; + height: 20px; + font-size:18px; + /*width:30px;*/ + /*height:30px;*/ +} + +.charsheet .sheet-wrapper .sheet-title { + width: 100%; + background-image: url("https://i.imgur.com/ifW43LC.png"); + background-repeat: no-repeat; + color: white; + margin: 1px; + font-weight:bold; + font-size: 25px; + height:54px; + text-align: center; + vertical-align: middle; + line-height: 54px; + +} + +.charsheet .sheet-wrapper h2 { + margin: 1px; + font-weight:bold; + font-size: 20px; +} + +.charsheet .sheet-wrapper table { + border-collapse: collapse; + border-spacing: 0; +} + + + +.charsheet .sheet-wrapper input::-webkit-outer-spin-button, +.charsheet .sheet-wrapper input::-webkit-inner-spin-button { + -webkit-appearance: none; + margin: 0; +} + + +.charsheet .sheet-wrapper input[type="number"] { + -moz-appearance: textfield; +} + +.charsheet .sheet-wrapper textarea { + resize: none; +} + +/* Main Styles {} */ + +.charsheet { + + /*background-image: url("http://www.ansonika.com/mastenia/img/blur_1.jpg");*/ + background-image: url("https://i.imgur.com/oowvqhU.png"); + /* no-repeat center center fixed */ + background-size: 100% auto; + background-repeat: repeat-y; + -webkit-background-size: cover; + -moz-background-size: cover; + -o-background-size: cover; + background-size: cover; + border: 2px solid #432d1b; + /*background-color: white;*/ + width:840px; + min-width:840px; + min-height:400px; +} + + +.charsheet .sheet-wrapper input, .charsheet .sheet-wrapper textarea, .charsheet .sheet-wrapper select, .charsheet .sheet-wrapper input[type="number"] { + display: inline-block; + border: 1px solid #432d1b; + /*border: 1px solid #ccc;*/ + padding: 2px; + height: 28px; + width: 100%; + font-size: 12px; + line-height: 16px; + font-weight: normal; + margin: 0; + color: #444; + background-color: #fffe; + vertical-align: middle; + cursor: auto; + letter-spacing: normal; + word-spacing: normal; + text-transform: none; + text-indent: 0px; + text-shadow: none; + text-align: start; + + -webkit-rtl-ordering: logical; + -webkit-user-select: text; + + -webkit-box-shadow: inset 0 1px 1px rgba(0,0,0,0.075); + -moz-box-shadow: inset 0 1px 1px rgba(0,0,0,0.075); + box-shadow: inset 0 1px 1px rgba(0,0,0,0.075); + -webkit-transition: border linear .2s,box-shadow linear .2s; + -moz-transition: border linear .2s,box-shadow linear .2s; + -ms-transition: border linear .2s,box-shadow linear .2s; + -o-transition: border linear .2s,box-shadow linear .2s; + transition: border linear .2s,box-shadow linear .2s; + + -webkit-border-radius: 3px; + -moz-border-radius: 3px; + border-radius: 3px; + + -webkit-writing-mode: horizontal-tb; +} + +.charsheet .sheet-wrapper select { + padding: 2px 0px 2px 0px; +} + +.charsheet .sheet-wrapper input:not([type='checkbox']) { + -webkit-appearance: textfield; +} + +.charsheet .sheet-wrapper input[type="checkbox"] { + margin-top: 7px; + height: 13px; + width: 13px; + color: #555; + border: 1px solid #ccc; + + -webkit-border-radius: 0; + -moz-border-radius: 0; + border-radius: 0; + + -webkit-box-shadow: inset 0 1px 1px rgba(0,0,0,0.075); + -moz-box-shadow: inset 0 1px 1px rgba(0,0,0,0.075); + box-shadow: inset 0 1px 1px rgba(0,0,0,0.075); + -webkit-transition: border linear .2s,box-shadow linear .2s; + -moz-transition: border linear .2s,box-shadow linear .2s; + -ms-transition: border linear .2s,box-shadow linear .2s; + -o-transition: border linear .2s,box-shadow linear .2s; + transition: border linear .2s,box-shadow linear .2s; +} + +.charsheet .sheet-wrapper input[disabled], +.charsheet .sheet-wrapper select[disabled], +.charsheet .sheet-wrapper textarea[disabled], +.charsheet .sheet-wrapper input[readonly], +.charsheet .sheet-wrapper select[readonly], +.charsheet .sheet-wrapper textarea[readonly] { + background-color: #ddde; + border-color: #666; + cursor: not-allowed; +} + +.charsheet .sheet-wrapper textarea { + width: 98%; + height: 50px; + font-size: 10px; + line-height: 18px; +} + +.charsheet .sheet-wrapper textarea.sheet-resize { + resize: vertical; + height: 30px; + /*height: 36px;*/ + margin-top:-12px; +} + +.charsheet .sheet-wrapper label { + display: inline-block; + width: 100%; + font-size: 12px; + text-align: left; + height: 28px; + line-height: 28px; + vertical-align: middle; +} + +.charsheet .sheet-wrapper .sheet-3colrow .sheet-col { + width: calc(33% - 3px) !important; + margin-right: 2px !important; +} + +.charsheet .sheet-wrapper .sheet-3colrow .sheet-col:last-child { + margin-right: 0 !important; +} + +.charsheet .sheet-wrapper .sheet-2colrow .sheet-col { + width: calc(50% - 3px) !important; + margin-right: 2px !important; +} + +.charsheet .sheet-wrapper .sheet-2colrow .sheet-col:last-child { + margin-right: 0 !important; +} + +.charsheet .sheet-wrapper .sheet-3colrow .sheet-collarge { + width: calc(66% - 3px) !important; + margin-right: 2px !important; +} + +.charsheet .sheet-wrapper .sheet-3colrow .sheet-collarge:last-child { + /*width: calc(33% - 3px) !important;*/ + margin-right: 0 !important; +} + +.charsheet .sheet-wrapper .sheet-2colrow .sheet-colshort { + width: calc(33% - 3px) !important; + margin-right: 2px !important; +} + +.charsheet .sheet-wrapper .sheet-2colrow .sheet-colshort:last-child { + margin-right: 0 !important; +} + +/* Row And Items {} */ + +.charsheet .sheet-wrapper .sheet-row { + height: 34px; + margin: 0 0 2px; +} + +.charsheet .sheet-wrapper .sheet-alternative:nth-child(2n) { + background-color: #E3E3E3; +} + +.charsheet .sheet-wrapper .sheet-header { + height: 20px; + margin: 0; + margin-bottom: 3px; +} + +.charsheet .sheet-wrapper .sheet-header label { + padding: 0; + font-size: 9px; + height: 20px; + line-height: 20px; + font-weight: normal; + word-wrap:break-word; +} + +.charsheet .sheet-wrapper .sheet-item { + display: inline-block; + width: 100%; + height: 34px; + vertical-align: middle; + margin: 0 -2px; + text-align: left; + padding: 3px 2px; +} + +.charsheet .sheet-wrapper .sheet-item.sheet-center { + text-align: center; +} + +.charsheet .sheet-wrapper .sheet-item.sheet-multiline label { + line-height: 9px; + padding-top: 1px; +} + +.charsheet .sheet-wrapper .sheet-item.sheet-mini { + width: calc(5%); +} + +.charsheet .sheet-wrapper .sheet-item.sheet-puny { + width: calc(10%); +} + +.charsheet .sheet-wrapper .sheet-item.sheet-tiny { + width: calc(15%); +} + +.charsheet .sheet-wrapper .sheet-item.sheet-small { + width: calc(20%); +} + +.charsheet .sheet-wrapper textarea.sheet-small { + height: 32px; +} + +.charsheet .sheet-wrapper .sheet-item.sheet-med { + width: calc(30%); +} + +.charsheet .sheet-wrapper .sheet-item.sheet-large { + width: calc(40%); +} + +.charsheet .sheet-wrapper .sheet-item.sheet-vlarge { + width: calc(50%); +} + +.charsheet .sheet-wrapper .sheet-item.sheet-vvlarge { + width: calc(60%); +} +.charsheet .sheet-wrapper .sheet-item.sheet-vvvlarge { + width: calc(70%); +} + +.charsheet .sheet-wrapper .sheet-item.sheet-huge { + width: calc(80%); +} + +/* Base Info {}*/ + +.sheet-baseinfo { + display: inline-block; + width: 145px; + margin-right: 3px; +} + +.sheet-baseinfo.sheet-number { + width: 39px; + margin-right: 5px; +} + +.sheet-baseinfo.sheet-short { + width: 60px; +} + +.sheet-baseinfo.sheet-medium { + width: 100px; +} + +.sheet-baseinfo.sheet-long { + width: 360px; +} + +/* Stat Blocks {} */ + +.charsheet .sheet-wrapper .sheet-statblock { + display: block; + visibility: visible; + text-align: left; + + width: 100%; + height: auto; + display: inline-block; + position: relative; + z-index: 1; + top: 0px; + left: 0px; + margin: 0; + margin-bottom: 5px; + padding: 0; + border: none; + background: none; + text-align: left; + + + -webkit-transition: .125s linear; + -moz-transition: .125s linear; + -ms-transition: .125s linear; + -o-transition: .125s linear; + transition: .125s linear; +} + +.charsheet .sheet-wrapper .sheet-statblock:last-child { + margin-bottom: 0!important; +} + +.charsheet .sheet-wrapper .sheet-statblock .sheet-black label { + color: white; +} + +.charsheet .sheet-wrapper .sheet-statblock .sheet-halfblack { + background: linear-gradient(to right, transparent 50%, #70281f 50%); +} +.charsheet .sheet-wrapper .sheet-statblock .sheet-black { + background: #70281f; + color: white; +} + +.charsheet .sheet-wrapper .sheet-statblock h2, +.charsheet .sheet-wrapper .sheet-headtwo { + width: 100%; + background-color: #432d1b; + color: white; + text-align: center; + margin: 1px 0; + font-weight:bold; + font-size: 15px; +} + +/* CSS Hide/Show without IDs */ + +.charsheet .sheet-wrapper .sheet-toggle-container { + margin-bottom: -23px; +} + +.charsheet .sheet-wrapper input[type="checkbox"].sheet-toggle { + width: 100%; + height: 28px; + opacity: 0; + margin: 0; + position: relative; + cursor: pointer; + z-index: 1; +} + +.charsheet .sheet-wrapper .sheet-toggle + label.sheet-headtwo { + margin-top: 0; + position: relative; + top: -28px; +} + +.charsheet .sheet-wrapper .sheet-toggle ~ .sheet-statblock { + position: relative; + top: -28px; +} + +.charsheet .sheet-wrapper .sheet-toggle:checked + label.sheet-headtwo { + background-color: #432d1b; +} + +.charsheet .sheet-wrapper .sheet-toggle:checked ~ .sheet-statblock { + display: none; + visibility: hidden; +} + +/* Hidden Roll buttons {}*/ + +.charsheet .sheet-wrapper button[type="roll"]:before { + content: ""!important; + display: none; +} + +.charsheet .sheet-wrapper button[type="roll"], +.charsheet .sheet-wrapper .sheet-btn { + width: 100%; + height:28px; + vertical-align: middle; + padding: 0; + display: inline-block; + margin: 0; + font-weight: 400; + text-align: center; + vertical-align: middle; + cursor: pointer; + background-image: none; + background-color: #fff; + color: white; + border: 1px solid #432d1b; + white-space: nowrap; + border-radius: 4px; + -webkit-user-select: none; + -moz-user-select: none; + -ms-user-select: none; + user-select: none; + box-sizing: border-box; + -moz-box-sizing: border-box; + -webkit-box-sizing: border-box; +} + +.charsheet .sheet-wrapper button[type="roll"]:hover, +.charsheet .sheet-wrapper .sheet-btn:hover, +.charsheet .sheet-wrapper .sheet-hider input[type=checkbox]:checked ~ .sheet-btn { + background-color: #a02634; + border-color: white; + color: white; +} + +.charsheet .sheet-wrapper button[type="roll"]:hover span, +.charsheet .sheet-wrapper .sheet-btn:hover span { + color: white; +} + +.charsheet .sheet-wrapper .sheet-hider input[type=checkbox]:checked ~ .sheet-btn { + margin-bottom: 4px; +} + +.charsheet .sheet-wrapper button[type="roll"] label, +.charsheet .sheet-wrapper button[type="roll"] input { + height:22px; + line-height: 22px; + font-size: 11px; + vertical-align: middle; + text-align:center; + width: 99%; + cursor: pointer; + border: none; + background: none; + box-shadow: none; + transition: none; + border-radius: none; +} + +/* Power Cards */ +.charsheet .sheet-wrapper .sheet-power-card { + width: 49%; + margin: 0 0.5% 10px; + border: 1px solid black; + padding: 0 10px 10px; + + float: left; + + -webkit-border-top-left-radius: 10px; + -webkit-border-top-right-radius: 10px; + -moz-border-radius-topleft: 10px; + -moz-border-radius-topright: 10px; + border-top-left-radius: 10px; + border-top-right-radius: 10px; +} + +.charsheet .sheet-wrapper .sheet-power-card .sheet-header { + margin: 0; +} + +.charsheet .sheet-wrapper .sheet-power-card input[type="radio"] { + width: 20px; + display: inline-block; +} +.charsheet .sheet-wrapper .sheet-power-card input[type="radio"] + label{ + width: 19%; + display: inline-block; +} + +.sheet-colred:checked ~ .sheet-headcolor { + background-color: red; +} +.sheet-colgreen:checked ~ .sheet-headcolor { + background-color: green; +} +.sheet-colgrey:checked ~ .sheet-headcolor { + background-color: gray; +} +.sheet-colorange:checked ~ .sheet-headcolor { + background-color: orange; +} + +.charsheet .sheet-wrapper .sheet-headcolor { + width: calc(100% + 20px); + height: 68px; + position: relative; + border: 1px solid transparent; + top: -133px; + right: 10px; + z-index:-1; + -webkit-border-top-left-radius: 10px; + -webkit-border-top-right-radius: 10px; + -moz-border-radius-topleft: 10px; + -moz-border-radius-topright: 10px; + border-top-left-radius: 10px; + border-top-right-radius: 10px; +} + +.charsheet .sheet-wrapper .sheet-bodyfix { + position: relative; + top: -68px; + margin-bottom: -68px; + height: 0px; +} + +.charsheet .sheet-wrapper .sheet-headfix { + position: relative; + top: -28px; + margin-bottom: -28px; + height: 0px; +} + +.charsheet .sheet-wrapper .sheet-power-card .sheet-toggle ~ .sheet-statblock { + position: relative; + top: 0px; +} + +.charsheet .sheet-wrapper .sheet-labelfix { + height: 20px; +} + +.charsheet .sheet-wrapper .sheet-power-card .sheet-header:first-of-type label{ + color:white; +} + +.charsheet .sheet-wrapper .sheet-power-card .sheet-statblock .sheet-header label{ + color:#404040; +} + +.charsheet .sheet-wrapper .sheet-power-card .sheet-statblock textarea, .charsheet .sheet-wrapper textarea.sheet-text-large{ + height: 140px; +} + +.charsheet .sheet-wrapper .sheet-toggle:checked ~ input[type="radio"] { + display: none; + visibility: hidden; +} + +.charsheet .sheet-wrapper .sheet-toggle:checked ~ input[type="radio"] + label { + display: none; + visibility: hidden; +} + +.charsheet .sheet-wrapper .sheet-toggle:checked ~ .sheet-headcolor { + top: -105px; +} + +/* Tabs */ + +.charsheet .sheet-wrapper input[type="radio"].sheet-tab { + width: 15%; + display: inline-block; + opacity: 0; + position: relative; + cursor: pointer; + z-index: 1; +} +.charsheet .sheet-wrapper input[type="radio"].sheet-tab + label{ + width: 15%; + display: inline-block; + position: relative; + left: -15%; + margin-right: -15%; + background-color: #432d1b; + color: white; + text-align: center; + font-weight:bold; +} + +.charsheet .sheet-wrapper input[type="radio"].sheet-tab:checked + label{ + background-color: #a02634; +} + +.charsheet .sheet-wrapper .sheet-tab-stats { + display: none; + visibility: hidden; +} + +.charsheet .sheet-wrapper .sheet-tab-stats-radio:checked ~ .sheet-tab-stats { + display: block; + visibility: visible; +} + +.charsheet .sheet-wrapper .sheet-tab-inventory { + display: none; + visibility: hidden; +} + +.charsheet .sheet-wrapper .sheet-tab-inventory-radio:checked ~ .sheet-tab-inventory { + display: block; + visibility: visible; + /*background-color: #000;*/ + background-image: url("https://i.imgur.com/08JnuY6.png"); + background-position: right bottom; /*Positioning*/ + background-repeat: no-repeat; /*Prevent showing multiple background images*/ +} + +.charset .sheet-wrapper .sheet-chest { + /* .sheet-wrapper background-color: #000; Default bg, similar to the background's base color */ + background-color: #000; + background-image: url("https://i.imgur.com/08JnuY6.png"); + background-position: right bottom; /*Positioning*/ + background-repeat: no-repeat; /*Prevent showing multiple background images*/ +} + +.charsheet .sheet-wrapper .sheet-tab-powers { + display: none; + visibility: hidden; +} + +.charsheet .sheet-wrapper .sheet-tab-powers-radio:checked ~ .sheet-tab-powers { + display: block; + visibility: visible; +} + +.charsheet .sheet-wrapper .sheet-tab-powers-radio:checked ~ .sheet-tab-powers .sheet-tab-powers { + display: block; + visibility: visible; +} +.charsheet .sheet-wrapper .sheet-tab-powers-radio:checked ~ .sheet-tab-powers .sheet-tab-settings { + display: none !important; + visibility: hidden !important; +} + +.charsheet .sheet-wrapper .sheet-tab-settings { + display: none; + visibility: hidden; +} + +.charsheet .sheet-wrapper .sheet-tab-settings-radio:checked ~ .sheet-tab-settings { + display: block; + visibility: visible; +} + +.charsheet .sheet-wrapper .sheet-tab-settings-radio:checked ~ .sheet-tab-settings .sheet-tab-settings { + display: block; + visibility: visible; +} + +.charsheet .sheet-wrapper .sheet-tab-settings-radio:checked ~ .sheet-tab-settings .sheet-tab-powers { + display: none !important; + visibility: hidden !important; +} + +/* Power Card Toggle */ + +.charsheet .sheet-wrapper .sheet-tab-powers .sheet-power-card-toggle-container .sheet-power-card-toggle ~ .sheet-power-card.sheet-tab-powers { + display: none; + visibility: hidden; +} + +.charsheet .sheet-wrapper .sheet-tab-powers .sheet-power-card-toggle-container .sheet-power-card-toggle:checked ~ .sheet-power-card.sheet-tab-powers { + display: block; + visibility: visible; +} + +.charsheet .sheet-wrapper .sheet-tab-settings-radio:checked ~ .sheet-tab-settings .sheet-power-card-toggle-container { + width: 20%; + float: left; +} + +.charsheet .sheet-wrapper input[type="checkbox"].sheet-power-card-toggle { + width: 100%; + display: inline-block; + opacity: 0; + position: relative; + cursor: pointer; + z-index: 1; + height: 28px; +} + +.charsheet .sheet-wrapper input[type="checkbox"].sheet-power-card-toggle + label{ + width: 100%; + display: inline-block; + position: relative; + background-color: black; + color: white; + text-align: center; + font-weight:bold; + top: -28px; + margin-bottom: -28px; +} + +.charsheet .sheet-wrapper input[type="checkbox"].sheet-power-card-toggle:checked + label{ + background-color: #333; +} + + +.sheet-rolltemplate-odataque .sheet-container { + /*background-color: #ffffff;*/ + background-image: url("https://i.imgur.com/uEGwmVj.jpg"); + background-repeat: no-repeat; + border: 1px solid; + padding: 5px; + width: 200px; + border-color: #432d1b; +} + +.sheet-rolltemplate-odatributo .sheet-container, .sheet-rolltemplate-odmensagem .sheet-container, .sheet-rolltemplate-odpoder .sheet-container, .sheet-rolltemplate-odpoderrep .sheet-container { + /*background-color: #ead9bf;*/ + background-image: url("https://i.imgur.com/uEGwmVj.jpg"); + background-repeat: repeat-y; + border: 1px solid; + border-color: #432d1b; + padding: 5px; + width: 200px; +} + +.sheet-rolltemplate-odataque .sheet-container h1 { + color: rgb(126, 45, 64); + font-size: 1.2em; + font-variant: small-caps; + line-height: 20px; +} + +.sheet-rolltemplate-odpoder .sheet-container h1, .sheet-rolltemplate-odpoderrep h1 { + color: rgb(94, 27, 151); + font-size: 1.2em; + font-variant: small-caps; + line-height: 20px; +} + +.sheet-rolltemplate-odatributo .sheet-container h1 , .sheet-rolltemplate-odmensagem .sheet-container h1{ + color: rgb(21, 80, 117); + font-size: 1.2em; + font-variant: small-caps; + line-height: 20px; +} + +.sheet-rolltemplate-odataque div, .sheet-rolltemplate-odatributo div , .sheet-rolltemplate-odmensagem div, .sheet-rolltemplate-odpoder div, .sheet-rolltemplate-odpoderrep div{ + padding: 2px; +}; + +.sheet-rolltemplate-odataque span, .sheet-rolltemplate-odatributo span , .sheet-rolltemplate-odmensagem span, .sheet-rolltemplate-odpoder span, .sheet-rolltemplate-odpoderrep span{ + color: rgb(126, 45, 64); + font-family: "Times New Roman", Times, serif; + font-size: 1.2em; + font-variant: small-caps; + line-height: 1.6em; + padding-left: 5px; + text-align: left; +} + +.sheet-rolltemplate-odataque .sheet-subheader, .sheet-rolltemplate-odatributo .sheet-subheader, .sheet-rolltemplate-odmensagem .sheet-subheader, .sheet-rolltemplate-odpoder .sheet-subheader, .sheet-rolltemplate-odpoderrep .sheet-subheader { + color: #000; + font-size: 1em; + font-style: italic; +} + +.sheet-rolltemplate-odataque .sheet-arrow-right, .sheet-rolltemplate-odatributo .sheet-arrow-right, .sheet-rolltemplate-odmensagem .sheet-arrow-right , .sheet-rolltemplate-odpoder .sheet-arrow-right, .sheet-rolltemplate-odpoderrep .sheet-arrow-right{ + margin-top:-12px; + background-image: url("https://i.imgur.com/pPwb5O5.png"); + background-repeat: no-repeat; + background-size: contain; + width:190px; + height:18px; +} + +.sheet-rolltemplate-odataque .sheet-bordertop, .sheet-rolltemplate-odatributo .sheet-bordertop, .sheet-rolltemplate-odmensagem .sheet-bordertop, .sheet-rolltemplate-odpoder .sheet-bordertop, .sheet-rolltemplate-odpoderrep .sheet-bordertop{ + margin-bottom:-4px; + background-image: url("https://imgur.com/7Tbj17r.png"); + background-repeat: no-repeat; + background-size: contain; + width:208px; + height:7px; +} + + +.sheet-rolltemplate-odataque .sheet-tcat, .sheet-rolltemplate-odmensagem .sheet-tcat, .sheet-rolltemplate-odatributo .sheet-tcat, .sheet-rolltemplate-odpoder .sheet-tcat, .sheet-rolltemplate-odpoderrep .sheet-tcat, .sheet-rolltemplate-odatributo .sheet-subheader, .sheet-rolltemplate-odpoder .sheet-subheader, .sheet-rolltemplate-odpoderrep .sheet-subheader { + font-style: italic; +} + +/*.sheet-rolltemplate-odpoderes .sheet-tcat {*/ +/* font-style: italic;*/ +/*}*/ + +.sheet-rolltemplate-odataque .inlinerollresult, .sheet-rolltemplate-odatributo .inlinerollresult, .sheet-rolltemplate-odmensagem .inlinerollresult, +.sheet-rolltemplate-odpoder .inlinerollresult, .sheet-rolltemplate-odpoderrep .inlinerollresult, .sheet-rolltemplate-odataque .inlinerollresult .fullnone{ + background-color: transparent; + border: none; +} + +.sheet-rolltemplate-odataque .inlinerollresult.fullcrit, .sheet-rolltemplate-odmensagem .inlinerollresult.fullcrit, .sheet-rolltemplate-odpoderrep .inlinerollresult.fullcrit{ + background-color: #ffffcc; + border: 1px solid #3FB315; + color: #3FB315; + /*border: none;*/ +} + +.sheet-rolltemplate-odataque .inlinerollresult.fullfail, .sheet-rolltemplate-odmensagem .inlinerollresult.fullfail, .sheet-rolltemplate-odpoderrep .inlinerollresult.fullfail{ + background-color: #ffffcc; + border: 1px solid #B31515; + color: #B31515; + /*border: none;*/ +} + +/*, .sheet-rolltemplate-odmensagem .inlinerollresult.fullcrit*/ +.sheet-rolltemplate-odatributo .inlinerollresult.fullcrit, .sheet-rolltemplate-odpoder .inlinerollresult.fullcrit{ + background-color: #ffffcc; + border: 1px solid #B31515; + color: #B31515; + /*font-style: italic;*/ +} + +/*, .sheet-rolltemplate-odmensagem .inlinerollresult.fullcrit*/ +.sheet-rolltemplate-odatributo .inlinerollresult.fullfail, .sheet-rolltemplate-odpoder .inlinerollresult.fullfail { + background-color: #ffffcc; + border: 1px solid #3FB315; + color: #3FB315; + /*font-style: italic;*/ +} + +.sheet-rolltemplate-odatributo .sheet-fullcrit, .sheet-rolltemplate-odmensagem .sheet-fullcrit, .sheet-rolltemplate-odataque .sheet-fullcrit, .sheet-rolltemplate-odpoder .sheet-fullcrit, .sheet-rolltemplate-odpoderrep .sheet-fullcrit{ + /*background-color: #ffffcc;*/ + /*border: 1px solid #3FB315;*/ + color: #3FB315; + font-style: italic; +} + +.sheet-rolltemplate-odatributo .sheet-fullfail, .sheet-rolltemplate-odmensagem .sheet-fullfail, .sheet-rolltemplate-odataque .sheet-fullfail, .sheet-rolltemplate-odpoder .sheet-fullfail, .sheet-rolltemplate-odpoderrep .sheet-fullfail{ + /*background-color: #ffffcc;*/ + /*border: 1px solid #B31515;*/ + color: #B31515; + font-style: italic; +} + +.sheet-rolltemplate-odpoderrep .sheet-fullauto{ + color: #1b3d9e; + font-style: italic; +} + +.sheet-rolltemplate-odpoderrep .sheet-fulldestroy{ + color: #5e1b97; + font-style: italic; +} + +.sheet-rolltemplate-odataque .inlinerollresult.importandivoll, .sheet-rolltemplate-odpoder .inlinerollresult.importandivoll, .sheet-rolltemplate-odpoderrep .inlinerollresult.importandivoll{ + color: #4A57ED; + border: none; +} + +/*----------- Tabs Setup -------------*/ + +/*this hides the contents of each tab by default*/ +.charsheet div[class^="sheet-section"] { + display: none; +} + +/*this shows the tab content when the appropriate input field is selected*/ +.charsheet input.sheet-tab1:checked ~ div.sheet-section-personagem, +.charsheet input.sheet-tab2:checked ~ div.sheet-section-monstro{ + display: block; +} + + +/*this hides the radio button for each tab, makes it 100px wide and 40px tall and makes sure it's above everything else*/ +.charsheet input.sheet-tab { + width: 100px; + height: 24px; + cursor: pointer; + position: relative; + opacity: 0; + z-index: 9999; +} + +/*this styles the span with the tab information and slides to the left, so it appears underneath the radio button*/ +.charsheet span.sheet-tab { + text-align: center; + display: inline-block; + font-size: 13px; + background: #ead9bf; + color: black; + font-weight: bold; + border-radius: 4px; + width: 100px; + height: 24px; + cursor: pointer; + vertical-align: middle; + margin-left: -101px;/*originally 91px -101px*/ +} + +/*this modifies the span color once the radio button is selected so you know which tab is selected*/ +.charsheet input.sheet-tab1:checked + span.sheet-tab1, +.charsheet input.sheet-tab2:checked + span.sheet-tab2 { + background: #a02634; + color: white; + border-radius: 4px; +} + + +.sheet-rolltemplate-odpoderrep table.sheet-repealTable { + border: 2px solid #948473; + background-color: #EAD9BFaa; + width: 100%; + text-align: left; +} + +.sheet-rolltemplate-odpoderrep table.sheet-repealTable td, table.sheet-repealTable th { + border: 1px solid #948473; + padding: 4px 4px; +} + +.sheet-rolltemplate-odpoderrep table.sheet-repealTable tbody td { + font-size: 12px; +} + +.sheet-rolltemplate-odpoderrep table.sheet-repealTable thead { + background: #948473; +} + +.sheet-rolltemplate-odpoderrep table.sheet-repealTable thead th { + font-size: 12px; + font-weight: bold; + color: #F0F0F0; + text-align: left; + border-left: 2px solid #948473; +} + +.sheet-rolltemplate-odpoderrep table.sheet-repealTable thead th.sheet-template-label { + width: 60px; +} + +.sheet-rolltemplate-odpoderrep table.sheet-repealTable tbody td.sheet-template-label { + width: 60px; +} + +.sheet-rolltemplate-odpoderrep table.sheet-repealTable thead th.sheet-template-value { + width: 20px; +} + +.sheet-rolltemplate-odpoderrep table.sheet-repealTable tbody td.sheet-template-value { + width: 20px; +} + +.sheet-rolltemplate-odpoderrep table.sheet-repealTable thead th:first-child { + border-left: none; +} + +.sheet-rolltemplate-odpoderrep table.sheet-repealTable tfoot td { + font-size: 12px; +} diff --git a/Old Dragon - Aprimorado/od_enhanced.html b/Old Dragon - Aprimorado/od_enhanced.html new file mode 100644 index 0000000000..430d7838a5 --- /dev/null +++ b/Old Dragon - Aprimorado/od_enhanced.html @@ -0,0 +1,6136 @@ + + +Personagem + +Monstro +

    + + +
    +
    + +
    +
    Old Dragon Character Sheet +
    +
    +

    Ficha de Personagem

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

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

    + +
    + +
    +
    + + +
    + +
    +
    + +
    +
    +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    + +
    + +
    +
    + +
    +
    + +
    +
    + + +
    +
    + +
    +
    + +
    +
    + +
    +
    +
    + +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    +
    + +
    + +
    +
    + +
    +
    + +
    +
    + + +
    +
    + +
    +
    + +
    +
    + +
    +
    +
    + +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    +
    + +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    +
    +
    +
    + +
    +
    +
    + +
    +
    + +
    +
    +
    +
    + +
    +
    + +
    +
    +
    +
    + +
    +
    + + +
    +
    + +
    + +
    +
    + +
    + +
    +
    + +
    + +
    +
    + +
    + +
    +
    + +
    + +
    +
    +
    + +
    +
    + +
    + + +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    + + + +
    + +
    +
    +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    + + + + + + + + + + + + + + + + + + +
    + +
    +
    + +
    + + + +
    + +
    +
    +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    + +
    + +
    +
    + +
    + + + +
    + +
    +
    +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    + + + + + + + + + + + + + + + + + + +
    + +
    +
    + +
    + + + +
    + +
    +
    +
    + +
    + + +
    +
    +
    +
    + + +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    + +
    + +
    +
    + +
    +
    + +
    + + + +
    + +
    +
    +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    + + + +
    + +
    +
    +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    + + + +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    + + + +
    + +
    +
    +
    + +
    + +
    +
    +
    +
    + + + + + +
    + + +
    +
    + +
    + + +
    +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + + +
    +
    + +
    +
    + +
    + +
    +
    + +
    + + + + + +
    +
    +
    + + +
    +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    + +
    +
    + +
    + + + + + +
    +
    +
    + + +
    +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    + +
    + +
    +
    + +
    +
    + +
    +
    + + +
    +
    + +
    + +
    +
    + +
    + + + + + +
    +
    +
    + + +
    +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    + +
    +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    + +
    + + +
    +
    + +
    + + +
    +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    +
    +
    +
    + + + + + + + + + + + + + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    +
    + +
    +
    + +
    + + +
    +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    +
    +
    +
    + + +
    +
    + +
    +
    + +
    +
    + +
    +
    + + +
    +
    +
    + +
    + +
    +
    +
    +
    + +
    +
    + + +
    +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    +
    + +
    + + + +
    +
    + +
    + + +
    +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    +
    +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    + +
    +
    +
    +
    + + +
    + +
    +
    + +
    +
    +
    +
    + + +
    +
    +
    +
    + + + + +
    +
    +
    +
    +
    + +
    +
    +
    +
    +
    +
    + +
    +
    + + +
    +
    + +
    +
    + + + + + + + + + + + + + + + + + + + + + + + + + +
    +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    +
    +
    +
    + + +
    +
    + +
    +
    + + +
    +
    + +
    +
    +
    +
    +
    + + +
    +
    + +
    +
    + + +
    +
    + +
    +
    +
    +
    +
    + + +
    +
    + +
    +
    + +
    +
    +
    +
    +
    + + +
    +
    + +
    +
    + +
    +
    +
    +
    +
    + + +
    +
    + +
    +
    + +
    +
    +
    +
    +
    + + +
    +
    + +
    +
    + +
    +
    +
    +
    + +
    + +
    + +
    +
    +
    +
    + + +
    + +
    +
    +
    +
    +
    + +
    +
    +
    +
    +
    +
    + +
    +
    + + +
    +
    + +
    +
    +
    +
    +
    + +
    +
    + +
    +
    +
    +
    + +
    +
    + + +
    +
    +
    +
    + +
    +
    + + +
    +
    +
    +
    + +
    +
    + + +
    +
    +
    +
    + +
    +
    + + +
    +
    +
    +
    + +
    +
    + + +
    +
    +
    +
    + +
    +
    + + +
    +
    +
    +
    +
    +
    + +
    +
    + +
    +
    +
    +
    + +
    +
    + + +
    +
    +
    +
    + +
    +
    + + +
    +
    +
    +
    + +
    +
    + + +
    +
    + +
    +
    + +
    +
    + + +
    +
    +
    +
    + +
    +
    + + +
    +
    +
    +
    + +
    +
    + + +
    +
    +
    +
    +
    +
    + +
    +
    + +
    +
    +
    +
    + +
    +
    + + +
    +
    +
    +
    + +
    +
    + + +
    +
    +
    +
    + +
    +
    + + +
    +
    +
    +
    + +
    +
    + + +
    +
    +
    +
    + +
    +
    + + +
    +
    +
    +
    + +
    +
    + + +
    +
    +
    +
    + +
    +
    +
    +
    + +
    +
    + +
    +
    +
    +
    + +
    +
    + +
    +
    + +
    +
    +
    + +
    + +
    +
    +
    +
    +
    + + +
    + + +
    +
    +
    +
    + +
    +
    +
    +
    +
    +
    + +
    +
    + + +
    +
    + +
    +
    +
    +
    +
    +
    + +
    +
    + +
    +
    +
    +
    + +
    +
    + + +
    +
    +
    +
    + +
    +
    + + +
    +
    +
    +
    + +
    +
    + + +
    +
    +
    +
    + +
    +
    + + +
    +
    +
    +
    + +
    +
    + + +
    +
    +
    +
    + +
    +
    + + +
    +
    +
    +
    +
    +
    + +
    +
    + +
    +
    +
    +
    + +
    +
    + + +
    +
    +
    +
    + +
    +
    + + +
    +
    +
    +
    + +
    +
    + + +
    +
    +
    +
    + +
    +
    + + +
    +
    +
    +
    + +
    +
    + + +
    +
    +
    +
    + +
    +
    + + +
    +
    +
    +
    + +
    +
    +
    +
    + +
    +
    +
    + + + + +
    + +
    +
    +
    + +
    +
    +
    + +
    + +
    +
    +
    + +
    +
    + +
    + + + +
    + + +
    +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    +
    +
    + + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    +
    + +
    +
    + +
    +
    +
    + +
    + +
    +
    + +
    +
    +
    + +
    +
    + +
    +
    Old Dragon Monster Sheet +
    + +
    +

    Planilha de Monstro

    +
    + +
    + +
    +
    +
    +

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

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

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

    {{name}}

    + {{#attack-ftf}} +
    {{subtags}}
    + +
    +
    Ataque: {{attack-ftf}} | vs CA
    + + {{#dano}} + {{#^rollWasCrit() attack-ftf}} +
    + Dano: {{dano}} +
    + {{/^rollWasCrit() attack-ftf}} + {{#rollWasCrit() attack-ftf}} + Acerto crítico! +
    + Dano crítico: {{danocrit}} +
    + {{/rollWasCrit() attack-ftf}} + {{/dano}} + {{#sneak-dano}} + {{#^rollWasCrit() attack-ftf}} +
    + Dano furtivo: {{sneak-dano}} +
    + {{/^rollWasCrit() attack-ftf}} + {{#rollWasCrit() attack-ftf}} + Acerto crítico! +
    + Dano crítico furtivo: {{sneak-danocrit}} +
    + {{/rollWasCrit() attack-ftf}} + {{/sneak-dano}} +
    Tipo: {{tipodano}}
    + {{/attack-ftf}} + {{#attack-dis}} +
    {{subtags}}
    + +
    +
    Ataque: {{attack-dis}} | vs CA
    + + {{#dano}} + {{#^rollWasCrit() attack-dis}} +
    + Dano: {{dano}} +
    + {{/^rollWasCrit() attack-dis}} + {{#rollWasCrit() attack-dis}} + Acerto crítico! +
    + Dano crítico: {{danocrit}} +
    + {{/rollWasCrit() attack-dis}} + {{/dano}} +
    Tipo: {{tipodano}}
    + {{/attack-dis}} + + {{#attack-toque}} +
    {{subtags}}
    + +
    +
    Ataque: {{attack-toque}} | vs CD
    +
    Onde CD: CA Base do alvo + seu modificador de destreza, somente.
    + {{/attack-toque}} + {{#attackarea}} +
    {{subtags}}
    + +
    +
    Ataque: {{attackarea}} | vs {{distancia}}
    + {{#^rollLess() attackarea distancia }} + Sucesso! + {{/^rollLess() attackarea distancia }} + {{#rollLess() attackarea distancia }} +
    + Errou o alvo... +
    Vai na direção: {{direcao}}
    +
    + 812
    + 7🎯3
    + 654
    +
    +
    Distância: ({{distancia}}-{{attackarea}}) metros!
    + + {{/rollLess() attackarea distancia }} + {{/attackarea}} + {{#attackdesar}} +
    {{subtags}}
    + +
    +
    Ataque: {{attackdesar}} | vs CA
    + {{#rollGreater() attackdmg 0 }} +
    Dano: {{attackdmg}}
    + {{/rollGreater() attackdmg 0 }} + {{#rollLess() attackdmg 1 }} +
    Dano: 1
    + {{/rollLess() attackdmg 1 }} + + + {{/attackdesar}} + + + {{#attack}} +
    {{subtags}}
    + +
    +
    Ataque: {{attack}} | vs CA
    +
    [Dano](~{{character_name}}|-damage-ataq1-Damage)
    + + + {{/attack}} + {{#attack2}} +
    {{subtags}}
    + +
    +
    Ataque: {{attack2}} | vs CA
    +
    [Dano](~{{character_name}}|-damage-ataq2-Damage)
    + {{/attack2}} + {{#attack3}} +
    {{subtags}}
    + +
    +
    Ataque: {{attack3}} | vs CA
    +
    [Dano](~{{character_name}}|-damage-ataq3-Damage)
    + {{/attack3}} + {{#attack4}} +
    {{subtags}}
    + +
    +
    Ataque: {{attack4}} | vs CA
    +
    [Dano](~{{character_name}}|-damage-ataq4-Damage)
    + {{/attack4}} + {{#damage}} +
    + Dano: {{damage}} +
    +
    + Crit: (2 * {{damage}}) +
    +
    + Efeito: {{efeito}} +
    + + {{/damage}} +
    + + + +
    +
    + +

    {{name}}

    +
    {{character}}
    +
    + + {{#ability}} +
    {{type}}: {{ability}}
    + {{#^rollGreater() ability atributo }} + Teste bem sucedido! + {{/^rollGreater() ability atributo }} + {{#rollGreater() ability atributo}} + Fracassou... + {{/rollGreater() ability atributo}} + {{/ability}} + +
    +
    + + +
    +
    + +

    {{name}}

    +
    {{character}}
    +
    + {{#msg}} +
    {{msg}}
    + {{/msg}} + {{#protecao}} +
    {{type}}: {{protecao}} | vs JP: {{jp-base}}
    + {{#^rollLess() protecao jp-base }} + {{#^rollWasCrit() protecao}} + Sucesso! + {{/^rollWasCrit() protecao}} + {{#rollWasCrit() protecao}} + Acerto crítico! + {{/rollWasCrit() protecao}} + {{/^rollLess() protecao jp-base }} + + {{#rollLess() protecao jp-base }} + {{#^rollWasFumble() protecao}} + Falhou... + {{/^rollWasFumble() protecao}} + {{#rollWasFumble() protecao}} + Falhou miseravelmente... + {{/rollWasFumble() protecao}} + {{/rollLess() protecao jp-base }} + + + {{/protecao}} + {{#surpreendido}} + {{#rollLess() surpreendido 6}} +
    {{type}}: {{surpreendido}} < 6
    + Foi surpreendido!

    +
    Não poderá agir no primeiro turno do combate, e nele sua CA desconsiderará o bônus de destreza...
    + {{/rollLess() surpreendido 6}} + {{#^rollLess() surpreendido 6}} +
    {{type}}: {{surpreendido}} >= 6
    + Percebeu a emboscada! + {{/^rollLess() surpreendido 6}} + {{/surpreendido}} + +
    +
    + + +
    +
    + +

    {{name}}

    +
    {{character}}
    +
    + + {{#taladino}} + {{#rollGreater() taladino chance}} +
    {{msg}}: {{taladino}}
    +
    Chance: {{chance}}
    + Falhou...

    + + {{/rollGreater() taladino chance}} + {{#^rollGreater() taladino chance}} +
    {{msg}}: {{taladino}} vs
    +
    Chance: {{chance}}
    + Bem sucedido! + {{#turnos}} +
    Termina em: {{turnos}} turnos.
    + {{/turnos}} + {{/^rollGreater() taladino chance}} + {{/taladino}} + + {{#sneak-attack}} +
    {{msg}}
    +
    [Ataque Furtivo](~{{character}}|{{sneak-attack}})
    + {{/sneak-attack}} + + {{#sneak-attack-dis}} +
    {{msg}}
    +
    [Ataque Furtivo](~{{character}}|{{sneak-attack-dis}})
    + {{/sneak-attack-dis}} + + {{#spell}} +
    {{alcance}}
    +
    {{duracao}}
    +
    {{jp}}
    +
    {{efeitojp}}
    +
    {{rm}}
    +
    Descrição:
    +
    {{descricao}}
    + {{/spell}} + +
    +
    + + + +
    +
    + +

    {{name}}

    +
    {{character}}
    +
    + + {{#tarepeal}} +
    {{msg}}: {{tarepeal}}
    +
    + + + + + + + + + + {{#rollTotal() level 1}} + + + + + + + + + + + + + + + + + + + + + {{/rollTotal() level 1}} + + {{#rollTotal() level 2}} + + + + + + + + + + + + + + + + + + + + + + + + + + {{/rollTotal() level 2}} + + {{#rollTotal() level 3}} + + + + + + + + + + + + + + + + + + + + + + + + + + {{/rollTotal() level 3}} + + + {{#rollTotal() level 4}} + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + {{/rollTotal() level 4}} + + {{#rollTotal() level 5}} + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + {{/rollTotal() level 5}} + + {{#rollTotal() level 6}} + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + {{/rollTotal() level 6}} + + {{#rollTotal() level 7}} + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + {{/rollTotal() level 7}} + + {{#rollTotal() level 8}} + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + {{/rollTotal() level 8}} + + {{#rollTotal() level 9}} + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + {{/rollTotal() level 9}} + + + {{#rollTotal() level 10}} + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + {{/rollTotal() level 10}} + + {{#rollTotal() level 11}} + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + {{/rollTotal() level 11}} + + + {{#rollTotal() level 12}} + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + {{/rollTotal() level 12}} + + {{#rollTotal() level 13}} + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + {{/rollTotal() level 13}} + + + {{#rollTotal() level 14}} + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + {{/rollTotal() level 14}} + + {{#rollTotal() level 15}} + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + {{/rollTotal() level 15}} + + {{#rollTotal() level 16}} + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + {{/rollTotal() level 16}} + + {{#rollTotal() level 17}} + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + {{/rollTotal() level 17}} + + {{#rollTotal() level 18}} + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + {{/rollTotal() level 18}} + + {{#rollTotal() level 19}} + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + {{/rollTotal() level 19}} + + {{#rollTotal() level 20}} + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + {{/rollTotal() level 20}} + + +
    #DVDif.Resultado
    1DV{{dv1}} + {{#^rollLess() tarepeal 13 }} + Sucesso! + {{/^rollLess() tarepeal 13 }} + {{#rollLess() tarepeal 13 }} + Fracasso... + {{/rollLess() tarepeal 13 }} +
    2DV{{dv2}} + {{#^rollLess() tarepeal 17 }} + Sucesso! + {{/^rollLess() tarepeal 17 }} + {{#rollLess() tarepeal 17 }} + Fracasso... + {{/rollLess() tarepeal 17 }} +
    3DV{{dv3}} + {{#^rollLess() tarepeal 19 }} + Sucesso! + {{/^rollLess() tarepeal 19 }} + {{#rollLess() tarepeal 19 }} + Fracasso... + {{/rollLess() tarepeal 19 }} +
    4DV+{{dv4}}Sem efeito
    1DV{{dv1}} + {{#^rollLess() tarepeal 11 }} + Sucesso! + {{/^rollLess() tarepeal 11 }} + {{#rollLess() tarepeal 11 }} + Fracasso... + {{/rollLess() tarepeal 11 }} +
    2DV{{dv2}} + {{#^rollLess() tarepeal 15 }} + Sucesso! + {{/^rollLess() tarepeal 15 }} + {{#rollLess() tarepeal 15 }} + Fracasso... + {{/rollLess() tarepeal 15 }} +
    3DV{{dv3}} + {{#^rollLess() tarepeal 18 }} + Sucesso! + {{/^rollLess() tarepeal 18 }} + {{#rollLess() tarepeal 18 }} + Fracasso... + {{/rollLess() tarepeal 18 }} +
    4DV{{dv4}} + {{#^rollLess() tarepeal 20 }} + Sucesso! + {{/^rollLess() tarepeal 20 }} + {{#rollLess() tarepeal 20 }} + Fracasso... + {{/rollLess() tarepeal 20 }} +
    5DV+{{dv5}}Sem efeito
    1DV{{dv1}} + {{#^rollLess() tarepeal 9 }} + Sucesso! + {{/^rollLess() tarepeal 9 }} + {{#rollLess() tarepeal 9 }} + Fracasso... + {{/rollLess() tarepeal 9 }} +
    2DV{{dv2}} + {{#^rollLess() tarepeal 13 }} + Sucesso! + {{/^rollLess() tarepeal 13 }} + {{#rollLess() tarepeal 13 }} + Fracasso... + {{/rollLess() tarepeal 13 }} +
    3DV{{dv3}} + {{#^rollLess() tarepeal 17 }} + Sucesso! + {{/^rollLess() tarepeal 17 }} + {{#rollLess() tarepeal 17 }} + Fracasso... + {{/rollLess() tarepeal 17 }} +
    4DV{{dv4}} + {{#^rollLess() tarepeal 19 }} + Sucesso! + {{/^rollLess() tarepeal 19 }} + {{#rollLess() tarepeal 19 }} + Fracasso... + {{/rollLess() tarepeal 19 }} +
    5DV+{{dv5}}Sem efeito
    1DV{{dv1}} + {{#^rollLess() tarepeal 7 }} + Sucesso! + {{/^rollLess() tarepeal 7 }} + {{#rollLess() tarepeal 7 }} + Fracasso... + {{/rollLess() tarepeal 7 }} +
    2DV{{dv2}} + {{#^rollLess() tarepeal 11 }} + Sucesso! + {{/^rollLess() tarepeal 11 }} + {{#rollLess() tarepeal 11 }} + Fracasso... + {{/rollLess() tarepeal 11 }} +
    3DV{{dv3}} + {{#^rollLess() tarepeal 15 }} + Sucesso! + {{/^rollLess() tarepeal 15 }} + {{#rollLess() tarepeal 15 }} + Fracasso... + {{/rollLess() tarepeal 15 }} +
    4DV{{dv4}} + {{#^rollLess() tarepeal 18 }} + Sucesso! + {{/^rollLess() tarepeal 18 }} + {{#rollLess() tarepeal 18 }} + Fracasso... + {{/rollLess() tarepeal 18 }} +
    5DV{{dv5}} + {{#^rollLess() tarepeal 20 }} + Sucesso! + {{/^rollLess() tarepeal 20 }} + {{#rollLess() tarepeal 20 }} + Fracasso... + {{/rollLess() tarepeal 20 }} +
    6DV+{{dv6}}Sem efeito
    1DV{{dv1}} + {{#^rollLess() tarepeal 5 }} + Sucesso! + {{/^rollLess() tarepeal 5 }} + {{#rollLess() tarepeal 5 }} + Fracasso... + {{/rollLess() tarepeal 5 }} +
    2DV{{dv2}} + {{#^rollLess() tarepeal 9 }} + Sucesso! + {{/^rollLess() tarepeal 9 }} + {{#rollLess() tarepeal 9 }} + Fracasso... + {{/rollLess() tarepeal 9 }} +
    3DV{{dv3}} + {{#^rollLess() tarepeal 13 }} + Sucesso! + {{/^rollLess() tarepeal 13 }} + {{#rollLess() tarepeal 13 }} + Fracasso... + {{/rollLess() tarepeal 13 }} +
    4DV{{dv4}} + {{#^rollLess() tarepeal 17 }} + Sucesso! + {{/^rollLess() tarepeal 17 }} + {{#rollLess() tarepeal 17 }} + Fracasso... + {{/rollLess() tarepeal 17 }} +
    5DV{{dv5}} + {{#^rollLess() tarepeal 19 }} + Sucesso! + {{/^rollLess() tarepeal 19 }} + {{#rollLess() tarepeal 19 }} + Fracasso... + {{/rollLess() tarepeal 19 }} +
    6DV+{{dv6}}Sem efeito
    1DV{{dv1}} + {{#^rollLess() tarepeal 3 }} + Sucesso! + {{/^rollLess() tarepeal 3 }} + {{#rollLess() tarepeal 3 }} + Fracasso... + {{/rollLess() tarepeal 3 }} +
    2DV{{dv2}} + {{#^rollLess() tarepeal 7 }} + Sucesso! + {{/^rollLess() tarepeal 7 }} + {{#rollLess() tarepeal 7 }} + Fracasso... + {{/rollLess() tarepeal 7 }} +
    3DV{{dv3}} + {{#^rollLess() tarepeal 11 }} + Sucesso! + {{/^rollLess() tarepeal 11 }} + {{#rollLess() tarepeal 11 }} + Fracasso... + {{/rollLess() tarepeal 11 }} +
    4DV{{dv4}} + {{#^rollLess() tarepeal 15 }} + Sucesso! + {{/^rollLess() tarepeal 15 }} + {{#rollLess() tarepeal 15 }} + Fracasso... + {{/rollLess() tarepeal 15 }} +
    5DV{{dv5}} + {{#^rollLess() tarepeal 18 }} + Sucesso! + {{/^rollLess() tarepeal 18 }} + {{#rollLess() tarepeal 18 }} + Fracasso... + {{/rollLess() tarepeal 18 }} +
    6DV{{dv6}} + {{#^rollLess() tarepeal 20 }} + Sucesso! + {{/^rollLess() tarepeal 20 }} + {{#rollLess() tarepeal 20 }} + Fracasso... + {{/rollLess() tarepeal 20 }} +
    7DV+{{dv7}}Sem efeito
    1DV{{dv1}} + Automático! +
    2DV{{dv2}} + {{#^rollLess() tarepeal 5 }} + Sucesso! + {{/^rollLess() tarepeal 5 }} + {{#rollLess() tarepeal 5 }} + Fracasso... + {{/rollLess() tarepeal 5 }} +
    3DV{{dv3}} + {{#^rollLess() tarepeal 9 }} + Sucesso! + {{/^rollLess() tarepeal 9 }} + {{#rollLess() tarepeal 9 }} + Fracasso... + {{/rollLess() tarepeal 9 }} +
    4DV{{dv4}} + {{#^rollLess() tarepeal 13 }} + Sucesso! + {{/^rollLess() tarepeal 13 }} + {{#rollLess() tarepeal 13 }} + Fracasso... + {{/rollLess() tarepeal 13 }} +
    5DV{{dv5}} + {{#^rollLess() tarepeal 17 }} + Sucesso! + {{/^rollLess() tarepeal 17 }} + {{#rollLess() tarepeal 17 }} + Fracasso... + {{/rollLess() tarepeal 17 }} +
    6DV{{dv6}} + {{#^rollLess() tarepeal 19 }} + Sucesso! + {{/^rollLess() tarepeal 19 }} + {{#rollLess() tarepeal 19 }} + Fracasso... + {{/rollLess() tarepeal 19 }} +
    7DV+{{dv7}}Sem efeito
    1DV{{dv1}} + Automático! +
    2DV{{dv2}} + {{#^rollLess() tarepeal 3 }} + Sucesso! + {{/^rollLess() tarepeal 3 }} + {{#rollLess() tarepeal 3 }} + Fracasso... + {{/rollLess() tarepeal 3 }} +
    3DV{{dv3}} + {{#^rollLess() tarepeal 7 }} + Sucesso! + {{/^rollLess() tarepeal 7 }} + {{#rollLess() tarepeal 7 }} + Fracasso... + {{/rollLess() tarepeal 7 }} +
    4DV{{dv4}} + {{#^rollLess() tarepeal 11 }} + Sucesso! + {{/^rollLess() tarepeal 11 }} + {{#rollLess() tarepeal 11 }} + Fracasso... + {{/rollLess() tarepeal 11 }} +
    5DV{{dv5}} + {{#^rollLess() tarepeal 15 }} + Sucesso! + {{/^rollLess() tarepeal 15 }} + {{#rollLess() tarepeal 15 }} + Fracasso... + {{/rollLess() tarepeal 15 }} +
    6DV{{dv6}} + {{#^rollLess() tarepeal 18 }} + Sucesso! + {{/^rollLess() tarepeal 18 }} + {{#rollLess() tarepeal 18 }} + Fracasso... + {{/rollLess() tarepeal 18 }} +
    7DV{{dv7}} + {{#^rollLess() tarepeal 20 }} + Sucesso! + {{/^rollLess() tarepeal 20 }} + {{#rollLess() tarepeal 20 }} + Fracasso... + {{/rollLess() tarepeal 20 }} +
    8DV+{{dv8}}Sem efeito
    1DV{{dv1}} + Automático! +
    2DV{{dv2}} + {{#^rollLess() tarepeal 2 }} + Sucesso! + {{/^rollLess() tarepeal 2 }} + {{#rollLess() tarepeal 2 }} + Fracasso... + {{/rollLess() tarepeal 2 }} +
    3DV{{dv3}} + {{#^rollLess() tarepeal 5 }} + Sucesso! + {{/^rollLess() tarepeal 5 }} + {{#rollLess() tarepeal 5 }} + Fracasso... + {{/rollLess() tarepeal 5 }} +
    4DV{{dv4}} + {{#^rollLess() tarepeal 9 }} + Sucesso! + {{/^rollLess() tarepeal 9 }} + {{#rollLess() tarepeal 9 }} + Fracasso... + {{/rollLess() tarepeal 9 }} +
    5DV{{dv5}} + {{#^rollLess() tarepeal 13 }} + Sucesso! + {{/^rollLess() tarepeal 13 }} + {{#rollLess() tarepeal 13 }} + Fracasso... + {{/rollLess() tarepeal 13 }} +
    6DV{{dv6}} + {{#^rollLess() tarepeal 17 }} + Sucesso! + {{/^rollLess() tarepeal 17 }} + {{#rollLess() tarepeal 17 }} + Fracasso... + {{/rollLess() tarepeal 17 }} +
    7DV{{dv7}} + {{#^rollLess() tarepeal 19 }} + Sucesso! + {{/^rollLess() tarepeal 19 }} + {{#rollLess() tarepeal 19 }} + Fracasso... + {{/rollLess() tarepeal 19 }} +
    8DV+{{dv8}}Sem efeito
    1DV{{dv1}} + Destruído!!! +
    2DV{{dv2}} + Automático! +
    3DV{{dv3}} + {{#^rollLess() tarepeal 3 }} + Sucesso! + {{/^rollLess() tarepeal 3 }} + {{#rollLess() tarepeal 3 }} + Fracasso... + {{/rollLess() tarepeal 3 }} +
    4DV{{dv4}} + {{#^rollLess() tarepeal 7 }} + Sucesso! + {{/^rollLess() tarepeal 7 }} + {{#rollLess() tarepeal 7 }} + Fracasso... + {{/rollLess() tarepeal 7 }} +
    5DV{{dv5}} + {{#^rollLess() tarepeal 11 }} + Sucesso! + {{/^rollLess() tarepeal 11 }} + {{#rollLess() tarepeal 11 }} + Fracasso... + {{/rollLess() tarepeal 11 }} +
    6DV{{dv6}} + {{#^rollLess() tarepeal 15 }} + Sucesso! + {{/^rollLess() tarepeal 15 }} + {{#rollLess() tarepeal 15 }} + Fracasso... + {{/rollLess() tarepeal 15 }} +
    7DV{{dv7}} + {{#^rollLess() tarepeal 18 }} + Sucesso! + {{/^rollLess() tarepeal 18 }} + {{#rollLess() tarepeal 18 }} + Fracasso... + {{/rollLess() tarepeal 18 }} +
    8DV{{dv8}} + {{#^rollLess() tarepeal 20 }} + Sucesso! + {{/^rollLess() tarepeal 20 }} + {{#rollLess() tarepeal 20 }} + Fracasso... + {{/rollLess() tarepeal 20 }} +
    9DV+{{dv9}}Sem efeito
    1DV{{dv1}} + Destruído! +
    2DV{{dv2}} + Automático! +
    3DV{{dv3}} + {{#^rollLess() tarepeal 2 }} + Sucesso! + {{/^rollLess() tarepeal 2 }} + {{#rollLess() tarepeal 2 }} + Fracasso... + {{/rollLess() tarepeal 2 }} +
    4DV{{dv4}} + {{#^rollLess() tarepeal 5 }} + Sucesso! + {{/^rollLess() tarepeal 5 }} + {{#rollLess() tarepeal 5 }} + Fracasso... + {{/rollLess() tarepeal 5 }} +
    5DV{{dv5}} + {{#^rollLess() tarepeal 9 }} + Sucesso! + {{/^rollLess() tarepeal 9 }} + {{#rollLess() tarepeal 9 }} + Fracasso... + {{/rollLess() tarepeal 9 }} +
    6DV{{dv6}} + {{#^rollLess() tarepeal 13 }} + Sucesso! + {{/^rollLess() tarepeal 13 }} + {{#rollLess() tarepeal 13 }} + Fracasso... + {{/rollLess() tarepeal 13 }} +
    7DV{{dv7}} + {{#^rollLess() tarepeal 17 }} + Sucesso! + {{/^rollLess() tarepeal 17 }} + {{#rollLess() tarepeal 17 }} + Fracasso... + {{/rollLess() tarepeal 17 }} +
    8DV{{dv8}} + {{#^rollLess() tarepeal 19 }} + Sucesso! + {{/^rollLess() tarepeal 19 }} + {{#rollLess() tarepeal 19 }} + Fracasso... + {{/rollLess() tarepeal 19 }} +
    9DV{{dv9}} + {{#^rollLess() tarepeal 20 }} + Sucesso! + {{/^rollLess() tarepeal 20 }} + {{#rollLess() tarepeal 20 }} + Fracasso... + {{/rollLess() tarepeal 20 }} +
    10DV+{{dv10}}Sem efeito
    1DV{{dv1}} + Destruído!!! +
    2DV, 3DV{{dv2}} + Automático! +
    4DV{{dv4}} + {{#^rollLess() tarepeal 3 }} + Sucesso! + {{/^rollLess() tarepeal 3 }} + {{#rollLess() tarepeal 3 }} + Fracasso... + {{/rollLess() tarepeal 3 }} +
    5DV{{dv5}} + {{#^rollLess() tarepeal 7 }} + Sucesso! + {{/^rollLess() tarepeal 7 }} + {{#rollLess() tarepeal 7 }} + Fracasso... + {{/rollLess() tarepeal 7 }} +
    6DV{{dv6}} + {{#^rollLess() tarepeal 11 }} + Sucesso! + {{/^rollLess() tarepeal 11 }} + {{#rollLess() tarepeal 11 }} + Fracasso... + {{/rollLess() tarepeal 11 }} +
    7DV{{dv7}} + {{#^rollLess() tarepeal 15 }} + Sucesso! + {{/^rollLess() tarepeal 15 }} + {{#rollLess() tarepeal 15 }} + Fracasso... + {{/rollLess() tarepeal 15 }} +
    8DV{{dv8}} + {{#^rollLess() tarepeal 18 }} + Sucesso! + {{/^rollLess() tarepeal 18 }} + {{#rollLess() tarepeal 18 }} + Fracasso... + {{/rollLess() tarepeal 18 }} +
    9DV{{dv9}} + {{#^rollLess() tarepeal 19 }} + Sucesso! + {{/^rollLess() tarepeal 19 }} + {{#rollLess() tarepeal 19 }} + Fracasso... + {{/rollLess() tarepeal 19 }} +
    10DV{{dv10}} + {{#^rollLess() tarepeal 20 }} + Sucesso! + {{/^rollLess() tarepeal 20 }} + {{#rollLess() tarepeal 20 }} + Fracasso... + {{/rollLess() tarepeal 20 }} +
    11DV+{{dv11}}Sem efeito
    1DV, 2DV{{dv1}} + Destruído! +
    3DV{{dv3}} + Automático! +
    4DV{{dv4}} + {{#^rollLess() tarepeal 2 }} + Sucesso! + {{/^rollLess() tarepeal 2 }} + {{#rollLess() tarepeal 2 }} + Fracasso... + {{/rollLess() tarepeal 2 }} +
    5DV{{dv5}} + {{#^rollLess() tarepeal 5 }} + Sucesso! + {{/^rollLess() tarepeal 5 }} + {{#rollLess() tarepeal 5 }} + Fracasso... + {{/rollLess() tarepeal 5 }} +
    6DV{{dv6}} + {{#^rollLess() tarepeal 9 }} + Sucesso! + {{/^rollLess() tarepeal 9 }} + {{#rollLess() tarepeal 9 }} + Fracasso... + {{/rollLess() tarepeal 9 }} +
    7DV{{dv7}} + {{#^rollLess() tarepeal 13 }} + Sucesso! + {{/^rollLess() tarepeal 13 }} + {{#rollLess() tarepeal 13 }} + Fracasso... + {{/rollLess() tarepeal 13 }} +
    8DV{{dv8}} + {{#^rollLess() tarepeal 17 }} + Sucesso! + {{/^rollLess() tarepeal 17 }} + {{#rollLess() tarepeal 17 }} + Fracasso... + {{/rollLess() tarepeal 17 }} +
    9DV{{dv9}} + {{#^rollLess() tarepeal 18 }} + Sucesso! + {{/^rollLess() tarepeal 18 }} + {{#rollLess() tarepeal 18 }} + Fracasso... + {{/rollLess() tarepeal 18 }} +
    10DV{{dv10}} + {{#^rollLess() tarepeal 19 }} + Sucesso! + {{/^rollLess() tarepeal 19 }} + {{#rollLess() tarepeal 19 }} + Fracasso... + {{/rollLess() tarepeal 19 }} +
    11DV{{dv11}} + {{#^rollLess() tarepeal 20 }} + Sucesso! + {{/^rollLess() tarepeal 20 }} + {{#rollLess() tarepeal 20 }} + Fracasso... + {{/rollLess() tarepeal 20 }} +
    12DV+{{dv12}}Sem efeito
    1DV, 2DV{{dv1}} + Destruído!!! +
    3DV, 4DV{{dv3}} + Automático! +
    5DV{{dv5}} + {{#^rollLess() tarepeal 3 }} + Sucesso! + {{/^rollLess() tarepeal 3 }} + {{#rollLess() tarepeal 3 }} + Fracasso... + {{/rollLess() tarepeal 3 }} +
    6DV{{dv6}} + {{#^rollLess() tarepeal 7 }} + Sucesso! + {{/^rollLess() tarepeal 7 }} + {{#rollLess() tarepeal 7 }} + Fracasso... + {{/rollLess() tarepeal 7 }} +
    7DV{{dv7}} + {{#^rollLess() tarepeal 11 }} + Sucesso! + {{/^rollLess() tarepeal 11 }} + {{#rollLess() tarepeal 11 }} + Fracasso... + {{/rollLess() tarepeal 11 }} +
    8DV{{dv8}} + {{#^rollLess() tarepeal 15 }} + Sucesso! + {{/^rollLess() tarepeal 15 }} + {{#rollLess() tarepeal 15 }} + Fracasso... + {{/rollLess() tarepeal 15 }} +
    9DV{{dv9}} + {{#^rollLess() tarepeal 17 }} + Sucesso! + {{/^rollLess() tarepeal 17 }} + {{#rollLess() tarepeal 17 }} + Fracasso... + {{/rollLess() tarepeal 17 }} +
    10DV{{dv10}} + {{#^rollLess() tarepeal 18 }} + Sucesso! + {{/^rollLess() tarepeal 18 }} + {{#rollLess() tarepeal 18 }} + Fracasso... + {{/rollLess() tarepeal 18 }} +
    11DV{{dv11}} + {{#^rollLess() tarepeal 19 }} + Sucesso! + {{/^rollLess() tarepeal 19 }} + {{#rollLess() tarepeal 19 }} + Fracasso... + {{/rollLess() tarepeal 19 }} +
    12DV{{dv12}} + {{#^rollLess() tarepeal 20 }} + Sucesso! + {{/^rollLess() tarepeal 20 }} + {{#rollLess() tarepeal 20 }} + Fracasso... + {{/rollLess() tarepeal 20 }} +
    13DV+{{dv13}}Sem efeito
    1DV a 3DV{{dv1}} + Destruído! +
    4DV{{dv4}} + Automático! +
    5DV{{dv5}} + {{#^rollLess() tarepeal 2 }} + Sucesso! + {{/^rollLess() tarepeal 2 }} + {{#rollLess() tarepeal 2 }} + Fracasso... + {{/rollLess() tarepeal 2 }} +
    6DV{{dv6}} + {{#^rollLess() tarepeal 5 }} + Sucesso! + {{/^rollLess() tarepeal 5 }} + {{#rollLess() tarepeal 5 }} + Fracasso... + {{/rollLess() tarepeal 5 }} +
    7DV{{dv7}} + {{#^rollLess() tarepeal 9 }} + Sucesso! + {{/^rollLess() tarepeal 9 }} + {{#rollLess() tarepeal 9 }} + Fracasso... + {{/rollLess() tarepeal 9 }} +
    8DV{{dv8}} + {{#^rollLess() tarepeal 13 }} + Sucesso! + {{/^rollLess() tarepeal 13 }} + {{#rollLess() tarepeal 13 }} + Fracasso... + {{/rollLess() tarepeal 13 }} +
    9DV{{dv9}} + {{#^rollLess() tarepeal 15 }} + Sucesso! + {{/^rollLess() tarepeal 15 }} + {{#rollLess() tarepeal 15 }} + Fracasso... + {{/rollLess() tarepeal 15 }} +
    10DV{{dv10}} + {{#^rollLess() tarepeal 17 }} + Sucesso! + {{/^rollLess() tarepeal 17 }} + {{#rollLess() tarepeal 17 }} + Fracasso... + {{/rollLess() tarepeal 17 }} +
    11DV{{dv11}} + {{#^rollLess() tarepeal 18 }} + Sucesso! + {{/^rollLess() tarepeal 18 }} + {{#rollLess() tarepeal 18 }} + Fracasso... + {{/rollLess() tarepeal 18 }} +
    12DV{{dv12}} + {{#^rollLess() tarepeal 19 }} + Sucesso! + {{/^rollLess() tarepeal 19 }} + {{#rollLess() tarepeal 19 }} + Fracasso... + {{/rollLess() tarepeal 19 }} +
    13DV{{dv13}} + {{#^rollLess() tarepeal 20 }} + Sucesso! + {{/^rollLess() tarepeal 20 }} + {{#rollLess() tarepeal 20 }} + Fracasso... + {{/rollLess() tarepeal 20 }} +
    14DV+{{dv14}}Sem efeito
    1DV a 3DV{{dv1}} + Destruído!!! +
    4DV, 5DV{{dv4}} + Automático! +
    6DV{{dv6}} + {{#^rollLess() tarepeal 3 }} + Sucesso! + {{/^rollLess() tarepeal 3 }} + {{#rollLess() tarepeal 3 }} + Fracasso... + {{/rollLess() tarepeal 3 }} +
    7DV{{dv7}} + {{#^rollLess() tarepeal 7 }} + Sucesso! + {{/^rollLess() tarepeal 7 }} + {{#rollLess() tarepeal 7 }} + Fracasso... + {{/rollLess() tarepeal 7 }} +
    8DV{{dv8}} + {{#^rollLess() tarepeal 11 }} + Sucesso! + {{/^rollLess() tarepeal 11 }} + {{#rollLess() tarepeal 11 }} + Fracasso... + {{/rollLess() tarepeal 11 }} +
    9DV{{dv9}} + {{#^rollLess() tarepeal 13 }} + Sucesso! + {{/^rollLess() tarepeal 13 }} + {{#rollLess() tarepeal 13 }} + Fracasso... + {{/rollLess() tarepeal 13 }} +
    10DV{{dv10}} + {{#^rollLess() tarepeal 15 }} + Sucesso! + {{/^rollLess() tarepeal 15 }} + {{#rollLess() tarepeal 15 }} + Fracasso... + {{/rollLess() tarepeal 15 }} +
    11DV{{dv11}} + {{#^rollLess() tarepeal 17 }} + Sucesso! + {{/^rollLess() tarepeal 17 }} + {{#rollLess() tarepeal 17 }} + Fracasso... + {{/rollLess() tarepeal 17 }} +
    12DV{{dv12}} + {{#^rollLess() tarepeal 18 }} + Sucesso! + {{/^rollLess() tarepeal 18 }} + {{#rollLess() tarepeal 18 }} + Fracasso... + {{/rollLess() tarepeal 18 }} +
    13DV{{dv13}} + {{#^rollLess() tarepeal 19 }} + Sucesso! + {{/^rollLess() tarepeal 19 }} + {{#rollLess() tarepeal 19 }} + Fracasso... + {{/rollLess() tarepeal 19 }} +
    14DV{{dv14}} + {{#^rollLess() tarepeal 20 }} + Sucesso! + {{/^rollLess() tarepeal 20 }} + {{#rollLess() tarepeal 20 }} + Fracasso... + {{/rollLess() tarepeal 20 }} +
    15DV+{{dv15}}Sem efeito
    1DV a 4DV{{dv1}} + Destruído! +
    5DV{{dv5}} + Automático! +
    6DV{{dv6}} + {{#^rollLess() tarepeal 2 }} + Sucesso! + {{/^rollLess() tarepeal 2 }} + {{#rollLess() tarepeal 2 }} + Fracasso... + {{/rollLess() tarepeal 2 }} +
    7DV{{dv7}} + {{#^rollLess() tarepeal 5 }} + Sucesso! + {{/^rollLess() tarepeal 5 }} + {{#rollLess() tarepeal 5 }} + Fracasso... + {{/rollLess() tarepeal 5 }} +
    8DV{{dv8}} + {{#^rollLess() tarepeal 9 }} + Sucesso! + {{/^rollLess() tarepeal 9 }} + {{#rollLess() tarepeal 9 }} + Fracasso... + {{/rollLess() tarepeal 9 }} +
    9DV{{dv9}} + {{#^rollLess() tarepeal 11 }} + Sucesso! + {{/^rollLess() tarepeal 11 }} + {{#rollLess() tarepeal 11 }} + Fracasso... + {{/rollLess() tarepeal 11 }} +
    10DV{{dv10}} + {{#^rollLess() tarepeal 13 }} + Sucesso! + {{/^rollLess() tarepeal 13 }} + {{#rollLess() tarepeal 13 }} + Fracasso... + {{/rollLess() tarepeal 13 }} +
    11DV{{dv11}} + {{#^rollLess() tarepeal 15 }} + Sucesso! + {{/^rollLess() tarepeal 15 }} + {{#rollLess() tarepeal 15 }} + Fracasso... + {{/rollLess() tarepeal 15 }} +
    12DV{{dv12}} + {{#^rollLess() tarepeal 17 }} + Sucesso! + {{/^rollLess() tarepeal 17 }} + {{#rollLess() tarepeal 17 }} + Fracasso... + {{/rollLess() tarepeal 17 }} +
    13DV{{dv13}} + {{#^rollLess() tarepeal 18 }} + Sucesso! + {{/^rollLess() tarepeal 18 }} + {{#rollLess() tarepeal 18 }} + Fracasso... + {{/rollLess() tarepeal 18 }} +
    14DV{{dv14}} + {{#^rollLess() tarepeal 19 }} + Sucesso! + {{/^rollLess() tarepeal 19 }} + {{#rollLess() tarepeal 19 }} + Fracasso... + {{/rollLess() tarepeal 19 }} +
    15DV{{dv15}} + {{#^rollLess() tarepeal 20 }} + Sucesso! + {{/^rollLess() tarepeal 20 }} + {{#rollLess() tarepeal 20 }} + Fracasso... + {{/rollLess() tarepeal 20 }} +
    16DV+{{dv16}}Sem efeito
    1DV a 4DV{{dv1}} + Destruído!!! +
    5DV, 6DV{{dv6}} + Automático! +
    7DV{{dv7}} + {{#^rollLess() tarepeal 3 }} + Sucesso! + {{/^rollLess() tarepeal 3 }} + {{#rollLess() tarepeal 3 }} + Fracasso... + {{/rollLess() tarepeal 3 }} +
    8DV{{dv8}} + {{#^rollLess() tarepeal 7 }} + Sucesso! + {{/^rollLess() tarepeal 7 }} + {{#rollLess() tarepeal 7 }} + Fracasso... + {{/rollLess() tarepeal 7 }} +
    9DV{{dv9}} + {{#^rollLess() tarepeal 9 }} + Sucesso! + {{/^rollLess() tarepeal 9 }} + {{#rollLess() tarepeal 9 }} + Fracasso... + {{/rollLess() tarepeal 9 }} +
    10DV{{dv10}} + {{#^rollLess() tarepeal 11 }} + Sucesso! + {{/^rollLess() tarepeal 11 }} + {{#rollLess() tarepeal 11 }} + Fracasso... + {{/rollLess() tarepeal 11 }} +
    11DV{{dv11}} + {{#^rollLess() tarepeal 13 }} + Sucesso! + {{/^rollLess() tarepeal 13 }} + {{#rollLess() tarepeal 13 }} + Fracasso... + {{/rollLess() tarepeal 13 }} +
    12DV{{dv12}} + {{#^rollLess() tarepeal 15 }} + Sucesso! + {{/^rollLess() tarepeal 15 }} + {{#rollLess() tarepeal 15 }} + Fracasso... + {{/rollLess() tarepeal 15 }} +
    13DV{{dv13}} + {{#^rollLess() tarepeal 17 }} + Sucesso! + {{/^rollLess() tarepeal 17 }} + {{#rollLess() tarepeal 17 }} + Fracasso... + {{/rollLess() tarepeal 17 }} +
    14DV{{dv14}} + {{#^rollLess() tarepeal 18 }} + Sucesso! + {{/^rollLess() tarepeal 18 }} + {{#rollLess() tarepeal 18 }} + Fracasso... + {{/rollLess() tarepeal 18 }} +
    15DV{{dv15}} + {{#^rollLess() tarepeal 19 }} + Sucesso! + {{/^rollLess() tarepeal 19 }} + {{#rollLess() tarepeal 19 }} + Fracasso... + {{/rollLess() tarepeal 19 }} +
    16DV{{dv16}} + {{#^rollLess() tarepeal 20 }} + Sucesso! + {{/^rollLess() tarepeal 20 }} + {{#rollLess() tarepeal 20 }} + Fracasso... + {{/rollLess() tarepeal 20 }} +
    17DV+{{dv17}}Sem efeito
    1DV a 5DV{{dv1}} + Destruído! +
    6DV{{dv6}} + Automático! +
    7DV{{dv7}} + {{#^rollLess() tarepeal 2 }} + Sucesso! + {{/^rollLess() tarepeal 2 }} + {{#rollLess() tarepeal 2 }} + Fracasso... + {{/rollLess() tarepeal 2 }} +
    8DV{{dv8}} + {{#^rollLess() tarepeal 5 }} + Sucesso! + {{/^rollLess() tarepeal 5 }} + {{#rollLess() tarepeal 5 }} + Fracasso... + {{/rollLess() tarepeal 5 }} +
    9DV{{dv9}} + {{#^rollLess() tarepeal 7 }} + Sucesso! + {{/^rollLess() tarepeal 7 }} + {{#rollLess() tarepeal 7 }} + Fracasso... + {{/rollLess() tarepeal 7 }} +
    10DV{{dv10}} + {{#^rollLess() tarepeal 9 }} + Sucesso! + {{/^rollLess() tarepeal 9 }} + {{#rollLess() tarepeal 9 }} + Fracasso... + {{/rollLess() tarepeal 9 }} +
    11DV{{dv11}} + {{#^rollLess() tarepeal 11 }} + Sucesso! + {{/^rollLess() tarepeal 11 }} + {{#rollLess() tarepeal 11 }} + Fracasso... + {{/rollLess() tarepeal 11 }} +
    12DV{{dv12}} + {{#^rollLess() tarepeal 13 }} + Sucesso! + {{/^rollLess() tarepeal 13 }} + {{#rollLess() tarepeal 13 }} + Fracasso... + {{/rollLess() tarepeal 13 }} +
    13DV{{dv13}} + {{#^rollLess() tarepeal 15 }} + Sucesso! + {{/^rollLess() tarepeal 15 }} + {{#rollLess() tarepeal 15 }} + Fracasso... + {{/rollLess() tarepeal 15 }} +
    14DV{{dv14}} + {{#^rollLess() tarepeal 17 }} + Sucesso! + {{/^rollLess() tarepeal 17 }} + {{#rollLess() tarepeal 17 }} + Fracasso... + {{/rollLess() tarepeal 17 }} +
    15DV{{dv15}} + {{#^rollLess() tarepeal 18 }} + Sucesso! + {{/^rollLess() tarepeal 18 }} + {{#rollLess() tarepeal 18 }} + Fracasso... + {{/rollLess() tarepeal 18 }} +
    16DV{{dv16}} + {{#^rollLess() tarepeal 19 }} + Sucesso! + {{/^rollLess() tarepeal 19 }} + {{#rollLess() tarepeal 19 }} + Fracasso... + {{/rollLess() tarepeal 19 }} +
    17DV{{dv17}} + {{#^rollLess() tarepeal 20 }} + Sucesso! + {{/^rollLess() tarepeal 20 }} + {{#rollLess() tarepeal 20 }} + Fracasso... + {{/rollLess() tarepeal 20 }} +
    18DV{{dv18}}Sem efeito
    1DV a 5DV{{dv1}} + Destruído!!! +
    6DV, 7DV{{dv6}} + Automático! +
    8DV{{dv8}} + {{#^rollLess() tarepeal 3 }} + Sucesso! + {{/^rollLess() tarepeal 3 }} + {{#rollLess() tarepeal 3 }} + Fracasso... + {{/rollLess() tarepeal 3 }} +
    9DV{{dv9}} + {{#^rollLess() tarepeal 5 }} + Sucesso! + {{/^rollLess() tarepeal 5 }} + {{#rollLess() tarepeal 5 }} + Fracasso... + {{/rollLess() tarepeal 5 }} +
    10DV{{dv10}} + {{#^rollLess() tarepeal 7 }} + Sucesso! + {{/^rollLess() tarepeal 7 }} + {{#rollLess() tarepeal 7 }} + Fracasso... + {{/rollLess() tarepeal 7 }} +
    11DV{{dv11}} + {{#^rollLess() tarepeal 9 }} + Sucesso! + {{/^rollLess() tarepeal 9 }} + {{#rollLess() tarepeal 9 }} + Fracasso... + {{/rollLess() tarepeal 9 }} +
    12DV{{dv12}} + {{#^rollLess() tarepeal 11 }} + Sucesso! + {{/^rollLess() tarepeal 11 }} + {{#rollLess() tarepeal 11 }} + Fracasso... + {{/rollLess() tarepeal 11 }} +
    13DV{{dv13}} + {{#^rollLess() tarepeal 13 }} + Sucesso! + {{/^rollLess() tarepeal 13 }} + {{#rollLess() tarepeal 13 }} + Fracasso... + {{/rollLess() tarepeal 13 }} +
    14DV{{dv14}} + {{#^rollLess() tarepeal 15 }} + Sucesso! + {{/^rollLess() tarepeal 15 }} + {{#rollLess() tarepeal 15 }} + Fracasso... + {{/rollLess() tarepeal 15 }} +
    15DV{{dv15}} + {{#^rollLess() tarepeal 17 }} + Sucesso! + {{/^rollLess() tarepeal 17 }} + {{#rollLess() tarepeal 17 }} + Fracasso... + {{/rollLess() tarepeal 17 }} +
    16DV{{dv16}} + {{#^rollLess() tarepeal 18 }} + Sucesso! + {{/^rollLess() tarepeal 18 }} + {{#rollLess() tarepeal 18 }} + Fracasso... + {{/rollLess() tarepeal 18 }} +
    17DV{{dv17}} + {{#^rollLess() tarepeal 19 }} + Sucesso! + {{/^rollLess() tarepeal 19 }} + {{#rollLess() tarepeal 19 }} + Fracasso... + {{/rollLess() tarepeal 19 }} +
    18DV{{dv18}} + {{#^rollLess() tarepeal 20 }} + Sucesso! + {{/^rollLess() tarepeal 20 }} + {{#rollLess() tarepeal 20 }} + Fracasso... + {{/rollLess() tarepeal 20 }} +
    19DV+NSem efeito
    +
    +
    Em caso de sucesso, afastar:
    +
    {{qtdrepeal}} criatura(s) no total.
    + + {{/tarepeal}} +
    +
    + + + + diff --git a/Old Dragon - Aprimorado/od_enhanced.png b/Old Dragon - Aprimorado/od_enhanced.png new file mode 100644 index 0000000000..f414109893 Binary files /dev/null and b/Old Dragon - Aprimorado/od_enhanced.png differ diff --git a/Old Dragon - Aprimorado/sheet.json b/Old Dragon - Aprimorado/sheet.json new file mode 100644 index 0000000000..d74a7422ec --- /dev/null +++ b/Old Dragon - Aprimorado/sheet.json @@ -0,0 +1,8 @@ +{ + "html": "od_enhanced.html", + "css": "od_enhanced.css", + "authors": "Johny Ricardo", + "roll20userid": "5098891", + "preview": "od_enhanced.png", + "instructions": "Ficha atualizada para a Edicao Aprimorada do Old Dragon. Possui sheetworks para preenchimento automatizado e rolltemplates customizados" +} \ No newline at end of file diff --git a/Old School Essentials - AAC/CHANGELOG.md b/Old School Essentials - AAC/CHANGELOG.md new file mode 100644 index 0000000000..5c77a3325d --- /dev/null +++ b/Old School Essentials - AAC/CHANGELOG.md @@ -0,0 +1,65 @@ +# Changelog + +[GitHub Project Status board](https://github.com/wesbaker/roll20-character-sheets/projects/1) + +## 1.1.0 + +### Added + +- Add a toggleable description for weapons +- Add the ability for spells to just show descriptions when no effect roll exists (e.g. Read Languages) + +### Fixed + +- Fix a bug where armor class types that were uppercased didn't display BAB or THAC0 +- Fix a bug where the attack macros were saved between character and monster tabs +- Fix a bug where the monster name wouldn't be used in the journal or on tokens (it was formerly separate from character name, now they're linked) +- Fix a bug where the dex modifier was incorrect for Dexterity values of 16-17 + +## 1.0.0 + +### Added + +- Automatically set next experience, HD, BAB, THAC0, and saving throws when setting level and class for cleric, dwarf, elf, fighter, halfling, magic-user, and thief +- Add notes sheet +- Add notes section to character sheet +- Add settings sheet + - Add armor class type to settings +- Add default sheet setting for armor class type (AAC versus DAC) +- Add descending armor support and calculation +- Add dexterity calculations on sheet load (calculates unarmored AC, AC mod, and initiative mod) +- Add missing BAB for AAC characters +- Add thac0 for characters and monsters + +### Fixed + +- Fix bug where armor values where concatenated, not added + +### Deprecated + +- Renamed and deprecated both `attr_ac` and `attr_acUnarmored` in lieu of `attr_aacAc`, `attr_dacAc`, `attr_aacAcUnarmored`, and `attr_dacAcUnarmored` + +## 0.9.1 + +### Added + +- Add type of attack to character weapon table to prevent DEX bonus from being added to damage +- Make hit point and HD fields rollable for character tab + +### Fixed + +- Fix calculated encounter movement rate to 1/3 of exploration +- Fix missing `weaponDescription` value for character tab + +## 0.9.0 + +- Initial release +- Duplicated from the Sheershym's Old School Essentials sheet +- Switched from DAC to AAC + - Removed the Attack Matrix +- Added a monster tab +- Changed the skills, attacks, and weapons repeating section to just skills +- Added weapons, armor, and spells repeating sections +- Added encumbrance calculation +- Added numerous autocalculating fields (e.g. movement based on exploration speed) +- Added roll buttons for HD/HP diff --git a/Old School Essentials - AAC/OSE-AAC.css b/Old School Essentials - AAC/OSE-AAC.css new file mode 100644 index 0000000000..16025c83d9 --- /dev/null +++ b/Old School Essentials - AAC/OSE-AAC.css @@ -0,0 +1,768 @@ +@import url("https://fonts.googleapis.com/css?family=Girassol&display=swap"); + +hr { + display: block; + height: 4px; + border: 0; + border-top: 1px solid #000; + margin: 1em 0; + padding: 0; +} + +textarea { + resize: vertical; + width: 96%; +} + +h1 { + font-size: 2.4rem; + font-family: "Girassol", serif; + color: black; + margin-bottom: 10px; + margin-top: 10px; + line-height: 40px; + background-image: url("https://i84.servimg.com/u/f84/13/24/51/43/banniz13.png"); + background-size: 100%; + background-repeat: no-repeat; + text-align: center; + text-shadow: 1px 0 0 rgba(255, 255, 255, 0.8), + 0 1px 0 rgba(255, 255, 255, 0.8), 0 -1px 0 rgba(255, 255, 255, 0.8), + -1px 0 0 rgba(255, 255, 255, 0.8); +} + +h2 { + font-size: 2rem; + font-family: "Girassol", serif; + color: black; + border-bottom: 1px solid #333; + margin: 8px 0px; + line-height: 1.5em; + text-align: center; +} + +label { + font-weight: normal; + font-family: "Helvetica Neue", Helvetica, Arial, sans-serif; + font-size: 14px; + cursor: pointer; + display: inline-flex; + padding-right: 0; +} + +p { + font-weight: normal; + font-family: "Helvetica Neue", Helvetica, Arial, sans-serif; + font-size: 14px; + display: inline-block; +} + +span, +p span, +label span { + background-color: #333; + color: white; + display: inline-block; + vertical-align: middle; + text-align: center; + line-height: 3.5em; + width: 3.5em; +} + +span.sheet-double, +p span.sheet-double, +label span.sheet-double { + width: 7em; +} + +img { + vertical-align: middle; + display: inline-block; +} + +input[type="text"], +input[type="number"] { + width: 210px; +} + +.sheet-half-input { + width: 105px; +} + +.sheet-roll button[type="roll"]:hover, +.sheet-roll button[type="action"]:hover { + color: #990000; + border-color: #990000; + border: 1px 1px 1px 1px; +} + +.sheet-roll button[type="roll"]::before, +.sheet-roll button[type="action"]::before { + content: ""; + font-size: 10px; +} + +.sheet-roll button[type="roll"], +.sheet-roll button[type="action"] { + text-decoration: none; + background: #333; + color: white; + border: none; + border-radius: 0; + box-shadow: none; + box-sizing: border-box; + font-size: 14px; + padding: 5px; + margin: 0; + height: 49px; + width: 49px; + vertical-align: middle; + text-shadow: none; + white-space: normal; +} + +.sheet-roll button[type="roll"].sheet-double, +.sheet-roll button[type="action"].sheet-double { + width: 7em; +} + +.charsheet label span, +.charsheet input[type="number"], +.charsheet input[type="text"] { + box-sizing: border-box; + min-height: 4.9rem; +} + +.charsheet input[type="text"], +.charsheet input[type="number"] { + border-radius: 0; +} + +.charsheet input[type="text"].sheet-input-as-number, +.charsheet input[type="number"] { + text-align: center; + width: 3.5em; +} + +.charsheet input[type="text"].sheet-double { + width: 7em; +} + +/* Remove input number arrows*/ + +/* Firefox */ +.charsheet input[type="number"] { + -moz-appearance: textfield; +} + +/* Chrome */ +.charsheet input::-webkit-inner-spin-button, +.charsheet input::-webkit-outer-spin-button { + -webkit-appearance: none; + margin: 0; +} + +/* Opéra*/ +.charsheet input::-o-inner-spin-button, +.charsheet input::-o-outer-spin-button { + -o-appearance: none; + margin: 0; +} + +/* Flex */ + +div.sheet-flex { + display: flex; +} + +div.sheet-flex > * { + margin-right: 10px; +} + +div.sheet-flex > *:last-child { + margin-right: 0; +} + +/* Inline Flex */ + +.sheet-inline-flex { + display: inline-flex; +} + +.sheet-inline-flex > * { + flex-grow: 1; +} + +.sheet-inline-flex > *:first-child { + flex-grow: 0; + margin: 0; +} + +.sheet-inline-flex-wide-label > * { + flex-grow: 0; +} + +.sheet-inline-flex-wide-label > *:first-child { + flex-grow: 3; +} + +/* Info Grid / Header */ + +div.sheet-info-grid { + display: grid; + grid-template-columns: 3fr 7fr; + grid-gap: 15px; +} + +div.sheet-info-grid span { + width: 3.5em; + display: inline-block; +} + +/* Combat */ + +.sheet-combat { + display: grid; + grid-template-columns: 3fr 1fr 0.5fr; + grid-gap: 10px; +} + +.sheet-combat .sheet-armor { + display: none; +} + +.sheet-combat input[name="attr_armorClassType"][value="aac"] ~ .sheet-armor-aac, +.sheet-combat input[name="attr_armorClassType"][value="AAC"] ~ .sheet-armor-aac, +.sheet-combat input[name="attr_armorClassType"][value="dac"] ~ .sheet-armor-dac, +.sheet-combat + input[name="attr_armorClassType"][value="DAC"] + ~ .sheet-armor-dac { + display: flex; +} + +/* Movement */ + +.sheet-movement table { + width: 100%; +} + +.sheet-movement caption, +.sheet-movement th { + background: #333; + color: white; + font-weight: normal; + text-align: center; +} + +.sheet-movement th { + font-size: 80%; + height: 25px; +} + +.sheet-movement td { + box-sizing: border-box; +} + +.sheet-movement input[type="number"] { + width: 100%; +} + +/* Matrix */ + +.sheet-matrix button[type="roll"] { + text-decoration: none; + background: #333; + color: white; + border: none; + border-radius: 0; + box-shadow: none; + font-size: 14px; + padding: 0; + margin: 0; + height: 35px; + width: 35px; + vertical-align: middle; + text-shadow: none; +} + +.sheet-matrix input[type="number"] { + width: 2.7em; + height: 2.7em; + margin: 0; + margin-right: 8.8px; +} + +/* Sheet - Wide */ + +.sheet-wide { + display: flex; +} + +.sheet-wide > * { + flex-grow: 1; + display: inline-flex; + margin: 0 10px; +} + +.sheet-wide > *:first-child { + margin-left: 0; +} + +.sheet-wide > *:last-child { + margin-right: 0; +} + +.sheet-wide > * > button { + flex-grow: 3; +} + +/* Roll Templates */ + +.sheet-rolltemplate-skill span.sheet-rolldescr { + height: auto; + color: black; + line-height: 18px; + text-align: left; + border-top: 1px solid black; + background: white; + padding: 4px; +} + +.sheet-rolltemplate-simple .sheet-fullfail, +.sheet-rolltemplate-simple .inlinerollresult.fullfail, +.sheet-rolltemplate-greater span.sheet-rollfail, +.sheet-rolltemplate-less span.sheet-rollfail, +.sheet-rolltemplate-skill span.sheet-rollfail { + color: #990000; + font-weight: bold; +} + +.sheet-rolltemplate-simple .sheet-fullcrit, +.sheet-rolltemplate-simple .inlinerollresult.fullcrit, +.sheet-rolltemplate-greater span.sheet-rollsuccess, +.sheet-rolltemplate-less span.sheet-rollsuccess, +.sheet-rolltemplate-skill span.sheet-rollsuccess { + color: #009900; + font-weight: bold; +} + +.sheet-rolltemplate-simple h3, +.sheet-rolltemplate-greater h3, +.sheet-rolltemplate-less h3, +.sheet-rolltemplate-skill h3 { + color: white; + background-color: #333; + display: inline-block; + vertical-align: middle; + text-align: center; + line-height: 3em; + height: 3em; + width: 100%; +} + +.sheet-rolltemplate-simple span, +.sheet-rolltemplate-greater span, +.sheet-rolltemplate-less span, +.sheet-rolltemplate-skill span { + background: white; + color: black; + display: inline-block; + vertical-align: middle; + text-align: center; + line-height: 3em; + height: 3em; + width: 100%; + border-bottom: 1px solid black; + border-left: 1px solid black; + border-right: 1px solid black; +} + +.sheet-rolltemplate-simple h3, +.sheet-rolltemplate-greater h3, +.sheet-rolltemplate-less h3, +.sheet-rolltemplate-skill h3 { + font-family: "Girassol", serif; + font-size: 1.6rem; +} + +.sheet-rolltemplate-simple .sheet-template-result-only .inlinerollresult, +.sheet-rolltemplate-simple + .sheet-template-result-only + .inlinerollresult.fullfail, +.sheet-rolltemplate-simple + .sheet-template-result-only + .inlinerollresult.fullcrit, +.sheet-rolltemplate-simple + .sheet-template-result-only + .inlinerollresult.inlinerollresult.importantroll, +.sheet-rolltemplate-simple .inlinerollresult, +.sheet-rolltemplate-simple .inlinerollresult.fullfail, +.sheet-rolltemplate-simple .inlinerollresult.fullcrit, +.sheet-rolltemplate-simple .inlinerollresult.importantroll, +.sheet-rolltemplate-greater .inlinerollresult, +.sheet-rolltemplate-greater .inlinerollresult.fullfail, +.sheet-rolltemplate-greater .inlinerollresult.fullcrit, +.sheet-rolltemplate-greater .inlinerollresult.importantroll, +.sheet-rolltemplate-less .inlinerollresult, +.sheet-rolltemplate-less .inlinerollresult.fullfail, +.sheet-rolltemplate-less .inlinerollresult.fullcrit, +.sheet-rolltemplate-less .inlinerollresult.importantroll, +.sheet-rolltemplate-skill .inlinerollresult, +.sheet-rolltemplate-skill .inlinerollresult.fullfail, +.sheet-rolltemplate-skill .inlinerollresult.fullcrit, +.sheet-rolltemplate-skill .inlinerollresult.importantroll { + background-color: transparent; + border: none; + color: black; + display: block; + height: 100%; + box-sizing: border-box; + line-height: inherit; + font-size: 1.6rem; +} + +.sheet-rolltemplate-simple .sheet-template-result-only .inlinerollresult, +.sheet-rolltemplate-simple + .sheet-template-result-only + .inlinerollresult.fullfail, +.sheet-rolltemplate-simple + .sheet-template-result-only + .inlinerollresult.fullcrit, +.sheet-rolltemplate-simple + .sheet-template-result-only + .inlinerollresult.inlinerollresult.importantroll { + text-align: center; +} + +.sheet-rolltemplate-simple .sheet-template-row { + background: white; + display: grid; + grid-template-columns: 3fr 2fr; +} + +.sheet-rolltemplate-simple .sheet-template-result-only, +.sheet-rolltemplate-simple .sheet-template-row > span { + background: white; + border: 1px solid black; + border-top: none; + box-sizing: border-box; +} + +.sheet-rolltemplate-simple .sheet-template-row span.sheet-template-term { + text-align: right; + padding-right: 5px; + border-right: none; + color: #666; +} + +.sheet-rolltemplate-simple .sheet-template-row span.sheet-template-result { + border-left: none; + text-align: left; + padding-left: 3px; +} + +.sheet-rolltemplate-simple .sheet-template-row span.sheet-template-result span { + text-align: left; +} + +.sheet-rolltemplate-skill .sheet-template-description, +.sheet-rolltemplate-simple .sheet-template-description { + border: 1px solid #000; + border-width: 0px 1px 1px 1px; + box-sizing: border-box; + background: white; + color: black; + padding: 10px; +} + +/* Hide the Attack matrix on AAC */ +input[name="attr_armor_class_method"][value="aac"] ~ .sheet-dac-only, +input[name="attr_armor_class_method"][value="AAC"] ~ .sheet-dac-only { + display: none; +} + +/* Repeating Sections */ + +.sheet-repeat .repitem button, +.sheet-repeat .repitem input[type="text"], +.sheet-repeat .repitem input[type="number"], +.sheet-repeat .repitem select { + height: 3rem; + min-height: auto; + margin: 0; + box-sizing: border-box; +} + +.sheet-abilities .repitem > *:last-child { + flex-grow: 6; + width: 100%; +} + +.sheet-weapons-grid, +.sheet-abilities-grid, +.sheet-items-grid, +.sheet-armor-grid, +.sheet-spells-grid { + grid-gap: 5px; + display: grid; + margin-bottom: 5px; +} + +.sheet-spells-grid { + grid-template-columns: 35px 1.25fr 1fr 1fr 3fr 1fr; +} + +.sheet-weapons-grid { + grid-template-columns: 35px 2.5fr 1fr 1fr 1fr 1fr 1fr 1fr; +} + +.sheet-abilities-grid { + grid-template-columns: 35px 2fr 1fr 1fr 1fr 4fr; +} + +.sheet-items-grid { + grid-template-columns: 1fr 3fr 3fr 1fr; +} + +.sheet-armor-grid { + grid-template-columns: 8fr 2fr 2fr 1fr; +} + +.sheet-abilities-grid span, +.sheet-weapons-grid span, +.sheet-items-grid span, +.sheet-armor-grid span, +.sheet-spells-grid span { + width: 100%; + line-height: 2.5em; + box-sizing: border-box; +} + +.sheet-armor-grid .sheet-checkbox { + display: flex; + align-items: center; + justify-content: center; +} + +.sheet-abilities-grid input[type="text"], +.sheet-abilities-grid input[type="number"], +.sheet-abilities-grid select, +.sheet-weapons-grid input[type="text"], +.sheet-weapons-grid input[type="number"], +.sheet-weapons-grid select, +.sheet-items-grid input[type="text"], +.sheet-items-grid input[type="number"], +.sheet-items-grid select, +.sheet-armor-grid input[type="text"], +.sheet-armor-grid input[type="number"], +.sheet-armor-grid select, +.sheet-spells-grid input[type="text"], +.sheet-spells-grid input[type="number"], +.sheet-spells-grid select { + width: 100%; +} + +button[type="roll"].sheet-roll-describe::before { + font-family: "Pictos Custom"; + content: "y"; +} + +input[name="attr_spellRollType"] ~ button.sheet-roll, +input[name="attr_spellRollType"] ~ button.sheet-roll-describe { + display: none; +} + +input[name="attr_spellRollType"][value="roll"] ~ button.sheet-roll, +input[name="attr_spellRollType"][value="describe"] + ~ button.sheet-roll-describe { + display: inline-block; + width: 100%; +} + +/* Weapons */ + +.sheet-weapons-grid .sheet-attack-roll { + display: none; +} + +.sheet-weapons-grid + input[name="attr_armorClassType"][value="aac"] + ~ .sheet-attack-roll-aac, +.sheet-weapons-grid + input[name="attr_armorClassType"][value="AAC"] + ~ .sheet-attack-roll-aac, +.sheet-weapons-grid + input[name="attr_armorClassType"][value="dac"] + ~ .sheet-attack-roll-dac, +.sheet-weapons-grid + input[name="attr_armorClassType"][value="DAC"] + ~ .sheet-attack-roll-dac { + display: block; + width: 100%; +} + +input.sheet-weapon-description { + width: 100%; + display: none; +} + +input.sheet-expand:checked ~ input.sheet-weapon-description { + display: block; + margin-bottom: 5px; +} + +/* Tabs */ + +.sheet-character, +.sheet-monster, +.sheet-notes, +.sheet-settings { + display: none; +} + +input[name="attr_sheetTab"][value="character"] ~ div.sheet-character, +input[name="attr_sheetTab"][value="monster"] ~ div.sheet-monster, +input[name="attr_sheetTab"][value="notes"] ~ div.sheet-notes, +input[name="attr_sheetTab"][value="settings"] ~ div.sheet-settings { + display: block; +} + +.sheet-button-select { + border-bottom: 1px solid #333; + margin-bottom: 10px; +} + +.sheet-button-select button { + background: #333; + color: white; + margin-left: 10px; + box-sizing: border-box; + border: 1px solid #333; + line-height: 3.5em; + padding: 0 15px; + margin-bottom: -1px; +} + +input[name="attr_sheetTab"][value="character"] + ~ .sheet-button-select + button[name="act_character"], +input[name="attr_sheetTab"][value="monster"] + ~ .sheet-button-select + button[name="act_monster"], +input[name="attr_sheetTab"][value="notes"] + ~ .sheet-button-select + button[name="act_notes"], +input[name="attr_sheetTab"][value="settings"] + ~ .sheet-button-select + button[name="act_settings"] { + background: white; + color: black; + border: 1px solid black; + border-bottom: 1px solid white; +} + +/* Monster */ + +.charsheet input[name="attr_monsterName"], +.charsheet input[name="attr_alignment"] { + width: auto; +} + +.sheet-monster-combat { + display: grid; + grid-template-columns: 3fr 1fr; + grid-gap: 10px; +} + +.sheet-monster .sheet-weapons-grid { + grid-template-columns: 35px 35px 3fr 1fr 4fr; +} + +.sheet-monster .sheet-abilities-grid { + grid-template-columns: 35px 1fr 4fr; +} + +.sheet-notes-section textarea { + box-sizing: border-box; + width: 100%; + height: 15em; +} + +.sheet-show-aac, +.sheet-show-dac { + display: none; +} + +input[name="attr_armorClassType"][value="aac"] ~ .sheet-show-aac, +input[name="attr_armorClassType"][value="AAC"] ~ .sheet-show-aac, +input[name="attr_armorClassType"][value="dac"] ~ .sheet-show-dac, +input[name="attr_armorClassType"][value="DAC"] ~ .sheet-show-dac { + display: inherit; +} + +/* Notes */ + +.sheet-notes .sheet-notes-section textarea { + height: 30em; +} + +/* Settings */ + +.sheet-settings span { + background-color: transparent; + color: black; + line-height: inherit; + width: auto; + text-align: right; + min-height: inherit; + font-weight: bold; +} + +.sheet-settings select { + margin: 0; + width: 100%; +} + +.sheet-setting { + display: grid; + grid-template-columns: 1fr 3fr; + grid-gap: 5px; + align-items: center; +} + +/* Expand */ +.charsheet input.sheet-expand, +input.sheet-expand + span { + top: -5px; + right: -6px; + width: 18px; + height: 14px; + position: absolute; +} + +.charsheet input.sheet-expand { + z-index: 6; + opacity: 0; +} + +input.sheet-expand + span { + background: none; + display: inline-block; + line-height: initial; + width: initial; + position: absolute; +} + +input.sheet-expand + span::after { + color: #333; + content: "y"; + cursor: pointer; + font-family: pictos; + font-size: 14px; + opacity: 0.4; + text-align: center; + z-index: 3; +} + +input.sheet-expand:hover + span::after { + opacity: 1; +} diff --git a/Old School Essentials - AAC/OSE-AAC.html b/Old School Essentials - AAC/OSE-AAC.html new file mode 100644 index 0000000000..541b50883c --- /dev/null +++ b/Old School Essentials - AAC/OSE-AAC.html @@ -0,0 +1,1487 @@ + + + + + + + + + + + + + + + + + + +
    + + + + +
    + + +
    +
    + +
    +
    + + +
    +
    + + + +
    +
    + + + + +
    +
    +
    + +
    +

    Ability Scores

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

    Exploration

    +
    + + + + +
    +
    + +
    +

    Saving Throws

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

    Abilities & Skills

    +
    + + Name + Roll + vs + Threshold + Description +
    +
    +
    + + + + + + +
    +
    +
    + +
    + +

    Combat

    +
    +
    +
    + + +
    + + +
    + + + + +
    +
    + + + + +
    +
    +
    + + + + + + + + + + + + + + + + +
    Movement
    EncounterExplorationOverland
    + + + + + +
    +
    +
    + + +
    +
    +
    + +
    +

    Weapons

    +
    + + Name + Attribute + Type of Attack + +Attack + Damage Die + +Damage + Weight +
    +
    + +
    +
    + + + + + +
    + + + + + + + +
    + +
    +
    + +
    +

    Spells

    +
    + + Name + Duration + Range + Description + Effect Roll +
    +
    +
    +
    + + + +
    + + + + + +
    +
    +
    + +
    +

    Items & Equipment

    +
    +

    Gear

    +
    + Qty + Name + Description + Weight +
    +
    +
    +
    + + + + +
    +
    +
    +

    Armor

    +
    + Name + AC Benefit + Armor Weight + Worn? +
    +
    +
    +
    + + + +
    + +
    +
    +
    +
    +
    +

    Coins

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

    Notes

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

    Combat

    +
    +
    +
    + + + + +
    +
    + + + + +
    +
    +
    + + + + + + + + + + + + + + +
    Movement
    EncounterExploration
    + + + +
    +
    +
    +
    + +
    +

    Attacks

    +
    + + # + Name + Damage + Description +
    +
    +
    + + + + + +
    +
    +
    + +
    +

    Abilities & Skills

    +
    + + Name + Description +
    +
    +
    + + + +
    +
    +
    + +
    +

    Spells

    +
    + + Name + Duration + Range + Description + Effect Roll +
    +
    +
    +
    + + + +
    + + + + + +
    +
    +
    + +
    +

    Saving Throws

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

    Notes

    + +
    +
    + + +
    +
    +

    Notes

    + +
    +
    + + +
    +

    Settings

    + +
    + + +Type of attack +Threshold modifier +Modif +Attack +Damage + + +Initiative +Strength +Intelligence +Wisdom +Dexterity +Constitution +Charisma +Morale + +Death or poison +Magic wands +Paralysis or petrification +Breath attacks +Spells, rods or staves +Listen at door +Open stuck door +Find secret room +Find room trap + + +
    +

    {{roll}}

    + {{#result}} + {{result}} + {{/result}} + {{#allprops() roll result description morale}} +
    + {{key}}: + {{value}} +
    + {{/allprops() roll result description morale}} + {{#description}} +
    {{description}}
    + {{/description}} + + + {{#rollGreater() morale 0}} + Continue Fighting! + {{/rollGreater() morale 0}} + {{#rollLess() morale 1}} + Surrender or Flee! + {{/rollLess() morale 1}} +
    +
    + + +
    +

    {{roll}}

    + {{check}} + {{result}} + {{#rollLess() result check}} + Fail + {{/rollLess() result check}} + + {{#rollGreater() result check}} + Success + {{/rollGreater() result check}} + + {{#rollTotal() result check}} + Success + {{/rollTotal() result check}} +
    +
    + + +
    +

    {{roll}}

    + {{check}} + {{result}} + + {{#rollTotal() result check}} + Success + {{/rollTotal() result check}} + + {{#rollLess() result check}} + Success + {{/rollLess() result check}} + + {{#rollGreater() result check}} + Fail + {{/rollGreater() result check}} +
    +
    + + +
    +

    {{roll}}

    + {{result}} + {{#rollTotal() symbol 2}} + {{#rollLess() result check}} + Fail + {{/rollLess() result check}} + {{#rollGreater() result check}} + Success + {{/rollGreater() result check}} + {{#rollTotal() result check}} + Success + {{/rollTotal() result check}} + {{/rollTotal() symbol 2}} + + {{#rollTotal() symbol 1}} + {{#rollTotal() result check}} + Success + {{/rollTotal() result check}} + {{#rollLess() result check}} + Success + {{/rollLess() result check}} + {{#rollGreater() result check}} + Fail + {{/rollGreater() result check}} + {{/rollTotal() symbol 1}} + + {{#description}} +
    + {{description}} +
    + {{/description}} +
    +
    + + diff --git a/Old School Essentials - AAC/OSE-AAC.png b/Old School Essentials - AAC/OSE-AAC.png new file mode 100644 index 0000000000..3b15064c25 Binary files /dev/null and b/Old School Essentials - AAC/OSE-AAC.png differ diff --git a/Old School Essentials - AAC/README.md b/Old School Essentials - AAC/README.md new file mode 100644 index 0000000000..90ce285be7 --- /dev/null +++ b/Old School Essentials - AAC/README.md @@ -0,0 +1,3 @@ +# Old School Essentials Official + +This is the official [Old School Essentials](https://necroticgnome.com/collections/old-school-essentials) character sheet. Please submit any issues to [my repository](https://github.com/wesbaker/roll20-character-sheets/issues). diff --git a/Old School Essentials - AAC/images/Attack.png b/Old School Essentials - AAC/images/Attack.png new file mode 100644 index 0000000000..db65da0399 Binary files /dev/null and b/Old School Essentials - AAC/images/Attack.png differ diff --git a/Old School Essentials - AAC/images/Castle.png b/Old School Essentials - AAC/images/Castle.png new file mode 100644 index 0000000000..e0892668ac Binary files /dev/null and b/Old School Essentials - AAC/images/Castle.png differ diff --git a/Old School Essentials - AAC/images/Logo.png b/Old School Essentials - AAC/images/Logo.png new file mode 100644 index 0000000000..372f6d1f90 Binary files /dev/null and b/Old School Essentials - AAC/images/Logo.png differ diff --git a/Old School Essentials - AAC/images/Title.png b/Old School Essentials - AAC/images/Title.png new file mode 100644 index 0000000000..0738b12f5d Binary files /dev/null and b/Old School Essentials - AAC/images/Title.png differ diff --git a/Old School Essentials - AAC/sheet.json b/Old School Essentials - AAC/sheet.json new file mode 100644 index 0000000000..fb7708e713 --- /dev/null +++ b/Old School Essentials - AAC/sheet.json @@ -0,0 +1,24 @@ +{ + "html": "OSE-AAC.html", + "css": "OSE-AAC.css", + "authors": "wesbaker", + "roll20userid": "194284", + "preview": "OSE-AAC.png", + "instructions": "Old School Essentials Official character sheet. For more information see [Necrotic Gnome](https://necroticgnome.com/collections/old-school-essentials).\n\nBased off of Sheershym's Old School Essentials character sheet.", + "useroptions": [ + { + "attribute": "armorClassType", + "displayname": "Armor Class Type", + "displaytranslationkey": "armor-class-type", + "type": "select", + "options": [ + "Ascending Armor Class|aac", + "Descending Armor Class|dac" + ], + "optiontranslationkeys": [ + "ascending-armor-class", + "descending-armor-class" + ] + } + ] +} diff --git a/Old School Essentials - AAC/translation.json b/Old School Essentials - AAC/translation.json new file mode 100644 index 0000000000..6d058c75f6 --- /dev/null +++ b/Old School Essentials - AAC/translation.json @@ -0,0 +1,133 @@ +{ + "abbr-versus": "vs", + "abilities-and-skills": "Abilities & Skills", + "ability-scores": "Ability Scores", + "alignment-abbr": "AL", + "alignment": "Alignment", + "armor-benefit": "AC Benefit", + "armor-class-abbr": "AC", + "armor-class-type": "Armor Class Type", + "armor-class": "Armor Class", + "armor-name-placeholder": "Leather", + "armor-weight": "Armor Weight", + "ascending-armor-class": "Ascending Armor Class", + "attack-modifier": "+Attack", + "attack": "Damage", + "attacks": "Attacks", + "attribute": "Attribute", + "base-attack-bonus": "Base Attack Bonus", + "base-attack-bonus-abbr": "BAB", + "breath-attacks-full": "Breath attacks", + "breath-attacks": "Breath attacks", + "character-name": "Character name", + "character": "Character", + "charisma-abbr": "CHA", + "charisma": "Charisma", + "class": "Class", + "combat": "Combat", + "constitution-abbr-mod": "± CON", + "constitution-abbr": "CON", + "constitution": "Constitution", + "copper-piece-abbr": "CP", + "damage-die": "Damage Die", + "damage-modifier": "+Damage", + "damage": "Damage", + "death-poison-full": "Death or poison", + "death-poison": "Death, Poison", + "descending-armor-class": "Descending Armor Class", + "description": "Description", + "dexterity-abbr-mod": "± DEX", + "dexterity-abbr": "DEX", + "dexterity": "Dexterity", + "duration": "Duration", + "effect-roll": "Effect Roll", + "electrum-piece-abbr": "EP", + "encumbrance": "Encumbrance", + "expand-collapse": "Expand/Collapse", + "experience-abbr": "XP", + "experience-next": "Experience to Next Level", + "experience-points-to-next-level": "Experience to Next Level", + "exploration": "Exploration", + "fail": "Fail", + "find-room-trap-full": "Find room trap", + "find-room-trap": "Find room trap", + "find-secret-door": "Find secret door", + "find-secret-room-full": "Find secret room", + "gold-piece-abbr": "GP", + "hit-dice-abbr": "HD", + "hit-dice": "Hit Dice", + "hit-points-abbr": "HP", + "hit-points-average": "Average HP", + "hit-points-max-abbr": "Max", + "hitdice-modifier": "HP Modifier", + "initiative-init": "Init.", + "initiative": "Initiative", + "intelligence-abbr": "INT", + "intelligence": "Intelligence", + "item-description": "Item description", + "item-name": "Item name", + "items-equipment": "Items & Equipment", + "level": "Level", + "listen-at-door-full": "Listen at door", + "listen-at-door": "Listen at door", + "magic-wands-full": "Magic wands", + "magic-wands": "Magic wands", + "max": "Max", + "maximum-max": "Max", + "melee": "Melee", + "missile": "Missile", + "modifier-mod": "Modif", + "modifier": "Threshold modifier", + "monster": "Monster", + "morale-abbr": "ML", + "morale-continue-fighting": "Continue Fighting!", + "morale-surrender-or-flee": "Surrender or Flee!", + "morale": "Morale", + "Morale": "Morale", + "movement-en": "Encounter", + "movement-encounter": "Encounter", + "movement-ex": "Exploration", + "movement-exploration": "Exploration", + "movement-ov": "Overland", + "movement-overland": "Movement - Overland", + "movement": "Movement", + "name-pc-abbr": "PC", + "name": "Name", + "next": "Next", + "notes": "Notes", + "number-abbr": "#", + "number": "Number", + "open-stuck-door-full": "Open stuck door", + "open-stuck-door": "Open stuck door", + "paralysis-petrification-full": "Paralysis or petrification", + "paralysis-petrification": "Paralysis, Petrification", + "platinum-piece-abbr": "PP", + "quantity-abbr": "Qty", + "quantity-qty": "Qty", + "range": "Range", + "roll": "Roll", + "saving-throws": "Saving Throws", + "settings": "Settings", + "silver-piece-abbr": "SP", + "spell-description-placeholder": "This spell conjures a glowing dart of energy that the caster may choose to shoot at a visible target within range.", + "spell-duration-placeholder": "1 turn", + "spell-name-placeholder": "Magic Missile", + "spells-rods-staves-full": "Spells, rods or staves", + "spells-rods-staves": "Spells, Rods, Staves", + "spells": "Spells", + "strength-abbr": "STR", + "strength": "Strength", + "success": "Success", + "threshold": "Threshold", + "title": "Title", + "treasure-type-abbr": "TT", + "typeofattack": "Type of Attack", + "unarmored": "Unarmored", + "weapon": "Weapon", + "weapons": "Weapons", + "weight": "Weight", + "wisdom-abbr": "WIS", + "wisdom": "Wisdom", + "worn-question": "Worn?", + "thac0": "THAC0" +} diff --git a/Old School Essentials - AAC/translations/af.json b/Old School Essentials - AAC/translations/af.json new file mode 100644 index 0000000000..a261a2f22f --- /dev/null +++ b/Old School Essentials - AAC/translations/af.json @@ -0,0 +1,133 @@ +{ + "abbr-versus": "vs", + "abilities-and-skills": "Abilities & Skills", + "ability-scores": "Ability Scores", + "alignment-abbr": "AL", + "alignment": "Alignment", + "armor-benefit": "AC Benefit", + "armor-class-abbr": "AC", + "armor-class-type": "Armor Class Type", + "armor-class": "Armor Class", + "armor-name-placeholder": "Leather", + "armor-weight": "Armor Weight", + "ascending-armor-class": "Ascending Armor Class", + "attack-modifier": "+Attack", + "attack": "Damage", + "attacks": "Attacks", + "attribute": "Attribute", + "base-attack-bonus": "Base Attack Bonus", + "base-attack-bonus-abbr": "BAB", + "breath-attacks-full": "Breath attacks", + "breath-attacks": "Breath attacks", + "character-name": "Character name", + "character": "Character", + "charisma-abbr": "CHA", + "charisma": "Charisma", + "class": "Class", + "combat": "Combat", + "constitution-abbr-mod": "± CON", + "constitution-abbr": "CON", + "constitution": "Constitution", + "copper-piece-abbr": "CP", + "damage-die": "Damage Die", + "damage-modifier": "+Damage", + "damage": "Damage", + "death-poison-full": "Death or poison", + "death-poison": "Death, Poison", + "descending-armor-class": "Descending Armor Class", + "description": "Description", + "dexterity-abbr-mod": "± DEX", + "dexterity-abbr": "DEX", + "dexterity": "Dexterity", + "duration": "Duration", + "effect-roll": "Effect Roll", + "electrum-piece-abbr": "EP", + "encumbrance": "Encumbrance", + "expand-collapse": "Expand/Collapse", + "experience-abbr": "XP", + "experience-next": "Experience to Next Level", + "experience-points-to-next-level": "Experience to Next Level", + "exploration": "Exploration", + "fail": "Fail", + "find-room-trap-full": "Find room trap", + "find-room-trap": "Find room trap", + "find-secret-door": "Find secret door", + "find-secret-room-full": "Find secret room", + "gold-piece-abbr": "GP", + "hit-dice-abbr": "HD", + "hit-dice": "Hit Dice", + "hit-points-abbr": "HP", + "hit-points-average": "Average HP", + "hit-points-max-abbr": "Max", + "hitdice-modifier": "HP Modifier", + "initiative-init": "Init.", + "initiative": "Initiative", + "intelligence-abbr": "INT", + "intelligence": "Intelligence", + "item-description": "Item description", + "item-name": "Item name", + "items-equipment": "Items & Equipment", + "level": "Level", + "listen-at-door-full": "Listen at door", + "listen-at-door": "Listen at door", + "magic-wands-full": "Magic wands", + "magic-wands": "Magic wands", + "max": "Max", + "maximum-max": "Max", + "melee": "Melee", + "missile": "Missile", + "modifier-mod": "Modif", + "modifier": "Threshold modifier", + "monster": "Monster", + "morale-abbr": "ML", + "morale-continue-fighting": "Continue Fighting!", + "morale-surrender-or-flee": "Surrender or Flee!", + "morale": "Morale", + "Morale": "Morale", + "movement-en": "Encounter", + "movement-encounter": "Encounter", + "movement-ex": "Exploration", + "movement-exploration": "Exploration", + "movement-ov": "Overland", + "movement-overland": "Movement - Overland", + "movement": "Movement", + "name-pc-abbr": "PC", + "name": "Name", + "next": "Next", + "notes": "Notes", + "number-abbr": "#", + "number": "Number", + "open-stuck-door-full": "Open stuck door", + "open-stuck-door": "Open stuck door", + "paralysis-petrification-full": "Paralysis or petrification", + "paralysis-petrification": "Paralysis, Petrification", + "platinum-piece-abbr": "PP", + "quantity-abbr": "Qty", + "quantity-qty": "Qty", + "range": "Range", + "roll": "Roll", + "saving-throws": "Saving Throws", + "settings": "Settings", + "silver-piece-abbr": "SP", + "spell-description-placeholder": "This spell conjures a glowing dart of energy that the caster may choose to shoot at a visible target within range.", + "spell-duration-placeholder": "1 turn", + "spell-name-placeholder": "Magic Missile", + "spells-rods-staves-full": "Spells, rods or staves", + "spells-rods-staves": "Spells, Rods, Staves", + "spells": "Spells", + "strength-abbr": "STR", + "strength": "Strength", + "success": "Success", + "threshold": "Threshold", + "title": "Title", + "treasure-type-abbr": "TT", + "typeofattack": "Type of attack", + "unarmored": "Unarmored", + "weapon": "Weapon", + "weapons": "Weapons", + "weight": "Weight", + "wisdom-abbr": "WIS", + "wisdom": "Wisdom", + "worn-question": "Worn?", + "thac0": "THAC0" +} diff --git a/Old School Essentials - AAC/translations/cs.json b/Old School Essentials - AAC/translations/cs.json new file mode 100644 index 0000000000..a261a2f22f --- /dev/null +++ b/Old School Essentials - AAC/translations/cs.json @@ -0,0 +1,133 @@ +{ + "abbr-versus": "vs", + "abilities-and-skills": "Abilities & Skills", + "ability-scores": "Ability Scores", + "alignment-abbr": "AL", + "alignment": "Alignment", + "armor-benefit": "AC Benefit", + "armor-class-abbr": "AC", + "armor-class-type": "Armor Class Type", + "armor-class": "Armor Class", + "armor-name-placeholder": "Leather", + "armor-weight": "Armor Weight", + "ascending-armor-class": "Ascending Armor Class", + "attack-modifier": "+Attack", + "attack": "Damage", + "attacks": "Attacks", + "attribute": "Attribute", + "base-attack-bonus": "Base Attack Bonus", + "base-attack-bonus-abbr": "BAB", + "breath-attacks-full": "Breath attacks", + "breath-attacks": "Breath attacks", + "character-name": "Character name", + "character": "Character", + "charisma-abbr": "CHA", + "charisma": "Charisma", + "class": "Class", + "combat": "Combat", + "constitution-abbr-mod": "± CON", + "constitution-abbr": "CON", + "constitution": "Constitution", + "copper-piece-abbr": "CP", + "damage-die": "Damage Die", + "damage-modifier": "+Damage", + "damage": "Damage", + "death-poison-full": "Death or poison", + "death-poison": "Death, Poison", + "descending-armor-class": "Descending Armor Class", + "description": "Description", + "dexterity-abbr-mod": "± DEX", + "dexterity-abbr": "DEX", + "dexterity": "Dexterity", + "duration": "Duration", + "effect-roll": "Effect Roll", + "electrum-piece-abbr": "EP", + "encumbrance": "Encumbrance", + "expand-collapse": "Expand/Collapse", + "experience-abbr": "XP", + "experience-next": "Experience to Next Level", + "experience-points-to-next-level": "Experience to Next Level", + "exploration": "Exploration", + "fail": "Fail", + "find-room-trap-full": "Find room trap", + "find-room-trap": "Find room trap", + "find-secret-door": "Find secret door", + "find-secret-room-full": "Find secret room", + "gold-piece-abbr": "GP", + "hit-dice-abbr": "HD", + "hit-dice": "Hit Dice", + "hit-points-abbr": "HP", + "hit-points-average": "Average HP", + "hit-points-max-abbr": "Max", + "hitdice-modifier": "HP Modifier", + "initiative-init": "Init.", + "initiative": "Initiative", + "intelligence-abbr": "INT", + "intelligence": "Intelligence", + "item-description": "Item description", + "item-name": "Item name", + "items-equipment": "Items & Equipment", + "level": "Level", + "listen-at-door-full": "Listen at door", + "listen-at-door": "Listen at door", + "magic-wands-full": "Magic wands", + "magic-wands": "Magic wands", + "max": "Max", + "maximum-max": "Max", + "melee": "Melee", + "missile": "Missile", + "modifier-mod": "Modif", + "modifier": "Threshold modifier", + "monster": "Monster", + "morale-abbr": "ML", + "morale-continue-fighting": "Continue Fighting!", + "morale-surrender-or-flee": "Surrender or Flee!", + "morale": "Morale", + "Morale": "Morale", + "movement-en": "Encounter", + "movement-encounter": "Encounter", + "movement-ex": "Exploration", + "movement-exploration": "Exploration", + "movement-ov": "Overland", + "movement-overland": "Movement - Overland", + "movement": "Movement", + "name-pc-abbr": "PC", + "name": "Name", + "next": "Next", + "notes": "Notes", + "number-abbr": "#", + "number": "Number", + "open-stuck-door-full": "Open stuck door", + "open-stuck-door": "Open stuck door", + "paralysis-petrification-full": "Paralysis or petrification", + "paralysis-petrification": "Paralysis, Petrification", + "platinum-piece-abbr": "PP", + "quantity-abbr": "Qty", + "quantity-qty": "Qty", + "range": "Range", + "roll": "Roll", + "saving-throws": "Saving Throws", + "settings": "Settings", + "silver-piece-abbr": "SP", + "spell-description-placeholder": "This spell conjures a glowing dart of energy that the caster may choose to shoot at a visible target within range.", + "spell-duration-placeholder": "1 turn", + "spell-name-placeholder": "Magic Missile", + "spells-rods-staves-full": "Spells, rods or staves", + "spells-rods-staves": "Spells, Rods, Staves", + "spells": "Spells", + "strength-abbr": "STR", + "strength": "Strength", + "success": "Success", + "threshold": "Threshold", + "title": "Title", + "treasure-type-abbr": "TT", + "typeofattack": "Type of attack", + "unarmored": "Unarmored", + "weapon": "Weapon", + "weapons": "Weapons", + "weight": "Weight", + "wisdom-abbr": "WIS", + "wisdom": "Wisdom", + "worn-question": "Worn?", + "thac0": "THAC0" +} diff --git a/Old School Essentials - AAC/translations/da.json b/Old School Essentials - AAC/translations/da.json new file mode 100644 index 0000000000..a261a2f22f --- /dev/null +++ b/Old School Essentials - AAC/translations/da.json @@ -0,0 +1,133 @@ +{ + "abbr-versus": "vs", + "abilities-and-skills": "Abilities & Skills", + "ability-scores": "Ability Scores", + "alignment-abbr": "AL", + "alignment": "Alignment", + "armor-benefit": "AC Benefit", + "armor-class-abbr": "AC", + "armor-class-type": "Armor Class Type", + "armor-class": "Armor Class", + "armor-name-placeholder": "Leather", + "armor-weight": "Armor Weight", + "ascending-armor-class": "Ascending Armor Class", + "attack-modifier": "+Attack", + "attack": "Damage", + "attacks": "Attacks", + "attribute": "Attribute", + "base-attack-bonus": "Base Attack Bonus", + "base-attack-bonus-abbr": "BAB", + "breath-attacks-full": "Breath attacks", + "breath-attacks": "Breath attacks", + "character-name": "Character name", + "character": "Character", + "charisma-abbr": "CHA", + "charisma": "Charisma", + "class": "Class", + "combat": "Combat", + "constitution-abbr-mod": "± CON", + "constitution-abbr": "CON", + "constitution": "Constitution", + "copper-piece-abbr": "CP", + "damage-die": "Damage Die", + "damage-modifier": "+Damage", + "damage": "Damage", + "death-poison-full": "Death or poison", + "death-poison": "Death, Poison", + "descending-armor-class": "Descending Armor Class", + "description": "Description", + "dexterity-abbr-mod": "± DEX", + "dexterity-abbr": "DEX", + "dexterity": "Dexterity", + "duration": "Duration", + "effect-roll": "Effect Roll", + "electrum-piece-abbr": "EP", + "encumbrance": "Encumbrance", + "expand-collapse": "Expand/Collapse", + "experience-abbr": "XP", + "experience-next": "Experience to Next Level", + "experience-points-to-next-level": "Experience to Next Level", + "exploration": "Exploration", + "fail": "Fail", + "find-room-trap-full": "Find room trap", + "find-room-trap": "Find room trap", + "find-secret-door": "Find secret door", + "find-secret-room-full": "Find secret room", + "gold-piece-abbr": "GP", + "hit-dice-abbr": "HD", + "hit-dice": "Hit Dice", + "hit-points-abbr": "HP", + "hit-points-average": "Average HP", + "hit-points-max-abbr": "Max", + "hitdice-modifier": "HP Modifier", + "initiative-init": "Init.", + "initiative": "Initiative", + "intelligence-abbr": "INT", + "intelligence": "Intelligence", + "item-description": "Item description", + "item-name": "Item name", + "items-equipment": "Items & Equipment", + "level": "Level", + "listen-at-door-full": "Listen at door", + "listen-at-door": "Listen at door", + "magic-wands-full": "Magic wands", + "magic-wands": "Magic wands", + "max": "Max", + "maximum-max": "Max", + "melee": "Melee", + "missile": "Missile", + "modifier-mod": "Modif", + "modifier": "Threshold modifier", + "monster": "Monster", + "morale-abbr": "ML", + "morale-continue-fighting": "Continue Fighting!", + "morale-surrender-or-flee": "Surrender or Flee!", + "morale": "Morale", + "Morale": "Morale", + "movement-en": "Encounter", + "movement-encounter": "Encounter", + "movement-ex": "Exploration", + "movement-exploration": "Exploration", + "movement-ov": "Overland", + "movement-overland": "Movement - Overland", + "movement": "Movement", + "name-pc-abbr": "PC", + "name": "Name", + "next": "Next", + "notes": "Notes", + "number-abbr": "#", + "number": "Number", + "open-stuck-door-full": "Open stuck door", + "open-stuck-door": "Open stuck door", + "paralysis-petrification-full": "Paralysis or petrification", + "paralysis-petrification": "Paralysis, Petrification", + "platinum-piece-abbr": "PP", + "quantity-abbr": "Qty", + "quantity-qty": "Qty", + "range": "Range", + "roll": "Roll", + "saving-throws": "Saving Throws", + "settings": "Settings", + "silver-piece-abbr": "SP", + "spell-description-placeholder": "This spell conjures a glowing dart of energy that the caster may choose to shoot at a visible target within range.", + "spell-duration-placeholder": "1 turn", + "spell-name-placeholder": "Magic Missile", + "spells-rods-staves-full": "Spells, rods or staves", + "spells-rods-staves": "Spells, Rods, Staves", + "spells": "Spells", + "strength-abbr": "STR", + "strength": "Strength", + "success": "Success", + "threshold": "Threshold", + "title": "Title", + "treasure-type-abbr": "TT", + "typeofattack": "Type of attack", + "unarmored": "Unarmored", + "weapon": "Weapon", + "weapons": "Weapons", + "weight": "Weight", + "wisdom-abbr": "WIS", + "wisdom": "Wisdom", + "worn-question": "Worn?", + "thac0": "THAC0" +} diff --git a/Old School Essentials - AAC/translations/de.json b/Old School Essentials - AAC/translations/de.json new file mode 100644 index 0000000000..a261a2f22f --- /dev/null +++ b/Old School Essentials - AAC/translations/de.json @@ -0,0 +1,133 @@ +{ + "abbr-versus": "vs", + "abilities-and-skills": "Abilities & Skills", + "ability-scores": "Ability Scores", + "alignment-abbr": "AL", + "alignment": "Alignment", + "armor-benefit": "AC Benefit", + "armor-class-abbr": "AC", + "armor-class-type": "Armor Class Type", + "armor-class": "Armor Class", + "armor-name-placeholder": "Leather", + "armor-weight": "Armor Weight", + "ascending-armor-class": "Ascending Armor Class", + "attack-modifier": "+Attack", + "attack": "Damage", + "attacks": "Attacks", + "attribute": "Attribute", + "base-attack-bonus": "Base Attack Bonus", + "base-attack-bonus-abbr": "BAB", + "breath-attacks-full": "Breath attacks", + "breath-attacks": "Breath attacks", + "character-name": "Character name", + "character": "Character", + "charisma-abbr": "CHA", + "charisma": "Charisma", + "class": "Class", + "combat": "Combat", + "constitution-abbr-mod": "± CON", + "constitution-abbr": "CON", + "constitution": "Constitution", + "copper-piece-abbr": "CP", + "damage-die": "Damage Die", + "damage-modifier": "+Damage", + "damage": "Damage", + "death-poison-full": "Death or poison", + "death-poison": "Death, Poison", + "descending-armor-class": "Descending Armor Class", + "description": "Description", + "dexterity-abbr-mod": "± DEX", + "dexterity-abbr": "DEX", + "dexterity": "Dexterity", + "duration": "Duration", + "effect-roll": "Effect Roll", + "electrum-piece-abbr": "EP", + "encumbrance": "Encumbrance", + "expand-collapse": "Expand/Collapse", + "experience-abbr": "XP", + "experience-next": "Experience to Next Level", + "experience-points-to-next-level": "Experience to Next Level", + "exploration": "Exploration", + "fail": "Fail", + "find-room-trap-full": "Find room trap", + "find-room-trap": "Find room trap", + "find-secret-door": "Find secret door", + "find-secret-room-full": "Find secret room", + "gold-piece-abbr": "GP", + "hit-dice-abbr": "HD", + "hit-dice": "Hit Dice", + "hit-points-abbr": "HP", + "hit-points-average": "Average HP", + "hit-points-max-abbr": "Max", + "hitdice-modifier": "HP Modifier", + "initiative-init": "Init.", + "initiative": "Initiative", + "intelligence-abbr": "INT", + "intelligence": "Intelligence", + "item-description": "Item description", + "item-name": "Item name", + "items-equipment": "Items & Equipment", + "level": "Level", + "listen-at-door-full": "Listen at door", + "listen-at-door": "Listen at door", + "magic-wands-full": "Magic wands", + "magic-wands": "Magic wands", + "max": "Max", + "maximum-max": "Max", + "melee": "Melee", + "missile": "Missile", + "modifier-mod": "Modif", + "modifier": "Threshold modifier", + "monster": "Monster", + "morale-abbr": "ML", + "morale-continue-fighting": "Continue Fighting!", + "morale-surrender-or-flee": "Surrender or Flee!", + "morale": "Morale", + "Morale": "Morale", + "movement-en": "Encounter", + "movement-encounter": "Encounter", + "movement-ex": "Exploration", + "movement-exploration": "Exploration", + "movement-ov": "Overland", + "movement-overland": "Movement - Overland", + "movement": "Movement", + "name-pc-abbr": "PC", + "name": "Name", + "next": "Next", + "notes": "Notes", + "number-abbr": "#", + "number": "Number", + "open-stuck-door-full": "Open stuck door", + "open-stuck-door": "Open stuck door", + "paralysis-petrification-full": "Paralysis or petrification", + "paralysis-petrification": "Paralysis, Petrification", + "platinum-piece-abbr": "PP", + "quantity-abbr": "Qty", + "quantity-qty": "Qty", + "range": "Range", + "roll": "Roll", + "saving-throws": "Saving Throws", + "settings": "Settings", + "silver-piece-abbr": "SP", + "spell-description-placeholder": "This spell conjures a glowing dart of energy that the caster may choose to shoot at a visible target within range.", + "spell-duration-placeholder": "1 turn", + "spell-name-placeholder": "Magic Missile", + "spells-rods-staves-full": "Spells, rods or staves", + "spells-rods-staves": "Spells, Rods, Staves", + "spells": "Spells", + "strength-abbr": "STR", + "strength": "Strength", + "success": "Success", + "threshold": "Threshold", + "title": "Title", + "treasure-type-abbr": "TT", + "typeofattack": "Type of attack", + "unarmored": "Unarmored", + "weapon": "Weapon", + "weapons": "Weapons", + "weight": "Weight", + "wisdom-abbr": "WIS", + "wisdom": "Wisdom", + "worn-question": "Worn?", + "thac0": "THAC0" +} diff --git a/Old School Essentials - AAC/translations/el.json b/Old School Essentials - AAC/translations/el.json new file mode 100644 index 0000000000..a261a2f22f --- /dev/null +++ b/Old School Essentials - AAC/translations/el.json @@ -0,0 +1,133 @@ +{ + "abbr-versus": "vs", + "abilities-and-skills": "Abilities & Skills", + "ability-scores": "Ability Scores", + "alignment-abbr": "AL", + "alignment": "Alignment", + "armor-benefit": "AC Benefit", + "armor-class-abbr": "AC", + "armor-class-type": "Armor Class Type", + "armor-class": "Armor Class", + "armor-name-placeholder": "Leather", + "armor-weight": "Armor Weight", + "ascending-armor-class": "Ascending Armor Class", + "attack-modifier": "+Attack", + "attack": "Damage", + "attacks": "Attacks", + "attribute": "Attribute", + "base-attack-bonus": "Base Attack Bonus", + "base-attack-bonus-abbr": "BAB", + "breath-attacks-full": "Breath attacks", + "breath-attacks": "Breath attacks", + "character-name": "Character name", + "character": "Character", + "charisma-abbr": "CHA", + "charisma": "Charisma", + "class": "Class", + "combat": "Combat", + "constitution-abbr-mod": "± CON", + "constitution-abbr": "CON", + "constitution": "Constitution", + "copper-piece-abbr": "CP", + "damage-die": "Damage Die", + "damage-modifier": "+Damage", + "damage": "Damage", + "death-poison-full": "Death or poison", + "death-poison": "Death, Poison", + "descending-armor-class": "Descending Armor Class", + "description": "Description", + "dexterity-abbr-mod": "± DEX", + "dexterity-abbr": "DEX", + "dexterity": "Dexterity", + "duration": "Duration", + "effect-roll": "Effect Roll", + "electrum-piece-abbr": "EP", + "encumbrance": "Encumbrance", + "expand-collapse": "Expand/Collapse", + "experience-abbr": "XP", + "experience-next": "Experience to Next Level", + "experience-points-to-next-level": "Experience to Next Level", + "exploration": "Exploration", + "fail": "Fail", + "find-room-trap-full": "Find room trap", + "find-room-trap": "Find room trap", + "find-secret-door": "Find secret door", + "find-secret-room-full": "Find secret room", + "gold-piece-abbr": "GP", + "hit-dice-abbr": "HD", + "hit-dice": "Hit Dice", + "hit-points-abbr": "HP", + "hit-points-average": "Average HP", + "hit-points-max-abbr": "Max", + "hitdice-modifier": "HP Modifier", + "initiative-init": "Init.", + "initiative": "Initiative", + "intelligence-abbr": "INT", + "intelligence": "Intelligence", + "item-description": "Item description", + "item-name": "Item name", + "items-equipment": "Items & Equipment", + "level": "Level", + "listen-at-door-full": "Listen at door", + "listen-at-door": "Listen at door", + "magic-wands-full": "Magic wands", + "magic-wands": "Magic wands", + "max": "Max", + "maximum-max": "Max", + "melee": "Melee", + "missile": "Missile", + "modifier-mod": "Modif", + "modifier": "Threshold modifier", + "monster": "Monster", + "morale-abbr": "ML", + "morale-continue-fighting": "Continue Fighting!", + "morale-surrender-or-flee": "Surrender or Flee!", + "morale": "Morale", + "Morale": "Morale", + "movement-en": "Encounter", + "movement-encounter": "Encounter", + "movement-ex": "Exploration", + "movement-exploration": "Exploration", + "movement-ov": "Overland", + "movement-overland": "Movement - Overland", + "movement": "Movement", + "name-pc-abbr": "PC", + "name": "Name", + "next": "Next", + "notes": "Notes", + "number-abbr": "#", + "number": "Number", + "open-stuck-door-full": "Open stuck door", + "open-stuck-door": "Open stuck door", + "paralysis-petrification-full": "Paralysis or petrification", + "paralysis-petrification": "Paralysis, Petrification", + "platinum-piece-abbr": "PP", + "quantity-abbr": "Qty", + "quantity-qty": "Qty", + "range": "Range", + "roll": "Roll", + "saving-throws": "Saving Throws", + "settings": "Settings", + "silver-piece-abbr": "SP", + "spell-description-placeholder": "This spell conjures a glowing dart of energy that the caster may choose to shoot at a visible target within range.", + "spell-duration-placeholder": "1 turn", + "spell-name-placeholder": "Magic Missile", + "spells-rods-staves-full": "Spells, rods or staves", + "spells-rods-staves": "Spells, Rods, Staves", + "spells": "Spells", + "strength-abbr": "STR", + "strength": "Strength", + "success": "Success", + "threshold": "Threshold", + "title": "Title", + "treasure-type-abbr": "TT", + "typeofattack": "Type of attack", + "unarmored": "Unarmored", + "weapon": "Weapon", + "weapons": "Weapons", + "weight": "Weight", + "wisdom-abbr": "WIS", + "wisdom": "Wisdom", + "worn-question": "Worn?", + "thac0": "THAC0" +} diff --git a/Old School Essentials - AAC/translations/en.json b/Old School Essentials - AAC/translations/en.json new file mode 100644 index 0000000000..a261a2f22f --- /dev/null +++ b/Old School Essentials - AAC/translations/en.json @@ -0,0 +1,133 @@ +{ + "abbr-versus": "vs", + "abilities-and-skills": "Abilities & Skills", + "ability-scores": "Ability Scores", + "alignment-abbr": "AL", + "alignment": "Alignment", + "armor-benefit": "AC Benefit", + "armor-class-abbr": "AC", + "armor-class-type": "Armor Class Type", + "armor-class": "Armor Class", + "armor-name-placeholder": "Leather", + "armor-weight": "Armor Weight", + "ascending-armor-class": "Ascending Armor Class", + "attack-modifier": "+Attack", + "attack": "Damage", + "attacks": "Attacks", + "attribute": "Attribute", + "base-attack-bonus": "Base Attack Bonus", + "base-attack-bonus-abbr": "BAB", + "breath-attacks-full": "Breath attacks", + "breath-attacks": "Breath attacks", + "character-name": "Character name", + "character": "Character", + "charisma-abbr": "CHA", + "charisma": "Charisma", + "class": "Class", + "combat": "Combat", + "constitution-abbr-mod": "± CON", + "constitution-abbr": "CON", + "constitution": "Constitution", + "copper-piece-abbr": "CP", + "damage-die": "Damage Die", + "damage-modifier": "+Damage", + "damage": "Damage", + "death-poison-full": "Death or poison", + "death-poison": "Death, Poison", + "descending-armor-class": "Descending Armor Class", + "description": "Description", + "dexterity-abbr-mod": "± DEX", + "dexterity-abbr": "DEX", + "dexterity": "Dexterity", + "duration": "Duration", + "effect-roll": "Effect Roll", + "electrum-piece-abbr": "EP", + "encumbrance": "Encumbrance", + "expand-collapse": "Expand/Collapse", + "experience-abbr": "XP", + "experience-next": "Experience to Next Level", + "experience-points-to-next-level": "Experience to Next Level", + "exploration": "Exploration", + "fail": "Fail", + "find-room-trap-full": "Find room trap", + "find-room-trap": "Find room trap", + "find-secret-door": "Find secret door", + "find-secret-room-full": "Find secret room", + "gold-piece-abbr": "GP", + "hit-dice-abbr": "HD", + "hit-dice": "Hit Dice", + "hit-points-abbr": "HP", + "hit-points-average": "Average HP", + "hit-points-max-abbr": "Max", + "hitdice-modifier": "HP Modifier", + "initiative-init": "Init.", + "initiative": "Initiative", + "intelligence-abbr": "INT", + "intelligence": "Intelligence", + "item-description": "Item description", + "item-name": "Item name", + "items-equipment": "Items & Equipment", + "level": "Level", + "listen-at-door-full": "Listen at door", + "listen-at-door": "Listen at door", + "magic-wands-full": "Magic wands", + "magic-wands": "Magic wands", + "max": "Max", + "maximum-max": "Max", + "melee": "Melee", + "missile": "Missile", + "modifier-mod": "Modif", + "modifier": "Threshold modifier", + "monster": "Monster", + "morale-abbr": "ML", + "morale-continue-fighting": "Continue Fighting!", + "morale-surrender-or-flee": "Surrender or Flee!", + "morale": "Morale", + "Morale": "Morale", + "movement-en": "Encounter", + "movement-encounter": "Encounter", + "movement-ex": "Exploration", + "movement-exploration": "Exploration", + "movement-ov": "Overland", + "movement-overland": "Movement - Overland", + "movement": "Movement", + "name-pc-abbr": "PC", + "name": "Name", + "next": "Next", + "notes": "Notes", + "number-abbr": "#", + "number": "Number", + "open-stuck-door-full": "Open stuck door", + "open-stuck-door": "Open stuck door", + "paralysis-petrification-full": "Paralysis or petrification", + "paralysis-petrification": "Paralysis, Petrification", + "platinum-piece-abbr": "PP", + "quantity-abbr": "Qty", + "quantity-qty": "Qty", + "range": "Range", + "roll": "Roll", + "saving-throws": "Saving Throws", + "settings": "Settings", + "silver-piece-abbr": "SP", + "spell-description-placeholder": "This spell conjures a glowing dart of energy that the caster may choose to shoot at a visible target within range.", + "spell-duration-placeholder": "1 turn", + "spell-name-placeholder": "Magic Missile", + "spells-rods-staves-full": "Spells, rods or staves", + "spells-rods-staves": "Spells, Rods, Staves", + "spells": "Spells", + "strength-abbr": "STR", + "strength": "Strength", + "success": "Success", + "threshold": "Threshold", + "title": "Title", + "treasure-type-abbr": "TT", + "typeofattack": "Type of attack", + "unarmored": "Unarmored", + "weapon": "Weapon", + "weapons": "Weapons", + "weight": "Weight", + "wisdom-abbr": "WIS", + "wisdom": "Wisdom", + "worn-question": "Worn?", + "thac0": "THAC0" +} diff --git a/Old School Essentials - AAC/translations/es.json b/Old School Essentials - AAC/translations/es.json new file mode 100644 index 0000000000..a261a2f22f --- /dev/null +++ b/Old School Essentials - AAC/translations/es.json @@ -0,0 +1,133 @@ +{ + "abbr-versus": "vs", + "abilities-and-skills": "Abilities & Skills", + "ability-scores": "Ability Scores", + "alignment-abbr": "AL", + "alignment": "Alignment", + "armor-benefit": "AC Benefit", + "armor-class-abbr": "AC", + "armor-class-type": "Armor Class Type", + "armor-class": "Armor Class", + "armor-name-placeholder": "Leather", + "armor-weight": "Armor Weight", + "ascending-armor-class": "Ascending Armor Class", + "attack-modifier": "+Attack", + "attack": "Damage", + "attacks": "Attacks", + "attribute": "Attribute", + "base-attack-bonus": "Base Attack Bonus", + "base-attack-bonus-abbr": "BAB", + "breath-attacks-full": "Breath attacks", + "breath-attacks": "Breath attacks", + "character-name": "Character name", + "character": "Character", + "charisma-abbr": "CHA", + "charisma": "Charisma", + "class": "Class", + "combat": "Combat", + "constitution-abbr-mod": "± CON", + "constitution-abbr": "CON", + "constitution": "Constitution", + "copper-piece-abbr": "CP", + "damage-die": "Damage Die", + "damage-modifier": "+Damage", + "damage": "Damage", + "death-poison-full": "Death or poison", + "death-poison": "Death, Poison", + "descending-armor-class": "Descending Armor Class", + "description": "Description", + "dexterity-abbr-mod": "± DEX", + "dexterity-abbr": "DEX", + "dexterity": "Dexterity", + "duration": "Duration", + "effect-roll": "Effect Roll", + "electrum-piece-abbr": "EP", + "encumbrance": "Encumbrance", + "expand-collapse": "Expand/Collapse", + "experience-abbr": "XP", + "experience-next": "Experience to Next Level", + "experience-points-to-next-level": "Experience to Next Level", + "exploration": "Exploration", + "fail": "Fail", + "find-room-trap-full": "Find room trap", + "find-room-trap": "Find room trap", + "find-secret-door": "Find secret door", + "find-secret-room-full": "Find secret room", + "gold-piece-abbr": "GP", + "hit-dice-abbr": "HD", + "hit-dice": "Hit Dice", + "hit-points-abbr": "HP", + "hit-points-average": "Average HP", + "hit-points-max-abbr": "Max", + "hitdice-modifier": "HP Modifier", + "initiative-init": "Init.", + "initiative": "Initiative", + "intelligence-abbr": "INT", + "intelligence": "Intelligence", + "item-description": "Item description", + "item-name": "Item name", + "items-equipment": "Items & Equipment", + "level": "Level", + "listen-at-door-full": "Listen at door", + "listen-at-door": "Listen at door", + "magic-wands-full": "Magic wands", + "magic-wands": "Magic wands", + "max": "Max", + "maximum-max": "Max", + "melee": "Melee", + "missile": "Missile", + "modifier-mod": "Modif", + "modifier": "Threshold modifier", + "monster": "Monster", + "morale-abbr": "ML", + "morale-continue-fighting": "Continue Fighting!", + "morale-surrender-or-flee": "Surrender or Flee!", + "morale": "Morale", + "Morale": "Morale", + "movement-en": "Encounter", + "movement-encounter": "Encounter", + "movement-ex": "Exploration", + "movement-exploration": "Exploration", + "movement-ov": "Overland", + "movement-overland": "Movement - Overland", + "movement": "Movement", + "name-pc-abbr": "PC", + "name": "Name", + "next": "Next", + "notes": "Notes", + "number-abbr": "#", + "number": "Number", + "open-stuck-door-full": "Open stuck door", + "open-stuck-door": "Open stuck door", + "paralysis-petrification-full": "Paralysis or petrification", + "paralysis-petrification": "Paralysis, Petrification", + "platinum-piece-abbr": "PP", + "quantity-abbr": "Qty", + "quantity-qty": "Qty", + "range": "Range", + "roll": "Roll", + "saving-throws": "Saving Throws", + "settings": "Settings", + "silver-piece-abbr": "SP", + "spell-description-placeholder": "This spell conjures a glowing dart of energy that the caster may choose to shoot at a visible target within range.", + "spell-duration-placeholder": "1 turn", + "spell-name-placeholder": "Magic Missile", + "spells-rods-staves-full": "Spells, rods or staves", + "spells-rods-staves": "Spells, Rods, Staves", + "spells": "Spells", + "strength-abbr": "STR", + "strength": "Strength", + "success": "Success", + "threshold": "Threshold", + "title": "Title", + "treasure-type-abbr": "TT", + "typeofattack": "Type of attack", + "unarmored": "Unarmored", + "weapon": "Weapon", + "weapons": "Weapons", + "weight": "Weight", + "wisdom-abbr": "WIS", + "wisdom": "Wisdom", + "worn-question": "Worn?", + "thac0": "THAC0" +} diff --git a/Old School Essentials - AAC/translations/fr.json b/Old School Essentials - AAC/translations/fr.json new file mode 100644 index 0000000000..a261a2f22f --- /dev/null +++ b/Old School Essentials - AAC/translations/fr.json @@ -0,0 +1,133 @@ +{ + "abbr-versus": "vs", + "abilities-and-skills": "Abilities & Skills", + "ability-scores": "Ability Scores", + "alignment-abbr": "AL", + "alignment": "Alignment", + "armor-benefit": "AC Benefit", + "armor-class-abbr": "AC", + "armor-class-type": "Armor Class Type", + "armor-class": "Armor Class", + "armor-name-placeholder": "Leather", + "armor-weight": "Armor Weight", + "ascending-armor-class": "Ascending Armor Class", + "attack-modifier": "+Attack", + "attack": "Damage", + "attacks": "Attacks", + "attribute": "Attribute", + "base-attack-bonus": "Base Attack Bonus", + "base-attack-bonus-abbr": "BAB", + "breath-attacks-full": "Breath attacks", + "breath-attacks": "Breath attacks", + "character-name": "Character name", + "character": "Character", + "charisma-abbr": "CHA", + "charisma": "Charisma", + "class": "Class", + "combat": "Combat", + "constitution-abbr-mod": "± CON", + "constitution-abbr": "CON", + "constitution": "Constitution", + "copper-piece-abbr": "CP", + "damage-die": "Damage Die", + "damage-modifier": "+Damage", + "damage": "Damage", + "death-poison-full": "Death or poison", + "death-poison": "Death, Poison", + "descending-armor-class": "Descending Armor Class", + "description": "Description", + "dexterity-abbr-mod": "± DEX", + "dexterity-abbr": "DEX", + "dexterity": "Dexterity", + "duration": "Duration", + "effect-roll": "Effect Roll", + "electrum-piece-abbr": "EP", + "encumbrance": "Encumbrance", + "expand-collapse": "Expand/Collapse", + "experience-abbr": "XP", + "experience-next": "Experience to Next Level", + "experience-points-to-next-level": "Experience to Next Level", + "exploration": "Exploration", + "fail": "Fail", + "find-room-trap-full": "Find room trap", + "find-room-trap": "Find room trap", + "find-secret-door": "Find secret door", + "find-secret-room-full": "Find secret room", + "gold-piece-abbr": "GP", + "hit-dice-abbr": "HD", + "hit-dice": "Hit Dice", + "hit-points-abbr": "HP", + "hit-points-average": "Average HP", + "hit-points-max-abbr": "Max", + "hitdice-modifier": "HP Modifier", + "initiative-init": "Init.", + "initiative": "Initiative", + "intelligence-abbr": "INT", + "intelligence": "Intelligence", + "item-description": "Item description", + "item-name": "Item name", + "items-equipment": "Items & Equipment", + "level": "Level", + "listen-at-door-full": "Listen at door", + "listen-at-door": "Listen at door", + "magic-wands-full": "Magic wands", + "magic-wands": "Magic wands", + "max": "Max", + "maximum-max": "Max", + "melee": "Melee", + "missile": "Missile", + "modifier-mod": "Modif", + "modifier": "Threshold modifier", + "monster": "Monster", + "morale-abbr": "ML", + "morale-continue-fighting": "Continue Fighting!", + "morale-surrender-or-flee": "Surrender or Flee!", + "morale": "Morale", + "Morale": "Morale", + "movement-en": "Encounter", + "movement-encounter": "Encounter", + "movement-ex": "Exploration", + "movement-exploration": "Exploration", + "movement-ov": "Overland", + "movement-overland": "Movement - Overland", + "movement": "Movement", + "name-pc-abbr": "PC", + "name": "Name", + "next": "Next", + "notes": "Notes", + "number-abbr": "#", + "number": "Number", + "open-stuck-door-full": "Open stuck door", + "open-stuck-door": "Open stuck door", + "paralysis-petrification-full": "Paralysis or petrification", + "paralysis-petrification": "Paralysis, Petrification", + "platinum-piece-abbr": "PP", + "quantity-abbr": "Qty", + "quantity-qty": "Qty", + "range": "Range", + "roll": "Roll", + "saving-throws": "Saving Throws", + "settings": "Settings", + "silver-piece-abbr": "SP", + "spell-description-placeholder": "This spell conjures a glowing dart of energy that the caster may choose to shoot at a visible target within range.", + "spell-duration-placeholder": "1 turn", + "spell-name-placeholder": "Magic Missile", + "spells-rods-staves-full": "Spells, rods or staves", + "spells-rods-staves": "Spells, Rods, Staves", + "spells": "Spells", + "strength-abbr": "STR", + "strength": "Strength", + "success": "Success", + "threshold": "Threshold", + "title": "Title", + "treasure-type-abbr": "TT", + "typeofattack": "Type of attack", + "unarmored": "Unarmored", + "weapon": "Weapon", + "weapons": "Weapons", + "weight": "Weight", + "wisdom-abbr": "WIS", + "wisdom": "Wisdom", + "worn-question": "Worn?", + "thac0": "THAC0" +} diff --git a/Old School Essentials - AAC/translations/he.json b/Old School Essentials - AAC/translations/he.json new file mode 100644 index 0000000000..a261a2f22f --- /dev/null +++ b/Old School Essentials - AAC/translations/he.json @@ -0,0 +1,133 @@ +{ + "abbr-versus": "vs", + "abilities-and-skills": "Abilities & Skills", + "ability-scores": "Ability Scores", + "alignment-abbr": "AL", + "alignment": "Alignment", + "armor-benefit": "AC Benefit", + "armor-class-abbr": "AC", + "armor-class-type": "Armor Class Type", + "armor-class": "Armor Class", + "armor-name-placeholder": "Leather", + "armor-weight": "Armor Weight", + "ascending-armor-class": "Ascending Armor Class", + "attack-modifier": "+Attack", + "attack": "Damage", + "attacks": "Attacks", + "attribute": "Attribute", + "base-attack-bonus": "Base Attack Bonus", + "base-attack-bonus-abbr": "BAB", + "breath-attacks-full": "Breath attacks", + "breath-attacks": "Breath attacks", + "character-name": "Character name", + "character": "Character", + "charisma-abbr": "CHA", + "charisma": "Charisma", + "class": "Class", + "combat": "Combat", + "constitution-abbr-mod": "± CON", + "constitution-abbr": "CON", + "constitution": "Constitution", + "copper-piece-abbr": "CP", + "damage-die": "Damage Die", + "damage-modifier": "+Damage", + "damage": "Damage", + "death-poison-full": "Death or poison", + "death-poison": "Death, Poison", + "descending-armor-class": "Descending Armor Class", + "description": "Description", + "dexterity-abbr-mod": "± DEX", + "dexterity-abbr": "DEX", + "dexterity": "Dexterity", + "duration": "Duration", + "effect-roll": "Effect Roll", + "electrum-piece-abbr": "EP", + "encumbrance": "Encumbrance", + "expand-collapse": "Expand/Collapse", + "experience-abbr": "XP", + "experience-next": "Experience to Next Level", + "experience-points-to-next-level": "Experience to Next Level", + "exploration": "Exploration", + "fail": "Fail", + "find-room-trap-full": "Find room trap", + "find-room-trap": "Find room trap", + "find-secret-door": "Find secret door", + "find-secret-room-full": "Find secret room", + "gold-piece-abbr": "GP", + "hit-dice-abbr": "HD", + "hit-dice": "Hit Dice", + "hit-points-abbr": "HP", + "hit-points-average": "Average HP", + "hit-points-max-abbr": "Max", + "hitdice-modifier": "HP Modifier", + "initiative-init": "Init.", + "initiative": "Initiative", + "intelligence-abbr": "INT", + "intelligence": "Intelligence", + "item-description": "Item description", + "item-name": "Item name", + "items-equipment": "Items & Equipment", + "level": "Level", + "listen-at-door-full": "Listen at door", + "listen-at-door": "Listen at door", + "magic-wands-full": "Magic wands", + "magic-wands": "Magic wands", + "max": "Max", + "maximum-max": "Max", + "melee": "Melee", + "missile": "Missile", + "modifier-mod": "Modif", + "modifier": "Threshold modifier", + "monster": "Monster", + "morale-abbr": "ML", + "morale-continue-fighting": "Continue Fighting!", + "morale-surrender-or-flee": "Surrender or Flee!", + "morale": "Morale", + "Morale": "Morale", + "movement-en": "Encounter", + "movement-encounter": "Encounter", + "movement-ex": "Exploration", + "movement-exploration": "Exploration", + "movement-ov": "Overland", + "movement-overland": "Movement - Overland", + "movement": "Movement", + "name-pc-abbr": "PC", + "name": "Name", + "next": "Next", + "notes": "Notes", + "number-abbr": "#", + "number": "Number", + "open-stuck-door-full": "Open stuck door", + "open-stuck-door": "Open stuck door", + "paralysis-petrification-full": "Paralysis or petrification", + "paralysis-petrification": "Paralysis, Petrification", + "platinum-piece-abbr": "PP", + "quantity-abbr": "Qty", + "quantity-qty": "Qty", + "range": "Range", + "roll": "Roll", + "saving-throws": "Saving Throws", + "settings": "Settings", + "silver-piece-abbr": "SP", + "spell-description-placeholder": "This spell conjures a glowing dart of energy that the caster may choose to shoot at a visible target within range.", + "spell-duration-placeholder": "1 turn", + "spell-name-placeholder": "Magic Missile", + "spells-rods-staves-full": "Spells, rods or staves", + "spells-rods-staves": "Spells, Rods, Staves", + "spells": "Spells", + "strength-abbr": "STR", + "strength": "Strength", + "success": "Success", + "threshold": "Threshold", + "title": "Title", + "treasure-type-abbr": "TT", + "typeofattack": "Type of attack", + "unarmored": "Unarmored", + "weapon": "Weapon", + "weapons": "Weapons", + "weight": "Weight", + "wisdom-abbr": "WIS", + "wisdom": "Wisdom", + "worn-question": "Worn?", + "thac0": "THAC0" +} diff --git a/Old School Essentials - AAC/translations/it.json b/Old School Essentials - AAC/translations/it.json new file mode 100644 index 0000000000..a261a2f22f --- /dev/null +++ b/Old School Essentials - AAC/translations/it.json @@ -0,0 +1,133 @@ +{ + "abbr-versus": "vs", + "abilities-and-skills": "Abilities & Skills", + "ability-scores": "Ability Scores", + "alignment-abbr": "AL", + "alignment": "Alignment", + "armor-benefit": "AC Benefit", + "armor-class-abbr": "AC", + "armor-class-type": "Armor Class Type", + "armor-class": "Armor Class", + "armor-name-placeholder": "Leather", + "armor-weight": "Armor Weight", + "ascending-armor-class": "Ascending Armor Class", + "attack-modifier": "+Attack", + "attack": "Damage", + "attacks": "Attacks", + "attribute": "Attribute", + "base-attack-bonus": "Base Attack Bonus", + "base-attack-bonus-abbr": "BAB", + "breath-attacks-full": "Breath attacks", + "breath-attacks": "Breath attacks", + "character-name": "Character name", + "character": "Character", + "charisma-abbr": "CHA", + "charisma": "Charisma", + "class": "Class", + "combat": "Combat", + "constitution-abbr-mod": "± CON", + "constitution-abbr": "CON", + "constitution": "Constitution", + "copper-piece-abbr": "CP", + "damage-die": "Damage Die", + "damage-modifier": "+Damage", + "damage": "Damage", + "death-poison-full": "Death or poison", + "death-poison": "Death, Poison", + "descending-armor-class": "Descending Armor Class", + "description": "Description", + "dexterity-abbr-mod": "± DEX", + "dexterity-abbr": "DEX", + "dexterity": "Dexterity", + "duration": "Duration", + "effect-roll": "Effect Roll", + "electrum-piece-abbr": "EP", + "encumbrance": "Encumbrance", + "expand-collapse": "Expand/Collapse", + "experience-abbr": "XP", + "experience-next": "Experience to Next Level", + "experience-points-to-next-level": "Experience to Next Level", + "exploration": "Exploration", + "fail": "Fail", + "find-room-trap-full": "Find room trap", + "find-room-trap": "Find room trap", + "find-secret-door": "Find secret door", + "find-secret-room-full": "Find secret room", + "gold-piece-abbr": "GP", + "hit-dice-abbr": "HD", + "hit-dice": "Hit Dice", + "hit-points-abbr": "HP", + "hit-points-average": "Average HP", + "hit-points-max-abbr": "Max", + "hitdice-modifier": "HP Modifier", + "initiative-init": "Init.", + "initiative": "Initiative", + "intelligence-abbr": "INT", + "intelligence": "Intelligence", + "item-description": "Item description", + "item-name": "Item name", + "items-equipment": "Items & Equipment", + "level": "Level", + "listen-at-door-full": "Listen at door", + "listen-at-door": "Listen at door", + "magic-wands-full": "Magic wands", + "magic-wands": "Magic wands", + "max": "Max", + "maximum-max": "Max", + "melee": "Melee", + "missile": "Missile", + "modifier-mod": "Modif", + "modifier": "Threshold modifier", + "monster": "Monster", + "morale-abbr": "ML", + "morale-continue-fighting": "Continue Fighting!", + "morale-surrender-or-flee": "Surrender or Flee!", + "morale": "Morale", + "Morale": "Morale", + "movement-en": "Encounter", + "movement-encounter": "Encounter", + "movement-ex": "Exploration", + "movement-exploration": "Exploration", + "movement-ov": "Overland", + "movement-overland": "Movement - Overland", + "movement": "Movement", + "name-pc-abbr": "PC", + "name": "Name", + "next": "Next", + "notes": "Notes", + "number-abbr": "#", + "number": "Number", + "open-stuck-door-full": "Open stuck door", + "open-stuck-door": "Open stuck door", + "paralysis-petrification-full": "Paralysis or petrification", + "paralysis-petrification": "Paralysis, Petrification", + "platinum-piece-abbr": "PP", + "quantity-abbr": "Qty", + "quantity-qty": "Qty", + "range": "Range", + "roll": "Roll", + "saving-throws": "Saving Throws", + "settings": "Settings", + "silver-piece-abbr": "SP", + "spell-description-placeholder": "This spell conjures a glowing dart of energy that the caster may choose to shoot at a visible target within range.", + "spell-duration-placeholder": "1 turn", + "spell-name-placeholder": "Magic Missile", + "spells-rods-staves-full": "Spells, rods or staves", + "spells-rods-staves": "Spells, Rods, Staves", + "spells": "Spells", + "strength-abbr": "STR", + "strength": "Strength", + "success": "Success", + "threshold": "Threshold", + "title": "Title", + "treasure-type-abbr": "TT", + "typeofattack": "Type of attack", + "unarmored": "Unarmored", + "weapon": "Weapon", + "weapons": "Weapons", + "weight": "Weight", + "wisdom-abbr": "WIS", + "wisdom": "Wisdom", + "worn-question": "Worn?", + "thac0": "THAC0" +} diff --git a/Old School Essentials - AAC/translations/ja.json b/Old School Essentials - AAC/translations/ja.json new file mode 100644 index 0000000000..a261a2f22f --- /dev/null +++ b/Old School Essentials - AAC/translations/ja.json @@ -0,0 +1,133 @@ +{ + "abbr-versus": "vs", + "abilities-and-skills": "Abilities & Skills", + "ability-scores": "Ability Scores", + "alignment-abbr": "AL", + "alignment": "Alignment", + "armor-benefit": "AC Benefit", + "armor-class-abbr": "AC", + "armor-class-type": "Armor Class Type", + "armor-class": "Armor Class", + "armor-name-placeholder": "Leather", + "armor-weight": "Armor Weight", + "ascending-armor-class": "Ascending Armor Class", + "attack-modifier": "+Attack", + "attack": "Damage", + "attacks": "Attacks", + "attribute": "Attribute", + "base-attack-bonus": "Base Attack Bonus", + "base-attack-bonus-abbr": "BAB", + "breath-attacks-full": "Breath attacks", + "breath-attacks": "Breath attacks", + "character-name": "Character name", + "character": "Character", + "charisma-abbr": "CHA", + "charisma": "Charisma", + "class": "Class", + "combat": "Combat", + "constitution-abbr-mod": "± CON", + "constitution-abbr": "CON", + "constitution": "Constitution", + "copper-piece-abbr": "CP", + "damage-die": "Damage Die", + "damage-modifier": "+Damage", + "damage": "Damage", + "death-poison-full": "Death or poison", + "death-poison": "Death, Poison", + "descending-armor-class": "Descending Armor Class", + "description": "Description", + "dexterity-abbr-mod": "± DEX", + "dexterity-abbr": "DEX", + "dexterity": "Dexterity", + "duration": "Duration", + "effect-roll": "Effect Roll", + "electrum-piece-abbr": "EP", + "encumbrance": "Encumbrance", + "expand-collapse": "Expand/Collapse", + "experience-abbr": "XP", + "experience-next": "Experience to Next Level", + "experience-points-to-next-level": "Experience to Next Level", + "exploration": "Exploration", + "fail": "Fail", + "find-room-trap-full": "Find room trap", + "find-room-trap": "Find room trap", + "find-secret-door": "Find secret door", + "find-secret-room-full": "Find secret room", + "gold-piece-abbr": "GP", + "hit-dice-abbr": "HD", + "hit-dice": "Hit Dice", + "hit-points-abbr": "HP", + "hit-points-average": "Average HP", + "hit-points-max-abbr": "Max", + "hitdice-modifier": "HP Modifier", + "initiative-init": "Init.", + "initiative": "Initiative", + "intelligence-abbr": "INT", + "intelligence": "Intelligence", + "item-description": "Item description", + "item-name": "Item name", + "items-equipment": "Items & Equipment", + "level": "Level", + "listen-at-door-full": "Listen at door", + "listen-at-door": "Listen at door", + "magic-wands-full": "Magic wands", + "magic-wands": "Magic wands", + "max": "Max", + "maximum-max": "Max", + "melee": "Melee", + "missile": "Missile", + "modifier-mod": "Modif", + "modifier": "Threshold modifier", + "monster": "Monster", + "morale-abbr": "ML", + "morale-continue-fighting": "Continue Fighting!", + "morale-surrender-or-flee": "Surrender or Flee!", + "morale": "Morale", + "Morale": "Morale", + "movement-en": "Encounter", + "movement-encounter": "Encounter", + "movement-ex": "Exploration", + "movement-exploration": "Exploration", + "movement-ov": "Overland", + "movement-overland": "Movement - Overland", + "movement": "Movement", + "name-pc-abbr": "PC", + "name": "Name", + "next": "Next", + "notes": "Notes", + "number-abbr": "#", + "number": "Number", + "open-stuck-door-full": "Open stuck door", + "open-stuck-door": "Open stuck door", + "paralysis-petrification-full": "Paralysis or petrification", + "paralysis-petrification": "Paralysis, Petrification", + "platinum-piece-abbr": "PP", + "quantity-abbr": "Qty", + "quantity-qty": "Qty", + "range": "Range", + "roll": "Roll", + "saving-throws": "Saving Throws", + "settings": "Settings", + "silver-piece-abbr": "SP", + "spell-description-placeholder": "This spell conjures a glowing dart of energy that the caster may choose to shoot at a visible target within range.", + "spell-duration-placeholder": "1 turn", + "spell-name-placeholder": "Magic Missile", + "spells-rods-staves-full": "Spells, rods or staves", + "spells-rods-staves": "Spells, Rods, Staves", + "spells": "Spells", + "strength-abbr": "STR", + "strength": "Strength", + "success": "Success", + "threshold": "Threshold", + "title": "Title", + "treasure-type-abbr": "TT", + "typeofattack": "Type of attack", + "unarmored": "Unarmored", + "weapon": "Weapon", + "weapons": "Weapons", + "weight": "Weight", + "wisdom-abbr": "WIS", + "wisdom": "Wisdom", + "worn-question": "Worn?", + "thac0": "THAC0" +} diff --git a/Old School Essentials - AAC/translations/ko.json b/Old School Essentials - AAC/translations/ko.json new file mode 100644 index 0000000000..a261a2f22f --- /dev/null +++ b/Old School Essentials - AAC/translations/ko.json @@ -0,0 +1,133 @@ +{ + "abbr-versus": "vs", + "abilities-and-skills": "Abilities & Skills", + "ability-scores": "Ability Scores", + "alignment-abbr": "AL", + "alignment": "Alignment", + "armor-benefit": "AC Benefit", + "armor-class-abbr": "AC", + "armor-class-type": "Armor Class Type", + "armor-class": "Armor Class", + "armor-name-placeholder": "Leather", + "armor-weight": "Armor Weight", + "ascending-armor-class": "Ascending Armor Class", + "attack-modifier": "+Attack", + "attack": "Damage", + "attacks": "Attacks", + "attribute": "Attribute", + "base-attack-bonus": "Base Attack Bonus", + "base-attack-bonus-abbr": "BAB", + "breath-attacks-full": "Breath attacks", + "breath-attacks": "Breath attacks", + "character-name": "Character name", + "character": "Character", + "charisma-abbr": "CHA", + "charisma": "Charisma", + "class": "Class", + "combat": "Combat", + "constitution-abbr-mod": "± CON", + "constitution-abbr": "CON", + "constitution": "Constitution", + "copper-piece-abbr": "CP", + "damage-die": "Damage Die", + "damage-modifier": "+Damage", + "damage": "Damage", + "death-poison-full": "Death or poison", + "death-poison": "Death, Poison", + "descending-armor-class": "Descending Armor Class", + "description": "Description", + "dexterity-abbr-mod": "± DEX", + "dexterity-abbr": "DEX", + "dexterity": "Dexterity", + "duration": "Duration", + "effect-roll": "Effect Roll", + "electrum-piece-abbr": "EP", + "encumbrance": "Encumbrance", + "expand-collapse": "Expand/Collapse", + "experience-abbr": "XP", + "experience-next": "Experience to Next Level", + "experience-points-to-next-level": "Experience to Next Level", + "exploration": "Exploration", + "fail": "Fail", + "find-room-trap-full": "Find room trap", + "find-room-trap": "Find room trap", + "find-secret-door": "Find secret door", + "find-secret-room-full": "Find secret room", + "gold-piece-abbr": "GP", + "hit-dice-abbr": "HD", + "hit-dice": "Hit Dice", + "hit-points-abbr": "HP", + "hit-points-average": "Average HP", + "hit-points-max-abbr": "Max", + "hitdice-modifier": "HP Modifier", + "initiative-init": "Init.", + "initiative": "Initiative", + "intelligence-abbr": "INT", + "intelligence": "Intelligence", + "item-description": "Item description", + "item-name": "Item name", + "items-equipment": "Items & Equipment", + "level": "Level", + "listen-at-door-full": "Listen at door", + "listen-at-door": "Listen at door", + "magic-wands-full": "Magic wands", + "magic-wands": "Magic wands", + "max": "Max", + "maximum-max": "Max", + "melee": "Melee", + "missile": "Missile", + "modifier-mod": "Modif", + "modifier": "Threshold modifier", + "monster": "Monster", + "morale-abbr": "ML", + "morale-continue-fighting": "Continue Fighting!", + "morale-surrender-or-flee": "Surrender or Flee!", + "morale": "Morale", + "Morale": "Morale", + "movement-en": "Encounter", + "movement-encounter": "Encounter", + "movement-ex": "Exploration", + "movement-exploration": "Exploration", + "movement-ov": "Overland", + "movement-overland": "Movement - Overland", + "movement": "Movement", + "name-pc-abbr": "PC", + "name": "Name", + "next": "Next", + "notes": "Notes", + "number-abbr": "#", + "number": "Number", + "open-stuck-door-full": "Open stuck door", + "open-stuck-door": "Open stuck door", + "paralysis-petrification-full": "Paralysis or petrification", + "paralysis-petrification": "Paralysis, Petrification", + "platinum-piece-abbr": "PP", + "quantity-abbr": "Qty", + "quantity-qty": "Qty", + "range": "Range", + "roll": "Roll", + "saving-throws": "Saving Throws", + "settings": "Settings", + "silver-piece-abbr": "SP", + "spell-description-placeholder": "This spell conjures a glowing dart of energy that the caster may choose to shoot at a visible target within range.", + "spell-duration-placeholder": "1 turn", + "spell-name-placeholder": "Magic Missile", + "spells-rods-staves-full": "Spells, rods or staves", + "spells-rods-staves": "Spells, Rods, Staves", + "spells": "Spells", + "strength-abbr": "STR", + "strength": "Strength", + "success": "Success", + "threshold": "Threshold", + "title": "Title", + "treasure-type-abbr": "TT", + "typeofattack": "Type of attack", + "unarmored": "Unarmored", + "weapon": "Weapon", + "weapons": "Weapons", + "weight": "Weight", + "wisdom-abbr": "WIS", + "wisdom": "Wisdom", + "worn-question": "Worn?", + "thac0": "THAC0" +} diff --git a/Old School Essentials - AAC/translations/nl.json b/Old School Essentials - AAC/translations/nl.json new file mode 100644 index 0000000000..a261a2f22f --- /dev/null +++ b/Old School Essentials - AAC/translations/nl.json @@ -0,0 +1,133 @@ +{ + "abbr-versus": "vs", + "abilities-and-skills": "Abilities & Skills", + "ability-scores": "Ability Scores", + "alignment-abbr": "AL", + "alignment": "Alignment", + "armor-benefit": "AC Benefit", + "armor-class-abbr": "AC", + "armor-class-type": "Armor Class Type", + "armor-class": "Armor Class", + "armor-name-placeholder": "Leather", + "armor-weight": "Armor Weight", + "ascending-armor-class": "Ascending Armor Class", + "attack-modifier": "+Attack", + "attack": "Damage", + "attacks": "Attacks", + "attribute": "Attribute", + "base-attack-bonus": "Base Attack Bonus", + "base-attack-bonus-abbr": "BAB", + "breath-attacks-full": "Breath attacks", + "breath-attacks": "Breath attacks", + "character-name": "Character name", + "character": "Character", + "charisma-abbr": "CHA", + "charisma": "Charisma", + "class": "Class", + "combat": "Combat", + "constitution-abbr-mod": "± CON", + "constitution-abbr": "CON", + "constitution": "Constitution", + "copper-piece-abbr": "CP", + "damage-die": "Damage Die", + "damage-modifier": "+Damage", + "damage": "Damage", + "death-poison-full": "Death or poison", + "death-poison": "Death, Poison", + "descending-armor-class": "Descending Armor Class", + "description": "Description", + "dexterity-abbr-mod": "± DEX", + "dexterity-abbr": "DEX", + "dexterity": "Dexterity", + "duration": "Duration", + "effect-roll": "Effect Roll", + "electrum-piece-abbr": "EP", + "encumbrance": "Encumbrance", + "expand-collapse": "Expand/Collapse", + "experience-abbr": "XP", + "experience-next": "Experience to Next Level", + "experience-points-to-next-level": "Experience to Next Level", + "exploration": "Exploration", + "fail": "Fail", + "find-room-trap-full": "Find room trap", + "find-room-trap": "Find room trap", + "find-secret-door": "Find secret door", + "find-secret-room-full": "Find secret room", + "gold-piece-abbr": "GP", + "hit-dice-abbr": "HD", + "hit-dice": "Hit Dice", + "hit-points-abbr": "HP", + "hit-points-average": "Average HP", + "hit-points-max-abbr": "Max", + "hitdice-modifier": "HP Modifier", + "initiative-init": "Init.", + "initiative": "Initiative", + "intelligence-abbr": "INT", + "intelligence": "Intelligence", + "item-description": "Item description", + "item-name": "Item name", + "items-equipment": "Items & Equipment", + "level": "Level", + "listen-at-door-full": "Listen at door", + "listen-at-door": "Listen at door", + "magic-wands-full": "Magic wands", + "magic-wands": "Magic wands", + "max": "Max", + "maximum-max": "Max", + "melee": "Melee", + "missile": "Missile", + "modifier-mod": "Modif", + "modifier": "Threshold modifier", + "monster": "Monster", + "morale-abbr": "ML", + "morale-continue-fighting": "Continue Fighting!", + "morale-surrender-or-flee": "Surrender or Flee!", + "morale": "Morale", + "Morale": "Morale", + "movement-en": "Encounter", + "movement-encounter": "Encounter", + "movement-ex": "Exploration", + "movement-exploration": "Exploration", + "movement-ov": "Overland", + "movement-overland": "Movement - Overland", + "movement": "Movement", + "name-pc-abbr": "PC", + "name": "Name", + "next": "Next", + "notes": "Notes", + "number-abbr": "#", + "number": "Number", + "open-stuck-door-full": "Open stuck door", + "open-stuck-door": "Open stuck door", + "paralysis-petrification-full": "Paralysis or petrification", + "paralysis-petrification": "Paralysis, Petrification", + "platinum-piece-abbr": "PP", + "quantity-abbr": "Qty", + "quantity-qty": "Qty", + "range": "Range", + "roll": "Roll", + "saving-throws": "Saving Throws", + "settings": "Settings", + "silver-piece-abbr": "SP", + "spell-description-placeholder": "This spell conjures a glowing dart of energy that the caster may choose to shoot at a visible target within range.", + "spell-duration-placeholder": "1 turn", + "spell-name-placeholder": "Magic Missile", + "spells-rods-staves-full": "Spells, rods or staves", + "spells-rods-staves": "Spells, Rods, Staves", + "spells": "Spells", + "strength-abbr": "STR", + "strength": "Strength", + "success": "Success", + "threshold": "Threshold", + "title": "Title", + "treasure-type-abbr": "TT", + "typeofattack": "Type of attack", + "unarmored": "Unarmored", + "weapon": "Weapon", + "weapons": "Weapons", + "weight": "Weight", + "wisdom-abbr": "WIS", + "wisdom": "Wisdom", + "worn-question": "Worn?", + "thac0": "THAC0" +} diff --git a/Old School Essentials - AAC/translations/pl.json b/Old School Essentials - AAC/translations/pl.json new file mode 100644 index 0000000000..a261a2f22f --- /dev/null +++ b/Old School Essentials - AAC/translations/pl.json @@ -0,0 +1,133 @@ +{ + "abbr-versus": "vs", + "abilities-and-skills": "Abilities & Skills", + "ability-scores": "Ability Scores", + "alignment-abbr": "AL", + "alignment": "Alignment", + "armor-benefit": "AC Benefit", + "armor-class-abbr": "AC", + "armor-class-type": "Armor Class Type", + "armor-class": "Armor Class", + "armor-name-placeholder": "Leather", + "armor-weight": "Armor Weight", + "ascending-armor-class": "Ascending Armor Class", + "attack-modifier": "+Attack", + "attack": "Damage", + "attacks": "Attacks", + "attribute": "Attribute", + "base-attack-bonus": "Base Attack Bonus", + "base-attack-bonus-abbr": "BAB", + "breath-attacks-full": "Breath attacks", + "breath-attacks": "Breath attacks", + "character-name": "Character name", + "character": "Character", + "charisma-abbr": "CHA", + "charisma": "Charisma", + "class": "Class", + "combat": "Combat", + "constitution-abbr-mod": "± CON", + "constitution-abbr": "CON", + "constitution": "Constitution", + "copper-piece-abbr": "CP", + "damage-die": "Damage Die", + "damage-modifier": "+Damage", + "damage": "Damage", + "death-poison-full": "Death or poison", + "death-poison": "Death, Poison", + "descending-armor-class": "Descending Armor Class", + "description": "Description", + "dexterity-abbr-mod": "± DEX", + "dexterity-abbr": "DEX", + "dexterity": "Dexterity", + "duration": "Duration", + "effect-roll": "Effect Roll", + "electrum-piece-abbr": "EP", + "encumbrance": "Encumbrance", + "expand-collapse": "Expand/Collapse", + "experience-abbr": "XP", + "experience-next": "Experience to Next Level", + "experience-points-to-next-level": "Experience to Next Level", + "exploration": "Exploration", + "fail": "Fail", + "find-room-trap-full": "Find room trap", + "find-room-trap": "Find room trap", + "find-secret-door": "Find secret door", + "find-secret-room-full": "Find secret room", + "gold-piece-abbr": "GP", + "hit-dice-abbr": "HD", + "hit-dice": "Hit Dice", + "hit-points-abbr": "HP", + "hit-points-average": "Average HP", + "hit-points-max-abbr": "Max", + "hitdice-modifier": "HP Modifier", + "initiative-init": "Init.", + "initiative": "Initiative", + "intelligence-abbr": "INT", + "intelligence": "Intelligence", + "item-description": "Item description", + "item-name": "Item name", + "items-equipment": "Items & Equipment", + "level": "Level", + "listen-at-door-full": "Listen at door", + "listen-at-door": "Listen at door", + "magic-wands-full": "Magic wands", + "magic-wands": "Magic wands", + "max": "Max", + "maximum-max": "Max", + "melee": "Melee", + "missile": "Missile", + "modifier-mod": "Modif", + "modifier": "Threshold modifier", + "monster": "Monster", + "morale-abbr": "ML", + "morale-continue-fighting": "Continue Fighting!", + "morale-surrender-or-flee": "Surrender or Flee!", + "morale": "Morale", + "Morale": "Morale", + "movement-en": "Encounter", + "movement-encounter": "Encounter", + "movement-ex": "Exploration", + "movement-exploration": "Exploration", + "movement-ov": "Overland", + "movement-overland": "Movement - Overland", + "movement": "Movement", + "name-pc-abbr": "PC", + "name": "Name", + "next": "Next", + "notes": "Notes", + "number-abbr": "#", + "number": "Number", + "open-stuck-door-full": "Open stuck door", + "open-stuck-door": "Open stuck door", + "paralysis-petrification-full": "Paralysis or petrification", + "paralysis-petrification": "Paralysis, Petrification", + "platinum-piece-abbr": "PP", + "quantity-abbr": "Qty", + "quantity-qty": "Qty", + "range": "Range", + "roll": "Roll", + "saving-throws": "Saving Throws", + "settings": "Settings", + "silver-piece-abbr": "SP", + "spell-description-placeholder": "This spell conjures a glowing dart of energy that the caster may choose to shoot at a visible target within range.", + "spell-duration-placeholder": "1 turn", + "spell-name-placeholder": "Magic Missile", + "spells-rods-staves-full": "Spells, rods or staves", + "spells-rods-staves": "Spells, Rods, Staves", + "spells": "Spells", + "strength-abbr": "STR", + "strength": "Strength", + "success": "Success", + "threshold": "Threshold", + "title": "Title", + "treasure-type-abbr": "TT", + "typeofattack": "Type of attack", + "unarmored": "Unarmored", + "weapon": "Weapon", + "weapons": "Weapons", + "weight": "Weight", + "wisdom-abbr": "WIS", + "wisdom": "Wisdom", + "worn-question": "Worn?", + "thac0": "THAC0" +} diff --git a/Old School Essentials - AAC/translations/pt.json b/Old School Essentials - AAC/translations/pt.json new file mode 100644 index 0000000000..a261a2f22f --- /dev/null +++ b/Old School Essentials - AAC/translations/pt.json @@ -0,0 +1,133 @@ +{ + "abbr-versus": "vs", + "abilities-and-skills": "Abilities & Skills", + "ability-scores": "Ability Scores", + "alignment-abbr": "AL", + "alignment": "Alignment", + "armor-benefit": "AC Benefit", + "armor-class-abbr": "AC", + "armor-class-type": "Armor Class Type", + "armor-class": "Armor Class", + "armor-name-placeholder": "Leather", + "armor-weight": "Armor Weight", + "ascending-armor-class": "Ascending Armor Class", + "attack-modifier": "+Attack", + "attack": "Damage", + "attacks": "Attacks", + "attribute": "Attribute", + "base-attack-bonus": "Base Attack Bonus", + "base-attack-bonus-abbr": "BAB", + "breath-attacks-full": "Breath attacks", + "breath-attacks": "Breath attacks", + "character-name": "Character name", + "character": "Character", + "charisma-abbr": "CHA", + "charisma": "Charisma", + "class": "Class", + "combat": "Combat", + "constitution-abbr-mod": "± CON", + "constitution-abbr": "CON", + "constitution": "Constitution", + "copper-piece-abbr": "CP", + "damage-die": "Damage Die", + "damage-modifier": "+Damage", + "damage": "Damage", + "death-poison-full": "Death or poison", + "death-poison": "Death, Poison", + "descending-armor-class": "Descending Armor Class", + "description": "Description", + "dexterity-abbr-mod": "± DEX", + "dexterity-abbr": "DEX", + "dexterity": "Dexterity", + "duration": "Duration", + "effect-roll": "Effect Roll", + "electrum-piece-abbr": "EP", + "encumbrance": "Encumbrance", + "expand-collapse": "Expand/Collapse", + "experience-abbr": "XP", + "experience-next": "Experience to Next Level", + "experience-points-to-next-level": "Experience to Next Level", + "exploration": "Exploration", + "fail": "Fail", + "find-room-trap-full": "Find room trap", + "find-room-trap": "Find room trap", + "find-secret-door": "Find secret door", + "find-secret-room-full": "Find secret room", + "gold-piece-abbr": "GP", + "hit-dice-abbr": "HD", + "hit-dice": "Hit Dice", + "hit-points-abbr": "HP", + "hit-points-average": "Average HP", + "hit-points-max-abbr": "Max", + "hitdice-modifier": "HP Modifier", + "initiative-init": "Init.", + "initiative": "Initiative", + "intelligence-abbr": "INT", + "intelligence": "Intelligence", + "item-description": "Item description", + "item-name": "Item name", + "items-equipment": "Items & Equipment", + "level": "Level", + "listen-at-door-full": "Listen at door", + "listen-at-door": "Listen at door", + "magic-wands-full": "Magic wands", + "magic-wands": "Magic wands", + "max": "Max", + "maximum-max": "Max", + "melee": "Melee", + "missile": "Missile", + "modifier-mod": "Modif", + "modifier": "Threshold modifier", + "monster": "Monster", + "morale-abbr": "ML", + "morale-continue-fighting": "Continue Fighting!", + "morale-surrender-or-flee": "Surrender or Flee!", + "morale": "Morale", + "Morale": "Morale", + "movement-en": "Encounter", + "movement-encounter": "Encounter", + "movement-ex": "Exploration", + "movement-exploration": "Exploration", + "movement-ov": "Overland", + "movement-overland": "Movement - Overland", + "movement": "Movement", + "name-pc-abbr": "PC", + "name": "Name", + "next": "Next", + "notes": "Notes", + "number-abbr": "#", + "number": "Number", + "open-stuck-door-full": "Open stuck door", + "open-stuck-door": "Open stuck door", + "paralysis-petrification-full": "Paralysis or petrification", + "paralysis-petrification": "Paralysis, Petrification", + "platinum-piece-abbr": "PP", + "quantity-abbr": "Qty", + "quantity-qty": "Qty", + "range": "Range", + "roll": "Roll", + "saving-throws": "Saving Throws", + "settings": "Settings", + "silver-piece-abbr": "SP", + "spell-description-placeholder": "This spell conjures a glowing dart of energy that the caster may choose to shoot at a visible target within range.", + "spell-duration-placeholder": "1 turn", + "spell-name-placeholder": "Magic Missile", + "spells-rods-staves-full": "Spells, rods or staves", + "spells-rods-staves": "Spells, Rods, Staves", + "spells": "Spells", + "strength-abbr": "STR", + "strength": "Strength", + "success": "Success", + "threshold": "Threshold", + "title": "Title", + "treasure-type-abbr": "TT", + "typeofattack": "Type of attack", + "unarmored": "Unarmored", + "weapon": "Weapon", + "weapons": "Weapons", + "weight": "Weight", + "wisdom-abbr": "WIS", + "wisdom": "Wisdom", + "worn-question": "Worn?", + "thac0": "THAC0" +} diff --git a/Old School Essentials - AAC/translations/ru.json b/Old School Essentials - AAC/translations/ru.json new file mode 100644 index 0000000000..a261a2f22f --- /dev/null +++ b/Old School Essentials - AAC/translations/ru.json @@ -0,0 +1,133 @@ +{ + "abbr-versus": "vs", + "abilities-and-skills": "Abilities & Skills", + "ability-scores": "Ability Scores", + "alignment-abbr": "AL", + "alignment": "Alignment", + "armor-benefit": "AC Benefit", + "armor-class-abbr": "AC", + "armor-class-type": "Armor Class Type", + "armor-class": "Armor Class", + "armor-name-placeholder": "Leather", + "armor-weight": "Armor Weight", + "ascending-armor-class": "Ascending Armor Class", + "attack-modifier": "+Attack", + "attack": "Damage", + "attacks": "Attacks", + "attribute": "Attribute", + "base-attack-bonus": "Base Attack Bonus", + "base-attack-bonus-abbr": "BAB", + "breath-attacks-full": "Breath attacks", + "breath-attacks": "Breath attacks", + "character-name": "Character name", + "character": "Character", + "charisma-abbr": "CHA", + "charisma": "Charisma", + "class": "Class", + "combat": "Combat", + "constitution-abbr-mod": "± CON", + "constitution-abbr": "CON", + "constitution": "Constitution", + "copper-piece-abbr": "CP", + "damage-die": "Damage Die", + "damage-modifier": "+Damage", + "damage": "Damage", + "death-poison-full": "Death or poison", + "death-poison": "Death, Poison", + "descending-armor-class": "Descending Armor Class", + "description": "Description", + "dexterity-abbr-mod": "± DEX", + "dexterity-abbr": "DEX", + "dexterity": "Dexterity", + "duration": "Duration", + "effect-roll": "Effect Roll", + "electrum-piece-abbr": "EP", + "encumbrance": "Encumbrance", + "expand-collapse": "Expand/Collapse", + "experience-abbr": "XP", + "experience-next": "Experience to Next Level", + "experience-points-to-next-level": "Experience to Next Level", + "exploration": "Exploration", + "fail": "Fail", + "find-room-trap-full": "Find room trap", + "find-room-trap": "Find room trap", + "find-secret-door": "Find secret door", + "find-secret-room-full": "Find secret room", + "gold-piece-abbr": "GP", + "hit-dice-abbr": "HD", + "hit-dice": "Hit Dice", + "hit-points-abbr": "HP", + "hit-points-average": "Average HP", + "hit-points-max-abbr": "Max", + "hitdice-modifier": "HP Modifier", + "initiative-init": "Init.", + "initiative": "Initiative", + "intelligence-abbr": "INT", + "intelligence": "Intelligence", + "item-description": "Item description", + "item-name": "Item name", + "items-equipment": "Items & Equipment", + "level": "Level", + "listen-at-door-full": "Listen at door", + "listen-at-door": "Listen at door", + "magic-wands-full": "Magic wands", + "magic-wands": "Magic wands", + "max": "Max", + "maximum-max": "Max", + "melee": "Melee", + "missile": "Missile", + "modifier-mod": "Modif", + "modifier": "Threshold modifier", + "monster": "Monster", + "morale-abbr": "ML", + "morale-continue-fighting": "Continue Fighting!", + "morale-surrender-or-flee": "Surrender or Flee!", + "morale": "Morale", + "Morale": "Morale", + "movement-en": "Encounter", + "movement-encounter": "Encounter", + "movement-ex": "Exploration", + "movement-exploration": "Exploration", + "movement-ov": "Overland", + "movement-overland": "Movement - Overland", + "movement": "Movement", + "name-pc-abbr": "PC", + "name": "Name", + "next": "Next", + "notes": "Notes", + "number-abbr": "#", + "number": "Number", + "open-stuck-door-full": "Open stuck door", + "open-stuck-door": "Open stuck door", + "paralysis-petrification-full": "Paralysis or petrification", + "paralysis-petrification": "Paralysis, Petrification", + "platinum-piece-abbr": "PP", + "quantity-abbr": "Qty", + "quantity-qty": "Qty", + "range": "Range", + "roll": "Roll", + "saving-throws": "Saving Throws", + "settings": "Settings", + "silver-piece-abbr": "SP", + "spell-description-placeholder": "This spell conjures a glowing dart of energy that the caster may choose to shoot at a visible target within range.", + "spell-duration-placeholder": "1 turn", + "spell-name-placeholder": "Magic Missile", + "spells-rods-staves-full": "Spells, rods or staves", + "spells-rods-staves": "Spells, Rods, Staves", + "spells": "Spells", + "strength-abbr": "STR", + "strength": "Strength", + "success": "Success", + "threshold": "Threshold", + "title": "Title", + "treasure-type-abbr": "TT", + "typeofattack": "Type of attack", + "unarmored": "Unarmored", + "weapon": "Weapon", + "weapons": "Weapons", + "weight": "Weight", + "wisdom-abbr": "WIS", + "wisdom": "Wisdom", + "worn-question": "Worn?", + "thac0": "THAC0" +} diff --git a/Old School Essentials - AAC/translations/sv.json b/Old School Essentials - AAC/translations/sv.json new file mode 100644 index 0000000000..a261a2f22f --- /dev/null +++ b/Old School Essentials - AAC/translations/sv.json @@ -0,0 +1,133 @@ +{ + "abbr-versus": "vs", + "abilities-and-skills": "Abilities & Skills", + "ability-scores": "Ability Scores", + "alignment-abbr": "AL", + "alignment": "Alignment", + "armor-benefit": "AC Benefit", + "armor-class-abbr": "AC", + "armor-class-type": "Armor Class Type", + "armor-class": "Armor Class", + "armor-name-placeholder": "Leather", + "armor-weight": "Armor Weight", + "ascending-armor-class": "Ascending Armor Class", + "attack-modifier": "+Attack", + "attack": "Damage", + "attacks": "Attacks", + "attribute": "Attribute", + "base-attack-bonus": "Base Attack Bonus", + "base-attack-bonus-abbr": "BAB", + "breath-attacks-full": "Breath attacks", + "breath-attacks": "Breath attacks", + "character-name": "Character name", + "character": "Character", + "charisma-abbr": "CHA", + "charisma": "Charisma", + "class": "Class", + "combat": "Combat", + "constitution-abbr-mod": "± CON", + "constitution-abbr": "CON", + "constitution": "Constitution", + "copper-piece-abbr": "CP", + "damage-die": "Damage Die", + "damage-modifier": "+Damage", + "damage": "Damage", + "death-poison-full": "Death or poison", + "death-poison": "Death, Poison", + "descending-armor-class": "Descending Armor Class", + "description": "Description", + "dexterity-abbr-mod": "± DEX", + "dexterity-abbr": "DEX", + "dexterity": "Dexterity", + "duration": "Duration", + "effect-roll": "Effect Roll", + "electrum-piece-abbr": "EP", + "encumbrance": "Encumbrance", + "expand-collapse": "Expand/Collapse", + "experience-abbr": "XP", + "experience-next": "Experience to Next Level", + "experience-points-to-next-level": "Experience to Next Level", + "exploration": "Exploration", + "fail": "Fail", + "find-room-trap-full": "Find room trap", + "find-room-trap": "Find room trap", + "find-secret-door": "Find secret door", + "find-secret-room-full": "Find secret room", + "gold-piece-abbr": "GP", + "hit-dice-abbr": "HD", + "hit-dice": "Hit Dice", + "hit-points-abbr": "HP", + "hit-points-average": "Average HP", + "hit-points-max-abbr": "Max", + "hitdice-modifier": "HP Modifier", + "initiative-init": "Init.", + "initiative": "Initiative", + "intelligence-abbr": "INT", + "intelligence": "Intelligence", + "item-description": "Item description", + "item-name": "Item name", + "items-equipment": "Items & Equipment", + "level": "Level", + "listen-at-door-full": "Listen at door", + "listen-at-door": "Listen at door", + "magic-wands-full": "Magic wands", + "magic-wands": "Magic wands", + "max": "Max", + "maximum-max": "Max", + "melee": "Melee", + "missile": "Missile", + "modifier-mod": "Modif", + "modifier": "Threshold modifier", + "monster": "Monster", + "morale-abbr": "ML", + "morale-continue-fighting": "Continue Fighting!", + "morale-surrender-or-flee": "Surrender or Flee!", + "morale": "Morale", + "Morale": "Morale", + "movement-en": "Encounter", + "movement-encounter": "Encounter", + "movement-ex": "Exploration", + "movement-exploration": "Exploration", + "movement-ov": "Overland", + "movement-overland": "Movement - Overland", + "movement": "Movement", + "name-pc-abbr": "PC", + "name": "Name", + "next": "Next", + "notes": "Notes", + "number-abbr": "#", + "number": "Number", + "open-stuck-door-full": "Open stuck door", + "open-stuck-door": "Open stuck door", + "paralysis-petrification-full": "Paralysis or petrification", + "paralysis-petrification": "Paralysis, Petrification", + "platinum-piece-abbr": "PP", + "quantity-abbr": "Qty", + "quantity-qty": "Qty", + "range": "Range", + "roll": "Roll", + "saving-throws": "Saving Throws", + "settings": "Settings", + "silver-piece-abbr": "SP", + "spell-description-placeholder": "This spell conjures a glowing dart of energy that the caster may choose to shoot at a visible target within range.", + "spell-duration-placeholder": "1 turn", + "spell-name-placeholder": "Magic Missile", + "spells-rods-staves-full": "Spells, rods or staves", + "spells-rods-staves": "Spells, Rods, Staves", + "spells": "Spells", + "strength-abbr": "STR", + "strength": "Strength", + "success": "Success", + "threshold": "Threshold", + "title": "Title", + "treasure-type-abbr": "TT", + "typeofattack": "Type of attack", + "unarmored": "Unarmored", + "weapon": "Weapon", + "weapons": "Weapons", + "weight": "Weight", + "wisdom-abbr": "WIS", + "wisdom": "Wisdom", + "worn-question": "Worn?", + "thac0": "THAC0" +} diff --git a/Old School Essentials - AAC/translations/tr.json b/Old School Essentials - AAC/translations/tr.json new file mode 100644 index 0000000000..a261a2f22f --- /dev/null +++ b/Old School Essentials - AAC/translations/tr.json @@ -0,0 +1,133 @@ +{ + "abbr-versus": "vs", + "abilities-and-skills": "Abilities & Skills", + "ability-scores": "Ability Scores", + "alignment-abbr": "AL", + "alignment": "Alignment", + "armor-benefit": "AC Benefit", + "armor-class-abbr": "AC", + "armor-class-type": "Armor Class Type", + "armor-class": "Armor Class", + "armor-name-placeholder": "Leather", + "armor-weight": "Armor Weight", + "ascending-armor-class": "Ascending Armor Class", + "attack-modifier": "+Attack", + "attack": "Damage", + "attacks": "Attacks", + "attribute": "Attribute", + "base-attack-bonus": "Base Attack Bonus", + "base-attack-bonus-abbr": "BAB", + "breath-attacks-full": "Breath attacks", + "breath-attacks": "Breath attacks", + "character-name": "Character name", + "character": "Character", + "charisma-abbr": "CHA", + "charisma": "Charisma", + "class": "Class", + "combat": "Combat", + "constitution-abbr-mod": "± CON", + "constitution-abbr": "CON", + "constitution": "Constitution", + "copper-piece-abbr": "CP", + "damage-die": "Damage Die", + "damage-modifier": "+Damage", + "damage": "Damage", + "death-poison-full": "Death or poison", + "death-poison": "Death, Poison", + "descending-armor-class": "Descending Armor Class", + "description": "Description", + "dexterity-abbr-mod": "± DEX", + "dexterity-abbr": "DEX", + "dexterity": "Dexterity", + "duration": "Duration", + "effect-roll": "Effect Roll", + "electrum-piece-abbr": "EP", + "encumbrance": "Encumbrance", + "expand-collapse": "Expand/Collapse", + "experience-abbr": "XP", + "experience-next": "Experience to Next Level", + "experience-points-to-next-level": "Experience to Next Level", + "exploration": "Exploration", + "fail": "Fail", + "find-room-trap-full": "Find room trap", + "find-room-trap": "Find room trap", + "find-secret-door": "Find secret door", + "find-secret-room-full": "Find secret room", + "gold-piece-abbr": "GP", + "hit-dice-abbr": "HD", + "hit-dice": "Hit Dice", + "hit-points-abbr": "HP", + "hit-points-average": "Average HP", + "hit-points-max-abbr": "Max", + "hitdice-modifier": "HP Modifier", + "initiative-init": "Init.", + "initiative": "Initiative", + "intelligence-abbr": "INT", + "intelligence": "Intelligence", + "item-description": "Item description", + "item-name": "Item name", + "items-equipment": "Items & Equipment", + "level": "Level", + "listen-at-door-full": "Listen at door", + "listen-at-door": "Listen at door", + "magic-wands-full": "Magic wands", + "magic-wands": "Magic wands", + "max": "Max", + "maximum-max": "Max", + "melee": "Melee", + "missile": "Missile", + "modifier-mod": "Modif", + "modifier": "Threshold modifier", + "monster": "Monster", + "morale-abbr": "ML", + "morale-continue-fighting": "Continue Fighting!", + "morale-surrender-or-flee": "Surrender or Flee!", + "morale": "Morale", + "Morale": "Morale", + "movement-en": "Encounter", + "movement-encounter": "Encounter", + "movement-ex": "Exploration", + "movement-exploration": "Exploration", + "movement-ov": "Overland", + "movement-overland": "Movement - Overland", + "movement": "Movement", + "name-pc-abbr": "PC", + "name": "Name", + "next": "Next", + "notes": "Notes", + "number-abbr": "#", + "number": "Number", + "open-stuck-door-full": "Open stuck door", + "open-stuck-door": "Open stuck door", + "paralysis-petrification-full": "Paralysis or petrification", + "paralysis-petrification": "Paralysis, Petrification", + "platinum-piece-abbr": "PP", + "quantity-abbr": "Qty", + "quantity-qty": "Qty", + "range": "Range", + "roll": "Roll", + "saving-throws": "Saving Throws", + "settings": "Settings", + "silver-piece-abbr": "SP", + "spell-description-placeholder": "This spell conjures a glowing dart of energy that the caster may choose to shoot at a visible target within range.", + "spell-duration-placeholder": "1 turn", + "spell-name-placeholder": "Magic Missile", + "spells-rods-staves-full": "Spells, rods or staves", + "spells-rods-staves": "Spells, Rods, Staves", + "spells": "Spells", + "strength-abbr": "STR", + "strength": "Strength", + "success": "Success", + "threshold": "Threshold", + "title": "Title", + "treasure-type-abbr": "TT", + "typeofattack": "Type of attack", + "unarmored": "Unarmored", + "weapon": "Weapon", + "weapons": "Weapons", + "weight": "Weight", + "wisdom-abbr": "WIS", + "wisdom": "Wisdom", + "worn-question": "Worn?", + "thac0": "THAC0" +} diff --git a/Old School Essentials - AAC/translations/zh.json b/Old School Essentials - AAC/translations/zh.json new file mode 100644 index 0000000000..a261a2f22f --- /dev/null +++ b/Old School Essentials - AAC/translations/zh.json @@ -0,0 +1,133 @@ +{ + "abbr-versus": "vs", + "abilities-and-skills": "Abilities & Skills", + "ability-scores": "Ability Scores", + "alignment-abbr": "AL", + "alignment": "Alignment", + "armor-benefit": "AC Benefit", + "armor-class-abbr": "AC", + "armor-class-type": "Armor Class Type", + "armor-class": "Armor Class", + "armor-name-placeholder": "Leather", + "armor-weight": "Armor Weight", + "ascending-armor-class": "Ascending Armor Class", + "attack-modifier": "+Attack", + "attack": "Damage", + "attacks": "Attacks", + "attribute": "Attribute", + "base-attack-bonus": "Base Attack Bonus", + "base-attack-bonus-abbr": "BAB", + "breath-attacks-full": "Breath attacks", + "breath-attacks": "Breath attacks", + "character-name": "Character name", + "character": "Character", + "charisma-abbr": "CHA", + "charisma": "Charisma", + "class": "Class", + "combat": "Combat", + "constitution-abbr-mod": "± CON", + "constitution-abbr": "CON", + "constitution": "Constitution", + "copper-piece-abbr": "CP", + "damage-die": "Damage Die", + "damage-modifier": "+Damage", + "damage": "Damage", + "death-poison-full": "Death or poison", + "death-poison": "Death, Poison", + "descending-armor-class": "Descending Armor Class", + "description": "Description", + "dexterity-abbr-mod": "± DEX", + "dexterity-abbr": "DEX", + "dexterity": "Dexterity", + "duration": "Duration", + "effect-roll": "Effect Roll", + "electrum-piece-abbr": "EP", + "encumbrance": "Encumbrance", + "expand-collapse": "Expand/Collapse", + "experience-abbr": "XP", + "experience-next": "Experience to Next Level", + "experience-points-to-next-level": "Experience to Next Level", + "exploration": "Exploration", + "fail": "Fail", + "find-room-trap-full": "Find room trap", + "find-room-trap": "Find room trap", + "find-secret-door": "Find secret door", + "find-secret-room-full": "Find secret room", + "gold-piece-abbr": "GP", + "hit-dice-abbr": "HD", + "hit-dice": "Hit Dice", + "hit-points-abbr": "HP", + "hit-points-average": "Average HP", + "hit-points-max-abbr": "Max", + "hitdice-modifier": "HP Modifier", + "initiative-init": "Init.", + "initiative": "Initiative", + "intelligence-abbr": "INT", + "intelligence": "Intelligence", + "item-description": "Item description", + "item-name": "Item name", + "items-equipment": "Items & Equipment", + "level": "Level", + "listen-at-door-full": "Listen at door", + "listen-at-door": "Listen at door", + "magic-wands-full": "Magic wands", + "magic-wands": "Magic wands", + "max": "Max", + "maximum-max": "Max", + "melee": "Melee", + "missile": "Missile", + "modifier-mod": "Modif", + "modifier": "Threshold modifier", + "monster": "Monster", + "morale-abbr": "ML", + "morale-continue-fighting": "Continue Fighting!", + "morale-surrender-or-flee": "Surrender or Flee!", + "morale": "Morale", + "Morale": "Morale", + "movement-en": "Encounter", + "movement-encounter": "Encounter", + "movement-ex": "Exploration", + "movement-exploration": "Exploration", + "movement-ov": "Overland", + "movement-overland": "Movement - Overland", + "movement": "Movement", + "name-pc-abbr": "PC", + "name": "Name", + "next": "Next", + "notes": "Notes", + "number-abbr": "#", + "number": "Number", + "open-stuck-door-full": "Open stuck door", + "open-stuck-door": "Open stuck door", + "paralysis-petrification-full": "Paralysis or petrification", + "paralysis-petrification": "Paralysis, Petrification", + "platinum-piece-abbr": "PP", + "quantity-abbr": "Qty", + "quantity-qty": "Qty", + "range": "Range", + "roll": "Roll", + "saving-throws": "Saving Throws", + "settings": "Settings", + "silver-piece-abbr": "SP", + "spell-description-placeholder": "This spell conjures a glowing dart of energy that the caster may choose to shoot at a visible target within range.", + "spell-duration-placeholder": "1 turn", + "spell-name-placeholder": "Magic Missile", + "spells-rods-staves-full": "Spells, rods or staves", + "spells-rods-staves": "Spells, Rods, Staves", + "spells": "Spells", + "strength-abbr": "STR", + "strength": "Strength", + "success": "Success", + "threshold": "Threshold", + "title": "Title", + "treasure-type-abbr": "TT", + "typeofattack": "Type of attack", + "unarmored": "Unarmored", + "weapon": "Weapon", + "weapons": "Weapons", + "weight": "Weight", + "wisdom-abbr": "WIS", + "wisdom": "Wisdom", + "worn-question": "Worn?", + "thac0": "THAC0" +} diff --git a/Old School Essentials - AAC/translations/zu.json b/Old School Essentials - AAC/translations/zu.json new file mode 100644 index 0000000000..86aaf4b9ed --- /dev/null +++ b/Old School Essentials - AAC/translations/zu.json @@ -0,0 +1,133 @@ +{ + "abbr-versus": "crwdns148152:0crwdne148152:0", + "abilities-and-skills": "crwdns148148:0crwdne148148:0", + "ability-scores": "crwdns148130:0crwdne148130:0", + "alignment-abbr": "crwdns148120:0crwdne148120:0", + "alignment": "crwdns147952:0crwdne147952:0", + "armor-benefit": "crwdns148196:0crwdne148196:0", + "armor-class-abbr": "crwdns148166:0crwdne148166:0", + "armor-class-type": "crwdns153838:0crwdne153838:0", + "armor-class": "crwdns148164:0crwdne148164:0", + "armor-name-placeholder": "crwdns148202:0crwdne148202:0", + "armor-weight": "crwdns148198:0crwdne148198:0", + "ascending-armor-class": "crwdns153840:0crwdne153840:0", + "attack-modifier": "crwdns148174:0crwdne148174:0", + "attack": "crwdns148074:0crwdne148074:0", + "attacks": "crwdns148234:0crwdne148234:0", + "attribute": "crwdns148172:0crwdne148172:0", + "base-attack-bonus": "crwdns153842:0crwdne153842:0", + "base-attack-bonus-abbr": "crwdns148232:0crwdne148232:0", + "breath-attacks-full": "crwdns148096:0crwdne148096:0", + "breath-attacks": "crwdns148000:0crwdne148000:0", + "character-name": "crwdns147948:0crwdne147948:0", + "character": "crwdns148114:0crwdne148114:0", + "charisma-abbr": "crwdns148142:0crwdne148142:0", + "charisma": "crwdns148088:0crwdne148088:0", + "class": "crwdns147954:0crwdne147954:0", + "combat": "crwdns148156:0crwdne148156:0", + "constitution-abbr-mod": "crwdns148162:0crwdne148162:0", + "constitution-abbr": "crwdns148140:0crwdne148140:0", + "constitution": "crwdns148086:0crwdne148086:0", + "copper-piece-abbr": "crwdns148212:0crwdne148212:0", + "damage-die": "crwdns148176:0crwdne148176:0", + "damage-modifier": "crwdns148178:0crwdne148178:0", + "damage": "crwdns148240:0crwdne148240:0", + "death-poison-full": "crwdns148090:0crwdne148090:0", + "death-poison": "crwdns147994:0crwdne147994:0", + "descending-armor-class": "crwdns153844:0crwdne153844:0", + "description": "crwdns148006:0crwdne148006:0", + "dexterity-abbr-mod": "crwdns148168:0crwdne148168:0", + "dexterity-abbr": "crwdns148138:0crwdne148138:0", + "dexterity": "crwdns148084:0crwdne148084:0", + "duration": "crwdns148180:0crwdne148180:0", + "effect-roll": "crwdns148184:0crwdne148184:0", + "electrum-piece-abbr": "crwdns148208:0crwdne148208:0", + "encumbrance": "crwdns148062:0crwdne148062:0", + "expand-collapse": "crwdns156688:0crwdne156688:0", + "experience-abbr": "crwdns148122:0crwdne148122:0", + "experience-next": "crwdns148124:0crwdne148124:0", + "experience-points-to-next-level": "crwdns147964:0crwdne147964:0", + "exploration": "crwdns148144:0crwdne148144:0", + "fail": "crwdns148108:0crwdne148108:0", + "find-room-trap-full": "crwdns148106:0crwdne148106:0", + "find-room-trap": "crwdns147990:0crwdne147990:0", + "find-secret-door": "crwdns147988:0crwdne147988:0", + "find-secret-room-full": "crwdns148104:0crwdne148104:0", + "gold-piece-abbr": "crwdns148206:0crwdne148206:0", + "hit-dice-abbr": "crwdns148126:0crwdne148126:0", + "hit-dice": "crwdns148224:0crwdne148224:0", + "hit-points-abbr": "crwdns148158:0crwdne148158:0", + "hit-points-average": "crwdns148226:0crwdne148226:0", + "hit-points-max-abbr": "crwdns148228:0crwdne148228:0", + "hitdice-modifier": "crwdns148128:0crwdne148128:0", + "initiative-init": "crwdns148036:0crwdne148036:0", + "initiative": "crwdns148076:0crwdne148076:0", + "intelligence-abbr": "crwdns148134:0crwdne148134:0", + "intelligence": "crwdns148080:0crwdne148080:0", + "item-description": "crwdns148050:0crwdne148050:0", + "item-name": "crwdns148048:0crwdne148048:0", + "items-equipment": "crwdns148192:0crwdne148192:0", + "level": "crwdns147956:0crwdne147956:0", + "listen-at-door-full": "crwdns148100:0crwdne148100:0", + "listen-at-door": "crwdns147984:0crwdne147984:0", + "magic-wands-full": "crwdns148092:0crwdne148092:0", + "magic-wands": "crwdns147996:0crwdne147996:0", + "max": "crwdns148160:0crwdne148160:0", + "maximum-max": "crwdns148012:0crwdne148012:0", + "melee": "crwdns148066:0crwdne148066:0", + "missile": "crwdns148068:0crwdne148068:0", + "modifier-mod": "crwdns148072:0crwdne148072:0", + "modifier": "crwdns148070:0crwdne148070:0", + "monster": "crwdns148116:0crwdne148116:0", + "morale-abbr": "crwdns148216:0crwdne148216:0", + "morale-continue-fighting": "crwdns148218:0crwdne148218:0", + "morale-surrender-or-flee": "crwdns148220:0crwdne148220:0", + "morale": "crwdns148214:0crwdne148214:0", + "Morale": "crwdns148112:0crwdne148112:0", + "movement-en": "crwdns148024:0crwdne148024:0", + "movement-encounter": "crwdns148030:0crwdne148030:0", + "movement-ex": "crwdns148026:0crwdne148026:0", + "movement-exploration": "crwdns148032:0crwdne148032:0", + "movement-ov": "crwdns148028:0crwdne148028:0", + "movement-overland": "crwdns148034:0crwdne148034:0", + "movement": "crwdns148022:0crwdne148022:0", + "name-pc-abbr": "crwdns148118:0crwdne148118:0", + "name": "crwdns148044:0crwdne148044:0", + "next": "crwdns147962:0crwdne147962:0", + "notes": "crwdns148246:0crwdne148246:0", + "number-abbr": "crwdns148238:0crwdne148238:0", + "number": "crwdns148236:0crwdne148236:0", + "open-stuck-door-full": "crwdns148102:0crwdne148102:0", + "open-stuck-door": "crwdns147986:0crwdne147986:0", + "paralysis-petrification-full": "crwdns148094:0crwdne148094:0", + "paralysis-petrification": "crwdns147998:0crwdne147998:0", + "platinum-piece-abbr": "crwdns148204:0crwdne148204:0", + "quantity-abbr": "crwdns148194:0crwdne148194:0", + "quantity-qty": "crwdns148042:0crwdne148042:0", + "range": "crwdns148182:0crwdne148182:0", + "roll": "crwdns148150:0crwdne148150:0", + "saving-throws": "crwdns148146:0crwdne148146:0", + "settings": "crwdns153846:0crwdne153846:0", + "silver-piece-abbr": "crwdns148210:0crwdne148210:0", + "spell-description-placeholder": "crwdns148190:0crwdne148190:0", + "spell-duration-placeholder": "crwdns148188:0crwdne148188:0", + "spell-name-placeholder": "crwdns148186:0crwdne148186:0", + "spells-rods-staves-full": "crwdns148098:0crwdne148098:0", + "spells-rods-staves": "crwdns148002:0crwdne148002:0", + "spells": "crwdns148244:0crwdne148244:0", + "strength-abbr": "crwdns148132:0crwdne148132:0", + "strength": "crwdns148078:0crwdne148078:0", + "success": "crwdns148110:0crwdne148110:0", + "threshold": "crwdns148154:0crwdne148154:0", + "title": "crwdns147958:0crwdne147958:0", + "treasure-type-abbr": "crwdns148222:0crwdne148222:0", + "typeofattack": "crwdns148910:0crwdne148910:0", + "unarmored": "crwdns148018:0crwdne148018:0", + "weapon": "crwdns148242:0crwdne148242:0", + "weapons": "crwdns148170:0crwdne148170:0", + "weight": "crwdns148046:0crwdne148046:0", + "wisdom-abbr": "crwdns148136:0crwdne148136:0", + "wisdom": "crwdns148082:0crwdne148082:0", + "worn-question": "crwdns148200:0crwdne148200:0", + "thac0": "crwdns153848:0crwdne153848:0" +} diff --git a/Oreste/img/Adepte - Curse.png b/Oreste/img/Adepte - Curse.png new file mode 100644 index 0000000000..01dacf495c Binary files /dev/null and b/Oreste/img/Adepte - Curse.png differ diff --git a/Oreste/img/Adepte - Magus EMP.png b/Oreste/img/Adepte - Magus EMP.png new file mode 100644 index 0000000000..5f6c00ec4a Binary files /dev/null and b/Oreste/img/Adepte - Magus EMP.png differ diff --git a/Oreste/img/Adepte - Magus auxiliaire.png b/Oreste/img/Adepte - Magus auxiliaire.png new file mode 100644 index 0000000000..707de5ed75 Binary files /dev/null and b/Oreste/img/Adepte - Magus auxiliaire.png differ diff --git a/Oreste/img/Adepte - Magus gardiens.png b/Oreste/img/Adepte - Magus gardiens.png new file mode 100644 index 0000000000..57973ee62b Binary files /dev/null and b/Oreste/img/Adepte - Magus gardiens.png differ diff --git a/Oreste/img/Adepte - Magus oppressif.png b/Oreste/img/Adepte - Magus oppressif.png new file mode 100644 index 0000000000..cd797c8492 Binary files /dev/null and b/Oreste/img/Adepte - Magus oppressif.png differ diff --git a/Oreste/img/Adepte - Magus protecteurs.png b/Oreste/img/Adepte - Magus protecteurs.png new file mode 100644 index 0000000000..77b5eb4fc8 Binary files /dev/null and b/Oreste/img/Adepte - Magus protecteurs.png differ diff --git a/Oreste/img/Adepte - Magus regulateur.png b/Oreste/img/Adepte - Magus regulateur.png new file mode 100644 index 0000000000..09f561ee0a Binary files /dev/null and b/Oreste/img/Adepte - Magus regulateur.png differ diff --git a/Oreste/img/Adepte - Magus repressifs.png b/Oreste/img/Adepte - Magus repressifs.png new file mode 100644 index 0000000000..5b7aaf2ac8 Binary files /dev/null and b/Oreste/img/Adepte - Magus repressifs.png differ diff --git a/Oreste/img/Adepte - Regen.png b/Oreste/img/Adepte - Regen.png new file mode 100644 index 0000000000..6ecf6a9b1a Binary files /dev/null and b/Oreste/img/Adepte - Regen.png differ diff --git a/Oreste/img/Adepte - Reviviscence.png b/Oreste/img/Adepte - Reviviscence.png new file mode 100644 index 0000000000..57f94dae0b Binary files /dev/null and b/Oreste/img/Adepte - Reviviscence.png differ diff --git a/Oreste/img/Armure.png b/Oreste/img/Armure.png new file mode 100644 index 0000000000..e8df2195f6 Binary files /dev/null and b/Oreste/img/Armure.png differ diff --git a/Oreste/img/Blindage.png b/Oreste/img/Blindage.png new file mode 100644 index 0000000000..33d7aeddb8 Binary files /dev/null and b/Oreste/img/Blindage.png differ diff --git a/Oreste/img/Champ-de-Force.png b/Oreste/img/Champ-de-Force.png new file mode 100644 index 0000000000..ddca792ba5 Binary files /dev/null and b/Oreste/img/Champ-de-Force.png differ diff --git a/Oreste/img/Esquive.png b/Oreste/img/Esquive.png new file mode 100644 index 0000000000..ee7d46afb1 Binary files /dev/null and b/Oreste/img/Esquive.png differ diff --git a/Oreste/img/Ghost - Disparition.png b/Oreste/img/Ghost - Disparition.png new file mode 100644 index 0000000000..b5758eeb4d Binary files /dev/null and b/Oreste/img/Ghost - Disparition.png differ diff --git a/Oreste/img/Ghost - Duplication.png b/Oreste/img/Ghost - Duplication.png new file mode 100644 index 0000000000..fc86fc5017 Binary files /dev/null and b/Oreste/img/Ghost - Duplication.png differ diff --git a/Oreste/img/Ghost - Epiphanie.png b/Oreste/img/Ghost - Epiphanie.png new file mode 100644 index 0000000000..df49b1cbd2 Binary files /dev/null and b/Oreste/img/Ghost - Epiphanie.png differ diff --git a/Oreste/img/Ghost - Evanescence.png b/Oreste/img/Ghost - Evanescence.png new file mode 100644 index 0000000000..d03ebf88cc Binary files /dev/null and b/Oreste/img/Ghost - Evanescence.png differ diff --git a/Oreste/img/Ghost - Execution.png b/Oreste/img/Ghost - Execution.png new file mode 100644 index 0000000000..b5c3150a4a Binary files /dev/null and b/Oreste/img/Ghost - Execution.png differ diff --git a/Oreste/img/Ghost - Legion.png b/Oreste/img/Ghost - Legion.png new file mode 100644 index 0000000000..0b318a3586 Binary files /dev/null and b/Oreste/img/Ghost - Legion.png differ diff --git a/Oreste/img/Ghost - Premeditation.png b/Oreste/img/Ghost - Premeditation.png new file mode 100644 index 0000000000..4785a71332 Binary files /dev/null and b/Oreste/img/Ghost - Premeditation.png differ diff --git a/Oreste/img/Ghost - Reverberation optique.png b/Oreste/img/Ghost - Reverberation optique.png new file mode 100644 index 0000000000..02cb2fedd6 Binary files /dev/null and b/Oreste/img/Ghost - Reverberation optique.png differ diff --git a/Oreste/img/Ghost - Science du critique.png b/Oreste/img/Ghost - Science du critique.png new file mode 100644 index 0000000000..1da601dce6 Binary files /dev/null and b/Oreste/img/Ghost - Science du critique.png differ diff --git a/Oreste/img/Ghost - Tir applique.png b/Oreste/img/Ghost - Tir applique.png new file mode 100644 index 0000000000..066534e133 Binary files /dev/null and b/Oreste/img/Ghost - Tir applique.png differ diff --git a/Oreste/img/Juggernaute - Berserker khrone.png b/Oreste/img/Juggernaute - Berserker khrone.png new file mode 100644 index 0000000000..8457848665 Binary files /dev/null and b/Oreste/img/Juggernaute - Berserker khrone.png differ diff --git a/Oreste/img/Juggernaute - Defenseur khrone.png b/Oreste/img/Juggernaute - Defenseur khrone.png new file mode 100644 index 0000000000..f372c279da Binary files /dev/null and b/Oreste/img/Juggernaute - Defenseur khrone.png differ diff --git a/Oreste/img/Juggernaute - Devotion.png b/Oreste/img/Juggernaute - Devotion.png new file mode 100644 index 0000000000..21bb28cc3b Binary files /dev/null and b/Oreste/img/Juggernaute - Devotion.png differ diff --git a/Oreste/img/Juggernaute - Grenade omega.png b/Oreste/img/Juggernaute - Grenade omega.png new file mode 100644 index 0000000000..2c8944702f Binary files /dev/null and b/Oreste/img/Juggernaute - Grenade omega.png differ diff --git a/Oreste/img/Juggernaute - Purge.png b/Oreste/img/Juggernaute - Purge.png new file mode 100644 index 0000000000..6f4dc5b040 Binary files /dev/null and b/Oreste/img/Juggernaute - Purge.png differ diff --git a/Oreste/img/Juggernaute - Renversement.png b/Oreste/img/Juggernaute - Renversement.png new file mode 100644 index 0000000000..831260603f Binary files /dev/null and b/Oreste/img/Juggernaute - Renversement.png differ diff --git a/Oreste/img/Juggernaute - Taunt.png b/Oreste/img/Juggernaute - Taunt.png new file mode 100644 index 0000000000..416a8a3d83 Binary files /dev/null and b/Oreste/img/Juggernaute - Taunt.png differ diff --git a/Oreste/img/Juggernaute - Tir ajuste.png b/Oreste/img/Juggernaute - Tir ajuste.png new file mode 100644 index 0000000000..1f8db458aa Binary files /dev/null and b/Oreste/img/Juggernaute - Tir ajuste.png differ diff --git a/Oreste/img/Juggernaute - Tir aligne.png b/Oreste/img/Juggernaute - Tir aligne.png new file mode 100644 index 0000000000..f0b4ae7b7d Binary files /dev/null and b/Oreste/img/Juggernaute - Tir aligne.png differ diff --git a/Oreste/img/Juggernaute - Ultime rempart.png b/Oreste/img/Juggernaute - Ultime rempart.png new file mode 100644 index 0000000000..04d0885767 Binary files /dev/null and b/Oreste/img/Juggernaute - Ultime rempart.png differ diff --git a/Oreste/img/Resilience.png b/Oreste/img/Resilience.png new file mode 100644 index 0000000000..30511577a4 Binary files /dev/null and b/Oreste/img/Resilience.png differ diff --git a/Oreste/img/SdC.png b/Oreste/img/SdC.png new file mode 100644 index 0000000000..11c204fd41 Binary files /dev/null and b/Oreste/img/SdC.png differ diff --git a/Oreste/img/Structure.png b/Oreste/img/Structure.png new file mode 100644 index 0000000000..48f5fdc786 Binary files /dev/null and b/Oreste/img/Structure.png differ diff --git a/Oreste/img/Vitesse.png b/Oreste/img/Vitesse.png new file mode 100644 index 0000000000..92c009ffcf Binary files /dev/null and b/Oreste/img/Vitesse.png differ diff --git a/Oreste/img/Vorpale - Grippe.png b/Oreste/img/Vorpale - Grippe.png new file mode 100644 index 0000000000..c24112ad3f Binary files /dev/null and b/Oreste/img/Vorpale - Grippe.png differ diff --git a/Oreste/img/Vorpale - Injonction.png b/Oreste/img/Vorpale - Injonction.png new file mode 100644 index 0000000000..dbe4937a2f Binary files /dev/null and b/Oreste/img/Vorpale - Injonction.png differ diff --git a/Oreste/img/Vorpale - Jugement.png b/Oreste/img/Vorpale - Jugement.png new file mode 100644 index 0000000000..1f1d93f1ad Binary files /dev/null and b/Oreste/img/Vorpale - Jugement.png differ diff --git a/Oreste/img/Vorpale - Ordonnance.png b/Oreste/img/Vorpale - Ordonnance.png new file mode 100644 index 0000000000..6488f735a7 Binary files /dev/null and b/Oreste/img/Vorpale - Ordonnance.png differ diff --git a/Oreste/img/Vorpale - Rafale.png b/Oreste/img/Vorpale - Rafale.png new file mode 100644 index 0000000000..4a8e8a3867 Binary files /dev/null and b/Oreste/img/Vorpale - Rafale.png differ diff --git a/Oreste/img/Vorpale - Sentence.png b/Oreste/img/Vorpale - Sentence.png new file mode 100644 index 0000000000..9c37dbdd9a Binary files /dev/null and b/Oreste/img/Vorpale - Sentence.png differ diff --git a/Oreste/img/Vorpale - Sommation.png b/Oreste/img/Vorpale - Sommation.png new file mode 100644 index 0000000000..ad4555275d Binary files /dev/null and b/Oreste/img/Vorpale - Sommation.png differ diff --git a/Oreste/img/Vorpale - Souffle.png b/Oreste/img/Vorpale - Souffle.png new file mode 100644 index 0000000000..23de2a706c Binary files /dev/null and b/Oreste/img/Vorpale - Souffle.png differ diff --git a/Oreste/img/Vorpale - Sphere.png b/Oreste/img/Vorpale - Sphere.png new file mode 100644 index 0000000000..15cb5ac408 Binary files /dev/null and b/Oreste/img/Vorpale - Sphere.png differ diff --git a/Oreste/img/Vorpale - Stase.png b/Oreste/img/Vorpale - Stase.png new file mode 100644 index 0000000000..4301703d34 Binary files /dev/null and b/Oreste/img/Vorpale - Stase.png differ diff --git a/Oreste/img/actions.png b/Oreste/img/actions.png new file mode 100644 index 0000000000..0300536631 Binary files /dev/null and b/Oreste/img/actions.png differ diff --git a/Oreste/img/adepte.png b/Oreste/img/adepte.png new file mode 100644 index 0000000000..a304ba9b39 Binary files /dev/null and b/Oreste/img/adepte.png differ diff --git a/Oreste/img/attributs.PNG b/Oreste/img/attributs.PNG new file mode 100644 index 0000000000..3a3a74f69a Binary files /dev/null and b/Oreste/img/attributs.PNG differ diff --git a/Oreste/img/background.jpg b/Oreste/img/background.jpg new file mode 100644 index 0000000000..fa205c792e Binary files /dev/null and b/Oreste/img/background.jpg differ diff --git a/Oreste/img/backgroundRoll.png b/Oreste/img/backgroundRoll.png new file mode 100644 index 0000000000..a99e183818 Binary files /dev/null and b/Oreste/img/backgroundRoll.png differ diff --git a/Oreste/img/bouclier_deflecteur.png b/Oreste/img/bouclier_deflecteur.png new file mode 100644 index 0000000000..db1f5da6fa Binary files /dev/null and b/Oreste/img/bouclier_deflecteur.png differ diff --git a/Oreste/img/deckCombat.png b/Oreste/img/deckCombat.png new file mode 100644 index 0000000000..e4b716cadb Binary files /dev/null and b/Oreste/img/deckCombat.png differ diff --git a/Oreste/img/deckCombatB.png b/Oreste/img/deckCombatB.png new file mode 100644 index 0000000000..00238a4368 Binary files /dev/null and b/Oreste/img/deckCombatB.png differ diff --git a/Oreste/img/ghost.png b/Oreste/img/ghost.png new file mode 100644 index 0000000000..e0fa6e60fc Binary files /dev/null and b/Oreste/img/ghost.png differ diff --git a/Oreste/img/juggernaute.png b/Oreste/img/juggernaute.png new file mode 100644 index 0000000000..56e874406a Binary files /dev/null and b/Oreste/img/juggernaute.png differ diff --git a/Oreste/img/sens_combat.png b/Oreste/img/sens_combat.png new file mode 100644 index 0000000000..ad9d44dc9a Binary files /dev/null and b/Oreste/img/sens_combat.png differ diff --git a/Oreste/img/vorpale.png b/Oreste/img/vorpale.png new file mode 100644 index 0000000000..0b9c45da00 Binary files /dev/null and b/Oreste/img/vorpale.png differ diff --git a/Oreste/oreste.css b/Oreste/oreste.css new file mode 100644 index 0000000000..24554bee98 --- /dev/null +++ b/Oreste/oreste.css @@ -0,0 +1,4396 @@ +@import url('https://fonts.googleapis.com/css?family=Inconsolata|Wallpoet&display=swap'); + +select +{ + margin-bottom:0px; + border-radius:0px; + color:black; +} + +input[type=number]::-webkit-outer-spin-button, +input[type=number]::-webkit-inner-spin-button +{ + -webkit-appearance: none; + margin: 0; +} + +input[type=number], +input[type=text] +{ + -moz-appearance:textfield; + border-radius:0px; + color:black; +} + +input[disabled] +{ + background-color:transparent; + cursor:not-allowed; +} + +textarea +{ + border:none; + width:100%; + padding:0px; + text-align:justify; + border-radius:0px; + color:black; + margin:0px; +} + +div, +input[type="number"], +input[type="text"], +select, +label, +span, +h1, +h2 +{ + display:flex; + color:black; + font-family:Inconsolata; +} + +label +{ + margin:0px; + padding:0px; +} + +div.sheet-autoex +{ + line-height: 1.4em; + min-height: 1.4em; + cursor: text; + text-align: left; + position:relative; + width:100%; +} + +div.sheet-autoex > span +{ + visibility: hidden; + display: block; + font-family: inherit; + font-size: inherit; + line-height: inherit; + white-space: pre-wrap; + text-align: inherit; + min-height: inherit; + height:100%; + word-wrap:anywhere; +} + +div.sheet-autoex > textarea +{ + display: block; + z-index: 1; + position: absolute; + top: 0; + left: 0; + height: 100%; + width: 100%; + overflow: hidden; + font-family: inherit; + font-size: inherit; + line-height: inherit; + white-space: pre-wrap; + text-align: inherit; + min-height: inherit; + resize: none; + background:transparent; +} + +div.sheet-autoex > textarea::placeholder +{ + font-family:"Contrail One"; + color: #575957da; + text-transform: capitalize; + font-style: italic; + text-align: center; + font-size: 95%; + font-weight:normal; +} + +div.sheet-autoex22 +{ + min-height:22px; +} + +div.sheet-autoex28 +{ + min-height:28px; +} + +div.sheet-autoex40 +{ + min-height:40px; +} + +div.sheet-autoex100 +{ + min-height:100px; +} + +img.sheet-imgAdepte, +img.sheet-imgGhost, +img.sheet-imgJuggernaute, +img.sheet-imgVorpale +{ + display:none; +} + +div.sheet-menu +{ + margin-bottom:20px; + max-width: 1060px; + flex-wrap: wrap; +} + +div.sheet-menu > label, +div.sheet-menuTop > label +{ + margin-top:2px; + margin-bottom:2px; +} + +div.sheet-menu > label:nth-of-type(1) +{ + width:100px; +} + +div.sheet-menu > label:nth-of-type(2) +{ + width:205px; +} + +div.sheet-menu > label.sheet-classeAdepte, +div.sheet-menu > label.sheet-classeGhost, +div.sheet-menu > label.sheet-classeJuggernaut, +div.sheet-menu > label.sheet-classeVorpale +{ + width:175px; +} + +div.sheet-menu > label:nth-of-type(11) +{ + width:130px; +} + +div.sheet-menu > label:nth-of-type(12), +div.sheet-menu > label:nth-of-type(13) +{ + width:80px; +} + +div.sheet-menuTop > label +{ + width:80px; +} + +div.sheet-menu > label:not(:last-of-type), +div.sheet-menuTop > label:not(:last-of-type) +{ + margin-right:5px; +} + +div.sheet-menu > label > input[type="radio"] +{ + height: 32px; + position: absolute; + cursor: pointer; + opacity: 0; +} + +div.sheet-menu > label:nth-of-type(1) > input[type="radio"] +{ + width:100px; +} + +div.sheet-menu > label:nth-of-type(2) > input[type="radio"] +{ + width:205px; +} + +div.sheet-menu > label.sheet-classeAdepte > input[type="radio"], +div.sheet-menu > label.sheet-classeGhost > input[type="radio"], +div.sheet-menu > label.sheet-classeJuggernaut > input[type="radio"], +div.sheet-menu > label.sheet-classeVorpale > input[type="radio"] +{ + width:175px; +} + +div.sheet-menu > label:nth-of-type(11) > input[type="radio"] +{ + width:130px; +} + +div.sheet-menu > label:nth-of-type(12) > input[type="radio"], +div.sheet-menu > label:nth-of-type(13) > input[type="radio"] +{ + width:80px; +} + +div.sheet-menuTop > label > input[type="radio"] +{ + height: 32px; + position: absolute; + cursor: pointer; + opacity: 0; + width:80px; +} + +div.sheet-menu > label > input ~ span, +div.sheet-menu > label > input ~ span::before, +div.sheet-menuTop > label > input + span, +div.sheet-menuTop > label > input + span::before +{ + width: 100%; +} + +div.sheet-menu > label > input ~ span::before +{ + content: attr(title); + + text-align: center; + display: inline-block; + line-height: 30px; + + font-size: 18px; + font-weight:bold; + + background-color:black; + border:1px solid black; + color:white; + + text-transform:uppercase; + font-family: Wallpoet; +} + +div.sheet-menuTop > label:not(:nth-of-type(3)) > input + span::before +{ + content: attr(title); + + text-align: center; + display: inline-block; + line-height: 30px; + + font-size: 18px; + font-weight:bold; + border:1px solid black; + + color:white; + + text-transform:uppercase; + font-family: Wallpoet; +} + +div.sheet-menuTop > label:nth-of-type(1) > input + span::before +{ + background-color:blue; +} + +div.sheet-menuTop > label:nth-of-type(2) > input + span::before +{ + background-color:crimson; +} + +div.sheet-menu > label > input:checked ~ span::before, +div.sheet-menuTop > label:not(:nth-of-type(3)) > input:checked + span::before +{ + box-shadow: 0px 0px 7px 0px lightgray inset; +} + +div.sheet-menuTop > div +{ + display:none; + padding-left:20px; + padding-right:20px; + padding-top:10px; + padding-bottom:10px; +} + +div.sheet-menuTop > div > label +{ + width:100%; + font-size: 13px; + font-family: Inconsolata; + font-weight:normal; + height:25px; +} + +div.sheet-menuTop > div > label > span +{ + margin-right: 5px; + min-width: max-content; + font-weight: normal; + height: 25px; + align-items: flex-end; + font-size: 13px; +} + +div.sheet-menuTop > div > label > select +{ + width: 100%; + border-top: 0px; + border-right: 0px; + border-left: 0px; + padding-right: 0px; + padding-bottom: 0px; + padding-left: 0px; + border-bottom: 1px dotted black; + height: 22px; + padding-top: 5px; + min-width: 0px; + margin-top:auto; +} + +div.sheet-menuTop > input[type="hidden"][value="1"] ~ div +{ + display:flex; + width:160px; + height:30px; + background:white; + position:absolute; + border:1px solid black; + border-radius:30px; + margin-left:200px; +} + +div.sheet-menuTop > label:nth-of-type(3) +{ + width: 27px; + height: 27px; +} + +div.sheet-menuTop > label:nth-of-type(3) > span::before +{ + content: "y"; + font-family: "Pictos"; + font-size: 30px; + margin-top: 3px; + text-shadow: 2px 2px 0px gray; +} + +div.sheet-menuTop > label:nth-of-type(3) > input[type="checkbox"] +{ + opacity: 0; + position: absolute; + width: 27px; + height: 27px; +} + +div.sheet-menuTop > label:nth-of-type(3) > input[type="checkbox"]:checked ~ span::before +{ + text-shadow:none; +} + +div.sheet-menu > label.sheet-classeAdepte, +div.sheet-menu > label.sheet-classeGhost, +div.sheet-menu > label.sheet-classeJuggernaut, +div.sheet-menu > label.sheet-classeVorpale +{ + display:none; +} + +input[type="hidden"][value="adepte"].sheet-classeCombat ~ div.sheet-menu > label.sheet-classeAdepte, +input[type="hidden"][value="ghost"].sheet-classeCombat ~ div.sheet-menu > label.sheet-classeGhost, +input[type="hidden"][value="juggernaut"].sheet-classeCombat ~ div.sheet-menu > label.sheet-classeJuggernaut, +input[type="hidden"][value="vorpale"].sheet-classeCombat ~ div.sheet-menu > label.sheet-classeVorpale, +input[type="hidden"][value="1"].sheet-classeCombatSupAdepte ~ div.sheet-menu > label.sheet-classeAdepte, +input[type="hidden"][value="1"].sheet-classeCombatSupGhost ~ div.sheet-menu > label.sheet-classeGhost, +input[type="hidden"][value="1"].sheet-classeCombatSupJuggernaut ~ div.sheet-menu > label.sheet-classeJuggernaut, +input[type="hidden"][value="1"].sheet-classeCombatSupVorpale ~ div.sheet-menu > label.sheet-classeVorpale +{ + display:flex; +} + +input[type="hidden"][value="1"].sheet-menu ~ div.sheet-tab1, +input[type="hidden"][value="2"].sheet-menu ~ div.sheet-tab2, +input[type="hidden"][value="3"].sheet-menu ~ div.sheet-tab3, +input[type="hidden"][value="4"].sheet-menu ~ div.sheet-tab4, +input[type="hidden"][value="5"].sheet-menu ~ div.sheet-tab5, +input[type="hidden"][value="6"].sheet-menu ~ div.sheet-tab6, +input[type="hidden"][value="7"].sheet-menu ~ div.sheet-tab7, +input[type="hidden"][value="8"].sheet-menu ~ div.sheet-tab8, +input[type="hidden"][value="9"].sheet-menu ~ div.sheet-tab9, +input[type="hidden"][value="10"].sheet-menu ~ div.sheet-tab10, +input[type="hidden"][value="11"].sheet-menu ~ div.sheet-tab11, +input[type="hidden"][value="12"].sheet-menu ~ div.sheet-tab12, +input[type="hidden"][value="13"].sheet-menu ~ div.sheet-tab13 +{ + display:flex; + clear:both; +} + +input[type="hidden"][value="1"].sheet-ficheType ~ div.sheet-menu > label.sheet-pnj, +input[type="hidden"][value="2"].sheet-ficheType ~ div.sheet-menu > label.sheet-pj +{ + display:none; +} + +input[type="hidden"][value="adepte"].sheet-classeCombat ~ img.sheet-imgAdepte, +input[type="hidden"][value="ghost"].sheet-classeCombat ~ img.sheet-imgGhost, +input[type="hidden"][value="juggernaut"].sheet-classeCombat ~ img.sheet-imgJuggernaute, +input[type="hidden"][value="vorpale"].sheet-classeCombat ~ img.sheet-imgVorpale, +input[type="hidden"][value="1"].sheet-classeCombatSupAdepte ~ img.sheet-imgAdepte, +input[type="hidden"][value="1"].sheet-classeCombatSupGhost ~ img.sheet-imgGhost, +input[type="hidden"][value="1"].sheet-classeCombatSupJuggernaut ~ img.sheet-imgJuggernaute, +input[type="hidden"][value="1"].sheet-classeCombatSupVorpale ~ img.sheet-imgVorpale +{ + display: flex; + height: 108px; + float: right; + margin-top: -60px; + margin-right:50px; +} + +input[type="hidden"][value="2"].sheet-ficheType ~ img.sheet-imgAdepte, +input[type="hidden"][value="2"].sheet-ficheType ~ img.sheet-imgGhost, +input[type="hidden"][value="2"].sheet-ficheType ~ img.sheet-imgJuggernaute, +input[type="hidden"][value="2"].sheet-ficheType ~ img.sheet-imgVorpale +{ + display:none; +} + +div.sheet-tab1, +div.sheet-tab3, +div.sheet-tab4, +div.sheet-tab5, +div.sheet-tab6, +div.sheet-tab7, +div.sheet-tab8, +div.sheet-tab9, +div.sheet-tab10 +{ + display:none; + justify-content:space-between; + flex-wrap:wrap; + min-width:993px; +} + +div.sheet-tab3, +div.sheet-tab4, +div.sheet-tab5, +div.sheet-tab6, +div.sheet-tab7, +div.sheet-tab8, +div.sheet-tab9, +div.sheet-tab10 +{ + flex-direction:column; +} + +div.sheet-tab12 +{ + display:none; + justify-content:space-between; + flex-wrap:wrap; + min-width:1030px; +} + +div.sheet-tab2 +{ + display:none; + justify-content:space-between; + flex-wrap:wrap; + min-width:1075px; +} + +div.sheet-tab11 +{ + display:none; + justify-content:space-between; + flex-wrap:wrap; + min-width:1045px; +} + +div.sheet-tab13 +{ + display:none; + justify-content:space-between; + flex-wrap:wrap; + min-width:1020px; +} + +div.sheet-tab1 > div.sheet-middle +{ + width:100%; + justify-content:space-between; +} + +div.sheet-tab12 > div.sheet-top +{ + width:100%; + justify-content:space-between; +} + +div.sheet-tab12 > div.sheet-top > div.sheet-left +{ + width:calc(22% - 5px); + justify-content:space-between; + flex-wrap:wrap; +} + +div.sheet-tab12 > div.sheet-top > div.sheet-middle +{ + width:calc(51% - 5px); + justify-content:space-between; + flex-wrap:wrap; +} + +div.sheet-tab12 > div.sheet-top > div.sheet-right +{ + width:calc(27% - 5px); + flex-wrap:wrap; + align-content:baseline; + justify-content:space-between; +} + +div.sheet-tab13 > div.sheet-bottomMiddle +{ + width: calc(100% - 340px - 330px);; + flex-wrap: wrap; + align-content: flex-end; + align-self: flex-end; + justify-content:space-evenly; +} + +div.sheet-attributs > input[type="number"]:nth-of-type(1) +{ + padding: 0px; + height: 75px; + width: 75px; + position: absolute; + margin-left: 263px; + border-radius: 40px; + border: 0px; + text-align: center; + font-size: 30px; + z-index: 100; + background: transparent; +} + +div.sheet-attributs > input[type="number"]:nth-of-type(2) +{ + padding: 0px; + height: 75px; + width: 75px; + position: absolute; + margin-left: 99px; + margin-top:267px; + border-radius: 40px; + border: 0px; + text-align: center; + font-size: 30px; + z-index: 100; + background: transparent; +} + +div.sheet-attributs > input[type="number"]:nth-of-type(3) +{ + padding: 0px; + height: 75px; + width: 75px; + position: absolute; + margin-left: 413px; + margin-top:274px; + border-radius: 40px; + border: 0px; + text-align: center; + font-size: 30px; + z-index: 100; + background: transparent; +} + +div.sheet-EI +{ + width:193px; + flex-wrap:wrap; + align-content:baseline; + margin-top:25px; + margin-right:auto; +} + +div.sheet-EC +{ + width:167px; + flex-wrap:wrap; + align-content:baseline; + margin-top:25px; + margin-left:auto; +} + +div.sheet-IC +{ + width:100%; + flex-wrap:wrap; + align-content:baseline; + min-width:865px; +} + +div.sheet-EI > label +{ + width:100%; + justify-content:space-between; +} + +div.sheet-EC > label +{ + width:100%; + justify-content:space-between; + flex-direction:row-reverse; +} + +div.sheet-IC > label +{ + width:calc(100% / 5); + flex-wrap:wrap; + align-content:baseline; + justify-content:space-between; + flex-direction:row-reverse; +} + +div.sheet-EI > label:not(:first-of-type), +div.sheet-EC > label:not(:first-of-type), +div.sheet-IC > label:nth-of-type(6), +div.sheet-IC > label:nth-of-type(7), +div.sheet-IC > label:nth-of-type(8), +div.sheet-IC > label:nth-of-type(9), +div.sheet-IC > label:nth-of-type(10) +{ + margin-top:5px; +} + +div.sheet-EI > label:nth-of-type(7), +div.sheet-EC > label:nth-of-type(7) +{ + margin-top:50px; +} + +div.sheet-EI > label > span +{ + width:calc(100% - 30px); + font-size:13px; + font-weight:normal; + align-items:center; + justify-content:end; +} + +div.sheet-EC > label > span, +div.sheet-IC > label > span +{ + width:calc(100% - 30px); + font-size:13px; + font-weight:normal; + align-items:center; +} + +div.sheet-EI > label > input[type="number"], +div.sheet-EC > label > input[type="number"], +div.sheet-IC > label > input[type="number"] +{ + width:25px; + height:25px; + padding:0px; + text-align:center; +} + +div.sheet-identite +{ + display:flex; + min-width:255px; + flex-wrap:wrap; + width:calc(40% - 5px); + margin-top:20px; +} + +div.sheet-identitePNJ +{ + display:flex; + min-width:200px; + flex-wrap:wrap; + width:100%; + align-content:baseline; +} + +div.sheet-identite > h1 +{ + border-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Oreste/img/background.jpg) 20% stretch; + border-bottom: 35px solid; + height: 0px; + min-width: 245px; + width:100%; + color: white; + justify-content: end; + text-transform: uppercase; + padding-right: 10px; + font-family:Wallpoet; + font-size:24px; +} + +div.sheet-identitePNJ > h1 +{ + border-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Oreste/img/background.jpg) 20% stretch; + border-bottom: 35px solid; + height: 0px; + min-width: 195px; + width:100%; + color: white; + justify-content: end; + text-transform: uppercase; + font-family:Wallpoet; + font-size:15px; +} + +div.sheet-identite > h1::before, +div.sheet-identitePNJ > h1::before +{ + content: ""; + border-left: 40px solid white; + border-bottom: 25px solid transparent; + display: flex; + width: 0px; + margin-right: auto; +} + +div.sheet-identitePNJ > h1::after +{ + content: ""; + border-right: 12px solid white; + border-bottom: 15px solid transparent; + display: flex; + width: 0px; + margin-left: auto; +} + +div.sheet-identite > div +{ + border:2px solid; + border-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Oreste/img/background.jpg) 20% stretch; + width:100%; + flex-wrap:wrap; + padding-right:20px; + padding-left:20px; + padding-top:10px; + border-top:0px; +} + +div.sheet-identitePNJ > div +{ + border:2px solid; + border-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Oreste/img/background.jpg) 20% stretch; + width:100%; + flex-wrap:wrap; + padding-right:20px; + padding-left:20px; + padding-top:10px; + padding-bottom:10px; + border-top:0px; +} + +div.sheet-identite > div > label, +div.sheet-identitePNJ > div > label +{ + width:100%; +} + +div.sheet-identite > div > label > span, +div.sheet-identitePNJ > div > label > span +{ + margin-right:5px; + min-width:max-content; + font-weight:normal; + height:25px; + align-items:flex-end; + font-size:13px; +} + +div.sheet-identite > div > label > input[type="text"], +div.sheet-identite > div > label > input[type="number"], +div.sheet-identitePNJ > div > label > input[type="text"], +div.sheet-identitePNJ > div > label > input[type="number"] +{ + width:100%; + border-top:0px; + border-right:0px; + border-left:0px; + padding-right:0px; + padding-bottom:0px; + padding-left:0px; + border-bottom:1px dotted black; + height:20px; + padding-top:5px; + margin-top:auto; + min-width:0px; +} + +div.sheet-identite > div > label > select +{ + width:100%; + border-top:0px; + border-right:0px; + border-left:0px; + padding-right:0px; + padding-bottom:0px; + padding-left:0px; + border-bottom:1px dotted black; + height:22px; + padding-top:5px; + margin-top:auto; + min-width:0px; +} + +div.sheet-identite > div > div.repcontainer +{ + width:100%; + flex-wrap:wrap; +} + +div.sheet-identite > div > div.repcontainer > div.repitem +{ + width:100%; +} + +div.sheet-identite > div > div.repcontainer > div.repitem > label +{ + width:100%; +} + +div.sheet-identite > div > div.repcontainer > div.repitem > label > span +{ + margin-right: 5px; + min-width: max-content; + font-weight: normal; + height: 25px; + align-items: flex-end; + font-size: 13px; +} + +div.sheet-identite > div > div.repcontainer > div.repitem > label > select +{ + width: 100%; + border-top: 0px; + border-right: 0px; + border-left: 0px; + padding-right: 0px; + padding-bottom: 0px; + padding-left: 0px; + border-bottom: 1px dotted black; + height: 22px; + padding-top: 5px; + margin-top: auto; + min-width: 0px; +} + +div.sheet-identite > div > div.repcontainer > div.repitem > .itemcontrol > .btn +{ + padding-top: 2px; + padding-bottom: 0px; + height: 21px; + border-radius: 0px; +} + +div.sheet-identite > div > div.repcontrol +{ + display:block; + width:100%; +} + +div.sheet-identite > div > div.repcontrol > .btn +{ + border-radius:0px; + padding-bottom:0px; + padding-top:0px; + border-bottom:0px; +} + +div.sheet-identite > div > label > input[type="number"], +div.sheet-identitePNJ > div > label > input[type="number"] +{ + text-align:center; +} + +div.sheet-inventaire +{ + width:calc(60% - 5px); + flex-wrap:wrap; + align-content:baseline; + margin-top:20px; +} + +div.sheet-inventairePNJ +{ + width:100%; + flex-wrap:wrap; + align-content:baseline; + margin-top:20px; +} + +div.sheet-pouvoirsPNJ +{ + width:calc(100% - 245px - 245px - 5px); + flex-wrap:wrap; + align-content:baseline; + margin-top:20px; +} + +div.sheet-inventaire > h1, +div.sheet-pouvoirsPNJ > h1, +div.sheet-inventairePNJ > h1 +{ + border-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Oreste/img/background.jpg) 20% stretch; + border-bottom: 35px solid; + height: 0px; + min-width: 245px; + width:100%; + color: white; + justify-content: center; + text-transform: uppercase; + font-family:Wallpoet; + font-size:24px; +} + +div.sheet-inventaire > h1::before, +div.sheet-pouvoirsPNJ > h1::before, +div.sheet-inventairePNJ > h1::before +{ + content: ""; + border-left: 40px solid white; + border-bottom: 25px solid transparent; + display: flex; + width: 0px; + margin-right: auto; +} + +div.sheet-inventaire > h1::after, +div.sheet-pouvoirsPNJ > h1::after, +div.sheet-inventairePNJ > h1::after +{ + content: ""; + border-right: 40px solid white; + border-bottom: 25px solid transparent; + display: flex; + width: 0px; + margin-left: auto; +} + +div.sheet-inventaire > .repcontainer, +div.sheet-pouvoirsPNJ > .repcontainer, +div.sheet-inventairePNJ > .repcontainer +{ + width:100%; + flex-wrap:wrap; + border-right:2px solid; + border-left:2px solid; + border-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Oreste/img/background.jpg) 20% stretch; +} + +div.sheet-inventaire > .repcontainer > .repitem, +div.sheet-pouvoirsPNJ > .repcontainer > .repitem, +div.sheet-inventairePNJ > .repcontainer > .repitem +{ + width:100%; +} + +div.sheet-pouvoirsPNJ > .repcontainer > .repitem +{ + flex-wrap:wrap; +} + +div.sheet-pouvoirsPNJ > .repcontainer > .repitem:not(:first-of-type) +{ + margin-top:5px; +} + +div.sheet-inventaire > .repcontainer > .repitem > .itemcontrol > .btn, +div.sheet-pouvoirsPNJ > .repcontainer > .repitem > .itemcontrol > .btn, +div.sheet-inventairePNJ > .repcontainer > .repitem > .itemcontrol > .btn +{ + padding-top:2px; + padding-bottom:0px; + height:18px; + border-radius:0px; +} + +div.sheet-pouvoirsPNJ > .repcontainer > .repitem > .itemcontrol +{ + z-index:100; +} + +div.sheet-inventaire > .repcontainer > .repitem > input[type="text"], +div.sheet-inventairePNJ > .repcontainer > .repitem > input[type="text"] +{ + width:100%; + border:0px; + border-bottom:1px dotted black; + padding-bottom:0px; +} + +div.sheet-pouvoirsPNJ > .repcontainer > .repitem > input[type="text"] +{ + width:calc(100% - 18px); + border:0px; + border-bottom:1px dotted black; + padding-bottom:0px; +} + +div.sheet-pouvoirsPNJ > .repcontainer > .repitem > label +{ + width: 18px; + height: 18px; + margin-top: 5px; +} + +div.sheet-pouvoirsPNJ > .repcontainer > .repitem > label > input[type="checkbox"] +{ + position: absolute; + opacity: 0; + width: 17px; + height: 20px; + margin-top: -2px; + z-index: 99; + margin-left: 2px; +} + +div.sheet-pouvoirsPNJ > .repcontainer > .repitem > label > span +{ + width:100%; + margin-top:-2px; + display:block; + transition:transform 2s; +} + +div.sheet-pouvoirsPNJ > .repcontainer > .repitem > label > input[type="checkbox"] + span::before +{ + content:']'; + color: black; + font-size: 20px; + font-weight: bold; + font-family: pictos; +} + +div.sheet-pouvoirsPNJ > .repcontainer > .repitem > label > input[type="checkbox"]:checked + span::before +{ + + color: black; + font-size: 20px; + font-weight: bold; + font-family: pictos; +} + +div.sheet-pouvoirsPNJ > .repcontainer > .repitem > label > input[type="checkbox"] + span +{ + transform:rotate(90deg); +} + +div.sheet-pouvoirsPNJ > .repcontainer > .repitem > label > input[type="checkbox"]:checked + span +{ + transform:rotate(-90deg); +} + +div.sheet-pouvoirsPNJ > .repcontainer > .repitem > div.sheet-autoex +{ + display:none; +} + +div.sheet-pouvoirsPNJ > .repcontainer > .repitem > input[type="hidden"][value="1"] ~ div.sheet-autoex +{ + display:flex; + border-bottom:1px solid black; +} + +div.sheet-inventaire > .repcontrol, +div.sheet-pouvoirsPNJ > .repcontrol, +div.sheet-inventairePNJ > .repcontrol +{ + width:100%; + display:block; + border-right:2px solid; + border-left:2px solid; + border-bottom:2px solid; + border-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Oreste/img/background.jpg) 20% stretch; +} + +div.sheet-inventaire > .repcontrol > .btn, +div.sheet-pouvoirsPNJ > .repcontrol > .btn, +div.sheet-inventairePNJ > .repcontrol > .btn +{ + border-radius:0px; + border-top:0px; + border-bottom:0px; +} + +div.sheet-inventaire > .repcontrol > .repcontrol_edit, +div.sheet-pouvoirsPNJ > .repcontrol > .repcontrol_edit, +div.sheet-inventairePNJ > .repcontrol > .repcontrol_edit +{ + border-right:0px; +} + +div.sheet-inventaire > .repcontrol > .repcontrol_add, +div.sheet-pouvoirsPNJ > .repcontrol > .repcontrol_add, +div.sheet-inventairePNJ > .repcontrol > .repcontrol_add +{ + border-left:0px; +} + +div.sheet-tab2 > div.sheet-middle +{ + display:flex; + width: calc(100% - 250px - 270px); + margin-top: auto; + height:384.35px; + background-image:url("https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Oreste/img/deckCombat.png"); + background-repeat:no-repeat; + background-position:center; + background-size:contain; +} + +div.sheet-tab2 > div.sheet-middle > img +{ + display:flex; + width:488px; + height:384.35px; + position:absolute; + +} + +div.sheet-tab2 > div.sheet-top +{ + width:100%; + justify-content:center; + margin-bottom:10px; +} + +div.sheet-tab2 > div.sheet-right +{ + width:250px; + flex-wrap:wrap; + align-content:baseline; + margin-right:20px; +} + +div.sheet-tab2 > div.sheet-bottom +{ + width:100%; + align-items:flex-end; + justify-content:space-between; + height:226px; + margin-top:20px; + margin-right:20px; +} + +div.sheet-tab11 > div.sheet-top +{ + width:calc(100% - 245px - 245px); + justify-content:center; +} + +div.sheet-tab11 > div.sheet-left, +div.sheet-tab11 > div.sheet-right +{ + width:245px; + align-content:flex-end; + justify-content:space-between; + flex-wrap:wrap; +} + +div.sheet-tab11 > div.sheet-bottom +{ + width:calc(100% - 245px - 245px); + align-content:baseline; + justify-content:space-between; + margin:auto; + margin-top:-155px; +} + +div.sheet-tab11 > div.sheet-middle +{ + width: calc(100% - 245px - 245px); + height: auto; + margin-top: 100px; + background-image: url('https://imgsrv.roll20.net/?src=https%3A//www.zupimages.net/up/20/20/jp4y.png'); + background-repeat: no-repeat; + background-position: center; + background-size: contain; + margin-bottom:155px; +} + +div.sheet-tab13 > div.sheet-middle +{ + width:calc(100% - 245px - 245px); + + background-image:url("https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Oreste/img/deckCombatB.png"); + background-size:contain; + background-repeat:no-repeat; + background-position:center; +} + +div.sheet-tab11 > div.sheet-right > div.sheet-top +{ + height:201px; + align-content:center; + flex-wrap:wrap; + width:100%; +} + +div.sheet-armure +{ + width:250px; + flex-wrap:wrap; + align-content:baseline; + padding-bottom:10px; +} + +div.sheet-armure > div:not(:nth-of-type(2)), +div.sheet-armureBase, +div.sheet-armureBase > div:last-of-type +{ + width:100%; + flex-wrap:wrap; + justify-content:space-between; +} + +div.sheet-armureBase > div:first-of-type +{ + width:100%; + justify-content:space-between; +} + +div.sheet-armureBase > div:first-of-type > h1 +{ + background:url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Oreste/img/background.jpg); + color:white; + width: 55%; + justify-content: center; + text-transform: uppercase; + font-family: Wallpoet; + font-size: 24px; + min-width:130px; +} + +div.sheet-armureBase > div:first-of-type > label +{ + width: calc(50% + 3px); + align-items:center; + justify-content:space-between; + font-weight:normal; + margin-right: -14px; +} + +div.sheet-armureBase > div:first-of-type > label > span +{ + text-transform: uppercase; + margin-left: auto; + justify-content:flex-end; + line-height: 34px; + width: 100%; + border-bottom: 1px solid; + border-top:1px solid; + margin-right: -18px; + padding-right: 24px; + border-image:url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Oreste/img/background.jpg) 20% stretch; +} + +div.sheet-armureBase > div:first-of-type > label > input[type="number"] +{ + padding: 0px; + text-align: center; + border-radius: 35px; + height: 36px; + width: 36px; + border-color: black; + border: 0px; + border-right:3px solid black; + font-size:30px; +} + +div.sheet-armureBase > div:not(:first-of-type) +{ + border:2px solid; + border-image:url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Oreste/img/background.jpg) 20% stretch; + padding-right:20px; + padding-left:20px; + padding-top:10px; + padding-bottom:10px; + border-top:0px; + width:calc(100% - 44px); +} + +div.sheet-armureBase > div:not(:first-of-type) > label +{ + width:100%; + font-weight:normal; + font-size:13px; +} + +div.sheet-armureBase > div:not(:first-of-type) > label > span +{ + margin-right:5px; + min-width:max-content; + height:25px; + align-items:flex-end; +} + +div.sheet-armureBase > div:not(:first-of-type) > label > input[type="text"], +div.sheet-armureBase > div:not(:first-of-type) > label > input[type="number"] +{ + border-top: 0px; + border-right: 0px; + border-left: 0px; + padding-right: 0px; + padding-bottom: 0px; + padding-left: 0px; + border-bottom: 1px dotted black; + height: 20px; + padding-top: 5px; + margin-top: auto; +} + +div.sheet-armureBase > div:not(:first-of-type) > label > input[type="number"] +{ + text-align:center; + width:43px; +} + +div.sheet-armureBase > div:not(:first-of-type) > label > input[type="text"] +{ + width: 100%; +} + +div.sheet-armureSeparation +{ + height:10px; + width:0px; + border-right:1px solid; + border-left:1px solid; + border-image: url('https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Oreste/img/background.jpg') 20% stretch; + margin:auto; +} + +div.sheet-armureModule +{ + width:100%; +} + +div.sheet-armureModule > h1 +{ + border-image: url('https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Oreste/img/background.jpg') 20% stretch; + border-bottom: 35px solid; + height: 0px; + min-width: 245px; + width: 100%; + color: white; + justify-content: center; + text-transform: uppercase; + font-family: Wallpoet; + font-size: 16px; +} + +div.sheet-armureModule > h1::before +{ + content: ""; + border-left: 25px solid white; + border-bottom: 25px solid transparent; + display: flex; + width: 0px; + margin-right: auto; +} + +div.sheet-armureModule > h1::after +{ + content: ""; + border-right: 25px solid white; + border-bottom: 25px solid transparent; + display: flex; + width: 0px; + margin-left: auto; +} + +div.sheet-armureModule > div.repcontainer +{ + width:100%; + padding-right:20px; + padding-left:20px; + flex-wrap:wrap; + border-right:2px solid; + border-left:2px solid; + border-image: url('https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Oreste/img/background.jpg') 20% stretch; +} + +div.sheet-armureModule > div.repcontrol +{ + border-right:2px solid; + border-left:2px solid; + border-bottom:2px solid; + border-image: url('https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Oreste/img/background.jpg') 20% stretch; +} + +div.sheet-armureModule > div.repcontainer > div.repitem +{ + width:100%; + flex-wrap:wrap; +} + +div.sheet-armureModule > div.repcontainer > div.repitem:first-of-type +{ + margin-top:10px; +} + +div.sheet-armureModule > div.repcontainer > div.repitem > label +{ + width: 18px; + height: 18px; + margin-top: 5px; + margin-left:-18px; +} + +div.sheet-armureModule > div.repcontainer > div.repitem > label > input[type="checkbox"] +{ + position: absolute; + opacity: 0; + width: 17px; + height: 20px; + margin-top: -2px; + z-index: 99; + margin-left: 2px; +} + +div.sheet-armureModule > div.repcontainer > div.repitem > label > input[type="checkbox"] + span +{ + transform: rotate(90deg); +} + +div.sheet-armureModule > div.repcontainer > div.repitem > label > input[type="checkbox"] + span::before +{ + content: ']'; + color: black; + font-size: 20px; + font-weight: bold; + font-family: pictos; +} + +div.sheet-armureModule > div.repcontainer > div.repitem > label > input[type="checkbox"]:checked + span +{ + transform:rotate(-90deg); +} + +div.sheet-armureModule > div.repcontainer > div.repitem > label > span +{ + width: 100%; + margin-top: -2px; + display: block; + transition: transform 2s; +} + +div.sheet-armureModule > div.repcontainer > div.repitem > input[type="hidden"][value="1"] + div.sheet-autoex +{ + display:flex; +} + +div.sheet-armureModule > div.repcontainer > div.repitem > input[type="text"] +{ + width:100%; + border-top: 0px; + border-right: 0px; + border-left: 0px; + padding-right: 0px; + padding-bottom: 0px; + padding-left: 2px; + border-bottom: 1px dotted black; + height: 20px; + padding-top: 5px; + margin-top: auto; +} + +div.sheet-armureModule > div.repcontainer > div.repitem > div.sheet-autoex +{ + display:none; +} + +div.sheet-armureModule > div.repcontainer > div.repitem > div.sheet-autoex > textarea +{ + border:1px dotted black; + border-top:0px; + width:calc(100% - 2px); +} + +div.sheet-armureModule > div.repcontrol +{ + display:block; + width:100%; +} + +div.sheet-armureModule > div.repcontrol > .btn +{ + border-radius:0px; + border-bottom:0px; +} + +div.sheet-armureModule > div.repcontrol > .btn:first-of-type +{ + border-right:0px; +} + +div.sheet-armureModule > div.repcontrol > .btn:last-of-type +{ + border-left:0px; +} + +div.sheet-armureModule > div.repcontainer > .repitem > .itemcontrol > .btn +{ + padding-top:0px; + padding-bottom:0px; + border-radius:0px; + height:21px; +} + +div.sheet-resilience, +div.sheet-sensCombat +{ + width:250px; + justify-content:space-between; + align-items:baseline; + border-image: url('https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Oreste/img/background.jpg') 20% stretch; + border-top:2px solid; + border-bottom:2px solid; + border-right:2px solid; + border-left:2px solid; + height:32px; + margin-right:10px; + margin-left:10px; +} + +div.sheet-sensCombat +{ + flex-direction:row-reverse; +} + +div.sheet-resilience > h1, +div.sheet-sensCombat > h1 +{ + background: url('https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Oreste/img/background.jpg'); + color: white; + width: 70%; + justify-content: center; + text-transform: uppercase; + font-family: Wallpoet; + font-size: 15px; + min-width: 130px; + align-self:flex-start; + line-height:32px; +} + +div.sheet-resilience > div, +div.sheet-sensCombat > div +{ + width:30%; + justify-content:space-between; + height:32px; +} + +div.sheet-resilience > div > input[type="number"], +div.sheet-sensCombat > div > input[type="number"] +{ + width:calc(50% - 7px); + text-align:center; + height:32px; + border:0px; + padding:0px; + font-size:30px; +} + +div.sheet-resilience > div > span, +div.sheet-sensCombat > div > span +{ + width:14px; + justify-content:center; + line-height:32px; + border:0px; + padding:0px; + font-size:32px; +} + +div.sheet-competencesCombat +{ + width:100%; + flex-wrap:wrap; + align-content:baseline; + margin-top:-46px; +} + +div.sheet-competencesCombatPNJ +{ + width:100%; + min-width:200px; + flex-wrap:wrap; + align-content:baseline; + margin-bottom:10px; +} + +div.sheet-competencesCombat > h1 +{ + border-image: url('https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Oreste/img/background.jpg') 20% stretch; + border-bottom: 40px solid; + height: 0px; + min-width: 245px; + width: 100%; + color: white; + justify-content: center; + text-transform: uppercase; + font-family: Wallpoet; + font-size: 16px; + text-align:center; + line-height:20px; +} + +div.sheet-competencesCombatPNJ > h1 +{ + border-image: url('https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Oreste/img/background.jpg') 20% stretch; + border-bottom: 40px solid; + height: 0px; + min-width: 200px; + width: 100%; + color: white; + justify-content: center; + text-transform: uppercase; + font-family: Wallpoet; + font-size: 16px; + text-align:center; + line-height:20px; +} + +div.sheet-competencesCombat > h1::before, +div.sheet-competencesCombatPNJ > h1::before +{ + content: ""; + border-left: 25px solid white; + border-bottom: 25px solid transparent; + display: flex; + width: 0px; + margin-right: auto; +} + +div.sheet-competencesCombat > h1::after, +div.sheet-competencesCombatPNJ > h1::after +{ + content: ""; + border-right: 12px solid white; + border-bottom: 15px solid transparent; + display: flex; + width: 0px; + margin-right: auto; +} + +div.sheet-competencesCombat > div, +div.sheet-competencesCombatPNJ > div +{ + border: 2px solid; + border-image: url('https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Oreste/img/background.jpg') 20% stretch; + padding-right: 20px; + padding-left: 20px; + padding-top: 10px; + padding-bottom: 10px; + border-top: 0px; + width: calc(100% - 44px); + flex-wrap:wrap; +} + +div.sheet-competencesCombat > div > label, +div.sheet-competencesCombatPNJ > div > label +{ + width: 100%; + font-weight: normal; + font-size: 13px; +} + +div.sheet-competencesCombat > div > label > span, +div.sheet-competencesCombatPNJ > div > label > span +{ + margin-right: 5px; + min-width: max-content; + height: 25px; + align-items: flex-end; +} + +div.sheet-competencesCombat > div > label > input[type="number"], +div.sheet-competencesCombatPNJ > div > label > input[type="number"] +{ + border-top: 0px; + border-right: 0px; + border-left: 0px; + padding-right: 0px; + padding-bottom: 0px; + padding-left: 0px; + border-bottom: 1px dotted black; + height: 20px; + padding-top: 5px; + margin-top: auto; + text-align:right; + flex-grow:1; + padding-right:20%; +} + +div.sheet-competencesCombat > div > label:last-of-type > input[type="number"], +div.sheet-competencesCombatPNJ > div > label:last-of-type > input[type="number"] +{ + text-align:center; + padding-right:0%; +} + +div.sheet-bouclierDeflecteur +{ + width:100%; + flex-wrap:wrap; + align-content:baseline; + margin-top:50px; +} + +div.sheet-bouclierDeflecteur, +div.sheet-bouclierDeflecteur > div +{ + width:100%; + flex-wrap:wrap; + align-content:baseline; +} + +div.sheet-bouclierDeflecteur > div:first-of-type > div +{ + width:85px; +} + +div.sheet-bouclierDeflecteur > div:first-of-type > h1 +{ + width:160px; + background: url("https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Oreste/img/background.jpg"); + color: white; + justify-content: left; + text-transform: uppercase; + font-family: Wallpoet; + font-size: 18px; + min-width: 160px; + align-self: flex-start; + line-height: 22px; + padding-left:5px; +} + +div.sheet-bouclierDeflecteur > div:first-of-type > div > div +{ + height: 0px; + border-bottom: 22px solid transparent; + margin-left: -40px; + width: 100px; +} + +div.sheet-bouclierDeflecteur > div:first-of-type > div > div::before +{ + content:""; + border-right: 40px solid white; + border-bottom: 8px solid transparent; +} + +div.sheet-bouclierDeflecteur > div:first-of-type > div > label +{ + width: 100%; + align-items:flex-end; + justify-content:space-between; + font-weight:normal; + align-self:flex-end; + height:36px; +} + +div.sheet-bouclierDeflecteur > div:first-of-type > div > label > span +{ + text-transform: uppercase; + margin-left: auto; + line-height: 34px; + width: 100%; + justify-content: right; + border-bottom: 1px solid; + border-top:1px solid; + margin-right: -18px; + padding-right: 24px; + border-image:url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Oreste/img/background.jpg) 20% stretch; + padding-left:5px; +} + +div.sheet-bouclierDeflecteur > div:first-of-type > div > label > input[type="number"] +{ + padding: 0px; + text-align: center; + border-radius: 35px; + height: 36px; + width: 36px; + border-color: black; + border: 0px; + border-right:3px solid black; + font-size:30px; +} + +div.sheet-bouclierDeflecteur > div:not(:first-of-type) +{ + border:2px solid; + border-image:url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Oreste/img/background.jpg) 20% stretch; + padding-right:20px; + padding-left:20px; + padding-top:10px; + padding-bottom:10px; + border-top:0px; + width:calc(100% - 44px); +} + +div.sheet-bouclierDeflecteur > div:not(:first-of-type) > label +{ + width:100%; + font-weight:normal; + font-size:13px; +} + +div.sheet-bouclierDeflecteur > div:not(:first-of-type) > label > span +{ + margin-right:5px; + min-width:max-content; + height:25px; + align-items:flex-end; +} + +div.sheet-bouclierDeflecteur > div:not(:first-of-type) > label > input[type="text"], +div.sheet-bouclierDeflecteur > div:not(:first-of-type) > label > input[type="number"] +{ + border-top: 0px; + border-right: 0px; + border-left: 0px; + padding-right: 0px; + padding-bottom: 0px; + padding-left: 0px; + border-bottom: 1px dotted black; + height: 20px; + padding-top: 5px; + margin-top: auto; + flex-grow:1; +} + +div.sheet-bouclierDeflecteur > div:not(:first-of-type) > label > input[type="number"] +{ + text-align:center; + width:43px; +} + +div.sheet-bouclierDeflecteur > div:not(:first-of-type) > label > input[type="text"] +{ + width: 100%; +} + +div.sheet-armePrincipale, +div.sheet-armeSecondaire +{ + width:auto; + align-items:flex-end; +} + +div.sheet-armePrincipaleBase, +div.sheet-armeSecondaireBase +{ + width:245px; + flex-wrap:wrap; + align-content:baseline; + margin-top:-36px; +} + +div.sheet-armePrincipaleBase > h1, +div.sheet-armeSecondaireBase > h1 +{ + border-image: url('https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Oreste/img/background.jpg') 20% stretch; + border-bottom: 29px solid; + height: 0px; + min-width: 245px; + width: 100%; + color: white; + justify-content: center; + text-transform: uppercase; + font-family: Wallpoet; + font-size: 17px; + text-align:center; + line-height:29px; +} + +div.sheet-armePrincipaleBase > h1::before, +div.sheet-armeSecondaireBase > h1::before +{ + content: ""; + border-left: 25px solid white; + border-bottom: 25px solid transparent; + display: flex; + width: 0px; + margin-right: auto; +} + +div.sheet-armePrincipaleBase > h1::after, +div.sheet-armeSecondaireBase > h1::after +{ + content: ""; + border-right: 12px solid white; + border-bottom: 15px solid transparent; + display: flex; + width: 0px; + margin-left: auto; +} + +div.sheet-armePrincipaleBase > div, +div.sheet-armeSecondaireBase > div +{ + border: 2px solid; + border-image: url('https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Oreste/img/background.jpg') 20% stretch; + padding-right: 20px; + padding-left: 20px; + padding-top: 10px; + padding-bottom: 10px; + border-top: 0px; + width: calc(100% - 44px); + flex-wrap:wrap; +} + +div.sheet-armePrincipaleBase > div > label, +div.sheet-armeSecondaireBase > div > label +{ + width: 100%; + font-weight: normal; + font-size: 13px; +} + +div.sheet-armePrincipaleBase > div > label > span, +div.sheet-armeSecondaireBase > div > label > span +{ + margin-right: 5px; + min-width: max-content; + height: 25px; + align-items: flex-end; +} + +div.sheet-armePrincipaleBase > div > label > select, +div.sheet-armeSecondaireBase > div > label > select +{ + width:100%; + border-top:0px; + border-right:0px; + border-left:0px; + padding-right:0px; + padding-bottom:0px; + padding-left:0px; + border-bottom:1px dotted black; + height:22px; + padding-top:5px; + margin-top:auto; + min-width:0px; +} + +div.sheet-armePrincipaleBase > div > label > input[type="text"], +div.sheet-armeSecondaireBase > div > label > input[type="text"] +{ + border-top: 0px; + border-right: 0px; + border-left: 0px; + padding-right: 0px; + padding-bottom: 0px; + padding-left: 0px; + border-bottom: 1px dotted black; + height: 20px; + padding-top: 5px; + margin-top: auto; + flex-shrink:1; + min-width:0px; +} + +div.sheet-armeSeparation +{ + border-top:2px solid; + border-bottom:2px solid; + border-image: url('https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Oreste/img/background.jpg') 20% stretch; + width:20px; + height:20px; + margin-top:auto; + margin-bottom:auto; +} + +div.sheet-armePrincipaleDetails, +div.sheet-armeSecondaireDetails +{ + width:220px; + justify-content:baseline; + border:2px solid; + border-image: url('https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Oreste/img/background.jpg') 20% stretch; + justify-content:space-between; + padding-top:20px; + padding-right:10px; + padding-left:10px; + align-self: flex-end; +} + +div.sheet-armePrincipaleDetails > label, +div.sheet-armeSecondaireDetails > label +{ + max-width: min-content; + flex-wrap: wrap; + height: 100px; + align-content:baseline; +} + +div.sheet-armePrincipaleDetails > label > span, +div.sheet-armeSecondaireDetails > label > span +{ + width: 100%; + justify-content: center; + text-transform: uppercase; + font-weight: normal; + height:25px; +} + +div.sheet-armePrincipaleDetails > label > input[type="number"], +div.sheet-armePrincipaleDetails > label > input[type="text"], +div.sheet-armeSecondaireDetails > label > input[type="number"], +div.sheet-armeSecondaireDetails > label > input[type="text"] +{ + padding: 0px; + text-align: center; + border-color: black; + margin: auto; +} + +div.sheet-armePrincipaleDetails > label:nth-of-type(1) > input[type="number"], +div.sheet-armePrincipaleDetails > label:nth-of-type(1) > input[type="text"], +div.sheet-armeSecondaireDetails > label:nth-of-type(1) > input[type="number"], +div.sheet-armeSecondaireDetails > label:nth-of-type(1) > input[type="text"] +{ + border-radius: 35px; + height: 70px; + width: 70px; + font-size: 40px; +} + +div.sheet-armePrincipaleDetails > label:nth-of-type(2) > input[type="number"], +div.sheet-armePrincipaleDetails > label:nth-of-type(2) > input[type="text"], +div.sheet-armeSecondaireDetails > label:nth-of-type(2) > input[type="number"], +div.sheet-armeSecondaireDetails > label:nth-of-type(2) > input[type="text"] +{ + border-radius: 30px; + height: 60px; + width: 60px; + font-size: 20px; +} + +div.sheet-armePrincipaleDetails > label:nth-of-type(3) > input[type="number"], +div.sheet-armePrincipaleDetails > label:nth-of-type(3) > input[type="text"], +div.sheet-armeSecondaireDetails > label:nth-of-type(3) > input[type="number"], +div.sheet-armeSecondaireDetails > label:nth-of-type(3) > input[type="text"] +{ + border-radius: 25px; + height: 50px; + width: 50px; + font-size: 25px; +} + +div.sheet-vehicule, +div.sheet-vnj +{ + width:340px; + flex-wrap:wrap; + align-content:baseline; + z-index:99; +} + +div.sheet-vnj +{ + margin-top:15px; +} + +div.sheet-vehicule > h1, +div.sheet-vnj > h1 +{ + border-image: url('https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Oreste/img/background.jpg') 20% stretch; + border-bottom: 29px solid; + height: 0px; + min-width: 245px; + width: 100%; + color: white; + justify-content: center; + text-transform: uppercase; + font-family: Wallpoet; + font-size: 24px; + text-align:center; + line-height:29px; +} + +div.sheet-vehicule > h1::before, +div.sheet-vnj > h1::before +{ + content: ""; + border-left: 12px solid white; + border-bottom: 15px solid transparent; + display: flex; + width: 0px; + margin-right: auto; +} + +div.sheet-vehicule > h1::after, +div.sheet-vnj > h1::after +{ + content: ""; + border-right: 25px solid white; + border-bottom: 25px solid transparent; + display: flex; + width: 0px; + margin-left: auto; +} + +div.sheet-vehicule > div, +div.sheet-vnj > div +{ + border: 2px solid; + border-image: url('https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Oreste/img/background.jpg') 20% stretch; + padding-right: 20px; + padding-left: 20px; + padding-top: 10px; + padding-bottom: 10px; + border-top: 0px; + width: calc(100% - 44px); + flex-wrap:wrap; +} + +div.sheet-vehicule > div > label, +div.sheet-vnj > div > label +{ + width: 100%; + font-weight: normal; + font-size: 13px; +} + +div.sheet-vehicule > div > label:not(:last-of-type) > span, +div.sheet-vnj > div > label:not(:last-of-type) > span +{ + margin-right: 5px; + min-width: max-content; + height: 25px; + align-items: flex-end; +} + +div.sheet-vehicule > div > label:not(:last-of-type) > input[type="text"], +div.sheet-vnj > div > label:not(:last-of-type) > input[type="text"] +{ + border-top: 0px; + border-right: 0px; + border-left: 0px; + padding-right: 0px; + padding-bottom: 0px; + padding-left: 0px; + border-bottom: 1px dotted black; + height: 20px; + padding-top: 5px; + margin-top: auto; + flex-shrink:1; + flex-grow:1; + min-width:0px; +} + +div.sheet-vehicule > div > label:last-of-type, +div.sheet-vnj > div > label:last-of-type +{ + font-weight:normal; + flex-wrap:wrap; + width:100%; +} + +div.sheet-vehicule > div > label:last-of-type > span, +div.sheet-vnj > div > label:last-of-type > span +{ + min-width: max-content; + height: 25px; + align-items: flex-end; + justify-content:center; + width:100%; +} + +div.sheet-vehicule > div > label:last-of-type > div.sheet-autoex, +div.sheet-vnj > div > label:last-of-type > div.sheet-autoex +{ + border:1px dotted black; +} + +div.sheet-vehiculeArme1, +div.sheet-vehiculeArme2, +div.sheet-armePNJ +{ + width:245px; + flex-wrap:wrap; + align-content:baseline; + margin-top:20px; +} + +div.sheet-vnjArme1, +div.sheet-vnjArme2 +{ + width:245px; + flex-wrap:wrap; + align-content:baseline; +} + +div.sheet-vehiculeArme1 > h1, +div.sheet-vehiculeArme2 > h1, +div.sheet-vnjArme1 > h1, +div.sheet-vnjArme2 > h1 +{ + border-image: url('https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Oreste/img/background.jpg') 20% stretch; + border-bottom: 29px solid; + height: 0px; + min-width: 245px; + width: 100%; + color: white; + justify-content: center; + text-transform: uppercase; + font-family: Wallpoet; + font-size: 24px; + text-align:center; + line-height:29px; +} + +div.sheet-armePNJ > h1 +{ + border-image: url('https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Oreste/img/background.jpg') 20% stretch; + border-bottom: 29px solid; + height: 0px; + min-width: 245px; + width: 100%; + color: white; + justify-content: center; + text-transform: uppercase; + font-family: Wallpoet; + font-size: 16px; + text-align:center; + line-height:29px; +} + +div.sheet-vehiculeArme1 > h1::before, +div.sheet-vehiculeArme2 > h1::before, +div.sheet-vnjArme1 > h1::before, +div.sheet-vnjArme2 > h1::before, +div.sheet-armePNJ > h1::before +{ + content: ""; + border-left: 25px solid white; + border-bottom: 25px solid transparent; + display: flex; + width: 0px; + margin-right: auto; +} + +div.sheet-vehiculeArme1 > h1::after, +div.sheet-vehiculeArme2 > h1::after, +div.sheet-vnjArme1 > h1::after, +div.sheet-vnjArme2 > h1::after, +div.sheet-armePNJ > h1::after +{ + content: ""; + border-right: 12px solid white; + border-bottom: 15px solid transparent; + display: flex; + width: 0px; + margin-left: auto; +} + +div.sheet-vehiculeArme1 > div, +div.sheet-vehiculeArme2 > div, +div.sheet-vnjArme1 > div, +div.sheet-vnjArme2 > div, +div.sheet-armePNJ > div +{ + border: 2px solid; + border-image: url('https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Oreste/img/background.jpg') 20% stretch; + padding-right: 20px; + padding-left: 20px; + padding-top: 10px; + padding-bottom: 10px; + border-top: 0px; + width: calc(100% - 44px); + flex-wrap:wrap; +} + +div.sheet-vehiculeArme1 > div > label, +div.sheet-vehiculeArme2 > div > label, +div.sheet-vnjArme1 > div > label, +div.sheet-vnjArme2 > div > label, +div.sheet-armePNJ > div > label +{ + width: 100%; + font-weight: normal; + font-size: 13px; +} + +div.sheet-armePNJ > div > label:nth-of-type(8) +{ + margin-top:10px; +} + +div.sheet-armePNJ > div > button[type="roll"] +{ + margin: 0px; + padding: 0px; + width: 100%; + border-radius: 0px; +} + +div.sheet-armePNJ > div > button[type="roll"]::before +{ + font-family: "dicefontd10"; + content: "k"; + font-size: 30px; +} + +div.sheet-vehiculeArme1 > div > label > span, +div.sheet-vehiculeArme2 > div > label > span, +div.sheet-vnjArme1 > div > label > span, +div.sheet-vnjArme2 > div > label > span, +div.sheet-armePNJ > div > label > span +{ + margin-right: 5px; + min-width: max-content; + height: 25px; + align-items: flex-end; +} + +div.sheet-vehiculeArme1 > div > label > input[type="text"], +div.sheet-vehiculeArme2 > div > label > input[type="text"], +div.sheet-vehiculeArme1 > div > label > input[type="number"], +div.sheet-vehiculeArme2 > div > label > input[type="number"], +div.sheet-vnjArme1 > div > label > input[type="text"], +div.sheet-vnjArme2 > div > label > input[type="text"], +div.sheet-vnjArme1 > div > label > input[type="number"], +div.sheet-vnjArme2 > div > label > input[type="number"], +div.sheet-armePNJ > div > label > input[type="text"], +div.sheet-armePNJ > div > label > input[type="number"] +{ + border-top: 0px; + border-right: 0px; + border-left: 0px; + padding-right: 0px; + padding-bottom: 0px; + padding-left: 0px; + border-bottom: 1px dotted black; + height: 20px; + padding-top: 5px; + margin-top: auto; + flex-shrink:1; + min-width:0px; + flex-grow:1; +} + +div.sheet-armePNJ > div > label > select +{ + width:100%; + border-top:0px; + border-right:0px; + border-left:0px; + padding-right:0px; + padding-bottom:0px; + padding-left:0px; + border-bottom:1px dotted black; + height:22px; + padding-top:5px; + margin-top:auto; + min-width:0px; +} + +div.sheet-vehiculeArme1 > div > label > input[type="number"], +div.sheet-vehiculeArme2 > div > label > input[type="number"], +div.sheet-vnjArme1 > div > label > input[type="number"], +div.sheet-vnjArme2 > div > label > input[type="number"], +div.sheet-armePNJ > div > label > input[type="number"] +{ + text-align:center; +} + +div.sheet-vehiculeArme1 > div > label:nth-of-type(8), +div.sheet-vehiculeArme2 > div > label:nth-of-type(8), +div.sheet-vnjArme1 > div > label:nth-of-type(8), +div.sheet-vnjArme2 > div > label:nth-of-type(8) +{ + margin-top:10px; +} + + +div.sheet-vehiculeArme1 > div > div, +div.sheet-vehiculeArme2 > div > div, +div.sheet-vnjArme1 > div > div, +div.sheet-vnjArme2 > div > div, +div.sheet-armePNJ > div > div +{ + width:calc(100% + 20px); + justify-content:baseline; + justify-content:space-between; + padding-top:20px; + margin-right:-10px; + margin-left:-10px; +} + +div.sheet-vehiculeArme1 > div > div > label, +div.sheet-vehiculeArme2 > div > div > label, +div.sheet-vnjArme1 > div > div > label, +div.sheet-vnjArme2 > div > div > label, +div.sheet-armePNJ > div > div > label +{ + max-width:min-content; + flex-wrap: wrap; + height: 100px; + align-content:baseline; +} + +div.sheet-vehiculeArme1 > div > div > label > span, +div.sheet-vehiculeArme2 > div > div > label > span, +div.sheet-vnjArme1 > div > div > label > span, +div.sheet-vnjArme2 > div > div > label > span, +div.sheet-armePNJ > div > div > label > span +{ + width: 100%; + justify-content: center; + text-transform: uppercase; + font-weight: normal; + height:25px; +} + +div.sheet-vehiculeArme1 > div > div > label > input[type="number"], +div.sheet-vehiculeArme1 > div > div > label > input[type="text"], +div.sheet-vehiculeArme2 > div > div > label > input[type="number"], +div.sheet-vehiculeArme2 > div > div > label > input[type="text"], +div.sheet-vnjArme1 > div > div > label > input[type="number"], +div.sheet-vnjArme1 > div > div > label > input[type="text"], +div.sheet-vnjArme2 > div > div > label > input[type="number"], +div.sheet-vnjArme2 > div > div > label > input[type="text"], +div.sheet-armePNJ > div > div > label > input[type="number"], +div.sheet-armePNJ > div > div > label > input[type="text"] +{ + padding: 0px; + text-align: center; + border-color: black; + margin: auto; +} + +div.sheet-vehiculeArme1 > div > div > label:nth-of-type(1) > input[type="number"], +div.sheet-vehiculeArme1 > div > div > label:nth-of-type(1) > input[type="text"], +div.sheet-vehiculeArme2 > div > div > label:nth-of-type(1) > input[type="number"], +div.sheet-vehiculeArme2 > div > div > label:nth-of-type(1) > input[type="text"], +div.sheet-vnjArme1 > div > div > label:nth-of-type(1) > input[type="number"], +div.sheet-vnjArme1 > div > div > label:nth-of-type(1) > input[type="text"], +div.sheet-vnjArme2 > div > div > label:nth-of-type(1) > input[type="number"], +div.sheet-vnjArme2 > div > div > label:nth-of-type(1) > input[type="text"], +div.sheet-armePNJ > div > div > label:nth-of-type(1) > input[type="number"], +div.sheet-armePNJ > div > div > label:nth-of-type(1) > input[type="text"] +{ + border-radius: 35px; + height: 70px; + width: 70px; + font-size: 30px; +} + +div.sheet-vehiculeArme1 > div > div > label:nth-of-type(2) > input[type="number"], +div.sheet-vehiculeArme1 > div > div > label:nth-of-type(2) > input[type="text"], +div.sheet-vehiculeArme2 > div > div > label:nth-of-type(2) > input[type="number"], +div.sheet-vehiculeArme2 > div > div > label:nth-of-type(2) > input[type="text"], +div.sheet-vnjArme1 > div > div > label:nth-of-type(2) > input[type="number"], +div.sheet-vnjArme1 > div > div > label:nth-of-type(2) > input[type="text"], +div.sheet-vnjArme2 > div > div > label:nth-of-type(2) > input[type="number"], +div.sheet-vnjArme2 > div > div > label:nth-of-type(2) > input[type="text"], +div.sheet-armePNJ > div > div > label:nth-of-type(2) > input[type="number"], +div.sheet-armePNJ > div > div > label:nth-of-type(2) > input[type="text"] +{ + border-radius: 30px; + height: 60px; + width: 60px; + font-size: 30px; +} + +div.sheet-vehiculeArme1 > div > div > label:nth-of-type(3) > input[type="number"], +div.sheet-vehiculeArme1 > div > div > label:nth-of-type(3) > input[type="text"], +div.sheet-vehiculeArme2 > div > div > label:nth-of-type(3) > input[type="number"], +div.sheet-vehiculeArme2 > div > div > label:nth-of-type(3) > input[type="text"], +div.sheet-vnjArme1 > div > div > label:nth-of-type(3) > input[type="number"], +div.sheet-vnjArme1 > div > div > label:nth-of-type(3) > input[type="text"], +div.sheet-vnjArme2 > div > div > label:nth-of-type(3) > input[type="number"], +div.sheet-vnjArme2 > div > div > label:nth-of-type(3) > input[type="text"], +div.sheet-armePNJ > div > div > label:nth-of-type(3) > input[type="number"], +div.sheet-armePNJ > div > div > label:nth-of-type(3) > input[type="text"] +{ + border-radius: 25px; + height: 50px; + width: 50px; + font-size: 25px; +} + +div.sheet-vehiculeArme1 > div > button[type="roll"], +div.sheet-vehiculeArme2 > div > button[type="roll"], +div.sheet-vnjArme1 > div > button[type="roll"], +div.sheet-vnjArme2 > div > button[type="roll"] +{ + margin: 0px; + padding: 0px; + width: 100%; + border-radius: 0px; +} + +div.sheet-vehiculeArme1 > div > button[type="roll"]::before, +div.sheet-vehiculeArme2 > div > button[type="roll"]::before, +div.sheet-vnjArme1 > div > button[type="roll"]::before, +div.sheet-vnjArme2 > div > button[type="roll"]::before +{ + font-family: "dicefontd10"; + content: "k"; + font-size: 30px; +} + +div.sheet-vehiculeCombat +{ + width:250px; + flex-wrap:wrap; + align-content:baseline; + margin-left:auto; + margin-right:auto; + margin-top:-100px; +} + +div.sheet-vnjCombat +{ + width:calc(50% - 5px); + flex-wrap:wrap; + align-content:baseline; + align-self:flex-end; + min-width:250px; +} + +div.sheet-vnjPerformance +{ + width:250px; + flex-wrap:wrap; + align-content:baseline; + margin-top:15px; +} + +div.sheet-vehiculeCombat > h1, +div.sheet-vnjCombat > h1 +{ + border-image: url('https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Oreste/img/background.jpg') 20% stretch; + border-bottom: 29px solid; + height: 0px; + min-width: 245px; + width: 100%; + color: white; + justify-content: center; + text-transform: uppercase; + font-family: Wallpoet; + font-size: 24px; + text-align:center; + line-height:29px; +} + +div.sheet-vnjPerformance > h1 +{ + border-image: url('https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Oreste/img/background.jpg') 20% stretch; + border-bottom: 29px solid; + height: 0px; + min-width: 245px; + width: 100%; + color: white; + justify-content: center; + text-transform: uppercase; + font-family: Wallpoet; + font-size: 21px; + text-align:center; + line-height:29px; +} + +div.sheet-vehiculeCombat > h1::before, +div.sheet-vnjCombat > h1::before, +div.sheet-vnjPerformance > h1::before +{ + content: ""; + border-left: 12px solid white; + border-bottom: 15px solid transparent; + display: flex; + width: 0px; + margin-right: auto; +} + +div.sheet-vehiculeCombat > h1::after, +div.sheet-vnjCombat > h1::after, +div.sheet-vnjPerformance > h1::after +{ + content: ""; + border-right: 25px solid white; + border-bottom: 25px solid transparent; + display: flex; + width: 0px; + margin-left: auto; +} + +div.sheet-vehiculeCombat > div, +div.sheet-vnjCombat > div +{ + border: 2px solid; + border-image: url('https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Oreste/img/background.jpg') 20% stretch; + padding-right: 20px; + padding-left: 20px; + padding-top: 10px; + padding-bottom: 10px; + border-top: 0px; + width: calc(100% - 44px); + flex-wrap:wrap; +} + +div.sheet-vnjPerformance > div +{ + border: 2px solid; + border-image: url('https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Oreste/img/background.jpg') 20% stretch; + padding-right: 20px; + padding-left: 46px; + padding-top: 10px; + padding-bottom: 10px; + border-top: 0px; + width: calc(100% - 44px); + flex-wrap:wrap; +} + +div.sheet-vehiculeCombat > div > label, +div.sheet-vnjCombat > div > label, +div.sheet-vnjPerformance > div > label +{ + width: 100%; + font-weight: normal; + font-size: 13px; +} + +div.sheet-vnjPerformance > div > label:nth-of-type(2) > img, +div.sheet-vnjPerformance > div > label:nth-of-type(5) > img +{ + height: 25px; + position: absolute; + margin-left: -46px; +} + +div.sheet-vnjPerformance > div > label:nth-of-type(1) > img, +div.sheet-vnjPerformance > div > label:nth-of-type(4) > img +{ + height: 24px; + position: absolute; + margin-left: -35px; +} + +div.sheet-vnjPerformance > div > label:nth-of-type(4) > img +{ + margin-top:1px; +} + +div.sheet-vnjPerformance > div > label:nth-of-type(3) > img +{ + height: 25px; + position: absolute; + margin-left: -38px; +} + +div.sheet-vehiculeCombat > div > label > span, +div.sheet-vnjCombat > div > label > span, +div.sheet-vnjPerformance > div > label > span +{ + margin-right: 5px; + min-width: max-content; + height: 25px; + align-items: flex-end; +} + +div.sheet-vehiculeCombat > div > label > input[type="number"], +div.sheet-vnjCombat > div > label > input[type="number"] +{ + border-top: 0px; + border-right: 0px; + border-left: 0px; + padding-right: 0px; + padding-bottom: 0px; + padding-left: 0px; + border-bottom: 1px dotted black; + height: 20px; + padding-top: 5px; + margin-top: auto; + text-align:center; + flex-grow:1; +} + +div.sheet-vnjPerformance > div > label > input[type="number"] +{ + border-top: 0px; + border-right: 0px; + border-left: 0px; + padding-right: 0px; + padding-bottom: 0px; + padding-left: 0px; + border-bottom: 1px dotted black; + height: 20px; + padding-top: 5px; + margin-top: auto; + text-align:right; + flex-grow:1; + padding-right:20%; +} + +div.sheet-vehiculeStats +{ + width: 100%; + flex-wrap: wrap; + height: 100%; + padding-top: 5px; + justify-content:space-between; + margin-right:5px; + margin-left:5px; +} + +div.sheet-vehiculeStats > label +{ + width: min-content; + flex-wrap: wrap; + height: 150px; + align-content: space-between; + justify-content:center; +} + +div.sheet-vehiculeStats > label > span +{ + width: max-content; + justify-content: center; + font-weight: normal; + align-items:flex-end; +} + +div.sheet-vehiculeStats > label > div +{ + padding: 0px; + margin: auto; + text-align: center; + width: 64px; + height: 64px; + border-radius: 50px; + font-size: 50px; + border: 3px double black; +} + +div.sheet-vehiculeStats > label > div > input[type="number"] +{ + padding: 0px; + margin: auto; + width: 25px; + height: 64px; + border-radius: 50px; + font-size: 40px; + border: 0px; + background: transparent; +} + +div.sheet-vehiculeStats > label > div > input[type="number"]:first-of-type +{ + text-align: right; + background:transparent; +} + +div.sheet-vehiculeStats > label > div > input[type="number"]:last-of-type +{ + text-align: left; + background:transparent; +} + +div.sheet-vehiculeStats > label > div > span +{ + width: 15px; + font-size: 32px; + height: 64px; + align-items: center; + background:transparent; +} + +div.sheet-vehiculeStats > label > input[type="number"] +{ + padding: 0px; + margin: auto; + text-align: center; + width: 70px; + height: 70px; + border-radius: 50px; + font-size: 50px; + border: 3px double black; +} + +div.sheet-vehiculeStats > label > img +{ + height:40px; + margin:auto; +} + +div.sheet-infoClasseTop +{ + width:100%; + flex-wrap:wrap; + justify-content:space-between; + align-content:baseline; +} + +div.sheet-infoClasseBlock +{ + width:100%; + flex-wrap:wrap; + justify-content:space-between; + align-content:baseline; +} + +div.sheet-infoClasseLine +{ + width:100%; + justify-content:space-between; + margin-top:6px; +} + +div.sheet-infoClasseBlock > div +{ + width:calc(25% - 3px); + flex-wrap:wrap; + justify-content:space-between; + align-content:baseline; + height:100%; +} + +div.sheet-infoClasseTop > h1, +div.sheet-infoClasseBlock > div > h1 +{ + border-image: url('https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Oreste/img/background.jpg') 20% stretch; + border-bottom: 29px solid; + height: 0px; + width: 100%; + color: white; + justify-content: center; + text-transform: uppercase; + font-family: Wallpoet; + font-size: 16px; + text-align:center; + line-height:29px; +} + +div.sheet-infoClasseTop > h1::before, +div.sheet-infoClasseBlock > div > h1::before +{ + content: ""; + border-left: 12px solid white; + border-bottom: 15px solid transparent; + display: flex; + width: 0px; + margin-right: auto; +} + +div.sheet-infoClasseTop > h1::after, +div.sheet-infoClasseBlock > div > h1::after +{ + content: ""; + border-right: 12px solid white; + border-bottom: 15px solid transparent; + display: flex; + width: 0px; + margin-left: auto; +} + +div.sheet-infoClasseTop > div +{ + border: 2px solid; + border-image: url('https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Oreste/img/background.jpg') 20% stretch; + padding-left: 20px; + padding-right: 20px; + padding-top: 10px; + padding-bottom: 10px; + border-top: 0px; + width:100%; + justify-content:center; + height:calc(100% - 20px - 29px - 2px); +} + +div.sheet-infoClasseBlock > div > div:first-of-type +{ + border: 2px solid; + border-image: url('https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Oreste/img/background.jpg') 20% stretch; + padding-right: 10px; + padding-top: 10px; + padding-bottom: 0px; + padding-left:10px; + border-top: 0px; + border-bottom:0px; + width:100%; + flex-wrap:wrap; + justify-content:space-between; + height:calc(100% - 10px - 29px - 2px - 68px); + align-content:baseline; +} + +div.sheet-infoClasseBlock > div > div:last-of-type +{ + border: 2px solid; + border-image: url('https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Oreste/img/background.jpg') 20% stretch; + padding-right: 10px; + padding-top:0px; + padding-bottom: 0px; + padding-left:10px; + border-top: 0px; + width:100%; + flex-wrap:wrap; + justify-content:space-between; + height:68px; + margin-bottom:2px; + align-content:baseline; +} + +div.sheet-infoClasseBlock > div > div > div:first-of-type +{ + align-content:baseline; + flex-wrap:wrap; +} + +div.sheet-infoClasseTop > div > div.sheet-right +{ + width:80px; + flex-wrap:wrap; +} + +div.sheet-infoClasseTop > div > div.sheet-left +{ + width:30%; + flex-wrap:wrap; + align-content:baseline; +} + +div.sheet-infoClasseTop > div > img +{ + display:flex; + align-self:center; + margin-right:5px; + width: calc((100% / 4) - 60px); +} + +div.sheet-infoClasseTop > div > div.sheet-left > span, +div.sheet-infoClasseTop > div > div.sheet-right > span +{ + display:block; + width:100%; + text-align:justify; + word-wrap:anywhere; + font-family:arial; +} + +div.sheet-infoClasseTop > div > div.sheet-left > span > b, +div.sheet-infoClasseTop > div > div.sheet-right > span > b +{ + min-width:max-content; + float:left; + padding-right:5px; +} + +div.sheet-infoClasseBlock > div > div > div > span +{ + display:block; + width:100%; + text-align:justify; + word-wrap:anywhere; + font-family:arial; +} + +div.sheet-infoClasseBlock > div > div > div > span > b +{ + min-width:max-content; + float:left; + padding-right:5px; +} + +div.sheet-infoClasseTop > div > div.sheet-right > div:first-of-type +{ + width: 100%; + background-image: url("https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Oreste/img/SdC.png"); + background-size: 70px; + background-repeat: no-repeat; + background-position: center; + height:70px; +} + +div.sheet-infoClasseTop > div > div.sheet-right > div:first-of-type > span +{ + justify-content: center; + align-items: center; + margin: auto; + font-size: 35px; + font-weight: bold; +} + +div.sheet-infoClasseTop > div > div.sheet-right > div:last-of-type +{ + width: 100%; + background-image: url("https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Oreste/img/actions.png"); + background-size: 40px; + background-repeat: no-repeat; + background-position-y: center; + background-position-x: calc(50% - 8px); + height:70px; + align-self:flex-end; +} + +div.sheet-infoClasseTop > div > div.sheet-right > div:last-of-type > span +{ + justify-content: flex-end; + align-items: center; + margin: auto; + font-size: 32px; + font-weight: bold; + width: 62px; + height: 62px; + border: 1px solid black; + border-radius: 62px; + padding-right: 3px; +} + +div.sheet-infoClasseTop2 > div > div.sheet-left > div:last-of-type +{ + width: 100%; + background-image: url("https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Oreste/img/sens_combat.png"); + background-size: 40px; + background-repeat: no-repeat; + background-position-y: center; + background-position-x: calc(50% + 8px); + height:70px; + margin-top:10px; + align-self:flex-end; +} + +div.sheet-infoClasseTop2 > div > div.sheet-left > div:last-of-type > span +{ + justify-content: left; + align-items: center; + margin: auto; + font-size: 32px; + font-weight: bold; + width: 62px; + height: 62px; + border: 1px solid black; + border-radius: 62px; + padding-left: 3px; +} + +div.sheet-infoClasseBlock div.sheet-blockActionsL +{ + width: 50%; + background-image: url("https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Oreste/img/actions.png"); + background-size: 40px; + background-repeat: no-repeat; + background-position-y: center; + background-position-x: calc(50% - 8px); + height:64px; + margin-top:auto; + align-self:flex-end; + margin-bottom:2px; +} + +div.sheet-infoClasseBlock div.sheet-blockActionsL > span +{ + justify-content: flex-end; + align-items: center; + margin: auto; + font-size: 32px; + font-weight: bold; + width: 62px; + height: 62px; + border: 1px solid black; + border-radius: 62px; + padding-right: 3px; + font-family:Inconsolata; + display:flex; +} + +div.sheet-infoClasseBlock div.sheet-blockCout +{ + width: 50%; + background-image: url("https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Oreste/img/SdC.png"); + background-size: 66px; + background-repeat: no-repeat; + background-position: center; + height:66px; + margin-top:auto; + margin-bottom:2px; + align-self:flex-end; +} + +div.sheet-infoClasseBlock div.sheet-blockCout > span +{ + justify-content: center; + align-items: center; + margin: auto; + font-size: 35px; + font-weight: bold; + font-family:Inconsolata; + display:flex; + height:100%; +} + +div.sheet-infoClasseBlock div.sheet-blockActionsR +{ + width: 50%; + background-image: url("https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Oreste/img/sens_combat.png"); + background-size: 40px; + background-repeat: no-repeat; + background-position-y: center; + background-position-x: calc(50% + 8px); + height:64px; + margin-top:auto; + align-self:flex-end; + margin-bottom:2px; +} + +div.sheet-infoClasseBlock div.sheet-blockActionsR > span +{ + justify-content: left; + align-items: center; + margin: auto; + font-size: 32px; + font-weight: bold; + width: 62px; + height: 62px; + border: 1px solid black; + border-radius: 62px; + padding-left: 3px; + display:flex; + font-family:Inconsolata; +} + +div.sheet-tab3 > div.sheet-infoClasseLine > div.sheet-infoClasseBlock:first-of-type > div:nth-of-type(1) > span, +div.sheet-tab4 > div.sheet-infoClasseLine > div.sheet-infoClasseBlock:first-of-type > div:nth-of-type(1) > span, +div.sheet-tab5 > div.sheet-infoClasseLine > div.sheet-infoClasseBlock:first-of-type > div:nth-of-type(1) > span, +div.sheet-tab6 > div.sheet-infoClasseLine > div.sheet-infoClasseBlock:first-of-type > div:nth-of-type(1) > span, +div.sheet-tab7 > div.sheet-infoClasseLine > div.sheet-infoClasseBlock:first-of-type > div:nth-of-type(1) > span, +div.sheet-tab8 > div.sheet-infoClasseLine > div.sheet-infoClasseBlock:first-of-type > div:nth-of-type(1) > span, +div.sheet-tab9 > div.sheet-infoClasseLine > div.sheet-infoClasseBlock:first-of-type > div:nth-of-type(1) > span, +div.sheet-tab10 > div.sheet-infoClasseLine > div.sheet-infoClasseBlock:first-of-type > div:nth-of-type(1) > span +{ + border-left: 5px solid transparent; + border-right: 5px solid transparent; + border-bottom: 15px solid black; + position: absolute; + margin-left: -3px; + transform: rotate(180deg); + margin-top: -4px; +} + +div.sheet-tab3 > div.sheet-infoClasseLine > div.sheet-infoClasseBlock:first-of-type > div:not(:nth-of-type(1)) > span, +div.sheet-tab4 > div.sheet-infoClasseLine > div.sheet-infoClasseBlock:first-of-type > div:not(:nth-of-type(1)) > span, +div.sheet-tab5 > div.sheet-infoClasseLine > div.sheet-infoClasseBlock:first-of-type > div:not(:nth-of-type(1)) > span, +div.sheet-tab6 > div.sheet-infoClasseLine > div.sheet-infoClasseBlock:first-of-type > div:not(:nth-of-type(1)) > span, +div.sheet-tab7 > div.sheet-infoClasseLine > div.sheet-infoClasseBlock:first-of-type > div:not(:nth-of-type(1)) > span, +div.sheet-tab8 > div.sheet-infoClasseLine > div.sheet-infoClasseBlock:first-of-type > div:not(:nth-of-type(1)) > span, +div.sheet-tab9 > div.sheet-infoClasseLine > div.sheet-infoClasseBlock:first-of-type > div:not(:nth-of-type(1)) > span, +div.sheet-tab10 > div.sheet-infoClasseLine > div.sheet-infoClasseBlock:first-of-type > div:not(:nth-of-type(1)) > span +{ + border-left: 5px solid transparent; + border-right: 5px solid transparent; + border-bottom: 15px solid black; + position: absolute; + margin-left: -5px; + transform: rotate(90deg); + margin-top: -4px; +} + +div.sheet-tab3 > div.sheet-infoClasseLine:nth-of-type(3) > div.sheet-infoClasseBlock > div:nth-of-type(2) > span:first-of-type, +div.sheet-tab4 > div.sheet-infoClasseLine:nth-of-type(3) > div.sheet-infoClasseBlock > div:nth-of-type(2) > span:first-of-type, +div.sheet-tab5 > div.sheet-infoClasseLine:nth-of-type(3) > div.sheet-infoClasseBlock > div:nth-of-type(2) > span:first-of-type, +div.sheet-tab6 > div.sheet-infoClasseLine:nth-of-type(3) > div.sheet-infoClasseBlock > div:nth-of-type(2) > span:first-of-type, +div.sheet-tab7 > div.sheet-infoClasseLine:nth-of-type(3) > div.sheet-infoClasseBlock > div:nth-of-type(2) > span:first-of-type, +div.sheet-tab8 > div.sheet-infoClasseLine:nth-of-type(3) > div.sheet-infoClasseBlock > div:nth-of-type(2) > span:first-of-type, +div.sheet-tab9 > div.sheet-infoClasseLine:nth-of-type(3) > div.sheet-infoClasseBlock > div:nth-of-type(2) > span:first-of-type, +div.sheet-tab10 > div.sheet-infoClasseLine:nth-of-type(3) > div.sheet-infoClasseBlock > div:nth-of-type(2) > span:first-of-type +{ + border-left: 5px solid transparent; + border-right: 5px solid transparent; + border-bottom: 15px solid black; + position: absolute; + margin-left: -10px; + transform: rotate(220deg); + margin-top: -4px; +} + +div.sheet-tab3 > div.sheet-infoClasseLine:nth-of-type(3) > div.sheet-infoClasseBlock > div:nth-of-type(2) > span:last-of-type, +div.sheet-tab4 > div.sheet-infoClasseLine:nth-of-type(3) > div.sheet-infoClasseBlock > div:nth-of-type(2) > span:last-of-type, +div.sheet-tab5 > div.sheet-infoClasseLine:nth-of-type(3) > div.sheet-infoClasseBlock > div:nth-of-type(2) > span:last-of-type, +div.sheet-tab6 > div.sheet-infoClasseLine:nth-of-type(3) > div.sheet-infoClasseBlock > div:nth-of-type(2) > span:last-of-type, +div.sheet-tab7 > div.sheet-infoClasseLine:nth-of-type(3) > div.sheet-infoClasseBlock > div:nth-of-type(2) > span:last-of-type, +div.sheet-tab8 > div.sheet-infoClasseLine:nth-of-type(3) > div.sheet-infoClasseBlock > div:nth-of-type(2) > span:last-of-type, +div.sheet-tab9 > div.sheet-infoClasseLine:nth-of-type(3) > div.sheet-infoClasseBlock > div:nth-of-type(2) > span:last-of-type, +div.sheet-tab10 > div.sheet-infoClasseLine:nth-of-type(3) > div.sheet-infoClasseBlock > div:nth-of-type(2) > span:last-of-type +{ + border-left: 5px solid transparent; + border-right: 5px solid transparent; + border-bottom: 30px solid black; + position: absolute; + margin-left: -5px; + transform: rotate(90deg); + margin-top:267px; +} + +div.sheet-tab11 > div:nth-of-type(4) > div > div:nth-of-type(2) > span +{ + margin-top: 230px; +} + +div.sheet-tab12 > div:nth-of-type(4) > div > div:nth-of-type(2) > span, +div.sheet-tab13 > div:nth-of-type(4) > div > div:nth-of-type(2) > span +{ + margin-top: 249px; +} + + +div.sheet-competencesPNJ +{ + width:100%; + min-width:260px; + flex-wrap:wrap; + align-content:baseline; +} + +div.sheet-competencesPNJ > h1 +{ + border-image: url("https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Oreste/img/background.jpg") 20% stretch; + border-bottom: 29px solid; + height: 0px; + width: 100%; + color: white; + justify-content: center; + text-transform: uppercase; + font-family: Wallpoet; + font-size: 16px; + text-align: center; + line-height: 29px; +} + +div.sheet-competencesPNJ > h1::before +{ + content: ""; + border-left: 25px solid white; + border-bottom: 25px solid transparent; + display: flex; + width: 0px; + margin-right: auto; +} + +div.sheet-competencesPNJ > h1::after +{ + content: ""; + border-right: 12px solid white; + border-bottom: 15px solid transparent; + display: flex; + width: 0px; + margin-left: auto; +} + +div.sheet-competencesPNJ > div.repcontainer +{ + width: 100%; + flex-wrap: wrap; + border-right: 2px solid; + border-left: 2px solid; + border-image: url('https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Oreste/img/background.jpg') 20% stretch; + padding-top:10px; + padding-right:20px; + padding-left:10px; +} + +div.sheet-competencesPNJ > div.repcontainer > div.repitem +{ + width:100%; + justify-content:space-between; + margin-top:2px; +} + +div.sheet-competencesPNJ > div.repcontainer > div.repitem > input[type="number"] +{ + width: 25px; + height: 25px; + padding: 0px; + text-align: center; +} +div.sheet-competencesPNJ > div.repcontainer > div.repitem > select +{ + width: calc(100% - 35px); + border-top: 0px; + border-right: 0px; + border-left: 0px; + padding-right: 0px; + padding-bottom: 0px; + border-bottom: 1px dotted black; + height: 24px; + padding-top: 5px; + margin-top: auto; + min-width: 0px; +} + +div.sheet-competencesPNJ > div.repcontainer > div.repitem > button[type="roll"] +{ + margin:0px; + padding:0px; + width:23px; + height:23px; + border-radius:0px; + margin-right:-20px; + border-right:0px; +} + +div.sheet-competencesPNJ > div.repcontainer > div.repitem > button[type="roll"]::before +{ + font-family: "dicefontd10"; + content: "k"; + font-size: 25px; +} + +div.sheet-competencesPNJ > div.repcontainer > div.repitem > .itemcontrol > .btn +{ + padding-top: 2px; + padding-bottom: 0px; + height: 21px; + border-radius: 0px; + margin-right:-20px; +} + +div.sheet-competencesPNJ > div.repcontrol +{ + width: 100%; + display: block; + border-right: 2px solid; + border-left: 2px solid; + border-bottom: 2px solid; + border-image: url('https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Oreste/img/background.jpg') 20% stretch; +} + +div.sheet-competencesPNJ > div.repcontrol > .btn +{ + border-radius: 0px; + border-bottom: 0px; +} + +div.sheet-statsPNJ +{ + width:100%; + flex-wrap:wrap; + justify-content:space-between; + min-width:245px; +} + +div.sheet-statsPNJ > label +{ + flex-wrap:wrap; + height:max-content; + min-height:180px; + align-content:space-between; +} + +div.sheet-statsPNJ > label:nth-of-type(even) +{ + width:130px; +} + +div.sheet-statsPNJ > label:nth-of-type(odd) +{ + width:115px; +} + +div.sheet-statsPNJ > label > div +{ + width:100%; + flex-wrap:nowrap; + border:2px solid black; + width:60px; + height:60px; + border-radius:60px; + align-items:center; + flex-wrap:nowrap; + margin:auto; +} + +div.sheet-statsPNJ > label > img +{ + height:50px; + margin-left:auto; + margin-right:auto; + margin-top:auto; +} + +div.sheet-statsPNJ > label:nth-of-type(1) > div > input[type="number"], +div.sheet-statsPNJ > label:nth-of-type(2) > div > input[type="number"] +{ + width:calc(50% - 7px); + text-align:center; + border:0px; + padding:0px; + font-size:30px; + height:80%; + background:transparent; +} + +div.sheet-statsPNJ > label:nth-of-type(1) > div > input[type="number"]:first-of-type, +div.sheet-statsPNJ > label:nth-of-type(2) > div > input[type="number"]:first-of-type +{ + border-top-left-radius:70px; + border-bottom-left-radius:70px; +} + +div.sheet-statsPNJ > label:nth-of-type(1) > div > input[type="number"]:last-of-type, +div.sheet-statsPNJ > label:nth-of-type(2) > div > input[type="number"]:last-of-type +{ + border-top-right-radius:70px; + border-bottom-right-radius:70px; +} + +div.sheet-statsPNJ > label:nth-of-type(3) > div > input[type="number"], +div.sheet-statsPNJ > label:nth-of-type(4) > div > input[type="number"] +{ + width:100%; + text-align:center; + border:0px; + padding:0px; + font-size:30px; + height:80%; + border-top-right-radius:70px; + border-bottom-right-radius:70px; + border-top-left-radius:70px; + border-bottom-left-radius:70px; + background:transparent; +} + +div.sheet-statsPNJ > label > div > span +{ + width: 14px; + justify-content: center; + line-height: 32px; + border: 0px; + padding: 0px; + font-size: 32px; + font-weight:normal; +} + +div.sheet-statsPNJ > label > span +{ + width:100%; + font-weight:normal; + text-transform:uppercase; + font-size:16px; + font-family:Wallpoet; + justify-content:center; + text-align:center; +} + +div.sheet-caracteristiquesPNJ +{ + width:100%; + flex-wrap:wrap; + margin-top:10px; + margin-bottom:10px; +} + +div.sheet-caracteristiquesPNJ > h1 +{ + border-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Oreste/img/background.jpg) 20% stretch; + border-bottom: 35px solid; + height: 0px; + min-width: 195px; + width:100%; + color: white; + justify-content: end; + text-transform: uppercase; + font-family:Wallpoet; + font-size:15px; +} + +div.sheet-caracteristiquesPNJ > h1::before +{ + content: ""; + border-left: 12px solid white; + border-bottom: 15px solid transparent; + display: flex; + width: 0px; + margin-right: auto; +} + +div.sheet-caracteristiquesPNJ > h1::after +{ + content: ""; + border-right: 25px solid white; + border-bottom: 25px solid transparent; + display: flex; + width: 0px; + margin-left: auto; +} + +div.sheet-caracteristiquesPNJ > div +{ + border: 2px solid; + border-image: url("https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Oreste/img/background.jpg") 20% stretch; + padding-right: 10px; + padding-left: 10px; + padding-top: 10px; + padding-bottom: 10px; + border-top: 0px; + width: 100%; + flex-wrap: wrap; +} + +div.sheet-caracteristiquesPNJ > div > button[type="roll"] +{ + width: 98px; + align-items: center; + margin: 0px; + padding: 0px; + border-radius: 0px; + display: flex; + font-size: 13px; + padding-left: 2px; + font-family:Inconsolata; + height:20px; + margin-top:2px; +} + +div.sheet-caracteristiquesPNJ > div > button[type="roll"]::before +{ + content:""; +} + +div.sheet-caracteristiquesPNJ > div > div +{ + width:calc(100% - 100px - 5px); + justify-content:space-between; + margin-top:2px; +} + +div.sheet-caracteristiquesPNJ > div > div > input[type="hidden"][value="1"] ~ label:nth-of-type(2) > span::before, +div.sheet-caracteristiquesPNJ > div > div > input[type="hidden"][value="2"] ~ label:nth-of-type(2) > span::before, +div.sheet-caracteristiquesPNJ > div > div > input[type="hidden"][value="2"] ~ label:nth-of-type(3) > span::before, +div.sheet-caracteristiquesPNJ > div > div > input[type="hidden"][value="3"] ~ label:nth-of-type(2) > span::before, +div.sheet-caracteristiquesPNJ > div > div > input[type="hidden"][value="3"] ~ label:nth-of-type(3) > span::before, +div.sheet-caracteristiquesPNJ > div > div > input[type="hidden"][value="3"] ~ label:nth-of-type(4) > span::before, +div.sheet-caracteristiquesPNJ > div > div > input[type="hidden"][value="4"] ~ label:nth-of-type(2) > span::before, +div.sheet-caracteristiquesPNJ > div > div > input[type="hidden"][value="4"] ~ label:nth-of-type(3) > span::before, +div.sheet-caracteristiquesPNJ > div > div > input[type="hidden"][value="4"] ~ label:nth-of-type(4) > span::before, +div.sheet-caracteristiquesPNJ > div > div > input[type="hidden"][value="4"] ~ label:nth-of-type(5) > span::before, +div.sheet-caracteristiquesPNJ > div > div > input[type="hidden"][value="5"] ~ label:nth-of-type(2) > span::before, +div.sheet-caracteristiquesPNJ > div > div > input[type="hidden"][value="5"] ~ label:nth-of-type(3) > span::before, +div.sheet-caracteristiquesPNJ > div > div > input[type="hidden"][value="5"] ~ label:nth-of-type(4) > span::before, +div.sheet-caracteristiquesPNJ > div > div > input[type="hidden"][value="5"] ~ label:nth-of-type(5) > span::before, +div.sheet-caracteristiquesPNJ > div > div > input[type="hidden"][value="5"] ~ label:nth-of-type(6) > span::before, +div.sheet-caracteristiquesPNJ > div > div > input[type="hidden"][value="6"] ~ label:nth-of-type(2) > span::before, +div.sheet-caracteristiquesPNJ > div > div > input[type="hidden"][value="6"] ~ label:nth-of-type(3) > span::before, +div.sheet-caracteristiquesPNJ > div > div > input[type="hidden"][value="6"] ~ label:nth-of-type(4) > span::before, +div.sheet-caracteristiquesPNJ > div > div > input[type="hidden"][value="6"] ~ label:nth-of-type(5) > span::before, +div.sheet-caracteristiquesPNJ > div > div > input[type="hidden"][value="6"] ~ label:nth-of-type(6) > span::before, +div.sheet-caracteristiquesPNJ > div > div > input[type="hidden"][value="6"] ~ label:nth-of-type(7) > span::before +{ + content:"X"; + font-size:34px; + width:22px; + text-align:center; +} + +div.sheet-caracteristiquesPNJ > div > div > label:first-of-type +{ + opacity:0; + width:22px; +} + +div.sheet-caracteristiquesPNJ > div > div:hover > label:first-of-type +{ + opacity:1; +} + +div.sheet-caracteristiquesPNJ > div > div > label:first-of-type > input[type="radio"] +{ + position: absolute; + opacity: 0; + width: 22px; + height: 22px; +} + +div.sheet-caracteristiquesPNJ > div > div > label:first-of-type > span +{ + width:20px; + height:20px; + border:1px solid lightgray; +} + +div.sheet-caracteristiquesPNJ > div > div > label:first-of-type > span::before +{ + content:"X"; + font-size:34px; + width:22px; + text-align:center; + color:lightgray; + font-weight:normal; +} + +div.sheet-caracteristiquesPNJ > div > div > label:not(:first-of-type) +{ + width:22px; +} + +div.sheet-caracteristiquesPNJ > div > div > label:not(:first-of-type) > input[type="radio"] +{ + position: absolute; + opacity: 0; + width: 22px; + height: 22px; +} + +div.sheet-caracteristiquesPNJ > div > div > label:not(:first-of-type) > span +{ + width:20px; + height:20px; + border:1px solid grey; +} + +div.sheet-jetCaracteristique, +div.sheet-jetCompetence +{ + width: 210px; + flex-wrap: wrap; + align-content: baseline; + margin-top: -120px; + margin-bottom: 10px; +} + +div.sheet-parametresCompetences +{ + width: 100%; + flex-wrap: wrap; + align-content: baseline; + margin-top:auto; +} + +div.sheet-jetCaracteristique > h1, +div.sheet-jetCompetence > h1, +div.sheet-parametresCompetences > h1 +{ + border-image: url("https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Oreste/img/background.jpg") 20% stretch; + border-bottom: 40px solid; + height: 0px; + width: 100%; + color: white; + justify-content: center; + text-transform: uppercase; + font-family: Wallpoet; + font-size: 15px; + line-height: 20px; + text-align: center; +} + +div.sheet-jetCaracteristique > h1::after +{ + content: ""; + border-right: 25px solid white; + border-bottom: 20px solid transparent; + display: flex; + width: 0px; + margin-left: auto; +} + +div.sheet-jetCaracteristique > h1::before +{ + content: ""; + border-left: 25px solid white; + border-bottom: 20px solid transparent; + display: flex; + width: 0px; + margin-right: auto; +} + +div.sheet-jetCompetence > h1::after, +div.sheet-parametresCompetences > h1::after +{ + content: ""; + border-right: 20px solid white; + border-bottom: 17px solid transparent; + display: flex; + width: 0px; + margin-left: auto; +} + +div.sheet-jetCompetence > h1::before, +div.sheet-parametresCompetences > h1::before +{ + content: ""; + border-left: 20px solid white; + border-bottom: 17px solid transparent; + display: flex; + width: 0px; + margin-right: auto; +} + +div.sheet-jetCaracteristique > div, +div.sheet-jetCompetence > div, +div.sheet-parametresCompetences > div +{ + border: 2px solid; + border-image: url('https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Oreste/img/background.jpg') 20% stretch; + width: 100%; + flex-wrap: wrap; + padding-right: 5px; + padding-left: 5px; + padding-top: 5px; + padding-bottom: 5px; + border-top: 0px; + justify-content:space-between; +} + +div.sheet-jetCaracteristique > div > label, +div.sheet-jetCompetence > div > label, +div.sheet-parametresCompetences > div > label +{ + flex-wrap:wrap; + font-weight:normal; +} + +div.sheet-jetCaracteristique > div > label > input[type="number"], +div.sheet-jetCaracteristique > div > label > select, +div.sheet-jetCaracteristique > div > label > span, +div.sheet-jetCompetence > div > label > input[type="number"], +div.sheet-jetCompetence > div > label > select, +div.sheet-jetCompetence > div > label > span, +div.sheet-parametresCompetences > div > label > input[type="number"], +div.sheet-parametresCompetences > div > label > select, +div.sheet-parametresCompetences > div > label > span +{ + width:100%; + justify-content:center; +} + +div.sheet-jetCaracteristique > div > label > input[type="number"], +div.sheet-jetCompetence > div > label > input[type="number"], +div.sheet-parametresCompetences > div > label > input[type="number"] +{ + width: 100%; + border-top: 0px; + border-right: 0px; + border-left: 0px; + padding-right: 0px; + padding-bottom: 0px; + padding-left: 0px; + border-bottom: 1px dotted black; + height: 22px; + padding-top: 5px; + margin-top: auto; + min-width: 0px; + text-align:center; +} + +div.sheet-jetCaracteristique > div > label > select, +div.sheet-jetCaracteristique > div > select, +div.sheet-jetCompetence > div > label > select, +div.sheet-jetCompetence > div > select, +div.sheet-parametresCompetences > div > label > select, +div.sheet-parametresCompetences > div > select +{ + width: 100%; + border-top: 0px; + border-right: 0px; + border-left: 0px; + padding-right: 0px; + padding-bottom: 0px; + padding-left: 0px; + border-bottom: 1px dotted black; + height: 22px; + padding-top: 5px; + margin-top: auto; + min-width: 0px; +} + +div.sheet-jetCaracteristique > div > select, +div.sheet-jetCompetence > div > select, +div.sheet-parametresCompetences > div > select +{ + padding-left:10px; +} + +div.sheet-jetCaracteristique > div > label:nth-of-type(1), +div.sheet-jetCompetence > div > label:nth-of-type(1), +div.sheet-parametresCompetences > div > label:nth-of-type(1) +{ + width:calc(25% - 2.5px); +} + +div.sheet-jetCaracteristique > div > label:nth-of-type(2), +div.sheet-jetCompetence > div > label:nth-of-type(2), +div.sheet-parametresCompetences > div > label:nth-of-type(2) +{ + width:calc(75% - 2.5px); +} + +div.sheet-jetCaracteristique > div > select, +div.sheet-jetCompetence > div > select, +div.sheet-parametresCompetences > div > select +{ + width:100%; + text-align:center; +} + +div.sheet-jetCaracteristique > div > button[type="roll"], +div.sheet-jetCompetence > div > button[type="roll"], +div.sheet-parametresCompetences > div > button[type="roll"] +{ + margin: 0px; + padding: 0px; + width: 100%; + border-radius: 0px; + border-top: 0px; +} + +div.sheet-jetCaracteristique > div > button[type="roll"]::before, +div.sheet-jetCompetence > div > button[type="roll"]::before, +div.sheet-parametresCompetences > div > button[type="roll"]::before +{ + font-family: "dicefontd10"; + content: "k"; + font-size: 30px; +} + +div.sheet-jetInitiative +{ + width: 210px; + flex-wrap: wrap; + align-content: baseline; + background: white; + z-index: 99; + margin-top: auto; + margin-left: 32px; + margin-right: auto; + margin-bottom: -91px; +} + +div.sheet-jetInitiativePNJ +{ + width: 100%; + flex-wrap: wrap; + align-content: baseline; + background: white; + z-index: 99; + margin-top: auto; +} + +div.sheet-jetInitiativeVehicule +{ + width: 245px; + flex-wrap: wrap; + align-content: baseline; + background: white; + z-index: 99; + height: 105px; + margin-top: 10px; +} + +div.sheet-jetInitiativeVNJ +{ + width: calc(50% - 5px); + flex-wrap: wrap; + align-content: baseline; + background: white; + z-index: 99; + margin-top: 10px; + min-width:250px; +} + +div.sheet-jetInitiative > h1, +div.sheet-jetInitiativePNJ > h1, +div.sheet-jetInitiativeVehicule > h1, +div.sheet-jetInitiativeVNJ > h1 +{ + border-image: url("https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Oreste/img/background.jpg") 20% stretch; + border-bottom: 25px solid; + height: 0px; + width: 100%; + color: white; + justify-content: center; + text-transform: uppercase; + font-family: Wallpoet; + font-size: 15px; + line-height: 25px; + text-align: center; +} + +div.sheet-jetInitiative > h1::after, +div.sheet-jetInitiativePNJ > h1::after, +div.sheet-jetInitiativeVehicule > h1::after, +div.sheet-jetInitiativeVNJ > h1::after +{ + content: ""; + border-right: 20px solid white; + border-bottom: 17px solid transparent; + display: flex; + width: 0px; + margin-left: auto; +} + +div.sheet-jetInitiative > h1::before, +div.sheet-jetInitiativePNJ > h1::before, +div.sheet-jetInitiativeVehicule > h1::before, +div.sheet-jetInitiativeVNJ > h1::before +{ + content: ""; + border-left: 20px solid white; + border-bottom: 17px solid transparent; + display: flex; + width: 0px; + margin-right: auto; +} + +div.sheet-jetInitiative > div, +div.sheet-jetInitiativePNJ > div, +div.sheet-jetInitiativeVehicule > div, +div.sheet-jetInitiativeVNJ > div +{ + border: 2px solid; + border-image: url('https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Oreste/img/background.jpg') 20% stretch; + width: 100%; + flex-wrap: wrap; + padding-right: 5px; + padding-left: 5px; + padding-top: 5px; + padding-bottom: 5px; + border-top: 0px; + justify-content:space-between; +} + +div.sheet-jetInitiative > div > label, +div.sheet-jetInitiativePNJ > div > label, +div.sheet-jetInitiativeVehicule > div > label, +div.sheet-jetInitiativeVNJ > div > label +{ + font-weight:normal; + align-items:flex-end; +} + +div.sheet-jetInitiative > div > label > span, +div.sheet-jetInitiativePNJ > div > label > span, +div.sheet-jetInitiativeVehicule > div > label > span, +div.sheet-jetInitiativeVNJ > div > label > span +{ + align-items:flex-end; + margin-right:2px; + min-width:max-content; + font-size:13px; +} + +div.sheet-jetInitiative > div > button[type="roll"], +div.sheet-jetInitiativePNJ > div > button[type="roll"], +div.sheet-jetInitiativeVehicule > div > button[type="roll"], +div.sheet-jetInitiativeVNJ > div > button[type="roll"] +{ + margin: 0px; + padding: 0px; + width: 100%; + border-radius: 0px; +} + +div.sheet-jetInitiative > div > button[type="roll"]::before, +div.sheet-jetInitiativePNJ > div > button[type="roll"]::before, +div.sheet-jetInitiativeVehicule > div > button[type="roll"]::before, +div.sheet-jetInitiativeVNJ > div > button[type="roll"]::before +{ + font-family: "dicefontd10"; + content: "k"; + font-size: 30px; +} + +div.sheet-jetInitiative > div > label > input[type="number"], +div.sheet-jetInitiativePNJ > div > label > input[type="number"], +div.sheet-jetInitiativeVehicule > div > label > input[type="number"], +div.sheet-jetInitiativeVNJ > div > label > input[type="number"] +{ + width: 100%; + border-top: 0px; + border-right: 0px; + border-left: 0px; + padding-right: 0px; + padding-bottom: 0px; + padding-left: 0px; + border-bottom: 1px dotted black; + height: 22px; + padding-top: 5px; + margin-top: auto; + min-width: 0px; + text-align:center; +} + +div.sheet-jetCombat +{ + width: 210px; + flex-wrap: wrap; + align-content: baseline; + background: white; + z-index: 99; + height: 105px; + margin-top: auto; + margin-left: auto; + margin-right: 32px; + margin-bottom: -110px; +} + +div.sheet-jetCombat > h1 +{ + border-image: url("https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Oreste/img/background.jpg") 20% stretch; + border-bottom: 25px solid; + height: 0px; + width: 100%; + color: white; + justify-content: center; + text-transform: uppercase; + font-family: Wallpoet; + font-size: 15px; + line-height: 25px; + text-align: center; +} + +div.sheet-jetCombat > h1::after +{ + content: ""; + border-right: 20px solid white; + border-bottom: 17px solid transparent; + display: flex; + width: 0px; + margin-left: auto; +} + +div.sheet-jetCombat > h1::before +{ + content: ""; + border-left: 20px solid white; + border-bottom: 17px solid transparent; + display: flex; + width: 0px; + margin-right: auto; +} + +div.sheet-jetCombat > div +{ + border: 2px solid; + border-image: url('https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Oreste/img/background.jpg') 20% stretch; + width: 100%; + flex-wrap: wrap; + padding-right: 5px; + padding-left: 5px; + padding-top: 5px; + padding-bottom: 5px; + border-top: 0px; + justify-content:space-between; +} + +div.sheet-jetCombat > div > label +{ + font-weight:normal; +} + +div.sheet-jetCombat > div > label > input[type="number"], +div.sheet-jetCombat > div > label > select +{ + width:100%; + justify-content:center; +} + +div.sheet-jetCombat > div > label > span +{ + width:100%; + justify-content:center; + min-width:max-content; + align-items:flex-end; + font-size:13px; +} + +div.sheet-jetCombat > div > label > input[type="number"] +{ + width: 100%; + border-top: 0px; + border-right: 0px; + border-left: 0px; + padding-right: 0px; + padding-bottom: 0px; + padding-left: 0px; + border-bottom: 1px dotted black; + height: 22px; + padding-top: 5px; + margin-top: auto; + min-width: 0px; + text-align:center; +} + +div.sheet-jetCombat > div > label > select, +div.sheet-jetCombat > div > select +{ + width: 100%; + border-top: 0px; + border-right: 0px; + border-left: 0px; + padding-right: 0px; + padding-bottom: 0px; + padding-left: 0px; + border-bottom: 1px dotted black; + height: 22px; + padding-top: 5px; + margin-top: auto; + min-width: 0px; +} + +div.sheet-jetCombat > div > select +{ + padding-left:10px; +} + +div.sheet-jetCombat > div > label:nth-of-type(2) +{ + width:calc(75% - 2.5px); +} + +div.sheet-jetCombat > div > select +{ + width:100%; + text-align:center; +} + +div.sheet-jetCombat > div > button[type="roll"] +{ + margin: 0px; + padding: 0px; + width: 100%; + border-radius: 0px; +} + +div.sheet-jetCombat > div > button[type="roll"]::before +{ + font-family: "dicefontd10"; + content: "k"; + font-size: 30px; +} + +.sheet-rolltemplate-base, +.sheet-rolltemplate-fight +{ + display:flex; + width:100%; + flex-wrap:wrap; + background-color:transparent; +} + +.sheet-rolltemplate-base > h1, +.sheet-rolltemplate-fight > h1 +{ + height: 35px; + width: 100%; + color: white; + justify-content: center; + text-transform: uppercase; + font-family: Wallpoet; + font-size: 15px; + line-height: 25px; + text-align: center; + display:flex; + background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Oreste/img/backgroundRoll.png); + background-position: center; + background-size: 115% 150%; + background-repeat: no-repeat; +} + +.sheet-rolltemplate-fight > span +{ + width: 100%; + display: flex; + margin-top: -17px; + justify-content: center; + color: white; + font-size: 12px; + font-variant: small-caps; + font-family: wallpoet; + letter-spacing: 2px; +} + +.sheet-rolltemplate-base > div, +.sheet-rolltemplate-fight > div +{ + display:flex; + border: 2px solid; + border-image: url('https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Oreste/img/background.jpg') 20% stretch; + width: 100%; + flex-wrap: wrap; + border-top: 0px; + background-color:white; +} + +.sheet-rolltemplate-base > div > div, +.sheet-rolltemplate-fight > div > div +{ + display:flex; + width:100%; + justify-content:space-between; + flex-wrap:wrap; +} + +.sheet-rolltemplate-base > div > div:nth-of-type(1), +.sheet-rolltemplate-fight > div > div:nth-of-type(1) +{ + margin-bottom:5px; +} + +.sheet-rolltemplate-base > div > div:nth-of-type(1) > span, +.sheet-rolltemplate-fight > div > div:nth-of-type(1) > span +{ + display:flex; + color:black; + font-family:Inconsolata; + font-size:13px; +} + +.sheet-rolltemplate-base > div > div:nth-of-type(1) > span:first-of-type +{ + justify-content:left; + width:calc(80% - 2px); + text-transform:uppercase; + height:0px; + border-bottom:20px solid #76a1ef; + color:black; + padding-left:2px; +} + +.sheet-rolltemplate-fight > div > div:nth-of-type(1) > span:first-of-type +{ + justify-content:left; + width:100%; + text-transform:uppercase; + background:#76a1ef; + color:black; + padding-left:2px; + line-height:20px; +} + +.sheet-rolltemplate-base > div > div:nth-of-type(1) > span:last-of-type +{ + justify-content:left; + width:20%; + text-transform:uppercase; + height:0px; + border-bottom:20px solid cornflowerblue; + color:black; +} + +.sheet-rolltemplate-fight > div > div:nth-of-type(1) > span:last-of-type +{ + justify-content:left; + width:100%; + text-transform:uppercase; + background:cornflowerblue; + color:black; + padding-left:2px; + line-height:20px; +} + +.sheet-rolltemplate-base > div > div:nth-of-type(1) > span:last-of-type > span, +.sheet-rolltemplate-fight > div > div:nth-of-type(1) > span:last-of-type > span +{ + color:black; + font-size:13px; +} + +.sheet-rolltemplate-base > div > div:nth-of-type(1) > span:last-of-type::before +{ + content: ""; + border-left: 20px solid transparent; + border-bottom: 20px solid cornflowerblue; + display: flex; + width: 0px; + margin-right: auto; + margin-left: -20px; +} + +.sheet-rolltemplate-base > div > div:nth-of-type(2) > span:first-of-type, +.sheet-rolltemplate-fight > div > div:nth-of-type(2) > span:first-of-type +{ + display:flex; + width:calc(75% - 10px); + font-family:Inconsolata; + color:black; + padding-left:10px; + font-size:16px; +} + +.sheet-rolltemplate-base > div > div:nth-of-type(2) > span:last-of-type, +.sheet-rolltemplate-fight > div > div:nth-of-type(2) > span:last-of-type +{ + display:flex; + width:calc(25% - 10px); + font-family:Inconsolata; + color:black; + justify-content:center; + padding-right:10px; + font-size:16px; +} + +.sheet-rolltemplate-base > div > div:nth-of-type(3), +.sheet-rolltemplate-fight > div > div:nth-of-type(3) +{ + border-top:2px solid black; + margin-top:5px; + padding-top:5px; +} + +.sheet-rolltemplate-base > div > div:nth-of-type(3) > span, +.sheet-rolltemplate-fight > div > div:nth-of-type(3) > span +{ + display:flex; + width:100%; + justify-content:center; + font-weight:bold; + padding-top:2px; + font-size:14px; +} + +.sheet-rolltemplate-base .sheet-success +{ + color:green; +} + +.sheet-rolltemplate-base .sheet-fail +{ + color:red; +} + +.sheet-rolltemplate-base .inlinerollresult, +.sheet-rolltemplate-fight .inlinerollresult +{ + background-color: transparent; + border: none; + color:black; + font-weight:normal; + font-size:16px; +} + +.sheet-rolltemplate-base .inlinerollresult.fullcrit, +.sheet-rolltemplate-fight .inlinerollresult.fullcrit +{ + border: none; + color:green; +} + +.sheet-rolltemplate-base .inlinerollresult.fullfail, +.sheet-rolltemplate-fight .inlinerollresult.fullfail +{ + border: none; + color:red; +} + +.sheet-rolltemplate-base .inlinerollresult.importantroll, +.sheet-rolltemplate-fight .inlinerollresult.importantroll +{ + border: none; + color:darkblue; +} \ No newline at end of file diff --git a/Oreste/oreste.html b/Oreste/oreste.html new file mode 100644 index 0000000000..6e35357f63 --- /dev/null +++ b/Oreste/oreste.html @@ -0,0 +1,2581 @@ + + + + + + + + + + + + + + + + + + + + +
    +
    + + + + + + + + + + + +
    +
    + + + + +
    +
    + + + + + + + + + + + +
    +
    +
    +

    Jet de caractéristique

    +
    + + + +
    +
    +
    +

    Jet de compétence

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

    Inventaire

    +
    + +
    +
    + +
    +

    Identité Civile

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

    Résilience

    +
    + + / + +
    +
    +
    +

    Sens du combat

    +
    + + / + +
    +
    +
    + +
    +
    +
    +

    Armure

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

    Module d'Armure

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

    Initiative

    +
    + +
    +
    +
    +

    Combat

    +
    + + +
    +
    +
    +
    +
    +

    Compétences de combat

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

    Bouclier Déflecteur

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

    Arme principale

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

    Arme secondaire

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

    Curse

    +
    +
    +
    + 1 +
    +
    + 1 +
    +
    + +
    + Cible : 1 cible + Portée : 50 m + Prérequis : Aucun + Restriction : 1 par tour + Effets : Vos NMCCD éliminent 1 état négatif à une cible équipée. +
    +
    +
    + +
    +
    +
    + +

    Regen

    +
    + +
    + Cible : 1 cible + Portée : 50 m + Prérequis : Curse + Restriction : 1 par combat + Effets : Vos NMCCD restaurent 3 points de Résilience à la cible équipée. +
    +
    +
    +
    + 1 +
    +
    + 1 +
    +
    +
    + +
    + +

    Magus protecteurs

    +
    + +
    + Cible : 1 cible + Portée : 50 m + Prérequis : Regen + Restriction : 1 par combat + Effets : Vous déployez 3 drones qui gravitent autour de votre cible. Chaque drone ajoute 2 points de bouclier au personnage. +
    +
    +
    +
    + 1 +
    +
    + 1 +
    +
    +
    + +
    + +

    Réviviscence

    +
    + +
    + Cible : X cibles + Portée : 50 m + Prérequis : Magus protecteurs + Restriction : 1 par combat + Effets : Vos NMCCD restaurent 3 points de Résilience à chaque cible équipée. +
    +
    +
    +
    + 1 +
    +
    + 1 +
    +
    +
    + +
    + +

    Magus gardiens

    +
    + +
    + Cible : X cibles + Portée : 50 m + Prérequis : Réviviscence + Restriction : 1 par combat + Effets : Vous déployez 3 drones autour de chaque personnage de votre équipe. Chaque drone ajoute 2 points de bouclier aux personnages. +
    +
    +
    +
    + 1 +
    +
    + 1 +
    +
    +
    +
    +
    +
    + +
    +
    +

    Magus auxiliaire

    +
    +
    +
    + 1 +
    +
    + 1 +
    +
    + +
    + Cible : 1 cible + Portée : 50 m + Prérequis : Aucun + Restriction : 1 par combat + Effets : Vous déployez 1 drone qui gravite autour de votre cible. Sur votre commande, il rechargera totalement le bouclier déflecteur équipé de la cible. +
    +
    +
    + +
    +
    +
    + +

    Magus répressifs

    +
    + +
    + Type de dégâts : Énergétique + Cible : 1 cible + Portée : 50 m + Prérequis : Magus auxiliaire + Restriction : 1 par combat + Effets : Vous déployez 3 drones qui gravitent autour de votre cible. Chaque drone ajoute 1 point de bouclier au personnage. Quand ils absorbent un dégât, ils répliquent automatiquement en infligeant 3 points de dégâts. +
    +
    +
    +
    + 1 +
    +
    + 1 +
    +
    +
    + +
    + +

    Magus régulateur

    +
    + +
    + Cible : 1 cible + Portée : 50 m + Prérequis : Magus répressifs + Restriction : 1 par combat + Effets : Vous déployez 1 drone qui gravite autour de votre cible. Sur votre commande, il explosera infligeant (au choix) le statut Désorienté (3), Déconcentré (3), Ralenti (50 %) (2), Sonné (2), Inconscient (1), Immobilisé (3) ou Provoqué (3). +
    +
    +
    +
    + 1 +
    +
    + 1 +
    +
    +
    + +
    + +

    Magus oppressif

    +
    + +
    + Type de dégâts : Explosif + Cible : 1 cible + Portée : 50 m + Prérequis : Magus régulateur + Restriction : 1 par combat + Effets : Vous déployez 1 drone qui gravite autour de votre cible. Sur votre commande, il explosera, infligeant 1d6+2 points de dégâts de zone (5 m). +
    +
    +
    +
    + 1 +
    +
    + 1 +
    +
    +
    + +
    + +

    Magus emp

    +
    + +
    + Cible : 1 cible + Portée : 50 m + Prérequis : Magus oppressif + Restriction : 1 par combat + Effets : Vous déployez 1 drone qui gravite autour de votre cible. Sur votre commande, il explosera pour annuler tous les effets d’équipement, de modules d’armure et retirer la totalité de la valeur du bouclier déflecteur de la cible pour 1 tour. +
    +
    +
    +
    + 0 +
    +
    + 1 +
    +
    +
    +
    +
    +
    + +
    +
    +

    Réverbération Optique

    +
    +
    +
    + 0 +
    +
    + 1 +
    +
    + + +
    + Cible : Vous-même + Prérequis : Aucun + Restriction : 1 par combat + Effets : À jouer avant de vous engager dans un combat. Vous gagnez le statut Imperceptible : vous devenez complètement invisible. Vous perdez le statut Imperceptible si vous utilisez une compétence de combat, une action ou attaquez une cible. +
    +
    +
    + +
    +
    +
    + +

    Exécution

    +
    + +
    + Type de dégâts : Cf. arme équipée + Cible : Vous-même + Portée : Càc (0-1 m) + Prérequis : Réverbération optique + Restriction : 1 par combat + Effets : Vous devez vous situer dans le dos de votre cible, au Càc pour réaliser une Exécution. Attaquez avec votre arme équipée. Votre attaque réussit automatiquement et vous ajoutez +3 aux dégâts. +
    +
    +
    +
    + 1 +
    +
    + 1 +
    +
    +
    + +
    + +

    Préméditation

    +
    + +
    + Type de dégâts : Cf. arme équipée + Cible : Vous-même + Prérequis : Exécution + Restriction : 1 par combat + Effets : Vous devez être sous l’effet du statut Imperceptible pour réaliser une Préméditation. Attaquez avec votre arme équipée. Votre attaque réussit automatiquement. +
    +
    +
    +
    + 1 +
    +
    + 1 +
    +
    +
    + +
    + +

    Évanescence

    +
    + +
    + Cible : Vous-même + Prérequis : Préméditation + Restriction : 1 par combat + Effets : Vous esquivez tous les dégâts qu’on tente de vous infliger durant ce tour. +
    +
    +
    +
    + 1 +
    +
    + 0 +
    +
    +
    + +
    + +

    Disparition

    +
    + +
    + Cible : Vous-même + Prérequis : Évanescence + Restriction : 1 par combat + Effets : À jouer pendant un combat. Vous gagnez le statut Imperceptible : vous devenez complètement invisible. Vous perdez le statut Imperceptible si vous utilisez une compétence de combat, une action ou attaquez une cible. +
    +
    +
    +
    + 0 +
    +
    + 1 +
    +
    +
    +
    +
    +
    + +
    +
    +

    Duplication

    +
    +
    +
    + 0 +
    +
    + 1 +
    +
    + +
    + Cible : Vous-même + Prérequis : Aucun + Restriction : 1 par combat + Effets : Vous déployez 3 doubles holographiques sur le champ de bataille. Pour ce tour, vos adversaires doivent jeter 1d4 à chaque attaque vous ciblant. S’ils font 1, ils vous touchent. +
    +
    +
    + +
    +
    +
    + +

    Tir appliqué

    +
    + +
    + Type de dégâts : Cf. arme équipée + Cible : Vous-même + Prérequis : Duplication + Restriction : 1 par combat + Effets : Lorsque vous visez une cible depuis plus de 20 mètres, vous obtenez +3 au résultat de votre jet de visée et +2 aux dégâts de l’arme. +
    +
    +
    +
    + 1 +
    +
    + 0 +
    +
    +
    + +
    + +

    Science du critique

    +
    + +
    + Type de dégâts : Cf. arme équipée + Cible : Vous-même + Portée : Cf. arme équipée + Prérequis : Tir appliqué + Restriction : 1 par combat + Effets : Votre attaque avec l’arme équipée réussit automatiquement. +
    +
    +
    +
    + 0 +
    +
    + 1 +
    +
    +
    + +
    + +

    Légion

    +
    + +
    + Type de dégâts : Cf. arme équipée + Prérequis : Science du critique + Restriction : 1 par combat + Effets : Vous déployez 5 doubles holographiques sur le champ de bataille. + Pour ce tour, vos adversaires doivent jeter 1d6 à chaque attaque vous ciblant. S’ils font 1, ils vous touchent. +
    +
    +
    +
    + 1 +
    +
    + 0 +
    +
    +
    + +
    + +

    Épiphanie

    +
    + +
    + Type de dégâts : Cf. arme équipée + Cible : Jusqu'à 3 cibles + Portée : Cf. arme équipée + Prérequis : Légion + Restriction : 1 par combat + Effets : Votre arme gagne Tir multiple (3) jusqu’à la fin du tour. Votre attaque inflige ses dégâts à (3) cibles. +
    +
    +
    +
    + 0 +
    +
    + 1 +
    +
    +
    +
    +
    +
    + +
    +
    +

    Taunt

    +
    +
    +
    + 0 +
    +
    + 1 +
    +
    + +
    + Cible : 1 cible + Portée : 30 m + Prérequis : Aucun + Restriction : 3 par combat + Effets : Vous infligez instantanément le statut Provoqué (3) à une cible. +
    +
    +
    + +
    +
    +
    + +

    Purge

    +
    + +
    + Cible : Vous-même + Prérequis : Taunt + Restriction : 2 par combat + Effets : Vous vous libérez instantanément d’un état négatif. +
    +
    +
    +
    + 1 +
    +
    + 0 +
    +
    +
    + +
    + +

    Dévotion

    +
    + +
    + Cible : 1 cible + Portée : 10 m + Prérequis : Purge + Restriction : 1 par tour + Effets : Vous accordez à une cible alliée vigilance et protection. Vous encaissez à sa place tous les dégâts qu’il est possible de prendre. +
    +
    +
    +
    + 0 +
    +
    + 1 +
    +
    +
    + +
    + +

    Ultime rempart

    +
    + +
    + Cible : Vous-même + Portée : Sur place + Prérequis : Dévotion + Restriction : 1 par combat + Effets : Vous créez un dôme énergétique au sol qui absorbe 20 points de dégâts. Vous pouvez y accueillir jusqu’à 6 personnes et même tirer vers l’extérieur depuis l’intérieur du dôme. +
    +
    +
    +
    + 1 +
    +
    + 0 +
    +
    +
    + +
    + +

    Défenseur khrone

    +
    + +
    + Cible : Vous-même + Prérequis : Ultime rempart + Restriction : 1 par combat + Effets : Divisez par deux les dégâts subis et les dégâts infligés (arrondis à l’inférieur) pour tout le reste du combat. Vous pouvez dissiper les effets de la posture de défenseur, à tout moment. +
    +
    +
    +
    + 0 +
    +
    + 1 +
    +
    +
    +
    +
    +
    + +
    +
    +

    Grenade omega

    +
    +
    +
    + 1 +
    +
    + 1 +
    +
    + +
    + Type de dégâts : Dégâts de zone (3 m) + Cible : X cibles + Portée : 20 m + Prérequis : Aucun + Restriction : 1 par combat + Effets : Cette grenade emprisonne et isole toutes les cibles présentes dans une demi-sphère de 3 m. Le champ de force absorbe 20 points de dégâts et doit être détruit pour libérer ses occupants. Il peut également être dissipé par le Juggernaut qui l’a installé. +
    +
    +
    + +
    +
    +
    + +

    Tir aligné

    +
    + +
    + Type de dégâts : Cf. arme équipée + Cible : 1 cible + Portée : Cf. arme équipée + Prérequis : Grenade omega + Restriction : 1 par combat + Effets : Inflige les dégâts de votre arme avec le statut Perforant (3). + Votre attaque ignore 3 points d’armure. +
    +
    +
    +
    + 1 +
    +
    + 1 +
    +
    +
    + +
    + +

    Tir ajusté

    +
    + +
    + Type de dégâts : Cf. arme équipée + Cible : 1 cible + Portée : Cf. arme équipée + Prérequis : Tir aligné + Restriction : 1 par combat + Effets : Inflige les dégâts de votre arme avec le statut Distorsion (5). + Votre attaque ignore 5 points de bouclier. +
    +
    +
    +
    + 1 +
    +
    + 1 +
    +
    +
    + +
    + +

    Renversement

    +
    + +
    + Type de dégâts : Cf. arme ennemie + Cible : 1 cible + Portée : Càc 1 m + Prérequis : Tir ajusté + Restriction : 1 par combat + Effets : Vous retournez contre votre adversaire une attaque exécutée au corps à corps (1 m). +
    +
    +
    +
    + 1 +
    +
    + 0 +
    +
    +
    + +
    + +

    Berserker khrone

    +
    + +
    + Type de dégâts : Cf. arme équipée + Cible : X cibles + Portée : Rayon de 2 m + Prérequis : Renversement + Restriction : 1 par combat + Effets : Vous infligez les dégâts de votre arme avec les statuts Perforant (2) et Distorsion (4) à tous les ennemis présents dans une zone de 2 m autour de vous. +
    +
    +
    +
    + 1 +
    +
    + 1 +
    +
    +
    +
    +
    +
    + +
    +
    +

    Rafale

    +
    +
    +
    + 1 +
    +
    + 1 +
    +
    + +
    + Type de dégâts : Cinétique + Cible : 1 cible + Portée : 20 m + Prérequis : Aucun + Restriction : 1 par combat + Effets : Cette rafale psychokinétique inflige 4 points de dégâts, repousse la cible de 20 m et lui inflige le statut Ralenti (50 %) (1). +
    +
    +
    + +
    +
    +
    + +

    Grip

    +
    + +
    + Cible : 1 cible + Portée : 30 m + Prérequis : Rafale + Restriction : 1 par combat + Effets : Cette traction psychokinétique attire une cible face à vous (1 m) et lui inflige le statut Sonné (1). +
    +
    +
    +
    + 1 +
    +
    + 0 +
    +
    +
    + +
    + +

    Souffle

    +
    + +
    + Type de dégâts : Explosif + Cible : X cibles + Portée : Rayon de 5 m + Prérequis : Grip + Restriction : 1 par combat + Effets : Ce souffle psychokinétique inflige 4 points de dégâts de zone (5 m) à toutes les cibles et les repousse de 10 m. +
    +
    +
    +
    + 1 +
    +
    + 1 +
    +
    +
    + +
    + +

    Sphère

    +
    + +
    + Cible : 1 cible + Portée : 50 m + Prérequis : Souffle + Restriction : 1 par combat + Effets : Pour 1 tour, vous déployez autour de vous une barrière psychokinétique qui absorbe jusqu’à 10 points de dégâts. +
    +
    +
    +
    + 1 +
    +
    + 0 +
    +
    +
    + +
    + +

    Stase

    +
    + +
    + Type de dégâts : Énergétique + Cible : 1 cible + Portée : 50 m + Prérequis : Sphère + Restriction : 1 par combat + Effets : Génère un champ magnétique qui soulève une cible et l’immobilise à 3 mètres du sol en lui infligeant le statut Sonné (3). +
    +
    +
    +
    + 1 +
    +
    + 1 +
    +
    +
    +
    +
    +
    + +
    +
    +

    Sommation

    +
    +
    +
    + 1 +
    +
    + 0 +
    +
    + +
    + Type de dégâts : Cinétique + Cible : 1 cible + Portée : 40 m + Prérequis : Aucun + Restriction : 1 par tour + Effets : Inflige 1 point de dégât et applique le statut Détonation (2) à la cible. La détonation est un statut passif. Sommation peut entrer en résonnance avec d’autres techniques vorpales pour déclencher une déflagration aux effets variables. +
    +
    +
    + +
    +
    +
    + +

    Jugement

    +
    + +
    + Type de dégâts : Explosif + Cible : 1 cible + Portée : 40 m + Prérequis : Sommation + Restriction : 1 par combat + Effets : Jugement doit être appliqué sur une cible affectée par le statut Détonation. La déflagration inflige 6 points de dégâts de zone (5 m) et crée un puits de gravité qui attire tous les ennemis présents vers la cible et leur inflige le statut Immobilisé (1). +
    +
    +
    +
    + 1 +
    +
    + 1 +
    +
    +
    + +
    + +

    Ordonnance

    +
    + +
    + Type de dégâts : Explosif + Cible : 1 cible + Portée : 40 m + Prérequis : Jugement + Restriction : 1 par combat + Effets : Ordonnance doit être appliqué sur une cible affectée par le statut Détonation. La déflagration inflige 6 points de dégâts de zone (3 m) et inflige le statut Désorienté (2) à une cible. +
    +
    +
    +
    + 1 +
    +
    + 1 +
    +
    +
    + +
    + +

    Injonction

    +
    + +
    + Type de dégâts : Explosif + Cible : 1 cible + Portée : 40 m + Prérequis : Ordonnance + Restriction : 1 par combat + Effets : Injonction doit être appliqué sur une cible affectée par le statut Détonation. La déflagration inflige 8 points de dégâts de zone (2 m). +
    +
    +
    +
    + 1 +
    +
    + 1 +
    +
    +
    + +
    + +

    Sentence

    +
    + +
    + Type de dégâts : Cinétique + Cible : 1 cible + Prérequis : Injonction + Restriction : 1 par combat + Effets : Sentence inflige 6 points de dégâts (cône de dégâts (6 m) avec la perf Pénétration (6 m). +
    +
    +
    +
    + 1 +
    +
    + 1 +
    +
    +
    +
    +
    +
    + +
    +
    +
    +

    Véhicule

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

    Arme

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

    Combat

    +
    + +
    +
    +
    + +
    +
    +
    +

    Initiative

    +
    + +
    +
    +
    + +
    +

    Arme

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

    Compétences de combat

    +
    + + + + + +
    +
    +
    +

    Paramètres des jets

    +
    + + +
    +
    +
    +
    +
    +

    Compétences

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

    Identité Civile

    +
    + + +
    +
    + +
    +

    Caractéristiques

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

    Initiative

    +
    + +
    +
    +
    +
    +
    +

    Arme principale

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

    Pouvoirs

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

    Arme secondaire

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

    Inventaire

    +
    + +
    +
    +
    + +
    +
    +

    Arme

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

    Arme

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

    Véhicule

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

    Combat

    +
    + +
    +
    + +
    +

    Initiative

    +
    + +
    +
    +
    + +
    +

    Performance

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

    {{name}}

    +
    +
    + {{attribut}} + + {{#OD}} + OD : {{OD}} + {{/OD}} + +
    + +
    + Jet + {{jet}} +
    + {{#OD}} + {{#rollBetween() jet OD 100}} +
    + Succès +
    + {{/rollBetween() jet OD 100}} + {{#rollLess() jet OD}} +
    + Échec +
    + {{/rollLess() jet OD}} + {{/OD}} +
    +
    + + +

    + {{name}} +

    + {{typeDegats}} +
    +
    + Portée : {{portee}} + {{perf}} +
    + +
    + Jet + {{jet}} +
    + {{#rollGreater() jet 0}} +
    + Impact : {{impact}} +
    + {{/rollGreater() jet 0}} +
    +
    \ No newline at end of file diff --git a/Oreste/orestePreview.png b/Oreste/orestePreview.png new file mode 100644 index 0000000000..d8116bd89c Binary files /dev/null and b/Oreste/orestePreview.png differ diff --git a/Oreste/sheet.json b/Oreste/sheet.json new file mode 100644 index 0000000000..97e19a03fb --- /dev/null +++ b/Oreste/sheet.json @@ -0,0 +1,17 @@ +{ + "html": "oreste.html", + "css": "oreste.css", + "authors": "Elder-Craft", + "roll20userID": "6233593", + "preview": "orestePreview.png", + "instructions": "Fiche officielle d'Oreste.", + "useroptions": [ + { + "attribute": "gm", + "displayname": "Les jets sont privés par défaut", + "type": "checkbox", + "value": "/w gm", + "description": "Défini si les jets des nouvelles fiches sont public ou privés par défaut." + } + ] +} \ No newline at end of file diff --git a/Our Last Best Hope/ourlastbesthope.html b/Our Last Best Hope/ourlastbesthope.html index 8078493b87..dd5d04bf1a 100644 --- a/Our Last Best Hope/ourlastbesthope.html +++ b/Our Last Best Hope/ourlastbesthope.html @@ -1,7 +1,7 @@

    diff --git a/Outbreak/outbreak.css b/Outbreak/outbreak.css index dba7120ea9..1d8efda6ce 100644 --- a/Outbreak/outbreak.css +++ b/Outbreak/outbreak.css @@ -532,7 +532,7 @@ input[name='attr_tab'][value='log'] ~ div.sheet-log { .sheet-rolltemplate-ou-small .sheet-speed-five .inlinerollresult.fullcrit, .sheet-rolltemplate-ou .sheet-speed-five .inlinerollresult.fullcrit { - background: url("https://raw.githubusercontent.com/clevett/roll20-character-sheets/outbreakv1/Outbreak/src/img/HuntersIcon_speed_16pxW_x16pxH.jpg") bottom; + background: url("https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Outbreak/src/img/HuntersIcon_speed_16pxW_x16pxH.jpg") bottom; background-size: 19px 19px; background-repeat: no-repeat; z-index: +1; @@ -541,7 +541,7 @@ input[name='attr_tab'][value='log'] ~ div.sheet-log { .sheet-rolltemplate-ou-small .sheet-damage-five .inlinerollresult.fullcrit, .sheet-rolltemplate-ou .sheet-damage-five .inlinerollresult.fullcrit { - background: url("https://raw.githubusercontent.com/clevett/roll20-character-sheets/outbreakv1/Outbreak/src/img/HuntersIcon_damage_16pxW_x16pxH.jpg") bottom; + background: url("https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Outbreak/src/img/HuntersIcon_damage_16pxW_x16pxH.jpg") bottom; background-size: 19px 19px; background-repeat: no-repeat; z-index: +1; @@ -550,7 +550,7 @@ input[name='attr_tab'][value='log'] ~ div.sheet-log { .sheet-rolltemplate-ou-small .sheet-deplete-five .inlinerollresult.fullcrit, .sheet-rolltemplate-ou .sheet-deplete-five .inlinerollresult.fullcrit { - background: url("https://raw.githubusercontent.com/clevett/roll20-character-sheets/outbreakv1/Outbreak/src/img/HuntersIcon_depletion_16pxW_x16pxH.jpg") bottom; + background: url("https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Outbreak/src/img/HuntersIcon_depletion_16pxW_x16pxH.jpg") bottom; background-size: 19px 19px; background-repeat: no-repeat; z-index: +1; diff --git a/Outbreak/outbreak.html b/Outbreak/outbreak.html index 1fa07b3f83..74cc6b3a1c 100644 --- a/Outbreak/outbreak.html +++ b/Outbreak/outbreak.html @@ -1,4 +1,4 @@ -

    Name

    Player

    Campaign

    S.P.E.W Attributes

    Strength

    Strength

    Perception

    Perception

    Empathy

    Empathy

    Willpower

    Willpower

    Character Resources

    Survival Points:

    Gestalt Level:

    Competance Points:

    Skills

    Basic Skills

    Trained Skills

    Expert Skills

    Specalizations

    Attr

    Bonus

    Adv

    Skill

    Roll

    Equipment

    difficulty dice
    speed dice
    damage dice
    depletion dice

    Vitality

    Injuries

    Damage Threshold

    Sb + Wb

    Bonus

    Total

    Viral

    Symptoms

    Psyche

    Wb + Eb

    Bonus

    Total

    Morale

    +=

    Coping Mechanisms

    Training Value Bonus

    Archery Gear

    Long Gun

    Bludgeoning

    Pistol

    Piercing

    Throwing

    Slashing

    Martial Arts

    Athletic Gear

    First Aid Kits

    Swimming/Diving

    Climbing Gear

    Medical Gear

    Tools

    Command App

    Recon Gear

    Value

    Firefighting

    Survival Kit

    Vehicles

    +

    Name

    Player

    Campaign

    S.P.E.W Attributes

    Strength

    Strength

    Perception

    Perception

    Empathy

    Empathy

    Willpower

    Willpower

    Character Resources

    Survival Points:

    Gestalt Level:

    Competance Points:

    Skills

    Basic Skills

    Trained Skills

    Expert Skills

    Specalizations

    Attr

    Bonus

    Adv

    Skill

    Roll

    Equipment

    difficulty dice
    speed dice
    damage dice
    depletion dice

    Vitality

    Injuries

    Damage Threshold

    Sb + Wb

    Bonus

    Total

    Viral

    Symptoms

    Psyche

    Wb + Eb

    Bonus

    Total

    Morale

    +=

    Coping Mechanisms

    Training Value Bonus

    Archery Gear

    Long Gun

    Bludgeoning

    Pistol

    Piercing

    Throwing

    Slashing

    Martial Arts

    Athletic Gear

    First Aid Kits

    Swimming/Diving

    Climbing Gear

    Medical Gear

    Tools

    Command App

    Recon Gear

    Value

    Firefighting

    Survival Kit

    Vehicles

    diff --git a/Outbreak/outbreak.pug b/Outbreak/outbreak.pug index e4fb9e27f8..186a77930f 100644 --- a/Outbreak/outbreak.pug +++ b/Outbreak/outbreak.pug @@ -1,7 +1,7 @@ //- VERSION //- ============================= -input(name='attr_version' type='hidden' value='1.01') +input(name='attr_version' type='hidden' value='1.02') //- MIXINS include src/pug/_mixins.pug diff --git a/Outbreak/src/scss/_rolltemplate.scss b/Outbreak/src/scss/_rolltemplate.scss index f1824ae10f..d0a5299423 100644 --- a/Outbreak/src/scss/_rolltemplate.scss +++ b/Outbreak/src/scss/_rolltemplate.scss @@ -104,7 +104,7 @@ } .sheet-rolltemplate-ou-small .sheet-speed-five .inlinerollresult.fullcrit, .sheet-rolltemplate-ou .sheet-speed-five .inlinerollresult.fullcrit { - background: url('https://raw.githubusercontent.com/clevett/roll20-character-sheets/outbreakv1/Outbreak/src/img/HuntersIcon_speed_16pxW_x16pxH.jpg') bottom; + background: url('https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Outbreak/src/img/HuntersIcon_speed_16pxW_x16pxH.jpg') bottom; background-size: 19px 19px; background-repeat: no-repeat; z-index: +1; @@ -113,7 +113,7 @@ } .sheet-rolltemplate-ou-small .sheet-damage-five .inlinerollresult.fullcrit, .sheet-rolltemplate-ou .sheet-damage-five .inlinerollresult.fullcrit { - background: url('https://raw.githubusercontent.com/clevett/roll20-character-sheets/outbreakv1/Outbreak/src/img/HuntersIcon_damage_16pxW_x16pxH.jpg') bottom; + background: url('https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Outbreak/src/img/HuntersIcon_damage_16pxW_x16pxH.jpg') bottom; background-size: 19px 19px; background-repeat: no-repeat; z-index: +1; @@ -122,7 +122,7 @@ } .sheet-rolltemplate-ou-small .sheet-deplete-five .inlinerollresult.fullcrit, .sheet-rolltemplate-ou .sheet-deplete-five .inlinerollresult.fullcrit { - background: url('https://raw.githubusercontent.com/clevett/roll20-character-sheets/outbreakv1/Outbreak/src/img/HuntersIcon_depletion_16pxW_x16pxH.jpg') bottom; + background: url('https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Outbreak/src/img/HuntersIcon_depletion_16pxW_x16pxH.jpg') bottom; background-size: 19px 19px; background-repeat: no-repeat; z-index: +1; diff --git a/Paladin/paladin.css b/Paladin/paladin.css index 0436452528..37fe6b6019 100644 --- a/Paladin/paladin.css +++ b/Paladin/paladin.css @@ -727,7 +727,6 @@ input:focus + .sheet-slider { .sheet-rolltemplate-rolls div.sheet-template-container div.sheet-template-header { color: #226aae; - font-weight: bold; font-size: 1.5em; border-bottom: 2px solid black; padding: 3% 2%; diff --git a/Paladin/paladin.html b/Paladin/paladin.html index d1cee53626..d02debdb41 100644 --- a/Paladin/paladin.html +++ b/Paladin/paladin.html @@ -39,8 +39,8 @@
    -Paladin: Warriors of Charlemagne Knight's Character Sheet -Paladin: Warriors of Charlemagne Woman's Character Sheet +Paladin: Warriors of Charlemagne Knight's Character Sheet +Paladin: Warriors of Charlemagne Woman's Character Sheet

    @@ -1096,8 +1096,8 @@ -

    @@ -1406,6 +1406,12 @@

    +

    + +
    +

    - - + + - - + +
    {{name}} rolls
    Flask 1
    Flask 2
    diff --git a/Pathfinder Community/translations/it.json b/Pathfinder Community/translations/it.json index cca5dece13..a602128d41 100644 --- a/Pathfinder Community/translations/it.json +++ b/Pathfinder Community/translations/it.json @@ -1,5 +1,5 @@ { - "use-header-images": "Use header images", + "use-header-images": "Usa immagine Header", "conditions-list": "bleed, blinded, cowering, dazed, dazzled, dead, deafened, disabled, drowning, dying, energy-drained, entangled, exhausted, fascinated, fatigued, flat-footed, grappled, helpless, incorporeal, invisible, nauseated, paralyzed, petrified, pinned, prone, fear-any, sickened, stable, staggered, stunned, suffocating, unconscious", "skills-list": "acrobatics, appraise, artistry, artistry-00, artistry-01, artistry-02, artistry-03, artistry-04, artistry-05, artistry-06, artistry-07, artistry-08, artistry-09, artistry-10, artistry-11, artistry-12, artistry-13, bluff, climb, craft, craft-00, craft-01, craft-02, craft-03, craft-04, craft-05, craft-06, craft-07, craft-08, craft-09, craft-10, craft-11, craft-12, craft-13, diplomacy, disable-device, disguise, escape-artist, fly, handle-animal, heal, intimidate, knowledge, knowledge-00, knowledge-01, knowledge-02, knowledge-03, knowledge-arcana, knowledge-dungeoneering, knowledge-engineering, knowledge-geography, knowledge-history, knowledge-local, knowledge-nature, knowledge-nobility, knowledge-planes, knowledge-religion, linguistics, lore, lore-00, lore-01, lore-02, lore-03, lore-04, lore-05, lore-06, lore-07, lore-08, lore-09, lore-10, lore-11, lore-12, lore-13, perception, perform, perform-00, perform-01, perform-02, perform-03, perform-04, perform-05, perform-06, perform-07, perform-08, perform-09, perform-10, perform-11, perform-12, perform-13, profession, profession-00, profession-01, profession-02, profession-03, profession-04, profession-05, profession-06, profession-07, profession-08, profession-09, profession-10, profession-11, profession-12, profession-13, ride, sense-motive, sleight-of-hand, spellcraft, stealth, survival, swim, use-magic-device, miscellaneous, miscellaneous-00, miscellaneous-01, miscellaneous-02, miscellaneous-03, miscellaneous-04, miscellaneous-05, miscellaneous-06, miscellaneous-07, miscellaneous-08, miscellaneous-09, miscellaneous-10, miscellaneous-11, miscellaneous-12, miscellaneous-13, cs-acrobatics, cs-athletics, cs-finesse, cs-influence, cs-nature, cs-perception, cs-performance, cs-religion, cs-society, cs-spellcraft, cs-stealth, cs-survival, cs-miscellaneous, cs-miscellaneous-00, cs-miscellaneous-01, cs-miscellaneous-02, cs-miscellaneous-03, cs-miscellaneous-04, cs-miscellaneous-05, cs-miscellaneous-06, cs-miscellaneous-07, cs-miscellaneous-08, cs-miscellaneous-09, cs-miscellaneous-10, cs-miscellaneous-11, cs-miscellaneous-12, cs-miscellaneous-13", "1-ordinal": "1°", @@ -47,27 +47,27 @@ "Yes": "Si", "abilities": "Capacità/Talenti", "ability": "Caratteristica", - "ability-attack-dropdowns": " Caratteristica e Attacchi in Picchiata", + "ability-attack-dropdowns": " Menù a discesa Caratteristica e Tipo Attacco", "ability-basis": "Caratteristica Base", "ability-basis-desc": "CD per Caratteristica Base: di solito CAR per abilità da Incantatore, COS per veleno o altre abilità di danno", "ability-bonus": "Bonus di Caratteristica", "ability-checks": "Prove di Caratteristica", "ability-checks-abbrv": "Caratt cntr", - "ability-checks-calculation-abbrv": "Caratt cntr calc", + "ability-checks-calculation-abbrv": "Calc prova Caratt", "ability-damage-desc": "Per ogni 2 punti di danno che ricevi da una singola abilità, applica una penalità di -1 alle abilità e statistiche relative alla Caratteristica. Se l'ammontare di danno alla Caratteristica che subisci è uguale o superiore al tuo punteggio di Caratteristica effettivo, perdi immediatamente conoscenza.", - "ability-drain-desc": "Le Abilità di Prosciugamento riducono un certo punteggio di Caratteristica. Modifica tutte le abilità e i valori legati a quella Caratteristica. Questo potrebbe causare la perdita di punti abilità, punti ferita e altri bonus.", + "ability-drain-desc": "Il risucchio di caratteristica riduce il punteggio di caratteristica attuale. Modificate tutte le Abilità e le statistiche relative a quella caratteristica. Ciò potrebbe comportare una perdita di gradi d'Abilità, Punti Ferita ed altri bonus.", "ability-list-default-values": "Valori Base di Caratteristica", "ability-lists-flags": "Lista flags di Caratteristica", "ability-macros-current": "Macro di Caratteristica alla presente", - "ability-menus": "Menù delle Caratteristiche", - "ability-name": "Nome della Caratteristica", + "ability-menus": "Menù Caratteristiche", + "ability-name": "Nome Caratteristica", "ability-penalty-desc": "Le penalità funzionano proprio come danni alle Caratteristiche, ma non possono farti perdere conoscenza o ucciderti. Le penalità non possono ridurre il tuo punteggio Caratteristica a meno di 1.", - "ability-roll-template": "Modello Caratteristica di lancio", + "ability-roll-template": "Template Prova di Caratteristica", "ability-score": "Punteggio Caratteristiche", "ability-scores": "Punteggi Caratteristiche", - "ability-skill-checks": "Caratteristica & Prove d'Abilità", - "ability-tracking": "Abilità di Puntamento", - "ability-type": "Tipo di Abilità", + "ability-skill-checks": "Caratteristica & Prove d'Abilità", + "ability-tracking": "Tracciamento Caratteristica", + "ability-type": "Tipo di Caratteristica", "ability-type-title": "Scegli il tipo di abilità se applicabile. Str(Straordinaria), Mag(Capacità Magica), o Sop(Soprannaturale).", "above-head": "Sopra la testa", "accessibility": "Accessibilità", @@ -77,12 +77,12 @@ "add": "Aggiungi", "add-class-levels": "Aggiungi livello di Classe", "add-custom-column": "Aggiungi Colonna Personalizzata", - "add-hit-dice": "Aggiungi Razza/Mostro/PF", + "add-hit-dice": "Aggiungi DV Razza/Mostro", "add-note-to-roll": "Aggiungi nota al tiro", "add-note-to-roll-desc": "Per aggiungere note sotto ad un tiro, seleziona il tipo di tiro. Usa per aggiungere modifiche al danno o simili.", "add-skill-bonus-macro": "Aggiungi Macro di bonus all'abilità?", - "add-template": "Aggiorna veloce il personaggio con il modello", - "additional-attack-macro-query-included-with-crits": "Macro di attacco aggiuntivo (critici inclusi)", + "add-template": "Aggiorna rapidamente il personaggio con il modello", + "additional-attack-macro-query-included-with-crits": "Macro/Query di attacco aggiuntivo (critici inclusi)", "additional-damage": "Danno aggiuntivo", "additional-damage-macro-query-included-with-crits": "Macro di danno aggiuntivo (critici inclusi)", "additional-damage-title": "Aggiungi precisione o danno critico aggiuntivo", @@ -91,8 +91,8 @@ "advanced": "Avanzato", "advanced-class-guide": "Guida delle Classi Avanzate", "adventure": "Avventura", - "adventure-skills": "Tratti d'avventura", - "adventuring-gear-tool": "Kit d'avventura o attrezzi", + "adventure-skills": "Abilità d'Avventura", + "adventuring-gear-tool": "Oggetti d'avventura o attrezzi", "age": "Età", "alchemical": "Alchemico", "alignment": "Allineamento", @@ -101,36 +101,36 @@ "all": "Tutti", "all-abilities": "Tutte le capacità", "all-attacks": "Tutti gli attacchi", - "all-attacks-insert-macro-attack": "Inserisci macro di Attacco Globale:", - "all-attacks-insert-macro-cmb": "Inserisci macro di BMC:", + "all-attacks-insert-macro-attack": "Aggiungi macro Attacco:", + "all-attacks-insert-macro-cmb": "Aggiungi macro BMC:", "all-attacks-insert-macro-cmb-damage": "Inserisci macro di danno del BMC:", - "all-attacks-insert-macro-damage": "Inserisci macro di Danno Globale:", - "all-attacks-insert-macro-melee": "Inserisci macro di Attacco Ravvicinato:", - "all-attacks-insert-macro-melee-damage": "Inserisci macro di Danno Ravvicinato:", - "all-attacks-insert-macro-ranged": "Inserisci macro di Attacco a Distanza:", - "all-attacks-insert-macro-ranged-damage": "Inserisci macro di Danno a Distanza:", + "all-attacks-insert-macro-damage": "Aggiungi macro Danni:", + "all-attacks-insert-macro-melee": "Aggiungi macro Attacco Mischia:", + "all-attacks-insert-macro-melee-damage": "Aggiungi macro Danno Mischia:", + "all-attacks-insert-macro-ranged": "Aggiungi macro Attacco Distanza:", + "all-attacks-insert-macro-ranged-damage": "Aggiungi macro Danno Distanza:", "all-attacks-macro-insert-section": "Tutte le macro di Attacco", "all-checks": "Tutti le prove", "all-checks-calc": "Calcolo di tutti le prove", "all-features-desc": "L'elenco contiene Abilità Speciali, Qualità Speciali, Tratti, ecc", "all-other-desc": "Vario contiene qualsiasi cosa non contenuta in un'altra etichetta", - "all-saves": "Tutti i Tiri Salvezza", + "all-saves": "Tutti i TS", "all-saves-macro": "Tutte le macro dei Tiri Salvezza", "all-saves-macro-title": "@{all_saves-macro} | Influenza solo l'opzione ", "all-skills": "Tutte le Abilità", - "alternate-ability-cmb-desc": "Abilità di Manovra in Combattimento alternativa", - "alternate-ability-melee-desc": "Abilità di Attacco Ravvicinato alternativa", - "alternate-ability-ranged-desc": "Abilità di Attacco a Distanza alternativa", + "alternate-ability-cmb-desc": "Caratteristica di Manovra in Combattimento alternativa", + "alternate-ability-melee-desc": "Caratteristica di Attacco in Mischia alternativa", + "alternate-ability-ranged-desc": "Caratteristica di Attacco a Distanza alternativa", "alternate-favored-class": "Contatore di punti per la Classe Preferita alternativa", "alternate-favored-class-abbrv": "Opz Class Pref", "always-show-domain-spells": "Mostra sempre gli incantesimi contrassegnati con 'dominio' nel Libro degli Incantesimi", "ammo": "Munizioni", - "ammunition": "Cartucce", + "ammunition": "Munizioni", "announcements": "Annunci:", "announcements-old": "Vecchi Annunci:", "apply-font-chatrolls": "Applica il font ai tiri in chat", "appraise": "Valutare", - "arcana": "Arcana", + "arcana": "Arcani", "arial": "Arial", "arial-default": "•Arial", "armor": "Armatura", @@ -191,16 +191,16 @@ "attack-notes": "Note d'Attacco", "attack-notes-place": "Aggiungi note riguardo bonus agli attacchi riguardanti il contesto qui.", "attack-penalty": "Penalità d'Attacco", - "attack-roll-template": "Modulo dei Tiri per Colpire", - "attack-type": "Tipo d'Attacco", + "attack-roll-template": "Template dei Tiri per Colpire", + "attack-type": "Tipo Att.", "attack-type-abbrv": "Tipo ATT", "attacks": "Attacchi", - "attacks-dmg-migrated": "Moltiplicatore di Danno Migrato", + "attacks-dmg-migrated": "Moltiplicatore di Danno", "attacks-dmg-migrated-title": "Moltiplicatore di Danno Migrato da Attacco Ripetuto. Non è possibile migrare nuovamente.", "attacks-macros-migrated": "Macro d'Attacco v.5", "attacks-macros2-migrated": "Macro d'Attacco v.6", "attacks-macros64-migrated": "Macro d'Attacco v.64", - "attacks-migrated-title": "Macro di Attacco Ripetuto Migrato. Se il lancio di un attacco non appare corretto, cancellare la macro e cliccare su un altro campo; il sistema resetterà la macro al valore predefinito. Ripeti per macro d'attacco con ripetizione.", + "attacks-migrated-title": "Macro di Attacco Ripetuto Migrato. Se il lancio di un attacco non appare corretto, cancellare la macro e cliccare su un altro campo, il sistema resetterà la macro al valore predefinito per le macro di attacchi iterativi.", "atwill": "A comando", "aura": "Aura", "automatically-calculate-hit-points-abbrv": "Calcolo automatico PF", @@ -232,14 +232,14 @@ "blast-damage-modifier-abbrv": "Mod Danno Ond", "bleed": "Sanguinante", "blinded": "Accecato", - "block-roll-template": "Block Text Roll Template ", + "block-roll-template": "Template Blocco di Testo ", "bludgeoning": "Randellando", "blue": "Blu", "bluff": "Raggirare", "body": "Corpo", "bonus": "Bonus", "bonus-or-penalty": "Bonus o Penalità da applicare", - "bonus-points": "Bonus all'abilità", + "bonus-points": "Bonus Caratteristica", "bonus-power-points-abbrv": "PP Bonus", "bonus-spells": "Bonus all'incantesimo", "bonus-type": "Tipo di Bonus", @@ -273,7 +273,7 @@ "buff-charisma-based-skills-title": "Bonus alle abilità basate su CARISMA", "buff-charisma-penalty-title": "Penalità al Carisma. Per ogni 2 punti di danno che subisci, applica una penalità di -1 ad abilità e statistiche.", "buff-charisma-title": "Bonus al punteggio di CARISMA", - "buff-cmd-title": "Bonus alla Difesa da Manovre in Combattimento", + "buff-cmd-title": "Solo Bonus alla DMC", "buff-combat-maneuver-bonus-title": "Bonus alle Manovre in Combattimento", "buff-combat-maneuver-bonus2-title": "Bonus agli attacchi basati sulla BMC soltanto", "buff-consecrate": "Consacra (se Non Morto)", @@ -285,7 +285,7 @@ "buff-crushing-despair": "Disperazione Opprimente", "buff-curse": "Scagliare Maledizione", "buff-curse-note": "Scegli se: infliggere un -6 ad una Caratteristica / un -4 ai Tiri per Colpire, Tiri Salvezza, prove d'Abilità e di Caratteristica / imporre al bersaglio di avere un 50% di possibilità di non compiere alcuna azione ad ogni turno.", - "buff-damage-melee-title": "Bonus ai danni ravvicinati", + "buff-damage-melee-title": "Bonus ai danni in mischia", "buff-damage-ranged-title": "Bonus ai danni a distanza", "buff-damage-title": "Bonus a tutti i tipi di danno.", "buff-death-knell": "Rintocco di Morte", @@ -324,8 +324,8 @@ "buff-mage-armor": "Armatura Magica", "buff-magearmor-note": "fatta di pura forza, le creature incorporee non possono attraversarla come fanno con le armature normali.", "buff-magic-vestment": "Veste Magica", - "buff-melee-title": "Bonus a tutti i Tiri per Colpire con attacchi ravvicinati.", - "buff-melee2-title": "Bonus agli attacchi ravvicinati soltanto", + "buff-melee-title": "Bonus a tutti i TxC in mischia", + "buff-melee2-title": "Bonus solo ai \"TxC in mischia Alt\"", "buff-natural-title": "Bonus al naturale", "buff-notes": "Note di Potenziamento", "buff-prayer": "Giocatore", @@ -372,7 +372,7 @@ "buffs-migrated": "Potenziamenti spostati", "buffs-migrated-title": "Da Potenziamenti spostati alla sezione dei Potenziamenti ripetuti. Non può essere spostato nuovamente.", "buffs-set": "Imposta Potenziamenti", - "buffs-showsect-cmd": "Clicca per espandere l'area legata ai potenziamenti.", + "buffs-showsect-cmd": "Clicca per espandere l'area di modifica dei potenziamenti.", "burn": "Bruciare", "burrow-speed": "Scavare", "buttons": "Pulsanti", @@ -461,7 +461,7 @@ "class-and-level": "Classe/i e livelli", "class-bonus": "Bonus di Classe", "class-features": "Privilegi di Classe", - "class-hd": "PF di Classe", + "class-hd": "DV di Classe", "class-hit-points": "punti ferita di Classe", "class-hit-points-abbrv": "PF Class", "class-information": "Informazioni di Classe", @@ -479,7 +479,7 @@ "cleanup-old-attributes": "Pulizia vecchi attributi", "cleanup-old-spell-lists": "Pulizia vecchia lista incantesimi", "climb": "Scalare", - "close": "Chiudere", + "close": "Vicino", "column-cmd": "Dividi in due colonne", "combat-effects-migrated": "Effetti in combattimento migrati", "combat-effects-migrated-title": "Effetti di attacco e danno spostati a Potenziamenti. Non possono essere spostati nuovamente.", @@ -549,8 +549,8 @@ "condition-grappled-invisible-note": "Se una creatura in Lotta diventa invisibile attraverso un incantesimo o un'altra abilità, ottiene un bonus di Circostanza +2 alla sua DMC per sfuggire alla presa.", "condition-grappled-spell-note": "Un personaggio che tenta di lanciare un incantesimo o una capacità magica deve superare una prova di Concentrazione (CD 10 + BMC della creatura con cui è in lotta + livello dell'incantesimo), altrimenti fallisce.", "condition-grappled-title": "Penalità di -2 a tutti i Tiri per Colpire e una penalità di -4 alla DESTREZZA.", - "condition-helpless-note": "Gli attacchi ravvicinati contro un bersaglio Indifeso ottengono un bonus di +4.", - "condition-helpless-title": "Impostare la DESTREZZA a 0(modificatore di -5 alla DES)", + "condition-helpless-note": "Gli attacchi In Mischia contro un bersaglio Indifeso ottengono un bonus di +4.", + "condition-helpless-title": "Imposta DESTREZZA a 0 (-5 al mod DES), attacchi in mischia contro bersaglio indifeso ottengono bonus +4", "condition-incorporeal-title": "Una creatura con la condizione Incorporea non ha un corpo fisico. Le creature Incorporee sono immuni a qualsiasi tipo di attacco non magico. Subiscono inoltre la metà del danno (50%) da armi magiche, incantesimi, capacità magiche e capacità soprannaturali. Subiscono, tuttavia, danno pieno da altri soggetti ed effetti Incorporei, così come tutti gli effetti di Forza.", "condition-invisible-title": "Bonus di +2 ai Tiri per Colpire", "condition-lose-dexterity-abbrv": "Perd DES", @@ -562,8 +562,8 @@ "condition-petrified-title": "Un personaggio Pietrificato è stato trasformato in pietra ed è Privo di Sensi.", "condition-pinned-spell-note": "Una creatura Immobilizzata può compiere azioni verbali o mentali ma non può lanciare alcun incantesimo che possieda una componente somatica o materiale.", "condition-pinned-title": "Penalità addizionale di -4 alla Classe Armatura.", - "condition-prone-note": "Bonus alla Classe Armatura di +4 contro gli attacchi a distanza, penalità di -4 alla CA contro gli attacchi ravvicinati.", - "condition-prone-title": "Penalità di -4 ai Tiri per Colpire con attacchi ravvicinati.", + "condition-prone-note": "Bonus alla Classe Armatura di +4 contro gli attacchi a distanza, penalità di -4 alla CA contro gli attacchi in mischia.", + "condition-prone-title": "-4 di penalità ai TxC in mischia, guadagna un bonus di +4 alla CA contro gli attacchi a distanza, ma subisce una penalità di -4 a CA contro gli attacchi in mischia", "condition-sickened-title": "Penalità di -2 a tutti i Tiri per Colpire, ai danni delle armi, ai Tiri Salvezza, alle prove di Abilità e alle prove di Caratteristica.", "condition-stable-title": "Il personaggio non è più Morente ma è Privo di Sensi.", "condition-staggered-title": "Un personaggio Barcollante può effettuare una singola azione di movimento o una standard ad ogni round (ma non entrambe, e non può effettuare azioni di round completo). Una creatura barcollante può sempre compiere azioni gratuite, veloci o immediate. Una creatura i cui danni non letali eguagliano i Punti Ferita attuali ottiene la condizione Barcollante.", @@ -573,18 +573,18 @@ "conditions": "Condizioni", "conditions-set": "Imposta Condizioni", "conditions-showsect-cmd": "Clicca per espandere l'area di modifica delle Condizioni.", - "config-header-image-info": "Header images are iconic images that appear in the header of roll templates. All macros on the sheet include {{header_image=image attriubute}}. Each roll template has a specific image attribute that works with the options below. i.e. The Spells roll template would use {{header_image=@{header_image-pf_spell}}} Attack images can be set from within each weapon's \"Options\" section. Hover over the template names below to learn the specific image attributes. You can substitute images for any roll template by using the URL column below or using the syntax {{header_image=[name](url)}}", - "config-roll-template-info1": "Roll templates use a combination of predetermined HTML, CSS, and macro-text to format the output of macros Roll templates included in the Pathfinder sheet: pf_spell, pf_attack, pf_defense, pf_generic, and pf_block", - "config-roll-template-info2": "Macro roll template syntax: &{template:roll template name} {{key=value}}", - "config-roll-template-info3": "Below is a list of each roll template along with it's defined properties(keys). Keys can only be used once within a macro. A key that is not defined may still be included in the macro and will be displayed on a new row as determined by the roll template. i.e. {{foo=foo}} Property values may consist of text, attributes, in-line rolls, images, hyperlinks, etc., or any combination of such values.", - "config-roll-template-info4": "Each has a @{toggle_accessible_flag} , this makes the following string appear or not: {{accessible=true}}. If accessible is set, then an alternate rolltemplate is used that does not uses divs or tables but only labels and spans, which some users may find easier to use. This can also be set globally by checking \"use simple templates\"", - "config-roll-template-info5": "Use this syntax to customize output of rolls in the 'macro - text' fields found on the sheet", - "config-roll-template-pf_ability": "Ability Roll Template (pf_ability)
    Used for all Abilities(Class Features, Feats, Traits, etc.). 2 column format except for the \"description\" property.", - "config-roll-template-pf_attack": "Attack Roll Template (pf_attack)
    Used for attacks. 2 column format except for the \"description\" property. (note: @{macro_options} is used by the sheet to enable the toggling of notes related to attacks and contains the properties for @{melee_notes}, @{ranged_notes}, @{cmb_notes}, and @{attack_notes}.)\n\t\t\t\t\t\t\t", - "config-roll-template-pf_block": "Block Text Roll Template (pf_block)
    Used for Class Abilities, Feats, Inventory, Racial Traits, Traits. Key/Property names are not shown in this template. Best for long blocks of text.\n\t\t\t\t\t\t\t", - "config-roll-template-pf_defense": "Defense Roll Template (pf_defense)
    Used for Saving Throws. (note: @{macro_options} is used by the sheet to enable the toggling of notes related to defense and contains the properties for @{dr_notes}, @{resistances_notes}, @{immunities_notes}, @{weaknesses_notes}, @{sr_notes}, @{armor_notes}, @{save_notes}, @{cmd_notes}, and @{defense-notes}.)\n\t\t\t\t\t\t\t", - "config-roll-template-pf_generic": "Generic Roll Template (pf_generic)
    Used for Ability checks, Initiative, Spell Failure Check, Skill Checks, Concentration Check, Caster Level Check. 2 column format, except for righttext_X(1-10), lefttext_X(1-10), and the description keys.\n\t\t\t\t\t\t\t", - "config-roll-template-pf_spell": "Spell Roll Template (pf_spell)
    Used for all spell-based sheet rolls. Primarily formatted to emulate a typical spell stat-block. (note: @{spell_options} is used by the sheet to enable the toggling of spell attributes and contains ALL pf_spell specific properties.)\n\t\t\t\t\t\t\t", + "config-header-image-info": "Le immagini di testata sono icone che appaiono nella testata di ogni Template. Tutte le macro nella scheda includono {{header_image=image attribute}}. Ogni template ha un attributo immagine specifico che funziona con le opzioni sottostanti. Per es. il Template di lancio Incantesimi userà {{header_image=@{header_image-pf_spell}}} L'immagine per l'attacco può essere settato all'interno di ogni sezione \"Opzioni\" dell'arma. Posiziona il puntatore del mouse sopra il nome del template qui sotto per conoscere l'attributo immagine specifico. Puoi sostituire le immagini per ogni template di tiro usando la colonna URL sottostante o usando la sintassi \n {{header_image=[name](url)}}", + "config-roll-template-info1": "I Template di tiro usano una combinazione di HTML, CSS e macro-text per formattare l'output mostrato in chat quando si effettua un lancio dalla scheda di Pathfinder: pf_spell, pf_attack, pf_defense, pf_generic, and pf_block", + "config-roll-template-info2": "Sintassi template nelle Macro: &{template:nome template} {{chiave=valore}}", + "config-roll-template-info3": "Sotto trovi la lista di ogni template di tiro con le rispettive proprietà (chiavi). Le chiavi posso essere usate solo una volta in ogni macro. Una chiave che non è stata definita può ancora essere inclusa nella macro e sarà visualizzata in una nuova riga come determinato dal template. I valori possono consistere in testo, attributi, tiri di dado, immagini, hyperlinks, etc o qualsiasi loro combinazione.\n\nBelow is a list of each roll template along with it's defined properties(keys). Keys can only be used once within a macro. A key that is not defined may still be included in the macro and will be displayed on a new row as determined by the roll template. i.e. {{foo=foo}} Property values may consist of text, attributes, in-line rolls, images, hyperlinks, etc., or any combination of such values.", + "config-roll-template-info4": "Ognuno ha un @{toggle_accessible_flag} , che consente alla stringa seguente di comparire o meno: {{accessible=true}}. Se è impostata l'opzione di accessibilità, allora verrà usato un template di tiro alternativo che non farà uso di \"divs\" or \"tables\" ma solo di \"labels\" e \"spans\", che alcuni utenti potrebbero considerare più semplici da usare. E' possibile attivare tutto ciò anche globalmente con l'opzione \"Utilizza Template Semplici\".", + "config-roll-template-info5": "Usa questa sintassi per personalizzare l'output dei lanci in chat nei campi "macro-text" che trovi nella scheda.", + "config-roll-template-pf_ability": "Template Prove Capacità (pf_ability)
    Usato per tutte le prove di Capacità (Privilegi di Classe, Talenti, Tratti, etc.). Formato a 2 colonne eccetto per la proprietà \"description\".", + "config-roll-template-pf_attack": "Template Tiro per Colpire(pf_attack)
    Utilizzato per il formato di attacco a 2 colonne eccetto per la proprietà \"descrizione\" (nota: @{macro_options} viene utilizzato dalla scheda per abilitare/disattivare le note relative agli attacchi e contiene le proprietà per @{melee_notes}, @{ranged_notes}, @{cmb_notes}, e @{attack_notes})\n\t\t\t\t\t\t\t", + "config-roll-template-pf_block": "Template Blocco di Testo (pf_block)
    Usato principalmente per gli oggetti dell'Inventario. I nomi di chiavi e proprietà non vengono mostrati. Ideale per lunghi blocchi di testo.", + "config-roll-template-pf_defense": "Template Difese (pf_defense)
    Usato per Tiri Salvezza (nota: @{macro_options} è usato dalla scheda per gestire la visualizzazione delle note relative alle difese e contiene le proprietà per @{dr_notes}, @{resistances_notes}, @{immunities_notes}, @{weaknesses_notes}, @{sr_notes}, @{armor_notes}, @{save_notes}, @{cmd_notes}, and @{defense-notes})", + "config-roll-template-pf_generic": "Template di tiro Generico (pf_generic)
    Usato per Prove caratteristica, Iniziativa, Prova Fallimento Incantesimi, Prove Abilità, prove Concentrazione, Prove livello Incantatore. Formato a 2 colonne, eccetto per righttext_X(1-10), lefttext_X(1-10), e la chiave description.", + "config-roll-template-pf_spell": "Template Lancio Incantesimi(pf_spell)
    Usato per tutti i lanci di incantesimi e capacità magiche principalmente formattato per emulare un blocco statistiche tipico per un incantesimo (note: @{spell_options} è usato dalla scheda per gestire la visualizzazione o meno degli attributi dell'incantesimo e contiene TUTTE le proprietà di pf_spell)\n\t\t\t\t\t\t\t", "config-update-spell-macros-info1": "This is a mapping of old spell ids to new spell ids for use in upgrading macros.", "config-update-spell-macros-info2": "\n\t\t\t\t\t\tClick Modify for each spell level and delete all the old spell lists to eliminate old redundant attributes and possibly speed up your sheet.\n\t\t\t\t\t\tOnce you delete the below you will not be able to re-migrate the spells.\n\t\t\t\t\t", "configuration": "Configurazione", @@ -619,7 +619,7 @@ "content": "Contenuto", "copper-pieces": "Monete di Rame", "copper-pieces-abbrv": " MR", - "copperplate": "Copperplate", + "copperplate": "Piastra di rame", "copy-duplicate-attrs": "Copia campi duplicati", "core": "Principale", "core-rules": "Opzioni Principale", @@ -668,17 +668,17 @@ "custom-url": "URL personalizzato", "custom-url-title": "Includi un'immagine Header usando un URL.", "cyan": "Ciano", - "d-hit-die": "d(hitdie)", + "d-hit-die": "D.vita", "damage": "Danno", "damage-abbrv": "Dann", - "damage-ability": "Danno di Car", - "damage-blade-abbrv": "Danno Ravvicinato", - "damage-calculation-abbrv": "Calc Dann Ravv", + "damage-ability": "Bonus di Car", + "damage-blade-abbrv": "Danno in Mischia", + "damage-calculation-abbrv": "Calc Dann Misch", "damage-dice-affected-by-size": "Danno di dado influenzato da cambi di taglia", "damage-macro": "Macro di Danno", "damage-macro-desc": "Macro di danno, bisogna usare le parentesi", - "damage-melee-abbrv": "Danno Ravv", - "damage-melee-calculation-abbrv": "Calc Dann Ravv", + "damage-melee-abbrv": "Danno Mischia", + "damage-melee-calculation-abbrv": "Calc Dann Misch", "damage-modifier-abbrv": "Mod Dann", "damage-modifiers": "Modificatori del danno", "damage-multiplier-place": "1.5 ecc", @@ -691,7 +691,7 @@ "damage-type": "Tipo di danno", "damage-type-abbrv": "Tip Dann", "damage-type-or-description": "Tipo di danno / Descrizione", - "damage-type-title": "Pierce Blunt Slash other", + "damage-type-title": "Penetrante, Contundente, Tagliente, Altro", "dark-azure": "Azzurro Scuro", "dark-blue": "Blu Scuro", "dark-brown": "Marrone Scuro", @@ -703,7 +703,7 @@ "dark-pink": "Rosa Scuro", "dark-purple": "Viola Scuro", "dark-red": "Rosso Scuro", - "dark-teal": "Dark teal", + "dark-teal": "Verde acqua Scuro", "dark-violet": "Violetto Scuro", "dark-yellow": "Giallo Scuro", "dazed": " Frastornato", @@ -718,7 +718,7 @@ "defense-notes": " Note di Difesa", "defense-notes-place": "Metti qui le note relative ai bonus di Difesa legati al contesto.", "defense-options": "Opzioni di Difesa", - "defense-roll-template": "Modulo di Difesa", + "defense-roll-template": "Template Difese", "defense-statistics": "Statistiche di Difesa", "defense-statistics-abbrv": "Stat Dif", "defense-values-grid": "Valori di Difesa", @@ -793,15 +793,15 @@ "disabled-only": "Disattivato", "disabled-title": "Non si è Privi di Sensi finché i PF non scendono sotto questo valore.", "disguise": "Camuffare", - "display-advanced-macros": "Mostra i campi delle macro di tiro avanzati", + "display-advanced-macros": "Mostra i campi delle macro aggiuntive", "display-advanced-macros-title": "Mostra i campi avanzati da aggiungere ai tiri. Questi andranno aggiunti a quasiasi tiro fatto con un d20. Ognuno richiede uno '0' di base e [[]] attorno ai tiri", "display-advanced-options": "Mostra i campi dell'utente", "display-advanced-options-title": "Mostra campi extra per modifiche avanzate'", - "display-both-whispers": "Mostra il pannello dei tiri sia per i Mostri che per gli NPC", - "display-both-whispers-title": "Mostra in cima alla pagina i pulsanti relativi agli NPC e ai Personaggi Giocanti", + "display-both-whispers": "Mostra il menu dei tiri sia per i Mostri che per i PNG", + "display-both-whispers-title": "Mostra in cima alla pagina i pulsanti relativi ai PG e ai PNG", "display-cmb-2": "Mostra i tipi di attacco legati al BMC", "display-macro-text": "Mostra i Moduli di Tiro da modificare", - "display-macro-text-title": "Mostra le macro per i Moduli di Tiro da modificare", + "display-macro-text-title": "Mostra i campi macro per personalizzare i tiri nei modelli.", "display-ranged-2": "Mostra i tipi di Attacchi a Distanza", "display-settings-config": "Mostra le Impostazioni e la pagina di Configurazione", "display-spells-known": "Clicca qui per mostrare la colonna con gli Incantesimi conosciuti", @@ -819,11 +819,11 @@ "double-strength-abbrv": "FOR x2", "double-wisdom-abbrv": "SAG x2", "drag-push": "Trascinare & Lasciare", - "drain": "Prosciugamento", + "drain": "Risucchio", "drowning": " Annegamento", "dual-wield": "Brandire due armi", "dual-wield-beta": "Brandire due armi (BETA)", - "dual-wield-instructions": "Per settare il combattimento con due armi, copia e incolla Row ID For Macros dell'arma principale e dell'arma secondaria (si trova in IDs) nei campi sottostanti. Imposta le penalità legate all'arma principale e secondaria. Indica, inoltre, se il Personaggio possiede Combattere con due armi migliorato e premi Crea a sinistra.
    Se tutto è stato eseguito correttamente, dovrebbe apparire una nuova riga di attacco e i due precedenti campi 'ID' dovrebbero essere in bianco. Se è presente un errore o l'ID degli attacchi non è stato trovato, il campo non verrà liberato.
    Quando le penalità cambiano o quando si ottiene Combattere con due armi migliorato, aggiungilo qui e clicca Aggiorna per aggiornare i campi relativi al combattimento con due armi.
    Puoi aggiornare solo il Nome o il nome ripetuto, tutto il resto verrà sovrascritto. Note: DO NOT TOUCH THE ATTACK DROPDOWN ", + "dual-wield-instructions": "Per settare il combattimento con due armi, copia e incolla l'ID Riga per Macro dell'arma principale e dell'arma secondaria (si trova in ID della riga di attacco) nei campi sottostanti. Imposta le penalità legate all'arma principale e secondaria e premi Crea Attacco.
    Quando le penalità cambiano, modifica i campi sottostanti e clicca Aggiorna.", "dungeoneering": "Dungeon", "duration": "Durata", "during-combat": "Durante il combattimento", @@ -916,7 +916,7 @@ "fascinated": "Affascinato", "fatigued": "Affaticato", "fatigued-conditions": "Condizioni Affaticato", - "favored-class": "Indica la Classe/i Preferita/e", + "favored-class": "Classe/i Preferita/e", "favored-class-abbrv": "CP:", "favored-class-hit-points-abbrv": "PF CP", "favored-class-hit-points-title": "PF della Classe Preferita", @@ -931,27 +931,27 @@ "feats-by-level": "Talento per Livello", "feats-calculation": "Calcoli Talento", "feature-list-default-values": "Valori predefiniti dei Privilegi", - "feature-macros-v1": "Orig feature macros to v1", + "feature-macros-v1": "Funz. macro a v1", "features": "Privilegi", "feet": "Piedi", - "feet-abbrv": "m.", - "fiendish": "Fiendish", + "feet-abbrv": "ft", + "fiendish": "Demoniaco", "finesse": "Finezza", "flat-footed": "Impreparato", "flat-footed-abbrv": "CA Impreprarato", "flat-footed-armor-class": "Classe Armatura da Impreparato", "flat-footed-armor-class-abbrv": "Impreparato", - "flat-footed-combat-maneuver-defense-abbrv": "BMC Impreparato", - "flat-footed-only-calculation-abbrv": "Flat-foot only calc", + "flat-footed-combat-maneuver-defense-abbrv": "DMC Imprep.", + "flat-footed-only-calculation-abbrv": "Calc. solo Imprep. ", "flat-footed-touch-abbrv": "Impreparato Contatto", "fly": "Volare", "font": "Font", "font-background": "Font / Sfondo", "footer-aria": "Link d'aiuto ed altre informazioni", "footer-info": "Created by Samuel Marino w/contributions by Vince, Chris Buchholz, Magik, James W. | Last updated:", - "footnote-a": "⒜ Valutato al momento della modifica, si deve valutare al numero. Niente Interrogazioni (o Queries). Espressioni estese permesse.", - "footnote-b": "⒝ Valutato al momento del tiro in chat. Interrogazioni (o Queries) permesse. Bisogna mettere le [[parentesi]] attorno ai tiri.", - "footnote-c": "⒞ Valutato al momento del tiro in chat. Interrogazioni (o Queries) permesse. Si deve valutare al numero. Non sono necessarie [[parentesi]].", + "footnote-a": "⒜ Valutato al momento della modifica. Deve rappresentare un numero. Niente query o tiri di dado. Espressioni estese permesse. È necessario utilizzare il numero ID per fare riferimento al valore di riga. Può riferirsi solo a espressioni di tipo ⒜ o attributi numerici.", + "footnote-b": "⒝ Valutato al momento del tiro in chat. Query o tiri di dado permessi. Bisogna mettere le [[parentesi]] attorno ai tiri. Può riferirsi a espressioni di tipo ⒜,⒝,⒞.", + "footnote-c": "⒞ Valutato al momento del tiro in chat. Deve rappresentare un numero. Query e tiri di dado permessi. Interrogazioni (o Queries) permesse. Le [[parentesi]] vengono applicate in automatico attorno all'espressione. Può riferirsi a espressioni ⒜, ⒞ o numeri di attributo (o espressioni ⒝ se restituiscono un numero).", "footnote-d": "⒟ Inviato per rollare il modello.", "footnotes-aria": "Note informative", "fortitude": "Tempra", @@ -962,7 +962,7 @@ "frequency": "Frequenza", "frequency-abbrv": "Freq", "frequency-title": "Ogni quanto questa abilità è disponibile.", - "full-caster-level-abbrv": "Lvl/PF", + "full-caster-level-abbrv": "Lvl/DV", "full-macro": "Macro Completa:", "full-macro-place": "Macro", "gear": "Attrezzatura", @@ -971,7 +971,7 @@ "gear-tool": "Attrezzatura o Attrezzi", "gear-used-place": "Attrezzatura impiegata in combattimento", "gender": "Sesso", - "generic-roll-template": "Modulo di Tiro generico", + "generic-roll-template": "Template Generico", "geography": "Geografia", "giant": "Gigante", "global": "Globale", @@ -980,14 +980,14 @@ "gold-pieces-abbrv": " MO", "graphpaper": "Millimetrato", "grappled": "In Lotta", - "grazed": " Grazed ", + "grazed": "Escoriato", "grazed-title": "Penalità di -1 a tutti i Tiri per Colpire, Tiri Salvezza, Prove d'Abilità e di Caratteristica, così come alla CA e al Livello Incantatore", "green": "Verde", "grey": "Grigio", - "gritty-title": "All wound penalties are doubled.", + "gritty-title": "Tutte le penalità per ferimento sono raddoppiate.", "group": "Gruppo", - "group-by-school": "Gruppo per scuola", - "group-by-school-desc": "Gruppo di Incantesimi per scuola nel menù degli Incantesimi", + "group-by-school": "Raggruppa per scuola", + "group-by-school-desc": "Raggruppa gli Incantesimi per scuola nel menù degli Incantesimi", "group-name": "Gruppo per nome per pulsanti di attacco", "hair": "Capelli", "hair-details": "Dettagli dei capelli", @@ -1002,15 +1002,15 @@ "half-wisdom-abbrv": "1/2 SAG", "handle-animal": "Addestrare Animali", "hands": "Mano", - "hardness-abbrv": "Difficile", - "hd-not-bab": "Usa il Livello/PF per la DMC invece che per il BAB", - "hd-not-bab-title": "Se selezionato, usa i PF totali per il BAB invece che per la DMC", + "hardness-abbrv": "Durezza", + "hd-not-bab": "Usa il Livello/DV per la DMC invece che del BAB", + "hd-not-bab-title": "Se selezionato usa i DV totali per la DMC anzichè il BAB", "head": "Testa", "headband": "Capelli", - "header-image": "Header Image", + "header-image": "Immagine d'intestazione", "header-image-default": "Includi l'immagine header predefinita.", "header-image-none": "Non includere l'immagine header.", - "heading-border-colors": "Heading background and outlines:", + "heading-border-colors": "Colore intestazione e contorno", "heal": "Guarire", "heal-conditions": "Condizioni di guarigione", "health-and-wounds": "Ferite e Salute", @@ -1021,14 +1021,14 @@ "help-translate": "Aiuto per tradurre:", "helpless": "Inerme", "hero-points": "Punti eroe", - "hex": "Hex", + "hex": "Fattura", "hexfreq": "24 ore per bersaglio", "highest-mental-ability": "Abilità mentale più alta", "history": "Storia", - "hit-dice-abbrv": "# PF", + "hit-dice-abbrv": "# DV", "hit-dice-desc": "Numeri di Dadi Vita da lanciare", - "hit-die": "Hit Die", - "hit-die-abbrv": "HDie", + "hit-die": "Dado Vita", + "hit-die-abbrv": "DV", "hit-die-desc": "Numero di lati del Dado Vita", "hit-point-adjustment-2-abbrv": "PF corr2", "hit-point-misc-migrated": "Campi vari PF", @@ -1038,7 +1038,7 @@ "hit-points-adjustment-1-abbrv": "PF corr1", "hit-points-adjustment-title": "E' possibile correggere manualmente il numero massimo di punti ferita tramite una formula.", "hit-points-class-title": "punti ferita legati solamente alla Classe", - "hit-points-due-to-hit-dice-abbrv": "Classe/PF PF", + "hit-points-due-to-hit-dice-abbrv": "Pf Classe/DV", "hit-points-due-to-hit-dice-title": "punti ferita legati alla Classe e Dadi Vita", "hit-points-modifier-2-title": "Il valore prodotto dalla formula di PF corr2.", "hit-points-modifier-title": "Il Modificatore generato dal punteggio di Caratteristica scelto per correggere i punti ferita per livello.", @@ -1089,8 +1089,8 @@ "initiative-calculation-abbrv": "Calc Iniz", "initiative-notes": "Note di Iniziativa", "initiative-notes-title": "Includere note di Iniziativa nel tiro.", - "insert-macro-attack": "Inserire Macro di Attacco:", - "insert-macro-damage": "Inserire Macro di Difesa:", + "insert-macro-attack": "Aggiungi Macro Attacco:", + "insert-macro-damage": "Aggiungi Macro Danno:", "insight": "Intuizione", "instru-a-0": "Le nuove schede iniziano nella pagina di Configurazione. Usa il pulsante Impostazioni per modificare la scheda.", "instru-a-1": "I campi con un'etichetta causano la comparsa o la scomparsa di sezioni con lo stesso nome.", @@ -1120,10 +1120,10 @@ "item-name": "Nome dell'Oggetto", "item-tracking": "Puntamento Oggetti", "items": "Oggetti", - "iterative-attacks": "Attacchi con ripetizione", + "iterative-attacks": "Attacchi Iterativi", "iterative-attacks-abbrv": "Att con Rip", "iterative-attacks-title": "Aggiungi un attacco addizionale per quest'arma.", - "key-ability": "Abilità chiave", + "key-ability": "Caratteristica Chiave", "kinetic": "Cinetico", "kinetic-blast": "Onda Cinetica", "kinetic-blast-attack-damage-macros": "Attacco a Ondata Cinetica e macro di danno", @@ -1170,12 +1170,12 @@ "level-8-spells": "Incantesimi di Livello 8", "level-9-ordinal": "9° Livello", "level-9-spells": "Incantesimi di Livello 9", - "level-abbrv": "Lvl", + "level-abbrv": "Lvl\n", "level-and-ability": "Livello e Caratteristica dell'Incantatore", "level-basis": "Basi del Livello", "level-current": "Livello di Classe attuale", "level-hit-dice": "Livello e Dadi Vita", - "level-hit-dice-abbrv": "Livello/PF", + "level-hit-dice-abbrv": "Livello/DV", "lift": "Sollevamento", "lift-levels": "Livelli di sollevamento", "lift-modifiers": "Modificatori di sollevamento", @@ -1219,8 +1219,8 @@ "macro-options": "Opzioni di Macro", "macro-recalc-instructions": "Se stai avendo problemi con la lista o le macro legate alle abilitàs, togli la spunta dal quadrato sotto e clicca il pulsante 'ricalcola'.", "macro-text": "Macro di Testo", - "macro-text-advanced": "'Aggiungi-per-Tirare' Macros", - "macros": "Macros", + "macro-text-advanced": "Aggiungi Macro ai Tiri:", + "macros": "Macro", "madness-and-effects": "Follia ed effetti", "madnesses": "Follia:", "madnesses-and-effects": "Follia ed effetti", @@ -1232,11 +1232,11 @@ "manifester-levels": "Manifester Livelli", "manual-recalc-after-parse": "Manuale? Ricalcola dopo aver analizzato", "manual-recalc-for-high-cr": "Spunta per eseguire manualmente il ricalcolo al termine dell'analisi (consigliato per creature con un GS alto e molte abilità)", - "masterwork": "Capolavoro", - "masterwork-abbrv": "Capolav", + "masterwork": "Perfetta", + "masterwork-abbrv": "Perf", "max-hp-title": "Calcolato automaticamente usando i punti ferita di Classe, punti ferita di Classe Preferita (guardare la scheda relativa alle Classi), Bonus/Penalità alle Caratteristiche ed il Livello, PF Corr1, Mod2, Condizioni di Risucchio e punti ferita da Avventure Mitiche (se disponibili).", "maximum-abbrv": "Massimo", - "maximum-ability-abbrv": "Dann Abil Max", + "maximum-ability-abbrv": "Dann Max Caratt", "maximum-calculation-abbrv": "Calc Max", "maximum-damage-ability-title": "Danno massimo applicato alla Caratteristica (per punteggi di FORZA, ecc.)", "maximum-dexterity-bonus-abbrv": "DES Max", @@ -1246,19 +1246,19 @@ "medium": "Medio", "medium-abbrv-default": "•Media", "medium-armor": "Armatura Media", - "melee": "Ravvicinato", - "melee-attack": "Attacco Ravvicinato", - "melee-attack-abbrv": "Att Ravv", - "melee-attack-notes": "Note Att Ravv", - "melee-attack-notes-place": "Metti note relative agli Attacchi Ravvicinati qui.", - "melee-calculation": "Calc Att Ravv", - "melee-damage": "Danno Ravvicinato", - "melee-image": "Immagine Attacco Ravvicinato", + "melee": "In Mischia", + "melee-attack": "Attacco in Mischia", + "melee-attack-abbrv": "Att Mischia", + "melee-attack-notes": "Note Att Mischia", + "melee-attack-notes-place": "Metti note relative agli Attacchi in Mischia qui.", + "melee-calculation": "Calc Att Mischia", + "melee-damage": "Danno In Mischia", + "melee-image": "Immagine in Mischia", "melee-notes": "Note sul Ravvicinato", - "melee2": "Alt Ravvicinato", - "melee2-attack": "Alt Attacco Ravvicinato", - "melee2-damage": "Alt Danno Ravvicinato", - "melee2-damage-abbrv": "Alt Danno Ravv", + "melee2": "In Mischia Alt", + "melee2-attack": "Attacco In Mischia Alt", + "melee2-damage": "Danno In Mischia Alt", + "melee2-damage-abbrv": "Danno Mischia Alt", "mental-modifiers-abbrv": "Mentale", "mental-modifiers-total": "Totale di tutti e 3 i modificatori delle Caratteristiche Mentali", "menu-whisper": "Menu Sussurra:", @@ -1276,7 +1276,7 @@ "minimize-all-cmd": "Minimizza / Massimizza tutte le righe.", "minimize-cmd": "Minimizza riga", "misc-skill": "Abilità Varie", - "misc-skill-point-field": "Misc skill point field", + "misc-skill-point-field": "Campo punti abilità vari", "misc-tracking": "Tracking Vario", "miscellaneous-abbrv": "Vari", "miscellaneous-abbrv-default": "•Vari", @@ -1293,12 +1293,12 @@ "monster-or-non-player-character-abbrv": "Mostro/NPC", "monster-or-pc-indicator": "Indicatore di Mostro o Personaggio Giocante", "monster-race": "Razza del mostro", - "monster-racial-hit-dice-abbrv": "PF Razziali e statistiche", + "monster-racial-hit-dice-abbrv": "DV Razziali e statistiche", "monster-rule": "Regolamento del Mostro", "monster-template": "Modello Monster", "morale": "Morale", "morale-place": "Elenca qui le Condizioni che la creatura ha quando fugge dal combattimento (se presente).", - "move-adventure-to-background": "Move Adventure to Background", + "move-adventure-to-background": "Sposta da Avventura a Background", "multiclass": "Multiclassare", "multiple-spellclasses": "Ha Classi da Incantatore multiple", "multiplier": "Moltiplicatore", @@ -1324,7 +1324,7 @@ "mythic-power-current": "PM attuale", "mythic-power-max-title": "L'ammontare massimo di Potere Mitico che possiedi", "mythic-power-maximum": "PM Massimo", - "mythic-power-miscellaneous-title": "Any additional mythic power you gain from abilities or feats", + "mythic-power-miscellaneous-title": "Qualsiasi potere mitico aggiuntivo che ottieni da caratteristiche o talenti", "mythic-power-tier": "Categoria PM", "mythic-power-tiers-title": "L'ammontare di Potere Mitico che ottieni dalle categorie", "mythic-rating-abbrv": "VM", @@ -1349,7 +1349,7 @@ "next-level": "Prossimo Livello", "no": "No", "no-default": "•No", - "no-harmless": "No Indifeso", + "no-harmless": "No (Innoquo)", "no-skills-available": "Nessuna Abilità disponibile", "nobility": "Nobiltà", "non-lethal-abbrv": "NL", @@ -1377,35 +1377,35 @@ "npc-ability-checks": "Prove d'Abilità dell'NPC", "npc-ac-compendium-place": "Formato: CA nn, Contatto nn, Impreparato nn (+n DES, +n naturale, +n schivata)", "npc-adventure": "Avventura dell'NPC", - "npc-all-saves": "Tutte le Salvezze dell'NPC", + "npc-all-saves": "Tutti i Tiri Salvezze del PNG", "npc-all-skills": "Tutte le Abilità dell'NPC", - "npc-aura-compendium-place": "Format: flaming body, unholy aura (DC 26)", + "npc-aura-compendium-place": "Formato: corpo infuocato, aura sacrilega (CD 26)", "npc-background": "Sfondo dell'NPC", "npc-buttons": "Pulsanti dell'NPC", "npc-combat-skills": "Abilità di combattimento dell'NPC", "npc-consolidated": "NPC Consolidato", "npc-defenses": "Difese dell'NPC", "npc-experience-points-abbrv": "EXP", - "npc-feats-text": "Talenti dal modulo", + "npc-feats-text": "Talenti", "npc-hp-compendium-place": "Formato: 13 (3d8) +n", "npc-initiative-abbrv": "Iniz NPC", "npc-initiative-compendium-example": "Formato: Tipo di allineamento (sotto-tipo) + mod Iniz", "npc-items": "Oggetti dell'NPC", - "npc-melee-attacks-text-place": "Attacchi ravvicinati dal modulo", + "npc-melee-attacks-text-place": "Attacchi in Mischia", "npc-migrated": "Impostazioni dell'NPC", - "npc-ranged-attacks-text-place": "Attacchi a distanza dal modulo", + "npc-ranged-attacks-text-place": "Attacchi a Distanza", "npc-senses-compendium-place": "Formato: blindsense 6 m., low-light vision; Perception + 20", "npc-special-attacks-place": "Lista di tutti le azioni di combattimento speciali qui, in ordine alfabetico. Non aggiungere Tratti.", - "npc-spellike-abilities-text-place": "Capacità Magiche dal modulo", - "npc-spells-known-text-place": "Incantesimi conosciuti dal modulo", + "npc-spellike-abilities-text-place": "Capacità Magiche", + "npc-spells-known-text-place": "Incantesimi conosciuti", "npc-spells-prepared-place": "Incantesimi da Chierico preparati", "npc-statblock-header": "Sezione relativa alla pagina di manuale del Mostro", "npc-statblock-import": "Importa pagina di manuale del Mostro", - "npc-statblock-parse-instructions": "Trascina un mostro dal modulo qui o scrivi il valore della pagina di manuale sotto. Clicca poi il pulsante 'analizza'. La scheda riempirà da sola tutti i valori del mostro come le statistiche o i punteggi.", + "npc-statblock-parse-instructions": "Trascina qui un mostro dal compendio o scrivi sotto i valori delle statistiche. Clicca poi il pulsante 'analizza'. La scheda si riempirà con tutti i valori delle statistiche e attacchi sottolineati.", "npc-statblock-textarea-instructions": "Per aree di testo multiple, incolla esattamente come appare nella sorgente.", "number": "Numero", - "number-cast": "#Cast", - "number-extra-attacks": "# O.H. Atks", + "number-cast": "#Lancio", + "number-extra-attacks": "# Att. 2a mano", "number-extra-attacks-title": "Numero di attacchi con arma secondaria: 1 per 'combattere con due armi', 2 = Migliorato, 3 = Superiore", "number-fill-in-skills-show": "Numero di Abilità di artigianato, intrattenimento o professione da mostrare:", "number-hit-dice-abbrv": "# DV", @@ -1413,8 +1413,8 @@ "number-prepared": "# Preparato", "number-prepared-abbrv": "# Prep", "number-prepared-title": "Indica il numero di Incantesimi preparati rimanenti.", - "number-used": "# Usato", - "number-used-title": "Indicates the number of times a spell has been cast today.", + "number-used": "#Usato", + "number-used-title": "Indica il numero di volte in cui un incantesimo è stato lanciato oggi.", "occult": "Occulto", "occult-adventures": "Avventure Occulte", "occult-kineticist": "Occulto (Cineta)", @@ -1422,9 +1422,9 @@ "occupation": "Occupazione", "off-ground": "Lontano dal terreno", "offense": "OFFESA", - "offhand-damage-multiplier": "Moltiplicatore del danno alla FORZA dell'arma secondaria(o qualsiasi altra Caratteristica usata per fare danni con un'arma secondaria). 1/2 di base, 1 per doppio fendente", - "offhand-damage-multiplier-abbrv": "O.H. dmg mult", - "offhand-id": "Offhand Id", + "offhand-damage-multiplier": "Moltiplicatore del bonus danno dell'arma secondaria da FORZA (o altra Caratteristica usata per i danni con arma secondaria). 1/2 di base, 1 per Doppio Taglio.", + "offhand-damage-multiplier-abbrv": "molt danno 2a m. ", + "offhand-id": "Id o Nome Arma Secondaria", "offhand-penalty": "Penalità arma secondaria", "offhand-penalty-abbrv": "Pen Arm Second", "old": "Vecchia", @@ -1440,13 +1440,13 @@ "opposition": "Opposizione", "opposition-school-example": "Costa il doppio o è proibito", "options": "Opzioni", - "options-attacks-accessible-title": "Usa un modulo di accesso semplice per gli attacchi.", + "options-attacks-accessible-title": "Usa template semplice per gli attacchi.", "options-attacks-attack-title": "Includi note d'attacco.", "options-attacks-cmb-image-title": "Includi l'immagine header per il BMC.", "options-attacks-cmb-title": "Includi le note del BMC.", "options-attacks-header-title": "Includi un'immagine header.", - "options-attacks-melee-image-title": "Includi un'immagine header per gli attacchi Ravvicinati.", - "options-attacks-melee-title": "Includi note per gli attacchi ravvicinati.", + "options-attacks-melee-image-title": "Includi un'immagine per gli attacchi in Mischia.", + "options-attacks-melee-title": "Includi note per gli attacchi in Mischia", "options-attacks-ranged-image-title": "Includi un'immagine header per gli attacchi a Distanza.", "options-attacks-ranged-title": "Includi note per gli attacchi a distanza.", "options-defenses-armor-title": "Mostra note d'armatura", @@ -1477,7 +1477,7 @@ "options-spell-spellfail-chk-title": "Includi Prova di Fallimento Incantesimo", "options-spell-sr-title": "Includi resistenza agli Incantesimi", "options-spell-target-title": "Includi Bersagli/Area", - "options-spells-accessible-title": "Usa un modulo semplice per gli Incantesimi.", + "options-spells-accessible-title": "Usa template semplice per gli incantesimi.", "orange": "Arancione", "organization": "Organizzazione", "original-abilities-menus": "Caratt orig", @@ -1515,7 +1515,7 @@ "pathfinder-logo": "Pathfinder RPG Logo © Paizo", "pathfinder-mythic-adventures": "Pathfinder Mythic Adventures", "pathfinder-psionics": "Pathfinder Psionici", - "pathfinder-unchained": "Pathfinder Unchained", + "pathfinder-unchained": "Pathfinder Rivisitato", "penalty": "Penalità", "per-day-abbrv": "/giorno", "per-month-abbrv": "/mese", @@ -1533,7 +1533,7 @@ "petrified": " Pietrificato", "physical": "Fisico", "pick-highest": "Prendi il più alto", - "pierce-blunt-slash-abbrv": "P/B/S", + "pierce-blunt-slash-abbrv": "P/C/T", "piercing": "Penetrante", "pink": "Rosa", "pinned": "Immobilizzato", @@ -1544,12 +1544,12 @@ "player-character-abbrv": "PG", "player-name": "Nome del Giocatore", "points-per-day": "Punti/Giorno", - "post-identification": " Post ID", - "post-identification-abbrv": " Post ID", - "post-identification-number": " Post ID", - "post-identification-numbers": " Post IDs", + "post-identification": "Post ID", + "post-identification-abbrv": "Post ID", + "post-identification-number": "Post ID", + "post-identification-numbers": "Post ID", "post-v1": "V 1.0", - "pounds-abbrv": "kg.", + "pounds-abbrv": "lbs.", "pounds-title": "Peso in chili", "power-point-reserve-abbrv": "Riserva PP", "pre-v1": "Prev 1.0", @@ -1579,7 +1579,7 @@ "psionic-power-points-bonus-title": "The amount of bonus power points you gain from manifester level and key ability modifier.", "psionic-power-points-class-title": "The amount of base bonus power points you gain from you class(es).", "psionic-power-points-miscellaneous-title": "Any additional power points you gain from race, traits or feats.", - "psionic-power-points-reserve-title": "Your power point reserve is equal to your base power points gained from your class, bonus power points from a high key ability score, and any additional bonus power points from sources such as your character race and feat selections.", + "psionic-power-points-reserve-title": "La tua riserva di punti potere è uguale ai punti di potenza base guadagnati dalla tua classe, ai punti potere bonus determinato da un elevato punteggio di caratteristica chiave e a qualsiasi altro punto potere bonus dovuto a razza del tuo personaggio e selezioni di talenti", "public-roll": "Tiro: Pubblico", "public-rolls": "Tiri pubblici", "purple": "Viola", @@ -1589,7 +1589,7 @@ "race": "Razza", "race-hd": "Razza soltanto", "race-hd-default": "•Razza soltanto", - "race-hd-only": "Solo i PF", + "race-hd-only": "Solo DV", "race-hit-points": "punti ferita razziali", "race-hit-points-abbrv": "PF di razza", "racial-bonus": "Razziale", @@ -1600,8 +1600,8 @@ "range": "Distanza", "range-custom": "Distanza personalizzata", "range-custom-place": "Piano # o # /livello", - "range-in-feet": "Distanza(')", - "range-in-feet-long": "Distanza (m.)", + "range-in-feet": "Distanza(′)", + "range-in-feet-long": "Distanza (ft.)", "range-per-level-desc": "Numero (come 'per livello' o 'Numero'), o descrizione speciale di portata ('linea' o 'cono')", "ranged": "A distanza", "ranged-attack": "Attacco a Distanza", @@ -1651,48 +1651,48 @@ "roll": "Tira", "roll-appearance": "Forma tiro", "roll-configuration": "Configurazione tiro", - "roll-template": "Modulo tiro", - "roll-template-info": "Info modulo tiro", + "roll-template": "Template di tiro", + "roll-template-info": "Info Template di tiro", "roll-time-custom-attributes": "Valutare gli attributi personalizzati nei momenti in cui si tira", "roll-time-custom-num-attributes": "Valutare gli attributi con numeri personalizzati nei momenti in cui si tira", "rolls": "Tiri", "rounds": "Rounds", "row-id-desc": "Riga ID per le macro sotto la sezione delle ID nella riga. Non appare in Modalità Compatta.", - "row-identification-for-macros": "Row ID for macros", + "row-identification-for-macros": "ID Riga per macro", "rule": "Regola", "rule-category": "Categoria di regola in cui rientra", - "rule-options": "Opzioni regola", + "rule-options": "Opzioni Regolamento", "run": "Correre", "run-multiplier-abbrv": "Molt Cors", "sacred": "Sacro", - "sanity": "Sanity", + "sanity": "Sanitá", "sanity-abbrv": "SAN", "sanity-beta": "Sanity (BETA)", - "sanity-damage": "Sanity Damage", - "sanity-edge": "Sanity Edge", - "sanity-npc-abbrv": "NPC SAN", - "sanity-save-custom-modifier": "Custom Will save mod for save vs sanity effects", - "sanity-save-modifier": "Will Mod", - "sanity-score": "Sanity Score", - "sanity-threshold": "Sanity Threshold", + "sanity-damage": "Danno Sanità", + "sanity-edge": "Limite Sanità Mentale", + "sanity-npc-abbrv": "SAN PNG", + "sanity-save-custom-modifier": "Mod. pers. TS Volontà effetti sanità mentale", + "sanity-save-modifier": "Mod. Volontà", + "sanity-score": "Punti Sanità Mentale", + "sanity-threshold": "Soglia Sanità Mentale", "save": "Salvezza", - "save-difficulty-class": "CD Salvezza", + "save-difficulty-class": "CD
    Salvezza", "save-effect": "Salvezza", - "save-no-harmless": "No Indifeso", + "save-no-harmless": "No Innoquo", "save-notes": "Note sulla Salvezza", - "save-notes-place": "Metti le note riguardanti i bonus dei Tiri Salvezza qui.", - "save-yes-harmless": "Si Indifeso", - "saves": "Salvezze", + "save-notes-place": "Inserisci qui le note riguardanti i bonus dei Tiri Salvezza.", + "save-yes-harmless": "Sì Innoquo", + "saves": "Tiri Salvezza", "saving-throw": "Tiri Salvezza", "saving-throws": "Tiri Salvezza", "school": "Scuola", "school-etc": "Scuola, ecc", "score": "Punteggio", - "score-miscellaneous-abbrv": "Score Misc", + "score-miscellaneous-abbrv": "P. vari", "script": "Script", - "scroll-desc": "Scroll long Descriptions", - "scroll-desc-title": "Scroll long descriptions in roll templates.", - "secondary-hit-die-abbrv": "HDie2", + "scroll-desc": "Scroll Descrizioni lunghe", + "scroll-desc-title": "Abilita scrolling testo lungo descrizioni in chat", + "secondary-hit-die-abbrv": "DV2", "see-text": "Vedi testo", "see_text": "Vedi testo", "segoe": "Segoe UI", @@ -1733,7 +1733,7 @@ "show-onetime-columns": "Mostra colonne effimere", "show-onetime-columns-title": "Mostra colonna di Talento, Razza, Tratto, Classe e di 'Richiede Addestramento'.", "show-onetime-fields": "Mostra più campi", - "show-onetime-item-fields-title": "Mostra tipo di equipaggiamento, durabilità, PF dell'Oggetto, PF Massimi dell'Oggetto ed il valore.", + "show-onetime-item-fields-title": "Mostra il tipo di equipaggiamento, durezza, PF, PF massimi ed il valore dell'oggetto", "show-phrenic-spellpoint-pool": "Mostra Punti Incantesimo per Riserva Frenica o Trucco del Mesmerista", "show-phrenic-spellpoint-pool-title": "Mostra Riserva Frenica o Trucco del Mesmerista nel campo dei Punti Incantesimo", "show-skills": "Espandi per mostrare altre Abilità personalizzate", @@ -1744,7 +1744,7 @@ "sickened": "Infermo", "silver-pieces": "Monete d'Argento", "silver-pieces-abbrv": "MA", - "simple-template": "Usa modulo semplice", + "simple-template": "Usa Template Semplice", "size": "Taglia", "size-calculation-abbrv": "Calc tagl", "size-colossal": "Colossale", @@ -1760,8 +1760,8 @@ "skill-bonus-macro": "Macro Bonus Abilità", "skill-calculation-speed": "Skill calc speed", "skill-checks": "Prove d'Abilità", - "skill-checks-abbrv": "Skll chk", - "skill-checks-calculation-abbrv": "Skill check calc", + "skill-checks-abbrv": "Prov Abil", + "skill-checks-calculation-abbrv": "Calc. Prova di Abilità", "skill-macros-current": "Macros di Abilità alla presente", "skill-macros-migrated": "Macros Abilità", "skill-miscellaneous": "Abilità Varie", @@ -1776,12 +1776,12 @@ "skill-untrained": "L'Abilità non è allenata", "skills": "Abilità", "skills-per-hit-die": "Gradi d'Abilità per punto ferita dovuto alla razza", - "skills-per-hit-die-abbrv": "Punti Abil/PF", - "skills-per-level": "Skill Ranks per level due to Class only", + "skills-per-hit-die-abbrv": "Punti Abil /DV", + "skills-per-level": "Gradi abilità per livello solo per Classe", "skills-per-level-abbrv": "Abil/liv", "skin": "Pelle", "skin-details": "Dettagli della pelle", - "slashing": "Slashing", + "slashing": "Tagliente", "sleight-of-hand": "Rapidità di Mano", "slot": "Slot", "slowed": "Rallentato", @@ -1874,10 +1874,10 @@ "spell-resistance-abbrv2": "Res Inc", "spell-resistance-title": "Resistenza agli Incantesimi: Evita gli effeti degli Incantesimi e delle Capacità Magiche che influiscono direttamente. Prova di Livello Incantatore contro la RI del bersaglio per negargli la resistenza.", "spell-roll-options": "Opzioni lancio Incantesimo", - "spell-roll-template": "Modulo lancio Incantesimo", + "spell-roll-template": "Template lancio Incantesimo", "spell-school-place": "Scuola Arcana [descrizione]", "spell-targets-area-effect": "Bersagli/ Area/ Effetto", - "spell-tracking": "Spell Tracking", + "spell-tracking": "Tracciamento Incantesimi", "spellbook": "Libro degli Incantesimi", "spellbook-only-prepared-spells": "Mostra solamente gli Incantesimi preparati nel Libro degli Incantesimi", "spellcasting-ability": "Abilità di Incantamento", @@ -1901,7 +1901,7 @@ "stable": "Stabile", "staggered": "Barcollante", "statistics": "STATISTICHE", - "statistics-rolls-abbrv": "Statistiche di tiro:", + "statistics-rolls-abbrv": "Tiri Statistiche:", "statistics-rolls-title": "Statistiche di Difesa ed altre future statistiche di blocco", "stealth": "Furtività", "strength": "FORZA", @@ -1926,11 +1926,11 @@ "synchronize-class": "Classe Sincronizzata", "tactics": "TATTICHE", "tahoma": "Tahoma", - "tan": "Tan", + "tan": "Bronzo", "target": "Bersaglio", "targets-area-effect": "Bersagli/Area/Effeto", - "teal": "Teal", - "template": "Modulo", + "teal": "Turchese", + "template": "Template", "temporary": "Temporanei", "temporary-abbrv": "Temp", "temporary-hit-points-abbrv": "PF Temp", @@ -1943,28 +1943,28 @@ "threshold": "Soglia", "threshold-miscellaneous-abbrv": "Soglia vari", "title": "Titolo/Soprannome", - "toggle-background-skills": "Abilità capacità legate al Background.", + "toggle-background-skills": "Abilità di Background", "toggle-buff": "When checked, this buff is active and will count towards the totals, which will then affect the rest of the sheet. Also, only the visible/selected buffs will count towards the totals.", "toggle-consolidated-skills": " Enable Consolidated Skills.", - "toggle-endurance-feat": " Has Endurance Feat", + "toggle-endurance-feat": "Possiede Talento Resistenza", "toggle-gritty-mode": "Modalità realistica", "toggle-horror-adventures": " Enable Horror Adventures (BETA)", - "toggle-horror-adventures-long": " Display/Enable Horror Adventures Character Sheet Items", - "toggle-mythic-adventures": " Display/Enable Mythic Adventures Character Sheet Items", - "toggle-psionics": " Display/Enable Psionics Character Sheet Items", + "toggle-horror-adventures-long": "Mostra/Attiva oggetti della Scheda Personaggio \"Horror Adventures\"", + "toggle-mythic-adventures": "Mostra/Attiva oggetti della Scheda Personaggio \"Mythic Adventures\"", + "toggle-psionics": "Mostra/Attiva oggetti della Scheda Personaggio Psionici", "toggle-unchained-skills": " Visualizza/Abilita Abilità Unchained", "toggle-wound-threshold": "Visualizza soglie della ferita.", "total": "Totale", - "total-background-skill-ranks": "Gradi d'Abilità totali legati al Background", + "total-background-skill-ranks": "Gradi d'Abilità di Background", "total-feats": "Talenti totali", "total-listed": "Totale in lista", - "total-spells-manually": "Total spells manually", + "total-spells-manually": "Total Incantesimi manualmente", "total-weight-title": "Peso totale trasportato dal Personaggio", "totals": "Totali:", "touch": "Contatto", "touch-armor-class-abbrv": "Contatto", "touch-armor-class-calculation-abbrv": "Calc Contatt", - "touch-melee2": "Contatto (ravvicinato)", + "touch-melee2": "Contatto Alt (in mischia)", "tower": "Torre", "tower-shield": "Scudo Torre", "trait": "Tratto", @@ -2008,16 +2008,16 @@ "use-magic-device": "Utilizzare Congegni Magici", "use-prestige-fame": "Usa Punti Prestigio e Fama", "use-racial-traits": "Usa la lista dei Tratti razziali separata", - "use-round-corners-on-simple-templates": " Round Corners on non simple template.", - "use-simple-template-attacks": "Usa il modulo di Attacco semplice", - "use-simple-template-spells": "Usa il modulo di Incantesimo semplice", + "use-round-corners-on-simple-templates": "Angoli Arrotondati per i moduli.", + "use-simple-template-attacks": "Usa il Template di Attacco semplice", + "use-simple-template-spells": "Usa il Template di Incantesimo semplice", "use-simple-templates": "Usa moduli semplici (Incantesimi e Attacchi settati separatamente)", "use-size-abbrv": "Use taglia", "use-spell-like-abilities": "Usa la lista di Capacità Magiche separata", "use-traits": "Usa la lista di Talenti separata", "used": "Usato", - "user-defined": "Utente definito", - "uses": "Usato", + "user-defined": "Definito dall'Utente", + "uses": "Usi", "uses-attack-type": "Usa il tipo di attacco indicato", "uses-per-day": "Usi/Giorno", "uses-spell-points": "Usi Punti Incantesimo", @@ -2057,12 +2057,12 @@ "whisper-non-player-character-rolls": "Tiri NPC: sussura al GM o scrivi pubblicamente", "whisper-rolls-title": "Sussura al GM o scrivi pubblicamente", "whisper-to-game-master": "Sussurra al GM", - "white": "Bianco", + "white": "Non Applicabile", "willpower": "Volontà", "willpower-abbrv": "Volontà", "willpower-calculation-abbrv": "Calc Vol", "willpower-save": "Salvezza Volontà", - "willpower-save-abbrv": "Salv Vol", + "willpower-save-abbrv": "TS Vol", "wisdom": "SAGGEZZA", "wisdom-abbrv": "SAG", "wisdom-abbrv-default": "•SAG", @@ -2071,23 +2071,23 @@ "wisdom-penalized": "Penalità SAG", "wisdom-penalized-title": "Penalità alla SAGGEZZA. Le penalità al punteggio di Caratteristica influenzano solo il modificatore, non il punteggio in sè. Per ogni 2 punti di danno che ricevi, applica una penalità di -1 alle abilità e alle statistiche.", "wisdom-skills-abbrv": "Abil SAG", - "worn": "Rotto", - "worn-armor": "Armatura rotta", - "worn-equipment": "Equipaggiamento rotto", - "worn-equipment-hardness-title": "La durabilità dell'Oggetto lo aiuta a prevenire i danni ai suoi Punti Ferita", + "worn": "Indosso", + "worn-armor": "Armatura indossata", + "worn-equipment": "Equipaggiamento sul corpo", + "worn-equipment-hardness-title": "La durezza dell'oggetto che aiuta ad impedirgli di subire danni", "worn-equipment-hp-max-title": "I Punti Ferita massimi dell'Oggetto", "worn-equipment-hp-title": "I Punti Ferita attuali dell'Oggetto", - "worn-equipment-migrated": "Equipaggiamento consumato", + "worn-equipment-migrated": "Equipaggiamento sul corpo", "worn-equipment-name-title": "Breve descrizione dell'Oggetto", "worn-equipment-quantity-title": "Se l'Oggetto possiede delle cariche, qui viene mostrato quante ne restano", - "worn-equipment-short-desc-title": "Descrizione ricca dell'Oggetto", - "worn-equipment-slot-title": "Il punto del corpo dove è presente dell'equipaggiamento rotto", + "worn-equipment-short-desc-title": "Breve descrizione dell'oggetto, può includere macro il cui testo verrà riportato in chat", + "worn-equipment-slot-title": "Il punto del corpo dove è indossato l'oggetto", "worn-equipment-title": "L'equipaggiamento attualmente indossato dal Personaggio", - "worn-equipment-value-title": "Il valore dell'Oggetto misurato in Monete d'Oro", - "worn-equipment-weight-title": "Il peso dell'Oggetto", - "worn-item-name": "Nome dell'Oggetto rotto", - "worn-items": "Oggetti rotti", - "worn-shield": "Scudo rotto", + "worn-equipment-value-title": "Il valore dell'oggetto in Monete d'Oro", + "worn-equipment-weight-title": "Il peso dell'oggetto", + "worn-item-name": "Nome dell'oggetto indossato", + "worn-items": "Oggetti indossati", + "worn-shield": "Scudo equipaggiato", "wound-threshold": "Soglia della ferita", "wounded": "Ferito", "wounded-title": "Penalità di -2 a tutti i Tiri per Colpire, ai Tiri Salvezza, alle prove di Abilità e di Caratteristica, nonché alla CA e al livello Incantatore", @@ -2095,8 +2095,8 @@ "yellow": "Giallo", "yes": "Si", "yes-default": "•Si", - "yes-harmless": "Si Indifeso", - "yes-harmless-object": "Si (Indifeso, Oggetto)", + "yes-harmless": "Sì (Innoquo)", + "yes-harmless-object": "Si (Innoquo, Oggetto)", "yes-object": "Si (Oggetto)", "yes-or-custom": "Si o personalizzato", "young": "Giovane" diff --git a/Pendragon5thEdition/package.json b/Pendragon5thEdition/package.json new file mode 100644 index 0000000000..955a77ddba --- /dev/null +++ b/Pendragon5thEdition/package.json @@ -0,0 +1,20 @@ +{ + "name": "pendragon5thedition", + "version": "1.0.0", + "description": "Pendragon compilers", + "dependencies": { + "pug": "^2.0.4", + "node-sass": "^4.5.3", + "npm-run-all": "^4.1.1" + }, + "scripts": { + "start": "npm-run-all --parallel compile:sass compile:pug", + "compile:sass": "node-sass pendragon.scss pendragon.css -w", + "compile:pug": "pug pendragon.pug pendragon.html -w" + }, + "keywords": [ + "Roll20" + ], + "author": "Cassie", + "license": "ISC" +} diff --git a/Pendragon5thEdition/pendragon.css b/Pendragon5thEdition/pendragon.css index 902f6621da..010460ca37 100644 --- a/Pendragon5thEdition/pendragon.css +++ b/Pendragon5thEdition/pendragon.css @@ -1,70 +1,59 @@ /* GLOBALS - ============================= */ + ============================= */ +@import url("https://fonts.googleapis.com/css?family=El+Messiri:wght@500&display=swap"); * { box-sizing: border-box; - font-family: sans-serif; -} + font-family: sans-serif; } button { text-overflow: ellipsis; font-family: serif; - font-variant: small-caps; -} - -button:before { - display: none; -} - -button:focus, button:hover, button:active { - background: none; - background-color: #226aae !important; - color: #fff; -} - -button[type="roll"], button[type="action"] { - background-color: whitesmoke; - border-bottom: 0.01em solid #666; - border-bottom-right-radius: 0.01em; - border-color: #b3b3b3; - border-radius: 0.25em; - border-right: 0.02em solid #333333; - border-style: outset; - margin: 0.2em !important; - padding: 0.1em !important; -} + font-variant: small-caps; } + button:before { + display: none; } + button:focus, button:hover, button:active { + background: none; + background-color: #226aae !important; + color: #fff; } + button[type="roll"], button[type="action"] { + background-color: whitesmoke; + border-bottom: 0.01em solid #666; + border-bottom-right-radius: 0.01em; + border-color: #b3b3b3; + border-radius: 0.25em; + border-right: 0.02em solid #333333; + border-style: outset; + margin: 0.2em !important; + padding: 0.1em !important; + box-shadow: 2px 2px 3px 1px #4c4c4c; } div { background-color: transparent; - width: 100%; -} + width: 100%; } fieldset { - background-color: transparent; -} + background-color: transparent; } h1 { color: #226aae; text-transform: capitalize; - font-family: serif; -} + font-family: 'El Messiri', sans-serif; + padding: 1% 2%; + font-size: 1.9em; } h2 { font-size: 1em; line-height: 1.4em; - text-transform: capitalize; -} - -h2.sheet-label { - border-bottom: 0.15em solid black; - text-align: center; - margin-left: 3%; -} + text-transform: capitalize; } + h2.sheet-label { + border-bottom: 0.15em solid black; + text-align: center; + margin-left: 3%; } h3 { font-size: 1.25em; line-height: 36px; - text-transform: capitalize; -} + text-transform: capitalize; } input[type="text"], input[type="number"] { background-color: transparent; @@ -74,27 +63,22 @@ input[type="text"], input[type="number"] { border-right: 0em; border-top: 0em; height: 2.1em; - width: 100%; -} - -input[type="text"]::placeholder, input[type="number"]::placeholder { - background-color: #fefcea; - border: 0.1em dotted #226aae; -} + width: 100%; } + input[type="text"]::placeholder, input[type="number"]::placeholder { + background-color: #fefcea; + border: 0.1em dotted #226aae; } input[type='number'] { text-align: center; - width: 100% !important; -} + width: 100% !important; } input::-webkit-outer-spin-button, input::-webkit-inner-spin-button { - margin: 0; -} + margin: 0; } label { margin-bottom: 0px; padding-right: 0px; -} + vertical-align: middle; } select { margin-bottom: 0px; @@ -103,12 +87,10 @@ select { font-weight: bold; text-transform: capitalize; margin-top: 8%; - width: 100%; -} + width: 100%; } span { - word-break: break-word; -} + word-break: break-word; } textarea { text-align: left; @@ -122,141 +104,104 @@ textarea { padding: 2px; resize: vertical; vertical-align: top; - overflow: scroll; -} + overflow: scroll; } .charsheet { - width: 825px; -} - -.charsheet div.sheet-row { - margin-bottom: 0px; -} + width: 825px; } + .charsheet div.sheet-row { + margin-bottom: 0px; } /* GRID ============================= */ div.sheet-grid { display: inline-grid; grid-column-gap: 1%; - grid-row-gap: 0.5%; -} + grid-row-gap: 0.5%; } div.sheet-tabs div.sheet-col, div.sheet-character div.sheet-row, div.sheet-character div.sheet-col, div.sheet-entourage div.sheet-col, div.sheet-entourage div.sheet-row, div.sheet-holdings div.sheet-row, div.sheet-holdings div.sheet-col, div.sheet-feast div.sheet-row, div.sheet-feast div.sheet-col { display: inline-grid; overflow: hidden; grid-auto-rows: min-content; - grid-column-gap: 1%; -} + grid-column-gap: 1%; } /* GENERIC CLASSES ============================= */ div.sheet-background { - background-color: rgba(77, 77, 77, 0.0784314); -} + background-color: rgba(77, 77, 77, 0.0784314); } .sheet-border { - border: 0.15em solid #4c4c4c; -} + border: 0.15em solid #4c4c4c; } .sheet-bottom-border { - border-bottom: 0.2em solid black; -} + border-bottom: 0.2em solid black; } .sheet-pictos { - font-family: "pictos"; -} + font-family: "pictos"; } .sheet-d20 { - font-family: "dicefontd20"; -} + font-family: "dicefontd20"; } .sheet-text-center { - text-align: center; -} + text-align: center; } .sheet-text-right { - text-align: right; -} + text-align: right; } .sheet-font-weight-bold { - font-weight: bold; -} + font-weight: bold; } .sheet-text-primary { - color: #226aae; -} + color: #226aae; } .sheet-text-uppercase { - text-transform: uppercase; -} + text-transform: uppercase; } .sheet-text-capitalize { - text-transform: capitalize; -} + text-transform: capitalize; } div.sheet-2column { - grid-template-columns: 1fr 1fr; -} + grid-template-columns: 1fr 1fr; } div.sheet-3column { - grid-template-columns: 1fr 1fr 1fr; -} + grid-template-columns: 1fr 1fr 1fr; } div.sheet-4column { - grid-template-columns: 1fr 1fr 1fr 1fr; -} + grid-template-columns: 1fr 1fr 1fr 1fr; } div.sheet-6column { - grid-template-columns: 1fr 1fr 1fr 1fr 1fr 1fr; -} + grid-template-columns: 1fr 1fr 1fr 1fr 1fr 1fr; } div.sheet-2autocolumn { - grid-template-columns: auto 1fr; -} + grid-template-columns: auto 1fr; } div.sheet-3autocolumn { - grid-template-columns: auto 1fr 10%; -} + grid-template-columns: auto 1fr 10%; } div.sheet-col-3 { - grid-template-columns: 1fr 3.5em 10%; -} + grid-template-columns: 1fr 3.5em 10%; } div.sheet-gold-left-border { - border-left: 0.2em solid #d6af5e; - padding-left: 1%; -} + border-left: 0.2em solid #ffd7001f; + padding-left: 1%; } div.sheet-gold-bottom-border { - border-bottom: 0.2em solid #d6af5e; - padding-bottom: 2%; -} + border-bottom: 0.2em solid #ffd7001f; + padding-bottom: 2%; } div.sheet-header, .sheet-rolltemplate-rolls div.sheet-template-container div.sheet-template-header { margin-top: 2%; border-top: 2px solid #226aae; border-bottom: 2px solid #226aae; text-align: center; - background: #fefcea; - /* Old browsers */ - background: -moz-linear-gradient(top, #fefcea 0%, #ede4b4 50%, #fefcea 100%); - /* FF3.6-15 */ - background: -webkit-linear-gradient(top, #fefcea 0%, #ede4b4 50%, #fefcea 100%); - /* Chrome10-25,Safari5.1-6 */ - background: linear-gradient(to bottom, #fefcea 0%, #ede4b4 50%, #fefcea 100%); - /* W3C, IE10+, FF16+, Chrome26+, Opera12+, Safari7+ */ - filter: progid:DXImageTransform.Microsoft.gradient( startColorstr='#fefcea', endColorstr='#fefcea',GradientType=0 ); - /* IE6-9 */ -} + background-color: #ffd70066; + background-image: url("https://www.transparenttextures.com/patterns/arches.png"); } span.sheet-display { border-bottom: 2px dotted black; - padding-top: 3%; -} + padding-top: 3%; } div.sheet-repeating-container button { - font-variant: none; -} + font-variant: none; } /* STYLED CHECKBOXES ============================= */ @@ -265,8 +210,7 @@ label.sheet-styled-checkbox input, label.sheet-styled-checkbox span { height: 15px; width: 15px; position: relative; - left: 20%; -} + left: 20%; } label.sheet-styled-checkbox span { border: 2px solid #226aae; @@ -275,268 +219,178 @@ label.sheet-styled-checkbox span { color: transparent; text-align: center; font-size: 1em; - line-height: 90%; -} + line-height: 90%; } label.sheet-styled-checkbox input { opacity: 0; top: 20%; - z-index: 2; -} - -label.sheet-styled-checkbox input[type="checkbox"]:checked + span { - background-color: #226aae; - color: #fff; -} + z-index: 2; } + label.sheet-styled-checkbox input[type="checkbox"]:checked + span { + background-color: #226aae; + color: #fff; } /* TAB ============================= */ div.sheet-tabs { grid-template-columns: 3fr 1fr; -} - -div.sheet-tabs div.sheet-type { - grid-template-columns: 1fr 1fr 1fr 1fr; -} - -div.sheet-tabs input { - grid-column: 1; - height: auto; - opacity: 0; - width: 100%; -} - -div.sheet-tabs input:checked ~ span { - background-color: #d6af5e; -} - -div.sheet-tabs span { - border: 2px solid #226aae; - text-transform: capitalize; - display: inline-block; - grid-column: 1; - width: 80%; - cursor: pointer; -} + margin-bottom: 2%; + align-items: center; } + div.sheet-tabs div.sheet-type { + grid-template-columns: repeat(4, 1fr); } + div.sheet-tabs label { + padding: 5% 2%; + display: block; + text-align: center; } + div.sheet-tabs input { + grid-column: 1; + height: auto; + opacity: 0; + width: 100%; } + div.sheet-tabs input:hover ~ span { + transform: scale(1.1); } + div.sheet-tabs input:active ~ span { + margin-top: 2px; + margin-bottom: -2px; } + div.sheet-tabs input:checked ~ span { + background-color: #226aae; + color: whitesmoke; } + div.sheet-tabs span { + border: 2px solid #226aae; + text-transform: capitalize; + display: inline-block; + grid-column: 1; + width: 80%; + cursor: pointer; + box-shadow: 2px 2px 3px 1px #4c4c4c; + border-radius: 5px; } /* PC ============================= */ div.sheet-character { - grid-template-columns: 1.8fr 1fr 1fr; -} - -div.sheet-character h2 { - padding-top: 5%; - text-overflow: ellipsis; - width: fit-content; -} - -div.sheet-character h2[data-i18n="Knight's Character Sheet"] { - padding-top: 1%; -} - -div.sheet-character div.sheet-personality-traits div.sheet-traits { - grid-template-columns: 2% 5% 3fr 1fr 1% 1fr 3fr 5%; -} - -div.sheet-character div.sheet-personality-traits div.sheet-traits div.sheet-font-weight-bold { - padding: 100% 2%; -} - -div.sheet-character div.sheet-personality-traits div.sheet-repeating-container div.sheet-row { - grid-template-columns: auto 2fr 1fr 5% 10%; -} - -div.sheet-character div.sheet-passions div.sheet-row { - grid-template-columns: 1fr 45% 5%; -} - -div.sheet-character div.sheet-passions div.sheet-repeating-container div.sheet-row { - grid-template-columns: 1fr 20% 5% 10%; -} - -div.sheet-character div.sheet-equipment-carried div.sheet-armor, div.sheet-character div.sheet-equipment-carried div.sheet-clothing { - grid-template-columns: auto 1fr auto 3.5em; -} - -div.sheet-character div.sheet-equipment-carried div.sheet-gear { - grid-template-columns: 5% auto 1fr auto 3em; -} - -div.sheet-character div.sheet-equipment-carried div.sheet-gear h2 { - padding-top: 10%; - margin-left: 2%; -} - -div.sheet-character div.sheet-attributes div.sheet-size { - grid-template-columns: auto 1fr auto; -} - -div.sheet-character div.sheet-attributes div.sheet-constitution { - grid-template-columns: auto 1fr 2fr auto; -} - -div.sheet-character div.sheet-attributes div.sheet-damage { - grid-template-columns: auto 1fr auto; -} - -div.sheet-character div.sheet-distinctive-features textarea { - height: 80px; -} - -div.sheet-character div.sheet-distinctive-features div.sheet-repeating-container div.sheet-row { - grid-template-columns: 1fr 5% 10%; -} - -div.sheet-character div.sheet-skills div.sheet-read, div.sheet-character div.sheet-skills div.sheet-play, div.sheet-character div.sheet-skills div.sheet-religion { - grid-template-columns: auto 2fr 1fr 10%; -} - -div.sheet-character div.sheet-combat-skills div.sheet-repeating-container div.sheet-row, -div.sheet-character div.sheet-skills div.sheet-repeating-container div.sheet-row, -div.sheet-character div.sheet-squire div.sheet-repeating-container div.sheet-row { - grid-template-columns: 3fr 1fr 10% 15%; -} - -div.sheet-character div.sheet-knight-details textarea { - min-height: 80px; - height: 80px; -} - -div.sheet-character div.sheet-current-hit-points textarea { - height: 60%; -} - -div.sheet-character div.sheet-current-hit-points input[name='attr_current_hit_points'] { - border: 2px solid gold; - min-height: 30px; -} - -div.sheet-character div.sheet-current-hit-points div.sheet-chirurgery-needed { - grid-template-columns: 10% 1fr; - grid-column-gap: 2%; -} - -div.sheet-character div.sheet-horse div.sheet-other-horse { - grid-template-columns: auto 2fr auto 1fr; -} - -div.sheet-character div.sheet-horse div.sheet-repeating-container div.sheet-row { - grid-template-columns: 3fr auto 1fr; -} + grid-template-columns: 1.5fr 1fr 1fr; } + div.sheet-character h2 { + padding-top: 5%; + text-overflow: ellipsis; + width: fit-content; } + div.sheet-character h2[data-i18n="Knight's Character Sheet"] { + padding-top: 1%; } + div.sheet-character div.sheet-personality-traits div.sheet-traits { + grid-template-columns: 2% 5% 3fr 1fr 1% 1fr 3fr 5%; } + div.sheet-character div.sheet-personality-traits div.sheet-traits div.sheet-font-weight-bold { + padding: 100% 2%; } + div.sheet-character div.sheet-personality-traits div.sheet-repeating-container div.sheet-row { + grid-template-columns: auto 2fr 1fr 5% 10%; } + div.sheet-character div.sheet-passions div.sheet-row { + grid-template-columns: 1fr 45% 5%; } + div.sheet-character div.sheet-passions div.sheet-repeating-container div.sheet-row { + grid-template-columns: 1fr 20% 5% 10%; } + div.sheet-character div.sheet-equipment-carried div.sheet-armor, div.sheet-character div.sheet-equipment-carried div.sheet-clothing { + grid-template-columns: auto 1fr auto 3.5em; } + div.sheet-character div.sheet-equipment-carried div.sheet-gear { + grid-template-columns: 5% auto 1fr auto 3em; } + div.sheet-character div.sheet-equipment-carried div.sheet-gear h2 { + padding-top: 10%; + margin-left: 2%; } + div.sheet-character div.sheet-attributes div.sheet-size { + grid-template-columns: auto 1fr auto; } + div.sheet-character div.sheet-attributes div.sheet-constitution { + grid-template-columns: auto 1fr 2fr auto; } + div.sheet-character div.sheet-attributes div.sheet-damage { + grid-template-columns: auto 1fr auto; } + div.sheet-character div.sheet-distinctive-features textarea { + height: 80px; } + div.sheet-character div.sheet-distinctive-features div.sheet-repeating-container div.sheet-row { + grid-template-columns: 1fr 5% 10%; } + div.sheet-character div.sheet-skills div.sheet-read, div.sheet-character div.sheet-skills div.sheet-play, div.sheet-character div.sheet-skills div.sheet-religion { + grid-template-columns: auto 2fr 1fr 10%; } + div.sheet-character div.sheet-combat-skills div.sheet-repeating-container div.sheet-row, + div.sheet-character div.sheet-skills div.sheet-repeating-container div.sheet-row, + div.sheet-character div.sheet-squire div.sheet-repeating-container div.sheet-row { + grid-template-columns: 3fr 1fr 10% 15%; } + div.sheet-character div.sheet-knight-details textarea { + min-height: 80px; + height: 80px; } + div.sheet-character div.sheet-current-hit-points input[name='attr_current_hit_points'] { + border: 2px solid gold; + min-height: 30px; } + div.sheet-character div.sheet-current-hit-points div.sheet-chirurgery-needed { + grid-template-columns: 10% 1fr; + grid-column-gap: 2%; } + div.sheet-character div.sheet-horse div.sheet-other-horse { + grid-template-columns: auto 2fr auto 1fr; } + div.sheet-character div.sheet-horse div.sheet-repeating-container div.sheet-row { + grid-template-columns: 3fr auto 1fr; } /* ENTOURAGE ============================= */ div.sheet-entourage div.sheet-col-2 { - grid-template-columns: 2fr 1fr; -} + grid-template-columns: 2fr 1fr; } div.sheet-entourage div.sheet-knight div.sheet-2column { - grid-template-columns: 1.5fr 1fr; -} + grid-template-columns: 1.5fr 1fr; } div.sheet-entourage div.sheet-damage { - grid-template-columns: auto 1fr 1.2em; -} + grid-template-columns: auto 1fr 1.2em; } div.sheet-entourage .repitem { - padding: 2% 1%; -} + padding: 2% 1%; } div.sheet-entourage div.sheet-wife div.sheet-2column { - grid-template-columns: 2fr 1fr; -} + grid-template-columns: 2fr 1fr; } /* HOLDINGS ============================= */ div.sheet-holdings { - grid-template-columns: 1fr 55%; -} - -div.sheet-holdings button[type='roll'] { - text-transform: capitalize; -} - -div.sheet-holdings h2 { - padding-top: 5%; - text-overflow: ellipsis; - width: fit-content; -} - -div.sheet-holdings div.sheet-annual-glory h2[data-i18n='total'] { - font-style: italic; -} - -div.sheet-holdings div.sheet-family-history textarea { - margin-top: 1%; -} - -div.sheet-holdings div.sheet-family-history div.sheet-col-4 { - grid-template-columns: 1fr 1fr 1fr 1fr; -} - -div.sheet-holdings div.sheet-family-history div.sheet-col-3 { - grid-template-columns: 1fr 1fr 1fr; -} - -div.sheet-holdings div.sheet-character-history div.sheet-gold-bottom-border { - grid-template-columns: 3fr 1fr; -} - -div.sheet-holdings div.sheet-character-history div.sheet-events { - grid-template-columns: 5em 4fr 0.8fr 0.8fr; -} + grid-template-columns: 1fr 55%; } + div.sheet-holdings button[type='roll'] { + text-transform: capitalize; } + div.sheet-holdings h2 { + padding-top: 5%; + text-overflow: ellipsis; + width: fit-content; } + div.sheet-holdings div.sheet-annual-glory h2[data-i18n='total'] { + font-style: italic; } + div.sheet-holdings div.sheet-family-history textarea { + margin-top: 1%; } + div.sheet-holdings div.sheet-family-history div.sheet-col-4 { + grid-template-columns: repeat(4, 1fr); } + div.sheet-holdings div.sheet-family-history div.sheet-col-3 { + grid-template-columns: repeat(3, 1fr); } + div.sheet-holdings div.sheet-character-history div.sheet-gold-bottom-border { + grid-template-columns: 3fr 1fr; + text-align: left; } + div.sheet-holdings div.sheet-character-history div.sheet-events { + grid-template-columns: 5em 4fr 0.8fr 0.8fr; } /* GAMEMASTER FEAST RECORD ============================= */ div.sheet-feast { - min-height: 800px; -} - -div.sheet-feast div.sheet-record { - grid-row-gap: 2%; -} - -div.sheet-feast div.sheet-record div.sheet-sub-header, -div.sheet-feast div.sheet-record div.sheet-repeating-container div.sheet-row { - grid-template-columns: 1fr 5em 5em 60%; -} - -div.sheet-feast div.sheet-record div.sheet-6column { - grid-column-gap: 5%; -} - -div.sheet-feast div.sheet-record div.sheet-6column h3 { - font-size: 1em; -} - -div.sheet-feast div.sheet-record div.sheet-sub-header div.sheet-table { - grid-column: 1 / 4; -} - -div.sheet-feast div.sheet-record div.sheet-sub-header:nth-of-type(even) { - background-color: #fefcea; -} - -div.sheet-feast div.sheet-characters div.sheet-sub-header, -div.sheet-feast div.sheet-characters div.sheet-repeating-row { - grid-template-columns: 2fr 1fr 1fr 1fr 1fr 1fr 1fr 1fr 1fr; - grid-row-gap: 5%; -} - -div.sheet-feast div.sheet-characters div.sheet-bottom-border, -div.sheet-feast div.sheet-characters div.sheet-3column, -div.sheet-feast div.sheet-characters div.sheet-notes { - margin-top: 2%; -} - -div.sheet-feast div.sheet-characters div.sheet-sub-header { - margin-top: 1%; -} - -div.sheet-feast div.sheet-characters div.sheet-repeating-row { - padding-bottom: 1%; -} + min-height: 800px; } + div.sheet-feast div.sheet-record { + grid-row-gap: 2%; } + div.sheet-feast div.sheet-record div.sheet-sub-header, + div.sheet-feast div.sheet-record div.sheet-repeating-container div.sheet-row { + grid-template-columns: 1fr 5em 5em 60%; } + div.sheet-feast div.sheet-record div.sheet-6column { + grid-column-gap: 5%; } + div.sheet-feast div.sheet-record div.sheet-6column h3 { + font-size: 1em; } + div.sheet-feast div.sheet-record div.sheet-sub-header div.sheet-table { + grid-column: 1 / 4; } + div.sheet-feast div.sheet-record div.sheet-sub-header:nth-of-type(even) { + background-color: #fefcea; } + div.sheet-feast div.sheet-characters div.sheet-sub-header, + div.sheet-feast div.sheet-characters div.sheet-repeating-row { + grid-template-columns: 2fr repeat(8, 1fr); + grid-row-gap: 5%; } + div.sheet-feast div.sheet-characters div.sheet-bottom-border, + div.sheet-feast div.sheet-characters div.sheet-3column, + div.sheet-feast div.sheet-characters div.sheet-notes { + margin-top: 2%; } + div.sheet-feast div.sheet-characters div.sheet-sub-header { + margin-top: 1%; } + div.sheet-feast div.sheet-characters div.sheet-repeating-row { + padding-bottom: 1%; } /* FOOTER ============================= */ @@ -544,8 +398,7 @@ div.sheet-footer { margin-top: 5%; font-style: italic; font-size: 0.8em; - text-align: center; -} + text-align: center; } /* SHOW & HIDE SHEETS ============================= */ @@ -621,12 +474,10 @@ input[name='attr_character_type']:not([value="woman"]) ~ div.sheet-entourage div input[name='attr_character_type']:not([value="woman"]) ~ div.sheet-entourage div.sheet-row div.sheet-horse div.sheet-row .sheet-woman, input[name='attr_character_type']:not([value="woman"]) ~ div.sheet-entourage div.sheet-row div.sheeet-family-history div.sheet-row, input[name='attr_character_type']:not([value="woman"]) ~ div.sheet-entourage div.sheet-row div.sheet-col .sheet-woman, input[name='attr_feast_type']:not([value="record"]) ~ div.sheet-feast div.sheet-record, input[name='attr_feast_type']:not([value="characters"]) ~ div.sheet-feast div.sheet-characters { - display: none; -} + display: none; } div.sheet-character, div.sheet-holdings, div.sheet-feast, div.sheet-npc, div.sheet-entourage { - display: inline-grid; -} + display: inline-grid; } /* SWITCH ============================= */ @@ -634,15 +485,13 @@ div.sheet-character, div.sheet-holdings, div.sheet-feast, div.sheet-npc, div.she position: relative; display: inline-block; width: 50px; - height: 24px; - /* Hide default HTML checkbox */ -} + height: 24px; } +/* Hide default HTML checkbox */ .sheet-switch input { opacity: 0; width: 0; - height: 0; -} + height: 0; } /* The slider */ .sheet-slider { @@ -655,8 +504,7 @@ div.sheet-character, div.sheet-holdings, div.sheet-feast, div.sheet-npc, div.she position: absolute; right: 0; top: 0; - transition: .4s; -} + transition: .4s; } .sheet-slider:before { -webkit-transition: .4s; @@ -668,22 +516,18 @@ div.sheet-character, div.sheet-holdings, div.sheet-feast, div.sheet-npc, div.she left: 4px; position: absolute; transition: .4s; - width: 16px; -} + width: 16px; } input:checked + .sheet-slider { - background-color: black; -} + background-color: black; } + +input:focus + .sheet-slider { + box-shadow: 0 0 1px black; } input:checked + .sheet-slider:before { -webkit-transform: translateX(26px); -ms-transform: translateX(26px); - transform: translateX(26px); -} - -input:focus + .sheet-slider { - box-shadow: 0 0 1px black; -} + transform: translateX(26px); } /* ROLL TEMPLATE STYLE ----------------------------- */ @@ -694,92 +538,69 @@ input:focus + .sheet-slider { text-align: center; font-family: 'fantasy'; /* DICE ROLL STYLES - ----------------------------- */ -} + ----------------------------- */ } + .sheet-rolltemplate-rolls div.sheet-template-container .inlinerollresult.fullfail, + .sheet-rolltemplate-rolls div.sheet-template-container .inlinerollresult.fullcrit, + .sheet-rolltemplate-rolls div.sheet-template-container .inlinerollresult.importantroll { + border: none; } + .sheet-rolltemplate-rolls div.sheet-template-container .inlinerollresult.fullfail, .sheet-rolltemplate-rolls div.sheet-template-container .inlinerollresult.fullcrit { + color: #226aae; } + .sheet-rolltemplate-rolls div.sheet-template-container .inlinerollresult { + background-color: transparent; + border: none; + font-size: 2em; + padding: unset; } + .sheet-rolltemplate-rolls div.sheet-template-container div.sheet-template-header { + color: #226aae; + font-weight: bold; + font-size: 1.5em; + border-bottom: 2px solid black; + padding: 3% 2%; + text-transform: capitalize; + margin-top: 0px; } + .sheet-rolltemplate-rolls div.sheet-template-container div.sheet-template-body { + background-color: whitesmoke; } + .sheet-rolltemplate-rolls div.sheet-template-container div.sheet-template-body div.sheet-template-row:nth-child(2n+0) { + background-color: #fefcea; } + .sheet-rolltemplate-rolls div.sheet-template-container div.sheet-template-body div.sheet-template-row span.sheet-inlinerollresult { + color: #226aae; + font-size: 2em; + font-weight: bold; + cursor: help; + padding: 0 3px 0 3px; + font-weight: bold; } + .sheet-rolltemplate-rolls div.sheet-template-container div.sheet-template-body div.sheet-template-row span.sheet-percent, .sheet-rolltemplate-rolls div.sheet-template-container div.sheet-template-body div.sheet-template-row span.sheet-template-desc { + color: #226aae; + font-size: 1em; } + .sheet-rolltemplate-rolls div.sheet-template-container div.sheet-template-body div.sheet-template-damage { + background-color: #fff; + padding: 3% 2%; } + .sheet-rolltemplate-rolls div.sheet-template-container div.sheet-template-body div.sheet-template-roll { + display: inline-grid; + grid-template-columns: 1fr 1fr; + width: 100%; } + .sheet-rolltemplate-rolls div.sheet-template-container div.sheet-template-body div.sheet-template-roll div.sheet-template-col { + padding: 5%; } + .sheet-rolltemplate-rolls div.sheet-template-container div.sheet-template-body div.sheet-template-roll div.sheet-template-col:nth-of-type(2) { + border-left: 2px solid black; } + .sheet-rolltemplate-rolls div.sheet-template-container div.sheet-template-body div.sheet-template-roll div.sheet-template-col span { + display: block; } + .sheet-rolltemplate-rolls div.sheet-template-container div.sheet-template-body div.sheet-template-roll div.sheet-template-col span:last-child { + margin-top: 5%; } -.sheet-rolltemplate-rolls div.sheet-template-container .inlinerollresult.fullfail, -.sheet-rolltemplate-rolls div.sheet-template-container .inlinerollresult.fullcrit, -.sheet-rolltemplate-rolls div.sheet-template-container .inlinerollresult.importantroll { - border: none; -} - -.sheet-rolltemplate-rolls div.sheet-template-container .inlinerollresult.fullfail, .sheet-rolltemplate-rolls div.sheet-template-container .inlinerollresult.fullcrit { - color: #226aae; -} - -.sheet-rolltemplate-rolls div.sheet-template-container .inlinerollresult { - background-color: transparent; - border: none; - font-size: 2em; - padding: unset; -} - -.sheet-rolltemplate-rolls div.sheet-template-container div.sheet-template-header { - color: #226aae; - font-weight: bold; - font-size: 1.5em; - border-bottom: 2px solid black; - padding: 3% 2%; - text-transform: capitalize; - margin-top: 0px; -} - -.sheet-rolltemplate-rolls div.sheet-template-container div.sheet-template-body { - background-color: whitesmoke; -} - -.sheet-rolltemplate-rolls div.sheet-template-container div.sheet-template-body div.sheet-template-row:nth-child(2n+0) { - background-color: #fefcea; -} - -.sheet-rolltemplate-rolls div.sheet-template-container div.sheet-template-body div.sheet-template-row span.sheet-inlinerollresult { - color: #226aae; - font-size: 2em; - font-weight: bold; - cursor: help; - padding: 0 3px 0 3px; - font-weight: bold; -} - -.sheet-rolltemplate-rolls div.sheet-template-container div.sheet-template-body div.sheet-template-row span.sheet-percent, .sheet-rolltemplate-rolls div.sheet-template-container div.sheet-template-body div.sheet-template-row span.sheet-template-desc { - color: #226aae; - font-size: 1em; -} - -.sheet-rolltemplate-rolls div.sheet-template-container div.sheet-template-body div.sheet-template-damage { - background-color: #fff; - padding: 3% 2%; -} - -.sheet-rolltemplate-rolls div.sheet-template-container div.sheet-template-body div.sheet-template-roll { - display: inline-grid; - grid-template-columns: 1fr 1fr; - width: 100%; -} - -.sheet-rolltemplate-rolls div.sheet-template-container div.sheet-template-body div.sheet-template-roll div.sheet-template-col { - padding: 5%; -} - -.sheet-rolltemplate-rolls div.sheet-template-container div.sheet-template-body div.sheet-template-roll div.sheet-template-col:nth-of-type(2) { - border-left: 2px solid black; -} - -.sheet-rolltemplate-rolls div.sheet-template-container div.sheet-template-body div.sheet-template-roll div.sheet-template-col span { - display: block; -} - -.sheet-rolltemplate-rolls div.sheet-template-container div.sheet-template-body div.sheet-template-roll div.sheet-template-col span:last-child { - margin-top: 5%; -} +.sheet-rolltemplate-rolls div.sheet-template-rollResult { + padding: 5px; + background-color: white; + text-align: center; + border: solid black; + border-width: 0 2px 2px 2px; + font-size: large; } /* REPEATING SECTIONS ----------------------------- */ .itemcontrol .repcontrol_del { background-color: darkred; - font-family: "pictos"; -} + font-family: "pictos"; } .repitem:nth-of-type(even) { - background-color: rgba(77, 77, 77, 0.0784314); -} + background-color: rgba(77, 77, 77, 0.0784314); } diff --git a/Pendragon5thEdition/pendragon.html b/Pendragon5thEdition/pendragon.html index b5e5ac799b..e4a504a958 100644 --- a/Pendragon5thEdition/pendragon.html +++ b/Pendragon5thEdition/pendragon.html @@ -1,6 +1,19 @@ -

    NPC STUFF

    MORE NPC STUFF

    King Arthut Pendragon Knight's Character SheetKing Arthut Pendragon Woman's Character Sheet

    *
    /
    **
    /
    /
    *
    /
    *
    /
    *
    /
    *
    /
    **
    /
    *
    /
    /
    *
    /
    /
    *
    /

    King Arthut Pendragon Knight's Character SheetKing Arthut Pendragon Woman's Character Sheet

    King Arthur Pendragon

    King Arthur Pendragon

    {{#header}}{{header}}{{/header}}
    {{#dice}}
    {{dice}} Rolled
    {{/dice}} -{{#threshold}}
    {{threshold}} Threshold
    {{/threshold}} -{{#damage}}
    {{damage}} Rolled
    {{/damage}}
    {{#desc}}
    {{desc}}
    {{/desc}}
    - - NPC  +
    + +
    -
    + + + + + + + + +
    -
    - y -
    - -
    - Firewall - Firwall Mod -
    - -
    - Neural Toughness - Neural Toughness Mod -
    - -
    - TAP Range - TAP Range Mod -
    -
    - -
    -

    Engrams

    - -
    -
    Engram
    -
    AMS
    -
    Active
    -
    -
    -
    - -
    -
    - -
    -
    - -
    -
    -
    -
    -
    + +
    + +
    + Firewall
    + Firwall Mod +
    + +
    + Neural Toughness
    + Neural Toughness Mod +
    + +
    + +
    +

    Engrams

    + +
    +
    Engram
    +
    AMS
    +
    Active
    +
    +
    +
    + +
    +
    + +
    +
    + +
    +
    +
    +
    +

    Hindrances

    @@ -6460,10 +6474,10 @@ y -
    - Whisper Hindrance Description - -
    +
    + Whisper Hindrance Description + +
    @@ -6475,11 +6489,11 @@ y -
    - Whisper Edge Description
    -
    Type or Took at...
    - -
    +
    + Whisper Edge Description
    +
    Type or Took at...
    + +
    @@ -6507,17 +6521,17 @@
    -

    Weapons

    -
    - +

    Weapons

    +
    +   Weapon Range @@ -6661,13 +6675,13 @@
    - - - + + +
    - +
    Akrobatik KW GW Akrobatik KW GW
    Kampfpatzer - + - + - + - +
    - - + - - - - - - - - - + + + + + + + + +
    Initiative
    Initiative
    Lebenspunkte
    Geister Widerstand
    - - - - - +
    NameEigenschaftMod.Aktiv?
    + + + + + @@ -1358,7 +1363,7 @@ - + @@ -1367,7 +1372,7 @@ - + @@ -1376,7 +1381,7 @@ - + @@ -1385,7 +1390,7 @@ - + @@ -1394,7 +1399,7 @@ - + @@ -1403,7 +1408,7 @@ - + @@ -1412,7 +1417,7 @@ - + @@ -1421,7 +1426,7 @@ - + @@ -1430,7 +1435,7 @@ - + @@ -1439,7 +1444,7 @@ - + @@ -1448,7 +1453,7 @@ - + @@ -1457,7 +1462,7 @@ - + @@ -1466,7 +1471,7 @@ - + @@ -1475,7 +1480,7 @@ - + @@ -1485,7 +1490,7 @@ - + @@ -1494,7 +1499,7 @@ - + @@ -1503,7 +1508,7 @@ - + @@ -1512,7 +1517,7 @@ - + @@ -1521,7 +1526,7 @@ - + @@ -1530,7 +1535,7 @@ - + @@ -1539,7 +1544,7 @@ - + @@ -1548,7 +1553,7 @@ - + @@ -1557,7 +1562,7 @@ - + @@ -1566,7 +1571,7 @@ - + @@ -1575,7 +1580,7 @@ - + @@ -1584,7 +1589,7 @@ - + @@ -1593,7 +1598,7 @@ - +
    NameEigenschaftMod.Aktiv?
    - - + - - + +
    Alchemie
    Anführen
    Arkane Kunde
    Athletik
    Darbietung
    Diplomatie
    Edelhandwerk
    Empathie
    Entschlossenheit
    Fingerfertigkeit
    Geschichte & Mythen
    Handwerk
    Heilkunde
    Heimlichkeit
    Jagdkunst
    Länderkunde
    Naturkunde
    Redegewandtheit
    Schlösser & Fallen
    Schwimmen
    Seefahrt
    Straßenkunde
    Tierführung
    Überleben
    Wahrnehmung
    Zähigkeit
    @@ -1610,13 +1615,13 @@
    Würfeln
    BannmangieBannmagie
    Beherrschungsmagie
    Bewegungsmagie
    Erkenntnismagie
    Felsmagie
    Feuermagie
    Heilungsmagie
    Illusionsmagie
    Kampfmagie
    Lichtmagie
    Naturmagie
    Schattenmagie
    Schicksalsmagie
    Schutzmagie
    Stärkungsmagie
    Todesmagie
    Verwandlungsmagie
    Wassermagie
    Windmagie

    @@ -1794,43 +1799,43 @@ Handgemenge - + Hiebwaffen - + Kettenwaffen - + Klingenwaffen - + Stangenwaffen - + Schusswaffen - + Wurfwaffen - +
    @@ -1872,6 +1877,7 @@ + Fokus @@ -2068,8 +2074,8 @@ - / - + / + @@ -2174,7 +2180,7 @@ - + @@ -2241,7 +2247,7 @@   - +
    Wirkung: 
    @@ -2250,25 +2256,25 @@

    Rüstungen & Schilde

    - +
    - + - +
    RüstungRüstung VTD+ SR BE Tick+MerkmaleMerkmale Ausger.
    - - - - - - + + + + + +    
    @@ -2283,24 +2289,24 @@

    - +
    - + - +
    SchildSchild VTD+   BE Tick+MerkmaleMerkmale Ausger.
    - - - - - - + + + + + +     @@ -2312,32 +2318,32 @@

    - +
    - - - - - - + + + + + +
    Gesamt:Gesamt:

    Meisterschaften

    Tooltips aktivieren? - +
    - - + + - + @@ -2627,33 +2633,28 @@
    MeisterschaftFertigkeitMeisterschaftFertigkeit Schw.WirkungWirkung
    - - + - - + +
    - - - Letzte Updates

    Letzte Updates


    +

    19.05.2020

    +
      +
    • "Alle Widerstände" und "Wundabzugs-Reduktion" zu den Modifikatoren hinzugefügt.
    • +
    • Kleinere Design-Anpassungen bei Rüstungen, Schilden und Meisterschaften.
    • +
    • Fehler behoben, bei dem bei Würfen auf Überleben ein bei Modifikatoren eingetragene Bonus auf Intuition nicht eingerechnet wurde.
    • +
    +

    12.05.2020

    +
      +
    • Die maximale Anzahl angezeigter Erfolgsgrade bei Proben wurde von 8 auf 13 erhöht (9+ wurde zu 14+).
    • +
    • Die Breite des Namens-Feldes bei den Modifikatoren wurde erhöht.
    • +
    • Kleinere Bugfixes (z.b. die Meisterschaft Sprinter).
    • +

    21.04.2020

    • Die Tooltips für die Meisterschaften sind jetzt aktivier- und deaktivierbar.
    • Der Charakter-Export aus der aktuellen Genesis-Version (6.1.5) wird jetzt voll unterstützt und bietet einige Vorteile gegenüber dem Import aus älteren Genesis-Versionen.
    -

    14.04.2020

    -
      -
    • Der Kreaturenbogen wurde auf Basis von Spielerfeedback umgestaltet und verfügt jetzt auch über Initiative-, Patzer- und Aktive Abwehr-Würfe
    • -
    • Es wurde ein Tooltip-System implementiert. Im Reiter "Einstellungen" könnt ihr jetzt Regelbeschreibungen für Meisterschaften hinterlegen, welche dann als Tooltip bei den Meisterschaften angezeigt werden. Falls es noch mehrere Stellen gibt, an denen ihr Tooltips haben wollt, lasst es mich gerne wissen
    • -
    -

    07.04.2020

    -
      -
    • Der Genesis-Importer wurde mit neuen Daten aus der Genesis-Datenbank (Magieschulen und Zauber aus Die Magie) gefüttert und sollte jetzt größtenteils funktionieren.
    • -
    • Das Waffenmerkmal Kritisch wird jetzt bei allen Waffenwürfen berücksichtigt. Hinweis: Bei kritischen Waffen dauert es ein wenig, bis der Schadenswurf angezeigt wird, da die Formel komplexer ist. Vielen Dank für die Formel an Puffke!
    • -
    • Ein paar Schönheitskorrekturen
    • - -

    Mit Dank an alle begeisterten Splittermond-Spieler, die diesen Charakterbogen nutzen und mit ihrem Feedback für stetige Verbesserungen sorgen!

    @@ -2666,9 +2667,9 @@ - {{#allprops() name charactername damage sm27 sm26 sm24 sm23 sm21 sm20 sm18 sm17 sm15 sm14 sm12 sm11 sm9 sm8 sm6 sm5 sm3 sm2 sm1 s0 s2 s3 s5 s6 s8 s9 s11 s12 s14 s15 s17 s18 s20 s21 s23 s24 s26 s27}} + {{#allprops() name charactername damage sm27 sm26 sm24 sm23 sm21 sm20 sm18 sm17 sm15 sm14 sm12 sm11 sm9 sm8 sm6 sm5 sm3 sm2 sm1 s0 s2 s3 s5 s6 s8 s9 s11 s12 s14 s15 s17 s18 s20 s21 s23 s24 s26 s27 s28 s29 s30 s31 s32 s33 s34 s35 s36 s37 s38 s39 s40 s41}} - {{/allprops() name charactername damage sm27 sm26 sm24 sm23 sm21 sm20 sm18 sm17 sm15 sm14 sm12 sm11 sm9 sm8 sm6 sm5 sm3 sm2 sm1 s0 s2 s3 s5 s6 s8 s9 s11 s12 s14 s15 s17 s18 s20 s21 s23 s24 s26 s27}} + {{/allprops() name charactername damage sm27 sm26 sm24 sm23 sm21 sm20 sm18 sm17 sm15 sm14 sm12 sm11 sm9 sm8 sm6 sm5 sm3 sm2 sm1 s0 s2 s3 s5 s6 s8 s9 s11 s12 s14 s15 s17 s18 s20 s21 s23 s24 s26 s27 s28 s29 s30 s31 s32 s33 s34 s35 s36 s37 s38 s39 s40 s41}} {{#damage}} {{/damage}} @@ -2741,9 +2742,24 @@ {{#rollBetween() Probe s24 s26}} 8 {{/rollBetween() Probe s24 s26}} - {{#rollGreater() Probe s27}} - 9+ - {{/rollGreater() Probe s27}} + {{#rollBetween() Probe s27 s29}} + 9 + {{/rollBetween() Probe s27 s29}} + {{#rollBetween() Probe s30 s32}} + 10 + {{/rollBetween() Probe s30 s32}} + {{#rollBetween() Probe s33 s35}} + 11 + {{/rollBetween() Probe s33 s35}} + {{#rollBetween() Probe s36 s38}} + 12 + {{/rollBetween() Probe s36 s38}} + {{#rollBetween() Probe s39 s41}} + 13 + {{/rollBetween() Probe s39 s41}} + {{#rollGreater() Probe s41}} + 14+ + {{/rollGreater() Probe s41}} {{#rollWasFumble() Probe}} @@ -3702,16 +3718,16 @@ on("change:verteidigung change:geistigerwiderstand change:koerperlicherwiderstan }); }); -on("change:beweglichkeit change:groessenklasse change:konstitution change:intuition change:mystik change:willenskraft change:verstand change:staerke change:ausstrahlung change:hiddengsw change:hiddenini change:hiddenlp change:hiddenfokus change:hiddengw change:hiddengwhg change:hiddenkw change:hiddenkwhg change:hiddenvtdhg change:schadensreduktionmod change:geschwindigkeitmod change:initiativemod change:lebenspunktemod change:fokusmod change:verteidigungmod change:koerperlicherwiderstandmod change:geistigerwiderstandmod change:bannmagiepunkte change:beherrschungsmagiepunkte change:bewegungsmagiepunkte change:erkenntnismagiepunkte change:felsmagiepunkte change:feuermagiepunkte change:heilungsmagiepunkte change:illusionsmagiepunkte change:kampfmagiepunkte change:lichtmagiepunkte change:naturmagiepunkte change:schattenmagiepunkte change:schicksalsmagiepunkte change:schutzmagiepunkte change:staerkungsmagiepunkte change:todesmagiepunkte change:verwandlungsmagiepunkte change:wassermagiepunkte change:windmagiepunkte change:hiddenvtdruestungschild change:hiddengswbe change:hiddeninibr change:hiddenvtdgr change:hiddengswag change:hiddengswspr change:erschoepft change:lahm change:hiddenvtdbonus change:hiddengwbonus change:hiddenkwbonus change:hiddenschadensreduktionfruehstueck", function() { - getAttrs(["beweglichkeit", "groessenklasse", "konstitution", "intuition", "mystik", "willenskraft", "verstand", "staerke", "ausstrahlung", "hiddengsw", "hiddenini", "hiddenlp", "hiddenfokus", "hiddengw", "hiddengwhg", "hiddenkw", "hiddenkwhg", "hiddenvtdhg", "schadensreduktionmod", "geschwindigkeitmod", "initiativemod", "lebenspunktemod", "fokusmod", "verteidigungmod", "koerperlicherwiderstandmod", "geistigerwiderstandmod", "arkanekundepunkte", "bannmagiepunkte", "beherrschungsmagiepunkte", "bewegungsmagiepunkte", "erkenntnismagiepunkte", "felsmagiepunkte", "feuermagiepunkte", "heilungsmagiepunkte", "illusionsmagiepunkte", "kampfmagiepunkte", "lichtmagiepunkte", "naturmagiepunkte", "schattenmagiepunkte", "schicksalsmagiepunkte", "schutzmagiepunkte", "staerkungsmagiepunkte", "todesmagiepunkte", "verwandlungsmagiepunkte", "wassermagiepunkte", "windmagiepunkte", "hiddenvtdruestungschild", "gesamtsr", "hiddengswbe", "hiddeninibr", "hiddenvtdgr", "hiddengswag", "hiddengswspr", "erschoepft", "lahm", "hiddenvtdbonus", "hiddenkwbonus", "hiddengwbonus", "hiddenschadensreduktionfruehstueck"], function(values) { +on("change:beweglichkeit change:groessenklasse change:konstitution change:intuition change:mystik change:willenskraft change:verstand change:staerke change:ausstrahlung change:hiddengsw change:hiddenini change:hiddenlp change:hiddenfokus change:hiddengw change:hiddengwhg change:hiddenkw change:hiddenkwhg change:hiddenvtdhg change:schadensreduktionmod change:geschwindigkeitmod change:initiativemod change:lebenspunktemod change:fokusmod change:verteidigungmod change:koerperlicherwiderstandmod change:geistigerwiderstandmod change:bannmagiepunkte change:beherrschungsmagiepunkte change:bewegungsmagiepunkte change:erkenntnismagiepunkte change:felsmagiepunkte change:feuermagiepunkte change:heilungsmagiepunkte change:illusionsmagiepunkte change:kampfmagiepunkte change:lichtmagiepunkte change:naturmagiepunkte change:schattenmagiepunkte change:schicksalsmagiepunkte change:schutzmagiepunkte change:staerkungsmagiepunkte change:todesmagiepunkte change:verwandlungsmagiepunkte change:wassermagiepunkte change:windmagiepunkte change:hiddenvtdruestungschild change:hiddengswbe change:hiddeninibr change:hiddenvtdgr change:hiddengswag change:hiddengswspr change:erschoepft change:lahm change:hiddenvtdbonus change:hiddengwbonus change:hiddenkwbonus change:hiddenschadensreduktionfruehstueck change:hiddenallwiderstand", function() { + getAttrs(["beweglichkeit", "groessenklasse", "konstitution", "intuition", "mystik", "willenskraft", "verstand", "staerke", "ausstrahlung", "hiddengsw", "hiddenini", "hiddenlp", "hiddenfokus", "hiddengw", "hiddengwhg", "hiddenkw", "hiddenkwhg", "hiddenvtdhg", "schadensreduktionmod", "geschwindigkeitmod", "initiativemod", "lebenspunktemod", "fokusmod", "verteidigungmod", "koerperlicherwiderstandmod", "geistigerwiderstandmod", "arkanekundepunkte", "bannmagiepunkte", "beherrschungsmagiepunkte", "bewegungsmagiepunkte", "erkenntnismagiepunkte", "felsmagiepunkte", "feuermagiepunkte", "heilungsmagiepunkte", "illusionsmagiepunkte", "kampfmagiepunkte", "lichtmagiepunkte", "naturmagiepunkte", "schattenmagiepunkte", "schicksalsmagiepunkte", "schutzmagiepunkte", "staerkungsmagiepunkte", "todesmagiepunkte", "verwandlungsmagiepunkte", "wassermagiepunkte", "windmagiepunkte", "hiddenvtdruestungschild", "gesamtsr", "hiddengswbe", "hiddeninibr", "hiddenvtdgr", "hiddengswag", "hiddengswspr", "erschoepft", "lahm", "hiddenvtdbonus", "hiddenkwbonus", "hiddengwbonus", "hiddenschadensreduktionfruehstueck", "hiddenallwiderstand"], function(values) { setAttrs({ geschwindigkeit: +values.beweglichkeit + +values.groessenklasse + +values.geschwindigkeitmod + +values.hiddengsw + +values.hiddengswag + +values.hiddengswspr - +values.hiddengswbe - +values.erschoepft - +values.lahm, lebenspunkte: +values.groessenklasse + +values.konstitution + +values.lebenspunktemod + +values.hiddenlp, - initiative: 10 - (+values.intuition + +values.hiddenini + +values.hiddeninibr) - +values.initiativemod + +values.erschoepft, + initiative: 10 - (+values.intuition + +values.hiddenini + +values.hiddeninibr) + +values.initiativemod + +values.erschoepft, fokus: (+values.mystik + +values.willenskraft) * 2 + +values.fokusmod + +values.hiddenfokus, - koerperlicherwiderstand: 12 + +values.konstitution + +values.willenskraft + +values.koerperlicherwiderstandmod + +values.hiddenkw + +values.hiddenkwhg + +values.hiddenkwbonus, - geistigerwiderstand: 12 + +values.verstand + +values.willenskraft + +values.geistigerwiderstandmod + +values.hiddengw + +values.hiddengwhg + +values.hiddengwbonus, - verteidigung: 12 + +values.beweglichkeit + +values.staerke + ((5-values.groessenklasse)*2) + +values.verteidigungmod + +values.hiddenvtdgr + +values.hiddenvtdhg + +values.hiddenvtdruestungschild + +values.hiddenvtdbonus, + koerperlicherwiderstand: 12 + +values.konstitution + +values.willenskraft + +values.koerperlicherwiderstandmod + +values.hiddenkw + +values.hiddenkwhg + +values.hiddenkwbonus + +values.hiddenallwiderstand, + geistigerwiderstand: 12 + +values.verstand + +values.willenskraft + +values.geistigerwiderstandmod + +values.hiddengw + +values.hiddengwhg + +values.hiddengwbonus + +values.hiddenallwiderstand, + verteidigung: 12 + +values.beweglichkeit + +values.staerke + ((5-values.groessenklasse)*2) + +values.verteidigungmod + +values.hiddenvtdgr + +values.hiddenvtdhg + +values.hiddenvtdruestungschild + +values.hiddenvtdbonus + +values.hiddenallwiderstand, schadensreduktion: +values.gesamtsr + +values.schadensreduktionmod + +values.hiddenschadensreduktionfruehstueck, akrobatik1: values.beweglichkeit, akrobatik2: values.staerke, @@ -3845,14 +3861,14 @@ on("change:ausstrahlungstart change:beweglichkeitstart change:intuitionstart cha }); on("change:repeating_meisterschaften:meisterschaftsschwelle", function() { - getAttrs(["repeating_meisterschaften_meisterschaftsname", "repeating_meisterschaften_meisterschaftsfertigkeit"], function(values) { + getAttrs(["repeating_meisterschaften_meisterschaftsname", "repeating_meisterschaften_meisterschaftsfertigkeit", "blitzreflexecount", "sprintercount"], function(values) { var name = values.repeating_meisterschaften_meisterschaftsname; var fertigkeit = values.repeating_meisterschaften_meisterschaftsfertigkeit; var update = {}; if (name != "" && fertigkeit != "") { switch (name.toLowerCase()) { case "blitzreflexe": - update["hiddeninibr"] = 3; + update["blitzreflexecount"] = +values.blitzreflexecount + 1; break; case "gute reflexe": update["hiddenvtdgr"] = 1; @@ -3884,7 +3900,7 @@ on("change:repeating_meisterschaften:meisterschaftsschwelle", function() { update["hiddengswag"] = 1; break; case "sprinter": - update["hiddengswspr"] = 1; + update["sprintercount"] = +values.sprintercount + 1; break; } setAttrs(update); @@ -4584,14 +4600,15 @@ on("change:fokus", function(e) { }); }); -on("change:lebenspunkte_v change:schmerzresistenz change:sw1 change:sw2 change:verwundet change:schadenimmun", function(e) { - getAttrs(["lebenspunkte", "lebenspunkte_v", "lebenspunkte_k", "lebenspunkte_e", "schmerzresistenz", "sw1", "sw2", "verwundet", "schadenimmun"], function(v) { +on("change:lebenspunkte_v change:schmerzresistenz change:sw1 change:sw2 change:verwundet change:schadenimmun change:wundabzugsmod", function(e) { + getAttrs(["lebenspunkte", "lebenspunkte_v", "lebenspunkte_k", "lebenspunkte_e", "schmerzresistenz", "sw1", "sw2", "verwundet", "schadenimmun", "wundabzugsmod"], function(v) { var mod; var row = Math.ceil( +v.lebenspunkte_v / +v.lebenspunkte ); row += +v.verwundet; var sr = v.schmerzresistenz; var sw1 = v.sw1; var sw2 = v.sw2; + var war = +v.wundabzugsmod; switch(row) { case 0: case 1: @@ -4613,6 +4630,7 @@ on("change:lebenspunkte_v change:schmerzresistenz change:sw1 change:sw2 change:v mod = 8 - +sr - +sw1 - +sw2; break; } + mod -= +war; if (mod < 0 || v.schadenimmun > 0) { mod = 0; } setAttrs({ schadensmod: +mod @@ -4647,10 +4665,11 @@ on("change:repeating_attributmods remove:repeating_attributmods", function() { angriffsbonus: 0, kampffertigkeitenbonus: 0, schadenimmun: 0, - hiddenallfert: 0 + hiddenallfert: 0, + hiddenallwiderstand: 0, + wundabzugsmod: 0 }); - } else - { + } else { var ausstrahlung = 0; var beweglichkeit = 0; var intuition = 0; @@ -4669,6 +4688,8 @@ on("change:repeating_attributmods remove:repeating_attributmods", function() { var kf = 0; var si = 0; var allfert = 0; + var allwiderstand = 0; + var wundabzugsmod = 0; var keineaktiv = true; _.each(idarray, function(currentID, i) { getAttrs(["repeating_attributmods_" + currentID + "_modattribut", "repeating_attributmods_" + currentID + "_attributmod", "repeating_attributmods_" + currentID + "_attributmodonoff"], function(v) { @@ -4753,6 +4774,14 @@ on("change:repeating_attributmods remove:repeating_attributmods", function() { allfert += +mod; update["hiddenallfert"] = +allfert; break; + case "allwiderstand": + allwiderstand += +mod; + update["hiddenallwiderstand"] = +allwiderstand; + break; + case "war": + wundabzugsmod += +mod; + update["wundabzugsmod"] = +wundabzugsmod; + break; default: break; } @@ -4780,7 +4809,9 @@ on("change:repeating_attributmods remove:repeating_attributmods", function() { angriffsbonus: 0, kampffertigkeitenbonus: 0, schadenimmun: 0, - hiddenallfert: 0 + hiddenallfert: 0, + hiddenallwiderstand: 0, + wundabzugsmod: 0 }); } } @@ -4858,14 +4889,14 @@ on("change:repeating_nahkampfwaffen:waffenscharf change:repeating_nahkampfwaffen die_max = waffenschadenwuerfel.substr(1); die_minus = +waffenschadenwuerfel.substr(1) - 1; if ((+waffenschaden1 + +exakt) == 1) { - damagerollstring += "[[{1" + waffenschadenwuerfel + "}<" + +die_minus + "*([[{1d" + +die_minus + "," + scharf + "d1}k1]]-" + (+die_max + +kritisch) + ")+" + (+die_max + +kritisch) + "+" + waffenschaden3 + "]]"; + damagerollstring += "{1" + waffenschadenwuerfel + "}<" + +die_minus + "*([[{1d" + +die_minus + "," + scharf + "d1}k1]]-" + (+die_max + +kritisch) + ")+" + (+die_max + +kritisch) + "+" + waffenschaden3; } else { - damagerollstring = "[[{"; + damagerollstring = "{"; for (i = 1; i <= +waffenschaden1 + +exakt; i++) { damagerollstring = damagerollstring + "{1" + waffenschadenwuerfel + "}<" + +die_minus + "*([[{1d" + +die_minus + "," + scharf + "d1}k1]]-" + (+die_max + +kritisch) + ")+" + (+die_max + +kritisch) + ","; } damagerollstring = damagerollstring.slice(0, -1); - damagerollstring += "}k" + waffenschaden1 + " + " + waffenschaden3 + "]]"; + damagerollstring += "}k" + waffenschaden1 + " + " + waffenschaden3; } } else if (kritisch == 0) { damagerollstring = "{"; @@ -5277,16 +5308,16 @@ function writeToSheet (characterData) { if (+epeingesetzt >= 600) { hg = 4; } setAttrs({hg: +hg}); setAttrs(character); - character["haarfarbe"] = characterData["hairColor"]; - character["augenfarbe"] = characterData["eyeColor"]; - character["geburtsort"] = characterData["birthplace"]; - character["groesse"] = characterData["size"]; - character["gewicht"] = characterData["weight"]; - character["mondzeichen"] = characterData["moonSign"]["name"]; - character["abstammung"] = characterData["background"]; - character["ausbildung"] = characterData["education"]; - character["rasse"] = characterData["race"]; - character["kultur"] = characterData["culture"]; + character["haarfarbe"] = characterData["hairColor"] || "-"; + character["augenfarbe"] = characterData["eyeColor"] || "-"; + character["geburtsort"] = characterData["birthplace"] || "-"; + character["groesse"] = characterData["size"] || "-"; + character["gewicht"] = characterData["weight"] || "-"; + character["mondzeichen"] = characterData["moonSign"]["name"] || "-"; + character["abstammung"] = characterData["background"] || "-"; + character["ausbildung"] = characterData["education"] || "-"; + character["rasse"] = characterData["race"] || "-"; + character["kultur"] = characterData["culture"] || "-"; character["hautfarbe"] = characterData["furColor"] || "-"; let attributestart = ["ausstrahlungstart", "beweglichkeitstart", "intuitionstart", "konstitutionstart", "mystikstart", "staerkestart", "verstandstart", "willenskraftstart"]; let attributesvalue = ["ausstrahlung", "beweglichkeit", "intuition", "konstitution", "mystik", "staerke", "verstand", "willenskraft"]; @@ -5339,8 +5370,8 @@ function writeToSheet (characterData) { } var masteryname; var level; - var masteryshortdescription; - var masterylongdescription; + var masteryshortdescription = ""; + var masterylongdescription = ""; var skill; var skillname; var skillvalue; @@ -5354,15 +5385,23 @@ function writeToSheet (characterData) { if (characterData["skills"][i]["masterships"].length > 0) { for (var j = 0; j < characterData["skills"][i]["masterships"].length; j++) { newrowid = generateRowID(); + masteryshortdescription = ""; + masterylongdescription = ""; masteryname = characterData["skills"][i]["masterships"][j]["name"]; level = characterData["skills"][i]["masterships"][j]["level"]; - masteryshortdescription = characterData["skills"][i]["masterships"][j]["shortDescription"]; + if (characterData["skills"][i]["masterships"][j]["shortDescription"] != null) { + masteryshortdescription = characterData["skills"][i]["masterships"][j]["shortDescription"]; + } character["repeating_meisterschaften_" + newrowid + "_meisterschaftsname"] = masteryname; character["repeating_meisterschaften_" + newrowid + "_meisterschaftsfertigkeit"] = skillname; character["repeating_meisterschaften_" + newrowid + "_meisterschaftsbeschreibung"] = skillname; character["repeating_meisterschaften_" + newrowid + "_meisterschaftsschwelle"] = +level; character["repeating_meisterschaften_" + newrowid + "_meisterschaftswirkung"] = masteryshortdescription; - masterylongdescription = characterData["skills"][i]["masterships"][j]["longDescription"]; + if (characterData["skills"][i]["masterships"][j]["longDescription"] != null) { + masterylongdescription = characterData["skills"][i]["masterships"][j]["longDescription"]; + } else { + masterylongdescription = masteryshortdescription; + } newrowid = generateRowID(); character["repeating_masterytooltips_" + newrowid + "_masterytooltipname"] = masteryname; character["repeating_masterytooltips_" + newrowid + "_masterytooltiptext"] = masterylongdescription; @@ -5382,7 +5421,9 @@ function writeToSheet (characterData) { character["repeating_zauber_" + newrowid + "_zauberdauer"] = characterData["spells"][i]["castDuration"]; character["repeating_zauber_" + newrowid + "_zauberrw"] = characterData["spells"][i]["castRange"]; character["repeating_zauber_" + newrowid + "_zauberwd"] = characterData["spells"][i]["spellDuration"]; - character["repeating_zauber_" + newrowid + "_zauberwirkung"] = characterData["spells"][i]["longDescription"]; + if (characterData["spells"][i]["longDescription"] != null) { + character["repeating_zauber_" + newrowid + "_zauberwirkung"] = characterData["spells"][i]["longDescription"]; + } } } let meleeskills = {"BEW":"bew","STÄ":"stae","AUS":"aus","INT":"int","KON":"kon","MYS":"mys","VER":"ver","WIL":"wil"}; @@ -5396,15 +5437,20 @@ function writeToSheet (characterData) { merkmale = ""; character["repeating_nahkampfwaffen_" + newrowid + "_waffenname"] = characterData["meleeWeapons"][i]["name"]; character["repeating_nahkampfwaffen_" + newrowid + "_waffenskill"] = characterData["meleeWeapons"][i]["skill"].toLowerCase(); - character["repeating_nahkampfwaffen_" + newrowid + "_waffenattr1"] = meleeskills[characterData["meleeWeapons"][i]["attribute1"]]; - character["repeating_nahkampfwaffen_" + newrowid + "_waffenattr2"] = meleeskills[characterData["meleeWeapons"][i]["attribute2"]]; + if (characterData["meleeWeapons"][i]["attribute1"] != null) { + character["repeating_nahkampfwaffen_" + newrowid + "_waffenattr1"] = meleeskills[characterData["meleeWeapons"][i]["attribute1"]]; + character["repeating_nahkampfwaffen_" + newrowid + "_waffenattr2"] = meleeskills[characterData["meleeWeapons"][i]["attribute2"]]; + + } character["repeating_nahkampfwaffen_" + newrowid + "_waffenwgs"] = characterData["meleeWeapons"][i]["weaponSpeed"]; - damage = characterData["meleeWeapons"][i]["damage"].toString().split("W")[0]; - damagewuerfel = "d" + characterData["meleeWeapons"][i]["damage"].toString().split("W")[1].toString().split("+")[0]; - damageplus = characterData["meleeWeapons"][i]["damage"].toString().split("W")[1].toString().split("+")[1] || 0; - character["repeating_nahkampfwaffen_" + newrowid + "_waffenschaden1"] = damage; - character["repeating_nahkampfwaffen_" + newrowid + "_waffenschadenwuerfel"] = damagewuerfel; - character["repeating_nahkampfwaffen_" + newrowid + "_waffenschaden3"] = damageplus; + if (characterData["meleeWeapons"][i]["damage"] != null) { + damage = characterData["meleeWeapons"][i]["damage"].toString().split("W")[0] || 0; + damagewuerfel = "d" + characterData["meleeWeapons"][i]["damage"].toString().split("W")[1].toString().split("+")[0]; + damageplus = characterData["meleeWeapons"][i]["damage"].toString().split("W")[1].toString().split("+")[1] || 0; + character["repeating_nahkampfwaffen_" + newrowid + "_waffenschaden1"] = damage; + character["repeating_nahkampfwaffen_" + newrowid + "_waffenschadenwuerfel"] = damagewuerfel; + character["repeating_nahkampfwaffen_" + newrowid + "_waffenschaden3"] = damageplus; + } if (characterData["meleeWeapons"][i]["features"].length > 0) { for (var j = 0; j < characterData["meleeWeapons"][i]["features"].length; j++) { merkmale += characterData["meleeWeapons"][i]["features"][j]["name"]; @@ -5429,15 +5475,19 @@ function writeToSheet (characterData) { merkmale = ""; character["repeating_fernkampfwaffen_" + newrowid + "_waffennamefern"] = characterData["longRangeWeapons"][i]["name"]; character["repeating_fernkampfwaffen_" + newrowid + "_waffenskillfern"] = characterData["longRangeWeapons"][i]["skill"].toLowerCase(); - character["repeating_fernkampfwaffen_" + newrowid + "_waffenattr1fern"] = meleeskills[characterData["longRangeWeapons"][i]["attribute1"]]; - character["repeating_fernkampfwaffen_" + newrowid + "_waffenattr2fern"] = meleeskills[characterData["longRangeWeapons"][i]["attribute2"]]; + if (characterData["longRangeWeapons"][i]["attribute1"] != null) { + character["repeating_fernkampfwaffen_" + newrowid + "_waffenattr1fern"] = meleeskills[characterData["longRangeWeapons"][i]["attribute1"]]; + character["repeating_fernkampfwaffen_" + newrowid + "_waffenattr2fern"] = meleeskills[characterData["longRangeWeapons"][i]["attribute2"]]; + } character["repeating_fernkampfwaffen_" + newrowid + "_waffenwgsfern"] = characterData["longRangeWeapons"][i]["weaponSpeed"]; - damage = characterData["longRangeWeapons"][i]["damage"].toString().split("W")[0]; - damagewuerfel = "d" + characterData["longRangeWeapons"][i]["damage"].toString().split("W")[1].toString().split("+")[0]; - damageplus = characterData["longRangeWeapons"][i]["damage"].toString().split("W")[1].toString().split("+")[1] || 0; - character["repeating_fernkampfwaffen_" + newrowid + "_waffenschaden1fern"] = damage; - character["repeating_fernkampfwaffen_" + newrowid + "_waffenschadenwuerfelfern"] = damagewuerfel; - character["repeating_fernkampfwaffen_" + newrowid + "_waffenschaden3fern"] = damageplus; + if (characterData["longRangeWeapons"][i]["damage"] != null) { + damage = characterData["longRangeWeapons"][i]["damage"].toString().split("W")[0]; + damagewuerfel = "d" + characterData["longRangeWeapons"][i]["damage"].toString().split("W")[1].toString().split("+")[0]; + damageplus = characterData["longRangeWeapons"][i]["damage"].toString().split("W")[1].toString().split("+")[1] || 0; + character["repeating_fernkampfwaffen_" + newrowid + "_waffenschaden1fern"] = damage; + character["repeating_fernkampfwaffen_" + newrowid + "_waffenschadenwuerfelfern"] = damagewuerfel; + character["repeating_fernkampfwaffen_" + newrowid + "_waffenschaden3fern"] = damageplus; + } character["repeating_fernkampfwaffen_" + newrowid + "_waffenrwfern"] = characterData["longRangeWeapons"][i]["range"]; if (characterData["longRangeWeapons"][i]["features"].length > 0) { for (var j = 0; j < characterData["longRangeWeapons"][i]["features"].length; j++) { @@ -5480,7 +5530,7 @@ function writeToSheet (characterData) { character["repeating_nahkampfwaffen_" + newrowid + "_waffenschaden3"] = "1"; character["repeating_nahkampfwaffen_" + newrowid + "_waffenmerkmale"] = characterData["shields"][0]["features"][0]["name"]; } - if (characterData["items"].length > 0) { + if (characterData["items"].length > 0 && characterData["items"] != null) { let items = ""; let count; let item; @@ -6419,6 +6469,14 @@ function createNSCFromTemplate (template) { masterynames = ["Berseker", "Vorstürmen", "Rundumschlag", "Schmetterschlag", "Schmerzwiderstand 1"]; masteryskills = ["Hiebwaffen", "Hiebwaffen", "Hiebwaffen", "Hiebwaffen", "Zähigkeit"]; masterylevels = [1, 1, 2, 2, 2]; + spellnames = ["Lebenskraft stärken", "Schmerzen widerstehen"]; + spellschools = ["staerkung", "staerkung"]; + spelldiffs = [21, 21]; + spellcosts = ["K8V2", "K8V2"]; + spelldurations = [4, 4]; + spellranges = ["Zauberer", "Zauberer"]; + spellimpactdurations = ["kan.", "kan."]; + spelllevels = [12, 12]; abilitynames = ["Akrobatik", "Athletik", "Entschlossenheit", "Heimlichkeit", "Wahrnehmung", "Zähigkeit", "Stärkungsmagie"]; abilitylevels = [9, 14, 9, 9, 12, 19, 12]; featurenames = ["Dämmersicht", "Erschöpfungsresistenz", "Taktiker"]; @@ -7367,7 +7425,7 @@ on("remove:repeating_meisterschaften", function(eventInfo) { var meisterschaft = eventInfo.removedInfo["repeating_meisterschaften_" + rowid + "_meisterschaftsname"]; var update = {}; var meisterschaften = { - "blitzreflexe":"hiddeninibr", + "blitzreflexe":"blitzreflexecount", "gute reflexe":"hiddenvtdgr", "rüstungsträger i":"rt1", "rüstungsträger 1":"rt1", @@ -7382,14 +7440,58 @@ on("remove:repeating_meisterschaften", function(eventInfo) { "schmerzwiderstand ii":"sw2", "schmerzwiderstand 2":"sw2", "arkane geschwindigkeit":"hiddengswag", - "sprinter":"hiddengswspr" + "sprinter":"sprintercount" }; - if (meisterschaften[meisterschaft] != "undefined") { - update[meisterschaften[meisterschaft.toLowerCase()]] = 0; - setAttrs(update); + if (meisterschaft.toLowerCase() == "blitzreflexe") { + getAttrs(["blitzreflexecount"], function(v) { + if (+v.blitzreflexecount > 0) { + update[meisterschaften[meisterschaft.toLowerCase()]] = +v.blitzreflexecount - 1; + setAttrs(update); + } + }); + } else if (meisterschaft.toLowerCase() == "sprinter") { + getAttrs(["sprintercount"], function(v) { + if (+v.sprintercount > 0) { + update[meisterschaften[meisterschaft.toLowerCase()]] = +v.sprintercount - 1; + setAttrs(update); + } + }); + } else { + if (meisterschaften[meisterschaft] != "undefined") { + update[meisterschaften[meisterschaft.toLowerCase()]] = 0; + setAttrs(update); + } } }); +on("change:blitzreflexecount", function(eventInfo) { + getAttrs(["blitzreflexecount", "hiddeninibr"], function(v) { + let update = {}; + let blitzreflexecount = +v.blitzreflexecount; + if (+blitzreflexecount <= 2) { + update["hiddeninibr"] = +blitzreflexecount * 3; + setAttrs(update); + } else { + update["hiddeninibr"] = 0; + setAttrs(update); + } + }); +}); + +on("change:sprintercount", function(eventInfo) { + getAttrs(["sprintercount", "hiddengswspr"], function(v) { + let update = {}; + let sprintercount = +v.sprintercount; + if (+sprintercount <= 2) { + update["hiddengswspr"] = +sprintercount; + setAttrs(update); + } else { + update["hiddengswspr"] = 0; + setAttrs(update); + } + }); +}); + on("change:lebenspunkte_v", function(eventInfo) { if (eventInfo.sourceType == "sheetworker") { return; } getAttrs(["lebenspunkte_v", "lebenspunkte_t", "lebenspunkte"], function(v) { diff --git a/Splittermond/sheet.json b/Splittermond/sheet.json index bad0ea3037..935dc84438 100644 --- a/Splittermond/sheet.json +++ b/Splittermond/sheet.json @@ -4,5 +4,5 @@ "authors": "Loki", "roll20userid": "800624", "preview": "SMExample.png", - "instructions": "Splittermond is a (untranslated) german RPG, produced and maintained by the german Uhrwerk-Verlag. \n Learn more about it at the official [website](https://splittermond.de/). \n For issues, ideas, suggestions and critique reach out for me on [roll20](https://app.roll20.net/users/800624), [github](https://github.com/ap3h3ad) or [Drachenzwinge](https://www.drachenzwinge.de/forum/index.php?action=profile;u=8933)." + "instructions": "Splittermond is a (untranslated) german RPG, produced and maintained by the german Uhrwerk-Verlag. \n Learn more about it at the official [website](https://splittermond.de/). \n For issues, ideas, suggestions and critique reach out for me on [roll20](https://app.roll20.net/users/800624), [github](https://github.com/ap3h3ad) or [Drachenzwinge](https://www.drachenzwinge.de/forum/index.php?action=profile;u=8933). \n\n I'm very pleased with the amount of love I, as a developer, get from you, the players, in form of compliments and critics. But if you really REALLY want to support me financially (and some of you asked for it), you can do it via [Paypal](https://paypal.me/dabewi?locale.x=de_DE)." } diff --git a/Starfinder (simple)/Starfinder (simple).html b/Starfinder (simple)/Starfinder (simple).html index 5362e75877..ef09fe4697 100644 --- a/Starfinder (simple)/Starfinder (simple).html +++ b/Starfinder (simple)/Starfinder (simple).html @@ -4350,7 +4350,7 @@ to foil enemy targeting arrays and incoming projectiles forcing gunners onboard modifier
    - + Senses - +
    diff --git a/Stargate-RPG/Readme.md b/Stargate-RPG/Readme.md index d33086f47e..2d23988f3d 100644 --- a/Stargate-RPG/Readme.md +++ b/Stargate-RPG/Readme.md @@ -1,2 +1,11 @@ ## Stargate RPG -Offical Roll20 Character sheet for "Stargate RPG" by Wyvern Gaming (Full release: Aug 2020, Quickstart: February 2020) \ No newline at end of file +Offical Roll20 Character sheet for "Stargate RPG" by Wyvern Gaming (Full release: Aug 2020, Quickstart: February 2020) + + +### Changelog + +**v.1.01 (2020-05-13)** +* update img links to point to Roll20's repo + +**v.1.00 (2020-03-09)** +* initial release \ No newline at end of file diff --git a/Stargate-RPG/stargate.css b/Stargate-RPG/stargate.css index 999bf5fd69..cc382986d3 100644 --- a/Stargate-RPG/stargate.css +++ b/Stargate-RPG/stargate.css @@ -228,7 +228,7 @@ div.sheet-page1 { "attr attacks attacks attacks "; width: 850px; height: 1000px; - background-image: url(https://raw.githubusercontent.com/Anduh/roll20-character-sheets/StarGate-v01/Stargate-RPG/images/bg.png); + background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Stargate-RPG/images/bg.png); background-repeat: no-repeat; background-size: 700px 700px; background-position: center; @@ -245,7 +245,7 @@ div.sheet-page2 { "prof notes "; width: 840px; height: 990px; - background-image: url(https://raw.githubusercontent.com/Anduh/roll20-character-sheets/StarGate-v01/Stargate-RPG/images/bg.png); + background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Stargate-RPG/images/bg.png); background-repeat: no-repeat; background-size: 700px 700px; background-position: center; @@ -283,7 +283,7 @@ div.sheet-attr{ grid-area: attr; } div.sheet-attr .sheet-stat{ - background-image: url(https://raw.githubusercontent.com/Anduh/roll20-character-sheets/StarGate-v01/Stargate-RPG/images/attr.png); + background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Stargate-RPG/images/attr.png); background-repeat: no-repeat; background-size: 124px 113px; width: 120px; diff --git a/Supers-Revised-Edition/preview.png b/Supers-Revised-Edition/preview.png index ab01b18e67..0dc7bd7342 100644 Binary files a/Supers-Revised-Edition/preview.png and b/Supers-Revised-Edition/preview.png differ diff --git a/Supers-Revised-Edition/sheet.json b/Supers-Revised-Edition/sheet.json index b7abfa92d2..d54e7ae6e5 100644 --- a/Supers-Revised-Edition/sheet.json +++ b/Supers-Revised-Edition/sheet.json @@ -1,6 +1,6 @@ { "html": "supers-revised.html", - "css": "supers-revised.html", + "css": "supers-revised.css", "authors": "Aldo J. Regalado, Andreas J.", "roll20userid": "717426, 1223200", "preview": "preview.png", diff --git a/Supers-Revised-Edition/supers-revised.css b/Supers-Revised-Edition/supers-revised.css index da3cafa596..a125137a5b 100644 --- a/Supers-Revised-Edition/supers-revised.css +++ b/Supers-Revised-Edition/supers-revised.css @@ -1,70 +1,31 @@ - +/*------------------------------------------------*\ + #GENERAL +\*------------------------------------------------*/ .charsheet {background-color: white; background-repeat: repeat;} +.sheet-medium {width: 25%} + +select {width: 25%;} + + +/* --------- Text ------------- */ + +label {display: inline;} + h2 { color: blue; text-align: center; } -.sheet-short {text-align: center; width: 10%; margin: 2px;} - -.sheet-shortpow {text-align: center; width: 10%; margin: 2px;} - -.sheet-shortcost {text-align: center; width: 5%; margin: 2px} - -.sheet-shortcomp {text-align: center; width: 15%; margin: 2px} - -.sheet-medium {width: 25%} - -.sheet-mediumadv {width: 98%; margin: 2px;} - -.sheet-mediumdis {width: 100%; margin: 2px;} - -.sheet-mediumpow {width: 17%} - -.sheet-long {width: 39%} - -.sheet-longres {width: 37%} - -.sheet-longap {width: 52%} - -.sheet-longpow {width: 67%} - -.sheet-superlong {width: 200%;} - -button {border-top: 1px;} - -select {width: 25%;} - -label {display: inline;} - -span.sheet-resistance {background-color: white;color: black;} - -img.sheet-center {display: block; margin-right: auto; margin-left: auto; width: 100%; max-height: 100px} - -label.sheet-aptitude {display: inline;} - -label.sheet-cost {display: inline-block; font-size: 9pt} - -label.sheet-comp {display: inline; font-size: 18pt; color: blue;} - - -/*------------------------------------------------*\ - #GENERAL -\*------------------------------------------------*/ - - -/* --------- Text ------------- */ - .sheet-bold{ - font-weight: 800; + font-weight: 600; font-size: medium; } input[type="number"].sheet-bold{ - font-weight: 900; - font-size: 1.5em; + font-weight: 600; + font-size: 1.4em; width: 40px; } @@ -122,6 +83,8 @@ input[type=number].sheet-txtfield { /* ------- Buttons ---------- */ +button {border-top: 1px;} + .charsheet button[type=roll].sheet-d6::before { /*new die changes die roller to d6*/ font-family: 'dicefontd6'; content: 'F '; @@ -144,6 +107,7 @@ input[type=number].sheet-txtfield { } .sheet-flex-down { + display: flex; flex-flow: column nowrap; } @@ -162,16 +126,14 @@ input[type=number].sheet-txtfield { } /* ----- Character Sheet Structure ------- - '.sheet-main' defines the sheet's general structure and dimensions using CSS Grid. - It uses 'Grid template areas' to name each sheet section, so that they can be positioned in the grid easily, while also providing a human-readable overview. */ div.sheet-main { display: grid; grid-template-columns: 1fr 1fr; - grid-template-rows: 2fr 3fr 2fr 3fr 2fr 1fr; + grid-template-rows: 2fr 3.25fr 3fr 3.75fr 2fr 1fr; grid-template-areas:"name logo " "resistances aptitudes " "advantages disadvantages " @@ -179,8 +141,8 @@ div.sheet-main { "tracker comp-dice " "cost cost "; grid-gap: 4px; - width: 750px; /* Defines the width and height of the sheet */ - height: 1000px; + width: 1000px; /* Defines the width and height of the sheet */ + height: 1600px; } @@ -192,7 +154,7 @@ div.sheet-name{ } div.sheet-name input[type="text"]{ - width: 230px; + width: 460px; } div.sheet-name h6{ padding-left: 10px; @@ -202,8 +164,8 @@ div.sheet-name h6{ div.sheet-logo{ grid-area: logo; - background-image: url(https://raw.githubusercontent.com/Anduh/roll20-character-sheets/Supers-RED-v1-00/Supers-Revised-Edition/images/logo.png); - background-size: 285px 125px; + background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/Supers-RED-v1-00/Supers-Revised-Edition/images/logo.png); + background-size: 344px 150px; background-repeat: no-repeat; background-position: center; display: flex; @@ -212,13 +174,17 @@ div.sheet-logo{ } + +/* RESISTANCES */ div.sheet-resistances{ grid-area:resistances; } +span.sheet-resistance {background-color: white;color: black;} + div.sheet-resistances h2{ width: 200px; - padding-left: 50px; + padding-left: 150px; } div.sheet-resistances .sheet-res-grid{ @@ -229,47 +195,102 @@ div.sheet-resistances .sheet-res-grid{ } div.sheet-resistances input[type="text"].sheet-notes{ - width: 120px; + width: 240px; } div.sheet-resistances input[type="number"]{ border-style: solid; } +.sheet-initiative {margin-left: 225px; +} +/* Aptitudes */ div.sheet-aptitudes{ grid-area: aptitudes; } -div.sheet-aptitudes input[type="text"].sheet-bold, +div.sheet-aptitudes input[type="text"].sheet-bold{ + font-size: 1.3em; + width: 158px; +} + div.sheet-powers input[type="text"].sheet-bold{ - font-size: 1.4em; - width: 110px; + font-size: 1.3em; + width: 200px; } div.sheet-aptitudes input[type="text"].sheet-longap{ - width: 150px; + width: 225px; } + +/* Advantages & Disadvantages */ div.sheet-advantages{ grid-area: advantages; } +div.sheet-disadvantages{ + grid-area: disadvantages; +} + div.sheet-advantages input[type="number"], div.sheet-disadvantages input[type="number"]{ width: 30px; } -div.sheet-advantages input[type="text"].sheet-notes, -div.sheet-disadvantages input[type="text"].sheet-notes{ - width: 285px; +div.sheet-advantages input[type="text"].sheet-notes{ + width: 240px; } -div.sheet-disadvantages{ - grid-area: disadvantages; +div.sheet-disadvantages input[type="text"].sheet-notes{ + width: 210px; } + +.sheet-mediumadv {width: 188px; margin: 2px;} + +.sheet-mediumdis {width: 43%; margin: 2px;} + + + +/* Powers */ + div.sheet-powers{ grid-area: powers; } +.sheet-mediumpow {width: 17%} + + +/* TRACKER SECTION */ + +div.sheet-tracker{ + grid-area: tracker; +} + +div.sheet-def-tracker{ + background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/Supers-RED-v1-00/Supers-Revised-Edition/images/Original-Tracker.png); + background-size: 490px 180px; + background-repeat: no-repeat; + height: 180px; + width: 490px; +} + +div.sheet-alt-tracker{ + background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/Supers-RED-v1-00/Supers-Revised-Edition/images/alternate-tracker.png); + background-size: 490px 180px; + background-repeat: no-repeat; + height: 180px; + width: 490px; +} + +div.sheet-def-tracker, +input.sheet-tracker-switch:checked ~ .sheet-alt-tracker{ + display: block; +} + +div.sheet-alt-tracker, +input.sheet-tracker-switch:checked ~ .sheet-def-tracker{ + display: none; +} /* COMP DICE */ div.sheet-comp-dice{ @@ -277,36 +298,23 @@ div.sheet-comp-dice{ display: flex; } - div.sheet-temp-comp-dice{ grid-area: temp-comp-dice; } + +/* Cost */ div.sheet-cost{ grid-area: cost; + justify-content: space-around; } -/* TRACKER SECTION */ - -div.sheet-tracker{ - grid-area: tracker; - background-image: url(https://raw.githubusercontent.com/Anduh/roll20-character-sheets/Supers-RED-v1-00/Supers-Revised-Edition/images/Original-Tracker.png); - background-size: 360px 140px; - background-repeat: no-repeat; +div.sheet-cost span{ + padding: 3px 0px 0px 10px; } -/* ALT TRACKER SECTION */ - -div.sheet-alt-tracker{ - grid-area: alt-tracker; - background-image: url(https://raw.githubusercontent.com/Anduh/roll20-character-sheets/Supers-RED-v1-00/Supers-Revised-Edition/images/alternate-tracker.png); - background-size: 295px 180px; - background-repeat: no-repeat; -} - - /*-----------------------------------------------------------------*\ - #SROLL TEMPLATE + #ROLL TEMPLATE \*-----------------------------------------------------------------*/ /* ----------- BLACK -----------*/ @@ -337,4 +345,4 @@ div.sheet-alt-tracker{ } .sheet-rolltemplate-black tr:nth-child(even) { background-color:#eee; -} +} \ No newline at end of file diff --git a/Supers-Revised-Edition/supers-revised.html b/Supers-Revised-Edition/supers-revised.html index aa4f80e458..4e78dad17d 100644 --- a/Supers-Revised-Edition/supers-revised.html +++ b/Supers-Revised-Edition/supers-revised.html @@ -2,17 +2,17 @@
    - +
    Hero Name

    - +
    Real Name
    @@ -20,7 +20,7 @@

    RESISTANCES

    - +
    @@ -34,7 +34,7 @@ Notes -
    COMPOSURE +
     COMPOSURE  
    @@ -50,11 +50,11 @@
    - +
    -
    FORTITUDE +
     FORTITUDE
    @@ -66,11 +66,11 @@
    - +
    -
    REACTION +
     REACTION
    @@ -82,11 +82,11 @@
    - +
    -
    WILL +
     WILL
    @@ -98,23 +98,36 @@
    - +
    -
    +
    + +
    +

    INITIATIVE

    +
    + +
    + +
    + + + +
    +

    APTITUDES

    -
    @@ -136,10 +150,11 @@

    DISADVANTAGES

    - - D - -
    + + +   + +
    @@ -147,12 +162,12 @@

    POWERS

    -
    {{charactername}}
    {{name}}
    {{key}}{{value}}
    Schaden{{damage}}
    - + - + - + @@ -22,15 +22,15 @@
    - + - + - + @@ -45,19 +45,19 @@ - + - + - + - + @@ -1532,7 +1660,7 @@ @@ -1643,21 +1771,24 @@ - + @@ -1841,8 +1972,7 @@ -
    - +
    Objectives
    Current / Spent
    Current / Spent
    @@ -78,26 +78,26 @@ - + - + - +

    - +
    - +
    @@ -107,58 +107,58 @@ - + - + - +

    -

    Fatigue/Recovery Factors

    - Factors when recovering from exhaustion. +

    Fatigue/Recovery Factors

    + Factors when recovering from exhaustion. @@ -168,62 +168,62 @@
    -

    Conditions

    +

    Conditions

    - +
    - +
    - +
    - +
    - +
    - +
    @@ -239,19 +239,19 @@
    - + - Playing a Belief earns a Fate point + Playing a Belief earns a Fate point
    - + - Accomplishing a Goal earns a Persona point + Accomplishing a Goal earns a Persona point
    - + - Playing an Instinct earns a Fate point + Playing an Instinct earns a Fate point
    @@ -267,28 +267,28 @@
    -

    Earning Checks

    - There are no free checks! +

    Earning Checks

    + There are no free checks!
    - - +1D to all tests until other condition. + + +1D to all tests until other condition.
    - - -1 to disposition to any conflict. + + -1 to disposition to any conflict.
    - - (Ob 2 Will) Can't use Wises or beneficial Traits. + + (Ob 2 Will) Can't use Wises or beneficial Traits.
    - - (Ob 3 Will) Can't help or use Beginner's Luck. + + (Ob 3 Will) Can't help or use Beginner's Luck.
    - - (Ob 3 Health) Factor in all tests except Resources, Circles, and recovery. + + (Ob 3 Health) Factor in all tests except Resources, Circles, and recovery.
    - - (Ob 4 Health) -1D to skills, Nature, Will and Health (but not recovery). + + (Ob 4 Health) -1D to skills, Nature, Will and Health (but not recovery).
    - - (Ob 3 Will) -1D to skills, Nature, Will and Health (but not recovery); can't practice, learn, advance. + + (Ob 3 Will) -1D to skills, Nature, Will and Health (but not recovery); can't practice, learn, advance.
    - - May not use Wises, test or help. + + May not use Wises, test or help.
    @@ -297,20 +297,20 @@
    -

    Spending Checks

    +

    Spending Checks

    - +
    - +
    - +
    @@ -324,14 +324,14 @@
    -

    Traits

    +

    Traits

    - +
    - +
    - - - - + + + +
    Trait NameTrait LevelUsed ForUsed AgainstTrait NameTrait LevelUsed ForUsed Against
    @@ -339,12 +339,12 @@ - + @@ -365,24 +365,24 @@
    -

    Abilities

    +

    Abilities

    - - - + + + - + - + - +
    Raw AbilitiesRatingAdvancementRaw AbilitiesRatingAdvancement
    WillWill
    - P: + P: @@ -391,7 +391,7 @@
    - F: + F: @@ -401,11 +401,11 @@
    HealthHealth
    - P: + P: @@ -414,7 +414,7 @@
    - F: + F: @@ -424,11 +424,11 @@
    NatureNature /
    - P: + P: @@ -437,7 +437,7 @@
    - F: + F: @@ -453,18 +453,18 @@ - - - + + + - + - + - + @@ -523,7 +523,7 @@
    Special AbilitiesRatingAdvancementSpecial AbilitiesRatingAdvancement
    ResourcesResources
    - P: + P: @@ -473,7 +473,7 @@
    - F: + F: @@ -483,11 +483,11 @@
    CirclesCircles
    - P: + P: @@ -496,7 +496,7 @@
    - F: + F: @@ -506,7 +506,7 @@
    MightMight
    - + @@ -535,26 +535,26 @@
    -

    Wises

    +

    Wises

    - + @@ -566,24 +566,24 @@
    -

    Skills

    +

    Skills

    - Pass: + Pass: - Fail: + Fail: - Fate: + Fate: - Persona: + Persona:
    - - - + + + - + - + - + - + - + - + - + - + - + - + - + - + - + - + - + - + - + - + - + - + - + - + - + - + - + @@ -178,14 +181,17 @@ @@ -198,14 +204,17 @@ @@ -218,14 +227,17 @@ @@ -238,14 +250,17 @@ @@ -258,14 +273,17 @@ @@ -278,14 +296,17 @@ @@ -314,14 +335,17 @@ @@ -336,20 +360,23 @@ - - - - - + + + + + @@ -369,14 +396,17 @@ @@ -389,14 +419,17 @@ @@ -428,7 +461,7 @@ - + @@ -473,7 +509,7 @@ - + @@ -518,8 +557,8 @@ - - + + @@ -563,7 +605,7 @@ - + @@ -608,7 +653,7 @@ - + @@ -653,7 +701,7 @@ - + @@ -698,7 +749,7 @@ - + @@ -743,7 +797,7 @@ - + @@ -788,7 +845,7 @@ - + @@ -833,8 +893,8 @@ - - + + @@ -878,7 +941,7 @@ - + @@ -923,8 +989,8 @@ - - + + @@ -968,7 +1037,7 @@ - + @@ -1013,8 +1085,8 @@ - - + + @@ -1058,7 +1133,7 @@ - + @@ -1103,8 +1181,8 @@ - - + + @@ -1148,8 +1229,8 @@ - - + + @@ -1193,8 +1277,8 @@ - - + + @@ -1238,7 +1325,7 @@ -
    SkillRatingAdvancementSkillRatingAdvancement
    AlchemistAlchemist
    - P: + P: @@ -592,7 +592,7 @@
    - F: + F: @@ -602,11 +602,11 @@
    ArcanistArcanist
    - P: + P: @@ -615,7 +615,7 @@
    - F: + F: @@ -625,11 +625,11 @@
    ArmorerArmorer
    - P: + P: @@ -638,7 +638,7 @@
    - F: + F: @@ -648,11 +648,11 @@
    CartographerCartographer
    - P: + P: @@ -661,7 +661,7 @@
    - F: + F: @@ -671,11 +671,11 @@
    CommanderCommander
    - P: + P: @@ -684,7 +684,7 @@
    - F: + F: @@ -694,11 +694,11 @@
    CookCook
    - P: + P: @@ -707,7 +707,7 @@
    - F: + F: @@ -717,11 +717,11 @@
    CriminalCriminal
    - P: + P: @@ -730,7 +730,7 @@
    - F: + F: @@ -740,11 +740,11 @@
    DungeoneerDungeoneer
    - P: + P: @@ -753,7 +753,7 @@
    - F: + F: @@ -763,11 +763,11 @@
    FighterFighter
    - P: + P: @@ -776,7 +776,7 @@
    - F: + F: @@ -786,11 +786,11 @@
    HagglerHaggler
    - P: + P: @@ -799,7 +799,7 @@
    - F: + F: @@ -809,11 +809,11 @@
    HealerHealer
    - P: + P: @@ -822,7 +822,7 @@
    - F: + F: @@ -832,11 +832,11 @@
    HunterHunter
    - P: + P: @@ -845,7 +845,7 @@
    - F: + F: @@ -855,11 +855,11 @@
    Lore MasterLore Master
    - P: + P: @@ -868,7 +868,7 @@
    - F: + F: @@ -878,11 +878,11 @@
    ManipulatorManipulator
    - P: + P: @@ -891,7 +891,7 @@
    - F: + F: @@ -901,11 +901,11 @@
    MentorMentor
    - P: + P: @@ -914,7 +914,7 @@
    - F: + F: @@ -924,11 +924,11 @@
    OratorOrator
    - P: + P: @@ -937,7 +937,7 @@
    - F: + F: @@ -947,11 +947,11 @@
    PathfinderPathfinder
    - P: + P: @@ -960,7 +960,7 @@
    - F: + F: @@ -970,11 +970,11 @@
    PersuaderPersuader
    - P: + P: @@ -983,7 +983,7 @@
    - F: + F: @@ -993,11 +993,11 @@
    RiderRider
    - P: + P: @@ -1006,7 +1006,7 @@
    - F: + F: @@ -1016,11 +1016,11 @@
    RitualistRitualist
    - P: + P: @@ -1029,7 +1029,7 @@
    - F: + F: @@ -1039,11 +1039,11 @@
    ScavengerScavenger
    - P: + P: @@ -1052,7 +1052,7 @@
    - F: + F: @@ -1062,11 +1062,11 @@
    ScholarScholar
    - P: + P: @@ -1075,7 +1075,7 @@
    - F: + F: @@ -1085,11 +1085,11 @@
    ScoutScout
    - P: + P: @@ -1098,7 +1098,7 @@
    - F: + F: @@ -1108,11 +1108,11 @@
    SurvivalistSurvivalist
    - P: + P: @@ -1121,7 +1121,7 @@
    - F: + F: @@ -1131,11 +1131,11 @@
    TheologianTheologian
    - P: + P: @@ -1144,7 +1144,7 @@
    - F: + F: @@ -1159,11 +1159,11 @@ - + + + - +
    - P: + P: @@ -1172,7 +1172,7 @@
    - F: + F: @@ -1197,44 +1197,44 @@
    -

    Inventory

    +

    Inventory

    - + - +
    HeadHead
    - + - +
    NeckNeck
    - + - + - + - + - + @@ -1242,44 +1242,44 @@
    HandsHands
    - + - + - + - +
    TorsoTorso
    - + - + - + - +
    BeltBelt
    - + - + @@ -1287,36 +1287,36 @@
    FeetFeet
    - + - + - + - + - + - + - +
    Backpack/SatchelBackpack/Satchel
    -
    Backpack: Torso/Worn 2. Factor for Dungeoneer and Fighter.
    -
    Satchel: Torso/Worn 1
    +
    Backpack: Torso/Worn 2. Factor for Dungeoneer and Fighter.
    +
    Satchel: Torso/Worn 1
    - + @@ -1329,10 +1329,10 @@
    Small SackSmall Sack
    - + - + @@ -1355,7 +1355,7 @@
    Large SackLarge Sack
    Requires two hands to carry full or one space when emptyRequires two hands to carry full or one space when empty
    - + @@ -1372,16 +1372,16 @@
    -

    Spells & Prayers

    -

    Mental Inventory

    +

    Spells & Prayers

    +

    Mental Inventory

    Small SackSmall Sack
    - - - - - + + + + + @@ -1410,21 +1410,21 @@
    -

    Traveling Spellbook

    +

    Traveling Spellbook

    First CircleSecond CircleThird CircleFourth CircleFifth CircleFirst CircleSecond CircleThird CircleFourth CircleFifth Circle
    @@ -1435,14 +1435,14 @@
    -

    Level Requirements & Benefits

    +

    Level Requirements & Benefits

    - + - + - +
    - - - - + + + + diff --git a/Torchbearer/translation.json b/Torchbearer/translation.json new file mode 100644 index 0000000000..63eac61bf3 --- /dev/null +++ b/Torchbearer/translation.json @@ -0,0 +1,142 @@ +{ + "Name": "Name", + "Stock": "Stock", + "Class": "Class", + "Age": "Age", + "Home": "Home", + "Raiment": "Raiment", + "CurrentSpentPoints": + "Current / Spent", + "Fate": "Fate", + "Persona": "Persona", + "Parents": "Parents", + "Mentor": "Mentor", + "Friend": "Friend", + "AlliesAndEnemies": "Allies & Additional Enemies", + "NamePlaceholder": "Name", + "Enemy": "Enemy", + "Level": "Level", + "Alignment": "Alignment", + "FatigueRecoveryFactors": "Fatigue/Recovery Factors", + "FatigueInfo": "Factors when recovering from exhaustion.", + "Shield": "Shield", + "FullLargeSack": "Full Large Sack", + "ChainArmor": "Chain Armor", + "CastingSpells": "Casting Spells", + "PlateArmor": "Plate Armor", + "SpellEffects": "Spell Effects", + "Conditions": "Conditions", + "Fresh": "Fresh", + "FreshEffect": "+1D to all tests until other condition.", + "HungryThirsty": "Hungry/Thirsty", + "HungryThirstyEffect": "-1 to disposition to any conflict.", + "Angry": "Angry", + "AngryEffect": "(Ob 2 Will) Can't use Wises or beneficial Traits.", + "Afraid": "Afraid", + "AfraidEffect": "(Ob 3 Will) Can't help or use Beginner's Luck.", + "Exhausted": "Exhausted", + "ExhaustedEffect": "(Ob 3 Health) Factor in all tests except Resources, Circles, and recovery.", + "Injured": "Injured", + "InjuredEffect": "(Ob 4 Health) -1D to skills, Nature, Will and Health (but not recovery).", + "Sick": "Sick", + "SickEffect": "(Ob 3 Will) -1D to skills, Nature, Will and Health (but not recovery); can't practice, learn, advance.", + "Dead": "Dead", + "DeadEffect": "May not use Wises, test or help.", + "Belief": "Belief", + "BeliefEarning": "Playing a Belief earns a Fate point", + "Goal": "Goal", + "GoalEarning": "Accomplishing a Goal earns a Persona point", + "Instinct": "Instinct", + "InstinctEarning": "Playing an Instinct earns a Fate point", + "Earning Checks": "Earning Checks", + "NoFreeChecks": "There are no free checks!", + "SelfPenaltyForCheck": "-1D to your independent or versus test", + "EnemyBonusForCheck": "+2D to opponent's versus test", + "BreakTieForCheck": "Break VS test tie in opponent's favor", + "SpendingChecks": "Spending Checks", + "CampTest": "One test during camp phase", + "EarnAdvancementForHelp": "Earn advancement by helping", + "Traits": "Traits", + "TraitName": "Trait Name", + "TraitLevel": "Trait Level", + "TraitUsedFor": "Used For", + "TraitUsedAgainst": "Used Against", + "TraitNamePlaceholder": "Name", + "Abilities": "Abilities", + "RawAbilities": "Raw Abilities", + "Rating": "Rating", + "Advancement": "Advancement", + "Will": "Will", + "PassFirstLetter": "P", + "FailFirstLetter": "F", + "Health": "Health", + "Nature": "Nature", + "SpecialAbilities": "Special Abilities", + "Resources": "Resources", + "Circles": "Circles", + "Might": "Might", + "NatureDescriptors": "Nature Descriptors", + "Wises": "Wises", + "Wise": "Wise", + "Pass": "Pass", + "Fail": "Fail", + "Skills": "Skills", + "Skill": "Skill", + "Alchemist": "Alchemist", + "Arcanist": "Arcanist", + "Armorer": "Armorer", + "Cartographer": "Cartographer", + "Commander": "Commander", + "Cook": "Cook", + "Criminal": "Criminal", + "Dungeoneer": "Dungeoneer", + "Fighter": "Fighter", + "Haggler": "Haggler", + "Healer": "Healer", + "Hunter": "Hunter", + "LoreMaster": "Lore Master", + "Manipulator": "Manipulator", + "Orator": "Orator", + "Pathfinder": "Pathfinder", + "Persuader": "Persuader", + "Rider": "Rider", + "Ritualist": "Ritualist", + "Scavenger": "Scavenger", + "Scholar": "Scholar", + "Scout": "Scout", + "Survivalist": "Survivalist", + "Theologian": "Theologian", + "Inventory": "Inventory", + "Head": "Head", + "Worn": "Worn", + "Neck": "Neck", + "Hands": "Hands", + "Carried": "Carried", + "Torso": "Torso", + "Belt": "Belt", + "Pouch": "Pouch", + "Weapon": "Weapon", + "Skin": "Skin", + "Feet": "Feet", + "BackpackSatchel": "Backpack/Satchel", + "BackpackInfo": "Backpack: Torso/Worn 2. Factor for Dungeoneer and Fighter.", + "SatchelInfo": "Satchel: Torso/Worn 1", + "BackpackSatchelPlaceholder": "Backpack / Satchel", + "BackpackOnlyPlaceholder": "Backpack Only", + "SmallSack": "Small Sack", + "LargeSack": "Large Sack", + "LargeSackInfo": "Requires two hands to carry full or one space when empty", + "SpellsAndPrayers": "Spells & Prayers", + "MentalInventory": "Mental Inventory", + "FirstCircle": "First Circle", + "SecondCircle": "Second Circle", + "ThirdCircle": "Third Circle", + "FourthCircle": "Fourth Circle", + "FifthCircle": "Fifth Circle", + "TravelingSpellbook": "Traveling Spellbook", + "SpellName": "Spell Name", + "Memory": "Memory", + "SpellRulesPlaceholder": "Spell Rules", + "LevelRequirementsAndBenefits": "Level Requirements & Benefits", + "LevelTitleAndBenefits": "Level Title & Benefits" +} diff --git a/Torchbearer/translations/af.json b/Torchbearer/translations/af.json new file mode 100644 index 0000000000..78d8c5efd1 --- /dev/null +++ b/Torchbearer/translations/af.json @@ -0,0 +1,141 @@ +{ + "Name": "Name", + "Stock": "Stock", + "Class": "Class", + "Age": "Age", + "Home": "Home", + "Raiment": "Raiment", + "CurrentSpentPoints": "Current / Spent", + "Fate": "Fate", + "Persona": "Persona", + "Parents": "Parents", + "Mentor": "Mentor", + "Friend": "Friend", + "AlliesAndEnemies": "Allies & Additional Enemies", + "NamePlaceholder": "Name", + "Enemy": "Enemy", + "Level": "Level", + "Alignment": "Alignment", + "FatigueRecoveryFactors": "Fatigue/Recovery Factors", + "FatigueInfo": "Factors when recovering from exhaustion.", + "Shield": "Shield", + "FullLargeSack": "Full Large Sack", + "ChainArmor": "Chain Armor", + "CastingSpells": "Casting Spells", + "PlateArmor": "Plate Armor", + "SpellEffects": "Spell Effects", + "Conditions": "Conditions", + "Fresh": "Fresh", + "FreshEffect": "+1D to all tests until other condition.", + "HungryThirsty": "Hungry/Thirsty", + "HungryThirstyEffect": "-1 to disposition to any conflict.", + "Angry": "Angry", + "AngryEffect": "(Ob 2 Will) Can't use Wises or beneficial Traits.", + "Afraid": "Afraid", + "AfraidEffect": "(Ob 3 Will) Can't help or use Beginner's Luck.", + "Exhausted": "Exhausted", + "ExhaustedEffect": "(Ob 3 Health) Factor in all tests except Resources, Circles, and recovery.", + "Injured": "Injured", + "InjuredEffect": "(Ob 4 Health) -1D to skills, Nature, Will and Health (but not recovery).", + "Sick": "Sick", + "SickEffect": "(Ob 3 Will) -1D to skills, Nature, Will and Health (but not recovery); can't practice, learn, advance.", + "Dead": "Dead", + "DeadEffect": "May not use Wises, test or help.", + "Belief": "Belief", + "BeliefEarning": "Playing a Belief earns a Fate point", + "Goal": "Goal", + "GoalEarning": "Accomplishing a Goal earns a Persona point", + "Instinct": "Instinct", + "InstinctEarning": "Playing an Instinct earns a Fate point", + "Earning Checks": "Earning Checks", + "NoFreeChecks": "There are no free checks!", + "SelfPenaltyForCheck": "-1D to your independent or versus test", + "EnemyBonusForCheck": "+2D to opponent's versus test", + "BreakTieForCheck": "Break VS test tie in opponent's favor", + "SpendingChecks": "Spending Checks", + "CampTest": "One test during camp phase", + "EarnAdvancementForHelp": "Earn advancement by helping", + "Traits": "Traits", + "TraitName": "Trait Name", + "TraitLevel": "Trait Level", + "TraitUsedFor": "Used For", + "TraitUsedAgainst": "Used Against", + "TraitNamePlaceholder": "Name", + "Abilities": "Abilities", + "RawAbilities": "Raw Abilities", + "Rating": "Rating", + "Advancement": "Advancement", + "Will": "Will", + "PassFirstLetter": "P", + "FailFirstLetter": "F", + "Health": "Health", + "Nature": "Nature", + "SpecialAbilities": "Special Abilities", + "Resources": "Resources", + "Circles": "Circles", + "Might": "Might", + "NatureDescriptors": "Nature Descriptors", + "Wises": "Wises", + "Wise": "Wise", + "Pass": "Pass", + "Fail": "Fail", + "Skills": "Skills", + "Skill": "Skill", + "Alchemist": "Alchemist", + "Arcanist": "Arcanist", + "Armorer": "Armorer", + "Cartographer": "Cartographer", + "Commander": "Commander", + "Cook": "Cook", + "Criminal": "Criminal", + "Dungeoneer": "Dungeoneer", + "Fighter": "Fighter", + "Haggler": "Haggler", + "Healer": "Healer", + "Hunter": "Hunter", + "LoreMaster": "Lore Master", + "Manipulator": "Manipulator", + "Orator": "Orator", + "Pathfinder": "Pathfinder", + "Persuader": "Persuader", + "Rider": "Rider", + "Ritualist": "Ritualist", + "Scavenger": "Scavenger", + "Scholar": "Scholar", + "Scout": "Scout", + "Survivalist": "Survivalist", + "Theologian": "Theologian", + "Inventory": "Inventory", + "Head": "Head", + "Worn": "Worn", + "Neck": "Neck", + "Hands": "Hands", + "Carried": "Carried", + "Torso": "Torso", + "Belt": "Belt", + "Pouch": "Pouch", + "Weapon": "Weapon", + "Skin": "Skin", + "Feet": "Feet", + "BackpackSatchel": "Backpack/Satchel", + "BackpackInfo": "Backpack: Torso/Worn 2. Factor for Dungeoneer and Fighter.", + "SatchelInfo": "Satchel: Torso/Worn 1", + "BackpackSatchelPlaceholder": "Backpack / Satchel", + "BackpackOnlyPlaceholder": "Backpack Only", + "SmallSack": "Small Sack", + "LargeSack": "Large Sack", + "LargeSackInfo": "Requires two hands to carry full or one space when empty", + "SpellsAndPrayers": "Spells & Prayers", + "MentalInventory": "Mental Inventory", + "FirstCircle": "First Circle", + "SecondCircle": "Second Circle", + "ThirdCircle": "Third Circle", + "FourthCircle": "Fourth Circle", + "FifthCircle": "Fifth Circle", + "TravelingSpellbook": "Traveling Spellbook", + "SpellName": "Spell Name", + "Memory": "Memory", + "SpellRulesPlaceholder": "Spell Rules", + "LevelRequirementsAndBenefits": "Level Requirements & Benefits", + "LevelTitleAndBenefits": "Level Title & Benefits" +} diff --git a/Torchbearer/translations/cs.json b/Torchbearer/translations/cs.json new file mode 100644 index 0000000000..78d8c5efd1 --- /dev/null +++ b/Torchbearer/translations/cs.json @@ -0,0 +1,141 @@ +{ + "Name": "Name", + "Stock": "Stock", + "Class": "Class", + "Age": "Age", + "Home": "Home", + "Raiment": "Raiment", + "CurrentSpentPoints": "Current / Spent", + "Fate": "Fate", + "Persona": "Persona", + "Parents": "Parents", + "Mentor": "Mentor", + "Friend": "Friend", + "AlliesAndEnemies": "Allies & Additional Enemies", + "NamePlaceholder": "Name", + "Enemy": "Enemy", + "Level": "Level", + "Alignment": "Alignment", + "FatigueRecoveryFactors": "Fatigue/Recovery Factors", + "FatigueInfo": "Factors when recovering from exhaustion.", + "Shield": "Shield", + "FullLargeSack": "Full Large Sack", + "ChainArmor": "Chain Armor", + "CastingSpells": "Casting Spells", + "PlateArmor": "Plate Armor", + "SpellEffects": "Spell Effects", + "Conditions": "Conditions", + "Fresh": "Fresh", + "FreshEffect": "+1D to all tests until other condition.", + "HungryThirsty": "Hungry/Thirsty", + "HungryThirstyEffect": "-1 to disposition to any conflict.", + "Angry": "Angry", + "AngryEffect": "(Ob 2 Will) Can't use Wises or beneficial Traits.", + "Afraid": "Afraid", + "AfraidEffect": "(Ob 3 Will) Can't help or use Beginner's Luck.", + "Exhausted": "Exhausted", + "ExhaustedEffect": "(Ob 3 Health) Factor in all tests except Resources, Circles, and recovery.", + "Injured": "Injured", + "InjuredEffect": "(Ob 4 Health) -1D to skills, Nature, Will and Health (but not recovery).", + "Sick": "Sick", + "SickEffect": "(Ob 3 Will) -1D to skills, Nature, Will and Health (but not recovery); can't practice, learn, advance.", + "Dead": "Dead", + "DeadEffect": "May not use Wises, test or help.", + "Belief": "Belief", + "BeliefEarning": "Playing a Belief earns a Fate point", + "Goal": "Goal", + "GoalEarning": "Accomplishing a Goal earns a Persona point", + "Instinct": "Instinct", + "InstinctEarning": "Playing an Instinct earns a Fate point", + "Earning Checks": "Earning Checks", + "NoFreeChecks": "There are no free checks!", + "SelfPenaltyForCheck": "-1D to your independent or versus test", + "EnemyBonusForCheck": "+2D to opponent's versus test", + "BreakTieForCheck": "Break VS test tie in opponent's favor", + "SpendingChecks": "Spending Checks", + "CampTest": "One test during camp phase", + "EarnAdvancementForHelp": "Earn advancement by helping", + "Traits": "Traits", + "TraitName": "Trait Name", + "TraitLevel": "Trait Level", + "TraitUsedFor": "Used For", + "TraitUsedAgainst": "Used Against", + "TraitNamePlaceholder": "Name", + "Abilities": "Abilities", + "RawAbilities": "Raw Abilities", + "Rating": "Rating", + "Advancement": "Advancement", + "Will": "Will", + "PassFirstLetter": "P", + "FailFirstLetter": "F", + "Health": "Health", + "Nature": "Nature", + "SpecialAbilities": "Special Abilities", + "Resources": "Resources", + "Circles": "Circles", + "Might": "Might", + "NatureDescriptors": "Nature Descriptors", + "Wises": "Wises", + "Wise": "Wise", + "Pass": "Pass", + "Fail": "Fail", + "Skills": "Skills", + "Skill": "Skill", + "Alchemist": "Alchemist", + "Arcanist": "Arcanist", + "Armorer": "Armorer", + "Cartographer": "Cartographer", + "Commander": "Commander", + "Cook": "Cook", + "Criminal": "Criminal", + "Dungeoneer": "Dungeoneer", + "Fighter": "Fighter", + "Haggler": "Haggler", + "Healer": "Healer", + "Hunter": "Hunter", + "LoreMaster": "Lore Master", + "Manipulator": "Manipulator", + "Orator": "Orator", + "Pathfinder": "Pathfinder", + "Persuader": "Persuader", + "Rider": "Rider", + "Ritualist": "Ritualist", + "Scavenger": "Scavenger", + "Scholar": "Scholar", + "Scout": "Scout", + "Survivalist": "Survivalist", + "Theologian": "Theologian", + "Inventory": "Inventory", + "Head": "Head", + "Worn": "Worn", + "Neck": "Neck", + "Hands": "Hands", + "Carried": "Carried", + "Torso": "Torso", + "Belt": "Belt", + "Pouch": "Pouch", + "Weapon": "Weapon", + "Skin": "Skin", + "Feet": "Feet", + "BackpackSatchel": "Backpack/Satchel", + "BackpackInfo": "Backpack: Torso/Worn 2. Factor for Dungeoneer and Fighter.", + "SatchelInfo": "Satchel: Torso/Worn 1", + "BackpackSatchelPlaceholder": "Backpack / Satchel", + "BackpackOnlyPlaceholder": "Backpack Only", + "SmallSack": "Small Sack", + "LargeSack": "Large Sack", + "LargeSackInfo": "Requires two hands to carry full or one space when empty", + "SpellsAndPrayers": "Spells & Prayers", + "MentalInventory": "Mental Inventory", + "FirstCircle": "First Circle", + "SecondCircle": "Second Circle", + "ThirdCircle": "Third Circle", + "FourthCircle": "Fourth Circle", + "FifthCircle": "Fifth Circle", + "TravelingSpellbook": "Traveling Spellbook", + "SpellName": "Spell Name", + "Memory": "Memory", + "SpellRulesPlaceholder": "Spell Rules", + "LevelRequirementsAndBenefits": "Level Requirements & Benefits", + "LevelTitleAndBenefits": "Level Title & Benefits" +} diff --git a/Torchbearer/translations/da.json b/Torchbearer/translations/da.json new file mode 100644 index 0000000000..78d8c5efd1 --- /dev/null +++ b/Torchbearer/translations/da.json @@ -0,0 +1,141 @@ +{ + "Name": "Name", + "Stock": "Stock", + "Class": "Class", + "Age": "Age", + "Home": "Home", + "Raiment": "Raiment", + "CurrentSpentPoints": "Current / Spent", + "Fate": "Fate", + "Persona": "Persona", + "Parents": "Parents", + "Mentor": "Mentor", + "Friend": "Friend", + "AlliesAndEnemies": "Allies & Additional Enemies", + "NamePlaceholder": "Name", + "Enemy": "Enemy", + "Level": "Level", + "Alignment": "Alignment", + "FatigueRecoveryFactors": "Fatigue/Recovery Factors", + "FatigueInfo": "Factors when recovering from exhaustion.", + "Shield": "Shield", + "FullLargeSack": "Full Large Sack", + "ChainArmor": "Chain Armor", + "CastingSpells": "Casting Spells", + "PlateArmor": "Plate Armor", + "SpellEffects": "Spell Effects", + "Conditions": "Conditions", + "Fresh": "Fresh", + "FreshEffect": "+1D to all tests until other condition.", + "HungryThirsty": "Hungry/Thirsty", + "HungryThirstyEffect": "-1 to disposition to any conflict.", + "Angry": "Angry", + "AngryEffect": "(Ob 2 Will) Can't use Wises or beneficial Traits.", + "Afraid": "Afraid", + "AfraidEffect": "(Ob 3 Will) Can't help or use Beginner's Luck.", + "Exhausted": "Exhausted", + "ExhaustedEffect": "(Ob 3 Health) Factor in all tests except Resources, Circles, and recovery.", + "Injured": "Injured", + "InjuredEffect": "(Ob 4 Health) -1D to skills, Nature, Will and Health (but not recovery).", + "Sick": "Sick", + "SickEffect": "(Ob 3 Will) -1D to skills, Nature, Will and Health (but not recovery); can't practice, learn, advance.", + "Dead": "Dead", + "DeadEffect": "May not use Wises, test or help.", + "Belief": "Belief", + "BeliefEarning": "Playing a Belief earns a Fate point", + "Goal": "Goal", + "GoalEarning": "Accomplishing a Goal earns a Persona point", + "Instinct": "Instinct", + "InstinctEarning": "Playing an Instinct earns a Fate point", + "Earning Checks": "Earning Checks", + "NoFreeChecks": "There are no free checks!", + "SelfPenaltyForCheck": "-1D to your independent or versus test", + "EnemyBonusForCheck": "+2D to opponent's versus test", + "BreakTieForCheck": "Break VS test tie in opponent's favor", + "SpendingChecks": "Spending Checks", + "CampTest": "One test during camp phase", + "EarnAdvancementForHelp": "Earn advancement by helping", + "Traits": "Traits", + "TraitName": "Trait Name", + "TraitLevel": "Trait Level", + "TraitUsedFor": "Used For", + "TraitUsedAgainst": "Used Against", + "TraitNamePlaceholder": "Name", + "Abilities": "Abilities", + "RawAbilities": "Raw Abilities", + "Rating": "Rating", + "Advancement": "Advancement", + "Will": "Will", + "PassFirstLetter": "P", + "FailFirstLetter": "F", + "Health": "Health", + "Nature": "Nature", + "SpecialAbilities": "Special Abilities", + "Resources": "Resources", + "Circles": "Circles", + "Might": "Might", + "NatureDescriptors": "Nature Descriptors", + "Wises": "Wises", + "Wise": "Wise", + "Pass": "Pass", + "Fail": "Fail", + "Skills": "Skills", + "Skill": "Skill", + "Alchemist": "Alchemist", + "Arcanist": "Arcanist", + "Armorer": "Armorer", + "Cartographer": "Cartographer", + "Commander": "Commander", + "Cook": "Cook", + "Criminal": "Criminal", + "Dungeoneer": "Dungeoneer", + "Fighter": "Fighter", + "Haggler": "Haggler", + "Healer": "Healer", + "Hunter": "Hunter", + "LoreMaster": "Lore Master", + "Manipulator": "Manipulator", + "Orator": "Orator", + "Pathfinder": "Pathfinder", + "Persuader": "Persuader", + "Rider": "Rider", + "Ritualist": "Ritualist", + "Scavenger": "Scavenger", + "Scholar": "Scholar", + "Scout": "Scout", + "Survivalist": "Survivalist", + "Theologian": "Theologian", + "Inventory": "Inventory", + "Head": "Head", + "Worn": "Worn", + "Neck": "Neck", + "Hands": "Hands", + "Carried": "Carried", + "Torso": "Torso", + "Belt": "Belt", + "Pouch": "Pouch", + "Weapon": "Weapon", + "Skin": "Skin", + "Feet": "Feet", + "BackpackSatchel": "Backpack/Satchel", + "BackpackInfo": "Backpack: Torso/Worn 2. Factor for Dungeoneer and Fighter.", + "SatchelInfo": "Satchel: Torso/Worn 1", + "BackpackSatchelPlaceholder": "Backpack / Satchel", + "BackpackOnlyPlaceholder": "Backpack Only", + "SmallSack": "Small Sack", + "LargeSack": "Large Sack", + "LargeSackInfo": "Requires two hands to carry full or one space when empty", + "SpellsAndPrayers": "Spells & Prayers", + "MentalInventory": "Mental Inventory", + "FirstCircle": "First Circle", + "SecondCircle": "Second Circle", + "ThirdCircle": "Third Circle", + "FourthCircle": "Fourth Circle", + "FifthCircle": "Fifth Circle", + "TravelingSpellbook": "Traveling Spellbook", + "SpellName": "Spell Name", + "Memory": "Memory", + "SpellRulesPlaceholder": "Spell Rules", + "LevelRequirementsAndBenefits": "Level Requirements & Benefits", + "LevelTitleAndBenefits": "Level Title & Benefits" +} diff --git a/Torchbearer/translations/de.json b/Torchbearer/translations/de.json new file mode 100644 index 0000000000..78d8c5efd1 --- /dev/null +++ b/Torchbearer/translations/de.json @@ -0,0 +1,141 @@ +{ + "Name": "Name", + "Stock": "Stock", + "Class": "Class", + "Age": "Age", + "Home": "Home", + "Raiment": "Raiment", + "CurrentSpentPoints": "Current / Spent", + "Fate": "Fate", + "Persona": "Persona", + "Parents": "Parents", + "Mentor": "Mentor", + "Friend": "Friend", + "AlliesAndEnemies": "Allies & Additional Enemies", + "NamePlaceholder": "Name", + "Enemy": "Enemy", + "Level": "Level", + "Alignment": "Alignment", + "FatigueRecoveryFactors": "Fatigue/Recovery Factors", + "FatigueInfo": "Factors when recovering from exhaustion.", + "Shield": "Shield", + "FullLargeSack": "Full Large Sack", + "ChainArmor": "Chain Armor", + "CastingSpells": "Casting Spells", + "PlateArmor": "Plate Armor", + "SpellEffects": "Spell Effects", + "Conditions": "Conditions", + "Fresh": "Fresh", + "FreshEffect": "+1D to all tests until other condition.", + "HungryThirsty": "Hungry/Thirsty", + "HungryThirstyEffect": "-1 to disposition to any conflict.", + "Angry": "Angry", + "AngryEffect": "(Ob 2 Will) Can't use Wises or beneficial Traits.", + "Afraid": "Afraid", + "AfraidEffect": "(Ob 3 Will) Can't help or use Beginner's Luck.", + "Exhausted": "Exhausted", + "ExhaustedEffect": "(Ob 3 Health) Factor in all tests except Resources, Circles, and recovery.", + "Injured": "Injured", + "InjuredEffect": "(Ob 4 Health) -1D to skills, Nature, Will and Health (but not recovery).", + "Sick": "Sick", + "SickEffect": "(Ob 3 Will) -1D to skills, Nature, Will and Health (but not recovery); can't practice, learn, advance.", + "Dead": "Dead", + "DeadEffect": "May not use Wises, test or help.", + "Belief": "Belief", + "BeliefEarning": "Playing a Belief earns a Fate point", + "Goal": "Goal", + "GoalEarning": "Accomplishing a Goal earns a Persona point", + "Instinct": "Instinct", + "InstinctEarning": "Playing an Instinct earns a Fate point", + "Earning Checks": "Earning Checks", + "NoFreeChecks": "There are no free checks!", + "SelfPenaltyForCheck": "-1D to your independent or versus test", + "EnemyBonusForCheck": "+2D to opponent's versus test", + "BreakTieForCheck": "Break VS test tie in opponent's favor", + "SpendingChecks": "Spending Checks", + "CampTest": "One test during camp phase", + "EarnAdvancementForHelp": "Earn advancement by helping", + "Traits": "Traits", + "TraitName": "Trait Name", + "TraitLevel": "Trait Level", + "TraitUsedFor": "Used For", + "TraitUsedAgainst": "Used Against", + "TraitNamePlaceholder": "Name", + "Abilities": "Abilities", + "RawAbilities": "Raw Abilities", + "Rating": "Rating", + "Advancement": "Advancement", + "Will": "Will", + "PassFirstLetter": "P", + "FailFirstLetter": "F", + "Health": "Health", + "Nature": "Nature", + "SpecialAbilities": "Special Abilities", + "Resources": "Resources", + "Circles": "Circles", + "Might": "Might", + "NatureDescriptors": "Nature Descriptors", + "Wises": "Wises", + "Wise": "Wise", + "Pass": "Pass", + "Fail": "Fail", + "Skills": "Skills", + "Skill": "Skill", + "Alchemist": "Alchemist", + "Arcanist": "Arcanist", + "Armorer": "Armorer", + "Cartographer": "Cartographer", + "Commander": "Commander", + "Cook": "Cook", + "Criminal": "Criminal", + "Dungeoneer": "Dungeoneer", + "Fighter": "Fighter", + "Haggler": "Haggler", + "Healer": "Healer", + "Hunter": "Hunter", + "LoreMaster": "Lore Master", + "Manipulator": "Manipulator", + "Orator": "Orator", + "Pathfinder": "Pathfinder", + "Persuader": "Persuader", + "Rider": "Rider", + "Ritualist": "Ritualist", + "Scavenger": "Scavenger", + "Scholar": "Scholar", + "Scout": "Scout", + "Survivalist": "Survivalist", + "Theologian": "Theologian", + "Inventory": "Inventory", + "Head": "Head", + "Worn": "Worn", + "Neck": "Neck", + "Hands": "Hands", + "Carried": "Carried", + "Torso": "Torso", + "Belt": "Belt", + "Pouch": "Pouch", + "Weapon": "Weapon", + "Skin": "Skin", + "Feet": "Feet", + "BackpackSatchel": "Backpack/Satchel", + "BackpackInfo": "Backpack: Torso/Worn 2. Factor for Dungeoneer and Fighter.", + "SatchelInfo": "Satchel: Torso/Worn 1", + "BackpackSatchelPlaceholder": "Backpack / Satchel", + "BackpackOnlyPlaceholder": "Backpack Only", + "SmallSack": "Small Sack", + "LargeSack": "Large Sack", + "LargeSackInfo": "Requires two hands to carry full or one space when empty", + "SpellsAndPrayers": "Spells & Prayers", + "MentalInventory": "Mental Inventory", + "FirstCircle": "First Circle", + "SecondCircle": "Second Circle", + "ThirdCircle": "Third Circle", + "FourthCircle": "Fourth Circle", + "FifthCircle": "Fifth Circle", + "TravelingSpellbook": "Traveling Spellbook", + "SpellName": "Spell Name", + "Memory": "Memory", + "SpellRulesPlaceholder": "Spell Rules", + "LevelRequirementsAndBenefits": "Level Requirements & Benefits", + "LevelTitleAndBenefits": "Level Title & Benefits" +} diff --git a/Torchbearer/translations/el.json b/Torchbearer/translations/el.json new file mode 100644 index 0000000000..78d8c5efd1 --- /dev/null +++ b/Torchbearer/translations/el.json @@ -0,0 +1,141 @@ +{ + "Name": "Name", + "Stock": "Stock", + "Class": "Class", + "Age": "Age", + "Home": "Home", + "Raiment": "Raiment", + "CurrentSpentPoints": "Current / Spent", + "Fate": "Fate", + "Persona": "Persona", + "Parents": "Parents", + "Mentor": "Mentor", + "Friend": "Friend", + "AlliesAndEnemies": "Allies & Additional Enemies", + "NamePlaceholder": "Name", + "Enemy": "Enemy", + "Level": "Level", + "Alignment": "Alignment", + "FatigueRecoveryFactors": "Fatigue/Recovery Factors", + "FatigueInfo": "Factors when recovering from exhaustion.", + "Shield": "Shield", + "FullLargeSack": "Full Large Sack", + "ChainArmor": "Chain Armor", + "CastingSpells": "Casting Spells", + "PlateArmor": "Plate Armor", + "SpellEffects": "Spell Effects", + "Conditions": "Conditions", + "Fresh": "Fresh", + "FreshEffect": "+1D to all tests until other condition.", + "HungryThirsty": "Hungry/Thirsty", + "HungryThirstyEffect": "-1 to disposition to any conflict.", + "Angry": "Angry", + "AngryEffect": "(Ob 2 Will) Can't use Wises or beneficial Traits.", + "Afraid": "Afraid", + "AfraidEffect": "(Ob 3 Will) Can't help or use Beginner's Luck.", + "Exhausted": "Exhausted", + "ExhaustedEffect": "(Ob 3 Health) Factor in all tests except Resources, Circles, and recovery.", + "Injured": "Injured", + "InjuredEffect": "(Ob 4 Health) -1D to skills, Nature, Will and Health (but not recovery).", + "Sick": "Sick", + "SickEffect": "(Ob 3 Will) -1D to skills, Nature, Will and Health (but not recovery); can't practice, learn, advance.", + "Dead": "Dead", + "DeadEffect": "May not use Wises, test or help.", + "Belief": "Belief", + "BeliefEarning": "Playing a Belief earns a Fate point", + "Goal": "Goal", + "GoalEarning": "Accomplishing a Goal earns a Persona point", + "Instinct": "Instinct", + "InstinctEarning": "Playing an Instinct earns a Fate point", + "Earning Checks": "Earning Checks", + "NoFreeChecks": "There are no free checks!", + "SelfPenaltyForCheck": "-1D to your independent or versus test", + "EnemyBonusForCheck": "+2D to opponent's versus test", + "BreakTieForCheck": "Break VS test tie in opponent's favor", + "SpendingChecks": "Spending Checks", + "CampTest": "One test during camp phase", + "EarnAdvancementForHelp": "Earn advancement by helping", + "Traits": "Traits", + "TraitName": "Trait Name", + "TraitLevel": "Trait Level", + "TraitUsedFor": "Used For", + "TraitUsedAgainst": "Used Against", + "TraitNamePlaceholder": "Name", + "Abilities": "Abilities", + "RawAbilities": "Raw Abilities", + "Rating": "Rating", + "Advancement": "Advancement", + "Will": "Will", + "PassFirstLetter": "P", + "FailFirstLetter": "F", + "Health": "Health", + "Nature": "Nature", + "SpecialAbilities": "Special Abilities", + "Resources": "Resources", + "Circles": "Circles", + "Might": "Might", + "NatureDescriptors": "Nature Descriptors", + "Wises": "Wises", + "Wise": "Wise", + "Pass": "Pass", + "Fail": "Fail", + "Skills": "Skills", + "Skill": "Skill", + "Alchemist": "Alchemist", + "Arcanist": "Arcanist", + "Armorer": "Armorer", + "Cartographer": "Cartographer", + "Commander": "Commander", + "Cook": "Cook", + "Criminal": "Criminal", + "Dungeoneer": "Dungeoneer", + "Fighter": "Fighter", + "Haggler": "Haggler", + "Healer": "Healer", + "Hunter": "Hunter", + "LoreMaster": "Lore Master", + "Manipulator": "Manipulator", + "Orator": "Orator", + "Pathfinder": "Pathfinder", + "Persuader": "Persuader", + "Rider": "Rider", + "Ritualist": "Ritualist", + "Scavenger": "Scavenger", + "Scholar": "Scholar", + "Scout": "Scout", + "Survivalist": "Survivalist", + "Theologian": "Theologian", + "Inventory": "Inventory", + "Head": "Head", + "Worn": "Worn", + "Neck": "Neck", + "Hands": "Hands", + "Carried": "Carried", + "Torso": "Torso", + "Belt": "Belt", + "Pouch": "Pouch", + "Weapon": "Weapon", + "Skin": "Skin", + "Feet": "Feet", + "BackpackSatchel": "Backpack/Satchel", + "BackpackInfo": "Backpack: Torso/Worn 2. Factor for Dungeoneer and Fighter.", + "SatchelInfo": "Satchel: Torso/Worn 1", + "BackpackSatchelPlaceholder": "Backpack / Satchel", + "BackpackOnlyPlaceholder": "Backpack Only", + "SmallSack": "Small Sack", + "LargeSack": "Large Sack", + "LargeSackInfo": "Requires two hands to carry full or one space when empty", + "SpellsAndPrayers": "Spells & Prayers", + "MentalInventory": "Mental Inventory", + "FirstCircle": "First Circle", + "SecondCircle": "Second Circle", + "ThirdCircle": "Third Circle", + "FourthCircle": "Fourth Circle", + "FifthCircle": "Fifth Circle", + "TravelingSpellbook": "Traveling Spellbook", + "SpellName": "Spell Name", + "Memory": "Memory", + "SpellRulesPlaceholder": "Spell Rules", + "LevelRequirementsAndBenefits": "Level Requirements & Benefits", + "LevelTitleAndBenefits": "Level Title & Benefits" +} diff --git a/Torchbearer/translations/en.json b/Torchbearer/translations/en.json new file mode 100644 index 0000000000..78d8c5efd1 --- /dev/null +++ b/Torchbearer/translations/en.json @@ -0,0 +1,141 @@ +{ + "Name": "Name", + "Stock": "Stock", + "Class": "Class", + "Age": "Age", + "Home": "Home", + "Raiment": "Raiment", + "CurrentSpentPoints": "Current / Spent", + "Fate": "Fate", + "Persona": "Persona", + "Parents": "Parents", + "Mentor": "Mentor", + "Friend": "Friend", + "AlliesAndEnemies": "Allies & Additional Enemies", + "NamePlaceholder": "Name", + "Enemy": "Enemy", + "Level": "Level", + "Alignment": "Alignment", + "FatigueRecoveryFactors": "Fatigue/Recovery Factors", + "FatigueInfo": "Factors when recovering from exhaustion.", + "Shield": "Shield", + "FullLargeSack": "Full Large Sack", + "ChainArmor": "Chain Armor", + "CastingSpells": "Casting Spells", + "PlateArmor": "Plate Armor", + "SpellEffects": "Spell Effects", + "Conditions": "Conditions", + "Fresh": "Fresh", + "FreshEffect": "+1D to all tests until other condition.", + "HungryThirsty": "Hungry/Thirsty", + "HungryThirstyEffect": "-1 to disposition to any conflict.", + "Angry": "Angry", + "AngryEffect": "(Ob 2 Will) Can't use Wises or beneficial Traits.", + "Afraid": "Afraid", + "AfraidEffect": "(Ob 3 Will) Can't help or use Beginner's Luck.", + "Exhausted": "Exhausted", + "ExhaustedEffect": "(Ob 3 Health) Factor in all tests except Resources, Circles, and recovery.", + "Injured": "Injured", + "InjuredEffect": "(Ob 4 Health) -1D to skills, Nature, Will and Health (but not recovery).", + "Sick": "Sick", + "SickEffect": "(Ob 3 Will) -1D to skills, Nature, Will and Health (but not recovery); can't practice, learn, advance.", + "Dead": "Dead", + "DeadEffect": "May not use Wises, test or help.", + "Belief": "Belief", + "BeliefEarning": "Playing a Belief earns a Fate point", + "Goal": "Goal", + "GoalEarning": "Accomplishing a Goal earns a Persona point", + "Instinct": "Instinct", + "InstinctEarning": "Playing an Instinct earns a Fate point", + "Earning Checks": "Earning Checks", + "NoFreeChecks": "There are no free checks!", + "SelfPenaltyForCheck": "-1D to your independent or versus test", + "EnemyBonusForCheck": "+2D to opponent's versus test", + "BreakTieForCheck": "Break VS test tie in opponent's favor", + "SpendingChecks": "Spending Checks", + "CampTest": "One test during camp phase", + "EarnAdvancementForHelp": "Earn advancement by helping", + "Traits": "Traits", + "TraitName": "Trait Name", + "TraitLevel": "Trait Level", + "TraitUsedFor": "Used For", + "TraitUsedAgainst": "Used Against", + "TraitNamePlaceholder": "Name", + "Abilities": "Abilities", + "RawAbilities": "Raw Abilities", + "Rating": "Rating", + "Advancement": "Advancement", + "Will": "Will", + "PassFirstLetter": "P", + "FailFirstLetter": "F", + "Health": "Health", + "Nature": "Nature", + "SpecialAbilities": "Special Abilities", + "Resources": "Resources", + "Circles": "Circles", + "Might": "Might", + "NatureDescriptors": "Nature Descriptors", + "Wises": "Wises", + "Wise": "Wise", + "Pass": "Pass", + "Fail": "Fail", + "Skills": "Skills", + "Skill": "Skill", + "Alchemist": "Alchemist", + "Arcanist": "Arcanist", + "Armorer": "Armorer", + "Cartographer": "Cartographer", + "Commander": "Commander", + "Cook": "Cook", + "Criminal": "Criminal", + "Dungeoneer": "Dungeoneer", + "Fighter": "Fighter", + "Haggler": "Haggler", + "Healer": "Healer", + "Hunter": "Hunter", + "LoreMaster": "Lore Master", + "Manipulator": "Manipulator", + "Orator": "Orator", + "Pathfinder": "Pathfinder", + "Persuader": "Persuader", + "Rider": "Rider", + "Ritualist": "Ritualist", + "Scavenger": "Scavenger", + "Scholar": "Scholar", + "Scout": "Scout", + "Survivalist": "Survivalist", + "Theologian": "Theologian", + "Inventory": "Inventory", + "Head": "Head", + "Worn": "Worn", + "Neck": "Neck", + "Hands": "Hands", + "Carried": "Carried", + "Torso": "Torso", + "Belt": "Belt", + "Pouch": "Pouch", + "Weapon": "Weapon", + "Skin": "Skin", + "Feet": "Feet", + "BackpackSatchel": "Backpack/Satchel", + "BackpackInfo": "Backpack: Torso/Worn 2. Factor for Dungeoneer and Fighter.", + "SatchelInfo": "Satchel: Torso/Worn 1", + "BackpackSatchelPlaceholder": "Backpack / Satchel", + "BackpackOnlyPlaceholder": "Backpack Only", + "SmallSack": "Small Sack", + "LargeSack": "Large Sack", + "LargeSackInfo": "Requires two hands to carry full or one space when empty", + "SpellsAndPrayers": "Spells & Prayers", + "MentalInventory": "Mental Inventory", + "FirstCircle": "First Circle", + "SecondCircle": "Second Circle", + "ThirdCircle": "Third Circle", + "FourthCircle": "Fourth Circle", + "FifthCircle": "Fifth Circle", + "TravelingSpellbook": "Traveling Spellbook", + "SpellName": "Spell Name", + "Memory": "Memory", + "SpellRulesPlaceholder": "Spell Rules", + "LevelRequirementsAndBenefits": "Level Requirements & Benefits", + "LevelTitleAndBenefits": "Level Title & Benefits" +} diff --git a/Torchbearer/translations/es.json b/Torchbearer/translations/es.json new file mode 100644 index 0000000000..78d8c5efd1 --- /dev/null +++ b/Torchbearer/translations/es.json @@ -0,0 +1,141 @@ +{ + "Name": "Name", + "Stock": "Stock", + "Class": "Class", + "Age": "Age", + "Home": "Home", + "Raiment": "Raiment", + "CurrentSpentPoints": "Current / Spent", + "Fate": "Fate", + "Persona": "Persona", + "Parents": "Parents", + "Mentor": "Mentor", + "Friend": "Friend", + "AlliesAndEnemies": "Allies & Additional Enemies", + "NamePlaceholder": "Name", + "Enemy": "Enemy", + "Level": "Level", + "Alignment": "Alignment", + "FatigueRecoveryFactors": "Fatigue/Recovery Factors", + "FatigueInfo": "Factors when recovering from exhaustion.", + "Shield": "Shield", + "FullLargeSack": "Full Large Sack", + "ChainArmor": "Chain Armor", + "CastingSpells": "Casting Spells", + "PlateArmor": "Plate Armor", + "SpellEffects": "Spell Effects", + "Conditions": "Conditions", + "Fresh": "Fresh", + "FreshEffect": "+1D to all tests until other condition.", + "HungryThirsty": "Hungry/Thirsty", + "HungryThirstyEffect": "-1 to disposition to any conflict.", + "Angry": "Angry", + "AngryEffect": "(Ob 2 Will) Can't use Wises or beneficial Traits.", + "Afraid": "Afraid", + "AfraidEffect": "(Ob 3 Will) Can't help or use Beginner's Luck.", + "Exhausted": "Exhausted", + "ExhaustedEffect": "(Ob 3 Health) Factor in all tests except Resources, Circles, and recovery.", + "Injured": "Injured", + "InjuredEffect": "(Ob 4 Health) -1D to skills, Nature, Will and Health (but not recovery).", + "Sick": "Sick", + "SickEffect": "(Ob 3 Will) -1D to skills, Nature, Will and Health (but not recovery); can't practice, learn, advance.", + "Dead": "Dead", + "DeadEffect": "May not use Wises, test or help.", + "Belief": "Belief", + "BeliefEarning": "Playing a Belief earns a Fate point", + "Goal": "Goal", + "GoalEarning": "Accomplishing a Goal earns a Persona point", + "Instinct": "Instinct", + "InstinctEarning": "Playing an Instinct earns a Fate point", + "Earning Checks": "Earning Checks", + "NoFreeChecks": "There are no free checks!", + "SelfPenaltyForCheck": "-1D to your independent or versus test", + "EnemyBonusForCheck": "+2D to opponent's versus test", + "BreakTieForCheck": "Break VS test tie in opponent's favor", + "SpendingChecks": "Spending Checks", + "CampTest": "One test during camp phase", + "EarnAdvancementForHelp": "Earn advancement by helping", + "Traits": "Traits", + "TraitName": "Trait Name", + "TraitLevel": "Trait Level", + "TraitUsedFor": "Used For", + "TraitUsedAgainst": "Used Against", + "TraitNamePlaceholder": "Name", + "Abilities": "Abilities", + "RawAbilities": "Raw Abilities", + "Rating": "Rating", + "Advancement": "Advancement", + "Will": "Will", + "PassFirstLetter": "P", + "FailFirstLetter": "F", + "Health": "Health", + "Nature": "Nature", + "SpecialAbilities": "Special Abilities", + "Resources": "Resources", + "Circles": "Circles", + "Might": "Might", + "NatureDescriptors": "Nature Descriptors", + "Wises": "Wises", + "Wise": "Wise", + "Pass": "Pass", + "Fail": "Fail", + "Skills": "Skills", + "Skill": "Skill", + "Alchemist": "Alchemist", + "Arcanist": "Arcanist", + "Armorer": "Armorer", + "Cartographer": "Cartographer", + "Commander": "Commander", + "Cook": "Cook", + "Criminal": "Criminal", + "Dungeoneer": "Dungeoneer", + "Fighter": "Fighter", + "Haggler": "Haggler", + "Healer": "Healer", + "Hunter": "Hunter", + "LoreMaster": "Lore Master", + "Manipulator": "Manipulator", + "Orator": "Orator", + "Pathfinder": "Pathfinder", + "Persuader": "Persuader", + "Rider": "Rider", + "Ritualist": "Ritualist", + "Scavenger": "Scavenger", + "Scholar": "Scholar", + "Scout": "Scout", + "Survivalist": "Survivalist", + "Theologian": "Theologian", + "Inventory": "Inventory", + "Head": "Head", + "Worn": "Worn", + "Neck": "Neck", + "Hands": "Hands", + "Carried": "Carried", + "Torso": "Torso", + "Belt": "Belt", + "Pouch": "Pouch", + "Weapon": "Weapon", + "Skin": "Skin", + "Feet": "Feet", + "BackpackSatchel": "Backpack/Satchel", + "BackpackInfo": "Backpack: Torso/Worn 2. Factor for Dungeoneer and Fighter.", + "SatchelInfo": "Satchel: Torso/Worn 1", + "BackpackSatchelPlaceholder": "Backpack / Satchel", + "BackpackOnlyPlaceholder": "Backpack Only", + "SmallSack": "Small Sack", + "LargeSack": "Large Sack", + "LargeSackInfo": "Requires two hands to carry full or one space when empty", + "SpellsAndPrayers": "Spells & Prayers", + "MentalInventory": "Mental Inventory", + "FirstCircle": "First Circle", + "SecondCircle": "Second Circle", + "ThirdCircle": "Third Circle", + "FourthCircle": "Fourth Circle", + "FifthCircle": "Fifth Circle", + "TravelingSpellbook": "Traveling Spellbook", + "SpellName": "Spell Name", + "Memory": "Memory", + "SpellRulesPlaceholder": "Spell Rules", + "LevelRequirementsAndBenefits": "Level Requirements & Benefits", + "LevelTitleAndBenefits": "Level Title & Benefits" +} diff --git a/Torchbearer/translations/fr.json b/Torchbearer/translations/fr.json new file mode 100644 index 0000000000..78d8c5efd1 --- /dev/null +++ b/Torchbearer/translations/fr.json @@ -0,0 +1,141 @@ +{ + "Name": "Name", + "Stock": "Stock", + "Class": "Class", + "Age": "Age", + "Home": "Home", + "Raiment": "Raiment", + "CurrentSpentPoints": "Current / Spent", + "Fate": "Fate", + "Persona": "Persona", + "Parents": "Parents", + "Mentor": "Mentor", + "Friend": "Friend", + "AlliesAndEnemies": "Allies & Additional Enemies", + "NamePlaceholder": "Name", + "Enemy": "Enemy", + "Level": "Level", + "Alignment": "Alignment", + "FatigueRecoveryFactors": "Fatigue/Recovery Factors", + "FatigueInfo": "Factors when recovering from exhaustion.", + "Shield": "Shield", + "FullLargeSack": "Full Large Sack", + "ChainArmor": "Chain Armor", + "CastingSpells": "Casting Spells", + "PlateArmor": "Plate Armor", + "SpellEffects": "Spell Effects", + "Conditions": "Conditions", + "Fresh": "Fresh", + "FreshEffect": "+1D to all tests until other condition.", + "HungryThirsty": "Hungry/Thirsty", + "HungryThirstyEffect": "-1 to disposition to any conflict.", + "Angry": "Angry", + "AngryEffect": "(Ob 2 Will) Can't use Wises or beneficial Traits.", + "Afraid": "Afraid", + "AfraidEffect": "(Ob 3 Will) Can't help or use Beginner's Luck.", + "Exhausted": "Exhausted", + "ExhaustedEffect": "(Ob 3 Health) Factor in all tests except Resources, Circles, and recovery.", + "Injured": "Injured", + "InjuredEffect": "(Ob 4 Health) -1D to skills, Nature, Will and Health (but not recovery).", + "Sick": "Sick", + "SickEffect": "(Ob 3 Will) -1D to skills, Nature, Will and Health (but not recovery); can't practice, learn, advance.", + "Dead": "Dead", + "DeadEffect": "May not use Wises, test or help.", + "Belief": "Belief", + "BeliefEarning": "Playing a Belief earns a Fate point", + "Goal": "Goal", + "GoalEarning": "Accomplishing a Goal earns a Persona point", + "Instinct": "Instinct", + "InstinctEarning": "Playing an Instinct earns a Fate point", + "Earning Checks": "Earning Checks", + "NoFreeChecks": "There are no free checks!", + "SelfPenaltyForCheck": "-1D to your independent or versus test", + "EnemyBonusForCheck": "+2D to opponent's versus test", + "BreakTieForCheck": "Break VS test tie in opponent's favor", + "SpendingChecks": "Spending Checks", + "CampTest": "One test during camp phase", + "EarnAdvancementForHelp": "Earn advancement by helping", + "Traits": "Traits", + "TraitName": "Trait Name", + "TraitLevel": "Trait Level", + "TraitUsedFor": "Used For", + "TraitUsedAgainst": "Used Against", + "TraitNamePlaceholder": "Name", + "Abilities": "Abilities", + "RawAbilities": "Raw Abilities", + "Rating": "Rating", + "Advancement": "Advancement", + "Will": "Will", + "PassFirstLetter": "P", + "FailFirstLetter": "F", + "Health": "Health", + "Nature": "Nature", + "SpecialAbilities": "Special Abilities", + "Resources": "Resources", + "Circles": "Circles", + "Might": "Might", + "NatureDescriptors": "Nature Descriptors", + "Wises": "Wises", + "Wise": "Wise", + "Pass": "Pass", + "Fail": "Fail", + "Skills": "Skills", + "Skill": "Skill", + "Alchemist": "Alchemist", + "Arcanist": "Arcanist", + "Armorer": "Armorer", + "Cartographer": "Cartographer", + "Commander": "Commander", + "Cook": "Cook", + "Criminal": "Criminal", + "Dungeoneer": "Dungeoneer", + "Fighter": "Fighter", + "Haggler": "Haggler", + "Healer": "Healer", + "Hunter": "Hunter", + "LoreMaster": "Lore Master", + "Manipulator": "Manipulator", + "Orator": "Orator", + "Pathfinder": "Pathfinder", + "Persuader": "Persuader", + "Rider": "Rider", + "Ritualist": "Ritualist", + "Scavenger": "Scavenger", + "Scholar": "Scholar", + "Scout": "Scout", + "Survivalist": "Survivalist", + "Theologian": "Theologian", + "Inventory": "Inventory", + "Head": "Head", + "Worn": "Worn", + "Neck": "Neck", + "Hands": "Hands", + "Carried": "Carried", + "Torso": "Torso", + "Belt": "Belt", + "Pouch": "Pouch", + "Weapon": "Weapon", + "Skin": "Skin", + "Feet": "Feet", + "BackpackSatchel": "Backpack/Satchel", + "BackpackInfo": "Backpack: Torso/Worn 2. Factor for Dungeoneer and Fighter.", + "SatchelInfo": "Satchel: Torso/Worn 1", + "BackpackSatchelPlaceholder": "Backpack / Satchel", + "BackpackOnlyPlaceholder": "Backpack Only", + "SmallSack": "Small Sack", + "LargeSack": "Large Sack", + "LargeSackInfo": "Requires two hands to carry full or one space when empty", + "SpellsAndPrayers": "Spells & Prayers", + "MentalInventory": "Mental Inventory", + "FirstCircle": "First Circle", + "SecondCircle": "Second Circle", + "ThirdCircle": "Third Circle", + "FourthCircle": "Fourth Circle", + "FifthCircle": "Fifth Circle", + "TravelingSpellbook": "Traveling Spellbook", + "SpellName": "Spell Name", + "Memory": "Memory", + "SpellRulesPlaceholder": "Spell Rules", + "LevelRequirementsAndBenefits": "Level Requirements & Benefits", + "LevelTitleAndBenefits": "Level Title & Benefits" +} diff --git a/Torchbearer/translations/he.json b/Torchbearer/translations/he.json new file mode 100644 index 0000000000..78d8c5efd1 --- /dev/null +++ b/Torchbearer/translations/he.json @@ -0,0 +1,141 @@ +{ + "Name": "Name", + "Stock": "Stock", + "Class": "Class", + "Age": "Age", + "Home": "Home", + "Raiment": "Raiment", + "CurrentSpentPoints": "Current / Spent", + "Fate": "Fate", + "Persona": "Persona", + "Parents": "Parents", + "Mentor": "Mentor", + "Friend": "Friend", + "AlliesAndEnemies": "Allies & Additional Enemies", + "NamePlaceholder": "Name", + "Enemy": "Enemy", + "Level": "Level", + "Alignment": "Alignment", + "FatigueRecoveryFactors": "Fatigue/Recovery Factors", + "FatigueInfo": "Factors when recovering from exhaustion.", + "Shield": "Shield", + "FullLargeSack": "Full Large Sack", + "ChainArmor": "Chain Armor", + "CastingSpells": "Casting Spells", + "PlateArmor": "Plate Armor", + "SpellEffects": "Spell Effects", + "Conditions": "Conditions", + "Fresh": "Fresh", + "FreshEffect": "+1D to all tests until other condition.", + "HungryThirsty": "Hungry/Thirsty", + "HungryThirstyEffect": "-1 to disposition to any conflict.", + "Angry": "Angry", + "AngryEffect": "(Ob 2 Will) Can't use Wises or beneficial Traits.", + "Afraid": "Afraid", + "AfraidEffect": "(Ob 3 Will) Can't help or use Beginner's Luck.", + "Exhausted": "Exhausted", + "ExhaustedEffect": "(Ob 3 Health) Factor in all tests except Resources, Circles, and recovery.", + "Injured": "Injured", + "InjuredEffect": "(Ob 4 Health) -1D to skills, Nature, Will and Health (but not recovery).", + "Sick": "Sick", + "SickEffect": "(Ob 3 Will) -1D to skills, Nature, Will and Health (but not recovery); can't practice, learn, advance.", + "Dead": "Dead", + "DeadEffect": "May not use Wises, test or help.", + "Belief": "Belief", + "BeliefEarning": "Playing a Belief earns a Fate point", + "Goal": "Goal", + "GoalEarning": "Accomplishing a Goal earns a Persona point", + "Instinct": "Instinct", + "InstinctEarning": "Playing an Instinct earns a Fate point", + "Earning Checks": "Earning Checks", + "NoFreeChecks": "There are no free checks!", + "SelfPenaltyForCheck": "-1D to your independent or versus test", + "EnemyBonusForCheck": "+2D to opponent's versus test", + "BreakTieForCheck": "Break VS test tie in opponent's favor", + "SpendingChecks": "Spending Checks", + "CampTest": "One test during camp phase", + "EarnAdvancementForHelp": "Earn advancement by helping", + "Traits": "Traits", + "TraitName": "Trait Name", + "TraitLevel": "Trait Level", + "TraitUsedFor": "Used For", + "TraitUsedAgainst": "Used Against", + "TraitNamePlaceholder": "Name", + "Abilities": "Abilities", + "RawAbilities": "Raw Abilities", + "Rating": "Rating", + "Advancement": "Advancement", + "Will": "Will", + "PassFirstLetter": "P", + "FailFirstLetter": "F", + "Health": "Health", + "Nature": "Nature", + "SpecialAbilities": "Special Abilities", + "Resources": "Resources", + "Circles": "Circles", + "Might": "Might", + "NatureDescriptors": "Nature Descriptors", + "Wises": "Wises", + "Wise": "Wise", + "Pass": "Pass", + "Fail": "Fail", + "Skills": "Skills", + "Skill": "Skill", + "Alchemist": "Alchemist", + "Arcanist": "Arcanist", + "Armorer": "Armorer", + "Cartographer": "Cartographer", + "Commander": "Commander", + "Cook": "Cook", + "Criminal": "Criminal", + "Dungeoneer": "Dungeoneer", + "Fighter": "Fighter", + "Haggler": "Haggler", + "Healer": "Healer", + "Hunter": "Hunter", + "LoreMaster": "Lore Master", + "Manipulator": "Manipulator", + "Orator": "Orator", + "Pathfinder": "Pathfinder", + "Persuader": "Persuader", + "Rider": "Rider", + "Ritualist": "Ritualist", + "Scavenger": "Scavenger", + "Scholar": "Scholar", + "Scout": "Scout", + "Survivalist": "Survivalist", + "Theologian": "Theologian", + "Inventory": "Inventory", + "Head": "Head", + "Worn": "Worn", + "Neck": "Neck", + "Hands": "Hands", + "Carried": "Carried", + "Torso": "Torso", + "Belt": "Belt", + "Pouch": "Pouch", + "Weapon": "Weapon", + "Skin": "Skin", + "Feet": "Feet", + "BackpackSatchel": "Backpack/Satchel", + "BackpackInfo": "Backpack: Torso/Worn 2. Factor for Dungeoneer and Fighter.", + "SatchelInfo": "Satchel: Torso/Worn 1", + "BackpackSatchelPlaceholder": "Backpack / Satchel", + "BackpackOnlyPlaceholder": "Backpack Only", + "SmallSack": "Small Sack", + "LargeSack": "Large Sack", + "LargeSackInfo": "Requires two hands to carry full or one space when empty", + "SpellsAndPrayers": "Spells & Prayers", + "MentalInventory": "Mental Inventory", + "FirstCircle": "First Circle", + "SecondCircle": "Second Circle", + "ThirdCircle": "Third Circle", + "FourthCircle": "Fourth Circle", + "FifthCircle": "Fifth Circle", + "TravelingSpellbook": "Traveling Spellbook", + "SpellName": "Spell Name", + "Memory": "Memory", + "SpellRulesPlaceholder": "Spell Rules", + "LevelRequirementsAndBenefits": "Level Requirements & Benefits", + "LevelTitleAndBenefits": "Level Title & Benefits" +} diff --git a/Torchbearer/translations/it.json b/Torchbearer/translations/it.json new file mode 100644 index 0000000000..78d8c5efd1 --- /dev/null +++ b/Torchbearer/translations/it.json @@ -0,0 +1,141 @@ +{ + "Name": "Name", + "Stock": "Stock", + "Class": "Class", + "Age": "Age", + "Home": "Home", + "Raiment": "Raiment", + "CurrentSpentPoints": "Current / Spent", + "Fate": "Fate", + "Persona": "Persona", + "Parents": "Parents", + "Mentor": "Mentor", + "Friend": "Friend", + "AlliesAndEnemies": "Allies & Additional Enemies", + "NamePlaceholder": "Name", + "Enemy": "Enemy", + "Level": "Level", + "Alignment": "Alignment", + "FatigueRecoveryFactors": "Fatigue/Recovery Factors", + "FatigueInfo": "Factors when recovering from exhaustion.", + "Shield": "Shield", + "FullLargeSack": "Full Large Sack", + "ChainArmor": "Chain Armor", + "CastingSpells": "Casting Spells", + "PlateArmor": "Plate Armor", + "SpellEffects": "Spell Effects", + "Conditions": "Conditions", + "Fresh": "Fresh", + "FreshEffect": "+1D to all tests until other condition.", + "HungryThirsty": "Hungry/Thirsty", + "HungryThirstyEffect": "-1 to disposition to any conflict.", + "Angry": "Angry", + "AngryEffect": "(Ob 2 Will) Can't use Wises or beneficial Traits.", + "Afraid": "Afraid", + "AfraidEffect": "(Ob 3 Will) Can't help or use Beginner's Luck.", + "Exhausted": "Exhausted", + "ExhaustedEffect": "(Ob 3 Health) Factor in all tests except Resources, Circles, and recovery.", + "Injured": "Injured", + "InjuredEffect": "(Ob 4 Health) -1D to skills, Nature, Will and Health (but not recovery).", + "Sick": "Sick", + "SickEffect": "(Ob 3 Will) -1D to skills, Nature, Will and Health (but not recovery); can't practice, learn, advance.", + "Dead": "Dead", + "DeadEffect": "May not use Wises, test or help.", + "Belief": "Belief", + "BeliefEarning": "Playing a Belief earns a Fate point", + "Goal": "Goal", + "GoalEarning": "Accomplishing a Goal earns a Persona point", + "Instinct": "Instinct", + "InstinctEarning": "Playing an Instinct earns a Fate point", + "Earning Checks": "Earning Checks", + "NoFreeChecks": "There are no free checks!", + "SelfPenaltyForCheck": "-1D to your independent or versus test", + "EnemyBonusForCheck": "+2D to opponent's versus test", + "BreakTieForCheck": "Break VS test tie in opponent's favor", + "SpendingChecks": "Spending Checks", + "CampTest": "One test during camp phase", + "EarnAdvancementForHelp": "Earn advancement by helping", + "Traits": "Traits", + "TraitName": "Trait Name", + "TraitLevel": "Trait Level", + "TraitUsedFor": "Used For", + "TraitUsedAgainst": "Used Against", + "TraitNamePlaceholder": "Name", + "Abilities": "Abilities", + "RawAbilities": "Raw Abilities", + "Rating": "Rating", + "Advancement": "Advancement", + "Will": "Will", + "PassFirstLetter": "P", + "FailFirstLetter": "F", + "Health": "Health", + "Nature": "Nature", + "SpecialAbilities": "Special Abilities", + "Resources": "Resources", + "Circles": "Circles", + "Might": "Might", + "NatureDescriptors": "Nature Descriptors", + "Wises": "Wises", + "Wise": "Wise", + "Pass": "Pass", + "Fail": "Fail", + "Skills": "Skills", + "Skill": "Skill", + "Alchemist": "Alchemist", + "Arcanist": "Arcanist", + "Armorer": "Armorer", + "Cartographer": "Cartographer", + "Commander": "Commander", + "Cook": "Cook", + "Criminal": "Criminal", + "Dungeoneer": "Dungeoneer", + "Fighter": "Fighter", + "Haggler": "Haggler", + "Healer": "Healer", + "Hunter": "Hunter", + "LoreMaster": "Lore Master", + "Manipulator": "Manipulator", + "Orator": "Orator", + "Pathfinder": "Pathfinder", + "Persuader": "Persuader", + "Rider": "Rider", + "Ritualist": "Ritualist", + "Scavenger": "Scavenger", + "Scholar": "Scholar", + "Scout": "Scout", + "Survivalist": "Survivalist", + "Theologian": "Theologian", + "Inventory": "Inventory", + "Head": "Head", + "Worn": "Worn", + "Neck": "Neck", + "Hands": "Hands", + "Carried": "Carried", + "Torso": "Torso", + "Belt": "Belt", + "Pouch": "Pouch", + "Weapon": "Weapon", + "Skin": "Skin", + "Feet": "Feet", + "BackpackSatchel": "Backpack/Satchel", + "BackpackInfo": "Backpack: Torso/Worn 2. Factor for Dungeoneer and Fighter.", + "SatchelInfo": "Satchel: Torso/Worn 1", + "BackpackSatchelPlaceholder": "Backpack / Satchel", + "BackpackOnlyPlaceholder": "Backpack Only", + "SmallSack": "Small Sack", + "LargeSack": "Large Sack", + "LargeSackInfo": "Requires two hands to carry full or one space when empty", + "SpellsAndPrayers": "Spells & Prayers", + "MentalInventory": "Mental Inventory", + "FirstCircle": "First Circle", + "SecondCircle": "Second Circle", + "ThirdCircle": "Third Circle", + "FourthCircle": "Fourth Circle", + "FifthCircle": "Fifth Circle", + "TravelingSpellbook": "Traveling Spellbook", + "SpellName": "Spell Name", + "Memory": "Memory", + "SpellRulesPlaceholder": "Spell Rules", + "LevelRequirementsAndBenefits": "Level Requirements & Benefits", + "LevelTitleAndBenefits": "Level Title & Benefits" +} diff --git a/Torchbearer/translations/ja.json b/Torchbearer/translations/ja.json new file mode 100644 index 0000000000..78d8c5efd1 --- /dev/null +++ b/Torchbearer/translations/ja.json @@ -0,0 +1,141 @@ +{ + "Name": "Name", + "Stock": "Stock", + "Class": "Class", + "Age": "Age", + "Home": "Home", + "Raiment": "Raiment", + "CurrentSpentPoints": "Current / Spent", + "Fate": "Fate", + "Persona": "Persona", + "Parents": "Parents", + "Mentor": "Mentor", + "Friend": "Friend", + "AlliesAndEnemies": "Allies & Additional Enemies", + "NamePlaceholder": "Name", + "Enemy": "Enemy", + "Level": "Level", + "Alignment": "Alignment", + "FatigueRecoveryFactors": "Fatigue/Recovery Factors", + "FatigueInfo": "Factors when recovering from exhaustion.", + "Shield": "Shield", + "FullLargeSack": "Full Large Sack", + "ChainArmor": "Chain Armor", + "CastingSpells": "Casting Spells", + "PlateArmor": "Plate Armor", + "SpellEffects": "Spell Effects", + "Conditions": "Conditions", + "Fresh": "Fresh", + "FreshEffect": "+1D to all tests until other condition.", + "HungryThirsty": "Hungry/Thirsty", + "HungryThirstyEffect": "-1 to disposition to any conflict.", + "Angry": "Angry", + "AngryEffect": "(Ob 2 Will) Can't use Wises or beneficial Traits.", + "Afraid": "Afraid", + "AfraidEffect": "(Ob 3 Will) Can't help or use Beginner's Luck.", + "Exhausted": "Exhausted", + "ExhaustedEffect": "(Ob 3 Health) Factor in all tests except Resources, Circles, and recovery.", + "Injured": "Injured", + "InjuredEffect": "(Ob 4 Health) -1D to skills, Nature, Will and Health (but not recovery).", + "Sick": "Sick", + "SickEffect": "(Ob 3 Will) -1D to skills, Nature, Will and Health (but not recovery); can't practice, learn, advance.", + "Dead": "Dead", + "DeadEffect": "May not use Wises, test or help.", + "Belief": "Belief", + "BeliefEarning": "Playing a Belief earns a Fate point", + "Goal": "Goal", + "GoalEarning": "Accomplishing a Goal earns a Persona point", + "Instinct": "Instinct", + "InstinctEarning": "Playing an Instinct earns a Fate point", + "Earning Checks": "Earning Checks", + "NoFreeChecks": "There are no free checks!", + "SelfPenaltyForCheck": "-1D to your independent or versus test", + "EnemyBonusForCheck": "+2D to opponent's versus test", + "BreakTieForCheck": "Break VS test tie in opponent's favor", + "SpendingChecks": "Spending Checks", + "CampTest": "One test during camp phase", + "EarnAdvancementForHelp": "Earn advancement by helping", + "Traits": "Traits", + "TraitName": "Trait Name", + "TraitLevel": "Trait Level", + "TraitUsedFor": "Used For", + "TraitUsedAgainst": "Used Against", + "TraitNamePlaceholder": "Name", + "Abilities": "Abilities", + "RawAbilities": "Raw Abilities", + "Rating": "Rating", + "Advancement": "Advancement", + "Will": "Will", + "PassFirstLetter": "P", + "FailFirstLetter": "F", + "Health": "Health", + "Nature": "Nature", + "SpecialAbilities": "Special Abilities", + "Resources": "Resources", + "Circles": "Circles", + "Might": "Might", + "NatureDescriptors": "Nature Descriptors", + "Wises": "Wises", + "Wise": "Wise", + "Pass": "Pass", + "Fail": "Fail", + "Skills": "Skills", + "Skill": "Skill", + "Alchemist": "Alchemist", + "Arcanist": "Arcanist", + "Armorer": "Armorer", + "Cartographer": "Cartographer", + "Commander": "Commander", + "Cook": "Cook", + "Criminal": "Criminal", + "Dungeoneer": "Dungeoneer", + "Fighter": "Fighter", + "Haggler": "Haggler", + "Healer": "Healer", + "Hunter": "Hunter", + "LoreMaster": "Lore Master", + "Manipulator": "Manipulator", + "Orator": "Orator", + "Pathfinder": "Pathfinder", + "Persuader": "Persuader", + "Rider": "Rider", + "Ritualist": "Ritualist", + "Scavenger": "Scavenger", + "Scholar": "Scholar", + "Scout": "Scout", + "Survivalist": "Survivalist", + "Theologian": "Theologian", + "Inventory": "Inventory", + "Head": "Head", + "Worn": "Worn", + "Neck": "Neck", + "Hands": "Hands", + "Carried": "Carried", + "Torso": "Torso", + "Belt": "Belt", + "Pouch": "Pouch", + "Weapon": "Weapon", + "Skin": "Skin", + "Feet": "Feet", + "BackpackSatchel": "Backpack/Satchel", + "BackpackInfo": "Backpack: Torso/Worn 2. Factor for Dungeoneer and Fighter.", + "SatchelInfo": "Satchel: Torso/Worn 1", + "BackpackSatchelPlaceholder": "Backpack / Satchel", + "BackpackOnlyPlaceholder": "Backpack Only", + "SmallSack": "Small Sack", + "LargeSack": "Large Sack", + "LargeSackInfo": "Requires two hands to carry full or one space when empty", + "SpellsAndPrayers": "Spells & Prayers", + "MentalInventory": "Mental Inventory", + "FirstCircle": "First Circle", + "SecondCircle": "Second Circle", + "ThirdCircle": "Third Circle", + "FourthCircle": "Fourth Circle", + "FifthCircle": "Fifth Circle", + "TravelingSpellbook": "Traveling Spellbook", + "SpellName": "Spell Name", + "Memory": "Memory", + "SpellRulesPlaceholder": "Spell Rules", + "LevelRequirementsAndBenefits": "Level Requirements & Benefits", + "LevelTitleAndBenefits": "Level Title & Benefits" +} diff --git a/Torchbearer/translations/ko.json b/Torchbearer/translations/ko.json new file mode 100644 index 0000000000..78d8c5efd1 --- /dev/null +++ b/Torchbearer/translations/ko.json @@ -0,0 +1,141 @@ +{ + "Name": "Name", + "Stock": "Stock", + "Class": "Class", + "Age": "Age", + "Home": "Home", + "Raiment": "Raiment", + "CurrentSpentPoints": "Current / Spent", + "Fate": "Fate", + "Persona": "Persona", + "Parents": "Parents", + "Mentor": "Mentor", + "Friend": "Friend", + "AlliesAndEnemies": "Allies & Additional Enemies", + "NamePlaceholder": "Name", + "Enemy": "Enemy", + "Level": "Level", + "Alignment": "Alignment", + "FatigueRecoveryFactors": "Fatigue/Recovery Factors", + "FatigueInfo": "Factors when recovering from exhaustion.", + "Shield": "Shield", + "FullLargeSack": "Full Large Sack", + "ChainArmor": "Chain Armor", + "CastingSpells": "Casting Spells", + "PlateArmor": "Plate Armor", + "SpellEffects": "Spell Effects", + "Conditions": "Conditions", + "Fresh": "Fresh", + "FreshEffect": "+1D to all tests until other condition.", + "HungryThirsty": "Hungry/Thirsty", + "HungryThirstyEffect": "-1 to disposition to any conflict.", + "Angry": "Angry", + "AngryEffect": "(Ob 2 Will) Can't use Wises or beneficial Traits.", + "Afraid": "Afraid", + "AfraidEffect": "(Ob 3 Will) Can't help or use Beginner's Luck.", + "Exhausted": "Exhausted", + "ExhaustedEffect": "(Ob 3 Health) Factor in all tests except Resources, Circles, and recovery.", + "Injured": "Injured", + "InjuredEffect": "(Ob 4 Health) -1D to skills, Nature, Will and Health (but not recovery).", + "Sick": "Sick", + "SickEffect": "(Ob 3 Will) -1D to skills, Nature, Will and Health (but not recovery); can't practice, learn, advance.", + "Dead": "Dead", + "DeadEffect": "May not use Wises, test or help.", + "Belief": "Belief", + "BeliefEarning": "Playing a Belief earns a Fate point", + "Goal": "Goal", + "GoalEarning": "Accomplishing a Goal earns a Persona point", + "Instinct": "Instinct", + "InstinctEarning": "Playing an Instinct earns a Fate point", + "Earning Checks": "Earning Checks", + "NoFreeChecks": "There are no free checks!", + "SelfPenaltyForCheck": "-1D to your independent or versus test", + "EnemyBonusForCheck": "+2D to opponent's versus test", + "BreakTieForCheck": "Break VS test tie in opponent's favor", + "SpendingChecks": "Spending Checks", + "CampTest": "One test during camp phase", + "EarnAdvancementForHelp": "Earn advancement by helping", + "Traits": "Traits", + "TraitName": "Trait Name", + "TraitLevel": "Trait Level", + "TraitUsedFor": "Used For", + "TraitUsedAgainst": "Used Against", + "TraitNamePlaceholder": "Name", + "Abilities": "Abilities", + "RawAbilities": "Raw Abilities", + "Rating": "Rating", + "Advancement": "Advancement", + "Will": "Will", + "PassFirstLetter": "P", + "FailFirstLetter": "F", + "Health": "Health", + "Nature": "Nature", + "SpecialAbilities": "Special Abilities", + "Resources": "Resources", + "Circles": "Circles", + "Might": "Might", + "NatureDescriptors": "Nature Descriptors", + "Wises": "Wises", + "Wise": "Wise", + "Pass": "Pass", + "Fail": "Fail", + "Skills": "Skills", + "Skill": "Skill", + "Alchemist": "Alchemist", + "Arcanist": "Arcanist", + "Armorer": "Armorer", + "Cartographer": "Cartographer", + "Commander": "Commander", + "Cook": "Cook", + "Criminal": "Criminal", + "Dungeoneer": "Dungeoneer", + "Fighter": "Fighter", + "Haggler": "Haggler", + "Healer": "Healer", + "Hunter": "Hunter", + "LoreMaster": "Lore Master", + "Manipulator": "Manipulator", + "Orator": "Orator", + "Pathfinder": "Pathfinder", + "Persuader": "Persuader", + "Rider": "Rider", + "Ritualist": "Ritualist", + "Scavenger": "Scavenger", + "Scholar": "Scholar", + "Scout": "Scout", + "Survivalist": "Survivalist", + "Theologian": "Theologian", + "Inventory": "Inventory", + "Head": "Head", + "Worn": "Worn", + "Neck": "Neck", + "Hands": "Hands", + "Carried": "Carried", + "Torso": "Torso", + "Belt": "Belt", + "Pouch": "Pouch", + "Weapon": "Weapon", + "Skin": "Skin", + "Feet": "Feet", + "BackpackSatchel": "Backpack/Satchel", + "BackpackInfo": "Backpack: Torso/Worn 2. Factor for Dungeoneer and Fighter.", + "SatchelInfo": "Satchel: Torso/Worn 1", + "BackpackSatchelPlaceholder": "Backpack / Satchel", + "BackpackOnlyPlaceholder": "Backpack Only", + "SmallSack": "Small Sack", + "LargeSack": "Large Sack", + "LargeSackInfo": "Requires two hands to carry full or one space when empty", + "SpellsAndPrayers": "Spells & Prayers", + "MentalInventory": "Mental Inventory", + "FirstCircle": "First Circle", + "SecondCircle": "Second Circle", + "ThirdCircle": "Third Circle", + "FourthCircle": "Fourth Circle", + "FifthCircle": "Fifth Circle", + "TravelingSpellbook": "Traveling Spellbook", + "SpellName": "Spell Name", + "Memory": "Memory", + "SpellRulesPlaceholder": "Spell Rules", + "LevelRequirementsAndBenefits": "Level Requirements & Benefits", + "LevelTitleAndBenefits": "Level Title & Benefits" +} diff --git a/Torchbearer/translations/nl.json b/Torchbearer/translations/nl.json new file mode 100644 index 0000000000..78d8c5efd1 --- /dev/null +++ b/Torchbearer/translations/nl.json @@ -0,0 +1,141 @@ +{ + "Name": "Name", + "Stock": "Stock", + "Class": "Class", + "Age": "Age", + "Home": "Home", + "Raiment": "Raiment", + "CurrentSpentPoints": "Current / Spent", + "Fate": "Fate", + "Persona": "Persona", + "Parents": "Parents", + "Mentor": "Mentor", + "Friend": "Friend", + "AlliesAndEnemies": "Allies & Additional Enemies", + "NamePlaceholder": "Name", + "Enemy": "Enemy", + "Level": "Level", + "Alignment": "Alignment", + "FatigueRecoveryFactors": "Fatigue/Recovery Factors", + "FatigueInfo": "Factors when recovering from exhaustion.", + "Shield": "Shield", + "FullLargeSack": "Full Large Sack", + "ChainArmor": "Chain Armor", + "CastingSpells": "Casting Spells", + "PlateArmor": "Plate Armor", + "SpellEffects": "Spell Effects", + "Conditions": "Conditions", + "Fresh": "Fresh", + "FreshEffect": "+1D to all tests until other condition.", + "HungryThirsty": "Hungry/Thirsty", + "HungryThirstyEffect": "-1 to disposition to any conflict.", + "Angry": "Angry", + "AngryEffect": "(Ob 2 Will) Can't use Wises or beneficial Traits.", + "Afraid": "Afraid", + "AfraidEffect": "(Ob 3 Will) Can't help or use Beginner's Luck.", + "Exhausted": "Exhausted", + "ExhaustedEffect": "(Ob 3 Health) Factor in all tests except Resources, Circles, and recovery.", + "Injured": "Injured", + "InjuredEffect": "(Ob 4 Health) -1D to skills, Nature, Will and Health (but not recovery).", + "Sick": "Sick", + "SickEffect": "(Ob 3 Will) -1D to skills, Nature, Will and Health (but not recovery); can't practice, learn, advance.", + "Dead": "Dead", + "DeadEffect": "May not use Wises, test or help.", + "Belief": "Belief", + "BeliefEarning": "Playing a Belief earns a Fate point", + "Goal": "Goal", + "GoalEarning": "Accomplishing a Goal earns a Persona point", + "Instinct": "Instinct", + "InstinctEarning": "Playing an Instinct earns a Fate point", + "Earning Checks": "Earning Checks", + "NoFreeChecks": "There are no free checks!", + "SelfPenaltyForCheck": "-1D to your independent or versus test", + "EnemyBonusForCheck": "+2D to opponent's versus test", + "BreakTieForCheck": "Break VS test tie in opponent's favor", + "SpendingChecks": "Spending Checks", + "CampTest": "One test during camp phase", + "EarnAdvancementForHelp": "Earn advancement by helping", + "Traits": "Traits", + "TraitName": "Trait Name", + "TraitLevel": "Trait Level", + "TraitUsedFor": "Used For", + "TraitUsedAgainst": "Used Against", + "TraitNamePlaceholder": "Name", + "Abilities": "Abilities", + "RawAbilities": "Raw Abilities", + "Rating": "Rating", + "Advancement": "Advancement", + "Will": "Will", + "PassFirstLetter": "P", + "FailFirstLetter": "F", + "Health": "Health", + "Nature": "Nature", + "SpecialAbilities": "Special Abilities", + "Resources": "Resources", + "Circles": "Circles", + "Might": "Might", + "NatureDescriptors": "Nature Descriptors", + "Wises": "Wises", + "Wise": "Wise", + "Pass": "Pass", + "Fail": "Fail", + "Skills": "Skills", + "Skill": "Skill", + "Alchemist": "Alchemist", + "Arcanist": "Arcanist", + "Armorer": "Armorer", + "Cartographer": "Cartographer", + "Commander": "Commander", + "Cook": "Cook", + "Criminal": "Criminal", + "Dungeoneer": "Dungeoneer", + "Fighter": "Fighter", + "Haggler": "Haggler", + "Healer": "Healer", + "Hunter": "Hunter", + "LoreMaster": "Lore Master", + "Manipulator": "Manipulator", + "Orator": "Orator", + "Pathfinder": "Pathfinder", + "Persuader": "Persuader", + "Rider": "Rider", + "Ritualist": "Ritualist", + "Scavenger": "Scavenger", + "Scholar": "Scholar", + "Scout": "Scout", + "Survivalist": "Survivalist", + "Theologian": "Theologian", + "Inventory": "Inventory", + "Head": "Head", + "Worn": "Worn", + "Neck": "Neck", + "Hands": "Hands", + "Carried": "Carried", + "Torso": "Torso", + "Belt": "Belt", + "Pouch": "Pouch", + "Weapon": "Weapon", + "Skin": "Skin", + "Feet": "Feet", + "BackpackSatchel": "Backpack/Satchel", + "BackpackInfo": "Backpack: Torso/Worn 2. Factor for Dungeoneer and Fighter.", + "SatchelInfo": "Satchel: Torso/Worn 1", + "BackpackSatchelPlaceholder": "Backpack / Satchel", + "BackpackOnlyPlaceholder": "Backpack Only", + "SmallSack": "Small Sack", + "LargeSack": "Large Sack", + "LargeSackInfo": "Requires two hands to carry full or one space when empty", + "SpellsAndPrayers": "Spells & Prayers", + "MentalInventory": "Mental Inventory", + "FirstCircle": "First Circle", + "SecondCircle": "Second Circle", + "ThirdCircle": "Third Circle", + "FourthCircle": "Fourth Circle", + "FifthCircle": "Fifth Circle", + "TravelingSpellbook": "Traveling Spellbook", + "SpellName": "Spell Name", + "Memory": "Memory", + "SpellRulesPlaceholder": "Spell Rules", + "LevelRequirementsAndBenefits": "Level Requirements & Benefits", + "LevelTitleAndBenefits": "Level Title & Benefits" +} diff --git a/Torchbearer/translations/pl.json b/Torchbearer/translations/pl.json new file mode 100644 index 0000000000..78d8c5efd1 --- /dev/null +++ b/Torchbearer/translations/pl.json @@ -0,0 +1,141 @@ +{ + "Name": "Name", + "Stock": "Stock", + "Class": "Class", + "Age": "Age", + "Home": "Home", + "Raiment": "Raiment", + "CurrentSpentPoints": "Current / Spent", + "Fate": "Fate", + "Persona": "Persona", + "Parents": "Parents", + "Mentor": "Mentor", + "Friend": "Friend", + "AlliesAndEnemies": "Allies & Additional Enemies", + "NamePlaceholder": "Name", + "Enemy": "Enemy", + "Level": "Level", + "Alignment": "Alignment", + "FatigueRecoveryFactors": "Fatigue/Recovery Factors", + "FatigueInfo": "Factors when recovering from exhaustion.", + "Shield": "Shield", + "FullLargeSack": "Full Large Sack", + "ChainArmor": "Chain Armor", + "CastingSpells": "Casting Spells", + "PlateArmor": "Plate Armor", + "SpellEffects": "Spell Effects", + "Conditions": "Conditions", + "Fresh": "Fresh", + "FreshEffect": "+1D to all tests until other condition.", + "HungryThirsty": "Hungry/Thirsty", + "HungryThirstyEffect": "-1 to disposition to any conflict.", + "Angry": "Angry", + "AngryEffect": "(Ob 2 Will) Can't use Wises or beneficial Traits.", + "Afraid": "Afraid", + "AfraidEffect": "(Ob 3 Will) Can't help or use Beginner's Luck.", + "Exhausted": "Exhausted", + "ExhaustedEffect": "(Ob 3 Health) Factor in all tests except Resources, Circles, and recovery.", + "Injured": "Injured", + "InjuredEffect": "(Ob 4 Health) -1D to skills, Nature, Will and Health (but not recovery).", + "Sick": "Sick", + "SickEffect": "(Ob 3 Will) -1D to skills, Nature, Will and Health (but not recovery); can't practice, learn, advance.", + "Dead": "Dead", + "DeadEffect": "May not use Wises, test or help.", + "Belief": "Belief", + "BeliefEarning": "Playing a Belief earns a Fate point", + "Goal": "Goal", + "GoalEarning": "Accomplishing a Goal earns a Persona point", + "Instinct": "Instinct", + "InstinctEarning": "Playing an Instinct earns a Fate point", + "Earning Checks": "Earning Checks", + "NoFreeChecks": "There are no free checks!", + "SelfPenaltyForCheck": "-1D to your independent or versus test", + "EnemyBonusForCheck": "+2D to opponent's versus test", + "BreakTieForCheck": "Break VS test tie in opponent's favor", + "SpendingChecks": "Spending Checks", + "CampTest": "One test during camp phase", + "EarnAdvancementForHelp": "Earn advancement by helping", + "Traits": "Traits", + "TraitName": "Trait Name", + "TraitLevel": "Trait Level", + "TraitUsedFor": "Used For", + "TraitUsedAgainst": "Used Against", + "TraitNamePlaceholder": "Name", + "Abilities": "Abilities", + "RawAbilities": "Raw Abilities", + "Rating": "Rating", + "Advancement": "Advancement", + "Will": "Will", + "PassFirstLetter": "P", + "FailFirstLetter": "F", + "Health": "Health", + "Nature": "Nature", + "SpecialAbilities": "Special Abilities", + "Resources": "Resources", + "Circles": "Circles", + "Might": "Might", + "NatureDescriptors": "Nature Descriptors", + "Wises": "Wises", + "Wise": "Wise", + "Pass": "Pass", + "Fail": "Fail", + "Skills": "Skills", + "Skill": "Skill", + "Alchemist": "Alchemist", + "Arcanist": "Arcanist", + "Armorer": "Armorer", + "Cartographer": "Cartographer", + "Commander": "Commander", + "Cook": "Cook", + "Criminal": "Criminal", + "Dungeoneer": "Dungeoneer", + "Fighter": "Fighter", + "Haggler": "Haggler", + "Healer": "Healer", + "Hunter": "Hunter", + "LoreMaster": "Lore Master", + "Manipulator": "Manipulator", + "Orator": "Orator", + "Pathfinder": "Pathfinder", + "Persuader": "Persuader", + "Rider": "Rider", + "Ritualist": "Ritualist", + "Scavenger": "Scavenger", + "Scholar": "Scholar", + "Scout": "Scout", + "Survivalist": "Survivalist", + "Theologian": "Theologian", + "Inventory": "Inventory", + "Head": "Head", + "Worn": "Worn", + "Neck": "Neck", + "Hands": "Hands", + "Carried": "Carried", + "Torso": "Torso", + "Belt": "Belt", + "Pouch": "Pouch", + "Weapon": "Weapon", + "Skin": "Skin", + "Feet": "Feet", + "BackpackSatchel": "Backpack/Satchel", + "BackpackInfo": "Backpack: Torso/Worn 2. Factor for Dungeoneer and Fighter.", + "SatchelInfo": "Satchel: Torso/Worn 1", + "BackpackSatchelPlaceholder": "Backpack / Satchel", + "BackpackOnlyPlaceholder": "Backpack Only", + "SmallSack": "Small Sack", + "LargeSack": "Large Sack", + "LargeSackInfo": "Requires two hands to carry full or one space when empty", + "SpellsAndPrayers": "Spells & Prayers", + "MentalInventory": "Mental Inventory", + "FirstCircle": "First Circle", + "SecondCircle": "Second Circle", + "ThirdCircle": "Third Circle", + "FourthCircle": "Fourth Circle", + "FifthCircle": "Fifth Circle", + "TravelingSpellbook": "Traveling Spellbook", + "SpellName": "Spell Name", + "Memory": "Memory", + "SpellRulesPlaceholder": "Spell Rules", + "LevelRequirementsAndBenefits": "Level Requirements & Benefits", + "LevelTitleAndBenefits": "Level Title & Benefits" +} diff --git a/Torchbearer/translations/pt.json b/Torchbearer/translations/pt.json new file mode 100644 index 0000000000..78d8c5efd1 --- /dev/null +++ b/Torchbearer/translations/pt.json @@ -0,0 +1,141 @@ +{ + "Name": "Name", + "Stock": "Stock", + "Class": "Class", + "Age": "Age", + "Home": "Home", + "Raiment": "Raiment", + "CurrentSpentPoints": "Current / Spent", + "Fate": "Fate", + "Persona": "Persona", + "Parents": "Parents", + "Mentor": "Mentor", + "Friend": "Friend", + "AlliesAndEnemies": "Allies & Additional Enemies", + "NamePlaceholder": "Name", + "Enemy": "Enemy", + "Level": "Level", + "Alignment": "Alignment", + "FatigueRecoveryFactors": "Fatigue/Recovery Factors", + "FatigueInfo": "Factors when recovering from exhaustion.", + "Shield": "Shield", + "FullLargeSack": "Full Large Sack", + "ChainArmor": "Chain Armor", + "CastingSpells": "Casting Spells", + "PlateArmor": "Plate Armor", + "SpellEffects": "Spell Effects", + "Conditions": "Conditions", + "Fresh": "Fresh", + "FreshEffect": "+1D to all tests until other condition.", + "HungryThirsty": "Hungry/Thirsty", + "HungryThirstyEffect": "-1 to disposition to any conflict.", + "Angry": "Angry", + "AngryEffect": "(Ob 2 Will) Can't use Wises or beneficial Traits.", + "Afraid": "Afraid", + "AfraidEffect": "(Ob 3 Will) Can't help or use Beginner's Luck.", + "Exhausted": "Exhausted", + "ExhaustedEffect": "(Ob 3 Health) Factor in all tests except Resources, Circles, and recovery.", + "Injured": "Injured", + "InjuredEffect": "(Ob 4 Health) -1D to skills, Nature, Will and Health (but not recovery).", + "Sick": "Sick", + "SickEffect": "(Ob 3 Will) -1D to skills, Nature, Will and Health (but not recovery); can't practice, learn, advance.", + "Dead": "Dead", + "DeadEffect": "May not use Wises, test or help.", + "Belief": "Belief", + "BeliefEarning": "Playing a Belief earns a Fate point", + "Goal": "Goal", + "GoalEarning": "Accomplishing a Goal earns a Persona point", + "Instinct": "Instinct", + "InstinctEarning": "Playing an Instinct earns a Fate point", + "Earning Checks": "Earning Checks", + "NoFreeChecks": "There are no free checks!", + "SelfPenaltyForCheck": "-1D to your independent or versus test", + "EnemyBonusForCheck": "+2D to opponent's versus test", + "BreakTieForCheck": "Break VS test tie in opponent's favor", + "SpendingChecks": "Spending Checks", + "CampTest": "One test during camp phase", + "EarnAdvancementForHelp": "Earn advancement by helping", + "Traits": "Traits", + "TraitName": "Trait Name", + "TraitLevel": "Trait Level", + "TraitUsedFor": "Used For", + "TraitUsedAgainst": "Used Against", + "TraitNamePlaceholder": "Name", + "Abilities": "Abilities", + "RawAbilities": "Raw Abilities", + "Rating": "Rating", + "Advancement": "Advancement", + "Will": "Will", + "PassFirstLetter": "P", + "FailFirstLetter": "F", + "Health": "Health", + "Nature": "Nature", + "SpecialAbilities": "Special Abilities", + "Resources": "Resources", + "Circles": "Circles", + "Might": "Might", + "NatureDescriptors": "Nature Descriptors", + "Wises": "Wises", + "Wise": "Wise", + "Pass": "Pass", + "Fail": "Fail", + "Skills": "Skills", + "Skill": "Skill", + "Alchemist": "Alchemist", + "Arcanist": "Arcanist", + "Armorer": "Armorer", + "Cartographer": "Cartographer", + "Commander": "Commander", + "Cook": "Cook", + "Criminal": "Criminal", + "Dungeoneer": "Dungeoneer", + "Fighter": "Fighter", + "Haggler": "Haggler", + "Healer": "Healer", + "Hunter": "Hunter", + "LoreMaster": "Lore Master", + "Manipulator": "Manipulator", + "Orator": "Orator", + "Pathfinder": "Pathfinder", + "Persuader": "Persuader", + "Rider": "Rider", + "Ritualist": "Ritualist", + "Scavenger": "Scavenger", + "Scholar": "Scholar", + "Scout": "Scout", + "Survivalist": "Survivalist", + "Theologian": "Theologian", + "Inventory": "Inventory", + "Head": "Head", + "Worn": "Worn", + "Neck": "Neck", + "Hands": "Hands", + "Carried": "Carried", + "Torso": "Torso", + "Belt": "Belt", + "Pouch": "Pouch", + "Weapon": "Weapon", + "Skin": "Skin", + "Feet": "Feet", + "BackpackSatchel": "Backpack/Satchel", + "BackpackInfo": "Backpack: Torso/Worn 2. Factor for Dungeoneer and Fighter.", + "SatchelInfo": "Satchel: Torso/Worn 1", + "BackpackSatchelPlaceholder": "Backpack / Satchel", + "BackpackOnlyPlaceholder": "Backpack Only", + "SmallSack": "Small Sack", + "LargeSack": "Large Sack", + "LargeSackInfo": "Requires two hands to carry full or one space when empty", + "SpellsAndPrayers": "Spells & Prayers", + "MentalInventory": "Mental Inventory", + "FirstCircle": "First Circle", + "SecondCircle": "Second Circle", + "ThirdCircle": "Third Circle", + "FourthCircle": "Fourth Circle", + "FifthCircle": "Fifth Circle", + "TravelingSpellbook": "Traveling Spellbook", + "SpellName": "Spell Name", + "Memory": "Memory", + "SpellRulesPlaceholder": "Spell Rules", + "LevelRequirementsAndBenefits": "Level Requirements & Benefits", + "LevelTitleAndBenefits": "Level Title & Benefits" +} diff --git a/Torchbearer/translations/ru.json b/Torchbearer/translations/ru.json new file mode 100644 index 0000000000..42c7a0ca87 --- /dev/null +++ b/Torchbearer/translations/ru.json @@ -0,0 +1,141 @@ +{ + "Name": "Имя", + "Stock": "Народ", + "Class": "Класс", + "Age": "Возраст", + "Home": "Дом", + "Raiment": "Одеяние", + "CurrentSpentPoints": "Текущие / Потраченные", + "Fate": "Судьба", + "Persona": "Личность", + "Parents": "Родители", + "Mentor": "Наставник", + "Friend": "Друг", + "AlliesAndEnemies": "Союзники и дополнительные Враги", + "NamePlaceholder": "Название", + "Enemy": "Враг", + "Level": "Уровень", + "Alignment": "Мировоззрение", + "FatigueRecoveryFactors": "Усталость/Факторы восстановления", + "FatigueInfo": "Факторы для снятия усталости", + "Shield": "Щит", + "FullLargeSack": "Полный большой мешок", + "ChainArmor": "Кольчуга", + "CastingSpells": "Сотворение заклинаний", + "PlateArmor": "Латы", + "SpellEffects": "Эффекты заклинаний", + "Conditions": "Состояния", + "Fresh": "Отдохнувший", + "FreshEffect": "+1К на все проверки до другого состояния", + "HungryThirsty": "Голод/жажда", + "HungryThirstyEffect": "-1 от диспозиции команды в любом конфликте.", + "Angry": "Разозлённый", + "AngryEffect": "(Сл 2 Воля) Не можешь использовать Знания и Черты себе в помощь", + "Afraid": "Напуганный", + "AfraidEffect": "(Сл 3 Воля) Не можешь помогать и использовать Удачу Новичка.", + "Exhausted": "Усталый", + "ExhaustedEffect": "(Сл 3 Здоровье) Фактор во всех проверках, кроме Ресурсов, Связей и восстановления.", + "Injured": "Раненый", + "InjuredEffect": "(Сл 4 Здоровье) -1К на проверки навыков, Природы, Воли и Здоровья (но не восстановления).", + "Sick": "Больной", + "SickEffect": "(Сл 3 Воля) -1К на проверки навыков, Природы, Воли и Здоровья (но не восстановления); не можешь практиковаться, изучать, получать продвижение.", + "Dead": "Мёртвый", + "DeadEffect": "Не можешь использовать Знания, проходить проверки и помогать.", + "Belief": "Убеждение", + "BeliefEarning": "Если ваш персонаж действует в соответствии со своим Убеждением, получите 1 балл Судьбы.", + "Goal": "Цель", + "GoalEarning": "Достигнув Цели персонажа, получите 1 балл Личности.", + "Instinct": "Инстинкт", + "InstinctEarning": "Если персонаж действовал в соответствии со своим Инстинктом, получите 1 балл Судьбы.", + "Earning Checks": "Зарабатывание Проверочных Баллов", + "NoFreeChecks": "Бесплатных Проверочных Баллов нет!", + "SelfPenaltyForCheck": "-1К на вашу простую или встречную проверку", + "EnemyBonusForCheck": "+2К оппоненту во встречной проверке", + "BreakTieForCheck": "Разрешить встречную проверку в пользу оппонента", + "SpendingChecks": "Трата Проверочных Баллов", + "CampTest": "Одна проверка в фазу лагеря", + "EarnAdvancementForHelp": "Получить продвижение во время помощи", + "Traits": "Черты", + "TraitName": "Название Черты", + "TraitLevel": "Уровень Черты", + "TraitUsedFor": "Использовать для помощи", + "TraitUsedAgainst": "Проверочные баллы", + "TraitNamePlaceholder": "Название", + "Abilities": "Способности", + "RawAbilities": "Основные Способности", + "Rating": "Рейтинг", + "Advancement": "Шкала развития", + "Will": "Воля", + "PassFirstLetter": "У", + "FailFirstLetter": "П", + "Health": "Здоровье", + "Nature": "Природа", + "SpecialAbilities": "Особые Способности", + "Resources": "Ресурсы", + "Circles": "Связи", + "Might": "Мощь", + "NatureDescriptors": "Проявления Природы", + "Wises": "Знания", + "Wise": "Знание", + "Pass": "Успех", + "Fail": "Провал", + "Skills": "Навыки", + "Skill": "Навык", + "Alchemist": "Алхимик", + "Arcanist": "Чародей", + "Armorer": "Оружейник", + "Cartographer": "Картограф", + "Commander": "Командир", + "Cook": "Повар", + "Criminal": "Преступник", + "Dungeoneer": "Исследователь подземелий", + "Fighter": "Боец", + "Haggler": "Торговец", + "Healer": "Целитель", + "Hunter": "Охотник", + "LoreMaster": "Хранитель знаний", + "Manipulator": "Манипулятор", + "Orator": "Оратор", + "Pathfinder": "Путешественник", + "Persuader": "Переговорщик", + "Rider": "Наездник", + "Ritualist": "Ритуалист", + "Scavenger": "Собиратель", + "Scholar": "Учёный", + "Scout": "Разведчик", + "Survivalist": "Специалист по выживанию", + "Theologian": "Теолог", + "Inventory": "Инвентарь", + "Head": "Голова", + "Worn": "Надетое", + "Neck": "Шея", + "Hands": "Руки", + "Carried": "В руках", + "Torso": "Тело", + "Belt": "Пояс", + "Pouch": "Кошель", + "Weapon": "Оружие", + "Skin": "Бурдюк", + "Feet": "Ноги", + "BackpackSatchel": "Рюкзак/Сумка", + "BackpackInfo": "Рюкзак: Тело/Надетое 2. Фактор в проверках Исследователя подземелий и Бойца.", + "SatchelInfo": "Сумка: Тело/Надетое 1", + "BackpackSatchelPlaceholder": "Рюкзак / Сумка", + "BackpackOnlyPlaceholder": "Только Рюкзак", + "SmallSack": "Маленький Мешок", + "LargeSack": "Большой Мешок", + "LargeSackInfo": "Требует две руки, что нести наполненным, или одну ячейку, если пуст", + "SpellsAndPrayers": "Заклинания и Молитвы", + "MentalInventory": "Склад памяти", + "FirstCircle": "Первый Круг", + "SecondCircle": "Второй Круг", + "ThirdCircle": "Третий Круг", + "FourthCircle": "Четвертый Круг", + "FifthCircle": "Пятый Круг", + "TravelingSpellbook": "Путевая Книга Заклинаний", + "SpellName": "Название заклинания", + "Memory": "Запомнено", + "SpellRulesPlaceholder": "Правила для заклинания", + "LevelRequirementsAndBenefits": "Требования и Преимущества Уровней", + "LevelTitleAndBenefits": "Титул уровня и прочие преимущества" +} diff --git a/Torchbearer/translations/sv.json b/Torchbearer/translations/sv.json new file mode 100644 index 0000000000..78d8c5efd1 --- /dev/null +++ b/Torchbearer/translations/sv.json @@ -0,0 +1,141 @@ +{ + "Name": "Name", + "Stock": "Stock", + "Class": "Class", + "Age": "Age", + "Home": "Home", + "Raiment": "Raiment", + "CurrentSpentPoints": "Current / Spent", + "Fate": "Fate", + "Persona": "Persona", + "Parents": "Parents", + "Mentor": "Mentor", + "Friend": "Friend", + "AlliesAndEnemies": "Allies & Additional Enemies", + "NamePlaceholder": "Name", + "Enemy": "Enemy", + "Level": "Level", + "Alignment": "Alignment", + "FatigueRecoveryFactors": "Fatigue/Recovery Factors", + "FatigueInfo": "Factors when recovering from exhaustion.", + "Shield": "Shield", + "FullLargeSack": "Full Large Sack", + "ChainArmor": "Chain Armor", + "CastingSpells": "Casting Spells", + "PlateArmor": "Plate Armor", + "SpellEffects": "Spell Effects", + "Conditions": "Conditions", + "Fresh": "Fresh", + "FreshEffect": "+1D to all tests until other condition.", + "HungryThirsty": "Hungry/Thirsty", + "HungryThirstyEffect": "-1 to disposition to any conflict.", + "Angry": "Angry", + "AngryEffect": "(Ob 2 Will) Can't use Wises or beneficial Traits.", + "Afraid": "Afraid", + "AfraidEffect": "(Ob 3 Will) Can't help or use Beginner's Luck.", + "Exhausted": "Exhausted", + "ExhaustedEffect": "(Ob 3 Health) Factor in all tests except Resources, Circles, and recovery.", + "Injured": "Injured", + "InjuredEffect": "(Ob 4 Health) -1D to skills, Nature, Will and Health (but not recovery).", + "Sick": "Sick", + "SickEffect": "(Ob 3 Will) -1D to skills, Nature, Will and Health (but not recovery); can't practice, learn, advance.", + "Dead": "Dead", + "DeadEffect": "May not use Wises, test or help.", + "Belief": "Belief", + "BeliefEarning": "Playing a Belief earns a Fate point", + "Goal": "Goal", + "GoalEarning": "Accomplishing a Goal earns a Persona point", + "Instinct": "Instinct", + "InstinctEarning": "Playing an Instinct earns a Fate point", + "Earning Checks": "Earning Checks", + "NoFreeChecks": "There are no free checks!", + "SelfPenaltyForCheck": "-1D to your independent or versus test", + "EnemyBonusForCheck": "+2D to opponent's versus test", + "BreakTieForCheck": "Break VS test tie in opponent's favor", + "SpendingChecks": "Spending Checks", + "CampTest": "One test during camp phase", + "EarnAdvancementForHelp": "Earn advancement by helping", + "Traits": "Traits", + "TraitName": "Trait Name", + "TraitLevel": "Trait Level", + "TraitUsedFor": "Used For", + "TraitUsedAgainst": "Used Against", + "TraitNamePlaceholder": "Name", + "Abilities": "Abilities", + "RawAbilities": "Raw Abilities", + "Rating": "Rating", + "Advancement": "Advancement", + "Will": "Will", + "PassFirstLetter": "P", + "FailFirstLetter": "F", + "Health": "Health", + "Nature": "Nature", + "SpecialAbilities": "Special Abilities", + "Resources": "Resources", + "Circles": "Circles", + "Might": "Might", + "NatureDescriptors": "Nature Descriptors", + "Wises": "Wises", + "Wise": "Wise", + "Pass": "Pass", + "Fail": "Fail", + "Skills": "Skills", + "Skill": "Skill", + "Alchemist": "Alchemist", + "Arcanist": "Arcanist", + "Armorer": "Armorer", + "Cartographer": "Cartographer", + "Commander": "Commander", + "Cook": "Cook", + "Criminal": "Criminal", + "Dungeoneer": "Dungeoneer", + "Fighter": "Fighter", + "Haggler": "Haggler", + "Healer": "Healer", + "Hunter": "Hunter", + "LoreMaster": "Lore Master", + "Manipulator": "Manipulator", + "Orator": "Orator", + "Pathfinder": "Pathfinder", + "Persuader": "Persuader", + "Rider": "Rider", + "Ritualist": "Ritualist", + "Scavenger": "Scavenger", + "Scholar": "Scholar", + "Scout": "Scout", + "Survivalist": "Survivalist", + "Theologian": "Theologian", + "Inventory": "Inventory", + "Head": "Head", + "Worn": "Worn", + "Neck": "Neck", + "Hands": "Hands", + "Carried": "Carried", + "Torso": "Torso", + "Belt": "Belt", + "Pouch": "Pouch", + "Weapon": "Weapon", + "Skin": "Skin", + "Feet": "Feet", + "BackpackSatchel": "Backpack/Satchel", + "BackpackInfo": "Backpack: Torso/Worn 2. Factor for Dungeoneer and Fighter.", + "SatchelInfo": "Satchel: Torso/Worn 1", + "BackpackSatchelPlaceholder": "Backpack / Satchel", + "BackpackOnlyPlaceholder": "Backpack Only", + "SmallSack": "Small Sack", + "LargeSack": "Large Sack", + "LargeSackInfo": "Requires two hands to carry full or one space when empty", + "SpellsAndPrayers": "Spells & Prayers", + "MentalInventory": "Mental Inventory", + "FirstCircle": "First Circle", + "SecondCircle": "Second Circle", + "ThirdCircle": "Third Circle", + "FourthCircle": "Fourth Circle", + "FifthCircle": "Fifth Circle", + "TravelingSpellbook": "Traveling Spellbook", + "SpellName": "Spell Name", + "Memory": "Memory", + "SpellRulesPlaceholder": "Spell Rules", + "LevelRequirementsAndBenefits": "Level Requirements & Benefits", + "LevelTitleAndBenefits": "Level Title & Benefits" +} diff --git a/Torchbearer/translations/tr.json b/Torchbearer/translations/tr.json new file mode 100644 index 0000000000..78d8c5efd1 --- /dev/null +++ b/Torchbearer/translations/tr.json @@ -0,0 +1,141 @@ +{ + "Name": "Name", + "Stock": "Stock", + "Class": "Class", + "Age": "Age", + "Home": "Home", + "Raiment": "Raiment", + "CurrentSpentPoints": "Current / Spent", + "Fate": "Fate", + "Persona": "Persona", + "Parents": "Parents", + "Mentor": "Mentor", + "Friend": "Friend", + "AlliesAndEnemies": "Allies & Additional Enemies", + "NamePlaceholder": "Name", + "Enemy": "Enemy", + "Level": "Level", + "Alignment": "Alignment", + "FatigueRecoveryFactors": "Fatigue/Recovery Factors", + "FatigueInfo": "Factors when recovering from exhaustion.", + "Shield": "Shield", + "FullLargeSack": "Full Large Sack", + "ChainArmor": "Chain Armor", + "CastingSpells": "Casting Spells", + "PlateArmor": "Plate Armor", + "SpellEffects": "Spell Effects", + "Conditions": "Conditions", + "Fresh": "Fresh", + "FreshEffect": "+1D to all tests until other condition.", + "HungryThirsty": "Hungry/Thirsty", + "HungryThirstyEffect": "-1 to disposition to any conflict.", + "Angry": "Angry", + "AngryEffect": "(Ob 2 Will) Can't use Wises or beneficial Traits.", + "Afraid": "Afraid", + "AfraidEffect": "(Ob 3 Will) Can't help or use Beginner's Luck.", + "Exhausted": "Exhausted", + "ExhaustedEffect": "(Ob 3 Health) Factor in all tests except Resources, Circles, and recovery.", + "Injured": "Injured", + "InjuredEffect": "(Ob 4 Health) -1D to skills, Nature, Will and Health (but not recovery).", + "Sick": "Sick", + "SickEffect": "(Ob 3 Will) -1D to skills, Nature, Will and Health (but not recovery); can't practice, learn, advance.", + "Dead": "Dead", + "DeadEffect": "May not use Wises, test or help.", + "Belief": "Belief", + "BeliefEarning": "Playing a Belief earns a Fate point", + "Goal": "Goal", + "GoalEarning": "Accomplishing a Goal earns a Persona point", + "Instinct": "Instinct", + "InstinctEarning": "Playing an Instinct earns a Fate point", + "Earning Checks": "Earning Checks", + "NoFreeChecks": "There are no free checks!", + "SelfPenaltyForCheck": "-1D to your independent or versus test", + "EnemyBonusForCheck": "+2D to opponent's versus test", + "BreakTieForCheck": "Break VS test tie in opponent's favor", + "SpendingChecks": "Spending Checks", + "CampTest": "One test during camp phase", + "EarnAdvancementForHelp": "Earn advancement by helping", + "Traits": "Traits", + "TraitName": "Trait Name", + "TraitLevel": "Trait Level", + "TraitUsedFor": "Used For", + "TraitUsedAgainst": "Used Against", + "TraitNamePlaceholder": "Name", + "Abilities": "Abilities", + "RawAbilities": "Raw Abilities", + "Rating": "Rating", + "Advancement": "Advancement", + "Will": "Will", + "PassFirstLetter": "P", + "FailFirstLetter": "F", + "Health": "Health", + "Nature": "Nature", + "SpecialAbilities": "Special Abilities", + "Resources": "Resources", + "Circles": "Circles", + "Might": "Might", + "NatureDescriptors": "Nature Descriptors", + "Wises": "Wises", + "Wise": "Wise", + "Pass": "Pass", + "Fail": "Fail", + "Skills": "Skills", + "Skill": "Skill", + "Alchemist": "Alchemist", + "Arcanist": "Arcanist", + "Armorer": "Armorer", + "Cartographer": "Cartographer", + "Commander": "Commander", + "Cook": "Cook", + "Criminal": "Criminal", + "Dungeoneer": "Dungeoneer", + "Fighter": "Fighter", + "Haggler": "Haggler", + "Healer": "Healer", + "Hunter": "Hunter", + "LoreMaster": "Lore Master", + "Manipulator": "Manipulator", + "Orator": "Orator", + "Pathfinder": "Pathfinder", + "Persuader": "Persuader", + "Rider": "Rider", + "Ritualist": "Ritualist", + "Scavenger": "Scavenger", + "Scholar": "Scholar", + "Scout": "Scout", + "Survivalist": "Survivalist", + "Theologian": "Theologian", + "Inventory": "Inventory", + "Head": "Head", + "Worn": "Worn", + "Neck": "Neck", + "Hands": "Hands", + "Carried": "Carried", + "Torso": "Torso", + "Belt": "Belt", + "Pouch": "Pouch", + "Weapon": "Weapon", + "Skin": "Skin", + "Feet": "Feet", + "BackpackSatchel": "Backpack/Satchel", + "BackpackInfo": "Backpack: Torso/Worn 2. Factor for Dungeoneer and Fighter.", + "SatchelInfo": "Satchel: Torso/Worn 1", + "BackpackSatchelPlaceholder": "Backpack / Satchel", + "BackpackOnlyPlaceholder": "Backpack Only", + "SmallSack": "Small Sack", + "LargeSack": "Large Sack", + "LargeSackInfo": "Requires two hands to carry full or one space when empty", + "SpellsAndPrayers": "Spells & Prayers", + "MentalInventory": "Mental Inventory", + "FirstCircle": "First Circle", + "SecondCircle": "Second Circle", + "ThirdCircle": "Third Circle", + "FourthCircle": "Fourth Circle", + "FifthCircle": "Fifth Circle", + "TravelingSpellbook": "Traveling Spellbook", + "SpellName": "Spell Name", + "Memory": "Memory", + "SpellRulesPlaceholder": "Spell Rules", + "LevelRequirementsAndBenefits": "Level Requirements & Benefits", + "LevelTitleAndBenefits": "Level Title & Benefits" +} diff --git a/Torchbearer/translations/zh.json b/Torchbearer/translations/zh.json new file mode 100644 index 0000000000..78d8c5efd1 --- /dev/null +++ b/Torchbearer/translations/zh.json @@ -0,0 +1,141 @@ +{ + "Name": "Name", + "Stock": "Stock", + "Class": "Class", + "Age": "Age", + "Home": "Home", + "Raiment": "Raiment", + "CurrentSpentPoints": "Current / Spent", + "Fate": "Fate", + "Persona": "Persona", + "Parents": "Parents", + "Mentor": "Mentor", + "Friend": "Friend", + "AlliesAndEnemies": "Allies & Additional Enemies", + "NamePlaceholder": "Name", + "Enemy": "Enemy", + "Level": "Level", + "Alignment": "Alignment", + "FatigueRecoveryFactors": "Fatigue/Recovery Factors", + "FatigueInfo": "Factors when recovering from exhaustion.", + "Shield": "Shield", + "FullLargeSack": "Full Large Sack", + "ChainArmor": "Chain Armor", + "CastingSpells": "Casting Spells", + "PlateArmor": "Plate Armor", + "SpellEffects": "Spell Effects", + "Conditions": "Conditions", + "Fresh": "Fresh", + "FreshEffect": "+1D to all tests until other condition.", + "HungryThirsty": "Hungry/Thirsty", + "HungryThirstyEffect": "-1 to disposition to any conflict.", + "Angry": "Angry", + "AngryEffect": "(Ob 2 Will) Can't use Wises or beneficial Traits.", + "Afraid": "Afraid", + "AfraidEffect": "(Ob 3 Will) Can't help or use Beginner's Luck.", + "Exhausted": "Exhausted", + "ExhaustedEffect": "(Ob 3 Health) Factor in all tests except Resources, Circles, and recovery.", + "Injured": "Injured", + "InjuredEffect": "(Ob 4 Health) -1D to skills, Nature, Will and Health (but not recovery).", + "Sick": "Sick", + "SickEffect": "(Ob 3 Will) -1D to skills, Nature, Will and Health (but not recovery); can't practice, learn, advance.", + "Dead": "Dead", + "DeadEffect": "May not use Wises, test or help.", + "Belief": "Belief", + "BeliefEarning": "Playing a Belief earns a Fate point", + "Goal": "Goal", + "GoalEarning": "Accomplishing a Goal earns a Persona point", + "Instinct": "Instinct", + "InstinctEarning": "Playing an Instinct earns a Fate point", + "Earning Checks": "Earning Checks", + "NoFreeChecks": "There are no free checks!", + "SelfPenaltyForCheck": "-1D to your independent or versus test", + "EnemyBonusForCheck": "+2D to opponent's versus test", + "BreakTieForCheck": "Break VS test tie in opponent's favor", + "SpendingChecks": "Spending Checks", + "CampTest": "One test during camp phase", + "EarnAdvancementForHelp": "Earn advancement by helping", + "Traits": "Traits", + "TraitName": "Trait Name", + "TraitLevel": "Trait Level", + "TraitUsedFor": "Used For", + "TraitUsedAgainst": "Used Against", + "TraitNamePlaceholder": "Name", + "Abilities": "Abilities", + "RawAbilities": "Raw Abilities", + "Rating": "Rating", + "Advancement": "Advancement", + "Will": "Will", + "PassFirstLetter": "P", + "FailFirstLetter": "F", + "Health": "Health", + "Nature": "Nature", + "SpecialAbilities": "Special Abilities", + "Resources": "Resources", + "Circles": "Circles", + "Might": "Might", + "NatureDescriptors": "Nature Descriptors", + "Wises": "Wises", + "Wise": "Wise", + "Pass": "Pass", + "Fail": "Fail", + "Skills": "Skills", + "Skill": "Skill", + "Alchemist": "Alchemist", + "Arcanist": "Arcanist", + "Armorer": "Armorer", + "Cartographer": "Cartographer", + "Commander": "Commander", + "Cook": "Cook", + "Criminal": "Criminal", + "Dungeoneer": "Dungeoneer", + "Fighter": "Fighter", + "Haggler": "Haggler", + "Healer": "Healer", + "Hunter": "Hunter", + "LoreMaster": "Lore Master", + "Manipulator": "Manipulator", + "Orator": "Orator", + "Pathfinder": "Pathfinder", + "Persuader": "Persuader", + "Rider": "Rider", + "Ritualist": "Ritualist", + "Scavenger": "Scavenger", + "Scholar": "Scholar", + "Scout": "Scout", + "Survivalist": "Survivalist", + "Theologian": "Theologian", + "Inventory": "Inventory", + "Head": "Head", + "Worn": "Worn", + "Neck": "Neck", + "Hands": "Hands", + "Carried": "Carried", + "Torso": "Torso", + "Belt": "Belt", + "Pouch": "Pouch", + "Weapon": "Weapon", + "Skin": "Skin", + "Feet": "Feet", + "BackpackSatchel": "Backpack/Satchel", + "BackpackInfo": "Backpack: Torso/Worn 2. Factor for Dungeoneer and Fighter.", + "SatchelInfo": "Satchel: Torso/Worn 1", + "BackpackSatchelPlaceholder": "Backpack / Satchel", + "BackpackOnlyPlaceholder": "Backpack Only", + "SmallSack": "Small Sack", + "LargeSack": "Large Sack", + "LargeSackInfo": "Requires two hands to carry full or one space when empty", + "SpellsAndPrayers": "Spells & Prayers", + "MentalInventory": "Mental Inventory", + "FirstCircle": "First Circle", + "SecondCircle": "Second Circle", + "ThirdCircle": "Third Circle", + "FourthCircle": "Fourth Circle", + "FifthCircle": "Fifth Circle", + "TravelingSpellbook": "Traveling Spellbook", + "SpellName": "Spell Name", + "Memory": "Memory", + "SpellRulesPlaceholder": "Spell Rules", + "LevelRequirementsAndBenefits": "Level Requirements & Benefits", + "LevelTitleAndBenefits": "Level Title & Benefits" +} diff --git a/Torchbearer/translations/zu.json b/Torchbearer/translations/zu.json new file mode 100644 index 0000000000..4735baeaf3 --- /dev/null +++ b/Torchbearer/translations/zu.json @@ -0,0 +1,141 @@ +{ + "Name": "crwdns149308:0crwdne149308:0", + "Stock": "crwdns149310:0crwdne149310:0", + "Class": "crwdns149312:0crwdne149312:0", + "Age": "crwdns149314:0crwdne149314:0", + "Home": "crwdns149316:0crwdne149316:0", + "Raiment": "crwdns149318:0crwdne149318:0", + "CurrentSpentPoints": "crwdns149320:0crwdne149320:0", + "Fate": "crwdns149322:0crwdne149322:0", + "Persona": "crwdns149324:0crwdne149324:0", + "Parents": "crwdns149326:0crwdne149326:0", + "Mentor": "crwdns149328:0crwdne149328:0", + "Friend": "crwdns149330:0crwdne149330:0", + "AlliesAndEnemies": "crwdns149332:0crwdne149332:0", + "NamePlaceholder": "crwdns149334:0crwdne149334:0", + "Enemy": "crwdns149336:0crwdne149336:0", + "Level": "crwdns149338:0crwdne149338:0", + "Alignment": "crwdns149340:0crwdne149340:0", + "FatigueRecoveryFactors": "crwdns149342:0crwdne149342:0", + "FatigueInfo": "crwdns149344:0crwdne149344:0", + "Shield": "crwdns149346:0crwdne149346:0", + "FullLargeSack": "crwdns149348:0crwdne149348:0", + "ChainArmor": "crwdns149350:0crwdne149350:0", + "CastingSpells": "crwdns149352:0crwdne149352:0", + "PlateArmor": "crwdns149354:0crwdne149354:0", + "SpellEffects": "crwdns149356:0crwdne149356:0", + "Conditions": "crwdns149358:0crwdne149358:0", + "Fresh": "crwdns149360:0crwdne149360:0", + "FreshEffect": "crwdns149362:0crwdne149362:0", + "HungryThirsty": "crwdns149364:0crwdne149364:0", + "HungryThirstyEffect": "crwdns149366:0crwdne149366:0", + "Angry": "crwdns149368:0crwdne149368:0", + "AngryEffect": "crwdns149370:0crwdne149370:0", + "Afraid": "crwdns149372:0crwdne149372:0", + "AfraidEffect": "crwdns149374:0crwdne149374:0", + "Exhausted": "crwdns149376:0crwdne149376:0", + "ExhaustedEffect": "crwdns149378:0crwdne149378:0", + "Injured": "crwdns149380:0crwdne149380:0", + "InjuredEffect": "crwdns149382:0crwdne149382:0", + "Sick": "crwdns149384:0crwdne149384:0", + "SickEffect": "crwdns149386:0crwdne149386:0", + "Dead": "crwdns149388:0crwdne149388:0", + "DeadEffect": "crwdns149390:0crwdne149390:0", + "Belief": "crwdns149392:0crwdne149392:0", + "BeliefEarning": "crwdns149394:0crwdne149394:0", + "Goal": "crwdns149396:0crwdne149396:0", + "GoalEarning": "crwdns149398:0crwdne149398:0", + "Instinct": "crwdns149400:0crwdne149400:0", + "InstinctEarning": "crwdns149402:0crwdne149402:0", + "Earning Checks": "crwdns149404:0crwdne149404:0", + "NoFreeChecks": "crwdns149406:0crwdne149406:0", + "SelfPenaltyForCheck": "crwdns149408:0crwdne149408:0", + "EnemyBonusForCheck": "crwdns149410:0crwdne149410:0", + "BreakTieForCheck": "crwdns149412:0crwdne149412:0", + "SpendingChecks": "crwdns149414:0crwdne149414:0", + "CampTest": "crwdns149416:0crwdne149416:0", + "EarnAdvancementForHelp": "crwdns149418:0crwdne149418:0", + "Traits": "crwdns149420:0crwdne149420:0", + "TraitName": "crwdns149422:0crwdne149422:0", + "TraitLevel": "crwdns149424:0crwdne149424:0", + "TraitUsedFor": "crwdns149426:0crwdne149426:0", + "TraitUsedAgainst": "crwdns149428:0crwdne149428:0", + "TraitNamePlaceholder": "crwdns149430:0crwdne149430:0", + "Abilities": "crwdns149432:0crwdne149432:0", + "RawAbilities": "crwdns149434:0crwdne149434:0", + "Rating": "crwdns149436:0crwdne149436:0", + "Advancement": "crwdns149438:0crwdne149438:0", + "Will": "crwdns149440:0crwdne149440:0", + "PassFirstLetter": "crwdns149442:0crwdne149442:0", + "FailFirstLetter": "crwdns149444:0crwdne149444:0", + "Health": "crwdns149446:0crwdne149446:0", + "Nature": "crwdns149448:0crwdne149448:0", + "SpecialAbilities": "crwdns149450:0crwdne149450:0", + "Resources": "crwdns149452:0crwdne149452:0", + "Circles": "crwdns149454:0crwdne149454:0", + "Might": "crwdns149456:0crwdne149456:0", + "NatureDescriptors": "crwdns149458:0crwdne149458:0", + "Wises": "crwdns149460:0crwdne149460:0", + "Wise": "crwdns149462:0crwdne149462:0", + "Pass": "crwdns149464:0crwdne149464:0", + "Fail": "crwdns149466:0crwdne149466:0", + "Skills": "crwdns149468:0crwdne149468:0", + "Skill": "crwdns149470:0crwdne149470:0", + "Alchemist": "crwdns149472:0crwdne149472:0", + "Arcanist": "crwdns149474:0crwdne149474:0", + "Armorer": "crwdns149476:0crwdne149476:0", + "Cartographer": "crwdns149478:0crwdne149478:0", + "Commander": "crwdns149480:0crwdne149480:0", + "Cook": "crwdns149482:0crwdne149482:0", + "Criminal": "crwdns149484:0crwdne149484:0", + "Dungeoneer": "crwdns149486:0crwdne149486:0", + "Fighter": "crwdns149488:0crwdne149488:0", + "Haggler": "crwdns149490:0crwdne149490:0", + "Healer": "crwdns149492:0crwdne149492:0", + "Hunter": "crwdns149494:0crwdne149494:0", + "LoreMaster": "crwdns149496:0crwdne149496:0", + "Manipulator": "crwdns149498:0crwdne149498:0", + "Orator": "crwdns149500:0crwdne149500:0", + "Pathfinder": "crwdns149502:0crwdne149502:0", + "Persuader": "crwdns149504:0crwdne149504:0", + "Rider": "crwdns149506:0crwdne149506:0", + "Ritualist": "crwdns149508:0crwdne149508:0", + "Scavenger": "crwdns149510:0crwdne149510:0", + "Scholar": "crwdns149512:0crwdne149512:0", + "Scout": "crwdns149514:0crwdne149514:0", + "Survivalist": "crwdns149516:0crwdne149516:0", + "Theologian": "crwdns149518:0crwdne149518:0", + "Inventory": "crwdns149520:0crwdne149520:0", + "Head": "crwdns149522:0crwdne149522:0", + "Worn": "crwdns149524:0crwdne149524:0", + "Neck": "crwdns149526:0crwdne149526:0", + "Hands": "crwdns149528:0crwdne149528:0", + "Carried": "crwdns149530:0crwdne149530:0", + "Torso": "crwdns149532:0crwdne149532:0", + "Belt": "crwdns149534:0crwdne149534:0", + "Pouch": "crwdns149536:0crwdne149536:0", + "Weapon": "crwdns149538:0crwdne149538:0", + "Skin": "crwdns149540:0crwdne149540:0", + "Feet": "crwdns149542:0crwdne149542:0", + "BackpackSatchel": "crwdns149544:0crwdne149544:0", + "BackpackInfo": "crwdns149546:0crwdne149546:0", + "SatchelInfo": "crwdns149548:0crwdne149548:0", + "BackpackSatchelPlaceholder": "crwdns149550:0crwdne149550:0", + "BackpackOnlyPlaceholder": "crwdns149552:0crwdne149552:0", + "SmallSack": "crwdns149554:0crwdne149554:0", + "LargeSack": "crwdns149556:0crwdne149556:0", + "LargeSackInfo": "crwdns149558:0crwdne149558:0", + "SpellsAndPrayers": "crwdns149560:0crwdne149560:0", + "MentalInventory": "crwdns149562:0crwdne149562:0", + "FirstCircle": "crwdns149564:0crwdne149564:0", + "SecondCircle": "crwdns149566:0crwdne149566:0", + "ThirdCircle": "crwdns149568:0crwdne149568:0", + "FourthCircle": "crwdns149570:0crwdne149570:0", + "FifthCircle": "crwdns149572:0crwdne149572:0", + "TravelingSpellbook": "crwdns149574:0crwdne149574:0", + "SpellName": "crwdns149576:0crwdne149576:0", + "Memory": "crwdns149578:0crwdne149578:0", + "SpellRulesPlaceholder": "crwdns149580:0crwdne149580:0", + "LevelRequirementsAndBenefits": "crwdns149582:0crwdne149582:0", + "LevelTitleAndBenefits": "crwdns149584:0crwdne149584:0" +} diff --git a/Torg Eternity/Torg Eternity.css b/Torg Eternity/Torg Eternity.css index 169e1242db..5cb8b9887c 100644 --- a/Torg Eternity/Torg Eternity.css +++ b/Torg Eternity/Torg Eternity.css @@ -45,7 +45,7 @@ input.sheet-tab + span::before text-align: center; display: inline-block; background: transparent; - background-image: url("https://raw.githubusercontent.com/G-G-G/roll20-character-sheets/master/Torg%20Eternity/images/TE_tab-inactive.png"); + background-image: url("https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Torg%20Eternity/images/TE_tab-inactive.png"); background-size: contain; position: absolute; width: 150px; @@ -62,7 +62,7 @@ input.sheet-tab + span::before input.sheet-tab:checked + span::before { background: transparent; - background-image: url("https://raw.githubusercontent.com/G-G-G/roll20-character-sheets/master/Torg%20Eternity/images/TE_tab-active.png"); + background-image: url("https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Torg%20Eternity/images/TE_tab-active.png"); background-size: contain; position: absolute; } @@ -152,14 +152,26 @@ button.sheet-hidden { div.sheet-announcements { display: none; } +div.sheet-announcements h3 { + margin-bottom: 5px; +} + +div.sheet-announcements p.sheet-announcements-list input[type=checkbox] { + margin-top: -5px; +} div.sheet-announcements p, div.sheet-announcements li { - font-size:1.1em; + line-height: 12px; + margin: 0 0 6px; } div.sheet-announcements h3.sheet-title { border-bottom: 1pt solid black; } +input.sheet-toggle-top:not([value="0"]) ~ div.sheet-personal-data { + display: none; +} + input.sheet-updates-toggle:not([value="1"])~div.sheet-updates-old { display: none; } @@ -282,7 +294,7 @@ p.sheet-center { */ div.sheet-container { width:850px; - background-image: url("https://raw.githubusercontent.com/G-G-G/roll20-character-sheets/master/Torg%20Eternity/images/TE_background.png"); + background-image: url("https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Torg%20Eternity/images/TE_background.png"); border-radius: 15px; } @@ -540,11 +552,6 @@ ROLL TEMPLATE margin-top: 2px; margin-bottom: 2px; } -.sheet-rolltemplate-torg div.sheet-template-row.sheet-template-extras { - /*display: block; - width: 98%;*/ - /*border-bottom: 2pt solid black;*/ -} .sheet-rolltemplate-damage .sheet-template-row .sheet-template-value .inlinerollresult, .sheet-rolltemplate-torg .sheet-template-row .sheet-template-value .inlinerollresult { @@ -570,7 +577,7 @@ ROLL TEMPLATE .sheet-rolltemplate-torg div.sheet-buttons a[href^="!"], .sheet-rolltemplate-torg div.sheet-buttons a[href^="~"] { background-color: transparent; - background-image: url("https://raw.githubusercontent.com/G-G-G/roll20-character-sheets/master/Torg%20Eternity/images/TE_tab-active.png"); + background-image: url("https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Torg%20Eternity/images/TE_tab-active.png"); background-repeat: no-repeat; background-size: contain; width:85px; @@ -611,20 +618,16 @@ ROLL TEMPLATE /* ========================== NEW ============== */ /* TAB 1 */ .charsheet div.sheet-tab1 { - grid-template-columns: 285px 240px 190px 100px; - grid-template-rows: 203px 80px auto auto auto; - align-items: start; + grid-template-columns: 285px 240px 190px 100px; + grid-template-rows: 203px 80px auto; /* auto auto; */ column-gap: 5px; - grid-template-areas: - "left stats defenses sidebar" - "left derived defenses sidebar" - "left perks perks perks" - "left weapons weapons weapons" - "left armor armor armor" - - - + grid-template-areas: + "left stats defenses sidebar" + "left derived defenses sidebar" + "left bottom bottom bottom" } + + /* STATS & SKILLS */ .charsheet div.sheet-grid button[type=roll].sheet-ability-roll { @@ -763,6 +766,10 @@ div.sheet-defenses div.sheet-grid-contents { div.sheet-front-left { grid-area: left; } + +.charsheet div.sheet-bottom { + grid-area: bottom; +} div.sheet-skills { grid-template-columns: 105px repeat(2,40px) 50px 40px; width: 275px; @@ -773,17 +780,12 @@ div.sheet-repeating-skill { width: 275px; } -div.sheet-weapons { - grid-area: weapons; - -} -div.sheet-perks { - grid-area: perks; - -} +div.sheet-weapons, +div.sheet-perks, div.sheet-armor { - grid-area: armor; + width: 530px; } + div.sheet-perks-titles { grid-template-columns: 130px 400px; } @@ -830,6 +832,16 @@ div.sheet-deeds-details textarea { border-bottom: 0; width: 480px; } +div.sheet-glories textarea, +div.sheet-connections textarea { + display: none; + width: 300px; +} +.charsheet div.sheet-tab2 div.sheet-glories input[type=text], +.charsheet div.sheet-tab2 div.sheet-connections input[type=text] { + width: 94%; + border: 0; +} .sheet-gear-details input[type="text"], .sheet-perks-details input[type="text"], @@ -870,6 +882,8 @@ textarea.sheet-armor-description { input[value="1"].sheet-toggle-gear ~ textarea.sheet-gear-description, input[value="1"].sheet-toggle-perk ~ textarea, input:checked.sheet-toggle-deed ~ textarea, +input:checked.sheet-toggle-glory ~ textarea, +input:checked.sheet-toggle-connection ~ textarea, input[value="1"].sheet-toggle-armor ~ textarea { display: block; grid-column: 1 / -1; @@ -955,6 +969,9 @@ input[value="1"].sheet-weapon-powers-toggle ~ div.sheet-powers { padding-left: 5px; text-align: left; } +.sheet-upper { + text-transform: uppercase; +} input[value="1"].sheet-toggle-weapons ~ div.sheet-weapons-edit { display: grid; grid-template-columns: 50px 75px 25px 50px 140px 55px 50px 45px 25px; @@ -1456,7 +1473,7 @@ div.sheet-skills-selection { z-index: 999; margin-left: 20px; padding: 10px; - width: 210px; + width: auto; border-radius: 15px; background-color: white; border: 1pt solid black; @@ -1466,17 +1483,27 @@ div.sheet-skills-selection span.sheet-description { grid-column: 1 / -1; line-height: 16px; border-radius: 5px; - width: 210px; + width: auto; text-align:center } input[value="1"].sheet-skills-toggle ~ div.sheet-skills-selection { display: grid; - grid-template-columns: repeat(2, 120px);; - grid-auto-flow: column; - grid-template-rows: repeat(18,1fr); + grid-template-columns: repeat(2, 1fr); + column-gap: 10px; + /* grid-auto-flow: column; */ + /* grid-template-rows: repeat(18,1fr); */ align-items: start; } - +div.sheet-skills-selection-column { + display: grid; + grid-template-columns: 15px 1fr; + grid-auto-flow: row; + /*grid-template-rows: repeat(18,1fr); */ + +} +div.sheet-sort-container { + display: contents; +} /* repeating skills section */ div.sheet-skill-group { width: 275px; @@ -1593,28 +1620,7 @@ div.sheet-power-details div { min-height: 75px; } -.charsheet div.sheet-tab2 div.sheet-crisis { -} - -.charsheet div.sheet-tab2 div.sheet-description { - -} -.charsheet div.sheet-tab2 div.sheet-glory { - -} -.charsheet div.sheet-tab2 div.sheet-advancement { - -} -.charsheet div.sheet-tab2 div.sheet-history { - -} -.charsheet div.sheet-tab2 div.sheet- { - -} -.charsheet div.sheet-tab2 div.sheet- { - -} .charsheet div.sheet-tab2 span.sheet-head.sheet-title { width: 100%; display: block; @@ -1647,22 +1653,21 @@ div.sheet-power-details div { margin: 0; height: 20px; } + +.charsheet div.sheet-tab2 div.sheet-glories input[type=text], +.charsheet div.sheet-tab2 div.sheet-connections input[type=text] { + background: transparent; +} .charsheet div.sheet-tab2 div.sheet-advances input[type=text], .charsheet div.sheet-tab2 div.sheet-advance-titles span.sheet-advance, -.charsheet div.sheet-tab2 div.sheet-glories input[type=text] { +.charsheet div.sheet-tab2 div.sheet-glories input[type=text], +.charsheet div.sheet-tab2 div.sheet-connections input[type=text] { text-align: left; padding-left: 5px; } -.charsheet div.sheet-tab2 div.sheet-glories input[type=text] { - width: 100%; - border: 0; -} .charsheet div.sheet-tab2 div.sheet-advance-totals span.sheet-advance { text-align: right; } -.charsheet div.sheet-tab2 div.sheet-advances input[type=number] { - -} /* ================== */ /* Smaller margins - remove these if you want the huge default left margin */ diff --git a/Torg Eternity/Torg Eternity.html b/Torg Eternity/Torg Eternity.html index c51d462a88..7adb915c5d 100644 --- a/Torg Eternity/Torg Eternity.html +++ b/Torg Eternity/Torg Eternity.html @@ -1,3 +1,13 @@ + + @@ -20,107 +30,116 @@
    - + +
    - Name - - Total XP - + Name + + Total XP + - Race - - Cosm - + Cosm + - Unspent - + Unspent + - Axioms: - Magic - - Social - - Spiritual - - Tech - - Clearance + Axioms: + Magic + + Social + + Spiritual + + Tech + + Clearance
    -

    Announcements: Version 4 Upgrade

    -

    Your sheet is being updated to version 4. If your character has a lot of powers and attacks, this may take a few seconds to complete.

    -

    Read this note in the meantime; it should be complete when you finish.

    -

    You can learn more about the sheet features at the wiki page:

    - -

    Here is a summary of changes:

    -

    +

    Announcements: Version 4 Upgrade

    +

    Your sheet is being updated to version 4.03. This may take a few seconds to complete.

    +

    Read this note in the meantime; it should be complete when you finish.

    +

    You can learn more about the sheet features at the wiki page:

    + +

    Here is a summary of changes:

    +

    Show / Hide Full list

      -
    • Version 4.01: Corrected tharkold typo (from Tharkhold)
    • -
    • Version 4.01: Minor tweaks to visual style
    • -
    • Version 4.01: Added new buttons to torg rolltemplate.
    • -
    • Version 4.01: Added some elements to Story tab.
    • +
    • Version 4.03: Added translation tags (not in sheet workers yet, and skills wont be sorted alphabetically).
    • +
    • Version 4.03: advancement costs work properly if row removed.
    • +
    • Version 4.03: Cant set ammo to a negative score now.
    • +
    • Version 4.03: Added a Connections section on story tab.
    • +
      -
    • A new visual design and layout.
    • -
    • Every heading on the Abilities page does something. Hover over them or click them to see.
    • -
    • Added automatic calculation of most things on the sheet - attributes, skills, attacks, cosm axioms, wounds, shock, armour, and so on.
    • -
    • Added skill display option, where you can choose which are shown or hidden via settings, and use them by name in macros.
    • -
    • Added status buttons, so you can spend possibilities, suffer shock or wounds, or apply stymied, vulnerable, and fatigue results with the click of a button.
    • -
    • Combined Weapons and Powers into a single repeating section, which takes up less space.
    • -
    • Added a repeating section for armor, so you aren't limited to two sets. there is a Worn checkbox, and the stats of all armor worn will be applied according to the rules (take best armor, worst dex, and total fatigue).
    • -
    • Cosm axioms are filled in automatically, and added a popup for Cosm-specific Possibilities.
    • -
    • Added popup for recording permanent changes to Wounds, Shock, Toughness, and Move, perhaps due to Perks.
    • -
    • Added expandable description boxes for each of Perks, Armour, Equipment, and Weapons and Powers.
    • -
    • Revised action and damage rolltemplates, so now you are asked for a modifier, and then are given a roll total. Using UP and Possibilities takes the current skill or ability into account.
    • -
    • Your Clearance level is calculated automatically from Experience.
    • +
    • Version 4.02: Better handling for changes in ammo capacity.
    • +
    • Version 4.02: Updated Glories and Deeds & Exploits section, so they operate like Perks, Equipment, Armor.
    • +
    • Version 4.02: Behind the scenes CSS updates.
    • +
    • Version 4.01: Corrected tharkold typo (from Tharkhold)
    • +
    • Version 4.01: Minor tweaks to visual style
    • +
    • Version 4.01: Added new buttons to torg rolltemplate.
    • +
    • Version 4.01: Added some elements to Story tab.
    • +
    • A new visual design and layout.
    • +
    • Every heading on the Abilities page does something. Hover over them or click them to see.
    • +
    • Added automatic calculation of most things on the sheet - attributes, skills, attacks, cosm axioms, wounds, shock, armour, and so on.
    • +
    • Added skill display option, where you can choose which are shown or hidden via settings, and use them by name in macros.
    • +
    • Added status buttons, so you can spend possibilities, suffer shock or wounds, or apply stymied, vulnerable, and fatigue results with the click of a button.
    • +
    • Combined Weapons and Powers into a single repeating section, which takes up less space.
    • +
    • Added a repeating section for armor, so you aren't limited to two sets. there is a Worn checkbox, and the stats of all armor worn will be applied according to the rules (take best armor, worst dex, and total fatigue).
    • +
    • Cosm axioms are filled in automatically, and added a popup for Cosm-specific Possibilities.
    • +
    • Added popup for recording permanent changes to Wounds, Shock, Toughness, and Move, perhaps due to Perks.
    • +
    • Added expandable description boxes for each of Perks, Armour, Equipment, and Weapons and Powers.
    • +
    • Revised action and damage rolltemplates, so now you are asked for a modifier, and then are given a roll total. Using UP and Possibilities takes the current skill or ability into account.
    • +
    • Your Clearance level is calculated automatically from Experience.
    -

    Your character should be updated now. Have fun!

    -

    NOTE

    -

    If attributes aren't updating properly after the update, close the sheet and reopen it. You only need to do this once.

    +

    Your character should be updated now. Have fun!

    +

    NOTE

    +

    If attributes aren't updating properly after the update, close the sheet and reopen it. You only need to do this once.

    -

    You can get this Announcement page back from the settings cog at the right.

    +

    You can get this Announcement page back from the settings cog at the right.

    - - - - + + + +
    - Settings + Settings - Use Tokens for Roll Tracking + Use Tokens for Roll Tracking   - + + + - Toggle Hidden Panels + Toggle Hidden Panels - Toggle Announcements + Toggle Announcements
    @@ -128,28 +147,28 @@
    - Combat - Adds - Mod - Stat - Total + Combat + Adds + Mod + Stat + Total - - - + + @@ -160,16 +179,16 @@ - - - + + @@ -179,16 +198,16 @@ - - - - CHA - DEX - MIN - SPI - STR + + + + CHA + DEX + MIN + SPI + STR
    @@ -197,16 +216,16 @@ - - - + + @@ -214,16 +233,16 @@ - - - + + @@ -231,39 +250,39 @@ - - - + + - Interaction - Adds - Mod - Stat - Total + Interaction + Adds + Mod + Stat + Total - - - + + @@ -271,16 +290,16 @@ - - - + + @@ -288,16 +307,16 @@ - - - + + @@ -305,75 +324,74 @@ - - - + + - Other - Adds - Mod - Stat - Total + Other + Adds + Mod + Stat + Total
    - Select Your Skills - Check which skills to display. - - - Air Vehicles - Alteration - Apportation - Beast Riding - Computers - Conjuration - Divination - Dodge - - Evidence Analysis - Faith - Find - - First Aid - Heavy Weapons - - Kinesis - Land Vehicles - Language - Lockpicking - - Medicine - - - Persuasion - Precognition - Profession - Reality - Scholar - Science - Stealth - Streetwise - Survival - - Telepathy - Tracking - - - Water Vehicles - Willpower - Custom Skills - - + Select Your Skills + Check which skills to display. +
    + Air Vehicles + Alteration + Apportation + Beast Riding + Computers + Conjuration + Divination + Dodge + + Evidence Analysis + Faith + Find + + First Aid + Heavy Weapons + + Kinesis + Land Vehicles + Language +
    +
    + Lockpicking + + Medicine + + Persuasion + Precognition + Profession + Reality + Scholar + Science + Stealth + Streetwise + Survival + + Telepathy + Tracking + + + Water Vehicles + Willpower + Custom Skills +
    @@ -382,16 +400,16 @@ - - - - CHA - DEX - MIN - SPI - STR + + + + CHA + DEX + MIN + SPI + STR
    @@ -402,16 +420,16 @@ - - - - CHA - DEX - MIN - SPI - STR + + + + CHA + DEX + MIN + SPI + STR
    @@ -422,16 +440,16 @@ - - - - CHA - DEX - MIN - SPI - STR + + + + CHA + DEX + MIN + SPI + STR
    @@ -442,16 +460,16 @@ - - - - CHA - DEX - MIN - SPI - STR + + + + CHA + DEX + MIN + SPI + STR
    @@ -462,16 +480,16 @@ - - - - CHA - DEX - MIN - SPI - STR + + + + CHA + DEX + MIN + SPI + STR @@ -482,16 +500,16 @@ - - - - CHA - DEX - MIN - SPI - STR + + + + CHA + DEX + MIN + SPI + STR @@ -502,16 +520,16 @@ - - - - CHA - DEX - MIN - SPI - STR + + + + CHA + DEX + MIN + SPI + STR @@ -522,16 +540,16 @@ - - - + + @@ -542,16 +560,16 @@ - - - - CHA - DEX - MIN - SPI - STR + + + + CHA + DEX + MIN + SPI + STR @@ -562,16 +580,16 @@ - - - - CHA - DEX - MIN - SPI - STR + + + + CHA + DEX + MIN + SPI + STR @@ -582,16 +600,16 @@ - - - - CHA - DEX - MIN - SPI - STR + + + + CHA + DEX + MIN + SPI + STR @@ -602,16 +620,16 @@ - - - - CHA - DEX - MIN - SPI - STR + + + + CHA + DEX + MIN + SPI + STR @@ -622,16 +640,16 @@ - - - - CHA - DEX - MIN - SPI - STR + + + + CHA + DEX + MIN + SPI + STR @@ -642,16 +660,16 @@ - - - - CHA - DEX - MIN - SPI - STR + + + + CHA + DEX + MIN + SPI + STR @@ -661,16 +679,16 @@ - - - - CHA - DEX - MIN - SPI - STR + + + + CHA + DEX + MIN + SPI + STR @@ -681,16 +699,16 @@ - - - - CHA - DEX - MIN - SPI - STR + + + + CHA + DEX + MIN + SPI + STR @@ -701,16 +719,16 @@ - - - - CHA - DEX - MIN - SPI - STR + + + + CHA + DEX + MIN + SPI + STR @@ -721,16 +739,16 @@ - - - - CHA - DEX - MIN - SPI - STR + + + + CHA + DEX + MIN + SPI + STR @@ -741,16 +759,16 @@ - - - - CHA - DEX - MIN - SPI - STR + + + + CHA + DEX + MIN + SPI + STR @@ -761,16 +779,16 @@ - - - - CHA - DEX - MIN - SPI - STR + + + + CHA + DEX + MIN + SPI + STR @@ -781,16 +799,16 @@ - - - - CHA - DEX - MIN - SPI - STR + + + + CHA + DEX + MIN + SPI + STR @@ -801,16 +819,16 @@ - - - - CHA - DEX - MIN - SPI - STR + + + + CHA + DEX + MIN + SPI + STR @@ -821,16 +839,16 @@ - - - - CHA - DEX - MIN - SPI - STR + + + + CHA + DEX + MIN + SPI + STR @@ -841,16 +859,16 @@ - - - - CHA - DEX - MIN - SPI - STR + + + + CHA + DEX + MIN + SPI + STR @@ -861,16 +879,16 @@ - - - - CHA - DEX - MIN - SPI - STR + + + + CHA + DEX + MIN + SPI + STR @@ -881,16 +899,16 @@ - - - - CHA - DEX - MIN - SPI - STR + + + + CHA + DEX + MIN + SPI + STR @@ -901,16 +919,16 @@ - - - - CHA - DEX - MIN - SPI - STR + + + + CHA + DEX + MIN + SPI + STR @@ -921,16 +939,16 @@ - - - - CHA - DEX - MIN - SPI - STR + + + + CHA + DEX + MIN + SPI + STR @@ -941,16 +959,16 @@ - - - - CHA - DEX - MIN - SPI - STR + + + + CHA + DEX + MIN + SPI + STR @@ -958,11 +976,11 @@
    - Custom - Adds - Mod - Stat - Total + Custom + Adds + Mod + Stat + Total
    @@ -973,16 +991,16 @@ - - - - + + + + ? - CHA - DEX - MIN - SPI - STR + CHA + DEX + MIN + SPI + STR
    @@ -991,11 +1009,11 @@
    - Language - Adds - Mod - Stat - Total + Language + Adds + Mod + Stat + Total
    @@ -1004,15 +1022,15 @@ - - - - - CHA - DEX - MIN - SPI - STR + + + + + CHA + DEX + MIN + SPI + STR
    @@ -1023,11 +1041,11 @@
    - Item - Axiom + Item + Axiom
    @@ -1040,28 +1058,30 @@
    + +
    - Attributes - Base - Mod - Total + Attributes + Base + Mod + Total - - + + @@ -1069,10 +1089,10 @@ - - + + @@ -1080,30 +1100,30 @@ - - + + - - + + - - + +
    @@ -1111,38 +1131,38 @@
    - Enhancements - Move + Enhancements + Move - Shock + Shock - Wounds + Wounds - Toughness + Toughness - Fatigue + Fatigue

    - MOVE - + MOVE + - SHOCK - + SHOCK + / - RUN - + RUN + - WOUNDS - + WOUNDS + /
    @@ -1150,49 +1170,49 @@
    - Defense - Mod - Total - Dodge + Defense + Mod + Total + Dodge - Melee + Melee - Unarmed + Unarmed
    - Armor + Armor   - Toughness + Toughness
    - Intimidate + Intimidate - Maneuver + Maneuver - Taunt + Taunt - Trick + Trick
    - Faith + Faith - Willpower + Willpower - Will (Mind) + Will (Mind) @@ -1201,236 +1221,237 @@ +
    +
    +
    + + + + Name + W + Axiom + Adds + DEX + FAT + Notes +
    +
    +
    + + + + + + + + + + +
    +
    +
    -
    -
    - - - - Name - W - Axiom - Adds - DEX - FAT - Notes -
    -
    -
    - - - - - - - - - - +
    + Name + +A + Axiom + Range + Ammo + Damage + +D + BD +  
    -
    -
    - -
    - - -
    - Name - +A - Axiom - Range - Ammo - Damage - +D - BD -   -
    -
    - -
    - - - - - - - - - - - - - - - - - -
    -
    - Name - - - Axioms -
    - - - - - -
    - - Skill - - - - Range - - - Damage -
    - - - - -
    - - - Ammo - - - Power? - - -
    - Casting - - - Target -
    - -
    - - Duration - +
    + +
    + + + + + + + + - Success - Standard - - - Success - Good - - Success - Outstanding - + + + + + + + +
    -
    - Attack Note - - Damage Note - +
    + Name + + + Axioms +
    + + + + + +
    + + Skill + + + + Range + + + Damage +
    + + + + +
    + + + Ammo + + + Power? + + +
    + Casting + + + Target +
    + +
    + + Duration + + + Success - Standard + + + Success - Good + + Success - Outstanding + +
    +
    + Attack Note + + Damage Note + +
    +
    - -
    -
    -
    +
    +
    +
    - Name - Effect + Name + Effect
    @@ -1438,138 +1459,159 @@ - +
    +
    -
    - + diff --git a/Troika/Troika-preview.png b/Troika/Troika-preview.png new file mode 100644 index 0000000000..00db8b28a5 Binary files /dev/null and b/Troika/Troika-preview.png differ diff --git a/Troika/Troika.css b/Troika/Troika.css new file mode 100644 index 0000000000..f459480f58 --- /dev/null +++ b/Troika/Troika.css @@ -0,0 +1,114 @@ +div{ + margin: none; + padding: none; + background-color: transparent; +} +div.sheet-main{ + width: 800; + min-width: 800px; + max-width: 800px; + font-size: 13px; + background-color: #fcfafa; + padding: 4px; +} +div.sheet-linea{ + display: block; + text-align: left; + vertical-align: top; + width: 100%; + white-space: nowrap; +} +div.sheet-columna{ + display: inline-block; + text-align: left; + vertical-align: top; +} + +input, textarea{ + display: inline-block; + font-family: 'Patrick Hand'; + font-size: 16px; + resize:none; + z-index: 2; + border-radius: 0; + outline: 0; + border-width: 1px; + border-color: black; +} + +textarea{ + padding: 1px 2px 0px 2px; + width: 765px; + resize:vertical; +} + +.sheet-name{ + width: 90%; + height: 42px; + resize:none; +} + +.sheet-skills{ + width: 75%; +} + +.sheet-skill-name{ + width: 417px; + outline: 0; + border-width: 0 0 1px; + border-color: black; +} + +.sheet-short{ + width: 25px; +} + +.sheet-stats-input{ + width: 50px; +} + +.sheet-weapon-input{ + position: absolute; + bottom:-46px; + width: 440px; + outline: 0; + border-width: 0 0 1px; + border-color: black; +} + +.sheet-inventory-label{ + float: left; + margin-top: 7px; + width: 15px; + margin-right: 3px; + font-weight: bold; + text-align: right; +} + +.sheet-inventory-input{ + width:350px; + outline: 0; + border-width: 0 0 1px; + border-color: black; +} + +input[type="checkbox"] { + display:none; +} + +input[type="checkbox"] + label::before { + width: 25px; + height: 25px; + border-radius: 0px; + border: 1px solid black; + background-color: #fff; + display: block; + content: ""; + float: left; + margin-right: 10px; +} + +input[type="checkbox"]:checked+label::before { + box-shadow: inset 0px 0px 0px 3px #fff; + background-color: #696969; +} diff --git a/Troika/Troika.html b/Troika/Troika.html new file mode 100644 index 0000000000..1d8aba1075 --- /dev/null +++ b/Troika/Troika.html @@ -0,0 +1,395 @@ + +
    + +
    +
    +

    Name

    + +
    + +
    +

    Background

    + +
    +
    + + +
    +

    Special

    + +
    + +
    + +
    +
    +
    +

    Advanced Skills & Spells

    +
    +
    + Rank + Skill = Total +
    + +
    + +
    +
    +
    + + +    + + + = + +
    +
    +
    + +
    + + +
    + +
    +

    Skill

    + +
    + +
    +

    Stamina

    +
    +
    +
    Max
    + +
    +
    +
    Current
    + +
    +
    +
    + +
    +

    Luck

    +
    +
    +
    Max
    + +
    +
    +
    Current
    + +
    +
    + +
    +
    +
    + + +
    +
    + +
    + +
    +
    +

    Weapons

    +
    +
    +
    + Damage +
    +
    +
    + +
    +
    +
    + + +
    +
    + +
    +
    + +
    + +
    +
    1
    + +
    + +
    +
    2
    + +
    + +
    +
    3
    + +
    + +
    +
    4
    + +
    + +
    +
    5
    + +
    + +
    +
    6
    + +
    + +
    +
    7+
    + +
    + +
    +
    +
    +
    + + +
    + +
    +
    +

    Inventory

    +
    +
    + +
    +
    + +
    +
    +
    + + 1 + + +
    +
    + + 2 + + +
    +
    + + 3 + + +
    +
    + + 4 + + +
    +
    + + 5 + + +
    +
    + + 6 + + +
    +
    +
    +
    + + 7 + + +
    +
    + + 8 + + +
    +
    + + 9 + + +
    +
    + + 10 + + +
    +
    + + 11 + + +
    +
    + + 12 + + +
    +
    +
    + +
    +
    +

    Wearing

    + +
    +
    +

    Monies

    + + + +
    +

    Provisions

    +
    + + +
    + +
    + + +
    + +
    + + +
    + +
    + + +
    + +
    + + +
    + +
    + + +
    + +
    + + +
    +
    +
    + + +
    + +
    + + +
    + +
    + + +
    + +
    + + +
    + +
    + + +
    + +
    + + +
    + +
    + + +
    +
    + +
    +
    + +
    + + + diff --git a/Troika/sheet.json b/Troika/sheet.json new file mode 100644 index 0000000000..fc786cf850 --- /dev/null +++ b/Troika/sheet.json @@ -0,0 +1,8 @@ +{ + "html": "Troika.html", + "css": "Troika.css", + "authors": "Sergio Cotelo (@serxoz)", + "roll20userid": "132170", + "preview": "Troika-preview.png", + "instructions": "Troika RPG character sheet" +} diff --git a/Trophy Gold/pug.html b/Trophy Gold/pug.html index 8e736ea0c2..ddb18151c1 100644 --- a/Trophy Gold/pug.html +++ b/Trophy Gold/pug.html @@ -1 +1 @@ -

    ip

    ip

    ip

    ip

    ip

    \ No newline at end of file +

    ip

    ip

    ip

    ip

    ip

    \ No newline at end of file diff --git a/Trophy Gold/src/pug/layout/footer.pug b/Trophy Gold/src/pug/layout/footer.pug index 4a7f7519d1..710e214cda 100644 --- a/Trophy Gold/src/pug/layout/footer.pug +++ b/Trophy Gold/src/pug/layout/footer.pug @@ -2,4 +2,4 @@ span Version span(name='attr_version') span Original template created by Emerald Productions, LLC - img(src="https://raw.githubusercontent.com/clevett/roll20-SheetTemplate/master/src/imgs/EProd_Emerald_Gloss.png", alt="Emerald Productions logo of an E") \ No newline at end of file + img(src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Trophy%20Gold/src/imgs/EProd_Emerald_Gloss.png", alt="Emerald Productions logo of an E") \ No newline at end of file diff --git a/UVG/UVG_CS.PNG b/UVG/UVG_CS.PNG new file mode 100644 index 0000000000..ea9b824890 Binary files /dev/null and b/UVG/UVG_CS.PNG differ diff --git a/UVG/sheet.json b/UVG/sheet.json new file mode 100644 index 0000000000..b12a7ff15a --- /dev/null +++ b/UVG/sheet.json @@ -0,0 +1,8 @@ +{ + "html": "uvg_cs.html", + "css": "uvg_cs.css", + "authors": "Electabell", + "roll20userid": "1172245", + "preview": "UVG_CS.PNG", + "instructions": "Basic character sheet for UVG using 2d6 and SECAT method" +} diff --git a/UVG/uvg_cs.css b/UVG/uvg_cs.css new file mode 100644 index 0000000000..71d3da36bf --- /dev/null +++ b/UVG/uvg_cs.css @@ -0,0 +1,60 @@ +.sheet-box { + border: thin solid #bbb; + margin: 10px; + overflow: auto; + padding: 10px; + background-color: #fff; +} +.charsheet { + overflow: auto; + width: 800px; + padding: 10px; + background-color: #eee; +} +.sheet-startcol { + clear: left; + float: left; + margin-right: 1em; +} +.sheet-col { + float: left; + margin-right: 1em; +} +.sheet-endcol { + clear: right; + float: left; +} +.sheet-onlycol { + clear: both; + float: left; +} +.sheet-inline { + display: inline; +} +.sheet-nomargin { + margin: 0px; +} +h1, h2 { + margin: 5px; + text-align: center; +} +hr { + margin-top: 0.1em; + margin-bottom: 0.1em; +} +input[type="text"], textarea { + width: 100%; +} +input.sheet-number { + text-align: center; +} +input.sheet-attrnum { + font-size: x-large; + text-align: center; + width: 50px; +} +label { + display: block; + font-weight: bold; + margin-bottom: 10px; +} \ No newline at end of file diff --git a/UVG/uvg_cs.html b/UVG/uvg_cs.html new file mode 100644 index 0000000000..2389b2c97d --- /dev/null +++ b/UVG/uvg_cs.html @@ -0,0 +1,277 @@ +
    +

    HERO OF THE ULTRAVIOLET GRASSLANDS

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

    ATTRIBUTES

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

    COMBAT

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

    EXPERIENCE

    + + + + + +
    + +
    +

    FATIGUE

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

    SKILLS

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

    EXP

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

    SPECIAL ABILITIES

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

    FIRST SACK

    + +
    +
    +

    CUMBERSOME SECOND SACK

    + +
    +
    + + + + +
    +

    THE COMPANION

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

    JOURNAL

    +
    +
    + +
    \ No newline at end of file diff --git a/UltimaBomba/img/logo.png b/UltimaBomba/img/logo.png new file mode 100644 index 0000000000..5e3981a7ff Binary files /dev/null and b/UltimaBomba/img/logo.png differ diff --git a/UltimaBomba/lub.css b/UltimaBomba/lub.css new file mode 100644 index 0000000000..4bd6634c39 --- /dev/null +++ b/UltimaBomba/lub.css @@ -0,0 +1,151 @@ +/*Configure the tab buttons*/ +.sheet-character, +.sheet-weapons, +.sheet-skills, +.sheet-guida{ + display: none; +} + +/* show the selected tab */ +.sheet-tabstoggle[value="character"] ~ div.sheet-character, +.sheet-tabstoggle[value="weapons"] ~ div.sheet-weapons, +.sheet-tabstoggle[value="skills"] ~ div.sheet-skills, +.sheet-tabstoggle[value="guida"] ~ div.sheet-guida{ + display: block; +} +.sheet-logo{ + height: 110px; +} +.sheet-margin-right-10{ + margin-right:10px!important; +} +.sheet-margin-bottom-10{ + margin-bottom:10px!important; +} +.sheet-item-table{ + width:100%!important; + margin-bottom:10px!important; + margin-right:10px!important; +} +.sheet-status-table{ + width: 100%; + display:flex!important; +} +.charsheet thead td { + font-weight: bold; +} +.sheet-imgcostum{ + border-style:solid; +} +.sheet-nomargipadding{ + margin-right:0px!important; + padding:0!important; +} +.sheet-nomargin{ + margin-right:0px!important; +} +.sheet-b{ + margin-bottom:5px; +} +.sheet-border{ + border-style: solid; + padding:5px; +} + +.sheet-border-white{ + border-style: solid; + border-color:white; + padding:5px; +} +.charsheet td { + padding-right: 1em; +} + +.charsheet input[type=text], .charsheet input[type=number] { + padding-left: 2px; + border: 1px solid #333333; +} + +.charsheet table { + margin-bottom: 0.5em; +} + +.sheet-formblock { + width: 22em; + margin-bottom: 1em; +} + +.charsheet textarea { + width: 95%; + max-width: 95%; + min-width: 95%; + resize: vertical; + overflow-y: auto; + min-height: 5em; + border: 1px solid black; +} + +.sheet-custom_textarea{ + display: block; + box-sizing: padding-box; + overflow: hidden; + + padding: 10px; + width: 250px; + font-size: 14px; + margin: 50px auto; + border-radius: 6px; + box-shadow: 2px 2px 8px rgba(black, .3); + border: 0; +} + + +.sheet-auto-expand { + position: relative; + cursor: text; + word-wrap: break-word; +} +.sheet-auto-expand span { + visibility: hidden; + white-space: pre-wrap; + display: block; +} +.sheet-auto-expand textarea { + position: absolute; + z-index: 1; + top: 0; + left: 0; + margin: 0; + overflow: hidden; + resize: none; + min-height:27px; + height: 100%; + width: 100%; + display: block; + box-sizing: border-box; + background: transparent; + color: inherit; + font: inherit; + letter-spacing: inherit; + padding: inherit; + text-align: inherit; + text-transform: inherit; +} + +/* Default style applied to input[type=number] fields to force fixed custom width */ +input[type=number] { + text-align: center; +} + +input[type=checkbox] { + width: 20px; +} + +input.sheet-toggle-show:not(:checked) ~ .sheet-body { + display: none; +} + +input.sheet-table-show:not(:checked) ~ .sheet-skills-table { + display: none; +} + diff --git a/UltimaBomba/lub.html b/UltimaBomba/lub.html new file mode 100644 index 0000000000..1293fcfce3 --- /dev/null +++ b/UltimaBomba/lub.html @@ -0,0 +1,956 @@ +
    + + + + +
    + +
    + + +
    +
    +
    + + +
    + +
    +
    +
    Sono
    +
    +
    +
    Un
    + +
    +
    +
    Pregio
    +
    +
    +
    + + +
    +
    +
    +
    + Punti Avventura: +
    +
    + +
    +
    +
    +
    + Armatura: +
    +
    + +
    +
    +
    +
    + Salute +
    +
    +
    + Max: + +
    +
    + Attuale: + +
    +
    +
    +
    +
    + Mana +
    +
    +
    + Max: + +
    +
    + Attuale: + +
    +
    +
    +
    + +
    + + +
    +
    +
    +
    +
    +
    LevelFatePersonaLevel Title & BenefitsLevelFatePersonaLevel Title & Benefits

    Interpersonal

    /
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    #CharacteristicsValueBonusPregio
    + + Agilità + + + D + + + +
    + Coraggio + D + +
    + + Forza + D + +
    + Intelligenza + D + +
    +
    +
    +
    +
    +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    #CharacteristicsValueBonusPregio
    + Magia + D + +
    + Manualità + D + +
    + Percezione + D + +
    + Socialità + D + +
    +
    +
    +
    +
    + + + + +
    +
    + +
    + +
    + +
    +

    Oggetti indossati e impugnati

    + +
    +
    +
    +

    Nome

    +
    +
    +

    ViP

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

    Zaino

    +
    +
    +
    +

    #

    +
    +
    +

    Nome

    +
    +
    +

    ViP

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

    Oggetti a portata di mano

    +
    +
    +
    +

    Nome

    +
    +
    +

    Slot

    +
    +
    +

    ViP

    +
    +
    + +
    +
    +
    + +
    +
    + +
    +
    + +
    +
    +
    +
    +
    + +
    +
    +
    + Borraccia +
    +
    + +
    +
    +
    +
    + Razioni +
    +
    + +
    +
    +
    +
    + Razioni di Qualità +
    +
    + +
    +
    +
    +
    + Radioattività +
    +
    + +
    +
    +
    + +
    +

    Utility Roll

    +
    +
    +
    + DottorPrepper +
    +
    + +
    +
    +
    +
    + ManaCola +
    +
    + +
    +
    +
    +
    + Fantasm +
    +
    + +
    +
    +
    +
    +
    + +
    +
    + + + + +
    + + +
    +

    Armi da Mischia

    +
    +
    +
    +
    +
    +
    +
    + Arma
    + +
    +
    + Test
    + +
    +
    + Mod
    + +
    +
    + Extra
    + +
    +
    + Roll
    + +
    +
    + Danno
    + +
    +
    + Mod
    + +
    +
    + Extra
    + +
    +
    + Roll
    + +
    +
    + Note
    + +
    +
    +
    +
    +
    +
    + + +
    +

    Armi a Distanza

    +
    + +
    + +
    +
    +
    +
    +
    + Arma
    + +
    +
    + Test
    + +
    +
    + Mod
    + +
    +
    + Extra
    + +
    +
    + Roll
    + +
    +
    + Danno
    + +
    +
    + Mod
    + +
    +
    + Extra
    + +
    +
    + Roll
    + +
    + +
    + Cal
    + +
    +
    + Munizioni
    + +
    +
    + Incep
    + +
    +
    + Roll
    + +
    +
    +
    +
    + Note
    + +
    +
    +
    +
    + +
    +
    + + +
    +
    +
    +

    Cartucciera

    +
    +
    +
    +
    + Quantità
    + +
    +
    + Calibro
    + +
    +
    +
    +
    +
    +

    Utility Roll

    +
    +
    +
    + HeadShot
    +
    +
    +
    +
    + +
    +
    +
    +
    + Max colpi
    +
    +
    +
    +
    + +
    +
    +
    +
    +
    + Iniziativa
    +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    +
    +
    +
    + Guida
    +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    +
    + + +
    +
    +
    + +
    + + +
    +

    Skills

    +
    +
    + +
    +
    +
    + Nome +
    + +
    +
    + +
    +
    + Descrizione + +
    +
    +
    + + +
    +
    +
    +
    +
    +
    + Motra Test + +
    + + + + + + + + + + + + + + + + + + +

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

    GUIDA

    +
    + Test Guida +
    + Test + +
    +
    + Mod + +
    +
    + Extra + +
    +
    + Roll +
    +
    + +
    + + \ No newline at end of file diff --git a/UltimaBomba/lub.png b/UltimaBomba/lub.png new file mode 100644 index 0000000000..ef93aedd78 Binary files /dev/null and b/UltimaBomba/lub.png differ diff --git a/UltimaBomba/sheet.json b/UltimaBomba/sheet.json new file mode 100644 index 0000000000..6d1027435f --- /dev/null +++ b/UltimaBomba/sheet.json @@ -0,0 +1,8 @@ +{ + "html": "lub.html", + "css": "lub.css", + "authors": "Francesco Calise", + "roll20userid": "6459830", + "preview": "lub.png", + "instructions": "" +} \ No newline at end of file diff --git a/Unofficial Elder Scrolls RPG/UESRPG.html b/Unofficial Elder Scrolls RPG/UESRPG.html index 8013aabbb7..e0b29743a5 100644 --- a/Unofficial Elder Scrolls RPG/UESRPG.html +++ b/Unofficial Elder Scrolls RPG/UESRPG.html @@ -740,7 +740,7 @@ diff --git a/WFRP4CharSheet/translations/pl.json b/WFRP4CharSheet/translations/pl.json index b7b7833fdc..7be374514c 100644 --- a/WFRP4CharSheet/translations/pl.json +++ b/WFRP4CharSheet/translations/pl.json @@ -46,7 +46,7 @@ "Personal-Short-Term": "Krótki Cel Personalny", "Personal-Long-Term": "Długi Cel Personalny", "Party-Short-Term": "Krótki Cel Drużyny", - "Party-Long-Term": "Krótki Cel Drużyny", + "Party-Long-Term": "Długi Cel Drużyny", "MOVEMENT": "SZYBKOŚĆ", "Walk": "Chód", "Run": "Bieg", diff --git a/WIthin/Within_sheet.css b/WIthin/Within_sheet.css new file mode 100644 index 0000000000..5f5ee79ae7 --- /dev/null +++ b/WIthin/Within_sheet.css @@ -0,0 +1,74 @@ +@import url('https://fonts.googleapis.com/css?family=Coming+Soon&display=swap'); +@import url('https://fonts.googleapis.com/css?family=Special+Elite&display=swap'); + +* { + font-weight: normal; +} + +.charsheet { + background: url(https://cdn.inspirationhut.net/wp-content/uploads/2012/11/Grungy-Paper-Textures.jpg); + width: 800px; + color: black; +} + + +hr { + border: 1px solid rgb(196,148,75); +} + +img { + width: 250px; + background-color: transparent; + opacity: 0.7; +} + +select { + width: 90px; + background-color: rgba(255,255,235,0.7); + border: 1px solid rgb(196,148,75); + border-radius: 10px 10px 10px 10px; + font-family: 'Coming Soon'; + font-size: 16px; + color: rgb(40,40,50); +} + +select option { + font-family: 'Lucida Bright', Lucida, serif; + font-size: 14px; + color: black; +} + +input { + width: 180px; + background-color: rgba(255,255,235,0.7); + border: 1px solid rgb(196,148,75); + border-radius: 10px 10px 10px 10px; + font-family: 'Coming Soon'; + font-size: 16px; + color: rgb(40,40,50); +} + +table { + font-size: 20px; + color: black; +} + +td { + vertical-align: top; + font-family: 'Courier'; +} + +textarea { + height: auto; + background-color: rgba(255,255,235,0.7); + border: 1px solid rgb(196,148,75); + border-radius: 10px 10px 10px 10px; + font-family: 'Coming Soon'; + font-size: 16px; + color: rgb(40,40,50); +} + +h2 { + font-family: 'Courier'; + color: black; +} diff --git a/WIthin/Within_sheet.html b/WIthin/Within_sheet.html new file mode 100644 index 0000000000..de932fb828 --- /dev/null +++ b/WIthin/Within_sheet.html @@ -0,0 +1,255 @@ +
    + +
    +
    +
    +
    #Test AbilitàModExtra Note
    + + + + + + + + + +
    + + + + + + + + + +
    + + + + + + + + + +
    - @@ -782,7 +782,7 @@ - diff --git a/Vermine 2047/vermine2047.css b/Vermine 2047/vermine2047.css index 818dfb4ddb..59bf4fe42a 100644 --- a/Vermine 2047/vermine2047.css +++ b/Vermine 2047/vermine2047.css @@ -55,6 +55,7 @@ textarea padding:0px; text-align:justify; border-radius:0px; + color:black; } label @@ -76,6 +77,7 @@ select display:flex; flex-wrap:wrap; font-family:"Fredericka the Great"; + color:black; } h1 @@ -88,7 +90,7 @@ h1 letter-spacing:-2px; line-height:35px; z-index:100; - opacity:0.4; + opacity:0.7; } h2 @@ -281,18 +283,43 @@ div.sheet-header > div:last-of-type > label > span div.sheet-header > div:last-of-type > label:nth-of-type(1) > span { - font-size:35px; - line-height:35px; + font-size:25px; + line-height:25px; letter-spacing:2px; + justify-content:right; } div.sheet-header > div:last-of-type > label:nth-of-type(1) > select { - font-size:25px; - line-height:25px; + font-size:18px; + line-height:15px; + font-weight:bold; } -div.sheet-header > div:last-of-type > label:nth-of-type(2) > span +div.sheet-header > div:last-of-type > label:nth-of-type(2) > span, +div.sheet-header > div:last-of-type > label:nth-of-type(3) > span +{ + font-size:14px; + line-height:14px; + justify-content:right; +} + + +div.sheet-header > div:last-of-type > label:nth-of-type(2) > input[type="text"], +div.sheet-header > div:last-of-type > label:nth-of-type(3) > input[type="text"] +{ + font-size:14px; + line-height:14px; +} + + +div.sheet-header > div:last-of-type > label:nth-of-type(5) > input[type="text"] +{ + font-size:16px; + line-height:16px; +} + +div.sheet-header > div:last-of-type > label:nth-of-type(4) > span { font-size:22px; line-height:22px; @@ -300,20 +327,20 @@ div.sheet-header > div:last-of-type > label:nth-of-type(2) > span justify-content:right; } -div.sheet-header > div:last-of-type > label:nth-of-type(2) > input[type="number"] +div.sheet-header > div:last-of-type > label:nth-of-type(4) > input[type="number"] { font-size:20px; line-height:20px; } -div.sheet-header > div:last-of-type > label:nth-of-type(3) > span +div.sheet-header > div:last-of-type > label:nth-of-type(5) > span { font-size:18px; line-height:18px; justify-content:right; } -div.sheet-header > div:last-of-type > label:nth-of-type(3) > input[type="text"] +div.sheet-header > div:last-of-type > label:nth-of-type(5) > input[type="text"] { font-size:16px; line-height:16px; @@ -486,6 +513,13 @@ div.sheet-jets > div > label > div > input[type="number"] color: black; } +div.sheet-jets > div > label > input[type="text"], +div.sheet-jets > div > label > div > input[type="number"], +div.sheet-jets > div > label > select +{ + font-size:16px; +} + div.sheet-jets > div:nth-of-type(1), div.sheet-jets > div:nth-of-type(2) { @@ -611,9 +645,9 @@ div.sheet-jets > div:nth-of-type(1) > label:nth-of-type(2) > div > span::after, div.sheet-jets > div:nth-of-type(1) > label:nth-of-type(3) > div > span::after { content: "D"; - font-size: 13px; + font-size: 16px; font-weight: normal; - width: calc(50% + 11px); + width: calc(50% + 13px); line-height: 20px; margin-top: -20px; text-align: right; @@ -1431,7 +1465,7 @@ div.sheet-spec { width:100%; justify-content:space-between; - background-image: url('https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Vermine%202047/img/fond.png'); + background-image: url('https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Vermine%202047/img/fond1.png'); background-position-y: 20px; background-repeat: repeat-x; background-size: 50%; @@ -1464,6 +1498,8 @@ div.sheet-spec > .repcontainer > .repitem > input[type="text"] padding-bottom:0px; color:black; background:transparent; + font-size: 16px; + padding-top: 2px; } div.sheet-spec > .repcontainer > .repitem > .itemcontrol > .btn @@ -2014,8 +2050,6 @@ div.sheet-bonusMalus background-size: calc(30% + 43px) 100%; } -div.sheet-bonusMalus > .repcontainer, -div.sheet-bonusMalus > .repcontainer > .repitem, div.sheet-capacite > .repcontainer, div.sheet-capacite > .repcontainer > .repitem { @@ -2024,18 +2058,27 @@ div.sheet-capacite > .repcontainer > .repitem justify-content:space-between; } +div.sheet-bonusMalus > .repcontainer, +div.sheet-bonusMalus > .repcontainer > .repitem +{ + display:flex; + width:100%; +} + div.sheet-bonusMalus > .repcontainer > .repitem > input[type="text"]:first-of-type { display:flex; - width:calc(70% - 5px); + width:calc(70% - 5px - 30px); border:0px; border-bottom:1px dashed black; padding-bottom:0px; background:transparent; color: black; + font-size:16px; + padding-top:2px; } -div.sheet-bonusMalus > .repcontainer > .repitem > input[type="text"]:last-of-type +div.sheet-bonusMalus > .repcontainer > .repitem > input[type="text"]:nth-of-type(2) { display:flex; width:calc(30% - 5px); @@ -2045,6 +2088,9 @@ div.sheet-bonusMalus > .repcontainer > .repitem > input[type="text"]:last-of-typ text-align:center; background:transparent; color: black; + margin-left:auto; + font-size:16px; + padding-top:2px; } div.sheet-capacite > .repcontainer > .repitem > input[type="text"] @@ -2056,8 +2102,11 @@ div.sheet-capacite > .repcontainer > .repitem > input[type="text"] padding-bottom:0px; color:black; background:transparent; + font-size:16px; + padding-top:2px; } +div.sheet-bonusMalus > .repcontainer > .repitem > label, div.sheet-capacite > .repcontainer > .repitem > label { width: 18px; @@ -2065,6 +2114,7 @@ div.sheet-capacite > .repcontainer > .repitem > label margin-top: 5px; } +div.sheet-bonusMalus > .repcontainer > .repitem > label > input[type="checkbox"], div.sheet-capacite > .repcontainer > .repitem > label > input[type="checkbox"] { position: absolute; @@ -2076,6 +2126,7 @@ div.sheet-capacite > .repcontainer > .repitem > label > input[type="checkbox"] margin-left: 2px; } +div.sheet-bonusMalus > .repcontainer > .repitem > label > span, div.sheet-capacite > .repcontainer > .repitem > label > span { width:100%; @@ -2084,6 +2135,7 @@ div.sheet-capacite > .repcontainer > .repitem > label > span transition:transform 2s; } +div.sheet-bonusMalus > .repcontainer > .repitem > label > input[type="checkbox"] + span::before, div.sheet-capacite > .repcontainer > .repitem > label > input[type="checkbox"] + span::before { content:']'; @@ -2093,6 +2145,7 @@ div.sheet-capacite > .repcontainer > .repitem > label > input[type="checkbox"] + font-family: pictos; } +div.sheet-bonusMalus > .repcontainer > .repitem > label > input[type="checkbox"]:checked + span::before, div.sheet-capacite > .repcontainer > .repitem > label > input[type="checkbox"]:checked + span::before { @@ -2102,21 +2155,25 @@ div.sheet-capacite > .repcontainer > .repitem > label > input[type="checkbox"]:c font-family: pictos; } +div.sheet-bonusMalus > .repcontainer > .repitem > label > input[type="checkbox"] + span, div.sheet-capacite > .repcontainer > .repitem > label > input[type="checkbox"] + span { transform:rotate(90deg); } +div.sheet-bonusMalus > .repcontainer > .repitem > label > input[type="checkbox"]:checked + span, div.sheet-capacite > .repcontainer > .repitem > label > input[type="checkbox"]:checked + span { transform:rotate(-90deg); } +div.sheet-bonusMalus > .repcontainer > .repitem > div, div.sheet-capacite > .repcontainer > .repitem > div { display:none; } +div.sheet-bonusMalus > .repcontainer > .repitem > input[type="hidden"][value="1"] + div, div.sheet-capacite > .repcontainer > .repitem > input[type="hidden"][value="1"] + div { display:flex; @@ -2240,12 +2297,20 @@ div.sheet-protections > .repcontainer > .repitem > input[type="text"]:nth-of-typ div.sheet-protections > .repcontainer > .repitem > input[type="text"]:nth-of-type(5) { width:165px; + font-size:16px; + padding-top:2px; + padding-left:0px; + padding-right:0px; } div.sheet-armes > .repcontainer > .repitem > input[type="text"]:nth-of-type(3), div.sheet-protections > .repcontainer > .repitem > input[type="text"]:nth-of-type(4) { width:70px; + font-size:16px; + padding-top:2px; + padding-left:0px; + padding-right:0px; } div.sheet-armes > .repcontainer > .repitem > div:nth-of-type(2), @@ -2254,6 +2319,10 @@ div.sheet-protections > .repcontainer > .repitem > input[type="text"]:nth-of-typ { width:95px; justify-content:space-between; + font-size:16px; + padding-top:2px; + padding-left:0px; + padding-right:0px; } div.sheet-armes > .repcontainer > .repitem > div:last-of-type, @@ -2273,6 +2342,10 @@ div.sheet-protections > .repcontainer > .repitem > div:nth-of-type(2) > input[ty padding-bottom:0px; color:black; background:transparent; + font-size:16px; + padding-top:2px; + padding-left:0px; + padding-right:0px; } div.sheet-armes > .repcontainer > .repitem > div:last-of-type > input[type="number"], @@ -2285,6 +2358,10 @@ div.sheet-protections > .repcontainer > .repitem > div:last-of-type > input[type padding-bottom:0px; color:black; background:transparent; + font-size:16px; + padding-top:2px; + padding-left:0px; + padding-right:0px; } div.sheet-armes > .repcontainer > .repitem > div > span, @@ -2391,6 +2468,10 @@ div.sheet-munitions > .repcontainer > .repitem > input[type="text"] width:calc(80% - 10px); text-align:left; background:transparent; + font-size:16px; + padding-top:2px; + padding-left:0px; + padding-right:0px; } div.sheet-equipements > .repcontainer > .repitem > input[type="number"], @@ -2403,6 +2484,10 @@ div.sheet-munitions > .repcontainer > .repitem > input[type="number"] width:calc(20% - 10px); text-align:center; background:transparent; + font-size:16px; + padding-top:2px; + padding-left:0px; + padding-right:0px; } div.sheet-equipements > .repcontainer > .repitem > .itemcontrol > .btn, @@ -2770,17 +2855,25 @@ div.sheet-options width:215px; } -div.sheet-options > label +div.sheet-agePersonnalise +{ + width:270px; +} + +div.sheet-options > label, +div.sheet-agePersonnalise > label { width:100%; } -div.sheet-options > label:not(:last-of-type) +div.sheet-options > label:not(:last-of-type), +div.sheet-agePersonnalise > label:not(:last-of-type) { margin-bottom:5px; } -div.sheet-options > label > span +div.sheet-options > label > span, +div.sheet-agePersonnalise > label > span { width: 115px; line-height: 13px; @@ -2800,6 +2893,17 @@ div.sheet-options > label > select color:black; } +div.sheet-agePersonnalise > label > input[type="number"] +{ + width:calc(100% - 115px); + background:transparent; + border:0px; + border-bottom:1px dashed black; + color:black; + padding-bottom:0px; + text-align:center; +} + input[type="hidden"][value="2"].sheet-fType ~ div.sheet-header, input[type="hidden"][value="2"].sheet-fType ~ div.sheet-jets, input[type="hidden"][value="2"].sheet-fType ~ div.sheet-menu > label:nth-of-type(1), diff --git a/Vermine 2047/vermine2047.html b/Vermine 2047/vermine2047.html index a8fe502815..5ad8f9a126 100644 --- a/Vermine 2047/vermine2047.html +++ b/Vermine 2047/vermine2047.html @@ -77,11 +77,13 @@ }); }); - on("change:age sheet:opened", function() + on("change:age change:aPEff change:aPSF sheet:opened", function() { - getAttrs(["age"], function(val) + getAttrs(["age", "aPEff", "aPSF"], function(val) { const age = parseInt(val["age"], 10)||0; + const effort = parseInt(val["aPEff"], 10)||0; + const sangFroid = parseInt(val["aPSF"], 10)||0; var modEff; var modSF; @@ -90,12 +92,17 @@ { case 1: modSF = -1; - modEff = 1; + modEff = -1; break; case 3: - modSF = 1; - modEff = -1; + modSF = 0; + modEff = -2; + break; + + case 4: + modSF = sangFroid; + modEff = effort; break; default: @@ -104,6 +111,8 @@ break; } + console.log(modEff); + setAttrs({ modifEffAge: modEff, modifSFAge: modSF, @@ -129,17 +138,24 @@ }); }); - on("change:modifSFAge change:savoir change:perception change:volonte change:empathie", function() + on("change:modifSFAge change:savoirBase change:perceptionBase change:volonteBase change:empathieBase change:savoirBonus change:perceptionBonus change:volonteBonus change:empathieBonus", function() { - getAttrs(["modifSFAge", "savoir", "perception", "volonte", "empathie"], function(val) + getAttrs(["modifSFAge", "savoirBase", "perceptionBase", "volonteBase", "empathieBase", "savoirBonus", "perceptionBonus", "volonteBonus", "empathieBonus"], function(val) { const mod = parseInt(val["modifSFAge"], 10)||0; - const sav = parseInt(val["savoir"], 10)||0; - const per = parseInt(val["perception"], 10)||0; - const vol = parseInt(val["volonte"], 10)||0; - const emp = parseInt(val["empathie"], 10)||0; + const savBa = parseInt(val["savoirBase"], 10)||0; + const perBa = parseInt(val["perceptionBase"], 10)||0; + const volBa = parseInt(val["volonteBase"], 10)||0; + const empBa = parseInt(val["empathieBase"], 10)||0; - var calc = mod+sav+per+vol+emp; + const savBo = parseInt(val["savoirBonus"], 10)||0; + const perBo = parseInt(val["perceptionBonus"], 10)||0; + const volBo = parseInt(val["volonteBonus"], 10)||0; + const empBo = parseInt(val["empathieBonus"], 10)||0; + + + + var calc = mod+savBa+perBa+volBa+empBa+savBo+perBo+volBo+empBo; calc = Math.max(calc, 0); @@ -262,17 +278,22 @@ }); }); - on("change:modifEffAge change:vigueur change:sante change:precision change:reflexes", function() + on("change:modifEffAge change:vigueurBase change:santeBase change:precisionBase change:reflexesBase change:vigueurBonus change:santeBonus change:precisionBonus change:reflexesBonus", function() { - getAttrs(["modifEffAge", "vigueur", "sante", "precision", "reflexes"], function(val) + getAttrs(["modifEffAge", "vigueurBase", "santeBase", "precisionBase", "reflexesBase", "vigueurBonus", "santeBonus", "precisionBonus", "reflexesBonus"], function(val) { const mod = parseInt(val["modifEffAge"], 10)||0; - const vig = parseInt(val["vigueur"], 10)||0; - const san = parseInt(val["sante"], 10)||0; - const pre = parseInt(val["precision"], 10)||0; - const ref = parseInt(val["reflexes"], 10)||0; + const vigBa = parseInt(val["vigueurBase"], 10)||0; + const sanBa = parseInt(val["santeBase"], 10)||0; + const preBa = parseInt(val["precisionBase"], 10)||0; + const refBa = parseInt(val["reflexesBase"], 10)||0; - var calc = mod+vig+san+pre+ref; + const vigBo = parseInt(val["vigueurBonus"], 10)||0; + const sanBo = parseInt(val["santeBonus"], 10)||0; + const preBo = parseInt(val["precisionBonus"], 10)||0; + const refBo = parseInt(val["reflexesBonus"], 10)||0; + + var calc = mod+vigBa+sanBa+preBa+refBa+vigBo+sanBo+preBo+refBo; calc = Math.max(calc, 0); @@ -578,6 +599,7 @@ + @@ -598,6 +620,14 @@ + + +
    +

    Âge personnalisé

    + + +
    diff --git a/Vieja-Estrella/sheet.json b/Vieja-Estrella/sheet.json new file mode 100644 index 0000000000..b77d4b0743 --- /dev/null +++ b/Vieja-Estrella/sheet.json @@ -0,0 +1,8 @@ +{ + "html": "viejaestrella.html", + "css": "viejaestrella.css", + "authors": "Presto", + "roll20userid": "71599", + "preview": "viejaestrella.png", + "instructions": "Ficha para Vieja Estrella el juego de rol, basada en la ficha de Séregras para Vieja Escuela." +} \ No newline at end of file diff --git a/Vieja-Estrella/viejaestrella.css b/Vieja-Estrella/viejaestrella.css new file mode 100644 index 0000000000..c2dcbd3675 --- /dev/null +++ b/Vieja-Estrella/viejaestrella.css @@ -0,0 +1,2915 @@ +body { + background: #fff !important; +} + +.sheet-rolltemplate-5eDefault .sheet-rt-card { + width:95%; + background-color:#FFFFFF; + font-size: 11px; + + -webkit-border-radius: 5px; + -moz-border-radius: 5px; + border-radius: 5px; + + border: black 1px solid; + padding: 5px 0px; + + -webkit-box-sizing: border-box; + -moz-box-sizing: border-box; + box-sizing: border-box; +} +/* Generic header */ +.sheet-rolltemplate-5eDefault .sheet-rt-header { + text-align: center; + position: relative; + color: #fff; + margin: 0 -10px 10px -10px; + padding: 5px 0; + background-color: #5c5c5c; + background-image: linear-gradient(rgba(255,255,255,.3), rgba(255,255,255,0)); + -moz-box-shadow: 0 2px 0 rgba(0,0,0,.3); + -webkit-box-shadow: 0 2px 0 rgba(0,0,0,.3); + box-shadow: 0 2px 0 rgba(0,0,0,.3); +} + +.sheet-rolltemplate-5eDefault .sheet-rt-header:before, +.sheet-rolltemplate-5eDefault .sheet-rt-header:after { + content: ''; + position: absolute; + border-style: solid; + border-color: transparent; + bottom: -10px; +} + +.sheet-rolltemplate-5eDefault .sheet-rt-header:before { + border-width: 0 10px 10px 0; + border-right-color: #222; + left: 0; +} + +.sheet-rolltemplate-5eDefault .sheet-rt-header:after { + border-width: 0 0 10px 10px; + border-left-color: #222; + right: 0; +} + +.sheet-rolltemplate-5eDefault .sheet-rt-title { + font-size: 1.5em; +} + +.sheet-rolltemplate-5eDefault .sheet-rt-subheader { + +} + +/* Melee header*/ +.sheet-rolltemplate-5eDefault .sheet-rt-header.sheet-weapon { + background-color: #2C5D28; +} + +.sheet-rolltemplate-5eDefault .sheet-rt-header.sheet-weapon:before { + border-right-color: #375035; +} + +.sheet-rolltemplate-5eDefault .sheet-rt-header.sheet-weapon:after { + border-left-color: #375035; +} + +/* Spell header */ +.sheet-rolltemplate-5eDefault .sheet-rt-header.sheet-spell{ + background-color: #45285D; +} + +.sheet-rolltemplate-5eDefault .sheet-rt-header.sheet-spell:before { + border-right-color: #443550; +} + +.sheet-rolltemplate-5eDefault .sheet-rt-header.sheet-spell:after { + border-left-color: #443550; +} + +/* Ability check header */ +.sheet-rolltemplate-5eDefault .sheet-rt-header.sheet-ability{ + background-color: #28595D; +} + +.sheet-rolltemplate-5eDefault .sheet-rt-header.sheet-ability:before { + border-right-color: #354E50; +} + +.sheet-rolltemplate-5eDefault .sheet-rt-header.sheet-ability:after { + border-left-color: #354E50; +} + +/* Saving throw header */ +.sheet-rolltemplate-5eDefault .sheet-rt-header.sheet-save{ + background-color: #5D2828; +} + +.sheet-rolltemplate-5eDefault .sheet-rt-header.sheet-save:before { + border-right-color: #503535; +} + +.sheet-rolltemplate-5eDefault .sheet-rt-header.sheet-save:after { + border-left-color: #503535; +} + +/* Death Save header */ +.sheet-rolltemplate-5eDefault .sheet-rt-header.sheet-deathsave{ + background-color: #240F0F; +} + +.sheet-rolltemplate-5eDefault .sheet-rt-header.sheet-deathsave:before { + border-right-color: #1F1414; +} + +.sheet-rolltemplate-5eDefault .sheet-rt-header.sheet-deathsave:after { + border-left-color: #1F1414; +} + + +.sheet-rolltemplate-5eDefault .sheet-row:nth-child(even) { + + background-color: #E9EDEE; +} + + +.sheet-rolltemplate-5eDefault .sheet-rt-key { + font-weight: bold; + font-family: Arial, Helvetica, sans-serif; + font-size: 1.1em; + + -moz-text-decoration-color: #D64541; + text-decoration-color: #D64541; + + -webkit-box-sizing: border-box; + -moz-box-sizing: border-box; + box-sizing: border-box; + + max-width: 120px; + padding: 2px 2px 2px 0px; + +} + +.sheet-rolltemplate-5eDefault .sheet-rt-key-wide { + font-weight: bold; + font-family: Arial, Helvetica, sans-serif; + font-size: 1.1em; + + -moz-text-decoration-color: #D64541; + text-decoration-color: #D64541; + + -webkit-box-sizing: border-box; + -moz-box-sizing: border-box; + box-sizing: border-box; + + padding: 2px 2px 2px 0px + +} + + +.sheet-rolltemplate-5eDefault .sheet-rt-value { + -webkit-box-sizing: border-box; + -moz-box-sizing: border-box; + box-sizing: border-box; + + margin-top: 2px ; + +} + +.sheet-rolltemplate-5eDefault .sheet-main-content { + +} + +.sheet-rolltemplate-5eDefault .sheet-main-content hr.sheet-roll { + width: 80%; + margin-left: auto; + margin-right: auto; + + color: #D64541; + background-color: #D64541; + height: 1px; +} + + +.sheet-rolltemplate-5eDefault .sheet-rt-emote { + font-style: italic; + font-size: 11px; + font-family: Arial; + text-align: center; + + border: green 1px dashed; + border-radius: 5px; + + padding: 0px 5px; + margin: 0px 5px 5px 5px; + +} + +/*** ROLL TEMPLATE STYLING ENDS HERE **/ + + +/* overall wrapper to fix moving width issues with overflow on hidden sections */ + .sheet-overall-wrapper { + max-width: 832px; +} + +/* Tweak repeating section buttons so they have a bottom margin and dont overflow when in edit mode. */ + div[class^="repcontrol"] { + margin-bottom: 5px; +} + + div[class="repcontainer editmode"] ~ div[class^="repcontrol"] button[class="btn repcontrol_add"] { + display: inline-block!important; + visibility: hidden; +} + +/* character/force button Settings */ + + div.sheet-character { + display: none; +} + + + +/* END character/force button Settings */ +/* NPC button Settings */ + + + +/* END pc/npc button Settings */ + +/* Main Sheet Tabs */ + + + input.sheet-tab { + width: 87px; + height: 20px; + cursor: pointer; + position: relative; + opacity: 0; + z-index: 9999; +} + + span.sheet-tab { + text-align: center; + display: inline-block; + font-size: 13px; + background: #4a6486; + color: white; + font-weight: bold; + border-radius: 4px; + + width: 87px; + height: 20px; + cursor: pointer; + position: relative; + margin-left: -91px; +} + +/* General sheet/rolltemplate wide Styles */ + button, input, select, textarea, + .sheet-row [class *= "sheet-col"], + [class *= "sheet-col"] { + font-size: 12px; +} + + .sheet-spell-row-number, + .sheet-inventory-row-number, + .sheet-classaction-row-number { + text-align: center; + font-weight: bold; +} + + .sheet-small-label, + .sheet-rolltemplate-5eDefault .sheet-small-label { + font-size: 85%!important; + font-style: italic; + font-weight: bold; +} + +.sheet-med-label, + .sheet-rolltemplate-5eDefault .sheet-small-label { + font-size: 100%!important; + font-style: italic; + font-weight: bold; + margin-top: 4px; + text-align: right; +} + + .sheet-last-updated, + .sheet-rolltemplate-5eDefault .sheet-last-updated { + font-size: 85%!important; + font-style: italic; + font-weight: bold; + margin: 0; +} + + .sheet-checkbox-row, + .sheet-rolltemplate-5eDefault .sheet-checkbox-row { + line-height: 28px; + text-align: center; +} + + .sheet-hd-row, + .sheet-rolltemplate-5eDefault .sheet-hd-row { + margin-top: 5px; + font-size: 11px!important; +} + + .sheet-pictos, + .sheet-rolltemplate-5eDefault .sheet-pictos { + font-family: "Pictos"; + font-size: 14px; +} + + .sheet-pictos-custom, + .sheet-rolltemplate-5eDefault .sheet-pictos-custom { + font-family: "Pictos Custom"; + font-size: 14px; +} + + .sheet-pictos-three, + .sheet-rolltemplate-5eDefault .sheet-pictos-three { + font-family: "Pictos Three"; + font-size: 14px; +} + + .sheet-d6-font, + .sheet-rolltemplate-5eDefault .sheet-d6-font { + font-family: "dicefontd6"; + font-size: 14px; +} + + .sheet-d8-font, + .sheet-rolltemplate-5eDefault .sheet-d8-font { + font-family: "dicefontd8"; + font-size: 14px; +} + + .sheet-d10-font, + .sheet-rolltemplate-5eDefault .sheet-d10-font { + font-family: "dicefontd10"; + font-size: 14px; +} + + .sheet-d20-font, + .sheet-rolltemplate-5eDefault .sheet-d20-font { + font-family: "dicefontd20"; + font-size: 14px; +} + + .sheet-padl, + .sheet-rolltemplate-5eDefault .sheet-padl{ + padding-left:10px; + -webkit-box-sizing: border-box; + -moz-box-sizing: border-box; + box-sizing: border-box; +} + + .sheet-padr, + .sheet-rolltemplate-5eDefault .sheet-padr{ + padding-right:10px; + -webkit-box-sizing: border-box; + -moz-box-sizing: border-box; + box-sizing: border-box; +} + + .sheet-padt, + .sheet-rolltemplate-5eDefault .sheet-padt{ + padding-top:12px; + -webkit-box-sizing: border-box; + -moz-box-sizing: border-box; + box-sizing: border-box; +} + + .sheet-padb, + .sheet-rolltemplate-5eDefault .sheet-padb{ + padding-bottom:5px; + -webkit-box-sizing: border-box; + -moz-box-sizing: border-box; + box-sizing: border-box; +} + + .sheet-border-right, + .sheet-rolltemplate-5eDefault .sheet-border-right { + border-right: 1px solid #000; +} + + .sheet-border-left, + .sheet-rolltemplate-5eDefault .sheet-border-left { + border-left: 1px solid #000; +} + + .sheet-border-top, + .sheet-rolltemplate-5eDefault .sheet-border-top { + border-top: 1px solid #000; +} + + .sheet-border-bottom, + .sheet-rolltemplate-5eDefault .sheet-border-bottom { + border-bottom: 1px solid #000; +} + + .sheet-border-right-dotted, + .sheet-rolltemplate-5eDefault .sheet-border-right-dotted { + border-right: 1px dotted #000; +} + + .sheet-border-left-dotted, + .sheet-rolltemplate-5eDefault .sheet-border-left-dotted { + border-left: 1px dotted #000; +} + + .sheet-border-top-dotted, + .sheet-rolltemplate-5eDefault .sheet-border-top-dotted { + border-top: 1px dotted #000; +} + + .sheet-border-bottom-dotted, + .sheet-rolltemplate-5eDefault .sheet-border-bottom-dotted { + border-bottom: 1px dotted #000; +} + + input[type=number], input[type=text], select { + background: 0; + width: 100%!important; + margin-bottom:2px!important; +} + + input[type=number] { + text-align: center; +} + + input[type=text].sheet-underlined { + box-shadow: 0px -2px 0px 0px #000000 inset; +} + + input[type=number].sheet-underlined { + box-shadow: 0px -2px 0px 0px #000000 inset; +} + + button.sheet-core-save, button.sheet-core-check, button.sheet-initiative, button.sheet-roll { + font-size: 12px!important; +} + + button.sheet-initiative { + height: 3em; +} + + hr, + .sheet-rolltemplate-5eDefault hr { + border: 0; + height: 1px; + background-image: -webkit-linear-gradient(left, rgba(0,0,0,0), rgba(0,0,0,75.75), rgba(0,0,0,0)); + background-image: -moz-linear-gradient(left, rgba(0,0,0,0), rgba(0,0,0,75.75), rgba(0,0,0,0)); + background-image: -ms-linear-gradient(left, rgba(0,0,0,0), rgba(0,0,0,75.75), rgba(0,0,0,0)); + background-image: -o-linear-gradient(left, rgba(0,0,0,0), rgba(0,0,0,75.75), rgba(0,0,0,0)); + margin: 5px 0; +} + + span.sheet-spacer, + .sheet-rolltemplate-5eDefault span.sheet-spacer { + display: block; + margin-top: 5px; +} + + .sheet-heading-row { + text-align: center; + font-weight: bold; +} + + .sheet-footer-row { + text-align: center; + font-weight: bold; + border-bottom: 1px solid #dddddd; + margin-bottom: 5px; +} + + .sheet-vert-middle, + .sheet-rolltemplate-5eDefault .sheet-vert-middle { + vertical-align: middle!important; +} + + .sheet-vert-bottom, + .sheet-rolltemplate-5eDefault .sheet-vert-bottom { + vertical-align: bottom!important; +} + + .sheet-center, + .sheet-rolltemplate-5eDefault .sheet-center { + text-align: center; +} +.sheet-right, + .sheet-rolltemplate-5eDefault .sheet-right { + text-align: right; +} + + textarea { + width: calc(100% - 10px); + height: 190px; + resize:none; +} + + .sheet-fluid-textarea { + height: 100%; +} + + .sheet-small-textarea { + height: 50px; +} + + .sheet-medium-textarea { + height: 100px; +} + + .sheet-large-textarea { + height: 300px; +} + + h3 { + font-size: 12px; + text-align: center; + text-transform: uppercase; + margin-bottom: 5px; + color:#ffffff; + background-color:#000000; + background-image: -moz-repeating-radial-gradient(center center, circle cover, #000000, #870202 100%); + background-image: -webkit-repeating-radial-gradient(center center, circle cover, #000000, #870202 100%); + background-image: -o-repeating-radial-gradient(center center, circle cover, #000000, #870202 100%); + background-image: -ms-repeating-radial-gradient(center center, circle cover, #000000, #870202 100%); + background-image: repeating-radial-gradient(center center, circle cover, #000000, #870202 100%); + margin-top: 10px; + border-radius: 12px; + +} + + h4 { + background-color: #000000; + color: #ffffff; + font-size: 12px; + border-radius: 12px; + padding-left: 0; + margin-bottom: 5px; +} + + input[disabled] { + background-color: #eaffef; + border-color: #ddd; + cursor: not-allowed; + -moz-appearance: textfield; +} + + input[disabled].sheet-passive-skill-score { + background-color: #def6fc; + border-color: #ddd; + cursor: not-allowed; + -moz-appearance: textfield; +} + + input[disabled]::-webkit-inner-spin-button, + input[disabled]::-webkit-outer-spin-button { + -webkit-appearance: none; + margin: 0; +} + + .sheet-small-note { + text-align: center; + font-family: Arial; + font-size: 10px; +} + .sheet-tiny-note { + text-align: Left; + font-family: Arial; + font-size: 6px; +} + + select { + font-size: 90%; +} + + .sheet-important-text { + text-decoration: underline; + color: #ff0000; +} + + .sheet-grey-row { + background-color: #eee; +} + + + .sheet-sub-header { + background-color: #cecece; + vertical-align: bottom; + border-radius: 12px; + margin-bottom: 3px; +} + + .sheet-footer { + background-color: rgba(250, 202, 78, 0.2); + vertical-align: bottom; + border-radius: 12px; + margin-top: 3px; +} + + .sheet-spell-header { + background-color: #c7d1bf; + vertical-align: bottom; + border-radius: 12px; + margin-bottom: 3px; +} + + + +/* Header section */ + + img.sheet-icon { + width: 100px; + height: 100px; +} + +/* Core stat section */ + + .sheet-core-stat-label { + background-color: #000000; + color: #ffffff; + font-size: 14px!important; + font-weight: bold; + text-transform: uppercase; + vertical-align: middle; + line-height: 28px; + text-align: center; +} + +.sheet-medium-label { + font-size: 13px!important; + font-style: italic; + font-weight: bold; +} + + .sheet-large-button { + padding: 5px; + height: 45px; + vertical-align: middle; +} + + .sheet-new-button { + padding: 5px; + height: 45px; + width:70px; + vertical-align: middle; + background-color: #7aa5bc; +} + + .sheet-new-button2 { + background-color: #7aa5bc; +} + +.sheet-small-button { + + background-color: #7aa5bc; +} + +/* Death save checkboxes - FAIL */ + + input.sheet-death-save-fail { + width: 28%; + height: 20px; + cursor: pointer; + position: relative; + opacity: 0; + z-index: 9999; + margin-top: 5px; + margin-bottom: 5px; +} + + span.sheet-death-save-fail-tab::before { + content: "???"; +} + + span.sheet-death-save-fail-tab { + text-align: center; + display: inline-block; + width: 28%; + height: 20px; + font-size: 13px; + + font-weight: bold; + border-radius: 4px; + margin-left: -28%; + border: 1px solid; +} + + input.sheet-death-save-fail:checked + span.sheet-death-save-fail-tab { + background: #8c6075; + color: white; + border-radius: 4px; +} + + input.sheet-death-save-fail:checked + span.sheet-death-save-fail-tab::before { + content: "Failure"; +} + +/* Death save checkboxes - success */ + + input.sheet-death-save-success { + width: 28%; + height: 20px; + cursor: pointer; + position: relative; + opacity: 0; + z-index: 9999; + margin-top: 5px; + margin-bottom: 5px; +} + + span.sheet-death-save-success-tab::before { + content: "???"; +} + + span.sheet-death-save-success-tab { + text-align: center; + display: inline-block; + width: 28%; + height: 20px; + font-size: 13px; + + font-weight: bold; + border-radius: 4px; + margin-left: -28%; + border: 1px solid; +} + + input.sheet-death-save-success:checked + span.sheet-death-save-success-tab { + background: #879a6a; + color: white; + border-radius: 4px; +} + + input.sheet-death-save-success:checked + span.sheet-death-save-success-tab::before { + content: "Success" +} + +/* Skills section */ + + .sheet-skill-row { + margin: 1px 0; +} + + .sheet-skill-roll { + padding: 0 5px!important; + height:29px; +} + .sheet-skill-name { + margin-top: 5px; + font-size: 11px!important; +} + .sheet-skill-checkbox { + margin-top: 5px; +} + + .sheet-margin-top { + margin-top: 5px; +} + + .sheet-margin-bottom { + margin-bottom: 5px; +} + + .sheet-margin-left { + margin-left: 5px; +} + + .sheet-margin-right { + margin-right: 5px; +} + +/* Custom Pure Grid CSS (24 cols) DO NOT EDIT BELOW THIS LINE OR RISK BREAKING FORMATTING */ + .sheet-row, +.sheet-rolltemplate-5eDefault .sheet-row { + letter-spacing: -0.31em; + *letter-spacing: normal; + *word-spacing: -0.43em; + text-rendering: optimizespeed; +} + + .sheet-opera-only :-o-prefocus, .sheet-row, + .sheet-rolltemplate-5eDefault .sheet-opera-only :-o-prefocus, .sheet-rolltemplate-5eDefault .sheet-row { + word-spacing: -0.43em; +} + + .sheet-col, + .sheet-rolltemplate-5eDefault .sheet-col { + display: inline-block; + zoom: 1; *display: inline; + letter-spacing: normal; + word-spacing: normal; + vertical-align: top; + text-rendering: auto; +} + +.sheet-rolltemplate-5eDefault .sheet-col-1,.sheet-rolltemplate-5eDefault .sheet-col-1-2,.sheet-rolltemplate-5eDefault .sheet-col-1-3,.sheet-rolltemplate-5eDefault .sheet-col-2-3,.sheet-rolltemplate-5eDefault .sheet-col-1-4,.sheet-rolltemplate-5eDefault .sheet-col-3-4,.sheet-rolltemplate-5eDefault .sheet-col-1-5,.sheet-rolltemplate-5eDefault .sheet-col-2-5,.sheet-rolltemplate-5eDefault .sheet-col-3-5,.sheet-rolltemplate-5eDefault .sheet-col-4-5,.sheet-rolltemplate-5eDefault .sheet-col-1-6,.sheet-rolltemplate-5eDefault .sheet-col-5-6,.sheet-rolltemplate-5eDefault .sheet-col-1-7,.sheet-rolltemplate-5eDefault .sheet-col-2-7,.sheet-rolltemplate-5eDefault .sheet-col-3-7,.sheet-rolltemplate-5eDefault .sheet-col-4-7,.sheet-rolltemplate-5eDefault .sheet-col-5-7,.sheet-rolltemplate-5eDefault .sheet-col-6-7,.sheet-rolltemplate-5eDefault .sheet-col-1-8,.sheet-rolltemplate-5eDefault .sheet-col-3-8,.sheet-rolltemplate-5eDefault .sheet-col-5-8,.sheet-rolltemplate-5eDefault .sheet-col-7-8,.sheet-rolltemplate-5eDefault .sheet-col-1-9,.sheet-rolltemplate-5eDefault .sheet-col-2-9,.sheet-rolltemplate-5eDefault .sheet-col-4-9,.sheet-rolltemplate-5eDefault .sheet-col-5-9,.sheet-rolltemplate-5eDefault .sheet-col-6-9,.sheet-rolltemplate-5eDefault .sheet-col-7-9,.sheet-rolltemplate-5eDefault .sheet-col-8-9,.sheet-rolltemplate-5eDefault .sheet-col-1-10,.sheet-rolltemplate-5eDefault .sheet-col-3-10,.sheet-rolltemplate-5eDefault .sheet-col-7-10,.sheet-rolltemplate-5eDefault .sheet-col-9-10,.sheet-rolltemplate-5eDefault .sheet-col-1-11,.sheet-rolltemplate-5eDefault .sheet-col-2-11,.sheet-rolltemplate-5eDefault .sheet-col-3-11,.sheet-rolltemplate-5eDefault .sheet-col-4-11,.sheet-rolltemplate-5eDefault .sheet-col-5-11,.sheet-rolltemplate-5eDefault .sheet-col-6-11,.sheet-rolltemplate-5eDefault .sheet-col-7-11,.sheet-rolltemplate-5eDefault .sheet-col-8-11,.sheet-rolltemplate-5eDefault .sheet-col-9-11,.sheet-rolltemplate-5eDefault .sheet-col-10-11,.sheet-rolltemplate-5eDefault .sheet-col-1-12,.sheet-rolltemplate-5eDefault .sheet-col-5-12,.sheet-rolltemplate-5eDefault .sheet-col-7-12,.sheet-rolltemplate-5eDefault .sheet-col-9-12,.sheet-rolltemplate-5eDefault .sheet-col-11-12,.sheet-rolltemplate-5eDefault .sheet-col-1-13,.sheet-rolltemplate-5eDefault .sheet-col-2-13,.sheet-rolltemplate-5eDefault .sheet-col-3-13,.sheet-rolltemplate-5eDefault .sheet-col-4-13,.sheet-rolltemplate-5eDefault .sheet-col-5-13,.sheet-rolltemplate-5eDefault .sheet-col-6-13,.sheet-rolltemplate-5eDefault .sheet-col-7-13,.sheet-rolltemplate-5eDefault .sheet-col-8-13,.sheet-rolltemplate-5eDefault .sheet-col-9-13,.sheet-rolltemplate-5eDefault .sheet-col-10-13,.sheet-rolltemplate-5eDefault .sheet-col-11-13,.sheet-rolltemplate-5eDefault .sheet-col-12-13,.sheet-rolltemplate-5eDefault .sheet-col-1-14,.sheet-rolltemplate-5eDefault .sheet-col-3-14,.sheet-rolltemplate-5eDefault .sheet-col-5-14,.sheet-rolltemplate-5eDefault .sheet-col-9-14,.sheet-rolltemplate-5eDefault .sheet-col-11-14,.sheet-rolltemplate-5eDefault .sheet-col-13-14,.sheet-rolltemplate-5eDefault .sheet-col-1-15,.sheet-rolltemplate-5eDefault .sheet-col-2-15,.sheet-rolltemplate-5eDefault .sheet-col-4-15,.sheet-rolltemplate-5eDefault .sheet-col-6-15,.sheet-rolltemplate-5eDefault .sheet-col-7-15,.sheet-rolltemplate-5eDefault .sheet-col-8-15,.sheet-rolltemplate-5eDefault .sheet-col-9-15,.sheet-rolltemplate-5eDefault .sheet-col-10-15,.sheet-rolltemplate-5eDefault .sheet-col-11-15,.sheet-rolltemplate-5eDefault .sheet-col-12-15,.sheet-rolltemplate-5eDefault .sheet-col-13-15,.sheet-rolltemplate-5eDefault .sheet-col-14-15,.sheet-rolltemplate-5eDefault .sheet-col-1-16,.sheet-rolltemplate-5eDefault .sheet-col-3-16,.sheet-rolltemplate-5eDefault .sheet-col-5-16,.sheet-rolltemplate-5eDefault .sheet-col-7-16,.sheet-rolltemplate-5eDefault .sheet-col-9-16,.sheet-rolltemplate-5eDefault .sheet-col-11-16,.sheet-rolltemplate-5eDefault .sheet-col-13-16,.sheet-rolltemplate-5eDefault .sheet-col-15-16,.sheet-rolltemplate-5eDefault .sheet-col-1-17,.sheet-rolltemplate-5eDefault .sheet-col-2-17,.sheet-rolltemplate-5eDefault .sheet-col-3-17,.sheet-rolltemplate-5eDefault .sheet-col-4-17,.sheet-rolltemplate-5eDefault .sheet-col-5-17,.sheet-rolltemplate-5eDefault .sheet-col-6-17,.sheet-rolltemplate-5eDefault .sheet-col-7-17,.sheet-rolltemplate-5eDefault .sheet-col-8-17,.sheet-rolltemplate-5eDefault .sheet-col-9-17,.sheet-rolltemplate-5eDefault .sheet-col-10-17,.sheet-rolltemplate-5eDefault .sheet-col-11-17,.sheet-rolltemplate-5eDefault .sheet-col-12-17,.sheet-rolltemplate-5eDefault .sheet-col-13-17,.sheet-rolltemplate-5eDefault .sheet-col-14-17,.sheet-rolltemplate-5eDefault .sheet-col-15-17,.sheet-rolltemplate-5eDefault .sheet-col-16-17,.sheet-rolltemplate-5eDefault .sheet-col-1-18,.sheet-rolltemplate-5eDefault .sheet-col-5-18,.sheet-rolltemplate-5eDefault .sheet-col-7-18,.sheet-rolltemplate-5eDefault .sheet-col-11-18,.sheet-rolltemplate-5eDefault .sheet-col-13-18,.sheet-rolltemplate-5eDefault .sheet-col-15-18,.sheet-rolltemplate-5eDefault .sheet-col-17-18,.sheet-rolltemplate-5eDefault .sheet-col-1-19,.sheet-rolltemplate-5eDefault .sheet-col-2-19,.sheet-rolltemplate-5eDefault .sheet-col-3-19,.sheet-rolltemplate-5eDefault .sheet-col-4-19,.sheet-rolltemplate-5eDefault .sheet-col-5-19,.sheet-rolltemplate-5eDefault .sheet-col-6-19,.sheet-rolltemplate-5eDefault .sheet-col-7-19,.sheet-rolltemplate-5eDefault .sheet-col-8-19,.sheet-rolltemplate-5eDefault .sheet-col-9-19,.sheet-rolltemplate-5eDefault .sheet-col-10-19,.sheet-rolltemplate-5eDefault .sheet-col-11-19,.sheet-rolltemplate-5eDefault .sheet-col-12-19,.sheet-rolltemplate-5eDefault .sheet-col-13-19,.sheet-rolltemplate-5eDefault .sheet-col-14-19,.sheet-rolltemplate-5eDefault .sheet-col-15-19,.sheet-rolltemplate-5eDefault .sheet-col-16-19,.sheet-rolltemplate-5eDefault .sheet-col-17-19,.sheet-rolltemplate-5eDefault .sheet-col-18-19,.sheet-rolltemplate-5eDefault .sheet-col-1-20,.sheet-rolltemplate-5eDefault .sheet-col-3-20,.sheet-rolltemplate-5eDefault .sheet-col-7-20,.sheet-rolltemplate-5eDefault .sheet-col-9-20,.sheet-rolltemplate-5eDefault .sheet-col-11-20,.sheet-rolltemplate-5eDefault .sheet-col-13-20,.sheet-rolltemplate-5eDefault .sheet-col-15-20,.sheet-rolltemplate-5eDefault .sheet-col-17-20,.sheet-rolltemplate-5eDefault .sheet-col-19-20,.sheet-rolltemplate-5eDefault .sheet-col-1-21,.sheet-rolltemplate-5eDefault .sheet-col-2-21,.sheet-rolltemplate-5eDefault .sheet-col-4-21,.sheet-rolltemplate-5eDefault .sheet-col-5-21,.sheet-rolltemplate-5eDefault .sheet-col-6-21,.sheet-rolltemplate-5eDefault .sheet-col-8-21,.sheet-rolltemplate-5eDefault .sheet-col-9-21,.sheet-rolltemplate-5eDefault .sheet-col-10-21,.sheet-rolltemplate-5eDefault .sheet-col-11-21,.sheet-rolltemplate-5eDefault .sheet-col-12-21,.sheet-rolltemplate-5eDefault .sheet-col-13-21,.sheet-rolltemplate-5eDefault .sheet-col-14-21,.sheet-rolltemplate-5eDefault .sheet-col-15-21,.sheet-rolltemplate-5eDefault .sheet-col-16-21,.sheet-rolltemplate-5eDefault .sheet-col-17-21,.sheet-rolltemplate-5eDefault .sheet-col-18-21,.sheet-rolltemplate-5eDefault .sheet-col-19-21,.sheet-rolltemplate-5eDefault .sheet-col-20-21,.sheet-rolltemplate-5eDefault .sheet-col-1-22,.sheet-rolltemplate-5eDefault .sheet-col-3-22,.sheet-rolltemplate-5eDefault .sheet-col-5-22,.sheet-rolltemplate-5eDefault .sheet-col-7-22,.sheet-rolltemplate-5eDefault .sheet-col-9-22,.sheet-rolltemplate-5eDefault .sheet-col-13-22,.sheet-rolltemplate-5eDefault .sheet-col-15-22,.sheet-rolltemplate-5eDefault .sheet-col-17-22,.sheet-rolltemplate-5eDefault .sheet-col-19-22,.sheet-rolltemplate-5eDefault .sheet-col-21-22,.sheet-rolltemplate-5eDefault .sheet-col-1-23,.sheet-rolltemplate-5eDefault .sheet-col-2-23,.sheet-rolltemplate-5eDefault .sheet-col-3-23,.sheet-rolltemplate-5eDefault .sheet-col-4-23,.sheet-rolltemplate-5eDefault .sheet-col-5-23,.sheet-rolltemplate-5eDefault .sheet-col-6-23,.sheet-rolltemplate-5eDefault .sheet-col-7-23,.sheet-rolltemplate-5eDefault .sheet-col-8-23,.sheet-rolltemplate-5eDefault .sheet-col-9-23,.sheet-rolltemplate-5eDefault .sheet-col-10-23,.sheet-rolltemplate-5eDefault .sheet-col-11-23,.sheet-rolltemplate-5eDefault .sheet-col-12-23,.sheet-rolltemplate-5eDefault .sheet-col-13-23,.sheet-rolltemplate-5eDefault .sheet-col-14-23,.sheet-rolltemplate-5eDefault .sheet-col-15-23,.sheet-rolltemplate-5eDefault .sheet-col-16-23,.sheet-rolltemplate-5eDefault .sheet-col-17-23,.sheet-rolltemplate-5eDefault .sheet-col-18-23,.sheet-rolltemplate-5eDefault .sheet-col-19-23,.sheet-rolltemplate-5eDefault .sheet-col-20-23,.sheet-rolltemplate-5eDefault .sheet-col-21-23,.sheet-rolltemplate-5eDefault .sheet-col-22-23,.sheet-rolltemplate-5eDefault .sheet-col-1-24,.sheet-rolltemplate-5eDefault .sheet-col-5-24,.sheet-rolltemplate-5eDefault .sheet-col-7-24,.sheet-rolltemplate-5eDefault .sheet-col-9-24,.sheet-rolltemplate-5eDefault .sheet-col-11-24,.sheet-rolltemplate-5eDefault .sheet-col-13-24,.sheet-rolltemplate-5eDefault .sheet-col-15-24,.sheet-rolltemplate-5eDefault .sheet-col-17-24,.sheet-rolltemplate-5eDefault .sheet-col-19-24,.sheet-rolltemplate-5eDefault .sheet-col-21-24,.sheet-rolltemplate-5eDefault .sheet-col-23-24, .sheet-col-1, .sheet-col-1-2, .sheet-col-1-3, .sheet-col-2-3, .sheet-col-1-4, .sheet-col-3-4, .sheet-col-1-5, .sheet-col-2-5, .sheet-col-3-5, .sheet-col-4-5, .sheet-col-1-6, .sheet-col-5-6, .sheet-col-1-7, .sheet-col-2-7, .sheet-col-3-7, .sheet-col-4-7, .sheet-col-5-7, .sheet-col-6-7, .sheet-col-1-8, .sheet-col-3-8, .sheet-col-5-8, .sheet-col-7-8, .sheet-col-1-9, .sheet-col-2-9, .sheet-col-4-9, .sheet-col-5-9, .sheet-col-6-9, .sheet-col-7-9, .sheet-col-8-9, .sheet-col-1-10, .sheet-col-3-10, .sheet-col-7-10, .sheet-col-9-10, .sheet-col-1-11, .sheet-col-2-11, .sheet-col-3-11, .sheet-col-4-11, .sheet-col-5-11, .sheet-col-6-11, .sheet-col-7-11, .sheet-col-8-11, .sheet-col-9-11, .sheet-col-10-11, .sheet-col-1-12, .sheet-col-5-12, .sheet-col-7-12, .sheet-col-9-12, .sheet-col-11-12, .sheet-col-1-13, .sheet-col-2-13, .sheet-col-3-13, .sheet-col-4-13, .sheet-col-5-13, .sheet-col-6-13, .sheet-col-7-13, .sheet-col-8-13, .sheet-col-9-13, .sheet-col-10-13, .sheet-col-11-13, .sheet-col-12-13, .sheet-col-1-14, .sheet-col-3-14, .sheet-col-5-14, .sheet-col-9-14, .sheet-col-11-14, .sheet-col-13-14, .sheet-col-1-15, .sheet-col-2-15, .sheet-col-4-15, .sheet-col-6-15, .sheet-col-7-15, .sheet-col-8-15, .sheet-col-9-15, .sheet-col-10-15, .sheet-col-11-15, .sheet-col-12-15, .sheet-col-13-15, .sheet-col-14-15, .sheet-col-1-16, .sheet-col-3-16, .sheet-col-5-16, .sheet-col-7-16, .sheet-col-9-16, .sheet-col-11-16, .sheet-col-13-16, .sheet-col-15-16, .sheet-col-1-17, .sheet-col-2-17, .sheet-col-3-17, .sheet-col-4-17, .sheet-col-5-17, .sheet-col-6-17, .sheet-col-7-17, .sheet-col-8-17, .sheet-col-9-17, .sheet-col-10-17, .sheet-col-11-17, .sheet-col-12-17, .sheet-col-13-17, .sheet-col-14-17, .sheet-col-15-17, .sheet-col-16-17, .sheet-col-1-18, .sheet-col-5-18, .sheet-col-7-18, .sheet-col-11-18, .sheet-col-13-18, .sheet-col-15-18, .sheet-col-17-18, .sheet-col-1-19, .sheet-col-2-19, .sheet-col-3-19, .sheet-col-4-19, .sheet-col-5-19, .sheet-col-6-19, .sheet-col-7-19, .sheet-col-8-19, .sheet-col-9-19, .sheet-col-10-19, .sheet-col-11-19, .sheet-col-12-19, .sheet-col-13-19, .sheet-col-14-19, .sheet-col-15-19, .sheet-col-16-19, .sheet-col-17-19, .sheet-col-18-19, .sheet-col-1-20, .sheet-col-3-20, .sheet-col-7-20, .sheet-col-9-20, .sheet-col-11-20, .sheet-col-13-20, .sheet-col-15-20, .sheet-col-17-20, .sheet-col-19-20, .sheet-col-1-21, .sheet-col-2-21, .sheet-col-4-21, .sheet-col-5-21, .sheet-col-6-21, .sheet-col-8-21, .sheet-col-9-21, .sheet-col-10-21, .sheet-col-11-21, .sheet-col-12-21, .sheet-col-13-21, .sheet-col-14-21, .sheet-col-15-21, .sheet-col-16-21, .sheet-col-17-21, .sheet-col-18-21, .sheet-col-19-21, .sheet-col-20-21, .sheet-col-1-22, .sheet-col-3-22, .sheet-col-5-22, .sheet-col-7-22, .sheet-col-9-22, .sheet-col-13-22, .sheet-col-15-22, .sheet-col-17-22, .sheet-col-19-22, .sheet-col-21-22, .sheet-col-1-23, .sheet-col-2-23, .sheet-col-3-23, .sheet-col-4-23, .sheet-col-5-23, .sheet-col-6-23, .sheet-col-7-23, .sheet-col-8-23, .sheet-col-9-23, .sheet-col-10-23, .sheet-col-11-23, .sheet-col-12-23, .sheet-col-13-23, .sheet-col-14-23, .sheet-col-15-23, .sheet-col-16-23, .sheet-col-17-23, .sheet-col-18-23, .sheet-col-19-23, .sheet-col-20-23, .sheet-col-21-23, .sheet-col-22-23, .sheet-col-1-24, .sheet-col-5-24, .sheet-col-7-24, .sheet-col-9-24, .sheet-col-11-24, .sheet-col-13-24, .sheet-col-15-24, .sheet-col-17-24, .sheet-col-19-24, .sheet-col-21-24, .sheet-col-23-24 { + display: inline-block; + zoom: 1; + *display: inline; + letter-spacing: normal; + word-spacing: normal; + vertical-align: top; + text-rendering: auto; +} + + + + .sheet-col-1, + .sheet-rolltemplate-5eDefault .sheet-col-1 { + display:block; +} + + + .sheet-col-1-2, + .sheet-rolltemplate-5eDefault .sheet-col-1-2 { + width: 50%; +} + + .sheet-offset-1-2, + .sheet-rolltemplate-5eDefault .sheet-offset-1-2 { + margin-left: 50%; +} + + .sheet-col-1-3, + .sheet-rolltemplate-5eDefault .sheet-col-1-3 { + width: 33.33333%; +} + + .sheet-offset-1-3, + .sheet-rolltemplate-5eDefault .sheet-offset-1-3 { + margin-left: 33.33333%; +} + + .sheet-col-2-3, + .sheet-rolltemplate-5eDefault .sheet-col-2-3 { + width: 66.66667%; +} + + .sheet-offset-2-3, + .sheet-rolltemplate-5eDefault .sheet-offset-2-3 { + margin-left: 66.66667%; +} + + .sheet-col-1-4, + .sheet-rolltemplate-5eDefault .sheet-col-1-4 { + width: 25%; +} + + .sheet-offset-1-4, + .sheet-rolltemplate-5eDefault .sheet-offset-1-4 { + margin-left: 25%; +} + + .sheet-col-3-4, + .sheet-rolltemplate-5eDefault .sheet-col-3-4 { + width: 75%; +} + + .sheet-offset-3-4, + .sheet-rolltemplate-5eDefault .sheet-offset-3-4 { + margin-left: 75%; +} + + .sheet-col-1-5, + .sheet-rolltemplate-5eDefault .sheet-col-1-5 { + width: 20%; +} + + .sheet-offset-1-5, + .sheet-rolltemplate-5eDefault .sheet-offset-1-5 { + margin-left: 20%; +} + + .sheet-col-2-5, + .sheet-rolltemplate-5eDefault .sheet-col-2-5 { + width: 40%; +} + + .sheet-offset-2-5, + .sheet-rolltemplate-5eDefault .sheet-offset-2-5 { + margin-left: 40%; +} + + .sheet-col-3-5, + .sheet-rolltemplate-5eDefault .sheet-col-3-5 { + width: 60%; +} + + .sheet-offset-3-5, + .sheet-rolltemplate-5eDefault .sheet-offset-3-5 { + margin-left: 60%; +} + + .sheet-col-4-5, + .sheet-rolltemplate-5eDefault .sheet-col-4-5 { + width: 80%; +} + + .sheet-offset-4-5, + .sheet-rolltemplate-5eDefault .sheet-offset-4-5 { + margin-left: 80%; +} + + .sheet-col-1-6, + .sheet-rolltemplate-5eDefault .sheet-col-1-6 { + width: 16.66667%; +} + + .sheet-offset-1-6, + .sheet-rolltemplate-5eDefault .sheet-offset-1-6 { + margin-left: 16.66667%; +} + + .sheet-col-5-6, + .sheet-rolltemplate-5eDefault .sheet-col-5-6 { + width: 83.33333%; +} + + .sheet-offset-5-6, + .sheet-rolltemplate-5eDefault .sheet-offset-5-6 { + margin-left: 83.33333%; +} + + .sheet-col-1-7, + .sheet-rolltemplate-5eDefault .sheet-col-1-7 { + width: 14.28571%; +} + + .sheet-offset-1-7, + .sheet-rolltemplate-5eDefault .sheet-offset-1-7 { + margin-left: 14.28571%; +} + + .sheet-col-2-7, + .sheet-rolltemplate-5eDefault .sheet-col-2-7 { + width: 28.57143%; +} + + .sheet-offset-2-7, + .sheet-rolltemplate-5eDefault .sheet-offset-2-7 { + margin-left: 28.57143%; +} + + .sheet-col-3-7, + .sheet-rolltemplate-5eDefault .sheet-col-3-7 { + width: 42.85714%; +} + + .sheet-offset-3-7, + .sheet-rolltemplate-5eDefault .sheet-offset-3-7 { + margin-left: 42.85714%; +} + + .sheet-col-4-7, + .sheet-rolltemplate-5eDefault .sheet-col-4-7 { + width: 57.14286%; +} + + .sheet-offset-4-7, + .sheet-rolltemplate-5eDefault .sheet-offset-4-7 { + margin-left: 57.14286%; +} + + .sheet-col-5-7, + .sheet-rolltemplate-5eDefault .sheet-col-5-7 { + width: 71.42857%; +} + + .sheet-offset-5-7, + .sheet-rolltemplate-5eDefault .sheet-offset-5-7 { + margin-left: 71.42857%; +} + + .sheet-col-6-7, + .sheet-rolltemplate-5eDefault .sheet-col-6-7 { + width: 85.71429%; +} + + .sheet-offset-6-7, + .sheet-rolltemplate-5eDefault .sheet-offset-6-7 { + margin-left: 85.71429%; +} + + .sheet-col-1-8, + .sheet-rolltemplate-5eDefault .sheet-col-1-8 { + width: 12.5%; +} + + .sheet-offset-1-8, + .sheet-rolltemplate-5eDefault .sheet-offset-1-8 { + margin-left: 12.5%; +} + + .sheet-col-3-8, + .sheet-rolltemplate-5eDefault .sheet-col-3-8 { + width: 37.5%; +} + + .sheet-offset-3-8, + .sheet-rolltemplate-5eDefault .sheet-offset-3-8 { + margin-left: 37.5%; +} + + .sheet-col-5-8, + .sheet-rolltemplate-5eDefault .sheet-col-5-8 { + width: 62.5%; +} + + .sheet-offset-5-8, + .sheet-rolltemplate-5eDefault .sheet-offset-5-8 { + margin-left: 62.5%; +} + + .sheet-col-7-8, + .sheet-rolltemplate-5eDefault .sheet-col-7-8 { + width: 87.5%; +} + + .sheet-offset-7-8, + .sheet-rolltemplate-5eDefault .sheet-offset-7-8 { + margin-left: 87.5%; +} + + .sheet-col-1-9, + .sheet-rolltemplate-5eDefault .sheet-col-1-9 { + width: 11.11111%; +} + + .sheet-offset-1-9, + .sheet-rolltemplate-5eDefault .sheet-offset-1-9 { + margin-left: 11.11111%; +} + + .sheet-col-2-9, + .sheet-rolltemplate-5eDefault .sheet-col-2-9 { + width: 22.22222%; +} + + .sheet-offset-2-9, + .sheet-rolltemplate-5eDefault .sheet-offset-2-9 { + margin-left: 22.22222%; +} + + .sheet-col-4-9, + .sheet-rolltemplate-5eDefault .sheet-col-4-9 { + width: 44.44444%; +} + + .sheet-offset-4-9, + .sheet-rolltemplate-5eDefault .sheet-offset-4-9 { + margin-left: 44.44444%; +} + + .sheet-col-5-9, + .sheet-rolltemplate-5eDefault .sheet-col-5-9 { + width: 55.55556%; +} + + .sheet-offset-5-9, + .sheet-rolltemplate-5eDefault .sheet-offset-5-9 { + margin-left: 55.55556%; +} + + .sheet-col-6-9, + .sheet-rolltemplate-5eDefault .sheet-col-6-9 { + width: 66.66667%; +} + + .sheet-offset-6-9, + .sheet-rolltemplate-5eDefault .sheet-offset-6-9 { + margin-left: 66.66667%; +} + + .sheet-col-7-9, + .sheet-rolltemplate-5eDefault .sheet-col-7-9 { + width: 77.77778%; +} + + .sheet-offset-7-9, + .sheet-rolltemplate-5eDefault .sheet-offset-7-9 { + margin-left: 77.77778%; +} + + .sheet-col-8-9, + .sheet-rolltemplate-5eDefault .sheet-col-8-9 { + width: 88.88889%; +} + + .sheet-offset-8-9, + .sheet-rolltemplate-5eDefault .sheet-offset-8-9 { + margin-left: 88.88889%; +} + + .sheet-col-1-10, + .sheet-rolltemplate-5eDefault .sheet-col-1-10 { + width: 10%; +} + + .sheet-offset-1-10, + .sheet-rolltemplate-5eDefault .sheet-offset-1-10 { + margin-left: 10%; +} + + .sheet-col-3-10, + .sheet-rolltemplate-5eDefault .sheet-col-3-10 { + width: 30%; +} + + .sheet-offset-3-10, + .sheet-rolltemplate-5eDefault .sheet-offset-3-10 { + margin-left: 30%; +} + + .sheet-col-7-10, + .sheet-rolltemplate-5eDefault .sheet-col-7-10 { + width: 70%; +} + + .sheet-offset-7-10, + .sheet-rolltemplate-5eDefault .sheet-offset-7-10 { + margin-left: 70%; +} + + .sheet-col-9-10, + .sheet-rolltemplate-5eDefault .sheet-col-9-10 { + width: 90%; +} + + .sheet-offset-9-10, + .sheet-rolltemplate-5eDefault .sheet-offset-9-10 { + margin-left: 90%; +} + + .sheet-col-1-11, + .sheet-rolltemplate-5eDefault .sheet-col-1-11 { + width: 9.09091%; +} + + .sheet-offset-1-11, + .sheet-rolltemplate-5eDefault .sheet-offset-1-11 { + margin-left: 9.09091%; +} + + .sheet-col-2-11, + .sheet-rolltemplate-5eDefault .sheet-col-2-11 { + width: 18.18182%; +} + + .sheet-offset-2-11, + .sheet-rolltemplate-5eDefault .sheet-offset-2-11 { + margin-left: 18.18182%; +} + + .sheet-col-3-11, + .sheet-rolltemplate-5eDefault .sheet-col-3-11 { + width: 27.27273%; +} + + .sheet-offset-3-11, + .sheet-rolltemplate-5eDefault .sheet-offset-3-11 { + margin-left: 27.27273%; +} + + .sheet-col-4-11, + .sheet-rolltemplate-5eDefault .sheet-col-4-11 { + width: 36.36364%; +} + + .sheet-offset-4-11, + .sheet-rolltemplate-5eDefault .sheet-offset-4-11 { + margin-left: 36.36364%; +} + + .sheet-col-5-11, + .sheet-rolltemplate-5eDefault .sheet-col-5-11 { + width: 45.45455%; +} + + .sheet-offset-5-11, + .sheet-rolltemplate-5eDefault .sheet-offset-5-11 { + margin-left: 45.45455%; +} + + .sheet-col-6-11, + .sheet-rolltemplate-5eDefault .sheet-col-6-11 { + width: 54.54545%; +} + + .sheet-offset-6-11, + .sheet-rolltemplate-5eDefault .sheet-offset-6-11 { + margin-left: 54.54545%; +} + + .sheet-col-7-11, + .sheet-rolltemplate-5eDefault .sheet-col-7-11 { + width: 63.63636%; +} + + .sheet-offset-7-11, + .sheet-rolltemplate-5eDefault .sheet-offset-7-11 { + margin-left: 63.63636%; +} + + .sheet-col-8-11, + .sheet-rolltemplate-5eDefault .sheet-col-8-11 { + width: 72.72727%; +} + + .sheet-offset-8-11, + .sheet-rolltemplate-5eDefault .sheet-offset-8-11 { + margin-left: 72.72727%; +} + + .sheet-col-9-11, + .sheet-rolltemplate-5eDefault .sheet-col-9-11 { + width: 81.81818%; +} + + .sheet-offset-9-11, + .sheet-rolltemplate-5eDefault .sheet-offset-9-11 { + margin-left: 81.81818%; +} + + .sheet-col-10-11, + .sheet-rolltemplate-5eDefault .sheet-col-10-11 { + width: 90.90909%; +} + + .sheet-offset-10-11, + .sheet-rolltemplate-5eDefault .sheet-offset-10-11 { + margin-left: 90.90909%; +} + + .sheet-col-1-12, + .sheet-rolltemplate-5eDefault .sheet-col-1-12 { + width: 8.33333%; +} + + .sheet-offset-1-12, + .sheet-rolltemplate-5eDefault .sheet-offset-1-12 { + margin-left: 8.33333%; +} + + .sheet-col-5-12, + .sheet-rolltemplate-5eDefault .sheet-col-5-12 { + width: 41.66667%; +} + + .sheet-offset-5-12, + .sheet-rolltemplate-5eDefault .sheet-offset-5-12 { + margin-left: 41.66667%; +} + + .sheet-col-7-12, + .sheet-rolltemplate-5eDefault .sheet-col-7-12 { + width: 58.33333%; +} + + .sheet-offset-7-12, + .sheet-rolltemplate-5eDefault .sheet-offset-7-12 { + margin-left: 58.33333%; +} + + .sheet-col-9-12, + .sheet-rolltemplate-5eDefault .sheet-col-9-12 { + width: 75%; +} + + .sheet-offset-9-12, + .sheet-rolltemplate-5eDefault .sheet-offset-9-12 { + margin-left: 75%; +} + + .sheet-col-11-12, + .sheet-rolltemplate-5eDefault .sheet-col-11-12 { + width: 91.66667%; +} + + .sheet-offset-11-12, + .sheet-rolltemplate-5eDefault .sheet-offset-11-12 { + margin-left: 91.66667%; +} + + .sheet-col-1-13, + .sheet-rolltemplate-5eDefault .sheet-col-1-13 { + width: 7.69231%; +} + + .sheet-offset-1-13, + .sheet-rolltemplate-5eDefault .sheet-offset-1-13 { + margin-left: 7.69231%; +} + + .sheet-col-2-13, + .sheet-rolltemplate-5eDefault .sheet-col-2-13 { + width: 15.38462%; +} + + .sheet-offset-2-13, + .sheet-rolltemplate-5eDefault .sheet-offset-2-13 { + margin-left: 15.38462%; +} + + .sheet-col-3-13, + .sheet-rolltemplate-5eDefault .sheet-col-3-13 { + width: 23.07692%; +} + + .sheet-offset-3-13, + .sheet-rolltemplate-5eDefault .sheet-offset-3-13 { + margin-left: 23.07692%; +} + + .sheet-col-4-13, + .sheet-rolltemplate-5eDefault .sheet-col-4-13 { + width: 30.76923%; +} + + .sheet-offset-4-13, + .sheet-rolltemplate-5eDefault .sheet-offset-4-13 { + margin-left: 30.76923%; +} + + .sheet-col-5-13, + .sheet-rolltemplate-5eDefault .sheet-col-5-13 { + width: 38.46154%; +} + + .sheet-offset-5-13, + .sheet-rolltemplate-5eDefault .sheet-offset-5-13 { + margin-left: 38.46154%; +} + + .sheet-col-6-13, + .sheet-rolltemplate-5eDefault .sheet-col-6-13 { + width: 46.15385%; +} + + .sheet-offset-6-13, + .sheet-rolltemplate-5eDefault .sheet-offset-6-13 { + margin-left: 46.15385%; +} + + .sheet-col-7-13, + .sheet-rolltemplate-5eDefault .sheet-col-7-13 { + width: 53.84615%; +} + + .sheet-offset-7-13, + .sheet-rolltemplate-5eDefault .sheet-offset-7-13 { + margin-left: 53.84615%; +} + + .sheet-col-8-13, + .sheet-rolltemplate-5eDefault .sheet-col-8-13 { + width: 61.53846%; +} + + .sheet-offset-8-13, + .sheet-rolltemplate-5eDefault .sheet-offset-8-13 { + margin-left: 61.53846%; +} + + .sheet-col-9-13, + .sheet-rolltemplate-5eDefault .sheet-col-9-13 { + width: 69.23077%; +} + + .sheet-offset-9-13, + .sheet-rolltemplate-5eDefault .sheet-offset-9-13 { + margin-left: 69.23077%; +} + + .sheet-col-10-13, + .sheet-rolltemplate-5eDefault .sheet-col-10-13 { + width: 76.92308%; +} + + .sheet-offset-10-13, + .sheet-rolltemplate-5eDefault .sheet-offset-10-13 { + margin-left: 76.92308%; +} + + .sheet-col-11-13, + .sheet-rolltemplate-5eDefault .sheet-col-11-13 { + width: 84.61538%; +} + + .sheet-offset-11-13, + .sheet-rolltemplate-5eDefault .sheet-offset-11-13 { + margin-left: 84.61538%; +} + + .sheet-col-12-13, + .sheet-rolltemplate-5eDefault .sheet-col-12-13 { + width: 92.30769%; +} + + .sheet-offset-12-13, + .sheet-rolltemplate-5eDefault .sheet-offset-12-13 { + margin-left: 92.30769%; +} + + .sheet-col-1-14, + .sheet-rolltemplate-5eDefault .sheet-col-1-14 { + width: 7.14286%; +} + + .sheet-offset-1-14, + .sheet-rolltemplate-5eDefault .sheet-offset-1-14 { + margin-left: 7.14286%; +} + + .sheet-col-3-14, + .sheet-rolltemplate-5eDefault .sheet-col-3-14 { + width: 21.42857%; +} + + .sheet-offset-3-14, + .sheet-rolltemplate-5eDefault .sheet-offset-3-14 { + margin-left: 21.42857%; +} + + .sheet-col-5-14, + .sheet-rolltemplate-5eDefault .sheet-col-5-14 { + width: 35.71429%; +} + + .sheet-offset-5-14, + .sheet-rolltemplate-5eDefault .sheet-offset-5-14 { + margin-left: 35.71429%; +} + + .sheet-col-9-14, + .sheet-rolltemplate-5eDefault .sheet-col-9-14 { + width: 64.28571%; +} + + .sheet-offset-9-14, + .sheet-rolltemplate-5eDefault .sheet-offset-9-14 { + margin-left: 64.28571%; +} + + .sheet-col-11-14, + .sheet-rolltemplate-5eDefault .sheet-col-11-14 { + width: 78.57143%; +} + + .sheet-offset-11-14, + .sheet-rolltemplate-5eDefault .sheet-offset-11-14 { + margin-left: 78.57143%; +} + + .sheet-col-13-14, + .sheet-rolltemplate-5eDefault .sheet-col-13-14 { + width: 92.85714%; +} + + .sheet-offset-13-14, + .sheet-rolltemplate-5eDefault .sheet-offset-13-14 { + margin-left: 92.85714%; +} + + .sheet-col-1-15, + .sheet-rolltemplate-5eDefault .sheet-col-1-15 { + width: 6.66667%; +} + + .sheet-offset-1-15, + .sheet-rolltemplate-5eDefault .sheet-offset-1-15 { + margin-left: 6.66667%; +} + + .sheet-col-2-15, + .sheet-rolltemplate-5eDefault .sheet-col-2-15 { + width: 13.33333%; +} + + .sheet-offset-2-15, + .sheet-rolltemplate-5eDefault .sheet-offset-2-15 { + margin-left: 13.33333%; +} + + .sheet-col-4-15, + .sheet-rolltemplate-5eDefault .sheet-col-4-15 { + width: 26.66667%; +} + + .sheet-offset-4-15, + .sheet-rolltemplate-5eDefault .sheet-offset-4-15 { + margin-left: 26.66667%; +} + + .sheet-col-6-15, + .sheet-rolltemplate-5eDefault .sheet-col-6-15 { + width: 40%; +} + + .sheet-offset-6-15, + .sheet-rolltemplate-5eDefault .sheet-offset-6-15 { + margin-left: 40%; +} + + .sheet-col-7-15, + .sheet-rolltemplate-5eDefault .sheet-col-7-15 { + width: 46.66667%; +} + + .sheet-offset-7-15, + .sheet-rolltemplate-5eDefault .sheet-offset-7-15 { + margin-left: 46.66667%; +} + + .sheet-col-8-15, + .sheet-rolltemplate-5eDefault .sheet-col-8-15 { + width: 53.33333%; +} + + .sheet-offset-8-15, + .sheet-rolltemplate-5eDefault .sheet-offset-8-15 { + margin-left: 53.33333%; +} + + .sheet-col-9-15, + .sheet-rolltemplate-5eDefault .sheet-col-9-15 { + width: 60%; +} + + .sheet-offset-9-15, + .sheet-rolltemplate-5eDefault .sheet-offset-9-15 { + margin-left: 60%; +} + + .sheet-col-10-15, + .sheet-rolltemplate-5eDefault .sheet-col-10-15 { + width: 66.66667%; +} + + .sheet-offset-10-15, + .sheet-rolltemplate-5eDefault .sheet-offset-10-15 { + margin-left: 66.66667%; +} + + .sheet-col-11-15, + .sheet-rolltemplate-5eDefault .sheet-col-11-15 { + width: 73.33333%; +} + + .sheet-offset-11-15, + .sheet-rolltemplate-5eDefault .sheet-offset-11-15 { + margin-left: 73.33333%; +} + + .sheet-col-12-15, + .sheet-rolltemplate-5eDefault .sheet-col-12-15 { + width: 80%; +} + + .sheet-offset-12-15, + .sheet-rolltemplate-5eDefault .sheet-offset-12-15 { + margin-left: 80%; +} + + .sheet-col-13-15, + .sheet-rolltemplate-5eDefault .sheet-col-13-15 { + width: 86.66667%; +} + + .sheet-offset-13-15, + .sheet-rolltemplate-5eDefault .sheet-offset-13-15 { + margin-left: 86.66667%; +} + + .sheet-col-14-15, + .sheet-rolltemplate-5eDefault .sheet-col-14-15 { + width: 93.33333%; +} + + .sheet-offset-14-15, + .sheet-rolltemplate-5eDefault .sheet-offset-14-15 { + margin-left: 93.33333%; +} + + .sheet-col-1-16, + .sheet-rolltemplate-5eDefault .sheet-col-1-16 { + width: 6.25%; +} + + .sheet-offset-1-16, + .sheet-rolltemplate-5eDefault .sheet-offset-1-16 { + margin-left: 6.25%; +} + + .sheet-col-3-16, + .sheet-rolltemplate-5eDefault .sheet-col-3-16 { + width: 18.75%; +} + + .sheet-offset-3-16, + .sheet-rolltemplate-5eDefault .sheet-offset-3-16 { + margin-left: 18.75%; +} + + .sheet-col-5-16, + .sheet-rolltemplate-5eDefault .sheet-col-5-16 { + width: 31.25%; +} + + .sheet-offset-5-16, + .sheet-rolltemplate-5eDefault .sheet-offset-5-16 { + margin-left: 31.25%; +} + + .sheet-col-7-16, + .sheet-rolltemplate-5eDefault .sheet-col-7-16 { + width: 43.75%; +} + + .sheet-offset-7-16, + .sheet-rolltemplate-5eDefault .sheet-offset-7-16 { + margin-left: 43.75%; +} + + .sheet-col-9-16, + .sheet-rolltemplate-5eDefault .sheet-col-9-16 { + width: 56.25%; +} + + .sheet-offset-9-16, + .sheet-rolltemplate-5eDefault .sheet-offset-9-16 { + margin-left: 56.25%; +} + + .sheet-col-11-16, + .sheet-rolltemplate-5eDefault .sheet-col-11-16 { + width: 68.75%; +} + + .sheet-offset-11-16, + .sheet-rolltemplate-5eDefault .sheet-offset-11-16 { + margin-left: 68.75%; +} + + .sheet-col-13-16, + .sheet-rolltemplate-5eDefault .sheet-col-13-16 { + width: 81.25%; +} + + .sheet-offset-13-16, + .sheet-rolltemplate-5eDefault .sheet-offset-13-16 { + margin-left: 81.25%; +} + + .sheet-col-15-16, + .sheet-rolltemplate-5eDefault .sheet-col-15-16 { + width: 93.75%; +} + + .sheet-offset-15-16, + .sheet-rolltemplate-5eDefault .sheet-offset-15-16 { + margin-left: 93.75%; +} + + .sheet-col-1-17, + .sheet-rolltemplate-5eDefault .sheet-col-1-17 { + width: 5.88235%; +} + + .sheet-offset-1-17, + .sheet-rolltemplate-5eDefault .sheet-offset-1-17 { + margin-left: 5.88235%; +} + + .sheet-col-2-17, + .sheet-rolltemplate-5eDefault .sheet-col-2-17 { + width: 11.76471%; +} + + .sheet-offset-2-17, + .sheet-rolltemplate-5eDefault .sheet-offset-2-17 { + margin-left: 11.76471%; +} + + .sheet-col-3-17, + .sheet-rolltemplate-5eDefault .sheet-col-3-17 { + width: 17.64706%; +} + + .sheet-offset-3-17, + .sheet-rolltemplate-5eDefault .sheet-offset-3-17 { + margin-left: 17.64706%; +} + + .sheet-col-4-17, + .sheet-rolltemplate-5eDefault .sheet-col-4-17 { + width: 23.52941%; +} + + .sheet-offset-4-17, + .sheet-rolltemplate-5eDefault .sheet-offset-4-17 { + margin-left: 23.52941%; +} + + .sheet-col-5-17, + .sheet-rolltemplate-5eDefault .sheet-col-5-17 { + width: 29.41176%; +} + + .sheet-offset-5-17, + .sheet-rolltemplate-5eDefault .sheet-offset-5-17 { + margin-left: 29.41176%; +} + + .sheet-col-6-17, + .sheet-rolltemplate-5eDefault .sheet-col-6-17 { + width: 35.29412%; +} + + .sheet-offset-6-17, + .sheet-rolltemplate-5eDefault .sheet-offset-6-17 { + margin-left: 35.29412%; +} + + .sheet-col-7-17, + .sheet-rolltemplate-5eDefault .sheet-col-7-17 { + width: 41.17647%; +} + + .sheet-offset-7-17, + .sheet-rolltemplate-5eDefault .sheet-offset-7-17 { + margin-left: 41.17647%; +} + + .sheet-col-8-17, + .sheet-rolltemplate-5eDefault .sheet-col-8-17 { + width: 47.05882%; +} + + .sheet-offset-8-17, + .sheet-rolltemplate-5eDefault .sheet-offset-8-17 { + margin-left: 47.05882%; +} + + .sheet-col-9-17, + .sheet-rolltemplate-5eDefault .sheet-col-9-17 { + width: 52.94118%; +} + + .sheet-offset-9-17, + .sheet-rolltemplate-5eDefault .sheet-offset-9-17 { + margin-left: 52.94118%; +} + + .sheet-col-10-17, + .sheet-rolltemplate-5eDefault .sheet-col-10-17 { + width: 58.82353%; +} + + .sheet-offset-10-17, + .sheet-rolltemplate-5eDefault .sheet-offset-10-17 { + margin-left: 58.82353%; +} + + .sheet-col-11-17, + .sheet-rolltemplate-5eDefault .sheet-col-11-17 { + width: 64.70588%; +} + + .sheet-offset-11-17, + .sheet-rolltemplate-5eDefault .sheet-offset-11-17 { + margin-left: 64.70588%; +} + + .sheet-col-12-17, + .sheet-rolltemplate-5eDefault .sheet-col-12-17 { + width: 70.58824%; +} + + .sheet-offset-12-17, + .sheet-rolltemplate-5eDefault .sheet-offset-12-17 { + margin-left: 70.58824%; +} + + .sheet-col-13-17, + .sheet-rolltemplate-5eDefault .sheet-col-13-17 { + width: 76.47059%; +} + + .sheet-offset-13-17, + .sheet-rolltemplate-5eDefault .sheet-offset-13-17 { + margin-left: 76.47059%; +} + + .sheet-col-14-17, + .sheet-rolltemplate-5eDefault .sheet-col-14-17 { + width: 82.35294%; +} + + .sheet-offset-14-17, + .sheet-rolltemplate-5eDefault .sheet-offset-14-17 { + margin-left: 82.35294%; +} + + .sheet-col-15-17, + .sheet-rolltemplate-5eDefault .sheet-col-15-17 { + width: 88.23529%; +} + + .sheet-offset-15-17, + .sheet-rolltemplate-5eDefault .sheet-offset-15-17 { + margin-left: 88.23529%; +} + + .sheet-col-16-17, + .sheet-rolltemplate-5eDefault .sheet-col-16-17 { + width: 94.11765%; +} + + .sheet-offset-16-17, + .sheet-rolltemplate-5eDefault .sheet-offset-16-17 { + margin-left: 94.11765%; +} + + .sheet-col-1-18, + .sheet-rolltemplate-5eDefault .sheet-col-1-18 { + width: 5.55556%; +} + + .sheet-offset-1-18, + .sheet-rolltemplate-5eDefault .sheet-offset-1-18 { + margin-left: 5.55556%; +} + + .sheet-col-5-18, + .sheet-rolltemplate-5eDefault .sheet-col-5-18 { + width: 27.77778%; +} + + .sheet-offset-5-18, + .sheet-rolltemplate-5eDefault .sheet-offset-5-18 { + margin-left: 27.77778%; +} + + .sheet-col-7-18, + .sheet-rolltemplate-5eDefault .sheet-col-7-18 { + width: 38.88889%; +} + + .sheet-offset-7-18, + .sheet-rolltemplate-5eDefault .sheet-offset-7-18 { + margin-left: 38.88889%; +} + + .sheet-col-11-18, + .sheet-rolltemplate-5eDefault .sheet-col-11-18 { + width: 61.11111%; +} + + .sheet-offset-11-18, + .sheet-rolltemplate-5eDefault .sheet-offset-11-18 { + margin-left: 61.11111%; +} + + .sheet-col-13-18, + .sheet-rolltemplate-5eDefault .sheet-col-13-18 { + width: 72.22222%; +} + + .sheet-offset-13-18, + .sheet-rolltemplate-5eDefault .sheet-offset-13-18 { + margin-left: 72.22222%; +} + + .sheet-col-15-18, + .sheet-rolltemplate-5eDefault .sheet-col-15-18 { + width: 83.33333%; +} + + .sheet-offset-15-18, + .sheet-rolltemplate-5eDefault .sheet-offset-15-18 { + margin-left: 83.33333%; +} + + .sheet-col-17-18, + .sheet-rolltemplate-5eDefault .sheet-col-17-18 { + width: 94.44444%; +} + + .sheet-offset-17-18, + .sheet-rolltemplate-5eDefault .sheet-offset-17-18 { + margin-left: 94.44444%; +} + + .sheet-col-1-19, + .sheet-rolltemplate-5eDefault .sheet-col-1-19 { + width: 5.26316%; +} + + .sheet-offset-1-19, + .sheet-rolltemplate-5eDefault .sheet-offset-1-19 { + margin-left: 5.26316%; +} + + .sheet-col-2-19, + .sheet-rolltemplate-5eDefault .sheet-col-2-19 { + width: 10.52632%; +} + + .sheet-offset-2-19, + .sheet-rolltemplate-5eDefault .sheet-offset-2-19 { + margin-left: 10.52632%; +} + + .sheet-col-3-19, + .sheet-rolltemplate-5eDefault .sheet-col-3-19 { + width: 15.78947%; +} + + .sheet-offset-3-19, + .sheet-rolltemplate-5eDefault .sheet-offset-3-19 { + margin-left: 15.78947%; +} + + .sheet-col-4-19, + .sheet-rolltemplate-5eDefault .sheet-col-4-19 { + width: 21.05263%; +} + + .sheet-offset-4-19, + .sheet-rolltemplate-5eDefault .sheet-offset-4-19 { + margin-left: 21.05263%; +} + + .sheet-col-5-19, + .sheet-rolltemplate-5eDefault .sheet-col-5-19 { + width: 26.31579%; +} + + .sheet-offset-5-19, + .sheet-rolltemplate-5eDefault .sheet-offset-5-19 { + margin-left: 26.31579%; +} + + .sheet-col-6-19, + .sheet-rolltemplate-5eDefault .sheet-col-6-19 { + width: 31.57895%; +} + + .sheet-offset-6-19, + .sheet-rolltemplate-5eDefault .sheet-offset-6-19 { + margin-left: 31.57895%; +} + + .sheet-col-7-19, + .sheet-rolltemplate-5eDefault .sheet-col-7-19 { + width: 36.84211%; +} + + .sheet-offset-7-19, + .sheet-rolltemplate-5eDefault .sheet-offset-7-19 { + margin-left: 36.84211%; +} + + .sheet-col-8-19, + .sheet-rolltemplate-5eDefault .sheet-col-8-19 { + width: 42.10526%; +} + + .sheet-offset-8-19, + .sheet-rolltemplate-5eDefault .sheet-offset-8-19 { + margin-left: 42.10526%; +} + + .sheet-col-9-19, + .sheet-rolltemplate-5eDefault .sheet-col-9-19 { + width: 47.36842%; +} + + .sheet-offset-9-19, + .sheet-rolltemplate-5eDefault .sheet-offset-9-19 { + margin-left: 47.36842%; +} + + .sheet-col-10-19, + .sheet-rolltemplate-5eDefault .sheet-col-10-19 { + width: 52.63158%; +} + + .sheet-offset-10-19, + .sheet-rolltemplate-5eDefault .sheet-offset-10-19 { + margin-left: 52.63158%; +} + + .sheet-col-11-19, + .sheet-rolltemplate-5eDefault .sheet-col-11-19 { + width: 57.89474%; +} + + .sheet-offset-11-19, + .sheet-rolltemplate-5eDefault .sheet-offset-11-19 { + margin-left: 57.89474%; +} + + .sheet-col-12-19, + .sheet-rolltemplate-5eDefault .sheet-col-12-19 { + width: 63.15789%; +} + + .sheet-offset-12-19, + .sheet-rolltemplate-5eDefault .sheet-offset-12-19 { + margin-left: 63.15789%; +} + + .sheet-col-13-19, + .sheet-rolltemplate-5eDefault .sheet-col-13-19 { + width: 68.42105%; +} + + .sheet-offset-13-19, + .sheet-rolltemplate-5eDefault .sheet-offset-13-19 { + margin-left: 68.42105%; +} + + .sheet-col-14-19, + .sheet-rolltemplate-5eDefault .sheet-col-14-19 { + width: 73.68421%; +} + + .sheet-offset-14-19, + .sheet-rolltemplate-5eDefault .sheet-offset-14-19 { + margin-left: 73.68421%; +} + + .sheet-col-15-19, + .sheet-rolltemplate-5eDefault .sheet-col-15-19 { + width: 78.94737%; +} + + .sheet-offset-15-19, + .sheet-rolltemplate-5eDefault .sheet-offset-15-19 { + margin-left: 78.94737%; +} + + .sheet-col-16-19, + .sheet-rolltemplate-5eDefault .sheet-col-16-19 { + width: 84.21053%; +} + + .sheet-offset-16-19, + .sheet-rolltemplate-5eDefault .sheet-offset-16-19 { + margin-left: 84.21053%; +} + + .sheet-col-17-19, + .sheet-rolltemplate-5eDefault .sheet-col-17-19 { + width: 89.47368%; +} + + .sheet-offset-17-19, + .sheet-rolltemplate-5eDefault .sheet-offset-17-19 { + margin-left: 89.47368%; +} + + .sheet-col-18-19, + .sheet-rolltemplate-5eDefault .sheet-col-18-19 { + width: 94.73684%; +} + + .sheet-offset-18-19, + .sheet-rolltemplate-5eDefault .sheet-offset-18-19 { + margin-left: 94.73684%; +} + + .sheet-col-1-20, + .sheet-rolltemplate-5eDefault .sheet-col-1-20 { + width: 5%; +} + + .sheet-offset-1-20, + .sheet-rolltemplate-5eDefault .sheet-offset-1-20 { + margin-left: 5%; +} + + .sheet-col-3-20, + .sheet-rolltemplate-5eDefault .sheet-col-3-20 { + width: 15%; +} + + .sheet-offset-3-20, + .sheet-rolltemplate-5eDefault .sheet-offset-3-20 { + margin-left: 15%; +} + + .sheet-col-7-20, + .sheet-rolltemplate-5eDefault .sheet-col-7-20 { + width: 35%; +} + + .sheet-offset-7-20, + .sheet-rolltemplate-5eDefault .sheet-offset-7-20 { + margin-left: 35%; +} + + .sheet-col-9-20, + .sheet-rolltemplate-5eDefault .sheet-col-9-20 { + width: 45%; +} + + .sheet-offset-9-20, + .sheet-rolltemplate-5eDefault .sheet-offset-9-20 { + margin-left: 45%; +} + + .sheet-col-11-20, + .sheet-rolltemplate-5eDefault .sheet-col-11-20 { + width: 55%; +} + + .sheet-offset-11-20, + .sheet-rolltemplate-5eDefault .sheet-offset-11-20 { + margin-left: 55%; +} + + .sheet-col-13-20, + .sheet-rolltemplate-5eDefault .sheet-col-13-20 { + width: 65%; +} + + .sheet-offset-13-20, + .sheet-rolltemplate-5eDefault .sheet-offset-13-20 { + margin-left: 65%; +} + + .sheet-col-15-20, + .sheet-rolltemplate-5eDefault .sheet-col-15-20 { + width: 75%; +} + + .sheet-offset-15-20, + .sheet-rolltemplate-5eDefault .sheet-offset-15-20 { + margin-left: 75%; +} + + .sheet-col-17-20, + .sheet-rolltemplate-5eDefault .sheet-col-17-20 { + width: 85%; +} + + .sheet-offset-17-20, + .sheet-rolltemplate-5eDefault .sheet-offset-17-20 { + margin-left: 85%; +} + + .sheet-col-19-20, + .sheet-rolltemplate-5eDefault .sheet-col-19-20 { + width: 95%; +} + + .sheet-offset-19-20, + .sheet-rolltemplate-5eDefault .sheet-offset-19-20 { + margin-left: 95%; +} + + .sheet-col-1-21, + .sheet-rolltemplate-5eDefault .sheet-col-1-21 { + width: 4.7619%; +} + + .sheet-offset-1-21, + .sheet-rolltemplate-5eDefault .sheet-offset-1-21 { + margin-left: 4.7619%; +} + + .sheet-col-2-21, + .sheet-rolltemplate-5eDefault .sheet-col-2-21 { + width: 9.52381%; +} + + .sheet-offset-2-21, + .sheet-rolltemplate-5eDefault .sheet-offset-2-21 { + margin-left: 9.52381%; +} + + .sheet-col-4-21, + .sheet-rolltemplate-5eDefault .sheet-col-4-21 { + width: 19.04762%; +} + + .sheet-offset-4-21, + .sheet-rolltemplate-5eDefault .sheet-offset-4-21 { + margin-left: 19.04762%; +} + + .sheet-col-5-21, + .sheet-rolltemplate-5eDefault .sheet-col-5-21 { + width: 23.80952%; +} + + .sheet-offset-5-21, + .sheet-rolltemplate-5eDefault .sheet-offset-5-21 { + margin-left: 23.80952%; +} + + .sheet-col-6-21, + .sheet-rolltemplate-5eDefault .sheet-col-6-21 { + width: 28.57143%; +} + + .sheet-offset-6-21, + .sheet-rolltemplate-5eDefault .sheet-offset-6-21 { + margin-left: 28.57143%; +} + + .sheet-col-8-21, + .sheet-rolltemplate-5eDefault .sheet-col-8-21 { + width: 38.09524%; +} + + .sheet-offset-8-21, + .sheet-rolltemplate-5eDefault .sheet-offset-8-21 { + margin-left: 38.09524%; +} + + .sheet-col-9-21, + .sheet-rolltemplate-5eDefault .sheet-col-9-21 { + width: 42.85714%; +} + + .sheet-offset-9-21, + .sheet-rolltemplate-5eDefault .sheet-offset-9-21 { + margin-left: 42.85714%; +} + + .sheet-col-10-21, + .sheet-rolltemplate-5eDefault .sheet-col-10-21 { + width: 47.61905%; +} + + .sheet-offset-10-21, + .sheet-rolltemplate-5eDefault .sheet-offset-10-21 { + margin-left: 47.61905%; +} + + .sheet-col-11-21, + .sheet-rolltemplate-5eDefault .sheet-col-11-21 { + width: 52.38095%; +} + + .sheet-offset-11-21, + .sheet-rolltemplate-5eDefault .sheet-offset-11-21 { + margin-left: 52.38095%; +} + + .sheet-col-12-21, + .sheet-rolltemplate-5eDefault .sheet-col-12-21 { + width: 57.14286%; +} + + .sheet-offset-12-21, + .sheet-rolltemplate-5eDefault .sheet-offset-12-21 { + margin-left: 57.14286%; +} + + .sheet-col-13-21, + .sheet-rolltemplate-5eDefault .sheet-col-13-21 { + width: 61.90476%; +} + + .sheet-offset-13-21, + .sheet-rolltemplate-5eDefault .sheet-offset-13-21 { + margin-left: 61.90476%; +} + + .sheet-col-14-21, + .sheet-rolltemplate-5eDefault .sheet-col-14-21 { + width: 66.66667%; +} + + .sheet-offset-14-21, + .sheet-rolltemplate-5eDefault .sheet-offset-14-21 { + margin-left: 66.66667%; +} + + .sheet-col-15-21, + .sheet-rolltemplate-5eDefault .sheet-col-15-21 { + width: 71.42857%; +} + + .sheet-offset-15-21, + .sheet-rolltemplate-5eDefault .sheet-offset-15-21 { + margin-left: 71.42857%; +} + + .sheet-col-16-21, + .sheet-rolltemplate-5eDefault .sheet-col-16-21 { + width: 76.19048%; +} + + .sheet-offset-16-21, + .sheet-rolltemplate-5eDefault .sheet-offset-16-21 { + margin-left: 76.19048%; +} + + .sheet-col-17-21, + .sheet-rolltemplate-5eDefault .sheet-col-17-21 { + width: 80.95238%; +} + + .sheet-offset-17-21, + .sheet-rolltemplate-5eDefault .sheet-offset-17-21 { + margin-left: 80.95238%; +} + + .sheet-col-18-21, + .sheet-rolltemplate-5eDefault .sheet-col-18-21 { + width: 85.71429%; +} + + .sheet-offset-18-21, + .sheet-rolltemplate-5eDefault .sheet-offset-18-21 { + margin-left: 85.71429%; +} + + .sheet-col-19-21, + .sheet-rolltemplate-5eDefault .sheet-col-19-21 { + width: 90.47619%; +} + + .sheet-offset-19-21, + .sheet-rolltemplate-5eDefault .sheet-offset-19-21 { + margin-left: 90.47619%; +} + + .sheet-col-20-21, + .sheet-rolltemplate-5eDefault .sheet-col-20-21 { + width: 95.2381%; +} + + .sheet-offset-20-21, + .sheet-rolltemplate-5eDefault .sheet-offset-20-21 { + margin-left: 95.2381%; +} + + .sheet-col-1-22, + .sheet-rolltemplate-5eDefault .sheet-col-1-22 { + width: 4.54545%; +} + + .sheet-offset-1-22, + .sheet-rolltemplate-5eDefault .sheet-offset-1-22 { + margin-left: 4.54545%; +} + + .sheet-col-3-22, + .sheet-rolltemplate-5eDefault .sheet-col-3-22 { + width: 13.63636%; +} + + .sheet-offset-3-22, + .sheet-rolltemplate-5eDefault .sheet-offset-3-22 { + margin-left: 13.63636%; +} + + .sheet-col-5-22, + .sheet-rolltemplate-5eDefault .sheet-col-5-22 { + width: 22.72727%; +} + + .sheet-offset-5-22, + .sheet-rolltemplate-5eDefault .sheet-offset-5-22 { + margin-left: 22.72727%; +} + + .sheet-col-7-22, + .sheet-rolltemplate-5eDefault .sheet-col-7-22 { + width: 31.81818%; +} + + .sheet-offset-7-22, + .sheet-rolltemplate-5eDefault .sheet-offset-7-22 { + margin-left: 31.81818%; +} + + .sheet-col-9-22, + .sheet-rolltemplate-5eDefault .sheet-col-9-22 { + width: 40.90909%; +} + + .sheet-offset-9-22, + .sheet-rolltemplate-5eDefault .sheet-offset-9-22 { + margin-left: 40.90909%; +} + + .sheet-col-13-22, + .sheet-rolltemplate-5eDefault .sheet-col-13-22 { + width: 59.09091%; +} + + .sheet-offset-13-22, + .sheet-rolltemplate-5eDefault .sheet-offset-13-22 { + margin-left: 59.09091%; +} + + .sheet-col-15-22, + .sheet-rolltemplate-5eDefault .sheet-col-15-22 { + width: 68.18182%; +} + + .sheet-offset-15-22, + .sheet-rolltemplate-5eDefault .sheet-offset-15-22 { + margin-left: 68.18182%; +} + + .sheet-col-17-22, + .sheet-rolltemplate-5eDefault .sheet-col-17-22 { + width: 77.27273%; +} + + .sheet-offset-17-22, + .sheet-rolltemplate-5eDefault .sheet-offset-17-22 { + margin-left: 77.27273%; +} + + .sheet-col-19-22, + .sheet-rolltemplate-5eDefault .sheet-col-19-22 { + width: 86.36364%; +} + + .sheet-offset-19-22, + .sheet-rolltemplate-5eDefault .sheet-offset-19-22 { + margin-left: 86.36364%; +} + + .sheet-col-21-22, + .sheet-rolltemplate-5eDefault .sheet-col-21-22 { + width: 95.45455%; +} + + .sheet-offset-21-22, + .sheet-rolltemplate-5eDefault .sheet-offset-21-22 { + margin-left: 95.45455%; +} + + .sheet-col-1-23, + .sheet-rolltemplate-5eDefault .sheet-col-1-23 { + width: 4.34783%; +} + + .sheet-offset-1-23, + .sheet-rolltemplate-5eDefault .sheet-offset-1-23 { + margin-left: 4.34783%; +} + + .sheet-col-2-23, + .sheet-rolltemplate-5eDefault .sheet-col-2-23 { + width: 8.69565%; +} + + .sheet-offset-2-23, + .sheet-rolltemplate-5eDefault .sheet-offset-2-23 { + margin-left: 8.69565%; +} + + .sheet-col-3-23, + .sheet-rolltemplate-5eDefault .sheet-col-3-23 { + width: 13.04348%; +} + + .sheet-offset-3-23, + .sheet-rolltemplate-5eDefault .sheet-offset-3-23 { + margin-left: 13.04348%; +} + + .sheet-col-4-23, + .sheet-rolltemplate-5eDefault .sheet-col-4-23 { + width: 17.3913%; +} + + .sheet-offset-4-23, + .sheet-rolltemplate-5eDefault .sheet-offset-4-23 { + margin-left: 17.3913%; +} + + .sheet-col-5-23, + .sheet-rolltemplate-5eDefault .sheet-col-5-23 { + width: 21.73913%; +} + + .sheet-offset-5-23, + .sheet-rolltemplate-5eDefault .sheet-offset-5-23 { + margin-left: 21.73913%; +} + + .sheet-col-6-23, + .sheet-rolltemplate-5eDefault .sheet-col-6-23 { + width: 26.08696%; +} + + .sheet-offset-6-23, + .sheet-rolltemplate-5eDefault .sheet-offset-6-23 { + margin-left: 26.08696%; +} + + .sheet-col-7-23, + .sheet-rolltemplate-5eDefault .sheet-col-7-23 { + width: 30.43478%; +} + + .sheet-offset-7-23, + .sheet-rolltemplate-5eDefault .sheet-offset-7-23 { + margin-left: 30.43478%; +} + + .sheet-col-8-23, + .sheet-rolltemplate-5eDefault .sheet-col-8-23 { + width: 34.78261%; +} + + .sheet-offset-8-23, + .sheet-rolltemplate-5eDefault .sheet-offset-8-23 { + margin-left: 34.78261%; +} + + .sheet-col-9-23, + .sheet-rolltemplate-5eDefault .sheet-col-9-23 { + width: 39.13043%; +} + + .sheet-offset-9-23, + .sheet-rolltemplate-5eDefault .sheet-offset-9-23 { + margin-left: 39.13043%; +} + + .sheet-col-10-23, + .sheet-rolltemplate-5eDefault .sheet-col-10-23 { + width: 43.47826%; +} + + .sheet-offset-10-23, + .sheet-rolltemplate-5eDefault .sheet-offset-10-23 { + margin-left: 43.47826%; +} + + .sheet-col-11-23, + .sheet-rolltemplate-5eDefault .sheet-col-11-23 { + width: 47.82609%; +} + + .sheet-offset-11-23, + .sheet-rolltemplate-5eDefault .sheet-offset-11-23 { + margin-left: 47.82609%; +} + + .sheet-col-12-23, + .sheet-rolltemplate-5eDefault .sheet-col-12-23 { + width: 52.17391%; +} + + .sheet-offset-12-23, + .sheet-rolltemplate-5eDefault .sheet-offset-12-23 { + margin-left: 52.17391%; +} + + .sheet-col-13-23, + .sheet-rolltemplate-5eDefault .sheet-col-13-23 { + width: 56.52174%; +} + + .sheet-offset-13-23, + .sheet-rolltemplate-5eDefault .sheet-offset-13-23 { + margin-left: 56.52174%; +} + + .sheet-col-14-23, + .sheet-rolltemplate-5eDefault .sheet-col-14-23 { + width: 60.86957%; +} + + .sheet-offset-14-23, + .sheet-rolltemplate-5eDefault .sheet-offset-14-23 { + margin-left: 60.86957%; +} + + .sheet-col-15-23, + .sheet-rolltemplate-5eDefault .sheet-col-15-23 { + width: 65.21739%; +} + + .sheet-offset-15-23, + .sheet-rolltemplate-5eDefault .sheet-offset-15-23 { + margin-left: 65.21739%; +} + + .sheet-col-16-23, + .sheet-rolltemplate-5eDefault .sheet-col-16-23 { + width: 69.56522%; +} + + .sheet-offset-16-23, + .sheet-rolltemplate-5eDefault .sheet-offset-16-23 { + margin-left: 69.56522%; +} + + .sheet-col-17-23, + .sheet-rolltemplate-5eDefault .sheet-col-17-23 { + width: 73.91304%; +} + + .sheet-offset-17-23, + .sheet-rolltemplate-5eDefault .sheet-offset-17-23 { + margin-left: 73.91304%; +} + + .sheet-col-18-23, + .sheet-rolltemplate-5eDefault .sheet-col-18-23 { + width: 78.26087%; +} + + .sheet-offset-18-23, + .sheet-rolltemplate-5eDefault .sheet-offset-18-23 { + margin-left: 78.26087%; +} + + .sheet-col-19-23, + .sheet-rolltemplate-5eDefault .sheet-col-19-23 { + width: 82.6087%; +} + + .sheet-offset-19-23, + .sheet-rolltemplate-5eDefault .sheet-offset-19-23 { + margin-left: 82.6087%; +} + + .sheet-col-20-23, + .sheet-rolltemplate-5eDefault .sheet-col-20-23 { + width: 86.95652%; +} + + .sheet-offset-20-23, + .sheet-rolltemplate-5eDefault .sheet-offset-20-23 { + margin-left: 86.95652%; +} + + .sheet-col-21-23, + .sheet-rolltemplate-5eDefault .sheet-col-21-23 { + width: 91.30435%; +} + + .sheet-offset-21-23, + .sheet-rolltemplate-5eDefault .sheet-offset-21-23 { + margin-left: 91.30435%; +} + + .sheet-col-22-23, + .sheet-rolltemplate-5eDefault .sheet-col-22-23 { + width: 95.65217%; +} + + .sheet-offset-22-23, + .sheet-rolltemplate-5eDefault .sheet-offset-22-23 { + margin-left: 95.65217%; +} + + .sheet-col-1-24, + .sheet-rolltemplate-5eDefault .sheet-col-1-24 { + width: 4.16667%; +} + + .sheet-offset-1-24, + .sheet-rolltemplate-5eDefault .sheet-offset-1-24 { + margin-left: 4.16667%; +} + + .sheet-col-5-24, + .sheet-rolltemplate-5eDefault .sheet-col-5-24 { + width: 20.83333%; +} + + .sheet-offset-5-24, + .sheet-rolltemplate-5eDefault .sheet-offset-5-24 { + margin-left: 20.83333%; +} + + .sheet-col-7-24, + .sheet-rolltemplate-5eDefault .sheet-col-7-24 { + width: 29.16667%; +} + + .sheet-offset-7-24, + .sheet-rolltemplate-5eDefault .sheet-offset-7-24 { + margin-left: 29.16667%; +} + + .sheet-col-9-24, + .sheet-rolltemplate-5eDefault .sheet-col-9-24 { + width: 37.5%; +} + + .sheet-offset-9-24, + .sheet-rolltemplate-5eDefault .sheet-offset-9-24 { + margin-left: 37.5%; +} + + .sheet-col-11-24, + .sheet-rolltemplate-5eDefault .sheet-col-11-24 { + width: 45.83333%; +} + + .sheet-offset-11-24, + .sheet-rolltemplate-5eDefault .sheet-offset-11-24 { + margin-left: 45.83333%; +} + + .sheet-col-13-24, + .sheet-rolltemplate-5eDefault .sheet-col-13-24 { + width: 54.16667%; +} + + .sheet-offset-13-24, + .sheet-rolltemplate-5eDefault .sheet-offset-13-24 { + margin-left: 54.16667%; +} + + .sheet-col-15-24, + .sheet-rolltemplate-5eDefault .sheet-col-15-24 { + width: 62.5%; +} + + .sheet-offset-15-24, + .sheet-rolltemplate-5eDefault .sheet-offset-15-24 { + margin-left: 62.5%; +} + + .sheet-col-17-24, + .sheet-rolltemplate-5eDefault .sheet-col-17-24 { + width: 70.83333%; +} + + .sheet-offset-17-24, + .sheet-rolltemplate-5eDefault .sheet-offset-17-24 { + margin-left: 70.83333%; +} + + .sheet-col-19-24, + .sheet-rolltemplate-5eDefault .sheet-col-19-24 { + width: 79.16667%; +} + + .sheet-offset-19-24, + .sheet-rolltemplate-5eDefault .sheet-offset-19-24 { + margin-left: 79.16667%; +} + + .sheet-col-21-24, + .sheet-rolltemplate-5eDefault .sheet-col-21-24 { + width: 87.5%; +} + + .sheet-offset-21-24, + .sheet-rolltemplate-5eDefault .sheet-offset-21-24 { + margin-left: 87.5%; +} + + .sheet-col-23-24, + .sheet-rolltemplate-5eDefault .sheet-col-23-24 { + width: 95.83333%; +} + + .sheet-offset-23-24, + .sheet-rolltemplate-5eDefault .sheet-offset-23-24 { + margin-left: 95.83333%; +} + + .sheet-row-r, + .sheet-rolltemplate-5eDefault .sheet-row-r { + letter-spacing: -0.31em; + *letter-spacing: normal; + word-spacing: -0.43em; +} + + .sheet-opera-only :-o-prefocus, .sheet-row-r, + .sheet-rolltemplate-5eDefault .sheet-opera-only :-o-prefocus, .sheet-rolltemplate-5eDefault .sheet-row-r { + word-spacing: -0.43em; +} + + .sheet-row-r img, + .sheet-rolltemplate-5eDefault .sheet-row-r img { + max-width: 100%; +} + +div.sheet-tabbed { + display: none; +} + +div.sheet-pjtab, div.sheet-pnjtab {} + +div.sheet-fctab{ + display:block; +} + + input.sheet-is-npc:checked ~ div.sheet-pnjtab { + display: block; +} + + input.sheet-is-npc { + width: 5%; + height: 16px; + cursor: pointer; + position: relative; + opacity: 0; + z-index: 9999; +} + + span.sheet-is-npc-tab::before { + content: "PNJ"; +} + + span.sheet-is-npc-tab, span.sheet-is-pc-tab, span.sheet-is-fc-tab { + text-align: center; + display: inline-block; + width: 5%; + height: 16px; + font-size: 9px; + background: #65763c; + color: white; + font-weight: bold; + border-radius: 4px; + margin-left: -5% +} + + input.sheet-is-npc:checked + span.sheet-is-npc-tab { + background: #93537c; + color: white; + border-radius: 4px; +} + +input.sheet-is-npc:checked + span.sheet-is-npc-tab::before { + content: "PNJ" +} + +input.sheet-is-pc:checked ~ div.sheet-pjtab { + display: block; +} + + input.sheet-is-pc { + width: 5%; + height: 16px; + cursor: pointer; + position: relative; + opacity: 0; + z-index: 9999; +} + +span.sheet-is-pc-tab::before { + content: "PJ"; +} + +input.sheet-is-pc:checked + span.sheet-is-pc-tab { + background: #93537c; + color: white; + border-radius: 4px; +} + + +input.sheet-is-pc:checked + span.sheet-is-pc-tab::before { + content: "PJ"; +} + + + +input.sheet-is-fc:checked ~ div.sheet-fctab { + display: none; +} + + input.sheet-is-fc { + width: 5%; + height: 16px; + cursor: pointer; + position: relative; + opacity: 0; + z-index: 9999; +} + +span.sheet-is-fc-tab::before { + content: "Fuerza"; +} + +input.sheet-is-fc:checked + span.sheet-is-fc-tab { + background: #93537c; + color: white; + border-radius: 4px; +} + + +input.sheet-is-fc:checked + span.sheet-is-fc-tab::before { + content: "Fuerza"; +} + + + +/* End custom Pure grid css (24 cols) */ \ No newline at end of file diff --git a/Vieja-Estrella/viejaestrella.html b/Vieja-Estrella/viejaestrella.html new file mode 100644 index 0000000000..d6e4f3b122 --- /dev/null +++ b/Vieja-Estrella/viejaestrella.html @@ -0,0 +1,353 @@ +
    + + +
    + +
    + + + + +
    +

    Personaje Jugador

    +
    +

    Clase
    +

    Bioforma
    +

    XP
    +

    Dado de Aguante
    + + + + +
    +

    CR

    +
    +

    +
    +
    +
    +

    MOV

    +
    +

    +
    +
    + +
    +

    INS

    +
    +

    +
    +
    +
    + +
    +
    +

    Personaje No Jugador

    + +
    + +
    +
    +
    + +
    +
    +
    +

    NIVEL

    +
    +

    +
    +
    +
    +

    Ptos Vida

    +
    +
    +

    Max
    +

    Actual
    +
    +
    +
    +
    +

    DEF

    +
    +

    +
    +
    +
    +

    ATQ

    +
    +

    +
    +
    +
    +

    POD

    +
    +

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

    Características

    +
    +
    Valor
    +
     
    +
    Modif.
    +
    Temp
    +
    +
    +
    +
    FUE
    +
    + +
    +
    + +
    +
    +
    +
    +
    DES
    +
    + +
    +
    + +
    +
    +
    +
    +
    CON
    +
    + +
    +
    + +
    +
    +
    +
    +
    INT
    +
    + +
    +
    + +
    +
    +
    +
    +
    SAB
    +
    + +
    +
    + +
    +
    +
    +
    +
    CAR
    +
    + +
    +
    + +
    + +
    + +
    + +
    +

    Habilidades

    +
    +
    Hab.
    +
     
    +
    Puntos
    +
    +
    +
    Alerta
    +
    +
    +
    +
    +
    Comunicación
    +
    +
    +
    +
    +
    Tecnología
    +
    +
    +
    +
    +
    Erudición
    +
    +
    +
    +
    +
    Subterfugio
    +
    +
    +
    +
    +
    Supervivencia
    +
    +
    +
    +
    + + +
    + + +
    +

    Trasfondos

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

    Talentos

    +
    + +
    + +

    Poderes

    +
    + +
    +

    Equipo

    +
    + +
    + + +

    Ataques

    +
    + +
    Arma
    +
    Tipo
    +
    Bonos
    +
    Dado Daño
    +
    Notas
    +
    + +
    +
    +
    +
    + +
    +
    +
    +
    + +
    + +
    +
    +
    + + + + + + + + + +
    + + +
    +
    +
    {{title}}
    + {{#subheader}} +
    {{subheader}}{{#subheaderright}} • {{subheaderright}}{{/subheaderright}}
    + {{/subheader}} + {{#subheader2}} +
    {{subheader2}}{{#subheaderright2}} • {{subheaderright2}}{{/subheaderright2}}
    + {{/subheader2}} +
    + {{#emote}} +

    {{character_name}} {{emote}}

    + {{/emote}} +
    + + {{#attack}} +
    +
    Ataque
    +
    {{attack}}
    +
    + {{/attack}} + {{#damage}} +
    +
    Daño
    +
    {{damage}}
    +
    + {{/damage}} + + + {{#freetext}} +
    +
    {{freetextname}}
    +
    {{freetext}}
    +
    + {{/freetext}} + {{#roll}} +
    +
    {{rollname}}
    +
    {{roll}}
    +
    + {{#rollGreater() roll exito}} + ÉXITO + {{/rollGreater() roll exito}} + {{#rollLess() roll ts}} + FALLO + {{/rollLess() roll ts}} +
    +
    + + {{/roll}} + + {{#debug}} + {{#allprops()}} +
    +
    {{key}} (DEBUG)
    +
    {{value}}
    +
    + {{/allprops()}} + {{/debug}} +
    +
    +
    diff --git a/Vieja-Estrella/viejaestrella.png b/Vieja-Estrella/viejaestrella.png new file mode 100644 index 0000000000..ec3e312e23 Binary files /dev/null and b/Vieja-Estrella/viejaestrella.png differ diff --git a/Villains and Vigilantes/VandVMightyProtectors.html b/Villains and Vigilantes/VandVMightyProtectors.html index dc320b8825..72911b51c4 100644 --- a/Villains and Vigilantes/VandVMightyProtectors.html +++ b/Villains and Vigilantes/VandVMightyProtectors.html @@ -75,7 +75,7 @@
    Back Story and Description:
    -
    +
    diff --git a/WFRP4CharSheet/WFRP4Charsheet.html b/WFRP4CharSheet/WFRP4Charsheet.html index 097c4b4711..963ee4ccdb 100644 --- a/WFRP4CharSheet/WFRP4Charsheet.html +++ b/WFRP4CharSheet/WFRP4Charsheet.html @@ -2044,7 +2044,7 @@
    -
    + + + + + + + + + + +
    + +
    + +
    +
    +
    Nom + +
    Sexe + +
    + + + + + + + + + + + +
    + +
    +
    +
    +
    Type + +
    Age + +
    + + + + +
    Occupation + +
    +
    + + + + + + +
    Spécialité(s) + + + +
    +
    + + + + + + +
    Aptitude(s) + + + + + +
    +
    + +
    +

    Potentiels

    + + + + + + + + + + + + + +
    Volonté + +
    Vigueur + +
    Santé + +
    +

    + + + + + + +
    Résistance + +
    +

    + + + + + + + + + + + + +
    Alpha + + + +
    Omega + + + +
    +
    +
    + +
    + +
    +
    +
    + + + + + +
    . Limite + +
    +
    + + + + + + + + + + +
    Milieu(x) + + +
    Niveau de vie + +
    +
    + +

    Origines

    + +
    + +
    + + +
    +

    First contact

    + +
    + +

    Refuge

    + +
    + +

    Equipement

    + +
    +
    + +
    +
    +
    +

    Notes

    + +
    +
    +
    + +
    + + + diff --git a/WIthin/Within_sheet.jpg b/WIthin/Within_sheet.jpg new file mode 100644 index 0000000000..774a2e8669 Binary files /dev/null and b/WIthin/Within_sheet.jpg differ diff --git a/WIthin/sheet.json b/WIthin/sheet.json new file mode 100644 index 0000000000..a9d7f1947d --- /dev/null +++ b/WIthin/sheet.json @@ -0,0 +1,8 @@ +{ + "html": "Within_sheet.html", + "css": "Within_sheet.css", + "authors": "Hector Montsegur", + "roll20userid": "Sergent Colon", + "preview": "Within_sheet.jpg", + "instructions": "Sheet for the french RPG Within by Benoît Attinost. Includes auto-calculated resistance." +} diff --git a/WODVtM5eAlpha/translations/it.json b/WODVtM5eAlpha/translations/it.json index 515b5de143..6217435047 100644 --- a/WODVtM5eAlpha/translations/it.json +++ b/WODVtM5eAlpha/translations/it.json @@ -1,100 +1,100 @@ { - "name-u": "Name:", - "age-u": "Age", - "virtue-u": "Virtue", + "name-u": "Nome: ", + "age-u": "Età:", + "virtue-u": "Virtù", "vice-u": "Vice", - "faction-u": "Faction", - "player-u": "Player:", - "chronicle-u": "Chronicle:", - "nature-u": "Nature:", - "demeanor-u": "Demeanor:", - "concept-u": "Concept:", + "faction-u": "Fazione:", + "player-u": "Giocatore:", + "chronicle-u": "Cronaca:", + "nature-u": "Natura:", + "demeanor-u": "Carattere:", + "concept-u": "Concetto:", "clan-u": "Clan:", - "generation-u": "Generation:", + "generation-u": "Generazione:", "sire-u": "Sire:", - "attributes-u": "Attributes", - "physical-u": "Physical", - "social-u": "Social", - "mental-u": "Mental", - "strength-u": "Strength", - "dexterity-u": "Dexterity", - "stamina-u": "Stamina", - "charisma-u": "Charisma", - "manipulation-u": "Manipulation", - "appearance-u": "Appearance", - "intelligence-u": "Intelligence", - "wits-u": "Wits", - "perception-u": "Perception", - "abilities-u": "Abilities", - "talents-u": "Talents", - "skills-u": "Skills", - "knowledges-u": "Knowledges", - "alertness-u": "Alertness", - "athletics-u": "Athletics", - "awareness-u": "Awareness", - "brawl-u": "Brawl", - "empathy-u": "Empathy", - "expression-u": "Expression", - "intimidation-u": "Intimidation", - "leadership-u": "Leadership", - "subterfuge-u": "Subterfuge", - "streetwise-u": "Streetwise", - "animalken-u": "Animal Ken", - "craft-u": "Craft", - "drive-u": "Drive", - "etiquette-u": "Etiquette", - "firearms-u": "Firearms", - "larceny-u": "Larceny", - "melee-u": "Melee", - "performance-u": "Performance", - "stealth-u": "Stealth", - "survival-u": "Survival", - "academics-u": "Academics", - "technology-u": "Technology", - "finance-u": "Finance", - "investigation-u": "Investigation", - "law-u": "Law", - "medicine-u": "Medicine", - "occult-u": "Occult", - "politics-u": "Politics", - "science-u": "Science", - "advantages-u": "Advantages", - "disciplines-u": "Disciplines", + "attributes-u": "Attributi", + "physical-u": "Fisici", + "social-u": "Sociali", + "mental-u": "Mentali", + "strength-u": "Forza", + "dexterity-u": "Destrezza", + "stamina-u": "Costituzione", + "charisma-u": "Carisma", + "manipulation-u": "Persuasione", + "appearance-u": "Aspetto", + "intelligence-u": "Intelligenza", + "wits-u": "Prontezza", + "perception-u": "Percezione", + "abilities-u": "Capacità", + "talents-u": "Talenti", + "skills-u": "Abilità", + "knowledges-u": "Conoscenze", + "alertness-u": "Allerta", + "athletics-u": "Atletica", + "awareness-u": "Consapevolezza", + "brawl-u": "Rissa", + "empathy-u": "Empatia", + "expression-u": "Espressività", + "intimidation-u": "Intimidire", + "leadership-u": "Autorità", + "subterfuge-u": "Sotterfugio", + "streetwise-u": "Bassifondi", + "animalken-u": "Affinità animale", + "craft-u": "Manualità", + "drive-u": "Guidare", + "etiquette-u": "Galateo", + "firearms-u": "Armi da fuoco", + "larceny-u": "Criminalità", + "melee-u": "Mischia", + "performance-u": "Esp. artistica", + "stealth-u": "Furtività", + "survival-u": "Sopravvivenza", + "academics-u": "Accademiche", + "technology-u": "Tecnologia", + "finance-u": "Finanza", + "investigation-u": "Investigare", + "law-u": "Legge", + "medicine-u": "Medicina", + "occult-u": "Occulto", + "politics-u": "Politica", + "science-u": "Scienza", + "advantages-u": "Vantaggi", + "disciplines-u": "Discipline", "backgrounds-u": "Backgrounds", - "conscience-u": "Conscience", - "convinction-u": "Convinction", - "selfcontrol-u": "Self-Control", - "instinct-u": "Instinct", - "courage-u": "Courage", - "othertraits-u": "Other Traits", - "paths-u": "Paths", - "merits-u": "Merits", - "flaws-u": "Flaws", - "humanitypath-u": "Humanity/path", - "bearing-u": "Bearing:", - "willpower-u": "Willpower", - "bloodpool-u": "Blood Pool", - "pointsperturn-u": "Points Per Turn", - "dicepools-u": "Dice Pools", - "attributeability-u": "Attribute            Ability", - "health-u": "Health", - "bruised-u": "Bruised", - "hurt-u": "Hurt", - "injured-u": "Injured", - "wounded-u": "Wounded", - "mauled-u": "Mauled", - "crippled-u": "Crippled", - "incapacitated-u": "Incapacitated", - "weakness-u": "Weakness", - "experience-u": "Experience", - "notes-u": "Notes", - "hunger-u": "Hunger", - "humanity-u": "Humanity", - "composure-u": "Composure", - "bloodroused-u": "Blood Roused", - "dodge-u": "Dodge", - "physique-u": "Physique", - "art-u": "Art", - "persuasion-u": "Persuasion", - "socialize-u": "Socialize" + "conscience-u": "Coscienza", + "convinction-u": "Convinzione", + "selfcontrol-u": "Autocontrollo", + "instinct-u": "Istinto", + "courage-u": "Coraggio", + "othertraits-u": "Altri tratti", + "paths-u": "Sentieri", + "merits-u": "Pregi", + "flaws-u": "Difetti", + "humanitypath-u": "Umanità / Sentiero", + "bearing-u": "Atteggiamento", + "willpower-u": "Forza di volontà", + "bloodpool-u": "Punti Sangue", + "pointsperturn-u": "Sangue / turno", + "dicepools-u": "Riserva di dadi", + "attributeability-u": "Attributo            Abilità", + "health-u": "Salute", + "bruised-u": "Contuso", + "hurt-u": "Graffiato", + "injured-u": "Leso", + "wounded-u": "Ferito", + "mauled-u": "Straziato", + "crippled-u": "Menomato", + "incapacitated-u": "Inabilitato", + "weakness-u": "Debolezza", + "experience-u": "Esperienza", + "notes-u": "Note", + "hunger-u": "Fame", + "humanity-u": "Umanità", + "composure-u": "Autocontrollo", + "bloodroused-u": "Potenza del Sangue", + "dodge-u": "Schivare", + "physique-u": "Fisici", + "art-u": "Arte", + "persuasion-u": "Persuasione", + "socialize-u": "Socializzare" } \ No newline at end of file diff --git a/WODVtM5eAlpha/translations/pt.json b/WODVtM5eAlpha/translations/pt.json index 515b5de143..c922354968 100644 --- a/WODVtM5eAlpha/translations/pt.json +++ b/WODVtM5eAlpha/translations/pt.json @@ -1,100 +1,100 @@ { - "name-u": "Name:", - "age-u": "Age", - "virtue-u": "Virtue", - "vice-u": "Vice", - "faction-u": "Faction", - "player-u": "Player:", - "chronicle-u": "Chronicle:", - "nature-u": "Nature:", - "demeanor-u": "Demeanor:", - "concept-u": "Concept:", - "clan-u": "Clan:", - "generation-u": "Generation:", - "sire-u": "Sire:", - "attributes-u": "Attributes", - "physical-u": "Physical", - "social-u": "Social", + "name-u": "Nome:", + "age-u": "Idade", + "virtue-u": "Virtudes", + "vice-u": "Vício", + "faction-u": "Facção", + "player-u": "Jogador:", + "chronicle-u": "Crônica:", + "nature-u": "Natureza:", + "demeanor-u": "Comportamento:", + "concept-u": "Conceito:", + "clan-u": "Clã:", + "generation-u": "Geração:", + "sire-u": "Senhor:", + "attributes-u": "Atributos", + "physical-u": "Físicos", + "social-u": "Sociais", "mental-u": "Mental", - "strength-u": "Strength", - "dexterity-u": "Dexterity", - "stamina-u": "Stamina", - "charisma-u": "Charisma", - "manipulation-u": "Manipulation", - "appearance-u": "Appearance", - "intelligence-u": "Intelligence", - "wits-u": "Wits", - "perception-u": "Perception", - "abilities-u": "Abilities", - "talents-u": "Talents", - "skills-u": "Skills", - "knowledges-u": "Knowledges", - "alertness-u": "Alertness", - "athletics-u": "Athletics", - "awareness-u": "Awareness", - "brawl-u": "Brawl", - "empathy-u": "Empathy", - "expression-u": "Expression", - "intimidation-u": "Intimidation", - "leadership-u": "Leadership", - "subterfuge-u": "Subterfuge", - "streetwise-u": "Streetwise", - "animalken-u": "Animal Ken", - "craft-u": "Craft", - "drive-u": "Drive", - "etiquette-u": "Etiquette", - "firearms-u": "Firearms", - "larceny-u": "Larceny", - "melee-u": "Melee", - "performance-u": "Performance", - "stealth-u": "Stealth", - "survival-u": "Survival", - "academics-u": "Academics", - "technology-u": "Technology", - "finance-u": "Finance", - "investigation-u": "Investigation", - "law-u": "Law", - "medicine-u": "Medicine", - "occult-u": "Occult", - "politics-u": "Politics", - "science-u": "Science", - "advantages-u": "Advantages", - "disciplines-u": "Disciplines", - "backgrounds-u": "Backgrounds", - "conscience-u": "Conscience", - "convinction-u": "Convinction", - "selfcontrol-u": "Self-Control", - "instinct-u": "Instinct", - "courage-u": "Courage", - "othertraits-u": "Other Traits", - "paths-u": "Paths", - "merits-u": "Merits", - "flaws-u": "Flaws", - "humanitypath-u": "Humanity/path", - "bearing-u": "Bearing:", - "willpower-u": "Willpower", - "bloodpool-u": "Blood Pool", - "pointsperturn-u": "Points Per Turn", - "dicepools-u": "Dice Pools", + "strength-u": "Força", + "dexterity-u": "Destreza", + "stamina-u": "Vigor", + "charisma-u": "Carisma", + "manipulation-u": "Manipulação", + "appearance-u": "Aparência", + "intelligence-u": "Inteligência", + "wits-u": "Raciocínio", + "perception-u": "Percepção", + "abilities-u": "Habilidades", + "talents-u": "Talentos", + "skills-u": "Perícias", + "knowledges-u": "Conhecimentos", + "alertness-u": "Prontidão", + "athletics-u": "Esportes", + "awareness-u": "Esquiva", + "brawl-u": "Briga", + "empathy-u": "Empatia", + "expression-u": "Expressão", + "intimidation-u": "Intimidação", + "leadership-u": "Liderança", + "subterfuge-u": "Lábia", + "streetwise-u": "Manha", + "animalken-u": "Empatia c/ Animais", + "craft-u": "Ofício", + "drive-u": "Condução", + "etiquette-u": "Etiqueta", + "firearms-u": "Armas de fogo", + "larceny-u": "Segurança", + "melee-u": "Armas Brancas", + "performance-u": "Atuação", + "stealth-u": "Furtividade", + "survival-u": "Sobrevivência", + "academics-u": "Con. Acadêmico", + "technology-u": "Tecnologia", + "finance-u": "Finanças", + "investigation-u": "Investigação", + "law-u": "Direito", + "medicine-u": "Medicina", + "occult-u": "Ocultismo", + "politics-u": "Política", + "science-u": "Ciência", + "advantages-u": "Vantagens", + "disciplines-u": "Disciplinas", + "backgrounds-u": "Antecedentes", + "conscience-u": "Consciência", + "convinction-u": "Convicção", + "selfcontrol-u": "Autocontrole", + "instinct-u": "Instinto", + "courage-u": "Coragem", + "othertraits-u": "Outras Características", + "paths-u": "Trilha", + "merits-u": "Qualidades", + "flaws-u": "Defeitos", + "humanitypath-u": "Humanidade/Trilha", + "bearing-u": "Atitude:", + "willpower-u": "Força de Vontade", + "bloodpool-u": "Pontos de Sangue", + "pointsperturn-u": "Sangue por Turno", + "dicepools-u": "Parada de Dados", "attributeability-u": "Attribute            Ability", - "health-u": "Health", - "bruised-u": "Bruised", - "hurt-u": "Hurt", - "injured-u": "Injured", - "wounded-u": "Wounded", - "mauled-u": "Mauled", - "crippled-u": "Crippled", - "incapacitated-u": "Incapacitated", - "weakness-u": "Weakness", - "experience-u": "Experience", - "notes-u": "Notes", - "hunger-u": "Hunger", - "humanity-u": "Humanity", - "composure-u": "Composure", + "health-u": "Vitalidade", + "bruised-u": "Escoriado", + "hurt-u": "Machucado", + "injured-u": "Ferido", + "wounded-u": "Ferido Gravemente", + "mauled-u": "Espancado", + "crippled-u": "Aleijado", + "incapacitated-u": "Incapacitado", + "weakness-u": "Fraqueza", + "experience-u": "Experiência", + "notes-u": "Observações", + "hunger-u": "Fome", + "humanity-u": "Humanidade", + "composure-u": "Compostura", "bloodroused-u": "Blood Roused", - "dodge-u": "Dodge", + "dodge-u": "Esquiva", "physique-u": "Physique", - "art-u": "Art", - "persuasion-u": "Persuasion", - "socialize-u": "Socialize" + "art-u": "Arte", + "persuasion-u": "Persuasão", + "socialize-u": "Socializar" } \ No newline at end of file diff --git a/Warhammer 4e Character Sheet/translations/fr.json b/Warhammer 4e Character Sheet/translations/fr.json index 30ac524b08..0834de4309 100644 --- a/Warhammer 4e Character Sheet/translations/fr.json +++ b/Warhammer 4e Character Sheet/translations/fr.json @@ -12,10 +12,10 @@ "STATUS": "Statut", "RELIGION": "Religion", "DEITY": "Divinité", - "TIER": "Tier", + "TIER": "Rang", "EXPERIENCE": "Expérience", "MOTIVATION": "Motivation", - "ADVANCEMENTS": "Advancements", + "ADVANCEMENTS": "Augmentations", "SUCCESS-LEVEL": "Niveau de réussite", "WEAPON-SKILL": "Capacité de Combat", "BALLISTIC-SKILL": "Capacité de Tir", @@ -66,10 +66,10 @@ "ARMOR-QUALITIES": "Qualités de l'armure", "SPELLBOOK": "Grimoire", "APPERANCE": "Grimoire", - "ADVANCED": "Advanced", + "ADVANCED": "Avancé", "INVENTORY": "Inventaire", "SETTINGS": "Paramètres", - "CHARACTER-PROFILE": "Character Profile", + "CHARACTER-PROFILE": "Profil de personnage", "CHARACTERISTICS": "Caractéristiques", "CHARACTERISTIC-BONUSES": "Bonus de caractéristiques", "MAIN-PROFILE": "Profil principal", @@ -84,22 +84,22 @@ "SOFT-LEATHER": "Cuir souple", "JACK": "Jack", "JERKIN": "Jerkin", - "ARMS-BODY": "Arms, Body", + "ARMS-BODY": "Bras, Corps", "FLEXIBLE": "Flexible", "LEGGINGS": "Leggings", "SKULLCAP": "Skullcap", "BOILED-LEATHER": "Cuir bouilli", "BREASTPLATE": "Cuirasse", - "WEAKPOINTS": "Weakpoints", - "COAT": "Coat", - "SHIRT": "Shirt", + "WEAKPOINTS": "Points faibles", + "COAT": "Manteau", + "SHIRT": "Chemise", "CHAUSSES": "Chasusses", - "COIF": "Coif", - "BRACERS": "Bracers", - "OPEN-HELM": "Open Helm", + "COIF": "Coiffe", + "BRACERS": "Bracelets", + "OPEN-HELM": "Heaume ouvert", "IMPENETRABLE-WEAKPOINTS": "Impentrable Weakpoints", "HELM": "Heaume", - "PARTIAL": "Partial", + "PARTIAL": "Partiel", "ABBREVIATE-WEAPON-SKILL": "CC", "ABBREVIATE-BALLISTIC-SKILL": "CT", "ABBREVIATE-STRENGTH": "F", @@ -221,8 +221,8 @@ "STEALTH": "Stealth", "ANIMAL-CARE": "Animal Care", "CHARM": "Charm", - "CHARM-ANIMAL": "Charm Animal", - "COMMAND": "Command", + "CHARM-ANIMAL": "Emprise sur les animaux", + "COMMAND": "Commandement", "CONCEALMENT": "Concealment", "CONSUME-ALCOHOL": "Consume Alcohol", "DISGUISE": "Disguise", diff --git a/Warhammer 4e Character Sheet/translations/pl.json b/Warhammer 4e Character Sheet/translations/pl.json index 59e4dcbc19..7782a7c1bb 100644 --- a/Warhammer 4e Character Sheet/translations/pl.json +++ b/Warhammer 4e Character Sheet/translations/pl.json @@ -1,246 +1,246 @@ { - "CHARACTER-NAME": "Character Name", - "CAREER": "Career", - "CAREER-PATH": "Career Path", - "RACE": "Race", + "CHARACTER-NAME": "Imię bohatera", + "CAREER": "Profesja", + "CAREER-PATH": "Kariera", + "RACE": "Rasa", "ELF": "Elf", - "HIGH-ELF": "High Elf", - "WOOD-ELF": "Wood Elf", - "DWARF": "Dwarf", - "HALFLING": "Halfling", - "HUMAN": "Human", + "HIGH-ELF": "Wysoki Elf", + "WOOD-ELF": "Leśny Elf", + "DWARF": "Krasnolud", + "HALFLING": "Niziołek", + "HUMAN": "Człowiek", "STATUS": "Status", - "RELIGION": "Religion", - "DEITY": "Deity", - "TIER": "Tier", - "EXPERIENCE": "Experience", - "MOTIVATION": "Motivation", - "ADVANCEMENTS": "Advancements", - "SUCCESS-LEVEL": "Success Level", - "WEAPON-SKILL": "Weapon Skill", - "BALLISTIC-SKILL": "Ballistic Skill", - "OOPS": "Oops", - "FUMBLE": "Fumble", - "STURDY": "Sturdy", - "OVERBURDENED": "Overburdened", - "AGILITY-PENALTY": "Agility Penalty", - "TRAVEL-FATIGUE": "Travel Fatigue", - "AMPUTATION": "Amputation", - "SB?": "SB?", - "SB": "SB", - "GOALS": "Goals", - "SHORT-TERM-PERSONAL-GOAL": "Short Term Personal Goal", - "LONG-TERM-PERSONAL-GOAL": "Long Term Personal Goal", - "SHORT-TERM-PARTY-GOAL": "Short Term Party Goal", - "LONG-TERM-PARTY-GOAL": "Long Term Party Goal", - "ABBREVIATE-IMPALE": "Imp", - "XP": "XP", - "XP-EARNED": "XP Earned", - "XP-SPENT": "XP Spent", - "XP-TOTAL": "XP Remaining", - "XP-REST": "XP Rest", - "MODIFIERS": "Modifiers", - "FATE-AND-RESOLVE": "Fate and Resolve", - "CAREER-AND-STATUS": "Career and Status", - "TAKEN": "Taken", - "SHIELDS": "Shields", - "ALL": "All", - "BUCKLER": "Buckler", - "SHIELD": "Shield", - "LARGE-SHIELD": "Large Shield", - "EFFECTS": "Effects", - "SIN-AND-CORRUPTION": "Sin & Corruption", - "CORRUPTION": "Corruption", - "SIN": "Sin", - "ADVANTAGE": "Advantage", + "RELIGION": "Wyznanie", + "DEITY": "Bóstwo", + "TIER": "Poziom", + "EXPERIENCE": "Doświadczenie", + "MOTIVATION": "Motywacja", + "ADVANCEMENTS": "Rozwinięcia", + "SUCCESS-LEVEL": "Poziom Sukcesu", + "WEAPON-SKILL": "Walka Wręcz", + "BALLISTIC-SKILL": "Umiejętności Strzeleckie", + "OOPS": "Ożeż", + "FUMBLE": "Pech", + "STURDY": "Tragarz", + "OVERBURDENED": "Przeciążenie", + "AGILITY-PENALTY": "Kara do Zręczności", + "TRAVEL-FATIGUE": "Zmęczenie Podróżą", + "AMPUTATION": "Amputacja", + "SB?": "BS?", + "SB": "BS", + "GOALS": "Ambicje", + "SHORT-TERM-PERSONAL-GOAL": "Krótki Cel Personalny", + "LONG-TERM-PERSONAL-GOAL": "Długi Cel Personalny", + "SHORT-TERM-PARTY-GOAL": "Krótki Cel Drużynowy", + "LONG-TERM-PARTY-GOAL": "Długi Cel Drużynowy", + "ABBREVIATE-IMPALE": "Nadz.", + "XP": "PD", + "XP-EARNED": "Zdobyte PD", + "XP-SPENT": "Wydane PD", + "XP-TOTAL": "Pozostałe PD", + "XP-REST": "Reszta PD", + "MODIFIERS": "Modyfikatory", + "FATE-AND-RESOLVE": "Przeznaczenie i Bohater", + "CAREER-AND-STATUS": "Profesja i Status", + "TAKEN": "Wykup.", + "SHIELDS": "Tarcze", + "ALL": "Wszystko", + "BUCKLER": "Puklerz", + "SHIELD": "Tarcza", + "LARGE-SHIELD": "Wielka Tarcza", + "EFFECTS": "Efekty", + "SIN-AND-CORRUPTION": "Grzechy & Zepsucie", + "CORRUPTION": "Zepsucie", + "SIN": "Grzech", + "ADVANTAGE": "Przewaga", "SHIELD1-DEFENSIVE-UNDAMAGING": "Shield1 Defensive Undamaging", "SHIELD2-DEFENSIVE-UNDAMAGING": "Shield2 Defensive Undamaging", "SHIELD3-DEFENSIVE-UNDAMAGING": "Shield1 Defensive Undamaging", - "PUBLIC": "Public Rolls", - "WHISPER": "Whisper Rolls", - "CORE-STATS": "Core Stats", - "BACKGROUND": "Background", - "RESILIENCE": "Resilience", - "WEAPONS": "Weapons", - "ARMOR": "Armor", - "ARMOR-QUALITIES": "Armor Qualities", - "SPELLBOOK": "Spellbook", - "APPERANCE": "Spellbook", - "ADVANCED": "Advanced", - "INVENTORY": "Inventory", - "SETTINGS": "Settings", - "CHARACTER-PROFILE": "Character Profile", - "CHARACTERISTICS": "Characteristics", - "CHARACTERISTIC-BONUSES": "Characteristic Bonuses", - "MAIN-PROFILE": "Main Profile", - "MAIN": "Main", - "ARMOUR": "Armour", - "LOCATION": "Location", - "PENALTIES": "Penalties", - "DMG": "Dmg", - "OPPOSE": "Oppose", - "OPPOSED": "Opposed", - "OPP": "Opp", - "SOFT-LEATHER": "Soft Leather", - "JACK": "Jack", - "JERKIN": "Jerkin", - "ARMS-BODY": "Arms, Body", - "FLEXIBLE": "Flexible", - "LEGGINGS": "Leggings", - "SKULLCAP": "Skullcap", - "BOILED-LEATHER": "Boiled Leather", - "BREASTPLATE": "Breastplate", - "WEAKPOINTS": "Weakpoints", - "COAT": "Coat", - "SHIRT": "Shirt", - "CHAUSSES": "Chasusses", - "COIF": "Coif", - "BRACERS": "Bracers", - "OPEN-HELM": "Open Helm", - "IMPENETRABLE-WEAKPOINTS": "Impentrable Weakpoints", - "HELM": "Helm", - "PARTIAL": "Partial", - "ABBREVIATE-WEAPON-SKILL": "WS", - "ABBREVIATE-BALLISTIC-SKILL": "BS", + "PUBLIC": "Publiczne Rzuty (widoczne dla wszystkich)", + "WHISPER": "Ukryte Rzuty (widoczne tylko dla gracza i MG)", + "CORE-STATS": "Główne", + "BACKGROUND": "Przeszłość", + "RESILIENCE": "P. Bohatera", + "WEAPONS": "Bronie", + "ARMOR": "Pancerz", + "ARMOR-QUALITIES": "Zalety i Wady Pancerza", + "SPELLBOOK": "Ks. Zaklęć", + "APPERANCE": "Ks. Zaklęć", + "ADVANCED": "Zaawansowane", + "INVENTORY": "Ekwipunek", + "SETTINGS": "Ustawienia", + "CHARACTER-PROFILE": "Profil Postaci", + "CHARACTERISTICS": "Cechy", + "CHARACTERISTIC-BONUSES": "Bonusy Cech", + "MAIN-PROFILE": "Główny Profil", + "MAIN": "Główny", + "ARMOUR": "Pancerz", + "LOCATION": "Lokacja", + "PENALTIES": "Kary", + "DMG": "Obr", + "OPPOSE": "Przeciwstawiać się", + "OPPOSED": "Przeciwstawny", + "OPP": "Par", + "SOFT-LEATHER": "Miękka Skóra", + "JACK": "Kurta", + "JERKIN": "Kaftan", + "ARMS-BODY": "Ramiona, Korpus", + "FLEXIBLE": "Giętkie", + "LEGGINGS": "Nogawice", + "SKULLCAP": "Hełm", + "BOILED-LEATHER": "Skóra Hartowana", + "BREASTPLATE": "Kolet", + "WEAKPOINTS": "Wrażliwe Punkty", + "COAT": "Kolczuga", + "SHIRT": "Kaftan", + "CHAUSSES": "Nogawice", + "COIF": "Czepiec", + "BRACERS": "Naramienniki", + "OPEN-HELM": "Hełm Otwarty", + "IMPENETRABLE-WEAKPOINTS": "Nieprzebijalny, Wrażliwe Punkty", + "HELM": "Hełm", + "PARTIAL": "Częściowy", + "ABBREVIATE-WEAPON-SKILL": "WW", + "ABBREVIATE-BALLISTIC-SKILL": "US", "ABBREVIATE-STRENGTH": "S", - "ABBREVIATE-TOUGHNESS": "T", + "ABBREVIATE-TOUGHNESS": "Wt", "ABBREVIATE-INITIATIVE": "I", - "ABBREVIATE-AGILITY": "Ag", - "ABBREVIATE-DEXTERITY": "Dex", + "ABBREVIATE-AGILITY": "Zw", + "ABBREVIATE-DEXTERITY": "Zr", "ABBREVIATE-INTELLIGENCE": "Int", - "ABBREVIATE-WILL-POWER": "WP", - "ABBREVIATE-FELLOWSHIP": "Fel", + "ABBREVIATE-WILL-POWER": "SW", + "ABBREVIATE-FELLOWSHIP": "Ogd", "ABBREVIATE-ATTACKS": "A", "ABBREVIATE-WOUNDS": "W", - "ABBREVIATE-WEAPON-SKILL-BONUS": "WSB", - "ABBREVIATE-BALLISTIC-SKILL-BONUS": "BSB", - "ABBREVIATE-STRENGTH-BONUS": "SB", - "ABBREVIATE-TOUGHNESS-BONUS": "TB", - "ABBREVIATE-INITIATIVE-BONUS": "IB", - "ABBREVIATE-DEXTERITY-BONUS": "DB", - "ABBREVIATE-AGILITY-BONUS": "AB", - "ABBREVIATE-INTELLIGENCE-BONUS": "INTB", - "ABBREVIATE-WILL-POWER-BONUS": "WPB", - "ABBREVIATE-FELLOWSHIP-BONUS": "FB", - "ABBREVIATE-MOVEMENT": "M", + "ABBREVIATE-WEAPON-SKILL-BONUS": "BWW", + "ABBREVIATE-BALLISTIC-SKILL-BONUS": "BUS", + "ABBREVIATE-STRENGTH-BONUS": "BS", + "ABBREVIATE-TOUGHNESS-BONUS": "B.Wt", + "ABBREVIATE-INITIATIVE-BONUS": "BI", + "ABBREVIATE-DEXTERITY-BONUS": "B.Zw", + "ABBREVIATE-AGILITY-BONUS": "B.Zr", + "ABBREVIATE-INTELLIGENCE-BONUS": "B.Int", + "ABBREVIATE-WILL-POWER-BONUS": "B.SW", + "ABBREVIATE-FELLOWSHIP-BONUS": "B.Ogd", + "ABBREVIATE-MOVEMENT": "Sz", "ABBREVIATE-MAGIC": "Mag", - "ABBREVIATE-INSANITY-POINTS": "IP", - "ABBREVIATE-FATE-POINTS": "FP", - "ABBREVIATE-ADVANCE": "Adv", - "ABBREVIATE-CHARACTERISTIC": "Char", - "ABBREVIATE-MISCELLANEOUS": "Misc", - "STARTING": "Starting", - "TALENTS": "Talents", + "ABBREVIATE-INSANITY-POINTS": "OP", + "ABBREVIATE-FATE-POINTS": "PP", + "ABBREVIATE-ADVANCE": "Rozw.", + "ABBREVIATE-CHARACTERISTIC": "Cecha", + "ABBREVIATE-MISCELLANEOUS": "Mod.", + "STARTING": "Począt.", + "TALENTS": "Talenty", "TALENT": "Talent", "TEST": "Test", - "CONDITIONS": "Conditions", - "LEVEL": "Level", + "CONDITIONS": "Stany", + "LEVEL": "Poziom", "MAX": "Max", - "ADVANCE": "Advance", - "CURRENT": "Current", - "MODIFIER": "Modifier", - "SECONDARY-PROFILE": "Secondary Profile", - "SECONDARY": "Secondary", - "COMBAT": "Combat", - "INITIATIVE": "Initiative", - "INIT": "INIT", - "WOUNDS": "Wounds", - "DAMAGE": "Damage", - "CRITICALS": "Criticals", - "SUCCFAILRULES": "Roll Critical Success/Failure Rules", - "HOUSERULE1-SUCCFAILRULES": "Houserule 1: 5 % rule : 01-05 always success, 96-100 always fail -- Core Book Default", - "HOUSERULE2-SUCCFAILRULES": "Houserule 2: 1/5 % rule : 01 always success, 96-100 always fail", - "HOUSERULE3-SUCCFAILRULES": "Houserule 3: 1 % rule : 01 always success, 100 always fail", - "CRITICALSANDINJURIES": "Criticals & Injuries", - "CRITICAL": "Critical", - "BROKEN": "Broken", - "TORN": "Torn", - "FORTUNE": "Fortune", - "RESOLVE": "Resolve", - "MOVE": "Move", - "CHARGE": "Charge", - "RUN": "Run", - "LEAP": "Leap", - "CHECK-LUCK": "Check if you have the Luck Talent", - "TALENT-NAME": "Talent Name", - "DESCRIPTION": "Descripton", - "SKILLS": "Skills", - "SPECIALIZATION-SKILLS": "Specialization Skills", - "SPECIALIZATION": "Specialization", - "LANGUAGE": "Language", - "LORE": "Lore", - "KNOWLEDGE": "Knowledge", - "SKILL-NAME": "Skill Name", - "TRAINING": "Training", - "TOTAL": "Total", - "TOTAL-WOUNDS": "Total Wounds", - "IMPALE": "Impale", - "TOTAL-DAMAGE": "Total Damage", - "ROLL": "Roll", - "SKILL": "Skill", - "ABBREVIATE-GM": "GM", - "COMMON-KNOWLEDGE-ANY": "Common Knowledge (any)", - "COMMON-KNOWLEDGE": "Common Knowledge", - "PERFORM-TRADE-AND-OTHER-SKILLS": "Perform, Trade, and Other Skills", - "GROUPED-SKILLS": "Grouped Skills", - "TRADE-SKILLS": "Trade Skills", - "BASIC-SKILL": "Basic Skill", - "BASIC-SKILLS": "Basic Skills", - "LANGUAGE-SKILLS": "Language Skills", - "LORE-SKILLS": "Lore Skills", - "ADVANCED-SKILL": "Advanced Skill", - "ADVANCED-SKILLS": "Advanced Skills", - "ANIMAL-TRAINING-SKILLS": "Animal Training Skills", - "ART-SKILLS": "Art Skills", - "ENTERTAIN-SPECIALIZATION": "Entertain Specialization", - "PERFORM-SKILLS": "Perform Skills", - "PLAY-SKILLS": "Play Skills", - "RIDE-SPECIALIZATION": "Ride Specialization", - "SAIL-SKILLS": "Sail Skills", - "SECRET-SIGNS": "Secret Signs", - "TRADE": "Trade", - "TRAINED": "Trained", - "BASIC": "Basic", - "SPECIAL-RULES": "Special Rules", - "NAME": "Name", - "RANGED": "Ranged", - "ENTERTAIN": "Entertain", - "PERFORM": "Perform", - "SAIL": "Sail", - "ART": "Art", - "ART-SPECIALIZATION": "Art Specialization", - "ATHLETICS": "Athletics", - "BRIBERY": "Bribery", - "CLIMB": "Climb", - "COOL": "Cool", - "DODGE": "Dodge", - "DRIVE": "Drive", - "ENDURANCE": "Endurance", - "PLAY": "Play", - "PRAY": "Pray", - "STEALTH": "Stealth", - "ANIMAL-CARE": "Animal Care", - "CHARM": "Charm", - "CHARM-ANIMAL": "Charm Animal", - "COMMAND": "Command", - "CONCEALMENT": "Concealment", - "CONSUME-ALCOHOL": "Consume Alcohol", - "DISGUISE": "Disguise", - "EVALUATE": "Evaluate", - "GAMBLE": "Gamble", - "GOSSIP": "Gossip", - "HAGGLE": "Haggle", - "INTIMIDATE": "Intimidate", - "INTUITION": "Intuition", - "LEADERSHIP": "Leadership", - "OUTDOOR-SURVIVAL": "Outdoor Survival", - "PERCEPTION": "Perception", - "RIDE": "Ride", - "ROW": "Row", - "TRACK": "Track", + "ADVANCE": "Rozw.", + "CURRENT": "Aktualna", + "MODIFIER": "Mod.", + "SECONDARY-PROFILE": "Drugorzędny Profil", + "SECONDARY": "Drugorzędny", + "COMBAT": "Walka", + "INITIATIVE": "Inicjatywa", + "INIT": "Inic.", + "WOUNDS": "Żywotność", + "DAMAGE": "Obrażenia", + "CRITICALS": "Krytyczne", + "SUCCFAILRULES": "Reguły Automatycznych Sukcesów i Porażek", + "HOUSERULE1-SUCCFAILRULES": "Zasada opcjonalna 1: zasada 5% : 01-05 automatyczny sukces, 96-100 automatyczna porażka -- Domyślna zasada z Głównego Podręcznika", + "HOUSERULE2-SUCCFAILRULES": "Zasada opcjonalna 2: zasada 1/5 % : 01 automatyczny sukces, 96-100 automatyczna porażka", + "HOUSERULE3-SUCCFAILRULES": "Zasada opcjonalna 3: zasada 1% : 01 automatyczny sukces, 100 automatyczna porażka", + "CRITICALSANDINJURIES": "Rany Krytyczne & Urazy", + "CRITICAL": "Fuks", + "BROKEN": "Pech", + "TORN": "Zerwanie", + "FORTUNE": "Szczęście", + "RESOLVE": "Determinacja", + "MOVE": "Ruch", + "CHARGE": "Szarża", + "RUN": "Bieg", + "LEAP": "Skok", + "CHECK-LUCK": "Zaznacz, jeśli posiadasz Talent Szczęście", + "TALENT-NAME": "Nazwa Talentu", + "DESCRIPTION": "Opis", + "SKILLS": "Umiej.", + "SPECIALIZATION-SKILLS": "Specjalizacja Umiejętności", + "SPECIALIZATION": "Specjalizacja", + "LANGUAGE": "Język", + "LORE": "Wiedza", + "KNOWLEDGE": "Wiedza", + "SKILL-NAME": "Nazwa Umiejętności", + "TRAINING": "Trening", + "TOTAL": "Suma", + "TOTAL-WOUNDS": "Łącznie Żywotności", + "IMPALE": "Postrzał", + "TOTAL-DAMAGE": "Łącznie Obrażeń", + "ROLL": "Rzut", + "SKILL": "Umiejętność", + "ABBREVIATE-GM": "MG", + "COMMON-KNOWLEDGE-ANY": "Powszechna Wiedza (dowolna)", + "COMMON-KNOWLEDGE": "Powszechna Wiedza", + "PERFORM-TRADE-AND-OTHER-SKILLS": "Kuglarstwo, Handel i pozostałe umiejętności", + "GROUPED-SKILLS": "Umiejętności Grupowe", + "TRADE-SKILLS": "Umiejętności Rzemiosła", + "BASIC-SKILL": "Umiejętność Podstawowa", + "BASIC-SKILLS": "Umiejętności Podstawowe", + "LANGUAGE-SKILLS": "Umiejętności Językowe", + "LORE-SKILLS": "Umiejętności Wiedzy", + "ADVANCED-SKILL": "Umiejętność Zaawansowana", + "ADVANCED-SKILLS": "Umiejętności Zaawansowane", + "ANIMAL-TRAINING-SKILLS": "Umiejętności Tresury", + "ART-SKILLS": "Umiejętności Sztuki", + "ENTERTAIN-SPECIALIZATION": "Specjalizacja Występów", + "PERFORM-SKILLS": "Umiejętności Kuglarstwa", + "PLAY-SKILLS": "Umiejętności Muzyki", + "RIDE-SPECIALIZATION": "Specjalizacje Jeździectwa", + "SAIL-SKILLS": "Umiejętności Żeglarstwa", + "SECRET-SIGNS": "Sekretne Znaki", + "TRADE": "Rzemiosło", + "TRAINED": "Nauczone", + "BASIC": "Podstawowy", + "SPECIAL-RULES": "Specjalne Zasady", + "NAME": "Nazwa", + "RANGED": "Broń Zasięgowa", + "ENTERTAIN": "Występy", + "PERFORM": "Kuglarstwo", + "SAIL": "Żeglarstwo", + "ART": "Sztuka", + "ART-SPECIALIZATION": "Specjalizacja Sztuki", + "ATHLETICS": "Atletyka", + "BRIBERY": "Przekupstwo", + "CLIMB": "Wspinaczka", + "COOL": "Opanowanie", + "DODGE": "Unik", + "DRIVE": "Powożenie", + "ENDURANCE": "Odporność", + "PLAY": "Muzyka", + "PRAY": "Modlitwa", + "STEALTH": "Skradanie", + "ANIMAL-CARE": "Opieka nad Zwierzętami", + "CHARM": "Charyzma", + "CHARM-ANIMAL": "Oswajanie", + "COMMAND": "Dowodzenie", + "CONCEALMENT": "Ukrywanie się", + "CONSUME-ALCOHOL": "Mocna Głowa", + "DISGUISE": "Charakteryzacja", + "EVALUATE": "Wycena", + "GAMBLE": "Hazard", + "GOSSIP": "Plotkowanie", + "HAGGLE": "Targowanie", + "INTIMIDATE": "Zastraszanie", + "INTUITION": "Intuicja", + "LEADERSHIP": "Dowodzenie", + "OUTDOOR-SURVIVAL": "Sztuka Przetrwania", + "PERCEPTION": "Percepcja", + "RIDE": "Jeździectwo", + "ROW": "Wioślarstwo", + "TRACK": "Tropienie", "MELEE-SPECIALIZATION": "Melee Specialization", "RANGED-SKILLS": "Ranged Skills", - "WEAPON": "Weapon", + "WEAPON": "Broń", "SCALE-SHEER-SURFACE": "Scale Sheer Surface", "SEARCH": "Search", "SILENT-MOVE": "Silent Move", @@ -288,7 +288,7 @@ "CAREER-ENTERED": "Career Entered", "CAREER-ENTERED_CHECK": "Check if you've entered this career.", "CAREER-MAIN-PROFILE": "Career Main Profile", - "WEAPON-SKILLS": "Weapon Skills", + "WEAPON-SKILLS": "Umiejętności Walki Wręcz", "STRENGTH": "Strength", "TOUGHNESS": "Toughness", "AGILITY": "Agility", diff --git a/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/pl.json b/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/pl.json index 83bbc22577..f6c96d946c 100644 --- a/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/pl.json +++ b/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/pl.json @@ -235,7 +235,7 @@ "SPELL-DAMAGE": "Obrażenia od zaklęcia", "SPELL-DESCRIPTION": "Opis zaklęcia", "RITUAL": "Rytuał", - "INGREDIENTS": "Skłądniki", + "INGREDIENTS": "Składniki", "RITUAL-DESCRIPTION": "Opis rytuału", "ARCANE-LANGUAGE": "Język Tajemny (magiczny)", "REQUIRED-MAGIC": "Wymagany poziom mocy", @@ -582,7 +582,7 @@ "SHADOW": "Cienia", "NO-LORE": "Nie wybrano Tradycji", "GM-DISCRETION": "Decyzja MG", - "MARK-GM-DISCRETION": "Mark at GM's discretion", + "MARK-GM-DISCRETION": "Piętno/Stygmat wybiera według uznania MG", "WRATH-ROLL": "Rzut na Gniew", "WRATH-TABLE": "Tabelu Gniewu", "WRATH": "Gniew", diff --git a/Warhammer40k-WrathandGlory/WrathnGlory.css b/Warhammer40k-WrathandGlory/WrathnGlory.css index 58aa64da43..8c15a2980f 100644 --- a/Warhammer40k-WrathandGlory/WrathnGlory.css +++ b/Warhammer40k-WrathandGlory/WrathnGlory.css @@ -147,7 +147,7 @@ /*:+::+::+::+::+::+::+::+::+::+::+::+::+::+::+::+::+::+::+::+::+::+::+::+::+::+::+::+::+::+::+::+::+::+:**/ div.sheet-container { background-color: #dadfd8; - background-image: url("https://raw.githubusercontent.com/clevett/Warhammer40kWrathnGlory/master/background2.jpg"); + background-image: url("https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Warhammer40k-WrathandGlory/background2.jpg"); background-size : cover; border : 1px solid #111518; border-radius : 70px 0px 0px 70px; @@ -239,14 +239,14 @@ /* HEADER BACKGROUNDS */ div.sheet-col-left h1, div.sheet-col-right h1 { - background : url(https://raw.githubusercontent.com/clevett/Warhammer40kWrathnGlory/master/shortheader.png); + background : url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Warhammer40k-WrathandGlory/shortheader.png); background-position: center; background-repeat : no-repeat; background-size : cover;} div.sheet-skills h1, div.sheet-weapons h1 { - background : url(https://raw.githubusercontent.com/clevett/Warhammer40kWrathnGlory/master/longheader.png); + background : url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Warhammer40k-WrathandGlory/longheader.png); background-position: center; background-repeat : no-repeat; background-size : cover;} diff --git a/Warhammer40k-WrathandGlory/WrathnGlory.html b/Warhammer40k-WrathandGlory/WrathnGlory.html index 3b62eb6ba5..5ccd98f817 100644 --- a/Warhammer40k-WrathandGlory/WrathnGlory.html +++ b/Warhammer40k-WrathandGlory/WrathnGlory.html @@ -1,3 +1,4 @@ +
    @@ -6,7 +7,7 @@
    - + @@ -836,7 +837,6 @@ - diff --git a/WerewolftheForsaken1e/WerewolfTheForsaken1e.css b/WerewolftheForsaken1e/WerewolfTheForsaken1e.css new file mode 100644 index 0000000000..a34439ee9f --- /dev/null +++ b/WerewolftheForsaken1e/WerewolfTheForsaken1e.css @@ -0,0 +1,410 @@ +.charsheet input.sheet-page1:checked ~ div.sheet-page1, .charsheet input.sheet-page2:checked ~ div.sheet-page2, .charsheet input.sheet-page3:checked ~ div.sheet-page3, .charsheet input.sheet-page4:checked ~ div.sheet-page4{ + display: block; + border-top: 1px black solid; + } + .charsheet div.sheet-page1, .charsheet div.sheet-page2, .charsheet div.sheet-page3, .charsheet div.sheet-page4{ + display: none; + } + .charsheet input.sheet-tab{ + display: none; + float: left; + } + .charsheet input[type=radio] + label{ + content: ''; + border: solid 1px black; + background: white; + color: black; + font-weight: bold; + width: 10%; + text-align: center; + padding: 0%; + float: left; + border-radius: 10% 10% 0% 0%; + margin-bottom: -1px; + } + .charsheet input[type=radio]:hover + label{ + background: gray; + } + .charsheet input[type=radio]:checked + label{ + border-bottom: 1px white solid; + } +.charsheet div.sheet-page1,.charsheet div.sheet-page2{ + display: none; + } + .charsheet .sheet-col input[type=text]{ + width: 75%; + float: right; + border: none; + border-radius: 0%; + border-bottom: 1px black solid; + height: 1em; + } + .charsheet h2{ + text-align: center; + } + .charsheet h4{ + float: left; + } + .charsheet .sheet-dots{ + float: right; + } + .charsheet h3{ + text-align: center; + } + .charsheet .sheet-skillnote{ + text-align: center; + font-style: italic; + } +.charsheet .sheet-merits input[type="text"]{ + float: left; + width: 63%; + height: 1.5em !important; +} +/* Hide actual dot/checkbox */ +.charsheet input[type="radio"], .charsheet input[type="checkbox"] +{ + position: absolute; + opacity: 0; + width: 10px; + cursor: pointer; + z-index: 1; +} + +/* Styles common to fake dot and checkbox */ +.charsheet input[type="radio"] + span::before, .charsheet input[type="checkbox"] + span::before +{ + border: solid 1px black; + line-height: 10px; + display: inline-block; + vertical-align: middle; + background: white; +} + +/* Styles unique to fake dot (checked or left of checked) */ +.charsheet input[type="radio"] + span::before +{ + background: black; + content: ''; + width: 10px; + height: 10px; + font-size: 36px; + + border-radius: 50%; +} + +/* Styles unique to fake checkbox (unchecked) */ +.charsheet input[type="checkbox"] + span::before +{ + position:relative; + content: ""; + width: 10px; + height: 10px; +} + +/* Styles unique to fake checkbox (checked) */ +.charsheet input[type="checkbox"]:checked + span::before +{ + background: + linear-gradient(to top left, + rgba(0,0,0,0) 0%, + rgba(0,0,0,0) calc(50% - 0.8px), + rgba(0,0,0,1) 50%, + rgba(0,0,0,0) calc(50% + 0.8px), + rgba(0,0,0,0) 100%), + linear-gradient(to top right, + rgba(0,0,0,0) 0%, + rgba(0,0,0,0) calc(50% - 0.8px), + rgba(0,0,0,1) 50%, + rgba(0,0,0,0) calc(50% + 0.8px), + rgba(0,0,0,0) 100%); +} + +/* Remove dot from all radios _after_ selected one */ +.charsheet input[type="radio"]:checked ~ input[type="radio"] + span::before +{ + background: white; +} + +.charsheet input.sheet-zero:checked + span::before +{ + opacity: 0; +} + +.charsheet input.sheet-zero:hover + span::before +{ + opacity: 1; +} + +.charsheet input.sheet-zero+ span::before +{ + font-size: 12px; + content: ""; + opacity: 0.25; + background: + linear-gradient(to top left, + rgba(0,0,0,0) 0%, + rgba(0,0,0,0) calc(50% - 0.8px), + rgba(0,0,0,1) 50%, + rgba(0,0,0,0) calc(50% + 0.8px), + rgba(0,0,0,0) 100%), + linear-gradient(to top right, + rgba(0,0,0,0) 0%, + rgba(0,0,0,0) calc(50% - 0.8px), + rgba(0,0,0,1) 50%, + rgba(0,0,0,0) calc(50% + 0.8px), + rgba(0,0,0,0) 100%); +} +.charsheet .sheet-aspcon textarea{ + height: 50px; + width: 100%; + border: 1px solid black; + border-radius: 0%; + resize: none; +} +.charsheet .sheet-aspcon textarea:focus{ + outline: none; +} +.charsheet .sheet-healthboxcontainer .sheet-healthbox + span::before{ + border-radius: 0%; + display: none; + background: white; +} +.charsheet .sheet-healthboxcontainer .sheet-healthbox:checked + span::before{ + display: inline-block; +} +.charsheet .sheet-healthboxcontainer .sheet-bash + span::before{ + background: + linear-gradient(to top left, + rgba(0,0,0,0) 0%, + rgba(0,0,0,0) calc(50% - 0.8px), + rgba(0,0,0,1) 50%, + rgba(0,0,0,0) calc(50% + 0.8px), + rgba(0,0,0,0) 100%); +} +.charsheet .sheet-healthboxcontainer .sheet-leth + span::before{ + background: + linear-gradient(to top left, + rgba(0,0,0,0) 0%, + rgba(0,0,0,0) calc(50% - 0.8px), + rgba(0,0,0,1) 50%, + rgba(0,0,0,0) calc(50% + 0.8px), + rgba(0,0,0,0) 100%), + linear-gradient(to top right, + rgba(0,0,0,0) 0%, + rgba(0,0,0,0) calc(50% - 0.8px), + rgba(0,0,0,1) 50%, + rgba(0,0,0,0) calc(50% + 0.8px), + rgba(0,0,0,0) 100%); +} +.charsheet .sheet-healthboxcontainer .sheet-agg + span::before{ + background: + linear-gradient(to top left, + rgba(0,0,0,0) 0%, + rgba(0,0,0,0) calc(50% - 0.8px), + rgba(0,0,0,1) 50%, + rgba(0,0,0,0) calc(50% + 0.8px), + rgba(0,0,0,0) 100%), + linear-gradient(to top right, + rgba(0,0,0,0) 0%, + rgba(0,0,0,0) calc(50% - 0.8px), + rgba(0,0,0,1) 50%, + rgba(0,0,0,0) calc(50% + 0.8px), + rgba(0,0,0,0) 100%), + linear-gradient(to right, + rgba(0,0,0,0) 0%, + rgba(0,0,0,0) calc(50% - 0.8px), + rgba(0,0,0,1) 50%, + rgba(0,0,0,0) calc(50% + 0.8px), + rgba(0,0,0,0) 100%); +} +.charsheet .sheet-healthboxcontainer .sheet-blank + span::before{ + background: black; +} +.charsheet .sheet-healthboxcontainer .sheet-healthbox{ + z-index: 101; +} +.charsheet .sheet-healthboxcontainer .sheet-empty{ + z-index: 102; +} +input.sheet-empty:checked ~ input.sheet-bash, +input.sheet-bash:checked ~ input.sheet-leth, +input.sheet-leth:checked ~ input.sheet-agg, +input.sheet-agg:checked ~ input.sheet-blank, +input.sheet-blank:checked ~ input.sheet-empty +{ + z-index: 103; + margin-top: -10px; +} +.charsheet .sheet-healthboxcontainer{ + float: left; +} +.charsheet .sheet-willpowercontainer{ + text-align: center; +} +.charsheet .sheet-zeroh + span::before{ + background: + linear-gradient(to top left, + rgba(0,0,0,0) 0%, + rgba(0,0,0,0) calc(50% - 0.8px), + rgba(0,0,0,1) 50%, + rgba(0,0,0,0) calc(50% + 0.8px), + rgba(0,0,0,0) 100%), + linear-gradient(to top right, + rgba(0,0,0,0) 0%, + rgba(0,0,0,0) calc(50% - 0.8px), + rgba(0,0,0,1) 50%, + rgba(0,0,0,0) calc(50% + 0.8px), + rgba(0,0,0,0) 100%); +} +.charsheet .sheet-touchstone{ + float: none !important; +} +.charsheet .sheet-harmony{ + text-align: center; +} +.charsheet .sheet-triggers input[type=text]{ + width: 70%; +} +.charsheet input[type=number]{ + border: none; + border-radius: 0px; + border-bottom: 1px black solid; + height: 1em; + width: 3em !important; +} +.charsheet .sheet-hbspace{ + display: block; + float: left; + margin-right: 2.5%; + margin-left: 2.5%; +} +.charsheet .sheet-woundpen h4{ + display: block; + float: right; + margin-right: 5.5%; +} +.charsheet .sheet-wwform{ + width: 20%; + float: left; +} +.charsheet .sheet-wwformnotes{ + text-align: right; + border-top: 1px solid grey; + height: 390px; +} +.charsheet input.sheet-armorfield{ + width: 3em !important; + height: 1em; + border: none; + border-bottom: 1px solid black; + border-radius: 0%; +} +.charsheet .sheet-page2att{ + height: 80px; +} +.charsheet .sheet-totemstats .sheet-col{ + text-align: right; +} +.charsheet .sheet-totemstats input[type=text], .charsheet .sheet-giftsrites input[type=text]{ + float: left; + width: 63%; +} +.charsheet .sheet-giftsrites input[type=text]{ + margin-bottom: 5px; +} +.charsheet .sheet-gift{ + border: black 1px solid; +} +.charsheet input.sheet-expander + span::before{ + border: none; + background: + linear-gradient(to right, + rgba(0,0,0,0) 0%, + rgba(0,0,0,0) calc(50% - 0.8px), + rgba(0,0,0,1) 50%, + rgba(0,0,0,0) calc(50% + 0.8px), + rgba(0,0,0,0) 100%), + linear-gradient(to top, + rgba(0,0,0,0) 0%, + rgba(0,0,0,0) calc(50% - 0.8px), + rgba(0,0,0,1) 50%, + rgba(0,0,0,0) calc(50% + 0.8px), + rgba(0,0,0,0) 100%); +} +.charsheet input.sheet-expander:checked + span::before{ + background: + linear-gradient(to top, + rgba(0,0,0,0) 0%, + rgba(0,0,0,0) calc(50% - 0.8px), + rgba(0,0,0,1) 50%, + rgba(0,0,0,0) calc(50% + 0.8px), + rgba(0,0,0,0) 100%); +} +.charsheet div.sheet-facets{ + display: none; +} +.charsheet input.sheet-facets:checked ~ div.sheet-facets{ + display: block; + height: 110px; +} +.charsheet .sheet-facetinfo{ + float: right; +} +.charsheet .sheet-facets textarea{ + height: 80px; + width: 94%; + border: 1px black solid; + border-radius: 0%; + resize: none; + margin-left: 1%; +} +.charsheet select{ + border: 1px solid black; + width: 4em; + height: 2em; + padding: 0px; + margin-bottom: 0px; + margin-left: 1%; + border-radius: 0%; +} +.charsheet table{ + border-top: 1px solid black; + border-left: 1px solid black; + display: inline-block; +} +.charsheet tr{ + border-bottom: 1px solid black; +} +.charsheet td{ + border-right: 1px solid black; +} +.charsheet td input[type=number]{ + border:none; + border-radius: 0%; +} +.charsheet td input[type=text]{ + border:none; + border-radius: 0%; +} +.charsheet td select{ + border: none; + width: 3em; +} +.charsheet .sheet-armorinfo{ + display: inline-block; +} +.charsheet .sheet-armorinfo input[type=text]{ + border-radius: 0%; + border: none; + border-bottom: 1px solid black; + height: 1em; +} +.charsheet .sheet-page4 textarea{ + border-radius: 0%; + border: 1px solid black; + resize: none; + width: 100%; +} +.charsheet .sheet-description input[type=text]{ + width: 60%; +} \ No newline at end of file diff --git a/WerewolftheForsaken1e/WerewolfTheForsaken1e.html b/WerewolftheForsaken1e/WerewolfTheForsaken1e.html new file mode 100644 index 0000000000..4169874797 --- /dev/null +++ b/WerewolftheForsaken1e/WerewolfTheForsaken1e.html @@ -0,0 +1,1501 @@ +
    + + + + + + + + + +
    +
    +
    +
    + Name: +
    +
    + Concept: +
    +
    + Auspice: +
    +
    +
    + Player: +
    +
    + Virtue: +
    +
    + Tribe: +
    +
    +
    + Chronicle: +
    +
    + Vice: +
    +
    + Lodge: +
    +
    +

    Attributes

    + +
    +

    Intelligence

    +
    + + + + +
    +
    +
    +

    Strength

    +
    + + + + +
    +
    +

    Presence

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

    Wits

    +
    + + + + +
    +
    +
    +

    Dexterity

    +
    + + + + +
    +
    +

    Manipulation

    +
    + + + + +
    +
    +
    + +
    +

    Resolve

    +
    + + + + +
    +
    +
    +

    Stamina

    +
    + + + + +
    +
    +

    Composure

    +
    + + + + +
    +
    +

    +
    +

    Skills

    +

    Mental

    +
    (-3 Unskilled)
    +
    +

    Academics

    +
    + + + + + + +
    +

    Computers

    +
    + + + + + + +

    Crafts

    +
    + + + + + + +
    +

    Investigation

    +
    + + + + + + +
    +

    Medicine

    +
    + + + + + + +
    +

    Occult

    +
    + + + + + + +
    +

    Politics

    +
    + + + + + + +
    +

    Science

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

    Physical

    +
    (-1 Unskilled)
    +
    +

    Athletics

    +
    + + + + + + +
    +

    Brawl

    +
    + + + + + + +
    +

    Drive

    +
    + + + + + + +
    +

    Firearms

    +
    + + + + + + +
    +

    Larceny

    +
    + + + + + + +
    +

    Stealth

    +
    + + + + + + +
    +

    Survival

    +
    + + + + + + +
    +

    Weaponry

    +
    + + + + + + +
    +

    +

    Social

    (-1 Unskilled)
    +

    Animal Ken

    +
    + + + + + + +
    +

    Empathy

    +
    + + + + + + +
    +

    Expression

    +
    + + + + + + +
    +

    Intimidation

    +
    + + + + + + +
    +

    Persuasion

    +
    + + + + + + +
    +

    Socialize

    +
    + + + + + + +
    +

    Streetwise

    +
    + + + + + + +
    +

    Subterfuge

    +
    + + + + + + +
    +
    +
    +

    Other Traits

    +
    +
    +

    Merits

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

    +

    Renown

    +
    +

    Purity

    +
    + + + + + + +
    +
    +

    Glory

    +
    + + + + + + +
    +
    +

    Honor

    +
    + + + + + + +
    +
    +

    Wisdom

    +
    + + + + + + +
    +
    +

    Cunning

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

    Flaws

    + +
    + +
    +
    +

    Health

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

    -3

    -2

    -1

    + + +

    +

    Willpower

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

    Primal Urge

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

    Essence

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

    Harmony

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

    Experiences:

    + +

    Specialties

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

    Hishu

    +
    (Human)
    +
    + +

    Size:

    + +
    +

    Defense:

    + +
    +

    Initiative:

    + +
    +

    Speed:

    + +
    +

    Armor:

    + +
    +

    Perception(+1):

    + +
    +
    Sheep's Clothing
    +
    +
    +
    +

    Dalu

    +
    (Near-Human)
    +
    +
    +

    Strength(+1):

    + +
    +

    Stamina(+1):

    + +
    +

    Manipulation(-1):

    + +
    +
    +

    Size(+1):

    + +
    +

    Defense:

    + +
    +

    Initiative:

    + +
    +

    Speed(+1):

    + +
    +

    Armor:

    + +
    +

    Perception(+2):

    + +
    +
    Induces Lunacy;
    +
    observers have a 4-die
    +
    bonus to their
    +
    Willpower roll to resist.
    +
    +
    +
    +

    Gauru

    +
    (Wolf-Man)
    +
    +
    +

    Strength(+3):

    + +
    +

    Dexterity(+1):

    + +
    +

    Stamina(+2):

    + +
    +
    +

    Size(+2):

    + +
    +

    Defense:

    + +
    +

    Initiative(+1):

    + +
    +

    Speed(+4):

    + +
    +

    Armor:

    + +
    +

    Perception(+3):

    + +
    +
    Rage invoked.
    +
    Induces full lunacy.
    +
    Wound penalties
    +
    ignored and
    +
    no unconsciousness
    +
    rolls made.
    +
    -2 to resist Death Rage.
    +
    Inflict lethal damage.
    +
    Fail most Mental and
    +
    Social rolls.
    +
    +
    +

    Urshul

    +
    (Near-Wolf)
    +
    +
    +

    Strength(+2):

    + +
    +

    Dexterity(+2):

    + +
    +

    Stamina(+2):

    + +
    +

    Manipulation(-3):

    + +
    +
    +

    Size(+1):

    + +
    +

    Defense:

    + +
    +

    Initiative(+2):

    + +
    +

    Speed(+7):

    + +
    +

    Armor:

    + +
    +

    Perception(+3):

    + +
    +
    Induces Lunacy;
    +
    observers have a 2-die
    +
    bonus to their
    +
    Willpower roll to resist.
    +
    Inflict lethal damage.
    +
    +
    +
    +

    Urhan

    +
    (Wolf)
    +
    +
    +

    Dexterity(+2):

    + +
    +

    Stamina(+1):

    + +
    +
    +

    Size(-1):

    + +
    +

    Defense:

    + +
    +

    Initiative(+2):

    + +
    +

    Speed(+5):

    + +
    +

    Armor:

    + +
    +

    Perception(+4):

    + +
    +
    Inflict lethal damage
    +
    with bite attack.
    +
    +
    +
    +

    Totem

    +
    +
    +

    Power:

    + +
    +

    Willpower:

    + +
    +

    Defense:

    + +
    +
    +

    Finesse:

    + +
    +

    Essence:

    + +
    +

    Speed:

    +
    +

    Corpus:

    +
    +

    Resistance:

    + +
    +

    Initiative:

    + +
    +

    Size:

    + +
    +
    +
    +
    +
    +

    Aspiration:

    + +
    +
    +

    Ban:

    + +
    +
    +

    Bane:

    + +
    +
    +

    Influences

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

    Numina

    + +
    +
    +

    Bonuses

    +

    +

    Gifts and Rites

    +
    +

    Gift Lists

    + +
    +

    Max Rank

    +
    + + + + + + +
    +
    +
    +
    + Gift +
    +
    + Roll +
    +
    + Page +
    +
    + +
    +

    Rituals

    +
    + + + + + + +
    +
    +
    +
    + Rite +
    +
    + Roll +
    +
    + Page +
    +
    + +
    +
    +
    + +
    +

    Expanded Merits

    +
    +
    +

    Allies

    + +

    Contacts

    + +

    Language

    + +

    Mentor

    + +
    +

    Resources

    + +

    Retainer

    + +

    Status

    + +

    Other

    + +
    +

    +

    Possessions

    +
    +
    +

    Gear(Carried)

    + +

    Fetishes

    + +
    +

    Equipment(Carried)

    + +

    Misc

    + +
    +

    +
    +
    +

    Auspice Ability

    +

    Name:

    + +
    +

    Notes:

    + +
    +

    Experience

    +

    Total:

    + +
    +

    Total Spent:

    + +
    +

    +

    Combat

    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    Weapon/AttackDamageRangeClipSizeStrengthCost
    + + +
    + + +
    + + +
    + + +
    + + +
    + + +
    +

    Armor

    +

    Rating:

    + +
    +

    Strength:

    + +
    +

    Defense:

    + +
    +

    Speed:

    + +
    +

    Description:

    + +
    +
    +
    +
    +

    History

    +
    +

    Description

    +
    +

    Age:

    + +
    +

    Date of Birth:

    + +
    +

    Hair:

    + +
    +

    Eyes:

    + +
    +

    Race:

    + +
    +

    Nationality:

    + +
    +

    Sex:

    + +
    +

    +

    Notes

    + +
    +
    \ No newline at end of file diff --git a/WerewolftheForsaken1e/WerewolftheForsaken1e.png b/WerewolftheForsaken1e/WerewolftheForsaken1e.png new file mode 100644 index 0000000000..5799b23987 Binary files /dev/null and b/WerewolftheForsaken1e/WerewolftheForsaken1e.png differ diff --git a/WerewolftheForsaken1e/sheet.json b/WerewolftheForsaken1e/sheet.json new file mode 100644 index 0000000000..485e028b94 --- /dev/null +++ b/WerewolftheForsaken1e/sheet.json @@ -0,0 +1,8 @@ +{ + "html": "WerewolfTheForsaken1e.html", + "css": "WerewolfTheForsaken1e.css", + "authors": "Kevin J.", + "roll20userid": "129882", + "preview": "WerewolftheForsaken1e.png", + "instructions": "A simple sheet made specifically for use with Werewolf the Forsaken's First Edition.\nIf you have any issues with the sheet, feel free to message me [here](https://app.roll20.net/users/129882/rats)." +} diff --git a/Wrath and Glory API/readme.md b/Wrath and Glory API/readme.md index d0275afc74..ec60cae473 100644 --- a/Wrath and Glory API/readme.md +++ b/Wrath and Glory API/readme.md @@ -9,10 +9,11 @@ Please note that the inline dice roll macros do not fully enable the type of dic If you have any questions, comments, or feedback (all welcome) please contact Barry at btsnyder@gmail.com ### Current Version -Version 2.7 (July 28th, 2019) +Version 3.0 (May 18th, 2020) Wrath & Glory Revision Updates. +This release has a significant number of updates to align with the revised edition. The major change revolves around traumatic injuries and replacement of dice with wrath dice = to number of traumatic injuries. ### Thanks -Many thanks to my players (Dave, Brian, Charles, Matt, and Tyler) for their patience as I evolved the sheet and die roller (sometimes in the middle of play). +Many thanks to my players (Dave, Brian, Matt, and Tyler) for their patience as I evolved the sheet and die roller (sometimes - literally - in the middle of play). Many thanks to the following individuals who reported defects and provided improvements: 1. Morback: extra die on rolls + implement force to add 1/2 willpower to weapon DR + corruption level and roll changes @@ -20,21 +21,36 @@ Many thanks to the following individuals who reported defects and provided impro 3. Fenrir: new layout was his work; full contributions in the API. ### Planned Releases +3.1 After update to Wrath & Glory handling of additional wrath dice for Injuries (swapping them out) will update all rolls to feed Trauma Count (introduced in 3.0) to all dice rolls using wrath. -Next: Overhaul of inline dice rolls! +### Current Release Changelog -v2.0. Automate all calculated fields for performance and speed of character creation. - - includes automated calculation of traits - DONE: conviction, corruption, resist corruption, passive awareness, resolve, defense, resilience, and soak - TO DO: Influence and Attribute adjusted rating & Skill Total for performance (no new functionality) - - when auto-calculating influence, need to allow the use of STR for Fel for influence for orks, and intellect in place of Fel for Mechanicus - -v3.0. Redo NPC Layout with an order close to the core rulebook stat block. - - Create capability to enter values in place of auto-calculating (this will be a variant capability) +v3.0. Revisions to Align with Cubicle 7 Revised Edition -v4.0. Refine Inline rolls - - Add modifiers to each roll - - a 6 = two successes +The major element of this release, beyond cosmetic changes to match against the Revised rules is the additon of traumatic weapons and replacing existing dice with a number of wrath dice = traumatic injuries. + +Updates: +01. Cosmetic: Replaced all references to BP and Buildpoints with XP and Experience Points respectively. +02. Cosmetic: Updated references to Soak to Determination. Note till vehicle and voidship rules are updated I have left them with Soak. +03. Cosmetic: References to Race changed to Species. +04. Cosmetic: References to Malignancy/ies changed to Mutation/s. +05. Cosmetic: relabled Defining Trait to Background Type, removed Keyword from the list and renamed Custom to Other. +06. Cosmetic: swapped Faction (previously Framework) with Species/Gender +07. Cosmetic: added text in skills flagging those with optional use requirements. +08. Cosmetic: added text to DMOD insturcting to add +1 for Brutal and Melta Short weapons. +09. Cosmetic: Moved Memoriable Injuries to Combat tab. +10. Cosmetic: Switched presentation of Current and Max for Shock and Wounds. +11. Cosmetic: Removed Hvy and Lght wounds; no longer in use. +12. Fix: Brutal Roll for non-api die roller on weapon damage. +13. Fix: Total Corruption Adjusted value. +14. Update: Per revised rules, removed ranks 4 and 5 and updated rank label accordingly. +15. Update: removed defiance rolls - no longer used. +16. NEW: Added Faith to first tab. +17. NEW: Added Traumatic Injuries section next to memoriable injuries. +18. NEW: created script workers to manage Traumatic Injury count - when you add counter goes up; when you remove counter goes down. +19. NEW: Added a Melta dice roller for when using Melta vs structure and vehicles; too complex for adding to W&G dice roller at this point. +20. NEW: Automated replacement of wrath dice with traumatic injuries for Attributes, Traits, Skills, Weapons, and Psychic Powers. This does not include vehicle and voidship rules till those rules are released. +21. NEW: On personal tab added fields for - Appearance, Age, Eyes, Hair, Height,Size, and Features. ### Changelog @@ -146,4 +162,4 @@ Fixes: - resubmitted on August 6th due to roll20 packaging error. ### Known Issues -1. Inline rolls do not show two successes on a 6 and die modifier is not added; this functionality is not core within the Roll20 capabilities and an expanded formula needs to be created. +1. Inline rolls do not show two successes on a 6 and die modifier is not added; this functionality is not core within the Roll20 capabilities and an expanded formula needs to be created. \ No newline at end of file diff --git a/Wrath and Glory API/sheet.json b/Wrath and Glory API/sheet.json index ee317a2822..53a9faced5 100644 --- a/Wrath and Glory API/sheet.json +++ b/Wrath and Glory API/sheet.json @@ -4,5 +4,5 @@ "authors": "Barry Snyder, Fenrhir", "roll20userid": "399162,1048520", "preview": "WrathAndGloryWithAPI.png", - "instructions": "**Wrath & Glory (with Advanced API Integration) v2.7**\n\nThis is a multi-purpose sheet for both characters (default view) and threats based on the core rules. **Dice Rolling**\n\nThis Wrath & Glory character sheet provides automated dice rolls using the Roll20 Inline dice rolling and integration with a Wrath and Glory API Dice Roller. If you have any questions, comments, or feedback (all welcome) please contact Barry at btsnyder@gmail.com or MrBS on Roll20." -} + "instructions": "**Wrath & Glory (with Advanced API Integration) v3.0**\n\nThe W&G API sheet is for the revised edition of Wrath & Glory. The previous version of this sheet supports the original edition. This is a multi-purpose sheet for both characters (default view) and threats based on the core rules. **Dice Rolling**\n\nThis Wrath & Glory character sheet provides automated dice rolls using the Roll20 Inline dice rolling and integration with a Wrath and Glory API Dice Roller. If you have any questions, comments, or feedback (all welcome) please contact Barry at btsnyder@gmail.com or MrBS on Roll20." +} \ No newline at end of file diff --git a/Wrath and Glory API/wrath_and_glory.css b/Wrath and Glory API/wrath_and_glory.css index cd36e2486c..835b2697b4 100644 --- a/Wrath and Glory API/wrath_and_glory.css +++ b/Wrath and Glory API/wrath_and_glory.css @@ -1,26 +1,26 @@ -/* Version: 2.7 */ +/* Version: 3.0 */ /* ================ COLOR GUIDE ================ LIGHT TEAL: #d0dfe5 DARK TEAL: #023244 */ /* ================ Roll Templates ================ */ +.sheet-rolltemplate-meltadamage_roll table, .sheet-rolltemplate-alternative_rolld66 table, .sheet-rolltemplate-alternative_roll table, .sheet-rolltemplate-roll_dicepool_nowrath table, .sheet-rolltemplate-roll_dicepool table, .sheet-rolltemplate-glory_roll table, -.sheet-rolltemplate-defiance_roll table, .sheet-rolltemplate-recovershock_roll table { width:100%; background-color: white; border:1px solid Black } +.sheet-rolltemplate-meltadamage_roll th, .sheet-rolltemplate-alternative_rolld66 th, .sheet-rolltemplate-alternative_roll th, .sheet-rolltemplate-roll_dicepool_nowrath th, .sheet-rolltemplate-roll_dicepool th, .sheet-rolltemplate-glory_roll th, -.sheet-rolltemplate-defiance_roll th, .sheet-rolltemplate-recovershock_roll th { text-align: center; font-family: Helvetica; @@ -30,12 +30,12 @@ DARK TEAL: #023244 background-color: Black; color: white; } +.sheet-rolltemplate-meltadamage_roll td, .sheet-rolltemplate-alternative_rolld66 td, .sheet-rolltemplate-alternative_roll td, .sheet-rolltemplate-roll_dicepool_nowrath td, .sheet-rolltemplate-roll_dicepool td, .sheet-rolltemplate-glory_roll td, -.sheet-rolltemplate-defiance_roll td, .sheet-rolltemplate-recovershock_roll td { padding:5px; line-height:1.1em; @@ -44,13 +44,13 @@ DARK TEAL: #023244 .sheet-rolltemplate-roll_dicepool_nowrath td:first-child, .sheet-rolltemplate-roll_dicepool td:first-child, .sheet-rolltemplate-glory_roll td:first-child, -.sheet-rolltemplate-defiance_roll td:first-child, .sheet-rolltemplate-recovershock_roll td:first-child { color: black; text-align:Left; min-width:50px; padding-right:5px; } +.sheet-rolltemplate-meltadamage_roll td:first-child, .sheet-rolltemplate-alternative_rolld66 td:first-child, .sheet-rolltemplate-alternative_roll td:first-child { color: black; @@ -58,12 +58,12 @@ DARK TEAL: #023244 min-width:50px; padding-right:5px; } +.sheet-rolltemplate-meltadamage_roll tr:nth-child(even), .sheet-rolltemplate-alternative_rolld66 tr:nth-child(even), .sheet-rolltemplate-alternative_roll tr:nth-child(even), .sheet-rolltemplate-roll_dicepool_nowrath tr:nth-child(even), .sheet-rolltemplate-roll_dicepool tr:nth-child(even), .sheet-rolltemplate-glory_roll tr:nth-child(even), -.sheet-rolltemplate-defiance_roll tr:nth-child(even), .sheet-rolltemplate-recovershock_roll tr:nth-child(even) { background-color:#EEEEEE } @@ -397,6 +397,13 @@ textarea[name=attr_rinjury] { height: 1.25em; /* margin-left: 10px !important;*/ } +textarea[name=attr_trauma] { + resize: vertical; + display: block; + width: 97.5% !important; + height: 1.25em; + /* margin-left: 10px !important;*/ +} textarea[name=attr_rinjuryDescription] { resize: vertical; display: block; @@ -726,9 +733,15 @@ th { .sheet-width-W50 {width: 50%;} .sheet-width-W45 {width: 45%;} .sheet-width-W40 {width: 40%;} +.sheet-width-W35 {width: 37%;} +.sheet-width-W35 {width: 38%;} .sheet-width-W35 {width: 35%;} .sheet-width-W33 {width: 33%;} .sheet-width-W30 {width: 30%;} +.sheet-width-W25 {width: 29%;} +.sheet-width-W25 {width: 28%;} +.sheet-width-W25 {width: 27%;} +.sheet-width-W25 {width: 26%;} .sheet-width-W25 {width: 25%;} .sheet-width-W24 {width: 24%;} .sheet-width-W23 {width: 23%;} diff --git a/Wrath and Glory API/wrath_and_glory_api.html b/Wrath and Glory API/wrath_and_glory_api.html index 50b1b29b6e..e6f4fb3067 100644 --- a/Wrath and Glory API/wrath_and_glory_api.html +++ b/Wrath and Glory API/wrath_and_glory_api.html @@ -1,7 +1,7 @@ - - - + + +
    @@ -84,8 +84,6 @@ - -
    @@ -97,14 +95,14 @@
    - - - - + + + +
    Framework:
    Species/Gender:
    Faction:
    @@ -115,8 +113,10 @@
    Faith: Wrath:
    @@ -159,13 +159,16 @@
    + + + + + + + + + + + + + + + + + + + + + + + +
    Resist Corr
    + + + + + + + + +

    Roll

    Assist

    Athletics
    @@ -448,14 +481,17 @@ + + +
    Awareness
    @@ -493,14 +529,17 @@ + + +
    Ballistic Skill
    Ballistic Skill
    + + +
    Cunning
    @@ -583,14 +625,17 @@ + + +
    Deception
    @@ -628,14 +673,17 @@ + + +
    Insight
    @@ -673,14 +721,17 @@ + + +
    Intimidation
    @@ -718,14 +769,17 @@ + + +
    Investigation
    @@ -763,14 +817,17 @@ + + +
    Leadership
    @@ -808,14 +865,17 @@ + + +
    Medicae
    Medicae
    + + +
    Persuasion
    @@ -898,14 +961,17 @@ + + +
    Pilot
    Pilot
    + + +
    Psychic Mastery
    @@ -988,14 +1057,17 @@ + + +
    Scholar
    Scholar
    + + +
    Stealth
    @@ -1078,14 +1153,17 @@ + + +
    Survival
    Survival
    + + +
    Tech
    Tech
    + + +
    Weapon Skill
    Weapon Skill
    + + +
    +
    @@ -1261,14 +1348,17 @@ @@ -1300,12 +1390,12 @@ - + - + @@ -1322,30 +1412,21 @@
    Health
    + + +
    Defense: Mod: Mod:
    Resilience/AV: / Mod: Mod:
    Speed:
    - - - + + + - - - + + +
    Shock: / Mod: Shock(Curr/Max) / Shk Mod
    Wounds: / Mod: Wnds(Curr/Max) / Wnd Mod
    - - - - - - -
    Wnd Lvl: : Lgt(+1DN) : Hvy(+2DN)
    - - - - - + + +
    Soak:Mod: Determination:Determ. Mod:
    @@ -1354,8 +1435,8 @@
    Rolls
    - - + +
    Bonus Dice: Die Mod: Bonus Dice: Die Mod:
    @@ -1373,16 +1454,16 @@ name="roll_dice4combatinitiative" style="font-size: 175%;">F - + @@ -1396,14 +1477,14 @@ name="roll_recovershock" style="font-size: 175%;">F - - + + @@ -1456,6 +1537,50 @@
    Soak DmgDetermination Defiance + Melta + title="Click to roll damage inflicted by a Melta to a Vehicle or Structure. To set the number of dice rolled, click Bonus Dice above. If you want to add a bonus to the final roll enter a value in Die Mod above." + value="@{sendinlinestring}{template:meltadamage_roll} {{name=@{character_name} Inflicts Vehicle/structure damage with Melta}} {{dice=[[ 1 + @{combatBD}]]}} {{roll=[[[[[[1 + @{combatBD}]]d3]] + @{combatRollMod}]]}}" + name="roll_recovershock" style="font-size: 175%;">F -
    # of Glory Spent:
    + + +
    +
    +
    Traumatic Injuries
    + + + + +

    Trauma

    +
    + + + + +
    +
    + + + + + + +
    +
    Memorable Injuries
    +
    Trauma Count:
    + + + + +

    Injury

    How the Injury was Received

    +
    + + + + + +
    +
    +
    +
    + + +
    Weapon and Attack Details
    @@ -1474,10 +1599,10 @@ - + - +

    Skill/Attr

    Rating

    A BD

    A Mod

    A Mod

    Atk

    D BD

    D Mod

    D Mod

    Dmg

    @@ -1500,25 +1625,28 @@
    - + + +
    Bonus Wrath:
    Bonus Wrath:
    Bonus Dice:  
    Dice Mod:
    + + +
    @@ -1860,37 +1990,62 @@
    -
    Memorable Injuries
    - - - - - -

    Injury

    How the Injury was Received

    -
    - - - - - -
    -
    +
    Appearance
    +
    +
    + + + + + + + + + +
    Age:Hgt:Size: + +
    + + + + + + + + + +
    Eyes:
    Hair:
    +
    +
    +
    + + + + +
    +
    +
    +
    Background
    - - +
    Defining Trait: + Background Type: Custom:Other Background:
    @@ -1904,11 +2059,11 @@
    -
    Malignancies
    +
    Mutations
    - +
    Name:Name: Type: - @@ -1918,14 +2073,14 @@
    - +
    - +
    Name:Name: Type: - @@ -1935,7 +2090,7 @@
    - +
    @@ -1962,7 +2117,7 @@
    -
    Build Points Tracking
    +
    Experience Points Tracking
    @@ -1971,16 +2126,16 @@ - - - - - - - - - - + + + + + + + + + +

    Tier:

    Title:

    Starting BP:

    Starting BP Spent:

    Total BP Earned:

    Total BP Spent:

    BP Available:

    Starting XP:

    Starting XP Spent:

    Total XP Earned:

    Total XP Spent:

    XP Available:


    @@ -1988,26 +2143,26 @@
    Progression Log
    - - + +

    Advancements (Build Points Spent)

    BP Spent

    Advancements (Experience Points Spent)

    XP Spent

    - +

    -
    Mission Log (Mission Details and Build Points Awarded)
    +
    Mission Log (Mission Details and Experience Points Awarded)
    - +

    Mission Name

    Award Date

    Milestone\Mission Highlight

    BP Award

    XP Award

    @@ -2021,7 +2176,7 @@ - +
    @@ -2298,11 +2453,11 @@
    Traits
    - - - - - + + + + +
    Reloads:Speed:Soak Ruin:Reloads:Speed:Determination Ruin:
    Defensive
    @@ -2310,10 +2465,10 @@ Defense: - + Resilience/AV: / - +
    Health
    @@ -2321,28 +2476,20 @@ Shock: / - Mod: + Mod: Wounds: / - Mod: + Mod: - - - - - - - -
    Wnd Lvl: : Lgt(+1DN) : Hvy(+2DN)
    Rolls
    - - + +
    Bonus Dice: Die Mod: Bonus Dice: Die Mod: Tag:
    @@ -2370,15 +2517,15 @@ - Roll for Soak + Determination @@ -2648,7 +2795,7 @@

    A Mod

    Atk

    D BD

    -

    D Mod

    +

    D Mod

    Dmg

    @@ -2793,7 +2940,7 @@ -
    Bonus Wrath:
    +
    Bonus Wrath:
    Bonus Dice:  
    @@ -3395,41 +3542,18 @@ Glory Roll({{number}}d6): {{roll}} icon(s) (4-6) rolled - - + - -
    {{name}}
    Defiance Roll: {{roll}}
    - - - - - - - - - - - - - - - - - - - - +

    Roll

    Outcome

    12 failures
    2-31 failure
    4-51 Success
    6Conscious with 1 wound
    Melta Damage: ({{dice}}d6): {{roll}} Dmg
    -